---@meta
---@diagnostic disable

---@class ABaseQuestObjectiveWrapper : AJournalEntryWrapper
---@field questObjective gameJournalQuestObjectiveBase
---@field objectiveStatus gameJournalEntryState
---@field isTracked Bool
---@field currentCounter Int32
---@field totalCounter Int32
ABaseQuestObjectiveWrapper = {}

---@return String
function ABaseQuestObjectiveWrapper:GetCounterText() return end

---@return String
function ABaseQuestObjectiveWrapper:GetDescription() return end

---@return gameJournalQuestObjectiveBase
function ABaseQuestObjectiveWrapper:GetQuestObjective() return end

---@return gameJournalEntryState
function ABaseQuestObjectiveWrapper:GetStatus() return end

---@param questObjective gameJournalQuestObjectiveBase
---@param objectiveStatus gameJournalEntryState
---@param isTracked Bool
---@param uniqueId Int32
---@param currentCounter Int32
---@param totalCounter Int32
function ABaseQuestObjectiveWrapper:Init(questObjective, objectiveStatus, isTracked, uniqueId, currentCounter, totalCounter) return end

---@return Bool
function ABaseQuestObjectiveWrapper:IsActive() return end

---@return Bool
function ABaseQuestObjectiveWrapper:IsTracked() return end

---@return Bool
function ABaseQuestObjectiveWrapper:IsTrackedInHierarchy() return end

---@class ABaseWrapper : IScriptable
ABaseWrapper = {}

---@return String
function ABaseWrapper:ToString() return end

---@class AGenericTooltipController : inkWidgetLogicController
---@field Root inkCompoundWidget
AGenericTooltipController = {}

---@return Bool
function AGenericTooltipController:OnInitialize() return end

function AGenericTooltipController:Hide() return end

function AGenericTooltipController:Refresh() return end

---@param tooltipData ATooltipData
function AGenericTooltipController:SetData(tooltipData) return end

---@param styleResPath redResourceReferenceScriptToken
function AGenericTooltipController:SetStyle(styleResPath) return end

function AGenericTooltipController:Show() return end

---@class AGenericTooltipControllerWithDebug : AGenericTooltipController
---@field DEBUG_showDebug Bool
---@field DEBUG_openInVSCode Bool
---@field DEBUG_openInVSCodeBlocked Bool
AGenericTooltipControllerWithDebug = {}

---@param evt inkPointerEvent
---@return Bool
function AGenericTooltipControllerWithDebug:OnGlobalPress_DEBUG(evt) return end

---@param evt inkPointerEvent
---@return Bool
function AGenericTooltipControllerWithDebug:OnGlobalRelease_DEBUG(evt) return end

---@return Bool
function AGenericTooltipControllerWithDebug:OnInitialize() return end

---@return Bool
function AGenericTooltipControllerWithDebug:OnUninitialize() return end

function AGenericTooltipControllerWithDebug:DEBUG_UpdateDebugInfo() return end

---@param tdbID TweakDBID|string
function AGenericTooltipControllerWithDebug:OpenTweakDBRecordInVSCodeIfRequested(tdbID) return end

---@class AHintItemController : inkWidgetLogicController
---@field Icon inkImageWidgetReference
---@field UnavaliableText inkTextWidgetReference
---@field Root inkWidget
AHintItemController = {}

---@return Bool
function AHintItemController:OnInitialize() return end

---@param isEnabled Bool
function AHintItemController:Animate(isEnabled) return end

function AHintItemController:CacheAnimations() return end

---@param anim inkanimProxy
function AHintItemController:OnAnimFinished(anim) return end

---@param atlasPath CName|string
---@param iconName CName|string
function AHintItemController:SetIcon(atlasPath, iconName) return end

---@class AIAIBlackboardSerializableID
---@field id gameBlackboardSerializableID
AIAIBlackboardSerializableID = {}

---@return AIAIBlackboardSerializableID
function AIAIBlackboardSerializableID.new() return end

---@param props table
---@return AIAIBlackboardSerializableID
function AIAIBlackboardSerializableID.new(props) return end

---@class AIAIEvent : redEvent
---@field name CName
---@field timeToLive Float
AIAIEvent = {}

---@return AIAIEvent
function AIAIEvent.new() return end

---@param props table
---@return AIAIEvent
function AIAIEvent.new(props) return end

---@return Float
function AIAIEvent:GetTimeToLive() return end

---@param tag CName|string
---@return Bool
function AIAIEvent:HasTag(tag) return end

---@class AIAbsoluteZLimiter : AICoverSelectionParameters
AIAbsoluteZLimiter = {}

---@return AIAbsoluteZLimiter
function AIAbsoluteZLimiter.new() return end

---@param props table
---@return AIAbsoluteZLimiter
function AIAbsoluteZLimiter.new(props) return end

---@class AIActionBossDataDef : AIBlackboardDef
---@field excludedWaypointPosition gamebbScriptID_Variant
AIActionBossDataDef = {}

---@return AIActionBossDataDef
function AIActionBossDataDef.new() return end

---@param props table
---@return AIActionBossDataDef
function AIActionBossDataDef.new(props) return end

---@return Bool
function AIActionBossDataDef:AutoCreateInSystem() return end

---@class AIActionChecks : IScriptable
AIActionChecks = {}

---@return AIActionChecks
function AIActionChecks.new() return end

---@param props table
---@return AIActionChecks
function AIActionChecks.new(props) return end

---@param puppet ScriptedPuppet
---@param npcStates AIActionNPCStates
---@return Bool
function AIActionChecks.CheckAllNPCStateTypes(puppet, npcStates) return end

---@param playerPuppet ScriptedPuppet
---@param playerStates AIActionPlayerStates
---@return Bool
function AIActionChecks.CheckAllPlayerStateTypes(playerPuppet, playerStates) return end

---@param puppet ScriptedPuppet
---@param behaviorStates gamedataNPCBehaviorState[]
---@return Bool
function AIActionChecks.CheckBehaviorState(puppet, behaviorStates) return end

---@param puppet ScriptedPuppet
---@param defenseMode gamedataDefenseMode[]
---@return Bool
function AIActionChecks.CheckDefenseMode(puppet, defenseMode) return end

---@param puppet ScriptedPuppet
---@param highLevelStates gamedataNPCHighLevelState[]
---@return Bool
function AIActionChecks.CheckHighLevelState(puppet, highLevelStates) return end

---@param puppet ScriptedPuppet
---@param locomotionMode gamedataLocomotionMode[]
---@return Bool
function AIActionChecks.CheckLocomotionMode(puppet, locomotionMode) return end

---@param puppet ScriptedPuppet
---@param desiredTags CName[]|string[]
---@return Bool
function AIActionChecks.CheckMountedVehicleDesiredTags(puppet, desiredTags) return end

---@param puppet ScriptedPuppet
---@param npcStates AIActionNPCStates
---@return Bool
function AIActionChecks.CheckNPCState(puppet, npcStates) return end

---@param puppet ScriptedPuppet
---@param npcStates AIActionNPCStates
---@param checkAll Bool
---@return Bool
function AIActionChecks.CheckOwnerState(puppet, npcStates, checkAll) return end

---@param playerPuppet ScriptedPuppet
---@param bodyCarryStates gamePSMBodyCarrying[]
---@return Bool
function AIActionChecks.CheckPSMBodyCarryState(playerPuppet, bodyCarryStates) return end

---@param playerPuppet ScriptedPuppet
---@param combatStates gamePSMCombat[]
---@return Bool
function AIActionChecks.CheckPSMCombatState(playerPuppet, combatStates) return end

---@param playerPuppet ScriptedPuppet
---@param locomotionStates gamePSMLocomotionStates[]
---@return Bool
function AIActionChecks.CheckPSMLocomotionState(playerPuppet, locomotionStates) return end

---@param playerPuppet ScriptedPuppet
---@param meleeStates gamePSMMelee[]
---@return Bool
function AIActionChecks.CheckPSMMeleeState(playerPuppet, meleeStates) return end

---@param playerPuppet ScriptedPuppet
---@param upperBodyStates gamePSMUpperBodyStates[]
---@return Bool
function AIActionChecks.CheckPSMUpperBodyState(playerPuppet, upperBodyStates) return end

---@param playerPuppet ScriptedPuppet
---@param zoneStates gamePSMZones[]
---@return Bool
function AIActionChecks.CheckPSMZoneState(playerPuppet, zoneStates) return end

---@param playerPuppet ScriptedPuppet
---@param playerStates AIActionPlayerStates
---@return Bool
function AIActionChecks.CheckPlayerState(playerPuppet, playerStates) return end

---@param puppet ScriptedPuppet
---@param stanceStates gamedataNPCStanceState[]
---@return Bool
function AIActionChecks.CheckStanceState(puppet, stanceStates) return end

---@param target ScriptedPuppet
---@param targetStates AIActionTargetStates
---@param checkAll Bool
---@return Bool
function AIActionChecks.CheckTargetState(target, targetStates, checkAll) return end

---@param puppet ScriptedPuppet
---@param upperBodyStates gamedataNPCUpperBodyState[]
---@return Bool
function AIActionChecks.CheckUpperBodyState(puppet, upperBodyStates) return end

---@param playerPuppet ScriptedPuppet
---@param id gamebbScriptID_Int32
---@return Int32
function AIActionChecks.GetPSMBlackbordInt(playerPuppet, id) return end

---@class AIActionDataDef : AIBlackboardDef
---@field ownerMeleeAttackBlockedCount gamebbScriptID_Int32
---@field ownerMeleeAttackParriedCount gamebbScriptID_Int32
---@field ownerMeleeAttackDodgedCount gamebbScriptID_Int32
---@field ownerLastAttackTimeStamp gamebbScriptID_Float
---@field ownerLastAttackName gamebbScriptID_CName
---@field ownerInTumble gamebbScriptID_Bool
---@field ownerCurrentAnimVariationSet gamebbScriptID_Bool
---@field ownerLastAnimVariationAction gamebbScriptID_CName
---@field ownerLastAnimVariation gamebbScriptID_Int32
---@field ownerLastBlockAnimVariation gamebbScriptID_Int32
---@field ownerItemsToEquip gamebbScriptID_Variant
---@field ownerItemsUnequipped gamebbScriptID_Variant
---@field ownerItemsForceUnequipped gamebbScriptID_Variant
---@field ownerLastEquippedItems gamebbScriptID_Variant
---@field ownerLastUnequipTimestamp gamebbScriptID_Float
---@field ownerEquipItemTime gamebbScriptID_Float
---@field ownerEquipDuration gamebbScriptID_Float
---@field dropItemOnUnequip gamebbScriptID_Bool
---@field archetypeEffectorsApplied gamebbScriptID_Bool
---@field ownerTimeDilation gamebbScriptID_Float
---@field ownerGlobalTimeDilation gamebbScriptID_Float
---@field operationHasBeenProcessed gamebbScriptID_Bool
---@field weaponTrailInitialised gamebbScriptID_Bool
---@field weaponTrailAborted gamebbScriptID_Bool
---@field netrunner gamebbScriptID_Variant
---@field netrunnerProxy gamebbScriptID_Variant
---@field netrunnerTarget gamebbScriptID_Variant
---@field ignoreInCombatMoveCommand gamebbScriptID_Bool
---@field avoidLOSTimeStamp gamebbScriptID_Float
---@field attackBlocked gamebbScriptID_Bool
---@field attackParried gamebbScriptID_Bool
---@field lastGrenadeThrowTimestamp gamebbScriptID_Float
AIActionDataDef = {}

---@return AIActionDataDef
function AIActionDataDef.new() return end

---@param props table
---@return AIActionDataDef
function AIActionDataDef.new(props) return end

---@return Bool
function AIActionDataDef:AutoCreateInSystem() return end

---@param blackboard gameIBlackboard
function AIActionDataDef:Initialize(blackboard) return end

---@class AIActionHelper : IScriptable
AIActionHelper = {}

---@return AIActionHelper
function AIActionHelper.new() return end

---@param props table
---@return AIActionHelper
function AIActionHelper.new(props) return end

---@param entity entEntity
---@param actionName String
---@return Bool
function AIActionHelper.ActionDebugHelper(entity, actionName) return end

---@param actionNameCheck String
---@param actionName String
---@return Bool
function AIActionHelper.ActionDebugHelper(actionNameCheck, actionName) return end

---@param actionNameCheck String
---@param entity entEntity
---@param actionName String
---@return Bool
function AIActionHelper.ActionDebugHelper(actionNameCheck, entity, actionName) return end

---@param ownerPuppet ScriptedPuppet
function AIActionHelper.AnimationsLoadedSignal(ownerPuppet) return end

---@param weapon gameweaponObject
---@param effectName CName|string
function AIActionHelper.BreakWeaponEffectLoop(weapon, effectName) return end

---@param owner gameObject
---@param squadMembers entEntityID[]
function AIActionHelper.ChangeAttitudeToFriendlyAllSquad(owner, squadMembers) return end

---@param object gameObject
---@param ability gamedataGameplayAbility_Record
---@return Bool
function AIActionHelper.CheckAbility(object, ability) return end

---@param actionName String
---@return Bool
function AIActionHelper.CheckFlatheadStatPoolRequirements(actionName) return end

---@param context AIbehaviorScriptExecutionContext
---@param persistenceSource Uint32
---@param ignoreCombatTargetCommand Bool
function AIActionHelper.ClearCommandCombatTarget(context, persistenceSource, ignoreCombatTargetCommand) return end

---@param puppet ScriptedPuppet
function AIActionHelper.ClearItemsForceUnequipped(puppet) return end

---@param puppet ScriptedPuppet
function AIActionHelper.ClearItemsToEquip(puppet) return end

---@param puppet ScriptedPuppet
function AIActionHelper.ClearItemsToUnequip(puppet) return end

---@param puppet ScriptedPuppet
function AIActionHelper.ClearItemsUnequipped(puppet) return end

---@param puppet ScriptedPuppet
---@param doNotRepeat Bool
---@return Bool
function AIActionHelper.ClearWorkspotCommand(puppet, doNotRepeat) return end

---@param ownerPuppet ScriptedPuppet
function AIActionHelper.CombatQueriesInit(ownerPuppet) return end

---@param owner ScriptedPuppet
---@return gameIBlackboard
function AIActionHelper.GetActionBlackboard(owner) return end

---@param puppet ScriptedPuppet
---@param threat AITrackedLocation
---@return Bool
function AIActionHelper.GetActiveTopHostilePuppetThreat(puppet, threat) return end

---@param value gamedataAIAdditionalTraceType
---@return senseAdditionalTraceType
function AIActionHelper.GetAdditionalTraceTypeValueFromTweakEnum(value) return end

---@param itemID ItemID
---@return CName
function AIActionHelper.GetAnimWrapperNameBasedOnItemID(itemID) return end

---@param itemID ItemID
---@return CName
function AIActionHelper.GetAnimWrapperNameBasedOnItemTag(itemID) return end

---@param patternPackages gamedataAIPatternsPackage_Record[]
---@return Bool
function AIActionHelper.GetBaseShootingPatternPackages(patternPackages) return end

---@param postCombatStart Bool
---@return Float
function AIActionHelper.GetCallingAlliesToCombatDelay(postCombatStart) return end

---@param weapon gameItemObject
---@return CName
function AIActionHelper.GetCurrentStrongArmsTrailEffect(weapon) return end

---@param record gamedataMovementPolicy_Record
---@return Bool, Float, Float
function AIActionHelper.GetDistanceAndToleranceFromRingType(record) return end

---@param ringRecord gamedataAIRingType_Record
---@param condition gamedataMovementPolicy_Record
---@return Bool, Vector2
function AIActionHelper.GetDistanceRangeFromRingType(ringRecord, condition) return end

---@param ringRecord gamedataAIRingType_Record
---@param condition gamedataAIOptimalDistanceCond_Record
---@return Bool, Vector2
function AIActionHelper.GetDistanceRangeFromRingType(ringRecord, condition) return end

---@param ringRecord gamedataAIRingType_Record
---@return Bool, Vector2
function AIActionHelper.GetDistanceRangeFromRingType(ringRecord) return end

---@param owner gameObject
---@param items gameItemObject[]
---@return Bool
function AIActionHelper.GetItemsFromWeaponSlots(owner, items) return end

---@param weapon gameweaponObject
---@return gamedataTriggerMode
function AIActionHelper.GetLastRequestedTriggerMode(weapon) return end

---@param puppet ScriptedPuppet
---@return gamedataAIRingType_Record
function AIActionHelper.GetLatestActiveRingTypeRecord(puppet) return end

---@param object gameObject
---@return gamedataAIRingType_Record
function AIActionHelper.GetLatestActiveRingTypeRecordHelper(object) return end

---@param puppet ScriptedPuppet
---@return String
function AIActionHelper.GetReactionPresetGroup(puppet) return end

---@param owner ScriptedPuppet
---@return gameIBlackboard
function AIActionHelper.GetShootingBlackboard(owner) return end

---@param target gameObject
---@param delay Float
---@return Bool, Vector4
function AIActionHelper.GetTargetPositionFromPast(target, delay) return end

---@param target gameObject
---@param slotName CName|string
---@return Bool, Vector4
function AIActionHelper.GetTargetSlotPosition(target, slotName) return end

---@param target gameObject
---@param slotName CName|string
---@return Bool, WorldTransform
function AIActionHelper.GetTargetSlotTransform(target, slotName) return end

---@param owner ScriptedPuppet
---@return Bool
function AIActionHelper.HasCombatAICommand(owner) return end

---@param owner gameObject
---@param tag CName|string
---@return Bool
function AIActionHelper.HasEquippedWeaponWithTag(owner, tag) return end

---@param owner ScriptedPuppet
---@return Bool
function AIActionHelper.HasFollowerCombatAICommand(owner) return end

---@param owner ScriptedPuppet
---@param target gameObject
---@return Bool
function AIActionHelper.HasLostTarget(owner, target) return end

---@param owner ScriptedPuppet
---@return Bool
function AIActionHelper.HasWorkspotAICommand(owner) return end

---@param context AIbehaviorScriptExecutionContext
---@param commandName CName|string
---@return Bool
function AIActionHelper.IsCommandCombatTargetValid(context, commandName) return end

---@param self_ gameObject
---@param record gamedataAIActionCooldown_Record
---@return Bool
function AIActionHelper.IsCooldownActive(self_, record) return end

---@param puppet ScriptedPuppet
---@return Bool
function AIActionHelper.IsCurrentlyCrouching(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AIActionHelper.IsCurrentlyExposedInCover(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AIActionHelper.IsCurrentlyInCoverAttackAction(puppet) return end

---@param owner gameObject
---@return Bool
function AIActionHelper.IsInWorkspot(owner) return end

---@param commandName CName|string
---@return Bool
function AIActionHelper.IsMoveCommand(commandName) return end

---@param ownerPuppet ScriptedPuppet
---@param point Vector4
---@return Bool
function AIActionHelper.IsPointInRMA(ownerPuppet, point) return end

---@param ownerPuppet ScriptedPuppet
---@param point Vector4
---@return Bool
function AIActionHelper.IsPointInRestrictedMovementArea(ownerPuppet, point) return end

---@param weapon gameweaponObject
---@param effectName CName|string
function AIActionHelper.KillWeaponEffect(weapon, effectName) return end

---@param weapon gameweaponObject
---@param effectName CName|string
function AIActionHelper.PlayWeaponEffect(weapon, effectName) return end

---@param puppet ScriptedPuppet
function AIActionHelper.PreloadAllBaseAnimations(puppet) return end

---@param puppet ScriptedPuppet
---@param streamingContextName CName|string
---@param highPriority Bool
---@return Bool
function AIActionHelper.PreloadAnimations(puppet, streamingContextName, highPriority) return end

---@param puppet ScriptedPuppet
---@param melee Bool
---@return Bool
function AIActionHelper.PreloadBaseAnimations(puppet, melee) return end

---@param puppet ScriptedPuppet
---@param melee Bool
---@return Bool
function AIActionHelper.PreloadCoreAnimations(puppet, melee) return end

---@param owner gameObject
---@return gameDelayID
function AIActionHelper.QueueNearbyCombatNotification(owner) return end

---@param puppet ScriptedPuppet
function AIActionHelper.QueuePreloadBaseAnimationsEvent(puppet) return end

---@param puppet ScriptedPuppet
function AIActionHelper.QueuePreloadCoreAnimationsEvent(puppet) return end

---@param owner gameObject
---@param postCombatStart Bool
---@return gameDelayID
function AIActionHelper.QueuePullSquadSync(owner, postCombatStart) return end

---@param owner gameObject
---@param postCombatStart Bool
function AIActionHelper.QueueSecuritySystemCombatNotification(owner, postCombatStart) return end

---@param owner gameObject
---@param itemRecord gamedataItem_Record
---@param animFeatureName CName|string
---@param equipped Bool
function AIActionHelper.SendItemHandling(owner, itemRecord, animFeatureName, equipped) return end

---@param owner gameObject
---@param active Bool
function AIActionHelper.SetActionExclusivity(owner, active) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
---@param isPersistant Bool
---@param persistenceSource Uint32
---@return Bool
function AIActionHelper.SetCommandCombatTarget(context, target, isPersistant, persistenceSource) return end

---@param owner gameObject
function AIActionHelper.SetFriendlyTargetAllSquadMembers(owner) return end

---@param puppet ScriptedPuppet
---@param itemsToEquip NPCItemToEquip[]
function AIActionHelper.SetItemsEquipData(puppet, itemsToEquip) return end

---@param puppet ScriptedPuppet
---@param itemsToUnequip NPCItemToEquip[]
---@param dropItem Bool
function AIActionHelper.SetItemsUnequipData(puppet, itemsToUnequip, dropItem) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param targetPosition Vector4
---@return Bool
function AIActionHelper.ShouldShootDirectlyAtTarget(weaponOwner, weapon, targetPosition) return end

---@param self_ gameObject
---@param cooldownName CName|string
---@param duration Float
---@return Int32
function AIActionHelper.StartCooldown(self_, cooldownName, duration) return end

---@param self_ gameObject
---@param record gamedataAIActionCooldown_Record
---@return Int32
function AIActionHelper.StartCooldown(self_, record) return end

---@param owner gameObject
function AIActionHelper.TargetAllSquadMembers(owner) return end

---@param owner ScriptedPuppet
---@param target gameObject
---@return Bool
function AIActionHelper.TryChangingAttitudeToHostile(owner, target) return end

---@param owner ScriptedPuppet
---@param target gameObject
---@return Bool
function AIActionHelper.TryStartCombatWithTarget(owner, target) return end

---@param owner gameObject
---@param linkedStatusEffect LinkedStatusEffect
function AIActionHelper.UpdateLinkedStatusEffects(owner, linkedStatusEffect) return end

---@param weapon gameweaponObject
---@param triggerMode gamedataTriggerMode
---@return Bool
function AIActionHelper.WeaponHasTriggerMode(weapon, triggerMode) return end

---@param weapon gameweaponObject
---@param weaponRecord gamedataWeaponItem_Record
---@param triggerMode gamedataTriggerMode
---@return Bool
function AIActionHelper.WeaponHasTriggerMode(weapon, weaponRecord, triggerMode) return end

---@param weapon gameweaponObject
---@param weaponRecord gamedataWeaponItem_Record
---@param triggerMode gamedataTriggerMode_Record
---@return Bool
function AIActionHelper.WeaponHasTriggerMode(weapon, weaponRecord, triggerMode) return end

---@param weapon gameweaponObject
---@param triggerMode gamedataTriggerMode_Record
---@return Bool
function AIActionHelper.WeaponHasTriggerMode(weapon, triggerMode) return end

---@param weapon gameweaponObject
---@param weaponRecord gamedataWeaponItem_Record
---@param triggerModes gamedataTriggerMode_Record[]
---@return Bool
function AIActionHelper.WeaponHasTriggerModes(weapon, weaponRecord, triggerModes) return end

---@class AIActionHelperTask : AIbehaviortaskScript
---@field actionTweakIDMapping AIArgumentMapping
---@field actionStringName String
---@field initialized Bool
---@field actionName CName
---@field actionID TweakDBID
AIActionHelperTask = {}

---@return TweakDBID
function AIActionHelperTask:GetActionID() return end

---@return AIactionParamsPackageTypes
function AIActionHelperTask:GetActionPackageType() return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function AIActionHelperTask:GetActionStringName(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIActionHelperTask:Initialize(context) return end

---@class AIActionLookat : IScriptable
AIActionLookat = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionLookAtData_Record
---@return entLookAtAddEvent
function AIActionLookat.Activate(context, record) return end

---@param owner gameObject
---@param lookAtAddEvents entLookAtAddEvent[]
function AIActionLookat.Deactivate(owner, lookAtAddEvents) return end

---@param lookatPresetRecord gamedataLookAtPreset_Record
---@param lookAtParts animLookAtPartRequest[]
function AIActionLookat.GetLookatPartsRequests(lookatPresetRecord, lookAtParts) return end

---@class AIActionLookatParams
---@field useLookat Bool
---@field useLeftHand Bool
---@field useRightHand Bool
---@field attachRightHandtoLeftHand Bool
---@field attachLeftHandtoRightHand Bool
---@field slotName CName
---@field lookatStyle animLookAtStyle
---@field hasOutTransition Bool
---@field outTransitionStyle animLookAtStyle
---@field softLimitDegrees animLookAtLimitDegreesType
---@field hardLimitDegrees animLookAtLimitDegreesType
---@field hardLimitDistance animLookAtLimitDistanceType
---@field backLimitDegrees animLookAtLimitDegreesType
---@field additionalParts animLookAtPartRequest[]
AIActionLookatParams = {}

---@return AIActionLookatParams
function AIActionLookatParams.new() return end

---@param props table
---@return AIActionLookatParams
function AIActionLookatParams.new(props) return end

---@class AIActionMovePolicy : IScriptable
AIActionMovePolicy = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataMovementPolicy_Record
---@return movePolicies
function AIActionMovePolicy.Add(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AIActionMovePolicy.CheckCondition(context, condition) return end

---@param owner ScriptedPuppet
---@param target gameObject
---@param trackingMode gamedataTrackingMode
---@return entIPositionProvider
function AIActionMovePolicy.GetTargetPositionProvider(owner, target, trackingMode) return end

---@param context AIbehaviorScriptExecutionContext
---@return movePolicies
function AIActionMovePolicy.Pop(context) return end

---@class AIActionNPCStates
---@field highLevelStates gamedataNPCHighLevelState[]
---@field upperBodyStates gamedataNPCUpperBodyState[]
---@field stanceStates gamedataNPCStanceState[]
---@field behaviorStates gamedataNPCBehaviorState[]
---@field defenseMode gamedataDefenseMode[]
---@field locomotionMode gamedataLocomotionMode[]
AIActionNPCStates = {}

---@return AIActionNPCStates
function AIActionNPCStates.new() return end

---@param props table
---@return AIActionNPCStates
function AIActionNPCStates.new(props) return end

---@class AIActionParams : IScriptable
AIActionParams = {}

---@return AIActionParams
function AIActionParams.new() return end

---@param props table
---@return AIActionParams
function AIActionParams.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param puppet ScriptedPuppet
---@param actionStringName String
---@param actionPackageType AIactionParamsPackageTypes
---@return TweakDBID, CName
function AIActionParams.CreateActionID(context, puppet, actionStringName, actionPackageType) return end

---@param nameParam CName|string
---@return gamedataNPCBehaviorState
function AIActionParams.GetBehaviorStateFromName(nameParam) return end

---@param nameParam CName|string
---@return gamedataDefenseMode
function AIActionParams.GetDefenseModeFromName(nameParam) return end

---@param nameParam CName|string
---@return gamedataNPCHighLevelState
function AIActionParams.GetHighLevelStateFromName(nameParam) return end

---@param nameParam CName|string
---@return gamedataLocomotionMode
function AIActionParams.GetLocomotionModeFromName(nameParam) return end

---@param ownerStates CName[]|string[]
---@return AIActionNPCStates
function AIActionParams.GetOwnerStatesFromArray(ownerStates) return end

---@param nameParam CName|string
---@return Bool, gamePSMBodyCarrying
function AIActionParams.GetPSMBodyCarryStateFromName(nameParam) return end

---@param nameParam CName|string
---@return Bool, gamePSMCombat
function AIActionParams.GetPSMCombatStateFromName(nameParam) return end

---@param nameParam CName|string
---@return Bool, gamePSMLocomotionStates
function AIActionParams.GetPSMLocomotionStateFromName(nameParam) return end

---@param nameParam CName|string
---@return Bool, gamePSMMelee
function AIActionParams.GetPSMMeleeStateFromName(nameParam) return end

---@param nameParam CName|string
---@return Bool, gamePSMUpperBodyStates
function AIActionParams.GetPSMUpperBodyStateFromName(nameParam) return end

---@param nameParam CName|string
---@return Bool, gamePSMZones
function AIActionParams.GetPSMZoneStateFromName(nameParam) return end

---@param nameParam CName|string
---@return gamedataNPCStanceState
function AIActionParams.GetStanceStateFromName(nameParam) return end

---@param targetStates CName[]|string[]
---@param target gameObject
---@return AIActionTargetStates
function AIActionParams.GetTargetStatesFromArray(targetStates, target) return end

---@param targetStates CName[]|string[]
---@return AIActionTargetStates
function AIActionParams.GetTargetStatesFromArray(targetStates) return end

---@param nameParam CName|string
---@return gamedataNPCUpperBodyState
function AIActionParams.GetUpperBodyStateFromName(nameParam) return end

---@param npcStates AIActionNPCStates
---@param stateName CName|string
function AIActionParams.PushBackNPCState(npcStates, stateName) return end

---@param playerStates AIActionPlayerStates
---@param stateName CName|string
function AIActionParams.PushBackPlayerState(playerStates, stateName) return end

---@param actionID TweakDBID|string
---@return Bool
function AIActionParams.TempGetIsValid(actionID) return end

---@class AIActionPlayerStates
---@field locomotionStates gamePSMLocomotionStates[]
---@field upperBodyStates gamePSMUpperBodyStates[]
---@field meleeStates gamePSMMelee[]
---@field zoneStates gamePSMZones[]
---@field bodyCarryStates gamePSMBodyCarrying[]
---@field combatStates gamePSMCombat[]
AIActionPlayerStates = {}

---@return AIActionPlayerStates
function AIActionPlayerStates.new() return end

---@param props table
---@return AIActionPlayerStates
function AIActionPlayerStates.new(props) return end

---@class AIActionSlideParams
---@field distance Float
---@field directionAngle Float
---@field duration Float
---@field offset Float
---@field slideToTarget Bool
---@field debugDrawSlideLines Bool
AIActionSlideParams = {}

---@return AIActionSlideParams
function AIActionSlideParams.new() return end

---@param props table
---@return AIActionSlideParams
function AIActionSlideParams.new(props) return end

---@class AIActionSpot : AISmartSpot
---@field resource workWorkspotResource
---@field ActorBodytypeE3 AISocketsForRig
---@field masterNodeRef NodeRef
---@field enabledWhenMasterOccupied Bool
---@field snapToGround Bool
---@field useClippingSpace Bool
---@field clippingSpaceOrientation Float
---@field clippingSpaceRange Float
AIActionSpot = {}

---@return AIActionSpot
function AIActionSpot.new() return end

---@param props table
---@return AIActionSpot
function AIActionSpot.new(props) return end

---@class AIActionSpotInstance : AISmartSpotInstance
AIActionSpotInstance = {}

---@return AIActionSpotInstance
function AIActionSpotInstance.new() return end

---@param props table
---@return AIActionSpotInstance
function AIActionSpotInstance.new(props) return end

---@class AIActionTarget : IScriptable
AIActionTarget = {}

---@param owner ScriptedPuppet
---@param ownerPos Vector4
---@param targetTrackerComponent AITargetTrackerComponent
---@param newTargetObject gameObject
---@param threat gameObject
---@param timeSinceTargetChange Float
---@param currentTime Float
---@return Float
function AIActionTarget.BossThreatCalculation(owner, ownerPos, targetTrackerComponent, newTargetObject, threat, timeSinceTargetChange, currentTime) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param predictionTime Float
---@return Bool, gameObject, Vector4, Uint64
function AIActionTarget.Get(context, record, predictionTime) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param getSlotPosition Bool
---@param predictionTime Float
---@return Bool, gameObject, Vector4
function AIActionTarget.Get(context, record, getSlotPosition, predictionTime) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param getSlotPosition Bool
---@param predictionTime Float
---@return Bool, gameObject, Vector4, Uint64
function AIActionTarget.Get(context, record, getSlotPosition, predictionTime) return end

---@param smi AISquadScriptInterface
---@param pos Vector4
---@return entEntityID
function AIActionTarget.GetClosestMemberId(smi, pos) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@return Bool, Uint64
function AIActionTarget.GetCoverID(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@return Bool, Uint64, Vector4
function AIActionTarget.GetCoverID(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param coverID Uint64
---@return Bool, Vector4
function AIActionTarget.GetCoverPosition(context, coverID) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, Uint64, Vector4
function AIActionTarget.GetCurrentCoverID(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, Uint64
function AIActionTarget.GetCurrentCoverID(context) return end

---@param ownerPos Vector4
---@param threat gameObject
---@param positionOfRoot Bool
---@return Float, Float
function AIActionTarget.GetDistanceToThreat(ownerPos, threat, positionOfRoot) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param getSlotPosition Bool
---@param predictionTime Float
---@return Bool, gameObject, Vector4, Uint64
function AIActionTarget.GetLegacy(context, record, getSlotPosition, predictionTime) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function AIActionTarget.GetNetrunnerProxy(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@return Bool, gameObject
function AIActionTarget.GetObject(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@return Bool, gameObject
function AIActionTarget.GetObjectLegacy(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param getSlotPosition Bool
---@param predictionTime Float
---@return Bool, Vector4
function AIActionTarget.GetPosition(context, record, getSlotPosition, predictionTime) return end

---@param puppet ScriptedPuppet
---@param threat gameObject
---@return Float
function AIActionTarget.GetThreatAccessibilityFromCoverModifier(puppet, threat) return end

---@param targetTrackerComponent AITargetTrackerComponent
---@param puppet ScriptedPuppet
---@param threat gameObject
---@return Float
function AIActionTarget.GetThreatAttackersModifier(targetTrackerComponent, puppet, threat) return end

---@param targetTrackerComponent AITargetTrackerComponent
---@param puppet ScriptedPuppet
---@param threat gameObject
---@param distance Float
---@param currentTime Float
---@return Float
function AIActionTarget.GetThreatDamageModifier(targetTrackerComponent, puppet, threat, distance, currentTime) return end

---@param targetTrackerComponent AITargetTrackerComponent
---@param distance Float
---@return Float
function AIActionTarget.GetThreatDistanceModifier(targetTrackerComponent, distance) return end

---@param targetTrackerComponent AITargetTrackerComponent
---@param threat gameObject
---@param currentTarget gameObject
---@param timeSinceTargetChange Float
---@return Float
function AIActionTarget.GetThreatHisteresisModifier(targetTrackerComponent, threat, currentTarget, timeSinceTargetChange) return end

---@param puppet ScriptedPuppet
---@param threat gameObject
---@return Float
function AIActionTarget.GetThreatLastVisibilityModifier(puppet, threat) return end

---@param zDiff Float
---@return Float
function AIActionTarget.GetThreatZDiffModifier(zDiff) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@return Bool, vehicleBaseObject
function AIActionTarget.GetVehicleObject(context, record) return end

---@param owner gameObject
---@return Bool
function AIActionTarget.HasWeaponInInventory(owner) return end

---@param ownerPos Vector4
---@param threat gameObject
---@return Bool
function AIActionTarget.IsThreatCloseOrVisibleByPlayer(ownerPos, threat) return end

---@param owner ScriptedPuppet
---@param ownerPos Vector4
---@param targetTrackerComponent AITargetTrackerComponent
---@param newTargetObject gameObject
---@param threat gameObject
---@param timeSinceTargetChange Float
---@param currentTime Float
---@return Float
function AIActionTarget.MadnessThreatCalculation(owner, ownerPos, targetTrackerComponent, newTargetObject, threat, timeSinceTargetChange, currentTime) return end

---@param owner ScriptedPuppet
---@param ownerPos Vector4
---@param targetTrackerComponent AITargetTrackerComponent
---@param newTargetObject gameObject
---@param threat gameObject
---@param timeSinceTargetChange Float
---@param currentTime Float
---@return Float
function AIActionTarget.RegularThreatCalculation(owner, ownerPos, targetTrackerComponent, newTargetObject, threat, timeSinceTargetChange, currentTime) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAIActionTarget_Record
---@param entity entEntity
---@param pos Vector4
---@param coverID Uint32
---@return Bool
function AIActionTarget.Set(context, record, entity, pos, coverID) return end

---@param puppet NPCPuppet
---@param newTargetObject gameObject
---@param timeSinceTargetChange Float
function AIActionTarget.UpdateThreatsValue(puppet, newTargetObject, timeSinceTargetChange) return end

---@class AIActionTargetStates
---@field npcStates AIActionNPCStates
---@field playerStates AIActionPlayerStates
AIActionTargetStates = {}

---@return AIActionTargetStates
function AIActionTargetStates.new() return end

---@param props table
---@return AIActionTargetStates
function AIActionTargetStates.new(props) return end

---@class AIActionTransactionSystem : IScriptable
AIActionTransactionSystem = {}

---@param puppet ScriptedPuppet
---@param equipmentGroupName CName|string
---@param powerLevel Int32
---@return gamedataNPCEquipmentItem_Record[]
function AIActionTransactionSystem.CalculateEquipmentItems(puppet, equipmentGroupName, powerLevel) return end

---@param puppet ScriptedPuppet
---@param equipmentGroupRecord gamedataNPCEquipmentGroup_Record
---@param powerLevel Int32
---@return gamedataNPCEquipmentItem_Record[]
function AIActionTransactionSystem.CalculateEquipmentItems(puppet, equipmentGroupRecord, powerLevel) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIItemCond_Record
---@return Bool
function AIActionTransactionSystem.CheckEquipmentGroupForEquipment(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param equipmentGroup CName|string
---@return Bool
function AIActionTransactionSystem.CheckSlotsForEquipment(context, equipmentGroup) return end

---@param powerLevel Int32
---@param seed Uint32
---@param itemPool gamedataNPCEquipmentItemPool_Record
---@return gamedataNPCEquipmentItem_Record[]
function AIActionTransactionSystem.ChooseSingleItemsSetFromPool(powerLevel, seed, itemPool) return end

---@param weaponItemID ItemID
---@param condition gamedataAIItemCond_Record
---@param evolution gamedataWeaponEvolution_Record
---@return Bool
function AIActionTransactionSystem.DoesItemMeetRequirements(weaponItemID, condition, evolution) return end

---@param context AIbehaviorScriptExecutionContext
---@param characterRecord gamedataCharacter_Record
---@param checkForUnequip Bool
---@param itemsList NPCItemToEquip[]
---@return Bool
function AIActionTransactionSystem.GetDefaultEquipment(context, characterRecord, checkForUnequip, itemsList) return end

---@param context AIbehaviorScriptExecutionContext
---@param checkPrimaryEquipment Bool
---@param itemsList NPCItemToEquip[]
---@return Bool
function AIActionTransactionSystem.GetEquipment(context, checkPrimaryEquipment, itemsList) return end

---@param context AIbehaviorScriptExecutionContext
---@param checkPrimaryEquipment Bool
---@param checkForUnequip Bool
---@param itemsList NPCItemToEquip[]
---@return Bool
function AIActionTransactionSystem.GetEquipmentWithCondition(context, checkPrimaryEquipment, checkForUnequip, itemsList) return end

---@param owner gameObject
---@param itemTag CName|string
---@return Bool, ItemID
function AIActionTransactionSystem.GetFirstItemID(owner, itemTag) return end

---@param owner gameObject
---@param itemType gamedataItemType_Record
---@param itemTag CName|string
---@return Bool, ItemID
function AIActionTransactionSystem.GetFirstItemID(owner, itemType, itemTag) return end

---@param owner gameObject
---@param itemCategory gamedataItemCategory_Record
---@param itemTag CName|string
---@return Bool, ItemID
function AIActionTransactionSystem.GetFirstItemID(owner, itemCategory, itemTag) return end

---@param obj ScriptedPuppet
---@param itemRecord gamedataItem_Record
---@param onBodySlotID TweakDBID|string
---@return Bool, ItemID
function AIActionTransactionSystem.GetItemID(obj, itemRecord, onBodySlotID) return end

---@param itemRecord gamedataItem_Record
---@return Bool, ItemID
function AIActionTransactionSystem.GetItemIDFromRecord(itemRecord) return end

---@param owner ScriptedPuppet
---@param itemID ItemID
---@return Bool, TweakDBID
function AIActionTransactionSystem.GetItemsBodySlot(owner, itemID) return end

---@param obj ScriptedPuppet
---@param itemsToEquip NPCItemToEquip[]
---@return Bool
function AIActionTransactionSystem.GetOnBodyEquipment(obj, itemsToEquip) return end

---@param obj ScriptedPuppet
---@param outEquipmentRecords gamedataNPCEquipmentItem_Record[]
---@return Bool
function AIActionTransactionSystem.GetOnBodyEquipmentRecords(obj, outEquipmentRecords) return end

---@param owner gameObject
---@param slotID TweakDBID|string
---@return Bool
function AIActionTransactionSystem.IsSlotEmptySpawningItem(owner, slotID) return end

---@param obj ScriptedPuppet
---@param equipmentGroup CName|string
---@return Bool
function AIActionTransactionSystem.ShouldPerformEquipmentCheck(obj, equipmentGroup) return end

---@class AIAddedAsHostileThreat : AIAIEvent
---@field threateningEntity AITargetTrackerComponent
---@field threateningEntityCanTriggersCombat Bool
AIAddedAsHostileThreat = {}

---@return AIAddedAsHostileThreat
function AIAddedAsHostileThreat.new() return end

---@param props table
---@return AIAddedAsHostileThreat
function AIAddedAsHostileThreat.new(props) return end

---@class AIAdjustableStreamingRangeTarget : gameObject
---@field minStreamingDistance Float
AIAdjustableStreamingRangeTarget = {}

---@return AIAdjustableStreamingRangeTarget
function AIAdjustableStreamingRangeTarget.new() return end

---@param props table
---@return AIAdjustableStreamingRangeTarget
function AIAdjustableStreamingRangeTarget.new(props) return end

---@class AIAggressiveReactionPresetCondition : AIbehaviorconditionScript
AIAggressiveReactionPresetCondition = {}

---@return AIAggressiveReactionPresetCondition
function AIAggressiveReactionPresetCondition.new() return end

---@param props table
---@return AIAggressiveReactionPresetCondition
function AIAggressiveReactionPresetCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIAggressiveReactionPresetCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AIAggressiveReactionPresetCondition:Check(context) return end

---@class AIAimAtTargetCommand : AICombatRelatedCommand
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIAimAtTargetCommand = {}

---@return AIAimAtTargetCommand
function AIAimAtTargetCommand.new() return end

---@param props table
---@return AIAimAtTargetCommand
function AIAimAtTargetCommand.new(props) return end

---@class AIAimAtTargetCommandParams : questScriptedAICommandParams
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIAimAtTargetCommandParams = {}

---@return AIAimAtTargetCommandParams
function AIAimAtTargetCommandParams.new() return end

---@param props table
---@return AIAimAtTargetCommandParams
function AIAimAtTargetCommandParams.new(props) return end

---@return AICommand
function AIAimAtTargetCommandParams:CreateCommand() return end

---@return String
function AIAimAtTargetCommandParams:GetCommandName() return end

---@class AIAlertedPatrolDef : AIBlackboardDef
---@field patrolPathOverride gamebbScriptID_Variant
---@field sprint gamebbScriptID_Bool
---@field selectedPath gamebbScriptID_Variant
---@field closestPathPoint gamebbScriptID_Vector4
---@field workspotData gamebbScriptID_Variant
---@field workspotEntryPosition gamebbScriptID_Vector4
---@field workspotExitPosition gamebbScriptID_Vector4
---@field patrolAction gamebbScriptID_Variant
---@field forceAlerted gamebbScriptID_Bool
---@field patrolInProgress gamebbScriptID_Bool
AIAlertedPatrolDef = {}

---@return AIAlertedPatrolDef
function AIAlertedPatrolDef.new() return end

---@param props table
---@return AIAlertedPatrolDef
function AIAlertedPatrolDef.new(props) return end

---@class AIAlertedStateDelegate : AIbehaviorScriptBehaviorDelegate
---@field attackInstigatorPosition Vector4
AIAlertedStateDelegate = {}

---@return AIAlertedStateDelegate
function AIAlertedStateDelegate.new() return end

---@param props table
---@return AIAlertedStateDelegate
function AIAlertedStateDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAlertedStateDelegate:DoLowerWeapon(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAlertedStateDelegate:DoSetExplosionInstigatorPositionAsStimSource(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAlertedStateDelegate:DoSetRandomAimPointLeft(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAlertedStateDelegate:DoSetRandomAimPointRight(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param xOffset Float
---@param yOffset Float
---@param zOffset Float
---@return Vector4
function AIAlertedStateDelegate:GetPositionAroundInstigator(context, xOffset, yOffset, zOffset) return end

---@class AIAngleDistanceCoverSelection : AICoverSelectionParameters
AIAngleDistanceCoverSelection = {}

---@return AIAngleDistanceCoverSelection
function AIAngleDistanceCoverSelection.new() return end

---@param props table
---@return AIAngleDistanceCoverSelection
function AIAngleDistanceCoverSelection.new(props) return end

---@class AIAngleDistanceCoverSelectionRuntimeData : AICoverSelectionRuntimeData
AIAngleDistanceCoverSelectionRuntimeData = {}

---@return AIAngleDistanceCoverSelectionRuntimeData
function AIAngleDistanceCoverSelectionRuntimeData.new() return end

---@param props table
---@return AIAngleDistanceCoverSelectionRuntimeData
function AIAngleDistanceCoverSelectionRuntimeData.new(props) return end

---@class AIAnimMoveOnSplineCommand : AIMoveCommand
---@field spline NodeRef
---@field useStart Bool
---@field useStop Bool
---@field controllerSetupName CName
---@field blendTime Float
---@field globalInBlendTime Float
---@field globalOutBlendTime Float
---@field turnCharacterToMatchVelocity Bool
---@field customStartAnimationName CName
---@field customMainAnimationName CName
---@field customStopAnimationName CName
---@field startSnapToTerrain Bool
---@field mainSnapToTerrain Bool
---@field stopSnapToTerrain Bool
---@field startSnapToTerrainBlendTime Float
---@field stopSnapToTerrainBlendTime Float
AIAnimMoveOnSplineCommand = {}

---@return AIAnimMoveOnSplineCommand
function AIAnimMoveOnSplineCommand.new() return end

---@param props table
---@return AIAnimMoveOnSplineCommand
function AIAnimMoveOnSplineCommand.new(props) return end

---@class AIAnimationTask : AIbehaviortaskScript
---@field record TweakDBID
---@field animVariation AIArgumentMapping
---@field actionRecord gamedataAIAction_Record
---@field actionDebugName String
---@field animVariationValue Int32
---@field phaseRecord gamedataAIActionPhase_Record
---@field actionPhase EAIActionPhase
---@field phaseActivationTime Float
---@field phaseDuration Float
AIAnimationTask = {}

---@return AIAnimationTask
function AIAnimationTask.new() return end

---@param props table
---@return AIAnimationTask
function AIAnimationTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIAnimationTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIAnimationTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function AIAnimationTask:GetDescription(context) return end

---@return Float
function AIAnimationTask:GetPhaseDuration() return end

---@param context AIbehaviorScriptExecutionContext
---@param animData gamedataAIActionAnimData_Record
function AIAnimationTask:SendAnimData(context, animData) return end

---@param context AIbehaviorScriptExecutionContext
---@param newPhase EAIActionPhase
function AIAnimationTask:StartPhase(context, newPhase) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIAnimationTask:Update(context) return end

---@class AIApproachingAreaEvent : AIAIEvent
---@field isApproachCancellation Bool
---@field areaComponent gameStaticAreaShapeComponent
---@field responseTarget entEntity
AIApproachingAreaEvent = {}

---@return AIApproachingAreaEvent
function AIApproachingAreaEvent.new() return end

---@param props table
---@return AIApproachingAreaEvent
function AIApproachingAreaEvent.new(props) return end

---@class AIApproachingAreaResponseEvent : redEvent
---@field sender entEntity
---@field areaComponent gameStaticAreaShapeComponent
---@field isPassingThrough Bool
AIApproachingAreaResponseEvent = {}

---@return AIApproachingAreaResponseEvent
function AIApproachingAreaResponseEvent.new() return end

---@param props table
---@return AIApproachingAreaResponseEvent
function AIApproachingAreaResponseEvent.new(props) return end

---@class AIArchetype : CResource
---@field behaviorDefinition AIbehaviorParameterizedBehavior
---@field movementParameters moveMovementParameters[]
AIArchetype = {}

---@return AIArchetype
function AIArchetype.new() return end

---@param props table
---@return AIArchetype
function AIArchetype.new(props) return end

---@class AIArchetypeSet : CResource
---@field archetypeResources AIArchetypeSetEntry[]
AIArchetypeSet = {}

---@return AIArchetypeSet
function AIArchetypeSet.new() return end

---@param props table
---@return AIArchetypeSet
function AIArchetypeSet.new(props) return end

---@class AIArchetypeSetEntry
---@field name CName
---@field resource AIArchetype
AIArchetypeSetEntry = {}

---@return AIArchetypeSetEntry
function AIArchetypeSetEntry.new() return end

---@param props table
---@return AIArchetypeSetEntry
function AIArchetypeSetEntry.new(props) return end

---@class AIArgumentBoolValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Bool
AIArgumentBoolValue = {}

---@return AIArgumentBoolValue
function AIArgumentBoolValue.new() return end

---@param props table
---@return AIArgumentBoolValue
function AIArgumentBoolValue.new(props) return end

---@class AIArgumentCNameValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue CName
AIArgumentCNameValue = {}

---@return AIArgumentCNameValue
function AIArgumentCNameValue.new() return end

---@param props table
---@return AIArgumentCNameValue
function AIArgumentCNameValue.new(props) return end

---@class AIArgumentDefinition : ISerializable
---@field name CName
---@field isPersistent Bool
---@field behaviorCallbackName CName
AIArgumentDefinition = {}

---@class AIArgumentEnumValue : AIArgumentDefinition
---@field type AIArgumentType
---@field enumClass CName
---@field defaultValue Int64
AIArgumentEnumValue = {}

---@return AIArgumentEnumValue
function AIArgumentEnumValue.new() return end

---@param props table
---@return AIArgumentEnumValue
function AIArgumentEnumValue.new(props) return end

---@class AIArgumentFloatValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Float
AIArgumentFloatValue = {}

---@return AIArgumentFloatValue
function AIArgumentFloatValue.new() return end

---@param props table
---@return AIArgumentFloatValue
function AIArgumentFloatValue.new(props) return end

---@class AIArgumentGlobalNodeIdValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue worldGlobalNodeID
AIArgumentGlobalNodeIdValue = {}

---@return AIArgumentGlobalNodeIdValue
function AIArgumentGlobalNodeIdValue.new() return end

---@param props table
---@return AIArgumentGlobalNodeIdValue
function AIArgumentGlobalNodeIdValue.new(props) return end

---@class AIArgumentInstancePS : ISerializable
---@field name CName
AIArgumentInstancePS = {}

---@class AIArgumentIntValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Int32
AIArgumentIntValue = {}

---@return AIArgumentIntValue
function AIArgumentIntValue.new() return end

---@param props table
---@return AIArgumentIntValue
function AIArgumentIntValue.new(props) return end

---@class AIArgumentMapping : IScriptable
---@field type AIArgumentType
---@field parameterizationType AIParameterizationType
---@field defaultValue Variant
---@field prefixValue AIArgumentMapping
---@field customTypeName CName
AIArgumentMapping = {}

---@return AIArgumentMapping
function AIArgumentMapping.new() return end

---@param props table
---@return AIArgumentMapping
function AIArgumentMapping.new(props) return end

---@return CName
function AIArgumentMapping:GetArgumentName() return end

---@return AIArgumentType
function AIArgumentMapping:GetArgumentType() return end

---@return AIParameterizationType
function AIArgumentMapping:GetParameterizationType() return end

---@class AIArgumentNodeRefValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue NodeRef
AIArgumentNodeRefValue = {}

---@return AIArgumentNodeRefValue
function AIArgumentNodeRefValue.new() return end

---@param props table
---@return AIArgumentNodeRefValue
function AIArgumentNodeRefValue.new(props) return end

---@class AIArgumentObjectValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue gameObject
AIArgumentObjectValue = {}

---@return AIArgumentObjectValue
function AIArgumentObjectValue.new() return end

---@param props table
---@return AIArgumentObjectValue
function AIArgumentObjectValue.new(props) return end

---@class AIArgumentOverrideWrapper
---@field name CName
---@field type AIArgumentType
---@field definition AIArgumentDefinition
AIArgumentOverrideWrapper = {}

---@return AIArgumentOverrideWrapper
function AIArgumentOverrideWrapper.new() return end

---@param props table
---@return AIArgumentOverrideWrapper
function AIArgumentOverrideWrapper.new(props) return end

---@class AIArgumentPuppetRefValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue gameEntityReference
AIArgumentPuppetRefValue = {}

---@return AIArgumentPuppetRefValue
function AIArgumentPuppetRefValue.new() return end

---@param props table
---@return AIArgumentPuppetRefValue
function AIArgumentPuppetRefValue.new(props) return end

---@class AIArgumentReference : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Variant
---@field rttiClassName CName
AIArgumentReference = {}

---@return AIArgumentReference
function AIArgumentReference.new() return end

---@param props table
---@return AIArgumentReference
function AIArgumentReference.new(props) return end

---@class AIArgumentSerializableValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue ISerializable
AIArgumentSerializableValue = {}

---@return AIArgumentSerializableValue
function AIArgumentSerializableValue.new() return end

---@param props table
---@return AIArgumentSerializableValue
function AIArgumentSerializableValue.new(props) return end

---@class AIArgumentTreeRefValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue AIbehaviorParameterizedBehavior
AIArgumentTreeRefValue = {}

---@return AIArgumentTreeRefValue
function AIArgumentTreeRefValue.new() return end

---@param props table
---@return AIArgumentTreeRefValue
function AIArgumentTreeRefValue.new(props) return end

---@class AIArgumentUint64Value : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Uint64
AIArgumentUint64Value = {}

---@return AIArgumentUint64Value
function AIArgumentUint64Value.new() return end

---@param props table
---@return AIArgumentUint64Value
function AIArgumentUint64Value.new(props) return end

---@class AIArgumentVectorValue : AIArgumentDefinition
---@field type AIArgumentType
---@field defaultValue Vector3
AIArgumentVectorValue = {}

---@return AIArgumentVectorValue
function AIArgumentVectorValue.new() return end

---@param props table
---@return AIArgumentVectorValue
function AIArgumentVectorValue.new(props) return end

---@class AIAssignGuardAreaCommand : AICommand
---@field restrictMovementAreaRef NodeRef
AIAssignGuardAreaCommand = {}

---@return AIAssignGuardAreaCommand
function AIAssignGuardAreaCommand.new() return end

---@param props table
---@return AIAssignGuardAreaCommand
function AIAssignGuardAreaCommand.new(props) return end

---@class AIAssignRoleCommand : AICommand
---@field role AIRole
AIAssignRoleCommand = {}

---@return AIAssignRoleCommand
function AIAssignRoleCommand.new() return end

---@param props table
---@return AIAssignRoleCommand
function AIAssignRoleCommand.new(props) return end

---@class AIAssignRoleCommandParams : questScriptedAICommandParams
---@field role AIRole
AIAssignRoleCommandParams = {}

---@return AIAssignRoleCommandParams
function AIAssignRoleCommandParams.new() return end

---@param props table
---@return AIAssignRoleCommandParams
function AIAssignRoleCommandParams.new(props) return end

---@return AICommand
function AIAssignRoleCommandParams:CreateCommand() return end

---@return String
function AIAssignRoleCommandParams:GetCommandName() return end

---@class AIAssignRoleTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AIAssignRoleTask = {}

---@return AIAssignRoleTask
function AIAssignRoleTask.new() return end

---@param props table
---@return AIAssignRoleTask
function AIAssignRoleTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIAssignRoleTask:Update(context) return end

---@class AIAudioSquad : AISquadBase
AIAudioSquad = {}

---@return AIAudioSquad
function AIAudioSquad.new() return end

---@param props table
---@return AIAudioSquad
function AIAudioSquad.new(props) return end

---@class AIAutonomousConditions : AIbehaviorconditionScript
AIAutonomousConditions = {}

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.AlertedCondition(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.CombatCondition(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.CrowdCombatConditions(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.HasCombatAICommand(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param onlyEntities Bool
---@return Bool
function AIAutonomousConditions.HasHostileThreats(context, onlyEntities) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.HasWeaponInInventory(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.IsPlayerInCombat(context) return end

---@param owner gameObject
---@return Bool
function AIAutonomousConditions.IsPlayerRecentlyDroppedThreat(owner) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.NoWeaponCombatConditions(context) return end

---@param puppet ScriptedPuppet
---@param delay Float
function AIAutonomousConditions.SchedulePassiveConditionEvaluation(puppet, delay) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions.WaitForAnimationToFinish(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIAutonomousConditions:HasUnknownThreats(context) return end

---@class AIAvoidLineOfSightCoverSelection : AICoverSelectionParameters
AIAvoidLineOfSightCoverSelection = {}

---@return AIAvoidLineOfSightCoverSelection
function AIAvoidLineOfSightCoverSelection.new() return end

---@param props table
---@return AIAvoidLineOfSightCoverSelection
function AIAvoidLineOfSightCoverSelection.new(props) return end

---@class AIBackgroundCombatCommand : AICommand
---@field steps AIBackgroundCombatStep[]
AIBackgroundCombatCommand = {}

---@return AIBackgroundCombatCommand
function AIBackgroundCombatCommand.new() return end

---@param props table
---@return AIBackgroundCombatCommand
function AIBackgroundCombatCommand.new(props) return end

---@class AIBackgroundCombatCommandParams : questScriptedAICommandParams
---@field steps AIBackgroundCombatStep[]
AIBackgroundCombatCommandParams = {}

---@return AIBackgroundCombatCommandParams
function AIBackgroundCombatCommandParams.new() return end

---@param props table
---@return AIBackgroundCombatCommandParams
function AIBackgroundCombatCommandParams.new(props) return end

---@return AICommand
function AIBackgroundCombatCommandParams:CreateCommand() return end

---@return String
function AIBackgroundCombatCommandParams:GetCommandName() return end

---@class AIBackgroundCombatDelegate : AIbehaviorScriptBehaviorDelegate
---@field command AIBackgroundCombatCommand
---@field execute Bool
---@field steps AIBackgroundCombatStep[]
---@field currentStep Int32
---@field desiredCover NodeRef
---@field desiredCoverExposureMethod AICoverExposureMethod
---@field desiredDestination NodeRef
---@field hasDesiredTarget Bool
---@field desiredTarget gameEntityReference
---@field desiredCoverId Uint64
---@field currentCoverId Uint64
---@field currentTarget gameObject
---@field canFireFromCover Bool
---@field canFireOutOfCover Bool
AIBackgroundCombatDelegate = {}

---@return AIBackgroundCombatDelegate
function AIBackgroundCombatDelegate.new() return end

---@param props table
---@return AIBackgroundCombatDelegate
function AIBackgroundCombatDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoAllowCoverChange(context) return end

---@return Bool
function AIBackgroundCombatDelegate:DoCompleteCoverChange() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoCompleteTargetChange(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoDisableShootingFromCover(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoEnableShootingFromCover(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoEndCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoExecuteCurrentStep(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoStartCommand(context) return end

---@return Bool
function AIBackgroundCombatDelegate:DoStartCoverChange() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBackgroundCombatDelegate:DoStartNextStep(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param cover NodeRef
---@param exposureMethod AICoverExposureMethod
function AIBackgroundCombatDelegate:SetDesiredCover(context, cover, exposureMethod) return end

---@param context AIbehaviorScriptExecutionContext
---@param destination NodeRef
function AIBackgroundCombatDelegate:SetDesiredDestination(context, destination) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameEntityReference
function AIBackgroundCombatDelegate:SetDesiredTarget(context, target) return end

---@param context AIbehaviorScriptExecutionContext
---@param value Bool
function AIBackgroundCombatDelegate:SetExecute(context, value) return end

---@class AIBackgroundCombatStep
---@field timeMin Float
---@field timeMax Float
---@field type EAIBackgroundCombatStep
---@field argument gameEntityReference
---@field exposureMethod AICoverExposureMethod
AIBackgroundCombatStep = {}

---@return AIBackgroundCombatStep
function AIBackgroundCombatStep.new() return end

---@param props table
---@return AIBackgroundCombatStep
function AIBackgroundCombatStep.new(props) return end

---@class AIBaseMountCommand : AICommand
---@field mountData gameMountEventData
AIBaseMountCommand = {}

---@class AIBaseUseWorkspotCommand : AICommand
---@field moveToWorkspot Bool
---@field forceEntryAnimName CName
---@field workExcludedGestures workWorkEntryId[]
---@field infiniteSequenceEntryId workWorkEntryId
---@field idleOnlyMode Bool
---@field continueInCombat Bool
---@field movementType moveMovementType
AIBaseUseWorkspotCommand = {}

---@class AIBehaviorCallbackExpression : AIbehaviorexpressionScript
---@field callbackName CName
---@field initialValue Bool
---@field callbackAction ECallbackExpressionActions
---@field callbackId Uint32
---@field value Bool
AIBehaviorCallbackExpression = {}

---@return AIBehaviorCallbackExpression
function AIBehaviorCallbackExpression.new() return end

---@param props table
---@return AIBehaviorCallbackExpression
function AIBehaviorCallbackExpression.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIBehaviorCallbackExpression:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function AIBehaviorCallbackExpression:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIBehaviorCallbackExpression:Deactivate(context) return end

---@param cbName CName|string
---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIBehaviorCallbackExpression:OnBehaviorCallback(cbName, context) return end

---@class AIBehaviorScript : IScriptable
AIBehaviorScript = {}

---@param context AIbehaviorScriptExecutionContext
---@return ScriptGameInstance
function AIBehaviorScript:GetGame(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return ScriptedPuppet
function AIBehaviorScript:GetPuppet(context) return end

---@class AIBehaviourSpot : AISmartSpot
---@field behaviour AIResourceReference
AIBehaviourSpot = {}

---@return AIBehaviourSpot
function AIBehaviourSpot.new() return end

---@param props table
---@return AIBehaviourSpot
function AIBehaviourSpot.new(props) return end

---@class AIBehaviourSpotInstance : AISmartSpotInstance
AIBehaviourSpotInstance = {}

---@return AIBehaviourSpotInstance
function AIBehaviourSpotInstance.new() return end

---@param props table
---@return AIBehaviourSpotInstance
function AIBehaviourSpotInstance.new(props) return end

---@class AIBlackboardDef : gamebbScriptDefinition
AIBlackboardDef = {}

---@class AIBoolArgumentInstancePS : AIArgumentInstancePS
---@field value Bool
AIBoolArgumentInstancePS = {}

---@return AIBoolArgumentInstancePS
function AIBoolArgumentInstancePS.new() return end

---@param props table
---@return AIBoolArgumentInstancePS
function AIBoolArgumentInstancePS.new(props) return end

---@class AICAgent : gameComponent
AICAgent = {}

---@return AICAgent
function AICAgent.new() return end

---@param props table
---@return AICAgent
function AICAgent.new(props) return end

---@param obj ScriptedPuppet
---@param cmd AICommand
function AICAgent.CancelCommand(obj, cmd) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICAgent.DebugLogEnabled(puppet) return end

---@param obj ScriptedPuppet
---@param cbName CName|string
function AICAgent.InvokeBehaviorCallback(obj, cbName) return end

---@param obj ScriptedPuppet
---@param cmd AICommand
function AICAgent.SendCommand(obj, cmd) return end

---@param cmd AICommand
---@return Bool
function AICAgent:CancelCommand(cmd) return end

---@param cmdId Uint32
---@param doNotRepeat Bool
---@return Bool
function AICAgent:CancelCommandById(cmdId, doNotRepeat) return end

---@param commandName CName|string
---@param useInheritance Bool
---@param success Bool
---@return Bool
function AICAgent:CancelOrInterruptCommand(commandName, useInheritance, success) return end

---@param category CName|string
---@param message String
function AICAgent:DebugLog(category, message) return end

---@return Bool
function AICAgent:DebugLogEnabled() return end

function AICAgent:DisableCollider() return end

function AICAgent:EnableCollider() return end

function AICAgent:ForceTickNextFrame() return end

---@return AIRole
function AICAgent:GetAIRole() return end

---@param n CName|string
---@return Variant
function AICAgent:GetBehaviorArgument(n) return end

---@return AIbehaviorCombatModes
function AICAgent:GetCombatMode() return end

---@return AICombatSpaceSize
function AICAgent:GetCombatSpaceSize() return end

---@return Float
function AICAgent:GetCombatSpaceSizeMultiplier() return end

---@param cmd AICommand
---@return AICommandState
function AICAgent:GetCommandState(cmd) return end

---@param commandName CName|string
---@param useInheritance Bool
---@return AICommand
function AICAgent:GetEnqueuedOrExecutingCommand(commandName, useInheritance) return end

---@return gameIFriendlyFireSystem
function AICAgent:GetFriendlyFireSystem() return end

---@return gamedataNPCHighLevelState
function AICAgent:GetHighLevelState() return end

---@return Int32
function AICAgent:GetLOD() return end

---@return gameLoSIFinderSystem
function AICAgent:GetLoSFinderSystem() return end

---@param definition gamebbScriptDefinition
---@param cache gameIBlackboard
---@return gameIBlackboard
function AICAgent:GetOrCreateBlackboard(definition, cache) return end

---@return gameBoolSignalTable
function AICAgent:GetSignals() return end

---@return gameStoryTier
function AICAgent:GetStoryTier() return end

---@return Uint32
function AICAgent:GetUpdateTickCount() return end

---@param cbName CName|string
function AICAgent:InvokeBehaviorCallback(cbName) return end

---@param commandName CName|string
---@param useInheritance Bool
---@return Bool
function AICAgent:IsCommandExecuting(commandName, useInheritance) return end

---@param commandName CName|string
---@param useInheritance Bool
---@return Bool
function AICAgent:IsCommandWaiting(commandName, useInheritance) return end

---@param cmd AICommand
---@return Bool
function AICAgent:SendCommand(cmd) return end

---@param role AIRole
function AICAgent:SetAIRole(role) return end

---@param n CName|string
---@param nv Variant
function AICAgent:SetBehaviorArgument(n, nv) return end

---@param combatSpaceSize AICombatSpaceSize
function AICAgent:SetCombatSpaceSize(combatSpaceSize) return end

---@param multiplier Float
function AICAgent:SetCombatSpaceSizeMultiplier(multiplier) return end

---@param cmd AICommand
---@return Bool
function AICAgent:StartExecutingCommand(cmd) return end

---@param cmd AICommand
---@param success Bool
---@return Bool
function AICAgent:StopExecutingCommand(cmd, success) return end

---@param cmdId Uint32
---@param success Bool
---@return Bool
function AICAgent:StopExecutingCommandById(cmdId, success) return end

---@return gamedataReactionPreset_Record
function AICAgent:GetCurrentReactionPreset() return end

---@class AICArchetypeManager : AIIArchetypeManager
AICArchetypeManager = {}

---@return AICArchetypeManager
function AICArchetypeManager.new() return end

---@param props table
---@return AICArchetypeManager
function AICArchetypeManager.new(props) return end

---@class AICMovementTarget : AIPosition
AICMovementTarget = {}

---@return AICMovementTarget
function AICMovementTarget.new() return end

---@param props table
---@return AICMovementTarget
function AICMovementTarget.new(props) return end

---@class AICNameArgumentInstancePS : AIArgumentInstancePS
---@field value CName
AICNameArgumentInstancePS = {}

---@return AICNameArgumentInstancePS
function AICNameArgumentInstancePS.new() return end

---@param props table
---@return AICNameArgumentInstancePS
function AICNameArgumentInstancePS.new(props) return end

---@class AICTreeExtendableNodeDefinition : AICTreeNodeDefinition
---@field optionalChild LibTreeINodeDefinition
AICTreeExtendableNodeDefinition = {}

---@class AICTreeInstance
AICTreeInstance = {}

---@return AICTreeInstance
function AICTreeInstance.new() return end

---@param props table
---@return AICTreeInstance
function AICTreeInstance.new(props) return end

---@class AICTreeLazyNodeDefinition : AICTreeNodeDefinition
---@field tree LibTreeCTreeResource
AICTreeLazyNodeDefinition = {}

---@return AICTreeLazyNodeDefinition
function AICTreeLazyNodeDefinition.new() return end

---@param props table
---@return AICTreeLazyNodeDefinition
function AICTreeLazyNodeDefinition.new(props) return end

---@class AICTreeNodeActionAnimationCurvePathDefinition : AICTreeNodeActionDefinition
---@field nodeReference LibTreeDefNodeRef
---@field controllersSetupName LibTreeDefCName
---@field useStart LibTreeDefBool
---@field useStop LibTreeDefBool
---@field blendTime LibTreeDefFloat
---@field globalInBlendTime LibTreeDefFloat
---@field globalOutBlendTime LibTreeDefFloat
---@field turnCharacterToMatchVelocity LibTreeDefBool
---@field customStartAnimationName LibTreeDefCName
---@field customMainAnimationName LibTreeDefCName
---@field customStopAnimationName LibTreeDefCName
---@field startSnapToTerrain LibTreeDefBool
---@field mainSnapToTerrain LibTreeDefBool
---@field stopSnapToTerrain LibTreeDefBool
---@field startSnapToTerrainBlendTime LibTreeDefFloat
---@field stopSnapToTerrainBlendTime LibTreeDefFloat
AICTreeNodeActionAnimationCurvePathDefinition = {}

---@return AICTreeNodeActionAnimationCurvePathDefinition
function AICTreeNodeActionAnimationCurvePathDefinition.new() return end

---@param props table
---@return AICTreeNodeActionAnimationCurvePathDefinition
function AICTreeNodeActionAnimationCurvePathDefinition.new(props) return end

---@class AICTreeNodeActionAnimationCurvePathDynamicDefinition : AICTreeNodeActionDefinition
---@field targetSplineVarName CName
---@field controlerVarName CName
---@field startAnimVarName CName
---@field stopAnimVarName CName
---@field blendTime Float
---@field globalInBlendTime Float
---@field globalOutBlendTime Float
---@field turnCharacterToMatchVelocity Bool
---@field startSnapToTerrain Bool
---@field mainSnapToTerrain Bool
---@field stopSnapToTerrain Bool
---@field startSnapToTerrainBlendTime Float
---@field stopSnapToTerrainBlendTime Float
AICTreeNodeActionAnimationCurvePathDynamicDefinition = {}

---@return AICTreeNodeActionAnimationCurvePathDynamicDefinition
function AICTreeNodeActionAnimationCurvePathDynamicDefinition.new() return end

---@param props table
---@return AICTreeNodeActionAnimationCurvePathDynamicDefinition
function AICTreeNodeActionAnimationCurvePathDynamicDefinition.new(props) return end

---@class AICTreeNodeActionDefinition : AICTreeExtendableNodeDefinition
AICTreeNodeActionDefinition = {}

---@class AICTreeNodeActionDieDefinition : AICTreeNodeActionDefinition
AICTreeNodeActionDieDefinition = {}

---@return AICTreeNodeActionDieDefinition
function AICTreeNodeActionDieDefinition.new() return end

---@param props table
---@return AICTreeNodeActionDieDefinition
function AICTreeNodeActionDieDefinition.new(props) return end

---@class AICTreeNodeActionDynamicMoveToDefinition : AICTreeNodeActionDefinition
---@field moveType moveMovementType
---@field tolerance Float
---@field target CName
---@field keepDistance Bool
AICTreeNodeActionDynamicMoveToDefinition = {}

---@return AICTreeNodeActionDynamicMoveToDefinition
function AICTreeNodeActionDynamicMoveToDefinition.new() return end

---@param props table
---@return AICTreeNodeActionDynamicMoveToDefinition
function AICTreeNodeActionDynamicMoveToDefinition.new(props) return end

---@class AICTreeNodeActionReloadWeaponDefinition : AICTreeNodeActionDefinition
AICTreeNodeActionReloadWeaponDefinition = {}

---@return AICTreeNodeActionReloadWeaponDefinition
function AICTreeNodeActionReloadWeaponDefinition.new() return end

---@param props table
---@return AICTreeNodeActionReloadWeaponDefinition
function AICTreeNodeActionReloadWeaponDefinition.new(props) return end

---@class AICTreeNodeActionTeleportToNodeDefinition : AICTreeNodeActionDefinition
---@field nodeRef LibTreeDefNodeRef
---@field offset LibTreeDefVector
---@field doNavTest Bool
AICTreeNodeActionTeleportToNodeDefinition = {}

---@return AICTreeNodeActionTeleportToNodeDefinition
function AICTreeNodeActionTeleportToNodeDefinition.new() return end

---@param props table
---@return AICTreeNodeActionTeleportToNodeDefinition
function AICTreeNodeActionTeleportToNodeDefinition.new(props) return end

---@class AICTreeNodeActionTeleportToPositionDefinition : AICTreeNodeActionDefinition
---@field positionName CName
---@field doNavTest Bool
AICTreeNodeActionTeleportToPositionDefinition = {}

---@return AICTreeNodeActionTeleportToPositionDefinition
function AICTreeNodeActionTeleportToPositionDefinition.new() return end

---@param props table
---@return AICTreeNodeActionTeleportToPositionDefinition
function AICTreeNodeActionTeleportToPositionDefinition.new(props) return end

---@class AICTreeNodeAtomicDefinition : AICTreeNodeDefinition
AICTreeNodeAtomicDefinition = {}

---@class AICTreeNodeBoolSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeBoolSharedVarDecoratorDefinition = {}

---@return AICTreeNodeBoolSharedVarDecoratorDefinition
function AICTreeNodeBoolSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeBoolSharedVarDecoratorDefinition
function AICTreeNodeBoolSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeBrainDefinition : AICTreeNodeCompositeDefinition
---@field children LibTreeINodeDefinition[]
---@field useScoring Bool
AICTreeNodeBrainDefinition = {}

---@return AICTreeNodeBrainDefinition
function AICTreeNodeBrainDefinition.new() return end

---@param props table
---@return AICTreeNodeBrainDefinition
function AICTreeNodeBrainDefinition.new(props) return end

---@class AICTreeNodeChildrenListDefinition : AICTreeNodeCompositeDefinition
---@field children LibTreeINodeDefinition[]
AICTreeNodeChildrenListDefinition = {}

---@return AICTreeNodeChildrenListDefinition
function AICTreeNodeChildrenListDefinition.new() return end

---@param props table
---@return AICTreeNodeChildrenListDefinition
function AICTreeNodeChildrenListDefinition.new(props) return end

---@class AICTreeNodeCompleteImmediatelyDefinition : AICTreeNodeAtomicDefinition
---@field completeWithSuccess Bool
AICTreeNodeCompleteImmediatelyDefinition = {}

---@return AICTreeNodeCompleteImmediatelyDefinition
function AICTreeNodeCompleteImmediatelyDefinition.new() return end

---@param props table
---@return AICTreeNodeCompleteImmediatelyDefinition
function AICTreeNodeCompleteImmediatelyDefinition.new(props) return end

---@class AICTreeNodeCompositeDefinition : AICTreeNodeDefinition
AICTreeNodeCompositeDefinition = {}

---@class AICTreeNodeConditionDefinition : AICTreeNodeCompositeDefinition
---@field expressions LibTreeINodeDefinition[]
---@field trueBranch LibTreeINodeDefinition
---@field falseBranch LibTreeINodeDefinition
---@field reevaluateOnExecution Bool
AICTreeNodeConditionDefinition = {}

---@return AICTreeNodeConditionDefinition
function AICTreeNodeConditionDefinition.new() return end

---@param props table
---@return AICTreeNodeConditionDefinition
function AICTreeNodeConditionDefinition.new(props) return end

---@class AICTreeNodeDebugLogDefinition : AICTreeExtendableNodeDefinition
---@field text String
---@field timeOnScreen Float
---@field useVisualDebug Bool
AICTreeNodeDebugLogDefinition = {}

---@return AICTreeNodeDebugLogDefinition
function AICTreeNodeDebugLogDefinition.new() return end

---@param props table
---@return AICTreeNodeDebugLogDefinition
function AICTreeNodeDebugLogDefinition.new(props) return end

---@class AICTreeNodeDecisionDefinition : AICTreeNodeCompositeDefinition
---@field child LibTreeINodeDefinition
---@field expressions LibTreeINodeDefinition[]
---@field interruption AIInterruptionSignal
AICTreeNodeDecisionDefinition = {}

---@return AICTreeNodeDecisionDefinition
function AICTreeNodeDecisionDefinition.new() return end

---@param props table
---@return AICTreeNodeDecisionDefinition
function AICTreeNodeDecisionDefinition.new(props) return end

---@class AICTreeNodeDecoratorDefinition : AICTreeNodeDefinition
---@field child LibTreeINodeDefinition
AICTreeNodeDecoratorDefinition = {}

---@class AICTreeNodeDefinition : LibTreeINodeDefinition
AICTreeNodeDefinition = {}

---@class AICTreeNodeDoNothingDefinition : AICTreeNodeAtomicDefinition
AICTreeNodeDoNothingDefinition = {}

---@return AICTreeNodeDoNothingDefinition
function AICTreeNodeDoNothingDefinition.new() return end

---@param props table
---@return AICTreeNodeDoNothingDefinition
function AICTreeNodeDoNothingDefinition.new(props) return end

---@class AICTreeNodeDynamicBindDefinition : AICTreeNodeDynamicDefinition
AICTreeNodeDynamicBindDefinition = {}

---@return AICTreeNodeDynamicBindDefinition
function AICTreeNodeDynamicBindDefinition.new() return end

---@param props table
---@return AICTreeNodeDynamicBindDefinition
function AICTreeNodeDynamicBindDefinition.new(props) return end

---@class AICTreeNodeDynamicDefinition : AICTreeNodeDefinition
AICTreeNodeDynamicDefinition = {}

---@class AICTreeNodeFSMDefinition : AICTreeNodeCompositeDefinition
---@field defaultState Uint16
---@field transitions AIFSMTransitionDefinition[]
---@field onEventTransitions AIFSMEventTransitionsListDefinition[]
---@field states AIFSMStateDefinition[]
---@field sharedVars AISharedVarTableDefinition
AICTreeNodeFSMDefinition = {}

---@return AICTreeNodeFSMDefinition
function AICTreeNodeFSMDefinition.new() return end

---@param props table
---@return AICTreeNodeFSMDefinition
function AICTreeNodeFSMDefinition.new(props) return end

---@class AICTreeNodeFloatSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeFloatSharedVarDecoratorDefinition = {}

---@return AICTreeNodeFloatSharedVarDecoratorDefinition
function AICTreeNodeFloatSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeFloatSharedVarDecoratorDefinition
function AICTreeNodeFloatSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeForcedBehaviourDefinition : AICTreeNodeDynamicDefinition
AICTreeNodeForcedBehaviourDefinition = {}

---@return AICTreeNodeForcedBehaviourDefinition
function AICTreeNodeForcedBehaviourDefinition.new() return end

---@param props table
---@return AICTreeNodeForcedBehaviourDefinition
function AICTreeNodeForcedBehaviourDefinition.new(props) return end

---@class AICTreeNodeIncludedTreeDefinition : AICTreeNodeDefinition
---@field tree LibTreeDefTree
AICTreeNodeIncludedTreeDefinition = {}

---@return AICTreeNodeIncludedTreeDefinition
function AICTreeNodeIncludedTreeDefinition.new() return end

---@param props table
---@return AICTreeNodeIncludedTreeDefinition
function AICTreeNodeIncludedTreeDefinition.new(props) return end

---@class AICTreeNodeInt32SharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeInt32SharedVarDecoratorDefinition = {}

---@return AICTreeNodeInt32SharedVarDecoratorDefinition
function AICTreeNodeInt32SharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeInt32SharedVarDecoratorDefinition
function AICTreeNodeInt32SharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeNameSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeNameSharedVarDecoratorDefinition = {}

---@return AICTreeNodeNameSharedVarDecoratorDefinition
function AICTreeNodeNameSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeNameSharedVarDecoratorDefinition
function AICTreeNodeNameSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeParallelDefinition : AICTreeNodeChildrenListDefinition
---@field forwardChildrenCompleteness Bool
AICTreeNodeParallelDefinition = {}

---@return AICTreeNodeParallelDefinition
function AICTreeNodeParallelDefinition.new() return end

---@param props table
---@return AICTreeNodeParallelDefinition
function AICTreeNodeParallelDefinition.new(props) return end

---@class AICTreeNodePlayerControlledDefinition : AICTreeNodeAtomicDefinition
AICTreeNodePlayerControlledDefinition = {}

---@return AICTreeNodePlayerControlledDefinition
function AICTreeNodePlayerControlledDefinition.new() return end

---@param props table
---@return AICTreeNodePlayerControlledDefinition
function AICTreeNodePlayerControlledDefinition.new(props) return end

---@class AICTreeNodePositionSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodePositionSharedVarDecoratorDefinition = {}

---@return AICTreeNodePositionSharedVarDecoratorDefinition
function AICTreeNodePositionSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodePositionSharedVarDecoratorDefinition
function AICTreeNodePositionSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeReadWorkspotParamsDefinition : AICTreeNodeDecoratorDefinition
---@field workspotNodeVarName CName
---@field prevWorkspotNodeVarName CName
---@field splineNodeVarName CName
---@field workspotEntryAnimVar CName
---@field animControllerVarName CName
---@field splineStartAnimVarName CName
---@field splineStopAnimVarName CName
---@field moveTargetVarName CName
AICTreeNodeReadWorkspotParamsDefinition = {}

---@return AICTreeNodeReadWorkspotParamsDefinition
function AICTreeNodeReadWorkspotParamsDefinition.new() return end

---@param props table
---@return AICTreeNodeReadWorkspotParamsDefinition
function AICTreeNodeReadWorkspotParamsDefinition.new(props) return end

---@class AICTreeNodeScriptDecoratorDefinition : AICTreeExtendableNodeDefinition
---@field script gameActionScript
---@field scriptName CName
AICTreeNodeScriptDecoratorDefinition = {}

---@return AICTreeNodeScriptDecoratorDefinition
function AICTreeNodeScriptDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeScriptDecoratorDefinition
function AICTreeNodeScriptDecoratorDefinition.new(props) return end

---@class AICTreeNodeSequenceDefinition : AICTreeNodeChildrenListDefinition
AICTreeNodeSequenceDefinition = {}

---@return AICTreeNodeSequenceDefinition
function AICTreeNodeSequenceDefinition.new() return end

---@param props table
---@return AICTreeNodeSequenceDefinition
function AICTreeNodeSequenceDefinition.new(props) return end

---@class AICTreeNodeSetSplineMovementTargetDefinition : AICTreeNodeDecoratorDefinition
---@field splineNode LibTreeSharedVarReferenceName
---@field movementTarget LibTreeSharedVarRegistrationName
AICTreeNodeSetSplineMovementTargetDefinition = {}

---@return AICTreeNodeSetSplineMovementTargetDefinition
function AICTreeNodeSetSplineMovementTargetDefinition.new() return end

---@param props table
---@return AICTreeNodeSetSplineMovementTargetDefinition
function AICTreeNodeSetSplineMovementTargetDefinition.new(props) return end

---@class AICTreeNodeSharedVarsBaseDecoratorDefinition : AICTreeNodeDecoratorDefinition
AICTreeNodeSharedVarsBaseDecoratorDefinition = {}

---@class AICTreeNodeSharedVarsDecoratorDefinition : AICTreeNodeSharedVarsBaseDecoratorDefinition
---@field sharedVars AISharedVarTableDefinition
AICTreeNodeSharedVarsDecoratorDefinition = {}

---@return AICTreeNodeSharedVarsDecoratorDefinition
function AICTreeNodeSharedVarsDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeSharedVarsDecoratorDefinition
function AICTreeNodeSharedVarsDecoratorDefinition.new(props) return end

---@class AICTreeNodeSimpleSelectorDefinition : AICTreeNodeChildrenListDefinition
AICTreeNodeSimpleSelectorDefinition = {}

---@return AICTreeNodeSimpleSelectorDefinition
function AICTreeNodeSimpleSelectorDefinition.new() return end

---@param props table
---@return AICTreeNodeSimpleSelectorDefinition
function AICTreeNodeSimpleSelectorDefinition.new(props) return end

---@class AICTreeNodeSingleSharedVarDecoratorDefinition : AICTreeNodeSharedVarsBaseDecoratorDefinition
---@field sharedVarName LibTreeSharedVarRegistrationName
AICTreeNodeSingleSharedVarDecoratorDefinition = {}

---@class AICTreeNodeTargetNodeSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeTargetNodeSharedVarDecoratorDefinition = {}

---@return AICTreeNodeTargetNodeSharedVarDecoratorDefinition
function AICTreeNodeTargetNodeSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeTargetNodeSharedVarDecoratorDefinition
function AICTreeNodeTargetNodeSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeTargetSharedVarDecoratorDefinition : AICTreeNodeSingleSharedVarDecoratorDefinition
AICTreeNodeTargetSharedVarDecoratorDefinition = {}

---@return AICTreeNodeTargetSharedVarDecoratorDefinition
function AICTreeNodeTargetSharedVarDecoratorDefinition.new() return end

---@param props table
---@return AICTreeNodeTargetSharedVarDecoratorDefinition
function AICTreeNodeTargetSharedVarDecoratorDefinition.new(props) return end

---@class AICTreeNodeTimeoutDefinition : AICTreeExtendableNodeDefinition
---@field timeout Float
AICTreeNodeTimeoutDefinition = {}

---@return AICTreeNodeTimeoutDefinition
function AICTreeNodeTimeoutDefinition.new() return end

---@param props table
---@return AICTreeNodeTimeoutDefinition
function AICTreeNodeTimeoutDefinition.new(props) return end

---@class AIClearLineOfSightCoverSelection : AICoverSelectionParameters
AIClearLineOfSightCoverSelection = {}

---@return AIClearLineOfSightCoverSelection
function AIClearLineOfSightCoverSelection.new() return end

---@param props table
---@return AIClearLineOfSightCoverSelection
function AIClearLineOfSightCoverSelection.new(props) return end

---@class AIClearLineOfSightCoverSelectionRuntimeData : AICoverSelectionRuntimeData
AIClearLineOfSightCoverSelectionRuntimeData = {}

---@return AIClearLineOfSightCoverSelectionRuntimeData
function AIClearLineOfSightCoverSelectionRuntimeData.new() return end

---@param props table
---@return AIClearLineOfSightCoverSelectionRuntimeData
function AIClearLineOfSightCoverSelectionRuntimeData.new(props) return end

---@class AIClearRoleCommandParams : questScriptedAICommandParams
AIClearRoleCommandParams = {}

---@return AIClearRoleCommandParams
function AIClearRoleCommandParams.new() return end

---@param props table
---@return AIClearRoleCommandParams
function AIClearRoleCommandParams.new(props) return end

---@return AICommand
function AIClearRoleCommandParams:CreateCommand() return end

---@return String
function AIClearRoleCommandParams:GetCommandName() return end

---@class AICodeInterface : IScriptable
AICodeInterface = {}

---@param context AIbehaviorScriptExecutionContext
---@param puppet gamePuppet
---@param equipmentGroup CName|string
---@return AIbehaviorConditionOutcomes
function AICodeInterface.CheckSlotsForEquipment(context, puppet, equipmentGroup) return end

---@param weapon gameweaponObject
---@return gamedataTriggerMode
function AICodeInterface.GetLastRequestedTriggerMode(weapon) return end

---@class AICombatAlley : IScriptable
AICombatAlley = {}

---@return AICombatAlley
function AICombatAlley.new() return end

---@param props table
---@return AICombatAlley
function AICombatAlley.new(props) return end

---@param sector AICombatSectorType
---@return entEntity
function AICombatAlley:GetClosestMemberFromSector(sector) return end

---@param sector AICombatSectorType
---@param pos Vector4
---@return Float
function AICombatAlley:GetDistanceFromSector(sector, pos) return end

---@param sector AICombatSectorType
---@return entEntity
function AICombatAlley:GetFurtherstMemberFromSector(sector) return end

---@return Vector4
function AICombatAlley:GetReferencePoint() return end

---@param pos Vector4
---@return AICombatSectorType
function AICombatAlley:GetSector(pos) return end

---@return Vector4
function AICombatAlley:GetTargetPoint() return end

---@class AICombatGuardAreaConnectedCommunity
---@field communityArea gameEntityReference
---@field conditions AIICombatGuardAreaCondition[]
AICombatGuardAreaConnectedCommunity = {}

---@return AICombatGuardAreaConnectedCommunity
function AICombatGuardAreaConnectedCommunity.new() return end

---@param props table
---@return AICombatGuardAreaConnectedCommunity
function AICombatGuardAreaConnectedCommunity.new(props) return end

---@class AICombatGuardAreaScriptCondition : AIICombatGuardAreaCondition
AICombatGuardAreaScriptCondition = {}

---@return AICombatGuardAreaScriptCondition
function AICombatGuardAreaScriptCondition.new() return end

---@param props table
---@return AICombatGuardAreaScriptCondition
function AICombatGuardAreaScriptCondition.new(props) return end

---@param entityId entEntityID
---@param area AIScriptGuardArea
---@param entityEntered Bool
---@return Bool
function AICombatGuardAreaScriptCondition:IsFulfilled(entityId, area, entityEntered) return end

---@class AICombatRelatedCommand : AICommand
---@field immediately Bool
AICombatRelatedCommand = {}

---@return AICombatRelatedCommand
function AICombatRelatedCommand.new() return end

---@param props table
---@return AICombatRelatedCommand
function AICombatRelatedCommand.new(props) return end

---@class AICombatSquad : AISquadBase
AICombatSquad = {}

---@return AICombatSquad
function AICombatSquad.new() return end

---@param props table
---@return AICombatSquad
function AICombatSquad.new(props) return end

---@class AICombatSquadScriptInterface : AISquadScriptInterface
AICombatSquadScriptInterface = {}

---@return AICombatSquadScriptInterface
function AICombatSquadScriptInterface.new() return end

---@param props table
---@return AICombatSquadScriptInterface
function AICombatSquadScriptInterface.new(props) return end

---@param et entEntity
---@return Bool
function AICombatSquadScriptInterface:AddEnemy(et) return end

---@return entEntity[]
function AICombatSquadScriptInterface:EnemyList() return end

---@return entEntity[]
function AICombatSquadScriptInterface:EnemyListWeak() return end

---@return AICombatAlley
function AICombatSquadScriptInterface:GetDefensiveCombatAlley() return end

---@return Uint32
function AICombatSquadScriptInterface:GetEnemiesCount() return end

---@param enemy entEntity
---@return Uint32
function AICombatSquadScriptInterface:GetEnemyAttackersCount(enemy) return end

---@return AICombatAlley
function AICombatSquadScriptInterface:GetOffensiveCombatAlley() return end

---@return AICombatSquadTacticRatio
function AICombatSquadScriptInterface:GetTacticRatio() return end

---@param potentialEnemy entEntity
---@return Bool
function AICombatSquadScriptInterface:IsEnemy(potentialEnemy) return end

---@param sourceSquadName CName|string
function AICombatSquadScriptInterface:PullEnemies(sourceSquadName) return end

---@param sqAction CName|string
---@param sectors AICombatSectorType[]
---@param alley AICombatAlley
---@param timeout Float
function AICombatSquadScriptInterface:RegisterTactic(sqAction, sectors, alley, timeout) return end

---@param et entEntity
---@return Bool
function AICombatSquadScriptInterface:RemoveEnemy(et) return end

---@param squadMember entEntity
---@param enemy entEntity
function AICombatSquadScriptInterface:SetAsEnemyAttacker(squadMember, enemy) return end

---@param sqAction CName|string
function AICombatSquadScriptInterface:UnregisterTactic(sqAction) return end

---@return Bool
function AICombatSquadScriptInterface:ValidCombatSquad() return end

---@class AICombatSquadTacticRatio
---@field ratioSum Float
---@field reachSum Float
---@field area Float
AICombatSquadTacticRatio = {}

---@return AICombatSquadTacticRatio
function AICombatSquadTacticRatio.new() return end

---@param props table
---@return AICombatSquadTacticRatio
function AICombatSquadTacticRatio.new(props) return end

---@class AICombatTargetHelper : IScriptable
AICombatTargetHelper = {}

---@param context AIbehaviorScriptExecutionContext
function AICombatTargetHelper.SetCombatTargetChangeSignal(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
---@return Bool
function AICombatTargetHelper.SetNewCombatTarget(context, target) return end

---@class AICommand : IScriptable
---@field id Uint32
---@field state AICommandState
---@field questBlockId Uint64
---@field category CName
AICommand = {}

---@return AICommand
function AICommand.new() return end

---@param props table
---@return AICommand
function AICommand.new(props) return end

---@return AICommand
function AICommand:Copy() return end

---@return CName
function AICommand:GetCategory() return end

---@param value CName|string
function AICommand:SetCategory(value) return end

---@class AICommandDeviceHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AICommandDeviceHandler = {}

---@return AICommandDeviceHandler
function AICommandDeviceHandler.new() return end

---@param props table
---@return AICommandDeviceHandler
function AICommandDeviceHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AICommandDeviceHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AICommandDeviceHandler:Update(context) return end

---@class AICommandHandlerBase : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AICommandHandlerBase = {}

---@return AICommandHandlerBase
function AICommandHandlerBase.new() return end

---@param props table
---@return AICommandHandlerBase
function AICommandHandlerBase.new(props) return end

---@param argument AIArgumentMapping
---@param argName CName|string
---@return Bool
function AICommandHandlerBase:CheckArgument(argument, argName) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AICommandHandlerBase:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AICommandHandlerBase:UpdateCommand(context, command) return end

---@class AICommandQueuePS : gameComponentPS
---@field behaviorArgumentList AIArgumentInstancePS[]
---@field aiRole AIRole
AICommandQueuePS = {}

---@return AICommandQueuePS
function AICommandQueuePS.new() return end

---@param props table
---@return AICommandQueuePS
function AICommandQueuePS.new(props) return end

---@class AICommandsManager : AIICommandsManager
AICommandsManager = {}

---@return AICommandsManager
function AICommandsManager.new() return end

---@param props table
---@return AICommandsManager
function AICommandsManager.new(props) return end

---@class AICommsCallMoveToCommand : AIMoveToCommand
AICommsCallMoveToCommand = {}

---@return AICommsCallMoveToCommand
function AICommsCallMoveToCommand.new() return end

---@param props table
---@return AICommsCallMoveToCommand
function AICommsCallMoveToCommand.new(props) return end

---@class AICondition : IScriptable
AICondition = {}

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AICondition.ActivationCheck(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AICondition.AnimationStreamedInCheck(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsShootingBlockedFromPrevention_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIVelocitiesDotCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAICanShootInCarChaseCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIVehicleCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIOptimalDistanceCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIExtendTargetCirclingCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIEverPerformedChase_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAISpatialCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIMovementCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAICoverCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIDodgeCountCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIStatusEffectCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIVelocityDotCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAISignalCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIGoToCoverCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAISecurityCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAITargetCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIAssignedVehicleInRace_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAITresspassingCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIFriendlyFireCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAINPCRarityCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAINPCTypeCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsFromDynamicSpawnSystem_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAITargetInPreventionFreeArea_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIDriverCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIReactionCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsOnNavmeshCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsFromPreventionSystem_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAICalculatePathCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAILookAtCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIHitCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAINPCDifficultyCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIStateCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIAssignedVehicleCanReachTargetCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIAssignedVehicleInPanicDriving_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIWeakSpotCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIItemCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIRestrictedMovementAreaCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAISlotCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAICalculateLineOfSightVector_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIMovingInCirclesCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIThrowCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAISquadCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIPreviousAttackCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIAmmoCountCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIStatPoolCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsHeatStage5Active_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAITargetInUnmountingRangeCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIAbilityCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIWeaponLockedOnTargetCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIHasWeapon_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIVelocityCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIBlockCountCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIInTacticPositionCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAICommandCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIPercentageChanceCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAILoSPositionCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIInArmedVehicleCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIValidCoversCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIGameDifficultyCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIIsInActiveCameraCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIWorkspotCond_Record
---@return Bool
function AICondition.Check(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckAbilities(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param ability gamedataGameplayAbility_Record
---@return Bool
function AICondition.CheckAbility(context, ability) return end

---@param puppet ScriptedPuppet
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckActionCondition(puppet, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckActionCondition(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param conditions gamedataAIActionCondition_Record[]
---@return Bool
function AICondition.CheckActionConditions(context, conditions) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckAmmoCounts(context, condition) return end

---@param owner gamePuppet
---@param source gameObject
---@param sourcePosition Vector4
---@param sourceCoverID Uint64
---@param target gameObject
---@param targetPosition Vector4
---@param targetCoverID Uint64
---@param coneAngleRange Vector2
---@param condition gamedataAISpatialCond_Record
---@return Bool, Bool
function AICondition.CheckAngle2ObjInternal(owner, source, sourcePosition, sourceCoverID, target, targetPosition, targetCoverID, coneAngleRange, condition) return end

---@param owner gamePuppet
---@param source gameObject
---@param sourcePosition Vector4
---@param sourceCoverID Uint64
---@param target gameObject
---@param targetPosition Vector4
---@param targetCoverID Uint64
---@param targetOpt gameObject
---@param targetPositionOpt Vector4
---@param targetCoverIDOpt Uint64
---@param coneAngleRange Vector2
---@param condition gamedataAISpatialCond_Record
---@return Bool, Bool
function AICondition.CheckAngle3ObjInternal(owner, source, sourcePosition, sourceCoverID, target, targetPosition, targetCoverID, targetOpt, targetPositionOpt, targetCoverIDOpt, coneAngleRange, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckCalculateLineOfSightVector(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckCalculatePaths(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckCommands(context, condition) return end

---@param owner gamePuppet
---@param sourcePosition Vector4
---@param targetPosition Vector4
---@param distanceRange Vector2
---@param condition gamedataAISpatialCond_Record
---@return Bool, Bool
function AICondition.CheckDistanceInternal(owner, sourcePosition, targetPosition, distanceRange, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckItems(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckLookats(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckMovements(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckReactions(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckRestrictedMovementAreas(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckSignals(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckSlots(context, condition) return end

---@param ownerContext AIbehaviorScriptExecutionContext
---@param targetContext AIbehaviorScriptExecutionContext
---@param condition gamedataAISpatialCond_Record
---@return Bool
function AICondition.CheckSpatial(ownerContext, targetContext, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckSpatials(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckStatPools(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckStates(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckStatusEffects(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckTickets(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckTresspassings(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckVehicles(context, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AICondition.CheckWeakSpots(context, condition) return end

---@param sourcePosition Vector4
---@param targetPosition Vector4
---@param ZDiffRange Vector2
---@param condition gamedataAISpatialCond_Record
---@return Bool, Bool
function AICondition.CheckZDiffInternal(sourcePosition, targetPosition, ZDiffRange, condition) return end

---@param difficulty gameDifficulty
---@return Int32
function AICondition.GetDifficultyValue(difficulty) return end

---@param difficulty gameEPowerDifferential
---@return Int32
function AICondition.GetPowerDifferentialValue(difficulty) return end

---@param puppet ScriptedPuppet
---@param timePeriod Float
---@return Vector4
function AICondition.GetPuppetVelocity(puppet, timePeriod) return end

---@param ownerPuppet ScriptedPuppet
---@param threats AITrackedLocation[]
---@return Bool
function AICondition.IsAwareOfBeingFlankedByAnyThreat(ownerPuppet, threats) return end

---@param ownerPuppet ScriptedPuppet
---@param threat AITrackedLocation
---@return Bool
function AICondition.IsAwareOfBeingFlankedByThreat(ownerPuppet, threat) return end

---@param context AIbehaviorScriptExecutionContext
---@param phase Uint32
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AICondition.NextPhaseCheck(context, phase, actionRecord) return end

---@param conditionName CName|string
function AICondition.OnCantFindProperCheck(conditionName) return end

---@param context AIbehaviorScriptExecutionContext
---@param phase Uint32
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AICondition.RepeatPhaseCheck(context, phase, actionRecord) return end

---@class AICooldown : AITimeCondition
---@field cooldown Float
---@field timestamp Float
AICooldown = {}

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AICooldown:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
function AICooldown:UpdateTimeStamp(context) return end

---@class AICoreTasks : AIbehaviortaskScript
AICoreTasks = {}

---@class AICoverDataDef : AIBlackboardDef
---@field exposureMethod gamebbScriptID_CName
---@field fallbackExposureMethod gamebbScriptID_CName
---@field lastAvailableMethods gamebbScriptID_Uint32
---@field currentlyExposed gamebbScriptID_Bool
---@field commandExposureMethods gamebbScriptID_Variant
---@field commandCoverOverride gamebbScriptID_Bool
---@field currentCoverStance gamebbScriptID_CName
---@field desiredCoverStance gamebbScriptID_CName
---@field lastCoverPreset gamebbScriptID_CName
---@field lastInitialCoverPreset gamebbScriptID_CName
---@field lastCoverChangeThreshold gamebbScriptID_Float
---@field lastVisibilityCheckTimestamp gamebbScriptID_Float
---@field currentRing gamebbScriptID_Variant
---@field lastCoverRing gamebbScriptID_Variant
---@field lastDebugCoverPreset gamebbScriptID_Int32
---@field firstCoverEvaluationDone gamebbScriptID_Bool
---@field startCoverEvaluationTimeStamp gamebbScriptID_Float
AICoverDataDef = {}

---@return AICoverDataDef
function AICoverDataDef.new() return end

---@param props table
---@return AICoverDataDef
function AICoverDataDef.new(props) return end

---@return Bool
function AICoverDataDef:AutoCreateInSystem() return end

---@param blackboard gameIBlackboard
function AICoverDataDef:Initialize(blackboard) return end

---@class AICoverDemandHolder : IScriptable
AICoverDemandHolder = {}

---@return AICoverDemandHolder
function AICoverDemandHolder.new() return end

---@param props table
---@return AICoverDemandHolder
function AICoverDemandHolder.new(props) return end

---@return Uint64
function AICoverDemandHolder:GetCoverID() return end

---@class AICoverHealthCoverSelection : AICoverSelectionParameters
AICoverHealthCoverSelection = {}

---@return AICoverHealthCoverSelection
function AICoverHealthCoverSelection.new() return end

---@param props table
---@return AICoverHealthCoverSelection
function AICoverHealthCoverSelection.new(props) return end

---@class AICoverHelper : IScriptable
AICoverHelper = {}

---@return AICoverHelper
function AICoverHelper.new() return end

---@param props table
---@return AICoverHelper
function AICoverHelper.new(props) return end

---@param puppet ScriptedPuppet
---@param target gameObject
---@param coverID Uint64
---@param record gamedataAISubActionCover_Record
---@param lineOfSightTolerance Float
---@param trackedLocation AITrackedLocation
---@param exposureMethods AICoverExposureMethod[]
---@return AICoverExposureMethod
function AICoverHelper.CalculateCoverExposureMethod(puppet, target, coverID, record, lineOfSightTolerance, trackedLocation, exposureMethods) return end

---@param actionName CName|string
---@return EAICoverAction
function AICoverHelper.CoverActionNameToEnum(actionName) return end

---@param exposureMethodName CName|string
---@return AICoverExposureMethod
function AICoverHelper.CoverExposureMethodNameToEnum(exposureMethodName) return end

---@param coverHeight CName|string
---@return gameCoverHeight
function AICoverHelper.CoverHeightNameToEnum(coverHeight) return end

---@return AICoverExposureMethod[]
function AICoverHelper.FillEmptyCoverExposureMethodArray() return end

---@return CName[]
function AICoverHelper.FillEmptyCoverExposureMethodNameArray() return end

---@param puppet ScriptedPuppet
---@param targetPosition Vector4
---@param coverID Uint64
---@return Float
function AICoverHelper.GetAbsAngleFromCoverToCombatTarget(puppet, targetPosition, coverID) return end

---@param puppet ScriptedPuppet
---@param movementTargetPos Vector4
---@param coverID Uint64
---@return Float
function AICoverHelper.GetAbsAngleFromCoverToMovementTarget(puppet, movementTargetPos, coverID) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param targetPosition Vector4
---@return Float
function AICoverHelper.GetAbsAngleFromCoverToTargetPosition(puppet, coverID, targetPosition) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param target gameObject
---@param requestedExposureMethods AICoverExposureMethod[]
---@param lineOfSightTolerance Float
---@param exposureMethodPriority gamedataAIExposureMethodType_Record[]
---@return AICoverExposureMethod[]
function AICoverHelper.GetAvailableExposureSpots(puppet, coverID, target, requestedExposureMethods, lineOfSightTolerance, exposureMethodPriority) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param target gameObject
---@param record gamedataAISubActionCover_Record
---@param lineOfSightTolerance Float
---@param exposureMethodPriority gamedataAIExposureMethodType_Record[]
---@return AICoverExposureMethod[]
function AICoverHelper.GetAvailableExposureSpots(puppet, coverID, target, record, lineOfSightTolerance, exposureMethodPriority) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param target gameObject
---@param record gamedataAISubActionCover_Record
---@param lineOfSightTolerance Float
---@param exposureMethodPriority gamedataAIExposureMethodType_Record[]
---@param allAvailableExposureMethods AICoverExposureMethod[]
---@return AICoverExposureMethod[]
function AICoverHelper.GetAvailableExposureSpots(puppet, coverID, target, record, lineOfSightTolerance, exposureMethodPriority, allAvailableExposureMethods) return end

---@param puppet ScriptedPuppet
---@return gameIBlackboard
function AICoverHelper.GetCoverBlackboard(puppet) return end

---@param puppet ScriptedPuppet
---@return AICoverExposureMethod
function AICoverHelper.GetCoverExposureMethod(puppet) return end

---@param puppet ScriptedPuppet
---@return CName
function AICoverHelper.GetCoverExposureMethod(puppet) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@return gameCoverHeight
function AICoverHelper.GetCoverHeight(puppet, coverID) return end

---@param puppet ScriptedPuppet
---@return AISmartCoverManager
function AICoverHelper.GetCoverManager(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.GetCoverNPCCurrentlyExposed(puppet) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@return Float
function AICoverHelper.GetCoverRemainingHealthPerc(puppet, coverID) return end

---@param puppet ScriptedPuppet
---@param exposureSpot AICoverExposureMethod
---@return gameCoverHeight
function AICoverHelper.GetCoverStanceFromExposureSpot(puppet, exposureSpot) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@return gameCoverHeight, Bool
function AICoverHelper.GetCoverType(puppet, coverID) return end

---@param puppet ScriptedPuppet
---@return Uint64
function AICoverHelper.GetCurrentCover(puppet) return end

---@param puppet ScriptedPuppet
---@return Uint64
function AICoverHelper.GetCurrentCoverId(puppet) return end

---@param puppet ScriptedPuppet
---@return CName
function AICoverHelper.GetCurrentCoverStance(puppet) return end

---@param puppet ScriptedPuppet
---@return gameCoverHeight
function AICoverHelper.GetCurrentCoverStance(puppet) return end

---@param puppet ScriptedPuppet
---@return gameCoverHeight
function AICoverHelper.GetDesiredCoverStance(puppet) return end

---@param puppet ScriptedPuppet
---@return CName
function AICoverHelper.GetDesiredCoverStance(puppet) return end

---@param puppet ScriptedPuppet
---@return AICoverExposureMethod
function AICoverHelper.GetFallbackCoverExposureMethod(puppet) return end

---@param puppet ScriptedPuppet
---@return AICoverExposureMethod
function AICoverHelper.GetRandomCoverLastAvailableExposureMethod(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.HasAnyCoverLastAvailableExposureMethod(puppet) return end

---@param ownerPuppet ScriptedPuppet
---@param coverID Uint64
---@param target gameObject
---@param exposureMethods CName[]|string[]
---@return Bool
function AICoverHelper.HasCoverExposureMethods(ownerPuppet, coverID, target, exposureMethods) return end

---@param puppetOwner ScriptedPuppet
---@param coverID Uint64
---@param target gameObject
---@param exposureMethods AICoverExposureMethod[]
---@return Bool
function AICoverHelper.HasCoverExposureMethods(puppetOwner, coverID, target, exposureMethods) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.IsCurrentlyInCover(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.IsCurrentlyInShootingSpot(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.IsCurrentlyInSmartObject(puppet) return end

---@param exposureMethodName CName|string
---@return Bool
function AICoverHelper.IsStandingExposureMethod(exposureMethodName) return end

---@param exposureMethodName CName|string
---@return Bool
function AICoverHelper.IsUnsafeExposureMethod(exposureMethodName) return end

---@param puppet ScriptedPuppet
---@return Bool
function AICoverHelper.LeaveCoverImmediately(puppet) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param damageTime EngineTime
---@param executingCoverAction Bool
function AICoverHelper.NotifyGotDamageInCover(puppet, coverID, damageTime, executingCoverAction) return end

---@param puppet ScriptedPuppet
---@param coverId Uint64
function AICoverHelper.RegisterNewCover(puppet, coverId) return end

---@param puppet ScriptedPuppet
---@param record gamedataAISubActionCover_Record
---@param exposureMethods AICoverExposureMethod[]
---@return AICoverExposureMethod[]
function AICoverHelper.ReturnHighestPriorityMethods(puppet, record, exposureMethods) return end

---@param puppet ScriptedPuppet
---@param value AICoverExposureMethod
function AICoverHelper.SetCoverExposureMethod(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value CName|string
function AICoverHelper.SetCoverExposureMethod(puppet, value) return end

---@param puppet ScriptedPuppet
---@param exposureMethods AICoverExposureMethod[]
function AICoverHelper.SetCoverLastAvailableExposureMethod(puppet, exposureMethods) return end

---@param puppet ScriptedPuppet
---@param value Bool
function AICoverHelper.SetCoverNPCCurrentlyExposed(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value gameCoverHeight
function AICoverHelper.SetCurrentCoverStance(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value CName|string
function AICoverHelper.SetCurrentCoverStance(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value CName|string
function AICoverHelper.SetDesiredCoverStance(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value gameCoverHeight
function AICoverHelper.SetDesiredCoverStance(puppet, value) return end

---@param puppet ScriptedPuppet
---@param value AICoverExposureMethod
function AICoverHelper.SetFallbackCoverExposureMethod(puppet, value) return end

---@param puppet ScriptedPuppet
function AICoverHelper.UnregisterLastCover(puppet) return end

---@class AICoverScoringData
AICoverScoringData = {}

---@return AICoverScoringData
function AICoverScoringData.new() return end

---@param props table
---@return AICoverScoringData
function AICoverScoringData.new(props) return end

---@class AICoverSelectionParameters
AICoverSelectionParameters = {}

---@class AICoverSelectionRuntimeData
AICoverSelectionRuntimeData = {}

---@class AICoverSelectionSystem : AIICoverSelectionSystem
AICoverSelectionSystem = {}

---@return AICoverSelectionSystem
function AICoverSelectionSystem.new() return end

---@param props table
---@return AICoverSelectionSystem
function AICoverSelectionSystem.new(props) return end

---@class AICoverTypeCoverSelection : AICoverSelectionParameters
AICoverTypeCoverSelection = {}

---@return AICoverTypeCoverSelection
function AICoverTypeCoverSelection.new() return end

---@param props table
---@return AICoverTypeCoverSelection
function AICoverTypeCoverSelection.new(props) return end

---@class AICustomComponents : AIRelatedComponents
AICustomComponents = {}

---@class AIDeathConditions : AIbehaviorconditionScript
AIDeathConditions = {}

---@class AIDeathReactionsTask : AIbehaviortaskScript
---@field fastForwardAnimation AIArgumentMapping
---@field hitData animAnimFeature_HitReactionsData
---@field hitReactionAction ActionHitReactionScriptProxy
---@field previousRagdollTimeStamp Float
---@field deathHasBeenPlayed Bool
---@field updateFrame Int32
AIDeathReactionsTask = {}

---@param owner ScriptedPuppet
---@return Bool
function AIDeathReactionsTask.ShouldUseRagdoll(owner) return end

---@param context AIbehaviorScriptExecutionContext
function AIDeathReactionsTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param hitData animAnimFeature_HitReactionsData
---@return Float
function AIDeathReactionsTask:AngleToAttackSource(context, hitData) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_HitReactionsData
function AIDeathReactionsTask:BrainMeltDeathData(context) return end

---@return Bool
function AIDeathReactionsTask:CanSkipDeathAnimation() return end

---@param context AIbehaviorScriptExecutionContext
function AIDeathReactionsTask:ChangeHighLevelState(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIDeathReactionsTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Int32
function AIDeathReactionsTask:GetDeathReactionType(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_HitReactionsData
function AIDeathReactionsTask:GetHitData(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDeathReactionsTask:IsFloorSteepEnoughToRagdoll(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDeathReactionsTask:PlayHitReactionAction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDeathReactionsTask:ShouldFastForward(context) return end

---@param puppet ScriptedPuppet
function AIDeathReactionsTask:SpawnBloodPuddle(puppet) return end

---@param context AIbehaviorScriptExecutionContext
function AIDeathReactionsTask:StopMotionExtraction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param activationReason CName|string
function AIDeathReactionsTask:TurnOnRagdoll(context, activationReason) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIDeathReactionsTask:Update(context) return end

---@class AIDebugConditions : AIbehaviorconditionScript
AIDebugConditions = {}

---@class AIDebugLogScope
---@field index Uint32
---@field id Uint32
AIDebugLogScope = {}

---@return AIDebugLogScope
function AIDebugLogScope.new() return end

---@param props table
---@return AIDebugLogScope
function AIDebugLogScope.new(props) return end

---@class AIDefAI : AIResourceReference
AIDefAI = {}

---@return AIDefAI
function AIDefAI.new() return end

---@param props table
---@return AIDefAI
function AIDefAI.new(props) return end

---@class AIDefTreeVariableComparison : LibTreeDefTreeVariableBoolBase
---@field exportAsProperty Bool
---@field referenceVariableId Uint16
---@field referenceVariableName CName
---@field referenceVariableShortName CName
---@field referenceType CName
---@field operator EComparisonType
---@field referenceValue Variant
AIDefTreeVariableComparison = {}

---@return AIDefTreeVariableComparison
function AIDefTreeVariableComparison.new() return end

---@param props table
---@return AIDefTreeVariableComparison
function AIDefTreeVariableComparison.new(props) return end

---@class AIDeviceFeedbackData : AIbehaviortaskScript
AIDeviceFeedbackData = {}

---@return AIDeviceFeedbackData
function AIDeviceFeedbackData.new() return end

---@param props table
---@return AIDeviceFeedbackData
function AIDeviceFeedbackData.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIDeviceFeedbackData:Activate(context) return end

---@class AIDirectorSystemSquadAudioMember : AISquadAudioMemberBase
AIDirectorSystemSquadAudioMember = {}

---@return AIDirectorSystemSquadAudioMember
function AIDirectorSystemSquadAudioMember.new() return end

---@param props table
---@return AIDirectorSystemSquadAudioMember
function AIDirectorSystemSquadAudioMember.new(props) return end

---@class AIDistanceFromOthersCoverSelection : AICoverSelectionParameters
AIDistanceFromOthersCoverSelection = {}

---@return AIDistanceFromOthersCoverSelection
function AIDistanceFromOthersCoverSelection.new() return end

---@param props table
---@return AIDistanceFromOthersCoverSelection
function AIDistanceFromOthersCoverSelection.new(props) return end

---@class AIDriveCommandUpdate : IScriptable
---@field minSpeed Float
---@field maxSpeed Float
---@field clearTrafficOnPath Bool
AIDriveCommandUpdate = {}

---@return AIDriveCommandUpdate
function AIDriveCommandUpdate.new() return end

---@param props table
---@return AIDriveCommandUpdate
function AIDriveCommandUpdate.new(props) return end

---@class AIDriveCommandsDelegate : AIbehaviorScriptBehaviorDelegate
---@field useKinematic Bool
---@field needDriver Bool
---@field splineRef NodeRef
---@field secureTimeOut Float
---@field forcedStartSpeed Float
---@field stopAtPathEnd Bool
---@field driveBackwards Bool
---@field reverseSpline Bool
---@field startFromClosest Bool
---@field keepDistanceBool Bool
---@field keepDistanceCompanion gameObject
---@field keepDistanceDistance Float
---@field rubberBandingBool Bool
---@field rubberBandingTargetRef gameObject
---@field rubberBandingMinDistance Float
---@field rubberBandingMaxDistance Float
---@field rubberBandingStopAndWait Bool
---@field rubberBandingTeleportToCatchUp Bool
---@field rubberBandingStayInFront Bool
---@field audioCurvesParam vehicleAudioCurvesParam
---@field allowSimplifiedMovement Bool
---@field ignoreTickets Bool
---@field disabeStuckDetection Bool
---@field aggressiveRammingEnabled Bool
---@field useSpeedBasedLookupRange Bool
---@field tryDriveAwayFromPlayer Bool
---@field targetPosition Vector3
---@field maxSpeed Float
---@field minSpeed Float
---@field clearTrafficOnPath Bool
---@field minimumDistanceToTarget Float
---@field emergencyPatrol Bool
---@field numPatrolLoops Uint32
---@field driveDownTheRoadIndefinitely Bool
---@field ignoreChaseVehiclesLimit Bool
---@field boostDrivingStats Bool
---@field driveOnSplineCommand AIVehicleOnSplineCommand
---@field useTraffic Bool
---@field speedInTraffic Float
---@field target gameObject
---@field distanceMin Float
---@field distanceMax Float
---@field stopWhenTargetReached Bool
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
---@field driveFollowCommand AIVehicleFollowCommand
---@field driveChaseCommand AIVehicleChaseCommand
---@field drivePanicCommand AIVehiclePanicCommand
---@field driveToPointAutonomousCommand AIVehicleDriveToPointAutonomousCommand
---@field drivePatrolCommand AIVehicleDrivePatrolCommand
---@field nodeRef NodeRef
---@field isPlayer Bool
---@field forceGreenLights Bool
---@field portals vehiclePortalsList
---@field driveToNodeCommand AIVehicleToNodeCommand
---@field driveRacingCommand AIVehicleRacingCommand
---@field driveJoinTrafficCommand AIVehicleJoinTrafficCommand
AIDriveCommandsDelegate = {}

---@return AIDriveCommandsDelegate
function AIDriveCommandsDelegate.new() return end

---@param props table
---@return AIDriveCommandsDelegate
function AIDriveCommandsDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate.DoEndDriveChase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate.DoEndDrivePanic(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate.DoEndDrivePatrol(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate.DoEndDriveToPointAutonomous(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoEndDriveFollow(context) return end

---@return Bool
function AIDriveCommandsDelegate:DoEndDriveJoinTraffic() return end

---@return Bool
function AIDriveCommandsDelegate:DoEndDriveOnSpline() return end

---@return Bool
function AIDriveCommandsDelegate:DoEndDriveRacing() return end

---@return Bool
function AIDriveCommandsDelegate:DoEndDriveToNode() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveChase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveFollow(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveJoinTraffic(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveOnSpline(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDrivePanic(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDrivePatrol(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveRacing(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveToNode(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStartDriveToPointAutonomous(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStopDriveChase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStopDriveFollow(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStopDrivePanic(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStopDrivePatrol(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoStopDriveToPointAutonomous(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoUpdateDriveChase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoUpdateDriveFollow(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoUpdateDrivePanic(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoUpdateDrivePatrol(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIDriveCommandsDelegate:DoUpdateDriveToPointAutonomous(context) return end

---@class AIDriveFollowCommandHandler : AICommandHandlerBase
---@field outUseKinematic AIArgumentMapping
---@field outNeedDriver AIArgumentMapping
---@field outTarget AIArgumentMapping
---@field outSecureTimeOut AIArgumentMapping
---@field outDistanceMin AIArgumentMapping
---@field outDistanceMax AIArgumentMapping
---@field outStopWhenTargetReached AIArgumentMapping
---@field outUseTraffic AIArgumentMapping
---@field outTrafficTryNeighborsForStart AIArgumentMapping
---@field outTrafficTryNeighborsForEnd AIArgumentMapping
AIDriveFollowCommandHandler = {}

---@return AIDriveFollowCommandHandler
function AIDriveFollowCommandHandler.new() return end

---@param props table
---@return AIDriveFollowCommandHandler
function AIDriveFollowCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDriveFollowCommandHandler:UpdateCommand(context, command) return end

---@class AIDriveJoinTrafficCommandHandler : AICommandHandlerBase
---@field outUseKinematic AIArgumentMapping
---@field outNeedDriver AIArgumentMapping
AIDriveJoinTrafficCommandHandler = {}

---@return AIDriveJoinTrafficCommandHandler
function AIDriveJoinTrafficCommandHandler.new() return end

---@param props table
---@return AIDriveJoinTrafficCommandHandler
function AIDriveJoinTrafficCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDriveJoinTrafficCommandHandler:UpdateCommand(context, command) return end

---@class AIDriveOnSplineCommandHandler : AICommandHandlerBase
---@field outUseKinematic AIArgumentMapping
---@field outNeedDriver AIArgumentMapping
---@field outSpline AIArgumentMapping
---@field outSecureTimeOut AIArgumentMapping
---@field outDriveBackwards AIArgumentMapping
---@field outReverseSpline AIArgumentMapping
---@field outStartFromClosest AIArgumentMapping
---@field outForcedStartSpeed AIArgumentMapping
---@field outStopAtPathEnd AIArgumentMapping
---@field outKeepDistanceBool AIArgumentMapping
---@field outKeepDistanceCompanion AIArgumentMapping
---@field outKeepDistanceDistance AIArgumentMapping
---@field outRubberBandingBool AIArgumentMapping
---@field outRubberBandingTargetRef AIArgumentMapping
---@field outRubberBandingMinDistance AIArgumentMapping
---@field outRubberBandingMaxDistance AIArgumentMapping
---@field outRubberBandingStopAndWait AIArgumentMapping
---@field outRubberBandingTeleportToCatchUp AIArgumentMapping
---@field outRubberBandingStayInFront AIArgumentMapping
---@field outAudioCurvesParam AIArgumentMapping
AIDriveOnSplineCommandHandler = {}

---@return AIDriveOnSplineCommandHandler
function AIDriveOnSplineCommandHandler.new() return end

---@param props table
---@return AIDriveOnSplineCommandHandler
function AIDriveOnSplineCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDriveOnSplineCommandHandler:UpdateCommand(context, command) return end

---@class AIDrivePanicCommandHandler : AICommandHandlerBase
---@field outAllowSimplifiedMovement AIArgumentMapping
---@field outIgnoreTickets AIArgumentMapping
---@field outDisableStuckDetection AIArgumentMapping
---@field outUseSpeedBasedLookupRange AIArgumentMapping
---@field outTryDriveAwayFromPlayer AIArgumentMapping
AIDrivePanicCommandHandler = {}

---@return AIDrivePanicCommandHandler
function AIDrivePanicCommandHandler.new() return end

---@param props table
---@return AIDrivePanicCommandHandler
function AIDrivePanicCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDrivePanicCommandHandler:UpdateCommand(context, command) return end

---@class AIDrivePatrolUpdate : AIDriveCommandUpdate
---@field numPatrolLoops Uint32
---@field emergencyPatrol Bool
AIDrivePatrolUpdate = {}

---@return AIDrivePatrolUpdate
function AIDrivePatrolUpdate.new() return end

---@param props table
---@return AIDrivePatrolUpdate
function AIDrivePatrolUpdate.new(props) return end

---@return AIVehicleDrivePatrolCommand
function AIDrivePatrolUpdate:CreateCmd() return end

---@class AIDriveRacingCommandHandler : AICommandHandlerBase
---@field outUseKinematic AIArgumentMapping
---@field outNeedDriver AIArgumentMapping
---@field outSpline AIArgumentMapping
---@field outSecureTimeOut AIArgumentMapping
---@field outDriveBackwards AIArgumentMapping
---@field outReverseSpline AIArgumentMapping
---@field outStartFromClosest AIArgumentMapping
---@field outRubberBandingBool AIArgumentMapping
---@field outRubberBandingTargetRef AIArgumentMapping
---@field outRubberBandingMinDistance AIArgumentMapping
---@field outRubberBandingMaxDistance AIArgumentMapping
---@field outRubberBandingStopAndWait AIArgumentMapping
---@field outRubberBandingTeleportToCatchUp AIArgumentMapping
---@field outRubberBandingStayInFront AIArgumentMapping
AIDriveRacingCommandHandler = {}

---@return AIDriveRacingCommandHandler
function AIDriveRacingCommandHandler.new() return end

---@param props table
---@return AIDriveRacingCommandHandler
function AIDriveRacingCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDriveRacingCommandHandler:UpdateCommand(context, command) return end

---@class AIDriveToNodeCommandHandler : AICommandHandlerBase
---@field outUseKinematic AIArgumentMapping
---@field outNeedDriver AIArgumentMapping
---@field outNodeRef AIArgumentMapping
---@field outSecureTimeOut AIArgumentMapping
---@field outIsPlayer AIArgumentMapping
---@field outUseTraffic AIArgumentMapping
---@field forceGreenLights AIArgumentMapping
---@field portals AIArgumentMapping
---@field outTrafficTryNeighborsForStart AIArgumentMapping
---@field outTrafficTryNeighborsForEnd AIArgumentMapping
AIDriveToNodeCommandHandler = {}

---@return AIDriveToNodeCommandHandler
function AIDriveToNodeCommandHandler.new() return end

---@param props table
---@return AIDriveToNodeCommandHandler
function AIDriveToNodeCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIDriveToNodeCommandHandler:UpdateCommand(context, command) return end

---@class AIDriveToPointAutonomousUpdate : AIDriveCommandUpdate
---@field targetPosition Vector4
---@field minimumDistanceToTarget Float
---@field driveDownTheRoadIndefinitely Bool
AIDriveToPointAutonomousUpdate = {}

---@return AIDriveToPointAutonomousUpdate
function AIDriveToPointAutonomousUpdate.new() return end

---@param props table
---@return AIDriveToPointAutonomousUpdate
function AIDriveToPointAutonomousUpdate.new(props) return end

---@return AIVehicleDriveToPointAutonomousCommand
function AIDriveToPointAutonomousUpdate:CreateCmd() return end

---@class AIDroppedThreatData
---@field threat entEntity
---@field position Vector4
AIDroppedThreatData = {}

---@return AIDroppedThreatData
function AIDroppedThreatData.new() return end

---@param props table
---@return AIDroppedThreatData
function AIDroppedThreatData.new(props) return end

---@class AIEnemy : ISerializable
AIEnemy = {}

---@return AIEnemy
function AIEnemy.new() return end

---@param props table
---@return AIEnemy
function AIEnemy.new(props) return end

---@class AIEnemyPushedToSquad : AIAIEvent
---@field threat entEntity
AIEnemyPushedToSquad = {}

---@return AIEnemyPushedToSquad
function AIEnemyPushedToSquad.new() return end

---@param props table
---@return AIEnemyPushedToSquad
function AIEnemyPushedToSquad.new(props) return end

---@class AIEnemyThreatDetected : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field status Bool
AIEnemyThreatDetected = {}

---@return AIEnemyThreatDetected
function AIEnemyThreatDetected.new() return end

---@param props table
---@return AIEnemyThreatDetected
function AIEnemyThreatDetected.new(props) return end

---@class AIEntityLost : AIAIEvent
---@field spotter entEntity
---@field spotted entEntity
---@field isHostile Bool
AIEntityLost = {}

---@return AIEntityLost
function AIEntityLost.new() return end

---@param props table
---@return AIEntityLost
function AIEntityLost.new(props) return end

---@class AIEntityReuseEvent : AIAIEvent
---@field destination worldGlobalNodeID
AIEntityReuseEvent = {}

---@return AIEntityReuseEvent
function AIEntityReuseEvent.new() return end

---@param props table
---@return AIEntityReuseEvent
function AIEntityReuseEvent.new(props) return end

---@class AIEntitySpotted : AIAIEvent
---@field spotter entEntity
---@field spotted entEntity
---@field isHostile Bool
AIEntitySpotted = {}

---@return AIEntitySpotted
function AIEntitySpotted.new() return end

---@param props table
---@return AIEntitySpotted
function AIEntitySpotted.new(props) return end

---@class AIEntityStubHandlerProviderSystem : AIIEntityStubHandlerProviderSystem
AIEntityStubHandlerProviderSystem = {}

---@return AIEntityStubHandlerProviderSystem
function AIEntityStubHandlerProviderSystem.new() return end

---@param props table
---@return AIEntityStubHandlerProviderSystem
function AIEntityStubHandlerProviderSystem.new(props) return end

---@class AIEquipCommand : AICommand
---@field slotId TweakDBID
---@field itemId TweakDBID
---@field failIfItemNotFound Bool
---@field durationOverride Float
AIEquipCommand = {}

---@return AIEquipCommand
function AIEquipCommand.new() return end

---@param props table
---@return AIEquipCommand
function AIEquipCommand.new(props) return end

---@class AIEvents : IScriptable
AIEvents = {}

---@return AIAIEvent
function AIEvents.ExitVehicleEvent() return end

---@class AIFSMEventTransitionsListDefinition
---@field eventName CName
---@field transitions AIFSMTransitionListDefinition
AIFSMEventTransitionsListDefinition = {}

---@return AIFSMEventTransitionsListDefinition
function AIFSMEventTransitionsListDefinition.new() return end

---@param props table
---@return AIFSMEventTransitionsListDefinition
function AIFSMEventTransitionsListDefinition.new(props) return end

---@class AIFSMStateDefinition
---@field onUpdateTransition AIFSMTransitionListDefinition
---@field onCompleteTransition AIFSMTransitionListDefinition
---@field onSuccessTransition AIFSMTransitionListDefinition
---@field onFailureTransition AIFSMTransitionListDefinition
---@field onInterruptionTransition AIFSMTransitionListDefinition
---@field onEventTransitions AIFSMTransitionListDefinition
---@field childNode AICTreeNodeDefinition
AIFSMStateDefinition = {}

---@return AIFSMStateDefinition
function AIFSMStateDefinition.new() return end

---@param props table
---@return AIFSMStateDefinition
function AIFSMStateDefinition.new(props) return end

---@class AIFSMTransitionDefinition
---@field destination Uint16
---@field condition Uint16
AIFSMTransitionDefinition = {}

---@return AIFSMTransitionDefinition
function AIFSMTransitionDefinition.new() return end

---@param props table
---@return AIFSMTransitionDefinition
function AIFSMTransitionDefinition.new(props) return end

---@class AIFSMTransitionListDefinition
---@field firstTransitionIndex Uint16
---@field transitionsCount Uint16
AIFSMTransitionListDefinition = {}

---@return AIFSMTransitionListDefinition
function AIFSMTransitionListDefinition.new() return end

---@param props table
---@return AIFSMTransitionListDefinition
function AIFSMTransitionListDefinition.new(props) return end

---@class AIFearInPlaceEvent : AIAIEvent
AIFearInPlaceEvent = {}

---@return AIFearInPlaceEvent
function AIFearInPlaceEvent.new() return end

---@param props table
---@return AIFearInPlaceEvent
function AIFearInPlaceEvent.new(props) return end

---@class AIFindForwardPositionAround : AIbehaviortaskScript
AIFindForwardPositionAround = {}

---@return AIFindForwardPositionAround
function AIFindForwardPositionAround.new() return end

---@param props table
---@return AIFindForwardPositionAround
function AIFindForwardPositionAround.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFindForwardPositionAround:Update(context) return end

---@class AIFindPositionAroundSelf : AIbehaviortaskScript
---@field distanceMin AIArgumentMapping
---@field distanceMax AIArgumentMapping
---@field angle Float
---@field angleOffset Float
---@field outPositionArgument AIArgumentMapping
---@field finalPosition Vector4
AIFindPositionAroundSelf = {}

---@return AIFindPositionAroundSelf
function AIFindPositionAroundSelf.new() return end

---@param props table
---@return AIFindPositionAroundSelf
function AIFindPositionAroundSelf.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIFindPositionAroundSelf:AdditionalOutcomeVerification(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFindPositionAroundSelf:Update(context) return end

---@class AIFindPositionAroundTarget : AIbehaviortaskScript
AIFindPositionAroundTarget = {}

---@return AIFindPositionAroundTarget
function AIFindPositionAroundTarget.new() return end

---@param props table
---@return AIFindPositionAroundTarget
function AIFindPositionAroundTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFindPositionAroundTarget:Update(context) return end

---@class AIFlatheadSetSoloModeCommand : AIFollowerCommand
---@field soloModeState Bool
AIFlatheadSetSoloModeCommand = {}

---@return AIFlatheadSetSoloModeCommand
function AIFlatheadSetSoloModeCommand.new() return end

---@param props table
---@return AIFlatheadSetSoloModeCommand
function AIFlatheadSetSoloModeCommand.new(props) return end

---@class AIFlatheadSetSoloModeCommandParams : questScriptedAICommandParams
---@field soloMode Bool
AIFlatheadSetSoloModeCommandParams = {}

---@return AIFlatheadSetSoloModeCommandParams
function AIFlatheadSetSoloModeCommandParams.new() return end

---@param props table
---@return AIFlatheadSetSoloModeCommandParams
function AIFlatheadSetSoloModeCommandParams.new(props) return end

---@return AICommand
function AIFlatheadSetSoloModeCommandParams:CreateCommand() return end

---@return String
function AIFlatheadSetSoloModeCommandParams:GetCommandName() return end

---@class AIFloatArgumentInstancePS : AIArgumentInstancePS
---@field value Float
AIFloatArgumentInstancePS = {}

---@return AIFloatArgumentInstancePS
function AIFloatArgumentInstancePS.new() return end

---@param props table
---@return AIFloatArgumentInstancePS
function AIFloatArgumentInstancePS.new(props) return end

---@class AIFollowSlotDef : gamebbScriptDefinition
---@field slotID gamebbScriptID_Int32
---@field slotTransform gamebbScriptID_Variant
AIFollowSlotDef = {}

---@return AIFollowSlotDef
function AIFollowSlotDef.new() return end

---@param props table
---@return AIFollowSlotDef
function AIFollowSlotDef.new(props) return end

---@return Bool
function AIFollowSlotDef:AutoCreateInSystem() return end

---@class AIFollowTargetCommand : AIMoveCommand
---@field target gameObject
---@field desiredDistance Float
---@field tolerance Float
---@field stopWhenDestinationReached Bool
---@field movementType moveMovementType
---@field lookAtTarget gameObject
---@field matchSpeed Bool
---@field teleport Bool
AIFollowTargetCommand = {}

---@return AIFollowTargetCommand
function AIFollowTargetCommand.new() return end

---@param props table
---@return AIFollowTargetCommand
function AIFollowTargetCommand.new(props) return end

---@class AIFollowerBeforeTakedown : AIbehaviortaskScript
AIFollowerBeforeTakedown = {}

---@return AIFollowerBeforeTakedown
function AIFollowerBeforeTakedown.new() return end

---@param props table
---@return AIFollowerBeforeTakedown
function AIFollowerBeforeTakedown.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFollowerBeforeTakedown:Update(context) return end

---@class AIFollowerCombatCommand : AIFollowerCommand
AIFollowerCombatCommand = {}

---@return AIFollowerCombatCommand
function AIFollowerCombatCommand.new() return end

---@param props table
---@return AIFollowerCombatCommand
function AIFollowerCombatCommand.new(props) return end

---@class AIFollowerCommand : AICommand
---@field combatCommand Bool
AIFollowerCommand = {}

---@return AIFollowerCommand
function AIFollowerCommand.new() return end

---@param props table
---@return AIFollowerCommand
function AIFollowerCommand.new(props) return end

---@return Bool
function AIFollowerCommand:IsCombatCommand() return end

---@class AIFollowerDeviceCommand : AIFollowerCommand
---@field target gameObject
---@field overrideMovementTarget gameObject
AIFollowerDeviceCommand = {}

---@return AIFollowerDeviceCommand
function AIFollowerDeviceCommand.new() return end

---@param props table
---@return AIFollowerDeviceCommand
function AIFollowerDeviceCommand.new(props) return end

---@class AIFollowerInterpolateFollowingSpeed : AIbehaviortaskScript
---@field enterCondition TweakDBID
---@field exitCondition TweakDBID
---@field minInterpolationDistanceToDestination Float
---@field maxInterpolationDistanceToDestination Float
---@field maxTimeDilation Float
---@field enterConditionInstance gamedataAIActionCondition_Record
---@field exitConditionInstace gamedataAIActionCondition_Record
---@field isActive Bool
---@field reason CName
AIFollowerInterpolateFollowingSpeed = {}

---@return AIFollowerInterpolateFollowingSpeed
function AIFollowerInterpolateFollowingSpeed.new() return end

---@param props table
---@return AIFollowerInterpolateFollowingSpeed
function AIFollowerInterpolateFollowingSpeed.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerInterpolateFollowingSpeed:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerInterpolateFollowingSpeed:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerInterpolateFollowingSpeed:MakeActive(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerInterpolateFollowingSpeed:MakeInactive(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFollowerInterpolateFollowingSpeed:Update(context) return end

---@class AIFollowerRole : AIRole
---@field followerRef gameEntityReference
---@field followTarget gameObject
---@field owner gameObject
---@field attitudeGroupName CName
---@field followTargetSquads CName[]
---@field playerCombatListener redCallbackObject
---@field lastStealthLeaveTimeStamp EngineTime
---@field friendlyTargetSlotListener gameAttachmentSlotsScriptListener
---@field ownerTargetSlotListener gameAttachmentSlotsScriptListener
---@field isFriendMelee Bool
---@field isOwnerSniper Bool
AIFollowerRole = {}

---@return AIFollowerRole
function AIFollowerRole.new() return end

---@param props table
---@return AIFollowerRole
function AIFollowerRole.new(props) return end

---@param owner gameObject
---@param ownAttitudeAgent gameAttitudeAgent
---@param followTarget gameObject
---@return Bool
function AIFollowerRole:ChangeAttitude(owner, ownAttitudeAgent, followTarget) return end

---@param owner gameObject
---@return Bool, gameObject
function AIFollowerRole:FindFollowTarget(owner) return end

---@return gameObject
function AIFollowerRole:GetFollowTarget() return end

---@return gameEntityReference
function AIFollowerRole:GetFollowerRef() return end

---@return EAIRole
function AIFollowerRole:GetRoleEnum() return end

---@return TweakDBID
function AIFollowerRole:GetTweakRecordId() return end

---@param owner ScriptedPuppet
function AIFollowerRole:JoinFollowTargetSquads(owner) return end

---@param owner ScriptedPuppet
function AIFollowerRole:LeaveFollowTargetSquads(owner) return end

---@param itemID ItemID
function AIFollowerRole:OnFriendlyTargetWeaponChange(itemID) return end

---@param owner gameObject
---@param newState gamedataNPCHighLevelState
---@param previousState gamedataNPCHighLevelState
function AIFollowerRole:OnHighLevelStateEnter(owner, newState, previousState) return end

---@param owner gameObject
---@param leftState gamedataNPCHighLevelState
---@param nextState gamedataNPCHighLevelState
function AIFollowerRole:OnHighLevelStateExit(owner, leftState, nextState) return end

---@param itemID ItemID
function AIFollowerRole:OnOwnerWeaponChange(itemID) return end

---@param owner gameObject
function AIFollowerRole:OnRoleCleared(owner) return end

---@param owner gameObject
function AIFollowerRole:OnRoleSet(owner) return end

---@param owner ScriptedPuppet
---@param player PlayerPuppet
function AIFollowerRole:RegisterToPlayerCombat(owner, player) return end

---@param followTarget gameObject
function AIFollowerRole:SetFollowTarget(followTarget) return end

---@param owner ScriptedPuppet
---@param player PlayerPuppet
function AIFollowerRole:UnregisterToPlayerCombat(owner, player) return end

function AIFollowerRole:UpdateSpatialsMultiplier() return end

---@class AIFollowerSquad : AISquadBase
AIFollowerSquad = {}

---@return AIFollowerSquad
function AIFollowerSquad.new() return end

---@param props table
---@return AIFollowerSquad
function AIFollowerSquad.new(props) return end

---@class AIFollowerSquadMember : AISquadNPCMember
AIFollowerSquadMember = {}

---@return AIFollowerSquadMember
function AIFollowerSquadMember.new() return end

---@param props table
---@return AIFollowerSquadMember
function AIFollowerSquadMember.new(props) return end

---@class AIFollowerTakedownCommand : AIFollowerCommand
---@field targetRef gameEntityReference
---@field approachBeforeTakedown Bool
---@field doNotTeleportIfTargetIsVisible Bool
---@field target gameObject
AIFollowerTakedownCommand = {}

---@return AIFollowerTakedownCommand
function AIFollowerTakedownCommand.new() return end

---@param props table
---@return AIFollowerTakedownCommand
function AIFollowerTakedownCommand.new(props) return end

---@class AIFollowerTakedownCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field inCommand AIArgumentMapping
---@field approachBeforeTakedown Bool
---@field doNotTeleportIfTargetIsVisible Bool
AIFollowerTakedownCommandDelegate = {}

---@return AIFollowerTakedownCommandDelegate
function AIFollowerTakedownCommandDelegate.new() return end

---@param props table
---@return AIFollowerTakedownCommandDelegate
function AIFollowerTakedownCommandDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIFollowerTakedownCommandDelegate:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIFollowerTakedownCommandDelegate:OnDeactivate(context) return end

---@class AIFollowerTakedownCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AIFollowerTakedownCommandHandler = {}

---@return AIFollowerTakedownCommandHandler
function AIFollowerTakedownCommandHandler.new() return end

---@param props table
---@return AIFollowerTakedownCommandHandler
function AIFollowerTakedownCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerTakedownCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIFollowerTakedownCommandHandler:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetEntityIds entEntityID[]
---@return Bool, gameObject
function AIFollowerTakedownCommandHandler:SelectBestTarget(context, targetEntityIds) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIFollowerTakedownCommandHandler:Update(context) return end

---@class AIFollowerTakedownCommandParams : questScriptedAICommandParams
---@field targetRef gameEntityReference
---@field approachBeforeTakedown Bool
---@field doNotTeleportIfTargetIsVisible Bool
AIFollowerTakedownCommandParams = {}

---@return AIFollowerTakedownCommandParams
function AIFollowerTakedownCommandParams.new() return end

---@param props table
---@return AIFollowerTakedownCommandParams
function AIFollowerTakedownCommandParams.new(props) return end

---@return AICommand
function AIFollowerTakedownCommandParams:CreateCommand() return end

---@return String
function AIFollowerTakedownCommandParams:GetCommandName() return end

---@class AIForceShootCommand : AICombatRelatedCommand
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIForceShootCommand = {}

---@return AIForceShootCommand
function AIForceShootCommand.new() return end

---@param props table
---@return AIForceShootCommand
function AIForceShootCommand.new(props) return end

---@class AIForceShootCommandParams : questScriptedAICommandParams
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIForceShootCommandParams = {}

---@return AIForceShootCommandParams
function AIForceShootCommandParams.new() return end

---@param props table
---@return AIForceShootCommandParams
function AIForceShootCommandParams.new(props) return end

---@return AICommand
function AIForceShootCommandParams:CreateCommand() return end

---@return String
function AIForceShootCommandParams:GetCommandName() return end

---@class AIFriendlyTargetAngleDistanceCoverSelection : AICoverSelectionParameters
AIFriendlyTargetAngleDistanceCoverSelection = {}

---@return AIFriendlyTargetAngleDistanceCoverSelection
function AIFriendlyTargetAngleDistanceCoverSelection.new() return end

---@param props table
---@return AIFriendlyTargetAngleDistanceCoverSelection
function AIFriendlyTargetAngleDistanceCoverSelection.new(props) return end

---@class AIFriendlyTargetDistanceCoverSelection : AICoverSelectionParameters
AIFriendlyTargetDistanceCoverSelection = {}

---@return AIFriendlyTargetDistanceCoverSelection
function AIFriendlyTargetDistanceCoverSelection.new() return end

---@param props table
---@return AIFriendlyTargetDistanceCoverSelection
function AIFriendlyTargetDistanceCoverSelection.new(props) return end

---@class AIGameToneDetectorSquadAudioMember : AISquadAudioMemberBase
AIGameToneDetectorSquadAudioMember = {}

---@return AIGameToneDetectorSquadAudioMember
function AIGameToneDetectorSquadAudioMember.new() return end

---@param props table
---@return AIGameToneDetectorSquadAudioMember
function AIGameToneDetectorSquadAudioMember.new(props) return end

---@class AIGateSignal
---@field tags CName[]
---@field flags AISignalFlags
---@field priority Float
---@field lifeTime Float
AIGateSignal = {}

---@return AIGateSignal
function AIGateSignal.new() return end

---@param props table
---@return AIGateSignal
function AIGateSignal.new(props) return end

---@param self_ AIGateSignal
---@param flag AISignalFlags
function AIGateSignal.AddFlag(self_, flag) return end

---@param self_ AIGateSignal
---@param tag CName|string
function AIGateSignal.AddTag(self_, tag) return end

---@param self_ AIGateSignal
---@param index Uint32
---@return CName
function AIGateSignal.GetTag(self_, index) return end

---@param self_ AIGateSignal
---@return Uint32
function AIGateSignal.GetTagCount(self_) return end

---@param self_ AIGateSignal
---@param other AIGateSignal
---@return Bool
function AIGateSignal.HasAllTagsOf(self_, other) return end

---@param self_ AIGateSignal
---@param flag AISignalFlags
---@return Bool
function AIGateSignal.HasFlag(self_, flag) return end

---@param self_ AIGateSignal
---@param tag CName|string
---@return Bool
function AIGateSignal.HasTag(self_, tag) return end

---@param self_ AIGateSignal
---@return Bool
function AIGateSignal.IsEmpty(self_) return end

---@class AIGateSignalSender : AIbehaviortaskStackScript
---@field tags CName[]
---@field flags EAIGateSignalFlags[]
---@field priority Float
AIGateSignalSender = {}

---@return AIGateSignalSender
function AIGateSignalSender.new() return end

---@param props table
---@return AIGateSignalSender
function AIGateSignalSender.new(props) return end

---@return String
function AIGateSignalSender:GetEditorSubCaption() return end

---@return CName
function AIGateSignalSender:GetInstanceTypeName() return end

---@return Float
function AIGateSignalSender:GetSignalLifeTime() return end

---@param context AIbehaviorScriptExecutionContext
---@param signalId Uint32
function AIGateSignalSender:OnActivate(context, signalId) return end

---@param context AIbehaviorScriptExecutionContext
---@param signalId Uint32
function AIGateSignalSender:OnDeactivate(context, signalId) return end

---@class AIGenericAdvancedLookatTask : AIGenericLookatTask
---@field lookAtEvent entLookAtAddEvent
---@field activationTimeStamp Float
---@field lookatTarget entEntity
AIGenericAdvancedLookatTask = {}

---@param context AIbehaviorScriptExecutionContext
function AIGenericAdvancedLookatTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIGenericAdvancedLookatTask:ActivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param instant Bool
function AIGenericAdvancedLookatTask:DeactivateLookat(context, instant) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function AIGenericAdvancedLookatTask:GetAimingLookatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIGenericAdvancedLookatTask:ShouldLookatBeActive(context) return end

---@class AIGenericEntityLookatTask : AIGenericLookatTask
---@field lookAtEvent entLookAtAddEvent
---@field activationTimeStamp Float
---@field lookatTarget entEntity
AIGenericEntityLookatTask = {}

---@param context AIbehaviorScriptExecutionContext
function AIGenericEntityLookatTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIGenericEntityLookatTask:ActivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param instant Bool
function AIGenericEntityLookatTask:DeactivateLookat(context, instant) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function AIGenericEntityLookatTask:GetAimingLookatTarget(context) return end

---@return entLookAtAddEvent
function AIGenericEntityLookatTask:GetLookAtEvent() return end

---@param lookAtEvent entLookAtAddEvent
function AIGenericEntityLookatTask:SetLookAtEvent(lookAtEvent) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIGenericEntityLookatTask:ShouldLookatBeActive(context) return end

---@class AIGenericLookatTask : AILookatTask
AIGenericLookatTask = {}

---@param context AIbehaviorScriptExecutionContext
function AIGenericLookatTask:ActivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIGenericLookatTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param instant Bool
function AIGenericLookatTask:DeactivateLookat(context, instant) return end

---@param context AIbehaviorScriptExecutionContext
---@param instant Bool
function AIGenericLookatTask:DeactivateLookatInternal(context, instant) return end

---@return animLookAtLimitDegreesType
function AIGenericLookatTask:GetBackLimitDegreesType() return end

---@return animLookAtLimitDegreesType
function AIGenericLookatTask:GetHardLimitDegreesType() return end

---@return animLookAtLimitDistanceType
function AIGenericLookatTask:GetHardLimitDistanceType() return end

---@return Bool
function AIGenericLookatTask:GetHasOutTransition() return end

---@return Float
function AIGenericLookatTask:GetLookActivationDelay() return end

---@return Float
function AIGenericLookatTask:GetLookAtDeactivationDelay() return end

---@return entLookAtAddEvent
function AIGenericLookatTask:GetLookAtEvent() return end

---@return CName
function AIGenericLookatTask:GetLookAtSlotName() return end

---@return animLookAtStyle
function AIGenericLookatTask:GetLookatStyle() return end

---@return animLookAtStyle
function AIGenericLookatTask:GetOutTransitionStyle() return end

---@return animLookAtLimitDegreesType
function AIGenericLookatTask:GetSoftLimitDegreesType() return end

---@param lookAtEvent entLookAtAddEvent
function AIGenericLookatTask:SetLookAtEvent(lookAtEvent) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIGenericLookatTask:ShouldLookatBeActive(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIGenericLookatTask:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIGenericLookatTask:UpdateLookat(context) return end

---@class AIGenericStaticLookatTask : AIGenericLookatTask
---@field lookAtEvent entLookAtAddEvent
---@field activationTimeStamp Float
---@field lookatTarget Vector4
---@field currentLookatTarget Vector4
AIGenericStaticLookatTask = {}

---@param context AIbehaviorScriptExecutionContext
function AIGenericStaticLookatTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIGenericStaticLookatTask:ActivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param instant Bool
function AIGenericStaticLookatTask:DeactivateLookat(context, instant) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function AIGenericStaticLookatTask:GetAimingLookatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIGenericStaticLookatTask:ShouldLookatBeActive(context) return end

---@class AIGuardArea
AIGuardArea = {}

---@return AIGuardArea
function AIGuardArea.new() return end

---@param props table
---@return AIGuardArea
function AIGuardArea.new(props) return end

---@class AIGuardAreaConnectedCommunity
---@field communityArea gameEntityReference
---@field isPrimary Bool
AIGuardAreaConnectedCommunity = {}

---@return AIGuardAreaConnectedCommunity
function AIGuardAreaConnectedCommunity.new() return end

---@param props table
---@return AIGuardAreaConnectedCommunity
function AIGuardAreaConnectedCommunity.new(props) return end

---@class AIGuardAreaManager : AIIGuardAreaManager
AIGuardAreaManager = {}

---@return AIGuardAreaManager
function AIGuardAreaManager.new() return end

---@param props table
---@return AIGuardAreaManager
function AIGuardAreaManager.new(props) return end

---@param npcEntityID entEntityID
---@param restrictMovementArea NodeRef
---@return Bool
function AIGuardAreaManager:AssignRestrictMovementArea(npcEntityID, restrictMovementArea) return end

---@param npcEntityID entEntityID
---@param referencePoint Vector4
---@return Bool, Vector4
function AIGuardAreaManager:FindPointInRestrictMovementArea(npcEntityID, referencePoint) return end

---@param area AIScriptGuardArea
---@return entEntityID[]
function AIGuardAreaManager:GetAllPuppetsInRestrictMovementArea(area) return end

---@param npcEntityID entEntityID
---@return Bool
function AIGuardAreaManager:HasAssignedRestrictMovementArea(npcEntityID) return end

---@param npcEntityID entEntityID
---@param point Vector4
---@return Bool
function AIGuardAreaManager:IsPointInPursuitZone(npcEntityID, point) return end

---@param npcEntityID entEntityID
---@param point Vector4
---@param onlyActualArea Bool
---@return Bool
function AIGuardAreaManager:IsPointInRestrictMovementArea(npcEntityID, point, onlyActualArea) return end

---@class AIGuardAreaSavedData
---@field puppetId entEntityID
---@field nodeRef NodeRef
AIGuardAreaSavedData = {}

---@return AIGuardAreaSavedData
function AIGuardAreaSavedData.new() return end

---@param props table
---@return AIGuardAreaSavedData
function AIGuardAreaSavedData.new(props) return end

---@class AIGuardAreasSavedState : ISerializable
---@field data AIGuardAreaSavedData[]
---@field cleared entEntityID[]
AIGuardAreasSavedState = {}

---@return AIGuardAreasSavedState
function AIGuardAreasSavedState.new() return end

---@param props table
---@return AIGuardAreasSavedState
function AIGuardAreasSavedState.new(props) return end

---@class AIHitReactionTask : AIbehaviortaskScript
---@field activationTimeStamp Float
---@field reactionDuration Float
---@field hitReactionAction ActionHitReactionScriptProxy
---@field hitReactionType animHitReactionType
AIHitReactionTask = {}

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param hitData animAnimFeature_HitReactionsData
---@return Float
function AIHitReactionTask:AngleToAttackSource(context, hitData) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIHitReactionTask:CheckForReevaluation(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:Deactivate(context) return end

function AIHitReactionTask:Dispose() return end

---@param context AIbehaviorScriptExecutionContext
---@return CName
function AIHitReactionTask:GetBCVOName(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AIHitReactionTask:GetDesiredHitReactionDuration(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AIHitReactionTask:GetHitReactionDurationWithInterrupt(context) return end

---@return animHitReactionType
function AIHitReactionTask:GetHitReactionType() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIHitReactionTask:HasDismemberedLeg(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:InitialiseReaction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIHitReactionTask:IsThisFrameActivationFrame(context) return end

---@param hitReaction animAnimFeature_HitReactionsData
---@return Bool
function AIHitReactionTask:IsTumbleStagger(hitReaction) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:OnDeactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param aiTime Float
function AIHitReactionTask:OnUpdate(context, aiTime) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:SendDataToAnimationGraph(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIHitReactionTask:SendDataToHitReactionComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param gameEffect gameEffectRef
---@param startPosition Vector4
---@param endPosition Vector4
---@param duration Float
---@param colliderBoxSize Vector4
---@param statusEffect String
function AIHitReactionTask:SpawnAttackGameEffect(context, gameEffect, startPosition, endPosition, duration, colliderBoxSize, statusEffect) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIHitReactionTask:Update(context) return end

---@class AIHoldPositionCommand : AIMoveCommand
---@field duration Float
AIHoldPositionCommand = {}

---@return AIHoldPositionCommand
function AIHoldPositionCommand.new() return end

---@param props table
---@return AIHoldPositionCommand
function AIHoldPositionCommand.new(props) return end

---@class AIHoldPositionCommandParams : questScriptedAICommandParams
---@field duration Float
AIHoldPositionCommandParams = {}

---@return AIHoldPositionCommandParams
function AIHoldPositionCommandParams.new() return end

---@param props table
---@return AIHoldPositionCommandParams
function AIHoldPositionCommandParams.new(props) return end

---@return AICommand
function AIHoldPositionCommandParams:CreateCommand() return end

---@return String
function AIHoldPositionCommandParams:GetCommandName() return end

---@class AIHostJoinedSquad : AIAIEvent
---@field squad CName
AIHostJoinedSquad = {}

---@return AIHostJoinedSquad
function AIHostJoinedSquad.new() return end

---@param props table
---@return AIHostJoinedSquad
function AIHostJoinedSquad.new(props) return end

---@class AIHostLeftSquad : AIAIEvent
---@field squadInterface AISquadScriptInterface
AIHostLeftSquad = {}

---@return AIHostLeftSquad
function AIHostLeftSquad.new() return end

---@param props table
---@return AIHostLeftSquad
function AIHostLeftSquad.new(props) return end

---@class AIHostileThreatDetected : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field status Bool
AIHostileThreatDetected = {}

---@return AIHostileThreatDetected
function AIHostileThreatDetected.new() return end

---@param props table
---@return AIHostileThreatDetected
function AIHostileThreatDetected.new(props) return end

---@class AIHumanComponent : AICAgent
---@field movementParamsRecord TweakDBID
---@field shootingBlackboard gameIBlackboard
---@field gadgetBlackboard gameIBlackboard
---@field coverBlackboard gameIBlackboard
---@field actionBlackboard gameIBlackboard
---@field patrolBlackboard gameIBlackboard
---@field alertedPatrolBlackboard gameIBlackboard
---@field prereqsBlackboard gameIBlackboard
---@field friendlyFireCheckID Uint32
---@field ffs gameIFriendlyFireSystem
---@field LoSFinderCheckID Uint32
---@field loSFinderSystem gameLoSIFinderSystem
---@field LoSFinderVisibleObject senseVisibleObject
---@field actionAnimationScriptProxy ActionAnimationScriptProxy
---@field lastOwnerBlockedAttackEventID gameDelayID
---@field lastOwnerParriedAttackEventID gameDelayID
---@field lastOwnerDodgedAttackEventID gameDelayID
---@field grenadeThrowQueryTarget gameObject
---@field grenadeThrowQueryId Int32
---@field scriptContext AIbehaviorScriptExecutionContext
---@field scriptContextInitialized Bool
---@field kerenzikovAbilityRecord gamedataGameplayAbility_Record
---@field highLevelCb Uint32
---@field lastReservedSeatVehicle entEntityID
---@field assignedVehicleStuck Bool
---@field activeCommands AIbehaviorUniqueActiveCommandList
AIHumanComponent = {}

---@return AIHumanComponent
function AIHumanComponent.new() return end

---@param props table
---@return AIHumanComponent
function AIHumanComponent.new(props) return end

---@param owner ScriptedPuppet
---@return Bool, AIHumanComponent
function AIHumanComponent.Get(owner) return end

---@param owner ScriptedPuppet
---@return Bool, gameObject
function AIHumanComponent.GetAssignedVehicle(owner) return end

---@param owner ScriptedPuppet
---@return Bool, CName
function AIHumanComponent.GetLastUsedVehicleSlot(owner) return end

---@param owner ScriptedPuppet
---@return Bool, gamemountingMountingSlotId
function AIHumanComponent.GetLastUsedVehicleSlot(owner) return end

---@param puppet ScriptedPuppet
---@return Bool, AIbehaviorScriptExecutionContext
function AIHumanComponent.GetScriptContext(puppet) return end

---@param owner gameObject
---@param newRole AIRole
function AIHumanComponent.SetCurrentRole(owner, newRole) return end

---@return entEntityID
function AIHumanComponent:GetAssignedVehicleId() return end

---@return gamemountingMountingSlotId
function AIHumanComponent:GetAssignedVehicleSlot() return end

---@param type moveMovementType
---@return moveMovementParameters
function AIHumanComponent:GetMovementParams(type) return end

---@return Bool
function AIHumanComponent:HasVehicleAssigned() return end

---@param params moveMovementParameters
function AIHumanComponent:SetMovementParams(params) return end

---@param paramsID TweakDBID|string
---@return Bool
function AIHumanComponent:SetTDBMovementParams(paramsID) return end

---@return Bool
function AIHumanComponent:WasForcedToEnterCrowd() return end

---@param evt entAnimParamsEvent
---@return Bool
function AIHumanComponent:OnAnimParamsEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function AIHumanComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function AIHumanComponent:OnDefeated(evt) return end

---@param evt DelayPassiveConditionEvaluationEvent
---@return Bool
function AIHumanComponent:OnDelayPassiveConditionEvaluationEvent(evt) return end

---@param evt AIEnemyThreatDetected
---@return Bool
function AIHumanComponent:OnEnemyThreatDetected(evt) return end

---@param hitAIEvent AIAIEvent
---@return Bool
function AIHumanComponent:OnHitAiEventReceived(hitAIEvent) return end

---@param evt AIHostileThreatDetected
---@return Bool
function AIHumanComponent:OnHostileThreatDetected(evt) return end

---@param evt AINewThreat
---@return Bool
function AIHumanComponent:OnNewThreat(evt) return end

---@param value Int32
---@return Bool
function AIHumanComponent:OnPlayerCombatChanged(value) return end

---@param evt ReserveAssignedSeat
---@return Bool
function AIHumanComponent:OnReserveAssignedSeat(evt) return end

---@param evt SetScriptExecutionContextEvent
---@return Bool
function AIHumanComponent:OnSetScriptExecutionContext(evt) return end

---@param evt StartGrenadeThrowQueryEvent
---@return Bool
function AIHumanComponent:OnStartGrenadeThrowQueryEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function AIHumanComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function AIHumanComponent:OnStatusEffectRemoved(evt) return end

---@param evt vehicleVehicleStuckEvent
---@return Bool
function AIHumanComponent:OnStuckEvent(evt) return end

---@param evt AIThreatRemoved
---@return Bool
function AIHumanComponent:OnThreatRemoved(evt) return end

---@param evt gameMountAIEvent
---@return Bool
function AIHumanComponent:OnVehicleAssign(evt) return end

---@param target gameObject
---@return Bool
function AIHumanComponent:CacheThrowGrenadeAtTargetQuery(target) return end

---@param target gameObject
---@return Bool, Vector4, Float, gameGrenadeThrowStartType
function AIHumanComponent:CanThrowGrenadeAtTarget(target) return end

---@param ActionConditionName String
---@return Bool
function AIHumanComponent:CheckTweakCondition(ActionConditionName) return end

---@param commandClassNames CName[]|string[]
function AIHumanComponent:ClearActionCommandID(commandClassNames) return end

---@return Bool
function AIHumanComponent:CombatQueriesSystemInit() return end

---@return Bool
function AIHumanComponent:FriendlyFireCheck() return end

---@return Bool
function AIHumanComponent:FriendlyFireCheckInit() return end

function AIHumanComponent:FriendlyFireTargetUpdateInit() return end

---@return gameIBlackboard
function AIHumanComponent:GetAIAlertedPatrolBlackboard() return end

---@return gameIBlackboard
function AIHumanComponent:GetAIPatrolBlackboard() return end

---@return gameIBlackboard
function AIHumanComponent:GetAIPrereqsBlackboard() return end

---@return ActionAnimationScriptProxy
function AIHumanComponent:GetActionAnimationScriptProxy() return end

---@return gameIBlackboard
function AIHumanComponent:GetActionBlackboard() return end

---@param commandClassName CName|string
---@return Int32
function AIHumanComponent:GetActiveCommandID(commandClassName) return end

---@return Int32
function AIHumanComponent:GetActiveCommandsCount() return end

---@return Bool, gameObject
function AIHumanComponent:GetAssignedVehicle() return end

---@return Bool, entEntityID, gamemountingMountingSlotId
function AIHumanComponent:GetAssignedVehicleData() return end

---@return gameIBlackboard
function AIHumanComponent:GetCombatGadgetBlackboard() return end

---@return gameIBlackboard
function AIHumanComponent:GetCoverBlackboard() return end

---@return AIRole
function AIHumanComponent:GetCurrentRole() return end

---@return Uint32
function AIHumanComponent:GetFriendlyFireCheckID() return end

---@return Bool, gameObject
function AIHumanComponent:GetFriendlyTarget() return end

---@return Bool, PlayerPuppet
function AIHumanComponent:GetFriendlyTargetAsPlayer() return end

---@return ScriptGameInstance
function AIHumanComponent:GetGame() return end

---@param ownerId entEntityID
---@param entityPos Vector4
---@param losMode Int32
---@param radiusXY Float
---@param radiusZ Float
---@param maxNotFoundTime Float
---@return Bool
function AIHumanComponent:GetReachedLoSPosition(ownerId, entityPos, losMode, radiusXY, radiusZ, maxNotFoundTime) return end

---@return Bool, AIbehaviorScriptExecutionContext
function AIHumanComponent:GetScriptContext() return end

---@return gameIBlackboard
function AIHumanComponent:GetShootingBlackboard() return end

---@param entityID entEntityID
---@return Bool, vehicleBaseObject
function AIHumanComponent:GetVehicleHandle(entityID) return end

---@return Bool
function AIHumanComponent:IsAssignedVehicleStuck() return end

---@param commandClassName CName|string
---@return Bool
function AIHumanComponent:IsCommandActive(commandClassName) return end

---@param commandID Uint32
---@return Bool
function AIHumanComponent:IsCommandActive(commandID) return end

---@param commandClassName CName|string
---@return Bool
function AIHumanComponent:IsCommandReceivedOrOverriden(commandClassName) return end

---@param commandID Uint32
---@return Bool
function AIHumanComponent:IsCommandReceivedOrOverriden(commandID) return end

---@return Bool
function AIHumanComponent:IsFriendlyFiring() return end

---@return Bool
function AIHumanComponent:IsPlayerCompanion() return end

---@return Bool
function AIHumanComponent:LoSFinderCheckInit() return end

function AIHumanComponent:NULLCachedThrowGrenadeAtTargetQuery() return end

---@param newRole AIRole
---@param oldRole AIRole
function AIHumanComponent:OnAIRoleChanged(newRole, oldRole) return end

function AIHumanComponent:OnAttach() return end

---@param command AICommand
---@param oldState AICommandState
---@param newState AICommandState
function AIHumanComponent:OnCommandStateChanged(command, oldState, newState) return end

function AIHumanComponent:OnDetach() return end

---@param vehicleID entEntityID
function AIHumanComponent:OnSeatReserved(vehicleID) return end

---@param signalId Uint16
---@param newValue Bool
function AIHumanComponent:OnSignalCombatQueriesRequest(signalId, newValue) return end

---@param signalId Uint16
---@param newValue Bool
function AIHumanComponent:OnSignalCommandSignal(signalId, newValue) return end

function AIHumanComponent:ReleaseReservedSeat() return end

function AIHumanComponent:ResetBehaviorCoverArguments() return end

---@param target gameObject
function AIHumanComponent:StartGrenadeThrowQuery(target) return end

---@param commandClassNames CName[]|string[]
function AIHumanComponent:TrackActionCommandID(commandClassNames) return end

---@return Bool
function AIHumanComponent:TryBulletDodgeOpportunity() return end

---@param resetBB Bool
function AIHumanComponent:UpdateMyAttackBlockedCount(resetBB) return end

---@param resetBB Bool
function AIHumanComponent:UpdateMyAttackDodgedCount(resetBB) return end

---@param resetBB Bool
function AIHumanComponent:UpdateMyAttackParriedCount(resetBB) return end

---@class AIHumanComponentPS : AICommandQueuePS
---@field spotUsageToken AISpotUsageToken
AIHumanComponentPS = {}

---@return AIHumanComponentPS
function AIHumanComponentPS.new() return end

---@param props table
---@return AIHumanComponentPS
function AIHumanComponentPS.new(props) return end

---@class AIIArchetypeManager : gameIGameSystem
AIIArchetypeManager = {}

---@class AIICombatGuardAreaCondition : IScriptable
AIICombatGuardAreaCondition = {}

---@class AIICommandsManager : gameIGameSystem
AIICommandsManager = {}

---@class AIICoverSelectionSystem : gameIGameSystem
AIICoverSelectionSystem = {}

---@class AIIEntityStubHandlerProviderSystem : gameIGameSystem
AIIEntityStubHandlerProviderSystem = {}

---@class AIIGuardAreaManager : gameIGameSystem
AIIGuardAreaManager = {}

---@class AIIInformationSpreadSystem : gameIGameSystem
AIIInformationSpreadSystem = {}

---@class AIINavigationSystem : gameIGameSystem
AIINavigationSystem = {}

function AIINavigationSystem:GetResult() return end

function AIINavigationSystem:StartPathfinding() return end

function AIINavigationSystem:StopPathfinding() return end

---@class AIIObjectSelectionDebugProxy
AIIObjectSelectionDebugProxy = {}

---@class AIIReactionSystem : gameIGameSystem
AIIReactionSystem = {}

---@class AIISafeAreaManager : gameIGameSystem
AIISafeAreaManager = {}

---@class AIISerializableArgumentInstancePS : AIArgumentInstancePS
---@field value ISerializable
AIISerializableArgumentInstancePS = {}

---@return AIISerializableArgumentInstancePS
function AIISerializableArgumentInstancePS.new() return end

---@param props table
---@return AIISerializableArgumentInstancePS
function AIISerializableArgumentInstancePS.new(props) return end

---@class AIISmartCoverManager : gameIGameSystem
AIISmartCoverManager = {}

---@class AIISmartObjectManager : gameIGameSystem
AIISmartObjectManager = {}

---@class AIISquadManager : gameIGameSystem
AIISquadManager = {}

---@class AIISystem : gameIGameSystem
AIISystem = {}

---@class AIITarget
AIITarget = {}

---@class AIITargetTrackingListener : IScriptable
AIITargetTrackingListener = {}

---@class AIITrafficMovementSystem : gameIGameSystem
AIITrafficMovementSystem = {}

---@class AIIVehicleCoversSystem : gameIGameSystem
AIIVehicleCoversSystem = {}

---@class AIIWorkspotManager : gameIGameSystem
AIIWorkspotManager = {}

---@class AIInjectCombatTargetCommand : AICombatRelatedCommand
---@field targetNodeRef NodeRef
---@field targetPuppetRef gameEntityReference
---@field duration Float
AIInjectCombatTargetCommand = {}

---@return AIInjectCombatTargetCommand
function AIInjectCombatTargetCommand.new() return end

---@param props table
---@return AIInjectCombatTargetCommand
function AIInjectCombatTargetCommand.new(props) return end

---@class AIInjectCombatThreatCommand : AICombatRelatedCommand
---@field targetNodeRef NodeRef
---@field targetPuppetRef gameEntityReference
---@field dontForceHostileAttitude Bool
---@field duration Float
---@field isPersistent Bool
AIInjectCombatThreatCommand = {}

---@return AIInjectCombatThreatCommand
function AIInjectCombatThreatCommand.new() return end

---@param props table
---@return AIInjectCombatThreatCommand
function AIInjectCombatThreatCommand.new(props) return end

---@class AIInjectCombatThreatCommandParams : questScriptedAICommandParams
---@field targetNodeRef NodeRef
---@field targetPuppetRef gameEntityReference
---@field dontForceHostileAttitude Bool
---@field duration Float
---@field isPersistent Bool
AIInjectCombatThreatCommandParams = {}

---@return AIInjectCombatThreatCommandParams
function AIInjectCombatThreatCommandParams.new() return end

---@param props table
---@return AIInjectCombatThreatCommandParams
function AIInjectCombatThreatCommandParams.new(props) return end

---@return AICommand
function AIInjectCombatThreatCommandParams:CreateCommand() return end

---@return String
function AIInjectCombatThreatCommandParams:GetCommandName() return end

---@class AIInjectLookatTargetCommand : AICombatRelatedCommand
---@field targetNodeRef NodeRef
---@field targetPuppetRef gameEntityReference
---@field duration Float
AIInjectLookatTargetCommand = {}

---@return AIInjectLookatTargetCommand
function AIInjectLookatTargetCommand.new() return end

---@param props table
---@return AIInjectLookatTargetCommand
function AIInjectLookatTargetCommand.new(props) return end

---@class AIInt32ArgumentInstancePS : AIArgumentInstancePS
---@field value Int32
AIInt32ArgumentInstancePS = {}

---@return AIInt32ArgumentInstancePS
function AIInt32ArgumentInstancePS.new() return end

---@param props table
---@return AIInt32ArgumentInstancePS
function AIInt32ArgumentInstancePS.new(props) return end

---@class AIInt64ArgumentInstancePS : AIArgumentInstancePS
---@field value Int64
AIInt64ArgumentInstancePS = {}

---@return AIInt64ArgumentInstancePS
function AIInt64ArgumentInstancePS.new() return end

---@param props table
---@return AIInt64ArgumentInstancePS
function AIInt64ArgumentInstancePS.new(props) return end

---@class AIInterruptionHandlerAllowDefinition : AIInterruptionHandlerDefinition
AIInterruptionHandlerAllowDefinition = {}

---@return AIInterruptionHandlerAllowDefinition
function AIInterruptionHandlerAllowDefinition.new() return end

---@param props table
---@return AIInterruptionHandlerAllowDefinition
function AIInterruptionHandlerAllowDefinition.new(props) return end

---@class AIInterruptionHandlerBehaviorDefinition : AIInterruptionHandlerDefinition
---@field ai LibTreeINodeDefinition
---@field parallelActivation Bool
---@field parallelExecution Bool
---@field blockInterruption Bool
AIInterruptionHandlerBehaviorDefinition = {}

---@return AIInterruptionHandlerBehaviorDefinition
function AIInterruptionHandlerBehaviorDefinition.new() return end

---@param props table
---@return AIInterruptionHandlerBehaviorDefinition
function AIInterruptionHandlerBehaviorDefinition.new(props) return end

---@class AIInterruptionHandlerDefinition : LibTreeINodeDefinition
---@field signal AIInterruptionSignal
---@field supportLessImportantSignals Bool
AIInterruptionHandlerDefinition = {}

---@class AIInterruptionHandlerDenyDefinition : AIInterruptionHandlerDefinition
AIInterruptionHandlerDenyDefinition = {}

---@return AIInterruptionHandlerDenyDefinition
function AIInterruptionHandlerDenyDefinition.new() return end

---@param props table
---@return AIInterruptionHandlerDenyDefinition
function AIInterruptionHandlerDenyDefinition.new(props) return end

---@class AIInterruptionSignal
---@field importance AIEInterruptionImportance
---@field signal CName
AIInterruptionSignal = {}

---@return AIInterruptionSignal
function AIInterruptionSignal.new() return end

---@param props table
---@return AIInterruptionSignal
function AIInterruptionSignal.new(props) return end

---@class AIItemHandlingCondition : AIbehaviorconditionScript
AIItemHandlingCondition = {}

---@class AIJoinCrowdCommand : AIMoveCommand
AIJoinCrowdCommand = {}

---@return AIJoinCrowdCommand
function AIJoinCrowdCommand.new() return end

---@param props table
---@return AIJoinCrowdCommand
function AIJoinCrowdCommand.new(props) return end

---@class AIJoinTargetsSquad : AICommand
---@field targetPuppetRef gameEntityReference
AIJoinTargetsSquad = {}

---@return AIJoinTargetsSquad
function AIJoinTargetsSquad.new() return end

---@param props table
---@return AIJoinTargetsSquad
function AIJoinTargetsSquad.new(props) return end

---@class AIJoinTargetsSquadCommandParams : questScriptedAICommandParams
---@field targetPuppetRef gameEntityReference
AIJoinTargetsSquadCommandParams = {}

---@return AIJoinTargetsSquadCommandParams
function AIJoinTargetsSquadCommandParams.new() return end

---@param props table
---@return AIJoinTargetsSquadCommandParams
function AIJoinTargetsSquadCommandParams.new(props) return end

---@return AICommand
function AIJoinTargetsSquadCommandParams:CreateCommand() return end

---@return String
function AIJoinTargetsSquadCommandParams:GetCommandName() return end

---@class AIJoinTargetsSquadTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AIJoinTargetsSquadTask = {}

---@return AIJoinTargetsSquadTask
function AIJoinTargetsSquadTask.new() return end

---@param props table
---@return AIJoinTargetsSquadTask
function AIJoinTargetsSquadTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AIJoinTargetsSquad
function AIJoinTargetsSquadTask:CancelCommand(context, typedCommand) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIJoinTargetsSquadTask:Update(context) return end

---@class AIJoinTrafficEvent : AIAIEvent
AIJoinTrafficEvent = {}

---@return AIJoinTrafficEvent
function AIJoinTrafficEvent.new() return end

---@param props table
---@return AIJoinTrafficEvent
function AIJoinTrafficEvent.new(props) return end

---@class AIKeepCurrentCoverSelection : AICoverSelectionParameters
AIKeepCurrentCoverSelection = {}

---@return AIKeepCurrentCoverSelection
function AIKeepCurrentCoverSelection.new() return end

---@param props table
---@return AIKeepCurrentCoverSelection
function AIKeepCurrentCoverSelection.new(props) return end

---@class AILocationInformation
---@field position Vector4
---@field direction Vector4
AILocationInformation = {}

---@return AILocationInformation
function AILocationInformation.new() return end

---@param props table
---@return AILocationInformation
function AILocationInformation.new(props) return end

---@class AILookatTask : AIbehaviortaskScript
AILookatTask = {}

---@class AIMandatoryComponents : AIRelatedComponents
AIMandatoryComponents = {}

---@class AIMeleeAttackCommand : AICombatRelatedCommand
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIMeleeAttackCommand = {}

---@return AIMeleeAttackCommand
function AIMeleeAttackCommand.new() return end

---@param props table
---@return AIMeleeAttackCommand
function AIMeleeAttackCommand.new(props) return end

---@class AIMeleeAttackCommandParams : questScriptedAICommandParams
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
AIMeleeAttackCommandParams = {}

---@return AIMeleeAttackCommandParams
function AIMeleeAttackCommandParams.new() return end

---@param props table
---@return AIMeleeAttackCommandParams
function AIMeleeAttackCommandParams.new(props) return end

---@return AICommand
function AIMeleeAttackCommandParams:CreateCommand() return end

---@return String
function AIMeleeAttackCommandParams:GetCommandName() return end

---@class AIMixingOutputSystemSquadAudioMember : AISquadAudioMemberBase
AIMixingOutputSystemSquadAudioMember = {}

---@return AIMixingOutputSystemSquadAudioMember
function AIMixingOutputSystemSquadAudioMember.new() return end

---@param props table
---@return AIMixingOutputSystemSquadAudioMember
function AIMixingOutputSystemSquadAudioMember.new(props) return end

---@class AIMountCommand : AIBaseMountCommand
AIMountCommand = {}

---@return AIMountCommand
function AIMountCommand.new() return end

---@param props table
---@return AIMountCommand
function AIMountCommand.new(props) return end

---@class AIMoveCommand : AICommand
---@field removeAfterCombat Bool
---@field ignoreInCombat Bool
---@field alwaysUseStealth Bool
AIMoveCommand = {}

---@return AIMoveCommand
function AIMoveCommand.new() return end

---@param props table
---@return AIMoveCommand
function AIMoveCommand.new(props) return end

---@class AIMoveCommandsDelegate : AIbehaviorScriptBehaviorDelegate
---@field animMoveOnSplineCommand AIAnimMoveOnSplineCommand
---@field spline NodeRef
---@field useStart Bool
---@field useStop Bool
---@field reverse Bool
---@field controllerSetupName CName
---@field blendTime Float
---@field globalInBlendTime Float
---@field globalOutBlendTime Float
---@field turnCharacterToMatchVelocity Bool
---@field customStartAnimationName CName
---@field customMainAnimationName CName
---@field customStopAnimationName CName
---@field startSnapToTerrain Bool
---@field mainSnapToTerrain Bool
---@field stopSnapToTerrain Bool
---@field startSnapToTerrainBlendTime Float
---@field stopSnapToTerrainBlendTime Float
---@field moveOnSplineCommand AIMoveOnSplineCommand
---@field strafingTarget gameObject
---@field movementType moveMovementType
---@field ignoreNavigation Bool
---@field startFromClosestPoint Bool
---@field splineRecalculation Bool
---@field disableFootIK Bool
---@field useCombatState Bool
---@field useAlertedState Bool
---@field noWaitToEndDistance Float
---@field noWaitToEndCompanionDistance Float
---@field lowestCompanionDistanceToEnd Float
---@field previousCompanionDistanceToEnd Float
---@field maxCompanionDistanceOnSpline Float
---@field companion gameObject
---@field ignoreLineOfSightCheck Bool
---@field shootingTarget gameObject
---@field minSearchAngle Float
---@field maxSearchAngle Float
---@field desiredDistance Float
---@field deadZoneRadius Float
---@field shouldBeInFrontOfCompanion Bool
---@field useMatchForSpeedForPlayer Bool
---@field lookAtTarget gameObject
---@field distanceToCompanion Float
---@field splineEndPoint Vector4
---@field hasSplineEndPoint Bool
---@field playerCompanion PlayerPuppet
---@field firstWaitingDemandTimestamp Float
---@field useOffMeshLinkReservation Bool
---@field allowCrowdOnPath Bool
---@field sprint Bool
---@field run Bool
---@field waitForCompanion Bool
---@field followTargetCommand AIFollowTargetCommand
---@field stopWhenDestinationReached Bool
---@field teleportToTarget Bool
---@field shouldTeleportNow Bool
---@field teleportDestination Vector4
---@field matchTargetSpeed Bool
AIMoveCommandsDelegate = {}

---@return AIMoveCommandsDelegate
function AIMoveCommandsDelegate.new() return end

---@param props table
---@return AIMoveCommandsDelegate
function AIMoveCommandsDelegate.new(props) return end

---@return Bool
function AIMoveCommandsDelegate:DoEndAnimMoveOnSpline() return end

---@return Bool
function AIMoveCommandsDelegate:DoEndMoveOnSpline() return end

---@return Bool
function AIMoveCommandsDelegate:DoEndTeleportToCompanionOnSpline() return end

---@return Bool
function AIMoveCommandsDelegate:DoEndWaitForCompanion() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoFindClosestPointOnSpline(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoFindEndOfTheSpline(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoFindStartOfTheSpline(context) return end

---@return Bool
function AIMoveCommandsDelegate:DoStartAnimMoveOnSpline() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoStartFollowTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoStartMoveOnSpline(context) return end

---@return Bool
function AIMoveCommandsDelegate:DoStartWaitForCompanion() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoUpdateDistanceToCompanionOnSpline(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIMoveCommandsDelegate:DoUpdateSpeed(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:DoUpdateWaitForCompanionOnSpline(context) return end

---@param owner ScriptedPuppet
---@param distanceToDestination Float
---@param companionDistance Float
---@return Bool
function AIMoveCommandsDelegate:DontWaitToCompanionNearEnd(owner, distanceToDestination, companionDistance) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:GetIsMoveToSplineNeeded(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:GetRotateEntity(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AIMoveCommandsDelegate:GetRunSpeedDistance(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AIMoveCommandsDelegate:GetSprintSpeedDistance(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AIMoveCommandsDelegate:GetTeleportDistance(context) return end

---@param target ScriptedPuppet
---@param tolerance Float
---@return Bool
function AIMoveCommandsDelegate:IsOnTheSpline(target, tolerance) return end

---@param context AIbehaviorScriptExecutionContext
---@param success Bool
---@param isCompanionProgressing Bool
function AIMoveCommandsDelegate:OnWalkingOnSpline(context, success, isCompanionProgressing) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:SelectFollowTeleportTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:SelectSplineTeleportTarget(context) return end

---@param owner ScriptedPuppet
---@param value Bool
function AIMoveCommandsDelegate:SetWaitForCompanion(owner, value) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIMoveCommandsDelegate:ShouldBeWaitingDelayed(context) return end

---@class AIMoveOnSplineCommand : AIMoveCommand
---@field spline NodeRef
---@field movementType AIMovementTypeSpec
---@field rotateEntityTowardsFacingTarget Bool
---@field facingTarget gameObject
---@field shootingTarget gameObject
---@field companion gameObject
---@field desiredDistance Float
---@field deadZoneRadius Float
---@field catchUpWithCompanion Bool
---@field teleportToCompanion Bool
---@field useMatchForSpeedForPlayer Bool
---@field startFromClosestPoint Bool
---@field splineRecalculation Bool
---@field ignoreNavigation Bool
---@field snapToTerrain Bool
---@field ignoreLineOfSightCheck Bool
---@field useAlertedState Bool
---@field useStart Bool
---@field useStop Bool
---@field useCombatState Bool
---@field reverse Bool
---@field useOMLReservation Bool
---@field disableFootIK Bool
---@field allowCrowdOnPath Bool
---@field lookAtTarget gameObject
---@field minSearchAngle Float
---@field maxSearchAngle Float
---@field noWaitToEndDistance Float
---@field noWaitToEndCompanionDistance Float
---@field maxCompanionDistanceOnSpline Float
AIMoveOnSplineCommand = {}

---@return AIMoveOnSplineCommand
function AIMoveOnSplineCommand.new() return end

---@param props table
---@return AIMoveOnSplineCommand
function AIMoveOnSplineCommand.new(props) return end

---@class AIMoveOnSplineCommandHandler : AICommandHandlerBase
---@field outSpline AIArgumentMapping
---@field outMovementType AIArgumentMapping
---@field outRotateTowardsFacingTarget AIArgumentMapping
---@field outFacingTarget AIArgumentMapping
---@field outSnapToTerrain AIArgumentMapping
---@field allowCrowdOnPath AIArgumentMapping
AIMoveOnSplineCommandHandler = {}

---@return AIMoveOnSplineCommandHandler
function AIMoveOnSplineCommandHandler.new() return end

---@param props table
---@return AIMoveOnSplineCommandHandler
function AIMoveOnSplineCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIMoveOnSplineCommandHandler:UpdateCommand(context, command) return end

---@class AIMoveRotateToCommandHandler : AICommandHandlerBase
---@field target AIArgumentMapping
---@field angleTolerance AIArgumentMapping
---@field angleOffset AIArgumentMapping
---@field speed AIArgumentMapping
AIMoveRotateToCommandHandler = {}

---@return AIMoveRotateToCommandHandler
function AIMoveRotateToCommandHandler.new() return end

---@param props table
---@return AIMoveRotateToCommandHandler
function AIMoveRotateToCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIMoveRotateToCommandHandler:UpdateCommand(context, command) return end

---@class AIMoveToCommand : AIMoveCommand
---@field movementTarget AIPositionSpec
---@field rotateEntityTowardsFacingTarget Bool
---@field facingTarget AIPositionSpec
---@field movementType moveMovementType
---@field ignoreNavigation Bool
---@field useStart Bool
---@field useStop Bool
---@field desiredDistanceFromTarget Float
---@field finishWhenDestinationReached Bool
AIMoveToCommand = {}

---@return AIMoveToCommand
function AIMoveToCommand.new() return end

---@param props table
---@return AIMoveToCommand
function AIMoveToCommand.new(props) return end

---@class AIMoveToCommandHandler : AICommandHandlerBase
---@field outIsDynamicMove AIArgumentMapping
---@field outMovementTarget AIArgumentMapping
---@field outMovementTargetPos AIArgumentMapping
---@field outRotateEntityTowardsFacingTarget AIArgumentMapping
---@field outFacingTarget AIArgumentMapping
---@field outMovementType AIArgumentMapping
---@field outIgnoreNavigation AIArgumentMapping
---@field outUseStart AIArgumentMapping
---@field outUseStop AIArgumentMapping
---@field outDesiredDistanceFromTarget AIArgumentMapping
---@field outFinishWhenDestinationReached AIArgumentMapping
AIMoveToCommandHandler = {}

---@return AIMoveToCommandHandler
function AIMoveToCommandHandler.new() return end

---@param props table
---@return AIMoveToCommandHandler
function AIMoveToCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIMoveToCommandHandler:UpdateCommand(context, command) return end

---@class AIMoveToCoverCommand : AIMoveCommand
---@field coverNodeRef NodeRef
---@field specialAction ECoverSpecialAction
AIMoveToCoverCommand = {}

---@return AIMoveToCoverCommand
function AIMoveToCoverCommand.new() return end

---@param props table
---@return AIMoveToCoverCommand
function AIMoveToCoverCommand.new(props) return end

---@class AIMoveToCoverCommandParams : questScriptedAICommandParams
---@field coverNodeRef NodeRef
---@field alwaysUseStealth Bool
---@field specialAction ECoverSpecialAction
AIMoveToCoverCommandParams = {}

---@return AIMoveToCoverCommandParams
function AIMoveToCoverCommandParams.new() return end

---@param props table
---@return AIMoveToCoverCommandParams
function AIMoveToCoverCommandParams.new(props) return end

---@return AICommand
function AIMoveToCoverCommandParams:CreateCommand() return end

---@return String
function AIMoveToCoverCommandParams:GetCommandName() return end

---@class AIMovementTypeSpec
---@field useNPCMovementParams Bool
---@field movementType moveMovementType
AIMovementTypeSpec = {}

---@return AIMovementTypeSpec
function AIMovementTypeSpec.new() return end

---@param props table
---@return AIMovementTypeSpec
function AIMovementTypeSpec.new(props) return end

---@param spec AIMovementTypeSpec
---@param puppet gamePuppet
---@return moveMovementType
function AIMovementTypeSpec.Resolve(spec, puppet) return end

---@class AIMusicSystemSquadAudioMember : AISquadAudioMemberBase
AIMusicSystemSquadAudioMember = {}

---@return AIMusicSystemSquadAudioMember
function AIMusicSystemSquadAudioMember.new() return end

---@param props table
---@return AIMusicSystemSquadAudioMember
function AIMusicSystemSquadAudioMember.new(props) return end

---@class AINPCCommandEvent : AIAIEvent
---@field command AICommand
AINPCCommandEvent = {}

---@return AINPCCommandEvent
function AINPCCommandEvent.new() return end

---@param props table
---@return AINPCCommandEvent
function AINPCCommandEvent.new(props) return end

---@class AINPCCommandStateEvent : redEvent
---@field command AICommand
---@field newState AICommandState
AINPCCommandStateEvent = {}

---@return AINPCCommandStateEvent
function AINPCCommandStateEvent.new() return end

---@param props table
---@return AINPCCommandStateEvent
function AINPCCommandStateEvent.new(props) return end

---@class AINPCHighLevelStateCheck : AINPCStateCheck
---@field blackboard gameIBlackboard
AINPCHighLevelStateCheck = {}

---@param context AIbehaviorScriptExecutionContext
function AINPCHighLevelStateCheck:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AINPCHighLevelStateCheck:Check(context) return end

---@return gamedataNPCHighLevelState
function AINPCHighLevelStateCheck:GetStateToCheck() return end

---@class AINPCPreviousHighLevelStateCheck : AINPCStateCheck
AINPCPreviousHighLevelStateCheck = {}

---@return AINPCPreviousHighLevelStateCheck
function AINPCPreviousHighLevelStateCheck.new() return end

---@param props table
---@return AINPCPreviousHighLevelStateCheck
function AINPCPreviousHighLevelStateCheck.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AINPCPreviousHighLevelStateCheck:Check(context) return end

---@return gamedataNPCHighLevelState
function AINPCPreviousHighLevelStateCheck:GetStateToCheck() return end

---@class AINPCStanceStateCheck : AINPCStateCheck
---@field blackboard gameIBlackboard
AINPCStanceStateCheck = {}

---@param context AIbehaviorScriptExecutionContext
function AINPCStanceStateCheck:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AINPCStanceStateCheck:Check(context) return end

---@return gamedataNPCStanceState
function AINPCStanceStateCheck:GetStateToCheck() return end

---@class AINPCStateCheck : AIbehaviorconditionScript
AINPCStateCheck = {}

---@class AINPCUpperBodyStateCheck : AINPCStateCheck
---@field blackboard gameIBlackboard
AINPCUpperBodyStateCheck = {}

---@param context AIbehaviorScriptExecutionContext
function AINPCUpperBodyStateCheck:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AINPCUpperBodyStateCheck:Check(context) return end

---@return gamedataNPCUpperBodyState
function AINPCUpperBodyStateCheck:GetStateToCheck() return end

---@class AINavigationSystem : AIINavigationSystem
AINavigationSystem = {}

---@return AINavigationSystem
function AINavigationSystem.new() return end

---@param props table
---@return AINavigationSystem
function AINavigationSystem.new(props) return end

---@param owner entEntity
---@param originPoint Vector4
---@param targetPoint Vector4
---@return Bool
function AINavigationSystem.HasPathFromAtoB(owner, originPoint, targetPoint) return end

---@param startPoint Vector4
---@param endPoint Vector4
---@param findPointTolerance Float
---@param owner entEntity
---@param costModCircle worldNavigationScriptCostModCircle
---@return worldNavigationScriptPath
function AINavigationSystem:CalculatePathForCharacter(startPoint, endPoint, findPointTolerance, owner, costModCircle) return end

---@param center Vector4
---@param extents Vector4
---@param owner entEntity
---@return worldNavigationScriptFindPointResult
function AINavigationSystem:FindPointInBoxForCharacter(center, extents, owner) return end

---@param center Vector4
---@param radius Float
---@param owner entEntity
---@return worldNavigationScriptFindPointResult
function AINavigationSystem:FindPointInSphereForCharacter(center, radius, owner) return end

---@param startPoint Vector4
---@param endPoint Vector4
---@param findPointTolerance Float
---@param owner entEntity
---@return worldNavigationScriptFindWallResult
function AINavigationSystem:FindWallInLineForCharacter(startPoint, endPoint, findPointTolerance, owner) return end

---@param id Uint32
---@param result AINavigationSystemResult
---@return Bool
function AINavigationSystem:GetResult(id, result) return end

---@param query AINavigationSystemQuery
---@return Uint32
function AINavigationSystem:StartPathfinding(query) return end

---@param id Uint32
---@return Bool
function AINavigationSystem:StopPathfinding(id) return end

---@param origin Vector4
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@param character entEntity
---@return worldNavigationScriptFindPointResult, Float
function AINavigationSystem:FindPointBelowForCharacter(origin, querySphereRadius, numberOfSpheres, character) return end

---@param origin Vector4
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@param character entEntity
---@return worldNavigationScriptFindPointResult
function AINavigationSystem:FindPointBelowForCharacter(origin, querySphereRadius, numberOfSpheres, character) return end

---@param origin entEntity
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@param offsetFromOrigin Vector4
---@param checkPathToOrigin Bool
---@param ratioCurveName CName|string
---@return Bool, Vector4
function AINavigationSystem:GetFurthestNavmeshPointBehind(origin, querySphereRadius, numberOfSpheres, offsetFromOrigin, checkPathToOrigin, ratioCurveName) return end

---@param origin entEntity
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@param offsetFromOrigin Vector4
---@param checkPathToOrigin Bool
---@param ratioCurveName CName|string
---@return Bool, Vector4
function AINavigationSystem:GetFurthestNavmeshPointInFront(origin, querySphereRadius, numberOfSpheres, offsetFromOrigin, checkPathToOrigin, ratioCurveName) return end

---@param origin entEntity
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@param checkPathToOrigin Bool
---@return Bool, Vector4
function AINavigationSystem:GetNearestNavmeshPointBehind(origin, querySphereRadius, numberOfSpheres, checkPathToOrigin) return end

---@param character entEntity
---@param origin Vector4
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@return Vector4
function AINavigationSystem:GetNearestNavmeshPointBelow(character, origin, querySphereRadius, numberOfSpheres) return end

---@param sourceObject gameObject
---@param distance Float
---@return Bool
function AINavigationSystem:HasPathForward(sourceObject, distance) return end

---@param character entEntity
---@param point Vector4
---@param tolerance Float
---@return Bool
function AINavigationSystem:IsPointOnNavmesh(character, point, tolerance) return end

---@param character entEntity
---@param point Vector4
---@param tolerance Vector4
---@return Bool
function AINavigationSystem:IsPointOnNavmesh(character, point, tolerance) return end

---@param character entEntity
---@param point Vector4
---@param tolerance Vector4
---@return Bool, Vector4
function AINavigationSystem:IsPointOnNavmesh(character, point, tolerance) return end

---@param owner entEntity
---@param originPosition Vector4
---@param originOrientation Quaternion
---@param probeDimensions Vector4
---@param numberOfSpheres Int32
---@param sphereDistanceFromOrigin Float
---@param checkPathToOrigin Bool
---@return Bool, Vector4
function AINavigationSystem:TryToFindNavmeshPointAroundPoint(owner, originPosition, originOrientation, probeDimensions, numberOfSpheres, sphereDistanceFromOrigin, checkPathToOrigin) return end

---@class AINavigationSystemQuery
---@field source AIPositionSpec
---@field target AIPositionSpec
---@field allowedTags CName[]
---@field blockedTags CName[]
---@field minDesiredDistance Float
---@field maxDesiredDistance Float
---@field useFollowSlots Bool
---@field usePredictionTime Bool
AINavigationSystemQuery = {}

---@return AINavigationSystemQuery
function AINavigationSystemQuery.new() return end

---@param props table
---@return AINavigationSystemQuery
function AINavigationSystemQuery.new(props) return end

---@class AINavigationSystemResult
---@field hasFailed Bool
---@field hasPath Bool
---@field hasClosestPointOnNavmesh Bool
---@field hasClosestReachablePoint Bool
---@field lastSourcePosition WorldPosition
---@field lastTargetPosition WorldPosition
---@field adjustedTargetPosition WorldPosition
---@field closestPointOnNavmesh WorldPosition
---@field closestReachablePoint WorldPosition
AINavigationSystemResult = {}

---@return AINavigationSystemResult
function AINavigationSystemResult.new() return end

---@param props table
---@return AINavigationSystemResult
function AINavigationSystemResult.new(props) return end

---@class AINewThreat : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field isHostile Bool
---@field isEnemy Bool
AINewThreat = {}

---@return AINewThreat
function AINewThreat.new() return end

---@param props table
---@return AINewThreat
function AINewThreat.new(props) return end

---@class AINoRole : AIRole
AINoRole = {}

---@return AINoRole
function AINoRole.new() return end

---@param props table
---@return AINoRole
function AINoRole.new(props) return end

---@class AIObjectId
---@field value Uint64
AIObjectId = {}

---@return AIObjectId
function AIObjectId.new() return end

---@param props table
---@return AIObjectId
function AIObjectId.new(props) return end

---@class AIObjectSelectionComponent : entIComponent
AIObjectSelectionComponent = {}

---@return AIObjectSelectionComponent
function AIObjectSelectionComponent.new() return end

---@param props table
---@return AIObjectSelectionComponent
function AIObjectSelectionComponent.new(props) return end

---@return Int32
function AIObjectSelectionComponent:GetCurrentCoverDebugPresetNumber() return end

---@param coverId Uint64
---@param ring gamedataAIRingType
---@return Bool
function AIObjectSelectionComponent:IsCoverPositiveScored(coverId, ring) return end

---@return Bool
function AIObjectSelectionComponent:IsCoversProcessingPaused() return end

---@param setPause Bool
function AIObjectSelectionComponent:PauseCoversProcessing(setPause) return end

---@param presetNumber Int32
function AIObjectSelectionComponent:SetCurrentCoverDebugPresetNumber(presetNumber) return end

---@param radius Float
function AIObjectSelectionComponent:SetRadius(radius) return end

---@class AIObjectSelectionManager : AIObjectSelectionManagerInterface
AIObjectSelectionManager = {}

---@return AIObjectSelectionManager
function AIObjectSelectionManager.new() return end

---@param props table
---@return AIObjectSelectionManager
function AIObjectSelectionManager.new(props) return end

---@class AIObjectSelectionManagerInterface : gameIGameSystem
AIObjectSelectionManagerInterface = {}

---@class AIOffMeshConnectionComponent : entIComponent
---@field offMeshConnectionNodesRefs NodeRef[]
---@field agentSize NavGenAgentSize
AIOffMeshConnectionComponent = {}

---@return AIOffMeshConnectionComponent
function AIOffMeshConnectionComponent.new() return end

---@param props table
---@return AIOffMeshConnectionComponent
function AIOffMeshConnectionComponent.new(props) return end

function AIOffMeshConnectionComponent:DisableForPlayer() return end

function AIOffMeshConnectionComponent:DisableOffMeshConnection() return end

function AIOffMeshConnectionComponent:EnableForPlayer() return end

function AIOffMeshConnectionComponent:EnableOffMeshConnection() return end

---@class AIOwnerAngleCoverSelection : AICoverSelectionParameters
AIOwnerAngleCoverSelection = {}

---@return AIOwnerAngleCoverSelection
function AIOwnerAngleCoverSelection.new() return end

---@param props table
---@return AIOwnerAngleCoverSelection
function AIOwnerAngleCoverSelection.new(props) return end

---@class AIOwnerDistanceCoverSelection : AICoverSelectionParameters
AIOwnerDistanceCoverSelection = {}

---@return AIOwnerDistanceCoverSelection
function AIOwnerDistanceCoverSelection.new() return end

---@param props table
---@return AIOwnerDistanceCoverSelection
function AIOwnerDistanceCoverSelection.new(props) return end

---@class AIOwnerThreatCoverSelection : AICoverSelectionParameters
AIOwnerThreatCoverSelection = {}

---@return AIOwnerThreatCoverSelection
function AIOwnerThreatCoverSelection.new() return end

---@param props table
---@return AIOwnerThreatCoverSelection
function AIOwnerThreatCoverSelection.new(props) return end

---@class AIParametrizedResourceReference : AIResourceReference
---@field overrides LibTreeParametersForwarder
AIParametrizedResourceReference = {}

---@return AIParametrizedResourceReference
function AIParametrizedResourceReference.new() return end

---@param props table
---@return AIParametrizedResourceReference
function AIParametrizedResourceReference.new(props) return end

---@class AIPathLengthCoverSelection : AICoverSelectionParameters
AIPathLengthCoverSelection = {}

---@return AIPathLengthCoverSelection
function AIPathLengthCoverSelection.new() return end

---@param props table
---@return AIPathLengthCoverSelection
function AIPathLengthCoverSelection.new(props) return end

---@class AIPathSecurityCoverSelection : AICoverSelectionParameters
AIPathSecurityCoverSelection = {}

---@return AIPathSecurityCoverSelection
function AIPathSecurityCoverSelection.new() return end

---@param props table
---@return AIPathSecurityCoverSelection
function AIPathSecurityCoverSelection.new(props) return end

---@class AIPatrolCommand : AIMoveCommand
---@field pathParams AIPatrolPathParameters
---@field alertedPathParams AIPatrolPathParameters
---@field alertedRadius Float
---@field alertedSpots NodeRef[]
---@field patrolWithWeapon Bool
---@field patrolAction TweakDBID
AIPatrolCommand = {}

---@return AIPatrolCommand
function AIPatrolCommand.new() return end

---@param props table
---@return AIPatrolCommand
function AIPatrolCommand.new(props) return end

---@class AIPatrolCommandPrologue : AICommandHandlerBase
---@field outPatrolPath AIArgumentMapping
AIPatrolCommandPrologue = {}

---@return AIPatrolCommandPrologue
function AIPatrolCommandPrologue.new() return end

---@param props table
---@return AIPatrolCommandPrologue
function AIPatrolCommandPrologue.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function AIPatrolCommandPrologue:UpdateCommand(context, command) return end

---@class AIPatrolDef : AIBlackboardDef
---@field patrolPathOverride gamebbScriptID_Variant
---@field patrolWithWeapon gamebbScriptID_Bool
---@field forceAlerted gamebbScriptID_Bool
---@field sprint gamebbScriptID_Bool
---@field selectedPath gamebbScriptID_Variant
---@field closestPathPoint gamebbScriptID_Vector4
---@field workspotData gamebbScriptID_Variant
---@field workspotEntryPosition gamebbScriptID_Vector4
---@field workspotExitPosition gamebbScriptID_Vector4
---@field patrolAction gamebbScriptID_Variant
---@field patrolInProgress gamebbScriptID_Bool
AIPatrolDef = {}

---@return AIPatrolDef
function AIPatrolDef.new() return end

---@param props table
---@return AIPatrolDef
function AIPatrolDef.new(props) return end

---@class AIPatrolPathParameters : IScriptable
---@field path NodeRef
---@field movementType moveMovementType
---@field continuationPolicy AIPatrolContinuationPolicy
---@field startFromClosestPoint Bool
---@field patrolWithWeapon Bool
---@field isBackAndForth Bool
---@field isInfinite Bool
---@field numberOfLoops Uint32
---@field sortPatrolPoints Bool
---@field patrolAction TweakDBID
AIPatrolPathParameters = {}

---@return AIPatrolPathParameters
function AIPatrolPathParameters.new() return end

---@param props table
---@return AIPatrolPathParameters
function AIPatrolPathParameters.new(props) return end

---@class AIPatrolRole : AIRole
---@field pathParams AIPatrolPathParameters
---@field alertedPathParams AIPatrolPathParameters
---@field alertedRadius Float
---@field alertedSpots AIbehaviorWorkspotList
---@field forceAlerted Bool
AIPatrolRole = {}

---@return AIPatrolRole
function AIPatrolRole.new() return end

---@param props table
---@return AIPatrolRole
function AIPatrolRole.new(props) return end

---@return AIPatrolPathParameters
function AIPatrolRole:GetAlertedPathParams() return end

---@return Float
function AIPatrolRole:GetAlertedRadius() return end

---@return AIbehaviorWorkspotList
function AIPatrolRole:GetAlertedSpots() return end

---@return AIPatrolPathParameters
function AIPatrolRole:GetPathParams() return end

---@return EAIRole
function AIPatrolRole:GetRoleEnum() return end

---@return TweakDBID
function AIPatrolRole:GetTweakRecordId() return end

---@return Bool
function AIPatrolRole:IsForceAlerted() return end

---@param owner gameObject
function AIPatrolRole:OnRoleSet(owner) return end

---@class AIPhaseStateEventHandlerComponent : AIRelatedComponents
---@field phaseStateValue ENPCPhaseState
AIPhaseStateEventHandlerComponent = {}

---@return AIPhaseStateEventHandlerComponent
function AIPhaseStateEventHandlerComponent.new() return end

---@param props table
---@return AIPhaseStateEventHandlerComponent
function AIPhaseStateEventHandlerComponent.new(props) return end

---@param evt WeakspotOnDestroyEvent
---@return Bool
function AIPhaseStateEventHandlerComponent:OnWeakspotDestroyEvent(evt) return end

---@class AIPlayMountedSlotWorkspotCommand : AICommand
---@field mountData gameMountDescriptor
AIPlayMountedSlotWorkspotCommand = {}

---@return AIPlayMountedSlotWorkspotCommand
function AIPlayMountedSlotWorkspotCommand.new() return end

---@param props table
---@return AIPlayMountedSlotWorkspotCommand
function AIPlayMountedSlotWorkspotCommand.new(props) return end

---@class AIPosition
---@field position Vector3
AIPosition = {}

---@return AIPosition
function AIPosition.new() return end

---@param props table
---@return AIPosition
function AIPosition.new(props) return end

---@class AIPositionSpec
---@field entity entEntity
---@field worldPosition WorldPosition
AIPositionSpec = {}

---@return AIPositionSpec
function AIPositionSpec.new() return end

---@param props table
---@return AIPositionSpec
function AIPositionSpec.new(props) return end

---@param position AIPositionSpec
---@return entEntity
function AIPositionSpec.GetEntity(position) return end

---@param position AIPositionSpec
---@return Vector4
function AIPositionSpec.GetWorldPosition(position) return end

---@param position AIPositionSpec
---@return Bool
function AIPositionSpec.IsEmpty(position) return end

---@param position AIPositionSpec
---@return Bool
function AIPositionSpec.IsEntity(position) return end

---@param position AIPositionSpec
---@return Bool
function AIPositionSpec.IsWorldPosition(position) return end

---@param aiPositionSpec AIPositionSpec
---@param entity entEntity
function AIPositionSpec.SetEntity(aiPositionSpec, entity) return end

---@param aiPositionSpec AIPositionSpec
---@param position WorldPosition
function AIPositionSpec.SetWorldPosition(aiPositionSpec, position) return end

---@class AIPrepareTakedownData : AIbehaviortaskScript
AIPrepareTakedownData = {}

---@return AIPrepareTakedownData
function AIPrepareTakedownData.new() return end

---@param props table
---@return AIPrepareTakedownData
function AIPrepareTakedownData.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIPrepareTakedownData:Activate(context) return end

---@class AIPrereqsDataDef : AIBlackboardDef
---@field npcHitTypeTimeout gamebbScriptID_Variant
AIPrereqsDataDef = {}

---@return AIPrereqsDataDef
function AIPrereqsDataDef.new() return end

---@param props table
---@return AIPrereqsDataDef
function AIPrereqsDataDef.new(props) return end

---@return Bool
function AIPrereqsDataDef:AutoCreateInSystem() return end

---@class AIPuppetBlackboardListener : ISerializable
AIPuppetBlackboardListener = {}

---@return AIPuppetBlackboardListener
function AIPuppetBlackboardListener.new() return end

---@param props table
---@return AIPuppetBlackboardListener
function AIPuppetBlackboardListener.new(props) return end

---@class AIPuppetSwappedEvent : redEvent
AIPuppetSwappedEvent = {}

---@return AIPuppetSwappedEvent
function AIPuppetSwappedEvent.new() return end

---@param props table
---@return AIPuppetSwappedEvent
function AIPuppetSwappedEvent.new(props) return end

---@class AIPuppetTeleportedEvent : redEvent
AIPuppetTeleportedEvent = {}

---@return AIPuppetTeleportedEvent
function AIPuppetTeleportedEvent.new() return end

---@param props table
---@return AIPuppetTeleportedEvent
function AIPuppetTeleportedEvent.new(props) return end

---@class AIQuickHackAction : PuppetAction
---@field target gameObject
---@field scaleUploadTime Bool
AIQuickHackAction = {}

---@return AIQuickHackAction
function AIQuickHackAction.new() return end

---@param props table
---@return AIQuickHackAction
function AIQuickHackAction.new(props) return end

---@param actionEffects gamedataObjectActionEffect_Record[]
function AIQuickHackAction:ProcessStatusEffects(actionEffects) return end

function AIQuickHackAction:SetRegenBehavior() return end

function AIQuickHackAction:StartUpload() return end

---@class AIRagdollDelegate : AIbehaviorScriptBehaviorDelegate
---@field ragdollInstigator gameObject
---@field closestNavmeshPoint Vector4
---@field ragdollOutOfNavmesh Bool
---@field isUnderwater Bool
---@field poseAllowsRecovery Bool
AIRagdollDelegate = {}

---@return AIRagdollDelegate
function AIRagdollDelegate.new() return end

---@param props table
---@return AIRagdollDelegate
function AIRagdollDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoCheckIfPoseAllowsRecovery(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoCheckWaterLevel(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoClearActiveStatusEffect(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoGetRagdollInstigator(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoHandleDownedSignals(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIRagdollDelegate:DoHandleRagdollReaction(context) return end

---@param owner NPCPuppet
---@param queryDimensions Float[]
---@param originTransform WorldTransform
---@return Bool
function AIRagdollDelegate:HasSpaceToRecover(owner, queryDimensions, originTransform) return end

---@param context AIbehaviorScriptExecutionContext
---@param puppet ScriptedPuppet
---@param downedTypeTag CName|string
function AIRagdollDelegate:SendDownedSignal(context, puppet, downedTypeTag) return end

---@param context AIbehaviorScriptExecutionContext
---@param puppet ScriptedPuppet
---@param seTypeTag CName|string
function AIRagdollDelegate:SendStatusEffectSignal(context, puppet, seTypeTag) return end

---@param maxAllowedAngle Float
---@param hipsPosition Vector4
---@param chestPosition Vector4
---@param legsPosition Vector4
---@return Bool
function AIRagdollDelegate:TorsoAngleWithinParamters(maxAllowedAngle, hipsPosition, chestPosition, legsPosition) return end

---@class AIRandomCoverSelection : AICoverSelectionParameters
AIRandomCoverSelection = {}

---@return AIRandomCoverSelection
function AIRandomCoverSelection.new() return end

---@param props table
---@return AIRandomCoverSelection
function AIRandomCoverSelection.new(props) return end

---@class AIRandomTasks : AIbehaviortaskScript
AIRandomTasks = {}

---@return AIRandomTasks
function AIRandomTasks.new() return end

---@param props table
---@return AIRandomTasks
function AIRandomTasks.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIRandomTasks:Activate(context) return end

---@param Max Int32
---@param Min Int32
---@return Int32
function AIRandomTasks:RollInteger(Max, Min) return end

---@class AIReactionData : IScriptable
---@field reactionPriority Int32
---@field reactionBehaviorName gamedataOutput
---@field reactionBehaviorAIPriority Float
---@field reactionCooldown Float
---@field stimTarget gameObject
---@field stimSource Vector4
---@field stimType gamedataStimType
---@field stimPriority gamedataStimPriority
---@field stimRecord gamedataStim_Record
---@field stimInvestigateData senseStimInvestigateData
---@field stimEventData StimEventData
---@field stimPropagation gamedataStimPropagation
---@field initAnimInWorkspot Bool
---@field skipInitialAnimation Bool
---@field validTillTimeStamp Float
---@field recentReactionTimeStamp Float
---@field escalateProvoke Bool
AIReactionData = {}

---@return AIReactionData
function AIReactionData.new() return end

---@param props table
---@return AIReactionData
function AIReactionData.new(props) return end

---@class AIReactionSystem : AIIReactionSystem
AIReactionSystem = {}

---@return AIReactionSystem
function AIReactionSystem.new() return end

---@param props table
---@return AIReactionSystem
function AIReactionSystem.new(props) return end

---@param sourcePos Vector3
---@param halfExtend Float
---@param debugInfo CName|string
function AIReactionSystem:AddFearSource(sourcePos, halfExtend, debugInfo) return end

---@param runner gameObject
---@param threat gameObject
---@return Bool
function AIReactionSystem:AddTrafficRunnersDirectly(runner, threat) return end

---@param npcId entEntityID
---@return Bool
function AIReactionSystem:IsInImmovableWorkspot(npcId) return end

---@param npcId entEntityID
---@return Bool
function AIReactionSystem:IsRegisteredAsAggressive(npcId) return end

---@param id entEntityID
---@param isAggressive Bool
---@param isInScene Bool
function AIReactionSystem:MarkDeadBody(id, isAggressive, isInScene) return end

---@param id entEntityID
function AIReactionSystem:MarkDespawnCandidate(id) return end

---@param npc gameObject
---@param threat gameObject
function AIReactionSystem:RegisterFearReaction(npc, threat) return end

---@param reaction CName|string
---@return AIReactionCountOutcome
function AIReactionSystem:RegisterReaction(reaction) return end

---@param npc gameObject
---@param threatPos Vector3
---@param shouldRunInTraffic Bool
---@return Bool
function AIReactionSystem:TryAndJoinTraffic(npc, threatPos, shouldRunInTraffic) return end

---@param civilianNPC gameObject
---@return Bool
function AIReactionSystem:TryRegisteringAggressiveNPC(civilianNPC) return end

---@param npcId entEntityID
---@return Bool
function AIReactionSystem:TryUnregisteringAggressiveNPC(npcId) return end

---@param id entEntityID
function AIReactionSystem:UnmarkDespawnCandidate(id) return end

---@param runner gameObject
function AIReactionSystem:UnregisterFearReaction(runner) return end

---@param reaction CName|string
---@return AIReactionCountOutcome
function AIReactionSystem:UnregisterReaction(reaction) return end

---@param npcId entEntityID
---@return Bool
function AIReactionSystem:UsesLoreAnimationWorkspot(npcId) return end

---@class AIRelatedComponents : gameScriptableComponent
AIRelatedComponents = {}

---@class AIRemovedAsHostileThreat : AIAIEvent
---@field threateningEntity AITargetTrackerComponent
---@field threateningEntityCanTriggersCombat Bool
AIRemovedAsHostileThreat = {}

---@return AIRemovedAsHostileThreat
function AIRemovedAsHostileThreat.new() return end

---@param props table
---@return AIRemovedAsHostileThreat
function AIRemovedAsHostileThreat.new(props) return end

---@class AIResource : LibTreeCTreeResource
---@field root AICTreeNodeDefinition
AIResource = {}

---@return AIResource
function AIResource.new() return end

---@param props table
---@return AIResource
function AIResource.new(props) return end

---@class AIResourceReference : LibTreeCTreeReference
AIResourceReference = {}

---@return AIResourceReference
function AIResourceReference.new() return end

---@param props table
---@return AIResourceReference
function AIResourceReference.new(props) return end

---@class AIReturnToRestrictMovementArea : AIbehaviortaskScript
AIReturnToRestrictMovementArea = {}

---@return AIReturnToRestrictMovementArea
function AIReturnToRestrictMovementArea.new() return end

---@param props table
---@return AIReturnToRestrictMovementArea
function AIReturnToRestrictMovementArea.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIReturnToRestrictMovementArea:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIReturnToRestrictMovementArea:Update(context) return end

---@class AIReturnToRestrictMovementAreaCondition : RestrictedMovementAreaCondition
AIReturnToRestrictMovementAreaCondition = {}

---@return AIReturnToRestrictMovementAreaCondition
function AIReturnToRestrictMovementAreaCondition.new() return end

---@param props table
---@return AIReturnToRestrictMovementAreaCondition
function AIReturnToRestrictMovementAreaCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIReturnToRestrictMovementAreaCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AIReturnToRestrictMovementAreaCondition:Check(context) return end

---@class AIRoadBlockadeMemberCommand : AICombatRelatedCommand
---@field duration Float
AIRoadBlockadeMemberCommand = {}

---@return AIRoadBlockadeMemberCommand
function AIRoadBlockadeMemberCommand.new() return end

---@param props table
---@return AIRoadBlockadeMemberCommand
function AIRoadBlockadeMemberCommand.new(props) return end

---@class AIRoadBlockadeMemberCommandParams : questScriptedAICommandParams
---@field duration Float
AIRoadBlockadeMemberCommandParams = {}

---@return AIRoadBlockadeMemberCommandParams
function AIRoadBlockadeMemberCommandParams.new() return end

---@param props table
---@return AIRoadBlockadeMemberCommandParams
function AIRoadBlockadeMemberCommandParams.new(props) return end

---@return AICommand
function AIRoadBlockadeMemberCommandParams:CreateCommand() return end

---@return String
function AIRoadBlockadeMemberCommandParams:GetCommandName() return end

---@class AIRole : IScriptable
AIRole = {}

---@return AIRole
function AIRole.new() return end

---@param props table
---@return AIRole
function AIRole.new(props) return end

---@return gamedataAIRole_Record
function AIRole:GetRoleTweakRecord() return end

---@return EAIRole
function AIRole:GetRoleEnum() return end

---@return TweakDBID
function AIRole:GetTweakRecordId() return end

---@param owner gameObject
---@param newState gamedataNPCHighLevelState
---@param previousState gamedataNPCHighLevelState
function AIRole:OnHighLevelStateEnter(owner, newState, previousState) return end

---@param owner gameObject
---@param leftState gamedataNPCHighLevelState
---@param nextState gamedataNPCHighLevelState
function AIRole:OnHighLevelStateExit(owner, leftState, nextState) return end

---@param owner gameObject
function AIRole:OnRoleCleared(owner) return end

---@param owner gameObject
function AIRole:OnRoleSet(owner) return end

---@class AIRoleCondition : AIbehaviorconditionScript
---@field role EAIRole
AIRoleCondition = {}

---@return AIRoleCondition
function AIRoleCondition.new() return end

---@param props table
---@return AIRoleCondition
function AIRoleCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AIRoleCondition:Check(context) return end

---@class AIRootMotionCommand : AIMoveCommand
---@field params gameSceneAnimationMotionActionParams
AIRootMotionCommand = {}

---@return AIRootMotionCommand
function AIRootMotionCommand.new() return end

---@param props table
---@return AIRootMotionCommand
function AIRootMotionCommand.new(props) return end

---@class AIRotateToCommand : AIMoveCommand
---@field target AIPositionSpec
---@field angleTolerance Float
---@field angleOffset Float
---@field speed Float
AIRotateToCommand = {}

---@return AIRotateToCommand
function AIRotateToCommand.new() return end

---@param props table
---@return AIRotateToCommand
function AIRotateToCommand.new(props) return end

---@class AIRunAwayEvent : AIAIEvent
AIRunAwayEvent = {}

---@return AIRunAwayEvent
function AIRunAwayEvent.new() return end

---@param props table
---@return AIRunAwayEvent
function AIRunAwayEvent.new(props) return end

---@class AISafeAreaManager : AIISafeAreaManager
AISafeAreaManager = {}

---@return AISafeAreaManager
function AISafeAreaManager.new() return end

---@param props table
---@return AISafeAreaManager
function AISafeAreaManager.new(props) return end

---@param point Vector4
---@return Bool
function AISafeAreaManager:IsPointInSafeArea(point) return end

---@class AIScanTargetCommand : AICommand
---@field targetPuppetRef gameEntityReference
AIScanTargetCommand = {}

---@return AIScanTargetCommand
function AIScanTargetCommand.new() return end

---@param props table
---@return AIScanTargetCommand
function AIScanTargetCommand.new(props) return end

---@class AIScanTargetCommandParams : questScriptedAICommandParams
---@field targetPuppetRef gameEntityReference
AIScanTargetCommandParams = {}

---@return AIScanTargetCommandParams
function AIScanTargetCommandParams.new() return end

---@param props table
---@return AIScanTargetCommandParams
function AIScanTargetCommandParams.new(props) return end

---@return AICommand
function AIScanTargetCommandParams:CreateCommand() return end

---@return String
function AIScanTargetCommandParams:GetCommandName() return end

---@class AIScanTargetTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AIScanTargetTask = {}

---@return AIScanTargetTask
function AIScanTargetTask.new() return end

---@param props table
---@return AIScanTargetTask
function AIScanTargetTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AIScanTargetCommand
function AIScanTargetTask:CancelCommand(context, typedCommand) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIScanTargetTask:Update(context) return end

---@class AIScriptActionDelegate : AIbehaviorScriptBehaviorDelegate
---@field actionPackageType AIactionParamsPackageTypes
AIScriptActionDelegate = {}

---@return AIScriptActionDelegate
function AIScriptActionDelegate.new() return end

---@param props table
---@return AIScriptActionDelegate
function AIScriptActionDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIactionParamsPackageTypes
function AIScriptActionDelegate.GetActionPackageType(context) return end

---@class AIScriptGuardArea
AIScriptGuardArea = {}

---@return AIScriptGuardArea
function AIScriptGuardArea.new() return end

---@param props table
---@return AIScriptGuardArea
function AIScriptGuardArea.new(props) return end

---@class AIScriptSquad : IScriptable
AIScriptSquad = {}

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
---@return Bool
function AIScriptSquad.CanPerformTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AIScriptSquad.CheckTickets(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.CloseTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.CloseTickets(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.CommitToTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.CommitToTickets(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.CompleteTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
---@param succeed Bool
function AIScriptSquad.CompleteTickets(context, actionRecord, succeed) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.EvaluateTicketActivation(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.EvaluateTicketDeactivation(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.EvaluateTicketsActivation(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.EvaluateTicketsDeactivation(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.FailTicket(context, actionType) return end

---@return Bool, gamedataAISquadParams_Record
function AIScriptSquad.GetBaseSquadRecord() return end

---@param entity entEntity
---@return Bool, gamedataAISquadParams_Record
function AIScriptSquad.GetSquadRecord(entity) return end

---@param ticketName CName|string
---@param squadRecord gamedataAISquadParams_Record
---@return Bool, gamedataAITicket_Record
function AIScriptSquad.GetTicketRecord(ticketName, squadRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param ticketName CName|string
---@return Bool
function AIScriptSquad.HasOrder(context, ticketName) return end

---@param puppet ScriptedPuppet
---@param ticketName CName|string
---@return Bool
function AIScriptSquad.HasOrder(puppet, ticketName) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.OpenTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.RequestTickets(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionType gamedataAITicketType_Record
function AIScriptSquad.RevokeTicket(context, actionType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
function AIScriptSquad.RevokeTickets(context, actionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionName CName|string
---@param verb EAISquadVerb
function AIScriptSquad.SignalSquad(context, actionName, verb) return end

---@param ticketNameCheck String
---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@return Bool
function AIScriptSquad.TicketDebugHelper(ticketNameCheck, entity, ticketRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionRecord gamedataAIAction_Record
---@return Bool
function AIScriptSquad.WaitForTicketsAcknowledgement(context, actionRecord) return end

---@class AIScriptsTargetTrackingListener : AIITargetTrackingListener
AIScriptsTargetTrackingListener = {}

---@return AIScriptsTargetTrackingListener
function AIScriptsTargetTrackingListener.new() return end

---@param props table
---@return AIScriptsTargetTrackingListener
function AIScriptsTargetTrackingListener.new(props) return end

---@param bound Float
function AIScriptsTargetTrackingListener:SetAccuracyBound(bound) return end

---@param bound Float
function AIScriptsTargetTrackingListener:SetSharedAccuracyBound(bound) return end

---@param above Bool
function AIScriptsTargetTrackingListener:OnAccuracyBoundReached(above) return end

---@param above Bool
function AIScriptsTargetTrackingListener:OnSharedAccuracyBoundReached(above) return end

---@class AIScriptsTargetTrackingListenerWrapper : AIITargetTrackingListener
AIScriptsTargetTrackingListenerWrapper = {}

---@return AIScriptsTargetTrackingListenerWrapper
function AIScriptsTargetTrackingListenerWrapper.new() return end

---@param props table
---@return AIScriptsTargetTrackingListenerWrapper
function AIScriptsTargetTrackingListenerWrapper.new(props) return end

---@class AISearchingLookat : AIGenericStaticLookatTask
---@field minAngleDifferenceMapping AIArgumentMapping
---@field minAngleDifference Float
---@field maxLookAroundAngleMapping AIArgumentMapping
---@field maxLookAroundAngle Float
---@field currentTarget Vector4
---@field lastTarget Vector4
---@field targetSwitchTimeStamp Float
---@field targetSwitchCooldown Float
---@field sideHorizontal Int32
---@field sideVertical Int32
AISearchingLookat = {}

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AISearchingLookat:GetAbsAngleToTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function AISearchingLookat:GetAimingLookatTarget(context) return end

---@return animLookAtLimitDegreesType
function AISearchingLookat:GetBackLimitDegreesType() return end

---@return animLookAtLimitDegreesType
function AISearchingLookat:GetHardLimitDegreesType() return end

---@return animLookAtLimitDistanceType
function AISearchingLookat:GetHardLimitDistanceType() return end

---@return animLookAtStyle
function AISearchingLookat:GetLookatStyle() return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function AISearchingLookat:GetLookatTargetPosition(context) return end

---@return animLookAtLimitDegreesType
function AISearchingLookat:GetSoftLimitDegreesType() return end

---@return Float
function AISearchingLookat:GetSoftLookatLimitDegrees() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AISearchingLookat:InitializeMemberVariables(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param lastTargetPosition Vector4
---@return Float, Float
function AISearchingLookat:LookatOffsetAngleLimit(context, lastTargetPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function AISearchingLookat:SelectNewAimingLookatTarget(context) return end

---@class AISetAutocraftingState : AIbehaviortaskScript
---@field newState Bool
AISetAutocraftingState = {}

---@return AISetAutocraftingState
function AISetAutocraftingState.new() return end

---@param props table
---@return AISetAutocraftingState
function AISetAutocraftingState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AISetAutocraftingState:Activate(context) return end

---@class AISetCombatPresetCommand : AICombatRelatedCommand
---@field combatPreset EAICombatPreset
AISetCombatPresetCommand = {}

---@return AISetCombatPresetCommand
function AISetCombatPresetCommand.new() return end

---@param props table
---@return AISetCombatPresetCommand
function AISetCombatPresetCommand.new(props) return end

---@class AISetCombatPresetCommandParams : questScriptedAICommandParams
---@field combatPreset EAICombatPreset
AISetCombatPresetCommandParams = {}

---@return AISetCombatPresetCommandParams
function AISetCombatPresetCommandParams.new() return end

---@param props table
---@return AISetCombatPresetCommandParams
function AISetCombatPresetCommandParams.new(props) return end

---@return AICommand
function AISetCombatPresetCommandParams:CreateCommand() return end

---@return String
function AISetCombatPresetCommandParams:GetCommandName() return end

---@class AISetCombatPresetTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AISetCombatPresetTask = {}

---@return AISetCombatPresetTask
function AISetCombatPresetTask.new() return end

---@param props table
---@return AISetCombatPresetTask
function AISetCombatPresetTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AISetCombatPresetCommand
function AISetCombatPresetTask:CancelCommand(context, typedCommand) return end

---@param owner gameObject
---@return Bool
function AISetCombatPresetTask:RemovePresets(owner) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AISetCombatPresetTask:Update(context) return end

---@class AISetHealthRegenerationState : AIbehaviortaskScript
---@field healthRegeneration Bool
AISetHealthRegenerationState = {}

---@return AISetHealthRegenerationState
function AISetHealthRegenerationState.new() return end

---@param props table
---@return AISetHealthRegenerationState
function AISetHealthRegenerationState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AISetHealthRegenerationState:Activate(context) return end

---@class AISetSoloModeHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AISetSoloModeHandler = {}

---@return AISetSoloModeHandler
function AISetSoloModeHandler.new() return end

---@param props table
---@return AISetSoloModeHandler
function AISetSoloModeHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AISetSoloModeHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AISetSoloModeHandler:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AISetSoloModeHandler:Update(context) return end

---@class AISharedVarDefinition
---@field type AIESharedVarDefinitionType
---@field name LibTreeSharedVarRegistrationName
AISharedVarDefinition = {}

---@return AISharedVarDefinition
function AISharedVarDefinition.new() return end

---@param props table
---@return AISharedVarDefinition
function AISharedVarDefinition.new(props) return end

---@class AISharedVarTableDefinition
---@field table AISharedVarDefinition[]
AISharedVarTableDefinition = {}

---@return AISharedVarTableDefinition
function AISharedVarTableDefinition.new() return end

---@param props table
---@return AISharedVarTableDefinition
function AISharedVarTableDefinition.new(props) return end

---@class AIShootCommand : AICombatRelatedCommand
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
---@field once Bool
AIShootCommand = {}

---@return AIShootCommand
function AIShootCommand.new() return end

---@param props table
---@return AIShootCommand
function AIShootCommand.new(props) return end

---@class AIShootingDataDef : AIBlackboardDef
---@field shootingPatternPackage gamebbScriptID_Variant
---@field shootingPattern gamebbScriptID_Variant
---@field patternList gamebbScriptID_Variant
---@field rightArmLookAtLimitReached gamebbScriptID_Int32
---@field totalShotsFired gamebbScriptID_Int32
---@field shotsInBurstFired gamebbScriptID_Int32
---@field desiredNumberOfShots gamebbScriptID_Int32
---@field nextShotTimeStamp gamebbScriptID_Float
---@field shotTimeStamp gamebbScriptID_Float
---@field maxChargedTimeStamp gamebbScriptID_Float
---@field chargeStartTimeStamp gamebbScriptID_Float
---@field pauseConditionCheckTimeStamp gamebbScriptID_Float
---@field lastChargeLevel gamebbScriptID_Float
---@field fullyCharged gamebbScriptID_Bool
---@field weaponOverheated gamebbScriptID_Bool
---@field requestedTriggerMode gamebbScriptID_Int32
---@field shootingFromCar gamebbScriptID_Bool
AIShootingDataDef = {}

---@return AIShootingDataDef
function AIShootingDataDef.new() return end

---@param props table
---@return AIShootingDataDef
function AIShootingDataDef.new(props) return end

---@return Bool
function AIShootingDataDef:AutoCreateInSystem() return end

---@param blackboard gameIBlackboard
function AIShootingDataDef:Initialize(blackboard) return end

---@class AISignalCondition : AIbehaviorconditionScript
---@field requiredFlags AISignalFlags[]
---@field consumesSignal Bool
---@field activated Bool
---@field executingSignal AIGateSignal
---@field executingSignalId Uint32
AISignalCondition = {}

---@param context AIbehaviorScriptExecutionContext
function AISignalCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AISignalCondition:Check(context) return end

---@param gateSignal AIGateSignal
---@param checkAgainst AISignalFlags
---@return Bool
function AISignalCondition:CheckFlagRequirements(gateSignal, checkAgainst) return end

---@param context AIbehaviorScriptExecutionContext
function AISignalCondition:Deactivate(context) return end

---@return String
function AISignalCondition:GetEditorSubCaption() return end

---@return Bool
function AISignalCondition:GetSignalEvaluationOutcome() return end

---@param context AIbehaviorScriptExecutionContext
---@return AISignalHandlerComponent
function AISignalCondition:GetSignalHandler(context) return end

---@return CName
function AISignalCondition:GetSignalName() return end

---@param context AIbehaviorScriptExecutionContext
---@return gameBoolSignalTable
function AISignalCondition:GetSignalTable(context) return end

---@return Bool
function AISignalCondition:IsActivated() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AISignalCondition:KeepExecuting(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AISignalCondition:StartExecuting(context) return end

---@class AISignalEvent : AITaggedAIEvent
AISignalEvent = {}

---@return AISignalEvent
function AISignalEvent.new() return end

---@param props table
---@return AISignalEvent
function AISignalEvent.new(props) return end

---@class AISignalHandlerComponent : entIComponent
AISignalHandlerComponent = {}

---@return AISignalHandlerComponent
function AISignalHandlerComponent.new() return end

---@param props table
---@return AISignalHandlerComponent
function AISignalHandlerComponent.new(props) return end

---@param entity entEntity
---@return AISignalHandlerComponent
function AISignalHandlerComponent.Get(entity) return end

---@param signal AIGateSignal
---@param keepActive Bool
---@return Uint32
function AISignalHandlerComponent:AddSignal(signal, keepActive) return end

---@param tag CName|string
function AISignalHandlerComponent:ConsumeSignal(tag) return end

---@return Bool, AIGateSignal, Uint32
function AISignalHandlerComponent:GetHighestPrioritySignal() return end

---@param signalId Uint32
---@return Bool, AIGateSignal
function AISignalHandlerComponent:GetSignal(signalId) return end

---@param tag CName|string
---@return Bool
function AISignalHandlerComponent:HasSignalWithTag(tag) return end

---@param tag CName|string
---@return Bool, Uint32
function AISignalHandlerComponent:IsHighestPriority(tag) return end

---@param id Uint32
---@return Bool
function AISignalHandlerComponent:RemoveSignal(id) return end

---@class AISignalSenderTask : AIbehaviortaskScript
---@field tags CName[]
---@field flags EAIGateSignalFlags[]
---@field priority Float
---@field signalId Uint32
AISignalSenderTask = {}

---@param context AIbehaviorScriptExecutionContext
function AISignalSenderTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AISignalSenderTask:Deactivate(context) return end

---@return Float
function AISignalSenderTask:GetSignalLifeTime() return end

---@param context AIbehaviorScriptExecutionContext
---@return gameBoolSignalTable
function AISignalSenderTask:GetSignalTable(context) return end

---@param context AIbehaviorScriptExecutionContext
function AISignalSenderTask:QueueGateSignal(context) return end

---@class AISmartCoverManager : AIISmartCoverManager
AISmartCoverManager = {}

---@return AISmartCoverManager
function AISmartCoverManager.new() return end

---@param props table
---@return AISmartCoverManager
function AISmartCoverManager.new(props) return end

---@param occupant gameObject
---@return AIUninterruptibleActionType
function AISmartCoverManager:GetCoverActionType(occupant) return end

---@param coverId Uint64
---@return gameCoverHeight
function AISmartCoverManager:GetCoverHeight(coverId) return end

---@param coverId Uint64
---@return Vector4
function AISmartCoverManager:GetCoverPosition(coverId) return end

---@param coverId Uint64
---@return Float
function AISmartCoverManager:GetCoverRemainingHealthPercentage(coverId) return end

---@param coverId Uint64
---@return Vector4
function AISmartCoverManager:GetCoverWorldForward(coverId) return end

---@param coverId Uint64
---@return Vector4
function AISmartCoverManager:GetCoverWorldUp(coverId) return end

---@param occupant gameObject
---@return Uint64
function AISmartCoverManager:GetCurrentCover(occupant) return end

---@param nodeRef NodeRef
---@return AICoverDemandHolder
function AISmartCoverManager:GetDemandCoverHolder(nodeRef) return end

---@param coverId Uint64
---@param occupant gameObject
---@param angleMultiplier Float
---@param predictionTime Float
---@param trackingMode gamedataTrackingMode
---@return AITrackedLocation[]
function AISmartCoverManager:GetThreatsNotProtectedFrom(coverId, occupant, angleMultiplier, predictionTime, trackingMode) return end

---@param coverId Uint64
---@param threat gameObject
---@return gameAvailableExposureMethodResult[]
function AISmartCoverManager:GetUsableExposureSpotsForCover(coverId, threat) return end

---@param occupant gameObject
---@param threat gameObject
---@return gameAvailableExposureMethodResult[]
function AISmartCoverManager:GetUsableExposureSpotsForCoverOccupant(occupant, threat) return end

---@param coverId Uint64
---@param threat gameObject
---@param maxTolerance Float
---@return gameAvailableExposureMethodResult[]
function AISmartCoverManager:GetUsableExposureSpotsForCoverTolerance(coverId, threat, maxTolerance) return end

---@param coverId Uint64
---@param threat gameObject
---@param maxTolerance Float
---@param useRoughCalculations Bool
---@return Uint32
function AISmartCoverManager:GetUsableExposureSpotsNumForCoverTolerance(coverId, threat, maxTolerance, useRoughCalculations) return end

---@param coverId Uint64
---@param occupant gameObject
---@return Bool
function AISmartCoverManager:IsCoverAvailable(coverId, occupant) return end

---@param coverIdValue Uint64
---@return Bool
function AISmartCoverManager:IsCoverRegular(coverIdValue) return end

---@param coverId Uint64
---@return Bool
function AISmartCoverManager:IsCoverValid(coverId) return end

---@param occupant gameObject
---@return Bool
function AISmartCoverManager:IsEnteringOrLeavingCover(occupant) return end

---@param coverId Uint64
---@param object gameObject
---@param angleMultiplier Float
---@return Bool
function AISmartCoverManager:IsProtectingHorizontallyAgainstObject(coverId, object, angleMultiplier) return end

---@param coverIdValue Uint64
---@return Bool
function AISmartCoverManager:IsShootingSpot(coverIdValue) return end

---@param occupant gameObject
function AISmartCoverManager:LeaveCoverImmediately(occupant) return end

---@param nodeRef NodeRef
---@return Uint64
function AISmartCoverManager:NodeRefToObjectId(nodeRef) return end

---@param coverId Uint64
---@param damageTime EngineTime
---@param executingCoverAction Bool
---@param isShooting Bool
function AISmartCoverManager:NotifyGotDamageInCover(coverId, damageTime, executingCoverAction, isShooting) return end

---@param coverId Uint64
---@param occupant gameObject
function AISmartCoverManager:RegisterCoverOccupant(coverId, occupant) return end

---@param globalNodeRef worldGlobalNodeRef
---@param isEnabled Bool
function AISmartCoverManager:RegisterCoverPreInstanceData(globalNodeRef, isEnabled) return end

---@param globalNodeRef worldGlobalNodeRef
function AISmartCoverManager:SetCoverDisabled(globalNodeRef) return end

---@param globalNodeRef worldGlobalNodeRef
function AISmartCoverManager:SetCoverEnabled(globalNodeRef) return end

---@param angleDeg Float
function AISmartCoverManager:SetMaxAllowedActionHalfAngleDeg(angleDeg) return end

---@param occupant gameObject
function AISmartCoverManager:UnregisterCoverOccupant(occupant) return end

---@param globalNodeRef worldGlobalNodeRef
function AISmartCoverManager:UnregisterCoverPreInstanceData(globalNodeRef) return end

---@class AISmartObjectManager : AIISmartObjectManager
AISmartObjectManager = {}

---@return AISmartObjectManager
function AISmartObjectManager.new() return end

---@param props table
---@return AISmartObjectManager
function AISmartObjectManager.new(props) return end

---@class AISmartSpot : AISpot
AISmartSpot = {}

---@class AISmartSpotInstance : AISpotInstance
AISmartSpotInstance = {}

---@class AISpiderbotCheckIfFriendlyMoved : AIAutonomousConditions
---@field maxAllowedDelta AIArgumentMapping
AISpiderbotCheckIfFriendlyMoved = {}

---@return AISpiderbotCheckIfFriendlyMoved
function AISpiderbotCheckIfFriendlyMoved.new() return end

---@param props table
---@return AISpiderbotCheckIfFriendlyMoved
function AISpiderbotCheckIfFriendlyMoved.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AISpiderbotCheckIfFriendlyMoved:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AISpiderbotCheckIfFriendlyMoved:Check(context) return end

---@class AISpiderbotFindBoredMovePosition : AIFindPositionAroundSelf
---@field maxWanderDistance AIArgumentMapping
AISpiderbotFindBoredMovePosition = {}

---@return AISpiderbotFindBoredMovePosition
function AISpiderbotFindBoredMovePosition.new() return end

---@param props table
---@return AISpiderbotFindBoredMovePosition
function AISpiderbotFindBoredMovePosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AISpiderbotFindBoredMovePosition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AISpiderbotFindBoredMovePosition:AdditionalOutcomeVerification(context) return end

---@class AISpot : ISerializable
AISpot = {}

---@class AISpotInstance
AISpotInstance = {}

---@class AISpotPersistentData
---@field worldPosition WorldPosition
---@field globalNodeId worldGlobalNodeID
---@field yaw Float
---@field isEnabled Bool
AISpotPersistentData = {}

---@return AISpotPersistentData
function AISpotPersistentData.new() return end

---@param props table
---@return AISpotPersistentData
function AISpotPersistentData.new(props) return end

---@class AISpotUsageToken
---@field usedSpotId worldGlobalNodeID
---@field spotUserId entEntityID
AISpotUsageToken = {}

---@return AISpotUsageToken
function AISpotUsageToken.new() return end

---@param props table
---@return AISpotUsageToken
function AISpotUsageToken.new(props) return end

---@class AISquadAudioMemberBase : AISquadMemberBase
AISquadAudioMemberBase = {}

---@return AISquadAudioMemberBase
function AISquadAudioMemberBase.new() return end

---@param props table
---@return AISquadAudioMemberBase
function AISquadAudioMemberBase.new(props) return end

---@class AISquadBase : ISerializable
AISquadBase = {}

---@return AISquadBase
function AISquadBase.new() return end

---@param props table
---@return AISquadBase
function AISquadBase.new(props) return end

---@class AISquadBlackBoardDef : gamebbScriptDefinition
---@field BarkPlayed gamebbScriptID_Bool
---@field LowHealthBarkPlayed gamebbScriptID_Bool
---@field BarkPlayedTimeStamp gamebbScriptID_Float
AISquadBlackBoardDef = {}

---@return AISquadBlackBoardDef
function AISquadBlackBoardDef.new() return end

---@param props table
---@return AISquadBlackBoardDef
function AISquadBlackBoardDef.new(props) return end

---@return Bool
function AISquadBlackBoardDef:AutoCreateInSystem() return end

---@class AISquadCoverSelection : AICoverSelectionParameters
AISquadCoverSelection = {}

---@return AISquadCoverSelection
function AISquadCoverSelection.new() return end

---@param props table
---@return AISquadCoverSelection
function AISquadCoverSelection.new(props) return end

---@class AISquadHelper : IScriptable
AISquadHelper = {}

---@return AISquadHelper
function AISquadHelper.new() return end

---@param props table
---@return AISquadHelper
function AISquadHelper.new(props) return end

---@param owner ScriptedPuppet
function AISquadHelper.EnterAlerted(owner) return end

---@param squadmate ScriptedPuppet
---@param threat entEntity
---@param threatLocation AITrackedLocation
---@return Bool
function AISquadHelper.GeThreatLocationFromSquadmate(squadmate, threat, threatLocation) return end

---@param obj gameObject
---@return AISquadScriptInterface[]
function AISquadHelper.GetAllSquadMemberInterfaces(obj) return end

---@param obj gameObject
---@return Bool, AICombatSquadScriptInterface
function AISquadHelper.GetCombatSquadInterface(obj) return end

---@param puppet ScriptedPuppet
---@return gamedataAIRingType
function AISquadHelper.GetCurrentSquadRing(puppet) return end

---@param obj gameObject
---@return Bool, PlayerSquadInterface
function AISquadHelper.GetPlayerSquadInterface(obj) return end

---@param obj gameObject
---@return Bool, PuppetSquadInterface
function AISquadHelper.GetSquadBaseInterface(obj) return end

---@param obj gameObject
---@return Bool, AISquadScriptInterface
function AISquadHelper.GetSquadMemberInterface(obj) return end

---@param obj gameObject
---@return CName
function AISquadHelper.GetSquadName(obj) return end

---@param obj gameObject
---@param membersList entEntity[]
---@param dontRemoveSelf Bool
---@return Bool
function AISquadHelper.GetSquadmates(obj, membersList, dontRemoveSelf) return end

---@param obj gameObject
---@param dontRemoveSelf Bool
---@return Bool, entEntityID[]
function AISquadHelper.GetSquadmatesID(obj, dontRemoveSelf) return end

---@param puppet ScriptedPuppet
---@param threat entEntity
---@param threatLocation AITrackedLocation
---@return Bool
function AISquadHelper.GetThreatLocationFromSquad(puppet, threat, threatLocation) return end

---@param obj gameObject
---@return Bool
function AISquadHelper.HasSquadMemberComponent(obj) return end

---@param owner ScriptedPuppet
---@param signalName CName|string
---@return Bool
function AISquadHelper.IsSignalActive(owner, signalName) return end

---@param obj gameObject
---@return Bool
function AISquadHelper.LeaveAllSquads(obj) return end

---@param obj gameObject
---@param squadType AISquadType
---@return Bool
function AISquadHelper.LeaveSquad(obj, squadType) return end

---@param puppet ScriptedPuppet
function AISquadHelper.NotifySquadOnIncapacitated(puppet) return end

---@param playerSquadOrderName String
---@return EAIPlayerSquadOrder
function AISquadHelper.PlayerSquadOrderStringToEnum(playerSquadOrderName) return end

---@param puppet ScriptedPuppet
---@param squadType AISquadType
function AISquadHelper.PullSquadSync(puppet, squadType) return end

---@param squadmate ScriptedPuppet
---@param squadType AISquadType
---@param currentTopThreat entEntity
function AISquadHelper.PullSquadSyncOnSquadmate(squadmate, squadType, currentTopThreat) return end

---@param puppet ScriptedPuppet
---@param threat AITrackedLocation
function AISquadHelper.RemoveThreatFromSquad(puppet, threat) return end

---@param squadmate ScriptedPuppet
---@param threat AITrackedLocation
function AISquadHelper.RemoveThreatOnSquadmate(squadmate, threat) return end

---@param member entEntity
---@param actionName CName|string
function AISquadHelper.SendStimFromSquadTargetToMember(member, actionName) return end

---@param type gamedataAIRingType
---@return CName
function AISquadHelper.SquadRingTypeToTicketName(type) return end

---@param type gamedataAIRingType
---@return String
function AISquadHelper.SquadRingTypeToTicketString(type) return end

---@class AISquadIsTracked : AIAIEvent
---@field isSquadTracked Bool
AISquadIsTracked = {}

---@return AISquadIsTracked
function AISquadIsTracked.new() return end

---@param props table
---@return AISquadIsTracked
function AISquadIsTracked.new(props) return end

---@class AISquadManager : AIISquadManager
AISquadManager = {}

---@return AISquadManager
function AISquadManager.new() return end

---@param props table
---@return AISquadManager
function AISquadManager.new(props) return end

---@class AISquadMemberBase : ISerializable
AISquadMemberBase = {}

---@class AISquadNPCMember : AISquadMemberBase
AISquadNPCMember = {}

---@return AISquadNPCMember
function AISquadNPCMember.new() return end

---@param props table
---@return AISquadNPCMember
function AISquadNPCMember.new(props) return end

---@class AISquadScriptInterface : IScriptable
AISquadScriptInterface = {}

---@return AISquadScriptInterface
function AISquadScriptInterface.new() return end

---@param props table
---@return AISquadScriptInterface
function AISquadScriptInterface.new(props) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:AckOrder(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:Commit(sqAction, et) return end

---@param et entEntity
---@return Uint32[]
function AISquadScriptInterface:GetAllAcknowledgedOrders(et) return end

---@param et entEntity
---@return Uint32[]
function AISquadScriptInterface:GetAllCommitedOrders(et) return end

---@param et entEntity
---@return Uint32[]
function AISquadScriptInterface:GetAllOrders(et) return end

---@return Uint32
function AISquadScriptInterface:GetMembersCount() return end

---@return CName
function AISquadScriptInterface:GetName() return end

---@param orderId Uint32
---@return AIsquadsOrder
function AISquadScriptInterface:GetOrderById(orderId) return end

---@return AISquadType
function AISquadScriptInterface:GetSquadType() return end

---@return CName
function AISquadScriptInterface:GetTemplate() return end

---@param sqAction CName|string
---@param et entEntity
---@return Uint32
function AISquadScriptInterface:GiveOrder(sqAction, et) return end

---@param callThisFunction CName|string
function AISquadScriptInterface:GuardedCall(callThisFunction) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:HasAcknowledgedOrderBySquadAction(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:HasOrderBySquadAction(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:IsSquadActionOpen(sqAction, et) return end

---@param et entEntity
---@return Bool
function AISquadScriptInterface:Join(et) return end

---@param et entEntity
---@return Bool
function AISquadScriptInterface:Leave(et) return end

---@return entEntity[]
function AISquadScriptInterface:ListMembers() return end

---@return entEntity[]
function AISquadScriptInterface:ListMembersWeak() return end

---@param sqAction CName|string
---@return entEntity[]
function AISquadScriptInterface:ListMembersWithSquadActionWeak(sqAction) return end

---@return Bool
function AISquadScriptInterface:LockAccess() return end

---@param name CName|string
---@param et entEntity
---@param timeout Float
---@return Bool
function AISquadScriptInterface:OpenSquadAction(name, et, timeout) return end

---@param name CName|string
---@param et entEntity
---@param timeout Float
---@return Bool
function AISquadScriptInterface:RefreshSquadAction(name, et, timeout) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:ReportDone(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:ReportFail(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:RequestOrder(sqAction, et) return end

---@param sqAction CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:RevokeOrder(sqAction, et) return end

---@param name CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:RevokeSquadAction(name, et) return end

---@param name CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:TriggerActivation(name, et) return end

---@param name CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:TriggerDeactivation(name, et) return end

---@param name CName|string
---@param et entEntity
---@return Bool
function AISquadScriptInterface:TriggerEvaluation(name, et) return end

---@return Bool
function AISquadScriptInterface:UnlockAccess() return end

---@class AIStackSignalCondition : AIbehaviorStackScriptPassiveExpressionDefinition
---@field signalName CName
AIStackSignalCondition = {}

---@return AIStackSignalCondition
function AIStackSignalCondition.new() return end

---@param props table
---@return AIStackSignalCondition
function AIStackSignalCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return ScriptedPuppet
function AIStackSignalCondition.GetPuppet(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param data AIStackSignalConditionData
---@return Variant
function AIStackSignalCondition:CalculateValue(context, data) return end

---@return String
function AIStackSignalCondition:GetEditorSubCaption() return end

---@param context AIbehaviorScriptExecutionContext
---@return AISignalHandlerComponent
function AIStackSignalCondition:GetSignalHandler(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param data AIStackSignalConditionData
function AIStackSignalCondition:OnActivate(context, data) return end

---@param context AIbehaviorScriptExecutionContext
---@param data AIStackSignalConditionData
function AIStackSignalCondition:OnDeactivate(context, data) return end

---@class AIStackSignalConditionData
---@field callbackId Uint32
---@field lastValue Bool
AIStackSignalConditionData = {}

---@return AIStackSignalConditionData
function AIStackSignalConditionData.new() return end

---@param props table
---@return AIStackSignalConditionData
function AIStackSignalConditionData.new(props) return end

---@class AIStartedBeingTrackedAsHostile : AIAIEvent
AIStartedBeingTrackedAsHostile = {}

---@return AIStartedBeingTrackedAsHostile
function AIStartedBeingTrackedAsHostile.new() return end

---@param props table
---@return AIStartedBeingTrackedAsHostile
function AIStartedBeingTrackedAsHostile.new(props) return end

---@class AIStatListener : gameScriptStatsListener
---@field owner ScriptedPuppet
---@field behaviorCallbackName CName
AIStatListener = {}

---@return AIStatListener
function AIStatListener.new() return end

---@param props table
---@return AIStatListener
function AIStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function AIStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@param owner ScriptedPuppet
---@param behaviorCallbackName CName|string
function AIStatListener:SetInitData(owner, behaviorCallbackName) return end

---@class AIStatusEffectCondition : AIbehaviorconditionScript
AIStatusEffectCondition = {}

---@return AIStatusEffectCondition
function AIStatusEffectCondition.new() return end

---@param props table
---@return AIStatusEffectCondition
function AIStatusEffectCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameIBlackboard
function AIStatusEffectCondition:GetShootingBlackboard(context) return end

---@class AIStopCoverCommand : AICommand
AIStopCoverCommand = {}

---@return AIStopCoverCommand
function AIStopCoverCommand.new() return end

---@param props table
---@return AIStopCoverCommand
function AIStopCoverCommand.new(props) return end

---@class AIStopCoverCommandParams : questScriptedAICommandParams
AIStopCoverCommandParams = {}

---@return AIStopCoverCommandParams
function AIStopCoverCommandParams.new() return end

---@param props table
---@return AIStopCoverCommandParams
function AIStopCoverCommandParams.new(props) return end

---@return AICommand
function AIStopCoverCommandParams:CreateCommand() return end

---@return String
function AIStopCoverCommandParams:GetCommandName() return end

---@class AIStoppedBeingTrackedAsHostile : AIAIEvent
AIStoppedBeingTrackedAsHostile = {}

---@return AIStoppedBeingTrackedAsHostile
function AIStoppedBeingTrackedAsHostile.new() return end

---@param props table
---@return AIStoppedBeingTrackedAsHostile
function AIStoppedBeingTrackedAsHostile.new(props) return end

---@class AISubActionActivateLightPreset_Record_Implementation : IScriptable
AISubActionActivateLightPreset_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateLightPreset_Record
function AISubActionActivateLightPreset_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateLightPreset_Record
function AISubActionActivateLightPreset_Record_Implementation.ActivateLightPreset(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateLightPreset_Record
---@param duration Float
---@param interrupted Bool
function AISubActionActivateLightPreset_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateLightPreset_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionActivateLightPreset_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionActivateStrongArmsFX_Record_Implementation : IScriptable
AISubActionActivateStrongArmsFX_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateStrongArmsFX_Record
function AISubActionActivateStrongArmsFX_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateStrongArmsFX_Record
---@param duration Float
---@param interrupted Bool
function AISubActionActivateStrongArmsFX_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
function AISubActionActivateStrongArmsFX_Record_Implementation.SpawnStrongArmsFX(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionActivateStrongArmsFX_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionActivateStrongArmsFX_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionAddFact_Record_Implementation : IScriptable
AISubActionAddFact_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAddFact_Record
function AISubActionAddFact_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAddFact_Record
---@param duration Float
---@param interrupted Bool
function AISubActionAddFact_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAddFact_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionAddFact_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionApplyTimeDilation_Record_Implementation : IScriptable
AISubActionApplyTimeDilation_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionApplyTimeDilation_Record
function AISubActionApplyTimeDilation_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionApplyTimeDilation_Record
---@param duration Float
---@param interrupted Bool
function AISubActionApplyTimeDilation_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionApplyTimeDilation_Record
---@return Bool
function AISubActionApplyTimeDilation_Record_Implementation.SetTimeDilation(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionApplyTimeDilation_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionApplyTimeDilation_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionAttackWithWeapon_Record_Implementation : IScriptable
AISubActionAttackWithWeapon_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
function AISubActionAttackWithWeapon_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
---@return AIbehaviorUpdateOutcome
function AISubActionAttackWithWeapon_Record_Implementation.AttackWithWeapon(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
---@param duration Float
---@param interrupted Bool
function AISubActionAttackWithWeapon_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
---@param attack gameAttack_GameEffect
---@param effect gameEffectInstance
function AISubActionAttackWithWeapon_Record_Implementation.FillEffectData(context, record, attack, effect) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
---@return Bool, gameweaponObject
function AISubActionAttackWithWeapon_Record_Implementation.GetWeapon(context, record) return end

---@param weapon gameweaponObject
function AISubActionAttackWithWeapon_Record_Implementation.PrepareContinuousAttack(weapon) return end

---@param context AIbehaviorScriptExecutionContext
---@param attackName CName|string
function AISubActionAttackWithWeapon_Record_Implementation.SetAttackNameInBlackBoard(context, attackName) return end

---@param context AIbehaviorScriptExecutionContext
---@param weapon gameweaponObject
function AISubActionAttackWithWeapon_Record_Implementation.StartContinuousAttack(context, weapon) return end

---@param context AIbehaviorScriptExecutionContext
---@param weapon gameweaponObject
function AISubActionAttackWithWeapon_Record_Implementation.StartPreparedContinuousAttack(context, weapon) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionAttackWithWeapon_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionAttackWithWeapon_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionBlockData_Record_Implementation : IScriptable
AISubActionBlockData_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionBlockData_Record
---@param duration Float
---@param interrupted Bool
function AISubActionBlockData_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionBlockData_Record
---@return Int32
function AISubActionBlockData_Record_Implementation.GetAnimVariation(context, record) return end

---@param blackBoard gameIBlackboard
---@param owner ScriptedPuppet
---@return Int32
function AISubActionBlockData_Record_Implementation.GetAnimVariationInBlackBoard(blackBoard, owner) return end

---@param owner ScriptedPuppet
---@param direction EAIBlockDirection
---@return Int32
function AISubActionBlockData_Record_Implementation.SetAnimVariation(owner, direction) return end

---@param blackBoard gameIBlackboard
---@param owner ScriptedPuppet
---@param animVariation Int32
function AISubActionBlockData_Record_Implementation.SetAnimVariationInBlackBoard(blackBoard, owner, animVariation) return end

---@class AISubActionCallReinforcements_Record_Implementation : IScriptable
AISubActionCallReinforcements_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallReinforcements_Record
function AISubActionCallReinforcements_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallReinforcements_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCallReinforcements_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallReinforcements_Record
function AISubActionCallReinforcements_Record_Implementation.StartCallReinforcement(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallReinforcements_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCallReinforcements_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionCallSquadSearchBackUp_Record_Implementation : IScriptable
AISubActionCallSquadSearchBackUp_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallSquadSearchBackUp_Record
function AISubActionCallSquadSearchBackUp_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallSquadSearchBackUp_Record
function AISubActionCallSquadSearchBackUp_Record_Implementation.CallBackup(context, record) return end

---@param source gameObject
---@param target gameObject
---@param combatVersion Bool
---@param remainingDuration Float
---@param purelyDirect Bool
function AISubActionCallSquadSearchBackUp_Record_Implementation.CallBackupOneTarget(source, target, combatVersion, remainingDuration, purelyDirect) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallSquadSearchBackUp_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCallSquadSearchBackUp_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCallSquadSearchBackUp_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCallSquadSearchBackUp_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionChangeAttitude_Record_Implementation : IScriptable
AISubActionChangeAttitude_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeAttitude_Record
function AISubActionChangeAttitude_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeAttitude_Record
function AISubActionChangeAttitude_Record_Implementation.ChangeAttitude(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeAttitude_Record
---@param duration Float
---@param interrupted Bool
function AISubActionChangeAttitude_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeAttitude_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionChangeAttitude_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionChangeCoverSelectionPreset_Record_Implementation : IScriptable
AISubActionChangeCoverSelectionPreset_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeCoverSelectionPreset_Record
function AISubActionChangeCoverSelectionPreset_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeCoverSelectionPreset_Record
---@param duration Float
---@param interrupted Bool
function AISubActionChangeCoverSelectionPreset_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChangeCoverSelectionPreset_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionChangeCoverSelectionPreset_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionChimeraMetalstorm_Record_Implementation : IScriptable
AISubActionChimeraMetalstorm_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChimeraMetalstorm_Record
function AISubActionChimeraMetalstorm_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChimeraMetalstorm_Record
---@param duration Float
---@param interrupted Bool
function AISubActionChimeraMetalstorm_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChimeraMetalstorm_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionChimeraMetalstorm_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionCompleteCommand_Record_Implementation : IScriptable
AISubActionCompleteCommand_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCompleteCommand_Record
function AISubActionCompleteCommand_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
function AISubActionCompleteCommand_Record_Implementation.CompleteCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCompleteCommand_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCompleteCommand_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCompleteCommand_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCompleteCommand_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionConditionalFailure_Record_Implementation : IScriptable
AISubActionConditionalFailure_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionConditionalFailure_Record
function AISubActionConditionalFailure_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionConditionalFailure_Record
---@param duration Float
---@param interrupted Bool
function AISubActionConditionalFailure_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionConditionalFailure_Record
function AISubActionConditionalFailure_Record_Implementation.StartCooldowns(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionConditionalFailure_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionConditionalFailure_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionCover_Record_Implementation : IScriptable
AISubActionCover_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
function AISubActionCover_Record_Implementation.Activate(context, record) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param record gamedataAISubActionCover_Record
---@param target gameObject
---@param lineOfSightTolerance Float
---@param trackedLocation AITrackedLocation
---@param exposureMethods AICoverExposureMethod[]
---@return AICoverExposureMethod
function AISubActionCover_Record_Implementation.CalculateCoverExposureMethod(puppet, coverID, record, target, lineOfSightTolerance, trackedLocation, exposureMethods) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCover_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param puppet ScriptedPuppet
---@param target gameObject
---@param cm AISmartCoverManager
---@param consideredCoverID Uint64
---@return Bool
function AISubActionCover_Record_Implementation.EvaluateShootingSpot(puppet, target, cm, consideredCoverID) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
---@return Int32
function AISubActionCover_Record_Implementation.GetAnimVariation(context, record) return end

---@return Uint64
function AISubActionCover_Record_Implementation.GetInvalidCoverID() return end

---@param context AIbehaviorScriptExecutionContext
---@param cooldown gamedataAIActionCooldown_Record
---@param consideredCoverID Uint64
---@param consideredRing gamedataAIRingType
---@param currentRing gamedataAIRingType
---@param compareRings Bool
---@return Bool
function AISubActionCover_Record_Implementation.SelectCover(context, cooldown, consideredCoverID, consideredRing, currentRing, compareRings) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
function AISubActionCover_Record_Implementation.SetCoverData(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param puppet ScriptedPuppet
---@param coverID Uint64
---@param record gamedataAISubActionCover_Record
---@param target gameObject
---@param lineOfSightTolerance Float
function AISubActionCover_Record_Implementation.SetCoverExposureAnim(context, puppet, coverID, record, target, lineOfSightTolerance) return end

---@param context AIbehaviorScriptExecutionContext
function AISubActionCover_Record_Implementation.SetCurrentCover(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
function AISubActionCover_Record_Implementation.SetDesiredCover(context, record) return end

---@param puppet ScriptedPuppet
---@param coverID Uint64
function AISubActionCover_Record_Implementation.SetInitialCoverData(puppet, coverID) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCover_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCover_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionCreateGameEffect_Record_Implementation : IScriptable
AISubActionCreateGameEffect_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCreateGameEffect_Record
function AISubActionCreateGameEffect_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCreateGameEffect_Record
function AISubActionCreateGameEffect_Record_Implementation.CreateGameEffect(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCreateGameEffect_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCreateGameEffect_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCreateGameEffect_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCreateGameEffect_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionCustomEffectors_Record_Implementation : IScriptable
AISubActionCustomEffectors_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
function AISubActionCustomEffectors_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
function AISubActionCustomEffectors_Record_Implementation.ApplyEffectors(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
function AISubActionCustomEffectors_Record_Implementation.ApplyRemoveEffectors(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
---@param duration Float
---@param interrupted Bool
function AISubActionCustomEffectors_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
function AISubActionCustomEffectors_Record_Implementation.RemoveEffectors(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCustomEffectors_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionCustomEffectors_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionDisableAimAssist_Record_Implementation : IScriptable
AISubActionDisableAimAssist_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableAimAssist_Record
function AISubActionDisableAimAssist_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableAimAssist_Record
---@param duration Float
---@param interrupted Bool
function AISubActionDisableAimAssist_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param reason CName|string
function AISubActionDisableAimAssist_Record_Implementation.DisableAimAssist(context, reason) return end

---@param context AIbehaviorScriptExecutionContext
function AISubActionDisableAimAssist_Record_Implementation.EnableAimAssist(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableAimAssist_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionDisableAimAssist_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionDisableCollider_Record_Implementation : IScriptable
AISubActionDisableCollider_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableCollider_Record
function AISubActionDisableCollider_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableCollider_Record
---@param duration Float
---@param interrupted Bool
function AISubActionDisableCollider_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableCollider_Record
---@param duration Float
---@return Bool
function AISubActionDisableCollider_Record_Implementation.IsDelayConditionFulfilled(context, record, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDisableCollider_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionDisableCollider_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionDroneModifyAltitude_Record_Implementation : IScriptable
AISubActionDroneModifyAltitude_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDroneModifyAltitude_Record
function AISubActionDroneModifyAltitude_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDroneModifyAltitude_Record
---@param duration Float
---@param interrupted Bool
function AISubActionDroneModifyAltitude_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param desiredOffset Float
function AISubActionDroneModifyAltitude_Record_Implementation.SetDesiredAltitudeOffset(context, desiredOffset) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionDroneModifyAltitude_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionDroneModifyAltitude_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionEquipOnBody_Record_Implementation : IScriptable
AISubActionEquipOnBody_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnBody_Record
function AISubActionEquipOnBody_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnBody_Record
---@param duration Float
---@param interrupted Bool
function AISubActionEquipOnBody_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToEquip NPCItemToEquip[]
---@return Bool
function AISubActionEquipOnBody_Record_Implementation.EquipOnBody(context, itemsToEquip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordEquip_Record
---@param itemsToEquip NPCItemToEquip[]
---@return Bool
function AISubActionEquipOnBody_Record_Implementation.GetItemsToEquip(context, record, itemsToEquip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnBody_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionEquipOnBody_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionEquipOnSlot_Record_Implementation : IScriptable
AISubActionEquipOnSlot_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnSlot_Record
function AISubActionEquipOnSlot_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToEquip NPCItemToEquip[]
---@param sendAnimFeature Bool
function AISubActionEquipOnSlot_Record_Implementation.ApplyAnimFeature(context, itemsToEquip, sendAnimFeature) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnSlot_Record
---@param duration Float
---@param interrupted Bool
function AISubActionEquipOnSlot_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToEquip NPCItemToEquip[]
---@param cacheEquipped Bool
---@return Bool
function AISubActionEquipOnSlot_Record_Implementation.Equip(context, itemsToEquip, cacheEquipped) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionEquipOnSlot_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionEquipOnSlot_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionFailIfFriendlyFire_Record_Implementation : IScriptable
AISubActionFailIfFriendlyFire_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFailIfFriendlyFire_Record
function AISubActionFailIfFriendlyFire_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFailIfFriendlyFire_Record
---@param duration Float
---@param interrupted Bool
function AISubActionFailIfFriendlyFire_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFailIfFriendlyFire_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionFailIfFriendlyFire_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionFail_Record_Implementation : IScriptable
AISubActionFail_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFail_Record
function AISubActionFail_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFail_Record
---@param duration Float
---@param interrupted Bool
function AISubActionFail_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFail_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionFail_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionFastExitWorkspot_Record_Implementation : IScriptable
AISubActionFastExitWorkspot_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFastExitWorkspot_Record
function AISubActionFastExitWorkspot_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFastExitWorkspot_Record
---@param duration Float
---@param interrupted Bool
function AISubActionFastExitWorkspot_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFastExitWorkspot_Record
function AISubActionFastExitWorkspot_Record_Implementation.ExitWorkspot(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionFastExitWorkspot_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionFastExitWorkspot_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionForceDeath_Record_Implementation : IScriptable
AISubActionForceDeath_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceDeath_Record
function AISubActionForceDeath_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceDeath_Record
---@param duration Float
---@param interrupted Bool
function AISubActionForceDeath_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceDeath_Record
function AISubActionForceDeath_Record_Implementation.ForceDeath(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceDeath_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionForceDeath_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionForceEquip_Record_Implementation : IScriptable
AISubActionForceEquip_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceEquip_Record
function AISubActionForceEquip_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToEquip NPCItemToEquip[]
---@param record gamedataAISubActionForceEquip_Record
function AISubActionForceEquip_Record_Implementation.ApplyAnimFeature(context, itemsToEquip, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceEquip_Record
---@param duration Float
---@param interrupted Bool
function AISubActionForceEquip_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceEquip_Record
---@return Bool
function AISubActionForceEquip_Record_Implementation.Equip(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceEquip_Record
---@return Bool, ItemID
function AISubActionForceEquip_Record_Implementation.GetItemID(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceEquip_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionForceEquip_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionForceHitReaction_Record_Implementation : IScriptable
AISubActionForceHitReaction_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceHitReaction_Record
function AISubActionForceHitReaction_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceHitReaction_Record
---@param duration Float
---@param interrupted Bool
function AISubActionForceHitReaction_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param target gameObject
---@param hitDirection Int32
---@param hitIntensity Int32
---@param hitType Int32
---@param hitBodyPart Int32
---@param stance Int32
---@param animVariation Int32
---@param hitSource Int32
function AISubActionForceHitReaction_Record_Implementation.SendForcedHitDataToAIBehavior(target, hitDirection, hitIntensity, hitType, hitBodyPart, stance, animVariation, hitSource) return end

---@param target gameObject
---@param hitDirection Int32
---@param hitIntensity Int32
---@param hitType Int32
---@param hitBodyPart Int32
---@param stance Int32
---@param animVariation Int32
---@param hitSource Int32
function AISubActionForceHitReaction_Record_Implementation.SendForcedTwitchDataToAnimationGraph(target, hitDirection, hitIntensity, hitType, hitBodyPart, stance, animVariation, hitSource) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceHitReaction_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionForceHitReaction_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionForceUnequip_Record_Implementation : IScriptable
AISubActionForceUnequip_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
function AISubActionForceUnequip_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
function AISubActionForceUnequip_Record_Implementation.ApplyAnimFeature(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
---@param duration Float
---@param interrupted Bool
function AISubActionForceUnequip_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
---@return Bool
function AISubActionForceUnequip_Record_Implementation.Drop(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
---@return Bool
function AISubActionForceUnequip_Record_Implementation.Unequip(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionForceUnequip_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionForceUnequip_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionGameplayLogicPackage_Record_Implementation : IScriptable
AISubActionGameplayLogicPackage_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGameplayLogicPackage_Record
function AISubActionGameplayLogicPackage_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGameplayLogicPackage_Record
function AISubActionGameplayLogicPackage_Record_Implementation.ApplyGameplayLogicPackage(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGameplayLogicPackage_Record
---@param duration Float
---@param interrupted Bool
function AISubActionGameplayLogicPackage_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGameplayLogicPackage_Record
function AISubActionGameplayLogicPackage_Record_Implementation.RemoveGameplayLogicPackage(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGameplayLogicPackage_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionGameplayLogicPackage_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionGeneratePointOfInterestTarget_Record_Implementation : IScriptable
AISubActionGeneratePointOfInterestTarget_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
---@param duration Float
---@param interrupted Bool
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
---@return gameObject
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.GetClosestThreat(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
---@return gameObject
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.GetFriendlyTarget(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
---@return gameObject
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.GetSquadMate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.SetPointOfInterest(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionGeneratePointOfInterestTarget_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionGeneratePointOfInterestTarget_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionHitData_Record_Implementation : IScriptable
AISubActionHitData_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionHitData_Record
---@return Int32
function AISubActionHitData_Record_Implementation.GetAnimVariation(context, record) return end

---@class AISubActionInAir_Record_Implementation : IScriptable
AISubActionInAir_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInAir_Record
function AISubActionInAir_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInAir_Record
---@param duration Float
---@param interrupted Bool
function AISubActionInAir_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInAir_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionInAir_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionInitialReactionParams_Record_Implementation : IScriptable
AISubActionInitialReactionParams_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInitialReaction_Record
---@return Float
function AISubActionInitialReactionParams_Record_Implementation.GetAnimDirection(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInitialReaction_Record
---@return Int32
function AISubActionInitialReactionParams_Record_Implementation.GetAnimVariation(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionInitialReaction_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionInitialReactionParams_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionLeaveCover_Record_Implementation : IScriptable
AISubActionLeaveCover_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionLeaveCover_Record
function AISubActionLeaveCover_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionLeaveCover_Record
---@param duration Float
---@param interrupted Bool
function AISubActionLeaveCover_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionLeaveCover_Record
---@return Bool
function AISubActionLeaveCover_Record_Implementation.LeaveCover(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionLeaveCover_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionLeaveCover_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionMeleeAttackAttemptEvent_Record_Implementation : IScriptable
AISubActionMeleeAttackAttemptEvent_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackAttemptEvent_Record
function AISubActionMeleeAttackAttemptEvent_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackAttemptEvent_Record
---@param duration Float
---@param interrupted Bool
function AISubActionMeleeAttackAttemptEvent_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackAttemptEvent_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionMeleeAttackAttemptEvent_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionMeleeAttackManager_Record_Implementation : IScriptable
AISubActionMeleeAttackManager_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackManager_Record
function AISubActionMeleeAttackManager_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackManager_Record
---@param duration Float
---@param interrupted Bool
function AISubActionMeleeAttackManager_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param owner gameObject
---@param weapon gameItemObject
function AISubActionMeleeAttackManager_Record_Implementation.StartStrongArmsTrailEffect(owner, weapon) return end

---@param context AIbehaviorScriptExecutionContext
---@param weapons gameItemObject[]
function AISubActionMeleeAttackManager_Record_Implementation.StartWeaponTrailEffect(context, weapons) return end

---@param context AIbehaviorScriptExecutionContext
---@param weapons gameItemObject[]
function AISubActionMeleeAttackManager_Record_Implementation.StopWeaponTrailEffect(context, weapons) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMeleeAttackManager_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionMeleeAttackManager_Record_Implementation.Update(context, record, duration) return end

---@param owner gameObject
---@param weapon gameItemObject
function AISubActionMeleeAttackManager_Record_Implementation.stopStrongArmsTrailEffect(owner, weapon) return end

---@class AISubActionMissileRainCircular_Record_Implementation : IScriptable
AISubActionMissileRainCircular_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainCircular_Record
function AISubActionMissileRainCircular_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainCircular_Record
---@param duration Float
---@param interrupted Bool
function AISubActionMissileRainCircular_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainCircular_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionMissileRainCircular_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionMissileRainGrid_Record_Implementation : IScriptable
AISubActionMissileRainGrid_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainGrid_Record
function AISubActionMissileRainGrid_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainGrid_Record
---@param duration Float
---@param interrupted Bool
function AISubActionMissileRainGrid_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainGrid_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionMissileRainGrid_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionModifyStatPool_Record_Implementation : IScriptable
AISubActionModifyStatPool_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionModifyStatPool_Record
function AISubActionModifyStatPool_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionModifyStatPool_Record
---@param duration Float
---@param interrupted Bool
function AISubActionModifyStatPool_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionModifyStatPool_Record
function AISubActionModifyStatPool_Record_Implementation.ModifyStatPool(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionModifyStatPool_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionModifyStatPool_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionMountVehicle_Record_Implementation : IScriptable
AISubActionMountVehicle_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMountVehicle_Record
function AISubActionMountVehicle_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMountVehicle_Record
---@param duration Float
---@param interrupted Bool
function AISubActionMountVehicle_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIHumanComponent
function AISubActionMountVehicle_Record_Implementation.GetAIComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMountVehicle_Record
---@return Bool
function AISubActionMountVehicle_Record_Implementation.MountVehicle(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMountVehicle_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionMountVehicle_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionPlaySound_Record_Implementation : IScriptable
AISubActionPlaySound_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlaySound_Record
function AISubActionPlaySound_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlaySound_Record
---@param duration Float
---@param interrupted Bool
function AISubActionPlaySound_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlaySound_Record
function AISubActionPlaySound_Record_Implementation.PlaySound(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlaySound_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionPlaySound_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionPlayVoiceOver_Record_Implementation : IScriptable
AISubActionPlayVoiceOver_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
function AISubActionPlayVoiceOver_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@param duration Float
---@param interrupted Bool
function AISubActionPlayVoiceOver_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@return Bool
function AISubActionPlayVoiceOver_Record_Implementation.IsConditionFulfilled(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@return Bool
function AISubActionPlayVoiceOver_Record_Implementation.IsCooldownConditionFulfilled(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@param duration Float
---@return Bool
function AISubActionPlayVoiceOver_Record_Implementation.IsDelayConditionFulfilled(context, record, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@return Bool
function AISubActionPlayVoiceOver_Record_Implementation.IsSquadmateConditionFulfilled(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@param debugInitContext CName|string
function AISubActionPlayVoiceOver_Record_Implementation.SendVoiceOverEvent(context, record, debugInitContext) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionPlayVoiceOver_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionPlayVoiceOver_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionQueueAIEvent_Record_Implementation : IScriptable
AISubActionQueueAIEvent_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueAIEvent_Record
function AISubActionQueueAIEvent_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueAIEvent_Record
---@param duration Float
---@param interrupted Bool
function AISubActionQueueAIEvent_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueAIEvent_Record
function AISubActionQueueAIEvent_Record_Implementation.QueueAIEvent(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueAIEvent_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionQueueAIEvent_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionQueueCommunicationEvent_Record_Implementation : IScriptable
AISubActionQueueCommunicationEvent_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueCommunicationEvent_Record
function AISubActionQueueCommunicationEvent_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueCommunicationEvent_Record
---@param duration Float
---@param interrupted Bool
function AISubActionQueueCommunicationEvent_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueCommunicationEvent_Record
function AISubActionQueueCommunicationEvent_Record_Implementation.QueueCommunicationEvent(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQueueCommunicationEvent_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionQueueCommunicationEvent_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionQuickHack_Record_Implementation : IScriptable
AISubActionQuickHack_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
function AISubActionQuickHack_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
function AISubActionQuickHack_Record_Implementation.CancelConnection(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
---@param duration Float
---@param interrupted Bool
function AISubActionQuickHack_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
function AISubActionQuickHack_Record_Implementation.Hack(context, record) return end

---@param netrunner gameObject
---@param proxy gameObject
---@param target gameObject
---@param from gameObject
---@param to gameObject
function AISubActionQuickHack_Record_Implementation.SendNetworkLinkEvent(netrunner, proxy, target, from, to) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionQuickHack_Record_Implementation.Update(context, record, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionQuickHack_Record
function AISubActionQuickHack_Record_Implementation.VisualiseConnection(context, record) return end

---@class AISubActionRandomize_Record_Implementation : IScriptable
AISubActionRandomize_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionRandomize_Record
---@param duration Float
---@param interrupted Bool
function AISubActionRandomize_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionRandomize_Record
---@return Int32
function AISubActionRandomize_Record_Implementation.GetAnimVariation(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionRandomize_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionRandomize_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionRegisterActionName_Record_Implementation : IScriptable
AISubActionRegisterActionName_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionRegisterActionName_Record
function AISubActionRegisterActionName_Record_Implementation.Activate(context, record) return end

---@class AISubActionReloadWeapon_Record_Implementation : IScriptable
AISubActionReloadWeapon_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionReloadWeapon_Record
function AISubActionReloadWeapon_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionReloadWeapon_Record
---@param duration Float
---@param interrupted Bool
function AISubActionReloadWeapon_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionReloadWeapon_Record
---@return Bool, gameweaponObject
function AISubActionReloadWeapon_Record_Implementation.GetWeapon(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionReloadWeapon_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionReloadWeapon_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionScaleDurationWithDistance_Record_Implementation : IScriptable
AISubActionScaleDurationWithDistance_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionScaleDurationWithDistance_Record
function AISubActionScaleDurationWithDistance_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionScaleDurationWithDistance_Record
---@param duration Float
---@param interrupted Bool
function AISubActionScaleDurationWithDistance_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionScaleDurationWithDistance_Record
---@param actionPhase Int32
---@param baseDuration Float
---@return Float
function AISubActionScaleDurationWithDistance_Record_Implementation.GetPhaseDuration(context, record, actionPhase, baseDuration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionScaleDurationWithDistance_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionScaleDurationWithDistance_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSecuritySystemNotification_Record_Implementation : IScriptable
AISubActionSecuritySystemNotification_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSecuritySystemNotification_Record
function AISubActionSecuritySystemNotification_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSecuritySystemNotification_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSecuritySystemNotification_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSecuritySystemNotification_Record
function AISubActionSecuritySystemNotification_Record_Implementation.NotifySecuritySystem(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSecuritySystemNotification_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSecuritySystemNotification_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSendSignal_Record_Implementation : IScriptable
AISubActionSendSignal_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSendSignal_Record
function AISubActionSendSignal_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSendSignal_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSendSignal_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSendSignal_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSendSignal_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetEquipPrimaryWeapons_Record_Implementation : IScriptable
AISubActionSetEquipPrimaryWeapons_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipPrimaryWeapons_Record
function AISubActionSetEquipPrimaryWeapons_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipPrimaryWeapons_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetEquipPrimaryWeapons_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordEquip_Record
---@param itemsToEquip NPCItemToEquip[]
---@return Bool
function AISubActionSetEquipPrimaryWeapons_Record_Implementation.GetItemsToEquip(context, record, itemsToEquip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipPrimaryWeapons_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetEquipPrimaryWeapons_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetEquipSecondaryWeapons_Record_Implementation : IScriptable
AISubActionSetEquipSecondaryWeapons_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipSecondaryWeapons_Record
function AISubActionSetEquipSecondaryWeapons_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipSecondaryWeapons_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetEquipSecondaryWeapons_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordEquip_Record
---@param itemsToEquip NPCItemToEquip[]
---@return Bool
function AISubActionSetEquipSecondaryWeapons_Record_Implementation.GetItemsToEquip(context, record, itemsToEquip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetEquipSecondaryWeapons_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetEquipSecondaryWeapons_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetEquipWeaponsUtils : IScriptable
AISubActionSetEquipWeaponsUtils = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordEquip_Record
---@param itemsToEquip NPCItemToEquip[]
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetEquipWeaponsUtils.Update(context, record, itemsToEquip, duration) return end

---@class AISubActionSetInfluenceMap_Record_Implementation : IScriptable
AISubActionSetInfluenceMap_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInfluenceMap_Record
function AISubActionSetInfluenceMap_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInfluenceMap_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetInfluenceMap_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInfluenceMap_Record
function AISubActionSetInfluenceMap_Record_Implementation.SetInfluenceMap(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInfluenceMap_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetInfluenceMap_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetInt_Record_Implementation : IScriptable
AISubActionSetInt_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInt_Record
function AISubActionSetInt_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInt_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetInt_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetInt_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetInt_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetStimSource_Record_Implementation : IScriptable
AISubActionSetStimSource_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetStimSource_Record
function AISubActionSetStimSource_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetStimSource_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetStimSource_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetStimSource_Record
function AISubActionSetStimSource_Record_Implementation.SetStimSource(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetStimSource_Record
---@param position Vector4
function AISubActionSetStimSource_Record_Implementation.SetStimSourcePosition(context, record, position) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetStimSource_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetStimSource_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetTargetByTag_Record_Implementation : IScriptable
AISubActionSetTargetByTag_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTargetByTag_Record
function AISubActionSetTargetByTag_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param startPosition Vector4
---@param endPosition Vector4
---@param offMeshTags CName[]|string[]
---@return Bool
function AISubActionSetTargetByTag_Record_Implementation.CheckPath(context, startPosition, endPosition, offMeshTags) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTargetByTag_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetTargetByTag_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param minOwnerDistance Float
---@param maxOwnerDistance Float
---@param ownerDistances Float[]
---@param minDistanceObj Float
---@param maxDistanceObj Float
---@param distancesObj Float[]
---@param targetsPosition Vector4[]
---@param allowedOffMeshTags CName[]|string[]
---@param lineOfSightTarget Vector4
---@param blockLoSByNonPenetrableObj Bool
---@return Int32
function AISubActionSetTargetByTag_Record_Implementation.GetClosestIndexInRange(context, minOwnerDistance, maxOwnerDistance, ownerDistances, minDistanceObj, maxDistanceObj, distancesObj, targetsPosition, allowedOffMeshTags, lineOfSightTarget, blockLoSByNonPenetrableObj) return end

---@param context AIbehaviorScriptExecutionContext
---@param targets entEntity[]
---@param distances Float[]
---@return Bool
function AISubActionSetTargetByTag_Record_Implementation.GetDistancesFromEntity(context, targets, distances) return end

---@param context AIbehaviorScriptExecutionContext
---@param target Vector4
---@param positions Vector4[]
---@param outDistances Float[]
---@return Bool
function AISubActionSetTargetByTag_Record_Implementation.GetDistancesFromTargetToPositions(context, target, positions, outDistances) return end

---@param context AIbehaviorScriptExecutionContext
---@param minOwnerDistance Float
---@param maxOwnerDistance Float
---@param ownerDistances Float[]
---@param minDistanceObj Float
---@param maxDistanceObj Float
---@param distancesObj Float[]
---@param targetsPosition Vector4[]
---@param allowedOffMeshTags CName[]|string[]
---@param lineOfSightTarget Vector4
---@param blockLoSByNonPenetrableObj Bool
---@return Int32
function AISubActionSetTargetByTag_Record_Implementation.GetFarthestIndexInRange(context, minOwnerDistance, maxOwnerDistance, ownerDistances, minDistanceObj, maxDistanceObj, distancesObj, targetsPosition, allowedOffMeshTags, lineOfSightTarget, blockLoSByNonPenetrableObj) return end

---@param context AIbehaviorScriptExecutionContext
---@param targets entEntity[]
---@param positions Vector4[]
---@return Bool
function AISubActionSetTargetByTag_Record_Implementation.GetPositionsFromEntity(context, targets, positions) return end

---@param context AIbehaviorScriptExecutionContext
---@param minOwnerDistance Float
---@param maxOwnerDistance Float
---@param ownerDistances Float[]
---@param minDistanceObj Float
---@param maxDistanceObj Float
---@param distancesObj Float[]
---@param allowedOffMeshTags CName[]|string[]
---@param targetsPosition Vector4[]
---@param lineOfSightTarget Vector4
---@param blockLoSByNonPenetrableObj Bool
---@return Int32
function AISubActionSetTargetByTag_Record_Implementation.GetRandomIndexInRange(context, minOwnerDistance, maxOwnerDistance, ownerDistances, minDistanceObj, maxDistanceObj, distancesObj, allowedOffMeshTags, targetsPosition, lineOfSightTarget, blockLoSByNonPenetrableObj) return end

---@param context AIbehaviorScriptExecutionContext
---@param selectionPreference CName|string
---@param minDistance Float
---@param maxDistance Float
---@param distances Float[]
---@param minDistanceObj Float
---@param maxDistanceObj Float
---@param distancesObj Float[]
---@param targetsPosition Vector4[]
---@param allowedOffMeshTags CName[]|string[]
---@param lineOfSightTarget Vector4
---@param blockLoSByNonPenetrableObj Bool
---@return Int32
function AISubActionSetTargetByTag_Record_Implementation.SelectIndex(context, selectionPreference, minDistance, maxDistance, distances, minDistanceObj, maxDistanceObj, distancesObj, targetsPosition, allowedOffMeshTags, lineOfSightTarget, blockLoSByNonPenetrableObj) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTargetByTag_Record
---@return Bool
function AISubActionSetTargetByTag_Record_Implementation.SetTargetByTag(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTargetByTag_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetTargetByTag_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetTopThreatPersistance_Record_Implementation : IScriptable
AISubActionSetTopThreatPersistance_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTopThreatPersistance_Record
function AISubActionSetTopThreatPersistance_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTopThreatPersistance_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetTopThreatPersistance_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTopThreatPersistance_Record
function AISubActionSetTopThreatPersistance_Record_Implementation.ResetAllThreatsPersistenceForSource(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTopThreatPersistance_Record
---@param set Bool
function AISubActionSetTopThreatPersistance_Record_Implementation.SetTopThreatPersistance(context, record, set) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetTopThreatPersistance_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetTopThreatPersistance_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetUnequipPrimaryWeapons_Record_Implementation : IScriptable
AISubActionSetUnequipPrimaryWeapons_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipPrimaryWeapons_Record
function AISubActionSetUnequipPrimaryWeapons_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipPrimaryWeapons_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetUnequipPrimaryWeapons_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordUnequip_Record
---@param itemsToUnequip NPCItemToEquip[]
---@return Bool
function AISubActionSetUnequipPrimaryWeapons_Record_Implementation.GetItemsToUnequip(context, record, itemsToUnequip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipPrimaryWeapons_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetUnequipPrimaryWeapons_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetUnequipSecondaryWeapons_Record_Implementation : IScriptable
AISubActionSetUnequipSecondaryWeapons_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipSecondaryWeapons_Record
function AISubActionSetUnequipSecondaryWeapons_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipSecondaryWeapons_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetUnequipSecondaryWeapons_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordUnequip_Record
---@param itemsToUnequip NPCItemToEquip[]
---@return Bool
function AISubActionSetUnequipSecondaryWeapons_Record_Implementation.GetItemsToUnequip(context, record, itemsToUnequip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetUnequipSecondaryWeapons_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetUnequipSecondaryWeapons_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetUnequipWeaponsUtils : IScriptable
AISubActionSetUnequipWeaponsUtils = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionCharacterRecordUnequip_Record
---@param itemsToUnequip NPCItemToEquip[]
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetUnequipWeaponsUtils.Update(context, record, itemsToUnequip, duration) return end

---@class AISubActionSetWaypointByTag_Record_Implementation : IScriptable
AISubActionSetWaypointByTag_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWaypointByTag_Record
function AISubActionSetWaypointByTag_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWaypointByTag_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSetWaypointByTag_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWaypointByTag_Record
---@return Bool
function AISubActionSetWaypointByTag_Record_Implementation.SetWaypointByTag(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWaypointByTag_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetWaypointByTag_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSetWorldPosition_Record_Implementation : IScriptable
AISubActionSetWorldPosition_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWorldPosition_Record
function AISubActionSetWorldPosition_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWorldPosition_Record
---@return Vector4
function AISubActionSetWorldPosition_Record_Implementation.CalculateWorldPosition(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, Vector4
function AISubActionSetWorldPosition_Record_Implementation.GetNavmeshPosition(context) return end

---@param minOffset Vector3
---@param maxOffset Vector3
---@return Vector3
function AISubActionSetWorldPosition_Record_Implementation.GetRandomOffset(minOffset, maxOffset) return end

---@param context AIbehaviorScriptExecutionContext
---@param referenceTarget gamedataAIActionTarget_Record
---@param offset Vector3
---@param useLocalSpace Bool
---@return Vector4
function AISubActionSetWorldPosition_Record_Implementation.GetWorldPositionWithOffset(context, referenceTarget, offset, useLocalSpace) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSetWorldPosition_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSetWorldPosition_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionShootFromCar_Record_Implementation : IScriptable
AISubActionShootFromCar_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootFromCar_Record
function AISubActionShootFromCar_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootFromCar_Record
---@param duration Float
---@param interrupted Bool
function AISubActionShootFromCar_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootFromCar_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionShootFromCar_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionShootToPoint_Record_Implementation : IScriptable
AISubActionShootToPoint_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootToPoint_Record
function AISubActionShootToPoint_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootToPoint_Record
---@param duration Float
---@param interrupted Bool
function AISubActionShootToPoint_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootToPoint_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionShootToPoint_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionShootWithWeapon_Record_Implementation : IScriptable
AISubActionShootWithWeapon_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootWithWeapon_Record
function AISubActionShootWithWeapon_Record_Implementation.Activate(context, record) return end

---@param v3 Vector3[]
---@return Vector4[]
function AISubActionShootWithWeapon_Record_Implementation.ConvertVector3ArrayToVector4Array(v3) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootWithWeapon_Record
---@param duration Float
---@param interrupted Bool
function AISubActionShootWithWeapon_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootWithWeapon_Record
---@param weaponsList gameweaponObject[]
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.GetWeapon(context, record, weaponsList) return end

---@param weapon gameweaponObject
function AISubActionShootWithWeapon_Record_Implementation.QueueFirstShot(weapon) return end

---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param duration Float
function AISubActionShootWithWeapon_Record_Implementation.QueueNextShot(weapon, requestedTriggerMode, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
---@param coordinateArray Vector4[]
---@param shootPointPosition Vector4[]
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.SetShootPointsByCoordinate(context, target, coordinateArray, shootPointPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param tags CName[]|string[]
---@param shootPointPosition Vector4[]
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.SetShootPointsBytag(context, tags, shootPointPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootWithWeapon_Record
---@param duration Float
---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param targetPosition Vector4
---@param target gameObject
---@param offset Vector4
---@param predictionTime Float
---@param muzzleOffset Vector4
---@param weaponCustomEvent CName|string
function AISubActionShootWithWeapon_Record_Implementation.Shoot(context, record, duration, weapon, requestedTriggerMode, targetPosition, target, offset, predictionTime, muzzleOffset, weaponCustomEvent) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionChimeraMetalstorm_Record
---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param target gameObject
---@param targetPosition Vector4
---@param duration Float
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.ShootChimeraMetalstorm(context, record, weapon, requestedTriggerMode, target, targetPosition, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainCircular_Record
---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param target gameObject
---@param targetPosition Vector4
---@param duration Float
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.ShootMissileRainCircular(context, record, weapon, requestedTriggerMode, target, targetPosition, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionMissileRainGrid_Record
---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param target gameObject
---@param targetPosition Vector4
---@param duration Float
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.ShootMissileRainGrid(context, record, weapon, requestedTriggerMode, target, targetPosition, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootToPoint_Record
---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param duration Float
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.ShootToPoints(context, record, weapon, requestedTriggerMode, duration) return end

---@param owner gamePuppet
---@param record gamedataAISubActionShootWithWeapon_Record
---@param weapon gameweaponObject
---@return Bool
function AISubActionShootWithWeapon_Record_Implementation.ShouldTrackTarget(owner, record, weapon) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionShootWithWeapon_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionShootWithWeapon_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSpawnFX_Record_Implementation : IScriptable
AISubActionSpawnFX_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSpawnFX_Record
function AISubActionSpawnFX_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSpawnFX_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSpawnFX_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSpawnFX_Record
function AISubActionSpawnFX_Record_Implementation.DespawnFX(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSpawnFX_Record
function AISubActionSpawnFX_Record_Implementation.SpawnFX(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSpawnFX_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSpawnFX_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionSquadSync_Record_Implementation : IScriptable
AISubActionSquadSync_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSquadSync_Record
function AISubActionSquadSync_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSquadSync_Record
---@param duration Float
---@param interrupted Bool
function AISubActionSquadSync_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSquadSync_Record
function AISubActionSquadSync_Record_Implementation.SquadSync(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionSquadSync_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionSquadSync_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionStartCooldown_Record_Implementation : IScriptable
AISubActionStartCooldown_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStartCooldown_Record
function AISubActionStartCooldown_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStartCooldown_Record
---@param duration Float
---@param interrupted Bool
function AISubActionStartCooldown_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStartCooldown_Record
function AISubActionStartCooldown_Record_Implementation.StartCooldowns(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStartCooldown_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionStartCooldown_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionStatusEffect_Record_Implementation : IScriptable
AISubActionStatusEffect_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
function AISubActionStatusEffect_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
function AISubActionStatusEffect_Record_Implementation.ApplyRemoveStatusEffect(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
function AISubActionStatusEffect_Record_Implementation.ApplyStatusEffect(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
---@param duration Float
---@param interrupted Bool
function AISubActionStatusEffect_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
function AISubActionStatusEffect_Record_Implementation.RemoveStatusEffect(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionStatusEffect_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionStatusEffect_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionThrowItem_Record_Implementation : IScriptable
AISubActionThrowItem_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
function AISubActionThrowItem_Record_Implementation.Activate(context, record) return end

---@param target gameObject
---@param paramsTDBRecord TweakDBID|string
---@param predictionTime Float
---@return gameprojectileTrajectoryParams
function AISubActionThrowItem_Record_Implementation.CreateCurvedTrajectory(target, paramsTDBRecord, predictionTime) return end

---@param target gameObject
---@param slotName CName|string
---@param paramsTDBRecord TweakDBID|string
---@return gameprojectileTrajectoryParams
function AISubActionThrowItem_Record_Implementation.CreateCurvedTrajectoryFollowTargetSlot(target, slotName, paramsTDBRecord) return end

---@param record gamedataAISubActionThrowItem_Record
---@param targetPosition Vector4
---@param throwAngle Float
---@return gameprojectileTrajectoryParams
function AISubActionThrowItem_Record_Implementation.CreateParabolicTrajectory(record, targetPosition, throwAngle) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
---@param duration Float
---@param interrupted Bool
function AISubActionThrowItem_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
function AISubActionThrowItem_Record_Implementation.DropItem(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param outStartType gameGrenadeThrowStartType
---@return Bool, Vector4, Float
function AISubActionThrowItem_Record_Implementation.GetCachedGrenadeQuery(context, outStartType) return end

---@param paramsTDBRecord TweakDBID|string
---@return gameprojectileFollowCurveTrajectoryParams
function AISubActionThrowItem_Record_Implementation.ReadCurvedTrajectoryTDBParams(paramsTDBRecord) return end

---@param context AIbehaviorScriptExecutionContext
function AISubActionThrowItem_Record_Implementation.SetNPCThrowingGrenade(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
function AISubActionThrowItem_Record_Implementation.ThrowInit(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
---@return Bool
function AISubActionThrowItem_Record_Implementation.ThrowItem(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionThrowItem_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionThrowItem_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionTriggerItemActivation_Record_Implementation : IScriptable
AISubActionTriggerItemActivation_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerItemActivation_Record
function AISubActionTriggerItemActivation_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerItemActivation_Record
---@param duration Float
---@param interrupted Bool
function AISubActionTriggerItemActivation_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerItemActivation_Record
function AISubActionTriggerItemActivation_Record_Implementation.TriggerActivation(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerItemActivation_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionTriggerItemActivation_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionTriggerStim_Record_Implementation : IScriptable
AISubActionTriggerStim_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerStim_Record
function AISubActionTriggerStim_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerStim_Record
---@param duration Float
---@param interrupted Bool
function AISubActionTriggerStim_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerStim_Record
function AISubActionTriggerStim_Record_Implementation.TriggerStim(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionTriggerStim_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionTriggerStim_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionUnequipOnSlot_Record_Implementation : IScriptable
AISubActionUnequipOnSlot_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUnequipOnSlot_Record
function AISubActionUnequipOnSlot_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToUnequip NPCItemToEquip[]
function AISubActionUnequipOnSlot_Record_Implementation.ApplyAnimFeature(context, itemsToUnequip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUnequipOnSlot_Record
---@param duration Float
---@param interrupted Bool
function AISubActionUnequipOnSlot_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemToUnequip NPCItemToEquip
---@return Bool
function AISubActionUnequipOnSlot_Record_Implementation.Drop(context, itemToUnequip) return end

---@param context AIbehaviorScriptExecutionContext
---@param dropItem Bool
---@param itemsToUnequip NPCItemToEquip[]
---@return Bool
function AISubActionUnequipOnSlot_Record_Implementation.Unequip(context, dropItem, itemsToUnequip) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUnequipOnSlot_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionUnequipOnSlot_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionUpdateFriendlyFireParams_Record_Implementation : IScriptable
AISubActionUpdateFriendlyFireParams_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUpdateFriendlyFireParams_Record
function AISubActionUpdateFriendlyFireParams_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUpdateFriendlyFireParams_Record
---@param duration Float
---@param interrupted Bool
function AISubActionUpdateFriendlyFireParams_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param equippedItemType gamedataItemType
---@param ffs gameIFriendlyFireSystem
function AISubActionUpdateFriendlyFireParams_Record_Implementation.SetFriendlyFireGeometry(equippedItemType, ffs) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUpdateFriendlyFireParams_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionUpdateFriendlyFireParams_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionUseSensePreset_Record_Implementation : IScriptable
AISubActionUseSensePreset_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUseSensePreset_Record
function AISubActionUseSensePreset_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUseSensePreset_Record
---@param duration Float
---@param interrupted Bool
function AISubActionUseSensePreset_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionUseSensePreset_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionUseSensePreset_Record_Implementation.Update(context, record, duration) return end

---@class AISubActionWorkspot_Record_Implementation : IScriptable
AISubActionWorkspot_Record_Implementation = {}

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionWorkspot_Record
function AISubActionWorkspot_Record_Implementation.Activate(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionWorkspot_Record
---@param duration Float
---@param interrupted Bool
function AISubActionWorkspot_Record_Implementation.Deactivate(context, record, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionWorkspot_Record
function AISubActionWorkspot_Record_Implementation.ReleaseWorkspot(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionWorkspot_Record
function AISubActionWorkspot_Record_Implementation.ReserveWorkspot(context, record) return end

---@param context AIbehaviorScriptExecutionContext
---@param record gamedataAISubActionWorkspot_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AISubActionWorkspot_Record_Implementation.Update(context, record, duration) return end

---@class AISwitchToPrimaryWeaponCommand : AICommand
---@field unEquip Bool
AISwitchToPrimaryWeaponCommand = {}

---@return AISwitchToPrimaryWeaponCommand
function AISwitchToPrimaryWeaponCommand.new() return end

---@param props table
---@return AISwitchToPrimaryWeaponCommand
function AISwitchToPrimaryWeaponCommand.new(props) return end

---@class AISwitchToSecondaryWeaponCommand : AICommand
---@field unEquip Bool
AISwitchToSecondaryWeaponCommand = {}

---@return AISwitchToSecondaryWeaponCommand
function AISwitchToSecondaryWeaponCommand.new() return end

---@param props table
---@return AISwitchToSecondaryWeaponCommand
function AISwitchToSecondaryWeaponCommand.new(props) return end

---@class AISystemImpl : AIISystem
AISystemImpl = {}

---@return AISystemImpl
function AISystemImpl.new() return end

---@param props table
---@return AISystemImpl
function AISystemImpl.new(props) return end

---@class AITacticLimiter : AICoverSelectionParameters
AITacticLimiter = {}

---@return AITacticLimiter
function AITacticLimiter.new() return end

---@param props table
---@return AITacticLimiter
function AITacticLimiter.new(props) return end

---@class AITaggedAIEvent : AIAIEvent
---@field tags CName[]
AITaggedAIEvent = {}

---@return AITaggedAIEvent
function AITaggedAIEvent.new() return end

---@param props table
---@return AITaggedAIEvent
function AITaggedAIEvent.new(props) return end

---@param tag CName|string
function AITaggedAIEvent:AddTag(tag) return end

---@class AITakedownHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AITakedownHandler = {}

---@return AITakedownHandler
function AITakedownHandler.new() return end

---@param props table
---@return AITakedownHandler
function AITakedownHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AITakedownHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AITakedownHandler:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AITakedownHandler:Update(context) return end

---@class AITarget : AIITarget
AITarget = {}

---@return AITarget
function AITarget.new() return end

---@param props table
---@return AITarget
function AITarget.new(props) return end

---@class AITargetNodeInstance : AIITarget
AITargetNodeInstance = {}

---@return AITargetNodeInstance
function AITargetNodeInstance.new() return end

---@param props table
---@return AITargetNodeInstance
function AITargetNodeInstance.new(props) return end

---@class AITargetTrackerComponent : gameComponent
---@field TriggersCombat Bool
AITargetTrackerComponent = {}

---@return AITargetTrackerComponent
function AITargetTrackerComponent.new() return end

---@param props table
---@return AITargetTrackerComponent
function AITargetTrackerComponent.new(props) return end

---@param et entEntity
function AITargetTrackerComponent:ActivateThreat(et) return end

---@param et entEntity
---@param value Float
function AITargetTrackerComponent:AddDroppingCooldown(et, value) return end

---@param et entEntity
---@param isHostile Bool
---@param pos Vector4
---@param accuracy Float
---@param cooldown Float
---@param isPersistent Bool
---@return Uint32
function AITargetTrackerComponent:AddThreat(et, isHostile, pos, accuracy, cooldown, isPersistent) return end

---@param pos Vector4
---@param timeToLive Float
---@return Uint32
function AITargetTrackerComponent:AddThreatOnPosition(pos, timeToLive) return end

function AITargetTrackerComponent:ClearForceDetected() return end

function AITargetTrackerComponent:ClearThreats() return end

---@param onlyHostiles Bool
---@param onlyInContact Bool
---@return entEntity[]
function AITargetTrackerComponent:CollectTrackers(onlyHostiles, onlyInContact) return end

---@param et entEntity
function AITargetTrackerComponent:DeactivateThreat(et) return end

---@return TweakDBID
function AITargetTrackerComponent:GetCurrentPreset() return end

---@param et entEntity
---@return Float
function AITargetTrackerComponent:GetDroppingCooldown(et) return end

---@param onlyVisible Bool
---@return AITrackedLocation[]
function AITargetTrackerComponent:GetHostileThreats(onlyVisible) return end

---@return AIDroppedThreatData
function AITargetTrackerComponent:GetRecentlyDroppedThreat() return end

---@param threat entEntity
---@param offset Vector3
---@param failIfVisible Bool
---@param slotName CName|string
---@param failSafeProvider entIPositionProvider
---@return entIPositionProvider
function AITargetTrackerComponent:GetThreatBeliefPositionProvider(threat, offset, failIfVisible, slotName, failSafeProvider) return end

---@param threat entEntity
---@param offset Vector3
---@param failIfVisible Bool
---@param slotName CName|string
---@param failSafeProvider entIPositionProvider
---@return entIPositionProvider
function AITargetTrackerComponent:GetThreatLastKnownPositionProvider(threat, offset, failIfVisible, slotName, failSafeProvider) return end

---@param et entEntity
---@return AIThreatPersistenceStatus
function AITargetTrackerComponent:GetThreatPersistence(et) return end

---@param et entEntity
---@param src Uint32
---@return AIThreatPersistenceStatus
function AITargetTrackerComponent:GetThreatPersistenceBySource(et, src) return end

---@param attackers Uint32
---@return Float
function AITargetTrackerComponent:GetThreatPriorityModFromAttackersCurve(attackers) return end

---@param distanceFromThreat Float
---@return Float
function AITargetTrackerComponent:GetThreatPriorityModFromDistCurve(distanceFromThreat) return end

---@param timeSinceLastDmg Float
---@return Float
function AITargetTrackerComponent:GetThreatPriorityModFromDmgCurve(timeSinceLastDmg) return end

---@param timeSinceTargetChange Float
---@return Float
function AITargetTrackerComponent:GetThreatPriorityModFromHisteresisCurve(timeSinceTargetChange) return end

---@param threat entEntity
---@param offset Vector3
---@param failIfVisible Bool
---@param slotName CName|string
---@param failSafeProvider entIPositionProvider
---@return entIPositionProvider
function AITargetTrackerComponent:GetThreatSharedBeliefPositionProvider(threat, offset, failIfVisible, slotName, failSafeProvider) return end

---@param threat entEntity
---@param offset Vector3
---@param failIfVisible Bool
---@param slotName CName|string
---@param failSafeProvider entIPositionProvider
---@return entIPositionProvider
function AITargetTrackerComponent:GetThreatSharedLastKnownPositionProvider(threat, offset, failIfVisible, slotName, failSafeProvider) return end

---@param onlyVisible Bool
---@return AITrackedLocation[]
function AITargetTrackerComponent:GetThreats(onlyVisible) return end

---@param onlyVisible Bool
---@return Bool, AITrackedLocation
function AITargetTrackerComponent:GetTopHostileThreat(onlyVisible) return end

---@param et entEntity
---@return Float
function AITargetTrackerComponent:GetVisibleThreatBeliefAccuracy(et) return end

---@param onlyVisible Bool
---@param onlyEntities Bool
---@return Bool
function AITargetTrackerComponent:HasHostileThreat(onlyVisible, onlyEntities) return end

---@param pos Vector4
---@return Bool
function AITargetTrackerComponent:IsPositionValid(pos) return end

---@param et entEntity
---@return Uint32
function AITargetTrackerComponent:MapThreat(et) return end

---@param sqType AISquadType
function AITargetTrackerComponent:PullSquadSync(sqType) return end

---@param sqType AISquadType
function AITargetTrackerComponent:PushSquadSync(sqType) return end

---@param et entEntity
---@param listener AIScriptsTargetTrackingListener
function AITargetTrackerComponent:RegisterListener(et, listener) return end

---@param id Uint32
function AITargetTrackerComponent:RemoveThreat(id) return end

---@param et entEntity
---@param reason CName|string
function AITargetTrackerComponent:RemoveThreatBeliefAccuracyMinValue(et, reason) return end

---@param et entEntity
---@param reason CName|string
---@param minAccuracy Float
function AITargetTrackerComponent:RequestThreatBeliefAccuracyMinValue(et, reason, minAccuracy) return end

---@param et entEntity
function AITargetTrackerComponent:ResetDroppingCooldown(et) return end

---@param delay Float
function AITargetTrackerComponent:ResetRecentlyDroppedThreat(delay) return end

function AITargetTrackerComponent:ResetRecentlyDroppedThreatNoCallbacks() return end

---@param presetId TweakDBID|string
function AITargetTrackerComponent:SetCurrentPreset(presetId) return end

---@param isPersistent Bool
---@param src Uint32
function AITargetTrackerComponent:SetCurrentThreatsPersistence(isPersistent, src) return end

function AITargetTrackerComponent:SetForceDetect() return end

---@param threat entEntity
---@param position Vector4
---@param validFor Float
function AITargetTrackerComponent:SetRecentlyDroppedThreat(threat, position, validFor) return end

---@param et entEntity
---@param accuracy Float
function AITargetTrackerComponent:SetThreatAccuracy(et, accuracy) return end

---@param et entEntity
---@param threatValue Float
function AITargetTrackerComponent:SetThreatBaseMul(et, threatValue) return end

---@param et entEntity
---@param accuracy Float
function AITargetTrackerComponent:SetThreatBeliefAccuracy(et, accuracy) return end

---@param et entEntity
---@param isPersistent Bool
---@param src Uint32
function AITargetTrackerComponent:SetThreatPersistence(et, isPersistent, src) return end

---@param curveName CName|string
---@return Bool
function AITargetTrackerComponent:SetThreatPriorityAttackersCurve(curveName) return end

---@param curveName CName|string
---@return Bool
function AITargetTrackerComponent:SetThreatPriorityDistCurve(curveName) return end

---@param curveName CName|string
---@return Bool
function AITargetTrackerComponent:SetThreatPriorityDmgCurve(curveName) return end

---@param curveName CName|string
---@return Bool
function AITargetTrackerComponent:SetThreatPriorityHisteresisCurve(curveName) return end

---@param et entEntity
---@return Bool, AITrackedLocation
function AITargetTrackerComponent:ThreatFromEntity(et) return end

---@class AITargetTrackerComponentPS : gameComponentPS
---@field threatsSaveData AIThreatSaveData[]
AITargetTrackerComponentPS = {}

---@return AITargetTrackerComponentPS
function AITargetTrackerComponentPS.new() return end

---@param props table
---@return AITargetTrackerComponentPS
function AITargetTrackerComponentPS.new(props) return end

---@class AITargetTrackerManager : AITargetTrackerManagerInterface
AITargetTrackerManager = {}

---@return AITargetTrackerManager
function AITargetTrackerManager.new() return end

---@param props table
---@return AITargetTrackerManager
function AITargetTrackerManager.new(props) return end

---@class AITargetTrackerManagerInterface : gameIGameSystem
AITargetTrackerManagerInterface = {}

---@class AITeleportCommand : AICommand
---@field position Vector4
---@field rotation Float
---@field doNavTest Bool
AITeleportCommand = {}

---@return AITeleportCommand
function AITeleportCommand.new() return end

---@param props table
---@return AITeleportCommand
function AITeleportCommand.new(props) return end

---@class AIThreatBeliefPositionProvider : AIThreatPositionProvider
AIThreatBeliefPositionProvider = {}

---@return AIThreatBeliefPositionProvider
function AIThreatBeliefPositionProvider.new() return end

---@param props table
---@return AIThreatBeliefPositionProvider
function AIThreatBeliefPositionProvider.new(props) return end

---@class AIThreatCalculationEvent : redEvent
---@field set Bool
---@field temporaryThreatCalculationType EAIThreatCalculationType
AIThreatCalculationEvent = {}

---@return AIThreatCalculationEvent
function AIThreatCalculationEvent.new() return end

---@param props table
---@return AIThreatCalculationEvent
function AIThreatCalculationEvent.new(props) return end

---@class AIThreatDeath : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field id Uint32
---@field detected Bool
AIThreatDeath = {}

---@return AIThreatDeath
function AIThreatDeath.new() return end

---@param props table
---@return AIThreatDeath
function AIThreatDeath.new(props) return end

---@class AIThreatDefeated : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field id Uint32
---@field detected Bool
AIThreatDefeated = {}

---@return AIThreatDefeated
function AIThreatDefeated.new() return end

---@param props table
---@return AIThreatDefeated
function AIThreatDefeated.new(props) return end

---@class AIThreatDistanceCoverSelection : AICoverSelectionParameters
AIThreatDistanceCoverSelection = {}

---@return AIThreatDistanceCoverSelection
function AIThreatDistanceCoverSelection.new() return end

---@param props table
---@return AIThreatDistanceCoverSelection
function AIThreatDistanceCoverSelection.new(props) return end

---@class AIThreatExpectationInvalid : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field threatId Uint32
AIThreatExpectationInvalid = {}

---@return AIThreatExpectationInvalid
function AIThreatExpectationInvalid.new() return end

---@param props table
---@return AIThreatExpectationInvalid
function AIThreatExpectationInvalid.new(props) return end

---@class AIThreatInvalid : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field isEnemy Bool
---@field isHostile Bool
AIThreatInvalid = {}

---@return AIThreatInvalid
function AIThreatInvalid.new() return end

---@param props table
---@return AIThreatInvalid
function AIThreatInvalid.new(props) return end

---@class AIThreatLastKnownPositionProvider : AIThreatPositionProvider
AIThreatLastKnownPositionProvider = {}

---@return AIThreatLastKnownPositionProvider
function AIThreatLastKnownPositionProvider.new() return end

---@param props table
---@return AIThreatLastKnownPositionProvider
function AIThreatLastKnownPositionProvider.new(props) return end

---@class AIThreatPositionProvider : entIPositionProvider
AIThreatPositionProvider = {}

---@class AIThreatRemoved : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field isHostile Bool
---@field isEnemy Bool
---@field isDead Bool
---@field distanceBasedInstantDrop Bool
AIThreatRemoved = {}

---@return AIThreatRemoved
function AIThreatRemoved.new() return end

---@param props table
---@return AIThreatRemoved
function AIThreatRemoved.new(props) return end

---@class AIThreatSaveData
---@field entityId entEntityID
---@field persistenceSourceBitMask Uint32
AIThreatSaveData = {}

---@return AIThreatSaveData
function AIThreatSaveData.new() return end

---@param props table
---@return AIThreatSaveData
function AIThreatSaveData.new(props) return end

---@class AIThreatSharedBeliefPositionProvider : AIThreatPositionProvider
AIThreatSharedBeliefPositionProvider = {}

---@return AIThreatSharedBeliefPositionProvider
function AIThreatSharedBeliefPositionProvider.new() return end

---@param props table
---@return AIThreatSharedBeliefPositionProvider
function AIThreatSharedBeliefPositionProvider.new(props) return end

---@class AIThreatSharedLastKnownPositionProvider : AIThreatPositionProvider
AIThreatSharedLastKnownPositionProvider = {}

---@return AIThreatSharedLastKnownPositionProvider
function AIThreatSharedLastKnownPositionProvider.new() return end

---@param props table
---@return AIThreatSharedLastKnownPositionProvider
function AIThreatSharedLastKnownPositionProvider.new(props) return end

---@class AIThreatUnconscious : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field id Uint32
---@field detected Bool
AIThreatUnconscious = {}

---@return AIThreatUnconscious
function AIThreatUnconscious.new() return end

---@param props table
---@return AIThreatUnconscious
function AIThreatUnconscious.new(props) return end

---@class AIThreatValid : AIAIEvent
---@field owner entEntity
---@field threat entEntity
---@field isEnemy Bool
---@field isHostile Bool
AIThreatValid = {}

---@return AIThreatValid
function AIThreatValid.new() return end

---@param props table
---@return AIThreatValid
function AIThreatValid.new(props) return end

---@class AIThrowGrenadeCommand : AICombatRelatedCommand
---@field targetOverrideNodeRef NodeRef
---@field targetOverridePuppetRef gameEntityReference
---@field duration Float
---@field once Bool
AIThrowGrenadeCommand = {}

---@return AIThrowGrenadeCommand
function AIThrowGrenadeCommand.new() return end

---@param props table
---@return AIThrowGrenadeCommand
function AIThrowGrenadeCommand.new(props) return end

---@class AIThrowGrenadeForcedCommand : AIThrowGrenadeCommand
AIThrowGrenadeForcedCommand = {}

---@return AIThrowGrenadeForcedCommand
function AIThrowGrenadeForcedCommand.new() return end

---@param props table
---@return AIThrowGrenadeForcedCommand
function AIThrowGrenadeForcedCommand.new(props) return end

---@class AITicketCondition : IScriptable
AITicketCondition = {}

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param check gamedataAITicketCheck_Record
---@param ticketRecord gamedataAITicket_Record
---@return Bool, entEntity[]
function AITicketCondition.Check(entity, interface, check, ticketRecord) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param check gamedataAISquadANDCondition_Record
---@param ticketRecord gamedataAITicket_Record
---@return Bool, entEntity[]
function AITicketCondition.CheckAND(entity, interface, check, ticketRecord) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param check gamedataAISquadContainsSelfCheck_Record
---@param squadMembers entEntity[]
---@return Bool
function AITicketCondition.CheckContainsSelf(entity, interface, check, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param condition gamedataAISquadDistanceRelationToSectorCheck_Record
---@param closest Bool
---@param ticketRecord gamedataAITicket_Record
---@param squadMembers entEntity[]
---@return Bool
function AITicketCondition.CheckDistanceRelationToSector(entity, interface, condition, closest, ticketRecord, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param condition gamedataAISquadDistanceRelationToTargetCheck_Record
---@param closest Bool
---@param squadMembers entEntity[]
---@return Bool
function AITicketCondition.CheckDistanceRelationToTarget(entity, interface, condition, closest, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param check gamedataAISquadMembersAmountCheck_Record
---@param squadMembers entEntity[]
---@return Bool
function AITicketCondition.CheckMembersAmount(entity, interface, check, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param ticketRecord gamedataAITicket_Record
---@return Bool
function AITicketCondition.CheckNumberOfTickets(entity, interface, ticketRecord) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param check gamedataAISquadORCondition_Record
---@param ticketRecord gamedataAITicket_Record
---@return Bool, entEntity[]
function AITicketCondition.CheckOR(entity, interface, check, ticketRecord) return end

---@param condition gamedataAISquadFilterByAICondition_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterAICondition(condition, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param condition gamedataAISquadAvoidLastFilter_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterAgainstChoosingPreviouslySelected(entity, interface, condition, squadMembers) return end

---@param interface PuppetSquadInterface
---@param condition gamedataAISquadInSectorFilter_Record
---@param ticketRecord gamedataAITicket_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterInSector(interface, condition, ticketRecord, squadMembers) return end

---@param condition gamedataAISquadItemPriorityFilter_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterItemPriority(condition, squadMembers) return end

---@param itemRecord gamedataItem_Record
---@param condition gamedataAISquadItemTypePriorityFilter_Record
---@param index Int32
---@return Bool
function AITicketCondition.FilterItemTypePredicate(itemRecord, condition, index) return end

---@param itemRecord gamedataItem_Record
---@param condition gamedataAISquadItemCategoryPriorityFilter_Record
---@param index Int32
---@return Bool
function AITicketCondition.FilterItemTypePredicate(itemRecord, condition, index) return end

---@param entity entEntity
---@param condition gamedataAISquadJustSelfFilter_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterJustSelf(entity, condition, squadMembers) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param filter gamedataAITicketFilter_Record
---@param ticketRecord gamedataAITicket_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterOut(entity, interface, filter, ticketRecord, squadMembers) return end

---@param entity entEntity
---@param condition gamedataAISquadSpatialForOwnTarget_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterSpatialForOwnTarget(entity, condition, squadMembers) return end

---@param entity entEntity
---@param condition gamedataAISquadFilterOwnTargetSpotted_Record
---@param squadMembers entEntity[]
function AITicketCondition.FilterTargetSpotted(entity, condition, squadMembers) return end

---@param entity entEntity
---@return gameItemObject
function AITicketCondition.GetItem(entity) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
---@return Bool
function AITicketCondition.IsTargetSpotted(context, target) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param conditions gamedataAITicketCondition_Record[]
---@param ticketRecord gamedataAITicket_Record
---@param squadRecord gamedataAISquadParams_Record
---@return Bool
function AITicketCondition.PerformChecking(entity, interface, conditions, ticketRecord, squadRecord) return end

---@param entity entEntity
---@param interface PuppetSquadInterface
---@param conditions gamedataAITicketCondition_Record[]
---@param ticketRecord gamedataAITicket_Record
---@return Bool
function AITicketCondition.PerformChecking(entity, interface, conditions, ticketRecord) return end

---@class AITimeCondition : AIbehaviorconditionScript
AITimeCondition = {}

---@class AITimeoutCondition : AITimeCondition
---@field timestamp Float
AITimeoutCondition = {}

---@param context AIbehaviorScriptExecutionContext
function AITimeoutCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AITimeoutCondition:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function AITimeoutCondition:GetTimeoutValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function AITimeoutCondition:UpdateTimeStamp(context) return end

---@class AITrackedLocation
---@field lastKnown AILocationInformation
---@field location AILocationInformation
---@field sharedLocation AILocationInformation
---@field entity entEntity
---@field accuracy Float
---@field sharedAccuracy Float
---@field sharedTimeDelay Float
---@field threat Float
---@field speed Vector4
---@field visible Bool
---@field invalidExpectation Bool
---@field status AITrackedStatusType
---@field sharedLastKnown AILocationInformation
AITrackedLocation = {}

---@return AITrackedLocation
function AITrackedLocation.new() return end

---@param props table
---@return AITrackedLocation
function AITrackedLocation.new(props) return end

---@class AITrafficExternalWorkspotDefinition : worldTrafficSpotDefinition
---@field nearestPointEntry Bool
---@field globalWorkspotNodeRef NodeRef
AITrafficExternalWorkspotDefinition = {}

---@return AITrafficExternalWorkspotDefinition
function AITrafficExternalWorkspotDefinition.new() return end

---@param props table
---@return AITrafficExternalWorkspotDefinition
function AITrafficExternalWorkspotDefinition.new(props) return end

---@class AITrafficMovementSystem : AIITrafficMovementSystem
AITrafficMovementSystem = {}

---@return AITrafficMovementSystem
function AITrafficMovementSystem.new() return end

---@param props table
---@return AITrafficMovementSystem
function AITrafficMovementSystem.new(props) return end

---@class AITrafficWorkspotCompiled : worldTrafficSpotCompiled
AITrafficWorkspotCompiled = {}

---@return AITrafficWorkspotCompiled
function AITrafficWorkspotCompiled.new() return end

---@param props table
---@return AITrafficWorkspotCompiled
function AITrafficWorkspotCompiled.new(props) return end

---@class AITrafficWorkspotDefinition : worldTrafficSpotDefinition
---@field workspotResource workWorkspotResource
AITrafficWorkspotDefinition = {}

---@return AITrafficWorkspotDefinition
function AITrafficWorkspotDefinition.new() return end

---@param props table
---@return AITrafficWorkspotDefinition
function AITrafficWorkspotDefinition.new(props) return end

---@class AITreeArgumentsDefinition
---@field args AIArgumentDefinition[]
AITreeArgumentsDefinition = {}

---@return AITreeArgumentsDefinition
function AITreeArgumentsDefinition.new() return end

---@param props table
---@return AITreeArgumentsDefinition
function AITreeArgumentsDefinition.new(props) return end

---@class AITreeNodeDeathDefinition : AICTreeNodeActionDefinition
AITreeNodeDeathDefinition = {}

---@return AITreeNodeDeathDefinition
function AITreeNodeDeathDefinition.new() return end

---@param props table
---@return AITreeNodeDeathDefinition
function AITreeNodeDeathDefinition.new(props) return end

---@class AITreeNodeInterruptionDecoratorDefinition : AICTreeNodeDecoratorDefinition
---@field interruptions AIInterruptionHandlerDefinition[]
AITreeNodeInterruptionDecoratorDefinition = {}

---@return AITreeNodeInterruptionDecoratorDefinition
function AITreeNodeInterruptionDecoratorDefinition.new() return end

---@param props table
---@return AITreeNodeInterruptionDecoratorDefinition
function AITreeNodeInterruptionDecoratorDefinition.new(props) return end

---@class AITreeNodeRepeatDefinition : AICTreeNodeDecoratorDefinition
---@field limit LibTreeDefInt32
AITreeNodeRepeatDefinition = {}

---@return AITreeNodeRepeatDefinition
function AITreeNodeRepeatDefinition.new() return end

---@param props table
---@return AITreeNodeRepeatDefinition
function AITreeNodeRepeatDefinition.new(props) return end

---@class AITweakParams : IScriptable
AITweakParams = {}

---@return AITweakParams
function AITweakParams.new() return end

---@param props table
---@return AITweakParams
function AITweakParams.new(props) return end

---@param actionID TweakDBID|string
---@param paramName String
---@param defaultValue Bool
---@return Bool
function AITweakParams.GetBoolFromTweak(actionID, paramName, defaultValue) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return CName[]
function AITweakParams.GetCNameArrayFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return CName
function AITweakParams.GetCNameFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return Float[]
function AITweakParams.GetFloatArrayFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return Float
function AITweakParams.GetFloatFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return Int32[]
function AITweakParams.GetIntArrayFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return Int32
function AITweakParams.GetIntFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return String[]
function AITweakParams.GetStringArrayFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return String
function AITweakParams.GetStringFromTweak(actionID, paramName) return end

---@param actionID TweakDBID|string
---@param paramName String
---@return Vector3
function AITweakParams.GetVectorFromTweak(actionID, paramName) return end

---@class AIUint64ArgumentInstancePS : AIArgumentInstancePS
---@field value Uint64
AIUint64ArgumentInstancePS = {}

---@return AIUint64ArgumentInstancePS
function AIUint64ArgumentInstancePS.new() return end

---@param props table
---@return AIUint64ArgumentInstancePS
function AIUint64ArgumentInstancePS.new(props) return end

---@class AIUnequipCommand : AICommand
---@field slotId TweakDBID
---@field durationOverride Float
AIUnequipCommand = {}

---@return AIUnequipCommand
function AIUnequipCommand.new() return end

---@param props table
---@return AIUnequipCommand
function AIUnequipCommand.new(props) return end

---@class AIUnmountCommand : AIBaseMountCommand
AIUnmountCommand = {}

---@return AIUnmountCommand
function AIUnmountCommand.new() return end

---@param props table
---@return AIUnmountCommand
function AIUnmountCommand.new(props) return end

---@class AIUseCoverCommand : AICombatRelatedCommand
---@field coverNodeRef NodeRef
---@field oneTimeSelection Bool
---@field forcedEntryAnimation CName
---@field exposureMethods AICoverExposureMethod[]
---@field limitToTheseExposureMethods CoverCommandParams
AIUseCoverCommand = {}

---@return AIUseCoverCommand
function AIUseCoverCommand.new() return end

---@param props table
---@return AIUseCoverCommand
function AIUseCoverCommand.new(props) return end

---@class AIUseWorkspotCommand : AIBaseUseWorkspotCommand
---@field workspotNode NodeRef
---@field jumpToEntry Bool
---@field entryId workWorkEntryId
---@field entryTag CName
AIUseWorkspotCommand = {}

---@return AIUseWorkspotCommand
function AIUseWorkspotCommand.new() return end

---@param props table
---@return AIUseWorkspotCommand
function AIUseWorkspotCommand.new(props) return end

---@class AIUtilityLossCoverSelection : AICoverSelectionParameters
AIUtilityLossCoverSelection = {}

---@return AIUtilityLossCoverSelection
function AIUtilityLossCoverSelection.new() return end

---@param props table
---@return AIUtilityLossCoverSelection
function AIUtilityLossCoverSelection.new(props) return end

---@class AIUtilsCachedBoolValue
AIUtilsCachedBoolValue = {}

---@return AIUtilsCachedBoolValue
function AIUtilsCachedBoolValue.new() return end

---@param props table
---@return AIUtilsCachedBoolValue
function AIUtilsCachedBoolValue.new(props) return end

---@param cachedValue AIUtilsCachedBoolValue
---@return Bool, Bool
function AIUtilsCachedBoolValue.GetIfNotDirty(cachedValue) return end

---@param cachedValue AIUtilsCachedBoolValue
---@param value Bool
function AIUtilsCachedBoolValue.Set(cachedValue, value) return end

---@param cachedValue AIUtilsCachedBoolValue
function AIUtilsCachedBoolValue.SetDirty(cachedValue) return end

---@class AIUtilsCombatSpaceHelper
AIUtilsCombatSpaceHelper = {}

---@return AIUtilsCombatSpaceHelper
function AIUtilsCombatSpaceHelper.new() return end

---@param props table
---@return AIUtilsCombatSpaceHelper
function AIUtilsCombatSpaceHelper.new(props) return end

---@param owner gameObject
---@param multipliers Vector3
---@return Float
function AIUtilsCombatSpaceHelper.GetDistanceMultiplier(owner, multipliers) return end

---@class AIVehicleAgent : AICAgent
---@field keepStrategyOnSearch Bool
---@field initCmd AIVehicleCommand
AIVehicleAgent = {}

---@return AIVehicleAgent
function AIVehicleAgent.new() return end

---@param props table
---@return AIVehicleAgent
function AIVehicleAgent.new(props) return end

---@return Uint32
function AIVehicleAgent:GetReservedSeatsCount() return end

---@param seatName CName|string
---@return Bool
function AIVehicleAgent:IsSeatReserved(seatName) return end

---@param seatName CName|string
function AIVehicleAgent:ReleaseSeat(seatName) return end

---@param reserver entEntityID
function AIVehicleAgent:ReleaseSeatReservedBy(reserver) return end

---@param update AIDrivePatrolUpdate
function AIVehicleAgent:SetDrivePatrolUpdate(update) return end

---@param update AIDriveToPointAutonomousUpdate
function AIVehicleAgent:SetDriveToPointAutonomousUpdate(update) return end

---@param reserver entEntityID
---@param preferredSeatName CName|string
---@return CName
function AIVehicleAgent:TryReserveSeatOrFirstAvailable(reserver, preferredSeatName) return end

---@return AIVehicleCommand
function AIVehicleAgent:GetInitCmd() return end

---@param commandClassName CName|string
---@return Bool
function AIVehicleAgent:InitCommandIsA(commandClassName) return end

---@return Bool
function AIVehicleAgent:KeepStrategyOnSearch() return end

---@param cmd AIVehicleCommand
function AIVehicleAgent:SetInitCmd(cmd) return end

---@param keep Bool
function AIVehicleAgent:SetKeepStrategyOnSearch(keep) return end

---@class AIVehicleChaseCommand : AIVehicleCommand
---@field target gameObject
---@field distanceMin Float
---@field distanceMax Float
---@field forcedStartSpeed Float
---@field aggressiveRamming Bool
---@field ignoreChaseVehiclesLimit Bool
---@field boostDrivingStats Bool
AIVehicleChaseCommand = {}

---@return AIVehicleChaseCommand
function AIVehicleChaseCommand.new() return end

---@param props table
---@return AIVehicleChaseCommand
function AIVehicleChaseCommand.new(props) return end

---@class AIVehicleCommand : AICommand
---@field useKinematic Bool
---@field needDriver Bool
AIVehicleCommand = {}

---@class AIVehicleConditionAbstract : AIbehaviorconditionScript
AIVehicleConditionAbstract = {}

---@param context AIbehaviorScriptExecutionContext
---@return AIVehicleAgent
function AIVehicleConditionAbstract:GetMountedVehicleAIComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param vehicleID entEntityID
---@return Bool
function AIVehicleConditionAbstract:IsVehicleOccupiedByHostile(context, vehicleID) return end

---@class AIVehicleCoversComponent : entIComponent
AIVehicleCoversComponent = {}

---@return AIVehicleCoversComponent
function AIVehicleCoversComponent.new() return end

---@param props table
---@return AIVehicleCoversComponent
function AIVehicleCoversComponent.new(props) return end

---@class AIVehicleCoversSystem : AIIVehicleCoversSystem
AIVehicleCoversSystem = {}

---@return AIVehicleCoversSystem
function AIVehicleCoversSystem.new() return end

---@param props table
---@return AIVehicleCoversSystem
function AIVehicleCoversSystem.new(props) return end

---@class AIVehicleDrivePatrolCommand : AIVehicleCommand
---@field maxSpeed Float
---@field minSpeed Float
---@field clearTrafficOnPath Bool
---@field emergencyPatrol Bool
---@field numPatrolLoops Uint32
---@field forcedStartSpeed Float
AIVehicleDrivePatrolCommand = {}

---@return AIVehicleDrivePatrolCommand
function AIVehicleDrivePatrolCommand.new() return end

---@param props table
---@return AIVehicleDrivePatrolCommand
function AIVehicleDrivePatrolCommand.new(props) return end

---@class AIVehicleDriveToPointAutonomousCommand : AIVehicleCommand
---@field targetPosition Vector3
---@field maxSpeed Float
---@field minSpeed Float
---@field clearTrafficOnPath Bool
---@field minimumDistanceToTarget Float
---@field forcedStartSpeed Float
---@field driveDownTheRoadIndefinitely Bool
AIVehicleDriveToPointAutonomousCommand = {}

---@return AIVehicleDriveToPointAutonomousCommand
function AIVehicleDriveToPointAutonomousCommand.new() return end

---@param props table
---@return AIVehicleDriveToPointAutonomousCommand
function AIVehicleDriveToPointAutonomousCommand.new(props) return end

---@class AIVehicleFollowCommand : AIVehicleCommand
---@field target gameObject
---@field secureTimeOut Float
---@field distanceMin Float
---@field distanceMax Float
---@field stopWhenTargetReached Bool
---@field useTraffic Bool
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
AIVehicleFollowCommand = {}

---@return AIVehicleFollowCommand
function AIVehicleFollowCommand.new() return end

---@param props table
---@return AIVehicleFollowCommand
function AIVehicleFollowCommand.new(props) return end

---@class AIVehicleJoinTrafficCommand : AIVehicleCommand
AIVehicleJoinTrafficCommand = {}

---@return AIVehicleJoinTrafficCommand
function AIVehicleJoinTrafficCommand.new() return end

---@param props table
---@return AIVehicleJoinTrafficCommand
function AIVehicleJoinTrafficCommand.new(props) return end

---@class AIVehicleOnSplineCommand : AIVehicleCommand
---@field splineRef NodeRef
---@field secureTimeOut Float
---@field driveBackwards Bool
---@field reverseSpline Bool
---@field startFromClosest Bool
---@field forcedStartSpeed Float
---@field stopAtPathEnd Bool
---@field keepDistanceBool Bool
---@field keepDistanceCompanion gameObject
---@field keepDistanceDistance Float
---@field rubberBandingBool Bool
---@field rubberBandingTargetRef gameObject
---@field rubberBandingMinDistance Float
---@field rubberBandingMaxDistance Float
---@field rubberBandingStopAndWait Bool
---@field rubberBandingTeleportToCatchUp Bool
---@field rubberBandingStayInFront Bool
---@field audioCurvesParam vehicleAudioCurvesParam
AIVehicleOnSplineCommand = {}

---@return AIVehicleOnSplineCommand
function AIVehicleOnSplineCommand.new() return end

---@param props table
---@return AIVehicleOnSplineCommand
function AIVehicleOnSplineCommand.new(props) return end

---@class AIVehiclePanicCommand : AIVehicleCommand
---@field allowSimplifiedMovement Bool
---@field ignoreTickets Bool
---@field disableStuckDetection Bool
---@field useSpeedBasedLookupRange Bool
---@field tryDriveAwayFromPlayer Bool
AIVehiclePanicCommand = {}

---@return AIVehiclePanicCommand
function AIVehiclePanicCommand.new() return end

---@param props table
---@return AIVehiclePanicCommand
function AIVehiclePanicCommand.new(props) return end

---@class AIVehicleRacingCommand : AIVehicleCommand
---@field splineRef NodeRef
---@field secureTimeOut Float
---@field reverseSpline Bool
---@field driveBackwards Bool
---@field startFromClosest Bool
---@field rubberBandingBool Bool
---@field rubberBandingTargetRef gameObject
---@field rubberBandingMinDistance Float
---@field rubberBandingMaxDistance Float
---@field rubberBandingStopAndWait Bool
---@field rubberBandingTeleportToCatchUp Bool
---@field rubberBandingStayInFront Bool
AIVehicleRacingCommand = {}

---@return AIVehicleRacingCommand
function AIVehicleRacingCommand.new() return end

---@param props table
---@return AIVehicleRacingCommand
function AIVehicleRacingCommand.new(props) return end

---@class AIVehicleTaskAbstract : AIbehaviortaskScript
AIVehicleTaskAbstract = {}

---@param context AIbehaviorScriptExecutionContext
---@return AIVehicleAgent
function AIVehicleTaskAbstract:GetMountedVehicleAIComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AIVehicleCommand
function AIVehicleTaskAbstract:InterruptMountedVehicleCommand(context, command) return end

---@param context AIbehaviorScriptExecutionContext
function AIVehicleTaskAbstract:InterruptMountedVehicleDriveChaseTargetCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function AIVehicleTaskAbstract:InterruptMountedVehicleDriveToPointCommand(context) return end

---@param vehAIComponent AICAgent
---@param command AIVehicleCommand
function AIVehicleTaskAbstract:InterruptVehicleCommand(vehAIComponent, command) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AIVehicleCommand
---@return Bool
function AIVehicleTaskAbstract:SendAICommandToMountedVehicle(context, command) return end

---@param context AIbehaviorScriptExecutionContext
---@param eventName CName|string
---@return Bool
function AIVehicleTaskAbstract:SendAIEventToMountedVehicle(context, eventName) return end

---@class AIVehicleToNodeCommand : AIVehicleCommand
---@field nodeRef NodeRef
---@field stopAtPathEnd Bool
---@field secureTimeOut Float
---@field isPlayer Bool
---@field useTraffic Bool
---@field speedInTraffic Float
---@field forceGreenLights Bool
---@field portals vehiclePortalsList
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
AIVehicleToNodeCommand = {}

---@return AIVehicleToNodeCommand
function AIVehicleToNodeCommand.new() return end

---@param props table
---@return AIVehicleToNodeCommand
function AIVehicleToNodeCommand.new(props) return end

---@class AIWeapon : IScriptable
AIWeapon = {}

---@param gameObject gameweaponObject
---@return Bool
function AIWeapon.CanWeaponOverheat(gameObject) return end

---@param arr1 gamedataAIPattern_Record[]
---@param arr2 gamedataAIPattern_Record[]
---@return Bool
function AIWeapon.CompareAIPatternRecordArrays(arr1, arr2) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param timeStamp Float
---@param tbhCoefficient Float
---@param requestedTriggerMode gamedataTriggerMode
---@param targetPosition Vector4
---@param target gameObject
---@param rangedAttack TweakDBID|string
---@param maxSpreadOverride Float
---@param aimingDelay Float
---@param offset Vector4
---@param shouldTrackTarget Bool
---@param predictionTime Float
---@param posProviderOverride entIPositionProvider
---@param muzzleOffset Vector4
---@param weaponCustomEvent CName|string
function AIWeapon.Fire(weaponOwner, weapon, timeStamp, tbhCoefficient, requestedTriggerMode, targetPosition, target, rangedAttack, maxSpreadOverride, aimingDelay, offset, shouldTrackTarget, predictionTime, posProviderOverride, muzzleOffset, weaponCustomEvent) return end

---@param weapon gameweaponObject
---@param weaponOwner gameObject
function AIWeapon.ForceWeaponOverheat(weapon, weaponOwner) return end

---@param weapon gameweaponObject
---@param actionDuration Float
---@return Bool, Float
function AIWeapon.GetChargeLevel(weapon, actionDuration) return end

---@param weapon gameweaponObject
---@return Int32
function AIWeapon.GetDesiredNumberOfShots(weapon) return end

---@param weapon gameweaponObject
---@return Bool
function AIWeapon.GetIsFullyCharged(weapon) return end

---@param weapon gameweaponObject
---@return Float
function AIWeapon.GetNextShotTimeStamp(weapon) return end

---@param weaponOwner gameObject
---@param records gamedataAIPatternsPackage_Record[]
---@return Bool, gamedataAIPatternsPackage_Record
function AIWeapon.GetPatternPackagesMeetingConditionChecks(weaponOwner, records) return end

---@param weapon gameweaponObject
---@return gamedataAIPattern_Record[]
function AIWeapon.GetPatternRange(weapon) return end

---@param weapon gameweaponObject
---@return gamedataAIPattern_Record
function AIWeapon.GetShootingPattern(weapon) return end

---@param totalShotsFired Int32
---@param pattern gamedataAIPattern_Record
---@return Float
function AIWeapon.GetShootingPatternDelayBetweenShots(totalShotsFired, pattern) return end

---@param weapon gameweaponObject
---@return gamedataAIPatternsPackage_Record
function AIWeapon.GetShootingPatternPackage(weapon) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param chosenPackage gamedataAIPatternsPackage_Record
---@param patternsList gamedataAIPattern_Record[]
---@return Bool
function AIWeapon.GetShootingPatternsList(weaponOwner, weapon, chosenPackage, patternsList) return end

---@param weapon gameweaponObject
---@return Float
function AIWeapon.GetShotTimeStamp(weapon) return end

---@param weapon gameweaponObject
---@return Int32
function AIWeapon.GetTotalNumberOfShots(weapon) return end

---@param weapon gameweaponObject
---@return Bool
function AIWeapon.GetWeaponOverheatBB(weapon) return end

---@param gameObject gameweaponObject
---@return Float
function AIWeapon.GetWeaponOverheatStatPool(gameObject) return end

---@param weapon gameweaponObject
---@return Bool
function AIWeapon.HasExceededDesiredNumberOfShots(weapon) return end

---@param weapon gameweaponObject
function AIWeapon.OnFullyCharged(weapon) return end

---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param timeStamp Float
function AIWeapon.OnShotFired(weapon, requestedTriggerMode, timeStamp) return end

---@param weapon gameweaponObject
---@param desiredNumberOfShots Int32
function AIWeapon.OnStartShooting(weapon, desiredNumberOfShots) return end

---@param weapon gameweaponObject
---@param actionDuration Float
function AIWeapon.OnStopShooting(weapon, actionDuration) return end

---@param gameObject gameweaponObject
---@param weaponOwner gameObject
---@param forceOverheat Bool
function AIWeapon.ProcessWeaponOverheatStatPool(gameObject, weaponOwner, forceOverheat) return end

---@param weapon gameweaponObject
---@param requestedTriggerMode gamedataTriggerMode
---@param timeStamp Float
---@param delayForNextShot Float
function AIWeapon.QueueNextShot(weapon, requestedTriggerMode, timeStamp, delayForNextShot) return end

---@param record gamedataAISubActionShootWithWeapon_Record
---@param weapon gameweaponObject
---@param weaponOwner gameObject
---@param forceReselection Bool
function AIWeapon.SelectShootingPattern(record, weapon, weaponOwner, forceReselection) return end

---@param weapon gameweaponObject
---@param patternsList gamedataAIPattern_Record[]
---@return gamedataAIPattern_Record
function AIWeapon.SelectShootingPatternFromList(weapon, patternsList) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param records gamedataAIPatternsPackage_Record[]
---@return gamedataAIPatternsPackage_Record
function AIWeapon.SelectShootingPatternPackage(weaponOwner, weapon, records) return end

---@param owner gameObject
---@param weapon gameweaponObject
---@param overrideRangedAttack TweakDBID|string
function AIWeapon.SetAttackBasedOnTimeDilation(owner, weapon, overrideRangedAttack) return end

---@param weapon gameweaponObject
---@param patternList gamedataAIPattern_Record[]
function AIWeapon.SetPatternRange(weapon, patternList) return end

---@param weapon gameweaponObject
---@param pattern gamedataAIPattern_Record
function AIWeapon.SetShootingPattern(weapon, pattern) return end

---@param weapon gameweaponObject
---@param patternPackage gamedataAIPatternsPackage_Record
function AIWeapon.SetShootingPatternPackage(weapon, patternPackage) return end

---@param weapon gameweaponObject
---@param timeStamp Float
---@param weaponOwner gameObject
---@return Bool, Float
function AIWeapon.UpdateCharging(weapon, timeStamp, weaponOwner) return end

---@param weapon gameweaponObject
---@param duration Float
---@return Bool
function AIWeapon.UpdateSniperEffect(weapon, duration) return end

---@param weapon gameweaponObject
function AIWeapon.WeaponCooledDownFromOverheat(weapon) return end

---@param weapon gameweaponObject
function AIWeapon.WeaponOverheated(weapon) return end

---@class AIWorkspotManager : AIIWorkspotManager
AIWorkspotManager = {}

---@return AIWorkspotManager
function AIWorkspotManager.new() return end

---@param props table
---@return AIWorkspotManager
function AIWorkspotManager.new(props) return end

---@class AIbehaviorActionAnimationCurvePathDefinition : AIbehaviorActionTreeNodeDefinition
---@field nodeReference AIArgumentMapping
---@field controllersSetupName AIArgumentMapping
---@field useStart AIArgumentMapping
---@field useStop AIArgumentMapping
---@field blendTime AIArgumentMapping
---@field globalInBlendTime AIArgumentMapping
---@field globalOutBlendTime AIArgumentMapping
---@field turnCharacterToMatchVelocity AIArgumentMapping
---@field customStartAnimationName AIArgumentMapping
---@field customMainAnimationName AIArgumentMapping
---@field customStopAnimationName AIArgumentMapping
---@field startSnapToTerrain AIArgumentMapping
---@field mainSnapToTerrain AIArgumentMapping
---@field stopSnapToTerrain AIArgumentMapping
---@field startSnapToTerrainBlendTime AIArgumentMapping
---@field stopSnapToTerrainBlendTime AIArgumentMapping
AIbehaviorActionAnimationCurvePathDefinition = {}

---@return AIbehaviorActionAnimationCurvePathDefinition
function AIbehaviorActionAnimationCurvePathDefinition.new() return end

---@param props table
---@return AIbehaviorActionAnimationCurvePathDefinition
function AIbehaviorActionAnimationCurvePathDefinition.new(props) return end

---@class AIbehaviorActionDieTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
AIbehaviorActionDieTreeNodeDefinition = {}

---@return AIbehaviorActionDieTreeNodeDefinition
function AIbehaviorActionDieTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionDieTreeNodeDefinition
function AIbehaviorActionDieTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionDroneMoveSplineTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field spline AIArgumentMapping
AIbehaviorActionDroneMoveSplineTreeNodeDefinition = {}

---@return AIbehaviorActionDroneMoveSplineTreeNodeDefinition
function AIbehaviorActionDroneMoveSplineTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionDroneMoveSplineTreeNodeDefinition
function AIbehaviorActionDroneMoveSplineTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionDroneMoveTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field moveType AIArgumentMapping
---@field target AIArgumentMapping
---@field movementTarget AIArgumentMapping
---@field toleranceRadius AIArgumentMapping
---@field desiredDistanceFromTarget AIArgumentMapping
---@field strafingTarget AIArgumentMapping
---@field stopWhenDestinationReached AIArgumentMapping
---@field rotateEntity AIArgumentMapping
AIbehaviorActionDroneMoveTreeNodeDefinition = {}

---@return AIbehaviorActionDroneMoveTreeNodeDefinition
function AIbehaviorActionDroneMoveTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionDroneMoveTreeNodeDefinition
function AIbehaviorActionDroneMoveTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionDynamicMoveTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field moveType AIArgumentMapping
---@field target AIArgumentMapping
---@field targetPosition AIArgumentMapping
---@field toleranceRadius AIArgumentMapping
---@field desiredDistanceFromTarget AIArgumentMapping
---@field strafingTarget AIArgumentMapping
---@field stopWhenDestinationReached AIArgumentMapping
---@field rotateEntity AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
AIbehaviorActionDynamicMoveTreeNodeDefinition = {}

---@return AIbehaviorActionDynamicMoveTreeNodeDefinition
function AIbehaviorActionDynamicMoveTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionDynamicMoveTreeNodeDefinition
function AIbehaviorActionDynamicMoveTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionEquipItemNodeDefinition : AIbehaviorActionItemHandlingNodeDefinition
---@field slotId AIArgumentMapping
---@field itemId AIArgumentMapping
---@field duration AIArgumentMapping
---@field failIfItemNotFound AIArgumentMapping
---@field spawnDelay AIArgumentMapping
AIbehaviorActionEquipItemNodeDefinition = {}

---@return AIbehaviorActionEquipItemNodeDefinition
function AIbehaviorActionEquipItemNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionEquipItemNodeDefinition
function AIbehaviorActionEquipItemNodeDefinition.new(props) return end

---@class AIbehaviorActionItemHandlingNodeDefinition : AIbehaviorActionTreeNodeDefinition
AIbehaviorActionItemHandlingNodeDefinition = {}

---@class AIbehaviorActionMountHandlingNodeDefinition : AIbehaviorActionTreeNodeDefinition
AIbehaviorActionMountHandlingNodeDefinition = {}

---@class AIbehaviorActionMountNodeDefinition : AIbehaviorActionMountHandlingNodeDefinition
---@field mountData AIArgumentMapping
AIbehaviorActionMountNodeDefinition = {}

---@return AIbehaviorActionMountNodeDefinition
function AIbehaviorActionMountNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMountNodeDefinition
function AIbehaviorActionMountNodeDefinition.new(props) return end

---@class AIbehaviorActionMoveOnSplineNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field spline AIArgumentMapping
---@field strafingTarget AIArgumentMapping
---@field movementType AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
---@field snapToTerrain AIArgumentMapping
---@field rotateEntity AIArgumentMapping
---@field startFromClosestPoint AIArgumentMapping
---@field splineRecalculation AIArgumentMapping
---@field useStart AIArgumentMapping
---@field useStop AIArgumentMapping
---@field reverse AIArgumentMapping
---@field isBackAndForth AIArgumentMapping
---@field isInfinite AIArgumentMapping
---@field numberOfLoops AIArgumentMapping
---@field useOffMeshLinkReservation AIArgumentMapping
---@field disableFootIK AIArgumentMapping
---@field allowCrowdOnPath AIArgumentMapping
AIbehaviorActionMoveOnSplineNodeDefinition = {}

---@return AIbehaviorActionMoveOnSplineNodeDefinition
function AIbehaviorActionMoveOnSplineNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMoveOnSplineNodeDefinition
function AIbehaviorActionMoveOnSplineNodeDefinition.new(props) return end

---@class AIbehaviorActionMoveToSmartObjectNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field smartObjectId AIArgumentMapping
---@field lookAtTarget AIArgumentMapping
---@field movementType AIArgumentMapping
---@field tolerance AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
---@field rotateEntity AIArgumentMapping
---@field useStart AIArgumentMapping
---@field useStop AIArgumentMapping
---@field forcedEntryAnimation AIArgumentMapping
AIbehaviorActionMoveToSmartObjectNodeDefinition = {}

---@return AIbehaviorActionMoveToSmartObjectNodeDefinition
function AIbehaviorActionMoveToSmartObjectNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMoveToSmartObjectNodeDefinition
function AIbehaviorActionMoveToSmartObjectNodeDefinition.new(props) return end

---@class AIbehaviorActionMoveToWorkspotNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field workspotSetup AIArgumentMapping
---@field lookAtTarget AIArgumentMapping
---@field movementType AIArgumentMapping
---@field tolerance AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
---@field rotateEntity AIArgumentMapping
---@field useStart AIArgumentMapping
---@field spotReservation AIArgumentMapping
---@field startTangent AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
---@field ignoreExploration AIArgumentMapping
---@field failWhenStoppedByCollision AIArgumentMapping
AIbehaviorActionMoveToWorkspotNodeDefinition = {}

---@return AIbehaviorActionMoveToWorkspotNodeDefinition
function AIbehaviorActionMoveToWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMoveToWorkspotNodeDefinition
function AIbehaviorActionMoveToWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorActionMoveTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field movementTarget AIArgumentMapping
---@field lookAtTarget AIArgumentMapping
---@field movementType AIArgumentMapping
---@field tolerance AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
---@field rotateEntity AIArgumentMapping
---@field useStart AIArgumentMapping
---@field useStop AIArgumentMapping
---@field destinationTangent AIArgumentMapping
---@field startTangent AIArgumentMapping
---@field spotReservation AIArgumentMapping
---@field ignoreRestrictedArea AIArgumentMapping
---@field ignoreCollisionsWhenCloseToTarget AIArgumentMapping
---@field failWhenStoppedByCollision AIArgumentMapping
AIbehaviorActionMoveTreeNodeDefinition = {}

---@return AIbehaviorActionMoveTreeNodeDefinition
function AIbehaviorActionMoveTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMoveTreeNodeDefinition
function AIbehaviorActionMoveTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionMoveWithPolicyTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field stopWhenDestinationReached Bool
AIbehaviorActionMoveWithPolicyTreeNodeDefinition = {}

---@return AIbehaviorActionMoveWithPolicyTreeNodeDefinition
function AIbehaviorActionMoveWithPolicyTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionMoveWithPolicyTreeNodeDefinition
function AIbehaviorActionMoveWithPolicyTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionRotateBaseTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field target AIArgumentMapping
---@field angleOffset AIArgumentMapping
---@field angleTolerance AIArgumentMapping
---@field speed AIArgumentMapping
AIbehaviorActionRotateBaseTreeNodeDefinition = {}

---@class AIbehaviorActionRotateByAngleTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field angle AIArgumentMapping
---@field angleTolerance AIArgumentMapping
AIbehaviorActionRotateByAngleTreeNodeDefinition = {}

---@return AIbehaviorActionRotateByAngleTreeNodeDefinition
function AIbehaviorActionRotateByAngleTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionRotateByAngleTreeNodeDefinition
function AIbehaviorActionRotateByAngleTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field target AIArgumentMapping
---@field angleOffset AIArgumentMapping
---@field angleTolerance AIArgumentMapping
---@field time AIArgumentMapping
---@field keepUpdatingTarget AIArgumentMapping
AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition = {}

---@return AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition
function AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition
function AIbehaviorActionRotateToObjectConstTimeTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition : AIbehaviorActionRotateBaseTreeNodeDefinition
AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition = {}

---@return AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition
function AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition
function AIbehaviorActionRotateToObjectHeadingTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionRotateToObjectTreeNodeDefinition : AIbehaviorActionRotateBaseTreeNodeDefinition
---@field completeWhenRotated AIArgumentMapping
AIbehaviorActionRotateToObjectTreeNodeDefinition = {}

---@return AIbehaviorActionRotateToObjectTreeNodeDefinition
function AIbehaviorActionRotateToObjectTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionRotateToObjectTreeNodeDefinition
function AIbehaviorActionRotateToObjectTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionRotateToPositionTreeNodeDefinition : AIbehaviorActionRotateBaseTreeNodeDefinition
AIbehaviorActionRotateToPositionTreeNodeDefinition = {}

---@return AIbehaviorActionRotateToPositionTreeNodeDefinition
function AIbehaviorActionRotateToPositionTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionRotateToPositionTreeNodeDefinition
function AIbehaviorActionRotateToPositionTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionSceneAnimationMotionNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field params AIArgumentMapping
---@field mountData AIArgumentMapping
AIbehaviorActionSceneAnimationMotionNodeDefinition = {}

---@return AIbehaviorActionSceneAnimationMotionNodeDefinition
function AIbehaviorActionSceneAnimationMotionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionSceneAnimationMotionNodeDefinition
function AIbehaviorActionSceneAnimationMotionNodeDefinition.new(props) return end

---@class AIbehaviorActionSlideNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field duration AIArgumentMapping
---@field ignoreNavigation AIArgumentMapping
---@field rotateTowardsMovementDirection AIArgumentMapping
AIbehaviorActionSlideNodeDefinition = {}

---@class AIbehaviorActionSlideToLocalPositionNodeDefinition : AIbehaviorActionSlideNodeDefinition
---@field localOffset AIArgumentMapping
AIbehaviorActionSlideToLocalPositionNodeDefinition = {}

---@return AIbehaviorActionSlideToLocalPositionNodeDefinition
function AIbehaviorActionSlideToLocalPositionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionSlideToLocalPositionNodeDefinition
function AIbehaviorActionSlideToLocalPositionNodeDefinition.new(props) return end

---@class AIbehaviorActionSlideToObjectNodeDefinition : AIbehaviorActionSlideNodeDefinition
---@field destination AIArgumentMapping
---@field offset AIArgumentMapping
AIbehaviorActionSlideToObjectNodeDefinition = {}

---@return AIbehaviorActionSlideToObjectNodeDefinition
function AIbehaviorActionSlideToObjectNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionSlideToObjectNodeDefinition
function AIbehaviorActionSlideToObjectNodeDefinition.new(props) return end

---@class AIbehaviorActionSlideToWorldPositionNodeDefinition : AIbehaviorActionSlideNodeDefinition
---@field worldPosition AIArgumentMapping
---@field useMovePlanner Bool
AIbehaviorActionSlideToWorldPositionNodeDefinition = {}

---@return AIbehaviorActionSlideToWorldPositionNodeDefinition
function AIbehaviorActionSlideToWorldPositionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionSlideToWorldPositionNodeDefinition
function AIbehaviorActionSlideToWorldPositionNodeDefinition.new(props) return end

---@class AIbehaviorActionTeleportTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field destinationPoint AIArgumentMapping
---@field doNavTest AIArgumentMapping
---@field rotation AIArgumentMapping
---@field waitForPositionUpdate AIArgumentMapping
AIbehaviorActionTeleportTreeNodeDefinition = {}

---@return AIbehaviorActionTeleportTreeNodeDefinition
function AIbehaviorActionTeleportTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionTeleportTreeNodeDefinition
function AIbehaviorActionTeleportTreeNodeDefinition.new(props) return end

---@class AIbehaviorActionTreeNodeDefinition : AIbehaviorLeafTreeNodeDefinition
---@field command AIArgumentMapping
AIbehaviorActionTreeNodeDefinition = {}

---@class AIbehaviorActionUnequipItemNodeDefinition : AIbehaviorActionItemHandlingNodeDefinition
---@field slotId AIArgumentMapping
---@field duration AIArgumentMapping
AIbehaviorActionUnequipItemNodeDefinition = {}

---@return AIbehaviorActionUnequipItemNodeDefinition
function AIbehaviorActionUnequipItemNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionUnequipItemNodeDefinition
function AIbehaviorActionUnequipItemNodeDefinition.new(props) return end

---@class AIbehaviorActionUnmountNodeDefinition : AIbehaviorActionMountHandlingNodeDefinition
---@field mountData AIArgumentMapping
AIbehaviorActionUnmountNodeDefinition = {}

---@return AIbehaviorActionUnmountNodeDefinition
function AIbehaviorActionUnmountNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionUnmountNodeDefinition
function AIbehaviorActionUnmountNodeDefinition.new(props) return end

---@class AIbehaviorActionUseCommunityWorkspotNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field workspotData AIArgumentMapping
---@field dependentWorkspotData AIArgumentMapping
---@field playExitAutomatically AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
AIbehaviorActionUseCommunityWorkspotNodeDefinition = {}

---@return AIbehaviorActionUseCommunityWorkspotNodeDefinition
function AIbehaviorActionUseCommunityWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionUseCommunityWorkspotNodeDefinition
function AIbehaviorActionUseCommunityWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorActionUseWorkspotNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field eventData AIArgumentMapping
---@field playStartAnimationAfterwards AIArgumentMapping
---@field mountData AIArgumentMapping
---@field dependentWorkspotData AIArgumentMapping
---@field playExitAutomatically AIArgumentMapping
---@field markUninterruptable AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
AIbehaviorActionUseWorkspotNodeDefinition = {}

---@return AIbehaviorActionUseWorkspotNodeDefinition
function AIbehaviorActionUseWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorActionUseWorkspotNodeDefinition
function AIbehaviorActionUseWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorAdvancedParameterizedBehavior : AIbehaviorParameterizedBehavior
AIbehaviorAdvancedParameterizedBehavior = {}

---@return AIbehaviorAdvancedParameterizedBehavior
function AIbehaviorAdvancedParameterizedBehavior.new() return end

---@param props table
---@return AIbehaviorAdvancedParameterizedBehavior
function AIbehaviorAdvancedParameterizedBehavior.new(props) return end

---@class AIbehaviorAgentInfoDebuggerCommand : AIbehaviorIDebuggerCommand
---@field entityId entEntityID
---@field agentName String
---@field isSelected Bool
---@field entries AIbehaviorAgentInfoDebuggerCommandEntry[]
AIbehaviorAgentInfoDebuggerCommand = {}

---@return AIbehaviorAgentInfoDebuggerCommand
function AIbehaviorAgentInfoDebuggerCommand.new() return end

---@param props table
---@return AIbehaviorAgentInfoDebuggerCommand
function AIbehaviorAgentInfoDebuggerCommand.new(props) return end

---@class AIbehaviorAgentInfoDebuggerCommandEntry
---@field callStack AIbehaviorBehaviorInstanceCallStack
---@field behaviorResourcePath String
AIbehaviorAgentInfoDebuggerCommandEntry = {}

---@return AIbehaviorAgentInfoDebuggerCommandEntry
function AIbehaviorAgentInfoDebuggerCommandEntry.new() return end

---@param props table
---@return AIbehaviorAgentInfoDebuggerCommandEntry
function AIbehaviorAgentInfoDebuggerCommandEntry.new(props) return end

---@class AIbehaviorAndConditionDefinition : AIbehaviorCompositeConditionDefinition
AIbehaviorAndConditionDefinition = {}

---@return AIbehaviorAndConditionDefinition
function AIbehaviorAndConditionDefinition.new() return end

---@param props table
---@return AIbehaviorAndConditionDefinition
function AIbehaviorAndConditionDefinition.new(props) return end

---@class AIbehaviorAssignTaskDefinition : AIbehaviorTaskDefinition
---@field assignments AIbehaviorAssignTaskItem[]
---@field endAssignments AIbehaviorAssignTaskItem[]
AIbehaviorAssignTaskDefinition = {}

---@return AIbehaviorAssignTaskDefinition
function AIbehaviorAssignTaskDefinition.new() return end

---@param props table
---@return AIbehaviorAssignTaskDefinition
function AIbehaviorAssignTaskDefinition.new(props) return end

---@class AIbehaviorAssignTaskItem
---@field leftHandSide AIArgumentMapping
---@field rightHandSide AIArgumentMapping
AIbehaviorAssignTaskItem = {}

---@return AIbehaviorAssignTaskItem
function AIbehaviorAssignTaskItem.new() return end

---@param props table
---@return AIbehaviorAssignTaskItem
function AIbehaviorAssignTaskItem.new(props) return end

---@class AIbehaviorAsyncCallbackToken
AIbehaviorAsyncCallbackToken = {}

---@return AIbehaviorAsyncCallbackToken
function AIbehaviorAsyncCallbackToken.new() return end

---@param props table
---@return AIbehaviorAsyncCallbackToken
function AIbehaviorAsyncCallbackToken.new(props) return end

---@class AIbehaviorAttachToElevatorCommandTaskDefinition : AIbehaviorTaskDefinition
---@field command AIArgumentMapping
AIbehaviorAttachToElevatorCommandTaskDefinition = {}

---@return AIbehaviorAttachToElevatorCommandTaskDefinition
function AIbehaviorAttachToElevatorCommandTaskDefinition.new() return end

---@param props table
---@return AIbehaviorAttachToElevatorCommandTaskDefinition
function AIbehaviorAttachToElevatorCommandTaskDefinition.new(props) return end

---@class AIbehaviorAvoidPlayerTaskDefinition : AIbehaviorTaskDefinition
---@field threatRadius AIArgumentMapping
AIbehaviorAvoidPlayerTaskDefinition = {}

---@return AIbehaviorAvoidPlayerTaskDefinition
function AIbehaviorAvoidPlayerTaskDefinition.new() return end

---@param props table
---@return AIbehaviorAvoidPlayerTaskDefinition
function AIbehaviorAvoidPlayerTaskDefinition.new(props) return end

---@class AIbehaviorBehaviorBlackboard : IScriptable
AIbehaviorBehaviorBlackboard = {}

---@class AIbehaviorBehaviorComponentDefinition : ISerializable
AIbehaviorBehaviorComponentDefinition = {}

---@class AIbehaviorBehaviorDebugInfo : AIbehaviorDebugInfoBase
AIbehaviorBehaviorDebugInfo = {}

---@return AIbehaviorBehaviorDebugInfo
function AIbehaviorBehaviorDebugInfo.new() return end

---@param props table
---@return AIbehaviorBehaviorDebugInfo
function AIbehaviorBehaviorDebugInfo.new(props) return end

---@class AIbehaviorBehaviorDelegate : AIbehaviorBehaviorBlackboard
AIbehaviorBehaviorDelegate = {}

---@return AIbehaviorBehaviorDelegate
function AIbehaviorBehaviorDelegate:GetParent() return end

---@class AIbehaviorBehaviorIncludedDebuggerCommand : AIbehaviorIDebuggerCommand
---@field entries AIbehaviorBehaviorIncludedDebuggerCommandEntry[]
AIbehaviorBehaviorIncludedDebuggerCommand = {}

---@return AIbehaviorBehaviorIncludedDebuggerCommand
function AIbehaviorBehaviorIncludedDebuggerCommand.new() return end

---@param props table
---@return AIbehaviorBehaviorIncludedDebuggerCommand
function AIbehaviorBehaviorIncludedDebuggerCommand.new(props) return end

---@class AIbehaviorBehaviorIncludedDebuggerCommandEntry
---@field nodeId CGUID
---@field includedBehaviorResourcePath String
AIbehaviorBehaviorIncludedDebuggerCommandEntry = {}

---@return AIbehaviorBehaviorIncludedDebuggerCommandEntry
function AIbehaviorBehaviorIncludedDebuggerCommandEntry.new() return end

---@param props table
---@return AIbehaviorBehaviorIncludedDebuggerCommandEntry
function AIbehaviorBehaviorIncludedDebuggerCommandEntry.new(props) return end

---@class AIbehaviorBehaviorInstanceCallStack
---@field resourceHashes Uint32[]
AIbehaviorBehaviorInstanceCallStack = {}

---@return AIbehaviorBehaviorInstanceCallStack
function AIbehaviorBehaviorInstanceCallStack.new() return end

---@param props table
---@return AIbehaviorBehaviorInstanceCallStack
function AIbehaviorBehaviorInstanceCallStack.new(props) return end

---@class AIbehaviorCTreeNodeControlledByQuestNodeDefinition : AIbehaviorActionTreeNodeDefinition
AIbehaviorCTreeNodeControlledByQuestNodeDefinition = {}

---@return AIbehaviorCTreeNodeControlledByQuestNodeDefinition
function AIbehaviorCTreeNodeControlledByQuestNodeDefinition.new() return end

---@param props table
---@return AIbehaviorCTreeNodeControlledByQuestNodeDefinition
function AIbehaviorCTreeNodeControlledByQuestNodeDefinition.new(props) return end

---@class AIbehaviorCancelWorkspotCommandNodeDefinition : AIbehaviorDecoratorNodeDefinition
AIbehaviorCancelWorkspotCommandNodeDefinition = {}

---@return AIbehaviorCancelWorkspotCommandNodeDefinition
function AIbehaviorCancelWorkspotCommandNodeDefinition.new() return end

---@param props table
---@return AIbehaviorCancelWorkspotCommandNodeDefinition
function AIbehaviorCancelWorkspotCommandNodeDefinition.new(props) return end

---@class AIbehaviorChangeGuardAreaTaskDefinition : AIbehaviorTaskDefinition
---@field guardAreaNodeRef AIArgumentMapping
AIbehaviorChangeGuardAreaTaskDefinition = {}

---@return AIbehaviorChangeGuardAreaTaskDefinition
function AIbehaviorChangeGuardAreaTaskDefinition.new() return end

---@param props table
---@return AIbehaviorChangeGuardAreaTaskDefinition
function AIbehaviorChangeGuardAreaTaskDefinition.new(props) return end

---@class AIbehaviorCheckDistanceToCompanionConditionDefinition : AIbehaviorCompanionConditionDefinition
---@field distance AIArgumentMapping
---@field comparisonOperator EComparisonType
AIbehaviorCheckDistanceToCompanionConditionDefinition = {}

---@return AIbehaviorCheckDistanceToCompanionConditionDefinition
function AIbehaviorCheckDistanceToCompanionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorCheckDistanceToCompanionConditionDefinition
function AIbehaviorCheckDistanceToCompanionConditionDefinition.new(props) return end

---@class AIbehaviorCheckLineOfFireTaskDefinition : AIbehaviorTaskDefinition
---@field slotName AIArgumentMapping
---@field attachmentName AIArgumentMapping
---@field spread AIArgumentMapping
---@field maxRange AIArgumentMapping
AIbehaviorCheckLineOfFireTaskDefinition = {}

---@return AIbehaviorCheckLineOfFireTaskDefinition
function AIbehaviorCheckLineOfFireTaskDefinition.new() return end

---@param props table
---@return AIbehaviorCheckLineOfFireTaskDefinition
function AIbehaviorCheckLineOfFireTaskDefinition.new(props) return end

---@class AIbehaviorClearActiveNodesDebuggerCommand : AIbehaviorIDebuggerCommand
AIbehaviorClearActiveNodesDebuggerCommand = {}

---@return AIbehaviorClearActiveNodesDebuggerCommand
function AIbehaviorClearActiveNodesDebuggerCommand.new() return end

---@param props table
---@return AIbehaviorClearActiveNodesDebuggerCommand
function AIbehaviorClearActiveNodesDebuggerCommand.new(props) return end

---@class AIbehaviorClearSearchInfluenceTaskDefinition : AIbehaviorTaskDefinition
---@field clearedAreaRadius AIArgumentMapping
---@field clearedAreaDistance AIArgumentMapping
---@field clearedAreaAngle AIArgumentMapping
AIbehaviorClearSearchInfluenceTaskDefinition = {}

---@return AIbehaviorClearSearchInfluenceTaskDefinition
function AIbehaviorClearSearchInfluenceTaskDefinition.new() return end

---@param props table
---@return AIbehaviorClearSearchInfluenceTaskDefinition
function AIbehaviorClearSearchInfluenceTaskDefinition.new(props) return end

---@class AIbehaviorClearUsedAlertedSpotsTaskDefinition : AIbehaviorTaskDefinition
---@field usedTokens AIArgumentMapping
AIbehaviorClearUsedAlertedSpotsTaskDefinition = {}

---@return AIbehaviorClearUsedAlertedSpotsTaskDefinition
function AIbehaviorClearUsedAlertedSpotsTaskDefinition.new() return end

---@param props table
---@return AIbehaviorClearUsedAlertedSpotsTaskDefinition
function AIbehaviorClearUsedAlertedSpotsTaskDefinition.new(props) return end

---@class AIbehaviorCombatModeTaskDefinition : AIbehaviorTaskDefinition
---@field mode AIbehaviorCombatModes
---@field priority Int32
---@field timeToLive Float
AIbehaviorCombatModeTaskDefinition = {}

---@return AIbehaviorCombatModeTaskDefinition
function AIbehaviorCombatModeTaskDefinition.new() return end

---@param props table
---@return AIbehaviorCombatModeTaskDefinition
function AIbehaviorCombatModeTaskDefinition.new(props) return end

---@class AIbehaviorCommandConditionDefinition : AIbehaviorConditionDefinition
---@field commandName AIArgumentMapping
---@field useInheritance Bool
---@field isWaiting Bool
---@field isExecuting Bool
---@field commandOut AIArgumentMapping
AIbehaviorCommandConditionDefinition = {}

---@return AIbehaviorCommandConditionDefinition
function AIbehaviorCommandConditionDefinition.new() return end

---@param props table
---@return AIbehaviorCommandConditionDefinition
function AIbehaviorCommandConditionDefinition.new(props) return end

---@class AIbehaviorCommandConditionExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field commandName CName
---@field useInheritance Bool
---@field isEnqueued Bool
---@field isExecuting Bool
AIbehaviorCommandConditionExpressionDefinition = {}

---@return AIbehaviorCommandConditionExpressionDefinition
function AIbehaviorCommandConditionExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorCommandConditionExpressionDefinition
function AIbehaviorCommandConditionExpressionDefinition.new(props) return end

---@class AIbehaviorCommandHandlerNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field commandName CName
---@field useInheritance Bool
---@field contexts AICommandContextsType[]
---@field commandOut AIArgumentMapping
---@field runningSignal CName
---@field waitForCommand Bool
---@field retryIfCommandEnqueued Bool
---@field resultIfNoCommand AIbehaviorCompletionStatus
---@field resultIfChildFailed AIbehaviorCompletionStatus
AIbehaviorCommandHandlerNodeDefinition = {}

---@return AIbehaviorCommandHandlerNodeDefinition
function AIbehaviorCommandHandlerNodeDefinition.new() return end

---@param props table
---@return AIbehaviorCommandHandlerNodeDefinition
function AIbehaviorCommandHandlerNodeDefinition.new(props) return end

---@class AIbehaviorCompanionConditionDefinition : AIbehaviorConditionDefinition
---@field spline AIArgumentMapping
---@field companion AIArgumentMapping
AIbehaviorCompanionConditionDefinition = {}

---@class AIbehaviorComparisonExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field leftHandSide AIbehaviorExpressionSocket
---@field operator EComparisonType
---@field rightHandSide AIbehaviorExpressionSocket
AIbehaviorComparisonExpressionDefinition = {}

---@return AIbehaviorComparisonExpressionDefinition
function AIbehaviorComparisonExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorComparisonExpressionDefinition
function AIbehaviorComparisonExpressionDefinition.new(props) return end

---@class AIbehaviorCompleteOnEventNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field eventName CName
---@field resultOnEvent AIbehaviorCompletionStatus
AIbehaviorCompleteOnEventNodeDefinition = {}

---@return AIbehaviorCompleteOnEventNodeDefinition
function AIbehaviorCompleteOnEventNodeDefinition.new() return end

---@param props table
---@return AIbehaviorCompleteOnEventNodeDefinition
function AIbehaviorCompleteOnEventNodeDefinition.new(props) return end

---@class AIbehaviorCompositeConditionDefinition : AIbehaviorConditionDefinition
---@field conditions AIbehaviorConditionDefinition[]
AIbehaviorCompositeConditionDefinition = {}

---@class AIbehaviorCompositeTreeNodeDefinition : AIbehaviorTreeNodeDefinition
---@field children AIbehaviorTreeNodeDefinition[]
AIbehaviorCompositeTreeNodeDefinition = {}

---@class AIbehaviorConditionDefinition : AIbehaviorBehaviorComponentDefinition
---@field isInverted Bool
AIbehaviorConditionDefinition = {}

---@class AIbehaviorConditionNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field condition AIbehaviorConditionDefinition
---@field resultIfFailed AIbehaviorCompletionStatus
AIbehaviorConditionNodeDefinition = {}

---@class AIbehaviorConstantExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field type AIbehaviorTypeRef
---@field value Variant
AIbehaviorConstantExpressionDefinition = {}

---@return AIbehaviorConstantExpressionDefinition
function AIbehaviorConstantExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorConstantExpressionDefinition
function AIbehaviorConstantExpressionDefinition.new(props) return end

---@class AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition : AIbehaviorTaskDefinition
---@field command AIArgumentMapping
---@field outWorkspotData AIArgumentMapping
AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition = {}

---@return AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition
function AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition.new() return end

---@param props table
---@return AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition
function AIbehaviorConvertCommandToDynamicWorkspotTaskDefinition.new(props) return end

---@class AIbehaviorConvertToDynamicWorkspotTaskDefinition : AIbehaviorTaskDefinition
---@field workspotData AIArgumentMapping
---@field spotInstance AIArgumentMapping
---@field jumpToEntry AIArgumentMapping
---@field entryId AIArgumentMapping
AIbehaviorConvertToDynamicWorkspotTaskDefinition = {}

---@return AIbehaviorConvertToDynamicWorkspotTaskDefinition
function AIbehaviorConvertToDynamicWorkspotTaskDefinition.new() return end

---@param props table
---@return AIbehaviorConvertToDynamicWorkspotTaskDefinition
function AIbehaviorConvertToDynamicWorkspotTaskDefinition.new(props) return end

---@class AIbehaviorCreateAlertedInfluenceMapTaskDefinition : AIbehaviorTaskDefinition
AIbehaviorCreateAlertedInfluenceMapTaskDefinition = {}

---@return AIbehaviorCreateAlertedInfluenceMapTaskDefinition
function AIbehaviorCreateAlertedInfluenceMapTaskDefinition.new() return end

---@param props table
---@return AIbehaviorCreateAlertedInfluenceMapTaskDefinition
function AIbehaviorCreateAlertedInfluenceMapTaskDefinition.new(props) return end

---@class AIbehaviorCrowdSettingsNameVehicleExpressionDefinition : AIbehaviorVehicleExpressionDefinition
---@field settingsName CName
AIbehaviorCrowdSettingsNameVehicleExpressionDefinition = {}

---@return AIbehaviorCrowdSettingsNameVehicleExpressionDefinition
function AIbehaviorCrowdSettingsNameVehicleExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorCrowdSettingsNameVehicleExpressionDefinition
function AIbehaviorCrowdSettingsNameVehicleExpressionDefinition.new(props) return end

---@class AIbehaviorDebugFailsafeConditionDefinition : AIbehaviorConditionDefinition
---@field logMessage AIArgumentMapping
AIbehaviorDebugFailsafeConditionDefinition = {}

---@return AIbehaviorDebugFailsafeConditionDefinition
function AIbehaviorDebugFailsafeConditionDefinition.new() return end

---@param props table
---@return AIbehaviorDebugFailsafeConditionDefinition
function AIbehaviorDebugFailsafeConditionDefinition.new(props) return end

---@class AIbehaviorDebugInfoBase : ISerializable
---@field caption String
AIbehaviorDebugInfoBase = {}

---@return AIbehaviorDebugInfoBase
function AIbehaviorDebugInfoBase.new() return end

---@param props table
---@return AIbehaviorDebugInfoBase
function AIbehaviorDebugInfoBase.new(props) return end

---@class AIbehaviorDebugger : AIbehaviorIDebugger
AIbehaviorDebugger = {}

---@return AIbehaviorDebugger
function AIbehaviorDebugger.new() return end

---@param props table
---@return AIbehaviorDebugger
function AIbehaviorDebugger.new(props) return end

---@class AIbehaviorDecoratorNodeDefinition : AIbehaviorTreeNodeDefinition
---@field child AIbehaviorTreeNodeDefinition
AIbehaviorDecoratorNodeDefinition = {}

---@class AIbehaviorDelegateAttrRef
---@field name CName
AIbehaviorDelegateAttrRef = {}

---@return AIbehaviorDelegateAttrRef
function AIbehaviorDelegateAttrRef.new() return end

---@param props table
---@return AIbehaviorDelegateAttrRef
function AIbehaviorDelegateAttrRef.new(props) return end

---@class AIbehaviorDelegateExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field delegateAttribute AIbehaviorDelegateAttrRef
---@field behaviorCallbackNames CName[]
AIbehaviorDelegateExpressionDefinition = {}

---@return AIbehaviorDelegateExpressionDefinition
function AIbehaviorDelegateExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorDelegateExpressionDefinition
function AIbehaviorDelegateExpressionDefinition.new(props) return end

---@class AIbehaviorDelegateTaskDefinition : AIbehaviorTaskDefinition
---@field onActivate AIbehaviorDelegateTaskRef
---@field onUpdate AIbehaviorDelegateTaskRef
---@field onDeactivate AIbehaviorDelegateTaskRef
AIbehaviorDelegateTaskDefinition = {}

---@return AIbehaviorDelegateTaskDefinition
function AIbehaviorDelegateTaskDefinition.new() return end

---@param props table
---@return AIbehaviorDelegateTaskDefinition
function AIbehaviorDelegateTaskDefinition.new(props) return end

---@class AIbehaviorDelegateTaskRef
---@field name CName
AIbehaviorDelegateTaskRef = {}

---@return AIbehaviorDelegateTaskRef
function AIbehaviorDelegateTaskRef.new() return end

---@param props table
---@return AIbehaviorDelegateTaskRef
function AIbehaviorDelegateTaskRef.new(props) return end

---@class AIbehaviorDistanceToExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field target AIbehaviorExpressionSocket
---@field tolerance Float
---@field updatePeriod Float
AIbehaviorDistanceToExpressionDefinition = {}

---@return AIbehaviorDistanceToExpressionDefinition
function AIbehaviorDistanceToExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorDistanceToExpressionDefinition
function AIbehaviorDistanceToExpressionDefinition.new(props) return end

---@class AIbehaviorDistanceToTargetConditionDefinition : AIbehaviorConditionDefinition
---@field target AIArgumentMapping
---@field distance AIArgumentMapping
---@field comparisonOperator EComparisonType
AIbehaviorDistanceToTargetConditionDefinition = {}

---@class AIbehaviorDistanceToTargetObjectConditionDefinition : AIbehaviorDistanceToTargetConditionDefinition
AIbehaviorDistanceToTargetObjectConditionDefinition = {}

---@return AIbehaviorDistanceToTargetObjectConditionDefinition
function AIbehaviorDistanceToTargetObjectConditionDefinition.new() return end

---@param props table
---@return AIbehaviorDistanceToTargetObjectConditionDefinition
function AIbehaviorDistanceToTargetObjectConditionDefinition.new(props) return end

---@class AIbehaviorDistanceToTargetPositionConditionDefinition : AIbehaviorDistanceToTargetConditionDefinition
AIbehaviorDistanceToTargetPositionConditionDefinition = {}

---@return AIbehaviorDistanceToTargetPositionConditionDefinition
function AIbehaviorDistanceToTargetPositionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorDistanceToTargetPositionConditionDefinition
function AIbehaviorDistanceToTargetPositionConditionDefinition.new(props) return end

---@class AIbehaviorDriveAvSimpleTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field timeToTravel AIArgumentMapping
---@field distanceToTravel AIArgumentMapping
---@field useEaseInFunction AIArgumentMapping
---@field useEaseOutFunction AIArgumentMapping
---@field movementDirection AIArgumentMapping
---@field useForwardDirection AIArgumentMapping
---@field easeBounceMultiplier AIArgumentMapping
---@field despawnAtTheEnd AIArgumentMapping
---@field disableVFXs AIArgumentMapping
---@field facePlayer AIArgumentMapping
---@field doLandingRotation AIArgumentMapping
---@field interruptTaskOnLandingFound AIArgumentMapping
---@field attemptToSendEarlyDismountCommand AIArgumentMapping
AIbehaviorDriveAvSimpleTreeNodeDefinition = {}

---@return AIbehaviorDriveAvSimpleTreeNodeDefinition
function AIbehaviorDriveAvSimpleTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveAvSimpleTreeNodeDefinition
function AIbehaviorDriveAvSimpleTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveChaseTargetTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field target AIArgumentMapping
---@field distanceMin AIArgumentMapping
---@field distanceMax AIArgumentMapping
---@field forcedStartSpeed AIArgumentMapping
---@field needDriver AIArgumentMapping
---@field aggressiveRammingEnabled AIArgumentMapping
---@field ignoreChaseVehiclesLimit AIArgumentMapping
---@field boostDrivingStats AIArgumentMapping
AIbehaviorDriveChaseTargetTreeNodeDefinition = {}

---@return AIbehaviorDriveChaseTargetTreeNodeDefinition
function AIbehaviorDriveChaseTargetTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveChaseTargetTreeNodeDefinition
function AIbehaviorDriveChaseTargetTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition = {}

---@return AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition
function AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition
function AIbehaviorDriveCreateTrafficSlotTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveFollowPositionTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveFollowPositionTreeNodeDefinition = {}

---@return AIbehaviorDriveFollowPositionTreeNodeDefinition
function AIbehaviorDriveFollowPositionTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveFollowPositionTreeNodeDefinition
function AIbehaviorDriveFollowPositionTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveFollowSlotTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveFollowSlotTreeNodeDefinition = {}

---@return AIbehaviorDriveFollowSlotTreeNodeDefinition
function AIbehaviorDriveFollowSlotTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveFollowSlotTreeNodeDefinition
function AIbehaviorDriveFollowSlotTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveFollowSplineTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field useKinematic AIArgumentMapping
---@field needDriver AIArgumentMapping
---@field spline AIArgumentMapping
---@field secureTimeOut AIArgumentMapping
---@field backwards AIArgumentMapping
---@field reverse AIArgumentMapping
---@field closest AIArgumentMapping
---@field forcedStartSpeed AIArgumentMapping
---@field stopAtPathEnd AIArgumentMapping
---@field keepDistanceParamBool AIArgumentMapping
---@field keepDistanceParamCompanion AIArgumentMapping
---@field keepDistanceParamDistance AIArgumentMapping
---@field rubberBandingBool AIArgumentMapping
---@field rubberBandingTargetRef AIArgumentMapping
---@field rubberBandingMinDistance AIArgumentMapping
---@field rubberBandingMaxDistance AIArgumentMapping
---@field rubberBandingStopAndWait AIArgumentMapping
---@field rubberBandingTeleportToCatchUp AIArgumentMapping
---@field audioCurvesParam AIArgumentMapping
AIbehaviorDriveFollowSplineTreeNodeDefinition = {}

---@return AIbehaviorDriveFollowSplineTreeNodeDefinition
function AIbehaviorDriveFollowSplineTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveFollowSplineTreeNodeDefinition
function AIbehaviorDriveFollowSplineTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveFollowTargetTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field useKinematic AIArgumentMapping
---@field needDriver AIArgumentMapping
---@field target AIArgumentMapping
---@field secureTimeOut AIArgumentMapping
---@field distanceMin AIArgumentMapping
---@field distanceMax AIArgumentMapping
---@field isPlayer AIArgumentMapping
---@field stopHasReachedTarget AIArgumentMapping
---@field useTraffic AIArgumentMapping
---@field allowStubMovement AIArgumentMapping
AIbehaviorDriveFollowTargetTreeNodeDefinition = {}

---@return AIbehaviorDriveFollowTargetTreeNodeDefinition
function AIbehaviorDriveFollowTargetTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveFollowTargetTreeNodeDefinition
function AIbehaviorDriveFollowTargetTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveIdleTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveIdleTreeNodeDefinition = {}

---@return AIbehaviorDriveIdleTreeNodeDefinition
function AIbehaviorDriveIdleTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveIdleTreeNodeDefinition
function AIbehaviorDriveIdleTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveJoinTrafficTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveJoinTrafficTreeNodeDefinition = {}

---@return AIbehaviorDriveJoinTrafficTreeNodeDefinition
function AIbehaviorDriveJoinTrafficTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveJoinTrafficTreeNodeDefinition
function AIbehaviorDriveJoinTrafficTreeNodeDefinition.new(props) return end

---@class AIbehaviorDrivePanicTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field allowSimplifiedMovement AIArgumentMapping
---@field ignoreTickets AIArgumentMapping
---@field disableStuckDetection AIArgumentMapping
---@field useSpeedBasedLookupRange AIArgumentMapping
---@field tryDriveAwayFromPlayer AIArgumentMapping
AIbehaviorDrivePanicTreeNodeDefinition = {}

---@return AIbehaviorDrivePanicTreeNodeDefinition
function AIbehaviorDrivePanicTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDrivePanicTreeNodeDefinition
function AIbehaviorDrivePanicTreeNodeDefinition.new(props) return end

---@class AIbehaviorDrivePatrolTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field maxSpeed AIArgumentMapping
---@field minSpeed AIArgumentMapping
---@field clearTrafficOnPath AIArgumentMapping
---@field emergencyPatrol AIArgumentMapping
---@field numPatrolLoops AIArgumentMapping
---@field forcedStartSpeed AIArgumentMapping
AIbehaviorDrivePatrolTreeNodeDefinition = {}

---@return AIbehaviorDrivePatrolTreeNodeDefinition
function AIbehaviorDrivePatrolTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDrivePatrolTreeNodeDefinition
function AIbehaviorDrivePatrolTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveRacingTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field useKinematic AIArgumentMapping
---@field needDriver AIArgumentMapping
---@field spline AIArgumentMapping
---@field secureTimeOut AIArgumentMapping
---@field backwards AIArgumentMapping
---@field reverse AIArgumentMapping
---@field closest AIArgumentMapping
---@field forcedStartSpeed AIArgumentMapping
---@field stopAtPathEnd AIArgumentMapping
---@field keepDistanceParamBool AIArgumentMapping
---@field keepDistanceParamCompanion AIArgumentMapping
---@field keepDistanceParamDistance AIArgumentMapping
---@field rubberBandingBool AIArgumentMapping
---@field rubberBandingTargetRef AIArgumentMapping
---@field rubberBandingMinDistance AIArgumentMapping
---@field rubberBandingMaxDistance AIArgumentMapping
---@field rubberBandingStopAndWait AIArgumentMapping
---@field rubberBandingTeleportToCatchUp AIArgumentMapping
---@field rubberBandingStayInFront AIArgumentMapping
AIbehaviorDriveRacingTreeNodeDefinition = {}

---@return AIbehaviorDriveRacingTreeNodeDefinition
function AIbehaviorDriveRacingTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveRacingTreeNodeDefinition
function AIbehaviorDriveRacingTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveSplineReverseTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field spline AIArgumentMapping
AIbehaviorDriveSplineReverseTreeNodeDefinition = {}

---@return AIbehaviorDriveSplineReverseTreeNodeDefinition
function AIbehaviorDriveSplineReverseTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveSplineReverseTreeNodeDefinition
function AIbehaviorDriveSplineReverseTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveStunnedTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveStunnedTreeNodeDefinition = {}

---@return AIbehaviorDriveStunnedTreeNodeDefinition
function AIbehaviorDriveStunnedTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveStunnedTreeNodeDefinition
function AIbehaviorDriveStunnedTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveSummoningTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
AIbehaviorDriveSummoningTreeNodeDefinition = {}

---@return AIbehaviorDriveSummoningTreeNodeDefinition
function AIbehaviorDriveSummoningTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveSummoningTreeNodeDefinition
function AIbehaviorDriveSummoningTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveToNodeTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field useKinematic AIArgumentMapping
---@field needDriver AIArgumentMapping
---@field nodeRef AIArgumentMapping
---@field stopAtPathEnd AIArgumentMapping
---@field secureTimeOut AIArgumentMapping
---@field isPlayer AIArgumentMapping
---@field useTraffic AIArgumentMapping
---@field speedInTraffic AIArgumentMapping
---@field forceGreenLights AIArgumentMapping
---@field portals AIArgumentMapping
---@field trafficTryNeighborsForStart AIArgumentMapping
---@field trafficTryNeighborsForEnd AIArgumentMapping
AIbehaviorDriveToNodeTreeNodeDefinition = {}

---@return AIbehaviorDriveToNodeTreeNodeDefinition
function AIbehaviorDriveToNodeTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveToNodeTreeNodeDefinition
function AIbehaviorDriveToNodeTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveToPointAutonomousTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field targetPosition AIArgumentMapping
---@field maxSpeed AIArgumentMapping
---@field minSpeed AIArgumentMapping
---@field clearTrafficOnPath AIArgumentMapping
---@field minimumDistanceToTarget AIArgumentMapping
---@field forcedStartSpeed AIArgumentMapping
---@field driveDownTheRoadIndefinitely AIArgumentMapping
AIbehaviorDriveToPointAutonomousTreeNodeDefinition = {}

---@return AIbehaviorDriveToPointAutonomousTreeNodeDefinition
function AIbehaviorDriveToPointAutonomousTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveToPointAutonomousTreeNodeDefinition
function AIbehaviorDriveToPointAutonomousTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveToPointTreeNodeDefinition : AIbehaviorDriveTreeNodeDefinition
---@field targetPosition AIArgumentMapping
---@field secureTimeOut AIArgumentMapping
---@field useTraffic AIArgumentMapping
---@field speedInTraffic AIArgumentMapping
---@field forceGreenLights AIArgumentMapping
---@field portals AIArgumentMapping
---@field trafficTryNeighborsForStart AIArgumentMapping
---@field trafficTryNeighborsForEnd AIArgumentMapping
AIbehaviorDriveToPointTreeNodeDefinition = {}

---@return AIbehaviorDriveToPointTreeNodeDefinition
function AIbehaviorDriveToPointTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorDriveToPointTreeNodeDefinition
function AIbehaviorDriveToPointTreeNodeDefinition.new(props) return end

---@class AIbehaviorDriveTreeNodeDefinition : AIbehaviorActionTreeNodeDefinition
AIbehaviorDriveTreeNodeDefinition = {}

---@class AIbehaviorEdgeConditionDefinition : AIbehaviorUnaryConditionDefinition
---@field risingEdgeAction AIbehaviorEdgeConditionAction
---@field fallingEdgeAction AIbehaviorEdgeConditionAction
---@field initialValue Bool
AIbehaviorEdgeConditionDefinition = {}

---@return AIbehaviorEdgeConditionDefinition
function AIbehaviorEdgeConditionDefinition.new() return end

---@param props table
---@return AIbehaviorEdgeConditionDefinition
function AIbehaviorEdgeConditionDefinition.new(props) return end

---@class AIbehaviorEntityLODConditionDefinition : AIbehaviorConditionDefinition
---@field any AIbehaviorEntityLODConditions[]
---@field all AIbehaviorEntityLODConditions[]
---@field none AIbehaviorEntityLODConditions[]
AIbehaviorEntityLODConditionDefinition = {}

---@return AIbehaviorEntityLODConditionDefinition
function AIbehaviorEntityLODConditionDefinition.new() return end

---@param props table
---@return AIbehaviorEntityLODConditionDefinition
function AIbehaviorEntityLODConditionDefinition.new(props) return end

---@class AIbehaviorEntityReuseEventResolverDefinition : AIbehaviorEventResolverDefinition
---@field destination AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
AIbehaviorEntityReuseEventResolverDefinition = {}

---@return AIbehaviorEntityReuseEventResolverDefinition
function AIbehaviorEntityReuseEventResolverDefinition.new() return end

---@param props table
---@return AIbehaviorEntityReuseEventResolverDefinition
function AIbehaviorEntityReuseEventResolverDefinition.new(props) return end

---@class AIbehaviorEventConditionDefinition : ISerializable
---@field condition AIbehaviorConditionDefinition
---@field eventName CName
AIbehaviorEventConditionDefinition = {}

---@return AIbehaviorEventConditionDefinition
function AIbehaviorEventConditionDefinition.new() return end

---@param props table
---@return AIbehaviorEventConditionDefinition
function AIbehaviorEventConditionDefinition.new(props) return end

---@class AIbehaviorEventHandler
AIbehaviorEventHandler = {}

---@return AIbehaviorEventHandler
function AIbehaviorEventHandler.new() return end

---@param props table
---@return AIbehaviorEventHandler
function AIbehaviorEventHandler.new(props) return end

---@class AIbehaviorEventHandlerNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field eventName CName
---@field resolver AIbehaviorEventResolverDefinition
AIbehaviorEventHandlerNodeDefinition = {}

---@return AIbehaviorEventHandlerNodeDefinition
function AIbehaviorEventHandlerNodeDefinition.new() return end

---@param props table
---@return AIbehaviorEventHandlerNodeDefinition
function AIbehaviorEventHandlerNodeDefinition.new(props) return end

---@class AIbehaviorEventResolverDefinition : ISerializable
AIbehaviorEventResolverDefinition = {}

---@class AIbehaviorEventWithTagConditionDefinition : AIbehaviorConditionDefinition
---@field tag CName
---@field consumeEvent Bool
AIbehaviorEventWithTagConditionDefinition = {}

---@return AIbehaviorEventWithTagConditionDefinition
function AIbehaviorEventWithTagConditionDefinition.new() return end

---@param props table
---@return AIbehaviorEventWithTagConditionDefinition
function AIbehaviorEventWithTagConditionDefinition.new(props) return end

---@class AIbehaviorExitWorkspotNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field skipExitAnimation AIArgumentMapping
---@field useSlowExitAnimation AIArgumentMapping
---@field doSlowIfFastExitFails AIArgumentMapping
---@field stayInWorkspotIfExitFails AIArgumentMapping
---@field tryBlendFastExitToWalk AIArgumentMapping
---@field dontRequestExit AIArgumentMapping
---@field cancelQueuedCommand AIArgumentMapping
---@field target AIArgumentMapping
AIbehaviorExitWorkspotNodeDefinition = {}

---@return AIbehaviorExitWorkspotNodeDefinition
function AIbehaviorExitWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorExitWorkspotNodeDefinition
function AIbehaviorExitWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorExpressionSocket : ISerializable
---@field typeHint AIbehaviorTypeRef
---@field expression AIbehaviorPassiveExpressionDefinition
AIbehaviorExpressionSocket = {}

---@return AIbehaviorExpressionSocket
function AIbehaviorExpressionSocket.new() return end

---@param props table
---@return AIbehaviorExpressionSocket
function AIbehaviorExpressionSocket.new(props) return end

---@class AIbehaviorExtractMountDataTaskDefinition : AIbehaviorTaskDefinition
---@field mountEventData AIArgumentMapping
---@field outWorkspotData AIArgumentMapping
---@field outIsInstant AIArgumentMapping
---@field outAllowFailsafeTeleport AIArgumentMapping
AIbehaviorExtractMountDataTaskDefinition = {}

---@return AIbehaviorExtractMountDataTaskDefinition
function AIbehaviorExtractMountDataTaskDefinition.new() return end

---@param props table
---@return AIbehaviorExtractMountDataTaskDefinition
function AIbehaviorExtractMountDataTaskDefinition.new(props) return end

---@class AIbehaviorExtractMountParentStubPositionTaskDefinition : AIbehaviorTaskDefinition
---@field mountData AIArgumentMapping
---@field position AIArgumentMapping
AIbehaviorExtractMountParentStubPositionTaskDefinition = {}

---@return AIbehaviorExtractMountParentStubPositionTaskDefinition
function AIbehaviorExtractMountParentStubPositionTaskDefinition.new() return end

---@param props table
---@return AIbehaviorExtractMountParentStubPositionTaskDefinition
function AIbehaviorExtractMountParentStubPositionTaskDefinition.new(props) return end

---@class AIbehaviorExtractVehicleSlotWorkspotTaskDefinition : AIbehaviorTaskDefinition
---@field outWorkspotData AIArgumentMapping
AIbehaviorExtractVehicleSlotWorkspotTaskDefinition = {}

---@return AIbehaviorExtractVehicleSlotWorkspotTaskDefinition
function AIbehaviorExtractVehicleSlotWorkspotTaskDefinition.new() return end

---@param props table
---@return AIbehaviorExtractVehicleSlotWorkspotTaskDefinition
function AIbehaviorExtractVehicleSlotWorkspotTaskDefinition.new(props) return end

---@class AIbehaviorFSMStateDefinition : AIbehaviorTreeNodeDefinition
---@field behaviorRoot AIbehaviorTreeNodeDefinition
---@field isInitial Bool
---@field isExit Bool
---@field completionStatus AIbehaviorStateCompletionStatus
AIbehaviorFSMStateDefinition = {}

---@return AIbehaviorFSMStateDefinition
function AIbehaviorFSMStateDefinition.new() return end

---@param props table
---@return AIbehaviorFSMStateDefinition
function AIbehaviorFSMStateDefinition.new(props) return end

---@class AIbehaviorFSMStateWrapper
AIbehaviorFSMStateWrapper = {}

---@return AIbehaviorFSMStateWrapper
function AIbehaviorFSMStateWrapper.new() return end

---@param props table
---@return AIbehaviorFSMStateWrapper
function AIbehaviorFSMStateWrapper.new(props) return end

---@class AIbehaviorFSMTransitionDefinition : AIbehaviorBehaviorComponentDefinition
---@field inState Uint16
---@field outState Uint16
---@field evaluationOrder Int32
---@field instantConditions AIbehaviorInstantConditionDefinition[]
---@field monitorConditions AIbehaviorMonitorConditionDefinition[]
---@field eventConditions AIbehaviorEventConditionDefinition[]
---@field passiveConditions AIbehaviorExpressionSocket[]
AIbehaviorFSMTransitionDefinition = {}

---@return AIbehaviorFSMTransitionDefinition
function AIbehaviorFSMTransitionDefinition.new() return end

---@param props table
---@return AIbehaviorFSMTransitionDefinition
function AIbehaviorFSMTransitionDefinition.new(props) return end

---@class AIbehaviorFSMTreeNodeDefinition : AIbehaviorTreeNodeDefinition
---@field states AIbehaviorFSMStateDefinition[]
---@field transitions AIbehaviorFSMTransitionDefinition[]
---@field initialState AIbehaviorFSMStateDefinition
AIbehaviorFSMTreeNodeDefinition = {}

---@return AIbehaviorFSMTreeNodeDefinition
function AIbehaviorFSMTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorFSMTreeNodeDefinition
function AIbehaviorFSMTreeNodeDefinition.new(props) return end

---@class AIbehaviorFailerNodeDefinition : AIbehaviorLeafTreeNodeDefinition
AIbehaviorFailerNodeDefinition = {}

---@return AIbehaviorFailerNodeDefinition
function AIbehaviorFailerNodeDefinition.new() return end

---@param props table
---@return AIbehaviorFailerNodeDefinition
function AIbehaviorFailerNodeDefinition.new(props) return end

---@class AIbehaviorFindAlertedWorkspotTaskDefinition : AIbehaviorTaskDefinition
---@field usedTokens AIArgumentMapping
---@field spots AIArgumentMapping
---@field radius AIArgumentMapping
---@field outWorkspotData AIArgumentMapping
AIbehaviorFindAlertedWorkspotTaskDefinition = {}

---@return AIbehaviorFindAlertedWorkspotTaskDefinition
function AIbehaviorFindAlertedWorkspotTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindAlertedWorkspotTaskDefinition
function AIbehaviorFindAlertedWorkspotTaskDefinition.new(props) return end

---@class AIbehaviorFindClosestPointOnPathTaskDefinition : AIbehaviorTaskDefinition
---@field path AIArgumentMapping
---@field forceStartFromClosest AIArgumentMapping
---@field patrolProgress AIArgumentMapping
---@field positionOnPath AIArgumentMapping
---@field entryTangent AIArgumentMapping
AIbehaviorFindClosestPointOnPathTaskDefinition = {}

---@return AIbehaviorFindClosestPointOnPathTaskDefinition
function AIbehaviorFindClosestPointOnPathTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindClosestPointOnPathTaskDefinition
function AIbehaviorFindClosestPointOnPathTaskDefinition.new(props) return end

---@class AIbehaviorFindClosestPointOnTrafficPathTaskDefinition : AIbehaviorTaskDefinition
---@field enterClosest AIArgumentMapping
---@field avoidedPosition AIArgumentMapping
---@field useThreatPosAsAvoidedPos AIArgumentMapping
---@field avoidedPositionDistance AIArgumentMapping
---@field usePreviousPosition AIArgumentMapping
---@field checkRoadIntersection AIArgumentMapping
---@field workspotData AIArgumentMapping
---@field positionOnPath AIArgumentMapping
---@field pathDirection AIArgumentMapping
---@field joinTrafficSettings AIArgumentMapping
AIbehaviorFindClosestPointOnTrafficPathTaskDefinition = {}

---@return AIbehaviorFindClosestPointOnTrafficPathTaskDefinition
function AIbehaviorFindClosestPointOnTrafficPathTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindClosestPointOnTrafficPathTaskDefinition
function AIbehaviorFindClosestPointOnTrafficPathTaskDefinition.new(props) return end

---@class AIbehaviorFindLaneTaskDefinition : AIbehaviorTaskDefinition
---@field pointOnLane AIArgumentMapping
---@field filter worldFindLaneFilter
AIbehaviorFindLaneTaskDefinition = {}

---@return AIbehaviorFindLaneTaskDefinition
function AIbehaviorFindLaneTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindLaneTaskDefinition
function AIbehaviorFindLaneTaskDefinition.new(props) return end

---@class AIbehaviorFindNavigablePointTaskDefinition : AIbehaviorTaskDefinition
---@field destination AIArgumentMapping
---@field outAdjustedDestination AIArgumentMapping
---@field outWasAdjusted AIArgumentMapping
AIbehaviorFindNavigablePointTaskDefinition = {}

---@return AIbehaviorFindNavigablePointTaskDefinition
function AIbehaviorFindNavigablePointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindNavigablePointTaskDefinition
function AIbehaviorFindNavigablePointTaskDefinition.new(props) return end

---@class AIbehaviorFindTeleportPositionTaskDefinition : AIbehaviorTaskDefinition
---@field patrolPath AIArgumentMapping
---@field teleportPosition AIArgumentMapping
---@field teleportRotation AIArgumentMapping
AIbehaviorFindTeleportPositionTaskDefinition = {}

---@return AIbehaviorFindTeleportPositionTaskDefinition
function AIbehaviorFindTeleportPositionTaskDefinition.new() return end

---@param props table
---@return AIbehaviorFindTeleportPositionTaskDefinition
function AIbehaviorFindTeleportPositionTaskDefinition.new(props) return end

---@class AIbehaviorForcedBehaviorNodeDefinition : AIbehaviorTreeNodeDefinition
AIbehaviorForcedBehaviorNodeDefinition = {}

---@return AIbehaviorForcedBehaviorNodeDefinition
function AIbehaviorForcedBehaviorNodeDefinition.new() return end

---@param props table
---@return AIbehaviorForcedBehaviorNodeDefinition
function AIbehaviorForcedBehaviorNodeDefinition.new(props) return end

---@class AIbehaviorFreeReservedWorkspotNodeDefinition : AIbehaviorDecoratorNodeDefinition
AIbehaviorFreeReservedWorkspotNodeDefinition = {}

---@return AIbehaviorFreeReservedWorkspotNodeDefinition
function AIbehaviorFreeReservedWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorFreeReservedWorkspotNodeDefinition
function AIbehaviorFreeReservedWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorGenerateSearchInfluenceTaskDefinition : AIbehaviorTaskDefinition
---@field position AIArgumentMapping
---@field path AIArgumentMapping
---@field radius AIArgumentMapping
AIbehaviorGenerateSearchInfluenceTaskDefinition = {}

---@return AIbehaviorGenerateSearchInfluenceTaskDefinition
function AIbehaviorGenerateSearchInfluenceTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGenerateSearchInfluenceTaskDefinition
function AIbehaviorGenerateSearchInfluenceTaskDefinition.new(props) return end

---@class AIbehaviorGetEntryPointOnPathTaskDefinition : AIbehaviorTaskDefinition
---@field patrolProgress AIArgumentMapping
---@field positionOnPath AIArgumentMapping
---@field entryTangent AIArgumentMapping
AIbehaviorGetEntryPointOnPathTaskDefinition = {}

---@return AIbehaviorGetEntryPointOnPathTaskDefinition
function AIbehaviorGetEntryPointOnPathTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGetEntryPointOnPathTaskDefinition
function AIbehaviorGetEntryPointOnPathTaskDefinition.new(props) return end

---@class AIbehaviorGetFollowTrailPointTaskDefinition : AIbehaviorTaskDefinition
---@field inTrailDelay AIArgumentMapping
---@field outFollowTrailPoint AIArgumentMapping
AIbehaviorGetFollowTrailPointTaskDefinition = {}

---@return AIbehaviorGetFollowTrailPointTaskDefinition
function AIbehaviorGetFollowTrailPointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGetFollowTrailPointTaskDefinition
function AIbehaviorGetFollowTrailPointTaskDefinition.new(props) return end

---@class AIbehaviorGetNextPointOnPathTaskDefinition : AIbehaviorTaskDefinition
---@field patrolProgress AIArgumentMapping
---@field positionOnPath AIArgumentMapping
---@field entryTangent AIArgumentMapping
AIbehaviorGetNextPointOnPathTaskDefinition = {}

---@return AIbehaviorGetNextPointOnPathTaskDefinition
function AIbehaviorGetNextPointOnPathTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGetNextPointOnPathTaskDefinition
function AIbehaviorGetNextPointOnPathTaskDefinition.new(props) return end

---@class AIbehaviorGetPatrolPointTaskDefinition : AIbehaviorTaskDefinition
---@field inPatrolDistance AIArgumentMapping
---@field inLastKnownPosition AIArgumentMapping
---@field outFollowTrailPoint AIArgumentMapping
AIbehaviorGetPatrolPointTaskDefinition = {}

---@return AIbehaviorGetPatrolPointTaskDefinition
function AIbehaviorGetPatrolPointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGetPatrolPointTaskDefinition
function AIbehaviorGetPatrolPointTaskDefinition.new(props) return end

---@class AIbehaviorGetSearchPointTaskDefinition : AIbehaviorTaskDefinition
---@field inPlayerPositionDelay AIArgumentMapping
---@field inSearchPositionMaxRadius AIArgumentMapping
---@field inNearestNavmeshPolyExtent AIArgumentMapping
---@field inPavementsOnly AIArgumentMapping
---@field inLastKnownPosition AIArgumentMapping
---@field outSearchPosition AIArgumentMapping
AIbehaviorGetSearchPointTaskDefinition = {}

---@return AIbehaviorGetSearchPointTaskDefinition
function AIbehaviorGetSearchPointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorGetSearchPointTaskDefinition
function AIbehaviorGetSearchPointTaskDefinition.new(props) return end

---@class AIbehaviorGetSelectedAgentDebuggerCommand : AIbehaviorIDebuggerCommand
AIbehaviorGetSelectedAgentDebuggerCommand = {}

---@return AIbehaviorGetSelectedAgentDebuggerCommand
function AIbehaviorGetSelectedAgentDebuggerCommand.new() return end

---@param props table
---@return AIbehaviorGetSelectedAgentDebuggerCommand
function AIbehaviorGetSelectedAgentDebuggerCommand.new(props) return end

---@class AIbehaviorHasDriverConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorHasDriverConditionDefinition = {}

---@return AIbehaviorHasDriverConditionDefinition
function AIbehaviorHasDriverConditionDefinition.new() return end

---@param props table
---@return AIbehaviorHasDriverConditionDefinition
function AIbehaviorHasDriverConditionDefinition.new(props) return end

---@class AIbehaviorHasPendingForcedBehaviorConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorHasPendingForcedBehaviorConditionDefinition = {}

---@return AIbehaviorHasPendingForcedBehaviorConditionDefinition
function AIbehaviorHasPendingForcedBehaviorConditionDefinition.new() return end

---@param props table
---@return AIbehaviorHasPendingForcedBehaviorConditionDefinition
function AIbehaviorHasPendingForcedBehaviorConditionDefinition.new(props) return end

---@class AIbehaviorHostilesDetectedConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorHostilesDetectedConditionDefinition = {}

---@return AIbehaviorHostilesDetectedConditionDefinition
function AIbehaviorHostilesDetectedConditionDefinition.new() return end

---@param props table
---@return AIbehaviorHostilesDetectedConditionDefinition
function AIbehaviorHostilesDetectedConditionDefinition.new(props) return end

---@class AIbehaviorIDebugger : ISerializable
AIbehaviorIDebugger = {}

---@class AIbehaviorIDebuggerCommand : ISerializable
AIbehaviorIDebuggerCommand = {}

---@class AIbehaviorIdleTreeNodeDefinition : AIbehaviorLeafTreeNodeDefinition
AIbehaviorIdleTreeNodeDefinition = {}

---@return AIbehaviorIdleTreeNodeDefinition
function AIbehaviorIdleTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorIdleTreeNodeDefinition
function AIbehaviorIdleTreeNodeDefinition.new(props) return end

---@class AIbehaviorIfElseNodeDefinition : AIbehaviorCompositeTreeNodeDefinition
---@field condition AIbehaviorExpressionSocket
AIbehaviorIfElseNodeDefinition = {}

---@return AIbehaviorIfElseNodeDefinition
function AIbehaviorIfElseNodeDefinition.new() return end

---@param props table
---@return AIbehaviorIfElseNodeDefinition
function AIbehaviorIfElseNodeDefinition.new(props) return end

---@class AIbehaviorIncludedTreeDefinition : AIbehaviorNestedTreeDefinition
---@field treeReference AIArgumentMapping
AIbehaviorIncludedTreeDefinition = {}

---@return AIbehaviorIncludedTreeDefinition
function AIbehaviorIncludedTreeDefinition.new() return end

---@param props table
---@return AIbehaviorIncludedTreeDefinition
function AIbehaviorIncludedTreeDefinition.new(props) return end

---@class AIbehaviorInfluenceExcludeObstaclePointTaskDefinition : AIbehaviorTaskDefinition
---@field workspotData AIArgumentMapping
---@field mountData AIArgumentMapping
AIbehaviorInfluenceExcludeObstaclePointTaskDefinition = {}

---@return AIbehaviorInfluenceExcludeObstaclePointTaskDefinition
function AIbehaviorInfluenceExcludeObstaclePointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorInfluenceExcludeObstaclePointTaskDefinition
function AIbehaviorInfluenceExcludeObstaclePointTaskDefinition.new(props) return end

---@class AIbehaviorInstance
AIbehaviorInstance = {}

---@return AIbehaviorInstance
function AIbehaviorInstance.new() return end

---@param props table
---@return AIbehaviorInstance
function AIbehaviorInstance.new(props) return end

---@class AIbehaviorInstantConditionDefinition : ISerializable
---@field condition AIbehaviorConditionDefinition
AIbehaviorInstantConditionDefinition = {}

---@return AIbehaviorInstantConditionDefinition
function AIbehaviorInstantConditionDefinition.new() return end

---@param props table
---@return AIbehaviorInstantConditionDefinition
function AIbehaviorInstantConditionDefinition.new(props) return end

---@class AIbehaviorInstantConditionNodeDefinition : AIbehaviorConditionNodeDefinition
AIbehaviorInstantConditionNodeDefinition = {}

---@return AIbehaviorInstantConditionNodeDefinition
function AIbehaviorInstantConditionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorInstantConditionNodeDefinition
function AIbehaviorInstantConditionNodeDefinition.new(props) return end

---@class AIbehaviorInstantJoinTrafficConditionDefinition : AIbehaviorConditionDefinition
---@field joinTrafficSettings AIArgumentMapping
---@field closestPointOnPath AIArgumentMapping
---@field pathDirection AIArgumentMapping
---@field runOnTraffic AIArgumentMapping
AIbehaviorInstantJoinTrafficConditionDefinition = {}

---@return AIbehaviorInstantJoinTrafficConditionDefinition
function AIbehaviorInstantJoinTrafficConditionDefinition.new() return end

---@param props table
---@return AIbehaviorInstantJoinTrafficConditionDefinition
function AIbehaviorInstantJoinTrafficConditionDefinition.new(props) return end

---@class AIbehaviorInstantMountConditionDefinition : AIbehaviorConditionDefinition
---@field mountData AIArgumentMapping
AIbehaviorInstantMountConditionDefinition = {}

---@return AIbehaviorInstantMountConditionDefinition
function AIbehaviorInstantMountConditionDefinition.new() return end

---@param props table
---@return AIbehaviorInstantMountConditionDefinition
function AIbehaviorInstantMountConditionDefinition.new(props) return end

---@class AIbehaviorInstantRunAwayConditionDefinition : AIbehaviorConditionDefinition
---@field destination AIArgumentMapping
---@field runOnNavmesh AIArgumentMapping
AIbehaviorInstantRunAwayConditionDefinition = {}

---@return AIbehaviorInstantRunAwayConditionDefinition
function AIbehaviorInstantRunAwayConditionDefinition.new() return end

---@param props table
---@return AIbehaviorInstantRunAwayConditionDefinition
function AIbehaviorInstantRunAwayConditionDefinition.new(props) return end

---@class AIbehaviorInstantTaskNodeDefinition : AIbehaviorTaskNodeDefinition
AIbehaviorInstantTaskNodeDefinition = {}

---@return AIbehaviorInstantTaskNodeDefinition
function AIbehaviorInstantTaskNodeDefinition.new() return end

---@param props table
---@return AIbehaviorInstantTaskNodeDefinition
function AIbehaviorInstantTaskNodeDefinition.new(props) return end

---@class AIbehaviorIsAutopilotActiveVehicleExpressionDefinition : AIbehaviorVehicleExpressionDefinition
AIbehaviorIsAutopilotActiveVehicleExpressionDefinition = {}

---@return AIbehaviorIsAutopilotActiveVehicleExpressionDefinition
function AIbehaviorIsAutopilotActiveVehicleExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorIsAutopilotActiveVehicleExpressionDefinition
function AIbehaviorIsAutopilotActiveVehicleExpressionDefinition.new(props) return end

---@class AIbehaviorIsBeingSummonedDefinition : AIbehaviorVehicleExpressionDefinition
AIbehaviorIsBeingSummonedDefinition = {}

---@return AIbehaviorIsBeingSummonedDefinition
function AIbehaviorIsBeingSummonedDefinition.new() return end

---@param props table
---@return AIbehaviorIsBeingSummonedDefinition
function AIbehaviorIsBeingSummonedDefinition.new(props) return end

---@class AIbehaviorIsBlockedByCompanionConditionDefinition : AIbehaviorCompanionConditionDefinition
---@field distance AIArgumentMapping
AIbehaviorIsBlockedByCompanionConditionDefinition = {}

---@return AIbehaviorIsBlockedByCompanionConditionDefinition
function AIbehaviorIsBlockedByCompanionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorIsBlockedByCompanionConditionDefinition
function AIbehaviorIsBlockedByCompanionConditionDefinition.new(props) return end

---@class AIbehaviorIsInDesiredRangeConditionDefinition : AIbehaviorCompanionConditionDefinition
---@field desiredDistance AIArgumentMapping
---@field deadZoneRadius AIArgumentMapping
AIbehaviorIsInDesiredRangeConditionDefinition = {}

---@return AIbehaviorIsInDesiredRangeConditionDefinition
function AIbehaviorIsInDesiredRangeConditionDefinition.new() return end

---@param props table
---@return AIbehaviorIsInDesiredRangeConditionDefinition
function AIbehaviorIsInDesiredRangeConditionDefinition.new(props) return end

---@class AIbehaviorIsNodeStreamedConditionDefinition : AIbehaviorConditionDefinition
---@field nodeRef AIArgumentMapping
AIbehaviorIsNodeStreamedConditionDefinition = {}

---@return AIbehaviorIsNodeStreamedConditionDefinition
function AIbehaviorIsNodeStreamedConditionDefinition.new() return end

---@param props table
---@return AIbehaviorIsNodeStreamedConditionDefinition
function AIbehaviorIsNodeStreamedConditionDefinition.new(props) return end

---@class AIbehaviorIsStunnedVehicleDefinition : AIbehaviorVehicleExpressionDefinition
AIbehaviorIsStunnedVehicleDefinition = {}

---@return AIbehaviorIsStunnedVehicleDefinition
function AIbehaviorIsStunnedVehicleDefinition.new() return end

---@param props table
---@return AIbehaviorIsStunnedVehicleDefinition
function AIbehaviorIsStunnedVehicleDefinition.new(props) return end

---@class AIbehaviorIsThreatOnPathConditionDefinition : AIbehaviorConditionDefinition
---@field threatObject AIArgumentMapping
---@field threatRadius AIArgumentMapping
AIbehaviorIsThreatOnPathConditionDefinition = {}

---@return AIbehaviorIsThreatOnPathConditionDefinition
function AIbehaviorIsThreatOnPathConditionDefinition.new() return end

---@param props table
---@return AIbehaviorIsThreatOnPathConditionDefinition
function AIbehaviorIsThreatOnPathConditionDefinition.new(props) return end

---@class AIbehaviorIsValueValidConditionDefinition : AIbehaviorConditionDefinition
---@field value AIArgumentMapping
AIbehaviorIsValueValidConditionDefinition = {}

---@return AIbehaviorIsValueValidConditionDefinition
function AIbehaviorIsValueValidConditionDefinition.new() return end

---@param props table
---@return AIbehaviorIsValueValidConditionDefinition
function AIbehaviorIsValueValidConditionDefinition.new(props) return end

---@class AIbehaviorJoinFollowerSquadWithTargetDefinition : AIbehaviorTaskDefinition
---@field follower AIArgumentMapping
AIbehaviorJoinFollowerSquadWithTargetDefinition = {}

---@return AIbehaviorJoinFollowerSquadWithTargetDefinition
function AIbehaviorJoinFollowerSquadWithTargetDefinition.new() return end

---@param props table
---@return AIbehaviorJoinFollowerSquadWithTargetDefinition
function AIbehaviorJoinFollowerSquadWithTargetDefinition.new(props) return end

---@class AIbehaviorLeafTreeNodeDefinition : AIbehaviorTreeNodeDefinition
AIbehaviorLeafTreeNodeDefinition = {}

---@class AIbehaviorLeaveCoverImmediatelyNodeDefinition : AIbehaviorDecoratorNodeDefinition
AIbehaviorLeaveCoverImmediatelyNodeDefinition = {}

---@return AIbehaviorLeaveCoverImmediatelyNodeDefinition
function AIbehaviorLeaveCoverImmediatelyNodeDefinition.new() return end

---@param props table
---@return AIbehaviorLeaveCoverImmediatelyNodeDefinition
function AIbehaviorLeaveCoverImmediatelyNodeDefinition.new(props) return end

---@class AIbehaviorLimiterNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field activationLimitPerFrame Uint32
---@field delayChildActivation Bool
---@field delayChildActivationIfAttaching Bool
AIbehaviorLimiterNodeDefinition = {}

---@return AIbehaviorLimiterNodeDefinition
function AIbehaviorLimiterNodeDefinition.new() return end

---@param props table
---@return AIbehaviorLimiterNodeDefinition
function AIbehaviorLimiterNodeDefinition.new(props) return end

---@class AIbehaviorLineOfSightClearConditionDefinition : AIbehaviorConditionDefinition
---@field collisionFilters CName[]
---@field offset Vector3
---@field target AIArgumentMapping
AIbehaviorLineOfSightClearConditionDefinition = {}

---@return AIbehaviorLineOfSightClearConditionDefinition
function AIbehaviorLineOfSightClearConditionDefinition.new() return end

---@param props table
---@return AIbehaviorLineOfSightClearConditionDefinition
function AIbehaviorLineOfSightClearConditionDefinition.new(props) return end

---@class AIbehaviorMappingConditionDefinition : AIbehaviorConditionDefinition
---@field value AIArgumentMapping
AIbehaviorMappingConditionDefinition = {}

---@return AIbehaviorMappingConditionDefinition
function AIbehaviorMappingConditionDefinition.new() return end

---@param props table
---@return AIbehaviorMappingConditionDefinition
function AIbehaviorMappingConditionDefinition.new(props) return end

---@class AIbehaviorMappingExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field mapping AIArgumentMapping
---@field update Bool
---@field updatePeriod Float
---@field behaviorCallbackNames CName[]
AIbehaviorMappingExpressionDefinition = {}

---@return AIbehaviorMappingExpressionDefinition
function AIbehaviorMappingExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorMappingExpressionDefinition
function AIbehaviorMappingExpressionDefinition.new(props) return end

---@class AIbehaviorMaybeNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field onChildSuccess AIbehaviorMaybeNodeAction
---@field onChildFailure AIbehaviorMaybeNodeAction
AIbehaviorMaybeNodeDefinition = {}

---@return AIbehaviorMaybeNodeDefinition
function AIbehaviorMaybeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorMaybeNodeDefinition
function AIbehaviorMaybeNodeDefinition.new(props) return end

---@class AIbehaviorMonitorConditionDefinition : ISerializable
---@field condition AIbehaviorConditionDefinition
---@field timeout Float
AIbehaviorMonitorConditionDefinition = {}

---@return AIbehaviorMonitorConditionDefinition
function AIbehaviorMonitorConditionDefinition.new() return end

---@param props table
---@return AIbehaviorMonitorConditionDefinition
function AIbehaviorMonitorConditionDefinition.new(props) return end

---@class AIbehaviorMonitorConditionNodeDefinition : AIbehaviorConditionNodeDefinition
---@field timeout Float
AIbehaviorMonitorConditionNodeDefinition = {}

---@return AIbehaviorMonitorConditionNodeDefinition
function AIbehaviorMonitorConditionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorMonitorConditionNodeDefinition
function AIbehaviorMonitorConditionNodeDefinition.new(props) return end

---@class AIbehaviorMonitorTaskNodeDefinition : AIbehaviorTaskNodeDefinition
---@field timeout Float
AIbehaviorMonitorTaskNodeDefinition = {}

---@return AIbehaviorMonitorTaskNodeDefinition
function AIbehaviorMonitorTaskNodeDefinition.new() return end

---@param props table
---@return AIbehaviorMonitorTaskNodeDefinition
function AIbehaviorMonitorTaskNodeDefinition.new(props) return end

---@class AIbehaviorMountEventResolverDefinition : AIbehaviorEventResolverDefinition
---@field mountData AIArgumentMapping
---@field workspotData AIArgumentMapping
---@field isInstant AIArgumentMapping
---@field behaviorCallbackName CName
AIbehaviorMountEventResolverDefinition = {}

---@return AIbehaviorMountEventResolverDefinition
function AIbehaviorMountEventResolverDefinition.new() return end

---@param props table
---@return AIbehaviorMountEventResolverDefinition
function AIbehaviorMountEventResolverDefinition.new(props) return end

---@class AIbehaviorMountRequestConditionDefinition : AIbehaviorConditionDefinition
---@field testMountRequest Bool
---@field testUnmountRequest Bool
---@field acceptInstant Bool
---@field acceptNotInstant Bool
AIbehaviorMountRequestConditionDefinition = {}

---@return AIbehaviorMountRequestConditionDefinition
function AIbehaviorMountRequestConditionDefinition.new() return end

---@param props table
---@return AIbehaviorMountRequestConditionDefinition
function AIbehaviorMountRequestConditionDefinition.new(props) return end

---@class AIbehaviorMountToEntTaskDefinition : AIbehaviorTaskDefinition
---@field mountData AIArgumentMapping
AIbehaviorMountToEntTaskDefinition = {}

---@return AIbehaviorMountToEntTaskDefinition
function AIbehaviorMountToEntTaskDefinition.new() return end

---@param props table
---@return AIbehaviorMountToEntTaskDefinition
function AIbehaviorMountToEntTaskDefinition.new(props) return end

---@class AIbehaviorMoveAlongTrafficPathActionNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field joinTrafficSettings AIArgumentMapping
---@field ignoreTrafficSpots AIArgumentMapping
---@field useCrowdAnimationGraph AIArgumentMapping
---@field workspotData AIArgumentMapping
---@field workspotExitPositionWS AIArgumentMapping
---@field workspotReturnPositionVector AIArgumentMapping
---@field workspotExitTangent AIArgumentMapping
---@field trafficLaneReturnTangent AIArgumentMapping
---@field trafficLaneExitTangent AIArgumentMapping
AIbehaviorMoveAlongTrafficPathActionNodeDefinition = {}

---@return AIbehaviorMoveAlongTrafficPathActionNodeDefinition
function AIbehaviorMoveAlongTrafficPathActionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorMoveAlongTrafficPathActionNodeDefinition
function AIbehaviorMoveAlongTrafficPathActionNodeDefinition.new(props) return end

---@class AIbehaviorMovementPolicyTaskDefinition : AIbehaviorTaskDefinition
---@field useCurrentPolicy Bool
---@field waitForPolicy Bool
---@field stopWhenDestinationReached AIArgumentMapping
---@field policies AIbehaviorMovementPolicyTaskItemDefinition[]
AIbehaviorMovementPolicyTaskDefinition = {}

---@return AIbehaviorMovementPolicyTaskDefinition
function AIbehaviorMovementPolicyTaskDefinition.new() return end

---@param props table
---@return AIbehaviorMovementPolicyTaskDefinition
function AIbehaviorMovementPolicyTaskDefinition.new(props) return end

---@class AIbehaviorMovementPolicyTaskItemDefinition : ISerializable
---@field function AIbehaviorMovementPolicyTaskFunctions
---@field params AIbehaviorExpressionSocket[]
AIbehaviorMovementPolicyTaskItemDefinition = {}

---@return AIbehaviorMovementPolicyTaskItemDefinition
function AIbehaviorMovementPolicyTaskItemDefinition.new() return end

---@param props table
---@return AIbehaviorMovementPolicyTaskItemDefinition
function AIbehaviorMovementPolicyTaskItemDefinition.new(props) return end

---@class AIbehaviorNaryOperatorExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field operator AIbehaviorNaryExpressionOperators
---@field operands AIbehaviorExpressionSocket[]
AIbehaviorNaryOperatorExpressionDefinition = {}

---@return AIbehaviorNaryOperatorExpressionDefinition
function AIbehaviorNaryOperatorExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorNaryOperatorExpressionDefinition
function AIbehaviorNaryOperatorExpressionDefinition.new(props) return end

---@class AIbehaviorNestedTreeDefinition : AIbehaviorTreeNodeDefinition
---@field lateInitialization Bool
---@field initializeOnEvent CName[]
AIbehaviorNestedTreeDefinition = {}

---@class AIbehaviorNodeRefConverterTaskDefinition : AIbehaviorTaskDefinition
---@field nodeRef AIArgumentMapping
---@field result AIArgumentMapping
AIbehaviorNodeRefConverterTaskDefinition = {}

---@class AIbehaviorNodeRefToInstanceTaskDefinition : AIbehaviorNodeRefConverterTaskDefinition
AIbehaviorNodeRefToInstanceTaskDefinition = {}

---@return AIbehaviorNodeRefToInstanceTaskDefinition
function AIbehaviorNodeRefToInstanceTaskDefinition.new() return end

---@param props table
---@return AIbehaviorNodeRefToInstanceTaskDefinition
function AIbehaviorNodeRefToInstanceTaskDefinition.new(props) return end

---@class AIbehaviorNodeRefToObjectTaskDefinition : AIbehaviorNodeRefConverterTaskDefinition
AIbehaviorNodeRefToObjectTaskDefinition = {}

---@return AIbehaviorNodeRefToObjectTaskDefinition
function AIbehaviorNodeRefToObjectTaskDefinition.new() return end

---@param props table
---@return AIbehaviorNodeRefToObjectTaskDefinition
function AIbehaviorNodeRefToObjectTaskDefinition.new(props) return end

---@class AIbehaviorNodeStatusDebuggerCommand : AIbehaviorIDebuggerCommand
---@field behaviorResourceHash Uint32
---@field generation Uint32
---@field entries AIbehaviorNodeStatusDebuggerCommandEntry[]
AIbehaviorNodeStatusDebuggerCommand = {}

---@return AIbehaviorNodeStatusDebuggerCommand
function AIbehaviorNodeStatusDebuggerCommand.new() return end

---@param props table
---@return AIbehaviorNodeStatusDebuggerCommand
function AIbehaviorNodeStatusDebuggerCommand.new(props) return end

---@class AIbehaviorNodeStatusDebuggerCommandEntry
---@field nodeId CGUID
---@field status AIbehaviorDebugNodeStatus
---@field generation Uint32
---@field failure gamedebugFailure
AIbehaviorNodeStatusDebuggerCommandEntry = {}

---@return AIbehaviorNodeStatusDebuggerCommandEntry
function AIbehaviorNodeStatusDebuggerCommandEntry.new() return end

---@param props table
---@return AIbehaviorNodeStatusDebuggerCommandEntry
function AIbehaviorNodeStatusDebuggerCommandEntry.new(props) return end

---@class AIbehaviorOrConditionDefinition : AIbehaviorCompositeConditionDefinition
AIbehaviorOrConditionDefinition = {}

---@return AIbehaviorOrConditionDefinition
function AIbehaviorOrConditionDefinition.new() return end

---@param props table
---@return AIbehaviorOrConditionDefinition
function AIbehaviorOrConditionDefinition.new(props) return end

---@class AIbehaviorParallelNodeDefinition : AIbehaviorCompositeTreeNodeDefinition
---@field waitFor AIbehaviorParallelNodeWaitFor
AIbehaviorParallelNodeDefinition = {}

---@return AIbehaviorParallelNodeDefinition
function AIbehaviorParallelNodeDefinition.new() return end

---@param props table
---@return AIbehaviorParallelNodeDefinition
function AIbehaviorParallelNodeDefinition.new(props) return end

---@class AIbehaviorParameterizedBehavior : ISerializable
---@field treeDefinition AIbehaviorResource
---@field argumentsOverrides AIArgumentOverrideWrapper[]
AIbehaviorParameterizedBehavior = {}

---@return AIbehaviorParameterizedBehavior
function AIbehaviorParameterizedBehavior.new() return end

---@param props table
---@return AIbehaviorParameterizedBehavior
function AIbehaviorParameterizedBehavior.new(props) return end

---@class AIbehaviorPassiveConditionDefinition : ISerializable
---@field invert Bool
AIbehaviorPassiveConditionDefinition = {}

---@class AIbehaviorPassiveConditionNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field condition AIbehaviorPassiveConditionDefinition
---@field resultIfFailed AIbehaviorCompletionStatus
AIbehaviorPassiveConditionNodeDefinition = {}

---@return AIbehaviorPassiveConditionNodeDefinition
function AIbehaviorPassiveConditionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorPassiveConditionNodeDefinition
function AIbehaviorPassiveConditionNodeDefinition.new(props) return end

---@class AIbehaviorPassiveEventTagConditionDefinition : AIbehaviorPassiveConditionDefinition
---@field tag CName
---@field deactivateEvents Bool
AIbehaviorPassiveEventTagConditionDefinition = {}

---@return AIbehaviorPassiveEventTagConditionDefinition
function AIbehaviorPassiveEventTagConditionDefinition.new() return end

---@param props table
---@return AIbehaviorPassiveEventTagConditionDefinition
function AIbehaviorPassiveEventTagConditionDefinition.new(props) return end

---@class AIbehaviorPassiveExpressionDefinition : IScriptable
AIbehaviorPassiveExpressionDefinition = {}

---@class AIbehaviorPassiveSignalConditionDefinition : AIbehaviorPassiveConditionDefinition
---@field tag CName
---@field deactivateSignal Bool
AIbehaviorPassiveSignalConditionDefinition = {}

---@return AIbehaviorPassiveSignalConditionDefinition
function AIbehaviorPassiveSignalConditionDefinition.new() return end

---@param props table
---@return AIbehaviorPassiveSignalConditionDefinition
function AIbehaviorPassiveSignalConditionDefinition.new(props) return end

---@class AIbehaviorPatrolActionNodeDefinition : AIbehaviorActionTreeNodeDefinition
---@field path AIArgumentMapping
---@field patrolProgress AIArgumentMapping
---@field startFromClosestPoint AIArgumentMapping
---@field patrolContinuationPolicy AIArgumentMapping
---@field playStartAnimation AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
---@field workspotData AIArgumentMapping
---@field dependentWorkspotData AIArgumentMapping
---@field lookAtTarget AIArgumentMapping
---@field usePathContext AIArgumentMapping
---@field useOffMeshLinkReservation AIArgumentMapping
AIbehaviorPatrolActionNodeDefinition = {}

---@return AIbehaviorPatrolActionNodeDefinition
function AIbehaviorPatrolActionNodeDefinition.new() return end

---@param props table
---@return AIbehaviorPatrolActionNodeDefinition
function AIbehaviorPatrolActionNodeDefinition.new(props) return end

---@class AIbehaviorPickSearchDestinationTaskDefinition : AIbehaviorTaskDefinition
---@field destinationPosition AIArgumentMapping
---@field desiredDistance AIArgumentMapping
---@field maxDistance AIArgumentMapping
---@field clearedAreaRadius AIArgumentMapping
---@field clearedAreaDistance AIArgumentMapping
---@field clearedAreaAngle AIArgumentMapping
---@field ignoreRestrictMovementArea AIArgumentMapping
AIbehaviorPickSearchDestinationTaskDefinition = {}

---@return AIbehaviorPickSearchDestinationTaskDefinition
function AIbehaviorPickSearchDestinationTaskDefinition.new() return end

---@param props table
---@return AIbehaviorPickSearchDestinationTaskDefinition
function AIbehaviorPickSearchDestinationTaskDefinition.new(props) return end

---@class AIbehaviorPredictTargetMovementDefinition : AIbehaviorTaskDefinition
---@field target AIArgumentMapping
---@field timeInterval AIArgumentMapping
---@field result AIArgumentMapping
AIbehaviorPredictTargetMovementDefinition = {}

---@return AIbehaviorPredictTargetMovementDefinition
function AIbehaviorPredictTargetMovementDefinition.new() return end

---@param props table
---@return AIbehaviorPredictTargetMovementDefinition
function AIbehaviorPredictTargetMovementDefinition.new(props) return end

---@class AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field workspotData AIArgumentMapping
---@field returnPosition AIArgumentMapping
---@field returnPositionVector AIArgumentMapping
---@field workspotExitTangent AIArgumentMapping
---@field joinTrafficSettings AIArgumentMapping
---@field overrideExit AIArgumentMapping
AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition = {}

---@return AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition
function AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition
function AIbehaviorPrepareReservedCrowdWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorPuppetRefToGameObjectTaskDefinition : AIbehaviorTaskDefinition
---@field puppetRef AIArgumentMapping
---@field result AIArgumentMapping
AIbehaviorPuppetRefToGameObjectTaskDefinition = {}

---@return AIbehaviorPuppetRefToGameObjectTaskDefinition
function AIbehaviorPuppetRefToGameObjectTaskDefinition.new() return end

---@param props table
---@return AIbehaviorPuppetRefToGameObjectTaskDefinition
function AIbehaviorPuppetRefToGameObjectTaskDefinition.new(props) return end

---@class AIbehaviorRandomConditionDefinition : AIbehaviorConditionDefinition
---@field chance Float
AIbehaviorRandomConditionDefinition = {}

---@return AIbehaviorRandomConditionDefinition
function AIbehaviorRandomConditionDefinition.new() return end

---@param props table
---@return AIbehaviorRandomConditionDefinition
function AIbehaviorRandomConditionDefinition.new(props) return end

---@class AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition : AIbehaviorTaskDefinition
---@field mountData AIArgumentMapping
---@field workspotData AIArgumentMapping
AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition = {}

---@return AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition
function AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition.new() return end

---@param props table
---@return AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition
function AIbehaviorRecalculateVehicleWorkspotPositionTaskDefinition.new(props) return end

---@class AIbehaviorReevaluateOnEventNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field eventName CName
AIbehaviorReevaluateOnEventNodeDefinition = {}

---@return AIbehaviorReevaluateOnEventNodeDefinition
function AIbehaviorReevaluateOnEventNodeDefinition.new() return end

---@param props table
---@return AIbehaviorReevaluateOnEventNodeDefinition
function AIbehaviorReevaluateOnEventNodeDefinition.new(props) return end

---@class AIbehaviorRepeatNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field limit AIArgumentMapping
---@field repeatChildOnFailure Bool
AIbehaviorRepeatNodeDefinition = {}

---@return AIbehaviorRepeatNodeDefinition
function AIbehaviorRepeatNodeDefinition.new() return end

---@param props table
---@return AIbehaviorRepeatNodeDefinition
function AIbehaviorRepeatNodeDefinition.new(props) return end

---@class AIbehaviorResource : CResource
---@field root AIbehaviorTreeNodeDefinition
---@field arguments AITreeArgumentsDefinition
---@field delegate AIbehaviorBehaviorDelegate
---@field initializationEvents CName[]
AIbehaviorResource = {}

---@return AIbehaviorResource
function AIbehaviorResource.new() return end

---@param props table
---@return AIbehaviorResource
function AIbehaviorResource.new(props) return end

---@class AIbehaviorSaveEventResolverDefinition : AIbehaviorEventResolverDefinition
---@field eventData AIArgumentMapping
AIbehaviorSaveEventResolverDefinition = {}

---@return AIbehaviorSaveEventResolverDefinition
function AIbehaviorSaveEventResolverDefinition.new() return end

---@param props table
---@return AIbehaviorSaveEventResolverDefinition
function AIbehaviorSaveEventResolverDefinition.new(props) return end

---@class AIbehaviorScriptBase : IScriptable
AIbehaviorScriptBase = {}

---@return AIbehaviorScriptBase
function AIbehaviorScriptBase.new() return end

---@param props table
---@return AIbehaviorScriptBase
function AIbehaviorScriptBase.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIHumanComponent
function AIbehaviorScriptBase.GetAIComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function AIbehaviorScriptBase.GetCombatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function AIbehaviorScriptBase.GetCompanion(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return ScriptGameInstance
function AIbehaviorScriptBase.GetGame(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return HitReactionComponent
function AIbehaviorScriptBase.GetHitReactionComponent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return NPCPuppet
function AIbehaviorScriptBase.GetNPCPuppet(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return ScriptedPuppet
function AIbehaviorScriptBase.GetPuppet(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param statPoolType gamedataStatPoolType
---@return Float
function AIbehaviorScriptBase.GetStatPoolPercentage(context, statPoolType) return end

---@param context AIbehaviorScriptExecutionContext
---@param statPoolType gamedataStatPoolType
---@return Float
function AIbehaviorScriptBase.GetStatPoolValue(context, statPoolType) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCUpperBodyState
function AIbehaviorScriptBase.GetUpperBodyState(context) return end

---@param interval Float
---@return Float
function AIbehaviorScriptBase.RandomizeOffsetForUpdateInterval(interval) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function AIbehaviorScriptBase:GetDescription(context) return end

---@class AIbehaviorScriptBehaviorDelegate : AIbehaviorBehaviorDelegate
AIbehaviorScriptBehaviorDelegate = {}

---@return AIbehaviorScriptBehaviorDelegate
function AIbehaviorScriptBehaviorDelegate.new() return end

---@param props table
---@return AIbehaviorScriptBehaviorDelegate
function AIbehaviorScriptBehaviorDelegate.new(props) return end

---@class AIbehaviorScriptConditionDefinition : AIbehaviorConditionDefinition
---@field script AIbehaviorconditionScript
---@field disableLazyInitialization Bool
AIbehaviorScriptConditionDefinition = {}

---@return AIbehaviorScriptConditionDefinition
function AIbehaviorScriptConditionDefinition.new() return end

---@param props table
---@return AIbehaviorScriptConditionDefinition
function AIbehaviorScriptConditionDefinition.new(props) return end

---@class AIbehaviorScriptEventResolverDefinition : AIbehaviorEventResolverDefinition
---@field script AIbehavioreventResolverScript
AIbehaviorScriptEventResolverDefinition = {}

---@return AIbehaviorScriptEventResolverDefinition
function AIbehaviorScriptEventResolverDefinition.new() return end

---@param props table
---@return AIbehaviorScriptEventResolverDefinition
function AIbehaviorScriptEventResolverDefinition.new(props) return end

---@class AIbehaviorScriptExecutionContext
AIbehaviorScriptExecutionContext = {}

---@return AIbehaviorScriptExecutionContext
function AIbehaviorScriptExecutionContext.new() return end

---@param props table
---@return AIbehaviorScriptExecutionContext
function AIbehaviorScriptExecutionContext.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param cbName CName|string
---@param callback IScriptable
---@return Uint32
function AIbehaviorScriptExecutionContext.AddBehaviorCallback(context, cbName, callback) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionStringName String
---@param actionPackageType AIactionParamsPackageTypes
---@return TweakDBID
function AIbehaviorScriptExecutionContext.CreateActionID(context, actionStringName, actionPackageType) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionStringName String
---@param paramName String
---@return TweakDBID
function AIbehaviorScriptExecutionContext.CreateActionParamID(context, actionStringName, paramName) return end

---@param context AIbehaviorScriptExecutionContext
---@param category CName|string
---@param message String
function AIbehaviorScriptExecutionContext.DebugLog(context, category, message) return end

---@param context AIbehaviorScriptExecutionContext
---@return EngineTime
function AIbehaviorScriptExecutionContext.GetAITime(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return EngineTime
function AIbehaviorScriptExecutionContext.GetAITimeLastFrame(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return Bool
function AIbehaviorScriptExecutionContext.GetArgumentBool(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return Float
function AIbehaviorScriptExecutionContext.GetArgumentFloat(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return worldGlobalNodeID
function AIbehaviorScriptExecutionContext.GetArgumentGlobalNodeId(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return Int32
function AIbehaviorScriptExecutionContext.GetArgumentInt(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return CName
function AIbehaviorScriptExecutionContext.GetArgumentName(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return NodeRef
function AIbehaviorScriptExecutionContext.GetArgumentNodeRef(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return gameObject
function AIbehaviorScriptExecutionContext.GetArgumentObject(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return IScriptable
function AIbehaviorScriptExecutionContext.GetArgumentScriptable(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return Uint64
function AIbehaviorScriptExecutionContext.GetArgumentUint64(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@return Vector4
function AIbehaviorScriptExecutionContext.GetArgumentVector(context, entry) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorBehaviorDelegate
function AIbehaviorScriptExecutionContext.GetClosestDelegate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorBehaviorDelegate
function AIbehaviorScriptExecutionContext.GetDelegate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Int32
function AIbehaviorScriptExecutionContext.GetLOD(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param mapping AIArgumentMapping
---@return Variant
function AIbehaviorScriptExecutionContext.GetMappingValue(context, mapping) return end

---@param context AIbehaviorScriptExecutionContext
---@param nodeId TweakDBID|string
---@param lookupDefault Bool
---@return Bool, gamedataAIRecord_Record
function AIbehaviorScriptExecutionContext.GetOverriddenNode(context, nodeId, lookupDefault) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamePuppet
function AIbehaviorScriptExecutionContext.GetOwner(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param mapping AIArgumentMapping
---@return IScriptable
function AIbehaviorScriptExecutionContext.GetScriptableMappingValue(context, mapping) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviortweakTweakActionSystem
function AIbehaviorScriptExecutionContext.GetTweakActionSystem(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param mapping AIArgumentMapping
---@return TweakDBID
function AIbehaviorScriptExecutionContext.GetTweakDBIDMappingValue(context, mapping) return end

---@param context AIbehaviorScriptExecutionContext
---@param cbName CName|string
function AIbehaviorScriptExecutionContext.InvokeBehaviorCallback(context, cbName) return end

function AIbehaviorScriptExecutionContext.IsTraceFlagSet() return end

---@param context AIbehaviorScriptExecutionContext
---@param puppetRef gameEntityReference
---@return gameObject
function AIbehaviorScriptExecutionContext.PuppetRefToObject(context, puppetRef) return end

---@param context AIbehaviorScriptExecutionContext
---@param id Uint32
---@return Bool
function AIbehaviorScriptExecutionContext.RemoveBehaviorCallback(context, id) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value Bool
function AIbehaviorScriptExecutionContext.SetArgumentBool(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value Float
function AIbehaviorScriptExecutionContext.SetArgumentFloat(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value worldGlobalNodeID
function AIbehaviorScriptExecutionContext.SetArgumentGlobalNodeId(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value Int32
function AIbehaviorScriptExecutionContext.SetArgumentInt(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value CName|string
function AIbehaviorScriptExecutionContext.SetArgumentName(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value NodeRef
function AIbehaviorScriptExecutionContext.SetArgumentNodeRef(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value gameObject
function AIbehaviorScriptExecutionContext.SetArgumentObject(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value IScriptable
function AIbehaviorScriptExecutionContext.SetArgumentScriptable(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value Uint64
function AIbehaviorScriptExecutionContext.SetArgumentUint64(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param entry CName|string
---@param value Vector4
function AIbehaviorScriptExecutionContext.SetArgumentVector(context, entry, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param mapping AIArgumentMapping
---@param value Int64
---@return Bool
function AIbehaviorScriptExecutionContext.SetEnumMappingValue(context, mapping, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param mapping AIArgumentMapping
---@param value Variant
---@return Bool
function AIbehaviorScriptExecutionContext.SetMappingValue(context, mapping, value) return end

---@class AIbehaviorScriptPassiveExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field script AIbehaviorexpressionScript
AIbehaviorScriptPassiveExpressionDefinition = {}

---@return AIbehaviorScriptPassiveExpressionDefinition
function AIbehaviorScriptPassiveExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorScriptPassiveExpressionDefinition
function AIbehaviorScriptPassiveExpressionDefinition.new(props) return end

---@class AIbehaviorScriptTaskDefinition : AIbehaviorTaskDefinition
---@field script AIbehaviortaskScript
---@field disableLazyInitialization Bool
AIbehaviorScriptTaskDefinition = {}

---@return AIbehaviorScriptTaskDefinition
function AIbehaviorScriptTaskDefinition.new() return end

---@param props table
---@return AIbehaviorScriptTaskDefinition
function AIbehaviorScriptTaskDefinition.new(props) return end

---@class AIbehaviorScriptUtils
AIbehaviorScriptUtils = {}

---@return AIbehaviorScriptUtils
function AIbehaviorScriptUtils.new() return end

---@param props table
---@return AIbehaviorScriptUtils
function AIbehaviorScriptUtils.new(props) return end

---@param a Vector4
---@param b Vector4
---@return Bool
function AIbehaviorScriptUtils.ArePositionsEqual(a, b) return end

---@param splineRef NodeRef
---@param refPoint Vector4
---@return Bool, Float
function AIbehaviorScriptUtils.CalculateDistanceToEndFrom(splineRef, refPoint) return end

---@param context AIbehaviorScriptExecutionContext
---@param subAction gamedataAISubAction_Record
function AIbehaviorScriptUtils.CallActivateSubAction(context, subAction) return end

---@param context AIbehaviorScriptExecutionContext
---@param check gamedataAIActionSubCondition_Record
---@return Bool
function AIbehaviorScriptUtils.CallCheckSubCondition(context, check) return end

---@param context AIbehaviorScriptExecutionContext
---@param subAction gamedataAISubAction_Record
---@param duration Float
---@param interrupted Bool
function AIbehaviorScriptUtils.CallDeactivateSubAction(context, subAction, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@return Int32
function AIbehaviorScriptUtils.CallGetAnimVariation(context, subActionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@param actionPhase Int32
---@param baseDuration Float
---@return Float
function AIbehaviorScriptUtils.CallGetPhaseDuration(context, subActionRecord, actionPhase, baseDuration) return end

---@param context AIbehaviorScriptExecutionContext
---@param subAction gamedataAISubAction_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function AIbehaviorScriptUtils.CallUpdateSubAction(context, subAction, duration) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param condition gamedataAIActionCondition_Record
---@return Bool
function AIbehaviorScriptUtils.CheckActionCondition(ctx, condition) return end

---@param context AIbehaviorScriptExecutionContext
---@param check gamedataAIAction_Record
---@return Bool
function AIbehaviorScriptUtils.CheckActionCooldowns(context, check) return end

---@param context AIbehaviorScriptExecutionContext
---@param animFeatureName CName|string
---@param animVariation Int32
---@param animState Int32
---@param triggerPreload Bool
---@return Bool
function AIbehaviorScriptUtils.CheckAnimation(context, animFeatureName, animVariation, animState, triggerPreload) return end

---@param context AIbehaviorScriptExecutionContext
---@param check gamedataAICooldownCond_Record
---@return Bool
function AIbehaviorScriptUtils.CheckCooldownConditions(context, check) return end

---@param entityId entEntityID
---@param category CName|string
---@param message String
function AIbehaviorScriptUtils.DebugLog(entityId, category, message) return end

---@param recordId TweakDBID|string
---@return Bool, TweakDBID
function AIbehaviorScriptUtils.GetActionNameFromRecord(recordId) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gamedataAIActionTarget_Record
---@return Bool, gameObject
function AIbehaviorScriptUtils.GetActionTarget(context, target) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetId TweakDBID|string
---@param predictionTime Float
---@return Bool, gameObject, Vector4, Uint64
function AIbehaviorScriptUtils.GetActionTarget2(context, targetId, predictionTime) return end

---@param splineRef NodeRef
---@param refPoint Vector4
---@return Bool, Vector4
function AIbehaviorScriptUtils.GetClosestPointOnSpline(splineRef, refPoint) return end

---@param splineRef NodeRef
---@return Bool, Vector4
function AIbehaviorScriptUtils.GetEndPointOfSpline(splineRef) return end

---@param splineRef NodeRef
---@return Bool, Vector4
function AIbehaviorScriptUtils.GetStartPointOfSpline(splineRef) return end

---@param ticketName CName|string
---@param puppet gamePuppet
---@param fallbackSquad gamedataAISquadParams_Record
---@return Bool, gamedataAITicket_Record, gamedataAISquadParams_Record
function AIbehaviorScriptUtils.GetTicketType(ticketName, puppet, fallbackSquad) return end

---@param position Vector3
---@return Bool, Float
function AIbehaviorScriptUtils.GetWaterLevel(position) return end

---@param recordId TweakDBID|string
---@return Bool
function AIbehaviorScriptUtils.IsArchetypeAction(recordId) return end

---@param context AIbehaviorScriptExecutionContext
---@param splineRef NodeRef
---@param splineRecalculation Bool
---@return Bool
function AIbehaviorScriptUtils.IsSplineStartRecalculated(context, splineRef, splineRecalculation) return end

---@class AIbehaviorSelectCombatTargetTaskDefinition : AIbehaviorTaskDefinition
---@field target AIArgumentMapping
---@field targetClosest Bool
AIbehaviorSelectCombatTargetTaskDefinition = {}

---@return AIbehaviorSelectCombatTargetTaskDefinition
function AIbehaviorSelectCombatTargetTaskDefinition.new() return end

---@param props table
---@return AIbehaviorSelectCombatTargetTaskDefinition
function AIbehaviorSelectCombatTargetTaskDefinition.new(props) return end

---@class AIbehaviorSelectCoverTaskDefinition : AIbehaviorTaskDefinition
---@field cover AIArgumentMapping
---@field coverID AIArgumentMapping
---@field multiCoverID AIArgumentMapping
---@field combatTarget AIArgumentMapping
---@field friendlyTarget AIArgumentMapping
---@field combatZone AIArgumentMapping
---@field sectorSelection CName
---@field ignoreRestrictMovementArea AIArgumentMapping
---@field selectionPreset AIArgumentMapping
---@field onActivationSelectionPreset AIArgumentMapping
---@field secondStagePreset AIArgumentMapping
---@field coverChangeThreshold AIArgumentMapping
---@field coverGatheringCenterObject AIArgumentMapping
---@field coverDisablingDuration AIArgumentMapping
AIbehaviorSelectCoverTaskDefinition = {}

---@return AIbehaviorSelectCoverTaskDefinition
function AIbehaviorSelectCoverTaskDefinition.new() return end

---@param props table
---@return AIbehaviorSelectCoverTaskDefinition
function AIbehaviorSelectCoverTaskDefinition.new(props) return end

---@class AIbehaviorSelectWorkspotEntryTaskDefinition : AIbehaviorTaskDefinition
---@field workspotData AIArgumentMapping
---@field destinationPosition AIArgumentMapping
---@field tangentPoint AIArgumentMapping
---@field entranceFromStand AIArgumentMapping
AIbehaviorSelectWorkspotEntryTaskDefinition = {}

---@return AIbehaviorSelectWorkspotEntryTaskDefinition
function AIbehaviorSelectWorkspotEntryTaskDefinition.new() return end

---@param props table
---@return AIbehaviorSelectWorkspotEntryTaskDefinition
function AIbehaviorSelectWorkspotEntryTaskDefinition.new(props) return end

---@class AIbehaviorSelectWorkspotNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field spotInstance AIArgumentMapping
---@field workspotData AIArgumentMapping
---@field dependentWorkspotData AIArgumentMapping
---@field repeatChild Bool
---@field fastForwardAfterTeleport AIArgumentMapping
AIbehaviorSelectWorkspotNodeDefinition = {}

---@return AIbehaviorSelectWorkspotNodeDefinition
function AIbehaviorSelectWorkspotNodeDefinition.new() return end

---@param props table
---@return AIbehaviorSelectWorkspotNodeDefinition
function AIbehaviorSelectWorkspotNodeDefinition.new(props) return end

---@class AIbehaviorSelectedCoversData : IScriptable
---@field selectedCovers Uint64[]
---@field coverRingTypes gamedataAIRingType[]
---@field coversUseLOS Bool[]
---@field sourcePresetName CName[]
AIbehaviorSelectedCoversData = {}

---@return AIbehaviorSelectedCoversData
function AIbehaviorSelectedCoversData.new() return end

---@param props table
---@return AIbehaviorSelectedCoversData
function AIbehaviorSelectedCoversData.new(props) return end

---@class AIbehaviorSelectionStagePtrWrapper
AIbehaviorSelectionStagePtrWrapper = {}

---@return AIbehaviorSelectionStagePtrWrapper
function AIbehaviorSelectionStagePtrWrapper.new() return end

---@param props table
---@return AIbehaviorSelectionStagePtrWrapper
function AIbehaviorSelectionStagePtrWrapper.new(props) return end

---@class AIbehaviorSelectorTreeNodeDefinition : AIbehaviorCompositeTreeNodeDefinition
AIbehaviorSelectorTreeNodeDefinition = {}

---@return AIbehaviorSelectorTreeNodeDefinition
function AIbehaviorSelectorTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorSelectorTreeNodeDefinition
function AIbehaviorSelectorTreeNodeDefinition.new(props) return end

---@class AIbehaviorSendActionEventTaskDefinition : AIbehaviorTaskDefinition
---@field event gameActionEvent
AIbehaviorSendActionEventTaskDefinition = {}

---@return AIbehaviorSendActionEventTaskDefinition
function AIbehaviorSendActionEventTaskDefinition.new() return end

---@param props table
---@return AIbehaviorSendActionEventTaskDefinition
function AIbehaviorSendActionEventTaskDefinition.new(props) return end

---@class AIbehaviorSendSignalTaskDefinition : AIbehaviorTaskDefinition
---@field signalName CName
---@field startAction gameBoolSignalAction
---@field startActionUserData gameSignalUserDataDefinition
---@field endAction gameBoolSignalAction
---@field endActionUserData gameSignalUserDataDefinition
AIbehaviorSendSignalTaskDefinition = {}

---@return AIbehaviorSendSignalTaskDefinition
function AIbehaviorSendSignalTaskDefinition.new() return end

---@param props table
---@return AIbehaviorSendSignalTaskDefinition
function AIbehaviorSendSignalTaskDefinition.new(props) return end

---@class AIbehaviorSequenceTreeNodeDefinition : AIbehaviorCompositeTreeNodeDefinition
AIbehaviorSequenceTreeNodeDefinition = {}

---@return AIbehaviorSequenceTreeNodeDefinition
function AIbehaviorSequenceTreeNodeDefinition.new() return end

---@param props table
---@return AIbehaviorSequenceTreeNodeDefinition
function AIbehaviorSequenceTreeNodeDefinition.new(props) return end

---@class AIbehaviorShouldEnterCrowdConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorShouldEnterCrowdConditionDefinition = {}

---@return AIbehaviorShouldEnterCrowdConditionDefinition
function AIbehaviorShouldEnterCrowdConditionDefinition.new() return end

---@param props table
---@return AIbehaviorShouldEnterCrowdConditionDefinition
function AIbehaviorShouldEnterCrowdConditionDefinition.new(props) return end

---@class AIbehaviorShouldFollowSlotDefinition : AIbehaviorVehicleExpressionDefinition
AIbehaviorShouldFollowSlotDefinition = {}

---@return AIbehaviorShouldFollowSlotDefinition
function AIbehaviorShouldFollowSlotDefinition.new() return end

---@param props table
---@return AIbehaviorShouldFollowSlotDefinition
function AIbehaviorShouldFollowSlotDefinition.new(props) return end

---@class AIbehaviorShouldJoinTrafficDefinition : AIbehaviorVehicleExpressionDefinition
AIbehaviorShouldJoinTrafficDefinition = {}

---@return AIbehaviorShouldJoinTrafficDefinition
function AIbehaviorShouldJoinTrafficDefinition.new() return end

---@param props table
---@return AIbehaviorShouldJoinTrafficDefinition
function AIbehaviorShouldJoinTrafficDefinition.new(props) return end

---@class AIbehaviorSignalConditionDefinition : AIbehaviorConditionDefinition
---@field signalName CName
---@field mode AIbehaviorSignalConditionModes
---@field tagSignal Bool
AIbehaviorSignalConditionDefinition = {}

---@return AIbehaviorSignalConditionDefinition
function AIbehaviorSignalConditionDefinition.new() return end

---@param props table
---@return AIbehaviorSignalConditionDefinition
function AIbehaviorSignalConditionDefinition.new(props) return end

---@class AIbehaviorSimpleParameterizedBehavior : AIbehaviorParameterizedBehavior
AIbehaviorSimpleParameterizedBehavior = {}

---@return AIbehaviorSimpleParameterizedBehavior
function AIbehaviorSimpleParameterizedBehavior.new() return end

---@param props table
---@return AIbehaviorSimpleParameterizedBehavior
function AIbehaviorSimpleParameterizedBehavior.new(props) return end

---@class AIbehaviorSlotOccupiedConditionDefinition : AIbehaviorConditionDefinition
---@field slot AIArgumentMapping
AIbehaviorSlotOccupiedConditionDefinition = {}

---@return AIbehaviorSlotOccupiedConditionDefinition
function AIbehaviorSlotOccupiedConditionDefinition.new() return end

---@param props table
---@return AIbehaviorSlotOccupiedConditionDefinition
function AIbehaviorSlotOccupiedConditionDefinition.new(props) return end

---@class AIbehaviorStackScriptPassiveExpressionDefinition : AIbehaviorPassiveExpressionDefinition
AIbehaviorStackScriptPassiveExpressionDefinition = {}

---@return AIbehaviorStackScriptPassiveExpressionDefinition
function AIbehaviorStackScriptPassiveExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorStackScriptPassiveExpressionDefinition
function AIbehaviorStackScriptPassiveExpressionDefinition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param callbackName CName|string
---@return Uint32
function AIbehaviorStackScriptPassiveExpressionDefinition:AddBehaviorCallback(context, callbackName) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIbehaviorStackScriptPassiveExpressionDefinition:AddToUpdateQueue(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param signalName CName|string
---@return Uint16
function AIbehaviorStackScriptPassiveExpressionDefinition:ListenToSignal(context, signalName) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviorStackScriptPassiveExpressionDefinition:MarkDirty(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param callbackId Uint32
---@return Bool
function AIbehaviorStackScriptPassiveExpressionDefinition:RemoveBehaviorCallback(context, callbackId) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIbehaviorStackScriptPassiveExpressionDefinition:RemoveFromUpdateQueue(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param signalId Uint16
---@return Bool
function AIbehaviorStackScriptPassiveExpressionDefinition:StopListeningToSignal(context, signalId) return end

---@class AIbehaviorStackScriptTaskDefinition : AIbehaviorTaskDefinition
---@field script AIbehaviortaskStackScript
AIbehaviorStackScriptTaskDefinition = {}

---@return AIbehaviorStackScriptTaskDefinition
function AIbehaviorStackScriptTaskDefinition.new() return end

---@param props table
---@return AIbehaviorStackScriptTaskDefinition
function AIbehaviorStackScriptTaskDefinition.new(props) return end

---@class AIbehaviorStoryActionConditionDefinition : AIbehaviorConditionDefinition
---@field action AIbehaviorStoryActionType
AIbehaviorStoryActionConditionDefinition = {}

---@return AIbehaviorStoryActionConditionDefinition
function AIbehaviorStoryActionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorStoryActionConditionDefinition
function AIbehaviorStoryActionConditionDefinition.new(props) return end

---@class AIbehaviorStoryEventResolverDefinition : AIbehaviorEventResolverDefinition
---@field storyTier AIArgumentMapping
AIbehaviorStoryEventResolverDefinition = {}

---@return AIbehaviorStoryEventResolverDefinition
function AIbehaviorStoryEventResolverDefinition.new() return end

---@param props table
---@return AIbehaviorStoryEventResolverDefinition
function AIbehaviorStoryEventResolverDefinition.new(props) return end

---@class AIbehaviorStoryTierConditionDefinition : AIbehaviorConditionDefinition
---@field tier gameStoryTier
---@field storyTier AIArgumentMapping
AIbehaviorStoryTierConditionDefinition = {}

---@return AIbehaviorStoryTierConditionDefinition
function AIbehaviorStoryTierConditionDefinition.new() return end

---@param props table
---@return AIbehaviorStoryTierConditionDefinition
function AIbehaviorStoryTierConditionDefinition.new(props) return end

---@class AIbehaviorSubtreeDefinition : AIbehaviorNestedTreeDefinition
---@field tree AIbehaviorParameterizedBehavior
AIbehaviorSubtreeDefinition = {}

---@return AIbehaviorSubtreeDefinition
function AIbehaviorSubtreeDefinition.new() return end

---@param props table
---@return AIbehaviorSubtreeDefinition
function AIbehaviorSubtreeDefinition.new(props) return end

---@class AIbehaviorSucceederNodeDefinition : AIbehaviorLeafTreeNodeDefinition
AIbehaviorSucceederNodeDefinition = {}

---@return AIbehaviorSucceederNodeDefinition
function AIbehaviorSucceederNodeDefinition.new() return end

---@param props table
---@return AIbehaviorSucceederNodeDefinition
function AIbehaviorSucceederNodeDefinition.new(props) return end

---@class AIbehaviorSuspiciousObjectEvent : redEvent
---@field target gameObject
---@field description CName
AIbehaviorSuspiciousObjectEvent = {}

---@return AIbehaviorSuspiciousObjectEvent
function AIbehaviorSuspiciousObjectEvent.new() return end

---@param props table
---@return AIbehaviorSuspiciousObjectEvent
function AIbehaviorSuspiciousObjectEvent.new(props) return end

---@class AIbehaviorSystemVariableExpressionDefinition : AIbehaviorPassiveExpressionDefinition
---@field variable AIbehaviorSystemVariableExpressionTypes
AIbehaviorSystemVariableExpressionDefinition = {}

---@return AIbehaviorSystemVariableExpressionDefinition
function AIbehaviorSystemVariableExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorSystemVariableExpressionDefinition
function AIbehaviorSystemVariableExpressionDefinition.new(props) return end

---@class AIbehaviorTaskDefinition : ISerializable
---@field ignoreTaskCompletion Bool
AIbehaviorTaskDefinition = {}

---@class AIbehaviorTaskNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field task AIbehaviorTaskDefinition
AIbehaviorTaskNodeDefinition = {}

---@class AIbehaviorTimeoutNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field time AIArgumentMapping
AIbehaviorTimeoutNodeDefinition = {}

---@return AIbehaviorTimeoutNodeDefinition
function AIbehaviorTimeoutNodeDefinition.new() return end

---@param props table
---@return AIbehaviorTimeoutNodeDefinition
function AIbehaviorTimeoutNodeDefinition.new(props) return end

---@class AIbehaviorTrackPatrolProgressNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field pathParameters AIArgumentMapping
---@field patrolProgress AIArgumentMapping
---@field startFromClosestPoint AIArgumentMapping
---@field patrolContinuationPolicy AIArgumentMapping
---@field teleportPositionAfterTimeSkipping AIArgumentMapping
---@field teleportRotationAfterTimeSkipping AIArgumentMapping
---@field handleTeleportRequest AIArgumentMapping
---@field fastForwardAfterTeleport AIArgumentMapping
AIbehaviorTrackPatrolProgressNodeDefinition = {}

---@return AIbehaviorTrackPatrolProgressNodeDefinition
function AIbehaviorTrackPatrolProgressNodeDefinition.new() return end

---@param props table
---@return AIbehaviorTrackPatrolProgressNodeDefinition
function AIbehaviorTrackPatrolProgressNodeDefinition.new(props) return end

---@class AIbehaviorTreeNodeDebugInfo : AIbehaviorDebugInfoBase
AIbehaviorTreeNodeDebugInfo = {}

---@return AIbehaviorTreeNodeDebugInfo
function AIbehaviorTreeNodeDebugInfo.new() return end

---@param props table
---@return AIbehaviorTreeNodeDebugInfo
function AIbehaviorTreeNodeDebugInfo.new(props) return end

---@class AIbehaviorTreeNodeDefinition : AIbehaviorBehaviorComponentDefinition
AIbehaviorTreeNodeDefinition = {}

---@class AIbehaviorTrueConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorTrueConditionDefinition = {}

---@return AIbehaviorTrueConditionDefinition
function AIbehaviorTrueConditionDefinition.new() return end

---@param props table
---@return AIbehaviorTrueConditionDefinition
function AIbehaviorTrueConditionDefinition.new(props) return end

---@class AIbehaviorTryGetChasePointTaskDefinition : AIbehaviorTaskDefinition
---@field inPlayerPositionDelay AIArgumentMapping
---@field inPlayerPositionMaxDistance AIArgumentMapping
---@field inNearestNavmeshPolyExtent AIArgumentMapping
---@field outChasePosition AIArgumentMapping
AIbehaviorTryGetChasePointTaskDefinition = {}

---@return AIbehaviorTryGetChasePointTaskDefinition
function AIbehaviorTryGetChasePointTaskDefinition.new() return end

---@param props table
---@return AIbehaviorTryGetChasePointTaskDefinition
function AIbehaviorTryGetChasePointTaskDefinition.new(props) return end

---@class AIbehaviorTweakConditionDefinition : AIbehaviorConditionDefinition
---@field recordId TweakDBID
AIbehaviorTweakConditionDefinition = {}

---@return AIbehaviorTweakConditionDefinition
function AIbehaviorTweakConditionDefinition.new() return end

---@param props table
---@return AIbehaviorTweakConditionDefinition
function AIbehaviorTweakConditionDefinition.new(props) return end

---@class AIbehaviorTypeRef
---@field isSet Bool
---@field customType CName
---@field enumeratedType AIArgumentType
AIbehaviorTypeRef = {}

---@return AIbehaviorTypeRef
function AIbehaviorTypeRef.new() return end

---@param props table
---@return AIbehaviorTypeRef
function AIbehaviorTypeRef.new(props) return end

---@class AIbehaviorUnaryConditionDefinition : AIbehaviorConditionDefinition
---@field child AIbehaviorConditionDefinition
AIbehaviorUnaryConditionDefinition = {}

---@class AIbehaviorUniqueActiveCommandList
AIbehaviorUniqueActiveCommandList = {}

---@return AIbehaviorUniqueActiveCommandList
function AIbehaviorUniqueActiveCommandList.new() return end

---@param props table
---@return AIbehaviorUniqueActiveCommandList
function AIbehaviorUniqueActiveCommandList.new(props) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param command AICommand
function AIbehaviorUniqueActiveCommandList.Add(list, command) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandName CName|string
function AIbehaviorUniqueActiveCommandList.ClearActionCommand(list, commandName) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param command CName|string
---@return Bool
function AIbehaviorUniqueActiveCommandList.Contains(list, command) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandId Uint32
---@return Bool
function AIbehaviorUniqueActiveCommandList.ContainsById(list, commandId) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param command CName|string
---@return Bool, Uint32
function AIbehaviorUniqueActiveCommandList.GetId(list, command) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandId Uint32
---@return Bool
function AIbehaviorUniqueActiveCommandList.IsActionCommandById(list, commandId) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandName CName|string
---@return Bool
function AIbehaviorUniqueActiveCommandList.IsActionCommandByName(list, commandName) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandName CName|string
function AIbehaviorUniqueActiveCommandList.Remove(list, commandName) return end

---@param list AIbehaviorUniqueActiveCommandList
---@return Int32
function AIbehaviorUniqueActiveCommandList.Size(list) return end

---@param list AIbehaviorUniqueActiveCommandList
---@param commandName CName|string
function AIbehaviorUniqueActiveCommandList.TrackActionCommand(list, commandName) return end

---@class AIbehaviorUnmountImmediatelyNodeDefinition : AIbehaviorDecoratorNodeDefinition
---@field mountData AIArgumentMapping
AIbehaviorUnmountImmediatelyNodeDefinition = {}

---@return AIbehaviorUnmountImmediatelyNodeDefinition
function AIbehaviorUnmountImmediatelyNodeDefinition.new() return end

---@param props table
---@return AIbehaviorUnmountImmediatelyNodeDefinition
function AIbehaviorUnmountImmediatelyNodeDefinition.new(props) return end

---@class AIbehaviorUsedSpotTokensList : ISerializable
---@field tokens AISpotUsageToken[]
AIbehaviorUsedSpotTokensList = {}

---@return AIbehaviorUsedSpotTokensList
function AIbehaviorUsedSpotTokensList.new() return end

---@param props table
---@return AIbehaviorUsedSpotTokensList
function AIbehaviorUsedSpotTokensList.new(props) return end

---@class AIbehaviorVehicleExpressionDefinition : AIbehaviorPassiveExpressionDefinition
AIbehaviorVehicleExpressionDefinition = {}

---@return AIbehaviorVehicleExpressionDefinition
function AIbehaviorVehicleExpressionDefinition.new() return end

---@param props table
---@return AIbehaviorVehicleExpressionDefinition
function AIbehaviorVehicleExpressionDefinition.new(props) return end

---@class AIbehaviorWaitConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitConditionDefinition = {}

---@return AIbehaviorWaitConditionDefinition
function AIbehaviorWaitConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitConditionDefinition
function AIbehaviorWaitConditionDefinition.new(props) return end

---@class AIbehaviorWaitFormationPositionConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitFormationPositionConditionDefinition = {}

---@return AIbehaviorWaitFormationPositionConditionDefinition
function AIbehaviorWaitFormationPositionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitFormationPositionConditionDefinition
function AIbehaviorWaitFormationPositionConditionDefinition.new(props) return end

---@class AIbehaviorWaitJoinTrafficConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitJoinTrafficConditionDefinition = {}

---@return AIbehaviorWaitJoinTrafficConditionDefinition
function AIbehaviorWaitJoinTrafficConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitJoinTrafficConditionDefinition
function AIbehaviorWaitJoinTrafficConditionDefinition.new(props) return end

---@class AIbehaviorWaitRefPositionConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitRefPositionConditionDefinition = {}

---@return AIbehaviorWaitRefPositionConditionDefinition
function AIbehaviorWaitRefPositionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitRefPositionConditionDefinition
function AIbehaviorWaitRefPositionConditionDefinition.new(props) return end

---@class AIbehaviorWaitSlotConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitSlotConditionDefinition = {}

---@return AIbehaviorWaitSlotConditionDefinition
function AIbehaviorWaitSlotConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitSlotConditionDefinition
function AIbehaviorWaitSlotConditionDefinition.new(props) return end

---@class AIbehaviorWaitSplineBackwardToFollowConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitSplineBackwardToFollowConditionDefinition = {}

---@return AIbehaviorWaitSplineBackwardToFollowConditionDefinition
function AIbehaviorWaitSplineBackwardToFollowConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitSplineBackwardToFollowConditionDefinition
function AIbehaviorWaitSplineBackwardToFollowConditionDefinition.new(props) return end

---@class AIbehaviorWaitSplineToFollowConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitSplineToFollowConditionDefinition = {}

---@return AIbehaviorWaitSplineToFollowConditionDefinition
function AIbehaviorWaitSplineToFollowConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitSplineToFollowConditionDefinition
function AIbehaviorWaitSplineToFollowConditionDefinition.new(props) return end

---@class AIbehaviorWaitStunnedConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitStunnedConditionDefinition = {}

---@return AIbehaviorWaitStunnedConditionDefinition
function AIbehaviorWaitStunnedConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitStunnedConditionDefinition
function AIbehaviorWaitStunnedConditionDefinition.new(props) return end

---@class AIbehaviorWaitSummonConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitSummonConditionDefinition = {}

---@return AIbehaviorWaitSummonConditionDefinition
function AIbehaviorWaitSummonConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitSummonConditionDefinition
function AIbehaviorWaitSummonConditionDefinition.new(props) return end

---@class AIbehaviorWaitTargetToFollowConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitTargetToFollowConditionDefinition = {}

---@return AIbehaviorWaitTargetToFollowConditionDefinition
function AIbehaviorWaitTargetToFollowConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitTargetToFollowConditionDefinition
function AIbehaviorWaitTargetToFollowConditionDefinition.new(props) return end

---@class AIbehaviorWaitTargetToReachConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitTargetToReachConditionDefinition = {}

---@return AIbehaviorWaitTargetToReachConditionDefinition
function AIbehaviorWaitTargetToReachConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitTargetToReachConditionDefinition
function AIbehaviorWaitTargetToReachConditionDefinition.new(props) return end

---@class AIbehaviorWaitWorldPositionConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitWorldPositionConditionDefinition = {}

---@return AIbehaviorWaitWorldPositionConditionDefinition
function AIbehaviorWaitWorldPositionConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitWorldPositionConditionDefinition
function AIbehaviorWaitWorldPositionConditionDefinition.new(props) return end

---@class AIbehaviorWaitingKeepMountedCommandConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitingKeepMountedCommandConditionDefinition = {}

---@return AIbehaviorWaitingKeepMountedCommandConditionDefinition
function AIbehaviorWaitingKeepMountedCommandConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitingKeepMountedCommandConditionDefinition
function AIbehaviorWaitingKeepMountedCommandConditionDefinition.new(props) return end

---@class AIbehaviorWaitingMountCommandConditionDefinition : AIbehaviorConditionDefinition
---@field requestArgument AIArgumentMapping
---@field callbackName CName
AIbehaviorWaitingMountCommandConditionDefinition = {}

---@return AIbehaviorWaitingMountCommandConditionDefinition
function AIbehaviorWaitingMountCommandConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitingMountCommandConditionDefinition
function AIbehaviorWaitingMountCommandConditionDefinition.new(props) return end

---@class AIbehaviorWaitingNotMountedCommandConditionDefinition : AIbehaviorConditionDefinition
AIbehaviorWaitingNotMountedCommandConditionDefinition = {}

---@return AIbehaviorWaitingNotMountedCommandConditionDefinition
function AIbehaviorWaitingNotMountedCommandConditionDefinition.new() return end

---@param props table
---@return AIbehaviorWaitingNotMountedCommandConditionDefinition
function AIbehaviorWaitingNotMountedCommandConditionDefinition.new(props) return end

---@class AIbehaviorWorkspotList : IScriptable
---@field spots NodeRef[]
AIbehaviorWorkspotList = {}

---@return AIbehaviorWorkspotList
function AIbehaviorWorkspotList.new() return end

---@param props table
---@return AIbehaviorWorkspotList
function AIbehaviorWorkspotList.new(props) return end

---@class AIbehaviorWorkspotListenerWrapper
AIbehaviorWorkspotListenerWrapper = {}

---@return AIbehaviorWorkspotListenerWrapper
function AIbehaviorWorkspotListenerWrapper.new() return end

---@param props table
---@return AIbehaviorWorkspotListenerWrapper
function AIbehaviorWorkspotListenerWrapper.new(props) return end

---@class AIbehaviorconditionScript : AIbehaviorScriptBase
AIbehaviorconditionScript = {}

---@return AIbehaviorconditionScript
function AIbehaviorconditionScript.new() return end

---@param props table
---@return AIbehaviorconditionScript
function AIbehaviorconditionScript.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param signalName CName|string
---@return Uint16
function AIbehaviorconditionScript:ListenToSignal(context, signalName) return end

---@param context AIbehaviorScriptExecutionContext
---@param interval Float
---@return Bool
function AIbehaviorconditionScript:SetUpdateInterval(context, interval) return end

---@param context AIbehaviorScriptExecutionContext
---@param signalName CName|string
---@param callbackId Uint16
function AIbehaviorconditionScript:StopListeningToSignal(context, signalName, callbackId) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviorconditionScript:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AIbehaviorconditionScript:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param behaviorEvent AIAIEvent
---@return AIbehaviorConditionOutcomes
function AIbehaviorconditionScript:CheckOnEvent(context, behaviorEvent) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviorconditionScript:Deactivate(context) return end

---@class AIbehavioreventResolverScript : IScriptable
AIbehavioreventResolverScript = {}

---@return AIbehavioreventResolverScript
function AIbehavioreventResolverScript.new() return end

---@param props table
---@return AIbehavioreventResolverScript
function AIbehavioreventResolverScript.new(props) return end

---@class AIbehaviorexpressionScript : AIbehaviorScriptBase
AIbehaviorexpressionScript = {}

---@return AIbehaviorexpressionScript
function AIbehaviorexpressionScript.new() return end

---@param props table
---@return AIbehaviorexpressionScript
function AIbehaviorexpressionScript.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviorexpressionScript:MarkDirty(context) return end

---@param cbName CName|string
---@param context AIbehaviorScriptExecutionContext
---@return Bool
function AIbehaviorexpressionScript:OnBehaviorCallback(cbName, context) return end

---@class AIbehaviortaskScript : AIbehaviorScriptBase
AIbehaviortaskScript = {}

---@return AIbehaviortaskScript
function AIbehaviortaskScript.new() return end

---@param props table
---@return AIbehaviortaskScript
function AIbehaviortaskScript.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviortaskScript:CutSelector(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param interval Float
---@return Bool
function AIbehaviortaskScript:SetUpdateInterval(context, interval) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviortaskScript:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param status AIbehaviorCompletionStatus
function AIbehaviortaskScript:ChildCompleted(context, status) return end

---@param context AIbehaviorScriptExecutionContext
function AIbehaviortaskScript:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AIbehaviortaskScript:Update(context) return end

---@class AIbehaviortaskStackScript : AIbehaviorScriptBase
AIbehaviortaskStackScript = {}

---@return AIbehaviortaskStackScript
function AIbehaviortaskStackScript.new() return end

---@param props table
---@return AIbehaviortaskStackScript
function AIbehaviortaskStackScript.new(props) return end

---@return CName
function AIbehaviortaskStackScript:GetInstanceTypeName() return end

---@class AIbehaviortweakAmmoCountConditionData
AIbehaviortweakAmmoCountConditionData = {}

---@return AIbehaviortweakAmmoCountConditionData
function AIbehaviortweakAmmoCountConditionData.new() return end

---@param props table
---@return AIbehaviortweakAmmoCountConditionData
function AIbehaviortweakAmmoCountConditionData.new(props) return end

---@class AIbehaviortweakAttachmentSlotsListener : gameIAttachmentSlotsListener
AIbehaviortweakAttachmentSlotsListener = {}

---@return AIbehaviortweakAttachmentSlotsListener
function AIbehaviortweakAttachmentSlotsListener.new() return end

---@param props table
---@return AIbehaviortweakAttachmentSlotsListener
function AIbehaviortweakAttachmentSlotsListener.new(props) return end

---@class AIbehaviortweakCompiledActionConditionData
AIbehaviortweakCompiledActionConditionData = {}

---@return AIbehaviortweakCompiledActionConditionData
function AIbehaviortweakCompiledActionConditionData.new() return end

---@param props table
---@return AIbehaviortweakCompiledActionConditionData
function AIbehaviortweakCompiledActionConditionData.new(props) return end

---@class AIbehaviortweakConditionStatusEffectListener : gameIStatusEffectListener
AIbehaviortweakConditionStatusEffectListener = {}

---@return AIbehaviortweakConditionStatusEffectListener
function AIbehaviortweakConditionStatusEffectListener.new() return end

---@param props table
---@return AIbehaviortweakConditionStatusEffectListener
function AIbehaviortweakConditionStatusEffectListener.new(props) return end

---@class AIbehaviortweakDetectionListenerWrapper
AIbehaviortweakDetectionListenerWrapper = {}

---@return AIbehaviortweakDetectionListenerWrapper
function AIbehaviortweakDetectionListenerWrapper.new() return end

---@param props table
---@return AIbehaviortweakDetectionListenerWrapper
function AIbehaviortweakDetectionListenerWrapper.new(props) return end

---@class AIbehaviortweakExecutionContext
AIbehaviortweakExecutionContext = {}

---@return AIbehaviortweakExecutionContext
function AIbehaviortweakExecutionContext.new() return end

---@param props table
---@return AIbehaviortweakExecutionContext
function AIbehaviortweakExecutionContext.new(props) return end

---@class AIbehaviortweakInstanceRef
AIbehaviortweakInstanceRef = {}

---@return AIbehaviortweakInstanceRef
function AIbehaviortweakInstanceRef.new() return end

---@param props table
---@return AIbehaviortweakInstanceRef
function AIbehaviortweakInstanceRef.new(props) return end

---@class AIbehaviortweakItemsInInventoryListener : gameIInventoryListener
AIbehaviortweakItemsInInventoryListener = {}

---@return AIbehaviortweakItemsInInventoryListener
function AIbehaviortweakItemsInInventoryListener.new() return end

---@param props table
---@return AIbehaviortweakItemsInInventoryListener
function AIbehaviortweakItemsInInventoryListener.new(props) return end

---@class AIbehaviortweakNPCCallbacks
AIbehaviortweakNPCCallbacks = {}

---@return AIbehaviortweakNPCCallbacks
function AIbehaviortweakNPCCallbacks.new() return end

---@param props table
---@return AIbehaviortweakNPCCallbacks
function AIbehaviortweakNPCCallbacks.new(props) return end

---@class AIbehaviortweakPlayerCallbacks
AIbehaviortweakPlayerCallbacks = {}

---@return AIbehaviortweakPlayerCallbacks
function AIbehaviortweakPlayerCallbacks.new() return end

---@param props table
---@return AIbehaviortweakPlayerCallbacks
function AIbehaviortweakPlayerCallbacks.new(props) return end

---@class AIbehaviortweakStateCallback
AIbehaviortweakStateCallback = {}

---@return AIbehaviortweakStateCallback
function AIbehaviortweakStateCallback.new() return end

---@param props table
---@return AIbehaviortweakStateCallback
function AIbehaviortweakStateCallback.new(props) return end

---@class AIbehaviortweakStateConditionData
AIbehaviortweakStateConditionData = {}

---@return AIbehaviortweakStateConditionData
function AIbehaviortweakStateConditionData.new() return end

---@param props table
---@return AIbehaviortweakStateConditionData
function AIbehaviortweakStateConditionData.new(props) return end

---@class AIbehaviortweakTargetHelper
AIbehaviortweakTargetHelper = {}

---@return AIbehaviortweakTargetHelper
function AIbehaviortweakTargetHelper.new() return end

---@param props table
---@return AIbehaviortweakTargetHelper
function AIbehaviortweakTargetHelper.new(props) return end

---@class AIbehaviortweakTargetLocation
---@field object gameObject
---@field position Vector3
---@field speed Vector3
---@field coverId AIObjectId
---@field hasPosition Bool
---@field hasSpeed Bool
AIbehaviortweakTargetLocation = {}

---@return AIbehaviortweakTargetLocation
function AIbehaviortweakTargetLocation.new() return end

---@param props table
---@return AIbehaviortweakTargetLocation
function AIbehaviortweakTargetLocation.new(props) return end

---@class AIbehaviortweakTargetStates
AIbehaviortweakTargetStates = {}

---@return AIbehaviortweakTargetStates
function AIbehaviortweakTargetStates.new() return end

---@param props table
---@return AIbehaviortweakTargetStates
function AIbehaviortweakTargetStates.new(props) return end

---@class AIbehaviortweakTweakActionSystem : gameIGameSystem
AIbehaviortweakTweakActionSystem = {}

---@return AIbehaviortweakTweakActionSystem
function AIbehaviortweakTweakActionSystem.new() return end

---@param props table
---@return AIbehaviortweakTweakActionSystem
function AIbehaviortweakTweakActionSystem.new(props) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param actionRecordId TweakDBID|string
---@return Bool
function AIbehaviortweakTweakActionSystem:ActivationCheck(ctx, actionRecordId) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@return Uint32
function AIbehaviortweakTweakActionSystem:Debug_OnActionEnded(ctx, recordId) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@param phase Uint32
---@param value Bool
---@return Uint32
function AIbehaviortweakTweakActionSystem:Debug_OnActionNextPhase(ctx, recordId, phase, value) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@param phase Uint32
---@return Uint32
function AIbehaviortweakTweakActionSystem:Debug_OnActionPhaseStarted(ctx, recordId, phase) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@param phase Uint32
---@param value Bool
---@return Uint32
function AIbehaviortweakTweakActionSystem:Debug_OnActionRepeatPhase(ctx, recordId, phase, value) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@param baseId TweakDBID|string
---@param compositeId TweakDBID|string
---@return Uint32
function AIbehaviortweakTweakActionSystem:Debug_OnActionStarted(ctx, recordId, baseId, compositeId) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param record gamedataAIActionCondition_Record
---@return Bool
function AIbehaviortweakTweakActionSystem:EvaluateActionCondition(ctx, record) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@param predictionTime Float
---@return Bool, gameObject, Vector4, Uint64
function AIbehaviortweakTweakActionSystem:EvaluateActionTargetAll(ctx, recordId, predictionTime) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@return Bool, gameObject
function AIbehaviortweakTweakActionSystem:EvaluateActionTargetObject(ctx, recordId) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param recordId TweakDBID|string
---@return Bool
function AIbehaviortweakTweakActionSystem:ForceDirty(ctx, recordId) return end

---@param ctx AIbehaviorScriptExecutionContext
---@return Uint32
function AIbehaviortweakTweakActionSystem:GetTweakCompositeAlternativesLimit(ctx) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param playerInCombat Bool
---@return Bool
function AIbehaviortweakTweakActionSystem:IsTweakCompositeAlternativesLimitEnabled(ctx, playerInCombat) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param actionRecordId TweakDBID|string
---@param phase Uint32
---@return Bool
function AIbehaviortweakTweakActionSystem:NextPhaseCheck(ctx, actionRecordId, phase) return end

---@param ctx AIbehaviorScriptExecutionContext
---@param actionRecordId TweakDBID|string
---@param phase Uint32
---@return Bool
function AIbehaviortweakTweakActionSystem:RepeatPhaseCheck(ctx, actionRecordId, phase) return end

---@class AIsquadsOrder
---@field squadAction CName
---@field state Uint32
---@field id Uint32
AIsquadsOrder = {}

---@return AIsquadsOrder
function AIsquadsOrder.new() return end

---@param props table
---@return AIsquadsOrder
function AIsquadsOrder.new(props) return end

---@class AJournalEntryWrapper : ABaseWrapper
---@field UniqueId Int32
AJournalEntryWrapper = {}

---@return Int32
function AJournalEntryWrapper:GetUniqueId() return end

---@param uniqueId Int32
function AJournalEntryWrapper:SetUniqueId(uniqueId) return end

---@class AOEArea : InteractiveMasterDevice
---@field areaComponent gameStaticTriggerAreaComponent
---@field gameEffect gameEffectInstance
---@field highLightActive Bool
---@field visionBlockerComponent entIComponent
---@field obstacleComponent gameinfluenceObstacleComponent
---@field activeStatusEffects gamedataStatusEffect_Record[]
---@field extendPercentAABB Float
---@field isAABBExtended Bool
AOEArea = {}

---@return AOEArea
function AOEArea.new() return end

---@param props table
---@return AOEArea
function AOEArea.new(props) return end

---@param evt ActivateDevice
---@return Bool
function AOEArea:OnActivateDevice(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function AOEArea:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function AOEArea:OnAreaExit(evt) return end

---@param evt DeactivateDevice
---@return Bool
function AOEArea:OnDeactivateDevice(evt) return end

---@return Bool
function AOEArea:OnDetach() return end

---@return Bool
function AOEArea:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AOEArea:OnRequestComponents(ri) return end

---@param evt RevealDeviceRequest
---@return Bool
function AOEArea:OnRevealDeviceRequest(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AOEArea:OnTakeControl(ri) return end

function AOEArea:ActivateArea() return end

function AOEArea:ActivateEffect() return end

---@param entityID entEntityID
function AOEArea:ApplyActiveStatusEffectsToEntity(entityID) return end

---@param highlightType EFocusForcedHighlightType
---@return FocusForcedHighlightData
function AOEArea:CreateHighlight(highlightType) return end

function AOEArea:DeactivateArea() return end

function AOEArea:ExtendBoundingBox() return end

---@return AOEAreaController
function AOEArea:GetController() return end

---@return FocusForcedHighlightData
function AOEArea:GetDefaultHighlight() return end

---@return AOEAreaControllerPS
function AOEArea:GetDevicePS() return end

---@param effectData AreaEffectData
---@return entEntity
function AOEArea:GetDistractionControllerSource(effectData) return end

---@param defaultValue Float
---@return Float
function AOEArea:GetDistractionStimLifetime(defaultValue) return end

---@return entEntity[]
function AOEArea:GetEntitiesInArea() return end

---@return entIComponent
function AOEArea:GetObstacleComponent() return end

---@return gameObject
function AOEArea:GetStimTarget() return end

---@return entIComponent
function AOEArea:GetVisionBlockerComponent() return end

---@return Bool
function AOEArea:IsGameplayRelevant() return end

---@param entityID entEntityID
function AOEArea:RemoveActiveStatusEffectsFromEntity(entityID) return end

function AOEArea:StopGameEffect() return end

---@param toggle Bool
---@param id entEntityID
function AOEArea:ToggleHighlightOnSingleTarget(toggle, id) return end

---@param toggle Bool
function AOEArea:ToggleHighlightOnTargets(toggle) return end

function AOEArea:UpdateWillingInvestigator() return end

---@class AOEAreaController : MasterController
AOEAreaController = {}

---@return AOEAreaController
function AOEAreaController.new() return end

---@param props table
---@return AOEAreaController
function AOEAreaController.new(props) return end

---@return AOEAreaControllerPS
function AOEAreaController:GetPS() return end

---@class AOEAreaControllerPS : MasterControllerPS
---@field AOEAreaSetup AOEAreaSetup
AOEAreaControllerPS = {}

---@return AOEAreaControllerPS
function AOEAreaControllerPS.new() return end

---@param props table
---@return AOEAreaControllerPS
function AOEAreaControllerPS.new(props) return end

---@return DeactivateDevice
function AOEAreaControllerPS:ActionDeactivateDevice() return end

---@return Bool
function AOEAreaControllerPS:BlocksVisibility() return end

---@return Bool
function AOEAreaControllerPS:EffectsOnlyActiveInArea() return end

function AOEAreaControllerPS:GameAttached() return end

---@return CName
function AOEAreaControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function AOEAreaControllerPS:GetActions(context) return end

---@return TweakDBID
function AOEAreaControllerPS:GetAreaEffect() return end

---@return TweakDBID
function AOEAreaControllerPS:GetDeviceIconTweakDBID() return end

---@return Float
function AOEAreaControllerPS:GetEffectDuration() return end

---@param context gameGetActionsContext
---@return TweakDBID
function AOEAreaControllerPS:GetInkWidgetTweakDBID(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function AOEAreaControllerPS:GetQuestActions(context) return end

---@return Bool
function AOEAreaControllerPS:IsAreaActive() return end

---@return Bool
function AOEAreaControllerPS:IsDangerous() return end

---@param evt ActionForceResetDevice
---@return EntityNotificationType
function AOEAreaControllerPS:OnActionForceResetDevice(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function AOEAreaControllerPS:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function AOEAreaControllerPS:OnDeactivateDevice(evt) return end

---@param delayTime Float
function AOEAreaControllerPS:QueueDeactivateAction(delayTime) return end

function AOEAreaControllerPS:ToggleEffectors() return end

---@class AOEAreaSetup
---@field areaEffect TweakDBID
---@field actionName TweakDBID
---@field blocksVisibility Bool
---@field isDangerous Bool
---@field activateOnStartup Bool
---@field effectsOnlyActiveInArea Bool
---@field duration Float
---@field actionWidgetRecord TweakDBID
---@field deviceWidgetRecord TweakDBID
---@field thumbnailWidgetRecord TweakDBID
AOEAreaSetup = {}

---@return AOEAreaSetup
function AOEAreaSetup.new() return end

---@param props table
---@return AOEAreaSetup
function AOEAreaSetup.new(props) return end

---@class AOEEffector : ActivatedDeviceTransfromAnim
AOEEffector = {}

---@return AOEEffector
function AOEEffector.new() return end

---@param props table
---@return AOEEffector
function AOEEffector.new(props) return end

---@return Bool
function AOEEffector:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AOEEffector:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AOEEffector:OnTakeControl(ri) return end

---@param evt ToggleAOEEffect
---@return Bool
function AOEEffector:OnToggleAOEEffect(evt) return end

function AOEEffector:BreakEffects() return end

---@return EGameplayRole
function AOEEffector:DeterminGameplayRole() return end

---@return AOEEffectorController
function AOEEffector:GetController() return end

---@return AOEEffectorControllerPS
function AOEEffector:GetDevicePS() return end

---@return Bool
function AOEEffector:IsGameplayRelevant() return end

function AOEEffector:PushPersistentData() return end

function AOEEffector:StartEffects() return end

---@class AOEEffectorController : ScriptableDeviceComponent
AOEEffectorController = {}

---@return AOEEffectorController
function AOEEffectorController.new() return end

---@param props table
---@return AOEEffectorController
function AOEEffectorController.new(props) return end

---@return AOEEffectorControllerPS
function AOEEffectorController:GetPS() return end

---@class AOEEffectorControllerPS : ActivatedDeviceControllerPS
---@field effectsToPlay CName[]
AOEEffectorControllerPS = {}

---@return AOEEffectorControllerPS
function AOEEffectorControllerPS.new() return end

---@param props table
---@return AOEEffectorControllerPS
function AOEEffectorControllerPS.new(props) return end

---@return ToggleAOEEffect
function AOEEffectorControllerPS:ActionToggleAOEEffect() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function AOEEffectorControllerPS:GetActions(context) return end

---@return CName[]
function AOEEffectorControllerPS:GetEffectsToPlay() return end

---@param evt ToggleAOEEffect
---@return EntityNotificationType
function AOEEffectorControllerPS:OnToggleAOEEffect(evt) return end

---@class ATooltipData : IScriptable
ATooltipData = {}

---@class AVComponent : VehicleComponent
AVComponent = {}

---@return AVComponent
function AVComponent.new() return end

---@param props table
---@return AVComponent
function AVComponent.new(props) return end

---@class AVSpawnedRequest : gameScriptableSystemRequest
---@field spawnedObjects gameObject[]
AVSpawnedRequest = {}

---@return AVSpawnedRequest
function AVSpawnedRequest.new() return end

---@param props table
---@return AVSpawnedRequest
function AVSpawnedRequest.new(props) return end

---@class AbilityData
---@field Empty Bool
---@field ID ItemID
---@field Name String
---@field IconPath String
---@field CategoryName String
---@field Description String
---@field EquipmentArea gamedataEquipmentArea
---@field IsEquipped Bool
---@field GameItemData gameItemData
---@field AssignedIndex Int32
AbilityData = {}

---@return AbilityData
function AbilityData.new() return end

---@param props table
---@return AbilityData
function AbilityData.new(props) return end

---@class AbilityUserData : IScriptable
---@field abilityID TweakDBID
---@field locKeyName CName
---@field asyncSpawnRequest inkAsyncSpawnRequest
AbilityUserData = {}

---@return AbilityUserData
function AbilityUserData.new() return end

---@param props table
---@return AbilityUserData
function AbilityUserData.new(props) return end

---@class AbsolutePathSerializable
---@field Path String
AbsolutePathSerializable = {}

---@return AbsolutePathSerializable
function AbsolutePathSerializable.new() return end

---@param props table
---@return AbsolutePathSerializable
function AbsolutePathSerializable.new(props) return end

---@class AbstractApplyQuickhackEffector : ModifyAttackEffector
---@field blackboard gameIBlackboard
---@field applyQuickhackDelayConst Float
AbstractApplyQuickhackEffector = {}

---@param owner gameObject
function AbstractApplyQuickhackEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AbstractApplyQuickhackEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function AbstractApplyQuickhackEffector:ProcessAction(owner) return end

---@param hitEvent gameeventsHitEvent
---@param playerPuppet PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
function AbstractApplyQuickhackEffector:ProcessApplyQuickhackAction(hitEvent, playerPuppet, targetScriptedPuppet) return end

---@param owner gameObject
function AbstractApplyQuickhackEffector:RepeatedAction(owner) return end

---@param playerOwnerPuppet PlayerPuppet
---@param quickhackData QuickhackData
---@param applyQuickhackDelay Float
function AbstractApplyQuickhackEffector:TriggerSpecialQuickHackAttack(playerOwnerPuppet, quickhackData, applyQuickhackDelay) return end

---@class AbstractLandDecisions : LocomotionGroundDecisions
AbstractLandDecisions = {}

---@class AbstractLandEvents : LocomotionGroundEvents
---@field blockLandingStimBroadcasting Bool
AbstractLandEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stimType gamedataStimType
function AbstractLandEvents:BroadcastLandingStim(stateContext, scriptInterface, stimType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AbstractLandEvents:EvaluatePlayingLandingVFX(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AbstractLandEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AbstractLandEvents:OnExit(stateContext, scriptInterface) return end

---@class AccessBreach : PuppetAction
---@field attempt Int32
---@field networkName String
---@field npcCount Int32
---@field isRemote Bool
---@field isSuicide Bool
AccessBreach = {}

---@return AccessBreach
function AccessBreach.new() return end

---@param props table
---@return AccessBreach
function AccessBreach.new(props) return end

function AccessBreach:CompleteAction() return end

---@return gameIBlackboard
function AccessBreach:GetNetworkBlackboard() return end

---@return NetworkBlackboardDef
function AccessBreach:GetNetworkBlackboardDef() return end

---@param id CName|string
---@param isActive Bool
function AccessBreach:SendNanoWireBreachEventToPSM(id, isActive) return end

---@param amount Int32
function AccessBreach:SetAttemptCount(amount) return end

---@param networkName String
---@param npcCount Int32
---@param attemptsCount Int32
---@param isRemote Bool
---@param isSuicide Bool
function AccessBreach:SetProperties(networkName, npcCount, attemptsCount, isRemote, isSuicide) return end

function AccessBreach:StartUpload() return end

---@class AccessBreachListener : QuickHackUploadListener
AccessBreachListener = {}

---@return AccessBreachListener
function AccessBreachListener.new() return end

---@param props table
---@return AccessBreachListener
function AccessBreachListener.new(props) return end

---@class AccessPoint : InteractiveMasterDevice
---@field networkName String
---@field isPlayerInBreachView Bool
---@field isRevealed Bool
---@field breachViewTimeListener BreachViewTimeListener
---@field upload_program_listener_id Uint32
AccessPoint = {}

---@return AccessPoint
function AccessPoint.new() return end

---@param props table
---@return AccessPoint
function AccessPoint.new(props) return end

---@param evt gameuiAccessPointMiniGameStatus
---@return Bool
function AccessPoint:OnAccessPointMiniGameStatus(evt) return end

---@param evt DebugRemoteConnectionEvent
---@return Bool
function AccessPoint:OnDebugRemoteConnectionEvent(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function AccessPoint:OnFactChangedEvent(evt) return end

---@return Bool
function AccessPoint:OnGameDetached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AccessPoint:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AccessPoint:OnTakeControl(ri) return end

---@param evt Validate
---@return Bool
function AccessPoint:OnValidate(evt) return end

---@param module Int32
function AccessPoint:BootModule(module) return end

---@return Bool
function AccessPoint:CanRevealRemoteActionsWheel() return end

---@return EGameplayRole
function AccessPoint:DeterminGameplayRole() return end

function AccessPoint:EvaluateProximityRevealInteractionLayerState() return end

---@return BackDoorDeviceBlackboardDef
function AccessPoint:GetBlackboardDef() return end

---@return AccessPointController
function AccessPoint:GetController() return end

---@return AccessPointControllerPS
function AccessPoint:GetDevicePS() return end

---@param puppet gameObject
function AccessPoint:InitiatePersonalLinkWorkspot(puppet) return end

---@return Bool
function AccessPoint:IsAccessPoint() return end

---@return Bool
function AccessPoint:IsControllingDevices() return end

---@return Bool
function AccessPoint:IsRevealed() return end

---@param reason CName|string
function AccessPoint:OnDiveFinished(reason) return end

---@param attempt Int32
---@param isRemote Bool
function AccessPoint:PerformDive(attempt, isRemote) return end

function AccessPoint:ResolveGameplayState() return end

---@return Bool
function AccessPoint:ShouldRegisterToHUD() return end

function AccessPoint:TerminateConnection() return end

---@param on Bool
function AccessPoint:ToggleLights(on) return end

---@param toggle Bool
---@param puppet gameObject
function AccessPoint:TogglePersonalLink(toggle, puppet) return end

function AccessPoint:UploadProgram() return end

---@class AccessPointCompatibleWithUser : gameinteractionsInteractionScriptedCondition
AccessPointCompatibleWithUser = {}

---@return AccessPointCompatibleWithUser
function AccessPointCompatibleWithUser.new() return end

---@param props table
---@return AccessPointCompatibleWithUser
function AccessPointCompatibleWithUser.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param hotSpotLayer gameinteractionsCHotSpotLayerDefinition
---@return Bool
function AccessPointCompatibleWithUser:Test(activatorObject, hotSpotObject, hotSpotLayer) return end

---@class AccessPointController : MasterController
AccessPointController = {}

---@return AccessPointController
function AccessPointController.new() return end

---@param props table
---@return AccessPointController
function AccessPointController.new(props) return end

---@return AccessPointControllerPS
function AccessPointController:GetPS() return end

---@class AccessPointControllerPS : MasterControllerPS
---@field rewardNotificationIcons String[]
---@field rewardNotificationString String
---@field accessPointSkillChecks HackingContainer
---@field isBreached Bool
---@field moneyAwarded Bool
---@field isVirtual Bool
---@field pingedSquads CName[]
AccessPointControllerPS = {}

---@return AccessPointControllerPS
function AccessPointControllerPS.new() return end

---@param props table
---@return AccessPointControllerPS
function AccessPointControllerPS.new(props) return end

---@return Bool
function AccessPointControllerPS:OnInstantiated() return end

---@return ResetNetworkBreachState
function AccessPointControllerPS:ActionResetNetworkBreachState() return end

---@return RevealEnemiesProgram
function AccessPointControllerPS:ActionRevealEnemiesProgram() return end

---@return SpiderbotEnableAccessPoint
function AccessPointControllerPS:ActionSpiderbotEnableAccessPoint() return end

---@param TS gameTransactionSystem
---@param itemTweakID TweakDBID|string
---@param amount Uint32
function AccessPointControllerPS:AddHackReward(TS, itemTweakID, amount) return end

---@param squadName CName|string
function AccessPointControllerPS:AddPingedSquad(squadName) return end

---@param TS gameTransactionSystem
---@param itemQueryTDBID TweakDBID|string
---@param amount Uint32
function AccessPointControllerPS:AddReward(TS, itemQueryTDBID, amount) return end

function AccessPointControllerPS:BreachConnectedDevices() return end

---@return Bool
function AccessPointControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function AccessPointControllerPS:CanCreateAnySpiderbotActions() return end

---@return ConnectedClassTypes
function AccessPointControllerPS:CheckConnectedClassTypes() return end

---@param minigameProgramsCompleted Int32
function AccessPointControllerPS:CheckMasterRunnerAchievement(minigameProgramsCompleted) return end

function AccessPointControllerPS:CleanRewardNotification() return end

function AccessPointControllerPS:ClearPingedSquads() return end

function AccessPointControllerPS:DebugBreachConnectedDevices() return end

---@return gamedeviceAction[]
function AccessPointControllerPS:ExtractActions() return end

---@param programs TweakDBID[]|string[]
function AccessPointControllerPS:FilterRedundantPrograms(programs) return end

---@param state gameuiHackingMinigameState
function AccessPointControllerPS:FinalizeNetrunnerDive(state) return end

function AccessPointControllerPS:GameAttached() return end

---@param playerLevel Float
---@param TS gameTransactionSystem
function AccessPointControllerPS:GenerateMaterialDrops(playerLevel, TS) return end

---@return AccessPointControllerPS
function AccessPointControllerPS:GetBackdoorAccessPoint() return end

---@return BackDoorDeviceBlackboardDef
function AccessPointControllerPS:GetBlackboardDef() return end

---@return gamedeviceClearance
function AccessPointControllerPS:GetClearance() return end

---@return CommunityProxyPS[]
function AccessPointControllerPS:GetCommunityProxies() return end

---@return ScriptableDeviceComponentPS[]
function AccessPointControllerPS:GetDevicesThatPlayerCanBreach() return end

---@return TweakDBID
function AccessPointControllerPS:GetMinigameDefinition() return end

---@return NetworkAreaControllerPS
function AccessPointControllerPS:GetNetworkArea() return end

---@return String
function AccessPointControllerPS:GetNetworkName() return end

---@return Int32
function AccessPointControllerPS:GetNetworkSizeCount() return end

---@param TS gameTransactionSystem
---@param hacksPool TweakDBID[]|string[]
---@param quality gamedataQuality
---@return TweakDBID[], TweakDBID[]
function AccessPointControllerPS:GetPlayersUniqueHacks(TS, hacksPool, quality) return end

---@param actionName CName|string
---@return gamedeviceAction
function AccessPointControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function AccessPointControllerPS:GetQuestActions(context) return end

---@param playerLevel Float
---@param TS gameTransactionSystem
function AccessPointControllerPS:GetQuickhackReward(playerLevel, TS) return end

---@return BaseSkillCheckContainer
function AccessPointControllerPS:GetSkillCheckContainerForSetup() return end

---@return Bool
function AccessPointControllerPS:HasNetworkBackdoor() return end

---@param slaveToCheck gamePersistentID
---@return Bool
function AccessPointControllerPS:IsAccessPointOf(slaveToCheck) return end

---@return Bool
function AccessPointControllerPS:IsBreached() return end

---@return Bool
function AccessPointControllerPS:IsConnectedToBackdoorDevice() return end

---@return Bool
function AccessPointControllerPS:IsMainframe() return end

---@return Bool
function AccessPointControllerPS:IsNetworkBreached() return end

---@return Bool
function AccessPointControllerPS:IsSpiderbotHackingConditionFullfilled() return end

---@param squadName CName|string
---@return Bool
function AccessPointControllerPS:IsSquadMarkedWithPing(squadName) return end

---@return Bool
function AccessPointControllerPS:IsVirtual() return end

---@param evt BreachAccessPointEvent
---@return EntityNotificationType
function AccessPointControllerPS:OnBreachAccessPointEvent(evt) return end

---@param evt FillTakeOverChainBBoardEvent
---@return EntityNotificationType
function AccessPointControllerPS:OnFillTakeOverChainBBoardEvent(evt) return end

---@param evt NPCBreachEvent
---@return EntityNotificationType
function AccessPointControllerPS:OnNPCBreachEvent(evt) return end

---@param evt NetworkMoneySiphoned
---@return EntityNotificationType
function AccessPointControllerPS:OnNetworkMoneySiphoned(evt) return end

---@param evt QuestBreachAccessPoint
---@return EntityNotificationType
function AccessPointControllerPS:OnQuestBreachAccessPoint(evt) return end

---@param evt QuestRemoveQuickHacks
---@return EntityNotificationType
function AccessPointControllerPS:OnQuestRemoveQuickHacks(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function AccessPointControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt ResetNetworkBreachState
---@return EntityNotificationType
function AccessPointControllerPS:OnResetNetworkBreachState(evt) return end

---@param evt RevealEnemiesProgram
---@return EntityNotificationType
function AccessPointControllerPS:OnRevealEnemiesProgram(evt) return end

---@param evt SetExposeQuickHacks
---@return EntityNotificationType
function AccessPointControllerPS:OnSetExposeQuickHacks(evt) return end

---@param evt SpiderbotEnableAccessPoint
---@return EntityNotificationType
function AccessPointControllerPS:OnSpiderbotEnableAccessPoint(evt) return end

---@param evt Validate
---@return EntityNotificationType
function AccessPointControllerPS:OnValidate(evt) return end

function AccessPointControllerPS:PingSquad() return end

---@param baseMoney Float
---@param craftingMaterial Bool
---@param baseShardDropChance Float
---@param TS gameTransactionSystem
function AccessPointControllerPS:ProcessLoot(baseMoney, craftingMaterial, baseShardDropChance, TS) return end

---@param device gameDeviceComponentPS
function AccessPointControllerPS:ProcessMinigameNetworkActions(device) return end

---@param devices gameDeviceComponentPS[]
function AccessPointControllerPS:RefreshSlaves(devices) return end

---@param squadName CName|string
function AccessPointControllerPS:RemovePingedSquad(squadName) return end

---@param isRemote Bool
function AccessPointControllerPS:ResolveDive(isRemote) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
---@param isPing Bool
---@param lifetime Float
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function AccessPointControllerPS:RevealDevicesGrid(shouldDraw, ownerEntityPosition, fxDefault, isPing, lifetime, revealSlave, revealMaster, ignoreRevealed) return end

---@param baseMoney Float
function AccessPointControllerPS:RewardMoney(baseMoney) return end

function AccessPointControllerPS:SendMinigameFailedToAllNPCs() return end

---@param isBreached Bool
function AccessPointControllerPS:SetIsBreached(isBreached) return end

---@return Bool
function AccessPointControllerPS:ShouldRevealNetworkGrid() return end

---@return Bool
function AccessPointControllerPS:ShouldRewardMoney() return end

function AccessPointControllerPS:ShowRewardNotification() return end

---@param programID Int32
function AccessPointControllerPS:UploadProgram(programID) return end

---@return Bool
function AccessPointControllerPS:WasMoneyAwarded() return end

---@class AccessPointHasCPOMissionDataPrereq : gameIScriptablePrereq
AccessPointHasCPOMissionDataPrereq = {}

---@return AccessPointHasCPOMissionDataPrereq
function AccessPointHasCPOMissionDataPrereq.new() return end

---@param props table
---@return AccessPointHasCPOMissionDataPrereq
function AccessPointHasCPOMissionDataPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function AccessPointHasCPOMissionDataPrereq:IsFulfilled(context) return end

---@class AccessPointIsBlocked : gameIScriptablePrereq
AccessPointIsBlocked = {}

---@return AccessPointIsBlocked
function AccessPointIsBlocked.new() return end

---@param props table
---@return AccessPointIsBlocked
function AccessPointIsBlocked.new(props) return end

---@param context IScriptable
---@return Bool
function AccessPointIsBlocked:IsFulfilled(context) return end

---@class AccumulatedDamageDigitLogicController : inkWidgetLogicController
---@field critWidget inkTextWidgetReference
---@field headshotWidget inkTextWidgetReference
---@field rootWidget inkWidget
---@field panelWidget inkWidget
---@field textWidget inkTextWidget
---@field owner gameObject
---@field gameController DamageDigitsGameController
---@field active Bool
---@field successful Bool
---@field successfulCritical Bool
---@field damageAccumulated Float
---@field showingBothDigits Bool
---@field stickToTarget Bool
---@field currentlySticking Bool
---@field projection inkScreenProjection
---@field showAnimProxy inkanimProxy
---@field critAnimProxy inkanimProxy
---@field blinkProxy inkanimProxy
---@field headshotAnimProxy inkanimProxy
---@field distanceModifier Float
---@field calculatedDistanceHeightBias Float
---@field stickingDistanceHeightBias Float
---@field projectionInterpolationOffset inkMargin
---@field projectionInterpolationOffsetTotal inkMargin
---@field projectionInterpolationProgress Float
---@field projectionFreezePosition Bool
---@field positionUpdated Bool
---@field currentEngineTime Float
---@field lastEngineTime Float
---@field arrayPosition Int32
---@field showPositiveAnimDef inkanimDefinition
---@field showPositiveAnimFadeInInterpolator inkanimTransparencyInterpolator
---@field showPositiveAnimFadeOutInterpolator inkanimTransparencyInterpolator
---@field showPositiveAnimMarginInterpolator inkanimMarginInterpolator
---@field showPositiveAnimScaleUpInterpolator inkanimScaleInterpolator
---@field showPositiveAnimScaleDownInterpolator inkanimScaleInterpolator
---@field showNegativeAnimDef inkanimDefinition
---@field showNegativeAnimFadeInInterpolator inkanimTransparencyInterpolator
---@field showNegativeAnimFadeOutInterpolator inkanimTransparencyInterpolator
---@field showNegativeAnimMarginInterpolator inkanimMarginInterpolator
---@field showCritAnimDef inkanimDefinition
---@field showCritAnimFadeOutInterpolator inkanimTransparencyInterpolator
---@field animStickTargetOffset Vector4
---@field animTimeFadeIn Float
---@field animTimeFadeOut Float
---@field animBothTimeFadeIn Float
---@field animBothTimeFadeOut Float
---@field animTimeDelay Float
---@field animBothTimeDelay Float
---@field animStartHeight Float
---@field animEndHeight Float
---@field animPopScale Float
---@field animPopEndScale Float
---@field animPopInDuration Float
---@field animPopOutDuration Float
---@field animBothOffsetX Float
---@field animBothOffsetY Float
---@field animBothStickingOffsetY Float
---@field animTimeCritDelay Float
---@field animBothTimeCritDelay Float
---@field animTimeCritFade Float
---@field animBothTimeCritFade Float
---@field animMaxScreenDistanceFromLast Float
---@field animScreenInterpolationTime Float
---@field animMinScreenDistanceFromLast Float
---@field animStickTargetWorldZOffset Float
---@field animStickingOffsetY Float
---@field animDistanceModifierMinDistance Float
---@field animDistanceModifierMaxDistance Float
---@field animDistanceModifierMinValue Float
---@field animDistanceModifierMaxValue Float
---@field animDistanceHeightBias Float
---@field animStickingDistanceHeightBias Float
---@field animPositiveOpacity Float
---@field animNegativeOpacity Float
---@field animDynamicFadeInDuration Float
AccumulatedDamageDigitLogicController = {}

---@return AccumulatedDamageDigitLogicController
function AccumulatedDamageDigitLogicController.new() return end

---@param props table
---@return AccumulatedDamageDigitLogicController
function AccumulatedDamageDigitLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function AccumulatedDamageDigitLogicController:OnHide(anim) return end

---@return Bool
function AccumulatedDamageDigitLogicController:OnInitialize() return end

---@param projection inkScreenProjection
---@return Bool
function AccumulatedDamageDigitLogicController:OnScreenProjectionUpdate(projection) return end

---@return Bool
function AccumulatedDamageDigitLogicController:OnUninitialize() return end

---@param damageType gamedataDamageType
---@param hitType gameuiHitType
---@param showingBothDigits Bool
---@param flags SHitFlag[]
---@return CName
function AccumulatedDamageDigitLogicController:BuildStateName(damageType, hitType, showingBothDigits, flags) return end

---@param fromVec Vector4
---@param toVec Vector4
function AccumulatedDamageDigitLogicController:CalculateDistanceModifier(fromVec, toVec) return end

function AccumulatedDamageDigitLogicController:CreateShowAnimation() return end

---@param entity gameObject
---@return Bool
function AccumulatedDamageDigitLogicController:IsProjectedEntity(entity) return end

---@param active Bool
function AccumulatedDamageDigitLogicController:SetActive(active) return end

---@param projection inkScreenProjection
---@param gameController DamageDigitsGameController
function AccumulatedDamageDigitLogicController:SetProjection(projection, gameController) return end

---@param damageInfo gameuiDamageInfo
---@param showingBothDigits Bool
---@param oneInstance Bool
---@param forceStickToTarget Bool
function AccumulatedDamageDigitLogicController:Show(damageInfo, showingBothDigits, oneInstance, forceStickToTarget) return end

---@param damageInfo gameuiDamageInfo
---@param showingBothDigits Bool
function AccumulatedDamageDigitLogicController:UpdateDamageInfo(damageInfo, showingBothDigits) return end

---@param showingBothDigits Bool
function AccumulatedDamageDigitLogicController:UpdateDuration(showingBothDigits) return end

---@param showingBothDigits Bool
function AccumulatedDamageDigitLogicController:UpdatePositionAndScale(showingBothDigits) return end

---@class AccumulatedDamageDigitsNode
---@field used Bool
---@field entityID entEntityID
---@field controller AccumulatedDamageDigitLogicController
---@field isDamageOverTime Bool
AccumulatedDamageDigitsNode = {}

---@return AccumulatedDamageDigitsNode
function AccumulatedDamageDigitsNode.new() return end

---@param props table
---@return AccumulatedDamageDigitsNode
function AccumulatedDamageDigitsNode.new(props) return end

---@class AcquireDeviceLink : redEvent
AcquireDeviceLink = {}

---@return AcquireDeviceLink
function AcquireDeviceLink.new() return end

---@param props table
---@return AcquireDeviceLink
function AcquireDeviceLink.new(props) return end

---@class ActionAnimationScriptProxy : CActionScriptProxy
ActionAnimationScriptProxy = {}

---@return ActionAnimationScriptProxy
function ActionAnimationScriptProxy.new() return end

---@param props table
---@return ActionAnimationScriptProxy
function ActionAnimationScriptProxy.new(props) return end

---@param animFeatureName CName|string
---@param animFeature animAnimFeature_AIAction
---@param useRootMotion Bool
---@param usePoseMatching Bool
---@param resetRagdollOnStart Bool
---@param motionDynamicObjectsCheck Bool
---@param slideParams gameActionAnimationSlideParams
---@param targetObject gameObject
---@param marginToPlayer Float
---@param tagetPositionProvider entIPositionProvider
function ActionAnimationScriptProxy:ForceLaunch(animFeatureName, animFeature, useRootMotion, usePoseMatching, resetRagdollOnStart, motionDynamicObjectsCheck, slideParams, targetObject, marginToPlayer, tagetPositionProvider) return end

---@param animFeatureName CName|string
---@param animFeature animAnimFeature_AIAction
---@return Float
function ActionAnimationScriptProxy:GetPhaseDuration(animFeatureName, animFeature) return end

---@param animFeatureName CName|string
---@param animFeature animAnimFeature_AIAction
---@param useRootMotion Bool
---@param usePoseMatching Bool
---@param resetRagdollOnStart Bool
---@param motionDynamicObjectsCheck Bool
---@param updadeMovePolicy Bool
---@param slideParams gameActionAnimationSlideParams
---@param targetObject gameObject
---@param marginToPlayer Float
---@param tagetPositionProvider entIPositionProvider
---@return Bool
function ActionAnimationScriptProxy:Setup(animFeatureName, animFeature, useRootMotion, usePoseMatching, resetRagdollOnStart, motionDynamicObjectsCheck, updadeMovePolicy, slideParams, targetObject, marginToPlayer, tagetPositionProvider) return end

function ActionAnimationScriptProxy:Terminate() return end

---@class ActionBool : ScriptableDeviceAction
ActionBool = {}

---@param actions gamedeviceAction[]
function ActionBool:CreateActionWidgetPackage(actions) return end

---@param actions gamedeviceAction[]
---@param customName1 String
---@param customName2 String
---@param customID1 TweakDBID|string
---@param customID2 TweakDBID|string
function ActionBool:CreateCustomInteraction(actions, customName1, customName2, customID1, customID2) return end

---@return String
function ActionBool:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionBool:GetProperties() return end

---@return Bool
function ActionBool:GetValue() return end

---@param newRecordforTrue TweakDBID|string
---@param newRecordForFalse TweakDBID|string
function ActionBool:OverrideInteractionRecord(newRecordforTrue, newRecordForFalse) return end

---@class ActionCooldownEvent : redEvent
---@field storageID CooldownStorageID
ActionCooldownEvent = {}

---@return ActionCooldownEvent
function ActionCooldownEvent.new() return end

---@param props table
---@return ActionCooldownEvent
function ActionCooldownEvent.new(props) return end

---@class ActionDemolition : ActionSkillCheck
---@field slotID gamemountingMountingSlotId
ActionDemolition = {}

---@return ActionDemolition
function ActionDemolition.new() return end

---@param props table
---@return ActionDemolition
function ActionDemolition.new(props) return end

---@return CName
function ActionDemolition:GetDefaultActionName() return end

---@return gamedataChoiceCaptionIconPart_Record
function ActionDemolition:GetInteractionIcon() return end

---@class ActionDisposal : ActionBool
ActionDisposal = {}

---@return ActionDisposal
function ActionDisposal.new() return end

---@param props table
---@return ActionDisposal
function ActionDisposal.new(props) return end

function ActionDisposal:CompleteAction() return end

---@class ActionDodgeScriptProxy : CActionScriptProxy
ActionDodgeScriptProxy = {}

---@return ActionDodgeScriptProxy
function ActionDodgeScriptProxy.new() return end

---@param props table
---@return ActionDodgeScriptProxy
function ActionDodgeScriptProxy.new(props) return end

---@param DodgeData animAnimFeature_DodgeData
---@return Bool
function ActionDodgeScriptProxy:Setup(DodgeData) return end

---@class ActionEngineering : ActionSkillCheck
ActionEngineering = {}

---@return ActionEngineering
function ActionEngineering.new() return end

---@param props table
---@return ActionEngineering
function ActionEngineering.new(props) return end

---@return CName
function ActionEngineering:GetDefaultActionName() return end

---@return gamedataChoiceCaptionIconPart_Record
function ActionEngineering:GetInteractionIcon() return end

---@class ActionEntityReference : ScriptableDeviceAction
ActionEntityReference = {}

---@return String
function ActionEntityReference:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionEntityReference:GetProperties() return end

---@class ActionEnum : ActionInt
ActionEnum = {}

---@class ActionFloat : ScriptableDeviceAction
ActionFloat = {}

---@return String
function ActionFloat:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionFloat:GetProperties() return end

---@class ActionForceResetDevice : ActionBool
---@field restartDuration Int32
ActionForceResetDevice = {}

---@return ActionForceResetDevice
function ActionForceResetDevice.new() return end

---@param props table
---@return ActionForceResetDevice
function ActionForceResetDevice.new(props) return end

---@class ActionHacking : ActionSkillCheck
ActionHacking = {}

---@return ActionHacking
function ActionHacking.new() return end

---@param props table
---@return ActionHacking
function ActionHacking.new(props) return end

---@return CName
function ActionHacking:GetDefaultActionName() return end

---@return gamedataChoiceCaptionIconPart_Record
function ActionHacking:GetInteractionIcon() return end

---@class ActionHitReactionScriptProxy : CActionScriptProxy
ActionHitReactionScriptProxy = {}

---@return ActionHitReactionScriptProxy
function ActionHitReactionScriptProxy.new() return end

---@param props table
---@return ActionHitReactionScriptProxy
function ActionHitReactionScriptProxy.new(props) return end

---@param hitReactionsData animAnimFeature_HitReactionsData
---@param fastForward Bool
---@return Bool
function ActionHitReactionScriptProxy:Setup(hitReactionsData, fastForward) return end

---@class ActionInt : ScriptableDeviceAction
ActionInt = {}

---@return String
function ActionInt:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionInt:GetProperties() return end

---@class ActionInteractivityInfo
---@field isExternal Bool
---@field isRemote Bool
---@field isDirect Bool
ActionInteractivityInfo = {}

---@return ActionInteractivityInfo
function ActionInteractivityInfo.new() return end

---@param props table
---@return ActionInteractivityInfo
function ActionInteractivityInfo.new(props) return end

---@class ActionName : ScriptableDeviceAction
ActionName = {}

---@return String
function ActionName:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionName:GetProperties() return end

---@class ActionNodeRef : ScriptableDeviceAction
ActionNodeRef = {}

---@return String
function ActionNodeRef:GetCurrentDisplayString() return end

---@return gamedeviceActionProperty[]
function ActionNodeRef:GetProperties() return end

---@class ActionNotifier : IScriptable
---@field external Bool
---@field internal Bool
---@field failed Bool
ActionNotifier = {}

---@return ActionNotifier
function ActionNotifier.new() return end

---@param props table
---@return ActionNotifier
function ActionNotifier.new(props) return end

---@return Bool
function ActionNotifier:IsAll() return end

---@return Bool
function ActionNotifier:IsExternalOnly() return end

---@return Bool
function ActionNotifier:IsFailed() return end

---@return Bool
function ActionNotifier:IsInternalOnly() return end

---@return Bool
function ActionNotifier:IsNone() return end

function ActionNotifier:SetAll() return end

function ActionNotifier:SetExternalOnly() return end

function ActionNotifier:SetFailed() return end

function ActionNotifier:SetInternalOnly() return end

function ActionNotifier:SetNone() return end

---@class ActionOverride : ActionBool
ActionOverride = {}

---@return ActionOverride
function ActionOverride.new() return end

---@param props table
---@return ActionOverride
function ActionOverride.new(props) return end

---@return String
function ActionOverride:GetTweakDBChoiceRecord() return end

function ActionOverride:SetProperties() return end

---@class ActionScavenge : ActionInt
ActionScavenge = {}

---@return ActionScavenge
function ActionScavenge.new() return end

---@param props table
---@return ActionScavenge
function ActionScavenge.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ActionScavenge.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ActionScavenge.IsDefaultConditionMet(device) return end

---@return String
function ActionScavenge:GetTweakDBChoiceRecord() return end

---@param amoutOfScraps Int32
function ActionScavenge:SetProperties(amoutOfScraps) return end

---@class ActionSkillCheck : ActionBool
---@field skillCheck SkillCheckBase
---@field skillCheckName EDeviceChallengeSkill
---@field localizedName String
---@field skillcheckDescription UIInteractionSkillCheck
---@field wasPassed Bool
---@field availableUnpowered Bool
ActionSkillCheck = {}

---@param device ScriptableDeviceComponentPS
---@param availableUnpowered Bool
---@return Bool
function ActionSkillCheck.IsAvailable(device, availableUnpowered) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@param availableUnpowered Bool
---@return Bool
function ActionSkillCheck.IsDefaultConditionMet(device, context, availableUnpowered) return end

---@return Bool
function ActionSkillCheck:AvailableOnUnpowered() return end

---@param requester gameObject
---@param actions gamedeviceAction[]
---@param alternativeMainChoiceRecord String
---@param alternativeMainChoiceRecordID TweakDBID|string
function ActionSkillCheck:CreateInteraction(requester, actions, alternativeMainChoiceRecord, alternativeMainChoiceRecordID) return end

---@param requester gameObject
---@return UIInteractionSkillCheck
function ActionSkillCheck:CreateSkillcheckInfo(requester) return end

---@return EDeviceChallengeSkill
function ActionSkillCheck:GetAttributeCheckType() return end

---@return CName
function ActionSkillCheck:GetDefaultActionName() return end

---@param requester gameObject
---@return gameIBlackboard
function ActionSkillCheck:GetPlayerStateMachine(requester) return end

---@return UIInteractionSkillCheck
function ActionSkillCheck:GetSkillcheckInfo() return end

---@return String
function ActionSkillCheck:GetTweakDBChoiceRecord() return end

function ActionSkillCheck:ResetCaption() return end

function ActionSkillCheck:SetAvailableOnUnpowered() return end

---@param skillCheck SkillCheckBase
function ActionSkillCheck:SetProperties(skillCheck) return end

function ActionSkillCheck:SetSkillCheckReadyToPresentOnScreen() return end

---@return Bool
function ActionSkillCheck:WasPassed() return end

---@class ActionSlideToScriptProxy : CActionScriptProxy
ActionSlideToScriptProxy = {}

---@return ActionSlideToScriptProxy
function ActionSlideToScriptProxy.new() return end

---@param props table
---@return ActionSlideToScriptProxy
function ActionSlideToScriptProxy.new(props) return end

---@param gameObject gameObject
---@param duration Float
---@param ignoreNavigation Bool
---@param rotateTowardsMovementDirection Bool
---@return Bool
function ActionSlideToScriptProxy:SetupObject(gameObject, duration, ignoreNavigation, rotateTowardsMovementDirection) return end

---@param localPosition Vector4
---@param duration Float
---@param ignoreNavigation Bool
---@param rotateTowardsMovementDirection Bool
---@return Bool
function ActionSlideToScriptProxy:SetupPosition(localPosition, duration, ignoreNavigation, rotateTowardsMovementDirection) return end

---@param worldPosition Vector4
---@param duration Float
---@param ignoreNavigation Bool
---@param rotateTowardsMovementDirection Bool
---@return Bool
function ActionSlideToScriptProxy:SetupWorldPosition(worldPosition, duration, ignoreNavigation, rotateTowardsMovementDirection) return end

---@class ActionTargetInDistancePrereq : gameIScriptablePrereq
---@field targetRecord gamedataAIActionTarget_Record
---@field distance Float
---@field distanceStat gamedataStatType
---@field invert Bool
ActionTargetInDistancePrereq = {}

---@return ActionTargetInDistancePrereq
function ActionTargetInDistancePrereq.new() return end

---@param props table
---@return ActionTargetInDistancePrereq
function ActionTargetInDistancePrereq.new(props) return end

---@param recordID TweakDBID|string
function ActionTargetInDistancePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ActionTargetInDistancePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function ActionTargetInDistancePrereq:OnApplied(state, context) return end

---@class ActionTargetPrereq : gameIScriptablePrereq
---@field targetRecord gamedataAIActionTarget_Record
---@field invert Bool
ActionTargetPrereq = {}

---@return ActionTargetPrereq
function ActionTargetPrereq.new() return end

---@param props table
---@return ActionTargetPrereq
function ActionTargetPrereq.new(props) return end

---@param recordID TweakDBID|string
function ActionTargetPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ActionTargetPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function ActionTargetPrereq:OnApplied(state, context) return end

---@class ActionTeleportScriptProxy : CActionScriptProxy
ActionTeleportScriptProxy = {}

---@return ActionTeleportScriptProxy
function ActionTeleportScriptProxy.new() return end

---@param props table
---@return ActionTeleportScriptProxy
function ActionTeleportScriptProxy.new(props) return end

---@param targetPosition Vector4
---@param rotation Float
---@param doNavTest Bool
---@return Bool
function ActionTeleportScriptProxy:Setup(targetPosition, rotation, doNavTest) return end

---@class ActionUploadListener : gameCustomValueStatPoolsListener
---@field action ScriptableDeviceAction
---@field gameInstance ScriptGameInstance
ActionUploadListener = {}

---@return ActionUploadListener
function ActionUploadListener.new() return end

---@param props table
---@return ActionUploadListener
function ActionUploadListener.new(props) return end

---@class ActionWeightCondition : AIbehaviorconditionScript
---@field selectedActionIndex AIArgumentMapping
---@field thisIndex Int32
ActionWeightCondition = {}

---@return ActionWeightCondition
function ActionWeightCondition.new() return end

---@param props table
---@return ActionWeightCondition
function ActionWeightCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ActionWeightCondition:Check(context) return end

---@class ActionWeightManagerDelegate : AIbehaviorScriptBehaviorDelegate
---@field actionsConditions String[]
---@field actionsWeights Int32[]
---@field lowestWeight Int32
---@field selectedActionIndex Int32
ActionWeightManagerDelegate = {}

---@return ActionWeightManagerDelegate
function ActionWeightManagerDelegate.new() return end

---@param props table
---@return ActionWeightManagerDelegate
function ActionWeightManagerDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function ActionWeightManagerDelegate:ProcessActionToPlay(context) return end

---@return Bool
function ActionWeightManagerDelegate:WeightUpdate() return end

---@class ActionWorkSpot : ActionBool
---@field workspotTarget gamePuppet
ActionWorkSpot = {}

---@return gamePuppet
function ActionWorkSpot:GetWorkspotTarget() return end

---@param owner gameDeviceComponentPS
---@param workspotTarget gamePuppet
function ActionWorkSpot:SetUp(owner, workspotTarget) return end

---@class ActionsSequence
---@field sequenceInitiator entEntityID
---@field maxActionsInSequence Int32
---@field actionsTriggeredCount Int32
---@field delayIDs gameDelayID[]
ActionsSequence = {}

---@return ActionsSequence
function ActionsSequence.new() return end

---@param props table
---@return ActionsSequence
function ActionsSequence.new(props) return end

---@class ActionsSequencer : InteractiveMasterDevice
ActionsSequencer = {}

---@return ActionsSequencer
function ActionsSequencer.new() return end

---@param props table
---@return ActionsSequencer
function ActionsSequencer.new(props) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActionsSequencer:OnTakeControl(ri) return end

---@return ActionsSequencerController
function ActionsSequencer:GetController() return end

---@return ActionsSequencerControllerPS
function ActionsSequencer:GetDevicePS() return end

---@class ActionsSequencerController : ScriptableDeviceComponent
ActionsSequencerController = {}

---@return ActionsSequencerController
function ActionsSequencerController.new() return end

---@param props table
---@return ActionsSequencerController
function ActionsSequencerController.new(props) return end

---@return ActionsSequencerControllerPS
function ActionsSequencerController:GetPS() return end

---@class ActionsSequencerControllerPS : MasterControllerPS
---@field sequenceDuration Float
---@field sequencerMode EActionsSequencerMode
---@field actionTypeToForward SActionTypeForward
---@field ongoingSequence ActionsSequence
ActionsSequencerControllerPS = {}

---@return ActionsSequencerControllerPS
function ActionsSequencerControllerPS.new() return end

---@param props table
---@return ActionsSequencerControllerPS
function ActionsSequencerControllerPS.new(props) return end

function ActionsSequencerControllerPS:CleanupSequence() return end

---@param actionToForward ScriptableDeviceAction
---@param eligibleSlaves gameDeviceComponentPS[]
---@param delays Float[]
function ActionsSequencerControllerPS:CommenceSequence(actionToForward, eligibleSlaves, delays) return end

function ActionsSequencerControllerPS:ForceLockOnAllSlaves() return end

---@param persistentID gamePersistentID
---@param className CName|string
function ActionsSequencerControllerPS:ForceUnlockSlave(persistentID, className) return end

---@param amountOfIntervals Int32
---@param delays Float[]
function ActionsSequencerControllerPS:GetAcceleratingDelays(amountOfIntervals, delays) return end

---@param amountOfIntervals Int32
---@param delays Float[]
function ActionsSequencerControllerPS:GetDecceleratingDelays(amountOfIntervals, delays) return end

---@param intervals Int32
---@return Float[]
function ActionsSequencerControllerPS:GetDelayTimeStamps(intervals) return end

---@param sequenceInitiator gamePersistentID
---@return gameDeviceComponentPS[]
function ActionsSequencerControllerPS:GetEligibleSlaves(sequenceInitiator) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ActionsSequencerControllerPS:GetQuestActions(context) return end

---@param amountOfIntervals Int32
---@param delays Float[]
function ActionsSequencerControllerPS:GetRandomDelays(amountOfIntervals, delays) return end

---@param amountOfIntervals Int32
---@param delays Float[]
function ActionsSequencerControllerPS:GetRegularDelays(amountOfIntervals, delays) return end

function ActionsSequencerControllerPS:Initialize() return end

---@param forwardEvent ForwardAction
---@return Bool
function ActionsSequencerControllerPS:IsActionTypeMachingPreferences(forwardEvent) return end

---@return Bool
function ActionsSequencerControllerPS:IsSequenceOngoing() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnDeactivateDevice(evt) return end

---@param evt ForwardAction
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnForwardAction(evt) return end

---@param evt QuestForceOFF
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnQuestForceON(evt) return end

---@param evt QuestForcePower
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnQuestForcePower(evt) return end

---@param evt QuestForceUnpower
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnQuestForceUnpower(evt) return end

---@param evt SequenceCallback
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnSequenceCallback(evt) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnSetDeviceON(evt) return end

---@param evt SetDevicePowered
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnSetDevicePowered(evt) return end

---@param evt SetDeviceUnpowered
---@return EntityNotificationType
function ActionsSequencerControllerPS:OnSetDeviceUnpowered(evt) return end

---@param forwardEvent ForwardAction
---@return Bool
function ActionsSequencerControllerPS:WasExecutedByMaster(forwardEvent) return end

---@class ActivateC4 : ActionBool
---@field itemID ItemID
ActivateC4 = {}

---@return ActivateC4
function ActivateC4.new() return end

---@param props table
---@return ActivateC4
function ActivateC4.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ActivateC4.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ActivateC4.IsDefaultConditionMet(device, context) return end

---@return String
function ActivateC4:GetTweakDBChoiceRecord() return end

function ActivateC4:SetProperties() return end

---@class ActivateCoverDecisions : CoverActionTransition
ActivateCoverDecisions = {}

---@return ActivateCoverDecisions
function ActivateCoverDecisions.new() return end

---@param props table
---@return ActivateCoverDecisions
function ActivateCoverDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ActivateCoverDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class ActivateCoverEvents : CoverActionEventsTransition
---@field usingCover Bool
ActivateCoverEvents = {}

---@return ActivateCoverEvents
function ActivateCoverEvents.new() return end

---@param props table
---@return ActivateCoverEvents
function ActivateCoverEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ActivateCoverEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ActivateCoverEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ActivateCoverEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ActivateCoverEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ActivateDevice : ActionBool
---@field tweakDBChoiceName String
ActivateDevice = {}

---@return ActivateDevice
function ActivateDevice.new() return end

---@param props table
---@return ActivateDevice
function ActivateDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ActivateDevice.IsDefaultConditionMet(device, context) return end

---@return String
function ActivateDevice:GetTweakDBChoiceRecord() return end

---@param action_name CName|string
function ActivateDevice:SetProperties(action_name) return end

---@class ActivateLink : redEvent
ActivateLink = {}

---@return ActivateLink
function ActivateLink.new() return end

---@param props table
---@return ActivateLink
function ActivateLink.new(props) return end

---@class ActivateLinksRequest : gameScriptableSystemRequest
---@field linksIDs Int32[]
ActivateLinksRequest = {}

---@return ActivateLinksRequest
function ActivateLinksRequest.new() return end

---@param props table
---@return ActivateLinksRequest
function ActivateLinksRequest.new(props) return end

---@class ActivateMapLink : redEvent
ActivateMapLink = {}

---@return ActivateMapLink
function ActivateMapLink.new() return end

---@param props table
---@return ActivateMapLink
function ActivateMapLink.new(props) return end

---@class ActivateNetworkLinkTaskData : gameScriptTaskData
---@field linkIndex Int32
ActivateNetworkLinkTaskData = {}

---@return ActivateNetworkLinkTaskData
function ActivateNetworkLinkTaskData.new() return end

---@param props table
---@return ActivateNetworkLinkTaskData
function ActivateNetworkLinkTaskData.new(props) return end

---@class ActivatedDeviceAnimSetup
---@field animationTime Float
ActivatedDeviceAnimSetup = {}

---@return ActivatedDeviceAnimSetup
function ActivatedDeviceAnimSetup.new() return end

---@param props table
---@return ActivatedDeviceAnimSetup
function ActivatedDeviceAnimSetup.new(props) return end

---@class ActivatedDeviceController : ScriptableDeviceComponent
ActivatedDeviceController = {}

---@return ActivatedDeviceController
function ActivatedDeviceController.new() return end

---@param props table
---@return ActivatedDeviceController
function ActivatedDeviceController.new(props) return end

---@return ActivatedDeviceControllerPS
function ActivatedDeviceController:GetPS() return end

---@class ActivatedDeviceControllerPS : ScriptableDeviceComponentPS
---@field animationSetup ActivatedDeviceAnimSetup
---@field activatedDeviceSetup ActivatedDeviceSetup
---@field spiderbotInteractionLocationOverride NodeRef
---@field industrialArmAnimationOverride Int32
ActivatedDeviceControllerPS = {}

---@return ActivatedDeviceControllerPS
function ActivatedDeviceControllerPS.new() return end

---@param props table
---@return ActivatedDeviceControllerPS
function ActivatedDeviceControllerPS.new(props) return end

---@param interactionTDBID TweakDBID|string
---@return ActivateDevice
function ActivatedDeviceControllerPS:ActionActivateDevice(interactionTDBID) return end

---@param context gameGetActionsContext
---@return ActionEngineering
function ActivatedDeviceControllerPS:ActionEngineering(context) return end

---@return QuestSetIndustrialArmAnimationOverride
function ActivatedDeviceControllerPS:ActionQuestSetIndustrialArmAnimationOverride() return end

---@param toggle Bool
---@return QuestToggleAutomaticAttack
function ActivatedDeviceControllerPS:ActionQuestToggleAutomaticAttack(toggle) return end

---@param interactionTDBID TweakDBID|string
---@return ActivateDevice
function ActivatedDeviceControllerPS:ActionQuickHackActivateDevice(interactionTDBID) return end

---@param interactionTDBID TweakDBID|string
---@return QuickHackDistraction
function ActivatedDeviceControllerPS:ActionQuickHackDistraction(interactionTDBID) return end

---@param interactionTDBID TweakDBID|string
---@return SpiderbotActivateActivator
function ActivatedDeviceControllerPS:ActionSpiderbotActivateActivator(interactionTDBID) return end

function ActivatedDeviceControllerPS:ActivateThisDevice() return end

---@return Bool
function ActivatedDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function ActivatedDeviceControllerPS:CanCreateAnySpiderbotActions() return end

---@return CName
function ActivatedDeviceControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ActivatedDeviceControllerPS:GetActions(context) return end

---@return CName
function ActivatedDeviceControllerPS:GetActivationVFXname() return end

---@return Float
function ActivatedDeviceControllerPS:GetAnimationTime() return end

---@return TweakDBID
function ActivatedDeviceControllerPS:GetAttackType() return end

---@return TweakDBID
function ActivatedDeviceControllerPS:GetDeviceIconTweakDBID() return end

---@return Int32
function ActivatedDeviceControllerPS:GetIndustrialArmAnimationOverride() return end

---@param context gameGetActionsContext
---@return TweakDBID
function ActivatedDeviceControllerPS:GetInkWidgetTweakDBID(context) return end

---@return TweakDBID
function ActivatedDeviceControllerPS:GetInteractionName() return end

---@return gameObject
function ActivatedDeviceControllerPS:GetNearestViableParent() return end

---@param actionName CName|string
---@return gamedeviceAction
function ActivatedDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ActivatedDeviceControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ActivatedDeviceControllerPS:GetQuickHackActions(context) return end

---@return TweakDBID
function ActivatedDeviceControllerPS:GetQuickHackName() return end

---@return BaseSkillCheckContainer
function ActivatedDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@return TweakDBID
function ActivatedDeviceControllerPS:GetSpidebotInteractionName() return end

---@param outActions gamedeviceAction[]
---@param context gameGetActionsContext
function ActivatedDeviceControllerPS:GetSpiderbotActions(outActions, context) return end

---@return NodeRef
function ActivatedDeviceControllerPS:GetSpiderbotInteractionLocationOverride() return end

---@return gameFxResource
function ActivatedDeviceControllerPS:GetVFX() return end

---@return Bool
function ActivatedDeviceControllerPS:HasQuickHack() return end

---@return Bool
function ActivatedDeviceControllerPS:HasQuickHackDistraction() return end

---@return Bool
function ActivatedDeviceControllerPS:HasSpiderbotInteraction() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ActivatedDeviceControllerPS:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function ActivatedDeviceControllerPS:OnActivateDevice(evt) return end

---@param evt QuestSetIndustrialArmAnimationOverride
---@return EntityNotificationType
function ActivatedDeviceControllerPS:OnQuestSetIndustrialArmAnimationOverride(evt) return end

---@param evt QuestToggleAutomaticAttack
---@return EntityNotificationType
function ActivatedDeviceControllerPS:OnQuestToggleAutomaticAttack(evt) return end

---@param evt SpiderbotActivateActivator
---@return EntityNotificationType
function ActivatedDeviceControllerPS:OnSpiderbotActivateActivator(evt) return end

---@return Bool
function ActivatedDeviceControllerPS:ShouldActivateTrapOnAreaEnter() return end

---@return Bool
function ActivatedDeviceControllerPS:ShouldGlitchOnActivation() return end

---@return Bool
function ActivatedDeviceControllerPS:ShouldRadgollOnAttack() return end

---@class ActivatedDeviceCover : ActivatedDeviceTransfromAnim
---@field offMeshConnection AIOffMeshConnectionComponent
ActivatedDeviceCover = {}

---@return ActivatedDeviceCover
function ActivatedDeviceCover.new() return end

---@param props table
---@return ActivatedDeviceCover
function ActivatedDeviceCover.new(props) return end

---@param evt ActivateDevice
---@return Bool
function ActivatedDeviceCover:OnActivateDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceCover:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceCover:OnTakeControl(ri) return end

---@class ActivatedDeviceIndustrialArm : ActivatedDeviceTrap
---@field loopAnimation EIndustrialArmAnimations
ActivatedDeviceIndustrialArm = {}

---@return ActivatedDeviceIndustrialArm
function ActivatedDeviceIndustrialArm.new() return end

---@param props table
---@return ActivatedDeviceIndustrialArm
function ActivatedDeviceIndustrialArm.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function ActivatedDeviceIndustrialArm:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function ActivatedDeviceIndustrialArm:OnAreaExit(evt) return end

---@param evt IndustrialArmDamageEvent
---@return Bool
function ActivatedDeviceIndustrialArm:OnIndustrialArmDamageEvent(evt) return end

---@param evt QuestSetIndustrialArmAnimationOverride
---@return Bool
function ActivatedDeviceIndustrialArm:OnQuestSetIndustrialArmAnimationOverride(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceIndustrialArm:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceIndustrialArm:OnTakeControl(ri) return end

---@return EGameplayRole
function ActivatedDeviceIndustrialArm:DeterminGameplayRole() return end

function ActivatedDeviceIndustrialArm:RefreshAnimation() return end

function ActivatedDeviceIndustrialArm:ResolveGameplayState() return end

---@param idleAnimNumber Int32
---@param isRotate Bool
---@param isDistraction Bool
---@param isPoke Bool
function ActivatedDeviceIndustrialArm:SendIndustrialArmAnimFeature(idleAnimNumber, isRotate, isDistraction, isPoke) return end

function ActivatedDeviceIndustrialArm:SendIndustrialArmDamageEvent() return end

---@param glitchState EGlitchState
---@param intensity Float
function ActivatedDeviceIndustrialArm:StartGlitching(glitchState, intensity) return end

function ActivatedDeviceIndustrialArm:StopGlitching() return end

---@class ActivatedDeviceNPC : ActivatedDeviceTransfromAnim
---@field hasProperAnimations Bool
ActivatedDeviceNPC = {}

---@return ActivatedDeviceNPC
function ActivatedDeviceNPC.new() return end

---@param props table
---@return ActivatedDeviceNPC
function ActivatedDeviceNPC.new(props) return end

---@param evt ActivateDevice
---@return Bool
function ActivatedDeviceNPC:OnActivateDevice(evt) return end

---@param evt gameEntitySpawnerEvent
---@return Bool
function ActivatedDeviceNPC:OnGameEntitySpawnerEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceNPC:OnRequestComponents(ri) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function ActivatedDeviceNPC:OnSpiderbotOrderCompletedEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceNPC:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function ActivatedDeviceNPC:OnWorkspotFinished(componentName) return end

---@return EGameplayRole
function ActivatedDeviceNPC:DeterminGameplayRole() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
---@param typeOfEvent CName|string
function ActivatedDeviceNPC:EnterWorkspot(activator, freeCamera, componentName, deviceData, typeOfEvent) return end

---@return ActivatedDeviceNPCController
function ActivatedDeviceNPC:GetController() return end

---@return ActivatedDeviceNPCControllerPS
function ActivatedDeviceNPC:GetDevicePS() return end

---@class ActivatedDeviceNPCController : ScriptableDeviceComponent
ActivatedDeviceNPCController = {}

---@return ActivatedDeviceNPCController
function ActivatedDeviceNPCController.new() return end

---@param props table
---@return ActivatedDeviceNPCController
function ActivatedDeviceNPCController.new(props) return end

---@return ActivatedDeviceNPCControllerPS
function ActivatedDeviceNPCController:GetPS() return end

---@class ActivatedDeviceNPCControllerPS : ActivatedDeviceControllerPS
---@field activatedDeviceNPCSetup ActivatedDeviceNPCSetup
ActivatedDeviceNPCControllerPS = {}

---@return ActivatedDeviceNPCControllerPS
function ActivatedDeviceNPCControllerPS.new() return end

---@param props table
---@return ActivatedDeviceNPCControllerPS
function ActivatedDeviceNPCControllerPS.new(props) return end

function ActivatedDeviceNPCControllerPS:GameAttached() return end

---@return NPCPuppet
function ActivatedDeviceNPCControllerPS:GetSpawnedNPC() return end

---@param evt gameEntitySpawnerEvent
---@return EntityNotificationType
function ActivatedDeviceNPCControllerPS:OnGameEntitySpawnerEvent(evt) return end

---@class ActivatedDeviceNPCSetup
---@field npcSpawnerNodeRef NodeRef
---@field npcSpawned NPCPuppet
ActivatedDeviceNPCSetup = {}

---@return ActivatedDeviceNPCSetup
function ActivatedDeviceNPCSetup.new() return end

---@param props table
---@return ActivatedDeviceNPCSetup
function ActivatedDeviceNPCSetup.new(props) return end

---@class ActivatedDeviceSetup
---@field actionName CName
---@field disableOnActivation Bool
---@field glitchOnActivation Bool
---@field vfxResource gameFxResource
---@field activationVFXname CName
---@field hasSimpleInteraction Bool
---@field hasSpiderbotInteraction Bool
---@field hasQuickHack Bool
---@field hasQuickHackDistraction Bool
---@field alternativeInteractionName TweakDBID
---@field alternativeSpiderbotInteractionName TweakDBID
---@field alternativeQuickHackName TweakDBID
---@field activatedDeviceSkillChecks EngDemoContainer
---@field attackType TweakDBID
---@field shouldActivateTrapOnAreaEnter Bool
---@field shouldRagdollOnAttack Bool
---@field deviceWidgetRecord TweakDBID
---@field thumbnailIconRecord TweakDBID
---@field actionWidgetRecord TweakDBID
ActivatedDeviceSetup = {}

---@return ActivatedDeviceSetup
function ActivatedDeviceSetup.new() return end

---@param props table
---@return ActivatedDeviceSetup
function ActivatedDeviceSetup.new(props) return end

---@class ActivatedDeviceTransfromAnim : InteractiveDevice
---@field animationState Int32
ActivatedDeviceTransfromAnim = {}

---@return ActivatedDeviceTransfromAnim
function ActivatedDeviceTransfromAnim.new() return end

---@param props table
---@return ActivatedDeviceTransfromAnim
function ActivatedDeviceTransfromAnim.new(props) return end

---@param evt ActionEngineering
---@return Bool
function ActivatedDeviceTransfromAnim:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return Bool
function ActivatedDeviceTransfromAnim:OnActivateDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceTransfromAnim:OnRequestComponents(ri) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function ActivatedDeviceTransfromAnim:OnSpiderbotOrderCompletedEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceTransfromAnim:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function ActivatedDeviceTransfromAnim:OnWorkspotFinished(componentName) return end

---@param data SDeviceMappinData
---@return Float
function ActivatedDeviceTransfromAnim:DeterminGameplayRoleMappinRange(data) return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function ActivatedDeviceTransfromAnim:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return ActivatedDeviceController
function ActivatedDeviceTransfromAnim:GetController() return end

---@return ActivatedDeviceControllerPS
function ActivatedDeviceTransfromAnim:GetDevicePS() return end

function ActivatedDeviceTransfromAnim:RefreshAnimation() return end

function ActivatedDeviceTransfromAnim:ResolveGameplayState() return end

---@param bool1 Bool
---@param bool2 Bool
---@param bool3 Bool
function ActivatedDeviceTransfromAnim:SendSimpleAnimFeature(bool1, bool2, bool3) return end

---@param fx gameFxResource
function ActivatedDeviceTransfromAnim:SpawnVFXs(fx) return end

---@param glitchState EGlitchState
---@param intensity Float
function ActivatedDeviceTransfromAnim:StartGlitching(glitchState, intensity) return end

function ActivatedDeviceTransfromAnim:StopGlitching() return end

---@param isDelayed Bool
---@return Bool
function ActivatedDeviceTransfromAnim:UpdateDeviceState(isDelayed) return end

---@class ActivatedDeviceTrap : ActivatedDeviceTransfromAnim
---@field areaComponent gameStaticTriggerAreaComponent
ActivatedDeviceTrap = {}

---@return ActivatedDeviceTrap
function ActivatedDeviceTrap.new() return end

---@param props table
---@return ActivatedDeviceTrap
function ActivatedDeviceTrap.new(props) return end

---@param evt ActivateDevice
---@return Bool
function ActivatedDeviceTrap:OnActivateDevice(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function ActivatedDeviceTrap:OnAreaEnter(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceTrap:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceTrap:OnTakeControl(ri) return end

---@param evt TimerEvent
---@return Bool
function ActivatedDeviceTrap:OnTimerEvent(evt) return end

function ActivatedDeviceTrap:Distract() return end

---@param attackRecord TweakDBID|string
function ActivatedDeviceTrap:DoAttack(attackRecord) return end

---@return entEntity[]
function ActivatedDeviceTrap:GetEntitiesInArea() return end

function ActivatedDeviceTrap:RefreshAnimation() return end

function ActivatedDeviceTrap:ResolveGameplayState() return end

---@class ActivatedDeviceTrapDestruction : ActivatedDeviceTrap
---@field physicalMeshNames CName[]
---@field physicalMeshes entPhysicalMeshComponent[]
---@field hideMeshNames CName[]
---@field hideMeshes entIPlacedComponent[]
---@field hitColliderNames CName[]
---@field hitColliders entIPlacedComponent[]
---@field impulseVector Vector4
---@field physicalMeshImpactVFX gameFxResource[]
---@field componentsToEnableNames CName[]
---@field componentsToEnable entIPlacedComponent[]
---@field hitCount Int32
---@field wasAttackPerformed Bool
---@field alreadyPlayedVFXComponents CName[]
---@field shouldCheckPhysicalCollisions Bool
---@field lastEntityHit IScriptable
---@field timeToActivatePhysics Float
ActivatedDeviceTrapDestruction = {}

---@return ActivatedDeviceTrapDestruction
function ActivatedDeviceTrapDestruction.new() return end

---@param props table
---@return ActivatedDeviceTrapDestruction
function ActivatedDeviceTrapDestruction.new(props) return end

---@param evt ActivateDevice
---@return Bool
function ActivatedDeviceTrapDestruction:OnActivateDevice(evt) return end

---@return Bool
function ActivatedDeviceTrapDestruction:OnGameAttached() return end

---@param evt gameeventsHitEvent
---@return Bool
function ActivatedDeviceTrapDestruction:OnHit(evt) return end

---@param evt enteventsPhysicalCollisionEvent
---@return Bool
function ActivatedDeviceTrapDestruction:OnPhysicalCollisionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ActivatedDeviceTrapDestruction:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ActivatedDeviceTrapDestruction:OnTakeControl(ri) return end

---@param evt TimerEvent
---@return Bool
function ActivatedDeviceTrapDestruction:OnTimerEvent(evt) return end

---@param evt TrapPhysicsActivationEvent
---@return Bool
function ActivatedDeviceTrapDestruction:OnTrapPhysicsActivationEvent(evt) return end

function ActivatedDeviceTrapDestruction:ActivatePhysicalMeshes() return end

function ActivatedDeviceTrapDestruction:EnableComponents() return end

---@return IScriptable
function ActivatedDeviceTrapDestruction:GetLastEntityHit() return end

function ActivatedDeviceTrapDestruction:HideMeshes() return end

function ActivatedDeviceTrapDestruction:HidePhysicalMeshes() return end

function ActivatedDeviceTrapDestruction:RefreshAnimation() return end

---@class Activator : InteractiveMasterDevice
---@field animFeature AnimFeature_SimpleDevice
---@field hitCount Int32
---@field meshComponent entMeshComponent
---@field meshAppearence CName
---@field meshAppearenceBreaking CName
---@field meshAppearenceBroken CName
---@field defaultDelay Float
---@field yellowDelay Float
---@field redDelay Float
Activator = {}

---@return Activator
function Activator.new() return end

---@param props table
---@return Activator
function Activator.new(props) return end

---@param evt panelApperanceSwitchEvent
---@return Bool
function Activator:OnDelayApperanceSwitchEvent(evt) return end

---@param evt DisassembleDevice
---@return Bool
function Activator:OnDisassembleDevice(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function Activator:OnHit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Activator:OnRequestComponents(ri) return end

---@param evt SpiderbotActivateActivator
---@return Bool
function Activator:OnSpiderbotActivateActivator(evt) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function Activator:OnSpiderbotOrderCompletedEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Activator:OnTakeControl(ri) return end

---@param evt ToggleActivation
---@return Bool
function Activator:OnToggleActivation(evt) return end

---@param componentName CName|string
---@return Bool
function Activator:OnWorkspotFinished(componentName) return end

---@param newApperance CName|string
---@param time Float
function Activator:DelayApperanceSwitchEvent(newApperance, time) return end

---@return EGameplayRole
function Activator:DeterminGameplayRole() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function Activator:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return ActivatorController
function Activator:GetController() return end

---@return EGameplayRole
function Activator:GetCurrentGameplayRole() return end

---@return ActivatorControllerPS
function Activator:GetDevicePS() return end

function Activator:UpdateAnimState() return end

---@class ActivatorController : MasterController
ActivatorController = {}

---@return ActivatorController
function ActivatorController.new() return end

---@param props table
---@return ActivatorController
function ActivatorController.new(props) return end

---@return ActivatorControllerPS
function ActivatorController:GetPS() return end

---@class ActivatorControllerPS : MasterControllerPS
---@field hasSpiderbotInteraction Bool
---@field spiderbotInteractionLocationOverride NodeRef
---@field hasSimpleInteraction Bool
---@field alternativeInteractionName TweakDBID
---@field alternativeSpiderbotInteractionName TweakDBID
---@field alternativeQuickHackName TweakDBID
---@field activatorSkillChecks GenericContainer
---@field alternativeInteractionString String
ActivatorControllerPS = {}

---@return ActivatorControllerPS
function ActivatorControllerPS.new() return end

---@param props table
---@return ActivatorControllerPS
function ActivatorControllerPS.new(props) return end

---@param context gameGetActionsContext
---@return ActionDemolition
function ActivatorControllerPS:ActionDemolition(context) return end

---@param context gameGetActionsContext
---@return ActionEngineering
function ActivatorControllerPS:ActionEngineering(context) return end

---@param interactionTDBID TweakDBID|string
---@return SpiderbotActivateActivator
function ActivatorControllerPS:ActionSpiderbotActivateActivator(interactionTDBID) return end

---@param interactionTDBID TweakDBID|string
---@return ToggleActivation
function ActivatorControllerPS:ActionToggleActivation(interactionTDBID) return end

function ActivatorControllerPS:ActivateConnectedDevices() return end

---@return Bool
function ActivatorControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function ActivatorControllerPS:CanCreateAnySpiderbotActions() return end

function ActivatorControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ActivatorControllerPS:GetActions(context) return end

---@param actionName CName|string
---@return gamedeviceAction
function ActivatorControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ActivatorControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ActivatorControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function ActivatorControllerPS:GetSkillCheckContainerForSetup() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function ActivatorControllerPS:GetSpiderbotActions(actions, context) return end

---@return NodeRef
function ActivatorControllerPS:GetSpiderbotInteractionLocationOverride() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function ActivatorControllerPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ActivatorControllerPS:OnActionEngineering(evt) return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function ActivatorControllerPS:OnDisassembleDevice(evt) return end

---@param evt QuestForceActivate
---@return EntityNotificationType
function ActivatorControllerPS:OnQuestForceActivate(evt) return end

---@param evt SpiderbotActivateActivator
---@return EntityNotificationType
function ActivatorControllerPS:OnSpiderbotActivateActivator(evt) return end

---@param evt ToggleActivation
---@return EntityNotificationType
function ActivatorControllerPS:OnToggleActivation(evt) return end

---@param evt ActionHacking
function ActivatorControllerPS:ResolveActionHackingCompleted(evt) return end

---@class ActivatorOperationTriggerData : DeviceOperationTriggerData
ActivatorOperationTriggerData = {}

---@return ActivatorOperationTriggerData
function ActivatorOperationTriggerData.new() return end

---@param props table
---@return ActivatorOperationTriggerData
function ActivatorOperationTriggerData.new(props) return end

---@class ActivatorOperationsTrigger : DeviceOperationsTrigger
---@field triggerData ActivatorOperationTriggerData
ActivatorOperationsTrigger = {}

---@return ActivatorOperationsTrigger
function ActivatorOperationsTrigger.new() return end

---@param props table
---@return ActivatorOperationsTrigger
function ActivatorOperationsTrigger.new(props) return end

---@param owner gameObject
---@param container DeviceOperationsContainer
function ActivatorOperationsTrigger:EvaluateTrigger(owner, container) return end

---@class ActivePerkChangedEvent : redEvent
---@field perkArea gamedataPerkArea
---@field perkType gamedataPerkType
ActivePerkChangedEvent = {}

---@return ActivePerkChangedEvent
function ActivePerkChangedEvent.new() return end

---@param props table
---@return ActivePerkChangedEvent
function ActivePerkChangedEvent.new(props) return end

---@class ActiveSkillScreenChangedEvent : redEvent
ActiveSkillScreenChangedEvent = {}

---@return ActiveSkillScreenChangedEvent
function ActiveSkillScreenChangedEvent.new() return end

---@param props table
---@return ActiveSkillScreenChangedEvent
function ActiveSkillScreenChangedEvent.new(props) return end

---@class ActivityCardsHelper : IScriptable
ActivityCardsHelper = {}

---@return ActivityCardsHelper
function ActivityCardsHelper.new() return end

---@param props table
---@return ActivityCardsHelper
function ActivityCardsHelper.new(props) return end

---@return Bool
function ActivityCardsHelper:CanPlayerSkipTime() return end

---@return String
function ActivityCardsHelper:GetCurrentDisctrictName() return end

---@class AdHocAnimationDecisions : UpperBodyEventsTransition
AdHocAnimationDecisions = {}

---@return AdHocAnimationDecisions
function AdHocAnimationDecisions.new() return end

---@param props table
---@return AdHocAnimationDecisions
function AdHocAnimationDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AdHocAnimationDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function AdHocAnimationDecisions:GetAnimationDuration(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AdHocAnimationDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AdHocAnimationDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@class AdHocAnimationDef : gamebbScriptDefinition
---@field IsActive gamebbScriptID_Bool
---@field AnimationIndex gamebbScriptID_Int32
---@field UseBothHands gamebbScriptID_Bool
---@field UnequipWeapon gamebbScriptID_Bool
---@field AnimationDuration gamebbScriptID_Float
AdHocAnimationDef = {}

---@return AdHocAnimationDef
function AdHocAnimationDef.new() return end

---@param props table
---@return AdHocAnimationDef
function AdHocAnimationDef.new(props) return end

---@return Bool
function AdHocAnimationDef:AutoCreateInSystem() return end

---@class AdHocAnimationEvent : redEvent
---@field animationIndex Int32
---@field useBothHands Bool
---@field unequipWeapon Bool
---@field animationDuration Float
AdHocAnimationEvent = {}

---@return AdHocAnimationEvent
function AdHocAnimationEvent.new() return end

---@param props table
---@return AdHocAnimationEvent
function AdHocAnimationEvent.new(props) return end

---@class AdHocAnimationEvents : TemporaryUnequipEvents
AdHocAnimationEvents = {}

---@return AdHocAnimationEvents
function AdHocAnimationEvents.new() return end

---@param props table
---@return AdHocAnimationEvents
function AdHocAnimationEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AdHocAnimationEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AdHocAnimationEvents:OnExit(stateContext, scriptInterface) return end

---@class AdamSmasherComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
---@field statusEffect_armor1_id TweakDBID
---@field statusEffect_armor2_id TweakDBID
---@field statusEffect_armor3_id TweakDBID
---@field statusEffect_smashed_id TweakDBID
---@field statPoolSystem gameStatPoolsSystem
---@field statPoolType gamedataStatPoolType
---@field healthListener AdamSmasherHealthChangeListener
---@field phase2Threshold Float
---@field phase3Threshold Float
---@field npcCollisionComponent entSimpleColliderComponent
---@field targetTrackerComponent AITargetTrackerComponent
---@field weakspotDestroyed Bool
AdamSmasherComponent = {}

---@return AdamSmasherComponent
function AdamSmasherComponent.new() return end

---@param props table
---@return AdamSmasherComponent
function AdamSmasherComponent.new(props) return end

---@return Float
function AdamSmasherComponent.GetDefeatedHealthValue() return end

---@return Float
function AdamSmasherComponent.GetEmergencyPhaseHealthValue() return end

---@return Float
function AdamSmasherComponent.GetPhase2HealthValue() return end

---@return Float
function AdamSmasherComponent.GetPhase3HealthValue() return end

---@return Float
function AdamSmasherComponent.GetRemovePlateHealthValue() return end

---@param evt entAudioEvent
---@return Bool
function AdamSmasherComponent:OnAudioEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function AdamSmasherComponent:OnDeathAfterDefeatedSmasher(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function AdamSmasherComponent:OnDefeated(evt) return end

---@param evt DisableWeakspotDelayedEvent
---@return Bool
function AdamSmasherComponent:OnDisableWeakspotDelayedEvent(evt) return end

---@param enableColliderEvent EnableColliderDelayEvent
---@return Bool
function AdamSmasherComponent:OnEnableColliderDelayEvent(enableColliderEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AdamSmasherComponent:OnRequestComponents(ri) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function AdamSmasherComponent:OnStatusEffectApplied(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AdamSmasherComponent:OnTakeControl(ri) return end

function AdamSmasherComponent:ApplyNoInterrupt() return end

function AdamSmasherComponent:ApplySmashed() return end

function AdamSmasherComponent:DisableAllDefeatedHitShapes() return end

function AdamSmasherComponent:DisableAllHitShapes() return end

function AdamSmasherComponent:DisableFrontPlate() return end

function AdamSmasherComponent:DisableRipInteractionLayer() return end

function AdamSmasherComponent:DisableWeakspots() return end

function AdamSmasherComponent:EnableDefeatedHitShapes() return end

function AdamSmasherComponent:EnableRipInteractionLayer() return end

function AdamSmasherComponent:EnableTorsoWeakspot() return end

function AdamSmasherComponent:OnDeactivate() return end

function AdamSmasherComponent:OnGameAttach() return end

function AdamSmasherComponent:OnGameDetach() return end

---@param target NPCPuppet
---@param valueToSet Float
function AdamSmasherComponent:SetHealth(target, valueToSet) return end

---@param value Float
function AdamSmasherComponent:SetPercentLifeForPhase(value) return end

---@class AdamSmasherHealthChangeListener : gameCustomValueStatPoolsListener
---@field owner NPCPuppet
---@field player PlayerPuppet
---@field adamSmasherComponent AdamSmasherComponent
---@field statPoolType gamedataStatPoolType
---@field statPoolSystem gameStatPoolsSystem
AdamSmasherHealthChangeListener = {}

---@return AdamSmasherHealthChangeListener
function AdamSmasherHealthChangeListener.new() return end

---@param props table
---@return AdamSmasherHealthChangeListener
function AdamSmasherHealthChangeListener.new(props) return end

function AdamSmasherHealthChangeListener:ApplyEmergency() return end

function AdamSmasherHealthChangeListener:ApplyPhase2() return end

function AdamSmasherHealthChangeListener:ApplyPhase3() return end

function AdamSmasherHealthChangeListener:ApplySmashed() return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function AdamSmasherHealthChangeListener:CheckPhase(oldValue, newValue, percToPoints) return end

function AdamSmasherHealthChangeListener:DestroyWeakspotGenerator() return end

function AdamSmasherHealthChangeListener:DisableFrontPlate() return end

function AdamSmasherHealthChangeListener:DisableLauncherWeakspot() return end

function AdamSmasherHealthChangeListener:DisableRightArm() return end

function AdamSmasherHealthChangeListener:DisableTorsoWeakspot() return end

function AdamSmasherHealthChangeListener:EnableHeadWeakspot() return end

function AdamSmasherHealthChangeListener:EnableLauncherWeakspot() return end

function AdamSmasherHealthChangeListener:EnableTorsoWeakspot() return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function AdamSmasherHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

function AdamSmasherHealthChangeListener:RemoveEmergency() return end

---@class AddAchievementRequest : gamePlayerScriptableSystemRequest
---@field achievement gamedataAchievement
---@field achievementRecord gamedataAchievement_Record
AddAchievementRequest = {}

---@return AddAchievementRequest
function AddAchievementRequest.new() return end

---@param props table
---@return AddAchievementRequest
function AddAchievementRequest.new(props) return end

---@class AddActiveContextEvent : redEvent
---@field context gamedeviceRequestType
AddActiveContextEvent = {}

---@return AddActiveContextEvent
function AddActiveContextEvent.new() return end

---@param props table
---@return AddActiveContextEvent
function AddActiveContextEvent.new(props) return end

---@class AddActiveStimuli : AIbehaviortaskScript
---@field stimType gamedataStimType
---@field lifetime Float
AddActiveStimuli = {}

---@return AddActiveStimuli
function AddActiveStimuli.new() return end

---@param props table
---@return AddActiveStimuli
function AddActiveStimuli.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AddActiveStimuli:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AddActiveStimuli:Deactivate(context) return end

---@class AddDevelopmentPointEffector : gameEffector
---@field amount Int32
---@field type gamedataDevelopmentPointType
---@field tdbid TweakDBID
AddDevelopmentPointEffector = {}

---@return AddDevelopmentPointEffector
function AddDevelopmentPointEffector.new() return end

---@param props table
---@return AddDevelopmentPointEffector
function AddDevelopmentPointEffector.new(props) return end

---@param owner gameObject
function AddDevelopmentPointEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AddDevelopmentPointEffector:Initialize(record, parentRecord) return end

---@class AddExperience : gamePlayerScriptableSystemRequest
---@field amount Int32
---@field experienceType gamedataProficiencyType
---@field debug Bool
AddExperience = {}

---@return AddExperience
function AddExperience.new() return end

---@param props table
---@return AddExperience
function AddExperience.new(props) return end

---@param _owner gameObject
---@param expAmount Int32
---@param type gamedataProficiencyType
---@param isDebug Bool
function AddExperience:Set(_owner, expAmount, type, isDebug) return end

---@class AddForceHighlightTargetEvent : redEvent
---@field targetID entEntityID
---@field effecName CName
AddForceHighlightTargetEvent = {}

---@return AddForceHighlightTargetEvent
function AddForceHighlightTargetEvent.new() return end

---@param props table
---@return AddForceHighlightTargetEvent
function AddForceHighlightTargetEvent.new(props) return end

---@class AddHitFlagToAttackEffector : ModifyAttackEffector
---@field hitFlag hitFlag
AddHitFlagToAttackEffector = {}

---@return AddHitFlagToAttackEffector
function AddHitFlagToAttackEffector.new() return end

---@param props table
---@return AddHitFlagToAttackEffector
function AddHitFlagToAttackEffector.new(props) return end

---@param owner gameObject
function AddHitFlagToAttackEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AddHitFlagToAttackEffector:Initialize(record, parentRecord) return end

function AddHitFlagToAttackEffector:ProcessEffector() return end

---@param owner gameObject
function AddHitFlagToAttackEffector:RepeatedAction(owner) return end

function AddHitFlagToAttackEffector:Uninitialize() return end

---@class AddInvestigatorEvent : redEvent
---@field investigator entEntityID
AddInvestigatorEvent = {}

---@return AddInvestigatorEvent
function AddInvestigatorEvent.new() return end

---@param props table
---@return AddInvestigatorEvent
function AddInvestigatorEvent.new(props) return end

---@class AddItemForPlayerToPickUp : ScriptableDeviceAction
---@field lootTable TweakDBID
---@field shouldAdd Bool
AddItemForPlayerToPickUp = {}

---@return AddItemForPlayerToPickUp
function AddItemForPlayerToPickUp.new() return end

---@param props table
---@return AddItemForPlayerToPickUp
function AddItemForPlayerToPickUp.new(props) return end

---@return String
function AddItemForPlayerToPickUp:GetFriendlyDescription() return end

---@class AddItemToVendorRequest : gameScriptableSystemRequest
---@field vendorID TweakDBID
---@field itemToAddID TweakDBID
---@field quantity Int32
AddItemToVendorRequest = {}

---@return AddItemToVendorRequest
function AddItemToVendorRequest.new() return end

---@param props table
---@return AddItemToVendorRequest
function AddItemToVendorRequest.new(props) return end

---@return String
function AddItemToVendorRequest:GetFriendlyDescription() return end

---@class AddItemsEffector : gameEffector
---@field items gamedataInventoryItem_Record[]
AddItemsEffector = {}

---@return AddItemsEffector
function AddItemsEffector.new() return end

---@param props table
---@return AddItemsEffector
function AddItemsEffector.new(props) return end

---@param owner gameObject
function AddItemsEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AddItemsEffector:Initialize(record, parentRecord) return end

---@class AddNewPerkPoints : NewPerkPoinsActionRequest
AddNewPerkPoints = {}

---@return AddNewPerkPoints
function AddNewPerkPoints.new() return end

---@param props table
---@return AddNewPerkPoints
function AddNewPerkPoints.new(props) return end

---@class AddOrRemoveListenerEvent : redEvent
---@field listener PuppetListener
---@field add Bool
AddOrRemoveListenerEvent = {}

---@return AddOrRemoveListenerEvent
function AddOrRemoveListenerEvent.new() return end

---@param props table
---@return AddOrRemoveListenerEvent
function AddOrRemoveListenerEvent.new(props) return end

---@class AddOrRemoveListenerForGOEvent : redEvent
---@field listener GameObjectListener
---@field shouldAdd Bool
AddOrRemoveListenerForGOEvent = {}

---@return AddOrRemoveListenerForGOEvent
function AddOrRemoveListenerForGOEvent.new() return end

---@param props table
---@return AddOrRemoveListenerForGOEvent
function AddOrRemoveListenerForGOEvent.new(props) return end

---@class AddPingedSquadRequest : gameScriptableSystemRequest
---@field squadName CName
AddPingedSquadRequest = {}

---@return AddPingedSquadRequest
function AddPingedSquadRequest.new() return end

---@param props table
---@return AddPingedSquadRequest
function AddPingedSquadRequest.new(props) return end

---@class AddRecipeRequest : gamePlayerScriptableSystemRequest
---@field recipe TweakDBID
---@field amount Int32
---@field hideOnItemsAdded gamedataItem_Record[]
AddRecipeRequest = {}

---@return AddRecipeRequest
function AddRecipeRequest.new() return end

---@param props table
---@return AddRecipeRequest
function AddRecipeRequest.new(props) return end

---@class AddSpyTreePerkPoints : NewPerkPoinsActionRequest
AddSpyTreePerkPoints = {}

---@return AddSpyTreePerkPoints
function AddSpyTreePerkPoints.new() return end

---@param props table
---@return AddSpyTreePerkPoints
function AddSpyTreePerkPoints.new(props) return end

---@class AddSpyTreePowerUpPerkPoints : NewPerkPoinsActionRequest
AddSpyTreePowerUpPerkPoints = {}

---@return AddSpyTreePowerUpPerkPoints
function AddSpyTreePowerUpPerkPoints.new() return end

---@param props table
---@return AddSpyTreePowerUpPerkPoints
function AddSpyTreePowerUpPerkPoints.new(props) return end

---@class AddStatusEffectListenerEvent : redEvent
---@field listener StatusEffectTriggerListener
AddStatusEffectListenerEvent = {}

---@return AddStatusEffectListenerEvent
function AddStatusEffectListenerEvent.new() return end

---@param props table
---@return AddStatusEffectListenerEvent
function AddStatusEffectListenerEvent.new(props) return end

---@class AddStatusEffectToAttackEffector : ModifyAttackEffector
---@field isRandom Bool
---@field applicationChanceMods gamedataStatModifier_Record[]
---@field statusEffect SHitStatusEffect
---@field stacks Float
AddStatusEffectToAttackEffector = {}

---@return AddStatusEffectToAttackEffector
function AddStatusEffectToAttackEffector.new() return end

---@param props table
---@return AddStatusEffectToAttackEffector
function AddStatusEffectToAttackEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AddStatusEffectToAttackEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function AddStatusEffectToAttackEffector:RepeatedAction(owner) return end

function AddStatusEffectToAttackEffector:Uninitialize() return end

---@class AddSubCharacterRequest : gameScriptableSystemRequest
---@field subCharObject ScriptedPuppet
AddSubCharacterRequest = {}

---@return AddSubCharacterRequest
function AddSubCharacterRequest.new() return end

---@param props table
---@return AddSubCharacterRequest
function AddSubCharacterRequest.new(props) return end

---@class AddTargetToHighlightEvent : redEvent
---@field target CombatTarget
AddTargetToHighlightEvent = {}

---@return AddTargetToHighlightEvent
function AddTargetToHighlightEvent.new() return end

---@param props table
---@return AddTargetToHighlightEvent
function AddTargetToHighlightEvent.new(props) return end

---@param puppet ScriptedPuppet
function AddTargetToHighlightEvent:Create(puppet) return end

---@param puppet ScriptedPuppet
---@param highlightTime Float
function AddTargetToHighlightEvent:Create(puppet, highlightTime) return end

---@class AddToBlacklistEvent : redEvent
---@field entityIDToAdd entEntityID
---@field isPlayerEntity Bool
---@field reason BlacklistReason
AddToBlacklistEvent = {}

---@return AddToBlacklistEvent
function AddToBlacklistEvent.new() return end

---@param props table
---@return AddToBlacklistEvent
function AddToBlacklistEvent.new(props) return end

---@class AddUserEvent : redEvent
---@field userEntry SecuritySystemClearanceEntry
AddUserEvent = {}

---@return AddUserEvent
function AddUserEvent.new() return end

---@param props table
---@return AddUserEvent
function AddUserEvent.new(props) return end

---@class AddWeapon : AIbehaviortaskScript
---@field weapon EquipmentPriority
AddWeapon = {}

---@return AddWeapon
function AddWeapon.new() return end

---@param props table
---@return AddWeapon
function AddWeapon.new(props) return end

---@param puppet ScriptedPuppet
---@param weapon EquipmentPriority
function AddWeapon.Execute(puppet, weapon) return end

---@param puppet ScriptedPuppet
function AddWeapon.ExecuteForAllWeapons(puppet) return end

---@param context AIbehaviorScriptExecutionContext
function AddWeapon:Activate(context) return end

---@class AdjustAnimWrappersForDeescalatingFearPhase : AIbehaviortaskScript
AdjustAnimWrappersForDeescalatingFearPhase = {}

---@return AdjustAnimWrappersForDeescalatingFearPhase
function AdjustAnimWrappersForDeescalatingFearPhase.new() return end

---@param props table
---@return AdjustAnimWrappersForDeescalatingFearPhase
function AdjustAnimWrappersForDeescalatingFearPhase.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AdjustAnimWrappersForDeescalatingFearPhase:Activate(context) return end

---@class AdjustAnimWrappersForEscalatingFearPhase : AIbehaviortaskScript
AdjustAnimWrappersForEscalatingFearPhase = {}

---@return AdjustAnimWrappersForEscalatingFearPhase
function AdjustAnimWrappersForEscalatingFearPhase.new() return end

---@param props table
---@return AdjustAnimWrappersForEscalatingFearPhase
function AdjustAnimWrappersForEscalatingFearPhase.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AdjustAnimWrappersForEscalatingFearPhase:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AdjustAnimWrappersForEscalatingFearPhase:Deactivate(context) return end

---@class AdjustAnimWrappersForEscalatingPanicPhase : AIbehaviortaskScript
AdjustAnimWrappersForEscalatingPanicPhase = {}

---@return AdjustAnimWrappersForEscalatingPanicPhase
function AdjustAnimWrappersForEscalatingPanicPhase.new() return end

---@param props table
---@return AdjustAnimWrappersForEscalatingPanicPhase
function AdjustAnimWrappersForEscalatingPanicPhase.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AdjustAnimWrappersForEscalatingPanicPhase:Activate(context) return end

---@class AdvanceChangeLightEvent : redEvent
---@field settings EditableGameLightSettings
---@field time Float
---@field curve CName
---@field loop Bool
AdvanceChangeLightEvent = {}

---@return AdvanceChangeLightEvent
function AdvanceChangeLightEvent.new() return end

---@param props table
---@return AdvanceChangeLightEvent
function AdvanceChangeLightEvent.new(props) return end

---@class AdvanceInteractionStateResolveEvent : redEvent
---@field toggle Bool
AdvanceInteractionStateResolveEvent = {}

---@return AdvanceInteractionStateResolveEvent
function AdvanceInteractionStateResolveEvent.new() return end

---@param props table
---@return AdvanceInteractionStateResolveEvent
function AdvanceInteractionStateResolveEvent.new(props) return end

---@class AdvertisementWidgetComponent : IWorldWidgetComponent
---@field format AdvertisementFormat
---@field adGroupTDBID TweakDBID
---@field enableOverride Bool
---@field adOverrideTDBID TweakDBID
---@field adVersion Uint32
---@field useOnlyAttachedLights Bool
AdvertisementWidgetComponent = {}

---@return AdvertisementWidgetComponent
function AdvertisementWidgetComponent.new() return end

---@param props table
---@return AdvertisementWidgetComponent
function AdvertisementWidgetComponent.new(props) return end

function AdvertisementWidgetComponent:GetLocalizedDescription() return end

---@class Agent
---@field link DeviceLink
---@field reprimands ReprimandData[]
---@field supportingAgents gamePersistentID[]
---@field areas DeviceLink[]
---@field incomingFilter EFilterType
---@field cachedDelayDuration Float
Agent = {}

---@return Agent
function Agent.new() return end

---@param props table
---@return Agent
function Agent.new(props) return end

---@param self_ Agent
---@param area SecurityAreaControllerPS
function Agent.AddArea(self_, area) return end

---@param self_ Agent
---@param id gamePersistentID
---@param shouldAdd Bool
---@return Bool
function Agent.AddSupport(self_, id, shouldAdd) return end

---@param self_ Agent
function Agent.ClearSupport(self_) return end

---@param link DeviceLink
---@param areas SecurityAreaControllerPS[]
---@return Agent
function Agent.Construct(link, areas) return end

---@param self_ Agent
function Agent.ForceRelaseReprimands(self_) return end

---@param self_ Agent
---@param areas DeviceLink[]
function Agent.GetAreas(self_, areas) return end

---@param self_ Agent
---@return entEntityID
function Agent.GetReprimandReceiver(self_) return end

---@param self_ Agent
---@param target entEntityID
---@return Int32
function Agent.GetReprimandsCount(self_, target) return end

---@param self_ Agent
---@return Bool
function Agent.HasSupport(self_) return end

---@param self_ Agent
---@param state ESecuritySystemState
---@param breachedAreas SecurityAreaControllerPS[]
---@param inputsOutgoingFilter EFilterType
---@return Bool, EBreachOrigin
function Agent.IsEligible(self_, state, breachedAreas, inputsOutgoingFilter) return end

---@param self_ Agent
---@param state ESecuritySystemState
---@param breachedAreas SecurityAreaControllerPS[]
---@param inputsOutgoingFilter EFilterType
---@return Bool
function Agent.IsEligibleToShareData(self_, state, breachedAreas, inputsOutgoingFilter) return end

---@param self_ Agent
---@return Bool
function Agent.IsPerformingReprimand(self_) return end

---@param self_ Agent
---@param target entEntityID
---@return Bool
function Agent.IsPerformingReprimandAgainst(self_, target) return end

---@param self_ Agent
---@return Bool
function Agent.IsValid(self_) return end

---@param self_ Agent
---@param target entEntityID
function Agent.ReleaseFromReprimand(self_, target) return end

---@param self_ Agent
---@param remainingAreas SecurityAreaControllerPS[]
function Agent.RemoveArea(self_, remainingAreas) return end

---@param self_ Agent
---@param area SecurityAreaControllerPS
function Agent.SetIncomingFilter(self_, area) return end

---@param self_ Agent
---@param areas SecurityAreaControllerPS[]
function Agent.SetIncomingFilter(self_, areas) return end

---@param self_ Agent
---@param reprimandData ReprimandData
function Agent.StoreReprimand(self_, reprimandData) return end

---@param self_ Agent
---@param attGroup CName|string
---@param attSystem gameCAttitudeManager
function Agent.WipeReprimand(self_, attGroup, attSystem) return end

---@param self_ Agent
---@param target entEntityID
function Agent.WipeReprimand(self_, target) return end

---@class AgentBase : IScriptable
---@field id entEntityID
---@field gameObject gameObject
---@field spawnedType gameDynamicVehicleType
AgentBase = {}

---@return AgentBase
function AgentBase.new() return end

---@param props table
---@return AgentBase
function AgentBase.new(props) return end

---@class AgentDistanceToTarget
---@field distance Float
---@field index Int32
AgentDistanceToTarget = {}

---@return AgentDistanceToTarget
function AgentDistanceToTarget.new() return end

---@param props table
---@return AgentDistanceToTarget
function AgentDistanceToTarget.new(props) return end

---@class AgentMovingHitPrereqCondition : BaseHitPrereqCondition
---@field isMoving Bool
---@field object CName
AgentMovingHitPrereqCondition = {}

---@return AgentMovingHitPrereqCondition
function AgentMovingHitPrereqCondition.new() return end

---@param props table
---@return AgentMovingHitPrereqCondition
function AgentMovingHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AgentMovingHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function AgentMovingHitPrereqCondition:SetData(recordID) return end

---@class AgentRegistry : IScriptable
---@field isInitialized Bool
---@field agents Agent[]
---@field agentsLock ScriptReentrantRWLock
---@field maxReprimandsPerNPC Int32
---@field maxReprimandsPerDEVICE Int32
AgentRegistry = {}

---@return AgentRegistry
function AgentRegistry.new() return end

---@param props table
---@return AgentRegistry
function AgentRegistry.new(props) return end

---@return AgentRegistry
function AgentRegistry.Construct() return end

---@param area SecurityAreaControllerPS
---@param agents gameDeviceComponentPS[]
function AgentRegistry:AddArea(area, agents) return end

---@param newGroup CName|string
function AgentRegistry:CleanUpOnNewAttitudeGroup(newGroup) return end

function AgentRegistry:ClearSupport() return end

---@param id gamePersistentID
---@param recordCopy Agent
---@return Bool
function AgentRegistry:GetAgent(id, recordCopy) return end

---@param id gamePersistentID
---@return DeviceLink[]
function AgentRegistry:GetAgentAreas(id) return end

---@param id gamePersistentID
---@return Bool, Int32
function AgentRegistry:GetAgentIndex(id) return end

---@param id gamePersistentID
---@return Bool, Int32
function AgentRegistry:GetAgentIndex_NoLock(id) return end

---@return Agent[]
function AgentRegistry:GetAgents() return end

---@param filter SecurityAreaControllerPS[]
---@return Agent[]
function AgentRegistry:GetAgents(filter) return end

---@return gamePersistentID[]
function AgentRegistry:GetAgentsIDs() return end

---@param filter SecurityAreaControllerPS[]
---@return gamePersistentID[]
function AgentRegistry:GetAgentsIDs(filter) return end

---@param target entEntityID
---@param agent Agent
---@return Bool
function AgentRegistry:GetReprimandPerformer(target, agent) return end

---@param agentID gamePersistentID
---@return entEntityID
function AgentRegistry:GetReprimandReceiver(agentID) return end

---@return Agent[]
function AgentRegistry:GetSensors() return end

---@return Agent[]
function AgentRegistry:GetSupportedAgents() return end

---@return Agent[]
function AgentRegistry:GetTurrets() return end

---@param state ESecuritySystemState
---@param breachedAreas SecurityAreaControllerPS[]
---@return SecuritySystemOutputData[]
function AgentRegistry:GetValidAgents(state, breachedAreas) return end

---@param agent gamePersistentID
---@param target entEntityID
---@return Bool
function AgentRegistry:HasEntityBeenSpottedTooManyTimes(agent, target) return end

---@param target entEntityID
---@param agentID gamePersistentID
---@return Int32
function AgentRegistry:HowManyTimesEntityReprimandedByThisAgentAlready(target, agentID) return end

---@param tresspasser gameObject
---@param agent gamePersistentID
---@return Int32
function AgentRegistry:HowManyTimesEntityReprimandedByThisAgentAlready(tresspasser, agent) return end

---@param id gamePersistentID
---@return Bool
function AgentRegistry:IsAgent(id) return end

---@param index Int32
---@return Bool
function AgentRegistry:IsIndexOutOfBound(index) return end

---@return Bool
function AgentRegistry:IsInitialized() return end

---@return Bool
function AgentRegistry:IsReady() return end

---@return Bool
function AgentRegistry:IsReprimandOngoing() return end

---@param suspect entEntityID
---@return Bool
function AgentRegistry:IsReprimandOngoingAgainst(suspect) return end

---@param evt PlayerSpotted
---@param modifiedAgents Agent[]
---@return Bool, Bool
function AgentRegistry:ProcessOnPlayerSpotted(evt, modifiedAgents) return end

---@param agentPS DeviceLink
---@param areas SecurityAreaControllerPS[]
function AgentRegistry:RegisterAgent(agentPS, areas) return end

---@param agents Agent[]
function AgentRegistry:ReleaseAllReprimands(agents) return end

---@param target entEntityID
---@param agent gamePersistentID
function AgentRegistry:ReleaseFromReprimandAgainst(target, agent) return end

---@param data OnDisableAreaData[]
function AgentRegistry:RemoveArea(data) return end

---@param agent Agent
function AgentRegistry:SaveAgent_NoLock(agent) return end

---@param agentID gamePersistentID
---@param target entEntityID
---@param reprimandID Int32
---@param targetAttitude CName|string
function AgentRegistry:StoreReprimand(agentID, target, reprimandID, targetAttitude) return end

---@param agentID gamePersistentID
function AgentRegistry:UnregisterAgent(agentID) return end

---@param target entEntityID
function AgentRegistry:WipeReprimandData(target) return end

---@class AiControlledDecisions : HighLevelTransition
AiControlledDecisions = {}

---@return AiControlledDecisions
function AiControlledDecisions.new() return end

---@param props table
---@return AiControlledDecisions
function AiControlledDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AiControlledDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AiControlledDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class AiControlledEvents : HighLevelTransition
AiControlledEvents = {}

---@return AiControlledEvents
function AiControlledEvents.new() return end

---@param props table
---@return AiControlledEvents
function AiControlledEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AiControlledEvents:OnEnter(stateContext, scriptInterface) return end

---@class AimAssist : ModuleInstance
AimAssist = {}

---@return AimAssist
function AimAssist.new() return end

---@param props table
---@return AimAssist
function AimAssist.new(props) return end

---@class AimAssistModule : HUDModule
---@field activeAssists AimAssist[]
AimAssistModule = {}

---@return AimAssistModule
function AimAssistModule.new() return end

---@param props table
---@return AimAssistModule
function AimAssistModule.new(props) return end

---@class AimAssistSettingsListener : userSettingsVarListener
---@field ctrl PlayerPuppet
---@field settings userSettingsUserSettings
---@field settingsGroup userSettingsGroup
---@field aimAssistLevel EAimAssistLevel
---@field aimAssistMeleeLevel EAimAssistLevel
---@field aimAssistDriverCombatEnabled Bool
---@field aimAssistSnapEnabled Bool
---@field currentConfig AimAssistSettingConfig
---@field settingsRecords gamedataAimAssistSettings_Record[]
AimAssistSettingsListener = {}

---@return AimAssistSettingsListener
function AimAssistSettingsListener.new() return end

---@param props table
---@return AimAssistSettingsListener
function AimAssistSettingsListener.new(props) return end

---@return Bool
function AimAssistSettingsListener:GetAimAssistDriverCombatEnabled() return end

---@return EAimAssistLevel
function AimAssistSettingsListener:GetAimAssistLevel() return end

---@return EAimAssistLevel
function AimAssistSettingsListener:GetAimAssistMeleeLevel() return end

---@return Bool
function AimAssistSettingsListener:GetAimSnapEnabled() return end

---@param ctrl PlayerPuppet
function AimAssistSettingsListener:Initialize(ctrl) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function AimAssistSettingsListener:OnVarModified(groupPath, varName, varType, reason) return end

---@class AimAtTargetCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
AimAtTargetCommandCleanup = {}

---@return AimAtTargetCommandCleanup
function AimAtTargetCommandCleanup.new() return end

---@param props table
---@return AimAtTargetCommandCleanup
function AimAtTargetCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AimAtTargetCommandCleanup:Deactivate(context) return end

---@class AimAtTargetCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIAimAtTargetCommand
AimAtTargetCommandHandler = {}

---@return AimAtTargetCommandHandler
function AimAtTargetCommandHandler.new() return end

---@param props table
---@return AimAtTargetCommandHandler
function AimAtTargetCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AimAtTargetCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AimAtTargetCommandHandler:Update(context) return end

---@class AimAtTargetCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIAimAtTargetCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
AimAtTargetCommandTask = {}

---@return AimAtTargetCommandTask
function AimAtTargetCommandTask.new() return end

---@param props table
---@return AimAtTargetCommandTask
function AimAtTargetCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AimAtTargetCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AimAtTargetCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function AimAtTargetCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AimAtTargetCommandTask:Update(context) return end

---@class AimDecisions : CanTransitionToThrowDecisions
AimDecisions = {}

---@return AimDecisions
function AimDecisions.new() return end

---@param props table
---@return AimDecisions
function AimDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimDecisions:ToThrow(stateContext, scriptInterface) return end

---@class AimDownSightController : BasicAnimationController
---@field isAiming Bool
AimDownSightController = {}

---@return AimDownSightController
function AimDownSightController.new() return end

---@param props table
---@return AimDownSightController
function AimDownSightController.new(props) return end

---@param isAiming Bool
function AimDownSightController:OnAim(isAiming) return end

---@param playerPuppet gameObject
function AimDownSightController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
function AimDownSightController:OnPlayerDetach(playerPuppet) return end

---@class AimEvents : CarriedObjectEvents
AimEvents = {}

---@return AimEvents
function AimEvents.new() return end

---@param props table
---@return AimEvents
function AimEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class AimWalkDecisions : LocomotionGroundDecisions
---@field callbackIDs redCallbackObject[]
---@field isBlocking Bool
---@field isAiming Bool
---@field inFocusMode Bool
---@field isLeftHandChanging Bool
AimWalkDecisions = {}

---@return AimWalkDecisions
function AimWalkDecisions.new() return end

---@param props table
---@return AimWalkDecisions
function AimWalkDecisions.new(props) return end

---@param value Int32
---@return Bool
function AimWalkDecisions:OnLeftHandCyberwareChanged(value) return end

---@param value Int32
---@return Bool
function AimWalkDecisions:OnMeleeChanged(value) return end

---@param value Int32
---@return Bool
function AimWalkDecisions:OnUpperBodyChanged(value) return end

---@param value Int32
---@return Bool
function AimWalkDecisions:OnVisionChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimWalkDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimWalkDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimWalkDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimWalkDecisions:ToDodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimWalkDecisions:ToStand(stateContext, scriptInterface) return end

function AimWalkDecisions:UpdateEnterConditionEnabled() return end

---@class AimWalkEvents : LocomotionGroundEvents
AimWalkEvents = {}

---@return AimWalkEvents
function AimWalkEvents.new() return end

---@param props table
---@return AimWalkEvents
function AimWalkEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimWalkEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimWalkEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class AimingContextDecisions : InputContextTransitionDecisions
---@field leftHandChargeCallbackID redCallbackObject
---@field upperBodyCallbackID redCallbackObject
---@field meleeCallbackID redCallbackObject
---@field leftHandCharge Bool
---@field isAiming Bool
---@field meleeBlockActive Bool
AimingContextDecisions = {}

---@return AimingContextDecisions
function AimingContextDecisions.new() return end

---@param props table
---@return AimingContextDecisions
function AimingContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function AimingContextDecisions:OnLeftHandCyberwareChanged(value) return end

---@param value Int32
---@return Bool
function AimingContextDecisions:OnMeleeChanged(value) return end

---@param value Int32
---@return Bool
function AimingContextDecisions:OnUpperBodyChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@param value Int32
function AimingContextDecisions:UpdateLeftHandCyberware(value) return end

---@param value Int32
function AimingContextDecisions:UpdateMeleeState(value) return end

function AimingContextDecisions:UpdateNeedsToBeChecked() return end

---@param value Int32
function AimingContextDecisions:UpdateUpperBodyState(value) return end

---@class AimingContextEvents : InputContextTransitionEvents
AimingContextEvents = {}

---@return AimingContextEvents
function AimingContextEvents.new() return end

---@param props table
---@return AimingContextEvents
function AimingContextEvents.new(props) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class AimingStateDecisions : UpperBodyTransition
---@field callbackIDs redCallbackObject[]
---@field executionOwner gameObject
---@field statListener DefaultTransitionStatListener
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field attachmentSlotListener gameAttachmentSlotsScriptListener
---@field sceneTier Int32
---@field vehicleState Int32
---@field highLevelState Int32
---@field combatGadgetState Int32
---@field takedownState Int32
---@field weaponState Int32
---@field cameraAimPressed Bool
---@field sceneAimForced Bool
---@field shouldAim Bool
---@field hasRightHandItemEquipped Bool
---@field isDead Bool
---@field isWeaponBlockingAiming Bool
---@field visionModeActive Bool
---@field isDodging Bool
---@field hasThrowableMeleeWeapon Bool
---@field canAimWhileDodging Bool
---@field canThrowWeapon Bool
---@field aimForced Bool
---@field beingCreated Bool
---@field mouseZoomLevel Float
AimingStateDecisions = {}

---@return AimingStateDecisions
function AimingStateDecisions.new() return end

---@param props table
---@return AimingStateDecisions
function AimingStateDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function AimingStateDecisions:OnAction(action, consumer) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnCombatGadgetChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnHighLevelChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnLocomoatoinStateChanged(value) return end

---@param value Bool
---@return Bool
function AimingStateDecisions:OnSceneAimForcedChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnSceneTierChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnTakedownChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnVehicleChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnVisionChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnVitalsChanged(value) return end

---@param value Int32
---@return Bool
function AimingStateDecisions:OnWeaponStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingStateDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return Bool
function AimingStateDecisions:GetShouldAimValue() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateDecisions:OnDetach(stateContext, scriptInterface) return end

---@param slot TweakDBID|string
---@param item ItemID
function AimingStateDecisions:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function AimingStateDecisions:OnItemUnequipped(slot, item) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param value Float
function AimingStateDecisions:OnStatChanged(ownerID, statType, diff, value) return end

---@param statusEffect gamedataStatusEffect_Record
function AimingStateDecisions:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function AimingStateDecisions:OnStatusEffectRemoved(statusEffect) return end

---@return Bool
function AimingStateDecisions:ShouldCheckEnterCondition() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingStateDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingStateDecisions:ToForceEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingStateDecisions:ToForceSafe(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AimingStateDecisions:ToSingleWield(stateContext, scriptInterface) return end

function AimingStateDecisions:UpdateEnterConditionEnabled() return end

---@class AimingStateEvents : UpperBodyEventsTransition
---@field aim gameweaponAnimFeature_AimPlayer
---@field posAnimFeature AnimFeature_ProceduralIronsightData
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field weapon gameweaponObject
---@field executionOwner gameObject
---@field localBlackboard gameIBlackboard
---@field mouseZoomLevel Float
---@field zoomLevelNum Int32
---@field numZoomLevels Int32
---@field delayAimSnap Int32
---@field isAiming Bool
---@field aimInTimeRemaining Float
---@field aimBroadcast Bool
---@field zoomLevel Float
---@field finalZoomLevel Float
---@field previousZoomLevel Float
---@field currentZoomLevel Float
---@field timeToBlendZoom Float
---@field time Float
---@field speed Float
---@field itemChanged Bool
---@field firearmsNoUnequipNoSwitch Bool
---@field shootingRangeCompetition Bool
---@field weaponHasPerfectAim Bool
---@field statsSystem gameStatsSystem
---@field statusEffectSystem gameStatusEffectSystem
---@field attachmentSlotListener gameAttachmentSlotsScriptListener
---@field prevDownwardsGravity Float
---@field downwardsGravityChanged Bool
---@field accelerationMod gameConstantStatModifierData_Deprecated
---@field decelerationMod gameConstantStatModifierData_Deprecated
AimingStateEvents = {}

---@return AimingStateEvents
function AimingStateEvents.new() return end

---@param props table
---@return AimingStateEvents
function AimingStateEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:EvaluateAimSnap(stateContext, scriptInterface) return end

---@return gameaimAssistAimRequest
function AimingStateEvents:GetPerfectAimSnapParams() return end

---@return TweakDBID
function AimingStateEvents:GetPlayerAimingStatusEffectID() return end

---@return gameaimAssistAimRequest
function AimingStateEvents:GetVehicleAimSnapParams() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameweaponObject
function AimingStateEvents:GetWeaponObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param isAiming Bool
function AimingStateEvents:NotifyWeaponObject(scriptInterface, isAiming) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnAimStartBegin(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnExit(stateContext, scriptInterface) return end

---@param slot TweakDBID|string
---@param item ItemID
function AimingStateEvents:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function AimingStateEvents:OnItemUnequipped(slot, item) return end

---@param statusEffect gamedataStatusEffect_Record
function AimingStateEvents:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function AimingStateEvents:OnStatusEffectRemoved(statusEffect) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function AimingStateEvents:PlayEffectOnHeldItems(scriptInterface, effectName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:RemoveAirKerenzikovPerk(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function AimingStateEvents:StartZoomEffect(scriptInterface, effectName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:TriggerZoomExitSfx(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:TryToActivateAirKerenzikovPerk(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:UpdateAimAnimFeature(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:UpdateAimDownSightsSfx(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:UpdateAimingStatusEffect(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:UpdateWeaponOffsetPosition(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function AimingStateEvents:UpdateZoomVfx(scriptInterface) return end

---@class Air : DefaultTransition
Air = {}

---@return Air
function Air.new() return end

---@param props table
---@return Air
function Air.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function Air:EnterCondition(stateContext, scriptInterface) return end

---@class AirDeathDecisions : DeathDecisionsWithResurrection
AirDeathDecisions = {}

---@return AirDeathDecisions
function AirDeathDecisions.new() return end

---@param props table
---@return AirDeathDecisions
function AirDeathDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirDeathDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirDeathDecisions:ToSwimmingDeath(stateContext, scriptInterface) return end

---@class AirDeathEvents : DeathEvents
AirDeathEvents = {}

---@return AirDeathEvents
function AirDeathEvents.new() return end

---@param props table
---@return AirDeathEvents
function AirDeathEvents.new(props) return end

---@class AirHoverDecisions : LocomotionAirDecisions
AirHoverDecisions = {}

---@return AirHoverDecisions
function AirHoverDecisions.new() return end

---@param props table
---@return AirHoverDecisions
function AirHoverDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirHoverDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirHoverDecisions:ToSuperheroFall(stateContext, scriptInterface) return end

---@class AirHoverEvents : LocomotionAirEvents
AirHoverEvents = {}

---@return AirHoverEvents
function AirHoverEvents.new() return end

---@param props table
---@return AirHoverEvents
function AirHoverEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param verticalSpeed Float
function AirHoverEvents:AddUpwardsImpulse(stateContext, scriptInterface, verticalSpeed) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirHoverEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirHoverEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirHoverEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param verticalSpeed Float
function AirHoverEvents:SetDeathFallHeight(stateContext, scriptInterface, verticalSpeed) return end

---@class AirThrustersDecisions : LocomotionAirDecisions
AirThrustersDecisions = {}

---@return AirThrustersDecisions
function AirThrustersDecisions.new() return end

---@param props table
---@return AirThrustersDecisions
function AirThrustersDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirThrustersDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirThrustersDecisions:IsFallHeightAcceptable(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirThrustersDecisions:ToDoubleJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirThrustersDecisions:ToFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function AirThrustersDecisions:ToStand(stateContext, scriptInterface) return end

---@class AirThrustersEvents : LocomotionAirEvents
AirThrustersEvents = {}

---@return AirThrustersEvents
function AirThrustersEvents.new() return end

---@param props table
---@return AirThrustersEvents
function AirThrustersEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameItemObject
function AirThrustersEvents:GetActiveFeetAreaItem(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirThrustersEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirThrustersEvents:OnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function AirThrustersEvents:PlayEffectOnItem(scriptInterface, effectName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param state Int32
function AirThrustersEvents:SendAnimFeatureDataToGraph(stateContext, scriptInterface, state) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function AirThrustersEvents:SetUpwardsThrustStats(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function AirThrustersEvents:StopEffectOnItem(scriptInterface, effectName) return end

---@class AlarmEvent : redEvent
---@field isValid Bool
---@field ID gameDelayID
AlarmEvent = {}

---@return AlarmEvent
function AlarmEvent.new() return end

---@param props table
---@return AlarmEvent
function AlarmEvent.new(props) return end

---@class AlarmLight : BasicDistractionDevice
---@field isGlitching Bool
AlarmLight = {}

---@return AlarmLight
function AlarmLight.new() return end

---@param props table
---@return AlarmLight
function AlarmLight.new(props) return end

---@param evt QuestForceSecuritySystemArmed
---@return Bool
function AlarmLight:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return Bool
function AlarmLight:OnQuestForceSecuritySystemSafe(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AlarmLight:OnRequestComponents(ri) return end

---@param evt SecurityAlarmBreachResponse
---@return Bool
function AlarmLight:OnSecurityAlarmBreachResponse(evt) return end

---@param evt SecuritySystemOutput
---@return Bool
function AlarmLight:OnSecuritySystemOutput(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AlarmLight:OnTakeControl(ri) return end

function AlarmLight:CutPower() return end

---@return EGameplayRole
function AlarmLight:DeterminGameplayRole() return end

---@return AlarmLightController
function AlarmLight:GetController() return end

---@return AlarmLightControllerPS
function AlarmLight:GetDevicePS() return end

function AlarmLight:ResolveGameplayState() return end

function AlarmLight:SendStim() return end

function AlarmLight:StartBlinking() return end

---@param glitchState EGlitchState
---@param intensity Float
function AlarmLight:StartGlitching(glitchState, intensity) return end

function AlarmLight:StopBlinking() return end

function AlarmLight:StopGlitching() return end

function AlarmLight:StopStim() return end

function AlarmLight:TurnOffDevice() return end

function AlarmLight:TurnOffLights() return end

function AlarmLight:TurnOnDevice() return end

function AlarmLight:TurnOnLights() return end

function AlarmLight:UpdateLights() return end

---@class AlarmLightController : ScriptableDeviceComponent
AlarmLightController = {}

---@return AlarmLightController
function AlarmLightController.new() return end

---@param props table
---@return AlarmLightController
function AlarmLightController.new(props) return end

---@return AlarmLightControllerPS
function AlarmLightController:GetPS() return end

---@class AlarmLightControllerPS : BasicDistractionDeviceControllerPS
---@field securityAlarmState ESecuritySystemState
AlarmLightControllerPS = {}

---@return AlarmLightControllerPS
function AlarmLightControllerPS.new() return end

---@param props table
---@return AlarmLightControllerPS
function AlarmLightControllerPS.new(props) return end

---@return ESecuritySystemState
function AlarmLightControllerPS:GetAlarmState() return end

---@param evt QuestForceSecuritySystemArmed
---@return EntityNotificationType
function AlarmLightControllerPS:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return EntityNotificationType
function AlarmLightControllerPS:OnQuestForceSecuritySystemSafe(evt) return end

---@param evt SecurityAlarmBreachResponse
---@return EntityNotificationType
function AlarmLightControllerPS:OnSecurityAlarmBreachResponse(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function AlarmLightControllerPS:OnSecuritySystemOutput(evt) return end

---@class AlertedAnimWrapper : AIbehaviortaskScript
AlertedAnimWrapper = {}

---@return AlertedAnimWrapper
function AlertedAnimWrapper.new() return end

---@param props table
---@return AlertedAnimWrapper
function AlertedAnimWrapper.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AlertedAnimWrapper:Activate(context) return end

---@class AlertedConditions : AIAutonomousConditions
AlertedConditions = {}

---@return AlertedConditions
function AlertedConditions.new() return end

---@param props table
---@return AlertedConditions
function AlertedConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AlertedConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AlertedConditions:Check(context) return end

---@class AlertedRoleHandler : AIbehaviortaskScript
---@field pathParamsModified Bool
AlertedRoleHandler = {}

---@return AlertedRoleHandler
function AlertedRoleHandler.new() return end

---@param props table
---@return AlertedRoleHandler
function AlertedRoleHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AlertedRoleHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function AlertedRoleHandler:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AlertedRoleHandler:Update(context) return end

---@class AlertedState : ChangeHighLevelStateAbstract
AlertedState = {}

---@return AlertedState
function AlertedState.new() return end

---@param props table
---@return AlertedState
function AlertedState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function AlertedState:GetDesiredHighLevelState(context) return end

---@class AltimeterController : inkWidgetLogicController
---@field faceUp inkWidgetReference
---@field faceDown inkWidgetReference
---@field textWidget inkTextWidgetReference
---@field decimalPrecision Uint32
---@field faceUpStartPosition Vector2
---@field faceDownStartPosition Vector2
---@field playerPuppet gameObject
---@field warpDistance Float
---@field alitimeterValue Float
---@field precisionEpsilon Float
AltimeterController = {}

---@return AltimeterController
function AltimeterController.new() return end

---@param props table
---@return AltimeterController
function AltimeterController.new(props) return end

---@return Bool
function AltimeterController:OnUpdate() return end

---@param playerPuppet gameObject
function AltimeterController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
function AltimeterController:OnPlayerDetach(playerPuppet) return end

function AltimeterController:Update() return end

---@class AlwaysTruePrereq : gameIScriptablePrereq
AlwaysTruePrereq = {}

---@return AlwaysTruePrereq
function AlwaysTruePrereq.new() return end

---@param props table
---@return AlwaysTruePrereq
function AlwaysTruePrereq.new(props) return end

---@param context IScriptable
---@return Bool
function AlwaysTruePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function AlwaysTruePrereq:OnApplied(state, context) return end

---@class AlwaysTruePrereqState : gamePrereqState
AlwaysTruePrereqState = {}

---@return AlwaysTruePrereqState
function AlwaysTruePrereqState.new() return end

---@param props table
---@return AlwaysTruePrereqState
function AlwaysTruePrereqState.new(props) return end

---@class AmbientOverrideAreaSettings : IAreaSettings
---@field color curveData[]
AmbientOverrideAreaSettings = {}

---@return AmbientOverrideAreaSettings
function AmbientOverrideAreaSettings.new() return end

---@param props table
---@return AmbientOverrideAreaSettings
function AmbientOverrideAreaSettings.new(props) return end

---@class AmmoLogicController : inkWidgetLogicController
---@field count Uint32
---@field capacity Uint32
AmmoLogicController = {}

---@param value Uint32
function AmmoLogicController:OnMagazineAmmoCapacityChanged(value) return end

---@param value Uint32
function AmmoLogicController:OnMagazineAmmoCountChanged(value) return end

---@class AmmoStateChangeEvent : redEvent
---@field weaponOwner gameObject
AmmoStateChangeEvent = {}

---@return AmmoStateChangeEvent
function AmmoStateChangeEvent.new() return end

---@param props table
---@return AmmoStateChangeEvent
function AmmoStateChangeEvent.new(props) return end

---@class AmmoStateHitCallback : HitCallback
AmmoStateHitCallback = {}

---@return AmmoStateHitCallback
function AmmoStateHitCallback.new() return end

---@param props table
---@return AmmoStateHitCallback
function AmmoStateHitCallback.new(props) return end

---@param state gamePrereqState
function AmmoStateHitCallback:RegisterState(state) return end

---@param hitEvent gameeventsHitEvent
function AmmoStateHitCallback:UpdateState(hitEvent) return end

---@class AmmoStateHitPrereqCondition : BaseHitPrereqCondition
---@field valueToListen EMagazineAmmoState
---@field ratio Float
---@field comparisonType EComparisonType
AmmoStateHitPrereqCondition = {}

---@return AmmoStateHitPrereqCondition
function AmmoStateHitPrereqCondition.new() return end

---@param props table
---@return AmmoStateHitPrereqCondition
function AmmoStateHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AmmoStateHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function AmmoStateHitPrereqCondition:SetData(recordID) return end

---@class AmmoStateHitTriggeredCallback : AmmoStateHitCallback
AmmoStateHitTriggeredCallback = {}

---@return AmmoStateHitTriggeredCallback
function AmmoStateHitTriggeredCallback.new() return end

---@param props table
---@return AmmoStateHitTriggeredCallback
function AmmoStateHitTriggeredCallback.new(props) return end

---@param hitEvent gameeventsHitEvent
function AmmoStateHitTriggeredCallback:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function AmmoStateHitTriggeredCallback:OnHitTriggered(hitEvent) return end

---@class AmmoStateHitTriggeredPrereq : HitTriggeredPrereq
---@field valueToListen EMagazineAmmoState
AmmoStateHitTriggeredPrereq = {}

---@return AmmoStateHitTriggeredPrereq
function AmmoStateHitTriggeredPrereq.new() return end

---@param props table
---@return AmmoStateHitTriggeredPrereq
function AmmoStateHitTriggeredPrereq.new(props) return end

---@param recordID TweakDBID|string
function AmmoStateHitTriggeredPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function AmmoStateHitTriggeredPrereq:OnRegister(state, context) return end

---@class AmmoStateHitTriggeredPrereqState : GenericHitPrereqState
AmmoStateHitTriggeredPrereqState = {}

---@return AmmoStateHitTriggeredPrereqState
function AmmoStateHitTriggeredPrereqState.new() return end

---@param props table
---@return AmmoStateHitTriggeredPrereqState
function AmmoStateHitTriggeredPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AmmoStateHitTriggeredPrereqState:Evaluate(hitEvent) return end

---@class AndroidTurnOffEffector : gameEffector
AndroidTurnOffEffector = {}

---@return AndroidTurnOffEffector
function AndroidTurnOffEffector.new() return end

---@param props table
---@return AndroidTurnOffEffector
function AndroidTurnOffEffector.new(props) return end

---@param owner gameObject
function AndroidTurnOffEffector:ActionOff(owner) return end

---@param owner gameObject
function AndroidTurnOffEffector:ActionOn(owner) return end

function AndroidTurnOffEffector:Uninitialize() return end

---@class AndroidTurnOnEffector : gameEffector
AndroidTurnOnEffector = {}

---@return AndroidTurnOnEffector
function AndroidTurnOnEffector.new() return end

---@param props table
---@return AndroidTurnOnEffector
function AndroidTurnOnEffector.new(props) return end

---@param owner gameObject
function AndroidTurnOnEffector:ActionOff(owner) return end

---@param owner gameObject
function AndroidTurnOnEffector:ActionOn(owner) return end

function AndroidTurnOnEffector:Uninitialize() return end

---@class AnimFeatureCustom : animAnimFeature
AnimFeatureCustom = {}

---@class AnimFeatureDoor : animAnimFeature
---@field progress Float
---@field openingSpeed Float
---@field openingType Int32
---@field doorSide Int32
---@field malfunctioning Int32
AnimFeatureDoor = {}

---@return AnimFeatureDoor
function AnimFeatureDoor.new() return end

---@param props table
---@return AnimFeatureDoor
function AnimFeatureDoor.new(props) return end

---@class AnimFeatureServer : animAnimFeature
---@field coverState Int32
---@field serverState Int32
AnimFeatureServer = {}

---@return AnimFeatureServer
function AnimFeatureServer.new() return end

---@param props table
---@return AnimFeatureServer
function AnimFeatureServer.new(props) return end

---@class AnimFeatureShieldState : AnimFeatureCustom
---@field state Int32
AnimFeatureShieldState = {}

---@return AnimFeatureShieldState
function AnimFeatureShieldState.new() return end

---@param props table
---@return AnimFeatureShieldState
function AnimFeatureShieldState.new(props) return end

---@class AnimFeature_AdHocAnimation : animAnimFeature
---@field isActive Bool
---@field useBothHands Bool
---@field animationIndex Int32
AnimFeature_AdHocAnimation = {}

---@return AnimFeature_AdHocAnimation
function AnimFeature_AdHocAnimation.new() return end

---@param props table
---@return AnimFeature_AdHocAnimation
function AnimFeature_AdHocAnimation.new(props) return end

---@class AnimFeature_AerialTakedown : animAnimFeature
---@field state Int32
AnimFeature_AerialTakedown = {}

---@return AnimFeature_AerialTakedown
function AnimFeature_AerialTakedown.new() return end

---@param props table
---@return AnimFeature_AerialTakedown
function AnimFeature_AerialTakedown.new(props) return end

---@class AnimFeature_AirHover : animAnimFeature
---@field state Int32
AnimFeature_AirHover = {}

---@return AnimFeature_AirHover
function AnimFeature_AirHover.new() return end

---@param props table
---@return AnimFeature_AirHover
function AnimFeature_AirHover.new(props) return end

---@class AnimFeature_AirThrusterData : animAnimFeature
---@field state Int32
AnimFeature_AirThrusterData = {}

---@return AnimFeature_AirThrusterData
function AnimFeature_AirThrusterData.new() return end

---@param props table
---@return AnimFeature_AirThrusterData
function AnimFeature_AirThrusterData.new(props) return end

---@class AnimFeature_AnimatedDevice : animAnimFeature
---@field isOn Bool
---@field isOff Bool
AnimFeature_AnimatedDevice = {}

---@return AnimFeature_AnimatedDevice
function AnimFeature_AnimatedDevice.new() return end

---@param props table
---@return AnimFeature_AnimatedDevice
function AnimFeature_AnimatedDevice.new(props) return end

---@class AnimFeature_BodySlam : animAnimFeature
---@field chargeLevel Int32
AnimFeature_BodySlam = {}

---@return AnimFeature_BodySlam
function AnimFeature_BodySlam.new() return end

---@param props table
---@return AnimFeature_BodySlam
function AnimFeature_BodySlam.new(props) return end

---@class AnimFeature_BulletBend : animAnimFeature
---@field animProgression Float
---@field randomAdditive Float
---@field isResetting Bool
AnimFeature_BulletBend = {}

---@return AnimFeature_BulletBend
function AnimFeature_BulletBend.new() return end

---@param props table
---@return AnimFeature_BulletBend
function AnimFeature_BulletBend.new(props) return end

---@class AnimFeature_CamberData : animAnimFeatureMarkUnstable
---@field rightFrontCamber Float
---@field leftFrontCamber Float
---@field rightBackCamber Float
---@field leftBackCamber Float
---@field rightFrontCamberOffset Vector4
---@field leftFrontCamberOffset Vector4
---@field rightBackCamberOffset Vector4
---@field leftBackCamberOffset Vector4
AnimFeature_CamberData = {}

---@return AnimFeature_CamberData
function AnimFeature_CamberData.new() return end

---@param props table
---@return AnimFeature_CamberData
function AnimFeature_CamberData.new(props) return end

---@class AnimFeature_CameraBodyOffset : animAnimFeature
---@field lookat_pitch_forward_offset Float
---@field lookat_pitch_forward_down_ratio Float
---@field lookat_yaw_left_offset Float
---@field lookat_yaw_left_up_offset Float
---@field lookat_yaw_right_offset Float
---@field lookat_yaw_right_up_offset Float
---@field lookat_yaw_offset_active_angle Float
---@field is_paralax Float
---@field paralax_radius Float
---@field paralax_forward_offset Float
---@field lookat_offset_vertical Float
AnimFeature_CameraBodyOffset = {}

---@return AnimFeature_CameraBodyOffset
function AnimFeature_CameraBodyOffset.new() return end

---@param props table
---@return AnimFeature_CameraBodyOffset
function AnimFeature_CameraBodyOffset.new(props) return end

---@class AnimFeature_CameraBreathing : animAnimFeature
---@field amplitudeWeight Float
---@field dampIncreaseSpeed Float
---@field dampDecreaseSpeed Float
AnimFeature_CameraBreathing = {}

---@return AnimFeature_CameraBreathing
function AnimFeature_CameraBreathing.new() return end

---@param props table
---@return AnimFeature_CameraBreathing
function AnimFeature_CameraBreathing.new(props) return end

---@class AnimFeature_CameraGameplay : animAnimFeature
---@field is_forward_offset Float
---@field forward_offset_value Float
---@field upperbody_pitch_weight Float
---@field upperbody_yaw_weight Float
---@field is_pitch_off Float
---@field is_yaw_off Float
AnimFeature_CameraGameplay = {}

---@return AnimFeature_CameraGameplay
function AnimFeature_CameraGameplay.new() return end

---@param props table
---@return AnimFeature_CameraGameplay
function AnimFeature_CameraGameplay.new(props) return end

---@class AnimFeature_CameraRecoil : animAnimFeature
---@field backward_offset Float
---@field side_offset Float
---@field tilt_angle Float
---@field yaw_angle Float
---@field pitch_angle Float
---@field translate_transform_speed Float
---@field rotate_transform_speed Float
---@field is_offset Bool
AnimFeature_CameraRecoil = {}

---@return AnimFeature_CameraRecoil
function AnimFeature_CameraRecoil.new() return end

---@param props table
---@return AnimFeature_CameraRecoil
function AnimFeature_CameraRecoil.new(props) return end

---@class AnimFeature_CameraSceneMode : animAnimFeature
---@field pitch_yaw_order Float
---@field is_scene_mode Float
---@field scene_settings_mode Float
AnimFeature_CameraSceneMode = {}

---@return AnimFeature_CameraSceneMode
function AnimFeature_CameraSceneMode.new() return end

---@param props table
---@return AnimFeature_CameraSceneMode
function AnimFeature_CameraSceneMode.new(props) return end

---@class AnimFeature_Carry : animAnimFeature
---@field state Int32
---@field pickupAnimation Int32
---@field useBothHands Bool
---@field instant Bool
---@field fastMode Bool
---@field isCarryActive Bool
---@field isFriendlyCarry Bool
---@field wasThrown Bool
AnimFeature_Carry = {}

---@return AnimFeature_Carry
function AnimFeature_Carry.new() return end

---@param props table
---@return AnimFeature_Carry
function AnimFeature_Carry.new(props) return end

---@class AnimFeature_ChestPress : animAnimFeature
---@field lifting Bool
---@field kill Bool
AnimFeature_ChestPress = {}

---@return AnimFeature_ChestPress
function AnimFeature_ChestPress.new() return end

---@param props table
---@return AnimFeature_ChestPress
function AnimFeature_ChestPress.new(props) return end

---@class AnimFeature_CombatGadget : animAnimFeature
---@field isQuickthrow Bool
---@field isChargedThrow Bool
---@field isDetonated Bool
AnimFeature_CombatGadget = {}

---@return AnimFeature_CombatGadget
function AnimFeature_CombatGadget.new() return end

---@param props table
---@return AnimFeature_CombatGadget
function AnimFeature_CombatGadget.new(props) return end

---@class AnimFeature_CombatState : animAnimFeature
---@field isInCombat Bool
AnimFeature_CombatState = {}

---@return AnimFeature_CombatState
function AnimFeature_CombatState.new() return end

---@param props table
---@return AnimFeature_CombatState
function AnimFeature_CombatState.new(props) return end

---@class AnimFeature_Container : animAnimFeature
---@field opened Bool
---@field transitionDuration Float
AnimFeature_Container = {}

---@return AnimFeature_Container
function AnimFeature_Container.new() return end

---@param props table
---@return AnimFeature_Container
function AnimFeature_Container.new(props) return end

---@class AnimFeature_CoverState : animAnimFeature
---@field inCover Bool
---@field debugVar Bool
AnimFeature_CoverState = {}

---@return AnimFeature_CoverState
function AnimFeature_CoverState.new() return end

---@param props table
---@return AnimFeature_CoverState
function AnimFeature_CoverState.new(props) return end

---@class AnimFeature_CrowdRunningAway : animAnimFeature
---@field isRunningAwayFromPlayersCar Bool
AnimFeature_CrowdRunningAway = {}

---@return AnimFeature_CrowdRunningAway
function AnimFeature_CrowdRunningAway.new() return end

---@param props table
---@return AnimFeature_CrowdRunningAway
function AnimFeature_CrowdRunningAway.new(props) return end

---@class AnimFeature_DOFControl : animAnimFeature
---@field dofIntensity Float
---@field dofNearBlur Float
---@field dofNearFocus Float
---@field dofFarBlur Float
---@field dofFarFocus Float
---@field dofBlendInTime Float
---@field dofBlendOutTime Float
AnimFeature_DOFControl = {}

---@return AnimFeature_DOFControl
function AnimFeature_DOFControl.new() return end

---@param props table
---@return AnimFeature_DOFControl
function AnimFeature_DOFControl.new(props) return end

---@class AnimFeature_DelayEntry : animAnimFeature
---@field thresholdPassed Bool
AnimFeature_DelayEntry = {}

---@return AnimFeature_DelayEntry
function AnimFeature_DelayEntry.new() return end

---@param props table
---@return AnimFeature_DelayEntry
function AnimFeature_DelayEntry.new(props) return end

---@class AnimFeature_DeviceWorkspot : animAnimFeature
---@field e3_lockInReferencePose Bool
AnimFeature_DeviceWorkspot = {}

---@return AnimFeature_DeviceWorkspot
function AnimFeature_DeviceWorkspot.new() return end

---@param props table
---@return AnimFeature_DeviceWorkspot
function AnimFeature_DeviceWorkspot.new(props) return end

---@class AnimFeature_DistractionState : animAnimFeature
---@field isOn Bool
AnimFeature_DistractionState = {}

---@return AnimFeature_DistractionState
function AnimFeature_DistractionState.new() return end

---@param props table
---@return AnimFeature_DistractionState
function AnimFeature_DistractionState.new(props) return end

---@class AnimFeature_DoorDevice : animAnimFeature
---@field isOpen Bool
---@field isLocked Bool
---@field isSealed Bool
AnimFeature_DoorDevice = {}

---@return AnimFeature_DoorDevice
function AnimFeature_DoorDevice.new() return end

---@param props table
---@return AnimFeature_DoorDevice
function AnimFeature_DoorDevice.new(props) return end

---@class AnimFeature_DriverCombatWeaponData : animAnimFeature
---@field weaponType Int32
AnimFeature_DriverCombatWeaponData = {}

---@return AnimFeature_DriverCombatWeaponData
function AnimFeature_DriverCombatWeaponData.new() return end

---@param props table
---@return AnimFeature_DriverCombatWeaponData
function AnimFeature_DriverCombatWeaponData.new(props) return end

---@class AnimFeature_DroneActionAltitudeOffset : animAnimFeature
---@field desiredOffset Float
AnimFeature_DroneActionAltitudeOffset = {}

---@return AnimFeature_DroneActionAltitudeOffset
function AnimFeature_DroneActionAltitudeOffset.new() return end

---@param props table
---@return AnimFeature_DroneActionAltitudeOffset
function AnimFeature_DroneActionAltitudeOffset.new(props) return end

---@class AnimFeature_DroneProcedural : animAnimFeature
---@field mass Float
---@field size_front Float
---@field size_back Float
---@field size_left Float
---@field size_right Float
---@field walk_tilt_coef Float
---@field mass_normalized_coef Float
---@field tilt_angle_on_speed Float
---@field speed_idle_threshold Float
---@field starting_recovery_ballance Float
---@field pseudo_acceleration Float
---@field turn_inertia_damping Float
---@field combat_default_z_offset Float
AnimFeature_DroneProcedural = {}

---@return AnimFeature_DroneProcedural
function AnimFeature_DroneProcedural.new() return end

---@param props table
---@return AnimFeature_DroneProcedural
function AnimFeature_DroneProcedural.new(props) return end

---@class AnimFeature_DroneStateAnimationData : animAnimFeature
---@field statePose Int32
AnimFeature_DroneStateAnimationData = {}

---@return AnimFeature_DroneStateAnimationData
function AnimFeature_DroneStateAnimationData.new() return end

---@param props table
---@return AnimFeature_DroneStateAnimationData
function AnimFeature_DroneStateAnimationData.new(props) return end

---@class AnimFeature_EquipType : animAnimFeature
---@field firstEquip Bool
---@field equipDuration Float
---@field unequipDuration Float
AnimFeature_EquipType = {}

---@return AnimFeature_EquipType
function AnimFeature_EquipType.new() return end

---@param props table
---@return AnimFeature_EquipType
function AnimFeature_EquipType.new(props) return end

---@class AnimFeature_FacialReaction : animAnimFeature
---@field category Int32
---@field idle Int32
AnimFeature_FacialReaction = {}

---@return AnimFeature_FacialReaction
function AnimFeature_FacialReaction.new() return end

---@param props table
---@return AnimFeature_FacialReaction
function AnimFeature_FacialReaction.new(props) return end

---@class AnimFeature_Felled : animAnimFeature
---@field active Bool
AnimFeature_Felled = {}

---@return AnimFeature_Felled
function AnimFeature_Felled.new() return end

---@param props table
---@return AnimFeature_Felled
function AnimFeature_Felled.new(props) return end

---@class AnimFeature_FocusMode : animAnimFeature
---@field isFocusModeActive Bool
AnimFeature_FocusMode = {}

---@return AnimFeature_FocusMode
function AnimFeature_FocusMode.new() return end

---@param props table
---@return AnimFeature_FocusMode
function AnimFeature_FocusMode.new(props) return end

---@class AnimFeature_ForkliftDevice : animAnimFeature
---@field isUp Bool
---@field isDown Bool
---@field distract Bool
AnimFeature_ForkliftDevice = {}

---@return AnimFeature_ForkliftDevice
function AnimFeature_ForkliftDevice.new() return end

---@param props table
---@return AnimFeature_ForkliftDevice
function AnimFeature_ForkliftDevice.new(props) return end

---@class AnimFeature_Grapple : animAnimFeature
---@field inGrapple Bool
AnimFeature_Grapple = {}

---@return AnimFeature_Grapple
function AnimFeature_Grapple.new() return end

---@param props table
---@return AnimFeature_Grapple
function AnimFeature_Grapple.new(props) return end

---@class AnimFeature_HoverJumpData : animAnimFeature
---@field state Int32
AnimFeature_HoverJumpData = {}

---@return AnimFeature_HoverJumpData
function AnimFeature_HoverJumpData.new() return end

---@param props table
---@return AnimFeature_HoverJumpData
function AnimFeature_HoverJumpData.new(props) return end

---@class AnimFeature_IconicItem : animAnimFeature
---@field isScanning Bool
---@field isFreeDrilling Bool
---@field isActiveDrilling Bool
---@field isScanToInteraction Bool
---@field isItemEquipped Bool
AnimFeature_IconicItem = {}

---@return AnimFeature_IconicItem
function AnimFeature_IconicItem.new() return end

---@param props table
---@return AnimFeature_IconicItem
function AnimFeature_IconicItem.new(props) return end

---@class AnimFeature_IndustrialArm : animAnimFeature
---@field idleAnimNumber Int32
---@field isRotate Bool
---@field isDistraction Bool
---@field isPoke Bool
AnimFeature_IndustrialArm = {}

---@return AnimFeature_IndustrialArm
function AnimFeature_IndustrialArm.new() return end

---@param props table
---@return AnimFeature_IndustrialArm
function AnimFeature_IndustrialArm.new(props) return end

---@class AnimFeature_Inspection : animAnimFeature
---@field activeInspectionStage Int32
---@field rotationX Float
---@field rotationY Float
---@field offsetX Float
---@field offsetY Float
AnimFeature_Inspection = {}

---@return AnimFeature_Inspection
function AnimFeature_Inspection.new() return end

---@param props table
---@return AnimFeature_Inspection
function AnimFeature_Inspection.new(props) return end

---@class AnimFeature_KnockOffData : animAnimFeature
---@field knockedOff Bool
---@field direction Int32
---@field force Float
---@field draggedOff Bool
AnimFeature_KnockOffData = {}

---@return AnimFeature_KnockOffData
function AnimFeature_KnockOffData.new() return end

---@param props table
---@return AnimFeature_KnockOffData
function AnimFeature_KnockOffData.new(props) return end

---@class AnimFeature_LadderEnterStyleData : animAnimFeature
---@field enterStyle Int32
AnimFeature_LadderEnterStyleData = {}

---@return AnimFeature_LadderEnterStyleData
function AnimFeature_LadderEnterStyleData.new() return end

---@param props table
---@return AnimFeature_LadderEnterStyleData
function AnimFeature_LadderEnterStyleData.new(props) return end

---@class AnimFeature_Landing : animAnimFeature
---@field type Int32
---@field impactSpeed Float
AnimFeature_Landing = {}

---@return AnimFeature_Landing
function AnimFeature_Landing.new() return end

---@param props table
---@return AnimFeature_Landing
function AnimFeature_Landing.new(props) return end

---@class AnimFeature_LeftHandAnimation : animAnimFeature
---@field lockLeftHandAnimation Bool
AnimFeature_LeftHandAnimation = {}

---@return AnimFeature_LeftHandAnimation
function AnimFeature_LeftHandAnimation.new() return end

---@param props table
---@return AnimFeature_LeftHandAnimation
function AnimFeature_LeftHandAnimation.new(props) return end

---@class AnimFeature_LeftHandCyberware : animAnimFeature
---@field actionDuration Float
---@field state Int32
---@field isQuickAction Bool
---@field isChargeAction Bool
---@field isLoopAction Bool
---@field isCatchAction Bool
---@field isSafeAction Bool
---@field chargeNormalized Float
---@field hasCWPerk Bool
AnimFeature_LeftHandCyberware = {}

---@return AnimFeature_LeftHandCyberware
function AnimFeature_LeftHandCyberware.new() return end

---@param props table
---@return AnimFeature_LeftHandCyberware
function AnimFeature_LeftHandCyberware.new(props) return end

---@class AnimFeature_LookAt : animAnimFeature
---@field enableLookAt Int32
---@field enableLookAtChest Int32
---@field enableLookAtHead Int32
---@field enableLookAtLeftHanded Int32
---@field enableLookAtRightHanded Int32
---@field enableLookAtTwoHanded Int32
---@field gpLookAtTargetBlend Float
---@field gpLookAtUpBlend Float
---@field gpLookAtTarget Vector4
---@field gpLookAtUp Vector4
---@field lookAtChestMode Int32
---@field lookAtChestOverride Float
---@field lookAtHeadMode Int32
---@field lookAtHeadOverride Float
---@field lookAtLeftHandedMode Int32
---@field lookAtLeftHandedOverride Float
---@field lookAtRightHandedMode Int32
---@field lookAtRightHandedOverride Float
---@field lookAtTwoHandedMode Int32
---@field lookAtTwoHandedOverride Float
AnimFeature_LookAt = {}

---@return AnimFeature_LookAt
function AnimFeature_LookAt.new() return end

---@param props table
---@return AnimFeature_LookAt
function AnimFeature_LookAt.new(props) return end

---@class AnimFeature_MeleeAttack : animAnimFeature
---@field hit Bool
AnimFeature_MeleeAttack = {}

---@return AnimFeature_MeleeAttack
function AnimFeature_MeleeAttack.new() return end

---@param props table
---@return AnimFeature_MeleeAttack
function AnimFeature_MeleeAttack.new(props) return end

---@class AnimFeature_Mounting : animAnimFeature
---@field mountingState Int32
---@field parentSpeed Float
---@field parentHorizontalSpeed Float
AnimFeature_Mounting = {}

---@return AnimFeature_Mounting
function AnimFeature_Mounting.new() return end

---@param props table
---@return AnimFeature_Mounting
function AnimFeature_Mounting.new(props) return end

---@class AnimFeature_MuzzleData : animAnimFeature
---@field muzzleOffset Vector4
AnimFeature_MuzzleData = {}

---@return AnimFeature_MuzzleData
function AnimFeature_MuzzleData.new() return end

---@param props table
---@return AnimFeature_MuzzleData
function AnimFeature_MuzzleData.new(props) return end

---@class AnimFeature_NPCVehicleAdditionalFeatures : animAnimFeatureMarkUnstable
---@field state Bool
AnimFeature_NPCVehicleAdditionalFeatures = {}

---@return AnimFeature_NPCVehicleAdditionalFeatures
function AnimFeature_NPCVehicleAdditionalFeatures.new() return end

---@param props table
---@return AnimFeature_NPCVehicleAdditionalFeatures
function AnimFeature_NPCVehicleAdditionalFeatures.new(props) return end

---@class AnimFeature_OwnerType : animAnimFeature
---@field ownerEnum Int32
AnimFeature_OwnerType = {}

---@return AnimFeature_OwnerType
function AnimFeature_OwnerType.new() return end

---@param props table
---@return AnimFeature_OwnerType
function AnimFeature_OwnerType.new(props) return end

---@class AnimFeature_Paperdoll : animAnimFeature
---@field genderSelection Bool
---@field characterCreation Bool
---@field characterCreation_Head Bool
---@field characterCreation_Teeth Bool
---@field characterCreation_Nails Bool
---@field characterCreation_Eyes Bool
---@field characterCreation_Nose Bool
---@field characterCreation_Lips Bool
---@field characterCreation_Hair Bool
---@field characterCreation_Jaw Bool
---@field characterCreation_Summary Bool
---@field inventoryScreen Bool
---@field inventoryScreen_Weapon Bool
---@field inventoryScreen_Legs Bool
---@field inventoryScreen_Feet Bool
---@field inventoryScreen_Cyberware Bool
---@field inventoryScreen_QuickSlot Bool
---@field inventoryScreen_Consumable Bool
---@field inventoryScreen_Outfit Bool
---@field inventoryScreen_Head Bool
---@field inventoryScreen_Face Bool
---@field inventoryScreen_InnerChest Bool
---@field inventoryScreen_OuterChest Bool
AnimFeature_Paperdoll = {}

---@return AnimFeature_Paperdoll
function AnimFeature_Paperdoll.new() return end

---@param props table
---@return AnimFeature_Paperdoll
function AnimFeature_Paperdoll.new(props) return end

---@class AnimFeature_PartData : animAnimFeatureMarkUnstable
---@field state Int32
---@field duration Float
AnimFeature_PartData = {}

---@return AnimFeature_PartData
function AnimFeature_PartData.new() return end

---@param props table
---@return AnimFeature_PartData
function AnimFeature_PartData.new(props) return end

---@class AnimFeature_PerkDeviceData : animAnimFeature
---@field isUsed Bool
AnimFeature_PerkDeviceData = {}

---@return AnimFeature_PerkDeviceData
function AnimFeature_PerkDeviceData.new() return end

---@param props table
---@return AnimFeature_PerkDeviceData
function AnimFeature_PerkDeviceData.new(props) return end

---@return CName
function AnimFeature_PerkDeviceData.GetFeatureName() return end

---@class AnimFeature_PhotomodeFacial : animAnimFeature
---@field facialPoseIndex Int32
AnimFeature_PhotomodeFacial = {}

---@return AnimFeature_PhotomodeFacial
function AnimFeature_PhotomodeFacial.new() return end

---@param props table
---@return AnimFeature_PhotomodeFacial
function AnimFeature_PhotomodeFacial.new(props) return end

---@class AnimFeature_PhotomodePoseCategory : animAnimFeature
---@field poseCategoryIndex Int32
AnimFeature_PhotomodePoseCategory = {}

---@return AnimFeature_PhotomodePoseCategory
function AnimFeature_PhotomodePoseCategory.new() return end

---@param props table
---@return AnimFeature_PhotomodePoseCategory
function AnimFeature_PhotomodePoseCategory.new(props) return end

---@class AnimFeature_PlayerCoverActionWeaponHolster : animAnimFeature
---@field isWeaponHolstered Bool
AnimFeature_PlayerCoverActionWeaponHolster = {}

---@return AnimFeature_PlayerCoverActionWeaponHolster
function AnimFeature_PlayerCoverActionWeaponHolster.new() return end

---@param props table
---@return AnimFeature_PlayerCoverActionWeaponHolster
function AnimFeature_PlayerCoverActionWeaponHolster.new(props) return end

---@class AnimFeature_PlayerDeathAnimation : animAnimFeature
---@field animation Int32
AnimFeature_PlayerDeathAnimation = {}

---@return AnimFeature_PlayerDeathAnimation
function AnimFeature_PlayerDeathAnimation.new() return end

---@param props table
---@return AnimFeature_PlayerDeathAnimation
function AnimFeature_PlayerDeathAnimation.new(props) return end

---@class AnimFeature_PlayerHitReactionData : animAnimFeature
---@field hitDirection Float
---@field hitStrength Float
---@field isMeleeHit Bool
---@field isLightMeleeHit Bool
---@field isStrongMeleeHit Bool
---@field isQuickMeleeHit Bool
---@field isExplosion Bool
---@field isPressureWave Bool
---@field meleeAttackDirection Int32
AnimFeature_PlayerHitReactionData = {}

---@return AnimFeature_PlayerHitReactionData
function AnimFeature_PlayerHitReactionData.new() return end

---@param props table
---@return AnimFeature_PlayerHitReactionData
function AnimFeature_PlayerHitReactionData.new(props) return end

---@class AnimFeature_PlayerLocomotionStateMachine : animAnimFeature
---@field inAirState Bool
AnimFeature_PlayerLocomotionStateMachine = {}

---@return AnimFeature_PlayerLocomotionStateMachine
function AnimFeature_PlayerLocomotionStateMachine.new() return end

---@param props table
---@return AnimFeature_PlayerLocomotionStateMachine
function AnimFeature_PlayerLocomotionStateMachine.new(props) return end

---@class AnimFeature_PlayerPeekScale : animAnimFeature
---@field peekScale Float
AnimFeature_PlayerPeekScale = {}

---@return AnimFeature_PlayerPeekScale
function AnimFeature_PlayerPeekScale.new() return end

---@param props table
---@return AnimFeature_PlayerPeekScale
function AnimFeature_PlayerPeekScale.new(props) return end

---@class AnimFeature_PlayerVitals : animAnimFeature
---@field state Int32
---@field stateDuration Float
AnimFeature_PlayerVitals = {}

---@return AnimFeature_PlayerVitals
function AnimFeature_PlayerVitals.new() return end

---@param props table
---@return AnimFeature_PlayerVitals
function AnimFeature_PlayerVitals.new(props) return end

---@class AnimFeature_PreClimbing : animAnimFeature
---@field edgePositionLS Vector4
---@field valid Float
AnimFeature_PreClimbing = {}

---@return AnimFeature_PreClimbing
function AnimFeature_PreClimbing.new() return end

---@param props table
---@return AnimFeature_PreClimbing
function AnimFeature_PreClimbing.new(props) return end

---@class AnimFeature_ProceduralDriverCombatData : animAnimFeature
---@field isEnabled Bool
---@field yawDirectionFlipped Bool
---@field yaw Float
---@field pitch Float
---@field roll Float
AnimFeature_ProceduralDriverCombatData = {}

---@return AnimFeature_ProceduralDriverCombatData
function AnimFeature_ProceduralDriverCombatData.new() return end

---@param props table
---@return AnimFeature_ProceduralDriverCombatData
function AnimFeature_ProceduralDriverCombatData.new(props) return end

---@class AnimFeature_ProceduralIronsightData : animAnimFeature
---@field hasScope Bool
---@field isEnabled Bool
---@field offset Float
---@field scopeOffset Float
---@field position Vector4
---@field rotation Quaternion
AnimFeature_ProceduralIronsightData = {}

---@return AnimFeature_ProceduralIronsightData
function AnimFeature_ProceduralIronsightData.new() return end

---@param props table
---@return AnimFeature_ProceduralIronsightData
function AnimFeature_ProceduralIronsightData.new(props) return end

---@class AnimFeature_ProceduralLean : animAnimFeature
---@field angle_threshold Float
---@field max_turn_angle Float
---@field hips_shift_side Float
---@field hips_shift_down Float
---@field hips_tilt Float
---@field hips_turn Float
---@field spine_tilt Float
---@field spine_turn Float
---@field arms_counter_turn Float
---@field transform_multiplyer Float
---@field damp_value_walk Float
---@field damp_value_sprint Float
AnimFeature_ProceduralLean = {}

---@return AnimFeature_ProceduralLean
function AnimFeature_ProceduralLean.new() return end

---@param props table
---@return AnimFeature_ProceduralLean
function AnimFeature_ProceduralLean.new(props) return end

---@class AnimFeature_RagdollState : animAnimFeature
---@field isActive Bool
---@field hipsPolePitch Float
---@field speed Float
AnimFeature_RagdollState = {}

---@return AnimFeature_RagdollState
function AnimFeature_RagdollState.new() return end

---@param props table
---@return AnimFeature_RagdollState
function AnimFeature_RagdollState.new(props) return end

---@class AnimFeature_Reprimand : animAnimFeature
---@field state Int32
---@field isActive Bool
---@field isLocomotion Bool
---@field weaponType Int32
AnimFeature_Reprimand = {}

---@return AnimFeature_Reprimand
function AnimFeature_Reprimand.new() return end

---@param props table
---@return AnimFeature_Reprimand
function AnimFeature_Reprimand.new(props) return end

---@class AnimFeature_RoadBlock : animAnimFeature
---@field isOpening Bool
---@field duration Float
---@field initOpen Bool
AnimFeature_RoadBlock = {}

---@return AnimFeature_RoadBlock
function AnimFeature_RoadBlock.new() return end

---@param props table
---@return AnimFeature_RoadBlock
function AnimFeature_RoadBlock.new(props) return end

---@class AnimFeature_RoboticArm : animAnimFeature
---@field state Int32
AnimFeature_RoboticArm = {}

---@return AnimFeature_RoboticArm
function AnimFeature_RoboticArm.new() return end

---@param props table
---@return AnimFeature_RoboticArm
function AnimFeature_RoboticArm.new(props) return end

---@class AnimFeature_RotatingObject : animAnimFeature
---@field rotateClockwise Bool
---@field randomizeBladesRotation Bool
---@field maxRotationSpeed Float
---@field timeToMaxRotation Float
AnimFeature_RotatingObject = {}

---@return AnimFeature_RotatingObject
function AnimFeature_RotatingObject.new() return end

---@param props table
---@return AnimFeature_RotatingObject
function AnimFeature_RotatingObject.new(props) return end

---@class AnimFeature_SafeAction : animAnimFeature
---@field triggerHeld Bool
---@field inCover Bool
---@field safeActionDuration Float
AnimFeature_SafeAction = {}

---@return AnimFeature_SafeAction
function AnimFeature_SafeAction.new() return end

---@param props table
---@return AnimFeature_SafeAction
function AnimFeature_SafeAction.new(props) return end

---@class AnimFeature_SceneGameplayOverrides : animAnimFeature
---@field aimForced Bool
---@field safeForced Bool
---@field isAimOutTimeOverridden Bool
---@field aimOutTimeOverride Float
AnimFeature_SceneGameplayOverrides = {}

---@return AnimFeature_SceneGameplayOverrides
function AnimFeature_SceneGameplayOverrides.new() return end

---@param props table
---@return AnimFeature_SceneGameplayOverrides
function AnimFeature_SceneGameplayOverrides.new(props) return end

---@class AnimFeature_SceneSystem : animAnimFeature
---@field tier Int32
AnimFeature_SceneSystem = {}

---@return AnimFeature_SceneSystem
function AnimFeature_SceneSystem.new() return end

---@param props table
---@return AnimFeature_SceneSystem
function AnimFeature_SceneSystem.new(props) return end

---@class AnimFeature_SceneSystemCarrying : animAnimFeature
---@field carrying Bool
AnimFeature_SceneSystemCarrying = {}

---@return AnimFeature_SceneSystemCarrying
function AnimFeature_SceneSystemCarrying.new() return end

---@param props table
---@return AnimFeature_SceneSystemCarrying
function AnimFeature_SceneSystemCarrying.new(props) return end

---@class AnimFeature_SecurityTurretData : animAnimFeature
---@field Shoot Bool
---@field isRippedOff Bool
---@field ripOffSide Bool
---@field isOverriden Bool
AnimFeature_SecurityTurretData = {}

---@return AnimFeature_SecurityTurretData
function AnimFeature_SecurityTurretData.new() return end

---@param props table
---@return AnimFeature_SecurityTurretData
function AnimFeature_SecurityTurretData.new(props) return end

---@class AnimFeature_SelectRandomAnimSync : animAnimFeature
---@field value Int32
AnimFeature_SelectRandomAnimSync = {}

---@return AnimFeature_SelectRandomAnimSync
function AnimFeature_SelectRandomAnimSync.new() return end

---@param props table
---@return AnimFeature_SelectRandomAnimSync
function AnimFeature_SelectRandomAnimSync.new(props) return end

---@class AnimFeature_SensorDevice : animAnimFeature
---@field isCeiling Bool
---@field isInitialized Bool
---@field isTurnedOn Bool
---@field isDestroyed Bool
---@field wasHit Bool
---@field state Int32
---@field wakeState Int32
---@field isControlled Bool
---@field overrideRootRotation Float
---@field pitchAngle Float
---@field maxRotationAngle Float
---@field rotationSpeed Float
---@field currentRotation Vector4
AnimFeature_SensorDevice = {}

---@return AnimFeature_SensorDevice
function AnimFeature_SensorDevice.new() return end

---@param props table
---@return AnimFeature_SensorDevice
function AnimFeature_SensorDevice.new(props) return end

---@class AnimFeature_SimpleDevice : animAnimFeatureMarkUnstable
---@field isOpen Bool
---@field isOpenLeft Bool
---@field isOpenRight Bool
AnimFeature_SimpleDevice = {}

---@return AnimFeature_SimpleDevice
function AnimFeature_SimpleDevice.new() return end

---@param props table
---@return AnimFeature_SimpleDevice
function AnimFeature_SimpleDevice.new(props) return end

---@class AnimFeature_SimpleIkSystem : animAnimFeature
---@field isEnable Bool
---@field weight Float
---@field setPosition Bool
---@field position Vector4
---@field positionOffset Vector4
---@field setRotation Bool
---@field rotation Quaternion
---@field rotationOffset Quaternion
AnimFeature_SimpleIkSystem = {}

---@return AnimFeature_SimpleIkSystem
function AnimFeature_SimpleIkSystem.new() return end

---@param props table
---@return AnimFeature_SimpleIkSystem
function AnimFeature_SimpleIkSystem.new(props) return end

---@class AnimFeature_Stamina : animAnimFeature
---@field staminaValue Float
---@field tiredness Float
AnimFeature_Stamina = {}

---@return AnimFeature_Stamina
function AnimFeature_Stamina.new() return end

---@param props table
---@return AnimFeature_Stamina
function AnimFeature_Stamina.new(props) return end

---@class AnimFeature_StatusEffect : animAnimFeature
---@field state Int32
---@field duration Float
---@field variation Int32
---@field direction Int32
---@field impactDirection Int32
---@field knockdown Bool
---@field stunned Bool
---@field playImpact Bool
AnimFeature_StatusEffect = {}

---@return AnimFeature_StatusEffect
function AnimFeature_StatusEffect.new() return end

---@param props table
---@return AnimFeature_StatusEffect
function AnimFeature_StatusEffect.new(props) return end

function AnimFeature_StatusEffect:Clear() return end

---@class AnimFeature_StimReactions : animAnimFeature
---@field reactionType Int32
AnimFeature_StimReactions = {}

---@return AnimFeature_StimReactions
function AnimFeature_StimReactions.new() return end

---@param props table
---@return AnimFeature_StimReactions
function AnimFeature_StimReactions.new(props) return end

---@class AnimFeature_SuperheroLand : animAnimFeature
---@field state Int32
---@field type Int32
AnimFeature_SuperheroLand = {}

---@return AnimFeature_SuperheroLand
function AnimFeature_SuperheroLand.new() return end

---@param props table
---@return AnimFeature_SuperheroLand
function AnimFeature_SuperheroLand.new(props) return end

---@class AnimFeature_SwimmingData : animAnimFeature
---@field state Int32
AnimFeature_SwimmingData = {}

---@return AnimFeature_SwimmingData
function AnimFeature_SwimmingData.new() return end

---@param props table
---@return AnimFeature_SwimmingData
function AnimFeature_SwimmingData.new(props) return end

---@class AnimFeature_Throwable : animAnimFeature
---@field state Int32
AnimFeature_Throwable = {}

---@return AnimFeature_Throwable
function AnimFeature_Throwable.new() return end

---@param props table
---@return AnimFeature_Throwable
function AnimFeature_Throwable.new(props) return end

---@class AnimFeature_TriggerModeChange : animAnimFeature
---@field cycleTime Float
AnimFeature_TriggerModeChange = {}

---@return AnimFeature_TriggerModeChange
function AnimFeature_TriggerModeChange.new() return end

---@param props table
---@return AnimFeature_TriggerModeChange
function AnimFeature_TriggerModeChange.new(props) return end

---@class AnimFeature_Undead : animAnimFeature
---@field active Bool
AnimFeature_Undead = {}

---@return AnimFeature_Undead
function AnimFeature_Undead.new() return end

---@param props table
---@return AnimFeature_Undead
function AnimFeature_Undead.new(props) return end

---@class AnimFeature_VehicleData : animAnimFeature
---@field isInVehicle Bool
---@field isDriver Bool
---@field vehType Int32
---@field vehSlot Int32
---@field isInCombat Bool
---@field isInWindowCombat Bool
---@field isInDriverCombat Bool
---@field vehClass Int32
---@field isEnteringCombat Bool
---@field enteringCombatDuration Float
---@field isExitingCombat Bool
---@field exitingCombatDuration Float
---@field isEnteringVehicle Bool
---@field isExitingVehicle Bool
---@field isWorldRenderPlane Bool
AnimFeature_VehicleData = {}

---@return AnimFeature_VehicleData
function AnimFeature_VehicleData.new() return end

---@param props table
---@return AnimFeature_VehicleData
function AnimFeature_VehicleData.new(props) return end

---@class AnimFeature_VehicleNPCData : animAnimFeature
---@field isDriver Bool
---@field side Int32
---@field forcePanic Bool
AnimFeature_VehicleNPCData = {}

---@return AnimFeature_VehicleNPCData
function AnimFeature_VehicleNPCData.new() return end

---@param props table
---@return AnimFeature_VehicleNPCData
function AnimFeature_VehicleNPCData.new(props) return end

---@class AnimFeature_VehicleNPCDeathData : animAnimFeature
---@field deathType Int32
---@field side Int32
AnimFeature_VehicleNPCDeathData = {}

---@return AnimFeature_VehicleNPCDeathData
function AnimFeature_VehicleNPCDeathData.new() return end

---@param props table
---@return AnimFeature_VehicleNPCDeathData
function AnimFeature_VehicleNPCDeathData.new(props) return end

---@class AnimFeature_VehicleState : animAnimFeatureMarkUnstable
---@field tppEnabled Bool
AnimFeature_VehicleState = {}

---@return AnimFeature_VehicleState
function AnimFeature_VehicleState.new() return end

---@param props table
---@return AnimFeature_VehicleState
function AnimFeature_VehicleState.new(props) return end

---@class AnimFeature_VehicleSteeringLimit : animAnimFeatureMarkUnstable
---@field state Int32
AnimFeature_VehicleSteeringLimit = {}

---@return AnimFeature_VehicleSteeringLimit
function AnimFeature_VehicleSteeringLimit.new() return end

---@param props table
---@return AnimFeature_VehicleSteeringLimit
function AnimFeature_VehicleSteeringLimit.new(props) return end

---@class AnimFeature_WeaponBlur : animAnimFeature
---@field weaponNearPlane Float
---@field weaponFarPlane Float
---@field weaponEdgesSharpness Float
---@field weaponVignetteIntensity Float
---@field weaponVignetteRadius Float
---@field weaponVignetteCircular Float
---@field weaponBlurIntensity Float
---@field weaponNearPlane_aim Float
---@field weaponFarPlane_aim Float
---@field weaponEdgesSharpness_aim Float
---@field weaponVignetteIntensity_aim Float
---@field weaponVignetteRadius_aim Float
---@field weaponVignetteCircular_aim Float
---@field weaponBlurIntensity_aim Float
AnimFeature_WeaponBlur = {}

---@return AnimFeature_WeaponBlur
function AnimFeature_WeaponBlur.new() return end

---@param props table
---@return AnimFeature_WeaponBlur
function AnimFeature_WeaponBlur.new(props) return end

---@class AnimFeature_WeaponHandlingStats : animAnimFeature
---@field weaponRecoil Float
---@field weaponSpread Float
AnimFeature_WeaponHandlingStats = {}

---@return AnimFeature_WeaponHandlingStats
function AnimFeature_WeaponHandlingStats.new() return end

---@param props table
---@return AnimFeature_WeaponHandlingStats
function AnimFeature_WeaponHandlingStats.new(props) return end

---@class AnimFeature_WeaponOverride : animAnimFeature
---@field state Int32
AnimFeature_WeaponOverride = {}

---@return AnimFeature_WeaponOverride
function AnimFeature_WeaponOverride.new() return end

---@param props table
---@return AnimFeature_WeaponOverride
function AnimFeature_WeaponOverride.new(props) return end

---@class AnimFeature_WeaponOwnerVehicleData : animAnimFeature
---@field isOwnerDriver Bool
---@field isOwnerMountedToVehicle Bool
AnimFeature_WeaponOwnerVehicleData = {}

---@return AnimFeature_WeaponOwnerVehicleData
function AnimFeature_WeaponOwnerVehicleData.new() return end

---@param props table
---@return AnimFeature_WeaponOwnerVehicleData
function AnimFeature_WeaponOwnerVehicleData.new(props) return end

---@class AnimFeature_WeaponReload : animAnimFeature
---@field emptyReload Bool
---@field amountToReload Int32
---@field continueLoop Bool
---@field loopDuration Float
---@field emptyDuration Float
AnimFeature_WeaponReload = {}

---@return AnimFeature_WeaponReload
function AnimFeature_WeaponReload.new() return end

---@param props table
---@return AnimFeature_WeaponReload
function AnimFeature_WeaponReload.new(props) return end

---@class AnimFeature_WeaponReloadSpeedData : animAnimFeature
---@field reloadSpeed Float
---@field emptyReloadSpeed Float
AnimFeature_WeaponReloadSpeedData = {}

---@return AnimFeature_WeaponReloadSpeedData
function AnimFeature_WeaponReloadSpeedData.new() return end

---@param props table
---@return AnimFeature_WeaponReloadSpeedData
function AnimFeature_WeaponReloadSpeedData.new(props) return end

---@class AnimFeature_WeaponScopeData : animAnimFeature
---@field ironsightAngleWithScope Float
---@field hasScope Bool
AnimFeature_WeaponScopeData = {}

---@return AnimFeature_WeaponScopeData
function AnimFeature_WeaponScopeData.new() return end

---@param props table
---@return AnimFeature_WeaponScopeData
function AnimFeature_WeaponScopeData.new(props) return end

---@class AnimFeature_WeaponStats : animAnimFeature
---@field magazineCapacity Int32
---@field cycleTime Float
AnimFeature_WeaponStats = {}

---@return AnimFeature_WeaponStats
function AnimFeature_WeaponStats.new() return end

---@param props table
---@return AnimFeature_WeaponStats
function AnimFeature_WeaponStats.new(props) return end

---@class AnimFeature_Whip : animAnimFeature
---@field state Int32
---@field pullState Int32
---@field targetPoint Vector4
AnimFeature_Whip = {}

---@return AnimFeature_Whip
function AnimFeature_Whip.new() return end

---@param props table
---@return AnimFeature_Whip
function AnimFeature_Whip.new(props) return end

---@class AnimFeature_WorkspotIK : animAnimFeature
---@field rightHandPosition Vector4
---@field leftHandPosition Vector4
---@field cameraPosition Vector4
---@field rightHandRotation Quaternion
---@field leftHandRotation Quaternion
---@field cameraRotation Quaternion
---@field shouldCrouch Bool
---@field isInteractingWithDevice Bool
AnimFeature_WorkspotIK = {}

---@return AnimFeature_WorkspotIK
function AnimFeature_WorkspotIK.new() return end

---@param props table
---@return AnimFeature_WorkspotIK
function AnimFeature_WorkspotIK.new(props) return end

---@class AnimFeature_Zoom : animAnimFeature
---@field finalZoomLevel Float
---@field weaponZoomLevel Float
---@field weaponAimFOV Float
---@field worldFOV Float
---@field zoomLevelNum Int32
---@field noWeaponAimInTime Float
---@field noWeaponAimOutTime Float
---@field shouldUseWeaponZoomStats Bool
---@field focusModeActive Bool
---@field weaponScopeFov Float
AnimFeature_Zoom = {}

---@return AnimFeature_Zoom
function AnimFeature_Zoom.new() return end

---@param props table
---@return AnimFeature_Zoom
function AnimFeature_Zoom.new(props) return end

---@class AnimateAnchorOnHoverView : inkWidgetLogicController
---@field Raycaster inkWidgetReference
---@field AnimProxy inkanimProxy
---@field HoverAnchor Vector2
---@field NormalAnchor Vector2
---@field AnimTime Float
AnimateAnchorOnHoverView = {}

---@return AnimateAnchorOnHoverView
function AnimateAnchorOnHoverView.new() return end

---@param props table
---@return AnimateAnchorOnHoverView
function AnimateAnchorOnHoverView.new(props) return end

---@param e inkPointerEvent
---@return Bool
function AnimateAnchorOnHoverView:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function AnimateAnchorOnHoverView:OnHoverOver(e) return end

---@return Bool
function AnimateAnchorOnHoverView:OnInitialize() return end

---@return Bool
function AnimateAnchorOnHoverView:OnUninitialize() return end

---@param isHovered Bool
function AnimateAnchorOnHoverView:OnHoverChanged(isHovered) return end

function AnimateAnchorOnHoverView:StopAnimation() return end

---@class AnimatedListItemController : inkListItemController
---@field animOutName CName
---@field animPulseName CName
---@field animTargetHover inkWidgetReference
---@field animTargetPulse inkWidgetReference
---@field normalRootOpacity Float
---@field hoverRootOpacity Float
---@field rootWidget inkCompoundWidget
---@field animTarget_Hover inkWidget
---@field animTarget_Pulse inkWidget
---@field animHover inkanimDefinition
---@field animPulse inkanimDefinition
---@field animHoverProxy inkanimProxy
---@field animPulseProxy inkanimProxy
---@field animPulseOptions inkanimPlaybackOptions
AnimatedListItemController = {}

---@return AnimatedListItemController
function AnimatedListItemController.new() return end

---@param props table
---@return AnimatedListItemController
function AnimatedListItemController.new(props) return end

---@param target inkListItemController
---@return Bool
function AnimatedListItemController:OnAddedToList(target) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function AnimatedListItemController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function AnimatedListItemController:OnInitialize() return end

---@return Bool
function AnimatedListItemController:OnUninitialize() return end

---@class AnimatedSign : InteractiveDevice
---@field animFeature AnimFeature_AnimatedDevice
AnimatedSign = {}

---@return AnimatedSign
function AnimatedSign.new() return end

---@param props table
---@return AnimatedSign
function AnimatedSign.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AnimatedSign:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AnimatedSign:OnTakeControl(ri) return end

function AnimatedSign:TurnOffDevice() return end

function AnimatedSign:TurnOnDevice() return end

function AnimatedSign:UpdateAnimState() return end

---@class AnimationChain : IScriptable
---@field data AnimationElement[]
---@field name CName
AnimationChain = {}

---@return AnimationChain
function AnimationChain.new() return end

---@param props table
---@return AnimationChain
function AnimationChain.new(props) return end

---@param name CName|string
---@param options inkanimPlaybackOptions
function AnimationChain:AddAnimation(name, options) return end

---@class AnimationChainPlayer : IScriptable
---@field animationProxy inkanimProxy
---@field current AnimationChain
---@field current_stage Int32
---@field next AnimationChain
---@field owner inkWidgetLogicController
AnimationChainPlayer = {}

---@return AnimationChainPlayer
function AnimationChainPlayer.new() return end

---@param props table
---@return AnimationChainPlayer
function AnimationChainPlayer.new(props) return end

---@param anim inkanimProxy
---@return Bool
function AnimationChainPlayer:OnNextAnimation(anim) return end

---@param animationChain AnimationChain
function AnimationChainPlayer:BeginAnimation(animationChain) return end

function AnimationChainPlayer:Clean() return end

---@param animOptions inkanimPlaybackOptions
---@return inkanimEventType
function AnimationChainPlayer:GetEndEvent(animOptions) return end

function AnimationChainPlayer:HandleInteruption() return end

---@param animationChain AnimationChain
function AnimationChainPlayer:Play(animationChain) return end

---@param stage Int32
function AnimationChainPlayer:PlayAnimationStage(stage) return end

---@param animationChain AnimationChain
function AnimationChainPlayer:PlayNow(animationChain) return end

---@class AnimationElement
---@field animation CName
---@field animOptions inkanimPlaybackOptions
AnimationElement = {}

---@return AnimationElement
function AnimationElement.new() return end

---@param props table
---@return AnimationElement
function AnimationElement.new(props) return end

---@class AnimationLogicController : inkWidgetLogicController
---@field imageView inkImageWidgetReference
AnimationLogicController = {}

---@return AnimationLogicController
function AnimationLogicController.new() return end

---@param props table
---@return AnimationLogicController
function AnimationLogicController.new(props) return end

---@param state String
---@return Bool
function AnimationLogicController:OnChangeState(state) return end

---@class AnimationSystemForcedVisibilityEntityData : IScriptable
---@field owner AnimationSystemForcedVisibilityManager
---@field entityID entEntityID
---@field forcedVisibilityInAnimSystemRequests ForcedVisibilityInAnimSystemData[]
---@field delayedForcedVisibilityInAnimSystemRequests ForcedVisibilityInAnimSystemData[]
---@field hasVisibilityForcedInAnimSystem Bool
---@field hasVisibilityForcedOnlyInFrustumInAnimSystem Bool
AnimationSystemForcedVisibilityEntityData = {}

---@return AnimationSystemForcedVisibilityEntityData
function AnimationSystemForcedVisibilityEntityData.new() return end

---@param props table
---@return AnimationSystemForcedVisibilityEntityData
function AnimationSystemForcedVisibilityEntityData.new(props) return end

---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:AddDelayedForcedVisiblityInAnimSystemRequest(data) return end

---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:AddForcedVisiblityInAnimSystemRequest(data) return end

function AnimationSystemForcedVisibilityEntityData:ClearAllRequests() return end

---@param sourceName CName|string
---@return ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:GetDelayedForcedVisiblityInAnimSystemRequest(sourceName) return end

---@return entEntityID
function AnimationSystemForcedVisibilityEntityData:GetEntityID() return end

---@param sourceName CName|string
---@return ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:GetForcedVisiblityInAnimSystemRequest(sourceName) return end

---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasActiveRequestsForForcedVisibilityInAnimSystem() return end

---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasActiveRequestsForForcedVisibilityOnlyInFrustumInAnimSystem() return end

---@param data ForcedVisibilityInAnimSystemData
---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasDelayedForcedVisiblityInAnimSystemRequest(data) return end

---@param sourceName CName|string
---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasDelayedForcedVisiblityInAnimSystemRequest(sourceName) return end

---@param data ForcedVisibilityInAnimSystemData
---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasForcedVisiblityInAnimSystemRequest(data) return end

---@param sourceName CName|string
---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasForcedVisiblityInAnimSystemRequest(sourceName) return end

---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasVisibilityForcedInAnimSystem() return end

---@return Bool
function AnimationSystemForcedVisibilityEntityData:HasVisibilityForcedOnlyInFrustumInAnimSystem() return end

---@param entityID entEntityID
---@param owner AnimationSystemForcedVisibilityManager
function AnimationSystemForcedVisibilityEntityData:Initialize(entityID, owner) return end

---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:RemoveDelayedForcedVisiblityInAnimSystemRequest(data) return end

---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityEntityData:RemoveForcedVisiblityInAnimSystemRequest(data) return end

---@param sourceName CName|string
function AnimationSystemForcedVisibilityEntityData:RemoveForcedVisiblityInAnimSystemRequest(sourceName) return end

---@param isVisible Bool
function AnimationSystemForcedVisibilityEntityData:SetHasVisibilityForcedInAnimSystem(isVisible) return end

---@param isVisible Bool
function AnimationSystemForcedVisibilityEntityData:SetHasVisibilityForcedOnlyInFrustumInAnimSystem(isVisible) return end

---@class AnimationSystemForcedVisibilityManager : gameScriptableSystem
---@field entities AnimationSystemForcedVisibilityEntityData[]
AnimationSystemForcedVisibilityManager = {}

---@return AnimationSystemForcedVisibilityManager
function AnimationSystemForcedVisibilityManager.new() return end

---@param props table
---@return AnimationSystemForcedVisibilityManager
function AnimationSystemForcedVisibilityManager.new(props) return end

---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityManager:CancelDelayedRequestForVisilityData(data) return end

---@param id entEntityID
function AnimationSystemForcedVisibilityManager:ClearEntity(id) return end

---@param id entEntityID
---@return AnimationSystemForcedVisibilityEntityData
function AnimationSystemForcedVisibilityManager:GetEntityData(id) return end

---@param id entEntityID
---@return Bool
function AnimationSystemForcedVisibilityManager:HasVisibilityForced(id) return end

---@param id entEntityID
---@return Bool
function AnimationSystemForcedVisibilityManager:IsEntityRegistered(id) return end

---@param request ClearVisibilityInAnimSystemRequest
function AnimationSystemForcedVisibilityManager:OnClearVisibilityInAnimSystemRequest(request) return end

---@param request DelayedVisibilityInAnimSystemRequest
function AnimationSystemForcedVisibilityManager:OnHandleDelayedVisibilityInAnimSystemRequest(request) return end

---@param request ToggleVisibilityInAnimSystemRequest
function AnimationSystemForcedVisibilityManager:OnToggleVisibilityInAnimSystemRequest(request) return end

---@param entityData AnimationSystemForcedVisibilityEntityData
function AnimationSystemForcedVisibilityManager:ResovleVisibilityInAnimSystem(entityData) return end

---@param entityID entEntityID
---@param isVisible Bool
---@param transitionTime Float
---@param data ForcedVisibilityInAnimSystemData
function AnimationSystemForcedVisibilityManager:SendDelayedRequestForVisilityData(entityID, isVisible, transitionTime, data) return end

---@param entityID entEntityID
---@param sourceName CName|string
---@param isVisible Bool
---@param transitionTime Float
---@param forcedVisibleOnlyInFrustum Bool
function AnimationSystemForcedVisibilityManager:ToggleForcedVisibilityInAnimSystem(entityID, sourceName, isVisible, transitionTime, forcedVisibleOnlyInFrustum) return end

---@class AnimationsConstructor : IScriptable
---@field duration Float
---@field type inkanimInterpolationType
---@field mode inkanimInterpolationMode
---@field isAdditive Bool
AnimationsConstructor = {}

---@return AnimationsConstructor
function AnimationsConstructor.new() return end

---@param props table
---@return AnimationsConstructor
function AnimationsConstructor.new(props) return end

---@param startColor HDRColor
---@param endColor HDRColor
---@return inkanimColorInterpolator
function AnimationsConstructor:NewColorInterpolator(startColor, endColor) return end

---@param startMargin inkMargin
---@param endMargin inkMargin
---@return inkanimMarginInterpolator
function AnimationsConstructor:NewMarginInterpolator(startMargin, endMargin) return end

---@param startRotation Float
---@param endRotation Float
---@return inkanimRotationInterpolator
function AnimationsConstructor:NewRotationInterpolator(startRotation, endRotation) return end

---@param startSize Vector2
---@param endSize Vector2
---@return inkanimSizeInterpolator
function AnimationsConstructor:NewSizeInterpolator(startSize, endSize) return end

---@param animDuration Float
---@param animType inkanimInterpolationType
---@param animMode inkanimInterpolationMode
---@param isAdditive Bool
function AnimationsConstructor:SetGenericSettings(animDuration, animType, animMode, isAdditive) return end

---@class AnimationsLoaded : gameTaggedSignalUserData
AnimationsLoaded = {}

---@return AnimationsLoaded
function AnimationsLoaded.new() return end

---@param props table
---@return AnimationsLoaded
function AnimationsLoaded.new(props) return end

---@class AnimationsLoadedCondition : AIbehaviorconditionScript
---@field coreAnims Bool
---@field melee Bool
AnimationsLoadedCondition = {}

---@return AnimationsLoadedCondition
function AnimationsLoadedCondition.new() return end

---@param props table
---@return AnimationsLoadedCondition
function AnimationsLoadedCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AnimationsLoadedCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function AnimationsLoadedCondition:Check(context) return end

---@class AnimationsLoadedTask : AIbehaviortaskScript
---@field coreAnims Bool
---@field setSignal Bool
---@field melee Bool
AnimationsLoadedTask = {}

---@return AnimationsLoadedTask
function AnimationsLoadedTask.new() return end

---@param props table
---@return AnimationsLoadedTask
function AnimationsLoadedTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AnimationsLoadedTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AnimationsLoadedTask:Update(context) return end

---@class AntiRadar : gameweaponObject
---@field colliderComponent entIComponent
---@field gameEffectRef gameEffectRef
---@field gameEffectInstance gameEffectInstance
---@field jammedSensorsArray SensorDevice[]
AntiRadar = {}

---@return AntiRadar
function AntiRadar.new() return end

---@param props table
---@return AntiRadar
function AntiRadar.new(props) return end

---@param evt ChargeEndedEvent
---@return Bool
function AntiRadar:OnChargeEndedEvent(evt) return end

---@param evt ChargeStartedEvent
---@return Bool
function AntiRadar:OnChargeStartedEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AntiRadar:OnRequestComponents(ri) return end

---@param evt SensorJammed
---@return Bool
function AntiRadar:OnSensorJammed(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AntiRadar:OnTakeControl(ri) return end

---@param newAppearance CName|string
function AntiRadar:ChangeAppearance(newAppearance) return end

---@class ApartmentScreen : LcdScreen
---@field timeSystemCallbackID Uint32
ApartmentScreen = {}

---@return ApartmentScreen
function ApartmentScreen.new() return end

---@param props table
---@return ApartmentScreen
function ApartmentScreen.new(props) return end

---@param evt DayPassedEvent
---@return Bool
function ApartmentScreen:OnDayPassed(evt) return end

---@return Bool
function ApartmentScreen:OnDetach() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ApartmentScreen:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ApartmentScreen:OnTakeControl(ri) return end

---@return ApartmentScreenController
function ApartmentScreen:GetController() return end

---@return Int32
function ApartmentScreen:GetCurrentOverdueValue() return end

---@return ERentStatus
function ApartmentScreen:GetCurrentRentStatus() return end

---@return ApartmentScreenControllerPS
function ApartmentScreen:GetDevicePS() return end

function ApartmentScreen:RegisterDayUpdateCallback() return end

---@param ps gamePersistentState
---@return Bool
function ApartmentScreen:ResavePersistentData(ps) return end

function ApartmentScreen:ResolveGameplayState() return end

---@return Bool
function ApartmentScreen:ShouldShowOverdueValue() return end

function ApartmentScreen:UnregisterDayUpdateCallback() return end

---@class ApartmentScreenController : LcdScreenController
ApartmentScreenController = {}

---@return ApartmentScreenController
function ApartmentScreenController.new() return end

---@param props table
---@return ApartmentScreenController
function ApartmentScreenController.new(props) return end

---@return ApartmentScreenControllerPS
function ApartmentScreenController:GetPS() return end

---@class ApartmentScreenControllerPS : LcdScreenControllerPS
---@field initialRentStatus ERentStatus
---@field overdueMessageRecordID TweakDBID
---@field paidMessageRecordID TweakDBID
---@field evictionMessageRecordID TweakDBID
---@field paymentSchedule EPaymentSchedule
---@field showOverdueValue Bool
---@field randomizeInitialOverdue Bool
---@field initialOverdue Int32
---@field allowAutomaticRentStatusChange Bool
---@field maxDays Int32
---@field currentOverdue Int32
---@field isInitialRentStateSet Bool
---@field currentRentStatus ERentStatus
---@field lastStatusChangeDay Int32
ApartmentScreenControllerPS = {}

---@return ApartmentScreenControllerPS
function ApartmentScreenControllerPS.new() return end

---@param props table
---@return ApartmentScreenControllerPS
function ApartmentScreenControllerPS.new(props) return end

---@return Bool
function ApartmentScreenControllerPS:OnInstantiated() return end

function ApartmentScreenControllerPS:GameAttached() return end

---@return Int32
function ApartmentScreenControllerPS:GetCurrentDay() return end

---@return Int32
function ApartmentScreenControllerPS:GetCurrentOverdueValue() return end

---@return ERentStatus
function ApartmentScreenControllerPS:GetCurrentRentStatus() return end

---@return Int32
function ApartmentScreenControllerPS:GetDaysPassed() return end

---@return GameTime
function ApartmentScreenControllerPS:GetGameTime() return end

---@return Int32
function ApartmentScreenControllerPS:GetInitialOverdueValue() return end

---@return Int32
function ApartmentScreenControllerPS:GetPaymentScheduleValue() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ApartmentScreenControllerPS:GetQuestActions(context) return end

---@return Int32
function ApartmentScreenControllerPS:GetStateChangeProbabilityValue() return end

function ApartmentScreenControllerPS:InitializeRentState() return end

---@param evt SetApartmentScreenMessageEvent
---@return EntityNotificationType
function ApartmentScreenControllerPS:OnSetApartmentScreenMessageEvent(evt) return end

---@param evt SetApartmentScreenStatusEvent
---@return EntityNotificationType
function ApartmentScreenControllerPS:OnSetApartmentScreenStatusEvent(evt) return end

function ApartmentScreenControllerPS:ReEvaluateRentStatus() return end

---@param status ERentStatus
function ApartmentScreenControllerPS:SetCurrentRentStatus(status) return end

---@return Bool
function ApartmentScreenControllerPS:ShouldShowOverdueValue() return end

function ApartmentScreenControllerPS:UpdateCurrentOverdue() return end

function ApartmentScreenControllerPS:UpdateRentState() return end

---@class ApartmentScreenInkGameController : LcdScreenInkGameController
---@field backgroundFrameWidget inkImageWidget
ApartmentScreenInkGameController = {}

---@return ApartmentScreenInkGameController
function ApartmentScreenInkGameController.new() return end

---@param props table
---@return ApartmentScreenInkGameController
function ApartmentScreenInkGameController.new(props) return end

---@return ApartmentScreen
function ApartmentScreenInkGameController:GetOwner() return end

---@param state EDeviceStatus
function ApartmentScreenInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function ApartmentScreenInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param record gamedataScreenMessageData_Record
function ApartmentScreenInkGameController:ResolveMessegeRecord(record) return end

function ApartmentScreenInkGameController:SetupWidgets() return end

---@class AppearanceRandomizerComponent : gameScriptableComponent
---@field appearances CName[]
---@field isEnabled Bool
AppearanceRandomizerComponent = {}

---@return AppearanceRandomizerComponent
function AppearanceRandomizerComponent.new() return end

---@param props table
---@return AppearanceRandomizerComponent
function AppearanceRandomizerComponent.new(props) return end

---@param appearance CName|string
function AppearanceRandomizerComponent:ApplyAppearance(appearance) return end

function AppearanceRandomizerComponent:OnGameAttach() return end

---@return CName
function AppearanceRandomizerComponent:PickAppearance() return end

---@class ApplyAccumulatedDoTEffector : TriggerContinuousAttackEffector
ApplyAccumulatedDoTEffector = {}

---@return ApplyAccumulatedDoTEffector
function ApplyAccumulatedDoTEffector.new() return end

---@param props table
---@return ApplyAccumulatedDoTEffector
function ApplyAccumulatedDoTEffector.new(props) return end

---@param owner gameObject
function ApplyAccumulatedDoTEffector:ActionOff(owner) return end

---@class ApplyAnimWrappersOnWeapon : AIbehaviortaskScript
---@field wrapperName CName
---@field refOwner gamedataAIActionTarget_Record
---@field owner gameObject
---@field ownerPosition Vector4
---@field animationController entAnimationControllerComponent
ApplyAnimWrappersOnWeapon = {}

---@return ApplyAnimWrappersOnWeapon
function ApplyAnimWrappersOnWeapon.new() return end

---@param props table
---@return ApplyAnimWrappersOnWeapon
function ApplyAnimWrappersOnWeapon.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ApplyAnimWrappersOnWeapon:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ApplyAnimWrappersOnWeapon:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ApplyAnimWrappersOnWeapon:Update(context) return end

---@class ApplyDamageDeviceOperation : DeviceOperationBase
---@field damages SDamageOperationData[]
ApplyDamageDeviceOperation = {}

---@return ApplyDamageDeviceOperation
function ApplyDamageDeviceOperation.new() return end

---@param props table
---@return ApplyDamageDeviceOperation
function ApplyDamageDeviceOperation.new(props) return end

---@param owner gameObject
function ApplyDamageDeviceOperation:Execute(owner) return end

---@param damagesArg SDamageOperationData[]
---@param owner gameObject
function ApplyDamageDeviceOperation:ResolveDamages(damagesArg, owner) return end

---@param owner gameObject
function ApplyDamageDeviceOperation:Restore(owner) return end

---@class ApplyDiodeLightPresetEvent : redEvent
---@field preset DiodeLightPreset
---@field delay Float
---@field duration Float
---@field force Bool
ApplyDiodeLightPresetEvent = {}

---@return ApplyDiodeLightPresetEvent
function ApplyDiodeLightPresetEvent.new() return end

---@param props table
---@return ApplyDiodeLightPresetEvent
function ApplyDiodeLightPresetEvent.new(props) return end

---@class ApplyDroneLocomotionWrapperEvent : redEvent
---@field movementType CName
ApplyDroneLocomotionWrapperEvent = {}

---@return ApplyDroneLocomotionWrapperEvent
function ApplyDroneLocomotionWrapperEvent.new() return end

---@param props table
---@return ApplyDroneLocomotionWrapperEvent
function ApplyDroneLocomotionWrapperEvent.new(props) return end

---@class ApplyDroneProceduralAnimFeatureEvent : redEvent
---@field feature AnimFeature_DroneProcedural
ApplyDroneProceduralAnimFeatureEvent = {}

---@return ApplyDroneProceduralAnimFeatureEvent
function ApplyDroneProceduralAnimFeatureEvent.new() return end

---@param props table
---@return ApplyDroneProceduralAnimFeatureEvent
function ApplyDroneProceduralAnimFeatureEvent.new(props) return end

---@class ApplyEffectToDismemberedEffector : gameEffector
ApplyEffectToDismemberedEffector = {}

---@return ApplyEffectToDismemberedEffector
function ApplyEffectToDismemberedEffector.new() return end

---@param props table
---@return ApplyEffectToDismemberedEffector
function ApplyEffectToDismemberedEffector.new(props) return end

---@return DismembermentInstigatedInfo
function ApplyEffectToDismemberedEffector:GetDismembermentInfo() return end

---@class ApplyEffectorEffector : gameEffector
---@field target entEntityID
---@field applicationTarget CName
---@field effectorToApply TweakDBID
ApplyEffectorEffector = {}

---@return ApplyEffectorEffector
function ApplyEffectorEffector.new() return end

---@param props table
---@return ApplyEffectorEffector
function ApplyEffectorEffector.new(props) return end

---@param owner gameObject
function ApplyEffectorEffector:ActionOff(owner) return end

---@param owner gameObject
function ApplyEffectorEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyEffectorEffector:Initialize(record, parentRecord) return end

function ApplyEffectorEffector:Uninitialize() return end

---@class ApplyJammer : gameEffectExecutor_Scripted
ApplyJammer = {}

---@return ApplyJammer
function ApplyJammer.new() return end

---@param props table
---@return ApplyJammer
function ApplyJammer.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function ApplyJammer:Process(ctx, applierCtx) return end

---@class ApplyJammerFromCw : gameEffectExecutor_Scripted
ApplyJammerFromCw = {}

---@return ApplyJammerFromCw
function ApplyJammerFromCw.new() return end

---@param props table
---@return ApplyJammerFromCw
function ApplyJammerFromCw.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function ApplyJammerFromCw:Process(ctx, applierCtx) return end

---@class ApplyLegendaryWhistleEffector : gameEffector
ApplyLegendaryWhistleEffector = {}

---@return ApplyLegendaryWhistleEffector
function ApplyLegendaryWhistleEffector.new() return end

---@param props table
---@return ApplyLegendaryWhistleEffector
function ApplyLegendaryWhistleEffector.new(props) return end

---@param owner gameObject
function ApplyLegendaryWhistleEffector:ActionOn(owner) return end

---@class ApplyLightPresetEffector : gameEffector
---@field lightPreset gamedataLightPreset_Record
ApplyLightPresetEffector = {}

---@return ApplyLightPresetEffector
function ApplyLightPresetEffector.new() return end

---@param props table
---@return ApplyLightPresetEffector
function ApplyLightPresetEffector.new(props) return end

---@param owner gameObject
function ApplyLightPresetEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyLightPresetEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
---@param colorValues Int32[]
---@param strength Float
---@param time Float
---@param curve CName|string
---@param loop Bool
function ApplyLightPresetEffector:SendChangeLightEvent(owner, colorValues, strength, time, curve, loop) return end

---@class ApplyNewStatusEffectEvent : redEvent
---@field effectID TweakDBID
---@field instigatorID TweakDBID
ApplyNewStatusEffectEvent = {}

---@return ApplyNewStatusEffectEvent
function ApplyNewStatusEffectEvent.new() return end

---@param props table
---@return ApplyNewStatusEffectEvent
function ApplyNewStatusEffectEvent.new(props) return end

---@param effectName String
function ApplyNewStatusEffectEvent:SetEffectID(effectName) return end

---@class ApplyObjectActionEffector : gameEffector
---@field actionID TweakDBID
---@field triggered Bool
---@field probability Float
ApplyObjectActionEffector = {}

---@return ApplyObjectActionEffector
function ApplyObjectActionEffector.new() return end

---@param props table
---@return ApplyObjectActionEffector
function ApplyObjectActionEffector.new(props) return end

---@param owner gameObject
function ApplyObjectActionEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyObjectActionEffector:Initialize(record, parentRecord) return end

---@class ApplyQuickhackEffector : AbstractApplyQuickhackEffector
---@field quickhackObjectActionID TweakDBID
---@field quickhackObjectActionRecord gamedataObjectAction_Record
---@field MaxUploadChance Float
---@field uploadTime Float
ApplyQuickhackEffector = {}

---@return ApplyQuickhackEffector
function ApplyQuickhackEffector.new() return end

---@param props table
---@return ApplyQuickhackEffector
function ApplyQuickhackEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyQuickhackEffector:Initialize(record, parentRecord) return end

---@param hitEvent gameeventsHitEvent
---@param playerPuppet PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
function ApplyQuickhackEffector:ProcessApplyQuickhackAction(hitEvent, playerPuppet, targetScriptedPuppet) return end

---@class ApplyRandomStatusEffectEffector : gameEffector
---@field targetEntityID entEntityID
---@field applicationTarget CName
---@field effects TweakDBID[]
---@field appliedEffect TweakDBID
ApplyRandomStatusEffectEffector = {}

---@return ApplyRandomStatusEffectEffector
function ApplyRandomStatusEffectEffector.new() return end

---@param props table
---@return ApplyRandomStatusEffectEffector
function ApplyRandomStatusEffectEffector.new(props) return end

---@param owner gameObject
function ApplyRandomStatusEffectEffector:ActionOff(owner) return end

---@param owner gameObject
function ApplyRandomStatusEffectEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyRandomStatusEffectEffector:Initialize(record, parentRecord) return end

function ApplyRandomStatusEffectEffector:RemoveStatusEffect() return end

function ApplyRandomStatusEffectEffector:SetRandomStatusEffect() return end

function ApplyRandomStatusEffectEffector:Uninitialize() return end

---@class ApplyRelicMeleewareDamageOnNPCEvent : redEvent
---@field newHitEvent gameeventsHitEvent
---@field hitPosition Vector4
---@field target NPCPuppet
---@field weapon gameweaponObject
---@field weaponType gamedataItemType
ApplyRelicMeleewareDamageOnNPCEvent = {}

---@return ApplyRelicMeleewareDamageOnNPCEvent
function ApplyRelicMeleewareDamageOnNPCEvent.new() return end

---@param props table
---@return ApplyRelicMeleewareDamageOnNPCEvent
function ApplyRelicMeleewareDamageOnNPCEvent.new(props) return end

---@class ApplyShaderEffector : gameEffector
---@field overrideMaterialName CName
---@field overrideMaterialTag CName
---@field applyToOwner Bool
---@field applyToWeapon Bool
---@field owner gameObject
---@field ownerWeapons gameItemObject[]
---@field isEnabled Bool
ApplyShaderEffector = {}

---@return ApplyShaderEffector
function ApplyShaderEffector.new() return end

---@param props table
---@return ApplyShaderEffector
function ApplyShaderEffector.new(props) return end

---@param owner gameObject
function ApplyShaderEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyShaderEffector:Initialize(record, parentRecord) return end

function ApplyShaderEffector:Uninitialize() return end

---@class ApplyShaderOnEquipmentEffector : gameEffector
---@field overrideMaterialName CName
---@field overrideMaterialTag CName
---@field effectInstance gameEffectInstance
---@field owner gameObject
---@field ownerEffect gameEffectInstance
ApplyShaderOnEquipmentEffector = {}

---@return ApplyShaderOnEquipmentEffector
function ApplyShaderOnEquipmentEffector.new() return end

---@param props table
---@return ApplyShaderOnEquipmentEffector
function ApplyShaderOnEquipmentEffector.new(props) return end

---@param owner gameObject
function ApplyShaderOnEquipmentEffector:ActionOn(owner) return end

---@return TweakDBID[]
function ApplyShaderOnEquipmentEffector:GetAttachmentSlotsForEquipment() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyShaderOnEquipmentEffector:Initialize(record, parentRecord) return end

function ApplyShaderOnEquipmentEffector:Uninitialize() return end

---@class ApplyShaderOnObjectEffector : gameEffector
---@field applicationTargetName CName
---@field applicationTarget gameObject
---@field effects gameEffectInstance[]
---@field overrideMaterialName CName
---@field overrideMaterialTag CName
---@field overrideMaterialClearOnDetach Bool
---@field effectInstance gameEffectInstance
---@field owner gameObject
---@field ownerEffect gameEffectInstance
ApplyShaderOnObjectEffector = {}

---@return ApplyShaderOnObjectEffector
function ApplyShaderOnObjectEffector.new() return end

---@param props table
---@return ApplyShaderOnObjectEffector
function ApplyShaderOnObjectEffector.new(props) return end

---@param owner gameObject
function ApplyShaderOnObjectEffector:ActionOff(owner) return end

---@param owner gameObject
function ApplyShaderOnObjectEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyShaderOnObjectEffector:Initialize(record, parentRecord) return end

function ApplyShaderOnObjectEffector:Uninitialize() return end

---@class ApplyStatGroupEffector : gameEffector
---@field target gameStatsObjectID
---@field record TweakDBID
---@field applicationTarget CName
---@field modGroupID Uint64
---@field stackCount Uint8
---@field removeWithEffector Bool
---@field reapplyOnWeaponChange Bool
---@field owner gameObject
---@field ownerSlotCallback ApplyStatGroupEffectorCallback
---@field ownerSlotListener gameAttachmentSlotsScriptListener
ApplyStatGroupEffector = {}

---@return ApplyStatGroupEffector
function ApplyStatGroupEffector.new() return end

---@param props table
---@return ApplyStatGroupEffector
function ApplyStatGroupEffector.new(props) return end

---@param owner gameObject
function ApplyStatGroupEffector:ActionOff(owner) return end

---@param owner gameObject
function ApplyStatGroupEffector:ActionOn(owner) return end

function ApplyStatGroupEffector:ApplyModifierGroup() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyStatGroupEffector:Initialize(record, parentRecord) return end

function ApplyStatGroupEffector:ProcessEffector() return end

function ApplyStatGroupEffector:RemoveModifierGroup() return end

---@param owner gameObject
function ApplyStatGroupEffector:RepeatedAction(owner) return end

function ApplyStatGroupEffector:Uninitialize() return end

---@class ApplyStatGroupEffectorCallback : gameAttachmentSlotsScriptCallback
---@field effector ApplyStatGroupEffector
ApplyStatGroupEffectorCallback = {}

---@return ApplyStatGroupEffectorCallback
function ApplyStatGroupEffectorCallback.new() return end

---@param props table
---@return ApplyStatGroupEffectorCallback
function ApplyStatGroupEffectorCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function ApplyStatGroupEffectorCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ApplyStatGroupEffectorCallback:OnItemUnequipped(slot, item) return end

---@class ApplyStatusEffectByChanceEffector : gameEffector
---@field targetEntityID entEntityID
---@field applicationTarget CName
---@field record TweakDBID
---@field removeWithEffector Bool
---@field effectorChanceMods gamedataStatModifier_Record[]
ApplyStatusEffectByChanceEffector = {}

---@return ApplyStatusEffectByChanceEffector
function ApplyStatusEffectByChanceEffector.new() return end

---@param props table
---@return ApplyStatusEffectByChanceEffector
function ApplyStatusEffectByChanceEffector.new(props) return end

---@param owner gameObject
function ApplyStatusEffectByChanceEffector:ActionOff(owner) return end

function ApplyStatusEffectByChanceEffector:ApplyStatusEffect() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyStatusEffectByChanceEffector:Initialize(record, parentRecord) return end

function ApplyStatusEffectByChanceEffector:RemoveStatusEffect() return end

---@param owner gameObject
function ApplyStatusEffectByChanceEffector:RepeatedAction(owner) return end

function ApplyStatusEffectByChanceEffector:Uninitialize() return end

---@class ApplyStatusEffectDeviceOperation : DeviceOperationBase
---@field statusEffects SStatusEffectOperationData[]
ApplyStatusEffectDeviceOperation = {}

---@return ApplyStatusEffectDeviceOperation
function ApplyStatusEffectDeviceOperation.new() return end

---@param props table
---@return ApplyStatusEffectDeviceOperation
function ApplyStatusEffectDeviceOperation.new(props) return end

---@param owner gameObject
function ApplyStatusEffectDeviceOperation:Execute(owner) return end

---@param statusEffectsArg SStatusEffectOperationData[]
---@param owner gameObject
function ApplyStatusEffectDeviceOperation:ResolveStatusEffects(statusEffectsArg, owner) return end

---@param owner gameObject
function ApplyStatusEffectDeviceOperation:Restore(owner) return end

---@class ApplyStatusEffectEffector : gameEffector
---@field targetEntityID entEntityID
---@field applicationTarget CName
---@field record TweakDBID
---@field removeWithEffector Bool
---@field inverted Bool
---@field useCountWhenRemoving Bool
---@field count Float
---@field instigator String
ApplyStatusEffectEffector = {}

---@return ApplyStatusEffectEffector
function ApplyStatusEffectEffector.new() return end

---@param props table
---@return ApplyStatusEffectEffector
function ApplyStatusEffectEffector.new(props) return end

---@param owner gameObject
function ApplyStatusEffectEffector:ActionOff(owner) return end

---@param owner gameObject
function ApplyStatusEffectEffector:ActionOn(owner) return end

function ApplyStatusEffectEffector:ApplyStatusEffect() return end

---@return gameObject
function ApplyStatusEffectEffector:GetInstigator() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ApplyStatusEffectEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ApplyStatusEffectEffector:ProcessAction(owner) return end

function ApplyStatusEffectEffector:RemoveStatusEffect() return end

---@param owner gameObject
function ApplyStatusEffectEffector:RepeatedAction(owner) return end

function ApplyStatusEffectEffector:Uninitialize() return end

---@class ApplyStatusEffectOnOwner : StatusEffectTasks
---@field statusEffectID TweakDBID
ApplyStatusEffectOnOwner = {}

---@return ApplyStatusEffectOnOwner
function ApplyStatusEffectOnOwner.new() return end

---@param props table
---@return ApplyStatusEffectOnOwner
function ApplyStatusEffectOnOwner.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ApplyStatusEffectOnOwner:Activate(context) return end

---@class ApproachVehicleDecorator : AIVehicleTaskAbstract
---@field mountData AIArgumentMapping
---@field mountRequest AIArgumentMapping
---@field entryPoint AIArgumentMapping
---@field doorOpenRequestSent Bool
---@field closeDoor Bool
---@field mountEventData gameMountEventData
---@field mountRequestData gameMountEventData
---@field mountEntryPoint Vector4
---@field activationTime EngineTime
---@field runCompanionCheck Bool
---@field slotOccupiedTimestamp Float
ApproachVehicleDecorator = {}

---@return ApproachVehicleDecorator
function ApproachVehicleDecorator.new() return end

---@param props table
---@return ApproachVehicleDecorator
function ApproachVehicleDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ApproachVehicleDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ApproachVehicleDecorator:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ApproachVehicleDecorator:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param ownerVehicle vehicleBaseObject
---@param delay Float
---@return Bool
function ApproachVehicleDecorator:UpdateCompanionChecks(context, ownerVehicle, delay) return end

---@class ArcadeMachine : InteractiveDevice
---@field arcadeMachineType ArcadeMachineType
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field currentGameVideo redResourceReferenceScriptToken
---@field currentGameAudio CName
---@field currentGameAudioStop CName
---@field meshAppearanceOn CName
---@field meshAppearanceOff CName
---@field arcadeMinigameComponent workWorkspotResourceComponent
---@field minigame ArcadeMinigame
---@field combatStateListener redCallbackObject
ArcadeMachine = {}

---@return ArcadeMachine
function ArcadeMachine.new() return end

---@param props table
---@return ArcadeMachine
function ArcadeMachine.new(props) return end

---@param evt BeginArcadeMinigameUI
---@return Bool
function ArcadeMachine:OnBeginArcadeMinigameUI(evt) return end

---@param value Int32
---@return Bool
function ArcadeMachine:OnCombatStateChanged(value) return end

---@param hit gameeventsHitEvent
---@return Bool
function ArcadeMachine:OnHitEvent(hit) return end

---@param evt GameAttachedEvent
---@return Bool
function ArcadeMachine:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ArcadeMachine:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function ArcadeMachine:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ArcadeMachine:OnTakeControl(ri) return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function ArcadeMachine:ApplyActiveStatusEffect(target, statusEffect) return end

function ArcadeMachine:CreateBlackboard() return end

function ArcadeMachine:CutPower() return end

---@return EGameplayRole
function ArcadeMachine:DeterminGameplayRole() return end

---@return CName
function ArcadeMachine:GetArcadeGameAudio() return end

---@return CName
function ArcadeMachine:GetArcadeGameAudioStop() return end

---@return redResourceReferenceScriptToken
function ArcadeMachine:GetArcadeGameVideo() return end

---@return ArcadeMachineBlackboardDef
function ArcadeMachine:GetBlackboardDef() return end

---@return ArcadeMachineController
function ArcadeMachine:GetController() return end

---@return ArcadeMachineControllerPS
function ArcadeMachine:GetDevicePS() return end

---@param evt gameinteractionsInteractionActivationEvent
---@param isInteractionActive Bool
function ArcadeMachine:OnDirectInteractionActive(evt, isInteractionActive) return end

---@param ps gamePersistentState
---@return Bool
function ArcadeMachine:ResavePersistentData(ps) return end

function ArcadeMachine:ResolveGameplayState() return end

function ArcadeMachine:Setup() return end

function ArcadeMachine:SetupMinigame() return end

---@param glitchState EGlitchState
---@param intensity Float
function ArcadeMachine:StartGlitching(glitchState, intensity) return end

function ArcadeMachine:StartShortGlitch() return end

function ArcadeMachine:StopGlitching() return end

function ArcadeMachine:TurnOffDevice() return end

function ArcadeMachine:TurnOffScreen() return end

function ArcadeMachine:TurnOnDevice() return end

function ArcadeMachine:TurnOnScreen() return end

---@param targetID entEntityID
function ArcadeMachine:UploadActiveProgramOnNPC(targetID) return end

---@class ArcadeMachineBlackboardDef : DeviceBaseBlackboardDef
ArcadeMachineBlackboardDef = {}

---@return ArcadeMachineBlackboardDef
function ArcadeMachineBlackboardDef.new() return end

---@param props table
---@return ArcadeMachineBlackboardDef
function ArcadeMachineBlackboardDef.new(props) return end

---@class ArcadeMachineController : ScriptableDeviceComponent
ArcadeMachineController = {}

---@return ArcadeMachineController
function ArcadeMachineController.new() return end

---@param props table
---@return ArcadeMachineController
function ArcadeMachineController.new(props) return end

---@return ArcadeMachineControllerPS
function ArcadeMachineController:GetPS() return end

---@class ArcadeMachineControllerPS : ScriptableDeviceComponentPS
---@field gameVideosPaths redResourceReferenceScriptToken[]
---@field DEBUG_enableArcadeMinigames Bool
---@field minigame ArcadeMinigame
---@field combatStateListener redCallbackObject
ArcadeMachineControllerPS = {}

---@return ArcadeMachineControllerPS
function ArcadeMachineControllerPS.new() return end

---@param props table
---@return ArcadeMachineControllerPS
function ArcadeMachineControllerPS.new(props) return end

---@return Bool
function ArcadeMachineControllerPS:OnInstantiated() return end

---@param executor gameObject
---@return BeginArcadeMinigameUI
function ArcadeMachineControllerPS:ActionBeginArcadeMinigame(executor) return end

---@return Bool
function ArcadeMachineControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ArcadeMachineControllerPS:GetActions(context) return end

---@return TweakDBID
function ArcadeMachineControllerPS:GetBackgroundTextureTweakDBID() return end

---@return ArcadeMachineBlackboardDef
function ArcadeMachineControllerPS:GetBlackboardDef() return end

---@return TweakDBID
function ArcadeMachineControllerPS:GetDeviceIconTweakDBID() return end

---@return redResourceReferenceScriptToken
function ArcadeMachineControllerPS:GetGameVideoPath() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ArcadeMachineControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ArcadeMachineControllerPS:GetQuickHackActions(context) return end

---@return Bool
function ArcadeMachineControllerPS:IsPlayable() return end

---@return Bool
function ArcadeMachineControllerPS:IsPlayerInteractingWithDevice() return end

---@param evt BeginArcadeMinigameUI
---@return EntityNotificationType
function ArcadeMachineControllerPS:OnBeginArcadeMinigameUI(evt) return end

---@param minigame ArcadeMinigame
function ArcadeMachineControllerPS:SetArcadeMinigame(minigame) return end

---@return Bool
function ArcadeMachineControllerPS:ShouldExposePersonalLinkAction() return end

---@class ArcadeMachineInkGameController : DeviceInkGameControllerBase
---@field defaultUI inkCanvasWidget
---@field mainDisplayWidget inkVideoWidget
---@field counterWidget inkTextWidget
---@field onGlitchingStateChangedListener redCallbackObject
ArcadeMachineInkGameController = {}

---@return ArcadeMachineInkGameController
function ArcadeMachineInkGameController.new() return end

---@param props table
---@return ArcadeMachineInkGameController
function ArcadeMachineInkGameController.new(props) return end

---@param value String
---@return Bool
function ArcadeMachineInkGameController:OnTimeToDepartChanged(value) return end

---@return Bool
function ArcadeMachineInkGameController:OnUninitialize() return end

---@return ArcadeMachine
function ArcadeMachineInkGameController:GetOwner() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function ArcadeMachineInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function ArcadeMachineInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function ArcadeMachineInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function ArcadeMachineInkGameController:SetupWidgets() return end

---@param glitchData GlitchData
function ArcadeMachineInkGameController:StartGlitchingScreen(glitchData) return end

function ArcadeMachineInkGameController:StopGlitchingScreen() return end

function ArcadeMachineInkGameController:StopVideo() return end

function ArcadeMachineInkGameController:TurnOff() return end

function ArcadeMachineInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function ArcadeMachineInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function ArcadeMachineInkGameController:UpdateActionWidgets(widgetsData) return end

---@class ArcadeMinigameUserData : inkUserData
---@field minigame ArcadeMinigame
ArcadeMinigameUserData = {}

---@return ArcadeMinigameUserData
function ArcadeMinigameUserData.new() return end

---@param props table
---@return ArcadeMinigameUserData
function ArcadeMinigameUserData.new(props) return end

---@return CName
function ArcadeMinigameUserData:GetMinigameName() return end

---@class AreaDisplayData : IDisplayData
---@field attributeId TweakDBID
---@field perks PerkDisplayData[]
---@field locked Bool
---@field proficency gamedataProficiencyType
---@field area gamedataPerkArea
AreaDisplayData = {}

---@return AreaDisplayData
function AreaDisplayData.new() return end

---@param props table
---@return AreaDisplayData
function AreaDisplayData.new(props) return end

---@class AreaEffectData : IScriptable
---@field action ScriptableDeviceAction
---@field actionRecordID TweakDBID
---@field areaEffectID CName
---@field indicatorEffectName CName
---@field useIndicatorEffect Bool
---@field indicatorEffectSize Float
---@field stimRange Float
---@field stimLifetime Float
---@field stimType DeviceStimType
---@field stimSource NodeRef
---@field additionaStimSources NodeRef[]
---@field investigateSpot NodeRef
---@field investigateController Bool
---@field controllerSource NodeRef
---@field highlightTargets Bool
---@field highlightType EFocusForcedHighlightType
---@field outlineType EFocusOutlineType
---@field highlightPriority EPriority
---@field effectInstance gameEffectInstance
---@field gameEffectOverrideName CName
AreaEffectData = {}

---@return AreaEffectData
function AreaEffectData.new() return end

---@param props table
---@return AreaEffectData
function AreaEffectData.new(props) return end

---@param areaEffectDataToCopy AreaEffectData
function AreaEffectData:CopyData(areaEffectDataToCopy) return end

---@param sAreaEffectDataToCopy SAreaEffectData
function AreaEffectData:CopyData(sAreaEffectDataToCopy) return end

function AreaEffectData:EffectInstanceClear() return end

---@param record gamedataObjectAction_Record
---@return CName
function AreaEffectData:GetActionNameFromRecord(record) return end

---@return CName
function AreaEffectData:GetActionNameFromRecord() return end

---@return gamedataObjectAction_Record
function AreaEffectData:GetActionRecord() return end

---@return SAreaEffectData
function AreaEffectData:GetData() return end

---@param _action BaseScriptableAction
---@return Bool
function AreaEffectData:IsMatching(_action) return end

---@param effect gameEffectInstance
function AreaEffectData:SetEffectInstance(effect) return end

---@class AreaEffectTargetData : IScriptable
---@field areaEffectID CName
---@field onSelf Bool
---@field onSlaves Bool
AreaEffectTargetData = {}

---@return AreaEffectTargetData
function AreaEffectTargetData.new() return end

---@param props table
---@return AreaEffectTargetData
function AreaEffectTargetData.new(props) return end

---@class AreaEffectVisualisationRequest : redEvent
---@field areaEffectID CName
---@field show Bool
AreaEffectVisualisationRequest = {}

---@return AreaEffectVisualisationRequest
function AreaEffectVisualisationRequest.new() return end

---@param props table
---@return AreaEffectVisualisationRequest
function AreaEffectVisualisationRequest.new(props) return end

---@class AreaEffectVisualizationComponent : gameScriptableComponent
---@field fxResourceMapper FxResourceMapperComponent
---@field forceHighlightTargetBuckets GameEffectTargetVisualizationData[]
---@field availableQuickHacks CName[]
---@field availablespiderbotActions CName[]
---@field activeAction BaseScriptableAction
---@field activeEffectIndex Int32
AreaEffectVisualizationComponent = {}

---@return AreaEffectVisualizationComponent
function AreaEffectVisualizationComponent.new() return end

---@param props table
---@return AreaEffectVisualizationComponent
function AreaEffectVisualizationComponent.new(props) return end

---@param evt AddForceHighlightTargetEvent
---@return Bool
function AreaEffectVisualizationComponent:OnAddForceHighlightTarget(evt) return end

---@param evt AreaEffectVisualisationRequest
---@return Bool
function AreaEffectVisualizationComponent:OnAreaEffectVisualisationRequest(evt) return end

---@param evt HUDInstruction
---@return Bool
function AreaEffectVisualizationComponent:OnHUDInstruction(evt) return end

---@param evt QHackWheelItemChangedEvent
---@return Bool
function AreaEffectVisualizationComponent:OnQHackWheelItemChanged(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function AreaEffectVisualizationComponent:OnRequestComponents(ri) return end

---@param evt ResponseEvent
---@return Bool
function AreaEffectVisualizationComponent:OnResponse(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function AreaEffectVisualizationComponent:OnTakeControl(ri) return end

---@param bucketName CName|string
---@param entityID entEntityID
function AreaEffectVisualizationComponent:AddTargetToBucket(bucketName, entityID) return end

---@param data FocusForcedHighlightData
function AreaEffectVisualizationComponent:CancelForcedVisionAppearance(data) return end

---@param data FocusForcedHighlightData
function AreaEffectVisualizationComponent:ForceVisionAppearance(data) return end

---@return FxResourceMapperComponent
function AreaEffectVisualizationComponent:GetFxMapper() return end

---@param bucketName CName|string
function AreaEffectVisualizationComponent:RemoveBucket(bucketName) return end

---@param activated Bool
---@param instanceState InstanceState
function AreaEffectVisualizationComponent:ResolveAreaEffectVisualisations(activated, instanceState) return end

---@param show Bool
function AreaEffectVisualizationComponent:ResolveAreaEffectsInFocusModeVisibility(show) return end

---@param show Bool
---@param instanceState InstanceState
function AreaEffectVisualizationComponent:ResolveAreaEffectsVisibility(show, instanceState) return end

---@param show Bool
function AreaEffectVisualizationComponent:ResolveAreaQuickHacksVisibility(show) return end

---@param show Bool
---@param action BaseScriptableAction
function AreaEffectVisualizationComponent:ResolveAreaQuickHacksVisibility(show, action) return end

---@param show Bool
function AreaEffectVisualizationComponent:ResolveAreaSpiderbotVisibility(show) return end

---@param bucketName CName|string
---@param evt redEvent
function AreaEffectVisualizationComponent:SendEventToBucket(bucketName, evt) return end

---@param effectData AreaEffectData
function AreaEffectVisualizationComponent:StartDrawingAreaEffectRange(effectData) return end

---@param effectDataIDX Int32
---@param responseData IScriptable
function AreaEffectVisualizationComponent:StartHighlightingTargets(effectDataIDX, responseData) return end

---@param effectData AreaEffectData
function AreaEffectVisualizationComponent:StopDrawingAreaEffectRange(effectData) return end

---@param effectDataIDX Int32
---@param responseData IScriptable
function AreaEffectVisualizationComponent:StopHighlightingTargets(effectDataIDX, responseData) return end

---@param effectDataIDX Int32
---@param show Bool
---@param responseData IScriptable
function AreaEffectVisualizationComponent:ToggleAreaEffectVisibility(effectDataIDX, show, responseData) return end

---@class AreaEntry
---@field user entEntityID
AreaEntry = {}

---@return AreaEntry
function AreaEntry.new() return end

---@param props table
---@return AreaEntry
function AreaEntry.new(props) return end

---@class AreaShapeOutline : ISerializable
---@field points Vector3[]
---@field height Float
AreaShapeOutline = {}

---@return AreaShapeOutline
function AreaShapeOutline.new() return end

---@param props table
---@return AreaShapeOutline
function AreaShapeOutline.new(props) return end

---@class AreaTypeTransition
---@field transitionTo ESecurityAreaType
---@field transitionHour Int32
---@field transitionMode ETransitionMode
---@field listenerID Uint32
---@field locked Bool
AreaTypeTransition = {}

---@return AreaTypeTransition
function AreaTypeTransition.new() return end

---@param props table
---@return AreaTypeTransition
function AreaTypeTransition.new(props) return end

---@class Arm : redEvent
---@field requester gameObject
Arm = {}

---@return Arm
function Arm.new() return end

---@param props table
---@return Arm
function Arm.new(props) return end

---@class ArmorEquipGameController : gameuiMenuGameController
---@field inventoryCanvas inkWidget
---@field inventoryList inkVerticalPanelWidget
---@field inventory gameItemData[]
---@field player PlayerPuppet
---@field equipmentSystem EquipmentSystem
---@field subCharacterSystem SubCharacterSystem
---@field transactionSystem gameTransactionSystem
---@field craftingSystem CraftingSystem
---@field buttonScrollUp inkCanvasWidget
---@field buttonScrollDn inkCanvasWidget
---@field buttonPlayer inkCanvasWidget
---@field buttonFlathead inkCanvasWidget
---@field buttonToolbox inkCanvasWidget
---@field panelPlayer inkCanvasWidget
---@field panelFlathead inkCanvasWidget
---@field panelToolbox inkCanvasWidget
---@field uiBB_Equipment UI_EquipmentDef
---@field uiBB_EquipmentBlackboard gameIBlackboard
---@field backgroundVideo inkVideoWidget
---@field paperdollVideo inkVideoWidget
---@field areaTags CName[]
---@field inventoryManager InventoryDataManager
---@field equipArea gamedataEquipmentArea
---@field slotIndex Int32
---@field recipeItemList TweakDBID[]
---@field playerCraftBook CraftBook
---@field tooltipsLibrary redResourceReferenceScriptToken
---@field itemTooltipName CName
---@field tooltipStylePath redResourceReferenceScriptToken
---@field tooltipLeft InventorySlotTooltip
---@field tooltipRight InventorySlotTooltip
---@field tooltipContainer inkCompoundWidget
---@field paperDollList CName[]
---@field scrollOffset Int32
---@field faceTags CName[]
---@field headTags CName[]
---@field chestTags CName[]
---@field legTags CName[]
---@field weaponTags CName[]
---@field consumableTags CName[]
---@field modulesTags CName[]
---@field framesTags CName[]
---@field operationsMode operationsMode
ArmorEquipGameController = {}

---@return ArmorEquipGameController
function ArmorEquipGameController.new() return end

---@param props table
---@return ArmorEquipGameController
function ArmorEquipGameController.new(props) return end

---@return Bool
function ArmorEquipGameController:OnInitialize() return end

---@return InventorySlotTooltip
function ArmorEquipGameController:CreateTooltip() return end

---@param itemID ItemID
---@param quantity Int32
function ArmorEquipGameController:DisassembleItem(itemID, quantity) return end

---@param itemData gameItemData
---@param slotId Int32
function ArmorEquipGameController:HelperAddInventoryButton(itemData, slotId) return end

---@param argTitle String
---@param containerSlot inkCanvasWidget
---@param equipArea gamedataEquipmentArea
---@param slotIndex Int32
---@param areaTags CName[]|string[]
function ArmorEquipGameController:HelperAddPaperdollButton(argTitle, containerSlot, equipArea, slotIndex, areaTags) return end

---@param slotId Int32
function ArmorEquipGameController:HelperClearButton(slotId) return end

function ArmorEquipGameController:HideTooltips() return end

---@param value Variant
function ArmorEquipGameController:OnEquipmentChange(value) return end

---@param value Variant
function ArmorEquipGameController:OnInventoryChange(value) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnInventoryItemEnter(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnInventoryItemExit(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnInventoryItemPush(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnPaperDollCursor(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnPaperdollItemEnter(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnPaperdollItemExit(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnScrollDn(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnScrollUp(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnSelectFlathead(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnSelectPlayer(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:OnSelectToolbox(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:ProcessFlatheadClick(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:ProcessPaperDollFlatheadClick(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:ProcessPaperDollPlayerClick(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:ProcessPlayerClick(e) return end

---@param e inkPointerEvent
function ArmorEquipGameController:ProcessToolboxClick(e) return end

function ArmorEquipGameController:RefreshEquipment() return end

function ArmorEquipGameController:RefreshFlatheadEquipment() return end

function ArmorEquipGameController:RefreshInventoryList() return end

function ArmorEquipGameController:RefreshPlayerEquipment() return end

---@param tooltipItemData gameItemData
---@param equippedItemId ItemID
function ArmorEquipGameController:RefreshTooltipsInventory(tooltipItemData, equippedItemId) return end

---@param tooltipItemData gameItemViewData
function ArmorEquipGameController:RefreshTooltipsPaperdoll(tooltipItemData) return end

---@param items gameItemData[]
---@return gameItemData[]
function ArmorEquipGameController:RemovedCyberware(items) return end

function ArmorEquipGameController:SetCraftList() return end

---@class ArmorEquipInventoryItemController : inkButtonDpadSupportedController
---@field itemID ItemID
---@field itemData gameItemData
---@field empty Bool
ArmorEquipInventoryItemController = {}

---@return ArmorEquipInventoryItemController
function ArmorEquipInventoryItemController.new() return end

---@param props table
---@return ArmorEquipInventoryItemController
function ArmorEquipInventoryItemController.new(props) return end

---@return Bool
function ArmorEquipInventoryItemController:OnInitialize() return end

function ArmorEquipInventoryItemController:ClearButton() return end

---@return Bool
function ArmorEquipInventoryItemController:GetIsEmpty() return end

---@return gameItemData
function ArmorEquipInventoryItemController:GetItemData() return end

---@return ItemID
function ArmorEquipInventoryItemController:GetItemID() return end

---@param itemData gameItemData
---@param itemQuantity Int32
---@param disassemblable Bool
function ArmorEquipInventoryItemController:SetButtonDetails(itemData, itemQuantity, disassemblable) return end

---@class ArmorStatListener : gameScriptStatPoolsListener
---@field ownerPuppet PlayerPuppet
ArmorStatListener = {}

---@return ArmorStatListener
function ArmorStatListener.new() return end

---@param props table
---@return ArmorStatListener
function ArmorStatListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ArmorStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class ArmsCWInSlotCallback : gameAttachmentSlotsScriptCallback
---@field state ArmsCWInSlotPrereqState
ArmsCWInSlotCallback = {}

---@return ArmsCWInSlotCallback
function ArmsCWInSlotCallback.new() return end

---@param props table
---@return ArmsCWInSlotCallback
function ArmsCWInSlotCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function ArmsCWInSlotCallback:OnAttachmentRefreshed(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ArmsCWInSlotCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ArmsCWInSlotCallback:OnItemUnequipped(slot, item) return end

---@param state gamePrereqState
function ArmsCWInSlotCallback:RegisterState(state) return end

---@class ArmsCWInSlotPrereq : gameIScriptablePrereq
---@field equipmentArea gamedataEquipmentArea
---@field slotCheckType gamedataCheckType
---@field itemType gamedataItemType
---@field itemTag CName
---@field invert Bool
ArmsCWInSlotPrereq = {}

---@return ArmsCWInSlotPrereq
function ArmsCWInSlotPrereq.new() return end

---@param props table
---@return ArmsCWInSlotPrereq
function ArmsCWInSlotPrereq.new(props) return end

---@param itemID ItemID
---@return Bool
function ArmsCWInSlotPrereq:Evaluate(itemID) return end

---@param owner gameObject
---@return Bool
function ArmsCWInSlotPrereq:EvaluateAll(owner) return end

---@param itemID ItemID
---@param tag CName|string
---@return Bool
function ArmsCWInSlotPrereq:EvaluateTag(itemID, tag) return end

---@param itemType gamedataItemType
---@return Bool
function ArmsCWInSlotPrereq:EvaluateType(itemType) return end

---@param recordID TweakDBID|string
function ArmsCWInSlotPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ArmsCWInSlotPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function ArmsCWInSlotPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ArmsCWInSlotPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ArmsCWInSlotPrereq:OnUnregister(state, context) return end

---@class ArmsCWInSlotPrereqState : gamePrereqState
---@field listener ArmsCWInSlotCallback
---@field owner gameObject
ArmsCWInSlotPrereqState = {}

---@return ArmsCWInSlotPrereqState
function ArmsCWInSlotPrereqState.new() return end

---@param props table
---@return ArmsCWInSlotPrereqState
function ArmsCWInSlotPrereqState.new(props) return end

---@param itemID ItemID
function ArmsCWInSlotPrereqState:AreaChanged(itemID) return end

---@class ArrowButton : inkButtonController
---@field direction Direction
ArrowButton = {}

---@return ArrowButton
function ArrowButton.new() return end

---@param props table
---@return ArrowButton
function ArrowButton.new(props) return end

---@return Bool
function ArrowButton:OnInitialize() return end

---@return Bool
function ArrowButton:OnUninitialize() return end

---@param evt inkPointerEvent
function ArrowButton:OnClick(evt) return end

---@param evt inkPointerEvent
function ArrowButton:OnHoverOut(evt) return end

---@param evt inkPointerEvent
function ArrowButton:OnHoverOver(evt) return end

---@param stateName CName|string
function ArrowButton:SetState(stateName) return end

---@class ArrowClickedEvent : redEvent
---@field direction Direction
ArrowClickedEvent = {}

---@return ArrowClickedEvent
function ArrowClickedEvent.new() return end

---@param props table
---@return ArrowClickedEvent
function ArrowClickedEvent.new(props) return end

---@class AssignHotkeyIfEmptySlot : gamePlayerScriptableSystemRequest
---@field itemID ItemID
AssignHotkeyIfEmptySlot = {}

---@return AssignHotkeyIfEmptySlot
function AssignHotkeyIfEmptySlot.new() return end

---@param props table
---@return AssignHotkeyIfEmptySlot
function AssignHotkeyIfEmptySlot.new(props) return end

---@param itemID ItemID
---@param owner gameObject
---@return AssignHotkeyIfEmptySlot
function AssignHotkeyIfEmptySlot.Construct(itemID, owner) return end

---@return Bool
function AssignHotkeyIfEmptySlot:IsValid() return end

---@return ItemID
function AssignHotkeyIfEmptySlot:ItemID() return end

---@return gameObject
function AssignHotkeyIfEmptySlot:Owner() return end

---@class AssignRestrictMovementAreaHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field resultOnNoChange AIbehaviorCompletionStatus
AssignRestrictMovementAreaHandler = {}

---@return AssignRestrictMovementAreaHandler
function AssignRestrictMovementAreaHandler.new() return end

---@param props table
---@return AssignRestrictMovementAreaHandler
function AssignRestrictMovementAreaHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AssignRestrictMovementAreaHandler:Update(context) return end

---@class AssignRestrictMovementAreaTask : AIbehaviortaskScript
---@field restrictMovementAreaRef AIArgumentMapping
AssignRestrictMovementAreaTask = {}

---@return AssignRestrictMovementAreaTask
function AssignRestrictMovementAreaTask.new() return end

---@param props table
---@return AssignRestrictMovementAreaTask
function AssignRestrictMovementAreaTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function AssignRestrictMovementAreaTask:Update(context) return end

---@class AssignToCyberwareWheelRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field slotIndex Int32
AssignToCyberwareWheelRequest = {}

---@return AssignToCyberwareWheelRequest
function AssignToCyberwareWheelRequest.new() return end

---@param props table
---@return AssignToCyberwareWheelRequest
function AssignToCyberwareWheelRequest.new(props) return end

---@class AssualtRifleLookAtDecisions : lookAtPresetGunBaseDecisions
AssualtRifleLookAtDecisions = {}

---@return AssualtRifleLookAtDecisions
function AssualtRifleLookAtDecisions.new() return end

---@param props table
---@return AssualtRifleLookAtDecisions
function AssualtRifleLookAtDecisions.new(props) return end

---@class AssualtRifleLookAtEvents : lookAtPresetGunBaseEvents
AssualtRifleLookAtEvents = {}

---@return AssualtRifleLookAtEvents
function AssualtRifleLookAtEvents.new() return end

---@param props table
---@return AssualtRifleLookAtEvents
function AssualtRifleLookAtEvents.new(props) return end

---@class AsyncSpawnData : IScriptable
---@field callbackTarget IScriptable
---@field controller IScriptable
---@field functionName CName
---@field libraryID CName
---@field widgetData Variant
AsyncSpawnData = {}

---@return AsyncSpawnData
function AsyncSpawnData.new() return end

---@param props table
---@return AsyncSpawnData
function AsyncSpawnData.new(props) return end

---@param callbackTarget IScriptable
---@param functionName CName|string
---@param widgetData Variant
---@param controller IScriptable
function AsyncSpawnData:Initialize(callbackTarget, functionName, widgetData, controller) return end

---@class AtmosphereAreaSettings : IAreaSettings
---@field skydomeColor curveData
---@field skylightColor curveData
---@field groundReflectance curveData
---@field sunMinZ curveData
---@field horizonMinZ curveData
---@field horizonFalloff curveData
---@field turbidity curveData
---@field lutTurbidity curveData
---@field artisticDarkeningColor curveData
---@field artisticDarkeningStartPoint curveData
---@field artisticDarkeningEndPoint curveData
---@field artisticDarkeningExponent curveData
---@field sunColor curveData
---@field sunFalloff curveData
---@field rayTracedSunShadowRange curveData
---@field moonColor curveData
---@field moonFalloff curveData
---@field moonGlowIntensity curveData
---@field moonGlowFalloff curveData
---@field moonTexture CBitmapTexture
---@field galaxyIntensity curveData
---@field starMapIntensity curveData
---@field starMapBrightScale curveData
---@field starMapDimScale curveData
---@field starMapConstelationsScale curveData
---@field starCornerLuminanceFix curveData
---@field starMapTexture CCubeTexture
---@field galaxyTexture CBitmapTexture
---@field probeColorOverrideHorizon curveData
---@field probeAlphaOverrideHorizon curveData
---@field probeColorOverrideZenith curveData
---@field probeAlphaOverrideZenith curveData
AtmosphereAreaSettings = {}

---@return AtmosphereAreaSettings
function AtmosphereAreaSettings.new() return end

---@param props table
---@return AtmosphereAreaSettings
function AtmosphereAreaSettings.new(props) return end

---@class AttachCapsuleVisionBlockerEffector : gameEffector
---@field visionBlockerRegistrar senseVisionBlockersRegistrar
---@field visionBlockerType EVisionBlockerType
---@field visionBlockerId Uint32
---@field visionBlockerOffset Vector3
---@field visionBlockerRadius Float
---@field visionBlockerHeight Float
---@field visionBlockerDetectionModifier Float
---@field visionBlockerTBHModifier Float
---@field isBlockingCompletely Bool
---@field blocksParent Bool
AttachCapsuleVisionBlockerEffector = {}

---@return AttachCapsuleVisionBlockerEffector
function AttachCapsuleVisionBlockerEffector.new() return end

---@param props table
---@return AttachCapsuleVisionBlockerEffector
function AttachCapsuleVisionBlockerEffector.new(props) return end

---@param owner gameObject
function AttachCapsuleVisionBlockerEffector:ActionOff(owner) return end

---@param owner gameObject
function AttachCapsuleVisionBlockerEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function AttachCapsuleVisionBlockerEffector:Initialize(record, parentRecord) return end

function AttachCapsuleVisionBlockerEffector:Uninitialize() return end

function AttachCapsuleVisionBlockerEffector:UnregisterVisionBlocker() return end

---@class AttachVendorRequest : MarketSystemRequest
AttachVendorRequest = {}

---@return AttachVendorRequest
function AttachVendorRequest.new() return end

---@param props table
---@return AttachVendorRequest
function AttachVendorRequest.new(props) return end

---@class AttachmentSlotCacheData
---@field empty Bool
---@field attachmentSlotRecord gamedataAttachmentSlot_Record
---@field shouldBeAvailable Bool
---@field slotId TweakDBID
AttachmentSlotCacheData = {}

---@return AttachmentSlotCacheData
function AttachmentSlotCacheData.new() return end

---@param props table
---@return AttachmentSlotCacheData
function AttachmentSlotCacheData.new(props) return end

---@class AttackSubtypeHitPrereqCondition : BaseHitPrereqCondition
---@field attackSubtype gamedataAttackSubtype
AttackSubtypeHitPrereqCondition = {}

---@return AttackSubtypeHitPrereqCondition
function AttackSubtypeHitPrereqCondition.new() return end

---@param props table
---@return AttackSubtypeHitPrereqCondition
function AttackSubtypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AttackSubtypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function AttackSubtypeHitPrereqCondition:SetData(recordID) return end

---@class AttackTagHitPrereqCondition : BaseHitPrereqCondition
---@field attackTag CName
AttackTagHitPrereqCondition = {}

---@return AttackTagHitPrereqCondition
function AttackTagHitPrereqCondition.new() return end

---@param props table
---@return AttackTagHitPrereqCondition
function AttackTagHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AttackTagHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function AttackTagHitPrereqCondition:SetData(recordID) return end

---@class AttackTypeHitPrereqCondition : BaseHitPrereqCondition
---@field attackType gamedataAttackType
AttackTypeHitPrereqCondition = {}

---@return AttackTypeHitPrereqCondition
function AttackTypeHitPrereqCondition.new() return end

---@param props table
---@return AttackTypeHitPrereqCondition
function AttackTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function AttackTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function AttackTypeHitPrereqCondition:SetData(recordID) return end

---@class Attack_Beam : gameAttack_Continuous
Attack_Beam = {}

---@return Attack_Beam
function Attack_Beam.new() return end

---@param props table
---@return Attack_Beam
function Attack_Beam.new(props) return end

---@param weapon gameweaponObject
function Attack_Beam:OnTick(weapon) return end

---@class AttemptedToStopFactsSet : BunkerSystemsFactsSet
AttemptedToStopFactsSet = {}

---@return AttemptedToStopFactsSet
function AttemptedToStopFactsSet.new() return end

---@param props table
---@return AttemptedToStopFactsSet
function AttemptedToStopFactsSet.new(props) return end

---@class AttributeBoughtEvent : redEvent
---@field attributeType gamedataStatType
AttributeBoughtEvent = {}

---@return AttributeBoughtEvent
function AttributeBoughtEvent.new() return end

---@param props table
---@return AttributeBoughtEvent
function AttributeBoughtEvent.new(props) return end

---@class AttributeData : IDisplayData
---@field label String
---@field icon String
---@field id TweakDBID
---@field value Int32
---@field maxValue Int32
---@field description String
---@field availableToUpgrade Bool
---@field type gamedataStatType
AttributeData = {}

---@return AttributeData
function AttributeData.new() return end

---@param props table
---@return AttributeData
function AttributeData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function AttributeData:CreateTooltipData(manager) return end

---@class AttributeDisplayData : IDisplayData
---@field attributeId TweakDBID
---@field proficiencies ProficiencyDisplayData[]
AttributeDisplayData = {}

---@return AttributeDisplayData
function AttributeDisplayData.new() return end

---@param props table
---@return AttributeDisplayData
function AttributeDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function AttributeDisplayData:CreateTooltipData(manager) return end

---@class AttributeTooltipData : BasePerksMenuTooltipData
---@field attributeId TweakDBID
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
---@field displayData AttributeDisplayData
AttributeTooltipData = {}

---@return AttributeTooltipData
function AttributeTooltipData.new() return end

---@param props table
---@return AttributeTooltipData
function AttributeTooltipData.new(props) return end

function AttributeTooltipData:RefreshRuntimeData() return end

---@class AttributeUpdatedEvent : redEvent
---@field attributeId TweakDBID
AttributeUpdatedEvent = {}

---@return AttributeUpdatedEvent
function AttributeUpdatedEvent.new() return end

---@param props table
---@return AttributeUpdatedEvent
function AttributeUpdatedEvent.new(props) return end

---@class AttributeUpgradePurchased : redEvent
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
AttributeUpgradePurchased = {}

---@return AttributeUpgradePurchased
function AttributeUpgradePurchased.new() return end

---@param props table
---@return AttributeUpgradePurchased
function AttributeUpgradePurchased.new(props) return end

---@class AudioFunctionalTests : IScriptable
AudioFunctionalTests = {}

---@return AudioFunctionalTests
function AudioFunctionalTests.new() return end

---@param props table
---@return AudioFunctionalTests
function AudioFunctionalTests.new(props) return end

function AudioFunctionalTests:IsSoundbankLoaded() return end

---@class AuthorisationNotification : GenericNotificationController
AuthorisationNotification = {}

---@return AuthorisationNotification
function AuthorisationNotification.new() return end

---@param props table
---@return AuthorisationNotification
function AuthorisationNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function AuthorisationNotification:SetNotificationData(notificationData) return end

---@class AuthorisationNotificationEvent : redEvent
---@field type gameuiAuthorisationNotificationType
AuthorisationNotificationEvent = {}

---@return AuthorisationNotificationEvent
function AuthorisationNotificationEvent.new() return end

---@param props table
---@return AuthorisationNotificationEvent
function AuthorisationNotificationEvent.new(props) return end

---@class AuthorisationNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
AuthorisationNotificationQueue = {}

---@return AuthorisationNotificationQueue
function AuthorisationNotificationQueue.new() return end

---@param props table
---@return AuthorisationNotificationQueue
function AuthorisationNotificationQueue.new(props) return end

---@param evt AuthorisationNotificationEvent
---@return Bool
function AuthorisationNotificationQueue:OnAuthorisationNotification(evt) return end

---@class AuthorizationData
---@field isAuthorizationModuleOn Bool
---@field alwaysExposeActions Bool
---@field authorizationDataEntry SecurityAccessLevelEntryClient
AuthorizationData = {}

---@return AuthorizationData
function AuthorizationData.new() return end

---@param props table
---@return AuthorizationData
function AuthorizationData.new(props) return end

---@param self_ AuthorizationData
---@return Bool
function AuthorizationData.IsAuthorizationValid(self_) return end

---@class AuthorizationFactsSet : BunkerSystemsFactsSet
AuthorizationFactsSet = {}

---@return AuthorizationFactsSet
function AuthorizationFactsSet.new() return end

---@param props table
---@return AuthorizationFactsSet
function AuthorizationFactsSet.new(props) return end

---@class AuthorizePlayerInSecuritySystem : redEvent
---@field authorize Bool
---@field forceRemoveFromBlacklist Bool
---@field ESL ESecurityAccessLevel
AuthorizePlayerInSecuritySystem = {}

---@return AuthorizePlayerInSecuritySystem
function AuthorizePlayerInSecuritySystem.new() return end

---@param props table
---@return AuthorizePlayerInSecuritySystem
function AuthorizePlayerInSecuritySystem.new(props) return end

---@return String
function AuthorizePlayerInSecuritySystem:GetFriendlyDescription() return end

---@class AuthorizeUser : ActionBool
---@field enteredPassword CName
---@field validPasswords CName[]
---@field libraryName CName
---@field isforced Bool
AuthorizeUser = {}

---@return AuthorizeUser
function AuthorizeUser.new() return end

---@param props table
---@return AuthorizeUser
function AuthorizeUser.new(props) return end

---@param authorizationWidgetName CName|string
---@param authorizationDisplayNameOverride String
function AuthorizeUser:CreateActionWidgetPackage(authorizationWidgetName, authorizationDisplayNameOverride) return end

---@param authorizationDisplayNameOverride String
function AuthorizeUser:CreateActionWidgetPackage(authorizationDisplayNameOverride) return end

---@return CName
function AuthorizeUser:GetEnteredPassword() return end

---@return TweakDBID
function AuthorizeUser:GetInkWidgetTweakDBID() return end

---@return CName[]
function AuthorizeUser:GetValidPasswords() return end

---@return Bool
function AuthorizeUser:IsForced() return end

---@param data ResolveActionData
---@return Bool
function AuthorizeUser:ResolveAction(data) return end

---@param validPasswords CName[]|string[]
---@param isforced Bool
function AuthorizeUser:SetProperties(validPasswords, isforced) return end

---@class AutoKillDelayEvent : redEvent
AutoKillDelayEvent = {}

---@return AutoKillDelayEvent
function AutoKillDelayEvent.new() return end

---@param props table
---@return AutoKillDelayEvent
function AutoKillDelayEvent.new(props) return end

---@class AutoRevealStatListener : gameScriptStatsListener
---@field owner gameObject
AutoRevealStatListener = {}

---@return AutoRevealStatListener
function AutoRevealStatListener.new() return end

---@param props table
---@return AutoRevealStatListener
function AutoRevealStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function AutoRevealStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class AutoSaveEvent : redEvent
---@field maxAttempts Int32
---@field isForced Bool
AutoSaveEvent = {}

---@return AutoSaveEvent
function AutoSaveEvent.new() return end

---@param props table
---@return AutoSaveEvent
function AutoSaveEvent.new(props) return end

---@class AutoSaveRequest : gameScriptableSystemRequest
AutoSaveRequest = {}

---@return AutoSaveRequest
function AutoSaveRequest.new() return end

---@param props table
---@return AutoSaveRequest
function AutoSaveRequest.new(props) return end

---@class AutocraftActivateRequest : gameScriptableSystemRequest
AutocraftActivateRequest = {}

---@return AutocraftActivateRequest
function AutocraftActivateRequest.new() return end

---@param props table
---@return AutocraftActivateRequest
function AutocraftActivateRequest.new(props) return end

---@class AutocraftDeactivateRequest : gameScriptableSystemRequest
---@field resetMemory Bool
AutocraftDeactivateRequest = {}

---@return AutocraftDeactivateRequest
function AutocraftDeactivateRequest.new() return end

---@param props table
---@return AutocraftDeactivateRequest
function AutocraftDeactivateRequest.new(props) return end

---@class AutocraftEndCycleRequest : gameScriptableSystemRequest
AutocraftEndCycleRequest = {}

---@return AutocraftEndCycleRequest
function AutocraftEndCycleRequest.new() return end

---@param props table
---@return AutocraftEndCycleRequest
function AutocraftEndCycleRequest.new(props) return end

---@class AutocraftSystem : gameScriptableSystem
---@field active Bool
---@field cycleDuration Float
---@field currentDelayID gameDelayID
---@field itemsUsed ItemID[]
AutocraftSystem = {}

---@return AutocraftSystem
function AutocraftSystem.new() return end

---@param props table
---@return AutocraftSystem
function AutocraftSystem.new(props) return end

---@return ItemID[]
function AutocraftSystem:GetItemsToAutocraft() return end

---@param request AutocraftEndCycleRequest
function AutocraftSystem:OnCycleEnd(request) return end

---@param request RegisterItemUsedRequest
function AutocraftSystem:OnItemUsed(request) return end

---@param request AutocraftActivateRequest
function AutocraftSystem:OnSystemActivate(request) return end

---@param request AutocraftDeactivateRequest
function AutocraftSystem:OnSystemDeactivate(request) return end

---@class AutomaticDeescalationEvent : redEvent
---@field originalNotification SecuritySystemInput
AutomaticDeescalationEvent = {}

---@return AutomaticDeescalationEvent
function AutomaticDeescalationEvent.new() return end

---@param props table
---@return AutomaticDeescalationEvent
function AutomaticDeescalationEvent.new(props) return end

---@class AutoplayVideoController : inkWidgetLogicController
AutoplayVideoController = {}

---@return AutoplayVideoController
function AutoplayVideoController.new() return end

---@param props table
---@return AutoplayVideoController
function AutoplayVideoController.new(props) return end

---@return Bool
function AutoplayVideoController:OnInitialize() return end

---@class AvHoverIdleSFXBehaviour : AIbehaviortaskScript
AvHoverIdleSFXBehaviour = {}

---@return AvHoverIdleSFXBehaviour
function AvHoverIdleSFXBehaviour.new() return end

---@param props table
---@return AvHoverIdleSFXBehaviour
function AvHoverIdleSFXBehaviour.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AvHoverIdleSFXBehaviour:Activate(context) return end

---@class AvStartAscentSFXBehaviour : AIbehaviortaskScript
AvStartAscentSFXBehaviour = {}

---@return AvStartAscentSFXBehaviour
function AvStartAscentSFXBehaviour.new() return end

---@param props table
---@return AvStartAscentSFXBehaviour
function AvStartAscentSFXBehaviour.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AvStartAscentSFXBehaviour:Activate(context) return end

---@class AvStartDescentSFXBehaviour : AIbehaviortaskScript
AvStartDescentSFXBehaviour = {}

---@return AvStartDescentSFXBehaviour
function AvStartDescentSFXBehaviour.new() return end

---@param props table
---@return AvStartDescentSFXBehaviour
function AvStartDescentSFXBehaviour.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function AvStartDescentSFXBehaviour:Activate(context) return end

---@class AwacsAlertNotification : GenericNotificationController
---@field animation inkanimProxy
---@field zone_data VehicleAlertNotificationViewData
---@field ZoneLabelText inkTextWidgetReference
AwacsAlertNotification = {}

---@return AwacsAlertNotification
function AwacsAlertNotification.new() return end

---@param props table
---@return AwacsAlertNotification
function AwacsAlertNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function AwacsAlertNotification:SetNotificationData(notificationData) return end

---@class AwacsAlertNotificationViewData : gameuiGenericNotificationViewData
---@field canBeMerged Bool
AwacsAlertNotificationViewData = {}

---@return AwacsAlertNotificationViewData
function AwacsAlertNotificationViewData.new() return end

---@param props table
---@return AwacsAlertNotificationViewData
function AwacsAlertNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function AwacsAlertNotificationViewData:CanMerge(data) return end

---@class BackActionCallback : redEvent
BackActionCallback = {}

---@return BackActionCallback
function BackActionCallback.new() return end

---@param props table
---@return BackActionCallback
function BackActionCallback.new(props) return end

---@class BackDoorDeviceBlackboardDef : MasterDeviceBaseBlackboardDef
---@field isInDefaultState gamebbScriptID_Bool
---@field shutdownModule gamebbScriptID_Int32
---@field bootModule gamebbScriptID_Int32
BackDoorDeviceBlackboardDef = {}

---@return BackDoorDeviceBlackboardDef
function BackDoorDeviceBlackboardDef.new() return end

---@param props table
---@return BackDoorDeviceBlackboardDef
function BackDoorDeviceBlackboardDef.new(props) return end

---@class BackDoorObjectiveData : GemplayObjectiveData
BackDoorObjectiveData = {}

---@return BackDoorObjectiveData
function BackDoorObjectiveData.new() return end

---@param props table
---@return BackDoorObjectiveData
function BackDoorObjectiveData.new(props) return end

---@class BackdoorDataStreamController : BackdoorInkGameController
---@field idleGroup inkWidgetReference
---@field idleVPanelC1 inkWidgetReference
---@field idleVPanelC2 inkWidgetReference
---@field idleVPanelC3 inkWidgetReference
---@field idleVPanelC4 inkWidgetReference
---@field hackedGroup inkWidgetReference
---@field idleCanvas1 inkWidgetReference
---@field idleCanvas2 inkWidgetReference
---@field idleCanvas3 inkWidgetReference
---@field idleCanvas4 inkWidgetReference
---@field canvasC1 inkWidgetReference
---@field canvasC2 inkWidgetReference
---@field canvasC3 inkWidgetReference
---@field canvasC4 inkWidgetReference
BackdoorDataStreamController = {}

---@return BackdoorDataStreamController
function BackdoorDataStreamController.new() return end

---@param props table
---@return BackdoorDataStreamController
function BackdoorDataStreamController.new(props) return end

---@param module Int32
function BackdoorDataStreamController:BootModule(module) return end

function BackdoorDataStreamController:EnableHackedGroup() return end

---@param module Int32
function BackdoorDataStreamController:ShutdownModule(module) return end

function BackdoorDataStreamController:StartGlitching() return end

---@class BackdoorInkGameController : MasterDeviceInkGameControllerBase
---@field IdleGroup inkWidgetReference
---@field ConnectedGroup inkWidgetReference
---@field IntroAnimationName CName
---@field IdleAnimationName CName
---@field GlitchAnimationName CName
---@field RunningAnimation inkanimProxy
---@field onGlitchingListener redCallbackObject
---@field onIsInDefaultStateListener redCallbackObject
---@field onShutdownModuleListener redCallbackObject
---@field onBootModuleListener redCallbackObject
BackdoorInkGameController = {}

---@return BackdoorInkGameController
function BackdoorInkGameController.new() return end

---@param props table
---@return BackdoorInkGameController
function BackdoorInkGameController.new(props) return end

---@param value Int32
---@return Bool
function BackdoorInkGameController:OnBootModule(value) return end

---@param value Bool
---@return Bool
function BackdoorInkGameController:OnGlitching(value) return end

---@param e inkanimProxy
---@return Bool
function BackdoorInkGameController:OnIntroFinished(e) return end

---@param value Bool
---@return Bool
function BackdoorInkGameController:OnIsInDefaultState(value) return end

---@param value Int32
---@return Bool
function BackdoorInkGameController:OnShutdownModule(value) return end

---@param module Int32
function BackdoorInkGameController:BootModule(module) return end

function BackdoorInkGameController:EnableHackedGroup() return end

---@return AccessPoint
function BackdoorInkGameController:GetOwner() return end

---@param animName CName|string
function BackdoorInkGameController:PlayAnimation(animName) return end

function BackdoorInkGameController:PlayIntroAnimation() return end

---@param state EDeviceStatus
function BackdoorInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function BackdoorInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param module Int32
function BackdoorInkGameController:ShutdownModule(module) return end

function BackdoorInkGameController:StartGlitching() return end

function BackdoorInkGameController:StopGlitching() return end

function BackdoorInkGameController:TurnOff() return end

function BackdoorInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function BackdoorInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SDeviceWidgetPackage[]
function BackdoorInkGameController:UpdateDeviceWidgets(widgetsData) return end

---@param widgetsData SThumbnailWidgetPackage[]
function BackdoorInkGameController:UpdateThumbnailWidgets(widgetsData) return end

---@class BackgroundDisplayVirtualController : inkVirtualCompoundBackgroundController
BackgroundDisplayVirtualController = {}

---@return BackgroundDisplayVirtualController
function BackgroundDisplayVirtualController.new() return end

---@param props table
---@return BackgroundDisplayVirtualController
function BackgroundDisplayVirtualController.new(props) return end

---@return Bool
function BackgroundDisplayVirtualController:OnInitialize() return end

---@class BackpackCraftingMaterialItemCallbackData : IScriptable
---@field craftingMaterial CachedCraftingMaterial
BackpackCraftingMaterialItemCallbackData = {}

---@return BackpackCraftingMaterialItemCallbackData
function BackpackCraftingMaterialItemCallbackData.new() return end

---@param props table
---@return BackpackCraftingMaterialItemCallbackData
function BackpackCraftingMaterialItemCallbackData.new(props) return end

---@class BackpackDataView : inkScriptableDataViewWrapper
---@field itemSortMode ItemSortMode
---@field attachmentsList gamedataItemType[]
---@field uiScriptableSystem UIScriptableSystem
---@field itemFilterType ItemFilterCategory
BackpackDataView = {}

---@return BackpackDataView
function BackpackDataView.new() return end

---@param props table
---@return BackpackDataView
function BackpackDataView.new(props) return end

---@param uiScriptableSystem UIScriptableSystem
function BackpackDataView:BindUIScriptableSystem(uiScriptableSystem) return end

---@param data IScriptable
---@return DerivedFilterResult
function BackpackDataView:DerivedFilterItem(data) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterAttachments(itemData) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterClothes(itemData) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterConsumable(itemData) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterCyberware(itemData) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function BackpackDataView:FilterCyberwareByEquipmentArea(equipmentArea) return end

---@param itemType gamedataItemType
---@return Bool
function BackpackDataView:FilterCyberwareByItemType(itemType) return end

---@param data IScriptable
---@return Bool
function BackpackDataView:FilterItem(data) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterQuestItems(itemData) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:FilterWeapons(itemData) return end

---@return ItemFilterCategory
function BackpackDataView:GetFilterType() return end

---@return ItemSortMode
function BackpackDataView:GetSortMode() return end

---@param builder NewItemCompareBuilder
---@return NewItemCompareBuilder
function BackpackDataView:NewPreSortingInjection(builder) return end

---@param itemData gameInventoryItemData
---@return Bool
function BackpackDataView:PreFilterInjection(itemData) return end

---@param builder ItemCompareBuilder
---@return ItemCompareBuilder
function BackpackDataView:PreSortingInjection(builder) return end

---@param type ItemFilterCategory
function BackpackDataView:SetFilterType(type) return end

---@param mode ItemSortMode
function BackpackDataView:SetSortMode(mode) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function BackpackDataView:SortItem(left, right) return end

---@param left WrappedInventoryItemData
---@param right WrappedInventoryItemData
---@return Bool
function BackpackDataView:SortItemNew(left, right) return end

---@class BackpackEquipSlotChooserCloseData : inkGameNotificationData
---@field confirm Bool
---@field itemData UIInventoryItem
---@field slotIndex Int32
BackpackEquipSlotChooserCloseData = {}

---@return BackpackEquipSlotChooserCloseData
function BackpackEquipSlotChooserCloseData.new() return end

---@param props table
---@return BackpackEquipSlotChooserCloseData
function BackpackEquipSlotChooserCloseData.new(props) return end

---@class BackpackEquipSlotChooserData : inkGameNotificationData
---@field item UIInventoryItem
---@field inventoryScriptableSystem UIInventoryScriptableSystem
BackpackEquipSlotChooserData = {}

---@return BackpackEquipSlotChooserData
function BackpackEquipSlotChooserData.new() return end

---@param props table
---@return BackpackEquipSlotChooserData
function BackpackEquipSlotChooserData.new(props) return end

---@class BackpackEquipSlotChooserPopup : gameuiWidgetGameController
---@field titleText inkTextWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field rairtyBar inkWidgetReference
---@field root inkWidgetReference
---@field background inkWidgetReference
---@field weaponSlotsContainer inkCompoundWidgetReference
---@field tooltipsManagerRef inkWidgetReference
---@field buttonHintsController ButtonHints
---@field gameData gameItemData
---@field buttonOk inkWidgetReference
---@field buttonCancel inkWidgetReference
---@field data BackpackEquipSlotChooserData
---@field selectedSlotIndex Int32
---@field tooltipsManager gameuiTooltipsManager
---@field comparisonResolver InventoryItemPreferredComparisonResolver
---@field libraryPath inkWidgetLibraryReference
---@field closeData BackpackEquipSlotChooserCloseData
BackpackEquipSlotChooserPopup = {}

---@return BackpackEquipSlotChooserPopup
function BackpackEquipSlotChooserPopup.new() return end

---@param props table
---@return BackpackEquipSlotChooserPopup
function BackpackEquipSlotChooserPopup.new(props) return end

---@param controller inkButtonController
---@return Bool
function BackpackEquipSlotChooserPopup:OnCancelClick(controller) return end

---@param proxy inkanimProxy
---@return Bool
function BackpackEquipSlotChooserPopup:OnCloseAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function BackpackEquipSlotChooserPopup:OnHandlePressInput(evt) return end

---@return Bool
function BackpackEquipSlotChooserPopup:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function BackpackEquipSlotChooserPopup:OnOkClick(controller) return end

---@param e inkPointerEvent
---@return Bool
function BackpackEquipSlotChooserPopup:OnSlotClick(e) return end

---@param e inkPointerEvent
---@return Bool
function BackpackEquipSlotChooserPopup:OnSlotHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function BackpackEquipSlotChooserPopup:OnSlotHoverOver(e) return end

---@return Bool
function BackpackEquipSlotChooserPopup:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function BackpackEquipSlotChooserPopup:AddButtonHints(actionName, label) return end

---@param success Bool
function BackpackEquipSlotChooserPopup:Close(success) return end

function BackpackEquipSlotChooserPopup:SetButtonHints() return end

---@param inventoryScriptableSystem UIInventoryScriptableSystem
function BackpackEquipSlotChooserPopup:SpawnWeaponSlots(inventoryScriptableSystem) return end

---@class BackpackFilterButtonController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field text inkTextWidgetReference
---@field filterType ItemFilterCategory
---@field active Bool
---@field hovered Bool
BackpackFilterButtonController = {}

---@return BackpackFilterButtonController
function BackpackFilterButtonController.new() return end

---@param props table
---@return BackpackFilterButtonController
function BackpackFilterButtonController.new(props) return end

---@param filterType ItemFilterCategory
---@return String
function BackpackFilterButtonController.GetIcon(filterType) return end

---@param filterType ItemFilterCategory
---@return CName
function BackpackFilterButtonController.GetLabelKey(filterType) return end

---@param evt inkPointerEvent
---@return Bool
function BackpackFilterButtonController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function BackpackFilterButtonController:OnHoverOver(evt) return end

---@return Bool
function BackpackFilterButtonController:OnInitialize() return end

---@return ItemFilterCategory
function BackpackFilterButtonController:GetFilterType() return end

---@return CName
function BackpackFilterButtonController:GetLabelKey() return end

---@param value Bool
function BackpackFilterButtonController:SetActive(value) return end

---@param filterType ItemFilterCategory
function BackpackFilterButtonController:Setup(filterType) return end

---@class BackpackFilterButtonSpawnedCallbackData : IScriptable
---@field category ItemFilterCategory
---@field savedFilter Int32
BackpackFilterButtonSpawnedCallbackData = {}

---@return BackpackFilterButtonSpawnedCallbackData
function BackpackFilterButtonSpawnedCallbackData.new() return end

---@param props table
---@return BackpackFilterButtonSpawnedCallbackData
function BackpackFilterButtonSpawnedCallbackData.new(props) return end

---@class BackpackInventoryListenerCallback : gameInventoryScriptCallback
---@field backpackInstance gameuiBackpackMainGameController
BackpackInventoryListenerCallback = {}

---@return BackpackInventoryListenerCallback
function BackpackInventoryListenerCallback.new() return end

---@param props table
---@return BackpackInventoryListenerCallback
function BackpackInventoryListenerCallback.new(props) return end

---@param backpackInstance gameuiBackpackMainGameController
function BackpackInventoryListenerCallback:Setup(backpackInstance) return end

---@class BakcpackImmediateNotificationListener : ImmediateNotificationListener
---@field backpackInstance gameuiBackpackMainGameController
BakcpackImmediateNotificationListener = {}

---@return BakcpackImmediateNotificationListener
function BakcpackImmediateNotificationListener.new() return end

---@param props table
---@return BakcpackImmediateNotificationListener
function BakcpackImmediateNotificationListener.new(props) return end

---@param message Int32
---@param id Uint64
---@param data IScriptable
function BakcpackImmediateNotificationListener:Notify(message, id, data) return end

---@param instance gameuiBackpackMainGameController
function BakcpackImmediateNotificationListener:SetBackpackInstance(instance) return end

---@class BarHoverOutEvent : redEvent
BarHoverOutEvent = {}

---@return BarHoverOutEvent
function BarHoverOutEvent.new() return end

---@param props table
---@return BarHoverOutEvent
function BarHoverOutEvent.new(props) return end

---@class BarHoverOverEvent : redEvent
---@field data RipperdocBarTooltipTooltipData
BarHoverOverEvent = {}

---@return BarHoverOverEvent
function BarHoverOverEvent.new() return end

---@param props table
---@return BarHoverOverEvent
function BarHoverOverEvent.new(props) return end

---@class BarbedWire : ActivatedDeviceTrap
BarbedWire = {}

---@return BarbedWire
function BarbedWire.new() return end

---@param props table
---@return BarbedWire
function BarbedWire.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function BarbedWire:OnAreaEnter(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BarbedWire:OnTakeControl(ri) return end

---@param activator gameObject
---@return Bool
function BarbedWire:CanAttackActivator(activator) return end

---@return BarbedWireController
function BarbedWire:GetController() return end

---@return BarbedWireControllerPS
function BarbedWire:GetDevicePS() return end

---@class BarbedWireController : ActivatedDeviceController
BarbedWireController = {}

---@return BarbedWireController
function BarbedWireController.new() return end

---@param props table
---@return BarbedWireController
function BarbedWireController.new(props) return end

---@return BarbedWireControllerPS
function BarbedWireController:GetPS() return end

---@class BarbedWireControllerPS : ActivatedDeviceControllerPS
BarbedWireControllerPS = {}

---@return BarbedWireControllerPS
function BarbedWireControllerPS.new() return end

---@param props table
---@return BarbedWireControllerPS
function BarbedWireControllerPS.new(props) return end

---@class BaseActionOperations : DeviceOperations
---@field baseActionsOperations SBaseActionOperationData[]
BaseActionOperations = {}

---@return BaseActionOperations
function BaseActionOperations.new() return end

---@param props table
---@return BaseActionOperations
function BaseActionOperations.new(props) return end

---@param operationID Int32
function BaseActionOperations:ClearDelayIdOnOperation(operationID) return end

---@param actionClassName CName|string
---@param owner gameObject
function BaseActionOperations:ExecuteOperation(actionClassName, owner) return end

---@param index Int32
---@return Bool
function BaseActionOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function BaseActionOperations:RequestComponents(ri) return end

---@param actionClassName CName|string
---@param owner gameObject
function BaseActionOperations:RestoreOperation(actionClassName, owner) return end

---@param delayId gameDelayID
---@param operationID Int32
function BaseActionOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function BaseActionOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function BaseActionOperations:ToggleOperation(enable, index) return end

---@class BaseAnimatedDevice : InteractiveDevice
---@field openingSpeed Float
---@field closingSpeed Float
---@field animationController entAnimationControllerComponent
---@field animFeature AnimFeature_RoadBlock
---@field animationType EAnimationType
BaseAnimatedDevice = {}

---@return BaseAnimatedDevice
function BaseAnimatedDevice.new() return end

---@param props table
---@return BaseAnimatedDevice
function BaseAnimatedDevice.new(props) return end

---@param evt ActivateDevice
---@return Bool
function BaseAnimatedDevice:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return Bool
function BaseAnimatedDevice:OnDeactivateDevice(evt) return end

---@param evt QuickHackToggleActivate
---@return Bool
function BaseAnimatedDevice:OnQuickHackToggleActivate(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BaseAnimatedDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BaseAnimatedDevice:OnTakeControl(ri) return end

function BaseAnimatedDevice:ActivateAnimation() return end

function BaseAnimatedDevice:ActivateDevice() return end

function BaseAnimatedDevice:Animate() return end

function BaseAnimatedDevice:DeactivateDevice() return end

---@return EGameplayRole
function BaseAnimatedDevice:DeterminGameplayRole() return end

---@return BaseAnimatedDeviceController
function BaseAnimatedDevice:GetController() return end

---@return CName
function BaseAnimatedDevice:GetCurrentAnimationName() return end

---@return BaseAnimatedDeviceControllerPS
function BaseAnimatedDevice:GetDevicePS() return end

---@return Float
function BaseAnimatedDevice:GetTimeScale() return end

function BaseAnimatedDevice:InvokePlayAnimationEvent() return end

function BaseAnimatedDevice:OnPlayAnimation() return end

function BaseAnimatedDevice:ResolveGameplayState() return end

---@class BaseAnimatedDeviceController : ScriptableDeviceComponent
BaseAnimatedDeviceController = {}

---@return BaseAnimatedDeviceController
function BaseAnimatedDeviceController.new() return end

---@param props table
---@return BaseAnimatedDeviceController
function BaseAnimatedDeviceController.new(props) return end

---@return BaseAnimatedDeviceControllerPS
function BaseAnimatedDeviceController:GetPS() return end

---@class BaseAnimatedDeviceControllerPS : ScriptableDeviceComponentPS
---@field isActive Bool
---@field hasInteraction Bool
---@field randomizeAnimationTime Bool
---@field nameForActivation TweakDBID
---@field nameForDeactivation TweakDBID
BaseAnimatedDeviceControllerPS = {}

---@return BaseAnimatedDeviceControllerPS
function BaseAnimatedDeviceControllerPS.new() return end

---@param props table
---@return BaseAnimatedDeviceControllerPS
function BaseAnimatedDeviceControllerPS.new(props) return end

---@return QuickHackToggleActivate
function BaseAnimatedDeviceControllerPS:ActionQuickHackToggleActivate() return end

---@return ToggleActivate
function BaseAnimatedDeviceControllerPS:ActionToggleActivate() return end

---@return Bool
function BaseAnimatedDeviceControllerPS:CanCreateAnyQuickHackActions() return end

function BaseAnimatedDeviceControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function BaseAnimatedDeviceControllerPS:GetActions(context) return end

---@param actionName CName|string
---@return gamedeviceAction
function BaseAnimatedDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function BaseAnimatedDeviceControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function BaseAnimatedDeviceControllerPS:GetQuickHackActions(context) return end

---@return Bool
function BaseAnimatedDeviceControllerPS:IsActive() return end

---@return Bool
function BaseAnimatedDeviceControllerPS:IsNotActive() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function BaseAnimatedDeviceControllerPS:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function BaseAnimatedDeviceControllerPS:OnDeactivateDevice(evt) return end

---@param evt QuickHackToggleActivate
---@return EntityNotificationType
function BaseAnimatedDeviceControllerPS:OnQuickHackToggleActivate(evt) return end

---@param evt ToggleActivate
---@return EntityNotificationType
function BaseAnimatedDeviceControllerPS:OnToggleActivate(evt) return end

---@return Bool
function BaseAnimatedDeviceControllerPS:Randomize() return end

---@param isActive Bool
function BaseAnimatedDeviceControllerPS:SetActiveState(isActive) return end

---@class BaseBullet : BaseProjectile
---@field meshComponent entIComponent
---@field countTime Float
---@field startVelocity Float
---@field acceleration Float
---@field lifetime Float
---@field alive Bool
BaseBullet = {}

---@return BaseBullet
function BaseBullet.new() return end

---@param props table
---@return BaseBullet
function BaseBullet.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function BaseBullet:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function BaseBullet:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BaseBullet:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function BaseBullet:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function BaseBullet:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BaseBullet:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function BaseBullet:OnTick(eventData) return end

---@param eventData gameprojectileHitEvent
function BaseBullet:DealDamage(eventData) return end

---@param eventData gameprojectileHitEvent
function BaseBullet:PerformAttack(eventData) return end

function BaseBullet:Reset() return end

function BaseBullet:StartTrailEffect() return end

---@class BaseBunkerComputerGameController : gameuiBaseBunkerComputerGameController
---@field factsSet BunkerSystemsFactsSet
---@field gateClosedFact CName
BaseBunkerComputerGameController = {}

---@return BaseBunkerComputerGameController
function BaseBunkerComputerGameController.new() return end

---@param props table
---@return BaseBunkerComputerGameController
function BaseBunkerComputerGameController.new(props) return end

---@return BunkerSystems
function BaseBunkerComputerGameController:GetCurrentSystem() return end

---@param factsSet BunkerSystemsFactsSet
---@return CName
function BaseBunkerComputerGameController:GetCurrentSystemFact(factsSet) return end

---@return ScriptGameInstance
function BaseBunkerComputerGameController:GetGame() return end

---@param controller inkWidgetLogicController
---@param fact CName|string
function BaseBunkerComputerGameController:SetStatusOffline(controller, fact) return end

---@param controller inkWidgetLogicController
---@param isOffline Bool
function BaseBunkerComputerGameController:SetStatusOffline(controller, isOffline) return end

---@class BaseButtonView : inkDiscreteNavigationController
---@field ButtonController inkButtonController
BaseButtonView = {}

---@param controller inkButtonController
---@param progress Float
---@return Bool
function BaseButtonView:OnButtonHoldProgressChanged(controller, progress) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function BaseButtonView:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function BaseButtonView:OnInitialize() return end

---@param progress Float
function BaseButtonView:ButtonHoldProgressChanged(progress) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function BaseButtonView:ButtonStateChanged(oldState, newState) return end

---@return inkButtonController
function BaseButtonView:GetParentButton() return end

---@class BaseChargesStatListener : gameCustomValueStatPoolsListener
---@field player PlayerPuppet
---@field playedCueAlready Bool
---@field currentCharges Int32
---@field currentStatPoolValue Int32
---@field rechargeSoundCue CName
---@field statSystem gameStatsSystem
---@field finalString String
BaseChargesStatListener = {}

---@return BaseChargesStatListener
function BaseChargesStatListener.new() return end

---@param props table
---@return BaseChargesStatListener
function BaseChargesStatListener.new(props) return end

---@param hotkey gameEHotkey
---@return gamedataItem_Record
function BaseChargesStatListener:GetActiveItem(hotkey) return end

---@return Int32
function BaseChargesStatListener:GetCharges() return end

---@return Int32
function BaseChargesStatListener:GetRechargeDuration() return end

---@param player PlayerPuppet
function BaseChargesStatListener:Init(player) return end

---@return Int32
function BaseChargesStatListener:MaxStatPoolValue() return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function BaseChargesStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

function BaseChargesStatListener:PlayRechagedSoundEvent() return end

function BaseChargesStatListener:Recharged() return end

---@class BaseChunkGameController : gameuiWidgetGameController
---@field chunkBlackboard gameIBlackboard
---@field chunkBlackboardDef UI_ScannerModulesDef
---@field questClueBlackboardDef UI_ScannerDef
BaseChunkGameController = {}

---@return BaseChunkGameController
function BaseChunkGameController.new() return end

---@param props table
---@return BaseChunkGameController
function BaseChunkGameController.new(props) return end

---@return Bool
function BaseChunkGameController:OnInitialize() return end

---@class BaseCodexLinkController : inkWidgetLogicController
---@field linkImage inkImageWidgetReference
---@field linkLabel inkTextWidgetReference
---@field inputContainer inkWidgetReference
---@field animProxy inkanimProxy
---@field isInteractive Bool
BaseCodexLinkController = {}

---@return BaseCodexLinkController
function BaseCodexLinkController.new() return end

---@param props table
---@return BaseCodexLinkController
function BaseCodexLinkController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function BaseCodexLinkController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function BaseCodexLinkController:OnHoverOver(evt) return end

---@return Bool
function BaseCodexLinkController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function BaseCodexLinkController:OnRelease(e) return end

function BaseCodexLinkController:Activate() return end

function BaseCodexLinkController:ActivateSecondary() return end

---@param value Bool
function BaseCodexLinkController:EnableInputHint(value) return end

---@param animationName CName|string
function BaseCodexLinkController:ForcePlayAnimation(animationName) return end

---@class BaseContextDecisions : InputContextTransitionDecisions
BaseContextDecisions = {}

---@return BaseContextDecisions
function BaseContextDecisions.new() return end

---@param props table
---@return BaseContextDecisions
function BaseContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BaseContextDecisions:ToVehicleRemoteControlDriverContext(stateContext, scriptInterface) return end

---@class BaseContextEvents : InputContextTransitionEvents
BaseContextEvents = {}

---@return BaseContextEvents
function BaseContextEvents.new() return end

---@param props table
---@return BaseContextEvents
function BaseContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BaseContextEvents:IsStateValidForExploration(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BaseContextEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BaseContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return ActiveBaseContext
function BaseContextEvents:UpdateBodyCarryInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BaseContextEvents:UpdateHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return ActiveBaseContext
function BaseContextEvents:UpdateLadderInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return ActiveBaseContext
function BaseContextEvents:UpdateLocomotionInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return ActiveBaseContext
function BaseContextEvents:UpdateSwimmingInputHints(stateContext, scriptInterface) return end

---@class BaseCrosshairState : DefaultTransition
BaseCrosshairState = {}

---@return BaseCrosshairState
function BaseCrosshairState.new() return end

---@param props table
---@return BaseCrosshairState
function BaseCrosshairState.new(props) return end

---@return gamePSMCrosshairStates
function BaseCrosshairState:GetCrosshairStateEnumValue() return end

---@class BaseCrosshairStateEvents : BaseCrosshairState
BaseCrosshairStateEvents = {}

---@return BaseCrosshairStateEvents
function BaseCrosshairStateEvents.new() return end

---@param props table
---@return BaseCrosshairStateEvents
function BaseCrosshairStateEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BaseCrosshairStateEvents:OnEnter(stateContext, scriptInterface) return end

---@class BaseDestructibleController : ScriptableDeviceComponent
BaseDestructibleController = {}

---@return BaseDestructibleController
function BaseDestructibleController.new() return end

---@param props table
---@return BaseDestructibleController
function BaseDestructibleController.new(props) return end

---@return BaseDestructibleControllerPS
function BaseDestructibleController:GetPS() return end

---@class BaseDestructibleControllerPS : ScriptableDeviceComponentPS
---@field destroyed Bool
BaseDestructibleControllerPS = {}

---@return BaseDestructibleControllerPS
function BaseDestructibleControllerPS.new() return end

---@param props table
---@return BaseDestructibleControllerPS
function BaseDestructibleControllerPS.new(props) return end

---@return Bool
function BaseDestructibleControllerPS:OnInstantiated() return end

function BaseDestructibleControllerPS:GameAttached() return end

function BaseDestructibleControllerPS:Initialize() return end

---@return Bool
function BaseDestructibleControllerPS:IsDestroyed() return end

---@return Bool
function BaseDestructibleControllerPS:IsMasterDestroyed() return end

---@param evt MasterDeviceDestroyed
---@return EntityNotificationType
function BaseDestructibleControllerPS:OnMasterDeviceDestroyed(evt) return end

function BaseDestructibleControllerPS:SetDestroyed() return end

---@class BaseDestructibleDevice : Device
---@field minTime Float
---@field maxTime Float
---@field destroyedMesh entPhysicalMeshComponent
BaseDestructibleDevice = {}

---@return BaseDestructibleDevice
function BaseDestructibleDevice.new() return end

---@param props table
---@return BaseDestructibleDevice
function BaseDestructibleDevice.new(props) return end

---@param evt DelayEvent
---@return Bool
function BaseDestructibleDevice:OnDelayEvent(evt) return end

---@param evt MasterDeviceDestroyed
---@return Bool
function BaseDestructibleDevice:OnMasterDeviceDestroyed(evt) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function BaseDestructibleDevice:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BaseDestructibleDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BaseDestructibleDevice:OnTakeControl(ri) return end

function BaseDestructibleDevice:ActivateDevice() return end

function BaseDestructibleDevice:CreateDestructionEffects() return end

function BaseDestructibleDevice:CreatePhysicalBody() return end

function BaseDestructibleDevice:DeactivateDevice() return end

function BaseDestructibleDevice:DeactivateDeviceSilent() return end

---@return BaseDestructibleController
function BaseDestructibleDevice:GetController() return end

---@return BaseDestructibleControllerPS
function BaseDestructibleDevice:GetDevicePS() return end

function BaseDestructibleDevice:HidePhysicalBody() return end

function BaseDestructibleDevice:ResolveGameplayState() return end

---@class BaseDeviceData
---@field deviceState EDeviceStatus
---@field durabilityType EDeviceDurabilityType
---@field deviceName String
---@field debugName CName
---@field hackOwner gameObject
BaseDeviceData = {}

---@return BaseDeviceData
function BaseDeviceData.new() return end

---@param props table
---@return BaseDeviceData
function BaseDeviceData.new(props) return end

---@class BaseDeviceStatus : ActionEnum
---@field isRestarting Bool
BaseDeviceStatus = {}

---@return BaseDeviceStatus
function BaseDeviceStatus.new() return end

---@param props table
---@return BaseDeviceStatus
function BaseDeviceStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function BaseDeviceStatus.IsAvailable(device) return end

---@param requesterClearancer gamedeviceClearance
---@return Bool
function BaseDeviceStatus.IsClearanceValid(requesterClearancer) return end

---@param context gameGetActionsContext
---@return Bool
function BaseDeviceStatus.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function BaseDeviceStatus.IsDefaultConditionMet(device, context) return end

---@return String
function BaseDeviceStatus:GetCurrentDisplayString() return end

---@return TweakDBID
function BaseDeviceStatus:GetScannerStatusRecord() return end

---@return Int32
function BaseDeviceStatus:GetStatusValue() return end

---@return String
function BaseDeviceStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function BaseDeviceStatus:SetProperties(deviceRef) return end

---@class BaseGameEngine : CBaseEngine
BaseGameEngine = {}

---@return BaseGameEngine
function BaseGameEngine.new() return end

---@param props table
---@return BaseGameEngine
function BaseGameEngine.new(props) return end

---@class BaseGrenade : gameweaponGrenade
---@field projectileComponent gameprojectileComponent
---@field user gameObject
---@field projectileSpawnPoint Vector4
---@field shootCollision entSimpleColliderComponent
---@field visualComponent entIComponent
---@field stickyMeshComponent entIComponent
---@field decalsStickyComponent entIComponent
---@field homingMeshComponent entIComponent
---@field targetingComponent gameTargetingComponent
---@field resourceLibraryComponent ResourceLibraryComponent
---@field mappinID gameNewMappinID
---@field timeSinceLaunch Float
---@field timeSinceExplosion Float
---@field detonationTimer Float
---@field stickyTrackerTimeout Float
---@field timeOfFreezing Float
---@field spawnBlinkEffectDelayID gameDelayID
---@field detonateRequestDelayID gameDelayID
---@field releaseRequestDelayID gameDelayID
---@field delayToDetonate Float
---@field detonationTimerActive Bool
---@field isAlive Bool
---@field isSinking Bool
---@field landedOnGround Bool
---@field isStuck Bool
---@field isTracking Bool
---@field isLockingOn Bool
---@field isLockedOn Bool
---@field readyToTrack Bool
---@field lockOnFailed Bool
---@field canBeShot Bool
---@field shotDownByThePlayer Bool
---@field forceExplosion Bool
---@field hasClearedIgnoredObject Bool
---@field detonateOnImpact Bool
---@field setStickyTracker Bool
---@field isContinuousEffect Bool
---@field additionalAttackOnDetonate Bool
---@field additionalAttackOnCollision Bool
---@field targetAcquired Bool
---@field collidedWithNPC Bool
---@field isBroadcastingStim Bool
---@field playingFastBeep Bool
---@field hasExploded Bool
---@field targetTracker gameEffectInstance
---@field potentialHomingTargets GrenadePotentialHomingTarget[]
---@field homingGrenadeTarget GrenadePotentialHomingTarget
---@field cuttingGrenadePotentialTargets CuttingGrenadePotentialTarget[]
---@field drillTargetPosition Vector4
---@field attacksSpawned gameEffectInstance[]
---@field tweakRecord gamedataGrenade_Record
---@field additionalEffect gameFxResource
---@field landedCooldownActive Bool
---@field landedCooldownTimer Float
---@field hasHitWater Bool
---@field waterHeight Float
---@field smokeEffectRadius Float
---@field smokeEffectDuration Float
---@field smokeVisionBlockerId Uint32
---@field isSmokeEffectActive Bool
---@field smokeVFXDeescalationOffset Float
---@field cpoTimeBeforeRelease Float
BaseGrenade = {}

---@return BaseGrenade
function BaseGrenade.new() return end

---@param props table
---@return BaseGrenade
function BaseGrenade.new(props) return end

---@param owner gameObject
---@param itemID ItemID
function BaseGrenade.SendGrenadeAnimFeatureChangeEvent(owner, itemID) return end

---@param evt CuttingGrenadeAddAxisRotationEvent
---@return Bool
function BaseGrenade:OnAddAxisRotationEvent(evt) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function BaseGrenade:OnCollision(eventData) return end

---@param evt CuttingGrenadeDespawnEffectsEvent
---@return Bool
function BaseGrenade:OnCuttingGrenadeDespawnEffectsEvent(evt) return end

---@param evt CuttingGrenadeSpawnBlinkEffectEvent
---@return Bool
function BaseGrenade:OnCuttingGrenadeSpawnBlinkEffectEvent(evt) return end

---@param evt CuttingGrenadeStopAttackEvent
---@return Bool
function BaseGrenade:OnCuttingGrenadeStopAttackEvent(evt) return end

---@param evt GrenadeDespawnRequestEvent
---@return Bool
function BaseGrenade:OnDespawnRequest(evt) return end

---@param evt GrenadeDetonateRequestEvent
---@return Bool
function BaseGrenade:OnDetonateRequest(evt) return end

---@param eventData gameprojectileFollowEvent
---@return Bool
function BaseGrenade:OnFollowSuccess(eventData) return end

---@param evt gameprojectileForceActivationEvent
---@return Bool
function BaseGrenade:OnForceActivation(evt) return end

---@param evt GrenadeAnimFeatureChangeEvent
---@return Bool
function BaseGrenade:OnGrenadeAnimFeatureChange(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function BaseGrenade:OnHit(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function BaseGrenade:OnProjectileInitialize(eventData) return end

---@param evt GrenadeReleaseRequestEvent
---@return Bool
function BaseGrenade:OnReleaseRequestEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BaseGrenade:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function BaseGrenade:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function BaseGrenade:OnShootTarget(eventData) return end

---@param evt SpawnLaserAttackEvent
---@return Bool
function BaseGrenade:OnSpawnLaserAttackEvent(evt) return end

---@param evt GrenadeStopDrillingRequestEvent
---@return Bool
function BaseGrenade:OnStopDrillingRequest(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BaseGrenade:OnTakeControl(ri) return end

---@param evt GrenadeTrackerTargetAcquiredEvent
---@return Bool
function BaseGrenade:OnTargetAcquired(evt) return end

---@param evt GrenadeTrackerTargetLostEvent
---@return Bool
function BaseGrenade:OnTargetLost(evt) return end

---@param evt GrenadeSetTargetTrackerStateEvent
---@return Bool
function BaseGrenade:OnTargetTrackerStateSet(evt) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function BaseGrenade:OnTick(eventData) return end

---@param evt GrenadeTriggerSmartTrajectoryEvent
---@return Bool
function BaseGrenade:OnTriggerSmartTrajectory(evt) return end

---@return Bool
function BaseGrenade:OnVisualSpawnAttached() return end

function BaseGrenade:ActivateSmartTrajectory() return end

---@param position Vector4
---@param attackRadius Float
---@param numImpulses Int32
function BaseGrenade:AddWaterImpulsesOnDetonation(position, attackRadius, numImpulses) return end

---@param attackData gamedamageAttackData
function BaseGrenade:CheckForGunslingerAchievement(attackData) return end

---@return Bool
function BaseGrenade:CheckRegularDeliveryMethodConditions() return end

---@return Bool
function BaseGrenade:CheckStickyDeliveryMethodConditions() return end

---@return GrenadePotentialHomingTarget
function BaseGrenade:ChooseSmartTrajectoryTarget() return end

---@param newState Bool
---@param delay Float
function BaseGrenade:DelayTargetTrackingStateChange(newState, delay) return end

---@return gamedataStimType
function BaseGrenade:DetermineLandedStimType() return end

---@param hitNormal Vector4
function BaseGrenade:Detonate(hitNormal) return end

---@param collisionEventData gameprojectileHitInstance
function BaseGrenade:DrillThrough(collisionEventData) return end

function BaseGrenade:DropToFloor() return end

function BaseGrenade:FloatCuttingGrenadeUp() return end

function BaseGrenade:FloatToLockOnAltitude() return end

function BaseGrenade:Freeze() return end

---@return Float
function BaseGrenade:GetAccelerationZ() return end

---@return Float
function BaseGrenade:GetAttackDuration() return end

---@return Float
function BaseGrenade:GetAttackRadius() return end

---@return gamedataAttack_Record
function BaseGrenade:GetDefaultAttack() return end

---@return gamedataGrenadeDeliveryMethodType
function BaseGrenade:GetDeliveryMethod() return end

---@return Float
function BaseGrenade:GetDistanceFromFloor() return end

---@return Float
function BaseGrenade:GetDistanceToFloat() return end

---@param currentPosition Vector4
---@param hitNormal Vector4
---@return Vector4
function BaseGrenade:GetDrillTargetPosition(currentPosition, hitNormal) return end

---@return EGrenadeType
function BaseGrenade:GetGrenadeType() return end

---@param isQuickThrow Bool
---@return Float
function BaseGrenade:GetInitialVelocity(isQuickThrow) return end

---@return Vector4
function BaseGrenade:GetLastHitNormal() return end

---@param grenadeType EGrenadeType
---@return TweakDBID
function BaseGrenade:GetMappinIconIDForGrenadeType(grenadeType) return end

---@return Vector4
function BaseGrenade:GetShootCollisionSize() return end

---@return gameObject
function BaseGrenade:GetUser() return end

function BaseGrenade:InitializeRotation() return end

---@param compareType EGrenadeType
---@return Bool
function BaseGrenade:IsGrenadeOfType(compareType) return end

---@return Bool
function BaseGrenade:IsUnderwater() return end

---@return Bool
function BaseGrenade:MultiplayerCanRelease() return end

---@param eventData gameprojectileTickEvent
function BaseGrenade:OnServerTick(eventData) return end

---@param index Int32
function BaseGrenade:PlayLaserSlotAnimation(index) return end

function BaseGrenade:PlayNPCGrenadeBeepSound() return end

function BaseGrenade:PlayStickyGrenadeLongBeepSound() return end

function BaseGrenade:PlayStickyGrenadeShortBeepSound() return end

function BaseGrenade:PreloadAttackResources() return end

---@return Bool
function BaseGrenade:ProcessProximityTargets() return end

---@param delay Float
function BaseGrenade:QueueSmartTrajectory(delay) return end

---@param position Vector4
function BaseGrenade:RegisterSmokeExplosion(position) return end

---@param isInstant Bool
function BaseGrenade:Release(isInstant) return end

function BaseGrenade:ReleaseAttackResources() return end

function BaseGrenade:ReleaseMappin() return end

function BaseGrenade:RemoveGrenadeLandedStimuli() return end

---@param delay Float
function BaseGrenade:RequestGrenadeDetonation(delay) return end

---@param delay Float
function BaseGrenade:RequestGrenadeRelease(delay) return end

function BaseGrenade:Reset() return end

function BaseGrenade:SendCombatGadgetIsAliveFeature() return end

---@param canBeShot Bool
function BaseGrenade:SetCanBeShot(canBeShot) return end

---@param newState Int32
---@param target gameObject
function BaseGrenade:SetThrowableAnimFeatureOnGrenade(newState, target) return end

---@param state Bool
function BaseGrenade:SetTracking(state) return end

function BaseGrenade:SetupDeliveryMethodMesh() return end

---@return Bool
function BaseGrenade:ShouldUsePlayerAttack() return end

---@param attackRecord gamedataAttack_Record
---@param range Float
---@param duration Float
---@param hitNormal Vector4
---@param position Vector4
---@param vfxOffset Vector4
---@return gameEffectInstance
function BaseGrenade:SpawnAttack(attackRecord, range, duration, hitNormal, position, vfxOffset) return end

---@param key CName|string
function BaseGrenade:SpawnEffectFromLibrary(key) return end

---@param groundEffect gameFxResource
function BaseGrenade:SpawnEffectOnGround(groundEffect) return end

---@param attackRecord gamedataAttack_Record
---@param numberOfLasers Int32
---@param range Float
---@param duration Float
---@param playSlotAnimation Bool
---@param delayPerLaser Float
function BaseGrenade:SpawnLaserAttack(attackRecord, numberOfLasers, range, duration, playSlotAnimation, delayPerLaser) return end

---@param attackRecord gamedataAttack_Record
---@param range Float
---@param duration Float
---@param index Int32
---@param playSlotAnimation Bool
function BaseGrenade:SpawnLaserAttackSingle(attackRecord, range, duration, index, playSlotAnimation) return end

---@param attackRecord gamedataAttack_Record
---@param targetEntity ScriptedPuppet
---@return gameEffectInstance
function BaseGrenade:SpawnOnPuppetCollisionAttack(attackRecord, targetEntity) return end

function BaseGrenade:SpawnPiercingExplosion() return end

function BaseGrenade:SpawnVisualEffectsOnDetonation() return end

function BaseGrenade:StopCuttingGrenadeAttack() return end

function BaseGrenade:StopNPCGrenadeBeepSound() return end

function BaseGrenade:StopStickyGrenadeSounds() return end

function BaseGrenade:TerminateCuttingGrenadeAttack() return end

---@param hasLifeTime Bool
function BaseGrenade:TriggerGrenadeLandedStimuli(hasLifeTime) return end

---@param radius Float
function BaseGrenade:TriggerStimuli(radius) return end

function BaseGrenade:TryToSinkAndRequestDetonation() return end

function BaseGrenade:UnregisterSmokeExplosion() return end

---@class BaseHitPrereqCondition : IScriptable
---@field invert Bool
---@field onlyOncePerShot Bool
---@field lastAttackTime Float
BaseHitPrereqCondition = {}

---@return BaseHitPrereqCondition
function BaseHitPrereqCondition.new() return end

---@param props table
---@return BaseHitPrereqCondition
function BaseHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function BaseHitPrereqCondition:CheckOnlyOncePerShot(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function BaseHitPrereqCondition:Evaluate(hitEvent) return end

---@param obj CName|string
---@param hitEvent gameeventsHitEvent
---@return gameObject
function BaseHitPrereqCondition:GetObjectToCheck(obj, hitEvent) return end

---@param missEvent gameeventsMissEvent
function BaseHitPrereqCondition:OnMissTriggered(missEvent) return end

---@param recordID TweakDBID|string
function BaseHitPrereqCondition:SetData(recordID) return end

---@class BaseHubMenuController : gameuiWidgetGameController
---@field menuEventDispatcher inkMenuEventDispatcher
---@field menuData IScriptable
BaseHubMenuController = {}

---@return BaseHubMenuController
function BaseHubMenuController.new() return end

---@param props table
---@return BaseHubMenuController
function BaseHubMenuController.new(props) return end

---@param userData IScriptable
---@return Bool
function BaseHubMenuController:OnBack(userData) return end

---@return Bool
function BaseHubMenuController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function BaseHubMenuController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function BaseHubMenuController:OnUninitialize() return end

---@class BaseInnerBunkerComputerGameController : gameuiBaseBunkerComputerGameController
BaseInnerBunkerComputerGameController = {}

---@return BaseInnerBunkerComputerGameController
function BaseInnerBunkerComputerGameController.new() return end

---@param props table
---@return BaseInnerBunkerComputerGameController
function BaseInnerBunkerComputerGameController.new(props) return end

---@return ScriptGameInstance
function BaseInnerBunkerComputerGameController:GetGame() return end

---@class BaseItemAction : BaseScriptableAction
---@field itemData gameItemData
---@field removeAfterUse Bool
---@field quantity Int32
BaseItemAction = {}

---@return gameItemData
function BaseItemAction:GetItemData() return end

---@return gamedataItemType
function BaseItemAction:GetItemType() return end

---@return Int32
function BaseItemAction:GetRequestQuantity() return end

---@param item gameItemData
function BaseItemAction:SetItemData(item) return end

function BaseItemAction:SetRemoveAfterUse() return end

---@param quantity Int32
function BaseItemAction:SetRequestQuantity(quantity) return end

---@return Bool
function BaseItemAction:ShouldRemoveAfterUse() return end

---@class BaseModalListPopupGameController : gameuiWidgetGameController
---@field content inkWidgetReference
---@field listController inkVirtualListController
---@field playerPuppet gameObject
---@field popupData inkGameNotificationData
---@field timeDilationProfile String
---@field templateClassifier BaseModalListPopupTemplateClassifier
---@field systemRequestsHandler inkISystemRequestsHandler
---@field switchAnimProxy inkanimProxy
---@field inoutTransitionAnimProxy inkanimProxy
---@field isInMenuCallbackID redCallbackObject
---@field c_scrollInputThreshold Float
---@field firstInit Bool
BaseModalListPopupGameController = {}

---@return BaseModalListPopupGameController
function BaseModalListPopupGameController.new() return end

---@param props table
---@return BaseModalListPopupGameController
function BaseModalListPopupGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function BaseModalListPopupGameController:OnAction(action, consumer) return end

---@return Bool
function BaseModalListPopupGameController:OnAllElementsSpawned() return end

---@param proxy inkanimProxy
---@return Bool
function BaseModalListPopupGameController:OnHideAnimFinished(proxy) return end

---@return Bool
function BaseModalListPopupGameController:OnInitialize() return end

---@param param Bool
---@return Bool
function BaseModalListPopupGameController:OnIsInMenuChanged(param) return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
---@return Bool
function BaseModalListPopupGameController:OnItemSelected(previous, next) return end

---@param playerPuppet gameObject
---@return Bool
function BaseModalListPopupGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function BaseModalListPopupGameController:OnPlayerDetach(playerPuppet) return end

---@return Bool
function BaseModalListPopupGameController:OnUninitialize() return end

function BaseModalListPopupGameController:Activate() return end

function BaseModalListPopupGameController:BaseSetupVirtualList() return end

function BaseModalListPopupGameController:CleanVirtualList() return end

function BaseModalListPopupGameController:Close() return end

---@param axisData Float
function BaseModalListPopupGameController:HandleScroll(axisData) return end

function BaseModalListPopupGameController:OnClose() return end

function BaseModalListPopupGameController:ScrollNext() return end

function BaseModalListPopupGameController:ScrollPrior() return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
function BaseModalListPopupGameController:Select(previous, next) return end

function BaseModalListPopupGameController:SendPSMRadialCloseRequest() return end

---@param enable Bool
function BaseModalListPopupGameController:SetTimeDilatation(enable) return end

function BaseModalListPopupGameController:SetupData() return end

function BaseModalListPopupGameController:SetupTimeModifierConfig() return end

function BaseModalListPopupGameController:SetupVirtualList() return end

function BaseModalListPopupGameController:VirtualListReady() return end

---@class BaseModalListPopupTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
BaseModalListPopupTemplateClassifier = {}

---@return BaseModalListPopupTemplateClassifier
function BaseModalListPopupTemplateClassifier.new() return end

---@param props table
---@return BaseModalListPopupTemplateClassifier
function BaseModalListPopupTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function BaseModalListPopupTemplateClassifier:ClassifyItem(data) return end

---@class BaseNetworkSystemController : MasterController
BaseNetworkSystemController = {}

---@return BaseNetworkSystemController
function BaseNetworkSystemController.new() return end

---@param props table
---@return BaseNetworkSystemController
function BaseNetworkSystemController.new(props) return end

---@return BaseNetworkSystemControllerPS
function BaseNetworkSystemController:GetPS() return end

---@class BaseNetworkSystemControllerPS : MasterControllerPS
BaseNetworkSystemControllerPS = {}

---@return BaseNetworkSystemControllerPS
function BaseNetworkSystemControllerPS.new() return end

---@param props table
---@return BaseNetworkSystemControllerPS
function BaseNetworkSystemControllerPS.new(props) return end

---@class BasePerkDisplayData : IDisplayData
---@field attributeId TweakDBID
---@field name CName
---@field localizedName String
---@field localizedDescription String
---@field iconID TweakDBID
---@field binkRef redResourceReferenceScriptToken
---@field level Int32
---@field maxLevel Int32
---@field locked Bool
---@field proficiency gamedataProficiencyType
BasePerkDisplayData = {}

---@return BasePerkDisplayData
function BasePerkDisplayData.new() return end

---@param props table
---@return BasePerkDisplayData
function BasePerkDisplayData.new(props) return end

---@class BasePerkLevelData_Records : IScriptable
BasePerkLevelData_Records = {}

---@param index Int32
---@return gamedataTweakDBRecord
function BasePerkLevelData_Records:GetItemAt(index) return end

---@class BasePerksMenuTooltipData : ATooltipData
---@field manager PlayerDevelopmentDataManager
BasePerksMenuTooltipData = {}

---@return BasePerksMenuTooltipData
function BasePerksMenuTooltipData.new() return end

---@param props table
---@return BasePerksMenuTooltipData
function BasePerksMenuTooltipData.new(props) return end

function BasePerksMenuTooltipData:RefreshRuntimeData() return end

---@class BaseProjectile : gameItemObject
---@field projectileComponent gameprojectileComponent
---@field user gameObject
---@field projectile gameObject
---@field projectileSpawnPoint Vector4
---@field projectilePosition Vector4
---@field initialLaunchVelocity Float
---@field lifeTime Float
---@field tweakDBPath String
BaseProjectile = {}

---@return BaseProjectile
function BaseProjectile.new() return end

---@param props table
---@return BaseProjectile
function BaseProjectile.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function BaseProjectile:OnCollision(eventData) return end

---@param evt ProjectileDelayEvent
---@return Bool
function BaseProjectile:OnMaxLifetimeReached(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function BaseProjectile:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BaseProjectile:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function BaseProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function BaseProjectile:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BaseProjectile:OnTakeControl(ri) return end

---@param evt ProjectileTickEvent
---@return Bool
function BaseProjectile:OnUpdate(evt) return end

---@param effectName CName|string
function BaseProjectile:BreakVisualEffectLoop(effectName) return end

---@param value Bool
function BaseProjectile:CanBounceAfterCollision(value) return end

---@param value Float
function BaseProjectile:CreateCustomTickEventWithDuration(value) return end

---@param value Float
function BaseProjectile:CreateDelayEvent(value) return end

---@param hitInstance gameprojectileHitInstance
---@param value Float
function BaseProjectile:CreateProjectileDeviceBreachEvent(hitInstance, value) return end

---@param eventData gameprojectileShootEvent
---@param targetObject gameObject
---@param targetComponent entIPlacedComponent
---@param startVelocity Float
---@param linearTimeRatio Float
---@param interpolationTimeRatio Float
---@param returnTimeMargin Float
---@param bendTimeRatio Float
---@param bendFactor Float
---@param halfLeanAngle Float
---@param endLeanAngle Float
---@param angleInterpolationDuration Float
function BaseProjectile:CurvedLaunch(eventData, targetObject, targetComponent, startVelocity, linearTimeRatio, interpolationTimeRatio, returnTimeMargin, bendTimeRatio, bendFactor, halfLeanAngle, endLeanAngle, angleInterpolationDuration) return end

---@param eventData gameprojectileShootEvent
---@param targetObject gameObject
---@param targetComponent entIPlacedComponent
function BaseProjectile:CurvedLaunchToTarget(eventData, targetObject, targetComponent) return end

---@param eventData gameprojectileShootEvent
function BaseProjectile:GeneralLaunchSetup(eventData) return end

---@return gameObject
function BaseProjectile:GetInstigator() return end

---@param user gameObject
---@return EActionType
function BaseProjectile:GetLeftHandCyberwareAction(user) return end

---@param hitInstance gameprojectileHitInstance
---@return gameObject
function BaseProjectile:GetObject(hitInstance) return end

---@param object gameObject
---@return Vector4
function BaseProjectile:GetObjectWorldPosition(object) return end

---@param param String
---@return Float
function BaseProjectile:GetProjectileTweakDBFloatParameter(param) return end

---@return Bool
function BaseProjectile:HasTrajectory() return end

---@param effectName CName|string
function BaseProjectile:KillVisualEffect(effectName) return end

---@param eventData gameprojectileShootEvent
---@param startVelocity Float
function BaseProjectile:LinearLaunch(eventData, startVelocity) return end

---@param eventData gameprojectileShootEvent
---@param gravitySimulation Float
---@param startVelocity Float
---@param energyLossFactorAfterCollision Float
function BaseProjectile:ParabolicLaunch(eventData, gravitySimulation, startVelocity, energyLossFactorAfterCollision) return end

---@param hitInstance gameprojectileHitInstance
---@param value Float
function BaseProjectile:ProjectileBreachDevice(hitInstance, value) return end

---@param eventData gameprojectileHitEvent
function BaseProjectile:ProjectileHit(eventData) return end

---@param hitInstance gameprojectileHitInstance
---@param attackRadius Float
---@param attackRecord gamedataAttack_Record
function BaseProjectile:ProjectileHitAoE(hitInstance, attackRadius, attackRecord) return end

function BaseProjectile:Release() return end

---@param user gameObject
function BaseProjectile:SetInitialVelocityBasedOnActionType(user) return end

---@param value Bool
function BaseProjectile:SetMeshVisible(value) return end

function BaseProjectile:SetProjectileLifetime() return end

---@param fx gameFxResource
---@param fxposition Vector4
---@return gameFxInstance
function BaseProjectile:SpawnLandVFXs(fx, fxposition) return end

---@param effectName CName|string
---@param eventTag CName|string
function BaseProjectile:SpawnVisualEffect(effectName, eventTag) return end

function BaseProjectile:StopProjectile() return end

---@param hitInstance gameprojectileHitInstance
---@param stimToSend gamedataStimType
---@param lifetime Float
---@param radius Float
function BaseProjectile:TriggerActiveStimuliWithLifetime(hitInstance, stimToSend, lifetime, radius) return end

---@param hitInstance gameprojectileHitInstance
---@param stimToSend gamedataStimType
function BaseProjectile:TriggerSingleStimuli(hitInstance, stimToSend) return end

---@class BaseResaveData
---@field baseDeviceData BaseDeviceData
---@field tweakDBRecord TweakDBID
BaseResaveData = {}

---@return BaseResaveData
function BaseResaveData.new() return end

---@param props table
---@return BaseResaveData
function BaseResaveData.new(props) return end

---@class BaseScriptableAction : gamedeviceAction
---@field requesterID entEntityID
---@field executor gameObject
---@field proxyExecutor gameObject
---@field costComponents gamedataObjectActionCost_Record[]
---@field objectActionID TweakDBID
---@field objectActionRecord gamedataObjectAction_Record
---@field inkWidgetID TweakDBID
---@field interactionChoice gameinteractionsChoice
---@field interactionLayer CName
---@field isActionRPGCheckDissabled Bool
---@field canSkipPayCost Bool
---@field calculatedBaseCost Int32
---@field deviceActionQueue DeviceActionQueue
---@field isActionQueueingUsed Bool
---@field isQueuedAction Bool
---@field isInactive Bool
---@field isTargetDead Bool
---@field activationTimeReduction Float
---@field IsAppliedByMonowire Bool
BaseScriptableAction = {}

---@param executor gameObject
---@param actionRecord gamedataObjectAction_Record
---@return Int32
function BaseScriptableAction.GetBaseCostStatic(executor, actionRecord) return end

---@param costComponents gamedataObjectActionCost_Record[]
---@return gamedataStatModifier_Record[]
function BaseScriptableAction.GetCostMods(costComponents) return end

---@param user gameObject
---@param checkForOverclockedState Bool
---@return Bool
function BaseScriptableAction:CanPayCost(user, checkForOverclockedState) return end

---@param isJustConsulting Bool
---@return Bool
function BaseScriptableAction:CanSkipPayCost(isJustConsulting) return end

function BaseScriptableAction:CompleteAction() return end

---@return CName
function BaseScriptableAction:GetActionID() return end

---@return Float
function BaseScriptableAction:GetActivationTime() return end

---@return Int32
function BaseScriptableAction:GetBaseCost() return end

---@return Float
function BaseScriptableAction:GetCooldownDuration() return end

---@return Int32
function BaseScriptableAction:GetCost() return end

---@param legendaryPlusPlus Bool
---@return Float
function BaseScriptableAction:GetDetonateGranadeCostReduction(legendaryPlusPlus) return end

---@return Int32
function BaseScriptableAction:GetDeviceActionMaxQueueSize() return end

---@return DeviceActionQueue
function BaseScriptableAction:GetDeviceActionQueue() return end

---@return CName[]
function BaseScriptableAction:GetDeviceActionQueueNames() return end

---@return Int32
function BaseScriptableAction:GetDeviceActionQueueSize() return end

---@return Float
function BaseScriptableAction:GetDurationTime() return end

---@return gameObject
function BaseScriptableAction:GetExecutor() return end

---@return Float
function BaseScriptableAction:GetExecutorLevel() return end

---@return TweakDBID
function BaseScriptableAction:GetGameplayCategoryID() return end

---@return gamedataObjectActionGameplayCategory_Record
function BaseScriptableAction:GetGameplayCategoryRecord() return end

---@return Bool
function BaseScriptableAction:GetIsActionRPGCheckDissabled() return end

---@param targetID entEntityID
---@return Float
function BaseScriptableAction:GetMadnessLvl3ProgramCostReduction(targetID) return end

---@return TweakDBID
function BaseScriptableAction:GetObjectActionID() return end

---@return gamedataObjectAction_Record
function BaseScriptableAction:GetObjectActionRecord() return end

---@return gamePersistentState
function BaseScriptableAction:GetOwnerPS() return end

---@return Float
function BaseScriptableAction:GetPowerLevelDiff() return end

---@return gameObject
function BaseScriptableAction:GetProxyExecutor() return end

---@return entEntityID
function BaseScriptableAction:GetRequesterID() return end

---@return TweakDBID
function BaseScriptableAction:GetTweakDBChoiceID() return end

---@return String
function BaseScriptableAction:GetTweakDBChoiceRecord() return end

---@param targetID entEntityID
---@param category gamedataHackCategory
---@return Bool
function BaseScriptableAction:IsFirstUniqueCategoryInQueue(targetID, category) return end

---@return Bool
function BaseScriptableAction:IsInactive() return end

---@return Bool
function BaseScriptableAction:IsInteractionChoiceValid() return end

---@param target gameObject
---@param actionRecord gamedataObjectAction_Record
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function BaseScriptableAction:IsPossible(target, actionRecord, objectActionsCallbackController) return end

---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function BaseScriptableAction:IsVisible(context, objectActionsCallbackController) return end

---@param player gameObject
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function BaseScriptableAction:IsVisible(player, objectActionsCallbackController) return end

---@param checkForOverclockedState Bool
---@return Bool
function BaseScriptableAction:PayCost(checkForOverclockedState) return end

---@param actionEffects gamedataObjectActionEffect_Record[]
function BaseScriptableAction:ProcessEffectors(actionEffects) return end

---@param gameplayRoleComponent GameplayRoleComponent
function BaseScriptableAction:ProcessRPGAction(gameplayRoleComponent) return end

---@param actionEffects gamedataObjectActionEffect_Record[]
function BaseScriptableAction:ProcessStatusEffects(actionEffects) return end

function BaseScriptableAction:ProduceInteractionPart() return end

---@param gameplayRoleComponent GameplayRoleComponent
---@return Bool
function BaseScriptableAction:PutActionInQuickhackQueue(gameplayRoleComponent) return end

---@param id entEntityID
function BaseScriptableAction:RegisterAsRequester(id) return end

---@param entityID entEntityID
---@param statusEffectRecord gamedataStatusEffect_Record
function BaseScriptableAction:ResetStatusEffectIfActionIsQueued(entityID, statusEffectRecord) return end

function BaseScriptableAction:SetActive() return end

---@param executor gameObject
function BaseScriptableAction:SetExecutor(executor) return end

function BaseScriptableAction:SetInactive() return end

---@param value Bool
function BaseScriptableAction:SetIsActionRPGCheckDissabled(value) return end

---@param id TweakDBID|string
function BaseScriptableAction:SetObjectActionID(id) return end

---@param proxy gameObject
function BaseScriptableAction:SetProxyExecutor(proxy) return end

function BaseScriptableAction:StartAction() return end

function BaseScriptableAction:StartUpload() return end

---@class BaseSkillCheckContainer : IScriptable
---@field hackingCheckSlot HackingSkillCheck
---@field engineeringCheckSlot EngineeringSkillCheck
---@field demolitionCheckSlot DemolitionSkillCheck
---@field isInitialized Bool
BaseSkillCheckContainer = {}

---@return DemolitionSkillCheck
function BaseSkillCheckContainer:GetDemolitionSlot() return end

---@return EngineeringSkillCheck
function BaseSkillCheckContainer:GetEngineeringSlot() return end

---@return HackingSkillCheck
function BaseSkillCheckContainer:GetHackingSlot() return end

---@param container BaseSkillCheckContainer
function BaseSkillCheckContainer:Initialize(container) return end

---@param difficulty EGameplayChallengeLevel
function BaseSkillCheckContainer:InitializeBackdoor(difficulty) return end

---@return Bool
function BaseSkillCheckContainer:IsInitialized() return end

---@param slotToInitialize SkillCheckBase
function BaseSkillCheckContainer:TryToInitialize(slotToInitialize) return end

---@class BaseStatPoolPrereqListener : gameCustomValueStatPoolsListener
BaseStatPoolPrereqListener = {}

---@return BaseStatPoolPrereqListener
function BaseStatPoolPrereqListener.new() return end

---@param props table
---@return BaseStatPoolPrereqListener
function BaseStatPoolPrereqListener.new(props) return end

---@param state gamePrereqState
function BaseStatPoolPrereqListener:RegisterState(state) return end

---@class BaseStateOperationTriggerData : DeviceOperationTriggerData
---@field state EDeviceStatus
BaseStateOperationTriggerData = {}

---@return BaseStateOperationTriggerData
function BaseStateOperationTriggerData.new() return end

---@param props table
---@return BaseStateOperationTriggerData
function BaseStateOperationTriggerData.new(props) return end

---@class BaseStateOperations : DeviceOperations
---@field stateActionsOverrides SGenericDeviceActionsData
---@field baseStateOperations SBaseStateOperationData[]
---@field wasStateCached Bool
---@field cachedState EDeviceStatus
BaseStateOperations = {}

---@return BaseStateOperations
function BaseStateOperations.new() return end

---@param props table
---@return BaseStateOperations
function BaseStateOperations.new(props) return end

---@param operationID Int32
function BaseStateOperations:ClearDelayIdOnOperation(operationID) return end

---@param state EDeviceStatus
---@param owner gameObject
function BaseStateOperations:ExecuteOperation(state, owner) return end

---@param index Int32
---@return Bool
function BaseStateOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function BaseStateOperations:RequestComponents(ri) return end

---@param delayId gameDelayID
---@param operationID Int32
function BaseStateOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function BaseStateOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function BaseStateOperations:ToggleOperation(enable, index) return end

---@class BaseStateOperationsTrigger : DeviceOperationsTrigger
---@field triggerData BaseStateOperationTriggerData
---@field wasStateCached Bool
---@field cachedState EDeviceStatus
BaseStateOperationsTrigger = {}

---@return BaseStateOperationsTrigger
function BaseStateOperationsTrigger.new() return end

---@param props table
---@return BaseStateOperationsTrigger
function BaseStateOperationsTrigger.new(props) return end

---@param state EDeviceStatus
---@param owner gameObject
---@param container DeviceOperationsContainer
function BaseStateOperationsTrigger:EvaluateTrigger(state, owner, container) return end

---@class BaseSubtitleLineLogicController : inkWidgetLogicController
---@field root inkWidget
---@field isKiroshiEnabled Bool
---@field c_tier1_duration Float
---@field c_tier2_duration Float
BaseSubtitleLineLogicController = {}

---@return BaseSubtitleLineLogicController
function BaseSubtitleLineLogicController.new() return end

---@param props table
---@return BaseSubtitleLineLogicController
function BaseSubtitleLineLogicController.new(props) return end

---@return Bool
function BaseSubtitleLineLogicController:IsKiroshiEnabled() return end

---@param kiroshiStatus Bool
function BaseSubtitleLineLogicController:SetKiroshiStatus(kiroshiStatus) return end

---@param lineData scnDialogLineData
function BaseSubtitleLineLogicController:SetLineData(lineData) return end

---@param duration Float
---@param animCtrl inkTextKiroshiAnimationController
function BaseSubtitleLineLogicController:SetupAnimation(duration, animCtrl) return end

---@param duration Float
---@param animCtrl inkTextReplaceAnimationController
function BaseSubtitleLineLogicController:SetupAnimation(duration, animCtrl) return end

---@param textSize Int32
---@param backgroundOpacity Float
function BaseSubtitleLineLogicController:SetupSettings(textSize, backgroundOpacity) return end

---@param value Bool
function BaseSubtitleLineLogicController:ShowBackground(value) return end

---@class BaseSubtitlesGameController : gameuiProjectedHUDGameController
---@field lineMap subtitleLineMapEntry[]
---@field pendingShowLines CRUID[]
---@field pendingHideLines CRUID[]
---@field settings userSettingsUserSettings
---@field settingsListener SubtitlesSettingsListener
---@field groupPath CName
---@field gameInstance ScriptGameInstance
---@field uiBlackboard gameIBlackboard
---@field bbCbShowDialogLine redCallbackObject
---@field bbCbHideDialogLine redCallbackObject
---@field bbCbHideDialogLineByData redCallbackObject
---@field bbCbShowBackground redCallbackObject
---@field showBackgroud Bool
---@field isCreoleUnlocked Bool
---@field isPlayerJohnny Bool
---@field disabledBySettings Bool
---@field forceForeignLines Bool
---@field isRadioSubtitleEnabled Bool
---@field backgroundOpacity Float
---@field fontSize Int32
---@field factlistenerId Uint32
BaseSubtitlesGameController = {}

---@return BaseSubtitlesGameController
function BaseSubtitlesGameController.new() return end

---@param props table
---@return BaseSubtitlesGameController
function BaseSubtitlesGameController.new(props) return end

---@param value Int32
---@return Bool
function BaseSubtitlesGameController:OnCreoleFactChanged(value) return end

---@param value Variant
---@return Bool
function BaseSubtitlesGameController:OnHideDialogLine(value) return end

---@param value Variant
---@return Bool
function BaseSubtitlesGameController:OnHideDialogLineByData(value) return end

---@return Bool
function BaseSubtitlesGameController:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function BaseSubtitlesGameController:OnLineSpawned(widget, userData) return end

---@param playerPuppet gameObject
---@return Bool
function BaseSubtitlesGameController:OnPlayerAttach(playerPuppet) return end

---@param value Bool
---@return Bool
function BaseSubtitlesGameController:OnShowBackground(value) return end

---@param value Variant
---@return Bool
function BaseSubtitlesGameController:OnShowDialogLine(value) return end

---@return Bool
function BaseSubtitlesGameController:OnUninitialize() return end

---@param evt inkWorldAttachedEvt
---@return Bool
function BaseSubtitlesGameController:OnWorldAttached(evt) return end

function BaseSubtitlesGameController:CalculateVisibility() return end

function BaseSubtitlesGameController:Cleanup() return end

---@param lineSpawnData LineSpawnData
function BaseSubtitlesGameController:CreateLine(lineSpawnData) return end

---@param value Bool
function BaseSubtitlesGameController:DisableBySettings(value) return end

---@param value Bool
function BaseSubtitlesGameController:EnableRadioSubtilesBySettings(value) return end

---@param lineID CRUID
---@return BaseSubtitleLineLogicController
function BaseSubtitlesGameController:FindLineController(lineID) return end

---@param lineID CRUID
---@return inkWidget
function BaseSubtitlesGameController:FindLineWidget(lineID) return end

---@param value Bool
function BaseSubtitlesGameController:ForceForeignLinesBySettings(value) return end

function BaseSubtitlesGameController:ForceSettingsUpdate() return end

---@return ScriptGameInstance
function BaseSubtitlesGameController:GetGame() return end

---@return CName
function BaseSubtitlesGameController:GetTextSizeSettigId() return end

---@param linesToHide CRUID[]
function BaseSubtitlesGameController:HideDialogLine(linesToHide) return end

---@param linesToHide scnDialogLineData[]
function BaseSubtitlesGameController:HideDialogLinesByData(linesToHide) return end

---@param lineData scnDialogLineData
---@return Bool
function BaseSubtitlesGameController:IsKiroshiEnabled(lineData) return end

---@param lineData scnDialogLineData
---@return Bool
function BaseSubtitlesGameController:IsMainDialogLine(lineData) return end

---@param lineData subtitleLineMapEntry
function BaseSubtitlesGameController:OnHideLine(lineData) return end

---@param lineData subtitleLineMapEntry
function BaseSubtitlesGameController:OnHideLineByData(lineData) return end

---@param lineId CRUID
function BaseSubtitlesGameController:OnRemovalFailure(lineId) return end

---@param controller BaseSubtitleLineLogicController
function BaseSubtitlesGameController:OnSubCreated(controller) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function BaseSubtitlesGameController:OnVarModified(groupPath, varName, varType, reason) return end

---@param value Bool
function BaseSubtitlesGameController:RegisterToDialogBlackboard(value) return end

---@param lineID CRUID
---@return Bool
function BaseSubtitlesGameController:RemoveLine(lineID) return end

---@param line scnDialogLineData
---@return Bool
function BaseSubtitlesGameController:RemoveLineByData(line) return end

---@param currLine CRUID
function BaseSubtitlesGameController:ResolveShowHidePendingLines(currLine) return end

---@param value Float
function BaseSubtitlesGameController:SetBackgroundOpacitySettings(value) return end

---@param value Bool
function BaseSubtitlesGameController:SetChattersForeignLinesVisibilitySetting(value) return end

---@param value Bool
function BaseSubtitlesGameController:SetChattersVisibilitySetting(value) return end

---@param value Bool
function BaseSubtitlesGameController:SetRadioSubsVisibilitySetting(value) return end

---@param value Int32
function BaseSubtitlesGameController:SetSizeSettings(value) return end

---@param value Bool
function BaseSubtitlesGameController:SetSubsForeignLinesVisibilitySetting(value) return end

---@param value Bool
function BaseSubtitlesGameController:SetSubsVisibilitySetting(value) return end

---@param lineWidget inkWidget
---@param lineSpawnData LineSpawnData
function BaseSubtitlesGameController:SetupLine(lineWidget, lineSpawnData) return end

---@param lineData scnDialogLineData
---@return Bool
function BaseSubtitlesGameController:ShouldDisplayLine(lineData) return end

---@param linesToShow scnDialogLineData[]
function BaseSubtitlesGameController:ShowDialogLines(linesToShow) return end

---@param value Bool
function BaseSubtitlesGameController:ShowKiroshiSettings(value) return end

function BaseSubtitlesGameController:ShowPendingSubtitles() return end

---@param lineData scnDialogLineData
function BaseSubtitlesGameController:SpawnDialogLine(lineData) return end

function BaseSubtitlesGameController:TryRemovePendingHideLines() return end

function BaseSubtitlesGameController:UpdateBackgroundOpacitySettings() return end

function BaseSubtitlesGameController:UpdateChattersForeignVisibilitySettings() return end

function BaseSubtitlesGameController:UpdateChattersVisibilitySetting() return end

function BaseSubtitlesGameController:UpdateRadioSubsVisibilitySetting() return end

function BaseSubtitlesGameController:UpdateSizeSettings() return end

function BaseSubtitlesGameController:UpdateSubsForeignVisibilitySettings() return end

function BaseSubtitlesGameController:UpdateSubsVisibilitySetting() return end

---@class BaseTechCrosshairController : gameuiCrosshairBaseGameController
---@field player gameObject
---@field statsSystem gameStatsSystem
---@field fullChargeAvailable Bool
---@field overChargeAvailable Bool
---@field fullChargeListener CrosshairWeaponStatsListener
---@field overChargeListener CrosshairWeaponStatsListener
BaseTechCrosshairController = {}

---@return BaseTechCrosshairController
function BaseTechCrosshairController.new() return end

---@param props table
---@return BaseTechCrosshairController
function BaseTechCrosshairController.new(props) return end

---@return Bool
function BaseTechCrosshairController:OnInitialize() return end

---@return Bool
function BaseTechCrosshairController:OnUnitialize() return end

---@return Float
function BaseTechCrosshairController:GetCurrentChargeLimit() return end

---@return Bool
function BaseTechCrosshairController:IsFullChargeAvailable() return end

---@return Bool
function BaseTechCrosshairController:IsOverChargeAvailable() return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function BaseTechCrosshairController:OnCrosshairWeaponStatChanged(ownerID, statType, diff, total) return end

function BaseTechCrosshairController:OnWeaponChargingStatChanged() return end

---@class BaseToggleView : inkWidgetLogicController
---@field ToggleController inkToggleController
---@field OldState inkEToggleState
BaseToggleView = {}

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function BaseToggleView:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function BaseToggleView:OnInitialize() return end

---@return inkToggleController
function BaseToggleView:GetParentButton() return end

---@param oldState inkEToggleState
---@param newState inkEToggleState
function BaseToggleView:ToggleStateChanged(oldState, newState) return end

---@class BasicAnimationController : inkWidgetLogicController
---@field showAnimation CName
---@field idleAnimation CName
---@field hideAnimation CName
---@field animationPlayer AnimationChainPlayer
---@field currentAnimation CName
BasicAnimationController = {}

---@return BasicAnimationController
function BasicAnimationController.new() return end

---@param props table
---@return BasicAnimationController
function BasicAnimationController.new(props) return end

---@return Bool
function BasicAnimationController:OnInitialize() return end

---@param immediately Bool
function BasicAnimationController:PlayHide(immediately) return end

---@param immediately Bool
function BasicAnimationController:PlayShow(immediately) return end

---@class BasicDistractionDevice : InteractiveDevice
---@field animFeatureDataDistractor AnimFeature_DistractionState
---@field animFeatureDataNameDistractor CName
---@field distractionComponentSwapNamesToON CName[]
---@field distractionComponentSwapNamesToOFF CName[]
---@field distractionComponentON entIPlacedComponent[]
---@field distractionComponentOFF entIPlacedComponent[]
---@field meshAppearanceNameON CName
---@field meshAppearanceNameOFF CName
BasicDistractionDevice = {}

---@return BasicDistractionDevice
function BasicDistractionDevice.new() return end

---@param props table
---@return BasicDistractionDevice
function BasicDistractionDevice.new(props) return end

---@return Bool
function BasicDistractionDevice:OnDetach() return end

---@return Bool
function BasicDistractionDevice:OnGameAttached() return end

---@param evt QuestStartGlitch
---@return Bool
function BasicDistractionDevice:OnQuestStartGlitch(evt) return end

---@param evt QuestStopGlitch
---@return Bool
function BasicDistractionDevice:OnQuestStopGlitch(evt) return end

---@param evt QuickHackDistraction
---@return Bool
function BasicDistractionDevice:OnQuickHackDistraction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BasicDistractionDevice:OnRequestComponents(ri) return end

---@param evt SpiderbotDistractDevicePerformed
---@return Bool
function BasicDistractionDevice:OnSpiderbotDistractDevicePerformed(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BasicDistractionDevice:OnTakeControl(ri) return end

---@return EGameplayRole
function BasicDistractionDevice:DeterminGameplayRole() return end

function BasicDistractionDevice:EffectsOnStartPlay() return end

---@param shouldStop Bool
function BasicDistractionDevice:EffectsOnStartStop(shouldStop) return end

---@return BasicDistractionDeviceController
function BasicDistractionDevice:GetController() return end

---@return BasicDistractionDeviceControllerPS
function BasicDistractionDevice:GetDevicePS() return end

---@param start Bool
function BasicDistractionDevice:MeshSwapOnDistraction(start) return end

function BasicDistractionDevice:PlayAnimgraphTransformAnimation() return end

---@param loop Bool
function BasicDistractionDevice:PlayDistractAnimation(loop) return end

---@param animationName CName|string
---@param loop Bool
function BasicDistractionDevice:PlayTransformAnimation(animationName, loop) return end

---@param loopAnimation Bool
function BasicDistractionDevice:StartDistraction(loopAnimation) return end

function BasicDistractionDevice:StopAnimgraphTransformAnimation() return end

function BasicDistractionDevice:StopDistractAnimation() return end

function BasicDistractionDevice:StopDistraction() return end

---@param animationName CName|string
function BasicDistractionDevice:StopTransformDistractAnimation(animationName) return end

function BasicDistractionDevice:TurnOffDevice() return end

function BasicDistractionDevice:TurnOnDevice() return end

---@class BasicDistractionDeviceController : ScriptableDeviceComponent
BasicDistractionDeviceController = {}

---@return BasicDistractionDeviceController
function BasicDistractionDeviceController.new() return end

---@param props table
---@return BasicDistractionDeviceController
function BasicDistractionDeviceController.new(props) return end

---@return BasicDistractionDeviceControllerPS
function BasicDistractionDeviceController:GetPS() return end

---@class BasicDistractionDeviceControllerPS : ScriptableDeviceComponentPS
---@field distractorType EPlaystyleType
---@field basicDistractionDeviceSkillChecks EngDemoContainer
---@field effectOnStartNames CName[]
---@field animationType EAnimationType
---@field forceAnimationSystem Bool
---@field overrideDistractionActionId TweakDBID
BasicDistractionDeviceControllerPS = {}

---@return BasicDistractionDeviceControllerPS
function BasicDistractionDeviceControllerPS.new() return end

---@param props table
---@return BasicDistractionDeviceControllerPS
function BasicDistractionDeviceControllerPS.new(props) return end

---@return Bool
function BasicDistractionDeviceControllerPS:OnInstantiated() return end

---@return QuickHackDistraction
function BasicDistractionDeviceControllerPS:ActionQuickHackDistraction() return end

---@return SpiderbotDistractDevice
function BasicDistractionDeviceControllerPS:ActionSpiderbotDistractDevice() return end

---@return SpiderbotDistractDevicePerformed
function BasicDistractionDeviceControllerPS:ActionSpiderbotDistractDevicePerformed() return end

---@return Bool
function BasicDistractionDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function BasicDistractionDeviceControllerPS:CanCreateAnySpiderbotActions() return end

function BasicDistractionDeviceControllerPS:GameAttached() return end

---@return EAnimationType
function BasicDistractionDeviceControllerPS:GetAnimationType() return end

---@return CName[]
function BasicDistractionDeviceControllerPS:GetEffectOnStartNames() return end

---@return Bool
function BasicDistractionDeviceControllerPS:GetForceAnimationSystem() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function BasicDistractionDeviceControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function BasicDistractionDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function BasicDistractionDeviceControllerPS:GetSpiderbotActions(actions, context) return end

function BasicDistractionDeviceControllerPS:Initialize() return end

---@param evt SpiderbotDistractDevice
---@return EntityNotificationType
function BasicDistractionDeviceControllerPS:OnSpiderbotDistractExplosiveDevice(evt) return end

---@param evt SpiderbotDistractDevicePerformed
---@return EntityNotificationType
function BasicDistractionDeviceControllerPS:OnSpiderbotDistractExplosiveDevicePerformed(evt) return end

---@class BasicInteractionInterpreter : IScriptable
BasicInteractionInterpreter = {}

---@return BasicInteractionInterpreter
function BasicInteractionInterpreter.new() return end

---@param props table
---@return BasicInteractionInterpreter
function BasicInteractionInterpreter.new(props) return end

---@param isSecured Bool
---@param actions gamedeviceAction[]
---@param allApplicableChoices gameinteractionsChoice[]
---@param onlyInteractableChoices gameinteractionsChoice[]
function BasicInteractionInterpreter.Evaluate(isSecured, actions, allApplicableChoices, onlyInteractableChoices) return end

---@class BasicViabilityInterpreter : IScriptable
BasicViabilityInterpreter = {}

---@return BasicViabilityInterpreter
function BasicViabilityInterpreter.new() return end

---@param props table
---@return BasicViabilityInterpreter
function BasicViabilityInterpreter.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param hasActiveActions Bool
---@return EViabilityDecision
function BasicViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class BeamData
---@field startDirection Vector4
---@field endDirection Vector4
---@field effect gameEffectInstance
---@field target gameObject
BeamData = {}

---@return BeamData
function BeamData.new() return end

---@param props table
---@return BeamData
function BeamData.new(props) return end

---@class BeginArcadeMinigameUI : ActionBool
BeginArcadeMinigameUI = {}

---@return BeginArcadeMinigameUI
function BeginArcadeMinigameUI.new() return end

---@param props table
---@return BeginArcadeMinigameUI
function BeginArcadeMinigameUI.new(props) return end

---@return String
function BeginArcadeMinigameUI:GetTweakDBChoiceRecord() return end

function BeginArcadeMinigameUI:SetProperties() return end

---@class BeginOne : DefaultTest
BeginOne = {}

---@return BeginOne
function BeginOne.new() return end

---@param props table
---@return BeginOne
function BeginOne.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BeginOne:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BeginOne:OnExit(stateContext, scriptInterface) return end

---@class BeginTwo : DefaultTest
BeginTwo = {}

---@return BeginTwo
function BeginTwo.new() return end

---@param props table
---@return BeginTwo
function BeginTwo.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BeginTwo:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BeginTwo:OnExit(stateContext, scriptInterface) return end

---@class BeingTargetByLaserSightUpdateEvent : redEvent
---@field weapon gameweaponObject
---@field state LaserTargettingState
BeingTargetByLaserSightUpdateEvent = {}

---@return BeingTargetByLaserSightUpdateEvent
function BeingTargetByLaserSightUpdateEvent.new() return end

---@param props table
---@return BeingTargetByLaserSightUpdateEvent
function BeingTargetByLaserSightUpdateEvent.new(props) return end

---@class BenchmarkLabelController : inkWidgetLogicController
---@field labelWidget inkTextWidgetReference
---@field valueWidget inkTextWidgetReference
BenchmarkLabelController = {}

---@return BenchmarkLabelController
function BenchmarkLabelController.new() return end

---@param props table
---@return BenchmarkLabelController
function BenchmarkLabelController.new(props) return end

---@param label String
function BenchmarkLabelController:SetLabel(label) return end

---@param value String
function BenchmarkLabelController:SetValue(value) return end

---@class BenchmarkLineData : IScriptable
---@field label String
---@field value String
BenchmarkLineData = {}

---@return BenchmarkLineData
function BenchmarkLineData.new() return end

---@param props table
---@return BenchmarkLineData
function BenchmarkLineData.new(props) return end

---@class BenchmarkResultsGameController : gameuiWidgetGameController
---@field exitButton inkWidgetReference
---@field settingButton inkWidgetReference
---@field leftEntriesListContainer inkCompoundWidgetReference
---@field rightEntriesListContainer inkCompoundWidgetReference
---@field lineEntryName CName
---@field highlightLineEntryName CName
---@field sectionEntryName CName
---@field benchmarkSummary worldBenchmarkSummary
---@field exitRequestToken inkGameNotificationToken
---@field settingsAcive Bool
BenchmarkResultsGameController = {}

---@return BenchmarkResultsGameController
function BenchmarkResultsGameController.new() return end

---@param props table
---@return BenchmarkResultsGameController
function BenchmarkResultsGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function BenchmarkResultsGameController:OnBnechmarkShowSettings(e) return end

---@param data inkGameNotificationData
---@return Bool
function BenchmarkResultsGameController:OnCloseBenchmarkResults(data) return end

---@param e inkPointerEvent
---@return Bool
function BenchmarkResultsGameController:OnGlobalRelease(e) return end

---@return Bool
function BenchmarkResultsGameController:OnInitialize() return end

---@param evt OnBnechmarkHideSettings
---@return Bool
function BenchmarkResultsGameController:OnOnBnechmarkHideSettings(evt) return end

---@param data IScriptable
---@return Bool
function BenchmarkResultsGameController:OnSetUserData(data) return end

---@param e inkPointerEvent
---@return Bool
function BenchmarkResultsGameController:OnShowExitPrompt(e) return end

function BenchmarkResultsGameController:DisplayBenchmarkSummary() return end

---@param RTLightQuality Int32
---@return String
function BenchmarkResultsGameController:GetRayTracedLightingQualityLocKey(RTLightQuality) return end

---@param windowMode Uint8
---@return String
function BenchmarkResultsGameController:GetWindowModeLocKey(windowMode) return end

---@param widget inkWidget
---@param userData IScriptable
function BenchmarkResultsGameController:OnLineSpawned(widget, userData) return end

function BenchmarkResultsGameController:ShowExitPrompt() return end

---@param entryName CName|string
---@param column EEntryColumn
---@param label String
---@param value String
function BenchmarkResultsGameController:SpawnSummaryLine(entryName, column, label, value) return end

---@class BetData
---@field chipsAmount Uint32
---@field betAmount Uint32
---@field betOn CasinoTableBet
BetData = {}

---@return BetData
function BetData.new() return end

---@param props table
---@return BetData
function BetData.new(props) return end

---@class BetOnMark
---@field betOn CasinoTableBet
---@field mark inkWidgetReference
BetOnMark = {}

---@return BetOnMark
function BetOnMark.new() return end

---@param props table
---@return BetOnMark
function BetOnMark.new(props) return end

---@class BillboardDevice : InteractiveDevice
---@field advUiComponent entIComponent
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
BillboardDevice = {}

---@return BillboardDevice
function BillboardDevice.new() return end

---@param props table
---@return BillboardDevice
function BillboardDevice.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function BillboardDevice:OnHitEvent(hit) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function BillboardDevice:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BillboardDevice:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function BillboardDevice:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BillboardDevice:OnTakeControl(ri) return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function BillboardDevice:ApplyActiveStatusEffect(target, statusEffect) return end

function BillboardDevice:BreakDevice() return end

function BillboardDevice:CutPower() return end

---@return EGameplayRole
function BillboardDevice:DeterminGameplayRole() return end

---@return BillboardDeviceController
function BillboardDevice:GetController() return end

---@return BillboardDeviceControllerPS
function BillboardDevice:GetDevicePS() return end

function BillboardDevice:ResolveGameplayState() return end

---@return Bool
function BillboardDevice:ShouldRegisterToHUD() return end

---@param glitchState EGlitchState
---@param intensity Float
function BillboardDevice:StartGlitching(glitchState, intensity) return end

function BillboardDevice:StartShortGlitch() return end

function BillboardDevice:StopGlitching() return end

---@param on Bool
function BillboardDevice:ToggleLights(on) return end

function BillboardDevice:TurnOffDevice() return end

function BillboardDevice:TurnOffScreen() return end

function BillboardDevice:TurnOnDevice() return end

function BillboardDevice:TurnOnScreen() return end

---@param targetID entEntityID
function BillboardDevice:UploadActiveProgramOnNPC(targetID) return end

---@class BillboardDeviceController : ScriptableDeviceComponent
BillboardDeviceController = {}

---@return BillboardDeviceController
function BillboardDeviceController.new() return end

---@param props table
---@return BillboardDeviceController
function BillboardDeviceController.new(props) return end

---@return BillboardDeviceControllerPS
function BillboardDeviceController:GetPS() return end

---@class BillboardDeviceControllerPS : ScriptableDeviceComponentPS
---@field glitchSFX CName
---@field useLights Bool
---@field lightsSettings EditableGameLightSettings[]
---@field useDeviceAppearence Bool
BillboardDeviceControllerPS = {}

---@return BillboardDeviceControllerPS
function BillboardDeviceControllerPS.new() return end

---@param props table
---@return BillboardDeviceControllerPS
function BillboardDeviceControllerPS.new(props) return end

---@return Bool
function BillboardDeviceControllerPS:OnInstantiated() return end

---@return Bool
function BillboardDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return TweakDBID
function BillboardDeviceControllerPS:GetBackgroundTextureTweakDBID() return end

---@return gamedeviceClearance
function BillboardDeviceControllerPS:GetClearance() return end

---@return TweakDBID
function BillboardDeviceControllerPS:GetDeviceIconTweakDBID() return end

---@return CName
function BillboardDeviceControllerPS:GetGlitchSFX() return end

---@return EditableGameLightSettings[]
function BillboardDeviceControllerPS:GetLightsSettings() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function BillboardDeviceControllerPS:GetQuickHackActions(context) return end

---@return Bool
function BillboardDeviceControllerPS:IsUsingDeviceAppearence() return end

---@return Bool
function BillboardDeviceControllerPS:IsUsingLights() return end

---@class Bink : CResource
Bink = {}

---@return Bink
function Bink.new() return end

---@param props table
---@return Bink
function Bink.new(props) return end

---@class BinkVideoEvent : redEvent
---@field path redResourceReferenceScriptToken
---@field startingTime Float
---@field shouldPlay Bool
BinkVideoEvent = {}

---@return BinkVideoEvent
function BinkVideoEvent.new() return end

---@param props table
---@return BinkVideoEvent
function BinkVideoEvent.new(props) return end

---@class BlackBoardRequestEvent : redEvent
---@field blackBoard gameIBlackboard
---@field storageClass gameScriptedBlackboardStorage
---@field entryTag CName
BlackBoardRequestEvent = {}

---@return BlackBoardRequestEvent
function BlackBoardRequestEvent.new() return end

---@param props table
---@return BlackBoardRequestEvent
function BlackBoardRequestEvent.new(props) return end

---@return gameIBlackboard
function BlackBoardRequestEvent:GetBlackboardReference() return end

---@return CName
function BlackBoardRequestEvent:GetEntryTag() return end

---@return gameScriptedBlackboardStorage
function BlackBoardRequestEvent:GetStorageType() return end

---@param newBlackbord gameIBlackboard
---@param blackBoardName CName|string
function BlackBoardRequestEvent:PassBlackBoardReference(newBlackbord, blackBoardName) return end

---@param storageType gameScriptedBlackboardStorage
function BlackBoardRequestEvent:SetStorageType(storageType) return end

---@class Blacklist : MorphData
Blacklist = {}

---@return Blacklist
function Blacklist.new() return end

---@param props table
---@return Blacklist
function Blacklist.new(props) return end

---@class BlacklistEntry : IScriptable
---@field entryID entEntityID
---@field entryReason BlacklistReason
---@field warningsCount Int32
---@field reprimandID Int32
BlacklistEntry = {}

---@return BlacklistEntry
function BlacklistEntry.new() return end

---@param props table
---@return BlacklistEntry
function BlacklistEntry.new(props) return end

function BlacklistEntry:AddWarning() return end

function BlacklistEntry:ForgetReason() return end

---@return entEntityID
function BlacklistEntry:GetEntityID() return end

---@return BlacklistReason
function BlacklistEntry:GetReason() return end

---@return Int32
function BlacklistEntry:GetWarningsCount() return end

---@param entityID entEntityID
---@param reason BlacklistReason
---@param id Int32
function BlacklistEntry:Initialize(entityID, reason, id) return end

function BlacklistEntry:ResetWarnings() return end

---@param reason BlacklistReason
---@param id Int32
---@return Bool
function BlacklistEntry:UpdateBlacklistEntry(reason, id) return end

---@class BlacklistPeriodEnded : redEvent
---@field entityID entEntityID
BlacklistPeriodEnded = {}

---@return BlacklistPeriodEnded
function BlacklistPeriodEnded.new() return end

---@param props table
---@return BlacklistPeriodEnded
function BlacklistPeriodEnded.new(props) return end

---@class BlacklistPlayer : redEvent
---@field blacklist Bool
---@field reason BlacklistReason
---@field forceRemoveAuthorization Bool
BlacklistPlayer = {}

---@return BlacklistPlayer
function BlacklistPlayer.new() return end

---@param props table
---@return BlacklistPlayer
function BlacklistPlayer.new(props) return end

---@return String
function BlacklistPlayer:GetFriendlyDescription() return end

---@class BlackwallAnimDef : gamebbScriptDefinition
---@field deathAnimNumber gamebbScriptID_Int32
---@field handGestureAnimNumber gamebbScriptID_Int32
BlackwallAnimDef = {}

---@return BlackwallAnimDef
function BlackwallAnimDef.new() return end

---@param props table
---@return BlackwallAnimDef
function BlackwallAnimDef.new(props) return end

---@return Bool
function BlackwallAnimDef:AutoCreateInSystem() return end

---@class BlackwallForceInteractionCondition : gameinteractionsInteractionScriptedCondition
BlackwallForceInteractionCondition = {}

---@return BlackwallForceInteractionCondition
function BlackwallForceInteractionCondition.new() return end

---@param props table
---@return BlackwallForceInteractionCondition
function BlackwallForceInteractionCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function BlackwallForceInteractionCondition:BlackwallForceEnabled(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function BlackwallForceInteractionCondition:CanUseBlackwall(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function BlackwallForceInteractionCondition:TargetMarkedByBlackwall(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function BlackwallForceInteractionCondition:Test(activatorObject, hotSpotObject) return end

---@class BleedingEffectDamageUpdate : redEvent
BleedingEffectDamageUpdate = {}

---@return BleedingEffectDamageUpdate
function BleedingEffectDamageUpdate.new() return end

---@param props table
---@return BleedingEffectDamageUpdate
function BleedingEffectDamageUpdate.new(props) return end

---@class BlindManagerTask : StatusEffectTasks
BlindManagerTask = {}

---@return BlindManagerTask
function BlindManagerTask.new() return end

---@param props table
---@return BlindManagerTask
function BlindManagerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function BlindManagerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function BlindManagerTask:Deactivate(context) return end

---@class BlindingLight : BasicDistractionDevice
---@field areaComponent gameStaticTriggerAreaComponent
---@field highLightActive Bool
BlindingLight = {}

---@return BlindingLight
function BlindingLight.new() return end

---@param props table
---@return BlindingLight
function BlindingLight.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function BlindingLight:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function BlindingLight:OnAreaExit(evt) return end

---@param evt OverloadDevice
---@return Bool
function BlindingLight:OnOverloadDevice(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function BlindingLight:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function BlindingLight:OnRequestComponents(ri) return end

---@param evt RevealDeviceRequest
---@return Bool
function BlindingLight:OnRevealDeviceRequest(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function BlindingLight:OnTakeControl(ri) return end

function BlindingLight:ApplyStatusEffect() return end

---@param highlightType EFocusForcedHighlightType
---@return FocusForcedHighlightData
function BlindingLight:CreateHighlight(highlightType) return end

---@return EGameplayRole
function BlindingLight:DeterminGameplayRole() return end

---@return BlindingLightController
function BlindingLight:GetController() return end

---@return BlindingLightControllerPS
function BlindingLight:GetDevicePS() return end

---@return entEntity[]
function BlindingLight:GetEntitiesInArea() return end

function BlindingLight:StartBlinking() return end

---@param loopAnimation Bool
function BlindingLight:StartDistraction(loopAnimation) return end

function BlindingLight:StopBlinking() return end

function BlindingLight:StopDistraction() return end

---@param toggle Bool
---@param id entEntityID
function BlindingLight:ToggleHighlightOnSingleTarget(toggle, id) return end

---@param toggle Bool
function BlindingLight:ToggleHighlightOnTargets(toggle) return end

function BlindingLight:TurnOffDevice() return end

function BlindingLight:TurnOffLights() return end

function BlindingLight:TurnOnDevice() return end

function BlindingLight:TurnOnLights() return end

---@class BlindingLightController : BasicDistractionDeviceController
BlindingLightController = {}

---@return BlindingLightController
function BlindingLightController.new() return end

---@param props table
---@return BlindingLightController
function BlindingLightController.new(props) return end

---@return BlindingLightControllerPS
function BlindingLightController:GetPS() return end

---@class BlindingLightControllerPS : BasicDistractionDeviceControllerPS
---@field reflectorSFX ReflectorSFX
BlindingLightControllerPS = {}

---@return BlindingLightControllerPS
function BlindingLightControllerPS.new() return end

---@param props table
---@return BlindingLightControllerPS
function BlindingLightControllerPS.new(props) return end

---@return Bool
function BlindingLightControllerPS:OnInstantiated() return end

---@return OverloadDevice
function BlindingLightControllerPS:ActionOverloadDevice() return end

---@return Bool
function BlindingLightControllerPS:CanCreateAnyQuickHackActions() return end

---@return TweakDBID
function BlindingLightControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function BlindingLightControllerPS:GetDeviceIconTweakDBID() return end

---@return CName
function BlindingLightControllerPS:GetDistractionSound() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function BlindingLightControllerPS:GetQuickHackActions(context) return end

---@return CName
function BlindingLightControllerPS:GetTurnOffSound() return end

---@return CName
function BlindingLightControllerPS:GetTurnOnSound() return end

function BlindingLightControllerPS:Initialize() return end

---@param evt OverloadDevice
---@return EntityNotificationType
function BlindingLightControllerPS:OnOverloadDevice(evt) return end

---@class BlinkingEvent : redEvent
---@field requestNumber Int32
BlinkingEvent = {}

---@return BlinkingEvent
function BlinkingEvent.new() return end

---@param props table
---@return BlinkingEvent
function BlinkingEvent.new(props) return end

---@class BlockAndCompensateScalingEvent : redEvent
BlockAndCompensateScalingEvent = {}

---@return BlockAndCompensateScalingEvent
function BlockAndCompensateScalingEvent.new() return end

---@param props table
---@return BlockAndCompensateScalingEvent
function BlockAndCompensateScalingEvent.new(props) return end

---@class BlockHealingConsumableDrop : gameScriptableSystemRequest
BlockHealingConsumableDrop = {}

---@return BlockHealingConsumableDrop
function BlockHealingConsumableDrop.new() return end

---@param props table
---@return BlockHealingConsumableDrop
function BlockHealingConsumableDrop.new(props) return end

---@class BlockReactionFlag : AIbehaviortaskScript
---@field target gameObject
BlockReactionFlag = {}

---@return BlockReactionFlag
function BlockReactionFlag.new() return end

---@param props table
---@return BlockReactionFlag
function BlockReactionFlag.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function BlockReactionFlag:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function BlockReactionFlag:Deactivate(context) return end

---@class BlockReactionTask : AIbehaviortaskScript
BlockReactionTask = {}

---@return BlockReactionTask
function BlockReactionTask.new() return end

---@param props table
---@return BlockReactionTask
function BlockReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function BlockReactionTask:Deactivate(context) return end

---@class BlockStimProcessingCooldownEvent : redEvent
---@field stimData StimIdentificationData
BlockStimProcessingCooldownEvent = {}

---@return BlockStimProcessingCooldownEvent
function BlockStimProcessingCooldownEvent.new() return end

---@param props table
---@return BlockStimProcessingCooldownEvent
function BlockStimProcessingCooldownEvent.new(props) return end

---@class BloodPuddleEvent : redEvent
---@field slotName CName
---@field cyberBlood Bool
BloodPuddleEvent = {}

---@return BloodPuddleEvent
function BloodPuddleEvent.new() return end

---@param props table
---@return BloodPuddleEvent
function BloodPuddleEvent.new(props) return end

---@class BloodlustHealingEffector : ApplyEffectToDismemberedEffector
---@field poolSystem gameStatPoolsSystem
---@field maxDistanceSquared Float
---@field healAmount Float
---@field usePercent Bool
---@field lastActivationTime Float
BloodlustHealingEffector = {}

---@return BloodlustHealingEffector
function BloodlustHealingEffector.new() return end

---@param props table
---@return BloodlustHealingEffector
function BloodlustHealingEffector.new(props) return end

---@param owner gameObject
function BloodlustHealingEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function BloodlustHealingEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function BloodlustHealingEffector:ProcessAction(owner) return end

---@param owner gameObject
function BloodlustHealingEffector:RepeatedAction(owner) return end

---@class BloodswellCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field bloodswellEffector BloodswellEffector
BloodswellCallback = {}

---@return BloodswellCallback
function BloodswellCallback.new() return end

---@param props table
---@return BloodswellCallback
function BloodswellCallback.new(props) return end

---@param eff BloodswellEffector
---@return BloodswellCallback
function BloodswellCallback.Construct(eff) return end

---@class BloodswellEffector : gameEffector
---@field deathListener BloodswellEffectorHealthListener
---@field coldBloodListener BloodswellEffectorColdBloodListener
---@field gameInstance ScriptGameInstance
---@field owner gameObject
---@field isImmortal Bool
BloodswellEffector = {}

---@return BloodswellEffector
function BloodswellEffector.new() return end

---@param props table
---@return BloodswellEffector
function BloodswellEffector.new(props) return end

---@param owner gameObject
function BloodswellEffector:ActionOn(owner) return end

function BloodswellEffector:ColdBloodSpend() return end

function BloodswellEffector:ColdbloodAcquired() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function BloodswellEffector:Initialize(record, parentRecord) return end

function BloodswellEffector:OnDeath() return end

function BloodswellEffector:Uninitialize() return end

---@class BloodswellEffectorColdBloodListener : gameScriptStatsListener
---@field effector BloodswellEffector
---@field gameInstance ScriptGameInstance
BloodswellEffectorColdBloodListener = {}

---@return BloodswellEffectorColdBloodListener
function BloodswellEffectorColdBloodListener.new() return end

---@param props table
---@return BloodswellEffectorColdBloodListener
function BloodswellEffectorColdBloodListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function BloodswellEffectorColdBloodListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class BloodswellEffectorHealthListener : gameScriptStatPoolsListener
---@field effector BloodswellEffector
BloodswellEffectorHealthListener = {}

---@return BloodswellEffectorHealthListener
function BloodswellEffectorHealthListener.new() return end

---@param props table
---@return BloodswellEffectorHealthListener
function BloodswellEffectorHealthListener.new(props) return end

---@param value Float
---@return Bool
function BloodswellEffectorHealthListener:OnStatPoolCustomLimitReached(value) return end

---@class BloomAreaSettings : IAreaSettings
---@field blurSizeX Float
---@field blurSizeY Float
---@field mipColors Color[]
---@field mipLuminanceClamp Float[]
---@field luminanceThresholdMin Float
---@field luminanceThresholdMax Float
---@field sceneColorScale Float
---@field bloomColorScale Float
---@field numDownsamplePasses Uint8
---@field shaftsAreaSettings ShaftsAreaSettings
BloomAreaSettings = {}

---@return BloomAreaSettings
function BloomAreaSettings.new() return end

---@param props table
---@return BloomAreaSettings
function BloomAreaSettings.new(props) return end

---@class BluelineConditionTypeBase : ScriptConditionTypeBase
BluelineConditionTypeBase = {}

---@param playerObject gameObject
function BluelineConditionTypeBase:ExecuteBluelineAction(playerObject) return end

---@param playerObject gameObject
---@return gameinteractionsvisBluelinePart
function BluelineConditionTypeBase:GetBluelinePart(playerObject) return end

---@class BlurAreaSettings : IAreaSettings
---@field circularBlurRadius Float
BlurAreaSettings = {}

---@return BlurAreaSettings
function BlurAreaSettings.new() return end

---@param props table
---@return BlurAreaSettings
function BlurAreaSettings.new(props) return end

---@class BodyCarryingPSMPrereq : PlayerStateMachinePrereq
BodyCarryingPSMPrereq = {}

---@return BodyCarryingPSMPrereq
function BodyCarryingPSMPrereq.new() return end

---@param props table
---@return BodyCarryingPSMPrereq
function BodyCarryingPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function BodyCarryingPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function BodyCarryingPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function BodyCarryingPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function BodyCarryingPSMPrereq:OnUnregister(state, context) return end

---@class BodyCarryingPSMPrereqState : PlayerStateMachinePrereqState
BodyCarryingPSMPrereqState = {}

---@return BodyCarryingPSMPrereqState
function BodyCarryingPSMPrereqState.new() return end

---@param props table
---@return BodyCarryingPSMPrereqState
function BodyCarryingPSMPrereqState.new(props) return end

---@class BodyDisposalPSMPrereq : PlayerStateMachinePrereq
BodyDisposalPSMPrereq = {}

---@return BodyDisposalPSMPrereq
function BodyDisposalPSMPrereq.new() return end

---@param props table
---@return BodyDisposalPSMPrereq
function BodyDisposalPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function BodyDisposalPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function BodyDisposalPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function BodyDisposalPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function BodyDisposalPSMPrereq:OnUnregister(state, context) return end

---@class BodyDisposalPSMPrereqState : PlayerStateMachinePrereqState
BodyDisposalPSMPrereqState = {}

---@return BodyDisposalPSMPrereqState
function BodyDisposalPSMPrereqState.new() return end

---@param props table
---@return BodyDisposalPSMPrereqState
function BodyDisposalPSMPrereqState.new(props) return end

---@class BodyInvestigated : AIbehaviortaskScript
BodyInvestigated = {}

---@return BodyInvestigated
function BodyInvestigated.new() return end

---@param props table
---@return BodyInvestigated
function BodyInvestigated.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function BodyInvestigated:Activate(context) return end

---@class BodyInvestigatedEvent : redEvent
BodyInvestigatedEvent = {}

---@return BodyInvestigatedEvent
function BodyInvestigatedEvent.new() return end

---@param props table
---@return BodyInvestigatedEvent
function BodyInvestigatedEvent.new(props) return end

---@class BodyPartHitPrereqCondition : BaseHitPrereqCondition
---@field bodyPart CName
---@field attackSubtype gamedataAttackSubtype
BodyPartHitPrereqCondition = {}

---@return BodyPartHitPrereqCondition
function BodyPartHitPrereqCondition.new() return end

---@param props table
---@return BodyPartHitPrereqCondition
function BodyPartHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function BodyPartHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function BodyPartHitPrereqCondition:SetData(recordID) return end

---@class BodySlamJumpDecisions : JumpDecisions
BodySlamJumpDecisions = {}

---@return BodySlamJumpDecisions
function BodySlamJumpDecisions.new() return end

---@param props table
---@return BodySlamJumpDecisions
function BodySlamJumpDecisions.new(props) return end

---@class BodySlamJumpEvents : LocomotionAirEvents
BodySlamJumpEvents = {}

---@return BodySlamJumpEvents
function BodySlamJumpEvents.new() return end

---@param props table
---@return BodySlamJumpEvents
function BodySlamJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BodySlamJumpEvents:OnExit(stateContext, scriptInterface) return end

---@class Bombus_Flame_Beam : gameAttack_Continuous
Bombus_Flame_Beam = {}

---@return Bombus_Flame_Beam
function Bombus_Flame_Beam.new() return end

---@param props table
---@return Bombus_Flame_Beam
function Bombus_Flame_Beam.new(props) return end

---@param weapon gameweaponObject
function Bombus_Flame_Beam:OnTick(weapon) return end

---@class BonusCollisionLogic : gameuiSideScrollerMiniGameCollisionLogic
---@field hasTriggered Bool
BonusCollisionLogic = {}

---@return BonusCollisionLogic
function BonusCollisionLogic.new() return end

---@param props table
---@return BonusCollisionLogic
function BonusCollisionLogic.new(props) return end

---@param hitEvent gameuiOnHitPlayerEvent
---@return Bool
function BonusCollisionLogic:OnHitPlayer(hitEvent) return end

---@return Bool
function BonusCollisionLogic:OnInitialize() return end

---@return Bool
function BonusCollisionLogic:OnRecycle() return end

---@param gameState gameuiRoachRaceGameState
function BonusCollisionLogic:ChangeGameState(gameState) return end

function BonusCollisionLogic:Reset() return end

---@class BoothModeGameController : gameuiWidgetGameController
---@field buttonRef inkWidgetReference
BoothModeGameController = {}

---@return BoothModeGameController
function BoothModeGameController.new() return end

---@param props table
---@return BoothModeGameController
function BoothModeGameController.new(props) return end

---@return Bool
function BoothModeGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function BoothModeGameController:OnPlay(evt) return end

---@return Bool
function BoothModeGameController:OnUninitialize() return end

---@class BossCombatNotifier : redEvent
---@field bossEntity entEntity
---@field combatEnded Bool
BossCombatNotifier = {}

---@return BossCombatNotifier
function BossCombatNotifier.new() return end

---@param props table
---@return BossCombatNotifier
function BossCombatNotifier.new(props) return end

---@class BossHealthBarGameController : gameuiHUDGameController
---@field healthControllerRef inkWidgetReference
---@field healthPercentage inkTextWidgetReference
---@field bossName inkTextWidgetReference
---@field dividerContainerRef inkCompoundWidgetReference
---@field statListener BossHealthStatListener
---@field boss NPCPuppet
---@field healthController NameplateBarLogicController
---@field thresholds Float[]
---@field root inkWidget
---@field unfoldAnimation inkanimProxy
---@field foldAnimation inkanimProxy
---@field bossPuppets NPCPuppet[]
BossHealthBarGameController = {}

---@return BossHealthBarGameController
function BossHealthBarGameController.new() return end

---@param props table
---@return BossHealthBarGameController
function BossHealthBarGameController.new(props) return end

---@param puppet NPCPuppet
---@param target gameObject
---@param combatEnded Bool
function BossHealthBarGameController.ReevaluateBossHealthBar(puppet, target, combatEnded) return end

---@param puppet NPCPuppet
---@param targetTracker TargetTrackingExtension
---@param combatEnded Bool
function BossHealthBarGameController.ReevaluateBossHealthBar(puppet, targetTracker, combatEnded) return end

---@param e inkanimProxy
---@return Bool
function BossHealthBarGameController:OnAnimationEnd(e) return end

---@param evt BossCombatNotifier
---@return Bool
function BossHealthBarGameController:OnBossCombatNotifier(evt) return end

---@param evt gameeventsTargetDamageEvent
---@return Bool
function BossHealthBarGameController:OnDamageDealt(evt) return end

---@return Bool
function BossHealthBarGameController:OnInitialize() return end

---@param evt AIThreatDefeated
---@return Bool
function BossHealthBarGameController:OnThreatDefeated(evt) return end

---@param evt AIThreatInvalid
---@return Bool
function BossHealthBarGameController:OnThreatInvalid(evt) return end

---@param evt AIThreatDeath
---@return Bool
function BossHealthBarGameController:OnThreatKilled(evt) return end

---@param evt AIThreatRemoved
---@return Bool
function BossHealthBarGameController:OnThreatRemoved(evt) return end

---@param evt AIThreatUnconscious
---@return Bool
function BossHealthBarGameController:OnThreatUnconscious(evt) return end

---@param boss NPCPuppet
function BossHealthBarGameController:AddBoss(boss) return end

function BossHealthBarGameController:HideBossHealthBar() return end

function BossHealthBarGameController:MoveDividers() return end

function BossHealthBarGameController:ReevaluateBossArray() return end

function BossHealthBarGameController:ReevaluatePlayerInBossCombat() return end

---@param boss NPCPuppet
---@param useSilentUpdate Bool
function BossHealthBarGameController:RegisterToNewBoss(boss, useSilentUpdate) return end

---@param boss NPCPuppet
function BossHealthBarGameController:RemoveBoss(boss) return end

---@param value Float
---@param inMin Float
---@param inMax Float
---@param outMin Float
---@param outMax Float
---@return Float
function BossHealthBarGameController:ScaleBetween(value, inMin, inMax, outMin, outMax) return end

---@param boss gamedataCharacter_Record
function BossHealthBarGameController:SetUpThresholds(boss) return end

---@param puppet NPCPuppet
---@param useSilentUpdate Bool
function BossHealthBarGameController:ShowBossHealthBar(puppet, useSilentUpdate) return end

function BossHealthBarGameController:SortThresholds() return end

function BossHealthBarGameController:UnregisterPreviousBoss() return end

---@param newValue Float
---@param silent Bool
function BossHealthBarGameController:UpdateHealthValue(newValue, silent) return end

---@class BossHealthStatListener : gameScriptStatPoolsListener
---@field healthbar BossHealthBarGameController
BossHealthStatListener = {}

---@return BossHealthStatListener
function BossHealthStatListener.new() return end

---@param props table
---@return BossHealthStatListener
function BossHealthStatListener.new(props) return end

---@param bar BossHealthBarGameController
function BossHealthStatListener:BindHealthbar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function BossHealthStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class BossStealthComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
---@field player PlayerPuppet
---@field statPoolSystem gameStatPoolsSystem
---@field statPoolType gamedataStatPoolType
---@field targetTrackerComponent AITargetTrackerComponent
BossStealthComponent = {}

---@return BossStealthComponent
function BossStealthComponent.new() return end

---@param props table
---@return BossStealthComponent
function BossStealthComponent.new(props) return end

---@param evt NonStealthQuickHackVictimEvent
---@return Bool
function BossStealthComponent:OnNonStealthQuickHackVictimEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function BossStealthComponent:OnStatusEffectApplied(evt) return end

function BossStealthComponent:OnGameAttach() return end

---@class Bounty
---@field transgressions TweakDBID[]
---@field bountySetter TweakDBID
---@field bountID TweakDBID
---@field moneyAmount Int32
---@field streetCredAmount Int32
---@field awarded Bool
---@field wantedStars Int32
---@field filteredOut Bool
Bounty = {}

---@return Bounty
function Bounty.new() return end

---@param props table
---@return Bounty
function Bounty.new(props) return end

---@class BountyCollectedNotification : GenericNotificationController
---@field bountyCollectedUpdateAnimation CName
BountyCollectedNotification = {}

---@return BountyCollectedNotification
function BountyCollectedNotification.new() return end

---@param props table
---@return BountyCollectedNotification
function BountyCollectedNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function BountyCollectedNotification:SetNotificationData(notificationData) return end

---@class BountyCollectedNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
---@field bountyNotification CName
BountyCollectedNotificationQueue = {}

---@return BountyCollectedNotificationQueue
function BountyCollectedNotificationQueue.new() return end

---@param props table
---@return BountyCollectedNotificationQueue
function BountyCollectedNotificationQueue.new(props) return end

---@param evt BountyCompletionEvent
---@return Bool
function BountyCollectedNotificationQueue:OnBountyCompletionEvent(evt) return end

function BountyCollectedNotificationQueue:PushNotification() return end

---@class BountyCollectedNotificationViewData : gameuiGenericNotificationViewData
BountyCollectedNotificationViewData = {}

---@return BountyCollectedNotificationViewData
function BountyCollectedNotificationViewData.new() return end

---@param props table
---@return BountyCollectedNotificationViewData
function BountyCollectedNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function BountyCollectedNotificationViewData:CanMerge(data) return end

---@class BountyCompletionEvent : redEvent
---@field streetCredAwarded Int32
---@field moneyAwarded Int32
BountyCompletionEvent = {}

---@return BountyCompletionEvent
function BountyCompletionEvent.new() return end

---@param props table
---@return BountyCompletionEvent
function BountyCompletionEvent.new(props) return end

---@class BountyManager : IScriptable
BountyManager = {}

---@return BountyManager
function BountyManager.new() return end

---@param props table
---@return BountyManager
function BountyManager.new(props) return end

---@param target NPCPuppet
function BountyManager.CompleteBounty(target) return end

---@param target NPCPuppet
---@return Bounty
function BountyManager.GenerateBounty(target) return end

---@param transgressions TweakDBID[]|string[]
---@return gamedataTransgression_Record[]
function BountyManager.GetTransgressionRecords(transgressions) return end

---@param bountyID TweakDBID|string
---@param target NPCPuppet
---@return Bounty
function BountyManager.SetBountyFromID(bountyID, target) return end

---@class BountyUI
---@field issuedBy String
---@field moneyReward Int32
---@field streetCredReward Int32
---@field transgressions String[]
---@field hasAccess Bool
---@field level Int32
BountyUI = {}

---@return BountyUI
function BountyUI.new() return end

---@param props table
---@return BountyUI
function BountyUI.new(props) return end

---@param self_ BountyUI
---@param transgression String
function BountyUI.AddTransgression(self_, transgression) return end

---@class Box
---@field Min Vector4
---@field Max Vector4
Box = {}

---@return Box
function Box.new() return end

---@param props table
---@return Box
function Box.new(props) return end

---@param box Box
---@return Vector4
function Box.GetExtents(box) return end

---@param box Box
---@return Float
function Box.GetRange(box) return end

---@param box Box
---@return Vector4
function Box.GetSize(box) return end

---@class BraindanceBarLogicController : inkWidgetLogicController
---@field layer gameuiEBraindanceLayer
---@field isInLayer Bool
---@field timelineActiveAnimationName CName
---@field timelineDisabledAnimationName CName
---@field timelineActiveAnimation inkanimProxy
---@field timelineDisabledAnimation inkanimProxy
BraindanceBarLogicController = {}

---@return BraindanceBarLogicController
function BraindanceBarLogicController.new() return end

---@param props table
---@return BraindanceBarLogicController
function BraindanceBarLogicController.new(props) return end

---@param layer gameuiEBraindanceLayer
---@param stateLayerName CName|string
function BraindanceBarLogicController:SetBarLayer(layer, stateLayerName) return end

---@param layer gameuiEBraindanceLayer
function BraindanceBarLogicController:UpdateActiveLayer(layer) return end

function BraindanceBarLogicController:UpdateOpacity() return end

---@class BraindanceBlackboardDef : gamebbScriptDefinition
---@field activeBraindanceVisionMode gamebbScriptID_Int32
---@field lastBraindanceVisionMode gamebbScriptID_Int32
---@field Progress gamebbScriptID_Float
---@field SectionTime gamebbScriptID_Float
---@field Clue gamebbScriptID_Variant
---@field IsActive gamebbScriptID_Bool
---@field EnableExit gamebbScriptID_Bool
---@field IsFPP gamebbScriptID_Bool
---@field PlaybackSpeed gamebbScriptID_Variant
---@field PlaybackDirection gamebbScriptID_Variant
BraindanceBlackboardDef = {}

---@return BraindanceBlackboardDef
function BraindanceBlackboardDef.new() return end

---@param props table
---@return BraindanceBlackboardDef
function BraindanceBlackboardDef.new(props) return end

---@return Bool
function BraindanceBlackboardDef:AutoCreateInSystem() return end

---@class BraindanceClueData
---@field id CName
---@field startTime Float
---@field duration Float
---@field state ClueState
---@field layer gameuiEBraindanceLayer
BraindanceClueData = {}

---@return BraindanceClueData
function BraindanceClueData.new() return end

---@param props table
---@return BraindanceClueData
function BraindanceClueData.new(props) return end

---@class BraindanceClueLogicController : inkWidgetLogicController
---@field bg inkWidgetReference
---@field timelineActiveAnimationName CName
---@field timelineDisabledAnimationName CName
---@field timelineActiveAnimation inkanimProxy
---@field timelineDisabledAnimation inkanimProxy
---@field state ClueState
---@field data BraindanceClueData
---@field isInLayer Bool
---@field isInTimeWindow Bool
BraindanceClueLogicController = {}

---@return BraindanceClueLogicController
function BraindanceClueLogicController.new() return end

---@param props table
---@return BraindanceClueLogicController
function BraindanceClueLogicController.new(props) return end

---@return Bool
function BraindanceClueLogicController:OnInitialize() return end

---@return CName
function BraindanceClueLogicController:GetBraindanceClueId() return end

---@return ClueState
function BraindanceClueLogicController:GetBraindanceClueState() return end

function BraindanceClueLogicController:HideClue() return end

---@param width Float
---@param data BraindanceClueData
function BraindanceClueLogicController:SetupData(width, data) return end

---@param layer gameuiEBraindanceLayer
function BraindanceClueLogicController:UpdateLayer(layer) return end

function BraindanceClueLogicController:UpdateOpacity() return end

---@param currentTime Float
function BraindanceClueLogicController:UpdateTimeWindow(currentTime) return end

---@class BraindanceContextDecisions : InputContextTransitionDecisions
BraindanceContextDecisions = {}

---@return BraindanceContextDecisions
function BraindanceContextDecisions.new() return end

---@param props table
---@return BraindanceContextDecisions
function BraindanceContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class BraindanceControlsTransition : DefaultTransition
BraindanceControlsTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:ApplyBraindanceRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:ApplyNoHubRestrictionOnLocalPlayer(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:ApplyNoMovementRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param layer braindanceVisionMode
---@return Bool
function BraindanceControlsTransition:CanBraindanceEnterLayer(scriptInterface, layer) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:CheckPlayBackwardInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:CheckPlayForwardInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param fppPosition Vector4
---@param fppOrientationEuler EulerAngles
---@param angle Float
---@param distance Float
---@param radius Float
---@return Float, Vector4
function BraindanceControlsTransition:CheckTargetThirdPersonPositionCollisions(scriptInterface, fppPosition, fppOrientationEuler, angle, distance, radius) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:CycleBraindanceVisionMode(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param direction scnPlayDirection
function BraindanceControlsTransition:CyclePlaySpeed(scriptInterface, direction) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:EnableBraindanceLocomoition(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function BraindanceControlsTransition:ForceBraindancePause(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetBdCameraToggleInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return SBraindanceInputMask
function BraindanceControlsTransition:GetBraindanceInputMask(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetBraindancePauseInput(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return scnPlaySpeed
function BraindanceControlsTransition:GetCachedPlaySpeedPermVariable(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetChangeBraindanceStateRequest(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return braindanceVisionMode
function BraindanceControlsTransition:GetCurrentBraindanceVisionMode(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function BraindanceControlsTransition:GetDistanceFromBraindanceTPPCameraToFPPCamera(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return braindanceVisionMode
function BraindanceControlsTransition:GetLastBraindanceVisionMode(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetPauseBraindanceRequest(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetPlayBackwardInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetPlayForwardInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetRequestedEditorState(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetRestartInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:GetSwitchLayerInput(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function BraindanceControlsTransition:IsCachedPlaySpeedSet(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:IsInEditorMode(scriptInterface) return end

---@param BlockPerspectiveSwitchTimer Float
---@return Bool
function BraindanceControlsTransition:IsPerspectiveTransitionOn(BlockPerspectiveSwitchTimer) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:IsProgressAtBeggining(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:IsProgressAtEnd(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceControlsTransition:IsResetting(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:OnBraindancePerspectiveChangedFromFirstPersonToThirdPerson(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:PrintDebugInfo(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:RemoveBraindanceRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:RemoveNoHubRestrictionFromLocalPlayer(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:RemoveNoMovementRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:RemoveUiGameContext(scriptInterface) return end

---@param enable Bool
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:SendAudioEventForBraindance(enable, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param BdStart Bool
function BraindanceControlsTransition:SendAudioEvents(scriptInterface, BdStart) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:SendClearBraindancePauseRequest(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:SendClearBraindanceStateRequest(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param newState Bool
---@return Float
function BraindanceControlsTransition:SetBraindanceState(scriptInterface, stateContext, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param uiContext UIGameContext
function BraindanceControlsTransition:SetBraindanceUiGameContext(scriptInterface, uiContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newMode braindanceVisionMode
function BraindanceControlsTransition:SetBraindanceVisionFact(scriptInterface, newMode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newMode braindanceVisionMode
function BraindanceControlsTransition:SetBraindanceVisionMode(scriptInterface, newMode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newMode braindanceVisionMode
function BraindanceControlsTransition:SetBraindaneVisionModeBB(scriptInterface, newMode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function BraindanceControlsTransition:SetCachedPlaySpeedPermVariable(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param setState Bool
---@return Float
function BraindanceControlsTransition:SetCameraControl(scriptInterface, stateContext, setState) return end

---@param newState Bool
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:SetEndRecordingNotificationState(newState, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newMode braindanceVisionMode
function BraindanceControlsTransition:SetLastBraindanceVisionMode(scriptInterface, newMode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param direction scnPlayDirection
---@param speed scnPlaySpeed
function BraindanceControlsTransition:SetPlaySpeedAndDirection(scriptInterface, direction, speed) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param direction scnPlayDirection
function BraindanceControlsTransition:SetPlaybackDirectionInBlackboard(scriptInterface, direction) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param speed scnPlaySpeed
function BraindanceControlsTransition:SetPlaybackSpeedInBlackboard(scriptInterface, speed) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param fxState Bool
function BraindanceControlsTransition:StartGlitchFx(scriptInterface, fxState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceControlsTransition:StopGlitchFx(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Float
function BraindanceControlsTransition:ToggleCameraControlEnabled(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function BraindanceControlsTransition:TogglePausePlayForward(scriptInterface, stateContext) return end

---@param timeDelta Float
---@return Float
function BraindanceControlsTransition:UpdatePerspectiveTransitionTimer(timeDelta) return end

---@class BraindanceFastFlyDecisions : LocomotionBraindance
BraindanceFastFlyDecisions = {}

---@return BraindanceFastFlyDecisions
function BraindanceFastFlyDecisions.new() return end

---@param props table
---@return BraindanceFastFlyDecisions
function BraindanceFastFlyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceFastFlyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class BraindanceFastFlyEvents : LocomotionBraindanceEvents
BraindanceFastFlyEvents = {}

---@return BraindanceFastFlyEvents
function BraindanceFastFlyEvents.new() return end

---@param props table
---@return BraindanceFastFlyEvents
function BraindanceFastFlyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFastFlyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFastFlyEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFastFlyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class BraindanceFlyDecisions : LocomotionBraindance
BraindanceFlyDecisions = {}

---@return BraindanceFlyDecisions
function BraindanceFlyDecisions.new() return end

---@param props table
---@return BraindanceFlyDecisions
function BraindanceFlyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BraindanceFlyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class BraindanceFlyEvents : LocomotionBraindanceEvents
BraindanceFlyEvents = {}

---@return BraindanceFlyEvents
function BraindanceFlyEvents.new() return end

---@param props table
---@return BraindanceFlyEvents
function BraindanceFlyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFlyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFlyEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BraindanceFlyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class BraindanceGameController : gameuiHUDGameController
---@field currentTimerMarker inkWidgetReference
---@field currentTimerText inkTextWidgetReference
---@field activeLayer inkTextWidgetReference
---@field layerIcon inkImageWidgetReference
---@field layerThermalIcon inkImageWidgetReference
---@field layerVisualIcon inkImageWidgetReference
---@field layerAudioIcon inkImageWidgetReference
---@field cursorPoint inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field clueHolder inkCompoundWidgetReference[]
---@field clueBarHolder inkWidgetReference[]
---@field speedIndicatorManagers inkWidgetReference[]
---@field clueArray BraindanceClueLogicController[]
---@field buttonHintsController ButtonHints
---@field barSize Float
---@field braindanceDuration Float
---@field currentTime Float
---@field rootWidget inkWidget
---@field currentLayer gameuiEBraindanceLayer
---@field currentSpeed scnPlaySpeed
---@field currentDirection scnPlayDirection
---@field startingTimerTopMargin Float
---@field gameInstance ScriptGameInstance
---@field braindanceBB gameIBlackboard
---@field braindanceDef BraindanceBlackboardDef
---@field ClueBBID redCallbackObject
---@field VisionModeBBID redCallbackObject
---@field ProgressBBID redCallbackObject
---@field SectionTimeBBID redCallbackObject
---@field IsActiveBBID redCallbackObject
---@field EnableExitBBID redCallbackObject
---@field IsFPPBBID redCallbackObject
---@field PlaybackSpeedID redCallbackObject
---@field PlaybackDirectionID redCallbackObject
---@field isFPPMode Bool
---@field showTimelineAnimation inkanimProxy
---@field hideTimelineAnimation inkanimProxy
---@field showWidgetAnimation inkanimProxy
BraindanceGameController = {}

---@return BraindanceGameController
function BraindanceGameController.new() return end

---@param props table
---@return BraindanceGameController
function BraindanceGameController.new(props) return end

---@param evt BraindanceInputChangeEvent
---@return Bool
function BraindanceGameController:OnBraindanceInputChangeEvent(evt) return end

---@param value Variant
---@return Bool
function BraindanceGameController:OnClueDataUpdated(value) return end

---@param value Bool
---@return Bool
function BraindanceGameController:OnExitEnabled(value) return end

---@return Bool
function BraindanceGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function BraindanceGameController:OnIsActiveUpdated(value) return end

---@param value Bool
---@return Bool
function BraindanceGameController:OnIsFPPUpdated(value) return end

---@param value Variant
---@return Bool
function BraindanceGameController:OnPlaybackDirectionUpdated(value) return end

---@param value Variant
---@return Bool
function BraindanceGameController:OnPlaybackSpeedUpdated(value) return end

---@param value Float
---@return Bool
function BraindanceGameController:OnProgressUpdated(value) return end

---@param value Float
---@return Bool
function BraindanceGameController:OnSectionTimeUpdated(value) return end

---@return Bool
function BraindanceGameController:OnUnInitialize() return end

---@param value Int32
---@return Bool
function BraindanceGameController:OnVisionModeUpdated(value) return end

---@param clueData BraindanceClueData
function BraindanceGameController:AddClue(clueData) return end

---@return CName
function BraindanceGameController:GetLeftShoulderLocKey() return end

---@param stateEnum gameuiEBraindanceLayer
---@return CName
function BraindanceGameController:GetStateName(stateEnum) return end

---@param seconds Float
---@return String
function BraindanceGameController:GetTimeMS(seconds) return end

function BraindanceGameController:Hide() return end

---@param action CName|string
function BraindanceGameController:HideInputHint(action) return end

function BraindanceGameController:Intro() return end

function BraindanceGameController:Outro() return end

function BraindanceGameController:SetBraindanceBaseInput() return end

function BraindanceGameController:SetBraindanceProgress() return end

---@param layer gameuiEBraindanceLayer
function BraindanceGameController:SetVisionMode(layer) return end

function BraindanceGameController:SetupBB() return end

---@param action CName|string
---@param label CName|string
function BraindanceGameController:ShowInputHint(action, label) return end

function BraindanceGameController:UnregisterFromBB() return end

---@param active Bool
function BraindanceGameController:UpdateBraindance(active) return end

function BraindanceGameController:UpdateClues() return end

function BraindanceGameController:UpdateSpeedIndicators() return end

---@class BraindanceInputChangeEvent : redEvent
---@field bdSystem BraindanceSystem
BraindanceInputChangeEvent = {}

---@return BraindanceInputChangeEvent
function BraindanceInputChangeEvent.new() return end

---@param props table
---@return BraindanceInputChangeEvent
function BraindanceInputChangeEvent.new(props) return end

---@return String
function BraindanceInputChangeEvent:GetFriendlyDescription() return end

---@class BraindanceInstance : ModuleInstance
BraindanceInstance = {}

---@return BraindanceInstance
function BraindanceInstance.new() return end

---@param props table
---@return BraindanceInstance
function BraindanceInstance.new(props) return end

---@class BraindanceModule : HUDModule
BraindanceModule = {}

---@return BraindanceModule
function BraindanceModule.new() return end

---@param props table
---@return BraindanceModule
function BraindanceModule.new(props) return end

---@param actor gameHudActor
---@return BraindanceInstance
function BraindanceModule:DuplicateLastInstance(actor) return end

---@param mode ActiveMode
---@return HUDJob
function BraindanceModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob[]
function BraindanceModule:Process(mode) return end

---@class BraindanceSystem : gameScriptableSystem
---@field inputMask SBraindanceInputMask
---@field requestCameraToggle Bool
---@field requestEditorState Bool
---@field pauseBraindanceRequest Bool
---@field isInBraindance Bool
---@field debugFFSceneThrehsold Int32
BraindanceSystem = {}

---@return BraindanceSystem
function BraindanceSystem.new() return end

---@param props table
---@return BraindanceSystem
function BraindanceSystem.new(props) return end

---@param mask SBraindanceInputMask
function BraindanceSystem:ApplyInvertedANDMask(mask) return end

---@param mask SBraindanceInputMask
function BraindanceSystem:ApplyORMask(mask) return end

function BraindanceSystem:ClearEditorStateRequest() return end

function BraindanceSystem:ClearPauseRequest() return end

---@return Int32
function BraindanceSystem:GetDebugFFSceneThreshold() return end

---@return SBraindanceInputMask
function BraindanceSystem:GetInputMask() return end

---@return Bool
function BraindanceSystem:GetIsInBraindance() return end

---@return Bool
function BraindanceSystem:GetPauseBraindanceRequest() return end

---@return Bool
function BraindanceSystem:GetRequestEditorState() return end

---@return Bool
function BraindanceSystem:GetRequstCameraToggle() return end

---@return Bool
function BraindanceSystem:IsSavingLocked() return end

---@param request ClearBraindancePauseRequest
function BraindanceSystem:OnClearBraindancePauseRequest(request) return end

---@param request ClearBraindanceStateRequest
function BraindanceSystem:OnClearBraindanceStateRequest(request) return end

---@param request DisableFields
function BraindanceSystem:OnDisableFields(request) return end

---@param request EnableFields
function BraindanceSystem:OnEnableFields(request) return end

---@param request gamePlayerAttachRequest
function BraindanceSystem:OnPlayerAttach(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function BraindanceSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SendPauseBraindanceRequest
function BraindanceSystem:OnSendPauseBraindanceRequest(request) return end

---@param request SetBraindanceState
function BraindanceSystem:OnSetBraindanceState(request) return end

---@param request SetDebugSceneThrehsold
function BraindanceSystem:OnSetDebugSceneThrehsold(request) return end

---@param request SetIsInBraindance
function BraindanceSystem:OnSetIsInBraindance(request) return end

---@param newThreshold Int32
function BraindanceSystem:SetDebugFFSceneThreshold(newThreshold) return end

---@param newState Bool
function BraindanceSystem:SetEditorStateRequest(newState) return end

---@param newMask SBraindanceInputMask
function BraindanceSystem:SetInputMask(newMask) return end

---@param newState Bool
function BraindanceSystem:SetIsInBraindance(newState) return end

function BraindanceSystem:SetPauseRequest() return end

---@class BreachAccessPointEvent : redEvent
BreachAccessPointEvent = {}

---@return BreachAccessPointEvent
function BreachAccessPointEvent.new() return end

---@param props table
---@return BreachAccessPointEvent
function BreachAccessPointEvent.new(props) return end

---@class BreachViewTimeListener : tickScriptTimeDilationListener
---@field myOwner gameObject
BreachViewTimeListener = {}

---@return BreachViewTimeListener
function BreachViewTimeListener.new() return end

---@param props table
---@return BreachViewTimeListener
function BreachViewTimeListener.new(props) return end

---@param reason CName|string
---@return Bool
function BreachViewTimeListener:OnFinished(reason) return end

---@param owner gameObject
function BreachViewTimeListener:SetOwner(owner) return end

---@class BriefingScreen : gameuiHUDGameController
---@field logicControllerRef inkWidgetReference
---@field journalManager gameJournalManager
---@field bbOpenerEventID redCallbackObject
---@field bbSizeEventID redCallbackObject
---@field bbAlignmentEventID redCallbackObject
BriefingScreen = {}

---@return BriefingScreen
function BriefingScreen.new() return end

---@param props table
---@return BriefingScreen
function BriefingScreen.new(props) return end

---@param value Variant
---@return Bool
function BriefingScreen:OnBriefingAlignmentCalled(value) return end

---@param value String
---@return Bool
function BriefingScreen:OnBriefingOpenerCalled(value) return end

---@param value Variant
---@return Bool
function BriefingScreen:OnBriefingSizeCalled(value) return end

---@return Bool
function BriefingScreen:OnInitialize() return end

---@return Bool
function BriefingScreen:OnUninitialize() return end

---@param toFind String
---@param entries gameJournalEntry[]
---@return gameJournalEntry
function BriefingScreen:FindEntry(toFind, entries) return end

---@class BriefingScreenLogic : inkWidgetLogicController
---@field lastSizeSet Vector2
---@field isBriefingVisible Bool
---@field briefingToOpen gameJournalEntry
---@field videoWidget inkVideoWidgetReference
---@field mapWidget inkWidgetReference
---@field paperdollWidget inkWidgetReference
---@field animatedWidget inkWidgetReference
---@field fadeDuration Float
---@field InterpolationType inkanimInterpolationType
---@field InterpolationMode inkanimInterpolationMode
---@field minimizedSize Vector2
---@field maximizedSize Vector2
BriefingScreenLogic = {}

---@return BriefingScreenLogic
function BriefingScreenLogic.new() return end

---@param props table
---@return BriefingScreenLogic
function BriefingScreenLogic.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function BriefingScreenLogic:OnFadeInEnd(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function BriefingScreenLogic:OnFadeOutEnd(proxy) return end

---@return Bool
function BriefingScreenLogic:OnInitialize() return end

---@param startValue Float
---@param endValue Float
---@param callbackName CName|string
function BriefingScreenLogic:Fade(startValue, endValue, callbackName) return end

function BriefingScreenLogic:HideAll() return end

---@param toProcess gameJournalBriefingMapSection
function BriefingScreenLogic:ProcessMap(toProcess) return end

---@param toProcess gameJournalBriefingPaperDollSection
function BriefingScreenLogic:ProcessPaperdoll(toProcess) return end

---@param toProcess gameJournalBriefingVideoSection
function BriefingScreenLogic:ProcessVideo(toProcess) return end

---@param alignmentToSet questJournalAlignmentEventType
function BriefingScreenLogic:SetAlignment(alignmentToSet) return end

function BriefingScreenLogic:SetBriefing() return end

---@param sizeToSet questJournalSizeEventType
function BriefingScreenLogic:SetSize(sizeToSet) return end

---@param briefingToOpen gameJournalEntry
function BriefingScreenLogic:ShowBriefing(briefingToOpen) return end

---@class BrightnessSettingsGameController : gameuiMenuGameController
---@field s_brightnessGroup CName
---@field settingsOptionsList inkCompoundWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field settings userSettingsUserSettings
---@field settingsListener BrightnessSettingsVarListener
---@field SettingsElements inkSettingsSelectorController[]
---@field isPreGame Bool
BrightnessSettingsGameController = {}

---@return BrightnessSettingsGameController
function BrightnessSettingsGameController.new() return end

---@param props table
---@return BrightnessSettingsGameController
function BrightnessSettingsGameController.new(props) return end

---@return Bool
function BrightnessSettingsGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function BrightnessSettingsGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function BrightnessSettingsGameController:OnUninitialize() return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function BrightnessSettingsGameController:OnVarModified(groupPath, varName, varType, reason) return end

function BrightnessSettingsGameController:PopulateSettings() return end

---@class BrightnessSettingsVarListener : userSettingsVarListener
---@field ctrl BrightnessSettingsGameController
BrightnessSettingsVarListener = {}

---@return BrightnessSettingsVarListener
function BrightnessSettingsVarListener.new() return end

---@param props table
---@return BrightnessSettingsVarListener
function BrightnessSettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function BrightnessSettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl BrightnessSettingsGameController
function BrightnessSettingsVarListener:RegisterController(ctrl) return end

---@class BroadcastCombatHitStim : AIbehaviortaskScript
BroadcastCombatHitStim = {}

---@return BroadcastCombatHitStim
function BroadcastCombatHitStim.new() return end

---@param props table
---@return BroadcastCombatHitStim
function BroadcastCombatHitStim.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function BroadcastCombatHitStim:Activate(context) return end

---@class BroadcastEvent : redEvent
---@field broadcastType EBroadcasteingType
---@field shouldOverride Bool
---@field lifetime Float
---@field stimType gamedataStimType
---@field stimData senseStimInvestigateData
---@field radius Float
---@field propagationChange Bool
---@field directTarget entEntity
---@field delay Float
---@field purelyDirect Bool
BroadcastEvent = {}

---@return BroadcastEvent
function BroadcastEvent.new() return end

---@param props table
---@return BroadcastEvent
function BroadcastEvent.new(props) return end

---@class BroadcastStimEffector : gameContinuousEffector
---@field stimType gamedataStimType
---@field radius Float
BroadcastStimEffector = {}

---@return BroadcastStimEffector
function BroadcastStimEffector.new() return end

---@param props table
---@return BroadcastStimEffector
function BroadcastStimEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function BroadcastStimEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function BroadcastStimEffector:Initialize(record, parentRecord) return end

---@class BrowserController : inkWidgetLogicController
---@field homeButton inkWidgetReference
---@field homeButtonCoontroller LinkController
---@field addressText inkTextWidgetReference
---@field pageContentRoot inkWidgetReference
---@field spinnerContentRoot inkWidgetReference
---@field journalManager gameJournalManager
---@field spinnerPath redResourceReferenceScriptToken
---@field webPageLibraryID CName
---@field defaultDevicePage String
---@field gameController BrowserGameController
---@field currentRequestedPage gameJournalInternetPage
---@field currentPage inkCompoundWidget
---@field webPageSpawnRequest inkAsyncSpawnRequest
BrowserController = {}

---@return BrowserController
function BrowserController.new() return end

---@param props table
---@return BrowserController
function BrowserController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function BrowserController:OnPageSpawned(widget, userData) return end

---@param e inkWidget
---@return Bool
function BrowserController:OnProcessLinkPressed(e) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function BrowserController:OnSpinnerSpawned(widget, userData) return end

---@return String
function BrowserController:GetDefaultpage() return end

---@return Computer
function BrowserController:GetOwnerGameObject() return end

---@param gameController BrowserGameController
function BrowserController:Init(gameController) return end

---@param address String
function BrowserController:LoadWebPage(address) return end

---@param e inkPointerEvent
function BrowserController:OnHomeButtonPressed(e) return end

function BrowserController:SetDefaultContent() return end

---@param startingPage String
function BrowserController:SetDefaultPage(startingPage) return end

---@param page gameJournalInternetPage
function BrowserController:SetFacts(page) return end

function BrowserController:SetWebsiteData() return end

---@param address String
---@return gameJournalInternetPage
function BrowserController:TryGetWebsiteData(address) return end

function BrowserController:UnloadCurrentWebsite() return end

---@class BrowserGameController : gameuiWidgetGameController
---@field logicControllerRef inkWidgetReference
---@field journalManager gameJournalManager
---@field locationTags CName[]
BrowserGameController = {}

---@return BrowserGameController
function BrowserGameController.new() return end

---@param props table
---@return BrowserGameController
function BrowserGameController.new(props) return end

---@return Bool
function BrowserGameController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function BrowserGameController:OnJournalEntryStateChanged(entryHash, className, notifyOption, changeType) return end

---@return Bool
function BrowserGameController:OnUninitialize() return end

---@return gameJournalManager
function BrowserGameController:GetJournalManager() return end

function BrowserGameController:PushWebsiteData() return end

---@class BuffListVisibilityChangedEvent : redEvent
---@field hasBuffs Bool
BuffListVisibilityChangedEvent = {}

---@return BuffListVisibilityChangedEvent
function BuffListVisibilityChangedEvent.new() return end

---@param props table
---@return BuffListVisibilityChangedEvent
function BuffListVisibilityChangedEvent.new(props) return end

---@class BuildBluelinePart : gameinteractionsvisBluelinePart
---@field record gamedataPlayerBuild_Record
---@field lhsValue Int32
---@field rhsValue Int32
---@field comparisonOperator ECompareOp
BuildBluelinePart = {}

---@return BuildBluelinePart
function BuildBluelinePart.new() return end

---@param props table
---@return BuildBluelinePart
function BuildBluelinePart.new(props) return end

---@class BuildButtonItemController : inkButtonDpadSupportedController
---@field associatedBuild gamedataBuildType
BuildButtonItemController = {}

---@return BuildButtonItemController
function BuildButtonItemController.new() return end

---@param props table
---@return BuildButtonItemController
function BuildButtonItemController.new(props) return end

---@return Bool
function BuildButtonItemController:OnInitialize() return end

---@return gamedataBuildType
function BuildButtonItemController:GetAssociatedBuild() return end

---@param argText String
---@param type gamedataBuildType
function BuildButtonItemController:SetButtonDetails(argText, type) return end

---@class Build_ScriptConditionType : BluelineConditionTypeBase
---@field questAssignment TweakDBID
---@field buildId TweakDBID
---@field difficulty EGameplayChallengeLevel
---@field comparisonType ECompareOp
Build_ScriptConditionType = {}

---@return Build_ScriptConditionType
function Build_ScriptConditionType.new() return end

---@param props table
---@return Build_ScriptConditionType
function Build_ScriptConditionType.new(props) return end

---@param playerObject gameObject
---@return Bool
function Build_ScriptConditionType:Evaluate(playerObject) return end

---@param playerObject gameObject
---@return gameinteractionsvisBluelinePart
function Build_ScriptConditionType:GetBluelinePart(playerObject) return end

---@return String
function Build_ScriptConditionType:ToString() return end

---@class BulletCollisionEvaluator : gameprojectileScriptCollisionEvaluator
---@field user gameObject
---@field hasStopped Bool
---@field stoppedPosition Vector4
---@field weaponParams gameprojectileWeaponParams
---@field isExplodingBullet Bool
---@field isSmartBullet Bool
BulletCollisionEvaluator = {}

---@return BulletCollisionEvaluator
function BulletCollisionEvaluator.new() return end

---@param props table
---@return BulletCollisionEvaluator
function BulletCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function BulletCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@return Vector4
function BulletCollisionEvaluator:GetStoppedPosition() return end

---@return Bool
function BulletCollisionEvaluator:HasReportedStopped() return end

---@param isExplodingBullet Bool
function BulletCollisionEvaluator:SetIsExplodingBullet(isExplodingBullet) return end

---@param isSmartBullet Bool
function BulletCollisionEvaluator:SetIsSmartBullet(isSmartBullet) return end

---@param user gameObject
function BulletCollisionEvaluator:SetUser(user) return end

---@param params gameprojectileWeaponParams
function BulletCollisionEvaluator:SetWeaponParams(params) return end

---@class BumpNetrunnerMinigameLevel : gamePlayerScriptableSystemRequest
---@field completedMinigameLevel Int32
BumpNetrunnerMinigameLevel = {}

---@return BumpNetrunnerMinigameLevel
function BumpNetrunnerMinigameLevel.new() return end

---@param props table
---@return BumpNetrunnerMinigameLevel
function BumpNetrunnerMinigameLevel.new(props) return end

---@param _owner gameObject
---@param value Int32
function BumpNetrunnerMinigameLevel:Set(_owner, value) return end

---@class BunkerComputerButtonController : LinkController
---@field usePopupDefault Bool
BunkerComputerButtonController = {}

---@return BunkerComputerButtonController
function BunkerComputerButtonController.new() return end

---@param props table
---@return BunkerComputerButtonController
function BunkerComputerButtonController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function BunkerComputerButtonController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function BunkerComputerButtonController:OnInitialize() return end

---@class BunkerComputerController : ComputerController
BunkerComputerController = {}

---@return BunkerComputerController
function BunkerComputerController.new() return end

---@param props table
---@return BunkerComputerController
function BunkerComputerController.new(props) return end

---@return BunkerComputerControllerPS
function BunkerComputerController:GetPS() return end

---@class BunkerComputerControllerPS : ComputerControllerPS
BunkerComputerControllerPS = {}

---@return BunkerComputerControllerPS
function BunkerComputerControllerPS.new() return end

---@param props table
---@return BunkerComputerControllerPS
function BunkerComputerControllerPS.new(props) return end

---@param evt QuestForceCameraZoom
---@return EntityNotificationType
function BunkerComputerControllerPS:OnQuestForceCameraZoom(evt) return end

---@param evt ToggleZoomInteraction
---@return EntityNotificationType
function BunkerComputerControllerPS:OnToggleZoomInteraction(evt) return end

function BunkerComputerControllerPS:SetDeviceID() return end

---@class BunkerCursorGameController : CursorGameController
BunkerCursorGameController = {}

---@return BunkerCursorGameController
function BunkerCursorGameController.new() return end

---@param props table
---@return BunkerCursorGameController
function BunkerCursorGameController.new(props) return end

---@return CName
function BunkerCursorGameController:GetCursorType() return end

---@class BunkerDoor : Door
---@field loudAnnouncementOpenSoundName CName
---@field halfOpenSoundName CName
---@field glitchingSoundName CName
---@field fastOpenSoundName CName
BunkerDoor = {}

---@return BunkerDoor
function BunkerDoor.new() return end

---@param props table
---@return BunkerDoor
function BunkerDoor.new(props) return end

---@param evt MalfunctionHalfOpen
---@return Bool
function BunkerDoor:OnMalfunctionHalfOpen(evt) return end

---@param evt SetDoorMalfunctioningType
---@return Bool
function BunkerDoor:OnSetDoorMalfunctioningType(evt) return end

---@param range Float
function BunkerDoor:BroadCastOpeningStim(range) return end

---@return BunkerDoorController
function BunkerDoor:GetController() return end

---@return BunkerDoorControllerPS
function BunkerDoor:GetDevicePS() return end

---@return Float
function BunkerDoor:GetOpeningSpeed() return end

---@return Float
function BunkerDoor:GetOpeningTime() return end

---@param reset Bool
function BunkerDoor:InitAnimation(reset) return end

---@param time Float
function BunkerDoor:InvokePsBusyState(time) return end

---@return Bool
function BunkerDoor:IsInteractedByNPC() return end

---@param delay Float
function BunkerDoor:MakeDoorToBeForceOpen(delay) return end

function BunkerDoor:PlayGlitchingAnimation() return end

function BunkerDoor:PlayHalfOpenAnimation() return end

function BunkerDoor:PlayMalfunctionHalfOpen() return end

function BunkerDoor:PlayOpenDoorSound() return end

function BunkerDoor:ResetAnimation() return end

function BunkerDoor:ResolveGameplayState() return end

function BunkerDoor:SetUpAnimation() return end

function BunkerDoor:SetupOpenDoorAnimationFeatures() return end

---@param broadcaster StimBroadcasterComponent
---@param reactionData senseStimInvestigateData
function BunkerDoor:TriggerMoveDoorStimBroadcaster(broadcaster, reactionData) return end

---@class BunkerDoorController : DoorController
BunkerDoorController = {}

---@return BunkerDoorController
function BunkerDoorController.new() return end

---@param props table
---@return BunkerDoorController
function BunkerDoorController.new(props) return end

---@return BunkerDoorControllerPS
function BunkerDoorController:GetPS() return end

---@class BunkerDoorControllerPS : DoorControllerPS
---@field NpcOpenSpeed Float
---@field NpcOpenTime Float
---@field malfunctioningType EMalfunctioningType
---@field malfunctioningChance Int32
---@field malfunctioningStimRange Float
---@field malfanctioningBehaviourActive Bool
BunkerDoorControllerPS = {}

---@return BunkerDoorControllerPS
function BunkerDoorControllerPS.new() return end

---@param props table
---@return BunkerDoorControllerPS
function BunkerDoorControllerPS.new(props) return end

---@return MalfunctionHalfOpen
function BunkerDoorControllerPS:ActionMalfunctionHalfOpen() return end

---@param context gameGetActionsContext
---@return Bool
function BunkerDoorControllerPS:CanAddToggleOpenAction(context) return end

---@return Float
function BunkerDoorControllerPS:GetMalfunctioningStimRange() return end

---@return EMalfunctioningType
function BunkerDoorControllerPS:GetMalfunctioningType() return end

---@return Float
function BunkerDoorControllerPS:GetNpcOpenSpeed() return end

---@return Float
function BunkerDoorControllerPS:GetNpcOpenTime() return end

---@return ToggleOpen
function BunkerDoorControllerPS:GetPlayerToggleOpenAction() return end

function BunkerDoorControllerPS:Initialize() return end

---@param type EMalfunctioningType
---@return Bool
function BunkerDoorControllerPS:IsMalfunctioningBehaviourActive(type) return end

---@param evt MalfunctionHalfOpen
---@return EntityNotificationType
function BunkerDoorControllerPS:OnMalfunctionHalfOpen(evt) return end

function BunkerDoorControllerPS:OnSetIsOpened() return end

function BunkerDoorControllerPS:ReinitializeMalfunctionBehaviour() return end

---@param type EMalfunctioningType
function BunkerDoorControllerPS:SetMalfunctioningType(type) return end

---@return Bool
function BunkerDoorControllerPS:ShouldMalfunction() return end

---@class BunkerMapGameController : StatusScreenGameController
---@field mapPosition01 inkWidgetReference
---@field mapPosition02 inkWidgetReference
---@field mapPosition03 inkWidgetReference
BunkerMapGameController = {}

---@return BunkerMapGameController
function BunkerMapGameController.new() return end

---@param props table
---@return BunkerMapGameController
function BunkerMapGameController.new(props) return end

---@param fact CName|string
---@param value Int32
---@return Bool
function BunkerMapGameController:OnFactChanged(fact, value) return end

---@return Bool
function BunkerMapGameController:OnInitialize() return end

function BunkerMapGameController:InitMapPosition() return end

---@class BunkerMapObject : gameObject
---@field mapIndex Int32
BunkerMapObject = {}

---@return BunkerMapObject
function BunkerMapObject.new() return end

---@param props table
---@return BunkerMapObject
function BunkerMapObject.new(props) return end

---@class BunkerSystemsFactsSet
---@field ALPHA_FACT CName
---@field BRAVO_FACT CName
---@field SIERRA_FACT CName
---@field VICTOR_FACT CName
BunkerSystemsFactsSet = {}

---@return BunkerSystemsFactsSet
function BunkerSystemsFactsSet.new() return end

---@param props table
---@return BunkerSystemsFactsSet
function BunkerSystemsFactsSet.new(props) return end

---@class BurstDecisions : WeaponTransition
BurstDecisions = {}

---@return BurstDecisions
function BurstDecisions.new() return end

---@param props table
---@return BurstDecisions
function BurstDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BurstDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function BurstDecisions:ToShoot(stateContext, scriptInterface) return end

---@class BurstEvents : WeaponEventsTransition
BurstEvents = {}

---@return BurstEvents
function BurstEvents.new() return end

---@param props table
---@return BurstEvents
function BurstEvents.new(props) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function BurstEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ButtonCursorStateView : BaseButtonView
---@field HoverStateName CName
---@field PressStateName CName
---@field DefaultStateName CName
ButtonCursorStateView = {}

---@return ButtonCursorStateView
function ButtonCursorStateView.new() return end

---@param props table
---@return ButtonCursorStateView
function ButtonCursorStateView.new(props) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function ButtonCursorStateView:ButtonStateChanged(oldState, newState) return end

---@class ButtonHelpBarMenuGameController : inkWidgetLogicController
ButtonHelpBarMenuGameController = {}

---@return ButtonHelpBarMenuGameController
function ButtonHelpBarMenuGameController.new() return end

---@param props table
---@return ButtonHelpBarMenuGameController
function ButtonHelpBarMenuGameController.new(props) return end

---@return Bool
function ButtonHelpBarMenuGameController:OnInitialize() return end

---@return Bool
function ButtonHelpBarMenuGameController:OnUnitialize() return end

---@class ButtonHintListItem : inkWidgetLogicController
---@field inputDisplay inkWidgetReference
---@field label inkTextWidgetReference
---@field buttonHint inkInputDisplayController
---@field actionName CName
ButtonHintListItem = {}

---@return ButtonHintListItem
function ButtonHintListItem.new() return end

---@param props table
---@return ButtonHintListItem
function ButtonHintListItem.new(props) return end

---@return Bool
function ButtonHintListItem:OnInitialize() return end

---@param action CName|string
---@return Bool
function ButtonHintListItem:CheckAction(action) return end

---@param action CName|string
---@param label String
function ButtonHintListItem:SetData(action, label) return end

---@param icon EInputKey
---@param label String
function ButtonHintListItem:SetData(icon, label) return end

---@class ButtonHints : inkWidgetLogicController
---@field horizontalHolder inkCompoundWidgetReference
ButtonHints = {}

---@return ButtonHints
function ButtonHints.new() return end

---@param props table
---@return ButtonHints
function ButtonHints.new(props) return end

---@return Bool
function ButtonHints:OnInitialize() return end

---@param icon EInputKey
---@param label String
function ButtonHints:AddButtonHint(icon, label) return end

---@param action CName|string
---@param label CName|string
---@param holdInteraction Bool
function ButtonHints:AddButtonHint(action, label, holdInteraction) return end

---@param action CName|string
---@param label CName|string
function ButtonHints:AddButtonHint(action, label) return end

---@param action CName|string
---@param label String
function ButtonHints:AddButtonHint(action, label) return end

function ButtonHints:AddCharacterRoatateButtonHint() return end

---@param action CName|string
---@return ButtonHintListItem
function ButtonHints:CheckForPreExisting(action) return end

function ButtonHints:ClearButtonHints() return end

function ButtonHints:Hide() return end

---@return Bool
function ButtonHints:IsVisible() return end

---@param action CName|string
function ButtonHints:RemoveButtonHint(action) return end

---@param action CName|string
---@return inkWidget
function ButtonHints:RemoveItem(action) return end

function ButtonHints:Show() return end

---@class ButtonPlaySoundView : BaseButtonView
---@field SoundPrefix CName
---@field PressSoundName CName
---@field HoverSoundName CName
ButtonPlaySoundView = {}

---@return ButtonPlaySoundView
function ButtonPlaySoundView.new() return end

---@param props table
---@return ButtonPlaySoundView
function ButtonPlaySoundView.new(props) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function ButtonPlaySoundView:ButtonStateChanged(oldState, newState) return end

---@class BuyAttribute : gamePlayerScriptableSystemRequest
---@field attributeType gamedataStatType
---@field grantAttributePoint Bool
BuyAttribute = {}

---@return BuyAttribute
function BuyAttribute.new() return end

---@param props table
---@return BuyAttribute
function BuyAttribute.new(props) return end

---@param _owner gameObject
---@param type gamedataStatType
---@param grantAttributePoint Bool
function BuyAttribute:Set(_owner, type, grantAttributePoint) return end

---@class BuyAttributeEffector : gameEffector
---@field type gamedataStatType
BuyAttributeEffector = {}

---@return BuyAttributeEffector
function BuyAttributeEffector.new() return end

---@param props table
---@return BuyAttributeEffector
function BuyAttributeEffector.new(props) return end

---@param owner gameObject
function BuyAttributeEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function BuyAttributeEffector:Initialize(record, parentRecord) return end

---@class BuyItemFromVendor : ActionBool
---@field itemID ItemID
BuyItemFromVendor = {}

---@return BuyItemFromVendor
function BuyItemFromVendor.new() return end

---@param props table
---@return BuyItemFromVendor
function BuyItemFromVendor.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function BuyItemFromVendor.IsDefaultConditionMet(device, context) return end

---@param displayText String
---@param additionalText String
---@param imageAtlasImageID CName|string
---@param actions gamedeviceAction[]
function BuyItemFromVendor:CreateActionWidgetPackage(displayText, additionalText, imageAtlasImageID, actions) return end

---@return CName
function BuyItemFromVendor:GetInkWidgetLibraryID() return end

---@return TweakDBID
function BuyItemFromVendor:GetInkWidgetTweakDBID() return end

function BuyItemFromVendor:SetProperties() return end

---@class BuyNewPerk : NewPerkActionRequest
BuyNewPerk = {}

---@return BuyNewPerk
function BuyNewPerk.new() return end

---@param props table
---@return BuyNewPerk
function BuyNewPerk.new(props) return end

---@class BuyPerk : gamePlayerScriptableSystemRequest
---@field perkType gamedataPerkType
BuyPerk = {}

---@return BuyPerk
function BuyPerk.new() return end

---@param props table
---@return BuyPerk
function BuyPerk.new(props) return end

---@param _owner gameObject
---@param type gamedataPerkType
function BuyPerk:Set(_owner, type) return end

---@class BuyRequest : TransactionRequest
BuyRequest = {}

---@return BuyRequest
function BuyRequest.new() return end

---@param props table
---@return BuyRequest
function BuyRequest.new(props) return end

---@class BuybackRequest : TransactionRequest
BuybackRequest = {}

---@return BuybackRequest
function BuybackRequest.new() return end

---@param props table
---@return BuybackRequest
function BuybackRequest.new(props) return end

---@class C2dArray : CResource
---@field headers String[]
---@field data String[][]
C2dArray = {}

---@return C2dArray
function C2dArray.new() return end

---@param props table
---@return C2dArray
function C2dArray.new(props) return end

---@class C4 : ExplosiveDevice
C4 = {}

---@return C4
function C4.new() return end

---@param props table
---@return C4
function C4.new(props) return end

---@param evt ActivateC4
---@return Bool
function C4:OnActivateC4(evt) return end

---@param evt DeactivateC4
---@return Bool
function C4:OnDeactivateC4(evt) return end

---@return Bool
function C4:OnDetach() return end

---@param evt DetonateC4
---@return Bool
function C4:OnDetonateC4(evt) return end

---@return Bool
function C4:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function C4:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function C4:OnTakeControl(ri) return end

---@return C4Controller
function C4:GetController() return end

---@return C4ControllerPS
function C4:GetDevicePS() return end

---@param visible Bool
function C4:ToggleVisibility(visible) return end

---@class C4Controller : ExplosiveDeviceController
C4Controller = {}

---@return C4Controller
function C4Controller.new() return end

---@param props table
---@return C4Controller
function C4Controller.new(props) return end

---@return C4ControllerPS
function C4Controller:GetPS() return end

---@class C4ControllerPS : ExplosiveDeviceControllerPS
---@field itemTweakDBString CName
C4ControllerPS = {}

---@return C4ControllerPS
function C4ControllerPS.new() return end

---@param props table
---@return C4ControllerPS
function C4ControllerPS.new(props) return end

---@return ActivateC4
function C4ControllerPS:ActionActivate() return end

---@return DeactivateC4
function C4ControllerPS:ActionDeactivate() return end

---@return DetonateC4
function C4ControllerPS:ActionDetonate() return end

---@return Bool
function C4ControllerPS:CanCreateAnyQuickHackActions() return end

function C4ControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function C4ControllerPS:GetActions(context) return end

---@return TweakDBID
function C4ControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function C4ControllerPS:GetDeviceIconTweakDBID() return end

---@return ItemID
function C4ControllerPS:GetInventoryItemID() return end

---@return CName
function C4ControllerPS:GetItemTweakDBString() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function C4ControllerPS:GetQuickHackActions(context) return end

---@param evt ActivateC4
---@return EntityNotificationType
function C4ControllerPS:OnActivateC4(evt) return end

---@param evt DeactivateC4
---@return EntityNotificationType
function C4ControllerPS:OnDeactivateC4(evt) return end

---@param evt DetonateC4
---@return EntityNotificationType
function C4ControllerPS:OnDetonateC4(evt) return end

---@param context gameGetActionsContext
---@param choices gameinteractionsChoice[]
function C4ControllerPS:PushInactiveInteractionChoice(context, choices) return end

---@class CActionScriptProxy : IScriptable
CActionScriptProxy = {}

---@param go gameObject
function CActionScriptProxy:Bind(go) return end

---@return gameEActionStatus
function CActionScriptProxy:GetStatus() return end

function CActionScriptProxy:Launch() return end

function CActionScriptProxy:Stop() return end

---@class CBaseEngine
CBaseEngine = {}

---@return CBaseEngine
function CBaseEngine.new() return end

---@param props table
---@return CBaseEngine
function CBaseEngine.new(props) return end

---@class CBitmapTexture : ITexture
---@field width Uint32
---@field height Uint32
---@field depth Uint32
---@field setup STextureGroupSetup
---@field histBiasMulCoef Vector3
---@field histBiasAddCoef Vector3
---@field renderResourceBlob IRenderResourceBlob
---@field renderTextureResource rendRenderTextureResource
CBitmapTexture = {}

---@return CBitmapTexture
function CBitmapTexture.new() return end

---@param props table
---@return CBitmapTexture
function CBitmapTexture.new(props) return end

---@class CCTVCamera : gameObject
---@field mesh entMeshComponent
---@field camera gameCameraComponent
---@field isControlled Bool
---@field cachedPuppetID entEntityID
CCTVCamera = {}

---@return CCTVCamera
function CCTVCamera.new() return end

---@param props table
---@return CCTVCamera
function CCTVCamera.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function CCTVCamera:OnAction(action, consumer) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function CCTVCamera:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function CCTVCamera:OnAreaExit(trigger) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function CCTVCamera:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function CCTVCamera:OnTakeControl(ri) return end

---@param deltaYaw Float
function CCTVCamera:Rotate(deltaYaw) return end

---@param val Bool
function CCTVCamera:TakeControl(val) return end

---@class CComStaticSkeletonData
---@field entries CComStaticSkeletonDataEntry[]
CComStaticSkeletonData = {}

---@return CComStaticSkeletonData
function CComStaticSkeletonData.new() return end

---@param props table
---@return CComStaticSkeletonData
function CComStaticSkeletonData.new(props) return end

---@class CComStaticSkeletonDataEntry
---@field boneIndex Int32
---@field mass Float
---@field locationLS Vector4
CComStaticSkeletonDataEntry = {}

---@return CComStaticSkeletonDataEntry
function CComStaticSkeletonDataEntry.new() return end

---@param props table
---@return CComStaticSkeletonDataEntry
function CComStaticSkeletonDataEntry.new(props) return end

---@class CCombatTargetData
CCombatTargetData = {}

---@return CCombatTargetData
function CCombatTargetData.new() return end

---@param props table
---@return CCombatTargetData
function CCombatTargetData.new(props) return end

---@class CCombatTargetDataPtr
CCombatTargetDataPtr = {}

---@return CCombatTargetDataPtr
function CCombatTargetDataPtr.new() return end

---@param props table
---@return CCombatTargetDataPtr
function CCombatTargetDataPtr.new(props) return end

---@class CCubeTexture : ITexture
---@field setup STextureGroupSetup
---@field size Uint32
---@field renderResourceBlob IRenderResourceBlob
---@field renderTextureResource rendRenderTextureResource
CCubeTexture = {}

---@return CCubeTexture
function CCubeTexture.new() return end

---@param props table
---@return CCubeTexture
function CCubeTexture.new(props) return end

---@class CDebugConsole : IDebugConsole
CDebugConsole = {}

---@return CDebugConsole
function CDebugConsole.new() return end

---@param props table
---@return CDebugConsole
function CDebugConsole.new(props) return end

---@class CDecalSpawner : ISerializable
---@field materialStatic IMaterial
---@field materialSkinned IMaterial
---@field specularColor Color
---@field specularScale Float
---@field specularBase Float
---@field roughnessScale Float
---@field normalThreshold Float
---@field additiveNormals Bool
---@field diffuseRandomColor0 Color
---@field diffuseRandomColor1 Color
---@field subUVType ERenderDynamicDecalAtlas
---@field specularity Float
---@field farZ Float
---@field nearZ Float
---@field size IEvaluatorFloat
---@field depthFadePower Float
---@field normalFadeBias Float
---@field normalFadeScale Float
---@field doubleSided Bool
---@field projectionMode ERenderDynamicDecalProjection
---@field decalLifetime IEvaluatorFloat
---@field decalFadeTime Float
---@field decalFadeInTime Float
---@field projectOnStatic Bool
---@field projectOnSkinned Bool
---@field startScale Float
---@field scaleTime Float
---@field useVerticalProjection Bool
---@field spawnPriority EDynamicDecalSpawnPriority
---@field autoHideDistance Float
CDecalSpawner = {}

---@return CDecalSpawner
function CDecalSpawner.new() return end

---@param props table
---@return CDecalSpawner
function CDecalSpawner.new(props) return end

---@class CDistantLightsResource : resStreamedResource
---@field data DataBuffer
CDistantLightsResource = {}

---@return CDistantLightsResource
function CDistantLightsResource.new() return end

---@param props table
---@return CDistantLightsResource
function CDistantLightsResource.new(props) return end

---@class CEnvDisplaySettingsParams
---@field enableInstantAdaptation Bool
---@field enableGlobalLightingTrajectory Bool
---@field enableEnvProbeInstantUpdate Bool
---@field allowEnvProbeUpdate Bool
---@field allowBloom Bool
---@field allowColorMod Bool
---@field allowAntialiasing Bool
---@field allowGlobalFog Bool
---@field allowDOF Bool
---@field allowSSAO Bool
---@field allowCloudsShadow Bool
---@field allowWaterShader Bool
---@field gamma Float
CEnvDisplaySettingsParams = {}

---@return CEnvDisplaySettingsParams
function CEnvDisplaySettingsParams.new() return end

---@param props table
---@return CEnvDisplaySettingsParams
function CEnvDisplaySettingsParams.new(props) return end

---@class CEvaluatorColorConst : IEvaluatorColor
---@field value Color
CEvaluatorColorConst = {}

---@return CEvaluatorColorConst
function CEvaluatorColorConst.new() return end

---@param props table
---@return CEvaluatorColorConst
function CEvaluatorColorConst.new(props) return end

---@class CEvaluatorColorCurve : IEvaluatorColor
---@field curves curveData
---@field numberOfCurveSamples Uint32
CEvaluatorColorCurve = {}

---@return CEvaluatorColorCurve
function CEvaluatorColorCurve.new() return end

---@param props table
---@return CEvaluatorColorCurve
function CEvaluatorColorCurve.new(props) return end

---@class CEvaluatorColorMultiCurve : IEvaluatorColor
---@field curves multiChannelCurve
---@field numberOfCurveSamples Uint32
CEvaluatorColorMultiCurve = {}

---@return CEvaluatorColorMultiCurve
function CEvaluatorColorMultiCurve.new() return end

---@param props table
---@return CEvaluatorColorMultiCurve
function CEvaluatorColorMultiCurve.new(props) return end

---@class CEvaluatorColorRandom : IEvaluatorColor
---@field min Color
---@field max Color
---@field randomPerChannel Bool
CEvaluatorColorRandom = {}

---@return CEvaluatorColorRandom
function CEvaluatorColorRandom.new() return end

---@param props table
---@return CEvaluatorColorRandom
function CEvaluatorColorRandom.new(props) return end

---@class CEvaluatorColorStartEnd : IEvaluatorColor
---@field start Color
---@field end Color
CEvaluatorColorStartEnd = {}

---@return CEvaluatorColorStartEnd
function CEvaluatorColorStartEnd.new() return end

---@param props table
---@return CEvaluatorColorStartEnd
function CEvaluatorColorStartEnd.new(props) return end

---@class CEvaluatorFloatConst : IEvaluatorFloat
---@field value Float
CEvaluatorFloatConst = {}

---@return CEvaluatorFloatConst
function CEvaluatorFloatConst.new() return end

---@param props table
---@return CEvaluatorFloatConst
function CEvaluatorFloatConst.new(props) return end

---@class CEvaluatorFloatCurve : IEvaluatorFloat
---@field curves curveData
---@field numberOfCurveSamples Uint32
CEvaluatorFloatCurve = {}

---@return CEvaluatorFloatCurve
function CEvaluatorFloatCurve.new() return end

---@param props table
---@return CEvaluatorFloatCurve
function CEvaluatorFloatCurve.new(props) return end

---@class CEvaluatorFloatRandomUniform : IEvaluatorFloat
---@field min Float
---@field max Float
CEvaluatorFloatRandomUniform = {}

---@return CEvaluatorFloatRandomUniform
function CEvaluatorFloatRandomUniform.new() return end

---@param props table
---@return CEvaluatorFloatRandomUniform
function CEvaluatorFloatRandomUniform.new(props) return end

---@class CEvaluatorFloatStartEnd : IEvaluatorFloat
---@field start Float
---@field end Float
CEvaluatorFloatStartEnd = {}

---@return CEvaluatorFloatStartEnd
function CEvaluatorFloatStartEnd.new() return end

---@param props table
---@return CEvaluatorFloatStartEnd
function CEvaluatorFloatStartEnd.new(props) return end

---@class CEvaluatorVectorConst : IEvaluatorVector
---@field value Vector4
CEvaluatorVectorConst = {}

---@return CEvaluatorVectorConst
function CEvaluatorVectorConst.new() return end

---@param props table
---@return CEvaluatorVectorConst
function CEvaluatorVectorConst.new(props) return end

---@class CEvaluatorVectorCurve : IEvaluatorVector
---@field curves curveData
---@field numberOfCurveSamples Uint32
CEvaluatorVectorCurve = {}

---@return CEvaluatorVectorCurve
function CEvaluatorVectorCurve.new() return end

---@param props table
---@return CEvaluatorVectorCurve
function CEvaluatorVectorCurve.new(props) return end

---@class CEvaluatorVectorMultiCurve : IEvaluatorVector
---@field curves multiChannelCurve
---@field numberOfCurveSamples Uint32
CEvaluatorVectorMultiCurve = {}

---@return CEvaluatorVectorMultiCurve
function CEvaluatorVectorMultiCurve.new() return end

---@param props table
---@return CEvaluatorVectorMultiCurve
function CEvaluatorVectorMultiCurve.new(props) return end

---@class CEvaluatorVectorRandomUniform : IEvaluatorVector
---@field min Vector4
---@field max Vector4
---@field lockX Bool
---@field lockY Bool
---@field lockZ Bool
---@field lockW Bool
CEvaluatorVectorRandomUniform = {}

---@return CEvaluatorVectorRandomUniform
function CEvaluatorVectorRandomUniform.new() return end

---@param props table
---@return CEvaluatorVectorRandomUniform
function CEvaluatorVectorRandomUniform.new(props) return end

---@class CEvaluatorVectorStartEnd : IEvaluatorVector
---@field start Vector4
---@field end Vector4
CEvaluatorVectorStartEnd = {}

---@return CEvaluatorVectorStartEnd
function CEvaluatorVectorStartEnd.new() return end

---@param props table
---@return CEvaluatorVectorStartEnd
function CEvaluatorVectorStartEnd.new(props) return end

---@class CFoliageProfile : CResource
---@field cutoffAlphaMinMip Float
---@field cutoffAlphaMaxMip Float
---@field billboardCutoffAlpha Float
---@field aoScale Float
---@field terrainBlendScale Float
---@field terrainBlendBias Float
---@field billboardDepthScale Float
---@field billboardRoughnessBias Float
---@field colorGradient CGradient
---@field colorGradientWeight Float
---@field colorGradientDarkenWeight Float
---@field preserveOriginalColor Float
CFoliageProfile = {}

---@return CFoliageProfile
function CFoliageProfile.new() return end

---@param props table
---@return CFoliageProfile
function CFoliageProfile.new(props) return end

---@class CFrustum
CFrustum = {}

---@return CFrustum
function CFrustum.new() return end

---@param props table
---@return CFrustum
function CFrustum.new(props) return end

---@class CGIDataResource : resStreamedResource
---@field data serializationDeferredDataBuffer
---@field sectorHash Uint64
CGIDataResource = {}

---@return CGIDataResource
function CGIDataResource.new() return end

---@param props table
---@return CGIDataResource
function CGIDataResource.new(props) return end

---@class CGameEngine : BaseGameEngine
CGameEngine = {}

---@return CGameEngine
function CGameEngine.new() return end

---@param props table
---@return CGameEngine
function CGameEngine.new(props) return end

---@class CGlobalIlluminationSceneData : ISceneStorageCustomData
CGlobalIlluminationSceneData = {}

---@return CGlobalIlluminationSceneData
function CGlobalIlluminationSceneData.new() return end

---@param props table
---@return CGlobalIlluminationSceneData
function CGlobalIlluminationSceneData.new(props) return end

---@class CGradient : CResource
---@field gradientEntries rendGradientEntry[]
CGradient = {}

---@return CGradient
function CGradient.new() return end

---@param props table
---@return CGradient
function CGradient.new(props) return end

---@class CHairProfile : CResource
---@field sampleCount Uint16
---@field gradientEntriesID rendGradientEntry[]
---@field gradientEntriesRootToTip rendGradientEntry[]
CHairProfile = {}

---@return CHairProfile
function CHairProfile.new() return end

---@param props table
---@return CHairProfile
function CHairProfile.new(props) return end

---@class CIESDataResource : CResource
---@field samples Uint16[]
CIESDataResource = {}

---@return CIESDataResource
function CIESDataResource.new() return end

---@param props table
---@return CIESDataResource
function CIESDataResource.new(props) return end

---@class CLSWeatherListener : worldWeatherScriptListener
---@field owner CityLightSystem
CLSWeatherListener = {}

---@return CLSWeatherListener
function CLSWeatherListener.new() return end

---@param props table
---@return CLSWeatherListener
function CLSWeatherListener.new(props) return end

---@param owner CityLightSystem
function CLSWeatherListener:Initialize(owner) return end

---@param rainIntensity Float
function CLSWeatherListener:OnRainIntensityChanged(rainIntensity) return end

---@param rainIntensityType worldRainIntensity
function CLSWeatherListener:OnRainIntensityTypeChanged(rainIntensityType) return end

---@param reason CName|string
function CLSWeatherListener:TurnOffLights(reason) return end

---@param reason CName|string
function CLSWeatherListener:TurnOnLights(reason) return end

---@class CMaterialInstance : IMaterial
---@field baseMaterial IMaterial
---@field enableMask Bool
---@field audioTag CName
---@field resourceVersion Uint8
CMaterialInstance = {}

---@return CMaterialInstance
function CMaterialInstance.new() return end

---@param props table
---@return CMaterialInstance
function CMaterialInstance.new(props) return end

---@class CMaterialLayerLibrary : CResource
---@field uvTiling Float
---@field mbTiling Float
---@field microblendContrast Float
---@field paletteColorIndex Uint32
---@field layers MaterialLayerDef[]
---@field microblends MicroblendDef[]
CMaterialLayerLibrary = {}

---@return CMaterialLayerLibrary
function CMaterialLayerLibrary.new() return end

---@param props table
---@return CMaterialLayerLibrary
function CMaterialLayerLibrary.new(props) return end

---@class CMaterialParameter : ISerializable
---@field parameterName CName
---@field register Uint32
CMaterialParameter = {}

---@class CMaterialParameterColor : CMaterialParameter
---@field color Color
CMaterialParameterColor = {}

---@return CMaterialParameterColor
function CMaterialParameterColor.new() return end

---@param props table
---@return CMaterialParameterColor
function CMaterialParameterColor.new(props) return end

---@class CMaterialParameterCpuNameU64 : CMaterialParameter
---@field name CName
CMaterialParameterCpuNameU64 = {}

---@return CMaterialParameterCpuNameU64
function CMaterialParameterCpuNameU64.new() return end

---@param props table
---@return CMaterialParameterCpuNameU64
function CMaterialParameterCpuNameU64.new(props) return end

---@class CMaterialParameterCube : CMaterialParameter
---@field texture ITexture
CMaterialParameterCube = {}

---@return CMaterialParameterCube
function CMaterialParameterCube.new() return end

---@param props table
---@return CMaterialParameterCube
function CMaterialParameterCube.new(props) return end

---@class CMaterialParameterDynamicTexture : CMaterialParameter
---@field texture ITexture
CMaterialParameterDynamicTexture = {}

---@return CMaterialParameterDynamicTexture
function CMaterialParameterDynamicTexture.new() return end

---@param props table
---@return CMaterialParameterDynamicTexture
function CMaterialParameterDynamicTexture.new(props) return end

---@class CMaterialParameterFoliageParameters : CMaterialParameter
---@field foliageProfile CFoliageProfile
CMaterialParameterFoliageParameters = {}

---@return CMaterialParameterFoliageParameters
function CMaterialParameterFoliageParameters.new() return end

---@param props table
---@return CMaterialParameterFoliageParameters
function CMaterialParameterFoliageParameters.new(props) return end

---@class CMaterialParameterGradient : CMaterialParameter
---@field gradient CGradient
CMaterialParameterGradient = {}

---@return CMaterialParameterGradient
function CMaterialParameterGradient.new() return end

---@param props table
---@return CMaterialParameterGradient
function CMaterialParameterGradient.new(props) return end

---@class CMaterialParameterHairParameters : CMaterialParameter
---@field hairProfile CHairProfile
CMaterialParameterHairParameters = {}

---@return CMaterialParameterHairParameters
function CMaterialParameterHairParameters.new() return end

---@param props table
---@return CMaterialParameterHairParameters
function CMaterialParameterHairParameters.new(props) return end

---@class CMaterialParameterMultilayerMask : CMaterialParameter
---@field mask Multilayer_Mask
CMaterialParameterMultilayerMask = {}

---@return CMaterialParameterMultilayerMask
function CMaterialParameterMultilayerMask.new() return end

---@param props table
---@return CMaterialParameterMultilayerMask
function CMaterialParameterMultilayerMask.new(props) return end

---@class CMaterialParameterMultilayerSetup : CMaterialParameter
---@field setup Multilayer_Setup
CMaterialParameterMultilayerSetup = {}

---@return CMaterialParameterMultilayerSetup
function CMaterialParameterMultilayerSetup.new() return end

---@param props table
---@return CMaterialParameterMultilayerSetup
function CMaterialParameterMultilayerSetup.new(props) return end

---@class CMaterialParameterScalar : CMaterialParameter
---@field scalar Float
---@field min Float
---@field max Float
CMaterialParameterScalar = {}

---@return CMaterialParameterScalar
function CMaterialParameterScalar.new() return end

---@param props table
---@return CMaterialParameterScalar
function CMaterialParameterScalar.new(props) return end

---@class CMaterialParameterSkinParameters : CMaterialParameter
---@field skinProfile CSkinProfile
CMaterialParameterSkinParameters = {}

---@return CMaterialParameterSkinParameters
function CMaterialParameterSkinParameters.new() return end

---@param props table
---@return CMaterialParameterSkinParameters
function CMaterialParameterSkinParameters.new(props) return end

---@class CMaterialParameterStructBuffer : CMaterialParameter
CMaterialParameterStructBuffer = {}

---@return CMaterialParameterStructBuffer
function CMaterialParameterStructBuffer.new() return end

---@param props table
---@return CMaterialParameterStructBuffer
function CMaterialParameterStructBuffer.new(props) return end

---@class CMaterialParameterTerrainSetup : CMaterialParameter
---@field setup CTerrainSetup
CMaterialParameterTerrainSetup = {}

---@return CMaterialParameterTerrainSetup
function CMaterialParameterTerrainSetup.new() return end

---@param props table
---@return CMaterialParameterTerrainSetup
function CMaterialParameterTerrainSetup.new(props) return end

---@class CMaterialParameterTexture : CMaterialParameter
---@field texture ITexture
CMaterialParameterTexture = {}

---@return CMaterialParameterTexture
function CMaterialParameterTexture.new() return end

---@param props table
---@return CMaterialParameterTexture
function CMaterialParameterTexture.new(props) return end

---@class CMaterialParameterTextureArray : CMaterialParameter
---@field texture ITexture
CMaterialParameterTextureArray = {}

---@return CMaterialParameterTextureArray
function CMaterialParameterTextureArray.new() return end

---@param props table
---@return CMaterialParameterTextureArray
function CMaterialParameterTextureArray.new(props) return end

---@class CMaterialParameterVector : CMaterialParameter
---@field vector Vector4
CMaterialParameterVector = {}

---@return CMaterialParameterVector
function CMaterialParameterVector.new() return end

---@param props table
---@return CMaterialParameterVector
function CMaterialParameterVector.new(props) return end

---@class CMaterialTemplate : IMaterialDefinition
---@field name CName
---@field parameters CMaterialParameter[][]
---@field techniques MaterialTechnique[]
---@field samplerStates SamplerStateInfo[][]
---@field usedParameters MaterialUsedParameter[][]
---@field materialPriority EMaterialPriority
---@field materialType ERenderMaterialType
---@field audioTag CName
---@field resourceVersion Uint8
CMaterialTemplate = {}

---@return CMaterialTemplate
function CMaterialTemplate.new() return end

---@param props table
---@return CMaterialTemplate
function CMaterialTemplate.new(props) return end

---@class CMesh : resStreamedResource
---@field parameters meshMeshParameter[]
---@field boundingBox Box
---@field surfaceAreaPerAxis Vector3
---@field materialEntries CMeshMaterialEntry[]
---@field externalMaterials IMaterial[]
---@field localMaterialInstances CMaterialInstance[]
---@field localMaterialBuffer meshMeshMaterialBuffer
---@field preloadExternalMaterials IMaterial[]
---@field preloadLocalMaterialInstances IMaterial[]
---@field inplaceResources CResource[]
---@field appearances meshMeshAppearance[]
---@field objectType ERenderObjectType
---@field renderResourceBlob IRenderResourceBlob
---@field lodLevelInfo Float[]
---@field floatTrackNames CName[]
---@field boneNames CName[]
---@field boneRigMatrices Matrix[]
---@field boneVertexEpsilons Float[]
---@field lodBoneMask Uint8[]
---@field constrainAutoHideDistanceToTerrainHeightMap Bool
---@field forceLoadAllAppearances Bool
---@field castGlobalShadowsCachedInCook Bool
---@field castLocalShadowsCachedInCook Bool
---@field useRayTracingShadowLODBias Bool
---@field castsRayTracedShadowsFromOriginalGeometry Bool
CMesh = {}

---@return CMesh
function CMesh.new() return end

---@param props table
---@return CMesh
function CMesh.new(props) return end

---@class CMeshMaterialEntry
---@field name CName
---@field index Uint16
---@field isLocalInstance Bool
CMeshMaterialEntry = {}

---@return CMeshMaterialEntry
function CMeshMaterialEntry.new() return end

---@param props table
---@return CMeshMaterialEntry
function CMeshMaterialEntry.new(props) return end

---@class CPOChoiceTokenDrawTextEvent : redEvent
CPOChoiceTokenDrawTextEvent = {}

---@return CPOChoiceTokenDrawTextEvent
function CPOChoiceTokenDrawTextEvent.new() return end

---@param props table
---@return CPOChoiceTokenDrawTextEvent
function CPOChoiceTokenDrawTextEvent.new(props) return end

---@class CPOMissionDataAccessPoint : CPOMissionDevice
---@field hasDataToDownload Bool
---@field damagesPresetName CName
---@field factsOnDownload SFactToChange[]
---@field factsOnUpload SFactToChange[]
---@field ownerDecidesOnTransfer Bool
CPOMissionDataAccessPoint = {}

---@return CPOMissionDataAccessPoint
function CPOMissionDataAccessPoint.new() return end

---@param props table
---@return CPOMissionDataAccessPoint
function CPOMissionDataAccessPoint.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function CPOMissionDataAccessPoint:OnInteraction(choiceEvent) return end

---@return Bool
function CPOMissionDataAccessPoint:HasDataToDownload() return end

---@param presetName CName|string
---@return Bool
function CPOMissionDataAccessPoint:IsDamagePresetValid(presetName) return end

---@class CPOMissionDataState : IScriptable
---@field CPOMissionDataDamagesPreset CName
---@field compatibleDeviceName CName
---@field ownerDecidesOnTransfer Bool
---@field isChoiceToken Bool
---@field choiceTokenTimeout Uint32
---@field delayedGiveChoiceTokenEventId gameDelayID
---@field dataDamageTextLayerId Uint32
CPOMissionDataState = {}

---@return CPOMissionDataState
function CPOMissionDataState.new() return end

---@param props table
---@return CPOMissionDataState
function CPOMissionDataState.new(props) return end

---@param puppet PlayerPuppet
---@param healthDamage Bool
function CPOMissionDataState:OnDamage(puppet, healthDamage) return end

---@param puppet PlayerPuppet
function CPOMissionDataState:UpdateSounds(puppet) return end

---@class CPOMissionDataTransferred : redEvent
---@field dataDownloaded Bool
---@field dataDamagesPresetName CName
---@field compatibleDeviceName CName
---@field ownerDecidesOnTransfer Bool
---@field isChoiceToken Bool
---@field choiceTokenTimeout Uint32
CPOMissionDataTransferred = {}

---@return CPOMissionDataTransferred
function CPOMissionDataTransferred.new() return end

---@param props table
---@return CPOMissionDataTransferred
function CPOMissionDataTransferred.new(props) return end

---@class CPOMissionDataUpdateEvent : redEvent
CPOMissionDataUpdateEvent = {}

---@return CPOMissionDataUpdateEvent
function CPOMissionDataUpdateEvent.new() return end

---@param props table
---@return CPOMissionDataUpdateEvent
function CPOMissionDataUpdateEvent.new(props) return end

---@class CPOMissionDevice : gameObject
---@field compatibleDeviceName CName
---@field blockAfterOperation Bool
---@field factToUnblock CName
---@field isBlocked Bool
---@field factUnblockCallbackID Uint32
CPOMissionDevice = {}

---@return CPOMissionDevice
function CPOMissionDevice.new() return end

---@param props table
---@return CPOMissionDevice
function CPOMissionDevice.new(props) return end

---@return Bool
function CPOMissionDevice:OnDetach() return end

---@param evt gameFactChangedEvent
---@return Bool
function CPOMissionDevice:OnEnabledFactChangeTrigerred(evt) return end

---@return Bool
function CPOMissionDevice:OnGameAttached() return end

---@return CName
function CPOMissionDevice:GetCompatibleDeviceName() return end

---@return Bool
function CPOMissionDevice:IsBlocked() return end

function CPOMissionDevice:RegisterFactsListener() return end

---@param factName CName|string
---@param factValue Int32
---@param factOperationType EMathOperationType
function CPOMissionDevice:SetFact(factName, factValue, factOperationType) return end

---@param facts SFactToChange[]
function CPOMissionDevice:SetFacts(facts) return end

function CPOMissionDevice:UnregisterFactsListener() return end

---@class CPOMissionPlayerNotVoted : CPOMissionPlayerVoted
CPOMissionPlayerNotVoted = {}

---@return CPOMissionPlayerNotVoted
function CPOMissionPlayerNotVoted.new() return end

---@param props table
---@return CPOMissionPlayerNotVoted
function CPOMissionPlayerNotVoted.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param hotSpotLayer gameinteractionsCHotSpotLayerDefinition
---@return Bool
function CPOMissionPlayerNotVoted:Test(activatorObject, hotSpotObject, hotSpotLayer) return end

---@class CPOMissionPlayerVoted : gameinteractionsInteractionScriptedCondition
CPOMissionPlayerVoted = {}

---@return CPOMissionPlayerVoted
function CPOMissionPlayerVoted.new() return end

---@param props table
---@return CPOMissionPlayerVoted
function CPOMissionPlayerVoted.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param hotSpotLayer gameinteractionsCHotSpotLayerDefinition
---@return Bool
function CPOMissionPlayerVoted:Test(activatorObject, hotSpotObject, hotSpotLayer) return end

---@class CPOMissionPlayerVotedEvent : redEvent
---@field compatibleDeviceName CName
CPOMissionPlayerVotedEvent = {}

---@return CPOMissionPlayerVotedEvent
function CPOMissionPlayerVotedEvent.new() return end

---@param props table
---@return CPOMissionPlayerVotedEvent
function CPOMissionPlayerVotedEvent.new(props) return end

---@class CPOVotingDevice : CPOMissionDevice
---@field deviceName CName
CPOVotingDevice = {}

---@return CPOVotingDevice
function CPOVotingDevice.new() return end

---@param props table
---@return CPOVotingDevice
function CPOVotingDevice.new(props) return end

---@return Bool
function CPOVotingDevice:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function CPOVotingDevice:OnInteraction(choiceEvent) return end

---@return CName
function CPOVotingDevice:GetVoteFactName() return end

---@return CName
function CPOVotingDevice:GetVoteTimerFactName() return end

---@class CParticleDrawerBeam : CParticleDrawerFacingBeam
---@field rotation Float
CParticleDrawerBeam = {}

---@return CParticleDrawerBeam
function CParticleDrawerBeam.new() return end

---@param props table
---@return CParticleDrawerBeam
function CParticleDrawerBeam.new(props) return end

---@class CParticleDrawerBillboard : IParticleDrawer
---@field isGPUBased Bool
CParticleDrawerBillboard = {}

---@return CParticleDrawerBillboard
function CParticleDrawerBillboard.new() return end

---@param props table
---@return CParticleDrawerBillboard
function CParticleDrawerBillboard.new(props) return end

---@class CParticleDrawerEmitterOrientation : IParticleDrawer
---@field coordinateSystem EulerAngles
---@field isGPUBased Bool
CParticleDrawerEmitterOrientation = {}

---@return CParticleDrawerEmitterOrientation
function CParticleDrawerEmitterOrientation.new() return end

---@param props table
---@return CParticleDrawerEmitterOrientation
function CParticleDrawerEmitterOrientation.new(props) return end

---@class CParticleDrawerFacingBeam : IParticleDrawer
---@field texturesPerUnit Float
---@field dynamicTexCoords Bool
---@field transparencyOffset Float
---@field transparencyLength Float
---@field numSegments Uint32
---@field sourceTangent Vector4
---@field targetTangent Vector4
---@field debugTargetTranslation Vector3
CParticleDrawerFacingBeam = {}

---@return CParticleDrawerFacingBeam
function CParticleDrawerFacingBeam.new() return end

---@param props table
---@return CParticleDrawerFacingBeam
function CParticleDrawerFacingBeam.new(props) return end

---@class CParticleDrawerFacingTrail : CParticleDrawerTrail
CParticleDrawerFacingTrail = {}

---@return CParticleDrawerFacingTrail
function CParticleDrawerFacingTrail.new() return end

---@param props table
---@return CParticleDrawerFacingTrail
function CParticleDrawerFacingTrail.new(props) return end

---@class CParticleDrawerMesh : IParticleDrawer
---@field meshes CMesh[]
---@field orientationMode EMeshParticleOrientationMode
CParticleDrawerMesh = {}

---@return CParticleDrawerMesh
function CParticleDrawerMesh.new() return end

---@param props table
---@return CParticleDrawerMesh
function CParticleDrawerMesh.new(props) return end

---@class CParticleDrawerMotionBlur : IParticleDrawer
---@field stretchPerVelocity Float
---@field isGPUBased Bool
CParticleDrawerMotionBlur = {}

---@return CParticleDrawerMotionBlur
function CParticleDrawerMotionBlur.new() return end

---@param props table
---@return CParticleDrawerMotionBlur
function CParticleDrawerMotionBlur.new(props) return end

---@class CParticleDrawerScreen : IParticleDrawer
---@field isGPUBased Bool
CParticleDrawerScreen = {}

---@return CParticleDrawerScreen
function CParticleDrawerScreen.new() return end

---@param props table
---@return CParticleDrawerScreen
function CParticleDrawerScreen.new(props) return end

---@class CParticleDrawerSphereAligned : IParticleDrawer
---@field verticalFixed Bool
---@field isGPUBased Bool
CParticleDrawerSphereAligned = {}

---@return CParticleDrawerSphereAligned
function CParticleDrawerSphereAligned.new() return end

---@param props table
---@return CParticleDrawerSphereAligned
function CParticleDrawerSphereAligned.new(props) return end

---@class CParticleDrawerTrail : IParticleDrawer
---@field texturesPerUnit Float
---@field dynamicTexCoords Bool
---@field minSegmentsPer360Degrees Int32
---@field ribbonize Bool
---@field ribbonTesselationDelta Float
CParticleDrawerTrail = {}

---@return CParticleDrawerTrail
function CParticleDrawerTrail.new() return end

---@param props table
---@return CParticleDrawerTrail
function CParticleDrawerTrail.new(props) return end

---@class CParticleEmitter : IParticleModule
---@field modules IParticleModule[]
---@field positionX Int32
---@field positionY Int32
---@field material IMaterial
---@field localMaterialInstance IMaterial
---@field maxParticles Uint16
---@field diffuseWrapFactor Float
---@field backLightingFactor Float
---@field lightingMipBias Uint32
---@field emitterLoops Int8
---@field particleDrawer IParticleDrawer
---@field decalSpawner CDecalSpawner
---@field maskInsideCar Bool
---@field maskInsideInterior Bool
---@field maskAboveWater Bool
---@field maskUnderWater Bool
---@field useSubFrameEmission Bool
---@field keepSimulationLocal Bool
---@field killOnCollision Bool
---@field initialParticleCount Uint8
---@field envColorGroup EEnvColorGroup
---@field emitterGroup EEmitterGroup
---@field renderObjectType ERenderObjectType
---@field windInfluence Float
---@field internalPriority Uint8
---@field lods SParticleEmitterLODLevel[]
---@field renderResourceBlob IRenderResourceBlob
---@field Enabled Bool
---@field Relative Bool
---@field UseEnvironmentFogColor Bool
---@field Color HDRColor
---@field Size Float
---@field Density Float
---@field Falloff Float
---@field NoiseScale Float
---@field NoiseThreshold Float
---@field NoiseVelocity Vector3
CParticleEmitter = {}

---@return CParticleEmitter
function CParticleEmitter.new() return end

---@param props table
---@return CParticleEmitter
function CParticleEmitter.new(props) return end

---@class CParticleEventGenerator : IParticleEvent
---@field evtType EParticleEventType
---@field frequency Float
---@field probability Float
CParticleEventGenerator = {}

---@return CParticleEventGenerator
function CParticleEventGenerator.new() return end

---@param props table
---@return CParticleEventGenerator
function CParticleEventGenerator.new(props) return end

---@class CParticleEventReceiverSpawn : IParticleEvent
---@field spawnObject EParticleEventSpawnObject
CParticleEventReceiverSpawn = {}

---@return CParticleEventReceiverSpawn
function CParticleEventReceiverSpawn.new() return end

---@param props table
---@return CParticleEventReceiverSpawn
function CParticleEventReceiverSpawn.new(props) return end

---@class CParticleInitializerAlpha : IParticleInitializer
---@field alpha IEvaluatorFloat
CParticleInitializerAlpha = {}

---@return CParticleInitializerAlpha
function CParticleInitializerAlpha.new() return end

---@param props table
---@return CParticleInitializerAlpha
function CParticleInitializerAlpha.new(props) return end

---@class CParticleInitializerColor : IParticleInitializer
---@field color IEvaluatorColor
CParticleInitializerColor = {}

---@return CParticleInitializerColor
function CParticleInitializerColor.new() return end

---@param props table
---@return CParticleInitializerColor
function CParticleInitializerColor.new(props) return end

---@class CParticleInitializerLifeTime : IParticleInitializer
---@field lifeTime IEvaluatorFloat
CParticleInitializerLifeTime = {}

---@return CParticleInitializerLifeTime
function CParticleInitializerLifeTime.new() return end

---@param props table
---@return CParticleInitializerLifeTime
function CParticleInitializerLifeTime.new(props) return end

---@class CParticleInitializerPosition : IParticleInitializer
---@field offset Float
---@field position IEvaluatorVector
---@field worldSpace Bool
CParticleInitializerPosition = {}

---@return CParticleInitializerPosition
function CParticleInitializerPosition.new() return end

---@param props table
---@return CParticleInitializerPosition
function CParticleInitializerPosition.new(props) return end

---@class CParticleInitializerRotation : IParticleInitializer
---@field rotation IEvaluatorFloat
CParticleInitializerRotation = {}

---@return CParticleInitializerRotation
function CParticleInitializerRotation.new() return end

---@param props table
---@return CParticleInitializerRotation
function CParticleInitializerRotation.new(props) return end

---@class CParticleInitializerRotation3D : IParticleInitializer
---@field rotation IEvaluatorVector
CParticleInitializerRotation3D = {}

---@return CParticleInitializerRotation3D
function CParticleInitializerRotation3D.new() return end

---@param props table
---@return CParticleInitializerRotation3D
function CParticleInitializerRotation3D.new(props) return end

---@class CParticleInitializerRotationRate : IParticleInitializer
---@field rotationRate IEvaluatorFloat
CParticleInitializerRotationRate = {}

---@return CParticleInitializerRotationRate
function CParticleInitializerRotationRate.new() return end

---@param props table
---@return CParticleInitializerRotationRate
function CParticleInitializerRotationRate.new(props) return end

---@class CParticleInitializerRotationRate3D : IParticleInitializer
---@field rotationRate IEvaluatorVector
CParticleInitializerRotationRate3D = {}

---@return CParticleInitializerRotationRate3D
function CParticleInitializerRotationRate3D.new() return end

---@param props table
---@return CParticleInitializerRotationRate3D
function CParticleInitializerRotationRate3D.new(props) return end

---@class CParticleInitializerSize : IParticleInitializer
---@field size IEvaluatorVector
---@field scale Float
CParticleInitializerSize = {}

---@return CParticleInitializerSize
function CParticleInitializerSize.new() return end

---@param props table
---@return CParticleInitializerSize
function CParticleInitializerSize.new(props) return end

---@class CParticleInitializerSpawnBox : IParticleInitializer
---@field extents IEvaluatorVector
---@field worldSpace Bool
---@field surfaceOnly Bool
CParticleInitializerSpawnBox = {}

---@return CParticleInitializerSpawnBox
function CParticleInitializerSpawnBox.new() return end

---@param props table
---@return CParticleInitializerSpawnBox
function CParticleInitializerSpawnBox.new(props) return end

---@class CParticleInitializerSpawnCircle : IParticleInitializer
---@field innerRadius IEvaluatorFloat
---@field outerRadius IEvaluatorFloat
---@field surfaceOnly Bool
---@field worldSpace Bool
---@field spawnToLocal Matrix
CParticleInitializerSpawnCircle = {}

---@return CParticleInitializerSpawnCircle
function CParticleInitializerSpawnCircle.new() return end

---@param props table
---@return CParticleInitializerSpawnCircle
function CParticleInitializerSpawnCircle.new(props) return end

---@class CParticleInitializerSpawnSphere : IParticleInitializer
---@field innerRadius IEvaluatorFloat
---@field outerRadius IEvaluatorFloat
---@field surfaceOnly Bool
---@field spawnPositiveX Bool
---@field spawnNegativeX Bool
---@field spawnPositiveY Bool
---@field spawnNegativeY Bool
---@field spawnPositiveZ Bool
---@field spawnNegativeZ Bool
---@field velocity Bool
---@field worldSpace Bool
---@field forceScale IEvaluatorFloat
CParticleInitializerSpawnSphere = {}

---@return CParticleInitializerSpawnSphere
function CParticleInitializerSpawnSphere.new() return end

---@param props table
---@return CParticleInitializerSpawnSphere
function CParticleInitializerSpawnSphere.new(props) return end

---@class CParticleInitializerVelocity : IParticleInitializer
---@field velocity IEvaluatorVector
---@field scale Float
---@field worldSpace Bool
CParticleInitializerVelocity = {}

---@return CParticleInitializerVelocity
function CParticleInitializerVelocity.new() return end

---@param props table
---@return CParticleInitializerVelocity
function CParticleInitializerVelocity.new(props) return end

---@class CParticleInitializerVelocityInherit : IParticleInitializer
---@field scale IEvaluatorFloat
CParticleInitializerVelocityInherit = {}

---@return CParticleInitializerVelocityInherit
function CParticleInitializerVelocityInherit.new() return end

---@param props table
---@return CParticleInitializerVelocityInherit
function CParticleInitializerVelocityInherit.new(props) return end

---@class CParticleInitializerVelocitySpread : IParticleInitializer
---@field scale IEvaluatorFloat
---@field conserveMomentum Bool
CParticleInitializerVelocitySpread = {}

---@return CParticleInitializerVelocitySpread
function CParticleInitializerVelocitySpread.new() return end

---@param props table
---@return CParticleInitializerVelocitySpread
function CParticleInitializerVelocitySpread.new(props) return end

---@class CParticleModificatorAcceleration : IParticleModificator
---@field direction IEvaluatorVector
---@field scale IEvaluatorFloat
---@field worldSpace Bool
CParticleModificatorAcceleration = {}

---@return CParticleModificatorAcceleration
function CParticleModificatorAcceleration.new() return end

---@param props table
---@return CParticleModificatorAcceleration
function CParticleModificatorAcceleration.new(props) return end

---@class CParticleModificatorAlphaByDistance : IParticleModificator
---@field nearBlendDistance Vector2
---@field farBlendDistance Vector2
CParticleModificatorAlphaByDistance = {}

---@return CParticleModificatorAlphaByDistance
function CParticleModificatorAlphaByDistance.new() return end

---@param props table
---@return CParticleModificatorAlphaByDistance
function CParticleModificatorAlphaByDistance.new(props) return end

---@class CParticleModificatorAlphaOverEffect : IParticleModificator
CParticleModificatorAlphaOverEffect = {}

---@return CParticleModificatorAlphaOverEffect
function CParticleModificatorAlphaOverEffect.new() return end

---@param props table
---@return CParticleModificatorAlphaOverEffect
function CParticleModificatorAlphaOverEffect.new(props) return end

---@class CParticleModificatorAlphaOverLife : IParticleModificator
---@field alpha IEvaluatorFloat
---@field modulate Bool
CParticleModificatorAlphaOverLife = {}

---@return CParticleModificatorAlphaOverLife
function CParticleModificatorAlphaOverLife.new() return end

---@param props table
---@return CParticleModificatorAlphaOverLife
function CParticleModificatorAlphaOverLife.new(props) return end

---@class CParticleModificatorCollision : IParticleModificator
---@field restitution Float
---@field dynamicFriction Float
---@field staticFriction Float
---@field velocityDamp Float
---@field angularVelocityDamp Float
---@field particleMass Float
---@field particleRadius Float
---@field useGPUAcceleration Bool
---@field disableGravity Bool
---@field killOnCollision Bool
CParticleModificatorCollision = {}

---@return CParticleModificatorCollision
function CParticleModificatorCollision.new() return end

---@param props table
---@return CParticleModificatorCollision
function CParticleModificatorCollision.new(props) return end

---@class CParticleModificatorColorOverLife : IParticleModificator
---@field color IEvaluatorColor
---@field modulate Bool
CParticleModificatorColorOverLife = {}

---@return CParticleModificatorColorOverLife
function CParticleModificatorColorOverLife.new() return end

---@param props table
---@return CParticleModificatorColorOverLife
function CParticleModificatorColorOverLife.new(props) return end

---@class CParticleModificatorDepthCollision : IParticleModificator
---@field maxCollisions Uint32
---@field restitution Float
---@field friction Float
---@field radius Float
---@field collisionEffect EDepthCollisionEffect
CParticleModificatorDepthCollision = {}

---@return CParticleModificatorDepthCollision
function CParticleModificatorDepthCollision.new() return end

---@param props table
---@return CParticleModificatorDepthCollision
function CParticleModificatorDepthCollision.new(props) return end

---@class CParticleModificatorDrag : IParticleModificator
---@field dragCoefficient IEvaluatorFloat
---@field scale Float
CParticleModificatorDrag = {}

---@return CParticleModificatorDrag
function CParticleModificatorDrag.new() return end

---@param props table
---@return CParticleModificatorDrag
function CParticleModificatorDrag.new(props) return end

---@class CParticleModificatorForce : IParticleModificator
---@field pivot Vector3
---@field radius Float
---@field scale IEvaluatorFloat
---@field damp IEvaluatorVector
CParticleModificatorForce = {}

---@return CParticleModificatorForce
function CParticleModificatorForce.new() return end

---@param props table
---@return CParticleModificatorForce
function CParticleModificatorForce.new(props) return end

---@class CParticleModificatorNoise : IParticleModificator
---@field amplitude IEvaluatorVector
---@field offset IEvaluatorVector
---@field frequency IEvaluatorVector
---@field changeRate Vector3
---@field applyToPosition Bool
---@field worldSpaceOffset Bool
---@field noiseType ENoiseType
CParticleModificatorNoise = {}

---@return CParticleModificatorNoise
function CParticleModificatorNoise.new() return end

---@param props table
---@return CParticleModificatorNoise
function CParticleModificatorNoise.new(props) return end

---@class CParticleModificatorOrbit : IParticleModificator
---@field offset IEvaluatorVector
---@field frequency IEvaluatorVector
---@field phase IEvaluatorVector
---@field overridePosition Bool
CParticleModificatorOrbit = {}

---@return CParticleModificatorOrbit
function CParticleModificatorOrbit.new() return end

---@param props table
---@return CParticleModificatorOrbit
function CParticleModificatorOrbit.new(props) return end

---@class CParticleModificatorRotation3DOverLife : IParticleModificator
---@field rotation IEvaluatorVector
---@field modulate Bool
CParticleModificatorRotation3DOverLife = {}

---@return CParticleModificatorRotation3DOverLife
function CParticleModificatorRotation3DOverLife.new() return end

---@param props table
---@return CParticleModificatorRotation3DOverLife
function CParticleModificatorRotation3DOverLife.new(props) return end

---@class CParticleModificatorRotationOverLife : IParticleModificator
---@field rotation IEvaluatorFloat
---@field modulate Bool
CParticleModificatorRotationOverLife = {}

---@return CParticleModificatorRotationOverLife
function CParticleModificatorRotationOverLife.new() return end

---@param props table
---@return CParticleModificatorRotationOverLife
function CParticleModificatorRotationOverLife.new(props) return end

---@class CParticleModificatorRotationRate3DOverLife : IParticleModificator
---@field rotationRate IEvaluatorVector
CParticleModificatorRotationRate3DOverLife = {}

---@return CParticleModificatorRotationRate3DOverLife
function CParticleModificatorRotationRate3DOverLife.new() return end

---@param props table
---@return CParticleModificatorRotationRate3DOverLife
function CParticleModificatorRotationRate3DOverLife.new(props) return end

---@class CParticleModificatorRotationRateOverLife : IParticleModificator
---@field rotationRate IEvaluatorFloat
---@field modulate Bool
CParticleModificatorRotationRateOverLife = {}

---@return CParticleModificatorRotationRateOverLife
function CParticleModificatorRotationRateOverLife.new() return end

---@param props table
---@return CParticleModificatorRotationRateOverLife
function CParticleModificatorRotationRateOverLife.new(props) return end

---@class CParticleModificatorSizeByDistance : IParticleModificator
---@field nearDistanceRangeStart IEvaluatorFloat
---@field nearDistanceRangeEnd IEvaluatorFloat
---@field nearDistanceSizeMultiplier IEvaluatorFloat
---@field farDistanceRangeStart IEvaluatorFloat
---@field farDistanceRangeEnd IEvaluatorFloat
---@field farDistanceSizeMultiplier IEvaluatorFloat
CParticleModificatorSizeByDistance = {}

---@return CParticleModificatorSizeByDistance
function CParticleModificatorSizeByDistance.new() return end

---@param props table
---@return CParticleModificatorSizeByDistance
function CParticleModificatorSizeByDistance.new(props) return end

---@class CParticleModificatorSizeOverLife : IParticleModificator
---@field size IEvaluatorVector
---@field scale Float
---@field modulate Bool
CParticleModificatorSizeOverLife = {}

---@return CParticleModificatorSizeOverLife
function CParticleModificatorSizeOverLife.new() return end

---@param props table
---@return CParticleModificatorSizeOverLife
function CParticleModificatorSizeOverLife.new(props) return end

---@class CParticleModificatorTarget : IParticleModificator
---@field position IEvaluatorVector
---@field forceScale IEvaluatorFloat
---@field killRadius IEvaluatorFloat
---@field maxForce Float
CParticleModificatorTarget = {}

---@return CParticleModificatorTarget
function CParticleModificatorTarget.new() return end

---@param props table
---@return CParticleModificatorTarget
function CParticleModificatorTarget.new(props) return end

---@class CParticleModificatorTargetNode : IParticleModificator
---@field forceScale IEvaluatorFloat
---@field killRadius IEvaluatorFloat
---@field maxForce Float
CParticleModificatorTargetNode = {}

---@return CParticleModificatorTargetNode
function CParticleModificatorTargetNode.new() return end

---@param props table
---@return CParticleModificatorTargetNode
function CParticleModificatorTargetNode.new(props) return end

---@class CParticleModificatorTextureAnimation : IParticleModificator
---@field initialFrame IEvaluatorFloat
---@field animationSpeed IEvaluatorFloat
---@field animationMode ETextureAnimationMode
CParticleModificatorTextureAnimation = {}

---@return CParticleModificatorTextureAnimation
function CParticleModificatorTextureAnimation.new() return end

---@param props table
---@return CParticleModificatorTextureAnimation
function CParticleModificatorTextureAnimation.new(props) return end

---@class CParticleModificatorVectorFieldAttractor : IParticleModificator
---@field inheritVelocity Bool
---@field attract Bool
---@field drag Bool
---@field restitution IEvaluatorFloat
CParticleModificatorVectorFieldAttractor = {}

---@return CParticleModificatorVectorFieldAttractor
function CParticleModificatorVectorFieldAttractor.new() return end

---@param props table
---@return CParticleModificatorVectorFieldAttractor
function CParticleModificatorVectorFieldAttractor.new(props) return end

---@class CParticleModificatorVelocityOverLife : IParticleModificator
---@field velocity IEvaluatorVector
---@field scale Float
---@field modulate Bool
---@field absolute Bool
CParticleModificatorVelocityOverLife = {}

---@return CParticleModificatorVelocityOverLife
function CParticleModificatorVelocityOverLife.new() return end

---@param props table
---@return CParticleModificatorVelocityOverLife
function CParticleModificatorVelocityOverLife.new(props) return end

---@class CParticleModificatorVelocityTurbulize : IParticleModificator
---@field scale IEvaluatorVector
---@field timelifeLimit IEvaluatorFloat
---@field noiseInterval Float
---@field duration Float
---@field worldSpace Bool
CParticleModificatorVelocityTurbulize = {}

---@return CParticleModificatorVelocityTurbulize
function CParticleModificatorVelocityTurbulize.new() return end

---@param props table
---@return CParticleModificatorVelocityTurbulize
function CParticleModificatorVelocityTurbulize.new(props) return end

---@class CParticleSystem : resStreamedResource
---@field visibleThroughWalls Bool
---@field prewarmingTime Float
---@field emitters CParticleEmitter[]
---@field boundingBox Box
---@field autoHideDistance Float
---@field autoHideRange Float
---@field lastLODFadeoutRange Float
---@field renderingPlane ERenderingPlane
---@field particleDamage ParticleDamage
CParticleSystem = {}

---@return CParticleSystem
function CParticleSystem.new() return end

---@param props table
---@return CParticleSystem
function CParticleSystem.new(props) return end

---@class CPhysicsDecorationResource : CMesh
CPhysicsDecorationResource = {}

---@return CPhysicsDecorationResource
function CPhysicsDecorationResource.new() return end

---@param props table
---@return CPhysicsDecorationResource
function CPhysicsDecorationResource.new(props) return end

---@class CReflectionProbeDataResource : resStreamedResource
---@field data DataBuffer
---@field textureData rendRenderTextureResource
---@field dataHash Uint64
---@field haveSkyData Bool
---@field faceDepth Float[]
CReflectionProbeDataResource = {}

---@return CReflectionProbeDataResource
function CReflectionProbeDataResource.new() return end

---@param props table
---@return CReflectionProbeDataResource
function CReflectionProbeDataResource.new(props) return end

---@class CRenderDistantIrradiancetData : ISceneStorageCustomData
CRenderDistantIrradiancetData = {}

---@return CRenderDistantIrradiancetData
function CRenderDistantIrradiancetData.new() return end

---@param props table
---@return CRenderDistantIrradiancetData
function CRenderDistantIrradiancetData.new(props) return end

---@class CRenderDistantLightData : ISceneStorageCustomData
CRenderDistantLightData = {}

---@return CRenderDistantLightData
function CRenderDistantLightData.new() return end

---@param props table
---@return CRenderDistantLightData
function CRenderDistantLightData.new(props) return end

---@class CRenderLightVolumeAllocator : ISceneStorageCustomData
CRenderLightVolumeAllocator = {}

---@return CRenderLightVolumeAllocator
function CRenderLightVolumeAllocator.new() return end

---@param props table
---@return CRenderLightVolumeAllocator
function CRenderLightVolumeAllocator.new(props) return end

---@class CRenderLightVolumeCollector : ICameraStorageCustomData
CRenderLightVolumeCollector = {}

---@return CRenderLightVolumeCollector
function CRenderLightVolumeCollector.new() return end

---@param props table
---@return CRenderLightVolumeCollector
function CRenderLightVolumeCollector.new(props) return end

---@class CRenderResourceBlobContainer : ISerializable
---@field blob IRenderResourceBlob
CRenderResourceBlobContainer = {}

---@return CRenderResourceBlobContainer
function CRenderResourceBlobContainer.new() return end

---@param props table
---@return CRenderResourceBlobContainer
function CRenderResourceBlobContainer.new(props) return end

---@class CRenderSimWaterFFT : IDynamicTextureGenerator
---@field windDir Float
---@field windSpeed Float
---@field windScale Float
---@field amplitude Float
---@field lambda Float
CRenderSimWaterFFT = {}

---@return CRenderSimWaterFFT
function CRenderSimWaterFFT.new() return end

---@param props table
---@return CRenderSimWaterFFT
function CRenderSimWaterFFT.new(props) return end

---@class CRenderSimWaterImpulse : IDynamicTextureGenerator
---@field resolution Int32
---@field simulationSpeed Float
CRenderSimWaterImpulse = {}

---@return CRenderSimWaterImpulse
function CRenderSimWaterImpulse.new() return end

---@param props table
---@return CRenderSimWaterImpulse
function CRenderSimWaterImpulse.new(props) return end

function CRenderSimWaterImpulse.AddImpulse() return end

---@class CRenderSkyData : ISceneStorageCustomData
CRenderSkyData = {}

---@return CRenderSkyData
function CRenderSkyData.new() return end

---@param props table
---@return CRenderSkyData
function CRenderSkyData.new(props) return end

---@class CRenderStateManagerData : ICameraStorageCustomData
CRenderStateManagerData = {}

---@return CRenderStateManagerData
function CRenderStateManagerData.new() return end

---@param props table
---@return CRenderStateManagerData
function CRenderStateManagerData.new(props) return end

---@class CRenderTerrainCellCollector : ISceneStorageCustomData
CRenderTerrainCellCollector = {}

---@return CRenderTerrainCellCollector
function CRenderTerrainCellCollector.new() return end

---@param props table
---@return CRenderTerrainCellCollector
function CRenderTerrainCellCollector.new(props) return end

---@class CRenderTextureMaterial : IDynamicTextureGenerator
CRenderTextureMaterial = {}

---@return CRenderTextureMaterial
function CRenderTextureMaterial.new() return end

---@param props table
---@return CRenderTextureMaterial
function CRenderTextureMaterial.new(props) return end

---@class CResource : ISerializable
---@field cookingPlatform ECookingPlatform
CResource = {}

---@class CSH : IScriptable
CSH = {}

---@return CSH
function CSH.new() return end

---@param props table
---@return CSH
function CSH.new(props) return end

---@param go gameObject
---@return gameICooldownSystem
function CSH.GetCooldownSystem(go) return end

---@class CSkinProfile : CResource
---@field blurSize Float
---@field diffuse Color
---@field falloff Color
---@field roughness0 Float
---@field roughness1 Float
---@field lobeMix Float
CSkinProfile = {}

---@return CSkinProfile
function CSkinProfile.new() return end

---@param props table
---@return CSkinProfile
function CSkinProfile.new(props) return end

---@class CSourceTexture : ISerializable
---@field width Uint32
---@field height Uint32
---@field depth Uint32
---@field pitch Uint32
---@field format ETextureRawFormat
CSourceTexture = {}

---@return CSourceTexture
function CSourceTexture.new() return end

---@param props table
---@return CSourceTexture
function CSourceTexture.new(props) return end

---@class CSpeedTreeWindDataUpdater : ISceneStorageCustomData
CSpeedTreeWindDataUpdater = {}

---@return CSpeedTreeWindDataUpdater
function CSpeedTreeWindDataUpdater.new() return end

---@param props table
---@return CSpeedTreeWindDataUpdater
function CSpeedTreeWindDataUpdater.new(props) return end

---@class CTerrainSetup : CResource
---@field tiling Float[]
---@field physicalMaterial CName[]
CTerrainSetup = {}

---@return CTerrainSetup
function CTerrainSetup.new() return end

---@param props table
---@return CTerrainSetup
function CTerrainSetup.new(props) return end

---@class CTextureArray : ITexture
---@field setup STextureGroupSetup
---@field renderResourceBlob IRenderResourceBlob
---@field renderTextureResource rendRenderTextureResource
CTextureArray = {}

---@return CTextureArray
function CTextureArray.new() return end

---@param props table
---@return CTextureArray
function CTextureArray.new(props) return end

---@class CTextureArrayEntry
---@field texture CBitmapTexture
CTextureArrayEntry = {}

---@return CTextureArrayEntry
function CTextureArrayEntry.new() return end

---@param props table
---@return CTextureArrayEntry
function CTextureArrayEntry.new(props) return end

---@class CTextureRegionSet : CResource
---@field regions rendTextureRegion[]
CTextureRegionSet = {}

---@return CTextureRegionSet
function CTextureRegionSet.new() return end

---@param props table
---@return CTextureRegionSet
function CTextureRegionSet.new(props) return end

---@class CVariableStoragePtr
CVariableStoragePtr = {}

---@return CVariableStoragePtr
function CVariableStoragePtr.new() return end

---@param props table
---@return CVariableStoragePtr
function CVariableStoragePtr.new(props) return end

---@class CVisualDebug : IScriptable
CVisualDebug = {}

---@return CVisualDebug
function CVisualDebug.new() return end

---@param props table
---@return CVisualDebug
function CVisualDebug.new(props) return end

function CVisualDebug:AddArrow() return end

function CVisualDebug:AddAxis() return end

function CVisualDebug:AddBar() return end

function CVisualDebug:AddBarColorAreas() return end

function CVisualDebug:AddBarColorSmooth() return end

function CVisualDebug:AddBox() return end

function CVisualDebug:AddLine() return end

function CVisualDebug:AddSphere() return end

function CVisualDebug:AddText() return end

function CVisualDebug:RemoveArrow() return end

function CVisualDebug:RemoveAxis() return end

function CVisualDebug:RemoveBar() return end

function CVisualDebug:RemoveBox() return end

function CVisualDebug:RemoveLine() return end

function CVisualDebug:RemoveSphere() return end

function CVisualDebug:RemoveText() return end

---@class CW_MuteArmDef : gamebbScriptDefinition
---@field MuteArmActive gamebbScriptID_Bool
---@field MuteArmRadius gamebbScriptID_Float
CW_MuteArmDef = {}

---@return CW_MuteArmDef
function CW_MuteArmDef.new() return end

---@param props table
---@return CW_MuteArmDef
function CW_MuteArmDef.new(props) return end

---@return Bool
function CW_MuteArmDef:AutoCreateInSystem() return end

---@class CWindImpulseCollector : ISceneStorageCustomData
CWindImpulseCollector = {}

---@return CWindImpulseCollector
function CWindImpulseCollector.new() return end

---@param props table
---@return CWindImpulseCollector
function CWindImpulseCollector.new(props) return end

---@class CacheAnimationForPotentialRagdoll : RagdollTask
---@field currentBehavior CName
CacheAnimationForPotentialRagdoll = {}

---@return CacheAnimationForPotentialRagdoll
function CacheAnimationForPotentialRagdoll.new() return end

---@param props table
---@return CacheAnimationForPotentialRagdoll
function CacheAnimationForPotentialRagdoll.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CacheAnimationForPotentialRagdoll:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CacheAnimationForPotentialRagdoll:Deactivate(context) return end

---@class CacheFXOnDefeated : StatusEffectTasks
---@field npcPuppet NPCPuppet
CacheFXOnDefeated = {}

---@return CacheFXOnDefeated
function CacheFXOnDefeated.new() return end

---@param props table
---@return CacheFXOnDefeated
function CacheFXOnDefeated.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CacheFXOnDefeated:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CacheFXOnDefeated:Deactivate(context) return end

---@class CacheItemEquippedToHandsEvent : redEvent
---@field itemID ItemID
---@field slot TweakDBID
CacheItemEquippedToHandsEvent = {}

---@return CacheItemEquippedToHandsEvent
function CacheItemEquippedToHandsEvent.new() return end

---@param props table
---@return CacheItemEquippedToHandsEvent
function CacheItemEquippedToHandsEvent.new(props) return end

---@class CacheStatusEffectAnimEvent : redEvent
---@field removeCachedStatusEffect Bool
CacheStatusEffectAnimEvent = {}

---@return CacheStatusEffectAnimEvent
function CacheStatusEffectAnimEvent.new() return end

---@param props table
---@return CacheStatusEffectAnimEvent
function CacheStatusEffectAnimEvent.new(props) return end

---@class CacheStatusEffectAnimationTask : StatusEffectTasks
CacheStatusEffectAnimationTask = {}

---@return CacheStatusEffectAnimationTask
function CacheStatusEffectAnimationTask.new() return end

---@param props table
---@return CacheStatusEffectAnimationTask
function CacheStatusEffectAnimationTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CacheStatusEffectAnimationTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CacheStatusEffectAnimationTask:Deactivate(context) return end

---@param puppet NPCPuppet
---@param removeCachedStatusEffect Bool
function CacheStatusEffectAnimationTask:QueueStatusEffectAnimEvent(puppet, removeCachedStatusEffect) return end

---@class CacheStatusEffectFXEvent : redEvent
---@field vfxToCache gamedataStatusEffectFX_Record[]
---@field sfxToCache gamedataStatusEffectFX_Record[]
CacheStatusEffectFXEvent = {}

---@return CacheStatusEffectFXEvent
function CacheStatusEffectFXEvent.new() return end

---@param props table
---@return CacheStatusEffectFXEvent
function CacheStatusEffectFXEvent.new(props) return end

---@class CachedCraftingMaterial : IScriptable
---@field itemID ItemID
---@field displayName String
---@field iconPath String
---@field quantity Int32
CachedCraftingMaterial = {}

---@return CachedCraftingMaterial
function CachedCraftingMaterial.new() return end

---@param props table
---@return CachedCraftingMaterial
function CachedCraftingMaterial.new(props) return end

---@param tweakID TweakDBID|string
---@return CachedCraftingMaterial
function CachedCraftingMaterial.Make(tweakID) return end

---@param itemID ItemID
---@return CachedCraftingMaterial
function CachedCraftingMaterial.Make(itemID) return end

---@param owner gameObject
function CachedCraftingMaterial:UpdateQuantity(owner) return end

---@param quantity Int32
function CachedCraftingMaterial:UpdateQuantity(quantity) return end

---@class CachedItemLoadout
---@field itemID ItemID
---@field slot TweakDBID
CachedItemLoadout = {}

---@return CachedItemLoadout
function CachedItemLoadout.new() return end

---@param props table
---@return CachedItemLoadout
function CachedItemLoadout.new(props) return end

---@class CallAction : redEvent
---@field calledAction QuickSlotActionType
CallAction = {}

---@return CallAction
function CallAction.new() return end

---@param props table
---@return CallAction
function CallAction.new(props) return end

---@class CallActionWidgetController : DeviceActionWidgetControllerBase
---@field statusText inkTextWidgetReference
---@field callingAnimName CName
---@field talkingAnimName CName
---@field status IntercomStatus
CallActionWidgetController = {}

---@return CallActionWidgetController
function CallActionWidgetController.new() return end

---@param props table
---@return CallActionWidgetController
function CallActionWidgetController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CallActionWidgetController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function CallActionWidgetController:OnHoverOver(e) return end

function CallActionWidgetController:CallEnded() return end

function CallActionWidgetController:CallMissed() return end

function CallActionWidgetController:CallPickedUp() return end

function CallActionWidgetController:CallStarted() return end

---@param executor gameObject
---@param action gamedeviceAction
function CallActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function CallActionWidgetController:Initialize(gameController, widgetData) return end

function CallActionWidgetController:ResetIntercom() return end

---@class CallElevator : ActionBool
---@field destination Int32
CallElevator = {}

---@return CallElevator
function CallElevator.new() return end

---@param props table
---@return CallElevator
function CallElevator.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function CallElevator.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function CallElevator.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function CallElevator.IsDefaultConditionMet(device, context) return end

---@param isElevatorAtThisFloor Bool
function CallElevator:CreateActionWidgetPackage(isElevatorAtThisFloor) return end

---@param isElevatorAtThisFloor Bool
---@return TweakDBID
function CallElevator:GetInkWidgetTweakDBID(isElevatorAtThisFloor) return end

---@return String
function CallElevator:GetTweakDBChoiceRecord() return end

---@param destination Int32
function CallElevator:SetProperties(destination) return end

---@class CallOffReactionAction : SquadTask
---@field squadActionName EAISquadAction
CallOffReactionAction = {}

---@return CallOffReactionAction
function CallOffReactionAction.new() return end

---@param props table
---@return CallOffReactionAction
function CallOffReactionAction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CallOffReactionAction:Activate(context) return end

---@class CallPolice : AIbehaviortaskScript
CallPolice = {}

---@return CallPolice
function CallPolice.new() return end

---@param props table
---@return CallPolice
function CallPolice.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CallPolice:Activate(context) return end

---@class CameraAreaSettings : IAreaSettings
---@field cameraNearPlane Float
---@field cameraFarPlane Float
---@field automated Bool
---@field ISO Uint32
---@field shutterTime Float
---@field fStop Float
CameraAreaSettings = {}

---@return CameraAreaSettings
function CameraAreaSettings.new() return end

---@param props table
---@return CameraAreaSettings
function CameraAreaSettings.new(props) return end

---@class CameraCompensationAreaSettings
---@field automated Bool
---@field ISO Uint32
---@field shutterTime Float
---@field fStop Float
CameraCompensationAreaSettings = {}

---@return CameraCompensationAreaSettings
function CameraCompensationAreaSettings.new() return end

---@param props table
---@return CameraCompensationAreaSettings
function CameraCompensationAreaSettings.new(props) return end

---@class CameraCustomData_CPFocusMode : ICameraStorageCustomData
CameraCustomData_CPFocusMode = {}

---@return CameraCustomData_CPFocusMode
function CameraCustomData_CPFocusMode.new() return end

---@param props table
---@return CameraCustomData_CPFocusMode
function CameraCustomData_CPFocusMode.new(props) return end

---@class CameraCustomData_DataMoshing : ICameraStorageCustomData
CameraCustomData_DataMoshing = {}

---@return CameraCustomData_DataMoshing
function CameraCustomData_DataMoshing.new() return end

---@param props table
---@return CameraCustomData_DataMoshing
function CameraCustomData_DataMoshing.new(props) return end

---@class CameraCustomData_Histogram : ICameraStorageCustomData
CameraCustomData_Histogram = {}

---@return CameraCustomData_Histogram
function CameraCustomData_Histogram.new() return end

---@param props table
---@return CameraCustomData_Histogram
function CameraCustomData_Histogram.new(props) return end

---@class CameraCustomData_Persistent : ICameraStorageCustomData
CameraCustomData_Persistent = {}

---@return CameraCustomData_Persistent
function CameraCustomData_Persistent.new() return end

---@param props table
---@return CameraCustomData_Persistent
function CameraCustomData_Persistent.new(props) return end

---@class CameraCustomData_ReflectionProbes : ICameraStorageCustomData
CameraCustomData_ReflectionProbes = {}

---@return CameraCustomData_ReflectionProbes
function CameraCustomData_ReflectionProbes.new() return end

---@param props table
---@return CameraCustomData_ReflectionProbes
function CameraCustomData_ReflectionProbes.new(props) return end

---@class CameraCustomData_RenderProxyData : ICameraStorageCustomData
CameraCustomData_RenderProxyData = {}

---@return CameraCustomData_RenderProxyData
function CameraCustomData_RenderProxyData.new() return end

---@param props table
---@return CameraCustomData_RenderProxyData
function CameraCustomData_RenderProxyData.new(props) return end

---@class CameraDeadBodyData : IScriptable
---@field dataType EGameSessionDataType
---@field ownerID entEntityID
---@field bodyID entEntityID
CameraDeadBodyData = {}

---@return CameraDeadBodyData
function CameraDeadBodyData.new() return end

---@param props table
---@return CameraDeadBodyData
function CameraDeadBodyData.new(props) return end

---@class CameraDeadBodyInternalData : IScriptable
---@field ownerID entEntityID
---@field bodyIDs entEntityID[]
CameraDeadBodyInternalData = {}

---@return CameraDeadBodyInternalData
function CameraDeadBodyInternalData.new() return end

---@param props table
---@return CameraDeadBodyInternalData
function CameraDeadBodyInternalData.new(props) return end

---@param entryID entEntityID
function CameraDeadBodyInternalData:AddEntry(entryID) return end

---@param entryID entEntityID
---@return Bool
function CameraDeadBodyInternalData:ContainsEntry(entryID) return end

---@class CameraDeadBodySessionDataModule : GameSessionDataModule
---@field cameraDeadBodyData CameraDeadBodyInternalData[]
CameraDeadBodySessionDataModule = {}

---@return CameraDeadBodySessionDataModule
function CameraDeadBodySessionDataModule.new() return end

---@param props table
---@return CameraDeadBodySessionDataModule
function CameraDeadBodySessionDataModule.new(props) return end

---@param data Variant
function CameraDeadBodySessionDataModule:AddEntry(data) return end

---@param data Variant
---@return Bool
function CameraDeadBodySessionDataModule:CheckData(data) return end

function CameraDeadBodySessionDataModule:Initialize() return end

---@param data Variant
---@return Bool
function CameraDeadBodySessionDataModule:IsDataValid(data) return end

function CameraDeadBodySessionDataModule:RefreshDebug() return end

---@class CameraQuestProperties
---@field factOnFeedReceived CName
---@field questFactOnDetection CName
---@field isInFollowMode Bool
---@field followedTargetID entEntityID
CameraQuestProperties = {}

---@return CameraQuestProperties
function CameraQuestProperties.new() return end

---@param props table
---@return CameraQuestProperties
function CameraQuestProperties.new(props) return end

---@class CameraRotationData
---@field pitch Float
---@field maxPitch Float
---@field minPitch Float
---@field yaw Float
---@field maxYaw Float
---@field minYaw Float
CameraRotationData = {}

---@return CameraRotationData
function CameraRotationData.new() return end

---@param props table
---@return CameraRotationData
function CameraRotationData.new(props) return end

---@class CameraSetup
---@field canStreamVideo Bool
CameraSetup = {}

---@return CameraSetup
function CameraSetup.new() return end

---@param props table
---@return CameraSetup
function CameraSetup.new(props) return end

---@class CameraTagEnemyLimitDataModule : GameSessionDataModule
---@field cameraLimit Int32
---@field cameraList SurveillanceCamera[]
CameraTagEnemyLimitDataModule = {}

---@return CameraTagEnemyLimitDataModule
function CameraTagEnemyLimitDataModule.new() return end

---@param props table
---@return CameraTagEnemyLimitDataModule
function CameraTagEnemyLimitDataModule.new(props) return end

---@param data Variant
function CameraTagEnemyLimitDataModule:AddEntry(data) return end

---@param data Variant
---@return Bool
function CameraTagEnemyLimitDataModule:CheckData(data) return end

function CameraTagEnemyLimitDataModule:CleanupNulls() return end

function CameraTagEnemyLimitDataModule:Initialize() return end

---@param data Variant
---@return Bool
function CameraTagEnemyLimitDataModule:IsDataValid(data) return end

function CameraTagEnemyLimitDataModule:RefreshDebug() return end

---@param index Int32
function CameraTagEnemyLimitDataModule:SendCameraTagLockEvent(index) return end

function CameraTagEnemyLimitDataModule:Uninitialize() return end

---@class CameraTagLimitData : IScriptable
---@field add Bool
---@field object SurveillanceCamera
CameraTagLimitData = {}

---@return CameraTagLimitData
function CameraTagLimitData.new() return end

---@param props table
---@return CameraTagLimitData
function CameraTagLimitData.new(props) return end

---@class CameraTagLockEvent : redEvent
---@field isLocked Bool
CameraTagLockEvent = {}

---@return CameraTagLockEvent
function CameraTagLockEvent.new() return end

---@param props table
---@return CameraTagLockEvent
function CameraTagLockEvent.new(props) return end

---@class CameraTagSeenEnemies : ActionBool
CameraTagSeenEnemies = {}

---@return CameraTagSeenEnemies
function CameraTagSeenEnemies.new() return end

---@param props table
---@return CameraTagSeenEnemies
function CameraTagSeenEnemies.new(props) return end

---@return Int32
function CameraTagSeenEnemies:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function CameraTagSeenEnemies:GetInteractionIcon() return end

function CameraTagSeenEnemies:SetProperties() return end

---@class CanAIReactToStimTypeFilter : gameEffectObjectSingleFilter_Scripted
CanAIReactToStimTypeFilter = {}

---@return CanAIReactToStimTypeFilter
function CanAIReactToStimTypeFilter.new() return end

---@param props table
---@return CanAIReactToStimTypeFilter
function CanAIReactToStimTypeFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function CanAIReactToStimTypeFilter:Process(ctx, filterCtx) return end

---@class CanDoReactionAction : AIbehaviorconditionScript
---@field reactionName CName
CanDoReactionAction = {}

---@return CanDoReactionAction
function CanDoReactionAction.new() return end

---@param props table
---@return CanDoReactionAction
function CanDoReactionAction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanDoReactionAction:Check(context) return end

---@class CanMountVehicle : AIVehicleConditionAbstract
CanMountVehicle = {}

---@return CanMountVehicle
function CanMountVehicle.new() return end

---@param props table
---@return CanMountVehicle
function CanMountVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanMountVehicle:Check(context) return end

---@class CanNPCMountVehicle : PreventionConditionAbstract
CanNPCMountVehicle = {}

---@return CanNPCMountVehicle
function CanNPCMountVehicle.new() return end

---@param props table
---@return CanNPCMountVehicle
function CanNPCMountVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CanNPCMountVehicle:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanNPCMountVehicle:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function CanNPCMountVehicle:CheckForPolice(context) return end

---@class CanNPCRun : AIbehaviorconditionScript
---@field maxRunners Int32
CanNPCRun = {}

---@return CanNPCRun
function CanNPCRun.new() return end

---@param props table
---@return CanNPCRun
function CanNPCRun.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanNPCRun:Check(context) return end

---@class CanPlayerHijackMountedNpcPrereq : gameIScriptablePrereq
---@field slotName CName
---@field isCheckInverted Bool
CanPlayerHijackMountedNpcPrereq = {}

---@return CanPlayerHijackMountedNpcPrereq
function CanPlayerHijackMountedNpcPrereq.new() return end

---@param props table
---@return CanPlayerHijackMountedNpcPrereq
function CanPlayerHijackMountedNpcPrereq.new(props) return end

---@param recordID TweakDBID|string
function CanPlayerHijackMountedNpcPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function CanPlayerHijackMountedNpcPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function CanPlayerHijackMountedNpcPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function CanPlayerHijackMountedNpcPrereq:OnUnregister(state, context) return end

---@class CanPlayerHijackMountedNpcPrereqState : gamePrereqState
---@field mountingListener gameScriptedPrereqMountingListenerWrapper
CanPlayerHijackMountedNpcPrereqState = {}

---@return CanPlayerHijackMountedNpcPrereqState
function CanPlayerHijackMountedNpcPrereqState.new() return end

---@param props table
---@return CanPlayerHijackMountedNpcPrereqState
function CanPlayerHijackMountedNpcPrereqState.new(props) return end

function CanPlayerHijackMountedNpcPrereqState:OnMountingStateChanged() return end

---@class CanSellNewPerkResult
---@field success Bool
---@field title String
---@field message String
CanSellNewPerkResult = {}

---@return CanSellNewPerkResult
function CanSellNewPerkResult.new() return end

---@param props table
---@return CanSellNewPerkResult
function CanSellNewPerkResult.new(props) return end

---@class CanShootToTargretFromMountedGuns : PreventionConditionAbstract
CanShootToTargretFromMountedGuns = {}

---@return CanShootToTargretFromMountedGuns
function CanShootToTargretFromMountedGuns.new() return end

---@param props table
---@return CanShootToTargretFromMountedGuns
function CanShootToTargretFromMountedGuns.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanShootToTargretFromMountedGuns:Check(context) return end

---@class CanTransitionToThrowDecisions : CarriedObjectDecisions
---@field throwNPCActionReleasedName CName
---@field throwNPCActionReleasedTime Float
---@field canThrow Bool
---@field canThrowInitialized Bool
CanTransitionToThrowDecisions = {}

---@return CanTransitionToThrowDecisions
function CanTransitionToThrowDecisions.new() return end

---@param props table
---@return CanTransitionToThrowDecisions
function CanTransitionToThrowDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function CanTransitionToThrowDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CanTransitionToThrowDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CanTransitionToThrowDecisions:OnDetach(stateContext, scriptInterface) return end

---@param canThrow Bool
---@param scriptInterface gamestateMachineGameScriptInterface
function CanTransitionToThrowDecisions:UpdateCanThrow(canThrow, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CanTransitionToThrowDecisions:ValidThrowNPCActionReleased(stateContext, scriptInterface) return end

---@class CanVehicleBeDriven : PreventionConditionAbstract
CanVehicleBeDriven = {}

---@return CanVehicleBeDriven
function CanVehicleBeDriven.new() return end

---@param props table
---@return CanVehicleBeDriven
function CanVehicleBeDriven.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CanVehicleBeDriven:Check(context) return end

---@class CancelDeviceUpdateEvent : redEvent
CancelDeviceUpdateEvent = {}

---@return CancelDeviceUpdateEvent
function CancelDeviceUpdateEvent.new() return end

---@param props table
---@return CancelDeviceUpdateEvent
function CancelDeviceUpdateEvent.new(props) return end

---@class CancelSmartDespawnRequest : redEvent
CancelSmartDespawnRequest = {}

---@return CancelSmartDespawnRequest
function CancelSmartDespawnRequest.new() return end

---@param props table
---@return CancelSmartDespawnRequest
function CancelSmartDespawnRequest.new(props) return end

---@class Candle : gameObject
Candle = {}

---@return Candle
function Candle.new() return end

---@param props table
---@return Candle
function Candle.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function Candle:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function Candle:OnAreaExit(evt) return end

---@class CandleController : ScriptableDeviceComponent
CandleController = {}

---@return CandleController
function CandleController.new() return end

---@param props table
---@return CandleController
function CandleController.new(props) return end

---@return CandleControllerPS
function CandleController:GetPS() return end

---@class CandleControllerPS : ScriptableDeviceComponentPS
---@field candleSkillChecks EngDemoContainer
CandleControllerPS = {}

---@return CandleControllerPS
function CandleControllerPS.new() return end

---@param props table
---@return CandleControllerPS
function CandleControllerPS.new(props) return end

function CandleControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function CandleControllerPS:GetActions(context) return end

---@return TweakDBID
function CandleControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function CandleControllerPS:GetDeviceIconTweakDBID() return end

---@return BaseSkillCheckContainer
function CandleControllerPS:GetSkillCheckContainerForSetup() return end

---@class CandleDevice : InteractiveDevice
CandleDevice = {}

---@return CandleDevice
function CandleDevice.new() return end

---@param props table
---@return CandleDevice
function CandleDevice.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function CandleDevice:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function CandleDevice:OnAreaExit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function CandleDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function CandleDevice:OnTakeControl(ri) return end

---@return CandleController
function CandleDevice:GetController() return end

---@return CandleControllerPS
function CandleDevice:GetDevicePS() return end

function CandleDevice:TurnOffDevice() return end

function CandleDevice:TurnOnDevice() return end

---@class CaptionImageIconsLogicController : inkWidgetLogicController
---@field GenericIcon inkImageWidgetReference
---@field GenericHolder inkCompoundWidgetReference
---@field LifeIcon inkImageWidgetReference
---@field LifeDescriptionText inkTextWidgetReference
---@field LifeBackground inkWidgetReference
---@field LifeBackgroundFail inkWidgetReference
---@field LifeWrapper inkCompoundWidgetReference
---@field LifeHolder inkCompoundWidgetReference
---@field CheckIcon inkImageWidgetReference
---@field CheckText inkTextWidgetReference
---@field CheckHolder inkCompoundWidgetReference
---@field CheckBackground inkWidgetReference
---@field CheckBackgroundFail inkWidgetReference
---@field PayIcon inkImageWidgetReference
---@field PayText inkTextWidgetReference
---@field PayBackground inkWidgetReference
---@field PayBackgroundFail inkWidgetReference
---@field PayWrapper inkCompoundWidgetReference
---@field PayHolder inkCompoundWidgetReference
CaptionImageIconsLogicController = {}

---@return CaptionImageIconsLogicController
function CaptionImageIconsLogicController.new() return end

---@param props table
---@return CaptionImageIconsLogicController
function CaptionImageIconsLogicController.new(props) return end

---@return Bool
function CaptionImageIconsLogicController:OnInitialize() return end

function CaptionImageIconsLogicController:HideAllHolders() return end

---@param iconRecord gamedataChoiceCaptionIconPart_Record
function CaptionImageIconsLogicController:SetGenericIcon(iconRecord) return end

---@param argData LifePathBluelinePart
function CaptionImageIconsLogicController:SetLifePath(argData) return end

---@param argData PaymentBluelinePart
function CaptionImageIconsLogicController:SetPaymentCheck(argData) return end

---@param backgroundColor CName|string
---@param iconColor CName|string
function CaptionImageIconsLogicController:SetSelectedColor(backgroundColor, iconColor) return end

---@param argData BuildBluelinePart
function CaptionImageIconsLogicController:SetSkillCheck(argData) return end

---@return Bool
function CaptionImageIconsLogicController:ShouldShowFluffIcon() return end

---@class CarComponent : VehicleComponent
CarComponent = {}

---@return CarComponent
function CarComponent.new() return end

---@param props table
---@return CarComponent
function CarComponent.new(props) return end

---@class CarHotkeyController : GenericHotkeyController
---@field carIconSlot inkImageWidgetReference
---@field vehicleSystem gameVehicleSystem
---@field psmBB gameIBlackboard
---@field bbListener redCallbackObject
CarHotkeyController = {}

---@return CarHotkeyController
function CarHotkeyController.new() return end

---@param props table
---@return CarHotkeyController
function CarHotkeyController.new(props) return end

---@param evt DPADActionPerformed
---@return Bool
function CarHotkeyController:OnDpadActionPerformed(evt) return end

---@param value Int32
---@return Bool
function CarHotkeyController:OnPlayerEnteredVehicle(value) return end

---@return Bool
function CarHotkeyController:Initialize() return end

---@return Bool
function CarHotkeyController:IsAllowedByGameplay() return end

function CarHotkeyController:Uninitialize() return end

---@class CarRadioGameController : gameuiHUDGameController
---@field radioStationName inkTextWidgetReference
---@field songName inkTextWidgetReference
---@field root inkWidget
---@field stateChangesBlackboardId redCallbackObject
---@field songNameChangeBlackboardId redCallbackObject
---@field blackboard gameIBlackboard
---@field animationProxy inkanimProxy
CarRadioGameController = {}

---@return CarRadioGameController
function CarRadioGameController.new() return end

---@param props table
---@return CarRadioGameController
function CarRadioGameController.new(props) return end

---@return Bool
function CarRadioGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function CarRadioGameController:OnOutroAnimFinished(anim) return end

---@param value Bool
---@return Bool
function CarRadioGameController:OnRadioChange(value) return end

---@param value CName|string
---@return Bool
function CarRadioGameController:OnSongChange(value) return end

---@return Bool
function CarRadioGameController:OnUninitialize() return end

function CarRadioGameController:PlayIntroAnimation() return end

---@class CarriedObjectData : IScriptable
---@field instant Bool
CarriedObjectData = {}

---@return CarriedObjectData
function CarriedObjectData.new() return end

---@param props table
---@return CarriedObjectData
function CarriedObjectData.new(props) return end

---@class CarriedObjectDecisions : CarriedObjectTransition
CarriedObjectDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectDecisions:IsBodyDropForced(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectDecisions:IsForceBodyDropRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectDecisions:IsPlayerAllowedToDropBody(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectDecisions:ToForceDropBody(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectDecisions:ToRelease(stateContext, scriptInterface) return end

---@class CarriedObjectEvents : CarriedObjectTransition
---@field animFeature AnimFeature_Mounting
---@field animCarryFeature AnimFeature_Carry
---@field leftHandFeature AnimFeature_LeftHandAnimation
---@field AnimWrapperWeightSetterStrong entAnimWrapperWeightSetter
---@field AnimWrapperWeightSetterFriendly entAnimWrapperWeightSetter
---@field styleName CName
---@field forceStyleName CName
---@field isFriendlyCarry Bool
---@field forcedCarryStyle gamePSMBodyCarryingStyle
CarriedObjectEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:ApplyFriendlyCarryGameplayRestrictions(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:ApplyInitGameplayRestrictions(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:ApplyWoundedSoldierCarryGameplayRestrictions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:CalculateForcedCarryStyleAndIsFriendlyCarry(stateContext, scriptInterface) return end

---@param state ECarryState
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:CleanUpCarryStateMachine(state, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function CarriedObjectEvents:ClearForcedStyle(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function CarriedObjectEvents:ClearStyleParameters(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:DisableAndResetRagdoll(stateContext, scriptInterface) return end

---@param enable Bool
---@param animSet CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:EnableAnimSet(enable, animSet, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:EnableRagdoll(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:EnableRagdollUncontrolledMovement(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:EvaluateAutomaticLootPickupFromMountedPuppet(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:EvaluateWeaponUnequipping(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Int32
function CarriedObjectEvents:GetPickupAnimationParameter(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return gamePSMBodyCarryingStyle
function CarriedObjectEvents:GetStyle(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CarriedObjectEvents:GetWasThrownParameter(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectEvents:IsBodyDisposalOngoing(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:RemoveGameplayRestrictions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:ResetMountingAnimFeature(stateContext, scriptInterface) return end

---@param state ECarryState
---@param instant Bool
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param setExecutionOwnerOnly Bool
function CarriedObjectEvents:SetAnimFeature_Carry(state, instant, stateContext, scriptInterface, setExecutionOwnerOnly) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param lockLeftHand Bool
function CarriedObjectEvents:SetAnimFeature_LeftHandAnimation(scriptInterface, lockLeftHand) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
---@param skipCameraContextUpdate Bool
function CarriedObjectEvents:SetBodyCarryCameraContext(stateContext, scriptInterface, value, skipCameraContextUpdate) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
---@param skipCameraContextUpdate Bool
function CarriedObjectEvents:SetBodyCarryFriendlyCameraContext(stateContext, scriptInterface, value, skipCameraContextUpdate) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
---@param skipCameraContextUpdate Bool
function CarriedObjectEvents:SetBodyCarryWoundedSoldierCameraContext(stateContext, scriptInterface, value, skipCameraContextUpdate) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
---@param skipCameraContextUpdate Bool
function CarriedObjectEvents:SetBodyPickUpCameraContext(stateContext, scriptInterface, value, skipCameraContextUpdate) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param varName CName|string
---@param value Bool
---@param skipCameraContextUpdate Bool
function CarriedObjectEvents:SetCameraContext(stateContext, scriptInterface, varName, value, skipCameraContextUpdate) return end

---@param style gamePSMBodyCarryingStyle
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:SetForcedStyle(style, stateContext, scriptInterface) return end

---@param object gameObject
---@param enable Bool
function CarriedObjectEvents:SetObjectInvulnerable(object, enable) return end

---@param stateContext gamestateMachineStateContextScript
---@param pickupAnimation Int32
function CarriedObjectEvents:SetPickupAnimationParameter(stateContext, pickupAnimation) return end

---@param style gamePSMBodyCarryingStyle
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:SetStyle(style, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param wasThrown Bool
function CarriedObjectEvents:SetWasThrownParameter(stateContext, wasThrown) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isFriendly Bool
function CarriedObjectEvents:UpdateCarryStylePickUpAndDropParams(stateContext, scriptInterface, isFriendly) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarriedObjectEvents:UpdateGameplayRestrictions(stateContext, scriptInterface) return end

---@class CarriedObjectTransition : DefaultTransition
CarriedObjectTransition = {}

---@param owner gameObject
---@return Bool
function CarriedObjectTransition.HasRightHandWeaponActiveInSlot(owner) return end

---@param owner gameObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectTransition:CanEquipFirearm(owner, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CarriedObjectTransition:GetFastModeParameter(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CarriedObjectTransition:GetIsFriendlyCarryParameter(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarriedObjectTransition:IsPlayerCombatAllowed(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param fastMode Bool
function CarriedObjectTransition:SetFastModeParameter(stateContext, fastMode) return end

---@param stateContext gamestateMachineStateContextScript
---@param isFriendlyCarry Bool
function CarriedObjectTransition:SetIsFriendlyCarryParameter(stateContext, isFriendlyCarry) return end

---@class CarryDecisions : CanTransitionToThrowDecisions
CarryDecisions = {}

---@return CarryDecisions
function CarryDecisions.new() return end

---@param props table
---@return CarryDecisions
function CarryDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarryDecisions:ToDispose(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarryDecisions:ToDrop(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CarryDecisions:ToThrow(stateContext, scriptInterface) return end

---@class CarryEvents : CarriedObjectEvents
CarryEvents = {}

---@return CarryEvents
function CarryEvents.new() return end

---@param props table
---@return CarryEvents
function CarryEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarryEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarryEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarryEvents:RefreshCarryState(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarryEvents:SyncJump(stateContext, scriptInterface) return end

---@param state ECarryState
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CarryEvents:UpdatePuppetCarryState(state, stateContext, scriptInterface) return end

---@class CasinoChipsInventoryCallback : gameInventoryScriptCallback
---@field casinoTableGameController CasinoTableGameController
---@field slot CasinoTableSlot
CasinoChipsInventoryCallback = {}

---@return CasinoChipsInventoryCallback
function CasinoChipsInventoryCallback.new() return end

---@param props table
---@return CasinoChipsInventoryCallback
function CasinoChipsInventoryCallback.new(props) return end

---@param item ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function CasinoChipsInventoryCallback:OnItemQuantityChanged(item, diff, total, flaggedAsSilent) return end

---@class CasinoTableGameController : gameuiWidgetGameController
---@field casinoChipTDBID TweakDBID
---@field multiplier Uint32
---@field slots CasinoTableSlotData[]
---@field casinoChipID ItemID
---@field player gameObject
---@field transactionSystem gameTransactionSystem
CasinoTableGameController = {}

---@return CasinoTableGameController
function CasinoTableGameController.new() return end

---@param props table
---@return CasinoTableGameController
function CasinoTableGameController.new(props) return end

---@param evt ChangeCasinoTableStateEvent
---@return Bool
function CasinoTableGameController:OnChangeCasinoTableState(evt) return end

---@return Bool
function CasinoTableGameController:OnInitialize() return end

---@return Bool
function CasinoTableGameController:OnUninitialize() return end

---@param slotData CasinoTableSlotData
---@param evt ChangeCasinoTableStateEvent
function CasinoTableGameController:ChangeCasinoTableState(slotData, evt) return end

---@param slot CasinoTableSlot
---@param item ItemID
---@param total Uint32
function CasinoTableGameController:SetItemQuantity(slot, item, total) return end

---@param slotData CasinoTableSlotData
function CasinoTableGameController:UnregisterInventoryListener(slotData) return end

---@class CasinoTableGamePageLogicController : inkWidgetLogicController
---@field cash inkTextWidgetReference
---@field bet inkTextWidgetReference
---@field marks BetOnMark[]
CasinoTableGamePageLogicController = {}

---@return CasinoTableGamePageLogicController
function CasinoTableGamePageLogicController.new() return end

---@param props table
---@return CasinoTableGamePageLogicController
function CasinoTableGamePageLogicController.new(props) return end

---@param betData BetData
function CasinoTableGamePageLogicController:PlaceBet(betData) return end

---@param chipsAmount Uint32
function CasinoTableGamePageLogicController:UpdateChipsAmount(chipsAmount) return end

---@class CasinoTableIdlePageLogicController : inkWidgetLogicController
CasinoTableIdlePageLogicController = {}

---@return CasinoTableIdlePageLogicController
function CasinoTableIdlePageLogicController.new() return end

---@param props table
---@return CasinoTableIdlePageLogicController
function CasinoTableIdlePageLogicController.new(props) return end

---@return Bool
function CasinoTableIdlePageLogicController:OnInitialize() return end

---@class CasinoTableObject : gameObject
CasinoTableObject = {}

---@return CasinoTableObject
function CasinoTableObject.new() return end

---@param props table
---@return CasinoTableObject
function CasinoTableObject.new(props) return end

---@param evt ChangeCasinoTableStateEvent
---@return Bool
function CasinoTableObject:OnChangeCasinoTableState(evt) return end

---@class CasinoTableSlotData
---@field widget inkWidgetReference
---@field controller CasinoTableSlotLogicController
---@field casinoChipsListener gameInventoryScriptListener
---@field slotUser gameObject
CasinoTableSlotData = {}

---@return CasinoTableSlotData
function CasinoTableSlotData.new() return end

---@param props table
---@return CasinoTableSlotData
function CasinoTableSlotData.new(props) return end

---@class CasinoTableSlotLogicController : inkWidgetLogicController
---@field state CasinoTableState
---@field betData BetData
---@field spawnRequest inkAsyncSpawnRequest
---@field page inkWidget
CasinoTableSlotLogicController = {}

---@return CasinoTableSlotLogicController
function CasinoTableSlotLogicController.new() return end

---@param props table
---@return CasinoTableSlotLogicController
function CasinoTableSlotLogicController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CasinoTableSlotLogicController:OnStateChanged(widget, userData) return end

---@param state CasinoTableState
---@param betData BetData
function CasinoTableSlotLogicController:GotoState(state, betData) return end

---@param state CasinoTableState
---@param force Bool
function CasinoTableSlotLogicController:GotoStateInternal(state, force) return end

function CasinoTableSlotLogicController:InitState() return end

function CasinoTableSlotLogicController:PlaceBet() return end

---@param chipsAmount Uint32
function CasinoTableSlotLogicController:UpdateChipsAmount(chipsAmount) return end

---@class CategoryClickedEvent : redEvent
---@field statsData gameStatViewData
CategoryClickedEvent = {}

---@return CategoryClickedEvent
function CategoryClickedEvent.new() return end

---@param props table
---@return CategoryClickedEvent
function CategoryClickedEvent.new(props) return end

---@class CategoryHoverOutEvent : redEvent
CategoryHoverOutEvent = {}

---@return CategoryHoverOutEvent
function CategoryHoverOutEvent.new() return end

---@param props table
---@return CategoryHoverOutEvent
function CategoryHoverOutEvent.new(props) return end

---@class CategoryHoverOverEvent : redEvent
---@field equipArea gamedataEquipmentArea
CategoryHoverOverEvent = {}

---@return CategoryHoverOverEvent
function CategoryHoverOverEvent.new() return end

---@param props table
---@return CategoryHoverOverEvent
function CategoryHoverOverEvent.new(props) return end

---@class CeaselessLeadAmmoEffector : gameEffector
---@field percentToRefund Float
CeaselessLeadAmmoEffector = {}

---@return CeaselessLeadAmmoEffector
function CeaselessLeadAmmoEffector.new() return end

---@param props table
---@return CeaselessLeadAmmoEffector
function CeaselessLeadAmmoEffector.new(props) return end

---@param owner gameObject
function CeaselessLeadAmmoEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function CeaselessLeadAmmoEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function CeaselessLeadAmmoEffector:ProcessAction(owner) return end

---@param owner gameObject
function CeaselessLeadAmmoEffector:RepeatedAction(owner) return end

---@class CellData
---@field position Vector2
---@field element ElementData
---@field properties SpecialProperties
---@field assignedCell NetworkMinigameGridCellController
---@field consumed Bool
CellData = {}

---@return CellData
function CellData.new() return end

---@param props table
---@return CellData
function CellData.new(props) return end

---@class CentaurShieldController : AICustomComponents
---@field startWithShieldActive Bool
---@field animFeatureName CName
---@field shieldDestroyedModifierName CName
---@field shieldState ECentaurShieldState
---@field centaurBlackboard gameIBlackboard
CentaurShieldController = {}

---@return CentaurShieldController
function CentaurShieldController.new() return end

---@param props table
---@return CentaurShieldController
function CentaurShieldController.new(props) return end

---@param obj gameObject
---@param newState ECentaurShieldState
function CentaurShieldController.ChangeShieldState(obj, newState) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function CentaurShieldController:OnEventReceived(stimEvent) return end

---@param evt HitShieldEvent
---@return Bool
function CentaurShieldController:OnHitShield(evt) return end

---@param stateChangeEvent CentaurShieldStateChangeEvent
---@return Bool
function CentaurShieldController:OnShieldStateChange(stateChangeEvent) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function CentaurShieldController:OnStatusEffectApplied(evt) return end

function CentaurShieldController:ApplyShieldDestroyedStats() return end

---@param newState ECentaurShieldState
function CentaurShieldController:ChangeShieldState(newState) return end

---@param varName String
---@param defaultValue Float
---@return Float
function CentaurShieldController:GetFloatFromCharacterTweak(varName, defaultValue) return end

---@param varName String
---@param defaultValue String
---@return String
function CentaurShieldController:GetStringFromCharacterTweak(varName, defaultValue) return end

function CentaurShieldController:OnGameAttach() return end

function CentaurShieldController:PlayShieldDestroyedVoiceOver() return end

function CentaurShieldController:TriggerShieldControllerExplosion() return end

function CentaurShieldController:UpdateAnimFeature() return end

function CentaurShieldController:UpdateBlackbaord() return end

---@class CentaurShieldLookatController : AILookatTask
---@field mainShieldLookat entLookAtAddEvent
---@field mainShieldlookatActive Bool
---@field currentLookatTarget gameObject
---@field shieldTarget gameObject
---@field centaurBlackboard gameIBlackboard
---@field shieldTargetTimeStamp Float
CentaurShieldLookatController = {}

---@return CentaurShieldLookatController
function CentaurShieldLookatController.new() return end

---@param props table
---@return CentaurShieldLookatController
function CentaurShieldLookatController.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CentaurShieldLookatController:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param lookatTarget gameObject
function CentaurShieldLookatController:ActivateMainShieldLookat(context, lookatTarget) return end

---@param context AIbehaviorScriptExecutionContext
function CentaurShieldLookatController:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CentaurShieldLookatController:DeactivateMainShieldLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function CentaurShieldLookatController:GetDistanceToShieldTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return ECentaurShieldState
function CentaurShieldLookatController:GetShieldState(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function CentaurShieldLookatController:IsShieldTargetValid(context) return end

---@param context AIbehaviorScriptExecutionContext
function CentaurShieldLookatController:ReevaluateDesiredLookatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function CentaurShieldLookatController:ShouldLookatAtCombatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function CentaurShieldLookatController:ShouldLookatAtShieldTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function CentaurShieldLookatController:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
function CentaurShieldLookatController:UpdateActiveShield(context) return end

---@class CentaurShieldStateChangeEvent : redEvent
---@field newState ECentaurShieldState
CentaurShieldStateChangeEvent = {}

---@return CentaurShieldStateChangeEvent
function CentaurShieldStateChangeEvent.new() return end

---@param props table
---@return CentaurShieldStateChangeEvent
function CentaurShieldStateChangeEvent.new(props) return end

---@class CerberusAbsoluteSensePresetChange : AIbehaviortaskScript
CerberusAbsoluteSensePresetChange = {}

---@return CerberusAbsoluteSensePresetChange
function CerberusAbsoluteSensePresetChange.new() return end

---@param props table
---@return CerberusAbsoluteSensePresetChange
function CerberusAbsoluteSensePresetChange.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusAbsoluteSensePresetChange:Activate(context) return end

---@class CerberusComponent : gameScriptableComponent
---@field laserGameEffectUp gameEffectInstance
---@field laserGameEffectRefUp gameEffectRef
---@field laserGameEffectUp2 gameEffectInstance
---@field laserGameEffectRefUp2 gameEffectRef
---@field laserGameEffectBeam gameEffectInstance
---@field laserGameEffectRefBeam gameEffectRef
---@field laserGameEffectBottom gameEffectInstance
---@field laserGameEffectRefBottom gameEffectRef
---@field laserGameEffectBottom2 gameEffectInstance
---@field laserGameEffectRefBottom2 gameEffectRef
---@field gameObject gameObject
CerberusComponent = {}

---@return CerberusComponent
function CerberusComponent.new() return end

---@param props table
---@return CerberusComponent
function CerberusComponent.new(props) return end

---@param aiEvent AIAIEvent
---@return Bool
function CerberusComponent:OnAIEvent(aiEvent) return end

---@param evt gameeventsHitEvent
---@return Bool
function CerberusComponent:OnHit(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function CerberusComponent:OnPreUninitialize(evt) return end

function CerberusComponent:OnGameAttach() return end

function CerberusComponent:OnGameDetach() return end

---@param effectRef gameEffectRef
---@param slotName CName|string
---@param range Float
---@return gameEffectInstance
function CerberusComponent:RunGameEffect(effectRef, slotName, range) return end

---@return gameEffectInstance
function CerberusComponent:TerminateGameEffect() return end

---@class CerberusCustomEventSender : AISignalSenderTask
CerberusCustomEventSender = {}

---@return CerberusCustomEventSender
function CerberusCustomEventSender.new() return end

---@param props table
---@return CerberusCustomEventSender
function CerberusCustomEventSender.new(props) return end

---@return String
function CerberusCustomEventSender:GetEditorSubCaption() return end

---@return Float
function CerberusCustomEventSender:GetSignalLifeTime() return end

---@class CerberusDetectionCombat : AIbehaviorconditionScript
CerberusDetectionCombat = {}

---@return CerberusDetectionCombat
function CerberusDetectionCombat.new() return end

---@param props table
---@return CerberusDetectionCombat
function CerberusDetectionCombat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusDetectionCombat:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CerberusDetectionCombat:Check(context) return end

---@class CerberusDetectionOpticalCamo : AIbehaviorconditionScript
CerberusDetectionOpticalCamo = {}

---@return CerberusDetectionOpticalCamo
function CerberusDetectionOpticalCamo.new() return end

---@param props table
---@return CerberusDetectionOpticalCamo
function CerberusDetectionOpticalCamo.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusDetectionOpticalCamo:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CerberusDetectionOpticalCamo:Check(context) return end

---@class CerberusOpticalCamoVisibilityChange : AIbehaviortaskScript
CerberusOpticalCamoVisibilityChange = {}

---@return CerberusOpticalCamoVisibilityChange
function CerberusOpticalCamoVisibilityChange.new() return end

---@param props table
---@return CerberusOpticalCamoVisibilityChange
function CerberusOpticalCamoVisibilityChange.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusOpticalCamoVisibilityChange:Activate(context) return end

---@class CerberusRangedKillTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIShootCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
---@field playerPuppet PlayerPuppet
---@field fadeOutStarted Bool
CerberusRangedKillTask = {}

---@return CerberusRangedKillTask
function CerberusRangedKillTask.new() return end

---@param props table
---@return CerberusRangedKillTask
function CerberusRangedKillTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusRangedKillTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusRangedKillTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusRangedKillTask:Deactivate(context) return end

---@class CerberusSensePresetChange : AIbehaviortaskScript
CerberusSensePresetChange = {}

---@return CerberusSensePresetChange
function CerberusSensePresetChange.new() return end

---@param props table
---@return CerberusSensePresetChange
function CerberusSensePresetChange.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CerberusSensePresetChange:Activate(context) return end

---@class ChangeActiveContextRequest : gamePlayerScriptableSystemRequest
---@field newContext inputContextType
ChangeActiveContextRequest = {}

---@return ChangeActiveContextRequest
function ChangeActiveContextRequest.new() return end

---@param props table
---@return ChangeActiveContextRequest
function ChangeActiveContextRequest.new(props) return end

---@class ChangeAppearanceEffector : gameEffector
---@field appearanceName CName
---@field resetAppearance Bool
---@field previousAppearance CName
---@field owner gameObject
ChangeAppearanceEffector = {}

---@return ChangeAppearanceEffector
function ChangeAppearanceEffector.new() return end

---@param props table
---@return ChangeAppearanceEffector
function ChangeAppearanceEffector.new(props) return end

---@param owner gameObject
function ChangeAppearanceEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ChangeAppearanceEffector:Initialize(record, parentRecord) return end

function ChangeAppearanceEffector:Uninitialize() return end

---@class ChangeCasinoTableStateEvent : redEvent
---@field slotUser gameEntityReference
---@field slot CasinoTableSlot
---@field state CasinoTableState
---@field betData BetData
ChangeCasinoTableStateEvent = {}

---@return ChangeCasinoTableStateEvent
function ChangeCasinoTableStateEvent.new() return end

---@param props table
---@return ChangeCasinoTableStateEvent
function ChangeCasinoTableStateEvent.new(props) return end

---@class ChangeCurveEvent : redEvent
---@field time Float
---@field curve CName
---@field loop Bool
ChangeCurveEvent = {}

---@return ChangeCurveEvent
function ChangeCurveEvent.new() return end

---@param props table
---@return ChangeCurveEvent
function ChangeCurveEvent.new(props) return end

---@class ChangeDiodeLightSettingsEvent : redEvent
---@field colorValues Int32[]
---@field strength Float
---@field time Float
---@field curve CName
---@field loop Bool
ChangeDiodeLightSettingsEvent = {}

---@return ChangeDiodeLightSettingsEvent
function ChangeDiodeLightSettingsEvent.new() return end

---@param props table
---@return ChangeDiodeLightSettingsEvent
function ChangeDiodeLightSettingsEvent.new(props) return end

---@class ChangeHalfLights : redEvent
---@field isAuthorization Bool
ChangeHalfLights = {}

---@return ChangeHalfLights
function ChangeHalfLights.new() return end

---@param props table
---@return ChangeHalfLights
function ChangeHalfLights.new(props) return end

---@class ChangeHighLevelStateAbstract : AIbehaviortaskScript
ChangeHighLevelStateAbstract = {}

---@param context AIbehaviorScriptExecutionContext
function ChangeHighLevelStateAbstract:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeHighLevelStateAbstract:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function ChangeHighLevelStateAbstract:GetDesiredHighLevelState(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeHighLevelStateAbstract:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeHighLevelStateAbstract:OnDeactivate(context) return end

---@class ChangeInfoWithTimeStamp
---@field TimeStamp Float
---@field Change Float
ChangeInfoWithTimeStamp = {}

---@return ChangeInfoWithTimeStamp
function ChangeInfoWithTimeStamp.new() return end

---@param props table
---@return ChangeInfoWithTimeStamp
function ChangeInfoWithTimeStamp.new(props) return end

---@class ChangeJuryrigTrapState : redEvent
---@field newState EJuryrigTrapState
ChangeJuryrigTrapState = {}

---@return ChangeJuryrigTrapState
function ChangeJuryrigTrapState.new() return end

---@param props table
---@return ChangeJuryrigTrapState
function ChangeJuryrigTrapState.new(props) return end

---@class ChangeLightByNameEvent : ChangeLightEvent
---@field componentName CName
ChangeLightByNameEvent = {}

---@return ChangeLightByNameEvent
function ChangeLightByNameEvent.new() return end

---@param props table
---@return ChangeLightByNameEvent
function ChangeLightByNameEvent.new(props) return end

---@class ChangeLightEvent : redEvent
---@field settings ScriptLightSettings
---@field time Float
---@field curve CName
---@field loop Bool
ChangeLightEvent = {}

---@return ChangeLightEvent
function ChangeLightEvent.new() return end

---@param props table
---@return ChangeLightEvent
function ChangeLightEvent.new(props) return end

---@class ChangeLoopCurveEvent : redEvent
---@field loopTime Float
---@field loopCurve CName
ChangeLoopCurveEvent = {}

---@return ChangeLoopCurveEvent
function ChangeLoopCurveEvent.new() return end

---@param props table
---@return ChangeLoopCurveEvent
function ChangeLoopCurveEvent.new(props) return end

---@return String
function ChangeLoopCurveEvent:GetFriendlyDescription() return end

---@class ChangeMusicAction : ActionBool
---@field interactionRecordName String
---@field settings MusicSettings
ChangeMusicAction = {}

---@return ChangeMusicAction
function ChangeMusicAction.new() return end

---@param props table
---@return ChangeMusicAction
function ChangeMusicAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ChangeMusicAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ChangeMusicAction.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function ChangeMusicAction.IsContextValid(context) return end

---@return MusicSettings
function ChangeMusicAction:GetMusicSettings() return end

---@return String
function ChangeMusicAction:GetTweakDBChoiceRecord() return end

---@param settings MusicSettings
function ChangeMusicAction:SetProperties(settings) return end

---@param settings MusicSettings
---@param nameOnTrue TweakDBID|string
function ChangeMusicAction:SetProperties(settings, nameOnTrue) return end

---@class ChangeNPCState : AIbehaviortaskScript
ChangeNPCState = {}

---@class ChangePresetEvent : redEvent
---@field presetID ESmartHousePreset
ChangePresetEvent = {}

---@return ChangePresetEvent
function ChangePresetEvent.new() return end

---@param props table
---@return ChangePresetEvent
function ChangePresetEvent.new(props) return end

---@return String
function ChangePresetEvent:GetFriendlyDescription() return end

---@class ChangeRewardSettingsEvent : redEvent
---@field forceDefeatReward Bool
---@field disableKillReward Bool
ChangeRewardSettingsEvent = {}

---@return ChangeRewardSettingsEvent
function ChangeRewardSettingsEvent.new() return end

---@param props table
---@return ChangeRewardSettingsEvent
function ChangeRewardSettingsEvent.new(props) return end

---@class ChangeStanceState : ChangeStanceStateAbstract
---@field newState gamedataNPCStanceState
ChangeStanceState = {}

---@return ChangeStanceState
function ChangeStanceState.new() return end

---@param props table
---@return ChangeStanceState
function ChangeStanceState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCStanceState
function ChangeStanceState:GetDesiredStanceState(context) return end

---@class ChangeStanceStateAbstract : AIbehaviortaskScript
---@field changeStateOnDeactivate Bool
ChangeStanceStateAbstract = {}

---@param context AIbehaviorScriptExecutionContext
function ChangeStanceStateAbstract:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeStanceStateAbstract:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCStanceState
function ChangeStanceStateAbstract:GetDesiredStanceState(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeStanceStateAbstract:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeStanceStateAbstract:OnDeactivate(context) return end

---@class ChangeToPhase2DelayedEvent : DelayEvent
ChangeToPhase2DelayedEvent = {}

---@return ChangeToPhase2DelayedEvent
function ChangeToPhase2DelayedEvent.new() return end

---@param props table
---@return ChangeToPhase2DelayedEvent
function ChangeToPhase2DelayedEvent.new(props) return end

---@class ChangeToPhase3DelayedEvent : DelayEvent
ChangeToPhase3DelayedEvent = {}

---@return ChangeToPhase3DelayedEvent
function ChangeToPhase3DelayedEvent.new() return end

---@param props table
---@return ChangeToPhase3DelayedEvent
function ChangeToPhase3DelayedEvent.new(props) return end

---@class ChangeUIAnimEvent : redEvent
---@field animName CName
ChangeUIAnimEvent = {}

---@return ChangeUIAnimEvent
function ChangeUIAnimEvent.new() return end

---@param props table
---@return ChangeUIAnimEvent
function ChangeUIAnimEvent.new(props) return end

---@return String
function ChangeUIAnimEvent:GetFriendlyDescription() return end

---@class ChangeUpperBodyState : ChangeUpperBodyStateAbstract
---@field newState gamedataNPCUpperBodyState
ChangeUpperBodyState = {}

---@return ChangeUpperBodyState
function ChangeUpperBodyState.new() return end

---@param props table
---@return ChangeUpperBodyState
function ChangeUpperBodyState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCUpperBodyState
function ChangeUpperBodyState:GetDesiredUpperBodyState(context) return end

---@class ChangeUpperBodyStateAbstract : AIbehaviortaskScript
ChangeUpperBodyStateAbstract = {}

---@param context AIbehaviorScriptExecutionContext
function ChangeUpperBodyStateAbstract:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeUpperBodyStateAbstract:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCUpperBodyState
function ChangeUpperBodyStateAbstract:GetDesiredUpperBodyState(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeUpperBodyStateAbstract:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ChangeUpperBodyStateAbstract:OnDeactivate(context) return end

---@class ChaosWeaponCustomEffector : gameEffector
---@field effectorOwnerID entEntityID
---@field target gameStatsObjectID
---@field record TweakDBID
---@field applicationTarget CName
---@field modGroupID Uint64
ChaosWeaponCustomEffector = {}

---@return ChaosWeaponCustomEffector
function ChaosWeaponCustomEffector.new() return end

---@param props table
---@return ChaosWeaponCustomEffector
function ChaosWeaponCustomEffector.new(props) return end

---@param owner gameObject
function ChaosWeaponCustomEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ChaosWeaponCustomEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ChaosWeaponCustomEffector:ProcessEffector(owner) return end

function ChaosWeaponCustomEffector:RemoveModifierGroup() return end

function ChaosWeaponCustomEffector:Uninitialize() return end

---@class ChaosWeaponDamageTypeEffector : ChaosWeaponCustomEffector
---@field damageTypeModGroups TweakDBID[]
ChaosWeaponDamageTypeEffector = {}

---@return ChaosWeaponDamageTypeEffector
function ChaosWeaponDamageTypeEffector.new() return end

---@param props table
---@return ChaosWeaponDamageTypeEffector
function ChaosWeaponDamageTypeEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ChaosWeaponDamageTypeEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ChaosWeaponDamageTypeEffector:ProcessEffector(owner) return end

---@class CharParamTimeout : AITimeoutCondition
---@field timeoutParamName String
CharParamTimeout = {}

---@return CharParamTimeout
function CharParamTimeout.new() return end

---@param props table
---@return CharParamTimeout
function CharParamTimeout.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function CharParamTimeout:GetTimeoutValue(context) return end

---@class CharacterBrighteningAreaSettings : IAreaSettings
---@field effectStrengthMultiplier Float
---@field minDistance Float
---@field maxDistance Float
---@field envMultiplier curveData
CharacterBrighteningAreaSettings = {}

---@return CharacterBrighteningAreaSettings
function CharacterBrighteningAreaSettings.new() return end

---@param props table
---@return CharacterBrighteningAreaSettings
function CharacterBrighteningAreaSettings.new(props) return end

---@class CharacterCreationAttributeData : IScriptable
---@field label String
---@field desc String
---@field value Int32
---@field attribute gamedataStatType
---@field icon CName
---@field maxValue Int32
---@field minValue Int32
---@field maxed Bool
---@field atMinimum Bool
CharacterCreationAttributeData = {}

---@return CharacterCreationAttributeData
function CharacterCreationAttributeData.new() return end

---@param props table
---@return CharacterCreationAttributeData
function CharacterCreationAttributeData.new(props) return end

---@param val Bool
function CharacterCreationAttributeData:SetAtMinimum(val) return end

---@param val Bool
function CharacterCreationAttributeData:SetMaxed(val) return end

---@param val Int32
function CharacterCreationAttributeData:SetValue(val) return end

---@class CharacterCreationBackstorySelectionMenu : gameuiBaseCharacterCreationController
---@field nomad inkWidgetReference
---@field streetRat inkWidgetReference
---@field corpo inkWidgetReference
---@field animationProxy inkanimProxy
---@field clickTarget String
---@field nomadTarget String
---@field streetTarget String
---@field corpoTarget String
CharacterCreationBackstorySelectionMenu = {}

---@return CharacterCreationBackstorySelectionMenu
function CharacterCreationBackstorySelectionMenu.new() return end

---@param props table
---@return CharacterCreationBackstorySelectionMenu
function CharacterCreationBackstorySelectionMenu.new(props) return end

---@return Bool
function CharacterCreationBackstorySelectionMenu:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnIntroComplete(anim) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnPressCorpo(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnPressNomad(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnPressStreet(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnReleaseCorpo(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnReleaseNomad(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationBackstorySelectionMenu:OnReleaseStreet(e) return end

---@return Bool
function CharacterCreationBackstorySelectionMenu:OnUninitialize() return end

function CharacterCreationBackstorySelectionMenu:OnIntro() return end

function CharacterCreationBackstorySelectionMenu:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
function CharacterCreationBackstorySelectionMenu:PlayAnim(animName, callBack) return end

function CharacterCreationBackstorySelectionMenu:PriorMenu() return end

---@param widget inkWidget
---@param desc CName|string
---@param imagePath CName|string
---@param videoPath redResourceReferenceScriptToken
---@param label CName|string
---@param onPressEvent CName|string
---@param onReleaseEvent CName|string
function CharacterCreationBackstorySelectionMenu:SetupLifePathButton(widget, desc, imagePath, videoPath, label, onPressEvent, onReleaseEvent) return end

function CharacterCreationBackstorySelectionMenu:SetupLifePathButtons() return end

---@class CharacterCreationGenderBackstoryPathHeader : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field desc inkTextWidgetReference
---@field bg inkWidgetReference
---@field selectedColor Color
---@field unSelectedColor Color
---@field textSelectedColor Color
---@field textUnselectedColor Color
CharacterCreationGenderBackstoryPathHeader = {}

---@return CharacterCreationGenderBackstoryPathHeader
function CharacterCreationGenderBackstoryPathHeader.new() return end

---@param props table
---@return CharacterCreationGenderBackstoryPathHeader
function CharacterCreationGenderBackstoryPathHeader.new(props) return end

---@return Bool
function CharacterCreationGenderBackstoryPathHeader:OnInitialize() return end

function CharacterCreationGenderBackstoryPathHeader:Select() return end

---@param title String
---@param desc String
function CharacterCreationGenderBackstoryPathHeader:SetData(title, desc) return end

function CharacterCreationGenderBackstoryPathHeader:UnSelect() return end

---@class CharacterCreationGenderSelectionMenu : gameuiBaseCharacterCreationController
---@field streetRat_male inkWidgetReference
---@field streetRat_female inkWidgetReference
---@field clickTarget inkWidgetReference
---@field animationProxy inkanimProxy
---@field maleAnimProxy inkanimProxy
---@field femaleAnimProxy inkanimProxy
CharacterCreationGenderSelectionMenu = {}

---@return CharacterCreationGenderSelectionMenu
function CharacterCreationGenderSelectionMenu.new() return end

---@param props table
---@return CharacterCreationGenderSelectionMenu
function CharacterCreationGenderSelectionMenu.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnHoverOutFemale(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnHoverOutMale(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnHoverOverFemale(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnHoverOverMale(e) return end

---@return Bool
function CharacterCreationGenderSelectionMenu:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnPressFemale(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnPressMale(e) return end

---@param evt gameuiPuppetPreview_ReadyToBeDisplayed
---@return Bool
function CharacterCreationGenderSelectionMenu:OnPuppetReadyToBeDisplayed(evt) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnReleaseFemale(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationGenderSelectionMenu:OnReleaseMale(e) return end

---@return Bool
function CharacterCreationGenderSelectionMenu:OnUninitialize() return end

function CharacterCreationGenderSelectionMenu:OnIntro() return end

function CharacterCreationGenderSelectionMenu:OnOutro() return end

---@param animName CName|string
---@param animProxy inkanimProxy
---@param callBack CName|string
function CharacterCreationGenderSelectionMenu:PlayAnim(animName, animProxy, callBack) return end

---@param lifePath TweakDBID|string
function CharacterCreationGenderSelectionMenu:SetAttributePreset(lifePath) return end

function CharacterCreationGenderSelectionMenu:SetEP1AttributePreset() return end

---@class CharacterCreationPersistantElements : inkWidgetLogicController
---@field headerHolder inkCompoundWidgetReference
---@field LBBtn inkWidgetReference
---@field RBBtn inkWidgetReference
---@field fluffHolderRight inkCompoundWidgetReference
---@field fluffHolderDown inkCompoundWidgetReference
---@field fluffHolderLeft inkCompoundWidgetReference
---@field fluffText1 inkTextWidgetReference
---@field fluffTextRight inkTextWidgetReference
---@field fluffTextDown inkTextWidgetReference
---@field fluffTextLeft inkTextWidgetReference
---@field headers CharacterCreationTopBarHeader[]
---@field selectedHeader CharacterCreationTopBarHeader
---@field c_fluffMaxX Float
---@field c_fluffMinY Float
---@field c_fluffMaxY Float
CharacterCreationPersistantElements = {}

---@return CharacterCreationPersistantElements
function CharacterCreationPersistantElements.new() return end

---@param props table
---@return CharacterCreationPersistantElements
function CharacterCreationPersistantElements.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationPersistantElements:OnAxisInput(e) return end

---@param e inkWidget
---@return Bool
function CharacterCreationPersistantElements:OnChangeToHeader_00(e) return end

---@return Bool
function CharacterCreationPersistantElements:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationPersistantElements:OnRelativeInput(e) return end

---@return Bool
function CharacterCreationPersistantElements:OnUninitialize() return end

---@param previousBtnAvailable Bool
---@param nextBtnAvailable Bool
function CharacterCreationPersistantElements:ChangeNavigationButtonVisibility(previousBtnAvailable, nextBtnAvailable) return end

---@param selectedIndex Int32
function CharacterCreationPersistantElements:ChangeSelectedHeader(selectedIndex) return end

---@param label String
---@param icon CName|string
function CharacterCreationPersistantElements:CreateHeader(label, icon) return end

---@param e inkPointerEvent
function CharacterCreationPersistantElements:SetFluff(e) return end

---@class CharacterCreationStatsMenu : gameuiBaseCharacterCreationController
---@field attribute_01 inkWidgetReference
---@field attribute_02 inkWidgetReference
---@field attribute_03 inkWidgetReference
---@field attribute_04 inkWidgetReference
---@field attribute_05 inkWidgetReference
---@field pointsLabel inkWidgetReference
---@field tooltipSlot inkWidgetReference
---@field skillPointLabel inkTextWidgetReference
---@field reset inkWidgetReference
---@field nextMenuConfirmation inkWidgetReference
---@field nextMenukConfirmationLibraryWidget inkWidgetReference
---@field ConfirmationConfirmBtn inkWidgetReference
---@field ConfirmationCloseBtn inkWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field previousPageBtn inkWidgetReference
---@field navigationButtons inkWidgetReference
---@field optionSwitchHint inkWidgetReference
---@field attributesControllers characterCreationStatsAttributeBtn[]
---@field attributePointsAvailable Int32
---@field startingAttributePoints Int32
---@field TooltipsManager gameuiTooltipsManager
---@field toolTipOffset inkMargin
---@field animationProxy inkanimProxy
---@field confirmAnimationProxy inkanimProxy
---@field hoverdWidget inkWidget
---@field menuVisited Bool
CharacterCreationStatsMenu = {}

---@return CharacterCreationStatsMenu
function CharacterCreationStatsMenu.new() return end

---@param props table
---@return CharacterCreationStatsMenu
function CharacterCreationStatsMenu.new(props) return end

---@param e inkWidget
---@return Bool
function CharacterCreationStatsMenu:OnBtnHoverOut(e) return end

---@param e inkWidget
---@return Bool
function CharacterCreationStatsMenu:OnBtnHoverOver(e) return end

---@param evt inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnButtonRelease(evt) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnConfirmationClose(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnConfirmationConfirm(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnHoverOutWidget(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnHoverOverWidget(e) return end

---@return Bool
function CharacterCreationStatsMenu:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function CharacterCreationStatsMenu:OnOutroComplete(anim) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnPreviousButton(e) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnRelease(e) return end

---@param userData IScriptable
---@return Bool
function CharacterCreationStatsMenu:OnSetUserData(userData) return end

---@param e inkPointerEvent
---@return Bool
function CharacterCreationStatsMenu:OnShortcutPress(e) return end

---@return Bool
function CharacterCreationStatsMenu:OnUninitialize() return end

---@param e inkWidget
---@return Bool
function CharacterCreationStatsMenu:OnValueDecremented(e) return end

---@param e inkWidget
---@return Bool
function CharacterCreationStatsMenu:OnValueIncremented(e) return end

---@param targetWidget inkWidget
function CharacterCreationStatsMenu:Add(targetWidget) return end

---@param currValue Int32
---@return Bool
function CharacterCreationStatsMenu:CanBeDecremented(currValue) return end

---@param currValue Int32
---@return Bool
function CharacterCreationStatsMenu:CanBeIncremented(currValue) return end

---@param disabled Bool
function CharacterCreationStatsMenu:DisableInputBelowConfirmationPopup(disabled) return end

---@param label String
---@param value Int32
---@param desc String
---@return CharacterCreationAttributeData
function CharacterCreationStatsMenu:FillAttributeData(label, value, desc) return end

function CharacterCreationStatsMenu:HideConfirmation() return end

function CharacterCreationStatsMenu:ManageAllButtonsVisibility() return end

function CharacterCreationStatsMenu:NextMenu() return end

function CharacterCreationStatsMenu:OnIntro() return end

function CharacterCreationStatsMenu:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
function CharacterCreationStatsMenu:PlayAnim(animName, callBack) return end

function CharacterCreationStatsMenu:PrepareTooltips() return end

function CharacterCreationStatsMenu:PriorMenu() return end

function CharacterCreationStatsMenu:RandomizeAttributes() return end

---@param currValue Int32
---@return Bool
function CharacterCreationStatsMenu:ReachedLimit(currValue) return end

function CharacterCreationStatsMenu:RefreshControllers() return end

function CharacterCreationStatsMenu:RefreshPointsLabel() return end

function CharacterCreationStatsMenu:ResetAllBtnBackToBaseline() return end

function CharacterCreationStatsMenu:SaveChanges() return end

function CharacterCreationStatsMenu:SetDefaultTooltip() return end

---@param attribiuteController characterCreationStatsAttributeBtn
function CharacterCreationStatsMenu:SetUpTooltipData(attribiuteController) return end

function CharacterCreationStatsMenu:ShowConfirmation() return end

function CharacterCreationStatsMenu:SkipStatsMenu() return end

---@param targetWidget inkWidget
function CharacterCreationStatsMenu:Subtract(targetWidget) return end

---@class CharacterCreationSummaryListItemData : IScriptable
---@field label String
---@field desc String
CharacterCreationSummaryListItemData = {}

---@return CharacterCreationSummaryListItemData
function CharacterCreationSummaryListItemData.new() return end

---@param props table
---@return CharacterCreationSummaryListItemData
function CharacterCreationSummaryListItemData.new(props) return end

---@class CharacterCreationTooltip : MessageTooltip
---@field attribiuteLevel inkTextWidgetReference
---@field maxedOrMinimumLabelText inkTextWidgetReference
---@field maxedOrMinimumLabel inkWidgetReference
---@field attribiuteLevelLabel inkWidgetReference
CharacterCreationTooltip = {}

---@return CharacterCreationTooltip
function CharacterCreationTooltip.new() return end

---@param props table
---@return CharacterCreationTooltip
function CharacterCreationTooltip.new(props) return end

---@param tooltipData ATooltipData
function CharacterCreationTooltip:SetData(tooltipData) return end

---@class CharacterCreationTooltipData : MessageTooltipData
---@field attribiuteLevel String
---@field maxedOrMinimumLabelText String
CharacterCreationTooltipData = {}

---@return CharacterCreationTooltipData
function CharacterCreationTooltipData.new() return end

---@param props table
---@return CharacterCreationTooltipData
function CharacterCreationTooltipData.new(props) return end

---@class CharacterCreationTopBarHeader : inkButtonController
---@field icon inkImageWidgetReference
---@field label inkTextWidgetReference
---@field root inkWidget
---@field animationProxy inkanimProxy
CharacterCreationTopBarHeader = {}

---@return CharacterCreationTopBarHeader
function CharacterCreationTopBarHeader.new() return end

---@param props table
---@return CharacterCreationTopBarHeader
function CharacterCreationTopBarHeader.new(props) return end

---@return Bool
function CharacterCreationTopBarHeader:OnInitialize() return end

---@return Bool
function CharacterCreationTopBarHeader:OnUninitialize() return end

---@param animName CName|string
function CharacterCreationTopBarHeader:PlayAnim(animName) return end

function CharacterCreationTopBarHeader:Select() return end

---@param label String
---@param icon CName|string
function CharacterCreationTopBarHeader:SetData(label, icon) return end

function CharacterCreationTopBarHeader:Unselect() return end

---@class CharacterDataPrereq : gameIScriptablePrereq
---@field idToCheck TweakDBID
CharacterDataPrereq = {}

---@return CharacterDataPrereq
function CharacterDataPrereq.new() return end

---@param props table
---@return CharacterDataPrereq
function CharacterDataPrereq.new(props) return end

---@param recordID TweakDBID|string
function CharacterDataPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function CharacterDataPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function CharacterDataPrereq:OnApplied(state, context) return end

---@class CharacterDataPrereqState : gamePrereqState
CharacterDataPrereqState = {}

---@return CharacterDataPrereqState
function CharacterDataPrereqState.new() return end

---@param props table
---@return CharacterDataPrereqState
function CharacterDataPrereqState.new(props) return end

---@class CharacterLevelUpGameController : gameuiHUDGameController
---@field value inkTextWidgetReference
---@field proficencyLabel inkTextWidgetReference
---@field stateChangesBlackboardId Uint32
---@field animationProxy inkanimProxy
---@field data LevelUpUserData
CharacterLevelUpGameController = {}

---@return CharacterLevelUpGameController
function CharacterLevelUpGameController.new() return end

---@param props table
---@return CharacterLevelUpGameController
function CharacterLevelUpGameController.new(props) return end

---@return Bool
function CharacterLevelUpGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function CharacterLevelUpGameController:OnOutroAnimFinished(anim) return end

---@return Bool
function CharacterLevelUpGameController:OnUninitialize() return end

function CharacterLevelUpGameController:PlayIntroAnimation() return end

function CharacterLevelUpGameController:Setup() return end

---@class ChargeDecisions : WeaponTransition
---@field callbackID redCallbackObject
---@field triggerModeCorrect Bool
---@field inputPressed Bool
ChargeDecisions = {}

---@return ChargeDecisions
function ChargeDecisions.new() return end

---@param props table
---@return ChargeDecisions
function ChargeDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function ChargeDecisions:OnAction(action, consumer) return end

---@param value Variant
---@return Bool
function ChargeDecisions:OnTriggerModeChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeDecisions:ToChargeReady(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeDecisions:ToShoot(stateContext, scriptInterface) return end

function ChargeDecisions:UpdateOnEnterConditionEnabled() return end

---@param value Float
function ChargeDecisions:UpdateRangedAttackInput(value) return end

---@param modeType gamedataTriggerMode
function ChargeDecisions:UpdateTriggerMode(modeType) return end

---@class ChargeEndedEvent : redEvent
ChargeEndedEvent = {}

---@return ChargeEndedEvent
function ChargeEndedEvent.new() return end

---@param props table
---@return ChargeEndedEvent
function ChargeEndedEvent.new(props) return end

---@class ChargeEvents : ChargeEventsAbstract
ChargeEvents = {}

---@return ChargeEvents
function ChargeEvents.new() return end

---@param props table
---@return ChargeEvents
function ChargeEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function ChargeEvents:GetChargeValuePerSec(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEvents:OnExitToChargeReady(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEvents:OnExitToShoot(stateContext, scriptInterface) return end

---@class ChargeEventsAbstract : WeaponEventsTransition
---@field layerId Uint32
ChargeEventsAbstract = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEventsAbstract:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEventsAbstract:OnExitToShoot(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEventsAbstract:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEventsAbstract:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeEventsAbstract:SetupFullChargedShootingSequence(stateContext, scriptInterface) return end

---@class ChargeIndicatorGameController : ChargedHotkeyItemBaseController
---@field itemIcon inkImageWidgetReference
---@field type ChargeIndicatorWidgetType
---@field statPoolType gamedataStatPoolType
---@field iconName String
---@field itemType CName
---@field eqArea gamedataEquipmentArea
---@field OnEquipmentChangedIDBBID redCallbackObject
---@field c_fullChargeOpacity Float
ChargeIndicatorGameController = {}

---@return ChargeIndicatorGameController
function ChargeIndicatorGameController.new() return end

---@param props table
---@return ChargeIndicatorGameController
function ChargeIndicatorGameController.new(props) return end

---@param value Int32
---@return Bool
function ChargeIndicatorGameController:OnEquipmentChanged(value) return end

---@return Bool
function ChargeIndicatorGameController:OnInitialize() return end

---@return Bool
function ChargeIndicatorGameController:OnUnitialize() return end

---@return Bool
function ChargeIndicatorGameController:IsCyberwareActive() return end

---@return Bool
function ChargeIndicatorGameController:IsItemEquipped() return end

function ChargeIndicatorGameController:RegisterBlackboardListener() return end

function ChargeIndicatorGameController:RegisterStatListener() return end

function ChargeIndicatorGameController:ResolveState() return end

function ChargeIndicatorGameController:UnregisterBlackboardListener() return end

function ChargeIndicatorGameController:UnregisterStatListener() return end

---@class ChargeJumpDecisions : LocomotionAirDecisions
ChargeJumpDecisions = {}

---@return ChargeJumpDecisions
function ChargeJumpDecisions.new() return end

---@param props table
---@return ChargeJumpDecisions
function ChargeJumpDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function ChargeJumpDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeJumpDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpDecisions:OnDetach(stateContext, scriptInterface) return end

---@class ChargeJumpEvents : LocomotionAirEvents
ChargeJumpEvents = {}

---@return ChargeJumpEvents
function ChargeJumpEvents.new() return end

---@param props table
---@return ChargeJumpEvents
function ChargeJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnExitToBarbedWireKnockdown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnExitToKnockdown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnExitToVehicleKnockdown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeJumpEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param inputHoldTime Float
function ChargeJumpEvents:SetChargeJumpParameters(stateContext, scriptInterface, inputHoldTime) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param upwardsGravity Float
---@param downwardsGravity Float
---@param nameSuffix String
function ChargeJumpEvents:UpdateChargeJumpStats(stateContext, scriptInterface, upwardsGravity, downwardsGravity, nameSuffix) return end

---@class ChargeLogicController : inkWidgetLogicController
ChargeLogicController = {}

---@param value Float
function ChargeLogicController:OnChargeChanged(value) return end

---@class ChargeMaxDecisions : WeaponTransition
ChargeMaxDecisions = {}

---@return ChargeMaxDecisions
function ChargeMaxDecisions.new() return end

---@param props table
---@return ChargeMaxDecisions
function ChargeMaxDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeMaxDecisions:ToShoot(stateContext, scriptInterface) return end

---@class ChargeMaxEvents : ChargeEventsAbstract
ChargeMaxEvents = {}

---@return ChargeMaxEvents
function ChargeMaxEvents.new() return end

---@param props table
---@return ChargeMaxEvents
function ChargeMaxEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeMaxEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeMaxEvents:OnExitToShoot(stateContext, scriptInterface) return end

---@class ChargeReadyDecisions : WeaponTransition
ChargeReadyDecisions = {}

---@return ChargeReadyDecisions
function ChargeReadyDecisions.new() return end

---@param props table
---@return ChargeReadyDecisions
function ChargeReadyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeReadyDecisions:ToChargeMax(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ChargeReadyDecisions:ToShoot(stateContext, scriptInterface) return end

---@class ChargeReadyEvents : ChargeEventsAbstract
ChargeReadyEvents = {}

---@return ChargeReadyEvents
function ChargeReadyEvents.new() return end

---@param props table
---@return ChargeReadyEvents
function ChargeReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeReadyEvents:OnExitToChargeMax(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeReadyEvents:OnExitToShoot(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ChargeReadyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ChargeStartedEvent : redEvent
ChargeStartedEvent = {}

---@return ChargeStartedEvent
function ChargeStartedEvent.new() return end

---@param props table
---@return ChargeStartedEvent
function ChargeStartedEvent.new(props) return end

---@class ChargebarController : inkWidgetLogicController
---@field foreground inkWidgetReference
---@field midground inkWidgetReference
---@field background inkWidgetReference
---@field maxChargeAnimationName CName
---@field maxChargeResetAnimationName CName
---@field staticChargeAnimationName CName
---@field chargedShootAnimationName CName
---@field radialWipe Bool
---@field verticalChargeBar Bool
---@field playStaticChargeAnimationInstead Bool
---@field player gameObject
---@field statsSystem gameStatsSystem
---@field canFullyCharge Bool
---@field canOvercharge Bool
---@field listenerFullCharge ChargebarStatsListener
---@field listenerOvercharge ChargebarStatsListener
---@field animationMaxCharge inkanimProxy
---@field animationStaticCharge inkanimProxy
---@field animationChargedShoot inkanimProxy
---@field animationStaticChargePlayed Bool
---@field isCharged Bool
ChargebarController = {}

---@return ChargebarController
function ChargebarController.new() return end

---@param props table
---@return ChargebarController
function ChargebarController.new(props) return end

---@param value Float
---@param threshold Float
function ChargebarController:EvalChargeAnimation(value, threshold) return end

---@return Float
function ChargebarController:GetCurrentChargeLimit() return end

---@return gameweaponObject
function ChargebarController:GetWeaponObject() return end

---@return Float
function ChargebarController:GetWeponChargingSpeedRatio() return end

---@param value Float
function ChargebarController:OnChargeValueChanged(value) return end

---@param player gameObject
function ChargebarController:OnPlayerAttach(player) return end

---@param player gameObject
function ChargebarController:OnPlayerDetach(player) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function ChargebarController:OnStatChanged(ownerID, statType, diff, total) return end

---@param value Variant
function ChargebarController:OnTriggerModeChanged(value) return end

function ChargebarController:PlayChargedShootAnimation() return end

---@param value Float
---@param threshold Float
function ChargebarController:PlayStaticChargeAnimation(value, threshold) return end

---@param value Float
---@param threshold Float
function ChargebarController:SetBarsSize(value, threshold) return end

---@param value Float
---@param threshold Float
function ChargebarController:SetRadialWipe(value, threshold) return end

function ChargebarController:StopChargingAnimation() return end

---@class ChargebarStatsListener : gameScriptStatsListener
---@field controller ChargebarController
ChargebarStatsListener = {}

---@return ChargebarStatsListener
function ChargebarStatsListener.new() return end

---@param props table
---@return ChargebarStatsListener
function ChargebarStatsListener.new(props) return end

---@param controller ChargebarController
---@param stat gamedataStatType
function ChargebarStatsListener:Init(controller, stat) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function ChargebarStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class ChargedGrenadesBlackBoardDef : gamebbScriptDefinition
---@field curentGrenadeCharges gamebbScriptID_Int32
---@field maxGrenadeCharges gamebbScriptID_Int32
---@field rechargeGoingOn gamebbScriptID_Bool
ChargedGrenadesBlackBoardDef = {}

---@return ChargedGrenadesBlackBoardDef
function ChargedGrenadesBlackBoardDef.new() return end

---@param props table
---@return ChargedGrenadesBlackBoardDef
function ChargedGrenadesBlackBoardDef.new(props) return end

---@return Bool
function ChargedGrenadesBlackBoardDef:AutoCreateInSystem() return end

---@class ChargedHealingBlackBoardDef : gamebbScriptDefinition
---@field currHealingItemCharge gamebbScriptID_Int32
---@field rechargeGoingOn gamebbScriptID_Bool
ChargedHealingBlackBoardDef = {}

---@return ChargedHealingBlackBoardDef
function ChargedHealingBlackBoardDef.new() return end

---@param props table
---@return ChargedHealingBlackBoardDef
function ChargedHealingBlackBoardDef.new(props) return end

---@return Bool
function ChargedHealingBlackBoardDef:AutoCreateInSystem() return end

---@class ChargedHotkeyItemBaseController : HotkeyItemController
---@field chargebarSizeWidget inkWidgetReference
---@field chargebarOpacityWidget inkWidgetReference
---@field startSize Vector2
---@field endSize Vector2
---@field chargebarOpacity Float
---@field statListener ChargedHotkeyItemStatListener
---@field currentProgress Float
---@field hideChargesAnimProxy inkanimProxy
---@field showChargesAnimProxy inkanimProxy
---@field chargeThreshold Float
ChargedHotkeyItemBaseController = {}

---@return ChargedHotkeyItemBaseController
function ChargedHotkeyItemBaseController.new() return end

---@param props table
---@return ChargedHotkeyItemBaseController
function ChargedHotkeyItemBaseController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function ChargedHotkeyItemBaseController:OnHideChargesAnimFinished(anim) return end

---@return Bool
function ChargedHotkeyItemBaseController:OnInitialize() return end

---@return Bool
function ChargedHotkeyItemBaseController:OnUninitialize() return end

function ChargedHotkeyItemBaseController:CreateListener() return end

---@param itemID ItemID
---@param defaultValue CName|string
---@return CName
function ChargedHotkeyItemBaseController:GetItemType(itemID, defaultValue) return end

---@return Float
function ChargedHotkeyItemBaseController:GetMaxCharges() return end

---@return Float
function ChargedHotkeyItemBaseController:GetRechargeDuration() return end

---@param statPoolType gamedataStatPoolType
---@param inPerc Bool
---@return Float
function ChargedHotkeyItemBaseController:GetStatPoolCurrentValue(statPoolType, inPerc) return end

---@param statPoolType gamedataStatPoolType
---@return Float
function ChargedHotkeyItemBaseController:GetStatPoolMaxPoints(statPoolType) return end

---@return Bool
function ChargedHotkeyItemBaseController:IsBerserkActive() return end

---@param withCallback Bool
function ChargedHotkeyItemBaseController:PlayHideChargesAnimation(withCallback) return end

function ChargedHotkeyItemBaseController:PlayRechargeFinishedAnimation() return end

function ChargedHotkeyItemBaseController:PlayShowChargesAnimation() return end

function ChargedHotkeyItemBaseController:RegisterStatListener() return end

function ChargedHotkeyItemBaseController:ResolveState() return end

---@param progress Float
---@param valueChanged Bool
function ChargedHotkeyItemBaseController:SetRechargeProgress(progress, valueChanged) return end

function ChargedHotkeyItemBaseController:StopShowChargesAnimation() return end

function ChargedHotkeyItemBaseController:UnregisterStatListener() return end

---@param newValue Float
---@param percToPoints Float
---@param valueChanged Bool
function ChargedHotkeyItemBaseController:UpdateChargeValue(newValue, percToPoints, valueChanged) return end

---@class ChargedHotkeyItemConsumableController : ChargedHotkeyItemBaseController
---@field c_statPool gamedataStatPoolType
ChargedHotkeyItemConsumableController = {}

---@return ChargedHotkeyItemConsumableController
function ChargedHotkeyItemConsumableController.new() return end

---@param props table
---@return ChargedHotkeyItemConsumableController
function ChargedHotkeyItemConsumableController.new(props) return end

---@return Float
function ChargedHotkeyItemConsumableController:GetMaxCharges() return end

---@return Float
function ChargedHotkeyItemConsumableController:GetRechargeDuration() return end

function ChargedHotkeyItemConsumableController:RegisterStatListener() return end

function ChargedHotkeyItemConsumableController:UnregisterStatListener() return end

function ChargedHotkeyItemConsumableController:UpdateCurrentItem() return end

---@class ChargedHotkeyItemCyberwareController : ChargedHotkeyItemBaseController
---@field currentStatPoolType gamedataStatPoolType
---@field psmBlackboardListener redCallbackObject
---@field c_cyberdeckOverclockPerkType gamedataNewPerkType
---@field c_vehicleManeuversPerkType gamedataNewPerkType
---@field c_berserkKey CName
---@field c_cyberdeckKey CName
---@field c_sandevistanKey CName
---@field c_capacityBoosterKey CName
ChargedHotkeyItemCyberwareController = {}

---@return ChargedHotkeyItemCyberwareController
function ChargedHotkeyItemCyberwareController.new() return end

---@param props table
---@return ChargedHotkeyItemCyberwareController
function ChargedHotkeyItemCyberwareController.new(props) return end

---@return Bool
function ChargedHotkeyItemCyberwareController:OnInitialize() return end

---@param evt NewPerkBoughtEvent
---@return Bool
function ChargedHotkeyItemCyberwareController:OnNewPerkBought(evt) return end

---@param evt NewPerkSoldEvent
---@return Bool
function ChargedHotkeyItemCyberwareController:OnNewPerkSold(evt) return end

---@param newStateValue Int32
---@return Bool
function ChargedHotkeyItemCyberwareController:OnPlayerVehicleStateChanged(newStateValue) return end

---@return gamedataStatPoolType
function ChargedHotkeyItemCyberwareController:GetCurrentItemStatPoolType() return end

---@return Float
function ChargedHotkeyItemCyberwareController:GetMaxCharges() return end

---@return Float
function ChargedHotkeyItemCyberwareController:GetRechargeDuration() return end

---@return Bool
function ChargedHotkeyItemCyberwareController:HandleSpecialSandevistanCooldown() return end

---@return Bool
function ChargedHotkeyItemCyberwareController:IsCyberdeckOverloadPerkPresent() return end

---@return Bool
function ChargedHotkeyItemCyberwareController:IsCyberwareActive() return end

---@param itemID ItemID
---@return Bool
function ChargedHotkeyItemCyberwareController:IsCyberwareSupported(itemID) return end

function ChargedHotkeyItemCyberwareController:PlayRechagedSoundEvent() return end

function ChargedHotkeyItemCyberwareController:ReevaluateCyberdeckPerkVisibility() return end

function ChargedHotkeyItemCyberwareController:RegisterStatListener() return end

function ChargedHotkeyItemCyberwareController:ResolveState() return end

---@param progress Float
---@param valueChanged Bool
function ChargedHotkeyItemCyberwareController:SetRechargeProgress(progress, valueChanged) return end

function ChargedHotkeyItemCyberwareController:Uninitialize() return end

function ChargedHotkeyItemCyberwareController:UnregisterStatListener() return end

function ChargedHotkeyItemCyberwareController:UpdateCurrentItem() return end

function ChargedHotkeyItemCyberwareController:UpdateSandevistanVisibility() return end

function ChargedHotkeyItemCyberwareController:UpdateStatListener() return end

---@class ChargedHotkeyItemGadgetController : ChargedHotkeyItemBaseController
---@field currentStatPoolType gamedataStatPoolType
---@field c_grenadeKey CName
---@field c_projectileLauncherKey CName
---@field c_opticalCamoKey CName
---@field c_cwMaskKey CName
---@field opticalCamoTags CName[]
---@field currentCombatState gamePSMCombat
---@field combatStateCallback redCallbackObject
ChargedHotkeyItemGadgetController = {}

---@return ChargedHotkeyItemGadgetController
function ChargedHotkeyItemGadgetController.new() return end

---@param props table
---@return ChargedHotkeyItemGadgetController
function ChargedHotkeyItemGadgetController.new(props) return end

---@param newState Int32
---@return Bool
function ChargedHotkeyItemGadgetController:OnCombatStateChanged(newState) return end

---@return Bool
function ChargedHotkeyItemGadgetController:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function ChargedHotkeyItemGadgetController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function ChargedHotkeyItemGadgetController:OnPlayerDetach(playerPuppet) return end

---@return gamedataStatType
function ChargedHotkeyItemGadgetController:GetCurrentItemMaxChargesStatType() return end

---@return gamedataStatPoolType
function ChargedHotkeyItemGadgetController:GetCurrentItemStatPoolType() return end

---@return Float
function ChargedHotkeyItemGadgetController:GetMaxCharges() return end

---@return gamePSMCombat
function ChargedHotkeyItemGadgetController:GetPSMCombatState() return end

---@return Float
function ChargedHotkeyItemGadgetController:GetRechargeDuration() return end

---@return Bool
function ChargedHotkeyItemGadgetController:IsCyberwareActive() return end

function ChargedHotkeyItemGadgetController:RegisterCombatStateListener() return end

function ChargedHotkeyItemGadgetController:RegisterStatListener() return end

function ChargedHotkeyItemGadgetController:ResolveState() return end

---@param progress Float
---@param valueChanged Bool
function ChargedHotkeyItemGadgetController:SetRechargeProgress(progress, valueChanged) return end

function ChargedHotkeyItemGadgetController:UnregisterStatListener() return end

function ChargedHotkeyItemGadgetController:UpdateButtonHint() return end

function ChargedHotkeyItemGadgetController:UpdateChargeThreshold() return end

function ChargedHotkeyItemGadgetController:UpdateCurrentItem() return end

function ChargedHotkeyItemGadgetController:UpdateStatListener() return end

---@class ChargedHotkeyItemGadgetVehicleController : ChargedHotkeyItemGadgetController
ChargedHotkeyItemGadgetVehicleController = {}

---@return ChargedHotkeyItemGadgetVehicleController
function ChargedHotkeyItemGadgetVehicleController.new() return end

---@param props table
---@return ChargedHotkeyItemGadgetVehicleController
function ChargedHotkeyItemGadgetVehicleController.new(props) return end

---@param evt DPADActionPerformed
---@return Bool
function ChargedHotkeyItemGadgetVehicleController:OnDpadActionPerformed(evt) return end

---@return gamedataStatPoolType
function ChargedHotkeyItemGadgetVehicleController:GetCurrentItemStatPoolType() return end

function ChargedHotkeyItemGadgetVehicleController:PlayRechargeFinishedAnimation() return end

function ChargedHotkeyItemGadgetVehicleController:UpdateCurrentItem() return end

---@class ChargedHotkeyItemStatListener : gameScriptStatPoolsListener
---@field hotkeyController ChargedHotkeyItemBaseController
ChargedHotkeyItemStatListener = {}

---@return ChargedHotkeyItemStatListener
function ChargedHotkeyItemStatListener.new() return end

---@param props table
---@return ChargedHotkeyItemStatListener
function ChargedHotkeyItemStatListener.new(props) return end

---@param owner ChargedHotkeyItemBaseController
function ChargedHotkeyItemStatListener:BindOwner(owner) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ChargedHotkeyItemStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class ChargedItemsPrereq : gameIScriptablePrereq
---@field chargesToCheck EChargesAmount
---@field typeOfItem EChargesItem
ChargedItemsPrereq = {}

---@return ChargedItemsPrereq
function ChargedItemsPrereq.new() return end

---@param props table
---@return ChargedItemsPrereq
function ChargedItemsPrereq.new(props) return end

---@param recordID TweakDBID|string
function ChargedItemsPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ChargedItemsPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ChargedItemsPrereq:OnUnregister(state, context) return end

---@class ChargedItemsPrereqListener : BaseStatPoolPrereqListener
---@field state ChargedItemsPrereqState
ChargedItemsPrereqListener = {}

---@return ChargedItemsPrereqListener
function ChargedItemsPrereqListener.new() return end

---@param props table
---@return ChargedItemsPrereqListener
function ChargedItemsPrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ChargedItemsPrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function ChargedItemsPrereqListener:RegisterState(state) return end

---@class ChargedItemsPrereqState : gamePrereqState
---@field chargesState EChargesAmount
---@field typeOfItem EChargesItem
---@field listener BaseStatPoolPrereqListener
---@field owner ScriptGameInstance
ChargedItemsPrereqState = {}

---@return ChargedItemsPrereqState
function ChargedItemsPrereqState.new() return end

---@param props table
---@return ChargedItemsPrereqState
function ChargedItemsPrereqState.new(props) return end

---@return EChargesAmount
function ChargedItemsPrereqState:GetChargesState() return end

---@param value EChargesAmount
function ChargedItemsPrereqState:SetChargesState(value) return end

---@param value EChargesItem
function ChargedItemsPrereqState:SetTypeOfItem(value) return end

---@return EChargesItem
function ChargedItemsPrereqState:getTypeOfItem() return end

---@class ChatterKeyValuePair
---@field Key CRUID
---@field Value ChatterLineLogicController
---@field Owner gameObject
ChatterKeyValuePair = {}

---@return ChatterKeyValuePair
function ChatterKeyValuePair.new() return end

---@param props table
---@return ChatterKeyValuePair
function ChatterKeyValuePair.new(props) return end

---@class ChatterLineLogicController : BaseSubtitleLineLogicController
---@field TextContainer inkWidgetReference
---@field speachBubble inkWidgetReference
---@field background inkRectangleWidgetReference
---@field container_normal inkWidgetReference
---@field container_wide inkWidgetReference
---@field text_normal inkTextWidgetReference
---@field text_wide inkTextWidgetReference
---@field kiroshiAnimationCtrl_Normal inkTextKiroshiAnimationController
---@field kiroshiAnimationCtrl_Wide inkTextKiroshiAnimationController
---@field motherTongueCtrl_Normal inkTextMotherTongueController
---@field motherTongueCtrl_Wide inkTextMotherTongueController
---@field isNameplateVisible Bool
---@field nameplateEntityId entEntityID
---@field nameplatHeightOffset Float
---@field ownerId entEntityID
---@field c_ExtraWideTextWidth Int32
---@field rootWidget inkWidget
---@field projection inkScreenProjection
---@field subtitlesMaxDistance Float
---@field bubbleMinDistance Float
---@field limitSubtitlesDistance Bool
---@field isOverHead Bool
ChatterLineLogicController = {}

---@return ChatterLineLogicController
function ChatterLineLogicController.new() return end

---@param props table
---@return ChatterLineLogicController
function ChatterLineLogicController.new(props) return end

---@return Bool
function ChatterLineLogicController:OnInitialize() return end

---@param isDevice Bool
---@return inkScreenProjectionData
function ChatterLineLogicController:CreateProjectionData(isDevice) return end

---@return entEntityID
function ChatterLineLogicController:GetOwnerID() return end

---@return inkScreenProjection
function ChatterLineLogicController:GetProjection() return end

---@param targetedObject entEntityID
---@return Bool
function ChatterLineLogicController:IsBubble(targetedObject) return end

---@param targetedObject entEntityID
---@return Bool
function ChatterLineLogicController:IsVisible(targetedObject) return end

---@param lineData scnDialogLineData
function ChatterLineLogicController:SetLineData(lineData) return end

---@param argNameplateVisible Bool
---@param argEntityId entEntityID
function ChatterLineLogicController:SetNameplateData(argNameplateVisible, argEntityId) return end

---@param blackboardVariant Variant
function ChatterLineLogicController:SetNameplateEntity(blackboardVariant) return end

---@param value Float
function ChatterLineLogicController:SetNameplateOffsetValue(value) return end

---@param isVisible Bool
function ChatterLineLogicController:SetNameplateVisibility(isVisible) return end

---@param projection inkScreenProjection
function ChatterLineLogicController:SetProjection(projection) return end

---@param textSize Int32
---@param backgroundOpacity Float
function ChatterLineLogicController:SetupSettings(textSize, backgroundOpacity) return end

---@param value Bool
function ChatterLineLogicController:ShowBackground(value) return end

---@param targetedObject entEntityID
---@param owner ChattersGameController
function ChatterLineLogicController:UpdateProjection(targetedObject, owner) return end

---@class ChattersGameController : BaseSubtitlesGameController
---@field c_DisplayRange Float
---@field c_CloseDisplayRange Float
---@field c_TimeToUnblockSec Float
---@field rootWidget inkCompoundWidget
---@field AllControllers ChatterKeyValuePair[]
---@field targetingSystem gametargetingTargetingSystem
---@field broadcastBlockingLines CRUID[]
---@field playerInDialogChoice Bool
---@field lastBroadcastBlockingLineTime EngineTime
---@field lastChoiceTime EngineTime
---@field bbPSceneTierEventId redCallbackObject
---@field sceneTier Int32
---@field OnNameplateEntityChangedCallback redCallbackObject
---@field OnNameplateOffsetChangedCallback redCallbackObject
---@field OnNameplateVisibilityChangedCallback redCallbackObject
---@field OnScannerModeChangedCallback redCallbackObject
---@field OnOnDialogsDataCallback redCallbackObject
ChattersGameController = {}

---@return ChattersGameController
function ChattersGameController.new() return end

---@param props table
---@return ChattersGameController
function ChattersGameController.new(props) return end

---@param value Variant
---@return Bool
function ChattersGameController:OnDialogsData(value) return end

---@return Bool
function ChattersGameController:OnInitialize() return end

---@param evt NameplateVisibleEvent
---@return Bool
function ChattersGameController:OnNameplateVisibleEvent(evt) return end

---@param playerGameObject gameObject
---@return Bool
function ChattersGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function ChattersGameController:OnPlayerDetach(playerGameObject) return end

---@param val Variant
---@return Bool
function ChattersGameController:OnScannerModeChanged(val) return end

---@param argTier Int32
---@return Bool
function ChattersGameController:OnSceneTierChange(argTier) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function ChattersGameController:OnScreenProjectionUpdate(projections) return end

---@return Bool
function ChattersGameController:OnUninitialize() return end

---@param lineData scnDialogLineData
function ChattersGameController:AddBroadcastBlockingLine(lineData) return end

---@param lineSpawnData LineSpawnData
function ChattersGameController:CreateLine(lineSpawnData) return end

---@return CName
function ChattersGameController:GetTextSizeSettigId() return end

---@return Bool
function ChattersGameController:IsBroadcastBlockedByMainDialogue() return end

---@param lineData scnDialogLineData
---@return Bool
function ChattersGameController:IsDistanceConditionFulfilled(lineData) return end

---@param lineData scnDialogLineData
---@return Bool
function ChattersGameController:IsLineTypeConditionFulfilled(lineData) return end

---@param lineData subtitleLineMapEntry
function ChattersGameController:OnHideLine(lineData) return end

---@param lineData subtitleLineMapEntry
function ChattersGameController:OnHideLineByData(lineData) return end

function ChattersGameController:OnNameplateChanged() return end

---@param vrt Variant
function ChattersGameController:OnNameplateEntityChanged(vrt) return end

---@param vrt Float
function ChattersGameController:OnNameplateOffsetChanged(vrt) return end

---@param visibility Bool
function ChattersGameController:OnNameplateVisibilityChanged(visibility) return end

---@param lineId CRUID
function ChattersGameController:OnRemovalFailure(lineId) return end

---@param controller BaseSubtitleLineLogicController
function ChattersGameController:OnSubCreated(controller) return end

---@param value Bool
function ChattersGameController:SetChattersForeignLinesVisibilitySetting(value) return end

---@param value Bool
function ChattersGameController:SetChattersVisibilitySetting(value) return end

---@param lineWidget inkWidget
---@param lineSpawnData LineSpawnData
function ChattersGameController:SetupLine(lineWidget, lineSpawnData) return end

---@param lineData scnDialogLineData
---@return Bool
function ChattersGameController:ShouldDisplayLine(lineData) return end

---@param value Bool
function ChattersGameController:ShowKiroshiSettings(value) return end

---@param lineWidget inkWidget
---@param isDevice Bool
function ChattersGameController:StartScreenProjection(lineWidget, isDevice) return end

---@param lineWidget inkWidget
function ChattersGameController:StopScreenProjection(lineWidget) return end

---@param entID entEntityID
---@param isVisible Bool
function ChattersGameController:UpdateChattersNameplateData(entID, isVisible) return end

---@class CheckAbilityCanRetreat : AIbehaviorconditionScript
CheckAbilityCanRetreat = {}

---@return CheckAbilityCanRetreat
function CheckAbilityCanRetreat.new() return end

---@param props table
---@return CheckAbilityCanRetreat
function CheckAbilityCanRetreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckAbilityCanRetreat:Check(context) return end

---@class CheckAllStatusEffect : AIStatusEffectCondition
---@field behaviorArgumentNameTag CName
---@field behaviorArgumentFloatPriority CName
---@field behaviorArgumentNameFlag CName
CheckAllStatusEffect = {}

---@return CheckAllStatusEffect
function CheckAllStatusEffect.new() return end

---@param props table
---@return CheckAllStatusEffect
function CheckAllStatusEffect.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckAllStatusEffect:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckAllStatusEffect:Check(context) return end

---@class CheckAnimSetTags : AIbehaviorconditionScript
---@field animsetTagToCompare CName[]
CheckAnimSetTags = {}

---@return CheckAnimSetTags
function CheckAnimSetTags.new() return end

---@param props table
---@return CheckAnimSetTags
function CheckAnimSetTags.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckAnimSetTags:Check(context) return end

---@class CheckArgumentBoolean : CheckArguments
---@field customVar Bool
CheckArgumentBoolean = {}

---@return CheckArgumentBoolean
function CheckArgumentBoolean.new() return end

---@param props table
---@return CheckArgumentBoolean
function CheckArgumentBoolean.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckArgumentBoolean:Check(context) return end

---@class CheckArgumentFloat : CheckArguments
---@field customVar Float
---@field comparator ECompareOp
CheckArgumentFloat = {}

---@return CheckArgumentFloat
function CheckArgumentFloat.new() return end

---@param props table
---@return CheckArgumentFloat
function CheckArgumentFloat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckArgumentFloat:Check(context) return end

---@class CheckArgumentInt : CheckArguments
---@field customVar Int32
---@field comparator ECompareOp
CheckArgumentInt = {}

---@return CheckArgumentInt
function CheckArgumentInt.new() return end

---@param props table
---@return CheckArgumentInt
function CheckArgumentInt.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckArgumentInt:Check(context) return end

---@class CheckArgumentName : CheckArguments
---@field customVar CName
CheckArgumentName = {}

---@return CheckArgumentName
function CheckArgumentName.new() return end

---@param props table
---@return CheckArgumentName
function CheckArgumentName.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckArgumentName:Check(context) return end

---@class CheckArgumentObjectSet : CheckArguments
CheckArgumentObjectSet = {}

---@return CheckArgumentObjectSet
function CheckArgumentObjectSet.new() return end

---@param props table
---@return CheckArgumentObjectSet
function CheckArgumentObjectSet.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckArgumentObjectSet:Check(context) return end

---@class CheckArguments : AIbehaviorconditionScript
---@field argumentVar CName
CheckArguments = {}

---@param context AIbehaviorScriptExecutionContext
---@return String
function CheckArguments:GetDescription(context) return end

---@class CheckBoolisValid : AIbehaviorconditionScript
---@field actionTweakIDMapping AIArgumentMapping
CheckBoolisValid = {}

---@return CheckBoolisValid
function CheckBoolisValid.new() return end

---@param props table
---@return CheckBoolisValid
function CheckBoolisValid.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckBoolisValid:Check(context) return end

---@class CheckComfortZoneEvent : redEvent
CheckComfortZoneEvent = {}

---@return CheckComfortZoneEvent
function CheckComfortZoneEvent.new() return end

---@param props table
---@return CheckComfortZoneEvent
function CheckComfortZoneEvent.new(props) return end

---@class CheckCurrentHitReaction : HitConditions
---@field HitReactionTypeToCompare animHitReactionType
---@field CustomStimNameToCompare CName
---@field shouldCheckDeathStimName Bool
CheckCurrentHitReaction = {}

---@return CheckCurrentHitReaction
function CheckCurrentHitReaction.new() return end

---@param props table
---@return CheckCurrentHitReaction
function CheckCurrentHitReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckCurrentHitReaction:Check(context) return end

---@class CheckCurrentStatusEffect : AIStatusEffectCondition
---@field statusEffectTypeToCompare gamedataStatusEffectType
---@field statusEffectTagToCompare CName
CheckCurrentStatusEffect = {}

---@return CheckCurrentStatusEffect
function CheckCurrentStatusEffect.new() return end

---@param props table
---@return CheckCurrentStatusEffect
function CheckCurrentStatusEffect.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckCurrentStatusEffect:Check(context) return end

---@class CheckCurrentWorkspotTag : AIbehaviorconditionScript
---@field tag AIArgumentMapping
CheckCurrentWorkspotTag = {}

---@return CheckCurrentWorkspotTag
function CheckCurrentWorkspotTag.new() return end

---@param props table
---@return CheckCurrentWorkspotTag
function CheckCurrentWorkspotTag.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckCurrentWorkspotTag:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckCurrentWorkspotTag:Check(context) return end

---@class CheckCurrentWoundedState : AIStatusEffectCondition
---@field woundedTypeToCompare EWoundedBodyPart
CheckCurrentWoundedState = {}

---@return CheckCurrentWoundedState
function CheckCurrentWoundedState.new() return end

---@param props table
---@return CheckCurrentWoundedState
function CheckCurrentWoundedState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckCurrentWoundedState:Check(context) return end

---@class CheckDeadPuppetDisposedEvent : redEvent
CheckDeadPuppetDisposedEvent = {}

---@return CheckDeadPuppetDisposedEvent
function CheckDeadPuppetDisposedEvent.new() return end

---@param props table
---@return CheckDeadPuppetDisposedEvent
function CheckDeadPuppetDisposedEvent.new(props) return end

---@class CheckDroppedThreat : CheckThreat
CheckDroppedThreat = {}

---@return CheckDroppedThreat
function CheckDroppedThreat.new() return end

---@param props table
---@return CheckDroppedThreat
function CheckDroppedThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckDroppedThreat:Check(context) return end

---@class CheckElapsedTimeFromArgumentFloat : CheckArguments
---@field customVar Float
---@field comparator ECompareOp
CheckElapsedTimeFromArgumentFloat = {}

---@return CheckElapsedTimeFromArgumentFloat
function CheckElapsedTimeFromArgumentFloat.new() return end

---@param props table
---@return CheckElapsedTimeFromArgumentFloat
function CheckElapsedTimeFromArgumentFloat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckElapsedTimeFromArgumentFloat:Check(context) return end

---@class CheckEquippedWeapon : AIItemHandlingCondition
---@field slotID AIArgumentMapping
---@field itemID AIArgumentMapping
---@field slotIDName TweakDBID
---@field itemIDName TweakDBID
CheckEquippedWeapon = {}

---@return CheckEquippedWeapon
function CheckEquippedWeapon.new() return end

---@param props table
---@return CheckEquippedWeapon
function CheckEquippedWeapon.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckEquippedWeapon:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckEquippedWeapon:Check(context) return end

---@class CheckEquippedWeaponType : AIItemHandlingCondition
---@field weaponTypeToCheck CName
CheckEquippedWeaponType = {}

---@return CheckEquippedWeaponType
function CheckEquippedWeaponType.new() return end

---@param props table
---@return CheckEquippedWeaponType
function CheckEquippedWeaponType.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckEquippedWeaponType:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckEquippedWeaponType:Check(context) return end

---@class CheckFloatIsValid : AIbehaviorconditionScript
---@field actionTweakIDMapping AIArgumentMapping
---@field value Float
CheckFloatIsValid = {}

---@return CheckFloatIsValid
function CheckFloatIsValid.new() return end

---@param props table
---@return CheckFloatIsValid
function CheckFloatIsValid.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckFloatIsValid:Check(context) return end

---@class CheckFollowTarget : AIbehaviorconditionScript
CheckFollowTarget = {}

---@return CheckFollowTarget
function CheckFollowTarget.new() return end

---@param props table
---@return CheckFollowTarget
function CheckFollowTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckFollowTarget:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckFollowTarget:Check(context) return end

---@class CheckFreeWorkspot : AIbehaviorconditionScript
---@field AIAction gamedataWorkspotActionType
---@field workspotObject gameObject
---@field workspotData WorkspotEntryData
---@field globalRef worldGlobalNodeRef
CheckFreeWorkspot = {}

---@return CheckFreeWorkspot
function CheckFreeWorkspot.new() return end

---@param props table
---@return CheckFreeWorkspot
function CheckFreeWorkspot.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckFreeWorkspot:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckFreeWorkspot:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
function CheckFreeWorkspot:Deactivate(context) return end

---@class CheckFriendlyNPCAboutToBeHit : StatusEffectTasks
---@field outStatusArgument AIArgumentMapping
---@field outPositionStatusArgument AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
CheckFriendlyNPCAboutToBeHit = {}

---@return CheckFriendlyNPCAboutToBeHit
function CheckFriendlyNPCAboutToBeHit.new() return end

---@param props table
---@return CheckFriendlyNPCAboutToBeHit
function CheckFriendlyNPCAboutToBeHit.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckFriendlyNPCAboutToBeHit:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function CheckFriendlyNPCAboutToBeHit:Deactivate(context) return end

---@class CheckGameDifficulty : AIbehaviorconditionScript
---@field comparedDifficulty gameDifficulty
---@field comparisonOperator EComparisonOperator
---@field currentDifficulty gameDifficulty
---@field currentDifficultyValue Int32
---@field comparedDifficultyValue Int32
CheckGameDifficulty = {}

---@return CheckGameDifficulty
function CheckGameDifficulty.new() return end

---@param props table
---@return CheckGameDifficulty
function CheckGameDifficulty.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckGameDifficulty:Check(context) return end

---@param difficulty gameDifficulty
---@return Int32
function CheckGameDifficulty:GetDifficultyValue(difficulty) return end

---@class CheckHeatStage : PreventionConditionAbstract
---@field heatStageToCompare AIArgumentMapping
---@field heatStageToCompareAsInteger Int32
---@field currentHeatStageAsInteger Int32
---@field system PreventionSystem
CheckHeatStage = {}

---@return CheckHeatStage
function CheckHeatStage.new() return end

---@param props table
---@return CheckHeatStage
function CheckHeatStage.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckHeatStage:Check(context) return end

---@class CheckHighLevelState : AINPCHighLevelStateCheck
---@field state gamedataNPCHighLevelState
CheckHighLevelState = {}

---@return CheckHighLevelState
function CheckHighLevelState.new() return end

---@param props table
---@return CheckHighLevelState
function CheckHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function CheckHighLevelState:GetStateToCheck() return end

---@class CheckHitReactionStimID : CheckStimID
CheckHitReactionStimID = {}

---@return CheckHitReactionStimID
function CheckHitReactionStimID.new() return end

---@param props table
---@return CheckHitReactionStimID
function CheckHitReactionStimID.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param behaviorEvent AIAIEvent
---@return AIbehaviorConditionOutcomes
function CheckHitReactionStimID:CheckOnEvent(context, behaviorEvent) return end

---@class CheckIfCombatAllowed : AIDebugConditions
CheckIfCombatAllowed = {}

---@return CheckIfCombatAllowed
function CheckIfCombatAllowed.new() return end

---@param props table
---@return CheckIfCombatAllowed
function CheckIfCombatAllowed.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckIfCombatAllowed:Check(context) return end

---@class CheckIfPatrolAllowed : AIDebugConditions
CheckIfPatrolAllowed = {}

---@return CheckIfPatrolAllowed
function CheckIfPatrolAllowed.new() return end

---@param props table
---@return CheckIfPatrolAllowed
function CheckIfPatrolAllowed.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckIfPatrolAllowed:Check(context) return end

---@class CheckIfSearchAllowed : AIDebugConditions
CheckIfSearchAllowed = {}

---@return CheckIfSearchAllowed
function CheckIfSearchAllowed.new() return end

---@param props table
---@return CheckIfSearchAllowed
function CheckIfSearchAllowed.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckIfSearchAllowed:Check(context) return end

---@class CheckLastHitReaction : HitConditions
---@field hitReactionToCheck animHitReactionType
CheckLastHitReaction = {}

---@return CheckLastHitReaction
function CheckLastHitReaction.new() return end

---@param props table
---@return CheckLastHitReaction
function CheckLastHitReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckLastHitReaction:Check(context) return end

---@class CheckLastTriggeredStimuli : AIbehaviorconditionScript
CheckLastTriggeredStimuli = {}

---@return CheckLastTriggeredStimuli
function CheckLastTriggeredStimuli.new() return end

---@param props table
---@return CheckLastTriggeredStimuli
function CheckLastTriggeredStimuli.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckLastTriggeredStimuli:Check(context) return end

---@class CheckPathToCombatTarget : AIbehaviorconditionScript
---@field path worldNavigationScriptPath
CheckPathToCombatTarget = {}

---@return CheckPathToCombatTarget
function CheckPathToCombatTarget.new() return end

---@param props table
---@return CheckPathToCombatTarget
function CheckPathToCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckPathToCombatTarget:Check(context) return end

---@class CheckPhaseState : AIbehaviorconditionScript
---@field phaseStateValue ENPCPhaseState
CheckPhaseState = {}

---@return CheckPhaseState
function CheckPhaseState.new() return end

---@param props table
---@return CheckPhaseState
function CheckPhaseState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckPhaseState:Check(context) return end

---@class CheckPreviousHighLevelState : AINPCPreviousHighLevelStateCheck
---@field state gamedataNPCHighLevelState
CheckPreviousHighLevelState = {}

---@return CheckPreviousHighLevelState
function CheckPreviousHighLevelState.new() return end

---@param props table
---@return CheckPreviousHighLevelState
function CheckPreviousHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function CheckPreviousHighLevelState:GetStateToCheck() return end

---@class CheckPuppetRagdollStateEvent : redEvent
CheckPuppetRagdollStateEvent = {}

---@return CheckPuppetRagdollStateEvent
function CheckPuppetRagdollStateEvent.new() return end

---@param props table
---@return CheckPuppetRagdollStateEvent
function CheckPuppetRagdollStateEvent.new(props) return end

---@class CheckQuestFact : AIbehaviorconditionScript
---@field questFactName CName
---@field comparedValue Int32
---@field comparator ECompareOp
CheckQuestFact = {}

---@return CheckQuestFact
function CheckQuestFact.new() return end

---@param props table
---@return CheckQuestFact
function CheckQuestFact.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckQuestFact:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckQuestFact:Check(context) return end

---@class CheckRagdollOutOfNavmeshTask : StatusEffectTasks
---@field outStatusArgument AIArgumentMapping
---@field outPositionStatusArgument AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
CheckRagdollOutOfNavmeshTask = {}

---@return CheckRagdollOutOfNavmeshTask
function CheckRagdollOutOfNavmeshTask.new() return end

---@param props table
---@return CheckRagdollOutOfNavmeshTask
function CheckRagdollOutOfNavmeshTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckRagdollOutOfNavmeshTask:Activate(context) return end

---@class CheckReaction : AIbehaviorconditionScript
---@field reactionToCompare gamedataOutput
CheckReaction = {}

---@return CheckReaction
function CheckReaction.new() return end

---@param props table
---@return CheckReaction
function CheckReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckReaction:Check(context) return end

---@class CheckReactionStimType : AIbehaviorconditionScript
---@field stimToCompare gamedataStimType
CheckReactionStimType = {}

---@return CheckReactionStimType
function CheckReactionStimType.new() return end

---@param props table
---@return CheckReactionStimType
function CheckReactionStimType.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckReactionStimType:Check(context) return end

---@class CheckReactionValueThreshold : AIbehaviorconditionScript
---@field reactionValue EReactionValue
CheckReactionValueThreshold = {}

---@return CheckReactionValueThreshold
function CheckReactionValueThreshold.new() return end

---@param props table
---@return CheckReactionValueThreshold
function CheckReactionValueThreshold.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckReactionValueThreshold:Check(context) return end

---@class CheckRemovedItemWithSlotActiveItem : gamePlayerScriptableSystemRequest
---@field itemID ItemID
CheckRemovedItemWithSlotActiveItem = {}

---@return CheckRemovedItemWithSlotActiveItem
function CheckRemovedItemWithSlotActiveItem.new() return end

---@param props table
---@return CheckRemovedItemWithSlotActiveItem
function CheckRemovedItemWithSlotActiveItem.new(props) return end

---@class CheckSpawningStrategy : PreventionConditionAbstract
---@field spawningStrategyToCompare AIArgumentMapping
---@field spawningStrategyToCompareAsInt Int32
---@field system PreventionSystem
---@field vehicle vehicleBaseObject
CheckSpawningStrategy = {}

---@return CheckSpawningStrategy
function CheckSpawningStrategy.new() return end

---@param props table
---@return CheckSpawningStrategy
function CheckSpawningStrategy.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckSpawningStrategy:Check(context) return end

---@class CheckStanceState : AINPCStanceStateCheck
---@field state gamedataNPCStanceState
CheckStanceState = {}

---@return CheckStanceState
function CheckStanceState.new() return end

---@param props table
---@return CheckStanceState
function CheckStanceState.new(props) return end

---@return gamedataNPCStanceState
function CheckStanceState:GetStateToCheck() return end

---@class CheckStatusEffect : AIStatusEffectCondition
---@field statusEffectID TweakDBID
CheckStatusEffect = {}

---@return CheckStatusEffect
function CheckStatusEffect.new() return end

---@param props table
---@return CheckStatusEffect
function CheckStatusEffect.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckStatusEffect:Check(context) return end

---@class CheckStatusEffectState : AIStatusEffectCondition
---@field statusEffectType gamedataStatusEffectType
---@field stateToCheck EstatusEffectsState
---@field topPrioStatusEffect gameStatusEffect
CheckStatusEffectState = {}

---@return CheckStatusEffectState
function CheckStatusEffectState.new() return end

---@param props table
---@return CheckStatusEffectState
function CheckStatusEffectState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckStatusEffectState:Check(context) return end

---@class CheckStimID : AIbehaviorconditionScript
CheckStimID = {}

---@class CheckStimRevealsInstigatorPosition : AIbehaviorconditionScript
---@field checkStimType Bool
---@field stimType gamedataStimType
CheckStimRevealsInstigatorPosition = {}

---@return CheckStimRevealsInstigatorPosition
function CheckStimRevealsInstigatorPosition.new() return end

---@param props table
---@return CheckStimRevealsInstigatorPosition
function CheckStimRevealsInstigatorPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckStimRevealsInstigatorPosition:Check(context) return end

---@class CheckStimTag : AIbehaviorconditionScript
---@field stimTagToCompare CName[]
CheckStimTag = {}

---@return CheckStimTag
function CheckStimTag.new() return end

---@param props table
---@return CheckStimTag
function CheckStimTag.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckStimTag:Check(context) return end

---@class CheckTargetInVehicle : AIbehaviorconditionScript
CheckTargetInVehicle = {}

---@return CheckTargetInVehicle
function CheckTargetInVehicle.new() return end

---@param props table
---@return CheckTargetInVehicle
function CheckTargetInVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckTargetInVehicle:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckTargetInVehicle:Check(context) return end

---@class CheckThreat : AIbehaviorconditionScript
---@field targetObjectMapping AIArgumentMapping
---@field targetThreat gameObject
CheckThreat = {}

---@return CheckThreat
function CheckThreat.new() return end

---@param props table
---@return CheckThreat
function CheckThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckThreat:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckThreat:Check(context) return end

---@class CheckTimestamp : AIbehaviorconditionScript
---@field validationTime Float
---@field timestampArgument CName
CheckTimestamp = {}

---@return CheckTimestamp
function CheckTimestamp.new() return end

---@param props table
---@return CheckTimestamp
function CheckTimestamp.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckTimestamp:Check(context) return end

---@class CheckUncontrolledMovementStatusEffectEvent : redEvent
CheckUncontrolledMovementStatusEffectEvent = {}

---@return CheckUncontrolledMovementStatusEffectEvent
function CheckUncontrolledMovementStatusEffectEvent.new() return end

---@param props table
---@return CheckUncontrolledMovementStatusEffectEvent
function CheckUncontrolledMovementStatusEffectEvent.new(props) return end

---@class CheckUnregisteredWeapon : AIItemHandlingCondition
---@field primaryItemArrayRecordTweakDBID TweakDBID[]
---@field secondaryItemArrayRecordTweakDBID TweakDBID[]
---@field transactionSystem gameTransactionSystem
---@field puppet ScriptedPuppet
---@field initialized Bool
CheckUnregisteredWeapon = {}

---@return CheckUnregisteredWeapon
function CheckUnregisteredWeapon.new() return end

---@param props table
---@return CheckUnregisteredWeapon
function CheckUnregisteredWeapon.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CheckUnregisteredWeapon:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckUnregisteredWeapon:Check(context) return end

---@class CheckUpperBodyState : AINPCUpperBodyStateCheck
---@field state gamedataNPCUpperBodyState
CheckUpperBodyState = {}

---@return CheckUpperBodyState
function CheckUpperBodyState.new() return end

---@param props table
---@return CheckUpperBodyState
function CheckUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function CheckUpperBodyState:GetStateToCheck() return end

---@class CheckVectorIsValid : AIbehaviorconditionScript
---@field actionTweakIDMapping AIArgumentMapping
---@field value Vector4
CheckVectorIsValid = {}

---@return CheckVectorIsValid
function CheckVectorIsValid.new() return end

---@param props table
---@return CheckVectorIsValid
function CheckVectorIsValid.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckVectorIsValid:Check(context) return end

---@class CheckVehicleVelocityForStimsEvent : redEvent
CheckVehicleVelocityForStimsEvent = {}

---@return CheckVehicleVelocityForStimsEvent
function CheckVehicleVelocityForStimsEvent.new() return end

---@param props table
---@return CheckVehicleVelocityForStimsEvent
function CheckVehicleVelocityForStimsEvent.new(props) return end

---@class CheckWoundedStatusEffectState : AIStatusEffectCondition
---@field stateToCheck EstatusEffectsState
CheckWoundedStatusEffectState = {}

---@return CheckWoundedStatusEffectState
function CheckWoundedStatusEffectState.new() return end

---@param props table
---@return CheckWoundedStatusEffectState
function CheckWoundedStatusEffectState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CheckWoundedStatusEffectState:Check(context) return end

---@class ChestPress : InteractiveDevice
---@field animFeatureData AnimFeature_ChestPress
---@field animFeatureDataName CName
ChestPress = {}

---@return ChestPress
function ChestPress.new() return end

---@param props table
---@return ChestPress
function ChestPress.new(props) return end

---@param evt ChestPressWeightHack
---@return Bool
function ChestPress:OnChestPressWeightHack(evt) return end

---@param evt E3Hack_QuestPlayAnimationKillNPC
---@return Bool
function ChestPress:OnE3Hack_QuestPlayAnimationKillNPC(evt) return end

---@param evt E3Hack_QuestPlayAnimationWeightLift
---@return Bool
function ChestPress:OnE3Hack_QuestPlayAnimationWeightLift(evt) return end

---@return Bool
function ChestPress:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ChestPress:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ChestPress:OnTakeControl(ri) return end

---@return EGameplayRole
function ChestPress:DeterminGameplayRole() return end

---@return ChestPressController
function ChestPress:GetController() return end

---@return ChestPressControllerPS
function ChestPress:GetDevicePS() return end

---@class ChestPressController : ScriptableDeviceComponent
ChestPressController = {}

---@return ChestPressController
function ChestPressController.new() return end

---@param props table
---@return ChestPressController
function ChestPressController.new(props) return end

---@return ChestPressControllerPS
function ChestPressController:GetPS() return end

---@class ChestPressControllerPS : ScriptableDeviceComponentPS
---@field chestPressSkillChecks EngDemoContainer
---@field factOnQHack CName
---@field wasWeighHacked Bool
ChestPressControllerPS = {}

---@return ChestPressControllerPS
function ChestPressControllerPS.new() return end

---@param props table
---@return ChestPressControllerPS
function ChestPressControllerPS.new(props) return end

---@return ChestPressWeightHack
function ChestPressControllerPS:ActionChestPressWeightHack() return end

---@return E3Hack_QuestPlayAnimationKillNPC
function ChestPressControllerPS:ActionE3Hack_QuestPlayAnimationKillNPC() return end

---@return E3Hack_QuestPlayAnimationWeightLift
function ChestPressControllerPS:ActionE3Hack_QuestPlayAnimationWeightLift() return end

---@return Bool
function ChestPressControllerPS:CanCreateAnyQuickHackActions() return end

function ChestPressControllerPS:GameAttached() return end

---@return CName
function ChestPressControllerPS:GetFactOnQHack() return end

---@param actionName CName|string
---@return gamedeviceAction
function ChestPressControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ChestPressControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ChestPressControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function ChestPressControllerPS:GetSkillCheckContainerForSetup() return end

---@param evt ChestPressWeightHack
---@return EntityNotificationType
function ChestPressControllerPS:OnChestPressWeightHack(evt) return end

---@param evt E3Hack_QuestPlayAnimationKillNPC
---@return EntityNotificationType
function ChestPressControllerPS:OnE3Hack_QuestPlayAnimationKillNPC(evt) return end

---@param evt E3Hack_QuestPlayAnimationWeightLift
---@return EntityNotificationType
function ChestPressControllerPS:OnE3Hack_QuestPlayAnimationWeightLift(evt) return end

function ChestPressControllerPS:PushPersistentData() return end

---@class ChestPressWeightHack : ActionBool
ChestPressWeightHack = {}

---@return ChestPressWeightHack
function ChestPressWeightHack.new() return end

---@param props table
---@return ChestPressWeightHack
function ChestPressWeightHack.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ChestPressWeightHack.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ChestPressWeightHack.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function ChestPressWeightHack.IsContextValid(context) return end

---@return gamedataChoiceCaptionIconPart_Record
function ChestPressWeightHack:GetInteractionIcon() return end

function ChestPressWeightHack:SetProperties() return end

---@class ChimeraComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field ownerId entEntityID
---@field player PlayerPuppet
---@field statPoolSystem gameStatPoolsSystem
---@field npcDeathCollisionComponent entSimpleColliderComponent
---@field targetingBody gameTargetingComponent
---@field healthListener ChimeraHealthChangeListener
---@field defeatedOnAttach Bool
---@field weakspotComponent gameWeakspotComponent
---@field weakspots gameWeakspotObject[]
---@field weakspotsInvulnerable Bool
---@field weakspotsDelay gameDelayID
---@field targetTrackerComponent AITargetTrackerComponent
ChimeraComponent = {}

---@return ChimeraComponent
function ChimeraComponent.new() return end

---@param props table
---@return ChimeraComponent
function ChimeraComponent.new(props) return end

---@param evt entAudioEvent
---@return Bool
function ChimeraComponent:OnAudioEvent(evt) return end

---@param evt ChangeToPhase2DelayedEvent
---@return Bool
function ChimeraComponent:OnChangeToPhase2(evt) return end

---@param evt ChangeToPhase3DelayedEvent
---@return Bool
function ChimeraComponent:OnChangeToPhase3(evt) return end

---@param evt ChimeraWeakspotDelayedEvent
---@return Bool
function ChimeraComponent:OnChimeraWeakspotDelayedEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function ChimeraComponent:OnDeath(evt) return end

---@param evt EnableGasCloudDelayedEvent
---@return Bool
function ChimeraComponent:OnEnableGasCloud(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ChimeraComponent:OnRequestComponents(ri) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function ChimeraComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function ChimeraComponent:OnStatusEffectRemoved(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ChimeraComponent:OnTakeControl(ri) return end

function ChimeraComponent:ApplyPhase2() return end

function ChimeraComponent:ApplyPhase3() return end

function ChimeraComponent:DestroyAllWeakspots() return end

function ChimeraComponent:DisableAllHitShapes() return end

function ChimeraComponent:DisablePhase1HitShapes() return end

function ChimeraComponent:EnableGasCloud() return end

function ChimeraComponent:EnablePhase1HitShapes() return end

function ChimeraComponent:EnablePhase2HeadVulnerable() return end

function ChimeraComponent:EnablePhase2HitShapes() return end

---@return Bool
function ChimeraComponent:EnsureWeakspotsInitialized() return end

function ChimeraComponent:OnGameAttach() return end

function ChimeraComponent:OnGameDetach() return end

function ChimeraComponent:RemoveWeakspotsInvulnerable() return end

---@param value Float
function ChimeraComponent:SetPercentLifeForPhase(value) return end

function ChimeraComponent:SetWeakspotsInvulnerable() return end

---@param target NPCPuppet
---@param valueToSet Float
function ChimeraComponent:WithdrawHealthPercentage(target, valueToSet) return end

---@class ChimeraHealthChangeListener : gameCustomValueStatPoolsListener
---@field owner NPCPuppet
ChimeraHealthChangeListener = {}

---@return ChimeraHealthChangeListener
function ChimeraHealthChangeListener.new() return end

---@param props table
---@return ChimeraHealthChangeListener
function ChimeraHealthChangeListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ChimeraHealthChangeListener:CheckPhase(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ChimeraHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param owner NPCPuppet
function ChimeraHealthChangeListener:SetOwner(owner) return end

---@class ChimeraWeakspotDelayedEvent : redEvent
ChimeraWeakspotDelayedEvent = {}

---@return ChimeraWeakspotDelayedEvent
function ChimeraWeakspotDelayedEvent.new() return end

---@param props table
---@return ChimeraWeakspotDelayedEvent
function ChimeraWeakspotDelayedEvent.new(props) return end

---@class ChromaticAberrationAreaSettings : IAreaSettings
---@field chromaticAberrationEnabled Bool
---@field chromaticAberrationMargin Float
---@field chromaticAberrationSize Vector2
---@field chromaticAberrationExp Float
---@field subpixelDispersal Float
ChromaticAberrationAreaSettings = {}

---@return ChromaticAberrationAreaSettings
function ChromaticAberrationAreaSettings.new() return end

---@param props table
---@return ChromaticAberrationAreaSettings
function ChromaticAberrationAreaSettings.new(props) return end

---@class CityFluffMessageSelector : ScreenMessageSelector
---@field recordID TweakDBID
CityFluffMessageSelector = {}

---@return CityFluffMessageSelector
function CityFluffMessageSelector.new() return end

---@param props table
---@return CityFluffMessageSelector
function CityFluffMessageSelector.new(props) return end

---@return TweakDBID
function CityFluffMessageSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function CityFluffMessageSelector:SetRecordID(recordID) return end

---@class CityFluffScreenSelector : LCDScreenSelector
---@field recordID TweakDBID
CityFluffScreenSelector = {}

---@return CityFluffScreenSelector
function CityFluffScreenSelector.new() return end

---@param props table
---@return CityFluffScreenSelector
function CityFluffScreenSelector.new(props) return end

---@return TweakDBID
function CityFluffScreenSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function CityFluffScreenSelector:SetRecordID(recordID) return end

---@class CityLightSystem : gameScriptableSystem
---@field timeSystemCallbacks TimetableCallbackData[]
---@field fuses FuseData[]
---@field state ECLSForcedState
---@field forcedStateSource CName
---@field forcedStatesStack ForcedStateData[]
---@field weatherListener CLSWeatherListener
---@field turnOffLisenerID CName
---@field turnOnLisenerID CName
---@field resetLisenerID CName
---@field weatherCallbackId Uint32
CityLightSystem = {}

---@return CityLightSystem
function CityLightSystem.new() return end

---@param props table
---@return CityLightSystem
function CityLightSystem.new(props) return end

---@return Int32
function CityLightSystem.GetMaxNotificationsPerFrame() return end

---@param state ECLSForcedState
---@param sourceName CName|string
---@param priority EPriority
---@param savable Bool
---@return Bool
function CityLightSystem:AddForcedStateRequest(state, sourceName, priority, savable) return end

---@param requesterData PSOwnerData
---@param timeTable SDeviceTimetableEntry[]
---@param lights Int32
---@return Int32
function CityLightSystem:AddFuse(requesterData, timeTable, lights) return end

---@param requesterData PSOwnerData
---@param timeTable SDeviceTimetableEntry[]
---@param lights Int32
function CityLightSystem:AddTimeTableCallbacks(requesterData, timeTable, lights) return end

function CityLightSystem:EvaluateForcedStatesStack() return end

---@param fuse FuseData
---@return Bool, SDeviceTimetableEntry
function CityLightSystem:GetActiveTimeTableEntry(fuse) return end

---@param fuse FuseData
---@return Int32
function CityLightSystem:GetActiveTimeTableEntryID(fuse) return end

---@return TimetableCallbackData[]
function CityLightSystem:GetCallbacks() return end

---@return GameTime
function CityLightSystem:GetCurrentTime() return end

---@param fuseID Int32
---@param fuseData FuseData
---@return Bool
function CityLightSystem:GetFuse(fuseID, fuseData) return end

---@param id gamePersistentID
---@return Int32
function CityLightSystem:GetFuseID(id) return end

---@param requesterData PSOwnerData
---@return Int32
function CityLightSystem:GetFuseID(requesterData) return end

---@param id gamePersistentID
---@return EDeviceStatus
function CityLightSystem:GetFuseStateByID(id) return end

---@return Int32
function CityLightSystem:GetFusesCount() return end

---@return Int32
function CityLightSystem:GetLightsCount() return end

---@return ECLSForcedState
function CityLightSystem:GetState() return end

---@param time SSimpleGameTime
---@return TimetableCallbackData
function CityLightSystem:GetTimeTableCallback(time) return end

---@param requesterData PSOwnerData
---@return Bool, Int32
function CityLightSystem:HasFuse(requesterData) return end

function CityLightSystem:InitializeDebugButtons() return end

---@param data ForcedStateData
---@return Bool
function CityLightSystem:IsForcedRequestSavable(data) return end

---@param time1 SSimpleGameTime
---@param time2 SSimpleGameTime
---@return Bool
function CityLightSystem:IsTimeTheSame(time1, time2) return end

---@param callbackData TimetableCallbackData
function CityLightSystem:NotifyRecipients(callbackData) return end

---@param callbackData TimetableCallbackData
function CityLightSystem:NotifyRecipientsOnRegistration(callbackData) return end

function CityLightSystem:OnAttach() return end

---@param request gameSDOClickedRequest
function CityLightSystem:OnDebugButtonClicked(request) return end

function CityLightSystem:OnDetach() return end

---@param request ForceCLSStateRequest
function CityLightSystem:OnForceCLSStateRequest(request) return end

---@param request NotifyRecipientsRequest
function CityLightSystem:OnNotifyRecipientsrequest(request) return end

---@param request RegisterTimetableRequest
function CityLightSystem:OnRegisterTimetableRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function CityLightSystem:OnRestored(saveVersion, gameVersion) return end

---@param request TimeTableCallbackRequest
function CityLightSystem:OnTimeTableCallbackRequest(request) return end

---@param callbackData TimetableCallbackData
function CityLightSystem:RegisterTimetableCallback(callbackData) return end

---@param sourceName CName|string
---@return Bool
function CityLightSystem:RemoveForcedStateRequestForSource(sourceName) return end

function CityLightSystem:ResolveForcedStatesStackOnLoad() return end

---@param data RecipientData
function CityLightSystem:SendDeviceTimetableEvent(data) return end

---@param fuse FuseData
---@param state ECLSForcedState
function CityLightSystem:SendForceStateDeviceTimetableEvent(fuse, state) return end

---@param recipients RecipientData[]
---@param time GameTime
function CityLightSystem:SendNotificationByRequest(recipients, time) return end

---@param recipients RecipientData[]
---@param time GameTime
function CityLightSystem:SendNotificationToRecipients(recipients, time) return end

---@param recipient RecipientData
---@param callbackTime GameTime
---@return Bool
function CityLightSystem:ShouldNotifyRecipient(recipient, callbackTime) return end

---@param fuses FuseData[]
function CityLightSystem:ShowDebug_fuses(fuses) return end

function CityLightSystem:ShowDebug_state() return end

function CityLightSystem:UninitializeDebugButtons() return end

function CityLightSystem:UpdateCLSForcedState() return end

---@class CityLightSystemUpdateEvent : redEvent
CityLightSystemUpdateEvent = {}

---@return CityLightSystemUpdateEvent
function CityLightSystemUpdateEvent.new() return end

---@param props table
---@return CityLightSystemUpdateEvent
function CityLightSystemUpdateEvent.new(props) return end

---@class ClaymoreMine : gameweaponObject
---@field visualComponent entMeshComponent
---@field triggerAreaIndicator entMeshComponent
---@field shootCollision entSimpleColliderComponent
---@field triggerComponent gameStaticTriggerAreaComponent
---@field alive Bool
---@field armed Bool
ClaymoreMine = {}

---@return ClaymoreMine
function ClaymoreMine.new() return end

---@param props table
---@return ClaymoreMine
function ClaymoreMine.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function ClaymoreMine:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function ClaymoreMine:OnAreaExit(evt) return end

---@param evt MineArmEvent
---@return Bool
function ClaymoreMine:OnArmed(evt) return end

---@return Bool
function ClaymoreMine:OnGameAttached() return end

---@param evt gameeventsHitEvent
---@return Bool
function ClaymoreMine:OnHit(evt) return end

---@param evt PlaceMineEvent
---@return Bool
function ClaymoreMine:OnMinePlace(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function ClaymoreMine:OnProjectileInitialize(eventData) return end

---@param evt MineDespawnEvent
---@return Bool
function ClaymoreMine:OnRelease(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ClaymoreMine:OnRequestComponents(ri) return end

---@param evt gameScanningEvent
---@return Bool
function ClaymoreMine:OnScanningEvent(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function ClaymoreMine:OnScanningLookedAt(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ClaymoreMine:OnTakeControl(ri) return end

function ClaymoreMine:AdjustRotation() return end

function ClaymoreMine:Explode() return end

---@param visible Bool
function ClaymoreMine:ToggleTriggerAreaIndicator(visible) return end

---@class CleanEnvironmentalHazardEvent : redEvent
---@field stimEvent senseStimuliEvent
CleanEnvironmentalHazardEvent = {}

---@return CleanEnvironmentalHazardEvent
function CleanEnvironmentalHazardEvent.new() return end

---@param props table
---@return CleanEnvironmentalHazardEvent
function CleanEnvironmentalHazardEvent.new(props) return end

---@class CleanPasswordEvent : redEvent
CleanPasswordEvent = {}

---@return CleanPasswordEvent
function CleanPasswordEvent.new() return end

---@param props table
---@return CleanPasswordEvent
function CleanPasswordEvent.new(props) return end

---@class CleanUpThrownNPCNearbyCrowdNPCs : redEvent
CleanUpThrownNPCNearbyCrowdNPCs = {}

---@return CleanUpThrownNPCNearbyCrowdNPCs
function CleanUpThrownNPCNearbyCrowdNPCs.new() return end

---@param props table
---@return CleanUpThrownNPCNearbyCrowdNPCs
function CleanUpThrownNPCNearbyCrowdNPCs.new(props) return end

---@class CleanUpTimeDilationEvent : redEvent
---@field reason CName
CleanUpTimeDilationEvent = {}

---@return CleanUpTimeDilationEvent
function CleanUpTimeDilationEvent.new() return end

---@param props table
---@return CleanUpTimeDilationEvent
function CleanUpTimeDilationEvent.new(props) return end

---@class CleaningMachine : BasicDistractionDevice
CleaningMachine = {}

---@return CleaningMachine
function CleaningMachine.new() return end

---@param props table
---@return CleaningMachine
function CleaningMachine.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function CleaningMachine:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function CleaningMachine:OnTakeControl(ri) return end

---@return CleaningMachineController
function CleaningMachine:GetController() return end

---@return CleaningMachineControllerPS
function CleaningMachine:GetDevicePS() return end

---@class CleaningMachineController : BasicDistractionDeviceController
CleaningMachineController = {}

---@return CleaningMachineController
function CleaningMachineController.new() return end

---@param props table
---@return CleaningMachineController
function CleaningMachineController.new(props) return end

---@return CleaningMachineControllerPS
function CleaningMachineController:GetPS() return end

---@class CleaningMachineControllerPS : BasicDistractionDeviceControllerPS
---@field cleaningMachineSkillChecks EngDemoContainer
CleaningMachineControllerPS = {}

---@return CleaningMachineControllerPS
function CleaningMachineControllerPS.new() return end

---@param props table
---@return CleaningMachineControllerPS
function CleaningMachineControllerPS.new(props) return end

function CleaningMachineControllerPS:GameAttached() return end

---@return BaseSkillCheckContainer
function CleaningMachineControllerPS:GetSkillCheckContainerForSetup() return end

---@class ClearAllDevPointsRequest : gamePlayerScriptableSystemRequest
ClearAllDevPointsRequest = {}

---@return ClearAllDevPointsRequest
function ClearAllDevPointsRequest.new() return end

---@param props table
---@return ClearAllDevPointsRequest
function ClearAllDevPointsRequest.new(props) return end

---@param _owner gameObject
function ClearAllDevPointsRequest:Set(_owner) return end

---@class ClearAllRevealRequestsEvent : redEvent
ClearAllRevealRequestsEvent = {}

---@return ClearAllRevealRequestsEvent
function ClearAllRevealRequestsEvent.new() return end

---@param props table
---@return ClearAllRevealRequestsEvent
function ClearAllRevealRequestsEvent.new(props) return end

---@class ClearAllWeaponSlotsRequest : gamePlayerScriptableSystemRequest
ClearAllWeaponSlotsRequest = {}

---@return ClearAllWeaponSlotsRequest
function ClearAllWeaponSlotsRequest.new() return end

---@param props table
---@return ClearAllWeaponSlotsRequest
function ClearAllWeaponSlotsRequest.new(props) return end

---@class ClearAnimFeatureCarryEvent : redEvent
ClearAnimFeatureCarryEvent = {}

---@return ClearAnimFeatureCarryEvent
function ClearAnimFeatureCarryEvent.new() return end

---@param props table
---@return ClearAnimFeatureCarryEvent
function ClearAnimFeatureCarryEvent.new(props) return end

---@class ClearArgumentObject : SetArguments
ClearArgumentObject = {}

---@return ClearArgumentObject
function ClearArgumentObject.new() return end

---@param props table
---@return ClearArgumentObject
function ClearArgumentObject.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ClearArgumentObject:Activate(context) return end

---@return String
function ClearArgumentObject:GetEditorSubCaption() return end

---@class ClearBeingNoticedBB : redEvent
ClearBeingNoticedBB = {}

---@return ClearBeingNoticedBB
function ClearBeingNoticedBB.new() return end

---@param props table
---@return ClearBeingNoticedBB
function ClearBeingNoticedBB.new(props) return end

---@class ClearBraindancePauseRequest : gameScriptableSystemRequest
ClearBraindancePauseRequest = {}

---@return ClearBraindancePauseRequest
function ClearBraindancePauseRequest.new() return end

---@param props table
---@return ClearBraindancePauseRequest
function ClearBraindancePauseRequest.new(props) return end

---@class ClearBraindanceStateRequest : gameScriptableSystemRequest
ClearBraindanceStateRequest = {}

---@return ClearBraindanceStateRequest
function ClearBraindanceStateRequest.new() return end

---@param props table
---@return ClearBraindanceStateRequest
function ClearBraindanceStateRequest.new(props) return end

---@class ClearCombatTarget : AIbehaviortaskScript
ClearCombatTarget = {}

---@return ClearCombatTarget
function ClearCombatTarget.new() return end

---@param props table
---@return ClearCombatTarget
function ClearCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ClearCombatTarget:Activate(context) return end

---@class ClearCustomObjectDescriptionEvent : redEvent
ClearCustomObjectDescriptionEvent = {}

---@return ClearCustomObjectDescriptionEvent
function ClearCustomObjectDescriptionEvent.new() return end

---@param props table
---@return ClearCustomObjectDescriptionEvent
function ClearCustomObjectDescriptionEvent.new(props) return end

---@return String
function ClearCustomObjectDescriptionEvent:GetFriendlyDescription() return end

---@class ClearEquipmentRequest : gamePlayerScriptableSystemRequest
ClearEquipmentRequest = {}

---@return ClearEquipmentRequest
function ClearEquipmentRequest.new() return end

---@param props table
---@return ClearEquipmentRequest
function ClearEquipmentRequest.new(props) return end

---@class ClearFearOnHitEvent : redEvent
ClearFearOnHitEvent = {}

---@return ClearFearOnHitEvent
function ClearFearOnHitEvent.new() return end

---@param props table
---@return ClearFearOnHitEvent
function ClearFearOnHitEvent.new(props) return end

---@class ClearHitStimEvent : redEvent
ClearHitStimEvent = {}

---@return ClearHitStimEvent
function ClearHitStimEvent.new() return end

---@param props table
---@return ClearHitStimEvent
function ClearHitStimEvent.new(props) return end

---@class ClearItemAppearanceEvent : redEvent
---@field itemID ItemID
ClearItemAppearanceEvent = {}

---@return ClearItemAppearanceEvent
function ClearItemAppearanceEvent.new() return end

---@param props table
---@return ClearItemAppearanceEvent
function ClearItemAppearanceEvent.new(props) return end

---@class ClearItemAppearanceTaskData : gameScriptTaskData
---@field ts gameTransactionSystem
---@field area gamedataEquipmentArea
ClearItemAppearanceTaskData = {}

---@return ClearItemAppearanceTaskData
function ClearItemAppearanceTaskData.new() return end

---@param props table
---@return ClearItemAppearanceTaskData
function ClearItemAppearanceTaskData.new(props) return end

---@class ClearOutlinesRequestEvent : redEvent
ClearOutlinesRequestEvent = {}

---@return ClearOutlinesRequestEvent
function ClearOutlinesRequestEvent.new() return end

---@param props table
---@return ClearOutlinesRequestEvent
function ClearOutlinesRequestEvent.new(props) return end

---@class ClearPingedSquadRequest : gameScriptableSystemRequest
---@field squadName CName
ClearPingedSquadRequest = {}

---@return ClearPingedSquadRequest
function ClearPingedSquadRequest.new() return end

---@param props table
---@return ClearPingedSquadRequest
function ClearPingedSquadRequest.new(props) return end

---@class ClearPreventionSystemLocks : gameScriptableSystemRequest
ClearPreventionSystemLocks = {}

---@return ClearPreventionSystemLocks
function ClearPreventionSystemLocks.new() return end

---@param props table
---@return ClearPreventionSystemLocks
function ClearPreventionSystemLocks.new(props) return end

---@class ClearSubCharacterRequest : gameScriptableSystemRequest
ClearSubCharacterRequest = {}

---@return ClearSubCharacterRequest
function ClearSubCharacterRequest.new() return end

---@param props table
---@return ClearSubCharacterRequest
function ClearSubCharacterRequest.new(props) return end

---@class ClearVisibilityInAnimSystemRequest : gameScriptableSystemRequest
---@field entityID entEntityID
ClearVisibilityInAnimSystemRequest = {}

---@return ClearVisibilityInAnimSystemRequest
function ClearVisibilityInAnimSystemRequest.new() return end

---@param props table
---@return ClearVisibilityInAnimSystemRequest
function ClearVisibilityInAnimSystemRequest.new(props) return end

---@class ClimbDecisions : LocomotionGroundDecisions
---@field stateBodyDone Bool
ClimbDecisions = {}

---@return ClimbDecisions
function ClimbDecisions.new() return end

---@param props table
---@return ClimbDecisions
function ClimbDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ClimbDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@return Bool
function ClimbDecisions:ForwardAngleTest(stateContext, scriptInterface, climbInfo) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@return Bool
function ClimbDecisions:OverlapFitTest(scriptInterface, climbInfo) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@param playerPosition Vector4
---@return Bool
function ClimbDecisions:TestClimbingPath(scriptInterface, climbInfo, playerPosition) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ClimbDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ClimbDecisions:ToStand(stateContext, scriptInterface) return end

---@class ClimbEvents : LocomotionGroundEvents
---@field ikHandEvents entIKTargetAddEvent[]
---@field shouldIkHands Bool
---@field framesDelayingAnimStart Int32
---@field climbedEntity entEntity
---@field playerCapsuleDimensions Vector4
ClimbEvents = {}

---@return ClimbEvents
function ClimbEvents.new() return end

---@param props table
---@return ClimbEvents
function ClimbEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:AddHandIK(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param handData worldgeometryHandIKDescriptionResult
---@param refUpVector Vector4
---@param ikChainName CName|string
---@param climbedEntity entEntity
function ClimbEvents:CreateIKConstraint(scriptInterface, handData, refUpVector, ikChainName, climbedEntity) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamestateMachineparameterTypeClimbParameters
function ClimbEvents:GetClimbParameter(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbEvents:RemoveHandIK(scriptInterface) return end

---@class ClimbLowGravityDecisions : LocomotionGroundDecisions
ClimbLowGravityDecisions = {}

---@return ClimbLowGravityDecisions
function ClimbLowGravityDecisions.new() return end

---@param props table
---@return ClimbLowGravityDecisions
function ClimbLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ClimbLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@return Bool
function ClimbLowGravityDecisions:OverlapFitTest(scriptInterface, climbInfo) return end

---@class ClimbLowGravityEvents : LocomotionGroundEvents
ClimbLowGravityEvents = {}

---@return ClimbLowGravityEvents
function ClimbLowGravityEvents.new() return end

---@param props table
---@return ClimbLowGravityEvents
function ClimbLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ClimbLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class CloseAd : ActionBool
CloseAd = {}

---@return CloseAd
function CloseAd.new() return end

---@param props table
---@return CloseAd
function CloseAd.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function CloseAd.IsDefaultConditionMet(device, context) return end

---@param buttonName String
---@param actions gamedeviceAction[]
function CloseAd:CreateActionWidgetPackage(buttonName, actions) return end

function CloseAd:SetProperties() return end

---@class CloseQHmenu : redEvent
CloseQHmenu = {}

---@return CloseQHmenu
function CloseQHmenu.new() return end

---@param props table
---@return CloseQHmenu
function CloseQHmenu.new(props) return end

---@class CloseSmsMessengerEvent : redEvent
CloseSmsMessengerEvent = {}

---@return CloseSmsMessengerEvent
function CloseSmsMessengerEvent.new() return end

---@param props table
---@return CloseSmsMessengerEvent
function CloseSmsMessengerEvent.new(props) return end

---@class ClothingSetController : BaseButtonView
---@field setName inkTextWidgetReference
---@field clothingSet gameClothingSet
---@field equipped Bool
---@field selected Bool
---@field defined Bool
---@field isHovered Bool
---@field hasChanges Bool
---@field disabled Bool
---@field styleWidget inkWidget
ClothingSetController = {}

---@return ClothingSetController
function ClothingSetController.new() return end

---@param props table
---@return ClothingSetController
function ClothingSetController.new(props) return end

---@return Bool
function ClothingSetController:OnInitialize() return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function ClothingSetController:ButtonStateChanged(oldState, newState) return end

---@return gameClothingSet
function ClothingSetController:GetClothingSet() return end

---@return Bool
function ClothingSetController:GetClothingSetChanged() return end

---@return Bool
function ClothingSetController:GetDefined() return end

---@return Bool
function ClothingSetController:GetEquipped() return end

---@return Bool
function ClothingSetController:IsDisabled() return end

---@return Bool
function ClothingSetController:IsHovered() return end

---@param clothingSet gameClothingSet
---@param showName Bool
function ClothingSetController:SetClothingSet(clothingSet, showName) return end

---@param changed Bool
function ClothingSetController:SetClothingSetChanged(changed) return end

---@param defined Bool
function ClothingSetController:SetDefined(defined) return end

---@param disabled Bool
function ClothingSetController:SetDisabled(disabled) return end

---@param equipped Bool
function ClothingSetController:SetEquipped(equipped) return end

---@param selected Bool
function ClothingSetController:SetSelected(selected) return end

---@param slotNumber Int32
function ClothingSetController:UpdateNumbering(slotNumber) return end

function ClothingSetController:UpdateVisualState() return end

---@class ClothingSetIconButton : BaseButtonView
---@field setIcon inkImageWidgetReference
---@field currentIconFrame inkWidgetReference
---@field iconID TweakDBID
ClothingSetIconButton = {}

---@return ClothingSetIconButton
function ClothingSetIconButton.new() return end

---@param props table
---@return ClothingSetIconButton
function ClothingSetIconButton.new(props) return end

---@return Bool
function ClothingSetIconButton:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function ClothingSetIconButton:OnSetIconClick(e) return end

---@return Bool
function ClothingSetIconButton:OnUninitialize() return end

---@param iconID TweakDBID|string
---@param choosen Bool
function ClothingSetIconButton:SetIcon(iconID, choosen) return end

---@class ClothingSetIconsPopup : gameuiWidgetGameController
---@field iconGrid inkWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field data ClothingSetIconsPopupData
---@field libraryPath inkWidgetLibraryReference
ClothingSetIconsPopup = {}

---@return ClothingSetIconsPopup
function ClothingSetIconsPopup.new() return end

---@param props table
---@return ClothingSetIconsPopup
function ClothingSetIconsPopup.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function ClothingSetIconsPopup:OnHandlePressInput(evt) return end

---@return Bool
function ClothingSetIconsPopup:OnInitialize() return end

---@param e SetIconSelectEvent
---@return Bool
function ClothingSetIconsPopup:OnSetIconClick(e) return end

---@return Bool
function ClothingSetIconsPopup:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function ClothingSetIconsPopup:AddButtonHints(actionName, label) return end

---@param success Bool
---@param iconID TweakDBID|string
function ClothingSetIconsPopup:Close(success, iconID) return end

---@param iconIDs TweakDBID[]|string[]
function ClothingSetIconsPopup:FillIconGrid(iconIDs) return end

function ClothingSetIconsPopup:SetButtonHints() return end

---@class ClothingSetIconsPopupData : inkGameNotificationData
---@field IconID TweakDBID
---@field IconChanged Bool
---@field IconIDs TweakDBID[]
ClothingSetIconsPopupData = {}

---@return ClothingSetIconsPopupData
function ClothingSetIconsPopupData.new() return end

---@param props table
---@return ClothingSetIconsPopupData
function ClothingSetIconsPopupData.new(props) return end

---@class CloudAreaSettings : IAreaSettings
---@field cloudSunShadowFaloff curveData
---@field cloudSunScattering curveData
---@field cloudMoonScattering curveData
---@field cloudLightColor curveData
---@field cloudAmbientIntensity curveData
---@field cloudCirrusOpacity curveData
---@field cloudCirrusScale curveData
---@field cloudCirrusAltitude curveData
---@field cloudCirrusTexture CBitmapTexture
---@field volWeatherTexture CBitmapTexture
---@field volNoiseTexture CBitmapTexture
---@field volHorizonCoverage Float
---@field volCoverage curveData
---@field volDensity curveData
---@field cloudsBottom Float
---@field cloudsTop Float
---@field rayStartOffset Float
---@field rayStartFalloff Float
---@field lightIntensity curveData
---@field reflectionProbeLightIntensity curveData
---@field shadowIntensity curveData
---@field worldShadowIntensity curveData
---@field ambientIntensity curveData
---@field ambientOutscatter curveData
---@field inScatter Float
---@field outScatter Float
---@field inVsOutScatter Float
---@field silverLining Float
---@field volCoverageWindInfluence Float
---@field volNoiseWindInfluence Float
---@field volDetailWindInfluence Float
---@field volDistantFogOpacity Float
---@field volCoverageOffset Vector2
CloudAreaSettings = {}

---@return CloudAreaSettings
function CloudAreaSettings.new() return end

---@param props table
---@return CloudAreaSettings
function CloudAreaSettings.new(props) return end

---@class ClueLockNotification : HUDManagerRequest
---@field isLocked Bool
ClueLockNotification = {}

---@return ClueLockNotification
function ClueLockNotification.new() return end

---@param props table
---@return ClueLockNotification
function ClueLockNotification.new(props) return end

---@class CluePSData : IScriptable
---@field id Int32
---@field isEnabled Bool
---@field wasInspected Bool
---@field isScanned Bool
---@field conclusionQuestState EConclusionQuestState
CluePSData = {}

---@return CluePSData
function CluePSData.new() return end

---@param props table
---@return CluePSData
function CluePSData.new(props) return end

---@return EConclusionQuestState
function CluePSData:GetConclusionState() return end

---@return Int32
function CluePSData:GetID() return end

---@return Bool
function CluePSData:IsEnabled() return end

---@return Bool
function CluePSData:IsScanned() return end

---@param state EConclusionQuestState
function CluePSData:SetConclusionState(state) return end

---@param id Int32
---@param isEnabled Bool
---@param wasInspected Bool
---@param isScanned Bool
---@param conclusionQuestState EConclusionQuestState
function CluePSData:SetupData(id, isEnabled, wasInspected, isScanned, conclusionQuestState) return end

---@return Bool
function CluePSData:WasInspected() return end

---@class ClueRecordData
---@field clueRecord TweakDBID
---@field percentage Float
---@field facts SFactOperationData[]
---@field wasInspected Bool
ClueRecordData = {}

---@return ClueRecordData
function ClueRecordData.new() return end

---@param props table
---@return ClueRecordData
function ClueRecordData.new(props) return end

---@class ClueScannedEvent : redEvent
---@field clueIndex Int32
---@field requesterID entEntityID
ClueScannedEvent = {}

---@return ClueScannedEvent
function ClueScannedEvent.new() return end

---@param props table
---@return ClueScannedEvent
function ClueScannedEvent.new(props) return end

---@class ClueStatusNotification : HUDManagerRequest
---@field isClue Bool
---@field clueGroupID CName
ClueStatusNotification = {}

---@return ClueStatusNotification
function ClueStatusNotification.new() return end

---@param props table
---@return ClueStatusNotification
function ClueStatusNotification.new(props) return end

---@class Coder : BasicDistractionDevice
Coder = {}

---@return Coder
function Coder.new() return end

---@param props table
---@return Coder
function Coder.new(props) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Coder:OnTakeControl(ri) return end

---@return CoderController
function Coder:GetController() return end

---@return CoderControllerPS
function Coder:GetDevicePS() return end

---@class CoderController : ScriptableDeviceComponent
CoderController = {}

---@return CoderController
function CoderController.new() return end

---@param props table
---@return CoderController
function CoderController.new(props) return end

---@return CoderControllerPS
function CoderController:GetPS() return end

---@class CoderControllerPS : BasicDistractionDeviceControllerPS
---@field providedAuthorizationLevel ESecurityAccessLevel
CoderControllerPS = {}

---@return CoderControllerPS
function CoderControllerPS.new() return end

---@param props table
---@return CoderControllerPS
function CoderControllerPS.new(props) return end

---@param isForced Bool
---@return AuthorizeUser
function CoderControllerPS:ActionAuthorizeUser(isForced) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function CoderControllerPS:GetActions(context) return end

---@return TweakDBID
function CoderControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function CoderControllerPS:GetDeviceIconTweakDBID() return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function CoderControllerPS:OnAuthorizeUser(evt) return end

---@class CodexAddRecordRequest : gameScriptableSystemRequest
---@field codexRecordID TweakDBID
CodexAddRecordRequest = {}

---@return CodexAddRecordRequest
function CodexAddRecordRequest.new() return end

---@param props table
---@return CodexAddRecordRequest
function CodexAddRecordRequest.new(props) return end

---@class CodexBaseGameController : gameuiMenuGameController
CodexBaseGameController = {}

---@return CodexBaseGameController
function CodexBaseGameController.new() return end

---@param props table
---@return CodexBaseGameController
function CodexBaseGameController.new(props) return end

---@class CodexEntryData : GenericCodexEntryData
---@field category Int32
---@field imageType CodexImageType
CodexEntryData = {}

---@return CodexEntryData
function CodexEntryData.new() return end

---@param props table
---@return CodexEntryData
function CodexEntryData.new(props) return end

---@class CodexEntrySelectedEvent : redEvent
---@field hash Uint32
CodexEntrySelectedEvent = {}

---@return CodexEntrySelectedEvent
function CodexEntrySelectedEvent.new() return end

---@param props table
---@return CodexEntrySelectedEvent
function CodexEntrySelectedEvent.new(props) return end

---@class CodexEntryViewController : inkWidgetLogicController
---@field titleText inkTextWidgetReference
---@field descriptionText inkTextWidgetReference
---@field imageWidget inkImageWidgetReference
---@field imageWidgetFallback inkWidgetReference
---@field imageWidgetWrapper inkWidgetReference
---@field expansionWidget inkWidgetReference
---@field scrollWidget inkWidgetReference
---@field contentWrapper inkWidgetReference
---@field noEntrySelectedWidget inkWidgetReference
---@field data GenericCodexEntryData
---@field scroll inkScrollController
CodexEntryViewController = {}

---@return CodexEntryViewController
function CodexEntryViewController.new() return end

---@param props table
---@return CodexEntryViewController
function CodexEntryViewController.new(props) return end

---@param evt inkCallbackData
---@return Bool
function CodexEntryViewController:OnIconCallback(evt) return end

---@return Bool
function CodexEntryViewController:OnInitialize() return end

---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function CodexEntryViewController:Refresh(inputDevice, inputScheme) return end

---@param data GenericCodexEntryData
---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function CodexEntryViewController:ShowEntry(data, inputDevice, inputScheme) return end

---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function CodexEntryViewController:UpdateDescription(inputDevice, inputScheme) return end

---@class CodexFilterButtonClicked : redEvent
---@field category CodexCategoryType
---@field toggled Bool
CodexFilterButtonClicked = {}

---@return CodexFilterButtonClicked
function CodexFilterButtonClicked.new() return end

---@param props table
---@return CodexFilterButtonClicked
function CodexFilterButtonClicked.new(props) return end

---@class CodexFilterButtonController : inkWidgetLogicController
---@field root inkWidgetReference
---@field image inkImageWidgetReference
---@field category CodexCategoryType
---@field toggled Bool
---@field hovered Bool
CodexFilterButtonController = {}

---@return CodexFilterButtonController
function CodexFilterButtonController.new() return end

---@param props table
---@return CodexFilterButtonController
function CodexFilterButtonController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CodexFilterButtonController:OnClicked(e) return end

---@param e inkPointerEvent
---@return Bool
function CodexFilterButtonController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function CodexFilterButtonController:OnHoverOver(e) return end

---@return Bool
function CodexFilterButtonController:OnInitialize() return end

---@param category CodexCategoryType
function CodexFilterButtonController:Setup(category) return end

---@param selectedCategory CodexCategoryType
function CodexFilterButtonController:UpdateSelectedCategory(selectedCategory) return end

function CodexFilterButtonController:UpdateState() return end

---@class CodexForceSelectionEvent : redEvent
---@field selectionIndex Int32
---@field hash Int32
CodexForceSelectionEvent = {}

---@return CodexForceSelectionEvent
function CodexForceSelectionEvent.new() return end

---@param props table
---@return CodexForceSelectionEvent
function CodexForceSelectionEvent.new(props) return end

---@class CodexGameController : gameuiMenuGameController
---@field buttonHintsManagerRef inkWidgetReference
---@field entryViewRef inkCompoundWidgetReference
---@field characterEntryViewRef inkCompoundWidgetReference
---@field noEntrySelectedWidget inkWidgetReference
---@field virtualList inkWidgetReference
---@field emptyPlaceholderRef inkWidgetReference
---@field leftBlockControllerRef inkWidgetReference
---@field filtersContainer inkCompoundWidgetReference
---@field journalManager gameJournalManager
---@field buttonHintsController ButtonHints
---@field menuEventDispatcher inkMenuEventDispatcher
---@field listController CodexListVirtualNestedListController
---@field entryViewController CodexEntryViewController
---@field characterEntryViewController CodexEntryViewController
---@field player PlayerPuppet
---@field activeData CodexListSyncData
---@field selectedData CodexEntryData
---@field userDataEntry Int32
---@field doubleInputPreventionFlag Bool
---@field filtersControllers CodexFilterButtonController[]
---@field onInputDeviceChangedCallbackID redCallbackObject
CodexGameController = {}

---@return CodexGameController
function CodexGameController.new() return end

---@param props table
---@return CodexGameController
function CodexGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function CodexGameController:OnBack(userData) return end

---@param e CodexFilterButtonClicked
---@return Bool
function CodexGameController:OnCodexFilterButtonClicked(e) return end

---@param evt CodexForceSelectionEvent
---@return Bool
function CodexGameController:OnCodexForceSelectionEvent(evt) return end

---@param evt CodexSelectedEvent
---@return Bool
function CodexGameController:OnEntryActivated(evt) return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function CodexGameController:OnEntryVisitedUpdate(entryHash, className, notifyOption, changeType) return end

---@return Bool
function CodexGameController:OnInitialize() return end

---@param value Uint32
---@return Bool
function CodexGameController:OnInputDeviceChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function CodexGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function CodexGameController:OnPlayerDetach(playerPuppet) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function CodexGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function CodexGameController:OnSetUserData(userData) return end

---@return Bool
function CodexGameController:OnUninitialize() return end

---@param hash Int32
---@return Int32
function CodexGameController:FindItem(hash) return end

---@param idx Uint32
function CodexGameController:ForceSelectIndex(idx) return end

function CodexGameController:HideNodataWarning() return end

function CodexGameController:PopulateData() return end

function CodexGameController:RefreshButtonHints() return end

function CodexGameController:SelectEntry() return end

function CodexGameController:SetupFilterButtons() return end

function CodexGameController:ShowNodataWarning() return end

---@class CodexImageButton : CodexListItemController
---@field image inkImageWidgetReference
---@field border inkImageWidgetReference
---@field translateOnSelect inkWidgetReference
---@field selectTranslationX Float
CodexImageButton = {}

---@return CodexImageButton
function CodexImageButton.new() return end

---@param props table
---@return CodexImageButton
function CodexImageButton.new(props) return end

---@param value IScriptable
---@return Bool
function CodexImageButton:OnDataChanged(value) return end

---@return Bool
function CodexImageButton:OnInitialize() return end

---@param target inkListItemController
---@return Bool
function CodexImageButton:OnToggledOff(target) return end

---@param target inkListItemController
---@return Bool
function CodexImageButton:OnToggledOn(target) return end

---@param data JournalRepresentationData
---@return CName
function CodexImageButton:ExtractImage(data) return end

---@class CodexLinkQuestLog : CodexImageButton
CodexLinkQuestLog = {}

---@return CodexLinkQuestLog
function CodexLinkQuestLog.new() return end

---@param props table
---@return CodexLinkQuestLog
function CodexLinkQuestLog.new(props) return end

---@param value IScriptable
---@return Bool
function CodexLinkQuestLog:OnDataChanged(value) return end

---@return Bool
function CodexLinkQuestLog:OnInitialize() return end

---@class CodexListItemController : inkListItemController
---@field doMarkNew Bool
---@field stateMapperRef inkWidgetReference
---@field stateMapper ListItemStateMapper
CodexListItemController = {}

---@return CodexListItemController
function CodexListItemController.new() return end

---@param props table
---@return CodexListItemController
function CodexListItemController.new(props) return end

---@param value IScriptable
---@return Bool
function CodexListItemController:OnDataChanged(value) return end

---@return Bool
function CodexListItemController:OnInitialize() return end

---@param target inkListItemController
---@return Bool
function CodexListItemController:OnToggledOn(target) return end

function CodexListItemController:RemoveNew() return end

---@class CodexListSyncData : IScriptable
---@field entryHash Int32
---@field level Int32
---@field toggledLevels Int32[]
CodexListSyncData = {}

---@return CodexListSyncData
function CodexListSyncData.new() return end

---@param props table
---@return CodexListSyncData
function CodexListSyncData.new(props) return end

---@class CodexListVirtualEntry : inkVirtualCompoundItemController
---@field title inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field newWrapper inkWidgetReference
---@field ep1Icon inkWidgetReference
---@field entryData CodexEntryData
---@field nestedListData VirutalNestedListData
---@field activeItemSync CodexListSyncData
---@field isActive Bool
---@field isItemHovered Bool
---@field isItemToggled Bool
CodexListVirtualEntry = {}

---@return CodexListVirtualEntry
function CodexListVirtualEntry.new() return end

---@param props table
---@return CodexListVirtualEntry
function CodexListVirtualEntry.new(props) return end

---@param evt CodexSyncBackEvent
---@return Bool
function CodexListVirtualEntry:OnContactSyncData(evt) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualEntry:OnDeselected(itemController) return end

---@param evt CodexEntrySelectedEvent
---@return Bool
function CodexListVirtualEntry:OnEntrySelected(evt) return end

---@return Bool
function CodexListVirtualEntry:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function CodexListVirtualEntry:OnSelected(itemController, discreteNav) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualEntry:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualEntry:OnToggledOn(itemController) return end

function CodexListVirtualEntry:CheckIsNew() return end

---@param value Variant
function CodexListVirtualEntry:OnDataChanged(value) return end

function CodexListVirtualEntry:UpdateState() return end

---@class CodexListVirtualGroup : inkVirtualCompoundItemController
---@field title inkTextWidgetReference
---@field arrow inkWidgetReference
---@field newWrapper inkWidgetReference
---@field counter inkTextWidgetReference
---@field entryData CodexEntryData
---@field nestedListData VirutalNestedListData
---@field activeItemSync CodexListSyncData
---@field isActive Bool
---@field isItemHovered Bool
---@field isItemToggled Bool
---@field isItemCollapsed Bool
CodexListVirtualGroup = {}

---@return CodexListVirtualGroup
function CodexListVirtualGroup.new() return end

---@param props table
---@return CodexListVirtualGroup
function CodexListVirtualGroup.new(props) return end

---@param evt CodexSyncBackEvent
---@return Bool
function CodexListVirtualGroup:OnContactSyncData(evt) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualGroup:OnDeselected(itemController) return end

---@param evt CodexEntrySelectedEvent
---@return Bool
function CodexListVirtualGroup:OnEntrySelected(evt) return end

---@return Bool
function CodexListVirtualGroup:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function CodexListVirtualGroup:OnSelected(itemController, discreteNav) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualGroup:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CodexListVirtualGroup:OnToggledOn(itemController) return end

function CodexListVirtualGroup:CheckIsNew() return end

---@param value Variant
function CodexListVirtualGroup:OnDataChanged(value) return end

function CodexListVirtualGroup:UpdateState() return end

---@class CodexListVirtualNestedDataView : VirtualNestedListDataView
---@field currentFilter CodexCategoryType
CodexListVirtualNestedDataView = {}

---@return CodexListVirtualNestedDataView
function CodexListVirtualNestedDataView.new() return end

---@param props table
---@return CodexListVirtualNestedDataView
function CodexListVirtualNestedDataView.new(props) return end

---@param data VirutalNestedListData
---@return Bool
function CodexListVirtualNestedDataView:FilterItems(data) return end

---@param filterType CodexCategoryType
function CodexListVirtualNestedDataView:SetFilter(filterType) return end

---@class CodexListVirtualNestedListController : VirtualNestedListController
---@field currentDataView CodexListVirtualNestedDataView
CodexListVirtualNestedListController = {}

---@return CodexListVirtualNestedListController
function CodexListVirtualNestedListController.new() return end

---@param props table
---@return CodexListVirtualNestedListController
function CodexListVirtualNestedListController.new(props) return end

---@return VirtualNestedListDataView
function CodexListVirtualNestedListController:GetDataView() return end

---@param filterType CodexCategoryType
function CodexListVirtualNestedListController:SetFilter(filterType) return end

---@class CodexLockRecordRequest : gameScriptableSystemRequest
---@field codexRecordID TweakDBID
CodexLockRecordRequest = {}

---@return CodexLockRecordRequest
function CodexLockRecordRequest.new() return end

---@param props table
---@return CodexLockRecordRequest
function CodexLockRecordRequest.new(props) return end

---@class CodexPopupClosedEvent : redEvent
CodexPopupClosedEvent = {}

---@return CodexPopupClosedEvent
function CodexPopupClosedEvent.new() return end

---@param props table
---@return CodexPopupClosedEvent
function CodexPopupClosedEvent.new(props) return end

---@class CodexPopupData : inkGameNotificationData
---@field entry gameJournalEntry
CodexPopupData = {}

---@return CodexPopupData
function CodexPopupData.new() return end

---@param props table
---@return CodexPopupData
function CodexPopupData.new(props) return end

---@class CodexPopupGameController : gameuiWidgetGameController
---@field entryViewRef inkCompoundWidgetReference
---@field characterEntryViewRef inkCompoundWidgetReference
---@field imageViewRef inkImageWidgetReference
---@field entryViewController CodexEntryViewController
---@field characterEntryViewController CodexEntryViewController
---@field player gameObject
---@field journalMgr gameJournalManager
---@field data CodexPopupData
CodexPopupGameController = {}

---@return CodexPopupGameController
function CodexPopupGameController.new() return end

---@param props table
---@return CodexPopupGameController
function CodexPopupGameController.new(props) return end

---@return Bool
function CodexPopupGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function CodexPopupGameController:OnRelease(evt) return end

---@return Bool
function CodexPopupGameController:OnUninitialize() return end

function CodexPopupGameController:SetupData() return end

---@class CodexPrintRecordsRequest : gameScriptableSystemRequest
CodexPrintRecordsRequest = {}

---@return CodexPrintRecordsRequest
function CodexPrintRecordsRequest.new() return end

---@param props table
---@return CodexPrintRecordsRequest
function CodexPrintRecordsRequest.new(props) return end

---@class CodexSelectedEvent : redEvent
---@field group Bool
---@field entryHash Int32
---@field level Int32
---@field data CodexEntryData
---@field activeDataSync CodexListSyncData
CodexSelectedEvent = {}

---@return CodexSelectedEvent
function CodexSelectedEvent.new() return end

---@param props table
---@return CodexSelectedEvent
function CodexSelectedEvent.new(props) return end

---@class CodexSyncBackEvent : redEvent
CodexSyncBackEvent = {}

---@return CodexSyncBackEvent
function CodexSyncBackEvent.new() return end

---@param props table
---@return CodexSyncBackEvent
function CodexSyncBackEvent.new(props) return end

---@class CodexSystem : gameScriptableSystem
---@field codex SCodexRecord[]
---@field blackboard gameIBlackboard
CodexSystem = {}

---@return CodexSystem
function CodexSystem.new() return end

---@param props table
---@return CodexSystem
function CodexSystem.new(props) return end

---@param record gamedataCodexRecord_Record
function CodexSystem:AddCodexRecord(record) return end

---@return SCodexRecord[]
function CodexSystem:GetCodex() return end

---@param recordTweak TweakDBID|string
---@return Int32
function CodexSystem:GetCodexRecordIndex(recordTweak) return end

---@param recordID TweakDBID|string
---@param partName CName|string
---@return String
function CodexSystem:GetCodexRecordPartContent(recordID, partName) return end

---@param recordTweak TweakDBID|string
---@return SCodexRecordPart[]
function CodexSystem:GetCodexRecordParts(recordTweak) return end

---@param recordID TweakDBID|string
---@return Bool
function CodexSystem:IsRecordLocked(recordID) return end

---@param recordID TweakDBID|string
---@param partName CName|string
---@return Bool
function CodexSystem:IsRecordPartLocked(recordID, partName) return end

---@param recordTweak TweakDBID|string
function CodexSystem:LockRecord(recordTweak) return end

---@param request CodexAddRecordRequest
function CodexSystem:OnAddCodexRecordRequest(request) return end

function CodexSystem:OnAttach() return end

---@param request CodexLockRecordRequest
function CodexSystem:OnCodexLockRecordRequest(request) return end

---@param request CodexUnlockRecordRequest
function CodexSystem:OnCodexUnlockRecordRequest(request) return end

---@param request UnlockCodexPartRequest
function CodexSystem:OnUnlockCodexPartRequest(request) return end

function CodexSystem:SendCallback() return end

---@param recordTweak TweakDBID|string
---@param partName CName|string
function CodexSystem:UnlockCodexPart(recordTweak, partName) return end

---@param recordTweak TweakDBID|string
function CodexSystem:UnlockRecord(recordTweak) return end

function CodexSystem:codexInit() return end

---@class CodexUnlockRecordRequest : gameScriptableSystemRequest
---@field codexRecordID TweakDBID
CodexUnlockRecordRequest = {}

---@return CodexUnlockRecordRequest
function CodexUnlockRecordRequest.new() return end

---@param props table
---@return CodexUnlockRecordRequest
function CodexUnlockRecordRequest.new(props) return end

---@class CodexUserData : IScriptable
---@field DataSource CodexDataSource
CodexUserData = {}

---@return CodexUserData
function CodexUserData.new() return end

---@param props table
---@return CodexUserData
function CodexUserData.new(props) return end

---@param dataSource CodexDataSource
---@return CodexUserData
function CodexUserData.Make(dataSource) return end

---@class CodexUtils : IScriptable
CodexUtils = {}

---@return CodexUtils
function CodexUtils.new() return end

---@param props table
---@return CodexUtils
function CodexUtils.new(props) return end

---@param journal gameJournalManager
---@param path String
---@param output gameJournalEntry[]
---@return Bool
function CodexUtils.AppendTutorialEntries(journal, path, output) return end

---@param journal gameJournalManager
---@param journalCodexEntry gameJournalCodexEntry
---@param currentCategoryIndex Int32
---@param stateFilter gameJournalRequestStateFilter
---@param newEntries Int32[]
---@param activeDataSync CodexListSyncData
---@param useFallbackImages Bool
---@return CodexEntryData
function CodexUtils.ConvertToCodexData(journal, journalCodexEntry, currentCategoryIndex, stateFilter, newEntries, activeDataSync, useFallbackImages) return end

---@param id String
---@return CodexCategoryType
function CodexUtils.GetCategoryTypeFromId(id) return end

---@param journal gameJournalManager
---@param activeDataSync CodexListSyncData
---@param useFallbackImages Bool
---@return VirutalNestedListData[]
function CodexUtils.GetCodexDataArray(journal, activeDataSync, useFallbackImages) return end

---@param category CodexCategoryType
---@return String
function CodexUtils.GetCodexFilterIcon(category) return end

---@param journal gameJournalManager
---@param currentEntry gameJournalEntry
---@return gameJournalCodexEntry
function CodexUtils.GetCodexReplacementRecord(journal, currentEntry) return end

---@param currentGroup gameJournalCodexGroup
---@return VirutalNestedListData, VirutalNestedListData[]
function CodexUtils.GetGroupData(currentGroup) return end

---@param tag CName|string
---@return String
function CodexUtils.GetLocalizedTag(tag) return end

---@param isCrypted Bool
---@param textString String
---@return String
function CodexUtils.GetShardTextString(isCrypted, textString) return end

---@param isCrypted Bool
---@param titleString String
---@return String
function CodexUtils.GetShardTitleString(isCrypted, titleString) return end

---@param journal gameJournalManager
---@param activeDataSync CodexListSyncData
---@return VirutalNestedListData[]
function CodexUtils.GetShardsDataArray(journal, activeDataSync) return end

---@param journal gameJournalManager
---@param activeDataSync CodexListSyncData
---@param offset Int32
---@return VirutalNestedListData[]
function CodexUtils.GetTutorialsData(journal, activeDataSync, offset) return end

---@param imageId TweakDBID|string
---@return Bool
function CodexUtils.IsImageValid(imageId) return end

---@param journal gameJournalManager
---@param entries gameJournalEntry[]
---@return JournalRepresentationData[]
function CodexUtils.JournalToRepresentationArray(journal, entries) return end

---@class CollectDropPointRewards : ActionBool
CollectDropPointRewards = {}

---@return CollectDropPointRewards
function CollectDropPointRewards.new() return end

---@param props table
---@return CollectDropPointRewards
function CollectDropPointRewards.new(props) return end

function CollectDropPointRewards:SetProperties() return end

---@class CollisionExitingDecisions : ExitingDecisions
CollisionExitingDecisions = {}

---@return CollisionExitingDecisions
function CollisionExitingDecisions.new() return end

---@param props table
---@return CollisionExitingDecisions
function CollisionExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CollisionExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param vehicle vehicleBaseObject
---@param collisionForce Vector4
function CollisionExitingDecisions:SetBikeForce(stateContext, vehicle, collisionForce) return end

---@class CollisionExitingEvents : ImmediateExitWithForceEvents
---@field animFeatureStatusEffect AnimFeature_StatusEffect
CollisionExitingEvents = {}

---@return CollisionExitingEvents
function CollisionExitingEvents.new() return end

---@param props table
---@return CollisionExitingEvents
function CollisionExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CollisionExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@class Color
---@field Red Uint8
---@field Green Uint8
---@field Blue Uint8
---@field Alpha Uint8
Color = {}

---@return Color
function Color.new() return end

---@param props table
---@return Color
function Color.new(props) return end

---@param color Color
---@return HDRColor
function Color.ToHDRColorDirect(color) return end

---@class ColorBalance
---@field Red Float
---@field Green Float
---@field Blue Float
---@field Luminance Float
ColorBalance = {}

---@return ColorBalance
function ColorBalance.new() return end

---@param props table
---@return ColorBalance
function ColorBalance.new(props) return end

---@class ColorGradingAreaSettings : IAreaSettings
---@field contrast Float
---@field contrastPivot Float
---@field saturation Float
---@field hue Float
---@field brightness Float
---@field lift ColorBalance
---@field gammaValue ColorBalance
---@field gain ColorBalance
---@field offset ColorBalance
---@field lowRange Float
---@field shadowOffset ColorBalance
---@field midtoneOffset ColorBalance
---@field highRange Float
---@field highlightOffset ColorBalance
---@field ldrLut ColorGradingLutParams
---@field hdrLut ColorGradingLutParams
---@field forceHdrLut Bool
ColorGradingAreaSettings = {}

---@return ColorGradingAreaSettings
function ColorGradingAreaSettings.new() return end

---@param props table
---@return ColorGradingAreaSettings
function ColorGradingAreaSettings.new(props) return end

---@class ColorGradingLutParams
---@field LUT CBitmapTexture
---@field inputMapping EColorMappingFunction
---@field outputMapping EColorMappingFunction
ColorGradingLutParams = {}

---@return ColorGradingLutParams
function ColorGradingLutParams.new() return end

---@param props table
---@return ColorGradingLutParams
function ColorGradingLutParams.new(props) return end

---@class ColorLerpTickRequest : gameScriptableSystemRequest
ColorLerpTickRequest = {}

---@return ColorLerpTickRequest
function ColorLerpTickRequest.new() return end

---@param props table
---@return ColorLerpTickRequest
function ColorLerpTickRequest.new(props) return end

---@class ComDeviceTransition : DefaultTransition
ComDeviceTransition = {}

---@class CombatConditions : AIAutonomousConditions
CombatConditions = {}

---@return CombatConditions
function CombatConditions.new() return end

---@param props table
---@return CombatConditions
function CombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CombatConditions:Check(context) return end

---@class CombatDecisions : VehicleTransition
CombatDecisions = {}

---@return CombatDecisions
function CombatDecisions.new() return end

---@param props table
---@return CombatDecisions
function CombatDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatDecisions:ToExitingCombat(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatDecisions:ToSceneExitingCombat(stateContext, scriptInterface) return end

---@class CombatEvents : VehicleEventsTransition
CombatEvents = {}

---@return CombatEvents
function CombatEvents.new() return end

---@param props table
---@return CombatEvents
function CombatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatEvents:OnExit(stateContext, scriptInterface) return end

---@class CombatExitingDecisions : ExitingDecisions
CombatExitingDecisions = {}

---@return CombatExitingDecisions
function CombatExitingDecisions.new() return end

---@param props table
---@return CombatExitingDecisions
function CombatExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class CombatExitingEvents : ExitingEvents
CombatExitingEvents = {}

---@return CombatExitingEvents
function CombatExitingEvents.new() return end

---@param props table
---@return CombatExitingEvents
function CombatExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatExitingEvents:OnExit(stateContext, scriptInterface) return end

---@class CombatGadgetChargeDecisions : CombatGadgetTransitions
CombatGadgetChargeDecisions = {}

---@return CombatGadgetChargeDecisions
function CombatGadgetChargeDecisions.new() return end

---@param props table
---@return CombatGadgetChargeDecisions
function CombatGadgetChargeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetChargeDecisions:ToCombatGadgetChargedThrow(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetChargeDecisions:ToCombatGadgetEquip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetChargeDecisions:ToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetChargeDecisions:ToCombatGadgetWaitForUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetChargeEvents : CombatGadgetTransitions
---@field initiated Bool
---@field itemSwitched Bool
CombatGadgetChargeEvents = {}

---@return CombatGadgetChargeEvents
function CombatGadgetChargeEvents.new() return end

---@param props table
---@return CombatGadgetChargeEvents
function CombatGadgetChargeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnExitToCombatGadgetChargedThrow(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnExitToCombatGadgetEquip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnExitToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnExitToCombatGadgetWaitForUnequip(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param owner gameObject
function CombatGadgetChargeEvents:RemoveActiveStimuli(owner) return end

---@param on Bool
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function CombatGadgetChargeEvents:TogglePreview(on, scriptInterface, stateContext) return end

---@class CombatGadgetChargedThrowDecisions : CombatGadgetTransitions
CombatGadgetChargedThrowDecisions = {}

---@return CombatGadgetChargedThrowDecisions
function CombatGadgetChargedThrowDecisions.new() return end

---@param props table
---@return CombatGadgetChargedThrowDecisions
function CombatGadgetChargedThrowDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetChargedThrowDecisions:ToCombatGadgetWaitForUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetChargedThrowEvents : CombatGadgetTransitions
---@field grenadeThrown Bool
---@field localAimForward Vector4
---@field localAimPosition Vector4
CombatGadgetChargedThrowEvents = {}

---@return CombatGadgetChargedThrowEvents
function CombatGadgetChargedThrowEvents.new() return end

---@param props table
---@return CombatGadgetChargedThrowEvents
function CombatGadgetChargedThrowEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargedThrowEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetChargedThrowEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CombatGadgetDataDef : gamebbScriptDefinition
---@field throwUnequip gamebbScriptID_Bool
---@field lastThrowAngle gamebbScriptID_Float
---@field lastThrowPosition gamebbScriptID_Vector4
---@field lastThrowStartType gamebbScriptID_Variant
CombatGadgetDataDef = {}

---@return CombatGadgetDataDef
function CombatGadgetDataDef.new() return end

---@param props table
---@return CombatGadgetDataDef
function CombatGadgetDataDef.new(props) return end

---@class CombatGadgetEquipDecisions : CombatGadgetTransitions
CombatGadgetEquipDecisions = {}

---@return CombatGadgetEquipDecisions
function CombatGadgetEquipDecisions.new() return end

---@param props table
---@return CombatGadgetEquipDecisions
function CombatGadgetEquipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetEquipDecisions:ToCombatGadgetCharge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetEquipDecisions:ToCombatGadgetQuickThrow(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetEquipDecisions:ToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetEquipDecisions:ToCombatGadgetWaitForUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetEquipEvents : CombatGadgetTransitions
CombatGadgetEquipEvents = {}

---@return CombatGadgetEquipEvents
function CombatGadgetEquipEvents.new() return end

---@param props table
---@return CombatGadgetEquipEvents
function CombatGadgetEquipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetEquipEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetEquipEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CombatGadgetHelper : IScriptable
CombatGadgetHelper = {}

---@return CombatGadgetHelper
function CombatGadgetHelper.new() return end

---@param props table
---@return CombatGadgetHelper
function CombatGadgetHelper.new(props) return end

---@param source gameObject
---@param radius Float
---@param attackRecord gamedataAttack_Record
---@param instigator gameObject
function CombatGadgetHelper.SpawnAttack(source, radius, attackRecord, instigator) return end

---@param source gameObject
---@param radius Float
function CombatGadgetHelper.SpawnPhysicalImpulse(source, radius) return end

---@class CombatGadgetInactiveDecisions : CombatGadgetTransitions
CombatGadgetInactiveDecisions = {}

---@return CombatGadgetInactiveDecisions
function CombatGadgetInactiveDecisions.new() return end

---@param props table
---@return CombatGadgetInactiveDecisions
function CombatGadgetInactiveDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetInactiveDecisions:ToCombatGadgetEquip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetInactiveDecisions:ToCombatGadgetQuickThrow(stateContext, scriptInterface) return end

---@class CombatGadgetInactiveEvents : CombatGadgetTransitions
CombatGadgetInactiveEvents = {}

---@return CombatGadgetInactiveEvents
function CombatGadgetInactiveEvents.new() return end

---@param props table
---@return CombatGadgetInactiveEvents
function CombatGadgetInactiveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetInactiveEvents:OnEnter(stateContext, scriptInterface) return end

---@class CombatGadgetQuickThrowDecisions : CombatGadgetTransitions
CombatGadgetQuickThrowDecisions = {}

---@return CombatGadgetQuickThrowDecisions
function CombatGadgetQuickThrowDecisions.new() return end

---@param props table
---@return CombatGadgetQuickThrowDecisions
function CombatGadgetQuickThrowDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetQuickThrowDecisions:ToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetQuickThrowEvents : CombatGadgetTransitions
---@field grenadeThrown Bool
---@field event Bool
CombatGadgetQuickThrowEvents = {}

---@return CombatGadgetQuickThrowEvents
function CombatGadgetQuickThrowEvents.new() return end

---@param props table
---@return CombatGadgetQuickThrowEvents
function CombatGadgetQuickThrowEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetQuickThrowEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetQuickThrowEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetQuickThrowEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CombatGadgetStartDecisions : DefaultTransition
CombatGadgetStartDecisions = {}

---@return CombatGadgetStartDecisions
function CombatGadgetStartDecisions.new() return end

---@param props table
---@return CombatGadgetStartDecisions
function CombatGadgetStartDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetStartDecisions:ToCombatGadgetInactive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetStartDecisions:ToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetStartEvents : DefaultTransition
CombatGadgetStartEvents = {}

---@return CombatGadgetStartEvents
function CombatGadgetStartEvents.new() return end

---@param props table
---@return CombatGadgetStartEvents
function CombatGadgetStartEvents.new(props) return end

---@class CombatGadgetTransitions : DefaultTransition
CombatGadgetTransitions = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CombatGadgetTransitions:CheckEquipDurationCondition(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CombatGadgetTransitions:CheckVehicleStatesForUnequipRequest(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetTransitions:ClearLastUsedAnimWrapperInfo(scriptInterface) return end

---@param item gameItemObject
---@param isQuickthrow Bool
---@return gameprojectileTrajectoryParams
function CombatGadgetTransitions:CreateTrajectoryParams(item, isQuickthrow) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CombatGadgetTransitions:GetCancelGrenadeAction(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CombatGadgetTransitions:GetLockHoldCondition(stateContext) return end

---@param isQuickthrow Bool
---@return Float
function CombatGadgetTransitions:GetRotateAngle(isQuickthrow) return end

---@param stateContext gamestateMachineStateContextScript
---@return TweakDBID
function CombatGadgetTransitions:GetSlotTDBID(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetTransitions:NotifyAutocraftSystem(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetTransitions:RemoveGrenadeFromInventory(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetTransitions:RemoveGrenadeFromRightHand(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param item ItemID
function CombatGadgetTransitions:SaveLastUsedCombatGadget(scriptInterface, item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param item ItemID
---@param clearWrapperInfo Bool
---@param delay Float
function CombatGadgetTransitions:SendAnimWrapperInfo(scriptInterface, item, clearWrapperInfo, delay) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newThrowUnequip Bool
function CombatGadgetTransitions:SetBlackbordThrowUnequip(scriptInterface, newThrowUnequip) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param isQuickthrow Bool
---@param isChargedThrow Bool
function CombatGadgetTransitions:SetCombatGadgetAnimFeature(scriptInterface, isQuickthrow, isChargedThrow) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function CombatGadgetTransitions:SetItemInLeftHand(scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function CombatGadgetTransitions:SetLeftHandAnimationAnimFeature(scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Int32
function CombatGadgetTransitions:SetLeftHandItemHandlingItemState(scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Int32
---@param target gameObject
function CombatGadgetTransitions:SetThrowableAnimFeatureOnGrenade(scriptInterface, newState, target) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Int32
---@param isQuickthrow Bool
function CombatGadgetTransitions:SetThrowableAnimFeatureOnGrenade(scriptInterface, newState, isQuickthrow) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetTransitions:ShouldForceUnequipGrenade(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param isQuickthrow Bool
---@param inLocalAimForward Vector4
---@param inLocalAimPosition Vector4
function CombatGadgetTransitions:Throw(scriptInterface, stateContext, isQuickthrow, inLocalAimForward, inLocalAimPosition) return end

---@class CombatGadgetUnequipEvents : CombatGadgetTransitions
CombatGadgetUnequipEvents = {}

---@return CombatGadgetUnequipEvents
function CombatGadgetUnequipEvents.new() return end

---@param props table
---@return CombatGadgetUnequipEvents
function CombatGadgetUnequipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@class CombatGadgetWaitForUnequipDecisions : CombatGadgetTransitions
CombatGadgetWaitForUnequipDecisions = {}

---@return CombatGadgetWaitForUnequipDecisions
function CombatGadgetWaitForUnequipDecisions.new() return end

---@param props table
---@return CombatGadgetWaitForUnequipDecisions
function CombatGadgetWaitForUnequipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CombatGadgetWaitForUnequipDecisions:ToCombatGadgetUnequip(stateContext, scriptInterface) return end

---@class CombatGadgetWaitForUnequipEvents : CombatGadgetTransitions
CombatGadgetWaitForUnequipEvents = {}

---@return CombatGadgetWaitForUnequipEvents
function CombatGadgetWaitForUnequipEvents.new() return end

---@param props table
---@return CombatGadgetWaitForUnequipEvents
function CombatGadgetWaitForUnequipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetWaitForUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CombatGadgetWaitForUnequipEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class CombatHUDManager : gameScriptableComponent
---@field isRunning Bool
---@field targets CombatTarget[]
---@field interval Float
---@field timeSinceLastUpdate Float
CombatHUDManager = {}

---@return CombatHUDManager
function CombatHUDManager.new() return end

---@param props table
---@return CombatHUDManager
function CombatHUDManager.new(props) return end

function CombatHUDManager:ClearHUD() return end

---@param activeWeapon gameweaponObject
function CombatHUDManager:DetermineProperHandlingMode(activeWeapon) return end

function CombatHUDManager:HandleChargeMode() return end

---@param evt AddTargetToHighlightEvent
function CombatHUDManager:OnAddTargetToHighlightEvent(evt) return end

---@param evt RemoveTargetFromHighlightEvent
function CombatHUDManager:OnRemoveTargetFromHighlightEvent(evt) return end

---@param evt ToggleChargeHighlightEvent
function CombatHUDManager:OnToggleChargeHighlightEvent(evt) return end

---@param target ScriptedPuppet
function CombatHUDManager:RemoveTarget(target) return end

---@param puppet ScriptedPuppet
---@return Bool
function CombatHUDManager:TargetExists(puppet) return end

---@class CombatPSMPrereq : PlayerStateMachinePrereq
CombatPSMPrereq = {}

---@return CombatPSMPrereq
function CombatPSMPrereq.new() return end

---@param props table
---@return CombatPSMPrereq
function CombatPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function CombatPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function CombatPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function CombatPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function CombatPSMPrereq:OnUnregister(state, context) return end

---@class CombatPSMPrereqState : PlayerStateMachinePrereqState
CombatPSMPrereqState = {}

---@return CombatPSMPrereqState
function CombatPSMPrereqState.new() return end

---@param props table
---@return CombatPSMPrereqState
function CombatPSMPrereqState.new(props) return end

---@class CombatQueriesRequest : gameSignalUserData
CombatQueriesRequest = {}

---@return CombatQueriesRequest
function CombatQueriesRequest.new() return end

---@param props table
---@return CombatQueriesRequest
function CombatQueriesRequest.new(props) return end

---@class CombatRestrictMovementAreaAllDeadCondition : AICombatGuardAreaScriptCondition
CombatRestrictMovementAreaAllDeadCondition = {}

---@return CombatRestrictMovementAreaAllDeadCondition
function CombatRestrictMovementAreaAllDeadCondition.new() return end

---@param props table
---@return CombatRestrictMovementAreaAllDeadCondition
function CombatRestrictMovementAreaAllDeadCondition.new(props) return end

---@param entityId entEntityID
---@param area AIScriptGuardArea
---@param entityEntered Bool
---@return Bool
function CombatRestrictMovementAreaAllDeadCondition:IsFulfilled(entityId, area, entityEntered) return end

---@class CombatRestrictMovementAreaPlayerEnterMainRMACondition : AICombatGuardAreaScriptCondition
CombatRestrictMovementAreaPlayerEnterMainRMACondition = {}

---@return CombatRestrictMovementAreaPlayerEnterMainRMACondition
function CombatRestrictMovementAreaPlayerEnterMainRMACondition.new() return end

---@param props table
---@return CombatRestrictMovementAreaPlayerEnterMainRMACondition
function CombatRestrictMovementAreaPlayerEnterMainRMACondition.new(props) return end

---@param entityId entEntityID
---@param area AIScriptGuardArea
---@param entityEntered Bool
---@return Bool
function CombatRestrictMovementAreaPlayerEnterMainRMACondition:IsFulfilled(entityId, area, entityEntered) return end

---@class CombatState : ChangeHighLevelStateAbstract
CombatState = {}

---@return CombatState
function CombatState.new() return end

---@param props table
---@return CombatState
function CombatState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function CombatState:GetDesiredHighLevelState(context) return end

---@class CombatTarget
---@field puppet ScriptedPuppet
---@field hasTime Bool
---@field highlightTime Float
CombatTarget = {}

---@return CombatTarget
function CombatTarget.new() return end

---@param props table
---@return CombatTarget
function CombatTarget.new(props) return end

---@class CommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
CommandCleanup = {}

---@return CommandCleanup
function CommandCleanup.new() return end

---@param props table
---@return CommandCleanup
function CommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CommandCleanup:Deactivate(context) return end

---@class CommandSignal : gameTaggedSignalUserData
---@field track Bool
---@field commandClassNames CName[]
CommandSignal = {}

---@return CommandSignal
function CommandSignal.new() return end

---@param props table
---@return CommandSignal
function CommandSignal.new(props) return end

---@class CommonItemsGridView : inkScriptableDataViewWrapper
---@field itemFilterType ItemFilterCategory
---@field itemSortMode ItemSortMode
---@field uiScriptableSystem UIScriptableSystem
CommonItemsGridView = {}

---@return CommonItemsGridView
function CommonItemsGridView.new() return end

---@param props table
---@return CommonItemsGridView
function CommonItemsGridView.new(props) return end

---@param uiScriptableSystem UIScriptableSystem
function CommonItemsGridView:BindUIScriptableSystem(uiScriptableSystem) return end

---@return ItemFilterCategory
function CommonItemsGridView:GetFilterType() return end

---@return ItemSortMode
function CommonItemsGridView:GetSortMode() return end

---@param type ItemFilterCategory
function CommonItemsGridView:SetFilterType(type) return end

---@param type ItemFilterCategory
---@param mode ItemSortMode
function CommonItemsGridView:SetFilterTypeAndSortMode(type, mode) return end

---@param mode ItemSortMode
function CommonItemsGridView:SetSortMode(mode) return end

---@class CommunicationEvent : redEvent
---@field name CName
---@field sender entEntityID
CommunicationEvent = {}

---@return CommunicationEvent
function CommunicationEvent.new() return end

---@param props table
---@return CommunicationEvent
function CommunicationEvent.new(props) return end

---@class CommunityProxyPS : MasterControllerPS
CommunityProxyPS = {}

---@return CommunityProxyPS
function CommunityProxyPS.new() return end

---@param props table
---@return CommunityProxyPS
function CommunityProxyPS.new(props) return end

---@return Bool
function CommunityProxyPS:OnInstantiated() return end

---@param shouldDraw Bool
---@param fxResource gameFxResource
---@param memberID gamePersistentID
---@param isPing Bool
---@param revealMaster Bool
---@param revealSlave Bool
---@param memberOnly Bool
---@param duration Float
function CommunityProxyPS:DrawNetworkSquad(shouldDraw, fxResource, memberID, isPing, revealMaster, revealSlave, memberOnly, duration) return end

---@param targetID entEntityID
function CommunityProxyPS:EstablishLink(targetID) return end

---@return entEntityID[]
function CommunityProxyPS:ExtractEntityIDs() return end

---@param action gamedeviceAction
function CommunityProxyPS:ForwardActionToNPCs(action) return end

---@param action gamedeviceAction
function CommunityProxyPS:ForwardActionToVehicles(action) return end

---@return Int32
function CommunityProxyPS:GetNPCsConnectedToThisAPCount() return end

---@param id entEntityID
---@return ScriptedPuppet
function CommunityProxyPS:GetPuppetEntity(id) return end

function CommunityProxyPS:Initialize() return end

function CommunityProxyPS:InitializeConnectionWithCommunity() return end

---@param id entEntityID
---@return Bool
function CommunityProxyPS:IsOfficer(id) return end

---@param evt gameCommunityProxyPSPresentEvent
---@return EntityNotificationType
function CommunityProxyPS:OnCommunityProxyPSPresent(evt) return end

---@param evt DrawNetworkSquadEvent
---@return EntityNotificationType
function CommunityProxyPS:OnDrawNetworkSquadEvent(evt) return end

---@param evt gameEntitySpawnerEvent
---@return EntityNotificationType
function CommunityProxyPS:OnGameEntitySpawnerEvent(evt) return end

---@param evt NPCBreachEvent
---@return EntityNotificationType
function CommunityProxyPS:OnNPCBreachEvent(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function CommunityProxyPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function CommunityProxyPS:OnSecuritySystemOutput(evt) return end

---@param evt SetExposeQuickHacks
---@return EntityNotificationType
function CommunityProxyPS:OnSetExposeQuickHacks(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function CommunityProxyPS:OnTargetAssessmentRequest(evt) return end

---@param deviceLink DeviceLink
---@param evt redEvent
function CommunityProxyPS:QueuePSEvent(deviceLink, evt) return end

---@class CompanionHealthBarGameController : gameuiHUDGameController
---@field healthbar inkWidgetReference
---@field root inkWidget
---@field flatheadListener redCallbackObject
---@field isActive Bool
---@field maxHealth Float
---@field healthStatListener CompanionHealthStatListener
---@field companionBlackboard gameIBlackboard
---@field gameInstance ScriptGameInstance
---@field statPoolsSystem gameStatPoolsSystem
CompanionHealthBarGameController = {}

---@return CompanionHealthBarGameController
function CompanionHealthBarGameController.new() return end

---@param props table
---@return CompanionHealthBarGameController
function CompanionHealthBarGameController.new(props) return end

---@param value Bool
---@return Bool
function CompanionHealthBarGameController:OnFlatheadStatusChanged(value) return end

---@return Bool
function CompanionHealthBarGameController:OnInitialize() return end

function CompanionHealthBarGameController:RegisterStatsListener() return end

function CompanionHealthBarGameController:UnregisterStatsListener() return end

---@param value Float
function CompanionHealthBarGameController:UpdateHealthValue(value) return end

---@class CompanionHealthStatListener : gameScriptStatPoolsListener
---@field healthbar CompanionHealthBarGameController
CompanionHealthStatListener = {}

---@return CompanionHealthStatListener
function CompanionHealthStatListener.new() return end

---@param props table
---@return CompanionHealthStatListener
function CompanionHealthStatListener.new(props) return end

---@param bar CompanionHealthBarGameController
function CompanionHealthStatListener:BindHealthbar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function CompanionHealthStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class CompareArguments : AIbehaviorconditionScript
---@field var1 CName
---@field var2 CName
CompareArguments = {}

---@class CompareArgumentsBooleans : CompareArguments
CompareArgumentsBooleans = {}

---@return CompareArgumentsBooleans
function CompareArgumentsBooleans.new() return end

---@param props table
---@return CompareArgumentsBooleans
function CompareArgumentsBooleans.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsBooleans:Check(context) return end

---@class CompareArgumentsFloats : CompareArguments
---@field comparator ECompareOp
CompareArgumentsFloats = {}

---@return CompareArgumentsFloats
function CompareArgumentsFloats.new() return end

---@param props table
---@return CompareArgumentsFloats
function CompareArgumentsFloats.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsFloats:Check(context) return end

---@class CompareArgumentsInts : CompareArguments
---@field comparator ECompareOp
CompareArgumentsInts = {}

---@return CompareArgumentsInts
function CompareArgumentsInts.new() return end

---@param props table
---@return CompareArgumentsInts
function CompareArgumentsInts.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsInts:Check(context) return end

---@class CompareArgumentsNames : CompareArguments
CompareArgumentsNames = {}

---@return CompareArgumentsNames
function CompareArgumentsNames.new() return end

---@param props table
---@return CompareArgumentsNames
function CompareArgumentsNames.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsNames:Check(context) return end

---@class CompareArgumentsNodeRefs : CompareArguments
CompareArgumentsNodeRefs = {}

---@return CompareArgumentsNodeRefs
function CompareArgumentsNodeRefs.new() return end

---@param props table
---@return CompareArgumentsNodeRefs
function CompareArgumentsNodeRefs.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsNodeRefs:Check(context) return end

---@class CompareArgumentsObjects : CompareArguments
CompareArgumentsObjects = {}

---@return CompareArgumentsObjects
function CompareArgumentsObjects.new() return end

---@param props table
---@return CompareArgumentsObjects
function CompareArgumentsObjects.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsObjects:Check(context) return end

---@class CompareArgumentsVectors : CompareArguments
CompareArgumentsVectors = {}

---@return CompareArgumentsVectors
function CompareArgumentsVectors.new() return end

---@param props table
---@return CompareArgumentsVectors
function CompareArgumentsVectors.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CompareArgumentsVectors:Check(context) return end

---@class CompareBuilder : IScriptable
---@field FLOAT_EQUAL_EPSILON Float
---@field value Int32
CompareBuilder = {}

---@return CompareBuilder
function CompareBuilder.new() return end

---@param props table
---@return CompareBuilder
function CompareBuilder.new(props) return end

---@return CompareBuilder
function CompareBuilder.Make() return end

---@param a Bool
---@param b Bool
---@return CompareBuilder
function CompareBuilder:BoolFalse(a, b) return end

---@param a Bool
---@param b Bool
---@return CompareBuilder
function CompareBuilder:BoolTrue(a, b) return end

---@param a Float
---@param b Float
---@return CompareBuilder
function CompareBuilder:FloatAsc(a, b) return end

---@param a Float
---@param b Float
---@return CompareBuilder
function CompareBuilder:FloatDesc(a, b) return end

---@param a GameTime
---@param b GameTime
---@return CompareBuilder
function CompareBuilder:GameTimeAsc(a, b) return end

---@param a GameTime
---@param b GameTime
---@return CompareBuilder
function CompareBuilder:GameTimeDesc(a, b) return end

---@return Int32
function CompareBuilder:Get() return end

---@return Bool
function CompareBuilder:GetBool() return end

---@param a Int32
---@param b Int32
---@return CompareBuilder
function CompareBuilder:IntAsc(a, b) return end

---@param a Int32
---@param b Int32
---@return CompareBuilder
function CompareBuilder:IntDesc(a, b) return end

function CompareBuilder:Reset() return end

---@param a String
---@param b String
---@return CompareBuilder
function CompareBuilder:StringAsc(a, b) return end

---@param a String
---@param b String
---@return CompareBuilder
function CompareBuilder:StringDesc(a, b) return end

---@param a String
---@param b String
---@return CompareBuilder
function CompareBuilder:UnicodeStringAsc(a, b) return end

---@param a String
---@param b String
---@return CompareBuilder
function CompareBuilder:UnicodeStringDesc(a, b) return end

---@class CompassController : inkWidgetLogicController
---@field faceLeft inkWidgetReference
---@field faceRight inkWidgetReference
---@field textWidget inkTextWidgetReference
---@field decimalPrecision Uint32
---@field faceRightStartPosition Vector2
---@field faceLeftStartPosition Vector2
---@field isVertical Bool
---@field valueFloat Float
---@field playerPuppet gameObject
---@field precisionEpsilon Float
CompassController = {}

---@return CompassController
function CompassController.new() return end

---@param props table
---@return CompassController
function CompassController.new(props) return end

---@param playerPuppet gameObject
function CompassController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
function CompassController:OnPlayerDetach(playerPuppet) return end

function CompassController:Update() return end

---@class CompleteCommand : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
CompleteCommand = {}

---@return CompleteCommand
function CompleteCommand.new() return end

---@param props table
---@return CompleteCommand
function CompleteCommand.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CompleteCommand:Deactivate(context) return end

---@class CompletionOfFirstEquipRequest : gameScriptableSystemRequest
---@field weaponID TweakDBID
CompletionOfFirstEquipRequest = {}

---@return CompletionOfFirstEquipRequest
function CompletionOfFirstEquipRequest.new() return end

---@param props table
---@return CompletionOfFirstEquipRequest
function CompletionOfFirstEquipRequest.new(props) return end

---@class Computer : Terminal
---@field bannerUpdateActive Bool
---@field bannerUpdateID gameDelayID
---@field transformX entIPlacedComponent
---@field transformY entIPlacedComponent
---@field playerControlData PlayerControlDeviceData
---@field currentAnimationState EComputerAnimationState
Computer = {}

---@return Computer
function Computer.new() return end

---@param props table
---@return Computer
function Computer.new(props) return end

---@param evt ActivateDevice
---@return Bool
function Computer:OnActivateDevice(evt) return end

---@param evt FactQuickHack
---@return Bool
function Computer:OnCreateFactQuickHack(evt) return end

---@param evt DeactivateDevice
---@return Bool
function Computer:OnDeactivateDevice(evt) return end

---@param evt EnableDocumentEvent
---@return Bool
function Computer:OnEnableDocumentEvent(evt) return end

---@param evt GoToMenuEvent
---@return Bool
function Computer:OnGoToMenuEvent(evt) return end

---@param evt OpenDocumentEvent
---@return Bool
function Computer:OnOpenDocumentEvent(evt) return end

---@param evt RequestBannerWidgetUpdateEvent
---@return Bool
function Computer:OnRequestBannerWidgetUpdate(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Computer:OnRequestComponents(ri) return end

---@param evt RequestDocumentThumbnailWidgetsUpdateEvent
---@return Bool
function Computer:OnRequestDocumentThumbnailWidgetsUpdate(evt) return end

---@param evt RequestDocumentWidgetUpdateEvent
---@return Bool
function Computer:OnRequestDocumentWidgetUpdate(evt) return end

---@param evt RequestComputerMainMenuWidgetsUpdateEvent
---@return Bool
function Computer:OnRequestMainMenuWidgetsUpdate(evt) return end

---@param evt RequestComputerMenuWidgetsUpdateEvent
---@return Bool
function Computer:OnRequestMenuWidgetsUpdate(evt) return end

---@param evt SetDocumentStateEvent
---@return Bool
function Computer:OnSetDocumentState(evt) return end

---@param evt TCSInputXAxisEvent
---@return Bool
function Computer:OnTCSInputXAxisEvent(evt) return end

---@param evt TCSInputYAxisEvent
---@return Bool
function Computer:OnTCSInputYAxisEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Computer:OnTakeControl(ri) return end

---@param evt ToggleOpenComputer
---@return Bool
function Computer:OnToggleOpen(evt) return end

function Computer:ClearOpenedFileAdress() return end

function Computer:ClearOpenedMailAdress() return end

function Computer:CreateBlackboard() return end

---@param fileAdress SDocumentAdress
function Computer:DecryptFile(fileAdress) return end

---@param fileAdress SDocumentAdress
function Computer:DecryptMail(fileAdress) return end

---@return EGameplayRole
function Computer:DeterminGameplayRole() return end

function Computer:DetermineActivationState() return end

---@return ComputerDeviceBlackboardDef
function Computer:GetBlackboardDef() return end

---@return ComputerController
function Computer:GetController() return end

---@return ComputerControllerPS
function Computer:GetDevicePS() return end

---@return EComputerMenuType
function Computer:GetInitialMenuType() return end

function Computer:InitializeBanners() return end

function Computer:InitializeScreenDefinition() return end

---@return Bool
function Computer:IsInSleepMode() return end

---@param fileAdress SDocumentAdress
function Computer:ReadFile(fileAdress) return end

---@param fileAdress SDocumentAdress
function Computer:ReadMail(fileAdress) return end

---@param blackboard gameIBlackboard
function Computer:RequestBannerWidgetsUpdate(blackboard) return end

---@param ps gamePersistentState
---@return Bool
function Computer:ResavePersistentData(ps) return end

---@param state EComputerAnimationState
function Computer:ResolveAnimationState(state) return end

function Computer:ResolveGameplayState() return end

function Computer:RestoreDeviceState() return end

---@return Bool
function Computer:ShouldAlwasyRefreshUIInLogicAra() return end

---@return Bool
function Computer:ShouldExitZoomOnAuthorization() return end

function Computer:StopBannerWidgetsUpdate() return end

---@param activate Bool
function Computer:TransformAnimActivate(activate) return end

function Computer:TurnOffDevice() return end

function Computer:TurnOnDevice() return end

---@class ComputerBannerWidgetController : DeviceInkLogicControllerBase
---@field titleWidget inkTextWidgetReference
---@field textContentWidget inkTextWidgetReference
---@field videoContentWidget inkVideoWidgetReference
---@field imageContentWidget inkImageWidgetReference
---@field bannerButtonWidget inkWidgetReference
---@field bannerData SBannerWidgetPackage
---@field lastPlayedVideo redResourceReferenceScriptToken
ComputerBannerWidgetController = {}

---@return ComputerBannerWidgetController
function ComputerBannerWidgetController.new() return end

---@param props table
---@return ComputerBannerWidgetController
function ComputerBannerWidgetController.new(props) return end

---@return SBannerWidgetPackage
function ComputerBannerWidgetController:GetBannerData() return end

---@param gameController ComputerInkGameController
---@param widgetData SBannerWidgetPackage
function ComputerBannerWidgetController:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function ComputerBannerWidgetController:RegisterBannerCallback(gameController) return end

---@param content redResourceReferenceScriptToken
function ComputerBannerWidgetController:ResolveContent(content) return end

function ComputerBannerWidgetController:StopVideo() return end

---@class ComputerController : TerminalController
ComputerController = {}

---@return ComputerController
function ComputerController.new() return end

---@param props table
---@return ComputerController
function ComputerController.new(props) return end

---@return ComputerControllerPS
function ComputerController:GetPS() return end

---@class ComputerControllerPS : TerminalControllerPS
---@field computerSetup ComputerSetup
---@field quickHackSetup ComputerQuickHackData
---@field activatorActionSetup EToggleActivationTypeComputer
---@field computerSkillChecks HackEngContainer
---@field openedMailAdress SDocumentAdress
---@field openedFileAdress SDocumentAdress
---@field quickhackPerformed Bool
---@field isInSleepMode Bool
---@field computerUIpreset gamedataComputerStyleUIDefinition_Record
ComputerControllerPS = {}

---@return ComputerControllerPS
function ComputerControllerPS.new() return end

---@param props table
---@return ComputerControllerPS
function ComputerControllerPS.new(props) return end

---@return Bool
function ComputerControllerPS:OnInstantiated() return end

---@return FactQuickHack
function ComputerControllerPS:ActionCreateFactQuickHack() return end

---@return ToggleOpenComputer
function ComputerControllerPS:ActionToggleOpen() return end

---@return Bool
function ComputerControllerPS:CanCreateAnyQuickHackActions() return end

function ComputerControllerPS:ClearOpenedFileAdress() return end

function ComputerControllerPS:ClearOpenedMailAdress() return end

---@return Bool
function ComputerControllerPS:DataInitialized() return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:DecryptFile(documentAdress) return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:DecryptMail(documentAdress) return end

---@param menuType EComputerMenuType
function ComputerControllerPS:DisableMenu(menuType) return end

---@param documentType EDocumentType
---@param documentAdress SDocumentAdress
---@param isEnabled Bool
function ComputerControllerPS:EnableDocument(documentType, documentAdress, isEnabled) return end

---@param documentType EDocumentType
---@param documentName CName|string
---@param isEnabled Bool
function ComputerControllerPS:EnableDocumentsByName(documentType, documentName, isEnabled) return end

---@param documentType EDocumentType
---@param folderID Int32
---@param isEnabled Bool
function ComputerControllerPS:EnableDocumentsInFolder(documentType, folderID, isEnabled) return end

---@param menuType EComputerMenuType
function ComputerControllerPS:EnableMenu(menuType) return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:EncryptFile(documentAdress) return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:EncryptMail(documentAdress) return end

function ComputerControllerPS:GameAttached() return end

---@param requestType gamedeviceRequestType
---@param providedClearance gamedeviceClearance
---@param providedProcessInitiator gameObject
---@param providedRequestor entEntityID
---@return gameGetActionsContext
function ComputerControllerPS:GenerateContext(requestType, providedClearance, providedProcessInitiator, providedRequestor) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ComputerControllerPS:GetActions(context) return end

---@return EToggleActivationTypeComputer
function ComputerControllerPS:GetActivatorType() return end

---@return EComputerAnimationState
function ComputerControllerPS:GetAnimationState() return end

---@return CName
function ComputerControllerPS:GetAnimationStateFactName() return end

---@return TweakDBID
function ComputerControllerPS:GetBannerWidgetTweakDBID() return end

---@return SBannerWidgetPackage[]
function ComputerControllerPS:GetBannerWidgets() return end

---@return ComputerDeviceBlackboardDef
function ComputerControllerPS:GetBlackboardDef() return end

---@param documentType EDocumentType
---@param documentName CName|string
---@return SDocumentAdress
function ComputerControllerPS:GetDocumentAdressByName(documentType, documentName) return end

---@param devices gameDeviceComponentPS[]
---@return Int32
function ComputerControllerPS:GetEnabledDevicesCount(devices) return end

---@param documents gamedeviceDataElement[]
---@param unredOnly Bool
---@return Int32
function ComputerControllerPS:GetEnabledDocumentsCount(documents, unredOnly) return end

---@param data gamedeviceComputerUIData
function ComputerControllerPS:GetFileStructure(data) return end

---@return TweakDBID
function ComputerControllerPS:GetFileThumbnailWidgetTweakDBID() return end

---@return SDocumentThumbnailWidgetPackage[]
function ComputerControllerPS:GetFileThumbnailWidgets() return end

---@param documentAdress SDocumentAdress
---@return SDocumentWidgetPackage
function ComputerControllerPS:GetFileWidget(documentAdress) return end

---@return TweakDBID
function ComputerControllerPS:GetFileWidgetTweakDBID() return end

---@return EComputerMenuType
function ComputerControllerPS:GetInitialMenuType() return end

---@return SInternetData
function ComputerControllerPS:GetInternetData() return end

---@param dataElement gamedeviceDataElement
---@return gameJournalFile
function ComputerControllerPS:GetJournalFileEntry(dataElement) return end

---@param dataElement gamedeviceDataElement
---@return gameJournalEmail
function ComputerControllerPS:GetJournalMailEntry(dataElement) return end

---@return TweakDBID
function ComputerControllerPS:GetKeypadWidgetStyle() return end

---@return TweakDBID
function ComputerControllerPS:GetMailThumbnailWidgetTweakDBID() return end

---@return SDocumentThumbnailWidgetPackage[]
function ComputerControllerPS:GetMailThumbnailWidgets() return end

---@param documentAdress SDocumentAdress
---@return SDocumentWidgetPackage
function ComputerControllerPS:GetMailWidget(documentAdress) return end

---@return TweakDBID
function ComputerControllerPS:GetMailWidgetTweakDBID() return end

---@return TweakDBID
function ComputerControllerPS:GetMainMenuButtonWidgetTweakDBID() return end

---@return SComputerMenuButtonWidgetPackage[]
function ComputerControllerPS:GetMainMenuButtonWidgets() return end

---@return TweakDBID
function ComputerControllerPS:GetMenuButtonWidgetTweakDBID() return end

---@return SComputerMenuButtonWidgetPackage[]
function ComputerControllerPS:GetMenuButtonWidgets() return end

---@return Float
function ComputerControllerPS:GetNewsfeedInterval() return end

---@return SDocumentAdress
function ComputerControllerPS:GetOpenedFileAdress() return end

---@return SDocumentAdress
function ComputerControllerPS:GetOpenedMailAdress() return end

---@param actionName CName|string
---@return gamedeviceAction
function ComputerControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ComputerControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ComputerControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function ComputerControllerPS:GetSkillCheckContainerForSetup() return end

---@return Bool
function ComputerControllerPS:HasNewsfeed() return end

---@param data gamedeviceDataElement
---@return Bool
function ComputerControllerPS:IsDataElementValid(data) return end

---@return Bool
function ComputerControllerPS:IsInSleepMode() return end

---@param menuType EComputerMenuType
---@return Bool
function ComputerControllerPS:IsMenuEnabled(menuType) return end

function ComputerControllerPS:LogicReady() return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function ComputerControllerPS:OnAuthorizeUser(evt) return end

---@param evt FactQuickHack
---@return EntityNotificationType
function ComputerControllerPS:OnCreateFactQuickHack(evt) return end

---@param evt FillTakeOverChainBBoardEvent
---@return EntityNotificationType
function ComputerControllerPS:OnFillTakeOverChainBBoardEvent(evt) return end

---@param evt QuestForceCameraZoom
---@return EntityNotificationType
function ComputerControllerPS:OnQuestForceCameraZoom(evt) return end

---@param evt RequestDocumentThumbnailWidgetsUpdateEvent
function ComputerControllerPS:OnRequestDocumentThumbnailWidgetsUpdate(evt) return end

---@param evt RequestDocumentWidgetUpdateEvent
function ComputerControllerPS:OnRequestDocumentWidgetUpdate(evt) return end

---@param evt RequestComputerMenuWidgetsUpdateEvent
function ComputerControllerPS:OnRequestMenuWidgetsUpdate(evt) return end

---@param evt ToggleOpenComputer
---@return EntityNotificationType
function ComputerControllerPS:OnToggleOpen(evt) return end

---@param evt ToggleZoomInteraction
---@return EntityNotificationType
function ComputerControllerPS:OnToggleZoomInteraction(evt) return end

---@param data ComputerPersistentData
function ComputerControllerPS:PushData(data) return end

---@param data ComputerPersistentData
function ComputerControllerPS:PushResaveData(data) return end

---@param blackboard gameIBlackboard
function ComputerControllerPS:RequestBannerWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
function ComputerControllerPS:RequestFileThumbnailWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
---@param documentAdress SDocumentAdress
function ComputerControllerPS:RequestFileWidgetUpdate(blackboard, documentAdress) return end

---@param blackboard gameIBlackboard
function ComputerControllerPS:RequestMailThumbnailWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
---@param documentAdress SDocumentAdress
function ComputerControllerPS:RequestMailWidgetUpdate(blackboard, documentAdress) return end

---@param blackboard gameIBlackboard
function ComputerControllerPS:RequestMainMenuButtonWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
function ComputerControllerPS:RequestMenuButtonWidgetsUpdate(blackboard) return end

---@param state EComputerAnimationState
function ComputerControllerPS:SetAnimationState(state) return end

---@param value Bool
function ComputerControllerPS:SetIsInSleepMode(value) return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:SetOpenedFileAdress(documentAdress) return end

---@param documentAdress SDocumentAdress
function ComputerControllerPS:SetOpenedMailAdress(documentAdress) return end

---@return Bool
function ComputerControllerPS:ShouldShowExamineIntaraction() return end

function ComputerControllerPS:TurnAuthorizationModuleOFF() return end

function ComputerControllerPS:UpdateBanners() return end

---@class ComputerDeviceBlackboardDef : MasterDeviceBaseBlackboardDef
---@field MailThumbnailWidgetsData gamebbScriptID_Variant
---@field FileThumbnailWidgetsData gamebbScriptID_Variant
---@field MailWidgetsData gamebbScriptID_Variant
---@field FileWidgetsData gamebbScriptID_Variant
---@field MenuButtonWidgetsData gamebbScriptID_Variant
---@field MainMenuButtonWidgetsData gamebbScriptID_Variant
---@field BannerWidgetsData gamebbScriptID_Variant
ComputerDeviceBlackboardDef = {}

---@return ComputerDeviceBlackboardDef
function ComputerDeviceBlackboardDef.new() return end

---@param props table
---@return ComputerDeviceBlackboardDef
function ComputerDeviceBlackboardDef.new(props) return end

---@class ComputerDocumentThumbnailWidgetController : DeviceButtonLogicControllerBase
---@field documentIconWidget inkImageWidgetReference
---@field documentAdress SDocumentAdress
---@field documentType EDocumentType
---@field questInfo gamedeviceQuestInfo
ComputerDocumentThumbnailWidgetController = {}

---@return ComputerDocumentThumbnailWidgetController
function ComputerDocumentThumbnailWidgetController.new() return end

---@param props table
---@return ComputerDocumentThumbnailWidgetController
function ComputerDocumentThumbnailWidgetController.new(props) return end

---@return Bool
function ComputerDocumentThumbnailWidgetController:OnInitialize() return end

function ComputerDocumentThumbnailWidgetController:CloseDocument() return end

---@return SDocumentAdress
function ComputerDocumentThumbnailWidgetController:GetDocumentAdress() return end

---@return EDocumentType
function ComputerDocumentThumbnailWidgetController:GetDocumentType() return end

---@return gamedeviceQuestInfo
function ComputerDocumentThumbnailWidgetController:GetQuestInfo() return end

---@param gameController ComputerInkGameController
---@param widgetData SDocumentThumbnailWidgetPackage
function ComputerDocumentThumbnailWidgetController:Initialize(gameController, widgetData) return end

function ComputerDocumentThumbnailWidgetController:OpenDocument() return end

---@param gameController ComputerInkGameController
function ComputerDocumentThumbnailWidgetController:RegisterThumbnailCallback(gameController) return end

function ComputerDocumentThumbnailWidgetController:ResolveSelection() return end

---@class ComputerDocumentWidgetController : DeviceInkLogicControllerBase
---@field titleWidget inkTextWidgetReference
---@field ownerNameWidget inkTextWidgetReference
---@field dateWidget inkTextWidgetReference
---@field datePanelWidget inkTextWidgetReference
---@field ownerPanelWidget inkTextWidgetReference
---@field textContentWidget inkTextWidgetReference
---@field textContentHolder inkWidgetReference
---@field videoContentWidget inkVideoWidgetReference
---@field imageContentWidget inkImageWidgetReference
---@field closeButtonWidget inkWidgetReference
---@field documentType EDocumentType
---@field lastPlayedVideo redResourceReferenceScriptToken
ComputerDocumentWidgetController = {}

---@return ComputerDocumentWidgetController
function ComputerDocumentWidgetController.new() return end

---@param props table
---@return ComputerDocumentWidgetController
function ComputerDocumentWidgetController.new(props) return end

---@return EDocumentType
function ComputerDocumentWidgetController:GetDocumentType() return end

---@param gameController ComputerInkGameController
---@param widgetData SDocumentWidgetPackage
function ComputerDocumentWidgetController:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function ComputerDocumentWidgetController:RegisterCloseButtonCallback(gameController) return end

---@param widgetData SDocumentWidgetPackage
function ComputerDocumentWidgetController:ResolveContent(widgetData) return end

function ComputerDocumentWidgetController:StopVideo() return end

---@class ComputerFullBannerWidgetController : ComputerBannerWidgetController
---@field closeButtonWidget inkWidgetReference
ComputerFullBannerWidgetController = {}

---@return ComputerFullBannerWidgetController
function ComputerFullBannerWidgetController.new() return end

---@param props table
---@return ComputerFullBannerWidgetController
function ComputerFullBannerWidgetController.new(props) return end

---@param gameController ComputerInkGameController
---@param widgetData SBannerWidgetPackage
function ComputerFullBannerWidgetController:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function ComputerFullBannerWidgetController:RegisterCloseButtonCallback(gameController) return end

---@class ComputerInkGameController : DeviceInkGameControllerBase
---@field layoutID TweakDBID
---@field currentLayoutLibraryID CName
---@field mainLayout inkWidget
---@field devicesMenuInitialized Bool
---@field devicesMenuSpawned Bool
---@field devicesMenuSpawnRequested Bool
---@field menuInitialized Bool
---@field mainDisplayWidget inkVideoWidget
---@field forceOpenDocumentType EDocumentType
---@field forceOpenDocumentAdress SDocumentAdress
---@field onMailThumbnailWidgetsUpdateListener redCallbackObject
---@field onFileThumbnailWidgetsUpdateListener redCallbackObject
---@field onMailWidgetsUpdateListener redCallbackObject
---@field onFileWidgetsUpdateListener redCallbackObject
---@field onMenuButtonWidgetsUpdateListener redCallbackObject
---@field onMainMenuButtonWidgetsUpdateListener redCallbackObject
---@field onBannerWidgetsUpdateListener redCallbackObject
---@field onGlitchingStateChangedListener redCallbackObject
ComputerInkGameController = {}

---@return ComputerInkGameController
function ComputerInkGameController.new() return end

---@param props table
---@return ComputerInkGameController
function ComputerInkGameController.new(props) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnBannerWidgetsUpdate(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerInkGameController:OnDevicesMenuSpawned(widget, userData) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnDocumentThumbnailCallback(e) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnFileThumbnailWidgetsUpdate(value) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnFileWidgetsUpdate(value) return end

---@param evt GoToMenuEvent
---@return Bool
function ComputerInkGameController:OnGoToMenuEvent(evt) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnHideFileCallback(e) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnHideFullBannerCallback(e) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnHideMailCallback(e) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnMailThumbnailWidgetsUpdate(value) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnMailWidgetsUpdate(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerInkGameController:OnMainLayoutSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnMainMenuButtonWidgetsUpdate(value) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnMenuButtonCallback(e) return end

---@param value Variant
---@return Bool
function ComputerInkGameController:OnMenuButtonWidgetsUpdate(value) return end

---@param evt OpenDocumentEvent
---@return Bool
function ComputerInkGameController:OnOpenDocumentEvent(evt) return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnShowFullBannerCallback(e) return end

---@return Bool
function ComputerInkGameController:OnUninitialize() return end

---@param e inkPointerEvent
---@return Bool
function ComputerInkGameController:OnWindowCloseCallback(e) return end

---@param screenDefinition ScreenDefinitionPackage
---@return String
function ComputerInkGameController:GetComputerInkLibraryPath(screenDefinition) return end

---@return SDocumentAdress
function ComputerInkGameController:GetForceOpenDocumentAdress() return end

---@return EDocumentType
function ComputerInkGameController:GetForceOpenDocumentType() return end

---@return ComputerMainLayoutWidgetController
function ComputerInkGameController:GetMainLayoutController() return end

---@param menuType EComputerMenuType
---@return String
function ComputerInkGameController:GetMenuName(menuType) return end

---@return Computer
function ComputerInkGameController:GetOwner() return end

---@param screenDefinition ScreenDefinitionPackage
---@return redResourceReferenceScriptToken
function ComputerInkGameController:GetTerminalInkLibraryPath(screenDefinition) return end

---@param menuID String
function ComputerInkGameController:GoToMenu(menuID) return end

---@param elementName String
function ComputerInkGameController:HideMenuByName(elementName) return end

---@param widgetsData SBannerWidgetPackage[]
function ComputerInkGameController:InitializeBanners(widgetsData) return end

---@param widgetsData SDocumentWidgetPackage[]
function ComputerInkGameController:InitializeFiles(widgetsData) return end

---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerInkGameController:InitializeFilesThumbnails(widgetsData) return end

---@param widgetsData SDocumentWidgetPackage[]
function ComputerInkGameController:InitializeMails(widgetsData) return end

---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerInkGameController:InitializeMailsThumbnails(widgetsData) return end

function ComputerInkGameController:InitializeMainLayout() return end

---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerInkGameController:InitializeMainMenuButtons(widgetsData) return end

---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerInkGameController:InitializeMenuButtons(widgetsData) return end

---@return Bool
function ComputerInkGameController:IsDevicesManuSpawnRequested() return end

---@return Bool
function ComputerInkGameController:IsDevicesManuSpawned() return end

---@return Bool
function ComputerInkGameController:IsMainLayoutInitialized() return end

---@param controller ComputerDocumentThumbnailWidgetController
function ComputerInkGameController:OpenDocument(controller) return end

---@param documentType EDocumentType
---@param adress SDocumentAdress
function ComputerInkGameController:OpenDocument(documentType, adress) return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function ComputerInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function ComputerInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function ComputerInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function ComputerInkGameController:RegisterCloseWindowButtonCallback() return end

function ComputerInkGameController:RequestBannerWidgetsUpdate() return end

function ComputerInkGameController:RequestFileThumbnailWidgetsUpdate() return end

---@param documentAdress SDocumentAdress
function ComputerInkGameController:RequestFileWidgetUpdate(documentAdress) return end

function ComputerInkGameController:RequestMailThumbnailWidgetsUpdate() return end

---@param documentAdress SDocumentAdress
function ComputerInkGameController:RequestMailWidgetUpdate(documentAdress) return end

function ComputerInkGameController:RequestMainMenuButtonWidgetsUpdate() return end

function ComputerInkGameController:RequestMenuButtonWidgetsUpdate() return end

function ComputerInkGameController:ResetForceOpenDocumentData() return end

function ComputerInkGameController:ResolveBreadcrumbLevel() return end

function ComputerInkGameController:ResolveInitialMenuType() return end

---@param questInfo gamedeviceQuestInfo
function ComputerInkGameController:ResolveQuestInfo(questInfo) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerInkGameController:SetDevicesMenu(gameController, parentWidget) return end

function ComputerInkGameController:SetupWidgets() return end

function ComputerInkGameController:ShowDevices() return end

function ComputerInkGameController:ShowFiles() return end

function ComputerInkGameController:ShowInternet() return end

function ComputerInkGameController:ShowMails() return end

function ComputerInkGameController:ShowMainMenu() return end

---@param elementName String
function ComputerInkGameController:ShowMenuByName(elementName) return end

function ComputerInkGameController:ShowNewsfeed() return end

---@param glitchData GlitchData
function ComputerInkGameController:StartGlitchingScreen(glitchData) return end

function ComputerInkGameController:StopGlitchingScreen() return end

function ComputerInkGameController:StopVideo() return end

function ComputerInkGameController:TurnOff() return end

function ComputerInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function ComputerInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function ComputerInkGameController:UpdateActionWidgets(widgetsData) return end

---@param widgetsData SBannerWidgetPackage[]
function ComputerInkGameController:UpdateBannersWidgets(widgetsData) return end

---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerInkGameController:UpdateFilesThumbnailsWidgets(widgetsData) return end

---@param widgetsData SDocumentWidgetPackage[]
function ComputerInkGameController:UpdateFilesWidgets(widgetsData) return end

---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerInkGameController:UpdateMailsThumbnailsWidgets(widgetsData) return end

---@param widgetsData SDocumentWidgetPackage[]
function ComputerInkGameController:UpdateMailsWidgets(widgetsData) return end

---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerInkGameController:UpdateMainMenuButtonsWidgets(widgetsData) return end

---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerInkGameController:UpdateMenuButtonsWidgets(widgetsData) return end

---@class ComputerMainLayoutWidgetController : inkWidgetLogicController
---@field screenSaverSlot inkWidgetReference
---@field wallpaperSlot inkWidgetReference
---@field menuButtonList inkWidgetReference
---@field menuContainer inkWidgetReference
---@field internetContainer inkWidgetReference
---@field offButton inkWidgetReference
---@field windowCloseButton inkWidgetReference
---@field windowContainer inkWidgetReference
---@field windowHeader inkTextWidgetReference
---@field menuMailsID TweakDBID
---@field menuFilesID TweakDBID
---@field menuNewsFeedID TweakDBID
---@field menuMainID TweakDBID
---@field internetBrowserID TweakDBID
---@field screenSaverID TweakDBID
---@field wallpaperID TweakDBID
---@field windowCloseAanimation CName
---@field windowOpenAanimation CName
---@field currentScreenSaverLibraryID CName
---@field currentWallpaperLibraryID CName
---@field computerMenuButtonWidgetsData SComputerMenuButtonWidgetPackage[]
---@field mailsMenu inkWidget
---@field filesMenu inkWidget
---@field devicesMenu inkWidget
---@field newsFeedMenu inkWidget
---@field internetData inkWidget
---@field mainMenu inkWidget
---@field screenSaver inkWidget
---@field wallpaper inkWidget
---@field isInitialized Bool
---@field devicesMenuInitialized Bool
---@field isWindowOpened Bool
---@field activeWindowID String
---@field menuToOpen EComputerMenuType
ComputerMainLayoutWidgetController = {}

---@return ComputerMainLayoutWidgetController
function ComputerMainLayoutWidgetController.new() return end

---@param props table
---@return ComputerMainLayoutWidgetController
function ComputerMainLayoutWidgetController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnFilesMenuSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnInternetMenuSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnMailsMenuSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnMainMenuSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnMenuButtonWidgetSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnNewsFeedMenuSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnScreenSaverSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMainLayoutWidgetController:OnWallpaperSpawned(widget, userData) return end

---@param e inkanimProxy
---@return Bool
function ComputerMainLayoutWidgetController:OnWindowClosed(e) return end

---@param e inkanimProxy
---@return Bool
function ComputerMainLayoutWidgetController:OnWindowOpened(e) return end

---@param widget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMainLayoutWidgetController:AddMenuButtonWidget(widget, widgetData, gameController) return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
function ComputerMainLayoutWidgetController:AddMenuButtonWidgetData(widgetData, gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
---@return inkWidget
function ComputerMainLayoutWidgetController:CreateMenuButtonWidget(gameController, parentWidget, widgetData) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
function ComputerMainLayoutWidgetController:CreateMenuButtonWidgetAsync(gameController, parentWidget, widgetData) return end

function ComputerMainLayoutWidgetController:DeselectAllManuButtons() return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetDevicesMenuContainer() return end

---@return ComputerMenuWidgetController
function ComputerMainLayoutWidgetController:GetFileMenuController() return end

---@param adress SDocumentAdress
---@return ComputerDocumentThumbnailWidgetController
function ComputerMainLayoutWidgetController:GetFileThumbnailController(adress) return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetFilesMenuContainer() return end

---@return BrowserController
function ComputerMainLayoutWidgetController:GetInternetController() return end

---@return ComputerMenuWidgetController
function ComputerMainLayoutWidgetController:GetMailMenuController() return end

---@param adress SDocumentAdress
---@return ComputerDocumentThumbnailWidgetController
function ComputerMainLayoutWidgetController:GetMailThumbnailController(adress) return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetMailsMenuContainer() return end

---@return ComputerMainMenuWidgetController
function ComputerMainLayoutWidgetController:GetMainMenuController() return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMainLayoutWidgetController:GetMenuButtonWidget(widgetData, gameController) return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return Int32
function ComputerMainLayoutWidgetController:GetMenuButtonWidgetDataIndex(widgetData, gameController) return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetMenuContainer() return end

---@return NewsFeedMenuWidgetController
function ComputerMainLayoutWidgetController:GetNewsFeedController() return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetNewsfeedMenuContainer() return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetOffButton() return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetWindowCloseButton() return end

---@return inkWidget
function ComputerMainLayoutWidgetController:GetWindowContainer() return end

---@return inkTextWidget
function ComputerMainLayoutWidgetController:GetWindowHeader() return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return Bool
function ComputerMainLayoutWidgetController:HasMenuButtonWidgetData(widgetData, gameController) return end

function ComputerMainLayoutWidgetController:HideBanners() return end

function ComputerMainLayoutWidgetController:HideDevices() return end

function ComputerMainLayoutWidgetController:HideFiles() return end

function ComputerMainLayoutWidgetController:HideFullBanner() return end

function ComputerMainLayoutWidgetController:HideInternet() return end

function ComputerMainLayoutWidgetController:HideMails() return end

function ComputerMainLayoutWidgetController:HideMainMenu() return end

function ComputerMainLayoutWidgetController:HideMenuButtonWidgets() return end

function ComputerMainLayoutWidgetController:HideNewsFeed() return end

function ComputerMainLayoutWidgetController:HideScreenSaver() return end

function ComputerMainLayoutWidgetController:HideWallpaper() return end

function ComputerMainLayoutWidgetController:HideWindow() return end

---@param gameController ComputerInkGameController
function ComputerMainLayoutWidgetController:Initialize(gameController) return end

---@param gameController ComputerInkGameController
---@param widgetsData SBannerWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeBanners(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeFiles(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeFilesThumbnails(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeMails(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeMailsThumbnails(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeMainMenuButtons(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
function ComputerMainLayoutWidgetController:InitializeMenuButtonWidget(gameController, widget, widgetData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerMainLayoutWidgetController:InitializeMenuButtons(gameController, widgetsData) return end

---@param controller ComputerDocumentThumbnailWidgetController
function ComputerMainLayoutWidgetController:MarkFileThumbnailAsSelected(controller) return end

---@param adress SDocumentAdress
function ComputerMainLayoutWidgetController:MarkMailThumbnailAsSelected(adress) return end

---@param controller ComputerDocumentThumbnailWidgetController
function ComputerMainLayoutWidgetController:MarkMailThumbnailAsSelected(controller) return end

---@param menuID String
function ComputerMainLayoutWidgetController:MarkManuButtonAsSelected(menuID) return end

---@param controller ComputerMenuButtonController
function ComputerMainLayoutWidgetController:MarkManuButtonAsSelected(controller) return end

function ComputerMainLayoutWidgetController:ResolveWindowClose() return end

---@param widget inkWidget
function ComputerMainLayoutWidgetController:SetDevicesMenu(widget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerMainLayoutWidgetController:SetFilesMenu(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
function ComputerMainLayoutWidgetController:SetInternetMenu(gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerMainLayoutWidgetController:SetMailsMenu(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
function ComputerMainLayoutWidgetController:SetMainMenu(gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerMainLayoutWidgetController:SetNewsFeedMenu(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerMainLayoutWidgetController:SetScreenSaver(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function ComputerMainLayoutWidgetController:SetWallpaper(gameController, parentWidget) return end

function ComputerMainLayoutWidgetController:ShowDevices() return end

function ComputerMainLayoutWidgetController:ShowFiles() return end

---@param gameController ComputerInkGameController
---@param widgetData SBannerWidgetPackage
function ComputerMainLayoutWidgetController:ShowFullBanner(gameController, widgetData) return end

---@param startingPage String
function ComputerMainLayoutWidgetController:ShowInternet(startingPage) return end

function ComputerMainLayoutWidgetController:ShowMails() return end

function ComputerMainLayoutWidgetController:ShowMainMenu() return end

function ComputerMainLayoutWidgetController:ShowNewsfeed() return end

function ComputerMainLayoutWidgetController:ShowScreenSaver() return end

function ComputerMainLayoutWidgetController:ShowWallpaper() return end

---@param header String
---@param menuType EComputerMenuType
function ComputerMainLayoutWidgetController:ShowWindow(header, menuType) return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param index Int32
function ComputerMainLayoutWidgetController:UpdateMenuButtonWidgetData(widgetData, index) return end

---@class ComputerMainMenuWidgetController : inkWidgetLogicController
---@field menuButtonsListWidget inkWidgetReference
---@field isInitialized Bool
---@field computerMenuButtonWidgetsData SComputerMenuButtonWidgetPackage[]
ComputerMainMenuWidgetController = {}

---@return ComputerMainMenuWidgetController
function ComputerMainMenuWidgetController.new() return end

---@param props table
---@return ComputerMainMenuWidgetController
function ComputerMainMenuWidgetController.new(props) return end

---@param widget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMainMenuWidgetController:AddMenuButtonWidget(widget, widgetData, gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
---@return inkWidget
function ComputerMainMenuWidgetController:CreateMenuButtonWidget(gameController, parentWidget, widgetData) return end

---@param widgetData SComputerMenuButtonWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMainMenuWidgetController:GetMenuButtonWidget(widgetData, gameController) return end

function ComputerMainMenuWidgetController:HideMenuButtonWidgets() return end

---@param gameController ComputerInkGameController
---@param widget inkWidget
---@param widgetData SComputerMenuButtonWidgetPackage
function ComputerMainMenuWidgetController:InitializeMenuButtonWidget(gameController, widget, widgetData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SComputerMenuButtonWidgetPackage[]
function ComputerMainMenuWidgetController:InitializeMenuButtons(gameController, widgetsData) return end

---@class ComputerMenuButtonController : DeviceButtonLogicControllerBase
---@field counterWidget inkTextWidgetReference
---@field notificationidget inkWidgetReference
---@field menuID String
ComputerMenuButtonController = {}

---@return ComputerMenuButtonController
function ComputerMenuButtonController.new() return end

---@param props table
---@return ComputerMenuButtonController
function ComputerMenuButtonController.new(props) return end

---@return Bool
function ComputerMenuButtonController:OnInitialize() return end

---@return String
function ComputerMenuButtonController:GetMenuID() return end

---@param gameController ComputerInkGameController
---@param widgetData SComputerMenuButtonWidgetPackage
function ComputerMenuButtonController:Initialize(gameController, widgetData) return end

---@param gameController ComputerInkGameController
function ComputerMenuButtonController:RegisterMenuCallback(gameController) return end

---@class ComputerMenuWidgetController : inkWidgetLogicController
---@field thumbnailsListWidget inkWidgetReference
---@field contentWidget inkWidgetReference
---@field isInitialized Bool
---@field fileWidgetsData SDocumentWidgetPackage[]
---@field fileThumbnailWidgetsData SDocumentThumbnailWidgetPackage[]
ComputerMenuWidgetController = {}

---@return ComputerMenuWidgetController
function ComputerMenuWidgetController.new() return end

---@param props table
---@return ComputerMenuWidgetController
function ComputerMenuWidgetController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMenuWidgetController:OnDocumentThumbnailWidgetSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ComputerMenuWidgetController:OnDocumentWidgetSpawned(widget, userData) return end

---@param widget inkWidget
---@param widgetData SDocumentThumbnailWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMenuWidgetController:AddFileThumbnailWidget(widget, widgetData, gameController) return end

---@param widgetData SDocumentThumbnailWidgetPackage
---@param gameController DeviceInkGameControllerBase
function ComputerMenuWidgetController:AddFileThumbnailWidgetData(widgetData, gameController) return end

---@param widget inkWidget
---@param widgetData SDocumentWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMenuWidgetController:AddFileWidget(widget, widgetData, gameController) return end

---@param widgetData SDocumentWidgetPackage
---@param gameController DeviceInkGameControllerBase
function ComputerMenuWidgetController:AddFileWidgetData(widgetData, gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SDocumentThumbnailWidgetPackage
---@return inkWidget
function ComputerMenuWidgetController:CreateDocumentThumbnailWidget(gameController, parentWidget, widgetData) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SDocumentThumbnailWidgetPackage
function ComputerMenuWidgetController:CreateDocumentThumbnailWidgetAsync(gameController, parentWidget, widgetData) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SDocumentWidgetPackage
---@return inkWidget
function ComputerMenuWidgetController:CreateDocumentWidget(gameController, parentWidget, widgetData) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SDocumentWidgetPackage
function ComputerMenuWidgetController:CreateDocumentWidgetAsync(gameController, parentWidget, widgetData) return end

---@param widgetData SDocumentThumbnailWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMenuWidgetController:GetFileThumbnailWidget(widgetData, gameController) return end

---@param widgetData SDocumentThumbnailWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Int32
function ComputerMenuWidgetController:GetFileThumbnailWidgetDataIndex(widgetData, gameController) return end

---@param widgetData SDocumentWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function ComputerMenuWidgetController:GetFileWidget(widgetData, gameController) return end

---@param widgetData SDocumentWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Int32
function ComputerMenuWidgetController:GetFileWidgetDataIndex(widgetData, gameController) return end

---@param adress SDocumentAdress
---@return ComputerDocumentThumbnailWidgetController
function ComputerMenuWidgetController:GetThumbnailController(adress) return end

---@param widgetData SDocumentThumbnailWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Bool
function ComputerMenuWidgetController:HasFileThumbnailWidgetData(widgetData, gameController) return end

---@param widgetData SDocumentWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Bool
function ComputerMenuWidgetController:HasFileWidgetData(widgetData, gameController) return end

function ComputerMenuWidgetController:HideFileThumbnailWidgets() return end

function ComputerMenuWidgetController:HideFileWidgets() return end

---@param gameController ComputerInkGameController
---@param widget inkWidget
---@param widgetData SDocumentThumbnailWidgetPackage
function ComputerMenuWidgetController:InitializeDocumentThumbnailWidget(gameController, widget, widgetData) return end

---@param gameController ComputerInkGameController
---@param widget inkWidget
---@param widgetData SDocumentWidgetPackage
function ComputerMenuWidgetController:InitializeDocumentWidget(gameController, widget, widgetData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentWidgetPackage[]
function ComputerMenuWidgetController:InitializeFiles(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SDocumentThumbnailWidgetPackage[]
function ComputerMenuWidgetController:InitializeFilesThumbnails(gameController, widgetsData) return end

---@param adress SDocumentAdress
function ComputerMenuWidgetController:MarkThumbnailAsSelected(adress) return end

---@param controller ComputerDocumentThumbnailWidgetController
function ComputerMenuWidgetController:MarkThumbnailAsSelected(controller) return end

---@param widgetData SDocumentThumbnailWidgetPackage
---@param index Int32
function ComputerMenuWidgetController:UpdateFileThumbnailWidgetData(widgetData, index) return end

---@param widgetData SDocumentWidgetPackage
---@param index Int32
function ComputerMenuWidgetController:UpdateFileWidgetData(widgetData, index) return end

---@class ComputerPersistentData
---@field mails gamedeviceGenericDataContent[]
---@field files gamedeviceGenericDataContent[]
---@field newsFeedElements SNewsFeedElementData[]
---@field internetData SInternetData
---@field initialUIPosition String
---@field openedFileIDX Int32
---@field openedFolderIDX Int32
ComputerPersistentData = {}

---@return ComputerPersistentData
function ComputerPersistentData.new() return end

---@param props table
---@return ComputerPersistentData
function ComputerPersistentData.new(props) return end

---@class ComputerQuickHackData
---@field alternativeName TweakDBID
---@field factName CName
---@field factValue Int32
---@field operationType EMathOperationType
ComputerQuickHackData = {}

---@return ComputerQuickHackData
function ComputerQuickHackData.new() return end

---@param props table
---@return ComputerQuickHackData
function ComputerQuickHackData.new(props) return end

---@class ComputerSetup : TerminalSetup
---@field startingMenu EComputerMenuType
---@field mailsMenu Bool
---@field filesMenu Bool
---@field systemMenu Bool
---@field internetMenu Bool
---@field newsFeedMenu Bool
---@field stylePreset TweakDBID
---@field mailsStructure gamedeviceGenericDataContent[]
---@field filesStructure gamedeviceGenericDataContent[]
---@field newsFeed SNewsFeedElementData[]
---@field newsFeedInterval Float
---@field internetSubnet SInternetData
---@field animationState EComputerAnimationState
---@field animationStateSetFactName CName
---@field ignoreSleepMode Bool
ComputerSetup = {}

---@return ComputerSetup
function ComputerSetup.new() return end

---@param props table
---@return ComputerSetup
function ComputerSetup.new(props) return end

---@class Condition
---@field passed Bool
---@field description String
Condition = {}

---@return Condition
function Condition.new() return end

---@param props table
---@return Condition
function Condition.new(props) return end

---@class ConditionData
---@field conditionOperator ELogicOperator
---@field requirementList Condition[]
ConditionData = {}

---@return ConditionData
function ConditionData.new() return end

---@param props table
---@return ConditionData
function ConditionData.new(props) return end

---@class ConditionGroupData
---@field conditions GameplayConditionBase[]
---@field logicOperator ELogicOperator
ConditionGroupData = {}

---@return ConditionGroupData
function ConditionGroupData.new() return end

---@param props table
---@return ConditionGroupData
function ConditionGroupData.new(props) return end

---@class ConeAOCustomData : ICameraStorageCustomData
ConeAOCustomData = {}

---@return ConeAOCustomData
function ConeAOCustomData.new() return end

---@param props table
---@return ConeAOCustomData
function ConeAOCustomData.new(props) return end

---@class Confess : Pay
Confess = {}

---@return Confess
function Confess.new() return end

---@param props table
---@return Confess
function Confess.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function Confess.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function Confess.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function Confess.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function Confess:GetInkWidgetTweakDBID() return end

---@param displayName CName|string
function Confess:SetProperties(displayName) return end

---@class ConfessionBooth : BasicDistractionDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
ConfessionBooth = {}

---@return ConfessionBooth
function ConfessionBooth.new() return end

---@param props table
---@return ConfessionBooth
function ConfessionBooth.new(props) return end

---@param evt Confess
---@return Bool
function ConfessionBooth:OnConfess(evt) return end

---@param evt ConfessionCompletedEvent
---@return Bool
function ConfessionBooth:OnConfessionCompleted(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function ConfessionBooth:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ConfessionBooth:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function ConfessionBooth:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ConfessionBooth:OnTakeControl(ri) return end

function ConfessionBooth:CreateBlackboard() return end

---@return ConfessionalBlackboardDef
function ConfessionBooth:GetBlackboardDef() return end

---@return ConfessionBoothController
function ConfessionBooth:GetController() return end

---@return ConfessionBoothControllerPS
function ConfessionBooth:GetDevicePS() return end

---@param ps gamePersistentState
---@return Bool
function ConfessionBooth:ResavePersistentData(ps) return end

function ConfessionBooth:ResolveGameplayState() return end

function ConfessionBooth:StartBlinking() return end

function ConfessionBooth:StartConfessing() return end

---@param glitchState EGlitchState
---@param intensity Float
function ConfessionBooth:StartGlitching(glitchState, intensity) return end

function ConfessionBooth:StartShortGlitch() return end

function ConfessionBooth:StopBlinking() return end

function ConfessionBooth:StopConfessing() return end

function ConfessionBooth:StopGlitching() return end

function ConfessionBooth:TurnOffDevice() return end

function ConfessionBooth:TurnOffLights() return end

function ConfessionBooth:TurnOnDevice() return end

function ConfessionBooth:TurnOnLights() return end

---@class ConfessionBoothController : BasicDistractionDeviceController
ConfessionBoothController = {}

---@return ConfessionBoothController
function ConfessionBoothController.new() return end

---@param props table
---@return ConfessionBoothController
function ConfessionBoothController.new(props) return end

---@return ConfessionBoothControllerPS
function ConfessionBoothController:GetPS() return end

---@class ConfessionBoothControllerPS : BasicDistractionDeviceControllerPS
ConfessionBoothControllerPS = {}

---@return ConfessionBoothControllerPS
function ConfessionBoothControllerPS.new() return end

---@param props table
---@return ConfessionBoothControllerPS
function ConfessionBoothControllerPS.new(props) return end

---@return Bool
function ConfessionBoothControllerPS:OnInstantiated() return end

---@return Confess
function ConfessionBoothControllerPS:ActionConfess() return end

---@return Bool
function ConfessionBoothControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ConfessionBoothControllerPS:GetActions(context) return end

---@return ConfessionalBlackboardDef
function ConfessionBoothControllerPS:GetBlackboardDef() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ConfessionBoothControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ConfessionBoothControllerPS:GetQuickHackActions(context) return end

function ConfessionBoothControllerPS:Initialize() return end

---@param evt Confess
---@return EntityNotificationType
function ConfessionBoothControllerPS:OnConfess(evt) return end

---@class ConfessionCompletedEvent : redEvent
ConfessionCompletedEvent = {}

---@return ConfessionCompletedEvent
function ConfessionCompletedEvent.new() return end

---@param props table
---@return ConfessionCompletedEvent
function ConfessionCompletedEvent.new(props) return end

---@class ConfessionalBlackboardDef : DeviceBaseBlackboardDef
---@field IsConfessing gamebbScriptID_Bool
ConfessionalBlackboardDef = {}

---@return ConfessionalBlackboardDef
function ConfessionalBlackboardDef.new() return end

---@param props table
---@return ConfessionalBlackboardDef
function ConfessionalBlackboardDef.new(props) return end

---@class ConfessionalInkGameController : DeviceInkGameControllerBase
---@field defaultUI inkCanvasWidget
---@field mainDisplayWidget inkVideoWidget
---@field messegeWidget inkTextWidget
---@field defaultTextWidget inkTextWidget
---@field actionsList inkWidget
---@field RunningAnimation inkanimProxy
---@field isConfessing Bool
---@field onGlitchingStateChangedListener redCallbackObject
---@field onConfessListener redCallbackObject
ConfessionalInkGameController = {}

---@return ConfessionalInkGameController
function ConfessionalInkGameController.new() return end

---@param props table
---@return ConfessionalInkGameController
function ConfessionalInkGameController.new(props) return end

---@param value Bool
---@return Bool
function ConfessionalInkGameController:OnConfess(value) return end

---@param e inkanimProxy
---@return Bool
function ConfessionalInkGameController:OnMessegeAnimFinished(e) return end

---@return Bool
function ConfessionalInkGameController:OnUninitialize() return end

---@param target inkVideoWidget
---@return Bool
function ConfessionalInkGameController:OnVideoFinished(target) return end

---@return ConfessionBooth
function ConfessionalInkGameController:GetOwner() return end

function ConfessionalInkGameController:PlayConfessMessegeAnimation() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function ConfessionalInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function ConfessionalInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function ConfessionalInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function ConfessionalInkGameController:ResetConfessionState() return end

function ConfessionalInkGameController:SetupWidgets() return end

function ConfessionalInkGameController:StartConfessing() return end

---@param glitchData GlitchData
function ConfessionalInkGameController:StartGlitchingScreen(glitchData) return end

function ConfessionalInkGameController:StopConfessing() return end

function ConfessionalInkGameController:StopGlitchingScreen() return end

function ConfessionalInkGameController:StopVideo() return end

function ConfessionalInkGameController:TurnOff() return end

function ConfessionalInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function ConfessionalInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function ConfessionalInkGameController:UpdateActionWidgets(widgetsData) return end

---@class ConnectedClassTypes
---@field surveillanceCamera Bool
---@field securityTurret Bool
---@field puppet Bool
ConnectedClassTypes = {}

---@return ConnectedClassTypes
function ConnectedClassTypes.new() return end

---@param props table
---@return ConnectedClassTypes
function ConnectedClassTypes.new(props) return end

---@class ConnectedToBackdoorPrereq : gameIScriptablePrereq
---@field invert Bool
ConnectedToBackdoorPrereq = {}

---@return ConnectedToBackdoorPrereq
function ConnectedToBackdoorPrereq.new() return end

---@param props table
---@return ConnectedToBackdoorPrereq
function ConnectedToBackdoorPrereq.new(props) return end

---@param recordID TweakDBID|string
function ConnectedToBackdoorPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ConnectedToBackdoorPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ConnectedToBackdoorPrereq:OnRegister(state, context) return end

---@class ConnectionEndedEvent : redEvent
---@field togglePersonalLinkAction TogglePersonalLink
ConnectionEndedEvent = {}

---@return ConnectionEndedEvent
function ConnectionEndedEvent.new() return end

---@param props table
---@return ConnectionEndedEvent
function ConnectionEndedEvent.new(props) return end

---@return TogglePersonalLink
function ConnectionEndedEvent:GetTogglePersonalLinkAction() return end

---@param togglePersonalLinkAction TogglePersonalLink
function ConnectionEndedEvent:SetTogglePersonalLinkAction(togglePersonalLinkAction) return end

---@class ConsecutiveHitsPrereqCondition : BaseHitPrereqCondition
---@field timeOut Float
---@field consecutiveHitsRequired Int32
---@field uniqueTarget Bool
---@field consecutiveHits Int32
---@field lastTargetID entEntityID
---@field lastHitTime Float
ConsecutiveHitsPrereqCondition = {}

---@return ConsecutiveHitsPrereqCondition
function ConsecutiveHitsPrereqCondition.new() return end

---@param props table
---@return ConsecutiveHitsPrereqCondition
function ConsecutiveHitsPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function ConsecutiveHitsPrereqCondition:Evaluate(hitEvent) return end

---@param missEvent gameeventsMissEvent
function ConsecutiveHitsPrereqCondition:OnMissTriggered(missEvent) return end

---@param recordID TweakDBID|string
function ConsecutiveHitsPrereqCondition:SetData(recordID) return end

---@class ConstantStatPoolPrereq : StatPoolPrereq
ConstantStatPoolPrereq = {}

---@return ConstantStatPoolPrereq
function ConstantStatPoolPrereq.new() return end

---@param props table
---@return ConstantStatPoolPrereq
function ConstantStatPoolPrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ConstantStatPoolPrereq:OnRegister(state, context) return end

---@class ConstantStatPoolPrereqListener : BaseStatPoolPrereqListener
---@field state ConstantStatPoolPrereqState
ConstantStatPoolPrereqListener = {}

---@return ConstantStatPoolPrereqListener
function ConstantStatPoolPrereqListener.new() return end

---@param props table
---@return ConstantStatPoolPrereqListener
function ConstantStatPoolPrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
---@return Bool
function ConstantStatPoolPrereqListener:OnStatPoolValueReached(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ConstantStatPoolPrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function ConstantStatPoolPrereqListener:RegisterState(state) return end

---@class ConstantStatPoolPrereqState : StatPoolPrereqState
---@field listenConstantly Bool
ConstantStatPoolPrereqState = {}

---@return ConstantStatPoolPrereqState
function ConstantStatPoolPrereqState.new() return end

---@param props table
---@return ConstantStatPoolPrereqState
function ConstantStatPoolPrereqState.new(props) return end

---@param statPoolType gamedataStatPoolType
---@param valueToCheck Float
function ConstantStatPoolPrereqState:RegisterStatPoolListener(statPoolType, valueToCheck) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ConstantStatPoolPrereqState:StatPoolConstantUpdate(oldValue, newValue, percToPoints) return end

---@class ConsumableChargesPrereq : StatPoolPrereq
ConsumableChargesPrereq = {}

---@return ConsumableChargesPrereq
function ConsumableChargesPrereq.new() return end

---@param props table
---@return ConsumableChargesPrereq
function ConsumableChargesPrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ConsumableChargesPrereq:OnRegister(state, context) return end

---@class ConsumableChargesPrereqListener : gameScriptStatPoolsListener
---@field state ConsumableChargesPrereqState
ConsumableChargesPrereqListener = {}

---@return ConsumableChargesPrereqListener
function ConsumableChargesPrereqListener.new() return end

---@param props table
---@return ConsumableChargesPrereqListener
function ConsumableChargesPrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ConsumableChargesPrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function ConsumableChargesPrereqListener:RegisterState(state) return end

---@class ConsumableChargesPrereqState : gamePrereqState
---@field owner PlayerPuppet
---@field statPoolListener ConsumableChargesPrereqListener
---@field object gameObject
---@field statsObjID gameStatsObjectID
ConsumableChargesPrereqState = {}

---@return ConsumableChargesPrereqState
function ConsumableChargesPrereqState.new() return end

---@param props table
---@return ConsumableChargesPrereqState
function ConsumableChargesPrereqState.new(props) return end

---@param statPoolType gamedataStatPoolType
---@param valueToCheck Float
function ConsumableChargesPrereqState:RegisterStatPoolListener(statPoolType, valueToCheck) return end

---@param oldValue Float
---@param newValue Float
function ConsumableChargesPrereqState:StatPoolUpdate(oldValue, newValue) return end

---@param statPoolType gamedataStatPoolType
function ConsumableChargesPrereqState:UnregisterStatPoolListener(statPoolType) return end

---@class ConsumableCleanupDecisions : ConsumableTransitions
ConsumableCleanupDecisions = {}

---@return ConsumableCleanupDecisions
function ConsumableCleanupDecisions.new() return end

---@param props table
---@return ConsumableCleanupDecisions
function ConsumableCleanupDecisions.new(props) return end

---@class ConsumableCleanupEvents : ConsumableTransitions
ConsumableCleanupEvents = {}

---@return ConsumableCleanupEvents
function ConsumableCleanupEvents.new() return end

---@param props table
---@return ConsumableCleanupEvents
function ConsumableCleanupEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableCleanupEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableCleanupEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class ConsumableStartupDecisions : ConsumableTransitions
ConsumableStartupDecisions = {}

---@return ConsumableStartupDecisions
function ConsumableStartupDecisions.new() return end

---@param props table
---@return ConsumableStartupDecisions
function ConsumableStartupDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ConsumableStartupDecisions:ToConsumableUse(stateContext, scriptInterface) return end

---@class ConsumableStartupEvents : ConsumableTransitions
ConsumableStartupEvents = {}

---@return ConsumableStartupEvents
function ConsumableStartupEvents.new() return end

---@param props table
---@return ConsumableStartupEvents
function ConsumableStartupEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableStartupEvents:OnEnter(stateContext, scriptInterface) return end

---@class ConsumableTransitions : DefaultTransition
ConsumableTransitions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function ConsumableTransitions:ChangeConsumableAnimFeature(stateContext, scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableTransitions:ForceUnequipEvent(scriptInterface) return end

---@param consumableItem ItemID
---@return Float
function ConsumableTransitions:GetConsumableCastPoint(consumableItem) return end

---@param consumableItem ItemID
---@return Float
function ConsumableTransitions:GetConsumableCycleDuration(consumableItem) return end

---@param consumableItem ItemID
---@return Float
function ConsumableTransitions:GetConsumableInitBlendDuration(consumableItem) return end

---@param consumableItem ItemID
---@return Float
function ConsumableTransitions:GetConsumableRemovePoint(consumableItem) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function ConsumableTransitions:IsUsingFluffConsumable(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function ConsumableTransitions:SetItemInLeftHand(scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function ConsumableTransitions:SetLeftHandAnimationAnimFeature(scriptInterface, newState) return end

---@class ConsumableUseDecisions : ConsumableTransitions
ConsumableUseDecisions = {}

---@return ConsumableUseDecisions
function ConsumableUseDecisions.new() return end

---@param props table
---@return ConsumableUseDecisions
function ConsumableUseDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ConsumableUseDecisions:ToConsumableCleanup(stateContext, scriptInterface) return end

---@class ConsumableUseEvents : ConsumableTransitions
---@field effectsApplied Bool
---@field modelRemoved Bool
---@field activeConsumable ItemID
ConsumableUseEvents = {}

---@return ConsumableUseEvents
function ConsumableUseEvents.new() return end

---@param props table
---@return ConsumableUseEvents
function ConsumableUseEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableUseEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ConsumableUseEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ConsumablesChargesHelper : IScriptable
ConsumablesChargesHelper = {}

---@return ConsumablesChargesHelper
function ConsumablesChargesHelper.new() return end

---@param props table
---@return ConsumablesChargesHelper
function ConsumablesChargesHelper.new(props) return end

---@param tags CName[]|string[]
---@return CName
function ConsumablesChargesHelper.GetConsumableTag(tags) return end

---@param recipeToHide TweakDBID|string
function ConsumablesChargesHelper.HideConsumableRecipe(recipeToHide) return end

function ConsumablesChargesHelper.HotkeyRefresh() return end

---@param tag CName|string
function ConsumablesChargesHelper.LeaveTheBestQualityConsumable(tag) return end

---@param statPool gamedataStatPoolType
function ConsumablesChargesHelper.RefreshAllCharges(statPool) return end

---@param statPool gamedataStatPoolType
---@param amount Int32
function ConsumablesChargesHelper.RefreshAmountOfCharges(statPool, amount) return end

---@param statPool gamedataStatPoolType
---@param amount Int32
function ConsumablesChargesHelper.RefreshToSpecificAmount(statPool, amount) return end

---@class ConsumablesChargesReworkEvent : redEvent
ConsumablesChargesReworkEvent = {}

---@return ConsumablesChargesReworkEvent
function ConsumablesChargesReworkEvent.new() return end

---@param props table
---@return ConsumablesChargesReworkEvent
function ConsumablesChargesReworkEvent.new(props) return end

---@class ConsumeAction : BaseItemAction
ConsumeAction = {}

---@return ConsumeAction
function ConsumeAction.new() return end

---@param props table
---@return ConsumeAction
function ConsumeAction.new(props) return end

function ConsumeAction:CompleteAction() return end

---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function ConsumeAction:IsVisible(context, objectActionsCallbackController) return end

function ConsumeAction:NotifyAutocraftSystem() return end

function ConsumeAction:ProcessPermanentFood() return end

---@param actionEffects gamedataObjectActionEffect_Record[]
function ConsumeAction:ProcessStatusEffects(actionEffects) return end

function ConsumeAction:RemoveConsumableItem() return end

---@return Bool
function ConsumeAction:ShouldEquipAnotherConsumable() return end

function ConsumeAction:TryToEquipSameTypeConsumable() return end

---@class ConsumeGateSignal : GateSignal
---@field consumeCallName CName
---@field signalToConsume GateSignal
ConsumeGateSignal = {}

---@return ConsumeGateSignal
function ConsumeGateSignal.new() return end

---@param props table
---@return ConsumeGateSignal
function ConsumeGateSignal.new(props) return end

---@class ContactData : IScriptable
---@field id String
---@field localizedName String
---@field localizedPreview String
---@field avatarID TweakDBID
---@field questRelated Bool
---@field hasQuestImportantReply Bool
---@field hasMessages Bool
---@field unreadMessegeCount Int32
---@field unreadMessages Int32[]
---@field playerCanReply Bool
---@field playerIsLastSender Bool
---@field lastMesssagePreview String
---@field activeDataSync MessengerContactSyncData
---@field threadsCount Int32
---@field timeStamp GameTime
---@field hash Int32
---@field conversationHash Int32
---@field type MessengerContactType
---@field hasValidTitle Bool
---@field isCallable Bool
---@field contactId String
---@field messagesCount Int32
---@field repliesCount Int32
ContactData = {}

---@return ContactData
function ContactData.new() return end

---@param props table
---@return ContactData
function ContactData.new(props) return end

---@class ContactDataHelper : IScriptable
ContactDataHelper = {}

---@return ContactDataHelper
function ContactDataHelper.new() return end

---@param props table
---@return ContactDataHelper
function ContactDataHelper.new(props) return end

---@param data IScriptable[]
---@param hashToFind Int32
---@return Bool
function ContactDataHelper.Contains(data, hashToFind) return end

---@param contactData ContactData
---@return Int32
function ContactDataHelper.FetchContactHash(contactData) return end

---@param dataView DialerContactDataView
---@param startIndex Int32
---@return ContactData
function ContactDataHelper.FindClosestContactWithUnread(dataView, startIndex) return end

---@param dataView DialerContactDataView
---@param hash Int32
---@return Uint32
function ContactDataHelper.IndexOfOrZero(dataView, hash) return end

---@class ContactSelectionChangedEvent : redEvent
---@field ContactData ContactData
ContactSelectionChangedEvent = {}

---@return ContactSelectionChangedEvent
function ContactSelectionChangedEvent.new() return end

---@param props table
---@return ContactSelectionChangedEvent
function ContactSelectionChangedEvent.new(props) return end

---@class ContactShadowsConfig
---@field range Float
---@field rangeLimit Float
---@field screenEdgeFadeRange Float
---@field distanceFadeLimit Float
---@field distanceFadeRange Float
ContactShadowsConfig = {}

---@return ContactShadowsConfig
function ContactShadowsConfig.new() return end

---@param props table
---@return ContactShadowsConfig
function ContactShadowsConfig.new(props) return end

---@class ContactShadowsSettings : IAreaSettings
---@field contactShadows ContactShadowsConfig
ContactShadowsSettings = {}

---@return ContactShadowsSettings
function ContactShadowsSettings.new() return end

---@param props table
---@return ContactShadowsSettings
function ContactShadowsSettings.new(props) return end

---@class ContainerObjectSingleItemPS : gameLootContainerBasePS
ContainerObjectSingleItemPS = {}

---@return ContainerObjectSingleItemPS
function ContainerObjectSingleItemPS.new() return end

---@param props table
---@return ContainerObjectSingleItemPS
function ContainerObjectSingleItemPS.new(props) return end

---@class ContainerStateInteractionCondition : gameinteractionsInteractionScriptedCondition
ContainerStateInteractionCondition = {}

---@return ContainerStateInteractionCondition
function ContainerStateInteractionCondition.new() return end

---@param props table
---@return ContainerStateInteractionCondition
function ContainerStateInteractionCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function ContainerStateInteractionCondition:Test(activatorObject, hotSpotObject) return end

---@class ContinueGameTooltip : inkWidgetLogicController
---@field mainContainer inkWidgetReference
---@field imageReplacement inkImageWidgetReference
---@field networkStatusError inkWidgetReference
---@field networkSyncingIndicator inkWidgetReference
---@field label inkTextWidgetReference
---@field labelDate inkTextWidgetReference
---@field location inkTextWidgetReference
---@field quest inkTextWidgetReference
---@field level inkTextWidgetReference
---@field lifepath inkImageWidgetReference
---@field cloudStatus inkImageWidgetReference
---@field playTime inkTextWidgetReference
---@field saveFileStatus inkSaveStatus
---@field cloudSaveStatus servicesCloudSavesQueryStatus
---@field metaDataLoaded Bool
---@field isOffline Bool
---@field defaultAtlasPath redResourceReferenceScriptToken
ContinueGameTooltip = {}

---@return ContinueGameTooltip
function ContinueGameTooltip.new() return end

---@param props table
---@return ContinueGameTooltip
function ContinueGameTooltip.new(props) return end

---@return Bool
function ContinueGameTooltip:OnInitialize() return end

---@param IsBuildCensored Bool
function ContinueGameTooltip:CheckThumbnailCensorship(IsBuildCensored) return end

---@param value Bool
function ContinueGameTooltip:DisplayDataSyncIndicator(value) return end

---@return inkImageWidget
function ContinueGameTooltip:GetPreviewImageWidget() return end

---@return Bool
function ContinueGameTooltip:IsBusy() return end

---@return Bool
function ContinueGameTooltip:IsCloudSave() return end

---@param metadata inkSaveMetadataInfo
function ContinueGameTooltip:SetInvalid(metadata) return end

---@param metadata inkSaveMetadataInfo
---@param isEp1Enabled Bool
function ContinueGameTooltip:SetMetadata(metadata, isEp1Enabled) return end

---@param value Bool
function ContinueGameTooltip:SetOfflineStatus(value) return end

---@param status servicesCloudSavesQueryStatus
function ContinueGameTooltip:UpdateNetworkStatus(status) return end

function ContinueGameTooltip:UpdateStatus() return end

---@class ControlPanelObjectiveData : GemplayObjectiveData
ControlPanelObjectiveData = {}

---@return ControlPanelObjectiveData
function ControlPanelObjectiveData.new() return end

---@param props table
---@return ControlPanelObjectiveData
function ControlPanelObjectiveData.new(props) return end

---@class ControlledDeviceData : WidgetCustomData
---@field isActive Bool
---@field isNest Bool
ControlledDeviceData = {}

---@return ControlledDeviceData
function ControlledDeviceData.new() return end

---@param props table
---@return ControlledDeviceData
function ControlledDeviceData.new(props) return end

---@class ControlledDeviceLogicController : inkWidgetLogicController
---@field deviceIcon inkImageWidget
---@field nestIcon inkImageWidget
---@field activeBg inkRectangleWidget
ControlledDeviceLogicController = {}

---@return ControlledDeviceLogicController
function ControlledDeviceLogicController.new() return end

---@param props table
---@return ControlledDeviceLogicController
function ControlledDeviceLogicController.new(props) return end

---@return Bool
function ControlledDeviceLogicController:OnInitialize() return end

---@param gameController ControlledDevicesInkGameController
---@param widgetData SWidgetPackage
function ControlledDeviceLogicController:Initialize(gameController, widgetData) return end

---@class ControlledDevicesInkGameController : gameuiWidgetGameController
---@field rootWidget inkCanvasWidget
---@field devicesStackSlot inkHorizontalPanelWidget
---@field currentDeviceText inkTextWidget
---@field controlledDevicesWidgetsData SWidgetPackage[]
---@field isDeviceWorking_BBID redCallbackObject
---@field activeDevice_BBID redCallbackObject
---@field deviceChain_BBID redCallbackObject
---@field chainLocked_BBID redCallbackObject
ControlledDevicesInkGameController = {}

---@return ControlledDevicesInkGameController
function ControlledDevicesInkGameController.new() return end

---@param props table
---@return ControlledDevicesInkGameController
function ControlledDevicesInkGameController.new(props) return end

---@param value entEntityID
---@return Bool
function ControlledDevicesInkGameController:OnControlledDeviceChanged(value) return end

---@param value Bool
---@return Bool
function ControlledDevicesInkGameController:OnControlledDeviceWorkStateChanged(value) return end

---@param value Bool
---@return Bool
function ControlledDevicesInkGameController:OnDeviceChainLocked(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ControlledDevicesInkGameController:OnDeviceSpawned(widget, userData) return end

---@return Bool
function ControlledDevicesInkGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ControlledDevicesInkGameController:OnTakeControllOverDevice(value) return end

---@return Bool
function ControlledDevicesInkGameController:OnUninitialize() return end

---@param widget inkWidget
---@param widgetData SWidgetPackage
---@return inkWidget
function ControlledDevicesInkGameController:AddControlledDeviceWidget(widget, widgetData) return end

function ControlledDevicesInkGameController:ClearControlledDevicesStack() return end

---@param isVisible Bool
function ControlledDevicesInkGameController:CreateSwitchCameraHint(isVisible) return end

---@return gameIBlackboard
function ControlledDevicesInkGameController:GetBlackboard() return end

---@return DeviceTakeControlDef
function ControlledDevicesInkGameController:GetBlackboardDef() return end

---@param id Int32
---@return inkWidget
function ControlledDevicesInkGameController:GetControlledDeviceWidget(id) return end

---@param widgetData SWidgetPackage
---@return inkWidget
function ControlledDevicesInkGameController:GetControlledDeviceWidget(widgetData) return end

function ControlledDevicesInkGameController:HideControlledDeviceWidgets() return end

---@param widget inkWidget
---@param widgetData SWidgetPackage
function ControlledDevicesInkGameController:InitializeControlledDeviceWidget(widget, widgetData) return end

function ControlledDevicesInkGameController:RegisterBlackboardCallbacks() return end

---@param isVisible Bool
function ControlledDevicesInkGameController:SetRootVisibility(isVisible) return end

function ControlledDevicesInkGameController:UnRegisterBlackboardCallbacks() return end

---@param widgetsData SWidgetPackage[]
function ControlledDevicesInkGameController:UpdateControlledDevicesWidgets(widgetsData) return end

---@class ControlsActiveDecisions : BraindanceControlsTransition
ControlsActiveDecisions = {}

---@return ControlsActiveDecisions
function ControlsActiveDecisions.new() return end

---@param props table
---@return ControlsActiveDecisions
function ControlsActiveDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ControlsActiveDecisions:ToControlsInactive(stateContext, scriptInterface) return end

---@class ControlsActiveEvents : BraindanceControlsTransition
---@field BraindanceBB gameIBlackboard
---@field BlockPerspectiveSwitchTimer Float
---@field fxActive Bool
---@field rewindFxActive Bool
---@field holdDuration Float
---@field cachedState scnPlaySpeed
---@field cacheSet Bool
---@field forwardInput Bool
---@field backwardInput Bool
---@field forwardInputLocked Bool
---@field backwardInputLocked Bool
---@field activeDirection scnPlayDirection
---@field rewindRunning Bool
---@field contextsSetup Bool
---@field pauseLock Bool
---@field endRecordingMessageSet Bool
ControlsActiveEvents = {}

---@return ControlsActiveEvents
function ControlsActiveEvents.new() return end

---@param props table
---@return ControlsActiveEvents
function ControlsActiveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsActiveEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsActiveEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsActiveEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsActiveEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsActiveEvents:ProcessGlitchFX(scriptInterface) return end

---@class ControlsInactiveDecisions : BraindanceControlsTransition
ControlsInactiveDecisions = {}

---@return ControlsInactiveDecisions
function ControlsInactiveDecisions.new() return end

---@param props table
---@return ControlsInactiveDecisions
function ControlsInactiveDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ControlsInactiveDecisions:ToControlsActive(stateContext, scriptInterface) return end

---@class ControlsInactiveEvents : BraindanceControlsTransition
ControlsInactiveEvents = {}

---@return ControlsInactiveEvents
function ControlsInactiveEvents.new() return end

---@param props table
---@return ControlsInactiveEvents
function ControlsInactiveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsInactiveEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsInactiveEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ControlsInactiveEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class ConvertDamageToDoTEffector : ModifyAttackEffector
---@field DamageToDoTConversion Float
---@field DotDistributionTime Float
---@field statMod gameConstantStatModifierData_Deprecated
---@field ownerID entEntityID
ConvertDamageToDoTEffector = {}

---@return ConvertDamageToDoTEffector
function ConvertDamageToDoTEffector.new() return end

---@param props table
---@return ConvertDamageToDoTEffector
function ConvertDamageToDoTEffector.new(props) return end

---@param owner gameObject
function ConvertDamageToDoTEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ConvertDamageToDoTEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ConvertDamageToDoTEffector:ProcessAction(owner) return end

---@param owner gameObject
function ConvertDamageToDoTEffector:RepeatedAction(owner) return end

function ConvertDamageToDoTEffector:Uninitialize() return end

---@class ConvertDamageToStatPoolEffector : HitEventEffector
---@field statPoolType gamedataStatPoolType
---@field operationType EMathOperator
---@field value Float
ConvertDamageToStatPoolEffector = {}

---@return ConvertDamageToStatPoolEffector
function ConvertDamageToStatPoolEffector.new() return end

---@param props table
---@return ConvertDamageToStatPoolEffector
function ConvertDamageToStatPoolEffector.new(props) return end

---@param owner gameObject
function ConvertDamageToStatPoolEffector:ActionOn(owner) return end

---@param recordID TweakDBID|string
---@param parentRecord TweakDBID|string
function ConvertDamageToStatPoolEffector:Initialize(recordID, parentRecord) return end

---@param owner gameObject
function ConvertDamageToStatPoolEffector:ProcessAction(owner) return end

---@param owner gameObject
function ConvertDamageToStatPoolEffector:RepeatedAction(owner) return end

---@class ConvexHull
---@field planes Vector4[]
ConvexHull = {}

---@return ConvexHull
function ConvexHull.new() return end

---@param props table
---@return ConvexHull
function ConvexHull.new(props) return end

---@class ConveyorController : ScriptableDeviceComponent
ConveyorController = {}

---@return ConveyorController
function ConveyorController.new() return end

---@param props table
---@return ConveyorController
function ConveyorController.new(props) return end

---@param evt SetDeviceOFF
---@return Bool
function ConveyorController:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return Bool
function ConveyorController:OnSetDeviceON(evt) return end

---@param evt ToggleON
---@return Bool
function ConveyorController:OnToggleON(evt) return end

---@return ConveyorControllerPS
function ConveyorController:GetPS() return end

function ConveyorController:OnGameAttach() return end

function ConveyorController:RestoreDeviceState() return end

function ConveyorController:StartConveyor() return end

function ConveyorController:StopConveyor() return end

---@class ConveyorControllerPS : ScriptableDeviceComponentPS
ConveyorControllerPS = {}

---@return ConveyorControllerPS
function ConveyorControllerPS.new() return end

---@param props table
---@return ConveyorControllerPS
function ConveyorControllerPS.new(props) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ConveyorControllerPS:GetActions(context) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function ConveyorControllerPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function ConveyorControllerPS:OnSetDeviceON(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function ConveyorControllerPS:OnToggleON(evt) return end

---@class CookedMultilayer_Setup : CResource
---@field dependencies Multilayer_Setup[]
CookedMultilayer_Setup = {}

---@return CookedMultilayer_Setup
function CookedMultilayer_Setup.new() return end

---@param props table
---@return CookedMultilayer_Setup
function CookedMultilayer_Setup.new(props) return end

---@class CoolExitJumpDecisions : LocomotionAirDecisions
CoolExitJumpDecisions = {}

---@return CoolExitJumpDecisions
function CoolExitJumpDecisions.new() return end

---@param props table
---@return CoolExitJumpDecisions
function CoolExitJumpDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CoolExitJumpDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class CoolExitJumpEvents : LocomotionAirEvents
CoolExitJumpEvents = {}

---@return CoolExitJumpEvents
function CoolExitJumpEvents.new() return end

---@param props table
---@return CoolExitJumpEvents
function CoolExitJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoolExitJumpEvents:OnEnter(stateContext, scriptInterface) return end

---@class CoolExitingDecisions : ExitingDecisions
CoolExitingDecisions = {}

---@return CoolExitingDecisions
function CoolExitingDecisions.new() return end

---@param props table
---@return CoolExitingDecisions
function CoolExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CoolExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class CoolExitingEvents : ExitingEvents
---@field exitMomentum Vector4
---@field coolExitMagnitude vehicleCoolExitImpulseLevel
---@field willEquipMeleeWeapon Bool
CoolExitingEvents = {}

---@return CoolExitingEvents
function CoolExitingEvents.new() return end

---@param props table
---@return CoolExitingEvents
function CoolExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoolExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoolExitingEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoolExitingEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CooldownOnActivation : AICooldown
CooldownOnActivation = {}

---@return CooldownOnActivation
function CooldownOnActivation.new() return end

---@param props table
---@return CooldownOnActivation
function CooldownOnActivation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CooldownOnActivation:Activate(context) return end

---@class CooldownOnDeactivation : AICooldown
CooldownOnDeactivation = {}

---@return CooldownOnDeactivation
function CooldownOnDeactivation.new() return end

---@param props table
---@return CooldownOnDeactivation
function CooldownOnDeactivation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CooldownOnDeactivation:Deactivate(context) return end

---@class CooldownPackage : IScriptable
---@field actionID TweakDBID
---@field addressees PSOwnerData[]
---@field initialCooldown Float
---@field label CooldownStorageID
---@field packageStatus PackageStatus
CooldownPackage = {}

---@return CooldownPackage
function CooldownPackage.new() return end

---@param props table
---@return CooldownPackage
function CooldownPackage.new(props) return end

---@return TweakDBID
function CooldownPackage:GetActionID() return end

---@return PSOwnerData[]
function CooldownPackage:GetAddressees() return end

---@return Float
function CooldownPackage:GetInitialCooldown() return end

---@return CooldownStorageID
function CooldownPackage:GetLabel() return end

---@return PackageStatus
function CooldownPackage:GetPackageStatus() return end

---@param request CooldownRequest
---@param label CooldownStorageID
function CooldownPackage:InitializePackage(request, label) return end

---@param requestType RequestType
function CooldownPackage:SetUpInitialPackageStatus(requestType) return end

---@param newStatus PackageStatus
function CooldownPackage:UpdatePackageStatus(newStatus) return end

---@class CooldownPackageDelayIDs
---@field packageID CooldownStorageID
---@field delayIDs gameDelayID[]
CooldownPackageDelayIDs = {}

---@return CooldownPackageDelayIDs
function CooldownPackageDelayIDs.new() return end

---@param props table
---@return CooldownPackageDelayIDs
function CooldownPackageDelayIDs.new(props) return end

---@class CooldownRequest : IScriptable
---@field action BaseScriptableAction
---@field contactBook PSOwnerData[]
---@field requestTriggerType RequestType
CooldownRequest = {}

---@return CooldownRequest
function CooldownRequest.new() return end

---@param props table
---@return CooldownRequest
function CooldownRequest.new(props) return end

---@return BaseScriptableAction
function CooldownRequest:GetAction() return end

---@return PSOwnerData[]
function CooldownRequest:GetContactBook() return end

---@return RequestType
function CooldownRequest:GetTriggerRequestType() return end

---@param action BaseScriptableAction
---@param shouldTriggerCooldownImmediately Bool
function CooldownRequest:SetUp(action, shouldTriggerCooldownImmediately) return end

---@param action BaseScriptableAction
---@param go gameObject
---@param shouldTriggerCooldownImmediately Bool
function CooldownRequest:SetUp(action, go, shouldTriggerCooldownImmediately) return end

---@param action BaseScriptableAction
---@param ps gamePersistentState
---@param shouldTriggerCooldownImmediately Bool
function CooldownRequest:SetUp(action, ps, shouldTriggerCooldownImmediately) return end

---@param action BaseScriptableAction
---@param addressees PSOwnerData[]
---@param shouldTriggerCooldownImmediately Bool
function CooldownRequest:SetUpAdvanced(action, addressees, shouldTriggerCooldownImmediately) return end

---@param shouldTriggerImmediately Bool
function CooldownRequest:SetUpTriggerType(shouldTriggerImmediately) return end

---@class CooldownStorage : IScriptable
---@field owner PSOwnerData
---@field initialized EBOOL
---@field gameInstanceHack ScriptGameInstance
---@field packages CooldownPackage[]
---@field currentID Uint32
---@field map CooldownPackageDelayIDs[]
CooldownStorage = {}

---@return CooldownStorage
function CooldownStorage.new() return end

---@param props table
---@return CooldownStorage
function CooldownStorage.new(props) return end

---@return CooldownStorageID
function CooldownStorage:AttachUniqueLabel() return end

---@param id CooldownStorageID
---@return Bool
function CooldownStorage:CancelCooldown(id) return end

---@param action TweakDBID|string
---@return Bool
function CooldownStorage:CancelCooldown(action) return end

---@param package CooldownPackage
function CooldownStorage:CancelDelayEvents(package) return end

---@param id CooldownStorageID
---@return Int32
function CooldownStorage:FindMapEntry(id) return end

---@param package CooldownPackage
---@return Int32
function CooldownStorage:FindMapEntry(package) return end

---@param actionID TweakDBID|string
---@return Int32
function CooldownStorage:FindPackageIndexByAction(actionID) return end

---@param label CooldownStorageID
---@return Int32
function CooldownStorage:FindPackageIndexByID(label) return end

---@param id Uint32
---@return CooldownStorageID
function CooldownStorage:GenerateLabel(id) return end

---@param label CooldownStorageID
---@return CooldownPackage
function CooldownStorage:GetPackage(label) return end

---@param action TweakDBID|string
---@return CooldownPackage
function CooldownStorage:GetPackage(action) return end

---@param id gamePersistentID
---@param className CName|string
function CooldownStorage:Initialize(id, className) return end

---@param action TweakDBID|string
---@return Bool
function CooldownStorage:IsActionReady(action) return end

---@param id CooldownStorageID
---@return Bool
function CooldownStorage:IsActionReady(id) return end

---@param index Int32
---@return Bool
function CooldownStorage:IsActionReady(index) return end

---@return EBOOL
function CooldownStorage:IsInitialized() return end

---@param actionID TweakDBID|string
---@return Bool
function CooldownStorage:ManuallyTriggerCooldown(actionID) return end

---@param request CooldownRequest
---@return CooldownStorageID
function CooldownStorage:ProcessNewPackage(request) return end

---@param label CooldownStorageID
---@return Bool
function CooldownStorage:RemoveCooldown(label) return end

---@param action TweakDBID|string
---@return Bool
function CooldownStorage:RemoveCooldown(action) return end

---@param index Int32
---@return Bool
function CooldownStorage:RemoveCooldown(index) return end

---@param index Int32
---@return Bool
function CooldownStorage:RemoveMapEntry(index) return end

---@param evt ActionCooldownEvent
function CooldownStorage:ResolveCooldownEvent(evt) return end

---@param request CooldownRequest
---@return CooldownStorageID
function CooldownStorage:StartCooldownRequest(request) return end

---@param action BaseScriptableAction
---@return CooldownStorageID
function CooldownStorage:StartSimpleCooldown(action) return end

---@param package CooldownPackage
function CooldownStorage:TriggerPackageListeners(package) return end

---@param label CooldownStorageID
---@param ids gameDelayID[]
function CooldownStorage:UpdateMap(label, ids) return end

---@class CooldownStorageID
---@field ID Uint32
---@field isValid EBOOL
CooldownStorageID = {}

---@return CooldownStorageID
function CooldownStorageID.new() return end

---@param props table
---@return CooldownStorageID
function CooldownStorageID.new(props) return end

---@class CoopIrritationDelayCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field companion gameObject
CoopIrritationDelayCallback = {}

---@return CoopIrritationDelayCallback
function CoopIrritationDelayCallback.new() return end

---@param props table
---@return CoopIrritationDelayCallback
function CoopIrritationDelayCallback.new(props) return end

---@param dmgInstigator gameObject
function CoopIrritationDelayCallback.TryCreate(dmgInstigator) return end

function CoopIrritationDelayCallback:Call() return end

---@class CoverActionDataDef : gamebbScriptDefinition
---@field coverActionStateId gamebbScriptID_Int32
---@field playerNearValidEdge gamebbScriptID_Bool
---@field debugLeaning gamebbScriptID_Bool
---@field debugAutoLeaning gamebbScriptID_Bool
---@field debugDpadLeaning gamebbScriptID_Bool
---@field debugLsLeaning gamebbScriptID_Bool
---@field debugStagesLeaning gamebbScriptID_Bool
---@field debugAdsLeaning gamebbScriptID_Bool
CoverActionDataDef = {}

---@return CoverActionDataDef
function CoverActionDataDef.new() return end

---@param props table
---@return CoverActionDataDef
function CoverActionDataDef.new(props) return end

---@class CoverActionEventsTransition : CoverActionTransition
CoverActionEventsTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newVal Int32
function CoverActionEventsTransition:SetCoverActionStateBlacboardVal(scriptInterface, newVal) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Int32
function CoverActionEventsTransition:SetCoverStateAnimFeature(scriptInterface, newState) return end

---@class CoverActionTransition : LocomotionTransition
---@field gameInstance ScriptGameInstance
---@field locomotionStateCallbackID redCallbackObject
---@field lastSlidingTime Float
---@field isSliding Bool
CoverActionTransition = {}

---@param value Int32
---@return Bool
function CoverActionTransition:OnLocomotionChanged(value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Float
function CoverActionTransition:GetManualLeanIdleTime(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@return Bool
function CoverActionTransition:IsManualLeanInputPressed(stateContext, scriptInterface, actionName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CoverActionTransition:IsManualLeanLeftInputPressed(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CoverActionTransition:IsManualLeanRightInputPressed(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CoverActionTransition:IsMeleeLeaningInputCorrect(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function CoverActionTransition:IsPlayerInCorrectStateToPeek(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoverActionTransition:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CoverActionTransition:OnDetach(stateContext, scriptInterface) return end

---@class CoverCommandParams : IScriptable
---@field exposureMethods AICoverExposureMethod[]
CoverCommandParams = {}

---@return CoverCommandParams
function CoverCommandParams.new() return end

---@param props table
---@return CoverCommandParams
function CoverCommandParams.new(props) return end

---@class CpoCharacterButtonItemController : inkButtonDpadSupportedController
---@field characterRecordId TweakDBID
CpoCharacterButtonItemController = {}

---@return CpoCharacterButtonItemController
function CpoCharacterButtonItemController.new() return end

---@param props table
---@return CpoCharacterButtonItemController
function CpoCharacterButtonItemController.new(props) return end

---@return TweakDBID
function CpoCharacterButtonItemController:GetCharacterRecordId() return end

---@param text String
---@param characterRecordId TweakDBID|string
function CpoCharacterButtonItemController:SetButtonDetails(text, characterRecordId) return end

---@class CpoCharacterSelectionWidgetGameController : gameuiWidgetGameController
---@field defaultCharacterTexturePart String
---@field soloCharacterTexturePart String
---@field horizontalPanelsList inkHorizontalPanelWidget[]
---@field amount Int32
CpoCharacterSelectionWidgetGameController = {}

---@return CpoCharacterSelectionWidgetGameController
function CpoCharacterSelectionWidgetGameController.new() return end

---@param props table
---@return CpoCharacterSelectionWidgetGameController
function CpoCharacterSelectionWidgetGameController.new(props) return end

---@return Bool
function CpoCharacterSelectionWidgetGameController:OnInitialize() return end

---@return Bool
function CpoCharacterSelectionWidgetGameController:OnUninitialize() return end

---@param parent inkHorizontalPanelWidget
---@param argText String
---@param characterRecordId TweakDBID|string
function CpoCharacterSelectionWidgetGameController:CreateCharacterButton(parent, argText, characterRecordId) return end

---@param characterRecordId TweakDBID|string
function CpoCharacterSelectionWidgetGameController:FillTooltip(characterRecordId) return end

---@param e inkPointerEvent
function CpoCharacterSelectionWidgetGameController:OnSelectCharacter(e) return end

---@param e inkPointerEvent
function CpoCharacterSelectionWidgetGameController:OnSelectCharacterEnter(e) return end

---@param e inkPointerEvent
function CpoCharacterSelectionWidgetGameController:OnSelectCharacterLeave(e) return end

---@param isVisible Bool
function CpoCharacterSelectionWidgetGameController:SetVisibilityInBlackboard(isVisible) return end

---@param visible Bool
function CpoCharacterSelectionWidgetGameController:ShowTooltip(visible) return end

---@class CpoHudRootGameController : gameuiWidgetGameController
---@field hitIndicator inkWidget
---@field chatBox inkWidget
---@field playerList inkWidget
---@field narration_journal inkWidget
---@field narrative_plate inkWidget
---@field inventory inkWidget
---@field loadouts inkWidget
CpoHudRootGameController = {}

---@return CpoHudRootGameController
function CpoHudRootGameController.new() return end

---@param props table
---@return CpoHudRootGameController
function CpoHudRootGameController.new(props) return end

---@return Bool
function CpoHudRootGameController:OnInitialize() return end

---@return Bool
function CpoHudRootGameController:OnUninitialize() return end

---@class CrackAction : BaseItemAction
CrackAction = {}

---@return CrackAction
function CrackAction.new() return end

---@param props table
---@return CrackAction
function CrackAction.new(props) return end

function CrackAction:CompleteAction() return end

---@class CrafringMaterialItemController : BaseButtonView
---@field nameText inkTextWidgetReference
---@field quantityText inkTextWidgetReference
---@field quantityChangeText inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field frame inkWidgetReference
---@field data CachedCraftingMaterial
---@field quantity Int32
---@field hovered Bool
---@field lastState CrafringMaterialItemHighlight
---@field shouldBeHighlighted Bool
---@field useSimpleFromat Bool
---@field hideIfZero Bool
CrafringMaterialItemController = {}

---@return CrafringMaterialItemController
function CrafringMaterialItemController.new() return end

---@param props table
---@return CrafringMaterialItemController
function CrafringMaterialItemController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function CrafringMaterialItemController:OnCraftingMaterialAnimationCompleted(anim) return end

---@param evt inkPointerEvent
---@return Bool
function CrafringMaterialItemController:OnCraftingMaterialHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function CrafringMaterialItemController:OnCraftingMaterialHoverOver(evt) return end

---@return Bool
function CrafringMaterialItemController:OnInitialize() return end

---@return CachedCraftingMaterial
function CrafringMaterialItemController:GetCachedCraftingMaterial() return end

---@return ItemID
function CrafringMaterialItemController:GetItemID() return end

---@return String
function CrafringMaterialItemController:GetMateialDisplayName() return end

---@return Int32
function CrafringMaterialItemController:GetQuantity() return end

---@param hideIfZero Bool
function CrafringMaterialItemController:PlayAnimation(hideIfZero) return end

function CrafringMaterialItemController:RefreshUI() return end

---@param type CrafringMaterialItemHighlight
---@param quantityChanged Int32
---@param canAfford Bool
function CrafringMaterialItemController:SetHighlighted(type, quantityChanged, canAfford) return end

---@param quantityChanged Int32
function CrafringMaterialItemController:SetHighlighted(quantityChanged) return end

---@param quantity Int32
function CrafringMaterialItemController:SetQuantity(quantity) return end

---@param useSimpleFromat Bool
function CrafringMaterialItemController:SetUseSimpleFromat(useSimpleFromat) return end

---@param craftingMaterial CachedCraftingMaterial
function CrafringMaterialItemController:Setup(craftingMaterial) return end

---@class CraftBook : IScriptable
---@field knownRecipes ItemRecipe[]
---@field newRecipes TweakDBID[]
---@field owner gameObject
CraftBook = {}

---@return CraftBook
function CraftBook.new() return end

---@param props table
---@return CraftBook
function CraftBook.new(props) return end

---@param targetItem TweakDBID|string
---@param hideOnItemsAdded gamedataItem_Record[]
---@param amount Int32
function CraftBook:AddRecipe(targetItem, hideOnItemsAdded, amount) return end

---@return gamedataItem_Record[]
function CraftBook:GetCraftableItems() return end

---@return gameObject
function CraftBook:GetOwner() return end

---@param Recipe TweakDBID|string
---@return ItemRecipe
function CraftBook:GetRecipeData(Recipe) return end

---@param recipe TweakDBID|string
---@return Int32
function CraftBook:GetRecipeIndex(recipe) return end

---@param recipe TweakDBID|string
---@param shouldHide Bool
---@return Bool
function CraftBook:HideRecipe(recipe, shouldHide) return end

---@param owner gameObject
---@param recipes gamedataCraftable_Record
function CraftBook:InitializeCraftBook(owner, recipes) return end

---@param owner gameObject
function CraftBook:InitializeCraftBookOwner(owner) return end

---@param itemID TweakDBID|string
---@return Bool
function CraftBook:IsRecipeNew(itemID) return end

---@param recipe TweakDBID|string
---@return Bool
function CraftBook:KnowsRecipe(recipe) return end

function CraftBook:ResetRecipeCraftedAmount() return end

---@param itemID TweakDBID|string
function CraftBook:SetRecipeInspected(itemID) return end

---@class CraftItemForTarget : ActionBool
---@field itemID TweakDBID
CraftItemForTarget = {}

---@return CraftItemForTarget
function CraftItemForTarget.new() return end

---@param props table
---@return CraftItemForTarget
function CraftItemForTarget.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function CraftItemForTarget.IsDefaultConditionMet(device, context) return end

---@param displayText String
---@param additionalText String
---@param imageAtlasImageID CName|string
---@param actions gamedeviceAction[]
function CraftItemForTarget:CreateActionWidgetPackage(displayText, additionalText, imageAtlasImageID, actions) return end

---@return CName
function CraftItemForTarget:GetInkWidgetLibraryID() return end

---@return TweakDBID
function CraftItemForTarget:GetInkWidgetTweakDBID() return end

function CraftItemForTarget:SetProperties() return end

---@class CraftItemRequest : gamePlayerScriptableSystemRequest
---@field target gameObject
---@field itemRecord gamedataItem_Record
---@field amount Int32
---@field bulletAmount Int32
CraftItemRequest = {}

---@return CraftItemRequest
function CraftItemRequest.new() return end

---@param props table
---@return CraftItemRequest
function CraftItemRequest.new(props) return end

---@class CraftableItemLogicController : inkVirtualCompoundItemController
---@field normalAppearence inkCompoundWidgetReference
---@field controller InventoryItemDisplayController
---@field itemData ItemCraftingData
---@field recipeData RecipeData
---@field isSpawnInProgress Bool
---@field displayToCreate CName
CraftableItemLogicController = {}

---@return CraftableItemLogicController
function CraftableItemLogicController.new() return end

---@param props table
---@return CraftableItemLogicController
function CraftableItemLogicController.new(props) return end

---@return Bool
function CraftableItemLogicController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function CraftableItemLogicController:OnSelected(itemController, discreteNav) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftableItemLogicController:OnSlotSpawned(widget, userData) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CraftableItemLogicController:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function CraftableItemLogicController:OnToggledOn(itemController) return end

---@param value Variant
function CraftableItemLogicController:OnDataChanged(value) return end

---@param select Bool
function CraftableItemLogicController:SelectSlot(select) return end

function CraftableItemLogicController:UpdateControllerData() return end

---@class CraftingDataView : inkScriptableDataViewWrapper
---@field itemFilterType ItemFilterCategory
---@field itemSortMode ItemSortMode
---@field attachmentsList gamedataItemType[]
---@field uiScriptableSystem UIScriptableSystem
CraftingDataView = {}

---@return CraftingDataView
function CraftingDataView.new() return end

---@param props table
---@return CraftingDataView
function CraftingDataView.new(props) return end

---@param uiScriptableSystem UIScriptableSystem
function CraftingDataView:BindUIScriptableSystem(uiScriptableSystem) return end

---@param item IScriptable
---@return Bool
function CraftingDataView:FilterItem(item) return end

---@return ItemFilterCategory
function CraftingDataView:GetFilterType() return end

---@return ItemSortMode
function CraftingDataView:GetSortMode() return end

---@param builder ItemCompareBuilder
---@return ItemCompareBuilder
function CraftingDataView:PreSortingInjection(builder) return end

---@param type ItemFilterCategory
function CraftingDataView:SetFilterType(type) return end

---@param mode ItemSortMode
function CraftingDataView:SetSortMode(mode) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function CraftingDataView:SortItem(left, right) return end

---@class CraftingGarmentItemPreviewGameController : gameuiWardrobeSetPreviewGameController
---@field initialItems ItemID[]
---@field previewedItem ItemID
CraftingGarmentItemPreviewGameController = {}

---@return CraftingGarmentItemPreviewGameController
function CraftingGarmentItemPreviewGameController.new() return end

---@param props table
---@return CraftingGarmentItemPreviewGameController
function CraftingGarmentItemPreviewGameController.new(props) return end

---@param evt CraftingItemPreviewEvent
---@return Bool
function CraftingGarmentItemPreviewGameController:OnCrafrtingPreview(evt) return end

---@return Bool
function CraftingGarmentItemPreviewGameController:OnPreviewInitialized() return end

---@return Bool
function CraftingGarmentItemPreviewGameController:OnUninitialize() return end

---@class CraftingItemPreviewEvent : redEvent
---@field itemID ItemID
---@field isGarment Bool
CraftingItemPreviewEvent = {}

---@return CraftingItemPreviewEvent
function CraftingItemPreviewEvent.new() return end

---@param props table
---@return CraftingItemPreviewEvent
function CraftingItemPreviewEvent.new(props) return end

---@class CraftingItemTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
CraftingItemTemplateClassifier = {}

---@return CraftingItemTemplateClassifier
function CraftingItemTemplateClassifier.new() return end

---@param props table
---@return CraftingItemTemplateClassifier
function CraftingItemTemplateClassifier.new(props) return end

---@param data Variant
---@return ECraftingIconPositioning
function CraftingItemTemplateClassifier.GetIconPosition(data) return end

---@param data Variant
---@return Bool
function CraftingItemTemplateClassifier.IsSmall(data) return end

---@param data Variant
---@return Uint32
function CraftingItemTemplateClassifier:ClassifyItem(data) return end

---@class CraftingLogicController : CraftingMainLogicController
---@field ingredientsWeaponContainer inkCompoundWidgetReference
---@field itemPreviewContainer inkWidgetReference
---@field weaponPreviewContainer inkWidgetReference
---@field garmentPreviewContainer inkWidgetReference
---@field perkNotificationContainer inkWidgetReference
---@field perkNotificationText inkTextWidgetReference
---@field itemTooltipController AGenericTooltipController
---@field quickHackTooltipController AGenericTooltipController
---@field tooltipData ATooltipData
---@field ingredientWeaponController InventoryWeaponDisplayController
---@field ingredientClothingController InventoryWeaponDisplayController
---@field selectedItemGameData gameItemData
---@field quantityPickerPopupToken inkGameNotificationToken
---@field playerCraftBook CraftBook
---@field hasSpawnedQuickHackTooltip Bool
CraftingLogicController = {}

---@return CraftingLogicController
function CraftingLogicController.new() return end

---@param props table
---@return CraftingLogicController
function CraftingLogicController.new(props) return end

---@param quality gamedataQuality
---@return Int32
function CraftingLogicController.GetMinimumLevelRequiredByQuality(quality) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingLogicController:OnClothingControllerSpawned(widget, userData) return end

---@param hoverOverEvent ItemDisplayHoverOverEvent
---@return Bool
function CraftingLogicController:OnDisplayHoverOver(hoverOverEvent) return end

---@param evt ProgressBarFinishedProccess
---@return Bool
function CraftingLogicController:OnHoldFinished(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function CraftingLogicController:OnItemDisplayHoverOver(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingLogicController:OnItemTooltipSpawned(widget, userData) return end

---@param data inkGameNotificationData
---@return Bool
function CraftingLogicController:OnQuantityPickerEvent(data) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingLogicController:OnQuickHackTooltipSpawned(widget, userData) return end

---@return Bool
function CraftingLogicController:OnUninitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingLogicController:OnWeaponControllerSpawned(widget, userData) return end

---@param selectedRecipe RecipeData
---@param amount Int32
function CraftingLogicController:CraftItem(selectedRecipe, amount) return end

---@param selectedRecipe RecipeData
function CraftingLogicController:DryMakeItem(selectedRecipe) return end

function CraftingLogicController:EnableMainTooltip() return end

function CraftingLogicController:EnableQuickHackTooltip() return end

---@param itemRecord gamedataItem_Record
---@return gameInventoryItemData
function CraftingLogicController:GetInventoryItemDataFromRecord(itemRecord) return end

---@return MinimalItemTooltipData
function CraftingLogicController:GetMinimalInvetoryItemData() return end

---@return gamedataQuality
function CraftingLogicController:GetQuality() return end

---@param recipeData RecipeData
---@param inventoryItemData gameInventoryItemData
---@param gameData gameItemData
---@return ATooltipData
function CraftingLogicController:GetQuickHackTooltipData(recipeData, inventoryItemData, gameData) return end

---@return IScriptable[]
function CraftingLogicController:GetRecipesList() return end

---@return Bool
function CraftingLogicController:HasAmmoCap() return end

---@param data MinimalItemTooltipData
function CraftingLogicController:HideMods(data) return end

---@param craftingGameController CraftingMainGameController
function CraftingLogicController:Init(craftingGameController) return end

---@return Bool
function CraftingLogicController:IsQuickHackItem() return end

function CraftingLogicController:OnChangeTab() return end

---@param itemData gameInventoryItemData
---@param maxQuantity Int32
function CraftingLogicController:OpenQuantityPicker(itemData, maxQuantity) return end

---@param inventoryItemData gameInventoryItemData
function CraftingLogicController:RefreshListViewContent(inventoryItemData) return end

---@param evt inkPointerEvent
function CraftingLogicController:SetItemButtonHintsHoverOver(evt) return end

---@param isQuickHack Bool
function CraftingLogicController:SetNotification(isQuickHack) return end

function CraftingLogicController:SetQualityHeader() return end

function CraftingLogicController:SetupFilters() return end

function CraftingLogicController:SetupIngredientWidgets() return end

---@param ingredient IngredientData[]
---@param itemAmount Int32
function CraftingLogicController:SetupIngredients(ingredient, itemAmount) return end

---@param isEnabled Bool
function CraftingLogicController:ToggleMainTooltip(isEnabled) return end

---@param isEnabled Bool
function CraftingLogicController:ToggleQuickHackTooltip(isEnabled) return end

---@param craftableController CraftableItemLogicController
function CraftingLogicController:UpdateItemPreview(craftableController) return end

---@param selectedRecipe RecipeData
function CraftingLogicController:UpdateRecipePreviewPanel(selectedRecipe) return end

function CraftingLogicController:UpdateTooltipData() return end

---@class CraftingMainGameController : gameuiMenuGameController
---@field tooltipsManagerRef inkWidgetReference
---@field tabRootRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field craftingLogicControllerContainer inkWidgetReference
---@field upgradingLogicControllerContainer inkWidgetReference
---@field buttonHintsController ButtonHints
---@field player PlayerPuppet
---@field menuEventDispatcher inkMenuEventDispatcher
---@field craftingSystem CraftingSystem
---@field playerCraftBook CraftBook
---@field VendorDataManager VendorDataManager
---@field InventoryManager InventoryDataManagerV2
---@field uiScriptableSystem UIScriptableSystem
---@field tooltipsManager gameuiTooltipsManager
---@field craftingDef UI_CraftingDef
---@field craftingBlackboard gameIBlackboard
---@field craftingBBID redCallbackObject
---@field levelUpBlackboard gameIBlackboard
---@field playerLevelUpListener redCallbackObject
---@field mode CraftingMode
---@field isInitializeOver Bool
---@field craftingLogicController CraftingLogicController
---@field upgradingLogicController UpgradingScreenController
---@field tabRoot TabRadioGroup
---@field isTabEnabled Bool
CraftingMainGameController = {}

---@return CraftingMainGameController
function CraftingMainGameController.new() return end

---@param props table
---@return CraftingMainGameController
function CraftingMainGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function CraftingMainGameController:OnBack(userData) return end

---@param value Variant
---@return Bool
function CraftingMainGameController:OnCharacterLevelUpdated(value) return end

---@param evt ArrowClickedEvent
---@return Bool
function CraftingMainGameController:OnClickArrow(evt) return end

---@param value Variant
---@return Bool
function CraftingMainGameController:OnCraftingComplete(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingMainGameController:OnHintsControllerSpawned(widget, userData) return end

---@return Bool
function CraftingMainGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function CraftingMainGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function CraftingMainGameController:OnSetUserData(userData) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainGameController:OnSubMenuRelease(evt) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainGameController:OnTransferToPerkSreen(evt) return end

---@return Bool
function CraftingMainGameController:OnUninitialize() return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function CraftingMainGameController:OnValueChanged(controller, selectedIndex) return end

function CraftingMainGameController:DisableTabs() return end

function CraftingMainGameController:EnableTabs() return end

---@return ButtonHints
function CraftingMainGameController:GetButtonHintsController() return end

---@return CraftingSystem
function CraftingMainGameController:GetCraftingSystem() return end

---@return InventoryDataManagerV2
function CraftingMainGameController:GetInventoryManager() return end

---@return Int32
function CraftingMainGameController:GetNextTabIndex() return end

---@return PlayerPuppet
function CraftingMainGameController:GetPlayer() return end

---@return Float
function CraftingMainGameController:GetPlayerLevel() return end

---@return Int32
function CraftingMainGameController:GetPreviousTabIndex() return end

---@return UIScriptableSystem
function CraftingMainGameController:GetScriptableSystem() return end

---@return gameuiTooltipsManager
function CraftingMainGameController:GetTooltipManager() return end

---@return Bool
function CraftingMainGameController:IsTabEnabled() return end

---@param direction Direction
function CraftingMainGameController:MoveTab(direction) return end

function CraftingMainGameController:OpenCraftingMode() return end

function CraftingMainGameController:OpenUpgradeMode() return end

---@param inventoryItemData gameInventoryItemData
function CraftingMainGameController:RefreshUI(inventoryItemData) return end

function CraftingMainGameController:RegisterTabButtons() return end

function CraftingMainGameController:RemoveBB() return end

---@param selectedIndex Int32
function CraftingMainGameController:SelectTab(selectedIndex) return end

function CraftingMainGameController:SetupBB() return end

---@class CraftingMainLogicController : inkWidgetLogicController
---@field TIME_UNTIL_SELECTION Float
---@field root inkWidgetReference
---@field itemDetailsContainer inkWidgetReference
---@field leftListScrollHolder inkWidgetReference
---@field virtualListContainer inkVirtualCompoundWidgetReference
---@field filterGroup inkWidgetReference
---@field sortingButton inkWidgetReference
---@field sortingDropdown inkWidgetReference
---@field tooltipContainer inkWidgetReference
---@field itemName inkTextWidgetReference
---@field itemQuality inkTextWidgetReference
---@field progressBarContainer inkCompoundWidgetReference
---@field progressButtonContainer inkCompoundWidgetReference
---@field blockedText inkTextWidgetReference
---@field ingredientsListContainer inkCompoundWidgetReference
---@field notificationType UIMenuNotificationType
---@field classifier CraftingItemTemplateClassifier
---@field dataView CraftingDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field virtualListController inkVirtualGridController
---@field leftListScrollController inkScrollController
---@field ingredientsControllerList IngredientListItemLogicController[]
---@field maxIngredientCount Int32
---@field selectedRecipe RecipeData
---@field selectedItemData gameInventoryItemData
---@field isCraftable Bool
---@field filters Int32[]
---@field progressButtonController ProgressBarButton
---@field itemWeaponController InventoryItemDisplayController
---@field itemIngredientController InventoryItemDisplayController
---@field doPlayFilterSounds Bool
---@field craftingGameController CraftingMainGameController
---@field craftingSystem CraftingSystem
---@field tooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field inventoryManager InventoryDataManagerV2
---@field sortingController DropdownListController
---@field sortingButtonController DropdownButtonController
---@field isPanelOpen Bool
---@field hasSpawnedTooltip Bool
---@field currentSelected CraftableItemLogicController
---@field itemTooltipPath redResourceReferenceScriptToken
---@field isProcessing Bool
---@field DelaySystem gameDelaySystem
---@field StatsSystem gameStatsSystem
---@field Player PlayerPuppet
---@field Game ScriptGameInstance
---@field firstClicked Bool
---@field progress Float
CraftingMainLogicController = {}

---@return CraftingMainLogicController
function CraftingMainLogicController.new() return end

---@param props table
---@return CraftingMainLogicController
function CraftingMainLogicController.new(props) return end

---@param identifier ItemSortMode
---@return DropdownItemData
function CraftingMainLogicController.GetDropdownOption(identifier) return end

---@param type gamedataEquipmentArea
---@return Bool
function CraftingMainLogicController.IsWeapon(type) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainLogicController:OnButtonClick(evt) return end

---@param evt DropdownItemClickedEvent
---@return Bool
function CraftingMainLogicController:OnDropdownItemClickedEvent(evt) return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function CraftingMainLogicController:OnFilterChange(controller, selectedIndex) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainLogicController:OnHoldSelectedItem(evt) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainLogicController:OnHoverOutSelectedItem(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CraftingMainLogicController:OnIngedientControllerSpawned(widget, userData) return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
---@return Bool
function CraftingMainLogicController:OnItemSelect(previous, next) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainLogicController:OnReleaseSelectedItem(evt) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingMainLogicController:OnSortingButtonClicked(evt) return end

---@return Bool
function CraftingMainLogicController:OnUninitialize() return end

function CraftingMainLogicController:ClosePanel() return end

---@param index Uint32
function CraftingMainLogicController:DispatchSelectDelayed(index) return end

---@param craftingGameController CraftingMainGameController
function CraftingMainLogicController:Init(craftingGameController) return end

function CraftingMainLogicController:InitVirtualList() return end

---@return Bool
function CraftingMainLogicController:IsEmptyData() return end

function CraftingMainLogicController:OnChangeTab() return end

---@param evt inkPointerEvent
function CraftingMainLogicController:OnPressSelectedItem(evt) return end

function CraftingMainLogicController:OpenPanel() return end

---@param inventoryItemData gameInventoryItemData
function CraftingMainLogicController:RefreshListViewContent(inventoryItemData) return end

function CraftingMainLogicController:ResetProcess() return end

---@param index Uint32
function CraftingMainLogicController:Select(index) return end

---@param label String
function CraftingMainLogicController:SetCraftingButton(label) return end

---@param evt inkPointerEvent
function CraftingMainLogicController:SetItemButtonHintsHoverOut(evt) return end

---@param evt inkPointerEvent
function CraftingMainLogicController:SetItemButtonHintsHoverOver(evt) return end

function CraftingMainLogicController:SetupFilters() return end

function CraftingMainLogicController:SetupIngredientWidgets() return end

function CraftingMainLogicController:SetupSortingDropdown() return end

---@param parentWidget inkWidget
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
function CraftingMainLogicController:SpawnItemTooltipAsync(parentWidget, callbackObject, callbackFunctionName) return end

function CraftingMainLogicController:StartProcess() return end

---@param craftableController CraftableItemLogicController
function CraftingMainLogicController:UpdateItemPreview(craftableController) return end

---@param selection CraftableItemLogicController
function CraftingMainLogicController:UpdateSelection(selection) return end

---@class CraftingNotification : GenericNotificationController
---@field introAnimation inkanimProxy
CraftingNotification = {}

---@return CraftingNotification
function CraftingNotification.new() return end

---@param props table
---@return CraftingNotification
function CraftingNotification.new(props) return end

---@return Bool
function CraftingNotification:OnInitialize() return end

---@return Bool
function CraftingNotification:OnUnitialize() return end

---@class CraftingNotificationEvent : redEvent
---@field notificationType CraftingNotificationType
---@field perkName String
CraftingNotificationEvent = {}

---@return CraftingNotificationEvent
function CraftingNotificationEvent.new() return end

---@param props table
---@return CraftingNotificationEvent
function CraftingNotificationEvent.new(props) return end

---@class CraftingNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
CraftingNotificationQueue = {}

---@return CraftingNotificationQueue
function CraftingNotificationQueue.new() return end

---@param props table
---@return CraftingNotificationQueue
function CraftingNotificationQueue.new(props) return end

---@param evt CraftingNotificationEvent
---@return Bool
function CraftingNotificationQueue:OnCraftingNotification(evt) return end

---@return Int32
function CraftingNotificationQueue:GetID() return end

---@return Bool
function CraftingNotificationQueue:GetShouldSaveState() return end

---@class CraftingNotificationViewData : gameuiGenericNotificationViewData
---@field canBeMerged Bool
CraftingNotificationViewData = {}

---@return CraftingNotificationViewData
function CraftingNotificationViewData.new() return end

---@param props table
---@return CraftingNotificationViewData
function CraftingNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function CraftingNotificationViewData:CanMerge(data) return end

---@class CraftingPopupController : gameuiWidgetGameController
---@field tooltipContainer inkWidgetReference
---@field craftIcon inkImageWidgetReference
---@field itemName inkTextWidgetReference
---@field itemTopName inkTextWidgetReference
---@field itemQuality inkTextWidgetReference
---@field headerText inkTextWidgetReference
---@field closeButton inkWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field libraryPath inkWidgetLibraryReference
---@field itemTooltip AGenericTooltipController
---@field closeButtonController inkButtonController
---@field data CraftingPopupData
CraftingPopupController = {}

---@return CraftingPopupController
function CraftingPopupController.new() return end

---@param props table
---@return CraftingPopupController
function CraftingPopupController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function CraftingPopupController:OnHandlePressInput(evt) return end

---@return Bool
function CraftingPopupController:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function CraftingPopupController:OnOkClick(controller) return end

---@return Bool
function CraftingPopupController:OnUninitialize() return end

function CraftingPopupController:AddButtonHint() return end

---@param tooltipsData InventoryTooltipData
---@param command CraftingCommands
function CraftingPopupController:SetPopupData(tooltipsData, command) return end

---@class CraftingPopupData : inkGameNotificationData
---@field itemTooltipData InventoryTooltipData
---@field craftingCommand CraftingCommands
CraftingPopupData = {}

---@return CraftingPopupData
function CraftingPopupData.new() return end

---@param props table
---@return CraftingPopupData
function CraftingPopupData.new(props) return end

---@class CraftingSkillWidget : gameuiWidgetGameController
---@field amountText inkTextWidgetReference
---@field expFill inkWidgetReference
---@field perkHolder inkWidgetReference
---@field levelUpAnimation inkWidgetReference
---@field expAnimation inkWidgetReference
---@field nextLevelText inkTextWidgetReference
---@field expPointText1 inkTextWidgetReference
---@field expPointText2 inkTextWidgetReference
---@field levelUpBlackboard gameIBlackboard
---@field playerLevelUpListener redCallbackObject
---@field isLevelUp Bool
---@field currentExp Int32
CraftingSkillWidget = {}

---@return CraftingSkillWidget
function CraftingSkillWidget.new() return end

---@param props table
---@return CraftingSkillWidget
function CraftingSkillWidget.new(props) return end

---@param value Variant
---@return Bool
function CraftingSkillWidget:OnCharacterLevelUpdated(value) return end

---@param evt ProficiencyProgressEvent
---@return Bool
function CraftingSkillWidget:OnCharacterProficiencyUpdated(evt) return end

---@return Bool
function CraftingSkillWidget:OnInitialize() return end

---@return Bool
function CraftingSkillWidget:OnUninitialize() return end

---@param toAdd gamedataPerkType
function CraftingSkillWidget:AddPerk(toAdd) return end

---@param amount Float
function CraftingSkillWidget:SetFill(amount) return end

function CraftingSkillWidget:SetLevel() return end

function CraftingSkillWidget:SetProgress() return end

---@class CraftingSystem : gameScriptableSystem
---@field lastActionStatus Bool
---@field playerCraftBook CraftBook
---@field callback CraftingSystemInventoryCallback
---@field inventoryListener gameInventoryScriptListener
---@field itemIconGender gameItemIconGender
CraftingSystem = {}

---@return CraftingSystem
function CraftingSystem.new() return end

---@param props table
---@return CraftingSystem
function CraftingSystem.new(props) return end

---@param ammoId TweakDBID|string
---@return Int32
function CraftingSystem.GetAmmoBulletAmount(ammoId) return end

---@return CraftingSystem
function CraftingSystem.GetInstance() return end

---@param target gameObject
---@param itemData gameItemData
function CraftingSystem.MarkItemAsCrafted(target, itemData) return end

---@param target gameObject
---@param itemData gameItemData
function CraftingSystem.SetItemLevel(target, itemData) return end

function CraftingSystem:AddAmmoRecipes() return end

function CraftingSystem:AddCraftbookRecipes() return end

function CraftingSystem:AddDLCBaseRecipes() return end

---@param ingredient IngredientData
---@param amountMultiplier Int32
---@return IngredientData[]
function CraftingSystem:AddIngredientToResult(ingredient, amountMultiplier) return end

---@return Float
function CraftingSystem:CalculateCraftingLevelBoost() return end

---@param itemData gameItemData
---@return Bool, gamedataQuality
function CraftingSystem:CanCraftGivenQuality(itemData) return end

---@param itemRecord gamedataItem_Record
---@return Bool, gamedataQuality
function CraftingSystem:CanCraftGivenQuality(itemRecord) return end

---@param itemData gameItemData
---@return Bool
function CraftingSystem:CanItemBeCrafted(itemData) return end

---@param itemRecord gamedataItem_Record
---@return Bool
function CraftingSystem:CanItemBeCrafted(itemRecord) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function CraftingSystem:CanItemBeDisassembled(owner, itemID) return end

---@param itemData gameItemData
---@return Bool
function CraftingSystem:CanItemBeDisassembled(itemData) return end

---@param itemData gameItemData
---@return Bool
function CraftingSystem:CanItemBeUpgraded(itemData) return end

---@param itemData gameItemData
function CraftingSystem:ClearNonIconicSlots(itemData) return end

---@param itemData gameItemData
function CraftingSystem:ClearNonIconicSlotsFromWeaponsAndClothes(itemData) return end

---@param itemData gameItemData
function CraftingSystem:CompensateForDeprecatedWeaponMods(itemData) return end

function CraftingSystem:CompensateForOwnedButchersKnifeRecipes() return end

function CraftingSystem:CompensateForOwnedCraftableIconics() return end

function CraftingSystem:CompensateForOwnedMilitaryKatanaRecipes() return end

function CraftingSystem:CompensateForOwnedPipeWrenchRecipes() return end

---@param target gameObject
---@param itemRecord gamedataItem_Record
---@param amount Int32
---@param ammoBulletAmount Int32
---@return gameItemData
function CraftingSystem:CraftItem(target, itemRecord, amount, ammoBulletAmount) return end

---@param ingredientData gamedataRecipeElement_Record
---@return IngredientData
function CraftingSystem:CreateIngredientData(ingredientData) return end

---@param item gamedataItem_Record
---@param amount Int32
---@return IngredientData
function CraftingSystem:CreateIngredientData(item, amount) return end

---@param amount Int32
---@param matQuality gamedataQuality
---@return IngredientData[]
function CraftingSystem:CreateIngredientDataOfQuality(amount, matQuality) return end

---@param player PlayerPuppet
---@param itemData gameItemData
---@param part ItemID
---@return InstallItemPart
function CraftingSystem:CreateInstallPartRequest_Attachment(player, itemData, part) return end

---@param player PlayerPuppet
---@param itemData gameItemData
---@param part ItemID
---@return InstallItemPart
function CraftingSystem:CreateInstallPartRequest_Mod(player, itemData, part) return end

---@param target gameObject
---@param itemID ItemID
---@param amount Int32
function CraftingSystem:DisassembleItem(target, itemID, amount) return end

---@param itemData gameItemData
---@return Bool
function CraftingSystem:EnoughIngredientsForCrafting(itemData) return end

---@param itemData gameItemData
---@return Bool
function CraftingSystem:EnoughIngredientsForUpgrading(itemData) return end

---@param target gameObject
---@param itemID ItemID
---@param amount Int32
---@param restoredAttachments ItemAttachments[]
---@param calledFromUI Bool
---@return IngredientData[]
function CraftingSystem:GetDisassemblyResultItems(target, itemID, amount, restoredAttachments, calledFromUI) return end

---@param data IngredientData
---@return gamedataQuality
function CraftingSystem:GetIngredientQuality(data) return end

---@param itemType gamedataItemType
---@param quality gamedataQuality
---@return IngredientData[]
function CraftingSystem:GetItemBaseUpgradeCost(itemType, quality) return end

---@param itemData gameItemData
---@return IngredientData[]
function CraftingSystem:GetItemCraftingCost(itemData) return end

---@param itemRecord gamedataItem_Record
---@return IngredientData[]
function CraftingSystem:GetItemCraftingCost(itemRecord) return end

---@param record gamedataItem_Record
---@param craftingData gamedataRecipeElement_Record[]
---@return IngredientData[]
function CraftingSystem:GetItemCraftingCost(record, craftingData) return end

---@param itemData gameItemData
---@return IngredientData[]
function CraftingSystem:GetItemFinalUpgradeCost(itemData) return end

---@return Bool
function CraftingSystem:GetLastActionStatus() return end

---@param itemData gameItemData
---@return Int32
function CraftingSystem:GetMaxCraftingAmount(itemData) return end

---@return CraftBook
function CraftingSystem:GetPlayerCraftBook() return end

---@return gamedataItem_Record[]
function CraftingSystem:GetPlayerCraftableItems() return end

---@param itemRecord gamedataItem_Record
---@return RecipeData
function CraftingSystem:GetRecipeData(itemRecord) return end

---@param probability Float
---@param eventsNum Int32
---@return Int32
function CraftingSystem:GetSuccessNum(probability, eventsNum) return end

---@param itemID ItemID
---@return RecipeData
function CraftingSystem:GetUpgradeRecipeData(itemID) return end

---@param required IngredientData[]
---@return Bool
function CraftingSystem:HasIngredients(required) return end

function CraftingSystem:HideButchersKnifeRecipes() return end

function CraftingSystem:HideDLCRecipes() return end

function CraftingSystem:HideDeprecatedCraftbookRecipes() return end

function CraftingSystem:HideDeprecatedCraftingRecipes() return end

function CraftingSystem:HideIconicWeaponsRecipes() return end

function CraftingSystem:HideMilitaryKatanaRecipes() return end

function CraftingSystem:HidePipeWrenchRecipes() return end

function CraftingSystem:InstallModsToRedesignedItems() return end

---@param recipe TweakDBID|string
---@param playerCraftBook CraftBook
---@return Bool
function CraftingSystem:IsRecipeKnown(recipe, playerCraftBook) return end

---@param itemData gameItemData
function CraftingSystem:MarkItemAsCrafted(itemData) return end

---@param request AddRecipeRequest
function CraftingSystem:OnAddRecipeRequest(request) return end

function CraftingSystem:OnAttach() return end

---@param request CraftItemRequest
function CraftingSystem:OnCraftItemRequest(request) return end

---@param request DisassembleItemRequest
function CraftingSystem:OnDisassembleItemRequest(request) return end

---@param request HideRecipeRequest
function CraftingSystem:OnHideRecipeRequest(request) return end

---@param request gamePlayerAttachRequest
function CraftingSystem:OnPlayerAttach(request) return end

---@param request gamePlayerDetachRequest
function CraftingSystem:OnPlayerDetach(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function CraftingSystem:OnRestored(saveVersion, gameVersion) return end

---@param request ShowRecipeRequest
function CraftingSystem:OnShowRecipeRequest(request) return end

---@param request UpgradeItemRequest
function CraftingSystem:OnUpgradeItemRequest(request) return end

---@param xpAmount Float
function CraftingSystem:ProcessCraftSkill(xpAmount) return end

function CraftingSystem:ProcessCraftedItemsPowerBoost() return end

---@param amount Int32
---@param itemData gameItemData
---@param restoredAttachments ItemAttachments[]
---@param calledFromUI Bool
---@return IngredientData[]
function CraftingSystem:ProcessDisassemblingPerks(amount, itemData, restoredAttachments, calledFromUI) return end

function CraftingSystem:ProcessIconicRevampRestoration() return end

---@param itemTDBID TweakDBID|string
function CraftingSystem:ProcessProgramCrafting(itemTDBID) return end

---@param target gameObject
---@param itemRecord gamedataItem_Record
function CraftingSystem:ProcessUpgradingPerksData(target, itemRecord) return end

function CraftingSystem:ProcessWeaponsAndClothingModsPurge() return end

function CraftingSystem:ProcessWeaponsModsCompensate() return end

---@param targetItem ItemID
function CraftingSystem:SendItemCraftedDataTrackingRequest(targetItem) return end

---@param itemData gameItemData
function CraftingSystem:SetItemLevel(itemData) return end

---@param itemData gameItemData
function CraftingSystem:SetItemQualityBasedOnPlayerSkill(itemData) return end

---@param lastCommand CraftingCommands
---@param lastItem ItemID
---@param lastIngredients IngredientData[]
function CraftingSystem:UpdateBlackboard(lastCommand, lastItem, lastIngredients) return end

---@param owner gameObject
---@param itemID ItemID
function CraftingSystem:UpgradeItem(owner, itemID) return end

function CraftingSystem:VendorIconicKnivesSecured() return end

---@class CraftingSystemInventoryCallback : gameInventoryScriptCallback
---@field player PlayerPuppet
CraftingSystemInventoryCallback = {}

---@return CraftingSystemInventoryCallback
function CraftingSystemInventoryCallback.new() return end

---@param props table
---@return CraftingSystemInventoryCallback
function CraftingSystemInventoryCallback.new(props) return end

---@param item ItemID
---@param itemData gameItemData
---@param flaggedAsSilent Bool
function CraftingSystemInventoryCallback:OnItemAdded(item, itemData, flaggedAsSilent) return end

---@class CraftingUserData : IScriptable
---@field Mode CraftingMode
CraftingUserData = {}

---@return CraftingUserData
function CraftingUserData.new() return end

---@param props table
---@return CraftingUserData
function CraftingUserData.new(props) return end

---@param mode CraftingMode
---@return CraftingUserData
function CraftingUserData.Make(mode) return end

---@class CreateCustomBlackboardEvent : redEvent
---@field blackboardDef CustomBlackboardDef
---@field blackboard gameIBlackboard
CreateCustomBlackboardEvent = {}

---@return CreateCustomBlackboardEvent
function CreateCustomBlackboardEvent.new() return end

---@param props table
---@return CreateCustomBlackboardEvent
function CreateCustomBlackboardEvent.new(props) return end

---@class CreditsData : inkUserData
---@field isFinalBoards Bool
---@field showRewardPrompt Bool
CreditsData = {}

---@return CreditsData
function CreditsData.new() return end

---@param props table
---@return CreditsData
function CreditsData.new(props) return end

---@class CreditsGameController : gameuiCreditsController
---@field videoContainer inkCompoundWidgetReference
---@field sceneTexture inkImageWidgetReference
---@field backgroundVideo inkVideoWidgetReference
---@field binkVideo inkVideoWidgetReference
---@field binkVideos gameuiBinkResource[]
---@field fastForward inkTextWidgetReference
---@field timerUntilFadeEp1 Float
---@field musicVideoEp1 inkVideoWidgetReference
---@field creditsAnimEp1 inkCompoundWidgetReference
---@field currentBinkVideo Int32
---@field videoSummary inkVideoWidgetSummary
---@field isDataSet Bool
---@field accumulatedTime Float
---@field isCounting Bool
CreditsGameController = {}

---@return CreditsGameController
function CreditsGameController.new() return end

---@param props table
---@return CreditsGameController
function CreditsGameController.new(props) return end

---@return Bool
function CreditsGameController:OnInitialize() return end

---@param data IScriptable
---@return Bool
function CreditsGameController:OnSetUserData(data) return end

---@return Bool
function CreditsGameController:OnUninitialize() return end

---@param timeDelta Float
---@return Bool
function CreditsGameController:OnUpdate(timeDelta) return end

---@param target inkVideoWidget
---@return Bool
function CreditsGameController:OnVideoFinished(target) return end

function CreditsGameController:FinishVideo() return end

function CreditsGameController:InitializeCredits() return end

function CreditsGameController:PlayCredits() return end

function CreditsGameController:PlayNextVideo() return end

---@class Crosshair : ModuleInstance
Crosshair = {}

---@return Crosshair
function Crosshair.new() return end

---@param props table
---@return Crosshair
function Crosshair.new(props) return end

---@class CrosshairGameControllerPersistentDot : gameuiHUDGameController
---@field settings userSettingsUserSettings
---@field settingsListener PersistentDotSettingsListener
---@field groupPath CName
---@field isAiming Bool
---@field psmUpperBodyStateCallback redCallbackObject
CrosshairGameControllerPersistentDot = {}

---@return CrosshairGameControllerPersistentDot
function CrosshairGameControllerPersistentDot.new() return end

---@param props table
---@return CrosshairGameControllerPersistentDot
function CrosshairGameControllerPersistentDot.new(props) return end

---@return Bool
function CrosshairGameControllerPersistentDot:OnInitialize() return end

---@param value Int32
---@return Bool
function CrosshairGameControllerPersistentDot:OnPSMUpperBodyStateChanged(value) return end

---@param player gameObject
---@return Bool
function CrosshairGameControllerPersistentDot:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function CrosshairGameControllerPersistentDot:OnPlayerDetach(player) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function CrosshairGameControllerPersistentDot:OnVarModified(groupPath, varName, varType, reason) return end

function CrosshairGameControllerPersistentDot:UpdateRootVisibility() return end

---@class CrosshairGameController_Basic : gameuiCrosshairBaseGameController
---@field leftPart inkImageWidgetReference
---@field rightPart inkImageWidgetReference
---@field upPart inkImageWidgetReference
---@field downPart inkImageWidgetReference
---@field centerPart inkImageWidgetReference
---@field bufferedSpread Vector2
---@field currentFireMode gamedataTriggerMode
---@field weaponlocalBB gameIBlackboard
---@field bbcurrentFireMode redCallbackObject
---@field ricochetModeActive Uint32
---@field RicochetChance Uint32
---@field horizontalMinSpread Float
---@field verticalMinSpread Float
---@field gameplaySpreadMultiplier Float
CrosshairGameController_Basic = {}

---@return CrosshairGameController_Basic
function CrosshairGameController_Basic.new() return end

---@param props table
---@return CrosshairGameController_Basic
function CrosshairGameController_Basic.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Basic:OnBulletSpreadChanged(spread) return end

---@return Bool
function CrosshairGameController_Basic:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Basic:OnPreOutro() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Basic:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param full Bool
---@param duration Float
function CrosshairGameController_Basic:ColapseCrosshair(full, duration) return end

---@param full Bool
---@param duration Float
function CrosshairGameController_Basic:ExpandCrosshair(full, duration) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Basic:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Basic:GetOutroAnimation() return end

---@param duration Float
function CrosshairGameController_Basic:HideCenterPart(duration) return end

function CrosshairGameController_Basic:OnHide() return end

function CrosshairGameController_Basic:OnShow() return end

function CrosshairGameController_Basic:OnState_Aim() return end

function CrosshairGameController_Basic:OnState_GrenadeCharging() return end

function CrosshairGameController_Basic:OnState_HipFire() return end

function CrosshairGameController_Basic:OnState_Reload() return end

function CrosshairGameController_Basic:OnState_Safe() return end

function CrosshairGameController_Basic:OnState_Scanning() return end

function CrosshairGameController_Basic:OnState_Sprint() return end

---@param value Variant
function CrosshairGameController_Basic:OnTriggerModeChanged(value) return end

---@param duration Float
function CrosshairGameController_Basic:ShowCenterPart(duration) return end

---@class CrosshairGameController_BlackwallForce : CrosshairGameController_Smart_Rifl
---@field lastSmartParams gamesmartGunUIParameters
---@field smartGunData gamesmartGunUIParameters
---@field targetList gamesmartGunUITargetParameters[]
---@field targetData gamesmartGunUITargetParameters
---@field numOfTargets Int32
---@field owner gameObject
CrosshairGameController_BlackwallForce = {}

---@return CrosshairGameController_BlackwallForce
function CrosshairGameController_BlackwallForce.new() return end

---@param props table
---@return CrosshairGameController_BlackwallForce
function CrosshairGameController_BlackwallForce.new(props) return end

---@param evt ForceBlackwallKillNPCSEvent
---@return Bool
function CrosshairGameController_BlackwallForce:OnForceKillNPCEvent(evt) return end

---@param evt InputActivatedToUploadBlackwallEvent
---@return Bool
function CrosshairGameController_BlackwallForce:OnInputActivatedToUploadBlackwallEvent(evt) return end

---@param argParams Variant
---@return Bool
function CrosshairGameController_BlackwallForce:OnSmartGunParams(argParams) return end

---@class CrosshairGameController_Hercules : CrosshairGameController_Smart_Rifl
CrosshairGameController_Hercules = {}

---@return CrosshairGameController_Hercules
function CrosshairGameController_Hercules.new() return end

---@param props table
---@return CrosshairGameController_Hercules
function CrosshairGameController_Hercules.new(props) return end

---@class CrosshairGameController_Jailbreak_Power : gameuiCrosshairBaseGameController
CrosshairGameController_Jailbreak_Power = {}

---@return CrosshairGameController_Jailbreak_Power
function CrosshairGameController_Jailbreak_Power.new() return end

---@param props table
---@return CrosshairGameController_Jailbreak_Power
function CrosshairGameController_Jailbreak_Power.new(props) return end

---@class CrosshairGameController_Jailbreak_Smart : gameuiCrosshairBaseGameController
CrosshairGameController_Jailbreak_Smart = {}

---@return CrosshairGameController_Jailbreak_Smart
function CrosshairGameController_Jailbreak_Smart.new() return end

---@param props table
---@return CrosshairGameController_Jailbreak_Smart
function CrosshairGameController_Jailbreak_Smart.new(props) return end

---@class CrosshairGameController_Jailbreak_Tech : gameuiCrosshairBaseGameController
CrosshairGameController_Jailbreak_Tech = {}

---@return CrosshairGameController_Jailbreak_Tech
function CrosshairGameController_Jailbreak_Tech.new() return end

---@param props table
---@return CrosshairGameController_Jailbreak_Tech
function CrosshairGameController_Jailbreak_Tech.new(props) return end

---@class CrosshairGameController_Launcher : gameuiCrosshairBaseGameController
---@field weaponBBID redCallbackObject
---@field animationProxy inkanimProxy
---@field Cori_S inkCanvasWidgetReference
---@field Cori_M inkCanvasWidgetReference
---@field rightStickX Float
---@field rightStickY Float
---@field currentState gamePSMLeftHandCyberware
CrosshairGameController_Launcher = {}

---@return CrosshairGameController_Launcher
function CrosshairGameController_Launcher.new() return end

---@param props table
---@return CrosshairGameController_Launcher
function CrosshairGameController_Launcher.new(props) return end

---@param value Int32
---@return Bool
function CrosshairGameController_Launcher:OnPSMLeftHandCyberwareStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Launcher:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Launcher:OnPlayerDetach(playerPuppet) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Launcher:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Launcher:GetOutroAnimation() return end

function CrosshairGameController_Launcher:OnState_Aim() return end

function CrosshairGameController_Launcher:OnState_ChargeLaunch() return end

function CrosshairGameController_Launcher:OnState_Equip() return end

function CrosshairGameController_Launcher:OnState_QuickLaunch() return end

function CrosshairGameController_Launcher:OnState_Unequip() return end

---@param state gamePSMLeftHandCyberware
function CrosshairGameController_Launcher:UpdateCrosshairState(state) return end

---@class CrosshairGameController_Mantis_Blade : gameuiCrosshairBaseGameController
---@field weaponBBID redCallbackObject
---@field meleeWeaponState gamePSMMeleeWeapon
---@field targetColorChange inkWidgetReference
---@field holdAnim inkanimProxy
---@field aimAnim inkanimProxy
---@field isInHoldState Bool
---@field meleeLeapAttackObjectTagger MeleeLeapAttackObjectTagger
CrosshairGameController_Mantis_Blade = {}

---@return CrosshairGameController_Mantis_Blade
function CrosshairGameController_Mantis_Blade.new() return end

---@param props table
---@return CrosshairGameController_Mantis_Blade
function CrosshairGameController_Mantis_Blade.new(props) return end

---@param value Int32
---@return Bool
function CrosshairGameController_Mantis_Blade:OnPSMMeleeWeaponStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Mantis_Blade:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Mantis_Blade:OnPlayerDetach(playerPuppet) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Mantis_Blade:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Mantis_Blade:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Mantis_Blade:GetOutroAnimation() return end

---@param oldState gamePSMMeleeWeapon
---@param newState gamePSMMeleeWeapon
function CrosshairGameController_Mantis_Blade:OnMeleeWeaponStateChange(oldState, newState) return end

function CrosshairGameController_Mantis_Blade:OnState_Default() return end

function CrosshairGameController_Mantis_Blade:OnState_Hold() return end

---@param animName CName|string
---@return inkanimProxy
function CrosshairGameController_Mantis_Blade:PlayAnimation(animName) return end

function CrosshairGameController_Mantis_Blade:UpdateTargetIndicator() return end

---@class CrosshairGameController_Melee : gameuiCrosshairBaseMelee
---@field targetColorChange inkWidgetReference
---@field chargeBar inkCanvasWidget
---@field chargeBarFG inkRectangleWidget
---@field chargeBarMonoTop inkImageWidget
---@field chargeBarMonoBottom inkImageWidget
---@field chargeBarMask inkMaskWidget
---@field chargeValueL inkTextWidget
---@field chargeValueR inkTextWidget
---@field bbcharge Uint32
---@field meleeResourcePoolListener MeleeResourcePoolListener
---@field weaponID entEntityID
---@field displayChargeBar Bool
---@field currentState Int32
---@field meleeLeapAttackObjectTagger MeleeLeapAttackObjectTagger
CrosshairGameController_Melee = {}

---@return CrosshairGameController_Melee
function CrosshairGameController_Melee.new() return end

---@param props table
---@return CrosshairGameController_Melee
function CrosshairGameController_Melee.new(props) return end

---@param state Int32
---@return Bool
function CrosshairGameController_Melee:OnGamePSMMeleeWeapon(state) return end

---@return Bool
function CrosshairGameController_Melee:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Melee:OnPlayerAttach(playerPuppet) return end

---@return Bool
function CrosshairGameController_Melee:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Melee:OnPreOutro() return end

---@return Bool
function CrosshairGameController_Melee:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Melee:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Melee:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Melee:GetOutroAnimation() return end

function CrosshairGameController_Melee:OnState_Aim() return end

function CrosshairGameController_Melee:OnState_GrenadeCharging() return end

function CrosshairGameController_Melee:OnState_HipFire() return end

function CrosshairGameController_Melee:OnState_LeftHandCyberware() return end

function CrosshairGameController_Melee:OnState_Reload() return end

function CrosshairGameController_Melee:OnState_Safe() return end

function CrosshairGameController_Melee:OnState_Scanning() return end

function CrosshairGameController_Melee:OnState_Sprint() return end

---@param pct Float
function CrosshairGameController_Melee:SetChargeScale(pct) return end

---@param show Bool
function CrosshairGameController_Melee:ShowCrosshairFromState(show) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function CrosshairGameController_Melee:UpdateResourceValue(oldValue, newValue, percToPoints) return end

function CrosshairGameController_Melee:UpdateTargetIndicator() return end

---@class CrosshairGameController_NoWeapon : gameuiCrosshairBaseGameController
---@field AimDownSightContainer inkCompoundWidgetReference
---@field ZoomMovingContainer inkCompoundWidgetReference
---@field ZoomNumber inkTextWidgetReference
---@field ZoomNumberR inkTextWidgetReference
---@field DistanceImageRuler inkImageWidgetReference
---@field ZoomMoveBracketL inkImageWidgetReference
---@field ZoomMoveBracketR inkImageWidgetReference
---@field ZoomLevelString String
---@field PlayerSMBB gameIBlackboard
---@field ZoomLevelBBID redCallbackObject
---@field sceneTierBlackboardId redCallbackObject
---@field sceneTier gamePSMHighLevel
---@field zoomUpAnim inkanimProxy
---@field animLockOn inkanimProxy
---@field zoomDownAnim inkanimProxy
---@field animLockOff inkanimProxy
---@field zoomShowAnim inkanimProxy
---@field zoomHideAnim inkanimProxy
---@field argZoomBuffered Float
CrosshairGameController_NoWeapon = {}

---@return CrosshairGameController_NoWeapon
function CrosshairGameController_NoWeapon.new() return end

---@param props table
---@return CrosshairGameController_NoWeapon
function CrosshairGameController_NoWeapon.new(props) return end

---@param value Int32
---@return Bool
function CrosshairGameController_NoWeapon:OnPSMSceneTierChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_NoWeapon:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_NoWeapon:OnPlayerDetach(playerPuppet) return end

---@param argZoom Float
---@return Bool
function CrosshairGameController_NoWeapon:OnZoomLevel(argZoom) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_NoWeapon:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_NoWeapon:GetOutroAnimation() return end

function CrosshairGameController_NoWeapon:OnState_Aim() return end

function CrosshairGameController_NoWeapon:OnState_HipFire() return end

function CrosshairGameController_NoWeapon:OnState_Safe() return end

function CrosshairGameController_NoWeapon:OnState_Scanning() return end

function CrosshairGameController_NoWeapon:OnState_Sprint() return end

---@class CrosshairGameController_Rasetsu : gameuiCrosshairBaseGameController
---@field hipFire inkWidgetReference
---@field aimFire inkWidgetReference
---@field showAdsAnimName CName
---@field hideAdsAnimName CName
---@field loopAdsAnimName CName
---@field targetHitAnimationName CName
---@field shootAnimationName CName
---@field hipFireLogicController CrosshairLogicController_RasetsuHipFire
---@field aimFireLogicController CrosshairLogicController_RasetsuAimFire
---@field weaponLocalBB gameIBlackboard
---@field uiGameDataBB gameIBlackboard
---@field onChargeChangeBBID redCallbackObject
---@field onChargeTriggerModeBBID redCallbackObject
---@field weaponDataTargetHitBBID redCallbackObject
---@field weaponDataShootBBID redCallbackObject
---@field targetHitAnimation inkanimProxy
---@field shootAnimation inkanimProxy
---@field visibilityAnimProxy inkanimProxy
---@field rootAnimProxy inkanimProxy
---@field isRootVisible Bool
CrosshairGameController_Rasetsu = {}

---@return CrosshairGameController_Rasetsu
function CrosshairGameController_Rasetsu.new() return end

---@param props table
---@return CrosshairGameController_Rasetsu
function CrosshairGameController_Rasetsu.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Rasetsu:OnBulletSpreadChanged(spread) return end

---@param argCharge Float
---@return Bool
function CrosshairGameController_Rasetsu:OnChargeChanged(argCharge) return end

---@return Bool
function CrosshairGameController_Rasetsu:OnInitialize() return end

---@param evt PerfectChargeUIEvent
---@return Bool
function CrosshairGameController_Rasetsu:OnPerfectChargeUIEvent(evt) return end

---@return Bool
function CrosshairGameController_Rasetsu:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Rasetsu:OnPreOutro() return end

---@param arg Variant
---@return Bool
function CrosshairGameController_Rasetsu:OnShoot(arg) return end

---@param proxy inkanimProxy
---@return Bool
function CrosshairGameController_Rasetsu:OnStartLoop(proxy) return end

---@param arg Variant
---@return Bool
function CrosshairGameController_Rasetsu:OnTargetHit(arg) return end

---@param triggerMode Variant
---@return Bool
function CrosshairGameController_Rasetsu:OnTriggerModeChanged(triggerMode) return end

---@return Bool
function CrosshairGameController_Rasetsu:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Rasetsu:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param value Bool
function CrosshairGameController_Rasetsu:ApplyWeaponSwayToCamera(value) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Rasetsu:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Rasetsu:GetOutroAnimation() return end

function CrosshairGameController_Rasetsu:OnState_Aim() return end

function CrosshairGameController_Rasetsu:OnState_GrenadeCharging() return end

function CrosshairGameController_Rasetsu:OnState_HipFire() return end

function CrosshairGameController_Rasetsu:OnState_LeftHandCyberware() return end

function CrosshairGameController_Rasetsu:OnState_Reload() return end

function CrosshairGameController_Rasetsu:OnState_Safe() return end

function CrosshairGameController_Rasetsu:OnState_Scanning() return end

function CrosshairGameController_Rasetsu:OnState_Sprint() return end

---@param isVisible Bool
function CrosshairGameController_Rasetsu:ShowRootWidget(isVisible) return end

---@class CrosshairGameController_Simple : gameuiCrosshairBaseGameController
---@field topPart inkWidgetReference
---@field bottomPart inkWidgetReference
---@field horiPart inkWidgetReference
---@field vertPart inkWidgetReference
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field targetColorChange inkWidgetReference
---@field offsetLeftRight Float
---@field latchVertical Float
CrosshairGameController_Simple = {}

---@return CrosshairGameController_Simple
function CrosshairGameController_Simple.new() return end

---@param props table
---@return CrosshairGameController_Simple
function CrosshairGameController_Simple.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Simple:OnBulletSpreadChanged(spread) return end

---@return Bool
function CrosshairGameController_Simple:OnInitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Simple:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Simple:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Simple:GetOutroAnimation() return end

function CrosshairGameController_Simple:OnState_Aim() return end

function CrosshairGameController_Simple:OnState_HipFire() return end

---@class CrosshairGameController_Smart_Rifl : gameuiCrosshairBaseGameController
---@field txtAccuracy inkTextWidgetReference
---@field txtTargetsCount inkTextWidgetReference
---@field txtFluffStatus inkTextWidgetReference
---@field leftPart inkImageWidgetReference
---@field rightPart inkImageWidgetReference
---@field leftPartExtra inkImageWidgetReference
---@field rightPartExtra inkImageWidgetReference
---@field offsetLeftRight Float
---@field offsetLeftRightExtra Float
---@field latchVertical Float
---@field topPart inkImageWidgetReference
---@field bottomPart inkImageWidgetReference
---@field horiPart inkWidgetReference
---@field vertPart inkWidgetReference
---@field targetWidgetLibraryName CName
---@field targetsPullSize Int32
---@field targetColorChange inkWidgetReference
---@field targetingFrame inkWidgetReference
---@field reticleFrame inkWidgetReference
---@field bufferFrame inkWidgetReference
---@field targetHolder inkCompoundWidgetReference
---@field lockHolder inkCompoundWidgetReference
---@field reloadIndicator inkCompoundWidgetReference
---@field reloadIndicatorInv inkCompoundWidgetReference
---@field smartLinkDot inkCompoundWidgetReference
---@field smartLinkFrame inkCompoundWidgetReference
---@field smartLinkFluff inkCompoundWidgetReference
---@field smartLinkFirmwareOnline inkCompoundWidgetReference
---@field smartLinkFirmwareOffline inkCompoundWidgetReference
---@field weaponBlackboard gameIBlackboard
---@field weaponParamsListenerId redCallbackObject
---@field smartData gamesmartGunUIParameters
---@field targetsPool inkWidget[]
---@field targets inkWidget[]
---@field isBlocked Bool
---@field isAimDownSights Bool
---@field bufferedSpread Vector2
---@field reloadAnimationProxy inkanimProxy
---@field prevTargetedEntityIDs entEntityID[]
---@field currTargetedEntityIDs entEntityID[]
---@field numLockedTargets Int32
---@field playerDevelopmentData PlayerDevelopmentData
CrosshairGameController_Smart_Rifl = {}

---@return CrosshairGameController_Smart_Rifl
function CrosshairGameController_Smart_Rifl.new() return end

---@param props table
---@return CrosshairGameController_Smart_Rifl
function CrosshairGameController_Smart_Rifl.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Smart_Rifl:OnBulletSpreadChanged(spread) return end

---@return Bool
function CrosshairGameController_Smart_Rifl:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function CrosshairGameController_Smart_Rifl:OnPlayerAttach(playerPuppet) return end

---@return Bool
function CrosshairGameController_Smart_Rifl:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Smart_Rifl:OnPreOutro() return end

---@param argParams Variant
---@return Bool
function CrosshairGameController_Smart_Rifl:OnSmartGunParams(argParams) return end

---@param data gamesmartGunUITargetParameters
---@param newTargets inkWidget[]
function CrosshairGameController_Smart_Rifl:AllocateNewTarget(data, newTargets) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Smart_Rifl:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@return Vector2, Vector2
function CrosshairGameController_Smart_Rifl:CheckIfRectangleNeedsToBeResized() return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Smart_Rifl:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Smart_Rifl:GetOutroAnimation() return end

---@param data gamesmartGunUITargetParameters
---@param newTargets inkWidget[]
---@return Bool
function CrosshairGameController_Smart_Rifl:LookupCurrentTargets(data, newTargets) return end

---@param oldState gamePSMCrosshairStates
---@param newState gamePSMCrosshairStates
function CrosshairGameController_Smart_Rifl:OnCrosshairStateChange(oldState, newState) return end

function CrosshairGameController_Smart_Rifl:OnState_Aim() return end

function CrosshairGameController_Smart_Rifl:OnState_GrenadeCharging() return end

function CrosshairGameController_Smart_Rifl:OnState_HipFire() return end

function CrosshairGameController_Smart_Rifl:OnState_Reload() return end

function CrosshairGameController_Smart_Rifl:OnState_Safe() return end

function CrosshairGameController_Smart_Rifl:OnState_Scanning() return end

function CrosshairGameController_Smart_Rifl:OnState_Sprint() return end

---@param data gamesmartGunUITargetParameters
---@param currWidget inkWidget
---@param currController Crosshair_Smart_Rifl_Bucket
function CrosshairGameController_Smart_Rifl:ProcessData(data, currWidget, currController) return end

---@param smartData gamesmartGunUIParameters
function CrosshairGameController_Smart_Rifl:ProcessParams(smartData) return end

function CrosshairGameController_Smart_Rifl:ReturnAllTargetsToPool() return end

function CrosshairGameController_Smart_Rifl:SetupLayout() return end

---@class CrosshairGameController_Tech_Hex : BaseTechCrosshairController
---@field leftBracket inkImageWidget
---@field rightBracket inkImageWidget
---@field hori inkWidget
---@field chargeBar inkWidget
---@field chargeBoth inkWidget
---@field chargeLeftBar inkRectangleWidget
---@field chargeRightBar inkRectangleWidget
---@field centerPart inkImageWidget
---@field fluffCanvas inkWidget
---@field chargeAnimationProxy inkanimProxy
---@field bufferedSpread Vector2
---@field weaponlocalBB gameIBlackboard
---@field bbcharge redCallbackObject
---@field bbcurrentFireMode redCallbackObject
---@field currentFireMode gamedataTriggerMode
---@field bbNPCStatsInfo redCallbackObject
---@field horizontalMinSpread Float
---@field verticalMinSpread Float
---@field gameplaySpreadMultiplier Float
---@field charge Float
---@field spread Float
CrosshairGameController_Tech_Hex = {}

---@return CrosshairGameController_Tech_Hex
function CrosshairGameController_Tech_Hex.new() return end

---@param props table
---@return CrosshairGameController_Tech_Hex
function CrosshairGameController_Tech_Hex.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Tech_Hex:OnBulletSpreadChanged(spread) return end

---@return Bool
function CrosshairGameController_Tech_Hex:OnInitialize() return end

---@return Bool
function CrosshairGameController_Tech_Hex:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Tech_Hex:OnPreOutro() return end

---@return Bool
function CrosshairGameController_Tech_Hex:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Tech_Hex:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param duration Float
function CrosshairGameController_Tech_Hex:CollapseCrosshair(duration) return end

---@param duration Float
function CrosshairGameController_Tech_Hex:ExpandCrosshair(duration) return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Tech_Hex:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Tech_Hex:GetOutroAnimation() return end

---@param duration Float
function CrosshairGameController_Tech_Hex:HideCenterPart(duration) return end

---@param chargeValue Float
function CrosshairGameController_Tech_Hex:OnChargeChanged(chargeValue) return end

function CrosshairGameController_Tech_Hex:OnHide() return end

function CrosshairGameController_Tech_Hex:OnShow() return end

function CrosshairGameController_Tech_Hex:OnState_Aim() return end

function CrosshairGameController_Tech_Hex:OnState_GrenadeCharging() return end

function CrosshairGameController_Tech_Hex:OnState_HipFire() return end

function CrosshairGameController_Tech_Hex:OnState_Reload() return end

function CrosshairGameController_Tech_Hex:OnState_Safe() return end

function CrosshairGameController_Tech_Hex:OnState_Scanning() return end

function CrosshairGameController_Tech_Hex:OnState_Sprint() return end

---@param value Variant
function CrosshairGameController_Tech_Hex:OnTriggerModeChanged(value) return end

---@param duration Float
function CrosshairGameController_Tech_Hex:ShowCenterPart(duration) return end

function CrosshairGameController_Tech_Hex:UpdateChargeBar() return end

function CrosshairGameController_Tech_Hex:UpdateSpread() return end

---@class CrosshairGameController_Tech_Round : BaseTechCrosshairController
---@field root inkWidget
---@field leftPart inkImageWidgetReference
---@field rightPart inkImageWidgetReference
---@field offsetLeftRight Float
---@field offsetLeftRightExtra Float
---@field latchVertical Float
---@field topPart inkImageWidgetReference
---@field bottomPart inkImageWidgetReference
---@field horiPart inkWidgetReference
---@field vertPart inkWidgetReference
---@field chargeBar inkCanvasWidget
---@field chargeBarFG inkRectangleWidget
---@field chargeBarBG inkRectangleWidget
---@field chargeBarMG inkRectangleWidget
---@field centerPart inkWidget
---@field crosshair inkWidget
---@field bottom_hip_bar inkWidget
---@field realFluffText_1 inkTextWidget
---@field realFluffText_2 inkTextWidget
---@field bufferedSpread Vector2
---@field weaponlocalBB gameIBlackboard
---@field bbcharge redCallbackObject
---@field bbmagazineAmmoCapacity redCallbackObject
---@field bbmagazineAmmoCount redCallbackObject
---@field bbcurrentFireMode redCallbackObject
---@field currentAmmo Int32
---@field currentMaxAmmo Int32
---@field maxSupportedAmmo Int32
---@field currentFireMode gamedataTriggerMode
---@field orgSideSize Vector2
---@field sidesScale Float
---@field chargeAnimationProxy inkanimProxy
---@field bbNPCStatsInfo redCallbackObject
---@field currentObstructedTargetBBID redCallbackObject
---@field potentialVisibleTarget gameObject
---@field potentialObstructedTarget gameObject
---@field useVisibleTarget Bool
---@field horizontalMinSpread Float
---@field verticalMinSpread Float
---@field gameplaySpreadMultiplier Float
---@field stateADS Bool
CrosshairGameController_Tech_Round = {}

---@return CrosshairGameController_Tech_Round
function CrosshairGameController_Tech_Round.new() return end

---@param props table
---@return CrosshairGameController_Tech_Round
function CrosshairGameController_Tech_Round.new(props) return end

---@param spread Vector2
---@return Bool
function CrosshairGameController_Tech_Round:OnBulletSpreadChanged(spread) return end

---@param entId entEntityID
---@return Bool
function CrosshairGameController_Tech_Round:OnCurrentAimTarget(entId) return end

---@param entId entEntityID
---@return Bool
function CrosshairGameController_Tech_Round:OnCurrentObstructedTarget(entId) return end

---@return Bool
function CrosshairGameController_Tech_Round:OnInitialize() return end

---@return Bool
function CrosshairGameController_Tech_Round:OnPreIntro() return end

---@return Bool
function CrosshairGameController_Tech_Round:OnPreOutro() return end

---@return Bool
function CrosshairGameController_Tech_Round:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairGameController_Tech_Round:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param full Bool
---@param duration Float
function CrosshairGameController_Tech_Round:ColapseCrosshair(full, duration) return end

---@param full Bool
---@param duration Float
function CrosshairGameController_Tech_Round:ExpandCrosshair(full, duration) return end

---@return Float
function CrosshairGameController_Tech_Round:GetDistanceToTarget() return end

---@param firstEquip Bool
---@return inkanimProxy
function CrosshairGameController_Tech_Round:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function CrosshairGameController_Tech_Round:GetOutroAnimation() return end

---@param duration Float
function CrosshairGameController_Tech_Round:HideCenterPart(duration) return end

---@param value Uint32
function CrosshairGameController_Tech_Round:OnAmmoCapacityChanged(value) return end

---@param value Uint32
function CrosshairGameController_Tech_Round:OnAmmoCountChanged(value) return end

---@param charge Float
function CrosshairGameController_Tech_Round:OnChargeChanged(charge) return end

function CrosshairGameController_Tech_Round:OnHide() return end

function CrosshairGameController_Tech_Round:OnShow() return end

function CrosshairGameController_Tech_Round:OnState_Aim() return end

function CrosshairGameController_Tech_Round:OnState_GrenadeCharging() return end

function CrosshairGameController_Tech_Round:OnState_HipFire() return end

function CrosshairGameController_Tech_Round:OnState_Reload() return end

function CrosshairGameController_Tech_Round:OnState_Safe() return end

function CrosshairGameController_Tech_Round:OnState_Scanning() return end

function CrosshairGameController_Tech_Round:OnState_Sprint() return end

function CrosshairGameController_Tech_Round:OnTargetsChanged() return end

---@param value Variant
function CrosshairGameController_Tech_Round:OnTriggerModeChanged(value) return end

---@param duration Float
function CrosshairGameController_Tech_Round:ShowCenterPart(duration) return end

---@class CrosshairHealthChangeListener : gameCustomValueStatPoolsListener
---@field parentCrosshair gameuiCrosshairBaseGameController
CrosshairHealthChangeListener = {}

---@return CrosshairHealthChangeListener
function CrosshairHealthChangeListener.new() return end

---@param props table
---@return CrosshairHealthChangeListener
function CrosshairHealthChangeListener.new(props) return end

---@param parentCrosshair gameuiCrosshairBaseGameController
---@return CrosshairHealthChangeListener
function CrosshairHealthChangeListener.Create(parentCrosshair) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function CrosshairHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class CrosshairLogicController_RasetsuAimFire : inkWidgetLogicController
---@field chargebarContainer inkWidgetReference
---@field perfectChargeIndicator inkWidgetReference
---@field chargeBar ChargebarController
---@field animPerfectCharge inkanimProxy
CrosshairLogicController_RasetsuAimFire = {}

---@return CrosshairLogicController_RasetsuAimFire
function CrosshairLogicController_RasetsuAimFire.new() return end

---@param props table
---@return CrosshairLogicController_RasetsuAimFire
function CrosshairLogicController_RasetsuAimFire.new(props) return end

---@param value Float
function CrosshairLogicController_RasetsuAimFire:ApplyChargeValue(value) return end

---@param type CName|string
function CrosshairLogicController_RasetsuAimFire:ApplyPerfectCharge(type) return end

---@param value Variant
function CrosshairLogicController_RasetsuAimFire:ApplyTriggerMode(value) return end

---@param player gameObject
function CrosshairLogicController_RasetsuAimFire:ResetPlayer(player) return end

---@param player gameObject
function CrosshairLogicController_RasetsuAimFire:SetPlayer(player) return end

---@class CrosshairLogicController_RasetsuHipFire : inkWidgetLogicController
---@field offsetLeftRight Float
---@field latchVertical Float
---@field topPart inkWidgetReference
---@field bottomPart inkWidgetReference
---@field horiPart inkWidgetReference
---@field vertPart inkWidgetReference
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field targetColorChange inkWidgetReference
CrosshairLogicController_RasetsuHipFire = {}

---@return CrosshairLogicController_RasetsuHipFire
function CrosshairLogicController_RasetsuHipFire.new() return end

---@param props table
---@return CrosshairLogicController_RasetsuHipFire
function CrosshairLogicController_RasetsuHipFire.new(props) return end

---@param spread Vector2
function CrosshairLogicController_RasetsuHipFire:ApplyBulletSpread(spread) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function CrosshairLogicController_RasetsuHipFire:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@class CrosshairModule : HUDModule
---@field activeCrosshairs Crosshair[]
CrosshairModule = {}

---@return CrosshairModule
function CrosshairModule.new() return end

---@param props table
---@return CrosshairModule
function CrosshairModule.new(props) return end

---@class CrosshairStaminaListener : gameCustomValueStatPoolsListener
---@field controller gameuiCrosshairBaseGameController
CrosshairStaminaListener = {}

---@return CrosshairStaminaListener
function CrosshairStaminaListener.new() return end

---@param props table
---@return CrosshairStaminaListener
function CrosshairStaminaListener.new(props) return end

---@param controlller gameuiCrosshairBaseGameController
---@return CrosshairStaminaListener
function CrosshairStaminaListener.Create(controlller) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function CrosshairStaminaListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class CrosshairWeaponStatsListener : gameScriptStatsListener
---@field controller BaseTechCrosshairController
CrosshairWeaponStatsListener = {}

---@return CrosshairWeaponStatsListener
function CrosshairWeaponStatsListener.new() return end

---@param props table
---@return CrosshairWeaponStatsListener
function CrosshairWeaponStatsListener.new(props) return end

---@param controller BaseTechCrosshairController
---@param stat gamedataStatType
function CrosshairWeaponStatsListener:Init(controller, stat) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function CrosshairWeaponStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class Crosshair_ChargeBar : gameuiCrosshairBaseGameController
---@field bar inkWidgetReference
---@field ammo inkTextWidgetReference
---@field leftPart inkWidget
---@field rightPart inkWidget
---@field topPart inkWidget
---@field chargeBar inkRectangleWidget
---@field sizeOfChargeBar Vector2
---@field chargeBBID redCallbackObject
Crosshair_ChargeBar = {}

---@return Crosshair_ChargeBar
function Crosshair_ChargeBar.new() return end

---@param props table
---@return Crosshair_ChargeBar
function Crosshair_ChargeBar.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_ChargeBar:OnBulletSpreadChanged(spread) return end

---@return Bool
function Crosshair_ChargeBar:OnInitialize() return end

---@return Bool
function Crosshair_ChargeBar:OnPreIntro() return end

---@return Bool
function Crosshair_ChargeBar:OnPreOutro() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_ChargeBar:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_ChargeBar:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_ChargeBar:GetOutroAnimation() return end

---@param charge Float
function Crosshair_ChargeBar:OnChargeChanged(charge) return end

---@class Crosshair_Custom_HMG : gameuiCrosshairBaseGameController
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field bottomPart inkWidgetReference
---@field horiPart inkWidgetReference
---@field vertPart inkWidgetReference
---@field overheatContainer inkWidgetReference
---@field overheatWarning inkWidgetReference
---@field overheatMask inkWidgetReference
---@field overheatValueL inkTextWidgetReference
---@field overheatValueR inkTextWidgetReference
---@field leftPartExtra inkImageWidgetReference
---@field rightPartExtra inkImageWidgetReference
---@field crosshairContainer inkCanvasWidgetReference
---@field offsetLeftRight Float
---@field offsetLeftRightExtra Float
---@field latchVertical Float
---@field weaponLocalBB gameIBlackboard
---@field overheatBBID redCallbackObject
---@field forcedOverheatBBID redCallbackObject
---@field targetColorChange inkWidgetReference
---@field forcedCooldownProxy inkanimProxy
---@field forcedCooldownOptions inkanimPlaybackOptions
Crosshair_Custom_HMG = {}

---@return Crosshair_Custom_HMG
function Crosshair_Custom_HMG.new() return end

---@param props table
---@return Crosshair_Custom_HMG
function Crosshair_Custom_HMG.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Custom_HMG:OnBulletSpreadChanged(spread) return end

---@return Bool
function Crosshair_Custom_HMG:OnInitialize() return end

---@param argValue Bool
---@return Bool
function Crosshair_Custom_HMG:OnIsInForcedOverheatCooldown(argValue) return end

---@param argValue Float
---@return Bool
function Crosshair_Custom_HMG:OnOverheatChanged(argValue) return end

---@return Bool
function Crosshair_Custom_HMG:OnPreIntro() return end

---@return Bool
function Crosshair_Custom_HMG:OnPreOutro() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Custom_HMG:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Custom_HMG:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Custom_HMG:GetOutroAnimation() return end

---@class Crosshair_Melee_Hammer : gameuiCrosshairBaseGameController
---@field targetColorChange inkWidgetReference
Crosshair_Melee_Hammer = {}

---@return Crosshair_Melee_Hammer
function Crosshair_Melee_Hammer.new() return end

---@param props table
---@return Crosshair_Melee_Hammer
function Crosshair_Melee_Hammer.new(props) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Melee_Hammer:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Melee_Hammer:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Melee_Hammer:GetOutroAnimation() return end

---@class Crosshair_Melee_Knife : gameuiCrosshairBaseGameController
---@field targetColorChange inkWidgetReference
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field botPart inkWidgetReference
---@field chargeBar inkCanvasWidget
---@field chargeBarFG inkRectangleWidget
---@field throwingKnifeResourcePoolListener ThrowingKnifeResourcePoolListener
---@field weaponID entEntityID
---@field weaponBBID redCallbackObject
---@field meleeWeaponState gamePSMMeleeWeapon
---@field animProxy inkanimProxy
---@field animOptions inkanimPlaybackOptions
---@field isCrosshairAnimationOpen Bool
---@field preloaderThinL inkImageWidget
---@field preloaderThinR inkImageWidget
---@field preloaderThickL inkImageWidget
---@field preloaderThickR inkImageWidget
---@field preloader inkCanvasWidget
Crosshair_Melee_Knife = {}

---@return Crosshair_Melee_Knife
function Crosshair_Melee_Knife.new() return end

---@param props table
---@return Crosshair_Melee_Knife
function Crosshair_Melee_Knife.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Melee_Knife:OnBulletSpreadChanged(spread) return end

---@return Bool
function Crosshair_Melee_Knife:OnInitialize() return end

---@param value Int32
---@return Bool
function Crosshair_Melee_Knife:OnPSMMeleeWeaponStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function Crosshair_Melee_Knife:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function Crosshair_Melee_Knife:OnPlayerDetach(playerPuppet) return end

---@return Bool
function Crosshair_Melee_Knife:OnPreIntro() return end

---@return Bool
function Crosshair_Melee_Knife:OnPreOutro() return end

---@return Bool
function Crosshair_Melee_Knife:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Melee_Knife:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@return inkanimDefinition
function Crosshair_Melee_Knife:GetFadeInAnimation() return end

---@return inkanimDefinition
function Crosshair_Melee_Knife:GetFadeOutAnimation() return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Melee_Knife:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Melee_Knife:GetOutroAnimation() return end

function Crosshair_Melee_Knife:OnState_Aim() return end

function Crosshair_Melee_Knife:OnState_GrenadeCharging() return end

function Crosshair_Melee_Knife:OnState_HipFire() return end

function Crosshair_Melee_Knife:OnState_LeftHandCyberware() return end

function Crosshair_Melee_Knife:OnState_Reload() return end

function Crosshair_Melee_Knife:OnState_Safe() return end

function Crosshair_Melee_Knife:OnState_Scanning() return end

function Crosshair_Melee_Knife:OnState_Sprint() return end

---@param isFadeIn Bool
function Crosshair_Melee_Knife:PlayReloadBarFadeAnimation(isFadeIn) return end

---@param percentage Float
function Crosshair_Melee_Knife:SetReloadBar(percentage) return end

---@param set Bool
function Crosshair_Melee_Knife:SetReloadBarVisible(set) return end

---@param show Bool
function Crosshair_Melee_Knife:ShowCrosshairFromState(show) return end

function Crosshair_Melee_Knife:UpdateThrowCrosshair() return end

---@class Crosshair_Melee_Misc : gameuiCrosshairBaseGameController
---@field targetColorChange inkWidgetReference
Crosshair_Melee_Misc = {}

---@return Crosshair_Melee_Misc
function Crosshair_Melee_Misc.new() return end

---@param props table
---@return Crosshair_Melee_Misc
function Crosshair_Melee_Misc.new(props) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Melee_Misc:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Melee_Misc:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Melee_Misc:GetOutroAnimation() return end

---@class Crosshair_Melee_Nano_Wire : CrosshairGameController_Melee
---@field animEnterADS inkanimProxy
---@field inAimDownSight Bool
---@field isHoveringOfficer Bool
---@field inChargedHold Bool
---@field anim_EnterHipFire inkanimProxy
---@field anim_HoverEnterEnemy inkanimProxy
---@field anim_EnterStrongAttack inkanimProxy
---@field anim_EnterThrowAttack inkanimProxy
---@field anim_EnterEveryOtherAttack inkanimProxy
---@field anim_EnterChargedHold inkanimProxy
---@field anim_HoverExitEnemy inkanimProxy
Crosshair_Melee_Nano_Wire = {}

---@return Crosshair_Melee_Nano_Wire
function Crosshair_Melee_Nano_Wire.new() return end

---@param props table
---@return Crosshair_Melee_Nano_Wire
function Crosshair_Melee_Nano_Wire.new(props) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Melee_Nano_Wire:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Melee_Nano_Wire:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Melee_Nano_Wire:GetOutroAnimation() return end

---@param value gamePSMMeleeWeapon
function Crosshair_Melee_Nano_Wire:OnMeleeState_Update(value) return end

---@class Crosshair_Power_Defender : gameuiCrosshairBaseGameController
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field botPart inkWidgetReference
Crosshair_Power_Defender = {}

---@return Crosshair_Power_Defender
function Crosshair_Power_Defender.new() return end

---@param props table
---@return Crosshair_Power_Defender
function Crosshair_Power_Defender.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Power_Defender:OnBulletSpreadChanged(spread) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Power_Defender:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Power_Defender:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Power_Defender:GetOutroAnimation() return end

---@class Crosshair_Power_Overture : gameuiCrosshairBaseGameController
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field botPart inkWidgetReference
Crosshair_Power_Overture = {}

---@return Crosshair_Power_Overture
function Crosshair_Power_Overture.new() return end

---@param props table
---@return Crosshair_Power_Overture
function Crosshair_Power_Overture.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Power_Overture:OnBulletSpreadChanged(spread) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Power_Overture:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Power_Overture:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Power_Overture:GetOutroAnimation() return end

---@class Crosshair_Power_Saratoga : gameuiCrosshairBaseGameController
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field botPart inkWidgetReference
Crosshair_Power_Saratoga = {}

---@return Crosshair_Power_Saratoga
function Crosshair_Power_Saratoga.new() return end

---@param props table
---@return Crosshair_Power_Saratoga
function Crosshair_Power_Saratoga.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Power_Saratoga:OnBulletSpreadChanged(spread) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Power_Saratoga:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Power_Saratoga:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Power_Saratoga:GetOutroAnimation() return end

---@class Crosshair_Power_Tactician : gameuiCrosshairBaseGameController
---@field leftPart inkWidgetReference
---@field rightPart inkWidgetReference
---@field topPart inkWidgetReference
---@field botPart inkWidgetReference
Crosshair_Power_Tactician = {}

---@return Crosshair_Power_Tactician
function Crosshair_Power_Tactician.new() return end

---@param props table
---@return Crosshair_Power_Tactician
function Crosshair_Power_Tactician.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Power_Tactician:OnBulletSpreadChanged(spread) return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Power_Tactician:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Power_Tactician:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Power_Tactician:GetOutroAnimation() return end

---@class Crosshair_Smart_Rifl_Bucket : inkWidgetLogicController
---@field lockingAnimationLength Float
---@field unlockingAnimationLength Float
---@field data gamesmartGunUITargetParameters
---@field lockingAnimationProxy inkanimProxy
---@field unlockingAnimationProxy inkanimProxy
---@field activeCallbacks gameDelayID[]
Crosshair_Smart_Rifl_Bucket = {}

---@return Crosshair_Smart_Rifl_Bucket
function Crosshair_Smart_Rifl_Bucket.new() return end

---@param props table
---@return Crosshair_Smart_Rifl_Bucket
function Crosshair_Smart_Rifl_Bucket.new(props) return end

---@return Bool
function Crosshair_Smart_Rifl_Bucket:OnInitialize() return end

---@param delaySystem gameDelaySystem
function Crosshair_Smart_Rifl_Bucket:ClearCallbacks(delaySystem) return end

---@param data gamesmartGunUITargetParameters
---@return Bool
function Crosshair_Smart_Rifl_Bucket:MatchData(data) return end

---@param playerPuppet gameObject
function Crosshair_Smart_Rifl_Bucket:ResetData(playerPuppet) return end

---@param data gamesmartGunUITargetParameters
---@param params gamesmartGunUIParameters
---@param playerPuppet gameObject
function Crosshair_Smart_Rifl_Bucket:SetData(data, params, playerPuppet) return end

---@param data gamesmartGunUITargetParameters
---@param params gamesmartGunUIParameters
---@param playerPuppet gameObject
---@param scheduleSFX Bool
function Crosshair_Smart_Rifl_Bucket:StartLocking(data, params, playerPuppet, scheduleSFX) return end

---@class Crosshair_Tech_Omaha : gameuiCrosshairBaseGameController
---@field leftPart inkWidget
---@field rightPart inkWidget
---@field topPart inkWidget
---@field chargeBar inkRectangleWidget
---@field sizeOfChargeBar Vector2
---@field chargeBBID redCallbackObject
Crosshair_Tech_Omaha = {}

---@return Crosshair_Tech_Omaha
function Crosshair_Tech_Omaha.new() return end

---@param props table
---@return Crosshair_Tech_Omaha
function Crosshair_Tech_Omaha.new(props) return end

---@param spread Vector2
---@return Bool
function Crosshair_Tech_Omaha:OnBulletSpreadChanged(spread) return end

---@return Bool
function Crosshair_Tech_Omaha:OnInitialize() return end

---@return Bool
function Crosshair_Tech_Omaha:OnPreIntro() return end

---@return Bool
function Crosshair_Tech_Omaha:OnPreOutro() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function Crosshair_Tech_Omaha:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@param firstEquip Bool
---@return inkanimProxy
function Crosshair_Tech_Omaha:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function Crosshair_Tech_Omaha:GetOutroAnimation() return end

---@param charge Float
function Crosshair_Tech_Omaha:OnChargeChanged(charge) return end

---@class CrossingLight : TrafficLight
---@field audioLightIsGreen Bool
CrossingLight = {}

---@return CrossingLight
function CrossingLight.new() return end

---@param props table
---@return CrossingLight
function CrossingLight.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function CrossingLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function CrossingLight:OnTakeControl(ri) return end

function CrossingLight:CommenceChangeToGreen() return end

function CrossingLight:CommenceChangeToRed() return end

function CrossingLight:CompleteLightChangeSequence() return end

---@return CrossingLightController
function CrossingLight:GetController() return end

---@return CrossingLightControllerPS
function CrossingLight:GetDevicePS() return end

---@param status worldTrafficLightColor
function CrossingLight:PlayTrafficNotificationSound(status) return end

function CrossingLight:StartBlinking() return end

function CrossingLight:StopBlinking() return end

---@class CrossingLightController : TrafficLightController
CrossingLightController = {}

---@return CrossingLightController
function CrossingLightController.new() return end

---@param props table
---@return CrossingLightController
function CrossingLightController.new(props) return end

---@return CrossingLightControllerPS
function CrossingLightController:GetPS() return end

---@class CrossingLightControllerPS : TrafficLightControllerPS
---@field crossingLightSFXSetup CrossingLightSetup
CrossingLightControllerPS = {}

---@return CrossingLightControllerPS
function CrossingLightControllerPS.new() return end

---@param props table
---@return CrossingLightControllerPS
function CrossingLightControllerPS.new(props) return end

---@return Bool
function CrossingLightControllerPS:OnInstantiated() return end

function CrossingLightControllerPS:GameAttached() return end

---@return CName
function CrossingLightControllerPS:GetGreenSFX() return end

---@return CName
function CrossingLightControllerPS:GetRedSFX() return end

function CrossingLightControllerPS:Initialize() return end

---@class CrossingLightSetup
---@field greenLightSFX CName
---@field redLightSFX CName
CrossingLightSetup = {}

---@return CrossingLightSetup
function CrossingLightSetup.new() return end

---@param props table
---@return CrossingLightSetup
function CrossingLightSetup.new(props) return end

---@class CrossplayInfoPanelController : inkWidgetLogicController
---@field signOutEnabled Bool
---@field disconnectBtn inkWidgetReference
CrossplayInfoPanelController = {}

---@return CrossplayInfoPanelController
function CrossplayInfoPanelController.new() return end

---@param props table
---@return CrossplayInfoPanelController
function CrossplayInfoPanelController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function CrossplayInfoPanelController:OnDisconnectClicked(evt) return end

---@return Bool
function CrossplayInfoPanelController:OnInitialize() return end

---@param value Bool
function CrossplayInfoPanelController:EnableSignOut(value) return end

---@class CrouchDecisions : LocomotionGroundDecisions
---@field gameplaySettings GameplaySettingsSystem
---@field executionOwner gameObject
---@field callbackID redCallbackObject
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field crouchPressed Bool
---@field toggleCrouchPressed Bool
---@field forcedCrouch Bool
---@field controllingDevice Bool
CrouchDecisions = {}

---@return CrouchDecisions
function CrouchDecisions.new() return end

---@param props table
---@return CrouchDecisions
function CrouchDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function CrouchDecisions:OnAction(action, consumer) return end

---@param value Bool
---@return Bool
function CrouchDecisions:OnControllingDeviceChange(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchDecisions:OnDetach(stateContext, scriptInterface) return end

---@param statusEffect gamedataStatusEffect_Record
function CrouchDecisions:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function CrouchDecisions:OnStatusEffectRemoved(statusEffect) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:ToCrouchSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:ToDodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:ToSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:ToStand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchDecisions:WantsToDodgeFromCrouch(stateContext, scriptInterface) return end

---@class CrouchDelayEvent : redEvent
CrouchDelayEvent = {}

---@return CrouchDelayEvent
function CrouchDelayEvent.new() return end

---@param props table
---@return CrouchDelayEvent
function CrouchDelayEvent.new(props) return end

---@class CrouchEvents : LocomotionGroundEvents
CrouchEvents = {}

---@return CrouchEvents
function CrouchEvents.new() return end

---@param props table
---@return CrouchEvents
function CrouchEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CrouchIndicatorGameController : gameuiHUDGameController
---@field crouchIcon inkImageWidgetReference
---@field genderName CName
---@field psmLocomotionStateChangedCallback redCallbackObject
CrouchIndicatorGameController = {}

---@return CrouchIndicatorGameController
function CrouchIndicatorGameController.new() return end

---@param props table
---@return CrouchIndicatorGameController
function CrouchIndicatorGameController.new(props) return end

---@param value Int32
---@return Bool
function CrouchIndicatorGameController:OnPSMLocomotionStateChanged(value) return end

---@param player gameObject
---@return Bool
function CrouchIndicatorGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function CrouchIndicatorGameController:OnPlayerDetach(player) return end

---@class CrouchLowGravityDecisions : LocomotionGroundDecisions
CrouchLowGravityDecisions = {}

---@return CrouchLowGravityDecisions
function CrouchLowGravityDecisions.new() return end

---@param props table
---@return CrouchLowGravityDecisions
function CrouchLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchLowGravityDecisions:ToCrouchLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchLowGravityDecisions:ToPreCrouchLowGravity(stateContext, scriptInterface) return end

---@class CrouchLowGravityEvents : LocomotionGroundEvents
CrouchLowGravityEvents = {}

---@return CrouchLowGravityEvents
function CrouchLowGravityEvents.new() return end

---@param props table
---@return CrouchLowGravityEvents
function CrouchLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchLowGravityEvents:OnExitToPreCrouchLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchLowGravityEvents:OnExitToSnapToCover(stateContext, scriptInterface) return end

---@class CrouchSprintDecisions : CrouchDecisions
CrouchSprintDecisions = {}

---@return CrouchSprintDecisions
function CrouchSprintDecisions.new() return end

---@param props table
---@return CrouchSprintDecisions
function CrouchSprintDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CrouchSprintDecisions:ToCrouch(stateContext, scriptInterface) return end

---@class CrouchSprintEvents : CrouchEvents
CrouchSprintEvents = {}

---@return CrouchSprintEvents
function CrouchSprintEvents.new() return end

---@param props table
---@return CrouchSprintEvents
function CrouchSprintEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchSprintEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchSprintEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CrouchSprintEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CrowdCallingPoliceEvent : redEvent
CrowdCallingPoliceEvent = {}

---@return CrowdCallingPoliceEvent
function CrowdCallingPoliceEvent.new() return end

---@param props table
---@return CrowdCallingPoliceEvent
function CrowdCallingPoliceEvent.new(props) return end

---@class CrowdCombatConditions : AIAutonomousConditions
CrowdCombatConditions = {}

---@return CrowdCombatConditions
function CrowdCombatConditions.new() return end

---@param props table
---@return CrowdCombatConditions
function CrowdCombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CrowdCombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function CrowdCombatConditions:Check(context) return end

---@class CrowdMemberBaseComponent : gameCrowdMemberComponent
CrowdMemberBaseComponent = {}

---@return CrowdMemberBaseComponent
function CrowdMemberBaseComponent.new() return end

---@param props table
---@return CrowdMemberBaseComponent
function CrowdMemberBaseComponent.new(props) return end

---@class CrowdSettingsEvent : redEvent
---@field movementType CName
CrowdSettingsEvent = {}

---@return CrowdSettingsEvent
function CrowdSettingsEvent.new() return end

---@param props table
---@return CrowdSettingsEvent
function CrowdSettingsEvent.new(props) return end

---@class CrowdWalkAwayAfterCombat : AIbehaviortaskScript
CrowdWalkAwayAfterCombat = {}

---@return CrowdWalkAwayAfterCombat
function CrowdWalkAwayAfterCombat.new() return end

---@param props table
---@return CrowdWalkAwayAfterCombat
function CrowdWalkAwayAfterCombat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function CrowdWalkAwayAfterCombat:Deactivate(context) return end

---@class CurrencyChangeInventoryCallback : gameInventoryScriptCallback
---@field notificationQueue ItemsNotificationQueue
CurrencyChangeInventoryCallback = {}

---@return CurrencyChangeInventoryCallback
function CurrencyChangeInventoryCallback.new() return end

---@param props table
---@return CurrencyChangeInventoryCallback
function CurrencyChangeInventoryCallback.new(props) return end

---@param item ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function CurrencyChangeInventoryCallback:OnItemQuantityChanged(item, diff, total, flaggedAsSilent) return end

---@class CurrencyNotification : GenericNotificationController
---@field CurrencyUpdateAnimation CName
---@field CurrencyDiff inkTextWidgetReference
---@field CurrencyTotal inkTextWidgetReference
---@field total_animator inkTextValueProgressAnimationController
---@field currencyData gameuiCurrencyUpdateNotificationViewData
---@field animProxy inkanimProxy
---@field animState CurrencyNotificationAnimState
---@field blackboard gameIBlackboard
---@field uiSystemBB UI_SystemDef
---@field uiSystemId redCallbackObject
CurrencyNotification = {}

---@return CurrencyNotification
function CurrencyNotification.new() return end

---@param props table
---@return CurrencyNotification
function CurrencyNotification.new(props) return end

---@return Bool
function CurrencyNotification:OnDataUpdate() return end

---@return Bool
function CurrencyNotification:OnInitialize() return end

---@param e inkanimProxy
---@return Bool
function CurrencyNotification:OnIntoOver(e) return end

---@param e inkanimProxy
---@return Bool
function CurrencyNotification:OnMainAnimationOver(e) return end

---@param value Bool
---@return Bool
function CurrencyNotification:OnMenuUpdate(value) return end

---@param e inkanimProxy
---@return Bool
function CurrencyNotification:OnOutroOver(e) return end

---@return Bool
function CurrencyNotification:OnUninitialize() return end

function CurrencyNotification:PlayActiveAnim() return end

---@param notificationData gameuiGenericNotificationViewData
function CurrencyNotification:SetNotificationData(notificationData) return end

function CurrencyNotification:UpdateData() return end

---@class CurrencyUpdateCallback : gameInventoryScriptCallback
---@field playerStatsUIHolder PlayerStatsUIHolder
---@field transactionSystem gameTransactionSystem
---@field player PlayerPuppet
CurrencyUpdateCallback = {}

---@return CurrencyUpdateCallback
function CurrencyUpdateCallback.new() return end

---@param props table
---@return CurrencyUpdateCallback
function CurrencyUpdateCallback.new(props) return end

---@param item ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function CurrencyUpdateCallback:OnItemQuantityChanged(item, diff, total, flaggedAsSilent) return end

---@class CurrentHighLevelNPCStatePrereq : gameIScriptablePrereq
---@field valueToCheck gamedataNPCHighLevelState
---@field invert Bool
CurrentHighLevelNPCStatePrereq = {}

---@return CurrentHighLevelNPCStatePrereq
function CurrentHighLevelNPCStatePrereq.new() return end

---@param props table
---@return CurrentHighLevelNPCStatePrereq
function CurrentHighLevelNPCStatePrereq.new(props) return end

---@param record TweakDBID|string
function CurrentHighLevelNPCStatePrereq:Initialize(record) return end

---@param context IScriptable
---@return Bool
function CurrentHighLevelNPCStatePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function CurrentHighLevelNPCStatePrereq:OnApplied(state, context) return end

---@class CurrentStanceNPCStatePrereq : gameIScriptablePrereq
---@field valueToCheck gamedataNPCStanceState
---@field invert Bool
CurrentStanceNPCStatePrereq = {}

---@return CurrentStanceNPCStatePrereq
function CurrentStanceNPCStatePrereq.new() return end

---@param props table
---@return CurrentStanceNPCStatePrereq
function CurrentStanceNPCStatePrereq.new(props) return end

---@param record TweakDBID|string
function CurrentStanceNPCStatePrereq:Initialize(record) return end

---@param context IScriptable
---@return Bool
function CurrentStanceNPCStatePrereq:IsFulfilled(context) return end

---@class CursorGameController : gameuiWidgetGameController
---@field cursorRoot CursorRootController
---@field currentContext CName
---@field margin inkMargin
---@field data MenuCursorUserData
---@field isCursorVisible Bool
---@field cursorType CName
---@field cursorForDevice CName
---@field dpadAnimProxy inkanimProxy
---@field clickAnimProxy inkanimProxy
CursorGameController = {}

---@return CursorGameController
function CursorGameController.new() return end

---@param props table
---@return CursorGameController
function CursorGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CursorGameController:OnCursorSpawned(widget, userData) return end

---@param angle Float
---@return Bool
function CursorGameController:OnDpadCursorMoved(angle) return end

---@param evt inkPointerEvent
---@return Bool
function CursorGameController:OnHold(evt) return end

---@return Bool
function CursorGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function CursorGameController:OnRelease(evt) return end

---@param context CName|string
---@param data inkUserData
---@return Bool
function CursorGameController:OnSetCursorContext(context, data) return end

---@param type CName|string
---@return Bool
function CursorGameController:OnSetCursorForDevice(type) return end

---@param pos Vector2
---@return Bool
function CursorGameController:OnSetCursorPosition(pos) return end

---@param scale Vector2
---@return Bool
function CursorGameController:OnSetCursorScale(scale) return end

---@param type CName|string
---@return Bool
function CursorGameController:OnSetCursorType(type) return end

---@param isVisible Bool
---@return Bool
function CursorGameController:OnSetCursorVisibility(isVisible) return end

---@return Bool
function CursorGameController:OnUnitialize() return end

---@param evt inkPointerEvent
---@param actionsList CName[]|string[]
---@return Bool
function CursorGameController:DoesActionMatch(evt, actionsList) return end

---@return CName
function CursorGameController:GetCursorType() return end

---@param context CName|string
---@param data inkUserData
---@param force Bool
function CursorGameController:ProcessCursorContext(context, data, force) return end

function CursorGameController:SpawnCursor() return end

---@param percent Float
function CursorGameController:UpdateFillPercent(percent) return end

---@param evt inkPointerEvent
---@return Bool
function CursorGameController:isClickAction(evt) return end

---@class CursorRootController : inkWidgetLogicController
---@field mainCursor inkWidgetReference
---@field cursorPattern inkWidgetReference
---@field progressBar inkWidgetReference
---@field progressBarFrame inkWidgetReference
---@field animProxy inkanimProxy
CursorRootController = {}

---@return CursorRootController
function CursorRootController.new() return end

---@param props table
---@return CursorRootController
function CursorRootController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function CursorRootController:OnAnimationFinished(proxy) return end

---@return Bool
function CursorRootController:OnInitialize() return end

---@param context CName|string
---@return CName
function CursorRootController:GetAnimNameFromContext(context) return end

---@param context CName|string
---@param animationOverride CName|string
function CursorRootController:PlayAnim(context, animationOverride) return end

---@class CurveResourceSet : CResource
---@field curveResources CurveResourceSetEntry[]
CurveResourceSet = {}

---@return CurveResourceSet
function CurveResourceSet.new() return end

---@param props table
---@return CurveResourceSet
function CurveResourceSet.new(props) return end

---@class CurveResourceSetEntry
---@field name CName
---@field curveResRef CurveSet
CurveResourceSetEntry = {}

---@return CurveResourceSetEntry
function CurveResourceSetEntry.new() return end

---@param props table
---@return CurveResourceSetEntry
function CurveResourceSetEntry.new(props) return end

---@class CurveSet : CResource
---@field curves CurveSetEntry[]
CurveSet = {}

---@return CurveSet
function CurveSet.new() return end

---@param props table
---@return CurveSet
function CurveSet.new(props) return end

---@class CurveSetEntry
---@field name CName
---@field curve curveData
CurveSetEntry = {}

---@return CurveSetEntry
function CurveSetEntry.new() return end

---@param props table
---@return CurveSetEntry
function CurveSetEntry.new(props) return end

---@class CustomActionOperationTriggerData : DeviceOperationTriggerData
---@field actionID CName
CustomActionOperationTriggerData = {}

---@return CustomActionOperationTriggerData
function CustomActionOperationTriggerData.new() return end

---@param props table
---@return CustomActionOperationTriggerData
function CustomActionOperationTriggerData.new(props) return end

---@class CustomActionOperations : DeviceOperations
---@field customActions SCustomDeviceActionsData
---@field customActionsOperations SCustomActionOperationData[]
CustomActionOperations = {}

---@return CustomActionOperations
function CustomActionOperations.new() return end

---@param props table
---@return CustomActionOperations
function CustomActionOperations.new(props) return end

---@param operationID Int32
function CustomActionOperations:ClearDelayIdOnOperation(operationID) return end

---@param actionID CName|string
---@param owner gameObject
function CustomActionOperations:ExecuteOperation(actionID, owner) return end

---@param index Int32
---@return Bool
function CustomActionOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function CustomActionOperations:RequestComponents(ri) return end

---@param actionID CName|string
---@param owner gameObject
function CustomActionOperations:RestoreOperation(actionID, owner) return end

---@param delayId gameDelayID
---@param operationID Int32
function CustomActionOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function CustomActionOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function CustomActionOperations:ToggleOperation(enable, index) return end

---@class CustomActionOperationsTriggers : DeviceOperationsTrigger
---@field triggerData CustomActionOperationTriggerData
CustomActionOperationsTriggers = {}

---@return CustomActionOperationsTriggers
function CustomActionOperationsTriggers.new() return end

---@param props table
---@return CustomActionOperationsTriggers
function CustomActionOperationsTriggers.new(props) return end

---@param actionID CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function CustomActionOperationsTriggers:EvaluateTrigger(actionID, owner, container) return end

---@param actionID CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function CustomActionOperationsTriggers:RestoreOperation(actionID, owner, container) return end

---@class CustomAnimationsGameController : gameuiWidgetGameController
---@field customAnimations WidgetAnimationManager
---@field onSpawnAnimations CName[]
---@field defaultLibraryItemName CName
---@field defaultLibraryItemAnchor inkEAnchor
---@field spawnedLibrararyItem inkWidget
---@field curentLibraryItemName CName
---@field currentLibraryItemAnchor inkEAnchor
---@field root inkCompoundWidget
---@field isInitialized Bool
---@field ownerID entEntityID
CustomAnimationsGameController = {}

---@return CustomAnimationsGameController
function CustomAnimationsGameController.new() return end

---@param props table
---@return CustomAnimationsGameController
function CustomAnimationsGameController.new(props) return end

---@param evt CustomUIAnimationEvent
---@return Bool
function CustomAnimationsGameController:OnCustomUIAnimationEvent(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CustomAnimationsGameController:OnInitialSpawnLibrararyItem(widget, userData) return end

---@return Bool
function CustomAnimationsGameController:OnInitialize() return end

function CustomAnimationsGameController:InitalizeAnimationsData() return end

---@param animationName CName|string
---@param playbackOption EInkAnimationPlaybackOption
function CustomAnimationsGameController:PlayAnimation(animationName, playbackOption) return end

function CustomAnimationsGameController:PlayOnSpawnAnimations() return end

---@param itemName CName|string
---@param anchor inkEAnchor
---@param async Bool
---@param forceRespawnLibraryItem Bool
---@return Bool
function CustomAnimationsGameController:ResolveLibraryItemSpawn(itemName, anchor, async, forceRespawnLibraryItem) return end

---@class CustomAnimationsHudGameController : gameuiHUDGameController
---@field customAnimations WidgetAnimationManager
---@field onSpawnAnimations CName[]
---@field defaultLibraryItemName CName
---@field defaultLibraryItemAnchor inkEAnchor
---@field spawnedLibrararyItem inkWidget
---@field curentLibraryItemName CName
---@field currentLibraryItemAnchor inkEAnchor
---@field root inkCompoundWidget
---@field isInitialized Bool
---@field ownerID entEntityID
CustomAnimationsHudGameController = {}

---@return CustomAnimationsHudGameController
function CustomAnimationsHudGameController.new() return end

---@param props table
---@return CustomAnimationsHudGameController
function CustomAnimationsHudGameController.new(props) return end

---@param evt CustomUIAnimationEvent
---@return Bool
function CustomAnimationsHudGameController:OnCustomUIAnimationEvent(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CustomAnimationsHudGameController:OnInitialSpawnLibrararyItem(widget, userData) return end

---@return Bool
function CustomAnimationsHudGameController:OnInitialize() return end

---@param animationName CName|string
---@param playbackOption EInkAnimationPlaybackOption
function CustomAnimationsHudGameController:PlayAnimation(animationName, playbackOption) return end

function CustomAnimationsHudGameController:PlayOnSpawnAnimations() return end

---@param itemName CName|string
---@param anchor inkEAnchor
---@param async Bool
---@param forceRespawnLibraryItem Bool
---@return Bool
function CustomAnimationsHudGameController:ResolveLibraryItemSpawn(itemName, anchor, async, forceRespawnLibraryItem) return end

---@class CustomBlackboardDef : gamebbScriptDefinition
CustomBlackboardDef = {}

---@class CustomCentaurBlackboardDef : CustomBlackboardDef
---@field ShieldState gamebbScriptID_Int32
---@field WeakSpotHitTimeStamp gamebbScriptID_Float
---@field ShieldTarget gamebbScriptID_EntityID
---@field WoundedStateHPThreshold gamebbScriptID_Float
CustomCentaurBlackboardDef = {}

---@return CustomCentaurBlackboardDef
function CustomCentaurBlackboardDef.new() return end

---@param props table
---@return CustomCentaurBlackboardDef
function CustomCentaurBlackboardDef.new(props) return end

---@return Bool
function CustomCentaurBlackboardDef:AutoCreateInSystem() return end

---@class CustomDeviceAction : ActionBool
CustomDeviceAction = {}

---@return CustomDeviceAction
function CustomDeviceAction.new() return end

---@param props table
---@return CustomDeviceAction
function CustomDeviceAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param actionData SDeviceActionCustomData
---@return Bool
function CustomDeviceAction.IsAvailable(device, actionData) return end

---@param clearance gamedeviceClearance
---@return Bool
function CustomDeviceAction.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@param actionData SDeviceActionCustomData
---@return Bool
function CustomDeviceAction.IsDefaultConditionMet(device, context, actionData) return end

---@return Float
function CustomDeviceAction:GetActivationTime() return end

---@param clearance gamedeviceClearance
---@return Bool
function CustomDeviceAction:IsCustomClearanceValid(clearance) return end

---@param id TweakDBID|string
function CustomDeviceAction:SetObjectActionID(id) return end

---@param customActionName CName|string
---@param displayName CName|string
function CustomDeviceAction:SetProperties(customActionName, displayName) return end

---@class CustomEventCondition : AISignalCondition
---@field eventName CName
CustomEventCondition = {}

---@return CustomEventCondition
function CustomEventCondition.new() return end

---@param props table
---@return CustomEventCondition
function CustomEventCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function CustomEventCondition:GetDescription(context) return end

---@return CName
function CustomEventCondition:GetSignalName() return end

---@class CustomEventSender : AISignalSenderTask
CustomEventSender = {}

---@return CustomEventSender
function CustomEventSender.new() return end

---@param props table
---@return CustomEventSender
function CustomEventSender.new(props) return end

---@return String
function CustomEventSender:GetEditorSubCaption() return end

---@return Float
function CustomEventSender:GetSignalLifeTime() return end

---@class CustomLightAreaSettings : IAreaSettings
---@field characterLocalLightRoughnesBias curveData
CustomLightAreaSettings = {}

---@return CustomLightAreaSettings
function CustomLightAreaSettings.new() return end

---@param props table
---@return CustomLightAreaSettings
function CustomLightAreaSettings.new(props) return end

---@class CustomNotificationEvent : redEvent
---@field header String
---@field description String
---@field icon CName
---@field fluff_header String
CustomNotificationEvent = {}

---@return CustomNotificationEvent
function CustomNotificationEvent.new() return end

---@param props table
---@return CustomNotificationEvent
function CustomNotificationEvent.new(props) return end

---@class CustomQuestNotificationGameController : gameuiHUDGameController
---@field label inkTextWidgetReference
---@field desc inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field fluffHeader inkTextWidgetReference
---@field root inkWidget
---@field data CustomQuestNotificationUserData
---@field animationProxy inkanimProxy
CustomQuestNotificationGameController = {}

---@return CustomQuestNotificationGameController
function CustomQuestNotificationGameController.new() return end

---@param props table
---@return CustomQuestNotificationGameController
function CustomQuestNotificationGameController.new(props) return end

---@return Bool
function CustomQuestNotificationGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function CustomQuestNotificationGameController:OnOutroAnimFinished(anim) return end

---@param animName CName|string
function CustomQuestNotificationGameController:PlayAnimation(animName) return end

function CustomQuestNotificationGameController:Setup() return end

---@class CustomQuestNotificationUserData : inkGameNotificationData
---@field data questCustomQuestNotificationData
CustomQuestNotificationUserData = {}

---@return CustomQuestNotificationUserData
function CustomQuestNotificationUserData.new() return end

---@param props table
---@return CustomQuestNotificationUserData
function CustomQuestNotificationUserData.new(props) return end

---@class CustomSystemUIPS : VirtualSystemPS
CustomSystemUIPS = {}

---@return CustomSystemUIPS
function CustomSystemUIPS.new() return end

---@param props table
---@return CustomSystemUIPS
function CustomSystemUIPS.new(props) return end

---@param slaves gameDeviceComponentPS[]
---@param owner MasterControllerPS
---@param systemName CName|string
---@param actions CName[]|string[]
function CustomSystemUIPS:Initialize(slaves, owner, systemName, actions) return end

---@class CustomUIAnimationEvent : redEvent
---@field libraryItemName CName
---@field libraryItemAnchor inkEAnchor
---@field forceRespawnLibraryItem Bool
---@field animationName CName
---@field playbackOption EInkAnimationPlaybackOption
---@field animOptionsOverride PlaybackOptionsUpdateData
---@field ownerID entEntityID
CustomUIAnimationEvent = {}

---@return CustomUIAnimationEvent
function CustomUIAnimationEvent.new() return end

---@param props table
---@return CustomUIAnimationEvent
function CustomUIAnimationEvent.new(props) return end

---@return String
function CustomUIAnimationEvent:GetFriendlyDescription() return end

---@class CustomValueFromMappingTimeout : AITimeoutCondition
---@field actionTweakIDMapping AIArgumentMapping
CustomValueFromMappingTimeout = {}

---@return CustomValueFromMappingTimeout
function CustomValueFromMappingTimeout.new() return end

---@param props table
---@return CustomValueFromMappingTimeout
function CustomValueFromMappingTimeout.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function CustomValueFromMappingTimeout:GetTimeoutValue(context) return end

---@class CustomValueTimeout : AITimeoutCondition
---@field timeoutValue Float
CustomValueTimeout = {}

---@return CustomValueTimeout
function CustomValueTimeout.new() return end

---@param props table
---@return CustomValueTimeout
function CustomValueTimeout.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function CustomValueTimeout:GetTimeoutValue(context) return end

---@class CutCone
---@field positionAndRadius1 Vector4
---@field normalAndRadius2 Vector4
---@field height Float
CutCone = {}

---@return CutCone
function CutCone.new() return end

---@param props table
---@return CutCone
function CutCone.new(props) return end

---@class CuttingGrenadeAddAxisRotationEvent : redEvent
CuttingGrenadeAddAxisRotationEvent = {}

---@return CuttingGrenadeAddAxisRotationEvent
function CuttingGrenadeAddAxisRotationEvent.new() return end

---@param props table
---@return CuttingGrenadeAddAxisRotationEvent
function CuttingGrenadeAddAxisRotationEvent.new(props) return end

---@class CuttingGrenadeDespawnEffectsEvent : redEvent
CuttingGrenadeDespawnEffectsEvent = {}

---@return CuttingGrenadeDespawnEffectsEvent
function CuttingGrenadeDespawnEffectsEvent.new() return end

---@param props table
---@return CuttingGrenadeDespawnEffectsEvent
function CuttingGrenadeDespawnEffectsEvent.new(props) return end

---@class CuttingGrenadePotentialTarget
---@field entity ScriptedPuppet
---@field hits Int32
CuttingGrenadePotentialTarget = {}

---@return CuttingGrenadePotentialTarget
function CuttingGrenadePotentialTarget.new() return end

---@param props table
---@return CuttingGrenadePotentialTarget
function CuttingGrenadePotentialTarget.new(props) return end

---@class CuttingGrenadeSpawnBlinkEffectEvent : redEvent
CuttingGrenadeSpawnBlinkEffectEvent = {}

---@return CuttingGrenadeSpawnBlinkEffectEvent
function CuttingGrenadeSpawnBlinkEffectEvent.new() return end

---@param props table
---@return CuttingGrenadeSpawnBlinkEffectEvent
function CuttingGrenadeSpawnBlinkEffectEvent.new(props) return end

---@class CuttingGrenadeStopAttackEvent : redEvent
CuttingGrenadeStopAttackEvent = {}

---@return CuttingGrenadeStopAttackEvent
function CuttingGrenadeStopAttackEvent.new() return end

---@param props table
---@return CuttingGrenadeStopAttackEvent
function CuttingGrenadeStopAttackEvent.new(props) return end

---@class CyberEquipGameController : ArmorEquipGameController
---@field eyesTags CName[]
---@field brainTags CName[]
---@field musculoskeletalTags CName[]
---@field nervousTags CName[]
---@field cardiovascularTags CName[]
---@field immuneTags CName[]
---@field integumentaryTags CName[]
---@field handsTags CName[]
---@field armsTags CName[]
---@field legsTags CName[]
---@field quickSlotTags CName[]
---@field weaponsQuickSlotTags CName[]
---@field fragmentTags CName[]
CyberEquipGameController = {}

---@return CyberEquipGameController
function CyberEquipGameController.new() return end

---@param props table
---@return CyberEquipGameController
function CyberEquipGameController.new(props) return end

---@return Bool
function CyberEquipGameController:OnInitialize() return end

---@param title String
---@param btnPath String
---@param area gamedataEquipmentArea
---@param numSlots Int32
function CyberEquipGameController:CreateButton(title, btnPath, area, numSlots) return end

---@param itemID ItemID
---@return gameItemViewData
function CyberEquipGameController:GetPartialViewData(itemID) return end

function CyberEquipGameController:RefreshInventoryList() return end

---@param items gameItemData[]
---@return gameItemData[]
function CyberEquipGameController:RemovedEverythingButCyberware(items) return end

---@class CyberdeckDeviceHackIcon : inkWidgetLogicController
---@field image inkImageWidgetReference
CyberdeckDeviceHackIcon = {}

---@return CyberdeckDeviceHackIcon
function CyberdeckDeviceHackIcon.new() return end

---@param props table
---@return CyberdeckDeviceHackIcon
function CyberdeckDeviceHackIcon.new(props) return end

---@param data CyberdeckDeviceQuickhackData
function CyberdeckDeviceHackIcon:Setup(data) return end

---@class CyberdeckDeviceQuickhackData
---@field UIIcon gamedataUIIcon_Record
---@field ObjectActionRecord gamedataObjectAction_Record
---@field ObjectActionName CName
---@field ObjectActionLocName CName
---@field ObjectActionTier gamedataDeviceHackTier
---@field ObjectActionCategory gamedataDeviceHackCategory
---@field ObjectActionType gamedataObjectActionType
---@field Priority Float
CyberdeckDeviceQuickhackData = {}

---@return CyberdeckDeviceQuickhackData
function CyberdeckDeviceQuickhackData.new() return end

---@param props table
---@return CyberdeckDeviceQuickhackData
function CyberdeckDeviceQuickhackData.new(props) return end

---@class CyberdeckStatController : inkWidgetLogicController
---@field label inkTextWidgetReference
CyberdeckStatController = {}

---@return CyberdeckStatController
function CyberdeckStatController.new() return end

---@param props table
---@return CyberdeckStatController
function CyberdeckStatController.new(props) return end

---@param ability gameInventoryItemAbility
function CyberdeckStatController:Setup(ability) return end

---@class CyberdeckTooltip : AGenericTooltipController
---@field itemNameText inkTextWidgetReference
---@field itemRarityText inkTextWidgetReference
---@field rarityBars inkWidgetReference
---@field categoriesWrapper inkCompoundWidgetReference
---@field topContainer inkCompoundWidgetReference
---@field headerContainer inkCompoundWidgetReference
---@field statsContainer inkCompoundWidgetReference
---@field hacksContainer inkCompoundWidgetReference
---@field descriptionContainer inkCompoundWidgetReference
---@field bottomContainer inkCompoundWidgetReference
---@field statsList inkCompoundWidgetReference
---@field priceContainer inkCompoundWidgetReference
---@field descriptionText inkTextWidgetReference
---@field priceText inkTextWidgetReference
---@field equipedWrapper inkWidgetReference
---@field itemTypeText inkTextWidgetReference
---@field itemWeightWrapper inkWidgetReference
---@field itemWeightText inkTextWidgetReference
---@field cybderdeckBaseMemoryValue inkTextWidgetReference
---@field cybderdeckBufferValue inkTextWidgetReference
---@field cybderdeckSlotsValue inkTextWidgetReference
---@field deviceHacksGrid inkCompoundWidgetReference
---@field deviceHackHeader inkTextWidgetReference
---@field namesTextContainer inkWidgetReference
---@field deviceHackNamesText inkTextWidgetReference
---@field textBG inkWidgetReference
---@field namesTextContainer2 inkWidgetReference
---@field deviceHackNamesText2 inkTextWidgetReference
---@field textBG2 inkWidgetReference
---@field namesTextContainer3 inkWidgetReference
---@field deviceHackNamesText3 inkTextWidgetReference
---@field textBG3 inkWidgetReference
---@field namesTextContainer4 inkWidgetReference
---@field deviceHackNamesText4 inkTextWidgetReference
---@field textBG4 inkWidgetReference
---@field itemIconImage inkImageWidgetReference
---@field itemAttributeRequirementsWrapper inkWidgetReference
---@field itemAttributeRequirements inkWidgetReference
---@field itemAttributeRequirementsText inkTextWidgetReference
---@field allocationCostsWrapper inkCompoundWidgetReference
---@field iconicLines inkImageWidgetReference
---@field equipedCorner inkWidgetReference
---@field root inkWidgetReference
---@field iconicBG inkWidgetReference
---@field recipeWrapper inkWidgetReference
---@field recipeBG inkWidgetReference
---@field cyberwareUpgradeContainer inkWidgetReference
---@field itemCWQuickHackMenuLinkContainer inkWidgetReference
---@field additionalModulesLibraryRes redResourceReferenceScriptToken
---@field cyberwareUpgradeModuleName CName
---@field rarityBarsController LevelBarsController
---@field data InventoryTooltipData
---@field itemDisplayContext gameItemDisplayContext
---@field player PlayerPuppet
---@field cyberwareUpgradeController ItemTooltipCyberwareUpgradeController
---@field hasVehiclePerk Bool
---@field animProxy inkanimProxy
---@field itemData UIInventoryItem
---@field displayContext ItemDisplayContextData
---@field comparisonData UIInventoryItemComparisonManager
---@field tooltipDisplayContext InventoryTooltipDisplayContext
CyberdeckTooltip = {}

---@return CyberdeckTooltip
function CyberdeckTooltip.new() return end

---@param props table
---@return CyberdeckTooltip
function CyberdeckTooltip.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CyberdeckTooltip:OnCyberwareUpgradeModuleSpawned(widget, userData) return end

---@return Bool
function CyberdeckTooltip:OnInitialize() return end

function CyberdeckTooltip:FixLines() return end

---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
---@return gameInventoryItemAbility[]
function CyberdeckTooltip:GetAbilities(itemData, itemRecord) return end

---@param itemRecord gamedataItem_Record
---@return CyberdeckDeviceQuickhackData[]
function CyberdeckTooltip:GetCyberdeckDeviceQuickhacks(itemRecord) return end

---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
function CyberdeckTooltip:GetDeviceHackNames(itemData, itemRecord) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function CyberdeckTooltip:NEW_UpdateAttributeAllocationStats(data, player) return end

function CyberdeckTooltip:NEW_UpdateCyberdeckStats() return end

function CyberdeckTooltip:NEW_UpdateCyberwareQuickHackMenuLinkModule() return end

function CyberdeckTooltip:NEW_UpdateIcon() return end

function CyberdeckTooltip:NEW_UpdateLayout() return end

function CyberdeckTooltip:NEW_UpdateName() return end

function CyberdeckTooltip:NEW_UpdatePrice() return end

function CyberdeckTooltip:NEW_UpdateRarity() return end

---@param tooltipData ATooltipData
function CyberdeckTooltip:SetData(tooltipData) return end

---@param itemRecord gamedataItem_Record
function CyberdeckTooltip:SetupDeviceHacks(itemRecord) return end

function CyberdeckTooltip:Show() return end

---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
function CyberdeckTooltip:UpdateAbilities(itemData, itemRecord) return end

function CyberdeckTooltip:UpdateAllocationStats() return end

---@param data MinimalItemTooltipData
function CyberdeckTooltip:UpdateAttributeAllocationStats(data) return end

function CyberdeckTooltip:UpdateCyberdeckStats() return end

function CyberdeckTooltip:UpdateCyberwareQuickHackMenuLinkModule() return end

function CyberdeckTooltip:UpdateCyberwareUpgradeModule() return end

---@param description String
function CyberdeckTooltip:UpdateDescription(description) return end

function CyberdeckTooltip:UpdateIcon() return end

---@param visible Bool
function CyberdeckTooltip:UpdateIconicBG(visible) return end

function CyberdeckTooltip:UpdateLayout() return end

function CyberdeckTooltip:UpdateName() return end

function CyberdeckTooltip:UpdatePrice() return end

function CyberdeckTooltip:UpdateRarity() return end

---@param visible Bool
function CyberdeckTooltip:UpdateRecipeBG(visible) return end

function CyberdeckTooltip:UpdateRequirements() return end

---@param weight Float
function CyberdeckTooltip:UpdateWeight(weight) return end

---@class CyberspaceMappinController : gameuiQuestMappinController
---@field image inkImageWidgetReference
CyberspaceMappinController = {}

---@return CyberspaceMappinController
function CyberspaceMappinController.new() return end

---@param props table
---@return CyberspaceMappinController
function CyberspaceMappinController.new(props) return end

---@return Bool
function CyberspaceMappinController:OnIntro() return end

---@class CyberwareAttributesSkills : gameuiWidgetGameController
---@field attributes CyberwareAttributes_ContainersStruct
---@field resistances CyberwareAttributes_ResistancesStruct
---@field levelUpPoints inkTextWidgetReference
---@field uiBlackboard gameIBlackboard
---@field playerPuppet PlayerPuppet
---@field devPoints Int32
---@field OnAttributesChangeCallback redCallbackObject
---@field OnDevelopmentPointsChangeCallback redCallbackObject
---@field OnProficiencyChangeCallback redCallbackObject
---@field OnMaxHealthChangedCallback redCallbackObject
---@field OnPhysicalResistanceChangedCallback redCallbackObject
---@field OnThermalResistanceChangedCallback redCallbackObject
---@field OnEnergyResistanceChangedCallback redCallbackObject
---@field OnChemicalResistanceChangedCallback redCallbackObject
CyberwareAttributesSkills = {}

---@return CyberwareAttributesSkills
function CyberwareAttributesSkills.new() return end

---@param props table
---@return CyberwareAttributesSkills
function CyberwareAttributesSkills.new(props) return end

---@param value Variant
---@return Bool
function CyberwareAttributesSkills:OnAttributesChange(value) return end

---@param value Variant
---@return Bool
function CyberwareAttributesSkills:OnDevelopmentPointsChange(value) return end

---@return Bool
function CyberwareAttributesSkills:OnInitialize() return end

---@param value Variant
---@return Bool
function CyberwareAttributesSkills:OnProficiencyChange(value) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function CyberwareAttributesSkills:OnResistancesHover(controller, oldState, newState) return end

---@param value Int32
---@return Bool
function CyberwareAttributesSkills:OnSomeResistanceChanged(value) return end

---@param currStatType gamedataStatType
---@param statsSystem gameStatsSystem
---@return String
function CyberwareAttributesSkills:HelperGetStatText(currStatType, statsSystem) return end

---@param e inkPointerEvent
function CyberwareAttributesSkills:OnSpendPoints(e) return end

function CyberwareAttributesSkills:SyncDevPoints() return end

function CyberwareAttributesSkills:SyncProficiencies() return end

function CyberwareAttributesSkills:SyncStats() return end

function CyberwareAttributesSkills:SyncWithPlayerDevSystem() return end

---@class CyberwareAttributes_ContainersStruct
---@field widgetBody inkWidgetReference
---@field widgetCool inkWidgetReference
---@field widgetInt inkWidgetReference
---@field widgetRef inkWidgetReference
---@field widgetTech inkWidgetReference
---@field logicBody CyberwareAttributes_Logic
---@field logicCool CyberwareAttributes_Logic
---@field logicInt CyberwareAttributes_Logic
---@field logicRef CyberwareAttributes_Logic
---@field logicTech CyberwareAttributes_Logic
CyberwareAttributes_ContainersStruct = {}

---@return CyberwareAttributes_ContainersStruct
function CyberwareAttributes_ContainersStruct.new() return end

---@param props table
---@return CyberwareAttributes_ContainersStruct
function CyberwareAttributes_ContainersStruct.new(props) return end

---@class CyberwareAttributes_Logic : inkWidgetLogicController
---@field textValue inkTextWidgetReference
---@field buttonRef inkWidgetReference
---@field tooltipRef inkWidgetReference
---@field connectorRef inkWidgetReference
CyberwareAttributes_Logic = {}

---@return CyberwareAttributes_Logic
function CyberwareAttributes_Logic.new() return end

---@param props table
---@return CyberwareAttributes_Logic
function CyberwareAttributes_Logic.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareAttributes_Logic:OnButtonHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareAttributes_Logic:OnButtonHoverOver(e) return end

---@return Bool
function CyberwareAttributes_Logic:OnInitialize() return end

---@param value String
function CyberwareAttributes_Logic:SetAttributeValue(value) return end

---@class CyberwareAttributes_ResistancesStruct
---@field widgetHealth inkFlexWidgetReference
---@field widgetPhysical inkFlexWidgetReference
---@field widgetThermal inkFlexWidgetReference
---@field widgetEMP inkFlexWidgetReference
---@field widgetChemical inkFlexWidgetReference
---@field resistanceTooltip inkFlexWidgetReference
CyberwareAttributes_ResistancesStruct = {}

---@return CyberwareAttributes_ResistancesStruct
function CyberwareAttributes_ResistancesStruct.new() return end

---@param props table
---@return CyberwareAttributes_ResistancesStruct
function CyberwareAttributes_ResistancesStruct.new(props) return end

---@class CyberwareDisplayWrapper : IScriptable
---@field displayData InventoryItemDisplayData
CyberwareDisplayWrapper = {}

---@return CyberwareDisplayWrapper
function CyberwareDisplayWrapper.new() return end

---@param props table
---@return CyberwareDisplayWrapper
function CyberwareDisplayWrapper.new(props) return end

---@class CyberwareInventoryMiniGrid : inkWidgetLogicController
---@field isLeftAligned Bool
---@field gridContainer inkUniformGridWidgetReference
---@field label inkTextWidgetReference
---@field isNew inkWidgetReference
---@field selectedSlotIndex Int32
---@field equipArea gamedataEquipmentArea
---@field parentObject IScriptable
---@field onRealeaseCallbackName CName
---@field opacityAnimation inkanimProxy
---@field marginAnimation inkanimProxy
---@field labelAnimation inkanimProxy
---@field labelPulse PulseAnimation
---@field margin inkMargin
---@field targetMargin inkMargin
---@field parent inkCompoundWidgetReference
---@field player PlayerPuppet
---@field minigridAnimation inkanimProxy
---@field screen CyberwareScreenType
---@field displayContext ItemDisplayContextData
---@field gridData InventoryItemDisplayController[]
---@field root inkWidget
CyberwareInventoryMiniGrid = {}

---@return CyberwareInventoryMiniGrid
function CyberwareInventoryMiniGrid.new() return end

---@param props table
---@return CyberwareInventoryMiniGrid
function CyberwareInventoryMiniGrid.new(props) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareInventoryMiniGrid:OnHoverOutCategory(e) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareInventoryMiniGrid:OnHoverOutCategoryLabel(e) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareInventoryMiniGrid:OnHoverOverCategory(e) return end

---@param e inkPointerEvent
---@return Bool
function CyberwareInventoryMiniGrid:OnHoverOverCategoryLabel(e) return end

---@return Bool
function CyberwareInventoryMiniGrid:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function CyberwareInventoryMiniGrid:OnSlotSpawned(widget, userData) return end

---@param widget inkWidget
---@param oldState CName|string
---@param newState CName|string
---@return Bool
function CyberwareInventoryMiniGrid:OnStateChanged(widget, oldState, newState) return end

---@return Bool
function CyberwareInventoryMiniGrid:OnUninitialize() return end

---@param hide Bool
function CyberwareInventoryMiniGrid:AnimateLabel(hide) return end

---@param area gamedataEquipmentArea
---@return String
function CyberwareInventoryMiniGrid:GetAreaHeader(area) return end

---@return gamedataEquipmentArea
function CyberwareInventoryMiniGrid:GetEquipmentArea() return end

---@param itemID ItemID
---@return UIInventoryItem
function CyberwareInventoryMiniGrid:GetEquippedData(itemID) return end

---@return inkWidget
function CyberwareInventoryMiniGrid:GetFirstSlot() return end

---@return InventoryItemDisplayController[]
function CyberwareInventoryMiniGrid:GetInventoryItemDisplays() return end

---@return inkWidget
function CyberwareInventoryMiniGrid:GetLastSlot() return end

---@return UIInventoryItem
function CyberwareInventoryMiniGrid:GetSelectedSlotData() return end

---@return Int32
function CyberwareInventoryMiniGrid:GetSelectedSlotIndex() return end

---@param slotIndex Int32
---@return UIInventoryItem
function CyberwareInventoryMiniGrid:GetSlotData(slotIndex) return end

---@param slot InventoryItemDisplayController
---@return Int32
function CyberwareInventoryMiniGrid:GetSlotIndex(slot) return end

---@param itemID ItemID
---@return Int32
function CyberwareInventoryMiniGrid:GetSlotToEquipe(itemID) return end

function CyberwareInventoryMiniGrid:HighlightSelectedSlot() return end

---@param index Int32
---@param animatedHighlight Bool
function CyberwareInventoryMiniGrid:HighlightSlot(index, animatedHighlight) return end

---@param player PlayerPuppet
---@param attribute gamedataStatType
function CyberwareInventoryMiniGrid:HoveredAttribute(player, attribute) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function CyberwareInventoryMiniGrid:IsEquipmentAreaRequiringPerk(equipmentArea) return end

---@return Bool
function CyberwareInventoryMiniGrid:IsLeftSide() return end

function CyberwareInventoryMiniGrid:OpacityFullHide() return end

function CyberwareInventoryMiniGrid:OpacityFullShow() return end

---@param shouldDim Bool
function CyberwareInventoryMiniGrid:OpacityHide(shouldDim) return end

---@param delay Float
function CyberwareInventoryMiniGrid:OpacityShow(delay) return end

---@param index Int32
function CyberwareInventoryMiniGrid:PlayEquipAnimation(index) return end

---@param playReverse Bool
function CyberwareInventoryMiniGrid:PlayMinigridAnim(playReverse) return end

---@param hasNew Bool
function CyberwareInventoryMiniGrid:RefreshisNewPreview(hasNew) return end

---@param limit Int32
function CyberwareInventoryMiniGrid:RemoveElements(limit) return end

function CyberwareInventoryMiniGrid:ResetPosition() return end

---@param index Int32
function CyberwareInventoryMiniGrid:SelectSlot(index) return end

---@param interactive Bool
function CyberwareInventoryMiniGrid:SetInteractive(interactive) return end

---@param show Bool
function CyberwareInventoryMiniGrid:SetLabelImmediate(show) return end

---@param hide Bool
---@param shouldDim Bool
---@param duration Float
---@param delay Float
function CyberwareInventoryMiniGrid:SetOpacityDumb(hide, shouldDim, duration, delay) return end

---@param orientation inkEOrientation
function CyberwareInventoryMiniGrid:SetOrientation(orientation) return end

---@param margin inkMargin
---@param duration Float
function CyberwareInventoryMiniGrid:SetPosition(margin, duration) return end

---@param margin inkMargin
function CyberwareInventoryMiniGrid:SetPositionImmediate(margin) return end

---@param margin inkMargin
---@param parent inkCompoundWidgetReference
function CyberwareInventoryMiniGrid:SetTargetMargin(margin, parent) return end

---@param equipArea gamedataEquipmentArea
---@param playerEquipAreaInventory UIInventoryItem[]
---@param parent IScriptable
---@param onRealeaseCallbackName CName|string
---@param screen CyberwareScreenType
---@param hasMods Bool
---@param displayContext ItemDisplayContextData
---@param inventoryManager InventoryDataManagerV2
---@param player PlayerPuppet
function CyberwareInventoryMiniGrid:SetupData(equipArea, playerEquipAreaInventory, parent, onRealeaseCallbackName, screen, hasMods, displayContext, inventoryManager, player) return end

function CyberwareInventoryMiniGrid:UnhighlightAllSlots() return end

function CyberwareInventoryMiniGrid:UnhighlightSelectedSlot() return end

---@param index Int32
function CyberwareInventoryMiniGrid:UnhighlightSlot(index) return end

function CyberwareInventoryMiniGrid:UnselectSlot() return end

---@param equipArea gamedataEquipmentArea
---@param playerEquipAreaInventory UIInventoryItem[]
---@param screen CyberwareScreenType
function CyberwareInventoryMiniGrid:UpdateData(equipArea, playerEquipAreaInventory, screen) return end

---@param label String
function CyberwareInventoryMiniGrid:UpdateTitle(label) return end

---@class CyberwareMainGameController : gameuiWidgetGameController
---@field MainViewRoot inkWidgetReference
---@field CyberwareColumnLeft inkCompoundWidgetReference
---@field CyberwareColumnRight inkCompoundWidgetReference
---@field personalStatsList inkCompoundWidgetReference
---@field attributesList inkCompoundWidgetReference
---@field resistancesList inkCompoundWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field InventoryManager InventoryDataManagerV2
---@field player PlayerPuppet
---@field resistanceView CName
---@field statView CName
---@field toolTipOffset inkMargin
---@field rawStatsData gameStatViewData[]
CyberwareMainGameController = {}

---@return CyberwareMainGameController
function CyberwareMainGameController.new() return end

---@param props table
---@return CyberwareMainGameController
function CyberwareMainGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function CyberwareMainGameController:OnCyberwareSlotHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function CyberwareMainGameController:OnCyberwareSlotHoverOver(evt) return end

---@return Bool
function CyberwareMainGameController:OnInitialize() return end

---@return Bool
function CyberwareMainGameController:OnUninitialize() return end

---@param equipArea gamedataEquipmentArea
---@param parentRef inkCompoundWidgetReference
function CyberwareMainGameController:AddCyberwareSlot(equipArea, parentRef) return end

---@param statType gamedataStatType
---@param list inkCompoundWidgetReference
---@param viewElement CName|string
function CyberwareMainGameController:AddStat(statType, list, viewElement) return end

---@param evt inkPointerEvent
---@return CyberwareSlot
function CyberwareMainGameController:GetCyberwareSlotControllerFromTarget(evt) return end

function CyberwareMainGameController:HideTooltips() return end

---@param slot CyberwareSlot
function CyberwareMainGameController:OnCyberwareRequestTooltip(slot) return end

function CyberwareMainGameController:OnIntro() return end

function CyberwareMainGameController:PopulateStats() return end

function CyberwareMainGameController:PrepareCyberwareSlots() return end

function CyberwareMainGameController:PrepareTooltips() return end

function CyberwareMainGameController:RemoveBB() return end

---@param stat gamedataStatType
---@return gameStatViewData
function CyberwareMainGameController:RequestStat(stat) return end

function CyberwareMainGameController:SetupBB() return end

---@class CyberwareSlot : BaseButtonView
---@field IconImageRef inkImageWidgetReference
---@field SlotEquipArea gamedataEquipmentArea
---@field NumSlots Int32
CyberwareSlot = {}

---@return CyberwareSlot
function CyberwareSlot.new() return end

---@param props table
---@return CyberwareSlot
function CyberwareSlot.new(props) return end

---@return Bool
function CyberwareSlot:OnInitialize() return end

---@return gamedataEquipmentArea
function CyberwareSlot:GetEquipmentArea() return end

---@return Int32
function CyberwareSlot:GetNumSlots() return end

---@param equipArea gamedataEquipmentArea
---@param numSlots Int32
function CyberwareSlot:Setup(equipArea, numSlots) return end

---@class CyberwareSlotSpawnData : IScriptable
---@field index Int32
CyberwareSlotSpawnData = {}

---@return CyberwareSlotSpawnData
function CyberwareSlotSpawnData.new() return end

---@param props table
---@return CyberwareSlotSpawnData
function CyberwareSlotSpawnData.new(props) return end

---@class CyberwareSlotTooltipData : ATooltipData
---@field Empty Bool
---@field Name String
---@field Description String
---@field IconPath String
CyberwareSlotTooltipData = {}

---@return CyberwareSlotTooltipData
function CyberwareSlotTooltipData.new() return end

---@param props table
---@return CyberwareSlotTooltipData
function CyberwareSlotTooltipData.new(props) return end

---@class CyberwareTabModsRequest : redEvent
---@field open Bool
---@field wrapper CyberwareDisplayWrapper
CyberwareTabModsRequest = {}

---@return CyberwareTabModsRequest
function CyberwareTabModsRequest.new() return end

---@param props table
---@return CyberwareTabModsRequest
function CyberwareTabModsRequest.new(props) return end

---@class CyberwareTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
CyberwareTemplateClassifier = {}

---@return CyberwareTemplateClassifier
function CyberwareTemplateClassifier.new() return end

---@param props table
---@return CyberwareTemplateClassifier
function CyberwareTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function CyberwareTemplateClassifier:ClassifyItem(data) return end

---@class CyberwareTooltip : AGenericTooltipController
---@field slotList inkCompoundWidgetReference
---@field label inkTextWidgetReference
---@field data CyberwareTooltipData
CyberwareTooltip = {}

---@return CyberwareTooltip
function CyberwareTooltip.new() return end

---@param props table
---@return CyberwareTooltip
function CyberwareTooltip.new(props) return end

---@return Bool
function CyberwareTooltip:OnInitialize() return end

function CyberwareTooltip:OnOutro() return end

---@param tooltipData ATooltipData
function CyberwareTooltip:SetData(tooltipData) return end

---@param data CyberwareTooltipData
function CyberwareTooltip:SetData(data) return end

function CyberwareTooltip:UpdateLayout() return end

---@class CyberwareTooltipData : ATooltipData
---@field label String
---@field slotData CyberwareSlotTooltipData[]
CyberwareTooltipData = {}

---@return CyberwareTooltipData
function CyberwareTooltipData.new() return end

---@param props table
---@return CyberwareTooltipData
function CyberwareTooltipData.new(props) return end

---@param itemData gameInventoryItemData
function CyberwareTooltipData:AddCyberwareSlotItemData(itemData) return end

---@class CyberwareTooltipSlotListItem : AGenericTooltipController
---@field icon inkImageWidgetReference
---@field label inkTextWidgetReference
---@field desc inkTextWidgetReference
---@field data CyberwareSlotTooltipData
CyberwareTooltipSlotListItem = {}

---@return CyberwareTooltipSlotListItem
function CyberwareTooltipSlotListItem.new() return end

---@param props table
---@return CyberwareTooltipSlotListItem
function CyberwareTooltipSlotListItem.new(props) return end

---@return Bool
function CyberwareTooltipSlotListItem:OnInitialize() return end

---@param data CyberwareSlotTooltipData
function CyberwareTooltipSlotListItem:SetupData(data) return end

---@class CyberwareUpgradeCostData
---@field materialRecordID TweakDBID
---@field materialCount Int32
---@field moneyRequired Int32
CyberwareUpgradeCostData = {}

---@return CyberwareUpgradeCostData
function CyberwareUpgradeCostData.new() return end

---@param props table
---@return CyberwareUpgradeCostData
function CyberwareUpgradeCostData.new(props) return end

---@class CyberwareUtility : IScriptable
CyberwareUtility = {}

---@return CyberwareUtility
function CyberwareUtility.new() return end

---@param props table
---@return CyberwareUtility
function CyberwareUtility.new(props) return end

---@param player PlayerPuppet
---@return TweakDBID
function CyberwareUtility.GetActiveCyberwareItem(player) return end

---@param item TweakDBID|string
---@return Float
function CyberwareUtility.GetMaxActiveTimeFromTweak(item) return end

---@param player PlayerPuppet
---@return Bool
function CyberwareUtility.IsCurrentCyberwareOnCooldown(player) return end

---@param player PlayerPuppet
function CyberwareUtility.StartGenericCwCooldown(player) return end

---@class CyclableRadialSlot : WeaponRadialSlot
---@field leftArrowEmpty inkWidgetReference
---@field leftArrowFull inkWidgetReference
---@field rightArrowEmpty inkWidgetReference
---@field rightArrowFull inkWidgetReference
---@field canCycle Bool
---@field isCycling Bool
---@field wasCyclingRight Bool
---@field hotkey gameEHotkey
CyclableRadialSlot = {}

---@return CyclableRadialSlot
function CyclableRadialSlot.new() return end

---@param props table
---@return CyclableRadialSlot
function CyclableRadialSlot.new(props) return end

---@param shouldActivate Bool
function CyclableRadialSlot:Activate(shouldActivate) return end

---@return Bool
function CyclableRadialSlot:CanCycle() return end

---@param right Bool
function CyclableRadialSlot:CycleStart(right) return end

function CyclableRadialSlot:CycleStop() return end

---@return String[]
function CyclableRadialSlot:GetDebugInfo() return end

---@return gameEHotkey
function CyclableRadialSlot:GetHotkey() return end

---@return Bool
function CyclableRadialSlot:IsCyclable() return end

---@param _canCycle Bool
function CyclableRadialSlot:SetCanCycle(_canCycle) return end

---@class CycleObjectiveDecisions : QuickSlotsTapDecisions
CycleObjectiveDecisions = {}

---@return CycleObjectiveDecisions
function CycleObjectiveDecisions.new() return end

---@param props table
---@return CycleObjectiveDecisions
function CycleObjectiveDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function CycleObjectiveDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleObjectiveDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleObjectiveDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleObjectiveDecisions:OnDetach(stateContext, scriptInterface) return end

---@class CycleObjectiveEvents : QuickSlotsTapEvents
CycleObjectiveEvents = {}

---@return CycleObjectiveEvents
function CycleObjectiveEvents.new() return end

---@param props table
---@return CycleObjectiveEvents
function CycleObjectiveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleObjectiveEvents:OnEnter(stateContext, scriptInterface) return end

---@class CycleRoundDecisions : WeaponTransition
CycleRoundDecisions = {}

---@return CycleRoundDecisions
function CycleRoundDecisions.new() return end

---@param props table
---@return CycleRoundDecisions
function CycleRoundDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleRoundDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleRoundDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleRoundDecisions:ToFullAuto(stateContext, scriptInterface) return end

---@class CycleRoundEvents : WeaponEventsTransition
---@field hasBlockedAiming Bool
---@field blockAimStart Float
---@field blockAimDuration Float
CycleRoundEvents = {}

---@return CycleRoundEvents
function CycleRoundEvents.new() return end

---@param props table
---@return CycleRoundEvents
function CycleRoundEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleRoundEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleRoundEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleRoundEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class CycleTriggerModeDecisions : WeaponTransition
CycleTriggerModeDecisions = {}

---@return CycleTriggerModeDecisions
function CycleTriggerModeDecisions.new() return end

---@param props table
---@return CycleTriggerModeDecisions
function CycleTriggerModeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleTriggerModeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleTriggerModeDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleTriggerModeDecisions:ToCharge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function CycleTriggerModeDecisions:ToReady(stateContext, scriptInterface) return end

---@class CycleTriggerModeEvents : WeaponEventsTransition
CycleTriggerModeEvents = {}

---@return CycleTriggerModeEvents
function CycleTriggerModeEvents.new() return end

---@param props table
---@return CycleTriggerModeEvents
function CycleTriggerModeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleTriggerModeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleTriggerModeEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function CycleTriggerModeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class Cylinder
---@field positionAndRadius Vector4
---@field normalAndHeight Vector4
Cylinder = {}

---@return Cylinder
function Cylinder.new() return end

---@param props table
---@return Cylinder
function Cylinder.new(props) return end

---@class DEBUG_DamageInputReceiver : IScriptable
---@field player PlayerPuppet
DEBUG_DamageInputReceiver = {}

---@return DEBUG_DamageInputReceiver
function DEBUG_DamageInputReceiver.new() return end

---@param props table
---@return DEBUG_DamageInputReceiver
function DEBUG_DamageInputReceiver.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function DEBUG_DamageInputReceiver:OnAction(action, consumer) return end

---@class DEBUG_IconErrorInfo : IScriptable
---@field itemName String
---@field innerItemName String
---@field resolvedIconName String
---@field errorMessage String
---@field errorType inkIconResult
---@field isManuallySet Bool
DEBUG_IconErrorInfo = {}

---@return DEBUG_IconErrorInfo
function DEBUG_IconErrorInfo.new() return end

---@param props table
---@return DEBUG_IconErrorInfo
function DEBUG_IconErrorInfo.new(props) return end

---@class DEBUG_ItemRebalancer : gameObject
---@field nodeRef NodeRef
DEBUG_ItemRebalancer = {}

---@return DEBUG_ItemRebalancer
function DEBUG_ItemRebalancer.new() return end

---@param props table
---@return DEBUG_ItemRebalancer
function DEBUG_ItemRebalancer.new(props) return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function DEBUG_ItemRebalancer:OnInteractionChoice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DEBUG_ItemRebalancer:OnRequestComponents(ri) return end

function DEBUG_ItemRebalancer:RebalanceItem() return end

---@class DEBUG_RebalanceItemEvent : redEvent
---@field reqLevel Float
DEBUG_RebalanceItemEvent = {}

---@return DEBUG_RebalanceItemEvent
function DEBUG_RebalanceItemEvent.new() return end

---@param props table
---@return DEBUG_RebalanceItemEvent
function DEBUG_RebalanceItemEvent.new(props) return end

---@class DEBUG_VirtualShopkeeper : gameObject
---@field vendorID String
DEBUG_VirtualShopkeeper = {}

---@return DEBUG_VirtualShopkeeper
function DEBUG_VirtualShopkeeper.new() return end

---@param props table
---@return DEBUG_VirtualShopkeeper
function DEBUG_VirtualShopkeeper.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function DEBUG_VirtualShopkeeper:OnInteractionChoice(choiceEvent) return end

---@class DEBUG_VisualRecord
---@field layerIDs Uint32[]
---@field puppet ScriptedPuppet
---@field infiniteDuration Bool
---@field showDuration Float
DEBUG_VisualRecord = {}

---@return DEBUG_VisualRecord
function DEBUG_VisualRecord.new() return end

---@param props table
---@return DEBUG_VisualRecord
function DEBUG_VisualRecord.new(props) return end

---@class DEBUG_VisualizerComponent : gameScriptableComponent
---@field records DEBUG_VisualRecord[]
---@field offsetCounter Int32
---@field timeToNextUpdate Float
---@field processedRecordIndex Int32
---@field showWeaponsStreaming Bool
---@field TICK_TIME_DELTA Float
---@field TEXT_SCALE_NAME Float
---@field TEXT_SCALE_ATTITUDE Float
---@field TEXT_SCALE_IMMORTALITY_MODE Float
---@field TEXT_TOP Float
---@field TEXT_OFFSET Float
DEBUG_VisualizerComponent = {}

---@return DEBUG_VisualizerComponent
function DEBUG_VisualizerComponent.new() return end

---@param props table
---@return DEBUG_VisualizerComponent
function DEBUG_VisualizerComponent.new(props) return end

---@param index Int32
function DEBUG_VisualizerComponent:ClearPuppet(index) return end

function DEBUG_VisualizerComponent:ClearPuppetVisualization() return end

---@return Vector4
function DEBUG_VisualizerComponent:GetNextOffset() return end

function DEBUG_VisualizerComponent:OnGameAttach() return end

---@param dt Float
function DEBUG_VisualizerComponent:OnUpdate(dt) return end

---@param offset Vector4
---@param str String
---@param color Color
---@param scale Float
function DEBUG_VisualizerComponent:ShowText(offset, str, color, scale) return end

function DEBUG_VisualizerComponent:ToggleShowWeaponsStreaming() return end

---@param scale Float
function DEBUG_VisualizerComponent:VisualizeAttitude(scale) return end

---@param scale Float
function DEBUG_VisualizerComponent:VisualizeDisplayName(scale) return end

---@param scale Float
function DEBUG_VisualizerComponent:VisualizeImmortality(scale) return end

---@param index Int32
function DEBUG_VisualizerComponent:VisualizePuppetInternal(index) return end

---@param pups ScriptedPuppet[]
---@param infDuration Bool
---@param duration Float
function DEBUG_VisualizerComponent:VisualizePuppets(pups, infDuration, duration) return end

---@class DEBUG_actorsClassNamesCount : IScriptable
---@field className CName
---@field count Int32
DEBUG_actorsClassNamesCount = {}

---@return DEBUG_actorsClassNamesCount
function DEBUG_actorsClassNamesCount.new() return end

---@param props table
---@return DEBUG_actorsClassNamesCount
function DEBUG_actorsClassNamesCount.new(props) return end

---@class DEVICE_Actor : gameHudActor
DEVICE_Actor = {}

---@return DEVICE_Actor
function DEVICE_Actor.new() return end

---@param props table
---@return DEVICE_Actor
function DEVICE_Actor.new(props) return end

---@class DLCAddedItemDisplayHoverOverEvent : redEvent
---@field itemTDBID TweakDBID
DLCAddedItemDisplayHoverOverEvent = {}

---@return DLCAddedItemDisplayHoverOverEvent
function DLCAddedItemDisplayHoverOverEvent.new() return end

---@param props table
---@return DLCAddedItemDisplayHoverOverEvent
function DLCAddedItemDisplayHoverOverEvent.new(props) return end

---@class DLCSettingsVarListener : userSettingsVarListener
---@field ctrl DlcDescriptionController
DLCSettingsVarListener = {}

---@return DLCSettingsVarListener
function DLCSettingsVarListener.new() return end

---@param props table
---@return DLCSettingsVarListener
function DLCSettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function DLCSettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl DlcDescriptionController
function DLCSettingsVarListener:RegisterController(ctrl) return end

---@class DOTContinuousEffector : gameContinuousEffector
DOTContinuousEffector = {}

---@return DOTContinuousEffector
function DOTContinuousEffector.new() return end

---@param props table
---@return DOTContinuousEffector
function DOTContinuousEffector.new(props) return end

---@param owner gameObject
function DOTContinuousEffector:ActionOn(owner) return end

---@param owner gameObject
---@param instigator gameObject
function DOTContinuousEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function DOTContinuousEffector:Initialize(record, parentRecord) return end

---@class DPADActionPerformed : redEvent
---@field ownerID entEntityID
---@field state EUIActionState
---@field stateInt Int32
---@field action gameEHotkey
---@field successful Bool
DPADActionPerformed = {}

---@return DPADActionPerformed
function DPADActionPerformed.new() return end

---@param props table
---@return DPADActionPerformed
function DPADActionPerformed.new(props) return end

---@class DPSPackage
---@field value Float
---@field type gamedataDamageType
DPSPackage = {}

---@return DPSPackage
function DPSPackage.new() return end

---@param props table
---@return DPSPackage
function DPSPackage.new(props) return end

---@class DamageDigitLogicController : inkWidgetLogicController
---@field critWidget inkTextWidgetReference
---@field headshotWidget inkTextWidgetReference
---@field wheelShotWidget inkTextWidgetReference
---@field executedWidget inkTextWidgetReference
---@field rootWidget inkWidget
---@field panelWidget inkWidget
---@field textWidget inkTextWidget
---@field gameController DamageDigitsGameController
---@field active Bool
---@field successful Bool
---@field successfulCritical Bool
---@field showingBothDigits Bool
---@field distanceModifier Float
---@field calculatedDistanceHeightBias Float
---@field stickingDistanceHeightBias Float
---@field stickToTarget Bool
---@field forceStickToTarget Bool
---@field projection inkScreenProjection
---@field showPositiveAnimDef inkanimDefinition
---@field showPositiveAnimFadeInInterpolator inkanimTransparencyInterpolator
---@field showPositiveAnimFadeOutInterpolator inkanimTransparencyInterpolator
---@field showPositiveAnimMarginInterpolator inkanimMarginInterpolator
---@field showPositiveAnimScaleInterpolator inkanimScaleInterpolator
---@field showNegativeAnimDef inkanimDefinition
---@field showNegativeAnimFadeInInterpolator inkanimTransparencyInterpolator
---@field showNegativeAnimFadeOutInterpolator inkanimTransparencyInterpolator
---@field showNegativeAnimMarginInterpolator inkanimMarginInterpolator
---@field showNegativeAnimScaleInterpolator inkanimScaleInterpolator
---@field animStickTargetOffset Vector4
---@field animTimeFadeIn Float
---@field animTimeFadeOut Float
---@field animBothTimeFadeIn Float
---@field animBothTimeFadeOut Float
---@field animTimeDelay Float
---@field animTimeCritDelay Float
---@field animBothTimeDelay Float
---@field animBothTimeCritDelay Float
---@field animStartHeight Float
---@field animAngleMin1 Float
---@field animAngleMin2 Float
---@field animAngleMax1 Float
---@field animAngleMax2 Float
---@field animBothAngleMin1 Float
---@field animBothAngleMin2 Float
---@field animBothAngleMax1 Float
---@field animBothAngleMax2 Float
---@field animDistanceMin Float
---@field animDistanceMax Float
---@field animDistanceMin_Crit Float
---@field animDistanceMax_Crit Float
---@field animBothOffsetX Float
---@field animBothOffsetY Float
---@field animBothStickingOffsetY Float
---@field animStickTargetWorldZOffset Float
---@field animStickingOffsetY Float
---@field animDistanceModifierMinDistance Float
---@field animDistanceModifierMaxDistance Float
---@field animDistanceModifierMinValue Float
---@field animDistanceModifierMaxValue Float
---@field animDistanceHeightBias Float
---@field animStickingDistanceHeightBias Float
---@field animPositiveOpacity Float
---@field animNegativeOpacity Float
---@field animDynamicDuration Float
---@field animDynamicDelay Float
---@field animDynamicCritDuration Float
---@field animDynamicCritDelay Float
DamageDigitLogicController = {}

---@return DamageDigitLogicController
function DamageDigitLogicController.new() return end

---@param props table
---@return DamageDigitLogicController
function DamageDigitLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function DamageDigitLogicController:OnHide(anim) return end

---@return Bool
function DamageDigitLogicController:OnInitialize() return end

---@param projection inkScreenProjection
---@return Bool
function DamageDigitLogicController:OnScreenProjectionUpdate(projection) return end

---@return Bool
function DamageDigitLogicController:OnUninitialize() return end

---@param damageType gamedataDamageType
---@param hitType gameuiHitType
---@param flags SHitFlag[]
---@return CName
function DamageDigitLogicController:BuildStateName(damageType, hitType, flags) return end

---@param fromVec Vector4
---@param toVec Vector4
function DamageDigitLogicController:CalculateDistanceModifier(fromVec, toVec) return end

function DamageDigitLogicController:CreateShowAnimation() return end

---@param positive Bool
---@param isCritical Bool
---@param showingBothDigits Bool
function DamageDigitLogicController:GenerateRandomMarginInterpolator(positive, isCritical, showingBothDigits) return end

---@param active Bool
function DamageDigitLogicController:SetActive(active) return end

---@param projection inkScreenProjection
---@param gameController DamageDigitsGameController
function DamageDigitLogicController:SetProjection(projection, gameController) return end

---@param damageInfo gameuiDamageInfo
---@param showingBothDigits Bool
---@param forceStickToTarget Bool
function DamageDigitLogicController:Show(damageInfo, showingBothDigits, forceStickToTarget) return end

---@param damageInfo gameuiDamageInfo
function DamageDigitLogicController:ShowExecutedFloater(damageInfo) return end

---@param instigator gameObject
---@param vehicle gameObject
---@param puncturePosition Vector4
function DamageDigitLogicController:ShowPuncturedFloater(instigator, vehicle, puncturePosition) return end

---@param damageInfo gameuiDamageInfo
function DamageDigitLogicController:ShowRammingFloater(damageInfo) return end

---@param showingBothDigits Bool
function DamageDigitLogicController:UpdateDuration(showingBothDigits) return end

---@param showingBothDigits Bool
function DamageDigitLogicController:UpdatePositionAndScale(showingBothDigits) return end

---@class DamageDigitUserData : IScriptable
---@field controllerIndex Int32
DamageDigitUserData = {}

---@return DamageDigitUserData
function DamageDigitUserData.new() return end

---@param props table
---@return DamageDigitUserData
function DamageDigitUserData.new(props) return end

---@class DamageDigitsGameController : gameuiProjectedHUDGameController
---@field maxVisible Int32
---@field maxAccumulatedVisible Int32
---@field realOwner gameObject
---@field digitsQueue inkScriptFIFOQueue
---@field individualControllerArray DamageDigitLogicController[]
---@field accumulatedControllerArray AccumulatedDamageDigitsNode[]
---@field showDigitsIndividual Bool
---@field showDigitsAccumulated Bool
---@field damageDigitsStickingMode gameuiDamageDigitsStickingMode
---@field spawnedDigits Int32
---@field damageListBlackboardId redCallbackObject
---@field damageDigitsModeBlackboardId redCallbackObject
---@field damageDigitsStickingModeBlackboardId redCallbackObject
DamageDigitsGameController = {}

---@return DamageDigitsGameController
function DamageDigitsGameController.new() return end

---@param props table
---@return DamageDigitsGameController
function DamageDigitsGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DamageDigitsGameController:OnAccumulatedDamageDigitSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function DamageDigitsGameController:OnDamageAdded(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DamageDigitsGameController:OnDamageDigitSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function DamageDigitsGameController:OnDamageDigitsModeChanged(value) return end

---@param value Variant
---@return Bool
function DamageDigitsGameController:OnDigitsStickingModeChanged(value) return end

---@param digitWidget inkWidget
---@return Bool
function DamageDigitsGameController:OnHideAccumulatedDigit(digitWidget) return end

---@param digitWidget inkWidget
---@return Bool
function DamageDigitsGameController:OnHideDigit(digitWidget) return end

---@return Bool
function DamageDigitsGameController:OnInitialize() return end

---@param player gameObject
---@return Bool
function DamageDigitsGameController:OnPlayerAttach(player) return end

---@return Bool
function DamageDigitsGameController:OnUninitialize() return end

---@param evt vehicleVehicleTirePuncturedEvent
---@return Bool
function DamageDigitsGameController:OnVehicleTirePuncturedEvent(evt) return end

function DamageDigitsGameController:CreateAccumulatedDamageDigitsArray() return end

function DamageDigitsGameController:CreateDigitsQueue() return end

---@param damageInfo gameuiDamageInfo
---@return Bool
function DamageDigitsGameController:IsCriticalHit(damageInfo) return end

---@param damageInfo gameuiDamageInfo
---@return Bool
function DamageDigitsGameController:IsDamageOverTime(damageInfo) return end

function DamageDigitsGameController:RegisterDigitsToQueue() return end

---@param damageInfo gameuiDamageInfo
---@return Bool
function DamageDigitsGameController:ShowDamageFloater(damageInfo) return end

function DamageDigitsGameController:UpdateDamageDigitsStickingMode() return end

---@class DamageEffectUIEntry : IScriptable
---@field damageType gamedataDamageType
---@field valueStat gamedataStatType
---@field targetStat gamedataStatType
---@field displayType DamageEffectDisplayType
---@field valueToDisplay Float
---@field effectorDuration Float
---@field effectorDelay Float
---@field isContinuous Bool
DamageEffectUIEntry = {}

---@return DamageEffectUIEntry
function DamageEffectUIEntry.new() return end

---@param props table
---@return DamageEffectUIEntry
function DamageEffectUIEntry.new(props) return end

---@class DamageEntry
---@field damageInfo gameuiDamageInfo
---@field damageOverTimeInfo gameuiDamageInfo
---@field hasDamageInfo Bool
---@field hasDamageOverTimeInfo Bool
---@field oneInstance Bool
---@field oneDotInstance Bool
---@field hasDotAccumulator Bool
DamageEntry = {}

---@return DamageEntry
function DamageEntry.new() return end

---@param props table
---@return DamageEntry
function DamageEntry.new(props) return end

---@class DamageHistoryEntry
---@field hitEvent gameeventsHitEvent
---@field totalDamageReceived Float
---@field frameReceived Uint64
---@field timestamp Float
---@field healthAtTheTime Float
---@field source gameObject
---@field target gameObject
DamageHistoryEntry = {}

---@return DamageHistoryEntry
function DamageHistoryEntry.new() return end

---@param props table
---@return DamageHistoryEntry
function DamageHistoryEntry.new(props) return end

---@class DamageInflictedEvent : redEvent
DamageInflictedEvent = {}

---@return DamageInflictedEvent
function DamageInflictedEvent.new() return end

---@param props table
---@return DamageInflictedEvent
function DamageInflictedEvent.new(props) return end

---@class DamageManager : IScriptable
DamageManager = {}

---@return DamageManager
function DamageManager.new() return end

---@param props table
---@return DamageManager
function DamageManager.new(props) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.CalculateGlobalModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.CalculateSourceModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.CalculateTargetModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DamageManager.CanBlockBullet(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param targetID gameStatsObjectID
---@param statSystem gameStatsSystem
function DamageManager.DealStaminaDamage(hitEvent, targetID, statSystem) return end

---@param hitEvent gameeventsHitEvent
---@return ScriptedPuppet
function DamageManager.GetScriptedPuppetTarget(hitEvent) return end

---@param attackerForward Vector4
---@param defenderForward Vector4
---@param kerenzikov Bool
---@return Bool
function DamageManager.IsValidDirectionToDefendMeleeAttack(attackerForward, defenderForward, kerenzikov) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.ModifyHitData(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.PostProcess(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function DamageManager.ProcessDefensiveState(hitEvent) return end

---@param eventName CName|string
---@param hitEvent gameeventsHitEvent
function DamageManager.SendNameEventToPSM(eventName, hitEvent) return end

---@class DamageOverTimeTypeHitPrereqCondition : BaseHitPrereqCondition
---@field dotType gamedataStatusEffectType
DamageOverTimeTypeHitPrereqCondition = {}

---@return DamageOverTimeTypeHitPrereqCondition
function DamageOverTimeTypeHitPrereqCondition.new() return end

---@param props table
---@return DamageOverTimeTypeHitPrereqCondition
function DamageOverTimeTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DamageOverTimeTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function DamageOverTimeTypeHitPrereqCondition:SetData(recordID) return end

---@class DamagePreviewController : inkWidgetLogicController
---@field fullBar inkWidgetReference
---@field stippedBar inkWidgetReference
---@field rootCanvas inkWidgetReference
---@field width Float
---@field height Float
---@field heightStripped Float
---@field heightRoot Float
---@field animProxy inkanimProxy
DamagePreviewController = {}

---@return DamagePreviewController
function DamagePreviewController.new() return end

---@param props table
---@return DamagePreviewController
function DamagePreviewController.new(props) return end

---@param e inkanimProxy
---@return Bool
function DamagePreviewController:OnAnimationEnd(e) return end

---@return Bool
function DamagePreviewController:OnInitialize() return end

---@param damageScale Float
---@param positionOffset Float
function DamagePreviewController:SetPreview(damageScale, positionOffset) return end

---@class DamageStatListener : gameScriptStatsListener
---@field weapon gameweaponObject
---@field updateEvt UpdateDamageChangeEvent
DamageStatListener = {}

---@return DamageStatListener
function DamageStatListener.new() return end

---@param props table
---@return DamageStatListener
function DamageStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function DamageStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class DamageSystemHelper : IScriptable
DamageSystemHelper = {}

---@param data gameShapeData
---@return Bool
function DamageSystemHelper.DoQuickHacksPierceProtection(data) return end

---@param hitEvent gameeventsHitEvent
---@return gameShapeData
function DamageSystemHelper.GetHitShape(hitEvent) return end

---@param data gameShapeData
---@return EHitShapeType
function DamageSystemHelper.GetHitShapeTypeFromData(data) return end

---@param data gameShapeData
---@return HitShapeUserDataBase
function DamageSystemHelper.GetHitShapeUserDataBase(data) return end

---@param type EHitShapeType
---@param armorPenetration Float
---@param useModernFormula Bool
---@return Float
function DamageSystemHelper.GetLocalizedDamageMultiplier(type, armorPenetration, useModernFormula) return end

---@param type EHitShapeType
---@return Bool
function DamageSystemHelper.IsHitShapeArmored(type) return end

---@param data gameShapeData
---@return Bool
function DamageSystemHelper.IsProtectionLayer(data) return end

---@class DamageTypeHitPrereqCondition : BaseHitPrereqCondition
---@field damageType gamedataDamageType
DamageTypeHitPrereqCondition = {}

---@return DamageTypeHitPrereqCondition
function DamageTypeHitPrereqCondition.new() return end

---@param props table
---@return DamageTypeHitPrereqCondition
function DamageTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DamageTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function DamageTypeHitPrereqCondition:SetData(recordID) return end

---@class DamageTypeIndicator : inkWidgetLogicController
---@field DamageIconRef inkImageWidgetReference
---@field DamageTypeLabelRef inkTextWidgetReference
DamageTypeIndicator = {}

---@return DamageTypeIndicator
function DamageTypeIndicator.new() return end

---@param props table
---@return DamageTypeIndicator
function DamageTypeIndicator.new(props) return end

---@param damageType gamedataDamageType
function DamageTypeIndicator:Setup(damageType) return end

---@class DamageTypePrereq : GenericHitPrereq
---@field damageType gamedataDamageType
DamageTypePrereq = {}

---@return DamageTypePrereq
function DamageTypePrereq.new() return end

---@param props table
---@return DamageTypePrereq
function DamageTypePrereq.new(props) return end

---@param recordID TweakDBID|string
function DamageTypePrereq:Initialize(recordID) return end

---@class DamageTypePrereqState : GenericHitPrereqState
DamageTypePrereqState = {}

---@return DamageTypePrereqState
function DamageTypePrereqState.new() return end

---@param props table
---@return DamageTypePrereqState
function DamageTypePrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DamageTypePrereqState:Evaluate(hitEvent) return end

---@class DataEntryRequest : gameScriptableSystemRequest
---@field dataType EGameSessionDataType
---@field data Variant
DataEntryRequest = {}

---@return DataEntryRequest
function DataEntryRequest.new() return end

---@param props table
---@return DataEntryRequest
function DataEntryRequest.new(props) return end

---@class DataTerm : InteractiveDevice
---@field linkedFastTravelPoint gameFastTravelPointData
---@field exitNode NodeRef
---@field fastTravelComponent FastTravelComponent
---@field lockColiderComponent entIPlacedComponent
---@field mappinID gameNewMappinID
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
DataTerm = {}

---@return DataTerm
function DataTerm.new() return end

---@param props table
---@return DataTerm
function DataTerm.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function DataTerm:OnAreaEnter(evt) return end

---@return Bool
function DataTerm:OnDetach() return end

---@param evt FastTravelPointsUpdated
---@return Bool
function DataTerm:OnFastTravelPointsUpdated(evt) return end

---@return Bool
function DataTerm:OnGameAttached() return end

---@param hit gameeventsHitEvent
---@return Bool
function DataTerm:OnHitEvent(hit) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function DataTerm:OnInteractionActivated(evt) return end

---@param evt SetLogicReadyEvent
---@return Bool
function DataTerm:OnLogicReady(evt) return end

---@param evt OpenWorldMapDeviceAction
---@return Bool
function DataTerm:OnOpenWorldMapAction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DataTerm:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function DataTerm:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DataTerm:OnTakeControl(ri) return end

function DataTerm:ActivateDevice() return end

function DataTerm:CreateBlackboard() return end

function DataTerm:CutPower() return end

function DataTerm:DeactivateDevice() return end

---@return EGameplayRole
function DataTerm:DeterminGameplayRole() return end

---@return DataTermDeviceBlackboardDef
function DataTerm:GetBlackboardDef() return end

---@return DataTermController
function DataTerm:GetController() return end

---@return DataTermControllerPS
function DataTerm:GetDevicePS() return end

---@return gameFastTravelPointData
function DataTerm:GetFastravelPointData() return end

---@return gamemappinsMappinSystem
function DataTerm:GetMappinSystem() return end

---@return Bool
function DataTerm:IsFastTravelPoint() return end

---@param role EGameplayRole
---@return Bool
function DataTerm:IsGameplayRoleValid(role) return end

---@return Bool
function DataTerm:IsMappinRegistered() return end

function DataTerm:RegisterFastTravelPoints() return end

function DataTerm:RegisterMappin() return end

function DataTerm:RequestFastTravelMenu() return end

function DataTerm:ResolveGameplayState() return end

function DataTerm:ResolveGateApperance() return end

---@param glitchState EGlitchState
---@param intensity Float
function DataTerm:StartGlitching(glitchState, intensity) return end

function DataTerm:StartShortGlitch() return end

function DataTerm:StopGlitching() return end

---@param activator gameObject
function DataTerm:TeleportToExitNode(activator) return end

function DataTerm:TurnOffDevice() return end

function DataTerm:TurnOffScreen() return end

function DataTerm:TurnOnDevice() return end

function DataTerm:TurnOnScreen() return end

function DataTerm:UnregisterMappin() return end

function DataTerm:UpdateFastTravelPointRecord() return end

---@class DataTermController : ScriptableDeviceComponent
DataTermController = {}

---@return DataTermController
function DataTermController.new() return end

---@param props table
---@return DataTermController
function DataTermController.new(props) return end

---@return DataTermControllerPS
function DataTermController:GetPS() return end

---@class DataTermControllerPS : ScriptableDeviceComponentPS
---@field linkedFastTravelPoint gameFastTravelPointData
---@field triggerType EFastTravelTriggerType
---@field fastTravelDeviceType EFastTravelDeviceType
DataTermControllerPS = {}

---@return DataTermControllerPS
function DataTermControllerPS.new() return end

---@param props table
---@return DataTermControllerPS
function DataTermControllerPS.new(props) return end

---@param actionData gameFastTravelPointData
---@return FastTravelDeviceAction
function DataTermControllerPS:ActionFastTravel(actionData) return end

---@return OpenWorldMapDeviceAction
function DataTermControllerPS:ActionOpenWorldMap() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DataTermControllerPS:GetActions(context) return end

---@return DataTermDeviceBlackboardDef
function DataTermControllerPS:GetBlackboardDef() return end

---@return FastTravelSystem
function DataTermControllerPS:GetFastTravelSystem() return end

---@return EFastTravelDeviceType
function DataTermControllerPS:GetFastravelDeviceType() return end

---@return EFastTravelTriggerType
function DataTermControllerPS:GetFastravelTriggerType() return end

---@param evt FastTravelDeviceAction
---@return EntityNotificationType
function DataTermControllerPS:OnFastTravelAction(evt) return end

---@param evt OpenWorldMapDeviceAction
---@return EntityNotificationType
function DataTermControllerPS:OnOpenWorldMapAction(evt) return end

---@param point gameFastTravelPointData
function DataTermControllerPS:SetLinkedFastTravelPoint(point) return end

---@class DataTermDeviceBlackboardDef : DeviceBaseBlackboardDef
---@field fastTravelPoint gamebbScriptID_Variant
---@field triggerWorldMap gamebbScriptID_Bool
DataTermDeviceBlackboardDef = {}

---@return DataTermDeviceBlackboardDef
function DataTermDeviceBlackboardDef.new() return end

---@param props table
---@return DataTermDeviceBlackboardDef
function DataTermDeviceBlackboardDef.new(props) return end

---@class DataTermInkGameController : DeviceInkGameControllerBase
---@field fcPointsPanel inkHorizontalPanelWidget
---@field districtText inkTextWidget
---@field pointText inkTextWidget
---@field point gameFastTravelPointData
---@field onFastTravelPointUpdateListener redCallbackObject
DataTermInkGameController = {}

---@return DataTermInkGameController
function DataTermInkGameController.new() return end

---@param props table
---@return DataTermInkGameController
function DataTermInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DataTermInkGameController:OnActionWidgetSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function DataTermInkGameController:OnFastTravelPointUpdate(value) return end

---@return FastTravelSystem
function DataTermInkGameController:GetFastTravelSystem() return end

---@return Device
function DataTermInkGameController:GetOwner() return end

---@param state EDeviceStatus
function DataTermInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function DataTermInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function DataTermInkGameController:SetupWidgets() return end

function DataTermInkGameController:TurnOff() return end

function DataTermInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function DataTermInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function DataTermInkGameController:UpdateActionWidgets(widgetsData) return end

function DataTermInkGameController:UpdatePointText() return end

---@class DataTrackingSystem : gameScriptableSystem
---@field achievementEnumKeyMap Int32[]
---@field achievementsMask Bool[]
---@field rangedAttacksMade Int32
---@field meleeAttacksMade Int32
---@field meleeKills Int32
---@field rangedKills Int32
---@field quickhacksMade Int32
---@field distractionsMade Int32
---@field legendaryItemsCrafted Int32
---@field npcMeleeLightAttackReceived Int32
---@field npcMeleeStrongAttackReceived Int32
---@field npcMeleeBlockAttackReceived Int32
---@field npcMeleeBlockedAttacks Int32
---@field npcMeleeDeflectedAttacks Int32
---@field downedEnemies Int32
---@field killedEnemies Int32
---@field defeatedEnemies Int32
---@field incapacitatedEnemies Int32
---@field finishedEnemies Int32
---@field downedWithRanged Int32
---@field downedWithMelee Int32
---@field downedInTimeDilatation Int32
---@field rangedProgress Int32
---@field meleeProgress Int32
---@field dilationProgress Int32
---@field failedShardDrops Float
---@field LegPlusPlusHackDropped Bool
---@field bluelinesUseCount Int32
---@field twoHeadssourceID entEntityID
---@field twoHeadsValidTimestamp Float
---@field lastKillTimestamp Float
---@field enemiesKilledInTimeInterval gameObject[]
---@field timeInterval Float
---@field numerOfKillsRequired Int32
---@field gunKataKilledEnemies Int32
---@field gunKataValidTimestamp Float
---@field hardKneesInProgress Bool
---@field hardKneesKilledEnemies Int32
---@field harKneesValidTimestamp Float
---@field resetKilledReqDelayID gameDelayID
---@field resetFinishedReqDelayID gameDelayID
---@field resetDefeatedReqDelayID gameDelayID
---@field resetIncapacitatedReqDelayID gameDelayID
---@field resetDownedReqDelayID gameDelayID
---@field resetMeleeAttackReqDelayID gameDelayID
---@field resetRangedAttackReqDelayID gameDelayID
---@field resetAttackReqDelayID gameDelayID
---@field resetNpcMeleeLightAttackReqDelayID gameDelayID
---@field resetNpcMeleeStrongAttackReqDelayID gameDelayID
---@field resetNpcMeleeFinalAttackReqDelayID gameDelayID
---@field resetNpcMeleeBlockAttackReqDelayID gameDelayID
---@field resetNpcBlockedReqDelayID gameDelayID
---@field resetNpcDeflectedReqDelayID gameDelayID
---@field resetNpcGuardbreakReqDelayID gameDelayID
DataTrackingSystem = {}

---@return DataTrackingSystem
function DataTrackingSystem.new() return end

---@param props table
---@return DataTrackingSystem
function DataTrackingSystem.new(props) return end

---@param achievement gamedataAchievement
function DataTrackingSystem:AddFlag(achievement) return end

---@return Bool
function DataTrackingSystem:CheckTimeDilationSources() return end

---@param key Int32
---@return gamedataAchievement
function DataTrackingSystem:GetAchievementFromKey(key) return end

---@param achievement gamedataAchievement
---@return Int32
function DataTrackingSystem:GetAchievementKeyFromRecord(achievement) return end

---@param achievement gamedataAchievement
---@return gamedataAchievement_Record
function DataTrackingSystem:GetAchievementRecordFromGameDataAchievement(achievement) return end

---@param dataTrackingFact ETelemetryData
---@return Int32
function DataTrackingSystem:GetCountFromDataTrackingFactEnum(dataTrackingFact) return end

---@return Float
function DataTrackingSystem:GetFailedShardDrops() return end

---@param dataTrackingFact ETelemetryData
---@return CName
function DataTrackingSystem:GetNameFromDataTrackingFactEnum(dataTrackingFact) return end

---@param achievement gamedataAchievement
---@return Bool
function DataTrackingSystem:IsAchievementUnlocked(achievement) return end

---@return Bool
function DataTrackingSystem:IsFirstPlusPlusLegendaryAwarded() return end

---@param attackData gamedamageAttackData
---@return Bool
function DataTrackingSystem:IsSourcePlayer(attackData) return end

---@return Bool
function DataTrackingSystem:IsValidHandyManAchievement() return end

---@return Bool
function DataTrackingSystem:IsValidMaxPainAchievement() return end

---@return Bool
function DataTrackingSystem:IsValidMustBeTheRatsAchievement() return end

---@return Bool
function DataTrackingSystem:IsValidRoleplayerAchievement() return end

---@return Bool
function DataTrackingSystem:IsValidTrueSoldierAchievement() return end

---@return Bool
function DataTrackingSystem:IsValidTrueWarriorAchievement() return end

---@param request AddAchievementRequest
function DataTrackingSystem:OnAddAchievementRequest(request) return end

function DataTrackingSystem:OnAttach() return end

---@param request scnBluelineSelectedRequest
function DataTrackingSystem:OnBluelineSelectedRequest(request) return end

function DataTrackingSystem:OnDetach() return end

---@param request FirstPlusPlusLegendaryAwardedRequest
function DataTrackingSystem:OnFirstPlusPlusLegendaryAwarded(request) return end

---@param request ModifyNPCTelemetryVariable
function DataTrackingSystem:OnModifyNPCTelemetryVariable(request) return end

---@param request ModifyTelemetryVariable
function DataTrackingSystem:OnModifyTelemetryVariable(request) return end

---@param request NPCKillDataTrackingRequest
function DataTrackingSystem:OnNPCKillDataTrackingRequest(request) return end

---@param request ResetBlockAttackHitsReceivedRequest
function DataTrackingSystem:OnResetBlockAttackHitsReceivedRequest(request) return end

---@param request ResetBlockedHitsRequest
function DataTrackingSystem:OnResetBlockedHitsRequest(request) return end

---@param request ResetNPCDefeatedDelayedRequest
function DataTrackingSystem:OnResetDefeatedRequest(request) return end

---@param request ResetNPCDownedDelayedRequest
function DataTrackingSystem:OnResetDownedRequest(request) return end

---@param request ResetFinalComboHitsReceivedRequest
function DataTrackingSystem:OnResetFinalComboHitsReceivedRequest(request) return end

---@param request ResetNPCFinishedDelayedRequest
function DataTrackingSystem:OnResetFinishedRequest(request) return end

---@param request ResetNPCIncapacitatedDelayedRequest
function DataTrackingSystem:OnResetIncapacitatedRequest(request) return end

---@param request ResetNPCKilledDelayedRequest
function DataTrackingSystem:OnResetKilledRequest(request) return end

---@param request ResetLightHitsReceivedRequest
function DataTrackingSystem:OnResetLightHitsReceivedRequest(request) return end

---@param request ResetMeleeAttackDelayedRequest
function DataTrackingSystem:OnResetMeleeAttackRequest(request) return end

---@param request ResetAttackDelayedRequest
function DataTrackingSystem:OnResetQuickhackRequest(request) return end

---@param request ResetRangedAttackDelayedRequest
function DataTrackingSystem:OnResetRangedAttackRequest(request) return end

---@param request ResetStrongHitsReceivedRequest
function DataTrackingSystem:OnResetStrongHitsReceivedRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function DataTrackingSystem:OnRestored(saveVersion, gameVersion) return end

---@param request ItemCraftedDataTrackingRequest
function DataTrackingSystem:OnSendItemCraftedDataTrackingRequest(request) return end

---@param request SetAchievementProgressRequest
function DataTrackingSystem:OnSetAchievementProgressRequest(request) return end

---@param request TakedownActionDataTrackingRequest
function DataTrackingSystem:OnTakedownActionDataTrackingRequest(request) return end

---@param request UnlockAllAchievementsRequest
function DataTrackingSystem:OnUnlockAllAchievementsRequest(request) return end

---@param request UpdateShardFailedDropsRequest
function DataTrackingSystem:OnUpdateShardFailedDrops(request) return end

function DataTrackingSystem:ProcessDataTrackingFacts() return end

---@param request NPCKillDataTrackingRequest
function DataTrackingSystem:ProcessGunKataAchievement(request) return end

---@param targetItem ItemID
function DataTrackingSystem:ProcessHandyManAchievement(targetItem) return end

function DataTrackingSystem:ProcessHardForKneesAchievement() return end

---@param achievement gamedataAchievement
---@param trackedData Int32
---@param thresholdValue Int32
function DataTrackingSystem:ProcessIntCompareAchievement(achievement, trackedData, thresholdValue) return end

---@param damageEntry DamageHistoryEntry
function DataTrackingSystem:ProcessNotTheMobileAchievement(damageEntry) return end

---@param telemetryData ETelemetryData
function DataTrackingSystem:ProcessTutorialFact(telemetryData) return end

---@param request NPCKillDataTrackingRequest
function DataTrackingSystem:ProcessTwoHeadsOneBulletAchievement(request) return end

function DataTrackingSystem:SendAllUnlockAchievemntRequests() return end

---@param achievementRecord gamedataAchievement_Record
---@param currentValue Int32
---@param maxValue Int32
function DataTrackingSystem:SetAchievementProgress(achievementRecord, currentValue, maxValue) return end

---@param achievement gamedataAchievement
---@param value Bool
function DataTrackingSystem:SetFlag(achievement, value) return end

---@param achievementRecord gamedataAchievement_Record
function DataTrackingSystem:UnlockAchievement(achievementRecord) return end

function DataTrackingSystem:ValidateAchievements() return end

---@class DatatermDetailGameController : BaseBunkerComputerGameController
---@field authFactsSet AuthorizationFactsSet
---@field attemptedFactsSet AttemptedToStopFactsSet
---@field systemStatusHeaderPannel inkWidgetReference
---@field systemStatusLeftPannel inkWidgetReference
---@field systemStatusRightPannel inkWidgetReference
---@field loopAnimName CName
---@field popup01Counter Int32
---@field popup02Counter Int32
---@field popup01LoopAnimName CName
---@field popup02LoopAnimName CName
---@field popup031LoopAnimName CName
---@field popup032LoopAnimName CName
---@field popup04LoopAnimName CName
---@field popup05LoopAnimName CName
---@field shutdownButton inkWidgetReference
---@field transitionToMinigame inkWidgetReference
---@field popup01LoopAnimProxy inkanimProxy
---@field isAuthStep Bool
---@field isHackingStep Bool
---@field isPostHackingStep Bool
---@field isOffline Bool
---@field isAttemptedToStop Bool
DatatermDetailGameController = {}

---@return DatatermDetailGameController
function DatatermDetailGameController.new() return end

---@param props table
---@return DatatermDetailGameController
function DatatermDetailGameController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function DatatermDetailGameController:OnEndLoop(proxy) return end

---@return Bool
function DatatermDetailGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function DatatermDetailGameController:OnPopup02LoopAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function DatatermDetailGameController:OnPopup031LoopAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function DatatermDetailGameController:OnPopup032LoopAnimFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function DatatermDetailGameController:OnShutdownButtonClicked(e) return end

function DatatermDetailGameController:ShowPopup02() return end

function DatatermDetailGameController:ShowPopup031() return end

function DatatermDetailGameController:ShowPopup032() return end

function DatatermDetailGameController:ShowPopup04() return end

function DatatermDetailGameController:ShowPopup05() return end

---@class DatatermLoginGameController : BaseBunkerComputerGameController
---@field loopAnimName CName
---@field alphaSys inkWidgetReference
---@field bravoSys inkWidgetReference
---@field sierraSys inkWidgetReference
---@field victorSys inkWidgetReference
DatatermLoginGameController = {}

---@return DatatermLoginGameController
function DatatermLoginGameController.new() return end

---@param props table
---@return DatatermLoginGameController
function DatatermLoginGameController.new(props) return end

---@return Bool
function DatatermLoginGameController:OnInitialize() return end

---@class DayPassedEvent : redEvent
DayPassedEvent = {}

---@return DayPassedEvent
function DayPassedEvent.new() return end

---@param props table
---@return DayPassedEvent
function DayPassedEvent.new(props) return end

---@class DeactivateAllNetworkLinksRequest : gameScriptableSystemRequest
DeactivateAllNetworkLinksRequest = {}

---@return DeactivateAllNetworkLinksRequest
function DeactivateAllNetworkLinksRequest.new() return end

---@param props table
---@return DeactivateAllNetworkLinksRequest
function DeactivateAllNetworkLinksRequest.new(props) return end

---@class DeactivateC4 : ActionBool
---@field itemID ItemID
DeactivateC4 = {}

---@return DeactivateC4
function DeactivateC4.new() return end

---@param props table
---@return DeactivateC4
function DeactivateC4.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function DeactivateC4.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DeactivateC4.IsDefaultConditionMet(device, context) return end

---@return String
function DeactivateC4:GetTweakDBChoiceRecord() return end

function DeactivateC4:SetProperties() return end

---@class DeactivateDevice : ActionBool
DeactivateDevice = {}

---@return DeactivateDevice
function DeactivateDevice.new() return end

---@param props table
---@return DeactivateDevice
function DeactivateDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DeactivateDevice.IsDefaultConditionMet(device, context) return end

---@param action_name CName|string
function DeactivateDevice:SetProperties(action_name) return end

---@class DeactivateLinksRequest : gameScriptableSystemRequest
---@field linksIDs Int32[]
---@field instant Bool
DeactivateLinksRequest = {}

---@return DeactivateLinksRequest
function DeactivateLinksRequest.new() return end

---@param props table
---@return DeactivateLinksRequest
function DeactivateLinksRequest.new(props) return end

---@class DeactivateNetworkLinkTaskData : gameScriptTaskData
---@field linkIndex Int32
---@field instant Bool
DeactivateNetworkLinkTaskData = {}

---@return DeactivateNetworkLinkTaskData
function DeactivateNetworkLinkTaskData.new() return end

---@param props table
---@return DeactivateNetworkLinkTaskData
function DeactivateNetworkLinkTaskData.new(props) return end

---@class DeactivateQuickHackIndicatorEvent : redEvent
DeactivateQuickHackIndicatorEvent = {}

---@return DeactivateQuickHackIndicatorEvent
function DeactivateQuickHackIndicatorEvent.new() return end

---@param props table
---@return DeactivateQuickHackIndicatorEvent
function DeactivateQuickHackIndicatorEvent.new(props) return end

---@class DeadContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
DeadContextDecisions = {}

---@return DeadContextDecisions
function DeadContextDecisions.new() return end

---@param props table
---@return DeadContextDecisions
function DeadContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function DeadContextDecisions:OnVitalsChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DeadContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeadContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeadContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class DeadOnInitTask : AIbehaviortaskScript
---@field preventSkippingDeathAnimation Bool
DeadOnInitTask = {}

---@return DeadOnInitTask
function DeadOnInitTask.new() return end

---@param props table
---@return DeadOnInitTask
function DeadOnInitTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DeadOnInitTask:Activate(context) return end

---@class DeadState : ChangeHighLevelStateAbstract
DeadState = {}

---@return DeadState
function DeadState.new() return end

---@param props table
---@return DeadState
function DeadState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function DeadState:GetDesiredHighLevelState(context) return end

---@class DeathDecisions : HighLevelTransition
DeathDecisions = {}

---@return DeathDecisions
function DeathDecisions.new() return end

---@param props table
---@return DeathDecisions
function DeathDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DeathDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class DeathDecisionsWithResurrection : HighLevelTransition
DeathDecisionsWithResurrection = {}

---@return DeathDecisionsWithResurrection
function DeathDecisionsWithResurrection.new() return end

---@param props table
---@return DeathDecisionsWithResurrection
function DeathDecisionsWithResurrection.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DeathDecisionsWithResurrection:ToResurrect(stateContext, scriptInterface) return end

---@class DeathEvents : HighLevelTransition
---@field isDyingEffectPlaying Bool
DeathEvents = {}

---@return DeathEvents
function DeathEvents.new() return end

---@param props table
---@return DeathEvents
function DeathEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeathEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeathEvents:OnExit(stateContext, scriptInterface) return end

---@class DeathExitingDecisions : ExitingDecisions
DeathExitingDecisions = {}

---@return DeathExitingDecisions
function DeathExitingDecisions.new() return end

---@param props table
---@return DeathExitingDecisions
function DeathExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DeathExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class DeathExitingEvents : ImmediateExitWithForceEvents
DeathExitingEvents = {}

---@return DeathExitingEvents
function DeathExitingEvents.new() return end

---@param props table
---@return DeathExitingEvents
function DeathExitingEvents.new(props) return end

---@class DeathIsRagdollCondition : AIbehaviorconditionScript
DeathIsRagdollCondition = {}

---@return DeathIsRagdollCondition
function DeathIsRagdollCondition.new() return end

---@param props table
---@return DeathIsRagdollCondition
function DeathIsRagdollCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function DeathIsRagdollCondition:Check(context) return end

---@class DeathLandDecisions : FailedLandingAbstractDecisions
DeathLandDecisions = {}

---@return DeathLandDecisions
function DeathLandDecisions.new() return end

---@param props table
---@return DeathLandDecisions
function DeathLandDecisions.new(props) return end

---@class DeathLandEvents : FailedLandingAbstractEvents
DeathLandEvents = {}

---@return DeathLandEvents
function DeathLandEvents.new() return end

---@param props table
---@return DeathLandEvents
function DeathLandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeathLandEvents:OnEnter(stateContext, scriptInterface) return end

---@class DeathMenuDelayEvent : redEvent
DeathMenuDelayEvent = {}

---@return DeathMenuDelayEvent
function DeathMenuDelayEvent.new() return end

---@param props table
---@return DeathMenuDelayEvent
function DeathMenuDelayEvent.new(props) return end

---@class DeathMenuUserData : IScriptable
---@field playInitAnimation Bool
DeathMenuUserData = {}

---@return DeathMenuUserData
function DeathMenuUserData.new() return end

---@param props table
---@return DeathMenuUserData
function DeathMenuUserData.new(props) return end

---@class DeathTaskData : gameScriptTaskData
---@field instigator gameObject
DeathTaskData = {}

---@return DeathTaskData
function DeathTaskData.new() return end

---@param props table
---@return DeathTaskData
function DeathTaskData.new(props) return end

---@class DeathWithoutAnimationCondition : AIDeathConditions
DeathWithoutAnimationCondition = {}

---@return DeathWithoutAnimationCondition
function DeathWithoutAnimationCondition.new() return end

---@param props table
---@return DeathWithoutAnimationCondition
function DeathWithoutAnimationCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function DeathWithoutAnimationCondition:Check(context) return end

---@class DeathWithoutRagdollCondition : AIDeathConditions
DeathWithoutRagdollCondition = {}

---@return DeathWithoutRagdollCondition
function DeathWithoutRagdollCondition.new() return end

---@param props table
---@return DeathWithoutRagdollCondition
function DeathWithoutRagdollCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function DeathWithoutRagdollCondition:Check(context) return end

---@class DeattachVendorRequest : MarketSystemRequest
DeattachVendorRequest = {}

---@return DeattachVendorRequest
function DeattachVendorRequest.new() return end

---@param props table
---@return DeattachVendorRequest
function DeattachVendorRequest.new(props) return end

---@class DebugDataDef : gamebbScriptDefinition
---@field WeaponSpread_EvenDistributionRowCount gamebbScriptID_Int32
---@field WeaponSpread_ProjectilesPerShot gamebbScriptID_Int32
---@field WeaponSpread_UseCircularSpread gamebbScriptID_Bool
---@field WeaponSpread_UseEvenDistribution gamebbScriptID_Bool
---@field Vehicle_BlockSwitchSeats gamebbScriptID_Bool
DebugDataDef = {}

---@return DebugDataDef
function DebugDataDef.new() return end

---@param props table
---@return DebugDataDef
function DebugDataDef.new(props) return end

---@return Bool
function DebugDataDef:AutoCreateInSystem() return end

---@class DebugGameEngine : CGameEngine
DebugGameEngine = {}

---@return DebugGameEngine
function DebugGameEngine.new() return end

---@param props table
---@return DebugGameEngine
function DebugGameEngine.new(props) return end

---@class DebugHubMenuGameController : gameuiMenuGameController
---@field menuCtrl DebugHubMenuLogicController
---@field selectorCtrl hubSelectorController
---@field menuEventDispatcher inkMenuEventDispatcher
---@field player PlayerPuppet
---@field PDS PlayerDevelopmentSystem
---@field currencyListener Uint32
---@field characterCredListener Uint32
---@field characterLevelListener Uint32
---@field characterCurrentXPListener Uint32
---@field characterCredPointsListener Uint32
---@field Transaction gameTransactionSystem
DebugHubMenuGameController = {}

---@return DebugHubMenuGameController
function DebugHubMenuGameController.new() return end

---@param props table
---@return DebugHubMenuGameController
function DebugHubMenuGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function DebugHubMenuGameController:OnButtonRelease(evt) return end

---@return Bool
function DebugHubMenuGameController:OnInitialize() return end

---@param index Int32
---@param value String
---@return Bool
function DebugHubMenuGameController:OnMenuChanged(index, value) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function DebugHubMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function DebugHubMenuGameController:OnUninitialize() return end

---@class DebugHubMenuLogicController : inkWidgetLogicController
---@field selectorWidget inkWidget
---@field selectorCtrl hubSelectorController
---@field menusList CName[]
---@field eventsList CName[]
---@field defailtMenuName CName
DebugHubMenuLogicController = {}

---@return DebugHubMenuLogicController
function DebugHubMenuLogicController.new() return end

---@param props table
---@return DebugHubMenuLogicController
function DebugHubMenuLogicController.new(props) return end

---@return Bool
function DebugHubMenuLogicController:OnInitialize() return end

---@param menuLabel String
---@param eventName CName|string
---@param menuName CName|string
function DebugHubMenuLogicController:AddMenuItem(menuLabel, eventName, menuName) return end

---@param index Int32
---@return CName
function DebugHubMenuLogicController:GetEventNameByIndex(index) return end

---@return hubSelectorController
function DebugHubMenuLogicController:GetSelectorController() return end

---@param defaultMenu CName|string
function DebugHubMenuLogicController:SetDefaultMenu(defaultMenu) return end

---@class DebugInteractionObject : gameObject
---@field choices SDebugChoice[]
---@field interaction gameinteractionsComponent
DebugInteractionObject = {}

---@return DebugInteractionObject
function DebugInteractionObject.new() return end

---@param props table
---@return DebugInteractionObject
function DebugInteractionObject.new(props) return end

---@return Bool
function DebugInteractionObject:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function DebugInteractionObject:OnInteractionChoice(choiceEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DebugInteractionObject:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DebugInteractionObject:OnTakeControl(ri) return end

---@param choiceName String
---@param data Int32
---@return gameinteractionsChoice
function DebugInteractionObject:CreateChoice(choiceName, data) return end

function DebugInteractionObject:InitializeChoices() return end

---@param factName String
function DebugInteractionObject:ResolveFact(factName) return end

---@class DebugMenuScenario_HubMenu : MenuScenario_BaseMenu
---@field defaultMenu CName
---@field cpoDefaultMenu CName
DebugMenuScenario_HubMenu = {}

---@return DebugMenuScenario_HubMenu
function DebugMenuScenario_HubMenu.new() return end

---@param props table
---@return DebugMenuScenario_HubMenu
function DebugMenuScenario_HubMenu.new(props) return end

---@return Bool
function DebugMenuScenario_HubMenu:OnBack() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function DebugMenuScenario_HubMenu:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function DebugMenuScenario_HubMenu:OnLeaveScenario(nextScenario) return end

---@param menuName CName|string
---@return Bool
function DebugMenuScenario_HubMenu:OnOpenBaseMenu(menuName) return end

---@return Bool
function DebugMenuScenario_HubMenu:OnSwitchToBuilds() return end

---@return Bool
function DebugMenuScenario_HubMenu:OnSwitchToCpoCharacterSelection() return end

---@return Bool
function DebugMenuScenario_HubMenu:OnSwitchToCpoMuppetLoadoutSelection() return end

---@return Bool
function DebugMenuScenario_HubMenu:OnSwitchToCyberware() return end

---@return Bool
function DebugMenuScenario_HubMenu:OnSwitchToFastTravel() return end

---@return CName
function DebugMenuScenario_HubMenu:GetDefaultMenu() return end

---@param menuName CName|string
function DebugMenuScenario_HubMenu:SetDefaultMenu(menuName) return end

---@class DebugNpcNameplateGameController : gameuiProjectedHUDGameController
---@field isToggledOn Bool
---@field uiBlackboard gameIBlackboard
---@field bbNPCStatsInfo redCallbackObject
---@field nameplateProjection inkScreenProjection
---@field bufferedNPC gameObject
---@field rootWidget inkWidget
---@field debugText1 inkTextWidget
---@field debugText2 inkTextWidget
DebugNpcNameplateGameController = {}

---@return DebugNpcNameplateGameController
function DebugNpcNameplateGameController.new() return end

---@param props table
---@return DebugNpcNameplateGameController
function DebugNpcNameplateGameController.new(props) return end

---@return Bool
function DebugNpcNameplateGameController:OnDebugNpcStats() return end

---@return Bool
function DebugNpcNameplateGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function DebugNpcNameplateGameController:OnNameplateDataChanged(value) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function DebugNpcNameplateGameController:OnScreenProjectionUpdate(projections) return end

---@return Bool
function DebugNpcNameplateGameController:OnUninitialize() return end

---@param obj gameObject
---@param str_1 String
---@param str_2 String
function DebugNpcNameplateGameController:GetNPCDebugNameplateStats(obj, str_1, str_2) return end

---@param argString1 String
---@param argString2 String
function DebugNpcNameplateGameController:HelperUpdateText(argString1, argString2) return end

---@class DebugOutlineEvent : redEvent
---@field type EOutlineType
---@field opacity Float
---@field requester entEntityID
---@field duration Float
DebugOutlineEvent = {}

---@return DebugOutlineEvent
function DebugOutlineEvent.new() return end

---@param props table
---@return DebugOutlineEvent
function DebugOutlineEvent.new(props) return end

---@class DebugRemoteConnectionEvent : redEvent
DebugRemoteConnectionEvent = {}

---@return DebugRemoteConnectionEvent
function DebugRemoteConnectionEvent.new() return end

---@param props table
---@return DebugRemoteConnectionEvent
function DebugRemoteConnectionEvent.new(props) return end

---@class DebugTextDrawer : gameObject
---@field text String
---@field color Color
DebugTextDrawer = {}

---@return DebugTextDrawer
function DebugTextDrawer.new() return end

---@param props table
---@return DebugTextDrawer
function DebugTextDrawer.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DebugTextDrawer:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DebugTextDrawer:OnTakeControl(ri) return end

---@class Debug_AimingLookatTestEnabled : AIDebugConditions
Debug_AimingLookatTestEnabled = {}

---@return Debug_AimingLookatTestEnabled
function Debug_AimingLookatTestEnabled.new() return end

---@param props table
---@return Debug_AimingLookatTestEnabled
function Debug_AimingLookatTestEnabled.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function Debug_AimingLookatTestEnabled:Check(context) return end

---@class Debug_CheckIfShouldReturnToSpawn : AIDebugConditions
Debug_CheckIfShouldReturnToSpawn = {}

---@return Debug_CheckIfShouldReturnToSpawn
function Debug_CheckIfShouldReturnToSpawn.new() return end

---@param props table
---@return Debug_CheckIfShouldReturnToSpawn
function Debug_CheckIfShouldReturnToSpawn.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function Debug_CheckIfShouldReturnToSpawn:Check(context) return end

---@class Debug_LookatTestEnabled : AIDebugConditions
Debug_LookatTestEnabled = {}

---@return Debug_LookatTestEnabled
function Debug_LookatTestEnabled.new() return end

---@param props table
---@return Debug_LookatTestEnabled
function Debug_LookatTestEnabled.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function Debug_LookatTestEnabled:Check(context) return end

---@class Debug_RotationTestEnabled : AIDebugConditions
Debug_RotationTestEnabled = {}

---@return Debug_RotationTestEnabled
function Debug_RotationTestEnabled.new() return end

---@param props table
---@return Debug_RotationTestEnabled
function Debug_RotationTestEnabled.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function Debug_RotationTestEnabled:Check(context) return end

---@class DebuggerProperties
---@field exclusiveMode Bool
---@field factActivated CName
---@field debugName CName
---@field layerIDs Uint32[]
DebuggerProperties = {}

---@return DebuggerProperties
function DebuggerProperties.new() return end

---@param props table
---@return DebuggerProperties
function DebuggerProperties.new(props) return end

---@class DeescalateFearInVehicle : redEvent
DeescalateFearInVehicle = {}

---@return DeescalateFearInVehicle
function DeescalateFearInVehicle.new() return end

---@param props table
---@return DeescalateFearInVehicle
function DeescalateFearInVehicle.new(props) return end

---@class DeescalationEvent : redEvent
---@field originalNotification SecuritySystemInput
DeescalationEvent = {}

---@return DeescalationEvent
function DeescalationEvent.new() return end

---@param props table
---@return DeescalationEvent
function DeescalationEvent.new(props) return end

---@class DefaultActionsParametersHolder : IScriptable
DefaultActionsParametersHolder = {}

---@return DefaultActionsParametersHolder
function DefaultActionsParametersHolder.new() return end

---@param props table
---@return DefaultActionsParametersHolder
function DefaultActionsParametersHolder.new(props) return end

---@return Int32
function DefaultActionsParametersHolder.GetAuthorizeUserClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetControlPanelCompatibleClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetCrackDeviceProtectionClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetDefaultPuppetActionClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetDisassembleClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetFixingClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetForceAirlockDecompressionClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetForceDecompressionClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetForceOpenClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetForceSafetyShuttersClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetHackDecompressionClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetHackSafetyShuttersClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetInteractiveClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetOpenSecretClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetQuestClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetRewireSmashRoverLiftClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetRewireToggleRoverLiftClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetSetOnSetOffActions() return end

---@return Int32
function DefaultActionsParametersHolder.GetSmashRoverLiftClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetSpiderbotClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetStatusClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetSystemCompatibleClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetTakeOverControl() return end

---@return Int32
function DefaultActionsParametersHolder.GetTerminalCompatibleClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleActivationClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleAlarmClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleAuthorizationClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleCycleAirLockClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleLockClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleOnClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleOpenBlindersClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleOpenClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetTogglePowerClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleRoverLiftClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleSealClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleSecureScreenClearance() return end

---@return Int32
function DefaultActionsParametersHolder.GetToggleStreamFeedClearance() return end

---@class DefaultTest : gamestateMachineFunctor
DefaultTest = {}

---@return DefaultTest
function DefaultTest.new() return end

---@param props table
---@return DefaultTest
function DefaultTest.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTest:EnterCondition(stateContext, scriptInterface) return end

---@class DefaultTransition : gamestateMachineFunctor
DefaultTransition = {}

---@return DefaultTransition
function DefaultTransition.new() return end

---@param props table
---@return DefaultTransition
function DefaultTransition.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.DEBUG_IsDivingForced(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.DEBUG_IsSurfaceSwimmingForced(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.DEBUG_IsSwimmingForced(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition.Get2DLinearSpeed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameItemObject
function DefaultTransition.GetActiveLeftHandItem(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameweaponObject
function DefaultTransition.GetActiveWeapon(scriptInterface) return end

---@param executionOwner gameObject
---@param id gamebbScriptID_Int32
---@return Int32
function DefaultTransition.GetBlackboardIntVariable(executionOwner, id) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param targetObject ScriptedPuppet
---@param withinDistance Float
---@return gameWeakspotObject
function DefaultTransition.GetClosestWeakspot(scriptInterface, targetObject, withinDistance) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition.GetDistanceToGround(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition.GetDistanceToTarget(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param inLenght Float
---@return Vector4
function DefaultTransition.GetGroundPosition(scriptInterface, inLenght) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param targetingSystem gametargetingTargetingSystem
---@param withinDistance Float
---@param withinAngle Float
---@return gameObject, EulerAngles
function DefaultTransition.GetLeapableObject(scriptInterface, targetingSystem, withinDistance, withinAngle) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Vector4
function DefaultTransition.GetLinearVelocity(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return EPlayerMovementDirection
function DefaultTransition.GetMovementDirection(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition.GetMovementInputActionValue(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param downwardRaycastLength Float
---@return Float
function DefaultTransition.GetPlayerDistanceToGround(scriptInterface, downwardRaycastLength) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Vector4
function DefaultTransition.GetPlayerPosition(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return PlayerPuppet
function DefaultTransition.GetPlayerPuppet(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param searchQuery gameTargetSearchQuery
---@param withinDistance Float
---@param checkForLeapableObject Bool
---@param withinAngle Float
---@return gameObject
function DefaultTransition.GetTargetObject(scriptInterface, searchQuery, withinDistance, checkForLeapableObject, withinAngle) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param withinDistance Float
---@param checkForLeapableObject Bool
---@param withinAngle Float
---@return gameObject
function DefaultTransition.GetTargetObject(scriptInterface, withinDistance, checkForLeapableObject, withinAngle) return end

---@return Vector4
function DefaultTransition.GetUpVector() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param weapon gameweaponObject
---@return Bool, gamedataItemType
function DefaultTransition.GetWeaponItemType(scriptInterface, weapon) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition.GetYawMovementDirection(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.HasActiveInteraction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.HasMeleeWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param checkForTag Bool
---@return Bool
function DefaultTransition.HasRightWeaponEquipped(scriptInterface, checkForTag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param threshold Float
---@return Bool
function DefaultTransition.IsAxisButtonHeldGreaterEqual(scriptInterface, threshold) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsChargeRangedWeapon(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsChargingWeapon(scriptInterface) return end

---@param owner gameObject
---@return Bool
function DefaultTransition.IsFastForwardByLine(owner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsHeavyWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsInRpgContext(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsInWorkspot(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsInteractingWithTerminal(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param targetObject gameObject
---@param withinDistance Float
---@return Bool
function DefaultTransition.IsLeapableTargetValid(scriptInterface, targetObject, withinDistance) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition.IsRangedWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param threshold Float
---@return Bool
function DefaultTransition.IsXYActionInputGreaterEqual(scriptInterface, threshold) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param presetName String
function DefaultTransition.PlayRumble(scriptInterface, presetName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param intensity String
function DefaultTransition.PlayRumbleLoop(scriptInterface, intensity) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition.RemoveAllBreathingEffects(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param weaponObject gameweaponObject
---@return Bool
function DefaultTransition.ShouldCheckForLeapableTarget(scriptInterface, weaponObject) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param intensity String
function DefaultTransition.StopRumbleLoop(scriptInterface, intensity) return end

---@param stringToChange String
function DefaultTransition.UppercaseFirstChar(stringToChange) return end

---@param newState Bool
---@param weapon gameweaponObject
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ActivateDamageProjection(newState, weapon, scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@param duration Float
---@param distanceRadius Float
---@param rotationDuration Float
---@param curveName CName|string
---@param useParabolicMotion Bool
---@param targetPosition Vector4
---@return Bool
function DefaultTransition:AdjustPlayerPosition(stateContext, scriptInterface, target, duration, distanceRadius, rotationDuration, curveName, useParabolicMotion, targetPosition) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:AreChoiceHubsActive(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param blockAimingFor Float
function DefaultTransition:BlockAimingForTime(stateContext, scriptInterface, blockAimingFor) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function DefaultTransition:BreakEffectLoop(scriptInterface, effectName) return end

---@param weapon gameweaponObject
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:CanWeaponSilentKill(weapon, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param entityID entEntityID
---@param statPoolType gamedataStatPoolType
---@param changeByValue Float
---@param asPercentage Bool
function DefaultTransition:ChangeStatPoolValue(scriptInterface, entityID, statPoolType, changeByValue, asPercentage) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:CheckActiveConsumable(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:CheckConsumableLootDataCondition(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param SMSide EEquipmentSide
---@param compareToState EEquipmentState
---@return Bool
function DefaultTransition:CheckEquipmentStateMachineState(stateContext, SMSide, compareToState) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:CheckGenericEquipItemConditions(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:CheckIsFastForwardByLine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param compareToType gamedataItemCategory
---@return Bool
function DefaultTransition:CheckItemCategoryInQuickWheel(scriptInterface, compareToType) return end

---@param stateContext gamestateMachineStateContextScript
---@param parameterName CName|string
function DefaultTransition:ClearItemIDWrapperPermanentParameter(stateContext, parameterName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param blackboardID gamebbScriptID_Int32
---@param CompareTo Int32
---@return Bool
function DefaultTransition:CompareLocalBlackboardInt(scriptInterface, blackboardID, CompareTo) return end

---@param smName CName|string
---@param smState CName[]|string[]
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:CompareSMState(smName, smState, stateContext) return end

---@param smName CName|string
---@param smState CName|string
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:CompareSMState(smName, smState, stateContext) return end

---@param definitionName CName|string
---@param referenceName CName|string
---@param smState CName|string
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:CompareSMStateWithIden(definitionName, referenceName, smState, stateContext) return end

---@param adjustRequest gamestateMachineparameterTypeAdjustTransformWithDurations
---@param target gameObject
---@param targetPosition Vector4
---@param distanceRadius Float
---@param playerPosition Vector4
---@return Vector4
function DefaultTransition:CompensateTargetPos(adjustRequest, target, targetPosition, distanceRadius, playerPosition) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param b Bool
function DefaultTransition:DisableCameraBobbing(stateContext, scriptInterface, b) return end

---@param lookAtTarget Vector4
---@param duration Float
---@param maxDuration Float
---@return gameaimAssistAimRequest
function DefaultTransition:FillLookAtRequestData(lookAtTarget, duration, maxDuration) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:ForceDisableRadialWheel(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ForceDisableToggleWalk(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ForceDisableVisionMode(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ForceFreeze(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ForceIdle(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ForceIdleVehicle(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@return Float
function DefaultTransition:GetActionHoldTime(stateContext, scriptInterface, actionName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param varName CName|string
---@return Bool
function DefaultTransition:GetBoolFromQuestDB(scriptInterface, varName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return BraindanceSystem
function DefaultTransition:GetBraindanceSystem(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition:GetCameraYaw(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:GetCancelChargeButtonInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param isTargetKnockedOver Bool
---@param slotComponent entSlotComponent
---@return Bool, WorldTransform
function DefaultTransition:GetClosestSlotTransform(scriptInterface, isTargetKnockedOver, slotComponent) return end

---@param stateContext gamestateMachineStateContextScript
---@return gameSceneTierData
function DefaultTransition:GetCurrentSceneTierData(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return GameplayTier
function DefaultTransition:GetCurrentTier(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return CName
function DefaultTransition:GetFFParamsForCrouch(scriptInterface) return end

---@param tweakDBPath String
---@return GameplayCameraData
function DefaultTransition:GetGameplayCameraParameters(tweakDBPath) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition:GetHorizontalMovementDirection(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return HUDManager
function DefaultTransition:GetHudManager(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param parameterName CName|string
---@return ItemID
function DefaultTransition:GetItemIDFromWrapperPermanentParameter(stateContext, parameterName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameItemObject
function DefaultTransition:GetItemInLeftHandSlot(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameItemObject
function DefaultTransition:GetItemInRightHandSlot(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return ItemID
function DefaultTransition:GetLeftHandItemFromParam(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return CName
function DefaultTransition:GetLocomotionState(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameinteractionsvisLootData
function DefaultTransition:GetLootData(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return String
function DefaultTransition:GetQuickWheelItemName(scriptInterface) return end

---@param side EEquipmentSide
---@return CName
function DefaultTransition:GetReferenceNameFromEquipmentSide(side) return end

---@param stateContext gamestateMachineStateContextScript
---@return ItemID
function DefaultTransition:GetRightHandItemFromParam(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return scnScriptInterface
function DefaultTransition:GetSceneSystemInterface(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function DefaultTransition:GetSceneTier(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param statType gamedataStatType
---@param statSystem gameStatsSystem
---@param object gameObject
---@return Float
function DefaultTransition:GetStatFloatValue(scriptInterface, statType, statSystem, object) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param entityID entEntityID
---@param statPool gamedataStatPoolType
---@param asPrecentage Bool
---@return Float
function DefaultTransition:GetStatPoolValue(scriptInterface, entityID, statPool, asPrecentage) return end

---@param equipmentState EEquipmentState
---@return CName
function DefaultTransition:GetStateNameFromEquipmentState(equipmentState) return end

---@param stateContext gamestateMachineStateContextScript
---@return gamedataStatusEffectPlayerData_Record
function DefaultTransition:GetStatusEffectRecordData(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return ETakedownActionType
function DefaultTransition:GetTakedownAction(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function DefaultTransition:GetVerticalSpeed(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param tag CName|string
---@param itemID ItemID
---@return Bool
function DefaultTransition:GetWeaponItemTag(stateContext, scriptInterface, tag, itemID) return end

---@param weapon gameweaponObject
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:HandleDamagePreview(weapon, scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:HasActiveConsumable(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:HasAnyValidWeaponAvailable(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param entityID entEntityID
---@param statPool gamedataStatPoolType
---@return Bool
function DefaultTransition:HasStatPoolValueReachedMax(scriptInterface, entityID, statPool) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param timeStampName CName|string
---@return Bool
function DefaultTransition:HasTimeStampElapsed(stateContext, scriptInterface, timeStampName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param blockAimingFor Float
function DefaultTransition:HoldAimingForTime(stateContext, scriptInterface, blockAimingFor) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param distance Float
---@return Bool
function DefaultTransition:IsActiveVehicleVisible(scriptInterface, distance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsAimingBlockedForTime(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsAimingHeldForTime(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsAimingSoftBlocked(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsAnyEquipmentStateMachineActive(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param cameraPitchThreshold Float
---@return Bool
function DefaultTransition:IsCameraPitchAcceptable(stateContext, scriptInterface, cameraPitchThreshold) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsCarryingBody(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsCrouchForced(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsDeepEnoughToSwim(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@return Bool
function DefaultTransition:IsDisplayingInputHintBlocked(scriptInterface, actionName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsDoorInteractionActive(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsEmptyHandsForced(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param distance Float
---@return Bool
function DefaultTransition:IsEnemyOrSensoryDeviceVisible(scriptInterface, distance) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param distance Float
---@return Bool
function DefaultTransition:IsEnemyVisible(scriptInterface, distance) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsExaminingDevice(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsExitVehicleBlocked(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInEmptyHandsState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInFirstEquip(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInFocusMode(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param highLevelStateName CName|string
---@return Bool
function DefaultTransition:IsInHighLevelState(stateContext, highLevelStateName) return end

---@param stateContext gamestateMachineStateContextScript
---@param inputContextStateName CName|string
---@return Bool
function DefaultTransition:IsInInputContextState(stateContext, inputContextStateName) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInItemWheelState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInLadderState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param locomotionStateName CName|string
---@return Bool
function DefaultTransition:IsInLocomotionState(stateContext, locomotionStateName) return end

---@param stateContext gamestateMachineStateContextScript
---@param meleeStateName CName|string
---@return Bool
function DefaultTransition:IsInMeleeState(stateContext, meleeStateName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInMinigame(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInPhotoMode(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInSafeSceneTier(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInSafeZone(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInSlidingState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInStealthLocomotion(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsInTakedownState(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInTier2Locomotion(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param upperBodyStateName CName|string
---@return Bool
function DefaultTransition:IsInUpperBodyState(stateContext, upperBodyStateName) return end

---@param stateContext gamestateMachineStateContextScript
---@param vehicleStateName CName|string
---@return Bool
function DefaultTransition:IsInVehicleState(stateContext, vehicleStateName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInVisionModeActiveState(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsInWeaponReloadState(scriptInterface) return end

---@param item ItemID
---@return Bool
function DefaultTransition:IsItemMeleeWeapon(item) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsLeftHandInEquippedState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsLeftHandInUnequippedState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsLeftHandInUnequippingState(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsLookingAtEnemyNPC(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsLootDataActive(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsMovementInput(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsNameplateVisible(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsNoCombatActionsForced(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerExhausted(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerInAnyMenu(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerInBraindance(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerInCombat(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerInSecuritySystem(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerMoving(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerMovingBackwards(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerMovingHorizontally(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerMovingVertically(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayerTired(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsPlayingAsReplacer(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsQuickHackPanelOpened(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsQuickWheelItemACyberdeck(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param cyberwareType gamedataItemType
---@return Bool
function DefaultTransition:IsQuickWheelItemACyberware(scriptInterface, cyberwareType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsRadialWheelOpen(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsRightHandChangingEquipState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsRightHandInEquippedState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsRightHandInEquippingState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsRightHandInUnequippedState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function DefaultTransition:IsRightHandInUnequippingState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsSafeStateForced(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param timeDilationReason CName|string
---@return Bool
function DefaultTransition:IsTimeDilationActive(stateContext, scriptInterface, timeDilationReason) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUploadingQuickHack(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUsingConsumableRestricted(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUsingFirearmsForced(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUsingFistsForced(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUsingLeftHandAllowed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsUsingMeleeForced(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsVaultingClimbingRestricted(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsVehicleBlockingCombat(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsVehicleCameraChangeBlocked(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsVehicleExitCombatModeBlocked(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:IsWeaponStateBlockingAiming(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function DefaultTransition:ItemsInLootData(scriptInterface) return end

---@param slot TweakDBID|string
---@param item ItemID
function DefaultTransition:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function DefaultTransition:OnItemUnequipped(slot, item) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param value Float
function DefaultTransition:OnStatChanged(ownerID, statType, diff, value) return end

---@param statusEffect gamedataStatusEffect_Record
function DefaultTransition:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function DefaultTransition:OnStatusEffectRemoved(statusEffect) return end

---@param soundName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:PlaySound(soundName, scriptInterface) return end

---@param evtName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
---@param evtParam Float
function DefaultTransition:PlaySoundMetadataEvent(evtName, scriptInterface, evtParam) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:PlayerHasGrenadeCharges(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackRecord gamedataAttack_Record
---@return Bool
function DefaultTransition:PrepareGameEffectAoEAttack(stateContext, scriptInterface, attackRecord) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ProcessCombatGadgetActionInputCaching(scriptInterface, stateContext) return end

---@param parameterName CName|string
---@param state Bool
---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ProcessPermanentBoolParameterToggle(parameterName, state, stateContext) return end

---@param cameraParams CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:QueueSetCameraParamsEvent(cameraParams, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:QueueSetCameraParamsEvent_Tier3Scene(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@param source CName|string
function DefaultTransition:RemoveInputHint(scriptInterface, actionName, source) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param source CName|string
function DefaultTransition:RemoveInputHintsBySource(scriptInterface, source) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@param slideTime Float
---@param distanceRadius Float
---@param rotationDuration Float
---@param adjustPosition Vector4
---@param useParabolicMotion Bool
---@return Bool
function DefaultTransition:RequestPlayerPositionAdjustment(stateContext, scriptInterface, target, slideTime, distanceRadius, rotationDuration, adjustPosition, useParabolicMotion) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param slideTime Float
---@param distanceRadius Float
---@param adjustPosition Vector4
---@param adjustCurveName CName|string
---@return Bool
function DefaultTransition:RequestPlayerPositionAdjustmentWithCurve(stateContext, scriptInterface, slideTime, distanceRadius, adjustPosition, adjustCurveName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param requestedCameraPerspective vehicleCameraPerspective
function DefaultTransition:RequestVehicleCameraPerspective(scriptInterface, requestedCameraPerspective) return end

---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ResetForceFlags(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:ResetSoftBlockAiming(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param telemetryData ETelemetryData
---@param modifyValue Int32
function DefaultTransition:SendDataTrackingRequest(scriptInterface, telemetryData, modifyValue) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param item ItemID
---@param equipAnimType gameEquipAnimationType
function DefaultTransition:SendDrawItemRequest(scriptInterface, item, equipAnimType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param requestType EquipmentManipulationAction
---@param equipAnimType gameEquipAnimationType
function DefaultTransition:SendEquipmentSystemWeaponManipulationRequest(scriptInterface, requestType, equipAnimType) return end

---@param paramName CName|string
---@param paramValue Float
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:SetAudioParameter(paramName, paramValue, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Bool
---@param value Bool
function DefaultTransition:SetBlackboardBoolVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Float
---@param value Float
function DefaultTransition:SetBlackboardFloatVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Int32
---@param value Int32
function DefaultTransition:SetBlackboardIntVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param tweakDBPath String
function DefaultTransition:SetGameplayCameraParameters(scriptInterface, tweakDBPath) return end

---@param stateContext gamestateMachineStateContextScript
---@param parameterName CName|string
---@param item ItemID
function DefaultTransition:SetItemIDWrapperPermanentParameter(stateContext, parameterName, item) return end

---@param direction gameaudioeventsSurfaceDirection
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:SetSurfaceMaterialProbingDirection(direction, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param sceneMode Bool
function DefaultTransition:SetVehicleCameraSceneMode(scriptInterface, sceneMode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param shouldAim Bool
function DefaultTransition:SetZoomStateAnimFeature(scriptInterface, shouldAim) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:ShouldEnterSafe(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:ShouldIgnoreWeaponSafe(scriptInterface) return end

---@param showIfAiming Bool
---@param weaponObject gameweaponObject
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function DefaultTransition:ShowAttackPreview(showIfAiming, weaponObject, scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@param source CName|string
---@param label String
---@param holdIndicationType inkInputHintHoldIndicationType
---@param enableHoldAnimation Bool
---@param sortingPriority Int32
---@param inputHintKeyCombinationType inkInputHintKeyCombinationType
function DefaultTransition:ShowInputHint(scriptInterface, actionName, source, label, holdIndicationType, enableHoldAnimation, sortingPriority, inputHintKeyCombinationType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param blockAimingFor Float
function DefaultTransition:SoftBlockAimingForTime(stateContext, scriptInterface, blockAimingFor) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
---@param blackboard worldEffectBlackboard
function DefaultTransition:StartEffect(scriptInterface, effectName, blackboard) return end

---@param statPoolsSystem gameStatPoolsSystem
---@param weaponEntityID entEntityID
---@param poolType gamedataStatPoolType
---@param rangeBegin Float
---@param rangeEnd Float
---@param valuePerSec Float
function DefaultTransition:StartPool(statPoolsSystem, weaponEntityID, poolType, rangeBegin, rangeEnd, valuePerSec) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param statPoolType gamedataStatPoolType
function DefaultTransition:StartStatPoolDecay(scriptInterface, statPoolType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function DefaultTransition:StopEffect(scriptInterface, effectName) return end

---@param statPoolsSystem gameStatPoolsSystem
---@param weaponEntityID entEntityID
---@param poolType gamedataStatPoolType
---@param startDecay Bool
---@param rangeBegin Float
---@param rangeEnd Float
function DefaultTransition:StopPool(statPoolsSystem, weaponEntityID, poolType, startDecay, rangeBegin, rangeEnd) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param statPoolType gamedataStatPoolType
function DefaultTransition:StopStatPoolDecayAndRegenerate(scriptInterface, statPoolType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:ThreatsOnPlayerThreatList(scriptInterface) return end

---@param weapon gameweaponObject
---@param toggleOn Bool
function DefaultTransition:ToggleAudioAimDownSights(weapon, toggleOn) return end

---@param owner gameObject
---@param takedownActionType ETakedownActionType
function DefaultTransition:TriggerNoiseStim(owner, takedownActionType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param factName CName|string
---@param add Int32
function DefaultTransition:TutorialAddFact(scriptInterface, factName, add) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param factName CName|string
function DefaultTransition:TutorialSetFact(scriptInterface, factName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DefaultTransition:UpdateCameraParams(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DefaultTransition:UsingJohnnyReplacer(scriptInterface) return end

---@class DefaultTransitionAttachmentSlotsCallback : gameAttachmentSlotsScriptCallback
---@field transitionOwner DefaultTransition
DefaultTransitionAttachmentSlotsCallback = {}

---@return DefaultTransitionAttachmentSlotsCallback
function DefaultTransitionAttachmentSlotsCallback.new() return end

---@param props table
---@return DefaultTransitionAttachmentSlotsCallback
function DefaultTransitionAttachmentSlotsCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function DefaultTransitionAttachmentSlotsCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function DefaultTransitionAttachmentSlotsCallback:OnItemUnequipped(slot, item) return end

---@class DefaultTransitionStatListener : gameScriptStatsListener
---@field transitionOwner DefaultTransition
DefaultTransitionStatListener = {}

---@return DefaultTransitionStatListener
function DefaultTransitionStatListener.new() return end

---@param props table
---@return DefaultTransitionStatListener
function DefaultTransitionStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function DefaultTransitionStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class DefaultTransitionStatusEffectListener : gameScriptStatusEffectListener
---@field transitionOwner DefaultTransition
DefaultTransitionStatusEffectListener = {}

---@return DefaultTransitionStatusEffectListener
function DefaultTransitionStatusEffectListener.new() return end

---@param props table
---@return DefaultTransitionStatusEffectListener
function DefaultTransitionStatusEffectListener.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
function DefaultTransitionStatusEffectListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function DefaultTransitionStatusEffectListener:OnStatusEffectRemoved(statusEffect) return end

---@class DefaultUIInventoryItemStatsProvider : IUIInventoryItemStatsProvider
---@field statType gamedataStatType
---@field manager UIInventoryItemsManager
DefaultUIInventoryItemStatsProvider = {}

---@return DefaultUIInventoryItemStatsProvider
function DefaultUIInventoryItemStatsProvider.new() return end

---@param props table
---@return DefaultUIInventoryItemStatsProvider
function DefaultUIInventoryItemStatsProvider.new(props) return end

---@param statType gamedataStatType
---@param manager UIInventoryItemsManager
---@return DefaultUIInventoryItemStatsProvider
function DefaultUIInventoryItemStatsProvider.Make(statType, manager) return end

---@return UIItemStatProperties
function DefaultUIInventoryItemStatsProvider:Get() return end

---@class DelayEvent : ActionBool
DelayEvent = {}

---@return DelayEvent
function DelayEvent.new() return end

---@param props table
---@return DelayEvent
function DelayEvent.new(props) return end

function DelayEvent:SetProperties() return end

---@class DelayHackedEvent : redEvent
---@field itemID ItemID
DelayHackedEvent = {}

---@return DelayHackedEvent
function DelayHackedEvent.new() return end

---@param props table
---@return DelayHackedEvent
function DelayHackedEvent.new(props) return end

---@class DelayPassiveConditionEvaluationEvent : redEvent
DelayPassiveConditionEvaluationEvent = {}

---@return DelayPassiveConditionEvaluationEvent
function DelayPassiveConditionEvaluationEvent.new() return end

---@param props table
---@return DelayPassiveConditionEvaluationEvent
function DelayPassiveConditionEvaluationEvent.new(props) return end

---@class DelayPrereqEvent : redEvent
---@field state GameTimePrereqState
DelayPrereqEvent = {}

---@return DelayPrereqEvent
function DelayPrereqEvent.new() return end

---@param props table
---@return DelayPrereqEvent
function DelayPrereqEvent.new(props) return end

---@class DelayReactionToMissingPassengersEvent : redEvent
---@field stimEvent senseStimuliEvent
---@field delayedAlready Bool
DelayReactionToMissingPassengersEvent = {}

---@return DelayReactionToMissingPassengersEvent
function DelayReactionToMissingPassengersEvent.new() return end

---@param props table
---@return DelayReactionToMissingPassengersEvent
function DelayReactionToMissingPassengersEvent.new(props) return end

---@class DelaySetCoverNPCCurrentlyExposed : redEvent
---@field exposed Bool
DelaySetCoverNPCCurrentlyExposed = {}

---@return DelaySetCoverNPCCurrentlyExposed
function DelaySetCoverNPCCurrentlyExposed.new() return end

---@param props table
---@return DelaySetCoverNPCCurrentlyExposed
function DelaySetCoverNPCCurrentlyExposed.new(props) return end

---@class DelaySpawning : redEvent
DelaySpawning = {}

---@return DelaySpawning
function DelaySpawning.new() return end

---@param props table
---@return DelaySpawning
function DelaySpawning.new(props) return end

---@class DelayStimEvent : redEvent
---@field stimEvent senseStimuliEvent
---@field fullEventPipeline Bool
DelayStimEvent = {}

---@return DelayStimEvent
function DelayStimEvent.new() return end

---@param props table
---@return DelayStimEvent
function DelayStimEvent.new(props) return end

---@class DelayedAchivementCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field id Int32
---@field progress Float
---@field dataTrackingSystem DataTrackingSystem
DelayedAchivementCallback = {}

---@return DelayedAchivementCallback
function DelayedAchivementCallback.new() return end

---@param props table
---@return DelayedAchivementCallback
function DelayedAchivementCallback.new(props) return end

---@param id Int32
---@param progress Float
---@param dataTrackingSystem DataTrackingSystem
---@return DelayedAchivementCallback
function DelayedAchivementCallback.Create(id, progress, dataTrackingSystem) return end

function DelayedAchivementCallback:Call() return end

---@class DelayedAnimFeatureCall : gameDelaySystemScriptedDelayCallbackWrapper
---@field featureName CName
---@field animFeature animAnimFeature_EquipUnequipItem
---@field scriptInterface gamestateMachineGameScriptInterface
DelayedAnimFeatureCall = {}

---@return DelayedAnimFeatureCall
function DelayedAnimFeatureCall.new() return end

---@param props table
---@return DelayedAnimFeatureCall
function DelayedAnimFeatureCall.new(props) return end

function DelayedAnimFeatureCall:Call() return end

---@class DelayedBikeKnockOffEvent : redEvent
DelayedBikeKnockOffEvent = {}

---@return DelayedBikeKnockOffEvent
function DelayedBikeKnockOffEvent.new() return end

---@param props table
---@return DelayedBikeKnockOffEvent
function DelayedBikeKnockOffEvent.new(props) return end

---@class DelayedComDeviceClose : redEvent
DelayedComDeviceClose = {}

---@return DelayedComDeviceClose
function DelayedComDeviceClose.new() return end

---@param props table
---@return DelayedComDeviceClose
function DelayedComDeviceClose.new(props) return end

---@class DelayedCrowdReactionEvent : redEvent
---@field stimEvent senseStimuliEvent
---@field vehicleFearPhase Int32
DelayedCrowdReactionEvent = {}

---@return DelayedCrowdReactionEvent
function DelayedCrowdReactionEvent.new() return end

---@param props table
---@return DelayedCrowdReactionEvent
function DelayedCrowdReactionEvent.new(props) return end

---@class DelayedDescriptionIntro : redEvent
DelayedDescriptionIntro = {}

---@return DelayedDescriptionIntro
function DelayedDescriptionIntro.new() return end

---@param props table
---@return DelayedDescriptionIntro
function DelayedDescriptionIntro.new(props) return end

---@class DelayedDeviceActionEvent : redEvent
---@field action ScriptableDeviceAction
DelayedDeviceActionEvent = {}

---@return DelayedDeviceActionEvent
function DelayedDeviceActionEvent.new() return end

---@param props table
---@return DelayedDeviceActionEvent
function DelayedDeviceActionEvent.new(props) return end

---@class DelayedDeviceOperationTriggerEvent : redEvent
---@field triggerHandler DeviceOperationsTrigger
---@field namedOperation OperationExecutionData
DelayedDeviceOperationTriggerEvent = {}

---@return DelayedDeviceOperationTriggerEvent
function DelayedDeviceOperationTriggerEvent.new() return end

---@param props table
---@return DelayedDeviceOperationTriggerEvent
function DelayedDeviceOperationTriggerEvent.new(props) return end

---@class DelayedForceAboutToExplodeStateRequest : gameScriptableSystemRequest
---@field state VehiclePreventionHackState
DelayedForceAboutToExplodeStateRequest = {}

---@return DelayedForceAboutToExplodeStateRequest
function DelayedForceAboutToExplodeStateRequest.new() return end

---@param props table
---@return DelayedForceAboutToExplodeStateRequest
function DelayedForceAboutToExplodeStateRequest.new(props) return end

---@class DelayedGameEffectEvent : redEvent
---@field activator gameObject
---@field target gameObject
---@field effectName CName
---@field effectTag CName
---@field statusEffect String
DelayedGameEffectEvent = {}

---@return DelayedGameEffectEvent
function DelayedGameEffectEvent.new() return end

---@param props table
---@return DelayedGameEffectEvent
function DelayedGameEffectEvent.new(props) return end

---@class DelayedHUDInitializeEvent : redEvent
DelayedHUDInitializeEvent = {}

---@return DelayedHUDInitializeEvent
function DelayedHUDInitializeEvent.new() return end

---@param props table
---@return DelayedHUDInitializeEvent
function DelayedHUDInitializeEvent.new(props) return end

---@class DelayedHandleQuickLoadEvent : redEvent
DelayedHandleQuickLoadEvent = {}

---@return DelayedHandleQuickLoadEvent
function DelayedHandleQuickLoadEvent.new() return end

---@param props table
---@return DelayedHandleQuickLoadEvent
function DelayedHandleQuickLoadEvent.new(props) return end

---@class DelayedHighlightUpdateEvent : redEvent
DelayedHighlightUpdateEvent = {}

---@return DelayedHighlightUpdateEvent
function DelayedHighlightUpdateEvent.new() return end

---@param props table
---@return DelayedHighlightUpdateEvent
function DelayedHighlightUpdateEvent.new(props) return end

---@class DelayedItemEquipped : redEvent
DelayedItemEquipped = {}

---@return DelayedItemEquipped
function DelayedItemEquipped.new() return end

---@param props table
---@return DelayedItemEquipped
function DelayedItemEquipped.new(props) return end

---@class DelayedJournalUpdate : redEvent
---@field newMessageSpawned Bool
---@field typing Bool
---@field delay Float
---@field entryHash Uint32
---@field parentHash Int32
DelayedJournalUpdate = {}

---@return DelayedJournalUpdate
function DelayedJournalUpdate.new() return end

---@param props table
---@return DelayedJournalUpdate
function DelayedJournalUpdate.new(props) return end

---@class DelayedOperationEvent : redEvent
---@field operationHandler DeviceOperations
---@field operation SBaseDeviceOperationData
DelayedOperationEvent = {}

---@return DelayedOperationEvent
function DelayedOperationEvent.new() return end

---@param props table
---@return DelayedOperationEvent
function DelayedOperationEvent.new(props) return end

---@class DelayedRefreshUI : redEvent
DelayedRefreshUI = {}

---@return DelayedRefreshUI
function DelayedRefreshUI.new() return end

---@param props table
---@return DelayedRefreshUI
function DelayedRefreshUI.new(props) return end

---@class DelayedRegisterToGlobalInputCallbackEvent : redEvent
DelayedRegisterToGlobalInputCallbackEvent = {}

---@return DelayedRegisterToGlobalInputCallbackEvent
function DelayedRegisterToGlobalInputCallbackEvent.new() return end

---@param props table
---@return DelayedRegisterToGlobalInputCallbackEvent
function DelayedRegisterToGlobalInputCallbackEvent.new(props) return end

---@class DelayedSelect : gameDelaySystemScriptedDelayCallbackWrapper
---@field controller CraftingMainLogicController
---@field index Uint32
DelayedSelect = {}

---@return DelayedSelect
function DelayedSelect.new() return end

---@param props table
---@return DelayedSelect
function DelayedSelect.new(props) return end

function DelayedSelect:Call() return end

---@class DelayedSetItemModeShown : redEvent
DelayedSetItemModeShown = {}

---@return DelayedSetItemModeShown
function DelayedSetItemModeShown.new() return end

---@param props table
---@return DelayedSetItemModeShown
function DelayedSetItemModeShown.new(props) return end

---@class DelayedSmartGunUISoundClue : gameDelaySystemScriptedDelayCallbackWrapper
---@field puppet gameObject
---@field audioEventName CName
DelayedSmartGunUISoundClue = {}

---@return DelayedSmartGunUISoundClue
function DelayedSmartGunUISoundClue.new() return end

---@param props table
---@return DelayedSmartGunUISoundClue
function DelayedSmartGunUISoundClue.new(props) return end

---@param puppet gameObject
---@param audioEventName CName|string
---@return DelayedSmartGunUISoundClue
function DelayedSmartGunUISoundClue.Create(puppet, audioEventName) return end

function DelayedSmartGunUISoundClue:Call() return end

---@class DelayedStatusEffectApplicationEvent : redEvent
---@field statusEffectEvent gameeventsApplyStatusEffectEvent
DelayedStatusEffectApplicationEvent = {}

---@return DelayedStatusEffectApplicationEvent
function DelayedStatusEffectApplicationEvent.new() return end

---@param props table
---@return DelayedStatusEffectApplicationEvent
function DelayedStatusEffectApplicationEvent.new(props) return end

---@class DelayedStopVehicle : gameScriptableSystemRequest
---@field state VehiclePreventionHackState
DelayedStopVehicle = {}

---@return DelayedStopVehicle
function DelayedStopVehicle.new() return end

---@param props table
---@return DelayedStopVehicle
function DelayedStopVehicle.new(props) return end

---@class DelayedTimetableEvent : redEvent
---@field eventToForward DeviceTimetableEvent
---@field targetPS ScriptableDeviceComponentPS
DelayedTimetableEvent = {}

---@return DelayedTimetableEvent
function DelayedTimetableEvent.new() return end

---@param props table
---@return DelayedTimetableEvent
function DelayedTimetableEvent.new(props) return end

---@class DelayedTooltipCall : gameDelaySystemScriptedDelayCallbackWrapper
---@field controller UpgradingScreenController
DelayedTooltipCall = {}

---@return DelayedTooltipCall
function DelayedTooltipCall.new() return end

---@param props table
---@return DelayedTooltipCall
function DelayedTooltipCall.new(props) return end

function DelayedTooltipCall:Call() return end

---@class DelayedUIRefreshEvent : redEvent
DelayedUIRefreshEvent = {}

---@return DelayedUIRefreshEvent
function DelayedUIRefreshEvent.new() return end

---@param props table
---@return DelayedUIRefreshEvent
function DelayedUIRefreshEvent.new(props) return end

---@class DelayedUpdateDeviceStateEvent : redEvent
DelayedUpdateDeviceStateEvent = {}

---@return DelayedUpdateDeviceStateEvent
function DelayedUpdateDeviceStateEvent.new() return end

---@param props table
---@return DelayedUpdateDeviceStateEvent
function DelayedUpdateDeviceStateEvent.new(props) return end

---@class DelayedUpdateLayoutEvent : redEvent
DelayedUpdateLayoutEvent = {}

---@return DelayedUpdateLayoutEvent
function DelayedUpdateLayoutEvent.new() return end

---@param props table
---@return DelayedUpdateLayoutEvent
function DelayedUpdateLayoutEvent.new(props) return end

---@class DelayedVisibilityInAnimSystemRequest : gameScriptableSystemRequest
---@field data ForcedVisibilityInAnimSystemData
---@field isVisible Bool
---@field entityID entEntityID
DelayedVisibilityInAnimSystemRequest = {}

---@return DelayedVisibilityInAnimSystemRequest
function DelayedVisibilityInAnimSystemRequest.new() return end

---@param props table
---@return DelayedVisibilityInAnimSystemRequest
function DelayedVisibilityInAnimSystemRequest.new(props) return end

---@class DeleteEquipmentSetRequest : gamePlayerScriptableSystemRequest
---@field setName String
DeleteEquipmentSetRequest = {}

---@return DeleteEquipmentSetRequest
function DeleteEquipmentSetRequest.new() return end

---@param props table
---@return DeleteEquipmentSetRequest
function DeleteEquipmentSetRequest.new(props) return end

---@class DeleteWardrobeSetRequest : gamePlayerScriptableSystemRequest
---@field setID gameWardrobeClothingSetIndex
DeleteWardrobeSetRequest = {}

---@return DeleteWardrobeSetRequest
function DeleteWardrobeSetRequest.new() return end

---@param props table
---@return DeleteWardrobeSetRequest
function DeleteWardrobeSetRequest.new(props) return end

---@class DemolitionContainer : BaseSkillCheckContainer
---@field demolitionCheck DemolitionSkillCheck
DemolitionContainer = {}

---@return DemolitionContainer
function DemolitionContainer.new() return end

---@param props table
---@return DemolitionContainer
function DemolitionContainer.new(props) return end

---@param container BaseSkillCheckContainer
function DemolitionContainer:Initialize(container) return end

---@class DemolitionSkillCheck : SkillCheckBase
DemolitionSkillCheck = {}

---@return DemolitionSkillCheck
function DemolitionSkillCheck.new() return end

---@param props table
---@return DemolitionSkillCheck
function DemolitionSkillCheck.new(props) return end

---@class DepleteCharges : redEvent
DepleteCharges = {}

---@return DepleteCharges
function DepleteCharges.new() return end

---@param props table
---@return DepleteCharges
function DepleteCharges.new(props) return end

---@class DepositQuestItems : ActionBool
DepositQuestItems = {}

---@return DepositQuestItems
function DepositQuestItems.new() return end

---@param props table
---@return DepositQuestItems
function DepositQuestItems.new(props) return end

function DepositQuestItems:SetProperties() return end

---@class DequeueQuickHackEvent : redEvent
---@field mappinID gameNewMappinID
DequeueQuickHackEvent = {}

---@return DequeueQuickHackEvent
function DequeueQuickHackEvent.new() return end

---@param props table
---@return DequeueQuickHackEvent
function DequeueQuickHackEvent.new(props) return end

---@class DespawnSubCharacterRequest : DespawnUniqueSubCharacterRequest
DespawnSubCharacterRequest = {}

---@return DespawnSubCharacterRequest
function DespawnSubCharacterRequest.new() return end

---@param props table
---@return DespawnSubCharacterRequest
function DespawnSubCharacterRequest.new(props) return end

---@class DespawnUniqueSubCharacterRequest : gameScriptableSystemRequest
---@field subCharacterID TweakDBID
DespawnUniqueSubCharacterRequest = {}

---@return DespawnUniqueSubCharacterRequest
function DespawnUniqueSubCharacterRequest.new() return end

---@param props table
---@return DespawnUniqueSubCharacterRequest
function DespawnUniqueSubCharacterRequest.new(props) return end

---@class DestroyBreachEffector : gameEffector
DestroyBreachEffector = {}

---@return DestroyBreachEffector
function DestroyBreachEffector.new() return end

---@param props table
---@return DestroyBreachEffector
function DestroyBreachEffector.new(props) return end

---@param owner gameObject
function DestroyBreachEffector:ActionOn(owner) return end

---@class DestroyLink : redEvent
DestroyLink = {}

---@return DestroyLink
function DestroyLink.new() return end

---@param props table
---@return DestroyLink
function DestroyLink.new(props) return end

---@class DestroyWeakspot : AIActionHelperTask
---@field weakspotIndex Int32
---@field weakspotComponent gameWeakspotComponent
---@field weakspotArray gameWeakspotObject[]
DestroyWeakspot = {}

---@return DestroyWeakspot
function DestroyWeakspot.new() return end

---@param props table
---@return DestroyWeakspot
function DestroyWeakspot.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DestroyWeakspot:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param weakspots gameWeakspotObject[]
---@param index Int32
function DestroyWeakspot:DestroyWeakspot(context, weakspots, index) return end

---@class DestroyWeakspotDelayedEvent : redEvent
DestroyWeakspotDelayedEvent = {}

---@return DestroyWeakspotDelayedEvent
function DestroyWeakspotDelayedEvent.new() return end

---@param props table
---@return DestroyWeakspotDelayedEvent
function DestroyWeakspotDelayedEvent.new(props) return end

---@class DestroyWeakspotEffector : gameEffector
---@field weakspotIndex Int32
DestroyWeakspotEffector = {}

---@return DestroyWeakspotEffector
function DestroyWeakspotEffector.new() return end

---@param props table
---@return DestroyWeakspotEffector
function DestroyWeakspotEffector.new(props) return end

---@param owner gameObject
function DestroyWeakspotEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function DestroyWeakspotEffector:Initialize(record, parentRecord) return end

---@class DestructibleMasterDevice : InteractiveMasterDevice
DestructibleMasterDevice = {}

---@return DestructibleMasterDevice
function DestructibleMasterDevice.new() return end

---@param props table
---@return DestructibleMasterDevice
function DestructibleMasterDevice.new(props) return end

---@return Bool
function DestructibleMasterDevice:OnDetach() return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function DestructibleMasterDevice:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DestructibleMasterDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DestructibleMasterDevice:OnTakeControl(ri) return end

---@return DestructibleMasterDeviceController
function DestructibleMasterDevice:GetController() return end

---@return DestructibleMasterDeviceControllerPS
function DestructibleMasterDevice:GetDevicePS() return end

---@class DestructibleMasterDeviceController : MasterController
DestructibleMasterDeviceController = {}

---@return DestructibleMasterDeviceController
function DestructibleMasterDeviceController.new() return end

---@param props table
---@return DestructibleMasterDeviceController
function DestructibleMasterDeviceController.new(props) return end

---@return DestructibleMasterDeviceControllerPS
function DestructibleMasterDeviceController:GetPS() return end

---@class DestructibleMasterDeviceControllerPS : MasterControllerPS
---@field isDestroyed Bool
DestructibleMasterDeviceControllerPS = {}

---@return DestructibleMasterDeviceControllerPS
function DestructibleMasterDeviceControllerPS.new() return end

---@param props table
---@return DestructibleMasterDeviceControllerPS
function DestructibleMasterDeviceControllerPS.new(props) return end

---@return Bool
function DestructibleMasterDeviceControllerPS:OnInstantiated() return end

---@return MasterDeviceDestroyed
function DestructibleMasterDeviceControllerPS:ActionMasterDeviceDestroyed() return end

function DestructibleMasterDeviceControllerPS:GameAttached() return end

function DestructibleMasterDeviceControllerPS:Initialize() return end

---@return Bool
function DestructibleMasterDeviceControllerPS:IsDestroyed() return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function DestructibleMasterDeviceControllerPS:OnRefreshSlavesEvent(evt) return end

function DestructibleMasterDeviceControllerPS:RefreshSlaves() return end

---@class DestructibleMasterLight : DestructibleMasterDevice
---@field lightComponents gameLightComponent[]
---@field lightDefinitions gamedataLightPreset[]
DestructibleMasterLight = {}

---@return DestructibleMasterLight
function DestructibleMasterLight.new() return end

---@param props table
---@return DestructibleMasterLight
function DestructibleMasterLight.new(props) return end

---@param evt EMPEnded
---@return Bool
function DestructibleMasterLight:OnEMPEnded(evt) return end

---@param evt EMPHitEvent
---@return Bool
function DestructibleMasterLight:OnEMPHitEvent(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function DestructibleMasterLight:OnHitEvent(hit) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function DestructibleMasterLight:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DestructibleMasterLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DestructibleMasterLight:OnTakeControl(ri) return end

---@param light gameLightComponent
---@param preset TweakDBID|string
function DestructibleMasterLight:ApplyPreset(light, preset) return end

---@param ints Int32[]
---@return Bool, Color
function DestructibleMasterLight:CreateColorFromIntArray(ints) return end

function DestructibleMasterLight:CutPower() return end

---@return DestructibleMasterLightController
function DestructibleMasterLight:GetController() return end

---@return DestructibleMasterLightControllerPS
function DestructibleMasterLight:GetDevicePS() return end

---@param hit gameeventsHitEvent
function DestructibleMasterLight:ReactToHit(hit) return end

---@return Bool
function DestructibleMasterLight:ShouldRegisterToHUD() return end

function DestructibleMasterLight:TurnOffDevice() return end

function DestructibleMasterLight:TurnOffLights() return end

function DestructibleMasterLight:TurnOnDevice() return end

function DestructibleMasterLight:TurnOnLights() return end

---@class DestructibleMasterLightController : DestructibleMasterDeviceController
DestructibleMasterLightController = {}

---@return DestructibleMasterLightController
function DestructibleMasterLightController.new() return end

---@param props table
---@return DestructibleMasterLightController
function DestructibleMasterLightController.new(props) return end

---@return DestructibleMasterLightControllerPS
function DestructibleMasterLightController:GetPS() return end

---@class DestructibleMasterLightControllerPS : DestructibleMasterDeviceControllerPS
DestructibleMasterLightControllerPS = {}

---@return DestructibleMasterLightControllerPS
function DestructibleMasterLightControllerPS.new() return end

---@param props table
---@return DestructibleMasterLightControllerPS
function DestructibleMasterLightControllerPS.new(props) return end

---@return Bool
function DestructibleMasterLightControllerPS:OnInstantiated() return end

function DestructibleMasterLightControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DestructibleMasterLightControllerPS:GetActions(context) return end

function DestructibleMasterLightControllerPS:InitializeCLS() return end

---@param state EDeviceStatus
function DestructibleMasterLightControllerPS:UpdateStateOnCLS(state) return end

---@class DestructibleRoadSign : BaseDestructibleDevice
---@field frameMesh entMeshComponent
---@field uiMesh entMeshComponent
---@field uiMesh_2 entMeshComponent
DestructibleRoadSign = {}

---@return DestructibleRoadSign
function DestructibleRoadSign.new() return end

---@param props table
---@return DestructibleRoadSign
function DestructibleRoadSign.new(props) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function DestructibleRoadSign:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DestructibleRoadSign:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DestructibleRoadSign:OnTakeControl(ri) return end

function DestructibleRoadSign:ActivateDevice() return end

function DestructibleRoadSign:CreateDestructionEffects() return end

function DestructibleRoadSign:DeactivateDevice() return end

function DestructibleRoadSign:DeactivateDeviceSilent() return end

---@class DestructionData
---@field durabilityType EDeviceDurabilityType
---@field canBeFixed Bool
DestructionData = {}

---@return DestructionData
function DestructionData.new() return end

---@param props table
---@return DestructionData
function DestructionData.new(props) return end

---@class DetailedLocomotionPSMPrereq : PlayerStateMachinePrereq
DetailedLocomotionPSMPrereq = {}

---@return DetailedLocomotionPSMPrereq
function DetailedLocomotionPSMPrereq.new() return end

---@param props table
---@return DetailedLocomotionPSMPrereq
function DetailedLocomotionPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function DetailedLocomotionPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function DetailedLocomotionPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function DetailedLocomotionPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function DetailedLocomotionPSMPrereq:OnUnregister(state, context) return end

---@class DetailedLocomotionPSMPrereqState : PlayerStateMachinePrereqState
DetailedLocomotionPSMPrereqState = {}

---@return DetailedLocomotionPSMPrereqState
function DetailedLocomotionPSMPrereqState.new() return end

---@param props table
---@return DetailedLocomotionPSMPrereqState
function DetailedLocomotionPSMPrereqState.new(props) return end

---@class DetectPlayerFromAV : AIbehaviortaskScript
DetectPlayerFromAV = {}

---@return DetectPlayerFromAV
function DetectPlayerFromAV.new() return end

---@param props table
---@return DetectPlayerFromAV
function DetectPlayerFromAV.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DetectPlayerFromAV:Activate(context) return end

---@class DetectionMeterEffector : gameEffector
---@field statusEffectID TweakDBID
---@field detectionStep Float
---@field maxStacks Int32
---@field onlyHostileDetection Bool
---@field dontRemoveStacks Bool
---@field detectionListener redCallbackObject
---@field currentStacks Int32
---@field gameInstance ScriptGameInstance
---@field ownerID entEntityID
DetectionMeterEffector = {}

---@return DetectionMeterEffector
function DetectionMeterEffector.new() return end

---@param props table
---@return DetectionMeterEffector
function DetectionMeterEffector.new(props) return end

---@param newDetection Float
---@return Bool
function DetectionMeterEffector:OnDetectionChanged(newDetection) return end

---@param owner gameObject
function DetectionMeterEffector:ActionOff(owner) return end

---@param owner gameObject
function DetectionMeterEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function DetectionMeterEffector:Initialize(record, parentRecord) return end

---@param stacksChange Int32
function DetectionMeterEffector:ProcessStacksChange(stacksChange) return end

---@param newDetection Float
function DetectionMeterEffector:UpdateWithDetection(newDetection) return end

---@class DetectionParameters
---@field canDetectIntruders Bool
---@field timeToActionAfterSpot Float
---@field overrideRootRotation Float
---@field maxRotationAngle Float
---@field pitchAngle Float
---@field rotationSpeed Float
DetectionParameters = {}

---@return DetectionParameters
function DetectionParameters.new() return end

---@param props table
---@return DetectionParameters
function DetectionParameters.new(props) return end

---@class DetectionRiseEvent : senseVisibilityEvent
DetectionRiseEvent = {}

---@return DetectionRiseEvent
function DetectionRiseEvent.new() return end

---@param props table
---@return DetectionRiseEvent
function DetectionRiseEvent.new(props) return end

---@class DetectorModuleComponent : gameScriptableComponent
DetectorModuleComponent = {}

---@return DetectorModuleComponent
function DetectorModuleComponent.new() return end

---@param props table
---@return DetectorModuleComponent
function DetectorModuleComponent.new(props) return end

---@param evt senseVisibilityEvent
---@return Bool
function DetectorModuleComponent:OnSenseVisibilityEvent(evt) return end

---@class DetermineInteractionStateTaskData : gameScriptTaskData
---@field context gameGetActionsContext
DetermineInteractionStateTaskData = {}

---@return DetermineInteractionStateTaskData
function DetermineInteractionStateTaskData.new() return end

---@param props table
---@return DetermineInteractionStateTaskData
function DetermineInteractionStateTaskData.new(props) return end

---@class DetonateC4 : ActionBool
---@field itemID ItemID
DetonateC4 = {}

---@return DetonateC4
function DetonateC4.new() return end

---@param props table
---@return DetonateC4
function DetonateC4.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function DetonateC4.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DetonateC4.IsDefaultConditionMet(device, context) return end

---@return String
function DetonateC4:GetTweakDBChoiceRecord() return end

function DetonateC4:SetProperties() return end

---@class DevelopmentCheckPrereq : gameIScriptablePrereq
---@field requiredLevel Float
DevelopmentCheckPrereq = {}

---@return DevelopmentCheckPrereq
function DevelopmentCheckPrereq.new() return end

---@param props table
---@return DevelopmentCheckPrereq
function DevelopmentCheckPrereq.new(props) return end

---@param recordID TweakDBID|string
function DevelopmentCheckPrereq:Initialize(recordID) return end

---@class Device : gameDeviceBase
---@field controller ScriptableDeviceComponent
---@field wasVisible Bool
---@field isVisible Bool
---@field controllerTypeName CName
---@field deviceState EDeviceStatus
---@field uiComponent IWorldWidgetComponent
---@field screenDefinition SUIScreenDefinition
---@field isUIdirty Bool
---@field onInputHintManagerInitializedChangedCallback redCallbackObject
---@field personalLinkComponent workWorkspotResourceComponent
---@field durabilityType EDeviceDurabilityType
---@field disassemblableComponent DisassemblableComponent
---@field localization entLocalizationStringComponent
---@field IKslotComponent entSlotComponent
---@field slotComponent entSlotComponent
---@field isInitialized Bool
---@field isInsideLogicArea Bool
---@field cameraComponent gameCameraComponent
---@field cameraZoomComponent gameCameraComponent
---@field cameraZoomActive Bool
---@field ToggleZoomInteractionWorkspot workWorkspotResourceComponent
---@field ZoomUIListenerID redCallbackObject
---@field ZoomStateMachineListenerID redCallbackObject
---@field advanceInteractionStateResolveDelayID gameDelayID
---@field activeStatusEffect TweakDBID
---@field activeProgramToUploadOnNPC TweakDBID
---@field isQhackUploadInProgerss Bool
---@field scanningTweakDBRecord TweakDBID
---@field updateRunning Bool
---@field updateID gameDelayID
---@field delayedUpdateDeviceStateID gameDelayID
---@field blackboard gameIBlackboard
---@field currentPlayerTargetCallbackID redCallbackObject
---@field wasLookedAtLast Bool
---@field lastPingSourceID entEntityID
---@field networkGridBeamFX gameFxResource
---@field fxResourceMapper FxResourceMapperComponent
---@field effectVisualization AreaEffectVisualizationComponent
---@field resourceLibraryComponent ResourceLibraryComponent
---@field gameplayRoleComponent GameplayRoleComponent
---@field personalLinkHackSend Bool
---@field personalLinkFailsafeID gameDelayID
---@field wasAnimationFastForwarded Bool
---@field wasEngineeringSkillcheckTriggered Bool
---@field contentScale TweakDBID
---@field networkGridBeamOffset Vector4
---@field areaEffectsData SAreaEffectData[]
---@field areaEffectsInFocusMode SAreaEffectTargetData[]
---@field debugOptions DebuggerProperties
---@field currentlyUploadingAction ScriptableDeviceAction
---@field workspotActivator gameObject
Device = {}

---@return Device
function Device.new() return end

---@param props table
---@return Device
function Device.new(props) return end

---@return gamedeviceClearance
function Device.GetInteractionClearance() return end

---@return gameObject
function Device.GetPlayerMainObjectStatic() return end

---@param stim DeviceStimType
---@return gamedataStimType
function Device.MapStimType(stim) return end

---@param evt gameuiAccessPointMiniGameStatus
---@return Bool
function Device:OnAccessPointMiniGameStatus(evt) return end

---@param evt ActionCooldownEvent
---@return Bool
function Device:OnActionCooldownEvent(evt) return end

---@param evt PingDevice
---@return Bool
function Device:OnActionPing(evt) return end

---@param evt AdvanceInteractionStateResolveEvent
---@return Bool
function Device:OnAdvanceInteractionStateResolveEvent(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function Device:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function Device:OnAreaExit(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function Device:OnAttitudeChanged(evt) return end

---@param evt AuthorizeUser
---@return Bool
function Device:OnAuthorizeUser(evt) return end

---@param evt CancelDeviceUpdateEvent
---@return Bool
function Device:OnCancelUpdateEvent(evt) return end

---@param evt ChangeJuryrigTrapState
---@return Bool
function Device:OnChangeJuryrigTrapState(evt) return end

---@param evt ChangeLoopCurveEvent
---@return Bool
function Device:OnChangeLoopCurveEvent(evt) return end

---@param evt CommunicationEvent
---@return Bool
function Device:OnCommunicationEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function Device:OnDeath(evt) return end

---@param evt DelayedOperationEvent
---@return Bool
function Device:OnDelayedDeviceOperation(evt) return end

---@param evt DelayedUpdateDeviceStateEvent
---@return Bool
function Device:OnDelayedUpdateDeviceStateEvent(evt) return end

---@return Bool
function Device:OnDetach() return end

---@param evt DeviceUpdateEvent
---@return Bool
function Device:OnDeviceUpdate(evt) return end

---@param evt gameDeviceVisibilityChangedEvent
---@return Bool
function Device:OnDeviceVisible(evt) return end

---@param evt RequestDeviceWidgetUpdateEvent
---@return Bool
function Device:OnDeviceWidgetUpdate(evt) return end

---@param evt DisableAreaIndicatorEvent
---@return Bool
function Device:OnDisableAreaIndicator(evt) return end

---@param evt DisableRPGRequirementsForDeviceActions
---@return Bool
function Device:OnDisableRPGRequirementsForQucikHackActions(evt) return end

---@param evt DisassembleDevice
---@return Bool
function Device:OnDisassembleDevice(evt) return end

---@param evt DurabilityLimitReach
---@return Bool
function Device:OnDurabilityLimitReach(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function Device:OnFactChanged(evt) return end

---@return Bool
function Device:OnGameAttached() return end

---@param evt GlitchScreen
---@return Bool
function Device:OnGlitchScreen(evt) return end

---@param evt HUDInstruction
---@return Bool
function Device:OnHUDInstruction(evt) return end

---@param evt ActionEngineering
---@return Bool
function Device:OnHandleEngineeringSkillcheckSFX(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function Device:OnHitEvent(hit) return end

---@param value Variant
---@return Bool
function Device:OnInputHintManagerInitializedChanged(value) return end

---@param value Bool
---@return Bool
function Device:OnIsUIZoomDeviceChange(value) return end

---@param evt SetLogicReadyEvent
---@return Bool
function Device:OnLogicReady(evt) return end

---@param evt MissingWorkspotComponentFailsafeEvent
---@return Bool
function Device:OnMissingWorkspotComponentFailsafeEvent(evt) return end

---@param evt NPCKillDelayEvent
---@return Bool
function Device:OnNPCKillDelayEvent(evt) return end

---@param evt NotifyHighlightedDevice
---@return Bool
function Device:OnNotifyHighlightedDevice(evt) return end

---@param evt NotifyParentsEvent
---@return Bool
function Device:OnNotifyParents(evt) return end

---@param evt OpenFullscreenUI
---@return Bool
function Device:OnOpenFullscreenUI(evt) return end

---@param evt OverloadDevice
---@return Bool
function Device:OnOverloadDevice(evt) return end

---@param evt gamePSChangedEvent
---@return Bool
function Device:OnPSChangedEvent(evt) return end

---@param evt PerformedAction
---@return Bool
function Device:OnPerformedAction(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function Device:OnPersitentStateInitialized(evt) return end

---@param evt PlayBinkEvent
---@return Bool
function Device:OnPlayBink(evt) return end

---@param evt gamePlayInDeviceCallbackEvent
---@return Bool
function Device:OnPlayInDeviceCallbackEvent(evt) return end

---@param evt senseOnDetectedEvent
---@return Bool
function Device:OnPlayerDetectedVisibleEvent(evt) return end

---@param value Float
---@return Bool
function Device:OnPlayerStateMachineZoom(value) return end

---@param evt ProjectileBreachEvent
---@return Bool
function Device:OnProjectileBreachEvent(evt) return end

---@param evt gameVisionModeUpdateVisuals
---@return Bool
function Device:OnPulseEvent(evt) return end

---@param evt QuestForceJuryrigTrapArmed
---@return Bool
function Device:OnQuestForceArmJuryrigTrap(evt) return end

---@param evt QuestForceCameraZoom
---@return Bool
function Device:OnQuestForceCameraZoom(evt) return end

---@param evt QuestForceJuryrigTrapDeactivated
---@return Bool
function Device:OnQuestForceDeactivateJuryrigTrap(evt) return end

---@param evt QuestForceAuthorizationDisabled
---@return Bool
function Device:OnQuestForceDisableAuthorization(evt) return end

---@param evt QuestForceDisabled
---@return Bool
function Device:OnQuestForceDisabled(evt) return end

---@param evt QuestForceAuthorizationEnabled
---@return Bool
function Device:OnQuestForceEnableAuthorization(evt) return end

---@param evt QuestForceEnabled
---@return Bool
function Device:OnQuestForceEnabled(evt) return end

---@param evt QuestForceOFF
---@return Bool
function Device:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return Bool
function Device:OnQuestForceON(evt) return end

---@param evt QuestForcePower
---@return Bool
function Device:OnQuestForcePower(evt) return end

---@param evt QuestForceSecuritySystemAlarmed
---@return Bool
function Device:OnQuestForceSecuritySystemAlarmed(evt) return end

---@param evt QuestForceSecuritySystemArmed
---@return Bool
function Device:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return Bool
function Device:OnQuestForceSecuritySystemSafe(evt) return end

---@param evt QuestForceUnpower
---@return Bool
function Device:OnQuestForceUnpower(evt) return end

---@param evt ResolveAllSkillchecksEvent
---@return Bool
function Device:OnQuestResolveSkillchecks(evt) return end

---@param evt SetSkillcheckEvent
---@return Bool
function Device:OnQuestSetSkillchecks(evt) return end

---@param evt QuestStartGlitch
---@return Bool
function Device:OnQuestStartGlitch(evt) return end

---@param evt QuestStopGlitch
---@return Bool
function Device:OnQuestStopGlitch(evt) return end

---@param evt QuickHackDistraction
---@return Bool
function Device:OnQuickHackDistraction(evt) return end

---@param evt QuickHackPanelStateEvent
---@return Bool
function Device:OnQuickHackPanelStateChanged(evt) return end

---@param evt QuickHackToggleON
---@return Bool
function Device:OnQuickHackToggleOn(evt) return end

---@param evt QuickSlotCommandUsed
---@return Bool
function Device:OnQuickSlotCommandUsed(evt) return end

---@param evt RevealDevicesGridOnEntityEvent
---@return Bool
function Device:OnReavealDevicesGrid(evt) return end

---@param evt RepeatPersonalLinkAnimFeaturesHACK
---@return Bool
function Device:OnRepeatApplyAnimFeatureHACK(evt) return end

---@param evt RequestBreadCrumbBarUpdateEvent
---@return Bool
function Device:OnRequesBreadCrumbBarUpdate(evt) return end

---@param evt RequestActionWidgetsUpdateEvent
---@return Bool
function Device:OnRequestActionWidgetsUpdate(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Device:OnRequestComponents(ri) return end

---@param evt RequestUIRefreshEvent
---@return Bool
function Device:OnRequestUiRefresh(evt) return end

---@param evt ReturnToDeviceScreenEvent
---@return Bool
function Device:OnReturnToDeviceScreenEvent(evt) return end

---@param evt RevealDeviceRequest
---@return Bool
function Device:OnRevealDeviceRequest(evt) return end

---@param evt RevealNetworkGridOnPulse
---@return Bool
function Device:OnRevealNetworkGridOnPulse(evt) return end

---@param evt RevealNetworkGridNetworkRequest
---@return Bool
function Device:OnRevealNetworkGridRequestFromNetworkSystem(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function Device:OnRevealStateChanged(evt) return end

---@param evt gameScanningActionFinishedEvent
---@return Bool
function Device:OnScanningActionFinishedEvent(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function Device:OnScanningLookedAt(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return Bool
function Device:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemForceAttitudeChange
---@return Bool
function Device:OnSecuritySystemForceAttitudeChange(evt) return end

---@param evt SecuritySystemOutput
---@return Bool
function Device:OnSecuritySystemOutput(evt) return end

---@param evt SendSpiderbotToPerformActionEvent
---@return Bool
function Device:OnSendSpiderbotToPerformActionEvent(evt) return end

---@param evt SetAuthorizationModuleOFF
---@return Bool
function Device:OnSetAuthorizationModuleOFF(evt) return end

---@param evt SetAuthorizationModuleON
---@return Bool
function Device:OnSetAuthorizationModuleON(evt) return end

---@param evt SetDeviceAttitude
---@return Bool
function Device:OnSetDeviceAttitude(evt) return end

---@param evt SetDevicePowered
---@return Bool
function Device:OnSetDevicePowered(evt) return end

---@param evt SetDeviceUnpowered
---@return Bool
function Device:OnSetDeviceUnpowered(evt) return end

---@param evt SetExposeQuickHacks
---@return Bool
function Device:OnSetExposeQuickHacks(evt) return end

---@param evt SetDeviceOFF
---@return Bool
function Device:OnSetOFF(evt) return end

---@param evt SetDeviceON
---@return Bool
function Device:OnSetON(evt) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function Device:OnSlaveStateChanged(evt) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function Device:OnSpiderbotOrderCompletedEvent(evt) return end

---@param evt TCSInputCameraZoom
---@return Bool
function Device:OnTCSInputCameraZoom(evt) return end

---@param evt TCSInputDeviceAttack
---@return Bool
function Device:OnTCSInputDeviceAttack(evt) return end

---@param evt TCSInputXAxisEvent
---@return Bool
function Device:OnTCSInputXAxisEvent(evt) return end

---@param evt TCSInputXYAxisEvent
---@return Bool
function Device:OnTCSInputXYAxisEvent(evt) return end

---@param evt TCSInputYAxisEvent
---@return Bool
function Device:OnTCSInputYAxisEvent(evt) return end

---@param evt TCSTakeOverControlActivate
---@return Bool
function Device:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return Bool
function Device:OnTCSTakeOverControlDeactivate(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Device:OnTakeControl(ri) return end

---@param evt DeviceTimetableEvent
---@return Bool
function Device:OnTimetableEntryTriggered(evt) return end

---@param evt ToggleActivation
---@return Bool
function Device:OnToggleActivation(evt) return end

---@param evt ToggleComponentsEvent
---@return Bool
function Device:OnToggleComponents(evt) return end

---@param evt ToggleJuryrigTrap
---@return Bool
function Device:OnToggleJuryrigTrap(evt) return end

---@param evt ToggleNetrunnerDive
---@return Bool
function Device:OnToggleNetrunnerDive(evt) return end

---@param evt ToggleON
---@return Bool
function Device:OnToggleON(evt) return end

---@param evt TogglePersonalLink
---@return Bool
function Device:OnTogglePersonalLink(evt) return end

---@param evt TogglePower
---@return Bool
function Device:OnTogglePower(evt) return end

---@param evt ToggleTakeOverControl
---@return Bool
function Device:OnToggleTakeOverControl(evt) return end

---@param evt ToggleUIInteractivity
---@return Bool
function Device:OnToggleUIInteractivity(evt) return end

---@param evt ToggleZoomInteraction
---@return Bool
function Device:OnToggleZoomInteraction(evt) return end

---@param evt UIActionEvent
---@return Bool
function Device:OnUIAction(evt) return end

---@param evt UnregisterFromZoomBlackboardEvent
---@return Bool
function Device:OnUnregisterFromZoomBlackboardEvent(evt) return end

---@param evt UpdateWillingInvestigators
---@return Bool
function Device:OnUpdateWillingInvestigators(evt) return end

---@param evt UploadProgramProgressEvent
---@return Bool
function Device:OnUploadProgressStateChanged(evt) return end

---@param componentName CName|string
---@return Bool
function Device:OnWorkspotFinished(componentName) return end

---@param evt DelayedDeviceOperationTriggerEvent
---@return Bool
function Device:OndDeviceOperationTriggerDelayed(evt) return end

function Device:ActivateDevice() return end

---@param context gamedeviceRequestType
function Device:AddActiveContext(context) return end

---@param argText String
---@param argIcon CName|string
function Device:AddHudButtonHelper(argText, argIcon) return end

function Device:AdjustInteractionComponent() return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function Device:ApplyActiveStatusEffect(target, statusEffect) return end

---@param attackData gamedamageAttackData
function Device:ApplyDamage(attackData) return end

function Device:ArmJuryrigTrap() return end

function Device:BreakDevice() return end

---@return Bool
function Device:CanBeInvestigated() return end

---@return Bool
function Device:CanOverrideNetworkContext() return end

---@return Bool
function Device:CanPassAnySkillCheck() return end

---@return Bool
function Device:CanPassAnySkillCheckOnMaster() return end

---@return Bool
function Device:CanPassDemolitionSkillCheck() return end

---@return Bool
function Device:CanPassEngineeringSkillCheck() return end

---@return Bool
function Device:CanPassHackingSkillCheck() return end

---@param data TweakDBID|string
---@return Bool
function Device:CanPlayerUseQuickHackVulnerability(data) return end

---@return Bool
function Device:CanRevealRemoteActionsWheel() return end

function Device:CheckDistractionAchievemnt() return end

---@param transform WorldTransform
---@return Vector4
function Device:CheckQueryStartPoint(transform) return end

function Device:ClearActiveProgramToUploadOnNPC() return end

function Device:ClearActiveStatusEffect() return end

function Device:ClearQuickHacks() return end

---@return Bool
function Device:CompileScannerChunks() return end

---@param isPressed Bool
function Device:ControlledDeviceInputAction(isPressed) return end

function Device:CreateBlackboard() return end

---@param range Float
function Device:CreateEMPGameEffect(range) return end

---@param resource gameFxResource
---@param transform WorldTransform
---@return gameFxInstance
function Device:CreateFxInstance(resource, transform) return end

---@param data GemplayObjectiveData
function Device:CreateGameplayObjective(data) return end

function Device:CutPower() return end

function Device:DeactivateDevice() return end

function Device:DeactivateJuryrigTrap() return end

---@param data SDeviceMappinData
---@return Float
function Device:DeterminGameplayRoleMappinRange(data) return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function Device:DeterminGameplayRoleMappinVisuaState(data) return end

---@param context gameGetActionsContext
function Device:DetermineInteractionState(context) return end

---@param context gameGetActionsContext
function Device:DetermineInteractionStateByTask(context) return end

---@param data gameScriptTaskData
function Device:DetermineInteractionStateTask(data) return end

function Device:DeviceUpdate() return end

function Device:Die() return end

---@param shouldDisplay Bool
---@param attempt Int32
function Device:DisplayConnectionWindowOnPlayerHUD(shouldDisplay, attempt) return end

---@param enable Bool
function Device:EnableProximityMappinInteractionLayer(enable) return end

---@param enable Bool
function Device:EnableProximityRevealInteractionLayer(enable) return end

---@param shouldEnable Bool
---@param time Float
function Device:EnableUpdate(shouldEnable, time) return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function Device:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@param activator gameObject
---@param shouldCrouch Bool
---@param cameraFlavour CName|string
---@param componentName CName|string
---@param cameraPosition Vector4
---@param cameraRotation Quaternion
---@param rightHandPosition Vector4
---@param rightHandRotation Quaternion
---@param leftHandPosition Vector4
---@param leftHandRotation Quaternion
function Device:EnterWorkspotWithIK(activator, shouldCrouch, cameraFlavour, componentName, cameraPosition, cameraRotation, rightHandPosition, rightHandRotation, leftHandPosition, leftHandRotation) return end

---@param executor gameObject
---@param instant Bool
function Device:EvaluateCameraZoomState(executor, instant) return end

function Device:EvaluateProximityMappinInteractionLayerState() return end

function Device:EvaluateProximityRevealInteractionLayerState() return end

---@param choice gameinteractionsChoice
---@param executor gameObject
---@param layerTag CName|string
function Device:ExecuteAction(choice, executor, layerTag) return end

---@param action gamedeviceAction
---@param executor gameObject
---@return Bool
function Device:ExecuteAction(action, executor) return end

---@param actionClassName CName|string
function Device:ExecuteBaseActionOperation(actionClassName) return end

function Device:ExecuteDeviceStateOperation() return end

---@param evt entTriggerEvent
---@return entEntityID
function Device:ExtractEntityID(evt) return end

function Device:FastForwardAnimations() return end

---@return gameScanningTooltipElementDef[]
function Device:FillObjectDescription() return end

function Device:FireSingleTick() return end

function Device:ForceReEvaluateGameplayRole() return end

---@return Vector4
function Device:GetAcousticQuerryStartPoint() return end

---@param context gameGetActionsContext
---@param debugger DeviceDebuggerComponent
---@return Bool, gamedeviceAction[]
function Device:GetActionsDebug(context, debugger) return end

---@return TweakDBID
function Device:GetActiveProgramToUploadOnNPC() return end

---@return TweakDBID
function Device:GetActiveStatusEffect() return end

---@param action ScriptableDeviceAction
---@return Float
function Device:GetAreaEffectLifetimeByAction(action) return end

---@param effectName CName|string
---@return Float
function Device:GetAreaEffectLifetimeByName(effectName) return end

---@param action ScriptableDeviceAction
---@return Float
function Device:GetAreaEffectStimRangeByAction(action) return end

---@return gameIBlackboard
function Device:GetBlackboard() return end

---@return DeviceBaseBlackboardDef
function Device:GetBlackboardDef() return end

---@param id gamebbScriptID_Int32
---@return Int32
function Device:GetBlackboardIntVariable(id) return end

---@return gameFxResource
function Device:GetBreachedNetworkBeamResource() return end

---@param globalNodeRef worldGlobalNodeRef
---@return Vector4[]
function Device:GetCachedInvestigationPositionsArray(globalNodeRef) return end

---@return TweakDBID
function Device:GetContentScale() return end

---@param processInitiator gameObject
---@param requestType gamedeviceRequestType
---@return gameGetActionsContext
function Device:GetContext(processInitiator, requestType) return end

---@return ScriptableDeviceComponent
function Device:GetController() return end

---@return EGameplayRole
function Device:GetCurrentGameplayRole() return end

---@return Float
function Device:GetCurrentHealth() return end

---@return EFocusOutlineType
function Device:GetCurrentOutline() return end

---@return ScriptableDeviceAction
function Device:GetCurrentlyUploadingAction() return end

---@return DebuggerProperties
function Device:GetDebuggerProperties() return end

---@return gameFxResource
function Device:GetDefaultDevicesBeamResource() return end

---@return AreaEffectData
function Device:GetDefaultDistractionAreaEffectData() return end

---@return FocusForcedHighlightData
function Device:GetDefaultHighlight() return end

---@return gameFxResource
function Device:GetDefaultNetworkBeamResource() return end

---@return DeviceConnectionsHighlightSystem
function Device:GetDeviceConnectionsHighlightSystem() return end

---@return DeviceLinkComponentPS
function Device:GetDeviceLink() return end

---@return String
function Device:GetDeviceName() return end

---@return ScriptableDeviceComponentPS
function Device:GetDevicePS() return end

---@return EDeviceStatus
function Device:GetDeviceState() return end

---@return String
function Device:GetDeviceStatusString() return end

---@param effectData AreaEffectData
---@return entEntity
function Device:GetDistractionControllerSource(effectData) return end

---@param device gameObject
---@return Vector4
function Device:GetDistractionPointPosition(device) return end

---@param type DeviceStimType
---@return Float
function Device:GetDistractionRange(type) return end

---@param defaultValue Float
---@return Float
function Device:GetDistractionStimLifetime(defaultValue) return end

---@return CName
function Device:GetEngineeringSkillcheckSFXName() return end

---@param nodeRef NodeRef
---@return entEntity
function Device:GetEntityFromNode(nodeRef) return end

---@param key CName|string
---@return gameFxResource
function Device:GetFxResourceByKey(key) return end

---@return FxResourceMapperComponent
function Device:GetFxResourceMapper() return end

---@return DeviceInkGameControllerBase
function Device:GetGameController() return end

---@return GameplayQuestSystem
function Device:GetGameplayQuestSystem() return end

---@param hitSourceEntityID entEntityID
---@return Vector4
function Device:GetHitSourcePosition(hitSourceEntityID) return end

---@return CName
function Device:GetInputContextName() return end

---@return entLocalizationStringComponent
function Device:GetLocalization() return end

---@param actions gamedeviceAction[]
---@param searchWord String
---@return Int32
function Device:GetMatchingActionProgramName(actions, searchWord) return end

---@return Vector4
function Device:GetNetworkBeamEndpoint() return end

---@return Vector4
function Device:GetNetworkBeamOffset() return end

---@return gameIBlackboard
function Device:GetNetworkBlackboard() return end

---@return NetworkBlackboardDef
function Device:GetNetworkBlackboardDef() return end

---@return CName
function Device:GetNetworkLinkSlotName() return end

---@return CName, WorldTransform
function Device:GetNetworkLinkSlotName() return end

---@return String
function Device:GetNetworkSecurityLevel() return end

---@param nodeRef NodeRef
---@return Vector4[]
function Device:GetNodePosition(nodeRef) return end

---@return CName
function Device:GetPSClassName() return end

---@return CName
function Device:GetPSName() return end

---@return String[]
function Device:GetPlayerCyberDeck() return end

---@return gameObject
function Device:GetPlayerMainObject() return end

---@return Vector4
function Device:GetPlaystyleMappinLocalPos() return end

---@return Vector4
function Device:GetPlaystyleMappinSlotWorldPos() return end

---@return WorldTransform
function Device:GetPlaystyleMappinSlotWorldTransform() return end

---@return ResourceLibraryComponent
function Device:GetResourceLibrary() return end

---@return Float
function Device:GetRevealOnProximityStopLifetimeValue() return end

---@return TweakDBID
function Device:GetScannerAttitudeTweak() return end

---@return String
function Device:GetScannerName() return end

---@return ScreenDefinitionPackage
function Device:GetScreenDefinition() return end

---@return SecuritySystemControllerPS
function Device:GetSecuritySystem() return end

---@return entSlotComponent
function Device:GetSlotComponent() return end

---@return CName
function Device:GetSlotTag() return end

---@param type DeviceStimType
---@return Float
function Device:GetSmallestDistractionRange(type) return end

---@return gameObject
function Device:GetStimTarget() return end

---@return Float
function Device:GetTotalHealth() return end

---@return TweakDBID
function Device:GetTweakDBRecord() return end

---@return entEntityID[]
function Device:GetWillingInvestigators() return end

---@param value Float
function Device:HandlePlayerStateMachineZoom(value) return end

---@return Bool
function Device:HasActiveDistraction() return end

---@return Bool
function Device:HasActiveQuickHackUpload() return end

---@return Bool
function Device:HasActiveStaticHackingSkillcheck() return end

---@return Bool
function Device:HasAnyActiveQuickHackVulnerabilities() return end

---@return Bool
function Device:HasAnyDistractions() return end

---@param ignorePingLinks Bool
---@return Bool
function Device:HasAnyNetworkLink(ignorePingLinks) return end

---@return Bool
function Device:HasAnyNetworkLink() return end

---@return Bool
function Device:HasAnyPlaystyle() return end

---@return Bool
function Device:HasAnyQuickHackActive() return end

---@return Bool
function Device:HasAnySkillCheckActive() return end

---@return Bool
function Device:HasAnySlaveDevices() return end

---@return Bool
function Device:HasAnySpiderBotOrdersActive() return end

---@return Bool
function Device:HasDirectActionsActive() return end

---@return Bool
function Device:HasImportantInteraction() return end

---@param globalNodeRef worldGlobalNodeRef
---@return Bool
function Device:HasInvestigationPositionsArrayCached(globalNodeRef) return end

---@param id entEntityID
---@return Bool
function Device:HasWillingInvestigator(id) return end

function Device:HideAdvanceInteractionInputHints() return end

function Device:HideMappinOnProximity() return end

function Device:InitializeGameplayObjectives() return end

function Device:InitializeScanningData() return end

---@param data gameScriptTaskData
function Device:InitializeScanningDataTask(data) return end

function Device:InitializeScreenDefinition() return end

---@param puppet gameObject
function Device:InitiatePersonalLinkWorkspot(puppet) return end

---@return Bool
function Device:IsActionQueueEnabled() return end

---@return Bool
function Device:IsActionQueueFull() return end

---@return Bool
function Device:IsActive() return end

---@return Bool
function Device:IsActiveBackdoor() return end

---@return Bool
function Device:IsActiveProgramToUploadOnNPCValid() return end

---@return Bool
function Device:IsActiveStatusEffectValid() return end

---@return Bool
function Device:IsBackdoor() return end

---@return Bool
function Device:IsBreached() return end

---@return Bool
function Device:IsConnectedToActionsSequencer() return end

---@return Bool
function Device:IsConnectedToBackdoorDevice() return end

---@return Bool
function Device:IsConnectedToSecuritySystem() return end

---@return Bool
function Device:IsControllingDevices() return end

---@return Bool
function Device:IsCyberdeckEquippedOnPlayer() return end

---@return Bool
function Device:IsDemolitionSkillCheckActive() return end

---@return Bool
function Device:IsDevice() return end

---@return Bool
function Device:IsDeviceSecured() return end

---@return Bool
function Device:IsDirectInteractionCondition() return end

---@return Bool
function Device:IsEngineeringSkillCheckActive() return end

---@return Bool
function Device:IsGameplayRelevant() return end

---@return Bool
function Device:IsGameplayRoleStatic() return end

---@param role EGameplayRole
---@return Bool
function Device:IsGameplayRoleValid(role) return end

---@return Bool
function Device:IsHackingSkillCheckActive() return end

---@return Bool
function Device:IsHighlightedInFocusMode() return end

---@return Bool
function Device:IsInitialized() return end

---@return Bool
function Device:IsInvestigated() return end

---@return Bool
function Device:IsLockedViaSequencer() return end

---@return Bool
function Device:IsLookedAt() return end

---@return Bool
function Device:IsNetrunner() return end

---@return Bool
function Device:IsNetworkKnownToPlayer() return end

---@return Bool
function Device:IsNetworkLinkDynamic() return end

---@param entityID entEntityID
---@return Bool
function Device:IsPlayer(entityID) return end

---@return Bool
function Device:IsPlayerAround() return end

---@return Bool
function Device:IsPotentiallyQuickHackable() return end

---@return Bool
function Device:IsQuest() return end

---@return Bool
function Device:IsQuickHackAble() return end

---@return Bool
function Device:IsQuickHacksExposed() return end

---@return Bool
function Device:IsReadyForUI() return end

---@return Bool
function Device:IsSolo() return end

---@param target gameObject
---@return Bool
function Device:IsTargetTresspassingMyZone(target) return end

---@return Bool
function Device:IsTechie() return end

---@return Bool
function Device:IsUIdirty() return end

---@return Bool
function Device:IsVisible() return end

---@param killDelay Float
function Device:KillNPCWorkspotUser(killDelay) return end

---@param activator gameObject
function Device:LeaveWorkspot(activator) return end

---@param isQuest Bool
function Device:MarkAsQuest(isQuest) return end

---@param IsHighlightON Bool
---@param IsNotifiedByMasterDevice Bool
---@return Bool
function Device:NotifyConnectionHighlightSystem(IsHighlightON, IsNotifiedByMasterDevice) return end

function Device:NotifyParents() return end

---@param sink worldMaraudersMapDevicesSink
function Device:OnMaraudersMapDeviceDebug(sink) return end

function Device:OnQuestMinigameRequest() return end

function Device:OnVisibilityChanged() return end

function Device:OrderSpiderbot() return end

---@param attempt Int32
---@param isRemote Bool
function Device:PerformDive(attempt, isRemote) return end

---@param lifetime Float
---@param pingType EPingType
---@param resource gameFxResource
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function Device:PingNetworkGrid(lifetime, pingType, resource, revealSlave, revealMaster, ignoreRevealed) return end

---@param lifetime Float
---@param pingType EPingType
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function Device:PingNetworkGrid(lifetime, pingType, revealSlave, revealMaster, ignoreRevealed) return end

---@param ownerEntityPosition Vector4
---@param fxResource gameFxResource
---@param lifetime Float
---@param pingType EPingType
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function Device:PingNetworkGrid_Event(ownerEntityPosition, fxResource, lifetime, pingType, revealSlave, revealMaster, ignoreRevealed) return end

---@param effectEventName CName|string
---@param effectEventTag CName|string
function Device:PlayEffect(effectEventName, effectEventTag) return end

---@param evt gameeventsHitEvent
function Device:ProcessDamagePipeline(evt) return end

function Device:ProjectileExposeQuickHacks() return end

---@param revealNetworkAtEnd Bool
function Device:PulseNetwork(revealNetworkAtEnd) return end

function Device:PushData() return end

function Device:PushPersistentData() return end

function Device:ReEvaluateGameplayRole() return end

---@param hit gameeventsHitEvent
function Device:ReactToHit(hit) return end

function Device:RefreshInteraction() return end

---@param isDelayed Bool
function Device:RefreshUI(isDelayed) return end

---@param shouldRegister Bool
function Device:RegisterPlayerInputListener(shouldRegister) return end

function Device:RegisterPlayerTargetCallback() return end

---@param context gamedeviceRequestType
function Device:RemoveActiveContext(context) return end

---@param data GemplayObjectiveData
function Device:RemoveGameplayObjective(data) return end

function Device:RemoveHudButtonHelper() return end

---@param blackboard gameIBlackboard
function Device:RequestActionWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
function Device:RequestDeviceWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
function Device:RequestThumbnailWidgetsUpdate(blackboard) return end

---@param ps gamePersistentState
---@return Bool
function Device:ResavePersistentData(ps) return end

function Device:ResetChoicesByEvent() return end

---@param componentsData SComponentOperationData[]
function Device:ResolveComponents(componentsData) return end

---@param visionType gameVisionModeType
---@param activated Bool
function Device:ResolveDeviceOperationOnFocusMode(visionType, activated) return end

---@param show Bool
function Device:ResolveGameplayObjectives(show) return end

function Device:ResolveGameplayState() return end

function Device:ResolveGameplayStateByTask() return end

---@param data gameScriptTaskData
function Device:ResolveGameplayStateTask(data) return end

---@param executor gameObject
---@param duration Float
function Device:ResolveIllegalAction(executor, duration) return end

---@param action ScriptableDeviceAction
function Device:ResolveQuestImportanceOnPerformedAction(action) return end

function Device:ResolveQuestMarkOnFact() return end

---@param state Bool
function Device:ResolveRemoteActions(state) return end

function Device:RestoreBaseActionOperations() return end

function Device:RestoreDeviceState() return end

function Device:RestorePower() return end

---@param shouldDraw Bool
function Device:RevealDevicesGrid(shouldDraw) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
function Device:RevealDevicesGrid_Event(shouldDraw, ownerEntityPosition, fxDefault) return end

---@param shouldDraw Bool
function Device:RevealNetworkGrid(shouldDraw) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
---@param fxBreached gameFxResource
function Device:RevealNetworkGrid_Event(shouldDraw, ownerEntityPosition, fxDefault, fxBreached) return end

function Device:SendDisableAreaIndicatorEvent() return end

---@param evt redEvent
function Device:SendEventToDefaultPS(evt) return end

---@param shouldOpen Bool
function Device:SendQuickhackCommands(shouldOpen) return end

---@param value Bool
function Device:SendSetIsSpiderbotInteractionOrderedEvent(value) return end

---@param display Bool
function Device:SendSkillCheckInfo(display) return end

---@param program TweakDBID|string
function Device:SetActiveProgramToUploadOnNPC(program) return end

---@param effect TweakDBID|string
function Device:SetActiveStatusEffect(effect) return end

function Device:SetClearance() return end

---@param action ScriptableDeviceAction
function Device:SetCurrentlyUploadingAction(action) return end

---@param role EGameplayRole
function Device:SetGameplayRole(role) return end

function Device:SetGameplayRoleToNone() return end

---@param globalNodeRef worldGlobalNodeRef
---@param arr Vector4[]
function Device:SetInvestigationPositionsArray(globalNodeRef, arr) return end

---@param newState Bool
function Device:SetJuryrigTrapComponentState(newState) return end

---@param newState EJuryrigTrapState
function Device:SetJuryrigTrapState(newState) return end

function Device:SetLogicReady() return end

---@param appearance CName|string
---@param component CName|string
function Device:SetMeshAppearance(appearance, component) return end

function Device:SetScanningProgressBarText() return end

function Device:SetStateAlarmed() return end

function Device:SetStateArmed() return end

function Device:SetStateSafe() return end

---@param newState Bool
---@param lockPlayerFor Float
function Device:SetZoomBlackboardValues(newState, lockPlayerFor) return end

---@return Bool
function Device:ShouldAllowSpiderbotToPerformAction() return end

---@return Bool
function Device:ShouldAlwasyRefreshUIInLogicAra() return end

---@return Bool
function Device:ShouldBeHighlightedLongerOnPing() return end

---@return Bool
function Device:ShouldEnableRemoteLayer() return end

---@return Bool
function Device:ShouldExitZoomOnAuthorization() return end

---@return Bool
function Device:ShouldInitiateDebug() return end

---@return Bool
function Device:ShouldPulseNetwork() return end

---@return Bool
function Device:ShouldRegisterToHUD() return end

---@return Bool
function Device:ShouldRevealDevicesGrid() return end

---@return Bool
function Device:ShouldShowDamageNumber() return end

---@return Bool
function Device:ShouldShowScanner() return end

function Device:ShowAdvanceInteractionInputHints() return end

---@param data GemplayObjectiveData
function Device:ShowGameplayObjective(data) return end

function Device:ShowMappinOnProximity() return end

---@param action ScriptableDeviceAction
function Device:ShowQuickHackDuration(action) return end

---@param glitchState EGlitchState
---@param intensity Float
function Device:StartGlitching(glitchState, intensity) return end

function Device:StartOverload() return end

function Device:StartPingingNetwork() return end

function Device:StartRevealingOnProximity() return end

function Device:StopEMPGameEffect() return end

function Device:StopGlitching() return end

---@param killDelay Float
function Device:StopOverload(killDelay) return end

function Device:StopPingingNetwork() return end

---@param lifetime Float
function Device:StopRevealingOnProximity(lifetime) return end

---@param data GemplayObjectiveData
function Device:SucceedGameplayObjective(data) return end

---@param isOn Bool
function Device:TakeControlOverCamera(isOn) return end

function Device:TerminateConnection() return end

---@param turnOn Bool
function Device:ToggleAreaIndicator(turnOn) return end

---@param toggle Bool
---@param instant Bool
function Device:ToggleCameraZoom(toggle, instant) return end

---@param componentName CName|string
---@param toggle Bool
function Device:ToggleComponentByName(componentName, toggle) return end

---@param toggle Bool
---@param puppet gameObject
function Device:TogglePersonalLink(toggle, puppet) return end

---@param action ScriptableDeviceAction
function Device:TriggerAreaEffectDistractionByAction(action) return end

---@param effectName CName|string
function Device:TriggerAreaEffectDistractionByName(effectName) return end

---@param effectData AreaEffectData
---@param executor gameObject
function Device:TriggerArreaEffectDistraction(effectData, executor) return end

function Device:TurnAuthorizationModuleOFF() return end

function Device:TurnAuthorizationModuleON() return end

function Device:TurnOffDevice() return end

function Device:TurnOnDevice() return end

function Device:UnRegisterPlayerTargetCallback() return end

---@param isDelayed Bool
---@return Bool
function Device:UpdateDeviceState(isDelayed) return end

---@param targetID entEntityID
function Device:UploadActiveProgramOnNPC(targetID) return end

---@return Bool
function Device:WasVisible() return end

---@class DeviceActionOperationTriggerData : DeviceOperationTriggerData
---@field action ScriptableDeviceAction
DeviceActionOperationTriggerData = {}

---@return DeviceActionOperationTriggerData
function DeviceActionOperationTriggerData.new() return end

---@param props table
---@return DeviceActionOperationTriggerData
function DeviceActionOperationTriggerData.new(props) return end

---@class DeviceActionOperationsTrigger : DeviceOperationsTrigger
---@field triggerData DeviceActionOperationTriggerData
DeviceActionOperationsTrigger = {}

---@return DeviceActionOperationsTrigger
function DeviceActionOperationsTrigger.new() return end

---@param props table
---@return DeviceActionOperationsTrigger
function DeviceActionOperationsTrigger.new(props) return end

---@param actionClassName CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceActionOperationsTrigger:EvaluateTrigger(actionClassName, owner, container) return end

---@param actionClassName CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceActionOperationsTrigger:RestoreOperation(actionClassName, owner, container) return end

---@class DeviceActionPropertyFunctions : IScriptable
DeviceActionPropertyFunctions = {}

---@return DeviceActionPropertyFunctions
function DeviceActionPropertyFunctions.new() return end

---@param props table
---@return DeviceActionPropertyFunctions
function DeviceActionPropertyFunctions.new(props) return end

---@param prop gamedeviceActionProperty
---@return Bool, Bool, CName, CName
function DeviceActionPropertyFunctions.GetProperty_Bool(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, Bool
function DeviceActionPropertyFunctions.GetProperty_Bool(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, gameEntityReference
function DeviceActionPropertyFunctions.GetProperty_EntityReference(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, Float
function DeviceActionPropertyFunctions.GetProperty_Float(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, Int32
function DeviceActionPropertyFunctions.GetProperty_Int(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, Int32, Int32, Int32
function DeviceActionPropertyFunctions.GetProperty_IntRanged(prop) return end

---@param prop gamedeviceActionProperty
---@param stationName String
---@return Bool, Int32
function DeviceActionPropertyFunctions.GetProperty_MediaStatus(prop, stationName) return end

---@param prop gamedeviceActionProperty
---@return Bool, CName
function DeviceActionPropertyFunctions.GetProperty_Name(prop) return end

---@param prop gamedeviceActionProperty
---@return Bool, NodeRef
function DeviceActionPropertyFunctions.GetProperty_NodeRef(prop) return end

---@param prop gamedeviceActionProperty
---@param stationName String
---@return Bool, Int32
function DeviceActionPropertyFunctions.GetProperty_RadioStatus(prop, stationName) return end

---@param prop gamedeviceActionProperty
---@param stationName String
---@return Bool, Int32
function DeviceActionPropertyFunctions.GetProperty_TvStatus(prop, stationName) return end

---@param propertyName CName|string
---@param value Bool
---@param nameOnTrue CName|string
---@param nameOnFalse CName|string
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_Bool(propertyName, value, nameOnTrue, nameOnFalse) return end

---@param propertyName CName|string
---@param value Int32
---@param displayValue Int32
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_ElevatorInt(propertyName, value, displayValue) return end

---@param propertyName CName|string
---@param value gameEntityReference
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_EntityReference(propertyName, value) return end

---@param propertyName CName|string
---@param value Float
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_Float(propertyName, value) return end

---@param propertyName CName|string
---@param value Int32
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_Int(propertyName, value) return end

---@param propertyName CName|string
---@param value Int32
---@param rangeMin Int32
---@param rangeMax Int32
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_IntRanged(propertyName, value, rangeMin, rangeMax) return end

---@param propertyName CName|string
---@param deviceStatus Int32
---@param stationName String
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_MediaStatus(propertyName, deviceStatus, stationName) return end

---@param propertyName CName|string
---@param value CName|string
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_Name(propertyName, value) return end

---@param propertyName CName|string
---@param value NodeRef
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_NodeRef(propertyName, value) return end

---@param propertyName CName|string
---@param deviceStatus Int32
---@param stationName String
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_RadioStatus(propertyName, deviceStatus, stationName) return end

---@param propertyName CName|string
---@param deviceStatus Int32
---@param stationName String
---@return gamedeviceActionProperty
function DeviceActionPropertyFunctions.SetUpProperty_TvStatus(propertyName, deviceStatus, stationName) return end

---@class DeviceActionQueue : IScriptable
---@field actionsInQueue gamedeviceAction[]
---@field maxQueueSize Int32
---@field locked Bool
DeviceActionQueue = {}

---@return DeviceActionQueue
function DeviceActionQueue.new() return end

---@param props table
---@return DeviceActionQueue
function DeviceActionQueue.new(props) return end

---@return CName[]
function DeviceActionQueue.GetAllDisallowedActionNames() return end

---@return Bool
function DeviceActionQueue:CanNewActionBeQueued() return end

---@param deviceAction ScriptableDeviceAction
---@param decreaseQhUploadTimeVal Float
function DeviceActionQueue:DecreaseUploadTime(deviceAction, decreaseQhUploadTimeVal) return end

---@return Bool, CName[]
function DeviceActionQueue:GetAllQueuedActionNames() return end

---@return Bool, gamedataObjectAction_Record[]
function DeviceActionQueue:GetAllQueuedActionObjectRecords() return end

---@return Int32
function DeviceActionQueue:GetMaxQueueSize() return end

---@return Int32
function DeviceActionQueue:GetQueueSize() return end

---@return Int32
function DeviceActionQueue:GetQueuedActionsTotalCost() return end

---@return Bool
function DeviceActionQueue:HasActionInQueue() return end

---@return Bool
function DeviceActionQueue:IsActionQueueFull() return end

---@return Bool
function DeviceActionQueue:IsQhQueueUploadInProgress() return end

function DeviceActionQueue:LockQueue() return end

---@return gamedeviceAction
function DeviceActionQueue:PopActionInQueue() return end

---@param deviceAction ScriptableDeviceAction
---@param decreaseQhUploadTimeVal Float
---@return Bool
function DeviceActionQueue:PutActionInQueue(deviceAction, decreaseQhUploadTimeVal) return end

---@param maxQueueSize Int32
function DeviceActionQueue:SetMaxQueueSize(maxQueueSize) return end

function DeviceActionQueue:UnlockQueue() return end

---@class DeviceActionWidgetControllerBase : DeviceButtonLogicControllerBase
---@field actions gamedeviceAction[]
---@field actionData ResolveActionData
---@field isInactive Bool
DeviceActionWidgetControllerBase = {}

---@return DeviceActionWidgetControllerBase
function DeviceActionWidgetControllerBase.new() return end

---@param props table
---@return DeviceActionWidgetControllerBase
function DeviceActionWidgetControllerBase.new(props) return end

---@param action gamedeviceAction
function DeviceActionWidgetControllerBase:AddAction(action) return end

---@return Bool
function DeviceActionWidgetControllerBase:CanExecuteAction() return end

function DeviceActionWidgetControllerBase:ClearButtonActions() return end

---@param executor gameObject
---@param action gamedeviceAction
function DeviceActionWidgetControllerBase:FinalizeActionExecution(executor, action) return end

---@return gamedeviceAction[]
function DeviceActionWidgetControllerBase:GetActions() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function DeviceActionWidgetControllerBase:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function DeviceActionWidgetControllerBase:RegisterDeviceActionCallback(gameController) return end

---@param action gamedeviceAction
function DeviceActionWidgetControllerBase:RemoveAction(action) return end

---@param widgetData SActionWidgetPackage
function DeviceActionWidgetControllerBase:ResolveAction(widgetData) return end

---@param state EWidgetState
function DeviceActionWidgetControllerBase:ResolveWidgetState(state) return end

---@param actions gamedeviceAction[]
function DeviceActionWidgetControllerBase:SetActions(actions) return end

---@class DeviceBaseBlackboardDef : gamebbScriptDefinition
---@field ActionWidgetsData gamebbScriptID_Variant
---@field DeviceWidgetsData gamebbScriptID_Variant
---@field UIupdate gamebbScriptID_Bool
---@field BreadCrumbElement gamebbScriptID_Variant
---@field GlitchData gamebbScriptID_Variant
---@field UI_InteractivityBlocked gamebbScriptID_Bool
---@field IsInvestigated gamebbScriptID_Bool
DeviceBaseBlackboardDef = {}

---@return DeviceBaseBlackboardDef
function DeviceBaseBlackboardDef.new() return end

---@param props table
---@return DeviceBaseBlackboardDef
function DeviceBaseBlackboardDef.new(props) return end

---@return Bool
function DeviceBaseBlackboardDef:AutoCreateInSystem() return end

---@class DeviceButtonLogicControllerBase : inkButtonController
---@field targetWidgetRef inkWidgetReference
---@field displayNameWidget inkTextWidgetReference
---@field iconWidget inkImageWidgetReference
---@field toggleSwitchWidget inkImageWidgetReference
---@field sizeProviderWidget inkWidgetReference
---@field selectionMarkerWidget inkWidgetReference
---@field onReleaseAnimations WidgetAnimationManager
---@field onPressAnimations WidgetAnimationManager
---@field onHoverOverAnimations WidgetAnimationManager
---@field onHoverOutAnimations WidgetAnimationManager
---@field defaultStyle redResourceReferenceScriptToken
---@field selectionStyle redResourceReferenceScriptToken
---@field soundData SSoundData
---@field isInitialized Bool
---@field targetWidget inkWidget
---@field isSelected Bool
DeviceButtonLogicControllerBase = {}

---@return DeviceButtonLogicControllerBase
function DeviceButtonLogicControllerBase.new() return end

---@param props table
---@return DeviceButtonLogicControllerBase
function DeviceButtonLogicControllerBase.new(props) return end

---@param e inkPointerEvent
---@return Bool
function DeviceButtonLogicControllerBase:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceButtonLogicControllerBase:OnHoverOver(e) return end

---@return Bool
function DeviceButtonLogicControllerBase:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function DeviceButtonLogicControllerBase:OnPress(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceButtonLogicControllerBase:OnRelease(e) return end

---@return String
function DeviceButtonLogicControllerBase:ATUI_GetButtonDisplayText() return end

---@return CName
function DeviceButtonLogicControllerBase:GetOnHoverOutKeySfxName() return end

---@return CName
function DeviceButtonLogicControllerBase:GetOnHoverOverKeySfxName() return end

---@return CName
function DeviceButtonLogicControllerBase:GetOnPressKeySfxName() return end

---@return CName
function DeviceButtonLogicControllerBase:GetOnReleaseKeySfxName() return end

---@return CName
function DeviceButtonLogicControllerBase:GetWidgetAudioName() return end

---@return Bool
function DeviceButtonLogicControllerBase:IsInitialized() return end

---@param gameController gameuiWidgetGameController
function DeviceButtonLogicControllerBase:RegisterAudioCallbacks(gameController) return end

function DeviceButtonLogicControllerBase:RegisterBaseInputCallbacks() return end

function DeviceButtonLogicControllerBase:ResolveSelection() return end

---@param state EWidgetState
function DeviceButtonLogicControllerBase:ResolveWidgetState(state) return end

---@param x Float
---@param y Float
function DeviceButtonLogicControllerBase:SetButtonSize(x, y) return end

---@param isSelected Bool
function DeviceButtonLogicControllerBase:ToggleSelection(isSelected) return end

function DeviceButtonLogicControllerBase:TriggerOnHoverOutAnimations() return end

function DeviceButtonLogicControllerBase:TriggerOnHoverOverAnimations() return end

function DeviceButtonLogicControllerBase:TriggerOnPressAnimations() return end

function DeviceButtonLogicControllerBase:TriggerOnReleaseAnimations() return end

---@class DeviceConnectionHighlightComponent : gameScriptableComponent
DeviceConnectionHighlightComponent = {}

---@return DeviceConnectionHighlightComponent
function DeviceConnectionHighlightComponent.new() return end

---@param props table
---@return DeviceConnectionHighlightComponent
function DeviceConnectionHighlightComponent.new(props) return end

---@param evt HighlightConnectionComponentEvent
---@return Bool
function DeviceConnectionHighlightComponent:OnDeviceConnectionHighlightEvent(evt) return end

---@param enable Bool
---@param target gameObject
function DeviceConnectionHighlightComponent:SendForceVisionApperaceEvent(enable, target) return end

---@class DeviceConnectionScannerData
---@field connectionType String
---@field icon CName
---@field amount Int32
DeviceConnectionScannerData = {}

---@return DeviceConnectionScannerData
function DeviceConnectionScannerData.new() return end

---@param props table
---@return DeviceConnectionScannerData
function DeviceConnectionScannerData.new(props) return end

---@class DeviceConnectionsHighlightSystem : gameScriptableSystem
---@field highlightedDeviceID entEntityID
---@field highlightedConnectionsIDs entEntityID[]
DeviceConnectionsHighlightSystem = {}

---@return DeviceConnectionsHighlightSystem
function DeviceConnectionsHighlightSystem.new() return end

---@param props table
---@return DeviceConnectionsHighlightSystem
function DeviceConnectionsHighlightSystem.new(props) return end

---@param request HighlightConnectionsRequest
function DeviceConnectionsHighlightSystem:OnHighlightConnectionsRequest(request) return end

function DeviceConnectionsHighlightSystem:TurnOffAllHighlights() return end

---@class DeviceControlContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
DeviceControlContextDecisions = {}

---@return DeviceControlContextDecisions
function DeviceControlContextDecisions.new() return end

---@param props table
---@return DeviceControlContextDecisions
function DeviceControlContextDecisions.new(props) return end

---@param value Bool
---@return Bool
function DeviceControlContextDecisions:OnControllingDeviceChange(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DeviceControlContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeviceControlContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeviceControlContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class DeviceControlContextEvents : InputContextTransitionEvents
DeviceControlContextEvents = {}

---@return DeviceControlContextEvents
function DeviceControlContextEvents.new() return end

---@param props table
---@return DeviceControlContextEvents
function DeviceControlContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DeviceControlContextEvents:OnEnter(stateContext, scriptInterface) return end

---@class DeviceCounter
---@field devices gameDeviceComponentPS[]
---@field systemType EVirtualSystem
DeviceCounter = {}

---@return DeviceCounter
function DeviceCounter.new() return end

---@param props table
---@return DeviceCounter
function DeviceCounter.new(props) return end

---@class DeviceDebugDef : gamebbScriptDefinition
---@field CurrentlyDebuggedDevice gamebbScriptID_CName
---@field DebuggedEntityIDAsString gamebbScriptID_String
DeviceDebugDef = {}

---@return DeviceDebugDef
function DeviceDebugDef.new() return end

---@param props table
---@return DeviceDebugDef
function DeviceDebugDef.new(props) return end

---@return Bool
function DeviceDebugDef:AutoCreateInSystem() return end

---@class DeviceDebuggerComponent : gameScriptableComponent
---@field isActive Bool
---@field exclusiveModeTriggered Bool
---@field currentDeviceProperties DebuggerProperties
---@field debuggedDevice Device
---@field debuggerColor EDebuggerColor
---@field previousContext String
---@field cachedContext String
---@field layerIDs Uint32[]
DeviceDebuggerComponent = {}

---@return DeviceDebuggerComponent
function DeviceDebuggerComponent.new() return end

---@param props table
---@return DeviceDebuggerComponent
function DeviceDebuggerComponent.new(props) return end

---@param evt RegisterDebuggerCanditateEvent
---@return Bool
function DeviceDebuggerComponent:OnRegisterDebuggerCandidate(evt) return end

---@param position Vector4
---@param text String
---@param color Color
function DeviceDebuggerComponent:AddDebugBit(position, text, color) return end

function DeviceDebuggerComponent:DrawDbgLine() return end

---@param reverse Bool
---@return Color
function DeviceDebuggerComponent:GetColor(reverse) return end

---@return Bool
function DeviceDebuggerComponent:IsFactValid() return end

---@param deltaTime Float
function DeviceDebuggerComponent:OnUpdate(deltaTime) return end

function DeviceDebuggerComponent:PerformDebug() return end

function DeviceDebuggerComponent:ToggleDebuggerColor() return end

---@class DeviceDirectInteractionCondition : gameinteractionsInteractionScriptedCondition
DeviceDirectInteractionCondition = {}

---@return DeviceDirectInteractionCondition
function DeviceDirectInteractionCondition.new() return end

---@param props table
---@return DeviceDirectInteractionCondition
function DeviceDirectInteractionCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function DeviceDirectInteractionCondition:Test(activatorObject, hotSpotObject) return end

---@class DeviceHelper
DeviceHelper = {}

---@return DeviceHelper
function DeviceHelper.new() return end

---@param props table
---@return DeviceHelper
function DeviceHelper.new(props) return end

---@param inActions gamedeviceAction[]
---@param outActions ScriptableDeviceAction[]
---@return Bool
function DeviceHelper.ConvertActionIntoScriptableAction(inActions, outActions) return end

---@param puppetActions PuppetAction[]
---@return gamedeviceAction[]
function DeviceHelper.ConvertActionsArray(puppetActions) return end

---@param message String
function DeviceHelper.DebugLog(message) return end

---@param states gamePersistentState[]
---@param desiredClassName CName|string
---@param extractedStates gamePersistentState[]
---@return Bool
function DeviceHelper.ExtractSpecificStateClass(states, desiredClassName, extractedStates) return end

---@param actionName CName|string
---@param actions gamedeviceAction[]
---@return Int32, gamedeviceAction
function DeviceHelper.FindAction(actionName, actions) return end

---@param actions gamedeviceAction[]
---@return Int32, BaseDeviceStatus
function DeviceHelper.FindStatusAction(actions) return end

---@return Bool
function DeviceHelper.IDMO() return end

---@return Bool
function DeviceHelper.IsDebugModeON() return end

---@param choice gameinteractionsChoice
---@param actions gamedeviceAction[]
function DeviceHelper.PushActionsIntoInteractionChoice(choice, actions) return end

---@param actionName CName|string
---@param actions gamedeviceAction[]
function DeviceHelper.RemoveActionFromArray(actionName, actions) return end

---@param actions gamedeviceAction[]
---@return Bool
function DeviceHelper.RemoveStatusAction(actions) return end

---@class DeviceInkGameControllerBase : gameuiWidgetGameController
---@field animationManager WidgetAnimationManager
---@field rootWidget inkCanvasWidget
---@field actionWidgetsData SActionWidgetPackage[]
---@field deviceWidgetsData SDeviceWidgetPackage[]
---@field breadcrumbStack SBreadcrumbElementData[]
---@field cashedState EDeviceStatus
---@field isInitialized Bool
---@field hasUICameraZoom Bool
---@field activeBreadcrumb SBreadcrumbElementData
---@field onRefreshListener redCallbackObject
---@field onActionWidgetsUpdateListener redCallbackObject
---@field onDeviceWidgetsUpdateListener redCallbackObject
---@field onBreadcrumbBarUpdateListener redCallbackObject
---@field bbCallbacksRegistered Bool
DeviceInkGameControllerBase = {}

---@return DeviceInkGameControllerBase
function DeviceInkGameControllerBase.new() return end

---@param props table
---@return DeviceInkGameControllerBase
function DeviceInkGameControllerBase.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DeviceInkGameControllerBase:OnActionWidgetSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function DeviceInkGameControllerBase:OnActionWidgetsUpdate(value) return end

---@param value Variant
---@return Bool
function DeviceInkGameControllerBase:OnBreadcrumbBarUpdate(value) return end

---@param e inkPointerEvent
---@return Bool
function DeviceInkGameControllerBase:OnButtonHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceInkGameControllerBase:OnButtonHoverOver(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceInkGameControllerBase:OnButtonPress(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceInkGameControllerBase:OnButtonRelease(e) return end

---@param e inkPointerEvent
---@return Bool
function DeviceInkGameControllerBase:OnDeviceActionCallback(e) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DeviceInkGameControllerBase:OnDeviceWidgetSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function DeviceInkGameControllerBase:OnDeviceWidgetsUpdate(value) return end

---@param widget inkWidget
---@return Bool
function DeviceInkGameControllerBase:OnExecuteButtonAction(widget) return end

---@param value Variant
---@return Bool
function DeviceInkGameControllerBase:OnGlitchingStateChanged(value) return end

---@return Bool
function DeviceInkGameControllerBase:OnInitialize() return end

---@param value Bool
---@return Bool
function DeviceInkGameControllerBase:OnRefresh(value) return end

---@return Bool
function DeviceInkGameControllerBase:OnUninitialize() return end

---@param widget inkWidget
---@param widgetData SActionWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:AddActionWidget(widget, widgetData) return end

---@param widgetData SActionWidgetPackage
function DeviceInkGameControllerBase:AddActionWidgetData(widgetData) return end

---@param widget inkWidget
---@param widgetData SDeviceWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:AddDeviceWidget(widget, widgetData) return end

---@param widgetData SDeviceWidgetPackage
function DeviceInkGameControllerBase:AddDeviceWidgetData(widgetData) return end

function DeviceInkGameControllerBase:ClearBreadcrumbStack() return end

---@param parentWidget inkWidget
---@param widgetData SActionWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:CreateActionWidget(parentWidget, widgetData) return end

---@param parentWidget inkWidget
---@param widgetData SActionWidgetPackage
function DeviceInkGameControllerBase:CreateActionWidgetAsync(parentWidget, widgetData) return end

---@param parentWidget inkWidget
---@param widgetData SDeviceWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:CreateDeviceWidget(parentWidget, widgetData) return end

---@param parentWidget inkWidget
---@param widgetData SDeviceWidgetPackage
function DeviceInkGameControllerBase:CreateDeviceWidgetAsync(parentWidget, widgetData) return end

---@param action gamedeviceAction
---@param executor gameObject
function DeviceInkGameControllerBase:ExecuteAction(action, executor) return end

---@param controller DeviceActionWidgetControllerBase
function DeviceInkGameControllerBase:ExecuteDeviceActions(controller) return end

---@param widgetData SActionWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:GetActionWidget(widgetData) return end

---@param widgetData SActionWidgetPackage
---@return Int32
function DeviceInkGameControllerBase:GetActionWidgetDataIndex(widgetData) return end

---@return SBreadcrumbElementData
function DeviceInkGameControllerBase:GetActiveBreadcrumbElement() return end

---@return String
function DeviceInkGameControllerBase:GetActiveBreadcrumbElementName() return end

---@return gameIBlackboard
function DeviceInkGameControllerBase:GetBlackboard() return end

---@return SBreadcrumbElementData
function DeviceInkGameControllerBase:GetCurrentBreadcrumbElement() return end

---@return String
function DeviceInkGameControllerBase:GetCurrentBreadcrumbElementName() return end

---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@return CName
function DeviceInkGameControllerBase:GetCurrentFullLibraryID(widgetRecord, screenTypeRecord, styleRecord) return end

---@return EDeviceStatus
function DeviceInkGameControllerBase:GetDeviceState() return end

---@param widgetData SDeviceWidgetPackage
---@return inkWidget
function DeviceInkGameControllerBase:GetDeviceWidget(widgetData) return end

---@param widgetData SDeviceWidgetPackage
---@return Int32
function DeviceInkGameControllerBase:GetDeviceWidgetDataIndex(widgetData) return end

---@return Device
function DeviceInkGameControllerBase:GetOwner() return end

---@return ScreenDefinitionPackage
function DeviceInkGameControllerBase:GetScreenDefinition() return end

---@param element SBreadcrumbElementData
function DeviceInkGameControllerBase:GoDown(element) return end

function DeviceInkGameControllerBase:GoUp() return end

---@param widgetData SActionWidgetPackage
---@return Bool
function DeviceInkGameControllerBase:HasActionWidget(widgetData) return end

---@param widgetData SActionWidgetPackage
---@return Bool
function DeviceInkGameControllerBase:HasActionWidgetData(widgetData) return end

---@param widgetData SDeviceWidgetPackage
---@return Bool
function DeviceInkGameControllerBase:HasDeviceWidget(widgetData) return end

---@param widgetData SDeviceWidgetPackage
---@return Bool
function DeviceInkGameControllerBase:HasDeviceWidgetData(widgetData) return end

function DeviceInkGameControllerBase:HideActionWidgets() return end

function DeviceInkGameControllerBase:HideDeviceWidgets() return end

---@param widget inkWidget
---@param widgetData SActionWidgetPackage
function DeviceInkGameControllerBase:InitializeActionWidget(widget, widgetData) return end

---@param widget inkWidget
---@param widgetData SDeviceWidgetPackage
function DeviceInkGameControllerBase:InitializeDeviceWidget(widget, widgetData) return end

---@return Bool
function DeviceInkGameControllerBase:IsInteractivityBlocked() return end

---@return Bool
function DeviceInkGameControllerBase:IsOwnerFactInvoker() return end

---@param state EDeviceStatus
function DeviceInkGameControllerBase:Refresh(state) return end

---@param blackboard gameIBlackboard
function DeviceInkGameControllerBase:RegisterBlackboardCallbacks(blackboard) return end

function DeviceInkGameControllerBase:RequestActionWidgetsUpdate() return end

---@param data SBreadCrumbUpdateData
function DeviceInkGameControllerBase:RequestBeadcrumbBarUpdate(data) return end

function DeviceInkGameControllerBase:RequestDeviceWidgetsUpdate() return end

---@param context CName|string
function DeviceInkGameControllerBase:RequestUIRefresh(context) return end

function DeviceInkGameControllerBase:ResolveBreadcrumbLevel() return end

---@param element SBreadcrumbElementData
function DeviceInkGameControllerBase:SetActiveBreadcrumbElement(element) return end

---@param hasUICameraZoom Bool
function DeviceInkGameControllerBase:SetUICameraZoomState(hasUICameraZoom) return end

function DeviceInkGameControllerBase:SetupWidgets() return end

---@param glitchData GlitchData
function DeviceInkGameControllerBase:StartGlitchingScreen(glitchData) return end

function DeviceInkGameControllerBase:StopGlitchingScreen() return end

---@param animName CName|string
---@param playbackOption EInkAnimationPlaybackOption
---@param targetWidget inkWidget
---@param playbackOptionsOverrideData PlaybackOptionsUpdateData
function DeviceInkGameControllerBase:TriggerAnimationByName(animName, playbackOption, targetWidget, playbackOptionsOverrideData) return end

---@param blackboard gameIBlackboard
function DeviceInkGameControllerBase:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetData SActionWidgetPackage
---@param index Int32
function DeviceInkGameControllerBase:UpdateActionWidgetData(widgetData, index) return end

---@param widgetsData SActionWidgetPackage[]
function DeviceInkGameControllerBase:UpdateActionWidgets(widgetsData) return end

---@param data SBreadCrumbUpdateData
function DeviceInkGameControllerBase:UpdateBreadCrumbBar(data) return end

---@param widgetData SDeviceWidgetPackage
---@param index Int32
function DeviceInkGameControllerBase:UpdateDeviceWidgetData(widgetData, index) return end

---@param widgetsData SDeviceWidgetPackage[]
function DeviceInkGameControllerBase:UpdateDeviceWidgets(widgetsData) return end

function DeviceInkGameControllerBase:UpdateUnstreamedUI() return end

---@class DeviceInkLogicControllerBase : inkWidgetLogicController
---@field targetWidgetRef inkWidgetReference
---@field displayNameWidget inkTextWidgetReference
---@field isInitialized Bool
---@field targetWidget inkWidget
DeviceInkLogicControllerBase = {}

---@return DeviceInkLogicControllerBase
function DeviceInkLogicControllerBase.new() return end

---@param props table
---@return DeviceInkLogicControllerBase
function DeviceInkLogicControllerBase.new(props) return end

---@return Bool
function DeviceInkLogicControllerBase:OnInitialize() return end

---@return Bool
function DeviceInkLogicControllerBase:IsInitialized() return end

---@class DeviceLink
---@field PSID gamePersistentID
---@field className CName
DeviceLink = {}

---@return DeviceLink
function DeviceLink.new() return end

---@param props table
---@return DeviceLink
function DeviceLink.new(props) return end

---@param persistentStates gamePersistentState[]
---@return DeviceLink[]
function DeviceLink.Construct(persistentStates) return end

---@param ps gamePersistentState
---@return DeviceLink
function DeviceLink.Construct(ps) return end

---@param id gamePersistentID
---@param _className CName|string
---@return DeviceLink
function DeviceLink.Construct(id, _className) return end

---@param s DeviceLink
---@return CName
function DeviceLink.GetLinkClassName(s) return end

---@param s DeviceLink
---@return gamePersistentID
function DeviceLink.GetLinkID(s) return end

---@param s DeviceLink
---@return Bool
function DeviceLink.IsValid(s) return end

---@class DeviceLinkComponentPS : SharedGameplayPS
---@field parentDevice DeviceLink
---@field isConnected Bool
---@field ownerEntityID entEntityID
DeviceLinkComponentPS = {}

---@return DeviceLinkComponentPS
function DeviceLinkComponentPS.new() return end

---@param props table
---@return DeviceLinkComponentPS
function DeviceLinkComponentPS.new(props) return end

---@param entityID entEntityID
---@return DeviceLinkComponentPS
function DeviceLinkComponentPS.AcquireDeviceLink(entityID) return end

---@param entityID entEntityID
---@return DeviceLinkComponentPS
function DeviceLinkComponentPS.CreateAndAcquireDeviceLink(entityID) return end

---@param id entEntityID
---@return gamePersistentID
function DeviceLinkComponentPS.GenerateID(id) return end

---@param ps gamePersistentState
---@return PingDevice
function DeviceLinkComponentPS:ActionDevicePing(ps) return end

---@param lastKnownPosition Vector4
---@param whoBreached gameObject
---@param type ESecurityNotificationType
---@param stimType gamedataStimType
---@return SecuritySystemInput
function DeviceLinkComponentPS:ActionSecurityBreachNotification(lastKnownPosition, whoBreached, type, stimType) return end

---@param links gameDeviceComponentPS[]
function DeviceLinkComponentPS:Connect(links) return end

---@param link gameDeviceComponentPS
function DeviceLinkComponentPS:Connect(link) return end

---@param links gameDeviceComponentPS[]
function DeviceLinkComponentPS:Disconnect(links) return end

---@param link gameDeviceComponentPS
function DeviceLinkComponentPS:Disconnect(link) return end

---@param connect Bool
function DeviceLinkComponentPS:EstablishLink(connect) return end

---@return gameDeviceComponentPS[]
function DeviceLinkComponentPS:GetAncestors() return end

---@param deviceLink DeviceLink
---@return gameDeviceComponentPS
function DeviceLinkComponentPS:GetDevice(deviceLink) return end

---@return SharedGameplayPS
function DeviceLinkComponentPS:GetParentDevice() return end

---@return DeviceLink
function DeviceLinkComponentPS:GetParentDeviceLink() return end

---@return gameDeviceComponentPS[]
function DeviceLinkComponentPS:GetParents() return end

---@return Bool
function DeviceLinkComponentPS:HasNetworkBackdoor() return end

---@return Bool
function DeviceLinkComponentPS:IsConnected() return end

---@param evt AddToBlacklistEvent
---@return EntityNotificationType
function DeviceLinkComponentPS:OnAddToBlacklistEvent(evt) return end

---@param evt DestroyLink
---@return EntityNotificationType
function DeviceLinkComponentPS:OnDestroyLink(evt) return end

---@param evt DeviceLinkRequest
---@return EntityNotificationType
function DeviceLinkComponentPS:OnDeviceLinkRequest(evt) return end

---@param evt RemoveFromBlacklistEvent
---@return EntityNotificationType
function DeviceLinkComponentPS:OnRemoveFromBlacklistEvent(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function DeviceLinkComponentPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemDisabled
---@return EntityNotificationType
function DeviceLinkComponentPS:OnSecuritySystemDisabled(evt) return end

---@param evt SecuritySystemEnabled
---@return EntityNotificationType
function DeviceLinkComponentPS:OnSecuritySystemEnabled(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function DeviceLinkComponentPS:OnSecuritySystemOutput(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function DeviceLinkComponentPS:OnTargetAssessmentRequest(evt) return end

function DeviceLinkComponentPS:PingDevicesNetwork() return end

---@param deviceLink DeviceLink
---@param evt redEvent
function DeviceLinkComponentPS:QueuePSEvent(deviceLink, evt) return end

---@param wasRevealed Bool
function DeviceLinkComponentPS:SetRevealedInNetworkPing(wasRevealed) return end

---@param lastKnownPosition Vector4
---@param whoBreached gameObject
---@param type ESecurityNotificationType
---@param stimType gamedataStimType
function DeviceLinkComponentPS:TriggerSecuritySystemNotification(lastKnownPosition, whoBreached, type, stimType) return end

---@return Bool
function DeviceLinkComponentPS:WasRevealedInNetworkPing() return end

---@class DeviceLinkEstablished : redEvent
---@field deviceLinkPS DeviceLinkComponentPS
DeviceLinkEstablished = {}

---@return DeviceLinkEstablished
function DeviceLinkEstablished.new() return end

---@param props table
---@return DeviceLinkEstablished
function DeviceLinkEstablished.new(props) return end

---@class DeviceLinkRequest : redEvent
---@field deviceLink DeviceLink
DeviceLinkRequest = {}

---@return DeviceLinkRequest
function DeviceLinkRequest.new() return end

---@param props table
---@return DeviceLinkRequest
function DeviceLinkRequest.new(props) return end

---@param id gamePersistentID
---@param _className CName|string
---@return DeviceLinkRequest
function DeviceLinkRequest.Construct(id, _className) return end

---@return DeviceLink
function DeviceLinkRequest:GetLink() return end

---@class DeviceMappinsContainer : IScriptable
---@field mappins SDeviceMappinData[]
---@field newNewFocusMappin SDeviceMappinData
---@field useNewFocusMappin Bool
---@field offsetValue Float
DeviceMappinsContainer = {}

---@return DeviceMappinsContainer
function DeviceMappinsContainer.new() return end

---@param props table
---@return DeviceMappinsContainer
function DeviceMappinsContainer.new(props) return end

---@param data SDeviceMappinData
function DeviceMappinsContainer:AddMappin(data) return end

---@param owner gameObject
function DeviceMappinsContainer:EvaluatePositions(owner) return end

---@param currentAxis EAxisType
---@return EAxisType
function DeviceMappinsContainer:GetNextAxis(currentAxis) return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function DeviceMappinsContainer:HasMappin(mappinVariant) return end

---@param data SDeviceMappinData
---@return Bool
function DeviceMappinsContainer:HasMappin(data) return end

---@return Bool
function DeviceMappinsContainer:HasNewFocusMappin() return end

---@param owner gameObject
function DeviceMappinsContainer:HideMappins(owner) return end

---@param index Int32
---@param owner gameObject
function DeviceMappinsContainer:HideSingleMappin(index, owner) return end

function DeviceMappinsContainer:Initialize() return end

---@param owner gameObject
function DeviceMappinsContainer:ShowMappins(owner) return end

---@param owner gameObject
---@param mappinVariant gamedataMappinVariant
---@param enable Bool
function DeviceMappinsContainer:ToggleMappin(owner, mappinVariant, enable) return end

---@class DeviceOperationBase : IScriptable
---@field operationName CName
---@field executeOnce Bool
---@field isEnabled Bool
---@field toggleOperations SToggleDeviceOperationData[]
---@field disableDevice Bool
DeviceOperationBase = {}

---@param owner gameObject
function DeviceOperationBase:Execute(owner) return end

---@return Bool
function DeviceOperationBase:IsEnabled() return end

---@param disable Bool
---@param owner gameObject
function DeviceOperationBase:ResolveDisable(disable, owner) return end

---@param owner gameObject
function DeviceOperationBase:Restore(owner) return end

---@param enabled Bool
function DeviceOperationBase:SetIsEnabled(enabled) return end

---@class DeviceOperationTriggerData : IScriptable
---@field operationsToExecute OperationExecutionData[]
DeviceOperationTriggerData = {}

---@return DeviceOperationTriggerData
function DeviceOperationTriggerData.new() return end

---@param props table
---@return DeviceOperationTriggerData
function DeviceOperationTriggerData.new(props) return end

---@class DeviceOperations : IScriptable
---@field components entIPlacedComponent[]
---@field fxInstances SVfxInstanceData[]
DeviceOperations = {}

---@param operationID Int32
function DeviceOperations:ClearDelayIdOnOperation(operationID) return end

---@param owner gameObject
---@param id CName|string
---@param resource gameFxResource
---@param transform WorldTransform
---@return gameFxInstance
function DeviceOperations:CreateFxInstance(owner, id, resource, transform) return end

---@param operation SBaseDeviceOperationData
---@param owner gameObject
function DeviceOperations:DelayOperation(operation, owner) return end

---@param target Device
---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
function DeviceOperations:EnterWorkspot(target, activator, freeCamera, componentName) return end

---@param operation SBaseDeviceOperationData
---@param owner gameObject
function DeviceOperations:Execute(operation, owner) return end

---@param id CName|string
---@return gameFxInstance
function DeviceOperations:GetFxInstance(id) return end

---@param index Int32
---@return Bool
function DeviceOperations:IsOperationEnabled(index) return end

---@param activator gameObject
function DeviceOperations:LeaveWorkspot(activator) return end

---@param id CName|string
function DeviceOperations:RemoveFxInstance(id) return end

---@param ri entEntityRequestComponentsInterface
function DeviceOperations:RequestComponents(ri) return end

---@param componentsData SComponentOperationData[]
function DeviceOperations:ResolveComponents(componentsData) return end

---@param damages SDamageOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveDamages(damages, owner) return end

---@param disable Bool
---@param owner gameObject
function DeviceOperations:ResolveDisable(disable, owner) return end

---@param facts SFactOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveFacts(facts, owner) return end

---@param items SInventoryOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveItems(items, owner) return end

---@param appearanceName CName|string
---@param owner gameObject
function DeviceOperations:ResolveMeshesAppearence(appearanceName, owner) return end

---@param operations SToggleOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveOperations(operations, owner) return end

---@param SFXs SSFXOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveSFXs(SFXs, owner) return end

---@param statusEffects SStatusEffectOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveStatusEffects(statusEffects, owner) return end

---@param stims SStimOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveStims(stims, owner) return end

---@param teleport STeleportOperationData
---@param owner gameObject
function DeviceOperations:ResolveTeleport(teleport, owner) return end

---@param animations STransformAnimationData[]
---@param owner gameObject
function DeviceOperations:ResolveTransformAnimations(animations, owner) return end

---@param VFXs SVFXOperationData[]
---@param owner gameObject
function DeviceOperations:ResolveVFXs(VFXs, owner) return end

---@param workspot SWorkspotData
---@param owner gameObject
function DeviceOperations:ResolveWorkspots(workspot, owner) return end

---@param operation SBaseDeviceOperationData
---@param owner gameObject
function DeviceOperations:Restore(operation, owner) return end

---@param enable Bool
---@param index Int32
---@param type EOperationClassType
---@param owner gameObject
function DeviceOperations:SendToggleOperataionEvent(enable, index, type, owner) return end

---@param delayId gameDelayID
---@param operationID Int32
function DeviceOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param id CName|string
---@param fx gameFxInstance
function DeviceOperations:StoreFxInstance(id, fx) return end

---@param ri entEntityResolveComponentsInterface
function DeviceOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function DeviceOperations:ToggleOperation(enable, index) return end

---@class DeviceOperationsContainer : IScriptable
---@field operations DeviceOperationBase[]
---@field triggers DeviceOperationsTrigger[]
DeviceOperationsContainer = {}

---@return DeviceOperationsContainer
function DeviceOperationsContainer.new() return end

---@param props table
---@return DeviceOperationsContainer
function DeviceOperationsContainer.new(props) return end

---@param owner gameObject
function DeviceOperationsContainer:EvaluateActivatorTriggers(owner) return end

---@param state EDeviceStatus
---@param owner gameObject
function DeviceOperationsContainer:EvaluateBaseStateTriggers(state, owner) return end

---@param actionID CName|string
---@param owner gameObject
function DeviceOperationsContainer:EvaluateCustomActionTriggers(actionID, owner) return end

---@param actionClassName CName|string
---@param owner gameObject
function DeviceOperationsContainer:EvaluateDeviceActionTriggers(actionClassName, owner) return end

---@param state EDoorStatus
---@param owner gameObject
function DeviceOperationsContainer:EvaluateDoorStateTriggers(state, owner) return end

---@param owner gameObject
---@param factName CName|string
function DeviceOperationsContainer:EvaluateFactTriggers(owner, factName) return end

---@param owner gameObject
---@param operationType ETriggerOperationType
function DeviceOperationsContainer:EvaluateFocusModeTriggers(owner, operationType) return end

---@param owner gameObject
---@param activator gameObject
---@param attackData gamedamageAttackData
function DeviceOperationsContainer:EvaluateHitTriggers(owner, activator, attackData) return end

---@param areaTag CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType gameinteractionsEInteractionEventType
function DeviceOperationsContainer:EvaluateInteractionAreaTriggers(areaTag, owner, activator, operationType) return end

---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function DeviceOperationsContainer:EvaluateSenseTriggers(owner, activator, operationType) return end

---@param componentName CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function DeviceOperationsContainer:EvaluateTriggerVolumeTriggers(componentName, owner, activator, operationType) return end

---@param operationName CName|string
---@param owner gameObject
function DeviceOperationsContainer:Execute(operationName, owner) return end

---@param className CName|string
---@return Bool
function DeviceOperationsContainer:HasOperation(className) return end

---@param owner gameObject
function DeviceOperationsContainer:Initialize(owner) return end

---@param index Int32
---@return Bool
function DeviceOperationsContainer:IsOperationEnabled(index) return end

---@param operationName CName|string
---@return Bool
function DeviceOperationsContainer:IsOperationEnabled(operationName) return end

---@param operationName CName|string
---@param owner gameObject
function DeviceOperationsContainer:Restore(operationName, owner) return end

---@param actionID CName|string
---@param owner gameObject
function DeviceOperationsContainer:RestoreCustomActionOperations(actionID, owner) return end

---@param actionClassName CName|string
---@param owner gameObject
function DeviceOperationsContainer:RestoreDeviceActionOperations(actionClassName, owner) return end

---@param enable Bool
---@param index Int32
function DeviceOperationsContainer:ToggleOperationByIndex(enable, index) return end

---@param enable Bool
---@param operationName CName|string
function DeviceOperationsContainer:ToggleOperationByName(enable, operationName) return end

---@param operations SToggleDeviceOperationData[]
function DeviceOperationsContainer:ToggleOperations(operations) return end

---@param owner gameObject
function DeviceOperationsContainer:UnInitialize(owner) return end

---@class DeviceOperationsTrigger : IScriptable
DeviceOperationsTrigger = {}

---@param namedOperation OperationExecutionData
function DeviceOperationsTrigger:ClearDelayIdOnNamedOperation(namedOperation) return end

---@param namedOperation OperationExecutionData
---@param owner gameObject
function DeviceOperationsTrigger:DelayTriggerExecution(namedOperation, owner) return end

---@param operationName CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceOperationsTrigger:ExecuteOperationByName(operationName, owner, container) return end

---@param owner gameObject
---@return DeviceOperationsContainer
function DeviceOperationsTrigger:GetOperationsContainer(owner) return end

---@param owner gameObject
function DeviceOperationsTrigger:Initialize(owner) return end

---@param activator gameObject
---@return Bool
function DeviceOperationsTrigger:IsPlayerActivator(activator) return end

---@param trigger DeviceOperationTriggerData
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceOperationsTrigger:ResolveOperationsOnTrigger(trigger, owner, container) return end

---@param operationName CName|string
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceOperationsTrigger:RestoreOperationByName(operationName, owner, container) return end

---@param trigger DeviceOperationTriggerData
---@param owner gameObject
---@param container DeviceOperationsContainer
function DeviceOperationsTrigger:RestoreOperationsOnTrigger(trigger, owner, container) return end

---@param delayID gameDelayID
---@param namedOperation OperationExecutionData
function DeviceOperationsTrigger:SetDelayIdOnNamedOperation(delayID, namedOperation) return end

---@param owner gameObject
function DeviceOperationsTrigger:UnInitialize(owner) return end

---@class DeviceRemoteInteractionCondition : gameinteractionsInteractionScriptedCondition
DeviceRemoteInteractionCondition = {}

---@return DeviceRemoteInteractionCondition
function DeviceRemoteInteractionCondition.new() return end

---@param props table
---@return DeviceRemoteInteractionCondition
function DeviceRemoteInteractionCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function DeviceRemoteInteractionCondition:IsLookaAtTarget(activatorObject, hotSpotObject) return end

---@param hotSpotObject gameObject
---@return Bool
function DeviceRemoteInteractionCondition:IsScannerTarget(hotSpotObject) return end

---@param hotSpotObject gameObject
---@return Bool
function DeviceRemoteInteractionCondition:ShouldEnableLayer(hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function DeviceRemoteInteractionCondition:Test(activatorObject, hotSpotObject) return end

---@class DeviceScanningDescription : ObjectScanningDescription
---@field DeviceGameplayDescription TweakDBID
---@field DeviceCustomDescriptions TweakDBID[]
---@field DeviceGameplayRole TweakDBID
---@field DeviceRoleActionsDescriptions TweakDBID[]
DeviceScanningDescription = {}

---@return DeviceScanningDescription
function DeviceScanningDescription.new() return end

---@param props table
---@return DeviceScanningDescription
function DeviceScanningDescription.new(props) return end

---@return TweakDBID[]
function DeviceScanningDescription:GetCustomDesriptions() return end

---@return TweakDBID[]
function DeviceScanningDescription:GetDeviceRoleActionsDescriptions() return end

---@return TweakDBID
function DeviceScanningDescription:GetGameplayDesription() return end

---@class DeviceSystemBase : InteractiveMasterDevice
DeviceSystemBase = {}

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DeviceSystemBase:OnTakeControl(ri) return end

function DeviceSystemBase:AdjustInteractionComponent() return end

---@class DeviceSystemBaseController : MasterController
DeviceSystemBaseController = {}

---@return DeviceSystemBaseControllerPS
function DeviceSystemBaseController:GetPS() return end

---@class DeviceSystemBaseControllerPS : MasterControllerPS
---@field quickHacksEnabled Bool
DeviceSystemBaseControllerPS = {}

---@return GetAccess
function DeviceSystemBaseControllerPS:ActionGetAccess() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DeviceSystemBaseControllerPS:GetActions(context) return end

---@param evt GetAccess
---@return EntityNotificationType
function DeviceSystemBaseControllerPS:OnGetAccess(evt) return end

---@param device gameDeviceComponentPS
function DeviceSystemBaseControllerPS:RevokeQuickHacks(device) return end

---@class DeviceTakeControlDef : gamebbScriptDefinition
---@field DevicesChain gamebbScriptID_Variant
---@field ActiveDevice gamebbScriptID_EntityID
---@field IsDeviceWorking gamebbScriptID_Bool
---@field ChainLocked gamebbScriptID_Bool
DeviceTakeControlDef = {}

---@return DeviceTakeControlDef
function DeviceTakeControlDef.new() return end

---@param props table
---@return DeviceTakeControlDef
function DeviceTakeControlDef.new(props) return end

---@return Bool
function DeviceTakeControlDef:AutoCreateInSystem() return end

---@class DeviceThumbnailWidgetControllerBase : DeviceButtonLogicControllerBase
---@field deviceIconRef inkImageWidgetReference
---@field statusNameWidget inkTextWidgetReference
---@field thumbnailAction ThumbnailUI
DeviceThumbnailWidgetControllerBase = {}

---@return DeviceThumbnailWidgetControllerBase
function DeviceThumbnailWidgetControllerBase.new() return end

---@param props table
---@return DeviceThumbnailWidgetControllerBase
function DeviceThumbnailWidgetControllerBase.new(props) return end

---@return ThumbnailUI
function DeviceThumbnailWidgetControllerBase:GetAction() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SThumbnailWidgetPackage
function DeviceThumbnailWidgetControllerBase:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function DeviceThumbnailWidgetControllerBase:RegisterThumbnailActionCallback(gameController) return end

---@param action ThumbnailUI
function DeviceThumbnailWidgetControllerBase:SetAction(action) return end

---@class DeviceTimeTableManager : IScriptable
---@field timeTable SDeviceTimetableEntry[]
DeviceTimeTableManager = {}

---@return DeviceTimeTableManager
function DeviceTimeTableManager.new() return end

---@param props table
---@return DeviceTimeTableManager
function DeviceTimeTableManager.new(props) return end

---@return Int32
function DeviceTimeTableManager:GetACtiveEntryID() return end

---@return GameTime
function DeviceTimeTableManager:GetCurrentTime() return end

---@return EDeviceStatus
function DeviceTimeTableManager:GetDeviceStateForActiveEntry() return end

---@return SDeviceTimetableEntry[]
function DeviceTimeTableManager:GetTimeTable() return end

---@param owner gameObject
function DeviceTimeTableManager:InitializeTimetable(owner) return end

---@param entryID Int32
---@return Bool
function DeviceTimeTableManager:IsEntryActive(entryID) return end

---@return Bool
function DeviceTimeTableManager:IsValid() return end

function DeviceTimeTableManager:UninitializeTimetable() return end

---@class DeviceTimetable : gameScriptableComponent
---@field timeTableSetup DeviceTimeTableManager
DeviceTimetable = {}

---@return DeviceTimetable
function DeviceTimetable.new() return end

---@param props table
---@return DeviceTimetable
function DeviceTimetable.new(props) return end

function DeviceTimetable:InitializeTimetable() return end

function DeviceTimetable:OnGameAttach() return end

function DeviceTimetable:OnGameDetach() return end

---@param timetable DeviceTimeTableManager
function DeviceTimetable:SetTimetable(timetable) return end

function DeviceTimetable:UninitializeTimetable() return end

---@class DeviceTimetableEvent : redEvent
---@field state EDeviceStatus
---@field requesterID entEntityID
---@field restorePower Bool
DeviceTimetableEvent = {}

---@return DeviceTimetableEvent
function DeviceTimetableEvent.new() return end

---@param props table
---@return DeviceTimetableEvent
function DeviceTimetableEvent.new(props) return end

---@class DeviceUpdateEvent : gameTickableEvent
DeviceUpdateEvent = {}

---@return DeviceUpdateEvent
function DeviceUpdateEvent.new() return end

---@param props table
---@return DeviceUpdateEvent
function DeviceUpdateEvent.new(props) return end

---@class DeviceWidgetControllerBase : DeviceInkLogicControllerBase
---@field backgroundTextureRef inkImageWidgetReference
---@field statusNameWidget inkTextWidgetReference
---@field actionsListWidget inkWidgetReference
---@field actionWidgetsData SActionWidgetPackage[]
---@field actionData ResolveActionData
DeviceWidgetControllerBase = {}

---@return DeviceWidgetControllerBase
function DeviceWidgetControllerBase.new() return end

---@param props table
---@return DeviceWidgetControllerBase
function DeviceWidgetControllerBase.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DeviceWidgetControllerBase:OnActionWidgetSpawned(widget, userData) return end

---@param widget inkWidget
---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return inkWidget
function DeviceWidgetControllerBase:AddActionWidget(widget, widgetData, gameController) return end

---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
function DeviceWidgetControllerBase:AddActionWidgetData(widgetData, gameController) return end

---@param gameController DeviceInkGameControllerBase
---@param parentWidget inkWidget
---@param widgetData SActionWidgetPackage
---@return inkWidget
function DeviceWidgetControllerBase:CreateActionWidget(gameController, parentWidget, widgetData) return end

---@param gameController DeviceInkGameControllerBase
---@param parentWidget inkWidget
---@param widgetData SActionWidgetPackage
function DeviceWidgetControllerBase:CreateActionWidgetAsync(gameController, parentWidget, widgetData) return end

---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return inkWidget
function DeviceWidgetControllerBase:GetActionWidget(widgetData, gameController) return end

---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Int32
function DeviceWidgetControllerBase:GetActionWidgetDataIndex(widgetData, gameController) return end

---@return inkWidget
function DeviceWidgetControllerBase:GetParentForActionWidgets() return end

---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Bool
function DeviceWidgetControllerBase:HasActionWidget(widgetData, gameController) return end

---@param widgetData SActionWidgetPackage
---@param gameController DeviceInkGameControllerBase
---@return Bool
function DeviceWidgetControllerBase:HasActionWidgetData(widgetData, gameController) return end

function DeviceWidgetControllerBase:HideActionWidgets() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function DeviceWidgetControllerBase:Initialize(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
---@param widget inkWidget
---@param widgetData SActionWidgetPackage
function DeviceWidgetControllerBase:InitializeActionWidget(gameController, widget, widgetData) return end

---@param gameController DeviceInkGameControllerBase
---@param widget inkWidget
function DeviceWidgetControllerBase:RegisterButtonWidgetToAudioCallbacks(gameController, widget) return end

---@param widgetData SActionWidgetPackage
function DeviceWidgetControllerBase:ResolveAction(widgetData) return end

---@param widgetData SActionWidgetPackage
---@param index Int32
function DeviceWidgetControllerBase:UpdateActionWidgetData(widgetData, index) return end

---@class DialerContactDataView : inkScriptableDataViewWrapper
---@field compareBuilder CompareBuilder
---@field sortMethod ContactsSortMethod
DialerContactDataView = {}

---@return DialerContactDataView
function DialerContactDataView.new() return end

---@param props table
---@return DialerContactDataView
function DialerContactDataView.new(props) return end

---@param data IScriptable
---@return Bool
function DialerContactDataView:FilterItem(data) return end

function DialerContactDataView:Setup() return end

---@param leftData ContactData
---@param rightData ContactData
---@return Bool
function DialerContactDataView:SortByName(leftData, rightData) return end

---@param leftData ContactData
---@param rightData ContactData
---@return Bool
function DialerContactDataView:SortByTime(leftData, rightData) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function DialerContactDataView:SortItem(left, right) return end

---@class DialerContactTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
DialerContactTemplateClassifier = {}

---@return DialerContactTemplateClassifier
function DialerContactTemplateClassifier.new() return end

---@param props table
---@return DialerContactTemplateClassifier
function DialerContactTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function DialerContactTemplateClassifier:ClassifyItem(data) return end

---@class DialogChoiceLogicController : inkWidgetLogicController
---@field InputViewRef inkWidgetReference
---@field VerticalLineWidget inkWidgetReference
---@field ActiveTextRef inkTextWidgetReference
---@field InActiveTextRootRef inkWidgetReference
---@field TextFlexRef inkWidgetReference
---@field SelectedBgRef inkWidgetReference
---@field SelectedBgRefJohnny inkWidgetReference
---@field CaptionHolder inkCompoundWidgetReference
---@field SecondaryCaptionHolder inkCompoundWidgetReference
---@field RootWidget inkCompoundWidget
---@field AnimationTime Float
---@field AnimationSpeed Float
---@field UseConstantSpeed Bool
---@field phoneIcon inkWidgetReference
---@field tagWrapper inkWidgetReference
---@field tagSeparator inkWidgetReference
---@field tagTextRef inkTextWidgetReference
---@field TextFlex inkWidget
---@field InActiveTextRoot inkWidget
---@field SelectedBg inkWidget
---@field SelectedBgJohnny inkWidget
---@field InputView InteractionsInputView
---@field CaptionControllers CaptionImageIconsLogicController[]
---@field SecondaryCaptionControllers CaptionImageIconsLogicController[]
---@field type gameinteractionsChoiceTypeWrapper
---@field isSelected Bool
---@field prevIsSelected Bool
---@field hasDedicatedInput Bool
---@field overriddenInput Bool
---@field isPreserveSelectionFadeOut Bool
---@field isPhoneLockActive Bool
---@field dedicatedInputName CName
---@field Active CName
---@field Inactive CName
---@field Black CName
---@field questColor CName
---@field possessedDialog CName
---@field ControllerPromptLimit Int32
---@field fadingOptionEndTransparency Float
---@field animSelectedBgProxy inkanimProxy
---@field animSelectedJohnnyBgProxy inkanimProxy
---@field animActiveTextProxy inkanimProxy
---@field animfFadingOutProxy inkanimProxy
---@field animIntroProxy inkanimProxy
DialogChoiceLogicController = {}

---@return DialogChoiceLogicController
function DialogChoiceLogicController.new() return end

---@param props table
---@return DialogChoiceLogicController
function DialogChoiceLogicController.new(props) return end

---@return Bool
function DialogChoiceLogicController:OnInitialize() return end

function DialogChoiceLogicController:AnimateSelection() return end

---@param startValue Float
---@param endValue Float
---@param fadeOutTime Float
function DialogChoiceLogicController:Fade(startValue, endValue, fadeOutTime) return end

---@param fadeOutTime Float
function DialogChoiceLogicController:FadeOut(fadeOutTime) return end

---@param overrideButton Bool
function DialogChoiceLogicController:OverrideInputButton(overrideButton) return end

---@param newSize Int32
function DialogChoiceLogicController:ResizeCaptionParts(newSize) return end

---@param value CName|string
function DialogChoiceLogicController:SetButtonPromptTextureFromHub(value) return end

---@param argList gameinteractionsChoiceCaptionPart[]
function DialogChoiceLogicController:SetCaptionParts(argList) return end

---@param text String
---@param tag String
function DialogChoiceLogicController:SetChoiceText(text, tag) return end

---@param currentNum Int32
---@param allItemsNum Int32
---@param hasAbove Bool
---@param hasBelow Bool
function DialogChoiceLogicController:SetData(currentNum, allItemsNum, hasAbove, hasBelow) return end

---@param value CName|string
function DialogChoiceLogicController:SetDedicatedInput(value) return end

---@param value Bool
function DialogChoiceLogicController:SetDimmed(value) return end

---@param isFading Bool
---@param timedDuration Float
---@param timedProgress Float
---@param progressBar inkWidget
function DialogChoiceLogicController:SetFadingState(isFading, timedDuration, timedProgress, progressBar) return end

function DialogChoiceLogicController:SetGlowline() return end

---@param value Bool
function DialogChoiceLogicController:SetIsPhoneLockActive(value) return end

---@param isSelected Bool
function DialogChoiceLogicController:SetSelected(isSelected) return end

---@param value gameinteractionsChoiceTypeWrapper
function DialogChoiceLogicController:SetType(value) return end

---@param visible Bool
function DialogChoiceLogicController:SetVisible(visible) return end

function DialogChoiceLogicController:UpdateColors() return end

function DialogChoiceLogicController:UpdateView() return end

---@class DialogChoiceTimerController : inkWidgetLogicController
---@field bar inkWidgetReference
---@field timerValue inkTextWidgetReference
---@field progressAnimDef inkanimDefinition
---@field timerAnimDef inkanimDefinition
---@field ProgressAnimInterpolator inkanimScaleInterpolator
---@field timerAnimInterpolator inkanimTransparencyInterpolator
---@field timerAnimProxy inkanimProxy
---@field timerBarAnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field time Float
DialogChoiceTimerController = {}

---@return DialogChoiceTimerController
function DialogChoiceTimerController.new() return end

---@param props table
---@return DialogChoiceTimerController
function DialogChoiceTimerController.new(props) return end

---@return Bool
function DialogChoiceTimerController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function DialogChoiceTimerController:OnTimerEndLoop(proxy) return end

---@return Bool
function DialogChoiceTimerController:OnUninitialize() return end

---@param isMenuVisible Bool
function DialogChoiceTimerController:OnMenuVisibilityChange(isMenuVisible) return end

function DialogChoiceTimerController:SetTime() return end

function DialogChoiceTimerController:SetupAnimation() return end

---@param timeDuration Float
---@param timedProgress Float
function DialogChoiceTimerController:StartProgressBarAnim(timeDuration, timedProgress) return end

---@class DialogHubData
---@field isSelected Bool
---@field selectedInd Int32
---@field hasAboveElements Bool
---@field hasBelowElements Bool
---@field currentNum Int32
---@field argTotalCountAcrossHubs Int32
DialogHubData = {}

---@return DialogHubData
function DialogHubData.new() return end

---@param props table
---@return DialogHubData
function DialogHubData.new(props) return end

---@class DialogHubLogicController : inkWidgetLogicController
---@field progressBarHolder inkWidgetReference
---@field selectionSizeProviderRef inkWidgetReference
---@field selectionRoot inkWidgetReference
---@field moveAnimTime Float
---@field rootWidget inkWidget
---@field possessedDialogFluff inkWidget
---@field titleWidget inkTextWidget
---@field titleBorder inkWidget
---@field titleContainer inkCompoundWidget
---@field mainVert inkCompoundWidget
---@field id Int32
---@field isSelected Bool
---@field data gameinteractionsvisListChoiceHubData
---@field itemControllers DialogChoiceLogicController[]
---@field progressBar DialogChoiceTimerController
---@field hasProgressBar Bool
---@field wasTimmed Bool
---@field isClosingDelayed Bool
---@field lastSelectedIdx Int32
---@field inActiveTransparency Float
---@field animSelectMarginProxy inkanimProxy
---@field animSelectSizeProxy inkanimProxy
---@field animSelectMargin inkanimDefinition
---@field animSelectSize inkanimDefinition
---@field animfFadingOutProxy inkanimProxy
---@field selectBgSizeInterp inkanimSizeInterpolator
---@field selectBgMarginInterp inkanimMarginInterpolator
---@field dialogHubData DialogHubData
---@field pendingRequests Int32
---@field spawnTokens inkAsyncSpawnRequest[]
DialogHubLogicController = {}

---@return DialogHubLogicController
function DialogHubLogicController.new() return end

---@param props table
---@return DialogHubLogicController
function DialogHubLogicController.new(props) return end

---@return Bool
function DialogHubLogicController:OnInitialize() return end

---@param newItem inkWidget
---@param userData IScriptable
---@return Bool
function DialogHubLogicController:OnItemSpawned(newItem, userData) return end

---@param fadeOutTime Float
function DialogHubLogicController:FadeOutItems(fadeOutTime) return end

---@return Int32
function DialogHubLogicController:GetId() return end

---@param isMenuVisible Bool
function DialogHubLogicController:OnMenuVisibilityChange(isMenuVisible) return end

---@param overrideButton Bool
function DialogHubLogicController:OverrideInputButton(overrideButton) return end

---@param value gameinteractionsvisListChoiceHubData
---@param isSelected Bool
---@param selectedInd Int32
---@param hasAboveElements Bool
---@param hasBelowElements Bool
---@param currentNum Int32
---@param argTotalCountAcrossHubs Int32
function DialogHubLogicController:SetData(value, isSelected, selectedInd, hasAboveElements, hasBelowElements, currentNum, argTotalCountAcrossHubs) return end

---@param isActive Bool
---@param timedDuration Float
---@param timedProgress Float
function DialogHubLogicController:SetupTimeBar(isActive, timedDuration, timedProgress) return end

---@param title String
---@param isActive Bool
---@param isPossessed Bool
function DialogHubLogicController:SetupTitle(title, isActive, isPossessed) return end

function DialogHubLogicController:UpdateDialogHubData() return end

---@return Bool
function DialogHubLogicController:WasTimed() return end

---@class DialogHubPostInitializeEvent : redEvent
DialogHubPostInitializeEvent = {}

---@return DialogHubPostInitializeEvent
function DialogHubPostInitializeEvent.new() return end

---@param props table
---@return DialogHubPostInitializeEvent
function DialogHubPostInitializeEvent.new(props) return end

---@class DialogueChoiceHubPrereq : gameIScriptablePrereq
---@field isChoiceHubActive Bool
DialogueChoiceHubPrereq = {}

---@return DialogueChoiceHubPrereq
function DialogueChoiceHubPrereq.new() return end

---@param props table
---@return DialogueChoiceHubPrereq
function DialogueChoiceHubPrereq.new(props) return end

---@param recordID TweakDBID|string
function DialogueChoiceHubPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function DialogueChoiceHubPrereq:IsFulfilled(context) return end

---@class DialogueChoiceHubPrereqState : gamePrereqState
DialogueChoiceHubPrereqState = {}

---@return DialogueChoiceHubPrereqState
function DialogueChoiceHubPrereqState.new() return end

---@param props table
---@return DialogueChoiceHubPrereqState
function DialogueChoiceHubPrereqState.new(props) return end

---@class DifficultySelectionMenu : gameuiBaseCharacterCreationController
---@field difficultyTitle inkTextWidgetReference
---@field difficultyIcon inkImageWidgetReference
---@field difficulty0 inkWidgetReference
---@field difficulty1 inkWidgetReference
---@field difficulty2 inkWidgetReference
---@field difficulty3 inkWidgetReference
---@field animationProxy inkanimProxy
---@field c_atlas1 redResourceReferenceScriptToken
---@field c_atlas2 redResourceReferenceScriptToken
---@field translationAnimationCtrl inkTextReplaceAnimationController
---@field localizedText String
DifficultySelectionMenu = {}

---@return DifficultySelectionMenu
function DifficultySelectionMenu.new() return end

---@param props table
---@return DifficultySelectionMenu
function DifficultySelectionMenu.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnButtonRelease(evt) return end

---@param e inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnHoverOverDifficulty0(e) return end

---@param e inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnHoverOverDifficulty1(e) return end

---@param e inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnHoverOverDifficulty2(e) return end

---@param e inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnHoverOverDifficulty3(e) return end

---@return Bool
function DifficultySelectionMenu:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function DifficultySelectionMenu:OnIntroComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function DifficultySelectionMenu:OnOutroComplete(anim) return end

---@param e inkPointerEvent
---@return Bool
function DifficultySelectionMenu:OnRelease(e) return end

---@return Bool
function DifficultySelectionMenu:OnUninitialize() return end

function DifficultySelectionMenu:NextMenu() return end

function DifficultySelectionMenu:OnIntro() return end

function DifficultySelectionMenu:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
function DifficultySelectionMenu:PlayAnim(animName, callBack) return end

function DifficultySelectionMenu:PriorMenu() return end

---@class DiodeControlComponent : gameScriptableComponent
---@field affectedLights CName[]
---@field lightsState Bool
---@field primaryLightPreset DiodeLightPreset
---@field secondaryLightPreset DiodeLightPreset
---@field secondaryPresetActive Bool
---@field secondaryPresetRemovalID gameDelayID
DiodeControlComponent = {}

---@return DiodeControlComponent
function DiodeControlComponent.new() return end

---@param props table
---@return DiodeControlComponent
function DiodeControlComponent.new(props) return end

---@param owner gameObject
---@param lightPreset gamedataLightPreset_Record
---@param delay Float
function DiodeControlComponent.ActivateLightPreset(owner, lightPreset, delay) return end

---@param evt ApplyDiodeLightPresetEvent
---@return Bool
function DiodeControlComponent:OnApplyDiodeLightPresetEvent(evt) return end

---@param evt ChangeDiodeLightSettingsEvent
---@return Bool
function DiodeControlComponent:OnChangeDiodeLightSettingsEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function DiodeControlComponent:OnDeath(evt) return end

---@param evt RemoveSecondaryDiodeLightPresetEvent
---@return Bool
function DiodeControlComponent:OnRemoveSecondaryDiodeLightPresetEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DiodeControlComponent:OnRequestComponents(ri) return end

---@param preset DiodeLightPreset
---@param delay Float
function DiodeControlComponent:ApplyPreset(preset, delay) return end

---@param preset DiodeLightPreset
---@param delay Float
---@param force Bool
function DiodeControlComponent:ApplyPrimaryPreset(preset, delay, force) return end

---@param preset DiodeLightPreset
---@param delay Float
---@param duration Float
function DiodeControlComponent:ApplySecondaryPreset(preset, delay, duration) return end

---@param colorValues Int32[]
---@param strength Float
---@param time Float
---@param curve CName|string
---@param loop Bool
function DiodeControlComponent:ChangeLightSettings(colorValues, strength, time, curve, loop) return end

---@param colorValues Int32[]
---@param strength Float
---@param time Float
---@param curve CName|string
---@param loop Bool
---@param delay Float
function DiodeControlComponent:QueueLightSettings(colorValues, strength, time, curve, loop, delay) return end

---@param state Bool
function DiodeControlComponent:ToggleDiodes(state) return end

---@class DiodeLightPreset
---@field state Bool
---@field colorMax Int32[]
---@field colorMin Int32[]
---@field overrideColorMin Bool
---@field strength Float
---@field curve CName
---@field time Float
---@field loop Bool
---@field duration Float
---@field force Bool
DiodeLightPreset = {}

---@return DiodeLightPreset
function DiodeLightPreset.new() return end

---@param props table
---@return DiodeLightPreset
function DiodeLightPreset.new(props) return end

---@class DisableAlarmEvent : redEvent
DisableAlarmEvent = {}

---@return DisableAlarmEvent
function DisableAlarmEvent.new() return end

---@param props table
---@return DisableAlarmEvent
function DisableAlarmEvent.new(props) return end

---@class DisableAllVehicleInteractionsNotEnabledPrereq : gameIScriptablePrereq
DisableAllVehicleInteractionsNotEnabledPrereq = {}

---@return DisableAllVehicleInteractionsNotEnabledPrereq
function DisableAllVehicleInteractionsNotEnabledPrereq.new() return end

---@param props table
---@return DisableAllVehicleInteractionsNotEnabledPrereq
function DisableAllVehicleInteractionsNotEnabledPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function DisableAllVehicleInteractionsNotEnabledPrereq:IsFulfilled(context) return end

---@class DisableAllWorldInteractionsNotEnabledPrereq : gameIScriptablePrereq
DisableAllWorldInteractionsNotEnabledPrereq = {}

---@return DisableAllWorldInteractionsNotEnabledPrereq
function DisableAllWorldInteractionsNotEnabledPrereq.new() return end

---@param props table
---@return DisableAllWorldInteractionsNotEnabledPrereq
function DisableAllWorldInteractionsNotEnabledPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function DisableAllWorldInteractionsNotEnabledPrereq:IsFulfilled(context) return end

---@class DisableAreaIndicatorEvent : redEvent
DisableAreaIndicatorEvent = {}

---@return DisableAreaIndicatorEvent
function DisableAreaIndicatorEvent.new() return end

---@param props table
---@return DisableAreaIndicatorEvent
function DisableAreaIndicatorEvent.new(props) return end

---@class DisableBerserkAction : UseAction
DisableBerserkAction = {}

---@return DisableBerserkAction
function DisableBerserkAction.new() return end

---@param props table
---@return DisableBerserkAction
function DisableBerserkAction.new(props) return end

function DisableBerserkAction:StartAction() return end

---@class DisableBraindanceActions : redEvent
---@field actionMask SBraindanceInputMask
DisableBraindanceActions = {}

---@return DisableBraindanceActions
function DisableBraindanceActions.new() return end

---@param props table
---@return DisableBraindanceActions
function DisableBraindanceActions.new(props) return end

---@return String
function DisableBraindanceActions:GetFriendlyDescription() return end

---@class DisableCorruptedSandevistanAction : UseAction
DisableCorruptedSandevistanAction = {}

---@return DisableCorruptedSandevistanAction
function DisableCorruptedSandevistanAction.new() return end

---@param props table
---@return DisableCorruptedSandevistanAction
function DisableCorruptedSandevistanAction.new(props) return end

function DisableCorruptedSandevistanAction:StartAction() return end

---@class DisableFields : gameScriptableSystemRequest
---@field actionMask SBraindanceInputMask
DisableFields = {}

---@return DisableFields
function DisableFields.new() return end

---@param props table
---@return DisableFields
function DisableFields.new(props) return end

---@class DisableObjectDescriptionEvent : redEvent
---@field isDisabled Bool
DisableObjectDescriptionEvent = {}

---@return DisableObjectDescriptionEvent
function DisableObjectDescriptionEvent.new() return end

---@param props table
---@return DisableObjectDescriptionEvent
function DisableObjectDescriptionEvent.new(props) return end

---@return String
function DisableObjectDescriptionEvent:GetFriendlyDescription() return end

---@class DisableRPGRequirementsForDeviceActions : redEvent
---@field action TweakDBID
---@field disable Bool
DisableRPGRequirementsForDeviceActions = {}

---@return DisableRPGRequirementsForDeviceActions
function DisableRPGRequirementsForDeviceActions.new() return end

---@param props table
---@return DisableRPGRequirementsForDeviceActions
function DisableRPGRequirementsForDeviceActions.new(props) return end

---@return String
function DisableRPGRequirementsForDeviceActions:GetFriendlyDescription() return end

---@class DisableRagdoll : RagdollTask
DisableRagdoll = {}

---@return DisableRagdoll
function DisableRagdoll.new() return end

---@param props table
---@return DisableRagdoll
function DisableRagdoll.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DisableRagdoll:Activate(context) return end

---@class DisableRagdollComponentEvent : redEvent
DisableRagdollComponentEvent = {}

---@return DisableRagdollComponentEvent
function DisableRagdollComponentEvent.new() return end

---@param props table
---@return DisableRagdollComponentEvent
function DisableRagdollComponentEvent.new(props) return end

---@class DisableSandevistanAction : UseAction
DisableSandevistanAction = {}

---@return DisableSandevistanAction
function DisableSandevistanAction.new() return end

---@param props table
---@return DisableSandevistanAction
function DisableSandevistanAction.new(props) return end

function DisableSandevistanAction:StartAction() return end

---@class DisableScannerEvent : redEvent
---@field isDisabled Bool
DisableScannerEvent = {}

---@return DisableScannerEvent
function DisableScannerEvent.new() return end

---@param props table
---@return DisableScannerEvent
function DisableScannerEvent.new(props) return end

---@return String
function DisableScannerEvent:GetFriendlyDescription() return end

---@class DisableTargetingEffector : gameEffector
---@field owner gameObject
DisableTargetingEffector = {}

---@return DisableTargetingEffector
function DisableTargetingEffector.new() return end

---@param props table
---@return DisableTargetingEffector
function DisableTargetingEffector.new(props) return end

---@param owner gameObject
function DisableTargetingEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function DisableTargetingEffector:Initialize(record, parentRecord) return end

---@param toggle Bool
function DisableTargetingEffector:SignalEvent(toggle) return end

function DisableTargetingEffector:Uninitialize() return end

---@class DisableTimeCallbacks : redEvent
DisableTimeCallbacks = {}

---@return DisableTimeCallbacks
function DisableTimeCallbacks.new() return end

---@param props table
---@return DisableTimeCallbacks
function DisableTimeCallbacks.new(props) return end

---@return String
function DisableTimeCallbacks:GetFriendlyDescription() return end

---@class DisableUndeadAnimFeatureEvent : redEvent
DisableUndeadAnimFeatureEvent = {}

---@return DisableUndeadAnimFeatureEvent
function DisableUndeadAnimFeatureEvent.new() return end

---@param props table
---@return DisableUndeadAnimFeatureEvent
function DisableUndeadAnimFeatureEvent.new(props) return end

---@class DisableVisualOverride : redEvent
---@field blockReequipping Bool
DisableVisualOverride = {}

---@return DisableVisualOverride
function DisableVisualOverride.new() return end

---@param props table
---@return DisableVisualOverride
function DisableVisualOverride.new(props) return end

---@return String
function DisableVisualOverride:GetFriendlyDescription() return end

---@class DisableWeakspotDelayedEvent : DelayEvent
DisableWeakspotDelayedEvent = {}

---@return DisableWeakspotDelayedEvent
function DisableWeakspotDelayedEvent.new() return end

---@param props table
---@return DisableWeakspotDelayedEvent
function DisableWeakspotDelayedEvent.new(props) return end

---@class Disarm : redEvent
---@field requester gameObject
Disarm = {}

---@return Disarm
function Disarm.new() return end

---@param props table
---@return Disarm
function Disarm.new(props) return end

---@class DisarmComponent : gameScriptableComponent
---@field isDisarmingOngoing Bool
---@field owner gameObject
---@field requester gameObject
DisarmComponent = {}

---@return DisarmComponent
function DisarmComponent.new() return end

---@param props table
---@return DisarmComponent
function DisarmComponent.new(props) return end

---@param evt Arm
---@return Bool
function DisarmComponent:OnArm(evt) return end

---@param evt Disarm
---@return Bool
function DisarmComponent:OnDisarm(evt) return end

---@param evt gameAttachmentSlotEventsUnequipEnd
---@return Bool
function DisarmComponent:OnUnequipEnded(evt) return end

---@param requester gameObject
function DisarmComponent:ArmOwner(requester) return end

function DisarmComponent:CleanUp() return end

function DisarmComponent:DisarmOwner() return end

---@return EquipmentSystem
function DisarmComponent:GetEquipmentSystem() return end

---@return gameItemData[]
function DisarmComponent:GetWeapons() return end

function DisarmComponent:OnGameAttach() return end

function DisarmComponent:SendEquipmentSystemClearAllWeaponSlotsRequest() return end

---@param requestType EquipmentManipulationAction
---@param equipAnimType gameEquipAnimationType
function DisarmComponent:SendEquipmentSystemWeaponManipulationRequest(requestType, equipAnimType) return end

---@return Bool
function DisarmComponent:UnequipWeapons() return end

---@class DisassemblableComponent : gameScriptableComponent
---@field disassembled Bool
---@field disassembleTargetRequesters gameObject[]
DisassemblableComponent = {}

---@return DisassemblableComponent
function DisassemblableComponent.new() return end

---@param props table
---@return DisassemblableComponent
function DisassemblableComponent.new(props) return end

---@param evt DisassembleEvent
---@return Bool
function DisassemblableComponent:OnDisassembled(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DisassemblableComponent:OnTakeControl(ri) return end

---@param evt DisassembleTargetRequest
---@return Bool
function DisassemblableComponent:OnTargetRequested(evt) return end

function DisassemblableComponent:ObtainParts() return end

function DisassemblableComponent:OnGameAttach() return end

function DisassemblableComponent:OnGameDetach() return end

---@param deltaTime Float
function DisassemblableComponent:OnUpdate(deltaTime) return end

---@class DisassemblableEntitySimple : InteractiveDevice
---@field mesh entMeshComponent
---@field collider entIComponent
DisassemblableEntitySimple = {}

---@return DisassemblableEntitySimple
function DisassemblableEntitySimple.new() return end

---@param props table
---@return DisassemblableEntitySimple
function DisassemblableEntitySimple.new(props) return end

---@param evt DisassembleDevice
---@return Bool
function DisassemblableEntitySimple:OnDisassembleDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DisassemblableEntitySimple:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DisassemblableEntitySimple:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function DisassemblableEntitySimple:OnWorkspotFinished(componentName) return end

---@return GenericDeviceController
function DisassemblableEntitySimple:GetController() return end

---@return GenericDeviceControllerPS
function DisassemblableEntitySimple:GetDevicePS() return end

---@class DisassembleAction : BaseItemAction
DisassembleAction = {}

---@return DisassembleAction
function DisassembleAction.new() return end

---@param props table
---@return DisassembleAction
function DisassembleAction.new(props) return end

function DisassembleAction:CompleteAction() return end

---@class DisassembleDevice : ActionBool
DisassembleDevice = {}

---@return DisassembleDevice
function DisassembleDevice.new() return end

---@param props table
---@return DisassembleDevice
function DisassembleDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function DisassembleDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function DisassembleDevice.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DisassembleDevice.IsDefaultConditionMet(device, context) return end

---@return String
function DisassembleDevice:GetTweakDBChoiceRecord() return end

function DisassembleDevice:SetProperties() return end

---@class DisassembleEvent : redEvent
DisassembleEvent = {}

---@return DisassembleEvent
function DisassembleEvent.new() return end

---@param props table
---@return DisassembleEvent
function DisassembleEvent.new(props) return end

---@class DisassembleItemRequest : gamePlayerScriptableSystemRequest
---@field target gameObject
---@field itemID ItemID
---@field amount Int32
DisassembleItemRequest = {}

---@return DisassembleItemRequest
function DisassembleItemRequest.new() return end

---@param props table
---@return DisassembleItemRequest
function DisassembleItemRequest.new(props) return end

---@class DisassembleManager : gameuiMenuGameController
---@field listRef inkCompoundWidgetReference
---@field initialPopupDelay Float
---@field popupList DisassemblePopupLogicController[]
---@field listOfAddedInventoryItems gameInventoryItemData[]
---@field player PlayerPuppet
---@field InventoryManager InventoryDataManagerV2
---@field transactionSystem gameTransactionSystem
---@field root inkWidget
---@field animProxy inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field AnimOptions inkanimPlaybackOptions
---@field DisassembleCallback UI_CraftingDef
---@field DisassembleBlackboard gameIBlackboard
---@field DisassembleBBID redCallbackObject
---@field CraftingBBID redCallbackObject
DisassembleManager = {}

---@return DisassembleManager
function DisassembleManager.new() return end

---@param props table
---@return DisassembleManager
function DisassembleManager.new(props) return end

---@param anim inkanimProxy
---@return Bool
function DisassembleManager:OnDelayComplete(anim) return end

---@param value Variant
---@return Bool
function DisassembleManager:OnDisassembleComplete(value) return end

---@return Bool
function DisassembleManager:OnInitialize() return end

---@param widget inkWidget
---@return Bool
function DisassembleManager:OnRemovePopup(widget) return end

---@return Bool
function DisassembleManager:OnUninitialize() return end

function DisassembleManager:CreatePopup() return end

function DisassembleManager:CreatePopupDelay() return end

function DisassembleManager:ManagePopups() return end

function DisassembleManager:SetupBB() return end

function DisassembleManager:UnregisterFromBB() return end

---@class DisassembleMasterController : MasterController
DisassembleMasterController = {}

---@return DisassembleMasterController
function DisassembleMasterController.new() return end

---@param props table
---@return DisassembleMasterController
function DisassembleMasterController.new(props) return end

---@return DisassembleMasterControllerPS
function DisassembleMasterController:GetPS() return end

---@class DisassembleMasterControllerPS : MasterControllerPS
DisassembleMasterControllerPS = {}

---@return DisassembleMasterControllerPS
function DisassembleMasterControllerPS.new() return end

---@param props table
---@return DisassembleMasterControllerPS
function DisassembleMasterControllerPS.new(props) return end

---@return Bool
function DisassembleMasterControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DisassembleMasterControllerPS:GetActions(context) return end

function DisassembleMasterControllerPS:Initialize() return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function DisassembleMasterControllerPS:OnDisassembleDevice(evt) return end

function DisassembleMasterControllerPS:RefreshLockOnSlaves() return end

---@class DisassembleOptions
---@field canBeDisassembled Bool
DisassembleOptions = {}

---@return DisassembleOptions
function DisassembleOptions.new() return end

---@param props table
---@return DisassembleOptions
function DisassembleOptions.new(props) return end

---@class DisassembleOwnedJunkEffector : gameEffector
DisassembleOwnedJunkEffector = {}

---@return DisassembleOwnedJunkEffector
function DisassembleOwnedJunkEffector.new() return end

---@param props table
---@return DisassembleOwnedJunkEffector
function DisassembleOwnedJunkEffector.new(props) return end

---@param owner gameObject
function DisassembleOwnedJunkEffector:ActionOn(owner) return end

---@class DisassemblePopupLogicController : inkWidgetLogicController
---@field quantity inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field label inkTextWidgetReference
---@field duration Float
---@field animProxy inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field AnimOptions inkanimPlaybackOptions
DisassemblePopupLogicController = {}

---@return DisassemblePopupLogicController
function DisassemblePopupLogicController.new() return end

---@param props table
---@return DisassemblePopupLogicController
function DisassemblePopupLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function DisassemblePopupLogicController:OnAddPopupComplete(anim) return end

---@return Bool
function DisassemblePopupLogicController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function DisassemblePopupLogicController:OnPopupDurationComplete(anim) return end

---@param itemData gameInventoryItemData
function DisassemblePopupLogicController:SetupData(itemData) return end

---@class DisassembleTargetRequest : redEvent
---@field requester gameObject
DisassembleTargetRequest = {}

---@return DisassembleTargetRequest
function DisassembleTargetRequest.new() return end

---@param props table
---@return DisassembleTargetRequest
function DisassembleTargetRequest.new(props) return end

---@class DischargeDecisions : WeaponTransition
DischargeDecisions = {}

---@return DischargeDecisions
function DischargeDecisions.new() return end

---@param props table
---@return DischargeDecisions
function DischargeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DischargeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DischargeDecisions:ToReady(stateContext, scriptInterface) return end

---@class DischargeEvents : WeaponEventsTransition
---@field layerId Uint32
---@field statPoolsSystem gameStatPoolsSystem
---@field statsSystem gameStatsSystem
---@field weaponID entEntityID
DischargeEvents = {}

---@return DischargeEvents
function DischargeEvents.new() return end

---@param props table
---@return DischargeEvents
function DischargeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DischargeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DischargeEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DischargeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class DisconnectClickedEvent : redEvent
DisconnectClickedEvent = {}

---@return DisconnectClickedEvent
function DisconnectClickedEvent.new() return end

---@param props table
---@return DisconnectClickedEvent
function DisconnectClickedEvent.new(props) return end

---@class DismemberEffector : gameEffector
---@field bodyPart CName
---@field woundType CName
---@field hitPosition Vector3
---@field isCritical Bool
DismemberEffector = {}

---@return DismemberEffector
function DismemberEffector.new() return end

---@param props table
---@return DismemberEffector
function DismemberEffector.new(props) return end

---@param owner gameObject
function DismemberEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function DismemberEffector:Initialize(record, parentRecord) return end

---@class DismembermentDebrisEvent : redEvent
---@field resourcePath String
---@field strength Float
DismembermentDebrisEvent = {}

---@return DismembermentDebrisEvent
function DismembermentDebrisEvent.new() return end

---@param props table
---@return DismembermentDebrisEvent
function DismembermentDebrisEvent.new(props) return end

---@class DismembermentEvent : redEvent
---@field bodyPart gameDismBodyPart
---@field woundType gameDismWoundType
---@field strength Float
---@field isCritical Bool
---@field debrisPath String
---@field debrisStrength Float
DismembermentEvent = {}

---@return DismembermentEvent
function DismembermentEvent.new() return end

---@param props table
---@return DismembermentEvent
function DismembermentEvent.new(props) return end

---@class DismembermentExplosionEvent : redEvent
---@field epicentrum Vector4
---@field strength Float
DismembermentExplosionEvent = {}

---@return DismembermentExplosionEvent
function DismembermentExplosionEvent.new() return end

---@param props table
---@return DismembermentExplosionEvent
function DismembermentExplosionEvent.new(props) return end

---@class DismembermentInstigated : redEvent
---@field target gameObject
---@field targetPosition Vector4
---@field attackPosition Vector4
---@field bodyPart EHitReactionZone
---@field weaponRecord gamedataWeaponItem_Record
---@field attackType gamedataAttackType
---@field attackSubtype gamedataAttackSubtype
---@field timeSinceDeath Float
---@field timeSinceDefeat Float
---@field targetIsDead Bool
---@field targetIsDefeated Bool
---@field attackIsExplosion Bool
DismembermentInstigated = {}

---@return DismembermentInstigated
function DismembermentInstigated.new() return end

---@param props table
---@return DismembermentInstigated
function DismembermentInstigated.new(props) return end

---@class DismembermentInstigatedInfo
---@field target gameObject
---@field targetPosition Vector4
---@field attackPosition Vector4
---@field bodyPart EHitReactionZone
---@field weaponRecord gamedataWeaponItem_Record
---@field attackType gamedataAttackType
---@field attackSubtype gamedataAttackSubtype
---@field value Uint32
---@field timeSinceDeath Float
---@field timeSinceDefeat Float
---@field wasTargetAlreadyDead Bool
---@field wasTargetAlreadyDefeated Bool
---@field attackIsExplosion Bool
DismembermentInstigatedInfo = {}

---@return DismembermentInstigatedInfo
function DismembermentInstigatedInfo.new() return end

---@param props table
---@return DismembermentInstigatedInfo
function DismembermentInstigatedInfo.new(props) return end

---@class DismembermentTriggeredHitPrereqCondition : BaseHitPrereqCondition
---@field currValue Uint32
DismembermentTriggeredHitPrereqCondition = {}

---@return DismembermentTriggeredHitPrereqCondition
function DismembermentTriggeredHitPrereqCondition.new() return end

---@param props table
---@return DismembermentTriggeredHitPrereqCondition
function DismembermentTriggeredHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DismembermentTriggeredHitPrereqCondition:Evaluate(hitEvent) return end

---@class DismembermentTriggeredPrereq : gameIScriptablePrereq
---@field currValue Uint32
DismembermentTriggeredPrereq = {}

---@return DismembermentTriggeredPrereq
function DismembermentTriggeredPrereq.new() return end

---@param props table
---@return DismembermentTriggeredPrereq
function DismembermentTriggeredPrereq.new(props) return end

---@param value Uint32
---@return Bool
function DismembermentTriggeredPrereq:Evaluate(value) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function DismembermentTriggeredPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function DismembermentTriggeredPrereq:OnUnregister(state, context) return end

---@class DismembermentTriggeredPrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInfo redCallbackObject
---@field dismembermentInfo DismembermentInstigatedInfo
DismembermentTriggeredPrereqState = {}

---@return DismembermentTriggeredPrereqState
function DismembermentTriggeredPrereqState.new() return end

---@param props table
---@return DismembermentTriggeredPrereqState
function DismembermentTriggeredPrereqState.new(props) return end

---@param value Variant
---@return Bool
function DismembermentTriggeredPrereqState:OnStateUpdate(value) return end

---@return DismembermentInstigatedInfo
function DismembermentTriggeredPrereqState:GetDismembermentInfo() return end

---@class DispenceItemFromVendor : ActionBool
---@field itemID ItemID
---@field price Int32
---@field atlasTexture CName
DispenceItemFromVendor = {}

---@return DispenceItemFromVendor
function DispenceItemFromVendor.new() return end

---@param props table
---@return DispenceItemFromVendor
function DispenceItemFromVendor.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function DispenceItemFromVendor.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DispenceItemFromVendor.IsDefaultConditionMet(device, context) return end

---@param user gameObject
---@return Bool
function DispenceItemFromVendor:CanPay(user) return end

---@param actions gamedeviceAction[]
function DispenceItemFromVendor:CreateActionWidgetPackage(actions) return end

---@return CName
function DispenceItemFromVendor:GetAtlasTexture() return end

---@return CName
function DispenceItemFromVendor:GetInkWidgetLibraryID() return end

---@return TweakDBID
function DispenceItemFromVendor:GetInkWidgetTweakDBID() return end

---@return ItemID
function DispenceItemFromVendor:GetItemID() return end

---@return Int32
function DispenceItemFromVendor:GetPrice() return end

---@param iteID ItemID
---@param price Int32
---@param texture CName|string
function DispenceItemFromVendor:SetProperties(iteID, price, texture) return end

---@class DispenseFreeItem : redEvent
DispenseFreeItem = {}

---@return DispenseFreeItem
function DispenseFreeItem.new() return end

---@param props table
---@return DispenseFreeItem
function DispenseFreeItem.new(props) return end

---@return String
function DispenseFreeItem:GetFriendlyDescription() return end

---@class DispenseFreeSpecificItem : redEvent
---@field item TweakDBID
DispenseFreeSpecificItem = {}

---@return DispenseFreeSpecificItem
function DispenseFreeSpecificItem.new() return end

---@param props table
---@return DispenseFreeSpecificItem
function DispenseFreeSpecificItem.new(props) return end

---@return String
function DispenseFreeSpecificItem:GetFriendlyDescription() return end

---@class DispenseRequest : MarketSystemRequest
---@field position Vector4
---@field itemID ItemID
---@field shouldPay Bool
DispenseRequest = {}

---@return DispenseRequest
function DispenseRequest.new() return end

---@param props table
---@return DispenseRequest
function DispenseRequest.new(props) return end

---@class DispenseStackOfItems : redEvent
---@field item TweakDBID
---@field amount Int32
DispenseStackOfItems = {}

---@return DispenseStackOfItems
function DispenseStackOfItems.new() return end

---@param props table
---@return DispenseStackOfItems
function DispenseStackOfItems.new(props) return end

---@return String
function DispenseStackOfItems:GetFriendlyDescription() return end

---@class DispenseStackRequest : MarketSystemRequest
---@field position Vector4
---@field itemID ItemID
---@field amount Int32
---@field shouldPay Bool
---@field bypassStock Bool
DispenseStackRequest = {}

---@return DispenseStackRequest
function DispenseStackRequest.new() return end

---@param props table
---@return DispenseStackRequest
function DispenseStackRequest.new(props) return end

---@class DisplayGlass : InteractiveDevice
---@field collider entIPlacedComponent
---@field mesh entIPlacedComponent
---@field isDestroyed Bool
DisplayGlass = {}

---@return DisplayGlass
function DisplayGlass.new() return end

---@param props table
---@return DisplayGlass
function DisplayGlass.new(props) return end

---@return Bool
function DisplayGlass:OnDetach() return end

---@param evt GameAttachedEvent
---@return Bool
function DisplayGlass:OnPersitentStateInitialized(evt) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function DisplayGlass:OnPhysicalDestructionEvent(evt) return end

---@param evt QuestForceClearGlass
---@return Bool
function DisplayGlass:OnQuestForceClearGlass(evt) return end

---@param evt QuestForceTintGlass
---@return Bool
function DisplayGlass:OnQuestForceTintGlass(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DisplayGlass:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DisplayGlass:OnTakeControl(ri) return end

---@param evt ToggleGlassTint
---@return Bool
function DisplayGlass:OnToggleGlassTint(evt) return end

---@param evt ToggleGlassTintHack
---@return Bool
function DisplayGlass:OnToggleGlassTintHack(evt) return end

function DisplayGlass:CutPower() return end

---@return EGameplayRole
function DisplayGlass:DeterminGameplayRole() return end

---@return DisplayGlassController
function DisplayGlass:GetController() return end

---@return DisplayGlassControllerPS
function DisplayGlass:GetDevicePS() return end

---@param on Bool
function DisplayGlass:ToggleTintGlass(on) return end

function DisplayGlass:TurnOffDevice() return end

function DisplayGlass:TurnOnDevice() return end

function DisplayGlass:UpdateGlassState() return end

---@class DisplayGlassController : ScriptableDeviceComponent
DisplayGlassController = {}

---@return DisplayGlassController
function DisplayGlassController.new() return end

---@param props table
---@return DisplayGlassController
function DisplayGlassController.new(props) return end

---@return DisplayGlassControllerPS
function DisplayGlassController:GetPS() return end

---@class DisplayGlassControllerPS : ScriptableDeviceComponentPS
---@field isTinted Bool
---@field useAppearances Bool
---@field clearAppearance CName
---@field tintedAppearance CName
DisplayGlassControllerPS = {}

---@return DisplayGlassControllerPS
function DisplayGlassControllerPS.new() return end

---@param props table
---@return DisplayGlassControllerPS
function DisplayGlassControllerPS.new(props) return end

---@return Bool
function DisplayGlassControllerPS:OnInstantiated() return end

---@return QuestForceClearGlass
function DisplayGlassControllerPS:ActionQuestForceClearGlass() return end

---@return QuestForceTintGlass
function DisplayGlassControllerPS:ActionQuestForceTintGlass() return end

---@return ToggleGlassTint
function DisplayGlassControllerPS:ActionToggleGlassTint() return end

---@return ToggleGlassTintHack
function DisplayGlassControllerPS:ActionToggleGlassTintHack() return end

---@return Bool
function DisplayGlassControllerPS:CanCreateAnyQuickHackActions() return end

function DisplayGlassControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DisplayGlassControllerPS:GetActions(context) return end

---@return TweakDBID
function DisplayGlassControllerPS:GetBackgroundTextureTweakDBID() return end

---@return CName
function DisplayGlassControllerPS:GetClearAppearance() return end

---@return TweakDBID
function DisplayGlassControllerPS:GetDeviceIconTweakDBID() return end

---@param actionName CName|string
---@return gamedeviceAction
function DisplayGlassControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DisplayGlassControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DisplayGlassControllerPS:GetQuickHackActions(context) return end

---@return CName
function DisplayGlassControllerPS:GetTintAppearance() return end

---@return Bool
function DisplayGlassControllerPS:IsTinted() return end

---@param evt QuestForceClearGlass
---@return EntityNotificationType
function DisplayGlassControllerPS:OnQuestForceClearGlass(evt) return end

---@param evt QuestForceTintGlass
---@return EntityNotificationType
function DisplayGlassControllerPS:OnQuestForceTintGlass(evt) return end

---@param evt ToggleGlassTint
---@return EntityNotificationType
function DisplayGlassControllerPS:OnToggleGlassTint(evt) return end

---@param evt ToggleGlassTintHack
---@return EntityNotificationType
function DisplayGlassControllerPS:OnToggleGlassTintHack(evt) return end

---@return Bool
function DisplayGlassControllerPS:UsesAppearances() return end

---@class DisplayGlassInkGameController : DeviceInkGameControllerBase
DisplayGlassInkGameController = {}

---@return DisplayGlassInkGameController
function DisplayGlassInkGameController.new() return end

---@param props table
---@return DisplayGlassInkGameController
function DisplayGlassInkGameController.new(props) return end

---@return DisplayGlass
function DisplayGlassInkGameController:GetOwner() return end

---@param state EDeviceStatus
function DisplayGlassInkGameController:Refresh(state) return end

function DisplayGlassInkGameController:TurnOff() return end

function DisplayGlassInkGameController:TurnOn() return end

---@class DisposalDevice : InteractiveDevice
---@field additionalMeshComponent entMeshComponent
---@field npcBody NPCPuppet
---@field playerStateMachineBlackboard gameIBlackboard
---@field sideTriggerNames CName[]
---@field triggerComponents gameStaticTriggerAreaComponent[]
---@field currentDisposalSyncName CName
---@field currentKillSyncName CName
---@field isNonlethal Bool
---@field physicalMeshNames CName[]
---@field physicalMeshes entPhysicalMeshComponent[]
---@field lethalTakedownKillDelay Float
---@field lethalTakedownComponentNames CName[]
---@field lethalTakedownComponents entIPlacedComponent[]
---@field isReactToHit Bool
---@field distractionSoundName CName
---@field distractionSoundDuration Float
---@field workspotDuration Float
---@field OnReplacerChangedCallback redCallbackObject
---@field OnTakedownChangedCallback redCallbackObject
---@field OnCarryingChangedCallback redCallbackObject
DisposalDevice = {}

---@return DisposalDevice
function DisposalDevice.new() return end

---@param props table
---@return DisposalDevice
function DisposalDevice.new(props) return end

---@param value Bool
---@return Bool
function DisposalDevice:OnCarryingChanged(value) return end

---@param evt DisposeBody
---@return Bool
function DisposalDevice:OnDisposeBody(evt) return end

---@param evt Distraction
---@return Bool
function DisposalDevice:OnDistraction(evt) return end

---@param evt ExplosiveDeviceDelayedEvent
---@return Bool
function DisposalDevice:OnExplosiveDeviceDelayedEvent(evt) return end

---@return Bool
function DisposalDevice:OnGameAttached() return end

---@param evt gameeventsHitEvent
---@return Bool
function DisposalDevice:OnHit(evt) return end

---@param evt NPCKillDelayEvent
---@return Bool
function DisposalDevice:OnNPCKillDelayEvent(evt) return end

---@param evt NonlethalTakedownAndDisposeBody
---@return Bool
function DisposalDevice:OnNonlethalTakedownAndDisposeBody(evt) return end

---@param evt OverchargeDevice
---@return Bool
function DisposalDevice:OnOverChargeDevice(evt) return end

---@param value Bool
---@return Bool
function DisposalDevice:OnReplacerChanged(value) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DisposalDevice:OnRequestComponents(ri) return end

---@param evt SpiderbotDistractionPerformed
---@return Bool
function DisposalDevice:OnSpiderbotDistractionPerformed(evt) return end

---@param evt SpiderbotExplodeExplosiveDevicePerformed
---@return Bool
function DisposalDevice:OnSpiderbotExplodeExplosiveDevicePerformed(evt) return end

---@param evt StopSoundDisposal
---@return Bool
function DisposalDevice:OnStopSoundDisposal(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DisposalDevice:OnTakeControl(ri) return end

---@param evt TakedownAndDisposeBody
---@return Bool
function DisposalDevice:OnTakedownAndDisposeBody(evt) return end

---@param value Int32
---@return Bool
function DisposalDevice:OnTakedownChanged(value) return end

---@param evt TimerEvent
---@return Bool
function DisposalDevice:OnTimerEvent(evt) return end

---@param evt ToggleActivation
---@return Bool
function DisposalDevice:OnToggleActivation(evt) return end

---@param componentName CName|string
---@return Bool
function DisposalDevice:OnWorkspotFinished(componentName) return end

function DisposalDevice:ActivatePhysicalMeshes() return end

function DisposalDevice:CheckCurrentSide() return end

---@return EGameplayRole
function DisposalDevice:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return Float
function DisposalDevice:DeterminGameplayRoleMappinRange(data) return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function DisposalDevice:DeterminGameplayRoleMappinVisuaState(data) return end

---@param index Int32
function DisposalDevice:Distract(index) return end

---@param damageType TweakDBID|string
function DisposalDevice:DoAttack(damageType) return end

function DisposalDevice:EnableLethalTakedownComponents() return end

---@param index Int32
---@param instigator gameObject
function DisposalDevice:Explode(index, instigator) return end

---@param attackTDBID TweakDBID|string
---@return Float
function DisposalDevice:GetAttackRange(attackTDBID) return end

---@return DisposalDeviceController
function DisposalDevice:GetController() return end

---@return DisposalDeviceControllerPS
function DisposalDevice:GetDevicePS() return end

---@return Bool
function DisposalDevice:HasAnyDirectInteractionActive() return end

---@return Bool
function DisposalDevice:HasImportantInteraction() return end

function DisposalDevice:HideNPCPermanently() return end

function DisposalDevice:InitializeAlreadyUsedDevice() return end

---@return Bool
function DisposalDevice:IsBodyDisposalPossible() return end

---@param sink worldMaraudersMapDevicesSink
function DisposalDevice:OnMaraudersMapDeviceDebug(sink) return end

---@param animationName CName|string
function DisposalDevice:PlayTransformAnim(animationName) return end

function DisposalDevice:ResolveGameplayState() return end

function DisposalDevice:SendRefreshInteractionEvent() return end

function DisposalDevice:SetNpcIsDisposedBlackboard() return end

---@param value Int32
function DisposalDevice:SetTakedownCameraAnimFeature(value) return end

function DisposalDevice:SetUpPlayerStateMachineBlackboard() return end

---@param fx gameFxResource
function DisposalDevice:SpawnVFXs(fx) return end

---@param instigator gameObject
---@param additionalDelays Float
function DisposalDevice:StartExplosionPipeline(instigator, additionalDelays) return end

---@param glitchState EGlitchState
---@param intensity Float
function DisposalDevice:StartGlitching(glitchState, intensity) return end

function DisposalDevice:StopGlitching() return end

---@param isNonlethal Bool
function DisposalDevice:TakedownAndDispose(isNonlethal) return end

function DisposalDevice:UpdateLightAppearance() return end

---@class DisposalDeviceController : ScriptableDeviceComponent
DisposalDeviceController = {}

---@return DisposalDeviceController
function DisposalDeviceController.new() return end

---@param props table
---@return DisposalDeviceController
function DisposalDeviceController.new(props) return end

---@return DisposalDeviceControllerPS
function DisposalDeviceController:GetPS() return end

---@class DisposalDeviceControllerPS : ScriptableDeviceComponentPS
---@field DisposalDeviceSetup DisposalDeviceSetup
---@field distractionSetup DistractionSetup
---@field explosionSetup DistractionSetup
---@field isDistractionDisabled Bool
---@field wasActivated Bool
---@field wasLethalTakedownPerformed Bool
---@field isPlayerCurrentlyPerformingDisposal Bool
DisposalDeviceControllerPS = {}

---@return DisposalDeviceControllerPS
function DisposalDeviceControllerPS.new() return end

---@param props table
---@return DisposalDeviceControllerPS
function DisposalDeviceControllerPS.new(props) return end

---@param interactionTweak TweakDBID|string
---@return DisposeBody
function DisposalDeviceControllerPS:ActionDisposeBody(interactionTweak) return end

---@param interactionTweak TweakDBID|string
---@return NonlethalTakedownAndDisposeBody
function DisposalDeviceControllerPS:ActionNonlethalTakedownAndDisposeBody(interactionTweak) return end

---@return OverchargeDevice
function DisposalDeviceControllerPS:ActionOverchargeDevice() return end

---@param interactionTweak TweakDBID|string
---@return QuickHackDistraction
function DisposalDeviceControllerPS:ActionQuickHackDistraction(interactionTweak) return end

---@param interactionName String
---@return SpiderbotDistraction
function DisposalDeviceControllerPS:ActionSpiderbotDistraction(interactionName) return end

---@return SpiderbotDistractionPerformed
function DisposalDeviceControllerPS:ActionSpiderbotDistractionPerformed() return end

---@return SpiderbotExplodeExplosiveDevicePerformed
function DisposalDeviceControllerPS:ActionSpiderbotExplodeExplosiveDevicePerformed() return end

---@param interactionName String
---@return SpiderbotExplodeExplosiveDevice
function DisposalDeviceControllerPS:ActionSpiderbotExplosion(interactionName) return end

---@param interactionTweak TweakDBID|string
---@return TakedownAndDisposeBody
function DisposalDeviceControllerPS:ActionTakedownAndDisposeBody(interactionTweak) return end

---@param interactionTweak TweakDBID|string
---@return ToggleActivation
function DisposalDeviceControllerPS:ActionToggleActivation(interactionTweak) return end

---@return Bool
function DisposalDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function DisposalDeviceControllerPS:CanCreateAnySpiderbotActions() return end

---@return TweakDBID
function DisposalDeviceControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DisposalDeviceControllerPS:GetActions(context) return end

---@return ExplosiveDeviceResourceDefinition[]
function DisposalDeviceControllerPS:GetExplosionDeinitionArray() return end

---@return TweakDBID
function DisposalDeviceControllerPS:GetInteractionName() return end

---@return TweakDBID
function DisposalDeviceControllerPS:GetNonlethalTakedownActionName() return end

---@return Int32
function DisposalDeviceControllerPS:GetNumberOfUses() return end

---@return gameIBlackboard
function DisposalDeviceControllerPS:GetPlayerSMBlackboard() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DisposalDeviceControllerPS:GetQuickHackActions(context) return end

---@return TweakDBID
function DisposalDeviceControllerPS:GetQuickHackName() return end

---@return BaseSkillCheckContainer
function DisposalDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function DisposalDeviceControllerPS:GetSpiderbotActions(actions, context) return end

---@return Float
function DisposalDeviceControllerPS:GetStimuliRange() return end

---@return TweakDBID
function DisposalDeviceControllerPS:GetTakedownActionName() return end

---@return Bool
function DisposalDeviceControllerPS:HasComputerInteraction() return end

---@return Bool
function DisposalDeviceControllerPS:HasQuickHackDistraction() return end

---@return Bool
function DisposalDeviceControllerPS:HasSpiderbotExplosionInteraction() return end

---@return Bool
function DisposalDeviceControllerPS:HasSpiderbotInteraction() return end

---@return Bool
function DisposalDeviceControllerPS:IsEnemyGrappled() return end

---@return Bool
function DisposalDeviceControllerPS:IsNPCDisposalBlockedStatusEffect() return end

---@return Bool
function DisposalDeviceControllerPS:IsPlayerCarrying() return end

---@return Bool
function DisposalDeviceControllerPS:IsPlayerDroppingBody() return end

---@param evt DisposeBody
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnDisposeBody(evt) return end

---@param evt Distraction
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnDistraction(evt) return end

---@param evt NonlethalTakedownAndDisposeBody
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnNonlethalTakedownAndDisposeBody(evt) return end

---@param evt OverchargeDevice
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnOverchargeDevice(evt) return end

---@param evt SpiderbotDistraction
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnSpiderbotDistraction(evt) return end

---@param evt SpiderbotDistractionPerformed
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnSpiderbotDistractionPerformed(evt) return end

---@param evt SpiderbotExplodeExplosiveDevice
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnSpiderbotExplosion(evt) return end

---@param evt SpiderbotExplodeExplosiveDevicePerformed
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnSpiderbotExplosionPerformed(evt) return end

---@param evt TakedownAndDisposeBody
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnTakedownAndDisposeBody(evt) return end

---@param evt ToggleActivation
---@return EntityNotificationType
function DisposalDeviceControllerPS:OnToggleActivation(evt) return end

---@param value Bool
function DisposalDeviceControllerPS:SetIsPlayerCurrentlyPerformingDisposal(value) return end

---@param value Bool
function DisposalDeviceControllerPS:SetWasLethalTakedownPerformed(value) return end

---@return Bool
function DisposalDeviceControllerPS:WasActivated() return end

---@return Bool
function DisposalDeviceControllerPS:WasLethalTakedownPerformed() return end

---@class DisposalDeviceSetup
---@field numberOfUses Int32
---@field isBodyRequired Bool
---@field actionName TweakDBID
---@field takedownActionName TweakDBID
---@field nonlethalTakedownActionName TweakDBID
DisposalDeviceSetup = {}

---@return DisposalDeviceSetup
function DisposalDeviceSetup.new() return end

---@param props table
---@return DisposalDeviceSetup
function DisposalDeviceSetup.new(props) return end

---@class DisposeBody : ActionDisposal
DisposeBody = {}

---@return DisposeBody
function DisposeBody.new() return end

---@param props table
---@return DisposeBody
function DisposeBody.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DisposeBody.IsDefaultConditionMet(device, context) return end

function DisposeBody:SetProperties() return end

---@class DisposeDecisions : CarriedObjectDecisions
DisposeDecisions = {}

---@return DisposeDecisions
function DisposeDecisions.new() return end

---@param props table
---@return DisposeDecisions
function DisposeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DisposeDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class DisposeEvents : CarriedObjectEvents
DisposeEvents = {}

---@return DisposeEvents
function DisposeEvents.new() return end

---@param props table
---@return DisposeEvents
function DisposeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DisposeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DisposeEvents:OnExit(stateContext, scriptInterface) return end

---@class DistanceCoveredHitPrereqCondition : BaseHitPrereqCondition
---@field distanceRequired Float
---@field comparisonType EComparisonType
DistanceCoveredHitPrereqCondition = {}

---@return DistanceCoveredHitPrereqCondition
function DistanceCoveredHitPrereqCondition.new() return end

---@param props table
---@return DistanceCoveredHitPrereqCondition
function DistanceCoveredHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function DistanceCoveredHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function DistanceCoveredHitPrereqCondition:SetData(recordID) return end

---@class DistantFogAreaSettings : IAreaSettings
---@field range curveData
---@field albedoNear curveData
---@field albedoFar curveData
---@field nearDistance curveData
---@field farDistance curveData
---@field density curveData
---@field height curveData
---@field heightFallof curveData
---@field densitySecond curveData
---@field heightSecond curveData
---@field heightFallofSecond curveData
---@field simpleColor curveData
---@field simpleDensity curveData
---@field envProbeColor curveData
---@field envProbeDensity curveData
---@field skyAltitudeBegin curveData
---@field skyAltitudeEnd curveData
---@field skyOpacity curveData
DistantFogAreaSettings = {}

---@return DistantFogAreaSettings
function DistantFogAreaSettings.new() return end

---@param props table
---@return DistantFogAreaSettings
function DistantFogAreaSettings.new(props) return end

---@class DistantIrradianceeSettings : IAreaSettings
---@field distantRange curveData
---@field distantHeightRange curveData
---@field distantLights curveData
---@field distantLightsRange curveData
---@field blendDistance curveData
DistantIrradianceeSettings = {}

---@return DistantIrradianceeSettings
function DistantIrradianceeSettings.new() return end

---@param props table
---@return DistantIrradianceeSettings
function DistantIrradianceeSettings.new(props) return end

---@class DistantLightsAreaSettings : IAreaSettings
---@field distantLightStartDistance Float
---@field distantLightFadeDistance Float
DistantLightsAreaSettings = {}

---@return DistantLightsAreaSettings
function DistantLightsAreaSettings.new() return end

---@param props table
---@return DistantLightsAreaSettings
function DistantLightsAreaSettings.new(props) return end

---@class DistantProxiesSettings : IAreaSettings
---@field distantProxiesEmissive Float
---@field distantProxiesEmissiveHeight Float
---@field distantProxiesEmissivePower Float
---@field distantProxiesBboxzBlend Float
DistantProxiesSettings = {}

---@return DistantProxiesSettings
function DistantProxiesSettings.new() return end

---@param props table
---@return DistantProxiesSettings
function DistantProxiesSettings.new(props) return end

---@class Distraction : ActionBool
Distraction = {}

---@return Distraction
function Distraction.new() return end

---@param props table
---@return Distraction
function Distraction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function Distraction.IsDefaultConditionMet(device, context) return end

---@return String
function Distraction:GetTweakDBChoiceRecord() return end

---@param action_name CName|string
function Distraction:SetProperties(action_name) return end

function Distraction:SetProperties() return end

---@class DistractionSetup
---@field StimuliRange Float
---@field disableOnActivation Bool
---@field hasSimpleInteraction Bool
---@field hasSpiderbotInteraction Bool
---@field hasQuickHack Bool
---@field hasComputerInteraction Bool
---@field alternativeInteractionName TweakDBID
---@field alternativeSpiderbotInteractionName TweakDBID
---@field alternativeQuickHackName TweakDBID
---@field skillChecks EngDemoContainer
---@field explosionDefinition ExplosiveDeviceResourceDefinition[]
DistractionSetup = {}

---@return DistractionSetup
function DistractionSetup.new() return end

---@param props table
---@return DistractionSetup
function DistractionSetup.new(props) return end

---@class District : IScriptable
---@field districtID TweakDBID
---@field presetID TweakDBID
---@field districtRecord gamedataDistrict_Record
District = {}

---@return District
function District.new() return end

---@param props table
---@return District
function District.new(props) return end

---@return Float
function District:GetCrimeMultiplier() return end

---@return TweakDBID
function District:GetDistrictID() return end

---@return gamedataDistrict_Record
function District:GetDistrictRecord() return end

---@return Float
function District:GetExplosiveDeviceStimRange() return end

---@return Float
function District:GetGunshotStimRange() return end

---@return TweakDBID
function District:GetPresetID() return end

---@return CName
function District:GetRadioEntryName() return end

---@param district TweakDBID|string
function District:Initialize(district) return end

---@return Bool
function District:IsBadlands() return end

---@return Bool
function District:IsDogTown() return end

---@class DistrictManager : IScriptable
---@field system PreventionSystem
---@field stack District[]
---@field visitedDistricts TweakDBID[]
DistrictManager = {}

---@return DistrictManager
function DistrictManager.new() return end

---@param props table
---@return DistrictManager
function DistrictManager.new(props) return end

---@return District
function DistrictManager:GetCurrentDistrict() return end

---@param system PreventionSystem
function DistrictManager:Initialize(system) return end

---@param request gamemappinsDistrictEnteredEvent
function DistrictManager:ManageDistrictStack(request) return end

function DistrictManager:NotifySystem() return end

---@param request gamemappinsDistrictEnteredEvent
function DistrictManager:PopDistrict(request) return end

---@param request gamemappinsDistrictEnteredEvent
function DistrictManager:PushDistrict(request) return end

function DistrictManager:Refresh() return end

---@param evt gamemappinsDistrictEnteredEvent
function DistrictManager:Update(evt) return end

---@class DistrictPrereq : gameIScriptablePrereq
---@field district gamedataDistrict_Record
DistrictPrereq = {}

---@return DistrictPrereq
function DistrictPrereq.new() return end

---@param props table
---@return DistrictPrereq
function DistrictPrereq.new(props) return end

---@param recordID TweakDBID|string
function DistrictPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function DistrictPrereq:IsFulfilled(context) return end

---@class DistrurbComfortZoneAggressiveEvent : redEvent
DistrurbComfortZoneAggressiveEvent = {}

---@return DistrurbComfortZoneAggressiveEvent
function DistrurbComfortZoneAggressiveEvent.new() return end

---@param props table
---@return DistrurbComfortZoneAggressiveEvent
function DistrurbComfortZoneAggressiveEvent.new(props) return end

---@class DisturbingComfortZone : redEvent
DisturbingComfortZone = {}

---@return DisturbingComfortZone
function DisturbingComfortZone.new() return end

---@param props table
---@return DisturbingComfortZone
function DisturbingComfortZone.new(props) return end

---@class DlcDescriptionController : inkWidgetLogicController
---@field titleRef inkTextWidgetReference
---@field descriptionRef inkTextWidgetReference
---@field guideRef inkTextWidgetReference
---@field imageRef inkImageWidgetReference
---@field settingSelectorRef inkWidgetReference
---@field settingSelector inkSettingsSelectorController
---@field settingsListener DLCSettingsVarListener
---@field settingVar userSettingsVar
---@field isPreGame Bool
DlcDescriptionController = {}

---@return DlcDescriptionController
function DlcDescriptionController.new() return end

---@param props table
---@return DlcDescriptionController
function DlcDescriptionController.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function DlcDescriptionController:OnVarModified(groupPath, varName, varType, reason) return end

---@param userData DlcDescriptionData
function DlcDescriptionController:SetData(userData) return end

function DlcDescriptionController:SetupSetting() return end

---@class DlcDescriptionData : inkUserData
---@field title CName
---@field description CName
---@field guide CName
---@field imagePart CName
---@field settingVar userSettingsVar
---@field isPreGame Bool
DlcDescriptionData = {}

---@return DlcDescriptionData
function DlcDescriptionData.new() return end

---@param props table
---@return DlcDescriptionData
function DlcDescriptionData.new(props) return end

---@class DlcMenuGameController : gameuiMenuGameController
---@field buttonHintsRef inkWidgetReference
---@field containersRef inkCompoundWidgetReference
---@field settings userSettingsUserSettings
---@field dlcSettingsGroup userSettingsGroup
DlcMenuGameController = {}

---@return DlcMenuGameController
function DlcMenuGameController.new() return end

---@param props table
---@return DlcMenuGameController
function DlcMenuGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DlcMenuGameController:OnDescriptionSpawned(widget, userData) return end

---@return Bool
function DlcMenuGameController:OnInitialize() return end

---@param title CName|string
---@param description CName|string
---@param guide CName|string
---@param imagePart CName|string
---@param settingVarName CName|string
function DlcMenuGameController:SpawnDescriptions(title, description, guide, imagePart, settingVarName) return end

function DlcMenuGameController:SpawnInputHints() return end

---@class DocumentCustomData : IScriptable
---@field id Int32
---@field type EDocumentType
DocumentCustomData = {}

---@return DocumentCustomData
function DocumentCustomData.new() return end

---@param props table
---@return DocumentCustomData
function DocumentCustomData.new(props) return end

---@class DodgeAirDecisions : LocomotionAirDecisions
DodgeAirDecisions = {}

---@return DodgeAirDecisions
function DodgeAirDecisions.new() return end

---@param props table
---@return DodgeAirDecisions
function DodgeAirDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function DodgeAirDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeAirDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeAirDecisions:ToFall(stateContext, scriptInterface) return end

---@class DodgeAirEvents : LocomotionAirEvents
DodgeAirEvents = {}

---@return DodgeAirEvents
function DodgeAirEvents.new() return end

---@param props table
---@return DodgeAirEvents
function DodgeAirEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirEvents:Dodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class DodgeAirLowGravityDecisions : LocomotionAirLowGravityDecisions
DodgeAirLowGravityDecisions = {}

---@return DodgeAirLowGravityDecisions
function DodgeAirLowGravityDecisions.new() return end

---@param props table
---@return DodgeAirLowGravityDecisions
function DodgeAirLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeAirLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class DodgeAirLowGravityEvents : LocomotionAirLowGravityEvents
DodgeAirLowGravityEvents = {}

---@return DodgeAirLowGravityEvents
function DodgeAirLowGravityEvents.new() return end

---@param props table
---@return DodgeAirLowGravityEvents
function DodgeAirLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeAirLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class DodgeCrouchLowGravityDecisions : LocomotionGroundDecisions
DodgeCrouchLowGravityDecisions = {}

---@return DodgeCrouchLowGravityDecisions
function DodgeCrouchLowGravityDecisions.new() return end

---@param props table
---@return DodgeCrouchLowGravityDecisions
function DodgeCrouchLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeCrouchLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeCrouchLowGravityDecisions:ToCrouchLowGravity(stateContext, scriptInterface) return end

---@class DodgeCrouchLowGravityEvents : LocomotionGroundEvents
DodgeCrouchLowGravityEvents = {}

---@return DodgeCrouchLowGravityEvents
function DodgeCrouchLowGravityEvents.new() return end

---@param props table
---@return DodgeCrouchLowGravityEvents
function DodgeCrouchLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeCrouchLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeCrouchLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeCrouchLowGravityEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class DodgeDecisions : LocomotionGroundDecisions
---@field shouldDisableEnterCondition Bool
DodgeDecisions = {}

---@return DodgeDecisions
function DodgeDecisions.new() return end

---@param props table
---@return DodgeDecisions
function DodgeDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function DodgeDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeDecisions:ToFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeDecisions:ToStand(stateContext, scriptInterface) return end

---@class DodgeEvents : LocomotionGroundEvents
---@field blockStatFlag gameStatModifierData_Deprecated
---@field dashDecelerationModifier gameStatModifierData_Deprecated
---@field airDashDecelerationModifier gameStatModifierData_Deprecated
---@field currentNumberOfJumps Int32
---@field pressureWaveCreated Bool
---@field crouching Bool
---@field enteredFromSlide Bool
---@field isAirDashSaveLockTriggered Bool
DodgeEvents = {}

---@return DodgeEvents
function DodgeEvents.new() return end

---@param props table
---@return DodgeEvents
function DodgeEvents.new(props) return end

---@param distance Float
---@return Float
function DodgeEvents:CalculateAdjustmentDuration(distance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:CleanUpOnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isExhausted Bool
---@param isPlayerInTheAir Bool
function DodgeEvents:Dash(stateContext, scriptInterface, isExhausted, isPlayerInTheAir) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isExhausted Bool
function DodgeEvents:Dodge(stateContext, scriptInterface, isExhausted) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function DodgeEvents:LeapToTarget(stateContext, scriptInterface, target) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:OnEnterFromSlide(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeEvents:TreatDashAsAirDash(scriptInterface) return end

---@class DodgeLowGravityDecisions : LocomotionGroundDecisions
DodgeLowGravityDecisions = {}

---@return DodgeLowGravityDecisions
function DodgeLowGravityDecisions.new() return end

---@param props table
---@return DodgeLowGravityDecisions
function DodgeLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DodgeLowGravityDecisions:ToStandLowGravity(stateContext, scriptInterface) return end

---@class DodgeLowGravityEvents : LocomotionGroundEvents
DodgeLowGravityEvents = {}

---@return DodgeLowGravityEvents
function DodgeLowGravityEvents.new() return end

---@param props table
---@return DodgeLowGravityEvents
function DodgeLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DodgeLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@class DodgeReactionTask : AIbehaviortaskScript
DodgeReactionTask = {}

---@return DodgeReactionTask
function DodgeReactionTask.new() return end

---@param props table
---@return DodgeReactionTask
function DodgeReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DodgeReactionTask:Deactivate(context) return end

---@class DodgeToAvoidCombatEvent : redEvent
---@field delayID gameDelayID
---@field npcID entEntityID
DodgeToAvoidCombatEvent = {}

---@return DodgeToAvoidCombatEvent
function DodgeToAvoidCombatEvent.new() return end

---@param props table
---@return DodgeToAvoidCombatEvent
function DodgeToAvoidCombatEvent.new(props) return end

---@class DoesVehicleSupportCombat : AIVehicleConditionAbstract
DoesVehicleSupportCombat = {}

---@return DoesVehicleSupportCombat
function DoesVehicleSupportCombat.new() return end

---@param props table
---@return DoesVehicleSupportCombat
function DoesVehicleSupportCombat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DoesVehicleSupportCombat:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function DoesVehicleSupportCombat:Check(context) return end

---@class Door : InteractiveDevice
---@field animationController entAnimationControllerComponent
---@field triggerComponent gameStaticTriggerAreaComponent
---@field triggerSideOne gameStaticTriggerAreaComponent
---@field triggerSideTwo gameStaticTriggerAreaComponent
---@field offMeshConnectionComponent AIOffMeshConnectionComponent
---@field strongSoloFrame entMeshComponent
---@field terminalNetrunner1 entMeshComponent
---@field terminalNetrunner2 entMeshComponent
---@field terminalTechie1 entMeshComponent
---@field terminalTechie2 entMeshComponent
---@field ledTechie1 gameLightComponent
---@field ledTechie2 gameLightComponent
---@field ledNetrunner1 gameLightComponent
---@field ledNetrunner2 gameLightComponent
---@field led1 gameLightComponent
---@field led2 gameLightComponent
---@field ledHandle1 gameLightComponent
---@field ledHandle2 gameLightComponent
---@field ledHandle1a gameLightComponent
---@field ledHandle2a gameLightComponent
---@field occluder entIPlacedComponent
---@field portalLight1 gameLightComponent
---@field portalLight2 gameLightComponent
---@field portalLight3 gameLightComponent
---@field portalLight4 gameLightComponent
---@field playerBlocker entColliderComponent
---@field animFeatureDoor AnimFeatureDoor
---@field isVisuallyOpened Bool
---@field lastDoorSide Int32
---@field colors LedColors
---@field activeSkillcheckLights gameLightComponent[]
---@field allActiveLights gameLightComponent[]
---@field closingAnimationLength Float
---@field automaticCloseDelay Float
---@field doorOpeningType EDoorOpeningType
---@field forceOpeningAudioStimRange Float
---@field openingAudioStimRange Float
---@field animationType EAnimationType
---@field doorTriggerSide EDoorTriggerSide
---@field whoOpened gameObject
---@field openedUsingForce Bool
---@field illegalOpen Bool
---@field audioForceOpen Bool
---@field componentName CName
---@field playerInWorkspot PlayerPuppet
Door = {}

---@return Door
function Door.new() return end

---@param props table
---@return Door
function Door.new(props) return end

---@param evt ActionDemolition
---@return Bool
function Door:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return Bool
function Door:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return Bool
function Door:OnActivateDevice(evt) return end

---@param evt AIApproachingAreaResponseEvent
---@return Bool
function Door:OnApproachingAreaResponseEvent(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function Door:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function Door:OnAreaExit(evt) return end

---@param evt AuthorizeUser
---@return Bool
function Door:OnAuthorizeUser(evt) return end

---@param evt ChangeHalfLights
---@return Bool
function Door:OnChangeHalfLights(evt) return end

---@param evt enteventsHitCharacterControllerEvent
---@return Bool
function Door:OnCollision(evt) return end

---@return Bool
function Door:OnDetach() return end

---@param evt DoorOpeningToken
---@return Bool
function Door:OnDoorOpeningToken(evt) return end

---@param evt DoorTriggerDelayedEvent
---@return Bool
function Door:OnDoorTriggerDelayedEvent(evt) return end

---@param evt ForceOpen
---@return Bool
function Door:OnForceOpen(evt) return end

---@param evt ForceUnlockAndOpenElevator
---@return Bool
function Door:OnForceUnlockAndOpenElevator(evt) return end

---@return Bool
function Door:OnGameAttached() return end

---@param evt OccluderEnableEvent
---@return Bool
function Door:OnOccluderEnable(evt) return end

---@param evt Pay
---@return Bool
function Door:OnPay(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function Door:OnPersitentStateInitialized(evt) return end

---@param evt gamePlayInDeviceCallbackEvent
---@return Bool
function Door:OnPlayInDeviceCallbackEvent(evt) return end

---@param evt QuestForceClose
---@return Bool
function Door:OnQuestForceClose(evt) return end

---@param evt QuestForceCloseImmediate
---@return Bool
function Door:OnQuestForceCloseImmediate(evt) return end

---@param evt QuestForceCloseScene
---@return Bool
function Door:OnQuestForceCloseScene(evt) return end

---@param evt QuestForceEnabled
---@return Bool
function Door:OnQuestForceEnabled(evt) return end

---@param evt QuestForceOpenScene
---@return Bool
function Door:OnQuestForceOpenScene(evt) return end

---@param evt QuestForceUnlock
---@return Bool
function Door:OnQuestForceUnlock(evt) return end

---@param evt QuestForceUnseal
---@return Bool
function Door:OnQuestForceUnseal(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Door:OnRequestComponents(ri) return end

---@param evt ResetDoorState
---@return Bool
function Door:OnResetDoorState(evt) return end

---@param evt ToggleSeal
---@return Bool
function Door:OnSealDoor(evt) return end

---@param evt SetAuthorizationModuleOFF
---@return Bool
function Door:OnSetAuthorizationModuleOFF(evt) return end

---@param evt SetBusyEvent
---@return Bool
function Door:OnSetBusyEvent(evt) return end

---@param evt SetCloseItself
---@return Bool
function Door:OnSetCloseItself(evt) return end

---@param evt SetDoorType
---@return Bool
function Door:OnSetDoorType(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Door:OnTakeControl(ri) return end

---@param evt ToggleLock
---@return Bool
function Door:OnToggleLock(evt) return end

---@param evt ToggleOpen
---@return Bool
function Door:OnToggleOpen(evt) return end

---@param componentName CName|string
---@return Bool
function Door:OnWorkspotFinished(componentName) return end

function Door:AccessGrantedNotification() return end

function Door:ActivateDevice() return end

---@param state gameDeviceReplicatedState
function Door:ApplyReplicatedState(state) return end

---@return Bool
function Door:CanPassAnySkillCheckOnParentTerminal() return end

function Door:ChangeHalfLights() return end

function Door:CloseDoor() return end

---@return gameObject
function Door:ClosestAuthorizedActiveEntityNearby() return end

function Door:CreateLightSettings() return end

function Door:DeactivateDevice() return end

---@return EGameplayRole
function Door:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function Door:DeterminGameplayRoleMappinVisuaState(data) return end

function Door:DisableOccluder() return end

---@param player Bool
---@param npc Bool
function Door:DisableOffMeshConnections(player, npc) return end

function Door:DisablePlayerBlocker() return end

function Door:EnableOccluderInstanly() return end

---@param delay Float
function Door:EnableOccluderWithDelay(delay) return end

---@param player Bool
---@param npc Bool
function Door:EnableOffMeshConnections(player, npc) return end

function Door:EnablePlayerBlocker() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function Door:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

function Door:EvaluateOffMeshLinks() return end

---@param data gameScriptTaskData
function Door:EvaluateOffMeshLinksTask(data) return end

function Door:ExecuteDeviceStateOperation() return end

---@param activator gameObject
---@return gameGetActionsContext
function Door:GenerateInternalContext(activator) return end

function Door:GetAllActiveLights() return end

---@return AnimFeatureDoor
function Door:GetAnimFeature() return end

---@return Float
function Door:GetClosingAnimationLength() return end

---@return DoorController
function Door:GetController() return end

---@return DoorControllerPS
function Door:GetDevicePS() return end

---@return CName
function Door:GetDeviceStateClass() return end

---@param forEntity entEntity
---@return EDoorTriggerSide
function Door:GetDoorTriggerSide(forEntity) return end

---@return Float
function Door:GetOpeningSpeed() return end

---@return Float
function Door:GetOpeningTime() return end

---@return entEntity
function Door:GetPlayerEntity() return end

---@return CName
function Door:GetProperTransformAnimName() return end

---@return Bool
function Door:HasAnyDirectInteractionActive() return end

---@param id entEntityID
---@return Bool
function Door:HasValidOpeningToken(id) return end

function Door:InitializeLight() return end

---@return Bool
function Door:IsActive() return end

---@return Bool
function Door:IsNetrunner() return end

---@return Bool
function Door:IsPlayerInsideLift() return end

---@return Bool
function Door:IsSomeoneAuthorizedNearby() return end

---@return Bool
function Door:IsSomeoneInTrigger() return end

---@param shouldBeOpened Bool
---@param immediate Bool
---@param movingSpeedMultiplier Float
---@return Bool
function Door:MoveDoor(shouldBeOpened, immediate, movingSpeedMultiplier) return end

---@param sink worldMaraudersMapDevicesSink
function Door:OnMaraudersMapDeviceDebug(sink) return end

function Door:OpenDoor() return end

---@param shouldBeOpened Bool
---@param wasOpenedUsingForce Bool
function Door:PlayDoorMovementSound(shouldBeOpened, wasOpenedUsingForce) return end

---@param toSeal Bool
function Door:PlayDoorSealSound(toSeal) return end

---@param toLock Bool
function Door:PlayLockSound(toLock) return end

function Door:PlayOpenDoorSound() return end

---@return Bool
function Door:RedLightCondition() return end

---@param shouldBeOpened Bool
---@param immediate Bool
---@param animSpeedMultiplier Float
function Door:RefreshAnimOpenDoor(shouldBeOpened, immediate, animSpeedMultiplier) return end

---@param shouldBeOpened Bool
---@param immediate Bool
---@param animSpeedMultiplier Float
function Door:RefreshTransformAnimOpenDoor(shouldBeOpened, immediate, animSpeedMultiplier) return end

function Door:ResolveGameplayState() return end

---@param executor gameObject
---@param duration Float
function Door:ResolveIllegalAction(executor, duration) return end

function Door:RestoreDeviceState() return end

function Door:SetAppearance() return end

---@param data gameScriptTaskData
function Door:SetAppearanceTask(data) return end

---@param lightSettings ScriptLightSettings
function Door:SetColor(lightSettings) return end

---@param evt gameinteractionsInteractionActivationEvent
---@param isActive Bool
function Door:SetIsDoorInteractionActiveBB(evt, isActive) return end

function Door:SetNetrunnerAppearance() return end

---@param type EDoorType
function Door:SetNewDoorType(type) return end

function Door:SetSoloAppearance() return end

function Door:SetTechieAppearance() return end

function Door:SetupOpenDoorAnimationFeatures() return end

---@param activator gameObject
---@param shouldOpen Bool
function Door:ToggleDoorLockState(activator, shouldOpen) return end

---@param activator gameObject
function Door:ToggleDoorOpeningState(activator) return end

---@param forWhom entEntityID
function Door:ToggleDoorOpeningState(forWhom) return end

---@param broadcaster StimBroadcasterComponent
---@param reactionData senseStimInvestigateData
function Door:TriggerMoveDoorStimBroadcaster(broadcaster, reactionData) return end

function Door:TurnLightsOff() return end

---@param isDelayed Bool
---@return Bool
function Door:UpdateDeviceState(isDelayed) return end

function Door:UpdateLight() return end

function Door:UpdateLightByTask() return end

---@param data gameScriptTaskData
function Door:UpdateLightTask(data) return end

---@param on Bool
function Door:UpdatePortalLights(on) return end

---@class DoorColliderEnableEvent : redEvent
DoorColliderEnableEvent = {}

---@return DoorColliderEnableEvent
function DoorColliderEnableEvent.new() return end

---@param props table
---@return DoorColliderEnableEvent
function DoorColliderEnableEvent.new(props) return end

---@class DoorController : ScriptableDeviceComponent
DoorController = {}

---@return DoorController
function DoorController.new() return end

---@param props table
---@return DoorController
function DoorController.new(props) return end

---@return DoorControllerPS
function DoorController:GetPS() return end

---@class DoorControllerPS : ScriptableDeviceComponentPS
---@field doorProperties DoorSetup
---@field doorSkillChecks EngDemoContainer
---@field isOpened Bool
---@field isLocked Bool
---@field isSealed Bool
---@field alarmRaised Bool
---@field isBusy Bool
---@field isLiftDoor Bool
---@field isPlayerAuthorised Bool
---@field openingTokens entEntityID[]
DoorControllerPS = {}

---@return DoorControllerPS
function DoorControllerPS.new() return end

---@param props table
---@return DoorControllerPS
function DoorControllerPS.new(props) return end

---@return Bool
function DoorControllerPS:OnInstantiated() return end

function DoorControllerPS:AccessGrantedNotification() return end

---@return CallElevator
function DoorControllerPS:ActionCallElevator() return end

---@param context gameGetActionsContext
---@return ActionDemolition
function DoorControllerPS:ActionDemolition(context) return end

---@return DoorOpeningToken
function DoorControllerPS:ActionDoorOpeningToken() return end

---@return DoorStatus
function DoorControllerPS:ActionDoorStatus() return end

---@return ForceOpen
function DoorControllerPS:ActionForceOpen() return end

---@param context gameGetActionsContext
---@return Pay
function DoorControllerPS:ActionPay(context) return end

---@return QuestForceClose
function DoorControllerPS:ActionQuestForceClose() return end

---@return QuestForceCloseImmediate
function DoorControllerPS:ActionQuestForceCloseImmediate() return end

---@return QuestForceCloseScene
function DoorControllerPS:ActionQuestForceCloseScene() return end

---@return QuestForceLock
function DoorControllerPS:ActionQuestForceLock() return end

---@return QuestForceOpen
function DoorControllerPS:ActionQuestForceOpen() return end

---@return QuestForceOpenScene
function DoorControllerPS:ActionQuestForceOpenScene() return end

---@return QuestForceSeal
function DoorControllerPS:ActionQuestForceSeal() return end

---@return QuestForceUnlock
function DoorControllerPS:ActionQuestForceUnlock() return end

---@return QuestForceUnseal
function DoorControllerPS:ActionQuestForceUnseal() return end

---@return QuickHackToggleOpen
function DoorControllerPS:ActionQuickHackToggleOpen() return end

---@return SetClosed
function DoorControllerPS:ActionSetClosed() return end

---@return SetOpened
function DoorControllerPS:ActionSetOpened() return end

---@return ToggleLock
function DoorControllerPS:ActionToggleLock() return end

---@return ToggleOpen
function DoorControllerPS:ActionToggleOpen() return end

---@return ToggleSeal
function DoorControllerPS:ActionToggleSeal() return end

---@return PlayerUnauthorized
function DoorControllerPS:ActionUnauthorized() return end

---@param id entEntityID
---@return Bool
function DoorControllerPS:AddToken(id) return end

---@param context gameGetActionsContext
---@return Bool
function DoorControllerPS:CanAddToggleOpenAction(context) return end

---@return Bool
function DoorControllerPS:CanCreateAnyQuickHackActions() return end

---@param requester gameObject
---@return Bool
function DoorControllerPS:CanPassAnySkillCheckOnParentTerminal(requester) return end

---@return Bool
function DoorControllerPS:CanPayToAuthorize() return end

---@return Bool
function DoorControllerPS:CanPayToUnlock() return end

---@return Bool
function DoorControllerPS:CheckIfLiftDoors() return end

---@param id entEntityID
---@return Bool
function DoorControllerPS:DepleteToken(id) return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function DoorControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

---@param executor gameObject
function DoorControllerPS:ExecuteForceOpen(executor) return end

---@return Bool
function DoorControllerPS:ExposeQuickHakcsIfNotConnnectedToAP() return end

function DoorControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DoorControllerPS:GetActions(context) return end

---@return TweakDBID
function DoorControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function DoorControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function DoorControllerPS:GetDeviceIconTweakDBID() return end

---@return DoorStatus
function DoorControllerPS:GetDeviceStatusAction() return end

---@return EDoorSkillcheckSide
function DoorControllerPS:GetDoorAuthorizationSide() return end

---@return EDoorSkillcheckSide
function DoorControllerPS:GetDoorSkillcheckSide() return end

---@return EDoorStatus
function DoorControllerPS:GetDoorState() return end

---@return EDoorTriggerSide
function DoorControllerPS:GetDoorTriggerSide() return end

---@return EDoorType
function DoorControllerPS:GetDoorType() return end

---@return EDoorType
function DoorControllerPS:GetDoorTypeSideOne() return end

---@return EDoorType
function DoorControllerPS:GetDoorTypeSideTwo() return end

---@param context gameGetActionsContext
---@return TweakDBID
function DoorControllerPS:GetInkWidgetTweakDBID(context) return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function DoorControllerPS:GetMinigameActions(actions, context) return end

---@return Float
function DoorControllerPS:GetOpeningSpeed() return end

---@return Float
function DoorControllerPS:GetOpeningTime() return end

---@return entEntityID[]
function DoorControllerPS:GetOpeningTokensList() return end

---@return gamedataActionPayment_Record
function DoorControllerPS:GetPaymentRecord() return end

---@return TweakDBID
function DoorControllerPS:GetPaymentRecordID() return end

---@return ToggleOpen
function DoorControllerPS:GetPlayerToggleOpenAction() return end

---@param actionName CName|string
---@return gamedeviceAction
function DoorControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DoorControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DoorControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function DoorControllerPS:GetSkillCheckContainerForSetup() return end

---@return Float
function DoorControllerPS:GetStimRange() return end

---@return CName
function DoorControllerPS:GetWidgetTypeName() return end

---@return EWidgetState
function DoorControllerPS:GetWidgetVisualState() return end

---@param executor gameObject
function DoorControllerPS:GiveKeycardsToExecutor(executor) return end

function DoorControllerPS:Initialize() return end

function DoorControllerPS:InitializeDoorTypes() return end

---@return Bool
function DoorControllerPS:IsBusy() return end

---@return Bool
function DoorControllerPS:IsClosed() return end

---@return Bool
function DoorControllerPS:IsClosingAutomatically() return end

---@return Bool
function DoorControllerPS:IsLiftAvailable() return end

---@return Bool
function DoorControllerPS:IsLiftDoor() return end

---@return Bool
function DoorControllerPS:IsLiftDoorAndAtThisFloor() return end

---@return Bool
function DoorControllerPS:IsLiftFloorAuthorized() return end

---@return Bool
function DoorControllerPS:IsLiftMoving() return end

---@return Bool
function DoorControllerPS:IsLiftUnauthorized() return end

---@return Bool
function DoorControllerPS:IsLocked() return end

---@return Bool
function DoorControllerPS:IsLogicallyClosed() return end

---@return Bool
function DoorControllerPS:IsOpen() return end

---@return Bool
function DoorControllerPS:IsPlayerCarrying() return end

---@return Bool
function DoorControllerPS:IsSealed() return end

---@return Bool
function DoorControllerPS:IsShutter() return end

---@return Bool
function DoorControllerPS:IsSideOneActive() return end

---@return Bool
function DoorControllerPS:IsSideTwoActive() return end

---@return Bool
function DoorControllerPS:IsStatic() return end

---@param side EDoorSkillcheckSide
---@return Bool
function DoorControllerPS:IsTriggerValid(side) return end

---@return Bool
function DoorControllerPS:IsUnlocked() return end

---@param user entEntityID
---@return Bool
function DoorControllerPS:IsUserAuthorized(user) return end

---@param evt ActionDemolition
---@return EntityNotificationType
function DoorControllerPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function DoorControllerPS:OnActionEngineering(evt) return end

---@param evt ActionForceResetDevice
---@return EntityNotificationType
function DoorControllerPS:OnActionForceResetDevice(evt) return end

---@param evt InstallKeylogger
---@return EntityNotificationType
function DoorControllerPS:OnActionInstallKeylogger(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function DoorControllerPS:OnActivateDevice(evt) return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function DoorControllerPS:OnAuthorizeUser(evt) return end

---@param evt CallElevator
---@return EntityNotificationType
function DoorControllerPS:OnCallElevator(evt) return end

function DoorControllerPS:OnDoorCollision() return end

---@param evt DoorOpeningToken
---@return EntityNotificationType
function DoorControllerPS:OnDoorOpeningToken(evt) return end

---@param evt ForceLockElevator
---@return EntityNotificationType
function DoorControllerPS:OnForceLockElevator(evt) return end

---@param evt ForceOpen
---@return EntityNotificationType
function DoorControllerPS:OnForceOpen(evt) return end

---@param evt ForceUnlockAndOpenElevator
---@return EntityNotificationType
function DoorControllerPS:OnForceUnlockAndOpenElevator(evt) return end

---@param evt Pay
---@return EntityNotificationType
function DoorControllerPS:OnPay(evt) return end

---@param evt QuestForceClose
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceClose(evt) return end

---@param evt QuestForceCloseImmediate
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceCloseImmediate(evt) return end

---@param evt QuestForceCloseScene
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceCloseScene(evt) return end

---@param evt QuestForceLock
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceLock(evt) return end

---@param evt QuestForceOpen
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceOpen(evt) return end

---@param evt QuestForceOpenScene
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceOpenScene(evt) return end

---@param evt QuestForceSeal
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceSeal(evt) return end

---@param evt QuestForceUnlock
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceUnlock(evt) return end

---@param evt QuestForceUnseal
---@return EntityNotificationType
function DoorControllerPS:OnQuestForceUnseal(evt) return end

---@param evt QuickHackToggleOpen
---@return EntityNotificationType
function DoorControllerPS:OnQuickHackToggleOpen(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function DoorControllerPS:OnSecuritySystemOutput(evt) return end

---@param evt SetAuthorizationModuleOFF
---@return EntityNotificationType
function DoorControllerPS:OnSetAuthorizationModuleOFF(evt) return end

---@param evt SetClosed
---@return EntityNotificationType
function DoorControllerPS:OnSetClosed(evt) return end

function DoorControllerPS:OnSetIsOpened() return end

---@param evt SetOpened
---@return EntityNotificationType
function DoorControllerPS:OnSetOpened(evt) return end

---@param evt ToggleLock
---@return EntityNotificationType
function DoorControllerPS:OnToggleLock(evt) return end

---@param evt ToggleOpen
---@return EntityNotificationType
function DoorControllerPS:OnToggleOpen(evt) return end

---@param evt ToggleSeal
---@return EntityNotificationType
function DoorControllerPS:OnToggleSeal(evt) return end

---@param data DoorResaveData
function DoorControllerPS:PushResaveData(data) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DoorControllerPS:PushReturnActions(context) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DoorControllerPS:PushSkillCheckActions(context) return end

---@param executor gameObject
function DoorControllerPS:RequestForceBodyDrop(executor) return end

---@return Bool
function DoorControllerPS:RequiresAuthorization() return end

function DoorControllerPS:ResetToDefault() return end

function DoorControllerPS:ResolveOtherSkillchecks() return end

function DoorControllerPS:ResolveSkillchecks() return end

---@param id entEntityID
function DoorControllerPS:ResolveTerminalSkillchecks(id) return end

---@param val Bool
function DoorControllerPS:SetCloseItself(val) return end

function DoorControllerPS:SetDefaultDoorState() return end

---@return gamedeviceAction[]
function DoorControllerPS:SetInactiveActionsWithExceptions() return end

---@param isBusy Bool
function DoorControllerPS:SetIsBusy(isBusy) return end

---@param isLocked Bool
function DoorControllerPS:SetIsLocked(isLocked) return end

---@param isOpened Bool
function DoorControllerPS:SetIsOpened(isOpened) return end

---@param isSealed Bool
function DoorControllerPS:SetIsSealed(isSealed) return end

---@param type EDoorType
function DoorControllerPS:SetNewDoorType(type) return end

---@param evt SetDoorType
function DoorControllerPS:SetNewDoorType(evt) return end

---@param side EDoorTriggerSide
function DoorControllerPS:SetTriggerSide(side) return end

---@param context gameGetActionsContext
---@return Bool
function DoorControllerPS:ShouldForceAuthorizeUser(context) return end

---@return Bool
function DoorControllerPS:ToggleLockOnDoor() return end

---@return Bool
function DoorControllerPS:ToggleOpenOnDoor() return end

---@return Bool
function DoorControllerPS:ToggleSealOnDoor() return end

function DoorControllerPS:UpdatePlayerAuthorization() return end

---@return Bool
function DoorControllerPS:WasPlayerAuthorized() return end

---@return Bool
function DoorControllerPS:canPlayerRemotelyAuthorize() return end

---@return Bool
function DoorControllerPS:canPlayerToggleLockState() return end

---@return Bool
function DoorControllerPS:canPlayerToggleSealState() return end

---@class DoorInkGameController : DeviceInkGameControllerBase
---@field doorStaturTextWidget inkTextWidget
DoorInkGameController = {}

---@return DoorInkGameController
function DoorInkGameController.new() return end

---@param props table
---@return DoorInkGameController
function DoorInkGameController.new(props) return end

---@return Door
function DoorInkGameController:GetOwner() return end

---@param state EDeviceStatus
function DoorInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function DoorInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function DoorInkGameController:SetupWidgets() return end

---@param widgetsData SActionWidgetPackage[]
function DoorInkGameController:UpdateActionWidgets(widgetsData) return end

---@class DoorOpeningToken : ActionBool
DoorOpeningToken = {}

---@return DoorOpeningToken
function DoorOpeningToken.new() return end

---@param props table
---@return DoorOpeningToken
function DoorOpeningToken.new(props) return end

---@param device DoorControllerPS
---@return Bool
function DoorOpeningToken.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function DoorOpeningToken.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function DoorOpeningToken.IsDefaultConditionMet(device, context) return end

---@return String
function DoorOpeningToken:GetTweakDBChoiceRecord() return end

function DoorOpeningToken:SetProperties() return end

---@class DoorPersistentData
---@field doorType EDoorType
---@field canPlayerToggleLockState Bool
---@field canPlayerToggleSealState Bool
---@field initialStatus EDoorStatus
---@field keycardName TweakDBID
---@field passcode CName
DoorPersistentData = {}

---@return DoorPersistentData
function DoorPersistentData.new() return end

---@param props table
---@return DoorPersistentData
function DoorPersistentData.new(props) return end

---@class DoorProximityDetector : ProximityDetector
---@field triggeredAlarmID gameDelayID
---@field blinkInterval Float
---@field authorizationLevel ESecurityAccessLevel
DoorProximityDetector = {}

---@return DoorProximityDetector
function DoorProximityDetector.new() return end

---@param props table
---@return DoorProximityDetector
function DoorProximityDetector.new(props) return end

---@param evt AlarmEvent
---@return Bool
function DoorProximityDetector:OnAlarmBlink(evt) return end

---@return Bool
function DoorProximityDetector:OnDetach() return end

---@return Bool
function DoorProximityDetector:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DoorProximityDetector:OnRequestComponents(ri) return end

---@param evt SecuritySystemOutput
---@return Bool
function DoorProximityDetector:OnSecuritySystemOutput(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DoorProximityDetector:OnTakeControl(ri) return end

function DoorProximityDetector:CancelAlarmCallback() return end

---@return DoorProximityDetectorController
function DoorProximityDetector:GetController() return end

---@return DoorProximityDetectorControllerPS
function DoorProximityDetector:GetDevicePS() return end

---@return Bool
function DoorProximityDetector:IsAlarmTriggered() return end

---@return Bool
function DoorProximityDetector:IsPlayerAuthorized() return end

---@param shouldLock Bool
function DoorProximityDetector:LockDevice(shouldLock) return end

---@param appearanceState DoorProximityDetectorAppearanceStateType
function DoorProximityDetector:SetAppearanceState(appearanceState) return end

---@param glitchState EGlitchState
---@param intensity Float
function DoorProximityDetector:StartGlitching(glitchState, intensity) return end

function DoorProximityDetector:StopGlitching() return end

---@param yes Bool
function DoorProximityDetector:TriggerAlarmBehavior(yes) return end

function DoorProximityDetector:TurnOffDevice() return end

function DoorProximityDetector:TurnOnDevice() return end

---@class DoorProximityDetectorController : ProximityDetectorController
DoorProximityDetectorController = {}

---@return DoorProximityDetectorController
function DoorProximityDetectorController.new() return end

---@param props table
---@return DoorProximityDetectorController
function DoorProximityDetectorController.new(props) return end

---@return DoorProximityDetectorControllerPS
function DoorProximityDetectorController:GetPS() return end

---@class DoorProximityDetectorControllerPS : ProximityDetectorControllerPS
DoorProximityDetectorControllerPS = {}

---@return DoorProximityDetectorControllerPS
function DoorProximityDetectorControllerPS.new() return end

---@param props table
---@return DoorProximityDetectorControllerPS
function DoorProximityDetectorControllerPS.new(props) return end

---@param actionName CName|string
---@return gamedeviceAction
function DoorProximityDetectorControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function DoorProximityDetectorControllerPS:GetQuestActions(context) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function DoorProximityDetectorControllerPS:OnSecuritySystemOutput(evt) return end

---@class DoorReplicatedState : gameDeviceReplicatedState
---@field isOpen Bool
---@field wasImmediateChange Bool
DoorReplicatedState = {}

---@return DoorReplicatedState
function DoorReplicatedState.new() return end

---@param props table
---@return DoorReplicatedState
function DoorReplicatedState.new(props) return end

---@class DoorResaveData
---@field doorType EDoorType
---@field canPlayerToggleLockState Bool
---@field canPlayerToggleSealState Bool
---@field initialStatus EDoorStatus
---@field keycardName TweakDBID
---@field passcode CName
DoorResaveData = {}

---@return DoorResaveData
function DoorResaveData.new() return end

---@param props table
---@return DoorResaveData
function DoorResaveData.new(props) return end

---@class DoorSetup
---@field doorType EDoorType
---@field doorTypeSideOne EDoorType
---@field doorTypeSideTwo EDoorType
---@field skillCheckSide EDoorSkillcheckSide
---@field authorizationSide EDoorSkillcheckSide
---@field doorTriggerSide EDoorTriggerSide
---@field isShutter Bool
---@field initialDoorState EDoorStatus
---@field canPlayerToggleLockState Bool
---@field canPlayerToggleSealState Bool
---@field canPlayerRemotelyAuthorize Bool
---@field automaticallyClosesItself Bool
---@field openingSpeed Float
---@field doorOpeningTime Float
---@field doorOpeningStimRange Float
---@field canPayToUnlock Bool
---@field paymentRecordID TweakDBID
---@field exposeQuickHacksIfNotConnectedToAP Bool
DoorSetup = {}

---@return DoorSetup
function DoorSetup.new() return end

---@param props table
---@return DoorSetup
function DoorSetup.new(props) return end

---@class DoorStateOperationTriggerData : DeviceOperationTriggerData
---@field state EDoorStatus
DoorStateOperationTriggerData = {}

---@return DoorStateOperationTriggerData
function DoorStateOperationTriggerData.new() return end

---@param props table
---@return DoorStateOperationTriggerData
function DoorStateOperationTriggerData.new(props) return end

---@class DoorStateOperations : DeviceOperations
---@field doorStateOperations SDoorStateOperationData[]
---@field wasStateCached Bool
---@field cachedState EDoorStatus
DoorStateOperations = {}

---@return DoorStateOperations
function DoorStateOperations.new() return end

---@param props table
---@return DoorStateOperations
function DoorStateOperations.new(props) return end

---@param operationID Int32
function DoorStateOperations:ClearDelayIdOnOperation(operationID) return end

---@param state EDoorStatus
---@param owner gameObject
function DoorStateOperations:ExecuteOperation(state, owner) return end

---@param index Int32
---@return Bool
function DoorStateOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function DoorStateOperations:RequestComponents(ri) return end

---@param delayId gameDelayID
---@param operationID Int32
function DoorStateOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function DoorStateOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function DoorStateOperations:ToggleOperation(enable, index) return end

---@class DoorStateOperationsTrigger : DeviceOperationsTrigger
---@field triggerData DoorStateOperationTriggerData
---@field wasStateCached Bool
---@field cachedState EDoorStatus
DoorStateOperationsTrigger = {}

---@return DoorStateOperationsTrigger
function DoorStateOperationsTrigger.new() return end

---@param props table
---@return DoorStateOperationsTrigger
function DoorStateOperationsTrigger.new(props) return end

---@param state EDoorStatus
---@param owner gameObject
---@param container DeviceOperationsContainer
function DoorStateOperationsTrigger:EvaluateTrigger(state, owner, container) return end

---@class DoorStatus : BaseDeviceStatus
DoorStatus = {}

---@return DoorStatus
function DoorStatus.new() return end

---@param props table
---@return DoorStatus
function DoorStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function DoorStatus.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function DoorStatus.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function DoorStatus.IsDefaultConditionMet(device, context) return end

---@return String
function DoorStatus:GetCurrentDisplayString() return end

---@return Int32
function DoorStatus:GetStatusValue() return end

---@return String
function DoorStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function DoorStatus:SetProperties(deviceRef) return end

---@class DoorSystem : DeviceSystemBase
DoorSystem = {}

---@return DoorSystem
function DoorSystem.new() return end

---@param props table
---@return DoorSystem
function DoorSystem.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DoorSystem:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DoorSystem:OnTakeControl(ri) return end

---@return DoorSystemController
function DoorSystem:GetController() return end

---@return DoorSystemControllerPS
function DoorSystem:GetDevicePS() return end

---@class DoorSystemController : BaseNetworkSystemController
DoorSystemController = {}

---@return DoorSystemController
function DoorSystemController.new() return end

---@param props table
---@return DoorSystemController
function DoorSystemController.new(props) return end

---@return DoorSystemControllerPS
function DoorSystemController:GetPS() return end

---@class DoorSystemControllerPS : BaseNetworkSystemControllerPS
DoorSystemControllerPS = {}

---@return DoorSystemControllerPS
function DoorSystemControllerPS.new() return end

---@param props table
---@return DoorSystemControllerPS
function DoorSystemControllerPS.new(props) return end

---@return Bool
function DoorSystemControllerPS:OnInstantiated() return end

function DoorSystemControllerPS:Initialize() return end

---@class DoorSystemUIPS : VirtualSystemPS
---@field isOpen Bool
DoorSystemUIPS = {}

---@return DoorSystemUIPS
function DoorSystemUIPS.new() return end

---@param props table
---@return DoorSystemUIPS
function DoorSystemUIPS.new(props) return end

---@return ToggleOpen
function DoorSystemUIPS:ActionToggleOpen() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DoorSystemUIPS:GetActions(context) return end

---@param evt ToggleOpen
---@return EntityNotificationType
function DoorSystemUIPS:OnToggleOpen(evt) return end

---@class DoorTerminalMasterInkGameControllerBase : MasterDeviceInkGameControllerBase
---@field currentlyActiveDevices gamePersistentID[]
DoorTerminalMasterInkGameControllerBase = {}

---@return DoorTerminalMasterInkGameControllerBase
function DoorTerminalMasterInkGameControllerBase.new() return end

---@param props table
---@return DoorTerminalMasterInkGameControllerBase
function DoorTerminalMasterInkGameControllerBase.new(props) return end

---@param state EDeviceStatus
function DoorTerminalMasterInkGameControllerBase:Refresh(state) return end

function DoorTerminalMasterInkGameControllerBase:ResolveBreadcrumbLevel() return end

function DoorTerminalMasterInkGameControllerBase:TurnOff() return end

function DoorTerminalMasterInkGameControllerBase:TurnOn() return end

---@param widgetsData SDeviceWidgetPackage[]
function DoorTerminalMasterInkGameControllerBase:UpdateDeviceWidgets(widgetsData) return end

---@param widgetsData SThumbnailWidgetPackage[]
function DoorTerminalMasterInkGameControllerBase:UpdateThumbnailWidgets(widgetsData) return end

---@class DoorTriggerDelayedEvent : redEvent
---@field activator gameObject
DoorTriggerDelayedEvent = {}

---@return DoorTriggerDelayedEvent
function DoorTriggerDelayedEvent.new() return end

---@param props table
---@return DoorTriggerDelayedEvent
function DoorTriggerDelayedEvent.new(props) return end

---@class DoorViabilityInterpreter : IScriptable
DoorViabilityInterpreter = {}

---@return DoorViabilityInterpreter
function DoorViabilityInterpreter.new() return end

---@param props table
---@return DoorViabilityInterpreter
function DoorViabilityInterpreter.new(props) return end

---@param device DoorControllerPS
---@param hasActiveActions Bool
---@return Bool
function DoorViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class DoorWidgetCustomData : WidgetCustomData
---@field passcode Int32
---@field card CName
---@field isPasswordKnown Bool
DoorWidgetCustomData = {}

---@return DoorWidgetCustomData
function DoorWidgetCustomData.new() return end

---@param props table
---@return DoorWidgetCustomData
function DoorWidgetCustomData.new(props) return end

---@return CName
function DoorWidgetCustomData:GetCardName() return end

---@return Int32
function DoorWidgetCustomData:GetPasscode() return end

---@return Bool
function DoorWidgetCustomData:IsPasswordKnown() return end

---@param cardName CName|string
function DoorWidgetCustomData:SetCardName(cardName) return end

---@param choice Bool
function DoorWidgetCustomData:SetIsPasswordKnown(choice) return end

---@param newCode Int32
function DoorWidgetCustomData:SetPasscode(newCode) return end

---@class DoubleJumpDecisions : JumpDecisions
DoubleJumpDecisions = {}

---@return DoubleJumpDecisions
function DoubleJumpDecisions.new() return end

---@param props table
---@return DoubleJumpDecisions
function DoubleJumpDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DoubleJumpDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class DoubleJumpEvents : LocomotionAirEvents
DoubleJumpEvents = {}

---@return DoubleJumpEvents
function DoubleJumpEvents.new() return end

---@param props table
---@return DoubleJumpEvents
function DoubleJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DoubleJumpEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DoubleJumpEvents:OnEnterFromAirThrusters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DoubleJumpEvents:OnExit(stateContext, scriptInterface) return end

---@class DoublePointsCollisionLogic : BonusCollisionLogic
DoublePointsCollisionLogic = {}

---@return DoublePointsCollisionLogic
function DoublePointsCollisionLogic.new() return end

---@param props table
---@return DoublePointsCollisionLogic
function DoublePointsCollisionLogic.new(props) return end

---@param gameState gameuiRoachRaceGameState
function DoublePointsCollisionLogic:ChangeGameState(gameState) return end

---@class DownloadFundsAction : BaseItemAction
DownloadFundsAction = {}

---@return DownloadFundsAction
function DownloadFundsAction.new() return end

---@param props table
---@return DownloadFundsAction
function DownloadFundsAction.new(props) return end

---@class DpadWheelGameController : gameuiHUDGameController
---@field haskMarkContainer inkCompoundWidgetReference
---@field itemContainer inkCompoundWidgetReference
---@field selectorWrapper inkWidgetReference
---@field centerIcon inkWidgetReference
---@field centerGlow inkWidgetReference
---@field itemLabel inkTextWidgetReference
---@field itemDesc inkTextWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field indicator02 inkImageWidgetReference
---@field indicator03 inkImageWidgetReference
---@field indicator04 inkImageWidgetReference
---@field indicator05 inkImageWidgetReference
---@field indicator06 inkImageWidgetReference
---@field indicator07 inkImageWidgetReference
---@field indicator08 inkImageWidgetReference
---@field itemDistance Float
---@field hashMarkDistance Float
---@field minDistance Float
---@field root inkWidget
---@field Player PlayerPuppet
---@field QuickSlotsManager QuickSlotsManager
---@field InventoryDataManager InventoryDataManagerV2
---@field dpadItemsList DpadWheelItemController[]
---@field commandsList QuickSlotCommand[]
---@field selectedWheelItem DpadWheelItemController
---@field buttonHintsController ButtonHints
---@field selectedIndicator inkWidgetReference
---@field angleInterval Float
---@field previousAmount Float
---@field previousAngle Float
---@field data QuickWheelStartUIStructure
---@field masterListOfAllCyberware AbilityData[]
---@field listOfUnassignedCyberware AbilityData[]
---@field dpadWheelOpen Bool
---@field neutralChoiceDelayId gameDelayID
---@field previouslySelectedData QuickSlotCommand
---@field UiQuickItemsBlackboard gameIBlackboard
---@field UiQuickSlotDef UI_QuickSlotsDataDef
---@field DPadWheelAngleBBID redCallbackObject
---@field DPadWheelInterationStartedBBID redCallbackObject
---@field DPadWheelInterationEndedBBID redCallbackObject
---@field DpadWheelCyberwareAssignedBBID redCallbackObject
DpadWheelGameController = {}

---@return DpadWheelGameController
function DpadWheelGameController.new() return end

---@param props table
---@return DpadWheelGameController
function DpadWheelGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function DpadWheelGameController:OnAction(action, consumer) return end

---@param value Bool
---@return Bool
function DpadWheelGameController:OnCyberwareAssigned(value) return end

---@return Bool
function DpadWheelGameController:OnInitialize() return end

---@param value Float
---@return Bool
function DpadWheelGameController:OnRadialAngleChanged(value) return end

---@param evt UndelectAllItemsDelayedEvent
---@return Bool
function DpadWheelGameController:OnUndelectAllItemsDelayedEvent(evt) return end

---@return Bool
function DpadWheelGameController:OnUninitialize() return end

---@param value Variant
---@return Bool
function DpadWheelGameController:OnWheelInteractionEnded(value) return end

---@param value Variant
---@return Bool
function DpadWheelGameController:OnWheelInteractionStarted(value) return end

---@param originalList QuickSlotCommand[]
---@param newList QuickSlotCommand[]
---@return QuickSlotCommand[]
function DpadWheelGameController:AddCommandsToList(originalList, newList) return end

---@param index Int32
---@param dist Float
---@return inkMargin
function DpadWheelGameController:CalculatePosition(index, dist) return end

---@param ability AbilityData
---@return Bool
function DpadWheelGameController:CheckIfAbilityIsAssigned(ability) return end

function DpadWheelGameController:CreateHashMarks() return end

function DpadWheelGameController:CreateWheelItems() return end

---@param dir Int32
function DpadWheelGameController:CycleToAbility(dir) return end

function DpadWheelGameController:DelayUnselectAllItems() return end

function DpadWheelGameController:DelayUnselsecAllItemsCancel() return end

function DpadWheelGameController:GetAllDpadCommands() return end

---@param currentAbility AbilityData
---@param dir Int32
---@return AbilityData
function DpadWheelGameController:GetNextAbility(currentAbility, dir) return end

function DpadWheelGameController:HideDpadWheel() return end

function DpadWheelGameController:InitSelection() return end

---@param margin inkMargin
---@return Bool
function DpadWheelGameController:IsLeft(margin) return end

function DpadWheelGameController:RefreshRadial() return end

function DpadWheelGameController:RegisterGameInput() return end

function DpadWheelGameController:RemoveBB() return end

---@param data QuickSlotCommand
---@param currentEmpty Bool
function DpadWheelGameController:SendSelectedItemChangeEventToEntity(data, currentEmpty) return end

function DpadWheelGameController:SetupBB() return end

---@param data QuickSlotCommand[]
function DpadWheelGameController:SetupCommandList(data) return end

function DpadWheelGameController:SetupSelectorMask() return end

---@param eventData QuickWheelStartUIStructure
function DpadWheelGameController:ShowDPadWheel(eventData) return end

function DpadWheelGameController:UnegisterGameInput() return end

function DpadWheelGameController:UnselectAllItems() return end

---@param value Float
---@param actionName CName|string
function DpadWheelGameController:UpdateAxisIndicator(value, actionName) return end

function DpadWheelGameController:UpdateButtonHints() return end

---@param item DpadWheelItemController
function DpadWheelGameController:UpdateInformationPanel(item) return end

---@param angleFloat Float
function DpadWheelGameController:UpdateRotation(angleFloat) return end

function DpadWheelGameController:UpdateVirtualAbilitiesList() return end

---@class DpadWheelItemController : inkWidgetLogicController
---@field selectorWrapper inkWidgetReference
---@field icon inkImageWidgetReference
---@field displayWrapper inkWidgetReference
---@field itemWrapper inkWidgetReference
---@field arrows inkWidgetReference
---@field abilityIcon inkImageWidgetReference
---@field quickHackIcon inkImageWidgetReference
---@field highlight02 inkImageWidgetReference
---@field highlight03 inkImageWidgetReference
---@field highlight04 inkImageWidgetReference
---@field highlight05 inkImageWidgetReference
---@field highlight06 inkImageWidgetReference
---@field highlight07 inkImageWidgetReference
---@field highlight08 inkImageWidgetReference
---@field textDist Float
---@field weaponTextDist Float
---@field data QuickSlotCommand
---@field root inkWidget
---@field item InventoryItemDisplay
---@field itemWidget inkWidget
---@field InventoryDataManager InventoryDataManagerV2
---@field highlight inkImageWidgetReference
---@field itemData gameInventoryItemData
---@field abilityData AbilityData
---@field quickHackWheelDefIcon CName
DpadWheelItemController = {}

---@return DpadWheelItemController
function DpadWheelItemController.new() return end

---@param props table
---@return DpadWheelItemController
function DpadWheelItemController.new(props) return end

---@return Bool
function DpadWheelItemController:OnInitialize() return end

---@param abilityData AbilityData
function DpadWheelItemController:AddAbility(abilityData) return end

---@return AbilityData
function DpadWheelItemController:GetAbilityData() return end

---@return QuickSlotCommand
function DpadWheelItemController:GetData() return end

---@return gameInventoryItemData
function DpadWheelItemController:GetItemData() return end

---@param numOfWheelItems Int32
function DpadWheelItemController:SetHighlight(numOfWheelItems) return end

---@param isHover Bool
function DpadWheelItemController:SetHover(isHover) return end

---@param rotation Float
function DpadWheelItemController:SetIcon(rotation) return end

---@param data QuickSlotCommand
---@param rotation Float
---@param numOfWheelItems Int32
---@param inventoryManager InventoryDataManagerV2
---@param isLeft Bool
function DpadWheelItemController:SetupData(data, rotation, numOfWheelItems, inventoryManager, isLeft) return end

---@class DrawBetweenEntitiesEvent : redEvent
---@field shouldDraw Bool
---@field fxResource gameFxResource
---@field revealMaster Bool
---@field revealSlave Bool
---@field masterEntity entEntityID
---@field slaveEntity entEntityID
DrawBetweenEntitiesEvent = {}

---@return DrawBetweenEntitiesEvent
function DrawBetweenEntitiesEvent.new() return end

---@param props table
---@return DrawBetweenEntitiesEvent
function DrawBetweenEntitiesEvent.new(props) return end

---@class DrawNetworkSquadEvent : redEvent
---@field shouldDraw Bool
---@field memberID gamePersistentID
---@field fxResource gameFxResource
---@field isPing Bool
---@field revealMaster Bool
---@field revealSlave Bool
---@field memberOnly Bool
---@field duration Float
DrawNetworkSquadEvent = {}

---@return DrawNetworkSquadEvent
function DrawNetworkSquadEvent.new() return end

---@param props table
---@return DrawNetworkSquadEvent
function DrawNetworkSquadEvent.new(props) return end

---@class DressPlayer : redEvent
DressPlayer = {}

---@return DressPlayer
function DressPlayer.new() return end

---@param props table
---@return DressPlayer
function DressPlayer.new(props) return end

---@return String
function DressPlayer:GetFriendlyDescription() return end

---@class DrillMachineScanManager : gameScriptableComponent
---@field ppStarting Bool
---@field ppEnding Bool
---@field ppCurrentStartTime Float
---@field ppCurrentEndFrame Int32
---@field idleToScanTime Float
---@field ppOffFrameDelay Int32
DrillMachineScanManager = {}

---@return DrillMachineScanManager
function DrillMachineScanManager.new() return end

---@param props table
---@return DrillMachineScanManager
function DrillMachineScanManager.new(props) return end

---@param evt DrillerScanEvent
---@return Bool
function DrillMachineScanManager:OnDrillerScanEvent(evt) return end

---@param dt Float
function DrillMachineScanManager:OnUpdate(dt) return end

---@param isEnabled Bool
function DrillMachineScanManager:QueuePostProcessEvent(isEnabled) return end

---@class DrillScanEvent : redEvent
---@field IsScanning Bool
DrillScanEvent = {}

---@return DrillScanEvent
function DrillScanEvent.new() return end

---@param props table
---@return DrillScanEvent
function DrillScanEvent.new(props) return end

---@class DrillScanPostProcessEvent : redEvent
---@field IsEnabled Bool
DrillScanPostProcessEvent = {}

---@return DrillScanPostProcessEvent
function DrillScanPostProcessEvent.new() return end

---@param props table
---@return DrillScanPostProcessEvent
function DrillScanPostProcessEvent.new(props) return end

---@class DrillerScanEvent : redEvent
---@field newIsScanning Bool
DrillerScanEvent = {}

---@return DrillerScanEvent
function DrillerScanEvent.new() return end

---@param props table
---@return DrillerScanEvent
function DrillerScanEvent.new(props) return end

---@class DrillerUIEvent : redEvent
---@field actionChosen gameinteractionsChoice
---@field activator gameObject
DrillerUIEvent = {}

---@return DrillerUIEvent
function DrillerUIEvent.new() return end

---@param props table
---@return DrillerUIEvent
function DrillerUIEvent.new(props) return end

---@class DriveDecisions : VehicleTransition
DriveDecisions = {}

---@return DriveDecisions
function DriveDecisions.new() return end

---@param props table
---@return DriveDecisions
function DriveDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriveDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriveDecisions:ToDriverCombatFirearms(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriveDecisions:ToDriverCombatMountedWeapons(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriveDecisions:ToSwitchSeats(stateContext, scriptInterface) return end

---@class DriveEvents : VehicleEventsTransition
---@field inCombatBlockingForbiddenZone Bool
DriveEvents = {}

---@return DriveEvents
function DriveEvents.new() return end

---@param props table
---@return DriveEvents
function DriveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriveEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriveEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriveEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriveEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class DriverCombatDecisions : VehicleTransition
DriverCombatDecisions = {}

---@return DriverCombatDecisions
function DriverCombatDecisions.new() return end

---@param props table
---@return DriverCombatDecisions
function DriverCombatDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatDecisions:ToCombatExiting(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatDecisions:ToDriveCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatDecisions:ToSwitchSeats(stateContext, scriptInterface) return end

---@class DriverCombatEvents : VehicleEventsTransition
---@field executionOwner gameObject
---@field owner gameObject
---@field newTargetComponent Bool
---@field targetComponent entIPlacedComponent
---@field vehicleInTPP Bool
---@field driverCombatInTPP Bool
---@field targetComponentCallback redCallbackObject
---@field vehicleInTPPCallback redCallbackObject
---@field driverCombatInTPPCallback redCallbackObject
---@field curTarget gameObject
---@field curTargetHostile Bool
---@field highlightData FocusForcedHighlightData
---@field requirePerspectiveUpdate Bool
---@field aimPressed Bool
---@field vehicleManeuversTime Float
---@field exitReleasedTime Float
DriverCombatEvents = {}

---@return DriverCombatEvents
function DriverCombatEvents.new() return end

---@param props table
---@return DriverCombatEvents
function DriverCombatEvents.new(props) return end

---@param value Bool
---@return Bool
function DriverCombatEvents:OnDriverCombatInTPPChange(value) return end

---@param value Variant
---@return Bool
function DriverCombatEvents:OnDriverCombatTargetChange(value) return end

---@param value Bool
---@return Bool
function DriverCombatEvents:OnVehicleInTPPChange(value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:ClearTarget(scriptInterface) return end

function DriverCombatEvents:OnAimChange() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param playerOwner PlayerPuppet
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnNewTargetAcquired(playerOwner, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnPerspectiveUpdate(scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatEvents:RequestToggleVehicleDriverCombatCamera(scriptInterface) return end

---@param attitude EAIAttitude
---@param highlight FocusForcedHighlightData
function DriverCombatEvents:SetTargetHighlight(attitude, highlight) return end

---@param playerOwner PlayerPuppet
function DriverCombatEvents:UpdateTargetHighlight(playerOwner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param timeDelta Float
function DriverCombatEvents:UpdateVehicleManeuversPerk(scriptInterface, timeDelta) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param itemType gamedataItemType
function DriverCombatEvents:UpdateWeaponData(scriptInterface, itemType) return end

---@class DriverCombatFirearmsDecisions : DriverCombatDecisions
DriverCombatFirearmsDecisions = {}

---@return DriverCombatFirearmsDecisions
function DriverCombatFirearmsDecisions.new() return end

---@param props table
---@return DriverCombatFirearmsDecisions
function DriverCombatFirearmsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatFirearmsDecisions:ToDrive(stateContext, scriptInterface) return end

---@class DriverCombatFirearmsEvents : DriverCombatEvents
---@field attachmentSlotListener gameAttachmentSlotsScriptListener
---@field posAnimFeature AnimFeature_ProceduralDriverCombatData
---@field vehicleRecord gamedataVehicle_Record
---@field angleDelta EulerAngles
---@field localOrientation EulerAngles
---@field updateItemType gamedataItemType
---@field minSwaySpeed Float
---@field prevSpeed Float
DriverCombatFirearmsEvents = {}

---@return DriverCombatFirearmsEvents
function DriverCombatFirearmsEvents.new() return end

---@param props table
---@return DriverCombatFirearmsEvents
function DriverCombatFirearmsEvents.new(props) return end

---@param itemType gamedataItemType
function DriverCombatFirearmsEvents:ApplyWeaponFxScalings(itemType) return end

---@param enable Bool
function DriverCombatFirearmsEvents:EnableSmartGunHandler(enable) return end

function DriverCombatFirearmsEvents:OnAimChange() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatFirearmsEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatFirearmsEvents:OnExit(stateContext, scriptInterface) return end

---@param slot TweakDBID|string
---@param item ItemID
function DriverCombatFirearmsEvents:OnItemEquipped(slot, item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatFirearmsEvents:OnPerspectiveUpdate(scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatFirearmsEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
function DriverCombatFirearmsEvents:RollDownWindowsForCombat(scriptInterface, value) return end

---@param playerOwner PlayerPuppet
function DriverCombatFirearmsEvents:UpdateAimingDirectionAnimFeature(playerOwner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param itemType gamedataItemType
function DriverCombatFirearmsEvents:UpdateItemEquipped(scriptInterface, itemType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param playerOwner PlayerPuppet
function DriverCombatFirearmsEvents:UpdateOrientations(scriptInterface, playerOwner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param yaw Float
function DriverCombatFirearmsEvents:UpdateSafeMode(scriptInterface, stateContext, yaw) return end

---@param applyEffect Bool
function DriverCombatFirearmsEvents:UpdateWeaponSwayPause(applyEffect) return end

---@param applyEffect Bool
function DriverCombatFirearmsEvents:UpdateWeaponSwayRemoval(applyEffect) return end

---@class DriverCombatListener : IScriptable
---@field mountedCallback redCallbackObject
---@field tppCallback redCallbackObject
---@field isMounted Bool
---@field isInTPP Bool
DriverCombatListener = {}

---@return DriverCombatListener
function DriverCombatListener.new() return end

---@param props table
---@return DriverCombatListener
function DriverCombatListener.new(props) return end

---@param value Bool
---@return Bool
function DriverCombatListener:OnDriveCombatTPPChanged(value) return end

---@param value Bool
---@return Bool
function DriverCombatListener:OnMountedInDriverSeatChanged(value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatListener:Init(scriptInterface) return end

---@return Bool
function DriverCombatListener:IsInTPP() return end

---@return Bool
function DriverCombatListener:IsMounted() return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatListener:UnInit(scriptInterface) return end

---@class DriverCombatMountedWeaponsDecisions : DriverCombatDecisions
DriverCombatMountedWeaponsDecisions = {}

---@return DriverCombatMountedWeaponsDecisions
function DriverCombatMountedWeaponsDecisions.new() return end

---@param props table
---@return DriverCombatMountedWeaponsDecisions
function DriverCombatMountedWeaponsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatMountedWeaponsDecisions:ToDrive(stateContext, scriptInterface) return end

---@class DriverCombatMountedWeaponsEvents : DriverCombatEvents
---@field activeWeapons gameweaponObject[]
DriverCombatMountedWeaponsEvents = {}

---@return DriverCombatMountedWeaponsEvents
function DriverCombatMountedWeaponsEvents.new() return end

---@param props table
---@return DriverCombatMountedWeaponsEvents
function DriverCombatMountedWeaponsEvents.new(props) return end

function DriverCombatMountedWeaponsEvents:ApplyWeaponFxScalings() return end

---@param vehicle vehicleBaseObject
---@return gamedataItemType
function DriverCombatMountedWeaponsEvents:GetVehicleWeaponType(vehicle) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatMountedWeaponsEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatMountedWeaponsEvents:OnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatMountedWeaponsEvents:OnPerspectiveUpdate(scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatMountedWeaponsEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param active Bool
---@param scriptInterface gamestateMachineGameScriptInterface
function DriverCombatMountedWeaponsEvents:SetWeaponPreviews(active, scriptInterface) return end

---@class DriverCombatMountedWeaponsReloadCrosshairStateDecisions : BaseCrosshairState
DriverCombatMountedWeaponsReloadCrosshairStateDecisions = {}

---@return DriverCombatMountedWeaponsReloadCrosshairStateDecisions
function DriverCombatMountedWeaponsReloadCrosshairStateDecisions.new() return end

---@param props table
---@return DriverCombatMountedWeaponsReloadCrosshairStateDecisions
function DriverCombatMountedWeaponsReloadCrosshairStateDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatMountedWeaponsReloadCrosshairStateDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DriverCombatMountedWeaponsReloadCrosshairStateDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class DriverCombatMountedWeaponsReloadCrosshairStateEvents : BaseCrosshairStateEvents
DriverCombatMountedWeaponsReloadCrosshairStateEvents = {}

---@return DriverCombatMountedWeaponsReloadCrosshairStateEvents
function DriverCombatMountedWeaponsReloadCrosshairStateEvents.new() return end

---@param props table
---@return DriverCombatMountedWeaponsReloadCrosshairStateEvents
function DriverCombatMountedWeaponsReloadCrosshairStateEvents.new(props) return end

---@class DroneComponent : gameScriptableComponent
---@field senseComponent senseComponent
---@field npcCollisionComponent entSimpleColliderComponent
---@field playerOnlyCollisionComponent entSimpleColliderComponent
---@field highLevelCb Uint32
---@field currentScanType MechanicalScanType
---@field currentScanEffect gameEffectInstance
---@field currentScanAnimation CName
---@field isDetectionScanning Bool
---@field trackedTarget gameObject
---@field currentLocomotionWrapper CName
DroneComponent = {}

---@return DroneComponent
function DroneComponent.new() return end

---@param props table
---@return DroneComponent
function DroneComponent.new(props) return end

---@param owner ScriptedPuppet
---@param movementType CName|string
function DroneComponent.SetLocomotionWrappers(owner, movementType) return end

---@param aiEvent AIAIEvent
---@return Bool
function DroneComponent:OnAIEvent(aiEvent) return end

---@param evt ApplyDroneLocomotionWrapperEvent
---@return Bool
function DroneComponent:OnApplyDroneLocomotionWrapperEvent(evt) return end

---@param evt ApplyDroneProceduralAnimFeatureEvent
---@return Bool
function DroneComponent:OnApplyProceduralAnimFeatureEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function DroneComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function DroneComponent:OnDefeated(evt) return end

---@param evt gameeventsHighLevelStateDataEvent
---@return Bool
function DroneComponent:OnHighLevelStateDataEvent(evt) return end

---@param evt entRagdollNotifyEnabledEvent
---@return Bool
function DroneComponent:OnRagdollEnabledEvent(evt) return end

---@param evt ReenableColliderEvent
---@return Bool
function DroneComponent:OnReenableCollider(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DroneComponent:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DroneComponent:OnTakeControl(ri) return end

---@param movementType CName|string
function DroneComponent:ApplyLocomotionWrappers(movementType) return end

---@param desiredPose DronePose
function DroneComponent:ApplyPose(desiredPose) return end

function DroneComponent:OnGameAttach() return end

---@param owner NPCPuppet
function DroneComponent:RemoveSpawnGLPs(owner) return end

function DroneComponent:SendStaticDataToAnimgraph() return end

---@class DropAction : BaseItemAction
DropAction = {}

---@return DropAction
function DropAction.new() return end

---@param props table
---@return DropAction
function DropAction.new(props) return end

function DropAction:CompleteAction() return end

---@class DropDecisions : CarriedObjectDecisions
DropDecisions = {}

---@return DropDecisions
function DropDecisions.new() return end

---@param props table
---@return DropDecisions
function DropDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function DropDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class DropEvents : CarriedObjectEvents
---@field ragdollReenabled Bool
DropEvents = {}

---@return DropEvents
function DropEvents.new() return end

---@param props table
---@return DropEvents
function DropEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DropEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DropEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function DropEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class DropPoint : BasicDistractionDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field mappinID gameNewMappinID
---@field mappinInSystem Bool
DropPoint = {}

---@return DropPoint
function DropPoint.new() return end

---@param props table
---@return DropPoint
function DropPoint.new(props) return end

---@return Bool
function DropPoint:OnDetach() return end

---@return Bool
function DropPoint:OnGameAttached() return end

---@param hit gameeventsHitEvent
---@return Bool
function DropPoint:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function DropPoint:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function DropPoint:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function DropPoint:OnTakeControl(ri) return end

---@param evt UpdateDropPointEvent
---@return Bool
function DropPoint:OnUpdateDropPointEvent(evt) return end

function DropPoint:CutPower() return end

function DropPoint:DeactivateDevice() return end

---@return EGameplayRole
function DropPoint:DeterminGameplayRole() return end

---@return DropPointController
function DropPoint:GetController() return end

---@return DropPointControllerPS
function DropPoint:GetDevicePS() return end

---@return DropPointSystem
function DropPoint:GetDropPointSystem() return end

---@return gamemappinsMappinSystem
function DropPoint:GetMappinSystem() return end

---@param show Bool
---@param force Bool
function DropPoint:HandleMappinRregistration(show, force) return end

---@return Bool
function DropPoint:IsDropPoint() return end

---@return Bool
function DropPoint:IsMappinRegistered() return end

---@param force Bool
function DropPoint:RegisterDropPointMappinInSystem(force) return end

function DropPoint:RegisterMappin() return end

function DropPoint:ResolveGameplayState() return end

---@param glitchState EGlitchState
---@param intensity Float
function DropPoint:StartGlitching(glitchState, intensity) return end

function DropPoint:StartShortGlitch() return end

function DropPoint:StopGlitching() return end

function DropPoint:TurnOffDevice() return end

function DropPoint:TurnOffScreen() return end

function DropPoint:TurnOnDevice() return end

function DropPoint:TurnOnScreen() return end

---@param force Bool
function DropPoint:UnregisterDropPointMappinInSystem(force) return end

function DropPoint:UnregisterMappin() return end

---@class DropPointCallback : gameInventoryScriptCallback
---@field dps DropPointSystem
DropPointCallback = {}

---@return DropPointCallback
function DropPointCallback.new() return end

---@param props table
---@return DropPointCallback
function DropPointCallback.new(props) return end

---@param item ItemID
---@param difference Int32
---@param currentQuantity Int32
function DropPointCallback:OnItemRemoved(item, difference, currentQuantity) return end

---@class DropPointController : ScriptableDeviceComponent
DropPointController = {}

---@return DropPointController
function DropPointController.new() return end

---@param props table
---@return DropPointController
function DropPointController.new(props) return end

---@return DropPointControllerPS
function DropPointController:GetPS() return end

---@class DropPointControllerPS : BasicDistractionDeviceControllerPS
---@field vendorRecord String
---@field rewardsLootTable TweakDBID[]
---@field hasPlayerCollectedReward Bool
DropPointControllerPS = {}

---@return DropPointControllerPS
function DropPointControllerPS.new() return end

---@param props table
---@return DropPointControllerPS
function DropPointControllerPS.new(props) return end

---@param executor gameObject
---@return CollectDropPointRewards
function DropPointControllerPS:ActionCollectDropPointRewards(executor) return end

---@param executor gameObject
---@return DepositQuestItems
function DropPointControllerPS:ActionDepositQuestItems(executor) return end

---@param executor gameObject
---@return OpenVendorUI
function DropPointControllerPS:ActionOpenVendorUI(executor) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function DropPointControllerPS:GetActions(context) return end

---@return TweakDBID
function DropPointControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function DropPointControllerPS:GetDeviceIconTweakDBID() return end

---@return String
function DropPointControllerPS:GetVendorRecordPath() return end

---@return Bool
function DropPointControllerPS:IsRewardCollected() return end

---@param evt AddItemForPlayerToPickUp
---@return EntityNotificationType
function DropPointControllerPS:OnAddItemForPlayerToPickUp(evt) return end

---@param evt CollectDropPointRewards
---@return EntityNotificationType
function DropPointControllerPS:OnCollectDropPointRewards(evt) return end

---@param evt DepositQuestItems
---@return EntityNotificationType
function DropPointControllerPS:OnDepositQuestItems(evt) return end

---@param evt OpenVendorUI
---@return EntityNotificationType
function DropPointControllerPS:OnOpenVendorUI(evt) return end

---@param evt ReserveItemToThisDropPoint
---@return EntityNotificationType
function DropPointControllerPS:OnReserveItemToThisDropPoint(evt) return end

---@param state EDeviceStatus
function DropPointControllerPS:SetDeviceState(state) return end

function DropPointControllerPS:UnregisterDropPointMappinInSystem() return end

---@class DropPointMappinRegistrationData : IScriptable
---@field ownerID entEntityID
---@field position Vector4
---@field mapinID gameNewMappinID
---@field trackingAlternativeMappinID gameNewMappinID
DropPointMappinRegistrationData = {}

---@return DropPointMappinRegistrationData
function DropPointMappinRegistrationData.new() return end

---@param props table
---@return DropPointMappinRegistrationData
function DropPointMappinRegistrationData.new(props) return end

---@return gameNewMappinID
function DropPointMappinRegistrationData:GetMappinID() return end

---@return entEntityID
function DropPointMappinRegistrationData:GetOwnerID() return end

---@return Vector4
function DropPointMappinRegistrationData:GetPosition() return end

---@return gameNewMappinID
function DropPointMappinRegistrationData:GetTrackingAlternativeMappinID() return end

---@param ownerID entEntityID
---@param position Vector4
function DropPointMappinRegistrationData:Initalize(ownerID, position) return end

---@param id gameNewMappinID
function DropPointMappinRegistrationData:SetMappinID(id) return end

---@param id gameNewMappinID
function DropPointMappinRegistrationData:SetTrackingAlternativeMappinID(id) return end

---@class DropPointModule : Device
DropPointModule = {}

---@return DropPointModule
function DropPointModule.new() return end

---@param props table
---@return DropPointModule
function DropPointModule.new(props) return end

---@class DropPointPackage : IScriptable
---@field itemID TweakDBID
---@field status DropPointPackageStatus
---@field predefinedDrop gamePersistentID
---@field statusHistory DropPointPackageStatus[]
DropPointPackage = {}

---@return DropPointPackage
function DropPointPackage.new() return end

---@param props table
---@return DropPointPackage
function DropPointPackage.new(props) return end

---@return gamePersistentID
function DropPointPackage:Holder() return end

---@return TweakDBID
function DropPointPackage:Record() return end

---@param _holder gamePersistentID
function DropPointPackage:SetHolder(_holder) return end

---@param record TweakDBID|string
function DropPointPackage:SetRecord(record) return end

---@param newStatus DropPointPackageStatus
function DropPointPackage:SetStatus(newStatus) return end

---@return DropPointPackageStatus
function DropPointPackage:Status() return end

---@class DropPointRequest : gameScriptableSystemRequest
---@field record TweakDBID
---@field status DropPointPackageStatus
---@field holder gamePersistentID
DropPointRequest = {}

---@return DropPointRequest
function DropPointRequest.new() return end

---@param props table
---@return DropPointRequest
function DropPointRequest.new(props) return end

---@param _record TweakDBID|string
---@param _status DropPointPackageStatus
---@param _holder gamePersistentID
function DropPointRequest:CreateRequest(_record, _status, _holder) return end

---@return String
function DropPointRequest:GetFriendlyDescription() return end

---@return gamePersistentID
function DropPointRequest:Holder() return end

---@return TweakDBID
function DropPointRequest:Record() return end

---@return DropPointPackageStatus
function DropPointRequest:Status() return end

---@class DropPointSystem : gameScriptableSystem
---@field packages DropPointPackage[]
---@field mappins DropPointMappinRegistrationData[]
---@field isEnabled Bool
---@field dropPointSystemLocks DropPointSystemLock[]
DropPointSystem = {}

---@return DropPointSystem
function DropPointSystem.new() return end

---@param props table
---@return DropPointSystem
function DropPointSystem.new(props) return end

---@param reason CName|string
function DropPointSystem:AddDropPointSystemLock(reason) return end

---@param record TweakDBID|string
---@param dropPoint gamePersistentID
---@return Bool
function DropPointSystem:CanDeposit(record, dropPoint) return end

---@param request DropPointRequest
function DropPointSystem:CreatePackage(request) return end

---@param ownerID entEntityID
---@return DropPointMappinRegistrationData
function DropPointSystem:GetMappinData(ownerID) return end

---@return gamemappinsMappinSystem
function DropPointSystem:GetMappinSystem() return end

---@param user gameObject
---@param dropPoint gamePersistentID
---@return Bool
function DropPointSystem:HasItemsThatCanBeDeposited(user, dropPoint) return end

---@param ownerID entEntityID
---@return Bool
function DropPointSystem:HasMappin(ownerID) return end

---@param items gameItemData[]
---@param dropPoint gamePersistentID
---@return Bool
function DropPointSystem:HasMeaningfulItems(items, dropPoint) return end

---@param informDevice Bool
function DropPointSystem:HideDropPointMappins(informDevice) return end

---@param record TweakDBID|string
---@param status DropPointPackageStatus
---@return Bool
function DropPointSystem:Is(record, status) return end

---@param record TweakDBID|string
---@return Bool
function DropPointSystem:IsActive(record) return end

---@param record TweakDBID|string
---@return Bool
function DropPointSystem:IsCollected(record) return end

---@return Bool
function DropPointSystem:IsEnabled() return end

function DropPointSystem:OnAttach() return end

---@param dropPointRequest DropPointRequest
function DropPointSystem:OnDropPointRequest(dropPointRequest) return end

---@param request RegisterDropPointMappinRequest
function DropPointSystem:OnRegisterDropPointMappinRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function DropPointSystem:OnRestored(saveVersion, gameVersion) return end

---@param request ToggleDropPointSystemRequest
function DropPointSystem:OnToggleDropPointSystemRequest(request) return end

---@param request UnregisterDropPointMappinRequest
function DropPointSystem:OnUnregisterDropPointMappinRequest(request) return end

---@param data DropPointMappinRegistrationData
function DropPointSystem:RegisterDropPointMappin(data) return end

---@param reason CName|string
function DropPointSystem:RemoveDropPointSystemLock(reason) return end

---@param ownerID entEntityID
function DropPointSystem:RemoveMappinData(ownerID) return end

---@param informDevice Bool
function DropPointSystem:RestoreDropPointMappins(informDevice) return end

---@param data DropPointMappinRegistrationData
function DropPointSystem:UnregisterDropPointMappin(data) return end

---@param dropPointRequest DropPointRequest
function DropPointSystem:UpdatePackage(dropPointRequest) return end

---@param package DropPointPackage
---@param status DropPointPackageStatus
---@param holder gamePersistentID
function DropPointSystem:UpdateRecord(package, status, holder) return end

---@class DropPointSystemLock
---@field lockReason CName
DropPointSystemLock = {}

---@return DropPointSystemLock
function DropPointSystemLock.new() return end

---@param props table
---@return DropPointSystemLock
function DropPointSystemLock.new(props) return end

---@class DropPointTerminalInkGameController : DeviceInkGameControllerBase
---@field sellAction inkWidgetReference
---@field statusText inkTextWidgetReference
---@field onGlitchingStateChangedListener redCallbackObject
DropPointTerminalInkGameController = {}

---@return DropPointTerminalInkGameController
function DropPointTerminalInkGameController.new() return end

---@param props table
---@return DropPointTerminalInkGameController
function DropPointTerminalInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function DropPointTerminalInkGameController:OnActionWidgetSpawned(widget, userData) return end

---@return DropPoint
function DropPointTerminalInkGameController:GetOwner() return end

---@param state EDeviceStatus
function DropPointTerminalInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function DropPointTerminalInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function DropPointTerminalInkGameController:SetupWidgets() return end

function DropPointTerminalInkGameController:StopGlitchingScreen() return end

function DropPointTerminalInkGameController:TurnOff() return end

function DropPointTerminalInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function DropPointTerminalInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function DropPointTerminalInkGameController:UpdateActionWidgets(widgetsData) return end

---@class DropQueueUpdatedEvent : redEvent
---@field dropQueue gameItemModParams[]
DropQueueUpdatedEvent = {}

---@return DropQueueUpdatedEvent
function DropQueueUpdatedEvent.new() return end

---@param props table
---@return DropQueueUpdatedEvent
function DropQueueUpdatedEvent.new(props) return end

---@class DropWeaponTask : StatusEffectTasks
DropWeaponTask = {}

---@return DropWeaponTask
function DropWeaponTask.new() return end

---@param props table
---@return DropWeaponTask
function DropWeaponTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function DropWeaponTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function DropWeaponTask:Deactivate(context) return end

---@class DropdownButtonController : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field frame inkWidgetReference
---@field arrow inkImageWidgetReference
DropdownButtonController = {}

---@return DropdownButtonController
function DropdownButtonController.new() return end

---@param props table
---@return DropdownButtonController
function DropdownButtonController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownButtonController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownButtonController:OnHoverOver(evt) return end

---@return Bool
function DropdownButtonController:OnInitialize() return end

---@param data DropdownItemData
function DropdownButtonController:SetData(data) return end

---@param opened Bool
function DropdownButtonController:SetOpened(opened) return end

---@class DropdownElementController : BaseButtonView
---@field text inkTextWidgetReference
---@field arrow inkImageWidgetReference
---@field frame inkWidgetReference
---@field contentContainer inkWidgetReference
---@field data DropdownItemData
---@field active Bool
DropdownElementController = {}

---@return DropdownElementController
function DropdownElementController.new() return end

---@param props table
---@return DropdownElementController
function DropdownElementController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownElementController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownElementController:OnHoverOver(evt) return end

---@return Bool
function DropdownElementController:OnInitialize() return end

---@return Variant
function DropdownElementController:GetIdentifier() return end

---@param active Bool
function DropdownElementController:SetActive(active) return end

---@param highlighted Bool
function DropdownElementController:SetHighlighted(highlighted) return end

---@param data DropdownItemData
function DropdownElementController:Setup(data) return end

---@class DropdownItemClickedEvent : redEvent
---@field owner IScriptable
---@field triggerButton DropdownButtonController
---@field identifier Variant
DropdownItemClickedEvent = {}

---@return DropdownItemClickedEvent
function DropdownItemClickedEvent.new() return end

---@param props table
---@return DropdownItemClickedEvent
function DropdownItemClickedEvent.new(props) return end

---@class DropdownItemController : BaseButtonView
DropdownItemController = {}

---@return DropdownItemController
function DropdownItemController.new() return end

---@param props table
---@return DropdownItemController
function DropdownItemController.new(props) return end

---@return Bool
function DropdownItemController:OnInitialize() return end

---@class DropdownItemData : IScriptable
---@field identifier Variant
---@field labelKey CName
---@field direction DropdownItemDirection
DropdownItemData = {}

---@return DropdownItemData
function DropdownItemData.new() return end

---@param props table
---@return DropdownItemData
function DropdownItemData.new(props) return end

---@class DropdownListController : inkWidgetLogicController
---@field listContainer inkCompoundWidgetReference
---@field ownerController IScriptable
---@field triggerButton DropdownButtonController
---@field displayContext DropdownDisplayContext
---@field activeElement DropdownElementController
---@field listOpened Bool
---@field data DropdownItemData[]
DropdownListController = {}

---@return DropdownListController
function DropdownListController.new() return end

---@param props table
---@return DropdownListController
function DropdownListController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownListController:OnDropdownItemClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function DropdownListController:OnHoverOut(evt) return end

---@return Bool
function DropdownListController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function DropdownListController:OnRelease(evt) return end

function DropdownListController:Close() return end

---@return DropdownItemData[]
function DropdownListController:GetData() return end

---@return DropdownDisplayContext
function DropdownListController:GetDisplayContext() return end

---@return Bool
function DropdownListController:IsOpened() return end

function DropdownListController:Open() return end

---@param triggerButton DropdownButtonController
function DropdownListController:SetTriggerButton(triggerButton) return end

---@param owner inkWidgetLogicController
---@param data DropdownItemData[]
---@param triggerButton DropdownButtonController
function DropdownListController:Setup(owner, data, triggerButton) return end

---@param owner gameuiWidgetGameController
---@param data DropdownItemData[]
---@param triggerButton DropdownButtonController
function DropdownListController:Setup(owner, data, triggerButton) return end

---@param owner inkWidgetLogicController
---@param displayContext DropdownDisplayContext
---@param triggerButton DropdownButtonController
function DropdownListController:Setup(owner, displayContext, triggerButton) return end

---@param owner gameuiWidgetGameController
---@param displayContext DropdownDisplayContext
---@param triggerButton DropdownButtonController
function DropdownListController:Setup(owner, displayContext, triggerButton) return end

---@param data DropdownItemData[]
function DropdownListController:SetupData(data) return end

function DropdownListController:Toggle() return end

---@class DummyTooltipData : ATooltipData
DummyTooltipData = {}

---@return DummyTooltipData
function DummyTooltipData.new() return end

---@param props table
---@return DummyTooltipData
function DummyTooltipData.new(props) return end

---@class DumpBodyWorkspotDelayEvent : redEvent
DumpBodyWorkspotDelayEvent = {}

---@return DumpBodyWorkspotDelayEvent
function DumpBodyWorkspotDelayEvent.new() return end

---@param props table
---@return DumpBodyWorkspotDelayEvent
function DumpBodyWorkspotDelayEvent.new(props) return end

---@class DurabilityComponent : gameScriptableComponent
DurabilityComponent = {}

---@return DurabilityComponent
function DurabilityComponent.new() return end

---@param props table
---@return DurabilityComponent
function DurabilityComponent.new(props) return end

---@class DurabilityLimitReach : redEvent
DurabilityLimitReach = {}

---@return DurabilityLimitReach
function DurabilityLimitReach.new() return end

---@param props table
---@return DurabilityLimitReach
function DurabilityLimitReach.new(props) return end

---@class DynamicTexture : ITexture
---@field width Uint32
---@field height Uint32
---@field scaleToViewport Bool
---@field mipChain Bool
---@field samplesCount Uint8
---@field dataFormat DynamicTextureDataFormat
---@field generator IDynamicTextureGenerator
DynamicTexture = {}

---@return DynamicTexture
function DynamicTexture.new() return end

---@param props table
---@return DynamicTexture
function DynamicTexture.new(props) return end

---@class E3EndMenuGameController : gameuiMenuItemListGameController
E3EndMenuGameController = {}

---@return E3EndMenuGameController
function E3EndMenuGameController.new() return end

---@param props table
---@return E3EndMenuGameController
function E3EndMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function E3EndMenuGameController:OnAnyKeyPress(e) return end

---@return Bool
function E3EndMenuGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function E3EndMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function E3EndMenuGameController:OnUninitialize() return end

---@class E3Hack_QuestPlayAnimationKillNPC : ActionBool
E3Hack_QuestPlayAnimationKillNPC = {}

---@return E3Hack_QuestPlayAnimationKillNPC
function E3Hack_QuestPlayAnimationKillNPC.new() return end

---@param props table
---@return E3Hack_QuestPlayAnimationKillNPC
function E3Hack_QuestPlayAnimationKillNPC.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function E3Hack_QuestPlayAnimationKillNPC.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function E3Hack_QuestPlayAnimationKillNPC.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function E3Hack_QuestPlayAnimationKillNPC.IsContextValid(context) return end

function E3Hack_QuestPlayAnimationKillNPC:SetProperties() return end

---@class E3Hack_QuestPlayAnimationWeightLift : ActionBool
E3Hack_QuestPlayAnimationWeightLift = {}

---@return E3Hack_QuestPlayAnimationWeightLift
function E3Hack_QuestPlayAnimationWeightLift.new() return end

---@param props table
---@return E3Hack_QuestPlayAnimationWeightLift
function E3Hack_QuestPlayAnimationWeightLift.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function E3Hack_QuestPlayAnimationWeightLift.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function E3Hack_QuestPlayAnimationWeightLift.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function E3Hack_QuestPlayAnimationWeightLift.IsContextValid(context) return end

function E3Hack_QuestPlayAnimationWeightLift:SetProperties() return end

---@class EFirstEquipData
---@field weaponID TweakDBID
---@field hasPlayedFirstEquip Bool
EFirstEquipData = {}

---@return EFirstEquipData
function EFirstEquipData.new() return end

---@param props table
---@return EFirstEquipData
function EFirstEquipData.new(props) return end

---@class EMP : gameEffectExecutor_Scripted
EMP = {}

---@return EMP
function EMP.new() return end

---@param props table
---@return EMP
function EMP.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EMP:Process(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EMP:TargetAcquired(ctx, applierCtx) return end

---@class EMPEnded : redEvent
EMPEnded = {}

---@return EMPEnded
function EMPEnded.new() return end

---@param props table
---@return EMPEnded
function EMPEnded.new(props) return end

---@class EMPExplosion : gameEffectExecutor_Scripted
EMPExplosion = {}

---@return EMPExplosion
function EMPExplosion.new() return end

---@param props table
---@return EMPExplosion
function EMPExplosion.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EMPExplosion:Process(ctx, applierCtx) return end

---@class EMPHitEvent : redEvent
---@field lifetime Float
EMPHitEvent = {}

---@return EMPHitEvent
function EMPHitEvent.new() return end

---@param props table
---@return EMPHitEvent
function EMPHitEvent.new(props) return end

---@class EasingFunction
---@field transitionType ETransitionType
---@field easingType EEasingType
EasingFunction = {}

---@return EasingFunction
function EasingFunction.new() return end

---@param props table
---@return EasingFunction
function EasingFunction.new(props) return end

---@class EdgrunnerPerkEvent : redEvent
---@field isPurchased Bool
EdgrunnerPerkEvent = {}

---@return EdgrunnerPerkEvent
function EdgrunnerPerkEvent.new() return end

---@param props table
---@return EdgrunnerPerkEvent
function EdgrunnerPerkEvent.new(props) return end

---@class EditableGameLightSettings
---@field componentName CName
---@field strength Float
---@field modifyStrength Bool
---@field intensity Float
---@field modifyIntensity Bool
---@field radius Float
---@field modifyRadius Bool
---@field color Color
---@field modifyColor Bool
---@field innerAngle Float
---@field modifyInnerAngle Bool
---@field outerAngle Float
---@field modifyOuterAngle Bool
EditableGameLightSettings = {}

---@return EditableGameLightSettings
function EditableGameLightSettings.new() return end

---@param props table
---@return EditableGameLightSettings
function EditableGameLightSettings.new(props) return end

---@class EffectAndDamageEventData : gameScriptTaskData
---@field hitevent gameeventsHitEvent
---@field threats entEntity[]
---@field effectorInstance TriggerAttackOnNearbyEnemiesEffector
EffectAndDamageEventData = {}

---@return EffectAndDamageEventData
function EffectAndDamageEventData.new() return end

---@param props table
---@return EffectAndDamageEventData
function EffectAndDamageEventData.new(props) return end

---@class EffectDataHelper : IScriptable
EffectDataHelper = {}

---@param effectData gameEffectData
---@param colliderBoxSize Vector4
---@param duration Float
---@param position Vector4
---@param rotation Quaternion
---@param direction Vector4
---@param range Float
---@param initRange Float
---@param width Float
---@param axisConstraints Vector4
---@param coneHalfAngle Float
function EffectDataHelper.FillMeleeEffectData(effectData, colliderBoxSize, duration, position, rotation, direction, range, initRange, width, axisConstraints, coneHalfAngle) return end

---@class EffectExecutor_ApplyEffector : gameEffectExecutor_Scripted
---@field effector TweakDBID
EffectExecutor_ApplyEffector = {}

---@return EffectExecutor_ApplyEffector
function EffectExecutor_ApplyEffector.new() return end

---@param props table
---@return EffectExecutor_ApplyEffector
function EffectExecutor_ApplyEffector.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_ApplyEffector:Process(ctx, applierCtx) return end

---@class EffectExecutor_Device : gameEffectExecutor_Scripted
---@field maxDelay Float
EffectExecutor_Device = {}

---@param device InteractiveDevice
---@param evt ActionBool
function EffectExecutor_Device:QueueEventOnDevice(device, evt) return end

---@class EffectExecutor_GameObjectOutline : gameEffectExecutor_Scripted
---@field outlineType EOutlineType
EffectExecutor_GameObjectOutline = {}

---@return EffectExecutor_GameObjectOutline
function EffectExecutor_GameObjectOutline.new() return end

---@param props table
---@return EffectExecutor_GameObjectOutline
function EffectExecutor_GameObjectOutline.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_GameObjectOutline:Process(ctx, applierCtx) return end

---@class EffectExecutor_GrenadeTargetTracker : gameEffectExecutor_Scripted
---@field potentialTargetSlots CName[]
EffectExecutor_GrenadeTargetTracker = {}

---@return EffectExecutor_GrenadeTargetTracker
function EffectExecutor_GrenadeTargetTracker.new() return end

---@param props table
---@return EffectExecutor_GrenadeTargetTracker
function EffectExecutor_GrenadeTargetTracker.new(props) return end

---@param sourcePosition Vector4
---@param targetPosition Vector4
---@return Float
function EffectExecutor_GrenadeTargetTracker:GetAngleBetweenSourceUpAndTarget(sourcePosition, targetPosition) return end

---@param ctx gameEffectScriptContext
---@param startPoint Vector4
---@param endPoint Vector4
---@return Bool
function EffectExecutor_GrenadeTargetTracker:IsPointReachable(ctx, startPoint, endPoint) return end

---@param ctx gameEffectScriptContext
---@param target NPCPuppet
---@return Bool, CName
function EffectExecutor_GrenadeTargetTracker:IsTargetReachable(ctx, target) return end

---@param target NPCPuppet
---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool, CName
function EffectExecutor_GrenadeTargetTracker:IsTargetValid(target, ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_GrenadeTargetTracker:Process(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_GrenadeTargetTracker:TargetAcquired(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_GrenadeTargetTracker:TargetLost(ctx, applierCtx) return end

---@class EffectExecutor_MuteBubble : gameEffectExecutor_Scripted
EffectExecutor_MuteBubble = {}

---@return EffectExecutor_MuteBubble
function EffectExecutor_MuteBubble.new() return end

---@param props table
---@return EffectExecutor_MuteBubble
function EffectExecutor_MuteBubble.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_MuteBubble:IsTargetValid(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_MuteBubble:Process(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_MuteBubble:TargetAcquired(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_MuteBubble:TargetLost(ctx, applierCtx) return end

---@class EffectExecutor_NanowireGrenadePull : gameEffectExecutor_Scripted
EffectExecutor_NanowireGrenadePull = {}

---@return EffectExecutor_NanowireGrenadePull
function EffectExecutor_NanowireGrenadePull.new() return end

---@param props table
---@return EffectExecutor_NanowireGrenadePull
function EffectExecutor_NanowireGrenadePull.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_NanowireGrenadePull:Process(ctx, applierCtx) return end

---@param target gameObject
---@param impactPosition Vector4
function EffectExecutor_NanowireGrenadePull:PullTarget(target, impactPosition) return end

---@class EffectExecutor_PingNetwork : gameEffectExecutor_Scripted
---@field fxResource gameFxResource
EffectExecutor_PingNetwork = {}

---@return EffectExecutor_PingNetwork
function EffectExecutor_PingNetwork.new() return end

---@param props table
---@return EffectExecutor_PingNetwork
function EffectExecutor_PingNetwork.new(props) return end

---@param object gameObject
---@return gameFxResource
function EffectExecutor_PingNetwork:GetFxResource(object) return end

---@param ctx gameEffectScriptContext
---@return NetworkSystem
function EffectExecutor_PingNetwork:GetNetworkSystem(ctx) return end

---@param target gameObject
---@param source gameObject
---@param ctx gameEffectScriptContext
---@return Bool
function EffectExecutor_PingNetwork:IsTargetValid(target, source, ctx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_PingNetwork:Process(ctx, applierCtx) return end

---@param object gameObject
---@return Bool
function EffectExecutor_PingNetwork:ShouldRevealObject(object) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_PingNetwork:TargetLost(ctx, applierCtx) return end

---@class EffectExecutor_PuppetForceVisionAppearance : gameEffectExecutor_Scripted
EffectExecutor_PuppetForceVisionAppearance = {}

---@return EffectExecutor_PuppetForceVisionAppearance
function EffectExecutor_PuppetForceVisionAppearance.new() return end

---@param props table
---@return EffectExecutor_PuppetForceVisionAppearance
function EffectExecutor_PuppetForceVisionAppearance.new(props) return end

---@param ctx gameEffectScriptContext
---@return String
function EffectExecutor_PuppetForceVisionAppearance:GetEffectName(ctx) return end

---@param ctx gameEffectScriptContext
---@return PuppetForceVisionAppearanceData
function EffectExecutor_PuppetForceVisionAppearance:GetForceVisionAppearanceData(ctx) return end

---@param ctx gameEffectScriptContext
---@return EFocusForcedHighlightType
function EffectExecutor_PuppetForceVisionAppearance:GetHighlightType(ctx) return end

---@param ctx gameEffectScriptContext
---@return EFocusOutlineType
function EffectExecutor_PuppetForceVisionAppearance:GetOutlineType(ctx) return end

---@param ctx gameEffectScriptContext
---@return EPriority
function EffectExecutor_PuppetForceVisionAppearance:GetPriority(ctx) return end

---@param ctx gameEffectScriptContext
---@return Float
function EffectExecutor_PuppetForceVisionAppearance:GetTransitionTime(ctx) return end

---@param ctx gameEffectScriptContext
---@return Bool
function EffectExecutor_PuppetForceVisionAppearance:Init(ctx) return end

---@param ctx gameEffectScriptContext
---@return Bool
function EffectExecutor_PuppetForceVisionAppearance:IsSourceHighlighted(ctx) return end

---@param source gameObject
---@return Bool
function EffectExecutor_PuppetForceVisionAppearance:IsSourceValid(source) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_PuppetForceVisionAppearance:Process(ctx, applierCtx) return end

---@param enable Bool
---@param owner gameObject
---@param source gameObject
---@param ctx gameEffectScriptContext
function EffectExecutor_PuppetForceVisionAppearance:SendForceVisionApperaceEvent(enable, owner, source, ctx) return end

---@param ctx gameEffectScriptContext
---@param data PuppetForceVisionAppearanceData
function EffectExecutor_PuppetForceVisionAppearance:SetForceVisionAppearanceData(ctx, data) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_PuppetForceVisionAppearance:TargetAcquired(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_PuppetForceVisionAppearance:TargetLost(ctx, applierCtx) return end

---@param source gameObject
---@param ctx gameEffectScriptContext
function EffectExecutor_PuppetForceVisionAppearance:UpdateSourceHighlight(source, ctx) return end

---@class EffectExecutor_SendActionSignal : gameEffectExecutor_Scripted
---@field signalName CName
---@field signalDuration Float
EffectExecutor_SendActionSignal = {}

---@return EffectExecutor_SendActionSignal
function EffectExecutor_SendActionSignal.new() return end

---@param props table
---@return EffectExecutor_SendActionSignal
function EffectExecutor_SendActionSignal.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_SendActionSignal:Process(ctx, applierCtx) return end

---@class EffectExecutor_SetDeviceOFF : EffectExecutor_Device
EffectExecutor_SetDeviceOFF = {}

---@return EffectExecutor_SetDeviceOFF
function EffectExecutor_SetDeviceOFF.new() return end

---@param props table
---@return EffectExecutor_SetDeviceOFF
function EffectExecutor_SetDeviceOFF.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_SetDeviceOFF:Process(ctx, applierCtx) return end

---@class EffectExecutor_SetDeviceON : EffectExecutor_Device
EffectExecutor_SetDeviceON = {}

---@return EffectExecutor_SetDeviceON
function EffectExecutor_SetDeviceON.new() return end

---@param props table
---@return EffectExecutor_SetDeviceON
function EffectExecutor_SetDeviceON.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_SetDeviceON:Process(ctx, applierCtx) return end

---@class EffectExecutor_SlashEffect : gameEffectExecutor_Scripted
---@field entries EffectExecutor_SlashEffect_Entry[]
EffectExecutor_SlashEffect = {}

---@return EffectExecutor_SlashEffect
function EffectExecutor_SlashEffect.new() return end

---@param props table
---@return EffectExecutor_SlashEffect
function EffectExecutor_SlashEffect.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_SlashEffect:Process(ctx, applierCtx) return end

---@class EffectExecutor_SlashEffect_Entry
---@field attackNumber Int32
---@field effectNames CName[]
EffectExecutor_SlashEffect_Entry = {}

---@return EffectExecutor_SlashEffect_Entry
function EffectExecutor_SlashEffect_Entry.new() return end

---@param props table
---@return EffectExecutor_SlashEffect_Entry
function EffectExecutor_SlashEffect_Entry.new(props) return end

---@class EffectExecutor_Spread : gameEffectExecutor_Scripted
---@field objectActionRecord gamedataObjectAction_Record
---@field prevEntity entEntity
---@field player PlayerPuppet
---@field spreadToAllTargetsInTheArea Bool
EffectExecutor_Spread = {}

---@return EffectExecutor_Spread
function EffectExecutor_Spread.new() return end

---@param props table
---@return EffectExecutor_Spread
function EffectExecutor_Spread.new(props) return end

---@param ctx gameEffectScriptContext
---@return Bool
function EffectExecutor_Spread:Init(ctx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_Spread:Process(ctx, applierCtx) return end

---@class EffectExecutor_ToggleDevice : EffectExecutor_Device
EffectExecutor_ToggleDevice = {}

---@return EffectExecutor_ToggleDevice
function EffectExecutor_ToggleDevice.new() return end

---@param props table
---@return EffectExecutor_ToggleDevice
function EffectExecutor_ToggleDevice.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_ToggleDevice:Process(ctx, applierCtx) return end

---@class EffectExecutor_TrackTargets : gameEffectExecutor_Scripted
EffectExecutor_TrackTargets = {}

---@return EffectExecutor_TrackTargets
function EffectExecutor_TrackTargets.new() return end

---@param props table
---@return EffectExecutor_TrackTargets
function EffectExecutor_TrackTargets.new(props) return end

---@param target gameObject
---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_TrackTargets:IsTargetValid(target, ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_TrackTargets:Process(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_TrackTargets:TargetAcquired(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
function EffectExecutor_TrackTargets:TargetLost(ctx, applierCtx) return end

---@class EffectExecutor_VisualEffectAtTarget : gameEffectExecutor_Scripted
---@field effect gameFxResource
---@field ignoreTimeDilation Bool
EffectExecutor_VisualEffectAtTarget = {}

---@return EffectExecutor_VisualEffectAtTarget
function EffectExecutor_VisualEffectAtTarget.new() return end

---@param props table
---@return EffectExecutor_VisualEffectAtTarget
function EffectExecutor_VisualEffectAtTarget.new(props) return end

---@param ctx gameEffectPreloadScriptContext
function EffectExecutor_VisualEffectAtTarget:Preload(ctx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function EffectExecutor_VisualEffectAtTarget:Process(ctx, applierCtx) return end

---@class EffectFilter_DamageOverTime : gameEffectObjectSingleFilter_Scripted
EffectFilter_DamageOverTime = {}

---@return EffectFilter_DamageOverTime
function EffectFilter_DamageOverTime.new() return end

---@param props table
---@return EffectFilter_DamageOverTime
function EffectFilter_DamageOverTime.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function EffectFilter_DamageOverTime:Process(ctx, filterCtx) return end

---@class EffectFiringData
---@field FXTime Float
---@field VFX CName
---@field SFX CName
EffectFiringData = {}

---@return EffectFiringData
function EffectFiringData.new() return end

---@param props table
---@return EffectFiringData
function EffectFiringData.new(props) return end

---@class EffectNamePresentHitPrereqCondition : BaseHitPrereqCondition
---@field effectName CName
EffectNamePresentHitPrereqCondition = {}

---@return EffectNamePresentHitPrereqCondition
function EffectNamePresentHitPrereqCondition.new() return end

---@param props table
---@return EffectNamePresentHitPrereqCondition
function EffectNamePresentHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function EffectNamePresentHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function EffectNamePresentHitPrereqCondition:SetData(recordID) return end

---@class EffectObjectProvider_AOEAreaEntities : gameEffectObjectProvider_Scripted
EffectObjectProvider_AOEAreaEntities = {}

---@return EffectObjectProvider_AOEAreaEntities
function EffectObjectProvider_AOEAreaEntities.new() return end

---@param props table
---@return EffectObjectProvider_AOEAreaEntities
function EffectObjectProvider_AOEAreaEntities.new(props) return end

---@param ctx gameEffectScriptContext
---@param providerCtx gameEffectProviderScriptContext
function EffectObjectProvider_AOEAreaEntities:Process(ctx, providerCtx) return end

---@class EffectObjectProvider_PhysicalCollisionTrapEntities : gameEffectObjectProvider_Scripted
EffectObjectProvider_PhysicalCollisionTrapEntities = {}

---@return EffectObjectProvider_PhysicalCollisionTrapEntities
function EffectObjectProvider_PhysicalCollisionTrapEntities.new() return end

---@param props table
---@return EffectObjectProvider_PhysicalCollisionTrapEntities
function EffectObjectProvider_PhysicalCollisionTrapEntities.new(props) return end

---@param ctx gameEffectScriptContext
---@param providerCtx gameEffectProviderScriptContext
function EffectObjectProvider_PhysicalCollisionTrapEntities:Process(ctx, providerCtx) return end

---@class EffectObjectProvider_TrapEntities : gameEffectObjectProvider_Scripted
EffectObjectProvider_TrapEntities = {}

---@return EffectObjectProvider_TrapEntities
function EffectObjectProvider_TrapEntities.new() return end

---@param props table
---@return EffectObjectProvider_TrapEntities
function EffectObjectProvider_TrapEntities.new(props) return end

---@param ctx gameEffectScriptContext
---@param providerCtx gameEffectProviderScriptContext
function EffectObjectProvider_TrapEntities:Process(ctx, providerCtx) return end

---@class EffectObjectProvider_VentilationAreaEntities : gameEffectObjectProvider_Scripted
EffectObjectProvider_VentilationAreaEntities = {}

---@return EffectObjectProvider_VentilationAreaEntities
function EffectObjectProvider_VentilationAreaEntities.new() return end

---@param props table
---@return EffectObjectProvider_VentilationAreaEntities
function EffectObjectProvider_VentilationAreaEntities.new(props) return end

---@param ctx gameEffectScriptContext
---@param providerCtx gameEffectProviderScriptContext
function EffectObjectProvider_VentilationAreaEntities:Process(ctx, providerCtx) return end

---@class EffectPreAction_PreAttack : gameEffectPreAction_Scripted
---@field withFriendlyFire Bool
---@field withSelfDamage Bool
EffectPreAction_PreAttack = {}

---@return EffectPreAction_PreAttack
function EffectPreAction_PreAttack.new() return end

---@param props table
---@return EffectPreAction_PreAttack
function EffectPreAction_PreAttack.new(props) return end

---@param ctx gameEffectScriptContext
function EffectPreAction_PreAttack:Process(ctx) return end

---@class EffectPreAction_PreAttack_WithFriendlyFire : EffectPreAction_PreAttack
EffectPreAction_PreAttack_WithFriendlyFire = {}

---@return EffectPreAction_PreAttack_WithFriendlyFire
function EffectPreAction_PreAttack_WithFriendlyFire.new() return end

---@param props table
---@return EffectPreAction_PreAttack_WithFriendlyFire
function EffectPreAction_PreAttack_WithFriendlyFire.new(props) return end

---@class EffectSharedDataDef : gamebbScriptDefinition
---@field attackStatModList gamebbScriptID_Variant
---@field box gamebbScriptID_Vector4
---@field charge gamebbScriptID_Float
---@field duration gamebbScriptID_Float
---@field hitCooldown gamebbScriptID_Float
---@field effectName gamebbScriptID_String
---@field entity gamebbScriptID_EntityPtr
---@field forward gamebbScriptID_Vector4
---@field fxPackage gamebbScriptID_Variant
---@field attackData gamebbScriptID_Variant
---@field infiniteDuration gamebbScriptID_Bool
---@field playerOwnedWeapon gamebbScriptID_Bool
---@field position gamebbScriptID_Vector4
---@field muzzlePosition gamebbScriptID_Vector4
---@field projectileHitEvent gamebbScriptID_Variant
---@field radius gamebbScriptID_Float
---@field range gamebbScriptID_Float
---@field height gamebbScriptID_Float
---@field initRange gamebbScriptID_Float
---@field width gamebbScriptID_Float
---@field axisConstraints gamebbScriptID_Vector4
---@field renderMaterialOverride gamebbScriptID_Bool
---@field clearMaterialOverlayOnDetach gamebbScriptID_Bool
---@field rotation gamebbScriptID_Quaternion
---@field minRayAngleDiff gamebbScriptID_Float
---@field statType gamebbScriptID_Int32
---@field stimuliEvent gamebbScriptID_Variant
---@field stimuliRaycastTest gamebbScriptID_Bool
---@field stimType gamebbScriptID_Int32
---@field value gamebbScriptID_Float
---@field flags gamebbScriptID_Variant
---@field attack gamebbScriptID_Variant
---@field attackId gamebbScriptID_Variant
---@field attackNumber gamebbScriptID_Int32
---@field impactOrientationSlot gamebbScriptID_CName
---@field vfxOffset gamebbScriptID_Vector4
---@field disableVfx gamebbScriptID_Bool
---@field enableImpulseFalloff gamebbScriptID_Bool
---@field impulseFalloffFactor gamebbScriptID_Float
---@field statusEffect gamebbScriptID_Variant
---@field angle gamebbScriptID_Float
---@field fallback_weaponPierce gamebbScriptID_Bool
---@field fallback_weaponPierceChargeLevel gamebbScriptID_Float
---@field raycastEnd gamebbScriptID_Vector4
---@field maxPathLength gamebbScriptID_Float
---@field effectorRecordName gamebbScriptID_String
---@field targets gamebbScriptID_Variant
---@field highlightType gamebbScriptID_Int32
---@field outlineType gamebbScriptID_Int32
---@field highlightPriority gamebbScriptID_Int32
---@field fxResource gamebbScriptID_Variant
---@field dotCycleDuration gamebbScriptID_Float
---@field dotLastApplicationTime gamebbScriptID_Float
---@field enable gamebbScriptID_Bool
---@field slotName gamebbScriptID_CName
---@field targetComponent gamebbScriptID_Variant
---@field meleeCleave gamebbScriptID_Bool
---@field inTPP gamebbScriptID_Bool
---@field tppScale gamebbScriptID_Float
---@field highlightedTargets gamebbScriptID_Variant
---@field forceVisionAppearanceData gamebbScriptID_Variant
---@field tickRateOverride gamebbScriptID_Float
---@field randRoll gamebbScriptID_Float
---@field ignoreMountedVehicleCollision gamebbScriptID_Bool
---@field debugBool gamebbScriptID_Bool
EffectSharedDataDef = {}

---@return EffectSharedDataDef
function EffectSharedDataDef.new() return end

---@param props table
---@return EffectSharedDataDef
function EffectSharedDataDef.new(props) return end

---@return Bool
function EffectSharedDataDef:AutoCreateInSystem() return end

---@class ElectricBox : InteractiveMasterDevice
ElectricBox = {}

---@return ElectricBox
function ElectricBox.new() return end

---@param props table
---@return ElectricBox
function ElectricBox.new(props) return end

---@param evt ActionOverride
---@return Bool
function ElectricBox:OnActionOverride(evt) return end

---@param evt DelayEvent
---@return Bool
function ElectricBox:OnDelayEvent(evt) return end

---@return Bool
function ElectricBox:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ElectricBox:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ElectricBox:OnTakeControl(ri) return end

---@return EGameplayRole
function ElectricBox:DeterminGameplayRole() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function ElectricBox:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return ElectricBoxController
function ElectricBox:GetController() return end

---@return ElectricBoxControllerPS
function ElectricBox:GetDevicePS() return end

---@param player PlayerPuppet
---@return gameIBlackboard
function ElectricBox:GetPSMBlackboard(player) return end

---@param player PlayerPuppet
function ElectricBox:SendDataToUIBlackboard(player) return end

function ElectricBox:SetQuestFact() return end

function ElectricBox:UpdateAnimState() return end

---@class ElectricBoxBlackboardDef : DeviceBaseBlackboardDef
---@field isOverriden gamebbScriptID_Bool
ElectricBoxBlackboardDef = {}

---@return ElectricBoxBlackboardDef
function ElectricBoxBlackboardDef.new() return end

---@param props table
---@return ElectricBoxBlackboardDef
function ElectricBoxBlackboardDef.new(props) return end

---@class ElectricBoxController : MasterController
ElectricBoxController = {}

---@return ElectricBoxController
function ElectricBoxController.new() return end

---@param props table
---@return ElectricBoxController
function ElectricBoxController.new(props) return end

---@return ElectricBoxControllerPS
function ElectricBoxController:GetPS() return end

---@class ElectricBoxControllerPS : MasterControllerPS
---@field techieSkillChecks EngineeringContainer
---@field questFactSetup ComputerQuickHackData
---@field isOverriden Bool
ElectricBoxControllerPS = {}

---@return ElectricBoxControllerPS
function ElectricBoxControllerPS.new() return end

---@param props table
---@return ElectricBoxControllerPS
function ElectricBoxControllerPS.new(props) return end

---@return ActionOverride
function ElectricBoxControllerPS:ActionOverride() return end

function ElectricBoxControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ElectricBoxControllerPS:GetActions(context) return end

---@return TweakDBID
function ElectricBoxControllerPS:GetBackgroundTextureTweakDBID() return end

---@return DeviceBaseBlackboardDef
function ElectricBoxControllerPS:GetBlackboardDef() return end

---@return TweakDBID
function ElectricBoxControllerPS:GetDeviceIconTweakDBID() return end

---@return ComputerQuickHackData
function ElectricBoxControllerPS:GetQuestSetup() return end

---@return BaseSkillCheckContainer
function ElectricBoxControllerPS:GetSkillCheckContainerForSetup() return end

---@return Bool
function ElectricBoxControllerPS:IsOverriden() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ElectricBoxControllerPS:OnActionEngineering(evt) return end

---@param evt ActionOverride
---@return EntityNotificationType
function ElectricBoxControllerPS:OnActionOverride(evt) return end

function ElectricBoxControllerPS:RefreshSlaves() return end

function ElectricBoxControllerPS:WorkspotFinished() return end

---@class ElectricBoxInkGameController : DeviceInkGameControllerBase
---@field onOverrideListener redCallbackObject
ElectricBoxInkGameController = {}

---@return ElectricBoxInkGameController
function ElectricBoxInkGameController.new() return end

---@param props table
---@return ElectricBoxInkGameController
function ElectricBoxInkGameController.new(props) return end

---@param value Bool
---@return Bool
function ElectricBoxInkGameController:OnOverride(value) return end

---@param blackboard gameIBlackboard
function ElectricBoxInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param blackboard gameIBlackboard
function ElectricBoxInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@class ElectricLight : Device
---@field lightComponents gameLightComponent[]
---@field lightDefinitions gamedataLightPreset[]
ElectricLight = {}

---@return ElectricLight
function ElectricLight.new() return end

---@param props table
---@return ElectricLight
function ElectricLight.new(props) return end

---@param evt EMPEnded
---@return Bool
function ElectricLight:OnEMPEnded(evt) return end

---@param evt EMPHitEvent
---@return Bool
function ElectricLight:OnEMPHitEvent(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function ElectricLight:OnHitEvent(hit) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function ElectricLight:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ElectricLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ElectricLight:OnTakeControl(ri) return end

---@param light gameLightComponent
---@param preset TweakDBID|string
function ElectricLight:ApplyPreset(light, preset) return end

---@param ints Int32[]
---@return Bool, Color
function ElectricLight:CreateColorFromIntArray(ints) return end

function ElectricLight:CutPower() return end

---@return ElectricLightController
function ElectricLight:GetController() return end

---@return ElectricLightControllerPS
function ElectricLight:GetDevicePS() return end

---@return Bool
function ElectricLight:IncludeLightsInVisibilityBoundsScript() return end

---@return Bool
function ElectricLight:IsGameplayRelevant() return end

---@param hit gameeventsHitEvent
function ElectricLight:ReactToHit(hit) return end

function ElectricLight:RestorePower() return end

---@return Bool
function ElectricLight:ShouldRegisterToHUD() return end

---@return Bool
function ElectricLight:ShouldSendGameAttachedEventToPS() return end

function ElectricLight:TurnOffDevice() return end

function ElectricLight:TurnOffLights() return end

function ElectricLight:TurnOnDevice() return end

function ElectricLight:TurnOnLights() return end

---@class ElectricLightController : ScriptableDeviceComponent
ElectricLightController = {}

---@return ElectricLightController
function ElectricLightController.new() return end

---@param props table
---@return ElectricLightController
function ElectricLightController.new(props) return end

---@return ElectricLightControllerPS
function ElectricLightController:GetPS() return end

---@class ElectricLightControllerPS : ScriptableDeviceComponentPS
---@field isConnectedToCLS Bool
---@field wasCLSInitTriggered Bool
ElectricLightControllerPS = {}

---@return ElectricLightControllerPS
function ElectricLightControllerPS.new() return end

---@param props table
---@return ElectricLightControllerPS
function ElectricLightControllerPS.new(props) return end

---@return Bool
function ElectricLightControllerPS:OnInstantiated() return end

function ElectricLightControllerPS:EvaluateDeviceState() return end

function ElectricLightControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ElectricLightControllerPS:GetActions(context) return end

---@return FuseControllerPS
function ElectricLightControllerPS:GetCLSFuse() return end

---@param setStateInstant Bool
---@return Bool
function ElectricLightControllerPS:InitializeCLS(setStateInstant) return end

---@return Bool
function ElectricLightControllerPS:IsConnectedToCLS() return end

function ElectricLightControllerPS:LogicReady() return end

---@param state EDeviceStatus
function ElectricLightControllerPS:UpdateStateOnCLS(state) return end

---@class ElementData
---@field id String
ElementData = {}

---@return ElementData
function ElementData.new() return end

---@param props table
---@return ElementData
function ElementData.new(props) return end

---@class ElevatorArrowsLogicController : DeviceInkLogicControllerBase
---@field arrow1Widget inkWidgetReference
---@field arrow2Widget inkWidgetReference
---@field arrow3Widget inkWidgetReference
---@field animFade1 inkanimDefinition
---@field animFade2 inkanimDefinition
---@field animFade3 inkanimDefinition
---@field animSlow1 inkanimDefinition
---@field animSlow2 inkanimDefinition
---@field animOptions1 inkanimPlaybackOptions
---@field animOptions2 inkanimPlaybackOptions
---@field animOptions3 inkanimPlaybackOptions
ElevatorArrowsLogicController = {}

---@return ElevatorArrowsLogicController
function ElevatorArrowsLogicController.new() return end

---@param props table
---@return ElevatorArrowsLogicController
function ElevatorArrowsLogicController.new(props) return end

---@return Bool
function ElevatorArrowsLogicController:OnInitialize() return end

function ElevatorArrowsLogicController:CreateAnimations() return end

function ElevatorArrowsLogicController:PlayAltAnimations() return end

function ElevatorArrowsLogicController:PlayAnimationsArrowsDown() return end

function ElevatorArrowsLogicController:PlayAnimationsArrowsUp() return end

---@class ElevatorDeviceBlackboardDef : DeviceBaseBlackboardDef
---@field CurrentFloor gamebbScriptID_String
---@field isPlayerScanned gamebbScriptID_Bool
---@field isPaused gamebbScriptID_Bool
ElevatorDeviceBlackboardDef = {}

---@return ElevatorDeviceBlackboardDef
function ElevatorDeviceBlackboardDef.new() return end

---@param props table
---@return ElevatorDeviceBlackboardDef
function ElevatorDeviceBlackboardDef.new(props) return end

---@class ElevatorFloorSetup
---@field isHidden Bool
---@field isInactive Bool
---@field floorMarker NodeRef
---@field floorName String
---@field floorDisplayName CName
---@field authorizationTextOverride String
---@field doorShouldOpenFrontLeftRight Bool[]
ElevatorFloorSetup = {}

---@return ElevatorFloorSetup
function ElevatorFloorSetup.new() return end

---@param props table
---@return ElevatorFloorSetup
function ElevatorFloorSetup.new(props) return end

---@param self_ ElevatorFloorSetup
---@return String
function ElevatorFloorSetup.GetFloorName(self_) return end

---@class ElevatorFloorTerminal : Terminal
ElevatorFloorTerminal = {}

---@return ElevatorFloorTerminal
function ElevatorFloorTerminal.new() return end

---@param props table
---@return ElevatorFloorTerminal
function ElevatorFloorTerminal.new(props) return end

---@param evt PerformedAction
---@return Bool
function ElevatorFloorTerminal:OnPerformedAction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ElevatorFloorTerminal:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ElevatorFloorTerminal:OnTakeControl(ri) return end

---@return ElevatorFloorTerminalController
function ElevatorFloorTerminal:GetController() return end

---@return ElevatorFloorTerminalControllerPS
function ElevatorFloorTerminal:GetDevicePS() return end

function ElevatorFloorTerminal:InitializeScreenDefinition() return end

---@param sink worldMaraudersMapDevicesSink
function ElevatorFloorTerminal:OnMaraudersMapDeviceDebug(sink) return end

---@return Bool
function ElevatorFloorTerminal:ShouldAlwasyRefreshUIInLogicAra() return end

---@class ElevatorFloorTerminalController : TerminalController
ElevatorFloorTerminalController = {}

---@return ElevatorFloorTerminalController
function ElevatorFloorTerminalController.new() return end

---@param props table
---@return ElevatorFloorTerminalController
function ElevatorFloorTerminalController.new(props) return end

---@return ElevatorFloorTerminalControllerPS
function ElevatorFloorTerminalController:GetPS() return end

---@class ElevatorFloorTerminalControllerPS : TerminalControllerPS
---@field elevatorFloorSetup ElevatorFloorSetup
---@field hasDirectInteration Bool
---@field isElevatorAtThisFloor Bool
ElevatorFloorTerminalControllerPS = {}

---@return ElevatorFloorTerminalControllerPS
function ElevatorFloorTerminalControllerPS.new() return end

---@param props table
---@return ElevatorFloorTerminalControllerPS
function ElevatorFloorTerminalControllerPS.new(props) return end

---@param isForced Bool
---@return AuthorizeUser
function ElevatorFloorTerminalControllerPS:ActionAuthorizeUser(isForced) return end

---@return CallElevator
function ElevatorFloorTerminalControllerPS:ActionCallElevator() return end

---@param targetDevicePS gamePersistentState
---@return ForceLockElevator
function ElevatorFloorTerminalControllerPS:ActionForceLockElevator(targetDevicePS) return end

---@param targetDevicePS gamePersistentState
---@return ForceUnlockAndOpenElevator
function ElevatorFloorTerminalControllerPS:ActionForceUnlockAndOpenElevator(targetDevicePS) return end

---@return QuickHackAuthorization
function ElevatorFloorTerminalControllerPS:ActionQuickHackAuthorization() return end

---@return QuickHackCallElevator
function ElevatorFloorTerminalControllerPS:ActionQuickHackCallElevator() return end

function ElevatorFloorTerminalControllerPS:CallElevator() return end

---@return Bool
function ElevatorFloorTerminalControllerPS:CanCreateAnyQuickHackActions() return end

function ElevatorFloorTerminalControllerPS:EvaluateFloor() return end

function ElevatorFloorTerminalControllerPS:EvaluateThisFloor() return end

function ElevatorFloorTerminalControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ElevatorFloorTerminalControllerPS:GetActions(context) return end

---@return String
function ElevatorFloorTerminalControllerPS:GetAuthorizationTextOverride() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function ElevatorFloorTerminalControllerPS:GetDeviceWidget(context) return end

---@return SDeviceWidgetPackage[]
function ElevatorFloorTerminalControllerPS:GetDeviceWidgets() return end

---@return ElevatorFloorSetup
function ElevatorFloorTerminalControllerPS:GetElevatorFloorSetup() return end

---@param context gameGetActionsContext
---@return TweakDBID
function ElevatorFloorTerminalControllerPS:GetInkWidgetTweakDBID(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ElevatorFloorTerminalControllerPS:GetQuickHackActions(context) return end

---@param deviceID gamePersistentID
---@return SDeviceWidgetPackage
function ElevatorFloorTerminalControllerPS:GetSlaveDeviceWidget(deviceID) return end

---@return SThumbnailWidgetPackage[]
function ElevatorFloorTerminalControllerPS:GetThumbnailWidgets() return end

function ElevatorFloorTerminalControllerPS:HackCallElevator() return end

function ElevatorFloorTerminalControllerPS:Initialize() return end

---@return Bool
function ElevatorFloorTerminalControllerPS:IsElevatorAtThisFloor() return end

---@return Bool
function ElevatorFloorTerminalControllerPS:IsLiftMoving() return end

function ElevatorFloorTerminalControllerPS:LockConnectedDoors() return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnAuthorizeUser(evt) return end

---@param evt CallElevator
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnCallElevator(evt) return end

---@param evt LiftArrivedEvent
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnLiftArrived(evt) return end

---@param evt LiftDepartedEvent
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnLiftDeparted(evt) return end

---@param evt LiftFloorSyncDataEvent
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnLiftFloorSyncDataEvent(evt) return end

---@param evt QuickHackAuthorization
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnQuickHackAuthorization(evt) return end

---@param evt QuickHackCallElevator
---@return EntityNotificationType
function ElevatorFloorTerminalControllerPS:OnQuickHackCallElevator(evt) return end

---@param context gameGetActionsContext
---@param choices gameinteractionsChoice[]
function ElevatorFloorTerminalControllerPS:PushInactiveInteractionChoice(context, choices) return end

function ElevatorFloorTerminalControllerPS:SendQuickHackAuthorizationToParents() return end

function ElevatorFloorTerminalControllerPS:TurnAuthorizationModuleOFF() return end

function ElevatorFloorTerminalControllerPS:UnlockConnectedDoors() return end

---@class ElevatorFloorViabilityInterpreter : IScriptable
ElevatorFloorViabilityInterpreter = {}

---@return ElevatorFloorViabilityInterpreter
function ElevatorFloorViabilityInterpreter.new() return end

---@param props table
---@return ElevatorFloorViabilityInterpreter
function ElevatorFloorViabilityInterpreter.new(props) return end

---@param device DoorControllerPS
---@param hasActiveActions Bool
---@return Bool
function ElevatorFloorViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class ElevatorInkGameController : DeviceInkGameControllerBase
---@field verticalPanel inkVerticalPanelWidgetReference
---@field currentFloorTextWidget inkTextWidgetReference
---@field openCloseButtonWidgets inkCanvasWidgetReference
---@field elevatorUpArrowsWidget inkFlexWidgetReference
---@field elevatorDownArrowsWidget inkFlexWidgetReference
---@field waitingStateWidget inkCanvasWidgetReference
---@field dataScanningWidget inkCanvasWidgetReference
---@field elevatorStoppedWidget inkCanvasWidgetReference
---@field isPlayerScanned Bool
---@field isPaused Bool
---@field isAuthorized Bool
---@field animProxy inkanimProxy
---@field buttonSizes Float[]
---@field onChangeFloorListener redCallbackObject
---@field onPlayerScannedListener redCallbackObject
---@field onPausedChangeListener redCallbackObject
ElevatorInkGameController = {}

---@return ElevatorInkGameController
function ElevatorInkGameController.new() return end

---@param props table
---@return ElevatorInkGameController
function ElevatorInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ElevatorInkGameController:OnActionWidgetSpawned(widget, userData) return end

---@param value String
---@return Bool
function ElevatorInkGameController:OnChangeFloor(value) return end

---@param value Bool
---@return Bool
function ElevatorInkGameController:OnPausedChange(value) return end

---@param value Bool
---@return Bool
function ElevatorInkGameController:OnPlayerScanned(value) return end

---@return LiftDevice
function ElevatorInkGameController:GetOwner() return end

function ElevatorInkGameController:InitializeCurrentFloorName() return end

---@param state EDeviceStatus
function ElevatorInkGameController:Refresh(state) return end

---@param widget inkWidget
---@param widgetData SActionWidgetPackage
---@param floorNumber Int32
---@param maxFloors Int32
function ElevatorInkGameController:RefreshFloor(widget, widgetData, floorNumber, maxFloors) return end

---@param blackboard gameIBlackboard
function ElevatorInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param floorName String
function ElevatorInkGameController:SetCurrentFloorOnUI(floorName) return end

function ElevatorInkGameController:SetupWidgets() return end

---@param blackboard gameIBlackboard
function ElevatorInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function ElevatorInkGameController:UpdateActionWidgets(widgetsData) return end

---@class ElevatorTerminalFakeGameController : DeviceInkGameControllerBase
---@field elevatorTerminalWidget inkCanvasWidgetReference
ElevatorTerminalFakeGameController = {}

---@return ElevatorTerminalFakeGameController
function ElevatorTerminalFakeGameController.new() return end

---@param props table
---@return ElevatorTerminalFakeGameController
function ElevatorTerminalFakeGameController.new(props) return end

---@param state EDeviceStatus
function ElevatorTerminalFakeGameController:Refresh(state) return end

---@class ElevatorTerminalLogicController : DeviceWidgetControllerBase
---@field elevatorUpArrowsWidget inkFlexWidgetReference
---@field elevatorDownArrowsWidget inkFlexWidgetReference
---@field forcedElevatorArrowsState EForcedElevatorArrowsState
ElevatorTerminalLogicController = {}

---@return ElevatorTerminalLogicController
function ElevatorTerminalLogicController.new() return end

---@param props table
---@return ElevatorTerminalLogicController
function ElevatorTerminalLogicController.new(props) return end

---@return Bool
function ElevatorTerminalLogicController:OnInitialize() return end

---@param arrowsState EForcedElevatorArrowsState
function ElevatorTerminalLogicController:ForceFakeElevatorArrows(arrowsState) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function ElevatorTerminalLogicController:Initialize(gameController, widgetData) return end

---@class EmissiveColorSettings : IAreaSettings
---@field tint curveData
---@field saturation curveData
---@field brigtness curveData
---@field exposure curveData
---@field cameraLuminance curveData
---@field evBlend curveData
---@field exposureIBL curveData
---@field luminanceIBL curveData
---@field curveRampIBL Float
---@field exposureScale curveData
EmissiveColorSettings = {}

---@return EmissiveColorSettings
function EmissiveColorSettings.new() return end

---@param props table
---@return EmissiveColorSettings
function EmissiveColorSettings.new(props) return end

---@class EmitterDelaySettings
---@field emitterDelay Float
---@field emitterDelayLow Float
---@field useEmitterDelayRange Bool
---@field useEmitterDelayOnce Bool
EmitterDelaySettings = {}

---@return EmitterDelaySettings
function EmitterDelaySettings.new() return end

---@param props table
---@return EmitterDelaySettings
function EmitterDelaySettings.new(props) return end

---@class EmitterDurationSettings
---@field emitterDuration Float
---@field emitterDurationLow Float
---@field useEmitterDurationRange Bool
EmitterDurationSettings = {}

---@return EmitterDurationSettings
function EmitterDurationSettings.new() return end

---@param props table
---@return EmitterDurationSettings
function EmitterDurationSettings.new(props) return end

---@class EmitterGroupAreaParams
---@field group EEmitterGroup
---@field emissionScale curveData
---@field opacityScale curveData
EmitterGroupAreaParams = {}

---@return EmitterGroupAreaParams
function EmitterGroupAreaParams.new() return end

---@param props table
---@return EmitterGroupAreaParams
function EmitterGroupAreaParams.new(props) return end

---@class EmitterGroupAreaSettings : IAreaSettings
---@field emitterGroupParams EmitterGroupParams[]
---@field EmitterGroupParams EmitterGroupAreaParams[]
EmitterGroupAreaSettings = {}

---@return EmitterGroupAreaSettings
function EmitterGroupAreaSettings.new() return end

---@param props table
---@return EmitterGroupAreaSettings
function EmitterGroupAreaSettings.new(props) return end

---@class EmitterGroupParams
---@field group EEmitterGroup
---@field emissionScale Float
---@field opacityScale Float
EmitterGroupParams = {}

---@return EmitterGroupParams
function EmitterGroupParams.new() return end

---@param props table
---@return EmitterGroupParams
function EmitterGroupParams.new(props) return end

---@class EmptyHandsDecisions : UpperBodyTransition
---@field stateBodyDone Bool
EmptyHandsDecisions = {}

---@return EmptyHandsDecisions
function EmptyHandsDecisions.new() return end

---@param props table
---@return EmptyHandsDecisions
function EmptyHandsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EmptyHandsDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EmptyHandsDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EmptyHandsDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@class EmptyHandsEvents : UpperBodyEventsTransition
EmptyHandsEvents = {}

---@return EmptyHandsEvents
function EmptyHandsEvents.new() return end

---@param props table
---@return EmptyHandsEvents
function EmptyHandsEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EmptyHandsEvents:CheckBodyCarryingConditions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EmptyHandsEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EmptyHandsEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EmptyHandsEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class EnableBraindanceActions : redEvent
---@field actionMask SBraindanceInputMask
EnableBraindanceActions = {}

---@return EnableBraindanceActions
function EnableBraindanceActions.new() return end

---@param props table
---@return EnableBraindanceActions
function EnableBraindanceActions.new(props) return end

---@return String
function EnableBraindanceActions:GetFriendlyDescription() return end

---@class EnableColliderDelayEvent : DelayEvent
EnableColliderDelayEvent = {}

---@return EnableColliderDelayEvent
function EnableColliderDelayEvent.new() return end

---@param props table
---@return EnableColliderDelayEvent
function EnableColliderDelayEvent.new(props) return end

---@class EnableDocumentEvent : redEvent
---@field documentType EDocumentType
---@field documentName CName
---@field documentAdress SDocumentAdress
---@field enable Bool
---@field entireFolder Bool
EnableDocumentEvent = {}

---@return EnableDocumentEvent
function EnableDocumentEvent.new() return end

---@param props table
---@return EnableDocumentEvent
function EnableDocumentEvent.new(props) return end

---@return String
function EnableDocumentEvent:GetFriendlyDescription() return end

---@class EnableFastTravelRequest : gameScriptableSystemRequest
---@field isEnabled Bool
---@field forceRefreshUI Bool
---@field reason CName
---@field linkedStatusEffectID TweakDBID
EnableFastTravelRequest = {}

---@return EnableFastTravelRequest
function EnableFastTravelRequest.new() return end

---@param props table
---@return EnableFastTravelRequest
function EnableFastTravelRequest.new(props) return end

---@return String
function EnableFastTravelRequest:GetFriendlyDescription() return end

---@class EnableFields : gameScriptableSystemRequest
---@field actionMask SBraindanceInputMask
EnableFields = {}

---@return EnableFields
function EnableFields.new() return end

---@param props table
---@return EnableFields
function EnableFields.new(props) return end

---@class EnableGasCloudDelayedEvent : DelayEvent
EnableGasCloudDelayedEvent = {}

---@return EnableGasCloudDelayedEvent
function EnableGasCloudDelayedEvent.new() return end

---@param props table
---@return EnableGasCloudDelayedEvent
function EnableGasCloudDelayedEvent.new(props) return end

---@class EnablePlayerVisibilityEvent : redEvent
EnablePlayerVisibilityEvent = {}

---@return EnablePlayerVisibilityEvent
function EnablePlayerVisibilityEvent.new() return end

---@param props table
---@return EnablePlayerVisibilityEvent
function EnablePlayerVisibilityEvent.new(props) return end

---@class EnableTimeCallbacks : redEvent
EnableTimeCallbacks = {}

---@return EnableTimeCallbacks
function EnableTimeCallbacks.new() return end

---@param props table
---@return EnableTimeCallbacks
function EnableTimeCallbacks.new(props) return end

---@return String
function EnableTimeCallbacks:GetFriendlyDescription() return end

---@class EnableVisualOverride : redEvent
EnableVisualOverride = {}

---@return EnableVisualOverride
function EnableVisualOverride.new() return end

---@param props table
---@return EnableVisualOverride
function EnableVisualOverride.new(props) return end

---@return String
function EnableVisualOverride:GetFriendlyDescription() return end

---@class EncumbranceEvaluationEffector : gameEffector
EncumbranceEvaluationEffector = {}

---@return EncumbranceEvaluationEffector
function EncumbranceEvaluationEffector.new() return end

---@param props table
---@return EncumbranceEvaluationEffector
function EncumbranceEvaluationEffector.new(props) return end

---@param owner gameObject
function EncumbranceEvaluationEffector:RepeatedAction(owner) return end

---@class EndGracePeriodAfterSpawn : redEvent
EndGracePeriodAfterSpawn = {}

---@return EndGracePeriodAfterSpawn
function EndGracePeriodAfterSpawn.new() return end

---@param props table
---@return EndGracePeriodAfterSpawn
function EndGracePeriodAfterSpawn.new(props) return end

---@class EndLookatEvent : redEvent
---@field repeat Bool
EndLookatEvent = {}

---@return EndLookatEvent
function EndLookatEvent.new() return end

---@param props table
---@return EndLookatEvent
function EndLookatEvent.new(props) return end

---@class EndOne : DefaultTest
EndOne = {}

---@return EndOne
function EndOne.new() return end

---@param props table
---@return EndOne
function EndOne.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EndOne:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EndOne:OnExit(stateContext, scriptInterface) return end

---@class EndScreenData
---@field unlockedPrograms ProgramData[]
---@field outcome OutcomeMessage
EndScreenData = {}

---@return EndScreenData
function EndScreenData.new() return end

---@param props table
---@return EndScreenData
function EndScreenData.new(props) return end

---@class EndTwo : DefaultTest
EndTwo = {}

---@return EndTwo
function EndTwo.new() return end

---@param props table
---@return EndTwo
function EndTwo.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EndTwo:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EndTwo:OnExit(stateContext, scriptInterface) return end

---@class EngDemoContainer : BaseSkillCheckContainer
---@field engineeringCheck EngineeringSkillCheck
---@field demolitionCheck DemolitionSkillCheck
EngDemoContainer = {}

---@return EngDemoContainer
function EngDemoContainer.new() return end

---@param props table
---@return EngDemoContainer
function EngDemoContainer.new(props) return end

---@param container BaseSkillCheckContainer
function EngDemoContainer:Initialize(container) return end

---@class EngagementScreenGameController : gameuiMenuGameController
---@field backgroundVideo inkVideoWidgetReference
---@field proceedConfirmation inkCompoundWidgetReference
---@field progressBar inkCompoundWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field requestHandler inkISystemRequestsHandler
---@field progressBarController LoadingScreenProgressBarController
EngagementScreenGameController = {}

---@return EngagementScreenGameController
function EngagementScreenGameController.new() return end

---@param props table
---@return EngagementScreenGameController
function EngagementScreenGameController.new(props) return end

---@param progress Float
---@return Bool
function EngagementScreenGameController:OnAdditionalContentDataReloadProgress(progress) return end

---@param id CName|string
---@return Bool
function EngagementScreenGameController:OnAdditionalDataInvalidCallback_Engagement(id) return end

---@return Bool
function EngagementScreenGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function EngagementScreenGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function EngagementScreenGameController:OnUninitialize() return end

---@class EngineTime
EngineTime = {}

---@return EngineTime
function EngineTime.new() return end

---@param props table
---@return EngineTime
function EngineTime.new(props) return end

---@param value Float
---@return EngineTime
function EngineTime.FromFloat(value) return end

---@param self_ EngineTime
---@return Bool
function EngineTime.IsValid(self_) return end

---@param self_ EngineTime
---@return Float
function EngineTime.ToFloat(self_) return end

---@param self_ EngineTime
---@return String
function EngineTime.ToString(self_) return end

---@class EngineeringContainer : BaseSkillCheckContainer
---@field engineeringCheck EngineeringSkillCheck
EngineeringContainer = {}

---@return EngineeringContainer
function EngineeringContainer.new() return end

---@param props table
---@return EngineeringContainer
function EngineeringContainer.new(props) return end

---@param container BaseSkillCheckContainer
function EngineeringContainer:Initialize(container) return end

---@class EngineeringSkillCheck : SkillCheckBase
EngineeringSkillCheck = {}

---@return EngineeringSkillCheck
function EngineeringSkillCheck.new() return end

---@param props table
---@return EngineeringSkillCheck
function EngineeringSkillCheck.new(props) return end

---@class EnterLadder : ActionBool
EnterLadder = {}

---@return EnterLadder
function EnterLadder.new() return end

---@param props table
---@return EnterLadder
function EnterLadder.new(props) return end

---@param requester gameObject
---@return gameIBlackboard
function EnterLadder.GetPlayerStateMachine(requester) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function EnterLadder.IsDefaultConditionMet(device, context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function EnterLadder.IsPlayerInAcceptableState(device, context) return end

---@param requester gameObject
function EnterLadder.PushOnEnterLadderEventToPSM(requester) return end

---@return String
function EnterLadder:GetTweakDBChoiceRecord() return end

function EnterLadder:SetProperties() return end

---@class EnterVehicle : AIVehicleTaskAbstract
EnterVehicle = {}

---@return EnterVehicle
function EnterVehicle.new() return end

---@param props table
---@return EnterVehicle
function EnterVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function EnterVehicle:Deactivate(context) return end

---@class EnteredPathWithDoors : redEvent
EnteredPathWithDoors = {}

---@return EnteredPathWithDoors
function EnteredPathWithDoors.new() return end

---@param props table
---@return EnteredPathWithDoors
function EnteredPathWithDoors.new(props) return end

---@class EnteringCombatDecisions : VehicleTransition
EnteringCombatDecisions = {}

---@return EnteringCombatDecisions
function EnteringCombatDecisions.new() return end

---@param props table
---@return EnteringCombatDecisions
function EnteringCombatDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EnteringCombatDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EnteringCombatDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class EnteringCombatEvents : VehicleEventsTransition
EnteringCombatEvents = {}

---@return EnteringCombatEvents
function EnteringCombatEvents.new() return end

---@param props table
---@return EnteringCombatEvents
function EnteringCombatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EnteringCombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EnteringCombatEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EnteringCombatEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class EnteringDecisions : VehicleTransition
EnteringDecisions = {}

---@return EnteringDecisions
function EnteringDecisions.new() return end

---@param props table
---@return EnteringDecisions
function EnteringDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EnteringDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EnteringDecisions:ToExiting(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EnteringDecisions:ToSwitchSeats(stateContext, scriptInterface) return end

---@class EnteringEvents : VehicleEventsTransition
EnteringEvents = {}

---@return EnteringEvents
function EnteringEvents.new() return end

---@param props table
---@return EnteringEvents
function EnteringEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EnteringEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EnteringEvents:OnExit(stateContext, scriptInterface) return end

---@class EntitiesAtGate : MorphData
---@field entitiesAtGate entEntityID[]
EntitiesAtGate = {}

---@return EntitiesAtGate
function EntitiesAtGate.new() return end

---@param props table
---@return EntitiesAtGate
function EntitiesAtGate.new(props) return end

---@class EntityAttachementComponent : gameScriptableComponent
---@field parentAttachementData EntityAttachementData
EntityAttachementComponent = {}

---@return EntityAttachementComponent
function EntityAttachementComponent.new() return end

---@param props table
---@return EntityAttachementComponent
function EntityAttachementComponent.new(props) return end

---@param evt EntityAttachementRequestEvent
---@return Bool
function EntityAttachementComponent:OnChildAttachementRequest(evt) return end

---@param data EntityAttachementData
function EntityAttachementComponent:AttachChild(data) return end

---@param data EntityAttachementData
function EntityAttachementComponent:AttachToParent(data) return end

---@return EntityAttachementComponentPS
function EntityAttachementComponent:GetMyPS() return end

---@return EntityAttachementData
function EntityAttachementComponent:GetParentAttachementData() return end

function EntityAttachementComponent:OnGameAttach() return end

function EntityAttachementComponent:RestoreAttachements() return end

function EntityAttachementComponent:RestoreChildAttachements() return end

---@class EntityAttachementComponentPS : gameComponentPS
---@field pendingChildAttachements EntityAttachementData[]
EntityAttachementComponentPS = {}

---@return EntityAttachementComponentPS
function EntityAttachementComponentPS.new() return end

---@param props table
---@return EntityAttachementComponentPS
function EntityAttachementComponentPS.new(props) return end

---@param data EntityAttachementData
function EntityAttachementComponentPS:AddPendingChildAttachementRequest(data) return end

function EntityAttachementComponentPS:ClearPendingChildAttachementRequests() return end

---@return entEntityID
function EntityAttachementComponentPS:GetMyEntityID() return end

---@return entEntity
function EntityAttachementComponentPS:GetOwnerEntityWeak() return end

---@return EntityAttachementData[]
function EntityAttachementComponentPS:GetPendingChildAttachementsData() return end

---@param data EntityAttachementData
---@return Bool
function EntityAttachementComponentPS:HasPendingChildAttachementRequest(data) return end

---@param evt EntityAttachementRequestEvent
---@return EntityNotificationType
function EntityAttachementComponentPS:OnChildAttachementRequest(evt) return end

---@class EntityAttachementData
---@field slotName CName
---@field slotComponentName CName
---@field nodeRef NodeRef
---@field attachementComponentName CName
---@field ownerID entEntityID
EntityAttachementData = {}

---@return EntityAttachementData
function EntityAttachementData.new() return end

---@param props table
---@return EntityAttachementData
function EntityAttachementData.new(props) return end

---@class EntityAttachementRequestEvent : redEvent
---@field attachementData EntityAttachementData
EntityAttachementRequestEvent = {}

---@return EntityAttachementRequestEvent
function EntityAttachementRequestEvent.new() return end

---@param props table
---@return EntityAttachementRequestEvent
function EntityAttachementRequestEvent.new(props) return end

---@class EntityHasVisualTag : gameIScriptablePrereq
---@field visualTag CName
---@field hasTag Bool
EntityHasVisualTag = {}

---@return EntityHasVisualTag
function EntityHasVisualTag.new() return end

---@param props table
---@return EntityHasVisualTag
function EntityHasVisualTag.new(props) return end

---@param recordID TweakDBID|string
function EntityHasVisualTag:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function EntityHasVisualTag:IsFulfilled(context) return end

---@class EntityHasVisualTagPrereqState : gamePrereqState
EntityHasVisualTagPrereqState = {}

---@return EntityHasVisualTagPrereqState
function EntityHasVisualTagPrereqState.new() return end

---@param props table
---@return EntityHasVisualTagPrereqState
function EntityHasVisualTagPrereqState.new(props) return end

---@class EntityHealthBarGameController : gameuiWidgetGameController
---@field healthControllerRef inkWidgetReference
---@field healthPercentageRef inkTextWidgetReference
---@field targetEntityRef gameEntityReference
---@field healthStatListener EntityHealthStatListener
---@field healthController NameplateBarLogicController
---@field gameInstance ScriptGameInstance
---@field targetEntityID entEntityID
EntityHealthBarGameController = {}

---@return EntityHealthBarGameController
function EntityHealthBarGameController.new() return end

---@param props table
---@return EntityHealthBarGameController
function EntityHealthBarGameController.new(props) return end

---@return Bool
function EntityHealthBarGameController:OnInitialize() return end

---@return Bool
function EntityHealthBarGameController:OnUninitialize() return end

---@param evt questUpdateEntityHealthListenersEvent
---@return Bool
function EntityHealthBarGameController:OnUpdateEntityHealthListenersEvent(evt) return end

function EntityHealthBarGameController:RegisterHealthStatListener() return end

---@param newValue Float
function EntityHealthBarGameController:UpdateHealthValue(newValue) return end

---@class EntityHealthStatListener : gameScriptStatPoolsListener
---@field healthbar EntityHealthBarGameController
EntityHealthStatListener = {}

---@return EntityHealthStatListener
function EntityHealthStatListener.new() return end

---@param props table
---@return EntityHealthStatListener
function EntityHealthStatListener.new(props) return end

---@param bar EntityHealthBarGameController
function EntityHealthStatListener:BindHealthbar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function EntityHealthStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class EntityNoticedPlayerPrereq : gameIScriptablePrereq
---@field isPlayerNoticed Bool
---@field valueToListen Uint32
EntityNoticedPlayerPrereq = {}

---@return EntityNoticedPlayerPrereq
function EntityNoticedPlayerPrereq.new() return end

---@param props table
---@return EntityNoticedPlayerPrereq
function EntityNoticedPlayerPrereq.new(props) return end

---@param owner gameObject
---@param value Uint32
---@return Bool
function EntityNoticedPlayerPrereq:Evaluate(owner, value) return end

---@param recordID TweakDBID|string
function EntityNoticedPlayerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function EntityNoticedPlayerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function EntityNoticedPlayerPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function EntityNoticedPlayerPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function EntityNoticedPlayerPrereq:OnUnregister(state, context) return end

---@class EntityNoticedPlayerPrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInt redCallbackObject
EntityNoticedPlayerPrereqState = {}

---@return EntityNoticedPlayerPrereqState
function EntityNoticedPlayerPrereqState.new() return end

---@param props table
---@return EntityNoticedPlayerPrereqState
function EntityNoticedPlayerPrereqState.new(props) return end

---@param value Uint32
---@return Bool
function EntityNoticedPlayerPrereqState:OnStateUpdate(value) return end

---@class EntityStubComponent : gameComponent
EntityStubComponent = {}

---@class EnvironmentColorGroupsSettings : IAreaSettings
---@field skyTint curveData
---@field colorGroup curveData[]
EnvironmentColorGroupsSettings = {}

---@return EnvironmentColorGroupsSettings
function EnvironmentColorGroupsSettings.new() return end

---@param props table
---@return EnvironmentColorGroupsSettings
function EnvironmentColorGroupsSettings.new(props) return end

---@class EquipAction : BaseItemAction
EquipAction = {}

---@return EquipAction
function EquipAction.new() return end

---@param props table
---@return EquipAction
function EquipAction.new(props) return end

function EquipAction:CompleteAction() return end

---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function EquipAction:IsVisible(context, objectActionsCallbackController) return end

---@class EquipCycleDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
EquipCycleDecisions = {}

---@return EquipCycleDecisions
function EquipCycleDecisions.new() return end

---@param props table
---@return EquipCycleDecisions
function EquipCycleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleDecisions:ToEquipped(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleDecisions:ToFirstEquip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleDecisions:ToUnequipCycle(stateContext, scriptInterface) return end

---@class EquipCycleEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
EquipCycleEvents = {}

---@return EquipCycleEvents
function EquipCycleEvents.new() return end

---@param props table
---@return EquipCycleEvents
function EquipCycleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquipCycleEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquipCycleEvents:OnExit(stateContext, scriptInterface) return end

---@class EquipCycleInitDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
EquipCycleInitDecisions = {}

---@return EquipCycleInitDecisions
function EquipCycleInitDecisions.new() return end

---@param props table
---@return EquipCycleInitDecisions
function EquipCycleInitDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleInitDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleInitDecisions:ToEquipCycle(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipCycleInitDecisions:ToUnequipped(stateContext, scriptInterface) return end

---@class EquipCycleInitEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
EquipCycleInitEvents = {}

---@return EquipCycleInitEvents
function EquipCycleInitEvents.new() return end

---@param props table
---@return EquipCycleInitEvents
function EquipCycleInitEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquipCycleInitEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquipCycleInitEvents:OnExit(stateContext, scriptInterface) return end

---@class EquipItemCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field equipCommand AIEquipCommand
---@field unequipCommand AIUnequipCommand
---@field slotIdName TweakDBID
---@field itemIdName TweakDBID
EquipItemCommandDelegate = {}

---@return EquipItemCommandDelegate
function EquipItemCommandDelegate.new() return end

---@param props table
---@return EquipItemCommandDelegate
function EquipItemCommandDelegate.new(props) return end

---@return Bool
function EquipItemCommandDelegate:DoEndCommand() return end

---@return Bool
function EquipItemCommandDelegate:DoSetupEquipCommand() return end

---@return Bool
function EquipItemCommandDelegate:DoSetupUnequipCommand() return end

---@return Float
function EquipItemCommandDelegate:GetDurationOverride() return end

---@return Bool
function EquipItemCommandDelegate:GetFailIfItemNotFound() return end

---@return Float
function EquipItemCommandDelegate:GetUnequipDurationOverride() return end

---@class EquipItemLeftDecisions : DefaultTransition
EquipItemLeftDecisions = {}

---@return EquipItemLeftDecisions
function EquipItemLeftDecisions.new() return end

---@param props table
---@return EquipItemLeftDecisions
function EquipItemLeftDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipItemLeftDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class EquipItemRightDecisions : DefaultTransition
EquipItemRightDecisions = {}

---@return EquipItemRightDecisions
function EquipItemRightDecisions.new() return end

---@param props table
---@return EquipItemRightDecisions
function EquipItemRightDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipItemRightDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class EquipPrimaryWeaponCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field command AISwitchToPrimaryWeaponCommand
---@field unEquip Bool
EquipPrimaryWeaponCommandDelegate = {}

---@return EquipPrimaryWeaponCommandDelegate
function EquipPrimaryWeaponCommandDelegate.new() return end

---@param props table
---@return EquipPrimaryWeaponCommandDelegate
function EquipPrimaryWeaponCommandDelegate.new(props) return end

---@return Bool
function EquipPrimaryWeaponCommandDelegate:DoEndCommand() return end

---@return Bool
function EquipPrimaryWeaponCommandDelegate:DoSetupCommand() return end

---@class EquipSecondaryWeaponCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field command AISwitchToSecondaryWeaponCommand
---@field unEquip Bool
EquipSecondaryWeaponCommandDelegate = {}

---@return EquipSecondaryWeaponCommandDelegate
function EquipSecondaryWeaponCommandDelegate.new() return end

---@param props table
---@return EquipSecondaryWeaponCommandDelegate
function EquipSecondaryWeaponCommandDelegate.new(props) return end

---@return Bool
function EquipSecondaryWeaponCommandDelegate:DoEndCommand() return end

---@return Bool
function EquipSecondaryWeaponCommandDelegate:DoSetupCommand() return end

---@class EquipVisualsRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
EquipVisualsRequest = {}

---@return EquipVisualsRequest
function EquipVisualsRequest.new() return end

---@param props table
---@return EquipVisualsRequest
function EquipVisualsRequest.new(props) return end

---@class EquipWardrobeSetRequest : gamePlayerScriptableSystemRequest
---@field setID gameWardrobeClothingSetIndex
EquipWardrobeSetRequest = {}

---@return EquipWardrobeSetRequest
function EquipWardrobeSetRequest.new() return end

---@param props table
---@return EquipWardrobeSetRequest
function EquipWardrobeSetRequest.new(props) return end

---@class EquipmentAreaCategory : IScriptable
---@field parentCategory InventoryItemDisplayCategoryArea
---@field areaDisplays EquipmentAreaDisplays[]
EquipmentAreaCategory = {}

---@return EquipmentAreaCategory
function EquipmentAreaCategory.new() return end

---@param props table
---@return EquipmentAreaCategory
function EquipmentAreaCategory.new(props) return end

---@return InventoryItemDisplayController[]
function EquipmentAreaCategory:GetDisplays() return end

---@class EquipmentAreaCategoryCreated : redEvent
---@field categoryController InventoryItemDisplayCategoryArea
---@field equipmentAreasControllers InventoryItemDisplayEquipmentArea[]
EquipmentAreaCategoryCreated = {}

---@return EquipmentAreaCategoryCreated
function EquipmentAreaCategoryCreated.new() return end

---@param props table
---@return EquipmentAreaCategoryCreated
function EquipmentAreaCategoryCreated.new(props) return end

---@class EquipmentAreaDisplays : IScriptable
---@field equipmentAreas gamedataEquipmentArea[]
---@field displaysRoot inkWidget
---@field displayControllers InventoryItemDisplayController[]
EquipmentAreaDisplays = {}

---@return EquipmentAreaDisplays
function EquipmentAreaDisplays.new() return end

---@param props table
---@return EquipmentAreaDisplays
function EquipmentAreaDisplays.new(props) return end

---@class EquipmentBaseDecisions : EquipmentBaseTransition
EquipmentBaseDecisions = {}

---@class EquipmentBaseEvents : EquipmentBaseTransition
EquipmentBaseEvents = {}

---@class EquipmentBaseTransition : DefaultTransition
EquipmentBaseTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:AddConsumableStateMachine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:AddCyberwareStateMachine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:AddGrenadesStateMachine(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipmentBaseTransition:CanProcessEquip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquipmentBaseTransition:CanProcessUnEquip(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:CheckReplicatedEquipRequest(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateMachineInitData EquipmentInitData
---@param requestTypeCompare EquipmentManipulationRequestType
---@return Bool
function EquipmentBaseTransition:CheckSlotMatchAndCompareRequestType(stateContext, stateMachineInstanceData, stateMachineInitData, requestTypeCompare) return end

---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
function EquipmentBaseTransition:ClearHandItemParam(stateContext, stateMachineInstanceData) return end

---@param stateContext gamestateMachineStateContextScript
function EquipmentBaseTransition:ClearLeftHandItemParam(stateContext) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateContext gamestateMachineStateContextScript
function EquipmentBaseTransition:ClearProcessedEquipmentManipulationRequest(stateMachineInstanceData, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function EquipmentBaseTransition:ClearRightHandItemParam(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param weaponTweakID TweakDBID|string
function EquipmentBaseTransition:CreateAndSendFirstEquipEndRequest(scriptInterface, weaponTweakID) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
function EquipmentBaseTransition:DropActiveWeapon(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:GetBlurParametersFromWeapon(scriptInterface) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateContext gamestateMachineStateContextScript
---@return Float
function EquipmentBaseTransition:GetConsumableUnEquipDuration(stateMachineInstanceData, stateContext) return end

---@param item ItemID
---@return gamedataEquipmentArea
function EquipmentBaseTransition:GetEquipAreaFromItemID(item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Float
function EquipmentBaseTransition:GetEquipDuration(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:GetIsPSMInValidState(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param item ItemID
---@return gamedataItemCategory
function EquipmentBaseTransition:GetItemCategoryFromItemID(item) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateContext gamestateMachineStateContextScript
---@return ItemID
function EquipmentBaseTransition:GetItemIDFromParam(stateMachineInstanceData, stateContext) return end

---@param referenceName CName|string
---@return InstanceDataMappedToReferenceName
function EquipmentBaseTransition:GetMappedInstanceData(referenceName) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateContext gamestateMachineStateContextScript
---@return EquipmentManipulationRequest
function EquipmentBaseTransition:GetProcessedEquipmentManipulationRequest(stateMachineInstanceData, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return ItemID
function EquipmentBaseTransition:GetSlotActiveItem(scriptInterface, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return gameItemObject
function EquipmentBaseTransition:GetSlotAttachedItem(scriptInterface, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return ItemID
function EquipmentBaseTransition:GetSlotAttachedItemID(scriptInterface, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return gameItemObject
function EquipmentBaseTransition:GetSlotAttachedItemObject(scriptInterface, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Float
function EquipmentBaseTransition:GetUnequipDuration(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Float
function EquipmentBaseTransition:GetWeaponEquipDuration(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInitData EquipmentInitData
---@return EquipmentManipulationRequest
function EquipmentBaseTransition:GetWeaponManipulationRequest(stateContext, stateMachineInitData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Float
function EquipmentBaseTransition:GetWeaponUnEquipDuration(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param item ItemID
function EquipmentBaseTransition:HandleWeaponEquip(scriptInterface, stateContext, stateMachineInstanceData, item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param item ItemID
function EquipmentBaseTransition:HandleWeaponUnequip(scriptInterface, stateContext, stateMachineInstanceData, item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param weapon gameweaponObject
---@return Bool
function EquipmentBaseTransition:HasThrowableCooldown(scriptInterface, weapon) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:IsLeftHandLogic(stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:IsProperItemEquipped(scriptInterface, stateContext, stateMachineInstanceData) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:IsRightHandLogic(stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:IsUsingFluffConsumable(scriptInterface, stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return Bool
function EquipmentBaseTransition:IsVisualItemInSlot(scriptInterface, stateMachineInstanceData) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return CName
function EquipmentBaseTransition:ReferenceNameToProcessRequestId(stateMachineInstanceData) return end

---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@return EquipmentManipulationRequestSlot
function EquipmentBaseTransition:ReferenceNameToRequestSlot(stateMachineInstanceData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:RemoveConsumableStateMachine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:RemoveCyberwareStateMachine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function EquipmentBaseTransition:RemoveGrenadesStateMachine(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@param stateMachineInitData EquipmentInitData
function EquipmentBaseTransition:SaveProcessedEquipmentManipulationRequest(stateContext, stateMachineInstanceData, stateMachineInitData) return end

---@param stateContext gamestateMachineStateContextScript
---@param item ItemID
function EquipmentBaseTransition:SetLeftHandItemParam(stateContext, item) return end

---@param stateContext gamestateMachineStateContextScript
---@param item ItemID
function EquipmentBaseTransition:SetRightHandItemParam(stateContext, item) return end

---@class EquipmentChangeTaskData : gameScriptTaskData
---@field eqData SPaperdollEquipData
EquipmentChangeTaskData = {}

---@return EquipmentChangeTaskData
function EquipmentChangeTaskData.new() return end

---@param props table
---@return EquipmentChangeTaskData
function EquipmentChangeTaskData.new(props) return end

---@class EquipmentInitData : IScriptable
---@field eqManipulationVarName CName
EquipmentInitData = {}

---@return EquipmentInitData
function EquipmentInitData.new() return end

---@param props table
---@return EquipmentInitData
function EquipmentInitData.new(props) return end

---@class EquipmentManipulationRequest : IScriptable
---@field requestType EquipmentManipulationRequestType
---@field requestSlot EquipmentManipulationRequestSlot
---@field equipAnim gameEquipAnimationType
EquipmentManipulationRequest = {}

---@return EquipmentManipulationRequest
function EquipmentManipulationRequest.new() return end

---@param props table
---@return EquipmentManipulationRequest
function EquipmentManipulationRequest.new(props) return end

---@class EquipmentSystem : gameIEquipmentSystem
---@field ownerData EquipmentSystemPlayerData[]
EquipmentSystem = {}

---@return EquipmentSystem
function EquipmentSystem.new() return end

---@param props table
---@return EquipmentSystem
function EquipmentSystem.new(props) return end

---@param ownerGameObject gameObject
---@param suffix String
---@return String
function EquipmentSystem.ComposeSDORootPath(ownerGameObject, suffix) return end

---@param owner gameObject
---@return gameClothingSet
function EquipmentSystem.GetActiveWardrobeSet(owner) return end

---@param owner gameObject
---@return gameWardrobeClothingSetIndex
function EquipmentSystem.GetActiveWardrobeSetID(owner) return end

---@return gamedataEquipmentArea[]
function EquipmentSystem.GetClothingEquipmentAreas() return end

---@param itemID ItemID
---@return CName
function EquipmentSystem.GetClothingItemAppearanceName(itemID) return end

---@param owner gameObject
---@return EquipmentSystemPlayerData
function EquipmentSystem.GetData(owner) return end

---@param item ItemID
---@return gamedataEquipmentArea
function EquipmentSystem.GetEquipAreaType(item) return end

---@param item ItemID
---@return gamedataEquipmentArea
function EquipmentSystem.GetEquipAreaTypeForDpad(item) return end

---@param owner gameObject
---@return ItemID
function EquipmentSystem.GetFirstAvailableWeapon(owner) return end

---@param owner gameObject
---@return EquipmentSystem
function EquipmentSystem.GetInstance(owner) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return ItemID[]
function EquipmentSystem.GetItemsInArea(owner, area) return end

---@param owner gameObject
---@param type ELastUsed
---@return ItemID
function EquipmentSystem.GetLastUsedItemByType(owner, type) return end

---@param item ItemID
---@return TweakDBID
function EquipmentSystem.GetPlacementSlot(item) return end

---@param owner gameObject
---@param requestSlot EquipmentManipulationRequestSlot
---@return ItemID
function EquipmentSystem.GetSlotActiveItem(owner, requestSlot) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystem.GetSlotOverridenItem(owner, area) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystem.HasItemInArea(owner, area) return end

---@param item gameItemObject
---@param tag CName|string
---@return Bool
function EquipmentSystem.HasTag(item, tag) return end

---@param item ItemID
---@return Bool
function EquipmentSystem.IsClothing(item) return end

---@param owner gameObject
---@return Bool
function EquipmentSystem.IsCyberdeckEquipped(owner) return end

---@param itemID ItemID
---@return Bool
function EquipmentSystem.IsItemCyberdeck(itemID) return end

---@param item ItemID
---@param category gamedataItemCategory
---@return Bool
function EquipmentSystem.IsItemOfCategory(item, category) return end

---@param owner gameObject
---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
function EquipmentSystem.RequestUnequipItem(owner, equipmentArea, slotIndex) return end

---@param owner gameObject
function EquipmentSystem.UnequipPrereqItems(owner) return end

function EquipmentSystem:BlockAndCompensateScaling() return end

function EquipmentSystem:CheckSaburoDogTagPresence() return end

function EquipmentSystem:ConsumablesChargesRework() return end

---@param slotIndex Int32
---@param area gamedataEquipmentArea
---@param itemID ItemID
---@param ownerGameObject gameObject
function EquipmentSystem:Debug_FillESSlotData(slotIndex, area, itemID, ownerGameObject) return end

---@param slotIndex Int32
---@param areaStr String
---@param itemID ItemID
---@param ownerGameObject gameObject
function EquipmentSystem:Debug_FillESSlotData(slotIndex, areaStr, itemID, ownerGameObject) return end

---@param slotIndex Int32
---@param areaStr String
---@param ownerGameObject gameObject
function EquipmentSystem:Debug_SetESSlotData(slotIndex, areaStr, ownerGameObject) return end

---@param equipArea gameSEquipArea
---@param ownerGameObject gameObject
function EquipmentSystem:Debug_SetupESAreaButton(equipArea, ownerGameObject) return end

---@param slotIndex Int32
---@param areaStr String
---@param ownerGameObject gameObject
function EquipmentSystem:Debug_SetupESSlotButton(slotIndex, areaStr, ownerGameObject) return end

---@param dataOwner gameObject
function EquipmentSystem:Debug_SetupEquipmentSystemOverlay(dataOwner) return end

---@param player PlayerPuppet
---@param tdbid TweakDBID|string
function EquipmentSystem:EquipCyberwareByTDBID(player, tdbid) return end

---@param player PlayerPuppet
function EquipmentSystem:EquipTutorialCyberware(player) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystem:GetActiveItem(owner, area) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystem:GetActiveVisualItem(owner, area) return end

---@param owner gameObject
---@param area gamedataEquipmentArea
---@return gameItemObject
function EquipmentSystem:GetActiveWeaponObject(owner, area) return end

---@param owner gameObject
---@return gameSEquipSlot[]
function EquipmentSystem:GetAllInstalledCyberwareAbilities(owner) return end

---@param owner gameObject
---@param item ItemID
---@return gameSEquipArea
function EquipmentSystem:GetEquipAreaFromItemID(owner, item) return end

---@param itemId ItemID
---@param owner gameObject
---@param suffixRecord gamedataItemsFactoryAppearanceSuffixBase_Record
---@return String
function EquipmentSystem:GetHairSuffix(itemId, owner, suffixRecord) return end

---@param owner gameObject
---@param itemID ItemID
---@return gameEHotkey
function EquipmentSystem:GetHotkeyTypeForItemID(owner, itemID) return end

---@param owner gameObject
---@param itemID ItemID
---@return gameEHotkey
function EquipmentSystem:GetHotkeyTypeFromItemID(owner, itemID) return end

---@param owner gameObject
---@return InventoryDataManagerV2
function EquipmentSystem:GetInventoryManager(owner) return end

---@param owner gameObject
---@param hotkey gameEHotkey
---@return ItemID
function EquipmentSystem:GetItemIDFromHotkey(owner, hotkey) return end

---@param owner gameObject
---@param equipArea gamedataEquipmentArea
---@param slotIndex Int32
---@return ItemID
function EquipmentSystem:GetItemInEquipSlot(owner, equipArea, slotIndex) return end

---@param owner gameObject
---@param item ItemID
---@return Int32
function EquipmentSystem:GetItemSlotIndex(owner, item) return end

---@param owner gameObject
---@return gamedataEquipmentArea[]
function EquipmentSystem:GetPaperDollSlots(owner) return end

---@param owner gameObject
---@return EquipmentSystemPlayerData
function EquipmentSystem:GetPlayerData(owner) return end

function EquipmentSystem:GiveAndEquipAutoscalingFleshFists() return end

function EquipmentSystem:GiveFixerShirt() return end

function EquipmentSystem:GiveSaburoTanto() return end

function EquipmentSystem:IconicsReworkCompensate() return end

function EquipmentSystem:InitializeWardrobeDatabase() return end

---@param owner gameObject
---@param itemData gameItemData
---@return Bool
function EquipmentSystem:IsEquippable(owner, itemData) return end

---@param owner gameObject
---@param item ItemID
---@return Bool
function EquipmentSystem:IsEquipped(owner, item) return end

---@param owner gameObject
---@param item ItemID
---@param equipmentArea gamedataEquipmentArea
---@return Bool
function EquipmentSystem:IsEquipped(owner, item, equipmentArea) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function EquipmentSystem:IsItemInHotkey(owner, itemID) return end

---@param request AssignHotkeyIfEmptySlot
function EquipmentSystem:OnAssignHotkeyIfEmptySlot(request) return end

---@param request AssignToCyberwareWheelRequest
function EquipmentSystem:OnAssignToCyberwareWheelRequest(request) return end

---@param request CheckRemovedItemWithSlotActiveItem
function EquipmentSystem:OnCheckRemovedItemWithSlotActiveItem(request) return end

---@param request ClearAllWeaponSlotsRequest
function EquipmentSystem:OnClearAllWeaponSlotsRequest(request) return end

---@param request ClearEquipmentRequest
function EquipmentSystem:OnClearEquipmentRequest(request) return end

---@param request DeleteEquipmentSetRequest
function EquipmentSystem:OnDeleteEquipmentSetRequest(request) return end

---@param request DeleteWardrobeSetRequest
function EquipmentSystem:OnDeleteWardrobeSetRequest(request) return end

---@param request gameDrawItemByContextRequest
function EquipmentSystem:OnDrawItemByContextRequest(request) return end

---@param request gameDrawItemRequest
function EquipmentSystem:OnDrawItemRequest(request) return end

---@param request gameEquipRequest
function EquipmentSystem:OnEquipRequest(request) return end

---@param request EquipVisualsRequest
function EquipmentSystem:OnEquipVisualsRequest(request) return end

---@param request EquipWardrobeSetRequest
function EquipmentSystem:OnEquipWardrobeSetRequest(request) return end

---@param request EquipmentSystemWeaponManipulationRequest
function EquipmentSystem:OnEquipmentSystemWeaponManipulationRequest(request) return end

---@param request EquipmentUIBBRequest
function EquipmentSystem:OnEquipmentUIBBRequest(request) return end

---@param request GameplayEquipProgramsRequest
function EquipmentSystem:OnGameplayEquipProgramsRequest(request) return end

---@param request GameplayEquipRequest
function EquipmentSystem:OnGameplayEquipRequest(request) return end

---@param request HotkeyAssignmentRequest
function EquipmentSystem:OnHotkeyAssignmentRequest(request) return end

---@param request HotkeyRefreshRequest
function EquipmentSystem:OnHotkeyRefreshRequest(request) return end

---@param request InstallCyberwareRequest
function EquipmentSystem:OnInstallCyberwareRequest(request) return end

---@param request LoadEquipmentSetRequest
function EquipmentSystem:OnLoadEquipmentSetRequest(request) return end

---@param request PartInstallRequest
function EquipmentSystem:OnPartInstallRequest(request) return end

---@param request PartUninstallRequest
function EquipmentSystem:OnPartUninstallRequest(request) return end

---@param request gamePlayerAttachRequest
function EquipmentSystem:OnPlayerAttach(request) return end

---@param request gamePlayerDetachRequest
function EquipmentSystem:OnPlayerDetach(request) return end

---@param request QuestDisableWardrobeSetRequest
function EquipmentSystem:OnQuestDisableWardrobeSetRequest(request) return end

---@param request QuestEnableWardrobeSetRequest
function EquipmentSystem:OnQuestEnableWardrobeSetRequest(request) return end

---@param request QuestHideSlotRequest
function EquipmentSystem:OnQuestHideSlotRequest(request) return end

---@param request QuestRestoreSlotRequest
function EquipmentSystem:OnQuestRestoreSlotRequest(request) return end

---@param request QuestRestoreWardrobeSetRequest
function EquipmentSystem:OnQuestRestoreWardrobeSetRequest(request) return end

---@param request ReplaceEquipmentRequest
function EquipmentSystem:OnReplaceEquipmentRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function EquipmentSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SaveEquipmentSetRequest
function EquipmentSystem:OnSaveEquipmentSetRequest(request) return end

---@param request SetActiveItemInEquipmentArea
function EquipmentSystem:OnSetActiveItemInEquipmentArea(request) return end

---@param request gameSynchronizeAttachmentSlotRequest
function EquipmentSystem:OnSynchronizeAttachmentSlotRequest(request) return end

---@param request gameUnequipByContextRequest
function EquipmentSystem:OnUnequipByContextRequest(request) return end

---@param request gameUnequipByTDBIDRequest
function EquipmentSystem:OnUnequipByTDBIDRequest(request) return end

---@param request UnequipItemsRequest
function EquipmentSystem:OnUnequipItemsRequest(request) return end

---@param request UnequipRequest
function EquipmentSystem:OnUnequipRequest(request) return end

---@param request UnequipVisualsRequest
function EquipmentSystem:OnUnequipVisualsRequest(request) return end

---@param request UnequipWardrobeSetRequest
function EquipmentSystem:OnUnequipWardrobeSetRequest(request) return end

---@param request UninstallCyberwareRequest
function EquipmentSystem:OnUninstallCyberwareRequest(request) return end

function EquipmentSystem:PrintEquipment() return end

function EquipmentSystem:ProcessIconicsFactsForBlackMarketer() return end

function EquipmentSystem:ProcessNonIconicWeaponsRescale() return end

function EquipmentSystem:RefreshItemPlayerScaling() return end

function EquipmentSystem:ReplaceLeftHandVariantWeaponsWithRegular() return end

function EquipmentSystem:RetrofixCyberwares() return end

function EquipmentSystem:RetrofixQuickhacks() return end

---@class EquipmentSystemPlayerData : IScriptable
---@field owner ScriptedPuppet
---@field ownerID entEntityID
---@field equipment gameSLoadout
---@field lastUsedStruct gameSLastUsedWeapon
---@field slotActiveItemsInHands gameSSlotActiveItems
---@field clothingSlotsInfo gameSSlotInfo[]
---@field clothingVisualsInfo gameSSlotVisualInfo[]
---@field visualUnequipTransition Bool
---@field wardrobeDisabled Bool
---@field lastActiveWardrobeSet gameWardrobeClothingSetIndex
---@field visualTagProcessingInfo gameSVisualTagProcessing[]
---@field eventsSent Int32
---@field hotkeys Hotkey[]
---@field inventoryManager InventoryDataManagerV2
---@field wardrobeSystem gameWardrobeSystem
---@field equipPending Bool
---@field equipAreaIndexCache Int32[]
EquipmentSystemPlayerData = {}

---@return EquipmentSystemPlayerData
function EquipmentSystemPlayerData.new() return end

---@param props table
---@return EquipmentSystemPlayerData
function EquipmentSystemPlayerData.new(props) return end

---@param owner PlayerPuppet
---@param itemToDraw ItemID
---@param unequip Bool
function EquipmentSystemPlayerData.UpdateArmSlot(owner, itemToDraw, unequip) return end

---@param transactionSystem gameTransactionSystem
---@param slot TweakDBID|string
---@param itemID ItemID
---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:AddItemToSlot(transactionSystem, slot, itemID, area) return end

---@param transactionSystem gameTransactionSystem
---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:AddVisualItemToSlot(transactionSystem, area) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:ApplyEquipGLPs(itemID) return end

---@param equipSlotID TweakDBID|string
function EquipmentSystemPlayerData:ApplySlotGLPs(equipSlotID) return end

---@param newID ItemID
---@param hotkey gameEHotkey
function EquipmentSystemPlayerData:AssignItemToHotkey(newID, hotkey) return end

---@param currentItem ItemID
---@return Bool
function EquipmentSystemPlayerData:AssignNextValidItemToHotkey(currentItem) return end

---@param item ItemID
function EquipmentSystemPlayerData:ChangeAppearanceToItem(item) return end

function EquipmentSystemPlayerData:CheckCyberjunkieAchievement() return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:CheckCyberwareItemForActivatedAction(item) return end

---@param itemID ItemID
---@param randomVariant Int32
---@return Bool
function EquipmentSystemPlayerData:CheckEquipPrereqs(itemID, randomVariant) return end

---@param itemID ItemID
---@param requiredTags CName[]|string[]
---@return Bool
function EquipmentSystemPlayerData:CheckTagsInItem(itemID, requiredTags) return end

---@param weaponItem ItemID
---@param suppressDriverWarnings Bool
---@return Bool
function EquipmentSystemPlayerData:CheckWeaponAgainstGameplayRestrictions(weaponItem, suppressDriverWarnings) return end

function EquipmentSystemPlayerData:ClearAllWeaponSlots() return end

function EquipmentSystemPlayerData:ClearEquipment() return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:ClearItemAppearance(area) return end

---@param areaType gamedataEquipmentArea
function EquipmentSystemPlayerData:ClearItemAppearanceEvent(areaType) return end

---@param hotkey gameEHotkey
function EquipmentSystemPlayerData:ClearItemFromHotkey(hotkey) return end

function EquipmentSystemPlayerData:ClearLastUsedStruct() return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:ClearPreviewItem(area) return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:ClearVisuals(area) return end

---@param area gamedataEquipmentArea
---@return gameSSlotVisualInfo
function EquipmentSystemPlayerData:CreateClothingVisualSlotInfo(area) return end

---@param area gamedataEquipmentArea
---@param slot String
---@param visualTag CName|string
---@return gameSSlotInfo
function EquipmentSystemPlayerData:CreateSlotInfo(area, slot, visualTag) return end

function EquipmentSystemPlayerData:CreateUnequipConsumableWeaponManipulationRequest() return end

function EquipmentSystemPlayerData:CreateUnequipGadgetWeaponManipulationRequest() return end

function EquipmentSystemPlayerData:CreateUnequipWeaponManipulationRequest() return end

---@param cycleNext Bool
---@param onlyCheck Bool
---@return ItemID
function EquipmentSystemPlayerData:CycleWeapon(cycleNext, onlyCheck) return end

---@param setName String
function EquipmentSystemPlayerData:DeleteEquipmentSet(setName) return end

---@param setID gameWardrobeClothingSetIndex
function EquipmentSystemPlayerData:DeleteWardrobeSet(setID) return end

---@param itemToDraw ItemID
---@param drawAnimationType gameEquipAnimationType
function EquipmentSystemPlayerData:DrawItem(itemToDraw, drawAnimationType) return end

---@return ItemID
function EquipmentSystemPlayerData:EquipBaseFists() return end

---@param itemID ItemID
---@param blockActiveSlotsUpdate Bool
---@param forceEquipWeapon Bool
function EquipmentSystemPlayerData:EquipItem(itemID, blockActiveSlotsUpdate, forceEquipWeapon) return end

---@param itemID ItemID
---@param slotIndex Int32
---@param blockActiveSlotsUpdate Bool
---@param forceEquipWeapon Bool
function EquipmentSystemPlayerData:EquipItem(itemID, slotIndex, blockActiveSlotsUpdate, forceEquipWeapon) return end

---@param item ItemID
function EquipmentSystemPlayerData:EquipVisuals(item) return end

---@param setID gameWardrobeClothingSetIndex
function EquipmentSystemPlayerData:EquipWardrobeSet(setID) return end

---@return Bool
function EquipmentSystemPlayerData:EvaluateUnderwearTopHiddenState() return end

---@param unequippedItem ItemID
---@return Bool
function EquipmentSystemPlayerData:EvaluateUnderwearTopVisibility(unequippedItem) return end

---@param unequippedItem ItemID
---@return Bool
function EquipmentSystemPlayerData:EvaluateUnderwearVisibility(unequippedItem) return end

function EquipmentSystemPlayerData:FinalizeVisualTagProcessing() return end

---@param item ItemID
---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:FindItemInEquipArea(item, area) return end

---@param tag CName|string
---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:FindItemInEquipAreaByTag(tag, area) return end

---@param setID gameWardrobeClothingSetIndex
---@return gameClothingSet
function EquipmentSystemPlayerData:FindWardrobeClothingSetByID(setID) return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveConsumable() return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveCyberware() return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveGadget() return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveHeavyWeapon() return end

---@param equipArea gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:GetActiveItem(equipArea) return end

---@param equipAreaIndex Int32
---@return ItemID
function EquipmentSystemPlayerData:GetActiveItemID(equipAreaIndex) return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveMeleeWare() return end

---@return gameClothingSet
function EquipmentSystemPlayerData:GetActiveWardrobeSet() return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveWeapon() return end

---@param equipArea gamedataEquipmentArea
---@return gameItemObject
function EquipmentSystemPlayerData:GetActiveWeaponObject(equipArea) return end

---@return ItemID
function EquipmentSystemPlayerData:GetActiveWeaponToUnequip() return end

---@return gameSEquipSlot[]
function EquipmentSystemPlayerData:GetAllAbilityCyberwareSlots() return end

---@param equipmentArea gamedataEquipmentArea
---@param outCyberwareList gameSEquipSlot[]
function EquipmentSystemPlayerData:GetAllAbilityCyberwareSlotsByEquipmentArea(equipmentArea, outCyberwareList) return end

---@return gamedataEquipmentArea[]
function EquipmentSystemPlayerData:GetAllCyberwareEquipmentAreas() return end

---@param tag CName|string
---@return gamedataEquipmentArea
function EquipmentSystemPlayerData:GetAreaTypeByVisualTag(tag) return end

---@return ItemID
function EquipmentSystemPlayerData:GetBaseFistsItemID() return end

---@param areaType gamedataEquipmentArea
---@return gameSEquipArea
function EquipmentSystemPlayerData:GetEquipArea(areaType) return end

---@param item ItemID
---@return gameSEquipArea
function EquipmentSystemPlayerData:GetEquipAreaFromItemID(item) return end

---@param areaType gamedataEquipmentArea
---@return Int32
function EquipmentSystemPlayerData:GetEquipAreaIndex(areaType) return end

---@param equipAreaID TweakDBID|string
---@return Int32
function EquipmentSystemPlayerData:GetEquipAreaIndex(equipAreaID) return end

---@param areaType gamedataEquipmentArea
---@return gamedataEquipmentArea_Record
function EquipmentSystemPlayerData:GetEquipAreaRecordByType(areaType) return end

---@return gameSLoadout
function EquipmentSystemPlayerData:GetEquipment() return end

---@return ItemID[]
function EquipmentSystemPlayerData:GetEquippedClothesAndWeapons() return end

---@return ItemID[]
function EquipmentSystemPlayerData:GetEquippedQuestItems() return end

---@return ItemID
function EquipmentSystemPlayerData:GetFirstMeleeWeaponItemID() return end

---@return ItemID
function EquipmentSystemPlayerData:GetFistsItemID() return end

---@return CName
function EquipmentSystemPlayerData:GetHighestPriorityMovementAudio() return end

---@param itemID ItemID
---@return gameEHotkey
function EquipmentSystemPlayerData:GetHotkeyTypeForItemID(itemID) return end

---@param itemID ItemID
---@return gameEHotkey
function EquipmentSystemPlayerData:GetHotkeyTypeFromItemID(itemID) return end

---@return InventoryDataManagerV2
function EquipmentSystemPlayerData:GetInventoryManager() return end

---@param itemID ItemID
---@return CName
function EquipmentSystemPlayerData:GetItemAppearanceForGender(itemID) return end

---@param itemID TweakDBID|string
---@return gamedataGameplayLogicPackage_Record[]
function EquipmentSystemPlayerData:GetItemGLPs(itemID) return end

---@param hotkey gameEHotkey
---@return ItemID
function EquipmentSystemPlayerData:GetItemIDFromHotkey(hotkey) return end

---@param eqManipulationAction EquipmentManipulationAction
---@return ItemID
function EquipmentSystemPlayerData:GetItemIDfromEquipmentManipulationAction(eqManipulationAction) return end

---@param equipAreaIndex Int32
---@param slotIndex Int32
---@return ItemID
function EquipmentSystemPlayerData:GetItemInEquipSlot(equipAreaIndex, slotIndex) return end

---@param areaType gamedataEquipmentArea
---@param slotIndex Int32
---@return ItemID
function EquipmentSystemPlayerData:GetItemInEquipSlot(areaType, slotIndex) return end

---@param equipmentArea gamedataEquipmentArea
---@param itemType gamedataItemType
---@param outItems gameSEquipSlot[]
function EquipmentSystemPlayerData:GetItemsByEquipAreaAndItemType(equipmentArea, itemType, outItems) return end

---@param lastUsedWeaponType ELastUsed
---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedItemID(lastUsedWeaponType) return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedMeleeWeaponItemID() return end

---@param driverCombatWeaponTag CName|string
---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedOrFirstAvailableDriverCombatWeapon(driverCombatWeaponTag) return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedOrFirstAvailableMeleeWeapon() return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedOrFirstAvailableOneHandedRangedWeapon() return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedOrFirstAvailableRangedWeapon() return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedOrFirstAvailableWeapon() return end

---@return gameSLastUsedWeapon
function EquipmentSystemPlayerData:GetLastUsedStruct() return end

---@return ItemID
function EquipmentSystemPlayerData:GetLastUsedWeaponItemID() return end

---@return ItemID
function EquipmentSystemPlayerData:GetMeleewareOrFistsItemID() return end

---@param equipArea gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:GetNextActiveItem(equipArea) return end

---@param equipAreaIndex Int32
---@param requiredTags CName[]|string[]
---@return Int32
function EquipmentSystemPlayerData:GetNextActiveItemIndex(equipAreaIndex, requiredTags) return end

---@param equipAreaIndex Int32
---@return Int32
function EquipmentSystemPlayerData:GetNextActiveItemIndex(equipAreaIndex) return end

---@param arr ItemID[]
---@param fromIndex Int32
---@return ItemID
function EquipmentSystemPlayerData:GetNextItemInList(arr, fromIndex) return end

---@return ItemID
function EquipmentSystemPlayerData:GetNextThrowableWeapon() return end

---@return ItemID
function EquipmentSystemPlayerData:GetNextWeaponWheelItem() return end

---@return Int32
function EquipmentSystemPlayerData:GetNumberEquippedWeapons() return end

---@param areaType gamedataEquipmentArea
---@return Int32
function EquipmentSystemPlayerData:GetNumberOfItemsInEquipmentArea(areaType) return end

---@param areaType gamedataEquipmentArea
---@param includeLocked Bool
---@return Int32
function EquipmentSystemPlayerData:GetNumberOfSlots(areaType, includeLocked) return end

---@param sideUpgradeID ItemID
---@return ItemID
function EquipmentSystemPlayerData:GetOriginalItemIDFromSideUpgrade(sideUpgradeID) return end

---@return ScriptedPuppet
function EquipmentSystemPlayerData:GetOwner() return end

---@return CName
function EquipmentSystemPlayerData:GetOwnerGender() return end

---@return entEntityID
function EquipmentSystemPlayerData:GetOwnerID() return end

---@return gameSEquipArea[]
function EquipmentSystemPlayerData:GetPaperDollEquipAreas() return end

---@return ItemID[]
function EquipmentSystemPlayerData:GetPaperDollItems() return end

---@return gamedataEquipmentArea[]
function EquipmentSystemPlayerData:GetPaperDollSlots() return end

---@param equipAreaIndex Int32
---@param slotIndex Int32
---@return TweakDBID
function EquipmentSystemPlayerData:GetPlacementSlot(equipAreaIndex, slotIndex) return end

---@param area gamedataEquipmentArea
---@return TweakDBID
function EquipmentSystemPlayerData:GetPlacementSlotByAreaType(area) return end

---@return gamedataEquipmentArea_Record[]
function EquipmentSystemPlayerData:GetPlayerEquipmentAreas() return end

---@param eqManipulationAction EquipmentManipulationAction
---@return EquipmentManipulationRequestSlot
function EquipmentSystemPlayerData:GetRequestSlotFromEquipmentManipulationAction(eqManipulationAction) return end

---@param item ItemID
---@return EquipmentManipulationRequestSlot
function EquipmentSystemPlayerData:GetRequestSlotFromItemID(item) return end

---@param slot EquipmentManipulationRequestSlot
---@return ItemID
function EquipmentSystemPlayerData:GetSlotActiveItem(slot) return end

---@return gameSSlotActiveItems
function EquipmentSystemPlayerData:GetSlotActiveItemStruct() return end

---@return ItemID
function EquipmentSystemPlayerData:GetSlotActiveWeapon() return end

---@param equipSlotID TweakDBID|string
---@return gamedataGameplayLogicPackage_Record[]
function EquipmentSystemPlayerData:GetSlotGLPs(equipSlotID) return end

---@param itemID ItemID
---@param equipAreaType gamedataEquipmentArea
---@return Int32
function EquipmentSystemPlayerData:GetSlotIndex(itemID, equipAreaType) return end

---@param itemID ItemID
---@return Int32
function EquipmentSystemPlayerData:GetSlotIndex(itemID) return end

---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:GetSlotOverridenVisualItem(area) return end

---@param tag CName|string
---@return Int32
function EquipmentSystemPlayerData:GetSlotsInfoIndex(tag) return end

---@param area gamedataEquipmentArea
---@return ItemID
function EquipmentSystemPlayerData:GetVisualItemInSlot(area) return end

---@param area gamedataEquipmentArea
---@return Int32
function EquipmentSystemPlayerData:GetVisualSetIndex(area) return end

---@param area gamedataEquipmentArea
---@param excludeUnderwear Bool
---@return Int32
function EquipmentSystemPlayerData:GetVisualSlotIndex(area, excludeUnderwear) return end

---@param area gamedataEquipmentArea
---@return CName
function EquipmentSystemPlayerData:GetVisualTagByAreaType(area) return end

---@param weaponSlot Int32
---@return ItemID
function EquipmentSystemPlayerData:GetWeaponSlotItem(weaponSlot) return end

---@param strongArmsID ItemID
function EquipmentSystemPlayerData:HandleStrongArmsEquip(strongArmsID) return end

function EquipmentSystemPlayerData:HandleStrongArmsUnequip() return end

---@param equipAreaIndex Int32
---@param slotIndex Int32
---@return Bool
function EquipmentSystemPlayerData:HasItemEquipped(equipAreaIndex, slotIndex) return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:HasItemInInventory(item) return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:HasUnderwearVisualTags(item) return end

---@param area gamedataEquipmentArea
---@param hide Bool
function EquipmentSystemPlayerData:HideItem(area, hide) return end

function EquipmentSystemPlayerData:HotkeysOnRestore() return end

function EquipmentSystemPlayerData:InitializeClothingOverrideInfo() return end

function EquipmentSystemPlayerData:InitializeClothingSlotsInfo() return end

---@param slotRecord gamedataEquipSlot_Record
---@return gameSEquipSlot
function EquipmentSystemPlayerData:InitializeEquipSlotFromRecord(slotRecord) return end

---@param slotRecords gamedataEquipSlot_Record[]
---@return gameSEquipSlot[]
function EquipmentSystemPlayerData:InitializeEquipSlotsFromRecords(slotRecords) return end

function EquipmentSystemPlayerData:InitializeEquipment() return end

---@param equipAreaRecord gamedataEquipmentArea_Record
---@return gameSEquipArea
function EquipmentSystemPlayerData:InitializeEquipmentArea(equipAreaRecord) return end

function EquipmentSystemPlayerData:InitializeEquipmentAreaIndexCache() return end

---@return Bool
function EquipmentSystemPlayerData:IsBuildCensored() return end

---@return Bool
function EquipmentSystemPlayerData:IsClothingVisualsInfoEmpty() return end

---@return Bool
function EquipmentSystemPlayerData:IsEquipPending() return end

---@param eqManipulationAction EquipmentManipulationAction
---@return Bool
function EquipmentSystemPlayerData:IsEquipmentManipulationAnUnequipRequest(eqManipulationAction) return end

---@param itemData gameItemData
---@return Bool
function EquipmentSystemPlayerData:IsEquippable(itemData) return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:IsEquipped(item) return end

---@param item ItemID
---@param equipmentArea gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:IsEquipped(item, equipmentArea) return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:IsItemAWeapon(item) return end

---@param item ItemID
---@return Bool
function EquipmentSystemPlayerData:IsItemConstructed(item) return end

---@param itemID ItemID
---@return Bool
function EquipmentSystemPlayerData:IsItemInHotkey(itemID) return end

---@param item ItemID
---@param category gamedataItemCategory
---@return Bool
function EquipmentSystemPlayerData:IsItemOfCategory(item, category) return end

---@param itemID ItemID
---@param transactionSystem gameTransactionSystem
---@return Bool
function EquipmentSystemPlayerData:IsPartialVisualTagActive(itemID, transactionSystem) return end

---@param itemID ItemID
---@return Bool
function EquipmentSystemPlayerData:IsSideUpgradeEquipped(itemID) return end

---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:IsSlotHidden(area) return end

---@param equipAreaType gamedataEquipmentArea
---@param index Int32
---@return Bool, Bool
function EquipmentSystemPlayerData:IsSlotLocked(equipAreaType, index) return end

---@param slot gameSEquipSlot
---@return Bool, Bool
function EquipmentSystemPlayerData:IsSlotLocked(slot) return end

---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:IsSlotOverriden(area) return end

---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:IsTransmogBlockedOnSlot(area) return end

---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:IsUnderwear(area) return end

---@return Bool
function EquipmentSystemPlayerData:IsUnderwearHidden() return end

---@return Bool
function EquipmentSystemPlayerData:IsVisualSetActive() return end

---@return Bool
function EquipmentSystemPlayerData:IsVisualSetUnequipInTransition() return end

---@param tag CName|string
---@return Bool
function EquipmentSystemPlayerData:IsVisualTagActive(tag) return end

---@param tag CName|string
---@return Bool
function EquipmentSystemPlayerData:IsVisualTagValid(tag) return end

---@return Bool
function EquipmentSystemPlayerData:IsWardrobeEnabled() return end

---@param setName String
function EquipmentSystemPlayerData:LoadEquipmentSet(setName) return end

---@param request AssignHotkeyIfEmptySlot
function EquipmentSystemPlayerData:OnAssignHotkeyIfEmptySlot(request) return end

---@param request AssignToCyberwareWheelRequest
function EquipmentSystemPlayerData:OnAssignToCyberwareWheelRequest(request) return end

function EquipmentSystemPlayerData:OnAttach() return end

---@param request CheckRemovedItemWithSlotActiveItem
function EquipmentSystemPlayerData:OnCheckRemovedItemWithSlotActiveItem(request) return end

---@param request ClearAllWeaponSlotsRequest
function EquipmentSystemPlayerData:OnClearAllWeaponSlotsRequest(request) return end

---@param request ClearEquipmentRequest
function EquipmentSystemPlayerData:OnClearEquipmentRequest(request) return end

---@param resetItemID ItemID
function EquipmentSystemPlayerData:OnClearItemAppearance(resetItemID) return end

---@param request DeleteEquipmentSetRequest
function EquipmentSystemPlayerData:OnDeleteEquipmentSetRequest(request) return end

function EquipmentSystemPlayerData:OnDetach() return end

---@param request gameDrawItemRequest
function EquipmentSystemPlayerData:OnDrawItemRequest(request) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:OnEquipProcessVisualTags(itemID) return end

---@param request gameEquipRequest
function EquipmentSystemPlayerData:OnEquipRequest(request) return end

---@param request EquipVisualsRequest
function EquipmentSystemPlayerData:OnEquipVisualsRequest(request) return end

---@param request EquipmentSystemWeaponManipulationRequest
function EquipmentSystemPlayerData:OnEquipmentSystemWeaponManipulationRequest(request) return end

---@param request EquipmentUIBBRequest
function EquipmentSystemPlayerData:OnEquipmentUIBBRequest(request) return end

---@param request GameplayEquipProgramsRequest
function EquipmentSystemPlayerData:OnGameplayEquipProgramsRequest(request) return end

---@param request GameplayEquipRequest
function EquipmentSystemPlayerData:OnGameplayEquipRequest(request) return end

---@param request HotkeyAssignmentRequest
function EquipmentSystemPlayerData:OnHotkeyAssignmentRequest(request) return end

---@param request HotkeyRefreshRequest
function EquipmentSystemPlayerData:OnHotkeyRefreshRequest(request) return end

function EquipmentSystemPlayerData:OnInitialize() return end

---@param request InstallCyberwareRequest
function EquipmentSystemPlayerData:OnInstallCyberwareRequest(request) return end

---@param request LoadEquipmentSetRequest
function EquipmentSystemPlayerData:OnLoadEquipmentSetRequest(request) return end

---@param request PartInstallRequest
function EquipmentSystemPlayerData:OnPartInstallRequest(request) return end

---@param request PartUninstallRequest
function EquipmentSystemPlayerData:OnPartUninstallRequest(request) return end

---@param request QuestDisableWardrobeSetRequest
function EquipmentSystemPlayerData:OnQuestDisableWardrobeSetRequest(request) return end

---@param request QuestEnableWardrobeSetRequest
function EquipmentSystemPlayerData:OnQuestEnableWardrobeSetRequest(request) return end

---@param request QuestRestoreWardrobeSetRequest
function EquipmentSystemPlayerData:OnQuestRestoreWardrobeSetRequest(request) return end

---@param request ReplaceEquipmentRequest
function EquipmentSystemPlayerData:OnReplaceEquipmentRequest(request) return end

---@param resetItemID ItemID
function EquipmentSystemPlayerData:OnResetItemAppearance(resetItemID) return end

function EquipmentSystemPlayerData:OnRestored() return end

---@param request SaveEquipmentSetRequest
function EquipmentSystemPlayerData:OnSaveEquipmentSetRequest(request) return end

---@param request SetActiveItemInEquipmentArea
function EquipmentSystemPlayerData:OnSetActiveItemInEquipmentArea(request) return end

---@param request gameSynchronizeAttachmentSlotRequest
function EquipmentSystemPlayerData:OnSynchronizeAttachmentSlotRequest(request) return end

---@param bottom Bool
function EquipmentSystemPlayerData:OnUnderwearEquipFailsafe(bottom) return end

---@param request gameUnequipByTDBIDRequest
function EquipmentSystemPlayerData:OnUnequipByTDBIDRequest(request) return end

---@param request UnequipItemsRequest
function EquipmentSystemPlayerData:OnUnequipItemsRequest(request) return end

---@param currentItem ItemID
---@param forceIfHidden Bool
function EquipmentSystemPlayerData:OnUnequipProcessVisualTags(currentItem, forceIfHidden) return end

---@param request UnequipRequest
function EquipmentSystemPlayerData:OnUnequipRequest(request) return end

---@param currentItem ItemID
---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:OnUnequipUpdateVisuals(currentItem, area) return end

---@param request UnequipVisualsRequest
function EquipmentSystemPlayerData:OnUnequipVisualsRequest(request) return end

---@param request UninstallCyberwareRequest
function EquipmentSystemPlayerData:OnUninstallCyberwareRequest(request) return end

---@param owner gameObject
---@param slotIndex Int32
---@param addToInventory Bool
---@param itemID ItemID
---@param equipToCurrentActiveSlot Bool
---@param blockUpdateWeaponActiveSlots Bool
---@param forceEquipWeapon Bool
---@param extraQuality Float
function EquipmentSystemPlayerData:ProcessEquipRequest(owner, slotIndex, addToInventory, itemID, equipToCurrentActiveSlot, blockUpdateWeaponActiveSlots, forceEquipWeapon, extraQuality) return end

---@param item ItemID
function EquipmentSystemPlayerData:ProcessGadgetsTutorials(item) return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:QuestHideSlot(area) return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:QuestRestoreSlot(area) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:RemoveEquipGLPs(itemID) return end

---@param item ItemID
function EquipmentSystemPlayerData:RemoveItemFromEquipSlot(item) return end

---@param item ItemID
function EquipmentSystemPlayerData:RemoveItemFromSlotActiveItem(item) return end

---@param equipSlotID TweakDBID|string
function EquipmentSystemPlayerData:RemoveSlotGLPs(equipSlotID) return end

---@param reqType EquipmentManipulationRequestType
---@param reqSlot EquipmentManipulationRequestSlot
---@param equipAnim gameEquipAnimationType
---@param referenceName CName|string
---@param requestName CName|string
function EquipmentSystemPlayerData:RequestEquipmentStateMachine(reqType, reqSlot, equipAnim, referenceName, requestName) return end

---@param area gamedataEquipmentArea
---@param force Bool
function EquipmentSystemPlayerData:ResetItemAppearance(area, force) return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:ResetItemAppearanceEvent(area) return end

---@return gameSEquipArea
function EquipmentSystemPlayerData:RestoreEquipSlotsData() return end

---@param setName String
---@param setType gameEquipmentSetType
function EquipmentSystemPlayerData:SaveEquipmentSet(setName, setType) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:SendEquipAudioEvents(itemID) return end

---@param reqType EquipmentManipulationRequestType
---@param reqSlot EquipmentManipulationRequestSlot
---@param equipAnim gameEquipAnimationType
function EquipmentSystemPlayerData:SendPSMWeaponManipulationRequest(reqType, reqSlot, equipAnim) return end

---@param area gameSEquipArea
---@param equipped Bool
---@param slot TweakDBID|string
---@param slotindex Int32
---@param ignoreSlot Bool
---@param force Bool
function EquipmentSystemPlayerData:SendPaperdollUpdate(area, equipped, slot, slotindex, ignoreSlot, force) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:SendUnequipAudioEvents(itemID) return end

---@param item ItemID
function EquipmentSystemPlayerData:SetLastUsedItem(item) return end

---@param owner ScriptedPuppet
function EquipmentSystemPlayerData:SetOwner(owner) return end

---@param slot EquipmentManipulationRequestSlot
---@param item ItemID
function EquipmentSystemPlayerData:SetSlotActiveItem(slot, item) return end

---@param itemID ItemID
---@return Bool, gameEHotkey
function EquipmentSystemPlayerData:ShouldPickedUpItemBeAddedToHotkey(itemID) return end

---@return Bool
function EquipmentSystemPlayerData:ShouldShowGenitals() return end

---@param area gamedataEquipmentArea
---@return Bool
function EquipmentSystemPlayerData:ShouldSlotBeHidden(area) return end

---@param unequippedItem ItemID
---@return Bool
function EquipmentSystemPlayerData:ShouldUnderwearBeVisible(unequippedItem) return end

---@return Bool
function EquipmentSystemPlayerData:ShouldUnderwearBeVisibleInSet() return end

---@param unequippedItem ItemID
---@return Bool
function EquipmentSystemPlayerData:ShouldUnderwearTopBeVisible(unequippedItem) return end

---@return Bool
function EquipmentSystemPlayerData:ShouldUnderwearTopBeVisibleInSet() return end

---@param hotkey gameEHotkey
function EquipmentSystemPlayerData:SyncHotkeyData(hotkey) return end

function EquipmentSystemPlayerData:TryFillCyberwareHotkey() return end

function EquipmentSystemPlayerData:UnderwearEquipFailsafe() return end

function EquipmentSystemPlayerData:UnderwearTopEquipFailsafe() return end

function EquipmentSystemPlayerData:UnequipAllFoleyAudio() return end

---@param cyberwareData gameItemData
function EquipmentSystemPlayerData:UnequipCyberwareParts(cyberwareData) return end

function EquipmentSystemPlayerData:UnequipFootwearAudio() return end

---@param equipAreaIndex Int32
---@param slotIndex Int32
---@param forceRemove Bool
function EquipmentSystemPlayerData:UnequipItem(equipAreaIndex, slotIndex, forceRemove) return end

---@param itemID ItemID
function EquipmentSystemPlayerData:UnequipItem(itemID) return end

function EquipmentSystemPlayerData:UnequipOutfitFootwearAudio() return end

function EquipmentSystemPlayerData:UnequipPrereqItems() return end

---@param area gamedataEquipmentArea
function EquipmentSystemPlayerData:UnequipVisuals(area) return end

function EquipmentSystemPlayerData:UnequipWardrobeSet() return end

---@param itemID ItemID
function EquipmentSystemPlayerData:UpdateActiveWheelItem(itemID) return end

---@param newCurrentItem ItemID
function EquipmentSystemPlayerData:UpdateEquipAreaActiveIndex(newCurrentItem) return end

---@param paperDollEqData SPaperdollEquipData
---@param forceFire Bool
function EquipmentSystemPlayerData:UpdateEquipmentUIBB(paperDollEqData, forceFire) return end

function EquipmentSystemPlayerData:UpdateInnerChest() return end

function EquipmentSystemPlayerData:UpdateQuickWheel() return end

---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
function EquipmentSystemPlayerData:UpdateUIBBAreaChanged(equipmentArea, slotIndex) return end

---@param area gamedataEquipmentArea
---@param show Bool
function EquipmentSystemPlayerData:UpdateVisualTagProcessingInfo(area, show) return end

function EquipmentSystemPlayerData:UpdateWeaponWheel() return end

---@class EquipmentSystemWeaponManipulationRequest : gamePlayerScriptableSystemRequest
---@field requestType EquipmentManipulationAction
---@field equipAnimType gameEquipAnimationType
---@field removeItemFromEquipSlot Bool
EquipmentSystemWeaponManipulationRequest = {}

---@return EquipmentSystemWeaponManipulationRequest
function EquipmentSystemWeaponManipulationRequest.new() return end

---@param props table
---@return EquipmentSystemWeaponManipulationRequest
function EquipmentSystemWeaponManipulationRequest.new(props) return end

---@class EquipmentUIBBRequest : gamePlayerScriptableSystemRequest
EquipmentUIBBRequest = {}

---@return EquipmentUIBBRequest
function EquipmentUIBBRequest.new() return end

---@param props table
---@return EquipmentUIBBRequest
function EquipmentUIBBRequest.new(props) return end

---@class EquipmentWidgets
---@field widgetArray inkWidgetReference[]
EquipmentWidgets = {}

---@return EquipmentWidgets
function EquipmentWidgets.new() return end

---@param props table
---@return EquipmentWidgets
function EquipmentWidgets.new(props) return end

---@class EquippedDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
EquippedDecisions = {}

---@return EquippedDecisions
function EquippedDecisions.new() return end

---@param props table
---@return EquippedDecisions
function EquippedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function EquippedDecisions:ToUnequipCycle(stateContext, scriptInterface) return end

---@class EquippedEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
EquippedEvents = {}

---@return EquippedEvents
function EquippedEvents.new() return end

---@param props table
---@return EquippedEvents
function EquippedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquippedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function EquippedEvents:OnExit(stateContext, scriptInterface) return end

---@class EquippedQuickHackData : IScriptable
---@field programEntries ProgramEntry[]
EquippedQuickHackData = {}

---@return EquippedQuickHackData
function EquippedQuickHackData.new() return end

---@param props table
---@return EquippedQuickHackData
function EquippedQuickHackData.new(props) return end

---@param parts gameSPartSlots[]
---@return ProgramEntry[]
function EquippedQuickHackData.GetShardsQuickHacks(parts) return end

---@param player PlayerPuppet
---@return EquippedQuickHackData
function EquippedQuickHackData.Make(player) return end

---@param itemID ItemID
---@return gameInventoryItemAbility[]
function EquippedQuickHackData:GetAbilitiesByItemID(itemID) return end

---@class EquippedWeaponTypeCondition : workIScriptedCondition
---@field weaponType WorkspotWeaponConditionEnum
EquippedWeaponTypeCondition = {}

---@return EquippedWeaponTypeCondition
function EquippedWeaponTypeCondition.new() return end

---@param props table
---@return EquippedWeaponTypeCondition
function EquippedWeaponTypeCondition.new(props) return end

---@param ent entEntity
---@return Bool
function EquippedWeaponTypeCondition:CheckCondition(ent) return end

---@class EscalateProvoke : AIbehaviorconditionScript
EscalateProvoke = {}

---@return EscalateProvoke
function EscalateProvoke.new() return end

---@param props table
---@return EscalateProvoke
function EscalateProvoke.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function EscalateProvoke:Check(context) return end

---@param a EulerAngles
---@param b EulerAngles
---@param epsilon Float
---@return Bool
function EulerAngles.AlmostEqual(a, b, epsilon) return end

---@param a EulerAngles
---@param b EulerAngles
---@return Float
function EulerAngles.Dot(a, b) return end

---@param rotation EulerAngles
---@return Vector4, Vector4, Vector4
function EulerAngles.GetAxes(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetForward(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetRight(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetUp(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetXAxis(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetYAxis(rotation) return end

---@param rotation EulerAngles
---@return Vector4
function EulerAngles.GetZAxis(rotation) return end

---@param min Float
---@param max Float
---@return EulerAngles
function EulerAngles.Rand(min, max) return end

---@param rotation EulerAngles
---@return Matrix
function EulerAngles.ToMatrix(rotation) return end

---@param rotation EulerAngles
---@return Quaternion
function EulerAngles.ToQuat(rotation) return end

---@class EvaluateEncumbranceEvent : redEvent
EvaluateEncumbranceEvent = {}

---@return EvaluateEncumbranceEvent
function EvaluateEncumbranceEvent.new() return end

---@param props table
---@return EvaluateEncumbranceEvent
function EvaluateEncumbranceEvent.new(props) return end

---@class EvaluateGameplayRoleEvent : redEvent
---@field force Bool
EvaluateGameplayRoleEvent = {}

---@return EvaluateGameplayRoleEvent
function EvaluateGameplayRoleEvent.new() return end

---@param props table
---@return EvaluateGameplayRoleEvent
function EvaluateGameplayRoleEvent.new(props) return end

---@class EvaluateMappinsVisualStateEvent : redEvent
EvaluateMappinsVisualStateEvent = {}

---@return EvaluateMappinsVisualStateEvent
function EvaluateMappinsVisualStateEvent.new() return end

---@param props table
---@return EvaluateMappinsVisualStateEvent
function EvaluateMappinsVisualStateEvent.new(props) return end

---@class EvaluateMinigame : redEvent
---@field minigameBB gameIBlackboard
---@field reward TweakDBID
---@field journalEntry String
---@field fact CName
---@field factValue Int32
---@field item ItemID
---@field showPopup Bool
---@field returnToJournal Bool
EvaluateMinigame = {}

---@return EvaluateMinigame
function EvaluateMinigame.new() return end

---@param props table
---@return EvaluateMinigame
function EvaluateMinigame.new(props) return end

---@class EvaluateVisionModeRequest : gameScriptableSystemRequest
---@field mode gameVisionModeType
EvaluateVisionModeRequest = {}

---@return EvaluateVisionModeRequest
function EvaluateVisionModeRequest.new() return end

---@param props table
---@return EvaluateVisionModeRequest
function EvaluateVisionModeRequest.new(props) return end

---@class EveningPreset : SmartHousePreset
EveningPreset = {}

---@return EveningPreset
function EveningPreset.new() return end

---@param props table
---@return EveningPreset
function EveningPreset.new(props) return end

---@return CName
function EveningPreset:GetPresetName() return end

---@param device DoorControllerPS
function EveningPreset:QueueDoorActions(device) return end

---@param device RadioControllerPS
function EveningPreset:QueueRadioActions(device) return end

---@param device SimpleSwitchControllerPS
function EveningPreset:QueueSwitchActions(device) return end

---@param device TVControllerPS
function EveningPreset:QueueTVActions(device) return end

---@param device WindowBlindersControllerPS
function EveningPreset:QueueWindowBlinderActions(device) return end

---@class EventEquipSlotSelectDelayedInventoryEvent : redEvent
---@field controller InventoryItemDisplayController
EventEquipSlotSelectDelayedInventoryEvent = {}

---@return EventEquipSlotSelectDelayedInventoryEvent
function EventEquipSlotSelectDelayedInventoryEvent.new() return end

---@param props table
---@return EventEquipSlotSelectDelayedInventoryEvent
function EventEquipSlotSelectDelayedInventoryEvent.new(props) return end

---@class EventInventorySlotSelectDelayedInventoryEvent : redEvent
---@field controller gameInventoryItemData
---@field target inkWidget
EventInventorySlotSelectDelayedInventoryEvent = {}

---@return EventInventorySlotSelectDelayedInventoryEvent
function EventInventorySlotSelectDelayedInventoryEvent.new() return end

---@param props table
---@return EventInventorySlotSelectDelayedInventoryEvent
function EventInventorySlotSelectDelayedInventoryEvent.new(props) return end

---@class EventsFilters
---@field incomingEventsFilter EFilterType
---@field outgoingEventsFilter EFilterType
EventsFilters = {}

---@return EventsFilters
function EventsFilters.new() return end

---@param props table
---@return EventsFilters
function EventsFilters.new(props) return end

---@class ExampleNavigationTask : AIbehaviortaskScript
---@field queryId Uint32
---@field queryStarted Bool
ExampleNavigationTask = {}

---@return ExampleNavigationTask
function ExampleNavigationTask.new() return end

---@param props table
---@return ExampleNavigationTask
function ExampleNavigationTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ExampleNavigationTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ExampleNavigationTask:Deactivate(context) return end

---@class Example_FxSpawning : gameScriptableComponent
---@field effect gameFxResource
---@field effectBeam gameFxResource
Example_FxSpawning = {}

function Example_FxSpawning:OnGameAttach() return end

---@class ExecutePuppetActionEvent : redEvent
---@field actionID TweakDBID
---@field action PuppetAction
ExecutePuppetActionEvent = {}

---@return ExecutePuppetActionEvent
function ExecutePuppetActionEvent.new() return end

---@param props table
---@return ExecutePuppetActionEvent
function ExecutePuppetActionEvent.new(props) return end

---@class ExhaustedDecisions : StaminaTransition
---@field staminaRatioEnterCondition Float
ExhaustedDecisions = {}

---@return ExhaustedDecisions
function ExhaustedDecisions.new() return end

---@param props table
---@return ExhaustedDecisions
function ExhaustedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExhaustedDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExhaustedDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param player PlayerPuppet
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExhaustedDecisions:IsJuggernautPerkContitionSatisfied(player, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExhaustedDecisions:OnAttach(stateContext, scriptInterface) return end

---@class ExhaustedEvents : StaminaEventsTransition
---@field staminaVfxBlackboard worldEffectBlackboard
---@field disableStaminaRegenModifier gameConstantStatModifierData_Deprecated
---@field player PlayerPuppet
ExhaustedEvents = {}

---@return ExhaustedEvents
function ExhaustedEvents.new() return end

---@param props table
---@return ExhaustedEvents
function ExhaustedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExhaustedEvents:HandleExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExhaustedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExhaustedEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExhaustedEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class ExitCombatOnOpticalCamoActivatedEvent : redEvent
---@field npc gameObject
ExitCombatOnOpticalCamoActivatedEvent = {}

---@return ExitCombatOnOpticalCamoActivatedEvent
function ExitCombatOnOpticalCamoActivatedEvent.new() return end

---@param props table
---@return ExitCombatOnOpticalCamoActivatedEvent
function ExitCombatOnOpticalCamoActivatedEvent.new(props) return end

---@class ExitEvents : VehicleEventsTransition
ExitEvents = {}

---@return ExitEvents
function ExitEvents.new() return end

---@param props table
---@return ExitEvents
function ExitEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class ExitFromVehicle : AIVehicleTaskAbstract
---@field useFastExit Bool
---@field tryBlendToWalk Bool
ExitFromVehicle = {}

---@return ExitFromVehicle
function ExitFromVehicle.new() return end

---@param props table
---@return ExitFromVehicle
function ExitFromVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ExitFromVehicle:Activate(context) return end

---@class ExitLight : ElectricLight
ExitLight = {}

---@return ExitLight
function ExitLight.new() return end

---@param props table
---@return ExitLight
function ExitLight.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function ExitLight:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ExitLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ExitLight:OnTakeControl(ri) return end

---@return ExitLightController
function ExitLight:GetController() return end

---@return ExitLightControllerPS
function ExitLight:GetDevicePS() return end

---@param hit gameeventsHitEvent
function ExitLight:ReactToHit(hit) return end

function ExitLight:TurnGreen() return end

function ExitLight:TurnOffDevice() return end

function ExitLight:TurnOnDevice() return end

function ExitLight:TurnRed() return end

---@class ExitLightController : ScriptableDeviceComponent
ExitLightController = {}

---@return ExitLightController
function ExitLightController.new() return end

---@param props table
---@return ExitLightController
function ExitLightController.new(props) return end

---@return ExitLightControllerPS
function ExitLightController:GetPS() return end

---@class ExitLightControllerPS : ScriptableDeviceComponentPS
ExitLightControllerPS = {}

---@return ExitLightControllerPS
function ExitLightControllerPS.new() return end

---@param props table
---@return ExitLightControllerPS
function ExitLightControllerPS.new(props) return end

---@return Bool
function ExitLightControllerPS:OnInstantiated() return end

function ExitLightControllerPS:Initialize() return end

---@class ExitWorkspotSequenceEvent : redEvent
ExitWorkspotSequenceEvent = {}

---@return ExitWorkspotSequenceEvent
function ExitWorkspotSequenceEvent.new() return end

---@param props table
---@return ExitWorkspotSequenceEvent
function ExitWorkspotSequenceEvent.new(props) return end

---@class ExitingCombatDecisions : VehicleTransition
ExitingCombatDecisions = {}

---@return ExitingCombatDecisions
function ExitingCombatDecisions.new() return end

---@param props table
---@return ExitingCombatDecisions
function ExitingCombatDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExitingCombatDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class ExitingCombatEvents : VehicleEventsTransition
ExitingCombatEvents = {}

---@return ExitingCombatEvents
function ExitingCombatEvents.new() return end

---@param props table
---@return ExitingCombatEvents
function ExitingCombatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingCombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingCombatEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingCombatEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class ExitingDecisions : VehicleTransition
ExitingDecisions = {}

---@return ExitingDecisions
function ExitingDecisions.new() return end

---@param props table
---@return ExitingDecisions
function ExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExitingDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExitingDecisions:IsCoolExitAllowed(stateContext, scriptInterface) return end

---@class ExitingEvents : ExitingEventsBase
---@field fromDriverCombat Bool
ExitingEvents = {}

---@return ExitingEvents
function ExitingEvents.new() return end

---@param props table
---@return ExitingEvents
function ExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnEnterFromDriverCombatFirearms(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnEnterFromDriverCombatMountedWeapons(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ExitingEventsBase : VehicleEventsTransition
ExitingEventsBase = {}

---@return ExitingEventsBase
function ExitingEventsBase.new() return end

---@param props table
---@return ExitingEventsBase
function ExitingEventsBase.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEventsBase:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEventsBase:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExitingEventsBase:StartExiting(stateContext, scriptInterface) return end

---@class ExpansionBannerController : inkWidgetLogicController
---@field statusTextRef inkTextWidgetReference
---@field inputHintRef inkWidgetReference
---@field indicatorRef inkWidgetReference
---@field errorPanelRef inkWidgetReference
---@field errorIconRef inkWidgetReference
---@field expansionStatus ExpansionStatus
---@field root inkWidget
ExpansionBannerController = {}

---@return ExpansionBannerController
function ExpansionBannerController.new() return end

---@param props table
---@return ExpansionBannerController
function ExpansionBannerController.new(props) return end

---@return Bool
function ExpansionBannerController:OnInitialize() return end

---@return ExpansionStatus
function ExpansionBannerController:GetStatus() return end

---@param value ExpansionStatus
function ExpansionBannerController:SetStatus(value) return end

function ExpansionBannerController:UpdateVisuals() return end

---@class ExpansionNewGame : gameuiBaseCharacterCreationController
---@field newGameDescription inkTextWidgetReference
---@field textureTop inkImageWidgetReference
---@field textureBottom inkImageWidgetReference
---@field creditsBaseTexture inkImageWidgetReference
---@field creditsExpansionTexture inkImageWidgetReference
---@field creditsBase inkWidgetReference
---@field creditsExpansion inkWidgetReference
---@field creditsHoverFrameLeft inkWidgetReference
---@field creditsHoverFrameRight inkWidgetReference
---@field introAnimation CName
---@field outroAnimation CName
---@field hoverAnimation CName
---@field animationProxy inkanimProxy
---@field translationAnimationCtrl inkTextReplaceAnimationController
---@field localizedText String
---@field lastShownPart CName
---@field baseGameButton inkWidgetReference
---@field standaloneButton inkWidgetReference
ExpansionNewGame = {}

---@return ExpansionNewGame
function ExpansionNewGame.new() return end

---@param props table
---@return ExpansionNewGame
function ExpansionNewGame.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionNewGame:OnCredits(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionNewGame:OnCreditsEp1(evt) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOutBaseCredits(e) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOutExpansionCredits(e) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOverBaseCredits(e) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOverBaseGame(e) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOverExpansion(e) return end

---@param e inkPointerEvent
---@return Bool
function ExpansionNewGame:OnHoverOverExpansionCredits(e) return end

---@return Bool
function ExpansionNewGame:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function ExpansionNewGame:OnIntroComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function ExpansionNewGame:OnOutroComplete(anim) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionNewGame:OnPressBaseGame(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionNewGame:OnPressExpansion(evt) return end

---@return Bool
function ExpansionNewGame:OnUninitialize() return end

function ExpansionNewGame:NextMenu() return end

function ExpansionNewGame:OnIntro() return end

function ExpansionNewGame:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
---@param options inkanimPlaybackOptions
function ExpansionNewGame:PlayAnim(animName, callBack, options) return end

function ExpansionNewGame:PriorMenu() return end

---@param part CName|string
function ExpansionNewGame:TextureTransition(part) return end

---@class ExpansionPopupData : inkGameNotificationData
---@field type ExpansionPopupType
---@field state ExpansionStatus
ExpansionPopupData = {}

---@return ExpansionPopupData
function ExpansionPopupData.new() return end

---@param props table
---@return ExpansionPopupData
function ExpansionPopupData.new(props) return end

---@class ExpansionPopupGameController : gameuiWidgetGameController
---@field popupCanvasAnchor inkWidgetReference
---@field expansionScreenName CName
---@field thankYouScreenName CName
---@field reloadingScreenName CName
---@field preOrderScreenName CName
---@field closeButtonRef inkWidgetReference
---@field introAnimationName CName
---@field uiSystem gameuiGameSystemUI
---@field data ExpansionPopupData
---@field requestHandler inkISystemRequestsHandler
---@field showThankYouPanel Bool
---@field introAnimProxy inkanimProxy
---@field featuresExpansionPopupController FeaturesExpansionPopupController
---@field preOrderPopupController PreOrderPopupController
---@field reloadingPopupController ReloadingExpansionPopupController
---@field buyButton inkWidgetReference
---@field preOrderButton inkWidgetReference
---@field isProcessingPurchase Bool
ExpansionPopupGameController = {}

---@return ExpansionPopupGameController
function ExpansionPopupGameController.new() return end

---@param props table
---@return ExpansionPopupGameController
function ExpansionPopupGameController.new(props) return end

---@param progress Float
---@return Bool
function ExpansionPopupGameController:OnAdditionalContentDataReloadProgress_PopUp(progress) return end

---@return Bool
function ExpansionPopupGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function ExpansionPopupGameController:OnOutroAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionPopupGameController:OnPressBuy(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionPopupGameController:OnPressClose(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionPopupGameController:OnPressPreOrder(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ExpansionPopupGameController:OnRelease(evt) return end

---@param evt ReloadingExpansionPopupCloseEvent
---@return Bool
function ExpansionPopupGameController:OnReloadingExpansionPopupCloseEvent(evt) return end

---@return Bool
function ExpansionPopupGameController:OnUninitialize() return end

function ExpansionPopupGameController:BuyPressed() return end

function ExpansionPopupGameController:Close() return end

---@return CName
function ExpansionPopupGameController:GetPanelName() return end

---@param id CName|string
---@param success Bool
function ExpansionPopupGameController:OnAdditionalContentPurchaseResult_PopUp(id, success) return end

function ExpansionPopupGameController:OpenStorePage() return end

function ExpansionPopupGameController:SetupData() return end

---@class ExpansionStatePopupGameController : gameuiWidgetGameController
---@field statusRef inkTextWidgetReference
---@field animationName CName
ExpansionStatePopupGameController = {}

---@return ExpansionStatePopupGameController
function ExpansionStatePopupGameController.new() return end

---@param props table
---@return ExpansionStatePopupGameController
function ExpansionStatePopupGameController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function ExpansionStatePopupGameController:OnAnimFinished(proxy) return end

---@return Bool
function ExpansionStatePopupGameController:OnInitialize() return end

---@return Bool
function ExpansionStatePopupGameController:OnUninitialize() return end

function ExpansionStatePopupGameController:SetupData() return end

---@class ExperiencePointsEvent : redEvent
---@field amount Int32
---@field type gamedataProficiencyType
---@field isDebug Bool
ExperiencePointsEvent = {}

---@return ExperiencePointsEvent
function ExperiencePointsEvent.new() return end

---@param props table
---@return ExperiencePointsEvent
function ExperiencePointsEvent.new(props) return end

---@class ExplodingBullet : BaseBullet
---@field explosionTime Float
---@field effectReference gameEffectRef
---@field hasExploded Bool
---@field initialPosition Vector4
---@field trailStarted Bool
---@field weapon gameweaponObject
---@field attack_record gamedataAttack_Record
---@field attackID TweakDBID
---@field colliderBox Vector4
---@field rotation Quaternion
---@field range Float
---@field explodeAfterRangeTravelled Bool
---@field attack gameIAttack
---@field BulletCollisionEvaluator BulletCollisionEvaluator
ExplodingBullet = {}

---@return ExplodingBullet
function ExplodingBullet.new() return end

---@param props table
---@return ExplodingBullet
function ExplodingBullet.new(props) return end

---@param projectileHitEvent gameprojectileHitEvent
---@return Bool
function ExplodingBullet:OnCollision(projectileHitEvent) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function ExplodingBullet:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function ExplodingBullet:OnTick(eventData) return end

---@param eventData gameprojectileHitEvent
function ExplodingBullet:DealDamage(eventData) return end

---@param position Vector4
function ExplodingBullet:Explode(position) return end

function ExplodingBullet:RunGameEffect() return end

---@class ExplorationDecisions : HighLevelTransition
ExplorationDecisions = {}

---@return ExplorationDecisions
function ExplorationDecisions.new() return end

---@param props table
---@return ExplorationDecisions
function ExplorationDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ExplorationDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class ExplorationEvents : HighLevelTransition
ExplorationEvents = {}

---@return ExplorationEvents
function ExplorationEvents.new() return end

---@param props table
---@return ExplorationEvents
function ExplorationEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ExplorationEvents:ClearSceneGameplayOverrides(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExplorationEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExplorationEvents:OnEnterFromSwimming(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ExplorationEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ExplosiveDevice : BasicDistractionDevice
---@field numberOfComponentsToON Int32
---@field numberOfComponentsToOFF Int32
---@field indexesOfComponentsToOFF Int32[]
---@field shouldDistractionEnableCollider Bool
---@field shouldDistractionVFXstay Bool
---@field loopAudioEvent CName
---@field spawnedFxInstancesToKill gameFxInstance[]
---@field mesh entMeshComponent
---@field collider entIPlacedComponent
---@field distractionCollider entIPlacedComponent
---@field numberOfReceivedHits Int32
---@field devicePenetrationHealth Float
---@field killedByExplosion Bool
---@field distractionTimeStart Float
---@field isBroadcastingEnvironmentalHazardStim Bool
---@field componentsON entIPlacedComponent[]
---@field componentsOFF entIPlacedComponent[]
ExplosiveDevice = {}

---@return ExplosiveDevice
function ExplosiveDevice.new() return end

---@param props table
---@return ExplosiveDevice
function ExplosiveDevice.new(props) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function ExplosiveDevice:OnDamageReceived(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function ExplosiveDevice:OnDeath(evt) return end

---@param evt ExplosiveDeviceDelayedEvent
---@return Bool
function ExplosiveDevice:OnExplosiveDeviceDelayedEvent(evt) return end

---@param evt ExplosiveDeviceHideDeviceEvent
---@return Bool
function ExplosiveDevice:OnExplosiveDeviceHideDeviceEvent(evt) return end

---@param evt ForceDetonate
---@return Bool
function ExplosiveDevice:OnForceDetonate(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function ExplosiveDevice:OnHit(evt) return end

---@param evt entPostInitializeEvent
---@return Bool
function ExplosiveDevice:OnPostInitialize(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function ExplosiveDevice:OnPreUninitialize(evt) return end

---@param evt QuestForceDetonate
---@return Bool
function ExplosiveDevice:OnQuestForceDetonate(evt) return end

---@param evt QuickHackDistractExplosive
---@return Bool
function ExplosiveDevice:OnQuickHackDistractExplosive(evt) return end

---@param evt QuickHackExplodeExplosive
---@return Bool
function ExplosiveDevice:OnQuickHackExplodeExplosive(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ExplosiveDevice:OnRequestComponents(ri) return end

---@param evt SpiderbotDistractExplosiveDevicePerformed
---@return Bool
function ExplosiveDevice:OnSpiderbotDistractExplosiveDevicePerformed(evt) return end

---@param evt SpiderbotExplodeExplosiveDevicePerformed
---@return Bool
function ExplosiveDevice:OnSpiderbotExplodeExplosiveDevicePerformed(evt) return end

---@param evt SwapMeshDelayedEvent
---@return Bool
function ExplosiveDevice:OnSwapMeshDelayedEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ExplosiveDevice:OnTakeControl(ri) return end

function ExplosiveDevice:BroadcastEnvironmentalHazardStimuli() return end

---@return Bool
function ExplosiveDevice:CanOverrideNetworkContext() return end

---@param evt gameeventsHitEvent
function ExplosiveDevice:DamagePipelineFinalized(evt) return end

---@return EGameplayRole
function ExplosiveDevice:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return Float
function ExplosiveDevice:DeterminGameplayRoleMappinRange(data) return end

---@param additionalGameEffect EExplosiveAdditionalGameEffectType
function ExplosiveDevice:DoAdditionalGameEffect(additionalGameEffect) return end

---@param damageType TweakDBID|string
---@param instigator gameObject
function ExplosiveDevice:DoAttack(damageType, instigator) return end

---@param damageType TweakDBID|string
function ExplosiveDevice:DoPhysicsPulse(damageType) return end

---@param index Int32
---@param instigator gameObject
function ExplosiveDevice:Explode(index, instigator) return end

---@param index Int32
function ExplosiveDevice:Explosion(index) return end

---@param attackTDBID TweakDBID|string
---@return Float
function ExplosiveDevice:GetAttackRange(attackTDBID) return end

---@return ExplosiveDeviceController
function ExplosiveDevice:GetController() return end

---@return EFocusOutlineType
function ExplosiveDevice:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function ExplosiveDevice:GetDefaultHighlight() return end

---@return ExplosiveDeviceControllerPS
function ExplosiveDevice:GetDevicePS() return end

---@param instigator gameObject
function ExplosiveDevice:HandleDeath(instigator) return end

---@return Bool
function ExplosiveDevice:HasAnyDirectInteractionActive() return end

---@return Bool
function ExplosiveDevice:HasImportantInteraction() return end

---@param health Float
---@param delay Float
function ExplosiveDevice:InitializeHealthDecay(health, delay) return end

---@return Bool
function ExplosiveDevice:IsExplosive() return end

function ExplosiveDevice:KillAllFxInstances() return end

function ExplosiveDevice:RemoveEnvironmentalHazardStimuli() return end

function ExplosiveDevice:ResolveGameplayState() return end

---@param delay Float
function ExplosiveDevice:SendSwapMeshDelayedEvent(delay) return end

---@param fx gameFxResource
---@param newPosition Vector4
---@param hitDirection Vector4
function ExplosiveDevice:SpawnVFXs(fx, newPosition, hitDirection) return end

---@param fxEventName CName[]|string[]
---@return Bool
function ExplosiveDevice:SpawnVFXs(fxEventName) return end

---@param loopAnimation Bool
function ExplosiveDevice:StartDistraction(loopAnimation) return end

---@param instigator gameObject
---@param additionalDelays Float
function ExplosiveDevice:StartExplosionPipeline(instigator, additionalDelays) return end

function ExplosiveDevice:StopDistraction() return end

---@param visible Bool
function ExplosiveDevice:ToggleComponentsON_OFF(visible) return end

---@param on Bool
function ExplosiveDevice:ToggleLightsON_OFF(on) return end

---@param visible Bool
function ExplosiveDevice:ToggleVisibility(visible) return end

function ExplosiveDevice:TurnOffDevice() return end

function ExplosiveDevice:TurnOnDevice() return end

---@class ExplosiveDeviceController : BasicDistractionDeviceController
ExplosiveDeviceController = {}

---@return ExplosiveDeviceController
function ExplosiveDeviceController.new() return end

---@param props table
---@return ExplosiveDeviceController
function ExplosiveDeviceController.new(props) return end

---@return ExplosiveDeviceControllerPS
function ExplosiveDeviceController:GetPS() return end

---@class ExplosiveDeviceControllerPS : BasicDistractionDeviceControllerPS
---@field explosiveSkillChecks EngDemoContainer
---@field explosionDefinition ExplosiveDeviceResourceDefinition[]
---@field explosiveWithQhacks Bool
---@field HealthDecay Float
---@field timeToMeshSwap Float
---@field shouldDistractionHitVFXIgnoreHitPosition Bool
---@field canBeDisabledWithQhacks Bool
---@field disarmed Bool
---@field exploded Bool
---@field provideExplodeAction Bool
---@field doExplosiveEngineerLogic Bool
ExplosiveDeviceControllerPS = {}

---@return ExplosiveDeviceControllerPS
function ExplosiveDeviceControllerPS.new() return end

---@param props table
---@return ExplosiveDeviceControllerPS
function ExplosiveDeviceControllerPS.new(props) return end

---@return Bool
function ExplosiveDeviceControllerPS:OnInstantiated() return end

---@return ForceDetonate
function ExplosiveDeviceControllerPS:ActionForceDetonate() return end

---@return QuestForceDetonate
function ExplosiveDeviceControllerPS:ActionQuestForceDetonate() return end

---@return QuickHackDistractExplosive
function ExplosiveDeviceControllerPS:ActionQuickHackDistractExplosive() return end

---@return QuickHackExplodeExplosive
function ExplosiveDeviceControllerPS:ActionQuickHackExplodeExplosive() return end

---@return QuickHackToggleON
function ExplosiveDeviceControllerPS:ActionQuickHackToggleON() return end

---@return SpiderbotDistractExplosiveDevice
function ExplosiveDeviceControllerPS:ActionSpiderbotDistractExplosiveDevice() return end

---@return SpiderbotDistractExplosiveDevicePerformed
function ExplosiveDeviceControllerPS:ActionSpiderbotDistractExplosiveDevicePerformed() return end

---@return SpiderbotExplodeExplosiveDevice
function ExplosiveDeviceControllerPS:ActionSpiderbotExplodeExplosiveDevice() return end

---@return SpiderbotExplodeExplosiveDevicePerformed
function ExplosiveDeviceControllerPS:ActionSpiderbotExplodeExplosiveDevicePerformed() return end

---@return Bool
function ExplosiveDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@param action ScriptableDeviceAction
function ExplosiveDeviceControllerPS:Disarm(action) return end

---@return Bool
function ExplosiveDeviceControllerPS:DoExplosiveResolveGameplayLogic() return end

function ExplosiveDeviceControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ExplosiveDeviceControllerPS:GetActions(context) return end

---@return TweakDBID
function ExplosiveDeviceControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function ExplosiveDeviceControllerPS:GetDeviceIconTweakDBID() return end

---@return Bool
function ExplosiveDeviceControllerPS:GetDistractionHitVFXIgnoreHitPosition() return end

---@param index Int32
---@return ExplosiveDeviceResourceDefinition
function ExplosiveDeviceControllerPS:GetExplosionDefinition(index) return end

---@return ExplosiveDeviceResourceDefinition[]
function ExplosiveDeviceControllerPS:GetExplosionDefinitionArray() return end

---@return Float
function ExplosiveDeviceControllerPS:GetHealthDecay() return end

---@param actionName CName|string
---@return gamedeviceAction
function ExplosiveDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ExplosiveDeviceControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ExplosiveDeviceControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function ExplosiveDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@return Float
function ExplosiveDeviceControllerPS:GetTimeToMeshSwap() return end

---@return Bool
function ExplosiveDeviceControllerPS:IsDisabledWithQhacks() return end

---@return Bool
function ExplosiveDeviceControllerPS:IsExploded() return end

---@return Bool
function ExplosiveDeviceControllerPS:IsExplosiveWithQhacks() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnActionEngineering(evt) return end

---@param evt ForceDetonate
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnForceDetonate(evt) return end

---@param evt QuestForceDetonate
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnQuestForceDetonate(evt) return end

---@param evt QuickHackExplodeExplosive
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnQuickHackExplodeExplosive(evt) return end

---@param evt SpiderbotDistractExplosiveDevice
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnSpiderbotDistractExplosiveDevice(evt) return end

---@param evt SpiderbotDistractExplosiveDevicePerformed
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnSpiderbotDistractExplosiveDevicePerformed(evt) return end

---@param evt SpiderbotExplodeExplosiveDevice
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnSpiderbotExplodeExplosiveDevice(evt) return end

---@param evt SpiderbotExplodeExplosiveDevicePerformed
---@return EntityNotificationType
function ExplosiveDeviceControllerPS:OnSpiderbotExplodeExplosiveDevicePerformed(evt) return end

function ExplosiveDeviceControllerPS:PushPersistentData() return end

---@param state Bool
function ExplosiveDeviceControllerPS:SetExplodedState(state) return end

---@class ExplosiveDeviceDelayedEvent : redEvent
---@field arrayIndex Int32
---@field instigator gameObject
ExplosiveDeviceDelayedEvent = {}

---@return ExplosiveDeviceDelayedEvent
function ExplosiveDeviceDelayedEvent.new() return end

---@param props table
---@return ExplosiveDeviceDelayedEvent
function ExplosiveDeviceDelayedEvent.new(props) return end

---@class ExplosiveDeviceHideDeviceEvent : redEvent
ExplosiveDeviceHideDeviceEvent = {}

---@return ExplosiveDeviceHideDeviceEvent
function ExplosiveDeviceHideDeviceEvent.new() return end

---@param props table
---@return ExplosiveDeviceHideDeviceEvent
function ExplosiveDeviceHideDeviceEvent.new(props) return end

---@class ExplosiveDeviceResourceDefinition
---@field damageType TweakDBID
---@field vfxResource gameFxResource
---@field vfxEventNamesOnExplosion CName[]
---@field vfxResourceOnFirstHit gameFxResource[]
---@field executionDelay Float
---@field additionalGameEffectType EExplosiveAdditionalGameEffectType
---@field dontHighlightOnLookat Bool
ExplosiveDeviceResourceDefinition = {}

---@return ExplosiveDeviceResourceDefinition
function ExplosiveDeviceResourceDefinition.new() return end

---@param props table
---@return ExplosiveDeviceResourceDefinition
function ExplosiveDeviceResourceDefinition.new(props) return end

---@class ExplosiveTriggerDevice : ExplosiveDevice
---@field meshTrigger entMeshComponent
---@field trapTrigger gameStaticTriggerAreaComponent
---@field triggerName CName
---@field surroundingArea gameStaticTriggerAreaComponent
---@field surroundingAreaName CName
---@field soundIsActive Bool
---@field playerIsInSurroundingArea Bool
---@field proximityExplosionEventID gameDelayID
---@field proximityExplosionEventSent Bool
ExplosiveTriggerDevice = {}

---@return ExplosiveTriggerDevice
function ExplosiveTriggerDevice.new() return end

---@param props table
---@return ExplosiveTriggerDevice
function ExplosiveTriggerDevice.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function ExplosiveTriggerDevice:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function ExplosiveTriggerDevice:OnAreaExit(evt) return end

---@param evt ExplosiveTriggerDeviceProximityEvent
---@return Bool
function ExplosiveTriggerDevice:OnExplosiveTriggerDeviceProximityEvent(evt) return end

---@param evt QuestSetPlayerSafePass
---@return Bool
function ExplosiveTriggerDevice:OnQuestSetPlayerSafePass(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ExplosiveTriggerDevice:OnRequestComponents(ri) return end

---@param evt SetDeviceAttitude
---@return Bool
function ExplosiveTriggerDevice:OnSetDeviceAttitude(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ExplosiveTriggerDevice:OnTakeControl(ri) return end

---@param laserState ExplosiveTriggerDeviceLaserState
function ExplosiveTriggerDevice:ChangeLasersColor(laserState) return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function ExplosiveTriggerDevice:DeterminGameplayRoleMappinVisuaState(data) return end

---@return ExplosiveTriggerDeviceController
function ExplosiveTriggerDevice:GetController() return end

---@return ExplosiveTriggerDeviceControllerPS
function ExplosiveTriggerDevice:GetDevicePS() return end

---@param whoEnteredID entEntityID
function ExplosiveTriggerDevice:ReactOnSurroundingArea(whoEnteredID) return end

---@param whoEnteredID entEntityID
function ExplosiveTriggerDevice:ReactOnTrigger(whoEnteredID) return end

---@param state Bool
function ExplosiveTriggerDevice:ToggleComponents(state) return end

---@param state Bool
function ExplosiveTriggerDevice:ToggleTriggerLogic(state) return end

---@param visible Bool
function ExplosiveTriggerDevice:ToggleVisibility(visible) return end

function ExplosiveTriggerDevice:TurnOffDevice() return end

function ExplosiveTriggerDevice:TurnOnDevice() return end

---@class ExplosiveTriggerDeviceController : ExplosiveDeviceController
ExplosiveTriggerDeviceController = {}

---@return ExplosiveTriggerDeviceController
function ExplosiveTriggerDeviceController.new() return end

---@param props table
---@return ExplosiveTriggerDeviceController
function ExplosiveTriggerDeviceController.new(props) return end

---@return ExplosiveTriggerDeviceControllerPS
function ExplosiveTriggerDeviceController:GetPS() return end

---@class ExplosiveTriggerDeviceControllerPS : ExplosiveDeviceControllerPS
---@field playerSafePass Bool
---@field triggerExploded Bool
ExplosiveTriggerDeviceControllerPS = {}

---@return ExplosiveTriggerDeviceControllerPS
function ExplosiveTriggerDeviceControllerPS.new() return end

---@param props table
---@return ExplosiveTriggerDeviceControllerPS
function ExplosiveTriggerDeviceControllerPS.new(props) return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return ActionEngineering
function ExplosiveTriggerDeviceControllerPS:ActionEngineering(context) return end

---@param value Bool
---@return QuestSetPlayerSafePass
function ExplosiveTriggerDeviceControllerPS:ActionQuestSetPlayerSafePass(value) return end

---@return SpiderbotDisarmExplosiveDevice
function ExplosiveTriggerDeviceControllerPS:ActionSpiderbotDisarmExplosiveDevice() return end

---@return SpiderbotDisarmExplosiveDevicePerformed
function ExplosiveTriggerDeviceControllerPS:ActionSpiderbotDisarmExplosiveDevicePerformed() return end

---@return ToggleON
function ExplosiveTriggerDeviceControllerPS:ActionToggleON() return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:CanCreateAnySpiderbotActions() return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:CanPlayerSafePass() return end

---@param action ScriptableDeviceAction
function ExplosiveTriggerDeviceControllerPS:Disarm(action) return end

function ExplosiveTriggerDeviceControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ExplosiveTriggerDeviceControllerPS:GetActions(context) return end

---@param actionName CName|string
---@return gamedeviceAction
function ExplosiveTriggerDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ExplosiveTriggerDeviceControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ExplosiveTriggerDeviceControllerPS:GetQuickHackActions(context) return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function ExplosiveTriggerDeviceControllerPS:GetSpiderbotActions(actions, context) return end

function ExplosiveTriggerDeviceControllerPS:Initialize() return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:IsDisarmed() return end

---@return Bool
function ExplosiveTriggerDeviceControllerPS:IsTriggerExploded() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ExplosiveTriggerDeviceControllerPS:OnActionEngineering(evt) return end

---@param evt QuestSetPlayerSafePass
---@return EntityNotificationType
function ExplosiveTriggerDeviceControllerPS:OnQuestSetPlayerSafePass(evt) return end

---@param evt SetDeviceAttitude
---@return EntityNotificationType
function ExplosiveTriggerDeviceControllerPS:OnSetDeviceAttitude(evt) return end

---@param evt SpiderbotDisarmExplosiveDevice
---@return EntityNotificationType
function ExplosiveTriggerDeviceControllerPS:OnSpiderbotDisarmExplosiveDevice(evt) return end

---@param evt SpiderbotDisarmExplosiveDevicePerformed
---@return EntityNotificationType
function ExplosiveTriggerDeviceControllerPS:OnSpiderbotDisarmExplosiveDevicePerformed(evt) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ExplosiveTriggerDeviceControllerPS:PushSkillCheckActions(context) return end

---@param state Bool
function ExplosiveTriggerDeviceControllerPS:SetTriggerExplodedState(state) return end

---@class ExplosiveTriggerDeviceProximityEvent : redEvent
---@field instigator entEntityID
ExplosiveTriggerDeviceProximityEvent = {}

---@return ExplosiveTriggerDeviceProximityEvent
function ExplosiveTriggerDeviceProximityEvent.new() return end

---@param props table
---@return ExplosiveTriggerDeviceProximityEvent
function ExplosiveTriggerDeviceProximityEvent.new(props) return end

---@class ExposureAreaSettings : IAreaSettings
---@field exposureAdaptationSpeedUp curveData
---@field exposureAdaptationSpeedDown curveData
---@field exposurePercentageThresholdLow curveData
---@field exposurePercentageThresholdHigh curveData
---@field exposureCompensation curveData
---@field exposureSkyImpact curveData
---@field exposureMin curveData
---@field exposureMax curveData
---@field exposureCenterImportance curveData
---@field cameraVelocityFaloff Float
ExposureAreaSettings = {}

---@return ExposureAreaSettings
function ExposureAreaSettings.new() return end

---@param props table
---@return ExposureAreaSettings
function ExposureAreaSettings.new(props) return end

---@class ExposureCompensationAreaSettings : IAreaSettings
---@field exposureCompensation Float
ExposureCompensationAreaSettings = {}

---@return ExposureCompensationAreaSettings
function ExposureCompensationAreaSettings.new() return end

---@param props table
---@return ExposureCompensationAreaSettings
function ExposureCompensationAreaSettings.new(props) return end

---@class ExpressionTreeCAINodeDefinition : ExpressionTreeCNodeDefinition
ExpressionTreeCAINodeDefinition = {}

---@class ExpressionTreeCConstBoolNodeDefinition : ExpressionTreeCGeneralNodeDefinition
---@field value Bool
ExpressionTreeCConstBoolNodeDefinition = {}

---@return ExpressionTreeCConstBoolNodeDefinition
function ExpressionTreeCConstBoolNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCConstBoolNodeDefinition
function ExpressionTreeCConstBoolNodeDefinition.new(props) return end

---@class ExpressionTreeCConstFloatNodeDefinition : ExpressionTreeCGeneralNodeDefinition
---@field value Float
ExpressionTreeCConstFloatNodeDefinition = {}

---@return ExpressionTreeCConstFloatNodeDefinition
function ExpressionTreeCConstFloatNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCConstFloatNodeDefinition
function ExpressionTreeCConstFloatNodeDefinition.new(props) return end

---@class ExpressionTreeCGeneralAndNodeDefinition : ExpressionTreeCGeneralCompositeNodeDefinition
ExpressionTreeCGeneralAndNodeDefinition = {}

---@return ExpressionTreeCGeneralAndNodeDefinition
function ExpressionTreeCGeneralAndNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCGeneralAndNodeDefinition
function ExpressionTreeCGeneralAndNodeDefinition.new(props) return end

---@class ExpressionTreeCGeneralCompositeNodeDefinition : ExpressionTreeCGeneralNodeDefinition
---@field children LibTreeINodeDefinition[]
ExpressionTreeCGeneralCompositeNodeDefinition = {}

---@return ExpressionTreeCGeneralCompositeNodeDefinition
function ExpressionTreeCGeneralCompositeNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCGeneralCompositeNodeDefinition
function ExpressionTreeCGeneralCompositeNodeDefinition.new(props) return end

---@class ExpressionTreeCGeneralIfNodeDefinition : ExpressionTreeCGeneralNodeDefinition
---@field expressions LibTreeINodeDefinition[]
---@field trueBranch LibTreeINodeDefinition
---@field falseBranch LibTreeINodeDefinition
ExpressionTreeCGeneralIfNodeDefinition = {}

---@return ExpressionTreeCGeneralIfNodeDefinition
function ExpressionTreeCGeneralIfNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCGeneralIfNodeDefinition
function ExpressionTreeCGeneralIfNodeDefinition.new(props) return end

---@class ExpressionTreeCGeneralNodeDefinition : ExpressionTreeCNodeDefinition
ExpressionTreeCGeneralNodeDefinition = {}

---@class ExpressionTreeCGeneralOrNodeDefinition : ExpressionTreeCGeneralCompositeNodeDefinition
ExpressionTreeCGeneralOrNodeDefinition = {}

---@return ExpressionTreeCGeneralOrNodeDefinition
function ExpressionTreeCGeneralOrNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCGeneralOrNodeDefinition
function ExpressionTreeCGeneralOrNodeDefinition.new(props) return end

---@class ExpressionTreeCNodeDefinition : LibTreeINodeDefinition
ExpressionTreeCNodeDefinition = {}

---@class ExpressionTreeCParametrizationNodeDefinition : ExpressionTreeCNodeDefinition
ExpressionTreeCParametrizationNodeDefinition = {}

---@return ExpressionTreeCParametrizationNodeDefinition
function ExpressionTreeCParametrizationNodeDefinition.new() return end

---@param props table
---@return ExpressionTreeCParametrizationNodeDefinition
function ExpressionTreeCParametrizationNodeDefinition.new(props) return end

---@class ExpressionTreeCParametrizationNodeReadIntDefinition : ExpressionTreeCParametrizationNodeDefinition
ExpressionTreeCParametrizationNodeReadIntDefinition = {}

---@return ExpressionTreeCParametrizationNodeReadIntDefinition
function ExpressionTreeCParametrizationNodeReadIntDefinition.new() return end

---@param props table
---@return ExpressionTreeCParametrizationNodeReadIntDefinition
function ExpressionTreeCParametrizationNodeReadIntDefinition.new(props) return end

---@class ExpressionTreeExecutionListenerRef
ExpressionTreeExecutionListenerRef = {}

---@return ExpressionTreeExecutionListenerRef
function ExpressionTreeExecutionListenerRef.new() return end

---@param props table
---@return ExpressionTreeExecutionListenerRef
function ExpressionTreeExecutionListenerRef.new(props) return end

---@class ExtractDevicesEvent : redEvent
---@field lazyDevices gameLazyDevice[]
---@field devices gameDeviceComponentPS[]
---@field eventToSendOnCompleted ProcessDevicesEvent
---@field lastExtractedIndex Int32
ExtractDevicesEvent = {}

---@return ExtractDevicesEvent
function ExtractDevicesEvent.new() return end

---@param props table
---@return ExtractDevicesEvent
function ExtractDevicesEvent.new(props) return end

---@class FSR2CustomData : ICameraStorageCustomData
FSR2CustomData = {}

---@return FSR2CustomData
function FSR2CustomData.new() return end

---@param props table
---@return FSR2CustomData
function FSR2CustomData.new(props) return end

---@class FUNC_TEST_Container
---@field BasePanel inkBasePanelWidgetReference
---@field Compound inkCompoundWidgetReference
---@field Leaf inkLeafWidgetReference
---@field Widget inkWidgetReference
FUNC_TEST_Container = {}

---@return FUNC_TEST_Container
function FUNC_TEST_Container.new() return end

---@param props table
---@return FUNC_TEST_Container
function FUNC_TEST_Container.new(props) return end

---@class FUNC_TEST_Container_2
---@field FloatBox Float
---@field IntBox Int32
---@field BoolBox Bool
---@field NameBox CName
---@field StringBox String
---@field CNameBox CName
---@field TweakBox TweakDBID
FUNC_TEST_Container_2 = {}

---@return FUNC_TEST_Container_2
function FUNC_TEST_Container_2.new() return end

---@param props table
---@return FUNC_TEST_Container_2
function FUNC_TEST_Container_2.new(props) return end

---@class FUNC_TEST_inkGameController : gameuiWidgetGameController
---@field Canvas inkCanvasWidgetReference
---@field HorizontalPanel inkHorizontalPanelWidgetReference
---@field VerticalPanel inkVerticalPanelWidgetReference
---@field Flex inkFlexWidgetReference
---@field UniformGrid inkUniformGridWidgetReference
---@field Text inkTextWidgetReference
---@field TextInput inkTextInputWidgetReference
---@field Image inkImageWidgetReference
---@field Video inkVideoWidgetReference
---@field Border inkBorderWidgetReference
---@field Rectangle inkRectangleWidgetReference
---@field Circle inkCircleWidgetReference
---@field Shape inkShapeWidgetReference
---@field BasicInputFields FUNC_TEST_Container_2
---@field AdditionalFields FUNC_TEST_Container
FUNC_TEST_inkGameController = {}

---@return FUNC_TEST_inkGameController
function FUNC_TEST_inkGameController.new() return end

---@param props table
---@return FUNC_TEST_inkGameController
function FUNC_TEST_inkGameController.new(props) return end

---@class FactInvoker : InteractiveMasterDevice
FactInvoker = {}

---@return FactInvoker
function FactInvoker.new() return end

---@param props table
---@return FactInvoker
function FactInvoker.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function FactInvoker:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function FactInvoker:OnTakeControl(ri) return end

---@return FactInvokerController
function FactInvoker:GetController() return end

---@return FactInvokerControllerPS
function FactInvoker:GetDevicePS() return end

---@return Bool
function FactInvoker:ShouldAlwaysUpdateDeviceWidgets() return end

---@class FactInvokerController : MasterController
FactInvokerController = {}

---@return FactInvokerController
function FactInvokerController.new() return end

---@param props table
---@return FactInvokerController
function FactInvokerController.new(props) return end

---@return FactInvokerControllerPS
function FactInvokerController:GetPS() return end

---@class FactInvokerControllerPS : MasterControllerPS
---@field factDataEntries FactInvokerDataEntry[]
---@field passwords CName[]
---@field arePasswordsInitialized Bool
FactInvokerControllerPS = {}

---@return FactInvokerControllerPS
function FactInvokerControllerPS.new() return end

---@param props table
---@return FactInvokerControllerPS
function FactInvokerControllerPS.new(props) return end

function FactInvokerControllerPS:EnsurePasswordsPresence() return end

function FactInvokerControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function FactInvokerControllerPS:GetActions(context) return end

---@param context gameGetActionsContext
---@return TweakDBID
function FactInvokerControllerPS:GetInkWidgetTweakDBID(context) return end

---@return CName[]
function FactInvokerControllerPS:GetPasswords() return end

---@return Bool
function FactInvokerControllerPS:IsDeviceSecured() return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function FactInvokerControllerPS:OnAuthorizeUser(evt) return end

---@param password CName|string
---@return Bool, CName
function FactInvokerControllerPS:TryGetFact(password) return end

---@param evt AuthorizeUser
function FactInvokerControllerPS:TryInvokeFact(evt) return end

---@class FactInvokerDataEntry : IScriptable
---@field fact CName
---@field password CName
FactInvokerDataEntry = {}

---@return FactInvokerDataEntry
function FactInvokerDataEntry.new() return end

---@param props table
---@return FactInvokerDataEntry
function FactInvokerDataEntry.new(props) return end

---@return CName
function FactInvokerDataEntry:GetFact() return end

---@return CName
function FactInvokerDataEntry:GetPassword() return end

---@class FactOperationTriggerData : DeviceOperationTriggerData
---@field comparisionType EComparisonOperator
---@field factName CName
---@field factValue Int32
---@field callbackID Uint32
FactOperationTriggerData = {}

---@return FactOperationTriggerData
function FactOperationTriggerData.new() return end

---@param props table
---@return FactOperationTriggerData
function FactOperationTriggerData.new(props) return end

---@class FactOperationsTrigger : DeviceOperationsTrigger
---@field triggerData FactOperationTriggerData
FactOperationsTrigger = {}

---@return FactOperationsTrigger
function FactOperationsTrigger.new() return end

---@param props table
---@return FactOperationsTrigger
function FactOperationsTrigger.new(props) return end

---@param owner gameObject
---@param factName CName|string
---@param container DeviceOperationsContainer
function FactOperationsTrigger:EvaluateTrigger(owner, factName, container) return end

---@param owner gameObject
function FactOperationsTrigger:Initialize(owner) return end

---@param owner gameObject
function FactOperationsTrigger:RegisterQuestDBCallback(owner) return end

---@param owner gameObject
function FactOperationsTrigger:UnInitialize(owner) return end

---@param owner gameObject
function FactOperationsTrigger:UnRegisterQuestDBCallback(owner) return end

---@class FactQuickHack : ActionBool
---@field factProperties ComputerQuickHackData
FactQuickHack = {}

---@return FactQuickHack
function FactQuickHack.new() return end

---@param props table
---@return FactQuickHack
function FactQuickHack.new(props) return end

---@return ComputerQuickHackData
function FactQuickHack:GetFactProperties() return end

---@return TweakDBID
function FactQuickHack:GetTweakDBChoiceID() return end

---@return String
function FactQuickHack:GetTweakDBChoiceRecord() return end

---@param properties ComputerQuickHackData
function FactQuickHack:SetProperties(properties) return end

---@class FactTextGameController : gameuiWidgetGameController
---@field factTextArray FactTextStruct[]
FactTextGameController = {}

---@return FactTextGameController
function FactTextGameController.new() return end

---@param props table
---@return FactTextGameController
function FactTextGameController.new(props) return end

---@return Bool
function FactTextGameController:OnInitialize() return end

---@class FactTextStruct
---@field locKeyList CName[]
---@field description inkTextWidgetReference
---@field factName CName
FactTextStruct = {}

---@return FactTextStruct
function FactTextStruct.new() return end

---@param props table
---@return FactTextStruct
function FactTextStruct.new(props) return end

---@class FactValuePrereq : gameIScriptablePrereq
---@field fact CName
---@field value Int32
---@field comparisonType EComparisonType
---@field repeated Bool
FactValuePrereq = {}

---@return FactValuePrereq
function FactValuePrereq.new() return end

---@param props table
---@return FactValuePrereq
function FactValuePrereq.new(props) return end

---@param value Int32
---@return Bool
function FactValuePrereq:Evaluate(value) return end

---@param recordID TweakDBID|string
function FactValuePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function FactValuePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function FactValuePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function FactValuePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function FactValuePrereq:OnUnregister(state, context) return end

---@class FactValuePrereqState : gamePrereqState
---@field listenerID Uint32
FactValuePrereqState = {}

---@return FactValuePrereqState
function FactValuePrereqState.new() return end

---@param props table
---@return FactValuePrereqState
function FactValuePrereqState.new(props) return end

---@param factValue Int32
function FactValuePrereqState:OnFactChanged(factValue) return end

---@class FactsDeviceOperation : DeviceOperationBase
---@field facts SFactOperationData[]
FactsDeviceOperation = {}

---@return FactsDeviceOperation
function FactsDeviceOperation.new() return end

---@param props table
---@return FactsDeviceOperation
function FactsDeviceOperation.new(props) return end

---@param owner gameObject
function FactsDeviceOperation:Execute(owner) return end

---@param factsArg SFactOperationData[]
---@param owner gameObject
---@param restore Bool
function FactsDeviceOperation:ResolveFacts(factsArg, owner, restore) return end

---@param owner gameObject
function FactsDeviceOperation:Restore(owner) return end

---@class FadeOutOutlinesUpdate : gameTickableEvent
FadeOutOutlinesUpdate = {}

---@return FadeOutOutlinesUpdate
function FadeOutOutlinesUpdate.new() return end

---@param props table
---@return FadeOutOutlinesUpdate
function FadeOutOutlinesUpdate.new(props) return end

---@class FailedActionEvent : redEvent
---@field action gamedeviceAction
---@field whoFailed gamePersistentID
FailedActionEvent = {}

---@return FailedActionEvent
function FailedActionEvent.new() return end

---@param props table
---@return FailedActionEvent
function FailedActionEvent.new(props) return end

---@class FailedLandingAbstractDecisions : AbstractLandDecisions
FailedLandingAbstractDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FailedLandingAbstractDecisions:ToStand(stateContext, scriptInterface) return end

---@class FailedLandingAbstractEvents : AbstractLandEvents
FailedLandingAbstractEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FailedLandingAbstractEvents:OnEnter(stateContext, scriptInterface) return end

---@class FakeDoor : gameObject
---@field interaction gameinteractionsComponent
FakeDoor = {}

---@return FakeDoor
function FakeDoor.new() return end

---@param props table
---@return FakeDoor
function FakeDoor.new(props) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function FakeDoor:OnInteractionActivated(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function FakeDoor:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function FakeDoor:OnTakeControl(ri) return end

function FakeDoor:CreateFakeDoorChoice() return end

---@return EGameplayRole
function FakeDoor:DeterminGameplayRole() return end

---@class FakeFeature : gameObject
---@field choices SFakeFeatureChoice[]
---@field interaction gameinteractionsComponent
---@field components entIPlacedComponent[]
---@field scaningComponent gameScanningComponent
---@field was_used Bool
FakeFeature = {}

---@return FakeFeature
function FakeFeature.new() return end

---@param props table
---@return FakeFeature
function FakeFeature.new(props) return end

---@return Bool
function FakeFeature:OnDetach() return end

---@param evt gameFactChangedEvent
---@return Bool
function FakeFeature:OnEnabledFactChangeTrigerred(evt) return end

---@return Bool
function FakeFeature:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function FakeFeature:OnInteractionChoice(choiceEvent) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function FakeFeature:OnItemTooltip(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function FakeFeature:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function FakeFeature:OnTakeControl(ri) return end

---@param choiceID String
---@param data Int32
---@return gameinteractionsChoice
function FakeFeature:CreateChoice(choiceID, data) return end

function FakeFeature:InitializeChoices() return end

function FakeFeature:RefreshChoices() return end

---@param choiceID Int32
function FakeFeature:ResolveChoice(choiceID) return end

---@param choiceID Int32
function FakeFeature:ResolveComponents(choiceID) return end

---@param factData SFactOperationData
function FakeFeature:ResolveFact(factData) return end

function FakeFeature:UnInitializeChoices() return end

---@class FakePhoneContactItemVirtualController : PhoneContactItemVirtualController
---@field dots inkWidgetReference
FakePhoneContactItemVirtualController = {}

---@return FakePhoneContactItemVirtualController
function FakePhoneContactItemVirtualController.new() return end

---@param props table
---@return FakePhoneContactItemVirtualController
function FakePhoneContactItemVirtualController.new(props) return end

---@param value Variant
---@return Bool
function FakePhoneContactItemVirtualController:OnDataChanged(value) return end

---@class FakeUpdateEvent : gameTickableEvent
FakeUpdateEvent = {}

---@return FakeUpdateEvent
function FakeUpdateEvent.new() return end

---@param props table
---@return FakeUpdateEvent
function FakeUpdateEvent.new(props) return end

---@class FallDecisions : LocomotionAirDecisions
FallDecisions = {}

---@return FallDecisions
function FallDecisions.new() return end

---@param props table
---@return FallDecisions
function FallDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FallDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class FallEvents : LocomotionAirEvents
FallEvents = {}

---@return FallEvents
function FallEvents.new() return end

---@param props table
---@return FallEvents
function FallEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FallEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FallEvents:OnEnterFromDodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FallEvents:OnEnterFromDodgeAir(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FallEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class FallLowGravityDecisions : LocomotionAirLowGravityDecisions
FallLowGravityDecisions = {}

---@return FallLowGravityDecisions
function FallLowGravityDecisions.new() return end

---@param props table
---@return FallLowGravityDecisions
function FallLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FallLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class FallLowGravityEvents : LocomotionAirLowGravityEvents
FallLowGravityEvents = {}

---@return FallLowGravityEvents
function FallLowGravityEvents.new() return end

---@param props table
---@return FallLowGravityEvents
function FallLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FallLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class FallPSMPrereq : PlayerStateMachinePrereq
FallPSMPrereq = {}

---@return FallPSMPrereq
function FallPSMPrereq.new() return end

---@param props table
---@return FallPSMPrereq
function FallPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function FallPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function FallPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function FallPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function FallPSMPrereq:OnUnregister(state, context) return end

---@class FallPSMPrereqState : PlayerStateMachinePrereqState
FallPSMPrereqState = {}

---@return FallPSMPrereqState
function FallPSMPrereqState.new() return end

---@param props table
---@return FallPSMPrereqState
function FallPSMPrereqState.new(props) return end

---@class Fan : BasicDistractionDevice
---@field animationType EAnimationType
---@field rotateClockwise Bool
---@field randomizeBladesSpeed Bool
---@field maxRotationSpeed Float
---@field timeToMaxRotation Float
---@field animFeature AnimFeature_RotatingObject
---@field updateComp UpdateComponent
Fan = {}

---@return Fan
function Fan.new() return end

---@param props table
---@return Fan
function Fan.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function Fan:OnAreaEnter(evt) return end

---@param evt gameDeviceVisibilityChangedEvent
---@return Bool
function Fan:OnDeviceVisible(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Fan:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Fan:OnTakeControl(ri) return end

function Fan:CutPower() return end

---@param damageType TweakDBID|string
function Fan:DoAttack(damageType) return end

---@return FanController
function Fan:GetController() return end

---@return FanControllerPS
function Fan:GetDevicePS() return end

function Fan:PLayTransformAnimation() return end

function Fan:PlayRegularAnimation() return end

---@param ps gamePersistentState
---@return Bool
function Fan:ResavePersistentData(ps) return end

function Fan:ResolveGameplayState() return end

function Fan:StartFan() return end

function Fan:StopFan() return end

function Fan:StopRegularAnimation() return end

function Fan:StopTransformAnimation() return end

function Fan:TurnOffDevice() return end

function Fan:TurnOnDevice() return end

---@class FanController : BasicDistractionDeviceController
FanController = {}

---@return FanController
function FanController.new() return end

---@param props table
---@return FanController
function FanController.new(props) return end

---@return FanControllerPS
function FanController:GetPS() return end

---@class FanControllerPS : BasicDistractionDeviceControllerPS
---@field fanSetup FanSetup
FanControllerPS = {}

---@return FanControllerPS
function FanControllerPS.new() return end

---@param props table
---@return FanControllerPS
function FanControllerPS.new(props) return end

---@return Bool
function FanControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function FanControllerPS:GetActions(context) return end

---@return TweakDBID
function FanControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function FanControllerPS:GetDeviceIconTweakDBID() return end

---@return Float
function FanControllerPS:GetMaxRotationSpeed() return end

---@return Float
function FanControllerPS:GetTimeToMaxRotation() return end

function FanControllerPS:Initialize() return end

---@return Bool
function FanControllerPS:IsBladesSpeedRandomized() return end

---@return Bool
function FanControllerPS:IsRotatingClockwise() return end

---@param data FanResaveData
function FanControllerPS:PushResaveData(data) return end

---@class FanResaveData
---@field animationType EAnimationType
---@field rotateClockwise Bool
---@field randomizeBladesSpeed Bool
---@field maxRotationSpeed Float
---@field timeToMaxRotation Float
FanResaveData = {}

---@return FanResaveData
function FanResaveData.new() return end

---@param props table
---@return FanResaveData
function FanResaveData.new(props) return end

---@class FanSetup
---@field animationType EAnimationType
---@field rotateClockwise Bool
---@field randomizeBladesSpeed Bool
---@field maxRotationSpeed Float
---@field timeToMaxRotation Float
FanSetup = {}

---@return FanSetup
function FanSetup.new() return end

---@param props table
---@return FanSetup
function FanSetup.new(props) return end

---@class FastForwardActiveDecisions : ScenesFastForwardTransition
FastForwardActiveDecisions = {}

---@return FastForwardActiveDecisions
function FastForwardActiveDecisions.new() return end

---@param props table
---@return FastForwardActiveDecisions
function FastForwardActiveDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardActiveDecisions:ToFastForwardAvailable(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardActiveDecisions:ToFastForwardUnavailable(stateContext, scriptInterface) return end

---@class FastForwardActiveEvents : ScenesFastForwardTransition
FastForwardActiveEvents = {}

---@return FastForwardActiveEvents
function FastForwardActiveEvents.new() return end

---@param props table
---@return FastForwardActiveEvents
function FastForwardActiveEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardActiveEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardActiveEvents:OnExit(stateContext, scriptInterface) return end

---@class FastForwardAvailableDecisions : ScenesFastForwardTransition
FastForwardAvailableDecisions = {}

---@return FastForwardAvailableDecisions
function FastForwardAvailableDecisions.new() return end

---@param props table
---@return FastForwardAvailableDecisions
function FastForwardAvailableDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardAvailableDecisions:ToFastForwardActive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardAvailableDecisions:ToFastForwardUnavailable(stateContext, scriptInterface) return end

---@class FastForwardAvailableEvents : ScenesFastForwardTransition
---@field forceCloseFX Bool
---@field delay Float
FastForwardAvailableEvents = {}

---@return FastForwardAvailableEvents
function FastForwardAvailableEvents.new() return end

---@param props table
---@return FastForwardAvailableEvents
function FastForwardAvailableEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardAvailableEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardAvailableEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class FastForwardSelfRemovalDecisions : ScenesFastForwardTransition
FastForwardSelfRemovalDecisions = {}

---@return FastForwardSelfRemovalDecisions
function FastForwardSelfRemovalDecisions.new() return end

---@param props table
---@return FastForwardSelfRemovalDecisions
function FastForwardSelfRemovalDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardSelfRemovalDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class FastForwardSelfRemovalEvents : ScenesFastForwardTransition
FastForwardSelfRemovalEvents = {}

---@return FastForwardSelfRemovalEvents
function FastForwardSelfRemovalEvents.new() return end

---@param props table
---@return FastForwardSelfRemovalEvents
function FastForwardSelfRemovalEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardSelfRemovalEvents:OnEnter(stateContext, scriptInterface) return end

---@class FastForwardUnavailableDecisions : ScenesFastForwardTransition
FastForwardUnavailableDecisions = {}

---@return FastForwardUnavailableDecisions
function FastForwardUnavailableDecisions.new() return end

---@param props table
---@return FastForwardUnavailableDecisions
function FastForwardUnavailableDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FastForwardUnavailableDecisions:ToFastForwardAvailable(stateContext, scriptInterface) return end

---@class FastForwardUnavailableEvents : ScenesFastForwardTransition
FastForwardUnavailableEvents = {}

---@return FastForwardUnavailableEvents
function FastForwardUnavailableEvents.new() return end

---@param props table
---@return FastForwardUnavailableEvents
function FastForwardUnavailableEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FastForwardUnavailableEvents:OnEnter(stateContext, scriptInterface) return end

---@class FastTRavelSystemDef : gamebbScriptDefinition
---@field DestinationPoint gamebbScriptID_Variant
---@field StartingPoint gamebbScriptID_Variant
---@field FastTravelStarted gamebbScriptID_Bool
---@field FastTravelLoadingScreenStarted gamebbScriptID_Bool
---@field FastTravelLoadingScreenFinished gamebbScriptID_Bool
FastTRavelSystemDef = {}

---@return FastTRavelSystemDef
function FastTRavelSystemDef.new() return end

---@param props table
---@return FastTRavelSystemDef
function FastTRavelSystemDef.new(props) return end

---@return Bool
function FastTRavelSystemDef:AutoCreateInSystem() return end

---@class FastTravelButtonLogicController : inkButtonController
---@field districtName inkTextWidgetReference
---@field locationName inkTextWidgetReference
---@field soundData SSoundData
---@field isInitialized Bool
---@field fastTravelPointData gameFastTravelPointData
FastTravelButtonLogicController = {}

---@return FastTravelButtonLogicController
function FastTravelButtonLogicController.new() return end

---@param props table
---@return FastTravelButtonLogicController
function FastTravelButtonLogicController.new(props) return end

---@return Bool
function FastTravelButtonLogicController:OnInitialize() return end

---@return Bool
function FastTravelButtonLogicController:OnUninitialize() return end

---@return gameFastTravelPointData
function FastTravelButtonLogicController:GetFastTravelPointData() return end

---@return CName
function FastTravelButtonLogicController:GetOnHoverOutKey() return end

---@return CName
function FastTravelButtonLogicController:GetOnHoverOverKey() return end

---@return CName
function FastTravelButtonLogicController:GetOnPressKey() return end

---@return CName
function FastTravelButtonLogicController:GetOnReleaseKey() return end

---@return CName
function FastTravelButtonLogicController:GetWidgetAudioName() return end

---@param data gameFastTravelPointData
function FastTravelButtonLogicController:Initialize(data) return end

---@return Bool
function FastTravelButtonLogicController:IsInitialized() return end

---@param gameController gameuiWidgetGameController
function FastTravelButtonLogicController:RegisterAudioCallbacks(gameController) return end

---@param data gameFastTravelPointData
function FastTravelButtonLogicController:SetDescription(data) return end

---@class FastTravelComponent : gameScriptableComponent
---@field fastTravelNodes gameFastTravelPointData[]
FastTravelComponent = {}

---@return FastTravelComponent
function FastTravelComponent.new() return end

---@param props table
---@return FastTravelComponent
function FastTravelComponent.new(props) return end

---@param evt FastTravelDeviceAction
---@return Bool
function FastTravelComponent:OnFastTravelAction(evt) return end

---@param evt RegisterFastTravelPointsEvent
---@return Bool
function FastTravelComponent:OnRegisterFastTravelPoints(evt) return end

---@return FastTravelSystem
function FastTravelComponent:GetFastTravelSystem() return end

---@return gameFastTravelPointData[]
function FastTravelComponent:GetFasttravelNodes() return end

function FastTravelComponent:OnGameAttach() return end

function FastTravelComponent:OnGameDetach() return end

---@param pointData gameFastTravelPointData
---@param player gameObject
function FastTravelComponent:PerformFastTravel(pointData, player) return end

---@class FastTravelConsoleInstructionRequest : gameScriptableSystemRequest
---@field instruction EFastTravelSystemInstruction
---@field magicFloat Float
FastTravelConsoleInstructionRequest = {}

---@return FastTravelConsoleInstructionRequest
function FastTravelConsoleInstructionRequest.new() return end

---@param props table
---@return FastTravelConsoleInstructionRequest
function FastTravelConsoleInstructionRequest.new(props) return end

---@class FastTravelDeviceAction : ActionBool
---@field fastTravelPointData gameFastTravelPointData
FastTravelDeviceAction = {}

---@return FastTravelDeviceAction
function FastTravelDeviceAction.new() return end

---@param props table
---@return FastTravelDeviceAction
function FastTravelDeviceAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function FastTravelDeviceAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function FastTravelDeviceAction.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function FastTravelDeviceAction.IsDefaultConditionMet(device, context) return end

---@param actions gamedeviceAction[]
function FastTravelDeviceAction:CreateActionWidgetPackage(actions) return end

---@return gameFastTravelPointData
function FastTravelDeviceAction:GetFastTravelPointData() return end

---@param data gameFastTravelPointData
function FastTravelDeviceAction:SetProperties(data) return end

---@class FastTravelGameController : gameuiWidgetGameController
---@field fastTravelPointsList inkCompoundWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
FastTravelGameController = {}

---@return FastTravelGameController
function FastTravelGameController.new() return end

---@param props table
---@return FastTravelGameController
function FastTravelGameController.new(props) return end

---@return Bool
function FastTravelGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function FastTravelGameController:OnPerformFastTravel(e) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function FastTravelGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return FastTravelSystem
function FastTravelGameController:GetFastTravelSystem() return end

---@return gameObject
function FastTravelGameController:GetOwner() return end

function FastTravelGameController:Initialize() return end

---@param pointData gameFastTravelPointData
---@param player gameObject
function FastTravelGameController:PerformFastTravel(pointData, player) return end

---@class FastTravelMenuToggledEvent : gameScriptableSystemRequest
---@field isEnabled Bool
FastTravelMenuToggledEvent = {}

---@return FastTravelMenuToggledEvent
function FastTravelMenuToggledEvent.new() return end

---@param props table
---@return FastTravelMenuToggledEvent
function FastTravelMenuToggledEvent.new(props) return end

---@class FastTravelPointsUpdated : redEvent
---@field updateTrackingAlternative Bool
FastTravelPointsUpdated = {}

---@return FastTravelPointsUpdated
function FastTravelPointsUpdated.new() return end

---@param props table
---@return FastTravelPointsUpdated
function FastTravelPointsUpdated.new(props) return end

---@class FastTravelSystem : gameScriptableSystem
---@field fastTravelNodes gameFastTravelPointData[]
---@field isFastTravelEnabledOnMap Bool
---@field fastTravelPointsTotal Int32
---@field lastUpdatedAchievementCount Int32
---@field fastTravelLocks FastTravelSystemLock[]
---@field loadingScreenCallbackID redCallbackObject
---@field requestAutoSafeAfterLoadingScreen Bool
---@field fastTravelSystemRecord gamedataFastTravelSystem_Record
---@field lockLisenerID CName
---@field unlockLisenerID CName
---@field removeAllLocksLisenerID CName
FastTravelSystem = {}

---@return FastTravelSystem
function FastTravelSystem.new() return end

---@param props table
---@return FastTravelSystem
function FastTravelSystem.new(props) return end

---@param reason CName|string
---@param statusEffectID TweakDBID|string
function FastTravelSystem.AddFastTravelLock(reason, statusEffectID) return end

---@param enable Bool
---@param reason CName|string
---@param statusEffectID TweakDBID|string
function FastTravelSystem.ManageFastTravelLock(enable, reason, statusEffectID) return end

function FastTravelSystem.RemoveAllFastTravelLocks() return end

---@param reason CName|string
---@param statusEffectID TweakDBID|string
function FastTravelSystem.RemoveFastTravelLock(reason, statusEffectID) return end

---@param value Bool
---@return Bool
function FastTravelSystem:OnLoadingScreenFinished(value) return end

---@param reason CName|string
---@param statusEffectID TweakDBID|string
function FastTravelSystem:AddFastTravelLock(reason, statusEffectID) return end

---@param nodeData gameFastTravelPointData
function FastTravelSystem:AddFastTravelPoint(nodeData) return end

function FastTravelSystem:CheckForScottieAchievement() return end

function FastTravelSystem:EvaluateFastTravelLocksOnRestore() return end

---@return Int32
function FastTravelSystem:GetAmmountOfFastTravelPointsOnMap() return end

---@param nodeData gameFastTravelPointData
---@return gameFastTravelPointData
function FastTravelSystem:GetFastTravelPoint(nodeData) return end

---@return gameFastTravelPointData[]
function FastTravelSystem:GetFastTravelPoints() return end

---@param nodeData gameFastTravelPointData
---@return Bool
function FastTravelSystem:HasFastTravelPoint(nodeData) return end

function FastTravelSystem:InitializeDebugButtons() return end

---@return Bool
function FastTravelSystem:IsFastTravelEnabled() return end

---@return Bool
function FastTravelSystem:IsFastTravelEnabledOnMap() return end

function FastTravelSystem:OnAttach() return end

---@param request gameSDOClickedRequest
function FastTravelSystem:OnDebugButtonClicked(request) return end

function FastTravelSystem:OnDetach() return end

---@param request EnableFastTravelRequest
function FastTravelSystem:OnEnableFastTravelRequest(request) return end

---@param request FastTravelConsoleInstructionRequest
function FastTravelSystem:OnFastTravelConsoleInstructionRequest(request) return end

---@param request PerformFastTravelRequest
function FastTravelSystem:OnPerformFastTravelRequest(request) return end

---@param request RegisterFastTravelPointRequest
function FastTravelSystem:OnRegisterFastTravelPointRequest(request) return end

---@param request RegisterFastTravelPointsRequest
function FastTravelSystem:OnRegisterFastTravelPointsRequest(request) return end

---@param request RemoveAllFastTravelLocksRequest
function FastTravelSystem:OnRemoveAllFastTravelLocksRequest(request) return end

---@param request AutoSaveRequest
function FastTravelSystem:OnRequestAutoSave(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function FastTravelSystem:OnRestored(saveVersion, gameVersion) return end

---@param evt FastTravelMenuToggledEvent
function FastTravelSystem:OnToggleFastTravelAvailabilityOnMapRequest(evt) return end

---@param request UnregisterFastTravelPointRequest
function FastTravelSystem:OnUnregisterFastTravelPointRequest(request) return end

---@param evt UpdateFastTravelPointRecordRequest
function FastTravelSystem:OnUpdateFastTravelPointRecordRequest(evt) return end

---@param player gameObject
---@param nodeData gameFastTravelPointData
function FastTravelSystem:PerformFastTravel(player, nodeData) return end

function FastTravelSystem:RefreshFastTravelNodes() return end

---@param pointData gameFastTravelPointData
---@param requesterID entEntityID
function FastTravelSystem:RegisterFastTravelPoint(pointData, requesterID) return end

function FastTravelSystem:RegisterLoadingScreenCallback() return end

---@param nodeData gameFastTravelPointData
function FastTravelSystem:RegisterMappin(nodeData) return end

---@param reason CName|string
function FastTravelSystem:RemoveFastTravelLock(reason) return end

---@param nodeData gameFastTravelPointData
function FastTravelSystem:RemoveFastTravelPoint(nodeData) return end

function FastTravelSystem:RequestAutoSave() return end

function FastTravelSystem:RequestAutoSaveWithDelay() return end

function FastTravelSystem:RestoreFastTravelMappins() return end

function FastTravelSystem:SetFastTravelStarted() return end

function FastTravelSystem:ShowDebug() return end

function FastTravelSystem:TutorialAddFastTravelFact() return end

function FastTravelSystem:UninitializeDebugButtons() return end

---@param pointData gameFastTravelPointData
---@param requesterID entEntityID
function FastTravelSystem:UnregisterFastTravelPoint(pointData, requesterID) return end

function FastTravelSystem:UnregisterLoadingCallback() return end

---@param nodeData gameFastTravelPointData
function FastTravelSystem:UnregisterMappin(nodeData) return end

---@param magicFloat Float
function FastTravelSystem:execInstructionForward(magicFloat) return end

function FastTravelSystem:execInstructionPrevious() return end

---@class FastTravelSystemLock
---@field lockReason CName
---@field linkedStatusEffectID TweakDBID
FastTravelSystemLock = {}

---@return FastTravelSystemLock
function FastTravelSystemLock.new() return end

---@param props table
---@return FastTravelSystemLock
function FastTravelSystemLock.new(props) return end

---@class FeatureFlagsMask
---@field flags Uint64
FeatureFlagsMask = {}

---@return FeatureFlagsMask
function FeatureFlagsMask.new() return end

---@param props table
---@return FeatureFlagsMask
function FeatureFlagsMask.new(props) return end

---@class FeaturesExpansionPopupController : inkWidgetLogicController
---@field hoverAnimationName CName
---@field hoverArrow inkImageWidgetReference
---@field buyButtonRef inkWidgetReference
---@field buyButtonText inkTextWidgetReference
---@field buyButtonInputIcon inkWidgetReference
---@field buyButtonSpinner inkWidgetReference
---@field locKey_Buy CName
---@field locKey_PreOrder CName
---@field slectorContainerRef inkWidgetReference
---@field slectorArrowLeftRef inkWidgetReference
---@field slectorArrowRightRef inkWidgetReference
---@field videoCarouselRef inkWidgetReference
---@field videoContainerRef inkWidgetReference
---@field videoCarouselData VideoCarouselData[]
---@field videoCarouselController VideoCarouselController
---@field buyButtonController inkButtonController
---@field hoverAnimation inkanimProxy
---@field hoverAnimationOptions inkanimPlaybackOptions
---@field isEp1Released Bool
FeaturesExpansionPopupController = {}

---@return FeaturesExpansionPopupController
function FeaturesExpansionPopupController.new() return end

---@param props table
---@return FeaturesExpansionPopupController
function FeaturesExpansionPopupController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function FeaturesExpansionPopupController:OnHoverOutSelector(e) return end

---@param e inkPointerEvent
---@return Bool
function FeaturesExpansionPopupController:OnHoverOutVideo(e) return end

---@param e inkPointerEvent
---@return Bool
function FeaturesExpansionPopupController:OnHoverSelector(e) return end

---@param e inkPointerEvent
---@return Bool
function FeaturesExpansionPopupController:OnHoverVideo(e) return end

---@return Bool
function FeaturesExpansionPopupController:OnInitialize() return end

---@return Bool
function FeaturesExpansionPopupController:OnUninitialize() return end

---@return inkWidgetReference
function FeaturesExpansionPopupController:GetButtonRef() return end

function FeaturesExpansionPopupController:PlaySpinAnimation() return end

---@param isEp1Released Bool
function FeaturesExpansionPopupController:SetIsEp1Released(isEp1Released) return end

---@param state ExpansionStatus
function FeaturesExpansionPopupController:SetState(state) return end

---@class FeedEvent : redEvent
---@field On Bool
---@field virtualComponentName CName
---@field cameraID entEntityID
FeedEvent = {}

---@return FeedEvent
function FeedEvent.new() return end

---@param props table
---@return FeedEvent
function FeedEvent.new(props) return end

---@class FelledDecisions : LocomotionGroundDecisions
---@field felled Bool
---@field callbackIDs redCallbackObject[]
FelledDecisions = {}

---@return FelledDecisions
function FelledDecisions.new() return end

---@param props table
---@return FelledDecisions
function FelledDecisions.new(props) return end

---@param value Bool
---@return Bool
function FelledDecisions:OnFelledChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FelledDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FelledDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FelledDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FelledDecisions:ToStand(stateContext, scriptInterface) return end

---@class FelledEvent : redEvent
---@field active Bool
FelledEvent = {}

---@return FelledEvent
function FelledEvent.new() return end

---@param props table
---@return FelledEvent
function FelledEvent.new(props) return end

---@return String
function FelledEvent:GetFriendlyDescription() return end

---@class FelledEvents : LocomotionGroundEvents
---@field animFeatureFelled AnimFeature_Felled
FelledEvents = {}

---@return FelledEvents
function FelledEvents.new() return end

---@param props table
---@return FelledEvents
function FelledEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FelledEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FelledEvents:OnExit(stateContext, scriptInterface) return end

---@class FillAnimWrapperInfoBasedOnEquippedItem : redEvent
---@field itemID ItemID
---@field itemType CName
---@field itemName CName
---@field clearWrapperInfo Bool
FillAnimWrapperInfoBasedOnEquippedItem = {}

---@return FillAnimWrapperInfoBasedOnEquippedItem
function FillAnimWrapperInfoBasedOnEquippedItem.new() return end

---@param props table
---@return FillAnimWrapperInfoBasedOnEquippedItem
function FillAnimWrapperInfoBasedOnEquippedItem.new(props) return end

---@class FillTakeOverChainBBoardEvent : redEvent
---@field requesterID gamePersistentID
FillTakeOverChainBBoardEvent = {}

---@return FillTakeOverChainBBoardEvent
function FillTakeOverChainBBoardEvent.new() return end

---@param props table
---@return FillTakeOverChainBBoardEvent
function FillTakeOverChainBBoardEvent.new(props) return end

---@class FilmGrainAreaSettings : IAreaSettings
---@field strength curveData
---@field luminanceBias curveData
---@field grainSize Vector3
---@field applyAfterUpsampling Bool
FilmGrainAreaSettings = {}

---@return FilmGrainAreaSettings
function FilmGrainAreaSettings.new() return end

---@param props table
---@return FilmGrainAreaSettings
function FilmGrainAreaSettings.new(props) return end

---@class FilterButtonSpawnedData : IScriptable
---@field type Int32
FilterButtonSpawnedData = {}

---@return FilterButtonSpawnedData
function FilterButtonSpawnedData.new() return end

---@param props table
---@return FilterButtonSpawnedData
function FilterButtonSpawnedData.new(props) return end

---@class FilterNPCDodgeOpportunity : gameEffectObjectGroupFilter_Scripted
---@field applyToTechWeapons Bool
---@field doDodgingTargetsGetFilteredOut Bool
FilterNPCDodgeOpportunity = {}

---@return FilterNPCDodgeOpportunity
function FilterNPCDodgeOpportunity.new() return end

---@param props table
---@return FilterNPCDodgeOpportunity
function FilterNPCDodgeOpportunity.new(props) return end

---@param ctx gameEffectScriptContext
---@return Bool, gameEffectGroupFilterScriptContext
function FilterNPCDodgeOpportunity:Process(ctx) return end

---@class FilterNPCsByType : gameEffectObjectSingleFilter_Scripted
---@field allowedTypes gamedataNPCType[]
---@field invert Bool
FilterNPCsByType = {}

---@return FilterNPCsByType
function FilterNPCsByType.new() return end

---@param props table
---@return FilterNPCsByType
function FilterNPCsByType.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function FilterNPCsByType:Process(ctx, filterCtx) return end

---@class FilterRadioGroup : inkRadioGroupController
---@field libraryPath inkWidgetLibraryReference
---@field TooltipsManager gameuiTooltipsManager
---@field TooltipIndex Int32
---@field toggles inkToggleController[]
---@field rootRef inkCompoundWidget
FilterRadioGroup = {}

---@return FilterRadioGroup
function FilterRadioGroup.new() return end

---@param props table
---@return FilterRadioGroup
function FilterRadioGroup.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function FilterRadioGroup:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function FilterRadioGroup:OnHoverOver(evt) return end

---@param data Int32
function FilterRadioGroup:AddFilter(data) return end

---@param data Int32
function FilterRadioGroup:RemoveFilter(data) return end

---@param enumCount Int32
---@param tooltipsManager gameuiTooltipsManager
---@param tooltipIndex Int32
function FilterRadioGroup:SetData(enumCount, tooltipsManager, tooltipIndex) return end

---@param data Int32[]
---@param tooltipsManager gameuiTooltipsManager
---@param tooltipIndex Int32
function FilterRadioGroup:SetData(data, tooltipsManager, tooltipIndex) return end

---@param data Int32
function FilterRadioGroup:ToggleData(data) return end

---@class FilterRadioItemHoverOut : redEvent
---@field target inkWidget
---@field identifier Int32
FilterRadioItemHoverOut = {}

---@return FilterRadioItemHoverOut
function FilterRadioItemHoverOut.new() return end

---@param props table
---@return FilterRadioItemHoverOut
function FilterRadioItemHoverOut.new(props) return end

---@class FilterRadioItemHoverOver : redEvent
---@field target inkWidget
---@field identifier Int32
FilterRadioItemHoverOver = {}

---@return FilterRadioItemHoverOver
function FilterRadioItemHoverOver.new() return end

---@param props table
---@return FilterRadioItemHoverOver
function FilterRadioItemHoverOver.new(props) return end

---@class FilterStimTargets : gameEffectObjectSingleFilter_Scripted
FilterStimTargets = {}

---@return FilterStimTargets
function FilterStimTargets.new() return end

---@param props table
---@return FilterStimTargets
function FilterStimTargets.new(props) return end

---@param puppet NPCPuppet
---@param targets gameNPCstubData[]
---@return Bool
function FilterStimTargets:EvaluateTarget(puppet, targets) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function FilterStimTargets:Process(ctx, filterCtx) return end

---@class FilterTargetsByDistanceFromRoot : gameEffectObjectSingleFilter_Scripted
---@field rootOffset_Z Float
---@field tollerance Float
FilterTargetsByDistanceFromRoot = {}

---@return FilterTargetsByDistanceFromRoot
function FilterTargetsByDistanceFromRoot.new() return end

---@param props table
---@return FilterTargetsByDistanceFromRoot
function FilterTargetsByDistanceFromRoot.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function FilterTargetsByDistanceFromRoot:Process(ctx, filterCtx) return end

---@class FindClosestScavengeTarget : AIbehaviortaskScript
FindClosestScavengeTarget = {}

---@return FindClosestScavengeTarget
function FindClosestScavengeTarget.new() return end

---@param props table
---@return FindClosestScavengeTarget
function FindClosestScavengeTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function FindClosestScavengeTarget:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param targets gameObject[]
---@return gameObject
function FindClosestScavengeTarget:GetClosestTarget(context, targets) return end

---@class FindNavmeshPointAroundThePlayer : AIbehaviortaskScript
---@field outPositionArgument AIArgumentMapping
FindNavmeshPointAroundThePlayer = {}

---@return FindNavmeshPointAroundThePlayer
function FindNavmeshPointAroundThePlayer.new() return end

---@param props table
---@return FindNavmeshPointAroundThePlayer
function FindNavmeshPointAroundThePlayer.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function FindNavmeshPointAroundThePlayer:Activate(context) return end

---@class FindServersMenuGameController : PreGameSubMenuGameController
---@field serversListCtrl inkListController
---@field NONE_CHOOSEN Int32
---@field curentlyChoosenServer Int32
---@field LANStatusLabel inkTextWidget
---@field WEBStatusLabel inkTextWidget
---@field c_onlineColor Color
---@field c_offlineColor Color
---@field token inkTextWidget
FindServersMenuGameController = {}

---@return FindServersMenuGameController
function FindServersMenuGameController.new() return end

---@param props table
---@return FindServersMenuGameController
function FindServersMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnBack(e) return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnCloudQuickmatch(e) return end

---@return Bool
function FindServersMenuGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnInternetServers(e) return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnJoin(e) return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnLANServers(e) return end

---@param e inkPointerEvent
---@return Bool
function FindServersMenuGameController:OnServerChoosen(e) return end

---@param servers inkServerInfo[]
---@return Bool
function FindServersMenuGameController:OnServersSearchResult(servers) return end

---@param buttonsList inkVerticalPanelWidget
function FindServersMenuGameController:AddButtons(buttonsList) return end

function FindServersMenuGameController:ClearButtons() return end

---@param widget inkWidget
function FindServersMenuGameController:Deactivate(widget) return end

---@param buttonsList inkVerticalPanelWidget
---@param name String
---@return inkWidget
function FindServersMenuGameController:GetButton(buttonsList, name) return end

---@param omitItem Int32
---@return Int32
function FindServersMenuGameController:GetChoosenServerId(omitItem) return end

---@param i Int32
---@return ServerInfoController
function FindServersMenuGameController:GetServerInfoController(i) return end

---@param buttonsList inkVerticalPanelWidget
function FindServersMenuGameController:InitializeButtons(buttonsList) return end

---@param menuName inkTextWidget
function FindServersMenuGameController:InitializeMenuName(menuName) return end

function FindServersMenuGameController:ReInitializeButtons() return end

function FindServersMenuGameController:UpdateNetworkStatus() return end

---@class FindTeleportPositionForTakedown : AIbehaviorconditionScript
---@field target AIArgumentMapping
---@field extents AIArgumentMapping
---@field extentsOffset AIArgumentMapping
---@field workspotRotation AIArgumentMapping
---@field workspotOffset AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
---@field outRotationArgument AIArgumentMapping
---@field outMaybeStairs AIArgumentMapping
FindTeleportPositionForTakedown = {}

---@return FindTeleportPositionForTakedown
function FindTeleportPositionForTakedown.new() return end

---@param props table
---@return FindTeleportPositionForTakedown
function FindTeleportPositionForTakedown.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function FindTeleportPositionForTakedown:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetPosition Vector4
---@param queryDimensions Vector4
---@param queryOrientation Quaternion
---@param queryFilter physicsQueryFilter
---@return Bool
function FindTeleportPositionForTakedown:CheckForOverlap(context, targetPosition, queryDimensions, queryOrientation, queryFilter) return end

---@param context AIbehaviorScriptExecutionContext
---@param queryOffset Vector4
---@param queryDefaultPos Vector4
---@param queryExtents Vector4
---@param queryPosition Vector4
---@return Bool, Quaternion
function FindTeleportPositionForTakedown:CheckForOverlapAdvanced(context, queryOffset, queryDefaultPos, queryExtents, queryPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetPosition Vector4
---@return Bool
function FindTeleportPositionForTakedown:CheckForStairs(context, targetPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param position Vector4
---@param extents Vector4
---@param orientation Quaternion
function FindTeleportPositionForTakedown:DrawDebugBox(context, position, extents, orientation) return end

---@param origin entEntity
---@param rotation Quaternion
---@param offset Vector4
---@return Bool, Vector4
function FindTeleportPositionForTakedown:GetNavmeshPointWithOffset(origin, rotation, offset) return end

---@class FindTeleportPositionKurt : AIbehaviortaskScript
---@field target AIArgumentMapping
---@field extents AIArgumentMapping
---@field extentsOffset AIArgumentMapping
---@field workspotRotation AIArgumentMapping
---@field workspotOffset AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
---@field outRotationArgument AIArgumentMapping
---@field outMaybeStairs AIArgumentMapping
FindTeleportPositionKurt = {}

---@return FindTeleportPositionKurt
function FindTeleportPositionKurt.new() return end

---@param props table
---@return FindTeleportPositionKurt
function FindTeleportPositionKurt.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetPosition Vector4
---@param queryDimensions Vector4
---@param queryOrientation Quaternion
---@param queryFilter physicsQueryFilter
---@return Bool
function FindTeleportPositionKurt:CheckForOverlap(context, targetPosition, queryDimensions, queryOrientation, queryFilter) return end

---@param context AIbehaviorScriptExecutionContext
---@param queryOffset Vector4
---@param queryDefaultPos Vector4
---@param queryExtents Vector4
---@param queryPosition Vector4
---@return Bool, Quaternion
function FindTeleportPositionKurt:CheckForOverlapAdvanced(context, queryOffset, queryDefaultPos, queryExtents, queryPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param targetPosition Vector4
---@return Bool
function FindTeleportPositionKurt:CheckForStairs(context, targetPosition) return end

---@param context AIbehaviorScriptExecutionContext
---@param position Vector4
---@param extents Vector4
---@param orientation Quaternion
function FindTeleportPositionKurt:DrawDebugBox(context, position, extents, orientation) return end

---@param origin entEntity
---@param rotation Quaternion
---@param offset Vector4
---@return Bool, Vector4
function FindTeleportPositionKurt:GetNavmeshPointWithOffset(origin, rotation, offset) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function FindTeleportPositionKurt:Update(context) return end

---@class FinishedPathWithDoors : redEvent
FinishedPathWithDoors = {}

---@return FinishedPathWithDoors
function FinishedPathWithDoors.new() return end

---@param props table
---@return FinishedPathWithDoors
function FinishedPathWithDoors.new(props) return end

---@class FinishedVendettaTimeEvent : redEvent
FinishedVendettaTimeEvent = {}

---@return FinishedVendettaTimeEvent
function FinishedVendettaTimeEvent.new() return end

---@param props table
---@return FinishedVendettaTimeEvent
function FinishedVendettaTimeEvent.new(props) return end

---@class FinisherAttackDecisions : FinisherTransition
FinisherAttackDecisions = {}

---@return FinisherAttackDecisions
function FinisherAttackDecisions.new() return end

---@param props table
---@return FinisherAttackDecisions
function FinisherAttackDecisions.new(props) return end

---@class FinisherAttackEvents : FinisherTransition
---@field stateMachineInitData FinisherInitData
FinisherAttackEvents = {}

---@return FinisherAttackEvents
function FinisherAttackEvents.new() return end

---@param props table
---@return FinisherAttackEvents
function FinisherAttackEvents.new(props) return end

---@param playerPuppet PlayerPuppet
---@param isWorkspotFinisher Bool
function FinisherAttackEvents.ApplyFinisherBuffs(playerPuppet, isWorkspotFinisher) return end

---@param tweakDBPath String
---@return GameplayCameraData
function FinisherAttackEvents.GetGameplayCameraParameters(tweakDBPath) return end

---@param target gameObject
---@param paramsName CName|string
function FinisherAttackEvents.SetCameraContext(target, paramsName) return end

---@param player gameObject
---@param tweakDBPath String
function FinisherAttackEvents.SetGameplayCameraParameters(player, tweakDBPath) return end

---@param playerPuppet PlayerPuppet
---@param target gameObject
function FinisherAttackEvents:ApplyFinisher(playerPuppet, target) return end

---@param target gameObject
---@param instigator gameObject
---@param hasFromFront Bool
---@param hasFromBack Bool
---@return Bool, CName
function FinisherAttackEvents:GetFinisherNameBasedOnWeapon(target, instigator, hasFromFront, hasFromBack) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FinisherAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param targetPuppet gameObject
---@param instigator gameObject
---@param hasFromFront Bool
---@param hasFromBack Bool
---@return Bool
function FinisherAttackEvents:PlayFinisherGameEffect(targetPuppet, instigator, hasFromFront, hasFromBack) return end

---@class FinisherEffector : ApplyStatusEffectEffector
FinisherEffector = {}

---@return FinisherEffector
function FinisherEffector.new() return end

---@param props table
---@return FinisherEffector
function FinisherEffector.new(props) return end

---@param owner gameObject
function FinisherEffector:ActionOn(owner) return end

function FinisherEffector:Uninitialize() return end

---@class FinisherEffectorActionOn : redEvent
---@field instigator gameObject
FinisherEffectorActionOn = {}

---@return FinisherEffectorActionOn
function FinisherEffectorActionOn.new() return end

---@param props table
---@return FinisherEffectorActionOn
function FinisherEffectorActionOn.new(props) return end

---@class FinisherEndDecisions : FinisherTransition
FinisherEndDecisions = {}

---@return FinisherEndDecisions
function FinisherEndDecisions.new() return end

---@param props table
---@return FinisherEndDecisions
function FinisherEndDecisions.new(props) return end

---@class FinisherEndEvents : FinisherTransition
FinisherEndEvents = {}

---@return FinisherEndEvents
function FinisherEndEvents.new() return end

---@param props table
---@return FinisherEndEvents
function FinisherEndEvents.new(props) return end

---@param playerPuppet PlayerPuppet
---@param isWorkspotFinisher Bool
function FinisherEndEvents.ApplyFinisherBuffs(playerPuppet, isWorkspotFinisher) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FinisherEndEvents:OnEnter(stateContext, scriptInterface) return end

---@class FinisherInitData : IScriptable
---@field target gameObject
---@field actionName CName
---@field IsBossFinisher Bool
FinisherInitData = {}

---@return FinisherInitData
function FinisherInitData.new() return end

---@param props table
---@return FinisherInitData
function FinisherInitData.new(props) return end

---@class FinisherLeapToTargetDecisions : FinisherTransition
---@field stateMachineInitData FinisherInitData
FinisherLeapToTargetDecisions = {}

---@return FinisherLeapToTargetDecisions
function FinisherLeapToTargetDecisions.new() return end

---@param props table
---@return FinisherLeapToTargetDecisions
function FinisherLeapToTargetDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FinisherLeapToTargetDecisions:ToFinisherAttack(stateContext, scriptInterface) return end

---@class FinisherLeapToTargetEvents : FinisherTransition
---@field stateMachineInitData FinisherInitData
FinisherLeapToTargetEvents = {}

---@return FinisherLeapToTargetEvents
function FinisherLeapToTargetEvents.new() return end

---@param props table
---@return FinisherLeapToTargetEvents
function FinisherLeapToTargetEvents.new(props) return end

---@param distance Float
---@return Float
function FinisherLeapToTargetEvents:CalculateAdjustmentDuration(distance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FinisherLeapToTargetEvents:LeapToTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FinisherLeapToTargetEvents:OnEnter(stateContext, scriptInterface) return end

---@class FinisherTransition : DefaultTransition
FinisherTransition = {}

---@class FireFXEvent : redEvent
---@field sFX CName
---@field vFX CName
FireFXEvent = {}

---@return FireFXEvent
function FireFXEvent.new() return end

---@param props table
---@return FireFXEvent
function FireFXEvent.new(props) return end

---@class FirstEquipDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
FirstEquipDecisions = {}

---@return FirstEquipDecisions
function FirstEquipDecisions.new() return end

---@param props table
---@return FirstEquipDecisions
function FirstEquipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FirstEquipDecisions:ToEquipped(stateContext, scriptInterface) return end

---@class FirstEquipEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
FirstEquipEvents = {}

---@return FirstEquipEvents
function FirstEquipEvents.new() return end

---@param props table
---@return FirstEquipEvents
function FirstEquipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FirstEquipEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FirstEquipEvents:OnExit(stateContext, scriptInterface) return end

---@class FirstEquipSystem : gameScriptableSystem
---@field equipDataArray EFirstEquipData[]
FirstEquipSystem = {}

---@return FirstEquipSystem
function FirstEquipSystem.new() return end

---@param props table
---@return FirstEquipSystem
function FirstEquipSystem.new(props) return end

---@param owner gameObject
---@return FirstEquipSystem
function FirstEquipSystem.GetInstance(owner) return end

---@param weaponID TweakDBID|string
---@return Bool
function FirstEquipSystem:HasPlayedFirstEquip(weaponID) return end

---@param request CompletionOfFirstEquipRequest
function FirstEquipSystem:OnCompletionOfFirstEquip(request) return end

---@class FirstPlusPlusLegendaryAwardedRequest : gameScriptableSystemRequest
FirstPlusPlusLegendaryAwardedRequest = {}

---@return FirstPlusPlusLegendaryAwardedRequest
function FirstPlusPlusLegendaryAwardedRequest.new() return end

---@param props table
---@return FirstPlusPlusLegendaryAwardedRequest
function FirstPlusPlusLegendaryAwardedRequest.new(props) return end

---@class FistsLookAtDecisions : LookAtPresetMeleeBaseDecisions
FistsLookAtDecisions = {}

---@return FistsLookAtDecisions
function FistsLookAtDecisions.new() return end

---@param props table
---@return FistsLookAtDecisions
function FistsLookAtDecisions.new(props) return end

---@class FistsLookAtEvents : LookAtPresetMeleeBaseEvents
FistsLookAtEvents = {}

---@return FistsLookAtEvents
function FistsLookAtEvents.new() return end

---@param props table
---@return FistsLookAtEvents
function FistsLookAtEvents.new(props) return end

---@class FixDevice : ActionBool
FixDevice = {}

---@return FixDevice
function FixDevice.new() return end

---@param props table
---@return FixDevice
function FixDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function FixDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function FixDevice.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function FixDevice.IsDefaultConditionMet(device, context) return end

---@return String
function FixDevice:GetTweakDBChoiceRecord() return end

function FixDevice:SetProperties() return end

---@class FixedCapsule
---@field PointRadius Vector4
---@field Height Float
FixedCapsule = {}

---@return FixedCapsule
function FixedCapsule.new() return end

---@param props table
---@return FixedCapsule
function FixedCapsule.new(props) return end

---@class FixedPoint
---@field Bits Int32
FixedPoint = {}

---@return FixedPoint
function FixedPoint.new() return end

---@param props table
---@return FixedPoint
function FixedPoint.new(props) return end

---@class FixerTooltipMapData
---@field fixerLocKey CName
---@field fixerIcon gamedataUIIcon_Record
---@field fixerDescription CName
---@field additionalDescriptionKey CName
---@field allQuestsAmount Int32
---@field generalQuestsProgress Int32
---@field allQuestsInCurrentPackage Int32
---@field currentPackageProgress Int32
FixerTooltipMapData = {}

---@return FixerTooltipMapData
function FixerTooltipMapData.new() return end

---@param props table
---@return FixerTooltipMapData
function FixerTooltipMapData.new(props) return end

---@class FlickerEvent : redEvent
---@field strength Float
---@field duration Float
---@field offset Float
FlickerEvent = {}

---@return FlickerEvent
function FlickerEvent.new() return end

---@param props table
---@return FlickerEvent
function FlickerEvent.new(props) return end

---@class Flush : ActionBool
Flush = {}

---@return Flush
function Flush.new() return end

---@param props table
---@return Flush
function Flush.new(props) return end

---@return String
function Flush:GetTweakDBChoiceRecord() return end

function Flush:SetProperties() return end

---@class FocusClueDefinition
---@field extendedClueRecords ClueRecordData[]
---@field clueRecord TweakDBID
---@field factToActivate CName
---@field facts SFactOperationData[]
---@field useAutoInspect Bool
---@field isEnabled Bool
---@field isProgressing Bool
---@field clueGroupID CName
---@field wasInspected Bool
---@field qDbCallbackID Uint32
---@field conclusionQuestState EConclusionQuestState
FocusClueDefinition = {}

---@return FocusClueDefinition
function FocusClueDefinition.new() return end

---@param props table
---@return FocusClueDefinition
function FocusClueDefinition.new(props) return end

---@class FocusCluesSystem : gameScriptableSystem
---@field linkedClues LinkedFocusClueData[]
---@field disabledGroupes CName[]
---@field activeLinkedClue LinkedFocusClueData
FocusCluesSystem = {}

---@return FocusCluesSystem
function FocusCluesSystem.new() return end

---@param props table
---@return FocusCluesSystem
function FocusCluesSystem.new(props) return end

---@param clue LinkedFocusClueData
function FocusCluesSystem:AddLinkedClue(clue) return end

---@param groupID CName|string
function FocusCluesSystem:DisableGroup(groupID) return end

---@param groupID CName|string
function FocusCluesSystem:EnableGroup(groupID) return end

---@return LinkedFocusClueData
function FocusCluesSystem:GetActiveLinkedClue() return end

---@return gameScanningTooltipElementDef[]
function FocusCluesSystem:GetActiveLinkedClueScannableData() return end

---@param groupID CName|string
---@param clue FocusClueDefinition
---@return Bool
function FocusCluesSystem:GetClueGroupData(groupID, clue) return end

---@param groupID CName|string
---@param clue LinkedFocusClueData
---@return Bool
function FocusCluesSystem:GetLinkedClueGroupData(groupID, clue) return end

---@param clue LinkedFocusClueData
---@return Bool
function FocusCluesSystem:HasLinkedClue(clue) return end

---@param groupID CName|string
---@return Bool
function FocusCluesSystem:IsGroupDisabled(groupID) return end

---@param clue LinkedFocusClueData
---@return Bool
function FocusCluesSystem:IsGroupTagged(clue) return end

---@param ownerID entEntityID
---@return Bool, CName
function FocusCluesSystem:IsGroupped(ownerID) return end

---@param ownerID entEntityID
---@param groupID CName|string
---@return Bool
function FocusCluesSystem:IsRegistered(ownerID, groupID) return end

---@param owner gameObject
---@return Bool
function FocusCluesSystem:IsTagged(owner) return end

---@param request RegisterLinkedCluekRequest
function FocusCluesSystem:OnRegisterLinkedClueRequest(request) return end

---@param request TagLinkedCluekRequest
function FocusCluesSystem:OnTagLinkedClueRequest(request) return end

---@param request UnregisterLinkedCluekRequest
function FocusCluesSystem:OnUnregisterLinkedClueRequest(request) return end

---@param request UpdateLinkedClueskRequest
function FocusCluesSystem:OnUpdateLinkedCluesRequest(request) return end

---@param clue LinkedFocusClueData
function FocusCluesSystem:RemoveLinkedClue(clue) return end

---@param clueID Int32
function FocusCluesSystem:RemoveLinkedClueByIndex(clueID) return end

---@param clue LinkedFocusClueData
---@param tag Bool
function FocusCluesSystem:ResolveLinkedCluesTagging(clue, tag) return end

---@param linkedClue LinkedFocusClueData
---@param requester entEntityID
---@param tag Bool
function FocusCluesSystem:SendlinkedClueTagEvent(linkedClue, requester, tag) return end

---@param linkedClue LinkedFocusClueData
---@param requester entEntityID
function FocusCluesSystem:SendlinkedClueUpdateEvent(linkedClue, requester) return end

---@param clue LinkedFocusClueData
function FocusCluesSystem:UpdateLinkedClues(clue) return end

---@param clue LinkedFocusClueData
function FocusCluesSystem:UpdateSingleLinkedClue(clue) return end

---@class FocusForcedHighlightData : IScriptable
---@field sourceID entEntityID
---@field sourceName CName
---@field highlightType EFocusForcedHighlightType
---@field outlineType EFocusOutlineType
---@field priority EPriority
---@field inTransitionTime Float
---@field outTransitionTime Float
---@field hudData HighlightInstance
---@field isRevealed Bool
---@field isSavable Bool
---@field patternType gameVisionModePatternType
FocusForcedHighlightData = {}

---@return FocusForcedHighlightData
function FocusForcedHighlightData.new() return end

---@param props table
---@return FocusForcedHighlightData
function FocusForcedHighlightData.new(props) return end

---@return gameVisionAppearance
function FocusForcedHighlightData:GetBlackwallVisionApperance() return end

---@return Int32
function FocusForcedHighlightData:GetFillColorIndex() return end

---@return Int32
function FocusForcedHighlightData:GetOutlineColorIndex() return end

---@return gameVisionAppearance
function FocusForcedHighlightData:GetVisionApperance() return end

---@param data HighlightInstance
function FocusForcedHighlightData:InitializeWithHudInstruction(data) return end

---@return Bool
function FocusForcedHighlightData:IsValid() return end

---@class FocusForcedHighlightPersistentData : IScriptable
---@field sourceID entEntityID
---@field sourceName CName
---@field highlightType EFocusForcedHighlightType
---@field outlineType EFocusOutlineType
---@field priority EPriority
---@field inTransitionTime Float
---@field outTransitionTime Float
---@field isRevealed Bool
---@field patternType gameVisionModePatternType
FocusForcedHighlightPersistentData = {}

---@return FocusForcedHighlightPersistentData
function FocusForcedHighlightPersistentData.new() return end

---@param props table
---@return FocusForcedHighlightPersistentData
function FocusForcedHighlightPersistentData.new(props) return end

---@return FocusForcedHighlightData
function FocusForcedHighlightPersistentData:GetData() return end

---@param data FocusForcedHighlightData
function FocusForcedHighlightPersistentData:Initialize(data) return end

---@class FocusModeOperationTriggerData : DeviceOperationTriggerData
---@field operationType ETriggerOperationType
---@field isLookedAt Bool
FocusModeOperationTriggerData = {}

---@return FocusModeOperationTriggerData
function FocusModeOperationTriggerData.new() return end

---@param props table
---@return FocusModeOperationTriggerData
function FocusModeOperationTriggerData.new(props) return end

---@class FocusModeOperations : DeviceOperations
---@field focusModeOperations SFocusModeOperationData[]
FocusModeOperations = {}

---@return FocusModeOperations
function FocusModeOperations.new() return end

---@param props table
---@return FocusModeOperations
function FocusModeOperations.new(props) return end

---@param operationID Int32
function FocusModeOperations:ClearDelayIdOnOperation(operationID) return end

---@param owner gameObject
---@param operationType ETriggerOperationType
function FocusModeOperations:ExecuteOperation(owner, operationType) return end

---@param object gameObject
---@return Bool
function FocusModeOperations:IsLookedAt(object) return end

---@param index Int32
---@return Bool
function FocusModeOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function FocusModeOperations:RequestComponents(ri) return end

---@param owner gameObject
---@param operationType ETriggerOperationType
function FocusModeOperations:RestoreOperation(owner, operationType) return end

---@param delayId gameDelayID
---@param operationID Int32
function FocusModeOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function FocusModeOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function FocusModeOperations:ToggleOperation(enable, index) return end

---@class FocusModeOperationsTrigger : DeviceOperationsTrigger
---@field triggerData FocusModeOperationTriggerData
FocusModeOperationsTrigger = {}

---@return FocusModeOperationsTrigger
function FocusModeOperationsTrigger.new() return end

---@param props table
---@return FocusModeOperationsTrigger
function FocusModeOperationsTrigger.new(props) return end

---@param owner gameObject
---@param operationType ETriggerOperationType
---@param container DeviceOperationsContainer
function FocusModeOperationsTrigger:EvaluateTrigger(owner, operationType, container) return end

---@param object gameObject
---@return Bool
function FocusModeOperationsTrigger:IsLookedAt(object) return end

---@class FocusModeTaggingSystem : gameScriptableSystem
---@field playerAttachedCallbackID Uint32
---@field playerDetachedCallbackID Uint32
FocusModeTaggingSystem = {}

---@return FocusModeTaggingSystem
function FocusModeTaggingSystem.new() return end

---@param props table
---@return FocusModeTaggingSystem
function FocusModeTaggingSystem.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@param owner gameObject
---@return Bool
function FocusModeTaggingSystem:OnActionWithOwner(action, consumer, owner) return end

---@return Bool
function FocusModeTaggingSystem:CanTag() return end

---@param listToClean gameObject[]
function FocusModeTaggingSystem:CleanupTaggedObjects(listToClean) return end

---@return HUDManager
function FocusModeTaggingSystem:GetHudManager() return end

---@return NetworkSystem
function FocusModeTaggingSystem:GetNetworkSystem() return end

---@param playerPuppet gameObject
---@return gameIBlackboard
function FocusModeTaggingSystem:GetPlayerStateMachineBlackboard(playerPuppet) return end

---@return entEntityID
function FocusModeTaggingSystem:GetScannerTargetID() return end

---@return gameObject[]
function FocusModeTaggingSystem:GetTaggedObjectsList() return end

---@param playerPuppet gameObject
---@return Bool
function FocusModeTaggingSystem:IsPlayerAiming(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function FocusModeTaggingSystem:IsPlayerInFocusMode(playerPuppet) return end

---@param target gameObject
---@return Bool
function FocusModeTaggingSystem:IsTagged(target) return end

---@param isTagged Bool
---@param target gameObject
function FocusModeTaggingSystem:NotifyHudManager(isTagged, target) return end

function FocusModeTaggingSystem:NotifyNetworkSystem() return end

function FocusModeTaggingSystem:OnAttach() return end

function FocusModeTaggingSystem:OnDetach() return end

---@param playerPuppet gameObject
function FocusModeTaggingSystem:OnPlayerAttachedCallback(playerPuppet) return end

---@param playerPuppet gameObject
function FocusModeTaggingSystem:OnPlayerDetachedCallback(playerPuppet) return end

---@param request RegisterInputListenerRequest
function FocusModeTaggingSystem:OnRegisterInputListenerRequest(request) return end

---@param request gameTagObjectRequest
function FocusModeTaggingSystem:OnTagObjectRequest(request) return end

---@param request UnRegisterInputListenerRequest
function FocusModeTaggingSystem:OnUnRegisterInputListenerRequest(request) return end

---@param request UnTagAllObjectRequest
function FocusModeTaggingSystem:OnUnTagAllObjectRequest(request) return end

---@param request gameUnTagObjectRequest
function FocusModeTaggingSystem:OnUnTagObjectRequest(request) return end

---@param target gameObject
function FocusModeTaggingSystem:RefreshUI(target) return end

---@param source gameObject
function FocusModeTaggingSystem:Register(source) return end

---@param target gameObject
function FocusModeTaggingSystem:RegisterObjectToBlackboard(target) return end

function FocusModeTaggingSystem:RegisterPlayerAttachedCallback() return end

function FocusModeTaggingSystem:RegisterPlayerDetachedCallback() return end

function FocusModeTaggingSystem:RequestUntagAll() return end

---@param tag Bool
---@param target gameObject
function FocusModeTaggingSystem:ResolveFocusClues(tag, target) return end

---@param reveal Bool
---@param target gameObject
function FocusModeTaggingSystem:SendForceRevealObjectEvent(reveal, target) return end

---@param enable Bool
---@param target gameObject
---@param highlightType EFocusForcedHighlightType
function FocusModeTaggingSystem:SendForceVisionApperaceEvent(enable, target, highlightType) return end

---@param target gameObject
function FocusModeTaggingSystem:TagObject(target) return end

function FocusModeTaggingSystem:UnRegisterAllObjectToBlackboard() return end

---@param target gameObject
function FocusModeTaggingSystem:UnRegisterObjectToBlackboard(target) return end

---@param source gameObject
function FocusModeTaggingSystem:Unregister(source) return end

function FocusModeTaggingSystem:UnregisterPlayerAttachedCallback() return end

function FocusModeTaggingSystem:UnregisterPlayerDetachedCallback() return end

function FocusModeTaggingSystem:UntagAll() return end

---@param target gameObject
function FocusModeTaggingSystem:UntagObject(target) return end

---@class FocusPerkTriggerd : redEvent
---@field isActive Bool
FocusPerkTriggerd = {}

---@return FocusPerkTriggerd
function FocusPerkTriggerd.new() return end

---@param props table
---@return FocusPerkTriggerd
function FocusPerkTriggerd.new(props) return end

---@class FocusSmsMessagerEvent : redEvent
FocusSmsMessagerEvent = {}

---@return FocusSmsMessagerEvent
function FocusSmsMessagerEvent.new() return end

---@param props table
---@return FocusSmsMessagerEvent
function FocusSmsMessagerEvent.new(props) return end

---@class FoliageShadowConfig
---@field foliageShadowCascadeGradient Float
---@field foliageShadowCascadeFilterScale Float
---@field foliageShadowCascadeGradientDistanceRange Float
FoliageShadowConfig = {}

---@return FoliageShadowConfig
function FoliageShadowConfig.new() return end

---@param props table
---@return FoliageShadowConfig
function FoliageShadowConfig.new(props) return end

---@class FollowNPCDef : gamebbScriptDefinition
---@field Position gamebbScriptID_Vector4
FollowNPCDef = {}

---@return FollowNPCDef
function FollowNPCDef.new() return end

---@param props table
---@return FollowNPCDef
function FollowNPCDef.new(props) return end

---@return Bool
function FollowNPCDef:AutoCreateInSystem() return end

---@class FollowSlot : IScriptable
---@field id Int32
---@field slotTransform Transform
---@field isEnabled Bool
---@field isAvailable Bool
FollowSlot = {}

---@return FollowSlot
function FollowSlot.new() return end

---@param props table
---@return FollowSlot
function FollowSlot.new(props) return end

---@class FollowSlotsComponent : gameScriptableComponent
---@field followSlots FollowSlot[]
FollowSlotsComponent = {}

---@return FollowSlotsComponent
function FollowSlotsComponent.new() return end

---@param props table
---@return FollowSlotsComponent
function FollowSlotsComponent.new(props) return end

---@param evt RequestSlotEvent
---@return Bool
function FollowSlotsComponent:OnReceiveSlotRequest(evt) return end

---@param evt ReleaseSlotEvent
---@return Bool
function FollowSlotsComponent:OnSlotReleased(evt) return end

---@return Int32[]
function FollowSlotsComponent:GetAllAvailableSlots() return end

---@param requester gameObject
---@return FollowSlot
function FollowSlotsComponent:GetClosestAvailableSlot(requester) return end

---@param slot FollowSlot
---@return Vector4
function FollowSlotsComponent:GetCurrentWorldPositionOfSlot(slot) return end

function FollowSlotsComponent:OnGameAttach() return end

---@class FollowVehicleTask : AIbehaviortaskScript
FollowVehicleTask = {}

---@return FollowVehicleTask
function FollowVehicleTask.new() return end

---@param props table
---@return FollowVehicleTask
function FollowVehicleTask.new(props) return end

---@class FollowerFindTeleportPositionAroundTarget : AIbehaviortaskScript
---@field target AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
---@field lastResultTimestamp Float
FollowerFindTeleportPositionAroundTarget = {}

---@return FollowerFindTeleportPositionAroundTarget
function FollowerFindTeleportPositionAroundTarget.new() return end

---@param props table
---@return FollowerFindTeleportPositionAroundTarget
function FollowerFindTeleportPositionAroundTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function FollowerFindTeleportPositionAroundTarget:Update(context) return end

---@class FollowerFindTeleportPositionRightBehindTarget : AIbehaviortaskScript
---@field target AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
---@field lastResultTimestamp Float
FollowerFindTeleportPositionRightBehindTarget = {}

---@return FollowerFindTeleportPositionRightBehindTarget
function FollowerFindTeleportPositionRightBehindTarget.new() return end

---@param props table
---@return FollowerFindTeleportPositionRightBehindTarget
function FollowerFindTeleportPositionRightBehindTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function FollowerFindTeleportPositionRightBehindTarget:Update(context) return end

---@class ForceAnimationOffScreen : AIbehaviortaskScript
ForceAnimationOffScreen = {}

---@return ForceAnimationOffScreen
function ForceAnimationOffScreen.new() return end

---@param props table
---@return ForceAnimationOffScreen
function ForceAnimationOffScreen.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceAnimationOffScreen:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ForceAnimationOffScreen:Deactivate(context) return end

---@class ForceBlackwallKillNPCSEvent : redEvent
---@field targetID entEntityID
ForceBlackwallKillNPCSEvent = {}

---@return ForceBlackwallKillNPCSEvent
function ForceBlackwallKillNPCSEvent.new() return end

---@param props table
---@return ForceBlackwallKillNPCSEvent
function ForceBlackwallKillNPCSEvent.new(props) return end

---@class ForceBraindanceCameraToggle : redEvent
---@field editorState Bool
ForceBraindanceCameraToggle = {}

---@return ForceBraindanceCameraToggle
function ForceBraindanceCameraToggle.new() return end

---@param props table
---@return ForceBraindanceCameraToggle
function ForceBraindanceCameraToggle.new(props) return end

---@return String
function ForceBraindanceCameraToggle:GetFriendlyDescription() return end

---@class ForceCLSStateRequest : gameScriptableSystemRequest
---@field state ECLSForcedState
---@field sourceName CName
---@field priority EPriority
---@field removePreviousRequests Bool
---@field savable Bool
ForceCLSStateRequest = {}

---@return ForceCLSStateRequest
function ForceCLSStateRequest.new() return end

---@param props table
---@return ForceCLSStateRequest
function ForceCLSStateRequest.new(props) return end

---@return String
function ForceCLSStateRequest:GetFriendlyDescription() return end

---@class ForceCarAlarm : ActionBool
ForceCarAlarm = {}

---@return ForceCarAlarm
function ForceCarAlarm.new() return end

---@param props table
---@return ForceCarAlarm
function ForceCarAlarm.new(props) return end

---@param device VehicleComponentPS
---@return Bool
function ForceCarAlarm.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ForceCarAlarm.IsClearanceValid(clearance) return end

---@param device VehicleComponentPS
---@param context gameGetActionsContext
---@return Bool
function ForceCarAlarm.IsDefaultConditionMet(device, context) return end

---@return String
function ForceCarAlarm:GetTweakDBChoiceRecord() return end

---@param isAlarmTriggered Bool
function ForceCarAlarm:SetProperties(isAlarmTriggered) return end

---@class ForceCloseHubMenuEvent : redEvent
ForceCloseHubMenuEvent = {}

---@return ForceCloseHubMenuEvent
function ForceCloseHubMenuEvent.new() return end

---@param props table
---@return ForceCloseHubMenuEvent
function ForceCloseHubMenuEvent.new(props) return end

---@class ForceDetonate : ActionBool
ForceDetonate = {}

---@return ForceDetonate
function ForceDetonate.new() return end

---@param props table
---@return ForceDetonate
function ForceDetonate.new(props) return end

function ForceDetonate:SetProperties() return end

---@class ForceDisableCarAlarm : ActionBool
ForceDisableCarAlarm = {}

---@return ForceDisableCarAlarm
function ForceDisableCarAlarm.new() return end

---@param props table
---@return ForceDisableCarAlarm
function ForceDisableCarAlarm.new(props) return end

---@return String
function ForceDisableCarAlarm:GetTweakDBChoiceRecord() return end

---@param isAlarmTriggered Bool
function ForceDisableCarAlarm:SetProperties(isAlarmTriggered) return end

---@class ForceDismembermentEffector : gameEffector
---@field bodyPart gameDismBodyPart
---@field woundType gameDismWoundType
---@field isCritical Bool
---@field skipDeathAnim Bool
---@field shouldKillNPC Bool
---@field dismembermentChance Float
---@field effectorRecord gamedataForceDismembermentEffector_Record
ForceDismembermentEffector = {}

---@return ForceDismembermentEffector
function ForceDismembermentEffector.new() return end

---@param props table
---@return ForceDismembermentEffector
function ForceDismembermentEffector.new(props) return end

---@param owner gameObject
function ForceDismembermentEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ForceDismembermentEffector:Initialize(record, parentRecord) return end

---@class ForceDropBodyEvents : CarriedObjectEvents
ForceDropBodyEvents = {}

---@return ForceDropBodyEvents
function ForceDropBodyEvents.new() return end

---@param props table
---@return ForceDropBodyEvents
function ForceDropBodyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceDropBodyEvents:OnEnter(stateContext, scriptInterface) return end

---@class ForceEmptyHandsDecisions : UpperBodyTransition
---@field stateBodyDone Bool
ForceEmptyHandsDecisions = {}

---@return ForceEmptyHandsDecisions
function ForceEmptyHandsDecisions.new() return end

---@param props table
---@return ForceEmptyHandsDecisions
function ForceEmptyHandsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceEmptyHandsDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceEmptyHandsDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceEmptyHandsDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceEmptyHandsDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@class ForceEmptyHandsEvents : UpperBodyEventsTransition
ForceEmptyHandsEvents = {}

---@return ForceEmptyHandsEvents
function ForceEmptyHandsEvents.new() return end

---@param props table
---@return ForceEmptyHandsEvents
function ForceEmptyHandsEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceEmptyHandsEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceEmptyHandsEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceEmptyHandsEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ForceFadeOutlineEventForWeapon : redEvent
---@field entityID entEntityID
ForceFadeOutlineEventForWeapon = {}

---@return ForceFadeOutlineEventForWeapon
function ForceFadeOutlineEventForWeapon.new() return end

---@param props table
---@return ForceFadeOutlineEventForWeapon
function ForceFadeOutlineEventForWeapon.new(props) return end

---@class ForceFreezeDecisions : LocomotionGroundDecisions
ForceFreezeDecisions = {}

---@return ForceFreezeDecisions
function ForceFreezeDecisions.new() return end

---@param props table
---@return ForceFreezeDecisions
function ForceFreezeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceFreezeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceFreezeDecisions:ToStand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceFreezeDecisions:ToWorkspot(stateContext, scriptInterface) return end

---@class ForceFreezeEvents : LocomotionGroundEvents
ForceFreezeEvents = {}

---@return ForceFreezeEvents
function ForceFreezeEvents.new() return end

---@param props table
---@return ForceFreezeEvents
function ForceFreezeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceFreezeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceFreezeEvents:OnExit(stateContext, scriptInterface) return end

---@class ForceIdleDecisions : LocomotionGroundDecisions
ForceIdleDecisions = {}

---@return ForceIdleDecisions
function ForceIdleDecisions.new() return end

---@param props table
---@return ForceIdleDecisions
function ForceIdleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceIdleDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceIdleDecisions:ToStand(stateContext, scriptInterface) return end

---@class ForceIdleEvents : LocomotionGroundEvents
ForceIdleEvents = {}

---@return ForceIdleEvents
function ForceIdleEvents.new() return end

---@param props table
---@return ForceIdleEvents
function ForceIdleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceIdleEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceIdleEvents:OnExit(stateContext, scriptInterface) return end

---@class ForceIgnoreTargets : ActionBool
---@field Repeat Bool
---@field Attitude EAIAttitude
ForceIgnoreTargets = {}

---@return ForceIgnoreTargets
function ForceIgnoreTargets.new() return end

---@param props table
---@return ForceIgnoreTargets
function ForceIgnoreTargets.new(props) return end

---@return Int32
function ForceIgnoreTargets:GetBaseCost() return end

function ForceIgnoreTargets:SetProperties() return end

---@class ForceKurtStatusEffect : AIbehaviortaskScript
ForceKurtStatusEffect = {}

---@return ForceKurtStatusEffect
function ForceKurtStatusEffect.new() return end

---@param props table
---@return ForceKurtStatusEffect
function ForceKurtStatusEffect.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceKurtStatusEffect:Activate(context) return end

---@class ForceLockElevator : ToggleLock
ForceLockElevator = {}

---@return ForceLockElevator
function ForceLockElevator.new() return end

---@param props table
---@return ForceLockElevator
function ForceLockElevator.new(props) return end

---@param device DoorControllerPS
---@param requestType gamedeviceRequestType
---@return Bool
function ForceLockElevator.IsAvailable(device, requestType) return end

function ForceLockElevator:SetProperties() return end

---@class ForceMoveInCombatCommsCallEffector : ForceMoveInCombatEffector
ForceMoveInCombatCommsCallEffector = {}

---@return ForceMoveInCombatCommsCallEffector
function ForceMoveInCombatCommsCallEffector.new() return end

---@param props table
---@return ForceMoveInCombatCommsCallEffector
function ForceMoveInCombatCommsCallEffector.new(props) return end

---@param owner gameObject
function ForceMoveInCombatCommsCallEffector:ActionOff(owner) return end

---@param owner gameObject
function ForceMoveInCombatCommsCallEffector:ActionOn(owner) return end

---@class ForceMoveInCombatEffector : gameEffector
---@field aiComponent AIHumanComponent
---@field commandStarted Bool
ForceMoveInCombatEffector = {}

---@return ForceMoveInCombatEffector
function ForceMoveInCombatEffector.new() return end

---@param props table
---@return ForceMoveInCombatEffector
function ForceMoveInCombatEffector.new(props) return end

---@return CName
function ForceMoveInCombatEffector.GetCommandName() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ForceMoveInCombatEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
---@param end_ AIPositionSpec
---@param desiredDistance Float
---@param movementType moveMovementType
function ForceMoveInCombatEffector:StartMovement(owner, end_, desiredDistance, movementType) return end

function ForceMoveInCombatEffector:Uninitialize() return end

---@class ForceMoveInCombatWhistleEffector : ForceMoveInCombatEffector
---@field targetPosition Vector4
ForceMoveInCombatWhistleEffector = {}

---@return ForceMoveInCombatWhistleEffector
function ForceMoveInCombatWhistleEffector.new() return end

---@param props table
---@return ForceMoveInCombatWhistleEffector
function ForceMoveInCombatWhistleEffector.new(props) return end

---@param owner gameObject
function ForceMoveInCombatWhistleEffector:ActionOff(owner) return end

---@param owner gameObject
function ForceMoveInCombatWhistleEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ForceMoveInCombatWhistleEffector:Initialize(record, parentRecord) return end

---@class ForceOpen : ActionBool
ForceOpen = {}

---@return ForceOpen
function ForceOpen.new() return end

---@param props table
---@return ForceOpen
function ForceOpen.new(props) return end

---@param device DoorControllerPS
---@return Bool
function ForceOpen.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ForceOpen.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function ForceOpen.IsDefaultConditionMet(device, context) return end

---@return String
function ForceOpen:GetTweakDBChoiceRecord() return end

function ForceOpen:SetProperties() return end

---@class ForcePlayerLookat_Kurt : AIbehaviortaskScript
ForcePlayerLookat_Kurt = {}

---@return ForcePlayerLookat_Kurt
function ForcePlayerLookat_Kurt.new() return end

---@param props table
---@return ForcePlayerLookat_Kurt
function ForcePlayerLookat_Kurt.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForcePlayerLookat_Kurt:Activate(context) return end

---@class ForceRadialWheelRebuild : redEvent
ForceRadialWheelRebuild = {}

---@return ForceRadialWheelRebuild
function ForceRadialWheelRebuild.new() return end

---@param props table
---@return ForceRadialWheelRebuild
function ForceRadialWheelRebuild.new(props) return end

---@class ForceRadialWheelShutdown : redEvent
ForceRadialWheelShutdown = {}

---@return ForceRadialWheelShutdown
function ForceRadialWheelShutdown.new() return end

---@param props table
---@return ForceRadialWheelShutdown
function ForceRadialWheelShutdown.new(props) return end

---@class ForceRagdoll : RagdollTask
ForceRagdoll = {}

---@return ForceRagdoll
function ForceRagdoll.new() return end

---@param props table
---@return ForceRagdoll
function ForceRagdoll.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceRagdoll:Activate(context) return end

---@class ForceReactivateHighlightsEvent : redEvent
ForceReactivateHighlightsEvent = {}

---@return ForceReactivateHighlightsEvent
function ForceReactivateHighlightsEvent.new() return end

---@param props table
---@return ForceReactivateHighlightsEvent
function ForceReactivateHighlightsEvent.new(props) return end

---@class ForceSafeDecisions : UpperBodyTransition
ForceSafeDecisions = {}

---@return ForceSafeDecisions
function ForceSafeDecisions.new() return end

---@param props table
---@return ForceSafeDecisions
function ForceSafeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceSafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceSafeDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceSafeDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@class ForceSafeEvents : UpperBodyEventsTransition
---@field safeAnimFeature AnimFeature_SafeAction
---@field weaponObjectID TweakDBID
ForceSafeEvents = {}

---@return ForceSafeEvents
function ForceSafeEvents.new() return end

---@param props table
---@return ForceSafeEvents
function ForceSafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceSafeEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceSafeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ForceShootCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
ForceShootCommandCleanup = {}

---@return ForceShootCommandCleanup
function ForceShootCommandCleanup.new() return end

---@param props table
---@return ForceShootCommandCleanup
function ForceShootCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceShootCommandCleanup:Deactivate(context) return end

---@class ForceShootCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIForceShootCommand
ForceShootCommandHandler = {}

---@return ForceShootCommandHandler
function ForceShootCommandHandler.new() return end

---@param props table
---@return ForceShootCommandHandler
function ForceShootCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceShootCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ForceShootCommandHandler:Update(context) return end

---@class ForceShootCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIForceShootCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
ForceShootCommandTask = {}

---@return ForceShootCommandTask
function ForceShootCommandTask.new() return end

---@param props table
---@return ForceShootCommandTask
function ForceShootCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForceShootCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ForceShootCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function ForceShootCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ForceShootCommandTask:Update(context) return end

---@class ForceUIRefreshEvent : redEvent
---@field ownerID entEntityID
ForceUIRefreshEvent = {}

---@return ForceUIRefreshEvent
function ForceUIRefreshEvent.new() return end

---@param props table
---@return ForceUIRefreshEvent
function ForceUIRefreshEvent.new(props) return end

---@return String
function ForceUIRefreshEvent:GetFriendlyDescription() return end

---@class ForceUnlockAndOpenElevator : ToggleLock
ForceUnlockAndOpenElevator = {}

---@return ForceUnlockAndOpenElevator
function ForceUnlockAndOpenElevator.new() return end

---@param props table
---@return ForceUnlockAndOpenElevator
function ForceUnlockAndOpenElevator.new(props) return end

---@param device DoorControllerPS
---@param requestType gamedeviceRequestType
---@return Bool
function ForceUnlockAndOpenElevator.IsAvailable(device, requestType) return end

function ForceUnlockAndOpenElevator:SetProperties() return end

---@class ForceUpdateDefaultHighlightEvent : redEvent
ForceUpdateDefaultHighlightEvent = {}

---@return ForceUpdateDefaultHighlightEvent
function ForceUpdateDefaultHighlightEvent.new() return end

---@param props table
---@return ForceUpdateDefaultHighlightEvent
function ForceUpdateDefaultHighlightEvent.new(props) return end

---@class ForceVisionApperanceEvent : redEvent
---@field forcedHighlight FocusForcedHighlightData
---@field apply Bool
---@field forceCancel Bool
---@field ignoreStackEvaluation Bool
---@field responseData IScriptable
ForceVisionApperanceEvent = {}

---@return ForceVisionApperanceEvent
function ForceVisionApperanceEvent.new() return end

---@param props table
---@return ForceVisionApperanceEvent
function ForceVisionApperanceEvent.new(props) return end

---@class ForceWalkDecisions : LocomotionGroundDecisions
ForceWalkDecisions = {}

---@return ForceWalkDecisions
function ForceWalkDecisions.new() return end

---@param props table
---@return ForceWalkDecisions
function ForceWalkDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceWalkDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForceWalkDecisions:ToStand(stateContext, scriptInterface) return end

---@class ForceWalkEvents : LocomotionGroundEvents
---@field storedSpeedValue Float
ForceWalkEvents = {}

---@return ForceWalkEvents
function ForceWalkEvents.new() return end

---@param props table
---@return ForceWalkEvents
function ForceWalkEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceWalkEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceWalkEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForceWalkEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ForcedDeathEvent : redEvent
---@field hitIntensity Int32
---@field hitSource Int32
---@field hitType Int32
---@field hitBodyPart Int32
---@field hitNpcMovementSpeed Int32
---@field hitDirection Int32
---@field hitNpcMovementDirection Int32
---@field forceRagdoll Bool
ForcedDeathEvent = {}

---@return ForcedDeathEvent
function ForcedDeathEvent.new() return end

---@param props table
---@return ForcedDeathEvent
function ForcedDeathEvent.new(props) return end

---@class ForcedHitReactionEvent : redEvent
---@field hitIntensity Int32
---@field hitSource Int32
---@field hitType Int32
---@field hitBodyPart Int32
---@field hitNpcMovementSpeed Int32
---@field hitDirection Int32
---@field hitNpcMovementDirection Int32
ForcedHitReactionEvent = {}

---@return ForcedHitReactionEvent
function ForcedHitReactionEvent.new() return end

---@param props table
---@return ForcedHitReactionEvent
function ForcedHitReactionEvent.new(props) return end

---@class ForcedKnockdownDecisions : KnockdownDecisions
ForcedKnockdownDecisions = {}

---@return ForcedKnockdownDecisions
function ForcedKnockdownDecisions.new() return end

---@param props table
---@return ForcedKnockdownDecisions
function ForcedKnockdownDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForcedKnockdownDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return String
function ForcedKnockdownDecisions:GetForcedStatusEffectName(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ForcedKnockdownDecisions:HasForcedStatusEffect(stateContext, scriptInterface) return end

---@class ForcedKnockdownEvents : KnockdownEvents
---@field firstUpdate Bool
ForcedKnockdownEvents = {}

---@return ForcedKnockdownEvents
function ForcedKnockdownEvents.new() return end

---@param props table
---@return ForcedKnockdownEvents
function ForcedKnockdownEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForcedKnockdownEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ForcedKnockdownEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class ForcedRagdollDeathSignal : gameTaggedSignalUserData
---@field value Bool
ForcedRagdollDeathSignal = {}

---@return ForcedRagdollDeathSignal
function ForcedRagdollDeathSignal.new() return end

---@param props table
---@return ForcedRagdollDeathSignal
function ForcedRagdollDeathSignal.new(props) return end

---@class ForcedRagdollDeathTask : AIDeathReactionsTask
ForcedRagdollDeathTask = {}

---@return ForcedRagdollDeathTask
function ForcedRagdollDeathTask.new() return end

---@param props table
---@return ForcedRagdollDeathTask
function ForcedRagdollDeathTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ForcedRagdollDeathTask:Activate(context) return end

---@class ForcedStateData
---@field state ECLSForcedState
---@field sourceName CName
---@field priority EPriority
---@field savable Bool
ForcedStateData = {}

---@return ForcedStateData
function ForcedStateData.new() return end

---@param props table
---@return ForcedStateData
function ForcedStateData.new(props) return end

---@class ForcedVisibilityInAnimSystemData : IScriptable
---@field sourceName CName
---@field delayID gameDelayID
---@field forcedVisibleOnlyInFrustum Bool
ForcedVisibilityInAnimSystemData = {}

---@return ForcedVisibilityInAnimSystemData
function ForcedVisibilityInAnimSystemData.new() return end

---@param props table
---@return ForcedVisibilityInAnimSystemData
function ForcedVisibilityInAnimSystemData.new(props) return end

---@class ForkliftCompleteActivateEvent : redEvent
ForkliftCompleteActivateEvent = {}

---@return ForkliftCompleteActivateEvent
function ForkliftCompleteActivateEvent.new() return end

---@param props table
---@return ForkliftCompleteActivateEvent
function ForkliftCompleteActivateEvent.new(props) return end

---@class ForkliftController : ScriptableDeviceComponent
ForkliftController = {}

---@return ForkliftController
function ForkliftController.new() return end

---@param props table
---@return ForkliftController
function ForkliftController.new(props) return end

---@return ForkliftControllerPS
function ForkliftController:GetPS() return end

---@class ForkliftControllerPS : ScriptableDeviceComponentPS
---@field forkliftSetup ForkliftSetup
---@field isUp Bool
ForkliftControllerPS = {}

---@return ForkliftControllerPS
function ForkliftControllerPS.new() return end

---@param props table
---@return ForkliftControllerPS
function ForkliftControllerPS.new(props) return end

---@param interactionName String
---@return ActivateDevice
function ForkliftControllerPS:ActionActivateDevice(interactionName) return end

---@return Bool
function ForkliftControllerPS:CanCreateAnyQuickHackActions() return end

---@param newState EDeviceStatus
function ForkliftControllerPS:ChangeState(newState) return end

function ForkliftControllerPS:GameAttached() return end

---@return CName
function ForkliftControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ForkliftControllerPS:GetActions(context) return end

---@return Float
function ForkliftControllerPS:GetLiftingAnimationTime() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ForkliftControllerPS:GetQuickHackActions(context) return end

---@return Bool
function ForkliftControllerPS:IsForkliftUp() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function ForkliftControllerPS:OnActivateDevice(evt) return end

function ForkliftControllerPS:ToggleForkliftPosition() return end

---@class ForkliftSetup
---@field actionActivateName CName
---@field liftingAnimationTime Float
---@field hasDistractionQuickhack Bool
ForkliftSetup = {}

---@return ForkliftSetup
function ForkliftSetup.new() return end

---@param props table
---@return ForkliftSetup
function ForkliftSetup.new(props) return end

---@class ForwardAction : redEvent
---@field requester gamePersistentID
---@field actionToForward ScriptableDeviceAction
ForwardAction = {}

---@return ForwardAction
function ForwardAction.new() return end

---@param props table
---@return ForwardAction
function ForwardAction.new(props) return end

---@class ForwardPingToSquadEvent : redEvent
ForwardPingToSquadEvent = {}

---@return ForwardPingToSquadEvent
function ForwardPingToSquadEvent.new() return end

---@param props table
---@return ForwardPingToSquadEvent
function ForwardPingToSquadEvent.new(props) return end

---@class ForwardVehicleQuestEnableUIEvent : redEvent
---@field mode vehicleQuestUIEnable
ForwardVehicleQuestEnableUIEvent = {}

---@return ForwardVehicleQuestEnableUIEvent
function ForwardVehicleQuestEnableUIEvent.new() return end

---@param props table
---@return ForwardVehicleQuestEnableUIEvent
function ForwardVehicleQuestEnableUIEvent.new(props) return end

---@class ForwardVehicleQuestUIEffectEvent : redEvent
---@field glitch Bool
---@field panamVehicleStartup Bool
---@field panamScreenType1 Bool
---@field panamScreenType2 Bool
---@field panamScreenType3 Bool
---@field panamScreenType4 Bool
ForwardVehicleQuestUIEffectEvent = {}

---@return ForwardVehicleQuestUIEffectEvent
function ForwardVehicleQuestUIEffectEvent.new() return end

---@param props table
---@return ForwardVehicleQuestUIEffectEvent
function ForwardVehicleQuestUIEffectEvent.new(props) return end

---@class ForwardVehicleRaceUIEvent : redEvent
---@field mode vehicleRaceUI
---@field maxPosition Int32
---@field maxCheckpoints Int32
ForwardVehicleRaceUIEvent = {}

---@return ForwardVehicleRaceUIEvent
function ForwardVehicleRaceUIEvent.new() return end

---@param props table
---@return ForwardVehicleRaceUIEvent
function ForwardVehicleRaceUIEvent.new(props) return end

---@class Fridge : InteractiveDevice
---@field animFeature AnimFeature_SimpleDevice
---@field factOnDoorOpened CName
Fridge = {}

---@return Fridge
function Fridge.new() return end

---@param props table
---@return Fridge
function Fridge.new(props) return end

---@param evt ToggleOpenFridge
---@return Bool
function Fridge:OnOpenDoor(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Fridge:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Fridge:OnTakeControl(ri) return end

---@return FridgeController
function Fridge:GetController() return end

---@return FridgeControllerPS
function Fridge:GetDevicePS() return end

function Fridge:ResolveGameplayState() return end

function Fridge:UpdateDoorAnimState() return end

function Fridge:UpdateFactDB() return end

---@class FridgeController : ScriptableDeviceComponent
FridgeController = {}

---@return FridgeController
function FridgeController.new() return end

---@param props table
---@return FridgeController
function FridgeController.new(props) return end

---@return FridgeControllerPS
function FridgeController:GetPS() return end

---@class FridgeControllerPS : ScriptableDeviceComponentPS
---@field isOpen Bool
FridgeControllerPS = {}

---@return FridgeControllerPS
function FridgeControllerPS.new() return end

---@param props table
---@return FridgeControllerPS
function FridgeControllerPS.new(props) return end

---@return Bool
function FridgeControllerPS:OnInstantiated() return end

---@return ToggleOpenFridge
function FridgeControllerPS:ActionToggleOpenFridge() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function FridgeControllerPS:GetActions(context) return end

---@return gamedeviceClearance
function FridgeControllerPS:GetClearance() return end

function FridgeControllerPS:Initialize() return end

---@return Bool
function FridgeControllerPS:IsOpen() return end

---@param evt ToggleOpenFridge
---@return EntityNotificationType
function FridgeControllerPS:OnOpen(evt) return end

---@class FriendlyTargetWeaponChangeCallback : gameAttachmentSlotsScriptCallback
---@field followerRole AIFollowerRole
FriendlyTargetWeaponChangeCallback = {}

---@return FriendlyTargetWeaponChangeCallback
function FriendlyTargetWeaponChangeCallback.new() return end

---@param props table
---@return FriendlyTargetWeaponChangeCallback
function FriendlyTargetWeaponChangeCallback.new(props) return end

---@param slotIDArg TweakDBID|string
---@param itemIDArg ItemID
function FriendlyTargetWeaponChangeCallback:OnItemEquipped(slotIDArg, itemIDArg) return end

---@class FullAutoDecisions : WeaponTransition
---@field callBackID redCallbackObject
FullAutoDecisions = {}

---@return FullAutoDecisions
function FullAutoDecisions.new() return end

---@param props table
---@return FullAutoDecisions
function FullAutoDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function FullAutoDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FullAutoDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FullAutoDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FullAutoDecisions:OnDetach(stateContext, scriptInterface) return end

---@param value Bool
function FullAutoDecisions:OnQuestForcedShoot(value) return end

---@param value Float
function FullAutoDecisions:OnRangeAttackInput(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FullAutoDecisions:ToReady(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function FullAutoDecisions:ToShoot(stateContext, scriptInterface) return end

---@class FullAutoEvents : WeaponEventsTransition
FullAutoEvents = {}

---@return FullAutoEvents
function FullAutoEvents.new() return end

---@param props table
---@return FullAutoEvents
function FullAutoEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function FullAutoEvents:CalculateCycleTime(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FullAutoEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function FullAutoEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class FullSystemRestart : ActionBool
---@field restartDuration Int32
FullSystemRestart = {}

---@return FullSystemRestart
function FullSystemRestart.new() return end

---@param props table
---@return FullSystemRestart
function FullSystemRestart.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function FullSystemRestart.IsAvailable(device) return end

---@param requesterClearancer gamedeviceClearance
---@return Bool
function FullSystemRestart.IsClearanceValid(requesterClearancer) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function FullSystemRestart.IsDefaultConditionMet(device, context) return end

---@param isRestarting Bool
---@param duration Int32
function FullSystemRestart:SetProperties(isRestarting, duration) return end

---@class FullscreenVendorGameController : gameuiMenuGameController
---@field TooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field playerFiltersContainer inkWidgetReference
---@field vendorFiltersContainer inkWidgetReference
---@field inventoryGridList inkVirtualCompoundWidgetReference
---@field vendorSpecialOffersInventoryGridList inkCompoundWidgetReference
---@field vendorInventoryGridList inkVirtualCompoundWidgetReference
---@field playerInventoryGridScroll inkWidgetReference
---@field vendorInventoryGridScroll inkWidgetReference
---@field notificationRoot inkWidgetReference
---@field emptyStock inkWidgetReference
---@field buyWrapper inkWidgetReference
---@field vendorMoney inkTextWidgetReference
---@field vendorName inkTextWidgetReference
---@field playerMoney inkTextWidgetReference
---@field quantityPicker inkWidgetReference
---@field playerSortingButton inkWidgetReference
---@field vendorSortingButton inkWidgetReference
---@field sortingDropdown inkWidgetReference
---@field playerBalance inkWidgetReference
---@field vendorBalance inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field VendorDataManager VendorDataManager
---@field player PlayerPuppet
---@field itemTypeSorting gamedataItemType[]
---@field InventoryManager InventoryDataManagerV2
---@field uiInventorySystem UIInventoryScriptableSystem
---@field menuEventDispatcher inkMenuEventDispatcher
---@field playerInventoryitemControllers InventoryItemDisplayController[]
---@field vendorInventoryitemControllers InventoryItemDisplayController[]
---@field vendorSpecialOfferInventoryitemControllers InventoryItemDisplayController[]
---@field playerDataSource inkScriptableDataSourceWrapper
---@field virtualPlayerListController inkVirtualGridController
---@field vendorDataSource inkScriptableDataSourceWrapper
---@field virtualVendorListController inkVirtualGridController
---@field playerItemsDataView VendorDataView
---@field vendorItemsDataView VendorDataView
---@field itemsClassifier ItemDisplayTemplateClassifier
---@field totalBuyCost Float
---@field totalSellCost Float
---@field root inkWidget
---@field vendorUserData VendorUserData
---@field storageUserData StorageUserData
---@field comparisonResolver InventoryItemPreferredComparisonResolver
---@field sellJunkPopupToken inkGameNotificationToken
---@field quantityPickerPopupToken inkGameNotificationToken
---@field confirmationPopupToken inkGameNotificationToken
---@field itemPreviewPopupToken inkGameNotificationToken
---@field VendorBlackboard gameIBlackboard
---@field VendorBlackboardDef UI_VendorDef
---@field VendorUpdatedCallbackID redCallbackObject
---@field craftingBlackboard gameIBlackboard
---@field craftingBlackboardDef UI_CraftingDef
---@field craftingCallbackID redCallbackObject
---@field InventoryBlackboard gameIBlackboard
---@field InventoryCallback UI_InventoryDef
---@field InventoryAddedBBID redCallbackObject
---@field InventoryRemovedBBID redCallbackObject
---@field playerFilterManager ItemCategoryFliterManager
---@field vendorFilterManager ItemCategoryFliterManager
---@field lastPlayerFilter ItemFilterCategory
---@field lastVendorFilter ItemFilterCategory
---@field uiScriptableSystem UIScriptableSystem
---@field uiSystem gameuiGameSystemUI
---@field storageDef StorageBlackboardDef
---@field storageBlackboard gameIBlackboard
---@field itemDropQueue gameItemModParams[]
---@field isActivePanel Bool
---@field lastItemHoverOverEvent ItemDisplayHoverOverEvent
---@field isComparisionDisabled Bool
---@field lastRequestId Int32
---@field sellQueue VenodrRequestQueueEntry[]
---@field buyQueue VenodrRequestQueueEntry[]
---@field boughtQuestItems gameItemData[]
---@field vendorSoldItems SoldItemsCache
---@field vendorUIInventoryItems UIInventoryItem[]
---@field playerItemDisplayContext ItemDisplayContextData
---@field vendorItemDisplayContext ItemDisplayContextData
---@field transactionPending Bool
---@field screenDisplayContext ScreenDisplayContext
FullscreenVendorGameController = {}

---@return FullscreenVendorGameController
function FullscreenVendorGameController.new() return end

---@param props table
---@return FullscreenVendorGameController
function FullscreenVendorGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function FullscreenVendorGameController:OnBack(userData) return end

---@param userData IScriptable
---@return Bool
function FullscreenVendorGameController:OnBeforeLeaveScenario(userData) return end

---@param userData IScriptable
---@return Bool
function FullscreenVendorGameController:OnCloseMenu(userData) return end

---@param data inkGameNotificationData
---@return Bool
function FullscreenVendorGameController:OnConfirmationPopupClosed(data) return end

---@param value Variant
---@return Bool
function FullscreenVendorGameController:OnCraftingComplete(value) return end

---@param evt DropdownItemClickedEvent
---@return Bool
function FullscreenVendorGameController:OnDropdownItemClickedEvent(evt) return end

---@param evt FilterRadioItemHoverOut
---@return Bool
function FullscreenVendorGameController:OnFilterRadioItemHoverOut(evt) return end

---@param evt FilterRadioItemHoverOver
---@return Bool
function FullscreenVendorGameController:OnFilterRadioItemHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function FullscreenVendorGameController:OnHandleGlobalInput(evt) return end

---@return Bool
function FullscreenVendorGameController:OnInitialize() return end

---@param evt ItemDisplayClickEvent
---@return Bool
function FullscreenVendorGameController:OnInventoryClick(evt) return end

---@param evt DLCAddedItemDisplayHoverOverEvent
---@return Bool
function FullscreenVendorGameController:OnInventoryDLCAddedItemHoverOver(evt) return end

---@param value Variant
---@return Bool
function FullscreenVendorGameController:OnInventoryItemAdded(value) return end

---@param evt ItemDisplayHoverOutEvent
---@return Bool
function FullscreenVendorGameController:OnInventoryItemHoverOut(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function FullscreenVendorGameController:OnInventoryItemHoverOver(evt) return end

---@param value Variant
---@return Bool
function FullscreenVendorGameController:OnInventoryItemRemoved(value) return end

---@param data inkGameNotificationData
---@return Bool
function FullscreenVendorGameController:OnItemPreviewPopup(data) return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function FullscreenVendorGameController:OnPlayerFilterChange(controller, selectedIndex) return end

---@param evt inkPointerEvent
---@return Bool
function FullscreenVendorGameController:OnPlayerSortingButtonClicked(evt) return end

---@param data inkGameNotificationData
---@return Bool
function FullscreenVendorGameController:OnQuantityPickerPopupClosed(data) return end

---@param data inkGameNotificationData
---@return Bool
function FullscreenVendorGameController:OnSellJunkPopupClosed(data) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function FullscreenVendorGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function FullscreenVendorGameController:OnSetScreenDisplayContext(userData) return end

---@param userData IScriptable
---@return Bool
function FullscreenVendorGameController:OnSetUserData(userData) return end

---@param evt UIVendorItemsBoughtEvent
---@return Bool
function FullscreenVendorGameController:OnUIVendorItemBoughtEvent(evt) return end

---@param evt UIVendorItemsSoldEvent
---@return Bool
function FullscreenVendorGameController:OnUIVendorItemSoldEvent(evt) return end

---@return Bool
function FullscreenVendorGameController:OnUninitialize() return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function FullscreenVendorGameController:OnVendorFilterChange(controller, selectedIndex) return end

---@param evt VendorHubMenuChanged
---@return Bool
function FullscreenVendorGameController:OnVendorHubMenuChanged(evt) return end

---@param evt inkPointerEvent
---@return Bool
function FullscreenVendorGameController:OnVendorSortingButtonClicked(evt) return end

---@param item UIInventoryItem
---@param quantity Int32
---@param buyback Bool
function FullscreenVendorGameController:BuyItem(item, quantity, buyback) return end

---@param items VendorGameItemData[]
---@return VendorGameItemData[]
function FullscreenVendorGameController:FilterOutDuplicateVendorItems(items) return end

---@param itemsID ItemID[]
function FullscreenVendorGameController:FlagDLCAddedItemsAsInspected(itemsID) return end

---@param items VendorJunkSellItem[]
---@return Float
function FullscreenVendorGameController:GetBulkSellPrice(items) return end

---@param items gameItemData[]
---@return Float
function FullscreenVendorGameController:GetBulkSellPrice(items) return end

---@param item UIInventoryItem
---@return gameItemComparisonState
function FullscreenVendorGameController:GetComparisonState(item) return end

---@param items gameItemData[]
---@param moneyLimit Int32
---@return VendorJunkSellItem[]
function FullscreenVendorGameController:GetLimitedSellableItems(items, moneyLimit) return end

---@param item UIInventoryItem
---@param isPlayerItem Bool
---@param isBuybackStack Bool
---@return Int32
function FullscreenVendorGameController:GetMaxQuantity(item, isPlayerItem, isBuybackStack) return end

---@param item gameItemData
---@param actionType QuantityPickerActionType
---@param quantity Int32
---@return Int32
function FullscreenVendorGameController:GetPrice(item, actionType, quantity) return end

---@return gameItemData[]
function FullscreenVendorGameController:GetSellableJunk() return end

---@param evt ItemDisplayClickEvent
function FullscreenVendorGameController:HandleStorageSlotInput(evt) return end

---@param evt ItemDisplayClickEvent
function FullscreenVendorGameController:HandleVendorSlotInput(evt) return end

function FullscreenVendorGameController:Init() return end

function FullscreenVendorGameController:InitializeVirtualLists() return end

function FullscreenVendorGameController:InvalidateItemTooltipEvent() return end

---@param itemID ItemID
---@return Bool
function FullscreenVendorGameController:IsBuyRequestInQueue(itemID) return end

---@param itemID ItemID
---@return Bool
function FullscreenVendorGameController:IsSellRequestInQueue(itemID) return end

---@param item UIInventoryItem
---@return Bool
function FullscreenVendorGameController:NotGrenadeOrHealingItem(item) return end

---@param itemData UIInventoryItem
---@param quantity Int32
---@param actionType QuantityPickerActionType
---@param type VendorConfirmationPopupType
function FullscreenVendorGameController:OpenConfirmationPopup(itemData, quantity, actionType, type) return end

---@param itemData UIInventoryItem
---@param actionType QuantityPickerActionType
---@param isBuyback Bool
---@param isPlayerItem Bool
function FullscreenVendorGameController:OpenQuantityPicker(itemData, actionType, isBuyback, isPlayerItem) return end

function FullscreenVendorGameController:OpenSellJunkConfirmation() return end

function FullscreenVendorGameController:PopulateInventories() return end

function FullscreenVendorGameController:PopulatePlayerInventory() return end

function FullscreenVendorGameController:PopulateVendorInventory() return end

function FullscreenVendorGameController:PrepareTooltips() return end

function FullscreenVendorGameController:ReleaseVirtualLists() return end

function FullscreenVendorGameController:RemoveBB() return end

---@param itemData gameItemData
---@param quantity Int32
function FullscreenVendorGameController:SellItem(itemData, quantity) return end

---@param root inkWidgetReference
---@param data Int32[]
---@param callback CName|string
function FullscreenVendorGameController:SetFilters(root, data, callback) return end

---@param enable Bool
function FullscreenVendorGameController:SetTimeDilatation(enable) return end

function FullscreenVendorGameController:SetupBB() return end

function FullscreenVendorGameController:SetupDropdown() return end

function FullscreenVendorGameController:ShowHideVendorStock() return end

---@param widget inkWidget
---@param inspectedItem UIInventoryItem
---@param equippedItem UIInventoryItem
---@param isBuybackStack Bool
function FullscreenVendorGameController:ShowTooltipForUIInventoryItem(widget, inspectedItem, equippedItem, isBuybackStack) return end

---@param root inkWidgetReference
---@param data Int32
function FullscreenVendorGameController:ToggleFilter(root, data) return end

function FullscreenVendorGameController:Update() return end

function FullscreenVendorGameController:UpdatePlayerMoney() return end

function FullscreenVendorGameController:UpdateVendorMoney() return end

---@class FunctionalTestsDataMemoryPoolRuntimeData : ISerializable
---@field poolName String
---@field bytesAllocated Int64
---@field allocationCount Int64
FunctionalTestsDataMemoryPoolRuntimeData = {}

---@return FunctionalTestsDataMemoryPoolRuntimeData
function FunctionalTestsDataMemoryPoolRuntimeData.new() return end

---@param props table
---@return FunctionalTestsDataMemoryPoolRuntimeData
function FunctionalTestsDataMemoryPoolRuntimeData.new(props) return end

---@class FunctionalTestsDataMemoryPoolStaticData : ISerializable
---@field poolName String
---@field budget Int64
---@field childrenBudget Int64
---@field children String[]
---@field parent String
FunctionalTestsDataMemoryPoolStaticData = {}

---@return FunctionalTestsDataMemoryPoolStaticData
function FunctionalTestsDataMemoryPoolStaticData.new() return end

---@param props table
---@return FunctionalTestsDataMemoryPoolStaticData
function FunctionalTestsDataMemoryPoolStaticData.new(props) return end

---@class FunctionalTestsDataMemoryStatsData : ISerializable
---@field totalPhysicalMemory Uint64
---@field availablePhysicalMemory Uint64
---@field runtimeTotalBytesAllocated Uint64
---@field cpuBytesAllocated Uint64
---@field gpuBytesAllocated Uint64
---@field totalAllocationCount Uint32
---@field cpuAllocationCount Uint32
---@field gpuAllocationCount Uint32
---@field engineTick Uint64
---@field lastTimeDelta Float
---@field engineTime Double
---@field rawLocalTime Uint64
---@field playerPosition String
---@field playerOrientation String
---@field poolsRuntimeInfo FunctionalTestsDataMemoryPoolRuntimeData[]
---@field poolsCurrentInfo FunctionalTestsDataMemoryPoolStaticData[]
FunctionalTestsDataMemoryStatsData = {}

---@return FunctionalTestsDataMemoryStatsData
function FunctionalTestsDataMemoryStatsData.new() return end

---@param props table
---@return FunctionalTestsDataMemoryStatsData
function FunctionalTestsDataMemoryStatsData.new(props) return end

---@class FunctionalTestsDataRenderingStatsData : ISerializable
---@field engineTick Uint64
---@field rawLocalTime Uint64
---@field meshChunkCount Uint32
---@field cameraTriangleCount Uint32
---@field shadowTriangleCount Uint32
---@field playerPosition String
---@field playerOrientation String
FunctionalTestsDataRenderingStatsData = {}

---@return FunctionalTestsDataRenderingStatsData
function FunctionalTestsDataRenderingStatsData.new() return end

---@param props table
---@return FunctionalTestsDataRenderingStatsData
function FunctionalTestsDataRenderingStatsData.new(props) return end

---@class FunctionalTestsDataTimeStatsData : ISerializable
---@field engineTick Uint64
---@field lastFps Float
---@field minFps Float
---@field lastTimeDelta Float
---@field engineTime Double
---@field cpuTime Float
---@field gpuTime Float
---@field rawLocalTime Uint64
---@field playerPosition String
---@field playerOrientation String
FunctionalTestsDataTimeStatsData = {}

---@return FunctionalTestsDataTimeStatsData
function FunctionalTestsDataTimeStatsData.new() return end

---@param props table
---@return FunctionalTestsDataTimeStatsData
function FunctionalTestsDataTimeStatsData.new(props) return end

---@class FunctionalTestsGameEngine : CGameEngine
FunctionalTestsGameEngine = {}

---@return FunctionalTestsGameEngine
function FunctionalTestsGameEngine.new() return end

---@param props table
---@return FunctionalTestsGameEngine
function FunctionalTestsGameEngine.new(props) return end

---@class FunctionalTestsGameSystem : FunctionalTestsIGameSystem
FunctionalTestsGameSystem = {}

---@return FunctionalTestsGameSystem
function FunctionalTestsGameSystem.new() return end

---@param props table
---@return FunctionalTestsGameSystem
function FunctionalTestsGameSystem.new(props) return end

function FunctionalTestsGameSystem.GetLocalizationStringByKey() return end

function FunctionalTestsGameSystem:ActivateSpawner() return end

function FunctionalTestsGameSystem:CheckCurrentAnimation() return end

function FunctionalTestsGameSystem:CheckCurrentAnimations() return end

function FunctionalTestsGameSystem:CheckSessionLoaded() return end

function FunctionalTestsGameSystem:ClearQuestArrays() return end

function FunctionalTestsGameSystem:ClearSingleQuest() return end

function FunctionalTestsGameSystem:DeactivateSpawner() return end

function FunctionalTestsGameSystem:DespawnEntityByID() return end

function FunctionalTestsGameSystem:DisableAutoMemoryDump() return end

function FunctionalTestsGameSystem:DumpMemoryReport() return end

function FunctionalTestsGameSystem:ExecuteDebugCommand() return end

function FunctionalTestsGameSystem:FakeInputAxisAction() return end

function FunctionalTestsGameSystem:FakeInputClickAction() return end

function FunctionalTestsGameSystem:FakeInputHoldAction() return end

function FunctionalTestsGameSystem:FakeInputMultitapAction() return end

function FunctionalTestsGameSystem:FakeInputPressAction() return end

function FunctionalTestsGameSystem:FakeInputReleaseAction() return end

function FunctionalTestsGameSystem:FakeInputReleaseAxisAction() return end

function FunctionalTestsGameSystem:FakePressButton() return end

function FunctionalTestsGameSystem:FakeReleaseButton() return end

function FunctionalTestsGameSystem:FakeSetAxis() return end

function FunctionalTestsGameSystem:GetAnyEntityFromSpawner() return end

function FunctionalTestsGameSystem:GetAxisDeadzoneInner() return end

function FunctionalTestsGameSystem:GetAxisDeadzoneOuter() return end

function FunctionalTestsGameSystem:GetBasicCrowdInfo() return end

function FunctionalTestsGameSystem:GetBoneWorldTransform() return end

function FunctionalTestsGameSystem:GetConfigVar() return end

function FunctionalTestsGameSystem:GetCrowdStubsEntitiesIDs() return end

function FunctionalTestsGameSystem:GetCurrentTargetPosition() return end

function FunctionalTestsGameSystem:GetDebugCameraWorldTransform() return end

function FunctionalTestsGameSystem:GetEntitiesFromSpawner() return end

function FunctionalTestsGameSystem:GetEntityByTag() return end

function FunctionalTestsGameSystem:GetEntityComponent() return end

function FunctionalTestsGameSystem:GetEntityIDsFromSpawner() return end

function FunctionalTestsGameSystem:GetLastSaveName() return end

function FunctionalTestsGameSystem:GetLastSpawnedEntityID() return end

function FunctionalTestsGameSystem:GetNodeEntityByGlobalName() return end

function FunctionalTestsGameSystem:GetPeerID() return end

function FunctionalTestsGameSystem:GetPlayerControlledObject() return end

function FunctionalTestsGameSystem:GetPlayerOrientation() return end

function FunctionalTestsGameSystem:GetPlayerPosition() return end

function FunctionalTestsGameSystem:GetSceneEntity() return end

function FunctionalTestsGameSystem:GetSceneEntityID() return end

function FunctionalTestsGameSystem:GetStaticMarkerWorldMatrix() return end

function FunctionalTestsGameSystem:IsQuestBlockFinished() return end

function FunctionalTestsGameSystem:IsQuestBlockStarted() return end

function FunctionalTestsGameSystem:IsSpawnerActive() return end

function FunctionalTestsGameSystem:IsStreaming() return end

function FunctionalTestsGameSystem:IsStreamingTestFinished() return end

function FunctionalTestsGameSystem:LookAtPosition() return end

function FunctionalTestsGameSystem:NavigateFlatTowards() return end

function FunctionalTestsGameSystem:NotifyReachedCurrentDestination() return end

function FunctionalTestsGameSystem:ReleaseAllInput() return end

function FunctionalTestsGameSystem:RequestAutoSave() return end

function FunctionalTestsGameSystem:SetConfigVar() return end

function FunctionalTestsGameSystem:SetCurrentTargetPosition() return end

function FunctionalTestsGameSystem:SpawnEntity() return end

function FunctionalTestsGameSystem:TakeOverInput() return end

function FunctionalTestsGameSystem:TeleportPlayer() return end

---@class FunctionalTestsIGameSystem : gameIGameSystem
FunctionalTestsIGameSystem = {}

---@class FunctionalTestsIRuntimeSystem : worldIRuntimeSystem
FunctionalTestsIRuntimeSystem = {}

---@class FunctionalTestsInputManager
FunctionalTestsInputManager = {}

---@return FunctionalTestsInputManager
function FunctionalTestsInputManager.new() return end

---@param props table
---@return FunctionalTestsInputManager
function FunctionalTestsInputManager.new(props) return end

---@class FunctionalTestsResult
---@field code FunctionalTestsResultCode
---@field msg String
FunctionalTestsResult = {}

---@return FunctionalTestsResult
function FunctionalTestsResult.new() return end

---@param props table
---@return FunctionalTestsResult
function FunctionalTestsResult.new(props) return end

function FunctionalTestsResult.IsValid() return end

function FunctionalTestsResult.Make() return end

function FunctionalTestsResult.MakeValid() return end

function FunctionalTestsResult.SetResult() return end

---@class FunctionalTestsRuntimeSystem : FunctionalTestsIRuntimeSystem
FunctionalTestsRuntimeSystem = {}

---@return FunctionalTestsRuntimeSystem
function FunctionalTestsRuntimeSystem.new() return end

---@param props table
---@return FunctionalTestsRuntimeSystem
function FunctionalTestsRuntimeSystem.new(props) return end

---@class FunctionalTestsState_FunctionalTests : gsmState
FunctionalTestsState_FunctionalTests = {}

---@return FunctionalTestsState_FunctionalTests
function FunctionalTestsState_FunctionalTests.new() return end

---@param props table
---@return FunctionalTestsState_FunctionalTests
function FunctionalTestsState_FunctionalTests.new(props) return end

---@class FunctionalTestsState_InternalFunctionalTests : gsmState
FunctionalTestsState_InternalFunctionalTests = {}

---@return FunctionalTestsState_InternalFunctionalTests
function FunctionalTestsState_InternalFunctionalTests.new() return end

---@param props table
---@return FunctionalTestsState_InternalFunctionalTests
function FunctionalTestsState_InternalFunctionalTests.new(props) return end

---@class FunctionalTestsTimeChangeEvent : redEvent
---@field listenerId Uint32
FunctionalTestsTimeChangeEvent = {}

---@return FunctionalTestsTimeChangeEvent
function FunctionalTestsTimeChangeEvent.new() return end

---@param props table
---@return FunctionalTestsTimeChangeEvent
function FunctionalTestsTimeChangeEvent.new(props) return end

---@class Fuse : InteractiveMasterDevice
Fuse = {}

---@return Fuse
function Fuse.new() return end

---@param props table
---@return Fuse
function Fuse.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Fuse:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Fuse:OnTakeControl(ri) return end

---@return FuseController
function Fuse:GetController() return end

---@return FocusForcedHighlightData
function Fuse:GetDefaultHighlight() return end

---@return FuseControllerPS
function Fuse:GetDevicePS() return end

---@return Bool
function Fuse:IsGameplayRelevant() return end

---@return Bool
function Fuse:ShouldSendGameAttachedEventToPS() return end

---@class FuseBox : InteractiveMasterDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field numberOfComponentsToON Int32
---@field numberOfComponentsToOFF Int32
---@field indexesOfComponentsToOFF Int32[]
---@field mesh entMeshComponent
---@field componentsON entIPlacedComponent[]
---@field componentsOFF entIPlacedComponent[]
FuseBox = {}

---@return FuseBox
function FuseBox.new() return end

---@param props table
---@return FuseBox
function FuseBox.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function FuseBox:OnHitEvent(hit) return end

---@param evt OverloadDevice
---@return Bool
function FuseBox:OnOverloadDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function FuseBox:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function FuseBox:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function FuseBox:OnTakeControl(ri) return end

---@return EGameplayRole
function FuseBox:DeterminGameplayRole() return end

---@return FuseBoxController
function FuseBox:GetController() return end

---@return FuseBoxControllerPS
function FuseBox:GetDevicePS() return end

---@return Bool
function FuseBox:HasAnyDirectInteractionActive() return end

function FuseBox:ResolveGameplayState() return end

---@param glitchState EGlitchState
---@param intensity Float
function FuseBox:StartGlitching(glitchState, intensity) return end

---@param effectName CName|string
function FuseBox:StartOverloading(effectName) return end

function FuseBox:StartShortGlitch() return end

function FuseBox:StopGlitching() return end

function FuseBox:StopOverloading() return end

---@param visible Bool
function FuseBox:ToggleComponentsON_OFF(visible) return end

---@param visible Bool
function FuseBox:ToggleVisibility(visible) return end

function FuseBox:TurnOffDevice() return end

function FuseBox:TurnOnDevice() return end

---@class FuseBoxController : MasterController
FuseBoxController = {}

---@return FuseBoxController
function FuseBoxController.new() return end

---@param props table
---@return FuseBoxController
function FuseBoxController.new(props) return end

---@return FuseBoxControllerPS
function FuseBoxController:GetPS() return end

---@class FuseBoxControllerPS : MasterControllerPS
---@field fuseBoxSkillChecks EngineeringContainer
---@field isGenerator Bool
---@field isOverloaded Bool
FuseBoxControllerPS = {}

---@return FuseBoxControllerPS
function FuseBoxControllerPS.new() return end

---@param props table
---@return FuseBoxControllerPS
function FuseBoxControllerPS.new(props) return end

---@return Bool
function FuseBoxControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return ActionEngineering
function FuseBoxControllerPS:ActionEngineering(context) return end

---@return OverloadDevice
function FuseBoxControllerPS:ActionOverloadDevice() return end

---@return SendSpiderbotToOverloadDevice
function FuseBoxControllerPS:ActionSendSpiderbotToOverloadDevice() return end

---@return SendSpiderbotToTogglePower
function FuseBoxControllerPS:ActionSendSpiderbotToTogglePower() return end

---@return ToggleON
function FuseBoxControllerPS:ActionToggleON() return end

---@return Bool
function FuseBoxControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function FuseBoxControllerPS:CanCreateAnySpiderbotActions() return end

function FuseBoxControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function FuseBoxControllerPS:GetActions(context) return end

---@return TweakDBID
function FuseBoxControllerPS:GetBackgroundTextureTweakDBID() return end

---@return gamedeviceClearance
function FuseBoxControllerPS:GetClearance() return end

---@return TweakDBID
function FuseBoxControllerPS:GetDeviceIconTweakDBID() return end

---@return EDeviceStatus
function FuseBoxControllerPS:GetExpectedSlaveState() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function FuseBoxControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function FuseBoxControllerPS:GetSkillCheckContainerForSetup() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function FuseBoxControllerPS:GetSpiderbotActions(actions, context) return end

---@return CName
function FuseBoxControllerPS:GetWidgetTypeName() return end

function FuseBoxControllerPS:Initialize() return end

---@return Bool
function FuseBoxControllerPS:IsGenerator() return end

---@return Bool
function FuseBoxControllerPS:IsOverloaded() return end

---@param evt OverloadDevice
---@return EntityNotificationType
function FuseBoxControllerPS:OnOverloadDevice(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function FuseBoxControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt SendSpiderbotToOverloadDevice
---@return EntityNotificationType
function FuseBoxControllerPS:OnSendSpiderbotToOverloadDevice(evt) return end

---@param evt SendSpiderbotToTogglePower
---@return EntityNotificationType
function FuseBoxControllerPS:OnSendSpiderbotToTogglePower(evt) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function FuseBoxControllerPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function FuseBoxControllerPS:OnSetDeviceON(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function FuseBoxControllerPS:OnToggleON(evt) return end

---@param devices gameDeviceComponentPS[]
function FuseBoxControllerPS:RefreshSlaves(devices) return end

---@class FuseController : MasterController
FuseController = {}

---@return FuseController
function FuseController.new() return end

---@param props table
---@return FuseController
function FuseController.new(props) return end

---@return FuseControllerPS
function FuseController:GetPS() return end

---@class FuseControllerPS : MasterControllerPS
---@field timeTableSetup DeviceTimeTableManager
---@field maxLightsSwitchedAtOnce Int32
---@field timeToNextSwitch Float
---@field lightSwitchRandomizerType ELightSwitchRandomizerType
---@field alternativeNameForON TweakDBID
---@field alternativeNameForOFF TweakDBID
---@field alternativeNameForPower TweakDBID
---@field alternativeNameForUnpower TweakDBID
---@field isCLSInitialized Bool
FuseControllerPS = {}

---@return FuseControllerPS
function FuseControllerPS.new() return end

---@param props table
---@return FuseControllerPS
function FuseControllerPS.new(props) return end

---@return Bool
function FuseControllerPS:OnInstantiated() return end

---@return ToggleON
function FuseControllerPS:ActionToggleON() return end

---@return TogglePower
function FuseControllerPS:ActionTogglePower() return end

---@param devices gameDeviceComponentPS[]
function FuseControllerPS:CutPowerOnSlaveDevices(devices) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function FuseControllerPS:GetActions(context) return end

---@return TweakDBID
function FuseControllerPS:GetBackgroundTextureTweakDBID() return end

---@return gamedeviceClearance
function FuseControllerPS:GetClearance() return end

---@return TweakDBID
function FuseControllerPS:GetDeviceIconTweakDBID() return end

---@return EDeviceStatus
function FuseControllerPS:GetDeviceStateByCLS() return end

---@return EDeviceStatus
function FuseControllerPS:GetExpectedSlaveState() return end

---@return Float
function FuseControllerPS:GetLightSwitchDelayValue() return end

---@return DeviceTimeTableManager
function FuseControllerPS:GetTimetableSetup() return end

function FuseControllerPS:Initialize() return end

function FuseControllerPS:InitializeCLS() return end

---@return Bool
function FuseControllerPS:IsCLSInitialized() return end

---@return Bool
function FuseControllerPS:IsConnectedToCLS() return end

---@param evt DelayedTimetableEvent
---@return EntityNotificationType
function FuseControllerPS:OnDealyedTimetableEvent(evt) return end

---@param evt DeviceTimetableEvent
---@return EntityNotificationType
function FuseControllerPS:OnDeviceTimetableEvent(evt) return end

---@param evt InitializeCLSEvent
---@return EntityNotificationType
function FuseControllerPS:OnInitializeCLSEvent(evt) return end

---@param evt QuestForceOFF
---@return EntityNotificationType
function FuseControllerPS:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function FuseControllerPS:OnQuestForceON(evt) return end

---@param evt RefreshCLSOnSlavesEvent
---@return EntityNotificationType
function FuseControllerPS:OnRefreshCLSoNslaves(evt) return end

---@param evt RefreshPowerOnSlavesEvent
---@return EntityNotificationType
function FuseControllerPS:OnRefreshPowerOnSlavesEvent(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function FuseControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function FuseControllerPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function FuseControllerPS:OnSetDeviceON(evt) return end

---@param evt SetDevicePowered
---@return EntityNotificationType
function FuseControllerPS:OnSetDevicePowered(evt) return end

---@param evt SetDeviceUnpowered
---@return EntityNotificationType
function FuseControllerPS:OnSetDeviceUnpowered(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function FuseControllerPS:OnToggleON(evt) return end

function FuseControllerPS:PowerDevice() return end

---@param state EDeviceStatus
---@param restorePower Bool
---@param devices gameDeviceComponentPS[]
function FuseControllerPS:RefreshCLSoNslaves(state, restorePower, devices) return end

---@param devices gameDeviceComponentPS[]
function FuseControllerPS:RefreshPowerOnSlaves(devices) return end

---@param devices gameDeviceComponentPS[]
---@param force Bool
function FuseControllerPS:RefreshSlaves(devices, force) return end

---@param devices gameDeviceComponentPS[]
function FuseControllerPS:RestorePowerOnSlaveDevices(devices) return end

---@param devices gameDeviceComponentPS[]
---@param state EDeviceStatus
---@param restorePower Bool
---@param delay Float
function FuseControllerPS:SendCLSRefreshByEvent(devices, state, restorePower, delay) return end

---@param targetID entEntityID
---@param state EDeviceStatus
---@param restorePower Bool
function FuseControllerPS:SendDeviceTimeTableEvent(targetID, state, restorePower) return end

---@param targetID entEntityID
---@param state EDeviceStatus
---@param restorePower Bool
---@param delay Float
function FuseControllerPS:SendDeviceTimeTableEventWithDelay(targetID, state, restorePower, delay) return end

function FuseControllerPS:UnpowerDevice() return end

---@class FuseData
---@field psOwnerData PSOwnerData
---@field timeTable SDeviceTimetableEntry[]
---@field lights Int32
FuseData = {}

---@return FuseData
function FuseData.new() return end

---@param props table
---@return FuseData
function FuseData.new(props) return end

---@class FxResourceMapData
---@field key CName
---@field resource gameFxResource
FxResourceMapData = {}

---@return FxResourceMapData
function FxResourceMapData.new() return end

---@param props table
---@return FxResourceMapData
function FxResourceMapData.new(props) return end

---@class FxResourceMapperComponent : gameScriptableComponent
---@field areaEffectData AreaEffectData[]
---@field investigationSlotOffsetMultiplier Float
---@field areaEffectInFocusMode AreaEffectTargetData[]
---@field optionalAreaEffectData OptionalAreaEffectData[]
---@field DEBUG_copiedDataFromEntity Bool
---@field DEBUG_copiedDataFromFXStruct Bool
---@field isInitialized Bool
FxResourceMapperComponent = {}

---@return FxResourceMapperComponent
function FxResourceMapperComponent.new() return end

---@param props table
---@return FxResourceMapperComponent
function FxResourceMapperComponent.new(props) return end

---@param desiredRange Float
---@return CName, Float
function FxResourceMapperComponent:CalculateRangeSphere(desiredRange) return end

---@param type DeviceStimType
---@param currentType DeviceStimType
---@return Bool
function FxResourceMapperComponent:CanCompareRanges(type, currentType) return end

---@param areaEffectsData SAreaEffectData[]
---@param DEBUG_entityCopy Bool
---@param DEBUG_fxCopy Bool
function FxResourceMapperComponent:CopyDataToFxMapClass(areaEffectsData, DEBUG_entityCopy, DEBUG_fxCopy) return end

---@param areaEffectsInFocusMode SAreaEffectTargetData[]
function FxResourceMapperComponent:CopyEffectToFxMapClass(areaEffectsInFocusMode) return end

---@param mainEffect AreaEffectData
function FxResourceMapperComponent:CreateAreaEffectTargetData(mainEffect) return end

---@param attackTDBID TweakDBID|string
---@param index Int32
---@param gameEffectNameOverride CName|string
---@param dontHighlightOnLookat Bool
function FxResourceMapperComponent:CreateData(attackTDBID, index, gameEffectNameOverride, dontHighlightOnLookat) return end

---@param attackTDBID TweakDBID|string
---@param index Int32
---@param gameEffectNameOverride CName|string
---@param dontHighlightOnLookat Bool
function FxResourceMapperComponent:CreateEffectStructDataFromAttack(attackTDBID, index, gameEffectNameOverride, dontHighlightOnLookat) return end

---@return AreaEffectData[]
function FxResourceMapperComponent:GetAreaEffectData() return end

---@param index Int32
---@return AreaEffectData
function FxResourceMapperComponent:GetAreaEffectDataByIndex(index) return end

---@param action BaseScriptableAction
---@return Int32
function FxResourceMapperComponent:GetAreaEffectDataIndexByAction(action) return end

---@param effectName CName|string
---@return Int32
function FxResourceMapperComponent:GetAreaEffectDataIndexByName(effectName) return end

---@param effectIndex Int32
---@return CName
function FxResourceMapperComponent:GetAreaEffectDataNameByIndex(effectIndex) return end

---@return Int32
function FxResourceMapperComponent:GetAreaEffectDataSize() return end

---@return AreaEffectTargetData[]
function FxResourceMapperComponent:GetAreaEffectInFocusMode() return end

---@param index Int32
---@return AreaEffectTargetData
function FxResourceMapperComponent:GetAreaEffectInFocusModeByIndex(index) return end

---@return Int32
function FxResourceMapperComponent:GetAreaEffectInFocusSize() return end

---@param type DeviceStimType
---@return Float
function FxResourceMapperComponent:GetDistractionRange(type) return end

---@return Float
function FxResourceMapperComponent:GetInvestigationSlotOffset() return end

---@param type DeviceStimType
---@return Float
function FxResourceMapperComponent:GetSmallestDistractionRange(type) return end

---@return Bool
function FxResourceMapperComponent:HasAnyDistractions() return end

function FxResourceMapperComponent:Initialize() return end

function FxResourceMapperComponent:OnGameAttach() return end

function FxResourceMapperComponent:TryAddOptionalAoeData() return end

---@param action ScriptableDeviceAction
---@return Bool, Int32
function FxResourceMapperComponent:TryGetActionIndex(action) return end

---@param action ScriptableDeviceAction
---@return Bool, AreaEffectData
function FxResourceMapperComponent:TryGetAreaEffectByAction(action) return end

function FxResourceMapperComponent:TryInitialize() return end

---@class GAMEOBJECT_Actor : gameHudActor
GAMEOBJECT_Actor = {}

---@return GAMEOBJECT_Actor
function GAMEOBJECT_Actor.new() return end

---@param props table
---@return GAMEOBJECT_Actor
function GAMEOBJECT_Actor.new(props) return end

---@class GICGIEditSettings : ISerializable
GICGIEditSettings = {}

---@return GICGIEditSettings
function GICGIEditSettings.new() return end

---@param props table
---@return GICGIEditSettings
function GICGIEditSettings.new(props) return end

---@class GOGProfileGameController : gameuiBaseGOGProfileController
---@field retryButton inkWidgetReference
---@field parentContainerWidget inkWidgetReference
---@field isFirstLogin Bool
---@field showingFirstLogin Bool
---@field canRetry Bool
GOGProfileGameController = {}

---@return GOGProfileGameController
function GOGProfileGameController.new() return end

---@param props table
---@return GOGProfileGameController
function GOGProfileGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function GOGProfileGameController:OnButtonRelease(evt) return end

---@param evt DisconnectClickedEvent
---@return Bool
function GOGProfileGameController:OnDisconnectClickedEvent(evt) return end

---@return Bool
function GOGProfileGameController:OnInitialize() return end

---@param evt LinkClickedEvent
---@return Bool
function GOGProfileGameController:OnLinkClicked(evt) return end

---@param evt gameuiRefreshGOGState
---@return Bool
function GOGProfileGameController:OnRefreshGOGState(evt) return end

---@param e inkPointerEvent
---@return Bool
function GOGProfileGameController:OnRetry(e) return end

---@return Bool
function GOGProfileGameController:OnUninitialize() return end

---@return EGOGMenuState
function GOGProfileGameController:GetMenuState() return end

---@param evt inkPointerEvent
function GOGProfileGameController:HandleClose(evt) return end

function GOGProfileGameController:HandleRetry() return end

function GOGProfileGameController:HidePreviousWidget() return end

---@param groupName CName|string
---@return Bool
function GOGProfileGameController:IsBaseRewardGroup(groupName) return end

---@param error gameOnlineSystemErrors
---@return Bool
function GOGProfileGameController:IsErrorRetryable(error) return end

---@param error gameOnlineSystemErrors
function GOGProfileGameController:ShowError(error) return end

function GOGProfileGameController:ShowFeatureInfo() return end

function GOGProfileGameController:ShowLoading() return end

---@param registerUrl String
---@param qrCodePNGBlob Uint8[]
function GOGProfileGameController:ShowRegister(registerUrl, qrCodePNGBlob) return end

---@param show Bool
function GOGProfileGameController:ShowRetryButton(show) return end

function GOGProfileGameController:ShowRewards() return end

function GOGProfileGameController:ShowThanks() return end

---@class GOGProfileLogicController : inkWidgetLogicController
---@field gogMenuState EGOGMenuState
GOGProfileLogicController = {}

---@return GOGProfileLogicController
function GOGProfileLogicController.new() return end

---@param props table
---@return GOGProfileLogicController
function GOGProfileLogicController.new(props) return end

---@param menuState EGOGMenuState
function GOGProfileLogicController:SetMenuState(menuState) return end

---@class GTFManager : IScriptable
GTFManager = {}

---@return GTFManager
function GTFManager.new() return end

---@param props table
---@return GTFManager
function GTFManager.new(props) return end

function GTFManager:ParamManager() return end

---@class GTFParamManager : IScriptable
GTFParamManager = {}

---@return GTFParamManager
function GTFParamManager.new() return end

---@param props table
---@return GTFParamManager
function GTFParamManager.new(props) return end

function GTFParamManager:SetFPSClamp() return end

function GTFParamManager:SetTurboMode() return end

---@class GameAttachedEvent : redEvent
---@field isGameplayRelevant Bool
---@field displayName String
---@field contentScale TweakDBID
GameAttachedEvent = {}

---@return GameAttachedEvent
function GameAttachedEvent.new() return end

---@param props table
---@return GameAttachedEvent
function GameAttachedEvent.new(props) return end

---@class GameEffectExecutor_StimOnHit : gameEffectExecutor_Scripted
---@field stimType gamedataStimType
---@field silentStimType gamedataStimType
---@field suppressedByStimTypes gamedataStimType[]
GameEffectExecutor_StimOnHit = {}

---@return GameEffectExecutor_StimOnHit
function GameEffectExecutor_StimOnHit.new() return end

---@param props table
---@return GameEffectExecutor_StimOnHit
function GameEffectExecutor_StimOnHit.new(props) return end

---@param ctx gameEffectScriptContext
---@param stimuliType gamedataStimType
---@param position Vector4
---@param radius Float
---@return Bool
function GameEffectExecutor_StimOnHit:CreateStim(ctx, stimuliType, position, radius) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function GameEffectExecutor_StimOnHit:Process(ctx, applierCtx) return end

---@class GameEffectTargetVisualizationData : IScriptable
---@field bucketName CName
---@field forceHighlightTargets entEntityID[]
GameEffectTargetVisualizationData = {}

---@return GameEffectTargetVisualizationData
function GameEffectTargetVisualizationData.new() return end

---@param props table
---@return GameEffectTargetVisualizationData
function GameEffectTargetVisualizationData.new(props) return end

---@param entityID entEntityID
function GameEffectTargetVisualizationData:AddTargetToBucket(entityID) return end

function GameEffectTargetVisualizationData:ClearBucket() return end

---@return CName
function GameEffectTargetVisualizationData:GetBucketName() return end

---@param evt redEvent
function GameEffectTargetVisualizationData:SendEventToAll(evt) return end

---@param _bucketName CName|string
function GameEffectTargetVisualizationData:SetBucketName(_bucketName) return end

---@class GameObjectListener : IScriptable
---@field prereqOwner gamePrereqState
---@field e3HackBlock Bool
GameObjectListener = {}

---@return GameObjectListener
function GameObjectListener.new() return end

---@param props table
---@return GameObjectListener
function GameObjectListener.new(props) return end

---@param owner gamePrereqState
function GameObjectListener:ModifyOwner(owner) return end

---@param shouldReveal Bool
function GameObjectListener:OnRevealAccessPoint(shouldReveal) return end

---@param shouldTrigger Bool
function GameObjectListener:OnStatusEffectTrigger(shouldTrigger) return end

---@param owner gamePrereqState
---@return Bool
function GameObjectListener:RegisterOwner(owner) return end

---@class GameObjectScanStats
---@field scannerData scannerDataStructure
GameObjectScanStats = {}

---@return GameObjectScanStats
function GameObjectScanStats.new() return end

---@param props table
---@return GameObjectScanStats
function GameObjectScanStats.new(props) return end

---@class GameSessionDataModule : IScriptable
---@field moduleType EGameSessionDataType
GameSessionDataModule = {}

---@return GameSessionDataModule
function GameSessionDataModule.new() return end

---@param props table
---@return GameSessionDataModule
function GameSessionDataModule.new(props) return end

---@param data Variant
function GameSessionDataModule:AddEntry(data) return end

---@param data Variant
---@return Bool
function GameSessionDataModule:CheckData(data) return end

---@return EGameSessionDataType
function GameSessionDataModule:GetModuleType() return end

function GameSessionDataModule:Initialize() return end

---@param data Variant
---@return Bool
function GameSessionDataModule:IsDataValid(data) return end

function GameSessionDataModule:RefreshDebug() return end

function GameSessionDataModule:Uninitialize() return end

---@class GameSessionDataSystem : gameScriptableSystem
---@field gameSessionDataModules GameSessionDataModule[]
GameSessionDataSystem = {}

---@return GameSessionDataSystem
function GameSessionDataSystem.new() return end

---@param props table
---@return GameSessionDataSystem
function GameSessionDataSystem.new(props) return end

---@param dataType EGameSessionDataType
---@param data Variant
function GameSessionDataSystem.AddDataEntryRequest(dataType, data) return end

---@param dataType EGameSessionDataType
---@param dataHelper Variant
---@return Bool
function GameSessionDataSystem.CheckDataRequest(dataType, dataHelper) return end

---@param dataType EGameSessionDataType
---@return GameSessionDataModule
function GameSessionDataSystem:GetModule(dataType) return end

function GameSessionDataSystem:Initialize() return end

---@param dataType EGameSessionDataType
---@param data Variant
---@return Bool
function GameSessionDataSystem:IsDataValid(dataType, data) return end

function GameSessionDataSystem:OnAttach() return end

---@param request DataEntryRequest
function GameSessionDataSystem:OnDataEntryRequest(request) return end

function GameSessionDataSystem:OnDetach() return end

function GameSessionDataSystem:RefreshDebug() return end

function GameSessionDataSystem:Uninitialize() return end

---@class GameTime
---@field seconds Int32
GameTime = {}

---@return GameTime
function GameTime.new() return end

---@param props table
---@return GameTime
function GameTime.new(props) return end

---@return GameTime
function GameTime.Day() return end

---@param self_ GameTime
---@return Int32
function GameTime.Days(self_) return end

---@param self_ GameTime
---@return Int32
function GameTime.GetSeconds(self_) return end

---@return GameTime
function GameTime.Hour() return end

---@param self_ GameTime
---@return Int32
function GameTime.Hours(self_) return end

---@param self_ GameTime
---@param other GameTime
---@return Bool
function GameTime.IsAfter(self_, other) return end

---@param days Int32
---@param hours Int32
---@param minutes Int32
---@param seconds Int32
---@return GameTime
function GameTime.MakeGameTime(days, hours, minutes, seconds) return end

---@return GameTime
function GameTime.Minute() return end

---@param self_ GameTime
---@return Int32
function GameTime.Minutes(self_) return end

---@param self_ GameTime
---@return Int32
function GameTime.Seconds(self_) return end

---@param self_ GameTime
---@return String
function GameTime.ToString(self_) return end

---@class GameTimePrereq : gameIScriptablePrereq
---@field delay Float
---@field repeated Bool
GameTimePrereq = {}

---@return GameTimePrereq
function GameTimePrereq.new() return end

---@param props table
---@return GameTimePrereq
function GameTimePrereq.new(props) return end

---@param recordID TweakDBID|string
function GameTimePrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function GameTimePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function GameTimePrereq:OnUnregister(state, context) return end

---@class GameTimePrereqState : gamePrereqState
---@field listener Uint32
---@field repeated Bool
GameTimePrereqState = {}

---@return GameTimePrereqState
function GameTimePrereqState.new() return end

---@param props table
---@return GameTimePrereqState
function GameTimePrereqState.new(props) return end

function GameTimePrereqState:UpdatePrereq() return end

---@class GameTimeUtils
GameTimeUtils = {}

---@return GameTimeUtils
function GameTimeUtils.new() return end

---@param props table
---@return GameTimeUtils
function GameTimeUtils.new(props) return end

---@param playerPuppet PlayerPuppet
---@return Bool
function GameTimeUtils.CanPlayerTimeSkip(playerPuppet) return end

---@param player gameObject
function GameTimeUtils.FastForwardPlayerState(player) return end

---@param playerPuppet PlayerPuppet
---@return Bool
function GameTimeUtils.IsTimeDisplayGlitched(playerPuppet) return end

---@param textWidgetRef inkTextWidgetReference
---@param textParamsRef textTextParameterSet
---@param gameTime GameTime
function GameTimeUtils.SetGameTimeText(textWidgetRef, textParamsRef, gameTime) return end

---@param timeSystem gameTimeSystem
---@param textWidgetRef inkTextWidgetReference
---@param textParamsRef textTextParameterSet
---@param addSeconds Int32
function GameTimeUtils.UpdateGameTimeText(timeSystem, textWidgetRef, textParamsRef, addSeconds) return end

---@class GameTimeWrapper
---@field gameTime GameTime
GameTimeWrapper = {}

---@return GameTimeWrapper
function GameTimeWrapper.new() return end

---@param props table
---@return GameTimeWrapper
function GameTimeWrapper.new(props) return end

---@class GamepadCursorRootController : CursorRootController
GamepadCursorRootController = {}

---@return GamepadCursorRootController
function GamepadCursorRootController.new() return end

---@param props table
---@return GamepadCursorRootController
function GamepadCursorRootController.new(props) return end

---@param context CName|string
---@return CName
function GamepadCursorRootController:GetAnimNameFromContext(context) return end

---@class GamepadHoldIndicatorGameController : gameuiHoldIndicatorGameController
---@field image inkImageWidgetReference
---@field partName String
---@field progress Int32
---@field animProxy inkanimProxy
GamepadHoldIndicatorGameController = {}

---@return GamepadHoldIndicatorGameController
function GamepadHoldIndicatorGameController.new() return end

---@param props table
---@return GamepadHoldIndicatorGameController
function GamepadHoldIndicatorGameController.new(props) return end

function GamepadHoldIndicatorGameController:HoldFinish() return end

---@param value Float
function GamepadHoldIndicatorGameController:HoldProgress(value) return end

function GamepadHoldIndicatorGameController:HoldStart() return end

function GamepadHoldIndicatorGameController:HoldStop() return end

---@param value Int32
function GamepadHoldIndicatorGameController:SetProgress(value) return end

function GamepadHoldIndicatorGameController:StopAnimation() return end

---@class GamepadLightScriptableSystem : gameScriptableSystem
---@field controllerCurrentColor Vector3
---@field controllerStartColor Vector3
---@field controllerTargetColor Vector3
---@field currentProgress Float
---@field useExponentialCurve Bool
---@field prevTime Float
---@field currentState ELightState
---@field prevState ELightState
---@field timeLimit Float
---@field currrentId gameDelayID
GamepadLightScriptableSystem = {}

---@return GamepadLightScriptableSystem
function GamepadLightScriptableSystem.new() return end

---@param props table
---@return GamepadLightScriptableSystem
function GamepadLightScriptableSystem.new(props) return end

function GamepadLightScriptableSystem.TriggerVehicleExplosionWarningSiren() return end

---@param heatStage EPreventionHeatStage
function GamepadLightScriptableSystem.UpdatePoliceSiren(heatStage) return end

---@param newState ELightState
---@return Bool
function GamepadLightScriptableSystem:ChangeState(newState) return end

---@param x Float
---@return Float
function GamepadLightScriptableSystem:ExponentialEaseInAndOut(x) return end

---@param evt ColorLerpTickRequest
function GamepadLightScriptableSystem:OnColorLerpTickRequest(evt) return end

---@param evt LerpToColorControllerLightRequest
function GamepadLightScriptableSystem:OnLerpToColorControllerLightRequest(evt) return end

---@param evt LerpToDefaultControllerLightColorRequest
function GamepadLightScriptableSystem:OnLerpToDefaultControllerLightColorRequest(evt) return end

---@param siren PoliceSirenTimerRequest
function GamepadLightScriptableSystem:OnPoliceSirenTimerRequest(siren) return end

---@param evt ResetControllerLightColorRequest
function GamepadLightScriptableSystem:OnResetControllerLightColorRequest(evt) return end

---@param saveVersion Int32
---@param gameVersion Int32
function GamepadLightScriptableSystem:OnRestored(saveVersion, gameVersion) return end

---@param evt SetControllerLightColorRequest
function GamepadLightScriptableSystem:OnSetControllerLightColorRequest(evt) return end

---@param eminentExplosion VehicleAboutToExplodeTimerRequest
function GamepadLightScriptableSystem:OnVehicleAboutToExplodeTimerRequest(eminentExplosion) return end

---@class GameplayCameraData : IScriptable
---@field is_forward_offset Float
---@field upperbody_pitch_weight Float
---@field forward_offset_value Float
---@field upperbody_yaw_weight Float
---@field is_pitch_off Float
---@field is_yaw_off Float
GameplayCameraData = {}

---@return GameplayCameraData
function GameplayCameraData.new() return end

---@param props table
---@return GameplayCameraData
function GameplayCameraData.new(props) return end

---@class GameplayConditionBase : IScriptable
---@field entityID entEntityID
GameplayConditionBase = {}

---@param requester gameObject
---@return Bool
function GameplayConditionBase:Evaluate(requester) return end

---@param requester gameObject
---@return Condition
function GameplayConditionBase:GetDescription(requester) return end

---@param requester gameObject
---@return gameObject
function GameplayConditionBase:GetPlayer(requester) return end

---@param id entEntityID
function GameplayConditionBase:SetEntityID(id) return end

---@class GameplayConditionContainer : IScriptable
---@field logicOperator ELogicOperator
---@field conditionGroups ConditionGroupData[]
GameplayConditionContainer = {}

---@return GameplayConditionContainer
function GameplayConditionContainer.new() return end

---@param props table
---@return GameplayConditionContainer
function GameplayConditionContainer.new(props) return end

---@param obj gameObject
---@param entID entEntityID
---@return ConditionData[]
function GameplayConditionContainer:CreateDescription(obj, entID) return end

---@param requester gameObject
---@return Bool
function GameplayConditionContainer:Evaluate(requester) return end

---@param requester gameObject
---@param group ConditionGroupData
---@return Bool
function GameplayConditionContainer:Evaluate(requester, group) return end

---@return Int32
function GameplayConditionContainer:GetGroupsAmount() return end

---@return ELogicOperator
function GameplayConditionContainer:GetOperator() return end

---@return Bool
function GameplayConditionContainer:HasAdditionalRequirements() return end

---@class GameplayCyberwareCondition : GameplayConditionBase
---@field cyberwareToCheck TweakDBID
GameplayCyberwareCondition = {}

---@return GameplayCyberwareCondition
function GameplayCyberwareCondition.new() return end

---@param props table
---@return GameplayCyberwareCondition
function GameplayCyberwareCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplayCyberwareCondition:Evaluate(requester) return end

---@return String
function GameplayCyberwareCondition:GetConditionDescription() return end

---@param requester gameObject
---@return Condition
function GameplayCyberwareCondition:GetDescription(requester) return end

---@class GameplayEquipProgramsRequest : gamePlayerScriptableSystemRequest
---@field programIDs ItemID[]
GameplayEquipProgramsRequest = {}

---@return GameplayEquipProgramsRequest
function GameplayEquipProgramsRequest.new() return end

---@param props table
---@return GameplayEquipProgramsRequest
function GameplayEquipProgramsRequest.new(props) return end

---@class GameplayEquipRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field slotIndex Int32
---@field addToInventory Bool
---@field equipToCurrentActiveSlot Bool
---@field blockUpdateWeaponActiveSlots Bool
---@field forceEquipWeapon Bool
---@field extraQuality Float
---@field partsToAdd ItemID[]
GameplayEquipRequest = {}

---@return GameplayEquipRequest
function GameplayEquipRequest.new() return end

---@param props table
---@return GameplayEquipRequest
function GameplayEquipRequest.new(props) return end

---@class GameplayFactCondition : GameplayConditionBase
---@field factName CName
---@field value Int32
---@field comparisonType ECompareOp
---@field description String
GameplayFactCondition = {}

---@return GameplayFactCondition
function GameplayFactCondition.new() return end

---@param props table
---@return GameplayFactCondition
function GameplayFactCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplayFactCondition:Evaluate(requester) return end

---@param requester gameObject
---@return Condition
function GameplayFactCondition:GetDescription(requester) return end

---@class GameplayFunctionalTestReturnValue
---@field value String
---@field errorInfo String
GameplayFunctionalTestReturnValue = {}

---@return GameplayFunctionalTestReturnValue
function GameplayFunctionalTestReturnValue.new() return end

---@param props table
---@return GameplayFunctionalTestReturnValue
function GameplayFunctionalTestReturnValue.new(props) return end

---@class GameplayItemCondition : GameplayConditionBase
---@field itemToCheck TweakDBID
GameplayItemCondition = {}

---@return GameplayItemCondition
function GameplayItemCondition.new() return end

---@param props table
---@return GameplayItemCondition
function GameplayItemCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplayItemCondition:Evaluate(requester) return end

---@return String
function GameplayItemCondition:GetConditionDescription() return end

---@param requester gameObject
---@return Condition
function GameplayItemCondition:GetDescription(requester) return end

---@class GameplayLight : InteractiveDevice
GameplayLight = {}

---@return GameplayLight
function GameplayLight.new() return end

---@param props table
---@return GameplayLight
function GameplayLight.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function GameplayLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function GameplayLight:OnTakeControl(ri) return end

function GameplayLight:CutPower() return end

---@return EGameplayRole
function GameplayLight:DeterminGameplayRole() return end

---@return GameplayLightController
function GameplayLight:GetController() return end

---@return GameplayLightControllerPS
function GameplayLight:GetDevicePS() return end

---@return Bool
function GameplayLight:IncludeLightsInVisibilityBoundsScript() return end

function GameplayLight:StartBlinking() return end

---@param glitchState EGlitchState
---@param intensity Float
function GameplayLight:StartGlitching(glitchState, intensity) return end

function GameplayLight:StopBlinking() return end

function GameplayLight:StopGlitching() return end

function GameplayLight:TurnOffDevice() return end

function GameplayLight:TurnOffLights() return end

function GameplayLight:TurnOnDevice() return end

function GameplayLight:TurnOnLights() return end

---@class GameplayLightController : ElectricLightController
GameplayLightController = {}

---@return GameplayLightController
function GameplayLightController.new() return end

---@param props table
---@return GameplayLightController
function GameplayLightController.new(props) return end

---@return GameplayLightControllerPS
function GameplayLightController:GetPS() return end

---@class GameplayLightControllerPS : ElectricLightControllerPS
GameplayLightControllerPS = {}

---@return GameplayLightControllerPS
function GameplayLightControllerPS.new() return end

---@param props table
---@return GameplayLightControllerPS
function GameplayLightControllerPS.new(props) return end

---@return Bool
function GameplayLightControllerPS:OnInstantiated() return end

---@return Bool
function GameplayLightControllerPS:CanCreateAnyQuickHackActions() return end

function GameplayLightControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function GameplayLightControllerPS:GetQuickHackActions(context) return end

function GameplayLightControllerPS:Initialize() return end

---@class GameplayMappinController : QuestMappinController
---@field anim inkanimProxy
---@field isVisibleThroughWalls Bool
GameplayMappinController = {}

---@return GameplayMappinController
function GameplayMappinController.new() return end

---@param props table
---@return GameplayMappinController
function GameplayMappinController.new(props) return end

---@return Bool
function GameplayMappinController:OnUpdate() return end

---@return CName
function GameplayMappinController:ComputeRootState() return end

---@return EGameplayRole
function GameplayMappinController:GetGameplayRole() return end

---@param mappinVariant gamedataMappinVariant
---@param braindanceLayer braindanceVisionMode
---@return CName
function GameplayMappinController:GetTexturePartForDeviceEffect(mappinVariant, braindanceLayer) return end

---@param gameplayRole EGameplayRole
---@return CName
function GameplayMappinController:GetTexturePartForGameplayRole(gameplayRole) return end

function GameplayMappinController:SetClampVisibility() return end

---@return Bool
function GameplayMappinController:ShouldBeClamped() return end

function GameplayMappinController:UpdateIcon() return end

function GameplayMappinController:UpdateTrackedState() return end

function GameplayMappinController:UpdateVisibility() return end

function GameplayMappinController:UpdateVisibilityThroughWalls() return end

---@class GameplayPerkCondition : GameplayConditionBase
---@field perkToCheck TweakDBID
---@field difficulty EGameplayChallengeLevel
GameplayPerkCondition = {}

---@return GameplayPerkCondition
function GameplayPerkCondition.new() return end

---@param props table
---@return GameplayPerkCondition
function GameplayPerkCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplayPerkCondition:Evaluate(requester) return end

---@return String
function GameplayPerkCondition:GetConditionDescription() return end

---@param requester gameObject
---@return Condition
function GameplayPerkCondition:GetDescription(requester) return end

---@return gamedataPerkType
function GameplayPerkCondition:GetPerkType() return end

---@param requester gameObject
---@return Int32
function GameplayPerkCondition:GetPlayerPerk(requester) return end

---@return Int32
function GameplayPerkCondition:GetRequiredLevel() return end

---@class GameplayQuestSystem : gameScriptableSystem
---@field quests GamplayQuestData[]
GameplayQuestSystem = {}

---@return GameplayQuestSystem
function GameplayQuestSystem.new() return end

---@param props table
---@return GameplayQuestSystem
function GameplayQuestSystem.new(props) return end

---@param objectiveData GemplayObjectiveData
function GameplayQuestSystem:AddObjective(objectiveData) return end

---@param objectiveData GemplayObjectiveData
---@return GamplayQuestData
function GameplayQuestSystem:CreateQuest(objectiveData) return end

---@param questData GamplayQuestData
function GameplayQuestSystem:EvaluateQuest(questData) return end

---@return gameJournalManager
function GameplayQuestSystem:GetJournal() return end

---@param objectiveData GemplayObjectiveData
---@return GamplayQuestData
function GameplayQuestSystem:GetQuestData(objectiveData) return end

---@param questUniqueId String
---@return Bool
function GameplayQuestSystem:HasQuest(questUniqueId) return end

---@param request RegisterGameplayObjectiveRequest
function GameplayQuestSystem:OnRegisterObjective(request) return end

---@param request SetGameplayObjectiveStateRequest
function GameplayQuestSystem:OnSetObjectiveState(request) return end

---@param questData GamplayQuestData
---@return Bool
function GameplayQuestSystem:RemoveQuest(questData) return end

---@param objectiveData GemplayObjectiveData
---@param objectiveState gameJournalEntryState
function GameplayQuestSystem:SetObjectiveState(objectiveData, objectiveState) return end

---@class GameplayRoleChangeNotification : redEvent
---@field newRole EGameplayRole
---@field oldRole EGameplayRole
GameplayRoleChangeNotification = {}

---@return GameplayRoleChangeNotification
function GameplayRoleChangeNotification.new() return end

---@param props table
---@return GameplayRoleChangeNotification
function GameplayRoleChangeNotification.new(props) return end

---@class GameplayRoleComponent : gameScriptableComponent
---@field gameplayRole EGameplayRole
---@field autoDeterminGameplayRole Bool
---@field mappinsDisplayMode EMappinDisplayMode
---@field displayAllRolesAsGeneric Bool
---@field alwaysCreateMappinAsDynamic Bool
---@field forcedMappinVisualState EMappinVisualState
---@field mappins SDeviceMappinData[]
---@field offsetValue Float
---@field isBeingScanned Bool
---@field isCurrentTarget Bool
---@field isShowingMappins Bool
---@field canShowMappinsByTask Bool
---@field canHideMappinsByTask Bool
---@field isHighlightedInFocusMode Bool
---@field currentGameplayRole EGameplayRole
---@field isGameplayRoleInitialized Bool
---@field isForceHidden Bool
---@field isForcedVisibleThroughWalls Bool
---@field enabledMinimapMappins gamedataMappinVariant[]
GameplayRoleComponent = {}

---@return GameplayRoleComponent
function GameplayRoleComponent.new() return end

---@param props table
---@return GameplayRoleComponent
function GameplayRoleComponent.new(props) return end

---@param evt DeactivateQuickHackIndicatorEvent
---@return Bool
function GameplayRoleComponent:OnDeactivateQuickHackIndicator(evt) return end

---@param evt EvaluateMappinsVisualStateEvent
---@return Bool
function GameplayRoleComponent:OnEvaluateMappinVisualStateEvent(evt) return end

---@param evt HUDInstruction
---@return Bool
function GameplayRoleComponent:OnHUDInstruction(evt) return end

---@param evt HideSingleMappinEvent
---@return Bool
function GameplayRoleComponent:OnHideSingleMappin(evt) return end

---@param evt SetLogicReadyEvent
---@return Bool
function GameplayRoleComponent:OnLogicReady(evt) return end

---@param evt LookedAtEvent
---@return Bool
function GameplayRoleComponent:OnLookedAtEvent(evt) return end

---@param evt PerformedAction
---@return Bool
function GameplayRoleComponent:OnPerformedAction(evt) return end

---@param evt entPostInitializeEvent
---@return Bool
function GameplayRoleComponent:OnPostInitialize(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function GameplayRoleComponent:OnPreUninitialize(evt) return end

---@param evt EvaluateGameplayRoleEvent
---@return Bool
function GameplayRoleComponent:OnReEvaluateGameplayRole(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function GameplayRoleComponent:OnScanningLookedAt(evt) return end

---@param evt SetCurrentGameplayRoleEvent
---@return Bool
function GameplayRoleComponent:OnSetCurrentGameplayRole(evt) return end

---@param evt SetGameplayRoleEvent
---@return Bool
function GameplayRoleComponent:OnSetGameplayRole(evt) return end

---@param evt ShowSingleMappinEvent
---@return Bool
function GameplayRoleComponent:OnShowSingleMappin(evt) return end

---@param evt ToggleGameplayMappinVisibilityEvent
---@return Bool
function GameplayRoleComponent:OnToggleGameplayMappinVisibilityEvent(evt) return end

---@param evt UnregisterAllMappinsEvent
---@return Bool
function GameplayRoleComponent:OnUnregisterAllMappinsEvent(evt) return end

---@param evt UploadProgramProgressEvent
---@return Bool
function GameplayRoleComponent:OnUploadProgressStateChanged(evt) return end

---@param visualData GameplayRoleMappinData
function GameplayRoleComponent:ActivatePhoneCallIndicator(visualData) return end

---@param visualData GameplayRoleMappinData
function GameplayRoleComponent:ActivateQuickHackDurationIndicator(visualData) return end

---@param visualData GameplayRoleMappinData
function GameplayRoleComponent:ActivateQuickHackIndicator(visualData) return end

---@param index Int32
function GameplayRoleComponent:ActivateSingleMappin(index) return end

---@param data SDeviceMappinData
---@return Bool
function GameplayRoleComponent:AddMappin(data) return end

---@param visualData GameplayRoleMappinData
function GameplayRoleComponent:AddQuickhackMappinToQueue(visualData) return end

function GameplayRoleComponent:ClearAllRoleMappins() return end

function GameplayRoleComponent:ClearAllRoleMappinsByTask() return end

---@param data gameScriptTaskData
function GameplayRoleComponent:ClearAllRoleMappinsTask(data) return end

---@param data1 GameplayRoleMappinData
---@param data2 GameplayRoleMappinData
---@return Bool
function GameplayRoleComponent:CompareRoleMappinsData(data1, data2) return end

---@param data SDeviceMappinData
---@return GameplayRoleMappinData
function GameplayRoleComponent:CreateRoleMappinData(data) return end

function GameplayRoleComponent:DeactivatePhoneCallIndicator() return end

function GameplayRoleComponent:DeactivateQuickHackDurationIndicator() return end

function GameplayRoleComponent:DeactivateQuickHackIndicator() return end

---@param index Int32
function GameplayRoleComponent:DeactivateSingleMappin(index) return end

function GameplayRoleComponent:DeterminGamplayRole() return end

function GameplayRoleComponent:DeterminGamplayRoleByTask() return end

---@param data gameScriptTaskData
function GameplayRoleComponent:DeterminGamplayRoleTask(data) return end

---@param mappinVariant gamedataMappinVariant
function GameplayRoleComponent:EnableMappinVariantOnMinimap(mappinVariant) return end

function GameplayRoleComponent:EvaluateMappins() return end

function GameplayRoleComponent:EvaluatePositions() return end

---@return EGameplayRole
function GameplayRoleComponent:GetCurrentGameplayRole() return end

---@param role EGameplayRole
---@return gamedataMappinVariant
function GameplayRoleComponent:GetCurrentMappinVariant(role) return end

---@return EMappinVisualState
function GameplayRoleComponent:GetForcedMappinVisualState() return end

---@param mappinVariant gamedataMappinVariant
---@return TweakDBID
function GameplayRoleComponent:GetIconIdForMappinVariant(mappinVariant) return end

---@param role EGameplayRole
---@return SDeviceMappinData
function GameplayRoleComponent:GetMappinDataForGamepleyRole(role) return end

---@return gamemappinsMappinSystem
function GameplayRoleComponent:GetMappinSystem() return end

---@return gamedataMappinVariant
function GameplayRoleComponent:GetMinimalisticMappinVariant() return end

---@param currentAxis EAxisType
---@return EAxisType
function GameplayRoleComponent:GetNextAxis(currentAxis) return end

---@return gamedataMappinVariant
function GameplayRoleComponent:GetPlaystyleMappinVariant() return end

---@return Int32
function GameplayRoleComponent:GetQuickHackQueueSize() return end

---@param role EGameplayRole
---@return gamedataMappinVariant
function GameplayRoleComponent:GetRoleMappinVariant(role) return end

---@return gameuiGameSystemUI
function GameplayRoleComponent:GetUISystem() return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function GameplayRoleComponent:HasActiveMappin(mappinVariant) return end

---@param gameplayRole EGameplayRole
---@return Bool
function GameplayRoleComponent:HasMappin(gameplayRole) return end

---@param data SDeviceMappinData
---@return Bool
function GameplayRoleComponent:HasMappin(data) return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function GameplayRoleComponent:HasMappin(mappinVariant) return end

---@return Bool
function GameplayRoleComponent:HasOffscreenArrow() return end

function GameplayRoleComponent:HideRoleMappins() return end

function GameplayRoleComponent:HideRoleMappinsByTask() return end

---@param data gameScriptTaskData
function GameplayRoleComponent:HideRoleMappinsTask(data) return end

---@param index Int32
function GameplayRoleComponent:HideSingleMappin(index) return end

---@param index Int32
function GameplayRoleComponent:HideSingleMappin_Event(index) return end

function GameplayRoleComponent:InitializeGamepleyRoleMappin() return end

function GameplayRoleComponent:InitializePhoneCallIndicator() return end

function GameplayRoleComponent:InitializeQuickHackIndicator() return end

---@return Bool
function GameplayRoleComponent:IsCurrentTarget() return end

---@return Bool
function GameplayRoleComponent:IsForceHidden() return end

---@return Bool
function GameplayRoleComponent:IsGameplayRoleStatic() return end

---@return Bool
function GameplayRoleComponent:IsHighlightedInFocusMode() return end

---@param mappinData SDeviceMappinData
---@return Bool
function GameplayRoleComponent:IsMappinDataValid(mappinData) return end

---@return Bool
function GameplayRoleComponent:IsMappinDynamic() return end

function GameplayRoleComponent:OnGameAttach() return end

function GameplayRoleComponent:OnGameDetach() return end

function GameplayRoleComponent:ReEvaluateGameplayRole() return end

function GameplayRoleComponent:RemoveQuickhackMappinFromQueue() return end

function GameplayRoleComponent:RequestHUDRefresh() return end

---@param role EGameplayRole
function GameplayRoleComponent:SetCurrentGameplayRoleWithNotification(role) return end

---@param isHidden Bool
function GameplayRoleComponent:SetForceHidden(isHidden) return end

function GameplayRoleComponent:ShowRoleMappins() return end

function GameplayRoleComponent:ShowRoleMappinsByTask() return end

---@param data gameScriptTaskData
function GameplayRoleComponent:ShowRoleMappinsTask(data) return end

---@param index Int32
function GameplayRoleComponent:ShowSingleMappin(index) return end

---@param index Int32
---@param visualData GameplayRoleMappinData
---@param bindPositionToSlotName CName|string
function GameplayRoleComponent:ShowSingleMappin(index, visualData, bindPositionToSlotName) return end

---@param index Int32
function GameplayRoleComponent:ShowSingleMappin_Event(index) return end

---@param mappinVariant gamedataMappinVariant
---@param enable Bool
---@param show Bool
---@param visualData GameplayRoleMappinData
---@param bindPositionToSlotName CName|string
function GameplayRoleComponent:ToggleMappin(mappinVariant, enable, show, visualData, bindPositionToSlotName) return end

---@param mappinVariant gamedataMappinVariant
---@param enable Bool
---@param show Bool
function GameplayRoleComponent:ToggleMappin(mappinVariant, enable, show) return end

---@param mappinIndex Int32
---@param enable Bool
function GameplayRoleComponent:ToggleMappin(mappinIndex, enable) return end

---@param mappinVariant gamedataMappinVariant
---@param enable Bool
function GameplayRoleComponent:ToggleMappin(mappinVariant, enable) return end

function GameplayRoleComponent:UnregisterAllMappins() return end

function GameplayRoleComponent:UnregisterAllRoleMappins() return end

function GameplayRoleComponent:UpdateDefaultHighlight() return end

---@param index Int32
---@param visualData GameplayRoleMappinData
---@param shouldUpdateVariant Bool
function GameplayRoleComponent:UpdateSingleMappinData(index, visualData, shouldUpdateVariant) return end

---@class GameplayRoleMappinData : gamemappinsMappinScriptData
---@field mappinVisualState EMappinVisualState
---@field isTagged Bool
---@field isQuest Bool
---@field isIconic Bool
---@field isBroken Bool
---@field isScanningCluesBlocked Bool
---@field isCurrentTarget Bool
---@field visibleThroughWalls Bool
---@field hasOffscreenArrow Bool
---@field range Float
---@field duration Float
---@field progressBarType EProgressBarType
---@field progressBarContext EProgressBarContext
---@field gameplayRole EGameplayRole
---@field braindanceLayer braindanceVisionMode
---@field quality gamedataQuality
---@field slotName CName
---@field textureID TweakDBID
---@field showOnMiniMap Bool
---@field action ScriptableDeviceAction
GameplayRoleMappinData = {}

---@return GameplayRoleMappinData
function GameplayRoleMappinData.new() return end

---@param props table
---@return GameplayRoleMappinData
function GameplayRoleMappinData.new(props) return end

---@class GameplaySettingsDef : gamebbScriptDefinition
---@field DisableAutomaticSwitchToVehicleTPP gamebbScriptID_Bool
---@field EnableVehicleToggleSummonMode gamebbScriptID_Bool
GameplaySettingsDef = {}

---@return GameplaySettingsDef
function GameplaySettingsDef.new() return end

---@param props table
---@return GameplaySettingsDef
function GameplaySettingsDef.new(props) return end

---@return Bool
function GameplaySettingsDef:AutoCreateInSystem() return end

---@class GameplaySettingsListener : userSettingsVarListener
---@field player PlayerPuppet
---@field userSettings userSettingsUserSettings
---@field diffSettingsGroup userSettingsGroup
---@field miscSettingsGroup userSettingsGroup
---@field controlsGroup userSettingsGroup
---@field vehicleControlsGroup userSettingsGroup
---@field hudGroup userSettingsGroup
---@field additiveCameraMovements Float
---@field isFastForwardByLine Bool
---@field InputHintsEnabled Bool
---@field movementDodgeEnabled Bool
---@field vehicleCombatHoldToShootEnabled Bool
---@field difficultyPath CName
---@field miscPath CName
---@field controlsPath CName
---@field vehicleControlsPath CName
---@field hudPath CName
---@field additiveCameraOptionName CName
---@field fastForwardOptionName CName
---@field inputHintsOptionName CName
---@field movementDodgeOptionName CName
---@field vehicleCombatHoldToShootOptionName CName
GameplaySettingsListener = {}

---@return GameplaySettingsListener
function GameplaySettingsListener.new() return end

---@param props table
---@return GameplaySettingsListener
function GameplaySettingsListener.new(props) return end

---@param player PlayerPuppet
function GameplaySettingsListener:Initialize(player) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function GameplaySettingsListener:OnVarModified(groupPath, varName, varType, reason) return end

function GameplaySettingsListener:RefreshAdditiveCameraMovementsSetting() return end

function GameplaySettingsListener:RestoreJohnnyRelatedState() return end

function GameplaySettingsListener:UpdateFFSetting() return end

function GameplaySettingsListener:UpdateInputHintsEnabled() return end

function GameplaySettingsListener:UpdateMovementDodgeSettings() return end

function GameplaySettingsListener:UpdateVehicleCombatHoldToShootSettings() return end

---@class GameplaySettingsSystem : gameScriptableSystem
---@field gameplaySettingsListener GameplaySettingsListener
---@field wasEverJohnny Bool
GameplaySettingsSystem = {}

---@return GameplaySettingsSystem
function GameplaySettingsSystem.new() return end

---@param props table
---@return GameplaySettingsSystem
function GameplaySettingsSystem.new(props) return end

---@param owner gameObject
---@return Float
function GameplaySettingsSystem.GetAdditiveCameraMovementsSetting(owner) return end

---@param owner gameObject
---@return GameplaySettingsSystem
function GameplaySettingsSystem.GetGameplaySettingsSystemInstance(owner) return end

---@param owner gameObject
---@return Bool
function GameplaySettingsSystem.GetIsFastForwardByLine(owner) return end

---@param owner gameObject
---@return Bool
function GameplaySettingsSystem.GetMovementDodgeEnabled(owner) return end

---@param owner gameObject
---@return Bool
function GameplaySettingsSystem.GetVehicleCombatHoldToShootEnabled(owner) return end

---@param owner gameObject
---@param value Bool
function GameplaySettingsSystem.SetWasEverJohnny(owner, value) return end

---@param owner gameObject
---@return Bool
function GameplaySettingsSystem.WasEverJohnny(owner) return end

---@return Bool
function GameplaySettingsSystem:GetIsFastForwardByLine() return end

---@return Bool
function GameplaySettingsSystem:GetIsInputHintEnabled() return end

---@param request gamePlayerAttachRequest
function GameplaySettingsSystem:OnPlayerAttach(request) return end

---@param request gamePlayerDetachRequest
function GameplaySettingsSystem:OnPlayerDetach(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function GameplaySettingsSystem:OnRestored(saveVersion, gameVersion) return end

---@param value Bool
function GameplaySettingsSystem:SetWasEverJohnny(value) return end

---@class GameplaySkillCondition : GameplayConditionBase
---@field skillToCheck TweakDBID
---@field difficulty EGameplayChallengeLevel
---@field skillBonus TweakDBID
---@field requiredLevel Int32
GameplaySkillCondition = {}

---@return GameplaySkillCondition
function GameplaySkillCondition.new() return end

---@param props table
---@return GameplaySkillCondition
function GameplaySkillCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplaySkillCondition:Evaluate(requester) return end

---@return String
function GameplaySkillCondition:GetConditionDescription() return end

---@param requester gameObject
---@return Condition
function GameplaySkillCondition:GetDescription(requester) return end

---@param requester gameObject
---@return Int32
function GameplaySkillCondition:GetPlayerSkill(requester) return end

---@return Int32
function GameplaySkillCondition:GetRequiredLevel() return end

---@return gamedataStatType
function GameplaySkillCondition:GetStatBonusType() return end

---@return gamedataStatType
function GameplaySkillCondition:GetStatType() return end

---@return Bool
function GameplaySkillCondition:IsRequiredLevelSetup() return end

---@param sel_skill EDeviceChallengeSkill
---@param sel_difficulty EGameplayChallengeLevel
function GameplaySkillCondition:SetProperties(sel_skill, sel_difficulty) return end

---@param requiredLevel Int32
function GameplaySkillCondition:TrySetRequiredLevel(requiredLevel) return end

---@class GameplayStatCondition : GameplayConditionBase
---@field statToCheck TweakDBID
---@field stat EDeviceChallengeAttribute
---@field difficulty EGameplayChallengeLevel
GameplayStatCondition = {}

---@return GameplayStatCondition
function GameplayStatCondition.new() return end

---@param props table
---@return GameplayStatCondition
function GameplayStatCondition.new(props) return end

---@param requester gameObject
---@return Bool
function GameplayStatCondition:Evaluate(requester) return end

---@return String
function GameplayStatCondition:GetConditionDescription() return end

---@param requester gameObject
---@return Condition
function GameplayStatCondition:GetDescription(requester) return end

---@param requester gameObject
---@return Int32
function GameplayStatCondition:GetPlayerStat(requester) return end

---@return Int32
function GameplayStatCondition:GetRequiredLevel() return end

---@return gamedataStatType
function GameplayStatCondition:GetStatType() return end

---@param sel_stat EDeviceChallengeAttribute
---@param sel_difficulty EGameplayChallengeLevel
function GameplayStatCondition:SetProperties(sel_stat, sel_difficulty) return end

---@class GameplayTagsPrereq : gameIScriptablePrereq
---@field allowedTags CName[]
---@field invert Bool
GameplayTagsPrereq = {}

---@return GameplayTagsPrereq
function GameplayTagsPrereq.new() return end

---@param props table
---@return GameplayTagsPrereq
function GameplayTagsPrereq.new(props) return end

---@param recordID TweakDBID|string
function GameplayTagsPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function GameplayTagsPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function GameplayTagsPrereq:OnApplied(state, context) return end

---@class GamplayQuestData : IScriptable
---@field questUniqueID String
---@field objectives GemplayObjectiveData[]
GamplayQuestData = {}

---@return GamplayQuestData
function GamplayQuestData.new() return end

---@param props table
---@return GamplayQuestData
function GamplayQuestData.new(props) return end

---@param objectiveData GemplayObjectiveData
---@param journal gameJournalManager
function GamplayQuestData:AddObjective(objectiveData, journal) return end

---@param objectiveData GemplayObjectiveData
---@param journal gameJournalManager
---@return Bool
function GamplayQuestData:CreateObjective(objectiveData, journal) return end

---@return String
function GamplayQuestData:GetBaseObjectiveEntryID() return end

---@return String
function GamplayQuestData:GetFreeObjectiveEntryID() return end

---@return String
function GamplayQuestData:GetFreeObjectivePath() return end

---@return String
function GamplayQuestData:GetFreeQuestMappinPath() return end

---@return String
function GamplayQuestData:GetMappinEntryID() return end

---@param objectiveData GemplayObjectiveData
---@return GemplayObjectiveData
function GamplayQuestData:GetObjective(objectiveData) return end

---@return String
function GamplayQuestData:GetPhaseEntryID() return end

---@return String
function GamplayQuestData:GetQuestEntryID() return end

---@param objectiveData GemplayObjectiveData
---@return String
function GamplayQuestData:GetbjectivePath(objectiveData) return end

---@param objectiveData GemplayObjectiveData
---@return Bool
function GamplayQuestData:HasObjective(objectiveData) return end

---@return Bool
function GamplayQuestData:IsCompleted() return end

---@param objectiveData GemplayObjectiveData
---@param journal gameJournalManager
---@param state gameJournalEntryState
function GamplayQuestData:SetObjectiveState(objectiveData, journal, state) return end

---@class GarmentItemPreviewGameController : gameuiBaseGarmentItemPreviewGameController
---@field data InventoryItemPreviewData
---@field isMouseDown Bool
---@field c_GARMENT_ROTATION_SPEED Float
GarmentItemPreviewGameController = {}

---@return GarmentItemPreviewGameController
function GarmentItemPreviewGameController.new() return end

---@param props table
---@return GarmentItemPreviewGameController
function GarmentItemPreviewGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function GarmentItemPreviewGameController:OnGlobalPress(e) return end

---@param e inkPointerEvent
---@return Bool
function GarmentItemPreviewGameController:OnGlobalRelease(e) return end

---@return Bool
function GarmentItemPreviewGameController:OnInitialize() return end

---@return Bool
function GarmentItemPreviewGameController:OnPreviewInitialized() return end

---@param e inkPointerEvent
---@return Bool
function GarmentItemPreviewGameController:OnRelativeInput(e) return end

---@return Bool
function GarmentItemPreviewGameController:OnUninitialize() return end

---@param e inkPointerEvent
function GarmentItemPreviewGameController:HandleAxisInput(e) return end

---@class GateSchemeLogicController : inkWidgetLogicController
---@field sfxFactsSet SoundFxFactsSet
---@field tube1 inkWidgetReference
---@field tube2 inkWidgetReference
---@field tube3 inkWidgetReference
---@field tube4 inkWidgetReference
---@field tube5 inkWidgetReference
---@field tube6 inkWidgetReference
---@field tube7 inkWidgetReference
---@field tube8 inkWidgetReference
---@field OpeningGateLeftAnimName CName
---@field OpeningGateRightAnimName CName
---@field currentSystemIndex Int32
---@field gameInstance ScriptGameInstance
GateSchemeLogicController = {}

---@return GateSchemeLogicController
function GateSchemeLogicController.new() return end

---@param props table
---@return GateSchemeLogicController
function GateSchemeLogicController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function GateSchemeLogicController:OnAnimationFinished(proxy) return end

---@param system BunkerSystems
function GateSchemeLogicController:DoOpenGate(system) return end

function GateSchemeLogicController:OpenGate() return end

---@class GateSignal : gameTaggedSignalUserData
---@field data AISignalSenderTask
---@field priority Float
---@field lifeTime Float
GateSignal = {}

---@return GateSignal
function GateSignal.new() return end

---@param props table
---@return GateSignal
function GateSignal.new(props) return end

---@class GateSignalInstance
---@field gateSignal GateSignal
---@field timeStamp Float
---@field consumeTags CName[]
GateSignalInstance = {}

---@return GateSignalInstance
function GateSignalInstance.new() return end

---@param props table
---@return GateSignalInstance
function GateSignalInstance.new(props) return end

---@class GateStatusLogicController : inkWidgetLogicController
---@field textStatus inkTextWidgetReference
GateStatusLogicController = {}

---@return GateStatusLogicController
function GateStatusLogicController.new() return end

---@param props table
---@return GateStatusLogicController
function GateStatusLogicController.new(props) return end

function GateStatusLogicController:PrepareToOpen() return end

---@param unlocked Bool
---@param showState Bool
function GateStatusLogicController:SetGateState(unlocked, showState) return end

---@class GemplayObjectiveData : IScriptable
---@field questUniqueId String
---@field questTitle String
---@field objectiveDescription String
---@field uniqueId String
---@field ownerID entEntityID
---@field objectiveEntryID String
---@field uniqueIdPrefix String
---@field objectiveState gameJournalEntryState
GemplayObjectiveData = {}

---@return GemplayObjectiveData
function GemplayObjectiveData.new() return end

---@param props table
---@return GemplayObjectiveData
function GemplayObjectiveData.new(props) return end

---@param entityID entEntityID
function GemplayObjectiveData:CreateUniqueID(entityID) return end

---@return String
function GemplayObjectiveData:GetObjectiveDescription() return end

---@return String
function GemplayObjectiveData:GetObjectiveEntryID() return end

---@return gameJournalEntryState
function GemplayObjectiveData:GetObjectiveState() return end

---@return entEntityID
function GemplayObjectiveData:GetOwnerID() return end

---@return String
function GemplayObjectiveData:GetQuestTitle() return end

---@return String
function GemplayObjectiveData:GetUniqueID() return end

---@return Bool
function GemplayObjectiveData:IsCreated() return end

---@param objectiveEntryID String
function GemplayObjectiveData:SetObjectiveEntryID(objectiveEntryID) return end

---@param state gameJournalEntryState
function GemplayObjectiveData:SetObjectiveState(state) return end

---@param requesterID entEntityID
function GemplayObjectiveData:SetOwnerID(requesterID) return end

---@class GenerateHeatAroundLastTriggeredStimuli : AIbehaviortaskScript
GenerateHeatAroundLastTriggeredStimuli = {}

---@return GenerateHeatAroundLastTriggeredStimuli
function GenerateHeatAroundLastTriggeredStimuli.new() return end

---@param props table
---@return GenerateHeatAroundLastTriggeredStimuli
function GenerateHeatAroundLastTriggeredStimuli.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GenerateHeatAroundLastTriggeredStimuli:Activate(context) return end

---@class GenericCodexEntryData : IScriptable
---@field hash Int32
---@field title String
---@field description String
---@field journalEntryOverrideDataList gameJournalEntryOverrideData[]
---@field imageId TweakDBID
---@field counter Int32
---@field timeStamp GameTime
---@field isNew Bool
---@field isEp1 Bool
---@field newEntries Int32[]
---@field itemID ItemID
---@field activeDataSync CodexListSyncData
GenericCodexEntryData = {}

---@return GenericCodexEntryData
function GenericCodexEntryData.new() return end

---@param props table
---@return GenericCodexEntryData
function GenericCodexEntryData.new(props) return end

---@class GenericContainer : BaseSkillCheckContainer
---@field hackingCheck HackingSkillCheck
---@field engineeringCheck EngineeringSkillCheck
---@field demolitionCheck DemolitionSkillCheck
GenericContainer = {}

---@return GenericContainer
function GenericContainer.new() return end

---@param props table
---@return GenericContainer
function GenericContainer.new(props) return end

---@param container BaseSkillCheckContainer
function GenericContainer:Initialize(container) return end

---@class GenericDevice : InteractiveDevice
---@field offMeshConnectionComponent AIOffMeshConnectionComponent
---@field currentSpiderbotAction CustomDeviceAction
GenericDevice = {}

---@return GenericDevice
function GenericDevice.new() return end

---@param props table
---@return GenericDevice
function GenericDevice.new(props) return end

---@param evt ActivateDevice
---@return Bool
function GenericDevice:OnActivateDevice(evt) return end

---@param evt CustomDeviceAction
---@return Bool
function GenericDevice:OnCustomAction(evt) return end

---@return Bool
function GenericDevice:OnDetach() return end

---@param evt gameFactChangedEvent
---@return Bool
function GenericDevice:OnFactChanged(evt) return end

---@param evt QuestCustomAction
---@return Bool
function GenericDevice:OnQuestCustomAction(evt) return end

---@param evt QuestToggleCustomAction
---@return Bool
function GenericDevice:OnQuestToggleCustomAction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function GenericDevice:OnRequestComponents(ri) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function GenericDevice:OnSpiderbotOrderCompletedEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function GenericDevice:OnTakeControl(ri) return end

---@param evt ToggleCustomActionEvent
---@return Bool
function GenericDevice:OnToggleCustomActionEvent(evt) return end

---@return EGameplayRole
function GenericDevice:DeterminGameplayRole() return end

---@param player Bool
---@param npc Bool
function GenericDevice:DisableOffMeshConnections(player, npc) return end

---@param player Bool
---@param npc Bool
function GenericDevice:EnableOffMeshConnections(player, npc) return end

---@return GenericDeviceController
function GenericDevice:GetController() return end

---@return GenericDeviceControllerPS
function GenericDevice:GetDevicePS() return end

function GenericDevice:InitializeQuestDBCallbacks() return end

---@param actionID CName|string
function GenericDevice:ResolveCustomAction(actionID) return end

function GenericDevice:ResolveGameplayState() return end

function GenericDevice:RestoreCustomActionOperations() return end

---@param evt CustomDeviceAction
function GenericDevice:SaveCurrentSpiderbotAction(evt) return end

---@param player gameObject
---@param locationOverride gameObject
function GenericDevice:SendSpiderbotOrderEvent(player, locationOverride) return end

function GenericDevice:UnInitializeQuestDBCallbacks() return end

---@class GenericDeviceActionsData
---@field stateActionsOverrides SGenericDeviceActionsData
---@field customActions SCustomDeviceActionsData
GenericDeviceActionsData = {}

---@return GenericDeviceActionsData
function GenericDeviceActionsData.new() return end

---@param props table
---@return GenericDeviceActionsData
function GenericDeviceActionsData.new(props) return end

---@class GenericDeviceController : ScriptableDeviceComponent
GenericDeviceController = {}

---@return GenericDeviceController
function GenericDeviceController.new() return end

---@param props table
---@return GenericDeviceController
function GenericDeviceController.new(props) return end

---@return GenericDeviceControllerPS
function GenericDeviceController:GetPS() return end

---@class GenericDeviceControllerPS : ScriptableDeviceComponentPS
---@field isRecognizableBySenses Bool
---@field genericDeviceActionsSetup GenericDeviceActionsData
---@field genericDeviceSkillChecks GenericContainer
---@field deviceWidgetRecord TweakDBID
---@field thumbnailWidgetRecord TweakDBID
---@field performedCustomActionsIDs CName[]
GenericDeviceControllerPS = {}

---@return GenericDeviceControllerPS
function GenericDeviceControllerPS.new() return end

---@param props table
---@return GenericDeviceControllerPS
function GenericDeviceControllerPS.new(props) return end

---@return Bool
function GenericDeviceControllerPS:OnInstantiated() return end

---@param actionData SDeviceActionCustomData
---@return CustomDeviceAction
function GenericDeviceControllerPS:ActionCustom(actionData) return end

---@param context gameGetActionsContext
---@return ActionDemolition
function GenericDeviceControllerPS:ActionDemolition(context) return end

---@param context gameGetActionsContext
---@return ActionEngineering
function GenericDeviceControllerPS:ActionEngineering(context) return end

---@param context gameGetActionsContext
---@return ActionHacking
function GenericDeviceControllerPS:ActionHacking(context) return end

---@return QuestCustomAction
function GenericDeviceControllerPS:ActionQuestCustomAction() return end

---@param enable Bool
---@return QuestToggleCustomAction
function GenericDeviceControllerPS:ActionQuestToggleCustomAction(enable) return end

---@param actionData SDeviceActionBoolData
---@return ToggleON
function GenericDeviceControllerPS:ActionToggleON(actionData) return end

---@param actionData SDeviceActionBoolData
---@return TogglePower
function GenericDeviceControllerPS:ActionTogglePower(actionData) return end

---@return Bool
function GenericDeviceControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function GenericDeviceControllerPS:CanCreateAnySpiderbotActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function GenericDeviceControllerPS:GetActions(context) return end

---@param context gameGetActionsContext
---@return TweakDBID
function GenericDeviceControllerPS:GetInkWidgetTweakDBID(context) return end

---@return CName[]
function GenericDeviceControllerPS:GetPerformedCustomActionsStorage() return end

---@param actionName CName|string
---@return gamedeviceAction
function GenericDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function GenericDeviceControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function GenericDeviceControllerPS:GetQuickHackActions(context) return end

---@param inputAction gamedeviceAction
---@return String
function GenericDeviceControllerPS:GetRecordName(inputAction) return end

---@param skillAction ActionSkillCheck
---@return String
function GenericDeviceControllerPS:GetSkillCheckActionDisplayName(skillAction) return end

---@return BaseSkillCheckContainer
function GenericDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function GenericDeviceControllerPS:GetSpiderbotActions(actions, context) return end

---@return SThumbnailWidgetPackage
function GenericDeviceControllerPS:GetThumbnailWidget() return end

---@param ID CName|string
---@return Bool
function GenericDeviceControllerPS:HasCustomActionStored(ID) return end

function GenericDeviceControllerPS:InitializeQuestDBCallbacksForCustomActions() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function GenericDeviceControllerPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function GenericDeviceControllerPS:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function GenericDeviceControllerPS:OnActivateDevice(evt) return end

---@param evt CustomDeviceAction
---@return EntityNotificationType
function GenericDeviceControllerPS:OnCustomAction(evt) return end

---@param evt QuestCustomAction
---@return EntityNotificationType
function GenericDeviceControllerPS:OnQuestCustomAction(evt) return end

---@param evt QuestToggleCustomAction
---@return EntityNotificationType
function GenericDeviceControllerPS:OnQuestToggleCustomAction(evt) return end

---@param evt ToggleCustomActionEvent
---@return EntityNotificationType
function GenericDeviceControllerPS:OnToggleCustomActionEvent(evt) return end

function GenericDeviceControllerPS:ResetPerformedCustomActionsStorage() return end

---@param evt ActionHacking
function GenericDeviceControllerPS:ResolveActionHackingCompleted(evt) return end

---@param action ScriptableDeviceAction
function GenericDeviceControllerPS:ResolveBaseActionOperation(action) return end

---@param actionID CName|string
function GenericDeviceControllerPS:ResolveCustomAction(actionID) return end

---@param action CustomDeviceAction
function GenericDeviceControllerPS:ResolveCustomActionOperation(action) return end

---@param factName CName|string
---@return Bool
function GenericDeviceControllerPS:ResolveFactOnCustomAction(factName) return end

---@param index Int32
---@return Bool
function GenericDeviceControllerPS:ResolveFactOnCustomActionByIndex(index) return end

---@param skillAction ActionSkillCheck
function GenericDeviceControllerPS:ResolveSkillCheckAction(skillAction) return end

---@param ID CName|string
function GenericDeviceControllerPS:StorePerformedCustomActionID(ID) return end

---@param actionID CName|string
---@param enable Bool
---@return Bool
function GenericDeviceControllerPS:ToggleCustomAction(actionID, enable) return end

function GenericDeviceControllerPS:UnInitializeQuestDBCallbacksForCustomActions() return end

---@param actionID CName|string
---@return Bool
function GenericDeviceControllerPS:WasCustomActionPerformed(actionID) return end

---@class GenericDeviceOperation : DeviceOperationBase
---@field fxInstances SVfxInstanceData[]
---@field transformAnimations STransformAnimationData[]
---@field VFXs SVFXOperationData[]
---@field SFXs SSFXOperationData[]
---@field facts SFactOperationData[]
---@field components SComponentOperationData[]
---@field stims SStimOperationData[]
---@field statusEffects SStatusEffectOperationData[]
---@field damages SDamageOperationData[]
---@field items SInventoryOperationData[]
---@field teleport STeleportOperationData
---@field meshesAppearence CName
---@field playerWorkspot SWorkspotData
GenericDeviceOperation = {}

---@return GenericDeviceOperation
function GenericDeviceOperation.new() return end

---@param props table
---@return GenericDeviceOperation
function GenericDeviceOperation.new(props) return end

---@param owner gameObject
---@param id CName|string
---@param resource gameFxResource
---@param transform WorldTransform
---@return gameFxInstance
function GenericDeviceOperation:CreateFxInstance(owner, id, resource, transform) return end

---@param target Device
---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
function GenericDeviceOperation:EnterWorkspot(target, activator, freeCamera, componentName) return end

---@param owner gameObject
function GenericDeviceOperation:Execute(owner) return end

---@param id CName|string
---@return gameFxInstance
function GenericDeviceOperation:GetFxInstance(id) return end

---@param activator gameObject
function GenericDeviceOperation:LeaveWorkspot(activator) return end

---@param id CName|string
function GenericDeviceOperation:RemoveFxInstance(id) return end

---@param componentsData SComponentOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveComponents(componentsData, owner) return end

---@param damagesArg SDamageOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveDamages(damagesArg, owner) return end

---@param factsArg SFactOperationData[]
---@param owner gameObject
---@param restore Bool
function GenericDeviceOperation:ResolveFacts(factsArg, owner, restore) return end

---@param itemsArg SInventoryOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveItems(itemsArg, owner) return end

---@param appearanceName CName|string
---@param owner gameObject
function GenericDeviceOperation:ResolveMeshesAppearence(appearanceName, owner) return end

---@param SFXsArg SSFXOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveSFXs(SFXsArg, owner) return end

---@param statusEffectsArg SStatusEffectOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveStatusEffects(statusEffectsArg, owner) return end

---@param stimsArg SStimOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveStims(stimsArg, owner) return end

---@param teleportArg STeleportOperationData
---@param owner gameObject
function GenericDeviceOperation:ResolveTeleport(teleportArg, owner) return end

---@param animations STransformAnimationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveTransformAnimations(animations, owner) return end

---@param VFXsArg SVFXOperationData[]
---@param owner gameObject
function GenericDeviceOperation:ResolveVFXs(VFXsArg, owner) return end

---@param workspot SWorkspotData
---@param owner gameObject
function GenericDeviceOperation:ResolveWorkspots(workspot, owner) return end

---@param owner gameObject
function GenericDeviceOperation:Restore(owner) return end

---@param id CName|string
---@param fx gameFxInstance
function GenericDeviceOperation:StoreFxInstance(id, fx) return end

---@class GenericHitPrereq : gameIScriptablePrereq
---@field isSync Bool
---@field processMiss Bool
---@field callbackType gameDamageCallbackType
---@field pipelineStage gameDamagePipelineStage
---@field pipelineType gameDamageListenerPipelineType
---@field attackType gamedataAttackType
---@field conditions BaseHitPrereqCondition[]
---@field ignoreSelfInflictedPressureWave Bool
GenericHitPrereq = {}

---@return GenericHitPrereq
function GenericHitPrereq.new() return end

---@param props table
---@return GenericHitPrereq
function GenericHitPrereq.new(props) return end

---@param record gamedataHitPrereqCondition_Record
---@return BaseHitPrereqCondition
function GenericHitPrereq:CreateHitCondition(record) return end

---@param recordID TweakDBID|string
function GenericHitPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function GenericHitPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function GenericHitPrereq:OnUnregister(state, context) return end

---@class GenericHitPrereqState : gamePrereqState
---@field listener HitCallback
---@field hitEvent gameeventsHitEvent
---@field missEvent gameeventsMissEvent
GenericHitPrereqState = {}

---@return GenericHitPrereqState
function GenericHitPrereqState.new() return end

---@param props table
---@return GenericHitPrereqState
function GenericHitPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function GenericHitPrereqState:Evaluate(hitEvent) return end

---@return gameeventsHitEvent
function GenericHitPrereqState:GetHitEvent() return end

---@return gameeventsMissEvent
function GenericHitPrereqState:GetMissEvent() return end

---@param obj String
---@param hitEvent gameeventsHitEvent
---@return gameObject
function GenericHitPrereqState:GetObjectToCheck(obj, hitEvent) return end

---@param missEvent gameeventsMissEvent
function GenericHitPrereqState:OnMissTriggered(missEvent) return end

---@param hitEvent gameeventsHitEvent
function GenericHitPrereqState:SetHitEvent(hitEvent) return end

---@param missEvent gameeventsMissEvent
function GenericHitPrereqState:SetMissEvent(missEvent) return end

---@class GenericHotkeyController : gameuiNewPhoneRelatedHUDGameController
---@field hotkeyBackground inkImageWidgetReference
---@field buttonHint inkWidgetReference
---@field hotkey gameEHotkey
---@field pressStarted Bool
---@field buttonHintController inkInputDisplayController
---@field questActivatingFact CName
---@field restrictions CName[]
---@field statusEffectsListener HotkeyWidgetStatsListener
---@field debugCommands Uint32[]
---@field factListenerId Uint32
GenericHotkeyController = {}

---@param evt DPADActionPerformed
---@return Bool
function GenericHotkeyController:OnDpadActionPerformed(evt) return end

---@return Bool
function GenericHotkeyController:OnInitialize() return end

---@return Bool
function GenericHotkeyController:OnUninitialize() return end

---@param animName CName|string
function GenericHotkeyController:DBGPlayAnim(animName) return end

---@return PlayerPuppet
function GenericHotkeyController:GetPlayer() return end

---@return Bool
function GenericHotkeyController:Initialize() return end

function GenericHotkeyController:InitializeButtonHint() return end

function GenericHotkeyController:InitializeStatusListener() return end

---@return Bool
function GenericHotkeyController:IsActivatedByQuest() return end

---@return Bool
function GenericHotkeyController:IsAllowedByGameplay() return end

---@return Bool
function GenericHotkeyController:IsInDefaultState() return end

---@param value Int32
function GenericHotkeyController:OnActivation(value) return end

---@param statusEffect gamedataStatusEffect_Record
function GenericHotkeyController:OnRestrictionUpdate(statusEffect) return end

function GenericHotkeyController:ResolveState() return end

function GenericHotkeyController:Uninitialize() return end

---@class GenericMessageNotification : gameuiWidgetGameController
---@field title inkTextWidgetReference
---@field message inkTextWidgetReference
---@field buttonConfirm inkWidgetReference
---@field buttonCancel inkWidgetReference
---@field buttonOk inkWidgetReference
---@field buttonYes inkWidgetReference
---@field buttonNo inkWidgetReference
---@field root inkWidgetReference
---@field background inkWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field buttonHintsController ButtonHints
---@field data GenericMessageNotificationData
---@field isNegativeHovered Bool
---@field isPositiveHovered Bool
---@field libraryPath inkWidgetLibraryReference
---@field closeData GenericMessageNotificationCloseData
GenericMessageNotification = {}

---@return GenericMessageNotification
function GenericMessageNotification.new() return end

---@param props table
---@return GenericMessageNotification
function GenericMessageNotification.new(props) return end

---@return GenericMessageNotificationData
function GenericMessageNotification.GetBaseData() return end

---@param controller worlduiIWidgetGameController
---@param title String
---@param message String
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, title, message) return end

---@param controller worlduiIWidgetGameController
---@param identifier Int32
---@param title String
---@param message String
---@param type GenericMessageNotificationType
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, identifier, title, message, type) return end

---@param controller worlduiIWidgetGameController
---@param identifier Int32
---@param message String
---@param type GenericMessageNotificationType
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, identifier, message, type) return end

---@param controller worlduiIWidgetGameController
---@param title String
---@param message String
---@param type GenericMessageNotificationType
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, title, message, type) return end

---@param controller worlduiIWidgetGameController
---@param identifier Int32
---@param title String
---@param message String
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, identifier, title, message) return end

---@param controller worlduiIWidgetGameController
---@param identifier Int32
---@param message String
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, identifier, message) return end

---@param controller worlduiIWidgetGameController
---@param message String
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, message) return end

---@param controller worlduiIWidgetGameController
---@param message String
---@param type GenericMessageNotificationType
---@return inkGameNotificationToken
function GenericMessageNotification.Show(controller, message, type) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnCancelClick(evt) return end

---@param proxy inkanimProxy
---@return Bool
function GenericMessageNotification:OnCloseAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnConfirmClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnHandlePressInput(evt) return end

---@return Bool
function GenericMessageNotification:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnNegativeHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnNegativeHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnNoClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnOkClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnPositiveHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnPositiveHoverOver(evt) return end

---@return Bool
function GenericMessageNotification:OnUninitialize() return end

---@param evt inkPointerEvent
---@return Bool
function GenericMessageNotification:OnYesClick(evt) return end

---@param actionName CName|string
---@param label String
function GenericMessageNotification:AddButtonHints(actionName, label) return end

---@param result GenericMessageNotificationResult
function GenericMessageNotification:Close(result) return end

---@class GenericMessageNotificationCloseData : inkGameNotificationData
---@field identifier Int32
---@field result GenericMessageNotificationResult
GenericMessageNotificationCloseData = {}

---@return GenericMessageNotificationCloseData
function GenericMessageNotificationCloseData.new() return end

---@param props table
---@return GenericMessageNotificationCloseData
function GenericMessageNotificationCloseData.new(props) return end

---@class GenericMessageNotificationData : inkGameNotificationData
---@field identifier Int32
---@field type GenericMessageNotificationType
---@field title String
---@field message String
GenericMessageNotificationData = {}

---@return GenericMessageNotificationData
function GenericMessageNotificationData.new() return end

---@param props table
---@return GenericMessageNotificationData
function GenericMessageNotificationData.new(props) return end

---@class GenericNotificationBaseAction : IScriptable
GenericNotificationBaseAction = {}

---@return GenericNotificationBaseAction
function GenericNotificationBaseAction.new() return end

---@param props table
---@return GenericNotificationBaseAction
function GenericNotificationBaseAction.new(props) return end

---@param data IScriptable
---@return Bool
function GenericNotificationBaseAction:Execute(data) return end

---@return String
function GenericNotificationBaseAction:GetLabel() return end

---@class GenericNotificationController : gameuiGenericNotificationReceiverGameController
---@field titleRef inkTextWidgetReference
---@field textRef inkTextWidgetReference
---@field actionLabelRef inkTextWidgetReference
---@field actionRef inkWidgetReference
---@field paused Bool
---@field blockAction Bool
---@field translationAnimationCtrl inkTextReplaceAnimationController
---@field data gameuiGenericNotificationViewData
---@field player gameObject
---@field isInteractive Bool
GenericNotificationController = {}

---@return GenericNotificationController
function GenericNotificationController.new() return end

---@param props table
---@return GenericNotificationController
function GenericNotificationController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function GenericNotificationController:OnAction(action, consumer) return end

---@return Bool
function GenericNotificationController:OnInitialize() return end

---@return Bool
function GenericNotificationController:OnNotificationPaused() return end

---@return Bool
function GenericNotificationController:OnNotificationResumed() return end

---@return Bool
function GenericNotificationController:OnUninitialize() return end

function GenericNotificationController:OnActionTriggered() return end

---@param notificationData gameuiGenericNotificationViewData
function GenericNotificationController:SetNotificationData(notificationData) return end

---@class GenericStreetSignSelector : StreetSignSelector
---@field recordID TweakDBID
GenericStreetSignSelector = {}

---@return GenericStreetSignSelector
function GenericStreetSignSelector.new() return end

---@param props table
---@return GenericStreetSignSelector
function GenericStreetSignSelector.new(props) return end

---@return TweakDBID
function GenericStreetSignSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function GenericStreetSignSelector:SetRecordID(recordID) return end

---@class GeometryShape : ISerializable
---@field vertices Vector3[]
---@field indices Uint16[]
---@field faces GeometryShapeFace[]
GeometryShape = {}

---@return GeometryShape
function GeometryShape.new() return end

---@param props table
---@return GeometryShape
function GeometryShape.new(props) return end

---@class GeometryShapeFace
---@field indices Uint32[]
GeometryShapeFace = {}

---@return GeometryShapeFace
function GeometryShapeFace.new() return end

---@param props table
---@return GeometryShapeFace
function GeometryShapeFace.new(props) return end

---@class GetAccess : ActionBool
GetAccess = {}

---@return GetAccess
function GetAccess.new() return end

---@param props table
---@return GetAccess
function GetAccess.new(props) return end

---@param hasAccess Bool
function GetAccess:SetProperties(hasAccess) return end

---@class GetCurrentPatrolSpotActionPath : AIbehaviortaskScript
---@field outPathArgument AIArgumentMapping
GetCurrentPatrolSpotActionPath = {}

---@return GetCurrentPatrolSpotActionPath
function GetCurrentPatrolSpotActionPath.new() return end

---@param props table
---@return GetCurrentPatrolSpotActionPath
function GetCurrentPatrolSpotActionPath.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetCurrentPatrolSpotActionPath:Activate(context) return end

---@class GetFollowTarget : FollowVehicleTask
---@field blackboard gameIBlackboard
---@field vehicle vehicleBaseObject
GetFollowTarget = {}

---@return GetFollowTarget
function GetFollowTarget.new() return end

---@param props table
---@return GetFollowTarget
function GetFollowTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetFollowTarget:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function GetFollowTarget:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function GetFollowTarget:Update(context) return end

---@class GetOffAVDelayedEvent : gameScriptableSystemRequest
---@field go gameObject
---@field checkForHazards Bool
GetOffAVDelayedEvent = {}

---@return GetOffAVDelayedEvent
function GetOffAVDelayedEvent.new() return end

---@param props table
---@return GetOffAVDelayedEvent
function GetOffAVDelayedEvent.new(props) return end

---@class GetOffThePsychoSquadAV : AIbehaviortaskScript
GetOffThePsychoSquadAV = {}

---@return GetOffThePsychoSquadAV
function GetOffThePsychoSquadAV.new() return end

---@param props table
---@return GetOffThePsychoSquadAV
function GetOffThePsychoSquadAV.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetOffThePsychoSquadAV:Activate(context) return end

---@class GetOnWindowCombatDecorator : AIVehicleTaskAbstract
---@field windowOpenEvent VehicleExternalWindowRequestEvent
---@field mountInfo gamemountingMountingInfo
---@field vehicle gameObject
---@field slotName CName
GetOnWindowCombatDecorator = {}

---@return GetOnWindowCombatDecorator
function GetOnWindowCombatDecorator.new() return end

---@param props table
---@return GetOnWindowCombatDecorator
function GetOnWindowCombatDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetOnWindowCombatDecorator:Activate(context) return end

---@class GetOwnPosition : AIbehaviortaskScript
---@field outPosition AIArgumentMapping
GetOwnPosition = {}

---@return GetOwnPosition
function GetOwnPosition.new() return end

---@param props table
---@return GetOwnPosition
function GetOwnPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetOwnPosition:Activate(context) return end

---@class GetPoliceStrategyDestinationTask : AIbehaviortaskScript
GetPoliceStrategyDestinationTask = {}

---@return GetPoliceStrategyDestinationTask
function GetPoliceStrategyDestinationTask.new() return end

---@param props table
---@return GetPoliceStrategyDestinationTask
function GetPoliceStrategyDestinationTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetPoliceStrategyDestinationTask:Activate(context) return end

---@class GetRandomPositionAroundPoint : AIRandomTasks
---@field originPoint AIArgumentMapping
---@field distanceMin AIArgumentMapping
---@field distanceMax AIArgumentMapping
---@field angleMin AIArgumentMapping
---@field angleMax AIArgumentMapping
---@field outPositionArgument AIArgumentMapping
---@field finalPosition Vector4
GetRandomPositionAroundPoint = {}

---@return GetRandomPositionAroundPoint
function GetRandomPositionAroundPoint.new() return end

---@param props table
---@return GetRandomPositionAroundPoint
function GetRandomPositionAroundPoint.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetRandomPositionAroundPoint:Activate(context) return end

---@class GetRandomThreat : AIRandomTasks
---@field outThreatArgument AIArgumentMapping
GetRandomThreat = {}

---@return GetRandomThreat
function GetRandomThreat.new() return end

---@param props table
---@return GetRandomThreat
function GetRandomThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetRandomThreat:Activate(context) return end

---@class GetTargetLastKnownPosition : AIbehaviortaskScript
---@field inTargetObject AIArgumentMapping
---@field outPosition AIArgumentMapping
---@field predictionTime Float
GetTargetLastKnownPosition = {}

---@return GetTargetLastKnownPosition
function GetTargetLastKnownPosition.new() return end

---@param props table
---@return GetTargetLastKnownPosition
function GetTargetLastKnownPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function GetTargetLastKnownPosition:Activate(context) return end

---@class GiveRewardEffector : gameEffector
---@field reward TweakDBID
---@field target entEntityID
GiveRewardEffector = {}

---@return GiveRewardEffector
function GiveRewardEffector.new() return end

---@param props table
---@return GiveRewardEffector
function GiveRewardEffector.new(props) return end

---@param owner gameObject
function GiveRewardEffector:ActionOff(owner) return end

---@param owner gameObject
function GiveRewardEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function GiveRewardEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function GiveRewardEffector:ProcessAction(owner) return end

---@param owner gameObject
function GiveRewardEffector:RepeatedAction(owner) return end

function GiveRewardEffector:Uninitialize() return end

---@class GlitchData
---@field intensity Float
---@field state EGlitchState
GlitchData = {}

---@return GlitchData
function GlitchData.new() return end

---@param props table
---@return GlitchData
function GlitchData.new(props) return end

---@class GlitchScreen : ActionBool
GlitchScreen = {}

---@return GlitchScreen
function GlitchScreen.new() return end

---@param props table
---@return GlitchScreen
function GlitchScreen.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function GlitchScreen.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function GlitchScreen.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function GlitchScreen.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function GlitchScreen:GetAttachedProgramTweakDBID() return end

---@return gamedataChoiceCaptionIconPart_Record
function GlitchScreen:GetInteractionIcon() return end

---@return String
function GlitchScreen:GetTweakDBChoiceRecord() return end

---@param isGlitching Bool
---@param actionID TweakDBID|string
---@param programID TweakDBID|string
function GlitchScreen:SetProperties(isGlitching, actionID, programID) return end

---@class GlitchedTurret : Device
---@field animFeature AnimFeature_SensorDevice
GlitchedTurret = {}

---@return GlitchedTurret
function GlitchedTurret.new() return end

---@param props table
---@return GlitchedTurret
function GlitchedTurret.new(props) return end

---@return Bool
function GlitchedTurret:OnGameAttached() return end

---@param evt QuestForceGlitch
---@return Bool
function GlitchedTurret:OnQuestForceGlitch(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function GlitchedTurret:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function GlitchedTurret:OnTakeControl(ri) return end

---@return EGameplayRole
function GlitchedTurret:DeterminGameplayRole() return end

---@return GlitchedTurretController
function GlitchedTurret:GetController() return end

---@return GlitchedTurretControllerPS
function GlitchedTurret:GetDevicePS() return end

---@return Bool
function GlitchedTurret:HasAnyDirectInteractionActive() return end

function GlitchedTurret:TurnOnDevice() return end

---@class GlitchedTurretController : ScriptableDeviceComponent
GlitchedTurretController = {}

---@return GlitchedTurretController
function GlitchedTurretController.new() return end

---@param props table
---@return GlitchedTurretController
function GlitchedTurretController.new(props) return end

---@return GlitchedTurretControllerPS
function GlitchedTurretController:GetPS() return end

---@class GlitchedTurretControllerPS : ScriptableDeviceComponentPS
GlitchedTurretControllerPS = {}

---@return GlitchedTurretControllerPS
function GlitchedTurretControllerPS.new() return end

---@param props table
---@return GlitchedTurretControllerPS
function GlitchedTurretControllerPS.new(props) return end

---@return Bool
function GlitchedTurretControllerPS:OnInstantiated() return end

---@return QuestForceGlitch
function GlitchedTurretControllerPS:ActionQuestForceGlitch() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function GlitchedTurretControllerPS:GetQuestActions(context) return end

function GlitchedTurretControllerPS:Initialize() return end

---@param evt QuestForceGlitch
---@return EntityNotificationType
function GlitchedTurretControllerPS:OnQuestForceGlitch(evt) return end

---@class GlobalDeathCondition : AIDeathConditions
GlobalDeathCondition = {}

---@return GlobalDeathCondition
function GlobalDeathCondition.new() return end

---@param props table
---@return GlobalDeathCondition
function GlobalDeathCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function GlobalDeathCondition:Check(context) return end

---@class GlobalIlluminationSettings : IAreaSettings
---@field multiBouceScale curveData
---@field multiBouceSaturation curveData
---@field emissiveScale curveData
---@field diffuseScale curveData
---@field localLightsScale curveData
---@field lightScaleCompenensation curveData
---@field reflectionCompensation curveData
---@field ambientBase curveData
---@field rayTracedSkyRadianceScale curveData
GlobalIlluminationSettings = {}

---@return GlobalIlluminationSettings
function GlobalIlluminationSettings.new() return end

---@param props table
---@return GlobalIlluminationSettings
function GlobalIlluminationSettings.new(props) return end

---@class GlobalLightOverrideAreaSettings : IAreaSettings
---@field color curveData
---@field lightAzimuth Float
---@field lightElevation Float
GlobalLightOverrideAreaSettings = {}

---@return GlobalLightOverrideAreaSettings
function GlobalLightOverrideAreaSettings.new() return end

---@param props table
---@return GlobalLightOverrideAreaSettings
function GlobalLightOverrideAreaSettings.new(props) return end

---@class GlobalLightingTrajectory
---@field latitude Float
---@field sunRotationOffset Float
---@field moonRotationOffset Float
---@field timeOfYearSeason ETimeOfYearSeason
GlobalLightingTrajectory = {}

---@return GlobalLightingTrajectory
function GlobalLightingTrajectory.new() return end

---@param props table
---@return GlobalLightingTrajectory
function GlobalLightingTrajectory.new(props) return end

---@class GlobalLightingTrajectoryOverride
---@field overrideScale Float
---@field latitude Float
---@field sunRotationOffset Float
---@field moonRotationOffset Float
---@field timeOfYearSeason ETimeOfYearSeason
GlobalLightingTrajectoryOverride = {}

---@return GlobalLightingTrajectoryOverride
function GlobalLightingTrajectoryOverride.new() return end

---@param props table
---@return GlobalLightingTrajectoryOverride
function GlobalLightingTrajectoryOverride.new(props) return end

---@class GoToFloor : ActionBool
GoToFloor = {}

---@return GoToFloor
function GoToFloor.new() return end

---@param props table
---@return GoToFloor
function GoToFloor.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function GoToFloor.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function GoToFloor.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function GoToFloor.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function GoToFloor.IsDefaultConditionMet(device, context) return end

---@param numberOfFloors Int32
---@param currentFloor Int32
---@param displayFloor String
---@param IsAuthorized Bool
---@param actions gamedeviceAction[]
function GoToFloor:CreateActionWidgetPackage(numberOfFloors, currentFloor, displayFloor, IsAuthorized, actions) return end

---@return String
function GoToFloor:GetCurrentDisplayString() return end

---@param numberOfFloors Int32
---@return CName
function GoToFloor:GetInkWidgetLibraryID(numberOfFloors) return end

---@return redResourceReferenceScriptToken
function GoToFloor:GetInkWidgetLibraryPath() return end

---@param numberOfFloors Int32
---@param currentFloor Int32
---@return TweakDBID
function GoToFloor:GetInkWidgetTweakDBID(numberOfFloors, currentFloor) return end

---@param floor Int32
---@return String
function GoToFloor:GetProperDisplayFloorNumber(floor) return end

---@return String
function GoToFloor:GetTweakDBChoiceRecord() return end

---@param floor Int32
function GoToFloor:SetProperties(floor) return end

---@class GoToMenuEvent : redEvent
---@field menuType EComputerMenuType
---@field wakeUp Bool
---@field ownerID entEntityID
GoToMenuEvent = {}

---@return GoToMenuEvent
function GoToMenuEvent.new() return end

---@param props table
---@return GoToMenuEvent
function GoToMenuEvent.new(props) return end

---@return String
function GoToMenuEvent:GetFriendlyDescription() return end

---@class GodModeStatListener : gameScriptStatsListener
---@field healthbar healthbarWidgetGameController
GodModeStatListener = {}

---@return GodModeStatListener
function GodModeStatListener.new() return end

---@param props table
---@return GodModeStatListener
function GodModeStatListener.new(props) return end

---@param ownerID entEntityID
---@param newType gameGodModeType
function GodModeStatListener:OnGodModeChanged(ownerID, newType) return end

---@class GogErrorNotificationController : inkWidgetLogicController
---@field errorMessageWidget inkWidgetReference
GogErrorNotificationController = {}

---@return GogErrorNotificationController
function GogErrorNotificationController.new() return end

---@param props table
---@return GogErrorNotificationController
function GogErrorNotificationController.new(props) return end

---@param error gameOnlineSystemErrors
function GogErrorNotificationController:ShowErrorMessage(error) return end

---@class GogRegisterController : gameuiBaseGOGRegisterController
---@field linkWidget inkWidgetReference
---@field qrImageWidget inkWidgetReference
---@field textDescription inkTextWidgetReference
GogRegisterController = {}

---@return GogRegisterController
function GogRegisterController.new() return end

---@param props table
---@return GogRegisterController
function GogRegisterController.new(props) return end

---@return Bool
function GogRegisterController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function GogRegisterController:OnLinkClicked(evt) return end

---@return Bool
function GogRegisterController:OnUninitialize() return end

---@param isInMainMenu Bool
function GogRegisterController:DisplayDiscription(isInMainMenu) return end

---@param registerUrl String
---@param qrCodePNGBlob Uint8[]
function GogRegisterController:UpdateRegistrationData(registerUrl, qrCodePNGBlob) return end

---@class GogRewardEntryController : inkWidgetLogicController
---@field nameWidget inkWidgetReference
---@field descriptionWidget inkWidgetReference
---@field iconImage inkImageWidgetReference
---@field ep1LabelContainer inkWidgetReference
GogRewardEntryController = {}

---@return GogRewardEntryController
function GogRewardEntryController.new() return end

---@param props table
---@return GogRewardEntryController
function GogRewardEntryController.new(props) return end

---@param iconName CName|string
---@param state CName|string
---@param isOutfit Bool
function GogRewardEntryController:UpdateRewardDetails(iconName, state, isOutfit) return end

---@param rewardTitle String
---@param rewardDescription String
---@param iconSlot CName|string
---@param isEp1Reward Bool
function GogRewardEntryController:UpdateRewardDetails(rewardTitle, rewardDescription, iconSlot, isEp1Reward) return end

---@class GogRewardsController : inkWidgetLogicController
---@field containerWidget inkWidgetReference
GogRewardsController = {}

---@return GogRewardsController
function GogRewardsController.new() return end

---@param props table
---@return GogRewardsController
function GogRewardsController.new(props) return end

---@param rewards WrappedGOGRewardPack[]
function GogRewardsController:UpdateRewardsList(rewards) return end

---@class GogRewardsGroupController : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field containerWidget inkWidgetReference
GogRewardsGroupController = {}

---@return GogRewardsGroupController
function GogRewardsGroupController.new() return end

---@param props table
---@return GogRewardsGroupController
function GogRewardsGroupController.new(props) return end

---@param groupName CName|string
---@return String
function GogRewardsGroupController:GroupNameToLabelText(groupName) return end

---@param groupName CName|string
---@return CName
function GogRewardsGroupController:GroupNameToState(groupName) return end

---@param groupName CName|string
---@param rewards WrappedGOGRewardPack[]
function GogRewardsGroupController:UpdateGroup(groupName, rewards) return end

---@class GogRewardsListController : inkWidgetLogicController
---@field containerWidget inkWidgetReference
---@field scrollArea inkWidgetReference
---@field sizeRefWrapper inkWidgetReference
---@field scrollBarRequiredHeight Int32
---@field shouldUpdateLayout Bool
GogRewardsListController = {}

---@return GogRewardsListController
function GogRewardsListController.new() return end

---@param props table
---@return GogRewardsListController
function GogRewardsListController.new(props) return end

---@return Bool
function GogRewardsListController:OnArrangeChildrenComplete() return end

---@param evt DelayedUpdateLayoutEvent
---@return Bool
function GogRewardsListController:OnDelayedUpdateLayoutEvent(evt) return end

---@param groupName CName|string
---@return Int32
function GogRewardsListController:GetGroupIndex(groupName) return end

---@param rewards WrappedGOGRewardPack[]
function GogRewardsListController:UpdateRewardsList(rewards) return end

---@class GpuWrapApiVertexLayoutDesc
---@field elements GpuWrapApiVertexPackingPackingElement[]
---@field slotStrides Uint8[]
---@field slotMask Uint32
---@field hash Uint32
GpuWrapApiVertexLayoutDesc = {}

---@return GpuWrapApiVertexLayoutDesc
function GpuWrapApiVertexLayoutDesc.new() return end

---@param props table
---@return GpuWrapApiVertexLayoutDesc
function GpuWrapApiVertexLayoutDesc.new(props) return end

---@class GpuWrapApiVertexPackingPackingElement
---@field type GpuWrapApiVertexPackingePackingType
---@field usage GpuWrapApiVertexPackingePackingUsage
---@field usageIndex Uint8
---@field streamIndex Uint8
---@field streamType GpuWrapApiVertexPackingEStreamType
GpuWrapApiVertexPackingPackingElement = {}

---@return GpuWrapApiVertexPackingPackingElement
function GpuWrapApiVertexPackingPackingElement.new() return end

---@param props table
---@return GpuWrapApiVertexPackingPackingElement
function GpuWrapApiVertexPackingPackingElement.new(props) return end

---@class GrabReferenceToWeaponEvent : redEvent
GrabReferenceToWeaponEvent = {}

---@return GrabReferenceToWeaponEvent
function GrabReferenceToWeaponEvent.new() return end

---@param props table
---@return GrabReferenceToWeaponEvent
function GrabReferenceToWeaponEvent.new(props) return end

---@class GrappleBreakFreeDecisions : GrappleStandEvents
GrappleBreakFreeDecisions = {}

---@return GrappleBreakFreeDecisions
function GrappleBreakFreeDecisions.new() return end

---@param props table
---@return GrappleBreakFreeDecisions
function GrappleBreakFreeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleBreakFreeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class GrappleBreakFreeEvents : GrappleStandEvents
---@field playerPositionVerified Bool
---@field shouldPushPlayerAway Bool
GrappleBreakFreeEvents = {}

---@return GrappleBreakFreeEvents
function GrappleBreakFreeEvents.new() return end

---@param props table
---@return GrappleBreakFreeEvents
function GrappleBreakFreeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleBreakFreeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleBreakFreeEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleBreakFreeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class GrappleFallDecisions : FallDecisions
GrappleFallDecisions = {}

---@return GrappleFallDecisions
function GrappleFallDecisions.new() return end

---@param props table
---@return GrappleFallDecisions
function GrappleFallDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleFallDecisions:ToGrappleStand(stateContext, scriptInterface) return end

---@class GrappleFallEvents : FallEvents
---@field stateMachineInitData LocomotionTakedownInitData
GrappleFallEvents = {}

---@return GrappleFallEvents
function GrappleFallEvents.new() return end

---@param props table
---@return GrappleFallEvents
function GrappleFallEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleFallEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class GrappleForceShovePreyDecisions : GrappleStandDecisions
GrappleForceShovePreyDecisions = {}

---@return GrappleForceShovePreyDecisions
function GrappleForceShovePreyDecisions.new() return end

---@param props table
---@return GrappleForceShovePreyDecisions
function GrappleForceShovePreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleForceShovePreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class GrappleForceShovePreyEvents : LocomotionTakedownEvents
---@field unmountCalled Bool
GrappleForceShovePreyEvents = {}

---@return GrappleForceShovePreyEvents
function GrappleForceShovePreyEvents.new() return end

---@param props table
---@return GrappleForceShovePreyEvents
function GrappleForceShovePreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:InitiateForceShoveAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:OnExitToTakedownReleasePrey(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param startPosition Vector4
---@param endPosition Vector4
---@param attackTime Float
---@param colliderBox Vector4
function GrappleForceShovePreyEvents:SpawnShoveAttackGameEffect(stateContext, scriptInterface, startPosition, endPosition, attackTime, colliderBox) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleForceShovePreyEvents:UnmountPrey(scriptInterface) return end

---@class GrappleInteractionCondition : gameinteractionsInteractionScriptedCondition
GrappleInteractionCondition = {}

---@return GrappleInteractionCondition
function GrappleInteractionCondition.new() return end

---@param props table
---@return GrappleInteractionCondition
function GrappleInteractionCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function GrappleInteractionCondition:IsAreaBetweenPlayerAndVictim(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function GrappleInteractionCondition:Test(activatorObject, hotSpotObject) return end

---@class GrappleMountDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
GrappleMountDecisions = {}

---@return GrappleMountDecisions
function GrappleMountDecisions.new() return end

---@param props table
---@return GrappleMountDecisions
function GrappleMountDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleMountDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class GrappleMountEvents : LocomotionTakedownEvents
GrappleMountEvents = {}

---@return GrappleMountEvents
function GrappleMountEvents.new() return end

---@param props table
---@return GrappleMountEvents
function GrappleMountEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleMountEvents:OnEnter(stateContext, scriptInterface) return end

---@class GrapplePreyDeadDecisions : GrappleStandEvents
GrapplePreyDeadDecisions = {}

---@return GrapplePreyDeadDecisions
function GrapplePreyDeadDecisions.new() return end

---@param props table
---@return GrapplePreyDeadDecisions
function GrapplePreyDeadDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrapplePreyDeadDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class GrapplePreyDeadEvents : LocomotionTakedownEvents
GrapplePreyDeadEvents = {}

---@return GrapplePreyDeadEvents
function GrapplePreyDeadEvents.new() return end

---@param props table
---@return GrapplePreyDeadEvents
function GrapplePreyDeadEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrapplePreyDeadEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrapplePreyDeadEvents:OnExit(stateContext, scriptInterface) return end

---@class GrappleStandDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
GrappleStandDecisions = {}

---@return GrappleStandDecisions
function GrappleStandDecisions.new() return end

---@param props table
---@return GrappleStandDecisions
function GrappleStandDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:IsBreakingFreeAllowed(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:ToGrappleBreakFree(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:ToGrappleStruggle(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:ToTakedownExecuteTakedown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:ToTakedownExecuteTakedownAndDispose(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandDecisions:ToTakedownUnmountPrey(stateContext, scriptInterface) return end

---@class GrappleStandEvents : LocomotionTakedownEvents
---@field isWalking Bool
GrappleStandEvents = {}

---@return GrappleStandEvents
function GrappleStandEvents.new() return end

---@param props table
---@return GrappleStandEvents
function GrappleStandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStandEvents:IsPreferredWalkingSpeed(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleStandEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleStandEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleStandEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class GrappleStruggleDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
GrappleStruggleDecisions = {}

---@return GrappleStruggleDecisions
function GrappleStruggleDecisions.new() return end

---@param props table
---@return GrappleStruggleDecisions
function GrappleStruggleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStruggleDecisions:ToTakedownExecuteTakedown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GrappleStruggleDecisions:ToTakedownExecuteTakedownAndDispose(stateContext, scriptInterface) return end

---@class GrappleStruggleEvents : GrappleStandEvents
GrappleStruggleEvents = {}

---@return GrappleStruggleEvents
function GrappleStruggleEvents.new() return end

---@param props table
---@return GrappleStruggleEvents
function GrappleStruggleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleStruggleEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GrappleStruggleEvents:OnExit(stateContext, scriptInterface) return end

---@class GravityChangeTrigger : gameObject
---@field gravityType EGravityType
---@field regularStateMachineName CName
---@field lowGravityStateMachineName CName
GravityChangeTrigger = {}

---@return GravityChangeTrigger
function GravityChangeTrigger.new() return end

---@param props table
---@return GravityChangeTrigger
function GravityChangeTrigger.new(props) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function GravityChangeTrigger:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function GravityChangeTrigger:OnAreaExit(trigger) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function GravityChangeTrigger:OnRequestComponents(ri) return end

---@param gravityType EGravityType
function GravityChangeTrigger:SwitchGravity(gravityType) return end

---@class GrenadeAnimFeatureChangeEvent : redEvent
---@field newState Int32
GrenadeAnimFeatureChangeEvent = {}

---@return GrenadeAnimFeatureChangeEvent
function GrenadeAnimFeatureChangeEvent.new() return end

---@param props table
---@return GrenadeAnimFeatureChangeEvent
function GrenadeAnimFeatureChangeEvent.new(props) return end

---@class GrenadeChangedCallback : gameAttachmentSlotsScriptCallback
---@field grenadeChangeEntity gameObject
---@field grenadeChangeListener gameAttachmentSlotsScriptListener
GrenadeChangedCallback = {}

---@return GrenadeChangedCallback
function GrenadeChangedCallback.new() return end

---@param props table
---@return GrenadeChangedCallback
function GrenadeChangedCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function GrenadeChangedCallback:OnItemEquippedVisual(slot, item) return end

---@param puppet gamePuppet
---@param attachmentSlotID TweakDBID|string
function GrenadeChangedCallback:TriggerItemActivation(puppet, attachmentSlotID) return end

---@class GrenadeCollisionEvaluator : gameprojectileScriptCollisionEvaluator
GrenadeCollisionEvaluator = {}

---@return GrenadeCollisionEvaluator
function GrenadeCollisionEvaluator.new() return end

---@param props table
---@return GrenadeCollisionEvaluator
function GrenadeCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function GrenadeCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@class GrenadeDespawnRequestEvent : redEvent
GrenadeDespawnRequestEvent = {}

---@return GrenadeDespawnRequestEvent
function GrenadeDespawnRequestEvent.new() return end

---@param props table
---@return GrenadeDespawnRequestEvent
function GrenadeDespawnRequestEvent.new(props) return end

---@class GrenadeDetonateRequestEvent : redEvent
GrenadeDetonateRequestEvent = {}

---@return GrenadeDetonateRequestEvent
function GrenadeDetonateRequestEvent.new() return end

---@param props table
---@return GrenadeDetonateRequestEvent
function GrenadeDetonateRequestEvent.new(props) return end

---@class GrenadeLookAtDecisions : lookAtPresetItemBaseDecisions
GrenadeLookAtDecisions = {}

---@return GrenadeLookAtDecisions
function GrenadeLookAtDecisions.new() return end

---@param props table
---@return GrenadeLookAtDecisions
function GrenadeLookAtDecisions.new(props) return end

---@class GrenadeLookAtEvents : lookAtPresetItemBaseEvents
GrenadeLookAtEvents = {}

---@return GrenadeLookAtEvents
function GrenadeLookAtEvents.new() return end

---@param props table
---@return GrenadeLookAtEvents
function GrenadeLookAtEvents.new(props) return end

---@class GrenadeLvl4HackEffector : gameEffector
---@field grenadeChangeEntity gameObject
---@field grenadeChangedListener gameAttachmentSlotsScriptListener
GrenadeLvl4HackEffector = {}

---@return GrenadeLvl4HackEffector
function GrenadeLvl4HackEffector.new() return end

---@param props table
---@return GrenadeLvl4HackEffector
function GrenadeLvl4HackEffector.new(props) return end

---@param owner gameObject
function GrenadeLvl4HackEffector:ActionOn(owner) return end

---@param owner gameObject
function GrenadeLvl4HackEffector:ProcessEffector(owner) return end

---@param owner gameObject
function GrenadeLvl4HackEffector:RepeatedAction(owner) return end

---@class GrenadeMappinData : gamemappinsMappinScriptData
---@field grenadeType EGrenadeType
---@field iconID TweakDBID
GrenadeMappinData = {}

---@return GrenadeMappinData
function GrenadeMappinData.new() return end

---@param props table
---@return GrenadeMappinData
function GrenadeMappinData.new(props) return end

---@class GrenadePotentialHomingTarget
---@field entity ScriptedPuppet
---@field targetSlot CName
GrenadePotentialHomingTarget = {}

---@return GrenadePotentialHomingTarget
function GrenadePotentialHomingTarget.new() return end

---@param props table
---@return GrenadePotentialHomingTarget
function GrenadePotentialHomingTarget.new(props) return end

---@class GrenadeProximitySensorTargetAcquiredEvent : redEvent
GrenadeProximitySensorTargetAcquiredEvent = {}

---@return GrenadeProximitySensorTargetAcquiredEvent
function GrenadeProximitySensorTargetAcquiredEvent.new() return end

---@param props table
---@return GrenadeProximitySensorTargetAcquiredEvent
function GrenadeProximitySensorTargetAcquiredEvent.new(props) return end

---@class GrenadeQuickhackKillEntry
---@field source gameObject
---@field targets gameObject[]
---@field timestamps Float[]
GrenadeQuickhackKillEntry = {}

---@return GrenadeQuickhackKillEntry
function GrenadeQuickhackKillEntry.new() return end

---@param props table
---@return GrenadeQuickhackKillEntry
function GrenadeQuickhackKillEntry.new(props) return end

---@class GrenadeRechargeDelayedEvent : redEvent
GrenadeRechargeDelayedEvent = {}

---@return GrenadeRechargeDelayedEvent
function GrenadeRechargeDelayedEvent.new() return end

---@param props table
---@return GrenadeRechargeDelayedEvent
function GrenadeRechargeDelayedEvent.new(props) return end

---@class GrenadeReleaseRequestEvent : redEvent
GrenadeReleaseRequestEvent = {}

---@return GrenadeReleaseRequestEvent
function GrenadeReleaseRequestEvent.new() return end

---@param props table
---@return GrenadeReleaseRequestEvent
function GrenadeReleaseRequestEvent.new(props) return end

---@class GrenadeSetTargetTrackerStateEvent : redEvent
---@field state Bool
GrenadeSetTargetTrackerStateEvent = {}

---@return GrenadeSetTargetTrackerStateEvent
function GrenadeSetTargetTrackerStateEvent.new() return end

---@param props table
---@return GrenadeSetTargetTrackerStateEvent
function GrenadeSetTargetTrackerStateEvent.new(props) return end

---@class GrenadeStopDrillingRequestEvent : redEvent
GrenadeStopDrillingRequestEvent = {}

---@return GrenadeStopDrillingRequestEvent
function GrenadeStopDrillingRequestEvent.new() return end

---@param props table
---@return GrenadeStopDrillingRequestEvent
function GrenadeStopDrillingRequestEvent.new(props) return end

---@class GrenadeTrackerTargetAcquiredEvent : redEvent
---@field target ScriptedPuppet
---@field targetSlot CName
GrenadeTrackerTargetAcquiredEvent = {}

---@return GrenadeTrackerTargetAcquiredEvent
function GrenadeTrackerTargetAcquiredEvent.new() return end

---@param props table
---@return GrenadeTrackerTargetAcquiredEvent
function GrenadeTrackerTargetAcquiredEvent.new(props) return end

---@class GrenadeTrackerTargetLostEvent : redEvent
---@field target ScriptedPuppet
GrenadeTrackerTargetLostEvent = {}

---@return GrenadeTrackerTargetLostEvent
function GrenadeTrackerTargetLostEvent.new() return end

---@param props table
---@return GrenadeTrackerTargetLostEvent
function GrenadeTrackerTargetLostEvent.new(props) return end

---@class GrenadeTriggerSmartTrajectoryEvent : redEvent
GrenadeTriggerSmartTrajectoryEvent = {}

---@return GrenadeTriggerSmartTrajectoryEvent
function GrenadeTriggerSmartTrajectoryEvent.new() return end

---@param props table
---@return GrenadeTriggerSmartTrajectoryEvent
function GrenadeTriggerSmartTrajectoryEvent.new(props) return end

---@class GrenadesChargeStatListener : BaseChargesStatListener
GrenadesChargeStatListener = {}

---@return GrenadesChargeStatListener
function GrenadesChargeStatListener.new() return end

---@param props table
---@return GrenadesChargeStatListener
function GrenadesChargeStatListener.new(props) return end

---@return Int32
function GrenadesChargeStatListener:GetCharges() return end

---@param item gamedataGrenade_Record
---@return Int32
function GrenadesChargeStatListener:GetCharges(item) return end

---@return Int32
function GrenadesChargeStatListener:GetRechargeDuration() return end

---@param item gamedataGrenade_Record
---@return Int32
function GrenadesChargeStatListener:GetRechargeDuration(item) return end

---@return Int32
function GrenadesChargeStatListener:GetRechargeDurationClean() return end

---@param player PlayerPuppet
function GrenadesChargeStatListener:Init(player) return end

---@return Int32
function GrenadesChargeStatListener:MaxStatPoolValue() return end

function GrenadesChargeStatListener:Recharged() return end

---@class GridUserData : IScriptable
---@field equipArea gamedataEquipmentArea
---@field align inkEHorizontalAlign
---@field parent inkCompoundWidgetReference
GridUserData = {}

---@return GridUserData
function GridUserData.new() return end

---@param props table
---@return GridUserData
function GridUserData.new(props) return end

---@class Ground : DefaultTransition
Ground = {}

---@return Ground
function Ground.new() return end

---@param props table
---@return Ground
function Ground.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function Ground:EnterCondition(stateContext, scriptInterface) return end

---@class GroundDeathDecisions : DeathDecisionsWithResurrection
GroundDeathDecisions = {}

---@return GroundDeathDecisions
function GroundDeathDecisions.new() return end

---@param props table
---@return GroundDeathDecisions
function GroundDeathDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GroundDeathDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class GroundDeathEvents : DeathEvents
GroundDeathEvents = {}

---@return GroundDeathEvents
function GroundDeathEvents.new() return end

---@param props table
---@return GroundDeathEvents
function GroundDeathEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GroundDeathEvents:OnEnter(stateContext, scriptInterface) return end

---@class GuardbreakReactionTask : AIHitReactionTask
---@field tweakDBPackage TweakDBID
GuardbreakReactionTask = {}

---@return GuardbreakReactionTask
function GuardbreakReactionTask.new() return end

---@param props table
---@return GuardbreakReactionTask
function GuardbreakReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function GuardbreakReactionTask:GetDesiredHitReactionDuration(context) return end

---@return animHitReactionType
function GuardbreakReactionTask:GetHitReactionType() return end

---@class GunnerDecisions : VehicleTransition
GunnerDecisions = {}

---@return GunnerDecisions
function GunnerDecisions.new() return end

---@param props table
---@return GunnerDecisions
function GunnerDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GunnerDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function GunnerDecisions:ToExiting(stateContext, scriptInterface) return end

---@class GunnerEvents : VehicleEventsTransition
GunnerEvents = {}

---@return GunnerEvents
function GunnerEvents.new() return end

---@param props table
---@return GunnerEvents
function GunnerEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GunnerEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GunnerEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function GunnerEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class HACK_AREA_Settings : IAreaSettings
---@field surfelScale Float
---@field missingEnergyScale Float
---@field overrideOnPureView Bool
---@field surfAlbedoOverrideRatio Float
---@field surfAlbedoOverride HDRColor
---@field skyScale Float
---@field bottomHemisphereTint curveData
---@field bottomHemisphereStrength Float
---@field emissiveScale Float
---@field albedoMetalness Float
HACK_AREA_Settings = {}

---@return HACK_AREA_Settings
function HACK_AREA_Settings.new() return end

---@param props table
---@return HACK_AREA_Settings
function HACK_AREA_Settings.new(props) return end

---@class HDRColor
---@field Red Float
---@field Green Float
---@field Blue Float
---@field Alpha Float
HDRColor = {}

---@return HDRColor
function HDRColor.new() return end

---@param props table
---@return HDRColor
function HDRColor.new(props) return end

---@class HDRSettingsVarListener : userSettingsVarListener
---@field ctrl gameuiHDRSettingsGameController
HDRSettingsVarListener = {}

---@return HDRSettingsVarListener
function HDRSettingsVarListener.new() return end

---@param props table
---@return HDRSettingsVarListener
function HDRSettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function HDRSettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl gameuiHDRSettingsGameController
function HDRSettingsVarListener:RegisterController(ctrl) return end

---@class HUDActorUpdateData : IScriptable
---@field updateVisibility Bool
---@field visibilityValue ActorVisibilityStatus
---@field updateIsRevealed Bool
---@field isRevealedValue Bool
---@field updateIsTagged Bool
---@field isTaggedValue Bool
---@field updateClueData Bool
---@field clueDataValue HUDClueData
---@field updateIsRemotelyAccessed Bool
---@field isRemotelyAccessedValue Bool
---@field updateCanOpenScannerInfo Bool
---@field canOpenScannerInfoValue Bool
---@field updateIsInIconForcedVisibilityRange Bool
---@field isInIconForcedVisibilityRangeValue Bool
---@field updateIsIconForcedVisibleThroughWalls Bool
---@field isIconForcedVisibleThroughWallsValue Bool
HUDActorUpdateData = {}

---@return HUDActorUpdateData
function HUDActorUpdateData.new() return end

---@param props table
---@return HUDActorUpdateData
function HUDActorUpdateData.new(props) return end

---@class HUDButtonHints : gameuiWidgetGameController
HUDButtonHints = {}

---@return HUDButtonHints
function HUDButtonHints.new() return end

---@param props table
---@return HUDButtonHints
function HUDButtonHints.new(props) return end

---@class HUDClueData
---@field isClue Bool
---@field clueGroupID CName
HUDClueData = {}

---@return HUDClueData
function HUDClueData.new() return end

---@param props table
---@return HUDClueData
function HUDClueData.new(props) return end

---@class HUDInstruction : redEvent
---@field scannerInstructions ScanInstance
---@field highlightInstructions HighlightInstance
---@field braindanceInstructions BraindanceInstance
---@field iconsInstruction IconsInstance
---@field quickhackInstruction QuickhackInstance
HUDInstruction = {}

---@return HUDInstruction
function HUDInstruction.new() return end

---@param props table
---@return HUDInstruction
function HUDInstruction.new(props) return end

---@param self_ HUDInstruction
---@param id entEntityID
function HUDInstruction.Construct(self_, id) return end

---@class HUDJob
---@field actor gameHudActor
---@field instruction HUDInstruction
HUDJob = {}

---@return HUDJob
function HUDJob.new() return end

---@param props table
---@return HUDJob
function HUDJob.new(props) return end

---@class HUDManager : gameNativeHudManager
---@field state HUDState
---@field activeMode ActiveMode
---@field instructionsDelayID gameDelayID
---@field isBraindanceActive Bool
---@field modulesArray HUDModule[]
---@field scanner ScannerModule
---@field braindanceModule BraindanceModule
---@field highlightsModule HighlightModule
---@field iconsModule IconsModule
---@field crosshair CrosshairModule
---@field aimAssist AimAssistModule
---@field quickhackModule QuickhackModule
---@field lastTarget gameHudActor
---@field currentTarget gameHudActor
---@field lookAtTarget entEntityID
---@field scannerTarget entEntityID
---@field nameplateTarget entEntityID
---@field quickHackTarget entEntityID
---@field lootedTarget entEntityID
---@field scannningController gameScanningController
---@field uiScannerVisible Bool
---@field uiQuickHackVisible Bool
---@field uiQuickHackKeepContext Bool
---@field quickHackDescriptionVisible Bool
---@field targetingSystem gametargetingTargetingSystem
---@field visionModeSystem gameVisionModeSystem
---@field isHackingMinigameActive Bool
---@field stickInputListener redCallbackObject
---@field quickHackPanelListener redCallbackObject
---@field carriedBodyListener redCallbackObject
---@field grappleListener redCallbackObject
---@field lookatRequest gameaimAssistAimRequest
---@field isQHackUIInputLocked Bool
---@field playerAttachedCallbackID Uint32
---@field playerDetachedCallbackID Uint32
---@field playerTargetCallbackID redCallbackObject
---@field braindanceToggleCallbackID redCallbackObject
---@field nameplateCallbackID redCallbackObject
---@field visionModeChangedCallbackID redCallbackObject
---@field scannerTargetCallbackID redCallbackObject
---@field hackingMinigameCallbackID redCallbackObject
---@field uiScannerVisibleCallbackID redCallbackObject
---@field uiQuickHackVisibleCallbackID redCallbackObject
---@field uiQuickhackKeepContextCallbackID redCallbackObject
---@field lootDataCallbackID redCallbackObject
---@field pulseDelayID gameDelayID
---@field previousStickInput Vector4
HUDManager = {}

---@return HUDManager
function HUDManager.new() return end

---@param props table
---@return HUDManager
function HUDManager.new(props) return end

---@return Bool
function HUDManager.CanCurrentTargetRevealRemoteActionsWheel() return end

---@return ActiveMode
function HUDManager.GetActiveMode() return end

---@return gameHudActor
function HUDManager.GetCurrentTarget() return end

---@return Int32
function HUDManager.GetMaxInstructionsPerFrame() return end

---@return Bool
function HUDManager.HasCurrentTarget() return end

function HUDManager.HideScannerHint() return end

---@return Bool
function HUDManager.IsQHackInputLocked() return end

---@return Bool
function HUDManager.IsQuickHackDescriptionVisible() return end

---@return Bool
function HUDManager.IsQuickHackPanelOpen() return end

---@param isLocked Bool
function HUDManager.LockQHackInput(isLocked) return end

---@param visible Bool
function HUDManager.SetQHDescriptionVisibility(visible) return end

---@param text String
function HUDManager.SetScannerHintMessege(text) return end

function HUDManager.ShowScannerHint() return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function HUDManager:OnAction(action, consumer) return end

---@param value Bool
---@return Bool
function HUDManager:OnBodyCarryStateChanged(value) return end

---@param value Bool
---@return Bool
function HUDManager:OnBraindanceToggle(value) return end

---@param value String
---@return Bool
function HUDManager:OnBreachingNetwork(value) return end

---@param value Int32
---@return Bool
function HUDManager:OnGrappleStateChanged(value) return end

---@param value Variant
---@return Bool
function HUDManager:OnLootDataChanged(value) return end

---@param value Variant
---@return Bool
function HUDManager:OnNameplateChanged(value) return end

---@param value entEntityID
---@return Bool
function HUDManager:OnPlayerTargetChanged(value) return end

---@param value Bool
---@return Bool
function HUDManager:OnQuickHackPanelOpened(value) return end

---@param visible Bool
---@return Bool
function HUDManager:OnQuickHackUIKeepContextChanged(visible) return end

---@param visible Bool
---@return Bool
function HUDManager:OnQuickHackUIVisibleChanged(visible) return end

---@param value entEntityID
---@return Bool
function HUDManager:OnScannerTargetChanged(value) return end

---@param visible Bool
---@return Bool
function HUDManager:OnScannerUIVisibleChanged(visible) return end

---@param value Vector4
---@return Bool
function HUDManager:OnStickInputChanged(value) return end

---@param value Int32
---@return Bool
function HUDManager:OnVisionModeChanged(value) return end

---@return Bool
function HUDManager:CanActivateRemoteActionWheel() return end

---@return Bool
function HUDManager:CanPulse() return end

---@return Bool
function HUDManager:CanShowHintMessage() return end

---@param targetID entEntityID
function HUDManager:ClearQuickHackTargetData(targetID) return end

function HUDManager:CloseQHackMenu() return end

---@param actor gameHudActor
---@return HUDJob
function HUDManager:CreateJob(actor) return end

---@param actors gameHudActor[]
---@return HUDJob[]
function HUDManager:CreateJobs(actors) return end

---@param actors gameHudActor[]
---@param type HUDActorType
---@return HUDJob[]
function HUDManager:CreateJobsByActorType(actors, type) return end

---@param actors gameHudActor[]
---@return HUDJob[]
function HUDManager:CreateJobsForClueActors(actors) return end

---@param id entEntityID
---@return ActorVisibilityStatus
function HUDManager:DetermineActorVisibilityState(id) return end

---@param lookAtComponent gameTargetingComponent
---@return gameaimAssistAimRequest
function HUDManager:FillLookAtRequestData(lookAtComponent) return end

---@param actor gameHudActor
---@param shouldForce Bool
function HUDManager:ForceScannerModule(actor, shouldForce) return end

---@return ActiveMode
function HUDManager:GetActiveMode() return end

---@return gameHudActor
function HUDManager:GetCurrentTarget() return end

---@return entEntityID
function HUDManager:GetCurrentTargetID() return end

---@return gameObject
function HUDManager:GetCurrentTargetObject() return end

---@return HUDState
function HUDManager:GetHUDState() return end

---@return IconsModule
function HUDManager:GetIconsModule() return end

---@return gameHudActor
function HUDManager:GetLastTarget() return end

---@return entEntityID
function HUDManager:GetLastTargetID() return end

---@return entEntityID
function HUDManager:GetLockedClueID() return end

---@return entEntityID
function HUDManager:GetLootedTargetID() return end

---@return NetworkSystem
function HUDManager:GetNetworkSystem() return end

---@return gameObject
function HUDManager:GetPlayer() return end

---@return gameIBlackboard
function HUDManager:GetPlayerSMBlackboard() return end

---@param playerPuppet gameObject
---@return gameIBlackboard
function HUDManager:GetPlayerStateMachineBlackboard(playerPuppet) return end

---@return Float
function HUDManager:GetPulseDuration() return end

---@return entEntityID
function HUDManager:GetQuickHackTargetID() return end

---@return Bool
function HUDManager:GetUiScannerVisible() return end

---@param message String
function HUDManager:HUDLog(message) return end

---@return Bool
function HUDManager:HasCurrentTarget() return end

function HUDManager:InitializeHUD() return end

function HUDManager:InitializeModules() return end

---@return Bool
function HUDManager:IsBraindanceActive() return end

---@return Bool
function HUDManager:IsCyberdeckEquipped() return end

---@return Bool
function HUDManager:IsHackingMinigameActive() return end

---@return Bool
function HUDManager:IsPulseActive() return end

---@return Bool
function HUDManager:IsQHDescriptionVisible() return end

---@return Bool
function HUDManager:IsQHackInputLocked() return end

---@param id entEntityID
---@return Bool
function HUDManager:IsRegistered(id) return end

---@param requestToValidate HUDManagerRequest
---@return Bool
function HUDManager:IsRequestLegal(requestToValidate) return end

---@param job HUDJob
function HUDManager:IterateModules(job) return end

---@param jobs HUDJob[]
function HUDManager:IterateModules(jobs) return end

---@param right Bool
function HUDManager:JumpToNextTarget(right) return end

---@param inputVector Vector4
---@param dotThreshold Float
function HUDManager:JumpToTarget(inputVector, dotThreshold) return end

---@param targetEntityID entEntityID
function HUDManager:LookAtNearestCroshairTarget(targetEntityID) return end

---@param lookAtComponent gameTargetingComponent
---@param vecToNextObject Vector4
function HUDManager:LookAtNewTarget(lookAtComponent, vecToNextObject) return end

function HUDManager:OnAttach() return end

---@param request ClueStatusNotification
function HUDManager:OnClueActorNotification(request) return end

---@param request ClueLockNotification
function HUDManager:OnClueClueLockNotification(request) return end

function HUDManager:OnDetach() return end

---@param request SendInstructionRequest
function HUDManager:OnInstructionRequest(request) return end

---@param request IterateModulesRequest
function HUDManager:OnIterateModulesRequest(request) return end

---@param request LockQHackInput
function HUDManager:OnLockQHackInput(request) return end

---@param evt NemaplateChangedRequest
function HUDManager:OnNemaplateChangedRequest(evt) return end

---@param request PulseFinishedRequest
function HUDManager:OnPingFinishedRequest(request) return end

---@param evt PlayerTargetChangedRequest
function HUDManager:OnPlayerTargetChangedRequest(evt) return end

---@param evt QuickHackSetDescriptionVisibilityRequest
function HUDManager:OnQuickHackSetDescriptionVisibility(evt) return end

---@param request RefreshActorRequest
function HUDManager:OnRefreshSingleActor(request) return end

---@param request HUDManagerRegistrationRequest
function HUDManager:OnRegister(request) return end

---@param request HUDManagerAssociationRequest
function HUDManager:OnRegisterAssociation(request) return end

---@param request ResolveQuickHackRadialRequest
function HUDManager:OnResolveRadial(request) return end

---@param request RevealStatusNotification
function HUDManager:OnRevealActorNotification(request) return end

---@param request RevealQuickhackMenu
function HUDManager:OnRevealQuickhackMenu(request) return end

---@param request ScannerTargetChangedRequest
function HUDManager:OnScannerTargetChangedRequest(request) return end

---@param request TagStatusNotification
function HUDManager:OnTagActorNotification(request) return end

---@param playerPuppet gameObject
function HUDManager:PlayerAttachedCallback(playerPuppet) return end

---@param playerPuppet gameObject
function HUDManager:PlayerDetachedCallback(playerPuppet) return end

---@param remainingJobs HUDJob[]
function HUDManager:PostponeModuleIteration(remainingJobs) return end

---@param request HUDManagerAssociationRequest
function HUDManager:ProcessAssociationRegistration(request) return end

---@param request HUDManagerRegistrationRequest
function HUDManager:ProcessRegistration(request) return end

---@param entityID entEntityID
---@param evt redEvent
function HUDManager:QueueEntityEvent(entityID, evt) return end

function HUDManager:ReactToTargetChanged() return end

function HUDManager:RefreshDebug() return end

function HUDManager:RefreshHUD() return end

---@param actor gameHudActor
---@param targetModules HUDModule[]
function HUDManager:RefreshHudForSingleActor(actor, targetModules) return end

---@param request HUDManagerRegistrationRequest
function HUDManager:RegisterActor_Script(request) return end

---@param request HUDManagerAssociationRequest
function HUDManager:RegisterAssociatedActor_Script(request) return end

function HUDManager:RegisterBraindanceToggleCallback() return end

function HUDManager:RegisterHackingMinigameCallback() return end

function HUDManager:RegisterNameplateShownCallback() return end

function HUDManager:RegisterPlayerTargetCallback() return end

function HUDManager:RegisterScannerTargetCallback() return end

function HUDManager:RegisterToInput() return end

function HUDManager:RegisterUICallbacks() return end

---@param player gameObject
function HUDManager:RegisterVisionModeCallback(player) return end

---@param eventId CName|string
---@param val Bool
function HUDManager:RequestTimeDilation(eventId, val) return end

---@return Bool
function HUDManager:ResolveCurrentTarget() return end

---@param newTarget entEntityID
function HUDManager:ResolveLookAtTarget(newTarget) return end

---@param jobs HUDJob[]
function HUDManager:SendInstructions(jobs) return end

---@param jobs HUDJob[]
function HUDManager:SendInstructionsByRequest(jobs) return end

---@param isOpened Bool
function HUDManager:SendQuickHackPanelStateEvent(isOpened) return end

---@param entityID entEntityID
---@param evt redEvent
function HUDManager:SendSingleInstruction(entityID, evt) return end

---@param newTarget gameHudActor
---@return Bool
function HUDManager:SetNewTarget(newTarget) return end

---@param value Bool
function HUDManager:SetQhuickHackDescriptionVisibility(value) return end

function HUDManager:StartPulse() return end

function HUDManager:StopPulse() return end

---@param actor gameHudActor
function HUDManager:SuppressActor(actor) return end

function HUDManager:UnRegisterPlayerTargetCallback() return end

function HUDManager:UninitializeHUD() return end

---@param request HUDManagerRegistrationRequest
function HUDManager:UnregisterActor_Script(request) return end

---@param request HUDManagerAssociationRequest
function HUDManager:UnregisterAssociatedActor_Script(request) return end

---@param player gameObject
function HUDManager:UnregisterHackingMinigameCallback(player) return end

function HUDManager:UnregisterToInput() return end

function HUDManager:UnregisterUICallbacks() return end

---@param player gameObject
function HUDManager:UnregisterVisionModeCallback(player) return end

---@class HUDManagerAssociationRequest : HUDManagerRequest
---@field associatedID entEntityID
---@field isRegistering Bool
HUDManagerAssociationRequest = {}

---@return HUDManagerAssociationRequest
function HUDManagerAssociationRequest.new() return end

---@param props table
---@return HUDManagerAssociationRequest
function HUDManagerAssociationRequest.new(props) return end

---@class HUDManagerDef : gamebbScriptDefinition
---@field ShowHudHintMessege gamebbScriptID_Bool
---@field HudHintMessegeContent gamebbScriptID_String
HUDManagerDef = {}

---@return HUDManagerDef
function HUDManagerDef.new() return end

---@param props table
---@return HUDManagerDef
function HUDManagerDef.new(props) return end

---@return Bool
function HUDManagerDef:AutoCreateInSystem() return end

---@class HUDManagerRegistrationRequest : HUDManagerRequest
---@field isRegistering Bool
---@field type HUDActorType
HUDManagerRegistrationRequest = {}

---@return HUDManagerRegistrationRequest
function HUDManagerRegistrationRequest.new() return end

---@param props table
---@return HUDManagerRegistrationRequest
function HUDManagerRegistrationRequest.new(props) return end

---@param owner gameObject
---@param shouldRegister Bool
function HUDManagerRegistrationRequest:SetProperties(owner, shouldRegister) return end

---@class HUDManagerRegistrationTaskData : gameScriptTaskData
---@field shouldRegister Bool
HUDManagerRegistrationTaskData = {}

---@return HUDManagerRegistrationTaskData
function HUDManagerRegistrationTaskData.new() return end

---@param props table
---@return HUDManagerRegistrationTaskData
function HUDManagerRegistrationTaskData.new(props) return end

---@class HUDManagerRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
HUDManagerRequest = {}

---@return HUDManagerRequest
function HUDManagerRequest.new() return end

---@param props table
---@return HUDManagerRequest
function HUDManagerRequest.new(props) return end

---@return Bool
function HUDManagerRequest:IsValid() return end

---@class HUDModule : IScriptable
---@field hud HUDManager
---@field state ModuleState
---@field instancesList ModuleInstance[]
HUDModule = {}

---@param actor gameHudActor
---@return ModuleInstance
function HUDModule:DuplicateLastInstance(actor) return end

---@return ActiveMode
function HUDModule:GetActiveMode() return end

---@return gameObject
function HUDModule:GetPlayer() return end

---@return ModuleState
function HUDModule:GetState() return end

---@return Bool
function HUDModule:HasCurrentTarget() return end

---@param hud HUDManager
---@param state ModuleState
function HUDModule:InitializeModule(hud, state) return end

---@param actor gameHudActor
---@return Bool
function HUDModule:IsActorLookedAt(actor) return end

---@param actor gameHudActor
---@return Bool
function HUDModule:IsActorLooted(actor) return end

---@param actor gameHudActor
---@return Bool
function HUDModule:IsActorQuickHackTarget(actor) return end

---@param index Int32
---@return Bool
function HUDModule:IsIndexOK(index) return end

---@return Bool
function HUDModule:IsModuleOperational() return end

---@param forcedMode ActiveMode
---@return HUDJob[]
function HUDModule:Iterate(forcedMode) return end

---@param forcedMode ActiveMode
---@return HUDJob
function HUDModule:Iterate(forcedMode) return end

---@param index Int32
---@param instance ModuleInstance
function HUDModule:OverrideInstance(index, instance) return end

---@param mode ActiveMode
---@return HUDJob[]
function HUDModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob
function HUDModule:Process(mode) return end

---@param jobs HUDJob[]
function HUDModule:Suppress(jobs) return end

---@param actor gameHudActor
function HUDModule:UnregisterActor(actor) return end

---@class HUDPhoneElement : inkWidgetLogicController
---@field RootWidget inkWidget
HUDPhoneElement = {}

---@return Bool
function HUDPhoneElement:OnInitialize() return end

---@param widget inkWidget
---@param oldState CName|string
---@param newState CName|string
---@return Bool
function HUDPhoneElement:OnStateChanged(widget, oldState, newState) return end

---@return Bool
function HUDPhoneElement:OnUninitialize() return end

---@return EHudPhoneVisibility
function HUDPhoneElement:GetState() return end

---@param stateName CName|string
---@return EHudPhoneVisibility
function HUDPhoneElement:GetStateFromName(stateName) return end

function HUDPhoneElement:Hide() return end

---@param visibility EHudPhoneVisibility
function HUDPhoneElement:SetState(visibility) return end

function HUDPhoneElement:Show() return end

---@class HUDProgressBarController : gameuiHUDGameController
---@field bar inkWidgetReference
---@field barExtra inkWidgetReference
---@field header inkTextWidgetReference
---@field bottomText inkTextWidgetReference
---@field percent inkTextWidgetReference
---@field completed inkTextWidgetReference
---@field failed inkTextWidgetReference
---@field attencionIcon inkWidgetReference
---@field neutralIcon inkWidgetReference
---@field relicIcon inkWidgetReference
---@field moneyIcon inkWidgetReference
---@field apartmentIcon inkImageWidgetReference
---@field vehicleIcon inkImageWidgetReference
---@field neutralInIcon inkImageWidgetReference
---@field revealIcon inkWidgetReference
---@field vahicleHackIcon inkWidgetReference
---@field wrapper inkWidgetReference
---@field rootWidget inkWidget
---@field progressBarBB gameIBlackboard
---@field progressBarDef UI_HUDProgressBarDef
---@field activeBBID redCallbackObject
---@field headerBBID redCallbackObject
---@field typeBBID redCallbackObject
---@field bottomTextBBID redCallbackObject
---@field completedTextBBID redCallbackObject
---@field failedTextBBID redCallbackObject
---@field progressBBID redCallbackObject
---@field bb gameIBlackboard
---@field bbUIInteractionsDef UIInteractionsDef
---@field bbChoiceHubDataCallbackId redCallbackObject
---@field OutroAnimation inkanimProxy
---@field LoopAnimation inkanimProxy
---@field VLoopAnimation inkanimProxy
---@field IntroAnimation inkanimProxy
---@field IntroWasPlayed Bool
---@field title String
---@field type gameSimpleMessageType
---@field valueSaved Float
HUDProgressBarController = {}

---@return HUDProgressBarController
function HUDProgressBarController.new() return end

---@param props table
---@return HUDProgressBarController
function HUDProgressBarController.new(props) return end

---@param activated Bool
---@return Bool
function HUDProgressBarController:OnActivated(activated) return end

---@param bottomText String
---@return Bool
function HUDProgressBarController:OnBottomTextChanged(bottomText) return end

---@param completedText String
---@return Bool
function HUDProgressBarController:OnCompletedTextChanged(completedText) return end

---@param value Variant
---@return Bool
function HUDProgressBarController:OnDialogHubAppeared(value) return end

---@param failedText String
---@return Bool
function HUDProgressBarController:OnFailedTextChanged(failedText) return end

---@param header String
---@return Bool
function HUDProgressBarController:OnHeaderChanged(header) return end

---@param proxy inkanimProxy
---@return Bool
function HUDProgressBarController:OnHide(proxy) return end

---@return Bool
function HUDProgressBarController:OnInitialize() return end

---@param progress Float
---@return Bool
function HUDProgressBarController:OnProgressChanged(progress) return end

---@param value Variant
---@return Bool
function HUDProgressBarController:OnTypeChanged(value) return end

---@return Bool
function HUDProgressBarController:OnUnInitialize() return end

function HUDProgressBarController:Hide() return end

function HUDProgressBarController:Intro() return end

function HUDProgressBarController:IntroEnded() return end

function HUDProgressBarController:Outro() return end

function HUDProgressBarController:SetupBB() return end

function HUDProgressBarController:UnregisterFromBB() return end

function HUDProgressBarController:UpdateDefaultType() return end

function HUDProgressBarController:UpdateMoneyType() return end

function HUDProgressBarController:UpdateNeutralType() return end

---@param active Bool
function HUDProgressBarController:UpdateProgressBarActive(active) return end

function HUDProgressBarController:UpdateRelicType() return end

function HUDProgressBarController:UpdateRevealType() return end

---@param label String
function HUDProgressBarController:UpdateTimerBottomText(label) return end

---@param label String
function HUDProgressBarController:UpdateTimerCompletedText(label) return end

---@param label String
function HUDProgressBarController:UpdateTimerFailedText(label) return end

---@param label String
function HUDProgressBarController:UpdateTimerHeader(label) return end

---@param value Float
function HUDProgressBarController:UpdateTimerProgress(value) return end

function HUDProgressBarController:UpdateVehicleType() return end

---@class HUDProgressBarData
---@field header String
---@field bottomText String
---@field completedText String
---@field failedText String
---@field active Bool
---@field progress Float
---@field type Uint32
HUDProgressBarData = {}

---@return HUDProgressBarData
function HUDProgressBarData.new() return end

---@param props table
---@return HUDProgressBarData
function HUDProgressBarData.new(props) return end

---@class HUDSignalProgressBarController : gameuiHUDGameController
---@field bar inkWidgetReference
---@field signalBar inkWidgetReference
---@field completed inkWidgetReference
---@field signalLost inkWidgetReference
---@field percent inkTextWidgetReference
---@field signalPercent inkTextWidgetReference
---@field signalLabel inkWidgetReference
---@field signalWrapper inkWidgetReference
---@field appearance CName
---@field SignalLostAnimationName CName
---@field IntroAnimationName CName
---@field OutroAnimationName CName
---@field InRangeAnimationName CName
---@field OutOfRangeAnimationName CName
---@field addPercentSign Bool
---@field handleOnComplete Bool
---@field rootWidget inkWidget
---@field progressBarBB gameIBlackboard
---@field progressBarDef UI_HUDSignalProgressBarDef
---@field stateBBID redCallbackObject
---@field progressBBID redCallbackObject
---@field signalStrengthBBID redCallbackObject
---@field orientationBBID redCallbackObject
---@field appearanceBBID redCallbackObject
---@field data HUDProgressBarData
---@field OutroAnimation inkanimProxy
---@field SignalLostAnimation inkanimProxy
---@field IntroAnimation inkanimProxy
---@field OrientationAnimation inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field AnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field alphaInterpolator inkanimTransparencyInterpolator
---@field tick Float
---@field isAppearanceMatch Bool
---@field barSize Vector2
---@field signalBarSize Vector2
HUDSignalProgressBarController = {}

---@return HUDSignalProgressBarController
function HUDSignalProgressBarController.new() return end

---@param props table
---@return HUDSignalProgressBarController
function HUDSignalProgressBarController.new(props) return end

---@param appearance CName|string
---@return Bool
function HUDSignalProgressBarController:OnAppearanceChanged(appearance) return end

---@param proxy inkanimProxy
---@return Bool
function HUDSignalProgressBarController:OnHide(proxy) return end

---@return Bool
function HUDSignalProgressBarController:OnInitialize() return end

---@param orientation Uint32
---@return Bool
function HUDSignalProgressBarController:OnOrientationChanged(orientation) return end

---@param progress Float
---@return Bool
function HUDSignalProgressBarController:OnProgressChanged(progress) return end

---@param signalStrength Float
---@return Bool
function HUDSignalProgressBarController:OnSignalStrengthChanged(signalStrength) return end

---@param state Uint32
---@return Bool
function HUDSignalProgressBarController:OnStateChanged(state) return end

---@return Bool
function HUDSignalProgressBarController:OnUnInitialize() return end

function HUDSignalProgressBarController:Completed() return end

function HUDSignalProgressBarController:Hide() return end

function HUDSignalProgressBarController:InRange() return end

function HUDSignalProgressBarController:OutOfRange() return end

function HUDSignalProgressBarController:SetupBB() return end

function HUDSignalProgressBarController:Show() return end

---@param val Bool
function HUDSignalProgressBarController:SignalLost(val) return end

function HUDSignalProgressBarController:UnregisterFromBB() return end

---@param value Float
function HUDSignalProgressBarController:UpdateSignalProgress(value) return end

---@param value Float
function HUDSignalProgressBarController:UpdateTimerProgress(value) return end

---@class HackEngContainer : BaseSkillCheckContainer
---@field hackingCheck HackingSkillCheck
---@field engineeringCheck EngineeringSkillCheck
HackEngContainer = {}

---@return HackEngContainer
function HackEngContainer.new() return end

---@param props table
---@return HackEngContainer
function HackEngContainer.new(props) return end

---@param container BaseSkillCheckContainer
function HackEngContainer:Initialize(container) return end

---@class HackLoopReportPlayerLocationRequest : gameScriptableSystemRequest
---@field state VehiclePreventionHackState
HackLoopReportPlayerLocationRequest = {}

---@return HackLoopReportPlayerLocationRequest
function HackLoopReportPlayerLocationRequest.new() return end

---@param props table
---@return HackLoopReportPlayerLocationRequest
function HackLoopReportPlayerLocationRequest.new(props) return end

---@class HackPlayerEvent : redEvent
---@field netrunnerID entEntityID
---@field targetID entEntityID
---@field objectRecord gamedataObjectAction_Record
---@field showDirectionalIndicator Bool
---@field revealPositionAction Bool
---@field skipBeingHackedSetUp Bool
HackPlayerEvent = {}

---@return HackPlayerEvent
function HackPlayerEvent.new() return end

---@param props table
---@return HackPlayerEvent
function HackPlayerEvent.new(props) return end

---@class HackingContainer : BaseSkillCheckContainer
---@field hackingCheck HackingSkillCheck
HackingContainer = {}

---@return HackingContainer
function HackingContainer.new() return end

---@param props table
---@return HackingContainer
function HackingContainer.new(props) return end

---@param container BaseSkillCheckContainer
function HackingContainer:Initialize(container) return end

---@class HackingDataDef : gamebbScriptDefinition
---@field SpreadMap gamebbScriptID_Variant
HackingDataDef = {}

---@return HackingDataDef
function HackingDataDef.new() return end

---@param props table
---@return HackingDataDef
function HackingDataDef.new(props) return end

---@param player PlayerPuppet
---@param key gamedataInteractionBase_Record
---@param count Int32
---@param range Float
---@return Bool
function HackingDataDef.AddItemToSpreadMap(player, key, count, range) return end

---@param player PlayerPuppet
---@param key gamedataInteractionBase_Record
---@return Bool
function HackingDataDef.DecrementCountFromSpreadMap(player, key) return end

---@param player PlayerPuppet
---@param key gamedataInteractionBase_Record
---@return Bool, Int32, Float
function HackingDataDef.GetValuesFromSpreadMap(player, key) return end

---@return Bool
function HackingDataDef:AutoCreateInSystem() return end

---@class HackingMinigameDef : gamebbScriptDefinition
---@field DeviceID gamebbScriptID_EntityID
---@field MinigameDefaults gamebbScriptID_Variant
---@field NextMinigameData gamebbScriptID_Variant
---@field SkipSummaryScreen gamebbScriptID_Bool
---@field PlayerPrograms gamebbScriptID_Variant
---@field ActivePrograms gamebbScriptID_Variant
---@field ActiveTraps gamebbScriptID_Variant
---@field State gamebbScriptID_Int32
---@field TimerLeftPercent gamebbScriptID_Float
---@field Entity gamebbScriptID_Variant
---@field IsJournalTarget gamebbScriptID_Bool
---@field LastPlayerHackPosition gamebbScriptID_Vector4
HackingMinigameDef = {}

---@return HackingMinigameDef
function HackingMinigameDef.new() return end

---@param props table
---@return HackingMinigameDef
function HackingMinigameDef.new(props) return end

---@return Bool
function HackingMinigameDef:AutoCreateInSystem() return end

---@class HackingRewardNotificationEvent : redEvent
---@field text String
---@field icons String[]
HackingRewardNotificationEvent = {}

---@return HackingRewardNotificationEvent
function HackingRewardNotificationEvent.new() return end

---@param props table
---@return HackingRewardNotificationEvent
function HackingRewardNotificationEvent.new(props) return end

---@class HackingSkillCheck : SkillCheckBase
HackingSkillCheck = {}

---@return HackingSkillCheck
function HackingSkillCheck.new() return end

---@param props table
---@return HackingSkillCheck
function HackingSkillCheck.new(props) return end

---@class HammerLookAtDecisions : LookAtPresetMeleeBaseDecisions
HammerLookAtDecisions = {}

---@return HammerLookAtDecisions
function HammerLookAtDecisions.new() return end

---@param props table
---@return HammerLookAtDecisions
function HammerLookAtDecisions.new(props) return end

---@class HammerLookAtEvents : LookAtPresetMeleeBaseEvents
HammerLookAtEvents = {}

---@return HammerLookAtEvents
function HammerLookAtEvents.new() return end

---@param props table
---@return HammerLookAtEvents
function HammerLookAtEvents.new(props) return end

---@class HandgunLookAtDecisions : lookAtPresetGunBaseDecisions
HandgunLookAtDecisions = {}

---@return HandgunLookAtDecisions
function HandgunLookAtDecisions.new() return end

---@param props table
---@return HandgunLookAtDecisions
function HandgunLookAtDecisions.new(props) return end

---@class HandgunLookAtEvents : lookAtPresetGunBaseEvents
HandgunLookAtEvents = {}

---@return HandgunLookAtEvents
function HandgunLookAtEvents.new() return end

---@param props table
---@return HandgunLookAtEvents
function HandgunLookAtEvents.new(props) return end

---@class HandleItemEquippedNextFrameEvent : redEvent
---@field itemID ItemID
HandleItemEquippedNextFrameEvent = {}

---@return HandleItemEquippedNextFrameEvent
function HandleItemEquippedNextFrameEvent.new() return end

---@param props table
---@return HandleItemEquippedNextFrameEvent
function HandleItemEquippedNextFrameEvent.new(props) return end

---@class HandleRagdollOnDeathEvent : redEvent
---@field handleUncontrolledMovement Bool
HandleRagdollOnDeathEvent = {}

---@return HandleRagdollOnDeathEvent
function HandleRagdollOnDeathEvent.new() return end

---@param props table
---@return HandleRagdollOnDeathEvent
function HandleRagdollOnDeathEvent.new(props) return end

---@class HandleReactionEvent : redEvent
---@field fearPhase Int32
---@field stimEvent senseStimuliEvent
HandleReactionEvent = {}

---@return HandleReactionEvent
function HandleReactionEvent.new() return end

---@param props table
---@return HandleReactionEvent
function HandleReactionEvent.new(props) return end

---@class HardLandDecisions : FailedLandingAbstractDecisions
HardLandDecisions = {}

---@return HardLandDecisions
function HardLandDecisions.new() return end

---@param props table
---@return HardLandDecisions
function HardLandDecisions.new(props) return end

---@class HardLandEvents : FailedLandingAbstractEvents
HardLandEvents = {}

---@return HardLandEvents
function HardLandEvents.new() return end

---@param props table
---@return HardLandEvents
function HardLandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HardLandEvents:OnEnter(stateContext, scriptInterface) return end

---@class HardToKillDamageModificationEffector : ModifyAttackEffector
---@field criticalHealthThreshold Float
HardToKillDamageModificationEffector = {}

---@return HardToKillDamageModificationEffector
function HardToKillDamageModificationEffector.new() return end

---@param props table
---@return HardToKillDamageModificationEffector
function HardToKillDamageModificationEffector.new(props) return end

---@param owner gameObject
function HardToKillDamageModificationEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function HardToKillDamageModificationEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function HardToKillDamageModificationEffector:ProcessAction(owner) return end

---@param owner gameObject
function HardToKillDamageModificationEffector:RepeatedAction(owner) return end

---@class HasDeescalatedFromCombatWithPlayer : PreventionConditionAbstract
HasDeescalatedFromCombatWithPlayer = {}

---@return HasDeescalatedFromCombatWithPlayer
function HasDeescalatedFromCombatWithPlayer.new() return end

---@param props table
---@return HasDeescalatedFromCombatWithPlayer
function HasDeescalatedFromCombatWithPlayer.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasDeescalatedFromCombatWithPlayer:Check(context) return end

---@class HasLastKnownPositionChanged : PreventionConditionAbstract
HasLastKnownPositionChanged = {}

---@return HasLastKnownPositionChanged
function HasLastKnownPositionChanged.new() return end

---@param props table
---@return HasLastKnownPositionChanged
function HasLastKnownPositionChanged.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasLastKnownPositionChanged:Check(context) return end

---@class HasMeleeWeaponEquippedCondition : workIScriptedCondition
HasMeleeWeaponEquippedCondition = {}

---@return HasMeleeWeaponEquippedCondition
function HasMeleeWeaponEquippedCondition.new() return end

---@param props table
---@return HasMeleeWeaponEquippedCondition
function HasMeleeWeaponEquippedCondition.new(props) return end

---@param ent entEntity
---@return Bool
function HasMeleeWeaponEquippedCondition:CheckCondition(ent) return end

---@class HasNPCReactiveSignal : PreventionConditionAbstract
HasNPCReactiveSignal = {}

---@return HasNPCReactiveSignal
function HasNPCReactiveSignal.new() return end

---@param props table
---@return HasNPCReactiveSignal
function HasNPCReactiveSignal.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasNPCReactiveSignal:Check(context) return end

---@class HasNPCVehicleAssigned : PreventionConditionAbstract
HasNPCVehicleAssigned = {}

---@return HasNPCVehicleAssigned
function HasNPCVehicleAssigned.new() return end

---@param props table
---@return HasNPCVehicleAssigned
function HasNPCVehicleAssigned.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasNPCVehicleAssigned:Check(context) return end

---@class HasNetworkPrereq : gameIScriptablePrereq
---@field invert Bool
HasNetworkPrereq = {}

---@return HasNetworkPrereq
function HasNetworkPrereq.new() return end

---@param props table
---@return HasNetworkPrereq
function HasNetworkPrereq.new(props) return end

---@param recordID TweakDBID|string
function HasNetworkPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function HasNetworkPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function HasNetworkPrereq:OnRegister(state, context) return end

---@class HasNewMountRequest : AIVehicleConditionAbstract
---@field mountRequest AIArgumentMapping
---@field checkOnlyInstant Bool
HasNewMountRequest = {}

---@return HasNewMountRequest
function HasNewMountRequest.new() return end

---@param props table
---@return HasNewMountRequest
function HasNewMountRequest.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasNewMountRequest:Check(context) return end

---@class HasPatrolAction : AIbehaviorconditionScript
HasPatrolAction = {}

---@return HasPatrolAction
function HasPatrolAction.new() return end

---@param props table
---@return HasPatrolAction
function HasPatrolAction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function HasPatrolAction:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasPatrolAction:Check(context) return end

---@class HasPlayerTakenMyVehicle : PreventionConditionAbstract
HasPlayerTakenMyVehicle = {}

---@return HasPlayerTakenMyVehicle
function HasPlayerTakenMyVehicle.new() return end

---@param props table
---@return HasPlayerTakenMyVehicle
function HasPlayerTakenMyVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasPlayerTakenMyVehicle:Check(context) return end

---@class HasPositionFarFromThreat : AIbehaviorconditionScript
---@field desiredDistance Float
---@field minDistance Float
---@field minPathLength Float
HasPositionFarFromThreat = {}

---@return HasPositionFarFromThreat
function HasPositionFarFromThreat.new() return end

---@param props table
---@return HasPositionFarFromThreat
function HasPositionFarFromThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasPositionFarFromThreat:Check(context) return end

---@class HasRangedWeaponEquippedCondition : workIScriptedCondition
HasRangedWeaponEquippedCondition = {}

---@return HasRangedWeaponEquippedCondition
function HasRangedWeaponEquippedCondition.new() return end

---@param props table
---@return HasRangedWeaponEquippedCondition
function HasRangedWeaponEquippedCondition.new(props) return end

---@param ent entEntity
---@return Bool
function HasRangedWeaponEquippedCondition:CheckCondition(ent) return end

---@class HasShootFromVehicleTicket : PreventionConditionAbstract
HasShootFromVehicleTicket = {}

---@return HasShootFromVehicleTicket
function HasShootFromVehicleTicket.new() return end

---@param props table
---@return HasShootFromVehicleTicket
function HasShootFromVehicleTicket.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasShootFromVehicleTicket:Check(context) return end

---@class HasVehicleAnyCommand : PreventionConditionAbstract
HasVehicleAnyCommand = {}

---@return HasVehicleAnyCommand
function HasVehicleAnyCommand.new() return end

---@param props table
---@return HasVehicleAnyCommand
function HasVehicleAnyCommand.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasVehicleAnyCommand:Check(context) return end

---@class HasVehicleAssigned : AIVehicleConditionAbstract
HasVehicleAssigned = {}

---@return HasVehicleAssigned
function HasVehicleAssigned.new() return end

---@param props table
---@return HasVehicleAssigned
function HasVehicleAssigned.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HasVehicleAssigned:Check(context) return end

---@class HaveScavengeTargets : AIbehaviorconditionScript
HaveScavengeTargets = {}

---@return HaveScavengeTargets
function HaveScavengeTargets.new() return end

---@param props table
---@return HaveScavengeTargets
function HaveScavengeTargets.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function HaveScavengeTargets:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HaveScavengeTargets:Check(context) return end

---@class HeadLookatCombatTarget : LookatCombatTarget
HeadLookatCombatTarget = {}

---@return HeadLookatCombatTarget
function HeadLookatCombatTarget.new() return end

---@param props table
---@return HeadLookatCombatTarget
function HeadLookatCombatTarget.new(props) return end

---@return CName
function HeadLookatCombatTarget:GetLookAtSlotName() return end

---@class HeadlessGameEngine : BaseGameEngine
HeadlessGameEngine = {}

---@return HeadlessGameEngine
function HeadlessGameEngine.new() return end

---@param props table
---@return HeadlessGameEngine
function HeadlessGameEngine.new(props) return end

---@class HealingItemsChargeStatListener : BaseChargesStatListener
HealingItemsChargeStatListener = {}

---@return HealingItemsChargeStatListener
function HealingItemsChargeStatListener.new() return end

---@param props table
---@return HealingItemsChargeStatListener
function HealingItemsChargeStatListener.new(props) return end

---@param player PlayerPuppet
function HealingItemsChargeStatListener:Init(player) return end

function HealingItemsChargeStatListener:Recharged() return end

---@class HealthCollisionLogic : BonusCollisionLogic
HealthCollisionLogic = {}

---@return HealthCollisionLogic
function HealthCollisionLogic.new() return end

---@param props table
---@return HealthCollisionLogic
function HealthCollisionLogic.new(props) return end

---@param gameState gameuiRoachRaceGameState
function HealthCollisionLogic:ChangeGameState(gameState) return end

---@class HealthConsumable : gameCpoPickableItem
---@field interactionComponent gameinteractionsComponent
---@field meshComponent entMeshComponent
---@field disappearAfterEquip Bool
---@field respawnTime Float
HealthConsumable = {}

---@return HealthConsumable
function HealthConsumable.new() return end

---@param props table
---@return HealthConsumable
function HealthConsumable.new(props) return end

---@return Bool
function HealthConsumable:OnGameAttached() return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function HealthConsumable:OnInteractionChoiceEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function HealthConsumable:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function HealthConsumable:OnTakeControl(ri) return end

---@param evt RespawnHealthConsumable
---@return Bool
function HealthConsumable:OnTurnOn(evt) return end

---@class HealthStatListener : gameScriptStatPoolsListener
---@field ownerPuppet PlayerPuppet
---@field healthEvent HealthUpdateEvent
HealthStatListener = {}

---@return HealthStatListener
function HealthStatListener.new() return end

---@param props table
---@return HealthStatListener
function HealthStatListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function HealthStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class HealthUpdateEvent : redEvent
---@field value Float
---@field healthDifference Float
HealthUpdateEvent = {}

---@return HealthUpdateEvent
function HealthUpdateEvent.new() return end

---@param props table
---@return HealthUpdateEvent
function HealthUpdateEvent.new(props) return end

---@class HealthbarMemoryStatListener : gameScriptStatsListener
---@field healthbar healthbarWidgetGameController
HealthbarMemoryStatListener = {}

---@return HealthbarMemoryStatListener
function HealthbarMemoryStatListener.new() return end

---@param props table
---@return HealthbarMemoryStatListener
function HealthbarMemoryStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function HealthbarMemoryStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class HearStimThreshold : AIbehaviorconditionScript
---@field thresholdNumber Int32
HearStimThreshold = {}

---@return HearStimThreshold
function HearStimThreshold.new() return end

---@param props table
---@return HearStimThreshold
function HearStimThreshold.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HearStimThreshold:Check(context) return end

---@class HeartAttackManagerTask : StatusEffectTasks
HeartAttackManagerTask = {}

---@return HeartAttackManagerTask
function HeartAttackManagerTask.new() return end

---@param props table
---@return HeartAttackManagerTask
function HeartAttackManagerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function HeartAttackManagerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function HeartAttackManagerTask:Deactivate(context) return end

---@param puppet NPCPuppet
---@param state Bool
function HeartAttackManagerTask:SetHeartAttackBodyVisibleComponent(puppet, state) return end

---@class HeatHazeAreaSettings : IAreaSettings
---@field effectStrength curveData
---@field startDistance curveData
---@field maxDistance curveData
---@field patternScale curveData
---@field movementSpeedScale curveData
HeatHazeAreaSettings = {}

---@return HeatHazeAreaSettings
function HeatHazeAreaSettings.new() return end

---@param props table
---@return HeatHazeAreaSettings
function HeatHazeAreaSettings.new(props) return end

---@class HeavyFootstepEvent : redEvent
---@field instigator gameObject
---@field audioEventName CName
HeavyFootstepEvent = {}

---@return HeavyFootstepEvent
function HeavyFootstepEvent.new() return end

---@param props table
---@return HeavyFootstepEvent
function HeavyFootstepEvent.new(props) return end

---@class HerculesCrosshairtGameController : IronsightGameController
---@field appearanceFill Int32
---@field appearanceOutline Int32
---@field appearanceShowThroughWalls Bool
---@field appearanceTransitionTime Float
---@field weaponParamsListenerId redCallbackObject
---@field game ScriptGameInstance
---@field visionModeSystem gameVisionModeSystem
---@field targetedApperance gameVisionAppearance
---@field targets entEntityID[]
HerculesCrosshairtGameController = {}

---@return HerculesCrosshairtGameController
function HerculesCrosshairtGameController.new() return end

---@param props table
---@return HerculesCrosshairtGameController
function HerculesCrosshairtGameController.new(props) return end

---@param playerPuppet gameObject
---@return Bool
function HerculesCrosshairtGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function HerculesCrosshairtGameController:OnPlayerDetach(playerPuppet) return end

---@param argParams Variant
---@return Bool
function HerculesCrosshairtGameController:OnSmartGunParams(argParams) return end

---@param state Int32
---@return Bool
function HerculesCrosshairtGameController:OnUpperBodyChanged(state) return end

---@class HerculesProjectile : ExplodingBullet
HerculesProjectile = {}

---@return HerculesProjectile
function HerculesProjectile.new() return end

---@param props table
---@return HerculesProjectile
function HerculesProjectile.new(props) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function HerculesProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function HerculesProjectile:OnShootTarget(eventData) return end

---@class HideIconModuleEvent : redEvent
HideIconModuleEvent = {}

---@return HideIconModuleEvent
function HideIconModuleEvent.new() return end

---@param props table
---@return HideIconModuleEvent
function HideIconModuleEvent.new(props) return end

---@class HidePuppetDelayEvent : redEvent
---@field target NPCPuppet
HidePuppetDelayEvent = {}

---@return HidePuppetDelayEvent
function HidePuppetDelayEvent.new() return end

---@param props table
---@return HidePuppetDelayEvent
function HidePuppetDelayEvent.new(props) return end

---@class HideRecipeRequest : gamePlayerScriptableSystemRequest
---@field recipe TweakDBID
HideRecipeRequest = {}

---@return HideRecipeRequest
function HideRecipeRequest.new() return end

---@param props table
---@return HideRecipeRequest
function HideRecipeRequest.new(props) return end

---@class HideSingleMappinEvent : redEvent
---@field index Int32
HideSingleMappinEvent = {}

---@return HideSingleMappinEvent
function HideSingleMappinEvent.new() return end

---@param props table
---@return HideSingleMappinEvent
function HideSingleMappinEvent.new(props) return end

---@class HideSmsMessagerEvent : redEvent
HideSmsMessagerEvent = {}

---@return HideSmsMessagerEvent
function HideSmsMessagerEvent.new() return end

---@param props table
---@return HideSmsMessagerEvent
function HideSmsMessagerEvent.new(props) return end

---@class HideVisualSlot : redEvent
---@field slot TransmogSlots
HideVisualSlot = {}

---@return HideVisualSlot
function HideVisualSlot.new() return end

---@param props table
---@return HideVisualSlot
function HideVisualSlot.new(props) return end

---@return String
function HideVisualSlot:GetFriendlyDescription() return end

---@class HighLevelNPCStatePrereq : NPCStatePrereq
---@field valueToListen gamedataNPCHighLevelState
HighLevelNPCStatePrereq = {}

---@return HighLevelNPCStatePrereq
function HighLevelNPCStatePrereq.new() return end

---@param props table
---@return HighLevelNPCStatePrereq
function HighLevelNPCStatePrereq.new(props) return end

---@return Int32
function HighLevelNPCStatePrereq:GetStateToCheck() return end

---@param recordID TweakDBID|string
function HighLevelNPCStatePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function HighLevelNPCStatePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function HighLevelNPCStatePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function HighLevelNPCStatePrereq:OnUnregister(state, context) return end

---@class HighLevelNPCStatePrereqState : NPCStatePrereqState
HighLevelNPCStatePrereqState = {}

---@return HighLevelNPCStatePrereqState
function HighLevelNPCStatePrereqState.new() return end

---@param props table
---@return HighLevelNPCStatePrereqState
function HighLevelNPCStatePrereqState.new(props) return end

---@class HighLevelPSMPrereq : PlayerStateMachinePrereq
HighLevelPSMPrereq = {}

---@return HighLevelPSMPrereq
function HighLevelPSMPrereq.new() return end

---@param props table
---@return HighLevelPSMPrereq
function HighLevelPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function HighLevelPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function HighLevelPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function HighLevelPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function HighLevelPSMPrereq:OnUnregister(state, context) return end

---@class HighLevelPSMPrereqState : PlayerStateMachinePrereqState
HighLevelPSMPrereqState = {}

---@return HighLevelPSMPrereqState
function HighLevelPSMPrereqState.new() return end

---@param props table
---@return HighLevelPSMPrereqState
function HighLevelPSMPrereqState.new(props) return end

---@class HighLevelStateMapping : ChangeHighLevelStateAbstract
---@field stateNameMapping AIArgumentMapping
HighLevelStateMapping = {}

---@return HighLevelStateMapping
function HighLevelStateMapping.new() return end

---@param props table
---@return HighLevelStateMapping
function HighLevelStateMapping.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function HighLevelStateMapping:GetDesiredHighLevelState(context) return end

---@class HighLevelTransition : DefaultTransition
HighLevelTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:ActivateTier3Locomotion(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:ActivateTier4Locomotion(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:ActivateTier5Locomotion(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:ActivateWorkspotLocomotion(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param val Bool
function HighLevelTransition:BlockMovement(scriptInterface, val) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param depthThresholdAndTolerance Float
---@return Bool
function HighLevelTransition:CanPlayerSwim(stateContext, scriptInterface, depthThresholdAndTolerance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:EvaluateSettingCustomDeathAnimation(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:ForceDefaultLocomotion(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param val Bool
function HighLevelTransition:ForceEmptyHands(stateContext, val) return end

---@param stateContext gamestateMachineStateContextScript
function HighLevelTransition:ForceExitToStand(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function HighLevelTransition:ForceReadyState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function HighLevelTransition:ForceSafeState(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param val Bool
function HighLevelTransition:ForceTemporaryUnequip(stateContext, val) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function HighLevelTransition:GetCurrentHealthPerc(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return EDeathType
function HighLevelTransition:GetDeathType(stateContext, scriptInterface) return end

---@return Bool, TweakDBID
function HighLevelTransition:GetGLP() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function HighLevelTransition:HasSecondHeart(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function HighLevelTransition:IsDeathMenuBlocked(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function HighLevelTransition:IsForceEmptyHands(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function HighLevelTransition:IsResurrectionAllowed(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:OnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:RemoveAllTierLocomotions(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:RemoveTier2Locomotion(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:RemoveTier2LocomotionFast(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:RemoveTier2LocomotionSlow(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function HighLevelTransition:ResetForceWalkSpeed(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:SetDeathCameraParameters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:SetIsResurrectionAllowedBasedOnState(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param val Int32
function HighLevelTransition:SetPlayerDeathAnimFeatureData(stateContext, scriptInterface, val) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param val Int32
---@param stateDuration Float
function HighLevelTransition:SetPlayerVitalsAnimFeatureData(stateContext, scriptInterface, val, stateDuration) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:SetTier2Locomotion(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:SetTier2LocomotionFast(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:SetTier2LocomotionSlow(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HighLevelTransition:StartDeathEffects(stateContext, scriptInterface) return end

---@class HighestPrioritySignalCondition : AIbehaviorexpressionScript
---@field signalName CName
---@field cbId Uint32
---@field lastValue Bool
HighestPrioritySignalCondition = {}

---@return HighestPrioritySignalCondition
function HighestPrioritySignalCondition.new() return end

---@param props table
---@return HighestPrioritySignalCondition
function HighestPrioritySignalCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function HighestPrioritySignalCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function HighestPrioritySignalCondition:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function HighestPrioritySignalCondition:Deactivate(context) return end

---@return String
function HighestPrioritySignalCondition:GetEditorSubCaption() return end

---@param context AIbehaviorScriptExecutionContext
---@return AISignalHandlerComponent
function HighestPrioritySignalCondition:GetSignalHandler(context) return end

---@class HighlightConnectionComponentEvent : redEvent
---@field IsHighlightON Bool
HighlightConnectionComponentEvent = {}

---@return HighlightConnectionComponentEvent
function HighlightConnectionComponentEvent.new() return end

---@param props table
---@return HighlightConnectionComponentEvent
function HighlightConnectionComponentEvent.new(props) return end

---@class HighlightConnectionsRequest : gameScriptableSystemRequest
---@field shouldHighlight Bool
---@field isTriggeredByMasterDevice Bool
---@field highlightTargets NodeRef[]
---@field requestingDevice entEntityID
HighlightConnectionsRequest = {}

---@return HighlightConnectionsRequest
function HighlightConnectionsRequest.new() return end

---@param props table
---@return HighlightConnectionsRequest
function HighlightConnectionsRequest.new(props) return end

---@class HighlightEditableData : IScriptable
---@field highlightType EFocusForcedHighlightType
---@field outlineType EFocusOutlineType
---@field priority EPriority
---@field inTransitionTime Float
---@field outTransitionTime Float
---@field isRevealed Bool
---@field patternType gameVisionModePatternType
HighlightEditableData = {}

---@return HighlightEditableData
function HighlightEditableData.new() return end

---@param props table
---@return HighlightEditableData
function HighlightEditableData.new(props) return end

---@class HighlightEffector : gameContinuousEffector
---@field owner gameObject
---@field maxDistance Float
---@field effectDuraton Float
---@field highlightVisible Bool
---@field searchFilter CName
---@field targetingSet CName
HighlightEffector = {}

---@return HighlightEffector
function HighlightEffector.new() return end

---@param props table
---@return HighlightEffector
function HighlightEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function HighlightEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function HighlightEffector:Initialize(record, parentRecord) return end

function HighlightEffector:ProcessEffector() return end

---@param searchQuery gameTargetSearchQuery
function HighlightEffector:ProcessHighlight(searchQuery) return end

---@param owner gameObject
---@param query gameTargetSearchQuery
function HighlightEffector:RevealAllObjects(owner, query) return end

---@param owner gameObject
---@param object gameObject
---@param reveal Bool
---@param lifetime Float
function HighlightEffector:RevealObject(owner, object, reveal, lifetime) return end

---@class HighlightInstance : ModuleInstance
---@field context HighlightContext
---@field instant Bool
HighlightInstance = {}

---@return HighlightInstance
function HighlightInstance.new() return end

---@param props table
---@return HighlightInstance
function HighlightInstance.new(props) return end

---@return HighlightContext
function HighlightInstance:GetContext() return end

---@return Bool
function HighlightInstance:IsInstant() return end

---@param newContext HighlightContext
---@param _isLookedAt Bool
---@param _isRevealed Bool
---@param _instant Bool
function HighlightInstance:SetContext(newContext, _isLookedAt, _isRevealed, _instant) return end

---@class HighlightModule : HUDModule
HighlightModule = {}

---@return HighlightModule
function HighlightModule.new() return end

---@param props table
---@return HighlightModule
function HighlightModule.new(props) return end

---@param actor gameHudActor
---@return HighlightInstance
function HighlightModule:DuplicateLastInstance(actor) return end

---@param mode ActiveMode
---@return HUDJob
function HighlightModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob[]
function HighlightModule:Process(mode) return end

---@param jobs HUDJob[]
function HighlightModule:Suppress(jobs) return end

---@class HighlightObjectEffector : gameEffector
---@field reason CName
HighlightObjectEffector = {}

---@return HighlightObjectEffector
function HighlightObjectEffector.new() return end

---@param props table
---@return HighlightObjectEffector
function HighlightObjectEffector.new(props) return end

---@param owner gameObject
function HighlightObjectEffector:ActionOff(owner) return end

---@param owner gameObject
function HighlightObjectEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function HighlightObjectEffector:Initialize(record, parentRecord) return end

---@class HighwaySignSelector : StreetSignSelector
---@field recordID TweakDBID
HighwaySignSelector = {}

---@return HighwaySignSelector
function HighwaySignSelector.new() return end

---@param props table
---@return HighwaySignSelector
function HighwaySignSelector.new(props) return end

---@return TweakDBID
function HighwaySignSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function HighwaySignSelector:SetRecordID(recordID) return end

---@class HitAttackSubtypePrereq : GenericHitPrereq
---@field attackSubtype gamedataAttackSubtype
HitAttackSubtypePrereq = {}

---@return HitAttackSubtypePrereq
function HitAttackSubtypePrereq.new() return end

---@param props table
---@return HitAttackSubtypePrereq
function HitAttackSubtypePrereq.new(props) return end

---@param recordID TweakDBID|string
function HitAttackSubtypePrereq:Initialize(recordID) return end

---@class HitAttackSubtypePrereqState : GenericHitPrereqState
HitAttackSubtypePrereqState = {}

---@return HitAttackSubtypePrereqState
function HitAttackSubtypePrereqState.new() return end

---@param props table
---@return HitAttackSubtypePrereqState
function HitAttackSubtypePrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitAttackSubtypePrereqState:Evaluate(hitEvent) return end

---@class HitCallback : gameScriptedDamageSystemListener
---@field state GenericHitPrereqState
HitCallback = {}

---@return HitCallback
function HitCallback.new() return end

---@param props table
---@return HitCallback
function HitCallback.new(props) return end

---@param missEvent gameeventsMissEvent
function HitCallback:OnMissTriggered(missEvent) return end

---@param state gamePrereqState
function HitCallback:RegisterState(state) return end

---@param hitEvent gameeventsHitEvent
function HitCallback:UpdateState(hitEvent) return end

---@class HitConditions : AIbehaviorconditionScript
HitConditions = {}

---@class HitDamageOverTimePrereq : GenericHitPrereq
---@field dotType gamedataStatusEffectType
HitDamageOverTimePrereq = {}

---@return HitDamageOverTimePrereq
function HitDamageOverTimePrereq.new() return end

---@param props table
---@return HitDamageOverTimePrereq
function HitDamageOverTimePrereq.new(props) return end

---@param recordID TweakDBID|string
function HitDamageOverTimePrereq:Initialize(recordID) return end

---@class HitDamageOverTimePrereqState : GenericHitPrereqState
HitDamageOverTimePrereqState = {}

---@return HitDamageOverTimePrereqState
function HitDamageOverTimePrereqState.new() return end

---@param props table
---@return HitDamageOverTimePrereqState
function HitDamageOverTimePrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitDamageOverTimePrereqState:Evaluate(hitEvent) return end

---@class HitData_Base : gameHitShapeUserData
---@field hitShapeTag CName
---@field bodyPartStatPoolName CName
---@field hitShapeType HitShape_Type
HitData_Base = {}

---@return HitData_Base
function HitData_Base.new() return end

---@param props table
---@return HitData_Base
function HitData_Base.new(props) return end

---@return Bool
function HitData_Base:IsWeakspot() return end

---@class HitData_Humanoid : HitData_Base
---@field reactionZonesSide ReactionZones_Humanoid_Side
HitData_Humanoid = {}

---@return HitData_Humanoid
function HitData_Humanoid.new() return end

---@param props table
---@return HitData_Humanoid
function HitData_Humanoid.new(props) return end

---@class HitDistanceCoveredPrereq : GenericHitPrereq
---@field distanceRequired Float
---@field comparisonType EComparisonType
HitDistanceCoveredPrereq = {}

---@return HitDistanceCoveredPrereq
function HitDistanceCoveredPrereq.new() return end

---@param props table
---@return HitDistanceCoveredPrereq
function HitDistanceCoveredPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitDistanceCoveredPrereq:Initialize(recordID) return end

---@class HitDistanceCoveredPrereqState : GenericHitPrereqState
HitDistanceCoveredPrereqState = {}

---@return HitDistanceCoveredPrereqState
function HitDistanceCoveredPrereqState.new() return end

---@param props table
---@return HitDistanceCoveredPrereqState
function HitDistanceCoveredPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitDistanceCoveredPrereqState:Evaluate(hitEvent) return end

---@class HitEventEffector : gameEffector
HitEventEffector = {}

---@return HitEventEffector
function HitEventEffector.new() return end

---@param props table
---@return HitEventEffector
function HitEventEffector.new(props) return end

---@param multiPrereqState gameMultiPrereqState
---@return gameeventsHitEvent
function HitEventEffector:FindHitEventInMultiPrereq(multiPrereqState) return end

---@return gameeventsHitEvent
function HitEventEffector:GetHitEvent() return end

---@class HitFlagHitPrereqCondition : BaseHitPrereqCondition
---@field hitFlag hitFlag
---@field invertHitFlag Bool
HitFlagHitPrereqCondition = {}

---@return HitFlagHitPrereqCondition
function HitFlagHitPrereqCondition.new() return end

---@param props table
---@return HitFlagHitPrereqCondition
function HitFlagHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitFlagHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function HitFlagHitPrereqCondition:SetData(recordID) return end

---@class HitFlagPrereq : GenericHitPrereq
---@field flag hitFlag
HitFlagPrereq = {}

---@return HitFlagPrereq
function HitFlagPrereq.new() return end

---@param props table
---@return HitFlagPrereq
function HitFlagPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitFlagPrereq:Initialize(recordID) return end

---@class HitFlagPrereqState : GenericHitPrereqState
HitFlagPrereqState = {}

---@return HitFlagPrereqState
function HitFlagPrereqState.new() return end

---@param props table
---@return HitFlagPrereqState
function HitFlagPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitFlagPrereqState:Evaluate(hitEvent) return end

---@class HitHistory : IScriptable
---@field hitHistory HitHistoryItem[]
---@field maxEntries Int32
HitHistory = {}

---@return HitHistory
function HitHistory.new() return end

---@param props table
---@return HitHistory
function HitHistory.new(props) return end

---@param instigator gameObject
---@param hitTime Float
---@param isMelee Bool
function HitHistory:Add(instigator, hitTime, isMelee) return end

---@param evt gameeventsHitEvent
function HitHistory:AddHit(evt) return end

---@param object gameObject
---@return Float, Bool
function HitHistory:GetLastDamageTime(object) return end

---@class HitHistoryItem
---@field instigator gameObject
---@field hitTime Float
---@field isMelee Bool
HitHistoryItem = {}

---@return HitHistoryItem
function HitHistoryItem.new() return end

---@param props table
---@return HitHistoryItem
function HitHistoryItem.new(props) return end

---@class HitIndicatorWeaponZoomListener : gameScriptStatsListener
---@field gameController TargetHitIndicatorGameController
HitIndicatorWeaponZoomListener = {}

---@return HitIndicatorWeaponZoomListener
function HitIndicatorWeaponZoomListener.new() return end

---@param props table
---@return HitIndicatorWeaponZoomListener
function HitIndicatorWeaponZoomListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function HitIndicatorWeaponZoomListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class HitInstigatorCooldownEvent : redEvent
---@field instigatorID entEntityID
HitInstigatorCooldownEvent = {}

---@return HitInstigatorCooldownEvent
function HitInstigatorCooldownEvent.new() return end

---@param props table
---@return HitInstigatorCooldownEvent
function HitInstigatorCooldownEvent.new(props) return end

---@class HitIsBodyPartHeadPrereq : GenericHitPrereq
HitIsBodyPartHeadPrereq = {}

---@return HitIsBodyPartHeadPrereq
function HitIsBodyPartHeadPrereq.new() return end

---@param props table
---@return HitIsBodyPartHeadPrereq
function HitIsBodyPartHeadPrereq.new(props) return end

---@class HitIsBodyPartHeadPrereqState : GenericHitPrereqState
HitIsBodyPartHeadPrereqState = {}

---@return HitIsBodyPartHeadPrereqState
function HitIsBodyPartHeadPrereqState.new() return end

---@param props table
---@return HitIsBodyPartHeadPrereqState
function HitIsBodyPartHeadPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsBodyPartHeadPrereqState:Evaluate(hitEvent) return end

---@class HitIsBodyPartLimbPrereq : GenericHitPrereq
HitIsBodyPartLimbPrereq = {}

---@return HitIsBodyPartLimbPrereq
function HitIsBodyPartLimbPrereq.new() return end

---@param props table
---@return HitIsBodyPartLimbPrereq
function HitIsBodyPartLimbPrereq.new(props) return end

---@class HitIsBodyPartLimbPrereqState : GenericHitPrereqState
HitIsBodyPartLimbPrereqState = {}

---@return HitIsBodyPartLimbPrereqState
function HitIsBodyPartLimbPrereqState.new() return end

---@param props table
---@return HitIsBodyPartLimbPrereqState
function HitIsBodyPartLimbPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsBodyPartLimbPrereqState:Evaluate(hitEvent) return end

---@class HitIsBodyPartTorsoPrereq : GenericHitPrereq
HitIsBodyPartTorsoPrereq = {}

---@return HitIsBodyPartTorsoPrereq
function HitIsBodyPartTorsoPrereq.new() return end

---@param props table
---@return HitIsBodyPartTorsoPrereq
function HitIsBodyPartTorsoPrereq.new(props) return end

---@class HitIsBodyPartTorsoPrereqState : GenericHitPrereqState
HitIsBodyPartTorsoPrereqState = {}

---@return HitIsBodyPartTorsoPrereqState
function HitIsBodyPartTorsoPrereqState.new() return end

---@param props table
---@return HitIsBodyPartTorsoPrereqState
function HitIsBodyPartTorsoPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsBodyPartTorsoPrereqState:Evaluate(hitEvent) return end

---@class HitIsHumanPrereq : GenericHitPrereq
---@field invert Bool
HitIsHumanPrereq = {}

---@return HitIsHumanPrereq
function HitIsHumanPrereq.new() return end

---@param props table
---@return HitIsHumanPrereq
function HitIsHumanPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitIsHumanPrereq:Initialize(recordID) return end

---@class HitIsHumanPrereqState : GenericHitPrereqState
HitIsHumanPrereqState = {}

---@return HitIsHumanPrereqState
function HitIsHumanPrereqState.new() return end

---@param props table
---@return HitIsHumanPrereqState
function HitIsHumanPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsHumanPrereqState:Evaluate(hitEvent) return end

---@class HitIsInstigatorPlayerPrereq : GenericHitPrereq
HitIsInstigatorPlayerPrereq = {}

---@return HitIsInstigatorPlayerPrereq
function HitIsInstigatorPlayerPrereq.new() return end

---@param props table
---@return HitIsInstigatorPlayerPrereq
function HitIsInstigatorPlayerPrereq.new(props) return end

---@class HitIsInstigatorPlayerPrereqState : GenericHitPrereqState
HitIsInstigatorPlayerPrereqState = {}

---@return HitIsInstigatorPlayerPrereqState
function HitIsInstigatorPlayerPrereqState.new() return end

---@param props table
---@return HitIsInstigatorPlayerPrereqState
function HitIsInstigatorPlayerPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsInstigatorPlayerPrereqState:Evaluate(hitEvent) return end

---@class HitIsMovingPrereq : GenericHitPrereq
---@field isMoving Bool
---@field object String
HitIsMovingPrereq = {}

---@return HitIsMovingPrereq
function HitIsMovingPrereq.new() return end

---@param props table
---@return HitIsMovingPrereq
function HitIsMovingPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitIsMovingPrereq:Initialize(recordID) return end

---@class HitIsMovingPrereqState : GenericHitPrereqState
HitIsMovingPrereqState = {}

---@return HitIsMovingPrereqState
function HitIsMovingPrereqState.new() return end

---@param props table
---@return HitIsMovingPrereqState
function HitIsMovingPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsMovingPrereqState:Evaluate(hitEvent) return end

---@class HitIsQuickhackPresentInQueuePrereqCondition : BaseHitPrereqCondition
---@field hackCategory gamedataHackCategory_Record
---@field isTheNextQhInQueue Bool
HitIsQuickhackPresentInQueuePrereqCondition = {}

---@return HitIsQuickhackPresentInQueuePrereqCondition
function HitIsQuickhackPresentInQueuePrereqCondition.new() return end

---@param props table
---@return HitIsQuickhackPresentInQueuePrereqCondition
function HitIsQuickhackPresentInQueuePrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsQuickhackPresentInQueuePrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function HitIsQuickhackPresentInQueuePrereqCondition:SetData(recordID) return end

---@class HitIsRarityPrereq : GenericHitPrereq
---@field invert Bool
---@field rarity gamedataNPCRarity
HitIsRarityPrereq = {}

---@return HitIsRarityPrereq
function HitIsRarityPrereq.new() return end

---@param props table
---@return HitIsRarityPrereq
function HitIsRarityPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitIsRarityPrereq:Initialize(recordID) return end

---@class HitIsRarityPrereqState : GenericHitPrereqState
HitIsRarityPrereqState = {}

---@return HitIsRarityPrereqState
function HitIsRarityPrereqState.new() return end

---@param props table
---@return HitIsRarityPrereqState
function HitIsRarityPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsRarityPrereqState:Evaluate(hitEvent) return end

---@class HitIsRicochetPrereq : GenericHitPrereq
HitIsRicochetPrereq = {}

---@return HitIsRicochetPrereq
function HitIsRicochetPrereq.new() return end

---@param props table
---@return HitIsRicochetPrereq
function HitIsRicochetPrereq.new(props) return end

---@class HitIsRicochetPrereqState : GenericHitPrereqState
HitIsRicochetPrereqState = {}

---@return HitIsRicochetPrereqState
function HitIsRicochetPrereqState.new() return end

---@param props table
---@return HitIsRicochetPrereqState
function HitIsRicochetPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsRicochetPrereqState:Evaluate(hitEvent) return end

---@class HitIsSourceGrenadePrereq : GenericHitPrereq
HitIsSourceGrenadePrereq = {}

---@return HitIsSourceGrenadePrereq
function HitIsSourceGrenadePrereq.new() return end

---@param props table
---@return HitIsSourceGrenadePrereq
function HitIsSourceGrenadePrereq.new(props) return end

---@class HitIsSourceGrenadePrereqState : GenericHitPrereqState
HitIsSourceGrenadePrereqState = {}

---@return HitIsSourceGrenadePrereqState
function HitIsSourceGrenadePrereqState.new() return end

---@param props table
---@return HitIsSourceGrenadePrereqState
function HitIsSourceGrenadePrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsSourceGrenadePrereqState:Evaluate(hitEvent) return end

---@class HitIsTheSameTargetPrereq : GenericHitPrereq
---@field isMoving Bool
---@field object String
---@field invert Bool
HitIsTheSameTargetPrereq = {}

---@return HitIsTheSameTargetPrereq
function HitIsTheSameTargetPrereq.new() return end

---@param props table
---@return HitIsTheSameTargetPrereq
function HitIsTheSameTargetPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitIsTheSameTargetPrereq:Initialize(recordID) return end

---@class HitIsTheSameTargetPrereqState : GenericHitPrereqState
---@field previousTarget gameObject
---@field previousSource gameObject
---@field previousWeapon gameweaponObject
HitIsTheSameTargetPrereqState = {}

---@return HitIsTheSameTargetPrereqState
function HitIsTheSameTargetPrereqState.new() return end

---@param props table
---@return HitIsTheSameTargetPrereqState
function HitIsTheSameTargetPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitIsTheSameTargetPrereqState:Evaluate(hitEvent) return end

---@class HitOperationTriggerData : DeviceOperationTriggerData
---@field isAttackerPlayer Bool
---@field isAttackerNPC Bool
---@field bullets Bool
---@field explosions Bool
---@field melee Bool
---@field healthPercentage Float
HitOperationTriggerData = {}

---@return HitOperationTriggerData
function HitOperationTriggerData.new() return end

---@param props table
---@return HitOperationTriggerData
function HitOperationTriggerData.new(props) return end

---@class HitOperations : DeviceOperations
---@field hitOperations SHitOperationData[]
HitOperations = {}

---@return HitOperations
function HitOperations.new() return end

---@param props table
---@return HitOperations
function HitOperations.new(props) return end

---@param operationID Int32
function HitOperations:ClearDelayIdOnOperation(operationID) return end

---@param owner gameObject
---@param activator gameObject
---@param attackData gamedamageAttackData
function HitOperations:ExecuteOperation(owner, activator, attackData) return end

---@param index Int32
---@return Bool
function HitOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function HitOperations:RequestComponents(ri) return end

---@param owner gameObject
---@param activator gameObject
function HitOperations:RestoreOperation(owner, activator) return end

---@param delayId gameDelayID
---@param operationID Int32
function HitOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function HitOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function HitOperations:ToggleOperation(enable, index) return end

---@class HitOperationsTrigger : DeviceOperationsTrigger
---@field triggerData HitOperationTriggerData
HitOperationsTrigger = {}

---@return HitOperationsTrigger
function HitOperationsTrigger.new() return end

---@param props table
---@return HitOperationsTrigger
function HitOperationsTrigger.new(props) return end

---@param owner gameObject
---@param activator gameObject
---@param attackData gamedamageAttackData
---@param container DeviceOperationsContainer
function HitOperationsTrigger:EvaluateTrigger(owner, activator, attackData, container) return end

---@class HitOrMissTriggeredPrereq : GenericHitPrereq
HitOrMissTriggeredPrereq = {}

---@return HitOrMissTriggeredPrereq
function HitOrMissTriggeredPrereq.new() return end

---@param props table
---@return HitOrMissTriggeredPrereq
function HitOrMissTriggeredPrereq.new(props) return end

---@class HitOrMissTriggeredPrereqState : GenericHitPrereqState
HitOrMissTriggeredPrereqState = {}

---@return HitOrMissTriggeredPrereqState
function HitOrMissTriggeredPrereqState.new() return end

---@param props table
---@return HitOrMissTriggeredPrereqState
function HitOrMissTriggeredPrereqState.new(props) return end

---@param missEvent gameeventsMissEvent
function HitOrMissTriggeredPrereqState:OnMissTriggered(missEvent) return end

---@class HitReactionBehaviorData : IScriptable
---@field hitReactionType animHitReactionType
---@field hitReactionActivationTimeStamp Float
---@field hitReactionDuration Float
HitReactionBehaviorData = {}

---@return HitReactionBehaviorData
function HitReactionBehaviorData.new() return end

---@param props table
---@return HitReactionBehaviorData
function HitReactionBehaviorData.new(props) return end

---@return Float
function HitReactionBehaviorData:GetHitReactionDeactivationTimeStamp() return end

---@class HitReactionComponent : AIMandatoryComponents
---@field ownerNPC NPCPuppet
---@field ownerPuppet ScriptedPuppet
---@field ownerWeapon gameweaponObject
---@field ownerID entEntityID
---@field statsSystem gameStatsSystem
---@field ownerIsMassive Bool
---@field impactDamageDuration Float
---@field staggerDamageDuration Float
---@field impactDamageDurationMelee Float
---@field staggerDamageDurationMelee Float
---@field knockdownDamageDuration Float
---@field defeatedMinDuration Float
---@field previousHitTime Float
---@field reactionType animHitReactionType
---@field animHitReaction animAnimFeature_HitReactionsData
---@field lastAnimHitReaction animAnimFeature_HitReactionsData
---@field hitReactionAction ActionHitReactionScriptProxy
---@field previousAnimHitReactionArray ScriptHitData[]
---@field lastHitReactionPlayed EAILastHitReactionPlayed
---@field hitShapeData gameShapeData
---@field animVariation Int32
---@field specificHitTimeout Float
---@field quickMeleeCooldown Float
---@field dismembermentBodyPartDamageThreshold Float[]
---@field woundedBodyPartDamageThreshold Float[]
---@field defeatedBodyPartDamageThreshold Float[]
---@field defeatedDamageThreshold Float
---@field impactDamageThreshold Float
---@field staggerDamageThreshold Float
---@field knockdownDamageThreshold Float
---@field knockdownImpulseThreshold Float
---@field immuneToKnockDown Bool
---@field hitComboReset Float
---@field physicalImpulseReset Float
---@field guardBreakImpulseReset Float
---@field cumulatedDamages Float
---@field bodyPartWoundCumulatedDamages Float[]
---@field bodyPartDismemberCumulatedDamages Float[]
---@field attackerWeaponKnockdownImpulse Float
---@field attackerWeaponKnockdownImpulseForEvade Float
---@field attackerWeaponKnockdownImpulseForEvadeCumulation Float
---@field ownerWeaponKnockdownImpulseForEvade Float
---@field cumulatedPhysicalImpulse Float
---@field cumulatedGuardBreakImpulse Float
---@field cumulatedEvadeBreakImpulse Float
---@field ragdollImpulse Float
---@field ragdollInfluenceRadius Float
---@field hitIntensity EAIHitIntensity
---@field previousMeleeHitTimeStamp Float
---@field previousRangedHitTimeStamp Float
---@field previousBlockTimeStamp Float
---@field previousParryTimeStamp Float
---@field previousDodgeTimeStamp Float
---@field previousRagdollTimeStamp Float
---@field previousHackStaggerTimeStamp Float
---@field previousHackImpactTimeStamp Float
---@field blockCount Int32
---@field parryCount Int32
---@field dodgeCount Int32
---@field hitCount Uint32
---@field defeatedHasBeenPlayed Bool
---@field defeatedRegisteredTime Float
---@field deathHasBeenPlayed Bool
---@field deathRegisteredTime Float
---@field extendedDeathRegisteredTime Float
---@field extendedDeathDelayRegisteredTime Float
---@field extendedHitReactionRegisteredTime Float
---@field extendedHitReactionDelayRegisteredTime Float
---@field scatteredGuts Bool
---@field cumulativeDamageUpdateInterval Float
---@field cumulativeDamageUpdateRequested Bool
---@field currentStimId Uint32
---@field attackData gamedamageAttackData
---@field attackDirectionToInt Int32
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field hitDirectionToInt Int32
---@field overridenHitDirection Bool
---@field lastHitReactionBehaviorData HitReactionBehaviorData
---@field lastStimName CName
---@field deathStimName CName
---@field meleeHitCount Int32
---@field strongMeleeHitCount Int32
---@field meleeBaseMaxHitChain Int32
---@field rangedBaseMaxHitChain Int32
---@field maxHitChainForMelee Int32
---@field maxHitChainForRanged Int32
---@field isAlive Bool
---@field frameDamageHealthFactor Float
---@field hitCountData Float[]
---@field hitCountArrayEnd Int32
---@field hitCountArrayCurrent Int32
---@field allowDefeatedOnCompanion Bool
---@field baseCumulativeDamagesDecreaser Float
---@field blockCountInterval Float
---@field dodgeCountInterval Float
---@field globalHitTimer Float
---@field hasMantisBladesinRecord Bool
---@field indicatorEnabledBlackboardId redCallbackObject
---@field hitIndicatorEnabled Bool
---@field hasBeenWounded Bool
---@field inWorkspot Bool
---@field inCover Bool
---@field healthListener NPCHealthListener
---@field hitReactionComponentStatsListener NPCHitReactionComponentStatsListener
---@field currentHealth Float
---@field totalHealth Float
---@field totalStamina Float
---@field currentCanDropWeapon Float
---@field currentExtendedHitReactionImmunity Float
---@field currentIsInvulnerable Float
---@field currentDefeatedDamageThreshold Float
---@field currentImpactDamageThreshold Float
---@field currentImpactDamageThresholdInCover Float
---@field currentKnockdownDamageThreshold Float
---@field currentKnockdownDamageThresholdImpulse Float
---@field currentKnockdownDamageThresholdInCover Float
---@field currentKnockdownImmunity Float
---@field currentMeleeHitReactionResistance Float
---@field currentStaggerDamageThreshold Float
---@field currentStaggerDamageThresholdInCover Float
---@field currentCanBlock Float
---@field currentHasKerenzikov Float
---@field dismemberExecuteHealthRange Vector2
---@field dismemberExecuteDistanceRange Vector2
---@field executeDismembered Bool
---@field attackIsValidBodyPerk Bool
---@field invalidForExecuteDismember Bool
---@field hitReactionData animAnimFeature_HitReactionsData
HitReactionComponent = {}

---@return HitReactionComponent
function HitReactionComponent.new() return end

---@param props table
---@return HitReactionComponent
function HitReactionComponent.new(props) return end

---@param obj gameObject
function HitReactionComponent.ClearHitStim(obj) return end

---@return TweakDBID
function HitReactionComponent.GetMantisBladesInstantDismembermentSpyBuffStatusEffectID() return end

---@param evt ClearHitStimEvent
---@return Bool
function HitReactionComponent:OnClearHitStimEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function HitReactionComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function HitReactionComponent:OnDefeated(evt) return end

---@param forcedDeath ForcedDeathEvent
---@return Bool
function HitReactionComponent:OnForcedDeathEvent(forcedDeath) return end

---@param forcedHitReaction ForcedHitReactionEvent
---@return Bool
function HitReactionComponent:OnForcedHitReaction(forcedHitReaction) return end

---@param value Bool
---@return Bool
function HitReactionComponent:OnHitIndicatorEnabledChanged(value) return end

---@param evt HitReactionCumulativeDamageUpdate
---@return Bool
function HitReactionComponent:OnHitReactionCumulativeDamageUpdate(evt) return end

---@param evt HitReactionStopMotionExtraction
---@return Bool
function HitReactionComponent:OnHitReactionStopMotionExtraction(evt) return end

---@param evt gameAttachmentSlotEventsItemAddedToSlot
---@return Bool
function HitReactionComponent:OnItemAddedToSlot(evt) return end

---@param evt PlayGrandFinaleVFX
---@return Bool
function HitReactionComponent:OnPlayGrandFinaleVFX(evt) return end

---@param evt PlayOnePunchVFX
---@return Bool
function HitReactionComponent:OnPlayOnePunchVFX(evt) return end

---@param evt HitReactionRequest
---@return Bool
function HitReactionComponent:OnRequestHitReaction(evt) return end

---@param evt gameeventsResurrectEvent
---@return Bool
function HitReactionComponent:OnResurrect(evt) return end

---@param evt LastHitDataEvent
---@return Bool
function HitReactionComponent:OnSetLastHitReactionBehaviorData(evt) return end

---@param evt NewHitDataEvent
---@return Bool
function HitReactionComponent:OnSetNewHitReactionBehaviorData(evt) return end

---@param hitEvent gameeventsHitEvent
function HitReactionComponent:CacheVars(hitEvent) return end

---@param weaponType gamedataItemType
---@param guardBreakImpulse Float
---@return Bool
function HitReactionComponent:CanAttackGuardBreak(weaponType, guardBreakImpulse) return end

---@param doNotCheckAttackData Bool
---@return Bool
function HitReactionComponent:CanDieCondition(doNotCheckAttackData) return end

---@return Bool
function HitReactionComponent:CheckBrainMeltDeath() return end

---@return Bool
function HitReactionComponent:CheckInstantDismembermentOnDeath() return end

---@param player gameObject
function HitReactionComponent:ClearBodyPerkDismembermentChance(player) return end

---@param npc NPCPuppet
---@return Bool
function HitReactionComponent:DefeatedRemoveConditions(npc) return end

---@return Bool
function HitReactionComponent:DismembermentConditions() return end

---@param newHitEvent gameeventsHitEvent
function HitReactionComponent:EvaluateHit(newHitEvent) return end

---@return Int32
function HitReactionComponent:GetAttackDirection() return end

---@return CName
function HitReactionComponent:GetAttackTag() return end

---@return gamedataAttackType
function HitReactionComponent:GetAttackType() return end

---@return Int32
function HitReactionComponent:GetBlockCount() return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitReactionComponent:GetBodyPart(hitEvent) return end

---@return Bool
function HitReactionComponent:GetCanBlock() return end

---@return Float
function HitReactionComponent:GetCumulatedDamage() return end

---@return Float
function HitReactionComponent:GetCurrentTime() return end

function HitReactionComponent:GetDBParameters() return end

---@return Bool
function HitReactionComponent:GetDeathHasBeenPlayed() return end

---@return CName
function HitReactionComponent:GetDeathStimName() return end

---@return Bool
function HitReactionComponent:GetDefeatedHasBeenPlayed() return end

---@return gameDismWoundType
function HitReactionComponent:GetDismembermentWoundType() return end

---@return Int32
function HitReactionComponent:GetDodgeCount() return end

---@return Float
function HitReactionComponent:GetFrameDamage() return end

---@return Float
function HitReactionComponent:GetFrameDismembermentDamage() return end

---@return Float
function HitReactionComponent:GetFrameWoundsDamage() return end

---@return Bool
function HitReactionComponent:GetHasKerenzikov() return end

---@return Float
function HitReactionComponent:GetHealthPecentageNormalized() return end

---@return Bool
function HitReactionComponent:GetHitAnimationInProgress() return end

---@param index Int32
---@return Float
function HitReactionComponent:GetHitCountData(index) return end

---@return Int32
function HitReactionComponent:GetHitCountDataArrayCurrent() return end

---@return Int32
function HitReactionComponent:GetHitCountDataArrayEnd() return end

---@return Int32
function HitReactionComponent:GetHitCountInCombo() return end

---@return Vector4
function HitReactionComponent:GetHitDirection() return end

---@return Int32
function HitReactionComponent:GetHitDirectionToInt() return end

---@return gameObject
function HitReactionComponent:GetHitInstigator() return end

---@param defeatedOverride Bool
function HitReactionComponent:GetHitIntensity(defeatedOverride) return end

---@return Vector4
function HitReactionComponent:GetHitPosition() return end

---@return animAnimFeature_HitReactionsData
function HitReactionComponent:GetHitReactionData() return end

---@return ActionHitReactionScriptProxy
function HitReactionComponent:GetHitReactionProxyAction() return end

---@return Int32
function HitReactionComponent:GetHitReactionType() return end

---@return HitShapeUserDataBase
function HitReactionComponent:GetHitShapeUserData() return end

---@param hitEvent gameeventsHitEvent
---@return CName
function HitReactionComponent:GetHitSoundName(hitEvent) return end

---@return gameObject
function HitReactionComponent:GetHitSource() return end

---@return animAnimFeature_HitReactionsData
function HitReactionComponent:GetHitStimEvent() return end

---@return Bool
function HitReactionComponent:GetHitTimerAvailability() return end

---@return Float
function HitReactionComponent:GetIsOwnerImmuneToExtendedHitReaction() return end

---@return Bool
function HitReactionComponent:GetIsOwnerResistantToMeleeHitReaction() return end

---@param hitEvent gameeventsHitEvent
---@return CName
function HitReactionComponent:GetKillSoundName(hitEvent) return end

---@return HitReactionBehaviorData
function HitReactionComponent:GetLastHitReactionBehaviorData() return end

---@return animAnimFeature_HitReactionsData
function HitReactionComponent:GetLastHitReactionData() return end

---@return Float
function HitReactionComponent:GetLastHitTimeStamp() return end

---@return Uint32
function HitReactionComponent:GetLastStimID() return end

---@return CName
function HitReactionComponent:GetLastStimName() return end

---@return Int32
function HitReactionComponent:GetMeleeMaxHitChain() return end

---@return Vector4
function HitReactionComponent:GetOverridenHitDirection() return end

---@return Float
function HitReactionComponent:GetOwnerCurrentHealth() return end

---@return Float
function HitReactionComponent:GetOwnerHPPercentage() return end

---@return Float
function HitReactionComponent:GetOwnerTotalHealth() return end

---@return Int32
function HitReactionComponent:GetParryCount() return end

---@param attackData gamedamageAttackData
---@param hitPosition Vector4
---@return Float, Float
function HitReactionComponent:GetPhysicalImpulse(attackData, hitPosition) return end

---@return Float
function HitReactionComponent:GetRagdollImpulse() return end

---@return Int32
function HitReactionComponent:GetRangedMaxHitChain() return end

---@param guardBreakImpulse Float
---@param newHitEvent gameeventsHitEvent
---@return animHitReactionType
function HitReactionComponent:GetReactionType(guardBreakImpulse, newHitEvent) return end

---@return Bool
function HitReactionComponent:GetShouldEvade() return end

---@return Int32
function HitReactionComponent:GetStrongHitCountInCombo() return end

---@return gamedataAttackSubtype
function HitReactionComponent:GetSubAttackSubType() return end

---@param player gameObject
function HitReactionComponent:IncrementBodyPerkDismembermentChance(player) return end

function HitReactionComponent:IncrementHitCountData() return end

---@return Bool
function HitReactionComponent:IsExecutedByDismemberment() return end

---@return Bool
function HitReactionComponent:IsInKnockdown() return end

---@return Bool
function HitReactionComponent:IsOwnerFacingInstigator() return end

---@param powerDifferential gameEPowerDifferential
---@return Bool
function HitReactionComponent:IsPowerDifferenceBelow(powerDifferential) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitReactionComponent:IsSoundCriticalHit(hitEvent) return end

---@param attackData gamedamageAttackData
---@return Bool
function HitReactionComponent:IsStrongExplosion(attackData) return end

---@param healthMissing Float
---@return Bool
function HitReactionComponent:IsValidBodyPerkDismemberAttack(healthMissing) return end

---@param instigator gameObject
---@param bodyPart EHitReactionZone
---@param targetPosition Vector4
function HitReactionComponent:NotifyAboutDismembermentInstigated(instigator, bodyPart, targetPosition) return end

---@param instigator gameObject
---@param bodyPart EHitReactionZone
function HitReactionComponent:NotifyAboutWoundedInstigated(instigator, bodyPart) return end

function HitReactionComponent:OnGameAttach() return end

function HitReactionComponent:OnGameAttached() return end

function HitReactionComponent:OnGameDetach() return end

function HitReactionComponent:ProcessBodyPerkDismembement() return end

---@param npc NPCPuppet
---@return Bool
function HitReactionComponent:ProcessDefeated(npc) return end

---@param owner gameObject
---@param hitBodyPart EHitReactionZone
---@param hitReaction animHitReactionType
function HitReactionComponent:ProcessDropWeaponOnHit(owner, hitBodyPart, hitReaction) return end

function HitReactionComponent:ProcessExplosionDismembement() return end

---@param hitEvent gameeventsHitEvent
function HitReactionComponent:ProcessExtendedDeathAnimData(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function HitReactionComponent:ProcessExtendedHitReactionAnimData(hitEvent) return end

---@param hitPosition Vector4
function HitReactionComponent:ProcessFragmentationSplinterReaction(hitPosition) return end

---@param target ScriptedPuppet
---@param instigator gameObject
function HitReactionComponent:ProcessGrandFinaleHitImpact(target, instigator) return end

---@param bodyPart EHitReactionZone
---@return EHitReactionZone
function HitReactionComponent:ProcessHitReactionZone(bodyPart) return end

---@param target ScriptedPuppet
---@param instigator gameObject
function HitReactionComponent:ProcessOnePunchAttackHitImpact(target, instigator) return end

---@param hitevent gameeventsHitEvent
function HitReactionComponent:ProcessSpecialFX(hitevent) return end

function HitReactionComponent:ProcessWoundsAndDismemberment() return end

---@param reactionZone EHitReactionZone
---@return EBarkList
function HitReactionComponent:ReactionZoneEnumToBarkListEnum(reactionZone) return end

---@param reactionZone EHitReactionZone
---@return Int32
function HitReactionComponent:ReactionZoneEnumToBodyPartID(reactionZone) return end

---@param currentTimeStamp Float
---@return Int32, Int32
function HitReactionComponent:RecalculateHitReactionValsForHacks(currentTimeStamp) return end

function HitReactionComponent:RequestCumulativeDamageUpdate() return end

function HitReactionComponent:ResetFrameDamage() return end

function HitReactionComponent:ResetHitCount() return end

---@param reactionPlayed animHitReactionType
function HitReactionComponent:SendDataToAIBehavior(reactionPlayed) return end

---@param dismembermentType gameDismWoundType
---@param bodyPart gameDismBodyPart
---@param explosionEpicentrum Vector4
---@param strength Float
---@param hitPosition Vector4
function HitReactionComponent:SendDismembermentCriticalEvent(dismembermentType, bodyPart, explosionEpicentrum, strength, hitPosition) return end

---@param reactionPlayed animHitReactionType
function HitReactionComponent:SendMechDataToAIBehavior(reactionPlayed) return end

function HitReactionComponent:SendTwitchDataToAnimationGraph() return end

---@param playerObject gameObject
function HitReactionComponent:SendTwitchDataToPlayerAnimationGraph(playerObject) return end

---@return Int32, EHitReactionZone
function HitReactionComponent:SetAnimVariation() return end

---@param target gameObject
---@return Float
function HitReactionComponent:SetCumulatedDamages(target) return end

function HitReactionComponent:SetCumulatedDamagesForDeadNPC() return end

---@param laststimName CName|string
function HitReactionComponent:SetDeathStimName(laststimName) return end

function HitReactionComponent:SetHitReactionImmunities() return end

---@param hitSource EAIHitSource
function HitReactionComponent:SetHitReactionSource(hitSource) return end

function HitReactionComponent:SetHitReactionThresholds() return end

---@param hitType animHitReactionType
function HitReactionComponent:SetHitReactionType(hitType) return end

---@param attackType gamedataAttackType
function HitReactionComponent:SetHitSource(attackType) return end

---@param hitData animAnimFeature_HitReactionsData
function HitReactionComponent:SetHitStimEvent(hitData) return end

---@param laststimName CName|string
function HitReactionComponent:SetLastStimName(laststimName) return end

function HitReactionComponent:SetStance() return end

function HitReactionComponent:StartGuardBreakCooldown() return end

---@param attackAngle Int32
---@param hitSeverity EAIHitIntensity
---@param reactionType animHitReactionType
---@param bodyPart EHitReactionZone
---@param variation Int32
function HitReactionComponent:StoreHitData(attackAngle, hitSeverity, reactionType, bodyPart, variation) return end

---@param remainingHealth Float
---@return Bool
function HitReactionComponent:TryTriggerBodyPerkDismembement(remainingHealth) return end

function HitReactionComponent:UpdateBlockCount() return end

---@param npc NPCPuppet
---@param coverId Uint64
function HitReactionComponent:UpdateCoverDamage(npc, coverId) return end

---@param deltaTime Float
---@return Bool
function HitReactionComponent:UpdateCumulatedDamages(deltaTime) return end

---@param data gameScriptTaskData
function HitReactionComponent:UpdateDBParams(data) return end

function HitReactionComponent:UpdateDeathHasBeenPlayed() return end

function HitReactionComponent:UpdateDefeated() return end

function HitReactionComponent:UpdateDodgeCount() return end

---@return Uint32
function HitReactionComponent:UpdateLastStimID() return end

---@param Value Float
function HitReactionComponent:UpdateOwnerCanBlockData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerCanDropWeaponData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerExtendedHitReactionImmunityData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerHasKerenzikovData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerHealthData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerImpactDamageThresholdData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerImpactDamageThresholdInCoverData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerIsInvulnerableData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerKnockdownDamageThresholdData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerKnockdownDamageThresholdImpulseData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerKnockdownDamageThresholdInCoverData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerKnockdownImmunityData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerMeleeHitReactionResistanceData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerStaggerDamageThresholdData(Value) return end

---@param Value Float
function HitReactionComponent:UpdateOwnerStaggerDamageThresholdInCoverData(Value) return end

function HitReactionComponent:UpdateParryCount() return end

---@return Bool
function HitReactionComponent:WoundedBaseConditions() return end

---@param dismembermentCheck Bool
---@param woundedBaseConditions Bool
---@return Bool
function HitReactionComponent:WoundedCyberConditions(dismembermentCheck, woundedBaseConditions) return end

---@param dismembermentCheck Bool
---@param woundedBaseConditions Bool
---@return Bool
function HitReactionComponent:WoundedFleshConditions(dismembermentCheck, woundedBaseConditions) return end

---@class HitReactionCumulativeDamageUpdate : redEvent
---@field prevUpdateTime Float
HitReactionCumulativeDamageUpdate = {}

---@return HitReactionCumulativeDamageUpdate
function HitReactionCumulativeDamageUpdate.new() return end

---@param props table
---@return HitReactionCumulativeDamageUpdate
function HitReactionCumulativeDamageUpdate.new(props) return end

---@class HitReactionMechComponent : HitReactionComponent
HitReactionMechComponent = {}

---@return HitReactionMechComponent
function HitReactionMechComponent.new() return end

---@param props table
---@return HitReactionMechComponent
function HitReactionMechComponent.new(props) return end

---@param forcedDeath ForcedDeathEvent
---@return Bool
function HitReactionMechComponent:OnForcedDeathEvent(forcedDeath) return end

---@param newHitEvent gameeventsHitEvent
function HitReactionMechComponent:EvaluateHit(newHitEvent) return end

---@return Bool
function HitReactionMechComponent:MechIsDeadOnInit() return end

function HitReactionMechComponent:OnGameAttached() return end

---@param hitEvent gameeventsHitEvent
---@param npc NPCPuppet
---@return Bool
function HitReactionMechComponent:ProcessMechDeath(hitEvent, npc) return end

---@class HitReactionRequest : redEvent
---@field hitEvent gameeventsHitEvent
HitReactionRequest = {}

---@return HitReactionRequest
function HitReactionRequest.new() return end

---@param props table
---@return HitReactionRequest
function HitReactionRequest.new(props) return end

---@class HitReactionStopMotionExtraction : redEvent
HitReactionStopMotionExtraction = {}

---@return HitReactionStopMotionExtraction
function HitReactionStopMotionExtraction.new() return end

---@param props table
---@return HitReactionStopMotionExtraction
function HitReactionStopMotionExtraction.new(props) return end

---@class HitReceivedCallback : HitCallback
HitReceivedCallback = {}

---@return HitReceivedCallback
function HitReceivedCallback.new() return end

---@param props table
---@return HitReceivedCallback
function HitReceivedCallback.new(props) return end

---@param hitEvent gameeventsHitEvent
function HitReceivedCallback:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function HitReceivedCallback:OnHitTriggered(hitEvent) return end

---@class HitReceivedPrereq : GenericHitPrereq
HitReceivedPrereq = {}

---@return HitReceivedPrereq
function HitReceivedPrereq.new() return end

---@param props table
---@return HitReceivedPrereq
function HitReceivedPrereq.new(props) return end

---@class HitShapeUserDataBase : gameHitShapeUserData
---@field hitShapeTag CName
---@field hitShapeType EHitShapeType
---@field hitReactionZone EHitReactionZone
---@field dismembermentPart EAIDismembermentBodyPart
---@field isProtectionLayer Bool
---@field quickHacksPierceProtection Bool
---@field isInternalWeakspot Bool
---@field hitShapeDamageMod Float
HitShapeUserDataBase = {}

---@return HitShapeUserDataBase
function HitShapeUserDataBase.new() return end

---@param props table
---@return HitShapeUserDataBase
function HitShapeUserDataBase.new(props) return end

---@param gameObj gameObject
---@param shapeName CName|string
---@param hierarchical Bool
function HitShapeUserDataBase.DisableHitShape(gameObj, shapeName, hierarchical) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.DoQuickHacksPierceProtection(userData) return end

---@param gameObj gameObject
---@param shapeName CName|string
---@param hierarchical Bool
function HitShapeUserDataBase.EnableHitShape(gameObj, shapeName, hierarchical) return end

---@param userData HitShapeUserDataBase
---@return gameDismBodyPart
function HitShapeUserDataBase.GetDismembermentBodyPart(userData) return end

---@param userData HitShapeUserDataBase
---@return EHitReactionZone
function HitShapeUserDataBase.GetHitReactionZone(userData) return end

---@param userData HitShapeUserDataBase
---@return Float
function HitShapeUserDataBase.GetHitShapeDamageMod(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneArm(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneHead(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneLeftArm(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneLeftLeg(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneLeg(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneLimb(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneRightArm(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneRightLeg(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsHitReactionZoneTorso(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsInternalWeakspot(userData) return end

---@param userData HitShapeUserDataBase
---@return Bool
function HitShapeUserDataBase.IsProtectionLayer(userData) return end

---@return EHitShapeType
function HitShapeUserDataBase:GetShapeType() return end

---@return Bool
function HitShapeUserDataBase:IsHead() return end

---@class HitShieldEvent : redEvent
HitShieldEvent = {}

---@return HitShieldEvent
function HitShieldEvent.new() return end

---@param props table
---@return HitShieldEvent
function HitShieldEvent.new(props) return end

---@class HitStatPoolComparisonPrereq : GenericHitPrereq
---@field comparisonSource String
---@field comparisonTarget String
---@field comparisonType EComparisonType
---@field statPoolToCompare gamedataStatPoolType
HitStatPoolComparisonPrereq = {}

---@return HitStatPoolComparisonPrereq
function HitStatPoolComparisonPrereq.new() return end

---@param props table
---@return HitStatPoolComparisonPrereq
function HitStatPoolComparisonPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitStatPoolComparisonPrereq:Initialize(recordID) return end

---@class HitStatPoolComparisonPrereqState : GenericHitPrereqState
HitStatPoolComparisonPrereqState = {}

---@return HitStatPoolComparisonPrereqState
function HitStatPoolComparisonPrereqState.new() return end

---@param props table
---@return HitStatPoolComparisonPrereqState
function HitStatPoolComparisonPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@param prereq HitStatPoolComparisonPrereq
---@return Bool
function HitStatPoolComparisonPrereqState:ComparePoolValues(hitEvent, prereq) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitStatPoolComparisonPrereqState:Evaluate(hitEvent) return end

---@class HitStatPoolPrereq : GenericHitPrereq
---@field valueToCheck Float
---@field objectToCheck String
---@field comparisonType EComparisonType
---@field statPoolToCompare gamedataStatPoolType
HitStatPoolPrereq = {}

---@return HitStatPoolPrereq
function HitStatPoolPrereq.new() return end

---@param props table
---@return HitStatPoolPrereq
function HitStatPoolPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitStatPoolPrereq:Initialize(recordID) return end

---@class HitStatPoolPrereqState : GenericHitPrereqState
HitStatPoolPrereqState = {}

---@return HitStatPoolPrereqState
function HitStatPoolPrereqState.new() return end

---@param props table
---@return HitStatPoolPrereqState
function HitStatPoolPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@param prereq HitStatPoolPrereq
---@return Bool
function HitStatPoolPrereqState:ComparePoolValues(hitEvent, prereq) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitStatPoolPrereqState:Evaluate(hitEvent) return end

---@class HitStatusEffectPresentPrereq : GenericHitPrereq
---@field checkType gamedataCheckType
---@field statusEffectParam String
---@field tag CName
HitStatusEffectPresentPrereq = {}

---@return HitStatusEffectPresentPrereq
function HitStatusEffectPresentPrereq.new() return end

---@param props table
---@return HitStatusEffectPresentPrereq
function HitStatusEffectPresentPrereq.new(props) return end

---@param recordID TweakDBID|string
function HitStatusEffectPresentPrereq:Initialize(recordID) return end

---@class HitStatusEffectPresentPrereqState : GenericHitPrereqState
HitStatusEffectPresentPrereqState = {}

---@return HitStatusEffectPresentPrereqState
function HitStatusEffectPresentPrereqState.new() return end

---@param props table
---@return HitStatusEffectPresentPrereqState
function HitStatusEffectPresentPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function HitStatusEffectPresentPrereqState:Evaluate(hitEvent) return end

---@class HitTriggeredCallback : HitCallback
HitTriggeredCallback = {}

---@return HitTriggeredCallback
function HitTriggeredCallback.new() return end

---@param props table
---@return HitTriggeredCallback
function HitTriggeredCallback.new(props) return end

---@param hitEvent gameeventsHitEvent
function HitTriggeredCallback:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function HitTriggeredCallback:OnHitTriggered(hitEvent) return end

---@class HitTriggeredPrereq : GenericHitPrereq
HitTriggeredPrereq = {}

---@return HitTriggeredPrereq
function HitTriggeredPrereq.new() return end

---@param props table
---@return HitTriggeredPrereq
function HitTriggeredPrereq.new(props) return end

---@class HmgLookAtDecisions : lookAtPresetGunBaseDecisions
HmgLookAtDecisions = {}

---@return HmgLookAtDecisions
function HmgLookAtDecisions.new() return end

---@param props table
---@return HmgLookAtDecisions
function HmgLookAtDecisions.new(props) return end

---@class HmgLookAtEvents : lookAtPresetGunBaseEvents
HmgLookAtEvents = {}

---@return HmgLookAtEvents
function HmgLookAtEvents.new() return end

---@param props table
---@return HmgLookAtEvents
function HmgLookAtEvents.new(props) return end

---@class HoldPositionCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIHoldPositionCommand
---@field activationTimeStamp Float
---@field commandDuration Float
HoldPositionCommandTask = {}

---@return HoldPositionCommandTask
function HoldPositionCommandTask.new() return end

---@param props table
---@return HoldPositionCommandTask
function HoldPositionCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function HoldPositionCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AIHoldPositionCommand
function HoldPositionCommandTask:CancelCommand(context, typedCommand) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function HoldPositionCommandTask:Update(context) return end

---@class HoloAudioCallLogicController : inkWidgetLogicController
---@field AvatarControllerRef inkWidgetReference
---@field Holder inkWidgetReference
---@field AvatarController HudPhoneAvatarController
---@field Owner gameObject
HoloAudioCallLogicController = {}

---@return HoloAudioCallLogicController
function HoloAudioCallLogicController.new() return end

---@param props table
---@return HoloAudioCallLogicController
function HoloAudioCallLogicController.new(props) return end

---@param target inkWidget
---@return Bool
function HoloAudioCallLogicController:OnAvatarControllerHidden(target) return end

---@return Bool
function HoloAudioCallLogicController:OnInitialize() return end

---@return Bool
function HoloAudioCallLogicController:OnUninitialize() return end

---@param minimized Bool
function HoloAudioCallLogicController:ChangeMinimized(minimized) return end

function HoloAudioCallLogicController:Hide() return end

---@param value Bool
function HoloAudioCallLogicController:Interrupt(value) return end

---@param statusText String
function HoloAudioCallLogicController:SetStatusText(statusText) return end

function HoloAudioCallLogicController:Show() return end

---@param avatarID TweakDBID|string
---@param contactName String
function HoloAudioCallLogicController:ShowEndCallContact(avatarID, contactName) return end

---@param avatarID TweakDBID|string
---@param contactName String
function HoloAudioCallLogicController:ShowIncomingContact(avatarID, contactName) return end

---@param avatarID TweakDBID|string
---@param contactName String
---@param showAvatar Bool
function HoloAudioCallLogicController:StartAudiocall(avatarID, contactName, showAvatar) return end

---@param avatarID TweakDBID|string
---@param contactName String
function HoloAudioCallLogicController:StartHolocall(avatarID, contactName) return end

---@class HoloDevice : InteractiveDevice
---@field questFactName CName
HoloDevice = {}

---@return HoloDevice
function HoloDevice.new() return end

---@param props table
---@return HoloDevice
function HoloDevice.new(props) return end

---@param evt TogglePlay
---@return Bool
function HoloDevice:OnPlay(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function HoloDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function HoloDevice:OnTakeControl(ri) return end

---@return HoloDeviceController
function HoloDevice:GetController() return end

---@return HoloDeviceControllerPS
function HoloDevice:GetDevicePS() return end

function HoloDevice:ResolveGameplayState() return end

function HoloDevice:UpdateFactDB() return end

function HoloDevice:UpdateUI() return end

---@class HoloDeviceController : ScriptableDeviceComponent
HoloDeviceController = {}

---@return HoloDeviceController
function HoloDeviceController.new() return end

---@param props table
---@return HoloDeviceController
function HoloDeviceController.new(props) return end

---@return HoloDeviceControllerPS
function HoloDeviceController:GetPS() return end

---@class HoloDeviceControllerPS : ScriptableDeviceComponentPS
---@field isPlaying Bool
HoloDeviceControllerPS = {}

---@return HoloDeviceControllerPS
function HoloDeviceControllerPS.new() return end

---@param props table
---@return HoloDeviceControllerPS
function HoloDeviceControllerPS.new(props) return end

---@return Bool
function HoloDeviceControllerPS:OnInstantiated() return end

---@return TogglePlay
function HoloDeviceControllerPS:ActionTogglePlay() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function HoloDeviceControllerPS:GetActions(context) return end

---@return gamedeviceClearance
function HoloDeviceControllerPS:GetClearance() return end

function HoloDeviceControllerPS:Initialize() return end

---@return Bool
function HoloDeviceControllerPS:IsPlaying() return end

---@param evt TogglePlay
---@return EntityNotificationType
function HoloDeviceControllerPS:OnPlay(evt) return end

---@class HoloFeeder : InteractiveDevice
---@field feederMesh entIPlacedComponent
---@field feederMesh1 entIPlacedComponent
HoloFeeder = {}

---@return HoloFeeder
function HoloFeeder.new() return end

---@param props table
---@return HoloFeeder
function HoloFeeder.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function HoloFeeder:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function HoloFeeder:OnTakeControl(ri) return end

function HoloFeeder:CutPower() return end

---@return HoloFeederController
function HoloFeeder:GetController() return end

---@return HoloFeederControllerPS
function HoloFeeder:GetDevicePS() return end

function HoloFeeder:TurnOff() return end

function HoloFeeder:TurnOffDevice() return end

function HoloFeeder:TurnOn() return end

function HoloFeeder:TurnOnDevice() return end

---@class HoloFeederController : ScriptableDeviceComponent
HoloFeederController = {}

---@return HoloFeederController
function HoloFeederController.new() return end

---@param props table
---@return HoloFeederController
function HoloFeederController.new(props) return end

---@return HoloFeederControllerPS
function HoloFeederController:GetPS() return end

---@class HoloFeederControllerPS : ScriptableDeviceComponentPS
---@field turnOnSFX CName
---@field turnOffSFX CName
HoloFeederControllerPS = {}

---@return HoloFeederControllerPS
function HoloFeederControllerPS.new() return end

---@param props table
---@return HoloFeederControllerPS
function HoloFeederControllerPS.new(props) return end

---@return Bool
function HoloFeederControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function HoloFeederControllerPS:GetActions(context) return end

---@return CName
function HoloFeederControllerPS:GetOffSound() return end

---@return CName
function HoloFeederControllerPS:GetOnSound() return end

function HoloFeederControllerPS:Initialize() return end

---@class HoloTable : InteractiveDevice
---@field componentCounter Int32
---@field meshTable entMeshComponent[]
---@field currentMesh Int32
---@field glitchMesh entMeshComponent
HoloTable = {}

---@return HoloTable
function HoloTable.new() return end

---@param props table
---@return HoloTable
function HoloTable.new(props) return end

---@param evt NextStation
---@return Bool
function HoloTable:OnNextStation(evt) return end

---@param evt PreviousStation
---@return Bool
function HoloTable:OnPreviousStation(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function HoloTable:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function HoloTable:OnTakeControl(ri) return end

function HoloTable:CutPower() return end

function HoloTable:DeactivateDevice() return end

---@return EGameplayRole
function HoloTable:DeterminGameplayRole() return end

---@return HoloTableController
function HoloTable:GetController() return end

---@return HoloTableControllerPS
function HoloTable:GetDevicePS() return end

function HoloTable:ResolveGameplayState() return end

function HoloTable:SetActiveMesh() return end

---@param glitchState EGlitchState
---@param intensity Float
function HoloTable:StartGlitching(glitchState, intensity) return end

function HoloTable:StopGlitching() return end

function HoloTable:TurnOffDevice() return end

function HoloTable:TurnOffMeshes() return end

function HoloTable:TurnOnDevice() return end

---@class HoloTableController : MediaDeviceController
HoloTableController = {}

---@return HoloTableController
function HoloTableController.new() return end

---@param props table
---@return HoloTableController
function HoloTableController.new(props) return end

---@return HoloTableControllerPS
function HoloTableController:GetPS() return end

---@class HoloTableControllerPS : MediaDeviceControllerPS
HoloTableControllerPS = {}

---@return HoloTableControllerPS
function HoloTableControllerPS.new() return end

---@param props table
---@return HoloTableControllerPS
function HoloTableControllerPS.new(props) return end

---@return Bool
function HoloTableControllerPS:OnInstantiated() return end

---@return Bool
function HoloTableControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function HoloTableControllerPS:GetActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function HoloTableControllerPS:GetQuickHackActions(context) return end

function HoloTableControllerPS:Initialize() return end

---@param evt NextStation
---@return EntityNotificationType
function HoloTableControllerPS:OnNextStation(evt) return end

---@param evt PreviousStation
---@return EntityNotificationType
function HoloTableControllerPS:OnPreviousStation(evt) return end

---@param value Int32
function HoloTableControllerPS:SetMeshesAmount(value) return end

---@class HorizontalLineTrace : AIbehaviorconditionScript
---@field source AIArgumentMapping
---@field target AIArgumentMapping
---@field offset AIArgumentMapping
---@field length AIArgumentMapping
---@field azimuth AIArgumentMapping
HorizontalLineTrace = {}

---@return HorizontalLineTrace
function HorizontalLineTrace.new() return end

---@param props table
---@return HorizontalLineTrace
function HorizontalLineTrace.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function HorizontalLineTrace:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param queryPosition Vector4
---@param queryOrientation Quaternion
---@param queryLength Float
---@return Bool
function HorizontalLineTrace:LineTrace(context, queryPosition, queryOrientation, queryLength) return end

---@class HostileUpdateTowardsPlayerHostiles : redEvent
HostileUpdateTowardsPlayerHostiles = {}

---@return HostileUpdateTowardsPlayerHostiles
function HostileUpdateTowardsPlayerHostiles.new() return end

---@param props table
---@return HostileUpdateTowardsPlayerHostiles
function HostileUpdateTowardsPlayerHostiles.new(props) return end

---@class Hotkey : IScriptable
---@field hotkey gameEHotkey
---@field itemID ItemID
---@field scope gamedataItemType[]
Hotkey = {}

---@return Hotkey
function Hotkey.new() return end

---@param props table
---@return Hotkey
function Hotkey.new(props) return end

---@param hotk gameEHotkey
---@param id ItemID
---@return Hotkey
function Hotkey.Construct(hotk, id) return end

---@param hotkey gameEHotkey
---@return gamedataItemType[]
function Hotkey.GetScope(hotkey) return end

---@param hotkey gameEHotkey
---@param equipmentArea gamedataEquipmentArea
---@return Bool
function Hotkey.IsCompatible(hotkey, equipmentArea) return end

---@param hotkey gameEHotkey
---@param type gamedataItemType
---@return Bool
function Hotkey.IsCompatible(hotkey, type) return end

---@param itemType gamedataItemType
---@return Bool
function Hotkey.ItemTypeMustBeEquipped(itemType) return end

---@return gameEHotkey
function Hotkey:GetHotkey() return end

---@return ItemID
function Hotkey:GetItemID() return end

---@return gamedataItemType[]
function Hotkey:GetScope() return end

---@param type gamedataItemType
---@return Bool
function Hotkey:IsCompatible(type) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function Hotkey:IsCompatible(equipmentArea) return end

---@return Bool
function Hotkey:IsEmpty() return end

---@param itemTypes gamedataItemType[]
function Hotkey:SetScope(itemTypes) return end

---@param id ItemID
function Hotkey:StoreItem(id) return end

---@class HotkeyAssignmentRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field hotkey gameEHotkey
---@field requestType EHotkeyRequestType
HotkeyAssignmentRequest = {}

---@return HotkeyAssignmentRequest
function HotkeyAssignmentRequest.new() return end

---@param props table
---@return HotkeyAssignmentRequest
function HotkeyAssignmentRequest.new(props) return end

---@param itemID ItemID
---@param hotkey gameEHotkey
---@param owner gameObject
---@param requestType EHotkeyRequestType
---@return HotkeyAssignmentRequest
function HotkeyAssignmentRequest.Construct(itemID, hotkey, owner, requestType) return end

---@return gameEHotkey
function HotkeyAssignmentRequest:GetHotkey() return end

---@return EHotkeyRequestType
function HotkeyAssignmentRequest:GetRequestType() return end

---@return Bool
function HotkeyAssignmentRequest:IsValid() return end

---@return ItemID
function HotkeyAssignmentRequest:ItemID() return end

---@return gameObject
function HotkeyAssignmentRequest:Owner() return end

---@class HotkeyConsumableWidgetController : gameuiNewPhoneRelatedHUDGameController
---@field container inkCompoundWidgetReference
---@field DpadHintLibraryPath inkWidgetLibraryReference
HotkeyConsumableWidgetController = {}

---@return HotkeyConsumableWidgetController
function HotkeyConsumableWidgetController.new() return end

---@param props table
---@return HotkeyConsumableWidgetController
function HotkeyConsumableWidgetController.new(props) return end

---@return Bool
function HotkeyConsumableWidgetController:OnInitialize() return end

---@param player gameObject
---@return Bool
function HotkeyConsumableWidgetController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function HotkeyConsumableWidgetController:OnPlayerDetach(player) return end

---@class HotkeyItemController : GenericHotkeyController
---@field hotkeyItemSlot inkWidgetReference
---@field hotkeyItemWidget inkWidget
---@field hotkeyItemController InventoryItemDisplayController
---@field currentItem gameInventoryItemData
---@field hotkeyBlackboard gameIBlackboard
---@field hotkeyCallbackID redCallbackObject
---@field equipmentSystem EquipmentSystem
---@field inventoryManager InventoryDataManagerV2
---@field dpadAnim inkanimProxy
HotkeyItemController = {}

---@return HotkeyItemController
function HotkeyItemController.new() return end

---@param props table
---@return HotkeyItemController
function HotkeyItemController.new(props) return end

---@param evt DPADActionPerformed
---@return Bool
function HotkeyItemController:OnDpadActionPerformed(evt) return end

---@param value Variant
---@return Bool
function HotkeyItemController:OnHotkeyRefreshed(value) return end

---@param playerPuppet gameObject
---@return Bool
function HotkeyItemController:OnPlayerAttach(playerPuppet) return end

---@return EquipmentSystem
function HotkeyItemController:GetEquipmentSystem() return end

---@return Bool
function HotkeyItemController:Initialize() return end

function HotkeyItemController:InitializeHotkeyItem() return end

---@return Bool
function HotkeyItemController:IsAllowedByGameplay() return end

---@param value Int32
function HotkeyItemController:OnQuestActivate(value) return end

function HotkeyItemController:StopDpadAnim() return end

function HotkeyItemController:Uninitialize() return end

function HotkeyItemController:UpdateCurrentItem() return end

---@class HotkeyManager
HotkeyManager = {}

---@return HotkeyManager
function HotkeyManager.new() return end

---@param props table
---@return HotkeyManager
function HotkeyManager.new(props) return end

---@param hotkeys Hotkey[]
function HotkeyManager.AddMissingHotkeys(hotkeys) return end

---@param owner gameObject
---@param hotkeys Hotkey[]
---@param itemID ItemID
---@return gameEHotkey
function HotkeyManager.GetHotkeyTypeForItemID(owner, hotkeys, itemID) return end

---@param hotkeys Hotkey[]
---@param itemID ItemID
---@return gameEHotkey
function HotkeyManager.GetHotkeyTypeFromItemID(hotkeys, itemID) return end

---@param hotkeys Hotkey[]
---@param hotkey gameEHotkey
---@return ItemID
function HotkeyManager.GetItemIDFromHotkey(hotkeys, hotkey) return end

---@param hotkeys Hotkey[]
function HotkeyManager.InitializeHotkeys(hotkeys) return end

---@param hotkeys Hotkey[]
---@param itemID ItemID
---@return Bool
function HotkeyManager.IsItemInHotkey(hotkeys, itemID) return end

---@class HotkeyRadioStatusListener : gameScriptStatusEffectListener
---@field radioWidgetController HotkeyRadioWidgetController
HotkeyRadioStatusListener = {}

---@return HotkeyRadioStatusListener
function HotkeyRadioStatusListener.new() return end

---@param props table
---@return HotkeyRadioStatusListener
function HotkeyRadioStatusListener.new(props) return end

---@param radioWidgetController HotkeyRadioWidgetController
function HotkeyRadioStatusListener:Init(radioWidgetController) return end

---@param statusEffect gamedataStatusEffect_Record
function HotkeyRadioStatusListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function HotkeyRadioStatusListener:OnStatusEffectRemoved(statusEffect) return end

---@class HotkeyRadioWidgetController : gameuiNewPhoneRelatedHUDGameController
---@field container inkCompoundWidgetReference
---@field DpadHintLibraryPath inkWidgetLibraryReference
---@field IsInDriverCombat Bool
---@field statusListener HotkeyRadioStatusListener
HotkeyRadioWidgetController = {}

---@return HotkeyRadioWidgetController
function HotkeyRadioWidgetController.new() return end

---@param props table
---@return HotkeyRadioWidgetController
function HotkeyRadioWidgetController.new(props) return end

---@return Bool
function HotkeyRadioWidgetController:OnInitialize() return end

---@param player gameObject
---@return Bool
function HotkeyRadioWidgetController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function HotkeyRadioWidgetController:OnPlayerDetach(player) return end

---@return Bool
function HotkeyRadioWidgetController:IsDerivedHUDVisible() return end

function HotkeyRadioWidgetController:RefreshStatusEffect() return end

function HotkeyRadioWidgetController:RegisterStatusEffectListeners() return end

function HotkeyRadioWidgetController:ResolveState() return end

---@class HotkeyRefreshRequest : gamePlayerScriptableSystemRequest
HotkeyRefreshRequest = {}

---@return HotkeyRefreshRequest
function HotkeyRefreshRequest.new() return end

---@param props table
---@return HotkeyRefreshRequest
function HotkeyRefreshRequest.new(props) return end

---@class HotkeyWidgetStatsListener : gameScriptStatusEffectListener
---@field controller GenericHotkeyController
HotkeyWidgetStatsListener = {}

---@return HotkeyWidgetStatsListener
function HotkeyWidgetStatsListener.new() return end

---@param props table
---@return HotkeyWidgetStatsListener
function HotkeyWidgetStatsListener.new(props) return end

---@param controller GenericHotkeyController
function HotkeyWidgetStatsListener:Init(controller) return end

---@param statusEffect gamedataStatusEffect_Record
function HotkeyWidgetStatsListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function HotkeyWidgetStatsListener:OnStatusEffectRemoved(statusEffect) return end

---@class HotkeysWidgetController : gameuiNewPhoneRelatedHUDGameController
---@field phoneSlot inkCompoundWidgetReference
---@field carSlot inkCompoundWidgetReference
---@field dpadHintsPanel inkCompoundWidgetReference
---@field phone inkWidget
---@field car inkWidget
---@field consumables inkWidget
---@field gadgets inkWidget
---@field cyberware inkWidget
---@field leeroy inkWidget
---@field timeBank inkWidget
---@field remoteControlledVehicleDataCallback redCallbackObject
---@field berserkEnabledBBId redCallbackObject
---@field isRemoteControllingVehicle Bool
HotkeysWidgetController = {}

---@return HotkeysWidgetController
function HotkeysWidgetController.new() return end

---@param props table
---@return HotkeysWidgetController
function HotkeysWidgetController.new(props) return end

---@param value Bool
---@return Bool
function HotkeysWidgetController:OnBerserkActive(value) return end

---@return Bool
function HotkeysWidgetController:OnInitialize() return end

---@param player gameObject
---@return Bool
function HotkeysWidgetController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function HotkeysWidgetController:OnPlayerDetach(player) return end

---@param value Variant
---@return Bool
function HotkeysWidgetController:OnRemoteControlledVehicleChanged(value) return end

---@param isBerserkActive Bool
function HotkeysWidgetController:HandleBerserkActive(isBerserkActive) return end

---@return Bool
function HotkeysWidgetController:IsDerivedHUDVisible() return end

function HotkeysWidgetController:RegisterBlackboardListeners() return end

function HotkeysWidgetController:SendBlackboardHotkeyUpdates() return end

function HotkeysWidgetController:UnregisterBlackboardListeners() return end

---@class HoverEvent : redEvent
---@field hooverOn Bool
HoverEvent = {}

---@return HoverEvent
function HoverEvent.new() return end

---@param props table
---@return HoverEvent
function HoverEvent.new(props) return end

---@class HoverJumpDecisions : LocomotionAirDecisions
HoverJumpDecisions = {}

---@return HoverJumpDecisions
function HoverJumpDecisions.new() return end

---@param props table
---@return HoverJumpDecisions
function HoverJumpDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function HoverJumpDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function HoverJumpDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpDecisions:OnDetach(stateContext, scriptInterface) return end

---@class HoverJumpEvents : LocomotionAirEvents
HoverJumpEvents = {}

---@return HoverJumpEvents
function HoverJumpEvents.new() return end

---@param props table
---@return HoverJumpEvents
function HoverJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param verticalImpulse Float
function HoverJumpEvents:AddUpwardsThrust(stateContext, scriptInterface, verticalImpulse) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpEvents:CleanUpOnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function HoverJumpEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param state Int32
function HoverJumpEvents:SendHoverJumpStateToGraph(stateContext, scriptInterface, state) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param upwardsGravity Float
---@param downwardsGravity Float
---@param nameSuffix String
function HoverJumpEvents:UpdateHoverJumpStats(stateContext, scriptInterface, upwardsGravity, downwardsGravity, nameSuffix) return end

---@class HubExperienceBarController : inkWidgetLogicController
---@field foregroundContainer inkWidgetReference
HubExperienceBarController = {}

---@return HubExperienceBarController
function HubExperienceBarController.new() return end

---@param props table
---@return HubExperienceBarController
function HubExperienceBarController.new(props) return end

---@param value Int32
---@param maxValue Int32
function HubExperienceBarController:SetValue(value, maxValue) return end

---@param value Float
---@param maxValue Float
function HubExperienceBarController:SetValueF(value, maxValue) return end

---@class HubMenuInitData : IScriptable
---@field menuName CName
---@field submenuName CName
---@field combatRestriction Bool
---@field userData IScriptable
HubMenuInitData = {}

---@return HubMenuInitData
function HubMenuInitData.new() return end

---@param props table
---@return HubMenuInitData
function HubMenuInitData.new(props) return end

---@class HubMenuInstanceData : IScriptable
---@field ID Uint32
HubMenuInstanceData = {}

---@return HubMenuInstanceData
function HubMenuInstanceData.new() return end

---@param props table
---@return HubMenuInstanceData
function HubMenuInstanceData.new(props) return end

---@class HubMenuLabelContentContainer : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field desiredSizeWrapper inkWidgetReference
---@field border inkBorderWidgetReference
---@field line inkWidgetReference
---@field carouselPosition Int32
---@field labelName String
---@field data MenuData
---@field isRadialVariant Bool
HubMenuLabelContentContainer = {}

---@return HubMenuLabelContentContainer
function HubMenuLabelContentContainer.new() return end

---@param props table
---@return HubMenuLabelContentContainer
function HubMenuLabelContentContainer.new(props) return end

---@return Bool
function HubMenuLabelContentContainer:OnInitialize() return end

---@return Int32
function HubMenuLabelContentContainer:GetCarouselPosition() return end

---@return MenuData
function HubMenuLabelContentContainer:GetData() return end

---@return Int32
function HubMenuLabelContentContainer:GetIdentifier() return end

---@return Vector2
function HubMenuLabelContentContainer:GetRealDesiredSize() return end

---@return Float
function HubMenuLabelContentContainer:GetRealDesiredWidth() return end

---@return Float
function HubMenuLabelContentContainer:GetSize() return end

---@return inkWidget[]
function HubMenuLabelContentContainer:GetTintedWidgets() return end

---@return Float
function HubMenuLabelContentContainer:GetWidth() return end

---@param carouselPosition Int32
function HubMenuLabelContentContainer:SetCarouselPosition(carouselPosition) return end

---@param data MenuData
---@param isRadialVariant Bool
function HubMenuLabelContentContainer:SetData(data, isRadialVariant) return end

---@param data MenuData
function HubMenuLabelContentContainer:SetData(data) return end

---@param value Bool
function HubMenuLabelContentContainer:SetInteractive(value) return end

---@param state CName|string
function HubMenuLabelContentContainer:SetTextState(state) return end

---@param color HDRColor
function HubMenuLabelContentContainer:SetTintColor(color) return end

---@class HubMenuLabelController : inkWidgetLogicController
---@field container inkCompoundWidgetReference
---@field wrapper inkWidget
---@field wrapperNext inkWidget
---@field wrapperController HubMenuLabelContentContainer
---@field wrapperNextController HubMenuLabelContentContainer
---@field data MenuData
---@field watchForSize Bool
---@field watchForInstatnSize Bool
---@field once Bool
---@field direction Int32
---@field isRadialVariant Bool
HubMenuLabelController = {}

---@return HubMenuLabelController
function HubMenuLabelController.new() return end

---@param props table
---@return HubMenuLabelController
function HubMenuLabelController.new(props) return end

---@return Bool
function HubMenuLabelController:OnArrangeChildrenComplete() return end

---@return Bool
function HubMenuLabelController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function HubMenuLabelController:OnSwipeCompleted(anim) return end

---@param targetWidget inkWidget
---@param width Float
---@return inkanimDefinition
function HubMenuLabelController:ResizeAnimation(targetWidget, width) return end

---@param active Bool
function HubMenuLabelController:SetActive(active) return end

---@param data MenuData
---@param isRadialVariant Bool
function HubMenuLabelController:SetData(data, isRadialVariant) return end

---@param data MenuData
function HubMenuLabelController:SetData(data) return end

---@param data MenuData
---@param direction Int32
function HubMenuLabelController:SetTargetData(data, direction) return end

---@param targetWidget inkWidget
---@param startTranslation Float
---@param endTranslation Float
---@return inkanimDefinition
function HubMenuLabelController:SwipeAnimation(targetWidget, startTranslation, endTranslation) return end

---@class HubMenuUtility : IScriptable
HubMenuUtility = {}

---@return HubMenuUtility
function HubMenuUtility.new() return end

---@param props table
---@return HubMenuUtility
function HubMenuUtility.new(props) return end

---@param player PlayerPuppet
---@return MenuDataBuilder
function HubMenuUtility.CreateMenuData(player) return end

---@param player PlayerPuppet
---@return Bool
function HubMenuUtility.IsCraftingAvailable(player) return end

---@param player gameObject
---@return Bool
function HubMenuUtility.IsPlayerHardwareDisabled(player) return end

---@class HubMenuUtils : IScriptable
HubMenuUtils = {}

---@return HubMenuUtils
function HubMenuUtils.new() return end

---@param props table
---@return HubMenuUtils
function HubMenuUtils.new(props) return end

---@param menuButton inkWidgetReference
---@param data MenuData
---@return MenuItemController
function HubMenuUtils.SetMenuData(menuButton, data) return end

---@param menuButton inkWidgetReference
---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return MenuItemController
function HubMenuUtils.SetMenuData(menuButton, identifier, parentIdentifier, fullscreenName, icon, labelKey, userData) return end

---@param menuButton inkWidgetReference
---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return MenuItemController
function HubMenuUtils.SetMenuHyperlinkData(menuButton, identifier, parentIdentifier, fullscreenName, icon, labelKey, userData) return end

---@param menuButton inkWidgetReference
---@param data MenuData
---@return RadialMenuItemController
function HubMenuUtils.SetRadialMenuData(menuButton, data) return end

---@param menuButton inkWidgetReference
---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return RadialMenuItemController
function HubMenuUtils.SetRadialMenuData(menuButton, identifier, parentIdentifier, fullscreenName, icon, labelKey, userData) return end

---@param menuButton inkWidgetReference
---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return RadialMenuItemController
function HubMenuUtils.SetRadialMenuHyperlinkData(menuButton, identifier, parentIdentifier, fullscreenName, icon, labelKey, userData) return end

---@class HubTimeSkipController : inkWidgetLogicController
---@field gameTimeText inkTextWidgetReference
---@field timeSkipText inkTextWidgetReference
---@field cantSkipTimeContainer inkWidgetReference
---@field timeSkipButton inkWidgetReference
---@field gameCtrlRef gameuiMenuGameController
---@field timeSystem gameTimeSystem
---@field timeSkipPopupToken inkGameNotificationToken
---@field cantSkipTimeAnim inkanimProxy
---@field gameTimeTextParams textTextParameterSet
---@field canSkipTime Bool
HubTimeSkipController = {}

---@return HubTimeSkipController
function HubTimeSkipController.new() return end

---@param props table
---@return HubTimeSkipController
function HubTimeSkipController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function HubTimeSkipController:OnTimeSkipButtonHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function HubTimeSkipController:OnTimeSkipButtonHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function HubTimeSkipController:OnTimeSkipButtonPressed(e) return end

---@param data inkGameNotificationData
---@return Bool
function HubTimeSkipController:OnTimeSkipPopupClosed(data) return end

---@param isEnabled Bool
---@param timeSystem gameTimeSystem
---@param gameController gameuiMenuGameController
function HubTimeSkipController:Init(isEnabled, timeSystem, gameController) return end

---@param visible Bool
function HubTimeSkipController:SetCursorVisibility(visible) return end

function HubTimeSkipController:UpdateGameTime() return end

---@class HudMeshComponent : entMeshComponent
HudMeshComponent = {}

---@return HudMeshComponent
function HudMeshComponent.new() return end

---@param props table
---@return HudMeshComponent
function HudMeshComponent.new(props) return end

---@class HudPhoneAvatarController : HUDPhoneElement
---@field ContactAvatar inkImageWidgetReference
---@field HolocallRenderTexture inkImageWidgetReference
---@field SignalRangeIcon inkImageWidgetReference
---@field ContactName inkTextWidgetReference
---@field StatusText inkTextWidgetReference
---@field WaveformPlaceholder inkCanvasWidgetReference
---@field HolocallHolder inkFlexWidgetReference
---@field UnknownAvatarName CName
---@field DefaultPortraitColor Color
---@field DefaultImageSize Vector2
---@field blackWallEffectOnShow Bool
---@field LoopAnimationName CName
---@field ShowingAnimationName CName
---@field HidingAnimationName CName
---@field AudiocallShowingAnimationName CName
---@field AudiocallHidingAnimationName CName
---@field HolocallShowingAnimationName CName
---@field HolocallHidingAnimationName CName
---@field LoopAnimation inkanimProxy
---@field JournalManager gameIJournalManager
---@field RootAnimation inkanimProxy
---@field AudiocallAnimation inkanimProxy
---@field HolocallAnimation inkanimProxy
---@field Holder inkWidgetReference
---@field Owner gameObject
---@field CurrentMode EHudAvatarMode
---@field Minimized Bool
---@field showAvatar Bool
HudPhoneAvatarController = {}

---@return HudPhoneAvatarController
function HudPhoneAvatarController.new() return end

---@param props table
---@return HudPhoneAvatarController
function HudPhoneAvatarController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function HudPhoneAvatarController:OnAudiocallAnimationFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function HudPhoneAvatarController:OnHolocallAnimationFinished(anim) return end

---@return Bool
function HudPhoneAvatarController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function HudPhoneAvatarController:OnRootAnimationFinished(anim) return end

---@param widget inkWidget
---@param oldState CName|string
---@param newState CName|string
---@return Bool
function HudPhoneAvatarController:OnStateChanged(widget, oldState, newState) return end

---@return Bool
function HudPhoneAvatarController:AreElementAnimationsComplete() return end

---@param minimized Bool
function HudPhoneAvatarController:ChangeMinimized(minimized) return end

function HudPhoneAvatarController:OnElementAnimationsFinished() return end

function HudPhoneAvatarController:PlayElementAnimations() return end

---@param avatarID TweakDBID|string
---@param contactName String
---@param mode EHudAvatarMode
function HudPhoneAvatarController:RefreshView(avatarID, contactName, mode) return end

---@param holder inkWidgetReference
function HudPhoneAvatarController:SetHolder(holder) return end

---@param journalManager gameIJournalManager
function HudPhoneAvatarController:SetJournalManager(journalManager) return end

---@param playerPuppet gameObject
function HudPhoneAvatarController:SetOwner(playerPuppet) return end

---@param statusText String
function HudPhoneAvatarController:SetStatusText(statusText) return end

---@param showAvatar Bool
function HudPhoneAvatarController:ShowAvatar(showAvatar) return end

---@param avatarID TweakDBID|string
---@param contactName String
function HudPhoneAvatarController:ShowEndCallContact(avatarID, contactName) return end

---@param avatarID TweakDBID|string
---@param contactName String
function HudPhoneAvatarController:ShowIncomingContact(avatarID, contactName) return end

---@param avatarID TweakDBID|string
---@param contactName String
---@param showAvatar Bool
function HudPhoneAvatarController:StartAudiocall(avatarID, contactName, showAvatar) return end

---@param avatarID TweakDBID|string
---@param contactName String
function HudPhoneAvatarController:StartHolocall(avatarID, contactName) return end

function HudPhoneAvatarController:StopAudiocallAnimation() return end

function HudPhoneAvatarController:StopHolocallAnimation() return end

function HudPhoneAvatarController:StopRootAnimation() return end

---@class HudPhoneGameController : gameuiSongbirdAudioCallGameController
---@field isAudioCall Bool
---@field AvatarControllerRef inkWidgetReference
---@field AvatarController HudPhoneAvatarController
---@field RootWidget inkWidget
---@field Holder inkWidgetReference
---@field Owner gameObject
---@field CurrentFunction EHudPhoneFunction
---@field CurrentCallInformation questPhoneCallInformation
---@field CurrentPhoneCallContact gameJournalContact
---@field DelaySystem gameDelaySystem
---@field PhoneSystem PhoneSystem
---@field JournalMgr gameJournalManager
---@field gameplayRestrictions CName[]
---@field Blackboard gameIBlackboard
---@field BlackboardDef UI_ComDeviceDef
---@field CallInformationBBID redCallbackObject
---@field StatusNameBBID redCallbackObject
---@field MinimizedListener redCallbackObject
---@field DelayedCallbackId gameDelayID
---@field DelayedTimeoutCallbackId gameDelayID
---@field TimeoutPeroid Float
---@field buttonPressed Bool
HudPhoneGameController = {}

---@return HudPhoneGameController
function HudPhoneGameController.new() return end

---@param props table
---@return HudPhoneGameController
function HudPhoneGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function HudPhoneGameController:OnAction(action, consumer) return end

---@param widget inkWidget
---@param oldState CName|string
---@param newState CName|string
---@return Bool
function HudPhoneGameController:OnElementStateChanged(widget, oldState, newState) return end

---@return Bool
function HudPhoneGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function HudPhoneGameController:OnPhoneMinimize(value) return end

---@param phoneStatus CName|string
---@return Bool
function HudPhoneGameController:OnPhoneStatusChanged(phoneStatus) return end

---@param playerPuppet gameObject
---@return Bool
function HudPhoneGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function HudPhoneGameController:OnPlayerDetach(playerPuppet) return end

---@param data Variant
---@return Bool
function HudPhoneGameController:OnTriggerCall(data) return end

---@return Bool
function HudPhoneGameController:OnUninitialize() return end

function HudPhoneGameController:CachePredefinedRestrictions() return end

function HudPhoneGameController:CancelQuestFailsafe() return end

function HudPhoneGameController:CancelTimeoutFailsafe() return end

---@param phoneCallInformation questPhoneCallInformation
---@return questTriggerCallRequest
function HudPhoneGameController:CreateTriggerCallRequestFromPhoneCallInformation(phoneCallInformation) return end

---@return gameJournalContact
function HudPhoneGameController:GetIncomingContact() return end

---@return Bool
function HudPhoneGameController:IsUsingPhonePrevented() return end

---@param newFunction EHudPhoneFunction
function HudPhoneGameController:SetPhoneFunction(newFunction) return end

---@param isPlayerCalling Bool
---@param state questPhoneTalkingState
---@param visuals questPhoneCallVisuals
function HudPhoneGameController:SetTalkingTrigger(isPlayerCalling, state, visuals) return end

function HudPhoneGameController:StartTimeoutFailsafe() return end

---@class HudPhoneMessageController : HUDPhoneElement
---@field MessageText inkTextWidgetReference
---@field MessageAnim inkanimProxy
---@field ShowingAnimationName CName
---@field HidingAnimationName CName
---@field VisibleAnimationName CName
---@field MessageMaxLength Int32
---@field MessageTopper String
---@field Paused Bool
---@field CurrentMessage gameJournalPhoneMessage
---@field Queue gameJournalPhoneMessage[]
HudPhoneMessageController = {}

---@return HudPhoneMessageController
function HudPhoneMessageController.new() return end

---@param props table
---@return HudPhoneMessageController
function HudPhoneMessageController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function HudPhoneMessageController:OnAnimationFinished(anim) return end

---@param widget inkWidget
---@param oldState CName|string
---@param newState CName|string
---@return Bool
function HudPhoneMessageController:OnStateChanged(widget, oldState, newState) return end

function HudPhoneMessageController:CheckIfReadyToDequeue() return end

function HudPhoneMessageController:ClearQueue() return end

function HudPhoneMessageController:Dequeue() return end

function HudPhoneMessageController:Dismiss() return end

---@param element gameJournalPhoneMessage
function HudPhoneMessageController:Enqueue(element) return end

---@return gameJournalPhoneMessage
function HudPhoneMessageController:GetCurrentMessage() return end

---@return Int32
function HudPhoneMessageController:GetNumElementsInQueue() return end

---@param message gameJournalPhoneMessage
function HudPhoneMessageController:OnDequeue(message) return end

function HudPhoneMessageController:Pause() return end

---@param messageToShow gameJournalPhoneMessage
function HudPhoneMessageController:ShowMessage(messageToShow) return end

function HudPhoneMessageController:StopAllAnimations() return end

function HudPhoneMessageController:Unpause() return end

---@class IAreaSettings : ISerializable
---@field enable Bool
---@field disabledIndexedProperties Uint64
IAreaSettings = {}

---@class IBackendData : ISerializable
IBackendData = {}

---@class ICameraStorageCustomData
ICameraStorageCustomData = {}

---@class IDebugConsole
IDebugConsole = {}

---@class IDisplayData : IScriptable
IDisplayData = {}

---@return IDisplayData
function IDisplayData.new() return end

---@param props table
---@return IDisplayData
function IDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function IDisplayData:CreateTooltipData(manager) return end

---@class IDynamicTextureGenerator : ISerializable
IDynamicTextureGenerator = {}

---@class IEvaluator : ISerializable
IEvaluator = {}

---@return IEvaluator
function IEvaluator.new() return end

---@param props table
---@return IEvaluator
function IEvaluator.new(props) return end

---@class IEvaluatorColor : IEvaluator
IEvaluatorColor = {}

---@class IEvaluatorFloat : IEvaluator
IEvaluatorFloat = {}

---@class IEvaluatorVector : IEvaluator
---@field freeAxes EFreeVectorAxes
---@field spill Bool
IEvaluatorVector = {}

---@class IMaterial : CResource
IMaterial = {}

---@class IMaterialDefinition : IMaterial
---@field paramBlockSize Uint32[]
---@field canHaveTangentUpdate Bool
---@field canHaveDismemberment Bool
---@field hasDPL Bool
---@field canBeMasked Bool
---@field shadingRateMode EMaterialShadingRateMode
---@field materialVersion Uint8
---@field vertexFactories EMaterialVertexFactory[]
IMaterialDefinition = {}

---@class IParticleDrawer : ISerializable
---@field pivotOffset Float
IParticleDrawer = {}

---@class IParticleEvent : IParticleModule
---@field eventName CName
IParticleEvent = {}

---@class IParticleInitializer : IParticleModule
---@field seed Uint32
IParticleInitializer = {}

---@class IParticleModificator : IParticleInitializer
IParticleModificator = {}

---@class IParticleModule : ISerializable
---@field editorName String
---@field editorGroup String
---@field isEnabled Bool
IParticleModule = {}

---@class IRenderProxyCustomData
IRenderProxyCustomData = {}

---@class IRenderResourceBlob : ISerializable
IRenderResourceBlob = {}

---@class ISceneStorageCustomData
ISceneStorageCustomData = {}

---@class IScriptable : ISerializable
IScriptable = {}

---@return IScriptable
function IScriptable.new() return end

---@param props table
---@return IScriptable
function IScriptable.new(props) return end

function IScriptable.DetectScriptableCycles() return end

---@return CName
function IScriptable:GetClassName() return end

---@param className CName|string
---@return Bool
function IScriptable:IsA(className) return end

---@param className CName|string
---@return Bool
function IScriptable:IsExactlyA(className) return end

---@return String
function IScriptable:ToString() return end

---@class ISerializable
ISerializable = {}

---@class ITexture : CResource
ITexture = {}

---@class ITonemappingMode : ISerializable
---@field colorPreservation curveData
ITonemappingMode = {}

---@class IUIInventoryItemStatsProvider : IScriptable
IUIInventoryItemStatsProvider = {}

---@return UIItemStatProperties
function IUIInventoryItemStatsProvider:Get() return end

---@class IUpdatableSystem : IScriptable
IUpdatableSystem = {}

---@return IUpdatableSystem
function IUpdatableSystem.new() return end

---@param props table
---@return IUpdatableSystem
function IUpdatableSystem.new(props) return end

---@class IVehicleModuleController : inkWidgetLogicController
IVehicleModuleController = {}

---@return IVehicleModuleController
function IVehicleModuleController.new() return end

---@param props table
---@return IVehicleModuleController
function IVehicleModuleController.new(props) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function IVehicleModuleController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function IVehicleModuleController:UnregisterCallbacks() return end

---@class IWorldWidgetComponent : WidgetBaseComponent
---@field glitchValue Float
---@field tintColor Color
---@field screenAreaMultiplier Float
---@field textureMinMipBias Uint32
---@field textureMaxMipBias Uint32
---@field meshTargetBinding worlduiMeshTargetBinding
---@field isEnabled Bool
IWorldWidgetComponent = {}

---@return worlduiIWidgetGameController
function IWorldWidgetComponent:GetGameControllerInterface() return end

---@return inkWidget
function IWorldWidgetComponent:GetWidget() return end

---@param hit gameeventsHitEvent
---@return Bool
function IWorldWidgetComponent:OnHitEvent(hit) return end

---@return gameuiWidgetGameController
function IWorldWidgetComponent:GetGameController() return end

---@return ScreenDefinitionPackage
function IWorldWidgetComponent:GetScreenDefinition() return end

---@return Bool
function IWorldWidgetComponent:IsScreenDefinitionValid() return end

---@return Bool
function IWorldWidgetComponent:ShouldReactToHit() return end

---@param intensity Float
---@param lifetime Float
function IWorldWidgetComponent:StartGlitching(intensity, lifetime) return end

function IWorldWidgetComponent:StopGlitching() return end

---@class IceMachine : VendingMachine
IceMachine = {}

---@return IceMachine
function IceMachine.new() return end

---@param props table
---@return IceMachine
function IceMachine.new(props) return end

---@param evt DispenceItemFromVendor
---@return Bool
function IceMachine:OnDispenceItemFromVendor(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function IceMachine:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function IceMachine:OnTakeControl(ri) return end

---@param evt VendingMachineFinishedEvent
---@return Bool
function IceMachine:OnVendingMachineFinishedEvent(evt) return end

---@return EGameplayRole
function IceMachine:DeterminGameplayRole() return end

---@return IceMachineController
function IceMachine:GetController() return end

---@return IceMachineControllerPS
function IceMachine:GetDevicePS() return end

---@return TweakDBID
function IceMachine:GetVendorID() return end

function IceMachine:HackedEffect() return end

function IceMachine:PlayItemFall() return end

function IceMachine:StopGlitching() return end

---@class IceMachineController : VendingMachineController
IceMachineController = {}

---@return IceMachineController
function IceMachineController.new() return end

---@param props table
---@return IceMachineController
function IceMachineController.new(props) return end

---@return IceMachineControllerPS
function IceMachineController:GetPS() return end

---@class IceMachineControllerPS : VendingMachineControllerPS
---@field vendorTweakID TweakDBID
---@field iceMachineSFX IceMachineSFX
IceMachineControllerPS = {}

---@return IceMachineControllerPS
function IceMachineControllerPS.new() return end

---@param props table
---@return IceMachineControllerPS
function IceMachineControllerPS.new(props) return end

---@return Bool
function IceMachineControllerPS:OnInstantiated() return end

---@param item ItemID
---@return DispenceItemFromVendor
function IceMachineControllerPS:ActionDispenceIceCube(item) return end

---@return CName
function IceMachineControllerPS:GetGlitchStartSFX() return end

---@return CName
function IceMachineControllerPS:GetGlitchStopSFX() return end

---@return Int32
function IceMachineControllerPS:GetHackedItemCount() return end

---@return CName
function IceMachineControllerPS:GetIceFallSFX() return end

---@return CName
function IceMachineControllerPS:GetProcessingSFX() return end

---@return Float
function IceMachineControllerPS:GetTimeToCompletePurchase() return end

---@return TweakDBID
function IceMachineControllerPS:GetVendorTweakID() return end

---@param evt DispenceItemFromVendor
---@return EntityNotificationType
function IceMachineControllerPS:OnDispenceItemFromVendor(evt) return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function IceMachineControllerPS:PushShopStockActions(actions, context) return end

---@class IceMachineInkGameController : DeviceInkGameControllerBase
---@field buttonContainer inkWidgetReference
---@field soldOutText inkTextWidgetReference
IceMachineInkGameController = {}

---@return IceMachineInkGameController
function IceMachineInkGameController.new() return end

---@param props table
---@return IceMachineInkGameController
function IceMachineInkGameController.new(props) return end

---@return IceMachine
function IceMachineInkGameController:GetOwner() return end

---@param state EDeviceStatus
function IceMachineInkGameController:Refresh(state) return end

---@param widgetsData SActionWidgetPackage[]
function IceMachineInkGameController:UpdateActionWidgets(widgetsData) return end

---@class IceMachineSFX : VendingMachineSFX
---@field iceFalls CName
---@field processing CName
IceMachineSFX = {}

---@return IceMachineSFX
function IceMachineSFX.new() return end

---@param props table
---@return IceMachineSFX
function IceMachineSFX.new(props) return end

---@class IconicsReworkCompensateEvent : redEvent
IconicsReworkCompensateEvent = {}

---@return IconicsReworkCompensateEvent
function IconicsReworkCompensateEvent.new() return end

---@param props table
---@return IconicsReworkCompensateEvent
function IconicsReworkCompensateEvent.new(props) return end

---@class IconsInstance : ModuleInstance
---@field isForcedVisibleThroughWalls Bool
IconsInstance = {}

---@return IconsInstance
function IconsInstance.new() return end

---@param props table
---@return IconsInstance
function IconsInstance.new(props) return end

---@param _isLookedAt Bool
---@param _isRevealed Bool
---@param _isForcedVisibleThroughWalls Bool
function IconsInstance:SetContext(_isLookedAt, _isRevealed, _isForcedVisibleThroughWalls) return end

---@class IconsModule : HUDModule
IconsModule = {}

---@return IconsModule
function IconsModule.new() return end

---@param props table
---@return IconsModule
function IconsModule.new(props) return end

---@param actor gameHudActor
---@return IconsInstance
function IconsModule:DuplicateLastInstance(actor) return end

---@return Bool
function IconsModule:IsEnemyGrappled() return end

---@return Bool
function IconsModule:IsPlayerCarrying() return end

---@param mode ActiveMode
---@return HUDJob
function IconsModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob[]
function IconsModule:Process(mode) return end

---@param actor gameHudActor
---@return Bool
function IconsModule:ShouldDisplayBodyDisposal(actor) return end

---@param jobs HUDJob[]
function IconsModule:Suppress(jobs) return end

---@class IdentifiedWrappedTooltipData : ATooltipData
---@field identifier CName
---@field tooltipOwner entEntityID
---@field data ATooltipData
IdentifiedWrappedTooltipData = {}

---@return IdentifiedWrappedTooltipData
function IdentifiedWrappedTooltipData.new() return end

---@param props table
---@return IdentifiedWrappedTooltipData
function IdentifiedWrappedTooltipData.new(props) return end

---@param identifier CName|string
---@param data ATooltipData
---@return IdentifiedWrappedTooltipData
function IdentifiedWrappedTooltipData.Make(identifier, data) return end

---@class IdleActions : TweakAIActionSmartComposite
IdleActions = {}

---@return IdleActions
function IdleActions.new() return end

---@param props table
---@return IdleActions
function IdleActions.new(props) return end

---@return String
function IdleActions:GetFriendlyName() return end

---@param context AIbehaviorScriptExecutionContext
---@param smartCompositeID TweakDBID|string
---@param smartCompositeDebugName String
---@return Bool, gamedataAIActionSmartComposite_Record
function IdleActions:GetSmartCompositeRecord(context, smartCompositeID, smartCompositeDebugName) return end

---@class IdleActionsCondition : AIbehaviorconditionScript
IdleActionsCondition = {}

---@return IdleActionsCondition
function IdleActionsCondition.new() return end

---@param props table
---@return IdleActionsCondition
function IdleActionsCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IdleActionsCondition:Check(context) return end

---@return String
function IdleActionsCondition:GetFriendlyName() return end

---@class IdleDecisions : VehicleTransition
IdleDecisions = {}

---@return IdleDecisions
function IdleDecisions.new() return end

---@param props table
---@return IdleDecisions
function IdleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function IdleDecisions:ToExit(stateContext, scriptInterface) return end

---@class IdleEvents : VehicleEventsTransition
IdleEvents = {}

---@return IdleEvents
function IdleEvents.new() return end

---@param props table
---@return IdleEvents
function IdleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function IdleEvents:OnEnter(stateContext, scriptInterface) return end

---@class IdleTier3Events : LocomotionGroundEvents
IdleTier3Events = {}

---@return IdleTier3Events
function IdleTier3Events.new() return end

---@param props table
---@return IdleTier3Events
function IdleTier3Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function IdleTier3Events:OnEnter(stateContext, scriptInterface) return end

---@class IdleTier4Decisions : LocomotionGroundDecisions
IdleTier4Decisions = {}

---@return IdleTier4Decisions
function IdleTier4Decisions.new() return end

---@param props table
---@return IdleTier4Decisions
function IdleTier4Decisions.new(props) return end

---@class IdleTier4Events : LocomotionGroundEvents
IdleTier4Events = {}

---@return IdleTier4Events
function IdleTier4Events.new() return end

---@param props table
---@return IdleTier4Events
function IdleTier4Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function IdleTier4Events:OnEnter(stateContext, scriptInterface) return end

---@class IdleTier5Decisions : LocomotionGroundDecisions
IdleTier5Decisions = {}

---@return IdleTier5Decisions
function IdleTier5Decisions.new() return end

---@param props table
---@return IdleTier5Decisions
function IdleTier5Decisions.new(props) return end

---@class IdleTier5Events : LocomotionGroundEvents
IdleTier5Events = {}

---@return IdleTier5Events
function IdleTier5Events.new() return end

---@param props table
---@return IdleTier5Events
function IdleTier5Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function IdleTier5Events:OnEnter(stateContext, scriptInterface) return end

---@class IgnoreAlreadyAffectedEntities : gameEffectObjectSingleFilter_Scripted
IgnoreAlreadyAffectedEntities = {}

---@return IgnoreAlreadyAffectedEntities
function IgnoreAlreadyAffectedEntities.new() return end

---@param props table
---@return IgnoreAlreadyAffectedEntities
function IgnoreAlreadyAffectedEntities.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IgnoreAlreadyAffectedEntities:Process(ctx, filterCtx) return end

---@class IgnoreBarbedWirePrereq : gameIScriptablePrereq
---@field minStateTime Float
---@field invert Bool
IgnoreBarbedWirePrereq = {}

---@return IgnoreBarbedWirePrereq
function IgnoreBarbedWirePrereq.new() return end

---@param props table
---@return IgnoreBarbedWirePrereq
function IgnoreBarbedWirePrereq.new(props) return end

---@param recordID TweakDBID|string
function IgnoreBarbedWirePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IgnoreBarbedWirePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function IgnoreBarbedWirePrereq:OnApplied(state, context) return end

---@class IgnoreFriendlyTargets : gameEffectObjectSingleFilter_Scripted
IgnoreFriendlyTargets = {}

---@return IgnoreFriendlyTargets
function IgnoreFriendlyTargets.new() return end

---@param props table
---@return IgnoreFriendlyTargets
function IgnoreFriendlyTargets.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IgnoreFriendlyTargets:Process(ctx, filterCtx) return end

---@class IgnoreListEvent : redEvent
---@field bodyID entEntityID
---@field removeEvent Bool
IgnoreListEvent = {}

---@return IgnoreListEvent
function IgnoreListEvent.new() return end

---@param props table
---@return IgnoreListEvent
function IgnoreListEvent.new(props) return end

---@class IgnoreMoveCommandInCombatCondition : AIbehaviorconditionScript
IgnoreMoveCommandInCombatCondition = {}

---@return IgnoreMoveCommandInCombatCondition
function IgnoreMoveCommandInCombatCondition.new() return end

---@param props table
---@return IgnoreMoveCommandInCombatCondition
function IgnoreMoveCommandInCombatCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IgnoreMoveCommandInCombatCondition:Check(context) return end

---@class IgnorePlayerIfMountedToVehicle : gameEffectObjectSingleFilter_Scripted
IgnorePlayerIfMountedToVehicle = {}

---@return IgnorePlayerIfMountedToVehicle
function IgnorePlayerIfMountedToVehicle.new() return end

---@param props table
---@return IgnorePlayerIfMountedToVehicle
function IgnorePlayerIfMountedToVehicle.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IgnorePlayerIfMountedToVehicle:Process(ctx, filterCtx) return end

---@class IgnorePlayerMountedVehicle : gameEffectObjectSingleFilter_Scripted
IgnorePlayerMountedVehicle = {}

---@return IgnorePlayerMountedVehicle
function IgnorePlayerMountedVehicle.new() return end

---@param props table
---@return IgnorePlayerMountedVehicle
function IgnorePlayerMountedVehicle.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IgnorePlayerMountedVehicle:Process(ctx, filterCtx) return end

---@class IllegalActionTypes
---@field regularActions Bool
---@field quickHacks Bool
---@field skillChecks Bool
IllegalActionTypes = {}

---@return IllegalActionTypes
function IllegalActionTypes.new() return end

---@param props table
---@return IllegalActionTypes
function IllegalActionTypes.new(props) return end

---@class ImageActionButtonLogicController : DeviceActionWidgetControllerBase
---@field tallImageWidget inkImageWidgetReference
---@field price Int32
ImageActionButtonLogicController = {}

---@return ImageActionButtonLogicController
function ImageActionButtonLogicController.new() return end

---@param props table
---@return ImageActionButtonLogicController
function ImageActionButtonLogicController.new(props) return end

---@return Int32
function ImageActionButtonLogicController:GetPrice() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function ImageActionButtonLogicController:Initialize(gameController, widgetData) return end

---@class ImageBasedFlareAreaSettings : IAreaSettings
---@field treshold Float
---@field dispersal Float
---@field haloWidth Float
---@field distortion Float
---@field curve Float
---@field tint Color[]
---@field scale curveData
---@field saturation curveData
ImageBasedFlareAreaSettings = {}

---@return ImageBasedFlareAreaSettings
function ImageBasedFlareAreaSettings.new() return end

---@param props table
---@return ImageBasedFlareAreaSettings
function ImageBasedFlareAreaSettings.new(props) return end

---@class ImageButtonCustomData : WidgetCustomData
---@field imageAtlasImageID CName
---@field additionalText String
ImageButtonCustomData = {}

---@return ImageButtonCustomData
function ImageButtonCustomData.new() return end

---@param props table
---@return ImageButtonCustomData
function ImageButtonCustomData.new(props) return end

---@class ImageSwappingController : inkWidgetLogicController
---@field ImageWidgetPath String
---@field ButtonsPaths CName[]
---@field ButtonsNames String[]
---@field ButtonsValues String[]
---@field Buttons inkCanvasWidget[]
ImageSwappingController = {}

---@return ImageSwappingController
function ImageSwappingController.new() return end

---@param props table
---@return ImageSwappingController
function ImageSwappingController.new(props) return end

---@return Bool
function ImageSwappingController:OnInitialize() return end

function ImageSwappingController:FillButtons() return end

---@class ImageTextureGenerator : IDynamicTextureGenerator
ImageTextureGenerator = {}

---@return ImageTextureGenerator
function ImageTextureGenerator.new() return end

---@param props table
---@return ImageTextureGenerator
function ImageTextureGenerator.new(props) return end

---@class ImmediateExitWithForceEvents : ExitingEventsBase
---@field exitForce gamestateMachineResultVector
---@field bikeForce gamestateMachineResultVector
---@field knockOverBike KnockOverBikeEvent
ImmediateExitWithForceEvents = {}

---@return ImmediateExitWithForceEvents
function ImmediateExitWithForceEvents.new() return end

---@param props table
---@return ImmediateExitWithForceEvents
function ImmediateExitWithForceEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function ImmediateExitWithForceEvents:ApplyCounterForce(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isInstant Bool
---@param isUpsidedown Bool
function ImmediateExitWithForceEvents:ExitWorkspot(stateContext, scriptInterface, isInstant, isUpsidedown) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ImmediateExitWithForceEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ImmediateExitWithForceEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ImmediateExitWithForceEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function ImmediateExitWithForceEvents:Unmount(scriptInterface, stateContext) return end

---@class ImmediateNotificationListener : IScriptable
ImmediateNotificationListener = {}

---@param message Int32
---@param id Uint64
---@param data IScriptable
function ImmediateNotificationListener:Notify(message, id, data) return end

---@class ImpactReactionTask : AIHitReactionTask
---@field tweakDBPackage TweakDBID
ImpactReactionTask = {}

---@return ImpactReactionTask
function ImpactReactionTask.new() return end

---@param props table
---@return ImpactReactionTask
function ImpactReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ImpactReactionTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function ImpactReactionTask:GetDesiredHitReactionDuration(context) return end

---@return animHitReactionType
function ImpactReactionTask:GetHitReactionType() return end

---@class InAlertedHighLevelState : AINPCHighLevelStateCheck
InAlertedHighLevelState = {}

---@return InAlertedHighLevelState
function InAlertedHighLevelState.new() return end

---@param props table
---@return InAlertedHighLevelState
function InAlertedHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InAlertedHighLevelState:GetStateToCheck() return end

---@class InArmedVehicle : AIbehaviorconditionScript
InArmedVehicle = {}

---@return InArmedVehicle
function InArmedVehicle.new() return end

---@param props table
---@return InArmedVehicle
function InArmedVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function InArmedVehicle:Check(context) return end

---@class InAttackUpperBodyState : AINPCUpperBodyStateCheck
InAttackUpperBodyState = {}

---@return InAttackUpperBodyState
function InAttackUpperBodyState.new() return end

---@param props table
---@return InAttackUpperBodyState
function InAttackUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InAttackUpperBodyState:GetStateToCheck() return end

---@class InCombatHighLevelState : AINPCHighLevelStateCheck
InCombatHighLevelState = {}

---@return InCombatHighLevelState
function InCombatHighLevelState.new() return end

---@param props table
---@return InCombatHighLevelState
function InCombatHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InCombatHighLevelState:GetStateToCheck() return end

---@class InCoverStanceState : AINPCStanceStateCheck
InCoverStanceState = {}

---@return InCoverStanceState
function InCoverStanceState.new() return end

---@param props table
---@return InCoverStanceState
function InCoverStanceState.new(props) return end

---@return gamedataNPCStanceState
function InCoverStanceState:GetStateToCheck() return end

---@class InCrouchStanceState : AINPCStanceStateCheck
InCrouchStanceState = {}

---@return InCrouchStanceState
function InCrouchStanceState.new() return end

---@param props table
---@return InCrouchStanceState
function InCrouchStanceState.new(props) return end

---@return gamedataNPCStanceState
function InCrouchStanceState:GetStateToCheck() return end

---@class InDeadHighLevelState : AINPCHighLevelStateCheck
InDeadHighLevelState = {}

---@return InDeadHighLevelState
function InDeadHighLevelState.new() return end

---@param props table
---@return InDeadHighLevelState
function InDeadHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InDeadHighLevelState:GetStateToCheck() return end

---@class InDefendUpperBodyState : AINPCUpperBodyStateCheck
InDefendUpperBodyState = {}

---@return InDefendUpperBodyState
function InDefendUpperBodyState.new() return end

---@param props table
---@return InDefendUpperBodyState
function InDefendUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InDefendUpperBodyState:GetStateToCheck() return end

---@class InNormalUpperBodyState : AINPCUpperBodyStateCheck
InNormalUpperBodyState = {}

---@return InNormalUpperBodyState
function InNormalUpperBodyState.new() return end

---@param props table
---@return InNormalUpperBodyState
function InNormalUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InNormalUpperBodyState:GetStateToCheck() return end

---@class InParryUpperBodyState : AINPCUpperBodyStateCheck
InParryUpperBodyState = {}

---@return InParryUpperBodyState
function InParryUpperBodyState.new() return end

---@param props table
---@return InParryUpperBodyState
function InParryUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InParryUpperBodyState:GetStateToCheck() return end

---@class InRelaxedHighLevelState : AINPCHighLevelStateCheck
InRelaxedHighLevelState = {}

---@return InRelaxedHighLevelState
function InRelaxedHighLevelState.new() return end

---@param props table
---@return InRelaxedHighLevelState
function InRelaxedHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InRelaxedHighLevelState:GetStateToCheck() return end

---@class InReloadUpperBodyState : AINPCUpperBodyStateCheck
InReloadUpperBodyState = {}

---@return InReloadUpperBodyState
function InReloadUpperBodyState.new() return end

---@param props table
---@return InReloadUpperBodyState
function InReloadUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InReloadUpperBodyState:GetStateToCheck() return end

---@class InShootUpperBodyState : AINPCUpperBodyStateCheck
InShootUpperBodyState = {}

---@return InShootUpperBodyState
function InShootUpperBodyState.new() return end

---@param props table
---@return InShootUpperBodyState
function InShootUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InShootUpperBodyState:GetStateToCheck() return end

---@class InStandStanceState : AINPCStanceStateCheck
InStandStanceState = {}

---@return InStandStanceState
function InStandStanceState.new() return end

---@param props table
---@return InStandStanceState
function InStandStanceState.new(props) return end

---@return gamedataNPCStanceState
function InStandStanceState:GetStateToCheck() return end

---@class InStealthHighLevelState : AINPCHighLevelStateCheck
InStealthHighLevelState = {}

---@return InStealthHighLevelState
function InStealthHighLevelState.new() return end

---@param props table
---@return InStealthHighLevelState
function InStealthHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InStealthHighLevelState:GetStateToCheck() return end

---@class InSwimStanceState : AINPCStanceStateCheck
InSwimStanceState = {}

---@return InSwimStanceState
function InSwimStanceState.new() return end

---@param props table
---@return InSwimStanceState
function InSwimStanceState.new(props) return end

---@return gamedataNPCStanceState
function InSwimStanceState:GetStateToCheck() return end

---@class InTauntUpperBodyState : AINPCUpperBodyStateCheck
InTauntUpperBodyState = {}

---@return InTauntUpperBodyState
function InTauntUpperBodyState.new() return end

---@param props table
---@return InTauntUpperBodyState
function InTauntUpperBodyState.new(props) return end

---@return gamedataNPCUpperBodyState
function InTauntUpperBodyState:GetStateToCheck() return end

---@class InUnconsciousHighLevelState : AINPCHighLevelStateCheck
InUnconsciousHighLevelState = {}

---@return InUnconsciousHighLevelState
function InUnconsciousHighLevelState.new() return end

---@param props table
---@return InUnconsciousHighLevelState
function InUnconsciousHighLevelState.new(props) return end

---@return gamedataNPCHighLevelState
function InUnconsciousHighLevelState:GetStateToCheck() return end

---@class InVehicleAlertedDecorator : AIVehicleTaskAbstract
InVehicleAlertedDecorator = {}

---@return InVehicleAlertedDecorator
function InVehicleAlertedDecorator.new() return end

---@param props table
---@return InVehicleAlertedDecorator
function InVehicleAlertedDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleAlertedDecorator:Deactivate(context) return end

---@class InVehicleCombatDecorator : AIVehicleTaskAbstract
---@field targetToChase gameObject
---@field vehCommand AIVehicleChaseCommand
InVehicleCombatDecorator = {}

---@return InVehicleCombatDecorator
function InVehicleCombatDecorator.new() return end

---@param props table
---@return InVehicleCombatDecorator
function InVehicleCombatDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleCombatDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param newTarget gameObject
function InVehicleCombatDecorator:ChaseNewTarget(context, newTarget) return end

---@param newTarget gameObject
---@param context AIbehaviorScriptExecutionContext
---@return AIVehicleChaseCommand
function InVehicleCombatDecorator:CreateChaseCommand(newTarget, context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleCombatDecorator:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleCombatDecorator:ProcessInitCommands(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InVehicleCombatDecorator:Update(context) return end

---@class InVehicleDecorator : AIVehicleTaskAbstract
InVehicleDecorator = {}

---@return InVehicleDecorator
function InVehicleDecorator.new() return end

---@param props table
---@return InVehicleDecorator
function InVehicleDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDecorator:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InVehicleDecorator:Update(context) return end

---@class InVehicleDrivePatrolDecorator : AIVehicleTaskAbstract
---@field vehCommand AIVehicleDrivePatrolCommand
---@field maxSpeed AIArgumentMapping
---@field minSpeed AIArgumentMapping
---@field clearTrafficOnPath AIArgumentMapping
---@field emergencyPatrol AIArgumentMapping
---@field numPatrolLoops AIArgumentMapping
InVehicleDrivePatrolDecorator = {}

---@return InVehicleDrivePatrolDecorator
function InVehicleDrivePatrolDecorator.new() return end

---@param props table
---@return InVehicleDrivePatrolDecorator
function InVehicleDrivePatrolDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDrivePatrolDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDrivePatrolDecorator:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIVehicleDrivePatrolCommand
function InVehicleDrivePatrolDecorator:GetMountedVehicleActivePatrolCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDrivePatrolDecorator:ProcessInitCommands(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InVehicleDrivePatrolDecorator:Update(context) return end

---@class InVehicleDriveToPointAutonomousDecorator : AIVehicleTaskAbstract
---@field vehCommand AIVehicleDriveToPointAutonomousCommand
---@field targetPosition AIArgumentMapping
---@field minimumDistanceToTarget AIArgumentMapping
---@field maxSpeed AIArgumentMapping
---@field minSpeed AIArgumentMapping
---@field clearTrafficOnPath AIArgumentMapping
---@field driveDownTheRoadIndefinitely AIArgumentMapping
InVehicleDriveToPointAutonomousDecorator = {}

---@return InVehicleDriveToPointAutonomousDecorator
function InVehicleDriveToPointAutonomousDecorator.new() return end

---@param props table
---@return InVehicleDriveToPointAutonomousDecorator
function InVehicleDriveToPointAutonomousDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDriveToPointAutonomousDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDriveToPointAutonomousDecorator:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIVehicleDriveToPointAutonomousCommand
function InVehicleDriveToPointAutonomousDecorator:GetMountedVehicleActiveDriveToPointCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function InVehicleDriveToPointAutonomousDecorator:ProcessInitCommands(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InVehicleDriveToPointAutonomousDecorator:Update(context) return end

---@class InactiveCoverDecisions : CoverActionTransition
InactiveCoverDecisions = {}

---@return InactiveCoverDecisions
function InactiveCoverDecisions.new() return end

---@param props table
---@return InactiveCoverDecisions
function InactiveCoverDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InactiveCoverDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class InactiveCoverEvents : CoverActionEventsTransition
InactiveCoverEvents = {}

---@return InactiveCoverEvents
function InactiveCoverEvents.new() return end

---@param props table
---@return InactiveCoverEvents
function InactiveCoverEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InactiveCoverEvents:OnEnter(stateContext, scriptInterface) return end

---@class IncapacitatedEvent : redEvent
IncapacitatedEvent = {}

---@return IncapacitatedEvent
function IncapacitatedEvent.new() return end

---@param props table
---@return IncapacitatedEvent
function IncapacitatedEvent.new(props) return end

---@class IncomingCallGameController : gameuiNewPhoneRelatedHUDGameController
---@field contactNameWidget inkTextWidgetReference
---@field buttonHint inkWidgetReference
---@field phoneBlackboard gameIBlackboard
---@field phoneBBDefinition UI_ComDeviceDef
---@field phoneCallInfoBBID redCallbackObject
---@field animProxy inkanimProxy
IncomingCallGameController = {}

---@return IncomingCallGameController
function IncomingCallGameController.new() return end

---@param props table
---@return IncomingCallGameController
function IncomingCallGameController.new(props) return end

---@return Bool
function IncomingCallGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function IncomingCallGameController:OnPhoneCall(value) return end

---@return Bool
function IncomingCallGameController:OnUninitialize() return end

---@param phoneCallInfo questPhoneCallInformation
---@return gameJournalContact
function IncomingCallGameController:GetIncomingContact(phoneCallInfo) return end

---@class IncomingCallLogicController : inkWidgetLogicController
---@field contactNameWidget inkTextWidgetReference
---@field buttonHint inkWidgetReference
---@field avatar inkImageWidgetReference
---@field animProxy inkanimProxy
IncomingCallLogicController = {}

---@return IncomingCallLogicController
function IncomingCallLogicController.new() return end

---@param props table
---@return IncomingCallLogicController
function IncomingCallLogicController.new(props) return end

---@return Bool
function IncomingCallLogicController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function IncomingCallLogicController:OnRingAnimFinished(proxy) return end

---@param contactName String
---@param contactEntry gameJournalContact
---@param journalMgr gameJournalManager
---@param isRejectable Bool
function IncomingCallLogicController:SetCallInfo(contactName, contactEntry, journalMgr, isRejectable) return end

---@param pause Bool
function IncomingCallLogicController:SetCallingPaused(pause) return end

---@class IncreaseTraitLevel : gamePlayerScriptableSystemRequest
---@field trait gamedataTraitType
IncreaseTraitLevel = {}

---@return IncreaseTraitLevel
function IncreaseTraitLevel.new() return end

---@param props table
---@return IncreaseTraitLevel
function IncreaseTraitLevel.new(props) return end

---@param _owner gameObject
---@param traitType gamedataTraitType
function IncreaseTraitLevel:Set(_owner, traitType) return end

---@class IncrementArgumentInt : AIbehaviortaskScript
---@field argumentIntName CName
IncrementArgumentInt = {}

---@return IncrementArgumentInt
function IncrementArgumentInt.new() return end

---@param props table
---@return IncrementArgumentInt
function IncrementArgumentInt.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IncrementArgumentInt:Activate(context) return end

---@class IncrimentStealthStimThreshold : AIbehaviortaskScript
---@field thresholdTimeout Float
IncrimentStealthStimThreshold = {}

---@return IncrimentStealthStimThreshold
function IncrimentStealthStimThreshold.new() return end

---@param props table
---@return IncrimentStealthStimThreshold
function IncrimentStealthStimThreshold.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IncrimentStealthStimThreshold:Activate(context) return end

---@class IncrimentStimThreshold : AIbehaviortaskScript
---@field thresholdTimeout Float
IncrimentStimThreshold = {}

---@return IncrimentStimThreshold
function IncrimentStimThreshold.new() return end

---@param props table
---@return IncrimentStimThreshold
function IncrimentStimThreshold.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IncrimentStimThreshold:Activate(context) return end

---@class IndustrialArmDamageEvent : redEvent
IndustrialArmDamageEvent = {}

---@return IndustrialArmDamageEvent
function IndustrialArmDamageEvent.new() return end

---@param props table
---@return IndustrialArmDamageEvent
function IndustrialArmDamageEvent.new(props) return end

---@class IngredientData
---@field label String
---@field quantity Int32
---@field baseQuantity Int32
---@field itemAmount Int32
---@field inventoryQuantity Int32
---@field id gamedataItem_Record
---@field icon String
---@field iconGender gameItemIconGender
---@field playerSelectableIngredient Bool
---@field buyableIngredient Bool
---@field hasEnoughQuantity Bool
IngredientData = {}

---@return IngredientData
function IngredientData.new() return end

---@param props table
---@return IngredientData
function IngredientData.new(props) return end

---@class IngredientListItemLogicController : inkButtonController
---@field itemName inkTextWidgetReference
---@field inventoryQuantity inkTextWidgetReference
---@field ingredientQuantity inkTextWidgetReference
---@field availability inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field emptyIcon inkImageWidgetReference
---@field availableBgElements inkWidgetReference[]
---@field unavailableBgElements inkWidgetReference[]
---@field buyButton inkWidgetReference
---@field countWrapper inkWidgetReference
---@field itemRarity inkWidgetReference
---@field data IngredientData
---@field root inkWidget
---@field TooltipsManager gameuiTooltipsManager
---@field itemAmount Int32
IngredientListItemLogicController = {}

---@return IngredientListItemLogicController
function IngredientListItemLogicController.new() return end

---@param props table
---@return IngredientListItemLogicController
function IngredientListItemLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function IngredientListItemLogicController:OnDisplayHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function IngredientListItemLogicController:OnDisplayHoverOver(evt) return end

---@return Bool
function IngredientListItemLogicController:OnInitialize() return end

---@return IngredientData
function IngredientListItemLogicController:GetData() return end

function IngredientListItemLogicController:SetUnusedState() return end

---@param data IngredientData
---@param tooltipsManager gameuiTooltipsManager
---@param itemAmount Int32
function IngredientListItemLogicController:SetupData(data, tooltipsManager, itemAmount) return end

---@class InitialDecisions : LocomotionGroundDecisions
InitialDecisions = {}

---@return InitialDecisions
function InitialDecisions.new() return end

---@param props table
---@return InitialDecisions
function InitialDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InitialDecisions:ToCrouch(stateContext, scriptInterface) return end

---@class InitialStateDecisions : InputContextTransitionDecisions
InitialStateDecisions = {}

---@return InitialStateDecisions
function InitialStateDecisions.new() return end

---@param props table
---@return InitialStateDecisions
function InitialStateDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InitialStateDecisions:ToUiContext(stateContext, scriptInterface) return end

---@class InitialiseNPC : AIbehaviortaskScript
InitialiseNPC = {}

---@return InitialiseNPC
function InitialiseNPC.new() return end

---@param props table
---@return InitialiseNPC
function InitialiseNPC.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InitialiseNPC:Activate(context) return end

---@param scriptExecutionContext AIbehaviorScriptExecutionContext
function InitialiseNPC:StoreScriptExecutionContext(scriptExecutionContext) return end

---@class InitializationSoundController : inkWidgetLogicController
---@field soundControlName CName
---@field initializeSoundName CName
---@field unitializeSoundName CName
InitializationSoundController = {}

---@return InitializationSoundController
function InitializationSoundController.new() return end

---@param props table
---@return InitializationSoundController
function InitializationSoundController.new(props) return end

---@return Bool
function InitializationSoundController:OnInitialize() return end

---@return Bool
function InitializationSoundController:OnUninitialize() return end

---@class InitializeCLSEvent : redEvent
InitializeCLSEvent = {}

---@return InitializeCLSEvent
function InitializeCLSEvent.new() return end

---@param props table
---@return InitializeCLSEvent
function InitializeCLSEvent.new(props) return end

---@class InitializeFocusCluesEvent : redEvent
---@field requesterID entEntityID
InitializeFocusCluesEvent = {}

---@return InitializeFocusCluesEvent
function InitializeFocusCluesEvent.new() return end

---@param props table
---@return InitializeFocusCluesEvent
function InitializeFocusCluesEvent.new(props) return end

---@class InitializeUserScreenGameController : gameuiMenuGameController
---@field backgroundVideo inkVideoWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field requestHandler inkISystemRequestsHandler
InitializeUserScreenGameController = {}

---@return InitializeUserScreenGameController
function InitializeUserScreenGameController.new() return end

---@param props table
---@return InitializeUserScreenGameController
function InitializeUserScreenGameController.new(props) return end

---@param id CName|string
---@return Bool
function InitializeUserScreenGameController:OnAdditionalDataInvalidCallback_InitUser(id) return end

---@return Bool
function InitializeUserScreenGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function InitializeUserScreenGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function InitializeUserScreenGameController:OnUninitialize() return end

---@class InitiateCyberwareExplosionEffector : gameEffector
---@field maxRangeAddition Float
---@field attackRecord gamedataAttack_Record
InitiateCyberwareExplosionEffector = {}

---@return InitiateCyberwareExplosionEffector
function InitiateCyberwareExplosionEffector.new() return end

---@param props table
---@return InitiateCyberwareExplosionEffector
function InitiateCyberwareExplosionEffector.new(props) return end

---@param owner gameObject
function InitiateCyberwareExplosionEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function InitiateCyberwareExplosionEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function InitiateCyberwareExplosionEffector:RepeatedAction(owner) return end

---@class InitiateScanner : redEvent
---@field trespasserEntryIndex Int32
InitiateScanner = {}

---@return InitiateScanner
function InitiateScanner.new() return end

---@param props table
---@return InitiateScanner
function InitiateScanner.new(props) return end

---@class InitiateTrafficLightChange : ActionBool
InitiateTrafficLightChange = {}

---@return InitiateTrafficLightChange
function InitiateTrafficLightChange.new() return end

---@param props table
---@return InitiateTrafficLightChange
function InitiateTrafficLightChange.new(props) return end

function InitiateTrafficLightChange:SetProperties() return end

---@class InjectAttackInstigatorAsThreat : AIbehaviortaskScript
InjectAttackInstigatorAsThreat = {}

---@return InjectAttackInstigatorAsThreat
function InjectAttackInstigatorAsThreat.new() return end

---@param props table
---@return InjectAttackInstigatorAsThreat
function InjectAttackInstigatorAsThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InjectAttackInstigatorAsThreat:Activate(context) return end

---@class InjectCombatTargetCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIInjectCombatTargetCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
InjectCombatTargetCommandTask = {}

---@return InjectCombatTargetCommandTask
function InjectCombatTargetCommandTask.new() return end

---@param props table
---@return InjectCombatTargetCommandTask
function InjectCombatTargetCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatTargetCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatTargetCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatTargetCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InjectCombatTargetCommandTask:Update(context) return end

---@class InjectCombatThreatCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIInjectCombatThreatCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
InjectCombatThreatCommandTask = {}

---@return InjectCombatThreatCommandTask
function InjectCombatThreatCommandTask.new() return end

---@param props table
---@return InjectCombatThreatCommandTask
function InjectCombatThreatCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatThreatCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatThreatCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectCombatThreatCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InjectCombatThreatCommandTask:Update(context) return end

---@class InjectLookatTargetCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIInjectLookatTargetCommand
---@field activationTimeStamp Float
---@field commandDuration Float
InjectLookatTargetCommandTask = {}

---@return InjectLookatTargetCommandTask
function InjectLookatTargetCommandTask.new() return end

---@param props table
---@return InjectLookatTargetCommandTask
function InjectLookatTargetCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function InjectLookatTargetCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectLookatTargetCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function InjectLookatTargetCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function InjectLookatTargetCommandTask:Update(context) return end

---@class InkAnimHelper : IScriptable
InkAnimHelper = {}

---@return InkAnimHelper
function InkAnimHelper.new() return end

---@param props table
---@return InkAnimHelper
function InkAnimHelper.new(props) return end

---@param startAlpha Float
---@param endAlpha Float
---@param duration Float
---@param delay Float
---@param type inkanimInterpolationType
---@param mode inkanimInterpolationMode
---@return inkanimDefinition
function InkAnimHelper.GetDef_Blink(startAlpha, endAlpha, duration, delay, type, mode) return end

---@param startAlpha Float
---@param endAlpha Float
---@param duration Float
---@param delay Float
---@param type inkanimInterpolationType
---@param mode inkanimInterpolationMode
---@return inkanimDefinition
function InkAnimHelper.GetDef_Transparency(startAlpha, endAlpha, duration, delay, type, mode) return end

---@class InkImageUtils : IScriptable
InkImageUtils = {}

---@return InkImageUtils
function InkImageUtils.new() return end

---@param props table
---@return InkImageUtils
function InkImageUtils.new(props) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidgetReference
---@param iconID TweakDBID|string
function InkImageUtils.RequestAvatarOrUnknown(controller, target, iconID) return end

---@param controller inkIWidgetController
---@param target inkImageWidgetReference
---@param iconID TweakDBID|string
function InkImageUtils.RequestAvatarOrUnknown(controller, target, iconID) return end

---@param controller inkIWidgetController
---@param target inkImageWidget
---@param iconID TweakDBID|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidget
---@param iconID TweakDBID|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkIWidgetController
---@param target inkImageWidgetReference
---@param iconID String
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidgetReference
---@param iconID CName|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkIWidgetController
---@param target inkImageWidgetReference
---@param iconID CName|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidget
---@param iconID String
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkIWidgetController
---@param target inkImageWidget
---@param iconID String
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkIWidgetController
---@param target inkImageWidgetReference
---@param iconID TweakDBID|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidgetReference
---@param iconID TweakDBID|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkIWidgetController
---@param target inkImageWidget
---@param iconID CName|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidgetReference
---@param iconID String
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@param controller inkWidgetLogicController
---@param target inkImageWidget
---@param iconID CName|string
---@param callbackFunction CName|string
function InkImageUtils.RequestSetImage(controller, target, iconID, callbackFunction) return end

---@class InnerAdminPanelScreenGameController : BaseInnerBunkerComputerGameController
---@field introAnimName CName
---@field loopAnimName CName
---@field buttonAnimName CName[]
---@field commandAnimName CName[]
---@field successAnimName CName[]
---@field successPopupAnimName CName
---@field attemptAnimName CName
---@field instantAttemptAnimName CName
---@field instantAttemptPopupAnimName CName
---@field shutdownButton inkWidgetReference
---@field subsystemIndex Int32
---@field animProxyFull1 inkanimProxy
---@field animProxyFull2 inkanimProxy
---@field animProxySuccess inkanimProxy
---@field animProxySuccessPopup inkanimProxy
---@field animProxyAttempt inkanimProxy
---@field animProxyAttemptPopup inkanimProxy
---@field zoomUICallbackHandle redCallbackObject
---@field isUIZoomDevice Bool
InnerAdminPanelScreenGameController = {}

---@return InnerAdminPanelScreenGameController
function InnerAdminPanelScreenGameController.new() return end

---@param props table
---@return InnerAdminPanelScreenGameController
function InnerAdminPanelScreenGameController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function InnerAdminPanelScreenGameController:OnAttemptAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function InnerAdminPanelScreenGameController:OnButtonAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function InnerAdminPanelScreenGameController:OnCommandAnimFinished(proxy) return end

---@param fact CName|string
---@param value Int32
---@return Bool
function InnerAdminPanelScreenGameController:OnFactChanged(fact, value) return end

---@return Bool
function InnerAdminPanelScreenGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function InnerAdminPanelScreenGameController:OnIntroAnimFinished(proxy) return end

---@param value Bool
---@return Bool
function InnerAdminPanelScreenGameController:OnIsUIZoomDeviceChange(value) return end

---@param playerPuppet gameObject
---@return Bool
function InnerAdminPanelScreenGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function InnerAdminPanelScreenGameController:OnPlayerDetach(playerPuppet) return end

---@param e inkPointerEvent
---@return Bool
function InnerAdminPanelScreenGameController:OnShutdownButtonClicked(e) return end

---@param proxy inkanimProxy
---@return Bool
function InnerAdminPanelScreenGameController:OnSuccessAnimFinished(proxy) return end

---@return Bool
function InnerAdminPanelScreenGameController:OnUninitialize() return end

function InnerAdminPanelScreenGameController:StartAttemptLine() return end

function InnerAdminPanelScreenGameController:StartFullLine() return end

function InnerAdminPanelScreenGameController:StartLoopAnim() return end

function InnerAdminPanelScreenGameController:StartSuccessLine() return end

---@class InnerBunkerCoreScreenGameController : BaseInnerBunkerComputerGameController
---@field systems inkWidgetReference[]
---@field statuses InnerBunkerCoreStatus[]
---@field shutdownButton inkWidgetReference
---@field processingPanel inkWidgetReference
---@field failurePopup inkWidgetReference
---@field successPopup inkWidgetReference
---@field systemCheckTimeOffline Float
---@field systemCheckTimeUnresponsive Float
---@field showResultTime Float
---@field systemsCheckAnimName CName
---@field coreStatusNormalAnimName CName
---@field coreStatusMalfunctionAnimName CName
---@field coreStatusShutdownAnimName CName
---@field coreStatusShutingDownAnimName CName
---@field failurePopupAnimName CName
---@field successPopupAnimName CName
---@field stage InnerBunkerCoreStage
---@field sysIndex Int32
---@field systemsCheckAnimProxy inkanimProxy
---@field resultPopupAnimProxy inkanimProxy
---@field coreStatusAnimProxy inkanimProxy
InnerBunkerCoreScreenGameController = {}

---@return InnerBunkerCoreScreenGameController
function InnerBunkerCoreScreenGameController.new() return end

---@param props table
---@return InnerBunkerCoreScreenGameController
function InnerBunkerCoreScreenGameController.new(props) return end

---@param fact CName|string
---@param value Int32
---@return Bool
function InnerBunkerCoreScreenGameController:OnFactChanged(fact, value) return end

---@return Bool
function InnerBunkerCoreScreenGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function InnerBunkerCoreScreenGameController:OnShutdownButtonClicked(e) return end

---@param timerName CName|string
---@return Bool
function InnerBunkerCoreScreenGameController:OnTimer(timerName) return end

function InnerBunkerCoreScreenGameController:InitFromFacts() return end

---@param coreStatusAnimName CName|string
function InnerBunkerCoreScreenGameController:SetCoreStatus(coreStatusAnimName) return end

---@param controller inkWidgetLogicController
---@param status InnerBunkerCoreStatus
function InnerBunkerCoreScreenGameController:SetStatus(controller, status) return end

function InnerBunkerCoreScreenGameController:SetSystemsStatus() return end

---@param status InnerBunkerCoreStatus
function InnerBunkerCoreScreenGameController:SetSystemsStatus(status) return end

function InnerBunkerCoreScreenGameController:ShowResult() return end

function InnerBunkerCoreScreenGameController:Shutdown() return end

function InnerBunkerCoreScreenGameController:UpdateFacts() return end

---@param isButtonVisible Bool
function InnerBunkerCoreScreenGameController:UpdateVisibility(isButtonVisible) return end

---@class InnerBunkerSystemStatusLogicController : inkWidgetLogicController
---@field onlineRoot inkWidgetReference
---@field offlineRoot inkWidgetReference
---@field onlineIco inkWidgetReference
---@field offlineIco inkWidgetReference
---@field sysIndicator inkWidgetReference
---@field stateAnimName CName
---@field widgetsToColor inkWidgetReference[]
---@field textStatuses inkTextWidgetReference[]
InnerBunkerSystemStatusLogicController = {}

---@return InnerBunkerSystemStatusLogicController
function InnerBunkerSystemStatusLogicController.new() return end

---@param props table
---@return InnerBunkerSystemStatusLogicController
function InnerBunkerSystemStatusLogicController.new(props) return end

---@return Bool
function InnerBunkerSystemStatusLogicController:OnInitialize() return end

---@param status InnerBunkerCoreStatus
function InnerBunkerSystemStatusLogicController:SetStatus(status) return end

---@class InnerSubsystemScreenGameController : BaseInnerBunkerComputerGameController
---@field loopAnimName CName[]
---@field adminAccessPopupAnimName CName
---@field unrecognizedPopupAnimName CName
---@field preAuthorizingPopupAnimName CName
---@field postAuthorizingPopupAnimName CName
---@field deniedPopupAnimName CName
---@field successPopupAnimName CName
---@field errorPopupAnimName CName
---@field icePopupAnimName CName
---@field shutdownButton inkWidgetReference[]
---@field adminPanelButton inkWidgetReference[]
---@field adminPanelPopupButton inkWidgetReference
---@field transitionToAuthorization inkWidgetReference
---@field transitionToMinigame inkWidgetReference
---@field transitionToAdminPanel inkWidgetReference
---@field subsystemIndex Int32
---@field adminAccessPopupAnimProxy inkanimProxy
---@field successPopupAnimProxy inkanimProxy
---@field errorPopupAnimProxy inkanimProxy
InnerSubsystemScreenGameController = {}

---@return InnerSubsystemScreenGameController
function InnerSubsystemScreenGameController.new() return end

---@param props table
---@return InnerSubsystemScreenGameController
function InnerSubsystemScreenGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function InnerSubsystemScreenGameController:OnAdminPanelButtonClicked(e) return end

---@param proxy inkanimProxy
---@return Bool
function InnerSubsystemScreenGameController:OnDeniedPopupAnimFinished(proxy) return end

---@param fact CName|string
---@param value Int32
---@return Bool
function InnerSubsystemScreenGameController:OnFactChanged(fact, value) return end

---@return Bool
function InnerSubsystemScreenGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function InnerSubsystemScreenGameController:OnShowPostAuthorizingPopupAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function InnerSubsystemScreenGameController:OnShowPreAuthorizingPopupAnimFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function InnerSubsystemScreenGameController:OnShutdownButtonClicked(e) return end

---@param proxy inkanimProxy
---@return Bool
function InnerSubsystemScreenGameController:OnUnrecognizedUserPopupEndLoop(proxy) return end

function InnerSubsystemScreenGameController:DisableButtons() return end

function InnerSubsystemScreenGameController:ShowAdminAccessPopup() return end

function InnerSubsystemScreenGameController:ShowDeniedPopup() return end

function InnerSubsystemScreenGameController:ShowErrorPopup() return end

function InnerSubsystemScreenGameController:ShowPostAuthorizingPopup() return end

---@param startMinigame Bool
function InnerSubsystemScreenGameController:ShowPreAuthorizingPopup(startMinigame) return end

function InnerSubsystemScreenGameController:ShowSuccessPopup() return end

---@param fromInit Bool
function InnerSubsystemScreenGameController:ShowUnrecognizedUserPopup(fromInit) return end

---@class InputActivatedToUploadBlackwallEvent : redEvent
InputActivatedToUploadBlackwallEvent = {}

---@return InputActivatedToUploadBlackwallEvent
function InputActivatedToUploadBlackwallEvent.new() return end

---@param props table
---@return InputActivatedToUploadBlackwallEvent
function InputActivatedToUploadBlackwallEvent.new(props) return end

---@class InputContextSystem : gameScriptableSystem
---@field activeContext inputContextType
InputContextSystem = {}

---@return InputContextSystem
function InputContextSystem.new() return end

---@param props table
---@return InputContextSystem
function InputContextSystem.new(props) return end

---@return inputContextType
function InputContextSystem:GetActiveContext() return end

---@return Bool
function InputContextSystem:IsActiveContextAction() return end

---@return Bool
function InputContextSystem:IsActiveContextRPG() return end

---@param request ChangeActiveContextRequest
function InputContextSystem:OnChangeActiveContextRequest(request) return end

---@param request gamePlayerAttachRequest
function InputContextSystem:OnPlayerAttach(request) return end

---@class InputContextTransition : DefaultTransition
InputContextTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamedataDriverCombatType
function InputContextTransition:GetDriverCombatType(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, vehicleBaseObject
function InputContextTransition:GetVehicle(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransition:IsVehicleRemoteControlled(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
---@return Bool
function InputContextTransition:SetVehicleRemoteControlled(scriptInterface, enable) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransition:ToggleVehicleRemoteControlCamera(scriptInterface) return end

---@class InputContextTransitionDecisions : InputContextTransition
InputContextTransitionDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransitionDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransitionDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransitionDecisions:ToBaseContext(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransitionDecisions:ToGameplayContext(stateContext, scriptInterface) return end

---@class InputContextTransitionEvents : InputContextTransition
---@field gameplaySettings GameplaySettingsSystem
---@field onInputSchemeUpdatedCallback redCallbackObject
---@field OnInputHintManagerInitializedChangedCallback redCallbackObject
---@field onInputSchemeChanged Bool
---@field hasControllerChanged Bool
---@field hasControllerSchemeChanged Bool
---@field isGameplayInputHintManagerInitialized Bool
---@field isGameplayInputHintRefreshRequired Bool
InputContextTransitionEvents = {}

---@param value Uint32
---@return Bool
function InputContextTransitionEvents:OnInputSchemeUpdated(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InputContextTransitionEvents:ConsumeControllerChange(stateContext, scriptInterface) return end

---@return Bool
function InputContextTransitionEvents:ConsumeInputSchemeChange() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:OnDetach(stateContext, scriptInterface) return end

---@param value Variant
function InputContextTransitionEvents:OnInputHintManagerInitializedChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveAllInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveBodyCarryInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveGenericExplorationInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveLadderInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveMeleeInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveRangedInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveSwimmingInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveTerminalInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehicleDriverCombatInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehicleDriverCombatTPPInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehicleDriverInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehiclePassengerCombatInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehiclePassengerInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehicleRemoteControlDriverInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:RemoveVehicleRestrictedInputHints(stateContext, scriptInterface) return end

---@param context ActiveBaseContext
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:SetBaseContextInputHints(context, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function InputContextTransitionEvents:ShouldForceRefreshInputHints(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowBodyCarryInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param source CName|string
function InputContextTransitionEvents:ShowCrouchInputHint(stateContext, scriptInterface, source) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param source CName|string
function InputContextTransitionEvents:ShowDodgeInputHint(stateContext, scriptInterface, source) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowGenericExplorationInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowLadderInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isThrowable Bool
function InputContextTransitionEvents:ShowMeleeInputHints(stateContext, scriptInterface, isThrowable) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowRangedInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowSwimmingInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowTerminalInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleDrawWeaponInputHint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleDriverCombatInputHints(stateContext, scriptInterface) return end

---@param source CName|string
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleDriverCombatInputHintsInternal(source, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleDriverCombatTPPInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleDriverInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param source CName|string
function InputContextTransitionEvents:ShowVehicleExitInputHint(stateContext, scriptInterface, source) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehiclePassengerCombatInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehiclePassengerInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleRemoteControlDriverInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InputContextTransitionEvents:ShowVehicleRestrictedInputHints(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return ActiveBaseContext
function InputContextTransitionEvents:UpdateWeaponInputHints(stateContext, scriptInterface) return end

---@class InputDeviceController : gameScriptableComponent
---@field isStarted Bool
InputDeviceController = {}

---@return InputDeviceController
function InputDeviceController.new() return end

---@param props table
---@return InputDeviceController
function InputDeviceController.new(props) return end

---@param self_ InputDeviceController
function InputDeviceController.RegisterListeners(self_) return end

---@param self_ InputDeviceController
function InputDeviceController.Start(self_) return end

---@param self_ InputDeviceController
function InputDeviceController.Stop(self_) return end

---@param self_ InputDeviceController
function InputDeviceController.UnregsiterListeners(self_) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function InputDeviceController:OnAction(action, consumer) return end

---@class InputMenuNavigationActionHelper : IScriptable
InputMenuNavigationActionHelper = {}

---@return InputMenuNavigationActionHelper
function InputMenuNavigationActionHelper.new() return end

---@param props table
---@return InputMenuNavigationActionHelper
function InputMenuNavigationActionHelper.new(props) return end

---@return CName
function InputMenuNavigationActionHelper.GetNextSubActionName() return end

---@return CName
function InputMenuNavigationActionHelper.GetPreviousSubActionName() return end

---@class InputProgressView : inkWidgetLogicController
---@field TargetImage inkImageWidget
---@field ProgressPercent Int32
---@field PartName String
InputProgressView = {}

---@return InputProgressView
function InputProgressView.new() return end

---@param props table
---@return InputProgressView
function InputProgressView.new(props) return end

---@return Bool
function InputProgressView:OnInitialize() return end

function InputProgressView:Reset() return end

---@param progress Float
function InputProgressView:SetProgress(progress) return end

---@param percentProgress Int32
function InputProgressView:SetProgress(percentProgress) return end

---@class InputSchemesDef : gamebbScriptDefinition
---@field Device gamebbScriptID_Uint32
---@field Scheme gamebbScriptID_Uint32
---@field InitializedInputHintManagerList gamebbScriptID_Variant
InputSchemesDef = {}

---@return InputSchemesDef
function InputSchemesDef.new() return end

---@param props table
---@return InputSchemesDef
function InputSchemesDef.new(props) return end

---@return Bool
function InputSchemesDef:AutoCreateInSystem() return end

---@class InputSettingsVarListener : userSettingsVarListener
---@field ctrl gameuiControllerSettingsGameController
InputSettingsVarListener = {}

---@return InputSettingsVarListener
function InputSettingsVarListener.new() return end

---@param props table
---@return InputSettingsVarListener
function InputSettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function InputSettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl gameuiControllerSettingsGameController
function InputSettingsVarListener:RegisterController(ctrl) return end

---@class InspectDummy : gameObject
---@field mesh entPhysicalMeshComponent
---@field choice gameinteractionsComponent
---@field inspectComp InspectableObjectComponent
InspectDummy = {}

---@return InspectDummy
function InspectDummy.new() return end

---@param props table
---@return InspectDummy
function InspectDummy.new(props) return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function InspectDummy:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function InspectDummy:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InspectDummy:OnTakeControl(ri) return end

---@class InspectItemInspectionEvent : redEvent
---@field owner gameObject
InspectItemInspectionEvent = {}

---@return InspectItemInspectionEvent
function InspectItemInspectionEvent.new() return end

---@param props table
---@return InspectItemInspectionEvent
function InspectItemInspectionEvent.new(props) return end

---@class InspectableItemObject : gameItemObject
---@field inspectableClues SInspectableClue[]
InspectableItemObject = {}

---@return InspectableItemObject
function InspectableItemObject.new() return end

---@param props table
---@return InspectableItemObject
function InspectableItemObject.new(props) return end

---@return Bool
function InspectableItemObject:OnGameAttached() return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function InspectableItemObject:OnInteractionActivated(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function InspectableItemObject:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InspectableItemObject:OnTakeControl(ri) return end

---@param show Bool
function InspectableItemObject:DisplayScanButton(show) return end

---@param clueName CName|string
---@return Bool
function InspectableItemObject:IsClueScanned(clueName) return end

---@class InspectableObjectComponent : gameScriptableComponent
---@field factToAdd CName
---@field itemID String
---@field offset Float
---@field adsOffset Float
---@field timeToScan Float
---@field slot String
InspectableObjectComponent = {}

---@return InspectableObjectComponent
function InspectableObjectComponent.new() return end

---@param props table
---@return InspectableObjectComponent
function InspectableObjectComponent.new(props) return end

---@param evt ObjectInspectEvent
---@return Bool
function InspectableObjectComponent:OnInspectEvent(evt) return end

---@param evt InspectItemInspectionEvent
---@return Bool
function InspectableObjectComponent:OnInspectItem(evt) return end

---@param evt InspectItemInspectionEvent
---@return Bool
function InspectableObjectComponent:OnLootItem(evt) return end

---@return InspectableObjectComponentPS
function InspectableObjectComponent:GetPS() return end

---@param activator gameObject
function InspectableObjectComponent:GiveInspectableItem(activator) return end

---@param activator gameObject
function InspectableObjectComponent:InspectObject(activator) return end

---@param b Bool
function InspectableObjectComponent:SetInspectableObjectState(b) return end

---@class InspectableObjectComponentPS : gameComponentPS
---@field isStarted Bool
---@field isFinished Bool
---@field listeners questObjectInspectListener[]
InspectableObjectComponentPS = {}

---@return InspectableObjectComponentPS
function InspectableObjectComponentPS.new() return end

---@param props table
---@return InspectableObjectComponentPS
function InspectableObjectComponentPS.new(props) return end

---@param state questObjectInspectEventType
---@return Bool
function InspectableObjectComponentPS:IsState(state) return end

---@param state questObjectInspectEventType
function InspectableObjectComponentPS:NotifyListeners(state) return end

---@param evt questInspectListenerEvent
---@return EntityNotificationType
function InspectableObjectComponentPS:OnRegisterListener(evt) return end

---@param evt SetInspectStateEvent
---@return EntityNotificationType
function InspectableObjectComponentPS:OnSetState(evt) return end

function InspectableObjectComponentPS:SetFinished() return end

function InspectableObjectComponentPS:SetStarted() return end

---@class InspectionComponent : gameScriptableComponent
---@field slot String
---@field cumulatedObjRotationX Float
---@field cumulatedObjRotationY Float
---@field maxObjOffset Float
---@field minObjOffset Float
---@field zoomSpeed Float
---@field timeToScan Float
---@field isPlayerInspecting Bool
---@field activeClue String
---@field isScanAvailable Bool
---@field scanningInProgress Bool
---@field objectScanned Bool
---@field animFeature AnimFeature_Inspection
---@field listener IScriptable
---@field lastInspectedObjID entEntityID
InspectionComponent = {}

---@return InspectionComponent
function InspectionComponent.new() return end

---@param props table
---@return InspectionComponent
function InspectionComponent.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function InspectionComponent:OnAction(action, consumer) return end

---@param evt InspectionTriggerEvent
---@return Bool
function InspectionComponent:OnInspectTrigger(evt) return end

---@param evt InspectionEvent
---@return Bool
function InspectionComponent:OnInspectionEvent(evt) return end

---@param evt ScanEvent
---@return Bool
function InspectionComponent:OnPreScanEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InspectionComponent:OnTakeControl(ri) return end

---@param wasLooted Bool
function InspectionComponent:CleanupInspectSlot(wasLooted) return end

---@param show Bool
function InspectionComponent:DisplayScanningUI(show) return end

function InspectionComponent:EmptyInspectSlot() return end

function InspectionComponent:ExitInspect() return end

---@return Bool
function InspectionComponent:GetIsPlayerInspecting() return end

---@return entEntityID
function InspectionComponent:GetLastInspectedObjectID() return end

function InspectionComponent:LootInspectItem() return end

---@param deltaTime Float
function InspectionComponent:OnUpdate(deltaTime) return end

---@param itemTDBIDString String
---@param offset Float
function InspectionComponent:PlaceItemInInspectSlot(itemTDBIDString, offset) return end

---@param val Float
function InspectionComponent:ProcessZoom(val) return end

---@param id entEntityID
function InspectionComponent:RememberInspectedObjID(id) return end

function InspectionComponent:RemoveInspectedItem() return end

function InspectionComponent:ResetAnimFeature() return end

function InspectionComponent:ResetScanningState() return end

---@param deltaX Float
---@param deltaY Float
function InspectionComponent:RotateInInspection(deltaX, deltaY) return end

---@param deltaX Float
---@param deltaY Float
function InspectionComponent:RotateInInspectionByMouse(deltaX, deltaY) return end

function InspectionComponent:ScanInspectableItem() return end

---@param enabled Bool
function InspectionComponent:SetInputListening(enabled) return end

---@param stage Int32
function InspectionComponent:SetInspectionStage(stage) return end

---@param enabled Bool
function InspectionComponent:SetIsPlayerInspecting(enabled) return end

---@param newID entEntityID
function InspectionComponent:SetLastInspectedObjectID(newID) return end

---@param offset Float
---@param adsOffset Float
function InspectionComponent:SetObjectOffsets(offset, adsOffset) return end

---@param timeVal Float
function InspectionComponent:SetTimeToScan(timeVal) return end

function InspectionComponent:ToggleExitInspect() return end

---@param show Bool
function InspectionComponent:ToggleInspectObject(show) return end

---@param enabled Bool
function InspectionComponent:ToggleInspection(enabled) return end

---@class InspectionDecisions : HighLevelTransition
InspectionDecisions = {}

---@return InspectionDecisions
function InspectionDecisions.new() return end

---@param props table
---@return InspectionDecisions
function InspectionDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InspectionDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function InspectionDecisions:ToExploration(stateContext, scriptInterface) return end

---@class InspectionEvent : redEvent
---@field enabled Bool
InspectionEvent = {}

---@return InspectionEvent
function InspectionEvent.new() return end

---@param props table
---@return InspectionEvent
function InspectionEvent.new(props) return end

---@class InspectionEvents : HighLevelTransition
InspectionEvents = {}

---@return InspectionEvents
function InspectionEvents.new() return end

---@param props table
---@return InspectionEvents
function InspectionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InspectionEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function InspectionEvents:OnExit(stateContext, scriptInterface) return end

---@class InspectionObject : gameObject
---@field interaction gameinteractionsComponent
InspectionObject = {}

---@return InspectionObject
function InspectionObject.new() return end

---@param props table
---@return InspectionObject
function InspectionObject.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function InspectionObject:OnInteractionChoice(choiceEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function InspectionObject:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InspectionObject:OnTakeControl(ri) return end

---@param choiceName String
---@param data Int32
---@return gameinteractionsChoice
function InspectionObject:CreateChoice(choiceName, data) return end

---@class InspectionTriggerEvent : redEvent
---@field item String
---@field offset Float
---@field adsOffset Float
---@field timeToScan Float
---@field inspectedObjID entEntityID
InspectionTriggerEvent = {}

---@return InspectionTriggerEvent
function InspectionTriggerEvent.new() return end

---@param props table
---@return InspectionTriggerEvent
function InspectionTriggerEvent.new(props) return end

---@class InstallCyberwareRequest : gameEquipRequest
InstallCyberwareRequest = {}

---@return InstallCyberwareRequest
function InstallCyberwareRequest.new() return end

---@param props table
---@return InstallCyberwareRequest
function InstallCyberwareRequest.new(props) return end

---@class InstallItemPart : gameScriptableSystemRequest
---@field obj gameObject
---@field baseItem ItemID
---@field partToInstall ItemID
---@field slotID TweakDBID
InstallItemPart = {}

---@return InstallItemPart
function InstallItemPart.new() return end

---@param props table
---@return InstallItemPart
function InstallItemPart.new(props) return end

---@param object gameObject
---@param item ItemID
---@param part ItemID
---@param placementSlotID TweakDBID|string
function InstallItemPart:Set(object, item, part, placementSlotID) return end

---@class InstallKeylogger : ActionBool
InstallKeylogger = {}

---@return InstallKeylogger
function InstallKeylogger.new() return end

---@param props table
---@return InstallKeylogger
function InstallKeylogger.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function InstallKeylogger.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function InstallKeylogger.IsDefaultConditionMet(device) return end

function InstallKeylogger:SetProperties() return end

---@class InstallModConfirmationData : IScriptable
---@field itemId ItemID
---@field partId ItemID
---@field slotID TweakDBID
---@field telemetryItemData gameTelemetryInventoryItem
---@field telemetryPartData gameTelemetryInventoryItem
InstallModConfirmationData = {}

---@return InstallModConfirmationData
function InstallModConfirmationData.new() return end

---@param props table
---@return InstallModConfirmationData
function InstallModConfirmationData.new(props) return end

---@class InstanceDataMappedToReferenceName
---@field itemHandlingFeatureName CName
---@field attachmentSlot String
InstanceDataMappedToReferenceName = {}

---@return InstanceDataMappedToReferenceName
function InstanceDataMappedToReferenceName.new() return end

---@param props table
---@return InstanceDataMappedToReferenceName
function InstanceDataMappedToReferenceName.new(props) return end

---@class InstigatorTypeHitPrereqCondition : BaseHitPrereqCondition
---@field instigatorType CName
InstigatorTypeHitPrereqCondition = {}

---@return InstigatorTypeHitPrereqCondition
function InstigatorTypeHitPrereqCondition.new() return end

---@param props table
---@return InstigatorTypeHitPrereqCondition
function InstigatorTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function InstigatorTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function InstigatorTypeHitPrereqCondition:SetData(recordID) return end

---@class IntComparator : IScriptable
IntComparator = {}

---@return IntComparator
function IntComparator.new() return end

---@param props table
---@return IntComparator
function IntComparator.new(props) return end

---@param left Int32
---@param right Int32
---@return Int32
function IntComparator:Compare(left, right) return end

---@class InteractionAreaOperationTriggerData : DeviceOperationTriggerData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field areaTag CName
---@field operationType gameinteractionsEInteractionEventType
InteractionAreaOperationTriggerData = {}

---@return InteractionAreaOperationTriggerData
function InteractionAreaOperationTriggerData.new() return end

---@param props table
---@return InteractionAreaOperationTriggerData
function InteractionAreaOperationTriggerData.new(props) return end

---@class InteractionAreaOperations : DeviceOperations
---@field interactionAreaOperations SInteractionAreaOperationData[]
InteractionAreaOperations = {}

---@return InteractionAreaOperations
function InteractionAreaOperations.new() return end

---@param props table
---@return InteractionAreaOperations
function InteractionAreaOperations.new(props) return end

---@param operationID Int32
function InteractionAreaOperations:ClearDelayIdOnOperation(operationID) return end

---@param areaTag CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType gameinteractionsEInteractionEventType
function InteractionAreaOperations:ExecuteOperation(areaTag, owner, activator, operationType) return end

---@param index Int32
---@return Bool
function InteractionAreaOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function InteractionAreaOperations:RequestComponents(ri) return end

---@param areaTag CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType gameinteractionsEInteractionEventType
function InteractionAreaOperations:RestoreOperation(areaTag, owner, activator, operationType) return end

---@param delayId gameDelayID
---@param operationID Int32
function InteractionAreaOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function InteractionAreaOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function InteractionAreaOperations:ToggleOperation(enable, index) return end

---@class InteractionAreaOperationsTrigger : DeviceOperationsTrigger
---@field triggerData InteractionAreaOperationTriggerData
InteractionAreaOperationsTrigger = {}

---@return InteractionAreaOperationsTrigger
function InteractionAreaOperationsTrigger.new() return end

---@param props table
---@return InteractionAreaOperationsTrigger
function InteractionAreaOperationsTrigger.new(props) return end

---@param areaTag CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType gameinteractionsEInteractionEventType
---@param container DeviceOperationsContainer
function InteractionAreaOperationsTrigger:EvaluateTrigger(areaTag, owner, activator, operationType, container) return end

---@class InteractionChoiceCaptionQuickhackCostPart : gameinteractionsChoiceCaptionScriptPart
---@field cost Int32
InteractionChoiceCaptionQuickhackCostPart = {}

---@return InteractionChoiceCaptionQuickhackCostPart
function InteractionChoiceCaptionQuickhackCostPart.new() return end

---@param props table
---@return InteractionChoiceCaptionQuickhackCostPart
function InteractionChoiceCaptionQuickhackCostPart.new(props) return end

---@return gamedataChoiceCaptionPartType
function InteractionChoiceCaptionQuickhackCostPart:GetPartType() return end

---@class InteractionMappinController : gameuiInteractionMappinController
---@field mappin gamemappinsInteractionMappin
---@field root inkWidget
---@field isConnected Bool
InteractionMappinController = {}

---@return InteractionMappinController
function InteractionMappinController.new() return end

---@param props table
---@return InteractionMappinController
function InteractionMappinController.new(props) return end

---@param connected Bool
---@return Bool
function InteractionMappinController:OnChoiceVisualizer(connected) return end

---@return Bool
function InteractionMappinController:OnInitialize() return end

---@return Bool
function InteractionMappinController:OnIntro() return end

---@return Bool
function InteractionMappinController:OnUninitialize() return end

---@return Bool
function InteractionMappinController:OnUpdate() return end

function InteractionMappinController:UpdateVisibility() return end

---@class InteractionUIBase : gameuiHUDGameController
---@field InteractionsBlackboard gameIBlackboard
---@field InteractionsBBDefinition UIInteractionsDef
---@field DialogsDataListenerId redCallbackObject
---@field DialogsActiveHubListenerId redCallbackObject
---@field DialogsSelectedChoiceListenerId redCallbackObject
---@field InteractionsDataListenerId redCallbackObject
---@field lootingDataListenerId redCallbackObject
---@field AreDialogsOpen Bool
---@field AreContactsOpen Bool
---@field IsLootingOpen Bool
---@field AreInteractionsOpen Bool
---@field interactionIsScrollable Bool
---@field dialogIsScrollable Bool
---@field lootingIsScrollable Bool
InteractionUIBase = {}

---@param activeHubId Int32
---@return Bool
function InteractionUIBase:OnDialogsActivateHub(activeHubId) return end

---@param value Variant
---@return Bool
function InteractionUIBase:OnDialogsData(value) return end

---@param index Int32
---@return Bool
function InteractionUIBase:OnDialogsSelectIndex(index) return end

---@return Bool
function InteractionUIBase:OnInitialize() return end

---@param value Variant
---@return Bool
function InteractionUIBase:OnInteractionData(value) return end

---@param value Variant
---@return Bool
function InteractionUIBase:OnLootingData(value) return end

---@return Bool
function InteractionUIBase:OnUninitialize() return end

function InteractionUIBase:OnInteractionsChanged() return end

---@param data gameinteractionsvisDialogChoiceHubs
function InteractionUIBase:UpdateDialogsData(data) return end

---@param data gameinteractionsvisInteractionChoiceHubData
function InteractionUIBase:UpdateInteractionData(data) return end

function InteractionUIBase:UpdateListBlackboard() return end

---@class InteractionsInputView : inkWidgetLogicController
---@field TopArrowRef inkWidgetReference
---@field BotArrowRef inkWidgetReference
---@field InputImage inkImageWidgetReference
---@field ShowArrows Bool
---@field HasAbove Bool
---@field HasBelow Bool
---@field CurrentNum Int32
---@field AllItemsNum Int32
---@field DefaultInputPartName CName
InteractionsInputView = {}

---@return InteractionsInputView
function InteractionsInputView.new() return end

---@param props table
---@return InteractionsInputView
function InteractionsInputView.new(props) return end

function InteractionsInputView:RefreshView() return end

function InteractionsInputView:ResetInputButton() return end

---@param inputPartName CName|string
function InteractionsInputView:SetInputButton(inputPartName) return end

---@param visible Bool
function InteractionsInputView:SetVisible(visible) return end

---@param visible Bool
---@param currentNum Int32
---@param allItemsNum Int32
---@param hasAbove Bool
---@param hasBelow Bool
function InteractionsInputView:Setup(visible, currentNum, allItemsNum, hasAbove, hasBelow) return end

---@param currentNum Int32
---@param allItemsNum Int32
---@param hasAbove Bool
---@param hasBelow Bool
function InteractionsInputView:Setup(currentNum, allItemsNum, hasAbove, hasBelow) return end

---@param show Bool
function InteractionsInputView:ShowArrows(show) return end

---@class InteractiveAd : InteractiveDevice
---@field triggerComponent gameStaticTriggerAreaComponent
---@field triggerExitComponent gameStaticTriggerAreaComponent
---@field aduiComponent WorldWidgetComponent
---@field showAd Bool
---@field showVendor Bool
InteractiveAd = {}

---@return InteractiveAd
function InteractiveAd.new() return end

---@param props table
---@return InteractiveAd
function InteractiveAd.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function InteractiveAd:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function InteractiveAd:OnAreaExit(evt) return end

---@param evt CloseAd
---@return Bool
function InteractiveAd:OnCloseAd(evt) return end

---@return Bool
function InteractiveAd:OnDetach() return end

---@return Bool
function InteractiveAd:OnGameAttached() return end

---@param evt InteractiveAdFinishedEvent
---@return Bool
function InteractiveAd:OnInteractiveAdFinishedEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function InteractiveAd:OnRequestComponents(ri) return end

---@param evt ShowVendor
---@return Bool
function InteractiveAd:OnShowVendor(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InteractiveAd:OnTakeControl(ri) return end

function InteractiveAd:CreateBlackboard() return end

function InteractiveAd:DelayInteractiveAdEvent() return end

---@return InteractiveDeviceBlackboardDef
function InteractiveAd:GetBlackboardDef() return end

---@return InteractiveAdController
function InteractiveAd:GetController() return end

---@return InteractiveAdControllerPS
function InteractiveAd:GetDevicePS() return end

function InteractiveAd:PushPersistentData() return end

function InteractiveAd:ResolveGameplayState() return end

---@class InteractiveAdController : ScriptableDeviceComponent
InteractiveAdController = {}

---@return InteractiveAdController
function InteractiveAdController.new() return end

---@param props table
---@return InteractiveAdController
function InteractiveAdController.new(props) return end

---@return InteractiveAdControllerPS
function InteractiveAdController:GetPS() return end

---@class InteractiveAdControllerPS : ScriptableDeviceComponentPS
---@field showAd Bool
---@field showVendor Bool
---@field locationAdded Bool
InteractiveAdControllerPS = {}

---@return InteractiveAdControllerPS
function InteractiveAdControllerPS.new() return end

---@param props table
---@return InteractiveAdControllerPS
function InteractiveAdControllerPS.new(props) return end

---@return Bool
function InteractiveAdControllerPS:OnInstantiated() return end

---@param ButtonName String
---@return CloseAd
function InteractiveAdControllerPS:ActionCloseAd(ButtonName) return end

---@param ButtonName String
---@return ShowVendor
function InteractiveAdControllerPS:ActionShowVendor(ButtonName) return end

---@param value Bool
function InteractiveAdControllerPS:AddLocation(value) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function InteractiveAdControllerPS:GetActions(context) return end

---@return InteractiveDeviceBlackboardDef
function InteractiveAdControllerPS:GetBlackboardDef() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function InteractiveAdControllerPS:GetQuestActions(context) return end

function InteractiveAdControllerPS:Initialize() return end

---@param evt CloseAd
---@return EntityNotificationType
function InteractiveAdControllerPS:OnCloseAd(evt) return end

---@param evt ShowVendor
---@return EntityNotificationType
function InteractiveAdControllerPS:OnShowVendor(evt) return end

---@param value Bool
function InteractiveAdControllerPS:SetIsReady(value) return end

---@class InteractiveAdFinishedEvent : redEvent
InteractiveAdFinishedEvent = {}

---@return InteractiveAdFinishedEvent
function InteractiveAdFinishedEvent.new() return end

---@param props table
---@return InteractiveAdFinishedEvent
function InteractiveAdFinishedEvent.new(props) return end

---@class InteractiveAdInkGameController : DeviceInkGameControllerBase
---@field ProcessingVideo inkVideoWidgetReference
---@field PersonalAd inkVideoWidgetReference
---@field CommonAd inkVideoWidgetReference
---@field fadeDuration Float
---@field animFade inkanimDefinition
---@field animOptions inkanimPlaybackOptions
---@field showAd Bool
---@field onShowAdListener redCallbackObject
---@field onShowVendorListener redCallbackObject
InteractiveAdInkGameController = {}

---@return InteractiveAdInkGameController
function InteractiveAdInkGameController.new() return end

---@param props table
---@return InteractiveAdInkGameController
function InteractiveAdInkGameController.new(props) return end

---@param flag Bool
---@return Bool
function InteractiveAdInkGameController:OnShowAd(flag) return end

---@param flag Bool
---@return Bool
function InteractiveAdInkGameController:OnShowVendor(flag) return end

function InteractiveAdInkGameController:CreateAnimation() return end

---@return Device
function InteractiveAdInkGameController:GetOwner() return end

---@param state EDeviceStatus
function InteractiveAdInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function InteractiveAdInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function InteractiveAdInkGameController:SetupWidgets() return end

function InteractiveAdInkGameController:StartAdVideo() return end

function InteractiveAdInkGameController:StartProcessingVideo() return end

function InteractiveAdInkGameController:StopProcessingVideo() return end

---@param blackboard gameIBlackboard
function InteractiveAdInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function InteractiveAdInkGameController:UpdateActionWidgets(widgetsData) return end

---@class InteractiveDevice : Device
---@field interaction gameinteractionsComponent
---@field interactionIndicator gameLightComponent
---@field disableAreaIndicatorID gameDelayID
---@field delayedUIRefreshID gameDelayID
---@field isPlayerAround Bool
---@field disableAreaIndicatorDelayActive Bool
---@field objectActionsCallbackCtrl gameObjectActionsCallbackController
---@field investigationData InvestigationData[]
---@field actionRestrictionPlayerBB gameIBlackboard
---@field actionRestrictionCallbackID redCallbackObject
InteractiveDevice = {}

---@return InteractiveDevice
function InteractiveDevice.new() return end

---@param props table
---@return InteractiveDevice
function InteractiveDevice.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function InteractiveDevice:OnAction(action, consumer) return end

---@param value Variant
---@return Bool
function InteractiveDevice:OnActionRestrictionChanged(value) return end

---@param evt DelayedUIRefreshEvent
---@return Bool
function InteractiveDevice:OnDelayedUIRefreshEvent(evt) return end

---@return Bool
function InteractiveDevice:OnDetach() return end

---@param evt EMPEnded
---@return Bool
function InteractiveDevice:OnEMPEnded(evt) return end

---@param evt EMPHitEvent
---@return Bool
function InteractiveDevice:OnEMPHitEvent(evt) return end

---@param evt ForceUIRefreshEvent
---@return Bool
function InteractiveDevice:OnForceUIRefreshEvent(evt) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function InteractiveDevice:OnInteractionActivated(evt) return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function InteractiveDevice:OnInteractionUsed(evt) return end

---@param evt SetLogicReadyEvent
---@return Bool
function InteractiveDevice:OnLogicReady(evt) return end

---@param evt gameObjectActionRefreshEvent
---@return Bool
function InteractiveDevice:OnObjectActionRefreshEvent(evt) return end

---@param evt PerformedAction
---@return Bool
function InteractiveDevice:OnPerformedAction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function InteractiveDevice:OnRequestComponents(ri) return end

---@param evt SetUICameraZoomEvent
---@return Bool
function InteractiveDevice:OnSetUICameraZoomEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InteractiveDevice:OnTakeControl(ri) return end

---@param evt ToggleUIInteractivity
---@return Bool
function InteractiveDevice:OnToggleUIInteractivity(evt) return end

---@param evt UIRefreshedEvent
---@return Bool
function InteractiveDevice:OnUIRefreshedEvent(evt) return end

---@param evt UIUnstreamedEvent
---@return Bool
function InteractiveDevice:OnUIUnstreamedEvent(evt) return end

function InteractiveDevice:ActivateDevice() return end

---@param instigator entEntity
function InteractiveDevice:CreateObjectActionsCallbackController(instigator) return end

function InteractiveDevice:CutPower() return end

function InteractiveDevice:DeactivateDevice() return end

function InteractiveDevice:DestroyObjectActionsCallbackController() return end

---@param context gameGetActionsContext
function InteractiveDevice:DetermineInteractionState(context) return end

---@param evt gameinteractionsInteractionActivationEvent
function InteractiveDevice:EstimateIfPlayerEntersOrLeaves(evt) return end

---@param globalNodeRef worldGlobalNodeRef
---@return Vector4[]
function InteractiveDevice:GetCachedInvestigationPositionsArray(globalNodeRef) return end

---@param globalNodeRef worldGlobalNodeRef
---@return Int32
function InteractiveDevice:GetInvestigationDataIndexFor(globalNodeRef) return end

---@return Vector4
function InteractiveDevice:GetNetworkBeamEndpoint() return end

---@param requester gameObject
---@return gameIBlackboard
function InteractiveDevice:GetPlayerStateMachineBB(requester) return end

---@return Bool
function InteractiveDevice:HasAnyDirectInteractionActive() return end

---@param globalNodeRef worldGlobalNodeRef
---@return Bool
function InteractiveDevice:HasInvestigationPositionsArrayCached(globalNodeRef) return end

---@return Bool
function InteractiveDevice:IsPlayerAround() return end

---@return Bool
function InteractiveDevice:IsReadyForUI() return end

---@param evt gameinteractionsInteractionActivationEvent
---@param isInteractionActive Bool
function InteractiveDevice:OnDirectInteractionActive(evt, isInteractionActive) return end

function InteractiveDevice:OnVisibilityChanged() return end

function InteractiveDevice:PrintWorldSpaceDebug() return end

---@param requestType gamedeviceRequestType
---@param executor gameObject
function InteractiveDevice:RefreshInteraction(requestType, executor) return end

---@param data gameScriptTaskData
function InteractiveDevice:RefreshInteractionTask(data) return end

---@param isDelayed Bool
function InteractiveDevice:RefreshUI(isDelayed) return end

function InteractiveDevice:RegisterActionRestrictionCallback() return end

---@param activator ScriptedPuppet
function InteractiveDevice:RequestDebuggerRegistration(activator) return end

function InteractiveDevice:ResetChoicesByEvent() return end

---@param globalNodeRef worldGlobalNodeRef
---@param arr Vector4[]
function InteractiveDevice:SetInvestigationPositionsArray(globalNodeRef, arr) return end

---@param evt gameinteractionsInteractionActivationEvent
---@param isActive Bool
function InteractiveDevice:SetIsDoorInteractionActiveBB(evt, isActive) return end

function InteractiveDevice:StartUsing() return end

function InteractiveDevice:StopUsing() return end

---@param input Bool
function InteractiveDevice:ToggleDirectLayer(input) return end

---@param input Bool
function InteractiveDevice:ToggleLogicLayer(input) return end

function InteractiveDevice:TurnOffDevice() return end

function InteractiveDevice:TurnOffIndicator() return end

function InteractiveDevice:TurnOnDevice() return end

function InteractiveDevice:TurnOnIndicator() return end

function InteractiveDevice:UnregisterActionRestrictionCallback() return end

function InteractiveDevice:UpdateDebugInfo() return end

---@param isDelayed Bool
---@return Bool
function InteractiveDevice:UpdateDeviceState(isDelayed) return end

---@class InteractiveDeviceBlackboardDef : DeviceBaseBlackboardDef
---@field showAd gamebbScriptID_Bool
---@field showVendor gamebbScriptID_Bool
InteractiveDeviceBlackboardDef = {}

---@return InteractiveDeviceBlackboardDef
function InteractiveDeviceBlackboardDef.new() return end

---@param props table
---@return InteractiveDeviceBlackboardDef
function InteractiveDeviceBlackboardDef.new(props) return end

---@class InteractiveMasterDevice : InteractiveDevice
InteractiveMasterDevice = {}

---@return InteractiveMasterDevice
function InteractiveMasterDevice.new() return end

---@param props table
---@return InteractiveMasterDevice
function InteractiveMasterDevice.new(props) return end

---@param evt CleanPasswordEvent
---@return Bool
function InteractiveMasterDevice:OnCleanPasswordEvent(evt) return end

---@param evt RequestDeviceWidgetUpdateEvent
---@return Bool
function InteractiveMasterDevice:OnDeviceWidgetUpdate(evt) return end

---@param evt PerformedAction
---@return Bool
function InteractiveMasterDevice:OnPerformedAction(evt) return end

---@param evt RequestDeviceWidgetsUpdateEvent
---@return Bool
function InteractiveMasterDevice:OnRequestSlaveDevicesWidgetsUpdate(evt) return end

---@param evt RequestThumbnailWidgetsUpdateEvent
---@return Bool
function InteractiveMasterDevice:OnRequestSlaveThumbnailWidgetsUpdate(evt) return end

---@param evt gameSetAsQuestImportantEvent
---@return Bool
function InteractiveMasterDevice:OnSetAsQuestImportantEvent(evt) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function InteractiveMasterDevice:OnSlaveStateChanged(evt) return end

function InteractiveMasterDevice:CreateBlackboard() return end

---@return MasterDeviceBaseBlackboardDef
function InteractiveMasterDevice:GetBlackboardDef() return end

---@return redResourceReferenceScriptToken
function InteractiveMasterDevice:GetBroadcastGlitchVideoPath() return end

---@return MasterController
function InteractiveMasterDevice:GetController() return end

---@return redResourceReferenceScriptToken
function InteractiveMasterDevice:GetDefaultGlitchVideoPath() return end

---@return MasterControllerPS
function InteractiveMasterDevice:GetDevicePS() return end

---@param IsHighlightON Bool
---@param IsHighlightedByMasterDevice Bool
---@return Bool
function InteractiveMasterDevice:NotifyConnectionHighlightSystem(IsHighlightON, IsHighlightedByMasterDevice) return end

---@param blackboard gameIBlackboard
---@param devices gamePersistentID[]
function InteractiveMasterDevice:RequestDeviceWidgetsUpdate(blackboard, devices) return end

---@param blackboard gameIBlackboard
---@param deviceID gamePersistentID
function InteractiveMasterDevice:RequestDeviceWidgetsUpdate(blackboard, deviceID) return end

---@param blackboard gameIBlackboard
function InteractiveMasterDevice:RequestThumbnailWidgetsUpdate(blackboard) return end

---@return Bool
function InteractiveMasterDevice:ShouldAlwaysUpdateDeviceWidgets() return end

---@return Bool
function InteractiveMasterDevice:ShouldShowTerminalTitle() return end

---@class InteractiveSign : Device
---@field signShape SignShape
---@field type SignType
---@field message String
InteractiveSign = {}

---@return InteractiveSign
function InteractiveSign.new() return end

---@param props table
---@return InteractiveSign
function InteractiveSign.new(props) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InteractiveSign:OnTakeControl(ri) return end

---@return InteractiveSignController
function InteractiveSign:GetController() return end

---@return InteractiveSignControllerPS
function InteractiveSign:GetDevicePS() return end

---@class InteractiveSignController : ScriptableDeviceComponent
InteractiveSignController = {}

---@return InteractiveSignController
function InteractiveSignController.new() return end

---@param props table
---@return InteractiveSignController
function InteractiveSignController.new(props) return end

---@return InteractiveSignControllerPS
function InteractiveSignController:GetPS() return end

---@class InteractiveSignControllerPS : ScriptableDeviceComponentPS
InteractiveSignControllerPS = {}

---@return InteractiveSignControllerPS
function InteractiveSignControllerPS.new() return end

---@param props table
---@return InteractiveSignControllerPS
function InteractiveSignControllerPS.new(props) return end

---@class InteractiveSignCustomData : WidgetCustomData
---@field messege String
---@field signShape SignShape
InteractiveSignCustomData = {}

---@return InteractiveSignCustomData
function InteractiveSignCustomData.new() return end

---@param props table
---@return InteractiveSignCustomData
function InteractiveSignCustomData.new(props) return end

---@return String
function InteractiveSignCustomData:GetMessege() return end

---@return SignShape
function InteractiveSignCustomData:GetShape() return end

---@param text String
function InteractiveSignCustomData:SetMessege(text) return end

---@param shape SignShape
function InteractiveSignCustomData:SetShape(shape) return end

---@class InteractiveSignDeviceWidgetController : DeviceWidgetControllerBase
---@field messageWidgetPath CName
---@field backgroundWidgetPath CName
---@field messageWidget inkTextWidget
---@field backgroundWidget inkWidget
InteractiveSignDeviceWidgetController = {}

---@return InteractiveSignDeviceWidgetController
function InteractiveSignDeviceWidgetController.new() return end

---@param props table
---@return InteractiveSignDeviceWidgetController
function InteractiveSignDeviceWidgetController.new(props) return end

---@class InteractiveSignInkGameController : DeviceInkGameControllerBase
InteractiveSignInkGameController = {}

---@return InteractiveSignInkGameController
function InteractiveSignInkGameController.new() return end

---@param props table
---@return InteractiveSignInkGameController
function InteractiveSignInkGameController.new(props) return end

---@return InteractiveSign
function InteractiveSignInkGameController:GetOwner() return end

---@param state EDeviceStatus
function InteractiveSignInkGameController:Refresh(state) return end

function InteractiveSignInkGameController:TurnOFF() return end

function InteractiveSignInkGameController:TurnON() return end

---@param widgetsData SDeviceWidgetPackage[]
function InteractiveSignInkGameController:UpdateDeviceWidgets(widgetsData) return end

---@class Intercom : InteractiveDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field dialStartSound CName
---@field dialStopSound CName
---@field distractionStartSound CName
---@field distractionStopSound CName
---@field answeredSound CName
Intercom = {}

---@return Intercom
function Intercom.new() return end

---@param props table
---@return Intercom
function Intercom.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function Intercom:OnHitEvent(hit) return end

---@param evt QuestHangUpCall
---@return Bool
function Intercom:OnQuestHangUpCall(evt) return end

---@param evt QuestPickUpCall
---@return Bool
function Intercom:OnQuestPickUpCall(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Intercom:OnRequestComponents(ri) return end

---@param evt DelayEvent
---@return Bool
function Intercom:OnResetIntercom(evt) return end

---@param evt StartCall
---@return Bool
function Intercom:OnStartCall(evt) return end

---@param evt StopShortGlitchEvent
---@return Bool
function Intercom:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Intercom:OnTakeControl(ri) return end

function Intercom:CreateBlackboard() return end

---@return EGameplayRole
function Intercom:DeterminGameplayRole() return end

---@return IntercomBlackboardDef
function Intercom:GetBlackboardDef() return end

---@return IntercomController
function Intercom:GetController() return end

---@return IntercomControllerPS
function Intercom:GetDevicePS() return end

function Intercom:OnVisibilityChanged() return end

function Intercom:ResolveGameplayState() return end

---@param glitchState EGlitchState
---@param intensity Float
function Intercom:StartGlitching(glitchState, intensity) return end

function Intercom:StartShortGlitch() return end

function Intercom:StopGlitching() return end

---@param status IntercomStatus
function Intercom:UpdateDisplayUI(status) return end

---@class IntercomBlackboardDef : DeviceBaseBlackboardDef
---@field DisplayString gamebbScriptID_String
---@field EnableActions gamebbScriptID_Bool
---@field Status gamebbScriptID_Variant
IntercomBlackboardDef = {}

---@return IntercomBlackboardDef
function IntercomBlackboardDef.new() return end

---@param props table
---@return IntercomBlackboardDef
function IntercomBlackboardDef.new(props) return end

---@class IntercomController : ScriptableDeviceComponent
IntercomController = {}

---@return IntercomController
function IntercomController.new() return end

---@param props table
---@return IntercomController
function IntercomController.new(props) return end

---@return IntercomControllerPS
function IntercomController:GetPS() return end

---@class IntercomControllerPS : ScriptableDeviceComponentPS
---@field isCalling Bool
---@field sceneStarted Bool
---@field endingCall Bool
---@field forceLookAt entEntityID
---@field forceFollow Bool
IntercomControllerPS = {}

---@return IntercomControllerPS
function IntercomControllerPS.new() return end

---@param props table
---@return IntercomControllerPS
function IntercomControllerPS.new(props) return end

---@return Bool
function IntercomControllerPS:OnInstantiated() return end

---@return QuestLookAtTarget
function IntercomControllerPS:ActionForceFollowTarget() return end

---@return QuestHangUpCall
function IntercomControllerPS:ActionQuestHangUpCall() return end

---@return QuestPickUpCall
function IntercomControllerPS:ActionQuestPickUpCall() return end

---@return DelayEvent
function IntercomControllerPS:ActionResetIntercom() return end

---@return StartCall
function IntercomControllerPS:ActionStartCall() return end

---@return QuestStopLookAtTarget
function IntercomControllerPS:ActionStopFollowingTarget() return end

---@return Bool
function IntercomControllerPS:CallStarted() return end

---@return Bool
function IntercomControllerPS:CanCreateAnyQuickHackActions() return end

function IntercomControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function IntercomControllerPS:GetActions(context) return end

---@return IntercomBlackboardDef
function IntercomControllerPS:GetBlackboardDef() return end

---@return gameDeviceComponentPS[]
function IntercomControllerPS:GetImmediateSlaves() return end

---@param actionName CName|string
---@return gamedeviceAction
function IntercomControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function IntercomControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function IntercomControllerPS:GetQuickHackActions(context) return end

function IntercomControllerPS:Initialize() return end

---@param evt QuestHangUpCall
---@return EntityNotificationType
function IntercomControllerPS:OnQuestHangUpCall(evt) return end

---@param evt QuestPickUpCall
---@return EntityNotificationType
function IntercomControllerPS:OnQuestPickUpCall(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function IntercomControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt DelayEvent
---@return EntityNotificationType
function IntercomControllerPS:OnResetIntercom(evt) return end

---@param evt StartCall
---@return EntityNotificationType
function IntercomControllerPS:OnStartCall(evt) return end

function IntercomControllerPS:RefreshSlaves() return end

function IntercomControllerPS:RefreshSlaves_Event() return end

---@class IntercomInkGameController : DeviceInkGameControllerBase
---@field actionsList inkWidgetReference
---@field mainDisplayWidget inkVideoWidget
---@field buttonRef CallActionWidgetController
---@field state IntercomStatus
---@field onUpdateStatusListener redCallbackObject
---@field onGlitchingStateChangedListener redCallbackObject
IntercomInkGameController = {}

---@return IntercomInkGameController
function IntercomInkGameController.new() return end

---@param props table
---@return IntercomInkGameController
function IntercomInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function IntercomInkGameController:OnActionWidgetSpawned(widget, userData) return end

---@return Bool
function IntercomInkGameController:OnUninitialize() return end

---@param value Variant
---@return Bool
function IntercomInkGameController:OnUpdateStatus(value) return end

---@return Intercom
function IntercomInkGameController:GetOwner() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function IntercomInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function IntercomInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function IntercomInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function IntercomInkGameController:SetupWidgets() return end

---@param glitchData GlitchData
function IntercomInkGameController:StartGlitchingScreen(glitchData) return end

function IntercomInkGameController:StopGlitchingScreen() return end

function IntercomInkGameController:StopVideo() return end

function IntercomInkGameController:TurnOff() return end

function IntercomInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function IntercomInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function IntercomInkGameController:UpdateActionWidgets(widgetsData) return end

---@class InterestingFacts
---@field zone CName
InterestingFacts = {}

---@return InterestingFacts
function InterestingFacts.new() return end

---@param props table
---@return InterestingFacts
function InterestingFacts.new(props) return end

---@class InterestingFactsListenersFunctions
---@field zone CName
InterestingFactsListenersFunctions = {}

---@return InterestingFactsListenersFunctions
function InterestingFactsListenersFunctions.new() return end

---@param props table
---@return InterestingFactsListenersFunctions
function InterestingFactsListenersFunctions.new(props) return end

---@class InterestingFactsListenersIds
---@field zone Uint32
InterestingFactsListenersIds = {}

---@return InterestingFactsListenersIds
function InterestingFactsListenersIds.new() return end

---@param props table
---@return InterestingFactsListenersIds
function InterestingFactsListenersIds.new(props) return end

---@class InternalFunctionalTestsGameEngine : CGameEngine
InternalFunctionalTestsGameEngine = {}

---@return InternalFunctionalTestsGameEngine
function InternalFunctionalTestsGameEngine.new() return end

---@param props table
---@return InternalFunctionalTestsGameEngine
function InternalFunctionalTestsGameEngine.new(props) return end

---@class InternalFunctionalTestsRuntimeSystem : FunctionalTestsIRuntimeSystem
InternalFunctionalTestsRuntimeSystem = {}

---@return InternalFunctionalTestsRuntimeSystem
function InternalFunctionalTestsRuntimeSystem.new() return end

---@param props table
---@return InternalFunctionalTestsRuntimeSystem
function InternalFunctionalTestsRuntimeSystem.new(props) return end

---@class InterpolatorsShowcaseController : inkWidgetLogicController
---@field interpolationType inkanimInterpolationType
---@field interpolationMode inkanimInterpolationMode
---@field overlay inkWidget
---@field heightBar inkWidget
---@field widthBar inkWidget
---@field graphPointer inkWidget
---@field counterText inkTextWidget
---@field sizeWidget inkWidget
---@field rotationWidget inkWidget
---@field marginWidget inkWidget
---@field colorWidget inkWidget
---@field sizeAnim inkanimDefinition
---@field rotationAnim inkanimDefinition
---@field marginAnim inkanimDefinition
---@field colorAnim inkanimDefinition
---@field followTimelineAnim inkanimDefinition
---@field interpolateAnim inkanimDefinition
---@field startMargin inkMargin
---@field animLength Float
---@field animConstructor AnimationsConstructor
InterpolatorsShowcaseController = {}

---@return InterpolatorsShowcaseController
function InterpolatorsShowcaseController.new() return end

---@param props table
---@return InterpolatorsShowcaseController
function InterpolatorsShowcaseController.new(props) return end

---@return Bool
function InterpolatorsShowcaseController:OnInitialize() return end

function InterpolatorsShowcaseController:ConstructAnimations() return end

function InterpolatorsShowcaseController:ConstructInterpolatorAnim() return end

function InterpolatorsShowcaseController:ConstructShowcaseAnimations() return end

function InterpolatorsShowcaseController:ConstructTimelineFollow() return end

function InterpolatorsShowcaseController:FillWidgetsVariables() return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorModeToIn(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorModeToInOut(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorModeToOut(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToBack(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToCircular(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToElastic(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToExponential(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToLinear(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToQuadratic(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToQuartic(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToQubic(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToQuintic(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:InterpolatorTypeToSinusoidal(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:LowerTimer_1(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:LowerTimer_2(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:LowerTimer_3(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:PlayAnimation(e) return end

function InterpolatorsShowcaseController:PrepareGraphPointer() return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:RiseTimer_1(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:RiseTimer_2(e) return end

---@param e inkPointerEvent
function InterpolatorsShowcaseController:RiseTimer_3(e) return end

function InterpolatorsShowcaseController:StopAllAnimations() return end

function InterpolatorsShowcaseController:UpdateCounterText() return end

---@class IntervalCaller : gameDelaySystemScriptedDelayCallbackWrapper
---@field preventionSystem PreventionSystem
---@field request gameScriptableSystemRequest
---@field intervalSeconds Float
---@field selfDelayID gameDelayID
IntervalCaller = {}

---@return IntervalCaller
function IntervalCaller.new() return end

---@param props table
---@return IntervalCaller
function IntervalCaller.new(props) return end

---@param preventionSystem PreventionSystem
---@return IntervalCaller
function IntervalCaller.Create(preventionSystem) return end

function IntervalCaller:Call() return end

function IntervalCaller:Cancel() return end

---@return Bool
function IntervalCaller:IsRunning() return end

---@param intervalSeconds Float
---@param request gameScriptableSystemRequest
function IntervalCaller:Start(intervalSeconds, request) return end

function IntervalCaller:StartInternal() return end

---@class InvalidateTooltipHiddenStateEvent : redEvent
---@field widget inkWidget
InvalidateTooltipHiddenStateEvent = {}

---@return InvalidateTooltipHiddenStateEvent
function InvalidateTooltipHiddenStateEvent.new() return end

---@param props table
---@return InvalidateTooltipHiddenStateEvent
function InvalidateTooltipHiddenStateEvent.new(props) return end

---@class InvalidateTooltipOwnerEvent : redEvent
InvalidateTooltipOwnerEvent = {}

---@return InvalidateTooltipOwnerEvent
function InvalidateTooltipOwnerEvent.new() return end

---@param props table
---@return InvalidateTooltipOwnerEvent
function InvalidateTooltipOwnerEvent.new(props) return end

---@class InventoryComboBoxContentController : inkWidgetLogicController
InventoryComboBoxContentController = {}

---@return InventoryComboBoxContentController
function InventoryComboBoxContentController.new() return end

---@param props table
---@return InventoryComboBoxContentController
function InventoryComboBoxContentController.new(props) return end

---@class InventoryComboBoxData
---@field Message String
---@field ItemsToDisplay gameInventoryItemData[]
---@field ShowUnequipButton Bool
---@field ShowcaseItem gameInventoryItemData
---@field DisplayShowcase Bool
---@field ForceDouble Bool
InventoryComboBoxData = {}

---@return InventoryComboBoxData
function InventoryComboBoxData.new() return end

---@param props table
---@return InventoryComboBoxData
function InventoryComboBoxData.new(props) return end

---@class InventoryComboBoxItemsList : inkWidgetLogicController
InventoryComboBoxItemsList = {}

---@return InventoryComboBoxItemsList
function InventoryComboBoxItemsList.new() return end

---@param props table
---@return InventoryComboBoxItemsList
function InventoryComboBoxItemsList.new(props) return end

---@class InventoryCyberwareDetails : inkWidgetLogicController
InventoryCyberwareDetails = {}

---@return InventoryCyberwareDetails
function InventoryCyberwareDetails.new() return end

---@param props table
---@return InventoryCyberwareDetails
function InventoryCyberwareDetails.new(props) return end

---@class InventoryCyberwareDisplayController : InventoryItemDisplayController
---@field ownedFrame inkWidgetReference
---@field selectedFrame inkWidgetReference
---@field amountPanel inkWidgetReference
---@field amount inkTextWidgetReference
InventoryCyberwareDisplayController = {}

---@return InventoryCyberwareDisplayController
function InventoryCyberwareDisplayController.new() return end

---@param props table
---@return InventoryCyberwareDisplayController
function InventoryCyberwareDisplayController.new(props) return end

function InventoryCyberwareDisplayController:Select() return end

---@param amount Int32
function InventoryCyberwareDisplayController:SetAmountOfNewItem(amount) return end

function InventoryCyberwareDisplayController:Unselect() return end

---@class InventoryCyberwareItemChooser : InventoryGenericItemChooser
---@field leftSlotsContainer inkCompoundWidgetReference
---@field rightSlotsContainer inkCompoundWidgetReference
---@field itemData gameInventoryItemData
InventoryCyberwareItemChooser = {}

---@return InventoryCyberwareItemChooser
function InventoryCyberwareItemChooser.new() return end

---@param props table
---@return InventoryCyberwareItemChooser
function InventoryCyberwareItemChooser.new(props) return end

---@return CName
function InventoryCyberwareItemChooser:GetDisplayToSpawn() return end

---@param slots gameInventoryItemAttachments[]
---@return Int32
function InventoryCyberwareItemChooser:GetFirstEmptySlotIndex(slots) return end

---@return CName
function InventoryCyberwareItemChooser:GetIntroAnimation() return end

---@return gameInventoryItemData
function InventoryCyberwareItemChooser:GetModifiedItemData() return end

---@return ItemID
function InventoryCyberwareItemChooser:GetModifiedItemID() return end

---@return gameInventoryItemAttachments[]
function InventoryCyberwareItemChooser:GetSlots() return end

function InventoryCyberwareItemChooser:RebuildSlots() return end

---@param isClothingSetEquipped Bool
---@param clothingSetIndex Int32
---@param showTransmogedIcon Bool
function InventoryCyberwareItemChooser:RefreshMainItem(isClothingSetEquipped, clothingSetIndex, showTransmogedIcon) return end

function InventoryCyberwareItemChooser:RefreshSelectedItem() return end

---@return Bool
function InventoryCyberwareItemChooser:RequestClose() return end

---@class InventoryDataManager : IScriptable
---@field gameInstance ScriptGameInstance
---@field player PlayerPuppet
---@field transactionSystem gameTransactionSystem
---@field equipmentSystem EquipmentSystem
---@field statsSystem gameStatsSystem
---@field locMgr UILocalizationMap
InventoryDataManager = {}

---@return InventoryDataManager
function InventoryDataManager.new() return end

---@param props table
---@return InventoryDataManager
function InventoryDataManager.new(props) return end

---@param itemId ItemID
---@param compareItemId ItemID
---@return Bool
function InventoryDataManager:CanCompareItems(itemId, compareItemId) return end

---@param itemData gameItemData
---@param statRecords gamedataStat_Record[]
---@param statList gameStatViewData[]
---@param canCompare Bool
---@param compareStatRecords gamedataStat_Record[]
---@param compareWithData gameItemData
function InventoryDataManager:FillStatsList(itemData, statRecords, statList, canCompare, compareStatRecords, compareWithData) return end

---@param equipArea gamedataEquipmentArea
---@param slot Int32
---@return ItemID
function InventoryDataManager:GetEquippedItemIdInArea(equipArea, slot) return end

---@param ownerId entEntityID
---@param externalItemId ItemID
---@return gameItemData
function InventoryDataManager:GetExternalItemData(ownerId, externalItemId) return end

---@param ownerId entEntityID
---@param externalItemId ItemID
---@param compareItemId ItemID
---@return gameItemViewData
function InventoryDataManager:GetExternalItemStats(ownerId, externalItemId, compareItemId) return end

---@param itemId ItemID
---@return gamedataEquipmentArea
function InventoryDataManager:GetItemEquipArea(itemId) return end

---@param itemData gameItemData
---@param compareWithData gameItemData
---@return gameItemViewData
function InventoryDataManager:GetItemStatsByData(itemData, compareWithData) return end

---@return gameItemData[]
function InventoryDataManager:GetItemsList() return end

---@param tag CName|string
---@return gameItemData[]
function InventoryDataManager:GetItemsListByTag(tag) return end

---@param count Int32
---@param itemsList gameItemData[]
function InventoryDataManager:GetLastLootedItems(count, itemsList) return end

---@return PlayerPuppet
function InventoryDataManager:GetPlayer() return end

---@param externalItemId ItemID
---@return gameItemData
function InventoryDataManager:GetPlayerItemData(externalItemId) return end

---@param itemId ItemID
---@param compareItemId ItemID
---@return gameItemViewData
function InventoryDataManager:GetPlayerItemStats(itemId, compareItemId) return end

---@param statsList gameStatViewData[]
function InventoryDataManager:GetPlayerStats(statsList) return end

---@param mapPath TweakDBID|string
---@param itemData gameItemData
---@param primeStatsList gameStatViewData[]
---@param secondStatsList gameStatViewData[]
---@param compareWithData gameItemData
function InventoryDataManager:GetStatsList(mapPath, itemData, primeStatsList, secondStatsList, compareWithData) return end

---@param itemData gameItemData
---@return String
function InventoryDataManager:GetStatsUIMapName(itemData) return end

---@param itemId ItemID
---@return String
function InventoryDataManager:GetStatsUIMapName(itemId) return end

---@param player PlayerPuppet
function InventoryDataManager:Initialize(player) return end

---@param qualityStatValue gamedataQuality
---@return String
function InventoryDataManager:QualityEnumToName(qualityStatValue) return end

---@class InventoryDataManagerV2 : IScriptable
---@field owner gameuiHUDGameController
---@field Player PlayerPuppet
---@field TransactionSystem gameTransactionSystem
---@field EquipmentSystem EquipmentSystem
---@field StatsSystem gameStatsSystem
---@field ItemModificationSystem ItemModificationSystem
---@field LocMgr UILocalizationMap
---@field InventoryItemsData gameInventoryItemData[]
---@field EquipmentAreaInventoryItemsData gameInventoryItemData[][]
---@field InventoryItemsDataWithoutEquipment gameInventoryItemData[]
---@field EquipmentItemsData gameInventoryItemData[]
---@field WeaponItemsData gameInventoryItemData[]
---@field QuickSlotsData gameInventoryItemData[]
---@field ConsumablesSlotsData gameInventoryItemData[]
---@field PartsData InventoryPartsData[]
---@field ToRebuild Bool
---@field ToRebuildEquipmentArea Bool[]
---@field ToRebuildItemsWithEquipped Bool
---@field ToRebuildWeapons Bool
---@field ToRebuildEquipment Bool
---@field ToRebuildQuickSlots Bool
---@field ToRebuildConsumables Bool
---@field ActiveWeapon ItemID
---@field EquipRecords gamedataEquipmentArea_Record[]
---@field ItemIconGender gameItemIconGender
---@field WeaponUIBlackboard gameIBlackboard
---@field UIBBEquipmentBlackboard gameIBlackboard
---@field UIBBItemModBlackbord gameIBlackboard
---@field UIBBEquipment UI_EquipmentDef
---@field UIBBItemMod UI_ItemModSystemDef
---@field InventoryBBID redCallbackObject
---@field EquipmentBBID redCallbackObject
---@field SubEquipmentBBID redCallbackObject
---@field ItemModBBID redCallbackObject
---@field BBWeaponList redCallbackObject
---@field InventoryItemDataWrappers InventoryItemDataWrapper[]
---@field HashMapCache inkScriptWeakHashMap
---@field uiInventorySystem UIInventoryScriptableSystem
InventoryDataManagerV2 = {}

---@return InventoryDataManagerV2
function InventoryDataManagerV2.new() return end

---@param props table
---@return InventoryDataManagerV2
function InventoryDataManagerV2.new(props) return end

---@return gamedataEquipmentArea[]
function InventoryDataManagerV2.GetAllCyberwareAreas() return end

---@param itemData gameInventoryItemData
---@param attachmentID ItemID
---@return TweakDBID
function InventoryDataManagerV2.GetAttachmentSlotByItemID(itemData, attachmentID) return end

---@return TweakDBID[]
function InventoryDataManagerV2.GetAttachmentSlotsForInventory() return end

---@return gamedataItemType[]
function InventoryDataManagerV2.GetAttachmentsTypes() return end

---@return Int32
function InventoryDataManagerV2.GetConsumablesNum() return end

---@param itemRecord gamedataItem_Record
---@param inventorySystem gameInventoryManager
---@param player PlayerPuppet
---@return gameItemData
function InventoryDataManagerV2.GetDryGameItemData(itemRecord, inventorySystem, player) return end

---@param itemRecord gamedataItem_Record
---@param inventorySystem gameInventoryManager
---@param player PlayerPuppet
---@param parentQuality gamedataQuality
---@return gameItemData
function InventoryDataManagerV2.GetDryGameItemData(itemRecord, inventorySystem, player, parentQuality) return end

---@return gamedataEquipmentArea[]
function InventoryDataManagerV2.GetInventoryCyberwareAreas() return end

---@return gamedataEquipmentArea[]
function InventoryDataManagerV2.GetInventoryEquipmentAreas() return end

---@return gamedataEquipmentArea[]
function InventoryDataManagerV2.GetInventoryPocketAreas() return end

---@return gamedataItemType[]
function InventoryDataManagerV2.GetInventoryWeaponTypes() return end

---@return gamedataItemType[]
function InventoryDataManagerV2.GetItemTypesForSorting() return end

---@return Int32
function InventoryDataManagerV2.GetQuickSlotsNum() return end

---@return gamedataQuality[]
function InventoryDataManagerV2.GetRarityTypesForSorting() return end

---@param statList gameStatViewData[]
---@return gamedataDamageType
function InventoryDataManagerV2.GetWeaponDamageType(statList) return end

---@return Int32
function InventoryDataManagerV2.GetWeaponSlotsNum() return end

---@param player PlayerPuppet
---@param statsystem gameStatsSystem
---@return Bool
function InventoryDataManagerV2.HasPlayerSmartGunLink(player, statsystem) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2.IsAreaClothing(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2.IsAreaHead(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2.IsAreaSelfComparable(equipmentArea) return end

---@param type gamedataItemType
---@return Bool
function InventoryDataManagerV2.IsAttachmentType(type) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2.IsEquipmentAreaComparable(equipmentArea) return end

---@param areaTypes gamedataEquipmentArea[]
---@return Bool
function InventoryDataManagerV2.IsEquipmentAreaCyberware(areaTypes) return end

---@param areaType gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2.IsEquipmentAreaCyberware(areaType) return end

---@param itemData gameItemData
---@param forceShowCurrencyOnHUDTooltip Bool
---@param isRadialQuerying Bool
---@param additionalTags CName[]|string[]
---@return Bool
function InventoryDataManagerV2.IsItemBlacklisted(itemData, forceShowCurrencyOnHUDTooltip, isRadialQuerying, additionalTags) return end

---@param itemData gameItemData
---@return Bool
function InventoryDataManagerV2.IsItemCraftingMaterial(itemData) return end

---@param slotID TweakDBID|string
---@return Bool
function InventoryDataManagerV2.IsProgramSlot(slotID) return end

---@param player PlayerPuppet
---@param statsystem gameStatsSystem
---@return Int32
function InventoryDataManagerV2.PlayerLevel(player, statsystem) return end

---@param player PlayerPuppet
---@param statsystem gameStatsSystem
---@return Int32
function InventoryDataManagerV2.PlayerReflexes(player, statsystem) return end

---@param player PlayerPuppet
---@param statsSystem gameStatsSystem
---@return Int32
function InventoryDataManagerV2.PlayerStreetCred(player, statsSystem) return end

---@param player PlayerPuppet
---@param statsystem gameStatsSystem
---@return Int32
function InventoryDataManagerV2.PlayerStrength(player, statsystem) return end

---@param player gameObject
---@param statusEffectRecord gamedataStatusEffect_Record
---@param result DamageEffectUIEntry[]
---@return Bool
function InventoryDataManagerV2.ProcessQuickhackEffects(player, statusEffectRecord, result) return end

---@param value Variant
---@return Bool
function InventoryDataManagerV2:OnMarkForRebuild(value) return end

---@param value Variant
---@return Bool
function InventoryDataManagerV2:OnWeaponDataChanged(value) return end

---@param itemId ItemID
---@param compareItemId ItemID
---@return Bool
function InventoryDataManagerV2:CanCompareItems(itemId, compareItemId) return end

---@param itemData gameInventoryItemData
---@return Bool
function InventoryDataManagerV2:CanInstallPart(itemData) return end

---@param itemId ItemID
---@param compareItemId ItemID
---@return Bool
function InventoryDataManagerV2:CanItemTypeBeCompared(itemId, compareItemId) return end

function InventoryDataManagerV2:ClearInventoryItemDataCache() return end

---@param items ItemID[]
---@return ItemID[]
function InventoryDataManagerV2:DistinctPrograms(items) return end

---@param selectedRecipe RecipeData
---@param inventorySystem gameInventoryManager
---@param inventoryManager InventoryDataManagerV2
---@param player PlayerPuppet
---@return gameItemData, gameInventoryItemData
function InventoryDataManagerV2:DryMakeItem(selectedRecipe, inventorySystem, inventoryManager, player) return end

---@param itemId ItemID
---@param slot Int32
function InventoryDataManagerV2:EquipItem(itemId, slot) return end

---@param itemId ItemID
function InventoryDataManagerV2:EquipVisuals(itemId) return end

---@param area gamedataEquipmentArea
---@return gamedataItemType[]
function InventoryDataManagerV2:EquipmentAreaToItemTypes(area) return end

---@param inspectedData MinimalItemTooltipData
---@param equippedData MinimalItemTooltipData
function InventoryDataManagerV2:FillBarsComparisonData(inspectedData, equippedData) return end

---@param itemRecord gamedataItem_Record
---@param abilities gameInventoryItemAbility[]
---@param itemData gameItemData
---@param partItemData gameInnerItemData
function InventoryDataManagerV2:FillSpecialAbilities(itemRecord, abilities, itemData, partItemData) return end

---@param statProvider StatProvider
---@param statRecords gamedataStat_Record[]
---@param statList gameStatViewData[]
---@param compareStatRecords gamedataStat_Record[]
---@param compareWithData StatProvider
function InventoryDataManagerV2:FillStatsList(statProvider, statRecords, statList, compareStatRecords, compareWithData) return end

---@param itemToCompare ItemID
---@param items gameInventoryItemData[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:FilterComparableItems(itemToCompare, items) return end

---@param itemToCompare ItemID
---@param ids ItemID[]
---@return ItemID[]
function InventoryDataManagerV2:FilterComparableItemsIDs(itemToCompare, ids) return end

---@param items ItemID[]
---@return ItemID[]
function InventoryDataManagerV2:FilterHotkeyConsumables(items) return end

---@param items gameInventoryItemData[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:FilterOutEmptyItems(items) return end

---@param ids ItemID[]
---@return ItemID[]
function InventoryDataManagerV2:FilterOutInvalidIDs(ids) return end

---@param itemId ItemID
---@return AbilityData
function InventoryDataManagerV2:GetAbilityData(itemId) return end

---@param equipmentArea gamedataEquipmentArea
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetAllComparisonItems(equipmentArea) return end

---@return AbilityData[]
function InventoryDataManagerV2:GetAllCyberwareAbilities() return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetAmmoCountForAllAmmoTypes() return end

---@param itemData gameInventoryItemData
---@return Int32
function InventoryDataManagerV2:GetAmmoForWeaponType(itemData) return end

---@param targetItem TweakDBID|string
---@return TweakDBID
function InventoryDataManagerV2:GetAmmoTypeForWeapon(targetItem) return end

---@param owner gameObject
---@param itemId ItemID
---@param itemData gameItemData
---@param attachments gameInventoryItemAttachments[]
---@param abilities gameInventoryItemAbility[]
---@param isDryItem Bool
function InventoryDataManagerV2:GetAttachements(owner, itemId, itemData, attachments, abilities, isDryItem) return end

---@param owner gameObject
---@param itemData gameItemData
---@param usedSlots TweakDBID[]|string[]
---@param emptySlots TweakDBID[]|string[]
---@param mods MinimalItemTooltipModData[]
---@param dedicatedMods MinimalItemTooltipModAttachmentData[]
function InventoryDataManagerV2:GetAttachements(owner, itemData, usedSlots, emptySlots, mods, dedicatedMods) return end

---@return gamedataStatModifierGroup_Record
function InventoryDataManagerV2:GetBaseQuickhackCooldownRecord() return end

---@param itemID ItemID
---@return Float
function InventoryDataManagerV2:GetBuyPrice(itemID) return end

---@param owner gameObject
---@param itemID ItemID
---@return Float
function InventoryDataManagerV2:GetBuyPrice(owner, itemID) return end

---@param itemData gameItemData
---@return gameInventoryItemData
function InventoryDataManagerV2:GetCachedInventoryItemData(itemData) return end

---@param itemData gameItemData
---@param inventoryItemData gameInventoryItemData
---@param forceShowCurrencyOnHUDTooltip Bool
---@param isRadialQuerying Bool
function InventoryDataManagerV2:GetCachedInventoryItemData(itemData, inventoryItemData, forceShowCurrencyOnHUDTooltip, isRadialQuerying) return end

---@param itemData gameItemData
---@param ID ItemID
---@param itemRecord gamedataItem_Record
---@param inventoryItemData gameInventoryItemData
function InventoryDataManagerV2:GetCachedInventoryItemDataInternal(itemData, ID, itemRecord, inventoryItemData) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetCommonsCraftingMaterialTypes() return end

---@param item gameInventoryItemData
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetComparisonItems(item) return end

---@param itemID ItemID
---@param equipmentArea gamedataEquipmentArea
---@return ItemID[]
function InventoryDataManagerV2:GetComparisonItemsIDs(itemID, equipmentArea) return end

---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetComparisonTooltipsData(equippedItem, inspectedItemData, equipped, iconErrorInfo, overrideRarity) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetCraftingCountForAllCraftingMaterialTypes() return end

---@param item UIInventoryItem
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetCyberdeckTooltipForInventoryItem(item, equipped, iconErrorInfo, vendorItem, overrideRarity) return end

---@param tooltipItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetCyberdeckTooltipForInventoryItem(tooltipItemData, equipped, iconErrorInfo, vendorItem, overrideRarity) return end

---@param data gameInventoryItemData
---@return Int32
function InventoryDataManagerV2:GetDPS(data) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetEquipment() return end

---@param equipmentArea gamedataEquipmentArea
---@return String
function InventoryDataManagerV2:GetEquipmentAreaLocalizedName(equipmentArea) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetEquippedConsumables() return end

---@param inspectedItemData gameInventoryItemData
---@return gameInventoryItemData
function InventoryDataManagerV2:GetEquippedCounterpartForInventroyItem(inspectedItemData) return end

---@param owner gameObject
---@return ItemID[]
function InventoryDataManagerV2:GetEquippedItemIDs(owner) return end

---@param equipArea gamedataEquipmentArea
---@param slot Int32
---@return ItemID
function InventoryDataManagerV2:GetEquippedItemIdInArea(equipArea, slot) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetEquippedQuickSlots() return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetEquippedWeapons() return end

---@return ItemID[]
function InventoryDataManagerV2:GetEquippedWeaponsIDs() return end

---@param ownerId entEntityID
---@param externalItemId ItemID
---@return gameItemData
function InventoryDataManagerV2:GetExternalGameItemData(ownerId, externalItemId) return end

---@param entityId entEntityID
---@return gameObject
function InventoryDataManagerV2:GetExternalGameObject(entityId) return end

---@param ownerId entEntityID
---@param externalItem gameItemData
---@param forceShowCurrencyOnHUDTooltip Bool
---@return gameInventoryItemData
function InventoryDataManagerV2:GetExternalItemData(ownerId, externalItem, forceShowCurrencyOnHUDTooltip) return end

---@param ownerId entEntityID
---@param externalItemId ItemID
---@param forceShowCurrencyOnHUDTooltip Bool
---@return gameInventoryItemData
function InventoryDataManagerV2:GetExternalItemData(ownerId, externalItemId, forceShowCurrencyOnHUDTooltip) return end

---@param ownerId entEntityID
---@param externalItemId ItemID
---@param compareItemId ItemID
---@return gameItemViewData
function InventoryDataManagerV2:GetExternalItemStats(ownerId, externalItemId, compareItemId) return end

---@return ScriptGameInstance
function InventoryDataManagerV2:GetGame() return end

---@param attackRecord gamedataAttack_Record
---@return gamedataContinuousAttackEffector_Record
function InventoryDataManagerV2:GetGrenadeContinousEffector(attackRecord) return end

---@param itemData gameItemData
---@param outputArray InventoryTooltiData_GrenadeDamageData[]
function InventoryDataManagerV2:GetGrenadeDamageStats(itemData, outputArray) return end

---@param continuousAttackEffector gamedataContinuousAttackEffector_Record
---@return Float
function InventoryDataManagerV2:GetGrenadeDelay(continuousAttackEffector) return end

---@param continuousAttackEffector gamedataContinuousAttackEffector_Record
---@return Float
function InventoryDataManagerV2:GetGrenadeDoTTickDamage(continuousAttackEffector) return end

---@param attackRecord gamedataAttack_Record
---@return Float
function InventoryDataManagerV2:GetGrenadeDuration(attackRecord) return end

---@param grenadeRecord gamedataGrenade_Record
---@return Float
function InventoryDataManagerV2:GetGrenadeRange(grenadeRecord) return end

---@param tooltipItemData gameInventoryItemData
---@return InventoryTooltiData_GrenadeData
function InventoryDataManagerV2:GetGrenadeTooltipData(tooltipItemData) return end

---@param itemID TweakDBID|string
---@param itemData gameItemData
---@return InventoryTooltiData_GrenadeData
function InventoryDataManagerV2:GetGrenadeTooltipData(itemID, itemData) return end

---@param itemData gameItemData
---@return Float
function InventoryDataManagerV2:GetGrenadeTotalDamageFromStats(itemData) return end

---@param itemID TweakDBID|string
---@return EGrenadeType
function InventoryDataManagerV2:GetGrenadeType(itemID) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetHackingCraftingMaterialTypes() return end

---@param hotkey gameEHotkey
---@return gameInventoryItemData
function InventoryDataManagerV2:GetHotkeyItemData(hotkey) return end

---@param itemID ItemID
---@return Bool, gameEHotkey
function InventoryDataManagerV2:GetHotkeyTypeForItemID(itemID) return end

---@param itemID ItemID
---@return Bool, gameEHotkey
function InventoryDataManagerV2:GetHotkeyTypeFromItemID(itemID) return end

---@return gameItemIconGender
function InventoryDataManagerV2:GetIconGender() return end

---@return gamedataStatusEffect_Record[]
function InventoryDataManagerV2:GetIgnoredDurationStats() return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetInventoryCyberware() return end

---@return Int32
function InventoryDataManagerV2:GetInventoryCyberwareSize() return end

---@param owner gameObject
---@param itemData gameItemData
---@param forceShowCurrencyOnHUDTooltip Bool
---@param isRadialQuerying Bool
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemData(owner, itemData, forceShowCurrencyOnHUDTooltip, isRadialQuerying) return end

---@param itemData gameItemData
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemData(itemData) return end

---@param itemData gameItemData
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemDataForDryItem(itemData) return end

---@param itemID ItemID
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemDataFromItemID(itemID) return end

---@param itemRecord gamedataItem_Record
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemDataFromItemRecord(itemRecord) return end

---@param itemRecord gamedataItem_Record
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemDataFromItemRecordInternal(itemRecord) return end

---@param owner gameObject
---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
---@return gameInventoryItemData
function InventoryDataManagerV2:GetInventoryItemDataInternal(owner, itemData, itemRecord) return end

---@param equipArea gamedataEquipmentArea
---@param slot Int32
---@return gameInventoryItemData
function InventoryDataManagerV2:GetItemDataEquippedInArea(equipArea, slot) return end

---@param id ItemID
---@return gameInventoryItemData
function InventoryDataManagerV2:GetItemDataFromIDInLoadout(id) return end

---@param tweakPath String
---@return gameInventoryItemData
function InventoryDataManagerV2:GetItemFromRecord(tweakPath) return end

---@param id TweakDBID|string
---@return gameInventoryItemData
function InventoryDataManagerV2:GetItemFromRecord(id) return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemID
function InventoryDataManagerV2:GetItemIDToCompare(equipmentArea) return end

---@param gameObject gameObject
---@param itemID ItemID
---@return TweakDBID[]
function InventoryDataManagerV2:GetItemSlotsIDs(gameObject, itemID) return end

---@param itemData gameItemData
---@param compareWithData gameItemData
---@return gameItemViewData
function InventoryDataManagerV2:GetItemStatsByData(itemData, compareWithData) return end

---@param equipmentArea gamedataEquipmentArea
---@return gameInventoryItemData
function InventoryDataManagerV2:GetItemToCompare(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemID[]
function InventoryDataManagerV2:GetItemsIDsToCompare(equipmentArea) return end

---@param item gameInventoryItemData
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetItemsToCompare(item) return end

---@param equipmentArea gamedataEquipmentArea
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetItemsToCompare(equipmentArea) return end

---@param statRecord gamedataStat_Record
---@return String
function InventoryDataManagerV2:GetLocalizedStatName(statRecord) return end

function InventoryDataManagerV2:GetMinimalComparisionLootingData() return end

---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
---@return MinimalItemTooltipData
function InventoryDataManagerV2:GetMinimalComparisonTooltipsData(equippedItem, inspectedItemData, equipped, iconErrorInfo, overrideRarity) return end

---@param tooltipItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param vendorItem Bool
---@param overrideRarity Bool
---@return MinimalItemTooltipData
function InventoryDataManagerV2:GetMinimalTooltipDataForInventoryItem(tooltipItemData, equipped, iconErrorInfo, vendorItem, overrideRarity) return end

---@param equipmentArea gamedataEquipmentArea
---@param includeLocked Bool
---@return Int32
function InventoryDataManagerV2:GetNumberOfSlots(equipmentArea, includeLocked) return end

---@param inventoryItemData gameInventoryItemData
---@param scriptableSystem UIScriptableSystem
function InventoryDataManagerV2:GetOrCreateInventoryItemSortData(inventoryItemData, scriptableSystem) return end

---@param owner gameObject
---@param innerItemData gameInnerItemData
---@param parentItemData gameItemData
---@return gameInventoryItemData
function InventoryDataManagerV2:GetPartInventoryItemData(owner, innerItemData, parentItemData) return end

---@param itemRecord gamedataItem_Record
---@return Int32
function InventoryDataManagerV2:GetPlayerAmmoCount(itemRecord) return end

---@param targetItem TweakDBID|string
---@return Int32
function InventoryDataManagerV2:GetPlayerAmmoCount(targetItem) return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerArmorStats(statsList) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerCraftingMaterials() return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerCyberwareCapacitStats(statsList) return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerDPSStats(statsList) return end

---@param equipArea gamedataEquipmentArea
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerEquipmentAreaInventoryData(equipArea) return end

---@return Float
function InventoryDataManagerV2:GetPlayerHealth() return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerHealthStats(statsList) return end

---@param type gamedataItemType
---@param skipEquippedItems Bool
---@param additionalTagFilters CName[]|string[]
---@param filteredItems gameItemModParams[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerIconicWeaponsByType(type, skipEquippedItems, additionalTagFilters, filteredItems) return end

---@param additionalTagFilters CName[]|string[]
---@return gameItemData[]
function InventoryDataManagerV2:GetPlayerInventory(additionalTagFilters) return end

---@param additionalTagFilters CName[]|string[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryData(additionalTagFilters) return end

---@param equipAreas gamedataEquipmentArea[]
---@param skipEquipped Bool
---@param filteredItems gameItemModParams[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryData(equipAreas, skipEquipped, filteredItems) return end

---@param equipArea gamedataEquipmentArea
---@param skipEquipped Bool
---@param filteredItems gameItemModParams[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryData(equipArea, skipEquipped, filteredItems) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryDataExcludingLoadout() return end

---@param equipAreas gamedataEquipmentArea[]
---@param skipEquipped Bool
---@param filteredItems gameItemModParams[]
---@param outputItems gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryDataRef(equipAreas, skipEquipped, filteredItems, outputItems) return end

---@param additionalTagFilters CName[]|string[]
---@return gameItemData[]
function InventoryDataManagerV2:GetPlayerInventoryItems(additionalTagFilters) return end

---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryItemsExcludingCraftingMaterials() return end

---@return gameItemData[]
function InventoryDataManagerV2:GetPlayerInventoryItemsExcludingLoadout() return end

---@param slotId TweakDBID|string
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryParts(slotId) return end

---@param item ItemID
---@param slotIDs TweakDBID[]|string[]
---@return gameItemData[]
function InventoryDataManagerV2:GetPlayerInventoryPartsDataForItem(item, slotIDs) return end

---@param item ItemID
---@param slotID TweakDBID|string
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryPartsForItem(item, slotID) return end

---@param item ItemID
---@param slotIDs TweakDBID[]|string[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryPartsForItem(item, slotIDs) return end

---@param item ItemID
---@param slotID TweakDBID|string
---@param outputItems gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryPartsForItemRef(item, slotID, outputItems) return end

---@param item ItemID
---@param slotIDs TweakDBID[]|string[]
---@param outputItems gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerInventoryPartsForItemRef(item, slotIDs, outputItems) return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerInventoryStats(statsList) return end

---@param itemId ItemID
---@return gameItemData
function InventoryDataManagerV2:GetPlayerItemData(itemId) return end

---@param itemId ItemID
---@param compareItemId ItemID
---@return gameItemViewData
function InventoryDataManagerV2:GetPlayerItemStats(itemId, compareItemId) return end

---@return gameItemData[]
function InventoryDataManagerV2:GetPlayerItems() return end

---@param type gamedataItemType
---@param skipEquippedItems Bool
---@param additionalTagFilters CName[]|string[]
---@param filteredItems gameItemModParams[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerItemsByType(type, skipEquippedItems, additionalTagFilters, filteredItems) return end

---@param item gameInventoryItemData
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@param skipEquipped Bool
---@param items ItemID[]
function InventoryDataManagerV2:GetPlayerItemsIDs(item, slotID, itemType, equipmentArea, skipEquipped, items) return end

---@param type gamedataItemType
---@param items ItemID[]
function InventoryDataManagerV2:GetPlayerItemsIDsByType(type, items) return end

---@param types gamedataItemType[]
---@param items ItemID[]
function InventoryDataManagerV2:GetPlayerItemsIDsByTypes(types, items) return end

---@param item ItemID
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@param skipEquipped Bool
---@param items ItemID[]
function InventoryDataManagerV2:GetPlayerItemsIDsFast(item, slotID, itemType, equipmentArea, skipEquipped, items) return end

---@return Int32
function InventoryDataManagerV2:GetPlayerLevel() return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerOtherStats(statsList) return end

---@param slotIDs TweakDBID[]|string[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerPartsInventoryData(slotIDs) return end

---@param slotID TweakDBID|string
---@return gameInventoryItemData[]
function InventoryDataManagerV2:GetPlayerPartsInventoryData(slotID) return end

---@return Int32
function InventoryDataManagerV2:GetPlayerReflex() return end

---@param statsList gameStatViewData[]
function InventoryDataManagerV2:GetPlayerStats(statsList) return end

---@param statsList gameStatViewData[]
---@param uiMap String
function InventoryDataManagerV2:GetPlayerStatsFromMap(statsList, uiMap) return end

---@return Int32
function InventoryDataManagerV2:GetPlayerStreetCred() return end

---@return Int32
function InventoryDataManagerV2:GetPlayerStrength() return end

---@param item gameInventoryItemData
---@param comparableItems gameInventoryItemData[]
---@return gameInventoryItemData
function InventoryDataManagerV2:GetPrefferedComparableItem(item, comparableItems) return end

---@param item gameInventoryItemData
---@param comparableItems gameInventoryItemData[]
---@return gameInventoryItemData
function InventoryDataManagerV2:GetPrefferedComparisonItem(item, comparableItems) return end

---@param item gameItemData
---@param itemRecord gamedataItem_Record
---@param equipmentArea gamedataEquipmentArea
---@param comparableItems ItemID[]
---@return ItemID
function InventoryDataManagerV2:GetPrefferedComparisonItemID(item, itemRecord, equipmentArea, comparableItems) return end

---@param item gameItemData
---@param itemRecord gamedataItem_Record
---@param equipmentArea gamedataEquipmentArea
---@param idsToCompare ItemID[]
---@return Int32
function InventoryDataManagerV2:GetPrefferedEquipedItemIDToCompare(item, itemRecord, equipmentArea, idsToCompare) return end

---@param item gameInventoryItemData
---@param itemsToCompare gameInventoryItemData[]
---@return Int32
function InventoryDataManagerV2:GetPrefferedEquipedItemIDToCompare(item, itemsToCompare) return end

---@param item gameInventoryItemData
---@param itemsToCompare gameInventoryItemData[]
---@return Int32
function InventoryDataManagerV2:GetPrefferedEquipedItemToCompare(item, itemsToCompare) return end

---@param item gameInventoryItemData
---@return Int32
function InventoryDataManagerV2:GetPrefferedEquipedItemToCompare(item) return end

---@param item gameInventoryItemData
---@param itemsToCompare gameInventoryItemData[]
---@return Int32
function InventoryDataManagerV2:GetPrefferedEquipedItemToCompareRef(item, itemsToCompare) return end

---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetProgramComparisionTooltipsData(equippedItem, inspectedItemData, equipped, iconErrorInfo, overrideRarity) return end

---@return gamedataObjectAction_Record
function InventoryDataManagerV2:GetQuickhackBaseObjectActionRecord() return end

---@param itemID TweakDBID|string
---@return InventoryTooltipData_QuickhackData
function InventoryDataManagerV2:GetQuickhackTooltipData(itemID) return end

---@param tooltipItemData gameInventoryItemData
---@return InventoryTooltipData_QuickhackData
function InventoryDataManagerV2:GetQuickhackTooltipData(tooltipItemData) return end

---@param item ItemID
---@param filteredItems gameItemModParams[]
---@return Int32
function InventoryDataManagerV2:GetQunatityToFilterOut(item, filteredItems) return end

---@param owner gameObject
---@param itemID ItemID
---@return Float
function InventoryDataManagerV2:GetSellPrice(owner, itemID) return end

---@param owner gameObject
---@param itemData gameItemData
---@return Float
function InventoryDataManagerV2:GetSellPrice(owner, itemData) return end

---@param itemID ItemID
---@return Float
function InventoryDataManagerV2:GetSellPrice(itemID) return end

---@param itemData gameItemData
---@return Float
function InventoryDataManagerV2:GetSellPrice(itemData) return end

---@param mapPath TweakDBID|string
---@param statProvider StatProvider
---@param primeStatsList gameStatViewData[]
---@param secondStatsList gameStatViewData[]
---@param compareWithData StatProvider
function InventoryDataManagerV2:GetStatsList(mapPath, statProvider, primeStatsList, secondStatsList, compareWithData) return end

---@param mapPath TweakDBID|string
---@param itemData gameInnerItemData
---@param primeStatsList gameStatViewData[]
---@param secondStatsList gameStatViewData[]
---@param compareWithData gameItemData
function InventoryDataManagerV2:GetStatsList(mapPath, itemData, primeStatsList, secondStatsList, compareWithData) return end

---@param mapPath TweakDBID|string
---@param itemData gameInventoryItemData
---@param primeStatsList gameStatViewData[]
---@param secondStatsList gameStatViewData[]
---@param compareWithData gameInventoryItemData
function InventoryDataManagerV2:GetStatsList(mapPath, itemData, primeStatsList, secondStatsList, compareWithData) return end

---@param mapPath TweakDBID|string
---@param itemData gameItemData
---@param primeStatsList gameStatViewData[]
---@param secondStatsList gameStatViewData[]
---@param compareWithData gameItemData
function InventoryDataManagerV2:GetStatsList(mapPath, itemData, primeStatsList, secondStatsList, compareWithData) return end

---@param itemId ItemID
---@return String
function InventoryDataManagerV2:GetStatsUIMapName(itemId) return end

---@param itemData gameItemData
---@return String
function InventoryDataManagerV2:GetStatsUIMapName(itemData) return end

---@param tooltipItemData gameInventoryItemData
---@param equipped Bool
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetTooltipDataForInventoryItem(tooltipItemData, equipped, vendorItem, overrideRarity) return end

---@param tooltipItemData gameInventoryItemData
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetTooltipDataForInventoryItem(tooltipItemData, equipped, iconErrorInfo, vendorItem, overrideRarity) return end

---@param item UIInventoryItem
---@param equipped Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetTooltipDataForInventoryItem(item, equipped, iconErrorInfo, vendorItem, overrideRarity) return end

---@param tooltipItemData UIInventoryItem
---@param equipped Bool
---@param vendorItem Bool
---@param overrideRarity Bool
---@return InventoryTooltipData
function InventoryDataManagerV2:GetTooltipDataForInventoryItem(tooltipItemData, equipped, vendorItem, overrideRarity) return end

---@param tooltipItemData gameInventoryItemData
---@param equipped Bool
---@param displayContextData ItemDisplayContextData
---@return MinimalItemTooltipData
function InventoryDataManagerV2:GetTooltipDataForVisualItem(tooltipItemData, equipped, displayContextData) return end

---@param slot String
---@return MessageTooltipData
function InventoryDataManagerV2:GetTooltipForEmptySlot(slot) return end

---@return gameTransactionSystem
function InventoryDataManagerV2:GetTransactionSystem() return end

---@param slot String
---@param transmogItem ItemID
---@param iconPath CName|string
---@param noIcon Bool
---@return TransmogMessageTooltipData
function InventoryDataManagerV2:GetTransmogTooltipForEmptySlot(slot, transmogItem, iconPath, noIcon) return end

---@return UIInventoryScriptableSystem
function InventoryDataManagerV2:GetUIInventorySystem() return end

---@param area gamedataEquipmentArea
---@return ItemID
function InventoryDataManagerV2:GetVisualItemInSlot(area) return end

---@param slot Int32
---@return gameInventoryItemData
function InventoryDataManagerV2:GetWeaponEquippedInSlot(slot) return end

---@return Bool
function InventoryDataManagerV2:HasPlayerSmartGunLink() return end

---@param player PlayerPuppet
---@param owner gameuiHUDGameController
function InventoryDataManagerV2:Initialize(player, owner) return end

---@param itemData gameInventoryItemData
---@param partID ItemID
---@param slotID TweakDBID|string
function InventoryDataManagerV2:InstallPart(itemData, partID, slotID) return end

---@param itemId ItemID
---@param partId ItemID
---@param slotID TweakDBID|string
function InventoryDataManagerV2:InstallPart(itemId, partId, slotID) return end

---@param slotID TweakDBID|string
---@return Bool
function InventoryDataManagerV2:IsAttachmentDedicated(slotID) return end

---@param innerItemData gameInnerItemData
---@return Bool
function InventoryDataManagerV2:IsFilledWithDummyPart(innerItemData) return end

---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
---@return Bool, Bool
function InventoryDataManagerV2:IsSlotLocked(equipmentArea, slotIndex) return end

---@param area gamedataEquipmentArea
---@return Bool
function InventoryDataManagerV2:IsSlotOverriden(area) return end

---@return Int32
function InventoryDataManagerV2:IsTransmogEnabled() return end

---@return Bool
function InventoryDataManagerV2:IsWardrobeEnabled() return end

---@param tooltip InventoryTooltipData
---@return MinimalItemTooltipData
function InventoryDataManagerV2:MakeTooltipMinimalAndAttachManager(tooltip) return end

function InventoryDataManagerV2:MarkToRebuild() return end

---@param staticData gamedataItem_Record
---@param slotID TweakDBID|string
---@return Bool
function InventoryDataManagerV2:PlacementSlotsContains(staticData, slotID) return end

---@param tooltipsData ATooltipData[]
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushComparisonTooltipsData(tooltipsData, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param name1 CName|string
---@param name2 CName|string
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushIdentifiedComparisonTooltipsData(tooltipsData, name1, name2, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param name1 CName|string
---@param name2 CName|string
---@param inspectedItem UIInventoryItem
---@param equippedItem UIInventoryItem
---@param equippedDisplayContext ItemDisplayContextData
---@param inspectedDisplayContext ItemDisplayContextData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushIdentifiedComparisonTooltipsData(tooltipsData, name1, name2, inspectedItem, equippedItem, equippedDisplayContext, inspectedDisplayContext, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushIdentifiedProgramComparisionTooltipsData(tooltipsData, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param name1 CName|string
---@param name2 CName|string
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushIdentifiedProgramComparisionTooltipsData(tooltipsData, name1, name2, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param name1 CName|string
---@param name2 CName|string
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushMinimalIdentifiedComparisonTooltipsData(tooltipsData, name1, name2, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

---@param tooltipsData ATooltipData[]
---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param overrideRarity Bool
function InventoryDataManagerV2:PushProgramComparisionTooltipsData(tooltipsData, equippedItem, inspectedItemData, iconErrorInfo, overrideRarity) return end

function InventoryDataManagerV2:RegisterToBB() return end

---@param itemId ItemID
---@return Bool
function InventoryDataManagerV2:RemoveInventoryItemFromCache(itemId) return end

---@param itemId ItemID
---@param slotId TweakDBID|string
function InventoryDataManagerV2:RemovePart(itemId, slotId) return end

---@param activeWeapon ItemID
function InventoryDataManagerV2:SetActiveWeapon(activeWeapon) return end

---@param inspectedData MinimalItemTooltipData
---@param equippedData MinimalItemTooltipData
function InventoryDataManagerV2:SetComparisonQualityF(inspectedData, equippedData) return end

---@param tooltipItemData InventoryTooltipData
---@param viewingTooltipFromCyberwareMenu Bool
function InventoryDataManagerV2:SetCyberdeckDataForTooltip(tooltipItemData, viewingTooltipFromCyberwareMenu) return end

---@param inventoryItemData gameInventoryItemData
function InventoryDataManagerV2:SetPlayerStats(inventoryItemData) return end

---@param inventoryItemData gameInventoryItemData
function InventoryDataManagerV2:SetRequiredPerk(inventoryItemData) return end

---@param item ItemID
---@param filteredItems gameItemModParams[]
---@return Bool
function InventoryDataManagerV2:ShouldItemBeFiltered(item, filteredItems) return end

---@param itemData gameItemData
---@param attachmentSlotRecord gamedataAttachmentSlot_Record
---@param owner gameObject
---@param itemId ItemID
---@return Bool
function InventoryDataManagerV2:ShouldSlotBeAvailable(itemData, attachmentSlotRecord, owner, itemId) return end

---@param items gameInventoryItemData[]
---@return gameInventoryItemData[]
function InventoryDataManagerV2:SortDataByRarity(items) return end

---@param statModifiers gamedataStatModifier_Record[]
---@param except gamedataStatModifier_Record[]
---@return gamedataStatModifier_Record[]
function InventoryDataManagerV2:StatModifiersExcept(statModifiers, except) return end

---@param itemId ItemID
---@param partId ItemID
---@param slotId TweakDBID|string
function InventoryDataManagerV2:SwapPart(itemId, partId, slotId) return end

function InventoryDataManagerV2:UnInitialize() return end

---@param equipArea gamedataEquipmentArea
---@param slot Int32
---@param forceOperation Bool
function InventoryDataManagerV2:UnequipItem(equipArea, slot, forceOperation) return end

---@param area gamedataEquipmentArea
function InventoryDataManagerV2:UnequipVisuals(area) return end

function InventoryDataManagerV2:UnregisterFromBB() return end

---@class InventoryEquipmentSlot : inkWidgetLogicController
---@field EquipSlotRef inkWidgetReference
---@field EmptySlotButtonRef inkWidgetReference
---@field BackgroundShape inkImageWidgetReference
---@field BackgroundHighlight inkImageWidgetReference
---@field BackgroundFrame inkImageWidgetReference
---@field unavailableIcon inkWidgetReference
---@field toggleHighlight inkImageWidgetReference
---@field CurrentItemView InventoryItemDisplayController
---@field Empty Bool
---@field itemData gameInventoryItemData
---@field equipmentArea gamedataEquipmentArea
---@field slotName String
---@field slotIndex Int32
---@field DisableSlot Bool
---@field smallSize Vector2
---@field bigSize Vector2
InventoryEquipmentSlot = {}

---@return InventoryEquipmentSlot
function InventoryEquipmentSlot.new() return end

---@param props table
---@return InventoryEquipmentSlot
function InventoryEquipmentSlot.new(props) return end

---@return Bool
function InventoryEquipmentSlot:OnInitialize() return end

function InventoryEquipmentSlot:Clear() return end

---@return inkWidget
function InventoryEquipmentSlot:GetCustomizeWidget() return end

---@return gamedataEquipmentArea
function InventoryEquipmentSlot:GetEquipmentArea() return end

---@return Int32
function InventoryEquipmentSlot:GetEquipmentAreaEnumToInt() return end

---@return gameInventoryItemData
function InventoryEquipmentSlot:GetItemData() return end

---@return Int32
function InventoryEquipmentSlot:GetSlotIndex() return end

---@return String
function InventoryEquipmentSlot:GetSlotName() return end

---@return inkWidget
function InventoryEquipmentSlot:GetSlotWidget() return end

---@return Bool
function InventoryEquipmentSlot:IsEmpty() return end

function InventoryEquipmentSlot:RefreshUI() return end

function InventoryEquipmentSlot:Select() return end

---@param disableSlot Bool
function InventoryEquipmentSlot:SetDisableSlot(disableSlot) return end

---@param shapeType gameInventoryItemShape
function InventoryEquipmentSlot:SetShape(shapeType) return end

---@param itemData gameInventoryItemData
---@param equipmentArea gamedataEquipmentArea
---@param slotName String
---@param slotIndex Int32
---@param ownerEntity entEntity
function InventoryEquipmentSlot:Setup(itemData, equipmentArea, slotName, slotIndex, ownerEntity) return end

function InventoryEquipmentSlot:Show() return end

function InventoryEquipmentSlot:Unselect() return end

---@class InventoryFilterButton : BaseButtonView
---@field Label inkTextWidgetReference
---@field InputIcon inkImageWidgetReference
---@field IntroPlayed Bool
InventoryFilterButton = {}

---@return InventoryFilterButton
function InventoryFilterButton.new() return end

---@param props table
---@return InventoryFilterButton
function InventoryFilterButton.new(props) return end

---@param framesDelay Int32
function InventoryFilterButton:PlayIntroAnimation(framesDelay) return end

---@param text String
---@param input CName|string
---@param framesDelay Int32
function InventoryFilterButton:Setup(text, input, framesDelay) return end

---@param text String
---@param input CName|string
function InventoryFilterButton:Setup(text, input) return end

---@class InventoryGPRestrictionHelper : IScriptable
InventoryGPRestrictionHelper = {}

---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.BlockedBySceneTier(playerPuppet) return end

---@param itemData UIInventoryItem
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanDrop(itemData, playerPuppet) return end

---@param itemData gameInventoryItemData
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanDrop(itemData, playerPuppet) return end

---@param itemData gameInventoryItemData
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanEquip(itemData, playerPuppet) return end

---@param itemData UIInventoryItem
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanInteractByEquipmentArea(itemData, playerPuppet) return end

---@param itemData gameInventoryItemData
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanInteractByEquipmentArea(itemData, playerPuppet) return end

---@param itemData gameInventoryItemData
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanUse(itemData, playerPuppet) return end

---@param itemData UIInventoryItem
---@param playerPuppet PlayerPuppet
---@return Bool
function InventoryGPRestrictionHelper.CanUse(itemData, playerPuppet) return end

---@class InventoryGenericItemChooser : inkWidgetLogicController
---@field itemContainer inkCompoundWidgetReference
---@field slotsCategory inkWidgetReference
---@field slotsRootContainer inkWidgetReference
---@field slotsRootLabel inkTextWidgetReference
---@field slotsContainer inkCompoundWidgetReference
---@field player PlayerPuppet
---@field inventoryDataManager InventoryDataManagerV2
---@field equipmentArea gamedataEquipmentArea
---@field itemDisplay InventoryItemDisplayController
---@field slotIndex Int32
---@field selectedItem InventoryItemDisplayController
---@field tooltipsManager gameuiTooltipsManager
---@field transmogCtrlsContainer inkCompoundWidgetReference
---@field transmogIndicatorCtrl TransmogButtonView
---@field transmogIndicator inkWidget
InventoryGenericItemChooser = {}

---@return InventoryGenericItemChooser
function InventoryGenericItemChooser.new() return end

---@param props table
---@return InventoryGenericItemChooser
function InventoryGenericItemChooser.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryGenericItemChooser:OnInventoryItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryGenericItemChooser:OnInventoryItemHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function InventoryGenericItemChooser:OnItemInventoryClick(e) return end

---@param playerArg PlayerPuppet
---@param inventoryDataManagerArg InventoryDataManagerV2
---@param equipmentAreaArg gamedataEquipmentArea
---@param slotIndexArg Int32
---@param tooltipsManagerArg gameuiTooltipsManager
---@param showTransmogedIcon Bool
function InventoryGenericItemChooser:Bind(playerArg, inventoryDataManagerArg, equipmentAreaArg, slotIndexArg, tooltipsManagerArg, showTransmogedIcon) return end

---@param targetItem ItemID
---@return Bool
function InventoryGenericItemChooser:CanEquipVisuals(targetItem) return end

---@param controller InventoryItemDisplayController
function InventoryGenericItemChooser:ChangeSelectedItem(controller) return end

---@return UIMenuNotificationType
function InventoryGenericItemChooser:DetermineUIMenuNotificationType() return end

---@return Bool
function InventoryGenericItemChooser:ForceDisplayLabel() return end

---@return CName
function InventoryGenericItemChooser:GetDisplayToSpawn() return end

---@return gamedataEquipmentArea
function InventoryGenericItemChooser:GetEquipmentArea() return end

---@return CName
function InventoryGenericItemChooser:GetIntroAnimation() return end

---@param evt inkPointerEvent
---@return InventoryItemDisplayController
function InventoryGenericItemChooser:GetInventoryItemDisplayControllerFromTarget(evt) return end

---@return InventoryItemDisplayController
function InventoryGenericItemChooser:GetModifiedItem() return end

---@return gameInventoryItemData
function InventoryGenericItemChooser:GetModifiedItemData() return end

---@return ItemID
function InventoryGenericItemChooser:GetModifiedItemID() return end

---@return InventoryItemDisplayController
function InventoryGenericItemChooser:GetSelectedItem() return end

---@return TweakDBID
function InventoryGenericItemChooser:GetSelectedSlotID() return end

---@return CName
function InventoryGenericItemChooser:GetSlotDisplayToSpawn() return end

---@return Int32
function InventoryGenericItemChooser:GetSlotIndex() return end

---@return gameInventoryItemAttachments[]
function InventoryGenericItemChooser:GetSlots() return end

function InventoryGenericItemChooser:HideTooltips() return end

---@param itemData gameInventoryItemData
---@return Bool
function InventoryGenericItemChooser:IsAttachmentItem(itemData) return end

function InventoryGenericItemChooser:RebuildSlots() return end

---@param overrideClothingSet Bool
---@param clothingSetIndex Int32
---@param showTransmogedIcon Bool
function InventoryGenericItemChooser:RefreshItems(overrideClothingSet, clothingSetIndex, showTransmogedIcon) return end

---@param overrideClothingSet Bool
---@param clothingSetIndex Int32
---@param showTransmogedIcon Bool
function InventoryGenericItemChooser:RefreshMainItem(overrideClothingSet, clothingSetIndex, showTransmogedIcon) return end

function InventoryGenericItemChooser:RefreshSelectedItem() return end

---@return Bool
function InventoryGenericItemChooser:RequestClose() return end

---@param type UIMenuNotificationType
function InventoryGenericItemChooser:ShowNotification(type) return end

---@param controller InventoryItemDisplayController
function InventoryGenericItemChooser:UnequipItem(controller) return end

---@param controller InventoryItemDisplayController
function InventoryGenericItemChooser:UnequipItemMods(controller) return end

---@class InventoryItemAttachmentDisplay : inkWidgetLogicController
---@field QualityRootRef inkWidgetReference
---@field ShapeRef inkWidgetReference
---@field BorderRef inkWidgetReference
---@field MarkedStateName CName
InventoryItemAttachmentDisplay = {}

---@return InventoryItemAttachmentDisplay
function InventoryItemAttachmentDisplay.new() return end

---@param props table
---@return InventoryItemAttachmentDisplay
function InventoryItemAttachmentDisplay.new(props) return end

---@param marked Bool
function InventoryItemAttachmentDisplay:Mark(marked) return end

---@param itemData gameInventoryItemData
function InventoryItemAttachmentDisplay:Setup(itemData) return end

---@param visible Bool
---@param quality CName|string
function InventoryItemAttachmentDisplay:Setup(visible, quality) return end

---@class InventoryItemAttachmentsList : inkWidgetLogicController
---@field libraryItemName CName
---@field container inkCompoundWidgetReference
---@field itemsList inkWidget[]
---@field data CName[]
InventoryItemAttachmentsList = {}

---@return InventoryItemAttachmentsList
function InventoryItemAttachmentsList.new() return end

---@param props table
---@return InventoryItemAttachmentsList
function InventoryItemAttachmentsList.new(props) return end

---@param toLeave Int32
function InventoryItemAttachmentsList:ClearData(toLeave) return end

---@param data CName[]|string[]
function InventoryItemAttachmentsList:SetData(data) return end

function InventoryItemAttachmentsList:UpdateLayout() return end

---@param force Bool
function InventoryItemAttachmentsList:UpdateVisibility(force) return end

function InventoryItemAttachmentsList:UpdateVisibility() return end

---@class InventoryItemComparableTypesCache : IScriptable
---@field itemType gamedataItemType
---@field itemTypeRecord gamedataItemType_Record
---@field comparableTypes gamedataItemType[]
---@field comparableRecordTypes gamedataItemType_Record[]
InventoryItemComparableTypesCache = {}

---@return InventoryItemComparableTypesCache
function InventoryItemComparableTypesCache.new() return end

---@param props table
---@return InventoryItemComparableTypesCache
function InventoryItemComparableTypesCache.new(props) return end

---@class InventoryItemDataComparator : IScriptable
InventoryItemDataComparator = {}

---@return InventoryItemDataComparator
function InventoryItemDataComparator.new() return end

---@param props table
---@return InventoryItemDataComparator
function InventoryItemDataComparator.new(props) return end

---@param left gameInventoryItemData
---@param right gameInventoryItemData
---@return Int32
function InventoryItemDataComparator:Compare(left, right) return end

---@class InventoryItemDataWrapper : IScriptable
---@field ItemData gameInventoryItemData
---@field SortData gameInventoryItemSortData
---@field HasSortDataBuilt Bool
InventoryItemDataWrapper = {}

---@return InventoryItemDataWrapper
function InventoryItemDataWrapper.new() return end

---@param props table
---@return InventoryItemDataWrapper
function InventoryItemDataWrapper.new(props) return end

---@class InventoryItemDisplay : BaseButtonView
---@field RarityRoot inkWidgetReference
---@field ModsRoot inkCompoundWidgetReference
---@field RarityWrapper inkWidgetReference
---@field IconImage inkImageWidgetReference
---@field IconShadowImage inkImageWidgetReference
---@field IconFallback inkImageWidgetReference
---@field BackgroundShape inkImageWidgetReference
---@field BackgroundHighlight inkImageWidgetReference
---@field BackgroundFrame inkImageWidgetReference
---@field QuantityText inkTextWidgetReference
---@field ModName CName
---@field toggleHighlight inkWidgetReference
---@field equippedIcon inkWidgetReference
---@field DefaultCategoryIconName String
---@field ItemData gameInventoryItemData
---@field AttachementsDisplay InventoryItemAttachmentDisplay[]
---@field smallSize Vector2
---@field bigSize Vector2
---@field owner gameObject
InventoryItemDisplay = {}

---@return InventoryItemDisplay
function InventoryItemDisplay.new() return end

---@param props table
---@return InventoryItemDisplay
function InventoryItemDisplay.new(props) return end

---@param controller inkButtonController
---@return Bool
function InventoryItemDisplay:OnButtonClick(controller) return end

---@return Bool
function InventoryItemDisplay:OnInitialize() return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function InventoryItemDisplay:ButtonStateChanged(oldState, newState) return end

---@return gameInventoryItemData
function InventoryItemDisplay:GetItemData() return end

---@param shapeType gameInventoryItemShape
---@return Vector2
function InventoryItemDisplay:GetShapeSize(shapeType) return end

---@return inkWidget
function InventoryItemDisplay:GetWidgetForTooltip() return end

---@param index Int32
function InventoryItemDisplay:Mark(index) return end

---@param delay Float
---@param duration Float
function InventoryItemDisplay:PlayIntroAnimation(delay, duration) return end

function InventoryItemDisplay:RefreshUI() return end

function InventoryItemDisplay:SelectItem() return end

---@param equipped Bool
function InventoryItemDisplay:SetEquippedState(equipped) return end

function InventoryItemDisplay:SetItemSize() return end

---@param itemQuantity Int32
function InventoryItemDisplay:SetQuantity(itemQuantity) return end

---@param quality CName|string
function InventoryItemDisplay:SetRarity(quality) return end

---@param shapeType gameInventoryItemShape
function InventoryItemDisplay:SetShape(shapeType) return end

---@param itemData gameInventoryItemData
---@param ownerEntity entEntity
function InventoryItemDisplay:Setup(itemData, ownerEntity) return end

---@param attachements gameInventoryItemAttachments[]
function InventoryItemDisplay:ShowMods(attachements) return end

function InventoryItemDisplay:UnselectItem() return end

function InventoryItemDisplay:UpdateIcon() return end

---@class InventoryItemDisplayCategoryArea : inkWidgetLogicController
---@field areasToHide inkWidgetReference[]
---@field equipmentAreas inkCompoundWidgetReference[]
---@field newItemsWrapper inkWidgetReference
---@field newItemsCounter inkTextWidgetReference
---@field categoryAreas InventoryItemDisplayEquipmentArea[]
InventoryItemDisplayCategoryArea = {}

---@return InventoryItemDisplayCategoryArea
function InventoryItemDisplayCategoryArea.new() return end

---@param props table
---@return InventoryItemDisplayCategoryArea
function InventoryItemDisplayCategoryArea.new(props) return end

---@return Bool
function InventoryItemDisplayCategoryArea:OnInitialize() return end

---@return inkWidgetReference[]
function InventoryItemDisplayCategoryArea:GetAreasToHide() return end

---@return InventoryItemDisplayEquipmentArea[]
function InventoryItemDisplayCategoryArea:GetCategoryAreas() return end

---@param value Int32
function InventoryItemDisplayCategoryArea:SetNewItemsCounter(value) return end

---@class InventoryItemDisplayController : BaseButtonView
---@field widgetWrapper inkWidgetReference
---@field itemName inkTextWidgetReference
---@field itemPrice inkTextWidgetReference
---@field itemRarity inkWidgetReference
---@field commonModsRoot inkCompoundWidgetReference
---@field itemImage inkImageWidgetReference
---@field itemFallbackImage inkImageWidgetReference
---@field itemEmptyImage inkImageWidgetReference
---@field itemEmptyIcon inkImageWidgetReference
---@field cyberwareEmptyImage inkImageWidgetReference
---@field itemSelectedArrow inkWidgetReference
---@field quantintyAmmoIcon inkWidgetReference
---@field quantityWrapper inkCompoundWidgetReference
---@field quantityText inkTextWidgetReference
---@field weaponType inkTextWidgetReference
---@field highlightFrames inkWidgetReference[]
---@field equippedWidgets inkWidgetReference[]
---@field hideWhenEquippedWidgets inkWidgetReference[]
---@field hideWhenCyberwareInInventory inkWidgetReference[]
---@field showWhenCyberwareInInventory inkWidgetReference[]
---@field showInEmptyWidgets inkWidgetReference[]
---@field hideInEmptyWidgets inkWidgetReference[]
---@field backgroundFrames inkWidgetReference[]
---@field equippedMarker inkWidgetReference
---@field requirementsWrapper inkWidgetReference
---@field iconicTint inkWidgetReference
---@field transmogContainer inkCompoundWidgetReference
---@field rarityWrapper inkWidgetReference
---@field rarityCommonWrapper inkWidgetReference
---@field weaponTypeImage inkImageWidgetReference
---@field questItemMaker inkWidgetReference
---@field labelsContainer inkCompoundWidgetReference
---@field backgroundBlueprint inkWidgetReference
---@field iconBlueprint inkWidgetReference
---@field fluffBlueprint inkImageWidgetReference
---@field lootitemflufficon inkWidgetReference
---@field lootitemtypeicon inkImageWidgetReference
---@field slotItemsCountWrapper inkWidgetReference
---@field slotItemsCount inkTextWidgetReference
---@field iconErrorIndicator inkWidgetReference
---@field newItemsWrapper inkWidgetReference
---@field newItemsCounter inkTextWidgetReference
---@field lockIcon inkWidgetReference
---@field transmogedIcon inkWidgetReference
---@field iconWardrobeDisabled inkWidgetReference
---@field comparisionArrow inkWidgetReference
---@field iconTransmog inkWidgetReference
---@field wardrobeInfoContainer inkWidgetReference
---@field wardrobeInfoText inkTextWidgetReference
---@field perkWrapper inkWidgetReference
---@field perkIcon inkImageWidgetReference
---@field inventoryDataManager InventoryDataManagerV2
---@field inventoryScriptableSystem UIInventoryScriptableSystem
---@field uiScriptableSystem UIScriptableSystem
---@field itemID ItemID
---@field itemData gameInventoryItemData
---@field recipeData RecipeData
---@field equipmentArea gamedataEquipmentArea
---@field itemType gamedataItemType
---@field emptySlotImage CName
---@field slotName String
---@field slotIndex Int32
---@field attachmentsDisplay InventoryItemModSlotDisplay[]
---@field transmogItem ItemID
---@field slotID TweakDBID
---@field itemDisplayContext gameItemDisplayContext
---@field labelsContainerController ItemLabelContainerController
---@field defaultFallbackImage CName
---@field defaultEmptyImage CName
---@field defaultEmptyImageAtlas String
---@field emptyImage CName
---@field emptyImageAtlas String
---@field isEnoughMoney Bool
---@field owned Bool
---@field requirementsMet Bool
---@field tooltipData InventoryTooltipData
---@field isNew Bool
---@field isNewOverriden Bool
---@field isQuestBought Bool
---@field newItemsIDs ItemID[]
---@field newItemsFetched Bool
---@field isBuybackStack Bool
---@field isDLCNewItem Bool
---@field parentItemData gameItemData
---@field isLocked Bool
---@field visibleWhenLocked Bool
---@field isTransmoged Bool
---@field isWardrobeDisabled Bool
---@field isUpgradable Bool
---@field overrideQuantity Int32
---@field hasAvailableItems Bool
---@field isSlotTransmogged Bool
---@field wardrobeOutfitIndex Int32
---@field additionalData IScriptable
---@field isCyberwarePreviewInInventory Bool
---@field isPerkRequiredCyberware Bool
---@field delayProxy inkanimProxy
---@field delayAnimation inkanimDefinition
---@field hoverTarget inkWidget
---@field upgradeProxy inkanimProxy
---@field selectedCWProxy inkanimProxy
---@field DEBUG_isIconError Bool
---@field DEBUG_iconErrorInfo DEBUG_IconErrorInfo
---@field DEBUG_resolvedIconName String
---@field DEBUG_recordItemName String
---@field DEBUG_innerItemName String
---@field DEBUG_isIconManuallySet Bool
---@field DEBUG_iconsNameResolverIsDebug Bool
---@field uiInventoryItem UIInventoryItem
---@field displayContextData ItemDisplayContextData
---@field parrentWrappedDataObject WrappedInventoryItemData
InventoryItemDisplayController = {}

---@return InventoryItemDisplayController
function InventoryItemDisplayController.new() return end

---@param props table
---@return InventoryItemDisplayController
function InventoryItemDisplayController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function InventoryItemDisplayController:OnDelayedHoverOver(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemDisplayController:OnDisplayClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemDisplayController:OnDisplayHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemDisplayController:OnDisplayHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemDisplayController:OnDisplayHoverOver(evt) return end

---@param e inkCallbackData
---@return Bool
function InventoryItemDisplayController:OnIconCallback(e) return end

---@return Bool
function InventoryItemDisplayController:OnInitialize() return end

---@return Bool
function InventoryItemDisplayController:OnUninitialize() return end

---@param inventoryScriptableSystem UIInventoryScriptableSystem
---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:Bind(inventoryScriptableSystem, equipmentArea, slotIndex, displayContext) return end

---@param inventoryDataManager InventoryDataManagerV2
---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
---@param setWardrobeOutfit Bool
---@param wardrobeOutfitIndex Int32
function InventoryItemDisplayController:Bind(inventoryDataManager, equipmentArea, slotIndex, displayContext, setWardrobeOutfit, wardrobeOutfitIndex) return end

---@param uiScriptableSystem UIScriptableSystem
---@param comparisonResolver ItemPreferredComparisonResolver
function InventoryItemDisplayController:BindComparisonAndScriptableSystem(uiScriptableSystem, comparisonResolver) return end

---@param equipmentArea gamedataEquipmentArea
---@param itemsAmount Int32
---@param inventoryItemData gameInventoryItemData
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:BindVisualSlot(equipmentArea, itemsAmount, inventoryItemData, slotIndex, displayContext) return end

---@return DEBUG_IconErrorInfo
function InventoryItemDisplayController:DEBUG_GetIconErrorInfo() return end

---@return IScriptable
function InventoryItemDisplayController:GetAdditionalData() return end

---@return Int32
function InventoryItemDisplayController:GetAttachmentsSize() return end

---@return inkanimDefinition
function InventoryItemDisplayController:GetDelayAnimation() return end

---@return gameItemDisplayContext
function InventoryItemDisplayController:GetDisplayContext() return end

---@return ItemDisplayType
function InventoryItemDisplayController:GetDisplayType() return end

---@return gamedataEquipmentArea
function InventoryItemDisplayController:GetEquipmentArea() return end

---@return String
function InventoryItemDisplayController:GetItemCategory() return end

---@return gameInventoryItemData
function InventoryItemDisplayController:GetItemData() return end

---@return InventoryItemDisplayData
function InventoryItemDisplayController:GetItemDisplayData() return end

---@return ItemID
function InventoryItemDisplayController:GetItemID() return end

---@return gamedataItemType
function InventoryItemDisplayController:GetItemType() return end

---@param onlyGeneric Bool
---@return gameInventoryItemAttachments[]
function InventoryItemDisplayController:GetMods(onlyGeneric) return end

---@return Int32
function InventoryItemDisplayController:GetNewItems() return end

---@return gameItemData
function InventoryItemDisplayController:GetParentItemData() return end

---@return String
function InventoryItemDisplayController:GetPriceText() return end

---@param itemQuality gamedataQuality
---@return gamedataQuality
function InventoryItemDisplayController:GetQualityRounded(itemQuality) return end

---@param equipmentArea gamedataEquipmentArea
---@return String
function InventoryItemDisplayController:GetShadowIconAtlas(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return CName
function InventoryItemDisplayController:GetShadowIconFromEquipmentArea(equipmentArea) return end

---@return TweakDBID
function InventoryItemDisplayController:GetSlotID() return end

---@return Int32
function InventoryItemDisplayController:GetSlotIndex() return end

---@return String
function InventoryItemDisplayController:GetSlotName() return end

---@return UIInventoryItem
function InventoryItemDisplayController:GetUIInventoryItem() return end

---@return Int32
function InventoryItemDisplayController:GetWardrobeOutfitIndex() return end

---@param evt inkPointerEvent
function InventoryItemDisplayController:HandleLocalClick(evt) return end

function InventoryItemDisplayController:HideSelectionArrow() return end

---@param setWardrobeOutfit Bool
---@param wardrobeOutfitIndex Int32
function InventoryItemDisplayController:InvalidateContent(setWardrobeOutfit, wardrobeOutfitIndex) return end

---@param inventoryItemData gameInventoryItemData
---@param itemsAmount Int32
---@param equipped Bool
function InventoryItemDisplayController:InvalidateVisualContent(inventoryItemData, itemsAmount, equipped) return end

---@return Bool
function InventoryItemDisplayController:IsEmpty() return end

---@param context gameItemDisplayContext
---@return Bool
function InventoryItemDisplayController:IsEquippedContext(context) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryItemDisplayController:IsInRestrictedNewArea(equipmentArea) return end

---@return Bool
function InventoryItemDisplayController:IsItemIconic() return end

---@return Bool
function InventoryItemDisplayController:IsLocked() return end

---@return Bool
function InventoryItemDisplayController:IsPerkRequiredCyberware() return end

---@return Bool
function InventoryItemDisplayController:IsQuestBought() return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewRefreshUI(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateBlueprint(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateEmptyWidgets(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateEquipped(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateIcon(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateIndicators(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateIsNewIndicator(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateLocked(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateMods(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateQuantity(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateRarity(itemData) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateRequirements(itemData) return end

function InventoryItemDisplayController:NewUpdateTransmoged() return end

function InventoryItemDisplayController:NewUpdateWardrobeDisabled() return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:NewUpdateWeaponType(itemData) return end

---@param itemID ItemID
function InventoryItemDisplayController:OnItemUpdate(itemID) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:OnItemUpdate(itemData) return end

function InventoryItemDisplayController:PlayEquipFeedback() return end

function InventoryItemDisplayController:PlayUpgradeFeedback() return end

function InventoryItemDisplayController:RefreshUI() return end

function InventoryItemDisplayController:Select() return end

function InventoryItemDisplayController:SelectItem() return end

---@param additionalData IScriptable
function InventoryItemDisplayController:SetAdditionalData(additionalData) return end

---@param value Bool
function InventoryItemDisplayController:SetBuybackStack(value) return end

---@param comparisonState gameItemComparisonState
function InventoryItemDisplayController:SetComparisonState(comparisonState) return end

function InventoryItemDisplayController:SetCyberwareEmptyInInventroy() return end

function InventoryItemDisplayController:SetCyberwarePrieviewInInventroy() return end

---@param value Bool
function InventoryItemDisplayController:SetDLCNewIndicator(value) return end

---@param textureAtlasPart CName|string
---@param textureAtlas String
function InventoryItemDisplayController:SetDefaultShadowIcon(textureAtlasPart, textureAtlas) return end

---@param context gameItemDisplayContext
---@param recipeData RecipeData
function InventoryItemDisplayController:SetDisplayContext(context, recipeData) return end

---@param inHUD Bool
function InventoryItemDisplayController:SetHUDMode(inHUD) return end

---@param value Bool
function InventoryItemDisplayController:SetHighlighted(value) return end

---@param show Bool
function InventoryItemDisplayController:SetHighlightedCyberwareSlot(show) return end

---@param value Bool
function InventoryItemDisplayController:SetInteractive(value) return end

---@param value Bool
---@param parrentWrappedDataObject WrappedInventoryItemData
function InventoryItemDisplayController:SetIsNew(value, parrentWrappedDataObject) return end

---@param value Bool
function InventoryItemDisplayController:SetIsNewOverride(value) return end

---@param value Bool
---@param visibleWhenLocked Bool
function InventoryItemDisplayController:SetLocked(value, visibleWhenLocked) return end

---@param parentItemData gameItemData
function InventoryItemDisplayController:SetParentItem(parentItemData) return end

---@param area gamedataEquipmentArea
function InventoryItemDisplayController:SetPerkRequiredCyberware(area) return end

---@param value Bool
function InventoryItemDisplayController:SetQuestBought(value) return end

---@param value Bool
function InventoryItemDisplayController:SetTransmoged(value) return end

---@param isUpgradable Bool
function InventoryItemDisplayController:SetUpgradableCyberware(isUpgradable) return end

---@param value Bool
function InventoryItemDisplayController:SetWardrobeDisabled(value) return end

---@param inventoryItem UIInventoryItem
---@param displayContextData ItemDisplayContextData
---@param isEnoughMoney Bool
---@param owned Bool
---@param isUpgradable Bool
---@param overrideQuantity Int32
function InventoryItemDisplayController:Setup(inventoryItem, displayContextData, isEnoughMoney, owned, isUpgradable, overrideQuantity) return end

---@param inventoryItem UIInventoryItem
---@param equipmentArea gamedataEquipmentArea
---@param slotName String
---@param slotIndex Int32
---@param displayContextData ItemDisplayContextData
function InventoryItemDisplayController:Setup(inventoryItem, equipmentArea, slotName, slotIndex, displayContextData) return end

---@param inventoryItem UIInventoryItem
---@param equipmentArea gamedataEquipmentArea
---@param slotName String
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:Setup(inventoryItem, equipmentArea, slotName, slotIndex, displayContext) return end

---@param recipeData RecipeData
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:Setup(recipeData, displayContext) return end

---@param itemData gameInventoryItemData
---@param slotIndex Int32
function InventoryItemDisplayController:Setup(itemData, slotIndex) return end

---@param inventoryItem UIInventoryItem
---@param slotIndex Int32
function InventoryItemDisplayController:Setup(inventoryItem, slotIndex) return end

---@param tooltipData InventoryTooltipData
function InventoryItemDisplayController:Setup(tooltipData) return end

---@param inventoryDataManager InventoryDataManagerV2
---@param itemData gameInventoryItemData
---@param slotID TweakDBID|string
---@param displayContext gameItemDisplayContext
---@param forceUpdateCounter Bool
function InventoryItemDisplayController:Setup(inventoryDataManager, itemData, slotID, displayContext, forceUpdateCounter) return end

---@param itemData gameInventoryItemData
---@param slotID TweakDBID|string
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:Setup(itemData, slotID, displayContext) return end

---@param itemData gameInventoryItemData
---@param equipmentArea gamedataEquipmentArea
---@param slotName String
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
function InventoryItemDisplayController:Setup(itemData, equipmentArea, slotName, slotIndex, displayContext) return end

---@param itemData gameInventoryItemData
---@param displayContext gameItemDisplayContext
---@param isEnoughMoney Bool
---@param owned Bool
---@param isUpgradable Bool
function InventoryItemDisplayController:Setup(itemData, displayContext, isEnoughMoney, owned, isUpgradable) return end

---@return Bool
function InventoryItemDisplayController:ShouldShowEquipped() return end

function InventoryItemDisplayController:ShowSelectionArrow() return end

function InventoryItemDisplayController:Unselect() return end

function InventoryItemDisplayController:UnselectItem() return end

function InventoryItemDisplayController:UpdateBlueprint() return end

function InventoryItemDisplayController:UpdateEmptyWidgets() return end

function InventoryItemDisplayController:UpdateEquipped() return end

function InventoryItemDisplayController:UpdateIcon() return end

function InventoryItemDisplayController:UpdateIndicators() return end

function InventoryItemDisplayController:UpdateIsNewIndicator() return end

function InventoryItemDisplayController:UpdateItemName() return end

---@param item gameInventoryItemData
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@param force Bool
---@return Bool
function InventoryItemDisplayController:UpdateItemsCounter(item, slotID, itemType, equipmentArea, force) return end

function InventoryItemDisplayController:UpdateLocked() return end

function InventoryItemDisplayController:UpdateLoot() return end

function InventoryItemDisplayController:UpdateMods() return end

---@param item gameInventoryItemData
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@param force Bool
---@return Bool
function InventoryItemDisplayController:UpdateNewItemsIndicator(item, slotID, itemType, equipmentArea, force) return end

---@param itemData UIInventoryItem
function InventoryItemDisplayController:UpdateNewRarity(itemData) return end

function InventoryItemDisplayController:UpdatePrice() return end

function InventoryItemDisplayController:UpdateQuantity() return end

function InventoryItemDisplayController:UpdateRarity() return end

function InventoryItemDisplayController:UpdateRecipeIcon() return end

function InventoryItemDisplayController:UpdateRequirements() return end

---@param item gameInventoryItemData
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@param force Bool
function InventoryItemDisplayController:UpdateThisSlotItems(item, slotID, itemType, equipmentArea, force) return end

---@param isEmpty Bool
function InventoryItemDisplayController:UpdateTransmogControls(isEmpty) return end

function InventoryItemDisplayController:UpdateTransmoged() return end

function InventoryItemDisplayController:UpdateWardrobeDisabled() return end

---@class InventoryItemDisplayData
---@field itemID ItemID
---@field equipmentArea gamedataEquipmentArea
---@field slotIndex Int32
InventoryItemDisplayData = {}

---@return InventoryItemDisplayData
function InventoryItemDisplayData.new() return end

---@param props table
---@return InventoryItemDisplayData
function InventoryItemDisplayData.new(props) return end

---@class InventoryItemDisplayEquipmentArea : inkWidgetLogicController
---@field equipmentAreas gamedataEquipmentArea[]
---@field numberOfSlots Int32
InventoryItemDisplayEquipmentArea = {}

---@return InventoryItemDisplayEquipmentArea
function InventoryItemDisplayEquipmentArea.new() return end

---@param props table
---@return InventoryItemDisplayEquipmentArea
function InventoryItemDisplayEquipmentArea.new(props) return end

---@param categoryName String
---@return gamedataEquipmentArea
function InventoryItemDisplayEquipmentArea.GetEquipmentAreaByName(categoryName) return end

---@return gamedataEquipmentArea[]
function InventoryItemDisplayEquipmentArea:GetEquipmentAreas() return end

---@return Int32
function InventoryItemDisplayEquipmentArea:GetNumberOfSlots() return end

---@class InventoryItemModSlotDisplay : inkWidgetLogicController
---@field slotBorder inkWidgetReference
---@field slotBackground inkWidgetReference
InventoryItemModSlotDisplay = {}

---@return InventoryItemModSlotDisplay
function InventoryItemModSlotDisplay.new() return end

---@param props table
---@return InventoryItemModSlotDisplay
function InventoryItemModSlotDisplay.new(props) return end

---@param itemData gameInventoryItemData
function InventoryItemModSlotDisplay:Setup(itemData) return end

---@param modInfo UIInventoryItemMod
function InventoryItemModSlotDisplay:Setup(modInfo) return end

---@class InventoryItemModeLogicController : inkWidgetLogicController
---@field itemCategoryList inkCompoundWidgetReference
---@field itemCategoryHeader inkTextWidgetReference
---@field mainWrapper inkCompoundWidgetReference
---@field emptyInventoryText inkTextWidgetReference
---@field filterButtonsGrid inkCompoundWidgetReference
---@field outfitsFilterInfoText inkTextWidgetReference
---@field itemGridContainer inkWidgetReference
---@field itemGridScrollControllerWidget inkWidgetReference
---@field wardrobeSlotsContainer inkWidgetReference
---@field wardrobeSlotsLabel inkTextWidgetReference
---@field buttonHintsController ButtonHints
---@field TooltipsManager gameuiTooltipsManager
---@field InventoryManager InventoryDataManagerV2
---@field player PlayerPuppet
---@field equipmentSystem EquipmentSystem
---@field transactionSystem gameTransactionSystem
---@field uiScriptableSystem UIScriptableSystem
---@field wardrobeSystem gameWardrobeSystem
---@field itemChooser InventoryGenericItemChooser
---@field lastEquipmentAreas gamedataEquipmentArea[]
---@field currentHotkey gameEHotkey
---@field inventoryController gameuiInventoryGameController
---@field itemsPositionProvider ItemPositionProvider
---@field equipmentBlackboard gameIBlackboard
---@field itemModsBlackboard gameIBlackboard
---@field disassembleBlackboard gameIBlackboard
---@field equipmentBlackboardCallback redCallbackObject
---@field itemModsBlackboardCallback redCallbackObject
---@field itemModsUpgradeBlackboardCallback redCallbackObject
---@field disassembleBlackboardCallback redCallbackObject
---@field equipmentInProgressCallback redCallbackObject
---@field playerState gamePSMVehicle
---@field itemGridClassifier ItemModeGridClassifier
---@field itemGridDataView ItemModeGridView
---@field itemGridDataSource inkScriptableDataSourceWrapper
---@field activeFilter BackpackFilterButtonController
---@field filterManager ItemCategoryFliterManager
---@field savedFilter ItemFilterCategory
---@field lastSelectedDisplay InventoryItemDisplayController
---@field itemModeInventoryListenerCallback ItemModeInventoryListenerCallback
---@field itemModeInventoryListener gameInventoryScriptListener
---@field itemModeInventoryListenerRegistered Bool
---@field itemGridContainerController ItemModeGridContainer
---@field cyberwareGridContainerController ItemModeGridContainer
---@field comparisonResolver ItemPreferredComparisonResolver
---@field isE3Demo Bool
---@field isShown Bool
---@field itemDropQueue gameItemModParams[]
---@field confirmationPopupToken inkGameNotificationToken
---@field itemPreviewPopupToken inkGameNotificationToken
---@field lastItemHoverOverEvent ItemDisplayHoverOverEvent
---@field isComparisionDisabled Bool
---@field animContainer inGameMenuAnimContainer
---@field lastNotificationType UIMenuNotificationType
---@field outfitWardrobeSpawned Bool
---@field wardrobeOutfitSlotControllers WardrobeOutfitSlotController[]
---@field delayedItemEquippedRequested Bool
---@field delaySystem gameDelaySystem
---@field delayedTimeoutCallbackId gameDelayID
---@field timeoutPeroid Float
---@field tokenPopup inkGameNotificationToken
---@field gridUpdatePending Bool
---@field nextFrameCheckRequested Bool
---@field replaceModNotification inkGameNotificationToken
---@field installModData InstallModConfirmationData
---@field HACK_lastItemDisplayEvent ItemDisplayClickEvent
InventoryItemModeLogicController = {}

---@return InventoryItemModeLogicController
function InventoryItemModeLogicController.new() return end

---@param props table
---@return InventoryItemModeLogicController
function InventoryItemModeLogicController.new(props) return end

---@return Bool
function InventoryItemModeLogicController:OnAllElementsSpawned() return end

---@param data inkGameNotificationData
---@return Bool
function InventoryItemModeLogicController:OnBuyShardPopupClosed(data) return end

---@param data inkGameNotificationData
---@return Bool
function InventoryItemModeLogicController:OnConfirmationPopupClosed(data) return end

---@param evt DelayedItemEquipped
---@return Bool
function InventoryItemModeLogicController:OnDelayedItemEquipped(evt) return end

---@param value Variant
---@return Bool
function InventoryItemModeLogicController:OnDisassembleComplete(value) return end

---@param inProgress Bool
---@return Bool
function InventoryItemModeLogicController:OnEquipmentInProgress(inProgress) return end

---@return Bool
function InventoryItemModeLogicController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnInventoryItemHoverOut(evt) return end

---@param e ItemChooserItemChanged
---@return Bool
function InventoryItemModeLogicController:OnItemChooserItemChanged(e) return end

---@param evt ItemChooserItemHoverOut
---@return Bool
function InventoryItemModeLogicController:OnItemChooserItemHoverOut(evt) return end

---@param evt ItemChooserItemHoverOver
---@return Bool
function InventoryItemModeLogicController:OnItemChooserItemHoverOver(evt) return end

---@param evt ItemChooserUnequipItem
---@return Bool
function InventoryItemModeLogicController:OnItemChooserUnequipItem(evt) return end

---@param ev ItemChooserUnequipMod
---@return Bool
function InventoryItemModeLogicController:OnItemChooserUnequipMod(ev) return end

---@param evt ItemChooserUnequipVisuals
---@return Bool
function InventoryItemModeLogicController:OnItemChooserUnequipVisuals(evt) return end

---@param evt ItemDisplayClickEvent
---@return Bool
function InventoryItemModeLogicController:OnItemDisplayClick(evt) return end

---@param evt ItemDisplayHoldEvent
---@return Bool
function InventoryItemModeLogicController:OnItemDisplayHold(evt) return end

---@param evt ItemDisplayHoverOutEvent
---@return Bool
function InventoryItemModeLogicController:OnItemDisplayHoverOut(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function InventoryItemModeLogicController:OnItemDisplayHoverOver(evt) return end

---@param value Variant
---@return Bool
function InventoryItemModeLogicController:OnItemEquiped(value) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnItemFilterClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnItemFilterHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnItemFilterHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnItemInventoryHold(evt) return end

---@param value Variant
---@return Bool
function InventoryItemModeLogicController:OnItemModUpdatedEquiped(value) return end

---@param value Variant
---@return Bool
function InventoryItemModeLogicController:OnItemModUpgradeInProgress(value) return end

---@param data inkGameNotificationData
---@return Bool
function InventoryItemModeLogicController:OnItemPreviewPopup(data) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function InventoryItemModeLogicController:OnOutfitWardrobeSlotSpawned(widget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function InventoryItemModeLogicController:OnPostOnRelease(evt) return end

---@param data inkGameNotificationData
---@return Bool
function InventoryItemModeLogicController:OnReplaceModNotificationClosed(data) return end

---@param evt RetryRefreshGridEvent
---@return Bool
function InventoryItemModeLogicController:OnRetryRefreshGrid(evt) return end

---@return Bool
function InventoryItemModeLogicController:OnUninitialize() return end

---@param e WardrobeOutfitSlotClickedEvent
---@return Bool
function InventoryItemModeLogicController:OnWardrobeOutfitSlotClicked(e) return end

---@param e WardrobeOutfitSlotHoverOutEvent
---@return Bool
function InventoryItemModeLogicController:OnWardrobeOutfitSlotHoverOut(e) return end

---@param e WardrobeOutfitSlotHoverOverEvent
---@return Bool
function InventoryItemModeLogicController:OnWardrobeOutfitSlotHoverOver(e) return end

---@param item gameItemModParams
function InventoryItemModeLogicController:AddToDropQueue(item) return end

---@param targetWidget inkCompoundWidgetReference
---@param equipmentArea gamedataEquipmentArea
function InventoryItemModeLogicController:CreateFilterButtons(targetWidget, equipmentArea) return end

---@param displayData InventoryItemDisplayData
---@param dataSource InventoryDataManagerV2
---@return InventoryGenericItemChooser
function InventoryItemModeLogicController:CreateItemChooser(displayData, dataSource) return end

---@return UIMenuNotificationType
function InventoryItemModeLogicController:DetermineUIMenuNotificationType() return end

---@param itemData gameInventoryItemData
---@param slotIndex Int32
function InventoryItemModeLogicController:EquipItem(itemData, slotIndex) return end

---@param itemData gameInventoryItemData
---@param slotID TweakDBID|string
function InventoryItemModeLogicController:EquipPart(itemData, slotID) return end

---@param sets gameClothingSet[]
---@param targetIndex Int32
---@return gameClothingSet
function InventoryItemModeLogicController:GetClothingSetByIndex(sets, targetIndex) return end

---@return gamedataEquipmentArea[]
function InventoryItemModeLogicController:GetEquipmentAreas() return end

---@param targetFilter ItemFilterCategory
---@return Int32
function InventoryItemModeLogicController:GetFilterButtonIndex(targetFilter) return end

---@param evt inkPointerEvent
---@return InventoryItemDisplayController
function InventoryItemModeLogicController:GetInventoryItemDisplayControllerFromTarget(evt) return end

---@param itemData gameInventoryItemData
---@param partItemData gameInventoryItemData
---@return TweakDBID
function InventoryItemModeLogicController:GetMatchingSlot(itemData, partItemData) return end

---@param programs gameInventoryItemAttachments[]
---@param targetShardType CName|string
---@return gameInventoryItemAttachments
function InventoryItemModeLogicController:GetProgramByShardType(programs, targetShardType) return end

---@param itemData gameInventoryItemData
---@param actionName inkActionName
---@param displayContext gameItemDisplayContext
function InventoryItemModeLogicController:HandleItemClick(itemData, actionName, displayContext) return end

---@param itemData gameInventoryItemData
---@param actionName inkActionName
function InventoryItemModeLogicController:HandleItemHold(itemData, actionName) return end

function InventoryItemModeLogicController:HandleItemHoverOut() return end

function InventoryItemModeLogicController:HideTooltips() return end

function InventoryItemModeLogicController:InvalidateItemTooltipEvent() return end

---@param equipmentAreas gamedataEquipmentArea[]
---@return Bool
function InventoryItemModeLogicController:IsEquipmentAreaClothing(equipmentAreas) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryItemModeLogicController:IsEquipmentAreaClothing(equipmentArea) return end

---@param equipmentAreas gamedataEquipmentArea[]
---@return Bool
function InventoryItemModeLogicController:IsEquipmentAreaWeapon(equipmentAreas) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function InventoryItemModeLogicController:IsEquipmentAreaWeapon(equipmentArea) return end

---@param itemType gamedataItemType
---@return Bool
function InventoryItemModeLogicController:IsItemCyberware(itemType) return end

---@param itemData gameInventoryItemData
---@param partItemData gameInventoryItemData
---@param targetSlot TweakDBID|string
---@return Bool
function InventoryItemModeLogicController:IsMatchingSlot(itemData, partItemData, targetSlot) return end

---@return Bool
function InventoryItemModeLogicController:IsOutfitMode() return end

---@param itemID ItemID
---@return Bool
function InventoryItemModeLogicController:IsUnequipBlocked(itemID) return end

---@param sets gameClothingSet[]
---@param targetSet gameWardrobeClothingSetIndex
---@return Bool
function InventoryItemModeLogicController:IsWardrobeSetDefined(sets, targetSet) return end

function InventoryItemModeLogicController:NotifyItemUpdate() return end

---@param data QuantityPickerPopupCloseData
function InventoryItemModeLogicController:OnQuantityPickerDisassembly(data) return end

---@param data QuantityPickerPopupCloseData
function InventoryItemModeLogicController:OnQuantityPickerDrop(data) return end

---@param data QuantityPickerPopupCloseData
function InventoryItemModeLogicController:OnQuantityPickerPopupClosed(data) return end

---@param itemData gameInventoryItemData
function InventoryItemModeLogicController:OpenConfirmationPopupOpenConfirmationPopup(itemData) return end

---@param itemData gameInventoryItemData
---@param action QuantityPickerActionType
function InventoryItemModeLogicController:OpenQuantityPicker(itemData, action) return end

---@param viewMode ItemViewModes
---@param tryToPreserveFilter Bool
function InventoryItemModeLogicController:RefreshAvailableItems(viewMode, tryToPreserveFilter) return end

function InventoryItemModeLogicController:RegisterBlackboard() return end

---@return Bool
function InventoryItemModeLogicController:RequestClose() return end

---@param itemID ItemID
function InventoryItemModeLogicController:RequestItemInspected(itemID) return end

---@param targetFilter ItemFilterCategory
function InventoryItemModeLogicController:SelectFilterButton(targetFilter) return end

---@param index Int32
function InventoryItemModeLogicController:SelectFilterButtonByIndex(index) return end

---@param controller BackpackFilterButtonController
function InventoryItemModeLogicController:SetActiveFilterController(controller) return end

---@param equipmentArea gamedataEquipmentArea
function InventoryItemModeLogicController:SetEquipmentArea(equipmentArea) return end

function InventoryItemModeLogicController:SetEquipmentSlotButtonHintsHoverOut() return end

---@param controller InventoryItemDisplayController
function InventoryItemModeLogicController:SetEquipmentSlotButtonHintsHoverOver(controller) return end

function InventoryItemModeLogicController:SetInventoryItemButtonHintsHoverOut() return end

---@param displayingData gameInventoryItemData
---@param display InventoryItemDisplayController
function InventoryItemModeLogicController:SetInventoryItemButtonHintsHoverOver(displayingData, display) return end

---@param itemID ItemID
---@param isUnequip Bool
function InventoryItemModeLogicController:SetPingTutorialFact(itemID, isUnequip) return end

---@param identifier ItemSortMode
function InventoryItemModeLogicController:SetSortMode(identifier) return end

---@param translation Vector2
function InventoryItemModeLogicController:SetTranslation(translation) return end

---@param buttonHints ButtonHints
---@param tooltipsManager gameuiTooltipsManager
---@param inventoryManager InventoryDataManagerV2
---@param player PlayerPuppet
function InventoryItemModeLogicController:SetupData(buttonHints, tooltipsManager, inventoryManager, player) return end

---@param equipmentArea gamedataEquipmentArea
function InventoryItemModeLogicController:SetupFiltersToCheck(equipmentArea) return end

---@param displayData InventoryItemDisplayData
---@param dataSource InventoryDataManagerV2
---@param inventoryController gameuiInventoryGameController
function InventoryItemModeLogicController:SetupMode(displayData, dataSource, inventoryController) return end

---@param type UIMenuNotificationType
function InventoryItemModeLogicController:ShowNotification(type) return end

---@param equippedItem gameInventoryItemData
---@param target inkWidget
---@param inspectedItemData gameInventoryItemData
---@param skipCompare Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
---@param display InventoryItemDisplayController
---@param transmogItem ItemID
function InventoryItemModeLogicController:ShowTooltipsForItemData(equippedItem, target, inspectedItemData, skipCompare, iconErrorInfo, display, transmogItem) return end

---@param modifiedItem gameTelemetryInventoryItem
---@param itemPart gameTelemetryInventoryItem
---@param slotID TweakDBID|string
function InventoryItemModeLogicController:TelemetryLogPartInstalled(modifiedItem, itemPart, slotID) return end

---@param modifiedItem gameInventoryItemData
---@param itemPart gameInventoryItemData
---@param slotID TweakDBID|string
function InventoryItemModeLogicController:TelemetryLogPartInstalled(modifiedItem, itemPart, slotID) return end

---@param controller InventoryItemDisplayController
---@param itemData gameInventoryItemData
function InventoryItemModeLogicController:UnequipItem(controller, itemData) return end

---@param itemID ItemID
---@param slotID TweakDBID|string
function InventoryItemModeLogicController:UninstallMod(itemID, slotID) return end

function InventoryItemModeLogicController:UnregisterBlackboard() return end

---@param hotkey gameEHotkey
---@param itemsToSkip ItemID[]
function InventoryItemModeLogicController:UpdateAvailableHotykeyItems(hotkey, itemsToSkip) return end

---@param viewMode ItemViewModes
---@param equipmentAreas gamedataEquipmentArea[]
---@param tryToPreserveFilter Bool
function InventoryItemModeLogicController:UpdateAvailableItems(viewMode, equipmentAreas, tryToPreserveFilter) return end

---@param availableItems gameInventoryItemData[]
function InventoryItemModeLogicController:UpdateAvailableItemsGrid(availableItems) return end

---@param itemID ItemID
---@param tryToPreserveFilter Bool
function InventoryItemModeLogicController:UpdateDisplayedItems(itemID, tryToPreserveFilter) return end

---@param active Bool
---@param activeSetOverride Int32
function InventoryItemModeLogicController:UpdateOutfitWardrobe(active, activeSetOverride) return end

---@param active Bool
function InventoryItemModeLogicController:UpdateOutfitWardrobe(active) return end

---@param setID gameWardrobeClothingSetIndex
function InventoryItemModeLogicController:WardrobeOutfitEquipSet(setID) return end

function InventoryItemModeLogicController:WardrobeOutfitUnequipSet() return end

---@class InventoryItemPartDisplay : inkWidgetLogicController
---@field PartIconImage inkImageWidgetReference
---@field Rarity inkWidgetReference
---@field TexturePartName CName
---@field attachmentData gameInventoryItemAttachments
InventoryItemPartDisplay = {}

---@return InventoryItemPartDisplay
function InventoryItemPartDisplay.new() return end

---@param props table
---@return InventoryItemPartDisplay
function InventoryItemPartDisplay.new(props) return end

---@param weaponPartType WeaponPartType
---@return CName
function InventoryItemPartDisplay.GetCorrespondingTexturePartName(weaponPartType) return end

function InventoryItemPartDisplay:SetRarity() return end

---@param attachmentDataArg gameInventoryItemAttachments
function InventoryItemPartDisplay:Setup(attachmentDataArg) return end

function InventoryItemPartDisplay:UpdateMounted() return end

function InventoryItemPartDisplay:UpdateTexture() return end

---@class InventoryItemPreferredAreaItems : IScriptable
---@field equipmentArea gamedataEquipmentArea
---@field items UIInventoryItem[]
InventoryItemPreferredAreaItems = {}

---@return InventoryItemPreferredAreaItems
function InventoryItemPreferredAreaItems.new() return end

---@param props table
---@return InventoryItemPreferredAreaItems
function InventoryItemPreferredAreaItems.new(props) return end

---@class InventoryItemPreferredComparisonResolver : IScriptable
---@field cacheadAreaItems InventoryItemPreferredAreaItems[]
---@field cachedComparableTypes InventoryItemComparableTypesCache[]
---@field typeComparableItemsCache InventoryTypeComparableItemsCache[]
---@field inventoryScriptableSystem UIInventoryScriptableSystem
---@field forcedCompareItem UIInventoryItem
---@field useForceCompare Bool
InventoryItemPreferredComparisonResolver = {}

---@return InventoryItemPreferredComparisonResolver
function InventoryItemPreferredComparisonResolver.new() return end

---@param props table
---@return InventoryItemPreferredComparisonResolver
function InventoryItemPreferredComparisonResolver.new(props) return end

---@param inventoryScriptableSystem UIInventoryScriptableSystem
---@return InventoryItemPreferredComparisonResolver
function InventoryItemPreferredComparisonResolver.Make(inventoryScriptableSystem) return end

---@param item UIInventoryItem
---@return InventoryItemComparableTypesCache
function InventoryItemPreferredComparisonResolver:CacheComparableType(item) return end

---@param lhs UIInventoryItem
---@param rhs UIInventoryItem
---@return gameItemComparisonState
function InventoryItemPreferredComparisonResolver:CompareItemsByQuality(lhs, rhs) return end

---@param lhs UIInventoryItem
---@param rhs UIInventoryItem
---@return gameItemComparisonState
function InventoryItemPreferredComparisonResolver:CompareItemsByStats(lhs, rhs) return end

function InventoryItemPreferredComparisonResolver:DisableForceComparedItem() return end

function InventoryItemPreferredComparisonResolver:FlushCache() return end

---@param item UIInventoryItem
function InventoryItemPreferredComparisonResolver:ForceComparedItem(item) return end

---@param equipmentArea gamedataEquipmentArea
---@return InventoryItemPreferredAreaItems
function InventoryItemPreferredComparisonResolver:GetAreaItems(equipmentArea) return end

---@param item UIInventoryItem
---@return UIInventoryItem[]
function InventoryItemPreferredComparisonResolver:GetComparableItems(item) return end

---@param item UIInventoryItem
---@return InventoryItemComparableTypesCache
function InventoryItemPreferredComparisonResolver:GetComparableTypes(item) return end

---@param item UIInventoryItem
---@return gameItemComparisonState
function InventoryItemPreferredComparisonResolver:GetItemComparisonState(item) return end

---@param item UIInventoryItem
---@return UIInventoryItem
function InventoryItemPreferredComparisonResolver:GetPreferredComparisonItem(item) return end

---@param item UIInventoryItem
---@param itemsToCompare UIInventoryItem[]
---@return Int32
function InventoryItemPreferredComparisonResolver:GetPrefferedEquipedItemToCompare(item, itemsToCompare) return end

---@param item UIInventoryItem
---@return InventoryTypeComparableItemsCache
function InventoryItemPreferredComparisonResolver:GetTypeComparableItems(item) return end

---@param uiScriptableSystem UIScriptableSystem
---@param item UIInventoryItem
---@return Bool
function InventoryItemPreferredComparisonResolver:IsBetterComparableNewItem(uiScriptableSystem, item) return end

---@param item UIInventoryItem
---@return Bool
function InventoryItemPreferredComparisonResolver:IsComparable(item) return end

---@param baseItem UIInventoryItem
---@param comparedType gamedataItemType
---@return Bool
function InventoryItemPreferredComparisonResolver:IsTypeComparable(baseItem, comparedType) return end

---@class InventoryItemPreviewData : inkGameNotificationData
---@field itemID ItemID
---@field itemName String
---@field itemDescription String
---@field requiredLevel Int32
---@field itemQualityState CName
---@field itemEvolution gamedataWeaponEvolution
---@field itemPerkGroup gamedataPerkWeaponGroupType
InventoryItemPreviewData = {}

---@return InventoryItemPreviewData
function InventoryItemPreviewData.new() return end

---@param props table
---@return InventoryItemPreviewData
function InventoryItemPreviewData.new(props) return end

---@class InventoryItemPreviewPopupEvent : redEvent
---@field data InventoryItemPreviewData
InventoryItemPreviewPopupEvent = {}

---@return InventoryItemPreviewPopupEvent
function InventoryItemPreviewPopupEvent.new() return end

---@param props table
---@return InventoryItemPreviewPopupEvent
function InventoryItemPreviewPopupEvent.new(props) return end

---@class InventoryItemStatItem : inkWidgetLogicController
---@field labelText inkTextWidgetReference
---@field valueText inkTextWidgetReference
---@field differenceBarRef inkWidgetReference
---@field diffrenceArrowIndicatorRef inkWidgetReference
---@field root inkWidget
---@field differenceBar StatisticDifferenceBarController
---@field negativeState CName
---@field positiveState CName
InventoryItemStatItem = {}

---@return InventoryItemStatItem
function InventoryItemStatItem.new() return end

---@param props table
---@return InventoryItemStatItem
function InventoryItemStatItem.new(props) return end

---@return Bool
function InventoryItemStatItem:OnInitialize() return end

---@param data InventoryTooltipData_StatData
function InventoryItemStatItem:SetData(data) return end

---@class InventoryItemStatList : inkWidgetLogicController
---@field libraryItemName CName
---@field container inkCompoundWidget
---@field data InventoryTooltipData_StatData[]
---@field itemsList inkWidget[]
InventoryItemStatList = {}

---@return InventoryItemStatList
function InventoryItemStatList.new() return end

---@param props table
---@return InventoryItemStatList
function InventoryItemStatList.new(props) return end

---@return Bool
function InventoryItemStatList:OnInitialize() return end

---@param toLeave Int32
function InventoryItemStatList:ClearData(toLeave) return end

---@param data InventoryTooltipData_StatData[]
function InventoryItemStatList:SetData(data) return end

function InventoryItemStatList:UpdateLayout() return end

---@param force Bool
function InventoryItemStatList:UpdateVisibility(force) return end

function InventoryItemStatList:UpdateVisibility() return end

---@class InventoryItemsList : inkWidgetLogicController
---@field InventoryItemName CName
---@field ItemsLayoutRef inkCompoundWidgetReference
---@field TooltipsData ATooltipData[]
---@field ItemsOwner gameObject
---@field ItemsLayout inkCompoundWidget
---@field InventoryItems inkWidget[]
---@field IsDevice Bool
---@field InventoryManager InventoryDataManagerV2
InventoryItemsList = {}

---@return InventoryItemsList
function InventoryItemsList.new() return end

---@param props table
---@return InventoryItemsList
function InventoryItemsList.new(props) return end

---@param controller inkButtonController
---@return Bool
function InventoryItemsList:OnButtonClick(controller) return end

---@return Bool
function InventoryItemsList:OnInitialize() return end

---@param e inkWidget
---@return Bool
function InventoryItemsList:OnInventoryItemEnter(e) return end

---@param e inkWidget
---@return Bool
function InventoryItemsList:OnInventoryItemExit(e) return end

---@return Bool
function InventoryItemsList:OnUninitialize() return end

---@return inkWidget
function InventoryItemsList:CreateInventoryDisplay() return end

---@param itemDisplay inkWidget
function InventoryItemsList:DeleteItemDisplay(itemDisplay) return end

---@return ATooltipData[]
function InventoryItemsList:GetTooltipsData() return end

---@param e inkWidget
function InventoryItemsList:OnItemClicked(e) return end

---@param player PlayerPuppet
function InventoryItemsList:PrepareInventory(player) return end

---@param player PlayerPuppet
---@param owner gameObject
function InventoryItemsList:PrepareInventory(player, owner) return end

---@param tooltipItemData gameInventoryItemData
---@param equippedItemData gameInventoryItemData
function InventoryItemsList:RefreshTooltips(tooltipItemData, equippedItemData) return end

---@param itemDisplay inkWidget
---@param itemData gameItemData
function InventoryItemsList:SetupItemDisplay(itemDisplay, itemData) return end

---@param items gameItemData[]
function InventoryItemsList:ShowInventory(items) return end

function InventoryItemsList:TooltipDataPostProcess() return end

---@class InventoryPartsData
---@field SlotID TweakDBID
---@field ItemData gameInventoryItemData[]
---@field ToRebuild Bool
InventoryPartsData = {}

---@return InventoryPartsData
function InventoryPartsData.new() return end

---@param props table
---@return InventoryPartsData
function InventoryPartsData.new(props) return end

---@class InventoryQuickSlotsDisplay : inkWidgetLogicController
InventoryQuickSlotsDisplay = {}

---@return InventoryQuickSlotsDisplay
function InventoryQuickSlotsDisplay.new() return end

---@param props table
---@return InventoryQuickSlotsDisplay
function InventoryQuickSlotsDisplay.new(props) return end

---@class InventoryRipperdocDisplayController : InventoryItemDisplayController
---@field ownedBackground inkWidgetReference
---@field ownedSign inkWidgetReference
InventoryRipperdocDisplayController = {}

---@return InventoryRipperdocDisplayController
function InventoryRipperdocDisplayController.new() return end

---@param props table
---@return InventoryRipperdocDisplayController
function InventoryRipperdocDisplayController.new(props) return end

function InventoryRipperdocDisplayController:RefreshUI() return end

function InventoryRipperdocDisplayController:UpdatePrice() return end

---@class InventorySlotTooltip : AGenericTooltipController
---@field itemName inkTextWidgetReference
---@field itemCategory inkTextWidgetReference
---@field itemPrice inkTextWidgetReference
---@field descriptionText inkTextWidgetReference
---@field lockedText inkTextWidgetReference
---@field requiredLevelText inkTextWidgetReference
---@field additionalStatsTextRef inkTextWidgetReference
---@field equippedHeader inkWidgetReference
---@field primaryStatsList inkWidgetReference
---@field comparedStatsList inkWidgetReference
---@field additionalStatsList inkWidgetReference
---@field itemPriceGroup inkWidgetReference
---@field damageIndicator inkWidgetReference
---@field requiredLevelGroup inkWidgetReference
---@field damageIndicatorRef inkWidgetReference
---@field attachmentsListVertRef inkWidgetReference
---@field attachmentsCtrlHorRef inkWidgetReference
---@field specialAbilitiesListRef inkWidgetReference
---@field rarityBarRef inkWidgetReference
---@field elementsToSetRarityState inkWidgetReference[]
---@field rarityElementsRefs inkImageWidgetReference[]
---@field tooltipCycleIndicatorsContainer inkCompoundWidgetReference
---@field tooltipCycleHintContainer inkCompoundWidgetReference
---@field primaryStatsCtrl InventoryItemStatList
---@field comparedStatsCtrl InventoryItemStatList
---@field additionalStatsCtrl InventoryItemStatList
---@field attachmentsCtrlVert InventoryItemAttachmentsList
---@field attachmentsCtrlHor InventoryItemAttachmentsList
---@field damageTypeIndicator DamageTypeIndicator
---@field specialAbilitiesList TooltipSpecialAbilityList
---@field data InventoryTooltipData
---@field tooltipCycleHint ButtonHintListItem
---@field anim inkanimProxy
InventorySlotTooltip = {}

---@return InventorySlotTooltip
function InventorySlotTooltip.new() return end

---@param props table
---@return InventorySlotTooltip
function InventorySlotTooltip.new(props) return end

---@return Bool
function InventorySlotTooltip:OnInitialize() return end

function InventorySlotTooltip:SetAdditionalStatsText() return end

---@param data gameItemViewData
function InventorySlotTooltip:SetData(data) return end

---@param tooltipData ATooltipData
function InventorySlotTooltip:SetData(tooltipData) return end

---@param data InventoryTooltipData
function InventorySlotTooltip:SetData(data) return end

---@param statList InventoryItemStatList
---@param data InventoryTooltipData_StatData[]
function InventorySlotTooltip:SetStats(statList, data) return end

---@param styleResPath redResourceReferenceScriptToken
function InventorySlotTooltip:SetStyle(styleResPath) return end

---@param data gameItemViewData
function InventorySlotTooltip:Show(data) return end

---@param data InventoryTooltipData
function InventorySlotTooltip:Show(data) return end

function InventorySlotTooltip:UpdateCyclingDots() return end

function InventorySlotTooltip:UpdateDescription() return end

function InventorySlotTooltip:UpdateLayout() return end

function InventorySlotTooltip:UpdateRarityBar() return end

---@class InventorySlotWrapperTooltip : AGenericTooltipController
---@field itemDisplayController InventoryItemDisplayController
InventorySlotWrapperTooltip = {}

---@return InventorySlotWrapperTooltip
function InventorySlotWrapperTooltip.new() return end

---@param props table
---@return InventorySlotWrapperTooltip
function InventorySlotWrapperTooltip.new(props) return end

---@return Bool
function InventorySlotWrapperTooltip:OnInitialize() return end

---@param itemData gameInventoryItemData
---@param isSelected Bool
function InventorySlotWrapperTooltip:SetData(itemData, isSelected) return end

---@param tooltipData ATooltipData
---@param isSelected Bool
function InventorySlotWrapperTooltip:SetData(tooltipData, isSelected) return end

---@param tooltipData ATooltipData
function InventorySlotWrapperTooltip:SetData(tooltipData) return end

---@class InventoryStatItem : inkWidgetLogicController
---@field label inkTextWidget
---@field value inkTextWidget
InventoryStatItem = {}

---@return InventoryStatItem
function InventoryStatItem.new() return end

---@param props table
---@return InventoryStatItem
function InventoryStatItem.new(props) return end

---@return Bool
function InventoryStatItem:OnInitialize() return end

---@param data gameStatViewData
function InventoryStatItem:SetData(data) return end

---@class InventoryStatItemV2 : inkWidgetLogicController
---@field LabelRef inkTextWidgetReference
---@field ValueRef inkTextWidgetReference
---@field Icon inkImageWidgetReference
---@field BackgroundIcon inkImageWidgetReference
---@field TextGroup inkWidgetReference
---@field IntroPlayed Bool
InventoryStatItemV2 = {}

---@return InventoryStatItemV2
function InventoryStatItemV2.new() return end

---@param props table
---@return InventoryStatItemV2
function InventoryStatItemV2.new(props) return end

---@param framesDelay Int32
function InventoryStatItemV2:PlayIntroAnimation(framesDelay) return end

---@param statViewData gameStatViewData
---@param framesDelay Int32
function InventoryStatItemV2:Setup(statViewData, framesDelay) return end

---@param statViewData gameStatViewData
function InventoryStatItemV2:Setup(statViewData) return end

---@param scannerStatDetails ScannerStatDetails
function InventoryStatItemV2:Setup(scannerStatDetails) return end

---@param statName String
---@param statValue Int32
---@param statType gamedataStatType
function InventoryStatItemV2:Setup(statName, statValue, statType) return end

---@class InventoryStatsController : inkWidgetLogicController
---@field detailsButton inkWidgetReference
---@field entryContainer inkCompoundWidgetReference
---@field healthEntryController InventoryStatsEntryController
---@field armorEntryController InventoryStatsEntryController
---@field staminaEntryController InventoryStatsEntryController
InventoryStatsController = {}

---@return InventoryStatsController
function InventoryStatsController.new() return end

---@param props table
---@return InventoryStatsController
function InventoryStatsController.new(props) return end

---@param statType gamedataStatType
---@param value Float
function InventoryStatsController:NotifyStatUpdate(statType, value) return end

---@param player PlayerPuppet
function InventoryStatsController:Setup(player) return end

---@param player PlayerPuppet
---@param stat gamedataStatType
---@param localizationKey CName|string
---@param icon CName|string
---@return InventoryStatsEntryController
function InventoryStatsController:SetupEntry(player, stat, localizationKey, icon) return end

---@class InventoryStatsDisplay : inkWidgetLogicController
---@field StatsRoot inkCompoundWidgetReference
---@field StatItemName CName
---@field StatItems InventoryStatItemV2[]
InventoryStatsDisplay = {}

---@return InventoryStatsDisplay
function InventoryStatsDisplay.new() return end

---@param props table
---@return InventoryStatsDisplay
function InventoryStatsDisplay.new(props) return end

---@param stats gameStatViewData[]
function InventoryStatsDisplay:Setup(stats) return end

---@class InventoryStatsEntryController : inkWidgetLogicController
---@field iconWidget inkImageWidgetReference
---@field labelWidget inkTextWidgetReference
---@field valueWidget inkTextWidgetReference
InventoryStatsEntryController = {}

---@return InventoryStatsEntryController
function InventoryStatsEntryController.new() return end

---@param props table
---@return InventoryStatsEntryController
function InventoryStatsEntryController.new(props) return end

---@param ATID String
function InventoryStatsEntryController:AT_SetATID(ATID) return end

---@param value Float
function InventoryStatsEntryController:SetValue(value) return end

---@param icon CName|string
---@param label String
---@param value Float
function InventoryStatsEntryController:Setup(icon, label, value) return end

---@class InventoryStatsList : inkWidgetLogicController
---@field titleText inkTextWidget
---@field containerWidget inkCompoundWidget
---@field widgtesList inkWidget[]
InventoryStatsList = {}

---@return InventoryStatsList
function InventoryStatsList.new() return end

---@param props table
---@return InventoryStatsList
function InventoryStatsList.new(props) return end

---@return Bool
function InventoryStatsList:OnInitialize() return end

---@param data gameStatViewData[]
function InventoryStatsList:SetData(data) return end

---@class InventoryStatsListener : gameScriptStatsListener
---@field owner gameObject
---@field controller InventoryStatsController
InventoryStatsListener = {}

---@return InventoryStatsListener
function InventoryStatsListener.new() return end

---@param props table
---@return InventoryStatsListener
function InventoryStatsListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function InventoryStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class InventoryTooltiData_CyberwareUpgradeData : IScriptable
---@field upgradeQuality gamedataQuality
---@field isUpgradable Bool
---@field isRipperdoc Bool
---@field isUpgradeScreen Bool
---@field playerComponents Int32
---@field upgradeCost CyberwareUpgradeCostData
InventoryTooltiData_CyberwareUpgradeData = {}

---@return InventoryTooltiData_CyberwareUpgradeData
function InventoryTooltiData_CyberwareUpgradeData.new() return end

---@param props table
---@return InventoryTooltiData_CyberwareUpgradeData
function InventoryTooltiData_CyberwareUpgradeData.new(props) return end

---@param item UIInventoryItem
---@param player gameObject
---@param isUpgradeScreen Bool
---@return InventoryTooltiData_CyberwareUpgradeData
function InventoryTooltiData_CyberwareUpgradeData.Make(item, player, isUpgradeScreen) return end

---@return Bool
function InventoryTooltiData_CyberwareUpgradeData:IsValid() return end

---@class InventoryTooltiData_GrenadeDamageData : IScriptable
---@field statType gamedataStatType
---@field value Float
InventoryTooltiData_GrenadeDamageData = {}

---@return InventoryTooltiData_GrenadeDamageData
function InventoryTooltiData_GrenadeDamageData.new() return end

---@param props table
---@return InventoryTooltiData_GrenadeDamageData
function InventoryTooltiData_GrenadeDamageData.new(props) return end

---@class InventoryTooltiData_GrenadeData : IScriptable
---@field type GrenadeDamageType
---@field range Float
---@field duration Float
---@field delay Float
---@field damagePerTick Float
---@field damageType gamedataStatType
---@field detonationTimer Float
---@field deliveryMethod gamedataGrenadeDeliveryMethodType
---@field totalDamage Float
---@field grenadeType EGrenadeType
InventoryTooltiData_GrenadeData = {}

---@return InventoryTooltiData_GrenadeData
function InventoryTooltiData_GrenadeData.new() return end

---@param props table
---@return InventoryTooltiData_GrenadeData
function InventoryTooltiData_GrenadeData.new(props) return end

---@class InventoryTooltipData : ATooltipData
---@field itemID ItemID
---@field isEquipped Bool
---@field isLocked Bool
---@field isVendorItem Bool
---@field isCraftable Bool
---@field isPerkRequired Bool
---@field qualityStateName CName
---@field description String
---@field additionalDescription String
---@field gameplayDescription String
---@field category String
---@field quality String
---@field itemName String
---@field perkRequiredName String
---@field price Float
---@field buyPrice Float
---@field unlockProgress Float
---@field primaryStats InventoryTooltipData_StatData[]
---@field comparedStats InventoryTooltipData_StatData[]
---@field additionalStats InventoryTooltipData_StatData[]
---@field randomDamageTypes InventoryTooltipData_StatData[]
---@field recipeAdditionalStats InventoryTooltipData_StatData[]
---@field damageType gamedataDamageType
---@field isBroken Bool
---@field levelRequired Int32
---@field attachments CName[]
---@field specialAbilities gameInventoryItemAbility[]
---@field equipArea gamedataEquipmentArea
---@field showCyclingDots Bool
---@field numberOfCyclingDots Int32
---@field selectedCyclingDot Int32
---@field comparedQuality gamedataQuality
---@field qualityF Float
---@field comparisonQualityF Float
---@field showIcon Bool
---@field randomizedStatQuantity Int32
---@field itemType gamedataItemType
---@field HasPlayerSmartGunLink Bool
---@field PlayerLevel Int32
---@field PlayerStrenght Int32
---@field PlayerReflexes Int32
---@field PlayerStreetCred Int32
---@field itemAttachments gameInventoryItemAttachments[]
---@field inventoryItemData gameInventoryItemData
---@field overrideRarity Bool
---@field quickhackData InventoryTooltipData_QuickhackData
---@field grenadeData InventoryTooltiData_GrenadeData
---@field cyberdeckData InventoryTooltipData_CyberdeckData
---@field cyberwareUpgradeData InventoryTooltiData_CyberwareUpgradeData
---@field displayContext InventoryTooltipDisplayContext
---@field parentItemData gameItemData
---@field slotID TweakDBID
---@field transmogItem ItemID
---@field managerRef UIInventoryItemsManager
---@field statsManager UIInventoryItemStatsManager
---@field statsManagerFetched Bool
---@field DEBUG_iconErrorInfo DEBUG_IconErrorInfo
InventoryTooltipData = {}

---@return InventoryTooltipData
function InventoryTooltipData.new() return end

---@param props table
---@return InventoryTooltipData
function InventoryTooltipData.new(props) return end

---@param itemData gameInventoryItemData
---@return InventoryTooltipData
function InventoryTooltipData.FromInventoryItemData(itemData) return end

---@param itemViewData gameItemViewData
---@return InventoryTooltipData
function InventoryTooltipData.FromItemViewData(itemViewData) return end

---@param recipe RecipeData
---@param itemData gameInventoryItemData
---@param recipeOutcome gameInventoryItemData
---@param recipeGameItemData gameItemData
---@return InventoryTooltipData
function InventoryTooltipData.FromRecipeAndItemData(recipe, itemData, recipeOutcome, recipeGameItemData) return end

---@param rawStats gameStatViewData[]
---@param isIconicRecipe Bool
function InventoryTooltipData:FillDetailedStats(rawStats, isIconicRecipe) return end

---@param rawStats gameStatViewData[]
function InventoryTooltipData:FillPrimaryStats(rawStats) return end

---@param itemData gameItemData
function InventoryTooltipData:FillRecipeDamageTypeData(itemData) return end

---@param rawStats gamedataStat_Record[]
function InventoryTooltipData:FillRecipeStatsData(rawStats) return end

---@return UIInventoryItemsManager
function InventoryTooltipData:GetManager() return end

---@param refetch Bool
---@return UIInventoryItemStatsManager
function InventoryTooltipData:GetStatsManager(refetch) return end

---@param refetch Bool
---@return UIInventoryItemStatsManager
function InventoryTooltipData:GetStatsManagerHandle(refetch) return end

---@param statType gamedataStatType
---@return Bool
function InventoryTooltipData:IsElementalDamageType(statType) return end

---@param selectedDot Int32
---@param numberOfDots Int32
function InventoryTooltipData:SetCyclingDots(selectedDot, numberOfDots) return end

---@param manager UIInventoryItemsManager
function InventoryTooltipData:SetManager(manager) return end

function InventoryTooltipData:ToCollapsedVersion() return end

---@class InventoryTooltipData_CyberdeckData : IScriptable
---@field vehicleHackUnlocked Bool
---@field viewingTooltipFromCyberwareMenu Bool
InventoryTooltipData_CyberdeckData = {}

---@return InventoryTooltipData_CyberdeckData
function InventoryTooltipData_CyberdeckData.new() return end

---@param props table
---@return InventoryTooltipData_CyberdeckData
function InventoryTooltipData_CyberdeckData.new(props) return end

---@class InventoryTooltipData_QuickhackData
---@field memorycost Int32
---@field baseCost Int32
---@field uploadTime Float
---@field duration Float
---@field cooldown Float
---@field attackEffects DamageEffectUIEntry[]
---@field uploadTimeDiff Float
---@field durationDiff Float
---@field cooldownDiff Float
InventoryTooltipData_QuickhackData = {}

---@return InventoryTooltipData_QuickhackData
function InventoryTooltipData_QuickhackData.new() return end

---@param props table
---@return InventoryTooltipData_QuickhackData
function InventoryTooltipData_QuickhackData.new(props) return end

---@class InventoryTooltipData_StatData
---@field statType gamedataStatType
---@field statName String
---@field minStatValue Int32
---@field maxStatValue Int32
---@field currentValue Int32
---@field diffValue Int32
---@field minStatValueF Float
---@field maxStatValueF Float
---@field currentValueF Float
---@field diffValueF Float
---@field state EInventoryDataStatDisplayType
InventoryTooltipData_StatData = {}

---@return InventoryTooltipData_StatData
function InventoryTooltipData_StatData.new() return end

---@param props table
---@return InventoryTooltipData_StatData
function InventoryTooltipData_StatData.new(props) return end

---@class InventoryTypeComparableItemsCache : IScriptable
---@field itemType gamedataItemType
---@field cache InventoryItemComparableTypesCache
---@field items UIInventoryItem[]
InventoryTypeComparableItemsCache = {}

---@return InventoryTypeComparableItemsCache
function InventoryTypeComparableItemsCache.new() return end

---@param props table
---@return InventoryTypeComparableItemsCache
function InventoryTypeComparableItemsCache.new(props) return end

---@class InventoryUtils : IScriptable
InventoryUtils = {}

---@return InventoryUtils
function InventoryUtils.new() return end

---@param props table
---@return InventoryUtils
function InventoryUtils.new(props) return end

---@param item gameItemData
---@param slot TweakDBID|string
---@param stat gamedataStatType
---@return Float
function InventoryUtils.GetInnerItemStatValueByType(item, slot, stat) return end

---@param itemData gameInventoryItemData
---@param onlyGeneric Bool
---@return gameInventoryItemAttachments[]
function InventoryUtils.GetMods(itemData, onlyGeneric) return end

---@param attachmentData gameInventoryItemAttachments
---@return WeaponPartType
function InventoryUtils.GetPartType(attachmentData) return end

---@param itemData gameInventoryItemData
---@return gameInventoryItemAttachments[]
function InventoryUtils.GetParts(itemData) return end

---@param attachmentSlotID TweakDBID|string
---@return Bool
function InventoryUtils.IsPart(attachmentSlotID) return end

---@class InventoryWeaponDisplayController : InventoryItemDisplayController
---@field weaponSpecyficModsRoot inkCompoundWidgetReference
---@field silencerIcon inkWidgetReference
---@field scopeIcon inkWidgetReference
---@field ammoIcon inkImageWidgetReference
---@field weaponAttachmentsDisplay InventoryItemPartDisplay[]
InventoryWeaponDisplayController = {}

---@return InventoryWeaponDisplayController
function InventoryWeaponDisplayController.new() return end

---@param props table
---@return InventoryWeaponDisplayController
function InventoryWeaponDisplayController.new(props) return end

---@param itemData UIInventoryItem
function InventoryWeaponDisplayController:NewRefreshUI(itemData) return end

---@param itemData UIInventoryItem
function InventoryWeaponDisplayController:NewUpdateWeaponParts(itemData) return end

function InventoryWeaponDisplayController:RefreshUI() return end

---@param itemData gameItemData
function InventoryWeaponDisplayController:UpdateAmmoIcon(itemData) return end

function InventoryWeaponDisplayController:UpdateWeaponParts() return end

---@class InventoryWeaponItemChooser : InventoryGenericItemChooser
---@field scopeRootContainer inkCompoundWidgetReference
---@field magazineRootContainer inkCompoundWidgetReference
---@field silencerRootContainer inkCompoundWidgetReference
---@field scopeContainer inkCompoundWidgetReference
---@field magazineContainer inkCompoundWidgetReference
---@field silencerContainer inkCompoundWidgetReference
---@field attachmentsLabel inkTextWidgetReference
---@field attachmentsContainer inkWidgetReference
---@field softwareModsLabel inkTextWidgetReference
---@field softwareModsPush inkWidgetReference
---@field softwareModsContainer inkWidgetReference
InventoryWeaponItemChooser = {}

---@return InventoryWeaponItemChooser
function InventoryWeaponItemChooser.new() return end

---@param props table
---@return InventoryWeaponItemChooser
function InventoryWeaponItemChooser.new(props) return end

---@return Bool
function InventoryWeaponItemChooser:ForceDisplayLabel() return end

---@return WeaponPartType[]
function InventoryWeaponItemChooser:GetAllPartsTypes() return end

---@param partType WeaponPartType
---@return CName
function InventoryWeaponItemChooser:GetAtlasPartFromType(partType) return end

---@return CName
function InventoryWeaponItemChooser:GetDisplayToSpawn() return end

---@return CName
function InventoryWeaponItemChooser:GetIntroAnimation() return end

---@param parts gameInventoryItemAttachments[]
---@param type WeaponPartType
---@return gameInventoryItemAttachments
function InventoryWeaponItemChooser:GetPartDataByType(parts, type) return end

---@param partType WeaponPartType
---@return inkCompoundWidgetReference
function InventoryWeaponItemChooser:GetRootSlotContainerFromType(partType) return end

---@param partType WeaponPartType
---@return inkCompoundWidgetReference
function InventoryWeaponItemChooser:GetSlotContainerFromType(partType) return end

---@return gameInventoryItemAttachments[]
function InventoryWeaponItemChooser:GetSlots() return end

function InventoryWeaponItemChooser:RebuildParts() return end

function InventoryWeaponItemChooser:RebuildSlots() return end

---@param parts gameInventoryItemAttachments[]
function InventoryWeaponItemChooser:UpdateModsLabel(parts) return end

---@class InventoryWeaponSlot : InventoryEquipmentSlot
---@field DamageIndicatorRef inkWidgetReference
---@field DPSRef inkWidgetReference
---@field DPSValueLabel inkTextWidgetReference
---@field DamageTypeIndicator DamageTypeIndicator
---@field IntroPlayed Bool
InventoryWeaponSlot = {}

---@return InventoryWeaponSlot
function InventoryWeaponSlot.new() return end

---@param props table
---@return InventoryWeaponSlot
function InventoryWeaponSlot.new(props) return end

---@return Bool
function InventoryWeaponSlot:OnInitialize() return end

---@param framesDelay Int32
function InventoryWeaponSlot:PlayIntroAnimation(framesDelay) return end

function InventoryWeaponSlot:RefreshUI() return end

---@param itemData gameInventoryItemData
---@param equipmentArea gamedataEquipmentArea
---@param slotName String
---@param slotIndex Int32
---@param ownerEntity entEntity
function InventoryWeaponSlot:Setup(itemData, equipmentArea, slotName, slotIndex, ownerEntity) return end

---@class InventoryWideItemDisplay : InventoryItemDisplay
---@field itemNameText inkTextWidgetReference
---@field rarityBackground inkWidgetReference
---@field iconWrapper inkWidgetReference
---@field statsWrapper inkWidgetReference
---@field dpsText inkTextWidgetReference
---@field damageIndicatorRef inkWidgetReference
---@field additionalInfoText inkTextWidgetReference
---@field singleIconSize Vector2
---@field damageTypeIndicator DamageTypeIndicator
---@field additionalInfoToShow ItemAdditionalInfoType
InventoryWideItemDisplay = {}

---@return InventoryWideItemDisplay
function InventoryWideItemDisplay.new() return end

---@param props table
---@return InventoryWideItemDisplay
function InventoryWideItemDisplay.new(props) return end

---@return Bool
function InventoryWideItemDisplay:OnInitialize() return end

---@param data gameInventoryItemData
---@return Int32
function InventoryWideItemDisplay:GetDPS(data) return end

---@param shapeType gameInventoryItemShape
---@return Vector2
function InventoryWideItemDisplay:GetIconSize(shapeType) return end

---@return String
function InventoryWideItemDisplay:GetPriceText() return end

function InventoryWideItemDisplay:RefreshUI() return end

---@param infoType ItemAdditionalInfoType
function InventoryWideItemDisplay:SetAdditinalInfoType(infoType) return end

function InventoryWideItemDisplay:SetItemNameText() return end

---@param shapeType gameInventoryItemShape
function InventoryWideItemDisplay:SetShape(shapeType) return end

---@param itemData gameInventoryItemData
---@param additionalInfo ItemAdditionalInfoType
function InventoryWideItemDisplay:Setup(itemData, additionalInfo) return end

function InventoryWideItemDisplay:UpdateAdditionalInfo() return end

function InventoryWideItemDisplay:UpdateDamageType() return end

function InventoryWideItemDisplay:UpdateItemStats() return end

---@class InvestedPerksPrereq : gameIScriptablePrereq
---@field amount Int32
---@field proficiency gamedataProficiencyType
InvestedPerksPrereq = {}

---@return InvestedPerksPrereq
function InvestedPerksPrereq.new() return end

---@param props table
---@return InvestedPerksPrereq
function InvestedPerksPrereq.new(props) return end

---@return gamedataProficiencyType
function InvestedPerksPrereq:GetProficiencyType() return end

---@return Int32
function InvestedPerksPrereq:GetRequiredAmount() return end

---@param recordID TweakDBID|string
function InvestedPerksPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function InvestedPerksPrereq:IsFulfilled(context) return end

---@class InvestedPerksPrereqState : gamePrereqState
InvestedPerksPrereqState = {}

---@return InvestedPerksPrereqState
function InvestedPerksPrereqState.new() return end

---@param props table
---@return InvestedPerksPrereqState
function InvestedPerksPrereqState.new(props) return end

---@class InvestigateController : AIbehaviorconditionScript
---@field investigateData senseStimInvestigateData
InvestigateController = {}

---@return InvestigateController
function InvestigateController.new() return end

---@param props table
---@return InvestigateController
function InvestigateController.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function InvestigateController:Check(context) return end

---@class InvestigationData
---@field globalNodeRef worldGlobalNodeRef
---@field investigationPositionsArray Vector4[]
InvestigationData = {}

---@return InvestigationData
function InvestigationData.new() return end

---@param props table
---@return InvestigationData
function InvestigationData.new(props) return end

---@class InvestigationReactionFilter : gameEffectObjectSingleFilter_Scripted
InvestigationReactionFilter = {}

---@return InvestigationReactionFilter
function InvestigationReactionFilter.new() return end

---@param props table
---@return InvestigationReactionFilter
function InvestigationReactionFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function InvestigationReactionFilter:Process(ctx, filterCtx) return end

---@class InvincibilityCollisionLogic : BonusCollisionLogic
InvincibilityCollisionLogic = {}

---@return InvincibilityCollisionLogic
function InvincibilityCollisionLogic.new() return end

---@param props table
---@return InvincibilityCollisionLogic
function InvincibilityCollisionLogic.new(props) return end

---@param gameState gameuiRoachRaceGameState
function InvincibilityCollisionLogic:ChangeGameState(gameState) return end

---@class InvisibleSceneStash : Device
InvisibleSceneStash = {}

---@return InvisibleSceneStash
function InvisibleSceneStash.new() return end

---@param props table
---@return InvisibleSceneStash
function InvisibleSceneStash.new(props) return end

---@param evt DressPlayer
---@return Bool
function InvisibleSceneStash:OnQuestDressPlayer(evt) return end

---@param evt UndressPlayer
---@return Bool
function InvisibleSceneStash:OnQuestUndressPlayer(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function InvisibleSceneStash:OnTakeControl(ri) return end

---@param player PlayerPuppet
---@param item ItemID
---@return gameEquipRequest
function InvisibleSceneStash:CreateEquipRequest(player, item) return end

---@param player PlayerPuppet
---@param area gamedataEquipmentArea
---@return UnequipRequest
function InvisibleSceneStash:CreateUnequipRequest(player, area) return end

---@return InvisibleSceneStashController
function InvisibleSceneStash:GetController() return end

---@return InvisibleSceneStashControllerPS
function InvisibleSceneStash:GetDevicePS() return end

---@return EquipmentSystem
function InvisibleSceneStash:GetEquipmentSystem() return end

---@param censored Bool
---@return gamedataEquipmentArea[]
function InvisibleSceneStash:GetSlots(censored) return end

---@class InvisibleSceneStashController : ScriptableDeviceComponent
InvisibleSceneStashController = {}

---@return InvisibleSceneStashController
function InvisibleSceneStashController.new() return end

---@param props table
---@return InvisibleSceneStashController
function InvisibleSceneStashController.new(props) return end

---@return InvisibleSceneStashControllerPS
function InvisibleSceneStashController:GetPS() return end

---@class InvisibleSceneStashControllerPS : ScriptableDeviceComponentPS
---@field storedItems ItemID[]
InvisibleSceneStashControllerPS = {}

---@return InvisibleSceneStashControllerPS
function InvisibleSceneStashControllerPS.new() return end

---@param props table
---@return InvisibleSceneStashControllerPS
function InvisibleSceneStashControllerPS.new(props) return end

function InvisibleSceneStashControllerPS:ClearStoredItems() return end

---@return ItemID[]
function InvisibleSceneStashControllerPS:GetItems() return end

---@param items ItemID[]
function InvisibleSceneStashControllerPS:StoreItems(items) return end

---@class IronsightDetail : IScriptable
IronsightDetail = {}

---@return IronsightDetail
function IronsightDetail.new() return end

---@param props table
---@return IronsightDetail
function IronsightDetail.new(props) return end

---@param a Float
---@param b Float
---@return Float
function IronsightDetail.Fmodf(a, b) return end

---@param forward Vector4
---@return Float
function IronsightDetail.Pitch(forward) return end

---@return inkanimPlaybackOptions
function IronsightDetail.PlaybackCycleInfinite() return end

---@return inkanimPlaybackOptions
function IronsightDetail.PlaybackCycleOnce() return end

---@param timeDilation Float
---@return inkanimPlaybackOptions
function IronsightDetail.PlaybackWithTimeDilation(timeDilation) return end

---@param widget inkWidgetReference
---@param startPosition Vector2
---@param horizontal Float
---@param vertical Float
function IronsightDetail.SetSlide(widget, startPosition, horizontal, vertical) return end

---@class IronsightGameController : gameuiIronsightGameController
---@field playerPuppet gameObject
---@field dot inkWidgetReference
---@field ammo inkTextWidgetReference
---@field ammoSpareCount inkTextWidgetReference
---@field range inkTextWidgetReference
---@field seeThroughWalls Bool
---@field targetAttitudeFriendly inkWidgetReference
---@field targetAttitudeHostile inkWidgetReference
---@field targetAttitudeEnemyNonHostile inkWidgetReference
---@field weaponDataBB gameIBlackboard
---@field targetHitAnimationName CName
---@field targetHitAnimation inkanimProxy
---@field weaponDataTargetHitBBID redCallbackObject
---@field shootAnimationName CName
---@field firstEquipAnimationName CName
---@field shootAnimation inkanimProxy
---@field weaponDataShootBBID redCallbackObject
---@field currentAmmo Int32
---@field animIntro inkanimProxy
---@field animLoop inkanimProxy
---@field animReload inkanimProxy
---@field animPerfectCharge inkanimProxy
---@field ActiveWeapon gameSlotWeaponData
---@field weaponItemData gameInventoryItemData
---@field originalWeapon gameweaponObject
---@field InventoryManager InventoryDataManagerV2
---@field bb gameIBlackboard
---@field bbID redCallbackObject
---@field target gameObject
---@field targetBB gameIBlackboard
---@field targetRange Float
---@field targetRangeBBID redCallbackObject
---@field targetAttitudeBBID redCallbackObject
---@field targetAcquiredBBID redCallbackObject
---@field targetRangeObstructedBBID redCallbackObject
---@field targetAcquiredObstructedBBID redCallbackObject
---@field targetRangeDecimalPrecision Uint32
---@field targetAttitudeAnimator TargetAttitudeAnimationController
---@field targetAttitudeContainer inkWidgetReference
---@field targetHealthListener IronsightTargetHealthChangeListener
---@field compass CompassController
---@field compassContainer inkWidgetReference
---@field compass2 CompassController
---@field compassContainer2 inkWidgetReference
---@field altimeter AltimeterController
---@field altimeterContainer inkWidgetReference
---@field weaponBB gameIBlackboard
---@field chargebar ChargebarController
---@field chargebarContainer inkWidgetReference
---@field chargebarValueChanged redCallbackObject
---@field chargebarTriggerModeChanged redCallbackObject
---@field ADSContainer inkWidgetReference
---@field ADSAnimator AimDownSightController
---@field playerStateMachineBB gameIBlackboard
---@field playerStateMachineUpperBodyBBID redCallbackObject
---@field crosshairStateChanged redCallbackObject
---@field perfectChargeIndicator inkWidgetReference
---@field crosshairState gamePSMCrosshairStates
---@field isTargetEnemy Bool
---@field attitude EAIAttitude
---@field upperBodyState gamePSMUpperBodyStates
IronsightGameController = {}

---@return IronsightGameController
function IronsightGameController.new() return end

---@param props table
---@return IronsightGameController
function IronsightGameController.new(props) return end

---@param obj gameObject
---@return Bool
function IronsightGameController.IsDead(obj) return end

---@param value Float
---@return Bool
function IronsightGameController:OnChargeValueChanged(value) return end

---@return Bool
function IronsightGameController:OnCompassUpdate() return end

---@param state Int32
---@return Bool
function IronsightGameController:OnCrosshairStatStateeChanged(state) return end

---@return Bool
function IronsightGameController:OnInitialize() return end

---@param evt IronsightTargetHealthUpdateEvent
---@return Bool
function IronsightGameController:OnIronsightTargetHealthUpdateEvent(evt) return end

---@param evt PerfectChargeUIEvent
---@return Bool
function IronsightGameController:OnPerfectChargeUIEvent(evt) return end

---@param playerPuppet gameObject
---@return Bool
function IronsightGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function IronsightGameController:OnPlayerDetach(playerPuppet) return end

---@param arg Variant
---@return Bool
function IronsightGameController:OnShoot(arg) return end

---@param targetID entEntityID
---@return Bool
function IronsightGameController:OnTargetAcquired(targetID) return end

---@param attitude Int32
---@return Bool
function IronsightGameController:OnTargetAttitudeChanged(attitude) return end

---@param distance Float
---@return Bool
function IronsightGameController:OnTargetDistanceChanged(distance) return end

---@param arg Variant
---@return Bool
function IronsightGameController:OnTargetHit(arg) return end

---@param triggerMode Variant
---@return Bool
function IronsightGameController:OnTriggerModeChanged(triggerMode) return end

---@return Bool
function IronsightGameController:OnUninitialize() return end

---@param state Int32
---@return Bool
function IronsightGameController:OnUpperBodyChanged(state) return end

---@param value Variant
---@return Bool
function IronsightGameController:OnWeaponDataChanged(value) return end

---@param weaponID ItemID
---@return Bool
function IronsightGameController:IsOriginalWeapon(weaponID) return end

---@return Bool
function IronsightGameController:IsWeaponActive() return end

---@param value Int32
function IronsightGameController:OnAmmoCountChanged(value) return end

function IronsightGameController:OnAmmoSpareCountChanged() return end

---@param anim inkanimProxy
function IronsightGameController:OnAnimationIntroFinished(anim) return end

---@param anim inkanimProxy
function IronsightGameController:OnReloadEndLoop(anim) return end

function IronsightGameController:RefreshTargetDistance() return end

function IronsightGameController:RefreshTargetHealth() return end

---@param register Bool
function IronsightGameController:RegisterTargetCallbacks(register) return end

function IronsightGameController:ResetTargetData() return end

function IronsightGameController:SetRosterSlotData() return end

---@param anim inkanimProxy
function IronsightGameController:StopAnimation(anim) return end

function IronsightGameController:UpdateTargetAttitudeVisibility() return end

---@class IronsightTargetHealthChangeListener : gameScriptStatPoolsListener
---@field parentIronsight IronsightGameController
IronsightTargetHealthChangeListener = {}

---@return IronsightTargetHealthChangeListener
function IronsightTargetHealthChangeListener.new() return end

---@param props table
---@return IronsightTargetHealthChangeListener
function IronsightTargetHealthChangeListener.new(props) return end

---@param parentIronsight IronsightGameController
---@return IronsightTargetHealthChangeListener
function IronsightTargetHealthChangeListener.Create(parentIronsight) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function IronsightTargetHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class IronsightTargetHealthUpdateEvent : redEvent
IronsightTargetHealthUpdateEvent = {}

---@return IronsightTargetHealthUpdateEvent
function IronsightTargetHealthUpdateEvent.new() return end

---@param props table
---@return IronsightTargetHealthUpdateEvent
function IronsightTargetHealthUpdateEvent.new(props) return end

---@class IsAVSpawned : PreventionConditionAbstract
---@field agentRegistry PoliceAgentRegistry
---@field prevSys PreventionSystem
IsAVSpawned = {}

---@return IsAVSpawned
function IsAVSpawned.new() return end

---@param props table
---@return IsAVSpawned
function IsAVSpawned.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsAVSpawned:Check(context) return end

---@class IsAccessPointFilter : gameEffectObjectSingleFilter_Scripted
IsAccessPointFilter = {}

---@return IsAccessPointFilter
function IsAccessPointFilter.new() return end

---@param props table
---@return IsAccessPointFilter
function IsAccessPointFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsAccessPointFilter:Process(ctx, filterCtx) return end

---@class IsAggressive : AIbehaviorconditionScript
IsAggressive = {}

---@return IsAggressive
function IsAggressive.new() return end

---@param props table
---@return IsAggressive
function IsAggressive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsAggressive:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsAggressive:Check(context) return end

---@class IsAggressiveCrowd : AIbehaviorconditionScript
---@field reactionSystem AIReactionSystem
---@field entityID entEntityID
---@field npc NPCPuppet
IsAggressiveCrowd = {}

---@return IsAggressiveCrowd
function IsAggressiveCrowd.new() return end

---@param props table
---@return IsAggressiveCrowd
function IsAggressiveCrowd.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsAggressiveCrowd:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsAggressiveCrowd:Check(context) return end

---@class IsAnyThreatClose : AIAutonomousConditions
---@field distance Float
IsAnyThreatClose = {}

---@return IsAnyThreatClose
function IsAnyThreatClose.new() return end

---@param props table
---@return IsAnyThreatClose
function IsAnyThreatClose.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsAnyThreatClose:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsAnyThreatClose:Check(context) return end

---@class IsAssignedVehicleAV : PreventionConditionAbstract
IsAssignedVehicleAV = {}

---@return IsAssignedVehicleAV
function IsAssignedVehicleAV.new() return end

---@param props table
---@return IsAssignedVehicleAV
function IsAssignedVehicleAV.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsAssignedVehicleAV:Check(context) return end

---@class IsBlockedInTraffic : AIbehaviorconditionScript
IsBlockedInTraffic = {}

---@return IsBlockedInTraffic
function IsBlockedInTraffic.new() return end

---@param props table
---@return IsBlockedInTraffic
function IsBlockedInTraffic.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsBlockedInTraffic:Check(context) return end

---@class IsBoss : AIbehaviorconditionScript
IsBoss = {}

---@return IsBoss
function IsBoss.new() return end

---@param props table
---@return IsBoss
function IsBoss.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsBoss:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsBoss:Check(context) return end

---@class IsCerberus : AIbehaviorconditionScript
IsCerberus = {}

---@return IsCerberus
function IsCerberus.new() return end

---@param props table
---@return IsCerberus
function IsCerberus.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsCerberus:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsCerberus:Check(context) return end

---@class IsCombatModuleEquipped : AIAutonomousConditions
IsCombatModuleEquipped = {}

---@return IsCombatModuleEquipped
function IsCombatModuleEquipped.new() return end

---@param props table
---@return IsCombatModuleEquipped
function IsCombatModuleEquipped.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsCombatModuleEquipped:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsCombatModuleEquipped:Check(context) return end

---@class IsConnectedToSecuritySystem : AIAutonomousConditions
IsConnectedToSecuritySystem = {}

---@return IsConnectedToSecuritySystem
function IsConnectedToSecuritySystem.new() return end

---@param props table
---@return IsConnectedToSecuritySystem
function IsConnectedToSecuritySystem.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsConnectedToSecuritySystem:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsConnectedToSecuritySystem:Check(context) return end

---@class IsCoverDevice : gameEffectObjectSingleFilter_Scripted
IsCoverDevice = {}

---@return IsCoverDevice
function IsCoverDevice.new() return end

---@param props table
---@return IsCoverDevice
function IsCoverDevice.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsCoverDevice:Process(ctx, filterCtx) return end

---@class IsCrowdNPC : AIbehaviorconditionScript
IsCrowdNPC = {}

---@return IsCrowdNPC
function IsCrowdNPC.new() return end

---@param props table
---@return IsCrowdNPC
function IsCrowdNPC.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsCrowdNPC:Check(context) return end

---@class IsDead : AIbehaviorconditionScript
---@field statPoolsSystem gameStatPoolsSystem
---@field entityID entEntityID
IsDead = {}

---@return IsDead
function IsDead.new() return end

---@param props table
---@return IsDead
function IsDead.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsDead:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsDead:Check(context) return end

---@class IsDeviceFilter : gameEffectObjectSingleFilter_Scripted
IsDeviceFilter = {}

---@return IsDeviceFilter
function IsDeviceFilter.new() return end

---@param props table
---@return IsDeviceFilter
function IsDeviceFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsDeviceFilter:Process(ctx, filterCtx) return end

---@class IsDeviceTargetValidFilter : gameEffectObjectSingleFilter_Scripted
IsDeviceTargetValidFilter = {}

---@return IsDeviceTargetValidFilter
function IsDeviceTargetValidFilter.new() return end

---@param props table
---@return IsDeviceTargetValidFilter
function IsDeviceTargetValidFilter.new(props) return end

---@param puppet ScriptedPuppet
---@param stimRecord gamedataStim_Record
---@return Bool
function IsDeviceTargetValidFilter:CanReactOnStimType(puppet, stimRecord) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsDeviceTargetValidFilter:Process(ctx, filterCtx) return end

---@class IsDriverActive : AIVehicleConditionAbstract
IsDriverActive = {}

---@return IsDriverActive
function IsDriverActive.new() return end

---@param props table
---@return IsDriverActive
function IsDriverActive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsDriverActive:Check(context) return end

---@class IsFacingTowardsSource : gameEffectObjectSingleFilter_Scripted
---@field applyForPlayer Bool
---@field applyForNPCs Bool
---@field invert Bool
---@field maxAllowedAngleYaw Float
---@field maxAllowedAnglePitch Float
IsFacingTowardsSource = {}

---@return IsFacingTowardsSource
function IsFacingTowardsSource.new() return end

---@param props table
---@return IsFacingTowardsSource
function IsFacingTowardsSource.new(props) return end

---@param sourceTransform Transform
---@param targetTransform Transform
---@param maxAllowedAngleYaw Float
---@param maxAllowedAnglePitch Float
---@return Bool
function IsFacingTowardsSource:IsWithinAngleLimits(sourceTransform, targetTransform, maxAllowedAngleYaw, maxAllowedAnglePitch) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsFacingTowardsSource:Process(ctx, filterCtx) return end

---@class IsFollowTargetInCombat : AIAutonomousConditions
IsFollowTargetInCombat = {}

---@return IsFollowTargetInCombat
function IsFollowTargetInCombat.new() return end

---@param props table
---@return IsFollowTargetInCombat
function IsFollowTargetInCombat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsFollowTargetInCombat:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsFollowTargetInCombat:Check(context) return end

---@class IsFriendlyToPlayer : AIAutonomousConditions
IsFriendlyToPlayer = {}

---@return IsFriendlyToPlayer
function IsFriendlyToPlayer.new() return end

---@param props table
---@return IsFriendlyToPlayer
function IsFriendlyToPlayer.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsFriendlyToPlayer:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsFriendlyToPlayer:Check(context) return end

---@class IsHumanPrereq : gameIScriptablePrereq
---@field invert Bool
IsHumanPrereq = {}

---@return IsHumanPrereq
function IsHumanPrereq.new() return end

---@param props table
---@return IsHumanPrereq
function IsHumanPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsHumanPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsHumanPrereq:IsFulfilled(context) return end

---@class IsHumanPrereqState : gamePrereqState
IsHumanPrereqState = {}

---@return IsHumanPrereqState
function IsHumanPrereqState.new() return end

---@param props table
---@return IsHumanPrereqState
function IsHumanPrereqState.new(props) return end

---@class IsInFocusModePSMPrereq : PlayerStateMachinePrereq
IsInFocusModePSMPrereq = {}

---@return IsInFocusModePSMPrereq
function IsInFocusModePSMPrereq.new() return end

---@param props table
---@return IsInFocusModePSMPrereq
function IsInFocusModePSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function IsInFocusModePSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function IsInFocusModePSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsInFocusModePSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsInFocusModePSMPrereq:OnUnregister(state, context) return end

---@class IsInFocusModePSMPrereqState : PlayerStateMachinePrereqState
IsInFocusModePSMPrereqState = {}

---@return IsInFocusModePSMPrereqState
function IsInFocusModePSMPrereqState.new() return end

---@param props table
---@return IsInFocusModePSMPrereqState
function IsInFocusModePSMPrereqState.new(props) return end

---@class IsInTrafficLane : AIbehaviorconditionScript
IsInTrafficLane = {}

---@return IsInTrafficLane
function IsInTrafficLane.new() return end

---@param props table
---@return IsInTrafficLane
function IsInTrafficLane.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsInTrafficLane:Check(context) return end

---@class IsInVehicle : AIVehicleConditionAbstract
IsInVehicle = {}

---@return IsInVehicle
function IsInVehicle.new() return end

---@param props table
---@return IsInVehicle
function IsInVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsInVehicle:Check(context) return end

---@class IsInWorkspotPSMPrereq : PlayerStateMachinePrereq
IsInWorkspotPSMPrereq = {}

---@return IsInWorkspotPSMPrereq
function IsInWorkspotPSMPrereq.new() return end

---@param props table
---@return IsInWorkspotPSMPrereq
function IsInWorkspotPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function IsInWorkspotPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function IsInWorkspotPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsInWorkspotPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsInWorkspotPSMPrereq:OnUnregister(state, context) return end

---@class IsInWorkspotPSMPrereqState : PlayerStateMachinePrereqState
IsInWorkspotPSMPrereqState = {}

---@return IsInWorkspotPSMPrereqState
function IsInWorkspotPSMPrereqState.new() return end

---@param props table
---@return IsInWorkspotPSMPrereqState
function IsInWorkspotPSMPrereqState.new(props) return end

---@class IsLastPlayerPositionEmpty : PreventionConditionAbstract
IsLastPlayerPositionEmpty = {}

---@return IsLastPlayerPositionEmpty
function IsLastPlayerPositionEmpty.new() return end

---@param props table
---@return IsLastPlayerPositionEmpty
function IsLastPlayerPositionEmpty.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsLastPlayerPositionEmpty:Check(context) return end

---@class IsLootContainer : gameEffectObjectSingleFilter_Scripted
---@field invert Bool
IsLootContainer = {}

---@return IsLootContainer
function IsLootContainer.new() return end

---@param props table
---@return IsLootContainer
function IsLootContainer.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsLootContainer:Process(ctx, filterCtx) return end

---@class IsMountedByPreventionNPCPrereq : gameIScriptablePrereq
---@field isCheckInverted Bool
IsMountedByPreventionNPCPrereq = {}

---@return IsMountedByPreventionNPCPrereq
function IsMountedByPreventionNPCPrereq.new() return end

---@param props table
---@return IsMountedByPreventionNPCPrereq
function IsMountedByPreventionNPCPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsMountedByPreventionNPCPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsMountedByPreventionNPCPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsMountedByPreventionNPCPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsMountedByPreventionNPCPrereq:OnUnregister(state, context) return end

---@class IsMountedByPreventionNPCPrereqState : gamePrereqState
---@field mountingListener gameScriptedPrereqMountingListenerWrapper
IsMountedByPreventionNPCPrereqState = {}

---@return IsMountedByPreventionNPCPrereqState
function IsMountedByPreventionNPCPrereqState.new() return end

---@param props table
---@return IsMountedByPreventionNPCPrereqState
function IsMountedByPreventionNPCPrereqState.new(props) return end

function IsMountedByPreventionNPCPrereqState:OnMountingStateChanged() return end

---@class IsMultiplayerGamePrereq : gameIScriptablePrereq
IsMultiplayerGamePrereq = {}

---@return IsMultiplayerGamePrereq
function IsMultiplayerGamePrereq.new() return end

---@param props table
---@return IsMultiplayerGamePrereq
function IsMultiplayerGamePrereq.new(props) return end

---@param context IScriptable
---@return Bool
function IsMultiplayerGamePrereq:IsFulfilled(context) return end

---@class IsNPCAloneInVehicle : AIVehicleConditionAbstract
IsNPCAloneInVehicle = {}

---@return IsNPCAloneInVehicle
function IsNPCAloneInVehicle.new() return end

---@param props table
---@return IsNPCAloneInVehicle
function IsNPCAloneInVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCAloneInVehicle:Check(context) return end

---@class IsNPCDriver : AIVehicleConditionAbstract
IsNPCDriver = {}

---@return IsNPCDriver
function IsNPCDriver.new() return end

---@param props table
---@return IsNPCDriver
function IsNPCDriver.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCDriver:Check(context) return end

---@class IsNPCInActivePoliceChase : PreventionConditionAbstract
IsNPCInActivePoliceChase = {}

---@return IsNPCInActivePoliceChase
function IsNPCInActivePoliceChase.new() return end

---@param props table
---@return IsNPCInActivePoliceChase
function IsNPCInActivePoliceChase.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCInActivePoliceChase:Check(context) return end

---@class IsNPCInPrevention : PreventionConditionAbstract
IsNPCInPrevention = {}

---@return IsNPCInPrevention
function IsNPCInPrevention.new() return end

---@param props table
---@return IsNPCInPrevention
function IsNPCInPrevention.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCInPrevention:Check(context) return end

---@class IsNPCInVehicle : PreventionConditionAbstract
IsNPCInVehicle = {}

---@return IsNPCInVehicle
function IsNPCInVehicle.new() return end

---@param props table
---@return IsNPCInVehicle
function IsNPCInVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCInVehicle:Check(context) return end

---@class IsNPCMarkedForDespawn : AIbehaviorconditionScript
IsNPCMarkedForDespawn = {}

---@return IsNPCMarkedForDespawn
function IsNPCMarkedForDespawn.new() return end

---@param props table
---@return IsNPCMarkedForDespawn
function IsNPCMarkedForDespawn.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCMarkedForDespawn:Check(context) return end

---@class IsNPCMaxTac : PreventionConditionAbstract
IsNPCMaxTac = {}

---@return IsNPCMaxTac
function IsNPCMaxTac.new() return end

---@param props table
---@return IsNPCMaxTac
function IsNPCMaxTac.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsNPCMaxTac:Check(context) return end

---@class IsNewPerkBoughtPrereq : gameIScriptablePrereq
---@field invert Bool
---@field perkType gamedataNewPerkType
---@field level Int32
IsNewPerkBoughtPrereq = {}

---@return IsNewPerkBoughtPrereq
function IsNewPerkBoughtPrereq.new() return end

---@param props table
---@return IsNewPerkBoughtPrereq
function IsNewPerkBoughtPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsNewPerkBoughtPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsNewPerkBoughtPrereq:IsFulfilled(context) return end

---@class IsNewPerkBoughtPrereqState : gamePrereqState
IsNewPerkBoughtPrereqState = {}

---@return IsNewPerkBoughtPrereqState
function IsNewPerkBoughtPrereqState.new() return end

---@param props table
---@return IsNewPerkBoughtPrereqState
function IsNewPerkBoughtPrereqState.new(props) return end

---@class IsNotInstigatorProjectileFilter : gameEffectObjectSingleFilter_Scripted
IsNotInstigatorProjectileFilter = {}

---@return IsNotInstigatorProjectileFilter
function IsNotInstigatorProjectileFilter.new() return end

---@param props table
---@return IsNotInstigatorProjectileFilter
function IsNotInstigatorProjectileFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsNotInstigatorProjectileFilter:Process(ctx, filterCtx) return end

---@class IsNotInstigatorWeakspotFilter : gameEffectObjectSingleFilter_Scripted
IsNotInstigatorWeakspotFilter = {}

---@return IsNotInstigatorWeakspotFilter
function IsNotInstigatorWeakspotFilter.new() return end

---@param props table
---@return IsNotInstigatorWeakspotFilter
function IsNotInstigatorWeakspotFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsNotInstigatorWeakspotFilter:Process(ctx, filterCtx) return end

---@class IsNotWeakspotFilter : gameEffectObjectSingleFilter_Scripted
IsNotWeakspotFilter = {}

---@return IsNotWeakspotFilter
function IsNotWeakspotFilter.new() return end

---@param props table
---@return IsNotWeakspotFilter
function IsNotWeakspotFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsNotWeakspotFilter:Process(ctx, filterCtx) return end

---@class IsNpcMountedInSlotPrereq : gameIScriptablePrereq
---@field slotName CName
---@field isCheckInverted Bool
IsNpcMountedInSlotPrereq = {}

---@return IsNpcMountedInSlotPrereq
function IsNpcMountedInSlotPrereq.new() return end

---@param props table
---@return IsNpcMountedInSlotPrereq
function IsNpcMountedInSlotPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsNpcMountedInSlotPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsNpcMountedInSlotPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsNpcMountedInSlotPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsNpcMountedInSlotPrereq:OnUnregister(state, context) return end

---@class IsNpcMountedInSlotPrereqState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsNpcMountedInSlotPrereqState = {}

---@return IsNpcMountedInSlotPrereqState
function IsNpcMountedInSlotPrereqState.new() return end

---@param props table
---@return IsNpcMountedInSlotPrereqState
function IsNpcMountedInSlotPrereqState.new(props) return end

function IsNpcMountedInSlotPrereqState:OnMountingStateChanged() return end

---@class IsNpcPlayingMountingAnimationPrereq : gameIScriptablePrereq
---@field slotName CName
---@field isCheckInverted Bool
IsNpcPlayingMountingAnimationPrereq = {}

---@return IsNpcPlayingMountingAnimationPrereq
function IsNpcPlayingMountingAnimationPrereq.new() return end

---@param props table
---@return IsNpcPlayingMountingAnimationPrereq
function IsNpcPlayingMountingAnimationPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsNpcPlayingMountingAnimationPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsNpcPlayingMountingAnimationPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsNpcPlayingMountingAnimationPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsNpcPlayingMountingAnimationPrereq:OnUnregister(state, context) return end

---@class IsNpcPlayingMountingAnimationPrereqState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsNpcPlayingMountingAnimationPrereqState = {}

---@return IsNpcPlayingMountingAnimationPrereqState
function IsNpcPlayingMountingAnimationPrereqState.new() return end

---@param props table
---@return IsNpcPlayingMountingAnimationPrereqState
function IsNpcPlayingMountingAnimationPrereqState.new(props) return end

function IsNpcPlayingMountingAnimationPrereqState:OnPSStateChanged() return end

---@class IsPatrolProgressValid : AIbehaviorconditionScript
---@field patrolProgress AIArgumentMapping
IsPatrolProgressValid = {}

---@return IsPatrolProgressValid
function IsPatrolProgressValid.new() return end

---@param props table
---@return IsPatrolProgressValid
function IsPatrolProgressValid.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPatrolProgressValid:Check(context) return end

---@class IsPlayerAKiller : AIbehaviorconditionScript
IsPlayerAKiller = {}

---@return IsPlayerAKiller
function IsPlayerAKiller.new() return end

---@param props table
---@return IsPlayerAKiller
function IsPlayerAKiller.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPlayerAKiller:Check(context) return end

---@class IsPlayerCompanion : AIAutonomousConditions
IsPlayerCompanion = {}

---@return IsPlayerCompanion
function IsPlayerCompanion.new() return end

---@param props table
---@return IsPlayerCompanion
function IsPlayerCompanion.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsPlayerCompanion:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPlayerCompanion:Check(context) return end

---@class IsPlayerControlsDevicePrereq : gameIScriptablePrereq
IsPlayerControlsDevicePrereq = {}

---@return IsPlayerControlsDevicePrereq
function IsPlayerControlsDevicePrereq.new() return end

---@param props table
---@return IsPlayerControlsDevicePrereq
function IsPlayerControlsDevicePrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsPlayerControlsDevicePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPlayerControlsDevicePrereq:OnUnregister(state, context) return end

---@class IsPlayerControlsDevicePrereqState : gamePrereqState
---@field listenerInfo redCallbackObject
IsPlayerControlsDevicePrereqState = {}

---@return IsPlayerControlsDevicePrereqState
function IsPlayerControlsDevicePrereqState.new() return end

---@param props table
---@return IsPlayerControlsDevicePrereqState
function IsPlayerControlsDevicePrereqState.new(props) return end

---@param value entEntityID
---@return Bool
function IsPlayerControlsDevicePrereqState:OnStateUpdate(value) return end

---@class IsPlayerFarFromLKP : PreventionConditionAbstract
IsPlayerFarFromLKP = {}

---@return IsPlayerFarFromLKP
function IsPlayerFarFromLKP.new() return end

---@param props table
---@return IsPlayerFarFromLKP
function IsPlayerFarFromLKP.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPlayerFarFromLKP:Check(context) return end

---@class IsPlayerFilter : gameEffectObjectSingleFilter_Scripted
IsPlayerFilter = {}

---@return IsPlayerFilter
function IsPlayerFilter.new() return end

---@param props table
---@return IsPlayerFilter
function IsPlayerFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function IsPlayerFilter:Process(ctx, filterCtx) return end

---@class IsPlayerInAPoliceCarChaseCondition : PreventionConditionAbstract
IsPlayerInAPoliceCarChaseCondition = {}

---@return IsPlayerInAPoliceCarChaseCondition
function IsPlayerInAPoliceCarChaseCondition.new() return end

---@param props table
---@return IsPlayerInAPoliceCarChaseCondition
function IsPlayerInAPoliceCarChaseCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPlayerInAPoliceCarChaseCondition:Check(context) return end

---@class IsPlayerInVehicle : PreventionConditionAbstract
IsPlayerInVehicle = {}

---@return IsPlayerInVehicle
function IsPlayerInVehicle.new() return end

---@param props table
---@return IsPlayerInVehicle
function IsPlayerInVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPlayerInVehicle:Check(context) return end

---@class IsPlayerMovingPrereq : PlayerStateMachinePrereq
IsPlayerMovingPrereq = {}

---@return IsPlayerMovingPrereq
function IsPlayerMovingPrereq.new() return end

---@param props table
---@return IsPlayerMovingPrereq
function IsPlayerMovingPrereq.new(props) return end

---@param owner gameObject
---@param value Bool
---@return Bool
function IsPlayerMovingPrereq:Evaluate(owner, value) return end

---@param bb gameIBlackboard
---@return Int32
function IsPlayerMovingPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function IsPlayerMovingPrereq:GetStateMachineEnum() return end

---@param recordID TweakDBID|string
function IsPlayerMovingPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsPlayerMovingPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPlayerMovingPrereq:OnUnregister(state, context) return end

---@class IsPlayerMovingPrereqState : gamePrereqState
---@field owner gameObject
---@field isMovingVertically Bool
---@field listenerVertical redCallbackObject
---@field isMovingHorizontally Bool
---@field listenerHorizontal redCallbackObject
IsPlayerMovingPrereqState = {}

---@return IsPlayerMovingPrereqState
function IsPlayerMovingPrereqState.new() return end

---@param props table
---@return IsPlayerMovingPrereqState
function IsPlayerMovingPrereqState.new(props) return end

---@param isMovingHorizontally Bool
---@return Bool
function IsPlayerMovingPrereqState:OnHorizontalUpdate(isMovingHorizontally) return end

---@param isMovingVertically Bool
---@return Bool
function IsPlayerMovingPrereqState:OnVerticalUpdate(isMovingVertically) return end

---@class IsPlayerNotInteractingWithDevice : gameinteractionsInteractionScriptedCondition
IsPlayerNotInteractingWithDevice = {}

---@return IsPlayerNotInteractingWithDevice
function IsPlayerNotInteractingWithDevice.new() return end

---@param props table
---@return IsPlayerNotInteractingWithDevice
function IsPlayerNotInteractingWithDevice.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function IsPlayerNotInteractingWithDevice:Test(activatorObject, hotSpotObject) return end

---@class IsPlayerOnGroundPrereq : gameIScriptablePrereq
---@field invert Bool
IsPlayerOnGroundPrereq = {}

---@return IsPlayerOnGroundPrereq
function IsPlayerOnGroundPrereq.new() return end

---@param props table
---@return IsPlayerOnGroundPrereq
function IsPlayerOnGroundPrereq.new(props) return end

---@param owner gameObject
---@param value Bool
---@return Bool
function IsPlayerOnGroundPrereq:Evaluate(owner, value) return end

---@param recordID TweakDBID|string
function IsPlayerOnGroundPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsPlayerOnGroundPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPlayerOnGroundPrereq:OnUnregister(state, context) return end

---@class IsPlayerOnGroundPrereqState : gamePrereqState
---@field bbValue Bool
---@field isOnGroundListener redCallbackObject
---@field owner gameObject
IsPlayerOnGroundPrereqState = {}

---@return IsPlayerOnGroundPrereqState
function IsPlayerOnGroundPrereqState.new() return end

---@param props table
---@return IsPlayerOnGroundPrereqState
function IsPlayerOnGroundPrereqState.new(props) return end

---@param value Bool
---@return Bool
function IsPlayerOnGroundPrereqState:OnStateUpdateBool(value) return end

---@class IsPlayerPrereq : gameIScriptablePrereq
---@field invert Bool
IsPlayerPrereq = {}

---@return IsPlayerPrereq
function IsPlayerPrereq.new() return end

---@param props table
---@return IsPlayerPrereq
function IsPlayerPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsPlayerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsPlayerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPlayerPrereq:OnApplied(state, context) return end

---@class IsPlayerPrereqState : gamePrereqState
IsPlayerPrereqState = {}

---@return IsPlayerPrereqState
function IsPlayerPrereqState.new() return end

---@param props table
---@return IsPlayerPrereqState
function IsPlayerPrereqState.new(props) return end

---@class IsPlayerReachablePrereq : gameIScriptablePrereq
---@field invert Bool
---@field checkRMA Bool
---@field canCheckProxy Bool
---@field horTolerance Float
---@field verTolerance Float
IsPlayerReachablePrereq = {}

---@return IsPlayerReachablePrereq
function IsPlayerReachablePrereq.new() return end

---@param props table
---@return IsPlayerReachablePrereq
function IsPlayerReachablePrereq.new(props) return end

---@param result Bool
---@return Bool
function IsPlayerReachablePrereq:GetFinalResult(result) return end

---@param recordID TweakDBID|string
function IsPlayerReachablePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsPlayerReachablePrereq:IsFulfilled(context) return end

---@class IsPlayerReachablePrereqState : gamePrereqState
IsPlayerReachablePrereqState = {}

---@return IsPlayerReachablePrereqState
function IsPlayerReachablePrereqState.new() return end

---@param props table
---@return IsPlayerReachablePrereqState
function IsPlayerReachablePrereqState.new(props) return end

---@class IsPoliceInCombatWithPlayer : PreventionConditionAbstract
IsPoliceInCombatWithPlayer = {}

---@return IsPoliceInCombatWithPlayer
function IsPoliceInCombatWithPlayer.new() return end

---@param props table
---@return IsPoliceInCombatWithPlayer
function IsPoliceInCombatWithPlayer.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPoliceInCombatWithPlayer:Check(context) return end

---@class IsPoliceUnawareOfThePlayerExactLocationCondition : PreventionConditionAbstract
IsPoliceUnawareOfThePlayerExactLocationCondition = {}

---@return IsPoliceUnawareOfThePlayerExactLocationCondition
function IsPoliceUnawareOfThePlayerExactLocationCondition.new() return end

---@param props table
---@return IsPoliceUnawareOfThePlayerExactLocationCondition
function IsPoliceUnawareOfThePlayerExactLocationCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPoliceUnawareOfThePlayerExactLocationCondition:Check(context) return end

---@class IsPreventionMaxtacCondition : PreventionConditionAbstract
IsPreventionMaxtacCondition = {}

---@return IsPreventionMaxtacCondition
function IsPreventionMaxtacCondition.new() return end

---@param props table
---@return IsPreventionMaxtacCondition
function IsPreventionMaxtacCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPreventionMaxtacCondition:Check(context) return end

---@class IsPreventionSystemActive : PreventionConditionAbstract
IsPreventionSystemActive = {}

---@return IsPreventionSystemActive
function IsPreventionSystemActive.new() return end

---@param props table
---@return IsPreventionSystemActive
function IsPreventionSystemActive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPreventionSystemActive:Check(context) return end

---@class IsPsychoSquadAvWithoutPassangers : PreventionConditionAbstract
IsPsychoSquadAvWithoutPassangers = {}

---@return IsPsychoSquadAvWithoutPassangers
function IsPsychoSquadAvWithoutPassangers.new() return end

---@param props table
---@return IsPsychoSquadAvWithoutPassangers
function IsPsychoSquadAvWithoutPassangers.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsPsychoSquadAvWithoutPassangers:Check(context) return end

---@class IsPuppetActivePrereq : gameIScriptablePrereq
---@field invert Bool
IsPuppetActivePrereq = {}

---@return IsPuppetActivePrereq
function IsPuppetActivePrereq.new() return end

---@param props table
---@return IsPuppetActivePrereq
function IsPuppetActivePrereq.new(props) return end

---@param recordID TweakDBID|string
function IsPuppetActivePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsPuppetActivePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPuppetActivePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsPuppetActivePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPuppetActivePrereq:OnUnregister(state, context) return end

---@class IsPuppetActivePrereqState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsPuppetActivePrereqState = {}

---@return IsPuppetActivePrereqState
function IsPuppetActivePrereqState.new() return end

---@param props table
---@return IsPuppetActivePrereqState
function IsPuppetActivePrereqState.new(props) return end

function IsPuppetActivePrereqState:OnPSStateChanged() return end

---@class IsPuppetBreachedPrereq : gameIScriptablePrereq
---@field isBreached Bool
IsPuppetBreachedPrereq = {}

---@return IsPuppetBreachedPrereq
function IsPuppetBreachedPrereq.new() return end

---@param props table
---@return IsPuppetBreachedPrereq
function IsPuppetBreachedPrereq.new(props) return end

---@param recordID TweakDBID|string
function IsPuppetBreachedPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsPuppetBreachedPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsPuppetBreachedPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsPuppetBreachedPrereq:OnUnregister(state, context) return end

---@class IsPuppetBreachedPrereqState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsPuppetBreachedPrereqState = {}

---@return IsPuppetBreachedPrereqState
function IsPuppetBreachedPrereqState.new() return end

---@param props table
---@return IsPuppetBreachedPrereqState
function IsPuppetBreachedPrereqState.new(props) return end

function IsPuppetBreachedPrereqState:OnPSStateChanged() return end

---@class IsRagdolling : AIbehaviorconditionScript
---@field npc NPCPuppet
IsRagdolling = {}

---@return IsRagdolling
function IsRagdolling.new() return end

---@param props table
---@return IsRagdolling
function IsRagdolling.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsRagdolling:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsRagdolling:Check(context) return end

---@class IsReprimandOngoing : AIAutonomousConditions
IsReprimandOngoing = {}

---@return IsReprimandOngoing
function IsReprimandOngoing.new() return end

---@param props table
---@return IsReprimandOngoing
function IsReprimandOngoing.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsReprimandOngoing:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsReprimandOngoing:Check(context) return end

---@class IsScannerTarget : gameIScriptablePrereq
IsScannerTarget = {}

---@return IsScannerTarget
function IsScannerTarget.new() return end

---@param props table
---@return IsScannerTarget
function IsScannerTarget.new(props) return end

---@param context IScriptable
---@return Bool
function IsScannerTarget:IsFulfilled(context) return end

---@class IsSourceDeviceActveFilter : gameEffectObjectGroupFilter_Scripted
IsSourceDeviceActveFilter = {}

---@return IsSourceDeviceActveFilter
function IsSourceDeviceActveFilter.new() return end

---@param props table
---@return IsSourceDeviceActveFilter
function IsSourceDeviceActveFilter.new(props) return end

---@param ctx gameEffectScriptContext
---@return Bool, gameEffectGroupFilterScriptContext
function IsSourceDeviceActveFilter:Process(ctx) return end

---@class IsStimSourceInRestrictMovementArea : RestrictedMovementAreaCondition
IsStimSourceInRestrictMovementArea = {}

---@return IsStimSourceInRestrictMovementArea
function IsStimSourceInRestrictMovementArea.new() return end

---@param props table
---@return IsStimSourceInRestrictMovementArea
function IsStimSourceInRestrictMovementArea.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsStimSourceInRestrictMovementArea:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsStimSourceInRestrictMovementArea:Check(context) return end

---@class IsTargetObjectPlayer : AIbehaviorconditionScript
---@field targetObject AIArgumentMapping
IsTargetObjectPlayer = {}

---@return IsTargetObjectPlayer
function IsTargetObjectPlayer.new() return end

---@param props table
---@return IsTargetObjectPlayer
function IsTargetObjectPlayer.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function IsTargetObjectPlayer:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsTargetObjectPlayer:Check(context) return end

---@class IsUnarmedCondition : workIScriptedCondition
IsUnarmedCondition = {}

---@return IsUnarmedCondition
function IsUnarmedCondition.new() return end

---@param props table
---@return IsUnarmedCondition
function IsUnarmedCondition.new(props) return end

---@param ent entEntity
---@return Bool
function IsUnarmedCondition:CheckCondition(ent) return end

---@class IsValidCombatTarget : AIbehaviorconditionScript
---@field considerSourceAVehicleDriver Bool
IsValidCombatTarget = {}

---@return IsValidCombatTarget
function IsValidCombatTarget.new() return end

---@param props table
---@return IsValidCombatTarget
function IsValidCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsValidCombatTarget:Check(context) return end

---@param instigator ScriptedPuppet
---@param source ScriptedPuppet
---@return Bool
function IsValidCombatTarget:IsValidForPrevention(instigator, source) return end

---@class IsVehicleDoorLocked : gameIScriptablePrereq
---@field slotName CName
---@field isCheckInverted Bool
IsVehicleDoorLocked = {}

---@return IsVehicleDoorLocked
function IsVehicleDoorLocked.new() return end

---@param props table
---@return IsVehicleDoorLocked
function IsVehicleDoorLocked.new(props) return end

---@param recordID TweakDBID|string
function IsVehicleDoorLocked:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsVehicleDoorLocked:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsVehicleDoorLocked:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsVehicleDoorLocked:OnUnregister(state, context) return end

---@class IsVehicleDoorLockedState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsVehicleDoorLockedState = {}

---@return IsVehicleDoorLockedState
function IsVehicleDoorLockedState.new() return end

---@param props table
---@return IsVehicleDoorLockedState
function IsVehicleDoorLockedState.new(props) return end

function IsVehicleDoorLockedState:OnPSStateChanged() return end

---@class IsVehicleDoorQuestLocked : gameIScriptablePrereq
---@field slotName CName
---@field isCheckInverted Bool
IsVehicleDoorQuestLocked = {}

---@return IsVehicleDoorQuestLocked
function IsVehicleDoorQuestLocked.new() return end

---@param props table
---@return IsVehicleDoorQuestLocked
function IsVehicleDoorQuestLocked.new(props) return end

---@param recordID TweakDBID|string
function IsVehicleDoorQuestLocked:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function IsVehicleDoorQuestLocked:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function IsVehicleDoorQuestLocked:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function IsVehicleDoorQuestLocked:OnUnregister(state, context) return end

---@class IsVehicleDoorQuestLockedState : gamePrereqState
---@field psListener gameScriptedPrereqPSChangeListenerWrapper
IsVehicleDoorQuestLockedState = {}

---@return IsVehicleDoorQuestLockedState
function IsVehicleDoorQuestLockedState.new() return end

---@param props table
---@return IsVehicleDoorQuestLockedState
function IsVehicleDoorQuestLockedState.new(props) return end

function IsVehicleDoorQuestLockedState:OnPSStateChanged() return end

---@class IsWorkspotReaction : AIbehaviorconditionScript
IsWorkspotReaction = {}

---@return IsWorkspotReaction
function IsWorkspotReaction.new() return end

---@param props table
---@return IsWorkspotReaction
function IsWorkspotReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function IsWorkspotReaction:Check(context) return end

---@class ItemActionsHelper : IScriptable
ItemActionsHelper = {}

---@param executor gameObject
---@param itemID ItemID
---@param fromInventory Bool
function ItemActionsHelper.ConsumeItem(executor, itemID, fromInventory) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.CrackItem(executor, itemID) return end

---@param executor gameObject
---@param itemID ItemID
---@param quantity Int32
function ItemActionsHelper.DisassembleItem(executor, itemID, quantity) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.DisassembleItem(executor, itemID) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.DownloadFunds(executor, itemID) return end

---@param executor gameObject
---@param itemID ItemID
---@param fromInventory Bool
function ItemActionsHelper.DrinkItem(executor, itemID, fromInventory) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.DropItem(executor, itemID) return end

---@param executor gameObject
---@param itemID ItemID
---@param fromInventory Bool
function ItemActionsHelper.EatItem(executor, itemID, fromInventory) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.EquipItem(executor, itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetConsumeAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetCrackAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetDisassembleAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetDownloadFunds(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetDrinkAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetDropAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetEatAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetEquipAction(itemID) return end

---@param itemID ItemID
---@param type CName|string
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetItemActionByType(itemID, type) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetItemCustomAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record[]
function ItemActionsHelper.GetItemCustonActions(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetLearnAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetReadAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetUseAction(itemID) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record
function ItemActionsHelper.GetUseHealChargeAction(itemID) return end

---@param executor gameObject
---@param itemID ItemID
---@param fromInventory Bool
function ItemActionsHelper.LearnItem(executor, itemID, fromInventory) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.PerformItemAction(executor, itemID) return end

---@param executor gameObject
---@param itemData gameItemData
---@param actionID TweakDBID|string
---@param fromInventory Bool
---@return Bool
function ItemActionsHelper.ProcessItemAction(executor, itemData, actionID, fromInventory) return end

---@param executor gameObject
---@param itemData gameItemData
---@param actionID TweakDBID|string
---@param fromInventory Bool
---@param quantity Int32
---@return Bool
function ItemActionsHelper.ProcessItemAction(executor, itemData, actionID, fromInventory, quantity) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.ReadItem(executor, itemID) return end

---@param executor gameObject
---@param itemData gameItemData
---@param actionID TweakDBID|string
---@param fromInventory Bool
---@return BaseItemAction
function ItemActionsHelper.SetupItemAction(executor, itemData, actionID, fromInventory) return end

---@param executor gameObject
---@param itemID ItemID
function ItemActionsHelper.UseHealCharge(executor, itemID) return end

---@param executor gameObject
---@param itemID ItemID
---@return Bool
function ItemActionsHelper.UseItem(executor, itemID) return end

---@class ItemAddedInventoryCallback : gameInventoryScriptCallback
---@field notificationQueue ItemsNotificationQueue
ItemAddedInventoryCallback = {}

---@return ItemAddedInventoryCallback
function ItemAddedInventoryCallback.new() return end

---@param props table
---@return ItemAddedInventoryCallback
function ItemAddedInventoryCallback.new(props) return end

---@param data gameItemData
---@return CName
function ItemAddedInventoryCallback:GetItemRarity(data) return end

---@param item ItemID
---@param itemData gameItemData
function ItemAddedInventoryCallback:OnItemNotification(item, itemData) return end

---@class ItemAddedNotification : GenericNotificationController
---@field itemImage inkImageWidgetReference
---@field rarityBar inkWidgetReference
---@field itemIconGender gameItemIconGender
---@field animationName CName
ItemAddedNotification = {}

---@return ItemAddedNotification
function ItemAddedNotification.new() return end

---@param props table
---@return ItemAddedNotification
function ItemAddedNotification.new(props) return end

---@param e inkCallbackData
---@return Bool
function ItemAddedNotification:OnIconCallback(e) return end

---@param itemID TweakDBID|string
---@param rarity CName|string
function ItemAddedNotification:SetIcon(itemID, rarity) return end

---@param notificationData gameuiGenericNotificationViewData
function ItemAddedNotification:SetNotificationData(notificationData) return end

---@param rarity CName|string
function ItemAddedNotification:UpdateRarity(rarity) return end

---@class ItemAttachments
---@field itemID ItemID
---@field attachmentSlotID TweakDBID
ItemAttachments = {}

---@return ItemAttachments
function ItemAttachments.new() return end

---@param props table
---@return ItemAttachments
function ItemAttachments.new(props) return end

---@param itemID ItemID
---@param attachmentSlotID TweakDBID|string
---@return ItemAttachments
function ItemAttachments.Create(itemID, attachmentSlotID) return end

---@class ItemCategoryFliter : IScriptable
ItemCategoryFliter = {}

---@param filter ItemFilterCategory
---@param wrappedData WrappedInventoryItemData
---@return Bool
function ItemCategoryFliter.FilterItem(filter, wrappedData) return end

---@param data UIInventoryItem
---@return ItemFilterCategory
function ItemCategoryFliter.GetItemCategoryType(data) return end

---@param data gameItemData
---@return ItemFilterCategory
function ItemCategoryFliter.GetItemCategoryType(data) return end

---@param filter ItemFilterCategory
---@param data gameItemData
---@return Bool
function ItemCategoryFliter.IsOfCategoryType(filter, data) return end

---@class ItemCategoryFliterManager : IScriptable
---@field filtersToCheck ItemFilterCategory[]
---@field filters ItemFilterCategory[]
---@field sharedFiltersToCheck ItemFilterCategory[]
---@field isOrderDirty Bool
ItemCategoryFliterManager = {}

---@return ItemCategoryFliterManager
function ItemCategoryFliterManager.new() return end

---@param props table
---@return ItemCategoryFliterManager
function ItemCategoryFliterManager.new(props) return end

---@param skipDefaultFilters Bool
---@return ItemCategoryFliterManager
function ItemCategoryFliterManager.Make(skipDefaultFilters) return end

---@param filter ItemFilterCategory
function ItemCategoryFliterManager:AddFilter(filter) return end

---@param filter ItemFilterCategory
function ItemCategoryFliterManager:AddFilterToCheck(filter) return end

---@param itemData gameItemData
function ItemCategoryFliterManager:AddItem(itemData) return end

---@param itemCategory ItemFilterCategory
function ItemCategoryFliterManager:AddItem(itemCategory) return end

---@param skipDefaultFilters Bool
function ItemCategoryFliterManager:Clear(skipDefaultFilters) return end

---@param category ItemFilterCategory
---@return Bool
function ItemCategoryFliterManager:Contains(category) return end

---@param index Int32
---@return ItemFilterCategory
function ItemCategoryFliterManager:GetAt(index) return end

---@return ItemFilterCategory[]
function ItemCategoryFliterManager:GetFiltersList() return end

---@return Int32[]
function ItemCategoryFliterManager:GetIntFiltersList() return end

---@return ItemFilterCategory[]
function ItemCategoryFliterManager:GetSortedFiltersList() return end

---@return Int32[]
function ItemCategoryFliterManager:GetSortedIntFiltersList() return end

---@param position Int32
---@param filter ItemFilterCategory
function ItemCategoryFliterManager:InsertFilter(position, filter) return end

---@param filter ItemFilterCategory
---@return Bool
function ItemCategoryFliterManager:IsSharedFilter(filter) return end

---@param filter ItemFilterCategory
function ItemCategoryFliterManager:RemvoeFilterToCheck(filter) return end

function ItemCategoryFliterManager:SortFiltersList() return end

---@class ItemChooserItemChanged : redEvent
---@field itemData gameInventoryItemData
---@field itemEquipmentArea gamedataEquipmentArea
---@field slotIndex Int32
---@field slotID TweakDBID
ItemChooserItemChanged = {}

---@return ItemChooserItemChanged
function ItemChooserItemChanged.new() return end

---@param props table
---@return ItemChooserItemChanged
function ItemChooserItemChanged.new(props) return end

---@class ItemChooserItemHoverOut : redEvent
---@field sourceEvent inkPointerEvent
ItemChooserItemHoverOut = {}

---@return ItemChooserItemHoverOut
function ItemChooserItemHoverOut.new() return end

---@param props table
---@return ItemChooserItemHoverOut
function ItemChooserItemHoverOut.new(props) return end

---@class ItemChooserItemHoverOver : redEvent
---@field sourceEvent inkPointerEvent
---@field targetItem InventoryItemDisplayController
ItemChooserItemHoverOver = {}

---@return ItemChooserItemHoverOver
function ItemChooserItemHoverOver.new() return end

---@param props table
---@return ItemChooserItemHoverOver
function ItemChooserItemHoverOver.new(props) return end

---@class ItemChooserUnequipItem : redEvent
---@field itemData gameInventoryItemData
ItemChooserUnequipItem = {}

---@return ItemChooserUnequipItem
function ItemChooserUnequipItem.new() return end

---@param props table
---@return ItemChooserUnequipItem
function ItemChooserUnequipItem.new(props) return end

---@class ItemChooserUnequipMod : redEvent
---@field itemData gameInventoryItemData
---@field slotID TweakDBID
ItemChooserUnequipMod = {}

---@return ItemChooserUnequipMod
function ItemChooserUnequipMod.new() return end

---@param props table
---@return ItemChooserUnequipMod
function ItemChooserUnequipMod.new(props) return end

---@class ItemChooserUnequipVisuals : redEvent
---@field itemData gameInventoryItemData
ItemChooserUnequipVisuals = {}

---@return ItemChooserUnequipVisuals
function ItemChooserUnequipVisuals.new() return end

---@param props table
---@return ItemChooserUnequipVisuals
function ItemChooserUnequipVisuals.new(props) return end

---@class ItemComparableTypesCache : IScriptable
---@field itemTypeRecord gamedataItemType_Record
---@field comparableTypes gamedataItemType[]
---@field comparableRecordTypes gamedataItemType_Record[]
ItemComparableTypesCache = {}

---@return ItemComparableTypesCache
function ItemComparableTypesCache.new() return end

---@param props table
---@return ItemComparableTypesCache
function ItemComparableTypesCache.new(props) return end

---@class ItemCompareBuilder : IScriptable
---@field sortData1 gameInventoryItemSortData
---@field sortData2 gameInventoryItemSortData
---@field compareBuilder CompareBuilder
ItemCompareBuilder = {}

---@return ItemCompareBuilder
function ItemCompareBuilder.new() return end

---@param props table
---@return ItemCompareBuilder
function ItemCompareBuilder.new(props) return end

---@param item gameInventoryItemData
---@param uiScriptableSystem UIScriptableSystem
---@return gameInventoryItemSortData
function ItemCompareBuilder.BuildInventoryItemSortData(item, uiScriptableSystem) return end

---@param item gameInventoryItemData
---@return Int32
function ItemCompareBuilder.GetDPS(item) return end

---@param equipmentArea gamedataEquipmentArea
---@return Int32
function ItemCompareBuilder.GetEquipmentAreaIndex(equipmentArea) return end

---@param itemType gamedataItemType
---@return Int32
function ItemCompareBuilder.GetItemTypeIndex(itemType) return end

---@param itemType gamedataItemType
---@param itemData gameItemData
---@return Int32
function ItemCompareBuilder.GetItemTypeInnerIndex(itemType, itemData) return end

---@param itemData gameItemData
---@param equipmentArea gamedataEquipmentArea
---@param itemType gamedataItemType
---@return Int32
function ItemCompareBuilder.GetItemTypeOrder(itemData, equipmentArea, itemType) return end

---@param item gameInventoryItemData
---@return Int32
function ItemCompareBuilder.GetItemTypeOrder(item) return end

---@param item gameInventoryItemData
---@return Int32
function ItemCompareBuilder.GetTypeSortValue(item) return end

---@param itemType gamedataItemType
---@return Bool
function ItemCompareBuilder.HasItemTypeInnerIndex(itemType) return end

---@param sortData1 gameInventoryItemSortData
---@param sortData2 gameInventoryItemSortData
---@return ItemCompareBuilder
function ItemCompareBuilder.Make(sortData1, sortData2) return end

---@return ItemCompareBuilder
function ItemCompareBuilder:DLCAddedItem() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:DPSAsc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:DPSDesc() return end

---@return Int32
function ItemCompareBuilder:Get() return end

---@return Bool
function ItemCompareBuilder:GetBool() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:ItemType() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:NameAsc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:NameDesc() return end

---@param uiScriptableSystem UIScriptableSystem
---@return ItemCompareBuilder
function ItemCompareBuilder:NewItem(uiScriptableSystem) return end

---@return ItemCompareBuilder
function ItemCompareBuilder:PriceAsc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:PriceDesc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:QualityAsc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:QualityDesc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:QuestItem() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:WeightAsc() return end

---@return ItemCompareBuilder
function ItemCompareBuilder:WeightDesc() return end

---@class ItemCraftedDataTrackingRequest : gamePlayerScriptableSystemRequest
---@field targetItem ItemID
ItemCraftedDataTrackingRequest = {}

---@return ItemCraftedDataTrackingRequest
function ItemCraftedDataTrackingRequest.new() return end

---@param props table
---@return ItemCraftedDataTrackingRequest
function ItemCraftedDataTrackingRequest.new(props) return end

---@class ItemCraftingData : IScriptable
---@field inventoryItem gameInventoryItemData
---@field isUpgradable Bool
---@field isNew Bool
---@field isSelected Bool
ItemCraftingData = {}

---@return ItemCraftingData
function ItemCraftingData.new() return end

---@param props table
---@return ItemCraftingData
function ItemCraftingData.new(props) return end

---@class ItemCraftingPreviewGameController : gameuiItemPreviewGameController
ItemCraftingPreviewGameController = {}

---@return ItemCraftingPreviewGameController
function ItemCraftingPreviewGameController.new() return end

---@param props table
---@return ItemCraftingPreviewGameController
function ItemCraftingPreviewGameController.new(props) return end

---@param evt CraftingItemPreviewEvent
---@return Bool
function ItemCraftingPreviewGameController:OnCrafrtingPreview(evt) return end

---@class ItemCreationPrereq : gameIScriptablePrereq
---@field fireAndForget Bool
---@field statType gamedataStatType
---@field valueToCheck Float
---@field comparisonType EComparisonType
ItemCreationPrereq = {}

---@return ItemCreationPrereq
function ItemCreationPrereq.new() return end

---@param props table
---@return ItemCreationPrereq
function ItemCreationPrereq.new(props) return end

---@param recordID TweakDBID|string
function ItemCreationPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ItemCreationPrereq:IsFulfilled(context) return end

---@class ItemDisplayClickEvent : redEvent
---@field itemData gameInventoryItemData
---@field displayContext gameItemDisplayContext
---@field display InventoryItemDisplayController
---@field isBuybackStack Bool
---@field isQuestBought Bool
---@field toggleVisibilityRequest Bool
---@field transmogItem ItemID
---@field uiInventoryItem UIInventoryItem
---@field displayContextData ItemDisplayContextData
---@field additionalData IScriptable
---@field evt inkPointerEvent
---@field actionName inkActionName
ItemDisplayClickEvent = {}

---@return ItemDisplayClickEvent
function ItemDisplayClickEvent.new() return end

---@param props table
---@return ItemDisplayClickEvent
function ItemDisplayClickEvent.new(props) return end

---@class ItemDisplayContextData : IScriptable
---@field player gameObject
---@field displayContext gameItemDisplayContext
---@field displayComparison Bool
---@field tags CName[]
ItemDisplayContextData = {}

---@return ItemDisplayContextData
function ItemDisplayContextData.new() return end

---@param props table
---@return ItemDisplayContextData
function ItemDisplayContextData.new(props) return end

---@return ItemDisplayContextData
function ItemDisplayContextData.Make() return end

---@param player gameObject
---@param displayContext gameItemDisplayContext
---@param displayComparison Bool
---@return ItemDisplayContextData
function ItemDisplayContextData.Make(player, displayContext, displayComparison) return end

---@param tag CName|string
function ItemDisplayContextData:AddTag(tag) return end

---@return ItemDisplayContextData
function ItemDisplayContextData:Copy() return end

---@return Bool
function ItemDisplayContextData:GetDisplayComparison() return end

---@return gameItemDisplayContext
function ItemDisplayContextData:GetDisplayContext() return end

---@return gameObject
function ItemDisplayContextData:GetPlayer() return end

---@return PlayerPuppet
function ItemDisplayContextData:GetPlayerAsPuppet() return end

---@return InventoryTooltipDisplayContext
function ItemDisplayContextData:GetTooltipDisplayContext() return end

---@param tag CName|string
---@return Bool
function ItemDisplayContextData:HasTag(tag) return end

---@return Bool
function ItemDisplayContextData:IsCraftingItem() return end

---@return Bool
function ItemDisplayContextData:IsVendorItem() return end

---@param tag CName|string
function ItemDisplayContextData:RemoveTag(tag) return end

---@param value Bool
---@return ItemDisplayContextData
function ItemDisplayContextData:SetDisplayComparison(value) return end

---@class ItemDisplayHoldEvent : redEvent
---@field itemData gameInventoryItemData
---@field uiInventoryItem UIInventoryItem
---@field displayContextData ItemDisplayContextData
---@field actionName inkActionName
ItemDisplayHoldEvent = {}

---@return ItemDisplayHoldEvent
function ItemDisplayHoldEvent.new() return end

---@param props table
---@return ItemDisplayHoldEvent
function ItemDisplayHoldEvent.new(props) return end

---@class ItemDisplayHoverOutEvent : redEvent
ItemDisplayHoverOutEvent = {}

---@return ItemDisplayHoverOutEvent
function ItemDisplayHoverOutEvent.new() return end

---@param props table
---@return ItemDisplayHoverOutEvent
function ItemDisplayHoverOutEvent.new(props) return end

---@class ItemDisplayHoverOverEvent : redEvent
---@field itemData gameInventoryItemData
---@field display InventoryItemDisplayController
---@field widget inkWidget
---@field isBuybackStack Bool
---@field isQuestBought Bool
---@field toggleVisibilityControll Bool
---@field isItemHidden Bool
---@field transmogItem ItemID
---@field uiInventoryItem UIInventoryItem
---@field displayContextData ItemDisplayContextData
ItemDisplayHoverOverEvent = {}

---@return ItemDisplayHoverOverEvent
function ItemDisplayHoverOverEvent.new() return end

---@param props table
---@return ItemDisplayHoverOverEvent
function ItemDisplayHoverOverEvent.new(props) return end

---@class ItemDisplayInventoryMiniGrid : inkWidgetLogicController
---@field gridList inkCompoundWidgetReference
---@field label inkTextWidgetReference
---@field gridWidth Int32
---@field gridData InventoryItemDisplayController[]
ItemDisplayInventoryMiniGrid = {}

---@return ItemDisplayInventoryMiniGrid
function ItemDisplayInventoryMiniGrid.new() return end

---@param props table
---@return ItemDisplayInventoryMiniGrid
function ItemDisplayInventoryMiniGrid.new(props) return end

---@return Bool
function ItemDisplayInventoryMiniGrid:OnInitialize() return end

---@return Bool
function ItemDisplayInventoryMiniGrid:OnUninitialize() return end

---@return InventoryItemDisplayController[]
function ItemDisplayInventoryMiniGrid:GetInventoryItemDisplays() return end

function ItemDisplayInventoryMiniGrid:RemoveElement() return end

---@param label String
---@param playerEquipAreaInventory gameInventoryItemData[]
---@param equipArea gamedataEquipmentArea
---@param displayContext gameItemDisplayContext
function ItemDisplayInventoryMiniGrid:SetupData(label, playerEquipAreaInventory, equipArea, displayContext) return end

---@class ItemDisplayTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
ItemDisplayTemplateClassifier = {}

---@return ItemDisplayTemplateClassifier
function ItemDisplayTemplateClassifier.new() return end

---@param props table
---@return ItemDisplayTemplateClassifier
function ItemDisplayTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function ItemDisplayTemplateClassifier:ClassifyItem(data) return end

---@class ItemDisplayUtils : IScriptable
ItemDisplayUtils = {}

---@return ItemDisplayUtils
function ItemDisplayUtils.new() return end

---@param props table
---@return ItemDisplayUtils
function ItemDisplayUtils.new(props) return end

---@param gameController inkIWidgetController
---@param parent inkWidget
---@param slotName CName|string
---@param callBack CName|string
---@param userData IScriptable
function ItemDisplayUtils.AsyncSpawnCommonSlot(gameController, parent, slotName, callBack, userData) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidget
---@param slotName CName|string
---@param callbackName CName|string
---@param userData IScriptable
function ItemDisplayUtils.AsyncSpawnCommonSlotController(logicController, parent, slotName, callbackName, userData) return end

---@param gameController inkIWidgetController
---@param parent inkWidget
---@param slotName CName|string
---@return inkWidget
function ItemDisplayUtils.SpawnCommonSlot(gameController, parent, slotName) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidgetReference
---@param slotName CName|string
---@return inkWidget
function ItemDisplayUtils.SpawnCommonSlot(logicController, parent, slotName) return end

---@param gameController inkIWidgetController
---@param parent inkWidgetReference
---@param slotName CName|string
---@return inkWidget
function ItemDisplayUtils.SpawnCommonSlot(gameController, parent, slotName) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidget
---@param slotName CName|string
---@return inkWidget
function ItemDisplayUtils.SpawnCommonSlot(logicController, parent, slotName) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidgetReference
---@param slotName CName|string
---@param callBack CName|string
---@param userData IScriptable
function ItemDisplayUtils.SpawnCommonSlotAsync(logicController, parent, slotName, callBack, userData) return end

---@param gameController inkIWidgetController
---@param parent inkWidgetReference
---@param slotName CName|string
---@param callBack CName|string
---@param userData IScriptable
function ItemDisplayUtils.SpawnCommonSlotAsync(gameController, parent, slotName, callBack, userData) return end

---@param gameController inkIWidgetController
---@param parent inkWidgetReference
---@param slotName CName|string
---@return inkWidgetLogicController
function ItemDisplayUtils.SpawnCommonSlotController(gameController, parent, slotName) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidgetReference
---@param slotName CName|string
---@return inkWidgetLogicController
function ItemDisplayUtils.SpawnCommonSlotController(logicController, parent, slotName) return end

---@param logicController inkWidgetLogicController
---@param parent inkWidget
---@param slotName CName|string
---@return inkWidgetLogicController
function ItemDisplayUtils.SpawnCommonSlotController(logicController, parent, slotName) return end

---@param gameController inkIWidgetController
---@param parent inkWidget
---@param slotName CName|string
---@return inkWidgetLogicController
function ItemDisplayUtils.SpawnCommonSlotController(gameController, parent, slotName) return end

---@class ItemDisplayVirtualController : inkVirtualCompoundItemController
---@field itemDisplayWidget inkWidgetReference
---@field widgetToSpawn CName
---@field wrappedData WrappedInventoryItemData
---@field data gameInventoryItemData
---@field spawnedWidget inkWidget
---@field notificationListenerID Int32
---@field immediateNotificationListener ImmediateNotificationListener
ItemDisplayVirtualController = {}

---@return ItemDisplayVirtualController
function ItemDisplayVirtualController.new() return end

---@param props table
---@return ItemDisplayVirtualController
function ItemDisplayVirtualController.new(props) return end

---@param value Variant
---@return Bool
function ItemDisplayVirtualController:OnDataChanged(value) return end

---@return Bool
function ItemDisplayVirtualController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function ItemDisplayVirtualController:OnSelected(itemController, discreteNav) return end

---@return Bool
function ItemDisplayVirtualController:OnUninitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemDisplayVirtualController:OnWidgetSpawned(widget, userData) return end

---@return InventoryItemDisplayController
function ItemDisplayVirtualController:GetItemView() return end

---@return WrappedInventoryItemData
function ItemDisplayVirtualController:GetWrappedData() return end

function ItemDisplayVirtualController:SetupData() return end

function ItemDisplayVirtualController:Update() return end

---@class ItemFilterCategories : IScriptable
ItemFilterCategories = {}

---@param filterType Int32
---@return String
function ItemFilterCategories.GetIcon(filterType) return end

---@param filterType ItemFilterCategory
---@return String
function ItemFilterCategories.GetIcon(filterType) return end

---@param filterType ItemFilterCategory
---@return CName
function ItemFilterCategories.GetLabelKey(filterType) return end

---@param filterType Int32
---@return CName
function ItemFilterCategories.GetLabelKey(filterType) return end

---@class ItemFilterToggleController : ToggleController
---@field newItemDot inkWidgetReference
---@field useCategoryFilter Bool
ItemFilterToggleController = {}

---@return ItemFilterToggleController
function ItemFilterToggleController.new() return end

---@param props table
---@return ItemFilterToggleController
function ItemFilterToggleController.new(props) return end

---@return String
function ItemFilterToggleController:GetIcon() return end

---@return String
function ItemFilterToggleController:GetLabelKey() return end

---@class ItemFilters : IScriptable
ItemFilters = {}

---@param filterType Int32
---@return String
function ItemFilters.GetIcon(filterType) return end

---@param filterType ItemFilterType
---@return String
function ItemFilters.GetIcon(filterType) return end

---@param filterType ItemFilterType
---@return CName
function ItemFilters.GetLabelKey(filterType) return end

---@param filterType Int32
---@return CName
function ItemFilters.GetLabelKey(filterType) return end

---@class ItemIdWrapper : IScriptable
---@field itemID ItemID
ItemIdWrapper = {}

---@return ItemIdWrapper
function ItemIdWrapper.new() return end

---@param props table
---@return ItemIdWrapper
function ItemIdWrapper.new(props) return end

---@class ItemInPaperdollSlotCallback : gameAttachmentSlotsScriptCallback
---@field paperdollPuppet gamePuppet
ItemInPaperdollSlotCallback = {}

---@return ItemInPaperdollSlotCallback
function ItemInPaperdollSlotCallback.new() return end

---@param props table
---@return ItemInPaperdollSlotCallback
function ItemInPaperdollSlotCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInPaperdollSlotCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInPaperdollSlotCallback:OnItemUnequipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInPaperdollSlotCallback:ResetInnerChest(slot, item) return end

---@param puppet gamePuppet
function ItemInPaperdollSlotCallback:SetPuppetRef(puppet) return end

---@class ItemInSlotCallback : gameAttachmentSlotsScriptCallback
---@field state ItemInSlotPrereqState
---@field waitForVisuals Bool
ItemInSlotCallback = {}

---@return ItemInSlotCallback
function ItemInSlotCallback.new() return end

---@param props table
---@return ItemInSlotCallback
function ItemInSlotCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInSlotCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInSlotCallback:OnItemEquippedVisual(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function ItemInSlotCallback:OnItemUnequipped(slot, item) return end

---@param state gamePrereqState
function ItemInSlotCallback:RegisterState(state) return end

---@class ItemInSlotPrereq : gameIScriptablePrereq
---@field slotID TweakDBID
---@field slotCheckType gamedataCheckType
---@field itemType gamedataItemType
---@field itemCategory gamedataItemCategory
---@field weaponEvolution gamedataWeaponEvolution
---@field itemTag CName
---@field invert Bool
---@field skipOnApply Bool
---@field waitForVisuals Bool
ItemInSlotPrereq = {}

---@return ItemInSlotPrereq
function ItemInSlotPrereq.new() return end

---@param props table
---@return ItemInSlotPrereq
function ItemInSlotPrereq.new(props) return end

---@param itemID ItemID
---@param owner gameObject
---@return Bool
function ItemInSlotPrereq:CheckGenericWeaponModSlots(itemID, owner) return end

---@param itemID ItemID
---@param owner gameObject
---@return Bool
function ItemInSlotPrereq:Evaluate(itemID, owner) return end

---@param itemCategory gamedataItemCategory
---@return Bool
function ItemInSlotPrereq:Evaluate(itemCategory) return end

---@param itemType gamedataItemType
---@return Bool
function ItemInSlotPrereq:Evaluate(itemType) return end

---@param weaponEvolution gamedataWeaponEvolution
---@return Bool
function ItemInSlotPrereq:Evaluate(weaponEvolution) return end

---@param itemID ItemID
---@param tag CName|string
---@return Bool
function ItemInSlotPrereq:Evaluate(itemID, tag) return end

---@param recordID TweakDBID|string
function ItemInSlotPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function ItemInSlotPrereq:IsFulfilled(context) return end

---@param tweakDBID TweakDBID|string
---@param quality Int32
---@return Bool
function ItemInSlotPrereq:IsGenericWeaponMod(tweakDBID, quality) return end

---@param state gamePrereqState
---@param context IScriptable
function ItemInSlotPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ItemInSlotPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ItemInSlotPrereq:OnUnregister(state, context) return end

---@class ItemInSlotPrereqState : gamePrereqState
---@field listener ItemInSlotCallback
---@field owner gameObject
ItemInSlotPrereqState = {}

---@return ItemInSlotPrereqState
function ItemInSlotPrereqState.new() return end

---@param props table
---@return ItemInSlotPrereqState
function ItemInSlotPrereqState.new(props) return end

---@param slotID TweakDBID|string
---@param itemID ItemID
function ItemInSlotPrereqState:SlotEmptied(slotID, itemID) return end

---@param slotID TweakDBID|string
---@param itemID ItemID
function ItemInSlotPrereqState:SlotFilled(slotID, itemID) return end

---@class ItemInventoryMiniGrid : inkWidgetLogicController
---@field gridList inkCompoundWidgetReference
---@field label inkTextWidgetReference
---@field gridWidth Int32
---@field gridData InventoryItemDisplay[]
ItemInventoryMiniGrid = {}

---@return ItemInventoryMiniGrid
function ItemInventoryMiniGrid.new() return end

---@param props table
---@return ItemInventoryMiniGrid
function ItemInventoryMiniGrid.new(props) return end

---@return Bool
function ItemInventoryMiniGrid:OnInitialize() return end

---@return Bool
function ItemInventoryMiniGrid:OnUninitialize() return end

---@return InventoryItemDisplay[]
function ItemInventoryMiniGrid:GetInventoryItemDisplays() return end

function ItemInventoryMiniGrid:RemoveElement() return end

---@param gridWidth Int32
function ItemInventoryMiniGrid:SetGridWith(gridWidth) return end

---@param label String
---@param playerEquipAreaInventory gameInventoryItemData[]
---@param equipArea gamedataEquipmentArea
function ItemInventoryMiniGrid:SetupData(label, playerEquipAreaInventory, equipArea) return end

---@class ItemLabelContainerController : inkWidgetLogicController
---@field items ItemLabelController[]
ItemLabelContainerController = {}

---@return ItemLabelContainerController
function ItemLabelContainerController.new() return end

---@param props table
---@return ItemLabelContainerController
function ItemLabelContainerController.new(props) return end

---@param type ItemLabelType
---@param params String
function ItemLabelContainerController:Add(type, params) return end

function ItemLabelContainerController:Clear() return end

---@param type ItemLabelType
---@return Bool
function ItemLabelContainerController:Has(type) return end

---@param type ItemLabelType
function ItemLabelContainerController:Remove(type) return end

function ItemLabelContainerController:Reorder() return end

---@class ItemLabelController : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field moneyIcon inkImageWidgetReference
---@field type ItemLabelType
ItemLabelController = {}

---@return ItemLabelController
function ItemLabelController.new() return end

---@param props table
---@return ItemLabelController
function ItemLabelController.new(props) return end

---@param type ItemLabelType
---@return String
function ItemLabelController.GetLabelKey(type) return end

---@param type ItemLabelType
---@return CName
function ItemLabelController.GetState(type) return end

---@return ItemLabelType
function ItemLabelController:GetType() return end

---@param type ItemLabelType
---@param params String
function ItemLabelController:Setup(type, params) return end

---@class ItemLog : gameuiMenuGameController
---@field listRef inkCompoundWidgetReference
---@field initialPopupDelay Float
---@field popupList DisassemblePopupLogicController[]
---@field listOfAddedInventoryItems gameInventoryItemData[]
---@field player PlayerPuppet
---@field InventoryManager InventoryDataManagerV2
---@field data ItemLogUserData
---@field onScreenCount Int32
---@field animProxy inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field AnimOptions inkanimPlaybackOptions
ItemLog = {}

---@return ItemLog
function ItemLog.new() return end

---@param props table
---@return ItemLog
function ItemLog.new(props) return end

---@param anim inkanimProxy
---@return Bool
function ItemLog:OnDelayComplete(anim) return end

---@return Bool
function ItemLog:OnInitialize() return end

---@param data inkGameNotificationData
---@return Bool
function ItemLog:OnItemAdded(data) return end

---@param widget inkWidget
---@return Bool
function ItemLog:OnRemovePopup(widget) return end

---@return Bool
function ItemLog:OnUninitialize() return end

function ItemLog:CreatePopup() return end

function ItemLog:CreatePopupDelay() return end

function ItemLog:ManagePopups() return end

---@class ItemLogPopupLogicController : inkWidgetLogicController
---@field quantity inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field label inkTextWidgetReference
---@field duration Float
---@field animProxy inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field AnimOptions inkanimPlaybackOptions
ItemLogPopupLogicController = {}

---@return ItemLogPopupLogicController
function ItemLogPopupLogicController.new() return end

---@param props table
---@return ItemLogPopupLogicController
function ItemLogPopupLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function ItemLogPopupLogicController:OnAddPopupComplete(anim) return end

---@return Bool
function ItemLogPopupLogicController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function ItemLogPopupLogicController:OnPopupDurationComplete(anim) return end

---@param itemData gameInventoryItemData
function ItemLogPopupLogicController:SetupData(itemData) return end

---@class ItemLogUserData : inkGameNotificationData
---@field itemID ItemID
---@field itemLogQueueEmpty Bool
ItemLogUserData = {}

---@return ItemLogUserData
function ItemLogUserData.new() return end

---@param props table
---@return ItemLogUserData
function ItemLogUserData.new(props) return end

---@class ItemLootedEvent : redEvent
ItemLootedEvent = {}

---@return ItemLootedEvent
function ItemLootedEvent.new() return end

---@param props table
---@return ItemLootedEvent
function ItemLootedEvent.new(props) return end

---@class ItemModeGridClassifier : inkVirtualItemTemplateClassifierWrapper
ItemModeGridClassifier = {}

---@return ItemModeGridClassifier
function ItemModeGridClassifier.new() return end

---@param props table
---@return ItemModeGridClassifier
function ItemModeGridClassifier.new(props) return end

---@param data Variant
---@return Uint32
function ItemModeGridClassifier:ClassifyItem(data) return end

---@class ItemModeGridContainer : inkWidgetLogicController
---@field scrollControllerWidget inkCompoundWidgetReference
---@field sliderWidget inkWidgetReference
---@field itemsGridWidget inkWidgetReference
---@field filterGridWidget inkCompoundWidgetReference
---@field F_eyesTexture inkWidgetReference
---@field F_systemReplacementTexture inkWidgetReference
---@field F_handsTexture inkWidgetReference
---@field M_eyesTexture inkWidgetReference
---@field M_systemReplacementTexture inkWidgetReference
---@field M_handsTexture inkWidgetReference
---@field inventoryWrapper inkWidgetReference
---@field gridWrapper inkWidgetReference
---@field scrollArea inkWidgetReference
---@field outroAnimation inkanimProxy
ItemModeGridContainer = {}

---@return ItemModeGridContainer
function ItemModeGridContainer.new() return end

---@param props table
---@return ItemModeGridContainer
function ItemModeGridContainer.new(props) return end

---@return inkCompoundWidgetReference
function ItemModeGridContainer:GetFiltersGrid() return end

---@return inkWidgetReference
function ItemModeGridContainer:GetItemsGrid() return end

---@return inkWidget
function ItemModeGridContainer:GetItemsWidget() return end

---@param size ItemModeGridSize
function ItemModeGridContainer:SetSize(size) return end

---@class ItemModeGridView : CommonItemsGridView
ItemModeGridView = {}

---@return ItemModeGridView
function ItemModeGridView.new() return end

---@param props table
---@return ItemModeGridView
function ItemModeGridView.new(props) return end

---@param data IScriptable
---@return Bool
function ItemModeGridView:FilterItem(data) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function ItemModeGridView:SortItem(left, right) return end

---@class ItemModeInventoryListenerCallback : gameInventoryScriptCallback
---@field itemModeInstance InventoryItemModeLogicController
ItemModeInventoryListenerCallback = {}

---@return ItemModeInventoryListenerCallback
function ItemModeInventoryListenerCallback.new() return end

---@param props table
---@return ItemModeInventoryListenerCallback
function ItemModeInventoryListenerCallback.new(props) return end

---@param itemIDArg ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function ItemModeInventoryListenerCallback:OnItemQuantityChanged(itemIDArg, diff, total, flaggedAsSilent) return end

---@param itemIDArg ItemID
---@param difference Int32
---@param currentQuantity Int32
function ItemModeInventoryListenerCallback:OnItemRemoved(itemIDArg, difference, currentQuantity) return end

---@param itemModeInstance InventoryItemModeLogicController
function ItemModeInventoryListenerCallback:Setup(itemModeInstance) return end

---@class ItemModeItemChanged : redEvent
---@field equipmentArea gamedataEquipmentArea
---@field slotIndex Int32
---@field hotkey gameEHotkey
ItemModeItemChanged = {}

---@return ItemModeItemChanged
function ItemModeItemChanged.new() return end

---@param props table
---@return ItemModeItemChanged
function ItemModeItemChanged.new(props) return end

---@class ItemModificationSystem : gameScriptableSystem
---@field blackboard gameIBlackboard
---@field CYBMETA1695 Bool
ItemModificationSystem = {}

---@return ItemModificationSystem
function ItemModificationSystem.new() return end

---@param props table
---@return ItemModificationSystem
function ItemModificationSystem.new(props) return end

---@param obj gameObject
---@param item ItemID
---@return gameSPartSlots[]
function ItemModificationSystem.GetAllSlots(obj, item) return end

---@param itemData gameItemData
---@return gameSPartSlots[]
function ItemModificationSystem.GetAllSlotsFromItemData(itemData) return end

---@param itemData gameItemData
---@return gameSPartSlots[]
function ItemModificationSystem.GetSlotsForCyberdeckFromItemData(itemData) return end

---@param blueprintRecord gamedataItemBlueprintElement_Record
---@return gamedataAttachmentSlot_Record[]
function ItemModificationSystem.GetattachementFromBlueprint(blueprintRecord) return end

---@param obj gameObject
---@param cyberdeckID ItemID
---@param shardID ItemID
---@return Bool
function ItemModificationSystem.HasThisShardInstalled(obj, cyberdeckID, shardID) return end

---@param obj gameObject
---@param itemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function ItemModificationSystem.IsBasePart(obj, itemID, slotID) return end

---@param obj gameObject
---@param itemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function ItemModificationSystem.IsItemSlotTaken(obj, itemID, slotID) return end

function ItemModificationSystem:CYBMETA1695() return end

---@param obj gameObject
---@param itemID ItemID
---@param partItemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function ItemModificationSystem:InstallItemPart(obj, itemID, partItemID, slotID) return end

function ItemModificationSystem:OnAttach() return end

---@param request InstallItemPart
function ItemModificationSystem:OnInstallItemPart(request) return end

---@param request RemoveItemPart
function ItemModificationSystem:OnRemoveItemPart(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function ItemModificationSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SwapItemPart
function ItemModificationSystem:OnSwapItemPart(request) return end

function ItemModificationSystem:RemoveAllModsFromClothing() return end

---@param obj gameObject
---@param itemID ItemID
---@param slotID TweakDBID|string
---@param shouldUpdateEntity Bool
---@return ItemID
function ItemModificationSystem:RemoveItemPart(obj, itemID, slotID, shouldUpdateEntity) return end

---@param obj gameObject
---@param item ItemID
---@param shardID ItemID
function ItemModificationSystem:RemoveOtherShards(obj, item, shardID) return end

---@param obj gameObject
---@param itemID ItemID
function ItemModificationSystem:RemovePartEquipGLPs(obj, itemID) return end

---@param items gameItemData[]
function ItemModificationSystem:RemoveRedundantScopesFromAchillesRifles(items) return end

function ItemModificationSystem:SendCallback() return end

---@param itemID ItemID
---@param isUnequip Bool
---@param obj gameObject
function ItemModificationSystem:SetPingTutorialFact(itemID, isUnequip, obj) return end

---@param obj gameObject
---@param itemID ItemID
---@param partItemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function ItemModificationSystem:SwapItemPart(obj, itemID, partItemID, slotID) return end

---@class ItemNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
ItemNotificationAction = {}

---@return ItemNotificationAction
function ItemNotificationAction.new() return end

---@param props table
---@return ItemNotificationAction
function ItemNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function ItemNotificationAction:Execute(data) return end

---@return String
function ItemNotificationAction:GetLabel() return end

function ItemNotificationAction:ShowInventory() return end

---@class ItemPositionProvider : inkItemPositionProviderWrapper
ItemPositionProvider = {}

---@return ItemPositionProvider
function ItemPositionProvider.new() return end

---@param props table
---@return ItemPositionProvider
function ItemPositionProvider.new(props) return end

---@param data Variant
---@return Uint32
function ItemPositionProvider:GetItemPosition(data) return end

---@param data Variant
---@param position Uint32
function ItemPositionProvider:SaveItemPosition(data, position) return end

---@class ItemPreferredAreaItems : IScriptable
---@field equipmentArea gamedataEquipmentArea
---@field items gameInventoryItemData[]
ItemPreferredAreaItems = {}

---@return ItemPreferredAreaItems
function ItemPreferredAreaItems.new() return end

---@param props table
---@return ItemPreferredAreaItems
function ItemPreferredAreaItems.new(props) return end

---@class ItemPreferredComparisonResolver : IScriptable
---@field cacheadAreaItems ItemPreferredAreaItems[]
---@field cachedComparableTypes ItemComparableTypesCache[]
---@field typeComparableItemsCache TypeComparableItemsCache[]
---@field dataManager InventoryDataManagerV2
---@field forcedCompareItem gameInventoryItemData
---@field useForceCompare Bool
ItemPreferredComparisonResolver = {}

---@return ItemPreferredComparisonResolver
function ItemPreferredComparisonResolver.new() return end

---@param props table
---@return ItemPreferredComparisonResolver
function ItemPreferredComparisonResolver.new(props) return end

---@param inventoryDataManager InventoryDataManagerV2
---@return ItemPreferredComparisonResolver
function ItemPreferredComparisonResolver.Make(inventoryDataManager) return end

---@param item gameInventoryItemData
---@return ItemComparableTypesCache
function ItemPreferredComparisonResolver:CacheComparableType(item) return end

---@param lhs gameInventoryItemData
---@param rhs gameInventoryItemData
---@return gameItemComparisonState
function ItemPreferredComparisonResolver:CompareItemsByQuality(lhs, rhs) return end

---@param lhs gameInventoryItemData
---@param rhs gameInventoryItemData
---@return gameItemComparisonState
function ItemPreferredComparisonResolver:CompareItemsByStats(lhs, rhs) return end

function ItemPreferredComparisonResolver:DisableForceComparedItem() return end

function ItemPreferredComparisonResolver:FlushCache() return end

---@param item gameInventoryItemData
function ItemPreferredComparisonResolver:ForceComparedItem(item) return end

function ItemPreferredComparisonResolver:ForceDisableComparison() return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemPreferredAreaItems
function ItemPreferredComparisonResolver:GetAreaItems(equipmentArea) return end

---@param item gameInventoryItemData
---@return gameInventoryItemData[]
function ItemPreferredComparisonResolver:GetComparableItems(item) return end

---@param item gameInventoryItemData
---@return ItemComparableTypesCache
function ItemPreferredComparisonResolver:GetComparableTypes(item) return end

---@param item gameInventoryItemData
---@return gameItemComparisonState
function ItemPreferredComparisonResolver:GetItemComparisonState(item) return end

---@param item gameInventoryItemData
---@return gameInventoryItemData
function ItemPreferredComparisonResolver:GetPreferredComparisonItem(item) return end

---@param item gameInventoryItemData
---@return TypeComparableItemsCache
function ItemPreferredComparisonResolver:GetTypeComparableItems(item) return end

---@param item gameInventoryItemData
---@return Bool
function ItemPreferredComparisonResolver:IsAreaSelfComparable(item) return end

---@param uiScriptableSystem UIScriptableSystem
---@param item gameInventoryItemData
---@return Bool
function ItemPreferredComparisonResolver:IsBetterComparableNewItem(uiScriptableSystem, item) return end

---@param item gameInventoryItemData
---@return Bool
function ItemPreferredComparisonResolver:IsComparable(item) return end

---@param baseItem gameInventoryItemData
---@param comparedType gamedataItemType
---@return Bool
function ItemPreferredComparisonResolver:IsTypeComparable(baseItem, comparedType) return end

---@class ItemPreviewGameController : gameuiItemPreviewGameController
---@field colliderWidgetRef inkWidgetReference
---@field colliderWidget inkWidget
---@field itemNameText inkTextWidgetReference
---@field itemDescriptionText inkTextWidgetReference
---@field perkLine inkWidgetReference
---@field perkIcon inkImageWidgetReference
---@field perkText inkTextWidgetReference
---@field typeLine inkWidgetReference
---@field typeIcon inkImageWidgetReference
---@field typeText inkTextWidgetReference
---@field itemLevelText inkTextWidgetReference
---@field itemRarityWidget inkWidgetReference
---@field data InventoryItemPreviewData
---@field isMouseDown Bool
---@field c_ITEM_ROTATION_SPEED Float
ItemPreviewGameController = {}

---@return ItemPreviewGameController
function ItemPreviewGameController.new() return end

---@param props table
---@return ItemPreviewGameController
function ItemPreviewGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function ItemPreviewGameController:OnGlobalRelease(e) return end

---@return Bool
function ItemPreviewGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function ItemPreviewGameController:OnPress(e) return end

---@param e inkPointerEvent
---@return Bool
function ItemPreviewGameController:OnRelativeInput(e) return end

---@return Bool
function ItemPreviewGameController:OnUninitialize() return end

---@param e inkPointerEvent
function ItemPreviewGameController:HandleAxisInput(e) return end

---@class ItemPreviewHelper : IScriptable
ItemPreviewHelper = {}

---@param controller IScriptable
---@param itemData gameInventoryItemData
---@param isGarment Bool
---@return InventoryItemPreviewData
function ItemPreviewHelper.GetPreviewData(controller, itemData, isGarment) return end

---@param controller IScriptable
---@param itemData UIInventoryItem
---@param isGarment Bool
---@return InventoryItemPreviewData
function ItemPreviewHelper.GetPreviewData(controller, itemData, isGarment) return end

---@param controller gameuiWidgetGameController
---@param itemData UIInventoryItem
---@param isGarment Bool
---@param callbackName CName|string
---@return inkGameNotificationToken
function ItemPreviewHelper.ShowPreviewItem(controller, itemData, isGarment, callbackName) return end

---@param controller inkWidgetLogicController
---@param itemData gameInventoryItemData
---@param isGarment Bool
---@param callbackName CName|string
---@return inkGameNotificationToken
function ItemPreviewHelper.ShowPreviewItem(controller, itemData, isGarment, callbackName) return end

---@param controller gameuiWidgetGameController
---@param itemData gameInventoryItemData
---@param isGarment Bool
---@param callbackName CName|string
---@return inkGameNotificationToken
function ItemPreviewHelper.ShowPreviewItem(controller, itemData, isGarment, callbackName) return end

---@class ItemQuantityPickerController : gameuiWidgetGameController
---@field quantityTextMin inkTextWidgetReference
---@field quantityTextMax inkTextWidgetReference
---@field quantityTextChoosen inkTextWidgetReference
---@field priceText inkTextWidgetReference
---@field priceWrapper inkWidgetReference
---@field weightText inkTextWidgetReference
---@field itemNameText inkTextWidgetReference
---@field itemQuantityText inkTextWidgetReference
---@field rairtyBar inkWidgetReference
---@field root inkWidgetReference
---@field background inkWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field slider inkWidgetReference
---@field buttonOk inkWidgetReference
---@field buttonCancel inkWidgetReference
---@field buttonOkText inkTextWidgetReference
---@field buttonLess inkWidgetReference
---@field buttonMore inkWidgetReference
---@field libraryPath inkWidgetLibraryReference
---@field maxValue Int32
---@field gameData gameInventoryItemData
---@field inventoryItem UIInventoryItem
---@field actionType QuantityPickerActionType
---@field sliderController inkSliderController
---@field choosenQuantity Int32
---@field itemPrice Int32
---@field itemWeight Float
---@field isBuyback Bool
---@field sendQuantityChangedEvent Bool
---@field data QuantityPickerPopupData
---@field isNegativeHovered Bool
---@field quantityChangedEvent PickerChoosenQuantityChangedEvent
---@field closeData QuantityPickerPopupCloseData
ItemQuantityPickerController = {}

---@return ItemQuantityPickerController
function ItemQuantityPickerController.new() return end

---@param props table
---@return ItemQuantityPickerController
function ItemQuantityPickerController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function ItemQuantityPickerController:OnAxisInput(evt) return end

---@param controller inkButtonController
---@return Bool
function ItemQuantityPickerController:OnCancelClick(controller) return end

---@param proxy inkanimProxy
---@return Bool
function ItemQuantityPickerController:OnCloseAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function ItemQuantityPickerController:OnHandlePressInput(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ItemQuantityPickerController:OnHandleRepeatInput(evt) return end

---@return Bool
function ItemQuantityPickerController:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function ItemQuantityPickerController:OnLessClick(controller) return end

---@param controller inkButtonController
---@return Bool
function ItemQuantityPickerController:OnMoreClick(controller) return end

---@param evt inkPointerEvent
---@return Bool
function ItemQuantityPickerController:OnNegativeHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ItemQuantityPickerController:OnNegativeHoverOver(evt) return end

---@param controller inkButtonController
---@return Bool
function ItemQuantityPickerController:OnOkClick(controller) return end

---@param controller inkSliderController
---@param progress Float
---@param value Float
---@return Bool
function ItemQuantityPickerController:OnSliderValueChanged(controller, progress, value) return end

---@return Bool
function ItemQuantityPickerController:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function ItemQuantityPickerController:AddButtonHints(actionName, label) return end

---@param success Bool
function ItemQuantityPickerController:Close(success) return end

function ItemQuantityPickerController:SetButtonHints() return end

function ItemQuantityPickerController:SetData() return end

function ItemQuantityPickerController:UpdatePriceText() return end

function ItemQuantityPickerController:UpdateProgress() return end

function ItemQuantityPickerController:UpdateWeight() return end

---@class ItemRandomizedStatsController : inkWidgetLogicController
---@field statName inkTextWidgetReference
ItemRandomizedStatsController = {}

---@return ItemRandomizedStatsController
function ItemRandomizedStatsController.new() return end

---@param props table
---@return ItemRandomizedStatsController
function ItemRandomizedStatsController.new(props) return end

---@param data InventoryTooltipData_StatData[]
function ItemRandomizedStatsController:SetData(data) return end

---@class ItemRecipe
---@field targetItem TweakDBID
---@field isHidden Bool
---@field amount Int32
ItemRecipe = {}

---@return ItemRecipe
function ItemRecipe.new() return end

---@param props table
---@return ItemRecipe
function ItemRecipe.new(props) return end

---@class ItemSlotsFilledPrereq : gameIScriptablePrereq
---@field equipAreas gamedataEquipmentArea[]
ItemSlotsFilledPrereq = {}

---@return ItemSlotsFilledPrereq
function ItemSlotsFilledPrereq.new() return end

---@param props table
---@return ItemSlotsFilledPrereq
function ItemSlotsFilledPrereq.new(props) return end

---@param recordID TweakDBID|string
function ItemSlotsFilledPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
function ItemSlotsFilledPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ItemSlotsFilledPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ItemSlotsFilledPrereq:OnUnregister(state, context) return end

---@class ItemSlotsFilledPrereqState : gamePrereqState
---@field equipmentBlackboardCallback redCallbackObject
---@field owner gameObject
---@field equipAreas gamedataEquipmentArea[]
ItemSlotsFilledPrereqState = {}

---@return ItemSlotsFilledPrereqState
function ItemSlotsFilledPrereqState.new() return end

---@param props table
---@return ItemSlotsFilledPrereqState
function ItemSlotsFilledPrereqState.new(props) return end

---@param value Int32
---@return Bool
function ItemSlotsFilledPrereqState:OnEquipAreaChanged(value) return end

function ItemSlotsFilledPrereqState:CheckEquipAreaSlots() return end

---@class ItemTooltipAttributeRequirement : inkWidgetLogicController
---@field labelRef inkTextWidgetReference
ItemTooltipAttributeRequirement = {}

---@return ItemTooltipAttributeRequirement
function ItemTooltipAttributeRequirement.new() return end

---@param props table
---@return ItemTooltipAttributeRequirement
function ItemTooltipAttributeRequirement.new(props) return end

---@param data MinimalItemTooltipDataStatRequirement
function ItemTooltipAttributeRequirement:SetData(data) return end

---@class ItemTooltipBottomModule : ItemTooltipModuleController
---@field weightWrapper inkWidgetReference
---@field priceWrapper inkWidgetReference
---@field weightText inkTextWidgetReference
---@field priceText inkTextWidgetReference
ItemTooltipBottomModule = {}

---@return ItemTooltipBottomModule
function ItemTooltipBottomModule.new() return end

---@param props table
---@return ItemTooltipBottomModule
function ItemTooltipBottomModule.new(props) return end

---@param displayContext InventoryTooltipDisplayContext
---@param isSellable Bool
---@param itemData gameItemData
---@param itemType gamedataItemType
---@param lootItemType gameLootItemType
---@return Bool
function ItemTooltipBottomModule.ShouldDisplayPrice(displayContext, isSellable, itemData, itemType, lootItemType) return end

---@param displayContext InventoryTooltipDisplayContext
---@param itemData UIInventoryItem
---@return Bool
function ItemTooltipBottomModule.ShouldHideBottomModule(displayContext, itemData) return end

---@param data MinimalItemTooltipData
---@param tooltipDisplayContext InventoryTooltipDisplayContext
---@param itemDisplayContext gameItemDisplayContext
---@return Bool
function ItemTooltipBottomModule.ShouldHideBottomModule(data, tooltipDisplayContext, itemDisplayContext) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
---@param overridePrice Int32
function ItemTooltipBottomModule:NEW_Update(data, player, overridePrice) return end

---@param data MinimalItemTooltipData
function ItemTooltipBottomModule:Update(data) return end

---@param data UIInventoryItem
---@param overridePrice Int32
function ItemTooltipBottomModule:UpdatePriceVisibility(data, overridePrice) return end

---@param data UIInventoryItem
function ItemTooltipBottomModule:UpdateWeightVisibility(data) return end

---@class ItemTooltipClothingInfoModule : ItemTooltipModuleController
---@field allocationCostsWrapper inkCompoundWidgetReference
---@field armorContainer inkWidgetReference
---@field value inkTextWidgetReference
---@field arrow inkImageWidgetReference
ItemTooltipClothingInfoModule = {}

---@return ItemTooltipClothingInfoModule
function ItemTooltipClothingInfoModule.new() return end

---@param props table
---@return ItemTooltipClothingInfoModule
function ItemTooltipClothingInfoModule.new(props) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function ItemTooltipClothingInfoModule:NEW_Update(data, player) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function ItemTooltipClothingInfoModule:NEW_UpdateAttributeAllocationStats(data, player) return end

---@param data MinimalItemTooltipData
function ItemTooltipClothingInfoModule:Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipClothingInfoModule:UpdateAttributeAllocationStats(data) return end

---@class ItemTooltipCommonController : AGenericTooltipControllerWithDebug
---@field backgroundContainer inkWidgetReference
---@field itemEquippedContainer inkWidgetReference
---@field itemRecipeContainer inkWidgetReference
---@field itemHeaderContainer inkWidgetReference
---@field itemIconContainer inkWidgetReference
---@field itemWeaponInfoContainer inkWidgetReference
---@field itemClothingInfoContainer inkWidgetReference
---@field itemGrenadeInfoContainer inkWidgetReference
---@field itemCyberwareContainer inkWidgetReference
---@field itemRequirementsContainer inkWidgetReference
---@field itemDetailsContainer inkWidgetReference
---@field itemRecipeDataContainer inkWidgetReference
---@field itemEvolutionContainer inkWidgetReference
---@field itemCraftedContainer inkWidgetReference
---@field itemActionContainer inkWidgetReference
---@field itemBottomContainer inkWidgetReference
---@field itemCWUpgradeContainer inkWidgetReference
---@field itemCWQuickHackMenuLinkContainer inkWidgetReference
---@field contentWrapper inkWidgetReference
---@field cornerContainer inkWidgetReference
---@field root inkWidgetReference
---@field iconicBG inkWidgetReference
---@field recipeBG inkWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionText inkTextWidgetReference
---@field cyberwareUpgradeModuleName CName
---@field cyberwareQuickHackMenuLinkName CName
---@field cyberwareModulesLibraryRes redResourceReferenceScriptToken
---@field DEBUG_iconErrorWrapper inkWidgetReference
---@field DEBUG_iconErrorText inkTextWidgetReference
---@field spawnedModules ItemTooltipModuleController[]
---@field itemEquippedController ItemTooltipEquippedModule
---@field itemRecipeController ItemTooltipRepiceModule
---@field itemHeaderController ItemTooltipHeaderController
---@field itemIconController ItemTooltipIconModule
---@field itemWeaponInfoController ItemTooltipWeaponInfoModule
---@field itemClothingInfoController ItemTooltipClothingInfoModule
---@field itemGrenadeInfoController ItemTooltipGrenadeInfoModule
---@field itemCyberwareController ItemTooltipCyberwareWeaponModule
---@field itemRequirementsController ItemTooltipRequirementsModule
---@field itemDetailsController ItemTooltipDetailsModule
---@field itemRecipeDataController ItemTooltipRecipeDataModule
---@field itemEvolutionController ItemTooltipEvolutionModule
---@field itemCraftedController ItemTooltipCraftedModule
---@field itemCWUpgradeController ItemTooltipCyberwareUpgradeController
---@field itemBottomController ItemTooltipBottomModule
---@field DEBUG_showAdditionalInfo Bool
---@field data MinimalItemTooltipData
---@field inventoryTooltipData InventoryTooltipData
---@field itemData UIInventoryItem
---@field comparisonData UIInventoryItemComparisonManager
---@field player PlayerPuppet
---@field requestedModules CName[]
---@field displayContext ItemDisplayContextData
---@field tooltipDisplayContext InventoryTooltipDisplayContext
---@field itemDisplayContext gameItemDisplayContext
---@field priceOverride Int32
ItemTooltipCommonController = {}

---@return ItemTooltipCommonController
function ItemTooltipCommonController.new() return end

---@param props table
---@return ItemTooltipCommonController
function ItemTooltipCommonController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnBottomModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnClothingInfoModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnCraftedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnCyberwareUpgradeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnCyberwareWeaponModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnDetailsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnEquippedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnEvolutionModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnGrenadeInfoModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnHeaderModuleSpawned(widget, userData) return end

---@param evt HideIconModuleEvent
---@return Bool
function ItemTooltipCommonController:OnHideIconModuleEvent(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnIconModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_BottomModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_ClothingInfoModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_CraftedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_CyberwareUpgradeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_CyberwareWeaponModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_DetailsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_EquippedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_EvolutionModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_GrenadeInfoModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_HeaderModuleSpawned(widget, userData) return end

---@param evt HideIconModuleEvent
---@return Bool
function ItemTooltipCommonController:OnNEW_HideIconModuleEvent(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_IconModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_RecipeDataModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_RecipeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_RequirementsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_TransmogModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnNEW_WeaponInfoModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnRecipeDataModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnRecipeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnRequirementsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ItemTooltipCommonController:OnWeaponInfoModuleSpawned(widget, userData) return end

function ItemTooltipCommonController:DEBUG_NewUpdateIconErrorInfo() return end

function ItemTooltipCommonController:DEBUG_UpdateDebugInfo() return end

function ItemTooltipCommonController:ForceNoEquipped() return end

---@param widget inkWidget
---@param data ItemTooltipModuleSpawnedCallbackData
function ItemTooltipCommonController:HandleModuleSpawned(widget, data) return end

function ItemTooltipCommonController:InvalidateSpawnedModules() return end

function ItemTooltipCommonController:NEW_UpdateBottomModule() return end

function ItemTooltipCommonController:NEW_UpdateClothingInfoModule() return end

function ItemTooltipCommonController:NEW_UpdateCraftedModule() return end

function ItemTooltipCommonController:NEW_UpdateCyberwareQuickHackMenuLinkModule() return end

function ItemTooltipCommonController:NEW_UpdateCyberwareUpgradeModule() return end

function ItemTooltipCommonController:NEW_UpdateCyberwareWeaponModule() return end

function ItemTooltipCommonController:NEW_UpdateDetailsModule() return end

function ItemTooltipCommonController:NEW_UpdateEquippedModule() return end

function ItemTooltipCommonController:NEW_UpdateEvolutionModule() return end

function ItemTooltipCommonController:NEW_UpdateGrenadeInfoModule() return end

function ItemTooltipCommonController:NEW_UpdateHeaderModule() return end

function ItemTooltipCommonController:NEW_UpdateIconModule() return end

function ItemTooltipCommonController:NEW_UpdateIconicBG() return end

function ItemTooltipCommonController:NEW_UpdateLayout() return end

function ItemTooltipCommonController:NEW_UpdateRecipeBG() return end

function ItemTooltipCommonController:NEW_UpdateRecipeDataModule() return end

function ItemTooltipCommonController:NEW_UpdateRecipeModule() return end

function ItemTooltipCommonController:NEW_UpdateRequirementsModule() return end

function ItemTooltipCommonController:NEW_UpdateTransmogModule() return end

function ItemTooltipCommonController:NEW_UpdateWeaponInfoModule() return end

---@param container inkWidgetReference
---@param moduleName CName|string
---@param modulesLibraryRes redResourceReferenceScriptToken
---@param callback CName|string
---@param data ItemTooltipModuleSpawnedCallbackData
---@return Bool
function ItemTooltipCommonController:RequestExternalModule(container, moduleName, modulesLibraryRes, callback, data) return end

---@param container inkWidgetReference
---@param moduleName CName|string
---@param callback CName|string
---@param data ItemTooltipModuleSpawnedCallbackData
---@return Bool
function ItemTooltipCommonController:RequestModule(container, moduleName, callback, data) return end

---@param tooltipData ATooltipData
function ItemTooltipCommonController:SetData(tooltipData) return end

---@param data gameItemViewData
function ItemTooltipCommonController:SetData(data) return end

---@param itemType gamedataItemType
---@return Bool
function ItemTooltipCommonController:ShouldHideDescription(itemType) return end

function ItemTooltipCommonController:UpdateBottomModule() return end

function ItemTooltipCommonController:UpdateClothingInfoModule() return end

function ItemTooltipCommonController:UpdateCraftedModule() return end

function ItemTooltipCommonController:UpdateCyberwareQuickHackMenuLinkModule() return end

function ItemTooltipCommonController:UpdateCyberwareUpgradeModule() return end

function ItemTooltipCommonController:UpdateCyberwareWeaponModule() return end

---@param tooltipData InventoryTooltipData
function ItemTooltipCommonController:UpdateData(tooltipData) return end

function ItemTooltipCommonController:UpdateDetailsModule() return end

function ItemTooltipCommonController:UpdateEquippedModule() return end

function ItemTooltipCommonController:UpdateEvolutionModule() return end

function ItemTooltipCommonController:UpdateGrenadeInfoModule() return end

function ItemTooltipCommonController:UpdateHeaderModule() return end

function ItemTooltipCommonController:UpdateIconModule() return end

function ItemTooltipCommonController:UpdateIconicBG() return end

function ItemTooltipCommonController:UpdateLayout() return end

function ItemTooltipCommonController:UpdateRecipeBG() return end

function ItemTooltipCommonController:UpdateRecipeDataModule() return end

function ItemTooltipCommonController:UpdateRecipeModule() return end

function ItemTooltipCommonController:UpdateRequirementsModule() return end

function ItemTooltipCommonController:UpdateTransmogModule() return end

function ItemTooltipCommonController:UpdateWeaponInfoModule() return end

---@class ItemTooltipController : AGenericTooltipControllerWithDebug
---@field itemNameText inkTextWidgetReference
---@field itemRarityText inkTextWidgetReference
---@field progressBar inkWidgetReference
---@field recipeStatsTitle inkTextWidgetReference
---@field categoriesWrapper inkCompoundWidgetReference
---@field backgroundContainer inkCompoundWidgetReference
---@field topContainer inkCompoundWidgetReference
---@field headerContainer inkCompoundWidgetReference
---@field headerWeaponContainer inkCompoundWidgetReference
---@field headerItemContainer inkCompoundWidgetReference
---@field headerGrenadeContainer inkCompoundWidgetReference
---@field headerArmorContainer inkCompoundWidgetReference
---@field primmaryStatsContainer inkCompoundWidgetReference
---@field secondaryStatsContainer inkCompoundWidgetReference
---@field recipeStatsContainer inkCompoundWidgetReference
---@field recipeDamageTypesContainer inkCompoundWidgetReference
---@field modsContainer inkCompoundWidgetReference
---@field dedicatedModsContainer inkCompoundWidgetReference
---@field descriptionContainer inkCompoundWidgetReference
---@field craftedItemContainer inkCompoundWidgetReference
---@field bottomContainer inkCompoundWidgetReference
---@field primmaryStatsList inkCompoundWidgetReference
---@field secondaryStatsList inkCompoundWidgetReference
---@field recipeStatsTypesList inkCompoundWidgetReference
---@field recipeDamageTypesList inkCompoundWidgetReference
---@field modsList inkCompoundWidgetReference
---@field dedicatedModsList inkCompoundWidgetReference
---@field requiredLevelContainer inkCompoundWidgetReference
---@field priceContainer inkCompoundWidgetReference
---@field descriptionText inkTextWidgetReference
---@field requireLevelText inkTextWidgetReference
---@field priceText inkTextWidgetReference
---@field dpsWrapper inkWidgetReference
---@field dpsArrow inkImageWidgetReference
---@field dpsText inkTextWidgetReference
---@field nonLethalText inkTextWidgetReference
---@field damagePerHitValue inkTextWidgetReference
---@field attacksPerSecondValue inkTextWidgetReference
---@field silencerPartWrapper inkWidgetReference
---@field scopePartWrapper inkWidgetReference
---@field craftedItemIcon inkWidgetReference
---@field grenadeDamageTypeWrapper inkWidgetReference
---@field grenadeDamageTypeIcon inkImageWidgetReference
---@field grenadeRangeValue inkTextWidgetReference
---@field grenadeRangeText inkTextWidgetReference
---@field grenadeDeliveryLabel inkTextWidgetReference
---@field grenadeDeliveryIcon inkImageWidgetReference
---@field grenadeDamageStatWrapper inkWidgetReference
---@field grenadeDamageStatLabel inkTextWidgetReference
---@field grenadeDamageStatValue inkTextWidgetReference
---@field armorStatArrow inkImageWidgetReference
---@field armorStatLabel inkTextWidgetReference
---@field quickhackStatWrapper inkWidgetReference
---@field quickhackCostValue inkTextWidgetReference
---@field quickhackDuration inkTextWidgetReference
---@field quickhackCooldown inkTextWidgetReference
---@field quickhackUpload inkTextWidgetReference
---@field damageTypeWrapper inkWidgetReference
---@field damageTypeIcon inkImageWidgetReference
---@field equipedWrapper inkWidgetReference
---@field itemTypeText inkTextWidgetReference
---@field itemPreviewWrapper inkWidgetReference
---@field itemPreviewIcon inkImageWidgetReference
---@field itemPreviewIconicLines inkWidgetReference
---@field itemWeightWrapper inkWidgetReference
---@field itemWeightText inkTextWidgetReference
---@field itemAmmoWrapper inkWidgetReference
---@field itemAmmoText inkTextWidgetReference
---@field itemRequirements inkWidgetReference
---@field itemLevelRequirements inkWidgetReference
---@field itemStrenghtRequirements inkWidgetReference
---@field itemAttributeRequirements inkWidgetReference
---@field itemSmartGunLinkRequirements inkWidgetReference
---@field itemLevelRequirementsValue inkTextWidgetReference
---@field itemStrenghtRequirementsValue inkTextWidgetReference
---@field itemAttributeRequirementsText inkTextWidgetReference
---@field weaponEvolutionWrapper inkWidgetReference
---@field weaponEvolutionIcon inkImageWidgetReference
---@field weaponEvolutionName inkTextWidgetReference
---@field weaponEvolutionDescription inkTextWidgetReference
---@field DEBUG_iconErrorWrapper inkWidgetReference
---@field DEBUG_iconErrorText inkTextWidgetReference
---@field data InventoryTooltipData
---@field animProxy inkanimProxy
---@field playAnimation Bool
ItemTooltipController = {}

---@return ItemTooltipController
function ItemTooltipController.new() return end

---@param props table
---@return ItemTooltipController
function ItemTooltipController.new(props) return end

---@param e inkCallbackData
---@return Bool
function ItemTooltipController:OnIconCallback(e) return end

function ItemTooltipController:DEBUG_UpdateDebugInfo() return end

---@param stats InventoryTooltipData_StatData[]
---@return InventoryTooltipData_StatData[]
function ItemTooltipController:FilterArmorStat(stats) return end

---@param stats InventoryTooltipData_StatData[]
---@return InventoryTooltipData_StatData[]
function ItemTooltipController:FilterGrenadeStats(stats) return end

---@param stats InventoryTooltipData_StatData[]
---@return InventoryTooltipData_StatData[]
function ItemTooltipController:FilterStatsWithValue(stats) return end

function ItemTooltipController:FixLines() return end

function ItemTooltipController:ForceNoEquipped() return end

---@return InventoryTooltipData_StatData
function ItemTooltipController:GetArmorStatFromSecondaryStats() return end

---@param diffValue Float
---@return CName
function ItemTooltipController:GetArrowWrapperState(diffValue) return end

---@return InventoryTooltipData_StatData[]
function ItemTooltipController:GetDamageStatsFromSecondayStats() return end

---@param attackRecord gamedataAttack_Record
---@return DamageEffectUIEntry[]
function ItemTooltipController:GetDoTEffects(attackRecord) return end

---@return InventoryTooltipData_StatData
function ItemTooltipController:GetGranadeDamageFromStats() return end

---@return gamedataItemType
function ItemTooltipController:GetItemType() return end

---@param data InventoryTooltipData
---@return InventoryTooltipData_StatData[]
function ItemTooltipController:GetSecondaryStatsData(data) return end

---@param stat gamedataStatType
---@return Bool
function ItemTooltipController:IsDamageStat(stat) return end

---@param effects gamedataStatusEffect_Record
---@return DamageEffectUIEntry[]
function ItemTooltipController:ProcessDoTEffects(effects) return end

---@param data gameItemViewData
function ItemTooltipController:SetData(data) return end

---@param tooltipData ATooltipData
function ItemTooltipController:SetData(tooltipData) return end

---@param stat InventoryTooltipData_StatData
---@return Bool
function ItemTooltipController:ShouldDisplayGrenadeStat(stat) return end

function ItemTooltipController:Show() return end

function ItemTooltipController:UpdateAmmo() return end

function ItemTooltipController:UpdateArmor() return end

function ItemTooltipController:UpdateAttachments() return end

function ItemTooltipController:UpdateCraftedIcon() return end

function ItemTooltipController:UpdateDPS() return end

function ItemTooltipController:UpdateDamageType() return end

---@param mods gameInventoryItemAttachments[]
function ItemTooltipController:UpdateDedicatedMods(mods) return end

function ItemTooltipController:UpdateDescription() return end

function ItemTooltipController:UpdateEquipped() return end

function ItemTooltipController:UpdateEvolutionDescription() return end

---@param tweakRecord gamedataGrenade_Record
function ItemTooltipController:UpdateGrenadeDamage(tweakRecord) return end

---@param tweakRecord gamedataGrenade_Record
function ItemTooltipController:UpdateGrenadeDelivery(tweakRecord) return end

---@param tweakRecord gamedataGrenade_Record
function ItemTooltipController:UpdateGrenadeRange(tweakRecord) return end

function ItemTooltipController:UpdateGrenadeStats() return end

function ItemTooltipController:UpdateHeader() return end

function ItemTooltipController:UpdateIcon() return end

function ItemTooltipController:UpdateItemType() return end

function ItemTooltipController:UpdateLayout() return end

---@param mods gameInventoryItemAttachments[]
function ItemTooltipController:UpdateMods(mods) return end

function ItemTooltipController:UpdateName() return end

function ItemTooltipController:UpdateParts() return end

function ItemTooltipController:UpdatePrice() return end

function ItemTooltipController:UpdatePrimmaryStats() return end

function ItemTooltipController:UpdateProgressBar() return end

function ItemTooltipController:UpdateQuickhackState() return end

function ItemTooltipController:UpdateRarity() return end

function ItemTooltipController:UpdateRecipeIcon() return end

function ItemTooltipController:UpdateRequiredLevel() return end

function ItemTooltipController:UpdateRequirements() return end

function ItemTooltipController:UpdateSecondaryStats() return end

function ItemTooltipController:UpdateWeight() return end

function ItemTooltipController:UpdatemRecipeDamageTypes() return end

function ItemTooltipController:UpdatemRecipeProperties() return end

---@class ItemTooltipCraftedModule : ItemTooltipModuleController
ItemTooltipCraftedModule = {}

---@return ItemTooltipCraftedModule
function ItemTooltipCraftedModule.new() return end

---@param props table
---@return ItemTooltipCraftedModule
function ItemTooltipCraftedModule.new(props) return end

---@param data UIInventoryItem
function ItemTooltipCraftedModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipCraftedModule:Update(data) return end

---@class ItemTooltipCyberwareUpgradeController : ItemTooltipModuleController
---@field componentsContainer inkCompoundWidgetReference
---@field moneyContainer inkCompoundWidgetReference
---@field moneyCostLabel inkTextWidgetReference
---@field upgradeProgressBarRef inkWidgetReference
---@field upgradeCWInputName CName
---@field progressEffectName CName
---@field progressBarAnimName CName
---@field ripperdocContainer inkCompoundWidgetReference
---@field inventoryContainer inkCompoundWidgetReference
---@field inputHint inkWidgetReference
---@field rarityLabel inkTextWidgetReference
---@field upgradeIconAnimName CName
---@field reqNotMetAnimName CName
---@field root inkWidget
---@field componentsController CrafringMaterialItemController
---@field craftingMaterial CachedCraftingMaterial
---@field isUpgradable Bool
---@field isUpgradeScreen Bool
---@field upgradeIconAnimProxy inkanimProxy
---@field upgradeIconAnimOptions inkanimPlaybackOptions
---@field upgradeProgressBar inkWidget
---@field progressStarted Bool
---@field progressBarAnimProxy inkanimProxy
ItemTooltipCyberwareUpgradeController = {}

---@return ItemTooltipCyberwareUpgradeController
function ItemTooltipCyberwareUpgradeController.new() return end

---@param props table
---@return ItemTooltipCyberwareUpgradeController
function ItemTooltipCyberwareUpgradeController.new(props) return end

---@return Bool
function ItemTooltipCyberwareUpgradeController:OnInitialize() return end

---@return Bool
function ItemTooltipCyberwareUpgradeController:OnUninitialize() return end

---@param evt inkPointerEvent
---@return Bool
function ItemTooltipCyberwareUpgradeController:OnUpgradeHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ItemTooltipCyberwareUpgradeController:OnUpgradePress(evt) return end

---@param evt inkPointerEvent
---@return Bool
function ItemTooltipCyberwareUpgradeController:OnUpgradeRelease(evt) return end

---@param quality gamedataQuality
---@return String
function ItemTooltipCyberwareUpgradeController:GetUpdateLevelString(quality) return end

---@return Bool
function ItemTooltipCyberwareUpgradeController:IsVisible() return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function ItemTooltipCyberwareUpgradeController:NEW_Update(data, player) return end

---@param text String
function ItemTooltipCyberwareUpgradeController:ReplaceLabelText(text) return end

function ItemTooltipCyberwareUpgradeController:ResetProgress() return end

---@param data MinimalItemTooltipData
function ItemTooltipCyberwareUpgradeController:Update(data) return end

---@param data InventoryTooltipData
function ItemTooltipCyberwareUpgradeController:Update(data) return end

---@param data InventoryTooltiData_CyberwareUpgradeData
function ItemTooltipCyberwareUpgradeController:UpdateData(data) return end

---@class ItemTooltipCyberwareWeaponModule : ItemTooltipModuleController
---@field bars inkWidgetReference[]
---@field diffBars inkWidgetReference[]
---@field betterColorDummyHolder inkWidgetReference
---@field worseColorDummyHolder inkWidgetReference
---@field statsToDisplay WeaponBarType[]
---@field disableSeparators Bool
ItemTooltipCyberwareWeaponModule = {}

---@return ItemTooltipCyberwareWeaponModule
function ItemTooltipCyberwareWeaponModule.new() return end

---@param props table
---@return ItemTooltipCyberwareWeaponModule
function ItemTooltipCyberwareWeaponModule.new(props) return end

---@return Bool
function ItemTooltipCyberwareWeaponModule:OnInitialize() return end

---@param itemType gamedataItemType
---@param bars UIInventoryItemWeaponBars
---@param shouldCompare Bool
function ItemTooltipCyberwareWeaponModule:CommonUpdate(itemType, bars, shouldCompare) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
function ItemTooltipCyberwareWeaponModule:NEW_Update(data, comparisonData) return end

---@param data MinimalItemTooltipData
function ItemTooltipCyberwareWeaponModule:Update(data) return end

---@class ItemTooltipDetailsModule : ItemTooltipModuleController
---@field statsLine inkWidgetReference
---@field statsWrapper inkWidgetReference
---@field statsContainer inkCompoundWidgetReference
---@field dedicatedModsLine inkWidgetReference
---@field dedicatedModsWrapper inkWidgetReference
---@field dedicatedModsContainer inkCompoundWidgetReference
---@field modsLine inkWidgetReference
---@field modsWrapper inkWidgetReference
---@field modsContainer inkCompoundWidgetReference
---@field modifierPowerLine inkWidgetReference
---@field modifierPowerLabel inkTextWidgetReference
---@field modifierPowerWrapper inkCompoundWidgetReference
ItemTooltipDetailsModule = {}

---@return ItemTooltipDetailsModule
function ItemTooltipDetailsModule.new() return end

---@param props table
---@return ItemTooltipDetailsModule
function ItemTooltipDetailsModule.new(props) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
---@param hasStats Bool
---@param hasDedicatedMods Bool
---@param hasMods Bool
function ItemTooltipDetailsModule:NEW_Update(data, comparisonData, hasStats, hasDedicatedMods, hasMods) return end

---@param modsManager UIInventoryItemModsManager
function ItemTooltipDetailsModule:NEW_UpdateDedicatedMods(modsManager) return end

---@param modifierPower Float
function ItemTooltipDetailsModule:NEW_UpdateModifierPower(modifierPower) return end

---@param data UIInventoryItem
---@param modsManager UIInventoryItemModsManager
function ItemTooltipDetailsModule:NEW_UpdateMods(data, modsManager) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
function ItemTooltipDetailsModule:NEW_UpdateStats(data, comparisonData) return end

---@param data MinimalItemTooltipData
---@param hasStats Bool
---@param hasDedicatedMods Bool
---@param hasMods Bool
function ItemTooltipDetailsModule:Update(data, hasStats, hasDedicatedMods, hasMods) return end

---@param data MinimalItemTooltipData
function ItemTooltipDetailsModule:UpdateDedicatedMods(data) return end

---@param modifierPower Float
function ItemTooltipDetailsModule:UpdateModifierPower(modifierPower) return end

---@param data MinimalItemTooltipData
function ItemTooltipDetailsModule:UpdateMods(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipDetailsModule:UpdateStats(data) return end

---@class ItemTooltipEquippedModule : ItemTooltipModuleController
ItemTooltipEquippedModule = {}

---@return ItemTooltipEquippedModule
function ItemTooltipEquippedModule.new() return end

---@param props table
---@return ItemTooltipEquippedModule
function ItemTooltipEquippedModule.new(props) return end

---@class ItemTooltipEvolutionModule : ItemTooltipModuleController
---@field weaponEvolutionIcon inkImageWidgetReference
---@field weaponEvolutionName inkTextWidgetReference
---@field weaponEvolutionDescription inkTextWidgetReference
ItemTooltipEvolutionModule = {}

---@return ItemTooltipEvolutionModule
function ItemTooltipEvolutionModule.new() return end

---@param props table
---@return ItemTooltipEvolutionModule
function ItemTooltipEvolutionModule.new(props) return end

---@param data UIInventoryItem
function ItemTooltipEvolutionModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipEvolutionModule:Update(data) return end

---@class ItemTooltipGrenadeInfoModule : ItemTooltipModuleController
---@field headerText inkTextWidgetReference
---@field totalDamageText inkTextWidgetReference
---@field lineDamage inkWidgetReference
---@field damageWrapper inkWidgetReference
---@field damageTypeText inkTextWidgetReference
---@field damageValue inkTextWidgetReference
---@field damageSec inkWidgetReference
---@field durationText inkTextWidgetReference
---@field rangeText inkTextWidgetReference
---@field deliveryIcon inkImageWidgetReference
---@field deliveryText inkTextWidgetReference
ItemTooltipGrenadeInfoModule = {}

---@return ItemTooltipGrenadeInfoModule
function ItemTooltipGrenadeInfoModule.new() return end

---@param props table
---@return ItemTooltipGrenadeInfoModule
function ItemTooltipGrenadeInfoModule.new(props) return end

---@param grenageType EGrenadeType
---@return gamedataStatType
function ItemTooltipGrenadeInfoModule:GetDamageByGrenadeType(grenageType) return end

---@param player PlayerPuppet
---@param data UIInventoryItem
function ItemTooltipGrenadeInfoModule:NEW_Update(player, data) return end

---@param damage gamedataStatType
---@return CName
function ItemTooltipGrenadeInfoModule:SetDamageTypeColor(damage) return end

---@param data MinimalItemTooltipData
function ItemTooltipGrenadeInfoModule:Update(data) return end

---@param deliveryMethod gamedataGrenadeDeliveryMethodType
function ItemTooltipGrenadeInfoModule:UpdateGrenadeDeliveryMethod(deliveryMethod) return end

---@class ItemTooltipHeaderController : ItemTooltipModuleController
---@field itemNameText inkTextWidgetReference
---@field itemRarityText inkTextWidgetReference
---@field itemTypeText inkTextWidgetReference
---@field localizedIconicText String
ItemTooltipHeaderController = {}

---@return ItemTooltipHeaderController
function ItemTooltipHeaderController.new() return end

---@param props table
---@return ItemTooltipHeaderController
function ItemTooltipHeaderController.new(props) return end

---@return Bool
function ItemTooltipHeaderController:OnInitialize() return end

---@param data UIInventoryItem
function ItemTooltipHeaderController:NEW_Update(data) return end

---@param itemName String
---@param quantity Int32
function ItemTooltipHeaderController:NEW_UpdateName(itemName, quantity) return end

---@param data UIInventoryItem
function ItemTooltipHeaderController:NEW_UpdateRarity(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipHeaderController:Update(data) return end

---@param itemTypeText inkTextWidgetReference
---@param data MinimalItemTooltipData
function ItemTooltipHeaderController:UpdateItemType(itemTypeText, data) return end

---@param data MinimalItemTooltipData
function ItemTooltipHeaderController:UpdateName(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipHeaderController:UpdateRarity(data) return end

---@class ItemTooltipIconModule : ItemTooltipModuleController
---@field container inkImageWidgetReference
---@field icon inkImageWidgetReference
---@field iconicLines inkImageWidgetReference
---@field transmogged inkImageWidgetReference
---@field iconsNameResolver gameuiIconsNameResolver
ItemTooltipIconModule = {}

---@return ItemTooltipIconModule
function ItemTooltipIconModule.new() return end

---@param props table
---@return ItemTooltipIconModule
function ItemTooltipIconModule.new(props) return end

---@param e inkCallbackData
---@return Bool
function ItemTooltipIconModule:OnIconCallback(e) return end

---@return Bool
function ItemTooltipIconModule:OnInitialize() return end

---@param e inkCallbackData
---@return Bool
function ItemTooltipIconModule:OnNEW_IconCallback(e) return end

---@param data MinimalItemTooltipData
---@param itemRecord gamedataItem_Record
---@return CName
function ItemTooltipIconModule:GetIconPath(data, itemRecord) return end

---@param data MinimalItemTooltipData
---@param equipmentArea gamedataEquipmentArea
---@return Vector2
function ItemTooltipIconModule:GetIconScale(data, equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return Vector2
function ItemTooltipIconModule:NEW_GetIconScale(equipmentArea) return end

---@param data UIInventoryItem
function ItemTooltipIconModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipIconModule:Update(data) return end

---@class ItemTooltipModController : inkWidgetLogicController
---@field dotIndicator inkWidgetReference
---@field rarityContainer inkWidgetReference
---@field rarityWidget inkImageWidgetReference
---@field modAbilitiesContainer inkCompoundWidgetReference
---@field partIndicatorController InventoryItemPartDisplay
ItemTooltipModController = {}

---@return ItemTooltipModController
function ItemTooltipModController.new() return end

---@param props table
---@return ItemTooltipModController
function ItemTooltipModController.new(props) return end

---@return CName
function ItemTooltipModController.StaticDefaultColorState() return end

---@return CName
function ItemTooltipModController:DefaultColorState() return end

---@return CName
function ItemTooltipModController:EntryWidgetToSpawn() return end

function ItemTooltipModController:HideDotIndicator() return end

---@param record gamedataGameplayLogicPackageUIData_Record
function ItemTooltipModController:SetData(record) return end

---@param record gamedataGameplayLogicPackageUIData_Record
---@param itemData gameItemData
function ItemTooltipModController:SetData(record, itemData) return end

---@param record gamedataGameplayLogicPackageUIData_Record
---@param innerItemData gameInnerItemData
function ItemTooltipModController:SetData(record, innerItemData) return end

---@param ability gameInventoryItemAbility
function ItemTooltipModController:SetData(ability) return end

---@param attachment gameInventoryItemAttachments
function ItemTooltipModController:SetData(attachment) return end

---@param data MinimalItemTooltipModData
function ItemTooltipModController:SetData(data) return end

---@param data MinimalItemTooltipModRecordData
function ItemTooltipModController:SetData(data) return end

---@param data MinimalItemTooltipModAttachmentData
function ItemTooltipModController:SetData(data) return end

---@param data UIInventoryItemMod
function ItemTooltipModController:SetData(data) return end

---@param data UIInventoryItemModDataPackage
function ItemTooltipModController:SetData(data) return end

---@param data UIInventoryItemModAttachment
function ItemTooltipModController:SetData(data) return end

---@return ItemTooltipModEntryController
function ItemTooltipModController:SpawnController() return end

---@class ItemTooltipModEntryController : inkWidgetLogicController
---@field modName inkTextWidgetReference
---@field attunementContainer inkWidgetReference
---@field attunementText inkTextWidgetReference
---@field attunementIcon inkImageWidgetReference
ItemTooltipModEntryController = {}

---@return ItemTooltipModEntryController
function ItemTooltipModEntryController.new() return end

---@param props table
---@return ItemTooltipModEntryController
function ItemTooltipModEntryController.new(props) return end

---@return Bool
function ItemTooltipModEntryController:OnInitialize() return end

---@param text String
function ItemTooltipModEntryController:Setup(text) return end

---@param data MinimalItemTooltipModRecordData
function ItemTooltipModEntryController:Setup(data) return end

---@param data UIInventoryItemModDataPackage
function ItemTooltipModEntryController:Setup(data) return end

---@param record gamedataGameplayLogicPackageUIData_Record
function ItemTooltipModEntryController:Setup(record) return end

---@param record gamedataGameplayLogicPackageUIData_Record
---@param itemData gameItemData
function ItemTooltipModEntryController:Setup(record, itemData) return end

---@param record gamedataGameplayLogicPackageUIData_Record
---@param partItemData gameInnerItemData
function ItemTooltipModEntryController:Setup(record, partItemData) return end

---@param ability gameInventoryItemAbility
function ItemTooltipModEntryController:Setup(ability) return end

---@class ItemTooltipModuleController : inkWidgetLogicController
---@field lineWidget inkWidgetReference
---@field displayContext ItemDisplayContextData
---@field tooltipDisplayContext InventoryTooltipDisplayContext
---@field itemDisplayContext gameItemDisplayContext
ItemTooltipModuleController = {}

---@return ItemTooltipModuleController
function ItemTooltipModuleController.new() return end

---@param props table
---@return ItemTooltipModuleController
function ItemTooltipModuleController.new(props) return end

---@param diffValue Float
---@return CName
function ItemTooltipModuleController:GetArrowWrapperState(diffValue) return end

---@param data UIInventoryItem
function ItemTooltipModuleController:NEW_Update(data) return end

---@param itemDisplayContext gameItemDisplayContext
---@param tooltipDisplayContext InventoryTooltipDisplayContext
---@param displayContext ItemDisplayContextData
function ItemTooltipModuleController:SetDisplayContext(itemDisplayContext, tooltipDisplayContext, displayContext) return end

---@param data MinimalItemTooltipData
function ItemTooltipModuleController:Update(data) return end

---@return Bool
function ItemTooltipModuleController:UseCraftingLayout() return end

---@param data MinimalItemTooltipData
---@return Bool
function ItemTooltipModuleController:UseCraftingLayout(data) return end

---@class ItemTooltipModuleSpawnedCallbackData : IScriptable
---@field moduleName CName
ItemTooltipModuleSpawnedCallbackData = {}

---@return ItemTooltipModuleSpawnedCallbackData
function ItemTooltipModuleSpawnedCallbackData.new() return end

---@param props table
---@return ItemTooltipModuleSpawnedCallbackData
function ItemTooltipModuleSpawnedCallbackData.new(props) return end

---@class ItemTooltipRecipeDataModule : ItemTooltipModuleController
---@field randomQualityLabel inkTextWidgetReference
---@field randomQualityWrapper inkWidgetReference
---@field statsLabel inkTextWidgetReference
---@field statsWrapper inkWidgetReference
---@field statsContainer inkCompoundWidgetReference
---@field damageTypesLabel inkTextWidgetReference
---@field damageTypesWrapper inkWidgetReference
---@field damageTypesContainer inkCompoundWidgetReference
ItemTooltipRecipeDataModule = {}

---@return ItemTooltipRecipeDataModule
function ItemTooltipRecipeDataModule.new() return end

---@param props table
---@return ItemTooltipRecipeDataModule
function ItemTooltipRecipeDataModule.new(props) return end

---@param data UIInventoryItem
function ItemTooltipRecipeDataModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipRecipeDataModule:Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipRecipeDataModule:UpdateRandomQuality(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipRecipeDataModule:UpdatemRecipeDamageTypes(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipRecipeDataModule:UpdatemRecipeProperties(data) return end

---@class ItemTooltipRepiceModule : ItemTooltipModuleController
ItemTooltipRepiceModule = {}

---@return ItemTooltipRepiceModule
function ItemTooltipRepiceModule.new() return end

---@param props table
---@return ItemTooltipRepiceModule
function ItemTooltipRepiceModule.new(props) return end

---@class ItemTooltipRequirementsModule : ItemTooltipModuleController
---@field levelRequirementsWrapper inkWidgetReference
---@field strenghtOrReflexWrapper inkWidgetReference
---@field smartlinkGunWrapper inkWidgetReference
---@field anyAttributeWrapper inkCompoundWidgetReference
---@field line inkWidgetReference
---@field levelRequirementsText inkTextWidgetReference
---@field strenghtOrReflexText inkTextWidgetReference
---@field perkText inkTextWidgetReference
---@field perkDot inkImageWidgetReference
ItemTooltipRequirementsModule = {}

---@return ItemTooltipRequirementsModule
function ItemTooltipRequirementsModule.new() return end

---@param props table
---@return ItemTooltipRequirementsModule
function ItemTooltipRequirementsModule.new(props) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function ItemTooltipRequirementsModule:NEW_Update(data, player) return end

---@param data MinimalItemTooltipData
function ItemTooltipRequirementsModule:Update(data) return end

---@param statRequirements MinimalItemTooltipDataStatRequirement[]
function ItemTooltipRequirementsModule:UpdateStatRequirements(statRequirements) return end

---@class ItemTooltipStatController : inkWidgetLogicController
---@field statName inkTextWidgetReference
---@field statValue inkTextWidgetReference
---@field statComparedContainer inkWidgetReference
---@field statComparedValue inkTextWidgetReference
---@field arrow inkImageWidgetReference
---@field measurementUnit EMeasurementUnit
ItemTooltipStatController = {}

---@return ItemTooltipStatController
function ItemTooltipStatController.new() return end

---@param props table
---@return ItemTooltipStatController
function ItemTooltipStatController.new(props) return end

---@param data InventoryTooltipData_StatData
function ItemTooltipStatController:SetData(data) return end

---@param data MinimalItemTooltipStatData
---@param disableComparison Bool
function ItemTooltipStatController:SetData(data, disableComparison) return end

---@param data UIInventoryItemStat
function ItemTooltipStatController:SetData(data) return end

---@param data UIInventoryItemStat
---@param comparisonData UIInventoryItemStatComparison
function ItemTooltipStatController:SetData(data, comparisonData) return end

---@param newState CName|string
function ItemTooltipStatController:SetTextState(newState) return end

function ItemTooltipStatController:SetZeroData() return end

---@param diff Int32
---@param displayPercent Bool
---@param displayPlus Bool
---@param inMeters Bool
---@param inSeconds Bool
---@param inSpeed Bool
function ItemTooltipStatController:UpdateComparedValue(diff, displayPercent, displayPlus, inMeters, inSeconds, inSpeed) return end

---@class ItemTooltipTransmogModule : ItemTooltipModuleController
---@field buttonHintWidgetRef inkWidgetReference
---@field labelRef inkTextWidgetReference
---@field buttonHint LabelInputDisplayController
ItemTooltipTransmogModule = {}

---@return ItemTooltipTransmogModule
function ItemTooltipTransmogModule.new() return end

---@param props table
---@return ItemTooltipTransmogModule
function ItemTooltipTransmogModule.new(props) return end

---@return Bool
function ItemTooltipTransmogModule:OnInitialize() return end

---@param data UIInventoryItem
function ItemTooltipTransmogModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function ItemTooltipTransmogModule:Update(data) return end

---@class ItemTooltipWeaponInfoModule : ItemTooltipModuleController
---@field wrapper inkWidgetReference
---@field arrow inkImageWidgetReference
---@field dpsText inkTextWidgetReference
---@field perHitText inkTextWidgetReference
---@field attacksPerSecondText inkTextWidgetReference
---@field nonLethal inkTextWidgetReference
---@field scopeIndicator inkWidgetReference
---@field silencerIndicator inkWidgetReference
---@field ammoText inkTextWidgetReference
---@field ammoWrapper inkWidgetReference
ItemTooltipWeaponInfoModule = {}

---@return ItemTooltipWeaponInfoModule
function ItemTooltipWeaponInfoModule.new() return end

---@param props table
---@return ItemTooltipWeaponInfoModule
function ItemTooltipWeaponInfoModule.new(props) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
function ItemTooltipWeaponInfoModule:NEW_Update(data, comparisonData) return end

---@param data MinimalItemTooltipData
function ItemTooltipWeaponInfoModule:Update(data) return end

---@class ItemsDeviceOperation : DeviceOperationBase
---@field items SInventoryOperationData[]
ItemsDeviceOperation = {}

---@return ItemsDeviceOperation
function ItemsDeviceOperation.new() return end

---@param props table
---@return ItemsDeviceOperation
function ItemsDeviceOperation.new(props) return end

---@param owner gameObject
function ItemsDeviceOperation:Execute(owner) return end

---@param itemsArg SInventoryOperationData[]
---@param owner gameObject
function ItemsDeviceOperation:ResolveItems(itemsArg, owner) return end

---@param owner gameObject
function ItemsDeviceOperation:Restore(owner) return end

---@class ItemsLocalizationHelper : IScriptable
ItemsLocalizationHelper = {}

---@return ItemsLocalizationHelper
function ItemsLocalizationHelper.new() return end

---@param props table
---@return ItemsLocalizationHelper
function ItemsLocalizationHelper.new(props) return end

---@param type gamedataStatType
---@return String
function ItemsLocalizationHelper.GetAbbreviatedItemStatName(type) return end

---@class ItemsNotificationQueue : gameuiGenericNotificationGameController
---@field showDuration Float
---@field transactionSystem gameTransactionSystem
---@field currencyNotification CName
---@field itemNotification CName
---@field xpNotification CName
---@field playerPuppet gameObject
---@field inventoryListener gameInventoryScriptListener
---@field currencyInventoryListener gameInventoryScriptListener
---@field playerDevelopmentSystem PlayerDevelopmentSystem
---@field combatModeListener redCallbackObject
---@field InventoryManager InventoryDataManagerV2
---@field comparisonResolver ItemPreferredComparisonResolver
---@field combatModePSM gamePSMCombat
ItemsNotificationQueue = {}

---@return ItemsNotificationQueue
function ItemsNotificationQueue.new() return end

---@param props table
---@return ItemsNotificationQueue
function ItemsNotificationQueue.new(props) return end

---@param evt ProficiencyProgressEvent
---@return Bool
function ItemsNotificationQueue:OnCharacterProficiencyUpdated(evt) return end

---@param value Int32
---@return Bool
function ItemsNotificationQueue:OnCombatStateChanged(value) return end

---@param evt TarotCardAdded
---@return Bool
function ItemsNotificationQueue:OnNewTarotCardAdded(evt) return end

---@param playerPuppet gameObject
---@return Bool
function ItemsNotificationQueue:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function ItemsNotificationQueue:OnPlayerDetach(playerPuppet) return end

---@param evt gameeventsLootedItemEvent
---@return Bool
function ItemsNotificationQueue:OnUILootedItemEvent(evt) return end

---@param evt VendorBoughtItemEvent
---@return Bool
function ItemsNotificationQueue:OnVendorBoughtItemEvent(evt) return end

---@param area gamedataEquipmentArea
---@return Bool
function ItemsNotificationQueue:EquipmentAreaNeedsNotification(area) return end

---@param item gameInventoryItemData
---@return gameItemComparisonState
function ItemsNotificationQueue:GetComparisonState(item) return end

---@return Int32
function ItemsNotificationQueue:GetID() return end

---@return Bool
function ItemsNotificationQueue:GetShouldSaveState() return end

---@param newItem gameInventoryItemData
---@return Bool
function ItemsNotificationQueue:IsBestInBackpack(newItem) return end

---@param newItem gameInventoryItemData
---@return Bool
function ItemsNotificationQueue:NeedsNotification(newItem) return end

---@param diff Int32
---@param total Uint32
function ItemsNotificationQueue:PushCurrencyNotification(diff, total) return end

---@param itemID ItemID
---@param itemRarity CName|string
function ItemsNotificationQueue:PushItemNotification(itemID, itemRarity) return end

---@param value Int32
---@param remainingPointsToLevelUp Int32
---@param delta Int32
---@param notificationColorTheme CName|string
---@param notificationName String
---@param type gamedataProficiencyType
---@param currentLevel Int32
---@param isLevelMaxed Bool
function ItemsNotificationQueue:PushXPNotification(value, remainingPointsToLevelUp, delta, notificationColorTheme, notificationName, type, currentLevel, isLevelMaxed) return end

---@param playerObject gameObject
function ItemsNotificationQueue:RegisterPSMListeners(playerObject) return end

---@param newItem gameInventoryItemData
---@return Bool
function ItemsNotificationQueue:ShouldRarityForceNotification(newItem) return end

---@param playerObject gameObject
function ItemsNotificationQueue:UnregisterPSMListeners(playerObject) return end

---@class ItemsPoolCachedData : IScriptable
---@field tooltipData ATooltipData
ItemsPoolCachedData = {}

---@return ItemsPoolCachedData
function ItemsPoolCachedData.new() return end

---@param props table
---@return ItemsPoolCachedData
function ItemsPoolCachedData.new(props) return end

---@class ItemsPoolItemSpawnData : IScriptable
---@field index Int32
---@field requestVersion Int32
ItemsPoolItemSpawnData = {}

---@return ItemsPoolItemSpawnData
function ItemsPoolItemSpawnData.new() return end

---@param props table
---@return ItemsPoolItemSpawnData
function ItemsPoolItemSpawnData.new(props) return end

---@class IterateModulesRequest : gameScriptableSystemRequest
---@field remainingJobs HUDJob[]
IterateModulesRequest = {}

---@return IterateModulesRequest
function IterateModulesRequest.new() return end

---@param props table
---@return IterateModulesRequest
function IterateModulesRequest.new(props) return end

---@class JamWeaponE3HackEvent : redEvent
JamWeaponE3HackEvent = {}

---@return JamWeaponE3HackEvent
function JamWeaponE3HackEvent.new() return end

---@param props table
---@return JamWeaponE3HackEvent
function JamWeaponE3HackEvent.new(props) return end

---@class JoinTrafficInPoliceVehicle : AIVehicleTaskAbstract
---@field vehicle vehicleBaseObject
---@field panicDrivingCmd AIVehiclePanicCommand
JoinTrafficInPoliceVehicle = {}

---@return JoinTrafficInPoliceVehicle
function JoinTrafficInPoliceVehicle.new() return end

---@param props table
---@return JoinTrafficInPoliceVehicle
function JoinTrafficInPoliceVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function JoinTrafficInPoliceVehicle:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function JoinTrafficInPoliceVehicle:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function JoinTrafficInPoliceVehicle:SendPanicDriveCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function JoinTrafficInPoliceVehicle:Update(context) return end

---@class JoinTrafficOnFoot : AIVehicleTaskAbstract
JoinTrafficOnFoot = {}

---@return JoinTrafficOnFoot
function JoinTrafficOnFoot.new() return end

---@param props table
---@return JoinTrafficOnFoot
function JoinTrafficOnFoot.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function JoinTrafficOnFoot:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function JoinTrafficOnFoot:Update(context) return end

---@class JournalEntriesListController : inkListController
JournalEntriesListController = {}

---@return JournalEntriesListController
function JournalEntriesListController.new() return end

---@param props table
---@return JournalEntriesListController
function JournalEntriesListController.new(props) return end

---@param data gameJournalEntry[]
function JournalEntriesListController:PushEntries(data) return end

---@param data gameJournalEntry[]
---@param extraData IScriptable[]
function JournalEntriesListController:PushEntriesEx(data, extraData) return end

---@class JournalEntryListItemController : inkListItemController
JournalEntryListItemController = {}

---@return JournalEntryListItemController
function JournalEntryListItemController.new() return end

---@param props table
---@return JournalEntryListItemController
function JournalEntryListItemController.new(props) return end

---@param value IScriptable
---@return Bool
function JournalEntryListItemController:OnDataChanged(value) return end

---@param entry gameJournalEntry
---@param extraData IScriptable
function JournalEntryListItemController:OnJournalEntryUpdated(entry, extraData) return end

---@class JournalEntryListItemData : IScriptable
---@field entry gameJournalEntry
---@field extraData IScriptable
JournalEntryListItemData = {}

---@return JournalEntryListItemData
function JournalEntryListItemData.new() return end

---@param props table
---@return JournalEntryListItemData
function JournalEntryListItemData.new(props) return end

---@class JournalEntryNotificationRemoveRequestData : IScriptable
---@field entryHash Uint32
JournalEntryNotificationRemoveRequestData = {}

---@return JournalEntryNotificationRemoveRequestData
function JournalEntryNotificationRemoveRequestData.new() return end

---@param props table
---@return JournalEntryNotificationRemoveRequestData
function JournalEntryNotificationRemoveRequestData.new(props) return end

---@class JournalNotification : GenericNotificationController
---@field interactionsBlackboard gameIBlackboard
---@field bbListenerId redCallbackObject
---@field animProxy inkanimProxy
---@field questNotificationData gameuiQuestUpdateNotificationViewData
JournalNotification = {}

---@return JournalNotification
function JournalNotification.new() return end

---@param props table
---@return JournalNotification
function JournalNotification.new(props) return end

---@return Bool
function JournalNotification:OnInitialize() return end

---@param value Bool
---@return Bool
function JournalNotification:OnInteractionUpdate(value) return end

---@return Bool
function JournalNotification:OnNotificationPaused() return end

---@return Bool
function JournalNotification:OnNotificationResumed() return end

---@return Bool
function JournalNotification:OnUninitialize() return end

---@param notificationData gameuiGenericNotificationViewData
function JournalNotification:SetNotificationData(notificationData) return end

---@class JournalNotificationData : inkGameNotificationData
---@field journalEntry gameJournalEntry
---@field journalEntryState gameJournalEntryState
---@field className CName
---@field mode JournalNotificationMode
---@field type MessengerContactType
---@field contactNameLocKey CName
---@field openedFromPhone Bool
---@field source PhoneScreenType
JournalNotificationData = {}

---@return JournalNotificationData
function JournalNotificationData.new() return end

---@param props table
---@return JournalNotificationData
function JournalNotificationData.new(props) return end

---@class JournalNotificationQueue : gameuiGenericNotificationGameController
---@field showDuration Float
---@field currencyNotification CName
---@field shardNotification CName
---@field itemNotification CName
---@field questNotification CName
---@field genericNotification CName
---@field journalMgr gameJournalManager
---@field newAreablackboard gameIBlackboard
---@field newAreaDef UI_MapDef
---@field newAreaID redCallbackObject
---@field tutorialBlackboard gameIBlackboard
---@field tutorialDef UIGameDataDef
---@field tutorialID redCallbackObject
---@field tutorialDataID redCallbackObject
---@field isHiddenByTutorial Bool
---@field customQuestNotificationblackBoardID redCallbackObject
---@field customQuestNotificationblackboardDef UI_CustomQuestNotificationDef
---@field customQuestNotificationblackboard gameIBlackboard
---@field transactionSystem gameTransactionSystem
---@field playerPuppet gameObject
---@field activeVehicleBlackboard gameIBlackboard
---@field mountBBConnectionId redCallbackObject
---@field isPlayerMounted Bool
---@field blackboard gameIBlackboard
---@field uiSystemBB UI_SystemDef
---@field uiSystemId redCallbackObject
---@field trackedMappinId redCallbackObject
---@field uiSystem gameuiGameSystemUI
---@field shardTransactionListener gameInventoryScriptListener
JournalNotificationQueue = {}

---@return JournalNotificationQueue
function JournalNotificationQueue.new() return end

---@param props table
---@return JournalNotificationQueue
function JournalNotificationQueue.new(props) return end

---@param evt CustomNotificationEvent
---@return Bool
function JournalNotificationQueue:OnCustomNotification(evt) return end

---@param value Variant
---@return Bool
function JournalNotificationQueue:OnCustomQuestNotificationUpdate(value) return end

---@param evt HackingRewardNotificationEvent
---@return Bool
function JournalNotificationQueue:OnHackingRewardNotification(evt) return end

---@return Bool
function JournalNotificationQueue:OnInitialize() return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function JournalNotificationQueue:OnJournalEntryVisited(hash, className, notifyOption, changeType) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function JournalNotificationQueue:OnJournalUpdate(hash, className, notifyOption, changeType) return end

---@param value Bool
---@return Bool
function JournalNotificationQueue:OnMenuUpdate(value) return end

---@param evt NCPDJobDoneEvent
---@return Bool
function JournalNotificationQueue:OnNCPDJobDoneEvent(evt) return end

---@param newLocation Bool
---@return Bool
function JournalNotificationQueue:OnNewLocationDiscovered(newLocation) return end

---@param playerPuppet gameObject
---@return Bool
function JournalNotificationQueue:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function JournalNotificationQueue:OnPlayerDetach(playerPuppet) return end

---@param value Bool
---@return Bool
function JournalNotificationQueue:OnPlayerMounted(value) return end

---@param value Variant
---@return Bool
function JournalNotificationQueue:OnTrackedMappinUpdated(value) return end

---@param data Variant
---@return Bool
function JournalNotificationQueue:OnTutorialDataUpdate(data) return end

---@param value Bool
---@return Bool
function JournalNotificationQueue:OnTutorialVisibilityUpdate(value) return end

---@return Bool
function JournalNotificationQueue:OnUninitialize() return end

---@return Int32
function JournalNotificationQueue:GetID() return end

---@param entry gameJournalOnscreen
---@return ShardCollectedNotificationViewData
function JournalNotificationQueue:GetShardNotificationData(entry) return end

---@return Bool
function JournalNotificationQueue:GetShouldSaveState() return end

function JournalNotificationQueue:ProcessCrackableShardTutorial() return end

---@param itemID ItemID
---@param entry gameJournalOnscreen
function JournalNotificationQueue:PushCrackableNotification(itemID, entry) return end

---@param title String
---@param text String
---@param widget CName|string
---@param animation CName|string
---@param action GenericNotificationBaseAction
---@param duration Float
function JournalNotificationQueue:PushNotification(title, text, widget, animation, action, duration) return end

---@param entry gameJournalOnscreen
function JournalNotificationQueue:PushNotification(entry) return end

---@param entry gameJournalEntry
function JournalNotificationQueue:PushObjectiveQuestNotification(entry) return end

---@param questEntry gameJournalQuest
---@param state gameJournalEntryState
function JournalNotificationQueue:PushQuestNotification(questEntry, state) return end

---@class JournalRepresentationData : ListItemData
---@field Data gameJournalEntry
---@field OnscreenData gameJournalOnscreensStructuredGroup
---@field Reference inkWidget
---@field IsNew Bool
JournalRepresentationData = {}

---@return JournalRepresentationData
function JournalRepresentationData.new() return end

---@param props table
---@return JournalRepresentationData
function JournalRepresentationData.new(props) return end

---@class JournalWrapper : ABaseWrapper
---@field journalManager gameJournalManager
---@field journalContext gameJournalRequestContext
---@field journalSubQuestContext gameJournalRequestContext
---@field listOfJournalEntries gameJournalEntry[]
---@field gameInstance ScriptGameInstance
JournalWrapper = {}

---@return JournalWrapper
function JournalWrapper.new() return end

---@param props table
---@return JournalWrapper
function JournalWrapper.new(props) return end

---@param currQuest gameJournalQuest
---@return QuestDataWrapper
function JournalWrapper:BuildQuestData(currQuest) return end

---@param currEntity gameJournalEntry
---@param foundTracked Bool
---@return String, QuestObjectiveWrapper[], gameJournalEntry[]
function JournalWrapper:BuildQuestData_Recursive(currEntity, foundTracked) return end

---@param entry gameJournalCodexEntry
---@return gameJournalEntry[]
function JournalWrapper:GetDescriptionForCodexEntry(entry) return end

---@param entry gameJournalEntry
---@return Int32
function JournalWrapper:GetEntryHash(entry) return end

---@return gameJournalManager
function JournalWrapper:GetJournalManager() return end

---@return gameJournalEntry[]
function JournalWrapper:GetQuests() return end

---@return gameJournalEntry
function JournalWrapper:GetTrackedEntry() return end

---@param entry gameJournalEntry
---@return Bool
function JournalWrapper:GetTrackingStatus(entry) return end

function JournalWrapper:Init() return end

---@param entry gameJournalEntry
---@return Bool
function JournalWrapper:IsVisited(entry) return end

---@param entry gameJournalEntry
function JournalWrapper:SetTracking(entry) return end

---@param entry gameJournalEntry
function JournalWrapper:SetVisited(entry) return end

---@param toUpdate QuestDataWrapper
---@return QuestDataWrapper
function JournalWrapper:UpdateQuestData(toUpdate) return end

---@class JsonResource : CResource
---@field root ISerializable
JsonResource = {}

---@return JsonResource
function JsonResource.new() return end

---@param props table
---@return JsonResource
function JsonResource.new(props) return end

---@class JuggernautEffector : gameContinuousEffector
---@field modifiersAdded Bool
---@field poolSystem gameStatPoolsSystem
---@field statusEffectSystem gameStatusEffectSystem
JuggernautEffector = {}

---@return JuggernautEffector
function JuggernautEffector.new() return end

---@param props table
---@return JuggernautEffector
function JuggernautEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function JuggernautEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function JuggernautEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function JuggernautEffector:ProcessAction(owner) return end

---@class Jukebox : InteractiveDevice
---@field uiComponentBig IWorldWidgetComponent
Jukebox = {}

---@return Jukebox
function Jukebox.new() return end

---@param props table
---@return Jukebox
function Jukebox.new(props) return end

---@param evt NextStation
---@return Bool
function Jukebox:OnNextStation(evt) return end

---@param evt PreviousStation
---@return Bool
function Jukebox:OnPreviousStation(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Jukebox:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Jukebox:OnTakeControl(ri) return end

---@param evt TogglePlay
---@return Bool
function Jukebox:OnTogglePlay(evt) return end

---@param start Bool
---@param data GlitchData
function Jukebox:AdvertGlitch(start, data) return end

function Jukebox:CreateBlackboard() return end

---@return EGameplayRole
function Jukebox:DeterminGameplayRole() return end

---@return JukeboxBlackboardDef
function Jukebox:GetBlackboardDef() return end

---@return JukeboxController
function Jukebox:GetController() return end

---@return JukeboxControllerPS
function Jukebox:GetDevicePS() return end

---@param glitchState EGlitchState
---@return GlitchData
function Jukebox:GetGlitchData(glitchState) return end

---@return Bool
function Jukebox:IsPlaying() return end

function Jukebox:PlayGivenStation() return end

---@param isPlaying Bool
function Jukebox:SendDataToUIBlackboard(isPlaying) return end

---@param on Bool
function Jukebox:SimpleGlitch(on) return end

---@param glitchState EGlitchState
---@param intensity Float
function Jukebox:StartGlitching(glitchState, intensity) return end

function Jukebox:StopGlitching() return end

function Jukebox:StopPlayingStation() return end

function Jukebox:TurnOffDevice() return end

function Jukebox:TurnOnDevice() return end

---@class JukeboxBigGameController : DeviceInkGameControllerBase
---@field onTogglePlayListener redCallbackObject
JukeboxBigGameController = {}

---@return JukeboxBigGameController
function JukeboxBigGameController.new() return end

---@param props table
---@return JukeboxBigGameController
function JukeboxBigGameController.new(props) return end

---@param value Bool
---@return Bool
function JukeboxBigGameController:OnTogglePlay(value) return end

---@return PlaybackOptionsUpdateData
function JukeboxBigGameController:CreatePlaybackOverrideData() return end

---@return Jukebox
function JukeboxBigGameController:GetOwner() return end

---@param state EDeviceStatus
function JukeboxBigGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function JukeboxBigGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param isPlaying Bool
function JukeboxBigGameController:ResolveAnimState(isPlaying) return end

---@param blackboard gameIBlackboard
function JukeboxBigGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@class JukeboxBlackboardDef : DeviceBaseBlackboardDef
---@field IsPlaying gamebbScriptID_Bool
JukeboxBlackboardDef = {}

---@return JukeboxBlackboardDef
function JukeboxBlackboardDef.new() return end

---@param props table
---@return JukeboxBlackboardDef
function JukeboxBlackboardDef.new(props) return end

---@class JukeboxController : ScriptableDeviceComponent
JukeboxController = {}

---@return JukeboxController
function JukeboxController.new() return end

---@param props table
---@return JukeboxController
function JukeboxController.new(props) return end

---@return JukeboxControllerPS
function JukeboxController:GetPS() return end

---@class JukeboxControllerPS : ScriptableDeviceComponentPS
---@field jukeboxSetup JukeboxSetup
---@field activeStation Int32
---@field isPlaying Bool
JukeboxControllerPS = {}

---@return JukeboxControllerPS
function JukeboxControllerPS.new() return end

---@param props table
---@return JukeboxControllerPS
function JukeboxControllerPS.new(props) return end

---@return NextStation
function JukeboxControllerPS:ActionNextStation() return end

---@return PreviousStation
function JukeboxControllerPS:ActionPreviousStation() return end

---@return QuickHackDistraction
function JukeboxControllerPS:ActionQuickHackDistraction() return end

---@return TogglePlay
function JukeboxControllerPS:ActionTogglePlay() return end

---@return Bool
function JukeboxControllerPS:CanCreateAnyQuickHackActions() return end

function JukeboxControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function JukeboxControllerPS:GetActions(context) return end

---@return TweakDBID
function JukeboxControllerPS:GetBackgroundTextureTweakDBID() return end

---@return JukeboxBlackboardDef
function JukeboxControllerPS:GetBlackboardDef() return end

---@return TweakDBID
function JukeboxControllerPS:GetDeviceIconTweakDBID() return end

---@return CName
function JukeboxControllerPS:GetGlitchSFX() return end

---@return TweakDBID
function JukeboxControllerPS:GetPaymentRecordID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function JukeboxControllerPS:GetQuickHackActions(context) return end

---@return CName
function JukeboxControllerPS:GetRadioStationEventName() return end

---@return ERadioStationList
function JukeboxControllerPS:GetStartingStation() return end

---@return Bool
function JukeboxControllerPS:IsPlaying() return end

---@param evt NextStation
---@return EntityNotificationType
function JukeboxControllerPS:OnNextStation(evt) return end

---@param evt PreviousStation
---@return EntityNotificationType
function JukeboxControllerPS:OnPreviousStation(evt) return end

---@param evt QuickHackDistraction
---@return EntityNotificationType
function JukeboxControllerPS:OnQuickHackDistraction(evt) return end

---@param evt TogglePlay
---@return EntityNotificationType
function JukeboxControllerPS:OnTogglePlay(evt) return end

---@class JukeboxInkGameController : DeviceInkGameControllerBase
---@field ActionsPanel inkHorizontalPanelWidgetReference
---@field PriceText inkTextWidgetReference
---@field playButton PlayPauseActionWidgetController
---@field nextButton NextPreviousActionWidgetController
---@field previousButton NextPreviousActionWidgetController
JukeboxInkGameController = {}

---@return JukeboxInkGameController
function JukeboxInkGameController.new() return end

---@param props table
---@return JukeboxInkGameController
function JukeboxInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function JukeboxInkGameController:OnActionWidgetSpawned(widget, userData) return end

function JukeboxInkGameController:Decline() return end

---@param controller DeviceActionWidgetControllerBase
function JukeboxInkGameController:ExecuteDeviceActions(controller) return end

---@return Jukebox
function JukeboxInkGameController:GetOwner() return end

---@param state EDeviceStatus
function JukeboxInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function JukeboxInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function JukeboxInkGameController:UpdateActionWidgets(widgetsData) return end

---@class JukeboxSetup
---@field randomizeStartingStation Bool
---@field startingStation ERadioStationList
---@field glitchSFX CName
---@field paymentRecordID TweakDBID
JukeboxSetup = {}

---@return JukeboxSetup
function JukeboxSetup.new() return end

---@param props table
---@return JukeboxSetup
function JukeboxSetup.new(props) return end

---@class JumpDecisions : LocomotionAirDecisions
---@field jumpPressed Bool
JumpDecisions = {}

---@return JumpDecisions
function JumpDecisions.new() return end

---@param props table
---@return JumpDecisions
function JumpDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function JumpDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function JumpDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpDecisions:OnDetach(stateContext, scriptInterface) return end

---@class JumpEvents : LocomotionAirEvents
JumpEvents = {}

---@return JumpEvents
function JumpEvents.new() return end

---@param props table
---@return JumpEvents
function JumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpEvents:ModifyJumpSpeed(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class JumpLowGravityDecisions : LocomotionAirLowGravityDecisions
JumpLowGravityDecisions = {}

---@return JumpLowGravityDecisions
function JumpLowGravityDecisions.new() return end

---@param props table
---@return JumpLowGravityDecisions
function JumpLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function JumpLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function JumpLowGravityDecisions:ToFallLowGravity(stateContext, scriptInterface) return end

---@class JumpLowGravityEvents : LocomotionAirLowGravityEvents
JumpLowGravityEvents = {}

---@return JumpLowGravityEvents
function JumpLowGravityEvents.new() return end

---@param props table
---@return JumpLowGravityEvents
function JumpLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function JumpLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@class JumpPod : gameObject
---@field activationLight entIVisualComponent
---@field activationTrigger entIComponent
---@field impulseForward Float
---@field impulseRight Float
---@field impulseUp Float
JumpPod = {}

---@return JumpPod
function JumpPod.new() return end

---@param props table
---@return JumpPod
function JumpPod.new(props) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function JumpPod:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function JumpPod:OnAreaExit(trigger) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function JumpPod:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function JumpPod:OnTakeControl(ri) return end

---@param activator entEntityGameInterface
function JumpPod:ApplyImpulse(activator) return end

---@class JunkItemRecord
---@field junkItemID TweakDBID
JunkItemRecord = {}

---@return JunkItemRecord
function JunkItemRecord.new() return end

---@param props table
---@return JunkItemRecord
function JunkItemRecord.new(props) return end

---@class Katana : gameweaponObject
---@field bentBulletTemplateName CName
---@field bulletBendingReferenceSlotName CName
---@field colliderComponent entIComponent
---@field slotComponent entSlotComponent
Katana = {}

---@return Katana
function Katana.new() return end

---@param props table
---@return Katana
function Katana.new(props) return end

---@param evt gameeventsHitEvent
---@return Bool
function Katana:OnHit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Katana:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Katana:OnTakeControl(ri) return end

---@param evt ToggleBulletBendingEvent
---@return Bool
function Katana:OnToggleCollider(evt) return end

---@param hitPosition Vector4
---@return Vector4
function Katana:CalculateBendingVector(hitPosition) return end

---@return entSlotComponent
function Katana:GetSlotComponent() return end

function Katana:QueueEventToPlayerEntity() return end

---@class KatanaLookAtDecisions : LookAtPresetMeleeBaseDecisions
KatanaLookAtDecisions = {}

---@return KatanaLookAtDecisions
function KatanaLookAtDecisions.new() return end

---@param props table
---@return KatanaLookAtDecisions
function KatanaLookAtDecisions.new(props) return end

---@class KatanaLookAtEvents : LookAtPresetMeleeBaseEvents
KatanaLookAtEvents = {}

---@return KatanaLookAtEvents
function KatanaLookAtEvents.new() return end

---@param props table
---@return KatanaLookAtEvents
function KatanaLookAtEvents.new(props) return end

---@class KatanaMagFieldHitDelayEvent : redEvent
KatanaMagFieldHitDelayEvent = {}

---@return KatanaMagFieldHitDelayEvent
function KatanaMagFieldHitDelayEvent.new() return end

---@param props table
---@return KatanaMagFieldHitDelayEvent
function KatanaMagFieldHitDelayEvent.new(props) return end

---@class KeepStrategyOnSearch : AIVehicleConditionAbstract
KeepStrategyOnSearch = {}

---@return KeepStrategyOnSearch
function KeepStrategyOnSearch.new() return end

---@param props table
---@return KeepStrategyOnSearch
function KeepStrategyOnSearch.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function KeepStrategyOnSearch:Check(context) return end

---@class KerenzikovDecisions : TimeDilationTransitions
---@field statListener DefaultTransitionStatListener
---@field activationGracePeriod Float
KerenzikovDecisions = {}

---@return KerenzikovDecisions
function KerenzikovDecisions.new() return end

---@param props table
---@return KerenzikovDecisions
function KerenzikovDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KerenzikovDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KerenzikovDecisions:IsRequiredLocomotionStateActive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KerenzikovDecisions:IsRequiredVehicleAction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovDecisions:OnDetach(stateContext, scriptInterface) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function KerenzikovDecisions:OnStatChanged(ownerID, statType, diff, total) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KerenzikovDecisions:ToTimeDilationReady(stateContext, scriptInterface) return end

---@class KerenzikovEvents : TimeDilationEventsTransitions
---@field allowMovementModifier gameStatModifierData_Deprecated
KerenzikovEvents = {}

---@return KerenzikovEvents
function KerenzikovEvents.new() return end

---@param props table
---@return KerenzikovEvents
function KerenzikovEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovEvents:ClearKerenzikov(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
function KerenzikovEvents:EnableAllowMovementInputStatModifier(stateContext, scriptInterface, enable) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isSliding Bool
---@return Float
function KerenzikovEvents:GetPlayerTimeDilation(stateContext, scriptInterface, isSliding) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KerenzikovEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class KeyBindings
---@field DPAD_UP TweakDBID
---@field RB TweakDBID
KeyBindings = {}

---@return KeyBindings
function KeyBindings.new() return end

---@param props table
---@return KeyBindings
function KeyBindings.new(props) return end

---@class KeyboardHintItemController : AHintItemController
---@field NumberText inkTextWidgetReference
---@field Frame inkImageWidgetReference
---@field DisabledStateName CName
---@field SelectedStateName CName
---@field FrameSelectedName CName
---@field FrameUnselectedName CName
---@field AnimationName CName
KeyboardHintItemController = {}

---@return KeyboardHintItemController
function KeyboardHintItemController.new() return end

---@param props table
---@return KeyboardHintItemController
function KeyboardHintItemController.new(props) return end

---@param isEnabled Bool
function KeyboardHintItemController:Animate(isEnabled) return end

function KeyboardHintItemController:CacheAnimations() return end

---@param isEnabled Bool
---@param isSelected Bool
function KeyboardHintItemController:SetState(isEnabled, isSelected) return end

---@param itemNumber Int32
function KeyboardHintItemController:Setup(itemNumber) return end

---@class KeyboardHoldIndicatorGameController : gameuiHoldIndicatorGameController
---@field progress inkImageWidgetReference
KeyboardHoldIndicatorGameController = {}

---@return KeyboardHoldIndicatorGameController
function KeyboardHoldIndicatorGameController.new() return end

---@param props table
---@return KeyboardHoldIndicatorGameController
function KeyboardHoldIndicatorGameController.new(props) return end

function KeyboardHoldIndicatorGameController:HoldFinish() return end

---@param value Float
function KeyboardHoldIndicatorGameController:HoldProgress(value) return end

function KeyboardHoldIndicatorGameController:HoldStart() return end

function KeyboardHoldIndicatorGameController:HoldStop() return end

---@class KeypadButtonSpawnData : IScriptable
---@field widgetName CName
---@field locKey String
---@field isActionButton Bool
---@field widgetData SDeviceWidgetPackage
KeypadButtonSpawnData = {}

---@return KeypadButtonSpawnData
function KeypadButtonSpawnData.new() return end

---@param props table
---@return KeypadButtonSpawnData
function KeypadButtonSpawnData.new(props) return end

---@param widgetName CName|string
---@param locKey String
---@param isActionButton Bool
---@param widgetData SDeviceWidgetPackage
function KeypadButtonSpawnData:Initialize(widgetName, locKey, isActionButton, widgetData) return end

---@class KeypadDeviceController : DeviceWidgetControllerBase
---@field hasButtonAuthorization Bool
---@field enteredPasswordWidget inkTextWidget
---@field passwordStatusWidget inkTextWidget
---@field actionButton inkWidget
---@field ActionText inkTextWidget
---@field passwordsList CName[]
---@field cardName String
---@field isPasswordKnown Bool
---@field maxDigitsCount Int32
---@field row1 inkHorizontalPanelWidget
---@field row2 inkHorizontalPanelWidget
---@field row3 inkHorizontalPanelWidget
---@field row4 inkHorizontalPanelWidget
---@field arePasswordsInitialized Bool
---@field blackboard gameIBlackboard
KeypadDeviceController = {}

---@return KeypadDeviceController
function KeypadDeviceController.new() return end

---@param props table
---@return KeypadDeviceController
function KeypadDeviceController.new(props) return end

---@return Bool
function KeypadDeviceController:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function KeypadDeviceController:OnKeypadButtonWidgetSpawned(widget, userData) return end

---@param e inkPointerEvent
---@return Bool
function KeypadDeviceController:OnMouseButtonReleased(e) return end

---@param parentWidget inkWidget
---@param rowNumber Int32
---@param widgetData SDeviceWidgetPackage
---@param gameController DeviceInkGameControllerBase
function KeypadDeviceController:AddKeypadButtons(parentWidget, rowNumber, widgetData, gameController) return end

---@return Bool
function KeypadDeviceController:CanAddDigit() return end

---@return Bool
function KeypadDeviceController:CanHandleClickAction() return end

---@return Bool
function KeypadDeviceController:CheckPassword() return end

function KeypadDeviceController:ClearPassword() return end

function KeypadDeviceController:DenyAccess() return end

---@param gameController DeviceInkGameControllerBase
function KeypadDeviceController:DetermineMaxDigitsCount(gameController) return end

---@return CName
function KeypadDeviceController:GetAccessDeniedSoundEventName() return end

---@return CName
function KeypadDeviceController:GetAccessGrantedSoundEventName() return end

---@return CName
function KeypadDeviceController:GetDeleteInputSoundEventName() return end

---@return CName
function KeypadDeviceController:GetTerminalAudioName() return end

function KeypadDeviceController:GrantAccess() return end

---@param button inkWidget
function KeypadDeviceController:HandleButtonClicked(button) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function KeypadDeviceController:Initialize(gameController, widgetData) return end

---@param buttonName CName|string
---@return Bool
function KeypadDeviceController:IsDigit(buttonName) return end

---@param soundEventName CName|string
function KeypadDeviceController:PlayTerminalSound(soundEventName) return end

function KeypadDeviceController:RefreshActionButtons() return end

---@param widgetData SActionWidgetPackage
function KeypadDeviceController:ResolveAction(widgetData) return end

function KeypadDeviceController:SetWidgetsAllowed() return end

function KeypadDeviceController:SetWidgetsLocked() return end

---@param stateName CName|string
function KeypadDeviceController:SetWidgetsState(stateName) return end

---@param index Int32
---@param widgetData SDeviceWidgetPackage
---@return Bool, KeypadButtonSpawnData
function KeypadDeviceController:TryGetButtonSpawnedDataForIndex(index, widgetData) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function KeypadDeviceController:TryInitializePasswords(gameController, widgetData) return end

---@param gameController DeviceInkGameControllerBase
function KeypadDeviceController:TrySaveBlackboard(gameController) return end

---@class KillEntity : AIActionHelperTask
KillEntity = {}

---@return KillEntity
function KillEntity.new() return end

---@param props table
---@return KillEntity
function KillEntity.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function KillEntity:Activate(context) return end

---@class KillMarkerGameController : gameuiWidgetGameController
---@field targetNeutralized redCallbackObject
---@field blackboard gameIBlackboard
---@field animProxy inkanimProxy
KillMarkerGameController = {}

---@return KillMarkerGameController
function KillMarkerGameController.new() return end

---@param props table
---@return KillMarkerGameController
function KillMarkerGameController.new(props) return end

---@return Bool
function KillMarkerGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function KillMarkerGameController:OnKillMarkerComplete(proxy) return end

---@param value Variant
---@return Bool
function KillMarkerGameController:OnNPCNeutralized(value) return end

---@return Bool
function KillMarkerGameController:OnUninitialize() return end

---@class KillTaggedTargetEvent : redEvent
---@field taggedObject gameObject
KillTaggedTargetEvent = {}

---@return KillTaggedTargetEvent
function KillTaggedTargetEvent.new() return end

---@param props table
---@return KillTaggedTargetEvent
function KillTaggedTargetEvent.new(props) return end

---@class KiroshiEffectorIsAimingStatListener : gameScriptStatsListener
---@field effector KiroshiHighlightEffector
KiroshiEffectorIsAimingStatListener = {}

---@return KiroshiEffectorIsAimingStatListener
function KiroshiEffectorIsAimingStatListener.new() return end

---@param props table
---@return KiroshiEffectorIsAimingStatListener
function KiroshiEffectorIsAimingStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function KiroshiEffectorIsAimingStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class KiroshiEffectorTechPreviewStatListener : gameScriptStatsListener
---@field effector KiroshiHighlightEffector
KiroshiEffectorTechPreviewStatListener = {}

---@return KiroshiEffectorTechPreviewStatListener
function KiroshiEffectorTechPreviewStatListener.new() return end

---@param props table
---@return KiroshiEffectorTechPreviewStatListener
function KiroshiEffectorTechPreviewStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function KiroshiEffectorTechPreviewStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class KiroshiHighlightEffector : HighlightEffector
---@field onlyWhileAiming Bool
---@field onlyClosestToCrosshair Bool
---@field onlyClosestByDistance Bool
---@field aimingStatListener KiroshiEffectorIsAimingStatListener
---@field techPreviewStatListener KiroshiEffectorTechPreviewStatListener
---@field slotCallback KiroshiHighlightEffectorCallback
---@field slotListener gameAttachmentSlotsScriptListener
---@field IsAiming Bool
---@field isTechWeaponEquipped Bool
---@field isMeleeWeaponEquipped Bool
---@field isTechPreviewEnabled Bool
KiroshiHighlightEffector = {}

---@return KiroshiHighlightEffector
function KiroshiHighlightEffector.new() return end

---@param props table
---@return KiroshiHighlightEffector
function KiroshiHighlightEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function KiroshiHighlightEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function KiroshiHighlightEffector:Initialize(record, parentRecord) return end

function KiroshiHighlightEffector:InitializeListeners() return end

---@param searchQuery gameTargetSearchQuery
function KiroshiHighlightEffector:ProcessHighlight(searchQuery) return end

---@param owner gameObject
---@param query gameTargetSearchQuery
function KiroshiHighlightEffector:RevealClosestByDistance(owner, query) return end

---@param owner gameObject
---@param query gameTargetSearchQuery
function KiroshiHighlightEffector:RevealClosestToCrosshair(owner, query) return end

function KiroshiHighlightEffector:Uninitialize() return end

---@class KiroshiHighlightEffectorCallback : gameAttachmentSlotsScriptCallback
---@field effector KiroshiHighlightEffector
KiroshiHighlightEffectorCallback = {}

---@return KiroshiHighlightEffectorCallback
function KiroshiHighlightEffectorCallback.new() return end

---@param props table
---@return KiroshiHighlightEffectorCallback
function KiroshiHighlightEffectorCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function KiroshiHighlightEffectorCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function KiroshiHighlightEffectorCallback:OnItemUnequipped(slot, item) return end

---@class KnifeLookAtDecisions : LookAtPresetMeleeBaseDecisions
KnifeLookAtDecisions = {}

---@return KnifeLookAtDecisions
function KnifeLookAtDecisions.new() return end

---@param props table
---@return KnifeLookAtDecisions
function KnifeLookAtDecisions.new(props) return end

---@class KnifeLookAtEvents : LookAtPresetMeleeBaseEvents
KnifeLookAtEvents = {}

---@return KnifeLookAtEvents
function KnifeLookAtEvents.new() return end

---@param props table
---@return KnifeLookAtEvents
function KnifeLookAtEvents.new(props) return end

---@class KnockOverBikeEvent : redEvent
---@field forceKnockdown Bool
---@field applyDirectionalForce Bool
KnockOverBikeEvent = {}

---@return KnockOverBikeEvent
function KnockOverBikeEvent.new() return end

---@param props table
---@return KnockOverBikeEvent
function KnockOverBikeEvent.new(props) return end

---@class KnockdownDecisions : StatusEffectDecisions
KnockdownDecisions = {}

---@return KnockdownDecisions
function KnockdownDecisions.new() return end

---@param props table
---@return KnockdownDecisions
function KnockdownDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KnockdownDecisions:ToRegularFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KnockdownDecisions:ToSecondaryKnockdown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function KnockdownDecisions:ToStand(stateContext, scriptInterface) return end

---@class KnockdownEvents : StatusEffectEvents
---@field cachedPlayerVelocity Vector4
---@field secondaryKnockdownDir Vector4
---@field secondaryKnockdownTimer Float
---@field playedImpactAnim Bool
---@field frictionForceApplied Bool
---@field frictionForceAppliedLastFrame Bool
---@field delayDamageFrame Bool
KnockdownEvents = {}

---@return KnockdownEvents
function KnockdownEvents.new() return end

---@param props table
---@return KnockdownEvents
function KnockdownEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KnockdownEvents:CommonOnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, physicsControllerHit
function KnockdownEvents:DidPlayerCollideWithWall(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KnockdownEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function KnockdownEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param knockdownDir Vector4
function KnockdownEvents:QueueSecondaryKnockdown(stateContext, scriptInterface, knockdownDir) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param state EKnockdownStates
function KnockdownEvents:SendStatusEffectAnimDataToGraph(stateContext, scriptInterface, state) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param deltaTime Float
function KnockdownEvents:UpdateQueuedSecondaryKnockdown(stateContext, scriptInterface, deltaTime) return end

---@param timeDelta Float
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function KnockdownEvents:UpdateStatusEffectAnimStates(timeDelta, scriptInterface, stateContext) return end

---@class KnockdownReactionTask : AIHitReactionTask
---@field tweakDBPackage TweakDBID
KnockdownReactionTask = {}

---@return KnockdownReactionTask
function KnockdownReactionTask.new() return end

---@param props table
---@return KnockdownReactionTask
function KnockdownReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function KnockdownReactionTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function KnockdownReactionTask:GetDesiredHitReactionDuration(context) return end

---@return animHitReactionType
function KnockdownReactionTask:GetHitReactionType() return end

---@class KurtMeleeTakedownCooldownActive : AIbehaviorconditionScript
KurtMeleeTakedownCooldownActive = {}

---@return KurtMeleeTakedownCooldownActive
function KurtMeleeTakedownCooldownActive.new() return end

---@param props table
---@return KurtMeleeTakedownCooldownActive
function KurtMeleeTakedownCooldownActive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function KurtMeleeTakedownCooldownActive:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function KurtMeleeTakedownCooldownActive:Check(context) return end

---@class KurtTakedownKnifeLanded : AIbehaviorconditionScript
KurtTakedownKnifeLanded = {}

---@return KurtTakedownKnifeLanded
function KurtTakedownKnifeLanded.new() return end

---@param props table
---@return KurtTakedownKnifeLanded
function KurtTakedownKnifeLanded.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function KurtTakedownKnifeLanded:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function KurtTakedownKnifeLanded:Check(context) return end

---@class KurtzBossComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
KurtzBossComponent = {}

---@return KurtzBossComponent
function KurtzBossComponent.new() return end

---@param props table
---@return KurtzBossComponent
function KurtzBossComponent.new(props) return end

---@param aiEvent AIAIEvent
---@return Bool
function KurtzBossComponent:OnAIEvent(aiEvent) return end

---@param evt gameeventsDeathEvent
---@return Bool
function KurtzBossComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function KurtzBossComponent:OnDefeated(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function KurtzBossComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function KurtzBossComponent:OnStatusEffectRemoved(evt) return end

function KurtzBossComponent:OnGameAttach() return end

---@class KurtzComponent : gameScriptableComponent
KurtzComponent = {}

---@return KurtzComponent
function KurtzComponent.new() return end

---@param props table
---@return KurtzComponent
function KurtzComponent.new(props) return end

---@param aiEvent AIAIEvent
---@return Bool
function KurtzComponent:OnAIEvent(aiEvent) return end

---@param evt gameeventsDeathEvent
---@return Bool
function KurtzComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function KurtzComponent:OnDefeated(evt) return end

function KurtzComponent:OnGameAttach() return end

function KurtzComponent:OnGameDetach() return end

---@class LCDScreenSelector : inkTweakDBIDSelector
---@field customMessageID TweakDBID
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
LCDScreenSelector = {}

---@return TweakDBID
function LCDScreenSelector:GetCustomMessageID() return end

---@return Int32
function LCDScreenSelector:GetCustomNumber() return end

---@return Bool
function LCDScreenSelector:HasCustomNumber() return end

---@class LabelInputDisplayController : inkInputDisplayController
---@field inputLabel inkTextWidgetReference
LabelInputDisplayController = {}

---@return LabelInputDisplayController
function LabelInputDisplayController.new() return end

---@param props table
---@return LabelInputDisplayController
function LabelInputDisplayController.new(props) return end

---@param actionName CName|string
---@param label String
function LabelInputDisplayController:SetInputActionLabel(actionName, label) return end

---@class LabeledCursorData : inkUserData
---@field text String
LabeledCursorData = {}

---@return LabeledCursorData
function LabeledCursorData.new() return end

---@param props table
---@return LabeledCursorData
function LabeledCursorData.new(props) return end

---@class Ladder : InteractiveDevice
Ladder = {}

---@return Ladder
function Ladder.new() return end

---@param props table
---@return Ladder
function Ladder.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Ladder:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Ladder:OnTakeControl(ri) return end

---@return EGameplayRole
function Ladder:DeterminGameplayRole() return end

---@return LadderController
function Ladder:GetController() return end

---@return LadderControllerPS
function Ladder:GetDevicePS() return end

---@return Bool
function Ladder:HasAnyDirectInteractionActive() return end

---@class LadderController : ScriptableDeviceComponent
LadderController = {}

---@return LadderController
function LadderController.new() return end

---@param props table
---@return LadderController
function LadderController.new(props) return end

---@return LadderControllerPS
function LadderController:GetPS() return end

---@class LadderControllerPS : ScriptableDeviceComponentPS
LadderControllerPS = {}

---@return LadderControllerPS
function LadderControllerPS.new() return end

---@param props table
---@return LadderControllerPS
function LadderControllerPS.new(props) return end

---@return EnterLadder
function LadderControllerPS:ActionEnterLadder() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function LadderControllerPS:GetActions(context) return end

---@param evt EnterLadder
---@return EntityNotificationType
function LadderControllerPS:OnEnterLadder(evt) return end

---@class LadderDecisions : LocomotionGroundDecisions
LadderDecisions = {}

---@return LadderDecisions
function LadderDecisions.new() return end

---@param props table
---@return LadderDecisions
function LadderDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderDecisions:CommonEnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isVerticalSpeedValid Bool
---@return Bool
function LadderDecisions:CommonToLadder(stateContext, scriptInterface, isVerticalSpeedValid) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param ladderParameter gamestateMachineparameterTypeLadderDescription
---@return Bool
function LadderDecisions:TestLadderMath(stateContext, scriptInterface, ladderParameter) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, gamestateMachineparameterTypeLadderDescription
function LadderDecisions:TestParameters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderDecisions:ToLadderCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderDecisions:ToStand(stateContext, scriptInterface) return end

---@class LadderEnterContextDecisions : InputContextTransitionDecisions
LadderEnterContextDecisions = {}

---@return LadderEnterContextDecisions
function LadderEnterContextDecisions.new() return end

---@param props table
---@return LadderEnterContextDecisions
function LadderEnterContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderEnterContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class LadderEnterContextEvents : InputContextTransitionEvents
LadderEnterContextEvents = {}

---@return LadderEnterContextEvents
function LadderEnterContextEvents.new() return end

---@param props table
---@return LadderEnterContextEvents
function LadderEnterContextEvents.new(props) return end

---@class LadderEvents : LocomotionGroundEvents
LadderEvents = {}

---@return LadderEvents
function LadderEvents.new() return end

---@param props table
---@return LadderEvents
function LadderEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:CleanUpLadderState(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderEvents:IsPlayerLookingDirectlyAtLadder(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnterFromChargeJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnterFromDodgeAir(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnterFromDoubleJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnterFromFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnEnterFromJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToKnockdown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToLadderCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToLadderJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToLadderSlide(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToLadderSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToStand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnExitToStunned(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param enterStyle Int32
function LadderEvents:SendLadderEnterStyleToGraph(scriptInterface, enterStyle) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderEvents:SetLadderEntryDuration(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderEvents:ShouldResetCamera(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param params LadderCameraParams
function LadderEvents:UseLadderCameraParams(stateContext, scriptInterface, params) return end

---@class LadderJumpEvents : LocomotionAirEvents
LadderJumpEvents = {}

---@return LadderJumpEvents
function LadderJumpEvents.new() return end

---@param props table
---@return LadderJumpEvents
function LadderJumpEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderJumpEvents:OnEnter(stateContext, scriptInterface) return end

---@class LadderSlideDecisions : LadderDecisions
LadderSlideDecisions = {}

---@return LadderSlideDecisions
function LadderSlideDecisions.new() return end

---@param props table
---@return LadderSlideDecisions
function LadderSlideDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderSlideDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderSlideDecisions:ToLadder(stateContext, scriptInterface) return end

---@class LadderSlideEvents : LadderEvents
LadderSlideEvents = {}

---@return LadderSlideEvents
function LadderSlideEvents.new() return end

---@param props table
---@return LadderSlideEvents
function LadderSlideEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderSlideEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderSlideEvents:OnExitToLadder(stateContext, scriptInterface) return end

---@class LadderSprintDecisions : LadderDecisions
LadderSprintDecisions = {}

---@return LadderSprintDecisions
function LadderSprintDecisions.new() return end

---@param props table
---@return LadderSprintDecisions
function LadderSprintDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderSprintDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LadderSprintDecisions:ToLadder(stateContext, scriptInterface) return end

---@class LadderSprintEvents : LadderEvents
LadderSprintEvents = {}

---@return LadderSprintEvents
function LadderSprintEvents.new() return end

---@param props table
---@return LadderSprintEvents
function LadderSprintEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderSprintEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderSprintEvents:OnExitToLadder(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LadderSprintEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class LaserDetector : ProximityDetector
---@field lasers entMeshComponent[]
LaserDetector = {}

---@return LaserDetector
function LaserDetector.new() return end

---@param props table
---@return LaserDetector
function LaserDetector.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function LaserDetector:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function LaserDetector:OnTakeControl(ri) return end

---@param toGreen Bool
function LaserDetector:ChangeLasersColor(toGreen) return end

---@return LaserDetectorController
function LaserDetector:GetController() return end

---@return LaserDetectorControllerPS
function LaserDetector:GetDevicePS() return end

---@param on Bool
function LaserDetector:LockDevice(on) return end

function LaserDetector:TurnOffDevice() return end

function LaserDetector:TurnOnDevice() return end

---@class LaserDetectorController : ScriptableDeviceComponent
LaserDetectorController = {}

---@return LaserDetectorController
function LaserDetectorController.new() return end

---@param props table
---@return LaserDetectorController
function LaserDetectorController.new(props) return end

---@return LaserDetectorControllerPS
function LaserDetectorController:GetPS() return end

---@class LaserDetectorControllerPS : ScriptableDeviceComponentPS
LaserDetectorControllerPS = {}

---@return LaserDetectorControllerPS
function LaserDetectorControllerPS.new() return end

---@param props table
---@return LaserDetectorControllerPS
function LaserDetectorControllerPS.new(props) return end

---@return TweakDBID
function LaserDetectorControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function LaserDetectorControllerPS:GetDeviceIconTweakDBID() return end

---@class LaserSight : Attack_Beam
---@field previousTarget entEntity
LaserSight = {}

---@return LaserSight
function LaserSight.new() return end

---@param props table
---@return LaserSight
function LaserSight.new(props) return end

---@param weapon gameweaponObject
---@param target entEntity
function LaserSight:HandleTargetEvents(weapon, target) return end

---@param weapon gameweaponObject
function LaserSight:OnStop(weapon) return end

---@param weapon gameweaponObject
function LaserSight:OnTick(weapon) return end

---@class LastHitDataEvent : redEvent
---@field hitReactionBehaviorData HitReactionBehaviorData
LastHitDataEvent = {}

---@return LastHitDataEvent
function LastHitDataEvent.new() return end

---@param props table
---@return LastHitDataEvent
function LastHitDataEvent.new(props) return end

---@class LateInit : redEvent
LateInit = {}

---@return LateInit
function LateInit.new() return end

---@param props table
---@return LateInit
function LateInit.new(props) return end

---@class LcdScreen : InteractiveDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
LcdScreen = {}

---@return LcdScreen
function LcdScreen.new() return end

---@param props table
---@return LcdScreen
function LcdScreen.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function LcdScreen:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function LcdScreen:OnRequestComponents(ri) return end

---@param evt SetMessageRecordEvent
---@return Bool
function LcdScreen:OnSetMessageRecord(evt) return end

---@param evt StopShortGlitchEvent
---@return Bool
function LcdScreen:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function LcdScreen:OnTakeControl(ri) return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function LcdScreen:ApplyActiveStatusEffect(target, statusEffect) return end

function LcdScreen:CreateBlackboard() return end

function LcdScreen:CutPower() return end

---@return EGameplayRole
function LcdScreen:DeterminGameplayRole() return end

---@return LcdScreenBlackBoardDef
function LcdScreen:GetBlackboardDef() return end

---@return LcdScreenController
function LcdScreen:GetController() return end

---@return Int32
function LcdScreen:GetCustomNumber() return end

---@return LcdScreenControllerPS
function LcdScreen:GetDevicePS() return end

---@return gamedataScreenMessageData_Record
function LcdScreen:GetMessageRecord() return end

---@return Bool
function LcdScreen:HasCustomNumber() return end

---@param ps gamePersistentState
---@return Bool
function LcdScreen:ResavePersistentData(ps) return end

function LcdScreen:ResolveGameplayState() return end

---@param glitchState EGlitchState
---@param intensity Float
function LcdScreen:StartGlitching(glitchState, intensity) return end

function LcdScreen:StartShortGlitch() return end

function LcdScreen:StopGlitching() return end

function LcdScreen:TurnOffDevice() return end

function LcdScreen:TurnOffScreen() return end

function LcdScreen:TurnOnDevice() return end

function LcdScreen:TurnOnScreen() return end

---@param messageData ScreenMessageData
function LcdScreen:UpdateMessageRecordUI(messageData) return end

---@param targetID entEntityID
function LcdScreen:UploadActiveProgramOnNPC(targetID) return end

---@class LcdScreenBlackBoardDef : DeviceBaseBlackboardDef
---@field MessegeData gamebbScriptID_Variant
LcdScreenBlackBoardDef = {}

---@return LcdScreenBlackBoardDef
function LcdScreenBlackBoardDef.new() return end

---@param props table
---@return LcdScreenBlackBoardDef
function LcdScreenBlackBoardDef.new(props) return end

---@class LcdScreenController : ScriptableDeviceComponent
LcdScreenController = {}

---@return LcdScreenController
function LcdScreenController.new() return end

---@param props table
---@return LcdScreenController
function LcdScreenController.new(props) return end

---@return LcdScreenControllerPS
function LcdScreenController:GetPS() return end

---@class LcdScreenControllerPS : ScriptableDeviceComponentPS
---@field messageRecordID TweakDBID
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
---@field messageRecordSelector ScreenMessageSelector
LcdScreenControllerPS = {}

---@return LcdScreenControllerPS
function LcdScreenControllerPS.new() return end

---@param props table
---@return LcdScreenControllerPS
function LcdScreenControllerPS.new(props) return end

---@return Bool
function LcdScreenControllerPS:OnInstantiated() return end

---@return Bool
function LcdScreenControllerPS:CanCreateAnyQuickHackActions() return end

---@return TweakDBID
function LcdScreenControllerPS:GetBackgroundTextureTweakDBID() return end

---@return LcdScreenBlackBoardDef
function LcdScreenControllerPS:GetBlackboardDef() return end

---@return Int32
function LcdScreenControllerPS:GetCustomNumber() return end

---@return TweakDBID
function LcdScreenControllerPS:GetDeviceIconTweakDBID() return end

---@return TweakDBID
function LcdScreenControllerPS:GetMessageRecordID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function LcdScreenControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function LcdScreenControllerPS:GetQuickHackActions(context) return end

---@return Bool
function LcdScreenControllerPS:HasCustomNumber() return end

---@param evt SetMessageRecordEvent
---@return EntityNotificationType
function LcdScreenControllerPS:OnSetMessageRecord(evt) return end

---@param id TweakDBID|string
function LcdScreenControllerPS:SetMessageRecordID(id) return end

---@class LcdScreenILogicController : inkWidgetLogicController
---@field defaultUI inkWidgetReference
---@field mainDisplayWidget inkVideoWidgetReference
---@field messegeWidget inkTextWidgetReference
---@field backgroundWidget inkImageWidgetReference
---@field messegeRecord gamedataScreenMessageData_Record
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
LcdScreenILogicController = {}

---@return LcdScreenILogicController
function LcdScreenILogicController.new() return end

---@param props table
---@return LcdScreenILogicController
function LcdScreenILogicController.new(props) return end

---@param selector inkTweakDBIDSelector
---@return Bool
function LcdScreenILogicController:OnFillStreetSignData(selector) return end

---@return Bool
function LcdScreenILogicController:OnInitialize() return end

---@param calorArray Int32[]
---@return Color
function LcdScreenILogicController:GetColorFromArray(calorArray) return end

---@param replaceTextWithCustomNumber Bool
---@param customNumber Int32
function LcdScreenILogicController:InitializeCustomNumber(replaceTextWithCustomNumber, customNumber) return end

---@param messageRecord gamedataScreenMessageData_Record
function LcdScreenILogicController:InitializeMessageRecord(messageRecord) return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function LcdScreenILogicController:PlayVideo(videoPath, looped, audioEvent) return end

---@param record gamedataScreenMessageData_Record
function LcdScreenILogicController:ResolveMessegeRecord(record) return end

function LcdScreenILogicController:StopVideo() return end

function LcdScreenILogicController:TurnOff() return end

function LcdScreenILogicController:TurnOn() return end

---@class LcdScreenInkGameController : DeviceInkGameControllerBase
---@field defaultUI inkCanvasWidget
---@field mainDisplayWidget inkVideoWidget
---@field messegeWidget inkTextWidget
---@field backgroundWidget inkLeafWidget
---@field messegeRecord gamedataScreenMessageData_Record
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
---@field onGlitchingStateChangedListener redCallbackObject
---@field onMessegeChangedListener redCallbackObject
LcdScreenInkGameController = {}

---@return LcdScreenInkGameController
function LcdScreenInkGameController.new() return end

---@param props table
---@return LcdScreenInkGameController
function LcdScreenInkGameController.new(props) return end

---@param value Variant
---@return Bool
function LcdScreenInkGameController:OnActionWidgetsUpdate(value) return end

---@param selector inkTweakDBIDSelector
---@return Bool
function LcdScreenInkGameController:OnFillStreetSignData(selector) return end

---@param value Variant
---@return Bool
function LcdScreenInkGameController:OnMessegeChanged(value) return end

---@return Bool
function LcdScreenInkGameController:OnUninitialize() return end

---@param calorArray Int32[]
---@return Color
function LcdScreenInkGameController:GetColorFromArray(calorArray) return end

---@return LcdScreen
function LcdScreenInkGameController:GetOwner() return end

---@param replaceTextWithCustomNumber Bool
---@param customNumber Int32
function LcdScreenInkGameController:InitializeCustomNumber(replaceTextWithCustomNumber, customNumber) return end

---@param messageRecord gamedataScreenMessageData_Record
function LcdScreenInkGameController:InitializeMessageRecord(messageRecord) return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function LcdScreenInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function LcdScreenInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function LcdScreenInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param record gamedataScreenMessageData_Record
function LcdScreenInkGameController:ResolveMessegeRecord(record) return end

---@param imageWidget inkImageWidget
---@param textureID TweakDBID|string
function LcdScreenInkGameController:SetBackgroundTexture(imageWidget, textureID) return end

---@param imageWidget inkImageWidget
---@param textureRecord gamedataUIIcon_Record
function LcdScreenInkGameController:SetBackgroundTexture(imageWidget, textureRecord) return end

---@param imageWidgetRef inkImageWidgetReference
---@param textureRecord gamedataUIIcon_Record
function LcdScreenInkGameController:SetBackgroundTexture(imageWidgetRef, textureRecord) return end

function LcdScreenInkGameController:SetupWidgets() return end

---@param glitchData GlitchData
function LcdScreenInkGameController:StartGlitchingScreen(glitchData) return end

function LcdScreenInkGameController:StopGlitchingScreen() return end

function LcdScreenInkGameController:StopVideo() return end

function LcdScreenInkGameController:TurnOff() return end

function LcdScreenInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function LcdScreenInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function LcdScreenInkGameController:UpdateActionWidgets(widgetsData) return end

---@class LcdScreenSignInkGameController : DeviceInkGameControllerBase
---@field messegeRecord gamedataScreenMessageData_Record
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
---@field onGlitchingStateChangedListener redCallbackObject
---@field onMessegeChangedListener redCallbackObject
LcdScreenSignInkGameController = {}

---@return LcdScreenSignInkGameController
function LcdScreenSignInkGameController.new() return end

---@param props table
---@return LcdScreenSignInkGameController
function LcdScreenSignInkGameController.new(props) return end

---@param value Variant
---@return Bool
function LcdScreenSignInkGameController:OnActionWidgetsUpdate(value) return end

---@param selector inkTweakDBIDSelector
---@return Bool
function LcdScreenSignInkGameController:OnFillStreetSignData(selector) return end

---@param value Variant
---@return Bool
function LcdScreenSignInkGameController:OnMessegeChanged(value) return end

---@return LcdScreenILogicController
function LcdScreenSignInkGameController:GetMainLogicController() return end

---@return LcdScreen
function LcdScreenSignInkGameController:GetOwner() return end

---@param replaceTextWithCustomNumber Bool
---@param customNumber Int32
function LcdScreenSignInkGameController:InitializeCustomNumber(replaceTextWithCustomNumber, customNumber) return end

---@param messageRecord gamedataScreenMessageData_Record
function LcdScreenSignInkGameController:InitializeMessageRecord(messageRecord) return end

---@param state EDeviceStatus
function LcdScreenSignInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function LcdScreenSignInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param record gamedataScreenMessageData_Record
function LcdScreenSignInkGameController:ResolveMessegeRecord(record) return end

function LcdScreenSignInkGameController:SetupWidgets() return end

---@param glitchData GlitchData
function LcdScreenSignInkGameController:StartGlitchingScreen(glitchData) return end

function LcdScreenSignInkGameController:StopGlitchingScreen() return end

function LcdScreenSignInkGameController:TurnOff() return end

function LcdScreenSignInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function LcdScreenSignInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@class LearnAction : ConsumeAction
LearnAction = {}

---@return LearnAction
function LearnAction.new() return end

---@param props table
---@return LearnAction
function LearnAction.new(props) return end

---@class LeaveCoverImmediately : AIbehaviortaskScript
---@field delay Float
---@field completeOnLeave Bool
---@field timeStamp Float
---@field triggered Bool
LeaveCoverImmediately = {}

---@return LeaveCoverImmediately
function LeaveCoverImmediately.new() return end

---@param props table
---@return LeaveCoverImmediately
function LeaveCoverImmediately.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function LeaveCoverImmediately:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function LeaveCoverImmediately:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function LeaveCoverImmediately:Update(context) return end

---@class LedColors
---@field off ScriptLightSettings
---@field red ScriptLightSettings
---@field green ScriptLightSettings
LedColors = {}

---@return LedColors
function LedColors.new() return end

---@param props table
---@return LedColors
function LedColors.new(props) return end

---@class LedColors_SensorDevice
---@field off ScriptLightSettings
---@field red ScriptLightSettings
---@field green ScriptLightSettings
---@field blue ScriptLightSettings
---@field yellow ScriptLightSettings
---@field white ScriptLightSettings
LedColors_SensorDevice = {}

---@return LedColors_SensorDevice
function LedColors_SensorDevice.new() return end

---@param props table
---@return LedColors_SensorDevice
function LedColors_SensorDevice.new(props) return end

---@class LeftHandCyberwareActionAbstractDecisions : LeftHandCyberwareTransition
LeftHandCyberwareActionAbstractDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareActionAbstractDecisions:ToLeftHandCyberwareWaitForUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareActionAbstractEvents : LeftHandCyberwareEventsTransition
---@field projectileReleased Bool
LeftHandCyberwareActionAbstractEvents = {}

---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareActionAbstractEvents:ConsumeStamina(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareActionAbstractEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareActionAbstractEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareActionAbstractEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class LeftHandCyberwareCatchActionDecisions : LeftHandCyberwareActionAbstractDecisions
LeftHandCyberwareCatchActionDecisions = {}

---@return LeftHandCyberwareCatchActionDecisions
function LeftHandCyberwareCatchActionDecisions.new() return end

---@param props table
---@return LeftHandCyberwareCatchActionDecisions
function LeftHandCyberwareCatchActionDecisions.new(props) return end

---@class LeftHandCyberwareCatchActionEvents : LeftHandCyberwareActionAbstractEvents
LeftHandCyberwareCatchActionEvents = {}

---@return LeftHandCyberwareCatchActionEvents
function LeftHandCyberwareCatchActionEvents.new() return end

---@param props table
---@return LeftHandCyberwareCatchActionEvents
function LeftHandCyberwareCatchActionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareCatchActionEvents:OnEnter(stateContext, scriptInterface) return end

---@class LeftHandCyberwareCatchDecisions : LeftHandCyberwareTransition
LeftHandCyberwareCatchDecisions = {}

---@return LeftHandCyberwareCatchDecisions
function LeftHandCyberwareCatchDecisions.new() return end

---@param props table
---@return LeftHandCyberwareCatchDecisions
function LeftHandCyberwareCatchDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareCatchDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareCatchDecisions:ToLeftHandCyberwareCatchAction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareCatchDecisions:ToLeftHandCyberwareWaitForUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareCatchEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareCatchEvents = {}

---@return LeftHandCyberwareCatchEvents
function LeftHandCyberwareCatchEvents.new() return end

---@param props table
---@return LeftHandCyberwareCatchEvents
function LeftHandCyberwareCatchEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareCatchEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareCatchEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareCatchEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeActionDecisions : LeftHandCyberwareActionAbstractDecisions
LeftHandCyberwareChargeActionDecisions = {}

---@return LeftHandCyberwareChargeActionDecisions
function LeftHandCyberwareChargeActionDecisions.new() return end

---@param props table
---@return LeftHandCyberwareChargeActionDecisions
function LeftHandCyberwareChargeActionDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeActionDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeActionEvents : LeftHandCyberwareActionAbstractEvents
LeftHandCyberwareChargeActionEvents = {}

---@return LeftHandCyberwareChargeActionEvents
function LeftHandCyberwareChargeActionEvents.new() return end

---@param props table
---@return LeftHandCyberwareChargeActionEvents
function LeftHandCyberwareChargeActionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeActionEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeActionEvents:OnExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeDecisions : LeftHandCyberwareTransition
LeftHandCyberwareChargeDecisions = {}

---@return LeftHandCyberwareChargeDecisions
function LeftHandCyberwareChargeDecisions.new() return end

---@param props table
---@return LeftHandCyberwareChargeDecisions
function LeftHandCyberwareChargeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeDecisions:ToLeftHandCyberwareChargeAction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeDecisions:ToLeftHandCyberwareChargeRepeatAction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeDecisions:ToLeftHandCyberwareWaitForUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeEvents : LeftHandCyberwareEventsTransition
---@field chargeModeAim gameweaponAnimFeature_AimPlayer
---@field leftHandObject gameweaponObject
---@field aimInTimeRemaining Float
LeftHandCyberwareChargeEvents = {}

---@return LeftHandCyberwareChargeEvents
function LeftHandCyberwareChargeEvents.new() return end

---@param props table
---@return LeftHandCyberwareChargeEvents
function LeftHandCyberwareChargeEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareChargeEvents:GetChargeValuePerSec(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:ResetChargeModeCameraAimAnimFeature(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeEvents:UpdateChargeModeCameraAimAnimFeature(stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeRepeatActionDecisions : LeftHandCyberwareActionAbstractDecisions
LeftHandCyberwareChargeRepeatActionDecisions = {}

---@return LeftHandCyberwareChargeRepeatActionDecisions
function LeftHandCyberwareChargeRepeatActionDecisions.new() return end

---@param props table
---@return LeftHandCyberwareChargeRepeatActionDecisions
function LeftHandCyberwareChargeRepeatActionDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeRepeatActionDecisions:ToLeftHandCyberwareChargeRepeatAction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareChargeRepeatActionDecisions:ToLeftHandCyberwareWaitForUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareChargeRepeatActionEvents : LeftHandCyberwareActionAbstractEvents
---@field maxSpread Float
---@field maxProjectiles Int32
LeftHandCyberwareChargeRepeatActionEvents = {}

---@return LeftHandCyberwareChargeRepeatActionEvents
function LeftHandCyberwareChargeRepeatActionEvents.new() return end

---@param props table
---@return LeftHandCyberwareChargeRepeatActionEvents
function LeftHandCyberwareChargeRepeatActionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeRepeatActionEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeRepeatActionEvents:OnEnterFromLeftHandCyberwareCharge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeRepeatActionEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeRepeatActionEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareChargeRepeatActionEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class LeftHandCyberwareDataDef : gamebbScriptDefinition
---@field ProjectileCaught gamebbScriptID_Bool
LeftHandCyberwareDataDef = {}

---@return LeftHandCyberwareDataDef
function LeftHandCyberwareDataDef.new() return end

---@param props table
---@return LeftHandCyberwareDataDef
function LeftHandCyberwareDataDef.new(props) return end

---@class LeftHandCyberwareEquipDecisions : LeftHandCyberwareTransition
LeftHandCyberwareEquipDecisions = {}

---@return LeftHandCyberwareEquipDecisions
function LeftHandCyberwareEquipDecisions.new() return end

---@param props table
---@return LeftHandCyberwareEquipDecisions
function LeftHandCyberwareEquipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareEquipDecisions:ToLeftHandCyberwareCharge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareEquipDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareEquipEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareEquipEvents = {}

---@return LeftHandCyberwareEquipEvents
function LeftHandCyberwareEquipEvents.new() return end

---@param props table
---@return LeftHandCyberwareEquipEvents
function LeftHandCyberwareEquipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEquipEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEquipEvents:OnExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareEquippedEvent : redEvent
LeftHandCyberwareEquippedEvent = {}

---@return LeftHandCyberwareEquippedEvent
function LeftHandCyberwareEquippedEvent.new() return end

---@param props table
---@return LeftHandCyberwareEquippedEvent
function LeftHandCyberwareEquippedEvent.new(props) return end

---@class LeftHandCyberwareEventsTransition : LeftHandCyberwareTransition
LeftHandCyberwareEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEventsTransition:CleanUpLeftHandCyberwareState(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEventsTransition:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareEventsTransition:OnForcedExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareHelper : IScriptable
LeftHandCyberwareHelper = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareHelper.IsProjectileLauncherEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareHelper.ProjectileLauncherHasCharge(scriptInterface) return end

---@class LeftHandCyberwareLoopDecisions : LeftHandCyberwareTransition
LeftHandCyberwareLoopDecisions = {}

---@return LeftHandCyberwareLoopDecisions
function LeftHandCyberwareLoopDecisions.new() return end

---@param props table
---@return LeftHandCyberwareLoopDecisions
function LeftHandCyberwareLoopDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareLoopDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareLoopDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareLoopDecisions:ToLeftHandCyberwareWaitForUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareLoopEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareLoopEvents = {}

---@return LeftHandCyberwareLoopEvents
function LeftHandCyberwareLoopEvents.new() return end

---@param props table
---@return LeftHandCyberwareLoopEvents
function LeftHandCyberwareLoopEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareLoopEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareLoopEvents:OnExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareQuickActionDecisions : LeftHandCyberwareActionAbstractDecisions
LeftHandCyberwareQuickActionDecisions = {}

---@return LeftHandCyberwareQuickActionDecisions
function LeftHandCyberwareQuickActionDecisions.new() return end

---@param props table
---@return LeftHandCyberwareQuickActionDecisions
function LeftHandCyberwareQuickActionDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareQuickActionDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareQuickActionDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareQuickActionEvents : LeftHandCyberwareActionAbstractEvents
LeftHandCyberwareQuickActionEvents = {}

---@return LeftHandCyberwareQuickActionEvents
function LeftHandCyberwareQuickActionEvents.new() return end

---@param props table
---@return LeftHandCyberwareQuickActionEvents
function LeftHandCyberwareQuickActionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareQuickActionEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareQuickActionEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareQuickActionEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareSafeDecisions : LeftHandCyberwareTransition
LeftHandCyberwareSafeDecisions = {}

---@return LeftHandCyberwareSafeDecisions
function LeftHandCyberwareSafeDecisions.new() return end

---@param props table
---@return LeftHandCyberwareSafeDecisions
function LeftHandCyberwareSafeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareSafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareSafeDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareSafeEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareSafeEvents = {}

---@return LeftHandCyberwareSafeEvents
function LeftHandCyberwareSafeEvents.new() return end

---@param props table
---@return LeftHandCyberwareSafeEvents
function LeftHandCyberwareSafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareSafeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareSafeEvents:OnExit(stateContext, scriptInterface) return end

---@class LeftHandCyberwareTransition : DefaultTransition
---@field leftCWFeature AnimFeature_LeftHandCyberware
---@field overchargeStatFlag gameStatModifierData_Deprecated
LeftHandCyberwareTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:AimSnap(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param active Bool
function LeftHandCyberwareTransition:AttachAndPreviewProjectile(scriptInterface, active) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:CreateAndSendAnimFeatureData(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param angleOffset Float
function LeftHandCyberwareTransition:DetachProjectile(scriptInterface, angleOffset) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param chargeValue Float
function LeftHandCyberwareTransition:DrainLeftHandWeaponCharge(scriptInterface, chargeValue) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:EndAiming(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, ItemID
function LeftHandCyberwareTransition:GetCurrentlyInstalledProjectile(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareTransition:GetEquipDuration(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameweaponObject
function LeftHandCyberwareTransition:GetLeftHandWeaponObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareTransition:GetMaxActiveTime(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareTransition:GetMaxChargeThreshold(scriptInterface) return end

---@param weaponTweak TweakDBID|string
---@return CName
function LeftHandCyberwareTransition:GetProjectileTemplateNameFromWeaponDefinition(weaponTweak) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareTransition:GetUnequipDuration(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LeftHandCyberwareTransition:GetWeaponChargeCost(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareTransition:HasMeleewarePerkStatFlag(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareTransition:HasProjectileLauncherWithStatFlag(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareTransition:IsUsingCyberwareAllowed(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param tag CName|string
---@return Bool
function LeftHandCyberwareTransition:LeftHandCyberwareHasTag(scriptInterface, tag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function LeftHandCyberwareTransition:LockLeftHandAnimation(scriptInterface, newState) return end

---@param effectName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
---@param eventTag CName|string
function LeftHandCyberwareTransition:PlayEffect(effectName, scriptInterface, eventTag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param tag CName|string
---@return Bool
function LeftHandCyberwareTransition:QuickwheelHasTag(scriptInterface, tag) return end

---@param stateContext gamestateMachineStateContextScript
function LeftHandCyberwareTransition:ResetAnimFeatureParameters(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Float
function LeftHandCyberwareTransition:SetActionDuration(stateContext, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function LeftHandCyberwareTransition:SetAnimEquipState(scriptInterface, newState) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Int32
function LeftHandCyberwareTransition:SetAnimFeatureState(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function LeftHandCyberwareTransition:SetIsCatching(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function LeftHandCyberwareTransition:SetIsCharging(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function LeftHandCyberwareTransition:SetIsLooping(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
function LeftHandCyberwareTransition:SetIsProjectileCaught(stateContext, scriptInterface, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function LeftHandCyberwareTransition:SetIsQuickAction(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function LeftHandCyberwareTransition:SetIsSafeAction(stateContext, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param type Int32
---@param state Int32
function LeftHandCyberwareTransition:SetLeftHandItemTypeAndState(scriptInterface, type, state) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param charged Bool
function LeftHandCyberwareTransition:SetLeftHandWeaponCharged(scriptInterface, charged) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function LeftHandCyberwareTransition:ShouldInstantlyUnequipCyberware(scriptInterface, stateContext) return end

---@param effectName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:StopEffect(effectName, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:TurnOFFOvercharge(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:TurnOnOvercharge(scriptInterface) return end

---@param chargeAmount Float
---@param hasCWPerk Bool
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareTransition:UpdateAndSendChargeAnimData(chargeAmount, hasCWPerk, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareTransition:WeaponIsCharged(scriptInterface) return end

---@class LeftHandCyberwareUnequipEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareUnequipEvents = {}

---@return LeftHandCyberwareUnequipEvents
function LeftHandCyberwareUnequipEvents.new() return end

---@param props table
---@return LeftHandCyberwareUnequipEvents
function LeftHandCyberwareUnequipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@class LeftHandCyberwareUnequippedEvent : redEvent
LeftHandCyberwareUnequippedEvent = {}

---@return LeftHandCyberwareUnequippedEvent
function LeftHandCyberwareUnequippedEvent.new() return end

---@param props table
---@return LeftHandCyberwareUnequippedEvent
function LeftHandCyberwareUnequippedEvent.new(props) return end

---@class LeftHandCyberwareWaitForUnequipDecisions : LeftHandCyberwareTransition
LeftHandCyberwareWaitForUnequipDecisions = {}

---@return LeftHandCyberwareWaitForUnequipDecisions
function LeftHandCyberwareWaitForUnequipDecisions.new() return end

---@param props table
---@return LeftHandCyberwareWaitForUnequipDecisions
function LeftHandCyberwareWaitForUnequipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LeftHandCyberwareWaitForUnequipDecisions:ToLeftHandCyberwareUnequip(stateContext, scriptInterface) return end

---@class LeftHandCyberwareWaitForUnequipEvents : LeftHandCyberwareEventsTransition
LeftHandCyberwareWaitForUnequipEvents = {}

---@return LeftHandCyberwareWaitForUnequipEvents
function LeftHandCyberwareWaitForUnequipEvents.new() return end

---@param props table
---@return LeftHandCyberwareWaitForUnequipEvents
function LeftHandCyberwareWaitForUnequipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareWaitForUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareWaitForUnequipEvents:OnEnterFromLeftHandCyberwareCharge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareWaitForUnequipEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LeftHandCyberwareWaitForUnequipEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class LerpToColorControllerLightRequest : gameScriptableSystemRequest
---@field rgb Vector3
---@field timeToLerp Float
---@field useExponentialCurve Bool
LerpToColorControllerLightRequest = {}

---@return LerpToColorControllerLightRequest
function LerpToColorControllerLightRequest.new() return end

---@param props table
---@return LerpToColorControllerLightRequest
function LerpToColorControllerLightRequest.new(props) return end

---@class LerpToDefaultControllerLightColorRequest : gameScriptableSystemRequest
---@field notQuest Bool
LerpToDefaultControllerLightColorRequest = {}

---@return LerpToDefaultControllerLightColorRequest
function LerpToDefaultControllerLightColorRequest.new() return end

---@param props table
---@return LerpToDefaultControllerLightColorRequest
function LerpToDefaultControllerLightColorRequest.new(props) return end

---@class LevelBarsController : inkWidgetLogicController
---@field bar0 inkWidgetReference
---@field bar1 inkWidgetReference
---@field bar2 inkWidgetReference
---@field bar3 inkWidgetReference
---@field bar4 inkWidgetReference
---@field bars inkWidgetReference[]
LevelBarsController = {}

---@return LevelBarsController
function LevelBarsController.new() return end

---@param props table
---@return LevelBarsController
function LevelBarsController.new(props) return end

---@return Bool
function LevelBarsController:OnInitialize() return end

---@param index Int32
---@return inkWidgetReference
function LevelBarsController:GetBarWidget(index) return end

---@param quality CName|string
---@param qualityToCompare CName|string
function LevelBarsController:Update(quality, qualityToCompare) return end

---@param quality Int32
function LevelBarsController:Update(quality) return end

---@param quality Int32
---@param qualityToCompare Int32
function LevelBarsController:Update(quality, qualityToCompare) return end

---@class LevelRewardDisplayData : IDisplayData
---@field level Int32
---@field rewardName String
---@field description String
---@field icon CName
---@field locPackage gameUILocalizationDataPackage
---@field descPackage gameUILocalizationDataPackage
---@field isLock Bool
LevelRewardDisplayData = {}

---@return LevelRewardDisplayData
function LevelRewardDisplayData.new() return end

---@param props table
---@return LevelRewardDisplayData
function LevelRewardDisplayData.new(props) return end

---@class LevelUpGameController : gameuiHUDGameController
---@field value inkTextWidgetReference
---@field proficencyLabel inkTextWidgetReference
---@field animationProxy inkanimProxy
---@field data LevelUpUserData
LevelUpGameController = {}

---@return LevelUpGameController
function LevelUpGameController.new() return end

---@param props table
---@return LevelUpGameController
function LevelUpGameController.new(props) return end

---@return Bool
function LevelUpGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function LevelUpGameController:OnOutroAnimFinished(anim) return end

---@return Bool
function LevelUpGameController:OnUninitialize() return end

function LevelUpGameController:PlayIntroAnimation() return end

function LevelUpGameController:Setup() return end

---@class LevelUpNotification : GenericNotificationController
---@field levelupData gameuiLevelUpNotificationViewData
---@field animation inkanimProxy
---@field bonusRecord gamedataPassiveProficiencyBonus_Record
---@field LevelUpLabelText inkTextWidgetReference
---@field LevelUpValue inkTextWidgetReference
---@field LevelUpHolder inkWidgetReference
---@field LevelUpPreviousValue inkTextWidgetReference
---@field AttributePointsValue inkTextWidgetReference
---@field AttributePointsPreviousValue inkTextWidgetReference
---@field AttributePointsHolder inkWidgetReference
---@field PerkPointsValue inkTextWidgetReference
---@field PerkPreviousValue inkTextWidgetReference
---@field SkillIcon inkImageWidgetReference
---@field SkillIconShadow inkImageWidgetReference
---@field bonusDisplay LevelRewardDisplayData
---@field passiveBonusRewardLabel inkTextWidgetReference
---@field passiveBonusReward inkWidgetReference
---@field unlockedActivites Int32
LevelUpNotification = {}

---@return LevelUpNotification
function LevelUpNotification.new() return end

---@param props table
---@return LevelUpNotification
function LevelUpNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function LevelUpNotification:SetNotificationData(notificationData) return end

---@class LevelUpNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
---@field levelUpBlackboard gameIBlackboard
---@field playerLevelUpListener redCallbackObject
---@field playerObject gameObject
---@field combatModePSM gamePSMCombat
---@field combatModeListener redCallbackObject
---@field lastEspionageLevel Int32
LevelUpNotificationQueue = {}

---@return LevelUpNotificationQueue
function LevelUpNotificationQueue.new() return end

---@param props table
---@return LevelUpNotificationQueue
function LevelUpNotificationQueue.new(props) return end

---@param value Int32
---@return Bool
function LevelUpNotificationQueue:OnCombatStateChanged(value) return end

---@return Bool
function LevelUpNotificationQueue:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function LevelUpNotificationQueue:OnPlayerAttach(playerPuppet) return end

---@param playerGameObject gameObject
---@return Bool
function LevelUpNotificationQueue:OnPlayerDetach(playerGameObject) return end

---@return Bool
function LevelUpNotificationQueue:OnUninitialize() return end

---@return Int32
function LevelUpNotificationQueue:GetID() return end

---@return Bool
function LevelUpNotificationQueue:GetShouldSaveState() return end

---@param value Variant
function LevelUpNotificationQueue:OnCharacterLevelUpdated(value) return end

---@param playerObject gameObject
function LevelUpNotificationQueue:RegisterPSMListeners(playerObject) return end

function LevelUpNotificationQueue:SetLastRelicLevel() return end

---@param playerObject gameObject
function LevelUpNotificationQueue:UnregisterPSMListeners(playerObject) return end

---@class LevelUpUserData : inkGameNotificationData
---@field data questLevelUpData
LevelUpUserData = {}

---@return LevelUpUserData
function LevelUpUserData.new() return end

---@param props table
---@return LevelUpUserData
function LevelUpUserData.new(props) return end

---@class LevelUpdateEvent : redEvent
---@field lvl Int32
---@field type gamedataProficiencyType
---@field devPoints SDevelopmentPoints[]
LevelUpdateEvent = {}

---@return LevelUpdateEvent
function LevelUpdateEvent.new() return end

---@param props table
---@return LevelUpdateEvent
function LevelUpdateEvent.new(props) return end

---@class LibTreeCMetanodeDefinition : LibTreeINodeDefinition
LibTreeCMetanodeDefinition = {}

---@class LibTreeCMetanodeIfDefinition : LibTreeCMetanodeDefinition
---@field ifCondition LibTreeDefBool
---@field ifBranch LibTreeINodeDefinition
---@field elseBranch LibTreeINodeDefinition
LibTreeCMetanodeIfDefinition = {}

---@return LibTreeCMetanodeIfDefinition
function LibTreeCMetanodeIfDefinition.new() return end

---@param props table
---@return LibTreeCMetanodeIfDefinition
function LibTreeCMetanodeIfDefinition.new(props) return end

---@class LibTreeCTreeReference : ISerializable
---@field TreeDefinition LibTreeCTreeResource
---@field parameters LibTreeParameterList
LibTreeCTreeReference = {}

---@class LibTreeCTreeResource : CResource
---@field variables LibTreeDefTreeVariablesList
LibTreeCTreeResource = {}

---@class LibTreeDefBool
---@field variableId Uint16
---@field treeVariable CName
---@field v Bool
LibTreeDefBool = {}

---@return LibTreeDefBool
function LibTreeDefBool.new() return end

---@param props table
---@return LibTreeDefBool
function LibTreeDefBool.new(props) return end

---@class LibTreeDefCName
---@field variableId Uint16
---@field treeVariable CName
---@field v CName
LibTreeDefCName = {}

---@return LibTreeDefCName
function LibTreeDefCName.new() return end

---@param props table
---@return LibTreeDefCName
function LibTreeDefCName.new(props) return end

---@class LibTreeDefEnum
---@field variableId Uint16
---@field treeVariable CName
---@field v Int64
LibTreeDefEnum = {}

---@return LibTreeDefEnum
function LibTreeDefEnum.new() return end

---@param props table
---@return LibTreeDefEnum
function LibTreeDefEnum.new(props) return end

---@class LibTreeDefFloat
---@field variableId Uint16
---@field treeVariable CName
---@field v Float
LibTreeDefFloat = {}

---@return LibTreeDefFloat
function LibTreeDefFloat.new() return end

---@param props table
---@return LibTreeDefFloat
function LibTreeDefFloat.new(props) return end

---@class LibTreeDefISerializable
---@field variableId Uint16
---@field treeVariable CName
---@field v ISerializable
LibTreeDefISerializable = {}

---@return LibTreeDefISerializable
function LibTreeDefISerializable.new() return end

---@param props table
---@return LibTreeDefISerializable
function LibTreeDefISerializable.new(props) return end

---@class LibTreeDefInt32
---@field variableId Uint16
---@field treeVariable CName
---@field v Int32
LibTreeDefInt32 = {}

---@return LibTreeDefInt32
function LibTreeDefInt32.new() return end

---@param props table
---@return LibTreeDefInt32
function LibTreeDefInt32.new(props) return end

---@class LibTreeDefNodeRef
---@field variableId Uint16
---@field treeVariable CName
---@field v NodeRef
LibTreeDefNodeRef = {}

---@return LibTreeDefNodeRef
function LibTreeDefNodeRef.new() return end

---@param props table
---@return LibTreeDefNodeRef
function LibTreeDefNodeRef.new(props) return end

---@class LibTreeDefTree
---@field variableId Uint16
---@field treeVariable CName
---@field v LibTreeCTreeReference
LibTreeDefTree = {}

---@return LibTreeDefTree
function LibTreeDefTree.new() return end

---@param props table
---@return LibTreeDefTree
function LibTreeDefTree.new(props) return end

---@class LibTreeDefTreeList
---@field variableId Uint16
---@field treeVariable CName
---@field v LibTreeCTreeReference[]
LibTreeDefTreeList = {}

---@return LibTreeDefTreeList
function LibTreeDefTreeList.new() return end

---@param props table
---@return LibTreeDefTreeList
function LibTreeDefTreeList.new(props) return end

---@class LibTreeDefTreeVariable : ISerializable
---@field id Uint16
---@field readableName CName
LibTreeDefTreeVariable = {}

---@class LibTreeDefTreeVariableBool : LibTreeDefTreeVariableBoolBase
---@field exportAsProperty Bool
---@field defaultValue Bool
LibTreeDefTreeVariableBool = {}

---@return LibTreeDefTreeVariableBool
function LibTreeDefTreeVariableBool.new() return end

---@param props table
---@return LibTreeDefTreeVariableBool
function LibTreeDefTreeVariableBool.new(props) return end

---@class LibTreeDefTreeVariableBoolBase : LibTreeDefTreeVariable
LibTreeDefTreeVariableBoolBase = {}

---@class LibTreeDefTreeVariableCName : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue CName
LibTreeDefTreeVariableCName = {}

---@return LibTreeDefTreeVariableCName
function LibTreeDefTreeVariableCName.new() return end

---@param props table
---@return LibTreeDefTreeVariableCName
function LibTreeDefTreeVariableCName.new(props) return end

---@class LibTreeDefTreeVariableEnum : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field enumClass CName
---@field defaultValue Int64
LibTreeDefTreeVariableEnum = {}

---@return LibTreeDefTreeVariableEnum
function LibTreeDefTreeVariableEnum.new() return end

---@param props table
---@return LibTreeDefTreeVariableEnum
function LibTreeDefTreeVariableEnum.new(props) return end

---@class LibTreeDefTreeVariableFloat : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue Float
LibTreeDefTreeVariableFloat = {}

---@return LibTreeDefTreeVariableFloat
function LibTreeDefTreeVariableFloat.new() return end

---@param props table
---@return LibTreeDefTreeVariableFloat
function LibTreeDefTreeVariableFloat.new(props) return end

---@class LibTreeDefTreeVariableISerializable : LibTreeDefTreeVariable
---@field exportAsProperty Bool
LibTreeDefTreeVariableISerializable = {}

---@class LibTreeDefTreeVariableInt32 : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue Int32
LibTreeDefTreeVariableInt32 = {}

---@return LibTreeDefTreeVariableInt32
function LibTreeDefTreeVariableInt32.new() return end

---@param props table
---@return LibTreeDefTreeVariableInt32
function LibTreeDefTreeVariableInt32.new(props) return end

---@class LibTreeDefTreeVariableNodeRef : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue NodeRef
LibTreeDefTreeVariableNodeRef = {}

---@return LibTreeDefTreeVariableNodeRef
function LibTreeDefTreeVariableNodeRef.new() return end

---@param props table
---@return LibTreeDefTreeVariableNodeRef
function LibTreeDefTreeVariableNodeRef.new(props) return end

---@class LibTreeDefTreeVariableTreeRef : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue LibTreeCTreeReference
LibTreeDefTreeVariableTreeRef = {}

---@return LibTreeDefTreeVariableTreeRef
function LibTreeDefTreeVariableTreeRef.new() return end

---@param props table
---@return LibTreeDefTreeVariableTreeRef
function LibTreeDefTreeVariableTreeRef.new(props) return end

---@class LibTreeDefTreeVariableTreeRefList : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue LibTreeCTreeReference[]
LibTreeDefTreeVariableTreeRefList = {}

---@return LibTreeDefTreeVariableTreeRefList
function LibTreeDefTreeVariableTreeRefList.new() return end

---@param props table
---@return LibTreeDefTreeVariableTreeRefList
function LibTreeDefTreeVariableTreeRefList.new(props) return end

---@class LibTreeDefTreeVariableVector : LibTreeDefTreeVariable
---@field exportAsProperty Bool
---@field defaultValue Vector3
LibTreeDefTreeVariableVector = {}

---@return LibTreeDefTreeVariableVector
function LibTreeDefTreeVariableVector.new() return end

---@param props table
---@return LibTreeDefTreeVariableVector
function LibTreeDefTreeVariableVector.new(props) return end

---@class LibTreeDefTreeVariablesList
---@field list LibTreeDefTreeVariable[]
LibTreeDefTreeVariablesList = {}

---@return LibTreeDefTreeVariablesList
function LibTreeDefTreeVariablesList.new() return end

---@param props table
---@return LibTreeDefTreeVariablesList
function LibTreeDefTreeVariablesList.new(props) return end

---@class LibTreeDefVector
---@field variableId Uint16
---@field treeVariable CName
---@field v Vector3
LibTreeDefVector = {}

---@return LibTreeDefVector
function LibTreeDefVector.new() return end

---@param props table
---@return LibTreeDefVector
function LibTreeDefVector.new(props) return end

---@class LibTreeGenericData
LibTreeGenericData = {}

---@return LibTreeGenericData
function LibTreeGenericData.new() return end

---@param props table
---@return LibTreeGenericData
function LibTreeGenericData.new(props) return end

---@class LibTreeINodeDefinition : ISerializable
LibTreeINodeDefinition = {}

---@class LibTreeParameter
---@field parameterName CName
---@field parameterId Uint16
---@field parameterType LibTreeEParameterType
---@field value Variant
LibTreeParameter = {}

---@return LibTreeParameter
function LibTreeParameter.new() return end

---@param props table
---@return LibTreeParameter
function LibTreeParameter.new(props) return end

---@class LibTreeParameterList
---@field parameters LibTreeParameter[]
LibTreeParameterList = {}

---@return LibTreeParameterList
function LibTreeParameterList.new() return end

---@param props table
---@return LibTreeParameterList
function LibTreeParameterList.new(props) return end

---@class LibTreeParametersForwarder
---@field overrides Uint32[]
LibTreeParametersForwarder = {}

---@return LibTreeParametersForwarder
function LibTreeParametersForwarder.new() return end

---@param props table
---@return LibTreeParametersForwarder
function LibTreeParametersForwarder.new(props) return end

---@class LibTreeSharedVarReferenceName
---@field name CName
LibTreeSharedVarReferenceName = {}

---@return LibTreeSharedVarReferenceName
function LibTreeSharedVarReferenceName.new() return end

---@param props table
---@return LibTreeSharedVarReferenceName
function LibTreeSharedVarReferenceName.new(props) return end

---@class LibTreeSharedVarRegistrationName
---@field name CName
LibTreeSharedVarRegistrationName = {}

---@return LibTreeSharedVarRegistrationName
function LibTreeSharedVarRegistrationName.new() return end

---@param props table
---@return LibTreeSharedVarRegistrationName
function LibTreeSharedVarRegistrationName.new(props) return end

---@class LifePathBluelinePart : gameinteractionsvisBluelinePart
---@field record gamedataLifePath_Record
LifePathBluelinePart = {}

---@return LifePathBluelinePart
function LifePathBluelinePart.new() return end

---@param props table
---@return LifePathBluelinePart
function LifePathBluelinePart.new(props) return end

---@class LifePath_ScriptConditionType : BluelineConditionTypeBase
---@field lifePathId TweakDBID
---@field inverted Bool
LifePath_ScriptConditionType = {}

---@return LifePath_ScriptConditionType
function LifePath_ScriptConditionType.new() return end

---@param props table
---@return LifePath_ScriptConditionType
function LifePath_ScriptConditionType.new(props) return end

---@param playerObject gameObject
---@return Bool
function LifePath_ScriptConditionType:Evaluate(playerObject) return end

---@param playerObject gameObject
---@return gameinteractionsvisBluelinePart
function LifePath_ScriptConditionType:GetBluelinePart(playerObject) return end

---@return PlayerDevelopmentSystem
function LifePath_ScriptConditionType:GetPlayerDevelopmentSystem() return end

---@return String
function LifePath_ScriptConditionType:ToString() return end

---@class LiftArrivedEvent : redEvent
---@field floor String
LiftArrivedEvent = {}

---@return LiftArrivedEvent
function LiftArrivedEvent.new() return end

---@param props table
---@return LiftArrivedEvent
function LiftArrivedEvent.new(props) return end

---@class LiftController : MasterController
LiftController = {}

---@return LiftController
function LiftController.new() return end

---@param props table
---@return LiftController
function LiftController.new(props) return end

---@return LiftControllerPS
function LiftController:GetPS() return end

---@class LiftControllerPS : MasterControllerPS
---@field liftSetup LiftSetup
---@field activeFloor Int32
---@field targetFloor Int32
---@field movementState gamePlatformMovementState
---@field floors ElevatorFloorSetup[]
---@field floorIDs entEntityID[]
---@field floorPSIDs gamePersistentID[]
---@field floorsAuthorization Bool[]
---@field timeOnPause Float
---@field isPlayerInsideLift Bool
---@field isPlayerInsideLift_RealOne Bool
---@field isSpeakerDestroyed Bool
---@field hasSpeaker Bool
---@field cachedGoToFloorAction Int32
---@field isAllDoorsClosed Bool
---@field isAdsDisabled Bool
LiftControllerPS = {}

---@return LiftControllerPS
function LiftControllerPS.new() return end

---@param props table
---@return LiftControllerPS
function LiftControllerPS.new(props) return end

---@return Bool
function LiftControllerPS:OnInstantiated() return end

---@param isForced Bool
---@return AuthorizeUser
function LiftControllerPS:ActionAuthorizeUser(isForced) return end

---@param isElevatorAtThisFloor Bool
---@param destination Int32
---@return CallElevator
function LiftControllerPS:ActionCallElevator(isElevatorAtThisFloor, destination) return end

---@param numberOfFloors Int32
---@param currentFloor Int32
---@param floor Int32
---@param displayFloor String
---@param IsAuthorized Bool
---@return GoToFloor
function LiftControllerPS:ActionGoToFloor(numberOfFloors, currentFloor, floor, displayFloor, IsAuthorized) return end

---@param libraryName CName|string
---@return LiftStatus
function LiftControllerPS:ActionLiftStatus(libraryName) return end

---@param value Bool
---@return QuestCloseAllDoors
function LiftControllerPS:ActionQuestCloseAllDoors(value) return end

---@return QuestDisableLiftTravelTimeOverride
function LiftControllerPS:ActionQuestDisableLiftTravelTimeOverride() return end

---@return QuestDisableRadio
function LiftControllerPS:ActionQuestDisableRadio() return end

---@return QuestEnableLiftTravelTimeOverride
function LiftControllerPS:ActionQuestEnableLiftTravelTimeOverride() return end

---@return QuestForceGoToFloor
function LiftControllerPS:ActionQuestForceGoToFloor() return end

---@return QuestForceTeleportToFloor
function LiftControllerPS:ActionQuestForceTeleportToFloor() return end

---@return QuestGoToFloor
function LiftControllerPS:ActionQuestGoToFloor() return end

---@return QuestHideFloor
function LiftControllerPS:ActionQuestHideFloor() return end

---@return QuestResumeElevator
function LiftControllerPS:ActionQuestResumeElevator() return end

---@return QuestSetFloorActive
function LiftControllerPS:ActionQuestSetFloorActive() return end

---@return QuestSetFloorInactive
function LiftControllerPS:ActionQuestSetFloorInactive() return end

---@return QuestSetLiftSpeed
function LiftControllerPS:ActionQuestSetLiftSpeed() return end

---@return QuestSetLiftTravelTimeOverride
function LiftControllerPS:ActionQuestSetLiftTravelTimeOverride() return end

---@return QuestSetRadioStation
function LiftControllerPS:ActionQuestSetRadioStation() return end

---@return QuestShowFloor
function LiftControllerPS:ActionQuestShowFloor() return end

---@return QuestStopElevator
function LiftControllerPS:ActionQuestStopElevator() return end

---@param value Bool
---@return QuestToggleAds
function LiftControllerPS:ActionQuestToggleAds(value) return end

---@return QuickHackAuthorization
function LiftControllerPS:ActionQuickHackAuthorization() return end

---@return Bool
function LiftControllerPS:CanCreateAnyQuickHackActions() return end

---@param newFloor Int32
function LiftControllerPS:ChangeActiveFloor(newFloor) return end

function LiftControllerPS:EvaluateFloors() return end

function LiftControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function LiftControllerPS:GetActions(context) return end

---@return Int32
function LiftControllerPS:GetActiveFloor() return end

---@return String
function LiftControllerPS:GetActiveFloorDisplayName() return end

---@return Int32
function LiftControllerPS:GetActiveRadioStationNumber() return end

---@return ElevatorDeviceBlackboardDef
function LiftControllerPS:GetBlackboardDef() return end

---@return Int32
function LiftControllerPS:GetCachedGoToFloorAction() return end

---@return String
function LiftControllerPS:GetDeviceIconPath() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function LiftControllerPS:GetDeviceWidget(context) return end

---@return EffectFiringData
function LiftControllerPS:GetExtraFX() return end

---@return Float
function LiftControllerPS:GetExtraVerificationErrorMargin() return end

function LiftControllerPS:GetFloorAuthorizationFromSlaves() return end

function LiftControllerPS:GetFloorDataFromSlaves() return end

---@param number Int32
---@return entEntityID
function LiftControllerPS:GetFloorID(number) return end

---@param floorNumber Int32
---@return NodeRef
function LiftControllerPS:GetFloorMarker(floorNumber) return end

---@param number Int32
---@return gamePersistentID
function LiftControllerPS:GetFloorPSID(number) return end

---@return ElevatorFloorSetup[]
function LiftControllerPS:GetFloors() return end

---@param context gameGetActionsContext
---@return TweakDBID
function LiftControllerPS:GetInkWidgetTweakDBID(context) return end

---@return Float
function LiftControllerPS:GetLiftSpeed() return end

---@return Float
function LiftControllerPS:GetLiftStartingDelay() return end

---@return Float
function LiftControllerPS:GetLiftTravelTimeOverride() return end

---@return gamePlatformMovementState
function LiftControllerPS:GetMovementState() return end

---@return CName
function LiftControllerPS:GetMovingCurve() return end

---@param actionName CName|string
---@return gamedeviceAction
function LiftControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function LiftControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function LiftControllerPS:GetQuickHackActions(context) return end

---@return CName
function LiftControllerPS:GetSpeakerDestroyedQuestFact() return end

---@return CName
function LiftControllerPS:GetSpeakerDestroyedVFX() return end

---@return Int32
function LiftControllerPS:GetStartingFloor() return end

---@return Int32
function LiftControllerPS:GetTargetFloor() return end

---@return Float
function LiftControllerPS:GetTimeWhenPaused() return end

---@return Bool
function LiftControllerPS:HasSpeaker() return end

function LiftControllerPS:Initialize() return end

function LiftControllerPS:InitializeFloorsData() return end

---@return Bool
function LiftControllerPS:IsAdsDisabled() return end

---@return Bool
function LiftControllerPS:IsAdsEnabled() return end

---@return Bool
function LiftControllerPS:IsAllDoorsClosed() return end

---@param floorNumber Int32
---@return Bool
function LiftControllerPS:IsAtFloor(floorNumber) return end

---@param floor Int32
---@return Bool
function LiftControllerPS:IsFloorSelected(floor) return end

---@return Bool
function LiftControllerPS:IsLiftTravelTimeOverride() return end

---@return Bool
function LiftControllerPS:IsMoving() return end

---@return Bool
function LiftControllerPS:IsPlayerAuthorized() return end

---@return Bool
function LiftControllerPS:IsPlayerInsideLift() return end

---@return Bool
function LiftControllerPS:IsSpeakerDestroyed() return end

---@param evt CallElevator
---@return EntityNotificationType
function LiftControllerPS:OnCallElevator(evt) return end

---@param evt GoToFloor
---@return EntityNotificationType
function LiftControllerPS:OnGoToFloor(evt) return end

---@param evt LiftSetMovementStateEvent
---@return EntityNotificationType
function LiftControllerPS:OnLiftSetMovementStateEvent(evt) return end

---@param evt LiftStatus
---@return EntityNotificationType
function LiftControllerPS:OnLiftStatus(evt) return end

---@param evt QuestCloseAllDoors
---@return EntityNotificationType
function LiftControllerPS:OnQuestCloseAllDoors(evt) return end

---@param evt QuestDisableLiftTravelTimeOverride
---@return EntityNotificationType
function LiftControllerPS:OnQuestDisableLiftTravelTimeOverride(evt) return end

---@param evt QuestDisableRadio
---@return EntityNotificationType
function LiftControllerPS:OnQuestDisableRadio(evt) return end

---@param evt QuestEnableLiftTravelTimeOverride
---@return EntityNotificationType
function LiftControllerPS:OnQuestEnableLiftTravelTimeOverride(evt) return end

---@param evt QuestForceGoToFloor
---@return EntityNotificationType
function LiftControllerPS:OnQuestForceGoToFloor(evt) return end

---@param evt QuestForceTeleportToFloor
---@return EntityNotificationType
function LiftControllerPS:OnQuestForceTeleportToFloor(evt) return end

---@param evt QuestGoToFloor
---@return EntityNotificationType
function LiftControllerPS:OnQuestGoToFloor(evt) return end

---@param evt QuestHideFloor
---@return EntityNotificationType
function LiftControllerPS:OnQuestHideFloor(evt) return end

---@param evt QuestResumeElevator
---@return EntityNotificationType
function LiftControllerPS:OnQuestResumeElevator(evt) return end

---@param evt QuestSetFloorActive
---@return EntityNotificationType
function LiftControllerPS:OnQuestSetFloorActive(evt) return end

---@param evt QuestSetFloorInactive
---@return EntityNotificationType
function LiftControllerPS:OnQuestSetFloorInactive(evt) return end

---@param evt QuestSetLiftSpeed
---@return EntityNotificationType
function LiftControllerPS:OnQuestSetLiftSpeed(evt) return end

---@param evt QuestSetLiftTravelTimeOverride
---@return EntityNotificationType
function LiftControllerPS:OnQuestSetLiftTravelTimeOverride(evt) return end

---@param evt QuestSetRadioStation
---@return EntityNotificationType
function LiftControllerPS:OnQuestSetRadioStation(evt) return end

---@param evt QuestShowFloor
---@return EntityNotificationType
function LiftControllerPS:OnQuestShowFloor(evt) return end

---@param evt QuestStopElevator
---@return EntityNotificationType
function LiftControllerPS:OnQuestStopElevator(evt) return end

---@param evt QuestToggleAds
---@return EntityNotificationType
function LiftControllerPS:OnQuestToggleAds(evt) return end

---@param evt QuickHackAuthorization
---@return EntityNotificationType
function LiftControllerPS:OnQuickHackAuthorization(evt) return end

---@param evt RefreshFloorAuthorizationDataEvent
---@return EntityNotificationType
function LiftControllerPS:OnRefreshFloorsAuthorizationData(evt) return end

---@param evt RefreshFloorDataEvent
---@return EntityNotificationType
function LiftControllerPS:OnRefreshFloorsData(evt) return end

---@param evt RefreshPlayerAuthorizationEvent
---@return EntityNotificationType
function LiftControllerPS:OnRefreshPlayerAuthorizationEvent(evt) return end

---@param evt SetIsPlayerInsideLiftEvent
---@return EntityNotificationType
function LiftControllerPS:OnSetIsPlayerInsideLiftEvent(evt) return end

---@param floor Int32
function LiftControllerPS:ProcessUnstreamedLiftMovement(floor) return end

---@param passToEntity Bool
function LiftControllerPS:RefreshFloorsAuthorizationData_Event(passToEntity) return end

---@param passToEntity Bool
function LiftControllerPS:RefreshFloorsData_Event(passToEntity) return end

---@param activeFloor Int32
function LiftControllerPS:SendLiftDepartedEvent(activeFloor) return end

function LiftControllerPS:SendSetAuthorizationModuleOFFToSlaves() return end

---@param value Int32
function LiftControllerPS:SetCachedGoToFloorAction(value) return end

---@param value Bool
function LiftControllerPS:SetHasSpeaker(value) return end

---@param state Bool
function LiftControllerPS:SetIsPlayerInsideLift(state) return end

---@param state gamePlatformMovementState
function LiftControllerPS:SetMovementState(state) return end

---@param value Bool
function LiftControllerPS:SetSpeakerDestroyed(value) return end

---@param terminalNumber Int32
function LiftControllerPS:SetStartingFloor(terminalNumber) return end

---@param time Float
function LiftControllerPS:SetTimeWhenPaused(time) return end

---@return Bool
function LiftControllerPS:ShouldUseExtraVerification() return end

---@param terminalNumber Int32
function LiftControllerPS:SyncDataWithFloorTerminal(terminalNumber) return end

---@class LiftDepartedEvent : redEvent
---@field floor String
LiftDepartedEvent = {}

---@return LiftDepartedEvent
function LiftDepartedEvent.new() return end

---@param props table
---@return LiftDepartedEvent
function LiftDepartedEvent.new(props) return end

---@class LiftDevice : InteractiveMasterDevice
---@field advertismentNames CName[]
---@field advertisments entIPlacedComponent[]
---@field movingPlatform gameMovingPlatform
---@field floors ElevatorFloorSetup[]
---@field QuestSafeguardColliders entIPlacedComponent[]
---@field QuestSafeguardColliderNames CName[]
---@field frontDoorOccluder entIPlacedComponent
---@field backDoorOccluder entIPlacedComponent
---@field radioMesh entIPlacedComponent
---@field radioDestroyed entIPlacedComponent
---@field offMeshConnectionComponent AIOffMeshConnectionComponent
---@field isLoadPerformed Bool
LiftDevice = {}

---@return LiftDevice
function LiftDevice.new() return end

---@param props table
---@return LiftDevice
function LiftDevice.new(props) return end

---@return Bool, gameObject
function LiftDevice.GetCurrentElevator() return end

---@return Bool
function LiftDevice.IsPlayerInsideElevator() return end

---@param trigger entAreaEnteredEvent
---@return Bool
function LiftDevice:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function LiftDevice:OnAreaExit(trigger) return end

---@param evt gameMovingPlatformArrivedAt
---@return Bool
function LiftDevice:OnArrivedAt(evt) return end

---@param evt gameMovingPlatformBeforeArrivedAt
---@return Bool
function LiftDevice:OnBeforeArrivedAt(evt) return end

---@param evt CallElevator
---@return Bool
function LiftDevice:OnCallElevator(evt) return end

---@return Bool
function LiftDevice:OnDetach() return end

---@param evt QuestDisableRadio
---@return Bool
function LiftDevice:OnDisableRadio(evt) return end

---@param evt FireFXEvent
---@return Bool
function LiftDevice:OnFireFXEvent(evt) return end

---@return Bool
function LiftDevice:OnGameAttached() return end

---@param evt GoToFloor
---@return Bool
function LiftDevice:OnGoToFloor(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function LiftDevice:OnHit(evt) return end

---@param evt RefreshFloorDataEvent
---@return Bool
function LiftDevice:OnInitializeFloorsData(evt) return end

---@param evt LiftMovementLoadEvent
---@return Bool
function LiftDevice:OnLiftMovementLoadEvent(evt) return end

---@param evt LiftSetMovementStateEvent
---@return Bool
function LiftDevice:OnLiftSetMovementStateEvent(evt) return end

---@param evt LiftStartDelayEvent
---@return Bool
function LiftDevice:OnLiftStartDelayEvent(evt) return end

---@param evt QuestCloseAllDoors
---@return Bool
function LiftDevice:OnQuestCloseAllDoors(evt) return end

---@param evt QuestForceEnabled
---@return Bool
function LiftDevice:OnQuestForceEnabled(evt) return end

---@param evt QuestForceGoToFloor
---@return Bool
function LiftDevice:OnQuestForceGoToFloor(evt) return end

---@param evt QuestForceTeleportToFloor
---@return Bool
function LiftDevice:OnQuestForceTeleportToFloor(evt) return end

---@param evt QuestGoToFloor
---@return Bool
function LiftDevice:OnQuestGoToFloor(evt) return end

---@param evt QuestResumeElevator
---@return Bool
function LiftDevice:OnQuestResumeElevator(evt) return end

---@param evt QuestSetLiftSpeed
---@return Bool
function LiftDevice:OnQuestSetLiftSpeed(evt) return end

---@param evt QuestSetRadioStation
---@return Bool
function LiftDevice:OnQuestSetRadioStation(evt) return end

---@param evt QuestStopElevator
---@return Bool
function LiftDevice:OnQuestStopElevator(evt) return end

---@param evt QuestToggleAds
---@return Bool
function LiftDevice:OnQuestToggleAds(evt) return end

---@param evt RefreshPlayerAuthorizationEvent
---@return Bool
function LiftDevice:OnRefreshPlayerAuthorizationEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function LiftDevice:OnRequestComponents(ri) return end

---@param evt ScanPlayerDelayEvent
---@return Bool
function LiftDevice:OnScanPlayerDelayEvent(evt) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function LiftDevice:OnSlaveStateChanged(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function LiftDevice:OnTakeControl(ri) return end

function LiftDevice:CreateBlackboard() return end

---@param context gameGetActionsContext
function LiftDevice:DetermineInteractionState(context) return end

function LiftDevice:DisableOffMeshConnections() return end

function LiftDevice:EnableOffMeshConnections() return end

function LiftDevice:EvaluateOffMeshLinks() return end

function LiftDevice:FireExtraFX() return end

---@return ElevatorDeviceBlackboardDef
function LiftDevice:GetBlackboardDef() return end

---@return LiftController
function LiftDevice:GetController() return end

---@return LiftControllerPS
function LiftDevice:GetDevicePS() return end

---@return Int32
function LiftDevice:GetMovingMode() return end

---@return Bool
function LiftDevice:GetPlayerInsideElevatorBlackboard() return end

---@param floor Int32
---@return String
function LiftDevice:GetProperDisplayFloorNumber(floor) return end

function LiftDevice:InitializeScreenDefinition() return end

---@return Bool
function LiftDevice:IsDeviceMovableScript() return end

---@return Bool
function LiftDevice:IsPlayerInsideLift() return end

---@param start Int32
---@param target Int32
function LiftDevice:MoveToFloor(start, target) return end

---@param starting Int32
---@param ending Int32
---@param type gameMovingPlatformMovementInitializationType
---@param value Float
---@param destName CName|string
---@param shouldMuteSound Bool
function LiftDevice:MoveToFloor(starting, ending, type, value, destName, shouldMuteSound) return end

function LiftDevice:NotifyFloors() return end

---@param sink worldMaraudersMapDevicesSink
function LiftDevice:OnMaraudersMapDeviceDebug(sink) return end

function LiftDevice:PauseMovement() return end

function LiftDevice:PlayHandAnimationOnPlayer() return end

function LiftDevice:PlayRadioStation() return end

function LiftDevice:RefreshAdsState() return end

function LiftDevice:RefreshFloorsAuthorizationData_Event() return end

function LiftDevice:RefreshFloorsData_Event() return end

function LiftDevice:RefreshSpeaker() return end

function LiftDevice:ResolveGameplayState() return end

---@param floorIndex Int32
function LiftDevice:ScheduleTeleportTo(floorIndex) return end

---@param activeFloor Int32
function LiftDevice:SendArrivedAtFloorEvent(activeFloor) return end

---@param displayFloor String
---@param force Bool
function LiftDevice:SendLiftDataToUIBlackboard(displayFloor, force) return end

---@param activeFloor Int32
function LiftDevice:SendLiftDepartedEvent(activeFloor) return end

function LiftDevice:SendLiftMovementLoadEvent() return end

---@param targetFloorIndex Int32
function LiftDevice:SendLiftStartDelayedEvent(targetFloorIndex) return end

---@param starting Int32
---@param ending Int32
---@param type gameMovingPlatformMovementInitializationType
---@param value Float
---@param destName CName|string
function LiftDevice:SendMoveToFloorEvent(starting, ending, type, value, destName) return end

---@param startingFloor Int32
---@param destinationFloor Int32
---@param teleport Bool
function LiftDevice:SetIsMovingFromToFloor(startingFloor, destinationFloor, teleport) return end

---@param value Bool
function LiftDevice:SetIsPausedBlackboard(value) return end

---@param value Bool
function LiftDevice:SetIsPlayerInsideLift(value) return end

---@param value Bool
function LiftDevice:SetIsPlayerScannedBlackboard(value) return end

---@param movementState gamePlatformMovementState
function LiftDevice:SetMovementState(movementState) return end

---@param isInside Bool
---@param isElevatorMoving Bool
function LiftDevice:SetPlayerInsideElevatorBlackboard(isInside, isElevatorMoving) return end

---@param allowSleepState Bool
function LiftDevice:SetUsesSleepMode(allowSleepState) return end

function LiftDevice:StopMovement() return end

---@param toggle Bool
function LiftDevice:ToggleOccluders(toggle) return end

---@param value Bool
function LiftDevice:ToggleSafeguardColliders(value) return end

---@param floorIndex Int32
function LiftDevice:TrySetLiftUIData(floorIndex) return end

function LiftDevice:UnpauseMovement() return end

---@param isOpenFront Bool
---@param isOpenLeft Bool
---@param isOpenRight Bool
function LiftDevice:UpdateAnimState(isOpenFront, isOpenLeft, isOpenRight) return end

---@param isDelayed Bool
---@return Bool
function LiftDevice:UpdateDeviceState(isDelayed) return end

---@param node NodeRef
---@param currentPos Vector4
---@param errorMargin Float
---@return Bool
function LiftDevice:VerifyDestination(node, currentPos, errorMargin) return end

---@class LiftFloorSyncDataEvent : redEvent
---@field isHidden Bool
---@field isInactive Bool
LiftFloorSyncDataEvent = {}

---@return LiftFloorSyncDataEvent
function LiftFloorSyncDataEvent.new() return end

---@param props table
---@return LiftFloorSyncDataEvent
function LiftFloorSyncDataEvent.new(props) return end

---@class LiftMovementLoadEvent : redEvent
LiftMovementLoadEvent = {}

---@return LiftMovementLoadEvent
function LiftMovementLoadEvent.new() return end

---@param props table
---@return LiftMovementLoadEvent
function LiftMovementLoadEvent.new(props) return end

---@class LiftSetMovementStateEvent : redEvent
---@field movementState gamePlatformMovementState
LiftSetMovementStateEvent = {}

---@return LiftSetMovementStateEvent
function LiftSetMovementStateEvent.new() return end

---@param props table
---@return LiftSetMovementStateEvent
function LiftSetMovementStateEvent.new(props) return end

---@class LiftSetup
---@field startingFloorTerminal Int32
---@field liftSpeed Float
---@field liftStartingDelay Float
---@field liftTravelTimeOverride Float
---@field isLiftTravelTimeOverride Bool
---@field emptyLiftSpeedMultiplier Float
---@field radioStationNumer Int32
---@field speakerDestroyedQuestFact CName
---@field speakerDestroyedVFX CName
---@field authorizationTextOverride String
---@field movingCurve CName
---@field extraFX EffectFiringData
---@field useExtraVerification Bool
---@field errorMargin Float
LiftSetup = {}

---@return LiftSetup
function LiftSetup.new() return end

---@param props table
---@return LiftSetup
function LiftSetup.new(props) return end

---@class LiftStartDelayEvent : redEvent
---@field targetFloor Int32
LiftStartDelayEvent = {}

---@return LiftStartDelayEvent
function LiftStartDelayEvent.new() return end

---@param props table
---@return LiftStartDelayEvent
function LiftStartDelayEvent.new(props) return end

---@class LiftStatus : BaseDeviceStatus
---@field libraryName CName
LiftStatus = {}

---@return LiftStatus
function LiftStatus.new() return end

---@param props table
---@return LiftStatus
function LiftStatus.new(props) return end

---@param libraryName CName|string
---@param authorizationTextOverride String
function LiftStatus:CreateActionWidgetPackage(libraryName, authorizationTextOverride) return end

---@return TweakDBID
function LiftStatus:GetInkWidgetTweakDBID() return end

---@class LiftWidgetCustomData : WidgetCustomData
---@field movementState gamePlatformMovementState
LiftWidgetCustomData = {}

---@return LiftWidgetCustomData
function LiftWidgetCustomData.new() return end

---@param props table
---@return LiftWidgetCustomData
function LiftWidgetCustomData.new(props) return end

---@return gamePlatformMovementState
function LiftWidgetCustomData:GetMovementState() return end

---@param value gamePlatformMovementState
function LiftWidgetCustomData:SetMovementState(value) return end

---@class LightAreaSettings : IAreaSettings
---@field latitude curveData
---@field season ETimeOfYearSeason
---@field sunRotationOffset curveData
---@field sunColor curveData
---@field sunSize curveData
---@field moonRotationOffset curveData
---@field moonColor curveData
---@field moonSize curveData
---@field specularTint curveData
LightAreaSettings = {}

---@return LightAreaSettings
function LightAreaSettings.new() return end

---@param props table
---@return LightAreaSettings
function LightAreaSettings.new(props) return end

---@class LightColorSettings : IAreaSettings
---@field light worldWorldGlobalLightParameters
LightColorSettings = {}

---@return LightColorSettings
function LightColorSettings.new() return end

---@param props table
---@return LightColorSettings
function LightColorSettings.new(props) return end

---@class LightDirectionSettings : IAreaSettings
---@field direction GlobalLightingTrajectoryOverride
LightDirectionSettings = {}

---@return LightDirectionSettings
function LightDirectionSettings.new() return end

---@param props table
---@return LightDirectionSettings
function LightDirectionSettings.new(props) return end

---@class LightGroupsAreaSettings : IAreaSettings
---@field groupFade curveData[]
LightGroupsAreaSettings = {}

---@return LightGroupsAreaSettings
function LightGroupsAreaSettings.new() return end

---@param props table
---@return LightGroupsAreaSettings
function LightGroupsAreaSettings.new(props) return end

---@class LightSwitchRequest : redEvent
---@field requestNumber Int32
LightSwitchRequest = {}

---@return LightSwitchRequest
function LightSwitchRequest.new() return end

---@param props table
---@return LightSwitchRequest
function LightSwitchRequest.new(props) return end

---@class LimfaticNanoChargeSystemEffector : gameContinuousEffector
---@field maxDistance Float
---@field statusEffectID TweakDBID
---@field ownerID entEntityID
---@field statusEffectIsApplied Bool
LimfaticNanoChargeSystemEffector = {}

---@return LimfaticNanoChargeSystemEffector
function LimfaticNanoChargeSystemEffector.new() return end

---@param props table
---@return LimfaticNanoChargeSystemEffector
function LimfaticNanoChargeSystemEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function LimfaticNanoChargeSystemEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function LimfaticNanoChargeSystemEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function LimfaticNanoChargeSystemEffector:ProcessEffector(owner) return end

function LimfaticNanoChargeSystemEffector:Uninitialize() return end

---@class LineSpawnData : IScriptable
---@field lineData scnDialogLineData
LineSpawnData = {}

---@return LineSpawnData
function LineSpawnData.new() return end

---@param props table
---@return LineSpawnData
function LineSpawnData.new(props) return end

---@param lineData scnDialogLineData
function LineSpawnData:Initialize(lineData) return end

---@class LinkClickedEvent : redEvent
LinkClickedEvent = {}

---@return LinkClickedEvent
function LinkClickedEvent.new() return end

---@param props table
---@return LinkClickedEvent
function LinkClickedEvent.new(props) return end

---@class LinkController : inkButtonController
---@field linkAddress String
---@field defaultColor HDRColor
---@field hoverColor HDRColor
---@field IGNORED_COLOR HDRColor
LinkController = {}

---@return LinkController
function LinkController.new() return end

---@param props table
---@return LinkController
function LinkController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function LinkController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function LinkController:OnInitialize() return end

---@return String
function LinkController:GetLinkAddress() return end

---@param color Color
---@param hoverColor Color
function LinkController:SetColors(color, hoverColor) return end

---@param link String
function LinkController:SetLinkAddress(link) return end

---@class LinkedFocusClueData
---@field clueGroupID CName
---@field ownerID entEntityID
---@field clueIndex Int32
---@field clueRecord TweakDBID
---@field extendedClueRecords ClueRecordData[]
---@field isScanned Bool
---@field wasInspected Bool
---@field isEnabled Bool
---@field psData PSOwnerData
LinkedFocusClueData = {}

---@return LinkedFocusClueData
function LinkedFocusClueData.new() return end

---@param props table
---@return LinkedFocusClueData
function LinkedFocusClueData.new(props) return end

---@class LinkedStatusEffect
---@field netrunnerIDs entEntityID[]
---@field targetID entEntityID
---@field statusEffectList TweakDBID[]
LinkedStatusEffect = {}

---@return LinkedStatusEffect
function LinkedStatusEffect.new() return end

---@param props table
---@return LinkedStatusEffect
function LinkedStatusEffect.new(props) return end

---@class LinkedStatusEffectListener : gameScriptStatusEffectListener
---@field instigatorObject gameObject
---@field linkedEffect TweakDBID
---@field evt RemoveLinkedStatusEffectsEvent
LinkedStatusEffectListener = {}

---@return LinkedStatusEffectListener
function LinkedStatusEffectListener.new() return end

---@param props table
---@return LinkedStatusEffectListener
function LinkedStatusEffectListener.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
function LinkedStatusEffectListener:OnStatusEffectRemoved(statusEffect) return end

---@class ListItemData : IScriptable
---@field label String
ListItemData = {}

---@return ListItemData
function ListItemData.new() return end

---@param props table
---@return ListItemData
function ListItemData.new(props) return end

---@class ListItemStateMapper : inkWidgetLogicController
---@field toggled Bool
---@field selected Bool
---@field new Bool
---@field widget inkWidget
ListItemStateMapper = {}

---@return ListItemStateMapper
function ListItemStateMapper.new() return end

---@param props table
---@return ListItemStateMapper
function ListItemStateMapper.new(props) return end

---@param target inkListItemController
---@return Bool
function ListItemStateMapper:OnDeselected(target) return end

---@return Bool
function ListItemStateMapper:OnInitialize() return end

---@param target inkListItemController
---@return Bool
function ListItemStateMapper:OnSelected(target) return end

---@param target inkListItemController
---@return Bool
function ListItemStateMapper:OnToggledOff(target) return end

---@param target inkListItemController
---@return Bool
function ListItemStateMapper:OnToggledOn(target) return end

---@param isNew Bool
function ListItemStateMapper:SetNew(isNew) return end

function ListItemStateMapper:UpdateState() return end

---@class ListItemsGroupController : CodexListItemController
---@field menuList inkCompoundWidgetReference
---@field foldArrowRef inkWidgetReference
---@field foldoutButton inkWidgetReference
---@field foldoutIndipendently Bool
---@field menuListController inkListController
---@field foldoutButtonController inkButtonController
---@field lastClickedData IScriptable
---@field data IScriptable[]
---@field isOpen Bool
ListItemsGroupController = {}

---@return ListItemsGroupController
function ListItemsGroupController.new() return end

---@param props table
---@return ListItemsGroupController
function ListItemsGroupController.new(props) return end

---@param target inkListItemController
---@return Bool
function ListItemsGroupController:OnAddedToList(target) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function ListItemsGroupController:OnContentClicked(index, target) return end

---@param e inkPointerEvent
---@return Bool
function ListItemsGroupController:OnFoldoutButtonClicked(e) return end

---@return Bool
function ListItemsGroupController:OnInitialize() return end

---@param target inkListItemController
---@return Bool
function ListItemsGroupController:OnToggledOff(target) return end

---@param target inkListItemController
---@return Bool
function ListItemsGroupController:OnToggledOn(target) return end

function ListItemsGroupController:CloseGroup() return end

---@return IScriptable
function ListItemsGroupController:GetLastClicked() return end

function ListItemsGroupController:OpenGroup() return end

---@param data IScriptable
function ListItemsGroupController:ProcessToggledOn(data) return end

---@param entry IScriptable
function ListItemsGroupController:Select(entry) return end

function ListItemsGroupController:SelectDefault() return end

---@param data IScriptable[]
function ListItemsGroupController:SetData(data) return end

---@class LmgLookAtDecisions : lookAtPresetGunBaseDecisions
LmgLookAtDecisions = {}

---@return LmgLookAtDecisions
function LmgLookAtDecisions.new() return end

---@param props table
---@return LmgLookAtDecisions
function LmgLookAtDecisions.new(props) return end

---@class LmgLookAtEvents : lookAtPresetGunBaseEvents
LmgLookAtEvents = {}

---@return LmgLookAtEvents
function LmgLookAtEvents.new() return end

---@param props table
---@return LmgLookAtEvents
function LmgLookAtEvents.new(props) return end

---@class LoadEquipmentSetRequest : gamePlayerScriptableSystemRequest
---@field setName String
LoadEquipmentSetRequest = {}

---@return LoadEquipmentSetRequest
function LoadEquipmentSetRequest.new() return end

---@param props table
---@return LoadEquipmentSetRequest
function LoadEquipmentSetRequest.new(props) return end

---@class LoadGameMenuGameController : gameuiSaveHandlingController
---@field list inkCompoundWidgetReference
---@field noSavedGamesLabel inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field transitToLoadingAnimName CName
---@field transitToLoadingSlotAnimName CName
---@field animDelayBetweenSlots Float
---@field animDelayForMainSlot Float
---@field enableLoadingTransition Bool
---@field gogButtonWidgetRef inkWidgetReference
---@field gogContainer inkWidgetReference
---@field laodingSpinner inkWidgetReference
---@field scrollbar inkWidgetReference
---@field eventDispatcher inkMenuEventDispatcher
---@field loadComplete Bool
---@field saveInfo inkSaveMetadataInfo
---@field buttonHintsController ButtonHints
---@field saveToLoadIndex Int32
---@field saveToLoadID Uint64
---@field isInputDisabled Bool
---@field saveTransferPopupToken inkGameNotificationToken
---@field saves String[]
---@field saveFilesReady Bool
---@field cloudSynced Bool
---@field onlineSystem gameIOnlineSystem
---@field systemHandler inkISystemRequestsHandler
---@field pendingRegistration Bool
---@field isEp1Enabled Bool
---@field animProxy inkanimProxy
---@field sourceIndex Int32
LoadGameMenuGameController = {}

---@return LoadGameMenuGameController
function LoadGameMenuGameController.new() return end

---@param props table
---@return LoadGameMenuGameController
function LoadGameMenuGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function LoadGameMenuGameController:OnButtonRelease(evt) return end

---@param success Bool
---@return Bool
function LoadGameMenuGameController:OnCloudSaveUploadFinish(success) return end

---@param status servicesCloudSavesQueryStatus
---@return Bool
function LoadGameMenuGameController:OnCloudSavesQueryStatusChanged(status) return end

---@param bIsSignedIn Bool
---@return Bool
function LoadGameMenuGameController:OnGogLoginStatusChanged(bIsSignedIn) return end

---@param evt inkPointerEvent
---@return Bool
function LoadGameMenuGameController:OnGogPressed(evt) return end

---@return Bool
function LoadGameMenuGameController:OnInitialize() return end

---@return Bool
function LoadGameMenuGameController:OnLoadSaveInGameCanceled() return end

---@param evt gameuiRefreshGOGState
---@return Bool
function LoadGameMenuGameController:OnRefreshGOGState(evt) return end

---@param e inkPointerEvent
---@return Bool
function LoadGameMenuGameController:OnRelease(e) return end

---@param result Bool
---@param idx Int32
---@return Bool
function LoadGameMenuGameController:OnSaveDeleted(result, idx) return end

---@param info inkSaveMetadataInfo
---@return Bool
function LoadGameMenuGameController:OnSaveMetadataReady(info) return end

---@param saves String[]
---@return Bool
function LoadGameMenuGameController:OnSavesForLoadReady(saves) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function LoadGameMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param anim inkanimProxy
---@return Bool
function LoadGameMenuGameController:OnTransitionFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function LoadGameMenuGameController:OnTransitionFinishedPreGame(anim) return end

---@return Bool
function LoadGameMenuGameController:OnUninitialize() return end

---@param index Int32
function LoadGameMenuGameController:CreateLoadItem(index) return end

function LoadGameMenuGameController:GogLogin() return end

function LoadGameMenuGameController:InitCrossProgression() return end

---@param controller LoadListItem
function LoadGameMenuGameController:LoadGame(controller) return end

function LoadGameMenuGameController:PlayLoadingAnimation() return end

---@param index Int32
---@param distanceFromSource Int32
---@param reverse Bool
function LoadGameMenuGameController:PlayTransitionAnimOnButton(index, distanceFromSource, reverse) return end

---@param index Int32
---@param delay Float
---@param reverse Bool
function LoadGameMenuGameController:PlayTransitionAnimOnButton(index, delay, reverse) return end

---@param sourceIndex Int32
---@param reverse Bool
function LoadGameMenuGameController:PlayTransitionAnimOnButtons(sourceIndex, reverse) return end

---@param saves String[]
function LoadGameMenuGameController:SetupLoadItems(saves) return end

function LoadGameMenuGameController:StopLoadingAnimation() return end

---@param savesCount Int32
function LoadGameMenuGameController:UpdateButtonHints(savesCount) return end

function LoadGameMenuGameController:UpdateSavesList() return end

---@class LoadListItem : AnimatedListItemController
---@field imageReplacement inkImageWidgetReference
---@field label inkTextWidgetReference
---@field labelDate inkTextWidgetReference
---@field type inkTextWidgetReference
---@field quest inkTextWidgetReference
---@field level inkTextWidgetReference
---@field lifepath inkImageWidgetReference
---@field cloudStatus inkImageWidgetReference
---@field playTime inkTextWidgetReference
---@field characterLevel inkTextWidgetReference
---@field characterLevelLabel inkTextWidgetReference
---@field gameVersion inkTextWidgetReference
---@field emptySlotWrapper inkWidgetReference
---@field wrapper inkWidgetReference
---@field versionParams textTextParameterSet
---@field index Int32
---@field emptySlot Bool
---@field validSlot Bool
---@field initialLoadingID Uint64
---@field metadata inkSaveMetadataInfo
---@field defaultAtlasPath redResourceReferenceScriptToken
---@field tranistionAnimProxy inkanimProxy
LoadListItem = {}

---@return LoadListItem
function LoadListItem.new() return end

---@param props table
---@return LoadListItem
function LoadListItem.new(props) return end

---@param e inkPointerEvent
---@return Bool
function LoadListItem:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function LoadListItem:OnHoverOver(e) return end

---@return Bool
function LoadListItem:OnInitialize() return end

---@param IsBuildCensored Bool
function LoadListItem:CheckThumbnailCensorship(IsBuildCensored) return end

---@return Bool
function LoadListItem:EmptySlot() return end

---@return Uint64
function LoadListItem:GetInitialLoadingID() return end

---@return String
function LoadListItem:GetPlatform() return end

---@return inkImageWidget
function LoadListItem:GetPreviewImageWidget() return end

---@return Int32
function LoadListItem:Index() return end

---@return Bool
function LoadListItem:IsCloud() return end

---@return Bool
function LoadListItem:IsModded() return end

---@param animName CName|string
---@param animOptions inkanimPlaybackOptions
function LoadListItem:PlayTransitionAnimation(animName, animOptions) return end

---@param index Int32
---@param emptySlot Bool
---@param allSlotsTaken Bool
function LoadListItem:SetData(index, emptySlot, allSlotsTaken) return end

---@param label String
function LoadListItem:SetInvalid(label) return end

---@param metadata inkSaveMetadataInfo
---@param isEp1Enabled Bool
function LoadListItem:SetMetadata(metadata, isEp1Enabled) return end

---@return Bool
function LoadListItem:ValidSlot() return end

---@class LoadingScreenProgressBarController : inkWidgetLogicController
---@field progressBarRoot inkWidgetReference
---@field progressBarFill inkWidgetReference
---@field progressSpinerRoot inkWidgetReference
---@field rotationAnimationProxy inkanimProxy
---@field rotationAnimation inkanimDefinition
---@field rotationInterpolator inkanimRotationInterpolator
LoadingScreenProgressBarController = {}

---@return LoadingScreenProgressBarController
function LoadingScreenProgressBarController.new() return end

---@param props table
---@return LoadingScreenProgressBarController
function LoadingScreenProgressBarController.new(props) return end

---@return Bool
function LoadingScreenProgressBarController:OnInitialize() return end

---@param progress Float
function LoadingScreenProgressBarController:SetProgress(progress) return end

---@param visible Bool
function LoadingScreenProgressBarController:SetProgressBarVisiblity(visible) return end

---@param visible Bool
function LoadingScreenProgressBarController:SetSpinnerVisibility(visible) return end

---@class LocalPlayerDef : gamebbScriptDefinition
---@field InsideVehicleForbiddenAreasCount gamebbScriptID_Int32
LocalPlayerDef = {}

---@return LocalPlayerDef
function LocalPlayerDef.new() return end

---@param props table
---@return LocalPlayerDef
function LocalPlayerDef.new(props) return end

---@return Bool
function LocalPlayerDef:AutoCreateInSystem() return end

---@class LockDeviceChainCreation : gameScriptableSystemRequest
---@field isLocked Bool
---@field source CName
LockDeviceChainCreation = {}

---@return LockDeviceChainCreation
function LockDeviceChainCreation.new() return end

---@param props table
---@return LockDeviceChainCreation
function LockDeviceChainCreation.new(props) return end

---@return String
function LockDeviceChainCreation:GetFriendlyDescription() return end

---@class LockNewPerk : NewPerkActionRequest
LockNewPerk = {}

---@return LockNewPerk
function LockNewPerk.new() return end

---@param props table
---@return LockNewPerk
function LockNewPerk.new(props) return end

---@class LockPerkArea : gamePlayerScriptableSystemRequest
---@field perkArea gamedataPerkArea
LockPerkArea = {}

---@return LockPerkArea
function LockPerkArea.new() return end

---@param props table
---@return LockPerkArea
function LockPerkArea.new(props) return end

---@param _owner gameObject
---@param areaType gamedataPerkArea
function LockPerkArea:Set(_owner, areaType) return end

---@class LockQHackInput : gameScriptableSystemRequest
---@field isLocked Bool
LockQHackInput = {}

---@return LockQHackInput
function LockQHackInput.new() return end

---@param props table
---@return LockQHackInput
function LockQHackInput.new(props) return end

---@class LockReleaseOnHit : gameScriptableSystemRequest
---@field isLocked Bool
LockReleaseOnHit = {}

---@return LockReleaseOnHit
function LockReleaseOnHit.new() return end

---@param props table
---@return LockReleaseOnHit
function LockReleaseOnHit.new(props) return end

---@class LockTakeControlAction : gameScriptableSystemRequest
---@field isLocked Bool
LockTakeControlAction = {}

---@return LockTakeControlAction
function LockTakeControlAction.new() return end

---@param props table
---@return LockTakeControlAction
function LockTakeControlAction.new(props) return end

---@return String
function LockTakeControlAction:GetFriendlyDescription() return end

---@class LocomotionAirDecisions : LocomotionTransition
LocomotionAirDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ShouldFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ToDeathLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ToHardLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ToRegularLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ToSuperheroLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirDecisions:ToVeryHardLand(stateContext, scriptInterface) return end

---@class LocomotionAirEvents : LocomotionEventsTransition
---@field maxSuperheroFallHeight Bool
---@field updateInputToggles Bool
---@field resetFallingParametersOnExit Bool
LocomotionAirEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToDeathLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToHardLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToRegularLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToSuperheroLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToUnsecureFootingFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnExitToVeryHardLand(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionAirEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class LocomotionAirLowGravityDecisions : LocomotionAirDecisions
LocomotionAirLowGravityDecisions = {}

---@return LocomotionAirLowGravityDecisions
function LocomotionAirLowGravityDecisions.new() return end

---@param props table
---@return LocomotionAirLowGravityDecisions
function LocomotionAirLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionAirLowGravityDecisions:ToRegularLandLowGravity(stateContext, scriptInterface) return end

---@class LocomotionAirLowGravityEvents : LocomotionAirEvents
LocomotionAirLowGravityEvents = {}

---@return LocomotionAirLowGravityEvents
function LocomotionAirLowGravityEvents.new() return end

---@param props table
---@return LocomotionAirLowGravityEvents
function LocomotionAirLowGravityEvents.new(props) return end

---@class LocomotionBraindance : LocomotionTransition
LocomotionBraindance = {}

---@return LocomotionBraindance
function LocomotionBraindance.new() return end

---@param props table
---@return LocomotionBraindance
function LocomotionBraindance.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionBraindance:CanEnterFastFlying(stateContext, scriptInterface) return end

---@class LocomotionBraindanceEvents : LocomotionEventsTransition
LocomotionBraindanceEvents = {}

---@return LocomotionBraindanceEvents
function LocomotionBraindanceEvents.new() return end

---@param props table
---@return LocomotionBraindanceEvents
function LocomotionBraindanceEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionBraindanceEvents:EnableBraindanceCollisionFilter(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionBraindanceEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamestateMachineparameterTypeActionLocomotionParameters
function LocomotionBraindanceEvents:SetLocomotionParameters(stateContext, scriptInterface) return end

---@class LocomotionEventsTransition : LocomotionTransition
---@field causeContactDestruction Bool
---@field activatedDestructionComponent Bool
---@field ignoreBarbedWire Bool
LocomotionEventsTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:CleanupTriggerDestructionComponent(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:ConsumeStaminaBasedOnLocomotionState(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param currentState Int32
---@param timeInState Float
function LocomotionEventsTransition:RemoveOpticalCamoEffect(stateContext, scriptInterface, currentState, timeInState) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionEventsTransition:ResetGravityParametersForChargedJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param dontAllowCrouchTap Bool
---@return Bool, Bool
function LocomotionEventsTransition:UpdateInputToggles(stateContext, scriptInterface, dontAllowCrouchTap) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param dontAllowCrouchTap Bool
function LocomotionEventsTransition:UpdateInputToggles(stateContext, scriptInterface, dontAllowCrouchTap) return end

---@class LocomotionGroundDecisions : LocomotionTransition
LocomotionGroundDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionGroundDecisions.CheckCrouchEnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isFFByLine Bool
---@return Bool
function LocomotionGroundDecisions:CrouchEnterCondition(stateContext, scriptInterface, isFFByLine) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isFFByLine Bool
---@return Bool
function LocomotionGroundDecisions:CrouchExitCondition(stateContext, scriptInterface, isFFByLine) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionGroundDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class LocomotionGroundEvents : LocomotionEventsTransition
LocomotionGroundEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionGroundEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionGroundEvents:OnExit(stateContext, scriptInterface) return end

---@class LocomotionPSMPrereq : PlayerStateMachinePrereq
LocomotionPSMPrereq = {}

---@return LocomotionPSMPrereq
function LocomotionPSMPrereq.new() return end

---@param props table
---@return LocomotionPSMPrereq
function LocomotionPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function LocomotionPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function LocomotionPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function LocomotionPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function LocomotionPSMPrereq:OnUnregister(state, context) return end

---@class LocomotionPSMPrereqState : PlayerStateMachinePrereqState
LocomotionPSMPrereqState = {}

---@return LocomotionPSMPrereqState
function LocomotionPSMPrereqState.new() return end

---@param props table
---@return LocomotionPSMPrereqState
function LocomotionPSMPrereqState.new(props) return end

---@class LocomotionSceneInitData : IScriptable
---@field previousLocomotionState Int32
LocomotionSceneInitData = {}

---@return LocomotionSceneInitData
function LocomotionSceneInitData.new() return end

---@param props table
---@return LocomotionSceneInitData
function LocomotionSceneInitData.new(props) return end

---@class LocomotionSwimming : LocomotionTransition
LocomotionSwimming = {}

---@return LocomotionSwimming
function LocomotionSwimming.new() return end

---@param props table
---@return LocomotionSwimming
function LocomotionSwimming.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimming:CanEnterFastSwimming(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function LocomotionSwimming:GetCurrentDepth(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimming:IsDeepEnoughToDive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimming:IsDivingBlockedByPhoneCall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimming:IsFallingSpeedToEnterDiveAcceptable(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimming:ShouldExitFastSwimming(stateContext, scriptInterface) return end

---@class LocomotionSwimmingEvents : LocomotionEventsTransition
LocomotionSwimmingEvents = {}

---@return LocomotionSwimmingEvents
function LocomotionSwimmingEvents.new() return end

---@param props table
---@return LocomotionSwimmingEvents
function LocomotionSwimmingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionSwimmingEvents:ExitCleanup(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionSwimmingEvents:IsSwimmingForward(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionSwimmingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionSwimmingEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionSwimmingEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamestateMachineparameterTypeActionLocomotionParameters
function LocomotionSwimmingEvents:SetLocomotionParameters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Int32
function LocomotionSwimmingEvents:SetSwimmingState(stateContext, scriptInterface, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionSwimmingEvents:UpdateSwimmingAnimFeatureData(stateContext, scriptInterface) return end

---@class LocomotionTakedownDecisions : LocomotionTransition
LocomotionTakedownDecisions = {}

---@return LocomotionTakedownDecisions
function LocomotionTakedownDecisions.new() return end

---@param props table
---@return LocomotionTakedownDecisions
function LocomotionTakedownDecisions.new(props) return end

---@param target gameObject
---@return Bool
function LocomotionTakedownDecisions:IsPowerLevelDifferentialTooHigh(target) return end

---@param actionName CName|string
---@return Bool
function LocomotionTakedownDecisions:IsTakedownAction(actionName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTakedownDecisions:IsTakedownAndDispose(scriptInterface) return end

---@param target ScriptedPuppet
---@return Bool
function LocomotionTakedownDecisions:ShouldInstantlyBreakFree(target) return end

---@class LocomotionTakedownEvents : LocomotionEventsTransition
---@field stateMachineInitData LocomotionTakedownInitData
LocomotionTakedownEvents = {}

---@return LocomotionTakedownEvents
function LocomotionTakedownEvents.new() return end

---@param props table
---@return LocomotionTakedownEvents
function LocomotionTakedownEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param activator gameObject
---@param target gameObject
---@param effectName CName|string
---@param effectTag CName|string
function LocomotionTakedownEvents:DefeatTarget(stateContext, scriptInterface, activator, target, effectName, effectTag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param clearWrapperInfo Bool
function LocomotionTakedownEvents:FillAnimWrapperInfoBasedOnEquippedItem(scriptInterface, clearWrapperInfo) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
function LocomotionTakedownEvents:ForceTemporaryWeaponUnequip(stateContext, scriptInterface, value) return end

---@param target gameObject
---@return ETakedownBossName
function LocomotionTakedownEvents:GetBossNameBasedOnRecord(target) return end

---@param target gameObject
---@param stateContext gamestateMachineStateContextScript
---@return Int32
function LocomotionTakedownEvents:GetCurrentBossPhase(target, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return CName
function LocomotionTakedownEvents:GetRightHandItemName(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameItemObject
function LocomotionTakedownEvents:GetRightHandItemObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return CName
function LocomotionTakedownEvents:GetRightHandItemType(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return CName
function LocomotionTakedownEvents:GetSyncedAnimationBasedOnPhase(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTakedownEvents:InterruptCameraAim(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTakedownEvents:IsTakedownAndDispose(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTakedownEvents:IsTakedownWeapon(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
---@param ownerEntryId Int32
---@param instant Bool
function LocomotionTakedownEvents:JumpToAnimationWithID(scriptInterface, owner, ownerEntryId, instant) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function LocomotionTakedownEvents:JumpToIdleAnimation(scriptInterface, target) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
function LocomotionTakedownEvents:JumpToNextAnimationInSequence(scriptInterface, owner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function LocomotionTakedownEvents:JumpToStruggleAnimation(scriptInterface, target) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function LocomotionTakedownEvents:JumpToWalkAnimation(scriptInterface, target) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTakedownEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
---@param target gameObject
---@param syncedAnimName CName|string
function LocomotionTakedownEvents:PlayExitAnimation(scriptInterface, owner, target, syncedAnimName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTakedownEvents:RequestTimeDilationActivation(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
---@param target gameObject
---@param back Bool
---@param front Bool
---@param left Bool
---@param right Bool
---@param action CName|string
---@return CName
function LocomotionTakedownEvents:SelectAerialTakedownWorkspot(scriptInterface, owner, target, back, front, left, right, action) return end

---@param stateContext gamestateMachineStateContextScript
---@return CName
function LocomotionTakedownEvents:SelectRandomSyncedAnimation(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
---@param target gameObject
---@param action CName|string
function LocomotionTakedownEvents:SelectSyncedAnimationAndExecuteAction(stateContext, scriptInterface, owner, target, action) return end

---@param stateContext gamestateMachineStateContextScript
---@param target gameObject
---@return CName
function LocomotionTakedownEvents:SelectSyncedAnimationBasedOnPhase(stateContext, target) return end

---@param stateContext gamestateMachineStateContextScript
---@return CName
function LocomotionTakedownEvents:SetEffectorBasedOnPhase(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param grappleDuration Float
---@param target gameObject
function LocomotionTakedownEvents:SetGrappleDuration(stateContext, scriptInterface, grappleDuration, target) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTakedownEvents:SetPlayerIsStandingAnimParameter(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param activator gameObject
---@param target gameObject
---@param timeToTick Float
---@param b Bool
function LocomotionTakedownEvents:TestNPCOutsideNavmesh(scriptInterface, activator, target, timeToTick, b) return end

---@class LocomotionTakedownInitData : IScriptable
---@field target gameObject
---@field slideTime Float
---@field actionName CName
LocomotionTakedownInitData = {}

---@return LocomotionTakedownInitData
function LocomotionTakedownInitData.new() return end

---@param props table
---@return LocomotionTakedownInitData
function LocomotionTakedownInitData.new(props) return end

---@class LocomotionTransition : DefaultTransition
---@field ownerRecordId TweakDBID
---@field statModifierGroupId Uint64
---@field statModifierTDBNameDefault String
LocomotionTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param impulse Vector4
function LocomotionTransition:AddImpulse(stateContext, impulse) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param impulse Float
function LocomotionTransition:AddImpulseInMovingDirection(stateContext, scriptInterface, impulse) return end

---@param stateContext gamestateMachineStateContextScript
---@param force Float
function LocomotionTransition:AddVerticalImpulse(stateContext, force) return end

---@param context gamestateMachineGameScriptInterface
function LocomotionTransition:BroadcastStimuliFootstepRegular(context) return end

---@param context gamestateMachineGameScriptInterface
function LocomotionTransition:BroadcastStimuliFootstepSprint(context) return end

---@param result moveSecureFootingResult
---@return Bool
function LocomotionTransition:CheckSecureFootingFailure(result) return end

---@param layerId Uint32
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:ClearDebugText(layerId, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param decelerationModifier gameStatModifierData_Deprecated
---@return gameStatModifierData_Deprecated
function LocomotionTransition:DisableMovementDecelerationStatModifier(stateContext, scriptInterface, decelerationModifier) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param decelerationModifier gameStatModifierData_Deprecated
---@param movementDecelerationModifierVal Float
---@return gameStatModifierData_Deprecated
function LocomotionTransition:EnableMovementDecelerationStatModifier(stateContext, scriptInterface, decelerationModifier, movementDecelerationModifierVal) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param height Float
---@return Float
function LocomotionTransition:GetFallingSpeedBasedOnHeight(scriptInterface, height) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param fallSpeed Float
---@return Float
function LocomotionTransition:GetInitialHeightBasedOnFallingSpeed(scriptInterface, fallSpeed) return end

---@param stateContext gamestateMachineStateContextScript
---@return Int32
function LocomotionTransition:GetLandingType(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param desiredDistance Float
---@return Float
function LocomotionTransition:GetSpeedBasedOnDistance(scriptInterface, desiredDistance) return end

---@return gamestateMachineparameterTypeActionLocomotionParameters
function LocomotionTransition:GetStateDefaultLocomotionParameters() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:HasSecureFooting(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return moveSecureFootingResult
function LocomotionTransition:HasSecureFootingDetailedResult(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:InternalEnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:IsAiming(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:IsCurrentFallSpeedTooFastToEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function LocomotionTransition:IsFreezeForced(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function LocomotionTransition:IsIdleForced(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:IsPlayerAboveLadderTop(stateContext, scriptInterface) return end

---@param statusEffectRecord gamedataStatusEffect_Record
---@param type gamedataStatusEffectType
---@return Bool
function LocomotionTransition:IsStatusEffectType(statusEffectRecord, type) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:IsTouchingGround(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function LocomotionTransition:IsWalkForced(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param mvtType gameTelemetryMovementType
function LocomotionTransition:LogSpecialMovementToTelemetry(scriptInterface, mvtType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:PlayDeathLandingEffects(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:PlayHardLandingEffects(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isHeavy Bool
function LocomotionTransition:PlayRumbleBasedOnDodgeDirection(stateContext, scriptInterface, isHeavy) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:PlayVeryHardLandingEffects(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:ProcessSprintInputLock(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function LocomotionTransition:ResetFallingParameters(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param state Int32
function LocomotionTransition:SendSuperHeroLandAnimFeature(scriptInterface, state) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:SetCollisionFilter(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param state gamePSMDetailedLocomotionStates
function LocomotionTransition:SetDetailedState(scriptInterface, state) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:SetLocomotionCameraParameters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamestateMachineparameterTypeActionLocomotionParameters
function LocomotionTransition:SetLocomotionParameters(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param statModifierTDBName String
function LocomotionTransition:SetModifierGroupForState(scriptInterface, statModifierTDBName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
---@param decelerationModifier gameStatModifierData_Deprecated
---@param movementDecelerationModifierVal Float
---@return gameStatModifierData_Deprecated
function LocomotionTransition:SetMovementDecelerationStatModifier(stateContext, scriptInterface, enable, decelerationModifier, movementDecelerationModifierVal) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:SetupSprintInputLock(stateContext, scriptInterface) return end

---@param text String
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Uint32
function LocomotionTransition:ShowDebugText(text, scriptInterface) return end

---@param attackId TweakDBID|string
---@param scriptInterface gamestateMachineGameScriptInterface
function LocomotionTransition:SpawnLandingFxGameEffect(attackId, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:WantsToDodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LocomotionTransition:WantsToDodgeFromMovementInput(stateContext, scriptInterface) return end

---@class LogEntryLogicController : inkWidgetLogicController
---@field root inkWidget
---@field textWidget inkTextWidgetReference
---@field animProxyTimeout inkanimProxy
---@field animProxyFadeOut inkanimProxy
LogEntryLogicController = {}

---@return LogEntryLogicController
function LogEntryLogicController.new() return end

---@param props table
---@return LogEntryLogicController
function LogEntryLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function LogEntryLogicController:OnHide(anim) return end

---@return Bool
function LogEntryLogicController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function LogEntryLogicController:OnTimeout(anim) return end

---@param value Float
function LogEntryLogicController:SetTimeout(value) return end

---@param entry gameuiNarrationEvent
function LogEntryLogicController:SetValues(entry) return end

---@class LogicalCondition : workIScriptedCondition
---@field operation WorkspotConditionOperators
---@field conditions workIScriptedCondition[]
LogicalCondition = {}

---@return LogicalCondition
function LogicalCondition.new() return end

---@param props table
---@return LogicalCondition
function LogicalCondition.new(props) return end

---@param ent entEntity
---@return Bool
function LogicalCondition:CheckCondition(ent) return end

---@class LongBladeLookAtDecisions : LookAtPresetMeleeBaseDecisions
LongBladeLookAtDecisions = {}

---@return LongBladeLookAtDecisions
function LongBladeLookAtDecisions.new() return end

---@param props table
---@return LongBladeLookAtDecisions
function LongBladeLookAtDecisions.new(props) return end

---@class LongBladeLookAtEvents : LookAtPresetMeleeBaseEvents
LongBladeLookAtEvents = {}

---@return LongBladeLookAtEvents
function LongBladeLookAtEvents.new() return end

---@param props table
---@return LongBladeLookAtEvents
function LongBladeLookAtEvents.new(props) return end

---@class LookAtData
---@field idle Int32
---@field category Int32
---@field personality gamedataStatType
LookAtData = {}

---@return LookAtData
function LookAtData.new() return end

---@param props table
---@return LookAtData
function LookAtData.new(props) return end

---@class LookAtPresetBaseDecisions : DefaultTransition
LookAtPresetBaseDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LookAtPresetBaseDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LookAtPresetBaseDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function LookAtPresetBaseDecisions:HasItemEquipped(scriptInterface) return end

---@class LookAtPresetBaseEvents : DefaultTransition
---@field lookAtEvents entLookAtAddEvent[]
---@field attachLeft Bool
---@field attachRight Bool
LookAtPresetBaseEvents = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param recordID TweakDBID|string
---@param priority Int32
---@param lookAtEventsArray entLookAtAddEvent[]
---@return Bool, Bool
function LookAtPresetBaseEvents.AddLookat(scriptInterface, recordID, priority, lookAtEventsArray) return end

---@param lookatPresetRecord gamedataLookAtPreset_Record
---@param lookAtParts animLookAtPartRequest[]
function LookAtPresetBaseEvents.GetLookatPartsRequests(lookatPresetRecord, lookAtParts) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param lookAtEventsArray entLookAtAddEvent[]
function LookAtPresetBaseEvents.RemoveAddedLookAts(scriptInterface, lookAtEventsArray) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param presetNames String[]
---@param priority Int32
---@param lookAtEventsArray entLookAtAddEvent[]
function LookAtPresetBaseEvents:AddAllLookAtsInList(scriptInterface, presetNames, priority, lookAtEventsArray) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LookAtPresetBaseEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LookAtPresetBaseEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function LookAtPresetBaseEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function LookAtPresetBaseEvents:SetHandAttachAnimVars(scriptInterface) return end

---@class LookAtPresetMeleeBaseDecisions : LookAtPresetBaseDecisions
LookAtPresetMeleeBaseDecisions = {}

---@return LookAtPresetMeleeBaseDecisions
function LookAtPresetMeleeBaseDecisions.new() return end

---@param props table
---@return LookAtPresetMeleeBaseDecisions
function LookAtPresetMeleeBaseDecisions.new(props) return end

---@class LookAtPresetMeleeBaseEvents : LookAtPresetBaseEvents
LookAtPresetMeleeBaseEvents = {}

---@return LookAtPresetMeleeBaseEvents
function LookAtPresetMeleeBaseEvents.new() return end

---@param props table
---@return LookAtPresetMeleeBaseEvents
function LookAtPresetMeleeBaseEvents.new(props) return end

---@class LookAtTargetExecutor : gameEffectExecutor_Scripted
LookAtTargetExecutor = {}

---@return LookAtTargetExecutor
function LookAtTargetExecutor.new() return end

---@param props table
---@return LookAtTargetExecutor
function LookAtTargetExecutor.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function LookAtTargetExecutor:Process(ctx, applierCtx) return end

---@class LookatCombatTarget : AIGenericEntityLookatTask
LookatCombatTarget = {}

---@return LookatCombatTarget
function LookatCombatTarget.new() return end

---@param props table
---@return LookatCombatTarget
function LookatCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function LookatCombatTarget:GetAimingLookatTarget(context) return end

---@return animLookAtStyle
function LookatCombatTarget:GetLookatStyle() return end

---@class LookatCombatTarget_WithoutArms : AIGenericEntityLookatTask
LookatCombatTarget_WithoutArms = {}

---@return LookatCombatTarget_WithoutArms
function LookatCombatTarget_WithoutArms.new() return end

---@param props table
---@return LookatCombatTarget_WithoutArms
function LookatCombatTarget_WithoutArms.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function LookatCombatTarget_WithoutArms:GetAimingLookatTarget(context) return end

---@class LookatCompanion : AIGenericAdvancedLookatTask
LookatCompanion = {}

---@return LookatCompanion
function LookatCompanion.new() return end

---@param props table
---@return LookatCompanion
function LookatCompanion.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameObject
function LookatCompanion:GetAimingLookatTarget(context) return end

---@return animLookAtLimitDegreesType
function LookatCompanion:GetBackLimitDegreesType() return end

---@return animLookAtLimitDegreesType
function LookatCompanion:GetHardLimitDegreesType() return end

---@return animLookAtLimitDistanceType
function LookatCompanion:GetHardLimitDistanceType() return end

---@return Float
function LookatCompanion:GetLookActivationDelay() return end

---@return Float
function LookatCompanion:GetLookAtDeactivationDelay() return end

---@return animLookAtStyle
function LookatCompanion:GetLookatStyle() return end

---@return animLookAtLimitDegreesType
function LookatCompanion:GetSoftLimitDegreesType() return end

---@class LookedAtEvent : redEvent
---@field isLookedAt Bool
LookedAtEvent = {}

---@return LookedAtEvent
function LookedAtEvent.new() return end

---@param props table
---@return LookedAtEvent
function LookedAtEvent.new(props) return end

---@class LoopAnimationLogicController : inkWidgetLogicController
---@field defaultAnimation CName
---@field selectionRule inkSelectionRule
LoopAnimationLogicController = {}

---@return LoopAnimationLogicController
function LoopAnimationLogicController.new() return end

---@param props table
---@return LoopAnimationLogicController
function LoopAnimationLogicController.new(props) return end

---@return Bool
function LoopAnimationLogicController:OnInitialize() return end

---@class LoopEndedEvent : redEvent
LoopEndedEvent = {}

---@return LoopEndedEvent
function LoopEndedEvent.new() return end

---@param props table
---@return LoopEndedEvent
function LoopEndedEvent.new(props) return end

---@class LoopStartedEvent : redEvent
LoopStartedEvent = {}

---@return LoopStartedEvent
function LoopStartedEvent.new() return end

---@param props table
---@return LoopStartedEvent
function LoopStartedEvent.new(props) return end

---@class LootContainerAccessPoint : AccessPoint
LootContainerAccessPoint = {}

---@return LootContainerAccessPoint
function LootContainerAccessPoint.new() return end

---@param props table
---@return LootContainerAccessPoint
function LootContainerAccessPoint.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function LootContainerAccessPoint:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function LootContainerAccessPoint:OnTakeControl(ri) return end

---@return EGameplayRole
function LootContainerAccessPoint:DeterminGameplayRole() return end

---@return LootContainerAccessPointController
function LootContainerAccessPoint:GetController() return end

---@return LootContainerAccessPointControllerPS
function LootContainerAccessPoint:GetDevicePS() return end

---@class LootContainerAccessPointController : AccessPointController
LootContainerAccessPointController = {}

---@return LootContainerAccessPointController
function LootContainerAccessPointController.new() return end

---@param props table
---@return LootContainerAccessPointController
function LootContainerAccessPointController.new(props) return end

---@return LootContainerAccessPointControllerPS
function LootContainerAccessPointController:GetPS() return end

---@class LootContainerAccessPointControllerPS : AccessPointControllerPS
---@field objRef NodeRef
LootContainerAccessPointControllerPS = {}

---@return LootContainerAccessPointControllerPS
function LootContainerAccessPointControllerPS.new() return end

---@param props table
---@return LootContainerAccessPointControllerPS
function LootContainerAccessPointControllerPS.new(props) return end

---@param state gameuiHackingMinigameState
function LootContainerAccessPointControllerPS:FinalizeNetrunnerDive(state) return end

function LootContainerAccessPointControllerPS:SendActionToEntity() return end

function LootContainerAccessPointControllerPS:SendActionToOtherAPDevices() return end

---@class LootContainerObjectAnimatedByTransform : gameContainerObjectBase
---@field wasOpened Bool
LootContainerObjectAnimatedByTransform = {}

---@return LootContainerObjectAnimatedByTransform
function LootContainerObjectAnimatedByTransform.new() return end

---@param props table
---@return LootContainerObjectAnimatedByTransform
function LootContainerObjectAnimatedByTransform.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function LootContainerObjectAnimatedByTransform:OnInteraction(choiceEvent) return end

---@param evt gameResetContainerEvent
---@return Bool
function LootContainerObjectAnimatedByTransform:OnResetContainerEvent(evt) return end

---@param evt ToggleContainerLockEvent
---@return Bool
function LootContainerObjectAnimatedByTransform:OnToggleContainerLockEvent(evt) return end

---@param itemId TweakDBID|string
---@return Bool
function LootContainerObjectAnimatedByTransform:HasTransactionFromTweakID(itemId) return end

---@return Bool
function LootContainerObjectAnimatedByTransform:IsHandgunAmmoLoot() return end

---@return Bool
function LootContainerObjectAnimatedByTransform:IsRifleAmmoLoot() return end

---@return Bool
function LootContainerObjectAnimatedByTransform:IsShotgunAmmoLoot() return end

---@return Bool
function LootContainerObjectAnimatedByTransform:IsSniperAmmoLoot() return end

---@class LootContainerObjectAnimatedByTransformPS : gameLootContainerBasePS
LootContainerObjectAnimatedByTransformPS = {}

---@return LootContainerObjectAnimatedByTransformPS
function LootContainerObjectAnimatedByTransformPS.new() return end

---@param props table
---@return LootContainerObjectAnimatedByTransformPS
function LootContainerObjectAnimatedByTransformPS.new(props) return end

---@class LootContainerObjectAnimatedByTransformWithFlare : LootContainerObjectAnimatedByTransform
---@field colliderWithInteraction entIComponent
---@field colliderWithoutInteraction entIComponent
---@field lightComponent1 entIComponent
---@field lightComponent2 entIComponent
LootContainerObjectAnimatedByTransformWithFlare = {}

---@return LootContainerObjectAnimatedByTransformWithFlare
function LootContainerObjectAnimatedByTransformWithFlare.new() return end

---@param props table
---@return LootContainerObjectAnimatedByTransformWithFlare
function LootContainerObjectAnimatedByTransformWithFlare.new(props) return end

---@return Bool
function LootContainerObjectAnimatedByTransformWithFlare:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function LootContainerObjectAnimatedByTransformWithFlare:OnInteraction(choiceEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function LootContainerObjectAnimatedByTransformWithFlare:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function LootContainerObjectAnimatedByTransformWithFlare:OnTakeControl(ri) return end

---@param evt ToggleContainerLockEvent
---@return Bool
function LootContainerObjectAnimatedByTransformWithFlare:OnToggleContainerLockEvent(evt) return end

---@class LootContainerObjectAnimatedByTransformWithFlarePS : LootContainerObjectAnimatedByTransformPS
LootContainerObjectAnimatedByTransformWithFlarePS = {}

---@return LootContainerObjectAnimatedByTransformWithFlarePS
function LootContainerObjectAnimatedByTransformWithFlarePS.new() return end

---@param props table
---@return LootContainerObjectAnimatedByTransformWithFlarePS
function LootContainerObjectAnimatedByTransformWithFlarePS.new(props) return end

---@class LootItemInspectionEvent : redEvent
---@field owner gameObject
LootItemInspectionEvent = {}

---@return LootItemInspectionEvent
function LootItemInspectionEvent.new() return end

---@param props table
---@return LootItemInspectionEvent
function LootItemInspectionEvent.new(props) return end

---@class LootPickupDelayEvent : redEvent
---@field enableLootInteraction Bool
LootPickupDelayEvent = {}

---@return LootPickupDelayEvent
function LootPickupDelayEvent.new() return end

---@param props table
---@return LootPickupDelayEvent
function LootPickupDelayEvent.new(props) return end

---@class LootPickupScriptedCondition : gameinteractionsInteractionScriptedCondition
LootPickupScriptedCondition = {}

---@return LootPickupScriptedCondition
function LootPickupScriptedCondition.new() return end

---@param props table
---@return LootPickupScriptedCondition
function LootPickupScriptedCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function LootPickupScriptedCondition:Test(activatorObject, hotSpotObject) return end

---@class LootingController : inkWidgetLogicController
---@field root inkWidget
---@field itemsListContainer inkCompoundWidgetReference
---@field titleContainer inkCompoundWidgetReference
---@field upArrow inkWidgetReference
---@field downArrow inkWidgetReference
---@field listWrapper inkWidgetReference
---@field actionsListV inkCompoundWidgetReference
---@field lockedStatusContainer inkWidgetReference
---@field widgetsPoolList inkWidget[]
---@field requestedWidgetsPoolItems Int32
---@field lootList inkWidget[]
---@field requestedItemsPoolItems Int32
---@field dataManager InventoryDataManagerV2
---@field uiInventorySystem UIInventoryScriptableSystem
---@field gameInstance ScriptGameInstance
---@field player gameObject
---@field maxItemsNum Int32
---@field boundOwnerID entEntityID
---@field lootingItems gameItemData[]
---@field uiInventoryItems UIInventoryItem[]
---@field tooltipProvider TooltipProvider
---@field cachedTooltipData ATooltipData
---@field cachedTooltipUIInventoryItem UIInventoryItem
---@field displayContext ItemDisplayContextData
---@field startIndex Int32
---@field selectedItemIndex Int32
---@field itemsToCompare Int32
---@field isShown Bool
---@field currentComparisonItemId ItemID
---@field lastTooltipItemId ItemID
---@field currentTooltipItemId ItemID
---@field currentTooltipLootingData TooltipLootingCachedData
---@field lastItemOwnerId entEntityID
---@field currentItemOwnerId entEntityID
---@field currentComparisonEquipmentArea gamedataEquipmentArea
---@field lastListOpenedState Bool
---@field isComaprisonDirty Bool
---@field bufferedOwnerId entEntityID
---@field introAnimProxy inkanimProxy
---@field currendData gameinteractionsvisLootData
---@field activeWeaponID ItemID
---@field isLocked Bool
---@field currentWidgetRequestVersion Int32
---@field currentItemRequestVersion Int32
---@field requestsCounter Int32
LootingController = {}

---@return LootingController
function LootingController.new() return end

---@param props table
---@return LootingController
function LootingController.new(props) return end

---@return Bool
function LootingController:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function LootingController:OnItemsPoolItemSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function LootingController:OnWidgetsPoolItemSpawned(widget, userData) return end

---@return entEntityID
function LootingController:GetCurrentItemOwnerId() return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemID
function LootingController:GetCurrentlyEquippedComparisonItemID(equipmentArea) return end

---@param item gameItemData
---@param itemRecord gamedataItem_Record
---@param equipmentArea gamedataEquipmentArea
---@return ItemID
function LootingController:GetItemIDForComparison(item, itemRecord, equipmentArea) return end

---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
---@param equipmentArea gamedataEquipmentArea
---@param comparisionItemData gameItemData
---@return MinimalLootingListItemData
function LootingController:GetMinimalLootingData(itemData, itemRecord, equipmentArea, comparisionItemData) return end

---@param itemData gameItemData
---@return UIInventoryItem
function LootingController:GetOrCreateUIInventoryItem(itemData) return end

---@param itemTDBID TweakDBID|string
---@return gameJournalOnscreen
function LootingController:GetShardData(itemTDBID) return end

---@param itemRecord gamedataItem_Record
---@return gameJournalOnscreen
function LootingController:GetShardData(itemRecord) return end

---@param index Int32
---@return entEntityID
function LootingController:GetTooltipOwner(index) return end

function LootingController:Hide() return end

---@return Bool
function LootingController:IsShown() return end

---@return Bool
function LootingController:IsTooltipVisible() return end

---@param choices gameinteractionsvisInteractionChoiceData[]
function LootingController:RefreshChoicesPool(choices) return end

function LootingController:RefreshComparisonData() return end

---@param data gameinteractionsvisLootData
---@param visibleItems Int32
---@param totalItems Int32
---@return Int32
function LootingController:RefreshItemsData(data, visibleItems, totalItems) return end

---@param totalItems Int32
---@param visibleItems Int32
function LootingController:RefreshItemsPool(totalItems, visibleItems) return end

function LootingController:RefreshTooltips() return end

---@param weaponID ItemID
function LootingController:SetActiveWeapon(weaponID) return end

---@param dataManager InventoryDataManagerV2
function LootingController:SetDataManager(dataManager) return end

---@param isDialogOpen Bool
function LootingController:SetDialogOpen(isDialogOpen) return end

function LootingController:SetGameInstance() return end

---@param data gameinteractionsvisLootData
function LootingController:SetLootData(data) return end

---@param player gameObject
function LootingController:SetPlayer(player) return end

---@param visible Bool
function LootingController:SetTooltipVisible(visible) return end

---@param uiInventorySystem UIInventoryScriptableSystem
function LootingController:SetUIInventorySystem(uiInventorySystem) return end

function LootingController:Show() return end

---@param islokced Bool
function LootingController:ShowLockedStatus(islokced) return end

---@param data gameinteractionsvisLootData
function LootingController:UpdateCachedItems(data) return end

---@param equipmentArea gamedataEquipmentArea
function LootingController:UpdateEquipmentArea(equipmentArea) return end

---@param index Int32
function LootingController:UpdateIndexedWidgetData(index) return end

---@class LootingGameController : gameuiWidgetGameController
---@field dataManager InventoryDataManagerV2
---@field uiInventorySystem UIInventoryScriptableSystem
---@field bbInteractions gameIBlackboard
---@field bbEquipmentData gameIBlackboard
---@field bbEquipment gameIBlackboard
---@field bbInteractionsDefinition UIInteractionsDef
---@field bbEquipmentDataDefinition UI_EquipmentDataDef
---@field bbEquipmentDefinition UI_EquipmentDef
---@field dataListenerId redCallbackObject
---@field activeListenerId redCallbackObject
---@field activeHubListenerId redCallbackObject
---@field weaponDataListenerId redCallbackObject
---@field itemEquippedListenerId redCallbackObject
---@field controller LootingController
---@field player PlayerPuppet
---@field introAnim inkanimProxy
---@field outroAnim inkanimProxy
---@field lastActiveWeapon gameSlotWeaponData
---@field lastActiveWeaponID ItemID
---@field previousData gameinteractionsvisLootData
---@field lastActiveOwnerId entEntityID
LootingGameController = {}

---@return LootingGameController
function LootingGameController.new() return end

---@param props table
---@return LootingGameController
function LootingGameController.new(props) return end

---@param activeHubId Int32
---@return Bool
function LootingGameController:OnActivateHub(activeHubId) return end

---@return Bool
function LootingGameController:OnInitialize() return end

---@param e InvalidateTooltipOwnerEvent
---@return Bool
function LootingGameController:OnInvalidateTooltipOwnerEvent(e) return end

---@param value Variant
---@return Bool
function LootingGameController:OnItemEquipped(value) return end

---@return Bool
function LootingGameController:OnUninitialize() return end

---@param value Variant
---@return Bool
function LootingGameController:OnUpdateData(value) return end

---@param value Variant
---@return Bool
function LootingGameController:OnWeaponDataChanged(value) return end

---@param newData gameinteractionsvisLootData
---@return Bool
function LootingGameController:IsUpdateRequired(newData) return end

function LootingGameController:RegisterToBB() return end

---@param flag Bool
function LootingGameController:SetShouldHideClampedMappins(flag) return end

function LootingGameController:UnregisterFromBB() return end

---@class LootingItemController : inkWidgetLogicController
---@field itemNameText inkTextWidget
---@field isCurrentlySelected Bool
---@field itemName inkTextWidgetReference
---@field itemType inkTextWidgetReference
---@field itemWeight inkTextWidgetReference
---@field itemQuantity inkTextWidgetReference
---@field itemQualityBar inkWidgetReference
---@field itemSelection inkWidgetReference
---@field itemIcon inkImageWidgetReference
LootingItemController = {}

---@return LootingItemController
function LootingItemController.new() return end

---@param props table
---@return LootingItemController
function LootingItemController.new(props) return end

---@param itemData gameItemViewData
---@param isCurrentlySelected Bool
function LootingItemController:SetData(itemData, isCurrentlySelected) return end

---@param itemData gameInventoryItemData
function LootingItemController:SetIcon(itemData) return end

---@param text String
function LootingItemController:SetText(text) return end

---@class LootingListItemController : inkWidgetLogicController
---@field widgetWrapper inkWidgetReference
---@field itemName inkTextWidgetReference
---@field itemRarity inkWidgetReference
---@field iconicLines inkWidgetReference
---@field itemQuantity inkTextWidgetReference
---@field defaultIcon inkWidgetReference
---@field specialIcon inkImageWidgetReference
---@field comparisionArrow inkImageWidgetReference
---@field itemTypeIconWrapper inkWidgetReference
---@field itemTypeIcon inkImageWidgetReference
---@field highlightFrames inkWidgetReference[]
---@field tooltipData InventoryTooltipData
---@field lootingData MinimalLootingListItemData
LootingListItemController = {}

---@return LootingListItemController
function LootingListItemController.new() return end

---@param props table
---@return LootingListItemController
function LootingListItemController.new(props) return end

---@return Bool
function LootingListItemController:OnInitialize() return end

---@return ItemID
function LootingListItemController:GetItemID() return end

function LootingListItemController:RefreshUI() return end

---@param valueF Float
function LootingListItemController:SetComparedQualityF(valueF) return end

---@param data MinimalLootingListItemData
function LootingListItemController:SetData(data) return end

---@param data MinimalLootingListItemData
---@param isSelected Bool
function LootingListItemController:SetData(data, isSelected) return end

---@param value Bool
function LootingListItemController:SetHighlighted(value) return end

---@param lootingData MinimalLootingListItemData
---@param force Bool
function LootingListItemController:Setup(lootingData, force) return end

function LootingListItemController:UpdateIcon() return end

function LootingListItemController:UpdateItemName() return end

function LootingListItemController:UpdateLootIcon() return end

function LootingListItemController:UpdateQuantity() return end

function LootingListItemController:UpdateRarity() return end

---@class LootingScrollBlockController : IScriptable
---@field rectangle inkWidgetReference
LootingScrollBlockController = {}

---@return LootingScrollBlockController
function LootingScrollBlockController.new() return end

---@param props table
---@return LootingScrollBlockController
function LootingScrollBlockController.new(props) return end

---@class LostTargetDelayFalsePositivesDelay : redEvent
---@field target gameObject
LostTargetDelayFalsePositivesDelay = {}

---@return LostTargetDelayFalsePositivesDelay
function LostTargetDelayFalsePositivesDelay.new() return end

---@param props table
---@return LostTargetDelayFalsePositivesDelay
function LostTargetDelayFalsePositivesDelay.new(props) return end

---@class LowFPSSelectCoverMode : AIbehaviortaskScript
LowFPSSelectCoverMode = {}

---@return LowFPSSelectCoverMode
function LowFPSSelectCoverMode.new() return end

---@param props table
---@return LowFPSSelectCoverMode
function LowFPSSelectCoverMode.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function LowFPSSelectCoverMode:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function LowFPSSelectCoverMode:Deactivate(context) return end

---@class MadnessDebuff : redEvent
---@field object gameObject
MadnessDebuff = {}

---@return MadnessDebuff
function MadnessDebuff.new() return end

---@param props table
---@return MadnessDebuff
function MadnessDebuff.new(props) return end

---@class MadnessEffector : gameEffector
---@field squadMembers entEntityID[]
---@field owner ScriptedPuppet
MadnessEffector = {}

---@return MadnessEffector
function MadnessEffector.new() return end

---@param props table
---@return MadnessEffector
function MadnessEffector.new(props) return end

---@param owner gameObject
function MadnessEffector:ActionOff(owner) return end

---@param owner gameObject
function MadnessEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function MadnessEffector:Initialize(record, parentRecord) return end

function MadnessEffector:Uninitialize() return end

---@class MagFieldHitEvent : redEvent
MagFieldHitEvent = {}

---@return MagFieldHitEvent
function MagFieldHitEvent.new() return end

---@param props table
---@return MagFieldHitEvent
function MagFieldHitEvent.new(props) return end

---@class Mainframe : BaseAnimatedDevice
Mainframe = {}

---@return Mainframe
function Mainframe.new() return end

---@param props table
---@return Mainframe
function Mainframe.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Mainframe:OnRequestComponents(ri) return end

---@param evt FactQuickHack
---@return Bool
function Mainframe:OnSetQuestFact(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Mainframe:OnTakeControl(ri) return end

---@return MainframeController
function Mainframe:GetController() return end

---@return MainframeControllerPS
function Mainframe:GetDevicePS() return end

---@class MainframeController : BaseAnimatedDeviceController
MainframeController = {}

---@return MainframeController
function MainframeController.new() return end

---@param props table
---@return MainframeController
function MainframeController.new(props) return end

---@return MainframeControllerPS
function MainframeController:GetPS() return end

---@class MainframeControllerPS : BaseAnimatedDeviceControllerPS
---@field factName ComputerQuickHackData
MainframeControllerPS = {}

---@return MainframeControllerPS
function MainframeControllerPS.new() return end

---@param props table
---@return MainframeControllerPS
function MainframeControllerPS.new(props) return end

---@return FactQuickHack
function MainframeControllerPS:ActionSetQuestFact() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function MainframeControllerPS:OnActivateDevice(evt) return end

---@param evt FactQuickHack
---@return EntityNotificationType
function MainframeControllerPS:OnSetQuestFact(evt) return end

---@class MaintenancePanel : InteractiveMasterDevice
---@field animFeature AnimFeature_SimpleDevice
MaintenancePanel = {}

---@return MaintenancePanel
function MaintenancePanel.new() return end

---@param props table
---@return MaintenancePanel
function MaintenancePanel.new(props) return end

---@param evt panelApperanceSwitchEvent
---@return Bool
function MaintenancePanel:OnDelayApperanceSwitchEvent(evt) return end

---@param evt DisassembleDevice
---@return Bool
function MaintenancePanel:OnDisassembleDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MaintenancePanel:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MaintenancePanel:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function MaintenancePanel:OnWorkspotFinished(componentName) return end

---@param newApperance CName|string
---@param time Float
function MaintenancePanel:DelayApperanceSwitchEvent(newApperance, time) return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function MaintenancePanel:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return MaintenancePanelController
function MaintenancePanel:GetController() return end

---@return MaintenancePanelControllerPS
function MaintenancePanel:GetDevicePS() return end

---@return Bool
function MaintenancePanel:IsAuthorizationModuleOn() return end

function MaintenancePanel:RestoreDeviceState() return end

function MaintenancePanel:UpdateAnimState() return end

---@class MaintenancePanelController : MasterController
MaintenancePanelController = {}

---@return MaintenancePanelController
function MaintenancePanelController.new() return end

---@param props table
---@return MaintenancePanelController
function MaintenancePanelController.new(props) return end

---@return MaintenancePanelControllerPS
function MaintenancePanelController:GetPS() return end

---@class MaintenancePanelControllerPS : MasterControllerPS
---@field maintenancePanelSkillChecks EngineeringContainer
MaintenancePanelControllerPS = {}

---@return MaintenancePanelControllerPS
function MaintenancePanelControllerPS.new() return end

---@param props table
---@return MaintenancePanelControllerPS
function MaintenancePanelControllerPS.new(props) return end

---@return Bool
function MaintenancePanelControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return ActionEngineering
function MaintenancePanelControllerPS:ActionEngineering(context) return end

function MaintenancePanelControllerPS:GameAttached() return end

---@return BaseSkillCheckContainer
function MaintenancePanelControllerPS:GetSkillCheckContainerForSetup() return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function MaintenancePanelControllerPS:OnDisassembleDevice(evt) return end

function MaintenancePanelControllerPS:RefreshLockOnSlaves() return end

function MaintenancePanelControllerPS:RmoveAuthorizationFromSlaves() return end

---@class MakeNotificationQueueSilentEvent : redEvent
---@field notificationType GenericNotificationType
---@field makeSilent Bool
MakeNotificationQueueSilentEvent = {}

---@return MakeNotificationQueueSilentEvent
function MakeNotificationQueueSilentEvent.new() return end

---@param props table
---@return MakeNotificationQueueSilentEvent
function MakeNotificationQueueSilentEvent.new(props) return end

---@class MalfunctionHalfOpen : ToggleOpen
MalfunctionHalfOpen = {}

---@return MalfunctionHalfOpen
function MalfunctionHalfOpen.new() return end

---@param props table
---@return MalfunctionHalfOpen
function MalfunctionHalfOpen.new(props) return end

---@param device BunkerDoorControllerPS
---@return Bool
function MalfunctionHalfOpen.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function MalfunctionHalfOpen.IsClearanceValid(clearance) return end

---@param device BunkerDoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function MalfunctionHalfOpen.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function MalfunctionHalfOpen:GetInkWidgetTweakDBID() return end

---@return String
function MalfunctionHalfOpen:GetTweakDBChoiceRecord() return end

function MalfunctionHalfOpen:SetProperties() return end

---@class ManageAreaComponent : redEvent
---@field enable Bool
ManageAreaComponent = {}

---@return ManageAreaComponent
function ManageAreaComponent.new() return end

---@param props table
---@return ManageAreaComponent
function ManageAreaComponent.new(props) return end

---@class ManagePersonalLinkChangeEvent : redEvent
---@field shouldEquip Bool
ManagePersonalLinkChangeEvent = {}

---@return ManagePersonalLinkChangeEvent
function ManagePersonalLinkChangeEvent.new() return end

---@param props table
---@return ManagePersonalLinkChangeEvent
function ManagePersonalLinkChangeEvent.new(props) return end

---@return String
function ManagePersonalLinkChangeEvent:GetFriendlyDescription() return end

---@class ManageSirensAndLightsInPoliceCar : AIbehaviortaskScript
---@field turnOnLights AIArgumentMapping
---@field turnOnSirens AIArgumentMapping
ManageSirensAndLightsInPoliceCar = {}

---@return ManageSirensAndLightsInPoliceCar
function ManageSirensAndLightsInPoliceCar.new() return end

---@param props table
---@return ManageSirensAndLightsInPoliceCar
function ManageSirensAndLightsInPoliceCar.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ManageSirensAndLightsInPoliceCar:Activate(context) return end

---@class MapMenuUserData : IScriptable
---@field moveTo Vector3
---@field hash Int32
---@field isTracked Bool
MapMenuUserData = {}

---@return MapMenuUserData
function MapMenuUserData.new() return end

---@param props table
---@return MapMenuUserData
function MapMenuUserData.new(props) return end

---@class MapNavigationDelay : redEvent
MapNavigationDelay = {}

---@return MapNavigationDelay
function MapNavigationDelay.new() return end

---@param props table
---@return MapNavigationDelay
function MapNavigationDelay.new(props) return end

---@class MapPinUtility : IScriptable
MapPinUtility = {}

---@return MapPinUtility
function MapPinUtility.new() return end

---@param props table
---@return MapPinUtility
function MapPinUtility.new(props) return end

---@param argRoot inkCompoundWidget
---@param isClamped Bool
---@param isQuest Bool
function MapPinUtility.OnClampUpdates(argRoot, isClamped, isQuest) return end

---@class MappingTimeout : AITimeoutCondition
---@field timeoutMapping AIArgumentMapping
---@field timeoutValue Float
MappingTimeout = {}

---@return MappingTimeout
function MappingTimeout.new() return end

---@param props table
---@return MappingTimeout
function MappingTimeout.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function MappingTimeout:GetTimeoutValue(context) return end

---@class MarkBackdoorAsRevealedRequest : gameScriptableSystemRequest
---@field device SharedGameplayPS
MarkBackdoorAsRevealedRequest = {}

---@return MarkBackdoorAsRevealedRequest
function MarkBackdoorAsRevealedRequest.new() return end

---@param props table
---@return MarkBackdoorAsRevealedRequest
function MarkBackdoorAsRevealedRequest.new(props) return end

---@class MarkDespawnCandidate : AIbehaviortaskScript
---@field onDeactivation Bool
MarkDespawnCandidate = {}

---@return MarkDespawnCandidate
function MarkDespawnCandidate.new() return end

---@param props table
---@return MarkDespawnCandidate
function MarkDespawnCandidate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MarkDespawnCandidate:Activate(context) return end

---@class MarkNPCAgentForDespawn : AIbehaviortaskScript
MarkNPCAgentForDespawn = {}

---@return MarkNPCAgentForDespawn
function MarkNPCAgentForDespawn.new() return end

---@param props table
---@return MarkNPCAgentForDespawn
function MarkNPCAgentForDespawn.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MarkNPCAgentForDespawn:Activate(context) return end

---@class MarketSystem : gameIMarketSystem
---@field vendors Vendor[]
---@field vendingMachinesVendors Vendor[]
MarketSystem = {}

---@return MarketSystem
function MarketSystem.new() return end

---@param props table
---@return MarketSystem
function MarketSystem.new(props) return end

---@param vendorObject gameObject
---@param itemID ItemID
---@param allowQuestItems Bool
---@param excludeEquipped Bool
---@return Bool
function MarketSystem.CanPlayerSellItem(vendorObject, itemID, allowQuestItems, excludeEquipped) return end

---@param vendorObject gameObject
---@param area gamedataEquipmentArea
---@param checkPlayerCanBuy Bool
---@return Bool
function MarketSystem.DoesEquipAreaContainNewItems(vendorObject, area, checkPlayerCanBuy) return end

---@param vendorID entEntityID
---@param itemID ItemID
---@return Int32
function MarketSystem.GetBuyPrice(vendorID, itemID) return end

---@param vendorObject gameObject
---@param itemID ItemID
---@return Int32
function MarketSystem.GetBuyPrice(vendorObject, itemID) return end

---@return MarketSystem
function MarketSystem.GetInstance() return end

---@param vendorObject gameObject
---@param allowQuestItems Bool
---@param excludeEquipped Bool
---@return gameSItemStack[]
function MarketSystem.GetItemsPlayerCanSell(vendorObject, allowQuestItems, excludeEquipped) return end

---@param vendorObject gameObject
---@return TweakDBID[]
function MarketSystem.GetNewItems(vendorObject) return end

---@param vendorObject gameObject
---@param checkPlayerCanBuy Bool
---@return gameSItemStack[]
function MarketSystem.GetVendorCyberwareForSale(vendorObject, checkPlayerCanBuy) return end

---@param vendor gameObject
---@return TweakDBID
function MarketSystem.GetVendorID(vendor) return end

---@param vendorObject gameObject
---@param checkPlayerCanBuy Bool
---@return gameSItemStack[]
function MarketSystem.GetVendorItemsForSale(vendorObject, checkPlayerCanBuy) return end

---@param vendorObject gameObject
---@return Int32
function MarketSystem.GetVendorMoney(vendorObject) return end

---@param vendorObject gameObject
---@return SoldItemsCache
function MarketSystem.GetVendorSoldItems(vendorObject) return end

---@param player PlayerPuppet
---@param vendorID TweakDBID|string
---@return Bool
function MarketSystem.IsAccessible(player, vendorID) return end

---@param vendorObject gameObject
---@return Bool
function MarketSystem.IsAttached(vendorObject) return end

---@param vendorObject gameObject
---@param itemTDBID TweakDBID|string
---@return Bool
function MarketSystem.IsNewItem(vendorObject, itemTDBID) return end

---@param player PlayerPuppet
---@param vendorID TweakDBID|string
---@return Bool
function MarketSystem.IsVisibleOnMap(player, vendorID) return end

---@param vendorObject gameObject
---@param itemTDBID TweakDBID|string
function MarketSystem.ItemInspected(vendorObject, itemTDBID) return end

---@return ItemID
function MarketSystem.Money() return end

---@param vendorObject gameObject
function MarketSystem.OnVendorMenuOpen(vendorObject) return end

---@param vendorObject gameObject
---@return Vendor
function MarketSystem:AddVendor(vendorObject) return end

---@param vendorObject gameObject
---@return Vendor
function MarketSystem:GetOrAddVendor(vendorObject) return end

---@param vendorObject gameObject
---@return Vendor
function MarketSystem:GetVendor(vendorObject) return end

---@param vendorDataID TweakDBID|string
---@return Vendor
function MarketSystem:GetVendorByTDBID(vendorDataID) return end

---@param request AddItemToVendorRequest
function MarketSystem:OnAddItemToStockRequest(request) return end

---@param request AttachVendorRequest
function MarketSystem:OnAttachVendorRequest(request) return end

---@param request BuyRequest
function MarketSystem:OnBuyRequest(request) return end

---@param request BuybackRequest
function MarketSystem:OnBuybackRequest(request) return end

---@param request DeattachVendorRequest
function MarketSystem:OnDeattachVendorRequest(request) return end

function MarketSystem:OnDetach() return end

---@param request DispenseRequest
function MarketSystem:OnDispenseRequest(request) return end

---@param request DispenseStackRequest
function MarketSystem:OnDispenseStackRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function MarketSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SellRequest
function MarketSystem:OnSellRequest(request) return end

---@param request SetVendorPriceMultiplierRequest
function MarketSystem:OnSetPriceModifierRequest(request) return end

---@class MarketSystemRequest : gameScriptableSystemRequest
---@field owner gameObject
---@field vendorID TweakDBID
MarketSystemRequest = {}

---@return MarketSystemRequest
function MarketSystemRequest.new() return end

---@param props table
---@return MarketSystemRequest
function MarketSystemRequest.new(props) return end

---@class MasterController : ScriptableDeviceComponent
MasterController = {}

---@return MasterController
function MasterController.new() return end

---@param props table
---@return MasterController
function MasterController.new(props) return end

---@return MasterControllerPS
function MasterController:GetPS() return end

---@class MasterControllerPS : ScriptableDeviceComponentPS
---@field clearance gamedeviceClearance
MasterControllerPS = {}

---@return MasterControllerPS
function MasterControllerPS.new() return end

---@param props table
---@return MasterControllerPS
function MasterControllerPS.new(props) return end

---@return Bool
function MasterControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function MasterControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

---@param slave gameDeviceComponentPS
---@param actionName CName|string
---@return Bool, gamedeviceAction
function MasterControllerPS:ExtractActionFromSlave(slave, actionName) return end

function MasterControllerPS:FillTakeOverChainBB() return end

---@return gameDeviceComponentPS[]
function MasterControllerPS:GetAllDescendants() return end

---@param context MasterControllerPS
---@return gameDeviceComponentPS
function MasterControllerPS:GetAttachedSlaveForPing(context) return end

---@return MasterDeviceBaseBlackboardDef
function MasterControllerPS:GetBlackboardDef() return end

---@return gamedeviceClearance
function MasterControllerPS:GetClearance() return end

---@return SDeviceWidgetPackage[]
function MasterControllerPS:GetDeviceWidgets() return end

---@return EDeviceStatus
function MasterControllerPS:GetExpectedSlaveState() return end

---@return gameDeviceComponentPS
function MasterControllerPS:GetFirstAttachedSlave() return end

---@return gameDeviceComponentPS[]
function MasterControllerPS:GetImmediateDescendants() return end

---@return gameDeviceComponentPS[]
function MasterControllerPS:GetImmediateSlaves() return end

---@return gameLazyDevice[]
function MasterControllerPS:GetLazyDescendants() return end

---@return gameLazyDevice[]
function MasterControllerPS:GetLazySlaves() return end

---@return PuppetDeviceLinkPS[]
function MasterControllerPS:GetPuppets() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function MasterControllerPS:GetQuickHacksFromSlave(context) return end

---@param deviceID gamePersistentID
---@return SDeviceWidgetPackage
function MasterControllerPS:GetSlaveDeviceWidget(deviceID) return end

---@return SThumbnailWidgetPackage[]
function MasterControllerPS:GetThumbnailWidgets() return end

---@return CName
function MasterControllerPS:GetWidgetTypeName() return end

---@return Bool
function MasterControllerPS:HasAnySlave() return end

function MasterControllerPS:Initialize() return end

---@return Bool
function MasterControllerPS:IsMasterType() return end

---@return gameDeviceComponentPS[]
function MasterControllerPS:NetrunnerGiveConnectedDevices() return end

---@param evt gameDeviceDynamicConnectionChange
---@return EntityNotificationType
function MasterControllerPS:OnDeviceDynamicConnectionChange(evt) return end

---@param evt FillTakeOverChainBBoardEvent
---@return EntityNotificationType
function MasterControllerPS:OnFillTakeOverChainBBoardEvent(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function MasterControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt RequestDeviceWidgetUpdateEvent
function MasterControllerPS:OnRequestDeviceWidgetUpdate(evt) return end

---@param evt RequestThumbnailWidgetsUpdateEvent
function MasterControllerPS:OnRequestThumbnailWidgetsUpdate(evt) return end

function MasterControllerPS:RefreshDefaultHighlightOnSlaves() return end

function MasterControllerPS:RefreshPowerOnSlaves_Event() return end

---@param onInitialize Bool
---@param force Bool
function MasterControllerPS:RefreshSlaves_Event(onInitialize, force) return end

---@param blackboard gameIBlackboard
function MasterControllerPS:RequestAllDevicesWidgetsUpdate(blackboard) return end

---@param areaEffectID CName|string
---@param show Bool
function MasterControllerPS:RequestAreaEffectVisualisationUpdateOnSlaves(areaEffectID, show) return end

---@param blackboard gameIBlackboard
---@param deviceID gamePersistentID
function MasterControllerPS:RequestDeviceWidgetsUpdate(blackboard, deviceID) return end

---@param blackboard gameIBlackboard
---@param devices gamePersistentID[]
function MasterControllerPS:RequestDeviceWidgetsUpdate(blackboard, devices) return end

---@param blackboard gameIBlackboard
function MasterControllerPS:RequestThumbnailWidgetsUpdate(blackboard) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
---@param isPing Bool
---@param lifetime Float
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function MasterControllerPS:RevealDevicesGrid(shouldDraw, ownerEntityPosition, fxDefault, isPing, lifetime, revealSlave, revealMaster, ignoreRevealed) return end

---@param action ScriptableDeviceAction
function MasterControllerPS:SendActionToAllSlaves(action) return end

---@param actions ScriptableDeviceAction[]
function MasterControllerPS:SendActionsToAllSlaves(actions) return end

---@param evt redEvent
function MasterControllerPS:SendEventToAllSlaves(evt) return end

---@param isImportant Bool
function MasterControllerPS:SetSlavesAsQuestImportant(isImportant) return end

---@class MasterDeviceBaseBlackboardDef : DeviceBaseBlackboardDef
---@field ThumbnailWidgetsData gamebbScriptID_Variant
---@field CleanPassword gamebbScriptID_Bool
MasterDeviceBaseBlackboardDef = {}

---@return MasterDeviceBaseBlackboardDef
function MasterDeviceBaseBlackboardDef.new() return end

---@param props table
---@return MasterDeviceBaseBlackboardDef
function MasterDeviceBaseBlackboardDef.new(props) return end

---@class MasterDeviceDestroyed : ActionBool
MasterDeviceDestroyed = {}

---@return MasterDeviceDestroyed
function MasterDeviceDestroyed.new() return end

---@param props table
---@return MasterDeviceDestroyed
function MasterDeviceDestroyed.new(props) return end

function MasterDeviceDestroyed:SetProperties() return end

---@class MasterDeviceInkGameControllerBase : DeviceInkGameControllerBase
---@field thumbnailWidgetsData SThumbnailWidgetPackage[]
---@field onThumbnailWidgetsUpdateListener redCallbackObject
---@field onCleanPasswordListener redCallbackObject
---@field keypadController KeypadDeviceController
MasterDeviceInkGameControllerBase = {}

---@return MasterDeviceInkGameControllerBase
function MasterDeviceInkGameControllerBase.new() return end

---@param props table
---@return MasterDeviceInkGameControllerBase
function MasterDeviceInkGameControllerBase.new(props) return end

---@param value Bool
---@return Bool
function MasterDeviceInkGameControllerBase:OnCleanPassword(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function MasterDeviceInkGameControllerBase:OnDeviceWidgetSpawned(widget, userData) return end

---@return Bool
function MasterDeviceInkGameControllerBase:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function MasterDeviceInkGameControllerBase:OnThumbnailActionCallback(e) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function MasterDeviceInkGameControllerBase:OnThumbnailWidgetSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function MasterDeviceInkGameControllerBase:OnThumbnailWidgetsUpdate(value) return end

---@return Bool
function MasterDeviceInkGameControllerBase:OnUninitialize() return end

---@param widget inkWidget
---@param widgetData SThumbnailWidgetPackage
---@return inkWidget
function MasterDeviceInkGameControllerBase:AddThumbnailWidget(widget, widgetData) return end

---@param widgetData SThumbnailWidgetPackage
function MasterDeviceInkGameControllerBase:AddThumbnailWidgetData(widgetData) return end

---@param parentWidget inkWidget
---@param widgetData SThumbnailWidgetPackage
---@return inkWidget
function MasterDeviceInkGameControllerBase:CreateThumbnailWidget(parentWidget, widgetData) return end

---@param parentWidget inkWidget
---@param widgetData SThumbnailWidgetPackage
function MasterDeviceInkGameControllerBase:CreateThumbnailWidgetAsync(parentWidget, widgetData) return end

---@return InteractiveMasterDevice
function MasterDeviceInkGameControllerBase:GetOwner() return end

---@param widgetData SThumbnailWidgetPackage
---@return inkWidget
function MasterDeviceInkGameControllerBase:GetThumbnailWidget(widgetData) return end

---@param widgetData SThumbnailWidgetPackage
---@return Int32
function MasterDeviceInkGameControllerBase:GetThumbnailWidgetDataIndex(widgetData) return end

---@param widgetData SThumbnailWidgetPackage
---@return Bool
function MasterDeviceInkGameControllerBase:HasThumbnailWidget(widgetData) return end

---@param widgetData SThumbnailWidgetPackage
---@return Bool
function MasterDeviceInkGameControllerBase:HasThumbnailWidgetData(widgetData) return end

function MasterDeviceInkGameControllerBase:HideThumbnailWidgets() return end

---@param widget inkWidget
---@param widgetData SThumbnailWidgetPackage
function MasterDeviceInkGameControllerBase:InitializeThumbnailWidget(widget, widgetData) return end

---@param deviceID gamePersistentID
---@return Bool
function MasterDeviceInkGameControllerBase:IsOwner(deviceID) return end

---@param state EDeviceStatus
function MasterDeviceInkGameControllerBase:Refresh(state) return end

---@param blackboard gameIBlackboard
function MasterDeviceInkGameControllerBase:RegisterBlackboardCallbacks(blackboard) return end

---@param devices gamePersistentID[]
function MasterDeviceInkGameControllerBase:RequestDeviceWidgetsUpdate(devices) return end

---@param device gamePersistentID
function MasterDeviceInkGameControllerBase:RequestDeviceWidgetsUpdate(device) return end

function MasterDeviceInkGameControllerBase:RequestThumbnailWidgetsUpdate() return end

---@param widget inkWidget
function MasterDeviceInkGameControllerBase:TrySaveKeypadController(widget) return end

---@param blackboard gameIBlackboard
function MasterDeviceInkGameControllerBase:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function MasterDeviceInkGameControllerBase:UpdateActionWidgets(widgetsData) return end

---@param widgetsData SDeviceWidgetPackage[]
function MasterDeviceInkGameControllerBase:UpdateDeviceWidgets(widgetsData) return end

---@param widgetData SThumbnailWidgetPackage
---@param index Int32
function MasterDeviceInkGameControllerBase:UpdateThumbnailWidgetData(widgetData, index) return end

---@param widgetsData SThumbnailWidgetPackage[]
function MasterDeviceInkGameControllerBase:UpdateThumbnailWidgets(widgetsData) return end

---@class MasterViabilityInterpreter : IScriptable
MasterViabilityInterpreter = {}

---@return MasterViabilityInterpreter
function MasterViabilityInterpreter.new() return end

---@param props table
---@return MasterViabilityInterpreter
function MasterViabilityInterpreter.new(props) return end

---@param device MasterControllerPS
---@param hasActiveActions Bool
---@return Bool
function MasterViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class Master_Test : gameObject
---@field deviceComponent gameMasterDeviceComponent
Master_Test = {}

---@return Master_Test
function Master_Test.new() return end

---@param props table
---@return Master_Test
function Master_Test.new(props) return end

---@param interaction gameinteractionsChoiceEvent
---@return Bool
function Master_Test:OnInteraction(interaction) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Master_Test:OnRequestComponents(ri) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function Master_Test:OnSlaveChanged(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Master_Test:OnTakeControl(ri) return end

---@class MaterialLayerDef
---@field name CName
---@field size Uint32
---@field colorPalette Color[]
---@field material CMaterialInstance
MaterialLayerDef = {}

---@return MaterialLayerDef
function MaterialLayerDef.new() return end

---@param props table
---@return MaterialLayerDef
function MaterialLayerDef.new(props) return end

---@class MaterialParameterInstance
---@field name CName
---@field data Variant
MaterialParameterInstance = {}

---@return MaterialParameterInstance
function MaterialParameterInstance.new() return end

---@param props table
---@return MaterialParameterInstance
function MaterialParameterInstance.new(props) return end

---@class MaterialPass
---@field stagePassNameRegular CName
---@field stagePassNameDiscarded CName
---@field depthStencilMode PSODescDepthStencilModeDesc
---@field rasterizerMode PSODescRasterizerModeDesc
---@field blendMode PSODescBlendModeDesc
---@field stencilReadMask Uint8
---@field stencilWriteMask Uint8
---@field stencilRef Uint8
---@field orderIndex Uint8
---@field enablePixelShader Bool
MaterialPass = {}

---@return MaterialPass
function MaterialPass.new() return end

---@param props table
---@return MaterialPass
function MaterialPass.new(props) return end

---@class MaterialTechnique
---@field passes MaterialPass[]
---@field featureFlagsEnabledMask FeatureFlagsMask
---@field streamsToBind Uint32
MaterialTechnique = {}

---@return MaterialTechnique
function MaterialTechnique.new() return end

---@param props table
---@return MaterialTechnique
function MaterialTechnique.new(props) return end

---@class MaterialTooltip : AGenericTooltipController
---@field titleWrapper inkWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionLine inkWidgetReference
---@field Title inkTextWidgetReference
---@field BasePrice inkTextWidgetReference
---@field Price inkTextWidgetReference
---@field animProxy inkanimProxy
MaterialTooltip = {}

---@return MaterialTooltip
function MaterialTooltip.new() return end

---@param props table
---@return MaterialTooltip
function MaterialTooltip.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function MaterialTooltip:OnIntroComplete(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function MaterialTooltip:OnOutroComplete(proxy) return end

---@param animName CName|string
---@param callback CName|string
---@param forceVisible Bool
function MaterialTooltip:PlayAnim(animName, callback, forceVisible) return end

---@param tooltipData ATooltipData
function MaterialTooltip:SetData(tooltipData) return end

function MaterialTooltip:Show() return end

---@class MaterialTooltipData : ATooltipData
---@field Title String
---@field BaseMaterialQuantity Int32
---@field MaterialQuantity Int32
---@field TitleLocalizationPackage gameUILocalizationDataPackage
---@field DescriptionLocalizationPackage gameUILocalizationDataPackage
MaterialTooltipData = {}

---@return MaterialTooltipData
function MaterialTooltipData.new() return end

---@param props table
---@return MaterialTooltipData
function MaterialTooltipData.new(props) return end

---@class MaterialUsedParameter
---@field name CName
---@field register Uint8
MaterialUsedParameter = {}

---@return MaterialUsedParameter
function MaterialUsedParameter.new() return end

---@param props table
---@return MaterialUsedParameter
function MaterialUsedParameter.new(props) return end

---@class MathHelper : IScriptable
MathHelper = {}

---@return Float
function MathHelper.EulerNumber() return end

---@param value Float
---@param min Float
---@param max Float
---@param leftClosed Bool
---@param rightClosed Bool
---@return Bool
function MathHelper.IsFloatInRange(value, min, max, leftClosed, rightClosed) return end

---@return Float
function MathHelper.NegativeInfinity() return end

---@param value Float
---@param min Float
---@param max Float
---@return Float
function MathHelper.NormalizeF(value, min, max) return end

---@return Float
function MathHelper.PositiveInfinity() return end

---@param mean Float
---@param stdDev Float
---@return Float
function MathHelper.RandFromNormalDist(mean, stdDev) return end

---@class Matrix
---@field X Vector4
---@field Y Vector4
---@field Z Vector4
---@field W Vector4
Matrix = {}

---@return Matrix
function Matrix.new() return end

---@param props table
---@return Matrix
function Matrix.new(props) return end

---@param dirVec Vector4
---@param upVec Vector4
---@return Matrix
function Matrix.BuildFromDirectionVector(dirVec, upVec) return end

---@param scale Vector4
---@return Matrix
function Matrix.BuiltPreScale(scale) return end

---@param rotation EulerAngles
---@param translation Vector4
---@param scale Vector4
---@return Matrix
function Matrix.BuiltRTS(rotation, translation, scale) return end

---@param rot EulerAngles
---@return Matrix
function Matrix.BuiltRotation(rot) return end

---@param scale Vector4
---@return Matrix
function Matrix.BuiltScale(scale) return end

---@param translation Vector4
---@param rotation EulerAngles
---@param scale Vector4
---@return Matrix
function Matrix.BuiltTRS(translation, rotation, scale) return end

---@param move Vector4
---@return Matrix
function Matrix.BuiltTranslation(move) return end

---@param m Matrix
---@return Vector4
function Matrix.GetAxisX(m) return end

---@param m Matrix
---@return Vector4
function Matrix.GetAxisY(m) return end

---@param m Matrix
---@return Vector4
function Matrix.GetAxisZ(m) return end

---@param m Matrix
---@return Vector4
function Matrix.GetDirectionVector(m) return end

---@param m Matrix
---@return Matrix
function Matrix.GetInverted(m) return end

---@param m Matrix
---@return Matrix
function Matrix.GetInvertedFull(m) return end

---@param m Matrix
---@return EulerAngles
function Matrix.GetRotation(m) return end

---@param m Matrix
---@return Vector4
function Matrix.GetScale(m) return end

---@param m Matrix
---@return Vector4
function Matrix.GetTranslation(m) return end

---@return Matrix
function Matrix.Identity() return end

---@param m Matrix
---@return Bool
function Matrix.IsOk(m) return end

---@param m Matrix
---@return Quaternion
function Matrix.ToQuat(m) return end

---@class MaxTacFearEvent : gameScriptableSystemRequest
---@field player gameObject
---@field av gameObject
MaxTacFearEvent = {}

---@return MaxTacFearEvent
function MaxTacFearEvent.new() return end

---@param props table
---@return MaxTacFearEvent
function MaxTacFearEvent.new(props) return end

---@class MeasurementUtils
MeasurementUtils = {}

---@return MeasurementUtils
function MeasurementUtils.new() return end

---@param props table
---@return MeasurementUtils
function MeasurementUtils.new(props) return end

---@return EMeasurementSystem
function MeasurementUtils.GetPlayerSettingSystem() return end

---@param inUnit EMeasurementUnit
---@return EMeasurementSystem
function MeasurementUtils.GetSystemForUnit(inUnit) return end

---@param inUnit EMeasurementUnit
---@return CName
function MeasurementUtils.GetUnitLocalizationKey(inUnit) return end

---@param inUnit EMeasurementUnit
---@return EMeasurementUnit
function MeasurementUtils.UnitToImperial(inUnit) return end

---@param inUnit EMeasurementUnit
---@return EMeasurementUnit
function MeasurementUtils.UnitToMetric(inUnit) return end

---@param inUnit EMeasurementUnit
---@param outSystem EMeasurementSystem
---@return EMeasurementUnit
function MeasurementUtils.UnitToSystem(inUnit, outSystem) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float, EMeasurementUnit
function MeasurementUtils.ValueToImperial(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float, EMeasurementUnit
function MeasurementUtils.ValueToMetric(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float, EMeasurementUnit
function MeasurementUtils.ValueToPlayerSettingSystem(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@param outUnitSystem EMeasurementSystem
---@return Float, EMeasurementUnit
function MeasurementUtils.ValueToSystem(inValue, inUnit, outUnitSystem) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@param outUnit EMeasurementUnit
---@return Float
function MeasurementUtils.ValueUnitToUnit(inValue, inUnit, outUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float
function MeasurementUtils.ValueToImperial(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float
function MeasurementUtils.ValueToMetric(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@return Float
function MeasurementUtils.ValueToPlayerSettingSystem(inValue, inUnit) return end

---@param inValue Float
---@param inUnit EMeasurementUnit
---@param outUnitSystem EMeasurementSystem
---@return Float
function MeasurementUtils.ValueToSystem(inValue, inUnit, outUnitSystem) return end

---@class MediaDeviceController : ScriptableDeviceComponent
MediaDeviceController = {}

---@return MediaDeviceController
function MediaDeviceController.new() return end

---@param props table
---@return MediaDeviceController
function MediaDeviceController.new(props) return end

---@return MediaDeviceControllerPS
function MediaDeviceController:GetPS() return end

---@class MediaDeviceControllerPS : ScriptableDeviceComponentPS
---@field previousStation Int32
---@field activeChannelName String
---@field dataInitialized Bool
---@field amountOfStations Int32
---@field activeStation Int32
MediaDeviceControllerPS = {}

---@return MediaDeviceControllerPS
function MediaDeviceControllerPS.new() return end

---@param props table
---@return MediaDeviceControllerPS
function MediaDeviceControllerPS.new(props) return end

---@return MediaDeviceStatus
function MediaDeviceControllerPS:ActionMediaDeviceStatus() return end

---@return NextStation
function MediaDeviceControllerPS:ActionNextStation() return end

---@return PreviousStation
function MediaDeviceControllerPS:ActionPreviousStation() return end

---@return QuestDefaultStation
function MediaDeviceControllerPS:ActionQuestDefaultStation() return end

---@return QuestDisableInteraction
function MediaDeviceControllerPS:ActionQuestDisableInteraction() return end

---@return QuestEnableInteraction
function MediaDeviceControllerPS:ActionQuestEnableInteraction() return end

---@return QuestNextStation
function MediaDeviceControllerPS:ActionQuestNextStation() return end

---@return QuestPreviousStation
function MediaDeviceControllerPS:ActionQuestPreviousStation() return end

---@return QuestSetChannel
function MediaDeviceControllerPS:ActionQuestSetChannel() return end

---@return ThumbnailUI
function MediaDeviceControllerPS:ActionThumbnailUI() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function MediaDeviceControllerPS:GetActions(context) return end

---@return Int32
function MediaDeviceControllerPS:GetActiveStationIndex() return end

---@return String
function MediaDeviceControllerPS:GetActiveStationName() return end

---@return MediaDeviceStatus
function MediaDeviceControllerPS:GetDeviceStatusAction() return end

---@return textTextParameterSet
function MediaDeviceControllerPS:GetDeviceStatusTextData() return end

---@return Int32
function MediaDeviceControllerPS:GetPreviousStationIndex() return end

---@param actionName CName|string
---@return gamedeviceAction
function MediaDeviceControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function MediaDeviceControllerPS:GetQuestActions(context) return end

function MediaDeviceControllerPS:GetQuickHackDistractionActions() return end

---@param evt NextStation
---@return EntityNotificationType
function MediaDeviceControllerPS:OnNextStation(evt) return end

---@param evt PreviousStation
---@return EntityNotificationType
function MediaDeviceControllerPS:OnPreviousStation(evt) return end

---@param evt QuestDisableInteraction
---@return EntityNotificationType
function MediaDeviceControllerPS:OnQuestDisableInteraction(evt) return end

---@param evt QuestEnableInteraction
---@return EntityNotificationType
function MediaDeviceControllerPS:OnQuestEnableInteraction(evt) return end

---@param evt QuestNextStation
---@return EntityNotificationType
function MediaDeviceControllerPS:OnQuestNextStation(evt) return end

---@param evt QuestPreviousStation
---@return EntityNotificationType
function MediaDeviceControllerPS:OnQuestPreviousStation(evt) return end

---@param evt QuestSetChannel
---@return EntityNotificationType
function MediaDeviceControllerPS:OnQuestSetChannel(evt) return end

---@param channelName String
function MediaDeviceControllerPS:PassChannelName(channelName) return end

---@param stationIDX Int32
function MediaDeviceControllerPS:SetActiveStationIndex(stationIDX) return end

---@class MediaDeviceData
---@field initialStation Int32
---@field amountOfStations Int32
---@field activeChannelName String
---@field isInteractive Bool
MediaDeviceData = {}

---@return MediaDeviceData
function MediaDeviceData.new() return end

---@param props table
---@return MediaDeviceData
function MediaDeviceData.new(props) return end

---@class MediaDeviceStatus : BaseDeviceStatus
MediaDeviceStatus = {}

---@return MediaDeviceStatus
function MediaDeviceStatus.new() return end

---@param props table
---@return MediaDeviceStatus
function MediaDeviceStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function MediaDeviceStatus.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function MediaDeviceStatus.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function MediaDeviceStatus.IsDefaultConditionMet(device, context) return end

---@return String
function MediaDeviceStatus:GetCurrentDisplayString() return end

---@return String
function MediaDeviceStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function MediaDeviceStatus:SetProperties(deviceRef) return end

---@class MediaResaveData
---@field mediaDeviceData MediaDeviceData
MediaResaveData = {}

---@return MediaResaveData
function MediaResaveData.new() return end

---@param props table
---@return MediaResaveData
function MediaResaveData.new(props) return end

---@class MediaSystemUIPS : VirtualSystemPS
MediaSystemUIPS = {}

---@return MediaSystemUIPS
function MediaSystemUIPS.new() return end

---@param props table
---@return MediaSystemUIPS
function MediaSystemUIPS.new(props) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function MediaSystemUIPS:GetActions(context) return end

---@class MeleeAttackCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
MeleeAttackCommandCleanup = {}

---@return MeleeAttackCommandCleanup
function MeleeAttackCommandCleanup.new() return end

---@param props table
---@return MeleeAttackCommandCleanup
function MeleeAttackCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MeleeAttackCommandCleanup:Deactivate(context) return end

---@class MeleeAttackCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIMeleeAttackCommand
MeleeAttackCommandHandler = {}

---@return MeleeAttackCommandHandler
function MeleeAttackCommandHandler.new() return end

---@param props table
---@return MeleeAttackCommandHandler
function MeleeAttackCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MeleeAttackCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MeleeAttackCommandHandler:Update(context) return end

---@class MeleeAttackCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIMeleeAttackCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
MeleeAttackCommandTask = {}

---@return MeleeAttackCommandTask
function MeleeAttackCommandTask.new() return end

---@param props table
---@return MeleeAttackCommandTask
function MeleeAttackCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MeleeAttackCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AIMeleeAttackCommand
function MeleeAttackCommandTask:CancelCommand(context, typedCommand) return end

---@param context AIbehaviorScriptExecutionContext
function MeleeAttackCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MeleeAttackCommandTask:Update(context) return end

---@class MeleeAttackGenericDecisions : MeleeTransition
MeleeAttackGenericDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeAttackGenericDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeAttackGenericDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return gameMeleeAttackData
function MeleeAttackGenericDecisions:GetAttackData(stateContext) return end

---@class MeleeAttackGenericEvents : MeleeEventsTransition
---@field effect gameEffectInstance
---@field attackCreated Bool
---@field blockImpulseCreation Bool
---@field standUpSend Bool
---@field trailCreated Bool
---@field finisherTarget ScriptedPuppet
---@field finisherCameraRotReseted Bool
---@field textLayer Uint32
---@field rumblePlayed Bool
---@field shouldBlockImpulseUpdate Bool
---@field enteredFromMeleeLeap Bool
---@field effectPositionUpdated Bool
---@field tppYawOverride Float
MeleeAttackGenericEvents = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param radius Float
function MeleeAttackGenericEvents:BroadcastStimuli(scriptInterface, radius) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:ClearLeapedDistanceBlackboardValue(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
function MeleeAttackGenericEvents:ConsumeWeaponCharge(scriptInterface, attackData) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
function MeleeAttackGenericEvents:CreateMeleeAttack(stateContext, scriptInterface, attackData) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, gameMeleeAttackData
function MeleeAttackGenericEvents:CreateMeleeAttackForFinisher(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return gameMeleeAttackData
function MeleeAttackGenericEvents:GetAttackData(stateContext) return end

---@return EMeleeAttackType
function MeleeAttackGenericEvents:GetAttackType() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Transform
function MeleeAttackGenericEvents:GetCameraTransformForMelee(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeAttackGenericEvents:IsAttackWindowOpen(stateContext, scriptInterface) return end

---@return Bool
function MeleeAttackGenericEvents:IsMountedTPPAttack() return end

---@param attackData gameMeleeAttackData
---@param assistRecord gamedataAimAssistMelee_Record
---@return Bool
function MeleeAttackGenericEvents:IsMoveToTargetEnabled(attackData, assistRecord) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeAttackGenericEvents:ResetCameraRotation(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param rotateDuration Float
function MeleeAttackGenericEvents:RotateCameraToFinisherTarget(scriptInterface, rotateDuration) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
---@return Bool
function MeleeAttackGenericEvents:SendAnimationSlotData(stateContext, scriptInterface, attackData) return end

---@param stateContext gamestateMachineStateContextScript
function MeleeAttackGenericEvents:SetTPPYawOverride(stateContext) return end

---@param timeDelta Float
---@param attackData gameMeleeAttackData
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeAttackGenericEvents:ShouldBlockMovementImpulseUpdate(timeDelta, attackData, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param startPosition Vector4
---@param middlePosition Vector4
---@param endPosition Vector4
---@param time Float
---@param colliderBox Vector4
---@param attackData gameMeleeAttackData
---@return Bool
function MeleeAttackGenericEvents:SpawnAttackGameEffect(stateContext, scriptInterface, startPosition, middlePosition, endPosition, time, colliderBox, attackData) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
---@param duration Float
function MeleeAttackGenericEvents:UpdateEffectPosition(stateContext, scriptInterface, attackData, duration) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
function MeleeAttackGenericEvents:UpdateIKData(scriptInterface, attackData) return end

---@param timeDelta Float
---@param attackData gameMeleeAttackData
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeAttackGenericEvents:UpdateMovementImpulse(timeDelta, attackData, stateContext, scriptInterface) return end

---@class MeleeBlockAttackDecisions : MeleeAttackGenericDecisions
MeleeBlockAttackDecisions = {}

---@return MeleeBlockAttackDecisions
function MeleeBlockAttackDecisions.new() return end

---@param props table
---@return MeleeBlockAttackDecisions
function MeleeBlockAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBlockAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBlockAttackDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeBlockAttackEvents : MeleeAttackGenericEvents
MeleeBlockAttackEvents = {}

---@return MeleeBlockAttackEvents
function MeleeBlockAttackEvents.new() return end

---@param props table
---@return MeleeBlockAttackEvents
function MeleeBlockAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeBlockAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeBlockDecisions : MeleeTransition
MeleeBlockDecisions = {}

---@return MeleeBlockDecisions
function MeleeBlockDecisions.new() return end

---@param props table
---@return MeleeBlockDecisions
function MeleeBlockDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBlockDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBlockDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeBlockEvents : MeleeRumblingEvents
---@field blockStatFlag gameStatModifierData_Deprecated
MeleeBlockEvents = {}

---@return MeleeBlockEvents
function MeleeBlockEvents.new() return end

---@param props table
---@return MeleeBlockEvents
function MeleeBlockEvents.new(props) return end

---@return String
function MeleeBlockEvents:GetIntensity() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBlockEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class MeleeBodySlamAttackDecisions : MeleeAttackGenericDecisions
MeleeBodySlamAttackDecisions = {}

---@return MeleeBodySlamAttackDecisions
function MeleeBodySlamAttackDecisions.new() return end

---@param props table
---@return MeleeBodySlamAttackDecisions
function MeleeBodySlamAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBodySlamAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeBodySlamAttackDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeBodySlamAttackEvents : MeleeEventsTransition
---@field effect gameEffectInstance
---@field speedModifier gameStatModifierData_Deprecated
---@field stunModifier gameStatModifierData_Deprecated
---@field chargeStage Int32
---@field attackSpawnDelay Float
---@field timeToFullAttack Float
---@field nextAttackRefresh Float
---@field playBumpSFX Bool
---@field bumpCallback redCallbackObject
---@field delayBetweenBumpSFX Float
---@field bumpSFXCooldown Float
---@field staminaCost Float
---@field fullAttackIndex Int32
---@field weakAttackIndex Int32
MeleeBodySlamAttackEvents = {}

---@return MeleeBodySlamAttackEvents
function MeleeBodySlamAttackEvents.new() return end

---@param props table
---@return MeleeBodySlamAttackEvents
function MeleeBodySlamAttackEvents.new(props) return end

---@param value Int32
---@return Bool
function MeleeBodySlamAttackEvents:OnBodySlamBump(value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:AddSpeedModifier(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:AddStunModifier(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:RemoveSpeedModifier(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:RemoveStatModifiers(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:RemoveStunModifier(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:SetBodySlamAnimFeature(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param chargeStage Int32
function MeleeBodySlamAttackEvents:SetChargeStage(scriptInterface, chargeStage) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackStage Int32
function MeleeBodySlamAttackEvents:SpawnBodySlamAttack(stateContext, scriptInterface, attackStage) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:UpdateChargeStage(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeBodySlamAttackEvents:UpdateEffectPosition(stateContext, scriptInterface) return end

---@class MeleeChargedHoldDecisions : MeleeHoldGenericDecisions
MeleeChargedHoldDecisions = {}

---@return MeleeChargedHoldDecisions
function MeleeChargedHoldDecisions.new() return end

---@param props table
---@return MeleeChargedHoldDecisions
function MeleeChargedHoldDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeChargedHoldDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeChargedHoldDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeChargedHoldDecisions:ToMeleeMountedStrongAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeChargedHoldDecisions:ToMeleeStrongAttack(stateContext, scriptInterface) return end

---@class MeleeChargedHoldEvents : MeleeRumblingEvents
---@field clearWeaponCharge Bool
---@field effectiveRangeMod gameStatModifierData_Deprecated
MeleeChargedHoldEvents = {}

---@return MeleeChargedHoldEvents
function MeleeChargedHoldEvents.new() return end

---@param props table
---@return MeleeChargedHoldEvents
function MeleeChargedHoldEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function MeleeChargedHoldEvents:GetChargeValuePerSec(scriptInterface) return end

---@return String
function MeleeChargedHoldEvents:GetIntensity() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeChargedHoldEvents:IsMonowireQuickhackChargedAttack(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeChargedHoldEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeChargedHoldEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeChargedHoldEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeChargedHoldEvents:OnExitToMeleeStrongAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeChargedHoldEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectiveRange Float
function MeleeChargedHoldEvents:UpdateEffectiveRange(scriptInterface, effectiveRange) return end

---@class MeleeComboAttackDecisions : MeleeAttackGenericDecisions
MeleeComboAttackDecisions = {}

---@return MeleeComboAttackDecisions
function MeleeComboAttackDecisions.new() return end

---@param props table
---@return MeleeComboAttackDecisions
function MeleeComboAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeComboAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeComboAttackEvents : MeleeAttackGenericEvents
MeleeComboAttackEvents = {}

---@return MeleeComboAttackEvents
function MeleeComboAttackEvents.new() return end

---@param props table
---@return MeleeComboAttackEvents
function MeleeComboAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeComboAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeComboAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeCrouchAttackDecisions : MeleeAttackGenericDecisions
MeleeCrouchAttackDecisions = {}

---@return MeleeCrouchAttackDecisions
function MeleeCrouchAttackDecisions.new() return end

---@param props table
---@return MeleeCrouchAttackDecisions
function MeleeCrouchAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeCrouchAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeCrouchAttackEvents : MeleeAttackGenericEvents
MeleeCrouchAttackEvents = {}

---@return MeleeCrouchAttackEvents
function MeleeCrouchAttackEvents.new() return end

---@param props table
---@return MeleeCrouchAttackEvents
function MeleeCrouchAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeCrouchAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeCrouchAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeCrouchAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeDashDecisions : MeleeTransition
MeleeDashDecisions = {}

---@return MeleeDashDecisions
function MeleeDashDecisions.new() return end

---@param props table
---@return MeleeDashDecisions
function MeleeDashDecisions.new(props) return end

---@param arr Float[]
---@return Vector4
function MeleeDashDecisions.ConvertArray4ToVector4(arr) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDashDecisions:CheckDashCollision(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDashDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDashDecisions:ToMeleeIdle(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDashDecisions:ToMeleeSprintAttack(stateContext, scriptInterface) return end

---@class MeleeDashEvents : MeleeEventsTransition
MeleeDashEvents = {}

---@return MeleeDashEvents
function MeleeDashEvents.new() return end

---@param props table
---@return MeleeDashEvents
function MeleeDashEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDashEvents:Dash(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDashEvents:DashToTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDashEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeDeflectAttackDecisions : MeleeAttackGenericDecisions
MeleeDeflectAttackDecisions = {}

---@return MeleeDeflectAttackDecisions
function MeleeDeflectAttackDecisions.new() return end

---@param props table
---@return MeleeDeflectAttackDecisions
function MeleeDeflectAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeDeflectAttackEvents : MeleeAttackGenericEvents
---@field slowMoSet Bool
MeleeDeflectAttackEvents = {}

---@return MeleeDeflectAttackEvents
function MeleeDeflectAttackEvents.new() return end

---@param props table
---@return MeleeDeflectAttackEvents
function MeleeDeflectAttackEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectAttackEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectAttackEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class MeleeDeflectDecisions : MeleeTransition
MeleeDeflectDecisions = {}

---@return MeleeDeflectDecisions
function MeleeDeflectDecisions.new() return end

---@param props table
---@return MeleeDeflectDecisions
function MeleeDeflectDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:IsDeflectSuccessful(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:ToMeleeBlock(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:ToMeleeComboAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:ToMeleeDeflectAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeDeflectDecisions:ToMeleeHold(stateContext, scriptInterface) return end

---@class MeleeDeflectEvents : MeleeEventsTransition
---@field deflectStatFlag gameStatModifierData_Deprecated
MeleeDeflectEvents = {}

---@return MeleeDeflectEvents
function MeleeDeflectEvents.new() return end

---@param props table
---@return MeleeDeflectEvents
function MeleeDeflectEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeDeflectEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class MeleeEquipAttackDecisions : MeleeAttackGenericDecisions
MeleeEquipAttackDecisions = {}

---@return MeleeEquipAttackDecisions
function MeleeEquipAttackDecisions.new() return end

---@param props table
---@return MeleeEquipAttackDecisions
function MeleeEquipAttackDecisions.new(props) return end

---@class MeleeEquipAttackEvents : MeleeAttackGenericEvents
MeleeEquipAttackEvents = {}

---@return MeleeEquipAttackEvents
function MeleeEquipAttackEvents.new() return end

---@param props table
---@return MeleeEquipAttackEvents
function MeleeEquipAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeEquipAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquipAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquipAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeEquippingDecisions : MeleeIdleDecisions
---@field hasEquipAttack Bool
MeleeEquippingDecisions = {}

---@return MeleeEquippingDecisions
function MeleeEquippingDecisions.new() return end

---@param props table
---@return MeleeEquippingDecisions
function MeleeEquippingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquippingDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeEquippingDecisions:ToMeleeEquipAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeEquippingDecisions:ToMeleeHold(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeEquippingDecisions:ToMeleeIdle(stateContext, scriptInterface) return end

---@class MeleeEquippingEvents : MeleeRumblingEvents
MeleeEquippingEvents = {}

---@return MeleeEquippingEvents
function MeleeEquippingEvents.new() return end

---@param props table
---@return MeleeEquippingEvents
function MeleeEquippingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquippingEvents:CleanupFirstEquipFX(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquippingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquippingEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEquippingEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class MeleeEventsTransition : MeleeTransition
MeleeEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEventsTransition:CheckThrowableCooldown(stateContext, scriptInterface) return end

---@param audioSystem gameGameAudioSystem
function MeleeEventsTransition:MeleeTransitionRemoveTriggerEffects(audioSystem) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEventsTransition:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEventsTransition:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeEventsTransition:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param targetPosition Vector4
---@param targetPuppet ScriptedPuppet
---@param deltaTime Float
---@param effectStrength Float
---@return Vector4
function MeleeEventsTransition:TargetPrediction(targetPosition, targetPuppet, deltaTime, effectStrength) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
---@param b Bool
function MeleeEventsTransition:ToggleWireVisualEffect(stateContext, scriptInterface, effectName, b) return end

---@class MeleeFinalAttackDecisions : MeleeAttackGenericDecisions
MeleeFinalAttackDecisions = {}

---@return MeleeFinalAttackDecisions
function MeleeFinalAttackDecisions.new() return end

---@param props table
---@return MeleeFinalAttackDecisions
function MeleeFinalAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeFinalAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeFinalAttackEvents : MeleeAttackGenericEvents
MeleeFinalAttackEvents = {}

---@return MeleeFinalAttackEvents
function MeleeFinalAttackEvents.new() return end

---@param props table
---@return MeleeFinalAttackEvents
function MeleeFinalAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeFinalAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeFinalAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeFinalAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeGroundSlamAttackDecisions : MeleeAttackGenericDecisions
MeleeGroundSlamAttackDecisions = {}

---@return MeleeGroundSlamAttackDecisions
function MeleeGroundSlamAttackDecisions.new() return end

---@param props table
---@return MeleeGroundSlamAttackDecisions
function MeleeGroundSlamAttackDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeGroundSlamAttackDecisions:CanFit(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeGroundSlamAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeGroundSlamAttackDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeGroundSlamAttackDecisions:IsGroundSlamming(stateContext, scriptInterface) return end

---@param state CName|string
---@return Bool
function MeleeGroundSlamAttackDecisions:IsValidLocomotionState(state) return end

---@class MeleeGroundSlamAttackEvents : MeleeAttackGenericEvents
---@field knockdownImmunityModifier gameStatModifierData_Deprecated
---@field stunImmunityModifier gameStatModifierData_Deprecated
MeleeGroundSlamAttackEvents = {}

---@return MeleeGroundSlamAttackEvents
function MeleeGroundSlamAttackEvents.new() return end

---@param props table
---@return MeleeGroundSlamAttackEvents
function MeleeGroundSlamAttackEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:AddStatModifiers(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeGroundSlamAttackEvents:RemoveStatModifiers(scriptInterface) return end

---@class MeleeHitAnimEventExecutor : gameEffectExecutor_Scripted
---@field ignoreWaterImpacts Bool
MeleeHitAnimEventExecutor = {}

---@return MeleeHitAnimEventExecutor
function MeleeHitAnimEventExecutor.new() return end

---@param props table
---@return MeleeHitAnimEventExecutor
function MeleeHitAnimEventExecutor.new(props) return end

---@param instigator entEntity
---@param target entEntity
---@param instigatorWeapon gameweaponObject
---@param targetWeapon gameweaponObject
---@param strongAttack Bool
---@return Bool
function MeleeHitAnimEventExecutor:CanAttackGuardBreak(instigator, target, instigatorWeapon, targetWeapon, strongAttack) return end

---@param path String
---@return senseStimuliEvent
function MeleeHitAnimEventExecutor:GetStimuliData(path) return end

---@param target ScriptedPuppet
---@return gameweaponObject
function MeleeHitAnimEventExecutor:GetTargetWeapon(target) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function MeleeHitAnimEventExecutor:IsMuted(ctx, applierCtx) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function MeleeHitAnimEventExecutor:Process(ctx, applierCtx) return end

---@param instigatorWeapon gameweaponObject
---@param targetWeapon gameweaponObject
function MeleeHitAnimEventExecutor:SpawnBlockEffects(instigatorWeapon, targetWeapon) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@param stimToSend gamedataStimType
function MeleeHitAnimEventExecutor:TriggerSingleStimuliOnHit(ctx, applierCtx, stimToSend) return end

---@class MeleeHitEvent : redEvent
---@field instigator gameObject
---@field target gameObject
---@field isStrongAttack Bool
---@field hitBlocked Bool
MeleeHitEvent = {}

---@return MeleeHitEvent
function MeleeHitEvent.new() return end

---@param props table
---@return MeleeHitEvent
function MeleeHitEvent.new(props) return end

---@class MeleeHitSlowMoEvent : redEvent
---@field isStrongAttack Bool
MeleeHitSlowMoEvent = {}

---@return MeleeHitSlowMoEvent
function MeleeHitSlowMoEvent.new() return end

---@param props table
---@return MeleeHitSlowMoEvent
function MeleeHitSlowMoEvent.new(props) return end

---@class MeleeHitTerminateGameEffectExecutor : gameEffectExecutor_Scripted
---@field ignoreWaterImpacts Bool
MeleeHitTerminateGameEffectExecutor = {}

---@return MeleeHitTerminateGameEffectExecutor
function MeleeHitTerminateGameEffectExecutor.new() return end

---@param props table
---@return MeleeHitTerminateGameEffectExecutor
function MeleeHitTerminateGameEffectExecutor.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function MeleeHitTerminateGameEffectExecutor:Process(ctx, applierCtx) return end

---@class MeleeHoldDecisions : MeleeHoldGenericDecisions
MeleeHoldDecisions = {}

---@return MeleeHoldDecisions
function MeleeHoldDecisions.new() return end

---@param props table
---@return MeleeHoldDecisions
function MeleeHoldDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeHoldDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeHoldDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeHoldDecisions:ToMeleeFinalAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeHoldDecisions:ToMeleeMountedFinalAttack(stateContext, scriptInterface) return end

---@class MeleeHoldEvents : MeleeEventsTransition
MeleeHoldEvents = {}

---@return MeleeHoldEvents
function MeleeHoldEvents.new() return end

---@param props table
---@return MeleeHoldEvents
function MeleeHoldEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeHoldEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeHoldEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeHoldGenericDecisions : MeleeTransition
---@field driverCombatListener DriverCombatListener
MeleeHoldGenericDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeHoldGenericDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeHoldGenericDecisions:OnDetach(stateContext, scriptInterface) return end

---@class MeleeIdleDecisions : MeleeTransition
MeleeIdleDecisions = {}

---@return MeleeIdleDecisions
function MeleeIdleDecisions.new() return end

---@param props table
---@return MeleeIdleDecisions
function MeleeIdleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeIdleDecisions:ToMeleeHold(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeIdleDecisions:ToMeleePublicSafe(stateContext, scriptInterface) return end

---@class MeleeIdleEvents : MeleeRumblingEvents
MeleeIdleEvents = {}

---@return MeleeIdleEvents
function MeleeIdleEvents.new() return end

---@param props table
---@return MeleeIdleEvents
function MeleeIdleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeIdleEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function MeleeIdleEvents:SetFlags(stateContext) return end

---@class MeleeJumpAttackDecisions : MeleeAttackGenericDecisions
MeleeJumpAttackDecisions = {}

---@return MeleeJumpAttackDecisions
function MeleeJumpAttackDecisions.new() return end

---@param props table
---@return MeleeJumpAttackDecisions
function MeleeJumpAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeJumpAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeJumpAttackEvents : MeleeAttackGenericEvents
MeleeJumpAttackEvents = {}

---@return MeleeJumpAttackEvents
function MeleeJumpAttackEvents.new() return end

---@param props table
---@return MeleeJumpAttackEvents
function MeleeJumpAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeJumpAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeJumpAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeJumpAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeLeapAttackObjectTagger : IScriptable
---@field game ScriptGameInstance
---@field playerPuppet gameObject
---@field playerDevelopmentData PlayerDevelopmentData
---@field visionModeSystem gameVisionModeSystem
---@field target gameObject
---@field minDistanceToTarget Float
MeleeLeapAttackObjectTagger = {}

---@return MeleeLeapAttackObjectTagger
function MeleeLeapAttackObjectTagger.new() return end

---@param props table
---@return MeleeLeapAttackObjectTagger
function MeleeLeapAttackObjectTagger.new(props) return end

---@param equippedWeapon gameweaponObject
---@return Bool
function MeleeLeapAttackObjectTagger:CanPerformRelicLeap(equippedWeapon) return end

---@return Float
function MeleeLeapAttackObjectTagger:GetTargetMaxRange() return end

function MeleeLeapAttackObjectTagger:ResetVisionOnTargetObj() return end

---@param playerPuppet gameObject
function MeleeLeapAttackObjectTagger:SetUp(playerPuppet) return end

---@param targetEntity entEntity
---@param distanceToTarget Float
function MeleeLeapAttackObjectTagger:SetVisionOnTargetObj(targetEntity, distanceToTarget) return end

---@class MeleeLeapDecisions : MeleeTransition
---@field driverCombatListener DriverCombatListener
MeleeLeapDecisions = {}

---@return MeleeLeapDecisions
function MeleeLeapDecisions.new() return end

---@param props table
---@return MeleeLeapDecisions
function MeleeLeapDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeLeapDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeLeapDecisions:ToMeleeIdle(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeLeapDecisions:ToMeleeStrongAttack(stateContext, scriptInterface) return end

---@class MeleeLeapEvents : MeleeEventsTransition
---@field enableVaultFromLeapAttack Bool
---@field exitingToMeleeStrongAttack Bool
---@field isFinisher Bool
---@field isTargetKnockedOver Bool
---@field textLayerId Uint32
MeleeLeapEvents = {}

---@return MeleeLeapEvents
function MeleeLeapEvents.new() return end

---@param props table
---@return MeleeLeapEvents
function MeleeLeapEvents.new(props) return end

---@param distance Float
---@return Float
function MeleeLeapEvents:CalculateAdjustmentDuration(distance) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param leapDuration Float
---@return Float
function MeleeLeapEvents:GetExitTime(scriptInterface, leapDuration) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:Leap(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeLeapEvents:LeapToTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:OnExitToMeleeStrongAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeLeapEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class MeleeLookAtDecisions : LookAtPresetMeleeBaseDecisions
MeleeLookAtDecisions = {}

---@return MeleeLookAtDecisions
function MeleeLookAtDecisions.new() return end

---@param props table
---@return MeleeLookAtDecisions
function MeleeLookAtDecisions.new(props) return end

---@class MeleeLookAtEvents : LookAtPresetMeleeBaseEvents
MeleeLookAtEvents = {}

---@return MeleeLookAtEvents
function MeleeLookAtEvents.new() return end

---@param props table
---@return MeleeLookAtEvents
function MeleeLookAtEvents.new(props) return end

---@class MeleeMountedComboAttackDecisions : MeleeComboAttackDecisions
---@field driverCombatListener DriverCombatListener
MeleeMountedComboAttackDecisions = {}

---@return MeleeMountedComboAttackDecisions
function MeleeMountedComboAttackDecisions.new() return end

---@param props table
---@return MeleeMountedComboAttackDecisions
function MeleeMountedComboAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeMountedComboAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedComboAttackDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedComboAttackDecisions:OnDetach(stateContext, scriptInterface) return end

---@class MeleeMountedComboAttackEvents : MeleeComboAttackEvents
MeleeMountedComboAttackEvents = {}

---@return MeleeMountedComboAttackEvents
function MeleeMountedComboAttackEvents.new() return end

---@param props table
---@return MeleeMountedComboAttackEvents
function MeleeMountedComboAttackEvents.new(props) return end

---@return Bool
function MeleeMountedComboAttackEvents:IsMountedTPPAttack() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedComboAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeMountedFinalAttackDecisions : MeleeFinalAttackDecisions
---@field driverCombatListener DriverCombatListener
MeleeMountedFinalAttackDecisions = {}

---@return MeleeMountedFinalAttackDecisions
function MeleeMountedFinalAttackDecisions.new() return end

---@param props table
---@return MeleeMountedFinalAttackDecisions
function MeleeMountedFinalAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeMountedFinalAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedFinalAttackDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedFinalAttackDecisions:OnDetach(stateContext, scriptInterface) return end

---@class MeleeMountedFinalAttackEvents : MeleeFinalAttackEvents
MeleeMountedFinalAttackEvents = {}

---@return MeleeMountedFinalAttackEvents
function MeleeMountedFinalAttackEvents.new() return end

---@param props table
---@return MeleeMountedFinalAttackEvents
function MeleeMountedFinalAttackEvents.new(props) return end

---@return Bool
function MeleeMountedFinalAttackEvents:IsMountedTPPAttack() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedFinalAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeMountedStrongAttackDecisions : MeleeStrongAttackDecisions
---@field driverCombatListener DriverCombatListener
MeleeMountedStrongAttackDecisions = {}

---@return MeleeMountedStrongAttackDecisions
function MeleeMountedStrongAttackDecisions.new() return end

---@param props table
---@return MeleeMountedStrongAttackDecisions
function MeleeMountedStrongAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeMountedStrongAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedStrongAttackDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedStrongAttackDecisions:OnDetach(stateContext, scriptInterface) return end

---@class MeleeMountedStrongAttackEvents : MeleeAttackGenericEvents
MeleeMountedStrongAttackEvents = {}

---@return MeleeMountedStrongAttackEvents
function MeleeMountedStrongAttackEvents.new() return end

---@param props table
---@return MeleeMountedStrongAttackEvents
function MeleeMountedStrongAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeMountedStrongAttackEvents:GetAttackType() return end

---@return Bool
function MeleeMountedStrongAttackEvents:IsMountedTPPAttack() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeMountedStrongAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeNotReadyDecisions : MeleeTransition
MeleeNotReadyDecisions = {}

---@return MeleeNotReadyDecisions
function MeleeNotReadyDecisions.new() return end

---@param props table
---@return MeleeNotReadyDecisions
function MeleeNotReadyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeNotReadyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeNotReadyDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeNotReadyEvents : MeleeEventsTransition
MeleeNotReadyEvents = {}

---@return MeleeNotReadyEvents
function MeleeNotReadyEvents.new() return end

---@param props table
---@return MeleeNotReadyEvents
function MeleeNotReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeNotReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeNotReadyEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleePSMPrereq : PlayerStateMachinePrereq
MeleePSMPrereq = {}

---@return MeleePSMPrereq
function MeleePSMPrereq.new() return end

---@param props table
---@return MeleePSMPrereq
function MeleePSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function MeleePSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function MeleePSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function MeleePSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function MeleePSMPrereq:OnUnregister(state, context) return end

---@class MeleePSMPrereqState : PlayerStateMachinePrereqState
MeleePSMPrereqState = {}

---@return MeleePSMPrereqState
function MeleePSMPrereqState.new() return end

---@param props table
---@return MeleePSMPrereqState
function MeleePSMPrereqState.new(props) return end

---@class MeleeParriedDecisions : MeleeTransition
MeleeParriedDecisions = {}

---@return MeleeParriedDecisions
function MeleeParriedDecisions.new() return end

---@param props table
---@return MeleeParriedDecisions
function MeleeParriedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeParriedDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeParriedDecisions:ToMeleeDeflect(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeParriedDecisions:ToMeleeIdle(stateContext, scriptInterface) return end

---@class MeleeParriedEvents : MeleeEventsTransition
MeleeParriedEvents = {}

---@return MeleeParriedEvents
function MeleeParriedEvents.new() return end

---@param props table
---@return MeleeParriedEvents
function MeleeParriedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeParriedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeParriedEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleePreAttackExecutor : gameEffectExecutor_Scripted
MeleePreAttackExecutor = {}

---@return MeleePreAttackExecutor
function MeleePreAttackExecutor.new() return end

---@param props table
---@return MeleePreAttackExecutor
function MeleePreAttackExecutor.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function MeleePreAttackExecutor:Process(ctx, applierCtx) return end

---@class MeleeProjectile : BaseProjectile
---@field resourceLibraryComponent ResourceLibraryComponent
---@field throwCooldownSE TweakDBID
---@field collided Bool
---@field wasPicked Bool
---@field isActive Bool
---@field hasHitWater Bool
---@field waterHeight Float
---@field deactivationDepth Float
---@field waterImpulseRadius Float
---@field waterImpulseStrength Float
---@field gravitySimulationMult Float
---@field weapon gameObject
---@field throwingMeleeResourcePoolListener ThrowingMeleeReloadListener
---@field projectileCollisionEvaluator ThrowingMeleeCollisionEvaluator
---@field projectileStopped Bool
---@field isCollidedWithEnemy Bool
MeleeProjectile = {}

---@return MeleeProjectile
function MeleeProjectile.new() return end

---@param props table
---@return MeleeProjectile
function MeleeProjectile.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function MeleeProjectile:OnCollision(eventData) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function MeleeProjectile:OnInteractionActivationEvent(evt) return end

---@param evt ProjectileDelayEvent
---@return Bool
function MeleeProjectile:OnMaxLifetimeReached(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function MeleeProjectile:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MeleeProjectile:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function MeleeProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function MeleeProjectile:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MeleeProjectile:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function MeleeProjectile:OnTick(eventData) return end

function MeleeProjectile:DeactivateAndSink() return end

---@param eventData gameprojectileShootEvent
function MeleeProjectile:ExecuteParabolicLaunch(eventData) return end

---@return EFocusOutlineType
function MeleeProjectile:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function MeleeProjectile:GetDefaultHighlight() return end

---@param appearance CName|string
---@param component CName|string
function MeleeProjectile:SetMeshAppearance(appearance, component) return end

function MeleeProjectile:TryToReleaseProjectile() return end

---@class MeleePublicSafeDecisions : MeleeTransition
MeleePublicSafeDecisions = {}

---@return MeleePublicSafeDecisions
function MeleePublicSafeDecisions.new() return end

---@param props table
---@return MeleePublicSafeDecisions
function MeleePublicSafeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleePublicSafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleePublicSafeDecisions:ToMeleeIdle(stateContext, scriptInterface) return end

---@class MeleePublicSafeEvents : MeleeRumblingEvents
---@field unequipTime Float
MeleePublicSafeEvents = {}

---@return MeleePublicSafeEvents
function MeleePublicSafeEvents.new() return end

---@param props table
---@return MeleePublicSafeEvents
function MeleePublicSafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleePublicSafeEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleePublicSafeEvents:OnTick(timeDelta, stateContext, scriptInterface) return end

---@class MeleeRecoveryDecisions : MeleeTransition
MeleeRecoveryDecisions = {}

---@return MeleeRecoveryDecisions
function MeleeRecoveryDecisions.new() return end

---@param props table
---@return MeleeRecoveryDecisions
function MeleeRecoveryDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeRecoveryDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeRecoveryDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeRecoveryEvents : MeleeNotReadyEvents
MeleeRecoveryEvents = {}

---@return MeleeRecoveryEvents
function MeleeRecoveryEvents.new() return end

---@param props table
---@return MeleeRecoveryEvents
function MeleeRecoveryEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeRecoveryEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeRecoveryEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class MeleeResourcePoolListener : gameScriptStatPoolsListener
---@field meleeCrosshair CrosshairGameController_Melee
MeleeResourcePoolListener = {}

---@return MeleeResourcePoolListener
function MeleeResourcePoolListener.new() return end

---@param props table
---@return MeleeResourcePoolListener
function MeleeResourcePoolListener.new(props) return end

---@param crosshair CrosshairGameController_Melee
function MeleeResourcePoolListener:Bind(crosshair) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function MeleeResourcePoolListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class MeleeRumblingEvents : MeleeEventsTransition
MeleeRumblingEvents = {}

---@return String
function MeleeRumblingEvents:GetIntensity() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeRumblingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeRumblingEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeRumblingEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class MeleeSafeAttackDecisions : MeleeAttackGenericDecisions
MeleeSafeAttackDecisions = {}

---@return MeleeSafeAttackDecisions
function MeleeSafeAttackDecisions.new() return end

---@param props table
---@return MeleeSafeAttackDecisions
function MeleeSafeAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeSafeAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeSafeAttackEvents : MeleeAttackGenericEvents
MeleeSafeAttackEvents = {}

---@return MeleeSafeAttackEvents
function MeleeSafeAttackEvents.new() return end

---@param props table
---@return MeleeSafeAttackEvents
function MeleeSafeAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeSafeAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSafeAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSafeAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeSafeDecisions : MeleeTransition
MeleeSafeDecisions = {}

---@return MeleeSafeDecisions
function MeleeSafeDecisions.new() return end

---@param props table
---@return MeleeSafeDecisions
function MeleeSafeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeSafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeSafeDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeSafeEvents : MeleePublicSafeEvents
MeleeSafeEvents = {}

---@return MeleeSafeEvents
function MeleeSafeEvents.new() return end

---@param props table
---@return MeleeSafeEvents
function MeleeSafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSafeEvents:OnEnter(stateContext, scriptInterface) return end

---@class MeleeSprintAttackDecisions : MeleeAttackGenericDecisions
MeleeSprintAttackDecisions = {}

---@return MeleeSprintAttackDecisions
function MeleeSprintAttackDecisions.new() return end

---@param props table
---@return MeleeSprintAttackDecisions
function MeleeSprintAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeSprintAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeSprintAttackEvents : MeleeAttackGenericEvents
MeleeSprintAttackEvents = {}

---@return MeleeSprintAttackEvents
function MeleeSprintAttackEvents.new() return end

---@param props table
---@return MeleeSprintAttackEvents
function MeleeSprintAttackEvents.new(props) return end

---@return EMeleeAttackType
function MeleeSprintAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSprintAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSprintAttackEvents:OnEnterFromMeleeDash(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeSprintAttackEvents:OnExit(stateContext, scriptInterface) return end

---@class MeleeStrongAttackDecisions : MeleeAttackGenericDecisions
MeleeStrongAttackDecisions = {}

---@return MeleeStrongAttackDecisions
function MeleeStrongAttackDecisions.new() return end

---@param props table
---@return MeleeStrongAttackDecisions
function MeleeStrongAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeStrongAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeStrongAttackDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeStrongAttackEvents : MeleeAttackGenericEvents
---@field slowMoSet Bool
---@field crouchedAfterLeapAttack Bool
MeleeStrongAttackEvents = {}

---@return MeleeStrongAttackEvents
function MeleeStrongAttackEvents.new() return end

---@param props table
---@return MeleeStrongAttackEvents
function MeleeStrongAttackEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param playerPuppet gameObject
---@param target NPCPuppet
function MeleeStrongAttackEvents:ApplyRelicMeleewareDamageToTarget(scriptInterface, playerPuppet, target) return end

---@return EMeleeAttackType
function MeleeStrongAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function MeleeStrongAttackEvents:LeapToTarget(stateContext, scriptInterface, target) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnEnterFromMeleeLeap(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnExitToMeleeComboAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeStrongAttackEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class MeleeTargetingDecisions : MeleeTransition
MeleeTargetingDecisions = {}

---@return MeleeTargetingDecisions
function MeleeTargetingDecisions.new() return end

---@param props table
---@return MeleeTargetingDecisions
function MeleeTargetingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTargetingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTargetingDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeTargetingEvents : MeleeEventsTransition
MeleeTargetingEvents = {}

---@return MeleeTargetingEvents
function MeleeTargetingEvents.new() return end

---@param props table
---@return MeleeTargetingEvents
function MeleeTargetingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTargetingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTargetingEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTargetingEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class MeleeThrowAttackDecisions : MeleeAttackGenericDecisions
MeleeThrowAttackDecisions = {}

---@return MeleeThrowAttackDecisions
function MeleeThrowAttackDecisions.new() return end

---@param props table
---@return MeleeThrowAttackDecisions
function MeleeThrowAttackDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeThrowAttackDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class MeleeThrowAttackEvents : MeleeAttackGenericEvents
---@field projectileThrown Bool
---@field targetObject gameObject
MeleeThrowAttackEvents = {}

---@return MeleeThrowAttackEvents
function MeleeThrowAttackEvents.new() return end

---@param props table
---@return MeleeThrowAttackEvents
function MeleeThrowAttackEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:ApplyThrowableCooldown(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:EnableLockOnTarget(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
---@param setPosition Bool
function MeleeThrowAttackEvents:EnableNanoWireIK(scriptInterface, enable, setPosition) return end

---@return EMeleeAttackType
function MeleeThrowAttackEvents:GetAttackType() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowAttackEvents:UpdateNanoWireIKState(stateContext, scriptInterface) return end

---@class MeleeThrowReloadDecisions : MeleeTransition
MeleeThrowReloadDecisions = {}

---@return MeleeThrowReloadDecisions
function MeleeThrowReloadDecisions.new() return end

---@param props table
---@return MeleeThrowReloadDecisions
function MeleeThrowReloadDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeThrowReloadDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeThrowReloadDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MeleeThrowReloadEvents : MeleeEventsTransition
---@field isSwitchingWeapon Bool
MeleeThrowReloadEvents = {}

---@return MeleeThrowReloadEvents
function MeleeThrowReloadEvents.new() return end

---@param props table
---@return MeleeThrowReloadEvents
function MeleeThrowReloadEvents.new(props) return end

---@param owner gameObject
function MeleeThrowReloadEvents:EquipNextWeapon(owner) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowReloadEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowReloadEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeThrowReloadEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class MeleeTransition : DefaultTransition
---@field stateNameString String
MeleeTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.AnyMeleeAttack(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.AnyMeleeAttackPressed(scriptInterface) return end

---@param owner gameObject
---@param weapon gameweaponObject
---@return Bool
function MeleeTransition.CanThrowWeaponObject(owner, weapon) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.CheckMeleeAttackPressCount(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function MeleeTransition.ClearInputBuffer(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamedataAimAssistMelee_Record
function MeleeTransition.GetAimAssistMeleeRecord(scriptInterface) return end

---@return TweakDBID
function MeleeTransition.GetGorillaArmsOnePunchNPCMarkStatusEffectID() return end

---@return TweakDBID
function MeleeTransition.GetGorillaArmsSpyTreeStatusEffectID() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function MeleeTransition.GetHoldEnterDuration(scriptInterface) return end

---@return TweakDBID
function MeleeTransition.GetMantisBladesInvulnerableLeapRelicBufffStatusEffectID() return end

---@return TweakDBID
function MeleeTransition.GetMantisBladesLeapDismembermentSpyTreeDebuffStatusEffectID() return end

---@return TweakDBID
function MeleeTransition.GetMantisBladesSpecialAttackSpyTreeStatusEffectID() return end

---@return CName
function MeleeTransition.GetMeleeAttackCooldownName() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameweaponObject
function MeleeTransition.GetWeaponObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamedataItemType
function MeleeTransition.GetWeaponType(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.HasGrandFinaleStatusEffect(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.HasMonowireWithQuickhackSelected(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.HasNewSpyAttackStatFlag(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.HasOnePunchManStatusEffect(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.IsPlayingSyncedAnimation(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.IsThrownWeaponReloading(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.LightMeleeAttackPressed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.MeleeAttackPressed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.MeleeAttackReleased(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.MeleeSprintStateCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.MeleeUseExplorationCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.NoMeleeAttack(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.PlayerLeapedToTargetCheck(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.QuickMeleePressed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.QuickMeleeReleased(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.QuickMeleeTapped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.StrongMeleeAttackPressed(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.StrongMeleeAttackReleased(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param onlyLightMeleeAttack Bool
function MeleeTransition.UpdateMeleeInputBuffer(stateContext, scriptInterface, onlyLightMeleeAttack) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.WantsToLightAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.WantsToQuickMelee(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.WantsToStrongAttack(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition.WeaponIsCharged(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param attackData gameMeleeAttackData
function MeleeTransition:AddAttackImpulse(scriptInterface, stateContext, attackData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param attackData gameMeleeAttackData
---@return Vector4
function MeleeTransition:AddCameraSpaceImpulse(scriptInterface, stateContext, attackData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param attackData gameMeleeAttackData
---@return Vector4
function MeleeTransition:AddForwardImpulse(scriptInterface, stateContext, attackData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param attackData gameMeleeAttackData
---@return Vector4
function MeleeTransition:AddUpImpulse(scriptInterface, stateContext, attackData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param attackData gameMeleeAttackData
---@return Bool
function MeleeTransition:AdjustAttackPosition(scriptInterface, stateContext, attackData) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:ApplyThrowAttackGameplayRestrictions(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CanPerformRelicLeap(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CanThrowWeapon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CanWeaponBlock(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CanWeaponDeflect(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function MeleeTransition:CheckIfFinalAttack(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CheckIfInfiniteCombo(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param itemType gamedataItemType
---@return Bool
function MeleeTransition:CheckItemType(scriptInterface, itemType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:CheckLeapCollision(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param textLayerId Uint32
function MeleeTransition:ClearDebugText(scriptInterface, textLayerId) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:ClearMeleePressCount(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackData gameMeleeAttackData
function MeleeTransition:ConsumeStamina(scriptInterface, attackData) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:DisableNanoWireIK(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param text String
---@return Uint32
function MeleeTransition:DrawDebugText(scriptInterface, text) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackNumber Int32
---@return Bool, gameMeleeAttackData
function MeleeTransition:GetAttackDataFromCurrentState(stateContext, scriptInterface, attackNumber) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateName String
---@param attackNumber Int32
---@return Bool, gameMeleeAttackData
function MeleeTransition:GetAttackDataFromState(stateContext, scriptInterface, stateName, attackNumber) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateName String
---@param attackNumber Int32
---@return Bool, gamedataAttack_Melee_Record
function MeleeTransition:GetAttackRecord(scriptInterface, stateName, attackNumber) return end

---@return gameaimAssistAimRequest
function MeleeTransition:GetBlockLookAtParams() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return meleeMoveDirection
function MeleeTransition:GetMeleeMovementDirection(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return CName
function MeleeTransition:GetMeleeWeaponFriendlyName(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function MeleeTransition:GetMovementInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameObject
function MeleeTransition:GetNanoWireTargetObject(scriptInterface) return end

---@return gameaimAssistAimRequest
function MeleeTransition:GetPerfectAimSnapParams() return end

---@return TweakDBID
function MeleeTransition:GetPlayerAimingStatusEffectID() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@param leapDuration Float
---@param isTargetKnockedOver Bool
---@return Vector4
function MeleeTransition:GetSlotTransformToTarget(scriptInterface, target, leapDuration, isTargetKnockedOver) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@param leapDuration Float
---@param isTargetKnockedOver Bool
---@return Vector4, Float
function MeleeTransition:GetSlotTransformToTarget(scriptInterface, target, leapDuration, isTargetKnockedOver) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackNumber Int32
---@return Bool
function MeleeTransition:HasAttackRecord(scriptInterface, attackNumber) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:HasMeleeTargeting(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param flag gamedataStatType
---@return Bool
function MeleeTransition:HasWeaponStatFlag(scriptInterface, flag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function MeleeTransition:IncrementAttackNumber(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function MeleeTransition:IncrementTotalComboAttackNumber(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsAttackParried(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsBlockHeld(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsBlockPressed(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsChoice1Released(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@return Bool
function MeleeTransition:IsCloseEnoughForOnePunch(scriptInterface, target) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsPlayerInputDirectedForward(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsTargetAPuppet(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param object gameObject
---@return Bool
function MeleeTransition:IsTargetOfficer(scriptInterface, object) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:IsWeaponReady(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:LightMeleeAttackReleased(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:NoStrongAttackPressed(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:OnAttach(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:QuickMeleeHeld(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:RemoveAllMeleeGameplayRestrictions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:RemoveThrowAttackGameplayRestrictions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function MeleeTransition:ResetAttackNumber(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function MeleeTransition:ResetFlags(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:SendAnimFeatureData(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Int32
function MeleeTransition:SetAttackNumber(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetCanSprintWhileCharging(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsAttacking(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsBlocking(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsHolding(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsParried(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsSafe(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsTargeting(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function MeleeTransition:SetIsThrowReloading(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:SetMeleeAttackPressCount(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Float
function MeleeTransition:SetThrowReloadTime(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param skipDurationCheck Bool
---@param skipPressCount Bool
---@return Bool
function MeleeTransition:ShouldHold(stateContext, scriptInterface, skipDurationCheck, skipPressCount) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:ShouldInterruptHoldStates(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MeleeTransition:SpawnMeleeWeaponProjectile(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MeleeTransition:ToMeleeChargedHold(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param animFeatureName CName|string
---@param enable Bool
---@param setPosition Bool
---@param slotPosition Vector4
function MeleeTransition:UpdateNanoWireEndPositionAnimFeature(scriptInterface, animFeatureName, enable, setPosition, slotPosition) return end

---@class MeleeWeaponPSMPrereq : PlayerStateMachinePrereq
MeleeWeaponPSMPrereq = {}

---@return MeleeWeaponPSMPrereq
function MeleeWeaponPSMPrereq.new() return end

---@param props table
---@return MeleeWeaponPSMPrereq
function MeleeWeaponPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function MeleeWeaponPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function MeleeWeaponPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function MeleeWeaponPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function MeleeWeaponPSMPrereq:OnUnregister(state, context) return end

---@class MeleeWeaponPSMPrereqState : PlayerStateMachinePrereqState
MeleeWeaponPSMPrereqState = {}

---@return MeleeWeaponPSMPrereqState
function MeleeWeaponPSMPrereqState.new() return end

---@param props table
---@return MeleeWeaponPSMPrereqState
function MeleeWeaponPSMPrereqState.new(props) return end

---@class MemoryListener : gameCustomValueStatPoolsListener
---@field player PlayerPuppet
MemoryListener = {}

---@return MemoryListener
function MemoryListener.new() return end

---@param props table
---@return MemoryListener
function MemoryListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function MemoryListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class MenuButtonHoverOutEvent : redEvent
---@field buttonId Int32
MenuButtonHoverOutEvent = {}

---@return MenuButtonHoverOutEvent
function MenuButtonHoverOutEvent.new() return end

---@param props table
---@return MenuButtonHoverOutEvent
function MenuButtonHoverOutEvent.new(props) return end

---@class MenuButtonHoverOverEvent : redEvent
---@field buttonId Int32
MenuButtonHoverOverEvent = {}

---@return MenuButtonHoverOverEvent
function MenuButtonHoverOverEvent.new() return end

---@param props table
---@return MenuButtonHoverOverEvent
function MenuButtonHoverOverEvent.new(props) return end

---@class MenuCursorUserData : inkUserData
---@field animationOverride CName
---@field actions CName[]
MenuCursorUserData = {}

---@return MenuCursorUserData
function MenuCursorUserData.new() return end

---@param props table
---@return MenuCursorUserData
function MenuCursorUserData.new(props) return end

---@param action CName|string
function MenuCursorUserData:AddAction(action) return end

---@return CName[]
function MenuCursorUserData:GetActions() return end

---@return Int32
function MenuCursorUserData:GetActionsListSize() return end

---@return CName
function MenuCursorUserData:GetAnimationOverride() return end

---@param anim CName|string
function MenuCursorUserData:SetAnimationOverride(anim) return end

---@class MenuData
---@field identifier Int32
---@field label String
---@field icon CName
---@field subMenus MenuData[]
---@field eventName CName
---@field fullscreenName CName
---@field userData IScriptable
---@field disabled Bool
---@field parentIdentifier Int32
---@field attrFlag Bool
---@field attrText Int32
---@field perkFlag Bool
---@field perkText Int32
---@field overrideDefaultUserData Bool
---@field overrideSubMenuUserData Bool
MenuData = {}

---@return MenuData
function MenuData.new() return end

---@param props table
---@return MenuData
function MenuData.new(props) return end

---@class MenuDataBuilder : IScriptable
---@field data MenuData[]
MenuDataBuilder = {}

---@return MenuDataBuilder
function MenuDataBuilder.new() return end

---@param props table
---@return MenuDataBuilder
function MenuDataBuilder.new(props) return end

---@return MenuDataBuilder
function MenuDataBuilder.Make() return end

---@param identifier Int32
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return MenuDataBuilder
function MenuDataBuilder:Add(identifier, fullscreenName, icon, labelKey, userData) return end

---@param data MenuData
---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param userData IScriptable
---@param disabled Bool
---@return MenuDataBuilder
function MenuDataBuilder:Add(data, identifier, parentIdentifier, fullscreenName, icon, userData, disabled) return end

---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey String
---@param userData IScriptable
---@param disabled Bool
---@return MenuDataBuilder
function MenuDataBuilder:Add(identifier, parentIdentifier, fullscreenName, icon, labelKey, userData, disabled) return end

---@param identifier HubMenuItems
---@param parentIdentifier HubMenuItems
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelName CName|string
---@param userData IScriptable
---@param disabled Bool
---@return MenuDataBuilder
function MenuDataBuilder:Add(identifier, parentIdentifier, fullscreenName, icon, labelName, userData, disabled) return end

---@param condition Bool
---@param identifier Int32
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return MenuDataBuilder
function MenuDataBuilder:AddIf(condition, identifier, fullscreenName, icon, labelKey, userData) return end

---@param identifier Int32
---@param fullscreenName CName|string
---@param icon CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@param disabled Bool
---@return SubmenuDataBuilder
function MenuDataBuilder:AddWithSubmenu(identifier, fullscreenName, icon, labelKey, userData, disabled) return end

---@return MenuData[]
function MenuDataBuilder:Get() return end

---@param identifier Int32
---@return MenuData
function MenuDataBuilder:GetData(identifier) return end

---@param fullscreenName CName|string
---@return MenuData
function MenuDataBuilder:GetData(fullscreenName) return end

---@return MenuData[]
function MenuDataBuilder:GetMainMenus() return end

---@class MenuEventBlackboardDef : gamebbScriptDefinition
---@field MenuEventToTrigger gamebbScriptID_CName
MenuEventBlackboardDef = {}

---@return MenuEventBlackboardDef
function MenuEventBlackboardDef.new() return end

---@param props table
---@return MenuEventBlackboardDef
function MenuEventBlackboardDef.new(props) return end

---@return Bool
function MenuEventBlackboardDef:AutoCreateInSystem() return end

---@class MenuHubGameController : gameuiMenuGameController
---@field menusData MenuDataBuilder
---@field menuEventDispatcher inkMenuEventDispatcher
---@field menuCtrl MenuHubLogicController
---@field metaCtrl MetaQuestLogicController
---@field subMenuCtrl SubMenuPanelLogicController
---@field timeCtrl HubTimeSkipController
---@field player PlayerPuppet
---@field playerDevSystem PlayerDevelopmentSystem
---@field transaction gameTransactionSystem
---@field playerStatsBlackboard gameIBlackboard
---@field hubMenuBlackboard gameIBlackboard
---@field characterCredListener redCallbackObject
---@field characterLevelListener redCallbackObject
---@field characterCurrentXPListener redCallbackObject
---@field characterCredPointsListener redCallbackObject
---@field weightListener redCallbackObject
---@field maxWeightListener redCallbackObject
---@field submenuHiddenListener redCallbackObject
---@field metaQuestStatusListener redCallbackObject
---@field journalManager gameJournalManager
---@field trackedEntry gameJournalQuestObjective
---@field trackedPhase gameJournalQuestPhase
---@field trackedQuest gameJournalQuest
---@field notificationRoot inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field bgFluff inkWidgetReference
---@field dataManager PlayerDevelopmentDataManager
---@field buttonHintsController ButtonHints
---@field gameTimeContainer inkWidgetReference
---@field gameTimeController gameuiTimeDisplayLogicController
---@field inventoryListener gameInventoryScriptListener
---@field callback CurrencyUpdateCallback
---@field hubMenuInstanceID Uint32
---@field previousRequest OpenMenuRequest
---@field currentRequest OpenMenuRequest
MenuHubGameController = {}

---@return MenuHubGameController
function MenuHubGameController.new() return end

---@param props table
---@return MenuHubGameController
function MenuHubGameController.new(props) return end

---@param evt BackActionCallback
---@return Bool
function MenuHubGameController:OnBackActionCallback(evt) return end

---@param evt inkPointerEvent
---@return Bool
function MenuHubGameController:OnButtonRelease(evt) return end

---@param value Int32
---@return Bool
function MenuHubGameController:OnCharacterLevelCurrentXPUpdated(value) return end

---@param value Int32
---@return Bool
function MenuHubGameController:OnCharacterLevelUpdated(value) return end

---@param value Int32
---@return Bool
function MenuHubGameController:OnCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@return Bool
function MenuHubGameController:OnCharacterStreetCredPointsUpdated(value) return end

---@param evt CyberwareTabModsRequest
---@return Bool
function MenuHubGameController:OnCyberwareModsRequest(evt) return end

---@param evt DropQueueUpdatedEvent
---@return Bool
function MenuHubGameController:OnDropQueueUpdatedEvent(evt) return end

---@param userData IScriptable
---@return Bool
function MenuHubGameController:OnHubMenuInstanceData(userData) return end

---@return Bool
function MenuHubGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function MenuHubGameController:OnMetaQuestStatusUpdated(value) return end

---@param evt OpenMenuRequest
---@return Bool
function MenuHubGameController:OnOpenMenuRequest(evt) return end

---@param value Int32
---@return Bool
function MenuHubGameController:OnPlayerMaxWeightUpdated(value) return end

---@param value Float
---@return Bool
function MenuHubGameController:OnPlayerWeightUpdated(value) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function MenuHubGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param value Bool
---@return Bool
function MenuHubGameController:OnSubmenuHiddenUpdated(value) return end

---@return Bool
function MenuHubGameController:OnUninitialize() return end

---@param dropQueueWeight Float
function MenuHubGameController:HandlePlayerWeightUpdated(dropQueueWeight) return end

function MenuHubGameController:InitMenusData() return end

function MenuHubGameController:SetupBlackboards() return end

function MenuHubGameController:UpdateTimeDisplay() return end

---@class MenuHubLogicController : inkWidgetLogicController
---@field menuObject inkWidgetReference
---@field btnCrafting inkWidgetReference
---@field btnPerks inkWidgetReference
---@field btnStats inkWidgetReference
---@field btnInventory inkWidgetReference
---@field btnBackpack inkWidgetReference
---@field btnCyberware inkWidgetReference
---@field btnMap inkWidgetReference
---@field btnJournal inkWidgetReference
---@field btnPhone inkWidgetReference
---@field btnTarot inkWidgetReference
---@field btnShard inkWidgetReference
---@field btnCodex inkWidgetReference
---@field panelInventory inkWidgetReference
---@field panelJournal inkWidgetReference
---@field panelCharacter inkWidgetReference
---@field menusData MenuDataBuilder
---@field tooltipsManager gameuiTooltipsManager
---@field tooltipsManagerRef inkWidgetReference
MenuHubLogicController = {}

---@return MenuHubLogicController
function MenuHubLogicController.new() return end

---@param props table
---@return MenuHubLogicController
function MenuHubLogicController.new(props) return end

---@return Bool
function MenuHubLogicController:OnInitialize() return end

---@param evt SelectMenuRequest
---@return Bool
function MenuHubLogicController:OnSelectByCursor(evt) return end

---@return Bool
function MenuHubLogicController:OnUninitialize() return end

---@param menuName CName|string
---@param submenuName CName|string
---@param userData IScriptable
function MenuHubLogicController:SelectMenuExternally(menuName, submenuName, userData) return end

---@param isActive Bool
function MenuHubLogicController:SetActive(isActive) return end

---@param menuData MenuDataBuilder
---@param perkPoints Int32
---@param attrPoints Int32
function MenuHubLogicController:SetMenusData(menuData, perkPoints, attrPoints) return end

---@class MenuItemController : inkWidgetLogicController
---@field menuData MenuData
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field frameHovered inkWidgetReference
---@field hoverPanel inkWidgetReference
---@field background inkWidgetReference
---@field levelFlag inkWidgetReference
---@field attrFlag inkWidgetReference
---@field attrText inkTextWidgetReference
---@field perkFlag inkWidgetReference
---@field perkText inkTextWidgetReference
---@field fluffText inkTextWidgetReference
---@field itemHovered Bool
---@field panelHovered Bool
---@field panelTransitionProxy inkanimProxy
---@field buttonTransitionProxy inkanimProxy
---@field isPanelShown Bool
---@field isDimmed Bool
---@field isHyperlink Bool
MenuItemController = {}

---@return MenuItemController
function MenuItemController.new() return end

---@param props table
---@return MenuItemController
function MenuItemController.new(props) return end

---@param label inkTextWidgetReference
---@param root inkWidget
function MenuItemController.ApplyDisabledLayout(label, root) return end

---@param label inkTextWidgetReference
---@param root inkWidget
function MenuItemController.ApplyEnabledLayout(label, root) return end

---@param evt inkPointerEvent
---@return Bool
function MenuItemController:OnHoverPanelOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function MenuItemController:OnHoverPanelOver(evt) return end

---@return Bool
function MenuItemController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function MenuItemController:OnItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function MenuItemController:OnItemHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function MenuItemController:OnMenuChangeRelease(e) return end

---@param evt MenuItemDelayedUpdate
---@return Bool
function MenuItemController:OnMenuItemDelayedUpdate(evt) return end

---@param evt MenuItemDimRequest
---@return Bool
function MenuItemController:OnMenuItemDimRequest(evt) return end

---@param anim inkanimProxy
---@return Bool
function MenuItemController:OnOutroFinished(anim) return end

---@return Bool
function MenuItemController:OnUninitialize() return end

---@param menuData MenuData
function MenuItemController:Init(menuData) return end

---@return Bool
function MenuItemController:IsHyperlink() return end

---@param hoverPanel inkWidgetReference
function MenuItemController:SetHoverPanel(hoverPanel) return end

---@param value Bool
function MenuItemController:SetHyperlink(value) return end

---@param label String
---@param iconTweak TweakDBID|string
function MenuItemController:UpdateButton(label, iconTweak) return end

---@param value Bool
function MenuItemController:UpdateDim(value) return end

function MenuItemController:UpdateState() return end

---@class MenuItemData : IScriptable
---@field menuData MenuData
MenuItemData = {}

---@return MenuItemData
function MenuItemData.new() return end

---@param props table
---@return MenuItemData
function MenuItemData.new(props) return end

---@class MenuItemDelayedUpdate : redEvent
MenuItemDelayedUpdate = {}

---@return MenuItemDelayedUpdate
function MenuItemDelayedUpdate.new() return end

---@param props table
---@return MenuItemDelayedUpdate
function MenuItemDelayedUpdate.new(props) return end

---@class MenuItemDimRequest : redEvent
---@field dim Bool
MenuItemDimRequest = {}

---@return MenuItemDimRequest
function MenuItemDimRequest.new() return end

---@param props table
---@return MenuItemDimRequest
function MenuItemDimRequest.new(props) return end

---@class MenuScenario_ArcadeMinigame : MenuScenario_BaseMenu
MenuScenario_ArcadeMinigame = {}

---@return MenuScenario_ArcadeMinigame
function MenuScenario_ArcadeMinigame.new() return end

---@param props table
---@return MenuScenario_ArcadeMinigame
function MenuScenario_ArcadeMinigame.new(props) return end

---@return Bool
function MenuScenario_ArcadeMinigame:OnArcadeMinigameEnd() return end

---@return Bool
function MenuScenario_ArcadeMinigame:OnBack() return end

---@return Bool
function MenuScenario_ArcadeMinigame:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_ArcadeMinigame:OnEnterScenario(prevScenario, userData) return end

---@class MenuScenario_BaseMenu : inkMenuScenario
---@field currMenuName CName
---@field currUserData IScriptable
---@field currSubMenuName CName
---@field prevMenuName CName
MenuScenario_BaseMenu = {}

---@return MenuScenario_BaseMenu
function MenuScenario_BaseMenu.new() return end

---@param props table
---@return MenuScenario_BaseMenu
function MenuScenario_BaseMenu.new(props) return end

---@return Bool
function MenuScenario_BaseMenu:OnBack() return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_BaseMenu:OnLeaveScenario(nextScenario) return end

function MenuScenario_BaseMenu:CloseMenu() return end

function MenuScenario_BaseMenu:CloseSubMenu() return end

function MenuScenario_BaseMenu:GotoIdleState() return end

---@param menuName CName|string
---@param userData IScriptable
---@param context ScreenDisplayContext
function MenuScenario_BaseMenu:OpenMenu(menuName, userData, context) return end

---@param menuName CName|string
---@param userData IScriptable
function MenuScenario_BaseMenu:OpenSubMenu(menuName, userData) return end

---@param context ScreenDisplayContext
function MenuScenario_BaseMenu:SetContext(context) return end

---@param context ScreenDisplayContext
function MenuScenario_BaseMenu:SetDisplayContext(context) return end

---@param menuName CName|string
---@param userData IScriptable
---@param context ScreenDisplayContext
function MenuScenario_BaseMenu:SwitchMenu(menuName, userData, context) return end

---@class MenuScenario_BenchmarkResults : MenuScenario_BaseMenu
---@field callbackData inkCallbackConnectorData
MenuScenario_BenchmarkResults = {}

---@return MenuScenario_BenchmarkResults
function MenuScenario_BenchmarkResults.new() return end

---@param props table
---@return MenuScenario_BenchmarkResults
function MenuScenario_BenchmarkResults.new(props) return end

---@return Bool
function MenuScenario_BenchmarkResults:OnBenchmarkResultsClose() return end

---@return Bool
function MenuScenario_BenchmarkResults:OnBenchmarkSettings() return end

---@return Bool
function MenuScenario_BenchmarkResults:OnCloseSettingsScreen() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_BenchmarkResults:OnEnterScenario(prevScenario, userData) return end

---@class MenuScenario_BodyTypeSelection : MenuScenario_PreGameSubMenu
MenuScenario_BodyTypeSelection = {}

---@return MenuScenario_BodyTypeSelection
function MenuScenario_BodyTypeSelection.new() return end

---@param props table
---@return MenuScenario_BodyTypeSelection
function MenuScenario_BodyTypeSelection.new(props) return end

---@return Bool
function MenuScenario_BodyTypeSelection:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_BodyTypeSelection:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_BodyTypeSelection:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_BoothMode : MenuScenario_PreGameSubMenu
MenuScenario_BoothMode = {}

---@return MenuScenario_BoothMode
function MenuScenario_BoothMode.new() return end

---@param props table
---@return MenuScenario_BoothMode
function MenuScenario_BoothMode.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_BoothMode:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_BoothMode:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_CharacterCustomization : MenuScenario_PreGameSubMenu
MenuScenario_CharacterCustomization = {}

---@return MenuScenario_CharacterCustomization
function MenuScenario_CharacterCustomization.new() return end

---@param props table
---@return MenuScenario_CharacterCustomization
function MenuScenario_CharacterCustomization.new(props) return end

---@return Bool
function MenuScenario_CharacterCustomization:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_CharacterCustomization:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_CharacterCustomization:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_CharacterCustomizationMirror : MenuScenario_BaseMenu
---@field morphMenuUserData MorphMenuUserData
MenuScenario_CharacterCustomizationMirror = {}

---@return MenuScenario_CharacterCustomizationMirror
function MenuScenario_CharacterCustomizationMirror.new() return end

---@param props table
---@return MenuScenario_CharacterCustomizationMirror
function MenuScenario_CharacterCustomizationMirror.new(props) return end

---@return Bool
function MenuScenario_CharacterCustomizationMirror:OnAccept() return end

---@return Bool
function MenuScenario_CharacterCustomizationMirror:OnBack() return end

---@return Bool
function MenuScenario_CharacterCustomizationMirror:OnCCOPuppetReady() return end

---@return Bool
function MenuScenario_CharacterCustomizationMirror:OnCancel() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_CharacterCustomizationMirror:OnEnterScenario(prevScenario, userData) return end

---@class MenuScenario_ClippedMenu : inkMenuScenario
MenuScenario_ClippedMenu = {}

---@return MenuScenario_ClippedMenu
function MenuScenario_ClippedMenu.new() return end

---@param props table
---@return MenuScenario_ClippedMenu
function MenuScenario_ClippedMenu.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_ClippedMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_ClippedMenu:OnOpenHubMenu() return end

---@return Bool
function MenuScenario_ClippedMenu:OnOpenPauseMenu() return end

---@class MenuScenario_Credits : MenuScenario_PreGameSubMenu
MenuScenario_Credits = {}

---@return MenuScenario_Credits
function MenuScenario_Credits.new() return end

---@param props table
---@return MenuScenario_Credits
function MenuScenario_Credits.new(props) return end

---@return Bool
function MenuScenario_Credits:OnBack() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Credits:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Credits:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_Credits:OnSettingsBack() return end

---@class MenuScenario_CreditsEp1 : MenuScenario_PreGameSubMenu
MenuScenario_CreditsEp1 = {}

---@return MenuScenario_CreditsEp1
function MenuScenario_CreditsEp1.new() return end

---@param props table
---@return MenuScenario_CreditsEp1
function MenuScenario_CreditsEp1.new(props) return end

---@return Bool
function MenuScenario_CreditsEp1:OnBack() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_CreditsEp1:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_CreditsEp1:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_CreditsEp1:OnSettingsBack() return end

---@class MenuScenario_CreditsPicker : MenuScenario_PreGameSubMenu
MenuScenario_CreditsPicker = {}

---@return MenuScenario_CreditsPicker
function MenuScenario_CreditsPicker.new() return end

---@param props table
---@return MenuScenario_CreditsPicker
function MenuScenario_CreditsPicker.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_CreditsPicker:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_CreditsPicker:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_CreditsPicker:OnSwitchToCredits() return end

---@return Bool
function MenuScenario_CreditsPicker:OnSwitchToCreditsEp1() return end

---@class MenuScenario_DLC : MenuScenario_PreGameSubMenu
MenuScenario_DLC = {}

---@return MenuScenario_DLC
function MenuScenario_DLC.new() return end

---@param props table
---@return MenuScenario_DLC
function MenuScenario_DLC.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_DLC:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_DLC:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_DLC:OnSettingsBack() return end

---@class MenuScenario_DeathMenu : MenuScenario_BaseMenu
MenuScenario_DeathMenu = {}

---@return MenuScenario_DeathMenu
function MenuScenario_DeathMenu.new() return end

---@param props table
---@return MenuScenario_DeathMenu
function MenuScenario_DeathMenu.new(props) return end

---@return Bool
function MenuScenario_DeathMenu:OnBack() return end

---@return Bool
function MenuScenario_DeathMenu:OnCloseDeathMenu() return end

---@return Bool
function MenuScenario_DeathMenu:OnCloseSettingsScreen() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_DeathMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_DeathMenu:OnMainMenuBack() return end

---@return Bool
function MenuScenario_DeathMenu:OnSwitchToBrightnessSettings() return end

---@return Bool
function MenuScenario_DeathMenu:OnSwitchToControllerPanel() return end

---@return Bool
function MenuScenario_DeathMenu:OnSwitchToHDRSettings() return end

---@return Bool
function MenuScenario_DeathMenu:OnSwitchToLoadGame() return end

---@return Bool
function MenuScenario_DeathMenu:OnSwitchToSettings() return end

---@param forceCloseSettings Bool
function MenuScenario_DeathMenu:GoBack(forceCloseSettings) return end

function MenuScenario_DeathMenu:GotoIdleState() return end

---@class MenuScenario_Difficulty : MenuScenario_PreGameSubMenu
MenuScenario_Difficulty = {}

---@return MenuScenario_Difficulty
function MenuScenario_Difficulty.new() return end

---@param props table
---@return MenuScenario_Difficulty
function MenuScenario_Difficulty.new(props) return end

---@return Bool
function MenuScenario_Difficulty:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Difficulty:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Difficulty:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_E3EndMenu : MenuScenario_BaseMenu
MenuScenario_E3EndMenu = {}

---@return MenuScenario_E3EndMenu
function MenuScenario_E3EndMenu.new() return end

---@param props table
---@return MenuScenario_E3EndMenu
function MenuScenario_E3EndMenu.new(props) return end

---@return Bool
function MenuScenario_E3EndMenu:OnCloseDeathMenu() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_E3EndMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_E3EndMenu:OnMainMenuBack() return end

---@return Bool
function MenuScenario_E3EndMenu:OnSwitchToLoadGame() return end

function MenuScenario_E3EndMenu:GotoIdleState() return end

---@class MenuScenario_EngagementScreen : MenuScenario_PreGameSubMenu
MenuScenario_EngagementScreen = {}

---@return MenuScenario_EngagementScreen
function MenuScenario_EngagementScreen.new() return end

---@param props table
---@return MenuScenario_EngagementScreen
function MenuScenario_EngagementScreen.new(props) return end

---@return Bool
function MenuScenario_EngagementScreen:OnBack() return end

---@class MenuScenario_ExpansionNewGame : MenuScenario_PreGameSubMenu
MenuScenario_ExpansionNewGame = {}

---@return MenuScenario_ExpansionNewGame
function MenuScenario_ExpansionNewGame.new() return end

---@param props table
---@return MenuScenario_ExpansionNewGame
function MenuScenario_ExpansionNewGame.new(props) return end

---@return Bool
function MenuScenario_ExpansionNewGame:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_ExpansionNewGame:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_ExpansionNewGame:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_FastTravel : MenuScenario_BaseMenu
MenuScenario_FastTravel = {}

---@return MenuScenario_FastTravel
function MenuScenario_FastTravel.new() return end

---@param props table
---@return MenuScenario_FastTravel
function MenuScenario_FastTravel.new(props) return end

---@return Bool
function MenuScenario_FastTravel:OnBack() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_FastTravel:OnEnterScenario(prevScenario, userData) return end

---@class MenuScenario_FinalBoards : MenuScenario_BaseMenu
MenuScenario_FinalBoards = {}

---@return MenuScenario_FinalBoards
function MenuScenario_FinalBoards.new() return end

---@param props table
---@return MenuScenario_FinalBoards
function MenuScenario_FinalBoards.new(props) return end

---@return Bool
function MenuScenario_FinalBoards:OnBack() return end

---@return Bool
function MenuScenario_FinalBoards:OnCloseFinalBoardsRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_FinalBoards:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_FinalBoards:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_FinalBoardsEp1 : MenuScenario_BaseMenu
MenuScenario_FinalBoardsEp1 = {}

---@return MenuScenario_FinalBoardsEp1
function MenuScenario_FinalBoardsEp1.new() return end

---@param props table
---@return MenuScenario_FinalBoardsEp1
function MenuScenario_FinalBoardsEp1.new(props) return end

---@return Bool
function MenuScenario_FinalBoardsEp1:OnBack() return end

---@return Bool
function MenuScenario_FinalBoardsEp1:OnCloseFinalBoardsRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_FinalBoardsEp1:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_FinalBoardsEp1:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_FindServers : MenuScenario_PreGameSubMenu
MenuScenario_FindServers = {}

---@return MenuScenario_FindServers
function MenuScenario_FindServers.new() return end

---@param props table
---@return MenuScenario_FindServers
function MenuScenario_FindServers.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_FindServers:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_FindServers:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_HubMenu : MenuScenario_BaseMenu
---@field hubMenuInitData HubMenuInitData
---@field currentState inkMenusState
---@field combatRestriction Bool
---@field hubMenuInstanceID Uint32
MenuScenario_HubMenu = {}

---@return MenuScenario_HubMenu
function MenuScenario_HubMenu.new() return end

---@param props table
---@return MenuScenario_HubMenu
function MenuScenario_HubMenu.new(props) return end

---@return Bool
function MenuScenario_HubMenu:OnCloseHubMenu() return end

---@return Bool
function MenuScenario_HubMenu:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_HubMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_HubMenu:OnHotkeySwitchToCrafting() return end

---@return Bool
function MenuScenario_HubMenu:OnHotkeySwitchToInventory() return end

---@return Bool
function MenuScenario_HubMenu:OnHotkeySwitchToJournal() return end

---@return Bool
function MenuScenario_HubMenu:OnHotkeySwitchToMap() return end

---@return Bool
function MenuScenario_HubMenu:OnHotkeySwitchToPerks() return end

---@return Bool
function MenuScenario_HubMenu:OnNetworkBreachBegin() return end

---@param menuName CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_HubMenu:OnOpenMenu(menuName, userData) return end

---@return Bool
function MenuScenario_HubMenu:OnRequestHubMenu() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_HubMenu:OnSelectMenuItem(userData) return end

---@return Bool
function MenuScenario_HubMenu:OnSwitchToTimeManager() return end

---@return CName
function MenuScenario_HubMenu:GetMenuName() return end

function MenuScenario_HubMenu:GotoIdleState() return end

---@param menuName CName|string
function MenuScenario_HubMenu:ToggleMenu(menuName) return end

---@class MenuScenario_Idle : inkMenuScenario
MenuScenario_Idle = {}

---@return MenuScenario_Idle
function MenuScenario_Idle.new() return end

---@param props table
---@return MenuScenario_Idle
function MenuScenario_Idle.new(props) return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Idle:OnArcadeMinigameBegin(userData) return end

---@return Bool
function MenuScenario_Idle:OnBlockHub() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Idle:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Idle:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_Idle:OnNetworkBreachBegin() return end

---@return Bool
function MenuScenario_Idle:OnOpenFastTravel() return end

---@return Bool
function MenuScenario_Idle:OnOpenHubMenu() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Idle:OnOpenHubMenu_InitData(userData) return end

---@return Bool
function MenuScenario_Idle:OnOpenPauseMenu() return end

---@return Bool
function MenuScenario_Idle:OnOpenRadialHubMenu() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Idle:OnOpenRadialHubMenu_InitData(userData) return end

---@return Bool
function MenuScenario_Idle:OnOpenTimeSkip() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Idle:OnOpenWardrobeMenu(userData) return end

---@return Bool
function MenuScenario_Idle:OnShowDeathMenu() return end

---@return Bool
function MenuScenario_Idle:OnShowStorageMenu() return end

---@return Bool
function MenuScenario_Idle:OnUnlockHub() return end

---@class MenuScenario_LifePathSelection : MenuScenario_PreGameSubMenu
MenuScenario_LifePathSelection = {}

---@return MenuScenario_LifePathSelection
function MenuScenario_LifePathSelection.new() return end

---@param props table
---@return MenuScenario_LifePathSelection
function MenuScenario_LifePathSelection.new(props) return end

---@return Bool
function MenuScenario_LifePathSelection:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_LifePathSelection:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_LifePathSelection:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_LoadGame : MenuScenario_PreGameSubMenu
MenuScenario_LoadGame = {}

---@return MenuScenario_LoadGame
function MenuScenario_LoadGame.new() return end

---@param props table
---@return MenuScenario_LoadGame
function MenuScenario_LoadGame.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_LoadGame:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_LoadGame:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_LoadGame:OnMainMenuBack() return end

---@class MenuScenario_MultiplayerMenu : MenuScenario_PreGameSubMenu
MenuScenario_MultiplayerMenu = {}

---@return MenuScenario_MultiplayerMenu
function MenuScenario_MultiplayerMenu.new() return end

---@param props table
---@return MenuScenario_MultiplayerMenu
function MenuScenario_MultiplayerMenu.new(props) return end

---@return Bool
function MenuScenario_MultiplayerMenu:OnBoothMode() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_MultiplayerMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_MultiplayerMenu:OnFindServers() return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_MultiplayerMenu:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_MultiplayerMenu:OnPlayRecordedSession() return end

---@class MenuScenario_NetworkBreach : MenuScenario_BaseMenu
MenuScenario_NetworkBreach = {}

---@return MenuScenario_NetworkBreach
function MenuScenario_NetworkBreach.new() return end

---@param props table
---@return MenuScenario_NetworkBreach
function MenuScenario_NetworkBreach.new(props) return end

---@return Bool
function MenuScenario_NetworkBreach:OnBack() return end

---@return Bool
function MenuScenario_NetworkBreach:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_NetworkBreach:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_NetworkBreach:OnNetworkBreachEnd() return end

---@class MenuScenario_NewGame : MenuScenario_PreGameSubMenu
MenuScenario_NewGame = {}

---@return MenuScenario_NewGame
function MenuScenario_NewGame.new() return end

---@param props table
---@return MenuScenario_NewGame
function MenuScenario_NewGame.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_NewGame:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_NewGame:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_PauseMenu : MenuScenario_BaseMenu
MenuScenario_PauseMenu = {}

---@return MenuScenario_PauseMenu
function MenuScenario_PauseMenu.new() return end

---@param props table
---@return MenuScenario_PauseMenu
function MenuScenario_PauseMenu.new(props) return end

---@return Bool
function MenuScenario_PauseMenu:OnBack() return end

---@return Bool
function MenuScenario_PauseMenu:OnBuyGame() return end

---@return Bool
function MenuScenario_PauseMenu:OnCloseHubMenuRequest() return end

---@return Bool
function MenuScenario_PauseMenu:OnClosePauseMenu() return end

---@return Bool
function MenuScenario_PauseMenu:OnCloseSettingsScreen() return end

---@return Bool
function MenuScenario_PauseMenu:OnCreditsPicker() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_PauseMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_PauseMenu:OnOpenDebugHubMenu() return end

---@return Bool
function MenuScenario_PauseMenu:OnRequestPauseMenu() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToBrightnessSettings() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToControllerPanel() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToCredits() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToCreditsEp1() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToDlc() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToHDRSettings() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToLoadGame() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToPauseMenu() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToSaveGame() return end

---@return Bool
function MenuScenario_PauseMenu:OnSwitchToSettings() return end

---@param forceCloseSettings Bool
function MenuScenario_PauseMenu:GoBack(forceCloseSettings) return end

---@class MenuScenario_PlayRecordedSession : MenuScenario_PreGameSubMenu
MenuScenario_PlayRecordedSession = {}

---@return MenuScenario_PlayRecordedSession
function MenuScenario_PlayRecordedSession.new() return end

---@param props table
---@return MenuScenario_PlayRecordedSession
function MenuScenario_PlayRecordedSession.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_PlayRecordedSession:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_PlayRecordedSession:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_PreGameSubMenu : inkMenuScenario
---@field prevScenario CName
---@field currSubMenuName CName
MenuScenario_PreGameSubMenu = {}

---@return MenuScenario_PreGameSubMenu
function MenuScenario_PreGameSubMenu.new() return end

---@param props table
---@return MenuScenario_PreGameSubMenu
function MenuScenario_PreGameSubMenu.new(props) return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnBack() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnCloseInitializeUserScreen() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_PreGameSubMenu:OnEnterScenario(prevScenario, userData) return end

---@param evt inkShowEngagementScreen
---@return Bool
function MenuScenario_PreGameSubMenu:OnHandleEngagementScreen(evt) return end

---@param evt inkShowInitializeUserScreen
---@return Bool
function MenuScenario_PreGameSubMenu:OnHandleInitializeUserScreen(evt) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_PreGameSubMenu:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnRequestPatchNotes() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnRequetCloseExpansionPopup() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnRequetClosePatchNotes() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnRequetPurchaseDisabledError() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnSwitchToEngagementScreen() return end

---@return Bool
function MenuScenario_PreGameSubMenu:OnSwitchToInitializeUserScreen() return end

function MenuScenario_PreGameSubMenu:CloseSubMenu() return end

function MenuScenario_PreGameSubMenu:DisplayGog() return end

function MenuScenario_PreGameSubMenu:OnSubmenuOpen() return end

---@param menuName CName|string
---@param userData IScriptable
function MenuScenario_PreGameSubMenu:OpenSubMenu(menuName, userData) return end

---@class MenuScenario_RadialHubMenu : MenuScenario_BaseMenu
---@field hubMenuInitData HubMenuInitData
---@field currentState inkMenusState
---@field combatRestriction Bool
---@field hubMenuInstanceID Uint32
MenuScenario_RadialHubMenu = {}

---@return MenuScenario_RadialHubMenu
function MenuScenario_RadialHubMenu.new() return end

---@param props table
---@return MenuScenario_RadialHubMenu
function MenuScenario_RadialHubMenu.new(props) return end

---@return Bool
function MenuScenario_RadialHubMenu:OnCloseHubMenu() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_RadialHubMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_RadialHubMenu:OnHotkeySwitchToCrafting() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnHotkeySwitchToInventory() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnHotkeySwitchToJournal() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnHotkeySwitchToMap() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnHotkeySwitchToPerks() return end

---@return Bool
function MenuScenario_RadialHubMenu:OnNetworkBreachBegin() return end

---@param menuName CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_RadialHubMenu:OnOpenMenu(menuName, userData) return end

---@return Bool
function MenuScenario_RadialHubMenu:OnRequestHubMenu() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_RadialHubMenu:OnSelectMenuItem(userData) return end

---@return Bool
function MenuScenario_RadialHubMenu:OnSwitchToTimeManager() return end

---@return CName
function MenuScenario_RadialHubMenu:GetMenuName() return end

function MenuScenario_RadialHubMenu:GotoIdleState() return end

---@param menuName CName|string
function MenuScenario_RadialHubMenu:ToggleMenu(menuName) return end

---@class MenuScenario_Settings : MenuScenario_PreGameSubMenu
MenuScenario_Settings = {}

---@return MenuScenario_Settings
function MenuScenario_Settings.new() return end

---@param props table
---@return MenuScenario_Settings
function MenuScenario_Settings.new(props) return end

---@return Bool
function MenuScenario_Settings:OnCloseSettingsScreen() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Settings:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Settings:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_Settings:OnMainMenuBack() return end

---@return Bool
function MenuScenario_Settings:OnSettingsBack() return end

---@return Bool
function MenuScenario_Settings:OnSwitchToBrightnessSettings() return end

---@return Bool
function MenuScenario_Settings:OnSwitchToControllerPanel() return end

---@return Bool
function MenuScenario_Settings:OnSwitchToHDRSettings() return end

---@param forceCloseSettings Bool
function MenuScenario_Settings:CloseSettings(forceCloseSettings) return end

function MenuScenario_Settings:OnSubmenuOpen() return end

---@class MenuScenario_SingleplayerMenu : MenuScenario_PreGameSubMenu
---@field expansionHintShown Bool
MenuScenario_SingleplayerMenu = {}

---@return MenuScenario_SingleplayerMenu
function MenuScenario_SingleplayerMenu.new() return end

---@param props table
---@return MenuScenario_SingleplayerMenu
function MenuScenario_SingleplayerMenu.new(props) return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnBuyGame() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnCloseSettings() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnCreditsPicker() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnDebug() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_SingleplayerMenu:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnExpansionHint() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnGOGProfile() return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_SingleplayerMenu:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnLoadGame() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnMainMenuBack() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnNewGame() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnSwitchToCredits() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnSwitchToCreditsEp1() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnSwitchToDlc() return end

---@return Bool
function MenuScenario_SingleplayerMenu:OnSwitchToSettings() return end

function MenuScenario_SingleplayerMenu:DisplayGog() return end

function MenuScenario_SingleplayerMenu:OnSubmenuOpen() return end

---@class MenuScenario_StatsAdjustment : MenuScenario_PreGameSubMenu
MenuScenario_StatsAdjustment = {}

---@return MenuScenario_StatsAdjustment
function MenuScenario_StatsAdjustment.new() return end

---@param props table
---@return MenuScenario_StatsAdjustment
function MenuScenario_StatsAdjustment.new(props) return end

---@return Bool
function MenuScenario_StatsAdjustment:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_StatsAdjustment:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_StatsAdjustment:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_Storage : MenuScenario_BaseMenu
MenuScenario_Storage = {}

---@return MenuScenario_Storage
function MenuScenario_Storage.new() return end

---@param props table
---@return MenuScenario_Storage
function MenuScenario_Storage.new(props) return end

---@return Bool
function MenuScenario_Storage:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Storage:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_Storage:OnVendorClose() return end

function MenuScenario_Storage:GotoIdleState() return end

---@class MenuScenario_Summary : MenuScenario_PreGameSubMenu
MenuScenario_Summary = {}

---@return MenuScenario_Summary
function MenuScenario_Summary.new() return end

---@param props table
---@return MenuScenario_Summary
function MenuScenario_Summary.new(props) return end

---@return Bool
function MenuScenario_Summary:OnAccept() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Summary:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Summary:OnLeaveScenario(nextScenario) return end

---@class MenuScenario_TimeSkip : MenuScenario_BaseMenu
MenuScenario_TimeSkip = {}

---@return MenuScenario_TimeSkip
function MenuScenario_TimeSkip.new() return end

---@param props table
---@return MenuScenario_TimeSkip
function MenuScenario_TimeSkip.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_TimeSkip:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_TimeSkip:OnTimeSkipPopupClosed() return end

---@param visible Bool
function MenuScenario_TimeSkip:SetCursorVisibility(visible) return end

---@class MenuScenario_Vendor : MenuScenario_BaseMenu
MenuScenario_Vendor = {}

---@return MenuScenario_Vendor
function MenuScenario_Vendor.new() return end

---@param props table
---@return MenuScenario_Vendor
function MenuScenario_Vendor.new(props) return end

---@return Bool
function MenuScenario_Vendor:OnCloseHubMenuRequest() return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnEnterScenario(prevScenario, userData) return end

---@param nextScenario CName|string
---@return Bool
function MenuScenario_Vendor:OnLeaveScenario(nextScenario) return end

---@return Bool
function MenuScenario_Vendor:OnRefreshCurrentTab() return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnSwitchToCharacter(userData) return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnSwitchToCrafting(userData) return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnSwitchToInventory(userData) return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnSwitchToRipperDoc(userData) return end

---@param userData IScriptable
---@return Bool
function MenuScenario_Vendor:OnSwitchToVendor(userData) return end

---@return Bool
function MenuScenario_Vendor:OnTutorialComplete() return end

---@return Bool
function MenuScenario_Vendor:OnVendorClose() return end

function MenuScenario_Vendor:GotoIdleState() return end

---@class MenuScenario_Wardrobe : MenuScenario_BaseMenu
MenuScenario_Wardrobe = {}

---@return MenuScenario_Wardrobe
function MenuScenario_Wardrobe.new() return end

---@param props table
---@return MenuScenario_Wardrobe
function MenuScenario_Wardrobe.new(props) return end

---@param prevScenario CName|string
---@param userData IScriptable
---@return Bool
function MenuScenario_Wardrobe:OnEnterScenario(prevScenario, userData) return end

---@return Bool
function MenuScenario_Wardrobe:OnWardrobeClose() return end

function MenuScenario_Wardrobe:GotoIdleState() return end

---@class MenuUIUtils : IScriptable
MenuUIUtils = {}

---@param player gameObject
---@param delay Float
function MenuUIUtils.RequestAutoSave(player, delay) return end

---@class MergedMesh : CMesh
MergedMesh = {}

---@return MergedMesh
function MergedMesh.new() return end

---@param props table
---@return MergedMesh
function MergedMesh.new(props) return end

---@class MeshAppearanceDeviceOperation : DeviceOperationBase
---@field meshesAppearence CName
MeshAppearanceDeviceOperation = {}

---@return MeshAppearanceDeviceOperation
function MeshAppearanceDeviceOperation.new() return end

---@param props table
---@return MeshAppearanceDeviceOperation
function MeshAppearanceDeviceOperation.new(props) return end

---@param owner gameObject
function MeshAppearanceDeviceOperation:Execute(owner) return end

---@param appearanceName CName|string
---@param owner gameObject
function MeshAppearanceDeviceOperation:ResolveMeshesAppearence(appearanceName, owner) return end

---@param owner gameObject
function MeshAppearanceDeviceOperation:Restore(owner) return end

---@class MeshParam_Weakspot : animAnimFeature
---@field hidden Int32
MeshParam_Weakspot = {}

---@return MeshParam_Weakspot
function MeshParam_Weakspot.new() return end

---@param props table
---@return MeshParam_Weakspot
function MeshParam_Weakspot.new(props) return end

---@class MessageCounterController : gameuiWidgetGameController
---@field messageCounter inkTextWidgetReference
---@field rootWidget inkWidget
---@field CallInformationBBID redCallbackObject
---@field journalManager gameJournalManager
---@field Owner gameObject
MessageCounterController = {}

---@return MessageCounterController
function MessageCounterController.new() return end

---@param props table
---@return MessageCounterController
function MessageCounterController.new(props) return end

---@return Bool
function MessageCounterController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function MessageCounterController:OnJournalUpdate(entryHash, className, notifyOption, changeType) return end

---@return Bool
function MessageCounterController:OnUnitialize() return end

function MessageCounterController:UpdateData() return end

---@class MessageDescTooltip : MessageTooltip
---@field titleWrapper inkWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionLine inkWidgetReference
MessageDescTooltip = {}

---@return MessageDescTooltip
function MessageDescTooltip.new() return end

---@param props table
---@return MessageDescTooltip
function MessageDescTooltip.new(props) return end

---@param tooltipData ATooltipData
function MessageDescTooltip:SetData(tooltipData) return end

---@class MessageMenuAttachmentData : IScriptable
---@field entryHash Int32
MessageMenuAttachmentData = {}

---@return MessageMenuAttachmentData
function MessageMenuAttachmentData.new() return end

---@param props table
---@return MessageMenuAttachmentData
function MessageMenuAttachmentData.new(props) return end

---@class MessagePopupDisplayController : inkWidgetLogicController
---@field title inkTextWidgetReference
---@field message inkTextWidgetReference
---@field image inkImageWidgetReference
MessagePopupDisplayController = {}

---@return MessagePopupDisplayController
function MessagePopupDisplayController.new() return end

---@param props table
---@return MessagePopupDisplayController
function MessagePopupDisplayController.new(props) return end

---@param data gamePopupData
---@param settings gamePopupSettings
function MessagePopupDisplayController:SetData(data, settings) return end

---@class MessageThreadReadEvent : redEvent
---@field parentHash Int32
MessageThreadReadEvent = {}

---@return MessageThreadReadEvent
function MessageThreadReadEvent.new() return end

---@param props table
---@return MessageThreadReadEvent
function MessageThreadReadEvent.new(props) return end

---@class MessageTooltip : AGenericTooltipController
---@field Title inkTextWidgetReference
---@field Description inkTextWidgetReference
---@field animProxy inkanimProxy
MessageTooltip = {}

---@return MessageTooltip
function MessageTooltip.new() return end

---@param props table
---@return MessageTooltip
function MessageTooltip.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function MessageTooltip:OnIntroComplete(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function MessageTooltip:OnOutroComplete(proxy) return end

---@param animName CName|string
---@param callback CName|string
---@param forceVisible Bool
function MessageTooltip:PlayAnim(animName, callback, forceVisible) return end

---@param tooltipData ATooltipData
function MessageTooltip:SetData(tooltipData) return end

function MessageTooltip:Show() return end

---@class MessageTooltipData : ATooltipData
---@field Title String
---@field Description String
---@field TitleLocalizationPackage gameUILocalizationDataPackage
---@field DescriptionLocalizationPackage gameUILocalizationDataPackage
MessageTooltipData = {}

---@return MessageTooltipData
function MessageTooltipData.new() return end

---@param props table
---@return MessageTooltipData
function MessageTooltipData.new(props) return end

---@class MessangerItemRenderer : JournalEntryListItemController
---@field image inkImageWidgetReference
---@field container inkWidgetReference
---@field MessageBubbleBG inkImageWidgetReference
---@field MessageBubbleFG inkImageWidgetReference
---@field ReplyBubbleBG inkImageWidgetReference
---@field ReplyBubbleFG inkImageWidgetReference
---@field stateMessage CName
---@field statePlayerReply CName
---@field stateQuestReply CName
---@field imageId TweakDBID
MessangerItemRenderer = {}

---@return MessangerItemRenderer
function MessangerItemRenderer.new() return end

---@param props table
---@return MessangerItemRenderer
function MessangerItemRenderer.new(props) return end

---@param entry gameJournalEntry
---@param extraData IScriptable
function MessangerItemRenderer:OnJournalEntryUpdated(entry, extraData) return end

---@param txt String
---@param type MessageViewType
---@param contactName String
function MessangerItemRenderer:SetMessageView(txt, type, contactName) return end

---@class MessangerReplyItemRenderer : JournalEntryListItemController
---@field selectedState Bool
---@field isQuestImportant Bool
---@field isActive Bool
---@field stateDefault CName
---@field stateSelected CName
---@field stateQuestDefault CName
---@field stateQuestSelected CName
---@field stateDisabled CName
MessangerReplyItemRenderer = {}

---@return MessangerReplyItemRenderer
function MessangerReplyItemRenderer.new() return end

---@param props table
---@return MessangerReplyItemRenderer
function MessangerReplyItemRenderer.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function MessangerReplyItemRenderer:OnButtonStateChanged(controller, oldState, newState) return end

---@param parent inkListItemController
---@return Bool
function MessangerReplyItemRenderer:OnDeselected(parent) return end

---@return Bool
function MessangerReplyItemRenderer:OnInitialize() return end

---@param parent inkListItemController
---@return Bool
function MessangerReplyItemRenderer:OnSelected(parent) return end

---@return Bool
function MessangerReplyItemRenderer:OnUninitialize() return end

function MessangerReplyItemRenderer:AnimateSelection() return end

---@param entry gameJournalEntry
---@param extraData IScriptable
function MessangerReplyItemRenderer:OnJournalEntryUpdated(entry, extraData) return end

---@param active Bool
function MessangerReplyItemRenderer:SetActive(active) return end

---@class MessengerContactSelectedEvent : redEvent
---@field type MessengerContactType
---@field entryHash Int32
---@field level Int32
MessengerContactSelectedEvent = {}

---@return MessengerContactSelectedEvent
function MessengerContactSelectedEvent.new() return end

---@param props table
---@return MessengerContactSelectedEvent
function MessengerContactSelectedEvent.new(props) return end

---@class MessengerContactSyncBackEvent : redEvent
MessengerContactSyncBackEvent = {}

---@return MessengerContactSyncBackEvent
function MessengerContactSyncBackEvent.new() return end

---@param props table
---@return MessengerContactSyncBackEvent
function MessengerContactSyncBackEvent.new(props) return end

---@class MessengerContactSyncData : IScriptable
---@field type MessengerContactType
---@field entryHash Int32
---@field level Int32
MessengerContactSyncData = {}

---@return MessengerContactSyncData
function MessengerContactSyncData.new() return end

---@param props table
---@return MessengerContactSyncData
function MessengerContactSyncData.new(props) return end

---@class MessengerDialogViewController : inkWidgetLogicController
---@field messagesList inkCompoundWidgetReference
---@field choicesList inkCompoundWidgetReference
---@field replayFluff inkCompoundWidgetReference
---@field typingFluff inkWidgetReference
---@field typingIndicator inkWidgetReference
---@field messagesListController JournalEntriesListController
---@field choicesListController JournalEntriesListController
---@field scrollController inkScrollController
---@field typingIndicatorController MessengerTypingIndicator
---@field journalManager gameJournalManager
---@field playerObject gameObject
---@field delaySystem gameDelaySystem
---@field delayedTypingCallbackId gameDelayID
---@field replyOptions gameJournalEntry[]
---@field messages gameJournalEntry[]
---@field parentEntry gameJournalEntry
---@field parentHash Int32
---@field typingAnimProxy inkanimProxy
---@field delayTypingAnimProxy inkanimProxy
---@field singleThreadMode Bool
---@field hasFocus Bool
---@field audioSystem gameGameAudioSystem
---@field minimumTypingDelay Float
---@field breakingTypingAnimProxy inkanimProxy
MessengerDialogViewController = {}

---@return MessengerDialogViewController
function MessengerDialogViewController.new() return end

---@param props table
---@return MessengerDialogViewController
function MessengerDialogViewController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function MessengerDialogViewController:OnBreakingTypingFinal(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function MessengerDialogViewController:OnBreakingTypingHiden(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function MessengerDialogViewController:OnBreakingTypingShown(proxy) return end

---@param evt DelayedJournalUpdate
---@return Bool
function MessengerDialogViewController:OnDelayedJournalUpdate(evt) return end

---@return Bool
function MessengerDialogViewController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function MessengerDialogViewController:OnJournalUpdate(entryHash, className, notifyOption, changeType) return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@param delay Float
---@return Bool
function MessengerDialogViewController:OnJournalUpdateDelayed(entryHash, className, notifyOption, changeType, delay) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function MessengerDialogViewController:OnPlayerReplyActivated(index, target) return end

---@return Bool
function MessengerDialogViewController:OnUninitialize() return end

---@param target inkListItemController
function MessengerDialogViewController:ActivateReply(target) return end

function MessengerDialogViewController:ActivateSelectedReplyOption() return end

---@param journalManager gameJournalManager
function MessengerDialogViewController:AttachJournalManager(journalManager) return end

function MessengerDialogViewController:DetachJournalManager() return end

---@param entryHash Uint32
---@return Int32
function MessengerDialogViewController:GetParentEntryHash(entryHash) return end

---@return Bool
function MessengerDialogViewController:HasReplyOptions() return end

---@param playerObject gameObject
function MessengerDialogViewController:InitDelaySystem(playerObject) return end

---@param isUp Bool
function MessengerDialogViewController:NavigateReplyOptions(isUp) return end

function MessengerDialogViewController:PlayDotsAnimation() return end

function MessengerDialogViewController:RefreshChoicesFocus() return end

---@param value Float
---@param isMouseWheel Bool
function MessengerDialogViewController:ScrollMessages(value, isMouseWheel) return end

function MessengerDialogViewController:SetCurrentMessagesAsVisited() return end

---@param focused Bool
function MessengerDialogViewController:SetFocus(focused) return end

---@param records gameJournalEntry[]
function MessengerDialogViewController:SetVisited(records) return end

---@param contact gameJournalEntry
function MessengerDialogViewController:ShowDialog(contact) return end

---@param contact gameJournalEntry
---@param setVisited Bool
function MessengerDialogViewController:ShowDialog(contact, setVisited) return end

---@param thread gameJournalEntry
function MessengerDialogViewController:ShowThread(thread) return end

---@param thread gameJournalEntry
---@param setVisited Bool
function MessengerDialogViewController:ShowThread(thread, setVisited) return end

function MessengerDialogViewController:StopDotsAnimation() return end

---@param delay Float
---@param hash Uint32
function MessengerDialogViewController:TriggerDotsAnimation(delay, hash) return end

---@param animateLastMessage Bool
function MessengerDialogViewController:UpdateData(animateLastMessage) return end

---@param animateLastMessage Bool
---@param setVisited Bool
function MessengerDialogViewController:UpdateData(animateLastMessage, setVisited) return end

---@class MessengerForceSelectionEvent : redEvent
---@field selectionIndex Int32
---@field hash Int32
---@field toggle Bool
MessengerForceSelectionEvent = {}

---@return MessengerForceSelectionEvent
function MessengerForceSelectionEvent.new() return end

---@param props table
---@return MessengerForceSelectionEvent
function MessengerForceSelectionEvent.new(props) return end

---@class MessengerGameController : gameuiMenuGameController
---@field buttonHintsManagerRef inkWidgetReference
---@field contactsRef inkWidgetReference
---@field dialogRef inkWidgetReference
---@field buttonHintsController ButtonHints
---@field dialogController MessengerDialogViewController
---@field listController SimpleMessengerContactsVirtualListController
---@field journalManager gameJournalManager
---@field menuEventDispatcher inkMenuEventDispatcher
---@field activeData MessengerContactSyncData
MessengerGameController = {}

---@return MessengerGameController
function MessengerGameController.new() return end

---@param props table
---@return MessengerGameController
function MessengerGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function MessengerGameController:OnBack(userData) return end

---@param evt MessengerContactSelectedEvent
---@return Bool
function MessengerGameController:OnContactActivated(evt) return end

---@return Bool
function MessengerGameController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function MessengerGameController:OnJournalUpdate(entryHash, className, notifyOption, changeType) return end

---@param evt MessengerForceSelectionEvent
---@return Bool
function MessengerGameController:OnMessengerGameControllerDelayInit(evt) return end

---@param playerPuppet gameObject
---@return Bool
function MessengerGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function MessengerGameController:OnPlayerDetach(playerPuppet) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function MessengerGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function MessengerGameController:OnSetUserData(userData) return end

---@return Bool
function MessengerGameController:OnUninitialize() return end

---@param hash Int32
---@param dontToggle Bool
function MessengerGameController:ForceSelectEntry(hash, dontToggle) return end

---@param idx Uint32
---@param dontToggle Bool
function MessengerGameController:ForceSelectIndex(idx, dontToggle) return end

function MessengerGameController:PopulateData() return end

---@param evt MessengerContactSelectedEvent
function MessengerGameController:SyncActiveData(evt) return end

---@class MessengerNotification : GenericNotificationController
---@field messageText inkTextWidgetReference
---@field avatar inkImageWidgetReference
---@field descriptionText inkTextWidgetReference
---@field mappinIcon inkImageWidgetReference
---@field envelopIcon inkWidgetReference
---@field interactionsBlackboard gameIBlackboard
---@field deviceBlackboard gameIBlackboard
---@field contactsActiveCallback redCallbackObject
---@field messageData gameuiPhoneMessageNotificationViewData
---@field animProxy inkanimProxy
---@field textSizeLimit Int32
---@field journalMgr gameJournalManager
---@field mappinSystem gamemappinsMappinSystem
MessengerNotification = {}

---@return MessengerNotification
function MessengerNotification.new() return end

---@param props table
---@return MessengerNotification
function MessengerNotification.new(props) return end

---@param value Bool
---@return Bool
function MessengerNotification:OnContactsActive(value) return end

---@return Bool
function MessengerNotification:OnInitialize() return end

---@return Bool
function MessengerNotification:OnNotificationPaused() return end

---@return Bool
function MessengerNotification:OnNotificationResumed() return end

---@param anim inkanimProxy
---@return Bool
function MessengerNotification:OnNotificationShown(anim) return end

---@return Bool
function MessengerNotification:OnUninitialize() return end

---@return gameIBlackboard
function MessengerNotification:GetNetworkBlackboard() return end

---@return NetworkBlackboardDef
function MessengerNotification:GetNetworkBlackboardDef() return end

function MessengerNotification:OnActionTriggered() return end

---@param notificationData gameuiGenericNotificationViewData
function MessengerNotification:SetNotificationData(notificationData) return end

function MessengerNotification:SetNotificationShown() return end

---@class MessengerThreadSelectedEvent : redEvent
---@field hash Uint32
MessengerThreadSelectedEvent = {}

---@return MessengerThreadSelectedEvent
function MessengerThreadSelectedEvent.new() return end

---@param props table
---@return MessengerThreadSelectedEvent
function MessengerThreadSelectedEvent.new(props) return end

---@class MessengerTypingIndicator : inkWidgetLogicController
---@field container inkWidgetReference
---@field nameText inkTextWidgetReference
---@field textParams textTextParameterSet
MessengerTypingIndicator = {}

---@return MessengerTypingIndicator
function MessengerTypingIndicator.new() return end

---@param props table
---@return MessengerTypingIndicator
function MessengerTypingIndicator.new(props) return end

---@return Bool
function MessengerTypingIndicator:OnInitialize() return end

---@param contactName String
function MessengerTypingIndicator:SetName(contactName) return end

---@param isPlayer Bool
function MessengerTypingIndicator:SetPlayerTypingStyle(isPlayer) return end

---@class MessengerUtils : IScriptable
MessengerUtils = {}

---@return MessengerUtils
function MessengerUtils.new() return end

---@param props table
---@return MessengerUtils
function MessengerUtils.new(props) return end

---@param journal gameJournalManager
---@param contactDataArray IScriptable[]
---@param contactEntry gameJournalContact
---@param trackedEntriesHashList Int32[]
---@param includeUnknown Bool
---@param skipEmpty Bool
---@param includeWithNoUnread Bool
---@param includeWithNoReplies Bool
---@param activeDataSync MessengerContactSyncData
function MessengerUtils.AddContactData(journal, contactDataArray, contactEntry, trackedEntriesHashList, includeUnknown, skipEmpty, includeWithNoUnread, includeWithNoReplies, activeDataSync) return end

---@param journal gameJournalManager
---@param trackedEntriesHashList Int32[]
---@param messagesReceived gameJournalEntry[]
---@return Bool
function MessengerUtils.ContainsQuestRelatedMessage(journal, trackedEntriesHashList, messagesReceived) return end

---@param journal gameJournalManager
---@param context gameJournalRequestContext
---@return Int32[]
function MessengerUtils.FetchTrackedQuestCodexLinks(journal, context) return end

---@param journal gameJournalManager
---@return IScriptable[]
function MessengerUtils.GetCallableAndNonEmptyContacts(journal) return end

---@param journal gameJournalManager
---@param messagesReceived gameJournalEntry[]
---@param playerReplies gameJournalEntry[]
---@return ContactData
function MessengerUtils.GetContactMessageData(journal, messagesReceived, playerReplies) return end

---@param journal gameJournalManager
---@param conversationEntry gameJournalPhoneConversation
---@return Int32
function MessengerUtils.GetConversationHash(journal, conversationEntry) return end

---@param journal gameJournalManager
---@param concactHash Int32
---@param includeUnknown Bool
---@param skipEmpty Bool
---@param activeDataSync MessengerContactSyncData
---@return IScriptable[]
function MessengerUtils.GetMessageDataArrayForContact(journal, concactHash, includeUnknown, skipEmpty, activeDataSync) return end

---@param journal gameJournalManager
---@param includeUnknown Bool
---@param skipEmpty Bool
---@param includeWithNoUnread Bool
---@param activeDataSync MessengerContactSyncData
---@return IScriptable[]
function MessengerUtils.GetSimpleContactDataArray(journal, includeUnknown, skipEmpty, includeWithNoUnread, activeDataSync) return end

---@param journal gameJournalManager
---@param contactEntry gameJournalContact
---@return Int32
function MessengerUtils.GetUnreadMessagesCount(journal, contactEntry) return end

---@param journal gameJournalManager
---@return Bool
function MessengerUtils.HasPhoneObjective(journal) return end

---@param journal gameJournalManager
---@return Bool
function MessengerUtils.HasQuestImportantCalls(journal) return end

---@param journal gameJournalManager
---@return Bool
function MessengerUtils.HasQuestImportantMessages(journal) return end

---@param journal gameJournalManager
---@param messagesReceived gameJournalEntry[]
---@return ContactData
function MessengerUtils.RefreshQuestRelatedStatus(journal, messagesReceived) return end

---@param journal gameJournalManager
---@param messagesReceived gameJournalEntry[]
---@param conversationEntry gameJournalPhoneConversation
---@return ContactData
function MessengerUtils.SetTimestamp(journal, messagesReceived, conversationEntry) return end

---@param conversationEntry gameJournalPhoneConversation
---@return ContactData
function MessengerUtils.SetTitle(conversationEntry) return end

---@class MetaQuestLogicController : inkWidgetLogicController
---@field MetaQuestHint inkWidgetReference
---@field MetaQuestHintText inkTextWidgetReference
---@field MetaQuest1 inkWidgetReference
---@field MetaQuest2 inkWidgetReference
---@field MetaQuest3 inkWidgetReference
---@field MetaQuest1Value inkTextWidgetReference
---@field MetaQuest2Value inkTextWidgetReference
---@field MetaQuest3Value inkTextWidgetReference
---@field metaQuest1Description String
---@field metaQuest2Description String
---@field metaQuest3Description String
---@field animMeta1 inkanimProxy
---@field animMeta2 inkanimProxy
---@field animMeta3 inkanimProxy
---@field animTooltip inkanimProxy
MetaQuestLogicController = {}

---@return MetaQuestLogicController
function MetaQuestLogicController.new() return end

---@param props table
---@return MetaQuestLogicController
function MetaQuestLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function MetaQuestLogicController:OnHoverOut(evt) return end

---@return Bool
function MetaQuestLogicController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function MetaQuestLogicController:OnItem1HoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function MetaQuestLogicController:OnItem2HoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function MetaQuestLogicController:OnItem3HoverOver(evt) return end

function MetaQuestLogicController:InitMetaQuestControlls() return end

---@param status MetaQuestStatus
function MetaQuestLogicController:SetMetaQuests(status) return end

---@class MetaQuestStatus
---@field MetaQuest1Hidden Bool
---@field MetaQuest1Value Int32
---@field MetaQuest1Description String
---@field MetaQuest2Hidden Bool
---@field MetaQuest2Description String
---@field MetaQuest2Value Int32
---@field MetaQuest3Hidden Bool
---@field MetaQuest3Description String
---@field MetaQuest3Value Int32
MetaQuestStatus = {}

---@return MetaQuestStatus
function MetaQuestStatus.new() return end

---@param props table
---@return MetaQuestStatus
function MetaQuestStatus.new(props) return end

---@class MetroSignSelector : StreetSignSelector
---@field recordID TweakDBID
MetroSignSelector = {}

---@return MetroSignSelector
function MetroSignSelector.new() return end

---@param props table
---@return MetroSignSelector
function MetroSignSelector.new(props) return end

---@return TweakDBID
function MetroSignSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function MetroSignSelector:SetRecordID(recordID) return end

---@class MicroblendDef
---@field name CName
---@field texture CBitmapTexture
MicroblendDef = {}

---@return MicroblendDef
function MicroblendDef.new() return end

---@param props table
---@return MicroblendDef
function MicroblendDef.new(props) return end

---@class MiddleOne : DefaultTest
MiddleOne = {}

---@return MiddleOne
function MiddleOne.new() return end

---@param props table
---@return MiddleOne
function MiddleOne.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MiddleOne:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MiddleOne:OnExit(stateContext, scriptInterface) return end

---@class MineArmEvent : redEvent
MineArmEvent = {}

---@return MineArmEvent
function MineArmEvent.new() return end

---@param props table
---@return MineArmEvent
function MineArmEvent.new(props) return end

---@class MineBarrageProjectile : BaseProjectile
---@field landIndicatorFX gameFxResource
---@field fxInstance gameFxInstance
---@field visualComponent entMeshComponent
---@field onGround Bool
---@field onGroundTimer Float
---@field weapon gameweaponObject
---@field attack_record gamedataAttack_Record
---@field detonationTimer Float
---@field explosionRadius Float
---@field playerPuppet PlayerPuppet
MineBarrageProjectile = {}

---@return MineBarrageProjectile
function MineBarrageProjectile.new() return end

---@param props table
---@return MineBarrageProjectile
function MineBarrageProjectile.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function MineBarrageProjectile:OnCollision(eventData) return end

---@param evt gameeventsHitEvent
---@return Bool
function MineBarrageProjectile:OnHit(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function MineBarrageProjectile:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function MineBarrageProjectile:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MineBarrageProjectile:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function MineBarrageProjectile:OnTick(eventData) return end

function MineBarrageProjectile:Explode() return end

---@class MineDespawnEvent : redEvent
MineDespawnEvent = {}

---@return MineDespawnEvent
function MineDespawnEvent.new() return end

---@param props table
---@return MineDespawnEvent
function MineDespawnEvent.new(props) return end

---@class MineDispenser : gameweaponObject
MineDispenser = {}

---@return MineDispenser
function MineDispenser.new() return end

---@param props table
---@return MineDispenser
function MineDispenser.new(props) return end

---@class MineDispenserCycleItemDecisions : MineDispenserTransition
MineDispenserCycleItemDecisions = {}

---@return MineDispenserCycleItemDecisions
function MineDispenserCycleItemDecisions.new() return end

---@param props table
---@return MineDispenserCycleItemDecisions
function MineDispenserCycleItemDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserCycleItemDecisions:ToMineDispenserIdle(stateContext, scriptInterface) return end

---@class MineDispenserCycleItemEvents : MineDispenserEventsTransition
MineDispenserCycleItemEvents = {}

---@return MineDispenserCycleItemEvents
function MineDispenserCycleItemEvents.new() return end

---@param props table
---@return MineDispenserCycleItemEvents
function MineDispenserCycleItemEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserCycleItemEvents:OnEnter(stateContext, scriptInterface) return end

---@class MineDispenserEventsTransition : MineDispenserTransition
MineDispenserEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@class MineDispenserIdleDecisions : MineDispenserTransition
MineDispenserIdleDecisions = {}

---@return MineDispenserIdleDecisions
function MineDispenserIdleDecisions.new() return end

---@param props table
---@return MineDispenserIdleDecisions
function MineDispenserIdleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserIdleDecisions:ToMineDispenserCycleItem(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserIdleDecisions:ToMineDispenserUnequip(stateContext, scriptInterface) return end

---@class MineDispenserIdleEvents : MineDispenserEventsTransition
MineDispenserIdleEvents = {}

---@return MineDispenserIdleEvents
function MineDispenserIdleEvents.new() return end

---@param props table
---@return MineDispenserIdleEvents
function MineDispenserIdleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserIdleEvents:OnEnter(stateContext, scriptInterface) return end

---@class MineDispenserPlaceDecisions : MineDispenserTransition
---@field spawnPosition Vector4
---@field spawnNormal Vector4
MineDispenserPlaceDecisions = {}

---@return MineDispenserPlaceDecisions
function MineDispenserPlaceDecisions.new() return end

---@param props table
---@return MineDispenserPlaceDecisions
function MineDispenserPlaceDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserPlaceDecisions:CanBePlaced(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserPlaceDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return physicsTraceResult
function MineDispenserPlaceDecisions:FindPlaceForMine(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MineDispenserPlaceDecisions:ToMineDispenserUnequip(stateContext, scriptInterface) return end

---@class MineDispenserPlaceEvents : MineDispenserEventsTransition
---@field spawnPosition Vector4
---@field spawnNormal Vector4
MineDispenserPlaceEvents = {}

---@return MineDispenserPlaceEvents
function MineDispenserPlaceEvents.new() return end

---@param props table
---@return MineDispenserPlaceEvents
function MineDispenserPlaceEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return physicsTraceResult
function MineDispenserPlaceEvents:FindPlaceForMine(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserPlaceEvents:OnEnter(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserPlaceEvents:PlaceMine(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserPlaceEvents:SetupSpawnParams(scriptInterface) return end

---@class MineDispenserTransition : DefaultTransition
MineDispenserTransition = {}

---@class MineDispenserUnequipEvents : MineDispenserEventsTransition
MineDispenserUnequipEvents = {}

---@return MineDispenserUnequipEvents
function MineDispenserUnequipEvents.new() return end

---@param props table
---@return MineDispenserUnequipEvents
function MineDispenserUnequipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MineDispenserUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@class MinesDataDef : gamebbScriptDefinition
---@field CurrentNormal gamebbScriptID_Vector4
MinesDataDef = {}

---@return MinesDataDef
function MinesDataDef.new() return end

---@param props table
---@return MinesDataDef
function MinesDataDef.new(props) return end

---@return Bool
function MinesDataDef:AutoCreateInSystem() return end

---@class MinigameDecisions : HighLevelTransition
MinigameDecisions = {}

---@return MinigameDecisions
function MinigameDecisions.new() return end

---@param props table
---@return MinigameDecisions
function MinigameDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MinigameDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function MinigameDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class MinigameEvents : HighLevelTransition
MinigameEvents = {}

---@return MinigameEvents
function MinigameEvents.new() return end

---@param props table
---@return MinigameEvents
function MinigameEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function MinigameEvents:OnEnter(stateContext, scriptInterface) return end

---@class MinigameFailEvent : redEvent
MinigameFailEvent = {}

---@return MinigameFailEvent
function MinigameFailEvent.new() return end

---@param props table
---@return MinigameFailEvent
function MinigameFailEvent.new(props) return end

---@class MinigameGenerationRuleOverridePrograms : gameuiMinigameGenerationRule
MinigameGenerationRuleOverridePrograms = {}

---@return MinigameGenerationRuleOverridePrograms
function MinigameGenerationRuleOverridePrograms.new() return end

---@param props table
---@return MinigameGenerationRuleOverridePrograms
function MinigameGenerationRuleOverridePrograms.new(props) return end

---@param arr Int32[]
---@return Uint32[]
function MinigameGenerationRuleOverridePrograms:ConvertToUint(arr) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function MinigameGenerationRuleOverridePrograms:OnProcessRule(size) return end

---@class MinigameGenerationRulePredefinedBoard : gameuiMinigameGenerationRule
MinigameGenerationRulePredefinedBoard = {}

---@return MinigameGenerationRulePredefinedBoard
function MinigameGenerationRulePredefinedBoard.new() return end

---@param props table
---@return MinigameGenerationRulePredefinedBoard
function MinigameGenerationRulePredefinedBoard.new(props) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function MinigameGenerationRulePredefinedBoard:OnProcessRule(size) return end

---@class MinigameGenerationRulePredefinedBoardWithTraps : gameuiMinigameGenerationRule
MinigameGenerationRulePredefinedBoardWithTraps = {}

---@return MinigameGenerationRulePredefinedBoardWithTraps
function MinigameGenerationRulePredefinedBoardWithTraps.new() return end

---@param props table
---@return MinigameGenerationRulePredefinedBoardWithTraps
function MinigameGenerationRulePredefinedBoardWithTraps.new(props) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function MinigameGenerationRulePredefinedBoardWithTraps:OnProcessRule(size) return end

---@class MinigameGenerationRuleScalingPrograms : gameuiMinigameGenerationRule
---@field bbNetwork gameIBlackboard
---@field isOfficerBreach Bool
---@field isRemoteBreach Bool
---@field isFirstAttempt Bool
MinigameGenerationRuleScalingPrograms = {}

---@return MinigameGenerationRuleScalingPrograms
function MinigameGenerationRuleScalingPrograms.new() return end

---@param props table
---@return MinigameGenerationRuleScalingPrograms
function MinigameGenerationRuleScalingPrograms.new(props) return end

---@param combinedPowerLevel Float
---@param bufferSize Int32
---@param numPrograms Int32
---@return Int32
function MinigameGenerationRuleScalingPrograms:DefineLength(combinedPowerLevel, bufferSize, numPrograms) return end

---@param programs gameuiMinigameProgramData[]
function MinigameGenerationRuleScalingPrograms:FilterPlayerPrograms(programs) return end

---@param length Int32
---@param overlap Overlap[]
---@param id Int32
---@return Uint32[]
function MinigameGenerationRuleScalingPrograms:GenerateRarities(length, overlap, id) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function MinigameGenerationRuleScalingPrograms:OnProcessRule(size) return end

---@return Bool
function MinigameGenerationRuleScalingPrograms:RandomMode() return end

---@return Bool
function MinigameGenerationRuleScalingPrograms:SwapMode() return end

---@class MinigameGenerationRule_Test : gameuiMinigameGenerationRule
MinigameGenerationRule_Test = {}

---@return MinigameGenerationRule_Test
function MinigameGenerationRule_Test.new() return end

---@param props table
---@return MinigameGenerationRule_Test
function MinigameGenerationRule_Test.new(props) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function MinigameGenerationRule_Test:OnProcessRule(size) return end

---@class MinigameTooltipHideRequest : redEvent
MinigameTooltipHideRequest = {}

---@return MinigameTooltipHideRequest
function MinigameTooltipHideRequest.new() return end

---@param props table
---@return MinigameTooltipHideRequest
function MinigameTooltipHideRequest.new(props) return end

---@class MinigameTooltipShowRequest : redEvent
---@field data MessageTooltipData
MinigameTooltipShowRequest = {}

---@return MinigameTooltipShowRequest
function MinigameTooltipShowRequest.new() return end

---@param props table
---@return MinigameTooltipShowRequest
function MinigameTooltipShowRequest.new(props) return end

---@class MinimalDistanceToLastKnownPosition : PreventionConditionAbstract
---@field desiredDistanceArgument AIArgumentMapping
---@field desiredDistance Float
---@field preventionSystem PreventionSystem
MinimalDistanceToLastKnownPosition = {}

---@return MinimalDistanceToLastKnownPosition
function MinimalDistanceToLastKnownPosition.new() return end

---@param props table
---@return MinimalDistanceToLastKnownPosition
function MinimalDistanceToLastKnownPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function MinimalDistanceToLastKnownPosition:Check(context) return end

---@class MinimalItemTooltipData : ATooltipData
---@field itemID ItemID
---@field itemTweakID TweakDBID
---@field itemData gameItemData
---@field transmogItem ItemID
---@field itemName String
---@field quality gamedataQuality
---@field quantity Int32
---@field description String
---@field gameplayDescription String
---@field weight Float
---@field price Float
---@field dpsValue Float
---@field dpsDiff Float
---@field armorValue Float
---@field armorDiff Float
---@field compareDPS Bool
---@field compareArmor Bool
---@field comparedQuality gamedataQuality
---@field qualityF Float
---@field comparisonQualityF Float
---@field attackSpeed Float
---@field projectilesPerShot Float
---@field grenadeData InventoryTooltiData_GrenadeData
---@field ammoCount Int32
---@field hasSilencer Bool
---@field hasScope Bool
---@field isSilencerInstalled Bool
---@field isScopeInstalled Bool
---@field requirements MinimalItemTooltipDataRequirements
---@field recipeData MinimalItemTooltipRecipeData
---@field attributeAllocationStats MinimalItemTooltipStatData[]
---@field stats MinimalItemTooltipStatData[]
---@field mods MinimalItemTooltipModData[]
---@field dedicatedMods MinimalItemTooltipModAttachmentData[]
---@field cyberwareUpgradeData InventoryTooltiData_CyberwareUpgradeData
---@field itemType gamedataItemType
---@field itemCategory gamedataItemCategory
---@field equipmentArea gamedataEquipmentArea
---@field itemEvolution gamedataWeaponEvolution
---@field itemPerkGroup gamedataPerkWeaponGroupType
---@field lootItemType gameLootItemType
---@field iconPath String
---@field useMaleIcon Bool
---@field isIconic Bool
---@field isPlus Float
---@field isBroken Bool
---@field isCrafted Bool
---@field isEquipped Bool
---@field hasRarity Bool
---@field displayContextData ItemDisplayContextData
---@field displayContext InventoryTooltipDisplayContext
---@field DEBUG_iconErrorInfo DEBUG_IconErrorInfo
---@field statsManager UIInventoryItemStatsManager
---@field statsManagerFetched Bool
---@field managerRef UIInventoryItemsManager
MinimalItemTooltipData = {}

---@return MinimalItemTooltipData
function MinimalItemTooltipData.new() return end

---@param props table
---@return MinimalItemTooltipData
function MinimalItemTooltipData.new(props) return end

---@param data InventoryTooltipData
---@param mods MinimalItemTooltipModData[]
---@param dedicatedMods MinimalItemTooltipModAttachmentData[]
function MinimalItemTooltipData.FillModsFromTooltipData(data, mods, dedicatedMods) return end

---@param itemData gameInventoryItemData
---@return MinimalItemTooltipData
function MinimalItemTooltipData.FromInventoryItemData(itemData) return end

---@param tooltipData InventoryTooltipData
---@return MinimalItemTooltipData
function MinimalItemTooltipData.FromInventoryTooltipData(tooltipData) return end

---@param data InventoryTooltipData
---@param filterZero Bool
---@return MinimalItemTooltipStatData[]
function MinimalItemTooltipData.GetAttributeAllocationStatsFromTooltipData(data, filterZero) return end

---@param data InventoryTooltipData
---@param index Int32
---@param type gameInventoryItemAttachmentType
---@return MinimalItemTooltipModAttachmentData
function MinimalItemTooltipData.GetDefaultModAttachmentData(data, index, type) return end

---@param isEmpty Bool
---@param qualityName CName|string
---@param slotID TweakDBID|string
---@param itemName String
---@param abilities gameInventoryItemAbility[]
---@param type gameInventoryItemAttachmentType
---@return MinimalItemTooltipModAttachmentData
function MinimalItemTooltipData.GetDefaultModAttachmentData(isEmpty, qualityName, slotID, itemName, abilities, type) return end

---@param itemData gameItemData
---@param dataManager InventoryDataManagerV2
---@return MinimalItemTooltipDataRequirements
function MinimalItemTooltipData.GetMinimalTooltipDataRequirements(itemData, dataManager) return end

---@param itemData gameItemData
---@param owner gameObject
---@param hasSmartlink Bool
---@param playerStrength Int32
---@param playerReflex Int32
---@param playerLevel Int32
---@return MinimalItemTooltipDataRequirements
function MinimalItemTooltipData.GetMinimalTooltipDataRequirements(itemData, owner, hasSmartlink, playerStrength, playerReflex, playerLevel) return end

---@param itemData gameItemData
---@param tooltipData InventoryTooltipData
---@return MinimalItemTooltipDataRequirements
function MinimalItemTooltipData.GetMinimalTooltipDataRequirements(itemData, tooltipData) return end

---@param itemData gameItemData
---@param itemRecord gamedataItem_Record
---@param displayContext InventoryTooltipDisplayContext
---@param parentItemData gameItemData
---@param slotID TweakDBID|string
---@param mods MinimalItemTooltipModData[]
function MinimalItemTooltipData.GetModsDataPackages(itemData, itemRecord, displayContext, parentItemData, slotID, mods) return end

---@param itemData gameItemData
---@param itemType gamedataItemType
---@param itemCategory gamedataItemCategory
---@return MinimalItemTooltipStatData[]
function MinimalItemTooltipData.GetSecondaryStatsForStatMap(itemData, itemType, itemCategory) return end

---@param data InventoryTooltipData
---@param itemCategory gamedataItemCategory
---@param filterZero Bool
---@return MinimalItemTooltipStatData[]
function MinimalItemTooltipData.GetSecondaryStatsFromTooltipData(data, itemCategory, filterZero) return end

---@param stat gamedataStatType
---@return Bool
function MinimalItemTooltipData.IsAttributeAllocationStat(stat) return end

---@param stat gamedataStatType
---@return Bool
function MinimalItemTooltipData.ShouldFilterOutGrenadeStat(stat) return end

---@param refetch Bool
---@return UIInventoryItemStatsManager
function MinimalItemTooltipData:GetStatsManager(refetch) return end

---@param refetch Bool
---@return UIInventoryItemStatsManager
function MinimalItemTooltipData:GetStatsManagerPure(refetch) return end

---@param manager UIInventoryItemsManager
function MinimalItemTooltipData:SetManager(manager) return end

---@class MinimalItemTooltipDataRequirements : IScriptable
---@field isLevelRequirementNotMet Bool
---@field isSmartlinkRequirementNotMet Bool
---@field isStrengthRequirementNotMet Bool
---@field isReflexRequirementNotMet Bool
---@field isAnyStatRequirementNotMet Bool
---@field isHumanityStatRequirementNotMet Bool
---@field isPerkRequirementNotMet Bool
---@field isRarityRequirementNotMet Bool
---@field strengthOrReflexStatName String
---@field perkLocKey String
---@field strengthOrReflexValue Int32
---@field requiredLevel Int32
---@field anyStatRequirements MinimalItemTooltipDataStatRequirement[]
MinimalItemTooltipDataRequirements = {}

---@return MinimalItemTooltipDataRequirements
function MinimalItemTooltipDataRequirements.new() return end

---@param props table
---@return MinimalItemTooltipDataRequirements
function MinimalItemTooltipDataRequirements.new(props) return end

---@class MinimalItemTooltipDataStatRequirement : IScriptable
---@field statName String
---@field statColor String
---@field statLocKey String
---@field statValue Int32
MinimalItemTooltipDataStatRequirement = {}

---@return MinimalItemTooltipDataStatRequirement
function MinimalItemTooltipDataStatRequirement.new() return end

---@param props table
---@return MinimalItemTooltipDataStatRequirement
function MinimalItemTooltipDataStatRequirement.new(props) return end

---@class MinimalItemTooltipModAttachmentData : MinimalItemTooltipModData
---@field isEmpty Bool
---@field slotName String
---@field qualityName CName
---@field abilitiesSize Int32
---@field abilities gameInventoryItemAbility[]
MinimalItemTooltipModAttachmentData = {}

---@return MinimalItemTooltipModAttachmentData
function MinimalItemTooltipModAttachmentData.new() return end

---@param props table
---@return MinimalItemTooltipModAttachmentData
function MinimalItemTooltipModAttachmentData.new(props) return end

---@class MinimalItemTooltipModData : IScriptable
MinimalItemTooltipModData = {}

---@return MinimalItemTooltipModData
function MinimalItemTooltipModData.new() return end

---@param props table
---@return MinimalItemTooltipModData
function MinimalItemTooltipModData.new(props) return end

---@class MinimalItemTooltipModRecordData : MinimalItemTooltipModData
---@field dataPackage gameUILocalizationDataPackage
---@field description String
---@field attunementData MinimalItemTooltipModsAttunementData
MinimalItemTooltipModRecordData = {}

---@return MinimalItemTooltipModRecordData
function MinimalItemTooltipModRecordData.new() return end

---@param props table
---@return MinimalItemTooltipModRecordData
function MinimalItemTooltipModRecordData.new(props) return end

---@class MinimalItemTooltipModsAttunementData : IScriptable
---@field name String
---@field icon CName
MinimalItemTooltipModsAttunementData = {}

---@return MinimalItemTooltipModsAttunementData
function MinimalItemTooltipModsAttunementData.new() return end

---@param props table
---@return MinimalItemTooltipModsAttunementData
function MinimalItemTooltipModsAttunementData.new(props) return end

---@class MinimalItemTooltipRecipeData : IScriptable
---@field statsNumber Int32
---@field damageTypes InventoryTooltipData_StatData[]
---@field recipeStats InventoryTooltipData_StatData[]
MinimalItemTooltipRecipeData = {}

---@return MinimalItemTooltipRecipeData
function MinimalItemTooltipRecipeData.new() return end

---@param props table
---@return MinimalItemTooltipRecipeData
function MinimalItemTooltipRecipeData.new(props) return end

---@class MinimalItemTooltipStatData : IScriptable
---@field value Float
---@field diff Float
---@field statName String
---@field type gamedataStatType
---@field decimalPlaces Int32
---@field displayPercent Bool
---@field displayPlus Bool
---@field inMeters Bool
---@field inSeconds Bool
---@field inSpeed Bool
---@field multiplyBy100InText Bool
---@field roundValue Bool
---@field flipNegative Bool
MinimalItemTooltipStatData = {}

---@return MinimalItemTooltipStatData
function MinimalItemTooltipStatData.new() return end

---@param props table
---@return MinimalItemTooltipStatData
function MinimalItemTooltipStatData.new(props) return end

---@class MinimalLootingListItemData : IScriptable
---@field gameItemData gameItemData
---@field itemId ItemID
---@field itemName String
---@field itemCategoryName String
---@field itemType gamedataItemType
---@field equipmentArea gamedataEquipmentArea
---@field quality gamedataQuality
---@field isIconic Bool
---@field quantity Int32
---@field lootItemType gameLootItemType
---@field isQuestContainer Bool
---@field tweakDBID TweakDBID
---@field dpsDiff Float
---@field armorDiff Float
---@field qualityF Float
---@field comparedQualityF Float
MinimalLootingListItemData = {}

---@return MinimalLootingListItemData
function MinimalLootingListItemData.new() return end

---@param props table
---@return MinimalLootingListItemData
function MinimalLootingListItemData.new(props) return end

---@class MinimapDataNode : worldNode
---@field encodedShapesRef minimapEncodedShapes
---@field streamingDistance Float
---@field localBounds Box
---@field allInteriorShapes Bool
MinimapDataNode = {}

---@return MinimapDataNode
function MinimapDataNode.new() return end

---@param props table
---@return MinimapDataNode
function MinimapDataNode.new(props) return end

---@class MinimapDataNodeInstance : worldINodeInstance
MinimapDataNodeInstance = {}

---@return MinimapDataNodeInstance
function MinimapDataNodeInstance.new() return end

---@param props table
---@return MinimapDataNodeInstance
function MinimapDataNodeInstance.new(props) return end

---@class MinimapPOIMappinController : gameuiBaseMinimapMappinController
---@field pulseWidget inkWidgetReference
---@field pingAnimationOnStateChange Bool
---@field poiMappin gamemappinsPointOfInterestMappin
---@field questMappin gamemappinsQuestMappin
---@field isCompletedPhase Bool
---@field mappinPhase gamedataMappinPhase
---@field pingAnim inkanimProxy
---@field mappinVariant gamedataMappinVariant
---@field c_pingAnimCount Uint32
---@field isNcpdScanner Bool
---@field vehicleMinimapMappinComponent VehicleMinimapMappinComponent
---@field keepIconOnClamping Bool
MinimapPOIMappinController = {}

---@return MinimapPOIMappinController
function MinimapPOIMappinController.new() return end

---@param props table
---@return MinimapPOIMappinController
function MinimapPOIMappinController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function MinimapPOIMappinController:OnPulseAnimLoop(anim) return end

---@param evt QuestMappinHighlightEvent
---@return Bool
function MinimapPOIMappinController:OnQuestMappinHighlight(evt) return end

---@return Bool
function MinimapPOIMappinController:OnUninitialize() return end

---@return CName
function MinimapPOIMappinController:ComputeRootState() return end

function MinimapPOIMappinController:Initialize() return end

function MinimapPOIMappinController:Intro() return end

---@param variant gamedataMappinVariant
---@return Bool
function MinimapPOIMappinController:IsNcpdScanner(variant) return end

---@return Bool
function MinimapPOIMappinController:KeepIconOnClamping() return end

---@param loopInfinite Bool
---@param overrideAnimName CName|string
---@return Bool
function MinimapPOIMappinController:PlayPingAnimation(loopInfinite, overrideAnimName) return end

function MinimapPOIMappinController:RequestUpdateRootState() return end

---@param goToEnd Bool
function MinimapPOIMappinController:StopPingAnimation(goToEnd) return end

function MinimapPOIMappinController:Update() return end

function MinimapPOIMappinController:UpdateIcon() return end

function MinimapPOIMappinController:UpdateVisibility() return end

---@class MinotaurMechComponent : gameScriptableComponent
---@field deathAttackRecordID TweakDBID
---@field owner NPCPuppet
---@field statusEffectListener MinotaurOnStatusEffectAppliedListener
---@field npcCollisionComponent entSimpleColliderComponent
---@field npcDeathCollisionComponent entSimpleColliderComponent
---@field npcSystemCollapseCollisionComponent entSimpleColliderComponent
---@field currentScanType MechanicalScanType
---@field currentScanAnimation CName
MinotaurMechComponent = {}

---@return MinotaurMechComponent
function MinotaurMechComponent.new() return end

---@param props table
---@return MinotaurMechComponent
function MinotaurMechComponent.new(props) return end

---@param evt entAudioEvent
---@return Bool
function MinotaurMechComponent:OnAudioEvent(evt) return end

---@param enableColliderEvent EnableColliderDelayEvent
---@return Bool
function MinotaurMechComponent:OnEnableColliderDelayEvent(enableColliderEvent) return end

---@param evt gameeventsDeathEvent
---@return Bool
function MinotaurMechComponent:OnMinotaurDeath(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MinotaurMechComponent:OnRequestComponents(ri) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function MinotaurMechComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function MinotaurMechComponent:OnStatusEffectRemoved(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MinotaurMechComponent:OnTakeControl(ri) return end

function MinotaurMechComponent:DisableWeapons() return end

function MinotaurMechComponent:EnableSystemCollapse() return end

function MinotaurMechComponent:EnableWeapons() return end

function MinotaurMechComponent:FireAttack() return end

function MinotaurMechComponent:OnGameAttach() return end

function MinotaurMechComponent:OnGameDetach() return end

---@class MinotaurOnStatusEffectAppliedListener : gameScriptStatusEffectListener
---@field owner NPCPuppet
---@field minotaurMechComponent MinotaurMechComponent
MinotaurOnStatusEffectAppliedListener = {}

---@return MinotaurOnStatusEffectAppliedListener
function MinotaurOnStatusEffectAppliedListener.new() return end

---@param props table
---@return MinotaurOnStatusEffectAppliedListener
function MinotaurOnStatusEffectAppliedListener.new(props) return end

function MinotaurOnStatusEffectAppliedListener:DisableLeftArmMesh() return end

function MinotaurOnStatusEffectAppliedListener:DisableRightArmMesh() return end

---@param statusEffect gamedataStatusEffect_Record
function MinotaurOnStatusEffectAppliedListener:OnStatusEffectApplied(statusEffect) return end

---@class MinutePassedEvent : redEvent
MinutePassedEvent = {}

---@return MinutePassedEvent
function MinutePassedEvent.new() return end

---@param props table
---@return MinutePassedEvent
function MinutePassedEvent.new(props) return end

---@class MipMapGenParams
---@field applyToksvig_ShouldInvChannel Bool
---@field applyToksvig_Channel Uint8
---@field applyToksvig_sourceNormalMap CBitmapTexture
MipMapGenParams = {}

---@return MipMapGenParams
function MipMapGenParams.new() return end

---@param props table
---@return MipMapGenParams
function MipMapGenParams.new(props) return end

---@class MissingWorkspotComponentFailsafeEvent : redEvent
---@field playerEntityID entEntityID
MissingWorkspotComponentFailsafeEvent = {}

---@return MissingWorkspotComponentFailsafeEvent
function MissingWorkspotComponentFailsafeEvent.new() return end

---@param props table
---@return MissingWorkspotComponentFailsafeEvent
function MissingWorkspotComponentFailsafeEvent.new(props) return end

---@class ModifyAttackCritChanceEffector : ModifyAttackEffector
---@field applicationChanceMods gamedataStatModifier_Record[]
ModifyAttackCritChanceEffector = {}

---@return ModifyAttackCritChanceEffector
function ModifyAttackCritChanceEffector.new() return end

---@param props table
---@return ModifyAttackCritChanceEffector
function ModifyAttackCritChanceEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyAttackCritChanceEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyAttackCritChanceEffector:RepeatedAction(owner) return end

function ModifyAttackCritChanceEffector:Uninitialize() return end

---@class ModifyAttackEffector : HitEventEffector
ModifyAttackEffector = {}

---@return ModifyAttackEffector
function ModifyAttackEffector.new() return end

---@param props table
---@return ModifyAttackEffector
function ModifyAttackEffector.new(props) return end

---@class ModifyCritWithDistance : ModifyAttackEffector
---@field critChanceBonus Float
---@field minDistance Float
---@field maxDistance Float
---@field improveWithDistance Bool
ModifyCritWithDistance = {}

---@return ModifyCritWithDistance
function ModifyCritWithDistance.new() return end

---@param props table
---@return ModifyCritWithDistance
function ModifyCritWithDistance.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyCritWithDistance:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyCritWithDistance:RepeatedAction(owner) return end

function ModifyCritWithDistance:Uninitialize() return end

---@class ModifyDamageEffector : ModifyAttackEffector
---@field operationType EMathOperator
---@field value Float
---@field statType gamedataStatType
---@field ownerID entEntityID
---@field statListener ModifyDamageEffectorStatListener
---@field statBasedValue Float
ModifyDamageEffector = {}

---@return ModifyDamageEffector
function ModifyDamageEffector.new() return end

---@param props table
---@return ModifyDamageEffector
function ModifyDamageEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageEffector:Initialize(record, parentRecord) return end

function ModifyDamageEffector:InitializeStatListener() return end

---@param hitEvent gameeventsHitEvent
---@param operationType EMathOperator
---@param value Float
function ModifyDamageEffector:ModifyDamage(hitEvent, operationType, value) return end

---@param owner gameObject
function ModifyDamageEffector:RepeatedAction(owner) return end

function ModifyDamageEffector:Uninitialize() return end

function ModifyDamageEffector:UninitializeStatListener() return end

---@class ModifyDamageEffectorStatListener : gameScriptStatsListener
---@field effector ModifyDamageEffector
ModifyDamageEffectorStatListener = {}

---@return ModifyDamageEffectorStatListener
function ModifyDamageEffectorStatListener.new() return end

---@param props table
---@return ModifyDamageEffectorStatListener
function ModifyDamageEffectorStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function ModifyDamageEffectorStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class ModifyDamagePerHackEffector : ModifyDamageEffector
---@field countOnlyUnique Bool
ModifyDamagePerHackEffector = {}

---@return ModifyDamagePerHackEffector
function ModifyDamagePerHackEffector.new() return end

---@param props table
---@return ModifyDamagePerHackEffector
function ModifyDamagePerHackEffector.new(props) return end

---@param list gameStatusEffect[]
---@return Float
function ModifyDamagePerHackEffector:CountEffects(list) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamagePerHackEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamagePerHackEffector:RepeatedAction(owner) return end

---@class ModifyDamageWithCyberwareCountEffector : ModifyDamageEffector
---@field minPlayerHealthPercentage Float
---@field playerIncomingDamageMultiplier Float
---@field playerMaxIncomingDamage Float
---@field damageBuffAmount Float
---@field damageBuffRarity Float
---@field playVFXOnHitTargets CName
---@field statusEffectRecord gamedataStatusEffect_Record
ModifyDamageWithCyberwareCountEffector = {}

---@return ModifyDamageWithCyberwareCountEffector
function ModifyDamageWithCyberwareCountEffector.new() return end

---@param props table
---@return ModifyDamageWithCyberwareCountEffector
function ModifyDamageWithCyberwareCountEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageWithCyberwareCountEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamageWithCyberwareCountEffector:RepeatedAction(owner) return end

---@class ModifyDamageWithDistance : ModifyDamageEffector
---@field percentMult Float
---@field minDistance Float
---@field maxDistance Float
---@field improveWithDistance Bool
ModifyDamageWithDistance = {}

---@return ModifyDamageWithDistance
function ModifyDamageWithDistance.new() return end

---@param props table
---@return ModifyDamageWithDistance
function ModifyDamageWithDistance.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageWithDistance:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamageWithDistance:RepeatedAction(owner) return end

function ModifyDamageWithDistance:Uninitialize() return end

---@class ModifyDamageWithLeapedDistance : ModifyDamageEffector
---@field maxPercentMult Float
---@field minDistance Float
---@field maxDistance Float
ModifyDamageWithLeapedDistance = {}

---@return ModifyDamageWithLeapedDistance
function ModifyDamageWithLeapedDistance.new() return end

---@param props table
---@return ModifyDamageWithLeapedDistance
function ModifyDamageWithLeapedDistance.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageWithLeapedDistance:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamageWithLeapedDistance:RepeatedAction(owner) return end

function ModifyDamageWithLeapedDistance:Uninitialize() return end

---@class ModifyDamageWithStatPoolEffector : ModifyDamageEffector
---@field statPool gamedataStatPoolType
---@field poolStatus String
---@field maxDmg Float
---@field percentMult Float
---@field refObj String
ModifyDamageWithStatPoolEffector = {}

---@return ModifyDamageWithStatPoolEffector
function ModifyDamageWithStatPoolEffector.new() return end

---@param props table
---@return ModifyDamageWithStatPoolEffector
function ModifyDamageWithStatPoolEffector.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return gameObject
function ModifyDamageWithStatPoolEffector:GetRefObject(hitEvent) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageWithStatPoolEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamageWithStatPoolEffector:RepeatedAction(owner) return end

function ModifyDamageWithStatPoolEffector:Uninitialize() return end

---@class ModifyDamageWithVelocity : ModifyDamageEffector
---@field percentMult Float
---@field unitThreshold Float
ModifyDamageWithVelocity = {}

---@return ModifyDamageWithVelocity
function ModifyDamageWithVelocity.new() return end

---@param props table
---@return ModifyDamageWithVelocity
function ModifyDamageWithVelocity.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyDamageWithVelocity:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyDamageWithVelocity:RepeatedAction(owner) return end

function ModifyDamageWithVelocity:Uninitialize() return end

---@class ModifyNPCTelemetryVariable : gamePlayerScriptableSystemRequest
---@field dataTrackingFact ENPCTelemetryData
---@field value Int32
ModifyNPCTelemetryVariable = {}

---@return ModifyNPCTelemetryVariable
function ModifyNPCTelemetryVariable.new() return end

---@param props table
---@return ModifyNPCTelemetryVariable
function ModifyNPCTelemetryVariable.new(props) return end

---@class ModifyOverlappedSecurityAreas : redEvent
---@field isEntering Bool
---@field zoneID gamePersistentID
ModifyOverlappedSecurityAreas = {}

---@return ModifyOverlappedSecurityAreas
function ModifyOverlappedSecurityAreas.new() return end

---@param props table
---@return ModifyOverlappedSecurityAreas
function ModifyOverlappedSecurityAreas.new(props) return end

---@class ModifySkillCheckPrereq : gamePlayerScriptableSystemRequest
---@field register Bool
---@field skillCheckState SkillCheckPrereqState
ModifySkillCheckPrereq = {}

---@return ModifySkillCheckPrereq
function ModifySkillCheckPrereq.new() return end

---@param props table
---@return ModifySkillCheckPrereq
function ModifySkillCheckPrereq.new(props) return end

---@param _owner gameObject
---@param reg Bool
---@param checkState SkillCheckPrereqState
function ModifySkillCheckPrereq:Set(_owner, reg, checkState) return end

---@class ModifyStatCheckPrereq : gamePlayerScriptableSystemRequest
---@field register Bool
---@field statCheckState StatCheckPrereqState
ModifyStatCheckPrereq = {}

---@return ModifyStatCheckPrereq
function ModifyStatCheckPrereq.new() return end

---@param props table
---@return ModifyStatCheckPrereq
function ModifyStatCheckPrereq.new(props) return end

---@param _owner gameObject
---@param reg Bool
---@param statToCheck StatCheckPrereqState
function ModifyStatCheckPrereq:Set(_owner, reg, statToCheck) return end

---@class ModifyStatPoolCustomLimitEffector : gameEffector
---@field statPoolType gamedataStatPoolType
---@field value Float
---@field usePercent Bool
---@field previousLimit Float
---@field owner gameObject
ModifyStatPoolCustomLimitEffector = {}

---@return ModifyStatPoolCustomLimitEffector
function ModifyStatPoolCustomLimitEffector.new() return end

---@param props table
---@return ModifyStatPoolCustomLimitEffector
function ModifyStatPoolCustomLimitEffector.new(props) return end

---@param owner gameObject
function ModifyStatPoolCustomLimitEffector:ActionOff(owner) return end

---@param owner gameObject
function ModifyStatPoolCustomLimitEffector:ActionOn(owner) return end

---@param recordID TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatPoolCustomLimitEffector:Initialize(recordID, parentRecord) return end

---@param owner gameObject
function ModifyStatPoolCustomLimitEffector:ProcessEffector(owner) return end

---@param owner gameObject
function ModifyStatPoolCustomLimitEffector:RepeatedAction(owner) return end

function ModifyStatPoolCustomLimitEffector:Uninitialize() return end

function ModifyStatPoolCustomLimitEffector:UninitializeEffector() return end

---@class ModifyStatPoolModifierEffector : gameEffector
---@field owner gameObject
---@field ownerEntityID entEntityID
---@field poolType gamedataStatPoolType
---@field modType gameStatPoolModificationTypes
---@field recordId TweakDBID
ModifyStatPoolModifierEffector = {}

---@return ModifyStatPoolModifierEffector
function ModifyStatPoolModifierEffector.new() return end

---@param props table
---@return ModifyStatPoolModifierEffector
function ModifyStatPoolModifierEffector.new(props) return end

---@param owner gameObject
function ModifyStatPoolModifierEffector:ActionOff(owner) return end

---@param owner gameObject
function ModifyStatPoolModifierEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatPoolModifierEffector:Initialize(record, parentRecord) return end

function ModifyStatPoolModifierEffector:RevertPoolModifier() return end

function ModifyStatPoolModifierEffector:Uninitialize() return end

---@class ModifyStatPoolValueEffector : gameEffector
---@field statPoolUpdates gamedataStatPoolUpdate_Record[]
---@field usePercent Bool
---@field applicationTarget CName
---@field setValue Bool
ModifyStatPoolValueEffector = {}

---@return ModifyStatPoolValueEffector
function ModifyStatPoolValueEffector.new() return end

---@param props table
---@return ModifyStatPoolValueEffector
function ModifyStatPoolValueEffector.new(props) return end

---@param owner gameObject
function ModifyStatPoolValueEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatPoolValueEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyStatPoolValueEffector:ProcessEffector(owner) return end

---@param owner gameObject
function ModifyStatPoolValueEffector:RepeatedAction(owner) return end

---@class ModifyStatPoolValueQuickhackCostEffector : HitEventEffector
---@field statPoolValue Float
---@field statPoolType gamedataStatPoolType
---@field recoverMemoryAmount Float
---@field skipLastCombatHack Bool
ModifyStatPoolValueQuickhackCostEffector = {}

---@return ModifyStatPoolValueQuickhackCostEffector
function ModifyStatPoolValueQuickhackCostEffector.new() return end

---@param props table
---@return ModifyStatPoolValueQuickhackCostEffector
function ModifyStatPoolValueQuickhackCostEffector.new(props) return end

---@param owner gameObject
function ModifyStatPoolValueQuickhackCostEffector:ActionOn(owner) return end

---@param target gameObject
---@return ScriptableDeviceAction[]
function ModifyStatPoolValueQuickhackCostEffector:GetActiveQuickhackActionHistory(target) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatPoolValueQuickhackCostEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyStatPoolValueQuickhackCostEffector:ProcessEffector(owner) return end

---@param owner gameObject
function ModifyStatPoolValueQuickhackCostEffector:RepeatedAction(owner) return end

---@class ModifyStatusEffectDurationEffector : gameEffector
---@field statusEffectListener OnStatusEffectAppliedListener
---@field tags CName[]
---@field change Float
---@field isPercentage Bool
---@field listenConstantly Bool
---@field gameInstance ScriptGameInstance
ModifyStatusEffectDurationEffector = {}

---@return ModifyStatusEffectDurationEffector
function ModifyStatusEffectDurationEffector.new() return end

---@param props table
---@return ModifyStatusEffectDurationEffector
function ModifyStatusEffectDurationEffector.new(props) return end

---@param owner gameObject
function ModifyStatusEffectDurationEffector:ActionOff(owner) return end

---@param owner gameObject
function ModifyStatusEffectDurationEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatusEffectDurationEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyStatusEffectDurationEffector:ProcessAction(owner) return end

---@param owner gameObject
function ModifyStatusEffectDurationEffector:RepeatedAction(owner) return end

---@class ModifyStatusEffectDurationOnAttackEffector : ModifyAttackEffector
---@field tags CName[]
---@field change Float
---@field isPercentage Bool
---@field listenConstantly Bool
---@field gameInstance ScriptGameInstance
ModifyStatusEffectDurationOnAttackEffector = {}

---@return ModifyStatusEffectDurationOnAttackEffector
function ModifyStatusEffectDurationOnAttackEffector.new() return end

---@param props table
---@return ModifyStatusEffectDurationOnAttackEffector
function ModifyStatusEffectDurationOnAttackEffector.new(props) return end

---@param owner gameObject
function ModifyStatusEffectDurationOnAttackEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ModifyStatusEffectDurationOnAttackEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function ModifyStatusEffectDurationOnAttackEffector:ProcessAction(owner) return end

---@param owner gameObject
function ModifyStatusEffectDurationOnAttackEffector:RepeatedAction(owner) return end

---@class ModifyTelemetryVariable : gamePlayerScriptableSystemRequest
---@field dataTrackingFact ETelemetryData
---@field value Int32
ModifyTelemetryVariable = {}

---@return ModifyTelemetryVariable
function ModifyTelemetryVariable.new() return end

---@param props table
---@return ModifyTelemetryVariable
function ModifyTelemetryVariable.new(props) return end

---@class ModuleInstance : IScriptable
---@field isLookedAt Bool
---@field isRevealed Bool
---@field wasProcessed Bool
---@field entityID entEntityID
---@field state InstanceState
---@field previousInstance ModuleInstance
ModuleInstance = {}

---@return ModuleInstance
function ModuleInstance.new() return end

---@param props table
---@return ModuleInstance
function ModuleInstance.new(props) return end

---@param self_ ModuleInstance
---@param id entEntityID
function ModuleInstance.Construct(self_, id) return end

---@return entEntityID
function ModuleInstance:GetEntityID() return end

---@return InstanceState
function ModuleInstance:GetState() return end

---@return Bool
function ModuleInstance:IsLookedAt() return end

---@return Bool
function ModuleInstance:IsRevealed() return end

---@param _isLookedAt Bool
---@param _isRevealed Bool
function ModuleInstance:SetContext(_isLookedAt, _isRevealed) return end

---@param newState InstanceState
---@param _previousInstance ModuleInstance
function ModuleInstance:SetState(newState, _previousInstance) return end

---@return Bool
function ModuleInstance:WasProcessed() return end

---@class MoneyLabelController : inkTextValueProgressAnimationController
---@field animation inkanimProxy
---@field currentMoney Float
---@field pulse PulseAnimation
MoneyLabelController = {}

---@return MoneyLabelController
function MoneyLabelController.new() return end

---@param props table
---@return MoneyLabelController
function MoneyLabelController.new(props) return end

---@return Bool
function MoneyLabelController:OnInitialize() return end

---@param e inkanimProxy
---@return Bool
function MoneyLabelController:OnMainAnimationOver(e) return end

---@param newValue Int32
---@param delay Float
---@param duration Float
function MoneyLabelController:SetMoney(newValue, delay, duration) return end

---@class MonitorMeleeCombo : AIActionHelperTask
---@field ExitComboBoolArgumentRef CName
---@field PreviousReactionIntArgumentRef CName
---@field CurrentAttackIntArgumentRef CName
---@field ComboCountIntArgumentRef CName
---@field ComboToIdleBoolArgumentRef CName
MonitorMeleeCombo = {}

---@return MonitorMeleeCombo
function MonitorMeleeCombo.new() return end

---@param props table
---@return MonitorMeleeCombo
function MonitorMeleeCombo.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MonitorMeleeCombo:Deactivate(context) return end

---@class MonitorStatusEffectBehavior : StatusEffectTasks
---@field statusEffectID TweakDBID
MonitorStatusEffectBehavior = {}

---@return MonitorStatusEffectBehavior
function MonitorStatusEffectBehavior.new() return end

---@param props table
---@return MonitorStatusEffectBehavior
function MonitorStatusEffectBehavior.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MonitorStatusEffectBehavior:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function MonitorStatusEffectBehavior:Deactivate(context) return end

---@class MonoDisc : BaseProjectile
---@field throwtype ThrowType
---@field targetAcquired Bool
---@field player gameObject
---@field disc gameObject
---@field target gameObject
---@field blackboard gameIBlackboard
---@field discSpawnPoint Vector4
---@field discPosition Vector4
---@field collisionCount Int32
---@field airTime Float
---@field destroyTimer Float
---@field returningToPlayer Bool
---@field catchingPlayer Bool
---@field discCaught Bool
---@field discLodgedToSurface Bool
---@field OnProjectileCaughtCallback redCallbackObject
---@field wasNPCHit Bool
---@field animationController entAnimationControllerComponent
MonoDisc = {}

---@return MonoDisc
function MonoDisc.new() return end

---@param props table
---@return MonoDisc
function MonoDisc.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function MonoDisc:OnCollision(eventData) return end

---@param eventData gameprojectileFollowEvent
---@return Bool
function MonoDisc:OnFollowSuccess(eventData) return end

---@param value Bool
---@return Bool
function MonoDisc:OnProjectileCaught(value) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function MonoDisc:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MonoDisc:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function MonoDisc:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function MonoDisc:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MonoDisc:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function MonoDisc:OnTick(eventData) return end

---@param eventData gameprojectileHitEvent
function MonoDisc:DealDamage(eventData) return end

---@param eventData gameprojectileShootEvent
function MonoDisc:GeneralShoot(eventData) return end

---@param id gamebbScriptID_Int32
---@return Int32
function MonoDisc:GetBlackboardIntVariable(id) return end

---@return Float
function MonoDisc:GetMaxDistance() return end

---@return Vector4
function MonoDisc:GetPlayerPosition() return end

---@return Float
function MonoDisc:GetPlayerSpeed() return end

---@return CName
function MonoDisc:GetPlayerTargetComponent() return end

---@param chargeParam Float
function MonoDisc:GetThrowType(chargeParam) return end

---@return Bool
function MonoDisc:IsPlayerInKerenzikov() return end

---@param eventData gameprojectileShootEvent
function MonoDisc:LaunchDisc(eventData) return end

function MonoDisc:LodgeDiscToSurface() return end

---@param localToWorld Matrix
---@param startVelocity Float
---@param distance Float
---@param sideOffset Float
---@param height Float
function MonoDisc:NoTargetLaunch(localToWorld, startVelocity, distance, sideOffset, height) return end

function MonoDisc:PlayCatchAnimation() return end

function MonoDisc:RegisterForProjectileCaught() return end

function MonoDisc:ResetParameters() return end

function MonoDisc:ReturnToPlayer() return end

---@param target entIPlacedComponent
function MonoDisc:SetTargetComponent(target) return end

---@param quickThrowTarget entIPlacedComponent
function MonoDisc:SetTargetComponentQuickThrow(quickThrowTarget) return end

function MonoDisc:SpawnTrailEffects() return end

---@param effectName CName|string
---@param disc gameObject
function MonoDisc:SpawnVisualEffect(effectName, disc) return end

function MonoDisc:StartCathingPlayer() return end

function MonoDisc:UpdateAnimData() return end

---@class MonoWireQuickHackApplyEffector : AbstractApplyQuickhackEffector
---@field hasSpreadWindowBeenOpened Bool
---@field targetsToSpreadQuickhack MonowireSpreadableNPC[]
---@field timeOfPossibleSpread Float
---@field spreadWindowTime Float
---@field spreadCallbackID gameDelayID
MonoWireQuickHackApplyEffector = {}

---@return MonoWireQuickHackApplyEffector
function MonoWireQuickHackApplyEffector.new() return end

---@param props table
---@return MonoWireQuickHackApplyEffector
function MonoWireQuickHackApplyEffector.new(props) return end

---@param owner gameObject
function MonoWireQuickHackApplyEffector:ActionOff(owner) return end

function MonoWireQuickHackApplyEffector:ClearSpreadAttack() return end

---@param hitEvent gameeventsHitEvent
---@param playerPuppet PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
function MonoWireQuickHackApplyEffector:ProcessApplyQuickhackAction(hitEvent, playerPuppet, targetScriptedPuppet) return end

---@param playerOwnerPuppet PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
---@param attackTime Float
---@param hitEvent gameeventsHitEvent
function MonoWireQuickHackApplyEffector:ProcessNormalAttack(playerOwnerPuppet, targetScriptedPuppet, attackTime, hitEvent) return end

---@param playerOwnerPuppet PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
---@param weaponObject gameweaponObject
function MonoWireQuickHackApplyEffector:ProcessStrongAttack(playerOwnerPuppet, targetScriptedPuppet, weaponObject) return end

---@param hitEvent gameeventsHitEvent
---@param npcPuppet ScriptedPuppet
---@param isStrongImpact Bool
function MonoWireQuickHackApplyEffector:SpawnFXs(hitEvent, npcPuppet, isStrongImpact) return end

---@class MonowireSpreadableNPC : IScriptable
---@field NPCPuppet NPCPuppet
---@field HitEvent gameeventsHitEvent
MonowireSpreadableNPC = {}

---@return MonowireSpreadableNPC
function MonowireSpreadableNPC.new() return end

---@param props table
---@return MonowireSpreadableNPC
function MonowireSpreadableNPC.new(props) return end

---@class MorningPreset : SmartHousePreset
MorningPreset = {}

---@return MorningPreset
function MorningPreset.new() return end

---@param props table
---@return MorningPreset
function MorningPreset.new(props) return end

---@return CName
function MorningPreset:GetIconName() return end

---@return CName
function MorningPreset:GetPresetName() return end

---@param device DoorControllerPS
function MorningPreset:QueueDoorActions(device) return end

---@param device RadioControllerPS
function MorningPreset:QueueRadioActions(device) return end

---@param device SimpleSwitchControllerPS
function MorningPreset:QueueSwitchActions(device) return end

---@param device TVControllerPS
function MorningPreset:QueueTVActions(device) return end

---@param device WindowBlindersControllerPS
function MorningPreset:QueueWindowBlinderActions(device) return end

---@class MorphData : IScriptable
---@field changed Bool
MorphData = {}

---@return MorphData
function MorphData.new() return end

---@param props table
---@return MorphData
function MorphData.new(props) return end

---@class MorphMenuUserData : inkUserData
---@field optionsListInitialized Bool
---@field updatingFinalizedState Bool
---@field editMode gameuiCharacterCustomizationEditTag
MorphMenuUserData = {}

---@return MorphMenuUserData
function MorphMenuUserData.new() return end

---@param props table
---@return MorphMenuUserData
function MorphMenuUserData.new(props) return end

---@class MorphTargetMesh : resStreamedResource
---@field baseMesh CMesh
---@field targets MorphTargetMeshEntry[]
---@field boundingBox Box
---@field baseTextureParamName CName
---@field blob IRenderResourceBlob
---@field baseMeshAppearance CName
---@field baseTexture ITexture
MorphTargetMesh = {}

---@return MorphTargetMesh
function MorphTargetMesh.new() return end

---@param props table
---@return MorphTargetMesh
function MorphTargetMesh.new(props) return end

---@class MorphTargetMeshEntry
---@field name CName
---@field regionName CName
---@field faceRegion MorphTargetsFaceRegion
---@field boneNames CName[]
---@field boneRigMatrices Matrix[]
MorphTargetMeshEntry = {}

---@return MorphTargetMeshEntry
function MorphTargetMeshEntry.new() return end

---@param props table
---@return MorphTargetMeshEntry
function MorphTargetMeshEntry.new(props) return end

---@class MorphTargetsTextureBlendInfo
---@field blend Bool
---@field diffSize MorphTargetsDiffTextureSize
---@field name CName
MorphTargetsTextureBlendInfo = {}

---@return MorphTargetsTextureBlendInfo
function MorphTargetsTextureBlendInfo.new() return end

---@param props table
---@return MorphTargetsTextureBlendInfo
function MorphTargetsTextureBlendInfo.new(props) return end

---@class MotionBlurAreaSettings : IAreaSettings
---@field strength Float
MotionBlurAreaSettings = {}

---@return MotionBlurAreaSettings
function MotionBlurAreaSettings.new() return end

---@param props table
---@return MotionBlurAreaSettings
function MotionBlurAreaSettings.new(props) return end

---@class MotorcycleComponent : VehicleComponent
MotorcycleComponent = {}

---@return MotorcycleComponent
function MotorcycleComponent.new() return end

---@param props table
---@return MotorcycleComponent
function MotorcycleComponent.new(props) return end

---@param evt KnockOverBikeEvent
---@return Bool
function MotorcycleComponent:OnKnockOverBikeEvent(evt) return end

---@param evt gamemountingMountingEvent
---@return Bool
function MotorcycleComponent:OnMountingEvent(evt) return end

---@param evt vehicleRemoteControlEvent
---@return Bool
function MotorcycleComponent:OnRemoteControlEvent(evt) return end

---@param evt vehicleToggleBrokenTireEvent
---@return Bool
function MotorcycleComponent:OnToggleBrokenTireEvent(evt) return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function MotorcycleComponent:OnUnmountingEvent(evt) return end

---@param evt vehicleParkedEvent
---@return Bool
function MotorcycleComponent:OnVehicleParkedEvent(evt) return end

function MotorcycleComponent:ParkBike() return end

function MotorcycleComponent:PickUpBike() return end

function MotorcycleComponent:StopBike() return end

function MotorcycleComponent:UnParkBike() return end

function MotorcycleComponent:WakeUpBike() return end

---@class MountAssigendVehicle : AIVehicleTaskAbstract
---@field result AIbehaviorUpdateOutcome
MountAssigendVehicle = {}

---@return MountAssigendVehicle
function MountAssigendVehicle.new() return end

---@param props table
---@return MountAssigendVehicle
function MountAssigendVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MountAssigendVehicle:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MountAssigendVehicle:Update(context) return end

---@class MountCommandHandlerTask : AIbehaviortaskScript
---@field command AIArgumentMapping
---@field mountEventData AIArgumentMapping
---@field callbackName CName
MountCommandHandlerTask = {}

---@return MountCommandHandlerTask
function MountCommandHandlerTask.new() return end

---@param props table
---@return MountCommandHandlerTask
function MountCommandHandlerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MountCommandHandlerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MountCommandHandlerTask:Update(context) return end

---@class MountRequestCondition : AIbehaviorconditionScript
---@field testMountRequest Bool
---@field testUnmountRequest Bool
---@field acceptInstant Bool
---@field acceptNotInstant Bool
MountRequestCondition = {}

---@return MountRequestCondition
function MountRequestCondition.new() return end

---@param props table
---@return MountRequestCondition
function MountRequestCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MountRequestCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function MountRequestCondition:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param argumentName CName|string
---@return AIbehaviorConditionOutcomes
function MountRequestCondition:TestRequest(context, argumentName) return end

---@class MountRequestPassiveCondition : AIbehaviorexpressionScript
---@field unmountRequest Bool
---@field acceptInstant Bool
---@field acceptNotInstant Bool
---@field acceptForcedTransition Bool
---@field succeedOnMissingMountedEntity Bool
---@field callbackId Uint32
---@field highLevelStateCallbackId Uint32
MountRequestPassiveCondition = {}

---@return MountRequestPassiveCondition
function MountRequestPassiveCondition.new() return end

---@param props table
---@return MountRequestPassiveCondition
function MountRequestPassiveCondition.new(props) return end

---@param ctx AIbehaviorScriptExecutionContext
function MountRequestPassiveCondition:Activate(ctx) return end

---@param ctx AIbehaviorScriptExecutionContext
---@return Variant
function MountRequestPassiveCondition:CalculateValue(ctx) return end

---@param ctx AIbehaviorScriptExecutionContext
function MountRequestPassiveCondition:Deactivate(ctx) return end

---@return CName
function MountRequestPassiveCondition:GetCallbackName() return end

---@return CName
function MountRequestPassiveCondition:GetRequestArgumentName() return end

---@class MouseCursorRootController : CursorRootController
MouseCursorRootController = {}

---@return MouseCursorRootController
function MouseCursorRootController.new() return end

---@param props table
---@return MouseCursorRootController
function MouseCursorRootController.new(props) return end

---@param context CName|string
---@return CName
function MouseCursorRootController:GetAnimNameFromContext(context) return end

---@class MovableDevice : InteractiveDevice
---@field workspotSideName CName
---@field sideTriggerNames CName[]
---@field triggerComponents gameStaticTriggerAreaComponent[]
---@field offMeshConnectionsToOpenNames CName[]
---@field offMeshConnectionsToOpen AIOffMeshConnectionComponent[]
---@field additionalMeshComponent entMeshComponent
---@field UseWorkspotComponentPosition Bool
---@field shouldMoveRight Bool
MovableDevice = {}

---@return MovableDevice
function MovableDevice.new() return end

---@param props table
---@return MovableDevice
function MovableDevice.new(props) return end

---@param evt ActionDemolition
---@return Bool
function MovableDevice:OnActionDemolition(evt) return end

---@param evt MoveObstacle
---@return Bool
function MovableDevice:OnActionMoveObstacle(evt) return end

---@return Bool
function MovableDevice:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MovableDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MovableDevice:OnTakeControl(ri) return end

function MovableDevice:CheckCurrentSide() return end

---@return EGameplayRole
function MovableDevice:DeterminGameplayRole() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param syncSlotName CName|string
function MovableDevice:EnterWorkspot(activator, freeCamera, componentName, syncSlotName) return end

function MovableDevice:HandleMoveDevice() return end

function MovableDevice:PlayTransformAnim() return end

function MovableDevice:ResolveGameplayState() return end

function MovableDevice:UpdateAnimState() return end

function MovableDevice:UpdateOffMeshLinks() return end

---@class MovableDeviceController : ScriptableDeviceComponent
MovableDeviceController = {}

---@return MovableDeviceController
function MovableDeviceController.new() return end

---@param props table
---@return MovableDeviceController
function MovableDeviceController.new(props) return end

---@return MovableDeviceControllerPS
function MovableDeviceController:GetPS() return end

---@class MovableDeviceControllerPS : ScriptableDeviceComponentPS
---@field MovableDeviceSetup MovableDeviceSetup
---@field movableDeviceSkillChecks DemolitionContainer
MovableDeviceControllerPS = {}

---@return MovableDeviceControllerPS
function MovableDeviceControllerPS.new() return end

---@param props table
---@return MovableDeviceControllerPS
function MovableDeviceControllerPS.new(props) return end

---@param interactionTweak TweakDBID|string
---@return MoveObstacle
function MovableDeviceControllerPS:ActionMoveObstacle(interactionTweak) return end

---@return String
function MovableDeviceControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function MovableDeviceControllerPS:GetActions(context) return end

---@return BaseSkillCheckContainer
function MovableDeviceControllerPS:GetSkillCheckContainerForSetup() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function MovableDeviceControllerPS:OnActionDemolition(evt) return end

---@param evt MoveObstacle
---@return EntityNotificationType
function MovableDeviceControllerPS:OnActionMoveObstacle(evt) return end

---@return Bool
function MovableDeviceControllerPS:WasDeviceMoved() return end

---@class MovableDeviceSetup
---@field numberOfUses Int32
MovableDeviceSetup = {}

---@return MovableDeviceSetup
function MovableDeviceSetup.new() return end

---@param props table
---@return MovableDeviceSetup
function MovableDeviceSetup.new(props) return end

---@class MovableQuestTrigger : gameObject
---@field factName CName
---@field onlyDetectsPlayer Bool
MovableQuestTrigger = {}

---@return MovableQuestTrigger
function MovableQuestTrigger.new() return end

---@param props table
---@return MovableQuestTrigger
function MovableQuestTrigger.new(props) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function MovableQuestTrigger:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function MovableQuestTrigger:OnAreaExit(trigger) return end

---@class MovableWallScreen : Door
---@field animationLength Float
---@field animFeature AnimFeature_SimpleDevice
MovableWallScreen = {}

---@return MovableWallScreen
function MovableWallScreen.new() return end

---@param props table
---@return MovableWallScreen
function MovableWallScreen.new(props) return end

---@return Bool
function MovableWallScreen:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function MovableWallScreen:OnRequestComponents(ri) return end

---@param evt SecretOpenAnimationEvent
---@return Bool
function MovableWallScreen:OnSecretOpenAnimationEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function MovableWallScreen:OnTakeControl(ri) return end

---@param evt ToggleOpen
---@return Bool
function MovableWallScreen:OnToggleOpen(evt) return end

---@return MovableWallScreenController
function MovableWallScreen:GetController() return end

---@return MovableWallScreenControllerPS
function MovableWallScreen:GetDevicePS() return end

function MovableWallScreen:PlaySounds() return end

---@param factName CName|string
function MovableWallScreen:SetQuestFact(factName) return end

function MovableWallScreen:UpdateAnimState() return end

---@class MovableWallScreenController : DoorController
MovableWallScreenController = {}

---@return MovableWallScreenController
function MovableWallScreenController.new() return end

---@param props table
---@return MovableWallScreenController
function MovableWallScreenController.new(props) return end

---@return MovableWallScreenControllerPS
function MovableWallScreenController:GetPS() return end

---@class MovableWallScreenControllerPS : DoorControllerPS
MovableWallScreenControllerPS = {}

---@return MovableWallScreenControllerPS
function MovableWallScreenControllerPS.new() return end

---@param props table
---@return MovableWallScreenControllerPS
function MovableWallScreenControllerPS.new(props) return end

---@return Bool
function MovableWallScreenControllerPS:OnInstantiated() return end

---@return String
function MovableWallScreenControllerPS:GetDeviceIconPath() return end

function MovableWallScreenControllerPS:Initialize() return end

---@class MoveCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
MoveCommandCleanup = {}

---@return MoveCommandCleanup
function MoveCommandCleanup.new() return end

---@param props table
---@return MoveCommandCleanup
function MoveCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MoveCommandCleanup:Deactivate(context) return end

---@class MoveObstacle : ActionBool
MoveObstacle = {}

---@return MoveObstacle
function MoveObstacle.new() return end

---@param props table
---@return MoveObstacle
function MoveObstacle.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function MoveObstacle.IsDefaultConditionMet(device, context) return end

function MoveObstacle:SetProperties() return end

---@class MoveToCoverCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field inCommand AIArgumentMapping
---@field releaseSignalOnCoverEnter Bool
---@field useSpecialAction Bool
---@field useHigh Bool
---@field useLeft Bool
---@field useRight Bool
MoveToCoverCommandDelegate = {}

---@return MoveToCoverCommandDelegate
function MoveToCoverCommandDelegate.new() return end

---@param props table
---@return MoveToCoverCommandDelegate
function MoveToCoverCommandDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToCoverCommandDelegate.ResetGracefulInterruptionSignal(context) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToCoverCommandDelegate.SendGracefulInterruptionSignal(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return gameCoverHeight
function MoveToCoverCommandDelegate:GetCoverHeight(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandDelegate:GracefulInterruption(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandDelegate:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandDelegate:ResetGracefulInterruption(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandDelegate:ResetVariables(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandDelegate:StopExecutingCommand(context) return end

---@class MoveToCoverCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIMoveToCoverCommand
---@field coverID Uint64
MoveToCoverCommandTask = {}

---@return MoveToCoverCommandTask
function MoveToCoverCommandTask.new() return end

---@param props table
---@return MoveToCoverCommandTask
function MoveToCoverCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToCoverCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToCoverCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function MoveToCoverCommandTask:ShouldInterrupt(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MoveToCoverCommandTask:Update(context) return end

---@class MoveToScavengeTarget : AIbehaviortaskScript
---@field lastTime Float
---@field timeout Float
---@field timeoutDuration Float
MoveToScavengeTarget = {}

---@return MoveToScavengeTarget
function MoveToScavengeTarget.new() return end

---@param props table
---@return MoveToScavengeTarget
function MoveToScavengeTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToScavengeTarget:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function MoveToScavengeTarget:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function MoveToScavengeTarget:Update(context) return end

---@class Multilayer_Layer
---@field matTile Float
---@field mbTile Float
---@field microblend CBitmapTexture
---@field microblendContrast Float
---@field microblendNormalStrength Float
---@field microblendOffsetU Float
---@field microblendOffsetV Float
---@field opacity Float
---@field offsetU Float
---@field offsetV Float
---@field material Multilayer_LayerTemplate
---@field colorScale CName
---@field normalStrength CName
---@field roughLevelsIn CName
---@field roughLevelsOut CName
---@field metalLevelsIn CName
---@field metalLevelsOut CName
---@field overrides CName
Multilayer_Layer = {}

---@return Multilayer_Layer
function Multilayer_Layer.new() return end

---@param props table
---@return Multilayer_Layer
function Multilayer_Layer.new(props) return end

---@class Multilayer_LayerOverrideSelection
---@field colorScale CName
---@field normalStrength CName
---@field roughLevelsIn CName
---@field roughLevelsOut CName
---@field metalLevelsIn CName
---@field metalLevelsOut CName
Multilayer_LayerOverrideSelection = {}

---@return Multilayer_LayerOverrideSelection
function Multilayer_LayerOverrideSelection.new() return end

---@param props table
---@return Multilayer_LayerOverrideSelection
function Multilayer_LayerOverrideSelection.new(props) return end

---@class Multilayer_LayerTemplate : CResource
---@field overrides Multilayer_LayerTemplateOverrides
---@field defaultOverrides Multilayer_LayerOverrideSelection
---@field colorTexture CBitmapTexture
---@field normalTexture CBitmapTexture
---@field roughnessTexture CBitmapTexture
---@field metalnessTexture CBitmapTexture
---@field tilingMultiplier Float
---@field colorMaskLevelsIn Float[]
---@field colorMaskLevelsOut Float[]
Multilayer_LayerTemplate = {}

---@return Multilayer_LayerTemplate
function Multilayer_LayerTemplate.new() return end

---@param props table
---@return Multilayer_LayerTemplate
function Multilayer_LayerTemplate.new(props) return end

---@class Multilayer_LayerTemplateOverrides
---@field colorScale Multilayer_LayerTemplateOverridesColor[]
---@field roughLevelsIn Multilayer_LayerTemplateOverridesLevels[]
---@field roughLevelsOut Multilayer_LayerTemplateOverridesLevels[]
---@field metalLevelsIn Multilayer_LayerTemplateOverridesLevels[]
---@field metalLevelsOut Multilayer_LayerTemplateOverridesLevels[]
---@field normalStrength Multilayer_LayerTemplateOverridesNormalStrength[]
Multilayer_LayerTemplateOverrides = {}

---@return Multilayer_LayerTemplateOverrides
function Multilayer_LayerTemplateOverrides.new() return end

---@param props table
---@return Multilayer_LayerTemplateOverrides
function Multilayer_LayerTemplateOverrides.new(props) return end

---@class Multilayer_LayerTemplateOverridesColor
---@field n CName
---@field v Float[]
Multilayer_LayerTemplateOverridesColor = {}

---@return Multilayer_LayerTemplateOverridesColor
function Multilayer_LayerTemplateOverridesColor.new() return end

---@param props table
---@return Multilayer_LayerTemplateOverridesColor
function Multilayer_LayerTemplateOverridesColor.new(props) return end

---@class Multilayer_LayerTemplateOverridesLevels
---@field n CName
---@field v Float[]
Multilayer_LayerTemplateOverridesLevels = {}

---@return Multilayer_LayerTemplateOverridesLevels
function Multilayer_LayerTemplateOverridesLevels.new() return end

---@param props table
---@return Multilayer_LayerTemplateOverridesLevels
function Multilayer_LayerTemplateOverridesLevels.new(props) return end

---@class Multilayer_LayerTemplateOverridesNormalStrength
---@field n CName
---@field v Float
Multilayer_LayerTemplateOverridesNormalStrength = {}

---@return Multilayer_LayerTemplateOverridesNormalStrength
function Multilayer_LayerTemplateOverridesNormalStrength.new() return end

---@param props table
---@return Multilayer_LayerTemplateOverridesNormalStrength
function Multilayer_LayerTemplateOverridesNormalStrength.new(props) return end

---@class Multilayer_Mask : CResource
---@field renderResourceBlob rendRenderMultilayerMaskResource
Multilayer_Mask = {}

---@return Multilayer_Mask
function Multilayer_Mask.new() return end

---@param props table
---@return Multilayer_Mask
function Multilayer_Mask.new(props) return end

---@class Multilayer_Setup : CResource
---@field layers Multilayer_Layer[]
---@field ratio Float
---@field useNormal Bool
Multilayer_Setup = {}

---@return Multilayer_Setup
function Multilayer_Setup.new() return end

---@param props table
---@return Multilayer_Setup
function Multilayer_Setup.new(props) return end

---@class MultiplayerMenuGameController : PreGameSubMenuGameController
MultiplayerMenuGameController = {}

---@return MultiplayerMenuGameController
function MultiplayerMenuGameController.new() return end

---@param props table
---@return MultiplayerMenuGameController
function MultiplayerMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function MultiplayerMenuGameController:OnExit(e) return end

---@param e inkPointerEvent
---@return Bool
function MultiplayerMenuGameController:OnFindServers(e) return end

---@param e inkPointerEvent
---@return Bool
function MultiplayerMenuGameController:OnPlayRecordedSession(e) return end

---@param buttonsList inkVerticalPanelWidget
function MultiplayerMenuGameController:InitializeButtons(buttonsList) return end

---@param menuName inkTextWidget
function MultiplayerMenuGameController:InitializeMenuName(menuName) return end

---@class MusicSettings : IScriptable
---@field statusEffect ESoundStatusEffects
MusicSettings = {}

---@return CName
function MusicSettings:GetSoundName() return end

---@return ESoundStatusEffects
function MusicSettings:GetStatusEffect() return end

---@param effect ESoundStatusEffects
function MusicSettings:SetStatusEffect(effect) return end

---@class MuteArm : gameweaponObject
---@field gameEffectRef gameEffectRef
---@field gameEffectInstance gameEffectInstance
MuteArm = {}

---@return MuteArm
function MuteArm.new() return end

---@param props table
---@return MuteArm
function MuteArm.new(props) return end

---@param evt ChargeEndedEvent
---@return Bool
function MuteArm:OnChargeEndedEvent(evt) return end

---@param evt ChargeStartedEvent
---@return Bool
function MuteArm:OnChargeStartedEvent(evt) return end

---@param newAppearance CName|string
function MuteArm:ChangeAppearance(newAppearance) return end

---@param enabled Bool
function MuteArm:SetUpMuteArmBlackboard(enabled) return end

---@class MuteArmDurationModifier : gameEffectDurationModifier_Scripted
---@field initialDuration Float
MuteArmDurationModifier = {}

---@return MuteArmDurationModifier
function MuteArmDurationModifier.new() return end

---@param props table
---@return MuteArmDurationModifier
function MuteArmDurationModifier.new(props) return end

---@param ctx gameEffectScriptContext
---@return Float
function MuteArmDurationModifier:Init(ctx) return end

---@param ctx gameEffectScriptContext
---@param durationCtx gameEffectDurationModifierScriptContext
---@return Float
function MuteArmDurationModifier:Process(ctx, durationCtx) return end

---@param ctx gameEffectScriptContext
function MuteArmDurationModifier:ResetMuteArmBlackboard(ctx) return end

---@class NCPDJobDoneEvent : redEvent
---@field levelXPAwarded Int32
---@field streetCredXPAwarded Int32
NCPDJobDoneEvent = {}

---@return NCPDJobDoneEvent
function NCPDJobDoneEvent.new() return end

---@param props table
---@return NCPDJobDoneEvent
function NCPDJobDoneEvent.new(props) return end

---@class NCPDJobDoneNotification : JournalNotification
---@field NCPD_Reward inkWidgetReference
---@field NCPD_XP_RewardText inkTextWidgetReference
---@field NCPD_SC_RewardText inkTextWidgetReference
NCPDJobDoneNotification = {}

---@return NCPDJobDoneNotification
function NCPDJobDoneNotification.new() return end

---@param props table
---@return NCPDJobDoneNotification
function NCPDJobDoneNotification.new(props) return end

---@return Bool
function NCPDJobDoneNotification:OnInitialize() return end

---@param value Bool
---@return Bool
function NCPDJobDoneNotification:OnInteractionUpdate(value) return end

---@return Bool
function NCPDJobDoneNotification:OnNotificationPaused() return end

---@return Bool
function NCPDJobDoneNotification:OnNotificationResumed() return end

---@return Bool
function NCPDJobDoneNotification:OnUninitialize() return end

---@param notificationData gameuiGenericNotificationViewData
function NCPDJobDoneNotification:SetNotificationData(notificationData) return end

---@class NPCAbility
---@field abilityName String
NPCAbility = {}

---@return NPCAbility
function NPCAbility.new() return end

---@param props table
---@return NPCAbility
function NPCAbility.new(props) return end

---@class NPCAfterDeathOrDefeatEvent : redEvent
NPCAfterDeathOrDefeatEvent = {}

---@return NPCAfterDeathOrDefeatEvent
function NPCAfterDeathOrDefeatEvent.new() return end

---@param props table
---@return NPCAfterDeathOrDefeatEvent
function NPCAfterDeathOrDefeatEvent.new(props) return end

---@class NPCAgent : AgentBase
---@field unit ScriptedPuppet
---@field hasBeenAttackedByPlayer Bool
---@field isQuestNPC Bool
---@field spawnedAsFallback Bool
---@field markedToBeDespawned Bool
NPCAgent = {}

---@return NPCAgent
function NPCAgent.new() return end

---@param props table
---@return NPCAgent
function NPCAgent.new(props) return end

---@return entEntityID
function NPCAgent:TryGetAssignedVehicleId() return end

---@class NPCAttitudeTowardsPlayerPrereq : gameIScriptablePrereq
---@field attitude EAIAttitude
NPCAttitudeTowardsPlayerPrereq = {}

---@return NPCAttitudeTowardsPlayerPrereq
function NPCAttitudeTowardsPlayerPrereq.new() return end

---@param props table
---@return NPCAttitudeTowardsPlayerPrereq
function NPCAttitudeTowardsPlayerPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCAttitudeTowardsPlayerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCAttitudeTowardsPlayerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCAttitudeTowardsPlayerPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCAttitudeTowardsPlayerPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCAttitudeTowardsPlayerPrereq:OnUnregister(state, context) return end

---@class NPCAttitudeTowardsPlayerPrereqState : gamePrereqState
---@field attitudeListener gameScriptedPrereqAttitudeListenerWrapper
NPCAttitudeTowardsPlayerPrereqState = {}

---@return NPCAttitudeTowardsPlayerPrereqState
function NPCAttitudeTowardsPlayerPrereqState.new() return end

---@param props table
---@return NPCAttitudeTowardsPlayerPrereqState
function NPCAttitudeTowardsPlayerPrereqState.new(props) return end

function NPCAttitudeTowardsPlayerPrereqState:OnAttitudeStateChanged() return end

---@class NPCBreachEvent : redEvent
---@field state gameuiHackingMinigameState
NPCBreachEvent = {}

---@return NPCBreachEvent
function NPCBreachEvent.new() return end

---@param props table
---@return NPCBreachEvent
function NPCBreachEvent.new(props) return end

---@class NPCDeadPrereq : gameIScriptablePrereq
NPCDeadPrereq = {}

---@return NPCDeadPrereq
function NPCDeadPrereq.new() return end

---@param props table
---@return NPCDeadPrereq
function NPCDeadPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCDeadPrereq:IsFulfilled(context) return end

---@class NPCDeathListener : gameScriptStatPoolsListener
---@field npc NPCPuppet
NPCDeathListener = {}

---@return NPCDeathListener
function NPCDeathListener.new() return end

---@param props table
---@return NPCDeathListener
function NPCDeathListener.new(props) return end

---@return Bool
function NPCDeathListener:OnStatPoolAdded() return end

---@param value Float
---@return Bool
function NPCDeathListener:OnStatPoolCustomLimitReached(value) return end

---@param value Float
---@return Bool
function NPCDeathListener:OnStatPoolMinValueReached(value) return end

function NPCDeathListener:SendPotentialDeathEvent() return end

---@class NPCDebugInfo
---@field spawnerID entEntityID
---@field communityName CName
---@field characterRecord gamedataCharacter_Record
NPCDebugInfo = {}

---@return NPCDebugInfo
function NPCDebugInfo.new() return end

---@param props table
---@return NPCDebugInfo
function NPCDebugInfo.new(props) return end

---@param self_ NPCDebugInfo
---@return Bool
function NPCDebugInfo.IsValid(self_) return end

---@class NPCDetectingPlayerPrereq : gameIScriptablePrereq
---@field threshold Float
NPCDetectingPlayerPrereq = {}

---@return NPCDetectingPlayerPrereq
function NPCDetectingPlayerPrereq.new() return end

---@param props table
---@return NPCDetectingPlayerPrereq
function NPCDetectingPlayerPrereq.new(props) return end

---@param owner gameObject
---@param percentage Float
---@return Bool
function NPCDetectingPlayerPrereq:Evaluate(owner, percentage) return end

---@param recordID TweakDBID|string
function NPCDetectingPlayerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCDetectingPlayerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCDetectingPlayerPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCDetectingPlayerPrereq:OnUnregister(state, context) return end

---@class NPCDetectingPlayerPrereqState : gamePrereqState
---@field owner gameObject
---@field listenerID redCallbackObject
NPCDetectingPlayerPrereqState = {}

---@return NPCDetectingPlayerPrereqState
function NPCDetectingPlayerPrereqState.new() return end

---@param props table
---@return NPCDetectingPlayerPrereqState
function NPCDetectingPlayerPrereqState.new(props) return end

---@param value Float
---@return Bool
function NPCDetectingPlayerPrereqState:OnStateUpdate(value) return end

---@class NPCGodModeListener : gameScriptStatsListener
---@field owner NPCPuppet
NPCGodModeListener = {}

---@return NPCGodModeListener
function NPCGodModeListener.new() return end

---@param props table
---@return NPCGodModeListener
function NPCGodModeListener.new(props) return end

---@param ownerID entEntityID
---@param newType gameGodModeType
function NPCGodModeListener:OnGodModeChanged(ownerID, newType) return end

---@class NPCGrappledByPlayerPrereq : gameIScriptablePrereq
NPCGrappledByPlayerPrereq = {}

---@return NPCGrappledByPlayerPrereq
function NPCGrappledByPlayerPrereq.new() return end

---@param props table
---@return NPCGrappledByPlayerPrereq
function NPCGrappledByPlayerPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCGrappledByPlayerPrereq:IsFulfilled(context) return end

---@class NPCHealthListener : gameScriptStatPoolsListener
---@field npc NPCPuppet
NPCHealthListener = {}

---@return NPCHealthListener
function NPCHealthListener.new() return end

---@param props table
---@return NPCHealthListener
function NPCHealthListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function NPCHealthListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class NPCHitReactionComponentStatsListener : gameScriptStatsListener
---@field npc NPCPuppet
NPCHitReactionComponentStatsListener = {}

---@return NPCHitReactionComponentStatsListener
function NPCHitReactionComponentStatsListener.new() return end

---@param props table
---@return NPCHitReactionComponentStatsListener
function NPCHitReactionComponentStatsListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function NPCHitReactionComponentStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class NPCHitReactionTypePrereq : gameIScriptablePrereq
---@field hitReactionType animHitReactionType
---@field timeout Float
---@field invert Bool
NPCHitReactionTypePrereq = {}

---@return NPCHitReactionTypePrereq
function NPCHitReactionTypePrereq.new() return end

---@param props table
---@return NPCHitReactionTypePrereq
function NPCHitReactionTypePrereq.new(props) return end

---@param puppet ScriptedPuppet
---@param hitType Int32
---@return Bool
function NPCHitReactionTypePrereq:EvaluateCondition(puppet, hitType) return end

---@param recordID TweakDBID|string
function NPCHitReactionTypePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCHitReactionTypePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCHitReactionTypePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCHitReactionTypePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCHitReactionTypePrereq:OnUnregister(state, context) return end

---@class NPCHitReactionTypePrereqState : gamePrereqState
---@field listener PuppetListener
NPCHitReactionTypePrereqState = {}

---@return NPCHitReactionTypePrereqState
function NPCHitReactionTypePrereqState.new() return end

---@param props table
---@return NPCHitReactionTypePrereqState
function NPCHitReactionTypePrereqState.new(props) return end

---@class NPCHitSourcePrereq : gameIScriptablePrereq
---@field hitSource EAIHitSource
---@field invert Bool
NPCHitSourcePrereq = {}

---@return NPCHitSourcePrereq
function NPCHitSourcePrereq.new() return end

---@param props table
---@return NPCHitSourcePrereq
function NPCHitSourcePrereq.new(props) return end

---@param hitSource Int32
---@return Bool
function NPCHitSourcePrereq:EvaluateCondition(hitSource) return end

---@param recordID TweakDBID|string
function NPCHitSourcePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCHitSourcePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCHitSourcePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCHitSourcePrereq:OnUnregister(state, context) return end

---@class NPCHitSourcePrereqState : gamePrereqState
---@field listener PuppetListener
NPCHitSourcePrereqState = {}

---@return NPCHitSourcePrereqState
function NPCHitSourcePrereqState.new() return end

---@param props table
---@return NPCHitSourcePrereqState
function NPCHitSourcePrereqState.new(props) return end

---@class NPCHitTypeTimeoutStruct
---@field timeout Float
---@field delayID gameDelayID
NPCHitTypeTimeoutStruct = {}

---@return NPCHitTypeTimeoutStruct
function NPCHitTypeTimeoutStruct.new() return end

---@param props table
---@return NPCHitTypeTimeoutStruct
function NPCHitTypeTimeoutStruct.new(props) return end

---@class NPCInScenePrereq : gameIScriptablePrereq
---@field invert Bool
NPCInScenePrereq = {}

---@return NPCInScenePrereq
function NPCInScenePrereq.new() return end

---@param props table
---@return NPCInScenePrereq
function NPCInScenePrereq.new(props) return end

---@param isEntityInScene Bool
---@return Bool
function NPCInScenePrereq:Evaluate(isEntityInScene) return end

---@param recordID TweakDBID|string
function NPCInScenePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCInScenePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCInScenePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCInScenePrereq:OnUnregister(state, context) return end

---@class NPCInScenePrereqState : gamePrereqState
---@field sceneListener gameScriptedPrereqSceneInspectionListenerWrapper
NPCInScenePrereqState = {}

---@return NPCInScenePrereqState
function NPCInScenePrereqState.new() return end

---@param props table
---@return NPCInScenePrereqState
function NPCInScenePrereqState.new(props) return end

---@param isEntityInScene Bool
function NPCInScenePrereqState:OnSceneInspectionStateChanged(isEntityInScene) return end

---@class NPCIncapacitatedPrereq : gameIScriptablePrereq
NPCIncapacitatedPrereq = {}

---@return NPCIncapacitatedPrereq
function NPCIncapacitatedPrereq.new() return end

---@param props table
---@return NPCIncapacitatedPrereq
function NPCIncapacitatedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCIncapacitatedPrereq:IsFulfilled(context) return end

---@class NPCInitTask : AIbehaviortaskStackScript
---@field preventSkippingDeathAnimation Bool
NPCInitTask = {}

---@return NPCInitTask
function NPCInitTask.new() return end

---@param props table
---@return NPCInitTask
function NPCInitTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param state gamedataNPCHighLevelState
---@return Bool
function NPCInitTask:HasHLS(context, state) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function NPCInitTask:NPCWasAlertedOnInit(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function NPCInitTask:NPCWasDeadOnInit(context) return end

---@param context AIbehaviorScriptExecutionContext
function NPCInitTask:OnActivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function NPCInitTask:SendSetScriptExecutionContextEvent(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param tag1 CName|string
---@param tag2 CName|string
---@param flag EAIGateSignalFlags
---@param priority Float
function NPCInitTask:SendSignal(context, tag1, tag2, flag, priority) return end

---@class NPCIsAggressivePrereq : gameIScriptablePrereq
---@field invert Bool
NPCIsAggressivePrereq = {}

---@return NPCIsAggressivePrereq
function NPCIsAggressivePrereq.new() return end

---@param props table
---@return NPCIsAggressivePrereq
function NPCIsAggressivePrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCIsAggressivePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCIsAggressivePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCIsAggressivePrereq:OnApplied(state, context) return end

---@class NPCIsAggressiveState : gamePrereqState
NPCIsAggressiveState = {}

---@return NPCIsAggressiveState
function NPCIsAggressiveState.new() return end

---@param props table
---@return NPCIsAggressiveState
function NPCIsAggressiveState.new(props) return end

---@class NPCIsChildPrereq : gameIScriptablePrereq
---@field invert Bool
NPCIsChildPrereq = {}

---@return NPCIsChildPrereq
function NPCIsChildPrereq.new() return end

---@param props table
---@return NPCIsChildPrereq
function NPCIsChildPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCIsChildPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCIsChildPrereq:IsFulfilled(context) return end

---@class NPCIsCrowdPrereq : gameIScriptablePrereq
---@field invert Bool
NPCIsCrowdPrereq = {}

---@return NPCIsCrowdPrereq
function NPCIsCrowdPrereq.new() return end

---@param props table
---@return NPCIsCrowdPrereq
function NPCIsCrowdPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCIsCrowdPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCIsCrowdPrereq:IsFulfilled(context) return end

---@class NPCIsFollowerPrereq : gameIScriptablePrereq
---@field invert Bool
NPCIsFollowerPrereq = {}

---@return NPCIsFollowerPrereq
function NPCIsFollowerPrereq.new() return end

---@param props table
---@return NPCIsFollowerPrereq
function NPCIsFollowerPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCIsFollowerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCIsFollowerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCIsFollowerPrereq:OnApplied(state, context) return end

---@class NPCIsHumanoidPrereq : gameIScriptablePrereq
NPCIsHumanoidPrereq = {}

---@return NPCIsHumanoidPrereq
function NPCIsHumanoidPrereq.new() return end

---@param props table
---@return NPCIsHumanoidPrereq
function NPCIsHumanoidPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCIsHumanoidPrereq:IsFulfilled(context) return end

---@class NPCItemToEquip
---@field itemID ItemID
---@field slotID TweakDBID
---@field bodySlotID TweakDBID
NPCItemToEquip = {}

---@return NPCItemToEquip
function NPCItemToEquip.new() return end

---@param props table
---@return NPCItemToEquip
function NPCItemToEquip.new(props) return end

---@class NPCKillDataTrackingRequest : gamePlayerScriptableSystemRequest
---@field eventType EDownedType
---@field damageEntry DamageHistoryEntry
---@field isDownedRecorded Bool
NPCKillDataTrackingRequest = {}

---@return NPCKillDataTrackingRequest
function NPCKillDataTrackingRequest.new() return end

---@param props table
---@return NPCKillDataTrackingRequest
function NPCKillDataTrackingRequest.new(props) return end

---@class NPCKillDelayEvent : redEvent
---@field target gameObject
---@field isLethalTakedown Bool
---@field disableKillReward Bool
NPCKillDelayEvent = {}

---@return NPCKillDelayEvent
function NPCKillDelayEvent.new() return end

---@param props table
---@return NPCKillDelayEvent
function NPCKillDelayEvent.new(props) return end

---@class NPCLocomotionTypePrereq : gameIScriptablePrereq
---@field locomotionMode gamedataLocomotionMode[]
---@field invert Bool
NPCLocomotionTypePrereq = {}

---@return NPCLocomotionTypePrereq
function NPCLocomotionTypePrereq.new() return end

---@param props table
---@return NPCLocomotionTypePrereq
function NPCLocomotionTypePrereq.new(props) return end

---@param owner gameObject
---@param value Int32
---@return Bool
function NPCLocomotionTypePrereq:Evaluate(owner, value) return end

---@param recordID TweakDBID|string
function NPCLocomotionTypePrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCLocomotionTypePrereq:OnRegister(state, context) return end

---@class NPCLocomotionTypePrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInt redCallbackObject
NPCLocomotionTypePrereqState = {}

---@return NPCLocomotionTypePrereqState
function NPCLocomotionTypePrereqState.new() return end

---@param props table
---@return NPCLocomotionTypePrereqState
function NPCLocomotionTypePrereqState.new(props) return end

---@param value Int32
---@return Bool
function NPCLocomotionTypePrereqState:OnLocomotionTypeChanged(value) return end

---@class NPCManager : IScriptable
---@field owner NPCPuppet
NPCManager = {}

---@return NPCManager
function NPCManager.new() return end

---@param props table
---@return NPCManager
function NPCManager.new(props) return end

---@param recordID TweakDBID|string
---@param tags CName[]|string[]
---@return Bool
function NPCManager.HasAllTags(recordID, tags) return end

---@param puppet ScriptedPuppet
---@param visualTags CName[]|string[]
---@return Bool
function NPCManager.HasAllVisualTags(puppet, visualTags) return end

---@param recordID TweakDBID|string
---@param tags CName[]|string[]
---@return Bool
function NPCManager.HasAnyTags(recordID, tags) return end

---@param puppet ScriptedPuppet
---@param visualTags CName[]|string[]
---@return Bool
function NPCManager.HasAnyVisualTags(puppet, visualTags) return end

---@param recordID TweakDBID|string
---@param tag CName|string
---@return Bool
function NPCManager.HasTag(recordID, tag) return end

---@param puppet ScriptedPuppet
---@param visualTag CName|string
---@return Bool
function NPCManager.HasVisualTag(puppet, visualTag) return end

function NPCManager:ApplySpawnAnimWrappers() return end

---@param record gamedataCharacter_Record
---@param applyAnimWrappers Bool
function NPCManager:ApplySpawnGLPs(record, applyAnimWrappers) return end

function NPCManager:ClearNPCImmortalityMode() return end

---@param owner gameObject
function NPCManager:Init(owner) return end

function NPCManager:ScaleToPlayer() return end

---@param record gamedataCharacter_Record
function NPCManager:SetNPCAbilities(record) return end

---@param record gamedataCharacter_Record
function NPCManager:SetNPCArchetypeData(record) return end

---@param record gamedataCharacter_Record
function NPCManager:SetNPCImmortalityMode(record) return end

---@param record gamedataCharacter_Record
function NPCManager:SetNPCVisualTagsStats(record) return end

---@param owner gameObject
function NPCManager:UnInit(owner) return end

---@class NPCNotMountedToVehiclePrereq : gameIScriptablePrereq
NPCNotMountedToVehiclePrereq = {}

---@return NPCNotMountedToVehiclePrereq
function NPCNotMountedToVehiclePrereq.new() return end

---@param props table
---@return NPCNotMountedToVehiclePrereq
function NPCNotMountedToVehiclePrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCNotMountedToVehiclePrereq:IsFulfilled(context) return end

---@class NPCPoiseListener : gameScriptStatPoolsListener
---@field npc NPCPuppet
NPCPoiseListener = {}

---@return NPCPoiseListener
function NPCPoiseListener.new() return end

---@param props table
---@return NPCPoiseListener
function NPCPoiseListener.new(props) return end

---@param value Float
---@return Bool
function NPCPoiseListener:OnStatPoolMinValueReached(value) return end

---@class NPCPuppet : ScriptedPuppet
---@field lastHitEvent gameeventsHitEvent
---@field totalFrameReactionDamageReceived Float
---@field totalFrameWoundsDamageReceived Float
---@field totalFrameDismembermentDamageReceived Float
---@field hitEventLock ScriptReentrantRWLock
---@field NPCManager NPCManager
---@field customDeathDirection Int32
---@field deathOverrideState Bool
---@field agonyState Bool
---@field defensiveState Bool
---@field lastSetupWorkspotActionEvent gameSetupWorkspotActionEvent
---@field wasJustKilledOrDefeated Bool
---@field shouldDie Bool
---@field shouldBeDefeated Bool
---@field sentDownedEvent Bool
---@field isRagdolling Bool
---@field hasAnimatedRagdoll Bool
---@field disableCollisionRequested Bool
---@field ragdollInstigator gameObject
---@field ragdollSplattersSpawned Int32
---@field ragdollFloorSplashSpawned Bool
---@field ragdollDamageData RagdollDamagePollData
---@field ragdollInitialPosition Vector4
---@field ragdollActivationTimestamp Float
---@field ragdollImpactedNPCs NPCPuppet[]
---@field disableRagdollAfterRecovery Bool
---@field thrownNPCNearbyCrowdNPCs entEntity[]
---@field isNotVisible Bool
---@field deathListener NPCDeathListener
---@field poiseListener NPCPoiseListener
---@field godModeStatListener NPCGodModeListener
---@field VehicleHitImmunityCallbackID Uint32
---@field npcCollisionComponent entSimpleColliderComponent
---@field npcRagdollComponent entIComponent
---@field npcTraceObstacleComponent entSimpleColliderComponent
---@field npcMountedToPlayerComponents entIComponent[]
---@field scavengeComponent ScavengeComponent
---@field influenceComponent gameinfluenceComponent
---@field comfortZoneComponent entIComponent
---@field isTargetingPlayer Bool
---@field shouldBeImmuneToVehicleHit Bool
---@field playerStatsListener gameScriptStatsListener
---@field upperBodyStateCallbackID redCallbackObject
---@field leftCyberwareStateCallbackID redCallbackObject
---@field meleeStateCallbackID redCallbackObject
---@field combatGadgetStateCallbackID redCallbackObject
---@field wasAimedAtLast Bool
---@field wasCWChargedAtLast Bool
---@field wasMeleeChargedAtLast Bool
---@field wasChargingGadgetAtLast Bool
---@field isLookedAt Bool
---@field cachedPlayerID entEntityID
---@field wasAggressiveCrowd Bool
---@field canGoThroughDoors Bool
---@field lastStatusEffectSignalSent gamedataStatusEffect_Record
---@field cachedStatusEffectAnim gamedataStatusEffect_Record
---@field resendStatusEffectSignalDelayID gameDelayID
---@field lastSEAppliedByPlayer gameStatusEffect
---@field pendingSEEvent gameeventsApplyStatusEffectEvent
---@field pendingDueToCachedSEAnim Bool
---@field bounty Bounty
---@field cachedVFXList gamedataStatusEffectFX_Record[]
---@field cachedSFXList gamedataStatusEffectFX_Record[]
---@field isThrowingGrenadeToPlayer Bool
---@field throwingGrenadeDelayEventID gameDelayID
---@field myKiller gameObject
---@field primaryThreatCalculationType EAIThreatCalculationType
---@field temporaryThreatCalculationType EAIThreatCalculationType
---@field isPlayerCompanionCached Bool
---@field isPlayerCompanionCachedTimeStamp Float
---@field quickHackEffectsApplied Uint32
---@field hackingResistanceMod gameConstantStatModifierData_Deprecated
---@field delayNonStealthQuickHackVictimEventID gameDelayID
---@field cachedIsPaperdoll Int32
---@field smartDespawnDelayID gameDelayID
---@field despawnTicks Uint32
NPCPuppet = {}

---@return NPCPuppet
function NPCPuppet.new() return end

---@param props table
---@return NPCPuppet
function NPCPuppet.new(props) return end

---@param obj gameObject
---@param newState gamedataNPCBehaviorState
function NPCPuppet.ChangeBehaviorState(obj, newState) return end

---@param obj gameObject
---@param newState gamedataDefenseMode
function NPCPuppet.ChangeDefenseModeState(obj, newState) return end

---@param obj gameObject
---@param value Bool
function NPCPuppet.ChangeForceRagdollOnDeath(obj, value) return end

---@param obj gameObject
---@param newState gamedataNPCHighLevelState
function NPCPuppet.ChangeHighLevelState(obj, newState) return end

---@param obj gameObject
---@param newState EHitReactionMode
function NPCPuppet.ChangeHitReactionModeState(obj, newState) return end

---@param obj gameObject
---@param newState gamedataLocomotionMode
function NPCPuppet.ChangeLocomotionMode(obj, newState) return end

---@param obj gameObject
---@param newState ENPCPhaseState
function NPCPuppet.ChangePhaseState(obj, newState) return end

---@param obj gameObject
---@param newState gamedataNPCStanceState
function NPCPuppet.ChangeStanceState(obj, newState) return end

---@param obj gameObject
---@param newState gamedataNPCUpperBodyState
function NPCPuppet.ChangeUpperBodyState(obj, newState) return end

---@param npc NPCPuppet
---@param instigator gameObject
function NPCPuppet.FinisherEffectorActionOn(npc, instigator) return end

---@return TweakDBID
function NPCPuppet.GetGorillaArmsOnePunchNPCMarkStatusEffectID() return end

---@return TweakDBID
function NPCPuppet.GetMantisBladesNPCMarkStatusEffectID() return end

---@param npc ScriptedPuppet
---@return Bool
function NPCPuppet.IsInAlerted(npc) return end

---@param npc ScriptedPuppet
---@return Bool
function NPCPuppet.IsInCombat(npc) return end

---@param npc ScriptedPuppet
---@param target entEntity
---@return Bool
function NPCPuppet.IsInCombatWithTarget(npc, target) return end

---@param npc ScriptedPuppet
---@return Bool
function NPCPuppet.IsSusceptibleOnlyToStaggerAndHigher(npc) return end

---@param npc ScriptedPuppet
---@return Bool
function NPCPuppet.IsUnstoppable(npc) return end

---@param npc gameObject
function NPCPuppet.RemoveTemporaryThreatCalculationType(npc) return end

---@param ownerPuppet ScriptedPuppet
---@param playerID entEntityID
---@param isPrevention Bool
---@return Bool
function NPCPuppet.RevealPlayerPositionIfNeeded(ownerPuppet, playerID, isPrevention) return end

---@param owner NPCPuppet
---@param telemetryData ENPCTelemetryData
---@param modifyValue Int32
function NPCPuppet.SendNPCHitDataTrackingRequest(owner, telemetryData, modifyValue) return end

---@param npc NPCPuppet
---@param slotID TweakDBID|string
---@param itemID ItemID
---@param value Float
function NPCPuppet.SetAnimWrapperBasedOnEquippedItem(npc, slotID, itemID, value) return end

---@param npc NPCPuppet
---@param wrapperNameBasedOnID CName|string
---@param slotID TweakDBID|string
---@param itemID ItemID
---@param value Float
function NPCPuppet.SetAnimWrapperBasedOnEquippedItem(npc, wrapperNameBasedOnID, slotID, itemID, value) return end

---@param target gameObject
---@param bounty Bounty
function NPCPuppet.SetBountyObject(target, bounty) return end

---@param npcBody NPCPuppet
function NPCPuppet.SetNPCDisposedFact(npcBody) return end

---@param npc gameObject
---@param newType EAIThreatCalculationType
function NPCPuppet.SetTemporaryThreatCalculationType(npc, newType) return end

---@param npc gameObject
---@return Bool
function NPCPuppet.ShouldShowIndicator(npc) return end

---@param target ScriptedPuppet
---@return Bool
function NPCPuppet.TargetIsHumanTrashToElite(target) return end

---@param targetPuppet NPCPuppet
function NPCPuppet.TutorialAddIllegalActionFact(targetPuppet) return end

---@param evt AIThreatCalculationEvent
---@return Bool
function NPCPuppet:OnAIThreatCalculationEvent(evt) return end

---@param evt NPCAfterDeathOrDefeatEvent
---@return Bool
function NPCPuppet:OnAfterDeathOrDefeat(evt) return end

---@param value Int32
---@return Bool
function NPCPuppet:OnAimedAt(value) return end

---@param evt entAnimVisibilityChangedEvent
---@return Bool
function NPCPuppet:OnAnimVisibilityChangedEvent(evt) return end

---@param evt entAnimatedRagdollNotifyDisabledEvent
---@return Bool
function NPCPuppet:OnAnimatedRagdollDisabledEvent(evt) return end

---@param evt entAnimatedRagdollNotifyEnabledEvent
---@return Bool
function NPCPuppet:OnAnimatedRagdollEnabledEvent(evt) return end

---@param evt ApplyRelicMeleewareDamageOnNPCEvent
---@return Bool
function NPCPuppet:OnApplyRelicMeleewareDamageOnNPCEvent(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function NPCPuppet:OnAttitudeChanged(evt) return end

---@param evt CacheStatusEffectAnimEvent
---@return Bool
function NPCPuppet:OnCacheStatusEffectAnim(evt) return end

---@param evt CacheStatusEffectFXEvent
---@return Bool
function NPCPuppet:OnCacheStatusEffectFX(evt) return end

---@param evt CancelSmartDespawnRequest
---@return Bool
function NPCPuppet:OnCancelSmartDespawnRequest(evt) return end

---@param evt CheckDeadPuppetDisposedEvent
---@return Bool
function NPCPuppet:OnCheckDeadPuppetDisposedEvent(evt) return end

---@param evt CheckPuppetRagdollStateEvent
---@return Bool
function NPCPuppet:OnCheckRagdollStateEvent(evt) return end

---@param evt CheckUncontrolledMovementStatusEffectEvent
---@return Bool
function NPCPuppet:OnCheckUncontrolledMovementStatusEffectEvent(evt) return end

---@param evt CleanUpThrownNPCNearbyCrowdNPCs
---@return Bool
function NPCPuppet:OnCleanUpThrownNPCNearbyCrowdNPCs(evt) return end

---@param value Int32
---@return Bool
function NPCPuppet:OnCombatGadget(value) return end

---@param evt gameeventsCoverHitEvent
---@return Bool
function NPCPuppet:OnCoverHit(evt) return end

---@param value Int32
---@return Bool
function NPCPuppet:OnCyberware(value) return end

---@param evt gameeventsDeathEvent
---@return Bool
function NPCPuppet:OnDeath(evt) return end

---@param evt DelaySetCoverNPCCurrentlyExposed
---@return Bool
function NPCPuppet:OnDelaySetCoverNPCCurrentlyExposed(evt) return end

---@param evt DelayedStatusEffectApplicationEvent
---@return Bool
function NPCPuppet:OnDelayedSEReactionEvent(evt) return end

---@return Bool
function NPCPuppet:OnDetach() return end

---@param evt DeviceLinkEstablished
---@return Bool
function NPCPuppet:OnDeviceLinkEstablished(evt) return end

---@param evt DeviceLinkRequest
---@return Bool
function NPCPuppet:OnDeviceLinkRequest(evt) return end

---@param evt DisableRagdollComponentEvent
---@return Bool
function NPCPuppet:OnDisableRagdollComponentEvent(evt) return end

---@param evt EnteredPathWithDoors
---@return Bool
function NPCPuppet:OnEnteredPathWithDoors(evt) return end

---@param evt moveEnteredSplineEvent
---@return Bool
function NPCPuppet:OnEnteredSplineEvent(evt) return end

---@param evt moveExitedSplineEvent
---@return Bool
function NPCPuppet:OnExitedSplineEvent(evt) return end

---@param evt moveExplorationLeftEvent
---@return Bool
function NPCPuppet:OnExplorationLeftEvent(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function NPCPuppet:OnFactChangedEvent(evt) return end

---@param evt FinishedPathWithDoors
---@return Bool
function NPCPuppet:OnFinishedPathWithDoors(evt) return end

---@param evt FinisherEffectorActionOn
---@return Bool
function NPCPuppet:OnFinisherEffectorActionOn(evt) return end

---@return Bool
function NPCPuppet:OnGameAttached() return end

---@param evt RagdollToggleDelayEvent
---@return Bool
function NPCPuppet:OnGrappleTargetDeadEnableRagdollWithDelay(evt) return end

---@param evt HandleRagdollOnDeathEvent
---@return Bool
function NPCPuppet:OnHandleRagdollOnDeath(evt) return end

---@param evt HidePuppetDelayEvent
---@return Bool
function NPCPuppet:OnHidePuppetDelayEvent(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function NPCPuppet:OnHit(evt) return end

---@param evt gameAttachmentSlotEventsItemAddedToSlot
---@return Bool
function NPCPuppet:OnItemAddedToSlot(evt) return end

---@param evt gameAttachmentSlotEventsItemRemovedFromSlot
---@return Bool
function NPCPuppet:OnItemRemovedFromSlot(evt) return end

---@param evt gameAttachmentSlotEventsItemVisualsAddedToSlot
---@return Bool
function NPCPuppet:OnItemVisualsAddedToSlot(evt) return end

---@param evt LookedAtEvent
---@return Bool
function NPCPuppet:OnLookedAtEvent(evt) return end

---@param value Int32
---@return Bool
function NPCPuppet:OnMelee(value) return end

---@param evt NPCThrowingGrenadeEvent
---@return Bool
function NPCPuppet:OnNPCStartThrowingGrenadeEvent(evt) return end

---@param evt NonStealthQuickHackVictimEvent
---@return Bool
function NPCPuppet:OnNonStealthQuickHackVictimEvent(evt) return end

---@param evt PlayerCompanionCacheDataEvent
---@return Bool
function NPCPuppet:OnPlayerCompanionCacheData(evt) return end

---@param evt sensePlayerDetectionChangedEvent
---@return Bool
function NPCPuppet:OnPlayerDetectionChangedEvent(evt) return end

---@param evt entPostInitializeEvent
---@return Bool
function NPCPuppet:OnPostInitialize(evt) return end

---@param evt gameeventsPotentialDeathEvent
---@return Bool
function NPCPuppet:OnPotentialDeath(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function NPCPuppet:OnPreUninitialize(evt) return end

---@param evt PreloadAnimationsEvent
---@return Bool
function NPCPuppet:OnPreloadAnimationsEvent(evt) return end

---@param evt OverrideScannerPreset
---@return Bool
function NPCPuppet:OnQuestOverrideScannerPreset(evt) return end

---@param evt ResetScannerPreset
---@return Bool
function NPCPuppet:OnQuestResetScannerPreset(evt) return end

---@param evt entRagdollBodyPartWaterImpactEvent
---@return Bool
function NPCPuppet:OnRagdollBodyPartWaterImpactEvent(evt) return end

---@param evt entRagdollNotifyDisabledEvent
---@return Bool
function NPCPuppet:OnRagdollDisabledEvent(evt) return end

---@param evt entRagdollNotifyEnabledEvent
---@return Bool
function NPCPuppet:OnRagdollEnabledEvent(evt) return end

---@param evt entRagdollImpactEvent
---@return Bool
function NPCPuppet:OnRagdollImpactEvent(evt) return end

---@param evt RemoveCachedStatusEffectFXEvent
---@return Bool
function NPCPuppet:OnRemoveCachedStatusEffectFX(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NPCPuppet:OnRequestComponents(ri) return end

---@param evt ResetAttackBlockedBlackBoardValue
---@return Bool
function NPCPuppet:OnResetAttackBlockedBlackBoardValue(evt) return end

---@param evt ResetNPCHitReactionTypePrereqStateEvent
---@return Bool
function NPCPuppet:OnResetNPCHitReactionTypePrereqStateEvent(evt) return end

---@param evt ResetTimeDilation
---@return Bool
function NPCPuppet:OnResetTimeDilation(evt) return end

---@param evt ResetFrameDamage
---@return Bool
function NPCPuppet:OnResetTotalFrameDamage(evt) return end

---@param evt ResetVehicleHijackEvent
---@return Bool
function NPCPuppet:OnResetVehicleHijackEvent(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function NPCPuppet:OnRevealStateChanged(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function NPCPuppet:OnScanningLookedAt(evt) return end

---@param evt SecuritySystemSupport
---@return Bool
function NPCPuppet:OnSecuritySystemAgentTrackingPlayer(evt) return end

---@param evt SetBountyEvent
---@return Bool
function NPCPuppet:OnSetBounty(evt) return end

---@param evt SetBountyAwardedEvent
---@return Bool
function NPCPuppet:OnSetBountyAwardedEvent(evt) return end

---@param evt SetBountyObjectEvent
---@return Bool
function NPCPuppet:OnSetBountyObjectEvent(evt) return end

---@param evt gameeventsDeathDirectionEvent
---@return Bool
function NPCPuppet:OnSetDeathDirection(evt) return end

---@param evt gameeventsDeathParamsEvent
---@return Bool
function NPCPuppet:OnSetDeathParams(evt) return end

---@param evt SetExposeQuickHacks
---@return Bool
function NPCPuppet:OnSetExposeQuickHacks(evt) return end

---@param evt OnBeingTarget
---@return Bool
function NPCPuppet:OnSetPuppetTargetingPlayer(evt) return end

---@param evt gameSetupWorkspotActionEvent
---@return Bool
function NPCPuppet:OnSetupWorkspotActionEvent(evt) return end

---@param evt SmartBulletDeflectedEvent
---@return Bool
function NPCPuppet:OnSmartBulletDeflectedEvent(evt) return end

---@param evt SmartDespawnRequest
---@return Bool
function NPCPuppet:OnSmartDespawnRequest(evt) return end

---@param inEvent StartRagdollDamageEvent
---@return Bool
function NPCPuppet:OnStartRagdollDamageEvent(inEvent) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function NPCPuppet:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function NPCPuppet:OnStatusEffectRemoved(evt) return end

---@param evt StatusEffectSignalEvent
---@return Bool
function NPCPuppet:OnStatusEffectSignal(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NPCPuppet:OnTakeControl(ri) return end

---@param evt UnregisterAggressiveCrowd
---@return Bool
function NPCPuppet:OnUnregisterAggressiveCrowd(evt) return end

---@param evt VehicleHackedEvent
---@return Bool
function NPCPuppet:OnVehicleHackedEvent(evt) return end

---@param evt VehicleHijackEvent
---@return Bool
function NPCPuppet:OnVehicleHijackEvent(evt) return end

---@param evt TestNPCOutsideNavmeshEvent
---@return Bool
function NPCPuppet:On_TEMP_TestNPCOutsideNavmeshEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:CacheStatusEffectAppliedByPlayer(evt) return end

function NPCPuppet:CallUnregisterAggressiveNPC() return end

---@param fromSetDeathParams Bool
---@return Bool
function NPCPuppet:CanEnableRagdollComponent(fromSetDeathParams) return end

---@return Bool
function NPCPuppet:CanGoThroughDoors() return end

---@param isDead Bool
---@param isDefeated Bool
---@param terminalVelocityReached Bool
---@param isHighFall Bool
---@return Bool
function NPCPuppet:CanReceiveDamageFromRagdollImpacts(isDead, isDefeated, terminalVelocityReached, isHighFall) return end

---@param currentPosition Vector4
---@return Bool
function NPCPuppet:CanStandUpFromRagdoll(currentPosition) return end

---@param instigator gameObject
function NPCPuppet:CheckNPCKilledThrowingGrenade(instigator) return end

---@param data gameNPCstubData
---@return Bool
function NPCPuppet:CheckStubData(data) return end

function NPCPuppet:ClearDefeatAndImmortality() return end

---@return Bool
function NPCPuppet:CompileScannerChunks() return end

function NPCPuppet:CreateListeners() return end

---@param evt gameeventsHitEvent
function NPCPuppet:DamagePipelineFinalized(evt) return end

function NPCPuppet:Debug_Ragdoll() return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:DelayStatusEffectApplication(evt) return end

function NPCPuppet:DisableCollision() return end

function NPCPuppet:EnableCollision() return end

function NPCPuppet:EvaluateNewPerksIncapacitated() return end

function NPCPuppet:EvaluateQuickHackPassivesIncapacitated() return end

function NPCPuppet:ForceReEvaluateGameplayRole() return end

---@return String
function NPCPuppet:GetAffiliation() return end

---@return Bounty
function NPCPuppet:GetBounty() return end

---@return entIComponent
function NPCPuppet:GetComfortZoneComponent() return end

---@return Float
function NPCPuppet:GetDetectionPercentage() return end

---@param item gameItemData
---@return gamedataDamageType
function NPCPuppet:GetHighestDamageStat(item) return end

---@return gameinfluenceComponent
function NPCPuppet:GetInfluenceComponent() return end

---@param currentPosition Vector4
---@param range Float
---@return Int32, Float
function NPCPuppet:GetInfluenceMapScoreInRange(currentPosition, range) return end

---@return Vector4
function NPCPuppet:GetInitialRagdollPosition() return end

---@return Vector4
function NPCPuppet:GetLastHitAttackDirection() return end

---@return gamedataAttack_GameEffect_Record
function NPCPuppet:GetLastHitAttackRecord() return end

---@return gamedataAttackType
function NPCPuppet:GetLastHitAttackType() return end

---@return Float[]
function NPCPuppet:GetLastHitAttackValues() return end

---@return gameObject
function NPCPuppet:GetLastHitInstigator() return end

---@return gameStatusEffect
function NPCPuppet:GetLastSEAppliedByPlayer() return end

---@return gameObject
function NPCPuppet:GetMyKiller() return end

---@return ScriptedPuppetPS
function NPCPuppet:GetPS() return end

---@return entEntityID
function NPCPuppet:GetPlayerID() return end

---@return Bool, gameObject
function NPCPuppet:GetRagdollInstigator() return end

---@return CName
function NPCPuppet:GetReplicatedStateClass() return end

---@return ScavengeComponent
function NPCPuppet:GetScavengeComponent() return end

---@return EAIThreatCalculationType
function NPCPuppet:GetThreatCalculationType() return end

---@return Float
function NPCPuppet:GetTotalFrameDamage() return end

---@return Float
function NPCPuppet:GetTotalFrameDismembermentDamage() return end

---@return Float
function NPCPuppet:GetTotalFrameWoundsDamage() return end

---@param entry DamageHistoryEntry
---@return Bool
function NPCPuppet:GetValidAttackFromDamageHistory(entry) return end

---@return Bool
function NPCPuppet:GetWasAggressiveCrowd() return end

---@param b Bool
function NPCPuppet:GrappleTargetDeadEnableRagdollComponent(b) return end

---@param handleUncontrolledMovement Bool
function NPCPuppet:HandleRagdollOnDeath(handleUncontrolledMovement) return end

---@param handleUncontrolledMovement Bool
function NPCPuppet:HandleRagdollOnDeathByEvent(handleUncontrolledMovement) return end

---@return Bool
function NPCPuppet:HasHeadUnderwater() return end

---@param flag hitFlag
---@return Bool
function NPCPuppet:HasLastHitFlag(flag) return end

function NPCPuppet:InitThreatsCurves() return end

function NPCPuppet:InitializeNPCManager() return end

---@return Bool
function NPCPuppet:IsAboutToBeDefeated() return end

---@return Bool
function NPCPuppet:IsAboutToDie() return end

---@return Bool
function NPCPuppet:IsAboutToDieOrDefeated() return end

---@param currentPosition Vector4
---@return Bool
function NPCPuppet:IsAnOccupiedInfluenceMapNode(currentPosition) return end

---@param target gameObject
---@param maxDistance Float
---@return Bool
function NPCPuppet:IsCloseEnoughForGrandFinale(target, maxDistance) return end

---@return Bool
function NPCPuppet:IsDead() return end

---@return Bool
function NPCPuppet:IsDefeatMechanicActive() return end

---@return Bool
function NPCPuppet:IsFloorSteepEnoughToRagdoll() return end

---@return Bool
function NPCPuppet:IsIncapacitated() return end

---@return Bool
function NPCPuppet:IsNPC() return end

---@param currentPosition Vector4
---@return Bool
function NPCPuppet:IsOutsideOfNavmesh(currentPosition) return end

---@param currentPosition Vector4
---@return Bool, Vector4
function NPCPuppet:IsOutsideOfNavmesh(currentPosition) return end

---@param currentPosition Vector4
---@param tolerance Vector4
---@return Bool
function NPCPuppet:IsOutsideOfNavmeshWithTolerance(currentPosition, tolerance) return end

---@return Bool
function NPCPuppet:IsPaperdoll() return end

---@return Bool
function NPCPuppet:IsPlayerCompanion() return end

---@param position Vector4
---@param normal Vector4
---@return Bool
function NPCPuppet:IsPointOnStaticMesh(position, normal) return end

---@return Bool
function NPCPuppet:IsPuppetTargetingPlayer() return end

---@return Bool
function NPCPuppet:IsRagdollEnabled() return end

---@return Bool
function NPCPuppet:IsRagdolling() return end

---@return Bool
function NPCPuppet:IsReplicable() return end

---@return Bool
function NPCPuppet:IsRipperdoc() return end

---@return Bool
function NPCPuppet:IsUnderneathVehicle() return end

---@param instigator gameObject
---@param skipNPCDeathAnim Bool
---@param disableNPCRagdoll Bool
function NPCPuppet:Kill(instigator, skipNPCDeathAnim, disableNPCRagdoll) return end

---@return Bool
function NPCPuppet:KillIfUnderwater() return end

function NPCPuppet:MarkForDeath() return end

function NPCPuppet:MarkForDefeat() return end

function NPCPuppet:MountingEndEnableComponents() return end

function NPCPuppet:MountingStartDisableComponents() return end

function NPCPuppet:OnDefeatedWithRecoverStatusEffectApplied() return end

function NPCPuppet:OnDefeatedWithRecoverStatusEffectRemoved() return end

function NPCPuppet:OnGodModeChanged() return end

---@param hitEvent gameeventsHitEvent
function NPCPuppet:OnHitAnimation(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function NPCPuppet:OnHitSounds(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function NPCPuppet:OnHitUI(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function NPCPuppet:OnHitVFX(hitEvent) return end

---@param playerPuppet gameObject
---@param damageInflicted Float
function NPCPuppet:OnHittingPlayer(playerPuppet, damageInflicted) return end

function NPCPuppet:OnIncapacitated() return end

---@param nearbyCrowdNPCs entEntity[]
function NPCPuppet:OnNPCThrown(nearbyCrowdNPCs) return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:OnQuickHackEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
function NPCPuppet:OnQuickHackEffectRemoved(evt) return end

function NPCPuppet:OnResurrected() return end

---@param signalId Uint16
---@param newValue Bool
---@param userData OnUnstoppableStateSignal
function NPCPuppet:OnSignalOnUnstoppableStateSignal(signalId, newValue, userData) return end

function NPCPuppet:OnThrownNPCRagdollImpact() return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:OnUncontrolledMovementStatusEffectAdded(evt) return end

function NPCPuppet:OnUncontrolledMovementStatusEffectRemoved() return end

function NPCPuppet:PlayImpactSound() return end

---@param instigator gameObject
function NPCPuppet:PlayVOOnPlayerOrPlayerCompanion(instigator) return end

---@param instigatorIsPlayer Bool
function NPCPuppet:PlayVOOnSquadMembers(instigatorIsPlayer) return end

function NPCPuppet:PrepareVendor() return end

---@param data gameScriptTaskData
function NPCPuppet:PrepareVendorTask(data) return end

function NPCPuppet:ProcessAndroidIncapacitated() return end

function NPCPuppet:ProcessDoTAttackData() return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:ProcessStatusEffectApplication(evt) return end

---@return Bool
function NPCPuppet:PuppetIsNotVisible() return end

function NPCPuppet:ReevaluatEAIThreatCalculationType() return end

function NPCPuppet:ReevaluateQuickHackPerkRewardsForPlayer() return end

function NPCPuppet:RegisterCallbacks() return end

function NPCPuppet:RegisterCallbacksForReactions() return end

function NPCPuppet:RemoveListeners() return end

function NPCPuppet:RemoveStrongArmsFX() return end

function NPCPuppet:RemoveVendor() return end

function NPCPuppet:RemoveVendorTask() return end

---@param hitEvent gameeventsHitEvent
function NPCPuppet:RequestHitReaction(hitEvent) return end

function NPCPuppet:ResetCompanionRoleCacheTimeStamp() return end

function NPCPuppet:ResetRagdollDamageData() return end

---@param isLookedAt Bool
function NPCPuppet:ResolveReactiOnLookedAt(isLookedAt) return end

---@return Bool
function NPCPuppet:SearchForNonlethalFlag() return end

function NPCPuppet:SendAfterDeathOrDefeatEvent() return end

---@param defeated Bool
---@param nonLethal Bool
function NPCPuppet:SendDataTrackingEvent(defeated, nonLethal) return end

---@param revealState ERevealState
function NPCPuppet:SendRevealStateToAllWeakspots(revealState) return end

---@param priority Float
---@param tags CName[]|string[]
---@param flags EAIGateSignalFlags[]
---@param statusEffectID TweakDBID|string
---@param repeatSignalDelay Float
---@param remainingStatusEffectDuration Float
function NPCPuppet:SendStatusEffectSignal(priority, tags, flags, statusEffectID, repeatSignalDelay, remainingStatusEffectDuration) return end

function NPCPuppet:SetAnimWrapperWeightBasedOnFaction() return end

---@param bounty Bounty
function NPCPuppet:SetBounty(bounty) return end

---@param awarded Bool
function NPCPuppet:SetBountyAwarded(awarded) return end

---@param percent Float
function NPCPuppet:SetDetectionPercentage(percent) return end

---@param disableRagdoll Bool
---@param force Bool
---@param leaveRagdollEnabled Bool
function NPCPuppet:SetDisableRagdoll(disableRagdoll, force, leaveRagdollEnabled) return end

---@param hitEvent gameeventsHitEvent
---@param hitReactionFactor Float
---@param hitWoundsFactor Float
---@param hitDismembermentFactor Float
function NPCPuppet:SetHitEventData(hitEvent, hitReactionFactor, hitWoundsFactor, hitDismembermentFactor) return end

---@param isDefeatMechanicActive Bool
---@param isInitialisation Bool
function NPCPuppet:SetIsDefeatMechanicActive(isDefeatMechanicActive, isInitialisation) return end

---@param killer gameObject
function NPCPuppet:SetMyKiller(killer) return end

---@param isTargeting Bool
function NPCPuppet:SetPuppetTargetingPlayer(isTargeting) return end

---@param ragdollImpactPointData entRagdollImpactPointData
---@param currentPosition Vector4
function NPCPuppet:SetRagdollDamageData(ragdollImpactPointData, currentPosition) return end

function NPCPuppet:SetRandomAnimWrappersForLocomotion() return end

---@param wasAggressive Bool
function NPCPuppet:SetWasAggressiveCrowd(wasAggressive) return end

function NPCPuppet:SetWeaponFx() return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function NPCPuppet:ShouldDelayStatusEffectApplication(evt) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function NPCPuppet:ShouldRequestHitReaction(hitEvent) return end

---@param victim NPCPuppet
---@return Bool
function NPCPuppet:ShouldTripVictim(victim) return end

---@param n CName|string
function NPCPuppet:SpawnHitVisualEffect(n) return end

---@param position Vector4
function NPCPuppet:SpawnRagdollBumpAttack(position) return end

---@param evt entRagdollImpactPointData
function NPCPuppet:SpawnRagdollFloorSplash(evt) return end

---@param impactData entRagdollImpactPointData
---@param isDead Bool
function NPCPuppet:SpawnRagdollSplatter(impactData, isDead) return end

function NPCPuppet:SpawnStrongArmsFX() return end

---@param vehicle vehicleBaseObject
---@param instigator gameObject
function NPCPuppet:SpawnVehicleBumpAttack(vehicle, instigator) return end

---@param evt gameeventsRemoveStatusEffect
function NPCPuppet:StopStatusEffectSFX(evt) return end

---@param evt gameeventsRemoveStatusEffect
function NPCPuppet:StopStatusEffectVFX(evt) return end

---@param ttc AITargetTrackerComponent
---@param freeze Bool
---@return Bool
function NPCPuppet:SwitchTargetPlayerTrackedAccuracy(ttc, freeze) return end

---@param freeze Bool
---@return Bool
function NPCPuppet:SwitchTargetPlayerTrackedAccuracy(freeze) return end

---@param evt gameeventsApplyStatusEffectEvent
function NPCPuppet:TriggerDefeatedBehavior(evt) return end

function NPCPuppet:TriggerPendingSEEvent() return end

function NPCPuppet:TriggerRagdollBehavior() return end

function NPCPuppet:TriggerRagdollBehaviorEnd() return end

---@param evt gameeventsApplyStatusEffectEvent
---@param alwaysTrigger Bool
---@param checkCachedSEAnim Bool
function NPCPuppet:TriggerStatusEffectBehavior(evt, alwaysTrigger, checkCachedSEAnim) return end

---@param priority Float
---@param tags CName[]|string[]
---@param flags EAIGateSignalFlags[]
---@param statusEffectID TweakDBID|string
---@param repeatSignalDelay Float
---@param remainingStatusEffectDuration Float
function NPCPuppet:TryRepeatStatusEffectSignal(priority, tags, flags, statusEffectID, repeatSignalDelay, remainingStatusEffectDuration) return end

function NPCPuppet:TrySetPreventionCodeRedReinforcement() return end

function NPCPuppet:UnregisterAggressiveNPC() return end

function NPCPuppet:UnregisterCallbacksForReactions() return end

function NPCPuppet:UpdateAdditionalScanningData() return end

---@param isActive Bool
function NPCPuppet:UpdateAnimgraphRagdollState(isActive) return end

---@param onRagdollDisabled Bool
function NPCPuppet:UpdateCollisionState(onRagdollDisabled) return end

function NPCPuppet:UpdateVehicleHitImmunity() return end

---@return Bool
function NPCPuppet:WasJustKilledOrDefeated() return end

---@class NPCRarityPrereq : gameIScriptablePrereq
---@field rarity gamedataNPCRarity
---@field invert Bool
NPCRarityPrereq = {}

---@return NPCRarityPrereq
function NPCRarityPrereq.new() return end

---@param props table
---@return NPCRarityPrereq
function NPCRarityPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCRarityPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCRarityPrereq:IsFulfilled(context) return end

---@return Bool
function NPCRarityPrereq:IsOnRegisterSupported() return end

---@param state gamePrereqState
---@param context IScriptable
function NPCRarityPrereq:OnApplied(state, context) return end

---@class NPCRarityPrereqState : gamePrereqState
NPCRarityPrereqState = {}

---@return NPCRarityPrereqState
function NPCRarityPrereqState.new() return end

---@param props table
---@return NPCRarityPrereqState
function NPCRarityPrereqState.new(props) return end

---@class NPCReactionPresetPrereq : gameIScriptablePrereq
---@field reactionPreset gamedataReactionPresetType
---@field invert Bool
NPCReactionPresetPrereq = {}

---@return NPCReactionPresetPrereq
function NPCReactionPresetPrereq.new() return end

---@param props table
---@return NPCReactionPresetPrereq
function NPCReactionPresetPrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCReactionPresetPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCReactionPresetPrereq:IsFulfilled(context) return end

---@class NPCReactionPresetPrereqState : gamePrereqState
NPCReactionPresetPrereqState = {}

---@return NPCReactionPresetPrereqState
function NPCReactionPresetPrereqState.new() return end

---@param props table
---@return NPCReactionPresetPrereqState
function NPCReactionPresetPrereqState.new(props) return end

---@class NPCRecordHasVisualTag : gameIScriptablePrereq
---@field visualTag CName
---@field hasTag Bool
NPCRecordHasVisualTag = {}

---@return NPCRecordHasVisualTag
function NPCRecordHasVisualTag.new() return end

---@param props table
---@return NPCRecordHasVisualTag
function NPCRecordHasVisualTag.new(props) return end

---@param recordID TweakDBID|string
function NPCRecordHasVisualTag:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCRecordHasVisualTag:IsFulfilled(context) return end

---@return Bool
function NPCRecordHasVisualTag:IsOnRegisterSupported() return end

---@class NPCRecordHasVisualTagState : gamePrereqState
NPCRecordHasVisualTagState = {}

---@return NPCRecordHasVisualTagState
function NPCRecordHasVisualTagState.new() return end

---@param props table
---@return NPCRecordHasVisualTagState
function NPCRecordHasVisualTagState.new(props) return end

---@class NPCReference
---@field communitySpawner NodeRef
---@field entryName CName
NPCReference = {}

---@return NPCReference
function NPCReference.new() return end

---@param props table
---@return NPCReference
function NPCReference.new(props) return end

---@param self_ NPCReference
---@return entEntityID
function NPCReference.GetSpawnerEntityID(self_) return end

---@param self_ NPCReference
---@return Bool
function NPCReference.IsValid(self_) return end

---@class NPCRevealedPrereq : gameIScriptablePrereq
NPCRevealedPrereq = {}

---@return NPCRevealedPrereq
function NPCRevealedPrereq.new() return end

---@param props table
---@return NPCRevealedPrereq
function NPCRevealedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NPCRevealedPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCRevealedPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCRevealedPrereq:OnUnregister(state, context) return end

---@class NPCRevealedPrereqState : gamePrereqState
---@field listener PuppetListener
NPCRevealedPrereqState = {}

---@return NPCRevealedPrereqState
function NPCRevealedPrereqState.new() return end

---@param props table
---@return NPCRevealedPrereqState
function NPCRevealedPrereqState.new(props) return end

---@class NPCRoleChangeEvent : redEvent
---@field newRole AIRole
NPCRoleChangeEvent = {}

---@return NPCRoleChangeEvent
function NPCRoleChangeEvent.new() return end

---@param props table
---@return NPCRoleChangeEvent
function NPCRoleChangeEvent.new(props) return end

---@class NPCScanningDescription : ObjectScanningDescription
---@field NPCGameplayDescription TweakDBID
---@field NPCCustomDescriptions TweakDBID[]
NPCScanningDescription = {}

---@return NPCScanningDescription
function NPCScanningDescription.new() return end

---@param props table
---@return NPCScanningDescription
function NPCScanningDescription.new(props) return end

---@return TweakDBID[]
function NPCScanningDescription:GetCustomDesriptions() return end

---@return TweakDBID
function NPCScanningDescription:GetGameplayDesription() return end

---@class NPCStartingDetectionEvent : redEvent
NPCStartingDetectionEvent = {}

---@return NPCStartingDetectionEvent
function NPCStartingDetectionEvent.new() return end

---@param props table
---@return NPCStartingDetectionEvent
function NPCStartingDetectionEvent.new(props) return end

---@class NPCStateChangeSignal : gameTaggedSignalUserData
---@field highLevelState gamedataNPCHighLevelState
---@field highLevelStateValid Bool
---@field upperBodyState gamedataNPCUpperBodyState
---@field upperBodyStateValid Bool
---@field stanceState gamedataNPCStanceState
---@field stanceStateValid Bool
---@field hitReactionModeState EHitReactionMode
---@field hitReactionModeStateValid Bool
---@field defenseMode gamedataDefenseMode
---@field defenseModeValid Bool
---@field locomotionMode gamedataLocomotionMode
---@field locomotionModeValid Bool
---@field behaviorState gamedataNPCBehaviorState
---@field behaviorStateValid Bool
---@field phaseState ENPCPhaseState
---@field phaseStateValid Bool
NPCStateChangeSignal = {}

---@return NPCStateChangeSignal
function NPCStateChangeSignal.new() return end

---@param props table
---@return NPCStateChangeSignal
function NPCStateChangeSignal.new(props) return end

---@class NPCStatePrereq : gameIScriptablePrereq
---@field previousState Bool
---@field isInState Bool
---@field skipWhenApplied Bool
NPCStatePrereq = {}

---@return NPCStatePrereq
function NPCStatePrereq.new() return end

---@param props table
---@return NPCStatePrereq
function NPCStatePrereq.new(props) return end

---@param owner gameObject
---@param newValue Int32
---@param prevValue Int32
---@return Bool
function NPCStatePrereq:Evaluate(owner, newValue, prevValue) return end

---@param recordID TweakDBID|string
---@return String
function NPCStatePrereq:GetStateName(recordID) return end

---@return Int32
function NPCStatePrereq:GetStateToCheck() return end

---@param recordID TweakDBID|string
function NPCStatePrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCStatePrereq:OnApplied(state, context) return end

---@class NPCStatePrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInt redCallbackObject
---@field prevValue Int32
NPCStatePrereqState = {}

---@return NPCStatePrereqState
function NPCStatePrereqState.new() return end

---@param props table
---@return NPCStatePrereqState
function NPCStatePrereqState.new(props) return end

---@param value Int32
---@return Bool
function NPCStatePrereqState:OnStateUpdate(value) return end

---@class NPCStatesComponent : gameAINetStateComponent
---@field aimingLookatEvent entLookAtAddEvent
---@field highLevelAnimFeatureName CName
---@field upperBodyAnimFeatureName CName
---@field stanceAnimFeatureName CName
---@field statFlagDefensiveState gameStatModifierData_Deprecated
---@field prevNPCStanceState gamedataNPCStanceState
---@field previousHighLevelState gamedataNPCHighLevelState
---@field prevHitReactionMode EHitReactionMode
---@field bulkyStaggerMinRecordID TweakDBID
---@field staggerMinRecordID TweakDBID
---@field unstoppableRecordID TweakDBID
---@field unstoppableTwitchMinRecordID TweakDBID
---@field unstoppableTwitchNoneRecordID TweakDBID
---@field forceImpactRecordID TweakDBID
---@field forceStaggerRecordID TweakDBID
---@field forceKnockdownRecordID TweakDBID
---@field fragileRecordID TweakDBID
---@field weakRecordID TweakDBID
---@field toughRecordID TweakDBID
---@field bulkyRecordID TweakDBID
---@field regularRecordID TweakDBID
---@field keepRecentThreatAfterRelaxedDuration Float
---@field inCombat Bool
NPCStatesComponent = {}

---@return NPCStatesComponent
function NPCStatesComponent.new() return end

---@param props table
---@return NPCStatesComponent
function NPCStatesComponent.new(props) return end

---@param ownerPuppet ScriptedPuppet
---@return Bool
function NPCStatesComponent.AlertPuppet(ownerPuppet) return end

---@param highLevelState gamedataNPCHighLevelState
---@return CName
function NPCStatesComponent.GetAnimWrapperNameBasedOnHighLevelState(highLevelState) return end

---@param stanceState gamedataNPCStanceState
---@return CName
function NPCStatesComponent.GetAnimWrapperNameBasedOnStanceState(stanceState) return end

---@param npcPuppet NPCPuppet
---@return gameObject
function NPCStatesComponent.GetCombatTarget(npcPuppet) return end

---@param evt NotifyNearbyAboutCombatEvent
---@return Bool
function NPCStatesComponent:OnNotifyNearbyAboutCombatEvent(evt) return end

---@param evt NotifySecuritySystemCombatEvent
---@return Bool
function NPCStatesComponent:OnNotifySecuritySystemCombatEvent(evt) return end

---@param newState gamedataNPCBehaviorState
function NPCStatesComponent:ChangeBehaviorState(newState) return end

---@param newState gamedataDefenseMode
function NPCStatesComponent:ChangeDefenseMode(newState) return end

---@param newState gamedataNPCHighLevelState
function NPCStatesComponent:ChangeHighLevelState(newState) return end

---@param newState EHitReactionMode
function NPCStatesComponent:ChangeHitReactionModeState(newState) return end

---@param newState gamedataLocomotionMode
function NPCStatesComponent:ChangeLocomotionMode(newState) return end

---@param newState ENPCPhaseState
function NPCStatesComponent:ChangePhaseState(newState) return end

---@param newState gamedataNPCStanceState
function NPCStatesComponent:ChangeStanceState(newState) return end

---@param newState gamedataNPCUpperBodyState
function NPCStatesComponent:ChangeUpperBodyState(newState) return end

---@return gamedataNPCBehaviorState
function NPCStatesComponent:GetCurrentBehaviorState() return end

---@return gamedataDefenseMode
function NPCStatesComponent:GetCurrentDefenseMode() return end

---@return gamedataNPCHighLevelState
function NPCStatesComponent:GetCurrentHighLevelState() return end

---@return EHitReactionMode
function NPCStatesComponent:GetCurrentHitReactionModeState() return end

---@return gamedataLocomotionMode
function NPCStatesComponent:GetCurrentLocomotionMode() return end

---@return ENPCPhaseState
function NPCStatesComponent:GetCurrentPhaseState() return end

---@return gamedataNPCStanceState
function NPCStatesComponent:GetCurrentStanceState() return end

---@return gamedataNPCUpperBodyState
function NPCStatesComponent:GetCurrentUpperBodyState() return end

---@return gamedataNPCHighLevelState
function NPCStatesComponent:GetPreviousHighLevelState() return end

---@return EHitReactionMode
function NPCStatesComponent:GetPreviousHitReactionMode() return end

---@return gamedataNPCStanceState
function NPCStatesComponent:GetPreviousStanceState() return end

---@return ScriptedPuppet
function NPCStatesComponent:GetPuppet() return end

---@return gameIBlackboard
function NPCStatesComponent:GetPuppetStateBlackboard() return end

---@return Int32
function NPCStatesComponent:GetUpperBodyStateForAnimGraph() return end

---@param newState gamedataNPCHighLevelState
---@param previousState gamedataNPCHighLevelState
function NPCStatesComponent:HandleCombatStateAnimHint(newState, previousState) return end

---@param newState gamedataNPCHighLevelState
function NPCStatesComponent:MaxtacSetQuestCammo(newState) return end

function NPCStatesComponent:NotifySecuritySystemCombat() return end

function NPCStatesComponent:OnAlerted() return end

function NPCStatesComponent:OnAttack() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnBulky(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnBulkyStaggerMin(statSystem, entityID, recordID) return end

function NPCStatesComponent:OnChargeAttack() return end

function NPCStatesComponent:OnCombat() return end

function NPCStatesComponent:OnCover() return end

function NPCStatesComponent:OnCrouch() return end

function NPCStatesComponent:OnDead() return end

function NPCStatesComponent:OnDefend() return end

function NPCStatesComponent:OnDefendAll() return end

function NPCStatesComponent:OnDefendMelee() return end

function NPCStatesComponent:OnDefendRanged() return end

function NPCStatesComponent:OnDefenseModeChanged() return end

function NPCStatesComponent:OnFear() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnForceImpact(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnForceKnockdown(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnForceStagger(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnFragile(statSystem, entityID, recordID) return end

function NPCStatesComponent:OnGameAttach() return end

---@param newState gamedataNPCHighLevelState
---@param previousState gamedataNPCHighLevelState
function NPCStatesComponent:OnHighLevelStateEnter(newState, previousState) return end

---@param leftState gamedataNPCHighLevelState
---@param nextState gamedataNPCHighLevelState
function NPCStatesComponent:OnHighLevelStateExit(leftState, nextState) return end

function NPCStatesComponent:OnLocomotionModeChanged() return end

function NPCStatesComponent:OnMoving() return end

---@param signal NPCStateChangeSignal
function NPCStatesComponent:OnNPCStateChangeSignalReceived(signal) return end

function NPCStatesComponent:OnNoDefend() return end

function NPCStatesComponent:OnNormal() return end

function NPCStatesComponent:OnParry() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnRegular(statSystem, entityID, recordID) return end

function NPCStatesComponent:OnRelaxed() return end

function NPCStatesComponent:OnReload() return end

function NPCStatesComponent:OnShoot() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnStaggerMin(statSystem, entityID, recordID) return end

function NPCStatesComponent:OnStanceStateChanged() return end

function NPCStatesComponent:OnStand() return end

function NPCStatesComponent:OnStatic() return end

function NPCStatesComponent:OnSwim() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnTough(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnUnstoppable(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnUnstoppableTwitchMin(statSystem, entityID, recordID) return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnUnstoppableTwitchNone(statSystem, entityID, recordID) return end

function NPCStatesComponent:OnUpperBodyStateChanged() return end

function NPCStatesComponent:OnVehicle() return end

---@param statSystem gameStatsSystem
---@param entityID entEntityID
---@param recordID TweakDBID|string
function NPCStatesComponent:OnWeak(statSystem, entityID, recordID) return end

function NPCStatesComponent:PlayDeadVO() return end

---@param b Bool
function NPCStatesComponent:SendOnUnstoppableRemovedSignal(b) return end

---@param newState gamedataNPCBehaviorState
---@return Bool
function NPCStatesComponent:SetCurrentBehaviorState(newState) return end

---@param newState gamedataDefenseMode
---@return Bool
function NPCStatesComponent:SetCurrentDefenseMode(newState) return end

---@param newState gamedataNPCHighLevelState
---@return Bool
function NPCStatesComponent:SetCurrentHighLevelState(newState) return end

---@param newState EHitReactionMode
---@return Bool
function NPCStatesComponent:SetCurrentHitReactionModeState(newState) return end

---@param newState gamedataLocomotionMode
---@return Bool
function NPCStatesComponent:SetCurrentLocomotionMode(newState) return end

---@param newState ENPCPhaseState
---@return Bool
function NPCStatesComponent:SetCurrentPhaseState(newState) return end

---@param newState gamedataNPCStanceState
---@return Bool
function NPCStatesComponent:SetCurrentStanceState(newState) return end

---@param newState gamedataNPCUpperBodyState
---@return Bool
function NPCStatesComponent:SetCurrentUpperBodyState(newState) return end

---@param prevState EHitReactionMode
function NPCStatesComponent:SetPreviousHitReactionMode(prevState) return end

---@param prevState gamedataNPCStanceState
function NPCStatesComponent:SetPreviousStanceState(prevState) return end

---@param toggle Bool
function NPCStatesComponent:ToggleVehicleWindow(toggle) return end

function NPCStatesComponent:TurnOffParryState() return end

function NPCStatesComponent:TurnOnParryState() return end

function NPCStatesComponent:UpdateBehaviorState() return end

function NPCStatesComponent:UpdateDefenseMode() return end

---@param enable Bool
function NPCStatesComponent:UpdateDefensiveState(enable) return end

---@param newState gamedataNPCHighLevelState
---@param previousState gamedataNPCHighLevelState
function NPCStatesComponent:UpdateHighLevelState(newState, previousState) return end

function NPCStatesComponent:UpdateHitReactionsExceptionState() return end

function NPCStatesComponent:UpdateLocomotionMode() return end

function NPCStatesComponent:UpdatePhaseState() return end

function NPCStatesComponent:UpdateStanceState() return end

function NPCStatesComponent:UpdateUpperBodyState() return end

---@class NPCStoppingDetectionEvent : redEvent
NPCStoppingDetectionEvent = {}

---@return NPCStoppingDetectionEvent
function NPCStoppingDetectionEvent.new() return end

---@param props table
---@return NPCStoppingDetectionEvent
function NPCStoppingDetectionEvent.new(props) return end

---@class NPCThrowingGrenadeEvent : redEvent
---@field target gameObject
NPCThrowingGrenadeEvent = {}

---@return NPCThrowingGrenadeEvent
function NPCThrowingGrenadeEvent.new() return end

---@param props table
---@return NPCThrowingGrenadeEvent
function NPCThrowingGrenadeEvent.new(props) return end

---@class NPCTrackingPlayerPrereq : gameIScriptablePrereq
---@field invert Bool
NPCTrackingPlayerPrereq = {}

---@return NPCTrackingPlayerPrereq
function NPCTrackingPlayerPrereq.new() return end

---@param props table
---@return NPCTrackingPlayerPrereq
function NPCTrackingPlayerPrereq.new(props) return end

---@param isTrackingPlayer Bool
---@return Bool
function NPCTrackingPlayerPrereq:EvaluateCondition(isTrackingPlayer) return end

---@param recordID TweakDBID|string
function NPCTrackingPlayerPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCTrackingPlayerPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NPCTrackingPlayerPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCTrackingPlayerPrereq:OnUnregister(state, context) return end

---@class NPCTrackingPlayerPrereqState : gamePrereqState
---@field listener PuppetListener
NPCTrackingPlayerPrereqState = {}

---@return NPCTrackingPlayerPrereqState
function NPCTrackingPlayerPrereqState.new() return end

---@param props table
---@return NPCTrackingPlayerPrereqState
function NPCTrackingPlayerPrereqState.new(props) return end

---@class NPCTypePrereq : gameIScriptablePrereq
---@field allowedTypes gamedataNPCType[]
---@field invert Bool
NPCTypePrereq = {}

---@return NPCTypePrereq
function NPCTypePrereq.new() return end

---@param props table
---@return NPCTypePrereq
function NPCTypePrereq.new(props) return end

---@param recordID TweakDBID|string
function NPCTypePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NPCTypePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function NPCTypePrereq:OnApplied(state, context) return end

---@class NamedTooltipController : IScriptable
---@field identifier CName
---@field controller AGenericTooltipController
NamedTooltipController = {}

---@return NamedTooltipController
function NamedTooltipController.new() return end

---@param props table
---@return NamedTooltipController
function NamedTooltipController.new(props) return end

---@class NameplateBarLogicController : ProgressBarSimpleWidgetLogicController
---@field damagePreview DamagePreviewController
NameplateBarLogicController = {}

---@return NameplateBarLogicController
function NameplateBarLogicController.new() return end

---@param props table
---@return NameplateBarLogicController
function NameplateBarLogicController.new(props) return end

---@param damage Float
---@param offset Float
function NameplateBarLogicController:SetDamagePreview(damage, offset) return end

---@param newValue Float
---@param silent Bool
function NameplateBarLogicController:SetNameplateBarProgress(newValue, silent) return end

---@class NameplateChangedEvent : gameScriptableSystemRequest
---@field entity entEntityID
NameplateChangedEvent = {}

---@return NameplateChangedEvent
function NameplateChangedEvent.new() return end

---@param props table
---@return NameplateChangedEvent
function NameplateChangedEvent.new(props) return end

---@class NameplateVisibleEvent : redEvent
---@field isNameplateVisible Bool
---@field entityID entEntityID
NameplateVisibleEvent = {}

---@return NameplateVisibleEvent
function NameplateVisibleEvent.new() return end

---@param props table
---@return NameplateVisibleEvent
function NameplateVisibleEvent.new(props) return end

---@class NameplateVisualsLogicController : inkWidgetLogicController
---@field rootWidget inkCompoundWidget
---@field nameTextMain inkTextWidgetReference
---@field nameFrame inkWidgetReference
---@field healthbarWidget inkWidgetReference
---@field healthBarFull inkWidgetReference
---@field healthBarFrame inkWidgetReference
---@field stealthMappinSlot inkCompoundWidgetReference
---@field damagePreviewWrapper inkWidgetReference
---@field damagePreviewWidget inkWidgetReference
---@field damagePreviewArrow inkWidgetReference
---@field rarityHolder inkWidgetReference
---@field rarities inkWidgetReference[]
---@field cachedPuppet gameObject
---@field cachedIncomingData gameuiNPCNextToTheCrosshair
---@field isBoss Bool
---@field isElite Bool
---@field isRare Bool
---@field isNCPD Bool
---@field canCallReinforcements Bool
---@field isBurning Bool
---@field isPoisoned Bool
---@field bossColor Color
---@field npcDefeated Bool
---@field isStealthMappinVisible Bool
---@field playerZone gamePSMZones
---@field npcNamesEnabled Bool
---@field healthController NameplateBarLogicController
---@field hasCenterIcon Bool
---@field animatingObject inkWidgetReference
---@field isAnimating Bool
---@field animProxy inkanimProxy
---@field alpha_fadein inkanimDefinition
---@field damagePreviewAnimProxy inkanimProxy
---@field isQuestTarget Bool
---@field forceHide Bool
---@field isHardEnemy Bool
---@field npcIsAggressive Bool
---@field playerAimingDownSights Bool
---@field playerInCombat Bool
---@field playerInStealth Bool
---@field healthNotFull Bool
---@field healthbarVisible Bool
---@field levelContainerShouldBeVisible Bool
---@field currentHealth Int32
---@field maximumHealth Int32
---@field currentDamagePreviewValue Int32
NameplateVisualsLogicController = {}

---@return NameplateVisualsLogicController
function NameplateVisualsLogicController.new() return end

---@param props table
---@return NameplateVisualsLogicController
function NameplateVisualsLogicController.new(props) return end

---@return Bool
function NameplateVisualsLogicController:OnInitialize() return end

---@return Bool
function NameplateVisualsLogicController:IsAnyElementVisible() return end

---@return Bool
function NameplateVisualsLogicController:IsQuestTarget() return end

---@param value Int32
function NameplateVisualsLogicController:PreviewDamage(value) return end

---@param puppet gamePuppetBase
---@param incomingData gameuiNPCNextToTheCrosshair
function NameplateVisualsLogicController:SetAttitudeColors(puppet, incomingData) return end

---@param incomingData gameuiNPCNextToTheCrosshair
function NameplateVisualsLogicController:SetElementVisibility(incomingData) return end

---@param value Bool
function NameplateVisualsLogicController:SetForceHide(value) return end

---@param puppet ScriptedPuppet
function NameplateVisualsLogicController:SetNPCType(puppet) return end

---@param value Bool
function NameplateVisualsLogicController:SetQuestTarget(value) return end

---@param puppet gameObject
---@param incomingData gameuiNPCNextToTheCrosshair
---@param isNewNpc Bool
function NameplateVisualsLogicController:SetVisualData(puppet, incomingData, isNewNpc) return end

function NameplateVisualsLogicController:UpdateBecauseOfMapPin() return end

---@param isHostile Bool
function NameplateVisualsLogicController:UpdateHealthbarColor(isHostile) return end

function NameplateVisualsLogicController:UpdateHealthbarVisibility() return end

---@param value Bool
---@param onlySetValue Bool
function NameplateVisualsLogicController:UpdateNPCNamesEnabled(value, onlySetValue) return end

---@param state gamePSMUpperBodyStates
---@param onlySetValue Bool
function NameplateVisualsLogicController:UpdatePlayerAimStatus(state, onlySetValue) return end

---@param state gamePSMCombat
---@param onlySetValue Bool
function NameplateVisualsLogicController:UpdatePlayerCombat(state, onlySetValue) return end

---@param zone gamePSMZones
---@param onlySetValue Bool
function NameplateVisualsLogicController:UpdatePlayerZone(zone, onlySetValue) return end

---@class NanoTechPlatesEffector : ModifyAttackEffector
---@field chanceToTrigger Float
---@field chanceIncrement Float
---@field nanoPlatesStacks Int32
---@field timeWindow Float
---@field minTimeBetweenBlocks Float
---@field timeStamps Float[]
NanoTechPlatesEffector = {}

---@return NanoTechPlatesEffector
function NanoTechPlatesEffector.new() return end

---@param props table
---@return NanoTechPlatesEffector
function NanoTechPlatesEffector.new(props) return end

---@param owner gameObject
function NanoTechPlatesEffector:ActionOn(owner) return end

---@param owner gameObject
---@param currentTime Float
function NanoTechPlatesEffector:CleanUpTimeStamps(owner, currentTime) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function NanoTechPlatesEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function NanoTechPlatesEffector:ProcessAction(owner) return end

---@param owner gameObject
function NanoTechPlatesEffector:RepeatedAction(owner) return end

---@class NanoWireProjectile : BaseProjectile
---@field maxAttackRange Float
---@field launchMode ELaunchMode
NanoWireProjectile = {}

---@return NanoWireProjectile
function NanoWireProjectile.new() return end

---@param props table
---@return NanoWireProjectile
function NanoWireProjectile.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function NanoWireProjectile:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function NanoWireProjectile:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function NanoWireProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function NanoWireProjectile:OnShootTarget(eventData) return end

function NanoWireProjectile:SetNanoWireProjectileLaunchMode() return end

---@class NanoWireProjectileCollisionEvaluator : gameprojectileScriptCollisionEvaluator
NanoWireProjectileCollisionEvaluator = {}

---@return NanoWireProjectileCollisionEvaluator
function NanoWireProjectileCollisionEvaluator.new() return end

---@param props table
---@return NanoWireProjectileCollisionEvaluator
function NanoWireProjectileCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function NanoWireProjectileCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@class NarrationJournalGameController : gameuiHUDGameController
---@field entriesContainer inkCompoundWidgetReference
---@field narrationJournalBlackboardId redCallbackObject
NarrationJournalGameController = {}

---@return NarrationJournalGameController
function NarrationJournalGameController.new() return end

---@param props table
---@return NarrationJournalGameController
function NarrationJournalGameController.new(props) return end

---@param entryWidget inkWidget
---@return Bool
function NarrationJournalGameController:OnEntryHidden(entryWidget) return end

---@param value Variant
---@return Bool
function NarrationJournalGameController:OnEventAdded(value) return end

---@return Bool
function NarrationJournalGameController:OnInitialize() return end

---@param entry gameuiNarrationEvent
function NarrationJournalGameController:AddEntry(entry) return end

---@class NarrativePlateGameController : gameuiProjectedHUDGameController
---@field plateHolder inkWidgetReference
---@field projection inkScreenProjection
---@field narrativePlateBlackboard gameIBlackboard
---@field narrativePlateBlackboardText redCallbackObject
---@field logicController NarrativePlateLogicController
NarrativePlateGameController = {}

---@return NarrativePlateGameController
function NarrativePlateGameController.new() return end

---@param props table
---@return NarrativePlateGameController
function NarrativePlateGameController.new(props) return end

---@return Bool
function NarrativePlateGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function NarrativePlateGameController:OnNarrativePlateChanged(value) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function NarrativePlateGameController:OnScreenProjectionUpdate(projections) return end

---@return Bool
function NarrativePlateGameController:OnUnitialize() return end

---@class NarrativePlateLogicController : inkWidgetLogicController
---@field textWidget inkWidgetReference
---@field captionWidget inkWidgetReference
---@field root inkWidgetReference
NarrativePlateLogicController = {}

---@return NarrativePlateLogicController
function NarrativePlateLogicController.new() return end

---@param props table
---@return NarrativePlateLogicController
function NarrativePlateLogicController.new(props) return end

---@param text String
---@param caption String
function NarrativePlateLogicController:SetPlateText(text, caption) return end

---@param visible Bool
function NarrativePlateLogicController:SetVisible(visible) return end

---@class NavGenNavigationSetting
---@field navmeshImpact NavGenNavmeshImpact
NavGenNavigationSetting = {}

---@return NavGenNavigationSetting
function NavGenNavigationSetting.new() return end

---@param props table
---@return NavGenNavigationSetting
function NavGenNavigationSetting.new(props) return end

---@class NavigationFunctionalTests : IScriptable
NavigationFunctionalTests = {}

---@return NavigationFunctionalTests
function NavigationFunctionalTests.new() return end

---@param props table
---@return NavigationFunctionalTests
function NavigationFunctionalTests.new(props) return end

function NavigationFunctionalTests:GetPathOnNavmesh() return end

function NavigationFunctionalTests:RunGPSQuery() return end

function NavigationFunctionalTests:UpdateGPSQuery() return end

---@class NcartTimeTableCounterUpdateEvent : redEvent
NcartTimeTableCounterUpdateEvent = {}

---@return NcartTimeTableCounterUpdateEvent
function NcartTimeTableCounterUpdateEvent.new() return end

---@param props table
---@return NcartTimeTableCounterUpdateEvent
function NcartTimeTableCounterUpdateEvent.new(props) return end

---@class NcartTimetable : InteractiveDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
NcartTimetable = {}

---@return NcartTimetable
function NcartTimetable.new() return end

---@param props table
---@return NcartTimetable
function NcartTimetable.new(props) return end

---@param evt NcartTimeTableCounterUpdateEvent
---@return Bool
function NcartTimetable:OnCounterUpdate(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function NcartTimetable:OnHitEvent(hit) return end

---@param evt GameAttachedEvent
---@return Bool
function NcartTimetable:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NcartTimetable:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function NcartTimetable:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NcartTimetable:OnTakeControl(ri) return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function NcartTimetable:ApplyActiveStatusEffect(target, statusEffect) return end

function NcartTimetable:CreateBlackboard() return end

function NcartTimetable:CutPower() return end

---@return EGameplayRole
function NcartTimetable:DeterminGameplayRole() return end

---@return NcartTimetableBlackboardDef
function NcartTimetable:GetBlackboardDef() return end

---@return NcartTimetableController
function NcartTimetable:GetController() return end

---@return NcartTimetableControllerPS
function NcartTimetable:GetDevicePS() return end

function NcartTimetable:InitializeDisplayUpdate() return end

---@param ps gamePersistentState
---@return Bool
function NcartTimetable:ResavePersistentData(ps) return end

function NcartTimetable:ResolveGameplayState() return end

---@param glitchState EGlitchState
---@param intensity Float
function NcartTimetable:StartGlitching(glitchState, intensity) return end

function NcartTimetable:StartShortGlitch() return end

function NcartTimetable:StopGlitching() return end

function NcartTimetable:TurnOffDevice() return end

function NcartTimetable:TurnOffScreen() return end

function NcartTimetable:TurnOnDevice() return end

function NcartTimetable:TurnOnScreen() return end

function NcartTimetable:UpdateCounterUI() return end

---@param targetID entEntityID
function NcartTimetable:UploadActiveProgramOnNPC(targetID) return end

---@class NcartTimetableBlackboardDef : DeviceBaseBlackboardDef
---@field TimeToDepart gamebbScriptID_Int32
NcartTimetableBlackboardDef = {}

---@return NcartTimetableBlackboardDef
function NcartTimetableBlackboardDef.new() return end

---@param props table
---@return NcartTimetableBlackboardDef
function NcartTimetableBlackboardDef.new(props) return end

---@class NcartTimetableController : ScriptableDeviceComponent
NcartTimetableController = {}

---@return NcartTimetableController
function NcartTimetableController.new() return end

---@param props table
---@return NcartTimetableController
function NcartTimetableController.new(props) return end

---@return NcartTimetableControllerPS
function NcartTimetableController:GetPS() return end

---@class NcartTimetableControllerPS : ScriptableDeviceComponentPS
---@field ncartTimetableSetup NcartTimetableSetup
---@field currentTimeToDepart Int32
NcartTimetableControllerPS = {}

---@return NcartTimetableControllerPS
function NcartTimetableControllerPS.new() return end

---@param props table
---@return NcartTimetableControllerPS
function NcartTimetableControllerPS.new(props) return end

---@return Bool
function NcartTimetableControllerPS:OnInstantiated() return end

---@return Bool
function NcartTimetableControllerPS:CanCreateAnyQuickHackActions() return end

---@return TweakDBID
function NcartTimetableControllerPS:GetBackgroundTextureTweakDBID() return end

---@return NcartTimetableBlackboardDef
function NcartTimetableControllerPS:GetBlackboardDef() return end

---@return Int32
function NcartTimetableControllerPS:GetCurrentTimeToDepart() return end

---@return String
function NcartTimetableControllerPS:GetCurrentTimeToDepartAsString() return end

---@return Int32
function NcartTimetableControllerPS:GetDepartFrequency() return end

---@return TweakDBID
function NcartTimetableControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function NcartTimetableControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function NcartTimetableControllerPS:GetQuickHackActions(context) return end

---@return Float
function NcartTimetableControllerPS:GetUiUpdateFrequency() return end

function NcartTimetableControllerPS:Initialize() return end

function NcartTimetableControllerPS:ResetTimeToDepart() return end

function NcartTimetableControllerPS:UpdateCurrentTimeToDepart() return end

---@class NcartTimetableInkGameController : DeviceInkGameControllerBase
---@field defaultUI inkCanvasWidget
---@field mainDisplayWidget inkVideoWidget
---@field counterWidget inkTextWidget
---@field onGlitchingStateChangedListener redCallbackObject
---@field onTimeToDepartChangedListener redCallbackObject
NcartTimetableInkGameController = {}

---@return NcartTimetableInkGameController
function NcartTimetableInkGameController.new() return end

---@param props table
---@return NcartTimetableInkGameController
function NcartTimetableInkGameController.new(props) return end

---@param value Variant
---@return Bool
function NcartTimetableInkGameController:OnActionWidgetsUpdate(value) return end

---@param value Int32
---@return Bool
function NcartTimetableInkGameController:OnTimeToDepartChanged(value) return end

---@return Bool
function NcartTimetableInkGameController:OnUninitialize() return end

---@return NcartTimetable
function NcartTimetableInkGameController:GetOwner() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function NcartTimetableInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function NcartTimetableInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function NcartTimetableInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function NcartTimetableInkGameController:SetupWidgets() return end

---@param glitchData GlitchData
function NcartTimetableInkGameController:StartGlitchingScreen(glitchData) return end

function NcartTimetableInkGameController:StopGlitchingScreen() return end

function NcartTimetableInkGameController:StopVideo() return end

function NcartTimetableInkGameController:TurnOff() return end

function NcartTimetableInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function NcartTimetableInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function NcartTimetableInkGameController:UpdateActionWidgets(widgetsData) return end

---@class NcartTimetableSetup
---@field departFrequency Int32
---@field uiUpdateFrequency Int32
NcartTimetableSetup = {}

---@return NcartTimetableSetup
function NcartTimetableSetup.new() return end

---@param props table
---@return NcartTimetableSetup
function NcartTimetableSetup.new(props) return end

---@class NemaplateChangedRequest : gameScriptableSystemRequest
---@field playerTarget entEntityID
NemaplateChangedRequest = {}

---@return NemaplateChangedRequest
function NemaplateChangedRequest.new() return end

---@param props table
---@return NemaplateChangedRequest
function NemaplateChangedRequest.new(props) return end

---@class NetRunnerChargesGameController : gameuiWidgetGameController
---@field header inkTextWidgetReference
---@field list inkCompoundWidgetReference
---@field bar inkWidgetReference
---@field value inkTextWidgetReference
---@field blackboard gameIBlackboard
---@field bbDefinition UI_PlayerBioMonitorDef
---@field netrunnerCapacityId Uint32
---@field netrunnerCurrentId redCallbackObject
---@field currentCharges Int32
---@field maxCharges Int32
---@field chargesList NetRunnerListItem[]
---@field root inkWidget
NetRunnerChargesGameController = {}

---@return NetRunnerChargesGameController
function NetRunnerChargesGameController.new() return end

---@param props table
---@return NetRunnerChargesGameController
function NetRunnerChargesGameController.new(props) return end

---@return Bool
function NetRunnerChargesGameController:OnInitialize() return end

---@param value Float
---@return Bool
function NetRunnerChargesGameController:OnNetrunnerChargesUpdated(value) return end

---@return Bool
function NetRunnerChargesGameController:OnUnitialize() return end

function NetRunnerChargesGameController:Hide() return end

function NetRunnerChargesGameController:RemoveBB() return end

function NetRunnerChargesGameController:SetupBB() return end

function NetRunnerChargesGameController:Show() return end

---@class NetRunnerListItem : inkWidgetLogicController
---@field highlight inkWidgetReference
NetRunnerListItem = {}

---@return NetRunnerListItem
function NetRunnerListItem.new() return end

---@param props table
---@return NetRunnerListItem
function NetRunnerListItem.new(props) return end

---@return Bool
function NetRunnerListItem:OnInitialize() return end

function NetRunnerListItem:HideHighlight() return end

function NetRunnerListItem:ShowHighlight() return end

---@class NetrunnerChair : InteractiveDevice
NetrunnerChair = {}

---@return NetrunnerChair
function NetrunnerChair.new() return end

---@param props table
---@return NetrunnerChair
function NetrunnerChair.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NetrunnerChair:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NetrunnerChair:OnTakeControl(ri) return end

---@return EGameplayRole
function NetrunnerChair:DeterminGameplayRole() return end

---@return NetrunnerChairController
function NetrunnerChair:GetController() return end

---@return NetrunnerChairControllerPS
function NetrunnerChair:GetDevicePS() return end

---@class NetrunnerChairController : ScriptableDeviceComponent
NetrunnerChairController = {}

---@return NetrunnerChairController
function NetrunnerChairController.new() return end

---@param props table
---@return NetrunnerChairController
function NetrunnerChairController.new(props) return end

---@return NetrunnerChairControllerPS
function NetrunnerChairController:GetPS() return end

---@class NetrunnerChairControllerPS : ScriptableDeviceComponentPS
---@field killDelay Float
---@field wasOverloaded Bool
NetrunnerChairControllerPS = {}

---@return NetrunnerChairControllerPS
function NetrunnerChairControllerPS.new() return end

---@param props table
---@return NetrunnerChairControllerPS
function NetrunnerChairControllerPS.new(props) return end

---@return OverloadDevice
function NetrunnerChairControllerPS:ActionOverloadDevice() return end

---@return Bool
function NetrunnerChairControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function NetrunnerChairControllerPS:GetQuickHackActions(context) return end

---@param evt OverloadDevice
---@return EntityNotificationType
function NetrunnerChairControllerPS:OnOverloadDevice(evt) return end

---@class NetrunnerControlPanel : BasicDistractionDevice
NetrunnerControlPanel = {}

---@return NetrunnerControlPanel
function NetrunnerControlPanel.new() return end

---@param props table
---@return NetrunnerControlPanel
function NetrunnerControlPanel.new(props) return end

---@param evt FactQuickHack
---@return Bool
function NetrunnerControlPanel:OnCreateFactQuickHack(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NetrunnerControlPanel:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NetrunnerControlPanel:OnTakeControl(ri) return end

---@return NetrunnerControlPanelController
function NetrunnerControlPanel:GetController() return end

---@return NetrunnerControlPanelControllerPS
function NetrunnerControlPanel:GetDevicePS() return end

---@class NetrunnerControlPanelController : BasicDistractionDeviceController
NetrunnerControlPanelController = {}

---@return NetrunnerControlPanelController
function NetrunnerControlPanelController.new() return end

---@param props table
---@return NetrunnerControlPanelController
function NetrunnerControlPanelController.new(props) return end

---@return NetrunnerControlPanelControllerPS
function NetrunnerControlPanelController:GetPS() return end

---@class NetrunnerControlPanelControllerPS : BasicDistractionDeviceControllerPS
---@field factQuickHackSetup ComputerQuickHackData
---@field quickhackPerformed Bool
NetrunnerControlPanelControllerPS = {}

---@return NetrunnerControlPanelControllerPS
function NetrunnerControlPanelControllerPS.new() return end

---@param props table
---@return NetrunnerControlPanelControllerPS
function NetrunnerControlPanelControllerPS.new(props) return end

---@return FactQuickHack
function NetrunnerControlPanelControllerPS:ActionCreateFactQuickHack() return end

---@return Bool
function NetrunnerControlPanelControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function NetrunnerControlPanelControllerPS:GetQuickHackActions(context) return end

---@param evt FactQuickHack
---@return EntityNotificationType
function NetrunnerControlPanelControllerPS:OnCreateFactQuickHack(evt) return end

---@class NetworkArea : InteractiveMasterDevice
---@field area gameStaticTriggerAreaComponent
NetworkArea = {}

---@return NetworkArea
function NetworkArea.new() return end

---@param props table
---@return NetworkArea
function NetworkArea.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function NetworkArea:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function NetworkArea:OnAreaExit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NetworkArea:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NetworkArea:OnTakeControl(ri) return end

---@return NetworkAreaController
function NetworkArea:GetController() return end

---@return NetworkAreaControllerPS
function NetworkArea:GetDevicePS() return end

---@class NetworkAreaActivationEvent : redEvent
---@field enable Bool
NetworkAreaActivationEvent = {}

---@return NetworkAreaActivationEvent
function NetworkAreaActivationEvent.new() return end

---@param props table
---@return NetworkAreaActivationEvent
function NetworkAreaActivationEvent.new(props) return end

---@class NetworkAreaController : MasterController
NetworkAreaController = {}

---@return NetworkAreaController
function NetworkAreaController.new() return end

---@param props table
---@return NetworkAreaController
function NetworkAreaController.new(props) return end

---@return NetworkAreaControllerPS
function NetworkAreaController:GetPS() return end

---@class NetworkAreaControllerPS : MasterControllerPS
---@field isActive Bool
---@field visualizerID Uint32
---@field hudActivated Bool
---@field currentlyAvailableCharges Int32
---@field maxAvailableCharges Int32
NetworkAreaControllerPS = {}

---@return NetworkAreaControllerPS
function NetworkAreaControllerPS.new() return end

---@param props table
---@return NetworkAreaControllerPS
function NetworkAreaControllerPS.new(props) return end

function NetworkAreaControllerPS:Activate() return end

function NetworkAreaControllerPS:AreaEntered() return end

function NetworkAreaControllerPS:AreaExited() return end

function NetworkAreaControllerPS:Deactivate() return end

function NetworkAreaControllerPS:HideResourceOnHUD() return end

function NetworkAreaControllerPS:Initialize() return end

---@param evt NetworkAreaActivationEvent
---@return EntityNotificationType
function NetworkAreaControllerPS:OnNetworkAreaActivation(evt) return end

function NetworkAreaControllerPS:UpdateNetrunnerHUD() return end

---@class NetworkBlackboardDef : gamebbScriptDefinition
---@field MinigameDef gamebbScriptID_Variant
---@field NetworkName gamebbScriptID_String
---@field NetworkTDBID gamebbScriptID_Variant
---@field DevicesCount gamebbScriptID_Int32
---@field DeviceID gamebbScriptID_EntityID
---@field OfficerBreach gamebbScriptID_Bool
---@field SuicideBreach gamebbScriptID_Bool
---@field RemoteBreach gamebbScriptID_Bool
---@field ItemBreach gamebbScriptID_Bool
---@field Attempt gamebbScriptID_Int32
---@field SelectedMinigameDef gamebbScriptID_Variant
---@field PersonalLinkStatus gamebbScriptID_Int32
NetworkBlackboardDef = {}

---@return NetworkBlackboardDef
function NetworkBlackboardDef.new() return end

---@param props table
---@return NetworkBlackboardDef
function NetworkBlackboardDef.new(props) return end

---@return Bool
function NetworkBlackboardDef:AutoCreateInSystem() return end

---@class NetworkBreachedPrereq : gameIScriptablePrereq
---@field invert Bool
NetworkBreachedPrereq = {}

---@return NetworkBreachedPrereq
function NetworkBreachedPrereq.new() return end

---@param props table
---@return NetworkBreachedPrereq
function NetworkBreachedPrereq.new(props) return end

---@param recordID TweakDBID|string
function NetworkBreachedPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function NetworkBreachedPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function NetworkBreachedPrereq:OnRegister(state, context) return end

---@class NetworkInkGameController : gameuiWidgetGameController
---@field turn String
---@field dimension Int32
---@field steps Int32
---@field symbols String[]
---@field symbolProbabilities Int32[]
---@field endGame Bool
---@field initRound Bool
---@field oldPickX Int32
---@field oldPickY Int32
---@field pickX Int32
---@field pickY Int32
---@field regenGrid Bool
---@field trapsDelayed String[]
---@field networkData NetworkMinigameData
---@field visualController NetworkMinigameVisualController
---@field miniGameRecord gamedataHackingMiniGame_Record
---@field officerBreach Bool
---@field bufferElements ElementData[]
---@field enemyBufferElements ElementData[]
---@field completedPrograms String[]
---@field completedProgramsPD ProgramData[]
---@field enemyCompletedPrograms String[]
---@field enemyCompletedProgramsPD ProgramData[]
---@field playerProgramsCompletion ProgramProgressData[]
---@field enemyProgramsCompletion ProgramProgressData[]
---@field basicAccessCompletion ProgramProgressData
---@field appliedViruses ExtraEffect[]
---@field onBreachingNetworkListener redCallbackObject
---@field onDevicesCountChangedListener redCallbackObject
NetworkInkGameController = {}

---@return NetworkInkGameController
function NetworkInkGameController.new() return end

---@param props table
---@return NetworkInkGameController
function NetworkInkGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function NetworkInkGameController:OnAction(action, consumer) return end

---@param e inkWidget
---@return Bool
function NetworkInkGameController:OnCloseGame(e) return end

---@param value Int32
---@return Bool
function NetworkInkGameController:OnDevicesCountChanged(value) return end

---@return Bool
function NetworkInkGameController:OnInitialize() return end

---@param e inkWidget
---@return Bool
function NetworkInkGameController:OnPressCell(e) return end

---@param e inkPointerEvent
---@return Bool
function NetworkInkGameController:OnPressSkip(e) return end

---@param target inkWidget
---@return Bool
function NetworkInkGameController:OnStopBreaching(target) return end

---@return Bool
function NetworkInkGameController:OnUninitialize() return end

---@param arr1 ProgramData[]
---@param arr2 ProgramData[]
---@return ProgramData[]
function NetworkInkGameController:AppendListPrograms(arr1, arr2) return end

---@return ExtraEffect
function NetworkInkGameController:ApplyRandomVirus() return end

---@param arr ElementData[]
---@return String
function NetworkInkGameController:ArrayCellsToString(arr) return end

---@param arr ElementData[]
---@param num Int32
---@param fromNumber Bool
---@return String
function NetworkInkGameController:ArrayCellsToString(arr, num, fromNumber) return end

---@param arr String[]
---@param num Int32
---@param fromNumber Bool
---@return String
function NetworkInkGameController:ArrayCellsToString(arr, num, fromNumber) return end

---@param placementX Int32
---@param placementY Int32
---@return String
function NetworkInkGameController:CheckDirection(placementX, placementY) return end

---@param program ProgramData
---@return Bool
function NetworkInkGameController:CheckUploaded(program) return end

---@param probabilities Int32[]
---@return Int32
function NetworkInkGameController:ChooseRandomOption(probabilities) return end

function NetworkInkGameController:CloseGame() return end

function NetworkInkGameController:ExecuteTurn() return end

---@param program ElementData[]
---@param buffer ElementData[]
---@return Int32
function NetworkInkGameController:FeedbackProgramCompletion(program, buffer) return end

---@param grid CellData[]
function NetworkInkGameController:GenerateGrid(grid) return end

---@return String
function NetworkInkGameController:GenerateHexNumber2() return end

---@param grid CellData[]
function NetworkInkGameController:GenerateTraps(grid) return end

---@return gameIBlackboard
function NetworkInkGameController:GetBlackboard() return end

---@return NetworkBlackboardDef
function NetworkInkGameController:GetBlackboardDef() return end

---@param arr CellData[]
---@param x Int32
---@param y Int32
---@return CellData
function NetworkInkGameController:GetCellFromPosition(arr, x, y) return end

---@param program ProgramData
---@param programType ProgramType
---@param programEffect ProgramEffect
---@return Bool
function NetworkInkGameController:GetPredefinedBasicAccess(program, programType, programEffect) return end

---@param listCells CellData[]
---@return Bool
function NetworkInkGameController:GetPredefinedGrid(listCells) return end

---@param programList ProgramData[]
---@param programType ProgramType
---@param programEffect ProgramEffect
---@param cyberdeck Bool
---@return Bool
function NetworkInkGameController:GetPredefinedProgram(programList, programType, programEffect, cyberdeck) return end

---@param traps ETrap[]
---@return Bool
function NetworkInkGameController:GetRandomTraps(traps) return end

---@param x Int32
---@param y Int32
---@param dimension Int32
---@return Int32
function NetworkInkGameController:GridPositionToList(x, y, dimension) return end

---@param grid CellData[]
---@param program ProgramData
---@param forceFirstRow Bool
function NetworkInkGameController:InsertProgram(grid, program, forceFirstRow) return end

---@param programs ProgramData[]
---@param enemy Bool
function NetworkInkGameController:KeepTrackPrograms(programs, enemy) return end

---@param programName String
---@param num Int32
---@param symbols String[]
---@param probabilities Int32[]
---@param programType ProgramType
---@param programEffect ProgramEffect
---@return ProgramData
function NetworkInkGameController:MakeProgram(programName, num, symbols, probabilities, programType, programEffect) return end

---@param placementX Int32
---@param placementY Int32
---@param grid CellData[]
function NetworkInkGameController:NewTurn(placementX, placementY, grid) return end

function NetworkInkGameController:PlayGame() return end

---@param grid CellData[]
---@param symbols String[]
---@param symbolProbabilities Int32[]
function NetworkInkGameController:RegenerateGrid(grid, symbols, symbolProbabilities) return end

function NetworkInkGameController:RegisterBlackboardCallbacks() return end

---@param symbols String[]
function NetworkInkGameController:ReserveSymbols(symbols) return end

function NetworkInkGameController:SetActiveMiniGameRecord() return end

---@param value Bool
function NetworkInkGameController:SetPlayerBlackboardInformation(value) return end

---@param prob Int32[]
---@param arr String[]
function NetworkInkGameController:SetSymbolProbabilities(prob, arr) return end

---@param networkName String
function NetworkInkGameController:StartBreaching(networkName) return end

function NetworkInkGameController:StartMinigame() return end

function NetworkInkGameController:UnregisterBlackboardCallbacks() return end

---@class NetworkLinkQuickhackEvent : redEvent
---@field netrunnerID entEntityID
---@field proxyID entEntityID
---@field targetID entEntityID
---@field from entEntityID
---@field to entEntityID
NetworkLinkQuickhackEvent = {}

---@return NetworkLinkQuickhackEvent
function NetworkLinkQuickhackEvent.new() return end

---@param props table
---@return NetworkLinkQuickhackEvent
function NetworkLinkQuickhackEvent.new(props) return end

---@class NetworkMinigameAnimatedElementController : NetworkMinigameElementController
---@field onConsumeAnimation CName
---@field onSetContentAnimation CName
---@field onHighlightOnAnimation CName
---@field onHighlightOffAnimation CName
NetworkMinigameAnimatedElementController = {}

---@return NetworkMinigameAnimatedElementController
function NetworkMinigameAnimatedElementController.new() return end

---@param props table
---@return NetworkMinigameAnimatedElementController
function NetworkMinigameAnimatedElementController.new(props) return end

function NetworkMinigameAnimatedElementController:Consume() return end

---@param toSet ElementData
function NetworkMinigameAnimatedElementController:SetContent(toSet) return end

---@param doHighlight Bool
function NetworkMinigameAnimatedElementController:SetHighlightStatus(doHighlight) return end

---@class NetworkMinigameAnimationCallManager : inkWidgetLogicController
NetworkMinigameAnimationCallManager = {}

---@return NetworkMinigameAnimationCallManager
function NetworkMinigameAnimationCallManager.new() return end

---@param props table
---@return NetworkMinigameAnimationCallManager
function NetworkMinigameAnimationCallManager.new(props) return end

function NetworkMinigameAnimationCallManager:StartReveal() return end

---@class NetworkMinigameAnimationCallbacksTransmitter : inkWidgetLogicController
NetworkMinigameAnimationCallbacksTransmitter = {}

---@return NetworkMinigameAnimationCallbacksTransmitter
function NetworkMinigameAnimationCallbacksTransmitter.new() return end

---@param props table
---@return NetworkMinigameAnimationCallbacksTransmitter
function NetworkMinigameAnimationCallbacksTransmitter.new(props) return end

---@return Bool
function NetworkMinigameAnimationCallbacksTransmitter:OnIntroAnimationFinished() return end

---@return Bool
function NetworkMinigameAnimationCallbacksTransmitter:OnStartMinigameBGIntroAnimation() return end

---@return Bool
function NetworkMinigameAnimationCallbacksTransmitter:OnStartSidesAnimation() return end

---@class NetworkMinigameBasicProgramController : NetworkMinigameProgramController
NetworkMinigameBasicProgramController = {}

---@return NetworkMinigameBasicProgramController
function NetworkMinigameBasicProgramController.new() return end

---@param props table
---@return NetworkMinigameBasicProgramController
function NetworkMinigameBasicProgramController.new(props) return end

---@param revealLocalizedName Bool
function NetworkMinigameBasicProgramController:ShowCompleted(revealLocalizedName) return end

---@class NetworkMinigameBufferController : inkWidgetLogicController
---@field bufferSlotsContainer inkWidgetReference
---@field elementLibraryName CName
---@field slotList NetworkMinigameElementController[]
---@field blinker inkWidgetReference
---@field count Int32
---@field AnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field alpha_fadein inkanimDefinition
---@field currentAlpha Float
---@field nextAlpha Float
NetworkMinigameBufferController = {}

---@return NetworkMinigameBufferController
function NetworkMinigameBufferController.new() return end

---@param props table
---@return NetworkMinigameBufferController
function NetworkMinigameBufferController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function NetworkMinigameBufferController:OnEndLoop(proxy) return end

---@param toSet ElementData[]
function NetworkMinigameBufferController:SetEntries(toSet) return end

---@param size Int32
function NetworkMinigameBufferController:Spawn(size) return end

---@class NetworkMinigameData
---@field gridData CellData[]
---@field playerBufferSize Int32
---@field basicAccess ProgramData
---@field playerPrograms ProgramData[]
---@field enemyBufferSize Int32
---@field enemyLockNetwork ProgramData
---@field enemyPrograms ProgramData[]
NetworkMinigameData = {}

---@return NetworkMinigameData
function NetworkMinigameData.new() return end

---@param props table
---@return NetworkMinigameData
function NetworkMinigameData.new(props) return end

---@class NetworkMinigameElementController : inkWidgetLogicController
---@field data ElementData
---@field text inkTextWidgetReference
---@field textNormalColor Color
---@field textHighlightColor Color
---@field bg inkRectangleWidgetReference
---@field colorAccent inkWidgetReference
---@field dimmedOpacity Float
---@field notDimmedOpacity Float
---@field defaultFontSize Int32
---@field wasConsumed Bool
---@field root inkWidget
NetworkMinigameElementController = {}

---@return NetworkMinigameElementController
function NetworkMinigameElementController.new() return end

---@param props table
---@return NetworkMinigameElementController
function NetworkMinigameElementController.new(props) return end

---@return Bool
function NetworkMinigameElementController:OnInitialize() return end

function NetworkMinigameElementController:Consume() return end

---@return ElementData
function NetworkMinigameElementController:GetContent() return end

---@return inkWidgetReference
function NetworkMinigameElementController:GetContentWidget() return end

function NetworkMinigameElementController:RefreshColorAccent() return end

function NetworkMinigameElementController:SetAsBufferSlot() return end

---@param toSet ElementData
function NetworkMinigameElementController:SetContent(toSet) return end

---@param isDimmed Bool
function NetworkMinigameElementController:SetElementActive(isDimmed) return end

---@param doHighlight Bool
function NetworkMinigameElementController:SetHighlightStatus(doHighlight) return end

---@class NetworkMinigameEndScreenController : inkWidgetLogicController
---@field outcomeText inkTextWidgetReference
---@field finishBarContainer NetworkMinigameProgramController
---@field programsListContainer inkWidgetReference
---@field programLibraryName CName
---@field slotList NetworkMinigameProgramController[]
---@field endData EndScreenData
---@field closeButton inkWidgetReference
---@field header_bg inkWidgetReference
---@field completionColor Color
---@field failureColor Color
NetworkMinigameEndScreenController = {}

---@return NetworkMinigameEndScreenController
function NetworkMinigameEndScreenController.new() return end

---@param props table
---@return NetworkMinigameEndScreenController
function NetworkMinigameEndScreenController.new(props) return end

---@return inkWidgetReference
function NetworkMinigameEndScreenController:GetCloseButtonRef() return end

---@param endData EndScreenData
function NetworkMinigameEndScreenController:SetUp(endData) return end

---@class NetworkMinigameGridCellController : inkButtonController
---@field cellData CellData
---@field grid NetworkMinigameGridController
---@field slotsContainer inkWidgetReference
---@field slotsContent NetworkMinigameElementController
---@field elementLibraryName CName
---@field defaultColor HDRColor
NetworkMinigameGridCellController = {}

---@return NetworkMinigameGridCellController
function NetworkMinigameGridCellController.new() return end

---@param props table
---@return NetworkMinigameGridCellController
function NetworkMinigameGridCellController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function NetworkMinigameGridCellController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function NetworkMinigameGridCellController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function NetworkMinigameGridCellController:OnReleaseContainer(e) return end

function NetworkMinigameGridCellController:Consume() return end

---@return Bool
function NetworkMinigameGridCellController:IsConsumed() return end

---@param isDimmed Bool
function NetworkMinigameGridCellController:SetElementActive(isDimmed) return end

---@param isHighlighted Bool
function NetworkMinigameGridCellController:SetHighlightStatus(isHighlighted) return end

---@param setUp CellData
---@param grid NetworkMinigameGridController
function NetworkMinigameGridCellController:Spawn(setUp, grid) return end

---@class NetworkMinigameGridController : inkWidgetLogicController
---@field gridContainer inkWidgetReference
---@field horizontalHoverHighlight inkWidgetReference
---@field horizontalCurrentHighlight inkWidgetReference
---@field verticalHoverHighlight inkWidgetReference
---@field verticalCurrentHighlight inkWidgetReference
---@field gridVisualOffset Vector2
---@field gridCellLibraryName CName
---@field gridData CellData[]
---@field lastSelected CellData
---@field currentActivePosition Vector2
---@field isHorizontalHighlight Bool
---@field lastHighlighted CellData
---@field animProxy inkanimProxy
---@field animHighlightProxy inkanimProxy
---@field firstBoot Bool
---@field isHorizontal Bool
NetworkMinigameGridController = {}

---@return NetworkMinigameGridController
function NetworkMinigameGridController.new() return end

---@param props table
---@return NetworkMinigameGridController
function NetworkMinigameGridController.new(props) return end

---@return Bool
function NetworkMinigameGridController:OnInitialize() return end

---@param toAdd CellData
---@return inkWidget
function NetworkMinigameGridController:AddCell(toAdd) return end

function NetworkMinigameGridController:Clear() return end

---@param position Vector2
---@return CellData
function NetworkMinigameGridController:FindCellData(position) return end

---@return CellData[]
function NetworkMinigameGridController:GetGrid() return end

---@return CellData
function NetworkMinigameGridController:GetLastCellSelected() return end

---@param index Int32
---@param isHover Bool
---@param isHorizontal Bool
function NetworkMinigameGridController:HighlightCellSet(index, isHover, isHorizontal) return end

---@param position Vector2
function NetworkMinigameGridController:HighlightFromCellHover(position) return end

---@param position Vector2
---@return Bool
function NetworkMinigameGridController:IsOnCurrentCellSet(position) return end

---@param index Int32
---@param isHorizontal Bool
function NetworkMinigameGridController:RefreshDimLevels(index, isHorizontal) return end

function NetworkMinigameGridController:RemoveHighlightFromCellHover() return end

---@param position Vector2
---@param isHorizontal Bool
function NetworkMinigameGridController:SetCurrentActivePosition(position, isHorizontal) return end

---@param gridData CellData[]
function NetworkMinigameGridController:SetGridData(gridData) return end

---@param cell CellData
function NetworkMinigameGridController:SetLastCellSelected(cell) return end

---@param gridData CellData[]
function NetworkMinigameGridController:SetUp(gridData) return end

---@class NetworkMinigameProgramController : inkWidgetLogicController
---@field text inkTextWidgetReference
---@field commandElementSlotsContainer inkWidgetReference[]
---@field elementLibraryName CName
---@field completedMarker inkWidgetReference
---@field imageRef inkImageWidgetReference
---@field slotList NetworkMinigameElementController[][]
---@field data ProgramData
---@field animProxy inkanimProxy
NetworkMinigameProgramController = {}

---@return NetworkMinigameProgramController
function NetworkMinigameProgramController.new() return end

---@param props table
---@return NetworkMinigameProgramController
function NetworkMinigameProgramController.new(props) return end

---@return Bool
function NetworkMinigameProgramController:OnInitialize() return end

---@return ProgramData
function NetworkMinigameProgramController:GetData() return end

---@param anim CName|string
function NetworkMinigameProgramController:PlayAnim(anim) return end

function NetworkMinigameProgramController:RefreshImage() return end

---@param lastHighlighted Int32[]
function NetworkMinigameProgramController:SetHighlightedUpUntil(lastHighlighted) return end

---@param revealLocalizedName Bool
function NetworkMinigameProgramController:ShowCompleted(revealLocalizedName) return end

---@param data ProgramData
function NetworkMinigameProgramController:Spawn(data) return end

---@param progress ProgramProgressData
function NetworkMinigameProgramController:UpdatePartialCompletionState(progress) return end

---@class NetworkMinigameProgramListController : inkWidgetLogicController
---@field programPlayerContainer inkWidgetReference
---@field programNetworkContainer inkWidgetReference
---@field programLibraryName CName
---@field slotList NetworkMinigameProgramController[]
---@field animProxy_02 inkanimProxy
---@field headerBG inkWidgetReference
NetworkMinigameProgramListController = {}

---@return NetworkMinigameProgramListController
function NetworkMinigameProgramListController.new() return end

---@param props table
---@return NetworkMinigameProgramListController
function NetworkMinigameProgramListController.new(props) return end

---@param id String
---@return Int32
function NetworkMinigameProgramListController:FindSlotIndexByID(id) return end

---@param data ProgramData
---@return inkWidgetReference
function NetworkMinigameProgramListController:GetDesignatedParent(data) return end

function NetworkMinigameProgramListController:PlaySideBarAnim() return end

---@param shouldModify Bool
---@param playerProgramsAdded ProgramData[]
---@param playerProgramsRemoved ProgramData[]
function NetworkMinigameProgramListController:ProcessListModified(shouldModify, playerProgramsAdded, playerProgramsRemoved) return end

---@param id String
---@param revealLocalizedName Bool
function NetworkMinigameProgramListController:ShowCompleted(id, revealLocalizedName) return end

---@param contents ProgramData[]
function NetworkMinigameProgramListController:Spawn(contents) return end

---@param data ProgramData
---@return NetworkMinigameProgramController
function NetworkMinigameProgramListController:SpawnSlot(data) return end

---@param progressList ProgramProgressData[]
function NetworkMinigameProgramListController:UpdatePartialCompletionState(progressList) return end

---@class NetworkMinigameVisualController : inkWidgetLogicController
---@field gridContainer inkCompoundWidgetReference
---@field middleVideoContainer inkVideoWidgetReference
---@field sidesAnimContainer inkWidgetReference
---@field sidesLibraryPath redResourceReferenceScriptToken
---@field introAnimationLibraryName CName
---@field gridOutroAnimationLibraryName CName
---@field endScreenIntroAnimationLibraryName CName
---@field programsContainer inkWidgetReference
---@field bufferContainer inkWidgetReference
---@field endScreenContainer inkWidgetReference
---@field FluffToHideContainer inkWidgetReference[]
---@field DottedLinesList inkWidgetReference[]
---@field basicAccessContainer inkWidgetReference
---@field animationCallbackContainer inkWidgetReference
---@field dotMask inkWidgetReference
---@field linesToGridOffset Float
---@field linesSeparationDistance Float
---@field animationCallback NetworkMinigameAnimationCallbacksTransmitter
---@field grid NetworkMinigameGridController
---@field gridController inkWidgetReference
---@field programListController inkWidgetReference
---@field bufferController inkWidgetReference
---@field endScreenController inkWidgetReference
---@field programList NetworkMinigameProgramListController
---@field buffer NetworkMinigameBufferController
---@field endScreen NetworkMinigameEndScreenController
---@field basicAccess NetworkMinigameBasicProgramController
---@field sidesAnim inkWidget
---@field bufferFillCount Int32
---@field bufferAnimProxy inkanimProxy
---@field fillProgress inkanimDefinition
NetworkMinigameVisualController = {}

---@return NetworkMinigameVisualController
function NetworkMinigameVisualController.new() return end

---@param props table
---@return NetworkMinigameVisualController
function NetworkMinigameVisualController.new(props) return end

---@param e inkWidget
---@return Bool
function NetworkMinigameVisualController:OnCellSelectCallback(e) return end

---@param e inkPointerEvent
---@return Bool
function NetworkMinigameVisualController:OnCloseClicked(e) return end

---@param e inkanimProxy
---@return Bool
function NetworkMinigameVisualController:OnGridOutroOver(e) return end

---@return Bool
function NetworkMinigameVisualController:OnInitialize() return end

---@param e inkWidget
---@return Bool
function NetworkMinigameVisualController:OnIntroAnimationFinished(e) return end

---@param e inkWidget
---@return Bool
function NetworkMinigameVisualController:OnStartMinigameBGIntroAnimation(e) return end

---@param e inkWidget
---@return Bool
function NetworkMinigameVisualController:OnStartSidesAnimation(e) return end

---@return Bool
function NetworkMinigameVisualController:OnUninitialize() return end

---@param toClear inkCompoundWidget
function NetworkMinigameVisualController:ClearContainer(toClear) return end

function NetworkMinigameVisualController:Close() return end

---@return CellData
function NetworkMinigameVisualController:GetLastCellSelected() return end

function NetworkMinigameVisualController:InitializeFluffLines() return end

---@param isVisible Bool
function NetworkMinigameVisualController:SetFluffVisibility(isVisible) return end

---@param newData NewTurnMinigameData
function NetworkMinigameVisualController:SetGridElementPicked(newData) return end

---@param id String
---@param revealLocalizedName Bool
function NetworkMinigameVisualController:SetProgramCompleted(id, revealLocalizedName) return end

---@param data NetworkMinigameData
function NetworkMinigameVisualController:SetUp(data) return end

---@param endData EndScreenData
function NetworkMinigameVisualController:ShowEndScreen(endData) return end

function NetworkMinigameVisualController:StartIntroAnimation() return end

---@class NetworkMoneySiphoned : redEvent
NetworkMoneySiphoned = {}

---@return NetworkMoneySiphoned
function NetworkMoneySiphoned.new() return end

---@param props table
---@return NetworkMoneySiphoned
function NetworkMoneySiphoned.new(props) return end

---@class NetworkSystem : gameScriptableSystem
---@field networkLinks SNetworkLinkData[]
---@field networkRevealTargets entEntityID[]
---@field networkRevealTargetsLastSession entEntityID[]
---@field sessionStarted Bool
---@field visionModeChangedCallback redCallbackObject
---@field focusModeToggleCallback redCallbackObject
---@field playerSpawnCallback Uint32
---@field currentPlayerTargetCallbackID redCallbackObject
---@field lastTargetSlaveID entEntityID
---@field lastTargetMasterID entEntityID
---@field unregisterLinksRequestDelay gameDelayID
---@field focusModeActive Bool
---@field lastBeamResource gameFxResource
---@field pingNetworkEffect gameEffectInstance
---@field pingCachedData PingCachedData
---@field lastPingSourceID entEntityID
---@field activePings PingCachedData[]
---@field pingedSquads CName[]
---@field pingLinksCounter Int32
---@field networkPresetTBDID TweakDBID
---@field networkPresetRecord gamedataNetworkPingingParameteres_Record
---@field backdoors gamePersistentID[]
---@field revealedBackdoorsCount Int32
---@field debugCashedPingFxResource gameFxResource
---@field debugQueryNumber Int32
---@field activateLinksDelayID gameDelayID
---@field deactivateLinksDelayID gameDelayID
NetworkSystem = {}

---@return NetworkSystem
function NetworkSystem.new() return end

---@param props table
---@return NetworkSystem
function NetworkSystem.new(props) return end

---@return Int32
function NetworkSystem.GetMaxAmountOfVirtualLinkForks() return end

---@return Int32
function NetworkSystem.GetMaxLinksDeactivatedAtOnce() return end

---@return Int32
function NetworkSystem.GetMaxLinksDrawnAtOnce() return end

---@return Int32
function NetworkSystem.GetMaxLinksDrawnInTotal() return end

---@return Int32
function NetworkSystem.GetMaxLinksRegisteredAtOnce() return end

---@return Int32
function NetworkSystem.GetMaximumNumberOfActivePings() return end

---@return Int32
function NetworkSystem.GetMaximumNumberOfFreeLinksPerTarget() return end

---@return Int32
function NetworkSystem.GetNumberOfVirtualLinksPerObject() return end

---@return Int32
function NetworkSystem.GetVirtualLinkDepth() return end

---@return Float
function NetworkSystem.GetVirtualLinksSphereRadius() return end

---@return Bool
function NetworkSystem.QuickHacksExposedByDefault() return end

---@param mode gameVisionModeType
function NetworkSystem.SendEvaluateVisionModeRequest(mode) return end

---@return Bool
function NetworkSystem.ShouldShowOnlyTargetQuickHacks() return end

---@param value Bool
---@return Bool
function NetworkSystem:OnFocusModeToggle(value) return end

---@param value entEntityID
---@return Bool
function NetworkSystem:OnPlayerTargetChanged(value) return end

---@param value Int32
---@return Bool
function NetworkSystem:OnVisionModeChanged(value) return end

---@param linkIndex Int32
function NetworkSystem:ActivateNetworkLinkByIndex(linkIndex) return end

---@param linkIndex Int32
function NetworkSystem:ActivateNetworkLinkByTask(linkIndex) return end

---@param data gameScriptTaskData
function NetworkSystem:ActivateNetworkLinkTask(data) return end

---@param toActivate Int32[]
function NetworkSystem:ActivateNetworkLinks(toActivate) return end

---@param source gameObject
---@param pingType EPingType
---@param duration Float
---@param linkType ELinkType
---@param revealNetworkAtEnd Bool
---@param fxResource gameFxResource
---@param virtualNetworkShapeID TweakDBID|string
function NetworkSystem:AddActivePing(source, pingType, duration, linkType, revealNetworkAtEnd, fxResource, virtualNetworkShapeID) return end

---@param linkData SNetworkLinkData
function NetworkSystem:AddNetworkLink(linkData) return end

---@param target entEntityID
function NetworkSystem:AddNetworkRevealTarget(target) return end

---@param squadName CName|string
function NetworkSystem:AddPingedSquad(squadName) return end

---@return Bool
function NetworkSystem:AllowSimultanousPinging() return end

---@param linkData SNetworkLinkData
function NetworkSystem:CancelNetworkLinkDelay(linkData) return end

function NetworkSystem:CleanNetwork() return end

function NetworkSystem:ClearPingedSquads() return end

---@param linkData1 SNetworkLinkData
---@param linkData2 SNetworkLinkData
---@return Bool
function NetworkSystem:CompareLinks(linkData1, linkData2) return end

---@param linkData1 SNetworkLinkData
---@param linkData2 SNetworkLinkData
---@return Bool
function NetworkSystem:CompareLinksData(linkData1, linkData2) return end

---@param linkData SNetworkLinkData
---@param ping PingCachedData
---@param sphereCentre Vector4
---@param radius Float
---@param slice Int32
function NetworkSystem:CreateForksForVirtualLink(linkData, ping, sphereCentre, radius, slice) return end

---@param linkData SNetworkLinkData
---@param ping PingCachedData
---@param sphereCentre Vector4
---@param radius Float
---@param direction Vector4
---@param connectionPoint Vector4
function NetworkSystem:CreateForksForVirtualLink1(linkData, ping, sphereCentre, radius, direction, connectionPoint) return end

---@param linkData SNetworkLinkData
---@param ping PingCachedData
---@param sphereCentre Vector4
---@param radius Float
---@param direction Vector4
---@param vertices Vector4[]
function NetworkSystem:CreateForksForVirtualLink1(linkData, ping, sphereCentre, radius, direction, vertices) return end

---@param ping PingCachedData
function NetworkSystem:CreateVirtualLinksForPing(ping) return end

---@param ping PingCachedData
function NetworkSystem:CreateVirtualLinksForPing1(ping) return end

---@param sourcePing PingCachedData
function NetworkSystem:CreateVirtualNetwork(sourcePing) return end

---@param linkIndex Int32
---@param instant Bool
function NetworkSystem:DeactivateNetworkLinkByTask(linkIndex, instant) return end

---@param data gameScriptTaskData
function NetworkSystem:DeactivateNetworkLinkTask(data) return end

---@param toDeactivate Int32[]
---@param hasContext Bool
function NetworkSystem:DeactivateNetworkLinks(toDeactivate, hasContext) return end

function NetworkSystem:DecreasePingLinbksCounter() return end

---@param linkData SNetworkLinkData
---@return EPriority
function NetworkSystem:DeterminNetworkLinkPriority(linkData) return end

---@param linkIndex Int32
---@return Bool
function NetworkSystem:DeterminNetworkLinkVisibility(linkIndex) return end

---@param linkIndex Int32
---@return Bool
function NetworkSystem:DrawNetworkBeamByIndex(linkIndex) return end

---@param slaveID entEntityID
function NetworkSystem:EvaluateLastMasterTarget(slaveID) return end

---@param masterID entEntityID
function NetworkSystem:EvaluateLastSlaveTarget(masterID) return end

---@param visionType gameVisionModeType
function NetworkSystem:EvaluateVisionMode(visionType) return end

---@param newTarget entEntityID
---@return Bool
function NetworkSystem:EvaluatelastTargets(newTarget) return end

---@param point Vector4
---@param direction Vector4
---@param angle Float
---@param radius Float
---@param excludeVertice Vector4
---@param vertices Vector4[]
---@return Vector4
function NetworkSystem:FindBestMatchingVertice(point, direction, angle, radius, excludeVertice, vertices) return end

---@param sourceID entEntityID
---@return PingCachedData
function NetworkSystem:GetActivePing(sourceID) return end

---@param slaveID entEntityID
---@return entEntityID[]
function NetworkSystem:GetAllMastersOfSlave(slaveID) return end

---@param masterID entEntityID
---@return entEntityID[]
function NetworkSystem:GetAllSlavesOfMaster(masterID) return end

---@return Int32
function NetworkSystem:GetAmmountOfPingDurationIntervals() return end

---@return gameObject
function NetworkSystem:GetCurrentTarget() return end

---@return entEntityID
function NetworkSystem:GetCurrentTargetID() return end

---@return HUDManager
function NetworkSystem:GetHudManager() return end

---@return gameObject
function NetworkSystem:GetInitialPingSource() return end

---@return entEntityID
function NetworkSystem:GetInitialPingSourceID() return end

---@return PingCachedData
function NetworkSystem:GetLastActivePingWithRevealNetwork() return end

---@return entEntityID
function NetworkSystem:GetLastPingSourceID() return end

---@return Int32
function NetworkSystem:GetMaxFreePingLinks() return end

---@param virtualNetworkRecord gamedataVirtualNetwork_Record
---@return Int32
function NetworkSystem:GetMaxNumberOfSegmentsForVirtualNetwork(virtualNetworkRecord) return end

---@param linkData SNetworkLinkData
---@return gameFxInstance
function NetworkSystem:GetNetworkBeam(linkData) return end

---@return Float
function NetworkSystem:GetNetworkReavealDuration() return end

---@param sourceID entEntityID
---@param targetID entEntityID
---@return ENetworkRelation
function NetworkSystem:GetNetworkRelation(sourceID, targetID) return end

---@param entityID entEntityID
---@return gameObject
function NetworkSystem:GetObjectFromID(entityID) return end

---@return gamedataNetworkPingingParameteres_Record
function NetworkSystem:GetPingPresetRecord() return end

---@return Float
function NetworkSystem:GetPingRange() return end

---@return Float
function NetworkSystem:GetPingRevealDuration() return end

---@param sourceID entEntityID
---@return EPingType
function NetworkSystem:GetPingType(sourceID) return end

---@param playerPuppet gameObject
---@return gameIBlackboard
function NetworkSystem:GetPlayerStateMachineBlackboard(playerPuppet) return end

---@return Float
function NetworkSystem:GetPulseRange() return end

---@param direction Vector4
---@param radius Float
---@param angle Float
---@return Vector4
function NetworkSystem:GetRandomPoint(direction, radius, angle) return end

---@param sphereCentre Vector4
---@param radius Float
---@param slice Int32
---@return Vector4
function NetworkSystem:GetRandomPointOnSphere(sphereCentre, radius, slice) return end

---@param sphereCentre Vector4
---@param radius Float
---@return Vector4
function NetworkSystem:GetRandomPointOnSphere(sphereCentre, radius) return end

---@param sphereCenter Vector4
---@param radius Float
---@param facePoint Vector4
---@return Vector4
function NetworkSystem:GetRandomPointOnSphereInFacingQuadrant(sphereCenter, radius, facePoint) return end

---@return Vector4
function NetworkSystem:GetRandomPointOnSphereQuadrant0() return end

---@return Float
function NetworkSystem:GetRevealLinksAfterLeavingFocusDuration() return end

---@return Float
function NetworkSystem:GetRevealMasterAfterLeavingFocusDuration() return end

---@return Float
function NetworkSystem:GetSpacePingAppearModifier() return end

---@return Float
function NetworkSystem:GetSpacePingDuration() return end

---@return Float
function NetworkSystem:GetVirtualLinkAngleTollerance() return end

---@return Float
function NetworkSystem:GetVirtualLinkForkAngleTollerance() return end

---@return gamedataVirtualNetwork_Record
function NetworkSystem:GetVirtualNetworkRecord() return end

---@param virtualNetworkRecord gamedataVirtualNetwork_Record
---@return Vector4
function NetworkSystem:GetVirtualNetworkSegmentMarker(virtualNetworkRecord) return end

---@param sourceID entEntityID
---@return Bool
function NetworkSystem:HasActivePing(sourceID) return end

---@param sourceID entEntityID
---@return Bool
function NetworkSystem:HasActivePingWithRevealNetwork(sourceID) return end

---@param ID entEntityID
---@return Bool
function NetworkSystem:HasAnyActiveNetworkLink(ID) return end

---@return Bool
function NetworkSystem:HasAnyActivePing() return end

---@return Bool
function NetworkSystem:HasAnyActivePingWithRevealNetwork() return end

---@param sourceID entEntityID
---@param targets entEntityID[]
---@return Bool
function NetworkSystem:HasDiffrentChildrenThanTargets(sourceID, targets) return end

---@param sourceID entEntityID
---@param targets entEntityID[]
---@return Bool
function NetworkSystem:HasDiffrentParentsThanTargets(sourceID, targets) return end

---@param linkData SNetworkLinkData
---@return Bool, Int32
function NetworkSystem:HasNetworkLink(linkData) return end

---@param masterID entEntityID
---@param slaveID entEntityID
---@param linkType ELinkType
---@return Bool
function NetworkSystem:HasNetworkLink(masterID, slaveID, linkType) return end

---@param ID entEntityID
---@param ignorePingLinks Bool
---@return Bool
function NetworkSystem:HasNetworkLink(ID, ignorePingLinks) return end

---@param ID entEntityID
---@return Bool
function NetworkSystem:HasNetworkLink(ID) return end

---@param linkData SNetworkLinkData
---@return Bool
function NetworkSystem:HasNetworkLink(linkData) return end

---@param linkData SNetworkLinkData
---@return Bool
function NetworkSystem:HasNetworkLinkWithHigherPriority(linkData) return end

function NetworkSystem:IncreasePingLinbksCounter() return end

---@return Bool
function NetworkSystem:IsActivePingsLimitReached() return end

---@param entityID entEntityID
---@return Bool
function NetworkSystem:IsCurrentTarget(entityID) return end

---@return Bool
function NetworkSystem:IsCurrentTargetValid() return end

---@return Bool
function NetworkSystem:IsCurrentTargetValidInNetwork() return end

---@param linkData SNetworkLinkData
---@return Bool
function NetworkSystem:IsFreeLinkLimitReached(linkData) return end

---@param id entEntityID
---@return Bool
function NetworkSystem:IsIdValid(id) return end

---@param id entEntityID
---@return Bool
function NetworkSystem:IsInNetwork(id) return end

---@param entityID entEntityID
---@return Bool
function NetworkSystem:IsLastMasterTarget(entityID) return end

---@param entityID entEntityID
---@return Bool
function NetworkSystem:IsLastSlaveTarget(entityID) return end

---@param targetEntityID entEntityID
---@return Bool
function NetworkSystem:IsMaster(targetEntityID) return end

---@param id entEntityID
---@return Bool
function NetworkSystem:IsMasterInNetwork(id) return end

---@return Bool
function NetworkSystem:IsPingLinksLimitReached() return end

---@param id entEntityID
---@return Bool
function NetworkSystem:IsSlaveInNetwork(id) return end

---@param squadName CName|string
---@return Bool
function NetworkSystem:IsSquadMarkedWithPing(squadName) return end

---@param id entEntityID
---@return Bool
function NetworkSystem:IsTagged(id) return end

---@param sourcePing PingCachedData
---@return Bool
function NetworkSystem:IsVirtualNetworkWithinDistanceLimit(sourcePing) return end

function NetworkSystem:KillAllNetworkBeams() return end

---@param index Int32
---@param instant Bool
function NetworkSystem:KillNetworkBeam(index, instant) return end

---@param linkData SNetworkLinkData
function NetworkSystem:KillNetworkBeamByData(linkData) return end

---@param index Int32
function NetworkSystem:KillNetworkBeamByIndex(index) return end

---@param slaveID entEntityID
---@param masterID entEntityID
function NetworkSystem:KillNetworkBeamsByID(slaveID, masterID) return end

---@param ID entEntityID
function NetworkSystem:KillNetworkBeamsByID(ID) return end

function NetworkSystem:KillSingleOldestFreeLink() return end

function NetworkSystem:KillSingleOldestFreeLinkWitoutRevealPing() return end

---@param request ActivateLinksRequest
function NetworkSystem:OnActivateNetworkLinksRequest(request) return end

---@param request AddPingedSquadRequest
function NetworkSystem:OnAddPingedSquadRequest(request) return end

function NetworkSystem:OnAttach() return end

---@param request ClearPingedSquadRequest
function NetworkSystem:OnClearPingedSquadRequest(request) return end

---@param request DeactivateAllNetworkLinksRequest
function NetworkSystem:OnDeactivateAllNetworkLinksRequest(request) return end

---@param request DeactivateLinksRequest
function NetworkSystem:OnDeactivateLinksRequest(request) return end

function NetworkSystem:OnDetach() return end

---@param request EvaluateVisionModeRequest
function NetworkSystem:OnEvaluateVisionModeRequest(request) return end

---@param request MarkBackdoorAsRevealedRequest
function NetworkSystem:OnMarkBackdoorAsRevealedRequest(request) return end

---@param request NewBackdoorDeviceRequest
function NetworkSystem:OnNewBackdoorDeviceRequest(request) return end

---@param playerPuppet gameObject
function NetworkSystem:OnPlayerSpawnedCallback(playerPuppet) return end

---@param request RegisterNetworkLinkRequest
function NetworkSystem:OnRegisterNetworkLinkRequest(request) return end

---@param request RegisterPingNetworkLinkRequest
function NetworkSystem:OnRegisterPingLinkRequest(request) return end

---@param request RemovePingedSquadRequest
function NetworkSystem:OnRemovePingedSquadRequest(request) return end

---@param request RevealNetworkRequestRequest
function NetworkSystem:OnRevealNetworkRequestRequest(request) return end

---@param request StartPingingNetworkRequest
function NetworkSystem:OnStartPingingNetworkRequest(request) return end

---@param request StopPingingNetworkRequest
function NetworkSystem:OnStopingingNetworkRequest(request) return end

---@param request UnregisterAllNetworkLinksRequest
function NetworkSystem:OnUnregisterAllNetworkLinksRequest(request) return end

---@param request UnregisterNetworkLinkBetweenTwoEntitiesRequest
function NetworkSystem:OnUnregisterNetworkLinkBetweenTwoEntitiesRequest(request) return end

---@param request UnregisterNetworkLinkRequest
function NetworkSystem:OnUnregisterNetworkLinkRequest(request) return end

---@param request UnregisterNetworkLinksByIDRequest
function NetworkSystem:OnUnregisterNetworkLinksByIDRequest(request) return end

---@param request UnregisterNetworkLinksByIdAndTypeRequest
function NetworkSystem:OnUnregisterNetworkLinksByIdAndTypeRequest(request) return end

---@param request UpdateNetworkVisualisationRequest
function NetworkSystem:OnUpdateNetworkVisualisationRequest(request) return end

---@return Bool
function NetworkSystem:QuickHacksExposedByDefault() return end

function NetworkSystem:RegisterFocusModeCallback() return end

---@param linkData SNetworkLinkData
function NetworkSystem:RegisterNetworkLink(linkData) return end

---@param linkData SNetworkLinkData
---@param delay Float
function NetworkSystem:RegisterNetworkLinkWithDelay(linkData, delay) return end

function NetworkSystem:RegisterPlayerSpawnedCallback() return end

function NetworkSystem:RegisterPlayerTargetCallback() return end

---@param player gameObject
function NetworkSystem:RegisterVisionModeCallback(player) return end

---@param index Int32
function NetworkSystem:RemoveActivePing(index) return end

---@param sourceID entEntityID
function NetworkSystem:RemoveActivePingBySource(sourceID) return end

---@param sourceID entEntityID
---@param pingType EPingType
function NetworkSystem:RemoveActivePingBySourceAndType(sourceID, pingType) return end

function NetworkSystem:RemoveAllActiveFakePings() return end

function NetworkSystem:RemoveAllActivePings() return end

function NetworkSystem:RemoveAllNetworkLinks() return end

function NetworkSystem:RemoveAllPingLinks() return end

---@param linkType ELinkType
function NetworkSystem:RemoveAllPingLinksByType(linkType) return end

---@param index Int32
---@param instant Bool
function NetworkSystem:RemoveNetworkLink(index, instant) return end

---@param linkData SNetworkLinkData
function NetworkSystem:RemoveNetworkLinkByData(linkData) return end

---@param linkType ELinkType
---@param ID entEntityID
function NetworkSystem:RemoveNetworkLinkByIdAndType(linkType, ID) return end

---@param linkType ELinkType
function NetworkSystem:RemoveNetworkLinkByType(linkType) return end

---@param firstID entEntityID
---@param secondID entEntityID
---@param onlyRemoveWeakLink Bool
function NetworkSystem:RemoveNetworkLinksBetweenTwoEntitities(firstID, secondID, onlyRemoveWeakLink) return end

---@param ID entEntityID
function NetworkSystem:RemoveNetworkLinksByID(ID) return end

---@param index Int32
function NetworkSystem:RemoveNetworkRevealTarget(index) return end

---@param fxResource gameFxResource
---@param intant Bool
function NetworkSystem:RemovePingLinksByFxResource(fxResource, intant) return end

---@param sourceID entEntityID
---@param intant Bool
function NetworkSystem:RemovePingLinksBySource(sourceID, intant) return end

---@param sourceID entEntityID
---@param fxResource gameFxResource
---@param intant Bool
function NetworkSystem:RemovePingLinksBySourceAndFxResource(sourceID, fxResource, intant) return end

---@param linkType ELinkType
---@param sourceID entEntityID
function NetworkSystem:RemovePingLinksBySourceAndType(linkType, sourceID) return end

---@param squadName CName|string
function NetworkSystem:RemovePingedSquad(squadName) return end

---@param enable Bool
---@param linkData SNetworkLinkData
function NetworkSystem:ResolveConnectionHighlight(enable, linkData) return end

---@param linkData SNetworkLinkData
function NetworkSystem:ResolveNetworkRevealTarget(linkData) return end

function NetworkSystem:ResolveNetworkSystemCleanupDelay() return end

---@param target entEntityID
function NetworkSystem:RevealEntireNetworkOnTarget(target) return end

---@param targets entEntityID[]
function NetworkSystem:RevealNetworkOnCachedTarget(targets) return end

---@param enable Bool
---@param target entEntityID
---@param source entEntityID
---@param linkData SNetworkLinkData
function NetworkSystem:SendConnectionHighlightEvent(enable, target, source, linkData) return end

---@param target entEntityID
---@param delay Float
function NetworkSystem:SendRevealNetworkEvent(target, delay) return end

---@param target entEntityID
function NetworkSystem:SendRevealNetworkGridRequest(target) return end

function NetworkSystem:SetupPingPresetRecord() return end

---@return Bool
function NetworkSystem:ShouldForceInstantBeamKill() return end

---@return Bool
function NetworkSystem:ShouldNetworkElementsPersistAfterFocus() return end

---@return Bool
function NetworkSystem:ShouldPulsRealObject() return end

---@return Bool
function NetworkSystem:ShouldRevealMasterOnPulse() return end

---@return Bool
function NetworkSystem:ShouldRevealNetworkAfterPulse() return end

---@return Bool
function NetworkSystem:ShouldRevealSlaveOnPulse() return end

---@return Bool
function NetworkSystem:ShouldShowLinksOnMaster() return end

---@return Bool
function NetworkSystem:ShouldShowOnlyTargetQuickHacks() return end

---@return Bool
function NetworkSystem:ShouldUsePulseOnPing() return end

---@return Bool
function NetworkSystem:SuppressPingIfBackdoorsFound() return end

function NetworkSystem:UnregisterFocusModeCallback() return end

---@param linkData SNetworkLinkData
---@return gameDelayID
function NetworkSystem:UnregisterNetworkLinkWithDelay(linkData) return end

function NetworkSystem:UnregisterPlayerSpawnedCallback() return end

function NetworkSystem:UnregisterPlayerTargetCallback() return end

function NetworkSystem:UnregisterVisionModeCallback() return end

---@param linkData SNetworkLinkData
---@param indexToUpdate Int32
function NetworkSystem:UpdateNetworkLinkData(linkData, indexToUpdate) return end

function NetworkSystem:UpdateNetworkVisualisation() return end

---@class NewAreaDiscoveredUserData : inkGameNotificationData
---@field data String
NewAreaDiscoveredUserData = {}

---@return NewAreaDiscoveredUserData
function NewAreaDiscoveredUserData.new() return end

---@param props table
---@return NewAreaDiscoveredUserData
function NewAreaDiscoveredUserData.new(props) return end

---@class NewAreaGameController : gameuiHUDGameController
---@field label inkTextWidgetReference
---@field animationProxy inkanimProxy
---@field data NewAreaDiscoveredUserData
NewAreaGameController = {}

---@return NewAreaGameController
function NewAreaGameController.new() return end

---@param props table
---@return NewAreaGameController
function NewAreaGameController.new(props) return end

---@return Bool
function NewAreaGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function NewAreaGameController:OnOutroAnimFinished(anim) return end

function NewAreaGameController:PlayIntroAnimation() return end

function NewAreaGameController:Setup() return end

---@class NewBackdoorDeviceRequest : gameScriptableSystemRequest
---@field device ScriptableDeviceComponentPS
NewBackdoorDeviceRequest = {}

---@return NewBackdoorDeviceRequest
function NewBackdoorDeviceRequest.new() return end

---@param props table
---@return NewBackdoorDeviceRequest
function NewBackdoorDeviceRequest.new(props) return end

---@class NewCodexEntryGameController : gameuiWidgetGameController
---@field label inkTextWidgetReference
---@field animationProxy inkanimProxy
---@field data NewCodexEntryUserData
NewCodexEntryGameController = {}

---@return NewCodexEntryGameController
function NewCodexEntryGameController.new() return end

---@param props table
---@return NewCodexEntryGameController
function NewCodexEntryGameController.new(props) return end

---@return Bool
function NewCodexEntryGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function NewCodexEntryGameController:OnOutroAnimFinished(anim) return end

function NewCodexEntryGameController:PlayIntroAnimation() return end

function NewCodexEntryGameController:Setup() return end

---@class NewCodexEntryUserData : inkGameNotificationData
---@field data String
NewCodexEntryUserData = {}

---@return NewCodexEntryUserData
function NewCodexEntryUserData.new() return end

---@param props table
---@return NewCodexEntryUserData
function NewCodexEntryUserData.new(props) return end

---@class NewCycleEvent : redEvent
---@field cyclesCount Uint16
NewCycleEvent = {}

---@return NewCycleEvent
function NewCycleEvent.new() return end

---@param props table
---@return NewCycleEvent
function NewCycleEvent.new(props) return end

---@class NewGameMenuGameController : PreGameSubMenuGameController
---@field categories inkSelectorController
---@field gameDefinitions inkSelectorController
---@field genders inkSelectorController
NewGameMenuGameController = {}

---@return NewGameMenuGameController
function NewGameMenuGameController.new() return end

---@param props table
---@return NewGameMenuGameController
function NewGameMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function NewGameMenuGameController:OnBack(e) return end

---@param index Int32
---@param value String
---@return Bool
function NewGameMenuGameController:OnCategoryChanged(index, value) return end

---@return Bool
function NewGameMenuGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function NewGameMenuGameController:OnRunFunctionalTestMap(e) return end

---@param e inkPointerEvent
---@return Bool
function NewGameMenuGameController:OnStartDefinition(e) return end

function NewGameMenuGameController:InitDynamicButtons() return end

function NewGameMenuGameController:InitSelectors() return end

---@class NewHitDataEvent : redEvent
---@field hitIntensity Int32
---@field hitSource Int32
---@field hitType Int32
---@field hitBodyPart Int32
---@field hitNpcMovementSpeed Int32
---@field hitDirection Int32
---@field hitNpcMovementDirection Int32
---@field stance Int32
---@field animVariation Int32
NewHitDataEvent = {}

---@return NewHitDataEvent
function NewHitDataEvent.new() return end

---@param props table
---@return NewHitDataEvent
function NewHitDataEvent.new(props) return end

---@class NewHudPhoneGameController : gameuiNewHudPhoneGameController
---@field player PlayerPuppet
---@field journalMgr gameJournalManager
---@field questsSystem questQuestsSystem
---@field uiSystem gameuiGameSystemUI
---@field fact1ListenerId Uint32
---@field fact2ListenerId Uint32
---@field fact3ListenerId Uint32
---@field onNotificationsQueueChanged redCallbackObject
---@field currActiveQueueId Int32
---@field CurrentFunction EHudPhoneFunction
---@field gameplayRestrictions CName[]
---@field buttonPressed Bool
---@field repeatingScrollActionEnabled Bool
---@field TimeoutPeroid Float
---@field activePhoneElements Uint32
---@field bbSystem gameBlackboardSystem
---@field bbUiSystemDef UI_SystemDef
---@field bbUiSystem gameIBlackboard
---@field isInMenuCallback redCallbackObject
---@field bbUiComDeviceDef UI_ComDeviceDef
---@field bbUiComDevice gameIBlackboard
---@field phoneCallInformationCallback redCallbackObject
---@field phoneStatusChangedCallback redCallbackObject
---@field phoneMinimizedCallback redCallbackObject
---@field contactsActiveCallback redCallbackObject
---@field messageToOpenCallback redCallbackObject
---@field phoneEnabledBBId redCallbackObject
---@field bbUiQuickSlotsDataDef UI_QuickSlotsDataDef
---@field bbUiQuickSlotsData gameIBlackboard
---@field bbUiPlayerStatsDef UI_PlayerStatsDef
---@field bbUiPlayerStats gameIBlackboard
---@field DelaySystem gameDelaySystem
---@field DelayedTimeoutCallbackId gameDelayID
---@field PhoneSystem PhoneSystem
---@field CurrentCallInformation questPhoneCallInformation
---@field CurrentPhoneCallContact gameJournalContact
---@field holoAudioCallLogicController HoloAudioCallLogicController
---@field contactListLogicController PhoneDialerLogicController
---@field phoneIconAnimProxy inkanimProxy
---@field backgroundAnimProxy inkanimProxy
---@field screenType PhoneScreenType
---@field messagesPanelVisible Bool
---@field messagesPanelSpawned Bool
---@field threadsVisible Bool
---@field messageToOpenHash Int32
---@field indexToSelect Uint32
---@field isSingleThread Bool
---@field isShowingAllMessages Bool
---@field audioSystem gameGameAudioSystem
---@field isRemoteControllingDevice Bool
---@field psmIsControllingDeviceCallback redCallbackObject
NewHudPhoneGameController = {}

---@return NewHudPhoneGameController
function NewHudPhoneGameController.new() return end

---@param props table
---@return NewHudPhoneGameController
function NewHudPhoneGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function NewHudPhoneGameController:OnAction(action, consumer) return end

---@param target inkWidget
---@return Bool
function NewHudPhoneGameController:OnCloseContactList(target) return end

---@param evt CloseSmsMessengerEvent
---@return Bool
function NewHudPhoneGameController:OnCloseSmsMessenger(evt) return end

---@param value Int32
---@return Bool
function NewHudPhoneGameController:OnConsumableTutorial(value) return end

---@param target inkWidget
---@return Bool
function NewHudPhoneGameController:OnContactHidden(target) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function NewHudPhoneGameController:OnContactListAction(action, consumer) return end

---@return Bool
function NewHudPhoneGameController:OnContactListClosed() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewHudPhoneGameController:OnContactListSpawned(widget, userData) return end

---@param evt ContactSelectionChangedEvent
---@return Bool
function NewHudPhoneGameController:OnContactSelectionChanged(evt) return end

---@param value Bool
---@return Bool
function NewHudPhoneGameController:OnContactsActive(value) return end

---@param value Int32
---@return Bool
function NewHudPhoneGameController:OnDpadVisibilityChanged(value) return end

---@param value Int32
---@return Bool
function NewHudPhoneGameController:OnGameStarted(value) return end

---@param target inkWidget
---@return Bool
function NewHudPhoneGameController:OnHoloAudioCallFinished(target) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewHudPhoneGameController:OnHoloAudioCallSpawned(widget, userData) return end

---@param target inkWidget
---@return Bool
function NewHudPhoneGameController:OnIncomingCallFinished(target) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewHudPhoneGameController:OnIncommingCallSpawned(widget, userData) return end

---@return Bool
function NewHudPhoneGameController:OnInitialize() return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function NewHudPhoneGameController:OnJournalEntryVisited(hash, className, notifyOption, changeType) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function NewHudPhoneGameController:OnJournalUpdate(hash, className, notifyOption, changeType) return end

---@param value Bool
---@return Bool
function NewHudPhoneGameController:OnMenuUpdate(value) return end

---@param hash Int32
---@return Bool
function NewHudPhoneGameController:OnMessageToOpenHashChanged(hash) return end

---@param id Int32
---@return Bool
function NewHudPhoneGameController:OnNotificationsQueueChanged(id) return end

---@param evt OpenSmsMessengerEvent
---@return Bool
function NewHudPhoneGameController:OnOpenSmsMessenger(evt) return end

---@param value Bool
---@return Bool
function NewHudPhoneGameController:OnPSMIsControllingDeviceChanged(value) return end

---@param value Variant
---@return Bool
function NewHudPhoneGameController:OnPhoneCall(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewHudPhoneGameController:OnPhoneIconSpawned(widget, userData) return end

---@param value Bool
---@return Bool
function NewHudPhoneGameController:OnPhoneMinimized(value) return end

---@param phoneStatus CName|string
---@return Bool
function NewHudPhoneGameController:OnPhoneStatusChanged(phoneStatus) return end

---@param playerPuppet gameObject
---@return Bool
function NewHudPhoneGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function NewHudPhoneGameController:OnPlayerDetach(playerPuppet) return end

---@return Bool
function NewHudPhoneGameController:OnResolutionChanged() return end

---@param evt FocusSmsMessagerEvent
---@return Bool
function NewHudPhoneGameController:OnSmsMessageGotFocus(evt) return end

---@param evt UnfocusSmsMessagerEvent
---@return Bool
function NewHudPhoneGameController:OnSmsMessageLostFocus(evt) return end

---@param e SmsMessangerInitalizedEvent
---@return Bool
function NewHudPhoneGameController:OnSmsMessangerInitalized(e) return end

---@return Bool
function NewHudPhoneGameController:OnUninitialize() return end

function NewHudPhoneGameController:AcceptAction() return end

---@param element gameuiActivePhoneElement
function NewHudPhoneGameController:ActivatePhoneElement(element) return end

function NewHudPhoneGameController:AlternativeAcceptAction() return end

function NewHudPhoneGameController:Back() return end

function NewHudPhoneGameController:CachePredefinedRestrictions() return end

function NewHudPhoneGameController:CallContact() return end

---@param contactData ContactData
function NewHudPhoneGameController:CallSelectedContact(contactData) return end

function NewHudPhoneGameController:CancelPendingSpawnRequests() return end

function NewHudPhoneGameController:CancelTimeoutFailsafe() return end

function NewHudPhoneGameController:CloseContactList() return end

---@param messagesCount Int32
---@return ContactData
function NewHudPhoneGameController:CreateFakeContactData(messagesCount) return end

---@param phoneCallInformation questPhoneCallInformation
---@return questTriggerCallRequest
function NewHudPhoneGameController:CreateTriggerCallRequestFromPhoneCallInformation(phoneCallInformation) return end

---@param element gameuiActivePhoneElement
function NewHudPhoneGameController:DeactivatePhoneElement(element) return end

function NewHudPhoneGameController:DisableContactsInput() return end

function NewHudPhoneGameController:EnableContactsInput() return end

function NewHudPhoneGameController:ExecuteAction() return end

function NewHudPhoneGameController:FindMessageToSelect() return end

function NewHudPhoneGameController:FocusSmsMessenger() return end

---@return Bool
function NewHudPhoneGameController:GameStarted() return end

---@return Int32
function NewHudPhoneGameController:GetID() return end

---@return gameJournalContact
function NewHudPhoneGameController:GetIncomingContact() return end

---@param current PhoneScreenType
---@return PhoneScreenType
function NewHudPhoneGameController:GetOtherScreenType(current) return end

---@return Bool
function NewHudPhoneGameController:GetShouldSaveState() return end

---@param contactData ContactData
function NewHudPhoneGameController:GotoSmsMessenger(contactData) return end

function NewHudPhoneGameController:HandleCall() return end

function NewHudPhoneGameController:HideThreads() return end

---@return Bool
function NewHudPhoneGameController:IsPhoneActive() return end

---@return Bool
function NewHudPhoneGameController:IsVisibilityForced() return end

---@param moveBackToRight Bool
function NewHudPhoneGameController:MoveMessengerLeft(moveBackToRight) return end

---@param entry gameJournalEntry
---@param state gameJournalEntryState
function NewHudPhoneGameController:NotifyOrRefreshData(entry, state) return end

---@param enabled Bool
function NewHudPhoneGameController:OnPhoneEnabledChanged(enabled) return end

---@param element gameuiActivePhoneElement
---@param deactivation Bool
function NewHudPhoneGameController:PlayBackgroundAnim(element, deactivation) return end

---@param element gameuiActivePhoneElement
---@param deactivation Bool
function NewHudPhoneGameController:PlayPhoneIconAnim(element, deactivation) return end

---@param title String
---@param text String
---@param widget CName|string
---@param animation CName|string
---@param action GenericNotificationBaseAction
function NewHudPhoneGameController:PushNewContactNotification(title, text, widget, animation, action) return end

---@param msgEntry gameJournalPhoneMessage
---@param action GenericNotificationBaseAction
function NewHudPhoneGameController:PushSMSNotification(msgEntry, action) return end

---@param contactData ContactData
---@return Bool
function NewHudPhoneGameController:RefreshReplies(contactData) return end

---@param contactData ContactData
function NewHudPhoneGameController:RefreshSmsMessager(contactData) return end

function NewHudPhoneGameController:ResolveVisibility() return end

function NewHudPhoneGameController:SelectOtherTab() return end

---@param value Bool
function NewHudPhoneGameController:SetCallingPaused(value) return end

---@param newFunction EHudPhoneFunction
function NewHudPhoneGameController:SetPhoneFunction(newFunction) return end

---@param type PhoneScreenType
function NewHudPhoneGameController:SetScreenType(type) return end

---@param isPlayerCalling Bool
---@param state questPhoneTalkingState
function NewHudPhoneGameController:SetTalkingTrigger(isPlayerCalling, state) return end

function NewHudPhoneGameController:ShowActionBlockedNotification() return end

---@param entry gameJournalEntry
---@param state gameJournalEntryState
function NewHudPhoneGameController:ShowContactUpdate(entry, state) return end

---@param entry gameJournalEntry
---@param state gameJournalEntryState
function NewHudPhoneGameController:ShowNewMessage(entry, state) return end

---@param contactData ContactData
function NewHudPhoneGameController:ShowSelectedContactMessages(contactData) return end

---@param visible Bool
function NewHudPhoneGameController:ShowSmsMessager(visible) return end

function NewHudPhoneGameController:StartTimeoutFailsafe() return end

---@param element gameuiActivePhoneElement
---@return Bool
function NewHudPhoneGameController:TestPhoneElement(element) return end

function NewHudPhoneGameController:ToggleShowAllMessages() return end

---@return Bool
function NewHudPhoneGameController:TutorialActivated() return end

function NewHudPhoneGameController:UpdateHoloAudioCall() return end

---@param contactDataArray IScriptable[]
---@return Int32
function NewHudPhoneGameController:VerifyMessageToOpenHash(contactDataArray) return end

---@class NewItemCompareBuilder : IScriptable
---@field sortData1 UIInventoryItem
---@field sortData2 UIInventoryItem
---@field compareBuilder CompareBuilder
NewItemCompareBuilder = {}

---@return NewItemCompareBuilder
function NewItemCompareBuilder.new() return end

---@param props table
---@return NewItemCompareBuilder
function NewItemCompareBuilder.new(props) return end

---@param sortData1 UIInventoryItem
---@param sortData2 UIInventoryItem
---@return NewItemCompareBuilder
function NewItemCompareBuilder.Make(sortData1, sortData2) return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:DPSAsc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:DPSDesc() return end

---@return Int32
function NewItemCompareBuilder:Get() return end

---@return Bool
function NewItemCompareBuilder:GetBool() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:ItemType() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:NameAsc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:NameDesc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:NewItem() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:PriceAsc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:PriceDesc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:QualityAsc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:QualityDesc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:QuestItem() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:WeightAsc() return end

---@return NewItemCompareBuilder
function NewItemCompareBuilder:WeightDesc() return end

---@class NewItemTooltipAttachmentEntryController : inkWidgetLogicController
---@field text inkTextWidgetReference
---@field attunementContainer inkWidgetReference
---@field attunementText inkTextWidgetReference
---@field attunementIcon inkImageWidgetReference
NewItemTooltipAttachmentEntryController = {}

---@return NewItemTooltipAttachmentEntryController
function NewItemTooltipAttachmentEntryController.new() return end

---@param props table
---@return NewItemTooltipAttachmentEntryController
function NewItemTooltipAttachmentEntryController.new(props) return end

---@return Bool
function NewItemTooltipAttachmentEntryController:OnInitialize() return end

---@param data NewItemTooltipAttachmentEntryData
function NewItemTooltipAttachmentEntryController:SetData(data) return end

---@class NewItemTooltipAttachmentEntryData : IScriptable
---@field text String
---@field colorState CName
---@field dataPackage gameUILocalizationDataPackage
---@field attunementData UIInventoryItemModAttunementData
NewItemTooltipAttachmentEntryData = {}

---@return NewItemTooltipAttachmentEntryData
function NewItemTooltipAttachmentEntryData.new() return end

---@param props table
---@return NewItemTooltipAttachmentEntryData
function NewItemTooltipAttachmentEntryData.new(props) return end

---@param text String
---@param dataPackage gameUILocalizationDataPackage
---@param attunementData UIInventoryItemModAttunementData
---@return NewItemTooltipAttachmentEntryData
function NewItemTooltipAttachmentEntryData.Make(text, dataPackage, attunementData) return end

---@param text String
---@param colorState CName|string
---@param dataPackage gameUILocalizationDataPackage
---@param attunementData UIInventoryItemModAttunementData
---@return NewItemTooltipAttachmentEntryData
function NewItemTooltipAttachmentEntryData.Make(text, colorState, dataPackage, attunementData) return end

---@class NewItemTooltipAttachmentEntrySpawnData : IScriptable
---@field index Int32
NewItemTooltipAttachmentEntrySpawnData = {}

---@return NewItemTooltipAttachmentEntrySpawnData
function NewItemTooltipAttachmentEntrySpawnData.new() return end

---@param props table
---@return NewItemTooltipAttachmentEntrySpawnData
function NewItemTooltipAttachmentEntrySpawnData.new(props) return end

---@class NewItemTooltipAttachmentGroupController : inkWidgetLogicController
---@field indicatorContainer inkWidgetReference
---@field indicatorWidget inkWidgetReference
---@field rarityContainer inkWidgetReference
---@field rarityWidget inkImageWidgetReference
---@field entriesContainer inkCompoundWidgetReference
---@field entriesControllers NewItemTooltipAttachmentEntryController[]
---@field entriesData NewItemTooltipAttachmentEntryData[]
---@field requestedEntries Int32
---@field isEmpty Bool
---@field colorState CName
NewItemTooltipAttachmentGroupController = {}

---@return NewItemTooltipAttachmentGroupController
function NewItemTooltipAttachmentGroupController.new() return end

---@param props table
---@return NewItemTooltipAttachmentGroupController
function NewItemTooltipAttachmentGroupController.new(props) return end

---@return CName
function NewItemTooltipAttachmentGroupController.StaticDefaultColorState() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipAttachmentGroupController:OnEntrySpawned(widget, userData) return end

---@return CName
function NewItemTooltipAttachmentGroupController:DefaultColorState() return end

---@param data MinimalItemTooltipModData
function NewItemTooltipAttachmentGroupController:SetData(data) return end

---@param data MinimalItemTooltipModAttachmentData
function NewItemTooltipAttachmentGroupController:SetData(data) return end

---@param data UIInventoryItemMod
function NewItemTooltipAttachmentGroupController:SetData(data) return end

---@param data UIInventoryItemModAttachment
function NewItemTooltipAttachmentGroupController:SetData(data) return end

function NewItemTooltipAttachmentGroupController:Update() return end

function NewItemTooltipAttachmentGroupController:UpdateEntries() return end

function NewItemTooltipAttachmentGroupController:UpdateState() return end

---@class NewItemTooltipBottomModule : NewItemTooltipModuleController
---@field weightWrapper inkWidgetReference
---@field priceWrapper inkWidgetReference
---@field ammoWrapper inkWidgetReference
---@field weightText inkTextWidgetReference
---@field priceText inkTextWidgetReference
---@field ammoText inkTextWidgetReference
---@field ammoIcon inkImageWidgetReference
NewItemTooltipBottomModule = {}

---@return NewItemTooltipBottomModule
function NewItemTooltipBottomModule.new() return end

---@param props table
---@return NewItemTooltipBottomModule
function NewItemTooltipBottomModule.new(props) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
---@param overridePrice Int32
function NewItemTooltipBottomModule:NEW_Update(data, player, overridePrice) return end

---@param displayContext InventoryTooltipDisplayContext
---@param isSellable Bool
---@param itemData gameItemData
---@param itemType gamedataItemType
---@param lootItemType gameLootItemType
---@return Bool
function NewItemTooltipBottomModule:ShouldDisplayPrice(displayContext, isSellable, itemData, itemType, lootItemType) return end

---@param data MinimalItemTooltipData
function NewItemTooltipBottomModule:Update(data) return end

---@param itemData gameItemData
function NewItemTooltipBottomModule:UpdateAmmoIcon(itemData) return end

---@class NewItemTooltipBrokenModule : NewItemTooltipModuleController
---@field descriptionText inkTextWidgetReference
NewItemTooltipBrokenModule = {}

---@return NewItemTooltipBrokenModule
function NewItemTooltipBrokenModule.new() return end

---@param props table
---@return NewItemTooltipBrokenModule
function NewItemTooltipBrokenModule.new(props) return end

---@return Bool
function NewItemTooltipBrokenModule:OnInitialize() return end

---@class NewItemTooltipCommonController : AGenericTooltipControllerWithDebug
---@field backgroundContainer inkWidgetReference
---@field itemEquippedContainer inkWidgetReference
---@field itemRecipeContainer inkWidgetReference
---@field itemHeaderContainer inkWidgetReference
---@field itemBrokenContainer inkWidgetReference
---@field itemWeaponBarsContainer inkWidgetReference
---@field itemRequirementsContainer inkWidgetReference
---@field itemDetailsStatsContainer inkWidgetReference
---@field itemDescriptionContainer inkWidgetReference
---@field itemDetailsContainer inkWidgetReference
---@field itemBottomContainer inkWidgetReference
---@field cornerContainer inkWidgetReference
---@field root inkWidgetReference
---@field iconicBG inkWidgetReference
---@field recipeBG inkWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionText inkTextWidgetReference
---@field DEBUG_iconErrorWrapper inkWidgetReference
---@field DEBUG_iconErrorText inkTextWidgetReference
---@field frames inkWidgetReference[]
---@field spawnedModules NewItemTooltipModuleController[]
---@field itemEquippedController NewItemTooltipEquippedModule
---@field itemRecipeController NewItemTooltipRepiceModule
---@field itemHeaderController NewItemTooltipHeaderController
---@field itemBrokenController NewItemTooltipBrokenModule
---@field itemWeaponBarsController NewItemTooltipWeaponBarsModule
---@field itemRequirementsController NewItemTooltipRequirementsModule
---@field itemDetailsStatsController NewItemTooltipDetailsStatsModule
---@field itemDescriptionController NewItemTooltipDescriptionModule
---@field itemDetailsController NewItemTooltipDetailsModule
---@field itemBottomController NewItemTooltipBottomModule
---@field DEBUG_showAdditionalInfo Bool
---@field data MinimalItemTooltipData
---@field itemData UIInventoryItem
---@field comparisonData UIInventoryItemComparisonManager
---@field player PlayerPuppet
---@field requestedModules CName[]
---@field tooltipDisplayContext InventoryTooltipDisplayContext
---@field itemDisplayContext gameItemDisplayContext
---@field priceOverride Int32
NewItemTooltipCommonController = {}

---@return NewItemTooltipCommonController
function NewItemTooltipCommonController.new() return end

---@param props table
---@return NewItemTooltipCommonController
function NewItemTooltipCommonController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnBottomModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnBrokenModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnDescriptionModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnDetailsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnDetailsStatsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnEquippedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnHeaderModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_BottomModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_BrokenModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_DescriptionModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_DetailsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_DetailsStatsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_EquippedModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_HeaderModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_RecipeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_RequirementsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnNEW_WeaponBarsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnRecipeModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnRequirementsModuleSpawned(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewItemTooltipCommonController:OnWeaponBarsModuleSpawned(widget, userData) return end

function NewItemTooltipCommonController:DEBUG_NewUpdateIconErrorInfo() return end

function NewItemTooltipCommonController:DEBUG_UpdateDebugInfo() return end

---@param widget inkWidget
---@param data NewItemTooltipModuleSpawnedCallbackData
function NewItemTooltipCommonController:HandleModuleSpawned(widget, data) return end

function NewItemTooltipCommonController:InvalidateSpawnedModules() return end

function NewItemTooltipCommonController:NEW_UpdateBottomModule() return end

function NewItemTooltipCommonController:NEW_UpdateBrokenModule() return end

function NewItemTooltipCommonController:NEW_UpdateDescriptionModule() return end

function NewItemTooltipCommonController:NEW_UpdateDetailsModule() return end

function NewItemTooltipCommonController:NEW_UpdateDetailsStatsModule() return end

function NewItemTooltipCommonController:NEW_UpdateEquippedModule() return end

function NewItemTooltipCommonController:NEW_UpdateHeaderModule() return end

function NewItemTooltipCommonController:NEW_UpdateIconicBG() return end

function NewItemTooltipCommonController:NEW_UpdateLayout() return end

function NewItemTooltipCommonController:NEW_UpdateRecipeBG() return end

function NewItemTooltipCommonController:NEW_UpdateRecipeModule() return end

function NewItemTooltipCommonController:NEW_UpdateRequirementsModule() return end

function NewItemTooltipCommonController:NEW_UpdateWeaponBarsModule() return end

---@param container inkWidgetReference
---@param moduleName CName|string
---@param callback CName|string
---@param data ItemTooltipModuleSpawnedCallbackData
---@return Bool
function NewItemTooltipCommonController:RequestModule(container, moduleName, callback, data) return end

---@param data gameItemViewData
function NewItemTooltipCommonController:SetData(data) return end

---@param tooltipData ATooltipData
function NewItemTooltipCommonController:SetData(tooltipData) return end

function NewItemTooltipCommonController:UpdateBottomModule() return end

function NewItemTooltipCommonController:UpdateBrokenController() return end

function NewItemTooltipCommonController:UpdateBrokenModule() return end

---@param tooltipData InventoryTooltipData
function NewItemTooltipCommonController:UpdateData(tooltipData) return end

function NewItemTooltipCommonController:UpdateDescriptionModule() return end

function NewItemTooltipCommonController:UpdateDetailsModule() return end

function NewItemTooltipCommonController:UpdateDetailsStatsModule() return end

function NewItemTooltipCommonController:UpdateEquippedModule() return end

function NewItemTooltipCommonController:UpdateFramesVisibility() return end

function NewItemTooltipCommonController:UpdateHeaderModule() return end

function NewItemTooltipCommonController:UpdateIconicBG() return end

function NewItemTooltipCommonController:UpdateLayout() return end

function NewItemTooltipCommonController:UpdateRecipeBG() return end

function NewItemTooltipCommonController:UpdateRecipeModule() return end

function NewItemTooltipCommonController:UpdateRequirementsModule() return end

function NewItemTooltipCommonController:UpdateWeaponBarsModule() return end

---@class NewItemTooltipDescriptionModule : NewItemTooltipModuleController
---@field descriptionText inkTextWidgetReference
---@field defaultMargin inkMargin
NewItemTooltipDescriptionModule = {}

---@return NewItemTooltipDescriptionModule
function NewItemTooltipDescriptionModule.new() return end

---@param props table
---@return NewItemTooltipDescriptionModule
function NewItemTooltipDescriptionModule.new(props) return end

---@return Bool
function NewItemTooltipDescriptionModule:OnInitialize() return end

---@param data UIInventoryItem
function NewItemTooltipDescriptionModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipDescriptionModule:Update(data) return end

---@class NewItemTooltipDetailsModule : NewItemTooltipModuleController
---@field statsLine inkWidgetReference
---@field statsWrapper inkWidgetReference
---@field statsContainer inkCompoundWidgetReference
---@field dedicatedModsLine inkWidgetReference
---@field dedicatedModsWrapper inkWidgetReference
---@field dedicatedModsText inkTextWidgetReference
---@field modsLine inkWidgetReference
---@field modsWrapper inkWidgetReference
---@field modsContainer inkCompoundWidgetReference
---@field modifierPowerLine inkWidgetReference
---@field modifierPowerLabel inkTextWidgetReference
---@field modifierPowerWrapper inkCompoundWidgetReference
NewItemTooltipDetailsModule = {}

---@return NewItemTooltipDetailsModule
function NewItemTooltipDetailsModule.new() return end

---@param props table
---@return NewItemTooltipDetailsModule
function NewItemTooltipDetailsModule.new(props) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
---@param hasDedicatedMods Bool
---@param hasMods Bool
function NewItemTooltipDetailsModule:NEW_Update(data, comparisonData, hasDedicatedMods, hasMods) return end

---@param modsManager UIInventoryItemModsManager
function NewItemTooltipDetailsModule:NEW_UpdateMods(modsManager) return end

---@param data MinimalItemTooltipData
---@param hasDedicatedMods Bool
---@param hasMods Bool
function NewItemTooltipDetailsModule:Update(data, hasDedicatedMods, hasMods) return end

---@param data MinimalItemTooltipData
function NewItemTooltipDetailsModule:UpdateMods(data) return end

---@class NewItemTooltipDetailsStatsModule : NewItemTooltipModuleController
---@field statsContainer inkCompoundWidgetReference
NewItemTooltipDetailsStatsModule = {}

---@return NewItemTooltipDetailsStatsModule
function NewItemTooltipDetailsStatsModule.new() return end

---@param props table
---@return NewItemTooltipDetailsStatsModule
function NewItemTooltipDetailsStatsModule.new(props) return end

---@param data UIInventoryItem
function NewItemTooltipDetailsStatsModule:NEW_Update(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipDetailsStatsModule:Update(data) return end

---@class NewItemTooltipEquippedModule : NewItemTooltipModuleController
NewItemTooltipEquippedModule = {}

---@return NewItemTooltipEquippedModule
function NewItemTooltipEquippedModule.new() return end

---@param props table
---@return NewItemTooltipEquippedModule
function NewItemTooltipEquippedModule.new(props) return end

---@class NewItemTooltipHeaderController : NewItemTooltipModuleController
---@field itemNameText inkTextWidgetReference
---@field itemRarityText inkTextWidgetReference
---@field itemTypeText inkTextWidgetReference
---@field comparisionArrow inkWidgetReference
---@field itemEvolutionIcon inkImageWidgetReference
---@field itemPerkIcon inkImageWidgetReference
---@field itemWeaponIcon inkImageWidgetReference
---@field separatorTop inkWidgetReference
---@field localizedIconicText String
NewItemTooltipHeaderController = {}

---@return NewItemTooltipHeaderController
function NewItemTooltipHeaderController.new() return end

---@param props table
---@return NewItemTooltipHeaderController
function NewItemTooltipHeaderController.new(props) return end

---@return Bool
function NewItemTooltipHeaderController:OnInitialize() return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
function NewItemTooltipHeaderController:NEW_Update(data, comparisonData) return end

---@param itemName String
---@param quantity Int32
function NewItemTooltipHeaderController:NEW_UpdateName(itemName, quantity) return end

---@param data UIInventoryItem
function NewItemTooltipHeaderController:NEW_UpdateRarity(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:Update(data) return end

---@param qualityF Float
---@param comparisonQualityF Float
---@param isEquipped Bool
function NewItemTooltipHeaderController:UpdateComparisonArrow(qualityF, comparisonQualityF, isEquipped) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateContentForCrafting(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateContentForUpgrading(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateName(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdatePerkGroup(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateRarity(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateSeparator(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateWeaponEvolution(data) return end

---@param data MinimalItemTooltipData
function NewItemTooltipHeaderController:UpdateWeaponType(data) return end

---@class NewItemTooltipModuleController : inkWidgetLogicController
---@field lineWidget inkWidgetReference
---@field tooltipDisplayContext InventoryTooltipDisplayContext
---@field itemDisplayContext gameItemDisplayContext
NewItemTooltipModuleController = {}

---@return NewItemTooltipModuleController
function NewItemTooltipModuleController.new() return end

---@param props table
---@return NewItemTooltipModuleController
function NewItemTooltipModuleController.new(props) return end

---@param diffValue Float
---@return CName
function NewItemTooltipModuleController:GetArrowWrapperState(diffValue) return end

---@param context InventoryTooltipDisplayContext
---@return Bool
function NewItemTooltipModuleController:IsContext(context) return end

---@param data MinimalItemTooltipData
---@param context InventoryTooltipDisplayContext
---@return Bool
function NewItemTooltipModuleController:IsContext(data, context) return end

---@param data UIInventoryItem
function NewItemTooltipModuleController:NEW_Update(data) return end

---@param itemDisplayContext gameItemDisplayContext
---@param tooltipDisplayContext InventoryTooltipDisplayContext
function NewItemTooltipModuleController:SetDisplayContext(itemDisplayContext, tooltipDisplayContext) return end

---@param data MinimalItemTooltipData
function NewItemTooltipModuleController:Update(data) return end

---@class NewItemTooltipModuleSpawnedCallbackData : IScriptable
---@field moduleName CName
NewItemTooltipModuleSpawnedCallbackData = {}

---@return NewItemTooltipModuleSpawnedCallbackData
function NewItemTooltipModuleSpawnedCallbackData.new() return end

---@param props table
---@return NewItemTooltipModuleSpawnedCallbackData
function NewItemTooltipModuleSpawnedCallbackData.new(props) return end

---@class NewItemTooltipRepiceModule : NewItemTooltipModuleController
NewItemTooltipRepiceModule = {}

---@return NewItemTooltipRepiceModule
function NewItemTooltipRepiceModule.new() return end

---@param props table
---@return NewItemTooltipRepiceModule
function NewItemTooltipRepiceModule.new(props) return end

---@class NewItemTooltipRequirementsModule : NewItemTooltipModuleController
---@field smartlinkGunWrapper inkWidgetReference
---@field line inkWidgetReference
NewItemTooltipRequirementsModule = {}

---@return NewItemTooltipRequirementsModule
function NewItemTooltipRequirementsModule.new() return end

---@param props table
---@return NewItemTooltipRequirementsModule
function NewItemTooltipRequirementsModule.new(props) return end

---@param data UIInventoryItem
---@param player PlayerPuppet
function NewItemTooltipRequirementsModule:NEW_Update(data, player) return end

---@param data MinimalItemTooltipData
function NewItemTooltipRequirementsModule:Update(data) return end

---@class NewItemTooltipStatBarController : inkWidgetLogicController
---@field background inkWidgetReference
---@field bar inkWidgetReference
---@field comparisonBar inkWidgetReference
---@field statName inkTextWidgetReference
---@field overflow inkTextWidgetReference
---@field statValue inkTextWidgetReference
---@field comparisonArrow inkWidgetReference
---@field separators inkWidgetReference
---@field barAnimProxy inkanimProxy
---@field diffBarAnimProxy inkanimProxy
---@field betterColor HDRColor
---@field worseColor HDRColor
---@field width Float
NewItemTooltipStatBarController = {}

---@return NewItemTooltipStatBarController
function NewItemTooltipStatBarController.new() return end

---@param props table
---@return NewItemTooltipStatBarController
function NewItemTooltipStatBarController.new(props) return end

---@return Bool
function NewItemTooltipStatBarController:OnInitialize() return end

---@param barType WeaponBarType
---@param percentage Float
---@param comparedPercentage Float
---@param isBetter Bool
function NewItemTooltipStatBarController:AnimateBars(barType, percentage, comparedPercentage, isBetter) return end

---@param barType WeaponBarType
---@return String
function NewItemTooltipStatBarController:BarTypeToName(barType) return end

---@param itemType gamedataItemType
---@param barType WeaponBarType
---@param value Float
---@param maxValue Float
---@return Float
function NewItemTooltipStatBarController:GetNumericValue(itemType, barType, value, maxValue) return end

function NewItemTooltipStatBarController:ResetPercentage() return end

---@param visible Bool
function NewItemTooltipStatBarController:SetSeparatorsVisibility(visible) return end

---@param itemType gamedataItemType
---@param bar UIInventoryItemWeaponBar
---@param comparedBar UIInventoryItemWeaponBar
function NewItemTooltipStatBarController:Setup(itemType, bar, comparedBar) return end

---@param betterColor HDRColor
---@param worseColor HDRColor
function NewItemTooltipStatBarController:SetupColors(betterColor, worseColor) return end

---@class NewItemTooltipWeaponBarsModule : NewItemTooltipModuleController
---@field bars inkWidgetReference[]
---@field diffBars inkWidgetReference[]
---@field betterColorDummyHolder inkWidgetReference
---@field worseColorDummyHolder inkWidgetReference
---@field statsToDisplay WeaponBarType[]
---@field disableSeparators Bool
NewItemTooltipWeaponBarsModule = {}

---@return NewItemTooltipWeaponBarsModule
function NewItemTooltipWeaponBarsModule.new() return end

---@param props table
---@return NewItemTooltipWeaponBarsModule
function NewItemTooltipWeaponBarsModule.new(props) return end

---@return Bool
function NewItemTooltipWeaponBarsModule:OnInitialize() return end

---@param itemType gamedataItemType
---@param bars UIInventoryItemWeaponBars
---@param shouldCompare Bool
function NewItemTooltipWeaponBarsModule:CommonUpdate(itemType, bars, shouldCompare) return end

---@param data UIInventoryItem
---@param comparisonData UIInventoryItemComparisonManager
function NewItemTooltipWeaponBarsModule:NEW_Update(data, comparisonData) return end

---@param data MinimalItemTooltipData
function NewItemTooltipWeaponBarsModule:Update(data) return end

---@class NewLocationNotification : JournalNotification
---@field districtName inkTextWidgetReference
---@field districtIcon inkImageWidgetReference
---@field districtFluffIcon inkImageWidgetReference
NewLocationNotification = {}

---@return NewLocationNotification
function NewLocationNotification.new() return end

---@param props table
---@return NewLocationNotification
function NewLocationNotification.new(props) return end

---@return Bool
function NewLocationNotification:OnInitialize() return end

---@param value Bool
---@return Bool
function NewLocationNotification:OnInteractionUpdate(value) return end

---@return Bool
function NewLocationNotification:OnNotificationPaused() return end

---@return Bool
function NewLocationNotification:OnNotificationResumed() return end

---@return Bool
function NewLocationNotification:OnUninitialize() return end

---@param notificationData gameuiGenericNotificationViewData
function NewLocationNotification:SetNotificationData(notificationData) return end

---@class NewPerkActionRequest : gamePlayerScriptableSystemRequest
---@field perkType gamedataNewPerkType
NewPerkActionRequest = {}

---@return NewPerkActionRequest
function NewPerkActionRequest.new() return end

---@param props table
---@return NewPerkActionRequest
function NewPerkActionRequest.new(props) return end

---@param _owner gameObject
---@param type gamedataNewPerkType
function NewPerkActionRequest:Set(_owner, type) return end

---@class NewPerkBoughtEvent : redEvent
---@field perkType gamedataNewPerkType
NewPerkBoughtEvent = {}

---@return NewPerkBoughtEvent
function NewPerkBoughtEvent.new() return end

---@param props table
---@return NewPerkBoughtEvent
function NewPerkBoughtEvent.new(props) return end

---@class NewPerkClickEvent : redEvent
---@field controller NewPerksPerkItemLogicController
---@field action CName
NewPerkClickEvent = {}

---@return NewPerkClickEvent
function NewPerkClickEvent.new() return end

---@param props table
---@return NewPerkClickEvent
function NewPerkClickEvent.new(props) return end

---@class NewPerkDisplayData : BasePerkDisplayData
---@field area gamedataNewPerkSlotType
---@field type gamedataNewPerkType
---@field isRipperdoc Bool
NewPerkDisplayData = {}

---@return NewPerkDisplayData
function NewPerkDisplayData.new() return end

---@param props table
---@return NewPerkDisplayData
function NewPerkDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function NewPerkDisplayData:CreateTooltipData(manager) return end

---@class NewPerkFinisherCondition : gameinteractionsInteractionScriptedCondition
NewPerkFinisherCondition = {}

---@return NewPerkFinisherCondition
function NewPerkFinisherCondition.new() return end

---@param props table
---@return NewPerkFinisherCondition
function NewPerkFinisherCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function NewPerkFinisherCondition:IsAreaClear(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function NewPerkFinisherCondition:IsFinisherAvailable(activatorObject, hotSpotObject) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param equippedWeapon gameweaponObject
---@return Bool
function NewPerkFinisherCondition:NewPerkFinisherBladeEnabled(activatorObject, hotSpotObject, equippedWeapon) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param equippedWeapon gameweaponObject
---@return Bool
function NewPerkFinisherCondition:NewPerkFinisherBluntEnabled(activatorObject, hotSpotObject, equippedWeapon) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param equippedWeapon gameweaponObject
---@return Bool
function NewPerkFinisherCondition:NewPerkFinisherMonowireEnabled(activatorObject, hotSpotObject, equippedWeapon) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param equippedWeapon gameweaponObject
---@return Bool
function NewPerkFinisherCondition:NewPerkFinisherThrowableEnabled(activatorObject, hotSpotObject, equippedWeapon) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function NewPerkFinisherCondition:Test(activatorObject, hotSpotObject) return end

---@class NewPerkHoverOutEvent : redEvent
---@field controller NewPerksPerkItemLogicController
---@field evt inkPointerEvent
NewPerkHoverOutEvent = {}

---@return NewPerkHoverOutEvent
function NewPerkHoverOutEvent.new() return end

---@param props table
---@return NewPerkHoverOutEvent
function NewPerkHoverOutEvent.new(props) return end

---@class NewPerkHoverOverEvent : redEvent
---@field controller NewPerksPerkItemLogicController
---@field evt inkPointerEvent
---@field perkData NewPerkDisplayData
NewPerkHoverOverEvent = {}

---@return NewPerkHoverOverEvent
function NewPerkHoverOverEvent.new() return end

---@param props table
---@return NewPerkHoverOverEvent
function NewPerkHoverOverEvent.new(props) return end

---@class NewPerkLevelData_Records : BasePerkLevelData_Records
---@field perkRecord gamedataNewPerk_Record
---@field arr gamedataNewPerkLevelData_Record[]
NewPerkLevelData_Records = {}

---@return NewPerkLevelData_Records
function NewPerkLevelData_Records.new() return end

---@param props table
---@return NewPerkLevelData_Records
function NewPerkLevelData_Records.new(props) return end

---@param index Int32
---@return gamedataNewPerkLevelData_Record
function NewPerkLevelData_Records:GetItemAt(index) return end

---@return gamedataNewPerk_Record
function NewPerkLevelData_Records:GetNewPerkRecord() return end

---@param perkRecord gamedataNewPerk_Record
function NewPerkLevelData_Records:Initialize(perkRecord) return end

---@return Int32
function NewPerkLevelData_Records:Size() return end

---@class NewPerkLockedEvent : redEvent
---@field perkType gamedataNewPerkType
NewPerkLockedEvent = {}

---@return NewPerkLockedEvent
function NewPerkLockedEvent.new() return end

---@param props table
---@return NewPerkLockedEvent
function NewPerkLockedEvent.new(props) return end

---@class NewPerkPoinsActionRequest : gamePlayerScriptableSystemRequest
---@field pointDiff Int32
NewPerkPoinsActionRequest = {}

---@return NewPerkPoinsActionRequest
function NewPerkPoinsActionRequest.new() return end

---@param props table
---@return NewPerkPoinsActionRequest
function NewPerkPoinsActionRequest.new(props) return end

---@param _owner gameObject
---@param pointDiff Int32
function NewPerkPoinsActionRequest:Set(_owner, pointDiff) return end

---@class NewPerkSkillsLogicController : inkWidgetLogicController
---@field virtualGridContainer inkVirtualCompoundWidgetReference
---@field scrollBarContainer inkWidgetReference
---@field virtualGrid inkVirtualGridController
---@field dataSource inkScriptableDataSourceWrapper
---@field itemsClassifier inkVirtualItemTemplateClassifierWrapper
---@field scrollBar inkScrollController
---@field dataManager PlayerDevelopmentDataManager
---@field isActiveScreen Bool
---@field initialized Bool
---@field virtualItems IScriptable[]
NewPerkSkillsLogicController = {}

---@return NewPerkSkillsLogicController
function NewPerkSkillsLogicController.new() return end

---@param props table
---@return NewPerkSkillsLogicController
function NewPerkSkillsLogicController.new(props) return end

---@return Bool
function NewPerkSkillsLogicController:OnUninitialize() return end

---@param dataManager PlayerDevelopmentDataManager
function NewPerkSkillsLogicController:Initialize(dataManager) return end

---@param value Bool
function NewPerkSkillsLogicController:SetActive(value) return end

function NewPerkSkillsLogicController:UnregisterData() return end

---@class NewPerkSoldEvent : redEvent
---@field perkType gamedataNewPerkType
---@field perkLevelSold Int32
NewPerkSoldEvent = {}

---@return NewPerkSoldEvent
function NewPerkSoldEvent.new() return end

---@param props table
---@return NewPerkSoldEvent
function NewPerkSoldEvent.new(props) return end

---@class NewPerkTabsArrowController : inkWidgetLogicController
---@field direction NewPerkTabsArrowDirection
---@field hovered Bool
---@field pressed Bool
NewPerkTabsArrowController = {}

---@return NewPerkTabsArrowController
function NewPerkTabsArrowController.new() return end

---@param props table
---@return NewPerkTabsArrowController
function NewPerkTabsArrowController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerkTabsArrowController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerkTabsArrowController:OnHoverOver(evt) return end

---@return Bool
function NewPerkTabsArrowController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function NewPerkTabsArrowController:OnPress(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerkTabsArrowController:OnRelease(evt) return end

function NewPerkTabsArrowController:UpdateState() return end

---@class NewPerkTabsController : inkWidgetLogicController
---@field tabText inkTextWidgetReference
---@field currentAttributePoints inkTextWidgetReference
---@field currentAttributeIcon inkImageWidgetReference
---@field leftArrow inkWidgetReference
---@field rightArrow inkWidgetReference
---@field attributePointsWrapper inkWidgetReference
---@field attributePointsText inkTextWidgetReference
---@field perkPointsWrapper inkWidgetReference
---@field perkPointsText inkTextWidgetReference
---@field espionagePointsWrapper inkWidgetReference
---@field espionagePointsText inkTextWidgetReference
---@field bars inkWidgetReference[]
---@field dataManager PlayerDevelopmentDataManager
---@field initData NewPerksScreenInitData
---@field isEspionageUnlocked Bool
NewPerkTabsController = {}

---@return NewPerkTabsController
function NewPerkTabsController.new() return end

---@param props table
---@return NewPerkTabsController
function NewPerkTabsController.new(props) return end

---@param dataManager PlayerDevelopmentDataManager
---@param initData NewPerksScreenInitData
---@param isEspionageUnlocked Bool
function NewPerkTabsController:SetData(dataManager, initData, isEspionageUnlocked) return end

---@param attributePointsVal Int32
---@param perkPointsVal Int32
---@param espionagePointsVal Int32
function NewPerkTabsController:SetValues(attributePointsVal, perkPointsVal, espionagePointsVal) return end

function NewPerkTabsController:UpdateBars() return end

---@class NewPerkTooltipData : BasePerksMenuTooltipData
---@field perkType gamedataNewPerkType
---@field perkArea gamedataNewPerkSlotType
---@field attributeId TweakDBID
---@field proficiency gamedataProficiencyType
---@field isRipperdoc Bool
---@field perkData NewPerkDisplayData
---@field attributeData AttributeData
NewPerkTooltipData = {}

---@return NewPerkTooltipData
function NewPerkTooltipData.new() return end

---@param props table
---@return NewPerkTooltipData
function NewPerkTooltipData.new(props) return end

function NewPerkTooltipData:RefreshRuntimeData() return end

---@class NewPerkUnlockedEvent : redEvent
---@field perkType gamedataNewPerkType
NewPerkUnlockedEvent = {}

---@return NewPerkUnlockedEvent
function NewPerkUnlockedEvent.new() return end

---@param props table
---@return NewPerkUnlockedEvent
function NewPerkUnlockedEvent.new(props) return end

---@class NewPerksAttributeButtonController : inkWidgetLogicController
---@field attributePointsButton inkWidgetReference
---@field attributeText inkTextWidgetReference
---@field currentText inkTextWidgetReference
---@field textGhost inkTextWidgetReference
---@field requirementText inkTextWidgetReference
---@field buttonWidget inkWidgetReference
---@field buttonHintsController ButtonHints
---@field totalPoints Int32
---@field initData NewPerksScreenInitData
---@field isHovered Bool
---@field isPressed Bool
---@field idleAnimProxy inkanimProxy
NewPerksAttributeButtonController = {}

---@return NewPerksAttributeButtonController
function NewPerksAttributeButtonController.new() return end

---@param props table
---@return NewPerksAttributeButtonController
function NewPerksAttributeButtonController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksAttributeButtonController:OnAttributeInvestHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksAttributeButtonController:OnAttributeInvestHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksAttributeButtonController:OnAttributeInvestHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksAttributeButtonController:OnAttributeInvestPress(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksAttributeButtonController:OnAttributeInvestRelease(evt) return end

---@return Bool
function NewPerksAttributeButtonController:OnInitialize() return end

---@return Bool
function NewPerksAttributeButtonController:OnUninitialize() return end

function NewPerksAttributeButtonController:HoverOut() return end

function NewPerksAttributeButtonController:PlayIdleAnimation() return end

---@param initData NewPerksScreenInitData
---@param buttonHintsController ButtonHints
function NewPerksAttributeButtonController:SetData(initData, buttonHintsController) return end

---@param value Bool
function NewPerksAttributeButtonController:SetInteractive(value) return end

---@param currentPoints Int32
---@param requiredPoints Int32
---@param totalPoints Int32
function NewPerksAttributeButtonController:SetValues(currentPoints, requiredPoints, totalPoints) return end

function NewPerksAttributeButtonController:StopIdleAnimation() return end

function NewPerksAttributeButtonController:UpdateCursorData() return end

function NewPerksAttributeButtonController:UpdateState() return end

---@class NewPerksCategoriesGameController : gameuiMenuGameController
---@field tooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field perksCategoriesContainer inkWidgetReference
---@field tabsContainer inkWidgetReference
---@field perksScreenContainer inkWidgetReference
---@field espionageScreenContainer inkWidgetReference
---@field skillsScreenContainer inkWidgetReference
---@field pointsDisplay inkWidgetReference
---@field playerLevel inkTextWidgetReference
---@field resetAttributesButton inkWidgetReference
---@field skillsScreenButton inkWidgetReference
---@field espionageAttributeMask inkWidgetReference
---@field espionagePointsRef inkWidgetReference
---@field attributeTooltipHolderRight inkWidgetReference
---@field attributeTooltipHolderLeft inkWidgetReference
---@field centerHiglightParts inkWidgetReference[]
---@field perkTooltipPlacementLeft inkWidgetReference
---@field perkTooltipPlacementRight inkWidgetReference
---@field perkTooltipBgLeft inkWidgetReference
---@field perkTooltipBgRight inkWidgetReference
---@field perkTooltipBgAnimProxy inkanimProxy
---@field menuEventDispatcher inkMenuEventDispatcher
---@field tabsController NewPerkTabsController
---@field perksScreenController NewPerksScreenLogicController
---@field espionageScreenController NewPerksScreenLogicController
---@field skillScreenController NewPerkSkillsLogicController
---@field tooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field dataManager PlayerDevelopmentDataManager
---@field questSystem questQuestsSystem
---@field attributesControllersList PerksMenuAttributeItemController[]
---@field perksMenuItemCreatedQueue PerksMenuAttributeItemCreated[]
---@field pointsDisplayController PerksPointsDisplayController
---@field playerStatsBlackboard gameIBlackboard
---@field characterLevelListener redCallbackObject
---@field player PlayerPuppet
---@field previousScreen NewPeksActiveScreen
---@field currentScreen NewPeksActiveScreen
---@field currentStatScreen gamedataStatType
---@field johnnyEspionageInitialized Bool
---@field isEspionageUnlocked Bool
---@field lastHoveredAttribute PerkMenuAttribute
---@field cyberwarePerkDetailsPopupToken inkGameNotificationToken
---@field perksScreenIntroAnimProxy inkanimProxy
---@field perksScreenOutroAnimProxy inkanimProxy
---@field perksScreenDirection NewPerkTabsArrowDirection
---@field currentTooltipData PerkHoverEventTooltipData
---@field uiSystem gameuiGameSystemUI
---@field currentCursorPos Vector2
---@field perkUserData PerkUserData
---@field vendorUserData VendorUserData
---@field skillsOpenData OpenSkillsMenuData
---@field resetConfirmationToken inkGameNotificationToken
---@field userData IScriptable
---@field isPlayerInCombat Bool
---@field screenDisplayContext ScreenDisplayContext
NewPerksCategoriesGameController = {}

---@return NewPerksCategoriesGameController
function NewPerksCategoriesGameController.new() return end

---@param props table
---@return NewPerksCategoriesGameController
function NewPerksCategoriesGameController.new(props) return end

---@param evt PerksMenuAttributeItemClicked
---@return Bool
function NewPerksCategoriesGameController:OnAttributeClicked(evt) return end

---@param evt PerksMenuAttributeItemHoldStart
---@return Bool
function NewPerksCategoriesGameController:OnAttributeHoldStart(evt) return end

---@param evt PerksMenuAttributeItemHoverOut
---@return Bool
function NewPerksCategoriesGameController:OnAttributeHoverOut(evt) return end

---@param evt PerksMenuAttributeItemHoverOver
---@return Bool
function NewPerksCategoriesGameController:OnAttributeHoverOver(evt) return end

---@param evt NewPerksTabAttributeInvestHoldFinished
---@return Bool
function NewPerksCategoriesGameController:OnAttributeInvestHoldFinished(evt) return end

---@param evt AttributeUpgradePurchased
---@return Bool
function NewPerksCategoriesGameController:OnAttributePurchaseRequest(evt) return end

---@param evt PerksMenuAttributeItemReleased
---@return Bool
function NewPerksCategoriesGameController:OnAttributeReleased(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnAxisInput(evt) return end

---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnBack(userData) return end

---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnBeforeLeaveScenario(userData) return end

---@param value Int32
---@return Bool
function NewPerksCategoriesGameController:OnCharacterLevelUpdated(value) return end

---@param data inkGameNotificationData
---@return Bool
function NewPerksCategoriesGameController:OnCyberwarePerkDetailsPopup(data) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnEspionageScreenSpawned(widget, userData) return end

---@return Bool
function NewPerksCategoriesGameController:OnInitialize() return end

---@param evt NewPerkHoverOutEvent
---@return Bool
function NewPerksCategoriesGameController:OnPerkHoverOut(evt) return end

---@param evt NewPerkHoverOverEvent
---@return Bool
function NewPerksCategoriesGameController:OnPerkHoverOver(evt) return end

---@param evt PerksMenuAttributeItemCreated
---@return Bool
function NewPerksCategoriesGameController:OnPerksMenuAttributeItemCreated(evt) return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksCategoriesGameController:OnPerksScreenOutroFinished(proxy) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnPerksScreenSpawned(widget, userData) return end

---@param evt PlayNewPerksSoundEvent
---@return Bool
function NewPerksCategoriesGameController:OnPlayNewPerksSoundEvent(evt) return end

---@param evt PlayRelicIntroAnimationEvent
---@return Bool
function NewPerksCategoriesGameController:OnPlayRelicIntroAnimationEvent(evt) return end

---@param playerPuppet gameObject
---@return Bool
function NewPerksCategoriesGameController:OnPlayerAttach(playerPuppet) return end

---@param evt PlayerDevUpdateDataEvent
---@return Bool
function NewPerksCategoriesGameController:OnPlayerDevUpdateData(evt) return end

---@param evt RefreshPerkTooltipEvent
---@return Bool
function NewPerksCategoriesGameController:OnRefreshPerkTooltipEvent(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnRelativeInput(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnResetAttributesButtonClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnResetAttributesButtonHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnResetAttributesButtonHoverOver(evt) return end

---@param data inkGameNotificationData
---@return Bool
function NewPerksCategoriesGameController:OnResetConfirmed(data) return end

---@param data inkGameNotificationData
---@return Bool
function NewPerksCategoriesGameController:OnResetFailed(data) return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksCategoriesGameController:OnScreenIntroFinished(proxy) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function NewPerksCategoriesGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnSetScreenDisplayContext(userData) return end

---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnSetUserData(userData) return end

---@param evt SkillRewardHoverOut
---@return Bool
function NewPerksCategoriesGameController:OnSkillRewardHoverOut(evt) return end

---@param evt SkillRewardHoverOver
---@return Bool
function NewPerksCategoriesGameController:OnSkillRewardHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnSkillScreenButtonClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnSkillScreenButtonHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCategoriesGameController:OnSkillScreenButtonHoverOver(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnSkillsScreenSpawned(widget, userData) return end

---@param evt NewPerksTabArrowClickedEvent
---@return Bool
function NewPerksCategoriesGameController:OnTabMenuArrowClicked(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewPerksCategoriesGameController:OnTabsSpawned(widget, userData) return end

---@return Bool
function NewPerksCategoriesGameController:OnUninitialize() return end

---@param evt UpdatePlayerDevelopmentData
---@return Bool
function NewPerksCategoriesGameController:OnUpdatePlayerDevelopmentData(evt) return end

---@param value Float
---@return Float
function NewPerksCategoriesGameController:AdjustValueToScaleAndBlackBars(value) return end

function NewPerksCategoriesGameController:CloseActiveScreen() return end

function NewPerksCategoriesGameController:CloseVendor() return end

function NewPerksCategoriesGameController:HandleEventQueue() return end

function NewPerksCategoriesGameController:HideTooltip() return end

function NewPerksCategoriesGameController:InitializePerkScreen() return end

---@return Bool
function NewPerksCategoriesGameController:IsPerkScreenAnimPLaying() return end

---@param statType gamedataStatType
---@param direction NewPerkTabsArrowDirection
function NewPerksCategoriesGameController:OpenPerksScreen(statType, direction) return end

function NewPerksCategoriesGameController:OpenSkillsScreen() return end

---@param value Bool
function NewPerksCategoriesGameController:PlayHoverAnimation(value) return end

function NewPerksCategoriesGameController:PlayRelicIntroAnim() return end

---@return inkanimProxy
function NewPerksCategoriesGameController:PlayScreenIntro() return end

---@return inkanimProxy
function NewPerksCategoriesGameController:PlayScreenOutro() return end

---@param soundName CName|string
---@param stopIfPlaying Bool
function NewPerksCategoriesGameController:PlaySoundByName(soundName, stopIfPlaying) return end

---@param attribute PerkMenuAttribute
function NewPerksCategoriesGameController:ReevaluateAttributeBuyButtonHintHoverOver(attribute) return end

function NewPerksCategoriesGameController:RefreshAttributeTooltip() return end

function NewPerksCategoriesGameController:ResolveResetAttributesButtonVisibility() return end

function NewPerksCategoriesGameController:SetAttributeBuyButtonHintHoverOut() return end

---@param attribute PerkMenuAttribute
function NewPerksCategoriesGameController:SetAttributeBuyButtonHintHoverOver(attribute) return end

---@param data PerkHoverEventTooltipData
function NewPerksCategoriesGameController:ShowTooltip(data) return end

---@param widget inkWidget
---@param data IDisplayData
---@param placement gameuiETooltipPlacement
function NewPerksCategoriesGameController:ShowTooltip(widget, data, placement) return end

---@param bgWidget inkWidgetReference
function NewPerksCategoriesGameController:ShowTooltipBackground(bgWidget) return end

function NewPerksCategoriesGameController:StopPerkScreenAnims() return end

---@param soundName CName|string
function NewPerksCategoriesGameController:StopSoundByName(soundName) return end

function NewPerksCategoriesGameController:UpdateData() return end

function NewPerksCategoriesGameController:UpdateJohnnyEspionageAttribute() return end

---@param cursorPos Vector2
function NewPerksCategoriesGameController:UpdatePerkScreenHighlights(cursorPos) return end

function NewPerksCategoriesGameController:UpdateScreen() return end

function NewPerksCategoriesGameController:UpdateScreensVisibility() return end

---@class NewPerksCyberwareTooltipController : AGenericTooltipController
---@field title inkTextWidgetReference
---@field subTitle inkTextWidgetReference
---@field description inkTextWidgetReference
---@field subDescription inkTextWidgetReference
---@field videoWidget inkVideoWidgetReference
---@field cornerContainer inkWidgetReference
---@field relicCost inkWidgetReference
---@field bars inkWidgetReference[]
---@field inputHints inkWidgetReference
---@field buyHint inkWidgetReference
---@field sellHint inkWidgetReference
---@field currentEntry NewPerksCyberwareDetailsMenu
---@field swipeOutAnim inkanimProxy
---@field swipeInAnim inkanimProxy
---@field data NewPerkTooltipData
---@field c_swipeLeftOut CName
---@field c_swipeLeftIn CName
---@field c_swipeRightOut CName
---@field c_swipeRightIn CName
NewPerksCyberwareTooltipController = {}

---@return NewPerksCyberwareTooltipController
function NewPerksCyberwareTooltipController.new() return end

---@param props table
---@return NewPerksCyberwareTooltipController
function NewPerksCyberwareTooltipController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksCyberwareTooltipController:OnHandlePressInput(evt) return end

---@return Bool
function NewPerksCyberwareTooltipController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksCyberwareTooltipController:OnSwipeLeftOutAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksCyberwareTooltipController:OnSwipeRightOutAnimFinished(proxy) return end

---@return Bool
function NewPerksCyberwareTooltipController:OnUninitialize() return end

---@return String
function NewPerksCyberwareTooltipController:GetDescription() return end

---@return String
function NewPerksCyberwareTooltipController:GetRecordString() return end

---@return String
function NewPerksCyberwareTooltipController:GetTitle() return end

---@return redResourceReferenceScriptToken
function NewPerksCyberwareTooltipController:GetVideo() return end

function NewPerksCyberwareTooltipController:Refresh() return end

---@param tooltipData ATooltipData
function NewPerksCyberwareTooltipController:SetData(tooltipData) return end

function NewPerksCyberwareTooltipController:Show() return end

function NewPerksCyberwareTooltipController:StopSwipeAnims() return end

function NewPerksCyberwareTooltipController:UpdateData() return end

---@param data BasePerksMenuTooltipData
---@param perkData BasePerkDisplayData
function NewPerksCyberwareTooltipController:UpdateInputHints(data, perkData) return end

---@param perkData NewPerkDisplayData
function NewPerksCyberwareTooltipController:UpdateState(perkData) return end

---@class NewPerksGaugeController : inkWidgetLogicController
---@field bar inkWidgetReference
---@field possibleBar inkWidgetReference
---@field currentLevelIndicator inkWidgetReference
---@field possibleLevelIndicator inkWidgetReference
---@field levelText inkTextWidgetReference
---@field levels NewPerksGaugePointDetails[]
NewPerksGaugeController = {}

---@return NewPerksGaugeController
function NewPerksGaugeController.new() return end

---@param props table
---@return NewPerksGaugeController
function NewPerksGaugeController.new(props) return end

---@param level Int32
---@return Float
function NewPerksGaugeController:GetHeight(level) return end

---@return NewPerksGaugePointDetails[]
function NewPerksGaugeController:GetLevels() return end

function NewPerksGaugeController:RefreshLevelRequirementsFromTDB() return end

---@param widget inkWidgetReference
---@param bottomMargin Float
function NewPerksGaugeController:SetBottomMargin(widget, bottomMargin) return end

---@param currentLevel Int32
---@param possibleLevel Int32
function NewPerksGaugeController:UpdateLevel(currentLevel, possibleLevel) return end

---@class NewPerksGaugePointDetails
---@field level Int32
---@field height Float
---@field widget inkWidgetReference
NewPerksGaugePointDetails = {}

---@return NewPerksGaugePointDetails
function NewPerksGaugePointDetails.new() return end

---@param props table
---@return NewPerksGaugePointDetails
function NewPerksGaugePointDetails.new(props) return end

---@class NewPerksPerkContainerLogicController : inkWidgetLogicController
---@field slotIdentifier gamedataNewPerkSlotType
---@field perkWidget inkWidgetReference
---@field wiresConnections NewPerksWireConnection[]
NewPerksPerkContainerLogicController = {}

---@return NewPerksPerkContainerLogicController
function NewPerksPerkContainerLogicController.new() return end

---@param props table
---@return NewPerksPerkContainerLogicController
function NewPerksPerkContainerLogicController.new(props) return end

---@return Bool
function NewPerksPerkContainerLogicController:OnInitialize() return end

---@param lineTarget gamedataNewPerkSlotType
---@param perks gamedataNewPerk_Record[]
function NewPerksPerkContainerLogicController:AddLine(lineTarget, perks) return end

---@return Bool
function NewPerksPerkContainerLogicController:AreAnyWiresActive() return end

---@param connection NewPerksWireConnection
---@return Bool
function NewPerksPerkContainerLogicController:AreConnectionWiresVisible(connection) return end

function NewPerksPerkContainerLogicController:ClearLines() return end

---@param connection NewPerksWireConnection
---@param perks gamedataNewPerk_Record[]
---@return Bool
function NewPerksPerkContainerLogicController:ConnectionDependanciesMet(connection, perks) return end

---@param slotType gamedataNewPerkSlotType
---@param perks gamedataNewPerk_Record[]
---@return gamedataNewPerk_Record
function NewPerksPerkContainerLogicController:GetPerkBySlotType(slotType, perks) return end

---@return inkWidgetReference
function NewPerksPerkContainerLogicController:GetPerkWidget() return end

---@return NewPerksPerkItemLogicController
function NewPerksPerkContainerLogicController:GetPerkWidgetController() return end

---@return gamedataNewPerkSlotType
function NewPerksPerkContainerLogicController:GetSlotIdentifier() return end

---@param target gamedataNewPerkSlotType
---@return inkWidgetReference[]
function NewPerksPerkContainerLogicController:GetWires(target) return end

---@param targetBlacklist gamedataNewPerkSlotType[]
---@return inkWidgetReference[]
function NewPerksPerkContainerLogicController:GetWiresWithTargetBlacklist(targetBlacklist) return end

---@param value Bool
function NewPerksPerkContainerLogicController:SetEnabled(value) return end

---@param perk gamedataNewPerkSlotType
function NewPerksPerkContainerLogicController:SetLinesState(perk) return end

---@param slot gamedataNewPerkSlotType
---@param state NewPerksWireState
function NewPerksPerkContainerLogicController:SetLinesState(slot, state) return end

---@class NewPerksPerkItemInitData : IScriptable
---@field perkRecord gamedataNewPerk_Record
---@field perkType gamedataNewPerkType
---@field requiredAttributePoints Int32
---@field isAttributeRequirementMet Bool
---@field maxPerkLevel Int32
---@field icon TweakDBID
---@field binkRef redResourceReferenceScriptToken
---@field category gamedataNewPerkCategoryType
---@field stat gamedataStatType
NewPerksPerkItemInitData = {}

---@return NewPerksPerkItemInitData
function NewPerksPerkItemInitData.new() return end

---@param props table
---@return NewPerksPerkItemInitData
function NewPerksPerkItemInitData.new(props) return end

---@class NewPerksPerkItemLogicController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field iconGhost inkImageWidgetReference
---@field lockIcon inkWidgetReference
---@field requiredPointsText inkTextWidgetReference
---@field levelText inkTextWidgetReference
---@field DEV_notYetImplemented inkWidgetReference
---@field container NewPerksPerkContainerLogicController
---@field initData NewPerksPerkItemInitData
---@field isUnlocked Bool
---@field currentLevel Int32
---@field hovered Bool
---@field maxedAnimProxy inkanimProxy
---@field animProxies inkanimProxy[]
---@field isRelic Bool
NewPerksPerkItemLogicController = {}

---@return NewPerksPerkItemLogicController
function NewPerksPerkItemLogicController.new() return end

---@param props table
---@return NewPerksPerkItemLogicController
function NewPerksPerkItemLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksPerkItemLogicController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksPerkItemLogicController:OnHoverOver(evt) return end

---@return Bool
function NewPerksPerkItemLogicController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksPerkItemLogicController:OnRelease(evt) return end

---@return String
function NewPerksPerkItemLogicController:GetAnimationPrefix() return end

---@param type NewPerkCellAnimationType
---@return CName
function NewPerksPerkItemLogicController:GetAnimationSound(type) return end

---@param type NewPerkCellAnimationType
---@return String
function NewPerksPerkItemLogicController:GetAnimationSuffix(type) return end

---@return NewPerksPerkContainerLogicController
function NewPerksPerkItemLogicController:GetContainer() return end

---@return Int32
function NewPerksPerkItemLogicController:GetLevel() return end

---@return Int32
function NewPerksPerkItemLogicController:GetMaxLevel() return end

---@return NewPerkDisplayData
function NewPerksPerkItemLogicController:GetNewPerkDisplayData() return end

---@return gamedataNewPerk_Record
function NewPerksPerkItemLogicController:GetPerkRecord() return end

---@return gamedataNewPerkType
function NewPerksPerkItemLogicController:GetPerkType() return end

---@param type NewPerkCellAnimationType
---@return inkRumbleStrength
function NewPerksPerkItemLogicController:GetRumbleStrength(type) return end

---@return gamedataNewPerkSlotType
function NewPerksPerkItemLogicController:GetSlotIdentifier() return end

---@param type NewPerkCellAnimationType
---@return CName
function NewPerksPerkItemLogicController:GetTargetAnimation(type) return end

---@param container NewPerksPerkContainerLogicController
---@param initData NewPerksPerkItemInitData
function NewPerksPerkItemLogicController:Initialize(container, initData) return end

---@return Bool
function NewPerksPerkItemLogicController:IsAttributeRequirementMet() return end

---@return Bool
function NewPerksPerkItemLogicController:IsMaxed() return end

---@return Bool
function NewPerksPerkItemLogicController:IsUnlocked() return end

---@param type NewPerkCellAnimationType
function NewPerksPerkItemLogicController:PlayAnimation(type) return end

---@param type NewPerkCellAnimationType
function NewPerksPerkItemLogicController:PlaySoundForAnim(type) return end

---@param value Bool
function NewPerksPerkItemLogicController:SetAttributeRequirementMet(value) return end

---@param level Int32
function NewPerksPerkItemLogicController:SetLevel(level) return end

---@param value Bool
function NewPerksPerkItemLogicController:SetUnlocked(value) return end

function NewPerksPerkItemLogicController:StopAllAnimations() return end

function NewPerksPerkItemLogicController:UpdateState() return end

---@class NewPerksRequirementsLinks : IScriptable
---@field perk gamedataNewPerkType
---@field linkedPerks gamedataNewPerkType[]
NewPerksRequirementsLinks = {}

---@return NewPerksRequirementsLinks
function NewPerksRequirementsLinks.new() return end

---@param props table
---@return NewPerksRequirementsLinks
function NewPerksRequirementsLinks.new(props) return end

---@class NewPerksRequirementsLinksManager : IScriptable
---@field cache NewPerksRequirementsLinks[]
NewPerksRequirementsLinksManager = {}

---@return NewPerksRequirementsLinksManager
function NewPerksRequirementsLinksManager.new() return end

---@param props table
---@return NewPerksRequirementsLinksManager
function NewPerksRequirementsLinksManager.new(props) return end

function NewPerksRequirementsLinksManager:Clear() return end

---@param perk gamedataNewPerkType
---@return NewPerksRequirementsLinks
function NewPerksRequirementsLinksManager:Get(perk) return end

---@param perk gamedataNewPerkType
---@param link gamedataNewPerkType
function NewPerksRequirementsLinksManager:Push(perk, link) return end

---@class NewPerksScreenInitData : IScriptable
---@field stat gamedataStatType
---@field attribute TweakDBID
---@field attributeData gamedataAttributeData_Record
---@field perkMenuAttribute PerkMenuAttribute
---@field isPlayerInCombat Bool
NewPerksScreenInitData = {}

---@return NewPerksScreenInitData
function NewPerksScreenInitData.new() return end

---@param props table
---@return NewPerksScreenInitData
function NewPerksScreenInitData.new(props) return end

---@class NewPerksScreenLogicController : inkWidgetLogicController
---@field perksWidgets inkWidgetReference[]
---@field gauge inkWidgetReference
---@field tiers PerkScreenTierInfo[]
---@field animationBoldLineWidget inkWidgetReference
---@field animationLineWidget inkWidgetReference
---@field animationGradientWidget inkWidgetReference
---@field attributeButtonWidget inkWidgetReference
---@field lockedLineIcon inkWidgetReference
---@field unlockedLineIcon inkWidgetReference
---@field attributeRequirementTexts inkTextWidgetReference[]
---@field levelRequirementTexts inkTextWidgetReference[]
---@field perksInitialized Bool
---@field perksControllers inkScriptHashMap
---@field perksContainersControllers inkScriptHashMap
---@field perkControllersArray NewPerksPerkContainerLogicController[]
---@field enabledControllers NewPerksPerkContainerLogicController[]
---@field initData NewPerksScreenInitData
---@field perksList gamedataNewPerk_Record[]
---@field playerDevelopmentSystem PlayerDevelopmentSystem
---@field player PlayerPuppet
---@field playerDevelopmentData PlayerDevelopmentData
---@field attributePoints Int32
---@field linksManager NewPerksRequirementsLinksManager
---@field gaugeController NewPerksGaugeController
---@field attributeButtonController NewPerksAttributeButtonController
---@field buttonHintsController ButtonHints
---@field dataManager PlayerDevelopmentDataManager
---@field uiScriptableSystem UIScriptableSystem
---@field levels NewPerksGaugePointDetails[]
---@field highlightData PerkTierHighlight[]
---@field activeProxies inkanimProxy[]
---@field highlightedWires inkWidgetReference[]
---@field highlightedPerks inkWidget[]
---@field dimmedWidgets inkWidgetReference[]
---@field dimProxies inkanimProxy[]
---@field undimProxies inkanimProxy[]
---@field isActiveScreen Bool
---@field isEspionage Bool
---@field unlockAnimData UnlockAnimData
---@field lineAnimProxy inkanimProxy
---@field buttonMoveAnimProxy inkanimProxy
---@field buttonCustomAnimProxy inkanimProxy
---@field lockAnimProxy inkanimProxy
---@field introFinished Bool
---@field perkHovered Bool
---@field currentHoveredPerkData NewPerkDisplayData
---@field gameController NewPerksCategoriesGameController
---@field sellFailToken inkGameNotificationToken
---@field perkToSnapCursor gamedataNewPerkType
---@field unlockState Int32
NewPerksScreenLogicController = {}

---@return NewPerksScreenLogicController
function NewPerksScreenLogicController.new() return end

---@param props table
---@return NewPerksScreenLogicController
function NewPerksScreenLogicController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksScreenLogicController:OnButtonCustomAnimFinished(proxy) return end

---@return Bool
function NewPerksScreenLogicController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksScreenLogicController:OnLineAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function NewPerksScreenLogicController:OnLockAnimFinished(proxy) return end

---@param evt NewPerkBoughtEvent
---@return Bool
function NewPerksScreenLogicController:OnNewPerkBought(evt) return end

---@param evt NewPerkClickEvent
---@return Bool
function NewPerksScreenLogicController:OnNewPerkClickEvent(evt) return end

---@param evt NewPerkLockedEvent
---@return Bool
function NewPerksScreenLogicController:OnNewPerkLocked(evt) return end

---@param evt NewPerkSoldEvent
---@return Bool
function NewPerksScreenLogicController:OnNewPerkSold(evt) return end

---@param evt NewPerkUnlockedEvent
---@return Bool
function NewPerksScreenLogicController:OnNewPerkUnlocked(evt) return end

---@param evt NewPerkHoverOutEvent
---@return Bool
function NewPerksScreenLogicController:OnPerkHoverOut(evt) return end

---@param evt PlayerDevUpdateDataEvent
---@return Bool
function NewPerksScreenLogicController:OnPlayerDevUpdateData(evt) return end

---@param evt inkPointerEvent
---@return Bool
function NewPerksScreenLogicController:OnPostOnRelease(evt) return end

---@param data inkGameNotificationData
---@return Bool
function NewPerksScreenLogicController:OnSellFailed(data) return end

---@return Bool
function NewPerksScreenLogicController:OnUninitialize() return end

---@param levelFrom Int32
---@param levelTo Int32
function NewPerksScreenLogicController:AnimateLevelGradient(levelFrom, levelTo) return end

---@param target inkWidgetReference
---@param offsetFrom Float
---@param offsetTo Float
function NewPerksScreenLogicController:AnimateUnlockBoldLine(target, offsetFrom, offsetTo) return end

---@param target inkWidgetReference
---@param offsetFrom Float
---@param offsetTo Float
---@param fadeOut Bool
---@return inkanimProxy
function NewPerksScreenLogicController:AnimateUnlockLine(target, offsetFrom, offsetTo, fadeOut) return end

---@param target gamedataNewPerkSlotType
---@param perkPool gamedataNewPerkType[]
function NewPerksScreenLogicController:AnimateWiresToTargetPerk(target, perkPool) return end

function NewPerksScreenLogicController:AttachSlotControllers() return end

function NewPerksScreenLogicController:BuildPerkTree() return end

function NewPerksScreenLogicController:ClearAllLines() return end

function NewPerksScreenLogicController:ClearDimProxies() return end

---@param gotoEnd Bool
function NewPerksScreenLogicController:ClearUndimProxies(gotoEnd) return end

---@param container NewPerksPerkContainerLogicController
---@param blacklist gamedataNewPerkSlotType[]
function NewPerksScreenLogicController:DimPerkContainerWires(container, blacklist) return end

---@param perkData NewPerkDisplayData
function NewPerksScreenLogicController:DimTreeForPerkHighlight(perkData) return end

function NewPerksScreenLogicController:FireDelayedDimming() return end

---@param perk inkWidget
function NewPerksScreenLogicController:FlipHighlightedPerkState(perk) return end

---@param wire inkWidgetReference
function NewPerksScreenLogicController:FlipHighlightedWireState(wire) return end

---@param perkData NewPerkDisplayData
---@param outArray gamedataNewPerkSlotType[]
function NewPerksScreenLogicController:GatherPreksInHighlightPath(perkData, outArray) return end

---@param perk gamedataNewPerkType
---@param finalResult gamedataNewPerkType[]
function NewPerksScreenLogicController:GetAllRequiredPerks(perk, finalResult) return end

---@param offsetFrom Float
---@param offsetTo Float
---@return inkanimTranslationInterpolator
function NewPerksScreenLogicController:GetAnimationTranslationInterpolator(offsetFrom, offsetTo) return end

---@return inkanimTransparencyInterpolator
function NewPerksScreenLogicController:GetAnimationTransparencyInterpolator() return end

---@param perkRecord gamedataNewPerk_Record
---@return Int32
function NewPerksScreenLogicController:GetAttributeRequirement(perkRecord) return end

---@param perkType gamedataNewPerkType
---@return Int32
function NewPerksScreenLogicController:GetAttributeRequirement(perkType) return end

---@param level Int32
---@return Float
function NewPerksScreenLogicController:GetButtonAnimOffset(level) return end

---@param perkSlotType gamedataNewPerkSlotType
---@return NewPerksPerkContainerLogicController
function NewPerksScreenLogicController:GetCachedPerkContainerLogicController(perkSlotType) return end

---@param perkType gamedataNewPerkType
---@return NewPerksPerkContainerLogicController
function NewPerksScreenLogicController:GetCachedPerkContainerLogicController(perkType) return end

---@param perkType gamedataNewPerkType
---@return NewPerksPerkItemLogicController
function NewPerksScreenLogicController:GetCachedPerkItemLogicController(perkType) return end

---@param perkSlotType gamedataNewPerkSlotType
---@return NewPerksPerkItemLogicController
function NewPerksScreenLogicController:GetCachedPerkItemLogicController(perkSlotType) return end

---@param widget inkWidgetReference
---@param isWire Bool
---@return inkanimDefinition
function NewPerksScreenLogicController:GetDimAnimationForWidget(widget, isWire) return end

---@return PerkTierHighlight[]
function NewPerksScreenLogicController:GetHighlightData() return end

---@return Vector2
function NewPerksScreenLogicController:GetHighligtedPerksHorizontalBoundries() return end

---@param level Int32
---@return Float
function NewPerksScreenLogicController:GetLevelGradientOffset(level) return end

---@param level Int32
---@return Int32
function NewPerksScreenLogicController:GetLevelThreshold(level) return end

---@param duration Float
---@param delay Float
---@param start Float
---@param end_ Float
---@param mode inkanimInterpolationMode
---@param type inkanimInterpolationType
---@return inkanimTransparencyInterpolator
function NewPerksScreenLogicController:GetLinearTransparencyInterpolator(duration, delay, start, end_, mode, type) return end

---@param duration Float
---@param delay Float
---@param start Float
---@param end_ Float
---@return inkanimTransparencyInterpolator
function NewPerksScreenLogicController:GetLinearTransparencyInterpolator(duration, delay, start, end_) return end

---@param level Int32
---@return Int32
function NewPerksScreenLogicController:GetPointsToNextTier(level) return end

---@param perk gamedataNewPerkType
---@param result gamedataNewPerkType[]
function NewPerksScreenLogicController:GetRequiredPerksTypes(perk, result) return end

---@param duration Float
---@param delay Float
---@param start Vector2
---@param end_ Vector2
---@return inkanimTranslationInterpolator
function NewPerksScreenLogicController:GetSinusoidalTranslationInterpolator(duration, delay, start, end_) return end

---@param state Int32
---@return Float
function NewPerksScreenLogicController:GetUnlockStateOffset(state) return end

---@param widget inkWidgetReference
---@param isWire Bool
---@return Float
function NewPerksScreenLogicController:GetWidgetDimValue(widget, isWire) return end

---@param controller NewPerksPerkItemLogicController
function NewPerksScreenLogicController:IndicateUnmaxedPerksInPath(controller) return end

---@param dataManager PlayerDevelopmentDataManager
---@param initData NewPerksScreenInitData
---@param buttonHintsController ButtonHints
function NewPerksScreenLogicController:Initialize(dataManager, initData, buttonHintsController) return end

function NewPerksScreenLogicController:InitializePerksControllers() return end

---@param previousLevel Int32
---@param currentLevel Int32
---@return Bool
function NewPerksScreenLogicController:IsThresholdExceeded(previousLevel, currentLevel) return end

---@param evt NewPerkHoverOverEvent
function NewPerksScreenLogicController:OnPerkHoverOver(evt) return end

function NewPerksScreenLogicController:ReevaluatePerkAvailability() return end

function NewPerksScreenLogicController:RefreshCursorOverPerk() return end

---@param value Bool
function NewPerksScreenLogicController:SetActive(value) return end

---@param perkType gamedataNewPerkType
---@param forceSnap Bool
function NewPerksScreenLogicController:SetCursorOverPerk(perkType, forceSnap) return end

---@param gameController NewPerksCategoriesGameController
function NewPerksScreenLogicController:SetGameController(gameController) return end

---@param initialTopOffset Float
function NewPerksScreenLogicController:SetHighlightData(initialTopOffset) return end

---@param value Bool
function NewPerksScreenLogicController:SetIntroFinished(value) return end

---@param level Int32
function NewPerksScreenLogicController:SetLevelGradient(level) return end

---@param stat gamedataStatType
---@param level Int32
function NewPerksScreenLogicController:SetScriptableSystemPreviousLevel(stat, level) return end

---@param tierIndex Int32
function NewPerksScreenLogicController:SetTierHighlightHover(tierIndex) return end

function NewPerksScreenLogicController:SetValues() return end

---@param levelFrom Int32
---@param levelTo Int32
function NewPerksScreenLogicController:StartUnlockAnimation(levelFrom, levelTo) return end

function NewPerksScreenLogicController:StopAllPerkAnimations() return end

function NewPerksScreenLogicController:StopPathToTargetPerkAnimations() return end

function NewPerksScreenLogicController:StopTierUnlockAnimations() return end

---@param skipUndimAnim Bool
function NewPerksScreenLogicController:UndimTree(skipUndimAnim) return end

---@param level Int32
function NewPerksScreenLogicController:UpdateTiers(level) return end

function NewPerksScreenLogicController:UpdatemAttributeRequirementTexts() return end

---@class NewPerksSkillBarLogicController : inkVirtualCompoundItemController
---@field statsProgressWidget inkWidgetReference
---@field levelsContainer inkCompoundWidgetReference
---@field data ProficiencyDisplayData
---@field requestedSkills Int32
---@field statsProgressController StatsProgressController
---@field levelsControllers NewPerksSkillLevelLogicController[]
NewPerksSkillBarLogicController = {}

---@return NewPerksSkillBarLogicController
function NewPerksSkillBarLogicController.new() return end

---@param props table
---@return NewPerksSkillBarLogicController
function NewPerksSkillBarLogicController.new(props) return end

---@param value Variant
---@return Bool
function NewPerksSkillBarLogicController:OnDataChanged(value) return end

---@param e inkPointerEvent
---@return Bool
function NewPerksSkillBarLogicController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function NewPerksSkillBarLogicController:OnHoverOver(e) return end

---@return Bool
function NewPerksSkillBarLogicController:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function NewPerksSkillBarLogicController:OnSkillLevelSpawned(widget, userData) return end

---@param controller NewPerksSkillLevelLogicController
---@param levelData LevelRewardDisplayData
function NewPerksSkillBarLogicController:SetSkillLevelData(controller, levelData) return end

function NewPerksSkillBarLogicController:UnregisterAllCallbacks() return end

function NewPerksSkillBarLogicController:UpdateSkillsCount() return end

---@class NewPerksSkillLevelLogicController : inkWidgetLogicController
---@field levelText inkTextWidgetReference
---@field levelData LevelRewardDisplayData
---@field active Bool
---@field hovered Bool
NewPerksSkillLevelLogicController = {}

---@return NewPerksSkillLevelLogicController
function NewPerksSkillLevelLogicController.new() return end

---@param props table
---@return NewPerksSkillLevelLogicController
function NewPerksSkillLevelLogicController.new(props) return end

---@return LevelRewardDisplayData
function NewPerksSkillLevelLogicController:GetRewardData() return end

function NewPerksSkillLevelLogicController:HoverOut() return end

function NewPerksSkillLevelLogicController:HoverOver() return end

---@param levelData LevelRewardDisplayData
---@param active Bool
function NewPerksSkillLevelLogicController:SetData(levelData, active) return end

function NewPerksSkillLevelLogicController:UpdateState() return end

---@class NewPerksTabArrowClickedEvent : redEvent
---@field direction NewPerkTabsArrowDirection
NewPerksTabArrowClickedEvent = {}

---@return NewPerksTabArrowClickedEvent
function NewPerksTabArrowClickedEvent.new() return end

---@param props table
---@return NewPerksTabArrowClickedEvent
function NewPerksTabArrowClickedEvent.new(props) return end

---@class NewPerksTabAttributeInvestHoldFinished : redEvent
---@field attribute PerkMenuAttribute
NewPerksTabAttributeInvestHoldFinished = {}

---@return NewPerksTabAttributeInvestHoldFinished
function NewPerksTabAttributeInvestHoldFinished.new() return end

---@param props table
---@return NewPerksTabAttributeInvestHoldFinished
function NewPerksTabAttributeInvestHoldFinished.new(props) return end

---@class NewPerksWireConnection
---@field targetSlot gamedataNewPerkSlotType
---@field dependanciesPresenceToggle Bool
---@field connectionDependancies gamedataNewPerkSlotType[]
---@field wires inkWidgetReference[]
NewPerksWireConnection = {}

---@return NewPerksWireConnection
function NewPerksWireConnection.new() return end

---@param props table
---@return NewPerksWireConnection
function NewPerksWireConnection.new(props) return end

---@class NewTurnMinigameData
---@field position Vector2
---@field doConsume Bool
---@field nextHighlightMode HighlightMode
---@field newPlayerBufferContent ElementData[]
---@field newEnemyBufferContent ElementData[]
---@field doRegenerateGrid Bool
---@field regeneratedGridData CellData[]
---@field basicAccessCompletionState ProgramProgressData
---@field playerProgramsCompletionState ProgramProgressData[]
---@field enemyProgramsCompletionState ProgramProgressData[]
---@field playerProgramsChange Bool
---@field playerProgramsAdded ProgramData[]
---@field playerProgramsRemoved ProgramData[]
---@field enemyProgramsChange Bool
---@field enemyprogramsAdded ProgramData[]
---@field enemyprogramsRemoved ProgramData[]
NewTurnMinigameData = {}

---@return NewTurnMinigameData
function NewTurnMinigameData.new() return end

---@param props table
---@return NewTurnMinigameData
function NewTurnMinigameData.new(props) return end

---@class NewsFeedMenuWidgetController : inkWidgetLogicController
---@field bannersListWidgetPath CName
---@field bannersListWidget inkWidgetReference
---@field isInitialized Bool
---@field bannerWidgetsData SBannerWidgetPackage[]
---@field fullBannerWidgetData SBannerWidgetPackage
NewsFeedMenuWidgetController = {}

---@return NewsFeedMenuWidgetController
function NewsFeedMenuWidgetController.new() return end

---@param props table
---@return NewsFeedMenuWidgetController
function NewsFeedMenuWidgetController.new(props) return end

---@return Bool
function NewsFeedMenuWidgetController:OnInitialize() return end

---@param widget inkWidget
---@param widgetData SBannerWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function NewsFeedMenuWidgetController:AddBannerWidget(widget, widgetData, gameController) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
---@param widgetData SBannerWidgetPackage
---@return inkWidget
function NewsFeedMenuWidgetController:CreateBannerWidget(gameController, parentWidget, widgetData) return end

---@param widgetData SBannerWidgetPackage
---@param gameController ComputerInkGameController
---@return inkWidget
function NewsFeedMenuWidgetController:GetBannerWidget(widgetData, gameController) return end

function NewsFeedMenuWidgetController:HideBannerWidgets() return end

function NewsFeedMenuWidgetController:HideFullBanner() return end

---@param gameController ComputerInkGameController
---@param widget inkWidget
---@param widgetData SBannerWidgetPackage
function NewsFeedMenuWidgetController:InitializeBannerWidget(gameController, widget, widgetData) return end

---@param gameController ComputerInkGameController
---@param widgetsData SBannerWidgetPackage[]
function NewsFeedMenuWidgetController:InitializeBanners(gameController, widgetsData) return end

---@param gameController ComputerInkGameController
---@param widgetData SBannerWidgetPackage
function NewsFeedMenuWidgetController:ShowFullBanner(gameController, widgetData) return end

---@class NextFrameEvent : redEvent
NextFrameEvent = {}

---@return NextFrameEvent
function NextFrameEvent.new() return end

---@param props table
---@return NextFrameEvent
function NextFrameEvent.new(props) return end

---@class NextPreviousActionWidgetController : DeviceActionWidgetControllerBase
---@field defaultContainer inkWidgetReference
---@field declineContainer inkWidgetReference
---@field moneyStatusAnimName CName
---@field isProcessing Bool
NextPreviousActionWidgetController = {}

---@return NextPreviousActionWidgetController
function NextPreviousActionWidgetController.new() return end

---@param props table
---@return NextPreviousActionWidgetController
function NextPreviousActionWidgetController.new(props) return end

---@param e inkanimProxy
---@return Bool
function NextPreviousActionWidgetController:OnNoMoneyShowed(e) return end

---@return Bool
function NextPreviousActionWidgetController:CanExecuteAction() return end

function NextPreviousActionWidgetController:Deactivate() return end

function NextPreviousActionWidgetController:Decline() return end

---@param executor gameObject
---@param action gamedeviceAction
function NextPreviousActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function NextPreviousActionWidgetController:Initialize(gameController, widgetData) return end

function NextPreviousActionWidgetController:Reset() return end

---@class NextStation : ActionBool
NextStation = {}

---@return NextStation
function NextStation.new() return end

---@param props table
---@return NextStation
function NextStation.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function NextStation.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function NextStation.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function NextStation.IsDefaultConditionMet(device, context) return end

---@return String
function NextStation:GetTweakDBChoiceRecord() return end

function NextStation:SetProperties() return end

---@class NightPreset : SmartHousePreset
NightPreset = {}

---@return NightPreset
function NightPreset.new() return end

---@param props table
---@return NightPreset
function NightPreset.new(props) return end

---@return CName
function NightPreset:GetIconName() return end

---@return CName
function NightPreset:GetPresetName() return end

---@param device DoorControllerPS
function NightPreset:QueueDoorActions(device) return end

---@param device RadioControllerPS
function NightPreset:QueueRadioActions(device) return end

---@param device SimpleSwitchControllerPS
function NightPreset:QueueSwitchActions(device) return end

---@param device TVControllerPS
function NightPreset:QueueTVActions(device) return end

---@param device WindowBlindersControllerPS
function NightPreset:QueueWindowBlinderActions(device) return end

---@class NitroCollisionLogic : QuadRacerBonusCollisionLogic
NitroCollisionLogic = {}

---@return NitroCollisionLogic
function NitroCollisionLogic.new() return end

---@param props table
---@return NitroCollisionLogic
function NitroCollisionLogic.new(props) return end

---@param gameState gameuiQuadRacerGameState
function NitroCollisionLogic:ChangeGameState(gameState) return end

---@class NoAmmoDecisions : WeaponTransition
---@field callbackID redCallbackObject
NoAmmoDecisions = {}

---@return NoAmmoDecisions
function NoAmmoDecisions.new() return end

---@param props table
---@return NoAmmoDecisions
function NoAmmoDecisions.new(props) return end

---@param value Uint32
---@return Bool
function NoAmmoDecisions:OnAmmoCountChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NoAmmoDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NoAmmoDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NoAmmoDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NoAmmoDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NoAmmoDecisions:ToPublicSafe(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NoAmmoDecisions:ToReady(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NoAmmoDecisions:ToReload(stateContext, scriptInterface) return end

---@class NoAmmoEvents : WeaponEventsTransition
NoAmmoEvents = {}

---@return NoAmmoEvents
function NoAmmoEvents.new() return end

---@param props table
---@return NoAmmoEvents
function NoAmmoEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NoAmmoEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NoAmmoEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NoAmmoEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class NoReactionPerformedRequest : gameScriptableSystemRequest
NoReactionPerformedRequest = {}

---@return NoReactionPerformedRequest
function NoReactionPerformedRequest.new() return end

---@param props table
---@return NoReactionPerformedRequest
function NoReactionPerformedRequest.new(props) return end

---@class NoWeaponCombatConditions : AIAutonomousConditions
NoWeaponCombatConditions = {}

---@return NoWeaponCombatConditions
function NoWeaponCombatConditions.new() return end

---@param props table
---@return NoWeaponCombatConditions
function NoWeaponCombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function NoWeaponCombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function NoWeaponCombatConditions:Check(context) return end

---@class NonStealthQuickHackVictimEvent : redEvent
---@field instigatorID entEntityID
NonStealthQuickHackVictimEvent = {}

---@return NonStealthQuickHackVictimEvent
function NonStealthQuickHackVictimEvent.new() return end

---@param props table
---@return NonStealthQuickHackVictimEvent
function NonStealthQuickHackVictimEvent.new(props) return end

---@param instigatorID entEntityID
---@return NonStealthQuickHackVictimEvent
function NonStealthQuickHackVictimEvent.Create(instigatorID) return end

---@class NonlethalTakedownAndDisposeBody : ActionDisposal
NonlethalTakedownAndDisposeBody = {}

---@return NonlethalTakedownAndDisposeBody
function NonlethalTakedownAndDisposeBody.new() return end

---@param props table
---@return NonlethalTakedownAndDisposeBody
function NonlethalTakedownAndDisposeBody.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function NonlethalTakedownAndDisposeBody.IsDefaultConditionMet(device, context) return end

function NonlethalTakedownAndDisposeBody:SetProperties() return end

---@class NormalDeathTask : AIDeathReactionsTask
NormalDeathTask = {}

---@return NormalDeathTask
function NormalDeathTask.new() return end

---@param props table
---@return NormalDeathTask
function NormalDeathTask.new(props) return end

---@class NormalizeAndSaveSwayEvent : redEvent
---@field sway Vector2
NormalizeAndSaveSwayEvent = {}

---@return NormalizeAndSaveSwayEvent
function NormalizeAndSaveSwayEvent.new() return end

---@param props table
---@return NormalizeAndSaveSwayEvent
function NormalizeAndSaveSwayEvent.new(props) return end

---@class NotInDefeated : gameEffectObjectSingleFilter_Scripted
NotInDefeated = {}

---@return NotInDefeated
function NotInDefeated.new() return end

---@param props table
---@return NotInDefeated
function NotInDefeated.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function NotInDefeated:Process(ctx, filterCtx) return end

---@class NotJohnnyReplacerPrereq : gameIScriptablePrereq
NotJohnnyReplacerPrereq = {}

---@return NotJohnnyReplacerPrereq
function NotJohnnyReplacerPrereq.new() return end

---@param props table
---@return NotJohnnyReplacerPrereq
function NotJohnnyReplacerPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NotJohnnyReplacerPrereq:IsFulfilled(context) return end

---@class NotReadyDecisions : WeaponReadyListenerTransition
NotReadyDecisions = {}

---@return NotReadyDecisions
function NotReadyDecisions.new() return end

---@param props table
---@return NotReadyDecisions
function NotReadyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NotReadyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function NotReadyDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class NotReadyEvents : WeaponEventsTransition
NotReadyEvents = {}

---@return NotReadyEvents
function NotReadyEvents.new() return end

---@param props table
---@return NotReadyEvents
function NotReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NotReadyEvents:ForceUnhideRegularHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function NotReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@class NotReplacerPrereq : gameIScriptablePrereq
NotReplacerPrereq = {}

---@return NotReplacerPrereq
function NotReplacerPrereq.new() return end

---@param props table
---@return NotReplacerPrereq
function NotReplacerPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NotReplacerPrereq:IsFulfilled(context) return end

---@class NotVRReplacerPrereq : gameIScriptablePrereq
NotVRReplacerPrereq = {}

---@return NotVRReplacerPrereq
function NotVRReplacerPrereq.new() return end

---@param props table
---@return NotVRReplacerPrereq
function NotVRReplacerPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function NotVRReplacerPrereq:IsFulfilled(context) return end

---@class NotifiedSecSysAboutCombat : redEvent
NotifiedSecSysAboutCombat = {}

---@return NotifiedSecSysAboutCombat
function NotifiedSecSysAboutCombat.new() return end

---@param props table
---@return NotifiedSecSysAboutCombat
function NotifiedSecSysAboutCombat.new(props) return end

---@class NotifyHighlightedDevice : redEvent
---@field IsDeviceHighlighted Bool
---@field IsNotifiedByMasterDevice Bool
NotifyHighlightedDevice = {}

---@return NotifyHighlightedDevice
function NotifyHighlightedDevice.new() return end

---@param props table
---@return NotifyHighlightedDevice
function NotifyHighlightedDevice.new(props) return end

---@class NotifyNearbyAboutCombatEvent : redEvent
NotifyNearbyAboutCombatEvent = {}

---@return NotifyNearbyAboutCombatEvent
function NotifyNearbyAboutCombatEvent.new() return end

---@param props table
---@return NotifyNearbyAboutCombatEvent
function NotifyNearbyAboutCombatEvent.new(props) return end

---@class NotifyParentsEvent : redEvent
NotifyParentsEvent = {}

---@return NotifyParentsEvent
function NotifyParentsEvent.new() return end

---@param props table
---@return NotifyParentsEvent
function NotifyParentsEvent.new(props) return end

---@class NotifyPoliceEffector : gameEffector
NotifyPoliceEffector = {}

---@return NotifyPoliceEffector
function NotifyPoliceEffector.new() return end

---@param props table
---@return NotifyPoliceEffector
function NotifyPoliceEffector.new(props) return end

---@param owner gameObject
function NotifyPoliceEffector:ActionOn(owner) return end

---@param owner gameObject
function NotifyPoliceEffector:ProcessAction(owner) return end

---@class NotifyRecipientsRequest : gameScriptableSystemRequest
---@field recipients RecipientData[]
---@field time GameTime
NotifyRecipientsRequest = {}

---@return NotifyRecipientsRequest
function NotifyRecipientsRequest.new() return end

---@param props table
---@return NotifyRecipientsRequest
function NotifyRecipientsRequest.new(props) return end

---@class NotifySecuritySystemCombatEvent : redEvent
NotifySecuritySystemCombatEvent = {}

---@return NotifySecuritySystemCombatEvent
function NotifySecuritySystemCombatEvent.new() return end

---@param props table
---@return NotifySecuritySystemCombatEvent
function NotifySecuritySystemCombatEvent.new(props) return end

---@class NotifyShardRead : redEvent
---@field entry gameJournalOnscreen
---@field title String
---@field text String
---@field isCrypted Bool
---@field itemID ItemID
---@field imageId TweakDBID
NotifyShardRead = {}

---@return NotifyShardRead
function NotifyShardRead.new() return end

---@param props table
---@return NotifyShardRead
function NotifyShardRead.new(props) return end

---@class NpcNameplateVisualData
---@field npcNextToCrosshair gameuiNPCNextToTheCrosshair
NpcNameplateVisualData = {}

---@return NpcNameplateVisualData
function NpcNameplateVisualData.new() return end

---@param props table
---@return NpcNameplateVisualData
function NpcNameplateVisualData.new(props) return end

---@class NullifyMountRequestBehaviourTask : AIVehicleTaskAbstract
NullifyMountRequestBehaviourTask = {}

---@return NullifyMountRequestBehaviourTask
function NullifyMountRequestBehaviourTask.new() return end

---@param props table
---@return NullifyMountRequestBehaviourTask
function NullifyMountRequestBehaviourTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function NullifyMountRequestBehaviourTask:Activate(context) return end

---@class NumberPlateSelector : LCDScreenSelector
---@field recordID TweakDBID
NumberPlateSelector = {}

---@return NumberPlateSelector
function NumberPlateSelector.new() return end

---@param props table
---@return NumberPlateSelector
function NumberPlateSelector.new(props) return end

---@return TweakDBID
function NumberPlateSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function NumberPlateSelector:SetRecordID(recordID) return end

---@class NumericDispalyUIController : DeviceInkGameControllerBase
---@field currentNumberTextWidget inkTextWidgetReference
---@field upArrowWidget inkWidgetReference
---@field downArrowWidget inkWidgetReference
---@field idleAnimName CName
---@field goingUpAnimName CName
---@field goingDownAnimName CName
---@field idleAnim inkanimProxy
---@field goingDownAnim inkanimProxy
---@field goingUpAnim inkanimProxy
---@field onNumberChangedListener redCallbackObject
---@field onDirectionChangedListener redCallbackObject
NumericDispalyUIController = {}

---@return NumericDispalyUIController
function NumericDispalyUIController.new() return end

---@param props table
---@return NumericDispalyUIController
function NumericDispalyUIController.new(props) return end

---@param number Int32
---@return Bool
function NumericDispalyUIController:OnCurrentNumberChanged(number) return end

---@param direction Int32
---@return Bool
function NumericDispalyUIController:OnDirectionChanged(direction) return end

---@return NumericDisplay
function NumericDispalyUIController:GetOwner() return end

function NumericDispalyUIController:Initialize() return end

---@param direction Int32
function NumericDispalyUIController:PlayDirectionAnim(direction) return end

function NumericDispalyUIController:PlayDownAnim() return end

function NumericDispalyUIController:PlayIdleAnim() return end

function NumericDispalyUIController:PlayUpAnim() return end

---@param blackboard gameIBlackboard
function NumericDispalyUIController:RegisterBlackboardCallbacks(blackboard) return end

---@param number Int32
function NumericDispalyUIController:SetCurrentNumberOnUI(number) return end

function NumericDispalyUIController:SetupWidgets() return end

function NumericDispalyUIController:StopDownAnim() return end

function NumericDispalyUIController:StopIdleAnim() return end

function NumericDispalyUIController:StopUpAnim() return end

---@param blackboard gameIBlackboard
function NumericDispalyUIController:UnRegisterBlackboardCallbacks(blackboard) return end

---@class NumericDisplay : InteractiveDevice
NumericDisplay = {}

---@return NumericDisplay
function NumericDisplay.new() return end

---@param props table
---@return NumericDisplay
function NumericDisplay.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function NumericDisplay:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function NumericDisplay:OnTakeControl(ri) return end

function NumericDisplay:CreateBlackboard() return end

---@return NumericDisplayBlackboardDef
function NumericDisplay:GetBlackboardDef() return end

---@return NumericDisplayController
function NumericDisplay:GetController() return end

---@return NumericDisplayControllerPS
function NumericDisplay:GetDevicePS() return end

---@class NumericDisplayBlackboardDef : DeviceBaseBlackboardDef
---@field CurrentNumber gamebbScriptID_Int32
---@field Direction gamebbScriptID_Int32
NumericDisplayBlackboardDef = {}

---@return NumericDisplayBlackboardDef
function NumericDisplayBlackboardDef.new() return end

---@param props table
---@return NumericDisplayBlackboardDef
function NumericDisplayBlackboardDef.new(props) return end

---@class NumericDisplayController : ScriptableDeviceComponent
NumericDisplayController = {}

---@return NumericDisplayController
function NumericDisplayController.new() return end

---@param props table
---@return NumericDisplayController
function NumericDisplayController.new(props) return end

---@return NumericDisplayControllerPS
function NumericDisplayController:GetPS() return end

---@class NumericDisplayControllerPS : ScriptableDeviceComponentPS
---@field numberToDisplay Int32
---@field targetNumber Int32
NumericDisplayControllerPS = {}

---@return NumericDisplayControllerPS
function NumericDisplayControllerPS.new() return end

---@param props table
---@return NumericDisplayControllerPS
function NumericDisplayControllerPS.new(props) return end

---@return QuestDecreaseNumber
function NumericDisplayControllerPS:ActionQuestDecreaseNumber() return end

---@return QuestIdle
function NumericDisplayControllerPS:ActionQuestIdle() return end

---@return QuestIncreaseNumber
function NumericDisplayControllerPS:ActionQuestIncreaseNumber() return end

function NumericDisplayControllerPS:GameAttached() return end

---@return NumericDisplayBlackboardDef
function NumericDisplayControllerPS:GetBlackboardDef() return end

---@return Int32
function NumericDisplayControllerPS:GetCurrentNumber() return end

---@param context gameGetActionsContext
---@return TweakDBID
function NumericDisplayControllerPS:GetInkWidgetTweakDBID(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function NumericDisplayControllerPS:GetQuestActions(context) return end

---@param evt QuestDecreaseNumber
---@return EntityNotificationType
function NumericDisplayControllerPS:OnQuestDecreaseNumber(evt) return end

---@param evt QuestIdle
---@return EntityNotificationType
function NumericDisplayControllerPS:OnQuestIdle(evt) return end

---@param evt QuestIncreaseNumber
---@return EntityNotificationType
function NumericDisplayControllerPS:OnQuestIncreaseNumber(evt) return end

---@param direction Int32
function NumericDisplayControllerPS:SendDirectionToUIBlackboard(direction) return end

function NumericDisplayControllerPS:SendNumberToUIBlackboard() return end

---@return Bool
function NumericDisplayControllerPS:TargetReached() return end

---@class ObjectInspectEvent : redEvent
---@field showItem Bool
ObjectInspectEvent = {}

---@return ObjectInspectEvent
function ObjectInspectEvent.new() return end

---@param props table
---@return ObjectInspectEvent
function ObjectInspectEvent.new(props) return end

---@class ObjectMoverComponent : gameScriptableComponent
ObjectMoverComponent = {}

---@return ObjectMoverComponent
function ObjectMoverComponent.new() return end

---@param props table
---@return ObjectMoverComponent
function ObjectMoverComponent.new(props) return end

---@class ObjectMoverComponentPS : gameComponentPS
ObjectMoverComponentPS = {}

---@return ObjectMoverComponentPS
function ObjectMoverComponentPS.new() return end

---@param props table
---@return ObjectMoverComponentPS
function ObjectMoverComponentPS.new(props) return end

---@class ObjectMoverStatus : redEvent
---@field ownerName CName
---@field direction EMovementDirection
ObjectMoverStatus = {}

---@return ObjectMoverStatus
function ObjectMoverStatus.new() return end

---@param props table
---@return ObjectMoverStatus
function ObjectMoverStatus.new(props) return end

---@class ObjectScanningDescription : IScriptable
ObjectScanningDescription = {}

---@return TweakDBID[]
function ObjectScanningDescription:GetCustomDesriptions() return end

---@return TweakDBID
function ObjectScanningDescription:GetGameplayDesription() return end

---@return Bool
function ObjectScanningDescription:IsValid() return end

---@class ObjectiveController : inkButtonController
---@field ObjectiveLabel inkTextWidgetReference
---@field ObjectiveStatus inkTextWidgetReference
---@field QuestIcon inkImageWidgetReference
---@field TrackedIcon inkImageWidgetReference
---@field FrameBackground_On inkImageWidgetReference
---@field FrameBackground_Off inkImageWidgetReference
---@field FrameFluff_On inkImageWidgetReference
---@field FrameFluff_Off inkImageWidgetReference
---@field Folder_On inkImageWidgetReference
---@field Folder_Off inkImageWidgetReference
---@field QuestObjectiveData ABaseQuestObjectiveWrapper
---@field ToTrack ABaseQuestObjectiveWrapper
ObjectiveController = {}

---@return ObjectiveController
function ObjectiveController.new() return end

---@param props table
---@return ObjectiveController
function ObjectiveController.new(props) return end

---@return Bool
function ObjectiveController:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function ObjectiveController:OnObjectiveClicked(controller) return end

---@return ABaseQuestObjectiveWrapper
function ObjectiveController:GetObjectiveData() return end

---@param isOptional Bool
---@return String
function ObjectiveController:GetObjectiveStatus(isOptional) return end

---@return ABaseQuestObjectiveWrapper
function ObjectiveController:GetToTrack() return end

function ObjectiveController:RefreshTrackedStyle() return end

---@param val CName|string
function ObjectiveController:SetState(val) return end

---@param data ABaseQuestObjectiveWrapper
---@param isOptional Bool
function ObjectiveController:Setup(data, isOptional) return end

---@class ObjectiveEntryLogicController : inkWidgetLogicController
---@field blinkInterval Float
---@field blinkTotalTime Float
---@field texturePart_Tracked CName
---@field texturePart_Untracked CName
---@field texturePart_Succeeded CName
---@field texturePart_Failed CName
---@field isLargeUpdateWidget Bool
---@field entryName inkTextWidget
---@field entryOptional inkTextWidget
---@field stateIcon inkImageWidget
---@field trackedIcon inkImageWidget
---@field blinkWidget inkWidget
---@field root inkWidget
---@field animBlinkDef inkanimDefinition
---@field animBlink inkanimProxy
---@field animFadeDef inkanimDefinition
---@field animFade inkanimProxy
---@field entryId Int32
---@field type UIObjectiveEntryType
---@field state gameJournalEntryState
---@field parentEntry ObjectiveEntryLogicController
---@field childCount Int32
---@field updated Bool
---@field isTracked Bool
---@field isOptional Bool
ObjectiveEntryLogicController = {}

---@return ObjectiveEntryLogicController
function ObjectiveEntryLogicController.new() return end

---@param props table
---@return ObjectiveEntryLogicController
function ObjectiveEntryLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function ObjectiveEntryLogicController:OnAnimationComplete(anim) return end

---@return Bool
function ObjectiveEntryLogicController:OnInitialize() return end

---@param parentEntry ObjectiveEntryLogicController
function ObjectiveEntryLogicController:AttachToParent(parentEntry) return end

function ObjectiveEntryLogicController:CreateAnimations() return end

function ObjectiveEntryLogicController:DecrementChildCount() return end

function ObjectiveEntryLogicController:DetachFromParent() return end

---@return Int32
function ObjectiveEntryLogicController:GetEntryId() return end

---@return gameJournalEntryState
function ObjectiveEntryLogicController:GetEntryState() return end

---@return UIObjectiveEntryType
function ObjectiveEntryLogicController:GetEntryType() return end

---@param state gameJournalEntryState
---@param isTracked Bool
---@return CName
function ObjectiveEntryLogicController:GetStateIconTexturePart(state, isTracked) return end

function ObjectiveEntryLogicController:Hide() return end

function ObjectiveEntryLogicController:IncrementChildCount() return end

---@return Bool
function ObjectiveEntryLogicController:IsReadyToRemove() return end

---@return Bool
function ObjectiveEntryLogicController:IsTracked() return end

---@return Bool
function ObjectiveEntryLogicController:IsUpdated() return end

function ObjectiveEntryLogicController:NotifyForRemoval() return end

---@param data UIObjectiveEntryData
function ObjectiveEntryLogicController:SetEntryData(data) return end

---@param id Int32
function ObjectiveEntryLogicController:SetEntryId(id) return end

---@param updated Bool
function ObjectiveEntryLogicController:SetUpdated(updated) return end

function ObjectiveEntryLogicController:Show() return end

function ObjectiveEntryLogicController:StopFadeAnimation() return end

---@class ObstacleCollisionLogic : gameuiSideScrollerMiniGameCollisionLogic
---@field hasTriggered Bool
---@field invincibityBonusTime Float
ObstacleCollisionLogic = {}

---@return ObstacleCollisionLogic
function ObstacleCollisionLogic.new() return end

---@param props table
---@return ObstacleCollisionLogic
function ObstacleCollisionLogic.new(props) return end

---@param hitEvent gameuiOnHitPlayerEvent
---@return Bool
function ObstacleCollisionLogic:OnHitPlayer(hitEvent) return end

---@return Bool
function ObstacleCollisionLogic:OnInitialize() return end

---@return Bool
function ObstacleCollisionLogic:OnRecycle() return end

---@class OccluderEnableEvent : redEvent
OccluderEnableEvent = {}

---@return OccluderEnableEvent
function OccluderEnableEvent.new() return end

---@param props table
---@return OccluderEnableEvent
function OccluderEnableEvent.new(props) return end

---@class OdaCementBag : InteractiveDevice
---@field onCooldown Bool
OdaCementBag = {}

---@return OdaCementBag
function OdaCementBag.new() return end

---@param props table
---@return OdaCementBag
function OdaCementBag.new(props) return end

---@param evt DelayEvent
---@return Bool
function OdaCementBag:OnDelayEvent(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function OdaCementBag:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function OdaCementBag:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function OdaCementBag:OnTakeControl(ri) return end

---@return EGameplayRole
function OdaCementBag:DeterminGameplayRole() return end

---@return OdaCementBagController
function OdaCementBag:GetController() return end

---@return OdaCementBagControllerPS
function OdaCementBag:GetDevicePS() return end

---@return Bool
function OdaCementBag:HasAnyDirectInteractionActive() return end

---@class OdaCementBagController : ScriptableDeviceComponent
OdaCementBagController = {}

---@return OdaCementBagController
function OdaCementBagController.new() return end

---@param props table
---@return OdaCementBagController
function OdaCementBagController.new(props) return end

---@return OdaCementBagControllerPS
function OdaCementBagController:GetPS() return end

---@class OdaCementBagControllerPS : ScriptableDeviceComponentPS
---@field cementEffectCooldown Float
OdaCementBagControllerPS = {}

---@return OdaCementBagControllerPS
function OdaCementBagControllerPS.new() return end

---@param props table
---@return OdaCementBagControllerPS
function OdaCementBagControllerPS.new(props) return end

---@return Bool
function OdaCementBagControllerPS:OnInstantiated() return end

---@return Float
function OdaCementBagControllerPS:GetCementCooldown() return end

function OdaCementBagControllerPS:Initialize() return end

---@class OdaComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
---@field odaAIComponent AIHumanComponent
---@field actionBlackBoard gameIBlackboard
---@field statPoolSystem gameStatPoolsSystem
---@field statPoolType gamedataStatPoolType
---@field healthListener OdaEmergencyListener
---@field statusEffect_emergency TweakDBID
---@field targetTrackerComponent AITargetTrackerComponent
---@field weakspotDestroyed Bool
OdaComponent = {}

---@return OdaComponent
function OdaComponent.new() return end

---@param props table
---@return OdaComponent
function OdaComponent.new(props) return end

---@param aiEvent AIAIEvent
---@return Bool
function OdaComponent:OnAIEvent(aiEvent) return end

---@param evt gameeventsTargetDamageEvent
---@return Bool
function OdaComponent:OnDamageDealt(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function OdaComponent:OnDefeated(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function OdaComponent:OnHit(evt) return end

---@param evt LookedAtEvent
---@return Bool
function OdaComponent:OnLookedAtEvent(evt) return end

---@param evt NonStealthQuickHackVictimEvent
---@return Bool
function OdaComponent:OnNonStealthQuickHackVictimEvent(evt) return end

---@param evt SmartBulletDeflectedEvent
---@return Bool
function OdaComponent:OnSmartBulletDeflectedEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function OdaComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function OdaComponent:OnStatusEffectRemoved(evt) return end

function OdaComponent:ApplyBlockStaggerStatusEffect() return end

function OdaComponent:ApplyForceStaggerStatusEffect() return end

function OdaComponent:DestroyAllWeakspots() return end

function OdaComponent:EvaluateAppearance() return end

---@return NPCPuppet
function OdaComponent:GetCombatTarget() return end

function OdaComponent:OnDeactivate() return end

function OdaComponent:OnGameAttach() return end

function OdaComponent:OnGameDetach() return end

function OdaComponent:PlayMalfunctionFX() return end

function OdaComponent:RemoveBlockStaggerStatusEffect() return end

function OdaComponent:RemoveForceStaggerStatusEffect() return end

---@class OdaEmergencyListener : gameCustomValueStatPoolsListener
---@field owner NPCPuppet
---@field healNumber Int32
---@field heal1HealthPercentage Float
---@field heal2HealthPercentage Float
---@field heal3HealthPercentage Float
---@field heal4HealthPercentage Float
---@field heal5HealthPercentage Float
OdaEmergencyListener = {}

---@return OdaEmergencyListener
function OdaEmergencyListener.new() return end

---@param props table
---@return OdaEmergencyListener
function OdaEmergencyListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OdaEmergencyListener:CheckHPValue(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OdaEmergencyListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

function OdaEmergencyListener:SetRoamingBehaviorAuthorization() return end

---@class OnAttachedEvent : redEvent
OnAttachedEvent = {}

---@return OnAttachedEvent
function OnAttachedEvent.new() return end

---@param props table
---@return OnAttachedEvent
function OnAttachedEvent.new(props) return end

---@class OnAxis : inkPointerEvent
OnAxis = {}

---@return OnAxis
function OnAxis.new() return end

---@param props table
---@return OnAxis
function OnAxis.new(props) return end

---@class OnBeingNoticed : redEvent
---@field objectThatNoticed gameObject
OnBeingNoticed = {}

---@return OnBeingNoticed
function OnBeingNoticed.new() return end

---@param props table
---@return OnBeingNoticed
function OnBeingNoticed.new(props) return end

---@class OnBeingTarget : redEvent
---@field objectThatTargets gameObject
---@field noLongerTarget Bool
OnBeingTarget = {}

---@return OnBeingTarget
function OnBeingTarget.new() return end

---@param props table
---@return OnBeingTarget
function OnBeingTarget.new(props) return end

---@class OnBnechmarkHideSettings : redEvent
OnBnechmarkHideSettings = {}

---@return OnBnechmarkHideSettings
function OnBnechmarkHideSettings.new() return end

---@param props table
---@return OnBnechmarkHideSettings
function OnBnechmarkHideSettings.new(props) return end

---@class OnDisableAreaData
---@field agent gamePersistentID
---@field remainingAreas SecurityAreaControllerPS[]
OnDisableAreaData = {}

---@return OnDisableAreaData
function OnDisableAreaData.new() return end

---@param props table
---@return OnDisableAreaData
function OnDisableAreaData.new(props) return end

---@class OnDoubleClick : inkPointerEvent
OnDoubleClick = {}

---@return OnDoubleClick
function OnDoubleClick.new() return end

---@param props table
---@return OnDoubleClick
function OnDoubleClick.new(props) return end

---@class OnEnter : inkPointerEvent
OnEnter = {}

---@return OnEnter
function OnEnter.new() return end

---@param props table
---@return OnEnter
function OnEnter.new(props) return end

---@class OnFocusLost : inkFocusEvent
OnFocusLost = {}

---@return OnFocusLost
function OnFocusLost.new() return end

---@param props table
---@return OnFocusLost
function OnFocusLost.new(props) return end

---@class OnFocusReceived : inkFocusEvent
OnFocusReceived = {}

---@return OnFocusReceived
function OnFocusReceived.new() return end

---@param props table
---@return OnFocusReceived
function OnFocusReceived.new(props) return end

---@class OnHold : inkPointerEvent
OnHold = {}

---@return OnHold
function OnHold.new() return end

---@param props table
---@return OnHold
function OnHold.new(props) return end

---@class OnHoverOut : inkPointerEvent
OnHoverOut = {}

---@return OnHoverOut
function OnHoverOut.new() return end

---@param props table
---@return OnHoverOut
function OnHoverOut.new(props) return end

---@class OnHoverOver : inkPointerEvent
OnHoverOver = {}

---@return OnHoverOver
function OnHoverOver.new() return end

---@param props table
---@return OnHoverOver
function OnHoverOver.new(props) return end

---@class OnLeave : inkPointerEvent
OnLeave = {}

---@return OnLeave
function OnLeave.new() return end

---@param props table
---@return OnLeave
function OnLeave.new(props) return end

---@class OnMonowireQuickhackContagiousTargetStatusAppliedCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field ContagiousTarget ScriptedPuppet
OnMonowireQuickhackContagiousTargetStatusAppliedCallback = {}

---@return OnMonowireQuickhackContagiousTargetStatusAppliedCallback
function OnMonowireQuickhackContagiousTargetStatusAppliedCallback.new() return end

---@param props table
---@return OnMonowireQuickhackContagiousTargetStatusAppliedCallback
function OnMonowireQuickhackContagiousTargetStatusAppliedCallback.new(props) return end

---@param targetScriptedPuppet ScriptedPuppet
---@return OnMonowireQuickhackContagiousTargetStatusAppliedCallback
function OnMonowireQuickhackContagiousTargetStatusAppliedCallback.Create(targetScriptedPuppet) return end

function OnMonowireQuickhackContagiousTargetStatusAppliedCallback:Call() return end

---@class OnMonowireWindowToSpreadQuickhackCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field MonoWireApplyQuickhackEffector MonoWireQuickHackApplyEffector
---@field PlayerPuppet PlayerPuppet
OnMonowireWindowToSpreadQuickhackCallback = {}

---@return OnMonowireWindowToSpreadQuickhackCallback
function OnMonowireWindowToSpreadQuickhackCallback.new() return end

---@param props table
---@return OnMonowireWindowToSpreadQuickhackCallback
function OnMonowireWindowToSpreadQuickhackCallback.new(props) return end

---@param effector MonoWireQuickHackApplyEffector
---@param playerPuppet PlayerPuppet
---@return OnMonowireWindowToSpreadQuickhackCallback
function OnMonowireWindowToSpreadQuickhackCallback.Create(effector, playerPuppet) return end

function OnMonowireWindowToSpreadQuickhackCallback:Call() return end

---@class OnOffPrereq : gameIScriptablePrereq
OnOffPrereq = {}

---@return OnOffPrereq
function OnOffPrereq.new() return end

---@param props table
---@return OnOffPrereq
function OnOffPrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
function OnOffPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function OnOffPrereq:OnUnregister(state, context) return end

---@class OnOffPrereqState : gamePrereqState
OnOffPrereqState = {}

---@return OnOffPrereqState
function OnOffPrereqState.new() return end

---@param props table
---@return OnOffPrereqState
function OnOffPrereqState.new(props) return end

---@class OnOpenCodexAtEntryEvent : redEvent
---@field entry gameJournalCodexEntry
OnOpenCodexAtEntryEvent = {}

---@return OnOpenCodexAtEntryEvent
function OnOpenCodexAtEntryEvent.new() return end

---@param props table
---@return OnOpenCodexAtEntryEvent
function OnOpenCodexAtEntryEvent.new(props) return end

---@class OnPress : inkPointerEvent
OnPress = {}

---@return OnPress
function OnPress.new() return end

---@param props table
---@return OnPress
function OnPress.new(props) return end

---@class OnProgressBarAnimFinish : redEvent
---@field FullbarSize Float
---@field IsNegative Bool
OnProgressBarAnimFinish = {}

---@return OnProgressBarAnimFinish
function OnProgressBarAnimFinish.new() return end

---@param props table
---@return OnProgressBarAnimFinish
function OnProgressBarAnimFinish.new(props) return end

---@class OnRelative : inkPointerEvent
OnRelative = {}

---@return OnRelative
function OnRelative.new() return end

---@param props table
---@return OnRelative
function OnRelative.new(props) return end

---@class OnRelease : inkPointerEvent
OnRelease = {}

---@return OnRelease
function OnRelease.new() return end

---@param props table
---@return OnRelease
function OnRelease.new(props) return end

---@class OnReleaseWorkspotEvent : OnWorkspotAvailabilityEvent
OnReleaseWorkspotEvent = {}

---@return OnReleaseWorkspotEvent
function OnReleaseWorkspotEvent.new() return end

---@param props table
---@return OnReleaseWorkspotEvent
function OnReleaseWorkspotEvent.new(props) return end

---@class OnRepeat : inkPointerEvent
OnRepeat = {}

---@return OnRepeat
function OnRepeat.new() return end

---@param props table
---@return OnRepeat
function OnRepeat.new(props) return end

---@class OnReserveWorkspotEvent : OnWorkspotAvailabilityEvent
---@field action gamedataWorkspotActionType
OnReserveWorkspotEvent = {}

---@return OnReserveWorkspotEvent
function OnReserveWorkspotEvent.new() return end

---@param props table
---@return OnReserveWorkspotEvent
function OnReserveWorkspotEvent.new(props) return end

---@class OnSpecialQuickhackTriggeredEvent : DelayEvent
---@field quickhackData QuickhackData
OnSpecialQuickhackTriggeredEvent = {}

---@return OnSpecialQuickhackTriggeredEvent
function OnSpecialQuickhackTriggeredEvent.new() return end

---@param props table
---@return OnSpecialQuickhackTriggeredEvent
function OnSpecialQuickhackTriggeredEvent.new(props) return end

---@class OnSquadmateDied : redEvent
---@field squad CName
---@field squadmate entEntity
---@field killer entEntity
OnSquadmateDied = {}

---@return OnSquadmateDied
function OnSquadmateDied.new() return end

---@param props table
---@return OnSquadmateDied
function OnSquadmateDied.new(props) return end

---@class OnStatusEffectAppliedListener : gameScriptStatusEffectListener
---@field effector ModifyStatusEffectDurationEffector
---@field tags CName[]
---@field owner gameObject
OnStatusEffectAppliedListener = {}

---@return OnStatusEffectAppliedListener
function OnStatusEffectAppliedListener.new() return end

---@param props table
---@return OnStatusEffectAppliedListener
function OnStatusEffectAppliedListener.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
function OnStatusEffectAppliedListener:OnStatusEffectApplied(statusEffect) return end

---@class OnUnstoppableStateSignal : gameTaggedSignalUserData
OnUnstoppableStateSignal = {}

---@return OnUnstoppableStateSignal
function OnUnstoppableStateSignal.new() return end

---@param props table
---@return OnUnstoppableStateSignal
function OnUnstoppableStateSignal.new(props) return end

---@class OnVisitedJournalEntryEvent : redEvent
---@field entry gameJournalEntry
OnVisitedJournalEntryEvent = {}

---@return OnVisitedJournalEntryEvent
function OnVisitedJournalEntryEvent.new() return end

---@param props table
---@return OnVisitedJournalEntryEvent
function OnVisitedJournalEntryEvent.new(props) return end

---@class OnWorkspotAvailabilityEvent : redEvent
---@field workspotRef NodeRef
OnWorkspotAvailabilityEvent = {}

---@return OnWorkspotAvailabilityEvent
function OnWorkspotAvailabilityEvent.new() return end

---@param props table
---@return OnWorkspotAvailabilityEvent
function OnWorkspotAvailabilityEvent.new(props) return end

---@class OneHandedClubLookAtDecisions : LookAtPresetMeleeBaseDecisions
OneHandedClubLookAtDecisions = {}

---@return OneHandedClubLookAtDecisions
function OneHandedClubLookAtDecisions.new() return end

---@param props table
---@return OneHandedClubLookAtDecisions
function OneHandedClubLookAtDecisions.new(props) return end

---@class OneHandedClubLookAtEvents : LookAtPresetMeleeBaseEvents
OneHandedClubLookAtEvents = {}

---@return OneHandedClubLookAtEvents
function OneHandedClubLookAtEvents.new() return end

---@param props table
---@return OneHandedClubLookAtEvents
function OneHandedClubLookAtEvents.new(props) return end

---@class OneTimeCollisionLogic : QuadRacerBonusCollisionLogic
OneTimeCollisionLogic = {}

---@return OneTimeCollisionLogic
function OneTimeCollisionLogic.new() return end

---@param props table
---@return OneTimeCollisionLogic
function OneTimeCollisionLogic.new(props) return end

---@param gameState gameuiQuadRacerGameState
function OneTimeCollisionLogic:ChangeGameState(gameState) return end

---@class OnlyNearest_AINavPath_Device : gameEffectObjectGroupFilter_Scripted
OnlyNearest_AINavPath_Device = {}

---@return OnlyNearest_AINavPath_Device
function OnlyNearest_AINavPath_Device.new() return end

---@param props table
---@return OnlyNearest_AINavPath_Device
function OnlyNearest_AINavPath_Device.new(props) return end

---@return Bool, gameEffectScriptContext, gameEffectGroupFilterScriptContext
function OnlyNearest_AINavPath_Device:Process() return end

---@param source gameObject
---@param targets ScriptedPuppet[]
---@return scriptOptimizationsHandleWithValue[]
function OnlyNearest_AINavPath_Device:SortTargetsByDistance(source, targets) return end

---@class OnlySingleStatusEffectFromInstigator : gameEffectObjectSingleFilter_Scripted
OnlySingleStatusEffectFromInstigator = {}

---@return OnlySingleStatusEffectFromInstigator
function OnlySingleStatusEffectFromInstigator.new() return end

---@param props table
---@return OnlySingleStatusEffectFromInstigator
function OnlySingleStatusEffectFromInstigator.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function OnlySingleStatusEffectFromInstigator:Process(ctx, filterCtx) return end

---@class OnlyVehicleDecisions : QuickSlotsReadyDecisions
---@field executionOwner gameObject
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field hasStatusEffect Bool
OnlyVehicleDecisions = {}

---@return OnlyVehicleDecisions
function OnlyVehicleDecisions.new() return end

---@param props table
---@return OnlyVehicleDecisions
function OnlyVehicleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function OnlyVehicleDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OnlyVehicleDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OnlyVehicleDecisions:OnDetach(stateContext, scriptInterface) return end

---@param statusEffect gamedataStatusEffect_Record
function OnlyVehicleDecisions:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function OnlyVehicleDecisions:OnStatusEffectRemoved(statusEffect) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function OnlyVehicleDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

function OnlyVehicleDecisions:UpdateHasStatusEffect() return end

---@class OnlyVehicleEvents : QuickSlotsReadyEvents
OnlyVehicleEvents = {}

---@return OnlyVehicleEvents
function OnlyVehicleEvents.new() return end

---@param props table
---@return OnlyVehicleEvents
function OnlyVehicleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function OnlyVehicleEvents:ToCycleObjective(stateContext, scriptInterface) return end

---@class OnscreenDisplayManager : inkWidgetLogicController
---@field contentText inkTextWidgetReference
OnscreenDisplayManager = {}

---@return OnscreenDisplayManager
function OnscreenDisplayManager.new() return end

---@param props table
---@return OnscreenDisplayManager
function OnscreenDisplayManager.new(props) return end

---@param entry gameJournalOnscreen
function OnscreenDisplayManager:ShowEntry(entry) return end

---@class OnscreenMessageGameController : gameuiHUDGameController
---@field root inkWidget
---@field blackboard gameIBlackboard
---@field blackboardDef UI_NotificationsDef
---@field screenMessageUpdateCallbackId redCallbackObject
---@field screenMessage gameSimpleScreenMessage
---@field mainTextWidget inkTextWidgetReference
---@field blinkingAnim inkanimDefinition
---@field showAnim inkanimDefinition
---@field hideAnim inkanimDefinition
---@field animProxyShow inkanimProxy
---@field animProxyHide inkanimProxy
---@field animProxyTimeout inkanimProxy
OnscreenMessageGameController = {}

---@return OnscreenMessageGameController
function OnscreenMessageGameController.new() return end

---@param props table
---@return OnscreenMessageGameController
function OnscreenMessageGameController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function OnscreenMessageGameController:OnBlinkAnimation(anim) return end

---@param anim inkanimProxy
---@return Bool
function OnscreenMessageGameController:OnHidden(anim) return end

---@return Bool
function OnscreenMessageGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function OnscreenMessageGameController:OnScreenMessageUpdate(value) return end

---@param anim inkanimProxy
---@return Bool
function OnscreenMessageGameController:OnShown(anim) return end

---@param anim inkanimProxy
---@return Bool
function OnscreenMessageGameController:OnTimeout(anim) return end

---@return Bool
function OnscreenMessageGameController:OnUnitialize() return end

function OnscreenMessageGameController:CleanupAnimProxies() return end

function OnscreenMessageGameController:CreateAnimations() return end

---@param value Float
function OnscreenMessageGameController:SetTimeout(value) return end

function OnscreenMessageGameController:TriggerBlinkAnimation() return end

function OnscreenMessageGameController:UpdateWidgets() return end

---@class OpenCodexPopupEvent : redEvent
---@field entry gameJournalEntry
OpenCodexPopupEvent = {}

---@return OpenCodexPopupEvent
function OpenCodexPopupEvent.new() return end

---@param props table
---@return OpenCodexPopupEvent
function OpenCodexPopupEvent.new(props) return end

---@class OpenDocumentEvent : redEvent
---@field documentType EDocumentType
---@field documentName CName
---@field documentAdress SDocumentAdress
---@field wakeUp Bool
---@field ownerID entEntityID
OpenDocumentEvent = {}

---@return OpenDocumentEvent
function OpenDocumentEvent.new() return end

---@param props table
---@return OpenDocumentEvent
function OpenDocumentEvent.new(props) return end

---@return String
function OpenDocumentEvent:GetFriendlyDescription() return end

---@class OpenExpansionPopupEvent : redEvent
---@field type ExpansionPopupType
---@field state ExpansionStatus
---@field forcibly Bool
OpenExpansionPopupEvent = {}

---@return OpenExpansionPopupEvent
function OpenExpansionPopupEvent.new() return end

---@param props table
---@return OpenExpansionPopupEvent
function OpenExpansionPopupEvent.new(props) return end

---@class OpenFullscreenUI : ActionBool
OpenFullscreenUI = {}

---@return OpenFullscreenUI
function OpenFullscreenUI.new() return end

---@param props table
---@return OpenFullscreenUI
function OpenFullscreenUI.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function OpenFullscreenUI.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function OpenFullscreenUI.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function OpenFullscreenUI.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function OpenFullscreenUI.IsDefaultConditionMet(device, context) return end

---@return String
function OpenFullscreenUI:GetTweakDBChoiceRecord() return end

---@param isZoomInteraction Bool
function OpenFullscreenUI:SetProperties(isZoomInteraction) return end

---@return Bool
function OpenFullscreenUI:ShouldConnect() return end

---@class OpenInteriorManager : ActionBool
OpenInteriorManager = {}

---@return OpenInteriorManager
function OpenInteriorManager.new() return end

---@param props table
---@return OpenInteriorManager
function OpenInteriorManager.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function OpenInteriorManager.IsDefaultConditionMet(device, context) return end

---@return String
function OpenInteriorManager:GetTweakDBChoiceRecord() return end

function OpenInteriorManager:SetProperties() return end

---@class OpenInventoryQuantityPickerRequest : redEvent
---@field itemData gameInventoryItemData
---@field actionType QuantityPickerActionType
OpenInventoryQuantityPickerRequest = {}

---@return OpenInventoryQuantityPickerRequest
function OpenInventoryQuantityPickerRequest.new() return end

---@param props table
---@return OpenInventoryQuantityPickerRequest
function OpenInventoryQuantityPickerRequest.new(props) return end

---@class OpenMenuRequest : redEvent
---@field menuName CName
---@field userData IScriptable
---@field jumpBack Bool
---@field eventData MenuData
---@field submenuName CName
---@field isMainMenu Bool
---@field internal Bool
---@field hubMenuInstanceID Uint32
OpenMenuRequest = {}

---@return OpenMenuRequest
function OpenMenuRequest.new() return end

---@param props table
---@return OpenMenuRequest
function OpenMenuRequest.new(props) return end

---@class OpenMessengerNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
---@field journalEntry gameJournalEntry
OpenMessengerNotificationAction = {}

---@return OpenMessengerNotificationAction
function OpenMessengerNotificationAction.new() return end

---@param props table
---@return OpenMessengerNotificationAction
function OpenMessengerNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenMessengerNotificationAction:Execute(data) return end

---@return String
function OpenMessengerNotificationAction:GetLabel() return end

function OpenMessengerNotificationAction:ShowMessenger() return end

---@class OpenPatchNotesPopupEvent : redEvent
OpenPatchNotesPopupEvent = {}

---@return OpenPatchNotesPopupEvent
function OpenPatchNotesPopupEvent.new() return end

---@param props table
---@return OpenPatchNotesPopupEvent
function OpenPatchNotesPopupEvent.new(props) return end

---@class OpenPerksNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
OpenPerksNotificationAction = {}

---@return OpenPerksNotificationAction
function OpenPerksNotificationAction.new() return end

---@param props table
---@return OpenPerksNotificationAction
function OpenPerksNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenPerksNotificationAction:Execute(data) return end

---@return String
function OpenPerksNotificationAction:GetLabel() return end

function OpenPerksNotificationAction:ShowPerks() return end

---@class OpenPhoneMessageAction : GenericNotificationBaseAction
---@field phoneSystem PhoneSystem
---@field journalEntry gameJournalEntry
OpenPhoneMessageAction = {}

---@return OpenPhoneMessageAction
function OpenPhoneMessageAction.new() return end

---@param props table
---@return OpenPhoneMessageAction
function OpenPhoneMessageAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenPhoneMessageAction:Execute(data) return end

---@return String
function OpenPhoneMessageAction:GetLabel() return end

---@class OpenShardNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher gameuiGameSystemUI
OpenShardNotificationAction = {}

---@return OpenShardNotificationAction
function OpenShardNotificationAction.new() return end

---@param props table
---@return OpenShardNotificationAction
function OpenShardNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenShardNotificationAction:Execute(data) return end

---@return String
function OpenShardNotificationAction:GetLabel() return end

---@class OpenSkillsMenuData : IScriptable
---@field openSkills Bool
OpenSkillsMenuData = {}

---@return OpenSkillsMenuData
function OpenSkillsMenuData.new() return end

---@param props table
---@return OpenSkillsMenuData
function OpenSkillsMenuData.new(props) return end

---@class OpenSkillsNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
OpenSkillsNotificationAction = {}

---@return OpenSkillsNotificationAction
function OpenSkillsNotificationAction.new() return end

---@param props table
---@return OpenSkillsNotificationAction
function OpenSkillsNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenSkillsNotificationAction:Execute(data) return end

---@return String
function OpenSkillsNotificationAction:GetLabel() return end

function OpenSkillsNotificationAction:ShowSkills() return end

---@class OpenSmsMessengerAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
---@field journalEntry gameJournalEntry
OpenSmsMessengerAction = {}

---@return OpenSmsMessengerAction
function OpenSmsMessengerAction.new() return end

---@param props table
---@return OpenSmsMessengerAction
function OpenSmsMessengerAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenSmsMessengerAction:Execute(data) return end

---@return String
function OpenSmsMessengerAction:GetLabel() return end

function OpenSmsMessengerAction:ShowMessenger() return end

---@class OpenSmsMessengerEvent : PhoneMessagePopupEvent
OpenSmsMessengerEvent = {}

---@return OpenSmsMessengerEvent
function OpenSmsMessengerEvent.new() return end

---@param props table
---@return OpenSmsMessengerEvent
function OpenSmsMessengerEvent.new(props) return end

---@class OpenStash : ActionBool
OpenStash = {}

---@return OpenStash
function OpenStash.new() return end

---@param props table
---@return OpenStash
function OpenStash.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function OpenStash.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function OpenStash.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function OpenStash.IsDefaultConditionMet(device, context) return end

function OpenStash:SetProperties() return end

---@class OpenTarotCollectionNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
OpenTarotCollectionNotificationAction = {}

---@return OpenTarotCollectionNotificationAction
function OpenTarotCollectionNotificationAction.new() return end

---@param props table
---@return OpenTarotCollectionNotificationAction
function OpenTarotCollectionNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenTarotCollectionNotificationAction:Execute(data) return end

---@return String
function OpenTarotCollectionNotificationAction:GetLabel() return end

function OpenTarotCollectionNotificationAction:ShowTarotCollection() return end

---@class OpenVendorUI : ActionBool
OpenVendorUI = {}

---@return OpenVendorUI
function OpenVendorUI.new() return end

---@param props table
---@return OpenVendorUI
function OpenVendorUI.new(props) return end

function OpenVendorUI:SetProperties() return end

---@class OpenWardrobeUI : ActionBool
OpenWardrobeUI = {}

---@return OpenWardrobeUI
function OpenWardrobeUI.new() return end

---@param props table
---@return OpenWardrobeUI
function OpenWardrobeUI.new(props) return end

---@return String
function OpenWardrobeUI:GetTweakDBChoiceRecord() return end

function OpenWardrobeUI:SetProperties() return end

---@class OpenWorldMapDeviceAction : ActionBool
---@field fastTravelPointData gameFastTravelPointData
OpenWorldMapDeviceAction = {}

---@return OpenWorldMapDeviceAction
function OpenWorldMapDeviceAction.new() return end

---@param props table
---@return OpenWorldMapDeviceAction
function OpenWorldMapDeviceAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function OpenWorldMapDeviceAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function OpenWorldMapDeviceAction.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function OpenWorldMapDeviceAction.IsDefaultConditionMet(device, context) return end

---@return String
function OpenWorldMapDeviceAction:GetTweakDBChoiceRecord() return end

function OpenWorldMapDeviceAction:SetProperties() return end

---@class OpenWorldMapNotificationAction : GenericNotificationBaseAction
---@field eventDispatcher worlduiIWidgetGameController
OpenWorldMapNotificationAction = {}

---@return OpenWorldMapNotificationAction
function OpenWorldMapNotificationAction.new() return end

---@param props table
---@return OpenWorldMapNotificationAction
function OpenWorldMapNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function OpenWorldMapNotificationAction:Execute(data) return end

---@return String
function OpenWorldMapNotificationAction:GetLabel() return end

function OpenWorldMapNotificationAction:ShowWorldMap() return end

---@class OpeningGateScreenGameController : BaseBunkerComputerGameController
---@field systemConsole inkWidgetReference
---@field gateScheme inkWidgetReference
---@field backButton inkWidgetReference
---@field idleAnimName CName
---@field loopAnimName CName
---@field failureAnimName CName
---@field successAnimName CName
---@field failurePopupIntroAnimName CName
---@field successPopupIntroAnimName CName
---@field failurePopupAnimName CName
---@field successPopupAnimName CName
---@field gateIsOpenedFact CName
---@field gateChainBeginningFact CName
---@field gotoLoopDelay Float
---@field goBackDelay Float
---@field isGateOpened Bool
---@field systemsStatus Bool[]
---@field currentLoopIndex Int32
---@field currentSystemIndex Int32
---@field phasesCount Int32
---@field state OpeningGateScreenState
---@field idleAnimProxy inkanimProxy
---@field loopAnimProxy inkanimProxy
---@field resultAnimProxy inkanimProxy
---@field resultPopupIntroAnimProxy inkanimProxy
---@field resultPopupAnimProxy inkanimProxy
OpeningGateScreenGameController = {}

---@return OpeningGateScreenGameController
function OpeningGateScreenGameController.new() return end

---@param props table
---@return OpeningGateScreenGameController
function OpeningGateScreenGameController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function OpeningGateScreenGameController:OnEndLoop(proxy) return end

---@return Bool
function OpeningGateScreenGameController:OnInitialize() return end

---@param target inkWidget
---@return Bool
function OpeningGateScreenGameController:OnJobIsDone(target) return end

---@param timerName CName|string
---@return Bool
function OpeningGateScreenGameController:OnTimer(timerName) return end

---@return Bool
function OpeningGateScreenGameController:OnUninitialize() return end

---@return Bool
function OpeningGateScreenGameController:CanGateBeOpened() return end

---@param state OpeningGateScreenState
function OpeningGateScreenGameController:GotoState(state) return end

function OpeningGateScreenGameController:GotoStateIdle() return end

function OpeningGateScreenGameController:GotoStateLoop() return end

function OpeningGateScreenGameController:GotoStateOpen() return end

function OpeningGateScreenGameController:GotoStateResult() return end

---@param state OpeningGateScreenState
function OpeningGateScreenGameController:LeaveState(state) return end

function OpeningGateScreenGameController:LeaveStateIdle() return end

function OpeningGateScreenGameController:LeaveStateLoop() return end

function OpeningGateScreenGameController:LeaveStateOpen() return end

function OpeningGateScreenGameController:LeaveStateResult() return end

function OpeningGateScreenGameController:PrepareToOpen() return end

---@param state OpeningGateScreenState
function OpeningGateScreenGameController:SetState(state) return end

function OpeningGateScreenGameController:TryToOpen() return end

---@class OperationExecutionData : IScriptable
---@field operationName CName
---@field delay Float
---@field resetDelay Bool
---@field delayID gameDelayID
---@field isDelayActive Bool
OperationExecutionData = {}

---@return OperationExecutionData
function OperationExecutionData.new() return end

---@param props table
---@return OperationExecutionData
function OperationExecutionData.new(props) return end

---@class OpticalCamoChargeStatListener : BaseChargesStatListener
OpticalCamoChargeStatListener = {}

---@return OpticalCamoChargeStatListener
function OpticalCamoChargeStatListener.new() return end

---@param props table
---@return OpticalCamoChargeStatListener
function OpticalCamoChargeStatListener.new(props) return end

---@param value Float
---@return Bool
function OpticalCamoChargeStatListener:OnStatPoolMaxValueReached(value) return end

---@param value Float
---@return Bool
function OpticalCamoChargeStatListener:OnStatPoolMinValueReached(value) return end

---@return Int32
function OpticalCamoChargeStatListener:GetRechargeDuration() return end

---@param player PlayerPuppet
function OpticalCamoChargeStatListener:Init(player) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OpticalCamoChargeStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class OptionalAreaEffectData : IScriptable
---@field includeInAoeData Bool
---@field aoeData AreaEffectData
OptionalAreaEffectData = {}

---@return OptionalAreaEffectData
function OptionalAreaEffectData.new() return end

---@param props table
---@return OptionalAreaEffectData
function OptionalAreaEffectData.new(props) return end

---@return AreaEffectData
function OptionalAreaEffectData:GetAoeData() return end

---@return Bool
function OptionalAreaEffectData:ShouldIncludeInAoeData() return end

---@class OrderTakedownEvent : redEvent
---@field target gameObject
OrderTakedownEvent = {}

---@return OrderTakedownEvent
function OrderTakedownEvent.new() return end

---@param props table
---@return OrderTakedownEvent
function OrderTakedownEvent.new(props) return end

---@class OrientedBox
---@field position Vector4
---@field edge_1 Vector4
---@field edge_2 Vector4
OrientedBox = {}

---@return OrientedBox
function OrientedBox.new() return end

---@param props table
---@return OrientedBox
function OrientedBox.new(props) return end

---@class OuterBunkerComputerEntranceGameController : gameuiBaseBunkerComputerGameController
---@field harvestIntroAnimName CName
---@field harvestLoop1AnimName CName
---@field harvestLoop2AnimName CName
---@field harvestLoop3AnimName CName
---@field harvestOutroAnimName CName
OuterBunkerComputerEntranceGameController = {}

---@return OuterBunkerComputerEntranceGameController
function OuterBunkerComputerEntranceGameController.new() return end

---@param props table
---@return OuterBunkerComputerEntranceGameController
function OuterBunkerComputerEntranceGameController.new(props) return end

---@return Bool
function OuterBunkerComputerEntranceGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function OuterBunkerComputerEntranceGameController:OnIntroAnimFinished(proxy) return end

---@return ScriptGameInstance
function OuterBunkerComputerEntranceGameController:GetGame() return end

---@class OutfitWardrobeSlotSpawnData : IScriptable
---@field index Int32
---@field active Bool
---@field equipped Bool
---@field isNew Bool
OutfitWardrobeSlotSpawnData = {}

---@return OutfitWardrobeSlotSpawnData
function OutfitWardrobeSlotSpawnData.new() return end

---@param props table
---@return OutfitWardrobeSlotSpawnData
function OutfitWardrobeSlotSpawnData.new(props) return end

---@class OutlineData
---@field outlineType EOutlineType
---@field outlineOpacity Float
OutlineData = {}

---@return OutlineData
function OutlineData.new() return end

---@param props table
---@return OutlineData
function OutlineData.new(props) return end

---@class OutlineRequest : IScriptable
---@field requester CName
---@field outlineDuration Float
---@field outlineData OutlineData
OutlineRequest = {}

---@return OutlineRequest
function OutlineRequest.new() return end

---@param props table
---@return OutlineRequest
function OutlineRequest.new(props) return end

---@param requester CName|string
---@param data OutlineData
---@param expectedDuration Float
---@return OutlineRequest
function OutlineRequest.CreateRequest(requester, data, expectedDuration) return end

---@return OutlineData
function OutlineRequest:GetData() return end

---@return Float
function OutlineRequest:GetOutlineDuration() return end

---@return Float
function OutlineRequest:GetRequestOpacity() return end

---@return EOutlineType
function OutlineRequest:GetRequestType() return end

---@return CName
function OutlineRequest:GetRequester() return end

---@param newData OutlineData
function OutlineRequest:UpdateData(newData) return end

---@class OutlineRequestEvent : redEvent
---@field outlineRequest OutlineRequest
---@field flag Bool
---@field outlineDuration Float
OutlineRequestEvent = {}

---@return OutlineRequestEvent
function OutlineRequestEvent.new() return end

---@param props table
---@return OutlineRequestEvent
function OutlineRequestEvent.new(props) return end

---@class OutputPersistentData
---@field currentSecurityState ESecuritySystemState
---@field breachOrigin EBreachOrigin
---@field securityStateChanged Bool
---@field lastKnownPosition Vector4
---@field type ESecurityNotificationType
---@field areaType ESecurityAreaType
---@field objectOfInterest entEntityID
---@field whoBreached entEntityID
---@field reporter gamePersistentID
---@field id Int32
OutputPersistentData = {}

---@return OutputPersistentData
function OutputPersistentData.new() return end

---@param props table
---@return OutputPersistentData
function OutputPersistentData.new(props) return end

---@param self_ OutputPersistentData
---@return Bool
function OutputPersistentData.IsValid(self_) return end

---@class OutputValidationDataStruct
---@field targetID entEntityID
---@field agentID gamePersistentID
---@field reprimenderID entEntityID
---@field eventReportedFromArea gamePersistentID
---@field eventType ESecurityNotificationType
---@field breachedAreas gamePersistentID[]
OutputValidationDataStruct = {}

---@return OutputValidationDataStruct
function OutputValidationDataStruct.new() return end

---@param props table
---@return OutputValidationDataStruct
function OutputValidationDataStruct.new(props) return end

---@param evt SecuritySystemInput
---@param currentReprimender entEntityID
---@param breachedAreas gamePersistentID[]
---@return OutputValidationDataStruct
function OutputValidationDataStruct.Construct(evt, currentReprimender, breachedAreas) return end

---@param self_ OutputValidationDataStruct
---@param evt SecuritySystemInput
---@param currentReprimender entEntityID
---@param currentlyBreachedAreas gamePersistentID[]
---@return Bool
function OutputValidationDataStruct.IsDuplicated(self_, evt, currentReprimender, currentlyBreachedAreas) return end

---@class OverchargeDevice : ActionBool
OverchargeDevice = {}

---@return OverchargeDevice
function OverchargeDevice.new() return end

---@param props table
---@return OverchargeDevice
function OverchargeDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function OverchargeDevice.IsDefaultConditionMet(device, context) return end

---@return String
function OverchargeDevice:GetTweakDBChoiceRecord() return end

---@param action_name CName|string
function OverchargeDevice:SetProperties(action_name) return end

---@class OverclockChargeListener : BaseChargesStatListener
OverclockChargeListener = {}

---@return OverclockChargeListener
function OverclockChargeListener.new() return end

---@param props table
---@return OverclockChargeListener
function OverclockChargeListener.new(props) return end

---@param value Float
---@return Bool
function OverclockChargeListener:OnStatPoolMaxValueReached(value) return end

---@param value Float
---@return Bool
function OverclockChargeListener:OnStatPoolMinValueReached(value) return end

---@param player PlayerPuppet
function OverclockChargeListener:Init(player) return end

---@class OverclockDamagePreview : redEvent
---@field IsHovering Bool
---@field JustHacked Bool
---@field MemoryCost Int32
OverclockDamagePreview = {}

---@return OverclockDamagePreview
function OverclockDamagePreview.new() return end

---@param props table
---@return OverclockDamagePreview
function OverclockDamagePreview.new(props) return end

---@class OverclockListener : gameScriptStatusEffectListener
---@field healthBar healthbarWidgetGameController
OverclockListener = {}

---@return OverclockListener
function OverclockListener.new() return end

---@param props table
---@return OverclockListener
function OverclockListener.new(props) return end

---@param bar healthbarWidgetGameController
function OverclockListener:BindHelathBar(bar) return end

---@param statusEffect gamedataStatusEffect_Record
function OverclockListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function OverclockListener:OnStatusEffectRemoved(statusEffect) return end

---@class OverheatDecisions : WeaponTransition
---@field callbackID redCallbackObject
OverheatDecisions = {}

---@return OverheatDecisions
function OverheatDecisions.new() return end

---@param props table
---@return OverheatDecisions
function OverheatDecisions.new(props) return end

---@param value Bool
---@return Bool
function OverheatDecisions:OnForcedOverheatCooldownChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function OverheatDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function OverheatDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OverheatDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OverheatDecisions:OnDetach(stateContext, scriptInterface) return end

---@class OverheatEvents : WeaponEventsTransition
OverheatEvents = {}

---@return OverheatEvents
function OverheatEvents.new() return end

---@param props table
---@return OverheatEvents
function OverheatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OverheatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function OverheatEvents:OnExit(stateContext, scriptInterface) return end

---@class OverheatStatListener : gameScriptStatPoolsListener
---@field weapon gameweaponObject
---@field updateEvt UpdateOverheatEvent
---@field startEvt StartOverheatEffectEvent
OverheatStatListener = {}

---@return OverheatStatListener
function OverheatStatListener.new() return end

---@param props table
---@return OverheatStatListener
function OverheatStatListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OverheatStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class Overlap
---@field instructionNumber Int32
---@field otherInstruction Int32
---@field atStart Bool
---@field rarity Int32
Overlap = {}

---@return Overlap
function Overlap.new() return end

---@param props table
---@return Overlap
function Overlap.new(props) return end

---@class OverloadDevice : ActionBool
---@field killDelay Float
OverloadDevice = {}

---@return OverloadDevice
function OverloadDevice.new() return end

---@param props table
---@return OverloadDevice
function OverloadDevice.new(props) return end

---@return Float
function OverloadDevice:GetKillDelay() return end

---@return String
function OverloadDevice:GetTweakDBChoiceRecord() return end

---@param delay Float
function OverloadDevice:SetKillDelay(delay) return end

function OverloadDevice:SetProperties() return end

---@class OverrideRangedAttackPackageEffector : gameEffector
---@field attackPackage gamedataRangedAttackPackage_Record
OverrideRangedAttackPackageEffector = {}

---@return OverrideRangedAttackPackageEffector
function OverrideRangedAttackPackageEffector.new() return end

---@param props table
---@return OverrideRangedAttackPackageEffector
function OverrideRangedAttackPackageEffector.new(props) return end

---@param owner gameObject
function OverrideRangedAttackPackageEffector:ActionOff(owner) return end

---@param owner gameObject
function OverrideRangedAttackPackageEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function OverrideRangedAttackPackageEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function OverrideRangedAttackPackageEffector:RepeatedAction(owner) return end

---@class OverrideScannerPreset : redEvent
---@field scannerPreset TweakDBID
OverrideScannerPreset = {}

---@return OverrideScannerPreset
function OverrideScannerPreset.new() return end

---@param props table
---@return OverrideScannerPreset
function OverrideScannerPreset.new(props) return end

---@return String
function OverrideScannerPreset:GetFriendlyDescription() return end

---@class OvershieldEffectorBase : gameContinuousEffector
---@field statSystem gameStatsSystem
---@field poolSystem gameStatPoolsSystem
---@field immunityTypes gameStatModifierData_Deprecated[]
---@field modifiersAdded Bool
---@field owner gameObject
OvershieldEffectorBase = {}

---@return OvershieldEffectorBase
function OvershieldEffectorBase.new() return end

---@param props table
---@return OvershieldEffectorBase
function OvershieldEffectorBase.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function OvershieldEffectorBase:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function OvershieldEffectorBase:Initialize(record, parentRecord) return end

---@param owner gameObject
function OvershieldEffectorBase:ProcessAction(owner) return end

---@return gameStatModifierData_Deprecated[]
function OvershieldEffectorBase:SetStatsToModify() return end

---@class OvershieldListener : gameScriptStatPoolsListener
---@field healthBar healthbarWidgetGameController
OvershieldListener = {}

---@return OvershieldListener
function OvershieldListener.new() return end

---@param props table
---@return OvershieldListener
function OvershieldListener.new(props) return end

---@param bar healthbarWidgetGameController
function OvershieldListener:BindHelathBar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OvershieldListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class OvershieldMinValueListener : gameScriptStatPoolsListener
---@field effector ScaleOvershieldDecayOverTimeEffector
OvershieldMinValueListener = {}

---@return OvershieldMinValueListener
function OvershieldMinValueListener.new() return end

---@param props table
---@return OvershieldMinValueListener
function OvershieldMinValueListener.new(props) return end

---@param value Float
---@return Bool
function OvershieldMinValueListener:OnStatPoolMinValueReached(value) return end

---@class OwnerWeaponChangeCallback : gameAttachmentSlotsScriptCallback
---@field followerRole AIFollowerRole
OwnerWeaponChangeCallback = {}

---@return OwnerWeaponChangeCallback
function OwnerWeaponChangeCallback.new() return end

---@param props table
---@return OwnerWeaponChangeCallback
function OwnerWeaponChangeCallback.new(props) return end

---@param slotIDArg TweakDBID|string
---@param itemIDArg ItemID
function OwnerWeaponChangeCallback:OnItemEquipped(slotIDArg, itemIDArg) return end

---@class OxygenListener : gameScriptStatPoolsListener
---@field oxygenBar OxygenbarWidgetGameController
OxygenListener = {}

---@return OxygenListener
function OxygenListener.new() return end

---@param props table
---@return OxygenListener
function OxygenListener.new(props) return end

---@param bar OxygenbarWidgetGameController
function OxygenListener:BindOxygenBar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OxygenListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class OxygenStatListener : gameCustomValueStatPoolsListener
---@field ownerPuppet PlayerPuppet
---@field oxygenVfxBlackboard worldEffectBlackboard
OxygenStatListener = {}

---@return OxygenStatListener
function OxygenStatListener.new() return end

---@param props table
---@return OxygenStatListener
function OxygenStatListener.new(props) return end

---@param value Float
---@return Bool
function OxygenStatListener:OnStatPoolMinValueReached(value) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
---@return Bool
function OxygenStatListener:OnStatPoolValueReached(oldValue, newValue, percToPoints) return end

---@param b Bool
function OxygenStatListener:CriticalOxygenLevel(b) return end

---@param b Bool
function OxygenStatListener:IsOutOfOxygen(b) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OxygenStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OxygenStatListener:TestOxygenLevel(oldValue, newValue, percToPoints) return end

---@class OxygenbarWidgetGameController : gameuiHUDGameController
---@field oxygenControllerRef inkWidgetReference
---@field oxygenPercTextPath inkTextWidgetReference
---@field oxygenStatusTextPath inkTextWidgetReference
---@field bbPSceneTierEventId redCallbackObject
---@field swimmingStateBlackboardId redCallbackObject
---@field oxygenController NameplateBarLogicController
---@field RootWidget inkWidget
---@field animHideTemp inkanimDefinition
---@field animShortFade inkanimDefinition
---@field animLongFade inkanimDefinition
---@field animHideOxygenProxy inkanimProxy
---@field currentOxygen Float
---@field sceneTier GameplayTier
---@field currentSwimmingState gamePSMSwimming
---@field oxygenListener OxygenListener
OxygenbarWidgetGameController = {}

---@return OxygenbarWidgetGameController
function OxygenbarWidgetGameController.new() return end

---@param props table
---@return OxygenbarWidgetGameController
function OxygenbarWidgetGameController.new(props) return end

---@return Bool
function OxygenbarWidgetGameController:OnForceHide() return end

---@param tierVisibility Bool
---@return Bool
function OxygenbarWidgetGameController:OnForceTierVisibility(tierVisibility) return end

---@return Bool
function OxygenbarWidgetGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function OxygenbarWidgetGameController:OnOxygenHideAnimationFinished(anim) return end

---@param value Int32
---@return Bool
function OxygenbarWidgetGameController:OnPSMSwimmingStateChanged(value) return end

---@param playerGameObject gameObject
---@return Bool
function OxygenbarWidgetGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function OxygenbarWidgetGameController:OnPlayerDetach(playerGameObject) return end

---@param argTier Int32
---@return Bool
function OxygenbarWidgetGameController:OnSceneTierChange(argTier) return end

---@return Bool
function OxygenbarWidgetGameController:OnUninitialize() return end

function OxygenbarWidgetGameController:CreateAnimations() return end

function OxygenbarWidgetGameController:EvaluateOxygenBarVisibility() return end

---@param playerPuppet gameObject
function OxygenbarWidgetGameController:RegisterPSMListeners(playerPuppet) return end

---@param playerPuppet gameObject
function OxygenbarWidgetGameController:UnregisterPSMListeners(playerPuppet) return end

---@param oxygenPerc Int32
function OxygenbarWidgetGameController:UpdateOxygenLevelWarningFluffTexts(oxygenPerc) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function OxygenbarWidgetGameController:UpdateOxygenValue(oldValue, newValue, percToPoints) return end

---@class PSD_Detector : gameDeviceComponent
PSD_Detector = {}

---@return PSD_Detector
function PSD_Detector.new() return end

---@param props table
---@return PSD_Detector
function PSD_Detector.new(props) return end

function PSD_Detector:LogID() return end

---@class PSD_DetectorPS : gameDeviceComponentPS
---@field counter Int32
---@field toggle Bool
---@field lastEntityID entEntityID
---@field lastPersistentID gamePersistentID
---@field name CName
PSD_DetectorPS = {}

---@return PSD_DetectorPS
function PSD_DetectorPS.new() return end

---@param props table
---@return PSD_DetectorPS
function PSD_DetectorPS.new(props) return end

---@return ActionInt
function PSD_DetectorPS:GetAction_BumpTheCounter() return end

---@return ActionBool
function PSD_DetectorPS:GetAction_Log() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function PSD_DetectorPS:GetActions(context) return end

---@return entEntityID
function PSD_DetectorPS:GetLastEntityID() return end

---@return gamePersistentID
function PSD_DetectorPS:GetLastPersistentID() return end

---@return CName
function PSD_DetectorPS:GetName() return end

---@param evt SampleBumpEvent
---@return EntityNotificationType
function PSD_DetectorPS:OnBumpTheCounter(evt) return end

---@param evt ActionInt
---@return EntityNotificationType
function PSD_DetectorPS:OnBumpTheCounter(evt) return end

---@param evt ActionBool
---@return EntityNotificationType
function PSD_DetectorPS:OnLogAction(evt) return end

---@return Int32
function PSD_DetectorPS:ReadTheCounter() return end

---@class PSD_Master : gameDeviceComponent
PSD_Master = {}

---@return PSD_Master
function PSD_Master.new() return end

---@param props table
---@return PSD_Master
function PSD_Master.new(props) return end

---@class PSD_MasterPS : gameDeviceComponentPS
PSD_MasterPS = {}

---@return PSD_MasterPS
function PSD_MasterPS.new() return end

---@param props table
---@return PSD_MasterPS
function PSD_MasterPS.new(props) return end

---@class PSD_Trigger : gameObject
---@field ref NodeRef
---@field className CName
PSD_Trigger = {}

---@return PSD_Trigger
function PSD_Trigger.new() return end

---@param props table
---@return PSD_Trigger
function PSD_Trigger.new(props) return end

---@param interaction gameinteractionsChoiceEvent
---@return Bool
function PSD_Trigger:OnInteraction(interaction) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PSD_Trigger:OnRequestComponents(ri) return end

---@class PSInitializeEvent : redEvent
PSInitializeEvent = {}

---@return PSInitializeEvent
function PSInitializeEvent.new() return end

---@param props table
---@return PSInitializeEvent
function PSInitializeEvent.new(props) return end

---@class PSInstantiateEvent : redEvent
PSInstantiateEvent = {}

---@return PSInstantiateEvent
function PSInstantiateEvent.new() return end

---@param props table
---@return PSInstantiateEvent
function PSInstantiateEvent.new(props) return end

---@class PSODescBlendModeDesc
---@field numTargets Uint8
---@field independent Bool
---@field alphaToCoverage Bool
---@field renderTarget PSODescRenderTarget[]
PSODescBlendModeDesc = {}

---@return PSODescBlendModeDesc
function PSODescBlendModeDesc.new() return end

---@param props table
---@return PSODescBlendModeDesc
function PSODescBlendModeDesc.new(props) return end

---@class PSODescDepthStencilModeDesc
---@field depthTestEnable Bool
---@field depthWriteEnable Bool
---@field depthFunc PSODescDepthStencilModeComparisonMode
---@field stencilEnable Bool
---@field stencilReadMask Bool
---@field stencilWriteMask Bool
---@field frontFace PSODescStencilFuncDesc
PSODescDepthStencilModeDesc = {}

---@return PSODescDepthStencilModeDesc
function PSODescDepthStencilModeDesc.new() return end

---@param props table
---@return PSODescDepthStencilModeDesc
function PSODescDepthStencilModeDesc.new(props) return end

---@class PSODescRasterizerModeDesc
---@field wireframe Bool
---@field frontWinding PSODescRasterizerModeFrontFaceWinding
---@field cullMode PSODescRasterizerModeCullMode
---@field allowMSAA Bool
---@field conservativeRasterization Bool
---@field offsetMode PSODescRasterizerModeOffsetMode
---@field scissors Bool
---@field valid Bool
PSODescRasterizerModeDesc = {}

---@return PSODescRasterizerModeDesc
function PSODescRasterizerModeDesc.new() return end

---@param props table
---@return PSODescRasterizerModeDesc
function PSODescRasterizerModeDesc.new(props) return end

---@class PSODescRenderTarget
---@field blendEnable Bool
---@field writeMask PSODescBlendModeWriteMask
---@field colorOp PSODescBlendModeOp
---@field alphaOp PSODescBlendModeOp
---@field destFactor PSODescBlendModeFactor
---@field destAlphaFactor PSODescBlendModeFactor
---@field srcFactor PSODescBlendModeFactor
---@field srcAlphaFactor PSODescBlendModeFactor
PSODescRenderTarget = {}

---@return PSODescRenderTarget
function PSODescRenderTarget.new() return end

---@param props table
---@return PSODescRenderTarget
function PSODescRenderTarget.new(props) return end

---@class PSODescRenderTargetSetup
---@field rtFormats GpuWrapApieTextureFormat[]
---@field dsFormat GpuWrapApieTextureFormat
PSODescRenderTargetSetup = {}

---@return PSODescRenderTargetSetup
function PSODescRenderTargetSetup.new() return end

---@param props table
---@return PSODescRenderTargetSetup
function PSODescRenderTargetSetup.new(props) return end

---@class PSODescStencilFuncDesc
---@field stencilPassOp PSODescDepthStencilModeStencilOpMode
---@field stencilFunc PSODescDepthStencilModeComparisonMode
PSODescStencilFuncDesc = {}

---@return PSODescStencilFuncDesc
function PSODescStencilFuncDesc.new() return end

---@param props table
---@return PSODescStencilFuncDesc
function PSODescStencilFuncDesc.new(props) return end

---@class PSOwnerData
---@field id gamePersistentID
---@field className CName
PSOwnerData = {}

---@return PSOwnerData
function PSOwnerData.new() return end

---@param props table
---@return PSOwnerData
function PSOwnerData.new(props) return end

---@class PSRefreshEvent : redEvent
PSRefreshEvent = {}

---@return PSRefreshEvent
function PSRefreshEvent.new() return end

---@param props table
---@return PSRefreshEvent
function PSRefreshEvent.new(props) return end

---@class PUPPET_ACtor : gameHudActor
PUPPET_ACtor = {}

---@return PUPPET_ACtor
function PUPPET_ACtor.new() return end

---@param props table
---@return PUPPET_ACtor
function PUPPET_ACtor.new(props) return end

---@class PachinkoMachine : ArcadeMachine
---@field distractionFXName CName
PachinkoMachine = {}

---@return PachinkoMachine
function PachinkoMachine.new() return end

---@param props table
---@return PachinkoMachine
function PachinkoMachine.new(props) return end

---@return Bool
function PachinkoMachine:OnGameAttached() return end

---@param evt QuickHackDistraction
---@return Bool
function PachinkoMachine:OnQuickHackDistraction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PachinkoMachine:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function PachinkoMachine:OnTakeControl(ri) return end

---@return EGameplayRole
function PachinkoMachine:DeterminGameplayRole() return end

---@return PachinkoMachineController
function PachinkoMachine:GetController() return end

---@return PachinkoMachineControllerPS
function PachinkoMachine:GetDevicePS() return end

function PachinkoMachine:RefreshDeviceInteractions() return end

function PachinkoMachine:TurnOffScreen() return end

function PachinkoMachine:TurnOnScreen() return end

---@class PachinkoMachineController : ArcadeMachineController
PachinkoMachineController = {}

---@return PachinkoMachineController
function PachinkoMachineController.new() return end

---@param props table
---@return PachinkoMachineController
function PachinkoMachineController.new(props) return end

---@return PachinkoMachineControllerPS
function PachinkoMachineController:GetPS() return end

---@class PachinkoMachineControllerPS : ArcadeMachineControllerPS
PachinkoMachineControllerPS = {}

---@return PachinkoMachineControllerPS
function PachinkoMachineControllerPS.new() return end

---@param props table
---@return PachinkoMachineControllerPS
function PachinkoMachineControllerPS.new(props) return end

---@return Bool
function PachinkoMachineControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function PachinkoMachineControllerPS:GetQuickHackActions(context) return end

---@class PainReactionTask : AIHitReactionTask
---@field weaponOverride AnimFeature_WeaponOverride
PainReactionTask = {}

---@return PainReactionTask
function PainReactionTask.new() return end

---@param props table
---@return PainReactionTask
function PainReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PainReactionTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function PainReactionTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function PainReactionTask:GetDesiredHitReactionDuration(context) return end

---@return animHitReactionType
function PainReactionTask:GetHitReactionType() return end

---@class PalladiaAdvertisementWidgetComponent : AdvertisementWidgetComponent
PalladiaAdvertisementWidgetComponent = {}

---@return PalladiaAdvertisementWidgetComponent
function PalladiaAdvertisementWidgetComponent.new() return end

---@param props table
---@return PalladiaAdvertisementWidgetComponent
function PalladiaAdvertisementWidgetComponent.new(props) return end

---@class PanzerSmartWeaponTargetController : inkWidgetLogicController
---@field distanceText inkTextWidgetReference
---@field lockingAnimationProxy inkanimProxy
PanzerSmartWeaponTargetController = {}

---@return PanzerSmartWeaponTargetController
function PanzerSmartWeaponTargetController.new() return end

---@param props table
---@return PanzerSmartWeaponTargetController
function PanzerSmartWeaponTargetController.new(props) return end

---@return Bool
function PanzerSmartWeaponTargetController:OnInitialize() return end

---@param data gamesmartGunUITargetParameters
function PanzerSmartWeaponTargetController:SetData(data) return end

function PanzerSmartWeaponTargetController:StopAnimation() return end

---@class PaperDollSlotController : inkButtonDpadSupportedController
---@field equipArea gamedataEquipmentArea
---@field slotIndex Int32
---@field areaTags CName[]
---@field itemID ItemID
---@field slotName String
---@field itemData gameItemData
---@field locked Bool
PaperDollSlotController = {}

---@return PaperDollSlotController
function PaperDollSlotController.new() return end

---@param props table
---@return PaperDollSlotController
function PaperDollSlotController.new(props) return end

---@return Bool
function PaperDollSlotController:OnInitialize() return end

---@return CName[]
function PaperDollSlotController:GetAreaTags() return end

---@return gamedataEquipmentArea
function PaperDollSlotController:GetEquipArea() return end

---@return ItemID
function PaperDollSlotController:GetItem() return end

---@return gameItemData
function PaperDollSlotController:GetItemData() return end

---@return Int32
function PaperDollSlotController:GetSlotIndex() return end

---@return String
function PaperDollSlotController:GetSlotName() return end

---@return Bool
function PaperDollSlotController:IsLocked() return end

---@param argText String
---@param equipArea gamedataEquipmentArea
---@param slotIndex Int32
---@param areaTags CName[]|string[]
function PaperDollSlotController:SetButtonDetails(argText, equipArea, slotIndex, areaTags) return end

---@param itemID ItemID
function PaperDollSlotController:SetItemInSlot(itemID) return end

---@param slotTweak TweakDBID|string
function PaperDollSlotController:SetSlotLocked(slotTweak) return end

---@class PaperdollGlitchController : inkWidgetLogicController
---@field PaperdollGlichRoot inkWidgetReference
---@field GlitchAnimationName CName
PaperdollGlitchController = {}

---@return PaperdollGlitchController
function PaperdollGlitchController.new() return end

---@param props table
---@return PaperdollGlitchController
function PaperdollGlitchController.new(props) return end

---@return Bool
function PaperdollGlitchController:OnInitialize() return end

---@class ParamData
---@field name String
---@field type String
---@field defaultValue Variant
ParamData = {}

---@return ParamData
function ParamData.new() return end

---@param props table
---@return ParamData
function ParamData.new(props) return end

---@class ParryReactionTask : AIbehaviortaskScript
ParryReactionTask = {}

---@return ParryReactionTask
function ParryReactionTask.new() return end

---@param props table
---@return ParryReactionTask
function ParryReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ParryReactionTask:Deactivate(context) return end

---@class PartInstallRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field partID ItemID
PartInstallRequest = {}

---@return PartInstallRequest
function PartInstallRequest.new() return end

---@param props table
---@return PartInstallRequest
function PartInstallRequest.new(props) return end

---@class PartUninstallRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field partID ItemID
PartUninstallRequest = {}

---@return PartUninstallRequest
function PartUninstallRequest.new() return end

---@param props table
---@return PartUninstallRequest
function PartUninstallRequest.new(props) return end

---@class ParticleBurst
---@field burstTime Float
---@field spawnCount Uint32
---@field spawnTimeRange Float
---@field repeatTime Float
ParticleBurst = {}

---@return ParticleBurst
function ParticleBurst.new() return end

---@param props table
---@return ParticleBurst
function ParticleBurst.new(props) return end

---@class ParticleDamage : ISerializable
---@field boundingBoxes Box[]
ParticleDamage = {}

---@return ParticleDamage
function ParticleDamage.new() return end

---@param props table
---@return ParticleDamage
function ParticleDamage.new(props) return end

---@class PassengerDecisions : VehicleTransition
PassengerDecisions = {}

---@return PassengerDecisions
function PassengerDecisions.new() return end

---@param props table
---@return PassengerDecisions
function PassengerDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PassengerDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PassengerDecisions:ToCombat(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PassengerDecisions:ToSwitchSeats(stateContext, scriptInterface) return end

---@class PassengerEvents : VehicleEventsTransition
---@field noWeaponsRestrictionApplied Bool
PassengerEvents = {}

---@return PassengerEvents
function PassengerEvents.new() return end

---@param props table
---@return PassengerEvents
function PassengerEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PassengerEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PassengerEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PassengerEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class PassiveAlertedConditions : PassiveAutonomousCondition
---@field highLevelCbId Uint32
---@field delayEvaluationCbId Uint32
PassiveAlertedConditions = {}

---@return PassiveAlertedConditions
function PassiveAlertedConditions.new() return end

---@param props table
---@return PassiveAlertedConditions
function PassiveAlertedConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveAlertedConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveAlertedConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveAlertedConditions:Deactivate(context) return end

---@class PassiveAutonomousCondition : AIbehaviorexpressionScript
PassiveAutonomousCondition = {}

---@class PassiveCannotMoveConditions : PassiveAutonomousCondition
---@field statusEffectRemovedId Uint32
PassiveCannotMoveConditions = {}

---@return PassiveCannotMoveConditions
function PassiveCannotMoveConditions.new() return end

---@param props table
---@return PassiveCannotMoveConditions
function PassiveCannotMoveConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCannotMoveConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveCannotMoveConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCannotMoveConditions:Deactivate(context) return end

---@class PassiveCombatConditions : PassiveAutonomousCondition
---@field combatCommandCbId Uint32
---@field roleCbId Uint32
---@field threatCbId Uint32
---@field playerCombatCbId Uint32
---@field activeCombatConditionCbId Uint32
---@field delayEvaluationCbId Uint32
PassiveCombatConditions = {}

---@return PassiveCombatConditions
function PassiveCombatConditions.new() return end

---@param props table
---@return PassiveCombatConditions
function PassiveCombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveCombatConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCombatConditions:Deactivate(context) return end

---@class PassiveCommandCondition : AIbehaviorexpressionScript
---@field commandName CName
---@field useInheritance Bool
---@field cmdCbId Uint32
PassiveCommandCondition = {}

---@return PassiveCommandCondition
function PassiveCommandCondition.new() return end

---@param props table
---@return PassiveCommandCondition
function PassiveCommandCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCommandCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveCommandCondition:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCommandCondition:Deactivate(context) return end

---@return String
function PassiveCommandCondition:GetEditorSubCaption() return end

---@class PassiveCoverSelectionConditions : PassiveAutonomousCondition
---@field statsChangedCbId Uint32
---@field ability gamedataGameplayAbility_Record
---@field statListener AIStatListener
PassiveCoverSelectionConditions = {}

---@return PassiveCoverSelectionConditions
function PassiveCoverSelectionConditions.new() return end

---@param props table
---@return PassiveCoverSelectionConditions
function PassiveCoverSelectionConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCoverSelectionConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveCoverSelectionConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCoverSelectionConditions:Deactivate(context) return end

---@class PassiveCrowdCombatConditions : PassiveAutonomousCondition
---@field threatCbId Uint32
---@field delayEvaluationCbId Uint32
---@field onItemAddedToSlotCbId Uint32
---@field crowdCombatConditionCbId Uint32
PassiveCrowdCombatConditions = {}

---@return PassiveCrowdCombatConditions
function PassiveCrowdCombatConditions.new() return end

---@param props table
---@return PassiveCrowdCombatConditions
function PassiveCrowdCombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCrowdCombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveCrowdCombatConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveCrowdCombatConditions:Deactivate(context) return end

---@class PassiveGlobalDeathCondition : AIbehaviorexpressionScript
---@field onDeathCbId Uint32
PassiveGlobalDeathCondition = {}

---@return PassiveGlobalDeathCondition
function PassiveGlobalDeathCondition.new() return end

---@param props table
---@return PassiveGlobalDeathCondition
function PassiveGlobalDeathCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveGlobalDeathCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveGlobalDeathCondition:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveGlobalDeathCondition:Deactivate(context) return end

---@class PassiveIsPlayerCompanionCondition : PassiveAutonomousCondition
---@field roleCbId Uint32
PassiveIsPlayerCompanionCondition = {}

---@return PassiveIsPlayerCompanionCondition
function PassiveIsPlayerCompanionCondition.new() return end

---@param props table
---@return PassiveIsPlayerCompanionCondition
function PassiveIsPlayerCompanionCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveIsPlayerCompanionCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveIsPlayerCompanionCondition:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveIsPlayerCompanionCondition:Deactivate(context) return end

---@class PassiveNoWeaponCombatConditions : PassiveAutonomousCondition
---@field delayEvaluationCbId Uint32
---@field onItemAddedToSlotCbId Uint32
PassiveNoWeaponCombatConditions = {}

---@return PassiveNoWeaponCombatConditions
function PassiveNoWeaponCombatConditions.new() return end

---@param props table
---@return PassiveNoWeaponCombatConditions
function PassiveNoWeaponCombatConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveNoWeaponCombatConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveNoWeaponCombatConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveNoWeaponCombatConditions:Deactivate(context) return end

---@class PassivePatrolConditions : PassiveAutonomousCondition
---@field roleCbId Uint32
---@field cmdCbId Uint32
PassivePatrolConditions = {}

---@return PassivePatrolConditions
function PassivePatrolConditions.new() return end

---@param props table
---@return PassivePatrolConditions
function PassivePatrolConditions.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassivePatrolConditions:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassivePatrolConditions:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassivePatrolConditions:Deactivate(context) return end

---@class PassiveRoleCondition : AIbehaviorexpressionScript
---@field role EAIRole
---@field roleCbId Uint32
PassiveRoleCondition = {}

---@return PassiveRoleCondition
function PassiveRoleCondition.new() return end

---@param props table
---@return PassiveRoleCondition
function PassiveRoleCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveRoleCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Variant
function PassiveRoleCondition:CalculateValue(context) return end

---@param context AIbehaviorScriptExecutionContext
function PassiveRoleCondition:Deactivate(context) return end

---@return String
function PassiveRoleCondition:GetEditorSubCaption() return end

---@class PatchNotePopupController : gameuiWidgetGameController
PatchNotePopupController = {}

---@return PatchNotePopupController
function PatchNotePopupController.new() return end

---@param props table
---@return PatchNotePopupController
function PatchNotePopupController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function PatchNotePopupController:OnHandlePressInput(evt) return end

---@return Bool
function PatchNotePopupController:OnInitialize() return end

---@return Bool
function PatchNotePopupController:OnUninitialize() return end

---@class PatchNotesCheckData : IScriptable
---@field ownExpansion Bool
PatchNotesCheckData = {}

---@return PatchNotesCheckData
function PatchNotesCheckData.new() return end

---@param props table
---@return PatchNotesCheckData
function PatchNotesCheckData.new(props) return end

---@class PatchNotesGameController : gameuiWidgetGameController
---@field notesContainerRef inkWidgetReference
---@field itemLibraryName CName
---@field introAnimationName CName
---@field outroAnimationName CName
---@field closeButtonRef inkWidgetReference
---@field uiSystem gameuiGameSystemUI
---@field introAnimProxy inkanimProxy
---@field isInputBlocked Bool
---@field data PatchNotesPopupData
---@field requestHandler inkISystemRequestsHandler
PatchNotesGameController = {}

---@return PatchNotesGameController
function PatchNotesGameController.new() return end

---@param props table
---@return PatchNotesGameController
function PatchNotesGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function PatchNotesGameController:OnGlobalRelease(evt) return end

---@return Bool
function PatchNotesGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function PatchNotesGameController:OnIntroAnimationFinished(proxy) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function PatchNotesGameController:OnNoteSpawned(widget, userData) return end

---@param proxy inkanimProxy
---@return Bool
function PatchNotesGameController:OnOutroAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function PatchNotesGameController:OnPressClose(evt) return end

---@return Bool
function PatchNotesGameController:OnUninitialize() return end

function PatchNotesGameController:Close() return end

---@param animationName CName|string
---@param playbackOptions inkanimPlaybackOptions
function PatchNotesGameController:PlayAnimation(animationName, playbackOptions) return end

function PatchNotesGameController:PopulateNotesList() return end

---@param title CName|string
---@param description CName|string
---@param guide CName|string
---@param imagePart CName|string
function PatchNotesGameController:SpawnNote(title, description, guide, imagePart) return end

---@class PatchNotesPopupData : inkGameNotificationData
PatchNotesPopupData = {}

---@return PatchNotesPopupData
function PatchNotesPopupData.new() return end

---@param props table
---@return PatchNotesPopupData
function PatchNotesPopupData.new(props) return end

---@class PathTracingSettings : IAreaSettings
---@field albedoModulation Float
---@field diffuseGlobalScale Float
---@field diffuseSunScale Float
---@field diffuseSkyScale Float
---@field diffuseLocalLightsScale Float
---@field diffuseEmissiveScale Float
---@field specularGlobalScale Float
---@field specularSunScale Float
---@field specularSkyScale Float
---@field specularLocalLightsScale Float
---@field specularEmissiveScale Float
---@field maxIntensity Float
---@field GIOnlyLightScale Float
---@field rayNumber Uint32
---@field bounceNumber Uint32
---@field rayNumberScreenshot Uint32
---@field bounceNumberScreenshot Uint32
PathTracingSettings = {}

---@return PathTracingSettings
function PathTracingSettings.new() return end

---@param props table
---@return PathTracingSettings
function PathTracingSettings.new(props) return end

---@class PatrolAction : TweakAIActionSmartComposite
PatrolAction = {}

---@return PatrolAction
function PatrolAction.new() return end

---@param props table
---@return PatrolAction
function PatrolAction.new(props) return end

---@return String
function PatrolAction:GetFriendlyName() return end

---@param context AIbehaviorScriptExecutionContext
---@param smartCompositeID TweakDBID|string
---@param smartCompositeDebugName String
---@return Bool, gamedataAIActionSmartComposite_Record
function PatrolAction:GetSmartCompositeRecord(context, smartCompositeID, smartCompositeDebugName) return end

---@class PatrolAlertedCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
PatrolAlertedCommandHandler = {}

---@return PatrolAlertedCommandHandler
function PatrolAlertedCommandHandler.new() return end

---@param props table
---@return PatrolAlertedCommandHandler
function PatrolAlertedCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function PatrolAlertedCommandHandler:Update(context) return end

---@class PatrolAlertedControllerTask : AIbehaviortaskScript
PatrolAlertedControllerTask = {}

---@return PatrolAlertedControllerTask
function PatrolAlertedControllerTask.new() return end

---@param props table
---@return PatrolAlertedControllerTask
function PatrolAlertedControllerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PatrolAlertedControllerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function PatrolAlertedControllerTask:Update(context) return end

---@class PatrolCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
PatrolCommandHandler = {}

---@return PatrolCommandHandler
function PatrolCommandHandler.new() return end

---@param props table
---@return PatrolCommandHandler
function PatrolCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function PatrolCommandHandler:Update(context) return end

---@class PatrolControllerTask : AIbehaviortaskScript
PatrolControllerTask = {}

---@return PatrolControllerTask
function PatrolControllerTask.new() return end

---@param props table
---@return PatrolControllerTask
function PatrolControllerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PatrolControllerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function PatrolControllerTask:Update(context) return end

---@class PatrolRoleCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field patrolWithWeapon Bool
---@field forceAlerted Bool
PatrolRoleCommandDelegate = {}

---@return PatrolRoleCommandDelegate
function PatrolRoleCommandDelegate.new() return end

---@param props table
---@return PatrolRoleCommandDelegate
function PatrolRoleCommandDelegate.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function PatrolRoleCommandDelegate:IsForceAlerted(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function PatrolRoleCommandDelegate:IsPatrolWithWeapon(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function PatrolRoleCommandDelegate:ResetVariables(context) return end

---@class PatrolRoleHandler : AIbehaviortaskScript
PatrolRoleHandler = {}

---@return PatrolRoleHandler
function PatrolRoleHandler.new() return end

---@param props table
---@return PatrolRoleHandler
function PatrolRoleHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function PatrolRoleHandler:Update(context) return end

---@class PatrolSpotAction : TweakAIActionSmartComposite
---@field patrolAction AIArgumentMapping
PatrolSpotAction = {}

---@return PatrolSpotAction
function PatrolSpotAction.new() return end

---@param props table
---@return PatrolSpotAction
function PatrolSpotAction.new(props) return end

---@return String
function PatrolSpotAction:GetFriendlyName() return end

---@param context AIbehaviorScriptExecutionContext
---@param smartCompositeID TweakDBID|string
---@param smartCompositeDebugName String
---@return Bool, gamedataAIActionSmartComposite_Record
function PatrolSpotAction:GetSmartCompositeRecord(context, smartCompositeID, smartCompositeDebugName) return end

---@class PauseBraindance : redEvent
PauseBraindance = {}

---@return PauseBraindance
function PauseBraindance.new() return end

---@param props table
---@return PauseBraindance
function PauseBraindance.new(props) return end

---@return String
function PauseBraindance:GetFriendlyDescription() return end

---@class PauseMenuBackgroundGameController : gameuiWidgetGameController
PauseMenuBackgroundGameController = {}

---@return PauseMenuBackgroundGameController
function PauseMenuBackgroundGameController.new() return end

---@param props table
---@return PauseMenuBackgroundGameController
function PauseMenuBackgroundGameController.new(props) return end

---@return Bool
function PauseMenuBackgroundGameController:OnInitialize() return end

---@return Bool
function PauseMenuBackgroundGameController:OnUninitialize() return end

---@class PauseMenuButtonItem : AnimatedListItemController
---@field Fluff inkTextWidgetReference
---@field animLoop inkanimProxy
PauseMenuButtonItem = {}

---@return PauseMenuButtonItem
function PauseMenuButtonItem.new() return end

---@param props table
---@return PauseMenuButtonItem
function PauseMenuButtonItem.new(props) return end

---@param target inkListItemController
---@return Bool
function PauseMenuButtonItem:OnAddedToList(target) return end

---@param e inkPointerEvent
---@return Bool
function PauseMenuButtonItem:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function PauseMenuButtonItem:OnHoverOver(e) return end

---@return Bool
function PauseMenuButtonItem:OnInitialize() return end

---@return Bool
function PauseMenuButtonItem:OnUninitialize() return end

---@class PauseMenuGameController : gameuiMenuItemListGameController
---@field baseLogoContainer inkCompoundWidgetReference
---@field ep1LogoContainer inkCompoundWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field expansionNotyficationRef inkWidgetReference
---@field buttonHintsController ButtonHints
---@field gameInstance ScriptGameInstance
---@field savesCount Int32
---@field quickSaveInProgress Bool
---@field setCursorOnInit Bool
---@field axisInputReceived Bool
---@field dpadInputReceived Bool
PauseMenuGameController = {}

---@return PauseMenuGameController
function PauseMenuGameController.new() return end

---@param props table
---@return PauseMenuGameController
function PauseMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function PauseMenuGameController:OnGlobalAxisInput(e) return end

---@param e inkPointerEvent
---@return Bool
function PauseMenuGameController:OnGlobalRelease(e) return end

---@return Bool
function PauseMenuGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function PauseMenuGameController:OnIntroFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function PauseMenuGameController:OnListRelease(e) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function PauseMenuGameController:OnMenuItemActivated(index, target) return end

---@return Bool
function PauseMenuGameController:OnRedrawRequested() return end

---@param success Bool
---@param locks gameSaveLock[]
---@return Bool
function PauseMenuGameController:OnSavingComplete(success, locks) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function PauseMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function PauseMenuGameController:OnUninitialize() return end

---@return Bool
function PauseMenuGameController:OnUnitialize() return end

function PauseMenuGameController:HandlePressToQuickSaveGame() return end

---@param target inkWidget
function PauseMenuGameController:HandlePressToSaveGame(target) return end

function PauseMenuGameController:PopulateMenuItemList() return end

---@param isEP1Installed Bool
function PauseMenuGameController:SwitchGameLogo(isEP1Installed) return end

---@class PauseMenuListItemData : ListItemData
---@field eventName CName
---@field action PauseMenuAction
PauseMenuListItemData = {}

---@return PauseMenuListItemData
function PauseMenuListItemData.new() return end

---@param props table
---@return PauseMenuListItemData
function PauseMenuListItemData.new(props) return end

---@class PauseResumePhoneCallEvent : redEvent
---@field callDuration Float
---@field pauseCall Bool
---@field statPoolType gamedataStatPoolType
PauseResumePhoneCallEvent = {}

---@return PauseResumePhoneCallEvent
function PauseResumePhoneCallEvent.new() return end

---@param props table
---@return PauseResumePhoneCallEvent
function PauseResumePhoneCallEvent.new(props) return end

---@class Pay : ActionBool
Pay = {}

---@return Pay
function Pay.new() return end

---@param props table
---@return Pay
function Pay.new(props) return end

---@param device DoorControllerPS
---@return Bool
function Pay.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function Pay.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function Pay.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function Pay:GetInkWidgetTweakDBID() return end

function Pay:SetProperties() return end

---@class PayActionWidgetController : DeviceActionWidgetControllerBase
---@field priceContainer inkWidgetReference
---@field moneyStatusContainer inkWidgetReference
---@field processingStatusContainer inkWidgetReference
---@field moneyStatusAnimName CName
---@field processingAnimName CName
---@field isProcessingPayment Bool
PayActionWidgetController = {}

---@return PayActionWidgetController
function PayActionWidgetController.new() return end

---@param props table
---@return PayActionWidgetController
function PayActionWidgetController.new(props) return end

---@param e inkanimProxy
---@return Bool
function PayActionWidgetController:OnNoMoneyShowed(e) return end

---@param e inkanimProxy
---@return Bool
function PayActionWidgetController:OnPaymentProcessed(e) return end

---@return Bool
function PayActionWidgetController:CanExecuteAction() return end

---@param executor gameObject
---@param action gamedeviceAction
function PayActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function PayActionWidgetController:Initialize(gameController, widgetData) return end

---@param action Pay
---@param executor gameObject
function PayActionWidgetController:ProcessPayment(action, executor) return end

---@class PaymentBalanced_ScriptConditionType : PaymentConditionTypeBase
---@field questAssignment TweakDBID
---@field difficulty EGameplayChallengeLevel
PaymentBalanced_ScriptConditionType = {}

---@return PaymentBalanced_ScriptConditionType
function PaymentBalanced_ScriptConditionType.new() return end

---@param props table
---@return PaymentBalanced_ScriptConditionType
function PaymentBalanced_ScriptConditionType.new(props) return end

---@param playerObject gameObject
---@return gameinteractionsvisBluelinePart
function PaymentBalanced_ScriptConditionType:GetBluelinePart(playerObject) return end

---@param playerObject gameObject
---@return Uint32
function PaymentBalanced_ScriptConditionType:GetPaymentAmount(playerObject) return end

---@return String
function PaymentBalanced_ScriptConditionType:ToString() return end

---@class PaymentBluelinePart : gameinteractionsvisBluelinePart
---@field playerMoney Int32
---@field paymentMoney Int32
PaymentBluelinePart = {}

---@return PaymentBluelinePart
function PaymentBluelinePart.new() return end

---@param props table
---@return PaymentBluelinePart
function PaymentBluelinePart.new(props) return end

---@class PaymentConditionTypeBase : BluelineConditionTypeBase
---@field inverted Bool
---@field payWhenSucceded Bool
PaymentConditionTypeBase = {}

---@return PaymentConditionTypeBase
function PaymentConditionTypeBase.new() return end

---@param props table
---@return PaymentConditionTypeBase
function PaymentConditionTypeBase.new(props) return end

---@param playerObject gameObject
---@return Bool
function PaymentConditionTypeBase:Evaluate(playerObject) return end

---@param playerObject gameObject
function PaymentConditionTypeBase:ExecuteBluelineAction(playerObject) return end

---@param playerObject gameObject
---@return Uint32
function PaymentConditionTypeBase:GetPaymentAmount(playerObject) return end

---@param playerObject gameObject
---@return questPaymentConditionData
function PaymentConditionTypeBase:GetPaymentData(playerObject) return end

---@return ItemID
function PaymentConditionTypeBase:GetPaymentMoneyItemId() return end

---@return Bool
function PaymentConditionTypeBase:IsInverted() return end

---@return Bool
function PaymentConditionTypeBase:IsPaidWhenSucceeded() return end

---@class PaymentFixedAmount_ScriptConditionType : PaymentConditionTypeBase
---@field payAmount Uint32
PaymentFixedAmount_ScriptConditionType = {}

---@return PaymentFixedAmount_ScriptConditionType
function PaymentFixedAmount_ScriptConditionType.new() return end

---@param props table
---@return PaymentFixedAmount_ScriptConditionType
function PaymentFixedAmount_ScriptConditionType.new(props) return end

---@param playerObject gameObject
---@return gameinteractionsvisBluelinePart
function PaymentFixedAmount_ScriptConditionType:GetBluelinePart(playerObject) return end

---@param playerObject gameObject
---@return Uint32
function PaymentFixedAmount_ScriptConditionType:GetPaymentAmount(playerObject) return end

---@param value Uint32
function PaymentFixedAmount_ScriptConditionType:SetPayAmountValue(value) return end

---@return String
function PaymentFixedAmount_ScriptConditionType:ToString() return end

---@class PendingSecuritySystemDisable : redEvent
---@field isPending Bool
PendingSecuritySystemDisable = {}

---@return PendingSecuritySystemDisable
function PendingSecuritySystemDisable.new() return end

---@param props table
---@return PendingSecuritySystemDisable
function PendingSecuritySystemDisable.new(props) return end

---@class PerfectChargeUIEvent : redEvent
---@field type CName
PerfectChargeUIEvent = {}

---@return PerfectChargeUIEvent
function PerfectChargeUIEvent.new() return end

---@param props table
---@return PerfectChargeUIEvent
function PerfectChargeUIEvent.new(props) return end

---@class PerfectDischargePrereq : StatPoolPrereq
---@field invert Bool
PerfectDischargePrereq = {}

---@return PerfectDischargePrereq
function PerfectDischargePrereq.new() return end

---@param props table
---@return PerfectDischargePrereq
function PerfectDischargePrereq.new(props) return end

---@param recordID TweakDBID|string
function PerfectDischargePrereq:Initialize(recordID) return end

---@param weaponObject gameweaponObject
---@return Bool
function PerfectDischargePrereq:IsDischargePerfect(weaponObject) return end

---@param context IScriptable
---@return Bool
function PerfectDischargePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function PerfectDischargePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function PerfectDischargePrereq:OnRegister(state, context) return end

---@class PerfectDischargePrereqListener : gameScriptStatPoolsListener
---@field state PerfectDischargePrereqState
PerfectDischargePrereqListener = {}

---@return PerfectDischargePrereqListener
function PerfectDischargePrereqListener.new() return end

---@param props table
---@return PerfectDischargePrereqListener
function PerfectDischargePrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function PerfectDischargePrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function PerfectDischargePrereqListener:RegisterState(state) return end

---@class PerfectDischargePrereqState : StatPoolPrereqState
---@field owner gameObject
---@field perfectDischargeListener PerfectDischargePrereqListener
PerfectDischargePrereqState = {}

---@return PerfectDischargePrereqState
function PerfectDischargePrereqState.new() return end

---@param props table
---@return PerfectDischargePrereqState
function PerfectDischargePrereqState.new(props) return end

---@param statPoolType gamedataStatPoolType
---@param valueToCheck Float
function PerfectDischargePrereqState:RegisterStatPoolListener(statPoolType, valueToCheck) return end

---@param oldValue Float
---@param newValue Float
function PerfectDischargePrereqState:StatPoolUpdate(oldValue, newValue) return end

---@param statPoolType gamedataStatPoolType
function PerfectDischargePrereqState:UnregisterStatPoolListener(statPoolType) return end

---@class PerformFastTravelRequest : gameScriptableSystemRequest
---@field pointData gameFastTravelPointData
---@field player gameObject
PerformFastTravelRequest = {}

---@return PerformFastTravelRequest
function PerformFastTravelRequest.new() return end

---@param props table
---@return PerformFastTravelRequest
function PerformFastTravelRequest.new(props) return end

---@class PerformedAction : redEvent
---@field action gamedeviceAction
PerformedAction = {}

---@return PerformedAction
function PerformedAction.new() return end

---@param props table
---@return PerformedAction
function PerformedAction.new(props) return end

---@class PerkAttributeHelper
PerkAttributeHelper = {}

---@return PerkAttributeHelper
function PerkAttributeHelper.new() return end

---@param props table
---@return PerkAttributeHelper
function PerkAttributeHelper.new(props) return end

---@param statType gamedataStatType
---@return TweakDBID
function PerkAttributeHelper.BaseStatToAttribute(statType) return end

---@param statType gamedataStatType
---@return PerkMenuAttribute
function PerkAttributeHelper.BaseStatToPerkMenuAttribute(statType) return end

---@param attribute PerkMenuAttribute
---@return CName
function PerkAttributeHelper.GetBottomConnectionState(attribute) return end

---@param attribute PerkMenuAttribute
---@return CName
function PerkAttributeHelper.GetIconAtlasPart(attribute) return end

---@param attribute PerkMenuAttribute
---@return String
function PerkAttributeHelper.GetName(attribute) return end

---@param attribute PerkMenuAttribute
---@return String
function PerkAttributeHelper.GetShortNameLocKey(attribute) return end

---@param attribute PerkMenuAttribute
---@return CName
function PerkAttributeHelper.GetTopConnectionState(attribute) return end

---@param perkMenuAttribute PerkMenuAttribute
---@return gamedataAttributeDataType
function PerkAttributeHelper.PerkMenuAttributeToAttributeDataType(perkMenuAttribute) return end

---@param perkMenuAttribute PerkMenuAttribute
---@return gamedataStatType
function PerkAttributeHelper.PerkMenuAttributeToStat(perkMenuAttribute) return end

---@class PerkBoughtEvent : redEvent
---@field perkType gamedataPerkType
PerkBoughtEvent = {}

---@return PerkBoughtEvent
function PerkBoughtEvent.new() return end

---@param props table
---@return PerkBoughtEvent
function PerkBoughtEvent.new(props) return end

---@class PerkDeviceMappinData : IScriptable
---@field ownerID entEntityID
---@field isUsed Bool
---@field position Vector4
---@field mappinID gameNewMappinID
PerkDeviceMappinData = {}

---@return PerkDeviceMappinData
function PerkDeviceMappinData.new() return end

---@param props table
---@return PerkDeviceMappinData
function PerkDeviceMappinData.new(props) return end

---@return gameNewMappinID
function PerkDeviceMappinData:GetMappinID() return end

---@return entEntityID
function PerkDeviceMappinData:GetOwnerID() return end

---@return Vector4
function PerkDeviceMappinData:GetPosition() return end

---@return Bool
function PerkDeviceMappinData:IsUsed() return end

function PerkDeviceMappinData:SetAsUsed() return end

---@param mappinID gameNewMappinID
function PerkDeviceMappinData:SetMappinID(mappinID) return end

---@param ownerID entEntityID
function PerkDeviceMappinData:SetOwnerID(ownerID) return end

---@param position Vector4
function PerkDeviceMappinData:SetPosition(position) return end

---@class PerkDeviceTickEvent : gameTickableEvent
PerkDeviceTickEvent = {}

---@return PerkDeviceTickEvent
function PerkDeviceTickEvent.new() return end

---@param props table
---@return PerkDeviceTickEvent
function PerkDeviceTickEvent.new(props) return end

---@class PerkDisplayContainerController : inkWidgetLogicController
---@field index Int32
---@field isTrait Bool
---@field widget inkWidgetReference
---@field data BasePerkDisplayData
---@field dataManager PlayerDevelopmentDataManager
---@field controller PerkDisplayController
PerkDisplayContainerController = {}

---@return PerkDisplayContainerController
function PerkDisplayContainerController.new() return end

---@param props table
---@return PerkDisplayContainerController
function PerkDisplayContainerController.new(props) return end

---@return Bool
function PerkDisplayContainerController:OnInitialize() return end

---@return BasePerkDisplayData
function PerkDisplayContainerController:GetPerkDisplayData() return end

---@return Int32
function PerkDisplayContainerController:GetPerkIndex() return end

---@param perkData BasePerkDisplayData
---@param dataManager PlayerDevelopmentDataManager
function PerkDisplayContainerController:SetData(perkData, dataManager) return end

function PerkDisplayContainerController:SpawnController() return end

---@class PerkDisplayContainerCreatedEvent : redEvent
---@field index Int32
---@field isTrait Bool
---@field container PerkDisplayContainerController
PerkDisplayContainerCreatedEvent = {}

---@return PerkDisplayContainerCreatedEvent
function PerkDisplayContainerCreatedEvent.new() return end

---@param props table
---@return PerkDisplayContainerCreatedEvent
function PerkDisplayContainerCreatedEvent.new(props) return end

---@class PerkDisplayController : inkButtonController
---@field levelText inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field fluffText inkTextWidgetReference
---@field requiredTrainerIcon inkWidgetReference
---@field requiredPointsText inkTextWidgetReference
---@field displayData BasePerkDisplayData
---@field dataManager PlayerDevelopmentDataManager
---@field playerDevelopmentData PlayerDevelopmentData
---@field recentlyPurchased Bool
---@field holdStarted Bool
---@field isTrait Bool
---@field wasLocked Bool
---@field index Int32
---@field cool_in_proxy inkanimProxy
---@field cool_out_proxy inkanimProxy
PerkDisplayController = {}

---@return PerkDisplayController
function PerkDisplayController.new() return end

---@param props table
---@return PerkDisplayController
function PerkDisplayController.new(props) return end

---@return Bool
function PerkDisplayController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function PerkDisplayController:OnPerkDisplayClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerkDisplayController:OnPerkDisplayHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerkDisplayController:OnPerkItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerkDisplayController:OnPerkItemHoverOver(evt) return end

---@return Bool
function PerkDisplayController:OnUninitialize() return end

---@param evt UnlimitedUnlocked
---@return Bool
function PerkDisplayController:OnUnlimitedUnlocked(evt) return end

---@param newDisplayData BasePerkDisplayData
---@param oldDisplayData BasePerkDisplayData
function PerkDisplayController:CheckRevealAnimation(newDisplayData, oldDisplayData) return end

---@param perkData PerkDisplayData
---@param offset Int32
---@return Int32
function PerkDisplayController:GetFluffRand(perkData, offset) return end

---@param traitData TraitDisplayData
---@param offset Int32
---@return Int32
function PerkDisplayController:GetFluffRand(traitData, offset) return end

---@param evt inkPointerEvent
---@return Bool
function PerkDisplayController:IsActionNameCompatible(evt) return end

---@param displayData BasePerkDisplayData
---@param dataManager PlayerDevelopmentDataManager
---@param index Int32
function PerkDisplayController:Setup(displayData, dataManager, index) return end

function PerkDisplayController:StopHoverAnimations() return end

---@param data BasePerkDisplayData
function PerkDisplayController:UpdateLayout(data) return end

---@param data PerkDisplayData
function PerkDisplayController:UpdateLayout(data) return end

---@param data TraitDisplayData
function PerkDisplayController:UpdateLayout(data) return end

function PerkDisplayController:Upgrade() return end

---@class PerkDisplayData : BasePerkDisplayData
---@field area gamedataPerkArea
---@field type gamedataPerkType
PerkDisplayData = {}

---@return PerkDisplayData
function PerkDisplayData.new() return end

---@param props table
---@return PerkDisplayData
function PerkDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function PerkDisplayData:CreateTooltipData(manager) return end

---@class PerkDisplayTooltipController : AGenericTooltipControllerWithDebug
---@field root inkWidgetReference
---@field perkNameText inkTextWidgetReference
---@field videoWrapper inkWidgetReference
---@field videoWidget inkVideoWidgetReference
---@field unlockStateText inkTextWidgetReference
---@field perkTypeText inkTextWidgetReference
---@field perkTypeWrapper inkWidgetReference
---@field unlockInfoWrapper inkWidgetReference
---@field unlockPointsText inkTextWidgetReference
---@field unlockPointsDesc inkTextWidgetReference
---@field unlockPerkWrapper inkWidgetReference
---@field levelText inkTextWidgetReference
---@field levelDescriptionText inkTextWidgetReference
---@field nextLevelWrapper inkWidgetReference
---@field nextLevelText inkTextWidgetReference
---@field nextLevelDescriptionText inkTextWidgetReference
---@field level1Wrapper inkWidgetReference
---@field levelsDescriptions PerkTooltipDescriptionEntry[]
---@field relatedWeaponTypeWrapper inkWidgetReference
---@field relatedWeaponTypeIcon inkImageWidgetReference
---@field relatedWeaponTypeText inkTextWidgetReference
---@field traitLevelGrowthText inkTextWidgetReference
---@field unlockTraitPointsText inkTextWidgetReference
---@field unlockTraitWrapper inkWidgetReference
---@field inputHints inkWidgetReference
---@field buyHint inkWidgetReference
---@field sellHint inkWidgetReference
---@field relicCost inkWidgetReference
---@field costText inkTextWidgetReference
---@field costImage inkImageWidgetReference
---@field perkLevelWrapper inkWidgetReference
---@field perkLevelCurrent inkTextWidgetReference
---@field perkLevelMax inkTextWidgetReference
---@field cornerContainer inkWidgetReference
---@field cyberwareDetailsInfo inkWidgetReference
---@field DEBUG_iconErrorWrapper inkWidgetReference
---@field DEBUG_iconErrorText inkTextWidgetReference
---@field data BasePerksMenuTooltipData
PerkDisplayTooltipController = {}

---@return PerkDisplayTooltipController
function PerkDisplayTooltipController.new() return end

---@param props table
---@return PerkDisplayTooltipController
function PerkDisplayTooltipController.new(props) return end

---@param data BasePerkDisplayData
function PerkDisplayTooltipController:CommonUpdateVideo(data) return end

function PerkDisplayTooltipController:DEBUG_UpdateDebugInfo() return end

---@param perkData BasePerkDisplayData
---@param levelDataRecord gamedataTweakDBRecord
---@return String
function PerkDisplayTooltipController:GetLevelDescription(perkData, levelDataRecord) return end

---@param levelDataRecord gamedataTweakDBRecord
---@return gameUILocalizationDataPackage
function PerkDisplayTooltipController:GetUiLocalizationData(levelDataRecord) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PerkDisplayTooltipController:IsTrulyEspionagePerk(perkType) return end

---@param type gamedataPerkWeaponGroupType
---@return TweakDBID
function PerkDisplayTooltipController:PerkWeaponGroupTypeToIcon(type) return end

---@param type gamedataPerkWeaponGroupType
---@return String
function PerkDisplayTooltipController:PerkWeaponGroupTypeToText(type) return end

function PerkDisplayTooltipController:Refresh() return end

---@param data PerkTooltipData
function PerkDisplayTooltipController:RefreshTooltip(data) return end

---@param data NewPerkTooltipData
function PerkDisplayTooltipController:RefreshTooltip(data) return end

---@param data TraitTooltipData
function PerkDisplayTooltipController:RefreshTooltip(data) return end

---@param tooltipData ATooltipData
function PerkDisplayTooltipController:SetData(tooltipData) return end

---@param data BasePerkDisplayData
function PerkDisplayTooltipController:UpdateName(data) return end

---@param perkData BasePerkDisplayData
---@param perkPackageRecords BasePerkLevelData_Records
function PerkDisplayTooltipController:UpdatePerkDescriptions(perkData, perkPackageRecords) return end

---@param perkRecord gamedataNewPerk_Record
function PerkDisplayTooltipController:UpdateRelatedWeaponType(perkRecord) return end

---@param playerDevelopmentData PlayerDevelopmentData
---@param data PerkTooltipData
function PerkDisplayTooltipController:UpdateRequirements(playerDevelopmentData, data) return end

---@param playerDevelopmentData PlayerDevelopmentData
---@param data NewPerkTooltipData
function PerkDisplayTooltipController:UpdateRequirements(playerDevelopmentData, data) return end

---@param playerDevelopmentData PlayerDevelopmentData
---@param data TraitTooltipData
function PerkDisplayTooltipController:UpdateRequirements(playerDevelopmentData, data) return end

---@param basePerkData BasePerkDisplayData
function PerkDisplayTooltipController:UpdateState(basePerkData) return end

---@param data BasePerksMenuTooltipData
---@param perkData BasePerkDisplayData
function PerkDisplayTooltipController:UpdateTooltipHints(data, perkData) return end

---@param data TraitTooltipData
function PerkDisplayTooltipController:UpdateTraitDescriptions(data) return end

---@param perkRecord gamedataTweakDBRecord
function PerkDisplayTooltipController:UpdateType(perkRecord) return end

---@param data BasePerksMenuTooltipData
---@param perkData BasePerkDisplayData
function PerkDisplayTooltipController:UpdateVideo(data, perkData) return end

---@param data TraitTooltipData
function PerkDisplayTooltipController:UpdateVideo(data) return end

---@class PerkHoverEventTooltipData
---@field widget inkWidget
---@field data IDisplayData
---@field placement gameuiETooltipPlacement
---@field isShown Bool
PerkHoverEventTooltipData = {}

---@return PerkHoverEventTooltipData
function PerkHoverEventTooltipData.new() return end

---@param props table
---@return PerkHoverEventTooltipData
function PerkHoverEventTooltipData.new(props) return end

---@class PerkHoverOutEvent : redEvent
---@field widget inkWidget
---@field perkData BasePerkDisplayData
PerkHoverOutEvent = {}

---@return PerkHoverOutEvent
function PerkHoverOutEvent.new() return end

---@param props table
---@return PerkHoverOutEvent
function PerkHoverOutEvent.new(props) return end

---@class PerkHoverOverEvent : redEvent
---@field widget inkWidget
---@field perkIndex Int32
---@field perkData BasePerkDisplayData
PerkHoverOverEvent = {}

---@return PerkHoverOverEvent
function PerkHoverOverEvent.new() return end

---@param props table
---@return PerkHoverOverEvent
function PerkHoverOverEvent.new(props) return end

---@class PerkLevelData_Records : BasePerkLevelData_Records
---@field arr gamedataPerkLevelData_Record[]
PerkLevelData_Records = {}

---@return PerkLevelData_Records
function PerkLevelData_Records.new() return end

---@param props table
---@return PerkLevelData_Records
function PerkLevelData_Records.new(props) return end

---@param index Int32
---@return gamedataPerkLevelData_Record
function PerkLevelData_Records:GetItemAt(index) return end

---@param perkRecord gamedataPerk_Record
function PerkLevelData_Records:Initialize(perkRecord) return end

---@class PerkMenuTooltipController : AGenericTooltipController
---@field titleContainer inkWidgetReference
---@field titleText inkTextWidgetReference
---@field typeContainer inkWidgetReference
---@field typeText inkTextWidgetReference
---@field desc1Container inkWidgetReference
---@field desc1Text inkTextWidgetReference
---@field desc2Container inkWidgetReference
---@field desc2Text inkTextWidgetReference
---@field desc2TextNextLevel inkTextWidgetReference
---@field desc2TextNextLevelDesc inkTextWidgetReference
---@field holdToUpgrade inkWidgetReference
---@field openPerkScreen inkWidgetReference
---@field videoContainerWidget inkWidgetReference
---@field videoWidget inkVideoWidgetReference
---@field data BasePerksMenuTooltipData
---@field maxProficiencyLevel Int32
PerkMenuTooltipController = {}

---@return PerkMenuTooltipController
function PerkMenuTooltipController.new() return end

---@param props table
---@return PerkMenuTooltipController
function PerkMenuTooltipController.new(props) return end

---@param outString String
---@param line String
function PerkMenuTooltipController:AppendLine(outString, line) return end

---@param outString String
function PerkMenuTooltipController:AppendNewLine(outString) return end

---@param data BasePerksMenuTooltipData
function PerkMenuTooltipController:PlayVideo(data) return end

function PerkMenuTooltipController:Refresh() return end

---@param value Bool
function PerkMenuTooltipController:SetCanOpenPerks(value) return end

---@param value Bool
function PerkMenuTooltipController:SetCanUpgrade(value) return end

---@param tooltipData ATooltipData
function PerkMenuTooltipController:SetData(tooltipData) return end

---@param value String
function PerkMenuTooltipController:SetDesc1(value) return end

---@param value String
function PerkMenuTooltipController:SetDesc2(value) return end

---@param value String
function PerkMenuTooltipController:SetTitle(value) return end

---@param value String
function PerkMenuTooltipController:SetType(value) return end

---@param data AttributeTooltipData
function PerkMenuTooltipController:SetupCustom(data) return end

---@param data SkillTooltipData
function PerkMenuTooltipController:SetupCustom(data) return end

---@param data BasePerksMenuTooltipData
function PerkMenuTooltipController:SetupShared(data) return end

---@class PerkPrereq : gameIScriptablePrereq
---@field invert Bool
---@field perk gamedataPerkType
PerkPrereq = {}

---@return PerkPrereq
function PerkPrereq.new() return end

---@param props table
---@return PerkPrereq
function PerkPrereq.new(props) return end

---@param recordID TweakDBID|string
function PerkPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PerkPrereq:IsFulfilled(context) return end

---@class PerkPrereqState : gamePrereqState
PerkPrereqState = {}

---@return PerkPrereqState
function PerkPrereqState.new() return end

---@param props table
---@return PerkPrereqState
function PerkPrereqState.new(props) return end

---@class PerkResetEvent : redEvent
PerkResetEvent = {}

---@return PerkResetEvent
function PerkResetEvent.new() return end

---@param props table
---@return PerkResetEvent
function PerkResetEvent.new(props) return end

---@class PerkScreenController : inkWidgetLogicController
---@field hubSelector inkWidgetReference
---@field connectionLinesContainer inkCompoundWidgetReference
---@field boughtConnectionLinesContainer inkCompoundWidgetReference
---@field maxedConnectionLinesContainer inkCompoundWidgetReference
---@field boughtMaskContainer inkCanvasWidgetReference
---@field maxedMaskContainer inkCanvasWidgetReference
---@field attributeNameText inkTextWidgetReference
---@field attributeLevelText inkTextWidgetReference
---@field levelControllerRef inkWidgetReference
---@field rewardsControllerRef inkWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field proficiencyRootRef inkWidgetReference
---@field proficiencyDescriptionText inkTextWidgetReference
---@field dataManager PlayerDevelopmentDataManager
---@field displayData AttributeDisplayData
---@field proficiencyRoot TabRadioGroup
---@field widgetMap PerkDisplayContainerController[]
---@field traitController PerkDisplayContainerController
---@field currentIndex Int32
---@field connectionLines Int32[]
---@field levelController StatsProgressController
---@field rewardsController StatsStreetCredReward
---@field tooltipsManager gameuiTooltipsManager
PerkScreenController = {}

---@return PerkScreenController
function PerkScreenController.new() return end

---@param props table
---@return PerkScreenController
function PerkScreenController.new(props) return end

---@return Bool
function PerkScreenController:OnInitialize() return end

---@param evt PerkBoughtEvent
---@return Bool
function PerkScreenController:OnPerkBoughtEvent(evt) return end

---@param evt PerkDisplayContainerCreatedEvent
---@return Bool
function PerkScreenController:OnPerkDisplayContainerCreated(evt) return end

---@param userData IScriptable
---@return Bool
function PerkScreenController:OnSetUserData(userData) return end

---@param evt TraitBoughtEvent
---@return Bool
function PerkScreenController:OnTraitBoughtEvent(evt) return end

---@return Bool
function PerkScreenController:OnUninitialize() return end

---@param evt UnlimitedUnlocked
---@return Bool
function PerkScreenController:OnUnlimitedUnlocked(evt) return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function PerkScreenController:OnValueChanged(controller, selectedIndex) return end

---@return inkWidget
function PerkScreenController:GetHubSelectorWidget() return end

---@param data ProficiencyDisplayData
---@return MenuData
function PerkScreenController:GetMenuData(data) return end

---@return ProficiencyDisplayData
function PerkScreenController:GetProficiencyDisplayData() return end

function PerkScreenController:ProcessTutorialFact() return end

---@param index Int32
function PerkScreenController:RebuildPerks(index) return end

---@param attributeDisplayData AttributeDisplayData
---@param startingIndex Int32
function PerkScreenController:RegisterProficiencyButtons(attributeDisplayData, startingIndex) return end

---@param displayData AttributeDisplayData
---@param dataManager PlayerDevelopmentDataManager
---@param startingIndex Int32
function PerkScreenController:Setup(displayData, dataManager, startingIndex) return end

---@param lineContainer inkCompoundWidgetReference
---@param show Bool
---@param lineNumber Int32
function PerkScreenController:ShowLineWidget(lineContainer, show, lineNumber) return end

---@param controller PerkDisplayContainerController
function PerkScreenController:SpawnConnectionGradiantMask(controller) return end

---@class PerkScreenTierInfo
---@field wrapper inkWidgetReference
---@field requirementText inkTextWidgetReference
---@field attributeLevelWrapper inkWidgetReference
---@field highlightWidget inkWidgetReference
---@field unlocked Bool
---@field hovered Bool
PerkScreenTierInfo = {}

---@return PerkScreenTierInfo
function PerkScreenTierInfo.new() return end

---@param props table
---@return PerkScreenTierInfo
function PerkScreenTierInfo.new(props) return end

---@class PerkTierHighlight
---@field position Float
---@field height Float
PerkTierHighlight = {}

---@return PerkTierHighlight
function PerkTierHighlight.new() return end

---@param props table
---@return PerkTierHighlight
function PerkTierHighlight.new(props) return end

---@class PerkTooltipData : BasePerksMenuTooltipData
---@field perkType gamedataPerkType
---@field perkArea gamedataPerkArea
---@field attributeId TweakDBID
---@field proficiency gamedataProficiencyType
---@field perkData PerkDisplayData
---@field attributeData AttributeData
PerkTooltipData = {}

---@return PerkTooltipData
function PerkTooltipData.new() return end

---@param props table
---@return PerkTooltipData
function PerkTooltipData.new(props) return end

function PerkTooltipData:RefreshRuntimeData() return end

---@class PerkTooltipDescriptionEntry
---@field wrapper inkWidgetReference
---@field level inkTextWidgetReference
---@field text inkTextWidgetReference
---@field videoLabel inkWidgetReference
---@field highlightLabel inkWidgetReference
PerkTooltipDescriptionEntry = {}

---@return PerkTooltipDescriptionEntry
function PerkTooltipDescriptionEntry.new() return end

---@param props table
---@return PerkTooltipDescriptionEntry
function PerkTooltipDescriptionEntry.new(props) return end

---@class PerkTraining : InteractiveDevice
---@field progressBarHeaderText String
---@field progressBarBottomText String
---@field pulsingEndSoundName CName
---@field animFeature AnimFeature_PerkDeviceData
---@field uiSlots entSlotComponent
PerkTraining = {}

---@return PerkTraining
function PerkTraining.new() return end

---@param props table
---@return PerkTraining
function PerkTraining.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function PerkTraining:OnAreaEnter(evt) return end

---@param evt ConnectionEndedEvent
---@return Bool
function PerkTraining:OnConnectionEnded(evt) return end

---@return Bool
function PerkTraining:OnDetach() return end

---@return Bool
function PerkTraining:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PerkTraining:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function PerkTraining:OnTakeControl(ri) return end

---@param evt PerkDeviceTickEvent
---@return Bool
function PerkTraining:OnTick(evt) return end

---@param evt TogglePersonalLink
---@return Bool
function PerkTraining:OnTogglePersonalLink(evt) return end

---@return EGameplayRole
function PerkTraining:DeterminGameplayRole() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function PerkTraining:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return PerkTrainingController
function PerkTraining:GetController() return end

---@return PerkTrainingControllerPS
function PerkTraining:GetDevicePS() return end

---@return CName
function PerkTraining:GetLightsEffectName() return end

---@return RelicPerkSystem
function PerkTraining:GetPerkSystem() return end

---@return gameIBlackboard
function PerkTraining:GetProgressBarBlackboard() return end

---@return Vector4
function PerkTraining:GetSlotPosition() return end

function PerkTraining:HideMappin() return end

---@param puppet gameObject
function PerkTraining:InitiatePersonalLinkWorkspot(puppet) return end

---@param evt entTriggerEvent
---@return Bool
function PerkTraining:IsTriggeredByPlayer(evt) return end

function PerkTraining:SetInitialAnimationState() return end

---@param isActive Bool
function PerkTraining:SetProgressBarActiveState(isActive) return end

function PerkTraining:SetProgressBarTexts() return end

function PerkTraining:ShowMappin() return end

function PerkTraining:StartProgressBar() return end

function PerkTraining:StartTickEvent() return end

function PerkTraining:TryShowMappin() return end

function PerkTraining:UpdatePulsingEffects() return end

---@class PerkTrainingController : ScriptableDeviceComponent
PerkTrainingController = {}

---@return PerkTrainingController
function PerkTrainingController.new() return end

---@param props table
---@return PerkTrainingController
function PerkTrainingController.new(props) return end

---@return PerkTrainingControllerPS
function PerkTrainingController:GetPS() return end

---@class PerkTrainingControllerPS : ScriptableDeviceComponentPS
---@field interactionTweakDBID TweakDBID
---@field loopTime Float
---@field jackinStartTime Float
---@field isCorePerk Bool
---@field perkGranted Bool
---@field wasDetected Bool
PerkTrainingControllerPS = {}

---@return PerkTrainingControllerPS
function PerkTrainingControllerPS.new() return end

---@param props table
---@return PerkTrainingControllerPS
function PerkTrainingControllerPS.new(props) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function PerkTrainingControllerPS:GetActions(context) return end

---@return Float
function PerkTrainingControllerPS:GetLoopTime() return end

---@return Bool
function PerkTrainingControllerPS:IsPerkGranted() return end

---@param evt ConnectionEndedEvent
---@return EntityNotificationType
function PerkTrainingControllerPS:OnConnectionEnded(evt) return end

---@param evt TogglePersonalLink
---@param abortOperations Bool
function PerkTrainingControllerPS:ResolvePersonalLinkConnection(evt, abortOperations) return end

function PerkTrainingControllerPS:SetDeviceAsDetected() return end

---@return Bool
function PerkTrainingControllerPS:ShouldExposePersonalLinkAction() return end

---@param evt TogglePersonalLink
function PerkTrainingControllerPS:StartConnectionLoopCountdown(evt) return end

function PerkTrainingControllerPS:TryGrantPerk() return end

---@return Bool
function PerkTrainingControllerPS:WasDetected() return end

---@class PerkUserData : IScriptable
---@field statType gamedataStatType
---@field cyberwareScreenType CyberwareScreenType
---@field perkType gamedataNewPerkType
PerkUserData = {}

---@return PerkUserData
function PerkUserData.new() return end

---@param props table
---@return PerkUserData
function PerkUserData.new(props) return end

---@class PerksItemHoldStart : redEvent
---@field widget inkWidget
---@field actionName inkActionName
---@field perkData BasePerkDisplayData
PerksItemHoldStart = {}

---@return PerksItemHoldStart
function PerksItemHoldStart.new() return end

---@param props table
---@return PerksItemHoldStart
function PerksItemHoldStart.new(props) return end

---@class PerksLevelBarController : inkWidgetLogicController
---@field foregroundImage inkWidgetReference
---@field backgroundImage inkWidgetReference
PerksLevelBarController = {}

---@return PerksLevelBarController
function PerksLevelBarController.new() return end

---@param props table
---@return PerksLevelBarController
function PerksLevelBarController.new(props) return end

---@param progress Float
function PerksLevelBarController:SetProgress(progress) return end

---@class PerksMainGameController : gameuiMenuGameController
---@field tooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field playerLevel inkTextWidgetReference
---@field centerHiglightParts inkWidgetReference[]
---@field attributeSelectorsContainer inkWidgetReference
---@field perksScreen inkWidgetReference
---@field pointsDisplay inkWidgetReference
---@field johnnyConnectorRef inkWidgetReference
---@field attributeTooltipHolderRight inkWidgetReference
---@field attributeTooltipHolderLeft inkWidgetReference
---@field respecButtonContainer inkWidgetReference
---@field cantRespecNotificationContainer inkWidgetReference
---@field resetPrice inkTextWidgetReference
---@field spentPerks inkTextWidgetReference
---@field activeScreen CharacterScreenType
---@field tooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field dataManager PlayerDevelopmentDataManager
---@field menuEventDispatcher inkMenuEventDispatcher
---@field perksMenuItemCreatedQueue PerksMenuAttributeItemCreated[]
---@field attributesControllersList PerksMenuAttributeItemController[]
---@field playerStatsBlackboard gameIBlackboard
---@field characterLevelListener redCallbackObject
---@field perksScreenController PerkScreenController
---@field pointsDisplayController PerksPointsDisplayController
---@field questSystem questQuestsSystem
---@field equipmentSystem EquipmentSystem
---@field resetConfirmationToken inkGameNotificationToken
---@field inCombat Bool
---@field enoughMoneyForRespec Bool
---@field cantRespecAnim inkanimProxy
---@field lastHoveredAttribute PerkMenuAttribute
PerksMainGameController = {}

---@return PerksMainGameController
function PerksMainGameController.new() return end

---@param props table
---@return PerksMainGameController
function PerksMainGameController.new(props) return end

---@param e ActiveSkillScreenChangedEvent
---@return Bool
function PerksMainGameController:OnActiveSkillScreenChanged(e) return end

---@param evt PerksMenuAttributeItemClicked
---@return Bool
function PerksMainGameController:OnAttributeClicked(evt) return end

---@param evt PerksMenuAttributeItemHoldStart
---@return Bool
function PerksMainGameController:OnAttributeHoldStart(evt) return end

---@param evt PerksMenuAttributeItemHoverOut
---@return Bool
function PerksMainGameController:OnAttributeHoverOut(evt) return end

---@param evt PerksMenuAttributeItemHoverOver
---@return Bool
function PerksMainGameController:OnAttributeHoverOver(evt) return end

---@param evt AttributeUpgradePurchased
---@return Bool
function PerksMainGameController:OnAttributePurchaseRequest(evt) return end

---@param evt AttributeBoughtEvent
---@return Bool
function PerksMainGameController:OnAttributePurchased(evt) return end

---@param userData IScriptable
---@return Bool
function PerksMainGameController:OnBack(userData) return end

---@param controller inkButtonController
---@return Bool
function PerksMainGameController:OnBackClick(controller) return end

---@param value Int32
---@return Bool
function PerksMainGameController:OnCharacterLevelUpdated(value) return end

---@return Bool
function PerksMainGameController:OnInitialize() return end

---@param evt PerksItemHoldStart
---@return Bool
function PerksMainGameController:OnPerkHoldStart(evt) return end

---@param evt PerkHoverOutEvent
---@return Bool
function PerksMainGameController:OnPerkHoverOut(evt) return end

---@param evt PerkHoverOverEvent
---@return Bool
function PerksMainGameController:OnPerkHoverOver(evt) return end

---@param evt PerkBoughtEvent
---@return Bool
function PerksMainGameController:OnPerkPurchased(evt) return end

---@param evt PerkResetEvent
---@return Bool
function PerksMainGameController:OnPerkResetEvent(evt) return end

---@param evt PerksMenuAttributeItemCreated
---@return Bool
function PerksMainGameController:OnPerksMenuAttributeItemCreated(evt) return end

---@param playerPuppet gameObject
---@return Bool
function PerksMainGameController:OnPlayerAttach(playerPuppet) return end

---@param evt PlayerDevUpdateDataEvent
---@return Bool
function PerksMainGameController:OnPlayerDevUpdateData(evt) return end

---@param evt PerksMenuProficiencyItemClicked
---@return Bool
function PerksMainGameController:OnProficiencyClicked(evt) return end

---@param data inkGameNotificationData
---@return Bool
function PerksMainGameController:OnResetConfirmed(data) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMainGameController:OnResetPerksClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMainGameController:OnResetPerksHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMainGameController:OnResetPerksHoverOver(evt) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function PerksMainGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function PerksMainGameController:OnUninitialize() return end

---@return Bool
function PerksMainGameController:OnUnitialize() return end

function PerksMainGameController:CheckJohnnyFact() return end

function PerksMainGameController:HandleEventQueue() return end

function PerksMainGameController:HideTooltip() return end

---@param value Bool
function PerksMainGameController:PlayHoverAnimation(value) return end

function PerksMainGameController:PrepareTooltips() return end

function PerksMainGameController:ResetData() return end

function PerksMainGameController:ResetHighlightPartsVisibility() return end

---@param screenType CharacterScreenType
function PerksMainGameController:SetActiveScreen(screenType) return end

function PerksMainGameController:SetAttributeBuyButtonHintHoverOut() return end

---@param data AttributeData
function PerksMainGameController:SetAttributeBuyButtonHintHoverOver(data) return end

function PerksMainGameController:SetAttributeHintsHoverOut() return end

function PerksMainGameController:SetAttributeHintsHoverOver() return end

function PerksMainGameController:SetPerksButtonHintHoverOut() return end

---@param data BasePerkDisplayData
function PerksMainGameController:SetPerksButtonHintHoverOver(data) return end

---@param visible Bool
function PerksMainGameController:SetRespecButton(visible) return end

function PerksMainGameController:SetupLayout() return end

---@param widget inkWidget
---@param data IDisplayData
---@param placement gameuiETooltipPlacement
function PerksMainGameController:ShowTooltip(widget, data, placement) return end

function PerksMainGameController:UpdateAvailablePoints() return end

---@class PerksMenuAttributeDisplayController : BaseButtonView
---@field widgetWrapper inkWidgetReference
---@field foregroundWrapper inkWidgetReference
---@field attributeName inkTextWidgetReference
---@field attributeIcon inkImageWidgetReference
---@field attributeLevel inkTextWidgetReference
---@field frameHovered inkWidgetReference
---@field accent1Hovered inkWidgetReference
---@field accent1BGHovered inkWidgetReference
---@field accent2Hovered inkWidgetReference
---@field accent2BGHovered inkWidgetReference
---@field topConnectionContainer inkWidgetReference
---@field bottomConnectionContainer inkWidgetReference
---@field levelContainer inkWidgetReference
---@field dataManager PlayerDevelopmentDataManager
---@field attribute PerkMenuAttribute
---@field attributeData AttributeData
PerksMenuAttributeDisplayController = {}

---@return PerksMenuAttributeDisplayController
function PerksMenuAttributeDisplayController.new() return end

---@param props table
---@return PerksMenuAttributeDisplayController
function PerksMenuAttributeDisplayController.new(props) return end

---@return Bool
function PerksMenuAttributeDisplayController:OnInitialize() return end

---@return AttributeData
function PerksMenuAttributeDisplayController:GetAttributeData() return end

---@return gamedataStatType
function PerksMenuAttributeDisplayController:GetStatType() return end

---@param animation CName|string
---@return inkanimProxy
function PerksMenuAttributeDisplayController:PlayAnimation(animation) return end

---@param value Bool
function PerksMenuAttributeDisplayController:PlayHoverAnimation(value) return end

function PerksMenuAttributeDisplayController:ResetHoverOpacity() return end

---@param value Bool
function PerksMenuAttributeDisplayController:SetHovered(value) return end

---@param attribute PerkMenuAttribute
---@param dataManager PlayerDevelopmentDataManager
function PerksMenuAttributeDisplayController:Setup(attribute, dataManager) return end

function PerksMenuAttributeDisplayController:Update() return end

function PerksMenuAttributeDisplayController:UpdateConnections() return end

---@param attributeData AttributeData
function PerksMenuAttributeDisplayController:UpdateData(attributeData) return end

function PerksMenuAttributeDisplayController:UpdateIcon() return end

function PerksMenuAttributeDisplayController:UpdateLevel() return end

function PerksMenuAttributeDisplayController:UpdateName() return end

---@class PerksMenuAttributeItemClicked : redEvent
---@field widget inkWidget
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
---@field isHeld Bool
PerksMenuAttributeItemClicked = {}

---@return PerksMenuAttributeItemClicked
function PerksMenuAttributeItemClicked.new() return end

---@param props table
---@return PerksMenuAttributeItemClicked
function PerksMenuAttributeItemClicked.new(props) return end

---@class PerksMenuAttributeItemController : inkWidgetLogicController
---@field attributeDisplay inkWidgetReference
---@field connectionLine inkImageWidgetReference
---@field attributeType PerkMenuAttribute
---@field skillsLevelsContainer inkCompoundWidgetReference
---@field proficiencyButtonRefs inkWidgetReference[]
---@field isReversed Bool
---@field dataManager PlayerDevelopmentDataManager
---@field attributeDisplayController PerksMenuAttributeDisplayController
---@field recentlyPurchased Bool
---@field holdStarted Bool
---@field data AttributeData
---@field cool_in_proxy inkanimProxy
---@field cool_out_proxy inkanimProxy
PerksMenuAttributeItemController = {}

---@return PerksMenuAttributeItemController
function PerksMenuAttributeItemController.new() return end

---@param props table
---@return PerksMenuAttributeItemController
function PerksMenuAttributeItemController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnAttributeItemClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnAttributeItemHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnAttributeItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnAttributeItemHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnContainerHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PerksMenuAttributeItemController:OnContainerHoverOver(evt) return end

---@return Bool
function PerksMenuAttributeItemController:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function PerksMenuAttributeItemController:OnProficiencyClicked(controller) return end

---@return PerkMenuAttribute
function PerksMenuAttributeItemController:GetAttributeType() return end

---@return gamedataStatType
function PerksMenuAttributeItemController:GetStatType() return end

---@param value Bool
function PerksMenuAttributeItemController:PlayConnectionAnimation(value) return end

---@param dataManager PlayerDevelopmentDataManager
function PerksMenuAttributeItemController:Setup(dataManager) return end

---@param attributeData AttributeData
function PerksMenuAttributeItemController:SetupProficiencyButtons(attributeData) return end

---@param value Bool
function PerksMenuAttributeItemController:ShowProficiencyButton(value) return end

function PerksMenuAttributeItemController:StopHoverAnimations() return end

---@param attributeData AttributeData
function PerksMenuAttributeItemController:UpdateData(attributeData) return end

---@class PerksMenuAttributeItemCreated : redEvent
---@field perksMenuAttributeItem PerksMenuAttributeItemController
PerksMenuAttributeItemCreated = {}

---@return PerksMenuAttributeItemCreated
function PerksMenuAttributeItemCreated.new() return end

---@param props table
---@return PerksMenuAttributeItemCreated
function PerksMenuAttributeItemCreated.new(props) return end

---@class PerksMenuAttributeItemHoldStart : redEvent
---@field widget inkWidget
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
---@field actionName inkActionName
PerksMenuAttributeItemHoldStart = {}

---@return PerksMenuAttributeItemHoldStart
function PerksMenuAttributeItemHoldStart.new() return end

---@param props table
---@return PerksMenuAttributeItemHoldStart
function PerksMenuAttributeItemHoldStart.new(props) return end

---@class PerksMenuAttributeItemHoverOut : redEvent
---@field widget inkWidget
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
PerksMenuAttributeItemHoverOut = {}

---@return PerksMenuAttributeItemHoverOut
function PerksMenuAttributeItemHoverOut.new() return end

---@param props table
---@return PerksMenuAttributeItemHoverOut
function PerksMenuAttributeItemHoverOut.new(props) return end

---@class PerksMenuAttributeItemHoverOver : redEvent
---@field widget inkWidget
---@field attributeType PerkMenuAttribute
---@field attributeData AttributeData
PerksMenuAttributeItemHoverOver = {}

---@return PerksMenuAttributeItemHoverOver
function PerksMenuAttributeItemHoverOver.new() return end

---@param props table
---@return PerksMenuAttributeItemHoverOver
function PerksMenuAttributeItemHoverOver.new(props) return end

---@class PerksMenuAttributeItemReleased : redEvent
PerksMenuAttributeItemReleased = {}

---@return PerksMenuAttributeItemReleased
function PerksMenuAttributeItemReleased.new() return end

---@param props table
---@return PerksMenuAttributeItemReleased
function PerksMenuAttributeItemReleased.new(props) return end

---@class PerksMenuProficiencyItemClicked : PerksMenuAttributeItemClicked
---@field index Int32
PerksMenuProficiencyItemClicked = {}

---@return PerksMenuProficiencyItemClicked
function PerksMenuProficiencyItemClicked.new() return end

---@param props table
---@return PerksMenuProficiencyItemClicked
function PerksMenuProficiencyItemClicked.new(props) return end

---@class PerksPointsDisplayController : inkWidgetLogicController
---@field desc1Text inkTextWidgetReference
---@field value1Text inkTextWidgetReference
---@field icon1 inkImageWidgetReference
---@field desc2Text inkTextWidgetReference
---@field value2Text inkTextWidgetReference
---@field icon2 inkImageWidgetReference
---@field desc3Text inkTextWidgetReference
---@field value3Text inkTextWidgetReference
---@field icon3 inkImageWidgetReference
---@field screenType CharacterScreenType
PerksPointsDisplayController = {}

---@return PerksPointsDisplayController
function PerksPointsDisplayController.new() return end

---@param props table
---@return PerksPointsDisplayController
function PerksPointsDisplayController.new(props) return end

---@param desc1 String
---@param desc2 String
function PerksPointsDisplayController:SetDescriptions(desc1, desc2) return end

---@param part1 CName|string
---@param part2 CName|string
function PerksPointsDisplayController:SetIcons(part1, part2) return end

---@param value1 Int32
---@param value2 Int32
---@param value3 Int32
function PerksPointsDisplayController:SetValues(value1, value2, value3) return end

---@param value1 Int32
---@param value2 Int32
function PerksPointsDisplayController:SetValues(value1, value2) return end

---@param type CharacterScreenType
function PerksPointsDisplayController:Setup(type) return end

---@class PerksScreenStaticData : IScriptable
PerksScreenStaticData = {}

---@return PerksScreenStaticData
function PerksScreenStaticData.new() return end

---@param props table
---@return PerksScreenStaticData
function PerksScreenStaticData.new(props) return end

---@return Int32[]
function PerksScreenStaticData.GetPerksConnectionLines() return end

---@class PerksSkillLabelContentContainer : HubMenuLabelContentContainer
---@field levelLabel inkTextWidgetReference
---@field levelBar inkWidgetReference
---@field skillData ProficiencyDisplayData
PerksSkillLabelContentContainer = {}

---@return PerksSkillLabelContentContainer
function PerksSkillLabelContentContainer.new() return end

---@param props table
---@return PerksSkillLabelContentContainer
function PerksSkillLabelContentContainer.new(props) return end

---@param evt PerkBoughtEvent
---@return Bool
function PerksSkillLabelContentContainer:OnPerkPurchased(evt) return end

---@param skill ProficiencyDisplayData
function PerksSkillLabelContentContainer:RefreshSkillData(skill) return end

---@param data MenuData
function PerksSkillLabelContentContainer:SetData(data) return end

---@class PerksSkillLabelController : HubMenuLabelController
PerksSkillLabelController = {}

---@return PerksSkillLabelController
function PerksSkillLabelController.new() return end

---@param props table
---@return PerksSkillLabelController
function PerksSkillLabelController.new(props) return end

---@param active Bool
function PerksSkillLabelController:SetActive(active) return end

---@param data MenuData
---@param direction Int32
function PerksSkillLabelController:SetTargetData(data, direction) return end

---@class PerksSkillsLevelDisplayController : inkWidgetLogicController
---@field tint inkWidgetReference
PerksSkillsLevelDisplayController = {}

---@return PerksSkillsLevelDisplayController
function PerksSkillsLevelDisplayController.new() return end

---@param props table
---@return PerksSkillsLevelDisplayController
function PerksSkillsLevelDisplayController.new(props) return end

---@param data AreaDisplayData
function PerksSkillsLevelDisplayController:Setup(data) return end

---@class PerksSkillsLevelsContainerController : inkWidgetLogicController
---@field topRowItemsContainer inkCompoundWidgetReference
---@field bottomRowItemsContainer inkCompoundWidgetReference
---@field levelBar inkWidgetReference
---@field levelBarSpacer inkWidgetReference
---@field label inkTextWidgetReference
---@field proficiencyDisplayData ProficiencyDisplayData
PerksSkillsLevelsContainerController = {}

---@return PerksSkillsLevelsContainerController
function PerksSkillsLevelsContainerController.new() return end

---@param props table
---@return PerksSkillsLevelsContainerController
function PerksSkillsLevelsContainerController.new(props) return end

---@param proficiencyDisplayData ProficiencyDisplayData
function PerksSkillsLevelsContainerController:Setup(proficiencyDisplayData) return end

function PerksSkillsLevelsContainerController:UpdateLevelBar() return end

function PerksSkillsLevelsContainerController:UpdateLevelsIndicators() return end

---@class PersistentDotSettingsListener : userSettingsVarListener
---@field controller CrosshairGameControllerPersistentDot
PersistentDotSettingsListener = {}

---@return PersistentDotSettingsListener
function PersistentDotSettingsListener.new() return end

---@param props table
---@return PersistentDotSettingsListener
function PersistentDotSettingsListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function PersistentDotSettingsListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param controller CrosshairGameControllerPersistentDot
function PersistentDotSettingsListener:RegisterController(controller) return end

---@class PersonnelSystem : DeviceSystemBase
---@field EnableE3QuickHacks Bool
PersonnelSystem = {}

---@return PersonnelSystem
function PersonnelSystem.new() return end

---@param props table
---@return PersonnelSystem
function PersonnelSystem.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PersonnelSystem:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function PersonnelSystem:OnTakeControl(ri) return end

---@return PersonnelSystemController
function PersonnelSystem:GetController() return end

---@return PersonnelSystemControllerPS
function PersonnelSystem:GetDevicePS() return end

---@class PersonnelSystemController : DeviceSystemBaseController
PersonnelSystemController = {}

---@return PersonnelSystemController
function PersonnelSystemController.new() return end

---@param props table
---@return PersonnelSystemController
function PersonnelSystemController.new(props) return end

---@return PersonnelSystemControllerPS
function PersonnelSystemController:GetPS() return end

---@class PersonnelSystemControllerPS : DeviceSystemBaseControllerPS
PersonnelSystemControllerPS = {}

---@return PersonnelSystemControllerPS
function PersonnelSystemControllerPS.new() return end

---@param props table
---@return PersonnelSystemControllerPS
function PersonnelSystemControllerPS.new(props) return end

---@return Bool
function PersonnelSystemControllerPS:OnInstantiated() return end

function PersonnelSystemControllerPS:Initialize() return end

---@class PhoneCallUploadDurationListener : gameCustomValueStatPoolsListener
---@field gameInstance ScriptGameInstance
---@field requesterPuppet ScriptedPuppet
---@field requesterID entEntityID
---@field duration Float
---@field statPoolType gamedataStatPoolType
PhoneCallUploadDurationListener = {}

---@return PhoneCallUploadDurationListener
function PhoneCallUploadDurationListener.new() return end

---@param props table
---@return PhoneCallUploadDurationListener
function PhoneCallUploadDurationListener.new(props) return end

---@return Bool
function PhoneCallUploadDurationListener:OnStatPoolAdded() return end

---@param value Float
---@return Bool
function PhoneCallUploadDurationListener:OnStatPoolMaxValueReached(value) return end

---@return Bool
function PhoneCallUploadDurationListener:OnStatPoolRemoved() return end

function PhoneCallUploadDurationListener:SendUploadFinishedEvent() return end

function PhoneCallUploadDurationListener:SendUploadStartedEvent() return end

function PhoneCallUploadDurationListener:SetRegenBehavior() return end

function PhoneCallUploadDurationListener:UnregisterListener() return end

---@class PhoneContactHiddenEvent : redEvent
---@field HiddenItem inkVirtualCompoundItemController
PhoneContactHiddenEvent = {}

---@return PhoneContactHiddenEvent
function PhoneContactHiddenEvent.new() return end

---@param props table
---@return PhoneContactHiddenEvent
function PhoneContactHiddenEvent.new(props) return end

---@class PhoneContactItemVirtualController : inkVirtualCompoundItemController
---@field label inkTextWidgetReference
---@field preview inkTextWidgetReference
---@field msgCount inkTextWidgetReference
---@field msgIndicator inkWidgetReference
---@field questFlag inkWidgetReference
---@field regFlag inkWidgetReference
---@field replyAlertIcon inkWidgetReference
---@field callInputHint inkWidgetReference
---@field chatInputHint inkWidgetReference
---@field separtor inkWidgetReference
---@field animProxySelection inkanimProxy
---@field animProxyHide inkanimProxy
---@field contactData ContactData
---@field pulse PulseAnimation
---@field isQuestImportant Bool
---@field isUnread Bool
---@field isCallingEnabled Bool
---@field root inkWidget
PhoneContactItemVirtualController = {}

---@return PhoneContactItemVirtualController
function PhoneContactItemVirtualController.new() return end

---@param props table
---@return PhoneContactItemVirtualController
function PhoneContactItemVirtualController.new(props) return end

---@param value Variant
---@return Bool
function PhoneContactItemVirtualController:OnDataChanged(value) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function PhoneContactItemVirtualController:OnDeselected(itemController) return end

---@param proxy inkanimProxy
---@return Bool
function PhoneContactItemVirtualController:OnHideAnimFinished(proxy) return end

---@return Bool
function PhoneContactItemVirtualController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function PhoneContactItemVirtualController:OnSelected(itemController, discreteNav) return end

---@return ContactData
function PhoneContactItemVirtualController:GetContactData() return end

function PhoneContactItemVirtualController:Hide() return end

function PhoneContactItemVirtualController:OpenInChat() return end

function PhoneContactItemVirtualController:PlayScaleToRemoveAnimation() return end

---@param select Bool
function PhoneContactItemVirtualController:Refresh(select) return end

---@param enabled Bool
function PhoneContactItemVirtualController:SetCallingEnabled(enabled) return end

---@param time GameTime
function PhoneContactItemVirtualController:SetTimeText(time) return end

---@class PhoneDialerGameController : gameuiNewPhoneRelatedHUDGameController
---@field contactsList inkWidgetReference
---@field avatarImage inkImageWidgetReference
---@field hintMessenger inkWidgetReference
---@field scrollArea inkScrollAreaWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field journalManager gameJournalManager
---@field phoneSystem PhoneSystem
---@field active Bool
---@field listController inkVirtualListController
---@field dataSource inkScriptableDataSourceWrapper
---@field dataView DialerContactDataView
---@field templateClassifier DialerContactTemplateClassifier
---@field scrollController inkScrollController
---@field soundName CName
---@field audioPhoneNavigation CName
---@field phoneBlackboard gameIBlackboard
---@field phoneBBDefinition UI_ComDeviceDef
---@field contactOpensBBID redCallbackObject
---@field switchAnimProxy inkanimProxy
---@field transitionAnimProxy inkanimProxy
---@field repeatingScrollActionEnabled Bool
---@field firstInit Bool
PhoneDialerGameController = {}

---@return PhoneDialerGameController
function PhoneDialerGameController.new() return end

---@param props table
---@return PhoneDialerGameController
function PhoneDialerGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PhoneDialerGameController:OnAction(action, consumer) return end

---@return Bool
function PhoneDialerGameController:OnAllElementsSpawned() return end

---@param proxy inkanimProxy
---@return Bool
function PhoneDialerGameController:OnHideAnimFinished(proxy) return end

---@return Bool
function PhoneDialerGameController:OnInitialize() return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
---@return Bool
function PhoneDialerGameController:OnItemSelected(previous, next) return end

---@param value Bool
---@return Bool
function PhoneDialerGameController:OnPhoneStateChanged(value) return end

---@param value Vector2
---@return Bool
function PhoneDialerGameController:OnScrollChanged(value) return end

---@return Bool
function PhoneDialerGameController:OnUninitialize() return end

function PhoneDialerGameController:CallSelectedContact() return end

function PhoneDialerGameController:CleanVirtualList() return end

function PhoneDialerGameController:CloseContactList() return end

function PhoneDialerGameController:GotoMessengerMenu() return end

function PhoneDialerGameController:Hide() return end

function PhoneDialerGameController:InitVirtualList() return end

function PhoneDialerGameController:PopulateData() return end

function PhoneDialerGameController:Show() return end

---@class PhoneDialerLogicController : inkWidgetLogicController
---@field tabsContainer inkWidgetReference
---@field titleContainer inkWidgetReference
---@field titleTextWidget inkTextWidgetReference
---@field acceptButtonLabel inkTextWidgetReference
---@field action2ButtonLabel inkTextWidgetReference
---@field inputHintsPanel inkWidgetReference
---@field threadPanel inkWidgetReference
---@field threadList inkWidgetReference
---@field callsQuestFlag inkWidgetReference
---@field arrow inkWidgetReference
---@field threadTab inkWidgetReference
---@field unreadTab inkWidgetReference
---@field threadTabLabel inkTextWidgetReference
---@field contactsList inkWidgetReference
---@field avatarImage inkImageWidgetReference
---@field contactAvatarsFluff inkWidgetReference
---@field scrollArea inkScrollAreaWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field acceptButtonWidget inkWidgetReference
---@field action2ButtonWidget inkWidgetReference
---@field showAllButtonWidget inkWidgetReference
---@field showAllLabel inkTextWidgetReference
---@field nothingToReadMessageWidget inkWidgetReference
---@field scrollBarWidget inkWidgetReference
---@field listController inkVirtualListController
---@field dataSource inkScriptableDataSourceWrapper
---@field dataView DialerContactDataView
---@field templateClassifier DialerContactTemplateClassifier
---@field scrollController inkScrollController
---@field switchAnimProxy inkanimProxy
---@field transitionAnimProxy inkanimProxy
---@field horizontalMoveAnimProxy inkanimProxy
---@field threadsController inkVirtualListController
---@field dataSourceCache inkScriptableDataSourceWrapper
---@field dataViewCache DialerContactDataView
---@field moveBehindAnimProxy inkanimProxy
---@field hideContactAnimProxy inkanimProxy
---@field contactIndexCache Uint32
---@field menuSelectorCtrl PhoneDialerSelectionController
---@field firstInit Bool
---@field indexToSelect Uint32
---@field hidingIndex Uint32
---@field pulseAnim PulseAnimation
---@field leftMargin inkMargin
---@field rightMargin inkMargin
---@field currentTab PhoneDialerTabs
---@field callingEnabled Bool
PhoneDialerLogicController = {}

---@return PhoneDialerLogicController
function PhoneDialerLogicController.new() return end

---@param props table
---@return PhoneDialerLogicController
function PhoneDialerLogicController.new(props) return end

---@return Bool
function PhoneDialerLogicController:OnAllElementsSpawned() return end

---@param evt FocusSmsMessagerEvent
---@return Bool
function PhoneDialerLogicController:OnGotFocus(evt) return end

---@param proxy inkanimProxy
---@return Bool
function PhoneDialerLogicController:OnHideAnimFinished(proxy) return end

---@return Bool
function PhoneDialerLogicController:OnInitialize() return end

---@param evt PhoneContactHiddenEvent
---@return Bool
function PhoneDialerLogicController:OnItemHidden(evt) return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
---@return Bool
function PhoneDialerLogicController:OnItemSelected(previous, next) return end

---@param evt UnfocusSmsMessagerEvent
---@return Bool
function PhoneDialerLogicController:OnLostFocus(evt) return end

---@param proxy inkanimProxy
---@return Bool
function PhoneDialerLogicController:OnMoveBehindAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function PhoneDialerLogicController:OnMoveBehindReversedAnimFinished(proxy) return end

---@param value Vector2
---@return Bool
function PhoneDialerLogicController:OnScrollChanged(value) return end

---@return Bool
function PhoneDialerLogicController:OnUninitialize() return end

function PhoneDialerLogicController:CleanVirtualList() return end

function PhoneDialerLogicController:CloseContactList() return end

---@return Int32
function PhoneDialerLogicController:GetContactWithUnreadHash() return end

---@return ContactData
function PhoneDialerLogicController:GetSelectedContactData() return end

---@return Int32
function PhoneDialerLogicController:GetSelectedContactHash() return end

---@return Uint32
function PhoneDialerLogicController:GetSelectedContactIndex() return end

function PhoneDialerLogicController:GotoMessengerMenu() return end

function PhoneDialerLogicController:Hide() return end

function PhoneDialerLogicController:HideSelectedItem() return end

---@param tab PhoneDialerTabs
function PhoneDialerLogicController:HideTab(tab) return end

function PhoneDialerLogicController:InitVirtualList() return end

---@return Bool
function PhoneDialerLogicController:IsEmpty() return end

---@param moveToRight Bool
function PhoneDialerLogicController:MoveContactPictures(moveToRight) return end

function PhoneDialerLogicController:NavigateDown() return end

function PhoneDialerLogicController:NavigateUp() return end

function PhoneDialerLogicController:OpenSelectedItem() return end

function PhoneDialerLogicController:PopList() return end

---@param contactDataArray IScriptable[]
---@param selectIndex Uint32
---@param itemHash Int32
function PhoneDialerLogicController:PopulateListData(contactDataArray, selectIndex, itemHash) return end

---@param contactDataArray IScriptable[]
---@param sortMethod ContactsSortMethod
function PhoneDialerLogicController:PushList(contactDataArray, sortMethod) return end

---@param item inkVirtualCompoundItemController
function PhoneDialerLogicController:RefreshCallingEnabled(item) return end

---@param contactData ContactData
function PhoneDialerLogicController:RefreshInputHints(contactData) return end

function PhoneDialerLogicController:RefreshSelectedContact() return end

---@param enabled Bool
function PhoneDialerLogicController:SetCallingEnabled(enabled) return end

---@param sortMethod ContactsSortMethod
function PhoneDialerLogicController:SetSortMethod(sortMethod) return end

---@param title String
function PhoneDialerLogicController:SetTitle(title) return end

function PhoneDialerLogicController:Show() return end

---@param visible Bool
function PhoneDialerLogicController:ShowCallsQuestIndicator(visible) return end

---@param show Bool
function PhoneDialerLogicController:ShowInputHints(show) return end

---@param visible Bool
function PhoneDialerLogicController:ShowTitle(visible) return end

---@param tab PhoneDialerTabs
function PhoneDialerLogicController:SwtichTabs(tab) return end

---@param showAll Bool
function PhoneDialerLogicController:UpdateShowAllButton(showAll) return end

---@class PhoneDialerSelectionController : inkSelectorController
---@field leftArrowWidget inkWidgetReference
---@field rightArrowWidget inkWidgetReference
---@field container inkCompoundWidgetReference
---@field line inkWidgetReference
---@field leftArrowController inkInputDisplayController
---@field rightArrowController inkInputDisplayController
---@field widgetsControllers HubMenuLabelContentContainer[]
---@field lineTranslationAnimProxy inkanimProxy
---@field lineSizeAnimProxy inkanimProxy
---@field animationsRetryDiv Float
---@field highlightInitialized Bool
---@field currentIndex Int32
PhoneDialerSelectionController = {}

---@return PhoneDialerSelectionController
function PhoneDialerSelectionController.new() return end

---@param props table
---@return PhoneDialerSelectionController
function PhoneDialerSelectionController.new(props) return end

---@return Bool
function PhoneDialerSelectionController:OnArrangeChildrenComplete() return end

---@param evt DelayedHighlightUpdateEvent
---@return Bool
function PhoneDialerSelectionController:OnDelayedHighlightUpdate(evt) return end

---@return Bool
function PhoneDialerSelectionController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function PhoneDialerSelectionController:OnLineAnimationFinished(anim) return end

---@param targetWidget inkWidget
---@param targetWidth Float
---@param time Float
function PhoneDialerSelectionController:AnimateLineSize(targetWidget, targetWidth, time) return end

---@param targetWidget inkWidget
---@param targetX Float
---@param time Float
function PhoneDialerSelectionController:AnimateLineTranslation(targetWidget, targetX, time) return end

---@param index Int32
function PhoneDialerSelectionController:HideTab(index) return end

---@param index Int32
---@param instant Bool
function PhoneDialerSelectionController:ScrollTo(index, instant) return end

function PhoneDialerSelectionController:SetupWidgets() return end

function PhoneDialerSelectionController:UpdateArrowsVisibility() return end

---@param index Int32
---@param instant Bool
function PhoneDialerSelectionController:UpdateHightlight(index, instant) return end

---@param currentIndex Int32
function PhoneDialerSelectionController:UpdateLabelsStates(currentIndex) return end

---@class PhoneHotkeyController : GenericHotkeyController
---@field mainIcon inkImageWidgetReference
---@field questIcon inkImageWidgetReference
---@field callIcon inkImageWidgetReference
---@field messageCounterLabel inkWidgetReference
---@field messageCounterLabelCircle inkWidgetReference
---@field messageCounter inkTextWidgetReference
---@field messageCounterCircle inkTextWidgetReference
---@field journalManager gameJournalManager
---@field phoneIconAtlas String
---@field phoneIconName CName
---@field proxy inkanimProxy
---@field questImportantAnimProxy inkanimProxy
---@field comDeviceBB gameIBlackboard
---@field phoneEnabledBBId redCallbackObject
---@field isVehiclesPopupVisibleBBId redCallbackObject
---@field isRadioPopupVisibleBBId redCallbackObject
PhoneHotkeyController = {}

---@return PhoneHotkeyController
function PhoneHotkeyController.new() return end

---@param props table
---@return PhoneHotkeyController
function PhoneHotkeyController.new(props) return end

---@param evt DPADActionPerformed
---@return Bool
function PhoneHotkeyController:OnDpadActionPerformed(evt) return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function PhoneHotkeyController:OnJournalUpdate(entryHash, className, notifyOption, changeType) return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function PhoneHotkeyController:OnJournalUpdateVisited(entryHash, className, notifyOption, changeType) return end

---@param target inkWidget
---@return Bool
function PhoneHotkeyController:OnPhoneDeviceReset(target) return end

---@param target inkWidget
---@return Bool
function PhoneHotkeyController:OnPhoneDeviceSlot(target) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function PhoneHotkeyController:OnTrackedEntryChanges(hash, className, notifyOption, changeType) return end

---@param convEntry gameJournalPhoneConversation
---@param tracked Int32[]
---@return Int32, Int32
function PhoneHotkeyController:CountMessages(convEntry, tracked) return end

---@return Bool
function PhoneHotkeyController:Initialize() return end

function PhoneHotkeyController:InitializeStatusListener() return end

---@return Bool
function PhoneHotkeyController:IsInDefaultState() return end

---@return Bool
function PhoneHotkeyController:IsPhoneInUse() return end

---@param val Bool
function PhoneHotkeyController:OnPhoneEnabledChanged(val) return end

---@param value Bool
function PhoneHotkeyController:OnRadioManagerPopupIsShown(value) return end

---@param value Bool
function PhoneHotkeyController:OnVehiclesManagerPopupIsShown(value) return end

---@param enable Bool
function PhoneHotkeyController:QuestImportantBlink(enable) return end

function PhoneHotkeyController:RestoreDefaultIcon() return end

function PhoneHotkeyController:Uninitialize() return end

function PhoneHotkeyController:UpdateData() return end

---@class PhoneMessageHidePopupEvent : redEvent
PhoneMessageHidePopupEvent = {}

---@return PhoneMessageHidePopupEvent
function PhoneMessageHidePopupEvent.new() return end

---@param props table
---@return PhoneMessageHidePopupEvent
function PhoneMessageHidePopupEvent.new(props) return end

---@class PhoneMessageNotificationsGameController : gameuiWidgetGameController
---@field maxMessageSize Int32
---@field title inkTextWidgetReference
---@field text inkTextWidgetReference
---@field actionText inkTextWidgetReference
---@field actionPanel inkWidget
---@field player PlayerPuppet
---@field animationProxy inkanimProxy
---@field data JournalNotificationData
PhoneMessageNotificationsGameController = {}

---@return PhoneMessageNotificationsGameController
function PhoneMessageNotificationsGameController.new() return end

---@param props table
---@return PhoneMessageNotificationsGameController
function PhoneMessageNotificationsGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PhoneMessageNotificationsGameController:OnAction(action, consumer) return end

---@return Bool
function PhoneMessageNotificationsGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function PhoneMessageNotificationsGameController:OnOutroAnimFinished(anim) return end

---@return Bool
function PhoneMessageNotificationsGameController:OnUninitialize() return end

function PhoneMessageNotificationsGameController:PlayIntroAnimation() return end

function PhoneMessageNotificationsGameController:ShowNotification() return end

function PhoneMessageNotificationsGameController:ShowPopup() return end

---@class PhoneMessagePopupEvent : redEvent
---@field data JournalNotificationData
PhoneMessagePopupEvent = {}

---@return PhoneMessagePopupEvent
function PhoneMessagePopupEvent.new() return end

---@param props table
---@return PhoneMessagePopupEvent
function PhoneMessagePopupEvent.new(props) return end

---@class PhoneMessagePopupGameController : gameuiNewPhoneRelatedGameController
---@field content inkWidgetReference
---@field title inkTextWidgetReference
---@field avatarImage inkImageWidgetReference
---@field menuBackgrouns inkWidgetReference
---@field hintsContainer inkWidgetReference
---@field hintTrack inkWidgetReference
---@field hintClose inkWidgetReference
---@field hintReply inkWidgetReference
---@field scrollReply inkWidgetReference
---@field hintMessenger inkWidgetReference
---@field hintCall inkWidgetReference
---@field scrollSlider inkWidgetReference
---@field contactsPath inkWidgetReference
---@field messagesPath inkWidgetReference
---@field blackboard gameIBlackboard
---@field blackboardDef UI_ComDeviceDef
---@field uiSystem gameuiGameSystemUI
---@field player gameObject
---@field journalMgr gameJournalManager
---@field phoneSystem PhoneSystem
---@field data JournalNotificationData
---@field entry gameJournalPhoneMessage
---@field contactEntry gameJournalContact
---@field attachment gameJournalEntry
---@field attachmentState gameJournalEntryState
---@field attachmentHash Uint32
---@field activeEntry gameJournalEntry
---@field dialogViewController MessengerDialogViewController
---@field journalEntryHash Int32
---@field proxy inkanimProxy
---@field isFocused Bool
---@field isHubVisiale Bool
PhoneMessagePopupGameController = {}

---@return PhoneMessagePopupGameController
function PhoneMessagePopupGameController.new() return end

---@param props table
---@return PhoneMessagePopupGameController
function PhoneMessagePopupGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PhoneMessagePopupGameController:OnAction(action, consumer) return end

---@param evt RequestSmsMessagerCloseEvent
---@return Bool
function PhoneMessagePopupGameController:OnCloseRequest(evt) return end

---@param evt TypingDelayEvent
---@return Bool
function PhoneMessagePopupGameController:OnDelayedDotsAnimation(evt) return end

---@param evt FocusSmsMessagerEvent
---@return Bool
function PhoneMessagePopupGameController:OnGotFocus(evt) return end

---@param evt inkMenuLayer_SetMenuModeEvent
---@return Bool
function PhoneMessagePopupGameController:OnHUBMenuChanged(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PhoneMessagePopupGameController:OnHandleMenuInput(evt) return end

---@param evt HideSmsMessagerEvent
---@return Bool
function PhoneMessagePopupGameController:OnHide(evt) return end

---@return Bool
function PhoneMessagePopupGameController:OnInitialize() return end

---@param evt UnfocusSmsMessagerEvent
---@return Bool
function PhoneMessagePopupGameController:OnLostFocus(evt) return end

---@param evt inkanimProxy
---@return Bool
function PhoneMessagePopupGameController:OnPopupHidden(evt) return end

---@param evt RefreshSmsMessagerEvent
---@return Bool
function PhoneMessagePopupGameController:OnRefresh(evt) return end

---@param evt ShowSmsMessagerEvent
---@return Bool
function PhoneMessagePopupGameController:OnShow(evt) return end

---@return Bool
function PhoneMessagePopupGameController:OnUninitialize() return end

function PhoneMessagePopupGameController:CallContact() return end

function PhoneMessagePopupGameController:ClosePopup() return end

function PhoneMessagePopupGameController:DisableInput() return end

function PhoneMessagePopupGameController:EnableInput() return end

---@param entry gameJournalContainerEntry
---@return gameJournalPhoneMessage
function PhoneMessagePopupGameController:FindFirstMessageWithAttachment(entry) return end

---@param journalQuest gameJournalQuest
---@return gameJournalQuestObjective
function PhoneMessagePopupGameController:GetFirstObjectiveFromQuest(journalQuest) return end

---@param menuName CName|string
---@param userData IScriptable
function PhoneMessagePopupGameController:GotoHubMenu(menuName, userData) return end

function PhoneMessagePopupGameController:GotoJournalMenu() return end

function PhoneMessagePopupGameController:GotoMessengerMenu() return end

---@param actionName CName|string
---@return Bool
function PhoneMessagePopupGameController:HandleCommonInputActions(actionName) return end

---@param isUp Bool
function PhoneMessagePopupGameController:NavigateChoices(isUp) return end

function PhoneMessagePopupGameController:RequestUnfocus() return end

---@param value Float
---@param isMouseWheel Bool
function PhoneMessagePopupGameController:ScrollMessages(value, isMouseWheel) return end

---@param isFocused Bool
function PhoneMessagePopupGameController:SetFocus(isFocused) return end

---@param enable Bool
function PhoneMessagePopupGameController:SetTimeDilatation(enable) return end

function PhoneMessagePopupGameController:SetupData() return end

function PhoneMessagePopupGameController:ShowActionBlockedNotification() return end

function PhoneMessagePopupGameController:TrackQuest() return end

function PhoneMessagePopupGameController:TryActivateChoice() return end

function PhoneMessagePopupGameController:TryCallContact() return end

---@class PhoneOffDecisions : ComDeviceTransition
PhoneOffDecisions = {}

---@return PhoneOffDecisions
function PhoneOffDecisions.new() return end

---@param props table
---@return PhoneOffDecisions
function PhoneOffDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PhoneOffDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class PhoneOffEvents : ComDeviceTransition
PhoneOffEvents = {}

---@return PhoneOffEvents
function PhoneOffEvents.new() return end

---@param props table
---@return PhoneOffEvents
function PhoneOffEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PhoneOffEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PhoneOffEvents:OnExit(stateContext, scriptInterface) return end

---@class PhoneOnDecisions : ComDeviceTransition
PhoneOnDecisions = {}

---@return PhoneOnDecisions
function PhoneOnDecisions.new() return end

---@param props table
---@return PhoneOnDecisions
function PhoneOnDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PhoneOnDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class PhoneOnEvents : ComDeviceTransition
PhoneOnEvents = {}

---@return PhoneOnEvents
function PhoneOnEvents.new() return end

---@param props table
---@return PhoneOnEvents
function PhoneOnEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PhoneOnEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PhoneOnEvents:OnExit(stateContext, scriptInterface) return end

---@class PhoneStatsListener : gameScriptStatsListener
---@field phoneSystem PhoneSystem
PhoneStatsListener = {}

---@return PhoneStatsListener
function PhoneStatsListener.new() return end

---@param props table
---@return PhoneStatsListener
function PhoneStatsListener.new(props) return end

---@param system PhoneSystem
function PhoneStatsListener:Init(system) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function PhoneStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class PhoneStatusEffectListener : gameScriptStatusEffectListener
---@field phoneSystem PhoneSystem
PhoneStatusEffectListener = {}

---@return PhoneStatusEffectListener
function PhoneStatusEffectListener.new() return end

---@param props table
---@return PhoneStatusEffectListener
function PhoneStatusEffectListener.new(props) return end

---@param system PhoneSystem
function PhoneStatusEffectListener:Init(system) return end

---@param statusEffect gamedataStatusEffect_Record
function PhoneStatusEffectListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function PhoneStatusEffectListener:OnStatusEffectRemoved(statusEffect) return end

---@class PhoneSystem : gameScriptableSystem
---@field BlackboardSystem gameBlackboardSystem
---@field Blackboard gameIBlackboard
---@field PsmBlackboard gameIBlackboard
---@field LastCallInformation questPhoneCallInformation
---@field StatusEffectsListener PhoneStatusEffectListener
---@field StatsListener PhoneStatsListener
---@field ContactsOpen Bool
---@field PhoneVisibilityBBId redCallbackObject
---@field ContactsOpenBBId redCallbackObject
---@field HighLevelBBId redCallbackObject
---@field CombatBBId redCallbackObject
---@field SwimmingBBId redCallbackObject
---@field IsContrDeviceBBId redCallbackObject
---@field IsUIZoomDeviceBBId redCallbackObject
---@field PlayerAttachedCallbackID Uint32
---@field PlayerDetachedCallbackID Uint32
PhoneSystem = {}

---@return PhoneSystem
function PhoneSystem.new() return end

---@param props table
---@return PhoneSystem
function PhoneSystem.new(props) return end

---@param value Bool
---@return Bool
function PhoneSystem:OnPhoneEnabledChangedBool(value) return end

---@param value Int32
---@return Bool
function PhoneSystem:OnPhoneEnabledChangedInt(value) return end

---@param contactName1 CName|string
---@param contactName2 CName|string
---@return String
function PhoneSystem:GetPhoneCallFactName(contactName1, contactName2) return end

---@return Bool
function PhoneSystem:IsBlockedByBlackboard() return end

---@return Bool
function PhoneSystem:IsBlockedByCombat() return end

---@return Bool
function PhoneSystem:IsBlockedByHUD() return end

---@return Bool
function PhoneSystem:IsBlockedByStatus() return end

---@return Bool
function PhoneSystem:IsBlockedByTier() return end

---@return Bool
function PhoneSystem:IsBlockedByVisiblity() return end

---@return Bool
function PhoneSystem:IsCallingAvaliable() return end

---@return Bool
function PhoneSystem:IsCallingBlockedByStatus() return end

---@return Bool
function PhoneSystem:IsCallingEnabled() return end

---@return Bool
function PhoneSystem:IsEnabledByQuestSystem() return end

---@return Bool
function PhoneSystem:IsEnabledByVisiblity() return end

---@return Bool
function PhoneSystem:IsPhoneAvailable() return end

---@return Bool
function PhoneSystem:IsPhoneEnabled() return end

---@return Bool
function PhoneSystem:IsPhoneOpened() return end

---@return Bool
function PhoneSystem:IsShowingMessage() return end

---@return Bool
function PhoneSystem:IsTextingBlockedByStatus() return end

---@return Bool
function PhoneSystem:IsTextingEnabled() return end

function PhoneSystem:OnAttach() return end

---@param newState Bool
function PhoneSystem:OnContactsStateChanged(newState) return end

function PhoneSystem:OnDetach() return end

---@param request questMinimizeCallRequest
function PhoneSystem:OnMinimizeCallRequest(request) return end

---@param request PhoneTimeoutRequest
function PhoneSystem:OnPhoneTimeoutRequest(request) return end

---@param newValue Variant
function PhoneSystem:OnPhoneVisibilityChanged(newValue) return end

---@param request PickupPhoneRequest
function PhoneSystem:OnPickupPhone(request) return end

---@param request questSetPhoneStatusRequest
function PhoneSystem:OnSetPhoneStatus(request) return end

---@param request TalkingTriggerRequest
function PhoneSystem:OnTalkingTriggerRequest(request) return end

---@param request questTriggerCallRequest
function PhoneSystem:OnTriggerCall(request) return end

---@param request UsePhoneRequest
function PhoneSystem:OnUsePhone(request) return end

---@param playerPuppet gameObject
function PhoneSystem:PlayerAttachedCallback(playerPuppet) return end

function PhoneSystem:PlayerDetached() return end

function PhoneSystem:RefreshPhoneEnabled() return end

---@param isPlayerCalling Bool
---@param contactName CName|string
---@param state questPhoneTalkingState
function PhoneSystem:SetPhoneFact(isPlayerCalling, contactName, state) return end

---@param open Bool
function PhoneSystem:ToggleContacts(open) return end

---@param callMode questPhoneCallMode
---@param isAudio Bool
---@param contactName CName|string
---@param isPlayerCalling Bool
---@param callPhase questPhoneCallPhase
---@param isPlayerTriggered Bool
---@param isRejectable Bool
---@param showAvatar Bool
---@param callVisuals questPhoneCallVisuals
function PhoneSystem:TriggerCall(callMode, isAudio, contactName, isPlayerCalling, callPhase, isPlayerTriggered, isRejectable, showAvatar, callVisuals) return end

---@class PhoneTimeoutRequest : gameScriptableSystemRequest
PhoneTimeoutRequest = {}

---@return PhoneTimeoutRequest
function PhoneTimeoutRequest.new() return end

---@param props table
---@return PhoneTimeoutRequest
function PhoneTimeoutRequest.new(props) return end

---@class PhotoModeCameraLocation : inkWidgetLogicController
---@field textWidget inkWidgetReference
PhotoModeCameraLocation = {}

---@return PhotoModeCameraLocation
function PhotoModeCameraLocation.new() return end

---@param props table
---@return PhotoModeCameraLocation
function PhotoModeCameraLocation.new(props) return end

function PhotoModeCameraLocation:OnHide() return end

---@param photoModeSystem gamePhotoModeSystem
function PhotoModeCameraLocation:RefreshValue(photoModeSystem) return end

---@class PhotoModeDef : gamebbScriptDefinition
---@field IsActive gamebbScriptID_Bool
---@field PlayerHealthState gamebbScriptID_Uint32
PhotoModeDef = {}

---@return PhotoModeDef
function PhotoModeDef.new() return end

---@param props table
---@return PhotoModeDef
function PhotoModeDef.new(props) return end

---@return Bool
function PhotoModeDef:AutoCreateInSystem() return end

---@class PhotoModeFrame : inkWidgetLogicController
---@field images inkImageWidgetReference[]
---@field keepImageAspectRatio Bool
---@field stickersController gameuiPhotoModeStickersController
---@field currentImagePart CName
---@field opacity Float
PhotoModeFrame = {}

---@return PhotoModeFrame
function PhotoModeFrame.new() return end

---@param props table
---@return PhotoModeFrame
function PhotoModeFrame.new(props) return end

---@param atlasPath redResourceReferenceScriptToken
function PhotoModeFrame:SetAtlas(atlasPath) return end

---@param color Color
function PhotoModeFrame:SetColor(color) return end

---@param horizontal Bool
---@param vertical Bool
function PhotoModeFrame:SetFlip(horizontal, vertical) return end

---@param imageParts CName[]|string[]
function PhotoModeFrame:SetImages(imageParts) return end

---@param rootSize Vector2
function PhotoModeFrame:SetupScale(rootSize) return end

---@param timeDelta Float
function PhotoModeFrame:Update(timeDelta) return end

---@class PhotoModeGridButton : inkToggleController
---@field FrameImg inkImageWidgetReference
---@field DynamicImg inkImageWidgetReference
---@field BgWidget inkWidgetReference
---@field HoverWidget inkWidgetReference
---@field PlusImg inkImageWidgetReference
---@field currentImagePart CName
---@field atlasRef redResourceReferenceScriptToken
---@field buttonData Int32
---@field parentGrid PhotoModeGridList
---@field index Int32
---@field visibleOnGrid Bool
---@field imageScalingSpeed Float
---@field opacityScalingSpeed Float
PhotoModeGridButton = {}

---@return PhotoModeGridButton
function PhotoModeGridButton.new() return end

---@param props table
---@return PhotoModeGridButton
function PhotoModeGridButton.new(props) return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeGridButton:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeGridButton:OnHovered(e) return end

---@return Bool
function PhotoModeGridButton:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeGridButton:OnToggleClick(e) return end

---@return Bool
function PhotoModeGridButton:OnUninitialize() return end

---@param selected Bool
function PhotoModeGridButton:ButtonStateChanged(selected) return end

---@return Int32
function PhotoModeGridButton:GetData() return end

---@return Bool
function PhotoModeGridButton:IsToggledVisually() return end

---@param visible Bool
function PhotoModeGridButton:OnVisibilityOnGridChanged(visible) return end

---@param buttonData Int32
function PhotoModeGridButton:SetData(buttonData) return end

---@param atlasPath redResourceReferenceScriptToken
---@param imagePart CName|string
function PhotoModeGridButton:SetImage(atlasPath, imagePart) return end

---@param grid PhotoModeGridList
---@param index Int32
function PhotoModeGridButton:Setup(grid, index) return end

---@param timeDelta Float
function PhotoModeGridButton:UpdateSize(timeDelta) return end

---@class PhotoModeGridList : inkRadioGroupController
---@field ScrollArea inkScrollAreaWidgetReference
---@field ContentRoot inkWidgetReference
---@field SliderWidget inkWidgetReference
---@field rowOffset Int32
---@field firstOffset Int32
---@field rowLibraryId CName
---@field buttonLibraryId CName
---@field parentListItem PhotoModeMenuListItem
---@field buttons PhotoModeGridButton[]
---@field rows inkWidget[]
---@field sliderController inkSliderController
---@field ItemsInRow Int32
---@field RowsCount Int32
---@field SelectedIndex Int32
---@field PreviousSelectedIndex Int32
---@field visibleSize Float
---@field visibleRows Int32
---@field scrollRow Int32
---@field isVisibleOnscreen Bool
PhotoModeGridList = {}

---@return PhotoModeGridList
function PhotoModeGridList.new() return end

---@param props table
---@return PhotoModeGridList
function PhotoModeGridList.new(props) return end

---@return Bool
function PhotoModeGridList:OnInitialize() return end

---@param sliderController inkSliderController
---@param progress Float
---@param value Float
---@return Bool
function PhotoModeGridList:OnSliderValueChanged(sliderController, progress, value) return end

---@return Bool
function PhotoModeGridList:OnUninitialize() return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function PhotoModeGridList:OnValueChanged(controller, selectedIndex) return end

---@param parentWidget inkWidget
function PhotoModeGridList:AddButton(parentWidget) return end

---@return inkWidget
function PhotoModeGridList:AddRow() return end

---@param buttonIndex Int32
---@return Int32
function PhotoModeGridList:GetRow(buttonIndex) return end

---@param row Int32
---@return Int32
function PhotoModeGridList:GetRowClamped(row) return end

---@return Int32
function PhotoModeGridList:GetSelectedRow() return end

---@param e inkPointerEvent
---@param gameCtrl gameuiWidgetGameController
function PhotoModeGridList:HandleReleasedInput(e, gameCtrl) return end

function PhotoModeGridList:OnDeSelected() return end

---@param buttonindex Int32
function PhotoModeGridList:OnGridButtonAction(buttonindex) return end

---@param buttonindex Int32
function PhotoModeGridList:OnGridButtonSelected(buttonindex) return end

function PhotoModeGridList:OnSelected() return end

---@param visible Bool
function PhotoModeGridList:OnVisbilityChanged(visible) return end

---@param row Int32
function PhotoModeGridList:ScrollToRow(row) return end

---@param index Int32
function PhotoModeGridList:SelectButton(index) return end

---@param buttonIndex Uint32
---@param atlasPath redResourceReferenceScriptToken
---@param imagePart CName|string
---@param buttonData Int32
function PhotoModeGridList:SetGridButtonImage(buttonIndex, atlasPath, imagePart, buttonData) return end

---@param gridData gameuiPhotoModeOptionGridButtonData[]
function PhotoModeGridList:SetGridData(gridData) return end

---@param listItem PhotoModeMenuListItem
---@param rows Int32
---@param itemsInRow Int32
---@return Float
function PhotoModeGridList:Setup(listItem, rows, itemsInRow) return end

---@return Bool
function PhotoModeGridList:TrySelectDown() return end

---@return Bool
function PhotoModeGridList:TrySelectLeft() return end

---@return Bool
function PhotoModeGridList:TrySelectRight() return end

---@return Bool
function PhotoModeGridList:TrySelectUp() return end

---@param timeDelta Float
function PhotoModeGridList:Update(timeDelta) return end

function PhotoModeGridList:UpdateButtonsVisibility() return end

function PhotoModeGridList:UpdateScroll() return end

function PhotoModeGridList:UpdateSelectedState() return end

---@param timeDelta Float
function PhotoModeGridList:UpdateSize(timeDelta) return end

---@class PhotoModeListController : inkListController
---@field LogoWidget inkWidgetReference
---@field Panel inkVerticalPanelWidgetReference
---@field fadeAnim inkanimProxy
---@field isAnimating Bool
---@field animationTime Float
---@field animationTarget Float
---@field elementsAnimationTime Float
---@field elementsAnimationDelay Float
---@field currentElementAnimation Int32
PhotoModeListController = {}

---@return PhotoModeListController
function PhotoModeListController.new() return end

---@param props table
---@return PhotoModeListController
function PhotoModeListController.new(props) return end

---@return Int32
function PhotoModeListController:GetFirstVisibleIndex() return end

---@param e inkPointerEvent
---@param gameCtrl gameuiWidgetGameController
function PhotoModeListController:HandleInputWithVisibilityCheck(e, gameCtrl) return end

---@param delay Float
function PhotoModeListController:HideAnimated(delay) return end

---@param visible Bool
function PhotoModeListController:OnVisbilityChanged(visible) return end

---@param fadeIn Bool
function PhotoModeListController:PlayFadeAnimation(fadeIn) return end

---@param fadeIn Bool
function PhotoModeListController:PlayFadeElementAnimation(fadeIn) return end

function PhotoModeListController:PostInitItems() return end

---@param currentIndex Int32
---@return Bool
function PhotoModeListController:SelectNextVisible(currentIndex) return end

---@param currentIndex Int32
---@return Bool
function PhotoModeListController:SelectPriorVisible(currentIndex) return end

---@param opacity Float
function PhotoModeListController:SetAllItemsOpacity(opacity) return end

---@param isReversed Bool
function PhotoModeListController:SetReversedUI(isReversed) return end

---@param delay Float
function PhotoModeListController:ShowAnimated(delay) return end

---@param timeDelta Float
function PhotoModeListController:Update(timeDelta) return end

---@class PhotoModeMenuListItem : inkListItemController
---@field ScrollBarRef inkWidgetReference
---@field CounterLabelRef inkTextWidgetReference
---@field TextLabelRef inkTextWidgetReference
---@field OptionSelectorRef inkWidgetReference
---@field LeftArrow inkWidgetReference
---@field RightArrow inkWidgetReference
---@field LeftButton inkWidgetReference
---@field RightButton inkWidgetReference
---@field OptionLabelRef inkTextWidgetReference
---@field SelectedWidgetRef inkWidgetReference
---@field TextRootWidgetRef inkWidgetReference
---@field SliderRootWidgetRef inkWidgetReference
---@field OptionSelectorRootWidgetRef inkWidgetReference
---@field HoldButtonRootWidgetRef inkWidgetReference
---@field ScrollBarLineRef inkWidgetReference
---@field ScrollBarHandleRef inkWidgetReference
---@field ScrollSlidingAreaRef inkWidgetReference
---@field HoldProgressRef inkWidgetReference
---@field GridRoot inkWidgetReference
---@field GridTopRow inkWidgetReference
---@field GridBottomRow inkWidgetReference
---@field ScrollBar inkSliderController
---@field OptionSelector inkSelectorController
---@field OptionSelectorValues gameuiPhotoModeOptionSelectorData[]
---@field GridSelector PhotoModeGridList
---@field SliderValue Float
---@field StepValue Float
---@field SliderShowPercents Bool
---@field photoModeController gameuiPhotoModeMenuController
---@field doApply Bool
---@field holdBgInitMargin inkMargin
---@field allowHold Bool
---@field inputDirection Int32
---@field inputStepTime Float
---@field inputHoldTime Float
---@field arrowClickedTime Float
---@field isSelected Bool
---@field fadeAnim inkanimProxy
---@field RightArrowInitOpacity Float
---@field LeftArrowInitOpacity Float
---@field ScrollBarHandleInitOpacity Float
---@field ScrollBarLineInitOpacity Float
PhotoModeMenuListItem = {}

---@return PhotoModeMenuListItem
function PhotoModeMenuListItem.new() return end

---@param props table
---@return PhotoModeMenuListItem
function PhotoModeMenuListItem.new(props) return end

---@param target inkListItemController
---@return Bool
function PhotoModeMenuListItem:OnAddedToList(target) return end

---@param parent inkListItemController
---@return Bool
function PhotoModeMenuListItem:OnDeselected(parent) return end

---@return Bool
function PhotoModeMenuListItem:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeMenuListItem:OnOptionLeft(e) return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeMenuListItem:OnOptionRight(e) return end

---@param controller inkSliderController
---@param progress Float
---@param newValue Float
---@return Bool
function PhotoModeMenuListItem:OnScrollBarValueChanged(controller, progress, newValue) return end

---@param target inkListItemController
---@return Bool
function PhotoModeMenuListItem:OnSelected(target) return end

---@return Bool
function PhotoModeMenuListItem:OnSliderHandleReleased() return end

---@param value Float
---@param doApply Bool
function PhotoModeMenuListItem:ForceValue(value, doApply) return end

---@return PhotoModeGridList
function PhotoModeMenuListItem:GetGridSelector() return end

---@return Int32
function PhotoModeMenuListItem:GetSelectedOptionIndex() return end

---@return Float
function PhotoModeMenuListItem:GetSliderValue() return end

---@param elementIndex Int32
---@param buttonData Int32
function PhotoModeMenuListItem:GridElementAction(elementIndex, buttonData) return end

---@param elementIndex Int32
function PhotoModeMenuListItem:GridElementSelected(elementIndex) return end

---@param e inkPointerEvent
---@param gameCtrl gameuiWidgetGameController
function PhotoModeMenuListItem:HandleHoldInput(e, gameCtrl) return end

---@param e inkPointerEvent
---@param gameCtrl gameuiWidgetGameController
function PhotoModeMenuListItem:HandleReleasedInput(e, gameCtrl) return end

---@param visible Bool
function PhotoModeMenuListItem:OnVisbilityChanged(visible) return end

---@param widget inkWidgetReference
---@param opacity Float
function PhotoModeMenuListItem:PlayFadeAnimation(widget, opacity) return end

function PhotoModeMenuListItem:ResetInputHold() return end

---@param buttonIndex Uint32
---@param atlasPath redResourceReferenceScriptToken
---@param imagePart CName|string
---@param buttonData Int32
function PhotoModeMenuListItem:SetGridButtonImage(buttonIndex, atlasPath, imagePart, buttonData) return end

---@param progress Float
function PhotoModeMenuListItem:SetHoldProgress(progress) return end

---@param interactive Bool
function PhotoModeMenuListItem:SetInteractive(interactive) return end

---@param enabled Bool
function PhotoModeMenuListItem:SetIsEnabled(enabled) return end

---@param isRevesed Bool
function PhotoModeMenuListItem:SetReversedUI(isRevesed) return end

---@param index Int32
function PhotoModeMenuListItem:SetSelectedGridButton(index) return end

---@param isSelected Bool
function PhotoModeMenuListItem:SetSelectedVisualState(isSelected) return end

---@param gridData gameuiPhotoModeOptionGridButtonData[]
---@param elementsCount Uint32
---@param elementsInRow Uint32
function PhotoModeMenuListItem:SetupGridSelector(gridData, elementsCount, elementsInRow) return end

---@param value gameuiPhotoModeOptionSelectorData
function PhotoModeMenuListItem:SetupOptionButton(value) return end

---@param values gameuiPhotoModeOptionSelectorData[]
---@param startData Int32
function PhotoModeMenuListItem:SetupOptionSelector(values, startData) return end

---@param startValue Float
---@param minValue Float
---@param maxValue Float
---@param step Float
---@param showPercents Bool
function PhotoModeMenuListItem:SetupScrollBar(startValue, minValue, maxValue, step, showPercents) return end

---@param widget inkWidgetReference
function PhotoModeMenuListItem:StartArrowClickedEffect(widget) return end

---@param timeDelta Float
function PhotoModeMenuListItem:Update(timeDelta) return end

---@class PhotoModeMenuListItemData : ListItemData
---@field attributeKey Uint32
PhotoModeMenuListItemData = {}

---@return PhotoModeMenuListItemData
function PhotoModeMenuListItemData.new() return end

---@param props table
---@return PhotoModeMenuListItemData
function PhotoModeMenuListItemData.new(props) return end

---@class PhotoModePlayerEntityComponent : gameScriptableComponent
---@field usedWeaponItemId ItemID
---@field currentWeaponInSlot ItemID
---@field availableCurrentItemTypesList gamedataItemType[]
---@field availableCurrentItemsList gameItemData[]
---@field swapMeleeWeaponItemId ItemID
---@field swapHangunWeaponItemId ItemID
---@field swapRifleWeaponItemId ItemID
---@field swapShootgunWeaponItemId ItemID
---@field fakePuppet gamePuppet
---@field mainPuppet PlayerPuppet
---@field currentPuppet PlayerPuppet
---@field TS gameTransactionSystem
---@field loadingItems ItemID[]
---@field itemsLoadingTime Float
---@field muzzleEffectEnabled Bool
---@field customizable Bool
---@field holsteredArmsShouldBeVisible Bool
---@field holsteredArmsBeingSpawned Bool
---@field holsteredArmsVisible Bool
---@field holsteredArmsItem ItemID
---@field cyberwareArmsBeingSpawned Bool
---@field cyberwareArmsVisible Bool
---@field cyberwareArmsItem ItemID
PhotoModePlayerEntityComponent = {}

---@return PhotoModePlayerEntityComponent
function PhotoModePlayerEntityComponent.new() return end

---@param props table
---@return PhotoModePlayerEntityComponent
function PhotoModePlayerEntityComponent.new(props) return end

---@param evt gameAttachmentSlotEventsItemAddedToSlot
---@return Bool
function PhotoModePlayerEntityComponent:OnItemAddedToSlot(evt) return end

---@param evt gameAttachmentSlotEventsItemVisualsAddedToSlot
---@return Bool
function PhotoModePlayerEntityComponent:OnItemVisualsAddedToSlot(evt) return end

---@param weaponID ItemID
function PhotoModePlayerEntityComponent:AddAmmoForWeapon(weaponID) return end

function PhotoModePlayerEntityComponent:ClearInventory() return end

function PhotoModePlayerEntityComponent:EquipHolsteredArms() return end

---@param typesList gamedataItemType[]
function PhotoModePlayerEntityComponent:EquipWeaponOfThisType(typesList) return end

---@return gamedataItemType[]
function PhotoModePlayerEntityComponent:GetAllAvailableItemTypes() return end

---@param equipmentData EquipmentSystemPlayerData
---@param areaType gamedataEquipmentArea
---@return gameSEquipArea
function PhotoModePlayerEntityComponent:GetEquipArea(equipmentData, areaType) return end

---@param equipmentData EquipmentSystemPlayerData
---@return gameSEquipArea[]
function PhotoModePlayerEntityComponent:GetPhotoModeActiveEquipAreas(equipmentData) return end

---@return gamedataEquipmentArea[]
function PhotoModePlayerEntityComponent:GetPhotoModeActiveSlots() return end

---@param equipmentData EquipmentSystemPlayerData
---@param isVisual Bool
---@param withUnderwear Bool
---@return gameSEquipArea[]
function PhotoModePlayerEntityComponent:GetPhotoModeEquipAreas(equipmentData, isVisual, withUnderwear) return end

---@param equipmentData EquipmentSystemPlayerData
---@param withUnderwear Bool
---@return gameSEquipArea[]
function PhotoModePlayerEntityComponent:GetPhotoModeVisualEquipAreas(equipmentData, withUnderwear) return end

---@param withUnderwear Bool
---@return gamedataEquipmentArea[]
function PhotoModePlayerEntityComponent:GetPhotoModeVisualSlots(withUnderwear) return end

---@return gamedataItemType
function PhotoModePlayerEntityComponent:GetWeaponInHands() return end

---@return Bool
function PhotoModePlayerEntityComponent:HasAllItemsFinishedLoading() return end

---@param item ItemID
---@param typesList gamedataItemType[]
---@return Bool
function PhotoModePlayerEntityComponent:IsItemOfThisType(item, typesList) return end

---@return Bool
function PhotoModePlayerEntityComponent:IsMuzzleFireSupported() return end

function PhotoModePlayerEntityComponent:ListAllCurrentItems() return end

function PhotoModePlayerEntityComponent:OnGameAttach() return end

function PhotoModePlayerEntityComponent:OnGameDetach() return end

---@param itemToAdd ItemID
---@param puppet PlayerPuppet
function PhotoModePlayerEntityComponent:PutOnFakeItem(itemToAdd, puppet) return end

---@param itemToAdd ItemID
function PhotoModePlayerEntityComponent:PutOnFakeItemFromCurrentPuppet(itemToAdd) return end

---@param itemToAdd ItemID
function PhotoModePlayerEntityComponent:PutOnFakeItemFromMainPuppet(itemToAdd) return end

function PhotoModePlayerEntityComponent:ReevaluateArmsVisibility() return end

---@param areas gameSEquipArea[]
function PhotoModePlayerEntityComponent:RemoveAllItems(areas) return end

---@param enabled Bool
function PhotoModePlayerEntityComponent:SetMuzzleEffectEnabled(enabled) return end

---@param isCurrentPlayerObjectCustomizable Bool
function PhotoModePlayerEntityComponent:SetupInventory(isCurrentPlayerObjectCustomizable) return end

function PhotoModePlayerEntityComponent:SetupUnderwear() return end

function PhotoModePlayerEntityComponent:StopWeaponShootEffects() return end

function PhotoModePlayerEntityComponent:UnequipCyberwareArms() return end

function PhotoModePlayerEntityComponent:UnequipHolsteredArms() return end

---@class PhotoModeQuestPrefabStateListener : worldIQuestPrefabStateListener
PhotoModeQuestPrefabStateListener = {}

---@return PhotoModeQuestPrefabStateListener
function PhotoModeQuestPrefabStateListener.new() return end

---@param props table
---@return PhotoModeQuestPrefabStateListener
function PhotoModeQuestPrefabStateListener.new(props) return end

---@class PhotoModeSticker : inkWidgetLogicController
---@field image inkImageWidgetReference
---@field stickersController gameuiPhotoModeStickersController
PhotoModeSticker = {}

---@return PhotoModeSticker
function PhotoModeSticker.new() return end

---@param props table
---@return PhotoModeSticker
function PhotoModeSticker.new(props) return end

---@return Bool
function PhotoModeSticker:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeSticker:OnStickerHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeSticker:OnStickerHovered(e) return end

---@param atlasPath redResourceReferenceScriptToken
function PhotoModeSticker:SetAtlas(atlasPath) return end

---@param imagePart CName|string
function PhotoModeSticker:SetImage(imagePart) return end

---@class PhotoModeToggle : inkToggleController
---@field SelectedWidget inkWidgetReference
---@field FrameWidget inkWidgetReference
---@field IconWidget inkImageWidgetReference
---@field LabelWidget inkTextWidgetReference
---@field photoModeGroupController PhotoModeTopBarController
---@field fadeAnim inkanimProxy
---@field fade2Anim inkanimProxy
PhotoModeToggle = {}

---@return PhotoModeToggle
function PhotoModeToggle.new() return end

---@param props table
---@return PhotoModeToggle
function PhotoModeToggle.new(props) return end

---@return Bool
function PhotoModeToggle:OnInitialize() return end

---@param controller inkToggleController
---@param isToggled Bool
---@return Bool
function PhotoModeToggle:OnToggleChanged(controller, isToggled) return end

---@param e inkPointerEvent
---@return Bool
function PhotoModeToggle:OnToggleClick(e) return end

---@return Bool
function PhotoModeToggle:OnUninitialize() return end

---@return Bool
function PhotoModeToggle:GetEnabledOnTopBar() return end

---@param widget inkWidgetReference
---@param opacity Float
---@return inkanimProxy
function PhotoModeToggle:PlayFadeAnimation(widget, opacity) return end

---@param enabled Bool
function PhotoModeToggle:SetEnabledOnTopBar(enabled) return end

---@class PhotoModeTopBarController : inkRadioGroupController
---@field photoModeTogglesArray inkWidgetReference[]
PhotoModeTopBarController = {}

---@return PhotoModeTopBarController
function PhotoModeTopBarController.new() return end

---@param props table
---@return PhotoModeTopBarController
function PhotoModeTopBarController.new(props) return end

---@return Bool
function PhotoModeTopBarController:OnInitialize() return end

---@param e inkPointerEvent
---@param gameCtrl gameuiWidgetGameController
function PhotoModeTopBarController:HandleInput(e, gameCtrl) return end

---@param currentIndex Int32
---@return Bool
function PhotoModeTopBarController:SelectNextToggle(currentIndex) return end

---@param currentIndex Int32
---@return Bool
function PhotoModeTopBarController:SelectPreviousToggle(currentIndex) return end

---@param toggleToSelect PhotoModeToggle
function PhotoModeTopBarController:SelectToggle(toggleToSelect) return end

---@param interactive Bool
function PhotoModeTopBarController:SetInteractive(interactive) return end

---@param index Int32
---@param enabled Bool
function PhotoModeTopBarController:SetToggleEnabled(index, enabled) return end

---@class PhysicalHackingEvent : redEvent
---@field deviceName String
PhysicalHackingEvent = {}

---@return PhysicalHackingEvent
function PhysicalHackingEvent.new() return end

---@param props table
---@return PhysicalHackingEvent
function PhysicalHackingEvent.new(props) return end

---@class PhysicsFunctionalTests : IScriptable
PhysicsFunctionalTests = {}

---@return PhysicsFunctionalTests
function PhysicsFunctionalTests.new() return end

---@param props table
---@return PhysicsFunctionalTests
function PhysicsFunctionalTests.new(props) return end

function PhysicsFunctionalTests:CreateTrigger() return end

function PhysicsFunctionalTests:QueryOverlapBox() return end

---@class PhysicsParticleInitializer : ISerializable
PhysicsParticleInitializer = {}

---@class PickUpBodyAfterTakedownDecisions : LocomotionTakedownDecisions
PickUpBodyAfterTakedownDecisions = {}

---@return PickUpBodyAfterTakedownDecisions
function PickUpBodyAfterTakedownDecisions.new() return end

---@param props table
---@return PickUpBodyAfterTakedownDecisions
function PickUpBodyAfterTakedownDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpBodyAfterTakedownDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class PickUpBodyAfterTakedownEvents : LocomotionTakedownEvents
PickUpBodyAfterTakedownEvents = {}

---@return PickUpBodyAfterTakedownEvents
function PickUpBodyAfterTakedownEvents.new() return end

---@param props table
---@return PickUpBodyAfterTakedownEvents
function PickUpBodyAfterTakedownEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpBodyAfterTakedownEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpBodyAfterTakedownEvents:OnExit(stateContext, scriptInterface) return end

---@class PickUpDecisions : CanTransitionToThrowDecisions
PickUpDecisions = {}

---@return PickUpDecisions
function PickUpDecisions.new() return end

---@param props table
---@return PickUpDecisions
function PickUpDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpDecisions:ShouldThrow(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpDecisions:ToAim(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpDecisions:ToCarry(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpDecisions:ToThrow(stateContext, scriptInterface) return end

---@class PickUpEvents : CarriedObjectEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field noCameraControlApplied Bool
---@field noMovementApplied Bool
PickUpEvents = {}

---@return PickUpEvents
function PickUpEvents.new() return end

---@param props table
---@return PickUpEvents
function PickUpEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PickUpEvents:IsPickUpFromVehicleTrunk(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:OnExitCommon(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PickUpEvents:RestoreCameraControl(stateContext, scriptInterface) return end

---@class PickerChoosenQuantityChangedEvent : inkGameNotificationData
---@field choosenQuantity Int32
PickerChoosenQuantityChangedEvent = {}

---@return PickerChoosenQuantityChangedEvent
function PickerChoosenQuantityChangedEvent.new() return end

---@param props table
---@return PickerChoosenQuantityChangedEvent
function PickerChoosenQuantityChangedEvent.new(props) return end

---@class PickupBodyWorkspotDelayEvent : redEvent
PickupBodyWorkspotDelayEvent = {}

---@return PickupBodyWorkspotDelayEvent
function PickupBodyWorkspotDelayEvent.new() return end

---@param props table
---@return PickupBodyWorkspotDelayEvent
function PickupBodyWorkspotDelayEvent.new(props) return end

---@class PickupPhoneRequest : gameScriptableSystemRequest
---@field CallInformation questPhoneCallInformation
---@field shouldBeRejected Bool
PickupPhoneRequest = {}

---@return PickupPhoneRequest
function PickupPhoneRequest.new() return end

---@param props table
---@return PickupPhoneRequest
function PickupPhoneRequest.new(props) return end

---@class PingCachedData : IScriptable
---@field sourceID entEntityID
---@field pingType EPingType
---@field pingNetworkEffect gameEffectInstance
---@field timeout Float
---@field ammountOfIntervals Int32
---@field linksCount Int32
---@field currentInterval Int32
---@field delayID gameDelayID
---@field linkType ELinkType
---@field revealNetwork Bool
---@field linkFXresource gameFxResource
---@field sourcePosition Vector4
---@field hasActiveVirtualNetwork Bool
---@field virtualNetworkShape gamedataVirtualNetwork_Record
PingCachedData = {}

---@return PingCachedData
function PingCachedData.new() return end

---@param props table
---@return PingCachedData
function PingCachedData.new(props) return end

---@return Float
function PingCachedData:GetCurrentMaxValue() return end

---@return Float
function PingCachedData:GetCurrentMinValue() return end

---@return Float
function PingCachedData:GetLifetimeValue() return end

function PingCachedData:IncrementLinkCounter() return end

---@param sourceID entEntityID
---@param timeout Float
---@param ammountOfIntervals Int32
---@param pingType EPingType
---@param gameEffect gameEffectInstance
---@param revealNetworkAtEnd Bool
---@param fxResource gameFxResource
---@param position Vector4
---@param virtualNetworkShapeID TweakDBID|string
function PingCachedData:Initialize(sourceID, timeout, ammountOfIntervals, pingType, gameEffect, revealNetworkAtEnd, fxResource, position, virtualNetworkShapeID) return end

---@param timeout Float
---@param ammountOfIntervals Int32
function PingCachedData:Initialize(timeout, ammountOfIntervals) return end

function PingCachedData:UpdateCurrentInterval() return end

---@class PingDevice : ActionBool
---@field shouldForward Bool
PingDevice = {}

---@return PingDevice
function PingDevice.new() return end

---@param props table
---@return PingDevice
function PingDevice.new(props) return end

function PingDevice:CompleteAction() return end

function PingDevice:SetProperties() return end

---@param shouldForward Bool
function PingDevice:SetShouldForward(shouldForward) return end

---@return Bool
function PingDevice:ShouldForward() return end

---@class PingNetworkGridEvent : redEvent
---@field ownerEntityPosition Vector4
---@field fxResource gameFxResource
---@field lifetime Float
---@field pingType EPingType
---@field revealSlave Bool
---@field revealMaster Bool
---@field ignoreRevealed Bool
PingNetworkGridEvent = {}

---@return PingNetworkGridEvent
function PingNetworkGridEvent.new() return end

---@param props table
---@return PingNetworkGridEvent
function PingNetworkGridEvent.new(props) return end

---@class PingSquad : PuppetAction
---@field shouldForward Bool
PingSquad = {}

---@return PingSquad
function PingSquad.new() return end

---@param props table
---@return PingSquad
function PingSquad.new(props) return end

---@param shouldForward Bool
function PingSquad:SetShouldForward(shouldForward) return end

---@return Bool
function PingSquad:ShouldForward() return end

---@class PingSquadEffector : gameEffector
---@field squadMembers entEntityID[]
---@field owner gameObject
---@field oldSquadAttitude gameAttitudeAgent
---@field quickhackLevel Float
---@field data FocusForcedHighlightData
---@field squadName CName
PingSquadEffector = {}

---@return PingSquadEffector
function PingSquadEffector.new() return end

---@param props table
---@return PingSquadEffector
function PingSquadEffector.new(props) return end

---@param owner gameObject
function PingSquadEffector:ActionOff(owner) return end

---@param owner gameObject
function PingSquadEffector:ActionOn(owner) return end

---@param level Float
---@return TweakDBID
function PingSquadEffector:GetPingLevel(level) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PingSquadEffector:Initialize(record, parentRecord) return end

---@param mark Bool
---@param root gameObject
function PingSquadEffector:MarkSquad(mark, root) return end

function PingSquadEffector:RegisterMarkedSquadInNetworkSystem() return end

function PingSquadEffector:Uninitialize() return end

function PingSquadEffector:UnregisterMarkedSquadInNetworkSystem() return end

---@class PingSystemMappinController : gameuiInteractionMappinController
PingSystemMappinController = {}

---@return PingSystemMappinController
function PingSystemMappinController.new() return end

---@param props table
---@return PingSystemMappinController
function PingSystemMappinController.new(props) return end

---@return Bool
function PingSystemMappinController:OnIntro() return end

---@class PipelineProcessedCallback : HitCallback
PipelineProcessedCallback = {}

---@return PipelineProcessedCallback
function PipelineProcessedCallback.new() return end

---@param props table
---@return PipelineProcessedCallback
function PipelineProcessedCallback.new(props) return end

---@param hitEvent gameeventsHitEvent
function PipelineProcessedCallback:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function PipelineProcessedCallback:OnHitTriggered(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function PipelineProcessedCallback:OnPipelineProcessed(hitEvent) return end

---@class PlaceMineEvent : redEvent
---@field position Vector4
---@field normal Vector4
PlaceMineEvent = {}

---@return PlaceMineEvent
function PlaceMineEvent.new() return end

---@param props table
---@return PlaceMineEvent
function PlaceMineEvent.new(props) return end

---@class Plane
---@field NormalDistance Vector4
Plane = {}

---@return Plane
function Plane.new() return end

---@param props table
---@return Plane
function Plane.new(props) return end

---@class PlatformController : ScriptableDeviceComponent
PlatformController = {}

---@return PlatformController
function PlatformController.new() return end

---@param props table
---@return PlatformController
function PlatformController.new(props) return end

---@return PlatformControllerPS
function PlatformController:GetPS() return end

---@class PlatformControllerPS : ScriptableDeviceComponentPS
---@field floors NodeRef[]
---@field startingFloor Int32
---@field speed Float
---@field curve CName
---@field errorMSG String
---@field nextFloor Int32
---@field prevFloor Int32
---@field destinationFloor Int32
---@field currentFloor Int32
---@field isPlayerOnPlatform Bool
---@field isMoving Bool
---@field paused Bool
---@field pausingTime Float
PlatformControllerPS = {}

---@return PlatformControllerPS
function PlatformControllerPS.new() return end

---@param props table
---@return PlatformControllerPS
function PlatformControllerPS.new(props) return end

---@return QuestMoveToNextFloor
function PlatformControllerPS:ActionMoveToNextFloor() return end

---@return QuestMoveToPrevFloor
function PlatformControllerPS:ActionMoveToPrevFloor() return end

---@return QuestMoveToFloor
function PlatformControllerPS:ActionQuestMoveToFloor() return end

---@return QuestPause
function PlatformControllerPS:ActionQuestPause() return end

---@return QuestResume
function PlatformControllerPS:ActionQuestResume() return end

---@return ToggleON
function PlatformControllerPS:ActionToggleON() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function PlatformControllerPS:GetActions(context) return end

---@return CName
function PlatformControllerPS:GetCurveName() return end

---@return NodeRef
function PlatformControllerPS:GetDestinationNode() return end

---@return String
function PlatformControllerPS:GetError() return end

---@param floor Int32
---@return NodeRef
function PlatformControllerPS:GetFloorNode(floor) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function PlatformControllerPS:GetQuestActions(context) return end

---@return Float
function PlatformControllerPS:GetResumeTime() return end

---@return Float
function PlatformControllerPS:GetSpeed() return end

function PlatformControllerPS:Initialize() return end

---@param floor Int32
---@return Bool
function PlatformControllerPS:IsAtFloor(floor) return end

---@param isInverted Bool
---@return Bool
function PlatformControllerPS:IsMoving(isInverted) return end

---@return Bool
function PlatformControllerPS:IsPaused() return end

---@param isInverted Bool
---@return Bool
function PlatformControllerPS:IsPlayerOnPlatform(isInverted) return end

function PlatformControllerPS:LinkPlatforms() return end

---@param evt gameMovingPlatformArrivedAt
---@return EntityNotificationType
function PlatformControllerPS:OnArrivedAt(evt) return end

---@param evt QuestMoveToFloor
---@return EntityNotificationType
function PlatformControllerPS:OnQuestMoveToFloor(evt) return end

---@param evt QuestMoveToNextFloor
---@return EntityNotificationType
function PlatformControllerPS:OnQuestMoveToNextFloor(evt) return end

---@param evt QuestMoveToPrevFloor
---@return EntityNotificationType
function PlatformControllerPS:OnQuestMoveToPrevFloor(evt) return end

---@param evt QuestPause
---@return EntityNotificationType
function PlatformControllerPS:OnQuestPause(evt) return end

---@param evt QuestResume
---@return EntityNotificationType
function PlatformControllerPS:OnQuestResume(evt) return end

---@param floorIndx Int32
function PlatformControllerPS:SetCurrentFloor(floorIndx) return end

---@param floorIndx Int32
function PlatformControllerPS:SetDestination(floorIndx) return end

---@param value Bool
function PlatformControllerPS:SetIsMoving(value) return end

---@param floorIndx Int32
function PlatformControllerPS:SetNextFloor(floorIndx) return end

---@param time Float
function PlatformControllerPS:SetPauseTime(time) return end

---@param value Bool
---@return EntityNotificationType
function PlatformControllerPS:SetPlayerOnPlatform(value) return end

---@param floorIndx Int32
function PlatformControllerPS:SetPrevFloor(floorIndx) return end

---@return Bool
function PlatformControllerPS:ValidateFloors() return end

---@class PlatformDevice : InteractiveDevice
---@field movingPlatform gameMovingPlatform
---@field offMeshConnection AIOffMeshConnectionComponent
---@field StartAudioEvent CName
---@field StopAudioEvent CName
---@field MovingVFX CName
PlatformDevice = {}

---@return PlatformDevice
function PlatformDevice.new() return end

---@param props table
---@return PlatformDevice
function PlatformDevice.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function PlatformDevice:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function PlatformDevice:OnAreaExit(evt) return end

---@param evt gameMovingPlatformArrivedAt
---@return Bool
function PlatformDevice:OnArrivedAt(evt) return end

---@return Bool
function PlatformDevice:OnDetach() return end

---@param evt QuestMoveToNextFloor
---@return Bool
function PlatformDevice:OnMoveNext(evt) return end

---@param evt QuestMoveToPrevFloor
---@return Bool
function PlatformDevice:OnMovePrev(evt) return end

---@param evt gameMovingPlatformMovementStateChanged
---@return Bool
function PlatformDevice:OnMovementChange(evt) return end

---@param evt QuestMoveToFloor
---@return Bool
function PlatformDevice:OnQuestMoveToFloor(evt) return end

---@param evt QuestPause
---@return Bool
function PlatformDevice:OnQuestPause(evt) return end

---@param evt QuestResume
---@return Bool
function PlatformDevice:OnQuestResume(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PlatformDevice:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function PlatformDevice:OnTakeControl(ri) return end

---@param evt gameMovingPlatformTeleportTo
---@return Bool
function PlatformDevice:OnTeleport(evt) return end

---@return PlatformController
function PlatformDevice:GetController() return end

---@return PlatformControllerPS
function PlatformDevice:GetDevicePS() return end

---@return Vector4
function PlatformDevice:GetPosition() return end

---@return Bool
function PlatformDevice:IsDeviceMovableScript() return end

---@param destination NodeRef
function PlatformDevice:MoveToMarker(destination) return end

---@param sink worldMaraudersMapDevicesSink
function PlatformDevice:OnMaraudersMapDeviceDebug(sink) return end

function PlatformDevice:Pause() return end

function PlatformDevice:ResolveGameplayState() return end

---@param time Float
function PlatformDevice:Resume(time) return end

function PlatformDevice:StartPostProductionEvents() return end

function PlatformDevice:StopPostProductionEvents() return end

---@class PlayBinkDeviceOperation : DeviceOperationBase
---@field bink SBinkperationData
PlayBinkDeviceOperation = {}

---@return PlayBinkDeviceOperation
function PlayBinkDeviceOperation.new() return end

---@param props table
---@return PlayBinkDeviceOperation
function PlayBinkDeviceOperation.new(props) return end

---@param owner gameObject
function PlayBinkDeviceOperation:Execute(owner) return end

---@param binkData SBinkperationData
---@param owner gameObject
function PlayBinkDeviceOperation:ResolveBink(binkData, owner) return end

---@param owner gameObject
function PlayBinkDeviceOperation:Restore(owner) return end

---@class PlayBinkEvent : redEvent
---@field data SBinkperationData
PlayBinkEvent = {}

---@return PlayBinkEvent
function PlayBinkEvent.new() return end

---@param props table
---@return PlayBinkEvent
function PlayBinkEvent.new(props) return end

---@class PlayBreathingAnimationEffector : gameEffector
---@field animFeature AnimFeature_CameraBreathing
---@field animFeatureName CName
---@field owner gameObject
PlayBreathingAnimationEffector = {}

---@return PlayBreathingAnimationEffector
function PlayBreathingAnimationEffector.new() return end

---@param props table
---@return PlayBreathingAnimationEffector
function PlayBreathingAnimationEffector.new(props) return end

---@param owner gameObject
function PlayBreathingAnimationEffector:ActionOff(owner) return end

---@param owner gameObject
function PlayBreathingAnimationEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PlayBreathingAnimationEffector:Initialize(record, parentRecord) return end

function PlayBreathingAnimationEffector:Uninitialize() return end

---@class PlayDeafeningMusic : ActionBool
PlayDeafeningMusic = {}

---@return PlayDeafeningMusic
function PlayDeafeningMusic.new() return end

---@param props table
---@return PlayDeafeningMusic
function PlayDeafeningMusic.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function PlayDeafeningMusic.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function PlayDeafeningMusic.IsDefaultConditionMet(device) return end

---@return gamedataChoiceCaptionIconPart_Record
function PlayDeafeningMusic:GetInteractionIcon() return end

function PlayDeafeningMusic:SetProperties() return end

---@class PlayEffectDeviceOperation : DeviceOperationBase
---@field VFXs SVFXOperationData[]
---@field fxInstances SVfxInstanceData[]
PlayEffectDeviceOperation = {}

---@return PlayEffectDeviceOperation
function PlayEffectDeviceOperation.new() return end

---@param props table
---@return PlayEffectDeviceOperation
function PlayEffectDeviceOperation.new(props) return end

---@param owner gameObject
---@param id CName|string
---@param resource gameFxResource
---@param transform WorldTransform
---@return gameFxInstance
function PlayEffectDeviceOperation:CreateFxInstance(owner, id, resource, transform) return end

---@param owner gameObject
function PlayEffectDeviceOperation:Execute(owner) return end

---@param id CName|string
---@return gameFxInstance
function PlayEffectDeviceOperation:GetFxInstance(id) return end

---@param id CName|string
function PlayEffectDeviceOperation:RemoveFxInstance(id) return end

---@param VFXsArg SVFXOperationData[]
---@param owner gameObject
function PlayEffectDeviceOperation:ResolveVFXs(VFXsArg, owner) return end

---@param owner gameObject
function PlayEffectDeviceOperation:Restore(owner) return end

---@param id CName|string
---@param fx gameFxInstance
function PlayEffectDeviceOperation:StoreFxInstance(id, fx) return end

---@class PlayGrandFinaleVFX : redEvent
---@field target ScriptedPuppet
PlayGrandFinaleVFX = {}

---@return PlayGrandFinaleVFX
function PlayGrandFinaleVFX.new() return end

---@param props table
---@return PlayGrandFinaleVFX
function PlayGrandFinaleVFX.new(props) return end

---@class PlayInitFearAnimation : AIbehaviorconditionScript
---@field grenadePanic Bool
---@field initialized Bool
PlayInitFearAnimation = {}

---@return PlayInitFearAnimation
function PlayInitFearAnimation.new() return end

---@param props table
---@return PlayInitFearAnimation
function PlayInitFearAnimation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function PlayInitFearAnimation:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function PlayInitFearAnimation:Check(context) return end

---@class PlayLibraryAnimationButtonView : BaseButtonView
---@field ToHoverAnimationName CName
---@field ToPressedAnimationName CName
---@field ToDefaultAnimationName CName
---@field ToDisabledAnimationName CName
---@field InputAnimation inkanimProxy
PlayLibraryAnimationButtonView = {}

---@return PlayLibraryAnimationButtonView
function PlayLibraryAnimationButtonView.new() return end

---@param props table
---@return PlayLibraryAnimationButtonView
function PlayLibraryAnimationButtonView.new(props) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function PlayLibraryAnimationButtonView:ButtonStateChanged(oldState, newState) return end

---@class PlayNewPerksSoundEvent : redEvent
---@field soundName CName
---@field rumbleStrength inkRumbleStrength
---@field stopIfPlaying Bool
PlayNewPerksSoundEvent = {}

---@return PlayNewPerksSoundEvent
function PlayNewPerksSoundEvent.new() return end

---@param props table
---@return PlayNewPerksSoundEvent
function PlayNewPerksSoundEvent.new(props) return end

---@class PlayOnePunchVFX : redEvent
---@field target gameObject
---@field instigator gameObject
PlayOnePunchVFX = {}

---@return PlayOnePunchVFX
function PlayOnePunchVFX.new() return end

---@param props table
---@return PlayOnePunchVFX
function PlayOnePunchVFX.new(props) return end

---@class PlayPauseActionWidgetController : NextPreviousActionWidgetController
---@field playContainer inkWidgetReference
---@field isPlaying Bool
PlayPauseActionWidgetController = {}

---@return PlayPauseActionWidgetController
function PlayPauseActionWidgetController.new() return end

---@param props table
---@return PlayPauseActionWidgetController
function PlayPauseActionWidgetController.new(props) return end

function PlayPauseActionWidgetController:DetermineState() return end

---@param executor gameObject
---@param action gamedeviceAction
function PlayPauseActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function PlayPauseActionWidgetController:Initialize(gameController, widgetData) return end

function PlayPauseActionWidgetController:Reset() return end

---@param value Bool
function PlayPauseActionWidgetController:TogglePlay(value) return end

---@class PlayRadio : MusicSettings
---@field radioStation ERadioStationList
PlayRadio = {}

---@return PlayRadio
function PlayRadio.new() return end

---@param props table
---@return PlayRadio
function PlayRadio.new(props) return end

---@return CName
function PlayRadio:GetSoundName() return end

---@return ERadioStationList
function PlayRadio:GetStation() return end

---@param soundname ERadioStationList
function PlayRadio:SetSoundName(soundname) return end

---@class PlayRadioArgs : IScriptable
---@field instance ScriptGameInstance
---@field delay Float
---@field entryName CName
---@field onlyPlayIfPlayerIsBeingChased Bool
---@field shouldCheckDistrictAfterDelay Bool
---@field handleVehicleEntranceEdgeCase Bool
---@field handleVehicleLostOrSpottedEdgeCase Bool
---@field stateUsedOnRequest EStarState
PlayRadioArgs = {}

---@return PlayRadioArgs
function PlayRadioArgs.new() return end

---@param props table
---@return PlayRadioArgs
function PlayRadioArgs.new(props) return end

---@param entry CName|string
---@param timeDelay Float
---@return PlayRadioArgs
function PlayRadioArgs.CheckPlayerIsChasedAndDistrictArgs(entry, timeDelay) return end

---@param entry CName|string
---@param timeDelay Float
---@return PlayRadioArgs
function PlayRadioArgs.CheckPlayerIsChasedAndVehicleEntranceArgs(entry, timeDelay) return end

---@param entry CName|string
---@param timeDelay Float
---@param state EStarState
---@return PlayRadioArgs
function PlayRadioArgs.CheckPlayerIsChasedAndVisibilityArgs(entry, timeDelay, state) return end

---@param entry CName|string
---@param timeDelay Float
---@return PlayRadioArgs
function PlayRadioArgs.CheckPlayerIsChasedArgs(entry, timeDelay) return end

---@param entry CName|string
---@return PlayRadioArgs
function PlayRadioArgs.DefaultArgs(entry) return end

---@param entry CName|string
---@param timeDelay Float
---@return PlayRadioArgs
function PlayRadioArgs.DefaultDelayedArgs(entry, timeDelay) return end

---@class PlayRecordedSessionMenuGameController : PreGameSubMenuGameController
---@field recordsSelector inkSelectorController
---@field records String[]
PlayRecordedSessionMenuGameController = {}

---@return PlayRecordedSessionMenuGameController
function PlayRecordedSessionMenuGameController.new() return end

---@param props table
---@return PlayRecordedSessionMenuGameController
function PlayRecordedSessionMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function PlayRecordedSessionMenuGameController:OnBack(e) return end

---@return Bool
function PlayRecordedSessionMenuGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function PlayRecordedSessionMenuGameController:OnPlay(e) return end

---@param buttonsList inkVerticalPanelWidget
function PlayRecordedSessionMenuGameController:InitializeButtons(buttonsList) return end

---@param menuName inkTextWidget
function PlayRecordedSessionMenuGameController:InitializeMenuName(menuName) return end

---@class PlayRelicIntroAnimationEvent : redEvent
PlayRelicIntroAnimationEvent = {}

---@return PlayRelicIntroAnimationEvent
function PlayRelicIntroAnimationEvent.new() return end

---@param props table
---@return PlayRelicIntroAnimationEvent
function PlayRelicIntroAnimationEvent.new(props) return end

---@class PlaySFXEffector : gameEffector
---@field activationSFXName CName
---@field deactivationSFXName CName
---@field startOnUninitialize Bool
---@field unique Bool
---@field fireAndForget Bool
---@field stopActiveSfxOnDeactivate Bool
---@field owner gameObject
PlaySFXEffector = {}

---@return PlaySFXEffector
function PlaySFXEffector.new() return end

---@param props table
---@return PlaySFXEffector
function PlaySFXEffector.new(props) return end

---@param owner gameObject
function PlaySFXEffector:ActionOff(owner) return end

---@param owner gameObject
function PlaySFXEffector:ActionOn(owner) return end

function PlaySFXEffector:Deactivate() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PlaySFXEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function PlaySFXEffector:RepeatedAction(owner) return end

function PlaySFXEffector:Uninitialize() return end

---@class PlaySoundDeviceOperation : DeviceOperationBase
---@field SFXs SSFXOperationData[]
PlaySoundDeviceOperation = {}

---@return PlaySoundDeviceOperation
function PlaySoundDeviceOperation.new() return end

---@param props table
---@return PlaySoundDeviceOperation
function PlaySoundDeviceOperation.new(props) return end

---@param owner gameObject
function PlaySoundDeviceOperation:Execute(owner) return end

---@param SFXsArg SSFXOperationData[]
---@param owner gameObject
function PlaySoundDeviceOperation:ResolveSFXs(SFXsArg, owner) return end

---@param owner gameObject
function PlaySoundDeviceOperation:Restore(owner) return end

---@class PlaySoundEvent : MusicSettings
---@field soundEvent CName
PlaySoundEvent = {}

---@return PlaySoundEvent
function PlaySoundEvent.new() return end

---@param props table
---@return PlaySoundEvent
function PlaySoundEvent.new(props) return end

---@return CName
function PlaySoundEvent:GetSoundName() return end

---@param soundname CName|string
function PlaySoundEvent:SetSoundName(soundname) return end

---@class PlayStartupLocoFearAnimation : AIbehaviorconditionScript
PlayStartupLocoFearAnimation = {}

---@return PlayStartupLocoFearAnimation
function PlayStartupLocoFearAnimation.new() return end

---@param props table
---@return PlayStartupLocoFearAnimation
function PlayStartupLocoFearAnimation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function PlayStartupLocoFearAnimation:Check(context) return end

---@class PlayTransformAnimationDeviceOperation : DeviceOperationBase
---@field transformAnimations STransformAnimationData[]
PlayTransformAnimationDeviceOperation = {}

---@return PlayTransformAnimationDeviceOperation
function PlayTransformAnimationDeviceOperation.new() return end

---@param props table
---@return PlayTransformAnimationDeviceOperation
function PlayTransformAnimationDeviceOperation.new(props) return end

---@param owner gameObject
function PlayTransformAnimationDeviceOperation:Execute(owner) return end

---@param animations STransformAnimationData[]
---@param owner gameObject
function PlayTransformAnimationDeviceOperation:ResolveTransformAnimations(animations, owner) return end

---@param owner gameObject
function PlayTransformAnimationDeviceOperation:Restore(owner) return end

---@class PlayVFXEffector : gameEffector
---@field vfxName CName
---@field startOnUninitialize Bool
---@field fireAndForget Bool
---@field owner gameObject
PlayVFXEffector = {}

---@return PlayVFXEffector
function PlayVFXEffector.new() return end

---@param props table
---@return PlayVFXEffector
function PlayVFXEffector.new(props) return end

---@param owner gameObject
function PlayVFXEffector:ActionOff(owner) return end

---@param owner gameObject
function PlayVFXEffector:ActionOn(owner) return end

function PlayVFXEffector:Deactivate() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PlayVFXEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function PlayVFXEffector:RepeatedAction(owner) return end

function PlayVFXEffector:Uninitialize() return end

---@class PlayVFXOnHitPositionEffector : gameEffector
---@field effectName CName
---@field effectTag CName
---@field applicationTarget CName
PlayVFXOnHitPositionEffector = {}

---@return PlayVFXOnHitPositionEffector
function PlayVFXOnHitPositionEffector.new() return end

---@param props table
---@return PlayVFXOnHitPositionEffector
function PlayVFXOnHitPositionEffector.new(props) return end

---@param owner gameObject
function PlayVFXOnHitPositionEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PlayVFXOnHitPositionEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function PlayVFXOnHitPositionEffector:RepeatedAction(owner) return end

---@class PlaybackOptionsUpdateData : IScriptable
---@field playbackOptions inkanimPlaybackOptions
PlaybackOptionsUpdateData = {}

---@return PlaybackOptionsUpdateData
function PlaybackOptionsUpdateData.new() return end

---@param props table
---@return PlaybackOptionsUpdateData
function PlaybackOptionsUpdateData.new(props) return end

---@class PlayerCanGiveCPOMissionDataPrereq : gameinteractionsInteractionScriptedCondition
PlayerCanGiveCPOMissionDataPrereq = {}

---@return PlayerCanGiveCPOMissionDataPrereq
function PlayerCanGiveCPOMissionDataPrereq.new() return end

---@param props table
---@return PlayerCanGiveCPOMissionDataPrereq
function PlayerCanGiveCPOMissionDataPrereq.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param hotSpotLayer gameinteractionsCHotSpotLayerDefinition
---@return Bool
function PlayerCanGiveCPOMissionDataPrereq:Test(activatorObject, hotSpotObject, hotSpotLayer) return end

---@class PlayerCanTakeCPOMissionDataPrereq : gameinteractionsInteractionScriptedCondition
PlayerCanTakeCPOMissionDataPrereq = {}

---@return PlayerCanTakeCPOMissionDataPrereq
function PlayerCanTakeCPOMissionDataPrereq.new() return end

---@param props table
---@return PlayerCanTakeCPOMissionDataPrereq
function PlayerCanTakeCPOMissionDataPrereq.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@param hotSpotLayer gameinteractionsCHotSpotLayerDefinition
---@return Bool
function PlayerCanTakeCPOMissionDataPrereq:Test(activatorObject, hotSpotObject, hotSpotLayer) return end

---@class PlayerCombatController : IScriptable
---@field gameplayActiveFlagsRefreshPolicy PlayerCombatControllerRefreshPolicy
---@field blackboardIds PlayerCombatControllerBBIds
---@field blackboardValuesIds PlayerCombatControllerBBValuesIds
---@field blackboardListenersFunctions PlayerCombatControllerBlackboardListenersFunctions
---@field blackboardListeners PlayerCombatControllerBBListeners
---@field delayEventsIds PlayerCombatControllerDelayCallbacksIds
---@field gameplayActiveFlags PlayerCombatControllerActiveFlags
---@field otherVars PlayerCombatControllerOtherVars
---@field owner gameObject
PlayerCombatController = {}

---@return PlayerCombatController
function PlayerCombatController.new() return end

---@param props table
---@return PlayerCombatController
function PlayerCombatController.new(props) return end

function PlayerCombatController:ActivateCombat() return end

function PlayerCombatController:ActivateOutOfCombat() return end

function PlayerCombatController:ActivateStealth() return end

---@param varName CName|string
---@return Bool
function PlayerCombatController:GetBoolFromQuestDB(varName) return end

function PlayerCombatController:InitBlackboardFunctions() return end

function PlayerCombatController:InitBlackboardIds() return end

function PlayerCombatController:InitBlackboardValuesIds() return end

---@param owner gameObject
function PlayerCombatController:InitOwnerVars(owner) return end

function PlayerCombatController:InitPlayerCombatControllerRefreshPolicy() return end

---@param state PlayerCombatState
function PlayerCombatController:InvalidateActivationState(state) return end

---@return Bool
function PlayerCombatController:IsRightHandInUnequippedState() return end

---@param value Int32
function PlayerCombatController:OnCrouchActiveChanged(value) return end

---@param evt CrouchDelayEvent
function PlayerCombatController:OnCrouchDelayEvent(evt) return end

---@param evt PlayerCombatControllerInvalidateEvent
function PlayerCombatController:OnInvalidateActiveState(evt) return end

---@param evt AIStartedBeingTrackedAsHostile
function PlayerCombatController:OnStartedBeingTrackedAsHostile(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@param gameplayTags CName[]|string[]
function PlayerCombatController:OnStatusEffectApplied(evt, gameplayTags) return end

---@param evt gameeventsRemoveStatusEffect
---@param gameplayTags CName[]|string[]
function PlayerCombatController:OnStatusEffectRemoved(evt, gameplayTags) return end

function PlayerCombatController:OnStoppedBeingTrackedAsHostile() return end

function PlayerCombatController:ProcessFlagsRefreshPolicy() return end

function PlayerCombatController:RegisterBlackboardListeners() return end

---@param owner gameObject
function PlayerCombatController:RegisterOwner(owner) return end

---@param inCombat Bool
function PlayerCombatController:SendAnimFeatureData(inCombat) return end

---@param id gamebbScriptID_Int32
---@param value Int32
function PlayerCombatController:SetBlackboardIntVariable(id, value) return end

---@param factName CName|string
function PlayerCombatController:TutorialSetFact(factName) return end

function PlayerCombatController:UnregisterBlackboardListeners() return end

function PlayerCombatController:UnregisterOwner() return end

function PlayerCombatController:VerifyActivation() return end

---@class PlayerCombatControllerActiveFlags
---@field crouchActive Bool
---@field crouchTimerPassed Bool
---@field isTracked Bool
---@field usingJhonnyReplacer Bool
---@field usingQuickHack Bool
PlayerCombatControllerActiveFlags = {}

---@return PlayerCombatControllerActiveFlags
function PlayerCombatControllerActiveFlags.new() return end

---@param props table
---@return PlayerCombatControllerActiveFlags
function PlayerCombatControllerActiveFlags.new(props) return end

---@class PlayerCombatControllerBBIds
---@field crouchActive gamebbScriptDefinition
PlayerCombatControllerBBIds = {}

---@return PlayerCombatControllerBBIds
function PlayerCombatControllerBBIds.new() return end

---@param props table
---@return PlayerCombatControllerBBIds
function PlayerCombatControllerBBIds.new(props) return end

---@class PlayerCombatControllerBBListeners
---@field crouchActive redCallbackObject
PlayerCombatControllerBBListeners = {}

---@return PlayerCombatControllerBBListeners
function PlayerCombatControllerBBListeners.new() return end

---@param props table
---@return PlayerCombatControllerBBListeners
function PlayerCombatControllerBBListeners.new(props) return end

---@class PlayerCombatControllerBBValuesIds
---@field crouchActive gamebbScriptID_Int32
PlayerCombatControllerBBValuesIds = {}

---@return PlayerCombatControllerBBValuesIds
function PlayerCombatControllerBBValuesIds.new() return end

---@param props table
---@return PlayerCombatControllerBBValuesIds
function PlayerCombatControllerBBValuesIds.new(props) return end

---@class PlayerCombatControllerBlackboardListenersFunctions
---@field crouchActive CName
PlayerCombatControllerBlackboardListenersFunctions = {}

---@return PlayerCombatControllerBlackboardListenersFunctions
function PlayerCombatControllerBlackboardListenersFunctions.new() return end

---@param props table
---@return PlayerCombatControllerBlackboardListenersFunctions
function PlayerCombatControllerBlackboardListenersFunctions.new(props) return end

---@class PlayerCombatControllerDelayCallbacksIds
---@field crouch gameDelayID
PlayerCombatControllerDelayCallbacksIds = {}

---@return PlayerCombatControllerDelayCallbacksIds
function PlayerCombatControllerDelayCallbacksIds.new() return end

---@param props table
---@return PlayerCombatControllerDelayCallbacksIds
function PlayerCombatControllerDelayCallbacksIds.new(props) return end

---@class PlayerCombatControllerInvalidateEvent : redEvent
---@field state PlayerCombatState
PlayerCombatControllerInvalidateEvent = {}

---@return PlayerCombatControllerInvalidateEvent
function PlayerCombatControllerInvalidateEvent.new() return end

---@param props table
---@return PlayerCombatControllerInvalidateEvent
function PlayerCombatControllerInvalidateEvent.new(props) return end

---@class PlayerCombatControllerOtherVars
---@field state PlayerCombatState
PlayerCombatControllerOtherVars = {}

---@return PlayerCombatControllerOtherVars
function PlayerCombatControllerOtherVars.new() return end

---@param props table
---@return PlayerCombatControllerOtherVars
function PlayerCombatControllerOtherVars.new(props) return end

---@class PlayerCombatControllerRefreshPolicy
---@field crouchActive PlayerCombatControllerRefreshPolicyEnum
---@field crouchTimerPassed PlayerCombatControllerRefreshPolicyEnum
---@field isTracked PlayerCombatControllerRefreshPolicyEnum
---@field usingJhonnyReplacer PlayerCombatControllerRefreshPolicyEnum
---@field usingQuickHack PlayerCombatControllerRefreshPolicyEnum
PlayerCombatControllerRefreshPolicy = {}

---@return PlayerCombatControllerRefreshPolicy
function PlayerCombatControllerRefreshPolicy.new() return end

---@param props table
---@return PlayerCombatControllerRefreshPolicy
function PlayerCombatControllerRefreshPolicy.new(props) return end

---@class PlayerCombatStateTimePrereq : gameIScriptablePrereq
---@field minTime Float
---@field maxTime Float
PlayerCombatStateTimePrereq = {}

---@return PlayerCombatStateTimePrereq
function PlayerCombatStateTimePrereq.new() return end

---@param props table
---@return PlayerCombatStateTimePrereq
function PlayerCombatStateTimePrereq.new(props) return end

---@param owner gameObject
---@param value Float
---@return Bool
function PlayerCombatStateTimePrereq:Evaluate(owner, value) return end

---@param recordID TweakDBID|string
function PlayerCombatStateTimePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PlayerCombatStateTimePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerCombatStateTimePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function PlayerCombatStateTimePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerCombatStateTimePrereq:OnUnregister(state, context) return end

---@class PlayerCombatStateTimePrereqState : gamePrereqState
---@field owner gameObject
---@field listener redCallbackObject
PlayerCombatStateTimePrereqState = {}

---@return PlayerCombatStateTimePrereqState
function PlayerCombatStateTimePrereqState.new() return end

---@param props table
---@return PlayerCombatStateTimePrereqState
function PlayerCombatStateTimePrereqState.new(props) return end

---@param value Float
---@return Bool
function PlayerCombatStateTimePrereqState:OnStateUpdate(value) return end

---@class PlayerCompanionCacheDataEvent : redEvent
---@field isPlayerCompanionCached Bool
---@field isPlayerCompanionCachedTimeStamp Float
PlayerCompanionCacheDataEvent = {}

---@return PlayerCompanionCacheDataEvent
function PlayerCompanionCacheDataEvent.new() return end

---@param props table
---@return PlayerCompanionCacheDataEvent
function PlayerCompanionCacheDataEvent.new(props) return end

---@class PlayerControlDeviceData
---@field currentYawModifier Float
---@field currentPitchModifier Float
PlayerControlDeviceData = {}

---@return PlayerControlDeviceData
function PlayerControlDeviceData.new() return end

---@param props table
---@return PlayerControlDeviceData
function PlayerControlDeviceData.new(props) return end

---@class PlayerControlsDevicePrereq : gameIScriptablePrereq
---@field inverse Bool
PlayerControlsDevicePrereq = {}

---@return PlayerControlsDevicePrereq
function PlayerControlsDevicePrereq.new() return end

---@param props table
---@return PlayerControlsDevicePrereq
function PlayerControlsDevicePrereq.new(props) return end

---@param record TweakDBID|string
function PlayerControlsDevicePrereq:Initialize(record) return end

---@param context IScriptable
---@return Bool
function PlayerControlsDevicePrereq:IsFulfilled(context) return end

---@class PlayerCoverHelper : IScriptable
PlayerCoverHelper = {}

---@return PlayerCoverHelper
function PlayerCoverHelper.new() return end

---@param props table
---@return PlayerCoverHelper
function PlayerCoverHelper.new(props) return end

---@param owner gameObject
function PlayerCoverHelper.BlockCoverVisibilityReduction(owner) return end

---@return TweakDBID
function PlayerCoverHelper.GetBlockCoverStatusEffectID() return end

---@class PlayerDamageFromDataEvent : gameTickableEvent
PlayerDamageFromDataEvent = {}

---@return PlayerDamageFromDataEvent
function PlayerDamageFromDataEvent.new() return end

---@param props table
---@return PlayerDamageFromDataEvent
function PlayerDamageFromDataEvent.new(props) return end

---@class PlayerDeadPrereq : gameIScriptablePrereq
PlayerDeadPrereq = {}

---@return PlayerDeadPrereq
function PlayerDeadPrereq.new() return end

---@param props table
---@return PlayerDeadPrereq
function PlayerDeadPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerDeadPrereq:IsFulfilled(context) return end

---@class PlayerDevUpdateDataEvent : redEvent
PlayerDevUpdateDataEvent = {}

---@return PlayerDevUpdateDataEvent
function PlayerDevUpdateDataEvent.new() return end

---@param props table
---@return PlayerDevUpdateDataEvent
function PlayerDevUpdateDataEvent.new(props) return end

---@class PlayerDevelopmentData : IScriptable
---@field owner gameObject
---@field ownerID entEntityID
---@field queuedCombatExp SExperiencePoints[]
---@field proficiencies SProficiency[]
---@field attributes SAttribute[]
---@field perkAreas SPerkArea[]
---@field traits STrait[]
---@field devPoints SDevelopmentPoints[]
---@field skillPrereqs SkillCheckPrereqState[]
---@field statPrereqs StatCheckPrereqState[]
---@field knownRecipes ItemRecipe[]
---@field attributesData SAttributeData[]
---@field highestCompletedMinigameLevel Int32
---@field startingLevel Int32
---@field startingExperience Int32
---@field lifePath gamedataLifePath
---@field displayActivityLog Bool
---@field progressionBuildSetCompleted Bool
PlayerDevelopmentData = {}

---@return PlayerDevelopmentData
function PlayerDevelopmentData.new() return end

---@param props table
---@return PlayerDevelopmentData
function PlayerDevelopmentData.new(props) return end

---@param type gamedataAttributeDataType
---@return gamedataStatType
function PlayerDevelopmentData.AttributeDataTypeToStatType(type) return end

---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentData.IsAttribute(type) return end

---@param profficeinct gamedataProficiencyType
---@return Bool
function PlayerDevelopmentData.IsProfficiencyObsolete(profficeinct) return end

---@param type gamedataStatType
---@return gamedataAttributeDataType
function PlayerDevelopmentData.StatTypeToAttributeDataType(type) return end

---@param perkType gamedataNewPerkType
---@param perkLevel Int32
function PlayerDevelopmentData:ActivateNewPerk(perkType, perkLevel) return end

---@param areaIndex Int32
---@param perkIndex Int32
function PlayerDevelopmentData:ActivatePerkLevelData(areaIndex, perkIndex) return end

---@param traitType gamedataTraitType
function PlayerDevelopmentData:ActivateTraitBase(traitType) return end

---@param amount Int32
---@param type gamedataDevelopmentPointType
function PlayerDevelopmentData:AddDevelopmentPoints(amount, type) return end

---@param amount Int32
---@param type gamedataProficiencyType
---@param telemetryGainReason telemetryLevelGainReason
---@param isDebug Bool
function PlayerDevelopmentData:AddExperience(amount, type, telemetryGainReason, isDebug) return end

---@param type gamedataProficiencyType
---@param amount Int32
function PlayerDevelopmentData:AddLevels(type, amount) return end

---@param type gamedataProficiencyType
function PlayerDevelopmentData:AddProficiency(type) return end

---@param traitType gamedataTraitType
function PlayerDevelopmentData:AddTrait(traitType) return end

---@param value Int32
function PlayerDevelopmentData:BumpNetrunnerMinigameLevel(value) return end

---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentData:BuyAttribute(type) return end

---@param perkType gamedataNewPerkType
---@param forceBuy Bool
---@return Bool
function PlayerDevelopmentData:BuyNewPerk(perkType, forceBuy) return end

---@param perkType gamedataPerkType
---@return Bool
function PlayerDevelopmentData:BuyPerk(perkType) return end

---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentData:CanAttributeBeBought(type) return end

---@param pIndex Int32
---@return Bool
function PlayerDevelopmentData:CanGainNextProficiencyLevel(pIndex) return end

---@param perkType gamedataNewPerkType
---@param isEspionagePerk Bool
---@param isEspionageMilestonePerk Bool
---@return Bool
function PlayerDevelopmentData:CanNewPerkBeBought(perkType, isEspionagePerk, isEspionageMilestonePerk) return end

---@param perkType gamedataPerkType
---@return Bool
function PlayerDevelopmentData:CanPerkBeBought(perkType) return end

---@return Bool
function PlayerDevelopmentData:CanTraitBeBought() return end

---@param attributeIdx Int32
---@param perkRecord SNewPerk
---@return Bool
function PlayerDevelopmentData:CheckIfAllNewPerkParentSold(attributeIdx, perkRecord) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:CheckIfAllnewPerkParentSold(perkType) return end

---@return Bool
function PlayerDevelopmentData:CheckPlayerRespecCost() return end

function PlayerDevelopmentData:CheckRelicMasterAchievement() return end

---@param index Int32
function PlayerDevelopmentData:CheckSpecialistAchievement(index) return end

function PlayerDevelopmentData:ClearAllDevPoints() return end

---@param traitIndex Int32
function PlayerDevelopmentData:ClearTraitInfiniteData(traitIndex) return end

---@param perkType gamedataNewPerkType
---@param perkLevel Int32
function PlayerDevelopmentData:DeactivateNewPerk(perkType, perkLevel) return end

---@param areaIndex Int32
---@param perkIndex Int32
function PlayerDevelopmentData:DeactivatePerkLevelData(areaIndex, perkIndex) return end

function PlayerDevelopmentData:EspionageAttributeRetrofix() return end

---@param prof gamedataProficiencyType
function PlayerDevelopmentData:EvaluatePerkAreas(prof) return end

---@param profType gamedataProficiencyType
function PlayerDevelopmentData:EvaluateTrait(profType) return end

---@param traitIndex Int32
function PlayerDevelopmentData:EvaluateTraitInfiniteData(traitIndex) return end

---@param perkType gamedataNewPerkType
---@return Bool, Int32, Int32
function PlayerDevelopmentData:FindNewPerk(perkType) return end

function PlayerDevelopmentData:FlushDevelopment() return end

---@param perkType gamedataNewPerkType
---@return Bool, Int32
function PlayerDevelopmentData:ForceSellNewPerk(perkType) return end

---@param type gamedataAttributeDataType
---@return SAttributeData
function PlayerDevelopmentData:GetAttributeData(type) return end

---@param statType gamedataStatType
---@return Bool, SAttributeData
function PlayerDevelopmentData:GetAttributeData(statType) return end

---@param type gamedataStatType
---@return Int32
function PlayerDevelopmentData:GetAttributeDevCap(type) return end

---@param type gamedataStatType
---@return Int32
function PlayerDevelopmentData:GetAttributeIndex(type) return end

---@param type gamedataStatType
---@return Int32
function PlayerDevelopmentData:GetAttributeNextLevelCost(type) return end

---@param attributeDataType gamedataAttributeDataType
---@return Int32
function PlayerDevelopmentData:GetAttributePoints(attributeDataType) return end

---@param type gamedataStatType
---@return gamedataStat_Record
function PlayerDevelopmentData:GetAttributeRecord(type) return end

---@param type gamedataStatType
---@return Float
function PlayerDevelopmentData:GetAttributeValue(type) return end

---@return SAttribute[]
function PlayerDevelopmentData:GetAttributes() return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetCurrentLevelProficiencyExp(type) return end

---@param type gamedataDevelopmentPointType
---@return Int32
function PlayerDevelopmentData:GetDevPoints(type) return end

---@param level Int32
---@param profType gamedataProficiencyType
---@param devPtsType gamedataDevelopmentPointType
---@return Int32
function PlayerDevelopmentData:GetDevPointsForLevel(level, profType, devPtsType) return end

---@param type gamedataDevelopmentPointType
---@return Int32
function PlayerDevelopmentData:GetDevPointsIndex(type) return end

---@return gamedataProficiencyType
function PlayerDevelopmentData:GetDominatingCombatProficiency() return end

---@return Int32
function PlayerDevelopmentData:GetEspionagePerksCount() return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetExperienceForNextLevel(type) return end

---@return Int32
function PlayerDevelopmentData:GetExperiencePercentage() return end

---@return Int32
function PlayerDevelopmentData:GetHighestCompletedMinigameLevel() return end

---@param profType gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetInvestedPerkPoints(profType) return end

---@return Bool
function PlayerDevelopmentData:GetIsProgressionBuildSetCompleted() return end

---@return gamedataLifePath
function PlayerDevelopmentData:GetLifePath() return end

---@param perkType gamedataNewPerkType
---@param perkLevel Int32
---@return TweakDBID
function PlayerDevelopmentData:GetNewPerkGLPackageTDBID(perkType, perkLevel) return end

---@param perkType gamedataNewPerkType
---@return Int32
function PlayerDevelopmentData:GetNewPerkMaxLevel(perkType) return end

---@return gameObject
function PlayerDevelopmentData:GetOwner() return end

---@return entEntityID
function PlayerDevelopmentData:GetOwnerID() return end

---@param perkType gamedataPerkType
---@return gamedataPerkArea
function PlayerDevelopmentData:GetPerkAreaFromPerk(perkType) return end

---@param areaType gamedataPerkArea
---@return Int32
function PlayerDevelopmentData:GetPerkAreaIndex(areaType) return end

---@param areaType gamedataPerkArea
---@return gamedataPerkArea_Record
function PlayerDevelopmentData:GetPerkAreaRecord(areaType) return end

---@param perkType gamedataNewPerkType
---@return gamedataAttributeData_Record
function PlayerDevelopmentData:GetPerkAttribute(perkType) return end

---@param areaType gamedataPerkArea
---@param perkType gamedataPerkType
---@return Int32
function PlayerDevelopmentData:GetPerkIndex(areaType, perkType) return end

---@param perkType gamedataPerkType
---@return Int32
function PlayerDevelopmentData:GetPerkIndex(perkType) return end

---@param areaIndex Int32
---@param perkType gamedataPerkType
---@return Int32
function PlayerDevelopmentData:GetPerkIndex(areaIndex, perkType) return end

---@param perkType gamedataPerkType
---@return Int32
function PlayerDevelopmentData:GetPerkLevel(perkType) return end

---@param perkType gamedataPerkType
---@return Int32
function PlayerDevelopmentData:GetPerkMaxLevel(perkType) return end

---@param areaIndex Int32
---@param perkIndex Int32
---@return TweakDBID
function PlayerDevelopmentData:GetPerkPackageTDBID(areaIndex, perkIndex) return end

---@param perkType gamedataPerkType
---@return TweakDBID
function PlayerDevelopmentData:GetPerkPackageTDBID(perkType) return end

---@param perkType gamedataPerkType
---@return gamedataPerk_Record
function PlayerDevelopmentData:GetPerkRecord(perkType) return end

---@return SPerk[]
function PlayerDevelopmentData:GetPerks() return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetProficiencyAbsoluteMaxLevel(type) return end

---@param type gamedataProficiencyType
---@return CName, CName
function PlayerDevelopmentData:GetProficiencyExpCurveNames(type) return end

---@param perkArea gamedataPerkArea
---@return gamedataProficiencyType
function PlayerDevelopmentData:GetProficiencyFromPerkArea(perkArea) return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetProficiencyIndexByType(type) return end

---@param perkArea gamedataPerkArea
---@return Int32
function PlayerDevelopmentData:GetProficiencyIndexFromPerkArea(perkArea) return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetProficiencyLevel(type) return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetProficiencyMaxLevel(type) return end

---@param index Int32
---@return gamedataProficiency_Record
function PlayerDevelopmentData:GetProficiencyRecordByIndex(index) return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetRemainingExpForLevelUp(type) return end

---@param traitRecord gamedataTrait_Record
---@return Bool, Int32
function PlayerDevelopmentData:GetRemainingRequiredPerkPoints(traitRecord) return end

---@param areaRecord gamedataPerkArea_Record
---@return Bool, Int32
function PlayerDevelopmentData:GetRemainingRequiredPerkPoints(areaRecord) return end

---@return Int32
function PlayerDevelopmentData:GetSpentPerkPoints() return end

---@return Int32
function PlayerDevelopmentData:GetSpentTraitPoints() return end

---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentData:GetTotalProfExperience(type) return end

---@return Int32
function PlayerDevelopmentData:GetTotalRespecCost() return end

---@param traitType gamedataTraitType
---@return Int32
function PlayerDevelopmentData:GetTraitIndex(traitType) return end

---@param traitType gamedataTraitType
---@return Int32
function PlayerDevelopmentData:GetTraitLevel(traitType) return end

---@param traitIndex Int32
---@return Int32
function PlayerDevelopmentData:GetTraitLevel(traitIndex) return end

---@param traitType gamedataTraitType
---@return gamedataTrait_Record
function PlayerDevelopmentData:GetTraitRecord(traitType) return end

---@param perkType gamedataNewPerkType
---@return gamedataNewPerkType[]
function PlayerDevelopmentData:GetUnlockedPerkList(perkType) return end

---@param i Int32
---@param j Int32
function PlayerDevelopmentData:HandleAddingPerkLevel(i, j) return end

---@param i Int32
---@param j Int32
---@return Int32
function PlayerDevelopmentData:HandleRemovingPerkLevel(i, j) return end

---@param playerData EquipmentSystemPlayerData
function PlayerDevelopmentData:HandleRemovingTech_Central_Milestone_3(playerData) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:HasEnoughtAttributePoints(perkType) return end

---@param perkType gamedataPerkType
---@return Bool
function PlayerDevelopmentData:HasPerk(perkType) return end

---@param areaIndex Int32
---@param perkIndex Int32
function PlayerDevelopmentData:IncreasePerkLevel(areaIndex, perkIndex) return end

---@param traitType gamedataTraitType
---@return Bool
function PlayerDevelopmentData:IncreaseTraitLevel(traitType) return end

function PlayerDevelopmentData:InitializeAttributesData() return end

---@param perkType gamedataPerkType
---@return SPerk
function PlayerDevelopmentData:InitializePerk(perkType) return end

---@param areaType gamedataPerkArea
function PlayerDevelopmentData:InitializePerkArea(areaType) return end

function PlayerDevelopmentData:InitializePerkAreas() return end

function PlayerDevelopmentData:InitializeTraits() return end

---@param type gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:IsEspionageMilestonePerk(type) return end

---@param perkType gamedataNewPerkType
---@return Int32
function PlayerDevelopmentData:IsNewPerkBought(perkType) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:IsNewPerkBoughtAnyLevel(perkType) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:IsNewPerkEspionage(perkType) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:IsNewPerkUnlocked(perkType) return end

---@param areaRecord gamedataPerkArea_Record
---@return Bool
function PlayerDevelopmentData:IsPerkAreaBaseReqMet(areaRecord) return end

---@param areaRecord gamedataPerkArea_Record
---@return Bool
function PlayerDevelopmentData:IsPerkAreaMasteryReqMet(areaRecord) return end

---@param areaRecord gamedataPerkArea_Record
---@return Bool
function PlayerDevelopmentData:IsPerkAreaReqMet(areaRecord) return end

---@param aIndex Int32
---@return Bool
function PlayerDevelopmentData:IsPerkAreaUnlocked(aIndex) return end

---@param area gamedataPerkArea
---@return Bool
function PlayerDevelopmentData:IsPerkAreaUnlocked(area) return end

---@param areaType gamedataPerkArea
---@return Bool
function PlayerDevelopmentData:IsPerkAreaValid(areaType) return end

---@param perkType gamedataPerkType
---@return Bool
function PlayerDevelopmentData:IsPerkMaxLevel(perkType) return end

---@param type gamedataProficiencyType
---@return Bool
function PlayerDevelopmentData:IsProficiencyMaxLvl(type) return end

---@param type gamedataProficiencyType
---@return Bool
function PlayerDevelopmentData:IsProficiencyStatAdded(type) return end

---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentData:IsStatValid(type) return end

---@param traitType gamedataTraitType
---@return Bool
function PlayerDevelopmentData:IsTraitReqMet(traitType) return end

---@param traitIndex Int32
---@return Bool
function PlayerDevelopmentData:IsTraitUnlocked(traitIndex) return end

---@param traitType gamedataTraitType
---@return Bool
function PlayerDevelopmentData:IsTraitUnlocked(traitType) return end

---@param attributeIdx Int32
---@param perkRecord SNewPerk
function PlayerDevelopmentData:LockAllNewPerkParents(attributeIdx, perkRecord) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:LockNewPerk(perkType) return end

---@param areaType gamedataPerkArea
function PlayerDevelopmentData:LockPerkArea(areaType) return end

---@param type gamedataStatType
---@param amount Float
function PlayerDevelopmentData:ModifyAttribute(type, amount) return end

---@param type gamedataProficiencyType
---@param level Int32
function PlayerDevelopmentData:ModifyDevPoints(type, level) return end

---@param type gamedataProficiencyType
---@param isDebug Bool
---@param levelIncrease Int32
function PlayerDevelopmentData:ModifyProficiencyLevel(type, isDebug, levelIncrease) return end

---@param proficiencyIndex Int32
---@param isDebug Bool
---@param levelIncrease Int32
function PlayerDevelopmentData:ModifyProficiencyLevel(proficiencyIndex, isDebug, levelIncrease) return end

function PlayerDevelopmentData:OnAttach() return end

function PlayerDevelopmentData:OnDetach() return end

function PlayerDevelopmentData:OnNewGame() return end

function PlayerDevelopmentData:OnRestored() return end

---@param attributes gamedataBuildAttribute_Record[]
function PlayerDevelopmentData:ProcessBuildAttributes(attributes) return end

---@param cyberware gamedataBuildCyberware_Record[]
function PlayerDevelopmentData:ProcessBuildCyberware(cyberware) return end

---@param equipment gamedataBuildEquipment_Record[]
---@param randomizeClothing Bool
function PlayerDevelopmentData:ProcessBuildEquipment(equipment, randomizeClothing) return end

---@param items gamedataInventoryItem_Record[]
function PlayerDevelopmentData:ProcessBuildItems(items) return end

---@param perks gamedataBuildNewPerk_Record[]
---@param forceBuy Bool
function PlayerDevelopmentData:ProcessBuildNewPerks(perks, forceBuy) return end

---@param perks gamedataBuildPerk_Record[]
function PlayerDevelopmentData:ProcessBuildPerks(perks) return end

---@param proficiencies gamedataBuildProficiency_Record[]
---@param isDebugBuild Bool
function PlayerDevelopmentData:ProcessBuildProficiencies(proficiencies, isDebugBuild) return end

---@param programs gamedataBuildProgram_Record[]
function PlayerDevelopmentData:ProcessBuildPrograms(programs) return end

---@param recipes gamedataCraftable_Record
function PlayerDevelopmentData:ProcessCraftbook(recipes) return end

---@param lifePath gamedataLifePath_Record
function PlayerDevelopmentData:ProcessLifePath(lifePath) return end

---@param profIndex Int32
function PlayerDevelopmentData:ProcessProficiencyPassiveBonus(profIndex) return end

---@param buildRecord gamedataProgressionBuild_Record
---@param isDebugBuild Bool
function PlayerDevelopmentData:ProcessProgressionBuild(buildRecord, isDebugBuild) return end

---@param entity entEntityID
function PlayerDevelopmentData:ProcessQueuedCombatExperience(entity) return end

function PlayerDevelopmentData:ProcessTutorialFacts() return end

---@param amount Float
---@param type gamedataProficiencyType
---@param entity entEntityID
function PlayerDevelopmentData:QueueCombatExperience(amount, type, entity) return end

function PlayerDevelopmentData:RandomizeClothing() return end

function PlayerDevelopmentData:RefreshDevelopmentSystem() return end

function PlayerDevelopmentData:RefreshDevelopmentSystemOnNewGameStarted() return end

function PlayerDevelopmentData:RefreshPerkAreas() return end

function PlayerDevelopmentData:RefreshProficiencyStats() return end

---@param skillPrereq SkillCheckPrereqState
function PlayerDevelopmentData:RegisterSkillCheckPrereq(skillPrereq) return end

---@param statPrereq StatCheckPrereqState
function PlayerDevelopmentData:RegisterStatCheckPrereq(statPrereq) return end

function PlayerDevelopmentData:ReinitializeProficiencies() return end

---@param free Bool
function PlayerDevelopmentData:RemoveAllPerks(free) return end

function PlayerDevelopmentData:RemoveDeprecatedPerkPoints() return end

---@param perkType gamedataPerkType
---@return Bool
function PlayerDevelopmentData:RemovePerk(perkType) return end

---@param perkType gamedataPerkType
function PlayerDevelopmentData:RemovePerkRecipes(perkType) return end

---@param traitType gamedataTraitType
---@return Bool
function PlayerDevelopmentData:RemoveTrait(traitType) return end

function PlayerDevelopmentData:ResetAllDevPoints() return end

function PlayerDevelopmentData:ResetAllProficienciesLevel() return end

---@param type gamedataStatType
function PlayerDevelopmentData:ResetAttribute(type) return end

function PlayerDevelopmentData:ResetAttributes() return end

---@param type gamedataDevelopmentPointType
function PlayerDevelopmentData:ResetDevelopmentPoints(type) return end

function PlayerDevelopmentData:ResetNewPerks() return end

---@param type gamedataProficiencyType
function PlayerDevelopmentData:ResetProficiencyLevel(type) return end

---@param profIndex Int32
function PlayerDevelopmentData:RestoreProficiencyPassiveBonuses(profIndex) return end

---@param i Int32
---@param j Int32
function PlayerDevelopmentData:ReturnDevelopmentPointForSoldPerk(i, j) return end

function PlayerDevelopmentData:ScaleItems() return end

function PlayerDevelopmentData:ScaleNPCsToPlayerLevel() return end

function PlayerDevelopmentData:SellAllAttributes() return end

---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentData:SellAttribute(type) return end

---@param perkType gamedataNewPerkType
---@return Bool, Int32
function PlayerDevelopmentData:SellNewPerk(perkType) return end

function PlayerDevelopmentData:SendMaxStreetCredLevelReachedTrackingRequest() return end

---@param index Int32
function PlayerDevelopmentData:SetAchievementProgress(index) return end

---@param type gamedataStatType
---@param amount Float
function PlayerDevelopmentData:SetAttribute(type, amount) return end

function PlayerDevelopmentData:SetAttributes() return end

function PlayerDevelopmentData:SetDevelopmentPoints() return end

---@param type gamedataDevelopmentPointType
---@param value Int32
function PlayerDevelopmentData:SetDevelopmentsPoint(type, value) return end

---@param value Bool
function PlayerDevelopmentData:SetIsProgressionBuildSetCompleted(value) return end

---@param type gamedataProficiencyType
---@param lvl Int32
---@param telemetryGainReason telemetryLevelGainReason
---@param isDebug Bool
function PlayerDevelopmentData:SetLevel(type, lvl, telemetryGainReason, isDebug) return end

---@param lifePath TweakDBID|string
function PlayerDevelopmentData:SetLifePath(lifePath) return end

---@param owner gameObject
function PlayerDevelopmentData:SetOwner(owner) return end

function PlayerDevelopmentData:SetProficiencies() return end

---@param type gamedataProficiencyType
---@param level Int32
function PlayerDevelopmentData:SetProficiencyStat(type, level) return end

---@param build gamedataBuildType
---@param isDebugBuild Bool
function PlayerDevelopmentData:SetProgressionBuild(build, isDebugBuild) return end

---@param buildID TweakDBID|string
---@param isDebugBuild Bool
function PlayerDevelopmentData:SetProgressionBuild(buildID, isDebugBuild) return end

---@param areaType gamedataPerkArea
---@return Bool
function PlayerDevelopmentData:ShouldPerkAreaBeAvailable(areaType) return end

---@param type gamedataDevelopmentPointType
function PlayerDevelopmentData:SpendDevelopmentPoint(type) return end

---@param type gamedataDevelopmentPointType
---@param amount Int32
function PlayerDevelopmentData:SpendDevelopmentPoint(type, amount) return end

---@param attributeDataType gamedataAttributeDataType
function PlayerDevelopmentData:UnlockFreeNewPerks(attributeDataType) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentData:UnlockNewPerk(perkType) return end

---@param areaType gamedataPerkArea
function PlayerDevelopmentData:UnlockPerkArea(areaType) return end

---@param skillPrereq SkillCheckPrereqState
function PlayerDevelopmentData:UnregisterSkillCheckPrereq(skillPrereq) return end

---@param statPrereq StatCheckPrereqState
function PlayerDevelopmentData:UnregisterStatCheckPrereq(statPrereq) return end

---@param attributes gameuiCharacterCustomizationAttribute[]
function PlayerDevelopmentData:UpdateAttributes(attributes) return end

---@param areaIndex Int32
function PlayerDevelopmentData:UpdatePerkAreaBB(areaIndex) return end

function PlayerDevelopmentData:UpdatePlayerXP() return end

function PlayerDevelopmentData:UpdateProficiencyMaxLevels() return end

---@param changedSkill gamedataProficiencyType
---@param newLevel Int32
function PlayerDevelopmentData:UpdateSkillPrereqs(changedSkill, newLevel) return end

---@param changedStat gamedataStatType
---@param newValue Float
function PlayerDevelopmentData:UpdateStatPrereqs(changedStat, newValue) return end

function PlayerDevelopmentData:UpdateUIBB() return end

---@class PlayerDevelopmentDataManager : IScriptable
---@field player PlayerPuppet
---@field playerDevSystem PlayerDevelopmentSystem
---@field parentGameCtrl gameuiWidgetGameController
PlayerDevelopmentDataManager = {}

---@return PlayerDevelopmentDataManager
function PlayerDevelopmentDataManager.new() return end

---@param props table
---@return PlayerDevelopmentDataManager
function PlayerDevelopmentDataManager.new(props) return end

---@param utility gamedataPerkUtility
---@return String
function PlayerDevelopmentDataManager.PerkUtilityToString(utility) return end

---@return Bool
function PlayerDevelopmentDataManager:CheckRespecCost() return end

---@param attribute SAttribute
---@return AttributeData
function PlayerDevelopmentDataManager:FillAttributeData(attribute) return end

---@param perkArea gamedataPerkArea
---@param proficiency gamedataProficiencyType
---@param attributeRecord gamedataAttribute_Record
---@param playerDevelopmentData PlayerDevelopmentData
---@return AreaDisplayData
function PlayerDevelopmentDataManager:GetAreaDisplayData(perkArea, proficiency, attributeRecord, playerDevelopmentData) return end

---@param perkArea gamedataPerkArea
---@param proficiency gamedataProficiencyType
---@param attributeId TweakDBID|string
---@param playerDevelopmentData PlayerDevelopmentData
---@return AreaDisplayData
function PlayerDevelopmentDataManager:GetAreaDisplayData(perkArea, proficiency, attributeId, playerDevelopmentData) return end

---@param attributeID TweakDBID|string
---@return AttributeData
function PlayerDevelopmentDataManager:GetAttribute(attributeID) return end

---@param attributeId TweakDBID|string
---@return AttributeDisplayData
function PlayerDevelopmentDataManager:GetAttributeData(attributeId) return end

---@param recordID TweakDBID|string
---@return PerkMenuAttribute
function PlayerDevelopmentDataManager:GetAttributeEnumFromRecordID(recordID) return end

---@param attributeType gamedataStatType
---@return AttributeData
function PlayerDevelopmentDataManager:GetAttributeFromType(attributeType) return end

---@param attribute PerkMenuAttribute
---@return Int32
function PlayerDevelopmentDataManager:GetAttributeLevel(attribute) return end

---@return Int32
function PlayerDevelopmentDataManager:GetAttributePoints() return end

---@param proficiency gamedataProficiencyType
---@return gamedataAttribute_Record
function PlayerDevelopmentDataManager:GetAttributeRecordFromProficiency(proficiency) return end

---@param attribute PerkMenuAttribute
---@return TweakDBID
function PlayerDevelopmentDataManager:GetAttributeRecordIDFromEnum(attribute) return end

---@return AttributeData[]
function PlayerDevelopmentDataManager:GetAttributes() return end

---@param perkType gamedataNewPerkType
---@param perkArea gamedataNewPerkSlotType
---@param proficiency gamedataProficiencyType
---@param attributeId TweakDBID|string
---@param isRipperdoc Bool
---@param playerDevelopmentData PlayerDevelopmentData
---@return NewPerkDisplayData
function PlayerDevelopmentDataManager:GetNewPerkDisplayData(perkType, perkArea, proficiency, attributeId, isRipperdoc, playerDevelopmentData) return end

---@param perkType gamedataNewPerkType
---@param perkArea gamedataNewPerkSlotType
---@param proficiency gamedataProficiencyType
---@param attributeRecord gamedataAttribute_Record
---@param isRipperdoc Bool
---@param playerDevelopmentData PlayerDevelopmentData
---@return NewPerkDisplayData
function PlayerDevelopmentDataManager:GetNewPerkDisplayData(perkType, perkArea, proficiency, attributeRecord, isRipperdoc, playerDevelopmentData) return end

---@param proficiencyRecord gamedataProficiency_Record
---@return LevelRewardDisplayData[]
function PlayerDevelopmentDataManager:GetPassiveBonusDisplayData(proficiencyRecord) return end

---@param perkType gamedataPerkType
---@param perkArea gamedataPerkArea
---@param proficiency gamedataProficiencyType
---@param attributeId TweakDBID|string
---@param playerDevelopmentData PlayerDevelopmentData
---@return PerkDisplayData
function PlayerDevelopmentDataManager:GetPerkDisplayData(perkType, perkArea, proficiency, attributeId, playerDevelopmentData) return end

---@param perkType gamedataPerkType
---@param perkArea gamedataPerkArea
---@param proficiency gamedataProficiencyType
---@param attributeRecord gamedataAttribute_Record
---@param playerDevelopmentData PlayerDevelopmentData
---@return PerkDisplayData
function PlayerDevelopmentDataManager:GetPerkDisplayData(perkType, perkArea, proficiency, attributeRecord, playerDevelopmentData) return end

---@param type gamedataPerkType
---@return Int32
function PlayerDevelopmentDataManager:GetPerkLevel(type) return end

---@return Int32
function PlayerDevelopmentDataManager:GetPerkPoints() return end

---@return PlayerPuppet
function PlayerDevelopmentDataManager:GetPlayer() return end

---@return PlayerDevelopmentData
function PlayerDevelopmentDataManager:GetPlayerDevelopmentData() return end

---@return PlayerDevelopmentSystem
function PlayerDevelopmentDataManager:GetPlayerDevelopmentSystem() return end

---@param proficiency gamedataProficiencyType
---@return ProficiencyDisplayData
function PlayerDevelopmentDataManager:GetProficiencyDisplayData(proficiency) return end

---@param proficiency gamedataProficiencyType
---@param attributeId TweakDBID|string
---@return ProficiencyDisplayData
function PlayerDevelopmentDataManager:GetProficiencyDisplayData(proficiency, attributeId) return end

---@param proficiency gamedataProficiencyType
---@param attributeRecord gamedataAttribute_Record
---@return ProficiencyDisplayData
function PlayerDevelopmentDataManager:GetProficiencyDisplayData(proficiency, attributeRecord) return end

---@param proficiencyRecord gamedataProficiency_Record
---@param attributeRecord gamedataAttribute_Record
---@return ProficiencyDisplayData
function PlayerDevelopmentDataManager:GetProficiencyDisplayData(proficiencyRecord, attributeRecord) return end

---@param proficiency gamedataProficiencyType
---@return gamedataProficiency_Record
function PlayerDevelopmentDataManager:GetProficiencyRecord(proficiency) return end

---@param attributeRecord gamedataAttribute_Record
---@param proficiency gamedataProficiencyType
---@return gamedataProficiency_Record
function PlayerDevelopmentDataManager:GetProficiencyRecord(attributeRecord, proficiency) return end

---@param proficiency gamedataProficiencyType
---@return ProficiencyDisplayData
function PlayerDevelopmentDataManager:GetProficiencyWithData(proficiency) return end

---@return Int32
function PlayerDevelopmentDataManager:GetSpentPerkPoints() return end

---@return Int32
function PlayerDevelopmentDataManager:GetSpentTraitPoints() return end

---@return Int32
function PlayerDevelopmentDataManager:GetSpyPerkPoints() return end

---@return Int32
function PlayerDevelopmentDataManager:GetTotalRespecCost() return end

---@param traitRecordId TweakDBID|string
---@param attributeId TweakDBID|string
---@param proficiency gamedataProficiencyType
---@param playerDevelopmentData PlayerDevelopmentData
---@return TraitDisplayData
function PlayerDevelopmentDataManager:GetTraitDisplayData(traitRecordId, attributeId, proficiency, playerDevelopmentData) return end

---@param traitType gamedataTraitType
---@param attributeId TweakDBID|string
---@param proficiency gamedataProficiencyType
---@param playerDevelopmentData PlayerDevelopmentData
---@return TraitDisplayData
function PlayerDevelopmentDataManager:GetTraitDisplayData(traitType, attributeId, proficiency, playerDevelopmentData) return end

---@param traitRecord gamedataTrait_Record
---@param attributeRecord gamedataAttribute_Record
---@param proficiency gamedataProficiencyType
---@param playerDevelopmentData PlayerDevelopmentData
---@return TraitDisplayData
function PlayerDevelopmentDataManager:GetTraitDisplayData(traitRecord, attributeRecord, proficiency, playerDevelopmentData) return end

---@param showNotification Bool
---@return Bool
function PlayerDevelopmentDataManager:HasAvailableAttributePoints(showNotification) return end

---@param player PlayerPuppet
---@param parentGameCtrl gameuiWidgetGameController
function PlayerDevelopmentDataManager:Initialize(player, parentGameCtrl) return end

---@param attribute PerkMenuAttribute
---@return Bool
function PlayerDevelopmentDataManager:IsAttributeUpgradeable(attribute) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentDataManager:IsEspionageMilestonePerk(perkType) return end

---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentDataManager:IsEspionagePerk(perkType) return end

---@param data NewPerkDisplayData
---@return Bool
function PlayerDevelopmentDataManager:IsNewPerkRefundable(data) return end

---@param data BasePerkDisplayData
---@param showNotification Bool
---@return Bool
function PlayerDevelopmentDataManager:IsPerkUpgradeable(data, showNotification) return end

---@param attributeId TweakDBID|string
function PlayerDevelopmentDataManager:NotifyAttributeUpdate(attributeId) return end

function PlayerDevelopmentDataManager:UpdateData() return end

---@param data AttributeData
function PlayerDevelopmentDataManager:UpgradeAttribute(data) return end

---@param type gamedataStatType
function PlayerDevelopmentDataManager:UpgradeAttribute(type) return end

---@param data PerkDisplayData
function PlayerDevelopmentDataManager:UpgradePerk(data) return end

---@param data TraitDisplayData
function PlayerDevelopmentDataManager:UpgradeTrait(data) return end

---@class PlayerDevelopmentSystem : gameScriptableSystem
---@field playerData PlayerDevelopmentData[]
---@field playerDevelopmentUpdated Bool
---@field progressionBuildUpdated Bool
PlayerDevelopmentSystem = {}

---@return PlayerDevelopmentSystem
function PlayerDevelopmentSystem.new() return end

---@param props table
---@return PlayerDevelopmentSystem
function PlayerDevelopmentSystem.new(props) return end

---@param player PlayerPuppet
---@param perkType gamedataNewPerkType
---@return CanSellNewPerkResult
function PlayerDevelopmentSystem.CanSellNewPerk(player, perkType) return end

---@param player PlayerPuppet
---@return CanSellNewPerkResult
function PlayerDevelopmentSystem.CanSellNewPerks(player) return end

---@param owner gameObject
---@return PlayerDevelopmentData
function PlayerDevelopmentSystem.GetData(owner) return end

---@param owner gameObject
---@return PlayerDevelopmentSystem
function PlayerDevelopmentSystem.GetInstance(owner) return end

---@param owner gameObject
---@param obj gameObject
---@param type gamedataStatType
---@return Bool
function PlayerDevelopmentSystem:BuyAttribute(owner, obj, type) return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentSystem:BuyNewPerk(owner, perkType) return end

---@param owner gameObject
---@return SAttribute[]
function PlayerDevelopmentSystem:GetAttributes(owner) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentSystem:GetCurrentLevelProficiencyExp(owner, type) return end

---@param owner gameObject
---@param type gamedataDevelopmentPointType
---@return Int32
function PlayerDevelopmentSystem:GetDevPoints(owner, type) return end

---@param owner gameObject
---@return PlayerDevelopmentData
function PlayerDevelopmentSystem:GetDevelopmentData(owner) return end

---@param owner gameObject
---@return gamedataProficiencyType
function PlayerDevelopmentSystem:GetDominatingCombatProficiency(owner) return end

---@param owner gameObject
---@return Int32
function PlayerDevelopmentSystem:GetHighestCompletedMinigameLevel(owner) return end

---@param owner gameObject
---@return Bool
function PlayerDevelopmentSystem:GetIsProgressionBuildSetCompleted(owner) return end

---@param owner gameObject
---@return gamedataLifePath
function PlayerDevelopmentSystem:GetLifePath(owner) return end

---@param owner gameObject
---@param type gamedataPerkType
---@return Int32
function PlayerDevelopmentSystem:GetPerkLevel(owner, type) return end

---@param owner gameObject
---@param type gamedataNewPerkType
---@return Int32
function PlayerDevelopmentSystem:GetPerkLevel(owner, type) return end

---@param owner gameObject
---@param type gamedataNewPerkType
---@return Int32
function PlayerDevelopmentSystem:GetPerkMaxLevel(owner, type) return end

---@param owner gameObject
---@param type gamedataPerkType
---@return Int32
function PlayerDevelopmentSystem:GetPerkMaxLevel(owner, type) return end

---@param owner gameObject
---@return SPerk[]
function PlayerDevelopmentSystem:GetPerks(owner) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentSystem:GetProficiencyAbsoluteMaxLevel(owner, type) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentSystem:GetProficiencyLevel(owner, type) return end

---@param type gamedataProficiencyType
---@return gamedataProficiency_Record
function PlayerDevelopmentSystem:GetProficiencyRecord(type) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentSystem:GetRemainingExpForLevelUp(owner, type) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Int32
function PlayerDevelopmentSystem:GetTotalProfExperience(owner, type) return end

function PlayerDevelopmentSystem:GrantFreeRespec() return end

---@param owner gameObject
---@param type gamedataPerkType
---@return Bool
function PlayerDevelopmentSystem:HasPerk(owner, type) return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Int32
function PlayerDevelopmentSystem:IsNewPerkBought(owner, perkType) return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentSystem:IsNewPerkUnlocked(owner, perkType) return end

---@param owner gameObject
---@param perk gamedataPerkType
---@return Bool
function PlayerDevelopmentSystem:IsPerkImplemented(owner, perk) return end

---@param owner gameObject
---@param type gamedataProficiencyType
---@return Bool
function PlayerDevelopmentSystem:IsProficiencyMaxLvl(owner, type) return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentSystem:LockNewPerk(owner, perkType) return end

---@param request RemoveAllPerks
function PlayerDevelopmentSystem:OnAllPerksRemoved(request) return end

---@param request BuyAttribute
function PlayerDevelopmentSystem:OnAttributeBuy(request) return end

---@param request SetAttribute
function PlayerDevelopmentSystem:OnAttributeSet(request) return end

---@param request BumpNetrunnerMinigameLevel
function PlayerDevelopmentSystem:OnBumpNetrunnerMinigameLevel(request) return end

---@param request BuyNewPerk
function PlayerDevelopmentSystem:OnBuyNewPerk(request) return end

---@param evt ClearAllDevPointsRequest
function PlayerDevelopmentSystem:OnClearAllDevPoints(evt) return end

---@param request questAddDevelopmentPointsRequest
function PlayerDevelopmentSystem:OnDevelopmentPointsAdded(request) return end

---@param request AddExperience
function PlayerDevelopmentSystem:OnExperienceAdded(request) return end

---@param request QueueCombatExperience
function PlayerDevelopmentSystem:OnExperienceQueued(request) return end

---@param request questLevelUpProficiency
function PlayerDevelopmentSystem:OnLevelUpProficiency(request) return end

---@param request LockNewPerk
function PlayerDevelopmentSystem:OnLockNewPerk(request) return end

---@param request LockPerkArea
function PlayerDevelopmentSystem:OnLockPerkArea(request) return end

---@param request BuyPerk
function PlayerDevelopmentSystem:OnPerkBought(request) return end

---@param request RemovePerk
function PlayerDevelopmentSystem:OnPerkRemoved(request) return end

---@param request gamePlayerAttachRequest
function PlayerDevelopmentSystem:OnPlayerAttach(request) return end

---@param request gamePlayerDetachRequest
function PlayerDevelopmentSystem:OnPlayerDetach(request) return end

---@param request ProcessQueuedCombatExperience
function PlayerDevelopmentSystem:OnProcessQueuedExperience(request) return end

---@param request RefreshPerkAreas
function PlayerDevelopmentSystem:OnRefreshPerkAreas(request) return end

---@param request ReinitializeProficiencies
function PlayerDevelopmentSystem:OnReinitializeProficiencies(request) return end

---@param request RequestStatsBB
function PlayerDevelopmentSystem:OnRequestStatsBB(request) return end

---@param request ResetProgressionForNewPerks
function PlayerDevelopmentSystem:OnResetProgressionForNewPerks(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function PlayerDevelopmentSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SellNewPerk
function PlayerDevelopmentSystem:OnSellNewPerk(request) return end

---@param request questSetLifePathRequest
function PlayerDevelopmentSystem:OnSetLifePath(request) return end

---@param request SetProficiencyLevel
function PlayerDevelopmentSystem:OnSetProficiencyLevel(request) return end

---@param request SetProgressionBuild
function PlayerDevelopmentSystem:OnSetProgressionBuild(request) return end

---@param request questSetProgressionBuildRequest
function PlayerDevelopmentSystem:OnSetProgressionBuild(request) return end

---@param request gameSetProgressionBuildRequest
function PlayerDevelopmentSystem:OnSetProgressionBuild(request) return end

---@param request ModifySkillCheckPrereq
function PlayerDevelopmentSystem:OnSkillCheckPrereqModified(request) return end

---@param request ModifyStatCheckPrereq
function PlayerDevelopmentSystem:OnStatCheckPrereqModified(request) return end

---@param request IncreaseTraitLevel
function PlayerDevelopmentSystem:OnTraitLevelIncreased(request) return end

---@param request UnlockNewPerk
function PlayerDevelopmentSystem:OnUnlockNewPerk(request) return end

---@param request UnlockPerkArea
function PlayerDevelopmentSystem:OnUnlockPerkArea(request) return end

---@param request UpdatePlayerDevelopment
function PlayerDevelopmentSystem:OnUpdatePlayerDevelopment(request) return end

function PlayerDevelopmentSystem:ReinitializeProficiencies() return end

function PlayerDevelopmentSystem:ResetProgressionForNewPerks() return end

---@param player PlayerPuppet
---@param transactionSystem gameTransactionSystem
---@param requirementID TweakDBID|string
---@param itemIDs TweakDBID[]|string[]
---@return Bool
function PlayerDevelopmentSystem:RetrofixCraftingComponent(player, transactionSystem, requirementID, itemIDs) return end

function PlayerDevelopmentSystem:RetrofixCraftingComponents() return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentSystem:SellNewPerk(owner, perkType) return end

---@param owner gameObject
---@param obj gameObject
---@param type gamedataStatType
---@param amount Float
function PlayerDevelopmentSystem:SetAttribute(owner, obj, type, amount) return end

---@param owner gameObject
---@param value Bool
function PlayerDevelopmentSystem:SetIsProgressionBuildSetCompleted(owner, value) return end

---@param owner gameObject
---@param perkType gamedataNewPerkType
---@return Bool
function PlayerDevelopmentSystem:UnlockNewPerk(owner, perkType) return end

function PlayerDevelopmentSystem:UpgradeExperienceToSkills2() return end

---@class PlayerDoesntHaveQuickhackPrereq : gameIScriptablePrereq
---@field quickhackID TweakDBID
PlayerDoesntHaveQuickhackPrereq = {}

---@return PlayerDoesntHaveQuickhackPrereq
function PlayerDoesntHaveQuickhackPrereq.new() return end

---@param props table
---@return PlayerDoesntHaveQuickhackPrereq
function PlayerDoesntHaveQuickhackPrereq.new(props) return end

---@param recordID TweakDBID|string
function PlayerDoesntHaveQuickhackPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PlayerDoesntHaveQuickhackPrereq:IsFulfilled(context) return end

---@class PlayerDoesntHaveQuickhackPrereqState : gamePrereqState
PlayerDoesntHaveQuickhackPrereqState = {}

---@return PlayerDoesntHaveQuickhackPrereqState
function PlayerDoesntHaveQuickhackPrereqState.new() return end

---@param props table
---@return PlayerDoesntHaveQuickhackPrereqState
function PlayerDoesntHaveQuickhackPrereqState.new(props) return end

---@class PlayerDoesntHaveRecipePrereq : gameIScriptablePrereq
---@field recipeID TweakDBID
---@field invert Bool
PlayerDoesntHaveRecipePrereq = {}

---@return PlayerDoesntHaveRecipePrereq
function PlayerDoesntHaveRecipePrereq.new() return end

---@param props table
---@return PlayerDoesntHaveRecipePrereq
function PlayerDoesntHaveRecipePrereq.new(props) return end

---@param recordID TweakDBID|string
function PlayerDoesntHaveRecipePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PlayerDoesntHaveRecipePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerDoesntHaveRecipePrereq:OnApplied(state, context) return end

---@class PlayerDoesntHaveRecipePrereqState : gamePrereqState
PlayerDoesntHaveRecipePrereqState = {}

---@return PlayerDoesntHaveRecipePrereqState
function PlayerDoesntHaveRecipePrereqState.new() return end

---@param props table
---@return PlayerDoesntHaveRecipePrereqState
function PlayerDoesntHaveRecipePrereqState.new(props) return end

---@class PlayerElevationPrereq : gameIScriptablePrereq
---@field elevationThreshold Float
PlayerElevationPrereq = {}

---@return PlayerElevationPrereq
function PlayerElevationPrereq.new() return end

---@param props table
---@return PlayerElevationPrereq
function PlayerElevationPrereq.new(props) return end

---@param owner gameObject
---@param minElevationVal Float
---@param maxElevationVal Float
---@return Bool
function PlayerElevationPrereq:Evaluate(owner, minElevationVal, maxElevationVal) return end

---@param recordID TweakDBID|string
function PlayerElevationPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function PlayerElevationPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerElevationPrereq:OnUnregister(state, context) return end

---@class PlayerElevationPrereqState : gamePrereqState
---@field minElevationValue Float
---@field maxElevationValue Float
---@field minElevationListener redCallbackObject
---@field maxElevationListener redCallbackObject
---@field owner gameObject
PlayerElevationPrereqState = {}

---@return PlayerElevationPrereqState
function PlayerElevationPrereqState.new() return end

---@param props table
---@return PlayerElevationPrereqState
function PlayerElevationPrereqState.new(props) return end

---@param value Float
---@return Bool
function PlayerElevationPrereqState:OnMaxElevationUpdateFloat(value) return end

---@param value Float
---@return Bool
function PlayerElevationPrereqState:OnMinElevationUpdateFloat(value) return end

---@class PlayerEnteredNewDistrictEvent : redEvent
---@field gunshotRange Float
---@field explosionRange Float
PlayerEnteredNewDistrictEvent = {}

---@return PlayerEnteredNewDistrictEvent
function PlayerEnteredNewDistrictEvent.new() return end

---@param props table
---@return PlayerEnteredNewDistrictEvent
function PlayerEnteredNewDistrictEvent.new(props) return end

---@class PlayerFunctionalTests : IScriptable
PlayerFunctionalTests = {}

---@return PlayerFunctionalTests
function PlayerFunctionalTests.new() return end

---@param props table
---@return PlayerFunctionalTests
function PlayerFunctionalTests.new(props) return end

function PlayerFunctionalTests:RemoveCollision() return end

function PlayerFunctionalTests:SetCameraOrientation() return end

---@class PlayerGameplayRestrictions : IScriptable
PlayerGameplayRestrictions = {}

---@return PlayerGameplayRestrictions
function PlayerGameplayRestrictions.new() return end

---@param props table
---@return PlayerGameplayRestrictions
function PlayerGameplayRestrictions.new(props) return end

---@param hotkey gameEHotkey
---@param hotkeyTags CName[]|string[]
---@return Bool
function PlayerGameplayRestrictions.AcquireHotkeyRestrictionTags(hotkey, hotkeyTags) return end

---@param enable Bool
---@param reason CName|string
---@param player PlayerPuppet
---@param statusEffectID TweakDBID|string
function PlayerGameplayRestrictions.ChangeFastTravelSystemState(enable, reason, player, statusEffectID) return end

---@param hotkey gameEHotkey
---@return Bool
function PlayerGameplayRestrictions.IsHotkeyRestricted(hotkey) return end

---@param player PlayerPuppet
---@param record gamedataStatusEffect_Record
---@param gameplayTags CName[]|string[]
function PlayerGameplayRestrictions.OnGameplayRestrictionAdded(player, record, gameplayTags) return end

---@param player PlayerPuppet
---@param evt gameeventsRemoveStatusEffect
---@param gameplayTags CName[]|string[]
function PlayerGameplayRestrictions.OnGameplayRestrictionRemoved(player, evt, gameplayTags) return end

---@param requester gameObject
function PlayerGameplayRestrictions.PushForceRefreshInputHintsEventToPSM(requester) return end

---@param target gameObject
function PlayerGameplayRestrictions.RemoveAllGameplayRestrictions(target) return end

---@param player PlayerPuppet
---@param animType gameEquipAnimationType
function PlayerGameplayRestrictions.RequestFists(player, animType) return end

---@param player PlayerPuppet
---@param animType gameEquipAnimationType
function PlayerGameplayRestrictions.RequestLastUsedWeapon(player, animType) return end

---@param player PlayerPuppet
---@param animType gameEquipAnimationType
function PlayerGameplayRestrictions.RequestMeleeWeapon(player, animType) return end

---@param player PlayerPuppet
---@param blockMenu Bool
function PlayerGameplayRestrictions.SendBlockMenuRequest(player, blockMenu) return end

---@class PlayerHandicapSystem : gameIPlayerHandicapSystem
---@field canDropHealingConsumable Bool
---@field canDropAmmo Bool
PlayerHandicapSystem = {}

---@return PlayerHandicapSystem
function PlayerHandicapSystem.new() return end

---@param props table
---@return PlayerHandicapSystem
function PlayerHandicapSystem.new(props) return end

---@param owner gameObject
---@return PlayerHandicapSystem
function PlayerHandicapSystem.GetInstance(owner) return end

---@return Bool
function PlayerHandicapSystem:CanDropAmmo() return end

---@return Bool
function PlayerHandicapSystem:CanDropHealingConsumable() return end

---@param request gameBlockAmmoDrop
function PlayerHandicapSystem:OnBlockAmmoDrop(request) return end

---@param request BlockHealingConsumableDrop
function PlayerHandicapSystem:OnBlockHealingConsumableDrop(request) return end

---@param request UnblockAmmoDrop
function PlayerHandicapSystem:OnUnblockAmmoDrop(request) return end

---@param request UnblockHealingConsumableDrop
function PlayerHandicapSystem:OnUnblockHealingConsumableDrop(request) return end

---@class PlayerHasCPOMissionDataPrereq : gameIScriptablePrereq
PlayerHasCPOMissionDataPrereq = {}

---@return PlayerHasCPOMissionDataPrereq
function PlayerHasCPOMissionDataPrereq.new() return end

---@param props table
---@return PlayerHasCPOMissionDataPrereq
function PlayerHasCPOMissionDataPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerHasCPOMissionDataPrereq:IsFulfilled(context) return end

---@class PlayerHasMantisBladesEquippedPrereq : gameIScriptablePrereq
PlayerHasMantisBladesEquippedPrereq = {}

---@return PlayerHasMantisBladesEquippedPrereq
function PlayerHasMantisBladesEquippedPrereq.new() return end

---@param props table
---@return PlayerHasMantisBladesEquippedPrereq
function PlayerHasMantisBladesEquippedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerHasMantisBladesEquippedPrereq:IsFulfilled(context) return end

---@class PlayerHasNanoWiresEquippedPrereq : gameIScriptablePrereq
PlayerHasNanoWiresEquippedPrereq = {}

---@return PlayerHasNanoWiresEquippedPrereq
function PlayerHasNanoWiresEquippedPrereq.new() return end

---@param props table
---@return PlayerHasNanoWiresEquippedPrereq
function PlayerHasNanoWiresEquippedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerHasNanoWiresEquippedPrereq:IsFulfilled(context) return end

---@class PlayerHasTakedownWeaponEquippedPrereq : gameIScriptablePrereq
PlayerHasTakedownWeaponEquippedPrereq = {}

---@return PlayerHasTakedownWeaponEquippedPrereq
function PlayerHasTakedownWeaponEquippedPrereq.new() return end

---@param props table
---@return PlayerHasTakedownWeaponEquippedPrereq
function PlayerHasTakedownWeaponEquippedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerHasTakedownWeaponEquippedPrereq:IsFulfilled(context) return end

---@class PlayerHostileThreatDetected : AIHostileThreatDetected
PlayerHostileThreatDetected = {}

---@return PlayerHostileThreatDetected
function PlayerHostileThreatDetected.new() return end

---@param props table
---@return PlayerHostileThreatDetected
function PlayerHostileThreatDetected.new(props) return end

---@class PlayerIsNewPerkBoughtPrereq : gameIScriptablePrereq
---@field invert Bool
---@field perkType gamedataNewPerkType
---@field level Int32
PlayerIsNewPerkBoughtPrereq = {}

---@return PlayerIsNewPerkBoughtPrereq
function PlayerIsNewPerkBoughtPrereq.new() return end

---@param props table
---@return PlayerIsNewPerkBoughtPrereq
function PlayerIsNewPerkBoughtPrereq.new(props) return end

---@param recordID TweakDBID|string
function PlayerIsNewPerkBoughtPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PlayerIsNewPerkBoughtPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerIsNewPerkBoughtPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function PlayerIsNewPerkBoughtPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerIsNewPerkBoughtPrereq:OnUnregister(state, context) return end

---@class PlayerIsNewPerkBoughtPrereqState : gamePrereqState
---@field listenerPerksVariant redCallbackObject
---@field owner gameObject
PlayerIsNewPerkBoughtPrereqState = {}

---@return PlayerIsNewPerkBoughtPrereqState
function PlayerIsNewPerkBoughtPrereqState.new() return end

---@param props table
---@return PlayerIsNewPerkBoughtPrereqState
function PlayerIsNewPerkBoughtPrereqState.new(props) return end

---@param value Variant
---@return Bool
function PlayerIsNewPerkBoughtPrereqState:OnPerkStateUpdate(value) return end

---@class PlayerIsSwimmingCondition : gameinteractionsInteractionScriptedCondition
PlayerIsSwimmingCondition = {}

---@return PlayerIsSwimmingCondition
function PlayerIsSwimmingCondition.new() return end

---@param props table
---@return PlayerIsSwimmingCondition
function PlayerIsSwimmingCondition.new(props) return end

---@param activatorObject gameObject
---@param hotSpotObject gameObject
---@return Bool
function PlayerIsSwimmingCondition:Test(activatorObject, hotSpotObject) return end

---@class PlayerListEntryData
---@field playerObject gameObject
---@field playerListEntry inkWidget
PlayerListEntryData = {}

---@return PlayerListEntryData
function PlayerListEntryData.new() return end

---@param props table
---@return PlayerListEntryData
function PlayerListEntryData.new(props) return end

---@class PlayerListEntryLogicController : inkWidgetLogicController
---@field playerNameLabel inkWidgetReference
---@field playerClassIcon inkImageWidgetReference
PlayerListEntryLogicController = {}

---@return PlayerListEntryLogicController
function PlayerListEntryLogicController.new() return end

---@param props table
---@return PlayerListEntryLogicController
function PlayerListEntryLogicController.new(props) return end

---@param playerPuppet gameObject
---@return CName
function PlayerListEntryLogicController:GetPlayerClassName(playerPuppet) return end

---@param playerPuppet gameObject
function PlayerListEntryLogicController:SetEntryColorAndIcon(playerPuppet) return end

---@param playerPuppet gameObject
function PlayerListEntryLogicController:SetEntryData(playerPuppet) return end

---@class PlayerMuntedToMyVehicle : redEvent
---@field player PlayerPuppet
PlayerMuntedToMyVehicle = {}

---@return PlayerMuntedToMyVehicle
function PlayerMuntedToMyVehicle.new() return end

---@param props table
---@return PlayerMuntedToMyVehicle
function PlayerMuntedToMyVehicle.new(props) return end

---@param player PlayerPuppet
---@return PlayerMuntedToMyVehicle
function PlayerMuntedToMyVehicle.Create(player) return end

---@class PlayerNotCarryingPrereq : gameIScriptablePrereq
PlayerNotCarryingPrereq = {}

---@return PlayerNotCarryingPrereq
function PlayerNotCarryingPrereq.new() return end

---@param props table
---@return PlayerNotCarryingPrereq
function PlayerNotCarryingPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerNotCarryingPrereq:IsFulfilled(context) return end

---@class PlayerNotGrapplingPrereq : gameIScriptablePrereq
PlayerNotGrapplingPrereq = {}

---@return PlayerNotGrapplingPrereq
function PlayerNotGrapplingPrereq.new() return end

---@param props table
---@return PlayerNotGrapplingPrereq
function PlayerNotGrapplingPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerNotGrapplingPrereq:IsFulfilled(context) return end

---@class PlayerNotInBraindancePrereq : gameIScriptablePrereq
PlayerNotInBraindancePrereq = {}

---@return PlayerNotInBraindancePrereq
function PlayerNotInBraindancePrereq.new() return end

---@param props table
---@return PlayerNotInBraindancePrereq
function PlayerNotInBraindancePrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerNotInBraindancePrereq:IsFulfilled(context) return end

---@class PlayerPerkDataDef : gamebbScriptDefinition
---@field WoundedInstigated gamebbScriptID_Uint32
---@field DismembermentInstigated gamebbScriptID_Variant
---@field EntityNoticedPlayer gamebbScriptID_Uint32
---@field CombatStateTime gamebbScriptID_Float
---@field LeapedDistance gamebbScriptID_Float
---@field LeapPosition gamebbScriptID_Vector4
---@field LeapTarget gamebbScriptID_EntityID
---@field UsedHealingItemOrCyberware gamebbScriptID_Uint32
---@field StartedUsingHealingItemOrCyberware gamebbScriptID_Uint32
PlayerPerkDataDef = {}

---@return PlayerPerkDataDef
function PlayerPerkDataDef.new() return end

---@param props table
---@return PlayerPerkDataDef
function PlayerPerkDataDef.new(props) return end

---@return Bool
function PlayerPerkDataDef:AutoCreateInSystem() return end

---@class PlayerPhone : gameScriptableComponent
PlayerPhone = {}

---@return PlayerPhone
function PlayerPhone.new() return end

---@param props table
---@return PlayerPhone
function PlayerPhone.new(props) return end

function PlayerPhone:OnGameAttach() return end

function PlayerPhone:OnGameDetach() return end

---@class PlayerPuppet : ScriptedPuppet
---@field quickSlotsManager QuickSlotsManager
---@field inspectionComponent InspectionComponent
---@field enviroDamageRcvComponent gameEnvironmentDamageReceiverComponent
---@field mountedVehicle vehicleBaseObject
---@field vehicleKnockdownTimestamp Float
---@field Phone PlayerPhone
---@field fppCameraComponent gameFPPCameraComponent
---@field primaryTargetingComponent gameTargetingComponent
---@field breachFinderComponent gameBreachFinderComponent
---@field chaseSpawnComponent gameChaseSpawnComponent
---@field isInFinisher Bool
---@field DEBUG_Visualizer DEBUG_VisualizerComponent
---@field Debug_DamageInputRec DEBUG_DamageInputReceiver
---@field highDamageThreshold Float
---@field medDamageThreshold Float
---@field lowDamageThreshold Float
---@field meleeHighDamageThreshold Float
---@field meleeMedDamageThreshold Float
---@field meleeLowDamageThreshold Float
---@field explosionHighDamageThreshold Float
---@field explosionMedDamageThreshold Float
---@field explosionLowDamageThreshold Float
---@field effectTimeStamp Float
---@field curInventoryWeight Float
---@field healthVfxBlackboard worldEffectBlackboard
---@field laserTargettingVfxBlackboard worldEffectBlackboard
---@field itemLogBlackboard gameIBlackboard
---@field interactionDataListener redCallbackObject
---@field popupIsModalListener redCallbackObject
---@field uiVendorContextListener redCallbackObject
---@field uiRadialContextistener redCallbackObject
---@field contactsActiveListener redCallbackObject
---@field smsMessengerActiveListener redCallbackObject
---@field currentVisibleTargetListener redCallbackObject
---@field lastScanTarget gameObject
---@field meleeSelectInputProcessed Bool
---@field waitingForDelayEvent Bool
---@field randomizedTime Float
---@field isResetting Bool
---@field delayEventID gameDelayID
---@field resetTickID gameDelayID
---@field katanaAnimProgression Float
---@field coverModifierActive Bool
---@field workspotDamageReductionActive Bool
---@field workspotVisibilityReductionActive Bool
---@field currentPlayerWorkspotTags CName[]
---@field incapacitated Bool
---@field remoteMappinId gameNewMappinID
---@field CPOMissionDataState CPOMissionDataState
---@field CPOMissionDataBbId redCallbackObject
---@field visibilityListener VisibilityStatListener
---@field secondHeartListener SecondHeartStatListener
---@field armorStatListener ArmorStatListener
---@field healthStatListener HealthStatListener
---@field oxygenStatListener OxygenStatListener
---@field aimAssistListener AimAssistSettingsListener
---@field autoRevealListener AutoRevealStatListener
---@field allStatsListener PlayerPuppetAllStatListener
---@field rightHandAttachmentSlotListener gameAttachmentSlotsScriptListener
---@field HealingItemsChargeStatListener HealingItemsChargeStatListener
---@field GrenadesChargeStatListener GrenadesChargeStatListener
---@field ProjectileLauncherChargeStatListener ProjectileLauncherChargeStatListener
---@field OpticalCamoChargeStatListener OpticalCamoChargeStatListener
---@field OverclockChargeListener OverclockChargeListener
---@field isTalkingOnPhone Bool
---@field DataDamageUpdateID gameDelayID
---@field playerAttachedCallbackID Uint32
---@field playerDetachedCallbackID Uint32
---@field callbackHandles redCallbackObject[]
---@field numberOfCombatants Int32
---@field equipmentMeshOverlayEffectName CName
---@field equipmentMeshOverlayEffectTag CName
---@field equipmentMeshOverlaySlots TweakDBID[]
---@field coverVisibilityPerkBlocked Bool
---@field behindCover Bool
---@field inCombat Bool
---@field isBeingRevealed Bool
---@field hasBeenDetected Bool
---@field inCrouch Bool
---@field hasKiroshiOpticsFragment Bool
---@field doingQuickMelee Bool
---@field vehicleState gamePSMVehicle
---@field inMountedWeaponVehicle Bool
---@field inDriverCombatTPP Bool
---@field driverCombatWeaponType gamedataItemType
---@field isAiming Bool
---@field focusModeActive Bool
---@field customFastForwardPossible Bool
---@field equippedRightHandWeapon gameweaponObject
---@field aimAssistUpdateQueued Bool
---@field locomotionState Int32
---@field leftHandCyberwareState Int32
---@field meleeWeaponState Int32
---@field weaponZoomLevel Float
---@field controllingDeviceID entEntityID
---@field gunshotRange Float
---@field explosionRange Float
---@field isInBodySlam Bool
---@field combatGadgetState Int32
---@field sceneTier GameplayTier
---@field nextBufferModifier Int32
---@field attackingNetrunnerID entEntityID
---@field NPCDeathInstigator NPCPuppet
---@field bestTargettingWeapon gameweaponObject
---@field bestTargettingDot Float
---@field targettingEnemies Int32
---@field isAimingAtFriendly Bool
---@field isAimingAtChild Bool
---@field coverRecordID TweakDBID
---@field damageReductionRecordID TweakDBID
---@field visReductionRecordID TweakDBID
---@field lastDmgInflicted EngineTime
---@field critHealthRumblePlayed Bool
---@field critHealthRumbleDurationID gameDelayID
---@field lastHealthUpdate Float
---@field staminaListener StaminaListener
---@field memoryListener MemoryListener
---@field securityAreaTypeE3HACK ESecurityAreaType
---@field overlappedSecurityZones gamePersistentID[]
---@field interestingFacts InterestingFacts
---@field interestingFactsListenersIds InterestingFactsListenersIds
---@field interestingFactsListenersFunctions InterestingFactsListenersFunctions
---@field visionModeController PlayerVisionModeController
---@field combatController PlayerCombatController
---@field handlingModifiers PlayerWeaponHandlingModifiers
---@field cachedGameplayRestrictions TweakDBID[]
---@field delayEndGracePeriodAfterSpawnEventID gameDelayID
---@field CWMaskInVehicleInputHeld Bool
---@field friendlyDevicesHostileToEnemies entEntityID[]
---@field bossThatTargetsPlayer entEntityID
---@field choiceTokenTextLayerId Uint32
---@field choiceTokenTextDrawn Bool
PlayerPuppet = {}

---@return PlayerPuppet
function PlayerPuppet.new() return end

---@param props table
---@return PlayerPuppet
function PlayerPuppet.new(props) return end

---@param player PlayerPuppet
---@return Bool
function PlayerPuppet.CanApplyBreathingEffect(player) return end

---@param self_ PlayerPuppet
---@param QHList PlayerQuickhackData[]
function PlayerPuppet.ChacheQuickHackList(self_, QHList) return end

---@param object gameObject
function PlayerPuppet.ChacheQuickHackListCleanup(object) return end

---@return Float
function PlayerPuppet.GetCriticalHealthThreshold() return end

---@param player PlayerPuppet
---@return gamePSMCombat
function PlayerPuppet.GetCurrentCombatState(player) return end

---@param player PlayerPuppet
---@return gamePSMHighLevel
function PlayerPuppet.GetCurrentHighLevelState(player) return end

---@param player PlayerPuppet
---@return gamePSMLocomotionStates
function PlayerPuppet.GetCurrentLocomotionState(player) return end

---@param player PlayerPuppet
---@return gamePSMVehicle
function PlayerPuppet.GetCurrentVehicleState(player) return end

---@return Float
function PlayerPuppet.GetLowHealthThreshold() return end

---@param player PlayerPuppet
---@return ItemID[]
function PlayerPuppet.GetPlayerQuickHackInCyberDeck(player) return end

---@param player PlayerPuppet
---@return TweakDBID[]
function PlayerPuppet.GetPlayerQuickHackInCyberDeckTweakDBID(player) return end

---@param player PlayerPuppet
---@param quality gamedataQuality
---@return TweakDBID[]
function PlayerPuppet.GetPlayerQuickHackInCyberDeckTweakDBID(player, quality) return end

---@return Float
function PlayerPuppet.GetQuickMeleeCooldown() return end

---@param player PlayerPuppet
---@return Int32
function PlayerPuppet.GetSceneTier(player) return end

---@param player PlayerPuppet
---@return Bool
function PlayerPuppet.IsJohnnySicknessBreathingEffectActive(player) return end

---@param player PlayerPuppet
---@return Bool
function PlayerPuppet.IsSwimming(player) return end

---@param player PlayerPuppet
---@param target entEntity
---@return Bool
function PlayerPuppet.IsTargetChildNPC(player, target) return end

---@param player PlayerPuppet
---@param target entEntity
---@return Bool
function PlayerPuppet.IsTargetFriendlyNPC(player, target) return end

---@param player PlayerPuppet
function PlayerPuppet.ReevaluateAllBreathingEffects(player) return end

---@param objectToRemoveFrom gameObject
---@param itemID ItemID
function PlayerPuppet.RemoveItemGameplayPackage(objectToRemoveFrom, itemID) return end

---@param player PlayerPuppet
---@param objectThatNoticed gameObject
function PlayerPuppet.SendOnBeingNoticed(player, objectThatNoticed) return end

---@param stringType String
---@param isDebug Bool
function PlayerPuppet.SetBuild(stringType, isDebug) return end

---@param stringType String
---@param stringVal String
---@param levelGainReason telemetryLevelGainReason
function PlayerPuppet.SetLevel(stringType, stringVal, levelGainReason) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PlayerPuppet:OnAction(action, consumer) return end

---@param evt ExitCombatOnOpticalCamoActivatedEvent
---@return Bool
function PlayerPuppet:OnActivateOpticalCamoToExitCombatEvent(evt) return end

---@param evt AdHocAnimationEvent
---@return Bool
function PlayerPuppet:OnAdHocAnimationRequest(evt) return end

---@param evt entAppearanceChangeFinishEvent
---@return Bool
function PlayerPuppet:OnAppearanceChangeFinishEvent(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function PlayerPuppet:OnAttitudeChanged(evt) return end

---@param evt OnBeingNoticed
---@return Bool
function PlayerPuppet:OnBeingNoticed(evt) return end

---@param evt OnBeingTarget
---@return Bool
function PlayerPuppet:OnBeingTarget(evt) return end

---@param evt BeingTargetByLaserSightUpdateEvent
---@return Bool
function PlayerPuppet:OnBeingTargetByLaserSight(evt) return end

---@param evt BlockAndCompensateScalingEvent
---@return Bool
function PlayerPuppet:OnBlockAndCompensateScalingEvent(evt) return end

---@param newState Bool
---@return Bool
function PlayerPuppet:OnBodySlamStateChange(newState) return end

---@param evt RequestBuyAttribute
---@return Bool
function PlayerPuppet:OnBuyAttribute(evt) return end

---@param evt CPOChoiceTokenDrawTextEvent
---@return Bool
function PlayerPuppet:OnCPOChoiceTokenDrawTextEvent(evt) return end

---@param e questMultiplayerGiveChoiceTokenEvent
---@return Bool
function PlayerPuppet:OnCPOGiveChoiceTokenEvent(e) return end

---@param hasData Bool
---@return Bool
function PlayerPuppet:OnCPOMissionDataChanged(hasData) return end

---@param evt CPOMissionDataTransferred
---@return Bool
function PlayerPuppet:OnCPOMissionDataTransferred(evt) return end

---@param e CPOMissionDataUpdateEvent
---@return Bool
function PlayerPuppet:OnCPOMissionDataUpdateEvent(e) return end

---@param evt CPOMissionPlayerVotedEvent
---@return Bool
function PlayerPuppet:OnCPOMissionPlayerVotedEvent(evt) return end

---@param evt gameeventsCameraShakeEvent
---@return Bool
function PlayerPuppet:OnCameraShakeEvent(evt) return end

---@param evt gameOnCarHitPlayer
---@return Bool
function PlayerPuppet:OnCarHitPlayer(evt) return end

---@param evt CleanUpTimeDilationEvent
---@return Bool
function PlayerPuppet:OnCleanUpTimeDilationEvent(evt) return end

---@param evt ClearAnimFeatureCarryEvent
---@return Bool
function PlayerPuppet:OnClearAnimFeatureCarryEvent(evt) return end

---@param evt ClearBeingNoticedBB
---@return Bool
function PlayerPuppet:OnClearBeingNoticedBB(evt) return end

---@param evt ClearItemAppearanceEvent
---@return Bool
function PlayerPuppet:OnClearItemAppearanceEvent(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnCombatGadgetStateChange(newState) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnCombatStateChanged(newState) return end

---@param evt ConsumablesChargesReworkEvent
---@return Bool
function PlayerPuppet:OnConsumablesChargesRework(evt) return end

---@param controllingId entEntityID
---@return Bool
function PlayerPuppet:OnControllingDeviceChange(controllingId) return end

---@param evt CrouchDelayEvent
---@return Bool
function PlayerPuppet:OnCrouchDelayEvent(evt) return end

---@param targetId entEntityID
---@return Bool
function PlayerPuppet:OnCurrentVisibleTargetChanged(targetId) return end

---@param evt DamageInflictedEvent
---@return Bool
function PlayerPuppet:OnDamageInflicted(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function PlayerPuppet:OnDeath(evt) return end

---@return Bool
function PlayerPuppet:OnDetach() return end

---@param evt DisableBraindanceActions
---@return Bool
function PlayerPuppet:OnDisableBraindanceActions(evt) return end

---@param evt DisableVisualOverride
---@return Bool
function PlayerPuppet:OnDisableVisualOverride(evt) return end

---@param evt DismembermentInstigated
---@return Bool
function PlayerPuppet:OnDismembermentInstigated(evt) return end

---@param evt PlayerEnteredNewDistrictEvent
---@return Bool
function PlayerPuppet:OnDistrictChanged(evt) return end

---@param evt DodgeToAvoidCombatEvent
---@return Bool
function PlayerPuppet:OnDodgeToAvoidCombatEvent(evt) return end

---@param inTPP Bool
---@return Bool
function PlayerPuppet:OnDriverCombatCameraChange(inTPP) return end

---@param newWeaponType Int32
---@return Bool
function PlayerPuppet:OnDriverCombatWeaponTypeChange(newWeaponType) return end

---@param evt EnableBraindanceActions
---@return Bool
function PlayerPuppet:OnEnableBraindanceActions(evt) return end

---@param evt EnablePlayerVisibilityEvent
---@return Bool
function PlayerPuppet:OnEnablePlayerVisibilityEvent(evt) return end

---@param evt EnableVisualOverride
---@return Bool
function PlayerPuppet:OnEnableVisualOverride(evt) return end

---@param evt EvaluateEncumbranceEvent
---@return Bool
function PlayerPuppet:OnEvaluateEncumbranceEvent(evt) return end

---@param evt ExperiencePointsEvent
---@return Bool
function PlayerPuppet:OnExperienceGained(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function PlayerPuppet:OnFactChangedEvent(evt) return end

---@param evt FelledEvent
---@return Bool
function PlayerPuppet:OnFelledEvent(evt) return end

---@param evt FillAnimWrapperInfoBasedOnEquippedItem
---@return Bool
function PlayerPuppet:OnFillAnimWrapperInfoBasedOnEquippedItem(evt) return end

---@param evt FinishedVendettaTimeEvent
---@return Bool
function PlayerPuppet:OnFinishedVendettaTimeEvent(evt) return end

---@param evt ForceBraindanceCameraToggle
---@return Bool
function PlayerPuppet:OnForceBraindanceCameraToggle(evt) return end

---@return Bool
function PlayerPuppet:OnGameAttached() return end

---@param evt HackPlayerEvent
---@return Bool
function PlayerPuppet:OnHackPlayerEvent(evt) return end

---@param evt gameHalloweenEvent
---@return Bool
function PlayerPuppet:OnHalloweenEvent(evt) return end

---@param evt HealthUpdateEvent
---@return Bool
function PlayerPuppet:OnHealthUpdateEvent(evt) return end

---@param evt HeavyFootstepEvent
---@return Bool
function PlayerPuppet:OnHeavyFootstepEvent(evt) return end

---@param evt HideVisualSlot
---@return Bool
function PlayerPuppet:OnHideVisualSlot(evt) return end

---@param evt IconicsReworkCompensateEvent
---@return Bool
function PlayerPuppet:OnIconicsReworkCompensateEvent(evt) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function PlayerPuppet:OnInteraction(choiceEvent) return end

---@param value Variant
---@return Bool
function PlayerPuppet:OnInteractionStateChange(value) return end

---@param evt PlayerCombatControllerInvalidateEvent
---@return Bool
function PlayerPuppet:OnInvalidateCombatController(evt) return end

---@param evt PlayerVisionModeControllerInvalidateEvent
---@return Bool
function PlayerPuppet:OnInvalidateVisionModeController(evt) return end

---@param evt gameOnInventoryEmptyEvent
---@return Bool
function PlayerPuppet:OnInventoryEmpty(evt) return end

---@param evt gameItemAddedEvent
---@return Bool
function PlayerPuppet:OnItemAddedToInventory(evt) return end

---@param evt gameAttachmentSlotEventsItemAddedToSlot
---@return Bool
function PlayerPuppet:OnItemAddedToSlot(evt) return end

---@param evt gameItemBeingRemovedEvent
---@return Bool
function PlayerPuppet:OnItemBeingRemovedFromInventory(evt) return end

---@param evt gameItemChangedEvent
---@return Bool
function PlayerPuppet:OnItemChangedEvent(evt) return end

---@param evt gameAttachmentSlotEventsItemRemovedFromSlot
---@return Bool
function PlayerPuppet:OnItemRemovedFromSlot(evt) return end

---@param evt KatanaMagFieldHitDelayEvent
---@return Bool
function PlayerPuppet:OnKatanaMagFieldHitDelayEvent(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnLeftHandCyberwareStateChange(newState) return end

---@param evt LevelUpdateEvent
---@return Bool
function PlayerPuppet:OnLevelUp(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnLocomotionStateChanged(newState) return end

---@param evt gametargetingSystemLookAtObjectChangedEvent
---@return Bool
function PlayerPuppet:OnLookAtObjectChangedEvent(evt) return end

---@param evt EndGracePeriodAfterSpawn
---@return Bool
function PlayerPuppet:OnMakePlayerVisibleAfterSpawn(evt) return end

---@param evt ManagePersonalLinkChangeEvent
---@return Bool
function PlayerPuppet:OnManagePersonalLinkChangeEvent(evt) return end

---@param evt MeleeHitEvent
---@return Bool
function PlayerPuppet:OnMeleeHitEvent(evt) return end

---@param evt MeleeHitSlowMoEvent
---@return Bool
function PlayerPuppet:OnMeleeHitSloMo(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnMeleeWeaponStateChange(newState) return end

---@param evt ModifyOverlappedSecurityAreas
---@return Bool
function PlayerPuppet:OnModifyOverlappedSecurityArease(evt) return end

---@param evt gamemountingMountingEvent
---@return Bool
function PlayerPuppet:OnMountingEvent(evt) return end

---@param evt NewPerkSoldEvent
---@return Bool
function PlayerPuppet:OnNewPerkSold(evt) return end

---@param value Uint32
---@return Bool
function PlayerPuppet:OnNumberOfCombatantsChanged(value) return end

---@param evt gameAttachmentSlotEventsPartAddedToSlotEvent
---@return Bool
function PlayerPuppet:OnPartAddedToSlotEvent(evt) return end

---@param evt gamePartRemovedEvent
---@return Bool
function PlayerPuppet:OnPartRemovedEvent(evt) return end

---@param evt gameAttachmentSlotEventsPartRemovedFromSlotEvent
---@return Bool
function PlayerPuppet:OnPartRemovedFromSlotEvent(evt) return end

---@param evt PauseBraindance
---@return Bool
function PlayerPuppet:OnPauseBraindance(evt) return end

---@param evt gamePlayerCoverStatusChangedEvent
---@return Bool
function PlayerPuppet:OnPlayerCoverStatusChangedEvent(evt) return end

---@param e PlayerDamageFromDataEvent
---@return Bool
function PlayerPuppet:OnPlayerDamageFromDataEvent(e) return end

---@param evt PrepareForForcedVehicleCombat
---@return Bool
function PlayerPuppet:OnPrepareForForcedVehicleCombat(evt) return end

---@param evt ProcessVendettaAchievementEvent
---@return Bool
function PlayerPuppet:OnProcessVendettaAchievementEvent(evt) return end

---@param evt RefreshItemPlayerScalingEvent
---@return Bool
function PlayerPuppet:OnRefreshItemPlayerScalingEvent(evt) return end

---@param evt RefreshQuickhackMenuEvent
---@return Bool
function PlayerPuppet:OnRefreshQuickhackMenuEvent(evt) return end

---@param evt RegisterFastTravelPointsEvent
---@return Bool
function PlayerPuppet:OnRegisterFastTravelPoints(evt) return end

---@return Bool
function PlayerPuppet:OnReleaseControl() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function PlayerPuppet:OnRequestComponents(ri) return end

---@param evt RequestEquipHeavyWeapon
---@return Bool
function PlayerPuppet:OnRequestEquipHeavyWeapon(evt) return end

---@param evt gameRequestStats
---@return Bool
function PlayerPuppet:OnRequestStats(evt) return end

---@param evt RescaleNonIconicWeaponsEvent
---@return Bool
function PlayerPuppet:OnRescaleNonIconicWeaponsEvent(evt) return end

---@param evt ResetItemAppearanceEvent
---@return Bool
function PlayerPuppet:OnResetItemAppearanceEvent(evt) return end

---@param evt RestoreVisualOverride
---@return Bool
function PlayerPuppet:OnRestoreVisualOverride(evt) return end

---@param evt RestoreVisualSlot
---@return Bool
function PlayerPuppet:OnRestoreVisualSlot(evt) return end

---@param evt RetrofixCyberwaresEvent
---@return Bool
function PlayerPuppet:OnRetrofixCyberwaresEvent(evt) return end

---@param evt RetrofixQuickhacksEvent
---@return Bool
function PlayerPuppet:OnRetrofixQuickhacksEvent(evt) return end

---@param evt questRewardEvent
---@return Bool
function PlayerPuppet:OnRewardEvent(evt) return end

---@param evt scnRewindableSectionEvent
---@return Bool
function PlayerPuppet:OnRewindableSectionEvent(evt) return end

---@param evt SceneFirstEquipState
---@return Bool
function PlayerPuppet:OnSceneFirstEquipState(evt) return end

---@param evt SceneForceWeaponAim
---@return Bool
function PlayerPuppet:OnSceneForceWeaponAimEvent(evt) return end

---@param evt SceneForceWeaponSafe
---@return Bool
function PlayerPuppet:OnSceneForceWeaponSafeEvent(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnSceneTierChange(newState) return end

---@param evt SetSlowMoForOnePunchAttackEvent
---@return Bool
function PlayerPuppet:OnSetSlowMoForOnePunchAttackEvent(evt) return end

---@param evt SetUpEquipmentOverlayEvent
---@return Bool
function PlayerPuppet:OnSetUpEquipmentOverlayEvent(evt) return end

---@param evt SpiderbotOrderDeviceEvent
---@return Bool
function PlayerPuppet:OnSpiderbotOrderTargetEvent(evt) return end

---@param evt AIStartedBeingTrackedAsHostile
---@return Bool
function PlayerPuppet:OnStartedBeingTrackedAsHostile(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function PlayerPuppet:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function PlayerPuppet:OnStatusEffectRemoved(evt) return end

---@param evt StopCritHealthRumble
---@return Bool
function PlayerPuppet:OnStopCritHealthRumble(evt) return end

---@param evt AIStoppedBeingTrackedAsHostile
---@return Bool
function PlayerPuppet:OnStoppedBeingTrackedAsHostile(evt) return end

---@param evt SysDebuggerEvent
---@return Bool
function PlayerPuppet:OnSysDebuggerEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function PlayerPuppet:OnTakeControl(ri) return end

---@param evt OrderTakedownEvent
---@return Bool
function PlayerPuppet:OnTakedownOrder(evt) return end

---@param evt TargetNeutraliziedEvent
---@return Bool
function PlayerPuppet:OnTargetNeutraliziedEvent(evt) return end

---@param evt ToggleNewPlayerFlashlightEvent
---@return Bool
function PlayerPuppet:OnToggleNewPlayerFlashlightEvent(evt) return end

---@param evt TogglePlayerFlashlightEvent
---@return Bool
function PlayerPuppet:OnTogglePlayerFlashlightEvent(evt) return end

---@param value Bool
---@return Bool
function PlayerPuppet:OnUIContactListContextChanged(value) return end

---@param value Bool
---@return Bool
function PlayerPuppet:OnUIContextChange(value) return end

---@param value Bool
---@return Bool
function PlayerPuppet:OnUIRadialContextChange(value) return end

---@param value Bool
---@return Bool
function PlayerPuppet:OnUISmsMessengerContextChanged(value) return end

---@param value Bool
---@return Bool
function PlayerPuppet:OnUIVendorContextChange(value) return end

---@param evt UnderwearEquipFailsafeEvent
---@return Bool
function PlayerPuppet:OnUnderwearEquipFailsafeEvent(evt) return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function PlayerPuppet:OnUnmountingEvent(evt) return end

---@param evt UpdateAutoRevealStatEvent
---@return Bool
function PlayerPuppet:OnUpdateAutoRevealStatEvent(evt) return end

---@param evt UpdateEquippedWeaponsHandlingEvent
---@return Bool
function PlayerPuppet:OnUpdateEquippedWeaponsHandling(evt) return end

---@param evt UpdateMiniGameProgramsEvent
---@return Bool
function PlayerPuppet:OnUpdateMiniGameProgramsEvent(evt) return end

---@param evt UpdateVisibilityModifierEvent
---@return Bool
function PlayerPuppet:OnUpdateVisibilityModifierEvent(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnUpperBodyStateChange(newState) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnVehicleStateChange(newState) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnVisionStateChange(newState) return end

---@param evt WeaponEquipEvent
---@return Bool
function PlayerPuppet:OnWeaponEquipEvent(evt) return end

---@param newState Int32
---@return Bool
function PlayerPuppet:OnWeaponStateChange(newState) return end

---@param evt workWorkspotFinishedEvent
---@return Bool
function PlayerPuppet:OnWorkspotFinishedEvent(evt) return end

---@param evt workWorkspotStartedEvent
---@return Bool
function PlayerPuppet:OnWorkspotStartedEvent(evt) return end

---@param evt WoundedInstigated
---@return Bool
function PlayerPuppet:OnWoundedInstigated(evt) return end

---@param value Variant
---@return Bool
function PlayerPuppet:OnZoneChange(value) return end

---@param newLevel Float
---@return Bool
function PlayerPuppet:OnZoomLevelChange(newLevel) return end

function PlayerPuppet:ActivateIconicCyberware() return end

---@param psmBB gameIBlackboard
---@param actionRestrictionRecordID TweakDBID|string
function PlayerPuppet:AddGameplayRestriction(psmBB, actionRestrictionRecordID) return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:AddOnHitRumble(hitEvent) return end

---@param zone gamePersistentID
function PlayerPuppet:AddOverrlappedSecurityZone(zone) return end

function PlayerPuppet:AllowOuterwearClothing() return end

---@param config AimAssistSettingConfig
function PlayerPuppet:ApplyAimAssistSettings(config) return end

---@param npc gameObject
---@param actionName CName|string
function PlayerPuppet:ApplyNPCLevelAndProgressionBuild(npc, actionName) return end

---@param itemData gameItemData
function PlayerPuppet:BlockScaling(itemData) return end

function PlayerPuppet:CPOMissionDataOnPlayerDetach() return end

---@param actionRestrictionRecordID TweakDBID|string
function PlayerPuppet:CacheGameplayRestriction(actionRestrictionRecordID) return end

function PlayerPuppet:CalculateEncumbrance() return end

---@return Bool
function PlayerPuppet:CanAvoidCombat() return end

---@return Bool
function PlayerPuppet:CanAvoidCombatWithDodge() return end

---@return Bool
function PlayerPuppet:CanAvoidCombatWithGag() return end

---@return Bool
function PlayerPuppet:CheckRadialContextRequest() return end

---@param evt TargetNeutraliziedEvent
function PlayerPuppet:CheckVForVendettaAchievement(evt) return end

---@return Bool
function PlayerPuppet:CheckVehicleSystemGarageState() return end

---@param itemData gameItemData
function PlayerPuppet:CompensateExceedScaling(itemData) return end

function PlayerPuppet:CreateVendettaTimeDelayEvent() return end

function PlayerPuppet:DefineModifierGroups() return end

---@param b Bool
function PlayerPuppet:DisableCameraBobbing(b) return end

---@param b Bool
function PlayerPuppet:DisableFootstepAudio(b) return end

function PlayerPuppet:DisallowOuterwearClothing() return end

---@param enable Bool
function PlayerPuppet:EnableCombatVisibilityDistances(enable) return end

---@param enable Bool
function PlayerPuppet:EnableUIBlackboardListener(enable) return end

---@param items ItemID[]
---@param availableCapacity Float
---@param addToInventoryIfOverallocated Bool
---@param stashedQuickhacks ItemID[]
---@return Float
function PlayerPuppet:EquipNewCyberware(items, availableCapacity, addToInventoryIfOverallocated, stashedQuickhacks) return end

function PlayerPuppet:EvaluateApplyingReplacerGameplayRestrictions() return end

---@param isLootBroken Bool
function PlayerPuppet:EvaluateEncumbrance(isLootBroken) return end

function PlayerPuppet:ExecuteCWMask() return end

---@param enumType String
---@param buildNameStringPart String
---@return Int32
function PlayerPuppet:FindBuildSpacing(enumType, buildNameStringPart) return end

---@return vehicleCameraManager
function PlayerPuppet:FindVehicleCameraManager() return end

function PlayerPuppet:ForceCloseRadialWheel() return end

---@return EAimAssistLevel
function PlayerPuppet:GetAimAssistLevel() return end

---@param quality Int32
---@param baseCWRecord TweakDBID|string
---@return gamedataItem_Record
function PlayerPuppet:GetAppropriateCWByQuality(quality, baseCWRecord) return end

---@param slot TransmogSlots
---@return gamedataEquipmentArea
function PlayerPuppet:GetAreaFromEnum(slot) return end

---@return gameBreachFinderComponent
function PlayerPuppet:GetBreachFinderComponent() return end

---@return Int32
function PlayerPuppet:GetBufferModifier() return end

---@param action gameinputScriptListenerAction
---@return Int32
function PlayerPuppet:GetCPOQuickSlotID(action) return end

---@return ItemID
function PlayerPuppet:GetCWMaskID() return end

---@return TweakDBID
function PlayerPuppet:GetCWMaskTweakDBID() return end

---@return PlayerQuickhackData[]
function PlayerPuppet:GetCachedQuickHackList() return end

---@return Float
function PlayerPuppet:GetCombatExitTimestamp() return end

---@return CName
function PlayerPuppet:GetCompatibleCPOMissionDeviceName() return end

---@param owner gameObject
---@return gameCityAreaType
function PlayerPuppet:GetCurrentSecurityZoneType(owner) return end

---@param factValue Int32
---@return gameCityAreaType
function PlayerPuppet:GetCurrentZoneType(factValue) return end

function PlayerPuppet:GetDamageThresholdParams() return end

---@return EquipmentSystem
function PlayerPuppet:GetEquipmentSystem() return end

---@param equipArea gamedataEquipmentArea
---@param slot Int32
---@return ItemID
function PlayerPuppet:GetEquippedItemIdInArea(equipArea, slot) return end

---@return Float
function PlayerPuppet:GetExplosionRange() return end

---@return gameFPPCameraComponent
function PlayerPuppet:GetFPPCameraComponent() return end

---@return ItemID[]
function PlayerPuppet:GetGlitchedEquippedCyberware() return end

---@param item gamedataGrenade_Record
---@return Int32
function PlayerPuppet:GetGrenadeCharges(item) return end

---@return Int32
function PlayerPuppet:GetGrenadeCharges() return end

---@return Int32
function PlayerPuppet:GetGrenadeThrowCost() return end

---@return Int32
function PlayerPuppet:GetGrenadeThrowCostClean() return end

---@return Float
function PlayerPuppet:GetGunshotRange() return end

---@return gameIBlackboard
function PlayerPuppet:GetHackingDataBlackboard() return end

---@return Int32
function PlayerPuppet:GetHealingItemCharges() return end

---@return Int32
function PlayerPuppet:GetHealingItemUseCost() return end

---@return InspectionComponent
function PlayerPuppet:GetInspectionComponent() return end

---@return Bool
function PlayerPuppet:GetIsInWorkspotFinisher() return end

---@param itemID ItemID
---@return Float
function PlayerPuppet:GetItemCapacityRequirement(itemID) return end

---@return EngineTime
function PlayerPuppet:GetLastDamageInflictedTime() return end

---@return gameIBlackboard
function PlayerPuppet:GetMinigameBlackboard() return end

---@return gameuiMinigameProgramData[]
function PlayerPuppet:GetMinigamePrograms() return end

---@return vehicleBaseObject
function PlayerPuppet:GetMountedVehicle() return end

---@return CName
function PlayerPuppet:GetNetworkLinkSlotName() return end

---@return gamePersistentID[]
function PlayerPuppet:GetOverlappedSecurityZones() return end

---@return PlayerPuppetPS
function PlayerPuppet:GetPS() return end

---@param type gamedataStatType
---@return Float
function PlayerPuppet:GetPermanentFoodBonus(type) return end

---@param contactName1 CName|string
---@param contactName2 CName|string
---@return String
function PlayerPuppet:GetPhoneCallFactName(contactName1, contactName2) return end

---@return CName[]
function PlayerPuppet:GetPlayerCurrentWorkspotTags() return end

---@return gameIBlackboard
function PlayerPuppet:GetPlayerPerkDataBlackboard() return end

---@return gameIBlackboard
function PlayerPuppet:GetPlayerStateMachineBlackboard() return end

---@return gameTargetingComponent
function PlayerPuppet:GetPrimaryTargetingComponent() return end

---@return Int32
function PlayerPuppet:GetProjectileLauncherCharges() return end

---@return Int32
function PlayerPuppet:GetProjectileLauncherShootCost() return end

---@return QuickSlotsManager
function PlayerPuppet:GetQuickSlotsManager() return end

---@return CName
function PlayerPuppet:GetReplicatedStateClass() return end

---@return Float
function PlayerPuppet:GetStaminaPercUnsafe() return end

---@return Float
function PlayerPuppet:GetStaminaValueUnsafe() return end

---@return Int32
function PlayerPuppet:GetUnlockedVehiclesSize() return end

---@return Bool
function PlayerPuppet:GetZoomBlackboardValues() return end

function PlayerPuppet:GotKeycardNotification() return end

function PlayerPuppet:GracePeriodAfterSpawn() return end

---@return Bool
function PlayerPuppet:GrenadeChargesAreOnMax() return end

---@param vehicle vehicleBaseObject
function PlayerPuppet:HandleDoorsForCombat(vehicle) return end

---@return Bool
function PlayerPuppet:HasAutoReveal() return end

---@return Bool
function PlayerPuppet:HasCWMask() return end

---@return Bool
function PlayerPuppet:HasPrimaryOrSecondaryEquipment() return end

---@return Bool
function PlayerPuppet:HealingItemChargesAreOnMax() return end

function PlayerPuppet:IconicCyberwareActivated() return end

function PlayerPuppet:InitInterestingFacts() return end

function PlayerPuppet:InitializeFocusModeTagging() return end

function PlayerPuppet:InitializeTweakDBRecords() return end

function PlayerPuppet:InvalidateZone() return end

---@return Bool
function PlayerPuppet:IsAimSnapEnabled() return end

---@return Bool
function PlayerPuppet:IsAimingAtChild() return end

---@return Bool
function PlayerPuppet:IsAimingAtFriendly() return end

---@return Bool
function PlayerPuppet:IsBeingRevealed() return end

---@return Bool
function PlayerPuppet:IsBlackwallForceEquippedOnPlayer() return end

---@return Bool
function PlayerPuppet:IsCallingVehicleRestricted() return end

---@param buffer Float
---@return Bool
function PlayerPuppet:IsCombatStartBufferActive(buffer) return end

---@param actionID TweakDBID|string
---@return Bool
function PlayerPuppet:IsCooldownForActionActive(actionID) return end

---@return Bool
function PlayerPuppet:IsCoverModifierAdded() return end

---@return Bool
function PlayerPuppet:IsExhausted() return end

---@return Bool
function PlayerPuppet:IsInCombat() return end

---@return Bool
function PlayerPuppet:IsIncapacitated() return end

---@return Bool
function PlayerPuppet:IsInvisible() return end

---@return Bool
function PlayerPuppet:IsJohnnyReplacer() return end

---@return Bool
function PlayerPuppet:IsMoving() return end

---@return Bool
function PlayerPuppet:IsMovingHorizontally() return end

---@return Bool
function PlayerPuppet:IsMovingVertically() return end

---@return Bool
function PlayerPuppet:IsNaked() return end

---@return Bool
function PlayerPuppet:IsNetworkLinkDynamic() return end

---@return Bool
function PlayerPuppet:IsPlayer() return end

---@return Bool
function PlayerPuppet:IsReplacer() return end

---@return Bool
function PlayerPuppet:IsReplicable() return end

---@return Bool
function PlayerPuppet:IsVRReplacer() return end

---@return Bool
function PlayerPuppet:IsWorkspotDamageReductionAdded() return end

---@return Bool
function PlayerPuppet:IsWorkspotVisibilityReductionActive() return end

---@return Bool
function PlayerPuppet:KeybaordAndMouseControlsActive() return end

---@param itemData gameItemData
function PlayerPuppet:LockItemPlusOnNonIconicWeapons(itemData) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
function PlayerPuppet:OnActionMultiplayer(action, consumer) return end

function PlayerPuppet:OnAdditiveCameraMovementsSettingChanged() return end

---@param evt CPOMissionDataTransferred
function PlayerPuppet:OnCPOMissionDataTransferredChoiceTokenClient(evt) return end

---@param evt CPOMissionDataTransferred
function PlayerPuppet:OnCPOMissionDataTransferredClient(evt) return end

---@param evt CPOMissionDataTransferred
function PlayerPuppet:OnCPOMissionDataTransferredServer(evt) return end

function PlayerPuppet:OnEnterAimState() return end

function PlayerPuppet:OnEnterDangerousZone() return end

function PlayerPuppet:OnEnterPublicZone() return end

function PlayerPuppet:OnEnterRestrictedZone() return end

function PlayerPuppet:OnEnterSafeZone() return end

function PlayerPuppet:OnEnterUndefinedZone() return end

function PlayerPuppet:OnExitPublicZone() return end

function PlayerPuppet:OnExitSafeZone() return end

function PlayerPuppet:OnExplosiveDeviceExploded() return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:OnHitAnimation(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:OnHitBlockedOrDeflected(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:OnHitSounds(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:OnHitUI(hitEvent) return end

function PlayerPuppet:OnIncapacitated() return end

---@param slot TweakDBID|string
---@param item ItemID
function PlayerPuppet:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function PlayerPuppet:OnItemUnequipped(slot, item) return end

function PlayerPuppet:OnResurrected() return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function PlayerPuppet:OnStatChanged(ownerID, statType, diff, total) return end

function PlayerPuppet:OnStatusEffectUsedHealingItemOrCyberwareApplied() return end

---@param val Int32
function PlayerPuppet:OnZoneFactChanged(val) return end

---@return Bool
function PlayerPuppet:PSIsInDriverCombat() return end

function PlayerPuppet:PlayCritHealthRumble() return end

---@param evt HeavyFootstepEvent
function PlayerPuppet:PlayFootstepCameraShakeBasedOnProximity(evt) return end

---@param playerPuppet gameObject
function PlayerPuppet:PlayerAttachedCallback(playerPuppet) return end

---@param tag CName|string
---@return Bool
function PlayerPuppet:PlayerContainsWorkspotTag(tag) return end

---@param playerPuppet gameObject
function PlayerPuppet:PlayerDetachedCallback(playerPuppet) return end

---@param itemID ItemID
---@param equipmentArea gamedataEquipmentArea
---@param beforeVikVisit Bool
---@return Bool, ItemID[], ItemID[], ItemID[]
function PlayerPuppet:PrioritizeCyberwareOnRetrofix(itemID, equipmentArea, beforeVikVisit) return end

---@param evt gameeventsStatusEffectEvent
function PlayerPuppet:ProcessBreathingEffectApplication(evt) return end

---@param type gameinputActionType
function PlayerPuppet:ProcessCallVehicleAction(type) return end

---@param addDamage Bool
---@param damagesPreset CName|string
function PlayerPuppet:ProcessDamageEvents(addDamage, damagesPreset) return end

---@param evt gameeventsStatusEffectEvent
function PlayerPuppet:ProcessTieredDruggedEffect(evt) return end

---@param evt gameeventsStatusEffectEvent
function PlayerPuppet:ProcessTieredDrunkEffect(evt) return end

function PlayerPuppet:ProcessToggleWalkInput() return end

---@param isBulletDeflect Bool
function PlayerPuppet:PushDeflectEvent(isBulletDeflect) return end

---@param hitEvent gameeventsHitEvent
function PlayerPuppet:PushHitDataToGraph(hitEvent) return end

function PlayerPuppet:ReevaluateLookAtTarget() return end

function PlayerPuppet:RefreshCPOVisionAppearance() return end

function PlayerPuppet:RegisterCPOMissionDataCallback() return end

---@param deviceID entEntityID
function PlayerPuppet:RegisterFriendlyDeviceHostileToEnemies(deviceID) return end

function PlayerPuppet:RegisterInterestingFactsListeners() return end

function PlayerPuppet:RegisterRemoteMappin() return end

---@param self_ PlayerPuppet
function PlayerPuppet:RegisterStatListeners(self_) return end

function PlayerPuppet:RegisterToFacts() return end

---@param item ItemID
---@return ItemID[]
function PlayerPuppet:RemoveCyberwareParts(item) return end

---@param psmBB gameIBlackboard
---@param actionRestrictionRecordID TweakDBID|string
function PlayerPuppet:RemoveGameplayRestriction(psmBB, actionRestrictionRecordID) return end

function PlayerPuppet:RemoveHandlingModifiersFromWeapon() return end

---@param zone gamePersistentID
function PlayerPuppet:RemoveOverrlappedSecurityZone(zone) return end

---@param itemData gameItemData
function PlayerPuppet:RescaleOwnedIconicsToPlayerLevel(itemData) return end

function PlayerPuppet:ResolveCachedGameplayRestrictions() return end

function PlayerPuppet:RestoreMinigamePrograms() return end

---@param itemData gameItemData
function PlayerPuppet:RetroRescaleNonIconicWeapons(itemData) return end

---@param percAmount Float
function PlayerPuppet:Revive(percAmount) return end

---@param hitEvent gameeventsHitEvent
---@param shakeStrength Float
function PlayerPuppet:SendCameraShakeDataToGraph(hitEvent, shakeStrength) return end

---@param item ItemID
function PlayerPuppet:SendCheckRemovedItemWithSlotActiveItemRequest(item) return end

---@param sceneOverridesBlackboard gameIBlackboard
function PlayerPuppet:SendSceneOverridesAnimFeature(sceneOverridesBlackboard) return end

function PlayerPuppet:SendSummonVehicleQuickSlotsManagerRequest() return end

---@param id gamebbScriptID_Int32
---@param value Int32
function PlayerPuppet:SetBlackboardIntVariable(id, value) return end

---@param i Int32
function PlayerPuppet:SetBufferModifier(i) return end

---@param enabled Bool
function PlayerPuppet:SetCustomFastForwardEnabled(enabled) return end

---@param b Bool
function PlayerPuppet:SetEntityNoticedPlayerBBValue(b) return end

---@param setHasData Bool
---@param damagesPreset CName|string
---@param compatibleDeviceName CName|string
---@param ownerDecidesOnTransfer Bool
function PlayerPuppet:SetHasCPOMissionData(setHasData, damagesPreset, compatibleDeviceName, ownerDecidesOnTransfer) return end

---@param itemData gameItemData
function PlayerPuppet:SetIconicWeaponsLevelReq(itemData) return end

---@param isInvisible Bool
function PlayerPuppet:SetInvisible(isInvisible) return end

---@param isBeingRevealed Bool
function PlayerPuppet:SetIsBeingRevealed(isBeingRevealed) return end

---@param isInDriverCombat Bool
function PlayerPuppet:SetPSIsInDriverCombat(isInDriverCombat) return end

---@param type gamedataStatType
---@param value Float
function PlayerPuppet:SetPermanentFoodBonus(type, value) return end

---@param securityAreaType ESecurityAreaType
function PlayerPuppet:SetSecurityAreaTypeE3HACK(securityAreaType) return end

---@param slowMoAmount Float
---@param slowMoDuration Float
function PlayerPuppet:SetSlowMo(slowMoAmount, slowMoDuration) return end

---@param statpool gamedataStatPoolType
---@param statpooltype gameStatPoolModificationTypes
---@param enabled Bool
function PlayerPuppet:SetStatPoolEnabled(statpool, statpooltype, enabled) return end

---@param message String
---@param msgType gameSimpleMessageType
function PlayerPuppet:SetWarningMessage(message, msgType) return end

---@param newState Bool
function PlayerPuppet:SetZoomBlackboardValues(newState) return end

function PlayerPuppet:SetupInPlayerDevelopmentSystem() return end

---@return Bool
function PlayerPuppet:ShouldRegisterToHUD() return end

---@return Bool
function PlayerPuppet:ShouldShowScanner() return end

---@param deathInstigator gameObject
function PlayerPuppet:StartProcessingVForVendettaAchievement(deathInstigator) return end

function PlayerPuppet:StopCritHealthRumble() return end

---@param activate Bool
function PlayerPuppet:ToggleFocusedGrenadeShootingPerk(activate) return end

---@param itemID String
---@param offset Float
---@param adsOffset Float
---@param timeToScan Float
function PlayerPuppet:TriggerInspect(itemID, offset, adsOffset, timeToScan) return end

---@param itemData gameItemData
function PlayerPuppet:TryScaleItemToPlayer(itemData) return end

function PlayerPuppet:UnInitializeFocusModeTagging() return end

function PlayerPuppet:UnlockAccessPointPrograms() return end

function PlayerPuppet:UnregisterCPOMissionDataCallback() return end

---@param deviceID entEntityID
function PlayerPuppet:UnregisterFriendlyDeviceHostileToEnemies(deviceID) return end

function PlayerPuppet:UnregisterInterestingFactsListeners() return end

function PlayerPuppet:UnregisterRemoteMappin() return end

---@param self_ PlayerPuppet
function PlayerPuppet:UnregisterStatListeners(self_) return end

function PlayerPuppet:UpdateAimAssist() return end

---@param data gameScriptTaskData
function PlayerPuppet:UpdateAimAssistDelayedTask(data) return end

function PlayerPuppet:UpdateAimAssistImmediate() return end

---@param healthValue Float
function PlayerPuppet:UpdateHealthStateSFX(healthValue) return end

---@param healthValue Float
function PlayerPuppet:UpdateHealthStateVFX(healthValue) return end

---@param weightChange Float
---@param isLootBroken Bool
function PlayerPuppet:UpdateInventoryWeight(weightChange, isLootBroken) return end

---@param target gameObject
function PlayerPuppet:UpdateLookAtObject(target) return end

---@param program gameuiMinigameProgramData
---@param add Bool
function PlayerPuppet:UpdateMinigamePrograms(program, add) return end

function PlayerPuppet:UpdatePlayerSettings() return end

---@param isCrouching Bool
function PlayerPuppet:UpdateSecondaryVisibilityOffset(isCrouching) return end

function PlayerPuppet:UpdateVisibility() return end

function PlayerPuppet:UpdateVisibilityModifier() return end

function PlayerPuppet:UpdateWeaponRightEquippedItemInfo() return end

---@class PlayerPuppetAllStatListener : gameScriptStatsListener
---@field player PlayerPuppet
PlayerPuppetAllStatListener = {}

---@return PlayerPuppetAllStatListener
function PlayerPuppetAllStatListener.new() return end

---@param props table
---@return PlayerPuppetAllStatListener
function PlayerPuppetAllStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function PlayerPuppetAllStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class PlayerPuppetAttachmentSlotsCallback : gameAttachmentSlotsScriptCallback
---@field player PlayerPuppet
PlayerPuppetAttachmentSlotsCallback = {}

---@return PlayerPuppetAttachmentSlotsCallback
function PlayerPuppetAttachmentSlotsCallback.new() return end

---@param props table
---@return PlayerPuppetAttachmentSlotsCallback
function PlayerPuppetAttachmentSlotsCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function PlayerPuppetAttachmentSlotsCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function PlayerPuppetAttachmentSlotsCallback:OnItemUnequipped(slot, item) return end

---@class PlayerPuppetPS : ScriptedPuppetPS
---@field keybindigs KeyBindings
---@field availablePrograms gameuiMinigameProgramData[]
---@field hasAutoReveal Bool
---@field combatExitTimestamp Float
---@field isInDriverCombat Bool
---@field permanentHealthBonus Float
---@field permanentStaminaBonus Float
---@field permanentMemoryBonus Float
---@field minigameBB gameIBlackboard
PlayerPuppetPS = {}

---@return PlayerPuppetPS
function PlayerPuppetPS.new() return end

---@param props table
---@return PlayerPuppetPS
function PlayerPuppetPS.new(props) return end

---@param program gameuiMinigameProgramData
function PlayerPuppetPS:AddMinigameProgram(program) return end

---@param id TweakDBID|string
---@return gameuiMinigameProgramData
function PlayerPuppetPS:DecideProgramToAdd(id) return end

---@return Float
function PlayerPuppetPS:GetCombatExitTimestamp() return end

---@return gameIBlackboard
function PlayerPuppetPS:GetMinigameBlackboard() return end

---@return gameuiMinigameProgramData[]
function PlayerPuppetPS:GetMinigamePrograms() return end

---@return Float
function PlayerPuppetPS:GetPermanentHealthBonus() return end

---@return Float
function PlayerPuppetPS:GetPermanentMemoryBonus() return end

---@return Float
function PlayerPuppetPS:GetPermanentStaminaBonus() return end

---@return Bool
function PlayerPuppetPS:HasAutoReveal() return end

---@param id TweakDBID|string
---@return Bool
function PlayerPuppetPS:HasProgram(id) return end

---@param id TweakDBID|string
---@param programs gameuiMinigameProgramData[]
---@return Bool
function PlayerPuppetPS:HasProgram(id, programs) return end

---@return Bool
function PlayerPuppetPS:IsInDriverCombat() return end

---@param evt StoreMiniGameProgramEvent
---@return EntityNotificationType
function PlayerPuppetPS:OnStoreMinigameProgram(evt) return end

---@param program gameuiMinigameProgramData
function PlayerPuppetPS:RemoveMinigameProgram(program) return end

---@param id TweakDBID|string
function PlayerPuppetPS:RemoveProgram(id) return end

---@param value Bool
function PlayerPuppetPS:SetAutoReveal(value) return end

---@param timestamp Float
function PlayerPuppetPS:SetCombatExitTimestamp(timestamp) return end

---@param value Bool
function PlayerPuppetPS:SetIsInDriverCombat(value) return end

---@param value Float
function PlayerPuppetPS:SetPermanentHealthBonus(value) return end

---@param value Float
function PlayerPuppetPS:SetPermanentMemoryBonus(value) return end

---@param value Float
function PlayerPuppetPS:SetPermanentStaminaBonus(value) return end

---@param id TweakDBID|string
function PlayerPuppetPS:UpgradePrograms(id) return end

---@class PlayerQuickHackDataDef : gamebbScriptDefinition
---@field CachedQuickHackList gamebbScriptID_Variant
PlayerQuickHackDataDef = {}

---@return PlayerQuickHackDataDef
function PlayerQuickHackDataDef.new() return end

---@param props table
---@return PlayerQuickHackDataDef
function PlayerQuickHackDataDef.new(props) return end

---@return Bool
function PlayerQuickHackDataDef:AutoCreateInSystem() return end

---@class PlayerQuickhackData
---@field itemID ItemID
---@field actionRecord gamedataObjectAction_Record
---@field quality Int32
PlayerQuickhackData = {}

---@return PlayerQuickhackData
function PlayerQuickhackData.new() return end

---@param props table
---@return PlayerQuickhackData
function PlayerQuickhackData.new(props) return end

---@class PlayerSecureAreaDef : gamebbScriptDefinition
---@field inside gamebbScriptID_Bool
PlayerSecureAreaDef = {}

---@return PlayerSecureAreaDef
function PlayerSecureAreaDef.new() return end

---@param props table
---@return PlayerSecureAreaDef
function PlayerSecureAreaDef.new(props) return end

---@return Bool
function PlayerSecureAreaDef:AutoCreateInSystem() return end

---@class PlayerSpotted : redEvent
---@field comesFromNPC Bool
---@field ownerID gamePersistentID
---@field doesSee Bool
---@field agentAreas SecurityAreaControllerPS[]
PlayerSpotted = {}

---@return PlayerSpotted
function PlayerSpotted.new() return end

---@param props table
---@return PlayerSpotted
function PlayerSpotted.new(props) return end

---@param isReporterNPC Bool
---@param owner gamePersistentID
---@param doSee Bool
---@param areas SecurityAreaControllerPS[]
---@return PlayerSpotted
function PlayerSpotted.Construct(isReporterNPC, owner, doSee, areas) return end

---@return Bool
function PlayerSpotted:DoesSee() return end

---@return SecurityAreaControllerPS[]
function PlayerSpotted:GetAgentAreas() return end

---@return Bool
function PlayerSpotted:GetComesFromNPC() return end

---@return gamePersistentID
function PlayerSpotted:GetOwnerID() return end

---@class PlayerSquadInterface : PuppetSquadInterface
PlayerSquadInterface = {}

---@return PlayerSquadInterface
function PlayerSquadInterface.new() return end

---@param props table
---@return PlayerSquadInterface
function PlayerSquadInterface.new(props) return end

---@param command AICommand
function PlayerSquadInterface:BroadcastCommand(command) return end

---@param member entEntity
---@param command AICommand
function PlayerSquadInterface:GiveCommandToSquadMember(member, command) return end

---@class PlayerStaminaHelpers : IScriptable
PlayerStaminaHelpers = {}

---@return Float
function PlayerStaminaHelpers.GetAirDodgeStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetAirLeapAttackStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetBlockStaminaDelay() return end

---@return Float
function PlayerStaminaHelpers.GetCrouchSprintStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetDodgeStaminaCost() return end

---@return TweakDBID
function PlayerStaminaHelpers.GetExhaustedStatusEffectID() return end

---@return Float
function PlayerStaminaHelpers.GetJumpStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetLeapAttackStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetSlideStaminaCost() return end

---@return Float
function PlayerStaminaHelpers.GetSprintStaminaCost() return end

---@param player PlayerPuppet
---@param delta Float
---@param perc Bool
function PlayerStaminaHelpers.ModifyStamina(player, delta, perc) return end

---@param player PlayerPuppet
---@param isPlayerOnGround Bool
---@param targetDistance Float
---@param targetMaxDistance Float
function PlayerStaminaHelpers.ModifyStaminaBasedOnLeapAttackDistance(player, isPlayerOnGround, targetDistance, targetMaxDistance) return end

---@param player PlayerPuppet
function PlayerStaminaHelpers.OnPlayerBlock(player) return end

---@class PlayerStateMachineDef : gamebbScriptDefinition
---@field Locomotion gamebbScriptID_Int32
---@field LocomotionDetailed gamebbScriptID_Int32
---@field HighLevel gamebbScriptID_Int32
---@field UpperBody gamebbScriptID_Int32
---@field TimeDilation gamebbScriptID_Int32
---@field Weapon gamebbScriptID_Int32
---@field LatestWeaponReloadTime gamebbScriptID_Float
---@field Melee gamebbScriptID_Int32
---@field UI gamebbScriptID_Int32
---@field Crosshair gamebbScriptID_Int32
---@field Reaction gamebbScriptID_Int32
---@field Zones gamebbScriptID_Int32
---@field SecurityZoneData gamebbScriptID_Variant
---@field Vision gamebbScriptID_Int32
---@field VisionDebug gamebbScriptID_Int32
---@field SceneTier gamebbScriptID_Int32
---@field CombatGadget gamebbScriptID_Int32
---@field LastCombatGadgetUsed gamebbScriptID_Variant
---@field Consumable gamebbScriptID_Int32
---@field Vehicle gamebbScriptID_Int32
---@field MountedToVehicleInDriverSeat gamebbScriptID_Bool
---@field MountedToCombatVehicle gamebbScriptID_Bool
---@field MountedToVehicle gamebbScriptID_Bool
---@field InArmoredVehicle gamebbScriptID_Bool
---@field ZoomLevel gamebbScriptID_Float
---@field MaxZoomLevel gamebbScriptID_Int32
---@field ToggleFireMode gamebbScriptID_Bool
---@field SwitchWeapon gamebbScriptID_Bool
---@field IsDoorInteractionActive gamebbScriptID_Bool
---@field FinisherTarget gamebbScriptID_EntityID
---@field IsInteractingWithDevice gamebbScriptID_Bool
---@field IsInteractingViaPersonalLink gamebbScriptID_Bool
---@field IsForceOpeningDoor gamebbScriptID_Bool
---@field IsControllingDevice gamebbScriptID_Bool
---@field IsControllingCamera gamebbScriptID_Bool
---@field IsUIZoomDevice gamebbScriptID_Bool
---@field UIZoomDeviceID gamebbScriptID_EntityID
---@field UseUnarmed gamebbScriptID_Bool
---@field Berserk gamebbScriptID_Int32
---@field ActiveCyberware gamebbScriptID_Int32
---@field Whip gamebbScriptID_Int32
---@field DEBUG_SilencedWeapon gamebbScriptID_Bool
---@field LeftHandCyberware gamebbScriptID_Int32
---@field UseLeftHand gamebbScriptID_Bool
---@field MeleeWeapon gamebbScriptID_Int32
---@field Carrying gamebbScriptID_Bool
---@field CarryingDisposal gamebbScriptID_Bool
---@field CurrentElevator gamebbScriptID_Variant
---@field IsPlayerInsideElevator gamebbScriptID_Bool
---@field IsPlayerInsideMovingElevator gamebbScriptID_Bool
---@field Combat gamebbScriptID_Int32
---@field Stamina gamebbScriptID_Int32
---@field Vitals gamebbScriptID_Int32
---@field Takedown gamebbScriptID_Int32
---@field Fall gamebbScriptID_Int32
---@field Landing gamebbScriptID_Int32
---@field UsingCover gamebbScriptID_Bool
---@field IsInMinigame gamebbScriptID_Bool
---@field UploadingQuickHackIDs gamebbScriptID_Variant
---@field CostFreeActionID gamebbScriptID_Variant
---@field AmountOfCostFreeActions gamebbScriptID_Int32
---@field MeleeSpreadableQuickhackActionID gamebbScriptID_Variant
---@field EntityIDTargetingPlayer gamebbScriptID_EntityID
---@field EntityIDVehicleRemoteControlled gamebbScriptID_EntityID
---@field IsVehicleRemoteControlCameraTPP gamebbScriptID_Bool
---@field Swimming gamebbScriptID_Int32
---@field BodyCarrying gamebbScriptID_Int32
---@field BodyDisposalDetailed gamebbScriptID_Int32
---@field DisplayDeathMenu gamebbScriptID_Bool
---@field OverrideQuickHackPanelDilation gamebbScriptID_Bool
---@field NanoWireLaunchMode gamebbScriptID_Int32
---@field IsMovingHorizontally gamebbScriptID_Bool
---@field IsMovingVertically gamebbScriptID_Bool
---@field IsOnGround gamebbScriptID_Bool
---@field MinElevation gamebbScriptID_Float
---@field MaxElevation gamebbScriptID_Float
---@field ActionRestriction gamebbScriptID_Variant
---@field MeleeLeap gamebbScriptID_Bool
---@field IsInWorkspot gamebbScriptID_Int32
---@field QuestForceShoot gamebbScriptID_Bool
---@field LadderCameraParams gamebbScriptID_Int32
---@field DodgeTimeStamp gamebbScriptID_Float
---@field CanOnePunch gamebbScriptID_Bool
---@field HasSmartGunLockedOnTarget gamebbScriptID_Bool
---@field SceneAimForced gamebbScriptID_Bool
---@field SceneSafeForced gamebbScriptID_Bool
---@field SceneWeaponLoweringSpeedOverride gamebbScriptID_Float
---@field ScenePreventFirstEquip gamebbScriptID_Bool
---@field IgnoreBarbedWireStateEnterTime gamebbScriptID_Float
---@field IsInLoreAnimationScene gamebbScriptID_Bool
---@field Felled gamebbScriptID_Bool
---@field IsVehicleInTPP gamebbScriptID_Bool
---@field IsDriverCombatInTPP gamebbScriptID_Bool
---@field DriverCombatWeaponType gamebbScriptID_Int32
---@field TrackedTarget gamebbScriptID_Variant
---@field TPPAimPosition gamebbScriptID_Vector4
---@field BodySlamBump gamebbScriptID_Int32
---@field IsInBodySlamState gamebbScriptID_Bool
---@field AimInTimeRemaining gamebbScriptID_Float
---@field AimInTime gamebbScriptID_Float
---@field CanThrowCarriedNPC gamebbScriptID_Bool
---@field IsWeaponFirstEquip gamebbScriptID_Bool
PlayerStateMachineDef = {}

---@return PlayerStateMachineDef
function PlayerStateMachineDef.new() return end

---@param props table
---@return PlayerStateMachineDef
function PlayerStateMachineDef.new(props) return end

---@return Bool
function PlayerStateMachineDef:AutoCreateInSystem() return end

---@class PlayerStateMachinePrereq : gameIScriptablePrereq
---@field previousState Bool
---@field isInState Bool
---@field skipWhenApplied Bool
---@field valueToListen Int32
PlayerStateMachinePrereq = {}

---@return PlayerStateMachinePrereq
function PlayerStateMachinePrereq.new() return end

---@param props table
---@return PlayerStateMachinePrereq
function PlayerStateMachinePrereq.new(props) return end

---@param owner gameObject
---@param newValue Int32
---@param prevValue Int32
---@return Bool
function PlayerStateMachinePrereq:Evaluate(owner, newValue, prevValue) return end

---@param bb gameIBlackboard
---@return Int32
function PlayerStateMachinePrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function PlayerStateMachinePrereq:GetStateMachineEnum() return end

---@param recordID TweakDBID|string
function PlayerStateMachinePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function PlayerStateMachinePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function PlayerStateMachinePrereq:OnApplied(state, context) return end

---@class PlayerStateMachinePrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInt redCallbackObject
---@field prevValue Int32
PlayerStateMachinePrereqState = {}

---@return PlayerStateMachinePrereqState
function PlayerStateMachinePrereqState.new() return end

---@param props table
---@return PlayerStateMachinePrereqState
function PlayerStateMachinePrereqState.new(props) return end

---@param value Int32
---@return Bool
function PlayerStateMachinePrereqState:OnStateUpdate(value) return end

---@class PlayerStateMachineTestFiveInput : IScriptable
---@field counter Int32
PlayerStateMachineTestFiveInput = {}

---@return PlayerStateMachineTestFiveInput
function PlayerStateMachineTestFiveInput.new() return end

---@param props table
---@return PlayerStateMachineTestFiveInput
function PlayerStateMachineTestFiveInput.new(props) return end

---@class PlayerStateMachineTestFourInput : IScriptable
---@field counter Int32
PlayerStateMachineTestFourInput = {}

---@return PlayerStateMachineTestFourInput
function PlayerStateMachineTestFourInput.new() return end

---@param props table
---@return PlayerStateMachineTestFourInput
function PlayerStateMachineTestFourInput.new(props) return end

---@class PlayerStateMachineTestFourOutput : IScriptable
---@field counter Int32
PlayerStateMachineTestFourOutput = {}

---@return PlayerStateMachineTestFourOutput
function PlayerStateMachineTestFourOutput.new() return end

---@param props table
---@return PlayerStateMachineTestFourOutput
function PlayerStateMachineTestFourOutput.new(props) return end

---@class PlayerStateMachineTestThreeOutput : IScriptable
---@field counter Int32
PlayerStateMachineTestThreeOutput = {}

---@return PlayerStateMachineTestThreeOutput
function PlayerStateMachineTestThreeOutput.new() return end

---@param props table
---@return PlayerStateMachineTestThreeOutput
function PlayerStateMachineTestThreeOutput.new(props) return end

---@class PlayerStatsListener : gameScriptStatsListener
---@field owner gameObject
PlayerStatsListener = {}

---@return PlayerStatsListener
function PlayerStatsListener.new() return end

---@param props table
---@return PlayerStatsListener
function PlayerStatsListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function PlayerStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class PlayerStatsUIHolder : inkWidgetLogicController
PlayerStatsUIHolder = {}

---@return PlayerStatsUIHolder
function PlayerStatsUIHolder.new() return end

---@param props table
---@return PlayerStatsUIHolder
function PlayerStatsUIHolder.new(props) return end

---@param value Int32
function PlayerStatsUIHolder:HandleCharacterCurrencyUpdated(value) return end

---@class PlayerTargetChangedRequest : gameScriptableSystemRequest
---@field playerTarget entEntityID
PlayerTargetChangedRequest = {}

---@return PlayerTargetChangedRequest
function PlayerTargetChangedRequest.new() return end

---@param props table
---@return PlayerTargetChangedRequest
function PlayerTargetChangedRequest.new(props) return end

---@class PlayerTotalDamageAgainstHealth
---@field player gameObject
---@field totalDamage Float
---@field targetHealth Float
PlayerTotalDamageAgainstHealth = {}

---@return PlayerTotalDamageAgainstHealth
function PlayerTotalDamageAgainstHealth.new() return end

---@param props table
---@return PlayerTotalDamageAgainstHealth
function PlayerTotalDamageAgainstHealth.new(props) return end

---@class PlayerUnauthorized : ActionBool
---@field isLiftDoor Bool
PlayerUnauthorized = {}

---@return PlayerUnauthorized
function PlayerUnauthorized.new() return end

---@param props table
---@return PlayerUnauthorized
function PlayerUnauthorized.new(props) return end

---@param device DoorControllerPS
---@return Bool
function PlayerUnauthorized.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function PlayerUnauthorized.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function PlayerUnauthorized.IsDefaultConditionMet(device, context) return end

---@param device DoorControllerPS
---@param actions gamedeviceAction[]
function PlayerUnauthorized:CreateInteraction(device, actions) return end

---@return String
function PlayerUnauthorized:GetTweakDBChoiceRecord() return end

---@param isLift Bool
function PlayerUnauthorized:SetProperties(isLift) return end

---@class PlayerVehicleStatePrereq : gameIScriptablePrereq
PlayerVehicleStatePrereq = {}

---@return PlayerVehicleStatePrereq
function PlayerVehicleStatePrereq.new() return end

---@param props table
---@return PlayerVehicleStatePrereq
function PlayerVehicleStatePrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PlayerVehicleStatePrereq:IsFulfilled(context) return end

---@class PlayerVisionModeController : IScriptable
---@field gameplayActiveFlagsRefreshPolicy PlayerVisionModeControllerRefreshPolicy
---@field blackboardIds PlayerVisionModeControllerBBIds
---@field blackboardValuesIds PlayerVisionModeControllerBBValuesIds
---@field blackboardListenersFunctions PlayerVisionModeControllerBlackboardListenersFunctions
---@field blackboardListeners PlayerVisionModeControllerBBListeners
---@field gameplayActiveFlags PlayerVisionModeControllerActiveFlags
---@field inputActionsNames PlayerVisionModeControllerInputActionsNames
---@field inputListeners PlayerVisionModeControllerInputListeners
---@field inputActiveFlags PlayerVisionModeControllerInputActiveFlags
---@field otherVars PlayerVisionModeControllerOtherVars
---@field owner gameObject
PlayerVisionModeController = {}

---@return PlayerVisionModeController
function PlayerVisionModeController.new() return end

---@param props table
---@return PlayerVisionModeController
function PlayerVisionModeController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PlayerVisionModeController:OnAction(action, consumer) return end

---@param value Bool
---@return Bool
function PlayerVisionModeController:OnBraindanceActiveChanged(value) return end

---@param value Bool
---@return Bool
function PlayerVisionModeController:OnBraindanceFPPChanged(value) return end

---@param value Bool
---@return Bool
function PlayerVisionModeController:OnBriefingChange(value) return end

---@param value Int32
---@return Bool
function PlayerVisionModeController:OnDeadChanged(value) return end

---@param value entEntityID
---@return Bool
function PlayerVisionModeController:OnDeviceTakeoverChanged(value) return end

---@param value Int32
---@return Bool
function PlayerVisionModeController:OnKerenzikovChanged(value) return end

---@param value Int32
---@return Bool
function PlayerVisionModeController:OnRestrictedSceneChanged(value) return end

---@param value Int32
---@return Bool
function PlayerVisionModeController:OnTakedownChanged(value) return end

---@param value Int32
---@return Bool
function PlayerVisionModeController:OnVeryHardLandingChanged(value) return end

function PlayerVisionModeController:ActivateVisionMode() return end

function PlayerVisionModeController:ApplyFocusModeLocomotionRestriction() return end

function PlayerVisionModeController:DeactivateVisionMode() return end

---@return gameaimAssistAimRequest
function PlayerVisionModeController:GetVisionAimSnapParams() return end

---@return Bool
function PlayerVisionModeController:HasMeleeWeaponEquipped() return end

function PlayerVisionModeController:InitBlackboardFunctions() return end

function PlayerVisionModeController:InitBlackboardIds() return end

function PlayerVisionModeController:InitBlackboardValuesIds() return end

function PlayerVisionModeController:InitInputActionsNames() return end

function PlayerVisionModeController:InitPlayerVisionModeControllerRefreshPolicy() return end

---@param active Bool
function PlayerVisionModeController:InvalidateActivationState(active) return end

---@return Bool
function PlayerVisionModeController:IsPlayerInDriverCombat() return end

---@param enable Bool
function PlayerVisionModeController:OnEnablePhotoMode(enable) return end

---@param evt PlayerVisionModeControllerInvalidateEvent
function PlayerVisionModeController:OnInvalidateActiveState(evt) return end

function PlayerVisionModeController:ProcessFlagsRefreshPolicy() return end

function PlayerVisionModeController:RegisterBlackboardListeners() return end

function PlayerVisionModeController:RegisterInputListeners() return end

---@param owner gameObject
function PlayerVisionModeController:RegisterOwner(owner) return end

function PlayerVisionModeController:RemoveFocusModeLocomotionRestriction() return end

---@param id CName|string
---@param value Bool
---@param aspect gamestateMachineParameterAspect
function PlayerVisionModeController:SendPSMBoolParameter(id, value, aspect) return end

---@param definition gamebbScriptDefinition
---@param id gamebbScriptID_Int32
---@param value Int32
function PlayerVisionModeController:SetBlackboardIntVariable(definition, id, value) return end

---@param newState Bool
function PlayerVisionModeController:SetFocusModeAnimFeature(newState) return end

function PlayerVisionModeController:SetupLockHoldInput() return end

function PlayerVisionModeController:SetupLockToggleInput() return end

function PlayerVisionModeController:UnregisterBlackboardListeners() return end

function PlayerVisionModeController:UnregisterInputListeners() return end

function PlayerVisionModeController:UnregisterOwner() return end

function PlayerVisionModeController:UpdateBlackboardValues() return end

function PlayerVisionModeController:UpdateNoScanningRestriction() return end

function PlayerVisionModeController:VerifyActivation() return end

---@class PlayerVisionModeControllerActiveFlags
---@field kerenzikov Bool
---@field restrictedScene Bool
---@field dead Bool
---@field takedown Bool
---@field deviceTakeover Bool
---@field braindanceFPP Bool
---@field braindanceActive Bool
---@field veryHardLanding Bool
---@field noScanningRestriction Bool
---@field hasNotCybereye Bool
---@field isPhotoMode Bool
---@field isBriefingActive Bool
PlayerVisionModeControllerActiveFlags = {}

---@return PlayerVisionModeControllerActiveFlags
function PlayerVisionModeControllerActiveFlags.new() return end

---@param props table
---@return PlayerVisionModeControllerActiveFlags
function PlayerVisionModeControllerActiveFlags.new(props) return end

---@class PlayerVisionModeControllerBBIds
---@field kerenzikov gamebbScriptDefinition
---@field restrictedScene gamebbScriptDefinition
---@field dead gamebbScriptDefinition
---@field takedown gamebbScriptDefinition
---@field deviceTakeover gamebbScriptDefinition
---@field braindanceFPP gamebbScriptDefinition
---@field braindanceActive gamebbScriptDefinition
---@field veryHardLanding gamebbScriptDefinition
---@field isBriefingActive gamebbScriptDefinition
PlayerVisionModeControllerBBIds = {}

---@return PlayerVisionModeControllerBBIds
function PlayerVisionModeControllerBBIds.new() return end

---@param props table
---@return PlayerVisionModeControllerBBIds
function PlayerVisionModeControllerBBIds.new(props) return end

---@class PlayerVisionModeControllerBBListeners
---@field kerenzikov redCallbackObject
---@field restrictedScene redCallbackObject
---@field dead redCallbackObject
---@field takedown redCallbackObject
---@field deviceTakeover redCallbackObject
---@field braindanceFPP redCallbackObject
---@field braindanceActive redCallbackObject
---@field veryHardLanding redCallbackObject
---@field isBriefingActive redCallbackObject
PlayerVisionModeControllerBBListeners = {}

---@return PlayerVisionModeControllerBBListeners
function PlayerVisionModeControllerBBListeners.new() return end

---@param props table
---@return PlayerVisionModeControllerBBListeners
function PlayerVisionModeControllerBBListeners.new(props) return end

---@class PlayerVisionModeControllerBBValuesIds
---@field kerenzikov gamebbScriptID_Int32
---@field restrictedScene gamebbScriptID_Int32
---@field dead gamebbScriptID_Int32
---@field takedown gamebbScriptID_Int32
---@field deviceTakeover gamebbScriptID_EntityID
---@field braindanceFPP gamebbScriptID_Bool
---@field braindanceActive gamebbScriptID_Bool
---@field veryHardLanding gamebbScriptID_Int32
---@field isBriefingActive gamebbScriptID_Bool
PlayerVisionModeControllerBBValuesIds = {}

---@return PlayerVisionModeControllerBBValuesIds
function PlayerVisionModeControllerBBValuesIds.new() return end

---@param props table
---@return PlayerVisionModeControllerBBValuesIds
function PlayerVisionModeControllerBBValuesIds.new(props) return end

---@class PlayerVisionModeControllerBlackboardListenersFunctions
---@field kerenzikov CName
---@field restrictedScene CName
---@field dead CName
---@field takedown CName
---@field deviceTakeover CName
---@field braindanceFPP CName
---@field braindanceActive CName
---@field veryHardLanding CName
---@field isBriefingActive CName
PlayerVisionModeControllerBlackboardListenersFunctions = {}

---@return PlayerVisionModeControllerBlackboardListenersFunctions
function PlayerVisionModeControllerBlackboardListenersFunctions.new() return end

---@param props table
---@return PlayerVisionModeControllerBlackboardListenersFunctions
function PlayerVisionModeControllerBlackboardListenersFunctions.new(props) return end

---@class PlayerVisionModeControllerInputActionsNames
---@field buttonHold CName
---@field buttonToggle CName
---@field driverCombatButtonHold CName
---@field driverCombatButtonActivate CName
PlayerVisionModeControllerInputActionsNames = {}

---@return PlayerVisionModeControllerInputActionsNames
function PlayerVisionModeControllerInputActionsNames.new() return end

---@param props table
---@return PlayerVisionModeControllerInputActionsNames
function PlayerVisionModeControllerInputActionsNames.new(props) return end

---@class PlayerVisionModeControllerInputActiveFlags
---@field buttonHold Bool
---@field buttonToggle Bool
---@field driverCombatButtonHold Bool
---@field driverCombatButtonActivate Bool
PlayerVisionModeControllerInputActiveFlags = {}

---@return PlayerVisionModeControllerInputActiveFlags
function PlayerVisionModeControllerInputActiveFlags.new() return end

---@param props table
---@return PlayerVisionModeControllerInputActiveFlags
function PlayerVisionModeControllerInputActiveFlags.new(props) return end

---@class PlayerVisionModeControllerInputListeners
---@field buttonHold Uint32
---@field buttonToggle Uint32
---@field driverCombatButtonHold Uint32
---@field driverCombatButtonActivate Uint32
PlayerVisionModeControllerInputListeners = {}

---@return PlayerVisionModeControllerInputListeners
function PlayerVisionModeControllerInputListeners.new() return end

---@param props table
---@return PlayerVisionModeControllerInputListeners
function PlayerVisionModeControllerInputListeners.new(props) return end

---@class PlayerVisionModeControllerInvalidateEvent : redEvent
---@field active Bool
PlayerVisionModeControllerInvalidateEvent = {}

---@return PlayerVisionModeControllerInvalidateEvent
function PlayerVisionModeControllerInvalidateEvent.new() return end

---@param props table
---@return PlayerVisionModeControllerInvalidateEvent
function PlayerVisionModeControllerInvalidateEvent.new(props) return end

---@class PlayerVisionModeControllerOtherVars
---@field enabledByToggle Bool
---@field active Bool
---@field toggledDuringHold Bool
---@field buttonHoldPressTime Float
---@field buttonHoldTapTime Float
---@field buttonHoldTapCount Int32
PlayerVisionModeControllerOtherVars = {}

---@return PlayerVisionModeControllerOtherVars
function PlayerVisionModeControllerOtherVars.new() return end

---@param props table
---@return PlayerVisionModeControllerOtherVars
function PlayerVisionModeControllerOtherVars.new(props) return end

---@class PlayerVisionModeControllerRefreshPolicy
---@field kerenzikov PlayerVisionModeControllerRefreshPolicyEnum
---@field restrictedScene PlayerVisionModeControllerRefreshPolicyEnum
---@field dead PlayerVisionModeControllerRefreshPolicyEnum
---@field takedown PlayerVisionModeControllerRefreshPolicyEnum
---@field deviceTakeover PlayerVisionModeControllerRefreshPolicyEnum
---@field braindanceFPP PlayerVisionModeControllerRefreshPolicyEnum
---@field braindanceActive PlayerVisionModeControllerRefreshPolicyEnum
---@field veryHardLanding PlayerVisionModeControllerRefreshPolicyEnum
---@field noScanningRestriction PlayerVisionModeControllerRefreshPolicyEnum
---@field hasNotCybereye PlayerVisionModeControllerRefreshPolicyEnum
---@field isPhotoMode PlayerVisionModeControllerRefreshPolicyEnum
---@field isBriefingActive PlayerVisionModeControllerRefreshPolicyEnum
PlayerVisionModeControllerRefreshPolicy = {}

---@return PlayerVisionModeControllerRefreshPolicy
function PlayerVisionModeControllerRefreshPolicy.new() return end

---@param props table
---@return PlayerVisionModeControllerRefreshPolicy
function PlayerVisionModeControllerRefreshPolicy.new(props) return end

---@class PlayerWeaponHandlingModifiers
---@field recoilGroup gameConstantStatModifierData_Deprecated[]
---@field timeOutGroup gameConstantStatModifierData_Deprecated[]
---@field multSwayGroup gameConstantStatModifierData_Deprecated[]
---@field addSwayGroup gameConstantStatModifierData_Deprecated[]
---@field spreadGroup gameConstantStatModifierData_Deprecated[]
PlayerWeaponHandlingModifiers = {}

---@return PlayerWeaponHandlingModifiers
function PlayerWeaponHandlingModifiers.new() return end

---@param props table
---@return PlayerWeaponHandlingModifiers
function PlayerWeaponHandlingModifiers.new(props) return end

---@class PlayerWeaponSetupEvent : redEvent
PlayerWeaponSetupEvent = {}

---@return PlayerWeaponSetupEvent
function PlayerWeaponSetupEvent.new() return end

---@param props table
---@return PlayerWeaponSetupEvent
function PlayerWeaponSetupEvent.new(props) return end

---@class PlayerWokrspotDeviceOperation : DeviceOperationBase
---@field playerWorkspot SWorkspotData
PlayerWokrspotDeviceOperation = {}

---@return PlayerWokrspotDeviceOperation
function PlayerWokrspotDeviceOperation.new() return end

---@param props table
---@return PlayerWokrspotDeviceOperation
function PlayerWokrspotDeviceOperation.new(props) return end

---@param target Device
---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
function PlayerWokrspotDeviceOperation:EnterWorkspot(target, activator, freeCamera, componentName) return end

---@param owner gameObject
function PlayerWokrspotDeviceOperation:Execute(owner) return end

---@param activator gameObject
function PlayerWokrspotDeviceOperation:LeaveWorkspot(activator) return end

---@param workspot SWorkspotData
---@param owner gameObject
function PlayerWokrspotDeviceOperation:ResolveWorkspots(workspot, owner) return end

---@param owner gameObject
function PlayerWokrspotDeviceOperation:Restore(owner) return end

---@class Point
---@field x Int32
---@field y Int32
Point = {}

---@return Point
function Point.new() return end

---@param props table
---@return Point
function Point.new(props) return end

---@class Point3D
---@field x Int32
---@field y Int32
---@field z Int32
Point3D = {}

---@return Point3D
function Point3D.new() return end

---@param props table
---@return Point3D
function Point3D.new(props) return end

---@class PointData : IScriptable
---@field position Vector4
---@field direction Vector4
PointData = {}

---@return PointData
function PointData.new() return end

---@param props table
---@return PointData
function PointData.new(props) return end

---@class PointerController : inkWidgetLogicController
---@field connectors inkWidgetReference[]
---@field pointer inkWidgetReference
---@field centerButtonSlot inkWidgetReference
---@field centerButton inkWidget
---@field currentIndex Int32
PointerController = {}

---@return PointerController
function PointerController.new() return end

---@param props table
---@return PointerController
function PointerController.new(props) return end

---@return Bool
function PointerController:OnInitialize() return end

function PointerController:Enable() return end

---@param rawInputAngle Vector4
---@param angle Float
---@param activeIndex Int32
function PointerController:SetRotation(rawInputAngle, angle, activeIndex) return end

---@param rawInputAngle Vector4
function PointerController:UpdateCenterPiece(rawInputAngle) return end

---@class PointerSlot : RadialSlot
PointerSlot = {}

---@return PointerSlot
function PointerSlot.new() return end

---@param props table
---@return PointerSlot
function PointerSlot.new(props) return end

---@return PointerController
function PointerSlot:GetController() return end

---@class PoliceAgentRegistry : IScriptable
---@field game ScriptGameInstance
---@field vehicleAgents VehicleAgent[]
---@field npcAgents NPCAgent[]
---@field requestTickets TicketData[]
PoliceAgentRegistry = {}

---@return PoliceAgentRegistry
function PoliceAgentRegistry.new() return end

---@param props table
---@return PoliceAgentRegistry
function PoliceAgentRegistry.new(props) return end

---@return PoliceAgentRegistry
function PoliceAgentRegistry.Construct() return end

---@param id entEntityID
---@return Bool
function PoliceAgentRegistry:Contains(id) return end

---@param request Uint32
---@param strategy vehiclePoliceStrategy
---@param isFallback Bool
function PoliceAgentRegistry:CreateTicket(request, strategy, isFallback) return end

---@param positionToCheck Vector4
---@return Float
function PoliceAgentRegistry:DistanceSquaredToTClosestMaxTacAgent(positionToCheck) return end

---@return Int32
function PoliceAgentRegistry:GetAvCount() return end

---@return Bool, VehicleAgent[]
function PoliceAgentRegistry:GetEngagedNotDisengagingVehicleList() return end

---@return Int32
function PoliceAgentRegistry:GetEngagedVehicleCount() return end

---@return VehicleAgent[]
function PoliceAgentRegistry:GetEngagedVehicleList() return end

---@return Int32
function PoliceAgentRegistry:GetExternalNPCCount() return end

---@return Int32
function PoliceAgentRegistry:GetFallbackNPCCount() return end

---@return Int32
function PoliceAgentRegistry:GetMaxTacNPCCount() return end

---@return NPCAgent[]
function PoliceAgentRegistry:GetMaxTacNPCList() return end

---@return NPCAgent[]
function PoliceAgentRegistry:GetNPCList() return end

---@param id entEntityID
---@return gameDynamicVehicleType
function PoliceAgentRegistry:GetNPCSpawnedType(id) return end

---@param vehicleEntityId entEntityID
---@param toFill NPCAgent[]
function PoliceAgentRegistry:GetNPCsAssignedToVehicle(vehicleEntityId, toFill) return end

---@return Int32
function PoliceAgentRegistry:GetPendingFallbackOnFootTicketCount() return end

---@return Int32
function PoliceAgentRegistry:GetPendingVehicleTicketsCount() return end

---@return Int32
function PoliceAgentRegistry:GetRoadblockCount() return end

---@return NPCAgent[]
function PoliceAgentRegistry:GetRoadblockNPCList() return end

---@return VehicleAgent[]
function PoliceAgentRegistry:GetRoadblockVehicleList() return end

---@return Int32
function PoliceAgentRegistry:GetSupportVehicleCount() return end

---@return VehicleAgent[]
function PoliceAgentRegistry:GetSupportVehicleList() return end

---@param strategy vehiclePoliceStrategy
---@return Int32
function PoliceAgentRegistry:GetSupportVehiclesWithStrategyCount(strategy) return end

---@return Int32
function PoliceAgentRegistry:GetTotalNPCCount() return end

---@return Int32
function PoliceAgentRegistry:GetTotalPendingTicketsCount() return end

---@return Int32
function PoliceAgentRegistry:GetTotalVehicleCount() return end

---@return VehicleAgent[]
function PoliceAgentRegistry:GetVehicleList() return end

---@param toFill VehicleAgent[]
function PoliceAgentRegistry:GetVehiclesWithoutRegisteredPassengers(toFill) return end

---@param id entEntityID
---@return Bool
function PoliceAgentRegistry:HasNPCBeenAttackedByPlayer(id) return end

---@return Bool
function PoliceAgentRegistry:HasPoliceRecentlyDeescalated() return end

---@return Bool
function PoliceAgentRegistry:IsPoliceInCombatWithPalyer() return end

---@param puppet gamePuppet
---@return Bool
function PoliceAgentRegistry:IsPreventionMaxTac(puppet) return end

---@param request Uint32
---@param ticketData TicketData
---@return Bool
function PoliceAgentRegistry:PopRequestTicket(request, ticketData) return end

---@param unit gameObject
---@param type gameDynamicVehicleType
---@param strategy vehiclePoliceStrategy
---@param isFallback Bool
---@param overrideExisting Bool
---@return Bool
function PoliceAgentRegistry:RegisterAgent(unit, type, strategy, isFallback, overrideExisting) return end

---@param id entEntityID
---@param index Int32
---@return Bool
function PoliceAgentRegistry:TryGetIndexOf_NPC(id, index) return end

---@param id Uint32
---@param index Int32
---@return Bool
function PoliceAgentRegistry:TryGetIndexOf_Ticket(id, index) return end

---@param id entEntityID
---@param index Int32
---@return Bool
function PoliceAgentRegistry:TryGetIndexOf_Vehicle(id, index) return end

---@param id entEntityID
---@param agent NPCAgent
---@return Bool
function PoliceAgentRegistry:TryGetNPCAgentByID(id, agent) return end

---@param id entEntityID
---@param agent VehicleAgent
---@return Bool
function PoliceAgentRegistry:TryGetVehicleAgentByID(id, agent) return end

---@param id entEntityID
---@return UnregisterResult
function PoliceAgentRegistry:UnregisterAgent(id) return end

function PoliceAgentRegistry:UnregisterAll() return end

---@param vehicleID entEntityID
---@param passengers Int32
function PoliceAgentRegistry:UpdateVehiclePassengerCount(vehicleID, passengers) return end

---@class PoliceChaseParamsDef : gamebbScriptDefinition
---@field SearchAreaRadius gamebbScriptID_Float
---@field ChasePlayerDistance gamebbScriptID_Float
PoliceChaseParamsDef = {}

---@return PoliceChaseParamsDef
function PoliceChaseParamsDef.new() return end

---@param props table
---@return PoliceChaseParamsDef
function PoliceChaseParamsDef.new(props) return end

---@return Bool
function PoliceChaseParamsDef:AutoCreateInSystem() return end

---@class PoliceRadioScriptSystem : gameScriptableSystem
PoliceRadioScriptSystem = {}

---@return PoliceRadioScriptSystem
function PoliceRadioScriptSystem.new() return end

---@param props table
---@return PoliceRadioScriptSystem
function PoliceRadioScriptSystem.new(props) return end

---@param heatStage EPreventionHeatStage
---@param currentDistrict District
---@return CName
function PoliceRadioScriptSystem.GetHeatStageRadioEntryName(heatStage, currentDistrict) return end

---@return CName
function PoliceRadioScriptSystem.GetSystemName() return end

---@param entryName CName|string
---@return Bool
function PoliceRadioScriptSystem.IsARecentEntry(entryName) return end

---@param line CName|string
---@param currentDistrict District
---@return Bool
function PoliceRadioScriptSystem.IsHeat1Line(line, currentDistrict) return end

---@return Bool
function PoliceRadioScriptSystem.IsPlayerInVehicle() return end

---@param entryName CName|string
function PoliceRadioScriptSystem.PlayRadio(entryName) return end

---@param args PlayRadioArgs
function PoliceRadioScriptSystem.PlayRadio(args) return end

---@param currentDistrict District
---@param heatStage EPreventionHeatStage
function PoliceRadioScriptSystem.UpdatePoliceRadioOnDistrictChange(currentDistrict, heatStage) return end

---@param heatStage EPreventionHeatStage
---@param currentDistrict District
function PoliceRadioScriptSystem.UpdatePoliceRadioOnHeatChange(heatStage, currentDistrict) return end

---@param lastStarChangeStartTimeStamp Float
---@param currentHeatState EPreventionHeatStage
---@param currentVisibilityState EStarState
---@param futureVisibilityState EStarState
function PoliceRadioScriptSystem.UpdatePoliceRadioOnPlayerVisibilityChanged(lastStarChangeStartTimeStamp, currentHeatState, currentVisibilityState, futureVisibilityState) return end

function PoliceRadioScriptSystem.UpdatePoliceRadioOnVehicleEntrance() return end

---@param request RadioDelayedRequest
function PoliceRadioScriptSystem:OnRadioDelayedRequest(request) return end

---@class PoliceSirenTimerRequest : gameScriptableSystemRequest
---@field red Bool
---@field fast Bool
---@field abort Bool
PoliceSirenTimerRequest = {}

---@return PoliceSirenTimerRequest
function PoliceSirenTimerRequest.new() return end

---@param props table
---@return PoliceSirenTimerRequest
function PoliceSirenTimerRequest.new(props) return end

---@class PonrRewardsGameController : BaseModalListPopupGameController
---@field gameInstance ScriptGameInstance
---@field inventoryManager InventoryDataManagerV2
---@field tooltipsManager gameuiTooltipsManager
---@field rewardListInventoryItemGrid inkWidgetReference
---@field rewardListInventoryWeaponGrid inkWidgetReference
---@field rewardListRipperdocGrid inkWidgetReference
---@field rewardListInventoryItemHolder inkWidgetReference
---@field rewardListRipperdocHolder inkWidgetReference
---@field tooltipsManagerRef inkWidgetReference
---@field okayButton inkWidgetReference
---@field endingAchievementArt inkImageWidgetReference
---@field pointOfNoReturnBB gameIBlackboard
---@field pointOfNoReturnRewardScreenDef UI_PointOfNoReturnRewardScreenDef
PonrRewardsGameController = {}

---@return PonrRewardsGameController
function PonrRewardsGameController.new() return end

---@param props table
---@return PonrRewardsGameController
function PonrRewardsGameController.new(props) return end

---@return Bool
function PonrRewardsGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function PonrRewardsGameController:OnInventoryItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function PonrRewardsGameController:OnInventoryItemHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function PonrRewardsGameController:OnOkayRelease(e) return end

---@param playerPuppet gameObject
---@return Bool
function PonrRewardsGameController:OnPlayerAttach(playerPuppet) return end

---@return Bool
function PonrRewardsGameController:OnUninitialize() return end

---@param evt inkPointerEvent
---@return InventoryItemDisplayController
function PonrRewardsGameController:GetInventoryItemDisplayControllerFromTarget(evt) return end

function PonrRewardsGameController:Hide() return end

---@param itemData gameInventoryItemData
---@param widget inkWidget
function PonrRewardsGameController:InventoryItemHoverOver(itemData, widget) return end

function PonrRewardsGameController:OnClose() return end

function PonrRewardsGameController:PopulateData() return end

function PonrRewardsGameController:Show() return end

---@class PopupStateUtils : IScriptable
PopupStateUtils = {}

---@return PopupStateUtils
function PopupStateUtils.new() return end

---@param props table
---@return PopupStateUtils
function PopupStateUtils.new(props) return end

---@param gameCtrl gameuiWidgetGameController
---@param enable Bool
function PopupStateUtils.SetBackgroundBlur(gameCtrl, enable) return end

---@param gameCtrl gameuiWidgetGameController
---@param blendTime Float
function PopupStateUtils.SetBackgroundBlurBlendTime(gameCtrl, blendTime) return end

---@class Portal : InteractiveDevice
---@field exitNode NodeRef
---@field LinkedPortal NodeRef
---@field renderToTextureComponent entIPlacedComponent
---@field virtualCameraComponent entIPlacedComponent
---@field isInStreamRange Bool
---@field isInTeleportRange Bool
---@field isOnOtherSide Bool
---@field playerBlocker entIPlacedComponent
---@field screen entMeshComponent
Portal = {}

---@return Portal
function Portal.new() return end

---@param props table
---@return Portal
function Portal.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function Portal:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function Portal:OnAreaExit(evt) return end

---@param evt SetLogicReadyEvent
---@return Bool
function Portal:OnLogicReady(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Portal:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Portal:OnTakeControl(ri) return end

---@param evt TeleportToLinkedPortalEvent
---@return Bool
function Portal:OnTeleportToLinkedPortalEvent(evt) return end

---@param evt ToggleStreamOnLinkedPortalEvent
---@return Bool
function Portal:OnToggleStreamOnLinkedPortal(evt) return end

function Portal:ActivateDevice() return end

function Portal:CutPower() return end

function Portal:DeactivateDevice() return end

---@return ScriptableDeviceComponent
function Portal:GetController() return end

---@return ScriptableDeviceComponentPS
function Portal:GetDevicePS() return end

function Portal:TeleportPlayerToLinkedPortal() return end

function Portal:TeleportToExitNode() return end

---@param activate Bool
function Portal:ToggleStream(activate) return end

---@param activate Bool
function Portal:ToggleStreamOnLinkedPortal(activate) return end

function Portal:TurnOffDevice() return end

function Portal:TurnOffScreen() return end

function Portal:TurnOnDevice() return end

function Portal:TurnOnScreen() return end

---@class PortalController : ScriptableDeviceComponent
PortalController = {}

---@return PortalController
function PortalController.new() return end

---@param props table
---@return PortalController
function PortalController.new(props) return end

---@return gameComponentPS
function PortalController:GetPS() return end

---@class PortalControllerPS : ScriptableDeviceComponentPS
PortalControllerPS = {}

---@return PortalControllerPS
function PortalControllerPS.new() return end

---@param props table
---@return PortalControllerPS
function PortalControllerPS.new(props) return end

---@class PositionEvaluator : PhysicsParticleInitializer
PositionEvaluator = {}

---@return PositionEvaluator
function PositionEvaluator.new() return end

---@param props table
---@return PositionEvaluator
function PositionEvaluator.new(props) return end

---@class PowerBlockEffector : ModifyAttackEffector
---@field damageReduction Float
PowerBlockEffector = {}

---@return PowerBlockEffector
function PowerBlockEffector.new() return end

---@param props table
---@return PowerBlockEffector
function PowerBlockEffector.new(props) return end

---@param owner gameObject
function PowerBlockEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PowerBlockEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function PowerBlockEffector:ProcessAction(owner) return end

---@param owner gameObject
function PowerBlockEffector:RepeatedAction(owner) return end

---@class PowerUpCyberwareEffector : gameEffector
---@field targetEquipArea gamedataEquipmentArea
---@field targetEquipSlotIndex Int32
---@field playerData EquipmentSystemPlayerData
---@field owner gameObject
PowerUpCyberwareEffector = {}

---@return PowerUpCyberwareEffector
function PowerUpCyberwareEffector.new() return end

---@param props table
---@return PowerUpCyberwareEffector
function PowerUpCyberwareEffector.new(props) return end

---@param owner gameObject
---@param targetEquipArea gamedataEquipmentArea
---@param targetEquipSlotIndex Int32
function PowerUpCyberwareEffector.PowerUpCyberwareInSlot(owner, targetEquipArea, targetEquipSlotIndex) return end

---@param owner gameObject
function PowerUpCyberwareEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PowerUpCyberwareEffector:Initialize(record, parentRecord) return end

function PowerUpCyberwareEffector:Uninitialize() return end

---@class PreCrouchLowGravityDecisions : LocomotionGroundDecisions
PreCrouchLowGravityDecisions = {}

---@return PreCrouchLowGravityDecisions
function PreCrouchLowGravityDecisions.new() return end

---@param props table
---@return PreCrouchLowGravityDecisions
function PreCrouchLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PreCrouchLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PreCrouchLowGravityDecisions:ToCrouchLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PreCrouchLowGravityDecisions:ToDodgeCrouchLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PreCrouchLowGravityDecisions:ToDodgeLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PreCrouchLowGravityDecisions:ToStandLowGravity(stateContext, scriptInterface) return end

---@class PreCrouchLowGravityEvents : LocomotionGroundEvents
PreCrouchLowGravityEvents = {}

---@return PreCrouchLowGravityEvents
function PreCrouchLowGravityEvents.new() return end

---@param props table
---@return PreCrouchLowGravityEvents
function PreCrouchLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PreCrouchLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PreCrouchLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PreCrouchLowGravityEvents:OnExitToDodgeCrouchLowGravity(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PreCrouchLowGravityEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class PreGameSubMenuGameController : gameuiWidgetGameController
---@field menuEventDispatcher inkMenuEventDispatcher
PreGameSubMenuGameController = {}

---@return PreGameSubMenuGameController
function PreGameSubMenuGameController.new() return end

---@param props table
---@return PreGameSubMenuGameController
function PreGameSubMenuGameController.new(props) return end

---@return Bool
function PreGameSubMenuGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function PreGameSubMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param buttonsList inkCompoundWidget
---@param text String
---@param callBackName CName|string
function PreGameSubMenuGameController:AddBigButton(buttonsList, text, callBackName) return end

---@param buttonsList inkVerticalPanelWidget
---@param text String
---@param callBackName CName|string
function PreGameSubMenuGameController:AddButton(buttonsList, text, callBackName) return end

---@param selectorsList inkVerticalPanelWidget
---@param label String
---@param values String[]
---@return inkSelectorController
function PreGameSubMenuGameController:AddSelector(selectorsList, label, values) return end

---@param buttonsList inkVerticalPanelWidget
function PreGameSubMenuGameController:InitializeButtons(buttonsList) return end

---@param menuName inkTextWidget
function PreGameSubMenuGameController:InitializeMenuName(menuName) return end

---@class PreOrderPopupController : inkWidgetLogicController
---@field preOrderButtonRef inkWidgetReference
---@field preOrderButtonText inkTextWidgetReference
---@field preOrderButtonInputIcon inkWidgetReference
---@field releaseDateContainer inkWidgetReference
---@field buttonController inkButtonController
PreOrderPopupController = {}

---@return PreOrderPopupController
function PreOrderPopupController.new() return end

---@param props table
---@return PreOrderPopupController
function PreOrderPopupController.new(props) return end

---@return Bool
function PreOrderPopupController:OnInitialize() return end

---@return inkWidgetReference
function PreOrderPopupController:GetButtonRef() return end

---@param isPreOredOwned Bool
function PreOrderPopupController:SetPreOrderSate(isPreOredOwned) return end

---@class PrecisionRifleLookAtDecisions : lookAtPresetGunBaseDecisions
PrecisionRifleLookAtDecisions = {}

---@return PrecisionRifleLookAtDecisions
function PrecisionRifleLookAtDecisions.new() return end

---@param props table
---@return PrecisionRifleLookAtDecisions
function PrecisionRifleLookAtDecisions.new(props) return end

---@class PrecisionRifleLookAtEvents : lookAtPresetGunBaseEvents
PrecisionRifleLookAtEvents = {}

---@return PrecisionRifleLookAtEvents
function PrecisionRifleLookAtEvents.new() return end

---@param props table
---@return PrecisionRifleLookAtEvents
function PrecisionRifleLookAtEvents.new(props) return end

---@class PreloadAnimationsEvent : redEvent
---@field streamingContextName CName
---@field highPriority Bool
PreloadAnimationsEvent = {}

---@return PreloadAnimationsEvent
function PreloadAnimationsEvent.new() return end

---@param props table
---@return PreloadAnimationsEvent
function PreloadAnimationsEvent.new(props) return end

---@class PrepareForForcedVehicleCombat : redEvent
PrepareForForcedVehicleCombat = {}

---@return PrepareForForcedVehicleCombat
function PrepareForForcedVehicleCombat.new() return end

---@param props table
---@return PrepareForForcedVehicleCombat
function PrepareForForcedVehicleCombat.new(props) return end

---@class PresetAction : ActionBool
---@field preset SmartHousePreset
PresetAction = {}

---@return PresetAction
function PresetAction.new() return end

---@param props table
---@return PresetAction
function PresetAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function PresetAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function PresetAction.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function PresetAction.IsDefaultConditionMet(device, context) return end

---@param actions gamedeviceAction[]
function PresetAction:CreateActionWidgetPackage(actions) return end

---@return CName
function PresetAction:GetDisplayName() return end

---@return TweakDBID
function PresetAction:GetInkWidgetTweakDBID() return end

---@return SmartHousePreset
function PresetAction:GetPreset() return end

---@param preset SmartHousePreset
function PresetAction:SetProperties(preset) return end

---@class PresetTimetableEvent : redEvent
---@field arrayPosition Int32
PresetTimetableEvent = {}

---@return PresetTimetableEvent
function PresetTimetableEvent.new() return end

---@param props table
---@return PresetTimetableEvent
function PresetTimetableEvent.new(props) return end

---@class PreventionAgents : IScriptable
---@field groupName CName
---@field requsteredAgents SPreventionAgentData[]
PreventionAgents = {}

---@return PreventionAgents
function PreventionAgents.new() return end

---@param props table
---@return PreventionAgents
function PreventionAgents.new(props) return end

---@param ps gamePersistentState
function PreventionAgents:AddAgent(ps) return end

---@param groupName CName|string
---@param ps gamePersistentState
function PreventionAgents:CreateGroup(groupName, ps) return end

---@return Int32
function PreventionAgents:GetAgentsNumber() return end

---@param index Int32
---@return gamePersistentState
function PreventionAgents:GetAgetntByIndex(index) return end

---@return CName
function PreventionAgents:GetGroupName() return end

---@return Bool
function PreventionAgents:HasAgents() return end

---@param ps gamePersistentState
---@return Bool
function PreventionAgents:IsAgentalreadyAdded(ps) return end

---@param ps gamePersistentState
function PreventionAgents:RemoveAgent(ps) return end

---@class PreventionBlinkingStatusRequest : gameScriptableSystemRequest
---@field lockPreventionSystemWhileBlinking Bool
---@field telemetryInfo String
PreventionBlinkingStatusRequest = {}

---@return PreventionBlinkingStatusRequest
function PreventionBlinkingStatusRequest.new() return end

---@param props table
---@return PreventionBlinkingStatusRequest
function PreventionBlinkingStatusRequest.new(props) return end

---@class PreventionCombatStartedRequest : gameScriptableSystemRequest
---@field requesterPosition Vector4
---@field requester gameObject
PreventionCombatStartedRequest = {}

---@return PreventionCombatStartedRequest
function PreventionCombatStartedRequest.new() return end

---@param props table
---@return PreventionCombatStartedRequest
function PreventionCombatStartedRequest.new(props) return end

---@class PreventionConditionAbstract : AIbehaviorconditionScript
PreventionConditionAbstract = {}

---@class PreventionConsoleInstructionRequest : gameScriptableSystemRequest
---@field instruction EPreventionSystemInstruction
---@field heatStage EPreventionHeatStage
PreventionConsoleInstructionRequest = {}

---@return PreventionConsoleInstructionRequest
function PreventionConsoleInstructionRequest.new() return end

---@param props table
---@return PreventionConsoleInstructionRequest
function PreventionConsoleInstructionRequest.new(props) return end

---@class PreventionConsoleLockRequest : gameScriptableSystemRequest
PreventionConsoleLockRequest = {}

---@return PreventionConsoleLockRequest
function PreventionConsoleLockRequest.new() return end

---@param props table
---@return PreventionConsoleLockRequest
function PreventionConsoleLockRequest.new(props) return end

---@class PreventionCrimeScoreZeroRequest : gameScriptableSystemRequest
PreventionCrimeScoreZeroRequest = {}

---@return PreventionCrimeScoreZeroRequest
function PreventionCrimeScoreZeroRequest.new() return end

---@param props table
---@return PreventionCrimeScoreZeroRequest
function PreventionCrimeScoreZeroRequest.new(props) return end

---@class PreventionCrimeWitnessRequest : gameScriptableSystemRequest
---@field criminalPosition Vector4
PreventionCrimeWitnessRequest = {}

---@return PreventionCrimeWitnessRequest
function PreventionCrimeWitnessRequest.new() return end

---@param props table
---@return PreventionCrimeWitnessRequest
function PreventionCrimeWitnessRequest.new(props) return end

---@class PreventionDamage : gameScriptableSystemRequest
---@field target gameObject
---@field attackTime Float
---@field attackType gamedataAttackType
---@field damageDealtPercent Float
---@field isTargetKilled Bool
PreventionDamage = {}

---@return PreventionDamage
function PreventionDamage.new() return end

---@param props table
---@return PreventionDamage
function PreventionDamage.new(props) return end

---@param target gameObject
---@return String
function PreventionDamage.GetTargetTelemetryDescription(target) return end

---@param target gameObject
---@param isTargetKilled Bool
---@return String
function PreventionDamage.GetTelemetryDescription(target, isTargetKilled) return end

---@return String
function PreventionDamage:GetTelemetryDescription() return end

---@class PreventionDamageRequest : gameScriptableSystemRequest
---@field isInternal Bool
---@field damageDealtPercentValue Float
---@field targetID entEntityID
---@field targetPosition Vector4
---@field isTargetKilled Bool
---@field isTargetPrevention Bool
---@field isTargetVehicle Bool
---@field requestedHeat EPreventionHeatStage
---@field attackType gamedataAttackType
---@field telemetryInfo String
PreventionDamageRequest = {}

---@return PreventionDamageRequest
function PreventionDamageRequest.new() return end

---@param props table
---@return PreventionDamageRequest
function PreventionDamageRequest.new(props) return end

---@class PreventionDelayedSpawnBaseRequest : gameScriptableSystemRequest
---@field heatStage EPreventionHeatStage
PreventionDelayedSpawnBaseRequest = {}

---@return PreventionDelayedSpawnBaseRequest
function PreventionDelayedSpawnBaseRequest.new() return end

---@param props table
---@return PreventionDelayedSpawnBaseRequest
function PreventionDelayedSpawnBaseRequest.new(props) return end

---@class PreventionForceDeescalateRequest : gameScriptableSystemRequest
---@field fakeBlinkingDuration Float
---@field telemetryInfo String
PreventionForceDeescalateRequest = {}

---@return PreventionForceDeescalateRequest
function PreventionForceDeescalateRequest.new() return end

---@param props table
---@return PreventionForceDeescalateRequest
function PreventionForceDeescalateRequest.new(props) return end

---@class PreventionMinMaxHeatLevels : gameScriptableSystemRequest
---@field minLvl Int32
---@field maxLvl Int32
---@field isDefault Bool
PreventionMinMaxHeatLevels = {}

---@return PreventionMinMaxHeatLevels
function PreventionMinMaxHeatLevels.new() return end

---@param props table
---@return PreventionMinMaxHeatLevels
function PreventionMinMaxHeatLevels.new(props) return end

---@class PreventionMinimapMappinComponent : IScriptable
---@field minimapStealthMappinController gameuiMinimapStealthMappinController
---@field uiWantedBarBB gameIBlackboard
---@field uiWantedBarBBDef UI_WantedBarDef
---@field currentWantedStateCallback redCallbackObject
---@field playerWanted Bool
---@field playerEscapingPursuit Bool
---@field maxVisibilityDistance Float
PreventionMinimapMappinComponent = {}

---@return PreventionMinimapMappinComponent
function PreventionMinimapMappinComponent.new() return end

---@param props table
---@return PreventionMinimapMappinComponent
function PreventionMinimapMappinComponent.new(props) return end

---@param value CName|string
---@return Bool
function PreventionMinimapMappinComponent:OnCurrentWantedStateChanged(value) return end

---@param distance Float
---@return Bool
function PreventionMinimapMappinComponent:CanShowMappin(distance) return end

---@return Bool
function PreventionMinimapMappinComponent:IsPlayerEscapingPursuit() return end

---@param minimapStealthMappinController gameuiMinimapStealthMappinController
---@param gameObject gameObject
function PreventionMinimapMappinComponent:OnInitialize(minimapStealthMappinController, gameObject) return end

function PreventionMinimapMappinComponent:OnUninitialize() return end

---@param value CName|string
function PreventionMinimapMappinComponent:UpdatePlayerEscapingPursuit(value) return end

---@class PreventionPoliceSecuritySystemRequest : gameScriptableSystemRequest
---@field securitySystemID gamePersistentID
PreventionPoliceSecuritySystemRequest = {}

---@return PreventionPoliceSecuritySystemRequest
function PreventionPoliceSecuritySystemRequest.new() return end

---@param props table
---@return PreventionPoliceSecuritySystemRequest
function PreventionPoliceSecuritySystemRequest.new(props) return end

---@class PreventionRegisterRequest : gameScriptableSystemRequest
---@field requester gamePersistentState
---@field attitudeGroup CName
---@field register Bool
PreventionRegisterRequest = {}

---@return PreventionRegisterRequest
function PreventionRegisterRequest.new() return end

---@param props table
---@return PreventionRegisterRequest
function PreventionRegisterRequest.new(props) return end

---@class PreventionSearchingStatusRequest : gameScriptableSystemRequest
PreventionSearchingStatusRequest = {}

---@return PreventionSearchingStatusRequest
function PreventionSearchingStatusRequest.new() return end

---@param props table
---@return PreventionSearchingStatusRequest
function PreventionSearchingStatusRequest.new(props) return end

---@class PreventionSecurityAreaRequest : gameScriptableSystemRequest
---@field playerIsIn Bool
---@field areaID gamePersistentID
PreventionSecurityAreaRequest = {}

---@return PreventionSecurityAreaRequest
function PreventionSecurityAreaRequest.new() return end

---@param props table
---@return PreventionSecurityAreaRequest
function PreventionSecurityAreaRequest.new(props) return end

---@class PreventionStarStateBufferTimerRequest : gameScriptableSystemRequest
PreventionStarStateBufferTimerRequest = {}

---@return PreventionStarStateBufferTimerRequest
function PreventionStarStateBufferTimerRequest.new() return end

---@param props table
---@return PreventionStarStateBufferTimerRequest
function PreventionStarStateBufferTimerRequest.new(props) return end

---@class PreventionSystem : gameScriptableSystem
---@field districtManager DistrictManager
---@field agentRegistry PoliceAgentRegistry
---@field ignoreSecurityAreasByQuest Bool
---@field forceEternalGreyStars Bool
---@field blockOnFootSpawnByQuest Bool
---@field blockVehicleSpawnByQuest Bool
---@field blockReconDroneSpawnByQuest Bool
---@field crimeScoreMultiplierByQuest Float
---@field preventionQuestEventSources CName[]
---@field systemLockSources CName[]
---@field systemEnabled Bool
---@field player PlayerPuppet
---@field preventionPreset gamedataDistrictPreventionData_Record
---@field preventionDataMatrix gamedataPreventionHeatDataMatrix_Record
---@field preventionDataTable gamedataPreventionHeatTable_Record
---@field systemLocked Bool
---@field nodeEventSources CName[]
---@field heatStage EPreventionHeatStage
---@field heatChangeReason String
---@field ignoreSecurityAreas Bool
---@field playerIsInSecurityArea gamePersistentID[]
---@field playerIsInPreventionFreeArea Bool
---@field policeSecuritySystems gamePersistentID[]
---@field agentGroupsList PreventionAgents[]
---@field lastKnownPosition Vector4
---@field lastKnownVehicle vehicleBaseObject
---@field districtMultiplier Float
---@field shouldForceStarStateUIToActive Bool
---@field lastAttackTime Float
---@field lastAttackTargetIDs entEntityID[]
---@field viewers gameObject[]
---@field hasViewers Bool
---@field starState EStarState
---@field starStateUIChanged Bool
---@field isPlayerMounted Bool
---@field policeKnowsPlayerLocation Bool
---@field isInitialSearchState Bool
---@field heatLevelChanged Bool
---@field playerCrossedBufferDistance Bool
---@field crimescoreTimerDelayID gameDelayID
---@field starStateBufferTimerDelayID gameDelayID
---@field beliefAccuracyTimerDelayID gameDelayID
---@field blinkingStatusDelayID gameDelayID
---@field searchingStatusDelayID gameDelayID
---@field transitionToGreyStateDelayID gameDelayID
---@field policemenSpawnDelayID gameDelayID
---@field securityAreaResetDelayID gameDelayID
---@field inputlockDelayID gameDelayID
---@field freeAreaResetDelayID gameDelayID
---@field securityAreaResetCheck Bool
---@field hadOngoingSpawnRequest Bool
---@field totalCrimeScore Float
---@field canSpawnFallbackEarly Bool
---@field failsafePoliceRecordT1 TweakDBID
---@field failsafePoliceRecordT2 TweakDBID
---@field failsafePoliceRecordT3 TweakDBID
---@field blinkReasonsStack CName[]
---@field wantedBarBlackboard gameIBlackboard
---@field onPlayerChoiceCallID redCallbackObject
---@field playerAttachedCallbackID Uint32
---@field playerDetachedCallbackID Uint32
---@field playerHLSID redCallbackObject
---@field playerVehicleStateID redCallbackObject
---@field playerHLS gamePSMHighLevel
---@field playerVehicleState gamePSMVehicle
---@field unhandledInputsReceived Int32
---@field preventionUnitKilledDuringLock Bool
---@field previousHitTargetID entEntityID
---@field previousHitAttackTime Float
---@field reconPhaseEnabled Bool
---@field reconDeployed Bool
---@field reconDestroyed Bool
---@field minHeatLevel EPreventionHeatStage
---@field maxHeatLevel EPreventionHeatStage
---@field defaultHeatLevels Bool
---@field vehicleSpawnBlockSide EVehicleSpawnBlockSide
---@field damageToPlayerMultiplier Float
---@field chaseMultiplier Float
---@field policeChaseBlackboard gameIBlackboard
---@field blockShootingFromVehicle Bool
---@field Debug_ProcessReason EPreventionDebugProcessReason
---@field Debug_LastAttackType gamedataAttackType
---@field Debug_LastDamageDealt Float
---@field Debug_LastCrimeDistance Float
---@field Debug_lastAVRequestedSpawnPosition Vector3
---@field temp_const_false Bool
---@field preventionTickCaller IntervalCaller
---@field roadblockadeRespawnTickCaller IntervalCaller
---@field maxtacTicketID Uint32
---@field avSpawnPointList Vector3[]
---@field maxAllowedDistanceToPlayer Float
---@field lastAVRequestedSpawnPositionsArray Vector4[]
---@field shouldPreventionUnitsStartRetreating Bool
---@field numberOfMaxtacSquadsSpawned Int32
---@field maxtacTroopBeingAliveTimeStamp Float
---@field vehicleSpawnTickCaller IntervalCaller
---@field ressuplyVehicleTicketCaller IntervalCaller
---@field isVehicleDelayOver Bool
---@field currentVehicleTicketCount Int32
---@field failedVehicleSpawnAttempts Int32
---@field codeRedReinforcement Bool
---@field lastStarChangeTimeStamp Float
---@field firstStarTimeStamp Float
---@field setCallRejectionIncrement Bool
PreventionSystem = {}

---@return PreventionSystem
function PreventionSystem.new() return end

---@param props table
---@return PreventionSystem
function PreventionSystem.new(props) return end

---@return Bool
function PreventionSystem.CanPreventionReact() return end

---@param vehicle vehicleWheeledBaseObject
function PreventionSystem.ChasePlayer(vehicle) return end

---@param entityID entEntityID
---@param spawnedTypeToCheck gameDynamicVehicleType
---@return Bool
function PreventionSystem.CheckNPCSpawnedType(entityID, spawnedTypeToCheck) return end

---@param requester gameObject
function PreventionSystem.CombatStartedRequestToPreventionSystem(requester) return end

---@param target gameObject
---@param attackType gamedataAttackType
---@param damageDealt Float
---@param isTargetKilled Bool
function PreventionSystem.CreateNewDamageRequest(target, attackType, damageDealt, isTargetKilled) return end

---@param target gameObject
---@param attackTime Float
---@param attackType gamedataAttackType
---@param damageDealt Float
---@param isTargetKilled Bool
function PreventionSystem.CreateNewPreventionDamageRequest(target, attackTime, attackType, damageDealt, isTargetKilled) return end

---@param criminalPosition Vector4
function PreventionSystem.CrimeWitnessRequestToPreventionSystem(criminalPosition) return end

---@param value Bool
function PreventionSystem.ForceStarStateToActive(value) return end

---@return PoliceAgentRegistry
function PreventionSystem.GetAgentRegistry() return end

---@return Float
function PreventionSystem.GetDamageReactionThreshold() return end

---@return Float
function PreventionSystem.GetDamageToPlayerMultiplier() return end

---@return vehicleBaseObject
function PreventionSystem.GetLastKnownPlayerVehicle() return end

---@return gamedataPreventionHeatTable_Record
function PreventionSystem.GetPreventionHeatTableRecord() return end

---@return CName
function PreventionSystem.GetPreventionQuestDisabledFactName() return end

---@return CName
function PreventionSystem.GetPreventionQuestDisabledGenericQuestReason() return end

---@return CName
function PreventionSystem.GetPreventionQuestDisabledTweakContentTag() return end

---@return CName
function PreventionSystem.GetSystemName() return end

---@return Bool
function PreventionSystem.IsChasingPlayer() return end

---@return Bool
function PreventionSystem.IsPlayerInAPoliceCarChase() return end

---@param owner gamePuppet
---@return Bool
function PreventionSystem.IsPreventionMaxTac(owner) return end

---@param wheeledVehicleObject vehicleWheeledBaseObject
---@param strat vehiclePoliceStrategy
function PreventionSystem.LogChaseVehicleInitBehaviorError(wheeledVehicleObject, strat) return end

---@param owner gameObject
function PreventionSystem.NotifyPolice(owner) return end

---@param securitySystemID gamePersistentID
function PreventionSystem.PreventionPoliceSecuritySystemRequest(securitySystemID) return end

---@param playerIsIn Bool
---@param areaID gamePersistentID
function PreventionSystem.PreventionSecurityAreaEnterRequest(playerIsIn, areaID) return end

---@param request gameScriptableSystemRequest
---@param delay Float
---@return Bool
function PreventionSystem.QueueRequest(request, delay) return end

---@param requester gameObject
function PreventionSystem.RegisterAsViewerToPreventionSystem(requester) return end

---@param requester Device
function PreventionSystem.RegisterToPreventionSystem(requester) return end

---@param value Vector4
function PreventionSystem.SetLastKnownPlayerPosition(value) return end

---@param value vehicleBaseObject
function PreventionSystem.SetLastKnownPlayerVehicle(value) return end

---@param value Bool
function PreventionSystem.SetPlayerMounted(value) return end

---@param shouldSpawnReinforcement Bool
function PreventionSystem.SetSpawnCodeRedReinforcement(shouldSpawnReinforcement) return end

---@param target gameObject
---@param attackTime Float
---@param istargetDefeated Bool
---@return Bool
function PreventionSystem.ShouldPreventionSystemReactToAttack(target, attackTime, istargetDefeated) return end

---@param puppet ScriptedPuppet
---@return Bool
function PreventionSystem.ShouldPreventionSystemReactToCombat(puppet) return end

---@param puppet ScriptedPuppet
---@return Bool
function PreventionSystem.ShouldPreventionSystemReactToDamageDealt(puppet) return end

---@return Bool
function PreventionSystem.ShouldReactionBeAgressive() return end

---@param message String
---@param time Float
function PreventionSystem.ShowMessage(message, time) return end

---@param wheeledVehicleObject vehicleWheeledBaseObject
function PreventionSystem.StartActiveVehicleBehaviour(wheeledVehicleObject) return end

---@param vehicle vehicleWheeledBaseObject
---@return Bool
function PreventionSystem.StartDriveToPoint(vehicle) return end

---@param vehicle vehicleWheeledBaseObject
---@param ps PreventionSystem
function PreventionSystem.StartPatrol(vehicle, ps) return end

---@param unit ScriptedPuppet
function PreventionSystem.StartRoadblockNPCAgentBehaviour(unit) return end

---@param requester gameObject
function PreventionSystem.UnRegisterAsViewerToPreventionSystem(requester) return end

---@param requester Device
function PreventionSystem.UnRegisterToPreventionSystem(requester) return end

function PreventionSystem.UseCWMask() return end

---@param vehicle vehicleBaseObject
---@return Bool
function PreventionSystem.VehicleRegistered(vehicle) return end

---@param value Variant
---@return Bool
function PreventionSystem:OnPlayerChoice(value) return end

---@param value Int32
---@return Bool
function PreventionSystem:OnPlayerHLSChange(value) return end

---@param value Int32
---@return Bool
function PreventionSystem:OnPlayerVehicleStateChange(value) return end

---@return Bool
function PreventionSystem:AreTurretsActive() return end

---@param request PreventionDamageRequest
function PreventionSystem:CalculateCrimeScoreForNPC(request) return end

---@param request PreventionDamageRequest
function PreventionSystem:CalculateCrimeScoreForVehicle(request) return end

---@return Bool
function PreventionSystem:CanPreventionReactToInput() return end

---@return Bool
function PreventionSystem:CanRequestAVSpawn() return end

---@param playerPosition Vector4
---@param position Vector4
---@return Bool
function PreventionSystem:CanSpawnAvAtPosition(playerPosition, position) return end

function PreventionSystem:CancelAllDelayedEvents() return end

function PreventionSystem:CancelAllIntervalCallers() return end

function PreventionSystem:CancelBlinkingTimerRequest() return end

function PreventionSystem:CancelCrimescoreDropTimerRequest() return end

---@return Bool
function PreventionSystem:CancelNPCSpawnDelay() return end

function PreventionSystem:CancelSearchingTimerRequest() return end

function PreventionSystem:CancelSecurityAreaResetRequest() return end

function PreventionSystem:CancelStateBufferTimerRequest() return end

function PreventionSystem:CancelTransitiontoGreyStateTimerRequest() return end

---@param desiredAffiliation EAIAttitude
function PreventionSystem:ChangeAgentsAttitude(desiredAffiliation) return end

---@param owner gameObject
---@param target gameObject
---@param desiredAttitude EAIAttitude
function PreventionSystem:ChangeAttitude(owner, target, desiredAttitude) return end

---@param newHeatStage EPreventionHeatStage
---@param heatChangeReason String
function PreventionSystem:ChangeHeatStage(newHeatStage, heatChangeReason) return end

function PreventionSystem:CheckLastMaxTacAlone() return end

function PreventionSystem:CheckPlayerDistanceToLKP() return end

function PreventionSystem:CheckPossibleSpawnPosAndRequestAVSpawn() return end

function PreventionSystem:ClearLastAttackTargetIDs() return end

---@param newHeatStageEnum EPreventionHeatStage
---@return Uint32
function PreventionSystem:ComputeTotalCrimeScoreForTelemetry(newHeatStageEnum) return end

---@param strategy vehiclePoliceStrategy
---@return vehicleBaseStrategyRequest
function PreventionSystem:CreateStrategyRequest(strategy) return end

function PreventionSystem:DamageChange() return end

---@param useAggressiveDespawn Bool
function PreventionSystem:DespawnAllPolice(useAggressiveDespawn) return end

---@return gamePreventionSystemDebugData
function PreventionSystem:FillPreventionSystemDebugData() return end

---@return PoliceAgentRegistry
function PreventionSystem:GetAgentRegistry() return end

---@param pool gamedataPreventionUnitPoolData_Record[]
---@return Bool, TweakDBID
function PreventionSystem:GetCharacterRecordFromPool(pool) return end

---@param recordsCount Int32
---@param pool gamedataPreventionUnitPoolData_Record[]
---@param recordIDs TweakDBID[]|string[]
---@return Bool
function PreventionSystem:GetCharacterRecordsFromPool(recordsCount, pool, recordIDs) return end

---@return District
function PreventionSystem:GetCurrentDistrict() return end

---@return Float
function PreventionSystem:GetDamageToPlayerMultiplier() return end

function PreventionSystem:GetDataTableForCurrentHeat() return end

---@param heatStage EPreventionHeatStage
---@param characterRecords TweakDBID[]|string[]
---@return Bool, Vector2, Uint32, Float, Bool
function PreventionSystem:GetDataTableForCurrentHeat(heatStage, characterRecords) return end

---@param heatStage EPreventionHeatStage
---@return gamedataPreventionHeatTable_Record
function PreventionSystem:GetDataTableForHeat(heatStage) return end

---@return Float
function PreventionSystem:GetDistrictMultiplier() return end

---@return Vector4, Vector4
function PreventionSystem:GetFindSpawnPointsOrigin() return end

---@param spawnOriginsPositions Vector4[]
function PreventionSystem:GetFindSpawnPointsOriginsData(spawnOriginsPositions) return end

---@return Float
function PreventionSystem:GetFirstStarTimeStamp() return end

---@return ScriptGameInstance
function PreventionSystem:GetGame() return end

---@return gamedataPreventionHeatData_Record
function PreventionSystem:GetHeatData() return end

---@return EPreventionHeatStage
function PreventionSystem:GetHeatStage() return end

---@return Uint32
function PreventionSystem:GetHeatStageAsInt() return end

---@return Int32
function PreventionSystem:GetInputLockOverrideThreshold() return end

---@return entEntityID[]
function PreventionSystem:GetLastAttackTargetIDs() return end

---@return Float
function PreventionSystem:GetLastAttackTime() return end

---@return Vector4
function PreventionSystem:GetLastKnownPlayerPosition() return end

---@return vehicleBaseObject
function PreventionSystem:GetLastKnownPlayerVehicle() return end

---@return Float
function PreventionSystem:GetLastStarChangeStartTimeStamp() return end

function PreventionSystem:GetNewBatchMaxTacSpawnPositions() return end

---@return PlayerPuppet
function PreventionSystem:GetPlayer() return end

---@param district District
function PreventionSystem:GetPreventionDataForCurrentDistrict(district) return end

---@return Float
function PreventionSystem:GetPreventionInputLockTime() return end

---@param district District
function PreventionSystem:GetPreventionMatrixPresetForCurrentDistrict(district) return end

---@return Float
function PreventionSystem:GetSoftDeescalationBlinkingStarsDuration() return end

---@return Float
function PreventionSystem:GetSoftDeescalationGreyStarsDuration() return end

---@return Float
function PreventionSystem:GetSpawnOriginMaxDistance() return end

---@return EStarState
function PreventionSystem:GetStarState() return end

---@param pool gamedataPreventionVehiclePoolData_Record[]
---@return Bool, gamedataVehicle_Record
function PreventionSystem:GetVehicleRecordFromPool(pool) return end

---@return Int32
function PreventionSystem:GetWantedLevelFact() return end

---@param sourceName CName|string
---@param tryRemoveLock Bool
function PreventionSystem:HandleDebugEventSourceTracking(sourceName, tryRemoveLock) return end

---@param spawnedObject gameObject
function PreventionSystem:HandleRoadblockadeUnitSpawned(spawnedObject) return end

---@param result gameSpawnRequestResult
---@param ticketData TicketData
function PreventionSystem:HandleSpawnRequestFailure(result, ticketData) return end

---@param result gameSpawnRequestResult
---@param ticketData TicketData
function PreventionSystem:HandleSpawnRequestSuccess(result, ticketData) return end

---@param currentViewerState Bool
function PreventionSystem:HasViewersChanged(currentViewerState) return end

---@param heatChangeReason String
function PreventionSystem:HeatPipeline(heatChangeReason) return end

---@return Bool
function PreventionSystem:IsAnyVehicleChasingTarget() return end

---@return Bool
function PreventionSystem:IsChasingPlayer() return end

---@param range Vector2
---@return Bool
function PreventionSystem:IsDistanceRangeValid(range) return end

---@return Bool
function PreventionSystem:IsMaxTacDefeated() return end

---@param puppet ScriptedPuppet
---@return Bool
function PreventionSystem:IsNPCValid(puppet) return end

---@return Bool
function PreventionSystem:IsPlayerCloseToLastCrimePosition() return end

---@return Bool
function PreventionSystem:IsPlayerInQuestArea() return end

---@return Bool
function PreventionSystem:IsPlayerMounted() return end

---@return Bool
function PreventionSystem:IsPoliceUnawareOfThePlayerExactLocation() return end

---@return Bool
function PreventionSystem:IsPreventionGlobalQuestObjectiveEnabled() return end

---@return Bool
function PreventionSystem:IsPreventionInputLocked() return end

---@return Bool
function PreventionSystem:IsPursuedVehicleFast() return end

---@param entityID entEntityID
---@return Bool
function PreventionSystem:IsRegistered(entityID) return end

---@return Bool
function PreventionSystem:IsSavingLocked() return end

---@return Bool
function PreventionSystem:IsShootingFromVehicleBlocked() return end

---@param strategy vehiclePoliceStrategy
---@return Bool
function PreventionSystem:IsStrategyAvailable(strategy) return end

---@return Bool
function PreventionSystem:IsSystemEnabled() return end

---@return Bool
function PreventionSystem:IsSystemLocked() return end

---@param vehicle vehicleBaseObject
---@return Bool
function PreventionSystem:IsVehicleValid(vehicle) return end

function PreventionSystem:OnAttach() return end

---@param evt ClearPreventionSystemLocks
function PreventionSystem:OnClearPreventionSystemLocks(evt) return end

---@param request PreventionCombatStartedRequest
function PreventionSystem:OnCombatStartedRequest(request) return end

---@param request PreventionCrimeWitnessRequest
function PreventionSystem:OnCrimeWitnessRequest(request) return end

---@param request PreventionDamageRequest
function PreventionSystem:OnDamageInput(request) return end

function PreventionSystem:OnDetach() return end

---@param request gamemappinsDistrictEnteredEvent
function PreventionSystem:OnDistrictAreaEntered(request) return end

---@param previousHeat EPreventionHeatStage
function PreventionSystem:OnHeatChanged(previousHeat) return end

---@param evt PreventionBlinkingStatusRequest
function PreventionSystem:OnPreventionBlinkingStatusRequest(evt) return end

---@param request PreventionConsoleInstructionRequest
function PreventionSystem:OnPreventionConsoleInstructionRequest(request) return end

---@param request PreventionConsoleLockRequest
function PreventionSystem:OnPreventionConsoleLockRequest(request) return end

---@param request PreventionCrimeScoreZeroRequest
function PreventionSystem:OnPreventionCrimeScoreZeroRequest(request) return end

---@param evt PreventionDamage
function PreventionSystem:OnPreventionDamage(evt) return end

---@param destroyedEntityID entEntityID
function PreventionSystem:OnPreventionEntityDestroyed(destroyedEntityID) return end

---@param evt PreventionForceDeescalateRequest
function PreventionSystem:OnPreventionForceDeescalateRequest(evt) return end

---@param request PreventionMinMaxHeatLevels
function PreventionSystem:OnPreventionMinMaxHeatLevels(request) return end

---@param request PreventionPoliceSecuritySystemRequest
function PreventionSystem:OnPreventionPoliceSecuritySystemRequest(request) return end

---@param evt PreventionSearchingStatusRequest
function PreventionSystem:OnPreventionSearchingStatusRequest(evt) return end

---@param request PreventionSecurityAreaRequest
function PreventionSystem:OnPreventionSecurityAreaRequest(request) return end

---@param evt PreventionStarStateBufferTimerRequest
function PreventionSystem:OnPreventionStarStateBufferTimerRequest(evt) return end

---@param request PreventionTickRequest
function PreventionSystem:OnPreventionTickRequest(request) return end

---@param evt PreventionTransitionToGreyStateTimerRequest
function PreventionSystem:OnPreventionTransitionToGreyStateTimerRequest(evt) return end

---@param request PreventionUnitDespawnedRequest
function PreventionSystem:OnPreventionUnitDespawnedRequest(request) return end

---@param request PreventionUnitSpawnedRequest
function PreventionSystem:OnPreventionUnitSpawnedRequest(request) return end

---@param evt RefreshDeescalationTimers
function PreventionSystem:OnRefreshDeescalationTimers(evt) return end

---@param request RefreshDistrictRequest
function PreventionSystem:OnRefreshDistrict(request) return end

---@param request RegisterNPCRequest
function PreventionSystem:OnRegisterNPC(request) return end

---@param request PreventionRegisterRequest
function PreventionSystem:OnRegisterRequest(request) return end

---@param req RemoveRecentAvSpawnLocationFromCacheRequest
function PreventionSystem:OnRemoveRecentAvSpawnLocationFromCacheRequest(req) return end

---@param saveVersion Int32
---@param gameVersion Int32
function PreventionSystem:OnRestored(saveVersion, gameVersion) return end

---@param evt ResupplyVehicleTicketsRequest
function PreventionSystem:OnResupplyVehicleTicketsRequest(evt) return end

---@param request SecurityAreaResetRequest
function PreventionSystem:OnSecurityAreaResetRequest(request) return end

---@param evt SetBlockShootingFromVehicle
function PreventionSystem:OnSetBlockShootingFromVehicle(evt) return end

---@param evt SetHeatCounterMultiplier
function PreventionSystem:OnSetHeatCounterMultiplier(evt) return end

---@param evt SetHeatLevelLimiter
function PreventionSystem:OnSetHeatLevelLimiter(evt) return end

---@param evt SetPoliceForcesPool
function PreventionSystem:OnSetPoliceForcesPool(evt) return end

---@param evt SetPoliceSearchArea
function PreventionSystem:OnSetPoliceSearchArea(evt) return end

---@param evt SetPreventionDifficulty
function PreventionSystem:OnSetPreventionDifficulty(evt) return end

---@param evt SetPreventionPath
function PreventionSystem:OnSetPreventionPath(evt) return end

---@param evt SetWantedLevel
function PreventionSystem:OnSetWantedLevel(evt) return end

---@param evt SpawnPoliceVehicleWithDelayRequest
function PreventionSystem:OnSpawnPoliceVehicleRequest(evt) return end

---@param evt SpawnRoadblockadeWithDelayRequest
function PreventionSystem:OnSpawnRoadblockRequest(evt) return end

---@param evt ToggleBlockSceneInteractions
function PreventionSystem:OnToggleBlockSceneInteractions(evt) return end

---@param evt TogglePreventionCrowdSpawns
function PreventionSystem:OnTogglePreventionCrowdSpawns(evt) return end

---@param evt TogglePreventionFreeArea
function PreventionSystem:OnTogglePreventionFreeArea(evt) return end

---@param evt TogglePreventionGlobalQuestObjective
function PreventionSystem:OnTogglePreventionGlobalQuestObjective(evt) return end

---@param evt TogglePreventionSystem
function PreventionSystem:OnTogglePreventionSystem(evt) return end

---@param evt ToggleQuestPreventionTrigger
function PreventionSystem:OnToggleQuestPreventionTrigger(evt) return end

---@param request TryResetPreventionFreeArea
function PreventionSystem:OnTryResetPreventionFreeArea(request) return end

---@param request UnlockPreventionInputRequest
function PreventionSystem:OnUnlockPreventionInputRequest(request) return end

---@param request PreventionVehicleStolenRequest
function PreventionSystem:OnVehicleStolenRequest(request) return end

---@param request PreventionVisibilityRequest
function PreventionSystem:OnViewerRequest(request) return end

function PreventionSystem:OnViewersStateChanged() return end

---@param playerPuppet gameObject
function PreventionSystem:PlayerAttachedCallback(playerPuppet) return end

---@param playerPuppet gameObject
function PreventionSystem:PlayerDetachedCallback(playerPuppet) return end

function PreventionSystem:PoliceLostPlayer() return end

---@param request PreventionDamageRequest
function PreventionSystem:PostDamageChange(request) return end

function PreventionSystem:PreDamageChange() return end

function PreventionSystem:PreventionInputLockRequest() return end

function PreventionSystem:PreventionMinimapOverride() return end

function PreventionSystem:ProcessDogtownLawAchievement() return end

---@param request PreventionDamageRequest
function PreventionSystem:ProcessPreventionDamageRequest(request) return end

---@return Bool
function PreventionSystem:ReachedEngagedVehiclesLimit() return end

---@return Bool
function PreventionSystem:ReachedRoadblockLimit() return end

---@return Bool
function PreventionSystem:ReachedSupportVehiclesLimit() return end

---@return Bool
function PreventionSystem:ReachedTotalVehiclesLimit() return end

function PreventionSystem:ReevaluateSecurityAreaReset() return end

function PreventionSystem:ReevaluttatePreventionLockSources() return end

function PreventionSystem:RefreshDebug() return end

function PreventionSystem:RefreshDebugDistrictInfo() return end

function PreventionSystem:RefreshDebugEventSources() return end

function PreventionSystem:RefreshDebugEvents() return end

function PreventionSystem:RefreshDebugLockSources() return end

function PreventionSystem:RefreshDebugProcessInfo() return end

function PreventionSystem:RefreshDebugRemoveAllLockSources() return end

function PreventionSystem:RefreshDebugSecAreaInfo() return end

---@param attitudeGroup CName|string
---@param ps gamePersistentState
function PreventionSystem:Register(attitudeGroup, ps) return end

---@param preventionUnit gameObject
---@param vehicleType gameDynamicVehicleType
---@param overrideExisting Bool
---@param strategy vehiclePoliceStrategy
---@param isFallback Bool
---@return Bool
function PreventionSystem:RegisterPreventionUnit(preventionUnit, vehicleType, overrideExisting, strategy, isFallback) return end

function PreventionSystem:RegisterToBBCalls() return end

function PreventionSystem:ReinitAll() return end

function PreventionSystem:RemovePlayerFromSecuritySystemBlacklist() return end

function PreventionSystem:RemovePreventionInputLockRequest() return end

---@param position Vector3
function PreventionSystem:RequestAVSpawnAtPosition(position) return end

---@param recordID TweakDBID|string
---@param spawnTransform WorldTransform
function PreventionSystem:RequestUnitSpawn(recordID, spawnTransform) return end

function PreventionSystem:ResetBlinkingTimerRequest() return end

function PreventionSystem:ResetCrimescoreDropTimerRequest() return end

function PreventionSystem:ResetSearchingTimerRequest() return end

function PreventionSystem:ResetStateBufferTimerRequest() return end

function PreventionSystem:ResetTransitiontoGreyStateTimerRequest() return end

function PreventionSystem:RestoreDefaultConfig() return end

function PreventionSystem:RestoreDefaultPreset() return end

function PreventionSystem:RestoreDefaultPreventionMatrixPreset() return end

function PreventionSystem:RestoreMinimapToDefault() return end

---@param strategyDataRec gamedataStrategyData_Record
---@return Vector2
function PreventionSystem:SelectRange(strategyDataRec) return end

---@param isEnabled Bool
function PreventionSystem:SendDropPointLockRequest(isEnabled) return end

---@param damageDealt Float
---@param heatStage EPreventionHeatStage
function PreventionSystem:SendInternalSystem(damageDealt, heatStage) return end

---@param hasSupport Bool
function PreventionSystem:SetAgentsSupport(hasSupport) return end

---@param value Bool
function PreventionSystem:SetBlockOnFootSpawn(value) return end

---@param value Bool
function PreventionSystem:SetBlockReconDroneSpawn(value) return end

---@param value Bool
function PreventionSystem:SetBlockShootingFromVehicle(value) return end

---@param value Bool
function PreventionSystem:SetBlockVehicleSpawn(value) return end

---@param value Float
function PreventionSystem:SetChaseMultiplier(value) return end

---@param value Float
function PreventionSystem:SetCrimeScoreMultiplier(value) return end

---@param value Float
function PreventionSystem:SetDamageToPlayerMultiplier(value) return end

---@param isPlayerMounted Bool
function PreventionSystem:SetIsPlayerMounted(isPlayerMounted) return end

---@param value Float
function PreventionSystem:SetLastAttackTime(value) return end

---@param value Vector4
function PreventionSystem:SetLastKnownPlayerPosition(value) return end

---@param MinLevel Int32
---@param MaxLevel Int32
---@param isDefault Bool
function PreventionSystem:SetMinMaxResetHeatLevels(MinLevel, MaxLevel, isDefault) return end

---@param ps gamePersistentState
---@param hasSupport Bool
function PreventionSystem:SetSingleAgentSupport(ps, hasSupport) return end

---@param newState EStarState
function PreventionSystem:SetStarStateUI(newState) return end

---@param value Bool
function PreventionSystem:SetSystemLock(value) return end

---@param value EVehicleSpawnBlockSide
function PreventionSystem:SetVehicleSpawnBlockSide(value) return end

---@param level Int32
function PreventionSystem:SetWantedLevelFact(level) return end

---@param state EStarState
function PreventionSystem:SetWantedStateFact(state) return end

---@return Bool
function PreventionSystem:ShouldPreventionUnitsRetreat() return end

---@return Bool
function PreventionSystem:ShouldReactionBeAggressive() return end

---@return Bool
function PreventionSystem:ShouldSpawnPatrolVehicleWhenInSearch() return end

---@return Bool
function PreventionSystem:ShouldSpawnRoadblockade() return end

---@param puppet ScriptedPuppet
---@return Bool
function PreventionSystem:ShouldWorkSpotPoliceJoinChase(puppet) return end

---@param spawnPoints Vector3[]
---@param characterRecords TweakDBID[]|string[]
---@param unitCount Uint32
---@return Int32
function PreventionSystem:SpawnFallbackUnits(spawnPoints, characterRecords, unitCount) return end

function PreventionSystem:SpawnPipeline() return end

---@return Uint32
function PreventionSystem:SpawnPoliceVehicle() return end

---@param heatStage EPreventionHeatStage
function PreventionSystem:SpawnRoadblockade(heatStage) return end

---@param spawnPoints Vector3[]
---@param characterRecords TweakDBID[]|string[]
---@param unitCount Uint32
---@return Bool, Int32
function PreventionSystem:SpawnUnits(spawnPoints, characterRecords, unitCount) return end

---@param duration Float
---@param lockWhileBlinking Bool
---@param telemetryInfo String
function PreventionSystem:StartBlinkingTimerRequest(duration, lockWhileBlinking, telemetryInfo) return end

function PreventionSystem:StartBlinkingTimerRequest() return end

function PreventionSystem:StartCrimescoreDropTimerRequest() return end

---@param request PreventionDamageRequest
function PreventionSystem:StartPipeline(request) return end

function PreventionSystem:StartPreventionFreeAreaReset() return end

function PreventionSystem:StartSearchingTimerRequest() return end

---@param resetDelay Float
function PreventionSystem:StartSecurityAreaResetRequest(resetDelay) return end

function PreventionSystem:StartStateBufferTimerRequest() return end

function PreventionSystem:StartTransitiontoGreyStateTimerRequest() return end

---@param vehicle vehicleBaseObject
function PreventionSystem:StartVehicleDeescalationBehavior(vehicle) return end

function PreventionSystem:SyncTweakDistrictData() return end

---@param preventionGlobalQuestDisabled Bool
---@param eventSource CName|string
function PreventionSystem:TogglePreventionGlobalQuestObjective_Internal(preventionGlobalQuestDisabled, eventSource) return end

---@param toggle Bool
function PreventionSystem:TogglePreventionSystem(toggle) return end

---@param requestResult gameAVSpawnPointsRequestResult
function PreventionSystem:TryGetAVSpawnPointsCallback(requestResult) return end

---@param recordIDs TweakDBID[]|string[]
---@return Bool
function PreventionSystem:TryGetDistinctUnitDataFromHeatStage(recordIDs) return end

---@param entityID entEntityID
---@return Bool, Bool
function PreventionSystem:TryGetNPCMarkedForDespawnAI(entityID) return end

---@param heatStage EPreventionHeatStage
---@return Bool, gamedataVehicle_Record, Vector2
function PreventionSystem:TryGetRoadblockDataFromHeatStage(heatStage) return end

---@param heatStage EPreventionHeatStage
---@param recordsCount Int32
---@param recordIDs TweakDBID[]|string[]
---@return Bool
function PreventionSystem:TryGetUnitDataFromHeatStage(heatStage, recordsCount, recordIDs) return end

---@param vehicleRecord gamedataVehicle_Record
---@param recordsCount Int32
---@param recordIDs TweakDBID[]|string[]
---@return Bool
function PreventionSystem:TryGetUnitDataFromVehicleRecord(vehicleRecord, recordsCount, recordIDs) return end

---@param heatStage EPreventionHeatStage
---@return Bool, gamedataVehicle_Record
function PreventionSystem:TryGetVehicleDataFromHeatStage(heatStage) return end

function PreventionSystem:TryInitializePreventionTick() return end

---@param targetId entEntityID
---@return Bool
function PreventionSystem:TryMarkAsAttackedByPlayer(targetId) return end

---@return Bool
function PreventionSystem:TryRequestVehicleSpawnWithStrategy() return end

function PreventionSystem:TryResolveIndefiniteStarState() return end

function PreventionSystem:TryRessuplyVehicleTickets() return end

function PreventionSystem:TryResupplyTicket() return end

---@param entityID entEntityID
---@param markedForDespawn Bool
---@return Bool
function PreventionSystem:TrySetNPCMarkedForDespawnAI(entityID, markedForDespawn) return end

---@param system gamePreventionSpawnSystem
---@return Bool
function PreventionSystem:TrySpawnOnFootFallbackBasedOnRoadInfo(system) return end

function PreventionSystem:TrySpawnPoliceOnFootFallback() return end

function PreventionSystem:TryStartRoadblockRespawn() return end

function PreventionSystem:TryStartVehicleRespawn() return end

function PreventionSystem:TryUpdateStarState() return end

function PreventionSystem:TryUpdateWantedLevelFact() return end

function PreventionSystem:TutorialAddPoliceSystemFact() return end

---@param attitudeGroup CName|string
---@param ps gamePersistentState
function PreventionSystem:UnRegister(attitudeGroup, ps) return end

function PreventionSystem:UnregisterBBCalls() return end

---@param entityID entEntityID
function PreventionSystem:UnregisterPreventionUnit(entityID) return end

---@param district District
function PreventionSystem:UpdateDataMatrixOnDistrictChange(district) return end

---@param value entEntityID
function PreventionSystem:UpdateLastAttackTargetIDs(value) return end

function PreventionSystem:UpdateMaxTacUnits() return end

function PreventionSystem:UpdateNPCs() return end

---@param isPlayerInFreeArea Bool
function PreventionSystem:UpdatePreventionFreeAreas(isPlayerInFreeArea) return end

function PreventionSystem:UpdateRoadblockadeUnits() return end

function PreventionSystem:UpdateSearchingTimerRequest() return end

function PreventionSystem:UpdateStarState() return end

---@param state EStarState
function PreventionSystem:UpdateStarStateTimers(state) return end

---@param state EStarState
function PreventionSystem:UpdateStarStateTo(state) return end

function PreventionSystem:UpdateStateBufferTimerRequest() return end

function PreventionSystem:UpdateStrategyPreCheckRequests() return end

---@param request PreventionDamageRequest
function PreventionSystem:UpdateTotalCrimeScore(request) return end

---@param entityID entEntityID
---@param passengersCount Int32
function PreventionSystem:UpdateVehiclePassengerCount(entityID, passengersCount) return end

function PreventionSystem:UpdateVehicles() return end

---@return Bool
function PreventionSystem:UpdateViewers() return end

---@return Bool
function PreventionSystem:UseOffTrafficPoints() return end

---@param viewer gameObject
function PreventionSystem:ViewerRegister(viewer) return end

---@param viewer gameObject
function PreventionSystem:ViewerUnRegister(viewer) return end

---@param ps gamePersistentState
---@param wakeUp Bool
function PreventionSystem:WakeUpAgent(ps, wakeUp) return end

---@param wakeUp Bool
function PreventionSystem:WakeUpAllAgents(wakeUp) return end

---@param heatStage EPreventionHeatStage
function PreventionSystem:execInstructionActive(heatStage) return end

function PreventionSystem:execInstructionOff() return end

function PreventionSystem:execInstructionOn() return end

---@param heatChangeReason String
function PreventionSystem:execInstructionSafe(heatChangeReason) return end

---@class PreventionSystemConfig
---@field record TweakDBID
PreventionSystemConfig = {}

---@return PreventionSystemConfig
function PreventionSystemConfig.new() return end

---@param props table
---@return PreventionSystemConfig
function PreventionSystemConfig.new(props) return end

---@class PreventionSystemHackerLoop : gameScriptableSystem
---@field firstVehicle vehicleBaseObject
---@field state EPreventionHackLoopState
---@field shouldHackLoopBeEnabledOnThisStar Bool
---@field showingHackingPopUp Bool
---@field currentVehicle vehicleBaseObject
---@field previousVehicle vehicleBaseObject
---@field curentHackDelayId gameDelayID
---@field futureDelayedUpdateDelayId gameDelayID
---@field hackedVehicles VehiclePreventionHackState[]
---@field otherProgressBar UploadFromNPCToPlayerListener
---@field waitingForUpdate Bool
PreventionSystemHackerLoop = {}

---@return PreventionSystemHackerLoop
function PreventionSystemHackerLoop.new() return end

---@param props table
---@return PreventionSystemHackerLoop
function PreventionSystemHackerLoop.new(props) return end

---@return Bool
function PreventionSystemHackerLoop.AVCanBeSpawned() return end

function PreventionSystemHackerLoop.ForceCarToStop() return end

---@return EStarState
function PreventionSystemHackerLoop.GetCurrentStarState() return end

---@return PreventionSystemHackerLoop
function PreventionSystemHackerLoop.GetInstance() return end

---@return Float
function PreventionSystemHackerLoop.GetProgressBarForcedValue() return end

---@return CName
function PreventionSystemHackerLoop.GetSystemName() return end

---@return Bool
function PreventionSystemHackerLoop.KeepProgressBarAliveAfterCompletion() return end

---@return Bool
function PreventionSystemHackerLoop.ShouldForceUpdateProgressBar() return end

---@param newValue Float
---@param progressbar UploadFromNPCToPlayerListener
function PreventionSystemHackerLoop.UpdateHackLoopProgressBarValue(newValue, progressbar) return end

---@param shouldHackLoopBeEnabledOnThisStar Bool
function PreventionSystemHackerLoop.UpdateHeatLevel(shouldHackLoopBeEnabledOnThisStar) return end

---@param progressbar UploadFromNPCToPlayerListener
function PreventionSystemHackerLoop.UpdateOtherProgressBarReference(progressbar) return end

---@param currentVehicle vehicleBaseObject
function PreventionSystemHackerLoop.UpdatePlayerVehicle(currentVehicle) return end

function PreventionSystemHackerLoop.UpdateStarStateUI() return end

function PreventionSystemHackerLoop:AbortHacks() return end

---@param request HackLoopReportPlayerLocationRequest
---@param delay Float
function PreventionSystemHackerLoop:BroadcastPlayerLocationUntilVehicleExit(request, delay) return end

---@param state VehiclePreventionHackState
---@param delay Float
function PreventionSystemHackerLoop:DelayForceAboutToExplodeState(state, delay) return end

---@param vehicle vehicleBaseObject
---@return VehiclePreventionHackState
function PreventionSystemHackerLoop:FindVehicleState(vehicle) return end

---@param vehicle vehicleBaseObject
---@return Bool
function PreventionSystemHackerLoop:ForceCloseProgressBar(vehicle) return end

function PreventionSystemHackerLoop:HackLoop() return end

---@param data VehiclePreventionHackState
---@param delay Float
function PreventionSystemHackerLoop:HackTimerCallback(data, delay) return end

function PreventionSystemHackerLoop:Idle() return end

function PreventionSystemHackerLoop:InterruptHackingPopUp() return end

function PreventionSystemHackerLoop:IntroRadio() return end

---@param vehicle vehicleBaseObject
---@return Bool
function PreventionSystemHackerLoop:IsFirstVehicle(vehicle) return end

---@return Bool
function PreventionSystemHackerLoop:IsNearMaxtac() return end

---@param delay Float
function PreventionSystemHackerLoop:LaunchDelayedStateUpdate(delay) return end

---@param request DelayedForceAboutToExplodeStateRequest
function PreventionSystemHackerLoop:OnDelayedForceAboutToExplodeState(request) return end

---@param request DelayedStopVehicle
function PreventionSystemHackerLoop:OnDelayedStopVehicle(request) return end

---@param request HackLoopReportPlayerLocationRequest
function PreventionSystemHackerLoop:OnHackLoopReportPlayerLocationRequest(request) return end

---@param request PreventionSystemPlayerCarHackFinishedEvent
function PreventionSystemHackerLoop:OnPreventionSystemPlayerCarHackFinishedEvent(request) return end

---@param request PreventionSystemPlayerCarHackTimeOutEvent
function PreventionSystemHackerLoop:OnPreventionSystemPlayerCarHackTimeOutEvent(request) return end

---@param request PreventionSystemUpdateHackLoopStateEvent
function PreventionSystemHackerLoop:OnPreventionSystemUpdateHackLoopStateEvent(request) return end

---@param newHack VehiclePreventionHackState
function PreventionSystemHackerLoop:PauseHack(newHack) return end

---@param data VehiclePreventionHackState
function PreventionSystemHackerLoop:StartBigHackingPopUp(data) return end

---@param data VehiclePreventionHackState
function PreventionSystemHackerLoop:StartHackTimer(data) return end

---@param state VehiclePreventionHackState
---@param delay Float
function PreventionSystemHackerLoop:StopVehicle(state, delay) return end

---@param data VehiclePreventionHackState
function PreventionSystemHackerLoop:StopVehicle_Internal(data) return end

---@param newHack VehiclePreventionHackState
function PreventionSystemHackerLoop:UnpauseHack(newHack) return end

function PreventionSystemHackerLoop:UpdateState() return end

---@class PreventionSystemPlayerCarHackFinishedEvent : gameScriptableSystemRequest
---@field state VehiclePreventionHackState
PreventionSystemPlayerCarHackFinishedEvent = {}

---@return PreventionSystemPlayerCarHackFinishedEvent
function PreventionSystemPlayerCarHackFinishedEvent.new() return end

---@param props table
---@return PreventionSystemPlayerCarHackFinishedEvent
function PreventionSystemPlayerCarHackFinishedEvent.new(props) return end

---@class PreventionSystemPlayerCarHackTimeOutEvent : gameScriptableSystemRequest
---@field state VehiclePreventionHackState
PreventionSystemPlayerCarHackTimeOutEvent = {}

---@return PreventionSystemPlayerCarHackTimeOutEvent
function PreventionSystemPlayerCarHackTimeOutEvent.new() return end

---@param props table
---@return PreventionSystemPlayerCarHackTimeOutEvent
function PreventionSystemPlayerCarHackTimeOutEvent.new(props) return end

---@class PreventionSystemUpdateHackLoopStateEvent : gameScriptableSystemRequest
PreventionSystemUpdateHackLoopStateEvent = {}

---@return PreventionSystemUpdateHackLoopStateEvent
function PreventionSystemUpdateHackLoopStateEvent.new() return end

---@param props table
---@return PreventionSystemUpdateHackLoopStateEvent
function PreventionSystemUpdateHackLoopStateEvent.new(props) return end

---@class PreventionTickRequest : gameScriptableSystemRequest
PreventionTickRequest = {}

---@return PreventionTickRequest
function PreventionTickRequest.new() return end

---@param props table
---@return PreventionTickRequest
function PreventionTickRequest.new(props) return end

---@class PreventionTransitionToGreyStateTimerRequest : gameScriptableSystemRequest
PreventionTransitionToGreyStateTimerRequest = {}

---@return PreventionTransitionToGreyStateTimerRequest
function PreventionTransitionToGreyStateTimerRequest.new() return end

---@param props table
---@return PreventionTransitionToGreyStateTimerRequest
function PreventionTransitionToGreyStateTimerRequest.new(props) return end

---@class PreventionUnitDespawnedRequest : gameScriptableSystemRequest
---@field entityID entEntityID
PreventionUnitDespawnedRequest = {}

---@return PreventionUnitDespawnedRequest
function PreventionUnitDespawnedRequest.new() return end

---@param props table
---@return PreventionUnitDespawnedRequest
function PreventionUnitDespawnedRequest.new(props) return end

---@class PreventionUnitSpawnedRequest : gameScriptableSystemRequest
---@field requestResult gameSpawnRequestResult
PreventionUnitSpawnedRequest = {}

---@return PreventionUnitSpawnedRequest
function PreventionUnitSpawnedRequest.new() return end

---@param props table
---@return PreventionUnitSpawnedRequest
function PreventionUnitSpawnedRequest.new(props) return end

---@class PreventionVehicleHackedEvent : redEvent
---@field instigatorID entEntityID
PreventionVehicleHackedEvent = {}

---@return PreventionVehicleHackedEvent
function PreventionVehicleHackedEvent.new() return end

---@param props table
---@return PreventionVehicleHackedEvent
function PreventionVehicleHackedEvent.new(props) return end

---@class PreventionVehicleStolenRequest : gameScriptableSystemRequest
---@field requesterPosition Vector4
---@field vehicleAffiliation gamedataAffiliation
PreventionVehicleStolenRequest = {}

---@return PreventionVehicleStolenRequest
function PreventionVehicleStolenRequest.new() return end

---@param props table
---@return PreventionVehicleStolenRequest
function PreventionVehicleStolenRequest.new(props) return end

---@class PreventionVisibilityRequest : gameScriptableSystemRequest
---@field requester gameObject
---@field seePlayer Bool
PreventionVisibilityRequest = {}

---@return PreventionVisibilityRequest
function PreventionVisibilityRequest.new() return end

---@param props table
---@return PreventionVisibilityRequest
function PreventionVisibilityRequest.new(props) return end

---@class PreviousFearPhaseCheck : AIbehaviorconditionScript
---@field fearPhase Int32
PreviousFearPhaseCheck = {}

---@return PreviousFearPhaseCheck
function PreviousFearPhaseCheck.new() return end

---@param props table
---@return PreviousFearPhaseCheck
function PreviousFearPhaseCheck.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function PreviousFearPhaseCheck:Check(context) return end

---@class PreviousMenuData : IScriptable
---@field openMenuRequest OpenMenuRequest
PreviousMenuData = {}

---@return PreviousMenuData
function PreviousMenuData.new() return end

---@param props table
---@return PreviousMenuData
function PreviousMenuData.new(props) return end

---@class PreviousStation : ActionBool
PreviousStation = {}

---@return PreviousStation
function PreviousStation.new() return end

---@param props table
---@return PreviousStation
function PreviousStation.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function PreviousStation.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function PreviousStation.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function PreviousStation.IsDefaultConditionMet(device, context) return end

---@return String
function PreviousStation:GetTweakDBChoiceRecord() return end

function PreviousStation:SetProperties() return end

---@class PrimaryWeaponTypeCondition : workIScriptedCondition
---@field weaponType WorkspotWeaponConditionEnum
PrimaryWeaponTypeCondition = {}

---@return PrimaryWeaponTypeCondition
function PrimaryWeaponTypeCondition.new() return end

---@param props table
---@return PrimaryWeaponTypeCondition
function PrimaryWeaponTypeCondition.new(props) return end

---@param ent entEntity
---@return Bool
function PrimaryWeaponTypeCondition:CheckCondition(ent) return end

---@class PriorityCheckEventCondition : AISignalCondition
PriorityCheckEventCondition = {}

---@return PriorityCheckEventCondition
function PriorityCheckEventCondition.new() return end

---@param props table
---@return PriorityCheckEventCondition
function PriorityCheckEventCondition.new(props) return end

---@return Bool
function PriorityCheckEventCondition:GetSignalEvaluationOutcome() return end

---@class ProcessDevicesEvent : redEvent
---@field devices gameDeviceComponentPS[]
ProcessDevicesEvent = {}

---@return ProcessDevicesEvent
function ProcessDevicesEvent.new() return end

---@param props table
---@return ProcessDevicesEvent
function ProcessDevicesEvent.new(props) return end

---@class ProcessQueuedCombatExperience : gamePlayerScriptableSystemRequest
---@field entity entEntityID
ProcessQueuedCombatExperience = {}

---@return ProcessQueuedCombatExperience
function ProcessQueuedCombatExperience.new() return end

---@param props table
---@return ProcessQueuedCombatExperience
function ProcessQueuedCombatExperience.new(props) return end

---@param _owner gameObject
---@param entity entEntityID
function ProcessQueuedCombatExperience:Set(_owner, entity) return end

---@class ProcessRelevantDevicesForNetworkGridEvent : ProcessDevicesEvent
---@field ignoreRevealed Bool
---@field finalizeRegistrationAsMaster Bool
---@field breachedResource gameFxResource
---@field defaultResource gameFxResource
---@field isPing Bool
---@field lifetime Float
---@field revealSlave Bool
---@field revealMaster Bool
ProcessRelevantDevicesForNetworkGridEvent = {}

---@return ProcessRelevantDevicesForNetworkGridEvent
function ProcessRelevantDevicesForNetworkGridEvent.new() return end

---@param props table
---@return ProcessRelevantDevicesForNetworkGridEvent
function ProcessRelevantDevicesForNetworkGridEvent.new(props) return end

---@class ProcessVendettaAchievementEvent : redEvent
---@field deathInstigator gameObject
ProcessVendettaAchievementEvent = {}

---@return ProcessVendettaAchievementEvent
function ProcessVendettaAchievementEvent.new() return end

---@param props table
---@return ProcessVendettaAchievementEvent
function ProcessVendettaAchievementEvent.new(props) return end

---@class ProcessVisualTags : gamePlayerScriptableSystemRequest
---@field itemTDBID TweakDBID
ProcessVisualTags = {}

---@return ProcessVisualTags
function ProcessVisualTags.new() return end

---@param props table
---@return ProcessVisualTags
function ProcessVisualTags.new(props) return end

---@class ProficiencyButtonController : inkButtonController
---@field labelText inkTextWidgetReference
---@field levelText inkTextWidgetReference
---@field frameHovered inkWidgetReference
---@field transparencyAnimationProxy inkanimProxy
---@field index Int32
ProficiencyButtonController = {}

---@return ProficiencyButtonController
function ProficiencyButtonController.new() return end

---@param props table
---@return ProficiencyButtonController
function ProficiencyButtonController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function ProficiencyButtonController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function ProficiencyButtonController:OnInitialize() return end

---@return Int32
function ProficiencyButtonController:GetIndex() return end

---@param value Bool
function ProficiencyButtonController:PlaySelectionAnimation(value) return end

---@param value Int32
function ProficiencyButtonController:SetIndex(value) return end

---@param value String
function ProficiencyButtonController:SetLabel(value) return end

---@param value Int32
function ProficiencyButtonController:SetLevel(value) return end

---@class ProficiencyDisplayData : IDisplayData
---@field attributeId TweakDBID
---@field proficiency gamedataProficiencyType
---@field index Int32
---@field areas AreaDisplayData[]
---@field passiveBonusesData LevelRewardDisplayData[]
---@field traitData TraitDisplayData
---@field localizedName String
---@field localizedDescription String
---@field level Int32
---@field maxLevel Int32
---@field expPoints Int32
---@field maxExpPoints Int32
---@field unlockedLevel Int32
ProficiencyDisplayData = {}

---@return ProficiencyDisplayData
function ProficiencyDisplayData.new() return end

---@param props table
---@return ProficiencyDisplayData
function ProficiencyDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function ProficiencyDisplayData:CreateTooltipData(manager) return end

---@class ProficiencyProgressEvent : redEvent
---@field type gamedataProficiencyType
---@field expValue Int32
---@field remainingXP Int32
---@field delta Int32
---@field currentLevel Int32
---@field isLevelMaxed Bool
ProficiencyProgressEvent = {}

---@return ProficiencyProgressEvent
function ProficiencyProgressEvent.new() return end

---@param props table
---@return ProficiencyProgressEvent
function ProficiencyProgressEvent.new(props) return end

---@class ProficiencyTabButtonController : TabButtonController
---@field bottom_bar inkWidgetReference
---@field proxy inkanimProxy
---@field isToggledState Bool
ProficiencyTabButtonController = {}

---@return ProficiencyTabButtonController
function ProficiencyTabButtonController.new() return end

---@param props table
---@return ProficiencyTabButtonController
function ProficiencyTabButtonController.new(props) return end

---@return Bool
function ProficiencyTabButtonController:OnInitialize() return end

---@param controller inkToggleController
---@param isToggled Bool
---@return Bool
function ProficiencyTabButtonController:OnToggleChanged(controller, isToggled) return end

---@return Bool
function ProficiencyTabButtonController:OnUninitialize() return end

---@class ProgramAction : ActionBool
ProgramAction = {}

---@class ProgramData
---@field id String
---@field commandLists ElementData[][]
---@field effects ProgramEffect[]
---@field type ProgramType
---@field localizationKey String
---@field startAsUnknown Bool
---@field wasCompleted Bool
ProgramData = {}

---@return ProgramData
function ProgramData.new() return end

---@param props table
---@return ProgramData
function ProgramData.new(props) return end

---@class ProgramEntry : IScriptable
---@field itemID ItemID
---@field equippedItem gamedataItem_Record
---@field abilities gameInventoryItemAbility[]
ProgramEntry = {}

---@return ProgramEntry
function ProgramEntry.new() return end

---@param props table
---@return ProgramEntry
function ProgramEntry.new(props) return end

---@param equippedItem gamedataItem_Record
---@return gameInventoryItemAbility[]
function ProgramEntry.GetSpecialAbilities(equippedItem) return end

---@param itemID ItemID
---@param equippedItem gamedataItem_Record
---@return ProgramEntry
function ProgramEntry.Make(itemID, equippedItem) return end

---@class ProgramProgressData
---@field id String
---@field completionProgress Int32[]
---@field isComplete Bool
---@field revealLocalizedName Bool
ProgramProgressData = {}

---@return ProgramProgressData
function ProgramProgressData.new() return end

---@param props table
---@return ProgramProgressData
function ProgramProgressData.new(props) return end

---@class ProgramSetDeviceAttitude : ActionBool
ProgramSetDeviceAttitude = {}

---@return ProgramSetDeviceAttitude
function ProgramSetDeviceAttitude.new() return end

---@param props table
---@return ProgramSetDeviceAttitude
function ProgramSetDeviceAttitude.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ProgramSetDeviceAttitude.IsDefaultConditionMet(device, context) return end

function ProgramSetDeviceAttitude:SetProperties() return end

---@class ProgramSetDeviceOff : ActionBool
ProgramSetDeviceOff = {}

---@return ProgramSetDeviceOff
function ProgramSetDeviceOff.new() return end

---@param props table
---@return ProgramSetDeviceOff
function ProgramSetDeviceOff.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ProgramSetDeviceOff.IsDefaultConditionMet(device, context) return end

function ProgramSetDeviceOff:SetProperties() return end

---@class ProgramTooltipController : AGenericTooltipControllerWithDebug
---@field backgroundContainer inkCompoundWidgetReference
---@field equipedWrapper inkWidgetReference
---@field equipedCorner inkWidgetReference
---@field recipeWrapper inkWidgetReference
---@field recipeBG inkWidgetReference
---@field root inkWidgetReference
---@field nameText inkTextWidgetReference
---@field tierText inkTextWidgetReference
---@field durationWidget inkWidgetReference
---@field uploadTimeWidget inkWidgetReference
---@field cooldownWidget inkWidgetReference
---@field memoryCostValueText inkTextWidgetReference
---@field damageWrapper inkWidgetReference
---@field damageLabel inkTextWidgetReference
---@field damageValue inkTextWidgetReference
---@field damageContinuous inkTextWidgetReference
---@field healthPercentageLabel inkTextWidgetReference
---@field priceContainer inkWidgetReference
---@field priceText inkTextWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionText inkTextWidgetReference
---@field hackTypeWrapper inkWidgetReference
---@field hackTypeText inkTextWidgetReference
---@field perkContainer inkWidgetReference
---@field perkText inkTextWidgetReference
---@field qualityContainer inkWidgetReference
---@field qualityText inkTextWidgetReference
---@field effectsList inkCompoundWidgetReference
---@field headerSegment inkWidgetReference
---@field typeSegment inkWidgetReference
---@field DEBUG_iconErrorWrapper inkWidgetReference
---@field DEBUG_iconErrorText inkTextWidgetReference
---@field data InventoryTooltipData
---@field quickHackData InventoryTooltipData_QuickhackData
---@field itemData UIInventoryItem
---@field displayContext InventoryTooltipDisplayContext
---@field itemDisplayContext gameItemDisplayContext
ProgramTooltipController = {}

---@return ProgramTooltipController
function ProgramTooltipController.new() return end

---@param props table
---@return ProgramTooltipController
function ProgramTooltipController.new(props) return end

function ProgramTooltipController:DEBUG_UpdateDebugInfo() return end

---@return gamedataHackCategory_Record
function ProgramTooltipController:GetHackCategory() return end

---@param targetStat gamedataStatType
---@param valueStat gamedataStatType
---@return Bool
function ProgramTooltipController:IsDamageStat(targetStat, valueStat) return end

---@return gamedataHackCategory_Record
function ProgramTooltipController:NewGetHackCategory() return end

---@param itemData UIInventoryItem
---@param player PlayerPuppet
function ProgramTooltipController:NewRefreshUI(itemData, player) return end

function ProgramTooltipController:NewUpdateCategory() return end

---@param programData UIInventoryItemProgramData
function ProgramTooltipController:NewUpdateDamage(programData) return end

function ProgramTooltipController:NewUpdateDescription() return end

function ProgramTooltipController:NewUpdateMods() return end

---@param player PlayerPuppet
function ProgramTooltipController:NewUpdatePrice(player) return end

---@param programData UIInventoryItemProgramData
function ProgramTooltipController:NewUpdateRarity(programData) return end

function ProgramTooltipController:RefreshUI() return end

---@param tooltipData ATooltipData
function ProgramTooltipController:SetData(tooltipData) return end

function ProgramTooltipController:UpdateCategory() return end

function ProgramTooltipController:UpdateDamage() return end

function ProgramTooltipController:UpdateDescription() return end

---@param itemID TweakDBID|string
---@param targetWidget inkWidgetReference
---@param key String
---@param value Float
---@param diff Float
function ProgramTooltipController:UpdateDetail(itemID, targetWidget, key, value, diff) return end

---@param item UIInventoryItem
---@param value Float
function ProgramTooltipController:UpdateDetail(item, value) return end

function ProgramTooltipController:UpdateMods() return end

function ProgramTooltipController:UpdatePerkRequirement() return end

function ProgramTooltipController:UpdatePrice() return end

function ProgramTooltipController:UpdateRarity() return end

function ProgramTooltipController:UpdateRequirements() return end

---@param targetWidget inkWidgetReference
---@param key String
---@param value Float
---@param diff Float
function ProgramTooltipController:UpdateUploadDetail(targetWidget, key, value, diff) return end

---@class ProgramTooltipEffectController : ItemTooltipModController
ProgramTooltipEffectController = {}

---@return ProgramTooltipEffectController
function ProgramTooltipEffectController.new() return end

---@param props table
---@return ProgramTooltipEffectController
function ProgramTooltipEffectController.new(props) return end

---@return CName
function ProgramTooltipEffectController:EntryWidgetToSpawn() return end

---@class ProgramTooltipStatController : inkWidgetLogicController
---@field arrow inkImageWidgetReference
---@field value inkTextWidgetReference
---@field name inkTextWidgetReference
---@field diffValue inkTextWidgetReference
ProgramTooltipStatController = {}

---@return ProgramTooltipStatController
function ProgramTooltipStatController.new() return end

---@param props table
---@return ProgramTooltipStatController
function ProgramTooltipStatController.new(props) return end

---@param localizedKey String
---@param value Float
---@param diff Float
function ProgramTooltipStatController:SetData(localizedKey, value, diff) return end

---@param diffValue Float
function ProgramTooltipStatController:UpdateComparedValue(diffValue) return end

---@class ProgressBarAnimationChunkController : inkWidgetLogicController
---@field rootCanvas inkWidgetReference
---@field barCanvas inkWidgetReference
---@field hitAnim inkanimProxy
---@field fullbarSize Float
---@field isNegative Bool
ProgressBarAnimationChunkController = {}

---@return ProgressBarAnimationChunkController
function ProgressBarAnimationChunkController.new() return end

---@param props table
---@return ProgressBarAnimationChunkController
function ProgressBarAnimationChunkController.new(props) return end

---@param e inkanimProxy
---@return Bool
function ProgressBarAnimationChunkController:OnAnimationEnd(e) return end

---@return Bool
function ProgressBarAnimationChunkController:IsProgressAnimationPlaying() return end

---@param widght Float
---@param height Float
---@param fullbarSize Float
---@param isNegative Bool
function ProgressBarAnimationChunkController:SetAnimation(widght, height, fullbarSize, isNegative) return end

---@class ProgressBarButton : inkWidgetLogicController
---@field craftingFill inkWidgetReference
---@field craftingLabel inkTextWidgetReference
---@field craftingIconGlyph inkWidgetReference
---@field ButtonController inkButtonController
---@field progressController ProgressBarsController
---@field available Bool
---@field progress Float
---@field isLocked Bool
ProgressBarButton = {}

---@return ProgressBarButton
function ProgressBarButton.new() return end

---@param props table
---@return ProgressBarButton
function ProgressBarButton.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function ProgressBarButton:OnCraftingHoldButton(evt) return end

---@return Bool
function ProgressBarButton:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function ProgressBarButton:OnReleaseButton(evt) return end

---@return Bool
function ProgressBarButton:OnUnitialize() return end

function ProgressBarButton:Lock() return end

function ProgressBarButton:Reset() return end

---@param current EProgressBarState
function ProgressBarButton:SetAvaibility(current) return end

function ProgressBarButton:SetIconGlyph() return end

---@param label String
---@param progressController ProgressBarsController
function ProgressBarButton:SetupProgressButton(label, progressController) return end

function ProgressBarButton:Unlock() return end

---@param evt inkPointerEvent
function ProgressBarButton:UpdateCraftProcess(evt) return end

---@class ProgressBarFinishedProccess : redEvent
ProgressBarFinishedProccess = {}

---@return ProgressBarFinishedProccess
function ProgressBarFinishedProccess.new() return end

---@param props table
---@return ProgressBarFinishedProccess
function ProgressBarFinishedProccess.new(props) return end

---@class ProgressBarSimpleWidgetLogicController : inkWidgetLogicController
---@field width Float
---@field height Float
---@field currentValue Float
---@field previousValue Float
---@field MaxCNBarFlashSize Float
---@field fullBar inkWidgetReference
---@field changePBar inkWidgetReference
---@field changeNBar inkWidgetReference
---@field emptyBar inkWidgetReference
---@field barCap inkWidgetReference
---@field damagePreviewBar inkWidgetReference
---@field showBarCap Bool
---@field animDuration Float
---@field full_anim_proxy inkanimProxy
---@field full_anim inkanimDefinition
---@field empty_anim_proxy inkanimProxy
---@field empty_anim inkanimDefinition
---@field changeP_anim_proxy inkanimProxy
---@field changeP_anim inkanimDefinition
---@field changeN_anim_proxy inkanimProxy
---@field changeN_anim inkanimDefinition
---@field barCap_anim_proxy inkanimProxy
---@field barCap_anim inkanimDefinition
---@field rootWidget inkCompoundWidget
ProgressBarSimpleWidgetLogicController = {}

---@return ProgressBarSimpleWidgetLogicController
function ProgressBarSimpleWidgetLogicController.new() return end

---@param props table
---@return ProgressBarSimpleWidgetLogicController
function ProgressBarSimpleWidgetLogicController.new(props) return end

---@return Bool
function ProgressBarSimpleWidgetLogicController:OnInitialize() return end

---@return Vector2
function ProgressBarSimpleWidgetLogicController:GetFullSize() return end

function ProgressBarSimpleWidgetLogicController:SetDefaultValues() return end

---@param newValue Float
---@param silent Bool
---@return Bool
function ProgressBarSimpleWidgetLogicController:SetProgress(newValue, silent) return end

---@class ProgressBarsController : inkWidgetLogicController
---@field mask inkWidgetReference
ProgressBarsController = {}

---@return ProgressBarsController
function ProgressBarsController.new() return end

---@param props table
---@return ProgressBarsController
function ProgressBarsController.new(props) return end

---@return Bool
function ProgressBarsController:OnInitialize() return end

---@param progress Float
function ProgressBarsController:SetBarProgress(progress) return end

---@class ProgressionNotification : GenericNotificationController
---@field progression_data gameuiProgressionViewData
---@field expBar inkWidgetReference
---@field expText inkTextWidgetReference
---@field barFG inkWidgetReference
---@field barBG inkWidgetReference
---@field root inkWidgetReference
---@field currentLevel inkTextWidgetReference
---@field nextLevel inkTextWidgetReference
---@field expBarWidthSize Float
---@field expBarHeightSize Float
---@field animationProxy inkanimProxy
---@field barAnimationProxy inkanimProxy
ProgressionNotification = {}

---@return ProgressionNotification
function ProgressionNotification.new() return end

---@param props table
---@return ProgressionNotification
function ProgressionNotification.new(props) return end

---@param anim inkanimProxy
---@return Bool
function ProgressionNotification:OnBarAnimationFinished(anim) return end

---@param animatingObject inkWidgetReference
---@param barStartSize Vector2
---@param barEndSize Vector2
function ProgressionNotification:BarProgressAnim(animatingObject, barStartSize, barEndSize) return end

---@param animName CName|string
---@param callBack CName|string
function ProgressionNotification:PlayAnim(animName, callBack) return end

---@param notificationData gameuiGenericNotificationViewData
function ProgressionNotification:SetNotificationData(notificationData) return end

---@class ProgressionWidgetGameController : gameuiGenericNotificationGameController
---@field duration Float
---@field playerDevelopmentSystem PlayerDevelopmentSystem
---@field combatModePSM gamePSMCombat
---@field combatModeListener redCallbackObject
---@field playerObject gameObject
---@field gameInstance ScriptGameInstance
ProgressionWidgetGameController = {}

---@return ProgressionWidgetGameController
function ProgressionWidgetGameController.new() return end

---@param props table
---@return ProgressionWidgetGameController
function ProgressionWidgetGameController.new(props) return end

---@param evt ProficiencyProgressEvent
---@return Bool
function ProgressionWidgetGameController:OnCharacterProficiencyUpdated(evt) return end

---@param value Int32
---@return Bool
function ProgressionWidgetGameController:OnCombatStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function ProgressionWidgetGameController:OnPlayerAttach(playerPuppet) return end

---@param playerGameObject gameObject
---@return Bool
function ProgressionWidgetGameController:OnPlayerDetach(playerGameObject) return end

---@param value Int32
---@param remainingPointsToLevelUp Int32
---@param delta Int32
---@param notificationColorTheme CName|string
---@param notificationName String
---@param type gamedataProficiencyType
---@param currentLevel Int32
---@param isLevelMaxed Bool
function ProgressionWidgetGameController:AddToNotificationQueue(value, remainingPointsToLevelUp, delta, notificationColorTheme, notificationName, type, currentLevel, isLevelMaxed) return end

---@return Int32
function ProgressionWidgetGameController:GetID() return end

---@return Bool
function ProgressionWidgetGameController:GetShouldSaveState() return end

---@param playerObject gameObject
function ProgressionWidgetGameController:RegisterPSMListeners(playerObject) return end

---@param playerObject gameObject
function ProgressionWidgetGameController:UnregisterPSMListeners(playerObject) return end

---@class ProjectileBreachEvent : redEvent
ProjectileBreachEvent = {}

---@return ProjectileBreachEvent
function ProjectileBreachEvent.new() return end

---@param props table
---@return ProjectileBreachEvent
function ProjectileBreachEvent.new(props) return end

---@class ProjectileDelayEvent : redEvent
ProjectileDelayEvent = {}

---@return ProjectileDelayEvent
function ProjectileDelayEvent.new() return end

---@param props table
---@return ProjectileDelayEvent
function ProjectileDelayEvent.new(props) return end

---@class ProjectileGameEffectHelper : IScriptable
ProjectileGameEffectHelper = {}

---@return ProjectileGameEffectHelper
function ProjectileGameEffectHelper.new() return end

---@param props table
---@return ProjectileGameEffectHelper
function ProjectileGameEffectHelper.new(props) return end

---@param aoeData ProjectileHitAoEData
---@return Bool
function ProjectileGameEffectHelper.FillProjectileHitAoEData(aoeData) return end

---@param source gameObject
---@param user gameObject
---@param projectileComponent gameprojectileComponent
---@param eventData gameprojectileHitEvent
---@return Bool
function ProjectileGameEffectHelper.FillProjectileHitData(source, user, projectileComponent, eventData) return end

---@param instigator gameObject
---@param source gameObject
---@param weapon gameweaponObject
---@param attackRecord gamedataAttack_Record
---@param eventData gameprojectileHitEvent
---@return Bool
function ProjectileGameEffectHelper.RunEffectFromAttack(instigator, source, weapon, attackRecord, eventData) return end

---@class ProjectileHelper : IScriptable
ProjectileHelper = {}

---@return ProjectileHelper
function ProjectileHelper.new() return end

---@param props table
---@return ProjectileHelper
function ProjectileHelper.new(props) return end

---@param user gameObject
---@param id gamebbScriptID_Int32
---@return Int32
function ProjectileHelper.GetPSMBlackboardIntVariable(user, id) return end

---@param projectileComponent gameprojectileComponent
function ProjectileHelper.SpawnTrailVFX(projectileComponent) return end

---@class ProjectileHitAoEData
---@field source gameObject
---@field instigator gameObject
---@field position Vector4
---@field radius Float
---@field duration Float
---@field attackRecord gamedataAttack_Record
---@field weapon gameweaponObject
---@field disableVfx Bool
---@field enableImpulseFalloff Bool
---@field impulseFalloffFactor Float
ProjectileHitAoEData = {}

---@return ProjectileHitAoEData
function ProjectileHitAoEData.new() return end

---@param props table
---@return ProjectileHitAoEData
function ProjectileHitAoEData.new(props) return end

---@class ProjectileHitHelper : IScriptable
ProjectileHitHelper = {}

---@return ProjectileHitHelper
function ProjectileHitHelper.new() return end

---@param props table
---@return ProjectileHitHelper
function ProjectileHitHelper.new(props) return end

---@param hitInstance gameprojectileHitInstance
---@return gameObject
function ProjectileHitHelper.GetHitObject(hitInstance) return end

---@class ProjectileLaunchHelper : IScriptable
ProjectileLaunchHelper = {}

---@return ProjectileLaunchHelper
function ProjectileLaunchHelper.new() return end

---@param props table
---@return ProjectileLaunchHelper
function ProjectileLaunchHelper.new(props) return end

---@param projectileComponent gameprojectileComponent
---@param targetObject gameObject
---@param targetComponent entIPlacedComponent
---@param startVelocity Float
---@param linearTimeRatio Float
---@param interpolationTimeRatio Float
---@param returnTimeMargin Float
---@param bendTimeRatio Float
---@param bendFactor Float
---@param halfLeanAngle Float
---@param endLeanAngle Float
---@param angleInterpolationDuration Float
---@return Bool
function ProjectileLaunchHelper.SetCurvedLaunchTrajectory(projectileComponent, targetObject, targetComponent, startVelocity, linearTimeRatio, interpolationTimeRatio, returnTimeMargin, bendTimeRatio, bendFactor, halfLeanAngle, endLeanAngle, angleInterpolationDuration) return end

---@param projectileComponent gameprojectileComponent
---@param localToWorld Matrix
---@param startVelocity Float
---@param distance Float
---@param sideOffset Float
---@param height Float
---@param linearTimeRatio Float
---@param interpolationTimeRatio Float
---@param returnTimeMargin Float
---@param bendTimeRatio Float
---@param bendFactor Float
---@param accuracy Float
---@param halfLeanAngle Float
---@param endLeanAngle Float
---@param angleInterpolationDuration Float
---@return Bool
function ProjectileLaunchHelper.SetCustomTargetPositionToFollow(projectileComponent, localToWorld, startVelocity, distance, sideOffset, height, linearTimeRatio, interpolationTimeRatio, returnTimeMargin, bendTimeRatio, bendFactor, accuracy, halfLeanAngle, endLeanAngle, angleInterpolationDuration) return end

---@param projectileComponent gameprojectileComponent
---@param velocity Float
---@return Bool
function ProjectileLaunchHelper.SetLinearLaunchTrajectory(projectileComponent, velocity) return end

---@param projectileComponent gameprojectileComponent
---@param gravitySimulation Float
---@param velocity Float
---@param energyLossFactorAfterCollision Float
---@return Bool
function ProjectileLaunchHelper.SetParabolicLaunchTrajectory(projectileComponent, gravitySimulation, velocity, energyLossFactorAfterCollision) return end

---@param ownerObject gameObject
---@param projectileTemplateName CName|string
---@param itemObj gameItemObject
---@param rotationRad Float
---@return Bool
function ProjectileLaunchHelper.SpawnArmsLauncherProjectileWithRotation(ownerObject, projectileTemplateName, itemObj, rotationRad) return end

---@param ownerObject gameObject
---@param projectileTemplateName CName|string
---@param appearance CName|string
---@param itemObj gameItemObject
---@return Bool
function ProjectileLaunchHelper.SpawnProjectileFromScreenCenter(ownerObject, projectileTemplateName, appearance, itemObj) return end

---@class ProjectileLauncherChargeStatListener : BaseChargesStatListener
ProjectileLauncherChargeStatListener = {}

---@return ProjectileLauncherChargeStatListener
function ProjectileLauncherChargeStatListener.new() return end

---@param props table
---@return ProjectileLauncherChargeStatListener
function ProjectileLauncherChargeStatListener.new(props) return end

---@return Int32
function ProjectileLauncherChargeStatListener:GetRechargeDuration() return end

---@param player PlayerPuppet
function ProjectileLauncherChargeStatListener:Init(player) return end

function ProjectileLauncherChargeStatListener:Recharged() return end

---@class ProjectileLauncherRound : gameItemObject
---@field projectileComponent gameprojectileComponent
---@field resourceLibraryComponent ResourceLibraryComponent
---@field user gameObject
---@field projectile gameObject
---@field weapon gameweaponObject
---@field projectileSpawnPoint Vector4
---@field launchMode gamedataProjectileLaunchMode
---@field initialLaunchVelocity Float
---@field installedProjectile ItemID
---@field actionType ELauncherActionType
---@field attackRecord gamedataAttack_Record
---@field releaseRequestDelayID gameDelayID
---@field detonateRequestDelayID gameDelayID
---@field projectileTrailName CName
---@field projectileCollisionEvaluator ProjectileLauncherRoundCollisionEvaluator
---@field isAlive Bool
---@field isSinking Bool
---@field waterHeight Float
---@field deepWaterDepth Float
---@field sinkingDetonationDelay Float
---@field waterSurfaceImpactImpulseRadius Float
---@field waterSurfaceImpactImpulseStrength Float
---@field waterDetonationImpulseRadius Float
---@field waterDetonationImpulseStrength Float
ProjectileLauncherRound = {}

---@return ProjectileLauncherRound
function ProjectileLauncherRound.new() return end

---@param props table
---@return ProjectileLauncherRound
function ProjectileLauncherRound.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function ProjectileLauncherRound:OnCollision(eventData) return end

---@param evt ProjectileLauncherRoundDetonationDelayEvent
---@return Bool
function ProjectileLauncherRound:OnMaxDetonationTimeReached(evt) return end

---@param evt ProjectileDelayEvent
---@return Bool
function ProjectileLauncherRound:OnMaxLifetimeReached(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function ProjectileLauncherRound:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ProjectileLauncherRound:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function ProjectileLauncherRound:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function ProjectileLauncherRound:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ProjectileLauncherRound:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function ProjectileLauncherRound:OnTick(eventData) return end

---@param position Vector4
---@param numImpulses Int32
function ProjectileLauncherRound:AddWaterImpulsesOnDetonation(position, numImpulses) return end

---@param effectName CName|string
function ProjectileLauncherRound:BreakVisualEffectLoop(effectName) return end

---@param collisionAction CName|string
---@return gamedataProjectileOnCollisionAction
function ProjectileLauncherRound:CollisionActionNameToEnum(collisionAction) return end

---@param onCollisionStimType CName|string
---@return gamedataStimType
function ProjectileLauncherRound:CollisionStimTypeNameToEnum(onCollisionStimType) return end

---@param value Float
function ProjectileLauncherRound:CreateCustomTickEventWithDuration(value) return end

---@param value Float
function ProjectileLauncherRound:CreateDelayEvent(value) return end

---@param value Float
function ProjectileLauncherRound:CreateDetonationDelayEvent(value) return end

---@param eventData gameprojectileShootEvent
---@param targetObject gameObject
---@param targetComponent entIPlacedComponent
---@param startVelocity Float
---@param linearTimeRatio Float
---@param interpolationTimeRatio Float
---@param returnTimeMargin Float
---@param bendTimeRatio Float
---@param bendFactor Float
---@param halfLeanAngle Float
---@param endLeanAngle Float
---@param angleInterpolationDuration Float
function ProjectileLauncherRound:CurvedLaunch(eventData, targetObject, targetComponent, startVelocity, linearTimeRatio, interpolationTimeRatio, returnTimeMargin, bendTimeRatio, bendFactor, halfLeanAngle, endLeanAngle, angleInterpolationDuration) return end

---@param eventData gameprojectileShootEvent
---@param targetObject gameObject
---@param targetComponent entIPlacedComponent
function ProjectileLauncherRound:CurvedLaunchToTarget(eventData, targetObject, targetComponent) return end

---@param stimToSend gamedataStimType
function ProjectileLauncherRound:EvaluateStimBroadcasting(stimToSend) return end

---@param projectilePosition Vector4
function ProjectileLauncherRound:ExecuteGameEffect(projectilePosition) return end

---@param eventData gameprojectileShootEvent
function ProjectileLauncherRound:GeneralLaunchSetup(eventData) return end

---@param param String
---@return Bool
function ProjectileLauncherRound:GetBool(param) return end

---@param param String
---@return CName
function ProjectileLauncherRound:GetCName(param) return end

---@param param String
---@return Float
function ProjectileLauncherRound:GetFloat(param) return end

---@param param String
---@return Int32
function ProjectileLauncherRound:GetInt(param) return end

---@param hitInstance gameprojectileHitInstance
---@return gameObject
function ProjectileLauncherRound:GetObject(hitInstance) return end

---@param object gameObject
---@return Vector4
function ProjectileLauncherRound:GetObjectWorldPosition(object) return end

---@param param String
---@return String
function ProjectileLauncherRound:GetString(param) return end

---@param param String
---@return Vector3
function ProjectileLauncherRound:GetVector3(param) return end

---@return Bool
function ProjectileLauncherRound:HasTrajectory() return end

---@param effectName CName|string
function ProjectileLauncherRound:KillVisualEffect(effectName) return end

---@param launchModeName CName|string
---@return gamedataProjectileLaunchMode
function ProjectileLauncherRound:LaunchModeNameToEnum(launchModeName) return end

---@param eventData gameprojectileShootEvent
---@param startVelocity Float
function ProjectileLauncherRound:LinearLaunch(eventData, startVelocity) return end

---@param eventData gameprojectileShootEvent
---@param gravitySimulation Float
---@param startVelocity Float
---@param energyLossFactorAfterCollision Float
function ProjectileLauncherRound:ParabolicLaunch(eventData, gravitySimulation, startVelocity, energyLossFactorAfterCollision) return end

function ProjectileLauncherRound:Release() return end

function ProjectileLauncherRound:SetAttackRecordBasedOnAction() return end

function ProjectileLauncherRound:SetCollisionAction() return end

---@return Bool
function ProjectileLauncherRound:SetCurrentlyInstalledRound() return end

function ProjectileLauncherRound:SetLaunchModeBasedOnAction() return end

function ProjectileLauncherRound:SetLaunchVelocityBasedOnAction() return end

function ProjectileLauncherRound:SetProjectileDetonationTime() return end

---@return ELauncherActionType
function ProjectileLauncherRound:SetProjectileLauncherAction() return end

function ProjectileLauncherRound:SetProjectileLifetime() return end

function ProjectileLauncherRound:SetProjectileTrailEffect() return end

---@param effectName CName|string
---@param eventTag CName|string
function ProjectileLauncherRound:SpawnVisualEffect(effectName, eventTag) return end

function ProjectileLauncherRound:StopProjectile() return end

---@param stimToSend gamedataStimType
---@param lifetime Float
---@param radius Float
function ProjectileLauncherRound:TriggerActiveStimuliWithLifetime(stimToSend, lifetime, radius) return end

---@param radius Float
---@param stimToSend gamedataStimType
function ProjectileLauncherRound:TriggerSingleStimuli(radius, stimToSend) return end

---@return Bool
function ProjectileLauncherRound:WeaponIsCharged() return end

---@class ProjectileLauncherRoundCollisionEvaluator : gameprojectileScriptCollisionEvaluator
---@field collisionAction gamedataProjectileOnCollisionAction
---@field projectileStopped Bool
---@field maxBounceCount Int32
---@field projectileBounced Bool
---@field projectileStopAndStick Bool
---@field projectilePierced Bool
ProjectileLauncherRoundCollisionEvaluator = {}

---@return ProjectileLauncherRoundCollisionEvaluator
function ProjectileLauncherRoundCollisionEvaluator.new() return end

---@param props table
---@return ProjectileLauncherRoundCollisionEvaluator
function ProjectileLauncherRoundCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function ProjectileLauncherRoundCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@return Bool
function ProjectileLauncherRoundCollisionEvaluator:ProjectileBounced() return end

---@return Bool
function ProjectileLauncherRoundCollisionEvaluator:ProjectilePierced() return end

---@return Bool
function ProjectileLauncherRoundCollisionEvaluator:ProjectileStopAndStick() return end

---@return Bool
function ProjectileLauncherRoundCollisionEvaluator:ProjectileStopped() return end

---@param collisionAction gamedataProjectileOnCollisionAction
function ProjectileLauncherRoundCollisionEvaluator:SetCollisionAction(collisionAction) return end

---@param maxBounceCount Int32
function ProjectileLauncherRoundCollisionEvaluator:SetNumberOfBounces(maxBounceCount) return end

---@class ProjectileLauncherRoundDetonationDelayEvent : redEvent
ProjectileLauncherRoundDetonationDelayEvent = {}

---@return ProjectileLauncherRoundDetonationDelayEvent
function ProjectileLauncherRoundDetonationDelayEvent.new() return end

---@param props table
---@return ProjectileLauncherRoundDetonationDelayEvent
function ProjectileLauncherRoundDetonationDelayEvent.new(props) return end

---@class ProjectileTargetingHelper : IScriptable
ProjectileTargetingHelper = {}

---@return ProjectileTargetingHelper
function ProjectileTargetingHelper.new() return end

---@param props table
---@return ProjectileTargetingHelper
function ProjectileTargetingHelper.new(props) return end

---@param obj gameObject
---@return Vector4
function ProjectileTargetingHelper.GetObjectCurrentPosition(obj) return end

---@param targetComponent entIPlacedComponent
---@return Vector4
function ProjectileTargetingHelper.GetTargetingComponentsWorldPosition(targetComponent) return end

---@param ownerObject gameObject
---@param filterBy gameTargetSearchQuery
---@return entIPlacedComponent, EulerAngles
function ProjectileTargetingHelper.GetTargetsTargetingComponent(ownerObject, filterBy) return end

---@class ProjectileTickEvent : gameTickableEvent
ProjectileTickEvent = {}

---@return ProjectileTickEvent
function ProjectileTickEvent.new() return end

---@param props table
---@return ProjectileTickEvent
function ProjectileTickEvent.new(props) return end

---@class PropagateStatusEffectInAreaEffector : ApplyEffectToDismemberedEffector
---@field statusEffect TweakDBID
---@field range Float
---@field duration Float
---@field applicationTarget CName
---@field propagateToInstigator Bool
PropagateStatusEffectInAreaEffector = {}

---@return PropagateStatusEffectInAreaEffector
function PropagateStatusEffectInAreaEffector.new() return end

---@param props table
---@return PropagateStatusEffectInAreaEffector
function PropagateStatusEffectInAreaEffector.new(props) return end

---@param owner gameObject
function PropagateStatusEffectInAreaEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function PropagateStatusEffectInAreaEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function PropagateStatusEffectInAreaEffector:ProcessAction(owner) return end

---@param owner gameObject
function PropagateStatusEffectInAreaEffector:RepeatedAction(owner) return end

---@class ProtectedEntities : MorphData
---@field protectedEntities entEntityID[]
ProtectedEntities = {}

---@return ProtectedEntities
function ProtectedEntities.new() return end

---@param props table
---@return ProtectedEntities
function ProtectedEntities.new(props) return end

---@class ProximityDetector : Device
---@field scanningAreaName CName
---@field surroundingAreaName CName
---@field scanningArea gameStaticTriggerAreaComponent
---@field surroundingArea gameStaticTriggerAreaComponent
---@field securityAreaType ESecurityAreaType
---@field notifiactionType ESecurityNotificationType
ProximityDetector = {}

---@param evt entAreaEnteredEvent
---@return Bool
function ProximityDetector:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function ProximityDetector:OnAreaExit(evt) return end

---@param evt FullSystemRestart
---@return Bool
function ProximityDetector:OnFullSystemRestart(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ProximityDetector:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ProximityDetector:OnTakeControl(ri) return end

---@param evt TargetAssessmentRequest
---@return Bool
function ProximityDetector:OnTargetAssessmentRequest(evt) return end

---@param evt WakeUpFromRestartEvent
---@return Bool
function ProximityDetector:OnWakeUpFromRestartEvent(evt) return end

---@return ProximityDetectorController
function ProximityDetector:GetController() return end

---@return ProximityDetectorControllerPS
function ProximityDetector:GetDevicePS() return end

---@return Bool
function ProximityDetector:IsDeviceUsable() return end

---@param enableLock Bool
function ProximityDetector:LockDevice(enableLock) return end

function ProximityDetector:ResolveGameplayState() return end

---@param on Bool
function ProximityDetector:ToggleComponents(on) return end

function ProximityDetector:TurnOffDevice() return end

function ProximityDetector:TurnOnDevice() return end

---@class ProximityDetectorController : ScriptableDeviceComponent
ProximityDetectorController = {}

---@return ProximityDetectorController
function ProximityDetectorController.new() return end

---@param props table
---@return ProximityDetectorController
function ProximityDetectorController.new(props) return end

---@return ProximityDetectorControllerPS
function ProximityDetectorController:GetPS() return end

---@class ProximityDetectorControllerPS : ScriptableDeviceComponentPS
ProximityDetectorControllerPS = {}

---@return ProximityDetectorControllerPS
function ProximityDetectorControllerPS.new() return end

---@param props table
---@return ProximityDetectorControllerPS
function ProximityDetectorControllerPS.new(props) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ProximityDetectorControllerPS:GetActions(context) return end

---@return TweakDBID
function ProximityDetectorControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function ProximityDetectorControllerPS:GetDeviceIconTweakDBID() return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function ProximityDetectorControllerPS:OnTargetAssessmentRequest(evt) return end

function ProximityDetectorControllerPS:PerformRestart() return end

---@class ProximityLookatEvent : redEvent
ProximityLookatEvent = {}

---@return ProximityLookatEvent
function ProximityLookatEvent.new() return end

---@param props table
---@return ProximityLookatEvent
function ProximityLookatEvent.new(props) return end

---@class PsychoSquadAvHelperClass : gameScriptableSystem
PsychoSquadAvHelperClass = {}

---@return PsychoSquadAvHelperClass
function PsychoSquadAvHelperClass.new() return end

---@param props table
---@return PsychoSquadAvHelperClass
function PsychoSquadAvHelperClass.new(props) return end

---@param go gameObject
function PsychoSquadAvHelperClass.GetOffAV(go) return end

---@param go gameObject
---@param delay Float
function PsychoSquadAvHelperClass.TurnOffPsychoSquadAvCammoEventDelayed(go, delay) return end

---@param evt MaxTacFearEvent
function PsychoSquadAvHelperClass:OnMaxTacFearEventDelayed(evt) return end

---@param evt PushAnimEventDelayed
function PsychoSquadAvHelperClass:OnPushAnimEventDelayed(evt) return end

---@param evt TurnOffPsychoSquadAvCammoEvent
function PsychoSquadAvHelperClass:OnTurnOffPsychoSquadAvCammoEventDelayed(evt) return end

---@class PublicSafeDecisions : WeaponReadyListenerTransition
---@field isSprinting Bool
---@field inKereznikov Bool
---@field inCombat Bool
---@field inDangerousZone Bool
---@field inFocusMode Bool
---@field isInVehicleCombat Bool
---@field isInVehTurret Bool
---@field isAiming Bool
---@field rangedAttackPressed Bool
PublicSafeDecisions = {}

---@return PublicSafeDecisions
function PublicSafeDecisions.new() return end

---@param props table
---@return PublicSafeDecisions
function PublicSafeDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function PublicSafeDecisions:OnAction(action, consumer) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnCombatChanged(value) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnLocomotionChanged(value) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnUpperBodyChanged(value) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnVehicleChanged(value) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnVisionChanged(value) return end

---@param value Int32
---@return Bool
function PublicSafeDecisions:OnZonesChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeDecisions:ShouldLeaveSafe(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeDecisions:ToNoAmmo(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeDecisions:ToNotReady(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeDecisions:ToPublicSafeToReady(stateContext, scriptInterface) return end

function PublicSafeDecisions:UpdateShouldOnEnterBeEnabled() return end

function PublicSafeDecisions:UpdateWeaponReadyListenerReturnValue() return end

---@class PublicSafeEvents : WeaponEventsTransition
---@field weaponUnequipRequestSent Bool
PublicSafeEvents = {}

---@return PublicSafeEvents
function PublicSafeEvents.new() return end

---@param props table
---@return PublicSafeEvents
function PublicSafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeEvents:OnExitToNotReady(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeEvents:RequestWeaponUnequipNotifyUpperBody(stateContext, scriptInterface) return end

---@class PublicSafeToReadyDecisions : WeaponTransition
PublicSafeToReadyDecisions = {}

---@return PublicSafeToReadyDecisions
function PublicSafeToReadyDecisions.new() return end

---@param props table
---@return PublicSafeToReadyDecisions
function PublicSafeToReadyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function PublicSafeToReadyDecisions:ToReady(stateContext, scriptInterface) return end

---@class PublicSafeToReadyEvents : WeaponEventsTransition
PublicSafeToReadyEvents = {}

---@return PublicSafeToReadyEvents
function PublicSafeToReadyEvents.new() return end

---@param props table
---@return PublicSafeToReadyEvents
function PublicSafeToReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeToReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function PublicSafeToReadyEvents:OnExit(stateContext, scriptInterface) return end

---@class PullSquadSyncRequest : AIAIEvent
---@field squadType AISquadType
PullSquadSyncRequest = {}

---@return PullSquadSyncRequest
function PullSquadSyncRequest.new() return end

---@param props table
---@return PullSquadSyncRequest
function PullSquadSyncRequest.new(props) return end

---@class PulseAnimation : IScriptable
---@field root inkWidget
---@field anim inkanimProxy
---@field top Float
---@field bot Float
---@field time Float
---@field delay Float
PulseAnimation = {}

---@return PulseAnimation
function PulseAnimation.new() return end

---@param props table
---@return PulseAnimation
function PulseAnimation.new(props) return end

---@param root inkWidget
---@param topOpacity Float
---@param bottomOpacity Float
---@param pulseRate Float
---@param delay Float
function PulseAnimation:Configure(root, topOpacity, bottomOpacity, pulseRate, delay) return end

---@param root inkWidget
---@param params PulseAnimationParams
function PulseAnimation:Configure(root, params) return end

function PulseAnimation:ForceStop() return end

---@param singleLoop Bool
function PulseAnimation:Start(singleLoop) return end

function PulseAnimation:Stop() return end

---@class PulseAnimationParams
---@field topOpacity Float
---@field bottomOpacity Float
---@field pulseRate Float
---@field delay Float
PulseAnimationParams = {}

---@return PulseAnimationParams
function PulseAnimationParams.new() return end

---@param props table
---@return PulseAnimationParams
function PulseAnimationParams.new(props) return end

---@class PulseFinishedRequest : gameScriptableSystemRequest
PulseFinishedRequest = {}

---@return PulseFinishedRequest
function PulseFinishedRequest.new() return end

---@param props table
---@return PulseFinishedRequest
function PulseFinishedRequest.new(props) return end

---@class PulseScaleAnimation : PulseAnimation
PulseScaleAnimation = {}

---@return PulseScaleAnimation
function PulseScaleAnimation.new() return end

---@param props table
---@return PulseScaleAnimation
function PulseScaleAnimation.new(props) return end

---@param singleLoop Bool
function PulseScaleAnimation:Start(singleLoop) return end

---@class PuppetAction : ScriptableDeviceAction
PuppetAction = {}

---@return PuppetAction
function PuppetAction.new() return end

---@param props table
---@return PuppetAction
function PuppetAction.new(props) return end

---@return gamedataObjectAction_Record
function PuppetAction:GetObjectActionRecord() return end

---@return TweakDBID
function PuppetAction:GetTweakDBChoiceID() return end

---@return String
function PuppetAction:GetTweakDBChoiceRecord() return end

---@class PuppetActionContext
---@field requesterID entEntityID
---@field requestType gamedeviceRequestType
PuppetActionContext = {}

---@return PuppetActionContext
function PuppetActionContext.new() return end

---@param props table
---@return PuppetActionContext
function PuppetActionContext.new(props) return end

---@class PuppetDef : gamebbScriptDefinition
---@field IsCrowd gamebbScriptID_Bool
---@field HideNameplate gamebbScriptID_Bool
---@field ForceFriendlyCarry gamebbScriptID_Bool
---@field ForcedCarryStyle gamebbScriptID_Int32
---@field HasCPOMissionData gamebbScriptID_Bool
---@field IsPlayerInterestingFromSecuritySystemPOV gamebbScriptID_Bool
PuppetDef = {}

---@return PuppetDef
function PuppetDef.new() return end

---@param props table
---@return PuppetDef
function PuppetDef.new(props) return end

---@return Bool
function PuppetDef:AutoCreateInSystem() return end

---@class PuppetDeviceLinkPS : DeviceLinkComponentPS
---@field securitySystemData SecuritySystemData
PuppetDeviceLinkPS = {}

---@return PuppetDeviceLinkPS
function PuppetDeviceLinkPS.new() return end

---@param props table
---@return PuppetDeviceLinkPS
function PuppetDeviceLinkPS.new(props) return end

---@param entityID entEntityID
---@return PuppetDeviceLinkPS
function PuppetDeviceLinkPS.AcquirePuppetDeviceLink(entityID) return end

---@param id entEntityID
---@return PuppetDeviceLinkPS
function PuppetDeviceLinkPS.CreateAndAcquirePuppetDeviceLinkPS(id) return end

---@return PingSquad
function PuppetDeviceLinkPS:ActionPingSquad() return end

---@return Bool
function PuppetDeviceLinkPS:AreIncomingEventsSuppressed() return end

---@return Bool
function PuppetDeviceLinkPS:AreOutgoingEventsSuppressed() return end

---@return Bool
function PuppetDeviceLinkPS:IsPuppet() return end

---@param doSee Bool
function PuppetDeviceLinkPS:NotifyAboutSpottingPlayer(doSee) return end

---@param evt DeviceLinkRequest
---@return EntityNotificationType
function PuppetDeviceLinkPS:OnDeviceLinkRequest(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function PuppetDeviceLinkPS:OnSecuritySystemOutput(evt) return end

---@param evt SecuritySystemSupport
---@return EntityNotificationType
function PuppetDeviceLinkPS:OnSecuritySystemSupport(evt) return end

---@param evt SuppressNPCInSecuritySystem
---@return EntityNotificationType
function PuppetDeviceLinkPS:OnSuppressNPCInSecuritySystem(evt) return end

---@param state gameuiHackingMinigameState
function PuppetDeviceLinkPS:PerformNPCBreach(state) return end

function PuppetDeviceLinkPS:PingSquadNetwork() return end

---@param lastKnownPosition Vector4
---@param whoBreached gameObject
---@param type ESecurityNotificationType
---@param stimType gamedataStimType
function PuppetDeviceLinkPS:TriggerSecuritySystemNotification(lastKnownPosition, whoBreached, type, stimType) return end

---@class PuppetForceVisionAppearanceData : IScriptable
---@field highlightType EFocusForcedHighlightType
---@field outlineType EFocusOutlineType
---@field stimRecord gamedataStim_Record
---@field transitionTime Float
---@field priority EPriority
---@field targets ScriptedPuppet[]
---@field highlightedTargets ScriptedPuppet[]
---@field investigationSlots Int32
---@field sourceHighlighted Bool
---@field effectName String
PuppetForceVisionAppearanceData = {}

---@return PuppetForceVisionAppearanceData
function PuppetForceVisionAppearanceData.new() return end

---@param props table
---@return PuppetForceVisionAppearanceData
function PuppetForceVisionAppearanceData.new(props) return end

---@class PuppetIncapacitatedPrereq : gameIScriptablePrereq
PuppetIncapacitatedPrereq = {}

---@return PuppetIncapacitatedPrereq
function PuppetIncapacitatedPrereq.new() return end

---@param props table
---@return PuppetIncapacitatedPrereq
function PuppetIncapacitatedPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PuppetIncapacitatedPrereq:IsFulfilled(context) return end

---@class PuppetListener : IScriptable
---@field prereqOwner gamePrereqState
PuppetListener = {}

---@return PuppetListener
function PuppetListener.new() return end

---@param props table
---@return PuppetListener
function PuppetListener.new(props) return end

---@param owner gamePrereqState
function PuppetListener:ModifyOwner(owner) return end

---@param hitSource Int32
function PuppetListener:OnHitReactionSourceChanged(hitSource) return end

---@param hitType Int32
function PuppetListener:OnHitReactionTypeChanged(hitType) return end

---@param isTrackingPlayer Bool
function PuppetListener:OnIsTrackingPlayerChanged(isTrackingPlayer) return end

---@param isRevealed Bool
function PuppetListener:OnRevealedStateChanged(isRevealed) return end

---@param owner gamePrereqState
---@return Bool
function PuppetListener:RegisterOwner(owner) return end

---@class PuppetMortalPrereq : gameIScriptablePrereq
---@field invert Bool
PuppetMortalPrereq = {}

---@return PuppetMortalPrereq
function PuppetMortalPrereq.new() return end

---@param props table
---@return PuppetMortalPrereq
function PuppetMortalPrereq.new(props) return end

---@param owner gameObject
---@param godModeType gameGodModeType
---@return Bool
function PuppetMortalPrereq:Evaluate(owner, godModeType) return end

---@param record TweakDBID|string
function PuppetMortalPrereq:Initialize(record) return end

---@param context IScriptable
---@return Bool
function PuppetMortalPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function PuppetMortalPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function PuppetMortalPrereq:OnUnregister(state, context) return end

---@class PuppetMortalPrereqState : gamePrereqState
---@field owner gameObject
---@field listener PuppetMortalityListener
PuppetMortalPrereqState = {}

---@return PuppetMortalPrereqState
function PuppetMortalPrereqState.new() return end

---@param props table
---@return PuppetMortalPrereqState
function PuppetMortalPrereqState.new(props) return end

---@param newType gameGodModeType
function PuppetMortalPrereqState:ProcessGodModeChanged(newType) return end

---@class PuppetMortalityListener : gameScriptStatsListener
---@field state PuppetMortalPrereqState
PuppetMortalityListener = {}

---@return PuppetMortalityListener
function PuppetMortalityListener.new() return end

---@param props table
---@return PuppetMortalityListener
function PuppetMortalityListener.new(props) return end

---@param ownerID entEntityID
---@param newType gameGodModeType
function PuppetMortalityListener:OnGodModeChanged(ownerID, newType) return end

---@class PuppetNotBossPrereq : gameIScriptablePrereq
PuppetNotBossPrereq = {}

---@return PuppetNotBossPrereq
function PuppetNotBossPrereq.new() return end

---@param props table
---@return PuppetNotBossPrereq
function PuppetNotBossPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function PuppetNotBossPrereq:IsFulfilled(context) return end

---@class PuppetReactionDef : gamebbScriptDefinition
---@field exitReactionFlag gamebbScriptID_Bool
---@field blockReactionFlag gamebbScriptID_Bool
PuppetReactionDef = {}

---@return PuppetReactionDef
function PuppetReactionDef.new() return end

---@param props table
---@return PuppetReactionDef
function PuppetReactionDef.new(props) return end

---@return Bool
function PuppetReactionDef:AutoCreateInSystem() return end

---@class PuppetSquadInterface : AICombatSquadScriptInterface
---@field baseSquadRecord gamedataAISquadParams_Record
---@field ticketHistory SquadTicketReceipt[]
---@field enumValueToNdx gameEnumNameToIndexCache
---@field sectorsInitialized Bool
PuppetSquadInterface = {}

---@return PuppetSquadInterface
function PuppetSquadInterface.new() return end

---@param props table
---@return PuppetSquadInterface
function PuppetSquadInterface.new(props) return end

---@param orderId Uint32
---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnAckOrder(orderId, actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnCloseSquadAction(actionName, entity) return end

---@param actionName CName|string
---@param orderId Uint32
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnCommitToOrder(actionName, orderId, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnEvaluationActivation(actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnEvaluationDeActivation(actionName, entity) return end

---@param orderId Uint32
---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnGiveOrder(orderId, actionName, entity) return end

---@return Bool
function PuppetSquadInterface:OnInitialise() return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnOpenSquadAction(actionName, entity) return end

---@param orderId Uint32
---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnOrderDone(orderId, actionName, entity) return end

---@param orderId Uint32
---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnOrderFail(orderId, actionName, entity) return end

---@param orderId Uint32
---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:OnOrderRevoked(orderId, actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@param delay Float
---@return Bool
function PuppetSquadInterface:AcknowledgeTicket(actionName, entity, ticketRecord, ticketHistoryID, delay) return end

function PuppetSquadInterface:AllocateTacticsSectors() return end

function PuppetSquadInterface:AllocateTicketHistoryArray() return end

---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@return Bool
function PuppetSquadInterface:CheckCooldown(entity, ticketRecord, ticketHistoryID) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:CheckTicketConditions(actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@param squadRecord gamedataAISquadParams_Record
---@return Bool
function PuppetSquadInterface:EvaluateTicketActivation(actionName, entity, ticketRecord, ticketHistoryID, squadRecord) return end

---@param actionName CName|string
---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@param squadRecord gamedataAISquadParams_Record
---@return Bool
function PuppetSquadInterface:EvaluateTicketDeactivation(actionName, entity, ticketRecord, ticketHistoryID, squadRecord) return end

---@param entity entEntity
---@return Float
function PuppetSquadInterface:GetAITime(entity) return end

---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@return Bool, Float
function PuppetSquadInterface:GetAcknowledgeDelay(entity, ticketRecord, ticketHistoryID) return end

---@param actionName CName|string
---@return entEntityID
function PuppetSquadInterface:GetLastTicketRecipient(actionName) return end

---@param entity entEntity
---@return Bool, gamedataAISquadParams_Record
function PuppetSquadInterface:GetSquadRecord(entity) return end

---@param actionName CName|string
---@return Int32
function PuppetSquadInterface:GetTicketHistoryID(actionName) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool, gamedataAITicket_Record, Int32, gamedataAISquadParams_Record
function PuppetSquadInterface:GetTicketType(actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool, gamedataAITicket_Record, Int32
function PuppetSquadInterface:GetTicketType(actionName, entity) return end

---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
function PuppetSquadInterface:ProcessRingTicket(entity, ticketRecord) return end

---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
function PuppetSquadInterface:RandomizeDeactivationConditionCheckInterval(ticketRecord, ticketHistoryID) return end

---@param actionName CName|string
---@param entity entEntity
function PuppetSquadInterface:ReleaseSquadMembersTickets(actionName, entity) return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool
function PuppetSquadInterface:SimpleTicketConditionsCheck(actionName, entity) return end

---@param entity entEntity
---@param ticketRecord gamedataAITicket_Record
---@param ticketHistoryID Int32
---@param ticketStatus EAITicketStatus
function PuppetSquadInterface:UpdateTicketHistory(entity, ticketRecord, ticketHistoryID, ticketStatus) return end

---@class PuppetStateDef : gamebbScriptDefinition
---@field HighLevel gamebbScriptID_Int32
---@field UpperBody gamebbScriptID_Int32
---@field BehaviorState gamebbScriptID_Int32
---@field PhaseState gamebbScriptID_Int32
---@field Stance gamebbScriptID_Int32
---@field HitReactionMode gamebbScriptID_Int32
---@field DefenseMode gamebbScriptID_Int32
---@field LocomotionMode gamebbScriptID_Int32
---@field WeakSpots gamebbScriptID_Int32
---@field ReactionBehavior gamebbScriptID_Int32
---@field ForceRagdollOnDeath gamebbScriptID_Bool
---@field InExclusiveAction gamebbScriptID_Bool
---@field SlotAnimationInProgress gamebbScriptID_Bool
---@field WorkspotAnimationInProgress gamebbScriptID_Bool
---@field InAirAnimation gamebbScriptID_Bool
---@field InPendingBehavior gamebbScriptID_Bool
---@field HasCalledReinforcements gamebbScriptID_Bool
---@field IsBodyDisposed gamebbScriptID_Bool
---@field DetectionPercentage gamebbScriptID_Float
PuppetStateDef = {}

---@return PuppetStateDef
function PuppetStateDef.new() return end

---@param props table
---@return PuppetStateDef
function PuppetStateDef.new(props) return end

---@return Bool
function PuppetStateDef:AutoCreateInSystem() return end

---@class PurgeAllTransitions : redEvent
PurgeAllTransitions = {}

---@return PurgeAllTransitions
function PurgeAllTransitions.new() return end

---@param props table
---@return PurgeAllTransitions
function PurgeAllTransitions.new(props) return end

---@class PushAnimEventDelayed : gameScriptableSystemRequest
---@field eventName CName
---@field go gameObject
PushAnimEventDelayed = {}

---@return PushAnimEventDelayed
function PushAnimEventDelayed.new() return end

---@param props table
---@return PushAnimEventDelayed
function PushAnimEventDelayed.new(props) return end

---@class QHackWheelItemChangedEvent : redEvent
---@field commandData QuickhackData
---@field currentEmpty Bool
QHackWheelItemChangedEvent = {}

---@return QHackWheelItemChangedEvent
function QHackWheelItemChangedEvent.new() return end

---@param props table
---@return QHackWheelItemChangedEvent
function QHackWheelItemChangedEvent.new(props) return end

---@class QhackExecuted : redEvent
QhackExecuted = {}

---@return QhackExecuted
function QhackExecuted.new() return end

---@param props table
---@return QhackExecuted
function QhackExecuted.new(props) return end

---@class QsTransform
---@field Translation Vector4
---@field Rotation Quaternion
---@field Scale Vector4
QsTransform = {}

---@return QsTransform
function QsTransform.new() return end

---@param props table
---@return QsTransform
function QsTransform.new(props) return end

---@class Quad
---@field p1 Vector4
---@field p2 Vector4
---@field p3 Vector4
---@field p4 Vector4
Quad = {}

---@return Quad
function Quad.new() return end

---@param props table
---@return Quad
function Quad.new(props) return end

---@class QuadRacerBonusCollisionLogic : gameuiSideScrollerMiniGameCollisionLogic
---@field hasTriggered Bool
QuadRacerBonusCollisionLogic = {}

---@return QuadRacerBonusCollisionLogic
function QuadRacerBonusCollisionLogic.new() return end

---@param props table
---@return QuadRacerBonusCollisionLogic
function QuadRacerBonusCollisionLogic.new(props) return end

---@param hitEvent gameuiOnHitPlayerEvent
---@return Bool
function QuadRacerBonusCollisionLogic:OnHitPlayer(hitEvent) return end

---@return Bool
function QuadRacerBonusCollisionLogic:OnInitialize() return end

---@return Bool
function QuadRacerBonusCollisionLogic:OnRecycle() return end

---@param gameState gameuiQuadRacerGameState
function QuadRacerBonusCollisionLogic:ChangeGameState(gameState) return end

---@class QuadRacerGameController : gameuiSideScrollerMiniGameController
---@field gameMenu inkWidgetReference
---@field scoreboardMenu inkWidgetReference
QuadRacerGameController = {}

---@return QuadRacerGameController
function QuadRacerGameController.new() return end

---@param props table
---@return QuadRacerGameController
function QuadRacerGameController.new(props) return end

---@return Bool
function QuadRacerGameController:OnInitialize() return end

function QuadRacerGameController:GameStart() return end

---@param gameFinishEvent gameuiOnGameFinishEvent
function QuadRacerGameController:OnGameFinishLogic(gameFinishEvent) return end

---@param e inkPointerEvent
function QuadRacerGameController:OnOpenMenuClick(e) return end

---@param e inkPointerEvent
function QuadRacerGameController:OnStartGameClick(e) return end

function QuadRacerGameController:OpenGameplay() return end

function QuadRacerGameController:OpenMenu() return end

---@param playerScore Int32
function QuadRacerGameController:OpenScoreboard(playerScore) return end

---@param component inkWidgetReference
---@param isEnabled Bool
function QuadRacerGameController:SetEnableComponent(component, isEnabled) return end

---@class QuadRacerObstacleCollisionLogic : gameuiSideScrollerMiniGameCollisionLogic
QuadRacerObstacleCollisionLogic = {}

---@return QuadRacerObstacleCollisionLogic
function QuadRacerObstacleCollisionLogic.new() return end

---@param props table
---@return QuadRacerObstacleCollisionLogic
function QuadRacerObstacleCollisionLogic.new(props) return end

---@param hitEvent gameuiOnHitPlayerEvent
---@return Bool
function QuadRacerObstacleCollisionLogic:OnHitPlayer(hitEvent) return end

---@class QuantityPickerPopupCloseData : inkGameNotificationData
---@field choosenQuantity Int32
---@field itemData gameInventoryItemData
---@field inventoryItem UIInventoryItem
---@field actionType QuantityPickerActionType
---@field isBuyback Bool
QuantityPickerPopupCloseData = {}

---@return QuantityPickerPopupCloseData
function QuantityPickerPopupCloseData.new() return end

---@param props table
---@return QuantityPickerPopupCloseData
function QuantityPickerPopupCloseData.new(props) return end

---@class QuantityPickerPopupData : inkGameNotificationData
---@field maxValue Int32
---@field gameItemData gameInventoryItemData
---@field inventoryItem UIInventoryItem
---@field actionType QuantityPickerActionType
---@field vendor gameObject
---@field isBuyback Bool
---@field sendQuantityChangedEvent Bool
QuantityPickerPopupData = {}

---@return QuantityPickerPopupData
function QuantityPickerPopupData.new() return end

---@param props table
---@return QuantityPickerPopupData
function QuantityPickerPopupData.new(props) return end

---@param direction Vector4
---@param up Vector4
---@return Quaternion
function Quaternion.BuildFromDirectionVector(direction, up) return end

---@param q Quaternion
---@return Quaternion
function Quaternion.Conjugate(q) return end

---@param a Quaternion
---@param b Quaternion
---@return Float
function Quaternion.Dot(a, b) return end

---@param q Quaternion
---@return Float
function Quaternion.GetAngle(q) return end

---@param quat Quaternion
---@return Vector4, Vector4, Vector4
function Quaternion.GetAxes(quat) return end

---@param q Quaternion
---@return Vector4
function Quaternion.GetAxis(q) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetForward(quat) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetRight(quat) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetUp(quat) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetXAxis(quat) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetYAxis(quat) return end

---@param quat Quaternion
---@return Vector4
function Quaternion.GetZAxis(quat) return end

---@param q1 Quaternion
---@param q2 Quaternion
---@param t Float
---@return Quaternion
function Quaternion.Lerp(q1, q2, t) return end

---@param quat Quaternion
---@return Float
function Quaternion.Magnitude(quat) return end

---@param quat Quaternion
---@return Float
function Quaternion.MagnitudeSq(quat) return end

---@param q1 Quaternion
---@param q2 Quaternion
---@return Quaternion
function Quaternion.MulInverse(q1, q2) return end

---@param quat Quaternion
function Quaternion.Normalize(quat) return end

---@param quat Quaternion
---@return Quaternion
function Quaternion.Normalized(quat) return end

---@param min Float
---@param max Float
---@return Quaternion
function Quaternion.Rand(min, max) return end

---@param axis Vector4
---@param angle Float
---@return Quaternion
function Quaternion.SetAxisAngle(axis, angle) return end

---@param quat Quaternion
function Quaternion.SetIdentity(quat) return end

---@param quat Quaternion
function Quaternion.SetInverse(quat) return end

function Quaternion.SetInverse() return end

---@param q Quaternion
---@param v1 Vector4
---@param v2 Vector4
function Quaternion.SetShortestRotation(q, v1, v2) return end

---@param q Quaternion
---@param angle Float
function Quaternion.SetXRot(q, angle) return end

---@param q Quaternion
---@param angle Float
function Quaternion.SetYRot(q, angle) return end

---@param q Quaternion
---@param angle Float
function Quaternion.SetZRot(q, angle) return end

---@param q1 Quaternion
---@param q2 Quaternion
---@param t Float
---@return Quaternion
function Quaternion.Slerp(q1, q2, t) return end

---@param quat Quaternion
---@return EulerAngles
function Quaternion.ToEulerAngles(quat) return end

---@param quat Quaternion
---@return Matrix
function Quaternion.ToMatrix(quat) return end

---@param quat Quaternion
---@param v Vector4
---@return Vector4
function Quaternion.Transform(quat, v) return end

---@param quat Quaternion
---@param v Vector4
---@return Vector4
function Quaternion.TransformInverse(quat, v) return end

---@class QuestAddTransition : redEvent
---@field transition AreaTypeTransition
QuestAddTransition = {}

---@return QuestAddTransition
function QuestAddTransition.new() return end

---@param props table
---@return QuestAddTransition
function QuestAddTransition.new(props) return end

---@return String
function QuestAddTransition:GetFriendlyDescription() return end

---@class QuestAnimationMappinController : gameuiQuestMappinController
---@field mappin gamemappinsQuestMappin
---@field animationRecord gamedataUIAnimation_Record
---@field animProxy inkanimProxy
---@field playing Bool
QuestAnimationMappinController = {}

---@return QuestAnimationMappinController
function QuestAnimationMappinController.new() return end

---@param props table
---@return QuestAnimationMappinController
function QuestAnimationMappinController.new(props) return end

---@return Bool
function QuestAnimationMappinController:OnInitialize() return end

---@return Bool
function QuestAnimationMappinController:OnIntro() return end

---@return Bool
function QuestAnimationMappinController:OnUpdate() return end

---@class QuestBreachAccessPoint : ActionBool
QuestBreachAccessPoint = {}

---@return QuestBreachAccessPoint
function QuestBreachAccessPoint.new() return end

---@param props table
---@return QuestBreachAccessPoint
function QuestBreachAccessPoint.new(props) return end

function QuestBreachAccessPoint:SetProperties() return end

---@class QuestChangeSecuritySystemAttitudeGroup : redEvent
---@field newAttitudeGroup TweakDBID
QuestChangeSecuritySystemAttitudeGroup = {}

---@return QuestChangeSecuritySystemAttitudeGroup
function QuestChangeSecuritySystemAttitudeGroup.new() return end

---@param props table
---@return QuestChangeSecuritySystemAttitudeGroup
function QuestChangeSecuritySystemAttitudeGroup.new(props) return end

---@return String
function QuestChangeSecuritySystemAttitudeGroup:GetFriendlyDescription() return end

---@class QuestClose : ActionBool
QuestClose = {}

---@return QuestClose
function QuestClose.new() return end

---@param props table
---@return QuestClose
function QuestClose.new(props) return end

function QuestClose:SetProperties() return end

---@class QuestCloseAllDoors : ActionBool
QuestCloseAllDoors = {}

---@return QuestCloseAllDoors
function QuestCloseAllDoors.new() return end

---@param props table
---@return QuestCloseAllDoors
function QuestCloseAllDoors.new(props) return end

---@param toggle Bool
function QuestCloseAllDoors:SetProperties(toggle) return end

---@class QuestCodexLinkController : BaseCodexLinkController
---@field linkLabelContainer inkWidgetReference
---@field journalEntry gameJournalEntry
QuestCodexLinkController = {}

---@return QuestCodexLinkController
function QuestCodexLinkController.new() return end

---@param props table
---@return QuestCodexLinkController
function QuestCodexLinkController.new(props) return end

function QuestCodexLinkController:Activate() return end

---@param journalEntry gameJournalEntry
---@param journalEntryReplacer gameJournalEntry
function QuestCodexLinkController:Setup(journalEntry, journalEntryReplacer) return end

---@param codexEntry gameJournalCodexEntry
function QuestCodexLinkController:SetupCodexLink(codexEntry) return end

---@param imageEntry gameJournalImageEntry
function QuestCodexLinkController:SetupImageLink(imageEntry) return end

---@class QuestCombatActionAreaNotification : redEvent
---@field revealPlayerSettings RevealPlayerSettings
QuestCombatActionAreaNotification = {}

---@return QuestCombatActionAreaNotification
function QuestCombatActionAreaNotification.new() return end

---@param props table
---@return QuestCombatActionAreaNotification
function QuestCombatActionAreaNotification.new(props) return end

---@return String
function QuestCombatActionAreaNotification:GetFriendlyDescription() return end

---@class QuestCombatActionNotification : QuestSecuritySystemInput
QuestCombatActionNotification = {}

---@return QuestCombatActionNotification
function QuestCombatActionNotification.new() return end

---@param props table
---@return QuestCombatActionNotification
function QuestCombatActionNotification.new(props) return end

---@return String
function QuestCombatActionNotification:GetFriendlyDescription() return end

---@class QuestContactLinkController : BaseCodexLinkController
---@field msgLabel inkTextWidgetReference
---@field msgContainer inkWidgetReference
---@field msgCounter Int32
---@field contactEntry gameJournalContact
---@field journalMgr gameJournalManager
---@field phoneSystem PhoneSystem
---@field uiSystem gameuiGameSystemUI
QuestContactLinkController = {}

---@return QuestContactLinkController
function QuestContactLinkController.new() return end

---@param props table
---@return QuestContactLinkController
function QuestContactLinkController.new(props) return end

---@param e ActivateLink
---@return Bool
function QuestContactLinkController:OnActivateLink(e) return end

function QuestContactLinkController:Activate() return end

function QuestContactLinkController:ActivateSecondary() return end

function QuestContactLinkController:CallSelectedContact() return end

function QuestContactLinkController:CloseHubMenu() return end

---@param journalEntry gameJournalEntry
---@param journalManager gameJournalManager
---@param phoneSystem PhoneSystem
---@param uiSystem gameuiGameSystemUI
function QuestContactLinkController:Setup(journalEntry, journalManager, phoneSystem, uiSystem) return end

function QuestContactLinkController:ShowActionBlockedNotification() return end

---@class QuestCustomAction : ActionName
QuestCustomAction = {}

---@return QuestCustomAction
function QuestCustomAction.new() return end

---@param props table
---@return QuestCustomAction
function QuestCustomAction.new(props) return end

---@param actionID CName|string
function QuestCustomAction:SetProperties(actionID) return end

---@class QuestDataWrapper : AJournalEntryWrapper
---@field isNew Bool
---@field quest gameJournalQuest
---@field title String
---@field description String
---@field questObjectives QuestObjectiveWrapper[]
---@field links gameJournalEntry[]
---@field questStatus gameJournalEntryState
---@field isTracked Bool
---@field isChildTracked Bool
---@field recommendedLevel Int32
---@field district gamedataDistrict_Record
---@field journalManager gameJournalManager
QuestDataWrapper = {}

---@return QuestDataWrapper
function QuestDataWrapper.new() return end

---@param props table
---@return QuestDataWrapper
function QuestDataWrapper.new(props) return end

---@param questData QuestDataWrapper
---@return Bool
function QuestDataWrapper:Equals(questData) return end

---@param questUniqueId Int32
---@return Bool
function QuestDataWrapper:Equals(questUniqueId) return end

---@return String
function QuestDataWrapper:GetDescription() return end

---@return gamedataDistrict
function QuestDataWrapper:GetDistrict() return end

---@return String
function QuestDataWrapper:GetId() return end

---@return Int32
function QuestDataWrapper:GetLevel() return end

---@return gameJournalEntry[]
function QuestDataWrapper:GetLinks() return end

---@return QuestObjectiveWrapper[]
function QuestDataWrapper:GetObjectives() return end

---@return gameJournalQuest
function QuestDataWrapper:GetQuest() return end

---@return gameJournalEntryState
function QuestDataWrapper:GetStatus() return end

---@return String
function QuestDataWrapper:GetTitle() return end

---@return gameJournalQuestType
function QuestDataWrapper:GetType() return end

---@return Bool
function QuestDataWrapper:HasBriefing() return end

---@param journalManager gameJournalManager
---@param currQuest gameJournalQuest
---@param title String
---@param description String
---@param links gameJournalEntry[]
---@param questObjectives QuestObjectiveWrapper[]
---@param questStatus gameJournalEntryState
---@param isTracked Bool
---@param uniqueId Int32
---@param recommendedLevel Int32
---@param isNew Bool
---@param district gamedataDistrict_Record
function QuestDataWrapper:Init(journalManager, currQuest, title, description, links, questObjectives, questStatus, isTracked, uniqueId, recommendedLevel, isNew, district) return end

---@return Bool
function QuestDataWrapper:IsNew() return end

---@return Bool
function QuestDataWrapper:IsOptional() return end

---@return Bool
function QuestDataWrapper:IsTracked() return end

---@return Bool
function QuestDataWrapper:IsTrackedInHierarchy() return end

---@return String
function QuestDataWrapper:ToString() return end

---@param value Bool
function QuestDataWrapper:UpdateIsNew(value) return end

---@class QuestDecreaseNumber : ActionBool
QuestDecreaseNumber = {}

---@return QuestDecreaseNumber
function QuestDecreaseNumber.new() return end

---@param props table
---@return QuestDecreaseNumber
function QuestDecreaseNumber.new(props) return end

function QuestDecreaseNumber:SetProperties() return end

---@class QuestDefaultStation : ActionBool
QuestDefaultStation = {}

---@return QuestDefaultStation
function QuestDefaultStation.new() return end

---@param props table
---@return QuestDefaultStation
function QuestDefaultStation.new(props) return end

function QuestDefaultStation:SetProperties() return end

---@class QuestDetailsObjectiveController : inkWidgetLogicController
---@field objectiveName inkTextWidgetReference
---@field trackingMarker inkWidgetReference
---@field root inkWidgetReference
---@field objective gameJournalQuestObjective
---@field journalManager gameJournalManager
---@field hovered Bool
---@field isTracked Bool
QuestDetailsObjectiveController = {}

---@return QuestDetailsObjectiveController
function QuestDetailsObjectiveController.new() return end

---@param props table
---@return QuestDetailsObjectiveController
function QuestDetailsObjectiveController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function QuestDetailsObjectiveController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function QuestDetailsObjectiveController:OnHoverOver(e) return end

---@return Bool
function QuestDetailsObjectiveController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function QuestDetailsObjectiveController:OnRelease(e) return end

---@param e UpdateTrackedObjectiveEvent
---@return Bool
function QuestDetailsObjectiveController:OnUpdateTrackedObjectiveEvent(e) return end

---@param objective gameJournalQuestObjective
---@param journalManager gameJournalManager
---@param currentCounter Int32
---@param totalCounter Int32
---@param isTracked Bool
function QuestDetailsObjectiveController:Setup(objective, journalManager, currentCounter, totalCounter, isTracked) return end

function QuestDetailsObjectiveController:UpdateState() return end

---@class QuestDetailsPanelController : inkWidgetLogicController
---@field questTitle inkTextWidgetReference
---@field questDescription inkTextWidgetReference
---@field questLevel inkTextWidgetReference
---@field activeObjectives inkCompoundWidgetReference
---@field optionalObjectives inkCompoundWidgetReference
---@field completedObjectives inkCompoundWidgetReference
---@field codexLinksContainer inkCompoundWidgetReference
---@field missionLinksContainer inkCompoundWidgetReference
---@field fluffLinksContainer inkCompoundWidgetReference
---@field mapLinksContainer inkCompoundWidgetReference
---@field missionLinkLine inkCompoundWidgetReference
---@field fluffShardLinkLine inkCompoundWidgetReference
---@field codexLinkLine inkCompoundWidgetReference
---@field contentContainer inkWidgetReference
---@field scrollContainer inkWidgetReference
---@field noSelectedQuestContainer inkWidgetReference
---@field ep1Marker inkWidgetReference
---@field scrollContainerCtrl inkScrollController
---@field currentQuestData gameJournalQuest
---@field journalManager gameJournalManager
---@field shardEntry gameJournalOnscreen
---@field phoneSystem PhoneSystem
---@field mappinSystem gamemappinsMappinSystem
---@field uiSystem gameuiGameSystemUI
---@field trackedObjective gameJournalQuestObjective
---@field canUsePhone Bool
---@field objectiveOffset Float
---@field objectiveActionOffset Float
---@field objectiveActionsCount Int32
QuestDetailsPanelController = {}

---@return QuestDetailsPanelController
function QuestDetailsPanelController.new() return end

---@param props table
---@return QuestDetailsPanelController
function QuestDetailsPanelController.new(props) return end

---@return Bool
function QuestDetailsPanelController:OnInitialize() return end

---@param e UpdateTrackedObjectiveEvent
---@return Bool
function QuestDetailsPanelController:OnUpdateTrackedObjectiveEvent(e) return end

---@param entry gameJournalContainerEntry
---@return Int32
function QuestDetailsPanelController:CalcObjectiveActionsCount(entry) return end

---@return Bool
function QuestDetailsPanelController:HasMultipleActionLinks() return end

---@param objective gameJournalQuestObjective
function QuestDetailsPanelController:PopulateCodexLinks(objective) return end

---@param trackedObjective gameJournalQuestObjective
---@param container inkCompoundWidgetReference
function QuestDetailsPanelController:PopulateObjectiveActionLinks(trackedObjective, container) return end

function QuestDetailsPanelController:PopulateObjectives() return end

---@param value Bool
function QuestDetailsPanelController:SetPhoneAvailable(value) return end

---@param questData gameJournalQuest
---@param journalManager gameJournalManager
---@param phoneSystem PhoneSystem
---@param mappinSystem gamemappinsMappinSystem
---@param uiSystem gameuiGameSystemUI
---@param skipAnimation Bool
function QuestDetailsPanelController:Setup(questData, journalManager, phoneSystem, mappinSystem, uiSystem, skipAnimation) return end

---@param journalEntry gameJournalEntry
---@param journalEntryReplacer gameJournalEntry
function QuestDetailsPanelController:SpawnCodexLink(journalEntry, journalEntryReplacer) return end

---@param contactEntry gameJournalContact
---@param container inkCompoundWidgetReference
---@param inputEnabled Bool
function QuestDetailsPanelController:SpawnContactLink(contactEntry, container, inputEnabled) return end

---@param journalEntry gameJournalOnscreen
function QuestDetailsPanelController:SpawnFluffShardLink(journalEntry) return end

---@param mappinEntry gameJournalQuestMapPinBase
---@param jumpTo Vector3
---@param isTracked Bool
function QuestDetailsPanelController:SpawnMappinLink(mappinEntry, jumpTo, isTracked) return end

---@param childEntry gameJournalEntry
---@param container inkCompoundWidgetReference
---@param inputEnabled Bool
function QuestDetailsPanelController:SpawnMessageLink(childEntry, container, inputEnabled) return end

---@param journalEntry gameJournalQuest
function QuestDetailsPanelController:SpawnQuestLink(journalEntry) return end

---@param journalEntry gameJournalOnscreen
---@param container inkCompoundWidgetReference
---@param inputEnabled Bool
function QuestDetailsPanelController:SpawnShardLink(journalEntry, container, inputEnabled) return end

---@class QuestDisableFixing : ActionBool
QuestDisableFixing = {}

---@return QuestDisableFixing
function QuestDisableFixing.new() return end

---@param props table
---@return QuestDisableFixing
function QuestDisableFixing.new(props) return end

function QuestDisableFixing:SetProperties() return end

---@class QuestDisableInteraction : ActionBool
QuestDisableInteraction = {}

---@return QuestDisableInteraction
function QuestDisableInteraction.new() return end

---@param props table
---@return QuestDisableInteraction
function QuestDisableInteraction.new(props) return end

function QuestDisableInteraction:SetProperties() return end

---@class QuestDisableLiftTravelTimeOverride : ActionBool
QuestDisableLiftTravelTimeOverride = {}

---@return QuestDisableLiftTravelTimeOverride
function QuestDisableLiftTravelTimeOverride.new() return end

---@param props table
---@return QuestDisableLiftTravelTimeOverride
function QuestDisableLiftTravelTimeOverride.new(props) return end

---@param toggle Bool
function QuestDisableLiftTravelTimeOverride:SetProperties(toggle) return end

---@class QuestDisableRadio : ActionBool
QuestDisableRadio = {}

---@return QuestDisableRadio
function QuestDisableRadio.new() return end

---@param props table
---@return QuestDisableRadio
function QuestDisableRadio.new(props) return end

---@param toggle Bool
function QuestDisableRadio:SetProperties(toggle) return end

---@class QuestDisableWardrobeSetRequest : gamePlayerScriptableSystemRequest
---@field blockReequipping Bool
QuestDisableWardrobeSetRequest = {}

---@return QuestDisableWardrobeSetRequest
function QuestDisableWardrobeSetRequest.new() return end

---@param props table
---@return QuestDisableWardrobeSetRequest
function QuestDisableWardrobeSetRequest.new(props) return end

---@class QuestEjectPlayer : ActionBool
QuestEjectPlayer = {}

---@return QuestEjectPlayer
function QuestEjectPlayer.new() return end

---@param props table
---@return QuestEjectPlayer
function QuestEjectPlayer.new(props) return end

function QuestEjectPlayer:SetProperties() return end

---@class QuestEnableFixing : ActionBool
QuestEnableFixing = {}

---@return QuestEnableFixing
function QuestEnableFixing.new() return end

---@param props table
---@return QuestEnableFixing
function QuestEnableFixing.new(props) return end

function QuestEnableFixing:SetProperties() return end

---@class QuestEnableInteraction : ActionBool
QuestEnableInteraction = {}

---@return QuestEnableInteraction
function QuestEnableInteraction.new() return end

---@param props table
---@return QuestEnableInteraction
function QuestEnableInteraction.new(props) return end

function QuestEnableInteraction:SetProperties() return end

---@class QuestEnableLiftTravelTimeOverride : ActionBool
QuestEnableLiftTravelTimeOverride = {}

---@return QuestEnableLiftTravelTimeOverride
function QuestEnableLiftTravelTimeOverride.new() return end

---@param props table
---@return QuestEnableLiftTravelTimeOverride
function QuestEnableLiftTravelTimeOverride.new(props) return end

---@param toggle Bool
function QuestEnableLiftTravelTimeOverride:SetProperties(toggle) return end

---@class QuestEnableWardrobeSetRequest : gamePlayerScriptableSystemRequest
QuestEnableWardrobeSetRequest = {}

---@return QuestEnableWardrobeSetRequest
function QuestEnableWardrobeSetRequest.new() return end

---@param props table
---@return QuestEnableWardrobeSetRequest
function QuestEnableWardrobeSetRequest.new(props) return end

---@class QuestEnterNoAnimation : ActionBool
QuestEnterNoAnimation = {}

---@return QuestEnterNoAnimation
function QuestEnterNoAnimation.new() return end

---@param props table
---@return QuestEnterNoAnimation
function QuestEnterNoAnimation.new(props) return end

function QuestEnterNoAnimation:SetProperties() return end

---@class QuestEnterPlayer : ActionBool
QuestEnterPlayer = {}

---@return QuestEnterPlayer
function QuestEnterPlayer.new() return end

---@param props table
---@return QuestEnterPlayer
function QuestEnterPlayer.new(props) return end

function QuestEnterPlayer:SetProperties() return end

---@class QuestEntryUserData : IScriptable
---@field categoryName CName
---@field entryName CName
---@field recordID TweakDBID
---@field asyncSpawnRequest inkAsyncSpawnRequest
QuestEntryUserData = {}

---@return QuestEntryUserData
function QuestEntryUserData.new() return end

---@param props table
---@return QuestEntryUserData
function QuestEntryUserData.new(props) return end

---@class QuestExecuteTransition : redEvent
---@field transition AreaTypeTransition
QuestExecuteTransition = {}

---@return QuestExecuteTransition
function QuestExecuteTransition.new() return end

---@param props table
---@return QuestExecuteTransition
function QuestExecuteTransition.new(props) return end

---@return String
function QuestExecuteTransition:GetFriendlyDescription() return end

---@class QuestExitNoAnimation : ActionBool
QuestExitNoAnimation = {}

---@return QuestExitNoAnimation
function QuestExitNoAnimation.new() return end

---@param props table
---@return QuestExitNoAnimation
function QuestExitNoAnimation.new(props) return end

function QuestExitNoAnimation:SetProperties() return end

---@class QuestExplode : ActionBool
QuestExplode = {}

---@return QuestExplode
function QuestExplode.new() return end

---@param props table
---@return QuestExplode
function QuestExplode.new(props) return end

function QuestExplode:SetProperties() return end

---@class QuestFluffShardLinkController : BaseCodexLinkController
QuestFluffShardLinkController = {}

---@return QuestFluffShardLinkController
function QuestFluffShardLinkController.new() return end

---@param props table
---@return QuestFluffShardLinkController
function QuestFluffShardLinkController.new(props) return end

---@class QuestFollowTarget : ActionEntityReference
---@field ForcedTarget entEntityID
QuestFollowTarget = {}

---@return QuestFollowTarget
function QuestFollowTarget.new() return end

---@param props table
---@return QuestFollowTarget
function QuestFollowTarget.new(props) return end

function QuestFollowTarget:SetProperties() return end

---@param id entEntityID
function QuestFollowTarget:SetPropertiesFromScripts(id) return end

---@class QuestForceActivate : ActionBool
QuestForceActivate = {}

---@return QuestForceActivate
function QuestForceActivate.new() return end

---@param props table
---@return QuestForceActivate
function QuestForceActivate.new(props) return end

function QuestForceActivate:SetProperties() return end

---@class QuestForceAttitude : ActionName
QuestForceAttitude = {}

---@return QuestForceAttitude
function QuestForceAttitude.new() return end

---@param props table
---@return QuestForceAttitude
function QuestForceAttitude.new(props) return end

---@param atttitudeName CName|string
function QuestForceAttitude:SetProperties(atttitudeName) return end

---@class QuestForceAuthorizationDisabled : ActionBool
QuestForceAuthorizationDisabled = {}

---@return QuestForceAuthorizationDisabled
function QuestForceAuthorizationDisabled.new() return end

---@param props table
---@return QuestForceAuthorizationDisabled
function QuestForceAuthorizationDisabled.new(props) return end

function QuestForceAuthorizationDisabled:SetProperties() return end

---@class QuestForceAuthorizationEnabled : ActionBool
QuestForceAuthorizationEnabled = {}

---@return QuestForceAuthorizationEnabled
function QuestForceAuthorizationEnabled.new() return end

---@param props table
---@return QuestForceAuthorizationEnabled
function QuestForceAuthorizationEnabled.new(props) return end

function QuestForceAuthorizationEnabled:SetProperties() return end

---@class QuestForceCameraZoom : ActionBool
---@field useWorkspot Bool
---@field instant Bool
QuestForceCameraZoom = {}

---@return QuestForceCameraZoom
function QuestForceCameraZoom.new() return end

---@param props table
---@return QuestForceCameraZoom
function QuestForceCameraZoom.new(props) return end

---@return String
function QuestForceCameraZoom:GetTweakDBChoiceRecord() return end

---@return Bool
function QuestForceCameraZoom:IsInstant() return end

---@param enable Bool
---@param instant Bool
function QuestForceCameraZoom:SetProperties(enable, instant) return end

---@param useWorkspot Bool
function QuestForceCameraZoom:SetUseWorkspot(useWorkspot) return end

---@return Bool
function QuestForceCameraZoom:UseWorkspot() return end

---@class QuestForceClearGlass : ActionBool
QuestForceClearGlass = {}

---@return QuestForceClearGlass
function QuestForceClearGlass.new() return end

---@param props table
---@return QuestForceClearGlass
function QuestForceClearGlass.new(props) return end

function QuestForceClearGlass:SetProperties() return end

---@class QuestForceClose : ActionFloat
QuestForceClose = {}

---@return QuestForceClose
function QuestForceClose.new() return end

---@param props table
---@return QuestForceClose
function QuestForceClose.new(props) return end

---@return gamedeviceActionProperty[]
function QuestForceClose:GetProperties() return end

---@return Float
function QuestForceClose:GetValue() return end

---@param speedMultiplier Float
function QuestForceClose:SetProperties(speedMultiplier) return end

---@class QuestForceCloseImmediate : ActionBool
QuestForceCloseImmediate = {}

---@return QuestForceCloseImmediate
function QuestForceCloseImmediate.new() return end

---@param props table
---@return QuestForceCloseImmediate
function QuestForceCloseImmediate.new(props) return end

function QuestForceCloseImmediate:SetProperties() return end

---@class QuestForceCloseScene : ActionBool
QuestForceCloseScene = {}

---@return QuestForceCloseScene
function QuestForceCloseScene.new() return end

---@param props table
---@return QuestForceCloseScene
function QuestForceCloseScene.new(props) return end

function QuestForceCloseScene:SetProperties() return end

---@class QuestForceDeactivate : ActionBool
QuestForceDeactivate = {}

---@return QuestForceDeactivate
function QuestForceDeactivate.new() return end

---@param props table
---@return QuestForceDeactivate
function QuestForceDeactivate.new(props) return end

function QuestForceDeactivate:SetProperties() return end

---@class QuestForceDestructible : ActionBool
QuestForceDestructible = {}

---@return QuestForceDestructible
function QuestForceDestructible.new() return end

---@param props table
---@return QuestForceDestructible
function QuestForceDestructible.new(props) return end

function QuestForceDestructible:SetProperties() return end

---@class QuestForceDetonate : ActionBool
QuestForceDetonate = {}

---@return QuestForceDetonate
function QuestForceDetonate.new() return end

---@param props table
---@return QuestForceDetonate
function QuestForceDetonate.new(props) return end

function QuestForceDetonate:SetProperties() return end

---@class QuestForceDisabled : ActionBool
QuestForceDisabled = {}

---@return QuestForceDisabled
function QuestForceDisabled.new() return end

---@param props table
---@return QuestForceDisabled
function QuestForceDisabled.new(props) return end

function QuestForceDisabled:SetProperties() return end

---@class QuestForceDisconnectPersonalLink : ActionBool
QuestForceDisconnectPersonalLink = {}

---@return QuestForceDisconnectPersonalLink
function QuestForceDisconnectPersonalLink.new() return end

---@param props table
---@return QuestForceDisconnectPersonalLink
function QuestForceDisconnectPersonalLink.new(props) return end

function QuestForceDisconnectPersonalLink:SetProperties() return end

---@class QuestForceEnabled : ActionBool
QuestForceEnabled = {}

---@return QuestForceEnabled
function QuestForceEnabled.new() return end

---@param props table
---@return QuestForceEnabled
function QuestForceEnabled.new(props) return end

function QuestForceEnabled:SetProperties() return end

---@class QuestForceFakeElevatorArrows : ActionBool
QuestForceFakeElevatorArrows = {}

---@return QuestForceFakeElevatorArrows
function QuestForceFakeElevatorArrows.new() return end

---@param props table
---@return QuestForceFakeElevatorArrows
function QuestForceFakeElevatorArrows.new(props) return end

---@param property Bool
function QuestForceFakeElevatorArrows:SetProperties(property) return end

---@class QuestForceGlitch : ActionBool
QuestForceGlitch = {}

---@return QuestForceGlitch
function QuestForceGlitch.new() return end

---@param props table
---@return QuestForceGlitch
function QuestForceGlitch.new(props) return end

function QuestForceGlitch:SetProperties() return end

---@class QuestForceGoToFloor : ActionInt
QuestForceGoToFloor = {}

---@return QuestForceGoToFloor
function QuestForceGoToFloor.new() return end

---@param props table
---@return QuestForceGoToFloor
function QuestForceGoToFloor.new(props) return end

---@param floor Int32
function QuestForceGoToFloor:SetProperties(floor) return end

---@class QuestForceIndestructible : ActionBool
QuestForceIndestructible = {}

---@return QuestForceIndestructible
function QuestForceIndestructible.new() return end

---@param props table
---@return QuestForceIndestructible
function QuestForceIndestructible.new(props) return end

function QuestForceIndestructible:SetProperties() return end

---@class QuestForceInvulnerable : ActionBool
QuestForceInvulnerable = {}

---@return QuestForceInvulnerable
function QuestForceInvulnerable.new() return end

---@param props table
---@return QuestForceInvulnerable
function QuestForceInvulnerable.new(props) return end

function QuestForceInvulnerable:SetProperties() return end

---@class QuestForceJuryrigTrapArmed : ActionBool
QuestForceJuryrigTrapArmed = {}

---@return QuestForceJuryrigTrapArmed
function QuestForceJuryrigTrapArmed.new() return end

---@param props table
---@return QuestForceJuryrigTrapArmed
function QuestForceJuryrigTrapArmed.new(props) return end

function QuestForceJuryrigTrapArmed:SetProperties() return end

---@class QuestForceJuryrigTrapDeactivated : ActionBool
QuestForceJuryrigTrapDeactivated = {}

---@return QuestForceJuryrigTrapDeactivated
function QuestForceJuryrigTrapDeactivated.new() return end

---@param props table
---@return QuestForceJuryrigTrapDeactivated
function QuestForceJuryrigTrapDeactivated.new(props) return end

function QuestForceJuryrigTrapDeactivated:SetProperties() return end

---@class QuestForceLock : ActionBool
QuestForceLock = {}

---@return QuestForceLock
function QuestForceLock.new() return end

---@param props table
---@return QuestForceLock
function QuestForceLock.new(props) return end

function QuestForceLock:SetProperties() return end

---@class QuestForceOFF : ActionBool
QuestForceOFF = {}

---@return QuestForceOFF
function QuestForceOFF.new() return end

---@param props table
---@return QuestForceOFF
function QuestForceOFF.new(props) return end

function QuestForceOFF:SetProperties() return end

---@class QuestForceON : ActionBool
QuestForceON = {}

---@return QuestForceON
function QuestForceON.new() return end

---@param props table
---@return QuestForceON
function QuestForceON.new(props) return end

function QuestForceON:SetProperties() return end

---@class QuestForceOpen : ActionBool
QuestForceOpen = {}

---@return QuestForceOpen
function QuestForceOpen.new() return end

---@param props table
---@return QuestForceOpen
function QuestForceOpen.new(props) return end

function QuestForceOpen:SetProperties() return end

---@class QuestForceOpenScene : ActionBool
QuestForceOpenScene = {}

---@return QuestForceOpenScene
function QuestForceOpenScene.new() return end

---@param props table
---@return QuestForceOpenScene
function QuestForceOpenScene.new(props) return end

function QuestForceOpenScene:SetProperties() return end

---@class QuestForceOverheat : ActionBool
QuestForceOverheat = {}

---@return QuestForceOverheat
function QuestForceOverheat.new() return end

---@param props table
---@return QuestForceOverheat
function QuestForceOverheat.new(props) return end

function QuestForceOverheat:SetProperties() return end

---@class QuestForcePersonalLinkUnderStrictQuestControl : ActionBool
QuestForcePersonalLinkUnderStrictQuestControl = {}

---@return QuestForcePersonalLinkUnderStrictQuestControl
function QuestForcePersonalLinkUnderStrictQuestControl.new() return end

---@param props table
---@return QuestForcePersonalLinkUnderStrictQuestControl
function QuestForcePersonalLinkUnderStrictQuestControl.new(props) return end

function QuestForcePersonalLinkUnderStrictQuestControl:SetProperties() return end

---@class QuestForcePower : ActionBool
QuestForcePower = {}

---@return QuestForcePower
function QuestForcePower.new() return end

---@param props table
---@return QuestForcePower
function QuestForcePower.new(props) return end

function QuestForcePower:SetProperties() return end

---@class QuestForceReload : ActionBool
QuestForceReload = {}

---@return QuestForceReload
function QuestForceReload.new() return end

---@param props table
---@return QuestForceReload
function QuestForceReload.new(props) return end

function QuestForceReload:SetProperties() return end

---@class QuestForceReplaceStreamWithVideo : ActionName
QuestForceReplaceStreamWithVideo = {}

---@return QuestForceReplaceStreamWithVideo
function QuestForceReplaceStreamWithVideo.new() return end

---@param props table
---@return QuestForceReplaceStreamWithVideo
function QuestForceReplaceStreamWithVideo.new(props) return end

---@param binkPath CName|string
function QuestForceReplaceStreamWithVideo:SetProperties(binkPath) return end

---@class QuestForceRoadBlockadeActivate : ActionBool
QuestForceRoadBlockadeActivate = {}

---@return QuestForceRoadBlockadeActivate
function QuestForceRoadBlockadeActivate.new() return end

---@param props table
---@return QuestForceRoadBlockadeActivate
function QuestForceRoadBlockadeActivate.new(props) return end

function QuestForceRoadBlockadeActivate:SetProperties() return end

---@class QuestForceRoadBlockadeDeactivate : ActionBool
QuestForceRoadBlockadeDeactivate = {}

---@return QuestForceRoadBlockadeDeactivate
function QuestForceRoadBlockadeDeactivate.new() return end

---@param props table
---@return QuestForceRoadBlockadeDeactivate
function QuestForceRoadBlockadeDeactivate.new(props) return end

function QuestForceRoadBlockadeDeactivate:SetProperties() return end

---@class QuestForceScanEffect : ActionBool
QuestForceScanEffect = {}

---@return QuestForceScanEffect
function QuestForceScanEffect.new() return end

---@param props table
---@return QuestForceScanEffect
function QuestForceScanEffect.new(props) return end

function QuestForceScanEffect:SetProperties() return end

---@class QuestForceScanEffectStop : ActionBool
QuestForceScanEffectStop = {}

---@return QuestForceScanEffectStop
function QuestForceScanEffectStop.new() return end

---@param props table
---@return QuestForceScanEffectStop
function QuestForceScanEffectStop.new(props) return end

function QuestForceScanEffectStop:SetProperties() return end

---@class QuestForceSeal : ActionBool
QuestForceSeal = {}

---@return QuestForceSeal
function QuestForceSeal.new() return end

---@param props table
---@return QuestForceSeal
function QuestForceSeal.new(props) return end

function QuestForceSeal:SetProperties() return end

---@class QuestForceSecuritySystemAlarmed : ActionBool
QuestForceSecuritySystemAlarmed = {}

---@return QuestForceSecuritySystemAlarmed
function QuestForceSecuritySystemAlarmed.new() return end

---@param props table
---@return QuestForceSecuritySystemAlarmed
function QuestForceSecuritySystemAlarmed.new(props) return end

function QuestForceSecuritySystemAlarmed:SetProperties() return end

---@class QuestForceSecuritySystemArmed : ActionBool
QuestForceSecuritySystemArmed = {}

---@return QuestForceSecuritySystemArmed
function QuestForceSecuritySystemArmed.new() return end

---@param props table
---@return QuestForceSecuritySystemArmed
function QuestForceSecuritySystemArmed.new(props) return end

function QuestForceSecuritySystemArmed:SetProperties() return end

---@class QuestForceSecuritySystemSafe : ActionBool
QuestForceSecuritySystemSafe = {}

---@return QuestForceSecuritySystemSafe
function QuestForceSecuritySystemSafe.new() return end

---@param props table
---@return QuestForceSecuritySystemSafe
function QuestForceSecuritySystemSafe.new(props) return end

function QuestForceSecuritySystemSafe:SetProperties() return end

---@class QuestForceStopReplacingStream : ActionBool
QuestForceStopReplacingStream = {}

---@return QuestForceStopReplacingStream
function QuestForceStopReplacingStream.new() return end

---@param props table
---@return QuestForceStopReplacingStream
function QuestForceStopReplacingStream.new(props) return end

function QuestForceStopReplacingStream:SetProperties() return end

---@class QuestForceStopTakeControlOverCamera : ActionBool
QuestForceStopTakeControlOverCamera = {}

---@return QuestForceStopTakeControlOverCamera
function QuestForceStopTakeControlOverCamera.new() return end

---@param props table
---@return QuestForceStopTakeControlOverCamera
function QuestForceStopTakeControlOverCamera.new(props) return end

function QuestForceStopTakeControlOverCamera:SetProperties() return end

---@class QuestForceTakeControlOverCamera : ActionBool
QuestForceTakeControlOverCamera = {}

---@return QuestForceTakeControlOverCamera
function QuestForceTakeControlOverCamera.new() return end

---@param props table
---@return QuestForceTakeControlOverCamera
function QuestForceTakeControlOverCamera.new(props) return end

function QuestForceTakeControlOverCamera:SetProperties() return end

---@class QuestForceTakeControlOverCameraWithChain : ActionBool
QuestForceTakeControlOverCameraWithChain = {}

---@return QuestForceTakeControlOverCameraWithChain
function QuestForceTakeControlOverCameraWithChain.new() return end

---@param props table
---@return QuestForceTakeControlOverCameraWithChain
function QuestForceTakeControlOverCameraWithChain.new(props) return end

function QuestForceTakeControlOverCameraWithChain:SetProperties() return end

---@class QuestForceTeleportToFloor : ActionInt
QuestForceTeleportToFloor = {}

---@return QuestForceTeleportToFloor
function QuestForceTeleportToFloor.new() return end

---@param props table
---@return QuestForceTeleportToFloor
function QuestForceTeleportToFloor.new(props) return end

---@param floor Int32
function QuestForceTeleportToFloor:SetProperties(floor) return end

---@class QuestForceTintGlass : ActionBool
QuestForceTintGlass = {}

---@return QuestForceTintGlass
function QuestForceTintGlass.new() return end

---@param props table
---@return QuestForceTintGlass
function QuestForceTintGlass.new(props) return end

function QuestForceTintGlass:SetProperties() return end

---@class QuestForceUnlock : ActionBool
QuestForceUnlock = {}

---@return QuestForceUnlock
function QuestForceUnlock.new() return end

---@param props table
---@return QuestForceUnlock
function QuestForceUnlock.new(props) return end

function QuestForceUnlock:SetProperties() return end

---@class QuestForceUnpower : ActionBool
QuestForceUnpower = {}

---@return QuestForceUnpower
function QuestForceUnpower.new() return end

---@param props table
---@return QuestForceUnpower
function QuestForceUnpower.new(props) return end

function QuestForceUnpower:SetProperties() return end

---@class QuestForceUnseal : ActionBool
QuestForceUnseal = {}

---@return QuestForceUnseal
function QuestForceUnseal.new() return end

---@param props table
---@return QuestForceUnseal
function QuestForceUnseal.new(props) return end

function QuestForceUnseal:SetProperties() return end

---@class QuestGoToFloor : ActionInt
QuestGoToFloor = {}

---@return QuestGoToFloor
function QuestGoToFloor.new() return end

---@param props table
---@return QuestGoToFloor
function QuestGoToFloor.new(props) return end

---@param floor Int32
function QuestGoToFloor:SetProperties(floor) return end

---@class QuestHangUpCall : ActionBool
QuestHangUpCall = {}

---@return QuestHangUpCall
function QuestHangUpCall.new() return end

---@param props table
---@return QuestHangUpCall
function QuestHangUpCall.new(props) return end

function QuestHangUpCall:SetProperties() return end

---@class QuestHideFloor : ActionInt
QuestHideFloor = {}

---@return QuestHideFloor
function QuestHideFloor.new() return end

---@param props table
---@return QuestHideFloor
function QuestHideFloor.new(props) return end

---@param floor Int32
function QuestHideFloor:SetProperties(floor) return end

---@class QuestHideSlotRequest : gamePlayerScriptableSystemRequest
---@field slot gamedataEquipmentArea
QuestHideSlotRequest = {}

---@return QuestHideSlotRequest
function QuestHideSlotRequest.new() return end

---@param props table
---@return QuestHideSlotRequest
function QuestHideSlotRequest.new(props) return end

---@class QuestIdle : ActionBool
QuestIdle = {}

---@return QuestIdle
function QuestIdle.new() return end

---@param props table
---@return QuestIdle
function QuestIdle.new(props) return end

function QuestIdle:SetProperties() return end

---@class QuestIllegalActionAreaNotification : redEvent
---@field revealPlayerSettings RevealPlayerSettings
QuestIllegalActionAreaNotification = {}

---@return QuestIllegalActionAreaNotification
function QuestIllegalActionAreaNotification.new() return end

---@param props table
---@return QuestIllegalActionAreaNotification
function QuestIllegalActionAreaNotification.new(props) return end

---@return String
function QuestIllegalActionAreaNotification:GetFriendlyDescription() return end

---@class QuestIllegalActionNotification : QuestSecuritySystemInput
QuestIllegalActionNotification = {}

---@return QuestIllegalActionNotification
function QuestIllegalActionNotification.new() return end

---@param props table
---@return QuestIllegalActionNotification
function QuestIllegalActionNotification.new(props) return end

---@return String
function QuestIllegalActionNotification:GetFriendlyDescription() return end

---@class QuestIncreaseNumber : ActionBool
QuestIncreaseNumber = {}

---@return QuestIncreaseNumber
function QuestIncreaseNumber.new() return end

---@param props table
---@return QuestIncreaseNumber
function QuestIncreaseNumber.new(props) return end

function QuestIncreaseNumber:SetProperties() return end

---@class QuestItemController : inkButtonController
---@field QuestTitle inkTextWidgetReference
---@field QuestStatus inkTextWidgetReference
---@field QuestIcon inkImageWidgetReference
---@field TrackedIcon inkImageWidgetReference
---@field NewIcon inkImageWidgetReference
---@field FrameBackground_On inkImageWidgetReference
---@field FrameBackground_Off inkImageWidgetReference
---@field FrameFluff_On inkImageWidgetReference
---@field FrameFluff_Off inkImageWidgetReference
---@field Folder_On inkImageWidgetReference
---@field Folder_Off inkImageWidgetReference
---@field StyleRoot inkWidgetReference
---@field ToTrack ABaseQuestObjectiveWrapper
---@field DefaultStateName CName
---@field MarkedStateName CName
---@field QuestObjectiveData ABaseQuestObjectiveWrapper
---@field QuestData QuestDataWrapper
QuestItemController = {}

---@return QuestItemController
function QuestItemController.new() return end

---@param props table
---@return QuestItemController
function QuestItemController.new(props) return end

---@return Bool
function QuestItemController:OnInitialize() return end

---@return ABaseQuestObjectiveWrapper
function QuestItemController:GetObjectiveData() return end

---@return QuestDataWrapper
function QuestItemController:GetQuestData() return end

---@return String
function QuestItemController:GetQuestStatus() return end

function QuestItemController:HideNewIcon() return end

function QuestItemController:MarkAsActive() return end

---@param force Bool
function QuestItemController:RefreshTrackedStyle(force) return end

---@param currQuest QuestDataWrapper
function QuestItemController:SetQuestData(currQuest) return end

---@class QuestListController : inkWidgetLogicController
---@field CategoryName inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field QuestListRef inkCompoundWidgetReference
---@field QuestType gameJournalQuestType
---@field QuestItems QuestItemController[]
---@field LastQuestData QuestDataWrapper
QuestListController = {}

---@return QuestListController
function QuestListController.new() return end

---@param props table
---@return QuestListController
function QuestListController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function QuestListController:OnButtonRelease(e) return end

---@param controller inkButtonController
---@return Bool
function QuestListController:OnQuestItemClick(controller) return end

---@param questData QuestDataWrapper
---@param active Bool
function QuestListController:AddQuest(questData, active) return end

---@param questData QuestDataWrapper
---@return Bool
function QuestListController:CanAddQuest(questData) return end

function QuestListController:Clear() return end

---@return QuestDataWrapper
function QuestListController:GetLastQuestData() return end

---@param questType gameJournalQuestType
---@param questTypeLocTag String
function QuestListController:Setup(questType, questTypeLocTag) return end

---@class QuestListDistanceData : IScriptable
---@field objective gameJournalQuestObjective
---@field distance Float
QuestListDistanceData = {}

---@return QuestListDistanceData
function QuestListDistanceData.new() return end

---@param props table
---@return QuestListDistanceData
function QuestListDistanceData.new(props) return end

---@class QuestListFilterButtonController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field counter inkTextWidgetReference
---@field filterType QuestListItemType
---@field hovered Bool
---@field active Bool
QuestListFilterButtonController = {}

---@return QuestListFilterButtonController
function QuestListFilterButtonController.new() return end

---@param props table
---@return QuestListFilterButtonController
function QuestListFilterButtonController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function QuestListFilterButtonController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function QuestListFilterButtonController:OnHoverOver(evt) return end

---@return Bool
function QuestListFilterButtonController:OnInitialize() return end

---@return QuestListItemType
function QuestListFilterButtonController:GetType() return end

---@return Bool
function QuestListFilterButtonController:IsVisible() return end

---@param active Bool
function QuestListFilterButtonController:SetActive(active) return end

---@param count Int32
function QuestListFilterButtonController:SetCounter(count) return end

---@param filterType QuestListItemType
function QuestListFilterButtonController:SetData(filterType) return end

function QuestListFilterButtonController:UpdateState() return end

---@class QuestListGameController : gameuiHUDGameController
---@field entryList inkVerticalPanelWidgetReference
---@field scanPulse inkCompoundWidgetReference
---@field optionalHeader inkWidgetReference
---@field toDoHeader inkWidgetReference
---@field optionalList inkVerticalPanelWidgetReference
---@field nonOptionalList inkVerticalPanelWidgetReference
---@field entryControllers inkScriptDynArray
---@field scanPulseAnimProxy inkanimProxy
---@field stateChangesBlackboardId Uint32
---@field trackedChangesBlackboardId Uint32
---@field JournalWrapper JournalWrapper
---@field player gameObject
---@field optionalHeaderController QuestListHeaderLogicController
---@field toDoHeaderController QuestListHeaderLogicController
---@field lastNonOptionalObjective QuestObjectiveWrapper
QuestListGameController = {}

---@return QuestListGameController
function QuestListGameController.new() return end

---@param props table
---@return QuestListGameController
function QuestListGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function QuestListGameController:OnAction(action, consumer) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestListGameController:OnCounterChanged(hash, className, notifyOption, changeType) return end

---@return Bool
function QuestListGameController:OnInitialize() return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestListGameController:OnObjectiveIsOptionalChanged(hash, className, notifyOption, changeType) return end

---@param entryWidget inkWidget
---@return Bool
function QuestListGameController:OnRemoveEntry(entryWidget) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestListGameController:OnStateChanges(hash, className, notifyOption, changeType) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestListGameController:OnTrackedEntryChanges(hash, className, notifyOption, changeType) return end

---@return Bool
function QuestListGameController:OnUninitialize() return end

---@param inData ABaseWrapper
---@return UIObjectiveEntryData
function QuestListGameController:BuildEntryData(inData) return end

---@param entryId Int32
---@return ObjectiveEntryLogicController
function QuestListGameController:FindEntry(entryId) return end

---@param entryType UIObjectiveEntryType
---@param parent ObjectiveEntryLogicController
---@return Int32
function QuestListGameController:FindNewEntryIndex(entryType, parent) return end

---@param id Int32
---@param entryType UIObjectiveEntryType
---@param parent ObjectiveEntryLogicController
---@param isOptional Bool
---@return ObjectiveEntryLogicController
function QuestListGameController:GetOrCreateEntry(id, entryType, parent, isOptional) return end

---@param entryWidget inkWidget
function QuestListGameController:RemoveEntry(entryWidget) return end

---@param entryType UIObjectiveEntryType
---@return Bool
function QuestListGameController:ShouldDisplayEntry(entryType) return end

function QuestListGameController:UpdateEntries() return end

---@param objectiveData QuestObjectiveWrapper
---@param parent ObjectiveEntryLogicController
---@param isParentTracked Bool
function QuestListGameController:UpdateObjective(objectiveData, parent, isParentTracked) return end

---@param questData QuestDataWrapper
---@param parent ObjectiveEntryLogicController
---@param isParentTracked Bool
---@return Bool
function QuestListGameController:UpdateObjectives(questData, parent, isParentTracked) return end

---@param questData QuestDataWrapper
---@return Bool
function QuestListGameController:UpdateQuest(questData) return end

---@param subObjectiveData QuestSubObjectiveWrapper
---@param parent ObjectiveEntryLogicController
---@param isParentTracked Bool
function QuestListGameController:UpdateSubObjective(subObjectiveData, parent, isParentTracked) return end

---@param questData QuestObjectiveWrapper
---@param parent ObjectiveEntryLogicController
---@param isParentTracked Bool
function QuestListGameController:UpdateSubObjectives(questData, parent, isParentTracked) return end

---@class QuestListHeaderClicked : redEvent
---@field questType Int32
QuestListHeaderClicked = {}

---@return QuestListHeaderClicked
function QuestListHeaderClicked.new() return end

---@param props table
---@return QuestListHeaderClicked
function QuestListHeaderClicked.new(props) return end

---@class QuestListHeaderData : IScriptable
---@field type Int32
---@field nameLocKey CName
QuestListHeaderData = {}

---@return QuestListHeaderData
function QuestListHeaderData.new() return end

---@param props table
---@return QuestListHeaderData
function QuestListHeaderData.new(props) return end

---@class QuestListHeaderLogicController : inkWidgetLogicController
---@field label inkTextWidgetReference
QuestListHeaderLogicController = {}

---@return QuestListHeaderLogicController
function QuestListHeaderLogicController.new() return end

---@param props table
---@return QuestListHeaderLogicController
function QuestListHeaderLogicController.new(props) return end

---@param text String
function QuestListHeaderLogicController:SetLabel(text) return end

---@class QuestListItemData : IScriptable
---@field questType QuestListItemType
---@field lastUpdateTimestamp GameTime
---@field isTrackedQuest Bool
---@field isOpenedQuest Bool
---@field questData gameJournalQuest
---@field journalManager gameJournalManager
---@field playerLevel Int32
---@field recommendedLevel Int32
---@field State gameJournalEntryState
---@field distance Float
---@field distancesFetched Bool
---@field objectivesDistances QuestListDistanceData[]
QuestListItemData = {}

---@return QuestListItemData
function QuestListItemData.new() return end

---@param props table
---@return QuestListItemData
function QuestListItemData.new(props) return end

---@return QuestListDistanceData[]
function QuestListItemData:GetDistances() return end

---@return Int32
function QuestListItemData:GetEntryHash() return end

---@return gameJournalQuestObjective
function QuestListItemData:GetFirstObjective() return end

---@return QuestListDistanceData
function QuestListItemData:GetNearestDistance() return end

---@return QuestListItemType
function QuestListItemData:GetQuestType() return end

---@return QuestListDistanceData
function QuestListItemData:GetTrackedOrNearest() return end

function QuestListItemData:QuestLastUpdateTime() return end

function QuestListItemData:SetVisited() return end

---@return Bool
function QuestListItemData:isDone() return end

---@return Bool
function QuestListItemData:isVisited() return end

---@class QuestListItemHoverOutEvent : redEvent
QuestListItemHoverOutEvent = {}

---@return QuestListItemHoverOutEvent
function QuestListItemHoverOutEvent.new() return end

---@param props table
---@return QuestListItemHoverOutEvent
function QuestListItemHoverOutEvent.new(props) return end

---@class QuestListItemHoverOverEvent : redEvent
---@field isQuestResolved Bool
QuestListItemHoverOverEvent = {}

---@return QuestListItemHoverOverEvent
function QuestListItemHoverOverEvent.new() return end

---@param props table
---@return QuestListItemHoverOverEvent
function QuestListItemHoverOverEvent.new(props) return end

---@class QuestListVirtualController : inkVirtualListController
---@field dataView QuestListVirtualDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field classifier QuestListVirtualTemplateClassifier
---@field controller QuestMissionLinkController
---@field uiScriptableSystem UIScriptableSystem
---@field questSortType QuestListSortType
QuestListVirtualController = {}

---@return QuestListVirtualController
function QuestListVirtualController.new() return end

---@param props table
---@return QuestListVirtualController
function QuestListVirtualController.new(props) return end

---@return Bool
function QuestListVirtualController:OnInitialize() return end

---@param evt ScrollToJournalEntryEvent
---@return Bool
function QuestListVirtualController:OnScrollToJournalEntry(evt) return end

---@return Bool
function QuestListVirtualController:OnUninitialize() return end

function QuestListVirtualController:DisableSorting() return end

function QuestListVirtualController:EnableSorting() return end

---@param idx Uint32
---@param questRecord gameJournalQuest
function QuestListVirtualController:ForceSelectIndex(idx, questRecord) return end

---@return Int32
function QuestListVirtualController:GetDataSize() return end

---@return QuestListSortType
function QuestListVirtualController:GetQuestSortType() return end

---@return Bool
function QuestListVirtualController:IsSortingEnabled() return end

---@param questHash Int32
function QuestListVirtualController:SelectItemByHash(questHash) return end

---@param data IScriptable[]
---@param sortOnce Bool
function QuestListVirtualController:SetData(data, sortOnce) return end

---@param type QuestListItemType
function QuestListVirtualController:SetFilter(type) return end

---@param cycleSortType Bool
function QuestListVirtualController:SortQuests(cycleSortType) return end

---@class QuestListVirtualDataView : inkScriptableDataViewWrapper
---@field filterType QuestListItemType
---@field compareBuilder CompareBuilder
---@field currentQuestSortType QuestListSortType
QuestListVirtualDataView = {}

---@return QuestListVirtualDataView
function QuestListVirtualDataView.new() return end

---@param props table
---@return QuestListVirtualDataView
function QuestListVirtualDataView.new(props) return end

---@param data IScriptable
---@return Bool
function QuestListVirtualDataView:FilterItem(data) return end

---@param type QuestListItemType
function QuestListVirtualDataView:SetFilter(type) return end

---@param type QuestListSortType
function QuestListVirtualDataView:SetSortType(type) return end

function QuestListVirtualDataView:Setup() return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function QuestListVirtualDataView:SortItem(left, right) return end

---@class QuestListVirtualTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
QuestListVirtualTemplateClassifier = {}

---@return QuestListVirtualTemplateClassifier
function QuestListVirtualTemplateClassifier.new() return end

---@param props table
---@return QuestListVirtualTemplateClassifier
function QuestListVirtualTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function QuestListVirtualTemplateClassifier:ClassifyItem(data) return end

---@class QuestLogUtils : IScriptable
QuestLogUtils = {}

---@return gameJournalRequestStateFilter
function QuestLogUtils.GetDefaultFilter() return end

---@param journalManager gameJournalManager
---@param entry gameJournalContainerEntry
---@return gameJournalQuestDescription[]
function QuestLogUtils.GetDescriptions(journalManager, entry) return end

---@return gameJournalRequestStateFilter
function QuestLogUtils.GetFailedFilter() return end

---@param journalManager gameJournalManager
---@param firstObjective gameJournalQuestObjective
---@return TweakDBID
function QuestLogUtils.GetFixerData(journalManager, firstObjective) return end

---@param playerLevel Int32
---@param targetLevel Int32
---@return CName
function QuestLogUtils.GetLevelState(playerLevel, targetLevel) return end

---@return gameJournalRequestStateFilter
function QuestLogUtils.GetObjectiveFilter() return end

---@return gameJournalRequestStateFilter
function QuestLogUtils.GetSuccessFilter() return end

---@param playerLevel Int32
---@param targetLevel Int32
---@return String
function QuestLogUtils.GetThreatText(playerLevel, targetLevel) return end

---@param journalManager gameJournalManager
---@param entry gameJournalContainerEntry
---@param filter gameJournalRequestStateFilter
---@return gameJournalEntry[]
function QuestLogUtils.Unpack(journalManager, entry, filter) return end

---@param journalManager gameJournalManager
---@param entry gameJournalContainerEntry
---@param result gameJournalEntry[]
function QuestLogUtils.UnpackRecursive(journalManager, entry, result) return end

---@param journalManager gameJournalManager
---@param entry gameJournalContainerEntry
---@param filter gameJournalRequestStateFilter
---@param result gameJournalEntry[]
---@param includeInactive Bool
function QuestLogUtils.UnpackRecursiveWithFilter(journalManager, entry, filter, result, includeInactive) return end

---@class QuestLookAtTarget : ActionEntityReference
---@field ForcedTarget entEntityID
QuestLookAtTarget = {}

---@return QuestLookAtTarget
function QuestLookAtTarget.new() return end

---@param props table
---@return QuestLookAtTarget
function QuestLookAtTarget.new(props) return end

function QuestLookAtTarget:SetProperties() return end

---@param id entEntityID
function QuestLookAtTarget:SetPropertiesFromScripts(id) return end

---@class QuestMappinController : gameuiQuestMappinController
---@field arrowCanvas inkWidgetReference
---@field arrowPart inkWidgetReference
---@field selector inkWidgetReference
---@field scanningDiamond inkWidgetReference
---@field portalIcon inkWidgetReference
---@field aboveWidget inkWidget
---@field belowWidget inkWidget
---@field mappin gamemappinsIMappin
---@field questMappin gamemappinsQuestMappin
---@field runtimeMappin gamemappinsRuntimeMappin
---@field root inkCompoundWidget
---@field isMainQuest Bool
---@field shouldHideWhenClamped Bool
---@field isCompletedPhase Bool
---@field animProxy inkanimProxy
---@field animOptions inkanimPlaybackOptions
---@field vehicleAlreadySummonedTime EngineTime
---@field vehiclePulseTimeSecs Float
---@field vehicleMappinComponent VehicleMappinComponent
QuestMappinController = {}

---@return QuestMappinController
function QuestMappinController.new() return end

---@param props table
---@return QuestMappinController
function QuestMappinController.new(props) return end

---@return Bool
function QuestMappinController:OnInitialize() return end

---@return Bool
function QuestMappinController:OnIntro() return end

---@param isNameplateVisible Bool
---@param nameplateController gameuiNpcNameplateGameController
---@return Bool
function QuestMappinController:OnNameplate(isNameplateVisible, nameplateController) return end

---@return Bool
function QuestMappinController:OnUninitialize() return end

---@return Bool
function QuestMappinController:OnUpdate() return end

---@return CName
function QuestMappinController:ComputeRootState() return end

---@return gamedataMappinVariant
function QuestMappinController:GetMappinVarient() return end

---@return EMappinVisualState
function QuestMappinController:GetMappinVisualState() return end

---@return gamedataQuality
function QuestMappinController:GetQuality() return end

---@return GameplayRoleMappinData
function QuestMappinController:GetVisualData() return end

---@return Bool
function QuestMappinController:IsBroken() return end

---@return Bool
function QuestMappinController:IsIconic() return end

---@return Bool
function QuestMappinController:IsQuest() return end

---@return Bool
function QuestMappinController:IsTagged() return end

---@return Bool
function QuestMappinController:IsVisibleThruWalls() return end

function QuestMappinController:OnVehicleAreadySummoned() return end

---@param flag Bool
function QuestMappinController:SetShouldHideWhenClamped(flag) return end

function QuestMappinController:UpdateAboveBelowVerticalRelation() return end

function QuestMappinController:UpdateIcon() return end

function QuestMappinController:UpdateVisibility() return end

---@class QuestMappinHighlightEvent : redEvent
---@field hash Uint32
QuestMappinHighlightEvent = {}

---@return QuestMappinHighlightEvent
function QuestMappinHighlightEvent.new() return end

---@param props table
---@return QuestMappinHighlightEvent
function QuestMappinHighlightEvent.new(props) return end

---@class QuestMappinLinkController : BaseCodexLinkController
---@field mappinEntry gameJournalQuestMapPinBase
---@field mappinEntryHash gameJournalQuestMapPinBase
---@field jumpTo Vector3
---@field hash Int32
---@field isTracked Bool
QuestMappinLinkController = {}

---@return QuestMappinLinkController
function QuestMappinLinkController.new() return end

---@param props table
---@return QuestMappinLinkController
function QuestMappinLinkController.new(props) return end

---@param e ActivateMapLink
---@return Bool
function QuestMappinLinkController:OnActivateLink(e) return end

function QuestMappinLinkController:Activate() return end

---@param mappinEntry gameJournalQuestMapPinBase
---@param mappinHash Int32
---@param jumpTo Vector3
---@param isTracked Bool
function QuestMappinLinkController:Setup(mappinEntry, mappinHash, jumpTo, isTracked) return end

---@class QuestMessageLinkController : BaseCodexLinkController
---@field contactEntry gameJournalContact
---@field messageEntry gameJournalPhoneMessage
---@field journalManager gameJournalManager
---@field childEntry gameJournalEntry
---@field conversation gameJournalPhoneConversation
---@field phoneSystem PhoneSystem
QuestMessageLinkController = {}

---@return QuestMessageLinkController
function QuestMessageLinkController.new() return end

---@param props table
---@return QuestMessageLinkController
function QuestMessageLinkController.new(props) return end

---@param e ActivateLink
---@return Bool
function QuestMessageLinkController:OnActivateLink(e) return end

function QuestMessageLinkController:Activate() return end

function QuestMessageLinkController:CloseHubMenu() return end

---@param childEntry gameJournalEntry
---@param journalManager gameJournalManager
---@param phoneSystem PhoneSystem
function QuestMessageLinkController:Setup(childEntry, journalManager, phoneSystem) return end

function QuestMessageLinkController:ShowSmsMessenger() return end

---@class QuestMessageSelector : ScreenMessageSelector
---@field recordID TweakDBID
QuestMessageSelector = {}

---@return QuestMessageSelector
function QuestMessageSelector.new() return end

---@param props table
---@return QuestMessageSelector
function QuestMessageSelector.new(props) return end

---@return TweakDBID
function QuestMessageSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function QuestMessageSelector:SetRecordID(recordID) return end

---@class QuestMissionLinkController : BaseCodexLinkController
---@field linkContainer inkWidgetReference
---@field title inkTextWidgetReference
---@field description inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field journalManager gameJournalManager
---@field questEntry gameJournalQuest
---@field questState gameJournalEntryState
---@field questEntryHash Int32
QuestMissionLinkController = {}

---@return QuestMissionLinkController
function QuestMissionLinkController.new() return end

---@param props table
---@return QuestMissionLinkController
function QuestMissionLinkController.new(props) return end

---@param filterType gameJournalQuestType
---@return CName
function QuestMissionLinkController.GetIcon(filterType) return end

---@param filterType gameJournalQuestType
---@return CName
function QuestMissionLinkController.GetState(filterType) return end

---@param e ActivateLink
---@return Bool
function QuestMissionLinkController:OnActivateLink(e) return end

---@param e inkPointerEvent
---@return Bool
function QuestMissionLinkController:OnRelease(e) return end

function QuestMissionLinkController:Activate() return end

---@return gameJournalQuestObjective
function QuestMissionLinkController:GetFirstObjective() return end

---@param journalEntry gameJournalQuest
---@param journalManager gameJournalManager
function QuestMissionLinkController:Setup(journalEntry, journalManager) return end

---@class QuestModifyFilters : redEvent
---@field incomingFilters EQuestFilterType
---@field outgoingFilters EQuestFilterType
QuestModifyFilters = {}

---@return QuestModifyFilters
function QuestModifyFilters.new() return end

---@param props table
---@return QuestModifyFilters
function QuestModifyFilters.new(props) return end

---@class QuestMoveToFloor : ActionInt
QuestMoveToFloor = {}

---@return QuestMoveToFloor
function QuestMoveToFloor.new() return end

---@param props table
---@return QuestMoveToFloor
function QuestMoveToFloor.new(props) return end

---@param floor Int32
function QuestMoveToFloor:SetProperties(floor) return end

---@class QuestMoveToNextFloor : ActionBool
---@field floor NodeRef
QuestMoveToNextFloor = {}

---@return QuestMoveToNextFloor
function QuestMoveToNextFloor.new() return end

---@param props table
---@return QuestMoveToNextFloor
function QuestMoveToNextFloor.new(props) return end

function QuestMoveToNextFloor:SetProperties() return end

---@class QuestMoveToPrevFloor : ActionBool
---@field floor NodeRef
QuestMoveToPrevFloor = {}

---@return QuestMoveToPrevFloor
function QuestMoveToPrevFloor.new() return end

---@param props table
---@return QuestMoveToPrevFloor
function QuestMoveToPrevFloor.new(props) return end

function QuestMoveToPrevFloor:SetProperties() return end

---@class QuestMuteSounds : ActionBool
QuestMuteSounds = {}

---@return QuestMuteSounds
function QuestMuteSounds.new() return end

---@param props table
---@return QuestMuteSounds
function QuestMuteSounds.new(props) return end

---@param mute Bool
function QuestMuteSounds:SetProperties(mute) return end

---@class QuestNextStation : ActionBool
QuestNextStation = {}

---@return QuestNextStation
function QuestNextStation.new() return end

---@param props table
---@return QuestNextStation
function QuestNextStation.new(props) return end

function QuestNextStation:SetProperties() return end

---@class QuestObjectiveHoverOutEvent : redEvent
QuestObjectiveHoverOutEvent = {}

---@return QuestObjectiveHoverOutEvent
function QuestObjectiveHoverOutEvent.new() return end

---@param props table
---@return QuestObjectiveHoverOutEvent
function QuestObjectiveHoverOutEvent.new(props) return end

---@class QuestObjectiveHoverOverEvent : redEvent
QuestObjectiveHoverOverEvent = {}

---@return QuestObjectiveHoverOverEvent
function QuestObjectiveHoverOverEvent.new() return end

---@param props table
---@return QuestObjectiveHoverOverEvent
function QuestObjectiveHoverOverEvent.new(props) return end

---@class QuestObjectiveWrapper : ABaseQuestObjectiveWrapper
---@field questSubObjectives QuestSubObjectiveWrapper[]
QuestObjectiveWrapper = {}

---@return QuestObjectiveWrapper
function QuestObjectiveWrapper.new() return end

---@param props table
---@return QuestObjectiveWrapper
function QuestObjectiveWrapper.new(props) return end

---@param questSubObjective gameJournalQuestSubObjective
---@param subObjectiveStatus gameJournalEntryState
---@param isTracked Bool
---@param uniqueId Int32
function QuestObjectiveWrapper:AddSubObjective(questSubObjective, subObjectiveStatus, isTracked, uniqueId) return end

---@return QuestSubObjectiveWrapper[]
function QuestObjectiveWrapper:GetSubObjectives() return end

---@return Bool
function QuestObjectiveWrapper:IsTrackedInHierarchy() return end

---@class QuestOpen : ActionBool
QuestOpen = {}

---@return QuestOpen
function QuestOpen.new() return end

---@param props table
---@return QuestOpen
function QuestOpen.new(props) return end

function QuestOpen:SetProperties() return end

---@class QuestPause : ActionBool
QuestPause = {}

---@return QuestPause
function QuestPause.new() return end

---@param props table
---@return QuestPause
function QuestPause.new(props) return end

function QuestPause:SetProperties() return end

---@class QuestPickUpCall : ActionBool
QuestPickUpCall = {}

---@return QuestPickUpCall
function QuestPickUpCall.new() return end

---@param props table
---@return QuestPickUpCall
function QuestPickUpCall.new(props) return end

function QuestPickUpCall:SetProperties() return end

---@class QuestPrefabStateListener : worldIQuestPrefabStateListener
QuestPrefabStateListener = {}

---@return QuestPrefabStateListener
function QuestPrefabStateListener.new() return end

---@param props table
---@return QuestPrefabStateListener
function QuestPrefabStateListener.new(props) return end

---@class QuestPreviousStation : ActionBool
QuestPreviousStation = {}

---@return QuestPreviousStation
function QuestPreviousStation.new() return end

---@param props table
---@return QuestPreviousStation
function QuestPreviousStation.new(props) return end

function QuestPreviousStation:SetProperties() return end

---@class QuestRemoveQuickHacks : ActionBool
QuestRemoveQuickHacks = {}

---@return QuestRemoveQuickHacks
function QuestRemoveQuickHacks.new() return end

---@param props table
---@return QuestRemoveQuickHacks
function QuestRemoveQuickHacks.new(props) return end

function QuestRemoveQuickHacks:SetProperties() return end

---@class QuestRemoveTransition : redEvent
---@field removeTransitionFrom Int32
QuestRemoveTransition = {}

---@return QuestRemoveTransition
function QuestRemoveTransition.new() return end

---@param props table
---@return QuestRemoveTransition
function QuestRemoveTransition.new(props) return end

---@return String
function QuestRemoveTransition:GetFriendlyDescription() return end

---@class QuestRemoveWeapon : ActionBool
QuestRemoveWeapon = {}

---@return QuestRemoveWeapon
function QuestRemoveWeapon.new() return end

---@param props table
---@return QuestRemoveWeapon
function QuestRemoveWeapon.new(props) return end

function QuestRemoveWeapon:SetProperties() return end

---@class QuestResetDeviceToInitialState : ActionBool
QuestResetDeviceToInitialState = {}

---@return QuestResetDeviceToInitialState
function QuestResetDeviceToInitialState.new() return end

---@param props table
---@return QuestResetDeviceToInitialState
function QuestResetDeviceToInitialState.new(props) return end

---@return String
function QuestResetDeviceToInitialState:GetTweakDBChoiceRecord() return end

function QuestResetDeviceToInitialState:SetProperties() return end

---@class QuestResetFakeElevatorArrows : ActionBool
QuestResetFakeElevatorArrows = {}

---@return QuestResetFakeElevatorArrows
function QuestResetFakeElevatorArrows.new() return end

---@param props table
---@return QuestResetFakeElevatorArrows
function QuestResetFakeElevatorArrows.new(props) return end

function QuestResetFakeElevatorArrows:SetProperties() return end

---@class QuestResetPerfomedActionsStorage : ActionBool
QuestResetPerfomedActionsStorage = {}

---@return QuestResetPerfomedActionsStorage
function QuestResetPerfomedActionsStorage.new() return end

---@param props table
---@return QuestResetPerfomedActionsStorage
function QuestResetPerfomedActionsStorage.new(props) return end

function QuestResetPerfomedActionsStorage:SetProperties() return end

---@class QuestResetPerformedActionsStorage : ActionBool
QuestResetPerformedActionsStorage = {}

---@return QuestResetPerformedActionsStorage
function QuestResetPerformedActionsStorage.new() return end

---@param props table
---@return QuestResetPerformedActionsStorage
function QuestResetPerformedActionsStorage.new(props) return end

function QuestResetPerformedActionsStorage:SetProperties() return end

---@class QuestRestoreQuickHacks : ActionBool
QuestRestoreQuickHacks = {}

---@return QuestRestoreQuickHacks
function QuestRestoreQuickHacks.new() return end

---@param props table
---@return QuestRestoreQuickHacks
function QuestRestoreQuickHacks.new(props) return end

function QuestRestoreQuickHacks:SetProperties() return end

---@class QuestRestoreSlotRequest : gamePlayerScriptableSystemRequest
---@field slot gamedataEquipmentArea
QuestRestoreSlotRequest = {}

---@return QuestRestoreSlotRequest
function QuestRestoreSlotRequest.new() return end

---@param props table
---@return QuestRestoreSlotRequest
function QuestRestoreSlotRequest.new(props) return end

---@class QuestRestoreWardrobeSetRequest : gamePlayerScriptableSystemRequest
QuestRestoreWardrobeSetRequest = {}

---@return QuestRestoreWardrobeSetRequest
function QuestRestoreWardrobeSetRequest.new() return end

---@param props table
---@return QuestRestoreWardrobeSetRequest
function QuestRestoreWardrobeSetRequest.new(props) return end

---@class QuestResume : ActionBool
---@field pauseTime Float
QuestResume = {}

---@return QuestResume
function QuestResume.new() return end

---@param props table
---@return QuestResume
function QuestResume.new(props) return end

function QuestResume:SetProperties() return end

---@class QuestResumeElevator : ActionBool
QuestResumeElevator = {}

---@return QuestResumeElevator
function QuestResumeElevator.new() return end

---@param props table
---@return QuestResumeElevator
function QuestResumeElevator.new(props) return end

function QuestResumeElevator:SetProperties() return end

---@class QuestSecuritySystemInput : redEvent
---@field notificationScope SecurityEventScopeSettings
---@field notifySpecificNPCs NPCReference[]
---@field revealPlayerSettings RevealPlayerSettings
QuestSecuritySystemInput = {}

---@class QuestSetChannel : ActionInt
QuestSetChannel = {}

---@return QuestSetChannel
function QuestSetChannel.new() return end

---@param props table
---@return QuestSetChannel
function QuestSetChannel.new(props) return end

---@param channel Int32
function QuestSetChannel:SetProperties(channel) return end

---@class QuestSetDetectionToFalse : ActionBool
QuestSetDetectionToFalse = {}

---@return QuestSetDetectionToFalse
function QuestSetDetectionToFalse.new() return end

---@param props table
---@return QuestSetDetectionToFalse
function QuestSetDetectionToFalse.new(props) return end

function QuestSetDetectionToFalse:SetProperties() return end

---@class QuestSetDetectionToTrue : ActionBool
QuestSetDetectionToTrue = {}

---@return QuestSetDetectionToTrue
function QuestSetDetectionToTrue.new() return end

---@param props table
---@return QuestSetDetectionToTrue
function QuestSetDetectionToTrue.new(props) return end

function QuestSetDetectionToTrue:SetProperties() return end

---@class QuestSetFloorActive : ActionInt
QuestSetFloorActive = {}

---@return QuestSetFloorActive
function QuestSetFloorActive.new() return end

---@param props table
---@return QuestSetFloorActive
function QuestSetFloorActive.new(props) return end

---@param floor Int32
function QuestSetFloorActive:SetProperties(floor) return end

---@class QuestSetFloorInactive : ActionInt
QuestSetFloorInactive = {}

---@return QuestSetFloorInactive
function QuestSetFloorInactive.new() return end

---@param props table
---@return QuestSetFloorInactive
function QuestSetFloorInactive.new(props) return end

---@param floor Int32
function QuestSetFloorInactive:SetProperties(floor) return end

---@class QuestSetIndustrialArmAnimationOverride : ActionInt
QuestSetIndustrialArmAnimationOverride = {}

---@return QuestSetIndustrialArmAnimationOverride
function QuestSetIndustrialArmAnimationOverride.new() return end

---@param props table
---@return QuestSetIndustrialArmAnimationOverride
function QuestSetIndustrialArmAnimationOverride.new(props) return end

---@param animation Int32
function QuestSetIndustrialArmAnimationOverride:SetProperties(animation) return end

---@class QuestSetLiftSpeed : ActionFloat
QuestSetLiftSpeed = {}

---@return QuestSetLiftSpeed
function QuestSetLiftSpeed.new() return end

---@param props table
---@return QuestSetLiftSpeed
function QuestSetLiftSpeed.new(props) return end

---@param speed Float
function QuestSetLiftSpeed:SetProperties(speed) return end

---@class QuestSetLiftTravelTimeOverride : ActionFloat
QuestSetLiftTravelTimeOverride = {}

---@return QuestSetLiftTravelTimeOverride
function QuestSetLiftTravelTimeOverride.new() return end

---@param props table
---@return QuestSetLiftTravelTimeOverride
function QuestSetLiftTravelTimeOverride.new(props) return end

---@param speed Float
function QuestSetLiftTravelTimeOverride:SetProperties(speed) return end

---@class QuestSetPlayerSafePass : ActionBool
QuestSetPlayerSafePass = {}

---@return QuestSetPlayerSafePass
function QuestSetPlayerSafePass.new() return end

---@param props table
---@return QuestSetPlayerSafePass
function QuestSetPlayerSafePass.new(props) return end

---@param value Bool
function QuestSetPlayerSafePass:SetProperties(value) return end

---@class QuestSetRadioStation : ActionInt
QuestSetRadioStation = {}

---@return QuestSetRadioStation
function QuestSetRadioStation.new() return end

---@param props table
---@return QuestSetRadioStation
function QuestSetRadioStation.new(props) return end

---@param station Int32
function QuestSetRadioStation:SetProperties(station) return end

---@class QuestShardLinkController : BaseCodexLinkController
---@field journalManager gameJournalManager
---@field journalEntry gameJournalOnscreen
QuestShardLinkController = {}

---@return QuestShardLinkController
function QuestShardLinkController.new() return end

---@param props table
---@return QuestShardLinkController
function QuestShardLinkController.new(props) return end

---@param e ActivateLink
---@return Bool
function QuestShardLinkController:OnActivateLink(e) return end

function QuestShardLinkController:Activate() return end

---@param journalEntry gameJournalOnscreen
---@param journalManager gameJournalManager
function QuestShardLinkController:Setup(journalEntry, journalManager) return end

function QuestShardLinkController:ShowShardJournalEntry() return end

---@class QuestShowFloor : ActionInt
QuestShowFloor = {}

---@return QuestShowFloor
function QuestShowFloor.new() return end

---@param props table
---@return QuestShowFloor
function QuestShowFloor.new(props) return end

---@param floor Int32
function QuestShowFloor:SetProperties(floor) return end

---@class QuestSpotTargetReference : ActionEntityReference
---@field ForcedTarget entEntityID
QuestSpotTargetReference = {}

---@return QuestSpotTargetReference
function QuestSpotTargetReference.new() return end

---@param props table
---@return QuestSpotTargetReference
function QuestSpotTargetReference.new(props) return end

function QuestSpotTargetReference:SetProperties() return end

---@param id entEntityID
function QuestSpotTargetReference:SetPropertiesFromScripts(id) return end

---@class QuestStartGlitch : ActionBool
QuestStartGlitch = {}

---@return QuestStartGlitch
function QuestStartGlitch.new() return end

---@param props table
---@return QuestStartGlitch
function QuestStartGlitch.new(props) return end

function QuestStartGlitch:SetProperties() return end

---@class QuestStartHacking : ActionBool
QuestStartHacking = {}

---@return QuestStartHacking
function QuestStartHacking.new() return end

---@param props table
---@return QuestStartHacking
function QuestStartHacking.new(props) return end

function QuestStartHacking:SetProperties() return end

---@class QuestStopElevator : ActionBool
QuestStopElevator = {}

---@return QuestStopElevator
function QuestStopElevator.new() return end

---@param props table
---@return QuestStopElevator
function QuestStopElevator.new(props) return end

function QuestStopElevator:SetProperties() return end

---@class QuestStopFollowingTarget : ActionBool
---@field targetEntityID entEntityID
QuestStopFollowingTarget = {}

---@return QuestStopFollowingTarget
function QuestStopFollowingTarget.new() return end

---@param props table
---@return QuestStopFollowingTarget
function QuestStopFollowingTarget.new(props) return end

function QuestStopFollowingTarget:SetProperties() return end

---@class QuestStopGlitch : ActionBool
QuestStopGlitch = {}

---@return QuestStopGlitch
function QuestStopGlitch.new() return end

---@param props table
---@return QuestStopGlitch
function QuestStopGlitch.new(props) return end

function QuestStopGlitch:SetProperties() return end

---@class QuestStopHacking : ActionBool
QuestStopHacking = {}

---@return QuestStopHacking
function QuestStopHacking.new() return end

---@param props table
---@return QuestStopHacking
function QuestStopHacking.new(props) return end

function QuestStopHacking:SetProperties() return end

---@class QuestStopLookAtTarget : ActionBool
QuestStopLookAtTarget = {}

---@return QuestStopLookAtTarget
function QuestStopLookAtTarget.new() return end

---@param props table
---@return QuestStopLookAtTarget
function QuestStopLookAtTarget.new(props) return end

function QuestStopLookAtTarget:SetProperties() return end

---@class QuestSubObjectiveWrapper : ABaseQuestObjectiveWrapper
QuestSubObjectiveWrapper = {}

---@return QuestSubObjectiveWrapper
function QuestSubObjectiveWrapper.new() return end

---@param props table
---@return QuestSubObjectiveWrapper
function QuestSubObjectiveWrapper.new(props) return end

---@return String
function QuestSubObjectiveWrapper:ToString() return end

---@class QuestToggleAds : ActionBool
QuestToggleAds = {}

---@return QuestToggleAds
function QuestToggleAds.new() return end

---@param props table
---@return QuestToggleAds
function QuestToggleAds.new(props) return end

---@param toggle Bool
function QuestToggleAds:SetProperties(toggle) return end

---@class QuestToggleAutomaticAttack : ActionBool
QuestToggleAutomaticAttack = {}

---@return QuestToggleAutomaticAttack
function QuestToggleAutomaticAttack.new() return end

---@param props table
---@return QuestToggleAutomaticAttack
function QuestToggleAutomaticAttack.new(props) return end

---@param toggle Bool
function QuestToggleAutomaticAttack:SetProperties(toggle) return end

---@class QuestToggleCustomAction : ActionName
QuestToggleCustomAction = {}

---@return QuestToggleCustomAction
function QuestToggleCustomAction.new() return end

---@param props table
---@return QuestToggleCustomAction
function QuestToggleCustomAction.new(props) return end

---@param actionID CName|string
---@param enable Bool
function QuestToggleCustomAction:SetProperties(actionID, enable) return end

---@class QuestToggleInteractivity : ActionBool
QuestToggleInteractivity = {}

---@return QuestToggleInteractivity
function QuestToggleInteractivity.new() return end

---@param props table
---@return QuestToggleInteractivity
function QuestToggleInteractivity.new(props) return end

---@param enable Bool
function QuestToggleInteractivity:SetProperties(enable) return end

---@class QuestTrackerGameController : gameuiHUDGameController
---@field QuestTitle inkTextWidgetReference
---@field ObjectiveContainer inkCompoundWidgetReference
---@field TrackedMappinTitle inkTextWidgetReference
---@field TrackedMappinContainer inkWidgetReference
---@field TrackedMappinObjectiveContainer inkCompoundWidgetReference
---@field player gameObject
---@field mappinSystem gamemappinsMappinSystem
---@field journalManager gameJournalManager
---@field bufferedEntry gameJournalQuestObjective
---@field bufferedPhase gameJournalQuestPhase
---@field bufferedQuest gameJournalQuest
---@field root inkWidget
---@field blackboard gameIBlackboard
---@field uiSystemBB UI_SystemDef
---@field uiSystemId redCallbackObject
---@field trackedMappinId redCallbackObject
---@field trackedMappinSpawnRequest inkAsyncSpawnRequest
---@field currentMappin gamemappinsIMappin
QuestTrackerGameController = {}

---@return QuestTrackerGameController
function QuestTrackerGameController.new() return end

---@param props table
---@return QuestTrackerGameController
function QuestTrackerGameController.new(props) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestTrackerGameController:OnCounterChanged(hash, className, notifyOption, changeType) return end

---@return Bool
function QuestTrackerGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function QuestTrackerGameController:OnMenuUpdate(value) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestTrackerGameController:OnObjectiveIsOptionalChanged(hash, className, notifyOption, changeType) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestTrackerGameController:OnStateChanges(hash, className, notifyOption, changeType) return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function QuestTrackerGameController:OnTrackedEntryChanges(hash, className, notifyOption, changeType) return end

---@param newItem inkWidget
---@param userData IScriptable
---@return Bool
function QuestTrackerGameController:OnTrackedMappinSpawned(newItem, userData) return end

---@param value Variant
---@return Bool
function QuestTrackerGameController:OnTrackedMappinUpdated(value) return end

---@param evt TrackedQuestPhaseUpdateRequest
---@return Bool
function QuestTrackerGameController:OnTrackedQuestPhaseUpdateRequest(evt) return end

---@return Bool
function QuestTrackerGameController:OnUninitialize() return end

---@param sortedObjectives gameJournalEntry[]
function QuestTrackerGameController:SortObjectiveListByTimestamp(sortedObjectives) return end

function QuestTrackerGameController:UpdateTrackerData() return end

---@class QuestTrackerObjectiveLogicController : inkWidgetLogicController
---@field objectiveTitle inkTextWidgetReference
---@field trackingIcon inkWidgetReference
---@field trackingFrame inkWidgetReference
---@field objectiveEntry gameJournalQuestObjective
---@field AnimProxy inkanimProxy
---@field IntroAnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field readyToRemove Bool
QuestTrackerObjectiveLogicController = {}

---@return QuestTrackerObjectiveLogicController
function QuestTrackerObjectiveLogicController.new() return end

---@param props table
---@return QuestTrackerObjectiveLogicController
function QuestTrackerObjectiveLogicController.new(props) return end

---@return Bool
function QuestTrackerObjectiveLogicController.IsObjectiveEntry() return end

---@param proxy inkanimProxy
---@return Bool
function QuestTrackerObjectiveLogicController:OnAnimEnd(proxy) return end

---@return Bool
function QuestTrackerObjectiveLogicController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function QuestTrackerObjectiveLogicController:OnIntroAnimEnd(proxy) return end

---@return Bool
function QuestTrackerObjectiveLogicController:OnUninitialize() return end

---@return gameJournalQuestObjective
function QuestTrackerObjectiveLogicController:GetObjectiveEntry() return end

---@return Bool
function QuestTrackerObjectiveLogicController:IsReadyToRemove() return end

function QuestTrackerObjectiveLogicController:PlayIntroAnim() return end

---@param objectiveTitle String
---@param isTracked Bool
---@param isOptional Bool
---@param currentCounter Int32
---@param totalCounter Int32
---@param objectiveEntry gameJournalQuestObjective
---@param isQuestType Bool
function QuestTrackerObjectiveLogicController:SetData(objectiveTitle, isTracked, isOptional, currentCounter, totalCounter, objectiveEntry, isQuestType) return end

function QuestTrackerObjectiveLogicController:SetFailed() return end

function QuestTrackerObjectiveLogicController:SetFinished() return end

---@param state CName|string
function QuestTrackerObjectiveLogicController:SetObjectiveState(state) return end

---@param state CName|string
function QuestTrackerObjectiveLogicController:SetState(state) return end

---@class QuestTrackingEvent : redEvent
---@field journalEntry gameJournalQuestObjectiveBase
---@field objective QuestItemController
QuestTrackingEvent = {}

---@return QuestTrackingEvent
function QuestTrackingEvent.new() return end

---@param props table
---@return QuestTrackingEvent
function QuestTrackingEvent.new(props) return end

---@class QuestTypeIconUtils : IScriptable
QuestTypeIconUtils = {}

---@param filterType QuestListItemType
---@return CName
function QuestTypeIconUtils.GetFilterIcon(filterType) return end

---@param filterType QuestListItemType
---@return CName
function QuestTypeIconUtils.GetIcon(filterType) return end

---@param filterType QuestListItemType
---@return CName
function QuestTypeIconUtils.GetIconState(filterType) return end

---@class QuestUIUtils
QuestUIUtils = {}

---@return QuestUIUtils
function QuestUIUtils.new() return end

---@param props table
---@return QuestUIUtils
function QuestUIUtils.new(props) return end

---@param entryTypeName CName|string
---@return UIObjectiveEntryType
function QuestUIUtils.GetEntryTypeFromName(entryTypeName) return end

---@param state gameJournalEntryState
---@param isTracked Bool
---@return CName
function QuestUIUtils.GetJournalStateName(state, isTracked) return end

---@param entryType UIObjectiveEntryType
---@return CName
function QuestUIUtils.GetLibraryIDForEntryType(entryType) return end

---@class QuestUpdateGameController : gameuiHUDGameController
---@field header inkTextWidgetReference
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field animationProxy inkanimProxy
---@field data QuestUpdateUserData
---@field owner gameObject
---@field journalMgr gameJournalManager
QuestUpdateGameController = {}

---@return QuestUpdateGameController
function QuestUpdateGameController.new() return end

---@param props table
---@return QuestUpdateGameController
function QuestUpdateGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function QuestUpdateGameController:OnButtonRelease(evt) return end

---@return Bool
function QuestUpdateGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function QuestUpdateGameController:OnOutroAnimFinished(anim) return end

---@return Bool
function QuestUpdateGameController:OnUninitialize() return end

function QuestUpdateGameController:OpenQuestMenu() return end

---@param animName CName|string
function QuestUpdateGameController:PlayAnimation(animName) return end

function QuestUpdateGameController:Setup() return end

---@class QuestUpdateUserData : inkGameNotificationData
---@field data gameJournalQuest
QuestUpdateUserData = {}

---@return QuestUpdateUserData
function QuestUpdateUserData.new() return end

---@param props table
---@return QuestUpdateUserData
function QuestUpdateUserData.new(props) return end

---@class QuestlListItemDelayedHover : redEvent
QuestlListItemDelayedHover = {}

---@return QuestlListItemDelayedHover
function QuestlListItemDelayedHover.new() return end

---@param props table
---@return QuestlListItemDelayedHover
function QuestlListItemDelayedHover.new(props) return end

---@class QuestlListItemHover : redEvent
---@field hash Int32
QuestlListItemHover = {}

---@return QuestlListItemHover
function QuestlListItemHover.new() return end

---@param props table
---@return QuestlListItemHover
function QuestlListItemHover.new(props) return end

---@class QuestlListItemSelected : redEvent
---@field questData gameJournalQuest
---@field skipAnimation Bool
---@field hash Int32
---@field selectionIndex Uint32
QuestlListItemSelected = {}

---@return QuestlListItemSelected
function QuestlListItemSelected.new() return end

---@param props table
---@return QuestlListItemSelected
function QuestlListItemSelected.new(props) return end

---@class QueueCombatExperience : gamePlayerScriptableSystemRequest
---@field amount Float
---@field experienceType gamedataProficiencyType
---@field entity entEntityID
QueueCombatExperience = {}

---@return QueueCombatExperience
function QueueCombatExperience.new() return end

---@param props table
---@return QueueCombatExperience
function QueueCombatExperience.new(props) return end

---@class QueueQuickHackEvent : redEvent
---@field mappinID gameNewMappinID
---@field data GameplayRoleMappinData
QueueQuickHackEvent = {}

---@return QueueQuickHackEvent
function QueueQuickHackEvent.new() return end

---@param props table
---@return QueueQuickHackEvent
function QueueQuickHackEvent.new(props) return end

---@class QuickActionEvent : redEvent
QuickActionEvent = {}

---@return QuickActionEvent
function QuickActionEvent.new() return end

---@param props table
---@return QuickActionEvent
function QuickActionEvent.new(props) return end

---@class QuickHackAoeDamage : ActionBool
QuickHackAoeDamage = {}

---@return QuickHackAoeDamage
function QuickHackAoeDamage.new() return end

---@param props table
---@return QuickHackAoeDamage
function QuickHackAoeDamage.new(props) return end

function QuickHackAoeDamage:SetProperties() return end

---@class QuickHackAuthorization : ActionBool
QuickHackAuthorization = {}

---@return QuickHackAuthorization
function QuickHackAuthorization.new() return end

---@param props table
---@return QuickHackAuthorization
function QuickHackAuthorization.new(props) return end

---@return String
function QuickHackAuthorization:GetTweakDBChoiceRecord() return end

---@class QuickHackCallElevator : ActionBool
QuickHackCallElevator = {}

---@return QuickHackCallElevator
function QuickHackCallElevator.new() return end

---@param props table
---@return QuickHackCallElevator
function QuickHackCallElevator.new(props) return end

---@return String
function QuickHackCallElevator:GetTweakDBChoiceRecord() return end

---@class QuickHackCrosshairStateDecisions : BaseCrosshairState
QuickHackCrosshairStateDecisions = {}

---@return QuickHackCrosshairStateDecisions
function QuickHackCrosshairStateDecisions.new() return end

---@param props table
---@return QuickHackCrosshairStateDecisions
function QuickHackCrosshairStateDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickHackCrosshairStateDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickHackCrosshairStateDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class QuickHackCrosshairStateEvents : BaseCrosshairStateEvents
QuickHackCrosshairStateEvents = {}

---@return QuickHackCrosshairStateEvents
function QuickHackCrosshairStateEvents.new() return end

---@param props table
---@return QuickHackCrosshairStateEvents
function QuickHackCrosshairStateEvents.new(props) return end

---@class QuickHackDescriptionGameController : BaseChunkGameController
---@field subHeader inkTextWidgetReference
---@field tier inkTextWidgetReference
---@field description inkTextWidgetReference
---@field recompileTimer inkTextWidgetReference
---@field duration inkTextWidgetReference
---@field durationRoot inkWidgetReference
---@field cooldown inkTextWidgetReference
---@field cooldownRoot inkWidgetReference
---@field uploadTime inkTextWidgetReference
---@field uploadTimeRoot inkWidgetReference
---@field memoryCost inkTextWidgetReference
---@field memoryRawCost inkTextWidgetReference
---@field categoryText inkTextWidgetReference
---@field categoryContainer inkWidgetReference
---@field damageWrapper inkWidgetReference
---@field damageLabel inkTextWidgetReference
---@field damageValue inkTextWidgetReference
---@field healthPercentageLabel inkTextWidgetReference
---@field effectsList inkCompoundWidgetReference
---@field quickHackDataCallbackID redCallbackObject
---@field selectedData QuickhackData
---@field player PlayerPuppet
---@field equippedQuickHackData EquippedQuickHackData
---@field uiScriptableSystem UIScriptableSystem
QuickHackDescriptionGameController = {}

---@return QuickHackDescriptionGameController
function QuickHackDescriptionGameController.new() return end

---@param props table
---@return QuickHackDescriptionGameController
function QuickHackDescriptionGameController.new(props) return end

---@return Bool
function QuickHackDescriptionGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function QuickHackDescriptionGameController:OnQuickHackDataChanged(value) return end

---@return Bool
function QuickHackDescriptionGameController:OnUninitialize() return end

---@param targetStat gamedataStatType
---@param valueStat gamedataStatType
---@return Bool
function QuickHackDescriptionGameController:IsDamageStat(targetStat, valueStat) return end

function QuickHackDescriptionGameController:SetupCategory() return end

function QuickHackDescriptionGameController:SetupDamage() return end

function QuickHackDescriptionGameController:SetupDuration() return end

function QuickHackDescriptionGameController:SetupMaxCooldown() return end

function QuickHackDescriptionGameController:SetupMemoryCost() return end

function QuickHackDescriptionGameController:SetupMods() return end

function QuickHackDescriptionGameController:SetupTier() return end

function QuickHackDescriptionGameController:SetupUploadTime() return end

---@class QuickHackDistractExplosive : ActionBool
QuickHackDistractExplosive = {}

---@return QuickHackDistractExplosive
function QuickHackDistractExplosive.new() return end

---@param props table
---@return QuickHackDistractExplosive
function QuickHackDistractExplosive.new(props) return end

---@return Int32
function QuickHackDistractExplosive:GetBaseCost() return end

function QuickHackDistractExplosive:SetProperties() return end

---@class QuickHackDistraction : ActionBool
QuickHackDistraction = {}

---@return QuickHackDistraction
function QuickHackDistraction.new() return end

---@param props table
---@return QuickHackDistraction
function QuickHackDistraction.new(props) return end

---@return gamedataChoiceCaptionIconPart_Record
function QuickHackDistraction:GetInteractionIcon() return end

function QuickHackDistraction:SetProperties() return end

---@param interaction CName|string
function QuickHackDistraction:SetProperties(interaction) return end

---@class QuickHackDurationListener : ActionUploadListener
QuickHackDurationListener = {}

---@return QuickHackDurationListener
function QuickHackDurationListener.new() return end

---@param props table
---@return QuickHackDurationListener
function QuickHackDurationListener.new(props) return end

---@return Bool
function QuickHackDurationListener:OnStatPoolAdded() return end

---@param value Float
---@return Bool
function QuickHackDurationListener:OnStatPoolMaxValueReached(value) return end

function QuickHackDurationListener:SendUploadFinishedEvent() return end

---@param action ScriptableDeviceAction
function QuickHackDurationListener:SendUploadStartedEvent(action) return end

function QuickHackDurationListener:SetRegenBehavior() return end

---@class QuickHackEvent : redEvent
QuickHackEvent = {}

---@return QuickHackEvent
function QuickHackEvent.new() return end

---@param props table
---@return QuickHackEvent
function QuickHackEvent.new(props) return end

---@class QuickHackExplodeExplosive : ActionBool
QuickHackExplodeExplosive = {}

---@return QuickHackExplodeExplosive
function QuickHackExplodeExplosive.new() return end

---@param props table
---@return QuickHackExplodeExplosive
function QuickHackExplodeExplosive.new(props) return end

---@return Int32
function QuickHackExplodeExplosive:GetBaseCost() return end

function QuickHackExplodeExplosive:SetProperties() return end

---@class QuickHackHighPitchNoise : ActionBool
QuickHackHighPitchNoise = {}

---@return QuickHackHighPitchNoise
function QuickHackHighPitchNoise.new() return end

---@param props table
---@return QuickHackHighPitchNoise
function QuickHackHighPitchNoise.new(props) return end

function QuickHackHighPitchNoise:SetProperties() return end

---@class QuickHackLockHacks : redEvent
---@field IsLocked Bool
QuickHackLockHacks = {}

---@return QuickHackLockHacks
function QuickHackLockHacks.new() return end

---@param props table
---@return QuickHackLockHacks
function QuickHackLockHacks.new(props) return end

---@return String
function QuickHackLockHacks:GetFriendlyDescription() return end

---@class QuickHackMappinController : gameuiInteractionMappinController
---@field bar inkWidgetReference
---@field header inkTextWidgetReference
---@field iconWidgetActive inkImageWidgetReference
---@field rootWidget inkWidget
---@field mappin gamemappinsIMappin
---@field data GameplayRoleMappinData
---@field queueQuickHackWidgets inkWidgetReference[]
---@field queueQuickHackControllers QuickHackQueueItem[]
---@field mappinDataQueue GameplayRoleMappinData[]
---@field animUpload inkanimProxy
---@field animQueue inkanimProxy
QuickHackMappinController = {}

---@return QuickHackMappinController
function QuickHackMappinController.new() return end

---@param props table
---@return QuickHackMappinController
function QuickHackMappinController.new(props) return end

---@param evt DequeueQuickHackEvent
---@return Bool
function QuickHackMappinController:OnDequeueQuickHackEvent(evt) return end

---@return Bool
function QuickHackMappinController:OnInitialize() return end

---@return Bool
function QuickHackMappinController:OnIntro() return end

---@param isNameplateVisible Bool
---@param nameplateController gameuiNpcNameplateGameController
---@return Bool
function QuickHackMappinController:OnNameplate(isNameplateVisible, nameplateController) return end

---@param anim inkanimProxy
---@return Bool
function QuickHackMappinController:OnQueueMovedUp(anim) return end

---@param evt QueueQuickHackEvent
---@return Bool
function QuickHackMappinController:OnQueueQuickHackEvent(evt) return end

---@param anim inkanimProxy
---@return Bool
function QuickHackMappinController:OnUploadCompleteFinished(anim) return end

function QuickHackMappinController:Fold() return end

---@return GameplayRoleMappinData
function QuickHackMappinController:GetVisualData() return end

---@param currImage inkImageWidgetReference
---@param iconID TweakDBID|string
function QuickHackMappinController:HelperSetIcon(currImage, iconID) return end

---@param progress Float
function QuickHackMappinController:OnStatsDataUpdated(progress) return end

function QuickHackMappinController:Unfold() return end

function QuickHackMappinController:UpdateQueue() return end

function QuickHackMappinController:UpdateView() return end

function QuickHackMappinController:UploadComplete() return end

---@class QuickHackPanelStateEvent : redEvent
---@field isOpened Bool
QuickHackPanelStateEvent = {}

---@return QuickHackPanelStateEvent
function QuickHackPanelStateEvent.new() return end

---@param props table
---@return QuickHackPanelStateEvent
function QuickHackPanelStateEvent.new(props) return end

---@class QuickHackQueueItem : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field data GameplayRoleMappinData
---@field anim inkanimProxy
QuickHackQueueItem = {}

---@return QuickHackQueueItem
function QuickHackQueueItem.new() return end

---@param props table
---@return QuickHackQueueItem
function QuickHackQueueItem.new(props) return end

function QuickHackQueueItem:Hide() return end

---@param data GameplayRoleMappinData
function QuickHackQueueItem:Setup(data) return end

function QuickHackQueueItem:Show() return end

function QuickHackQueueItem:Upload() return end

---@class QuickHackScreenOpen : redEvent
---@field setToOpen Bool
QuickHackScreenOpen = {}

---@return QuickHackScreenOpen
function QuickHackScreenOpen.new() return end

---@param props table
---@return QuickHackScreenOpen
function QuickHackScreenOpen.new(props) return end

---@return String
function QuickHackScreenOpen:GetFriendlyDescription() return end

---@class QuickHackSetDescriptionVisibilityRequest : gameScriptableSystemRequest
---@field visible Bool
QuickHackSetDescriptionVisibilityRequest = {}

---@return QuickHackSetDescriptionVisibilityRequest
function QuickHackSetDescriptionVisibilityRequest.new() return end

---@param props table
---@return QuickHackSetDescriptionVisibilityRequest
function QuickHackSetDescriptionVisibilityRequest.new(props) return end

---@class QuickHackTimeDilationOverride : redEvent
---@field overrideDilationToTutorialPreset Bool
QuickHackTimeDilationOverride = {}

---@return QuickHackTimeDilationOverride
function QuickHackTimeDilationOverride.new() return end

---@param props table
---@return QuickHackTimeDilationOverride
function QuickHackTimeDilationOverride.new(props) return end

---@return String
function QuickHackTimeDilationOverride:GetFriendlyDescription() return end

---@class QuickHackToggleActivate : ToggleActivate
QuickHackToggleActivate = {}

---@return QuickHackToggleActivate
function QuickHackToggleActivate.new() return end

---@param props table
---@return QuickHackToggleActivate
function QuickHackToggleActivate.new(props) return end

---@class QuickHackToggleBlockade : ToggleBlockade
QuickHackToggleBlockade = {}

---@return QuickHackToggleBlockade
function QuickHackToggleBlockade.new() return end

---@param props table
---@return QuickHackToggleBlockade
function QuickHackToggleBlockade.new(props) return end

---@return String
function QuickHackToggleBlockade:GetTweakDBChoiceRecord() return end

---@class QuickHackToggleON : ActionBool
---@field Repeat Bool
QuickHackToggleON = {}

---@return QuickHackToggleON
function QuickHackToggleON.new() return end

---@param props table
---@return QuickHackToggleON
function QuickHackToggleON.new(props) return end

---@return Int32
function QuickHackToggleON:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function QuickHackToggleON:GetInteractionIcon() return end

---@return String
function QuickHackToggleON:GetTweakDBChoiceRecord() return end

---@param status EDeviceStatus
function QuickHackToggleON:SetProperties(status) return end

---@class QuickHackToggleOpen : ActionBool
QuickHackToggleOpen = {}

---@return QuickHackToggleOpen
function QuickHackToggleOpen.new() return end

---@param props table
---@return QuickHackToggleOpen
function QuickHackToggleOpen.new(props) return end

---@param device DoorControllerPS
---@param isPlayerRequest Bool
---@return Bool
function QuickHackToggleOpen.IsAvailable(device, isPlayerRequest) return end

---@param clearance gamedeviceClearance
---@return Bool
function QuickHackToggleOpen.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function QuickHackToggleOpen.IsDefaultConditionMet(device, context) return end

---@return String
function QuickHackToggleOpen:GetTweakDBChoiceRecord() return end

---@param isOpen Bool
function QuickHackToggleOpen:SetProperties(isOpen) return end

---@class QuickHackUploadListener : ActionUploadListener
QuickHackUploadListener = {}

---@return QuickHackUploadListener
function QuickHackUploadListener.new() return end

---@param props table
---@return QuickHackUploadListener
function QuickHackUploadListener.new(props) return end

---@return Bool
function QuickHackUploadListener:OnStatPoolAdded() return end

---@param value Float
---@return Bool
function QuickHackUploadListener:OnStatPoolMaxValueReached(value) return end

function QuickHackUploadListener:Initialize() return end

---@param eventName CName|string
function QuickHackUploadListener:PlayQuickHackSound(eventName) return end

---@param owner ScriptedPuppet
function QuickHackUploadListener:RemoveLink(owner) return end

---@param owner ScriptedPuppet
---@param ssAction Bool
function QuickHackUploadListener:RemoveLinkedStatusEffects(owner, ssAction) return end

function QuickHackUploadListener:SendUploadFinishedEvent() return end

---@param action ScriptableDeviceAction
function QuickHackUploadListener:SendUploadStartedEvent(action) return end

function QuickHackUploadListener:SetRegenBehavior() return end

---@class QuickHackableHelper : IScriptable
QuickHackableHelper = {}

---@return QuickHackableHelper
function QuickHackableHelper.new() return end

---@param props table
---@return QuickHackableHelper
function QuickHackableHelper.new(props) return end

---@param player gameObject
---@return Bool
function QuickHackableHelper.CanActivateOverclockedState(player) return end

---@param player gameObject
---@param memoryCost Int32
---@return Bool, Float
function QuickHackableHelper.CanPayWithHealthInOverclockedState(player, memoryCost) return end

---@param gameObject gameObject
---@return Float
function QuickHackableHelper.GetICELevel(gameObject) return end

---@return TweakDBID
function QuickHackableHelper.GetOverclockedStateTweakDBID() return end

---@param player gameObject
---@return Bool
function QuickHackableHelper.IsOverclockedStateActive(player) return end

---@param player gameObject
---@param memoryCost Int32
---@return Bool
function QuickHackableHelper.PayWithHealthInOverclockedState(player, memoryCost) return end

---@param actions gamedeviceAction[]
---@param commands QuickhackData[]
---@param gameObject gameObject
---@param scriptableComponentPS ScriptableDeviceComponentPS
function QuickHackableHelper.TranslateActionsIntoQuickSlotCommands(actions, commands, gameObject, scriptableComponentPS) return end

---@param player gameObject
---@return Bool
function QuickHackableHelper.TryToCycleOverclockedState(player) return end

---@class QuickHackableQueueHelper : IScriptable
QuickHackableQueueHelper = {}

---@return QuickHackableQueueHelper
function QuickHackableQueueHelper.new() return end

---@param props table
---@return QuickHackableQueueHelper
function QuickHackableQueueHelper.new(props) return end

---@param currentlyUploadingAction ScriptableDeviceAction
---@return Bool
function QuickHackableQueueHelper.CanNewActionBeQueued(currentlyUploadingAction) return end

---@param actions gamedeviceAction[]
---@param scriptableDeviceAction ScriptableDeviceAction
---@return Bool
function QuickHackableQueueHelper.CheckAndSetInactivityReasonForVehicleActions(actions, scriptableDeviceAction) return end

---@param player gameObject
---@param target gameObject
---@return Float
function QuickHackableQueueHelper.GetFinisherHealthThresholdIncreaseForQueue(player, target) return end

---@param currentlyUploadingAction ScriptableDeviceAction
---@param playerPuppet PlayerPuppet
---@return Bool
function QuickHackableQueueHelper.IsActionQueueEnabled(currentlyUploadingAction, playerPuppet) return end

---@param currentlyUploadingAction ScriptableDeviceAction
---@return Bool
function QuickHackableQueueHelper.IsActionQueueFull(currentlyUploadingAction) return end

---@param target ScriptedPuppet
---@return Bool
function QuickHackableQueueHelper.IsAwarenessBumpingAllowed(target) return end

---@param playerPuppet PlayerPuppet
---@return Bool
function QuickHackableQueueHelper.IsQueuePerkBought(playerPuppet) return end

---@param statusEffectRecord gamedataStatusEffect_Record
---@return Bool
function QuickHackableQueueHelper.IsStatusEffectStackable(statusEffectRecord) return end

---@param evt UploadProgramProgressEvent
---@param gameplayRoleComponent GameplayRoleComponent
---@return QuickSlotCommandUsed
function QuickHackableQueueHelper.PopFromQuickHackQueue(evt, gameplayRoleComponent) return end

---@param action ScriptableDeviceAction
---@param gameplayRoleComponent GameplayRoleComponent
---@param qhIndicatorSlotName CName|string
---@param requesterObject gameObject
---@return Bool
function QuickHackableQueueHelper.PutActionInQuickhackQueue(action, gameplayRoleComponent, qhIndicatorSlotName, requesterObject) return end

---@param gameplayRoleComponent GameplayRoleComponent
---@param currentlyUploadingAction ScriptableDeviceAction
function QuickHackableQueueHelper.RemoveQuickhackQueue(gameplayRoleComponent, currentlyUploadingAction) return end

---@param scriptableDeviceAction ScriptableDeviceAction
---@param actionName CName|string
---@param currentlyUploadingAction ScriptableDeviceAction
---@param failureExplanation String
---@return Bool
function QuickHackableQueueHelper.SetInactivityReasonForAction(scriptableDeviceAction, actionName, currentlyUploadingAction, failureExplanation) return end

---@class QuickMeleeAttackData
---@field attackGameEffectDelay Float
---@field attackGameEffectDuration Float
---@field attackRange Float
---@field forcePlayerToStand Bool
---@field shouldAdjust Bool
---@field adjustmentRange Float
---@field adjustmentDuration Float
---@field adjustmentRadius Float
---@field adjustmentCurve CName
---@field cooldown Float
---@field duration Float
QuickMeleeAttackData = {}

---@return QuickMeleeAttackData
function QuickMeleeAttackData.new() return end

---@param props table
---@return QuickMeleeAttackData
function QuickMeleeAttackData.new(props) return end

---@class QuickMeleeDataDef : gamebbScriptDefinition
---@field NPCHit gamebbScriptID_Bool
QuickMeleeDataDef = {}

---@return QuickMeleeDataDef
function QuickMeleeDataDef.new() return end

---@param props table
---@return QuickMeleeDataDef
function QuickMeleeDataDef.new(props) return end

---@return Bool
function QuickMeleeDataDef:AutoCreateInSystem() return end

---@class QuickMeleeDecisions : WeaponTransition
QuickMeleeDecisions = {}

---@return QuickMeleeDecisions
function QuickMeleeDecisions.new() return end

---@param props table
---@return QuickMeleeDecisions
function QuickMeleeDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function QuickMeleeDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:IsPassedCancelWindow(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:ToFullAuto(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:ToSemiAuto(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickMeleeDecisions:ToStandardExit(stateContext, scriptInterface) return end

---@class QuickMeleeEvents : WeaponEventsTransition
---@field gameEffect gameEffectInstance
---@field targetObject gameObject
---@field targetComponent entIPlacedComponent
---@field quickMeleeAttackCreated Bool
---@field quickMeleeAttackData QuickMeleeAttackData
QuickMeleeEvents = {}

---@return QuickMeleeEvents
function QuickMeleeEvents.new() return end

---@param props table
---@return QuickMeleeEvents
function QuickMeleeEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:ConsumeStamina(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:GetAttackParameters(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return TweakDBID
function QuickMeleeEvents:GetQuickMeleeAttackTweakID(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param withinDistance Float
---@return gameObject
function QuickMeleeEvents:GetQuickMeleeTarget(scriptInterface, withinDistance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:InitiateQuickMeleeAttack(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param state Int32
function QuickMeleeEvents:SendAnimFeature(stateContext, scriptInterface, state) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param startPosition Vector4
---@param endPosition Vector4
---@param attackTime Float
---@param colliderBox Vector4
function QuickMeleeEvents:SpawnQuickMeleeGameEffect(stateContext, scriptInterface, startPosition, endPosition, attackTime, colliderBox) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickMeleeEvents:UpdateGameEffectPosition(stateContext, scriptInterface) return end

---@class QuickMeleeHitExecutor : gameEffectExecutor_Scripted
QuickMeleeHitExecutor = {}

---@return QuickMeleeHitExecutor
function QuickMeleeHitExecutor.new() return end

---@param props table
---@return QuickMeleeHitExecutor
function QuickMeleeHitExecutor.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function QuickMeleeHitExecutor:Process(ctx, applierCtx) return end

---@class QuickSlotButtonHoldEndEvent : redEvent
---@field dPadItemDirection EDPadSlot
---@field rightStickAngle Float
---@field tryExecuteCommand Bool
QuickSlotButtonHoldEndEvent = {}

---@return QuickSlotButtonHoldEndEvent
function QuickSlotButtonHoldEndEvent.new() return end

---@param props table
---@return QuickSlotButtonHoldEndEvent
function QuickSlotButtonHoldEndEvent.new(props) return end

---@class QuickSlotButtonHoldStartEvent : redEvent
---@field dPadItemDirection EDPadSlot
QuickSlotButtonHoldStartEvent = {}

---@return QuickSlotButtonHoldStartEvent
function QuickSlotButtonHoldStartEvent.new() return end

---@param props table
---@return QuickSlotButtonHoldStartEvent
function QuickSlotButtonHoldStartEvent.new(props) return end

---@class QuickSlotButtonTap : redEvent
---@field dPadItemDirection EDPadSlot
QuickSlotButtonTap = {}

---@return QuickSlotButtonTap
function QuickSlotButtonTap.new() return end

---@param props table
---@return QuickSlotButtonTap
function QuickSlotButtonTap.new(props) return end

---@class QuickSlotCommand
---@field ActionType QuickSlotActionType
---@field IsSlotUnlocked Bool
---@field IsLocked Bool
---@field AtlasPath CName
---@field IconName CName
---@field MaxTier Int32
---@field VehicleState Int32
---@field ItemId ItemID
---@field Title String
---@field Type String
---@field Description String
---@field IsEquipped Bool
---@field intData Int32
---@field playerVehicleData vehiclePlayerVehicle
---@field itemType QuickSlotItemType
---@field equipType gamedataEquipmentArea
---@field slotIndex Int32
---@field interactiveAction gamedeviceAction
---@field interactiveActionOwner entEntityID
QuickSlotCommand = {}

---@return QuickSlotCommand
function QuickSlotCommand.new() return end

---@param props table
---@return QuickSlotCommand
function QuickSlotCommand.new(props) return end

---@param self_ QuickSlotCommand
---@return Bool
function QuickSlotCommand.IsEmpty(self_) return end

---@class QuickSlotCommandUsed : redEvent
---@field action gamedeviceAction
QuickSlotCommandUsed = {}

---@return QuickSlotCommandUsed
function QuickSlotCommandUsed.new() return end

---@param props table
---@return QuickSlotCommandUsed
function QuickSlotCommandUsed.new(props) return end

---@class QuickSlotKeyboardTap : redEvent
---@field keyIndex Int32
QuickSlotKeyboardTap = {}

---@return QuickSlotKeyboardTap
function QuickSlotKeyboardTap.new() return end

---@param props table
---@return QuickSlotKeyboardTap
function QuickSlotKeyboardTap.new(props) return end

---@class QuickSlotUIStructure
---@field ItemIndex Int32
---@field OperationResult Bool
QuickSlotUIStructure = {}

---@return QuickSlotUIStructure
function QuickSlotUIStructure.new() return end

---@param props table
---@return QuickSlotUIStructure
function QuickSlotUIStructure.new(props) return end

---@class QuickSlotsBusyDecisions : QuickSlotsDecisions
QuickSlotsBusyDecisions = {}

---@return QuickSlotsBusyDecisions
function QuickSlotsBusyDecisions.new() return end

---@param props table
---@return QuickSlotsBusyDecisions
function QuickSlotsBusyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsBusyDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class QuickSlotsBusyEvents : QuickSlotsEvents
QuickSlotsBusyEvents = {}

---@return QuickSlotsBusyEvents
function QuickSlotsBusyEvents.new() return end

---@param props table
---@return QuickSlotsBusyEvents
function QuickSlotsBusyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsBusyEvents:OnEnter(stateContext, scriptInterface) return end

---@class QuickSlotsDecisions : QuickSlotsTransition
QuickSlotsDecisions = {}

---@class QuickSlotsDisabledDecisions : QuickSlotsDecisions
---@field executionOwner gameObject
---@field hasStatusEffect Bool
QuickSlotsDisabledDecisions = {}

---@return QuickSlotsDisabledDecisions
function QuickSlotsDisabledDecisions.new() return end

---@param props table
---@return QuickSlotsDisabledDecisions
function QuickSlotsDisabledDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsDisabledDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsDisabledDecisions:OnAttach(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsDisabledDecisions:ShouldDisableRadialForReplacer(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsDisabledDecisions:ToCycleObjective(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsDisabledDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class QuickSlotsDisabledEvents : QuickSlotsEvents
QuickSlotsDisabledEvents = {}

---@return QuickSlotsDisabledEvents
function QuickSlotsDisabledEvents.new() return end

---@param props table
---@return QuickSlotsDisabledEvents
function QuickSlotsDisabledEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsDisabledEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsDisabledEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class QuickSlotsEvents : QuickSlotsTransition
QuickSlotsEvents = {}

---@class QuickSlotsHoldDecisions : QuickSlotsDecisions
QuickSlotsHoldDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsHoldDecisions:ToQuickSlotsBusy(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsHoldDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class QuickSlotsHoldEvents : QuickSlotsEvents
---@field holdDirection EDPadSlot
QuickSlotsHoldEvents = {}

---@param stateFloat gamestateMachineResultFloat
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function QuickSlotsHoldEvents:GetLeftStickAngle(stateFloat, scriptInterface) return end

---@param stateFloat gamestateMachineResultFloat
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function QuickSlotsHoldEvents:GetRightStickAngle(stateFloat, scriptInterface) return end

---@param stateFloat gamestateMachineResultFloat
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function QuickSlotsHoldEvents:GetStickAngle(stateFloat, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param dPadItemDirection EDPadSlot
---@param tryExecuteCommand Bool
function QuickSlotsHoldEvents:NotifyQuickSlotsManagerButtonHoldEnd(stateContext, scriptInterface, dPadItemDirection, tryExecuteCommand) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param dPadItemDirection EDPadSlot
function QuickSlotsHoldEvents:NotifyQuickSlotsManagerButtonHoldStart(scriptInterface, dPadItemDirection) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsHoldEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsHoldEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsHoldEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class QuickSlotsManager : gameScriptableComponent
---@field Player PlayerPuppet
---@field QuickSlotsBB gameIBlackboard
---@field IsPlayerInCar Bool
---@field PlayerVehicleID entEntityID
---@field QuickDpadCommands QuickSlotCommand[]
---@field QuickDpadCommands_Vehicle QuickSlotCommand[]
---@field DefaultHoldCommands QuickSlotCommand[]
---@field DefaultHoldCommands_Vehicle QuickSlotCommand[]
---@field NumberOfItemsPerWheel Int32
---@field QuickKeyboardCommands QuickSlotCommand[]
---@field QuickKeyboardCommands_Vehicle QuickSlotCommand[]
---@field lastPressAndHoldBtn QuickSlotButtonHoldEndEvent
---@field WheelList_Vehicles QuickSlotCommand[]
---@field currentWheelItem QuickSlotCommand
---@field currentWeaponWheelItem QuickSlotCommand
---@field currentGadgetWheelConsumable QuickSlotCommand
---@field currentGadgetWheelGadget QuickSlotCommand
---@field currentVehicleWheelItem QuickSlotCommand
---@field currentGadgetWheelItem QuickSlotCommand
---@field currentInteractionWheelItem QuickSlotCommand
---@field OnVehPlayerStateDataChangedCallback redCallbackObject
QuickSlotsManager = {}

---@return QuickSlotsManager
function QuickSlotsManager.new() return end

---@param props table
---@return QuickSlotsManager
function QuickSlotsManager.new(props) return end

---@return QuickSlotCommand
function QuickSlotsManager.CreateBlankWheelCommand() return end

---@return Int32
function QuickSlotsManager.GetMaxKeyboardItems() return end

---@param evt CallAction
---@return Bool
function QuickSlotsManager:OnCallAction(evt) return end

---@param evt QuickSlotButtonHoldStartEvent
---@return Bool
function QuickSlotsManager:OnQuickSlotButtonHoldStartEvent(evt) return end

---@param evt QuickSlotButtonTap
---@return Bool
function QuickSlotsManager:OnQuickSlotButtonTap(evt) return end

---@param evt QuickSlotKeyboardTap
---@return Bool
function QuickSlotsManager:OnQuickSlotKeyboardTap(evt) return end

---@param command QuickSlotCommand
function QuickSlotsManager:ApplyQuickHack(command) return end

---@param itemId ItemID
function QuickSlotsManager:AssignItem(itemId) return end

---@param itemId ItemID
---@param slotIndex Int32
function QuickSlotsManager:AssignItemToCyberwareSlot(itemId, slotIndex) return end

---@return QuickSlotCommand[]
function QuickSlotsManager:ChooseWeaponsWheel() return end

---@param direction EDPadSlot
---@param wheelItem QuickSlotCommand
---@return Bool
function QuickSlotsManager:ChooseWheelItem(direction, wheelItem) return end

---@return QuickSlotCommand
function QuickSlotsManager:CreateEmptyQuickSlotCommand() return end

---@param actionType QuickSlotActionType
---@param imageAtlasPath CName|string
---@param actionName CName|string
---@param maxTier Int32
---@param vehicleState Int32
---@param isLocked Bool
---@param isSlotUnlocked Bool
---@param intData Int32
---@param argTitle String
---@param argType String
---@return QuickSlotCommand
function QuickSlotsManager:CreateQuickSlotCommand(actionType, imageAtlasPath, actionName, maxTier, vehicleState, isLocked, isSlotUnlocked, intData, argTitle, argType) return end

---@param itemID ItemID
---@param argActionType QuickSlotActionType
---@param argIcon CName|string
---@param argTitle String
---@param argType String
---@param argDesc String
---@return QuickSlotCommand
function QuickSlotsManager:CreateQuickSlotItemCommand(itemID, argActionType, argIcon, argTitle, argType, argDesc) return end

---@param command QuickSlotCommand
function QuickSlotsManager:ExecuteCommand(command) return end

---@param vehicle vehiclePlayerVehicle
---@return CName
function QuickSlotsManager:FindTempVehicleIcon(vehicle) return end

---@return QuickSlotCommand
function QuickSlotsManager:GetActionData() return end

---@param itemType QuickSlotItemType
---@return ItemID
function QuickSlotsManager:GetAssignedItemIDByType(itemType) return end

---@param itemType QuickSlotItemType
---@return QuickSlotCommand
function QuickSlotsManager:GetAssignedQuickSlotCommand(itemType) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetConsumablesWheel(wheel) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetCyberwareWheel(wheel) return end

---@param argIndex Int32
---@return QuickSlotCommand
function QuickSlotsManager:GetDPadCommandAtSlot(argIndex) return end

---@param direction EDPadSlot
---@return Int32
function QuickSlotsManager:GetDPadIndex(direction) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetDriverCombatBikeOnlyWeaponsWheel(weaponsWheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetDriverCombatOnlyWeaponsWheel(weaponsWheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetEmptyWheel(weaponsWheel) return end

---@param equipArea gamedataEquipmentArea
---@param allowedItemTypes gamedataItemType[]
---@param allowedTag CName|string
---@return QuickSlotCommand[]
function QuickSlotsManager:GetEquipAreaCommands(equipArea, allowedItemTypes, allowedTag) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetFirearmsOnlyWeaponsWheel(weaponsWheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetFistFightOnlyWeaponsWheel(weaponsWheel) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetGadgetsWheel(wheel) return end

---@param itemType QuickSlotItemType
---@return gamedataEquipmentArea
function QuickSlotsManager:GetGamedataEquipmentAreaFromItemType(itemType) return end

---@param argIndex Int32
---@return QuickSlotCommand
function QuickSlotsManager:GetKeyboardCommandAtSlot(argIndex) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetLauncher(wheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetMeleeOnlyWeaponsWheel(weaponsWheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetNoArmsCWWeaponsWheel(weaponsWheel) return end

---@return Int32
function QuickSlotsManager:GetNumberOfItemsPerWheel() return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetOneHandedOnlyOnlyWeaponsWheel(weaponsWheel) return end

---@return QuickSlotsManagerPS
function QuickSlotsManager:GetPS() return end

---@param wheelType EDPadSlot
---@return QuickSlotCommand
function QuickSlotsManager:GetQuickSlotCommandByDpadSlot(wheelType) return end

---@param eqArea gamedataEquipmentArea
---@return QuickSlotItemType
function QuickSlotsManager:GetQuickSlotItemTypeByEquipArea(eqArea) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetQuickWheel(wheel) return end

---@param rpgWheel QuickSlotCommand[]
function QuickSlotsManager:GetRPGWheel(rpgWheel) return end

---@param weaponsWheel QuickSlotCommand[]
function QuickSlotsManager:GetRegularWeaponsWheel(weaponsWheel) return end

---@param wheel QuickSlotCommand[]
function QuickSlotsManager:GetVehicleInsideWheel(wheel) return end

---@return vehicleBaseObject
function QuickSlotsManager:GetVehicleObject() return end

---@param vehicleWheel QuickSlotCommand[]
function QuickSlotsManager:GetVehicleWheel(vehicleWheel) return end

---@param direction EDPadSlot
---@return QuickSlotCommand[]
function QuickSlotsManager:GetVehicleWheelCommands(direction) return end

---@param weaponsWheel QuickSlotCommand[]
---@param allowedItemTypes gamedataItemType[]
---@param allowedTag CName|string
function QuickSlotsManager:GetWeaponsWheel(weaponsWheel, allowedItemTypes, allowedTag) return end

---@param direction EDPadSlot
---@return QuickSlotCommand[]
function QuickSlotsManager:GetWheelCommands(direction) return end

---@param currentWheelItem QuickSlotCommand
---@return QuickSlotCommand
function QuickSlotsManager:GetWheelItem(currentWheelItem) return end

function QuickSlotsManager:HideWeapon() return end

function QuickSlotsManager:InitializeCommandsData() return end

---@param actionIndex Int32
---@return Bool
function QuickSlotsManager:IsDPadActionAvaliable(actionIndex) return end

---@param direction EDPadSlot
---@return Bool
function QuickSlotsManager:IsDPadActionAvaliable(direction) return end

---@param actionIndex Int32
---@return Bool
function QuickSlotsManager:IsKeyboardActionAvaliable(actionIndex) return end

---@return Bool
function QuickSlotsManager:IsPhoneAvailable() return end

---@return Bool
function QuickSlotsManager:IsSelectingCombatGadgetPrevented() return end

---@return Bool
function QuickSlotsManager:IsSelectingCombatItemPrevented() return end

function QuickSlotsManager:OnGameAttach() return end

---@param vehPlayerStateData Variant
function QuickSlotsManager:OnVehPlayerStateDataChanged(vehPlayerStateData) return end

---@param area gamedataEquipmentArea
---@param commandList QuickSlotCommand[]
---@param allowedItemTypes gamedataItemType[]
---@param allowedTag CName|string
function QuickSlotsManager:PushBackCommands(area, commandList, allowedItemTypes, allowedTag) return end

function QuickSlotsManager:RequestEquipFists() return end

---@param itemId ItemID
function QuickSlotsManager:RequestWeaponEquip(itemId) return end

---@param command QuickSlotCommand
function QuickSlotsManager:SelectItem(command) return end

---@param toggle Bool
---@param setStation Bool
---@param stationNumer Int32
function QuickSlotsManager:SendRadioEvent(toggle, setStation, stationNumer) return end

---@param vehicleData vehiclePlayerVehicle
function QuickSlotsManager:SetActiveVehicle(vehicleData) return end

---@param currentWheelItem QuickSlotCommand
function QuickSlotsManager:SetWheelItem(currentWheelItem) return end

---@param force Bool
function QuickSlotsManager:SummonVehicle(force) return end

function QuickSlotsManager:ToggleFireMode() return end

function QuickSlotsManager:ToggleSummonMode() return end

---@param currentCommand QuickSlotCommand
---@return Bool
function QuickSlotsManager:TryExecuteCommand(currentCommand) return end

function QuickSlotsManager:UsePhone() return end

---@class QuickSlotsManagerPS : gameComponentPS
---@field activeVehicleType gamedataVehicleType
QuickSlotsManagerPS = {}

---@return QuickSlotsManagerPS
function QuickSlotsManagerPS.new() return end

---@param props table
---@return QuickSlotsManagerPS
function QuickSlotsManagerPS.new(props) return end

---@return gamedataVehicleType
function QuickSlotsManagerPS:GetActiveType() return end

---@param type gamedataVehicleType
function QuickSlotsManagerPS:SetActiveType(type) return end

---@class QuickSlotsReadyDecisions : QuickSlotsDecisions
QuickSlotsReadyDecisions = {}

---@return QuickSlotsReadyDecisions
function QuickSlotsReadyDecisions.new() return end

---@param props table
---@return QuickSlotsReadyDecisions
function QuickSlotsReadyDecisions.new(props) return end

---@class QuickSlotsReadyEvents : QuickSlotsEvents
---@field shouldSendEvent Bool
---@field timePressed Float
QuickSlotsReadyEvents = {}

---@return QuickSlotsReadyEvents
function QuickSlotsReadyEvents.new() return end

---@param props table
---@return QuickSlotsReadyEvents
function QuickSlotsReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsReadyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class QuickSlotsTapDecisions : QuickSlotsDecisions
QuickSlotsTapDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTapDecisions:ToQuickSlotsBusy(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTapDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class QuickSlotsTapEvents : QuickSlotsEvents
QuickSlotsTapEvents = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionType QuickSlotActionType
function QuickSlotsTapEvents:CallActionRequest(scriptInterface, actionType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function QuickSlotsTapEvents:OnEnter(stateContext, scriptInterface) return end

---@class QuickSlotsTransition : DefaultTransition
QuickSlotsTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param areaType gamedataEquipmentArea
---@return Bool
function QuickSlotsTransition:CheckForAnyItemInEquipmentArea(scriptInterface, areaType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:CheckNoRadialMenusRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:CheckVehicleSummonigRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:DoesVehicleSupportRadio(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return QuickSlotsManager
function QuickSlotsTransition:GetQuickSlotsManager(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function QuickSlotsTransition:HasAnyVehiclesUnlocked(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:IsPlayerInWheelBlockingWorkspot(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:IsVehicleDriverAllowedToSelectWeapons(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function QuickSlotsTransition:IsplayerInStateAllowedToSelectWeapons(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Bool
---@param value Bool
function QuickSlotsTransition:SetUIBlackboardBoolVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Float
---@param value Float
function QuickSlotsTransition:SetUIBlackboardFloatVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Int32
---@param value Int32
function QuickSlotsTransition:SetUIBlackboardIntVariable(scriptInterface, id, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Vector4
---@param value Vector4
function QuickSlotsTransition:SetUIBlackboardVector4Variable(scriptInterface, id, value) return end

---@class QuickWheelEndUIStructure
---@field ChosenItem QuickSlotCommand
---@field WasUsed Bool
---@field WasAssignedToSlot Bool
---@field WheelDirection EDPadSlot
QuickWheelEndUIStructure = {}

---@return QuickWheelEndUIStructure
function QuickWheelEndUIStructure.new() return end

---@param props table
---@return QuickWheelEndUIStructure
function QuickWheelEndUIStructure.new(props) return end

---@class QuickWheelStartUIStructure
---@field WheelItems QuickSlotCommand[]
---@field dpadSlot EDPadSlot
QuickWheelStartUIStructure = {}

---@return QuickWheelStartUIStructure
function QuickWheelStartUIStructure.new() return end

---@param props table
---@return QuickWheelStartUIStructure
function QuickWheelStartUIStructure.new(props) return end

---@class QuickhackBarController : inkWidgetLogicController
---@field emptyMask inkWidgetReference
---@field empty inkWidgetReference
---@field full inkWidgetReference
QuickhackBarController = {}

---@return QuickhackBarController
function QuickhackBarController.new() return end

---@param props table
---@return QuickhackBarController
function QuickhackBarController.new(props) return end

---@param value Float
function QuickhackBarController:SetStatus(value) return end

---@class QuickhackData : IScriptable
---@field actionOwner entEntityID
---@field action BaseScriptableAction
---@field actionOwnerName CName
---@field itemID ItemID
---@field icon TweakDBID
---@field iconCategory CName
---@field title String
---@field titleAlternative String
---@field description String
---@field inactiveReason String
---@field isLocked Bool
---@field actionState EActionInactivityReson
---@field type gamedataObjectActionType
---@field cost Int32
---@field awarenessCost Float
---@field showRevealInfo Bool
---@field willReveal Bool
---@field costRaw Int32
---@field uploadTime Float
---@field duration Float
---@field ICELevelVisible Bool
---@field ICELevel Float
---@field vulnerabilities TweakDBID[]
---@field quality Int32
---@field isInstant Bool
---@field cooldown Float
---@field cooldownTweak TweakDBID
---@field actionMatchesTarget Bool
---@field maxListSize Int32
---@field category gamedataHackCategory_Record
---@field actionCompletionEffects gamedataObjectActionEffect_Record[]
---@field noQuickhackData Bool
---@field networkBreached Bool
QuickhackData = {}

---@return QuickhackData
function QuickhackData.new() return end

---@param props table
---@return QuickhackData
function QuickhackData.new(props) return end

---@class QuickhackDescriptionUpdate : redEvent
QuickhackDescriptionUpdate = {}

---@return QuickhackDescriptionUpdate
function QuickhackDescriptionUpdate.new() return end

---@param props table
---@return QuickhackDescriptionUpdate
function QuickhackDescriptionUpdate.new(props) return end

---@class QuickhackInstance : ModuleInstance
---@field open Bool
---@field process Bool
QuickhackInstance = {}

---@return QuickhackInstance
function QuickhackInstance.new() return end

---@param props table
---@return QuickhackInstance
function QuickhackInstance.new(props) return end

---@param _open Bool
function QuickhackInstance:SetContext(_open) return end

---@return Bool
function QuickhackInstance:ShouldOpen() return end

---@return Bool
function QuickhackInstance:ShouldProcess() return end

---@class QuickhackModule : HUDModule
---@field calculateClose Bool
QuickhackModule = {}

---@return QuickhackModule
function QuickhackModule.new() return end

---@param props table
---@return QuickhackModule
function QuickhackModule.new(props) return end

---@param commands QuickhackData[]
---@param characterRecord gamedataCharacter_Record
function QuickhackModule.CheckCommandDuplicates(commands, characterRecord) return end

---@param player gameObject
---@return Bool
function QuickhackModule.IsQuickhackBlockedByScene(player) return end

---@param requester entEntityID
function QuickhackModule.RequestCloseQuickhackMenu(requester) return end

---@param requester entEntityID
function QuickhackModule.RequestRefreshQuickhackMenu(requester) return end

---@param hudManager HUDManager
---@param requester entEntityID
---@param shouldOpen Bool
function QuickhackModule.SendRevealQuickhackMenu(hudManager, requester, shouldOpen) return end

---@param commands QuickhackData[]
function QuickhackModule.SortCommandPriority(commands) return end

---@return QuickhackData[]
function QuickhackModule.TranslateEmptyQuickSlotCommands() return end

---@return Bool
function QuickhackModule:BaseOpenCheck() return end

---@param actor gameHudActor
---@return QuickhackInstance
function QuickhackModule:DuplicateLastInstance(actor) return end

---@return Bool
function QuickhackModule:IsModuleOperational() return end

---@param mode ActiveMode
---@return HUDJob
function QuickhackModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob[]
function QuickhackModule:Process(mode) return end

---@param commands QuickhackData[]
---@param shouldReveal Bool
function QuickhackModule:SendFakeCommands(commands, shouldReveal) return end

---@param value Bool
function QuickhackModule:SetCalculateClose(value) return end

---@param jobs HUDJob[]
function QuickhackModule:Suppress(jobs) return end

---@class QuickhacksListGameController : gameuiHUDGameController
---@field timeBetweenIntroAndIntroDescription Float
---@field timeBetweenIntroAndDescritpionDelayID gameDelayID
---@field timeBetweenIntroAndDescritpionCheck Bool
---@field introDescriptionAnimProxy inkanimProxy
---@field middleDots inkWidgetReference
---@field memoryWidget inkWidgetReference
---@field avaliableMemory inkTextWidgetReference
---@field listWidget inkWidgetReference
---@field noQuickhacks inkCompoundWidgetReference
---@field openCyberdeckBtn inkWidgetReference
---@field executeBtn inkWidgetReference
---@field executeAndCloseBtn inkWidgetReference
---@field changeTarget inkWidgetReference
---@field tutorialButton inkWidgetReference
---@field rightPanel inkWidgetReference
---@field networkBreach inkWidgetReference
---@field costReductionPanel inkWidgetReference
---@field costReductionText inkTextWidgetReference
---@field costReductionValue inkTextWidgetReference
---@field targetName inkTextWidgetReference
---@field icePanel inkWidgetReference
---@field iceValue inkTextWidgetReference
---@field vulnerabilitiesPanel inkWidgetReference
---@field vulnerabilityFields inkWidgetReference[]
---@field subHeader inkTextWidgetReference
---@field tier inkTextWidgetReference
---@field description inkTextWidgetReference
---@field recompileTimer inkTextWidgetReference
---@field damage inkTextWidgetReference
---@field duration inkTextWidgetReference
---@field cooldown inkTextWidgetReference
---@field uploadTime inkTextWidgetReference
---@field memoryCost inkTextWidgetReference
---@field memoryRawCost inkTextWidgetReference
---@field warningWidget inkWidgetReference
---@field warningText inkTextWidgetReference
---@field recompilePanel inkWidgetReference
---@field recompileText inkTextWidgetReference
---@field isUILocked Bool
---@field gameInstance ScriptGameInstance
---@field visionModeSystem gameVisionModeSystem
---@field scanningCtrl gameScanningController
---@field uiSystem gameuiGameSystemUI
---@field contextHelpOverlay Bool
---@field quickHackDescriptionVisibility Uint32
---@field buffListListener redCallbackObject
---@field memoryBoard gameIBlackboard
---@field memoryBoardDef UI_PlayerBioMonitorDef
---@field memoryPercentListener redCallbackObject
---@field quickhackBarArray inkCompoundWidget[]
---@field maxQuickhackBars Int32
---@field listController inkListController
---@field data QuickhackData[]
---@field selectedData QuickhackData
---@field active Bool
---@field memorySpendAnimation inkanimProxy
---@field memorySpendCounter Int32
---@field memorySpendIndex Int32
---@field selectedMemoryLoop inkanimProxy[]
---@field inkIntroAnimProxy inkanimProxy
---@field inkVulnerabilityAnimProxy inkanimProxy
---@field inkWarningAnimProxy inkanimProxy
---@field inkRecompileAnimProxy inkanimProxy
---@field inkReductionAnimProxy inkanimProxy
---@field HACK_wasPlayedOnTarget Bool
---@field inkMemoryWarningTransitionAnimProxy inkanimProxy
---@field lastMemoryWarningTransitionAnimName CName
---@field hasActiveUpload Bool
---@field lastCompiledTarget entEntityID
---@field statPoolListenersIndexes Int32[]
---@field chunkBlackboard gameIBlackboard
---@field nameCallbackID redCallbackObject
---@field uiScannerChangeTargetTooltipVisibilityCallback redCallbackObject
---@field lastFillCells Int32
---@field lastUsedCells Int32
---@field lastMaxCells Int32
---@field axisInputConsumed Bool
---@field playerObject gameObject
QuickhacksListGameController = {}

---@return QuickhacksListGameController
function QuickhacksListGameController.new() return end

---@param props table
---@return QuickhacksListGameController
function QuickhacksListGameController.new(props) return end

---@param value EActionInactivityReson
---@return String
function QuickhacksListGameController.EActionInactivityResonToLocalizationString(value) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function QuickhacksListGameController:OnAction(action, consumer) return end

---@param value Variant
---@return Bool
function QuickhacksListGameController:OnCooldownStatPoolUpdate(value) return end

---@param evt DelayedDescriptionIntro
---@return Bool
function QuickhacksListGameController:OnDelayedDescriptionIntro(evt) return end

---@param e inkanimProxy
---@return Bool
function QuickhacksListGameController:OnDeplenishMemoryCells(e) return end

---@return Bool
function QuickhacksListGameController:OnInitialize() return end

---@param index Int32
---@param itemController inkListItemController
---@return Bool
function QuickhacksListGameController:OnItemSelected(index, itemController) return end

---@param value Float
---@return Bool
function QuickhacksListGameController:OnMemoryPercentUpdate(value) return end

---@param evt QuickHackLockHacks
---@return Bool
function QuickhacksListGameController:OnQuickHackLockHacks(evt) return end

---@param evt QuickHackScreenOpen
---@return Bool
function QuickhacksListGameController:OnQuickHackScreenOpen(evt) return end

---@param evt QuickHackTimeDilationOverride
---@return Bool
function QuickhacksListGameController:OnQuickHackTimeDilationOverride(evt) return end

---@param value RevealInteractionWheel
---@return Bool
function QuickhacksListGameController:OnQuickhackStarted(value) return end

---@param value Bool
---@return Bool
function QuickhacksListGameController:OnScannerChangeTargetTooltipVisibilityChanged(value) return end

---@param evt OnSpecialQuickhackTriggeredEvent
---@return Bool
function QuickhacksListGameController:OnSpecialQuickhackAttackTriggered(evt) return end

---@param value Variant
---@return Bool
function QuickhacksListGameController:OnTargetDisplayNameChanged(value) return end

---@return Bool
function QuickhacksListGameController:OnUninitialize() return end

---@param shouldUseUI Bool
---@return Bool
function QuickhacksListGameController:ApplyQuickHack(shouldUseUI) return end

function QuickhacksListGameController:ApplyQuickhackSelection() return end

function QuickhacksListGameController:DeplenishMemoryCells() return end

---@return InventoryItemDisplayData
function QuickhacksListGameController:GetItemDisplayData() return end

---@param index Int32
---@return Bool
function QuickhacksListGameController:IsCurrentSelectionOnStatPoolIndexes(index) return end

---@return Bool
function QuickhacksListGameController:IsCurrentSelectionOnStatPoolIndexes() return end

---@return Bool
function QuickhacksListGameController:IsIntroPlaying() return end

function QuickhacksListGameController:LogQuickHack() return end

function QuickhacksListGameController:PlayChoiceAnimation() return end

function QuickhacksListGameController:PlayDescritpionIntroAnimaton() return end

---@param data QuickhackData[]
function QuickhacksListGameController:PopulateData(data) return end

---@return Bool
function QuickhacksListGameController:RegisterCooldownStatPoolUpdate() return end

---@param requester gameObject
---@param eventId CName|string
---@param val Bool
function QuickhacksListGameController:RequestTimeDilation(requester, eventId, val) return end

function QuickhacksListGameController:ResetQuickhackSelection() return end

---@param data QuickhackData
function QuickhacksListGameController:SelectData(data) return end

---@param isHovering Bool
---@param cost Int32
---@param justHacked Bool
function QuickhacksListGameController:SendOverclockPreviewEvent(isHovering, cost, justHacked) return end

---@param value Bool
function QuickhacksListGameController:SetVisibility(value) return end

function QuickhacksListGameController:SetupDuration() return end

function QuickhacksListGameController:SetupICE() return end

function QuickhacksListGameController:SetupMaxCooldown() return end

function QuickhacksListGameController:SetupMemoryCost() return end

function QuickhacksListGameController:SetupMemoryCostDifferance() return end

function QuickhacksListGameController:SetupNetworkBreach() return end

function QuickhacksListGameController:SetupQuickhacksMemoryBar() return end

function QuickhacksListGameController:SetupTargetName() return end

function QuickhacksListGameController:SetupTier() return end

function QuickhacksListGameController:SetupUploadTime() return end

function QuickhacksListGameController:SetupVulnerabilities() return end

function QuickhacksListGameController:ShowInventory() return end

---@param value Bool
function QuickhacksListGameController:ShowTutorialOverlay(value) return end

function QuickhacksListGameController:ToggleTutorialOverlay() return end

function QuickhacksListGameController:UnregisterCooldownStatPoolUpdate() return end

function QuickhacksListGameController:UpdateMemoryBar() return end

---@param size Int32
function QuickhacksListGameController:UpdateQuickhacksMemoryBarSize(size) return end

---@param isVisible Bool
---@param value Float
function QuickhacksListGameController:UpdateRecompileTime(isVisible, value) return end

---@class QuickhacksListItemController : inkListItemController
---@field expandAnimationDuration Float
---@field icon inkImageWidgetReference
---@field description inkTextWidgetReference
---@field memoryValue inkTextWidgetReference
---@field memoryCells inkCompoundWidgetReference
---@field actionStateRoot inkWidgetReference
---@field actionStateText inkTextWidgetReference
---@field categoryRoot inkWidgetReference
---@field categoryText inkTextWidgetReference
---@field revealRoot inkWidgetReference
---@field revealText inkTextWidgetReference
---@field cooldownIcon inkWidgetReference
---@field cooldownValue inkTextWidgetReference
---@field descriptionSize inkWidgetReference
---@field costReductionArrow inkImageWidgetReference
---@field curveRadius Float
---@field categorizedHacks Bool
---@field colorCodedHacks Bool
---@field hackColorDamage CName
---@field hackColorControl CName
---@field hackColorCovert CName
---@field hackColorUltimate CName
---@field hackColorDefault CName
---@field selectedLoop inkanimProxy
---@field currentAnimationName CName
---@field choiceAccepted inkanimProxy
---@field resizeAnim inkanimController
---@field root inkWidget
---@field data QuickhackData
---@field isSelected Bool
---@field expanded Bool
---@field cachedDescriptionSize Vector2
---@field defaultMargin inkMargin
QuickhacksListItemController = {}

---@return QuickhacksListItemController
function QuickhacksListItemController.new() return end

---@param props table
---@return QuickhacksListItemController
function QuickhacksListItemController.new(props) return end

---@param value IScriptable
---@return Bool
function QuickhacksListItemController:OnDataChanged(value) return end

---@param itemController inkListItemController
---@return Bool
function QuickhacksListItemController:OnDeselected(itemController) return end

---@return Bool
function QuickhacksListItemController:OnInitialize() return end

---@param evt QuickhackDescriptionUpdate
---@return Bool
function QuickhacksListItemController:OnQuickhackDescriptionUpdate(evt) return end

---@param anim inkanimProxy
---@return Bool
function QuickhacksListItemController:OnResizingFinished(anim) return end

---@param itemController inkListItemController
---@return Bool
function QuickhacksListItemController:OnSelected(itemController) return end

---@return Bool
function QuickhacksListItemController:OnUninitialize() return end

---@param e inkanimProxy
---@return Bool
function QuickhacksListItemController:OnUpdateAnimationState(e) return end

---@param value Bool
function QuickhacksListItemController:AdjustToTextDescriptionSize(value) return end

function QuickhacksListItemController:ChangeMargin() return end

---@param value Bool
---@param force Bool
function QuickhacksListItemController:Expand(value, force) return end

---@return Bool
function QuickhacksListItemController:IsChoiceAcceptedPlaying() return end

function QuickhacksListItemController:PlayChoiceAcceptedAnimation() return end

function QuickhacksListItemController:SetActionState() return end

---@param isVisible Bool
function QuickhacksListItemController:SetCooldownVisibility(isVisible) return end

function QuickhacksListItemController:SetReductionArrowVisibility() return end

---@param value Int32
function QuickhacksListItemController:ShowMemoryCell(value) return end

---@param cooldown Float
function QuickhacksListItemController:UpdateCooldown(cooldown) return end

function QuickhacksListItemController:UpdateState() return end

---@class QuickhacksVulnerabilityLogicController : inkWidgetLogicController
---@field textField inkTextWidgetReference
QuickhacksVulnerabilityLogicController = {}

---@return QuickhacksVulnerabilityLogicController
function QuickhacksVulnerabilityLogicController.new() return end

---@param props table
---@return QuickhacksVulnerabilityLogicController
function QuickhacksVulnerabilityLogicController.new(props) return end

---@param locKey CName|string
function QuickhacksVulnerabilityLogicController:SetText(locKey) return end

---@class QuicksortInt : IScriptable
QuicksortInt = {}

---@return QuicksortInt
function QuicksortInt.new() return end

---@param props table
---@return QuicksortInt
function QuicksortInt.new(props) return end

---@param items Int32[]
---@param comparator IntComparator
---@param leftIndex Int32
---@param rightIndex Int32
---@return Int32
function QuicksortInt.Partition(items, comparator, leftIndex, rightIndex) return end

---@param items Int32[]
---@param comparator IntComparator
---@param leftIndex Int32
---@param rightIndex Int32
function QuicksortInt.Sort(items, comparator, leftIndex, rightIndex) return end

---@class QuicksortInventoryItemData : IScriptable
QuicksortInventoryItemData = {}

---@return QuicksortInventoryItemData
function QuicksortInventoryItemData.new() return end

---@param props table
---@return QuicksortInventoryItemData
function QuicksortInventoryItemData.new(props) return end

---@param items gameInventoryItemData[]
---@param comparator InventoryItemDataComparator
---@param leftIndex Int32
---@param rightIndex Int32
---@return Int32
function QuicksortInventoryItemData.Partition(items, comparator, leftIndex, rightIndex) return end

---@param items gameInventoryItemData[]
---@param comparator InventoryItemDataComparator
---@param leftIndex Int32
---@param rightIndex Int32
function QuicksortInventoryItemData.Sort(items, comparator, leftIndex, rightIndex) return end

---@class QuicksortTemplate : IScriptable
QuicksortTemplate = {}

---@param items Variant[]
---@param comparator SortComparatorTemplate
---@param leftIndex Int32
---@param rightIndex Int32
---@return Int32
function QuicksortTemplate.Partition(items, comparator, leftIndex, rightIndex) return end

---@param items Variant[]
---@param comparator SortComparatorTemplate
---@param leftIndex Int32
---@param rightIndex Int32
function QuicksortTemplate.Sort(items, comparator, leftIndex, rightIndex) return end

---@class RTAOAreaSettings : IAreaSettings
---@field RangeNear curveData
---@field RangeFar curveData
---@field RadiusNear curveData
---@field RadiusFar curveData
---@field coneAoDiffuseStrength curveData
---@field coneAoSpecularStrength curveData
---@field coneAoSpecularTreshold curveData
---@field lightAoDiffuseStrength curveData
---@field lightAoSpecularStrength curveData
RTAOAreaSettings = {}

---@return RTAOAreaSettings
function RTAOAreaSettings.new() return end

---@param props table
---@return RTAOAreaSettings
function RTAOAreaSettings.new(props) return end

---@class RTXDIAreaSettings : IAreaSettings
---@field diffuseSkyScale Float
---@field specularSkyScale Float
RTXDIAreaSettings = {}

---@return RTXDIAreaSettings
function RTXDIAreaSettings.new() return end

---@param props table
---@return RTXDIAreaSettings
function RTXDIAreaSettings.new(props) return end

---@class RaceCheckpointSelector : StreetSignSelector
---@field recordID TweakDBID
RaceCheckpointSelector = {}

---@return RaceCheckpointSelector
function RaceCheckpointSelector.new() return end

---@param props table
---@return RaceCheckpointSelector
function RaceCheckpointSelector.new(props) return end

---@return TweakDBID
function RaceCheckpointSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function RaceCheckpointSelector:SetRecordID(recordID) return end

---@class RadialAnimData
---@field hover_in CName
---@field hover_out CName
---@field cycle_in CName
---@field cycle_out CName
RadialAnimData = {}

---@return RadialAnimData
function RadialAnimData.new() return end

---@param props table
---@return RadialAnimData
function RadialAnimData.new(props) return end

---@class RadialHubTimeSkipController : inkWidgetLogicController
---@field gameTimeText inkTextWidgetReference
---@field cantSkipTimeContainer inkWidgetReference
---@field timeSkipButton inkWidgetReference
---@field gameCtrlRef gameuiMenuGameController
---@field timeSystem gameTimeSystem
---@field timeSkipPopupToken inkGameNotificationToken
---@field cantSkipTimeAnim inkanimProxy
---@field gameTimeTextParams textTextParameterSet
---@field canSkipTime Bool
RadialHubTimeSkipController = {}

---@return RadialHubTimeSkipController
function RadialHubTimeSkipController.new() return end

---@param props table
---@return RadialHubTimeSkipController
function RadialHubTimeSkipController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function RadialHubTimeSkipController:OnTimeSkipButtonHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RadialHubTimeSkipController:OnTimeSkipButtonHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function RadialHubTimeSkipController:OnTimeSkipButtonPressed(e) return end

---@param data inkGameNotificationData
---@return Bool
function RadialHubTimeSkipController:OnTimeSkipPopupClosed(data) return end

---@param isEnabled Bool
---@param timeSystem gameTimeSystem
---@param gameController gameuiMenuGameController
function RadialHubTimeSkipController:Init(isEnabled, timeSystem, gameController) return end

---@param visible Bool
function RadialHubTimeSkipController:SetCursorVisibility(visible) return end

function RadialHubTimeSkipController:UpdateGameTime() return end

---@class RadialMenuGameController : gameuiHUDGameController
---@field containerRef inkCompoundWidgetReference
---@field highlightRef inkWidgetReference
---@field itemListRef inkWidgetReference[]
---@field quickSlotsBoard gameIBlackboard
---@field quickSlotsDef UI_QuickSlotsDataDef
---@field inputAxisCallbackId redCallbackObject
RadialMenuGameController = {}

---@return RadialMenuGameController
function RadialMenuGameController.new() return end

---@param props table
---@return RadialMenuGameController
function RadialMenuGameController.new(props) return end

---@param evt QuickSlotButtonHoldEndEvent
---@return Bool
function RadialMenuGameController:OnCloseWheelRequest(evt) return end

---@return Bool
function RadialMenuGameController:OnInitialize() return end

---@param evt QuickSlotButtonHoldStartEvent
---@return Bool
function RadialMenuGameController:OnOpenWheelRequest(evt) return end

---@param value Float
---@return Bool
function RadialMenuGameController:OnRadialAngleChanged(value) return end

---@return Bool
function RadialMenuGameController:OnUninitialize() return end

function RadialMenuGameController:ApplySelection() return end

function RadialMenuGameController:PopulateData() return end

---@param value Bool
function RadialMenuGameController:SetVisible(value) return end

---@class RadialMenuHelper : IScriptable
RadialMenuHelper = {}

---@return RadialMenuHelper
function RadialMenuHelper.new() return end

---@param props table
---@return RadialMenuHelper
function RadialMenuHelper.new(props) return end

---@param target gameObject
---@return Bool
function RadialMenuHelper.IsCombatGadgetsBlocked(target) return end

---@param target gameObject
---@return Bool
function RadialMenuHelper.IsWeaponsBlocked(target) return end

---@class RadialMenuHubGameController : gameuiMenuGameController
---@field menusData MenuDataBuilder
---@field menuEventDispatcher inkMenuEventDispatcher
---@field menuCtrl RadialMenuHubLogicController
---@field metaCtrl MetaQuestLogicController
---@field subMenuCtrl RadialSubMenuPanelLogicController
---@field timeCtrl RadialHubTimeSkipController
---@field player PlayerPuppet
---@field playerDevSystem PlayerDevelopmentSystem
---@field transaction gameTransactionSystem
---@field playerStatsBlackboard gameIBlackboard
---@field hubMenuBlackboard gameIBlackboard
---@field characterCredListener redCallbackObject
---@field characterLevelListener redCallbackObject
---@field characterCurrentXPListener redCallbackObject
---@field characterCredPointsListener redCallbackObject
---@field weightListener redCallbackObject
---@field maxWeightListener redCallbackObject
---@field submenuHiddenListener redCallbackObject
---@field metaQuestStatusListener redCallbackObject
---@field journalManager gameJournalManager
---@field trackedEntry gameJournalQuestObjective
---@field trackedPhase gameJournalQuestPhase
---@field trackedQuest gameJournalQuest
---@field notificationRoot inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field bgFluff inkWidgetReference
---@field dataManager PlayerDevelopmentDataManager
---@field buttonHintsController ButtonHints
---@field gameTimeContainer inkWidgetReference
---@field gameTimeController gameuiTimeDisplayLogicController
---@field inventoryListener gameInventoryScriptListener
---@field callback CurrencyUpdateCallback
---@field hubMenuInstanceID Uint32
---@field previousRequest OpenMenuRequest
---@field currentRequest OpenMenuRequest
RadialMenuHubGameController = {}

---@return RadialMenuHubGameController
function RadialMenuHubGameController.new() return end

---@param props table
---@return RadialMenuHubGameController
function RadialMenuHubGameController.new(props) return end

---@param evt BackActionCallback
---@return Bool
function RadialMenuHubGameController:OnBackActionCallback(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuHubGameController:OnButtonRelease(evt) return end

---@param value Int32
---@return Bool
function RadialMenuHubGameController:OnCharacterLevelCurrentXPUpdated(value) return end

---@param value Int32
---@return Bool
function RadialMenuHubGameController:OnCharacterLevelUpdated(value) return end

---@param value Int32
---@return Bool
function RadialMenuHubGameController:OnCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@return Bool
function RadialMenuHubGameController:OnCharacterStreetCredPointsUpdated(value) return end

---@param evt CyberwareTabModsRequest
---@return Bool
function RadialMenuHubGameController:OnCyberwareModsRequest(evt) return end

---@param evt DropQueueUpdatedEvent
---@return Bool
function RadialMenuHubGameController:OnDropQueueUpdatedEvent(evt) return end

---@param userData IScriptable
---@return Bool
function RadialMenuHubGameController:OnHubMenuInstanceData(userData) return end

---@return Bool
function RadialMenuHubGameController:OnInitialize() return end

---@param e MenuButtonHoverOutEvent
---@return Bool
function RadialMenuHubGameController:OnMenuButtonHoverOutEvent(e) return end

---@param e MenuButtonHoverOverEvent
---@return Bool
function RadialMenuHubGameController:OnMenuButtonHoverOverEvent(e) return end

---@param value Variant
---@return Bool
function RadialMenuHubGameController:OnMetaQuestStatusUpdated(value) return end

---@param evt OpenMenuRequest
---@return Bool
function RadialMenuHubGameController:OnOpenMenuRequest(evt) return end

---@param value Int32
---@return Bool
function RadialMenuHubGameController:OnPlayerMaxWeightUpdated(value) return end

---@param value Float
---@return Bool
function RadialMenuHubGameController:OnPlayerWeightUpdated(value) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function RadialMenuHubGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param value Bool
---@return Bool
function RadialMenuHubGameController:OnSubmenuHiddenUpdated(value) return end

---@param e TimeSkipClosedEvent
---@return Bool
function RadialMenuHubGameController:OnTimeSkipClosedEvent(e) return end

---@param e TimeSkipHoverOutEvent
---@return Bool
function RadialMenuHubGameController:OnTimeSkipHoverOutEvent(e) return end

---@param e TimeSkipHoverOverEvent
---@return Bool
function RadialMenuHubGameController:OnTimeSkipHoverOverEvent(e) return end

---@param e TimeSkipOpenedEvent
---@return Bool
function RadialMenuHubGameController:OnTimeSkipOpenedEvent(e) return end

---@return Bool
function RadialMenuHubGameController:OnUninitialize() return end

---@param dropQueueWeight Float
function RadialMenuHubGameController:HandlePlayerWeightUpdated(dropQueueWeight) return end

function RadialMenuHubGameController:InitMenusData() return end

function RadialMenuHubGameController:SetupBlackboards() return end

function RadialMenuHubGameController:UpdateTimeDisplay() return end

---@class RadialMenuHubLogicController : inkWidgetLogicController
---@field menuObject inkWidgetReference
---@field btnCrafting inkWidgetReference
---@field btnPerks inkWidgetReference
---@field btnStats inkWidgetReference
---@field btnInventory inkWidgetReference
---@field btnBackpack inkWidgetReference
---@field btnCyberware inkWidgetReference
---@field btnMap inkWidgetReference
---@field btnJournal inkWidgetReference
---@field btnPhone inkWidgetReference
---@field btnTarot inkWidgetReference
---@field btnShard inkWidgetReference
---@field btnCodex inkWidgetReference
---@field panelInventory inkWidgetReference
---@field panelMap inkWidgetReference
---@field panelJournal inkWidgetReference
---@field panelCharacter inkWidgetReference
---@field mouseCollider inkWidgetReference
---@field debugText inkTextWidgetReference
---@field menusData MenuDataBuilder
---@field tooltipsManager gameuiTooltipsManager
---@field tooltipsManagerRef inkWidgetReference
---@field windowSize Vector2
---@field previousMenuElement RadialHubMenuElement
---@field hoveredButtons Int32[]
---@field isActive Bool
---@field timeSkipOpened Bool
---@field panelHoverOverAnimProxy inkanimProxy
---@field panelHoverOutAnimProxy inkanimProxy
RadialMenuHubLogicController = {}

---@return RadialMenuHubLogicController
function RadialMenuHubLogicController.new() return end

---@param props table
---@return RadialMenuHubLogicController
function RadialMenuHubLogicController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function RadialMenuHubLogicController:OnGlobalRelease(e) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuHubLogicController:OnHoverPanelOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuHubLogicController:OnHoverPanelOver(evt) return end

---@return Bool
function RadialMenuHubLogicController:OnInitialize() return end

---@param evt SelectMenuRequest
---@return Bool
function RadialMenuHubLogicController:OnOldSelectByCursor(evt) return end

---@param evt RadialSelectMenuRequest
---@return Bool
function RadialMenuHubLogicController:OnSelectByCursor(evt) return end

---@return Bool
function RadialMenuHubLogicController:OnUninitialize() return end

---@param angle Float
---@return RadialHubMenuElement
function RadialMenuHubLogicController:GetRadialHubMenuElementFromAngle(angle) return end

---@param hubMenuElement RadialHubMenuElement
function RadialMenuHubLogicController:OpenElement(hubMenuElement) return end

---@param animProxy inkanimProxy
---@param menuTarget RadialHubMenuElement
---@param playReverse Bool
function RadialMenuHubLogicController:PlayHoverAnimation(animProxy, menuTarget, playReverse) return end

---@param hubMenuElement RadialHubMenuElement
---@return inkWidgetReference
function RadialMenuHubLogicController:RadialHubMenuElementToWidget(hubMenuElement) return end

---@param menuName CName|string
---@param submenuName CName|string
---@param userData IScriptable
function RadialMenuHubLogicController:SelectMenuExternally(menuName, submenuName, userData) return end

---@param isActive Bool
function RadialMenuHubLogicController:SetActive(isActive) return end

---@param buttonId Int32
function RadialMenuHubLogicController:SetButtonHoverOut(buttonId) return end

---@param buttonId Int32
function RadialMenuHubLogicController:SetButtonHoverOver(buttonId) return end

---@param hubMenuElement RadialHubMenuElement
---@param state CName|string
function RadialMenuHubLogicController:SetElementState(hubMenuElement, state) return end

---@param currentMenuElement RadialHubMenuElement
function RadialMenuHubLogicController:SetHover(currentMenuElement) return end

---@param hoverPanel inkWidgetReference
function RadialMenuHubLogicController:SetHoverPanel(hoverPanel) return end

---@param menuData MenuDataBuilder
---@param tarotIsBlocked Bool
---@param mapIsBlocked Bool
---@param perkPoints Int32
---@param attrPoints Int32
function RadialMenuHubLogicController:SetMenusData(menuData, tarotIsBlocked, mapIsBlocked, perkPoints, attrPoints) return end

---@param value Bool
function RadialMenuHubLogicController:SetTimeSkipOpened(value) return end

function RadialMenuHubLogicController:SetUnhover() return end

---@param size Vector2
function RadialMenuHubLogicController:SetWindowSize(size) return end

---@param hubMenuElement inkWidget
---@return RadialHubMenuElement
function RadialMenuHubLogicController:WidgetToRadialHubElement(hubMenuElement) return end

---@class RadialMenuItem : gameuiHUDGameController
RadialMenuItem = {}

---@return RadialMenuItem
function RadialMenuItem.new() return end

---@param props table
---@return RadialMenuItem
function RadialMenuItem.new(props) return end

---@class RadialMenuItemController : inkWidgetLogicController
---@field menuData MenuData
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field frameHovered inkWidgetReference
---@field hoverPanel inkWidgetReference
---@field background inkWidgetReference
---@field levelFlag inkWidgetReference
---@field attrFlag inkWidgetReference
---@field attrText inkTextWidgetReference
---@field perkFlag inkWidgetReference
---@field perkText inkTextWidgetReference
---@field queueHoverEvents Bool
---@field disableClick Bool
---@field applyHoverState Bool
---@field itemHovered Bool
---@field panelHovered Bool
---@field panelTransitionProxy inkanimProxy
---@field buttonTransitionProxy inkanimProxy
---@field isPanelShown Bool
---@field isDimmed Bool
---@field isHyperlink Bool
RadialMenuItemController = {}

---@return RadialMenuItemController
function RadialMenuItemController.new() return end

---@param props table
---@return RadialMenuItemController
function RadialMenuItemController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuItemController:OnHoverPanelOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuItemController:OnHoverPanelOver(evt) return end

---@return Bool
function RadialMenuItemController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuItemController:OnItemHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RadialMenuItemController:OnItemHoverOver(evt) return end

---@param e inkPointerEvent
---@return Bool
function RadialMenuItemController:OnMenuChangeRelease(e) return end

---@param evt MenuItemDelayedUpdate
---@return Bool
function RadialMenuItemController:OnMenuItemDelayedUpdate(evt) return end

---@param evt MenuItemDimRequest
---@return Bool
function RadialMenuItemController:OnMenuItemDimRequest(evt) return end

---@param anim inkanimProxy
---@return Bool
function RadialMenuItemController:OnOutroFinished(anim) return end

---@return Bool
function RadialMenuItemController:OnUninitialize() return end

---@param menuData MenuData
function RadialMenuItemController:Init(menuData) return end

---@return Bool
function RadialMenuItemController:IsHyperlink() return end

function RadialMenuItemController:RequestMenuSelect() return end

---@param hoverPanel inkWidgetReference
function RadialMenuItemController:SetHoverPanel(hoverPanel) return end

---@param value Bool
function RadialMenuItemController:SetHyperlink(value) return end

---@param label String
---@param iconTweak TweakDBID|string
function RadialMenuItemController:UpdateButton(label, iconTweak) return end

---@param value Bool
function RadialMenuItemController:UpdateDim(value) return end

function RadialMenuItemController:UpdateState() return end

---@class RadialPointerController : inkWidgetLogicController
---@field pointer inkImageWidgetReference
---@field feedback inkImageWidgetReference
RadialPointerController = {}

---@return RadialPointerController
function RadialPointerController.new() return end

---@param props table
---@return RadialPointerController
function RadialPointerController.new(props) return end

---@param rawAngle Float
---@param targetAngle Float
function RadialPointerController:SetRotation(rawAngle, targetAngle) return end

---@class RadialSelectMenuRequest : redEvent
---@field eventData RadialMenuItemController
RadialSelectMenuRequest = {}

---@return RadialSelectMenuRequest
function RadialSelectMenuRequest.new() return end

---@param props table
---@return RadialSelectMenuRequest
function RadialSelectMenuRequest.new(props) return end

---@class RadialSlot : IScriptable
---@field slotAnchorRef inkWidgetReference
---@field libraryRef inkWidgetLibraryReference
---@field slotType SlotType
---@field animData RadialAnimData
---@field widget inkWidget
---@field targetAngle Float
---@field active String
---@field inactive String
---@field blocked String
RadialSlot = {}

---@return RadialSlot
function RadialSlot.new() return end

---@param props table
---@return RadialSlot
function RadialSlot.new(props) return end

function RadialSlot:Activate() return end

---@param shouldActivate Bool
function RadialSlot:Activate(shouldActivate) return end

---@return Bool
function RadialSlot:CanCycle() return end

---@param w inkWidget
function RadialSlot:Construct(w) return end

function RadialSlot:Deactivate() return end

---@return Float
function RadialSlot:GetAngle() return end

---@return String[]
function RadialSlot:GetDebugInfo() return end

---@return inkWidget
function RadialSlot:GetWidget() return end

---@return Bool
function RadialSlot:IsCyclable() return end

---@param precalculatedAngle Float
function RadialSlot:SetTargetAngle(precalculatedAngle) return end

---@class RadialStatusEffectController : inkWidgetLogicController
---@field effectsContainerRef inkCompoundWidgetReference
---@field poolHolderRef inkCompoundWidgetReference
---@field effectTemplateRef inkWidgetLibraryReference
---@field maxSize Int32
---@field effects SingleCooldownManager[]
RadialStatusEffectController = {}

---@return RadialStatusEffectController
function RadialStatusEffectController.new() return end

---@param props table
---@return RadialStatusEffectController
function RadialStatusEffectController.new(props) return end

---@return Bool
function RadialStatusEffectController:OnInitialize() return end

---@class RadialSubMenuPanelLogicController : PlayerStatsUIHolder
---@field levelValue inkTextWidgetReference
---@field streetCredLabel inkTextWidgetReference
---@field currencyValue inkTextWidgetReference
---@field weightValue inkTextWidgetReference
---@field subMenuLabel inkTextWidgetReference
---@field centralLine inkWidgetReference
---@field levelBarProgress inkWidgetReference
---@field levelBarSpacer inkWidgetReference
---@field streetCredBarProgress inkWidgetReference
---@field streetCredBarSpacer inkWidgetReference
---@field menuselectorWidget inkWidgetReference
---@field subMenuselectorWidget inkWidgetReference
---@field topPanel inkWidgetReference
---@field leftHolder inkWidgetReference
---@field rightHolder inkWidgetReference
---@field lineBarsContainer inkCompoundWidgetReference
---@field lineWidget inkCompoundWidgetReference
---@field menusList MenuData[]
---@field menuSelectorCtrl hubRadialStaticSelectorController
---@field subMenuActive Bool
---@field previousLineBar inkWidget
---@field IsSetActive Bool
---@field selectorMode Bool
---@field menusData MenuDataBuilder
---@field curMenuData MenuData
---@field curSubMenuData MenuData
---@field hubMenuInstanceID Uint32
RadialSubMenuPanelLogicController = {}

---@return RadialSubMenuPanelLogicController
function RadialSubMenuPanelLogicController.new() return end

---@param props table
---@return RadialSubMenuPanelLogicController
function RadialSubMenuPanelLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function RadialSubMenuPanelLogicController:OnButtonRelease(evt) return end

---@return Bool
function RadialSubMenuPanelLogicController:OnInitialize() return end

---@param index Int32
---@param value String
---@return Bool
function RadialSubMenuPanelLogicController:OnMenuChanged(index, value) return end

---@param evt OpenMenuRequest
---@return Bool
function RadialSubMenuPanelLogicController:OnOpenMenuRequest(evt) return end

---@return Bool
function RadialSubMenuPanelLogicController:OnUninitialize() return end

---@param selectedMenu MenuData
---@param menuDataArray MenuData[]
---@param subMenuData MenuData
---@param forceRefreshLines Bool
function RadialSubMenuPanelLogicController:AddMenus(selectedMenu, menuDataArray, subMenuData, forceRefreshLines) return end

---@return Bool
function RadialSubMenuPanelLogicController:GetActive() return end

---@param value Int32
function RadialSubMenuPanelLogicController:HandleCharacterCurrencyUpdated(value) return end

---@param value Int32
---@param remainingXP Int32
function RadialSubMenuPanelLogicController:HandleCharacterLevelCurrentXPUpdated(value, remainingXP) return end

---@param value Int32
function RadialSubMenuPanelLogicController:HandleCharacterLevelUpdated(value) return end

---@param value Int32
function RadialSubMenuPanelLogicController:HandleCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@param remainingXP Int32
function RadialSubMenuPanelLogicController:HandleCharacterStreetCredPointsUpdated(value, remainingXP) return end

---@param value Int32
---@param curInventoryWeight Float
function RadialSubMenuPanelLogicController:HandlePlayerMaxWeightUpdated(value, curInventoryWeight) return end

---@param value Float
---@param maxWeight Int32
function RadialSubMenuPanelLogicController:HandlePlayerWeightUpdated(value, maxWeight) return end

---@param val Bool
function RadialSubMenuPanelLogicController:HideName(val) return end

---@param request CyberwareTabModsRequest
function RadialSubMenuPanelLogicController:OpenModsTabExternal(request) return end

---@param isActive Bool
---@param hideSubmenu Bool
function RadialSubMenuPanelLogicController:SetActive(isActive, hideSubmenu) return end

---@param ID Uint32
function RadialSubMenuPanelLogicController:SetHubMenuInstanceID(ID) return end

---@param menuData MenuDataBuilder
function RadialSubMenuPanelLogicController:SetMenusData(menuData) return end

function RadialSubMenuPanelLogicController:SetRepacerMode() return end

---@class RadialWheelController : gameuiHUDGameController
---@field radialWeapons WeaponRadialSlot[]
---@field inputHintController RadialSlot
---@field activeSlotTooltip RadialSlot
---@field activeWeaponSlotTooltip RadialSlot
---@field statusEffects RadialSlot
---@field pointerRef inkWidgetReference
---@field activeSlot WeaponRadialSlot
---@field pointer PointerController
---@field activeIndex Int32
---@field initialized Bool
---@field isActive Bool
---@field pendingRadialSlotAsyncSpawnCount Int32
---@field consSlotCachedData gameInventoryItemData
---@field gadgetSlotCachedData gameInventoryItemData
---@field cyclingActionRegistered CName
---@field registeredInputHints gameuiInputHintData[]
---@field applyInputHint gameuiInputHintData
---@field cycleInputHintDataLeft gameuiInputHintData
---@field cycleInputHintDataRight gameuiInputHintData
---@field radialMode ERadialMode
---@field inventoryManager InventoryDataManagerV2
---@field equipmentSystem EquipmentSystem
---@field transactionSystem gameTransactionSystem
---@field quickSlotBlackboard gameIBlackboard
---@field QuickSlotBlackboardDef UI_QuickSlotsDataDef
---@field axisInputCallbackID redCallbackObject
---@field UISystemBB gameIBlackboard
---@field UISystemDef UI_SystemDef
---@field isInMenuCallbackID redCallbackObject
---@field equipmentUIBlackboard gameIBlackboard
---@field EquipmentBlackboardDef UI_EquipmentDef
---@field equipmentUICallbackID redCallbackObject
RadialWheelController = {}

---@return RadialWheelController
function RadialWheelController.new() return end

---@param props table
---@return RadialWheelController
function RadialWheelController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function RadialWheelController:OnAction(action, consumer) return end

---@param value Variant
---@return Bool
function RadialWheelController:OnEquipmentChanged(value) return end

---@param evt ForceRadialWheelRebuild
---@return Bool
function RadialWheelController:OnForceRadialWheelRebuild(evt) return end

---@param evt ForceRadialWheelShutdown
---@return Bool
function RadialWheelController:OnForceRadialWheelShutdown(evt) return end

---@return Bool
function RadialWheelController:OnInitialize() return end

---@param param Bool
---@return Bool
function RadialWheelController:OnIsInMenuChanged(param) return end

---@param evt LateInit
---@return Bool
function RadialWheelController:OnLateInit(evt) return end

---@param evt QuickSlotButtonHoldStartEvent
---@return Bool
function RadialWheelController:OnOpenWheelRequest(evt) return end

---@param v Vector4
---@return Bool
function RadialWheelController:OnRadialAngleChanged(v) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function RadialWheelController:OnSlotWidgetSpawned(widget, userData) return end

---@return Bool
function RadialWheelController:OnUninitialize() return end

---@param inputHint gameuiInputHintData
---@param add Bool
function RadialWheelController:AddInputHint(inputHint, add) return end

---@param slot RadialSlot
function RadialWheelController:ApplySlot(slot) return end

---@param slot CyclableRadialSlot
---@param requestType EHotkeyRequestType
---@return Bool
function RadialWheelController:BindItem(slot, requestType) return end

function RadialWheelController:CacheData() return end

function RadialWheelController:CacheInputHintData() return end

---@return Bool
function RadialWheelController:CanPlayerCycleCyberware() return end

---@param cyclableSlot CyclableRadialSlot
---@return Bool
function RadialWheelController:CanPlayerCycleMisc(cyclableSlot) return end

---@param slot CyclableRadialSlot
---@return Bool
function RadialWheelController:CanPlayerCycleSlot(slot) return end

function RadialWheelController:ClearInputHints() return end

---@param margin inkMargin
---@return Vector2
function RadialWheelController:ConvertMarginToVector(margin) return end

---@param input Vector4
---@return Float
function RadialWheelController:ConvertVectorToAngle(input) return end

---@param cyclableSlot CyclableRadialSlot
function RadialWheelController:CycleCyberware(cyclableSlot) return end

---@param cyclableSlot CyclableRadialSlot
---@param next Bool
function RadialWheelController:CycleHotkeys(cyclableSlot, next) return end

---@param cyclableSlot CyclableRadialSlot
---@param actionName CName|string
function RadialWheelController:CycleSlot(cyclableSlot, actionName) return end

---@param angle Float
---@return WeaponRadialSlot
function RadialWheelController:DetermineActiveSlot(angle) return end

function RadialWheelController:DisarmPlayer() return end

---@param slot RadialSlot
---@return Bool
function RadialWheelController:DrawItem(slot) return end

---@return gameInventoryItemData
function RadialWheelController:GetBaseFists() return end

---@param slot RadialSlot
---@return InventoryItemDisplayController
function RadialWheelController:GetController(slot) return end

---@return EquipmentSystem
function RadialWheelController:GetEquipmentSystem() return end

---@param slot RadialSlot
---@return gameInventoryItemData
function RadialWheelController:GetInventoryItemData(slot) return end

---@param itemID ItemID
---@return gameItemData
function RadialWheelController:GetItemData(itemID) return end

---@param slot RadialSlot
---@return ItemID
function RadialWheelController:GetItemID(slot) return end

---@return gameObject
function RadialWheelController:GetPlayer() return end

---@return gameInventoryItemData
function RadialWheelController:GetValidCombatCyberware() return end

---@param cyclableSlot CyclableRadialSlot
---@return gameInventoryItemData[]
function RadialWheelController:GetValidItemsForMiscSlot(cyclableSlot) return end

---@param arr gameInventoryItemData[]
---@param fromIndex Int32
---@param searchNext Bool
---@return Int32
function RadialWheelController:GetValidNeighbouringIndex(arr, fromIndex, searchNext) return end

---@return gameItemData[]
function RadialWheelController:GetWeapons() return end

---@param data SPaperdollEquipData
function RadialWheelController:HandleEquipmentChange(data) return end

---@param eqData SPaperdollEquipData
function RadialWheelController:HandleEquipmentChangeByTask(eqData) return end

---@param data gameScriptTaskData
function RadialWheelController:HandleEquipmentChangeTask(data) return end

---@param slot WeaponRadialSlot
---@return Bool
function RadialWheelController:IsGadgetOrConsumableSlot(slot) return end

function RadialWheelController:RefreshCyberware() return end

---@param slot CyclableRadialSlot
function RadialWheelController:RefreshHotkey(slot) return end

function RadialWheelController:RefreshHotkeys() return end

function RadialWheelController:RefreshSlots() return end

function RadialWheelController:RefreshWeapons() return end

---@param shouldRegister Bool
function RadialWheelController:RegisterBlackboards(shouldRegister) return end

function RadialWheelController:RestoreCachedSlots() return end

---@param inputHint gameuiInputHintData
---@param show Bool
function RadialWheelController:SendInputHintEvent(inputHint, show) return end

function RadialWheelController:SendPSMRadialCloseRequest() return end

---@param newActiveSlot WeaponRadialSlot
---@return Bool
function RadialWheelController:SetActiveSlot(newActiveSlot) return end

---@param widget inkWidget
---@param slot RadialSlot
function RadialWheelController:SetupWidgetForSlot(widget, slot) return end

function RadialWheelController:Shutdown() return end

function RadialWheelController:SpawnRadialWeapons() return end

---@param slot RadialSlot
---@return Bool
function RadialWheelController:SpawnSlotWidget(slot) return end

function RadialWheelController:UpdateActiveTooltip() return end

function RadialWheelController:UpdateInputHints() return end

---@param rawInputVector Vector4
---@param rawAngle Float
function RadialWheelController:UpdatePointer(rawInputVector, rawAngle) return end

function RadialWheelController:UpdateRequired() return end

function RadialWheelController:UpdateStatusEffects() return end

---@class RadialWheelUserData : IScriptable
---@field Slot RadialSlot
RadialWheelUserData = {}

---@return RadialWheelUserData
function RadialWheelUserData.new() return end

---@param props table
---@return RadialWheelUserData
function RadialWheelUserData.new(props) return end

---@class Radio : InteractiveDevice
---@field effectAction ScriptableDeviceAction
---@field effectRef gameEffectRef
---@field statusEffect TweakDBID
---@field damageType TweakDBID
---@field startingStation Int32
---@field isInteractive Bool
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field effectInstance gameEffectInstance
---@field targets ScriptedPuppet[]
---@field vfxInstance gameFxInstance
Radio = {}

---@return Radio
function Radio.new() return end

---@param props table
---@return Radio
function Radio.new(props) return end

---@param evt NextStation
---@return Bool
function Radio:OnNextStation(evt) return end

---@param evt PreviousStation
---@return Bool
function Radio:OnPreviousStation(evt) return end

---@param evt QuestDefaultStation
---@return Bool
function Radio:OnQuestDefaultStation(evt) return end

---@param evt QuestSetChannel
---@return Bool
function Radio:OnQuestSetChannel(evt) return end

---@param evt QuickHackAoeDamage
---@return Bool
function Radio:OnQuickHackAoeDamage(evt) return end

---@param evt QuickHackHighPitchNoise
---@return Bool
function Radio:OnQuickHackHighPitchNoise(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Radio:OnRequestComponents(ri) return end

---@param evt SpiderbotDistraction
---@return Bool
function Radio:OnSpiderbotDistraction(evt) return end

---@param evt SpiderbotOrderCompletedEvent
---@return Bool
function Radio:OnSpiderbotOrderCompletedEvent(evt) return end

---@param evt StopShortGlitchEvent
---@return Bool
function Radio:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Radio:OnTakeControl(ri) return end

---@param evt TargetAcquiredEvent
---@return Bool
function Radio:OnTargetAcquired(evt) return end

---@param evt TargetLostEvent
---@return Bool
function Radio:OnTargetLost(evt) return end

---@param evt ToggleON
---@return Bool
function Radio:OnToggleON(evt) return end

---@param evt TogglePower
---@return Bool
function Radio:OnTogglePower(evt) return end

function Radio:ApplyElectricDamage() return end

---@param target gameObject
function Radio:ApplyStatusEffect(target) return end

function Radio:ClearTargets() return end

function Radio:CreateGameEffect() return end

function Radio:CutPower() return end

function Radio:DeactivateDevice() return end

---@return EGameplayRole
function Radio:DeterminGameplayRole() return end

---@return Vector4
function Radio:GetAttackPosition() return end

---@return WorldTransform
function Radio:GetCenterWorldTransform() return end

---@return RadioController
function Radio:GetController() return end

---@return RadioControllerPS
function Radio:GetDevicePS() return end

---@return Bool
function Radio:IsStatusEffectValid() return end

---@param isMetal Bool
function Radio:MetalItUp(isMetal) return end

function Radio:PlayAoeDamageSFX() return end

function Radio:PlayAoeDamageVFX() return end

function Radio:PlayGivenStation() return end

function Radio:PlayHighPitchNoiseSFX() return end

function Radio:PlayHighPitchNoiseVFX() return end

---@param fxResource gameFxResource
function Radio:PlayVfx(fxResource) return end

---@param target gameObject
function Radio:RemoveStatusEffect(target) return end

function Radio:RemoveStatusEffectFromTargets() return end

function Radio:ResolveGameplayState() return end

function Radio:RestoreDeviceState() return end

---@param glitchState EGlitchState
---@param intensity Float
function Radio:StartGlitching(glitchState, intensity) return end

function Radio:StartShortGlitch() return end

function Radio:StartStunEffect() return end

function Radio:StopGlitching() return end

function Radio:StopStunEffect() return end

---@param target ScriptedPuppet
function Radio:TryAddToTargets(target) return end

---@param target ScriptedPuppet
function Radio:TryRemoveFromTargets(target) return end

function Radio:TryStopVfx() return end

function Radio:TryTerminateEffectInstance() return end

function Radio:TurnOffDevice() return end

function Radio:TurnOnDevice() return end

---@class RadioController : MediaDeviceController
RadioController = {}

---@return RadioController
function RadioController.new() return end

---@param props table
---@return RadioController
function RadioController.new(props) return end

---@return RadioControllerPS
function RadioController:GetPS() return end

---@class RadioControllerPS : MediaDeviceControllerPS
---@field radioSetup RadioSetup
---@field wasRadioSetup Bool
RadioControllerPS = {}

---@return RadioControllerPS
function RadioControllerPS.new() return end

---@param props table
---@return RadioControllerPS
function RadioControllerPS.new(props) return end

---@return Bool
function RadioControllerPS:OnInstantiated() return end

---@return QuickHackDistraction
function RadioControllerPS:ActionQuickHackDistraction() return end

---@return Bool
function RadioControllerPS:CanAddAoeDamageQuickHack() return end

---@return Bool
function RadioControllerPS:CanCreateAnyQuickHackActions() return end

function RadioControllerPS:CauseDistraction() return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function RadioControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

function RadioControllerPS:EnsureRadioStatationPresence() return end

function RadioControllerPS:GameAttached() return end

---@return ERadioStationList
function RadioControllerPS:GetActiveRadioStation() return end

---@return Int32
function RadioControllerPS:GetActiveStationIndex() return end

---@return CName
function RadioControllerPS:GetAoeDamageSFX() return end

---@return gameFxResource
function RadioControllerPS:GetAoeDamageVFX() return end

---@return TweakDBID
function RadioControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function RadioControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function RadioControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function RadioControllerPS:GetDeviceWidget(context) return end

---@return CName
function RadioControllerPS:GetGlitchSFX() return end

---@return Float
function RadioControllerPS:GetHighPitchNoiseRadius() return end

---@return CName
function RadioControllerPS:GetHighPitchNoiseSFX() return end

---@return gameFxResource
function RadioControllerPS:GetHighPitchNoiseVFX() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function RadioControllerPS:GetQuickHackActions(context) return end

---@return ERadioStationList
function RadioControllerPS:GetStartingStation() return end

---@param evt NextStation
---@return EntityNotificationType
function RadioControllerPS:OnNextStation(evt) return end

---@param evt PreviousStation
---@return EntityNotificationType
function RadioControllerPS:OnPreviousStation(evt) return end

---@param evt QuestDefaultStation
---@return EntityNotificationType
function RadioControllerPS:OnQuestDefaultStation(evt) return end

---@param evt QuickHackDistraction
---@return EntityNotificationType
function RadioControllerPS:OnQuickHackDistraction(evt) return end

---@param evt SpiderbotDistraction
---@return EntityNotificationType
function RadioControllerPS:OnSpiderbotDistraction(evt) return end

---@param radioStationType ERadioStationList
function RadioControllerPS:SetActiveStation(radioStationType) return end

function RadioControllerPS:SetDefaultRadioStation() return end

function RadioControllerPS:TryInitializeInteractiveState() return end

---@class RadioDelayedRequest : gameScriptableSystemRequest
---@field data PlayRadioArgs
RadioDelayedRequest = {}

---@return RadioDelayedRequest
function RadioDelayedRequest.new() return end

---@param props table
---@return RadioDelayedRequest
function RadioDelayedRequest.new(props) return end

---@class RadioHotkeyController : GenericHotkeyController
---@field vehicleBB gameIBlackboard
---@field vehicleEnterListener redCallbackObject
---@field factListener Uint32
---@field animationProxy inkanimProxy
RadioHotkeyController = {}

---@return RadioHotkeyController
function RadioHotkeyController.new() return end

---@param props table
---@return RadioHotkeyController
function RadioHotkeyController.new(props) return end

---@param evt DPADActionPerformed
---@return Bool
function RadioHotkeyController:OnDpadActionPerformed(evt) return end

---@param player gameObject
---@return Bool
function RadioHotkeyController:OnPlayerAttach(player) return end

---@param value Int32
---@return Bool
function RadioHotkeyController:OnPlayerEnteredVehicle(value) return end

---@return Bool
function RadioHotkeyController:Initialize() return end

function RadioHotkeyController:InitializeHintController() return end

function RadioHotkeyController:InitializeQuestListener() return end

---@return Bool
function RadioHotkeyController:IsInDefaultState() return end

---@param value Int32
function RadioHotkeyController:OnFactChanged(value) return end

function RadioHotkeyController:Uninitialize() return end

---@class RadioInkGameController : DeviceInkGameControllerBase
---@field stationNameWidget inkTextWidgetReference
---@field stationLogoWidget inkImageWidgetReference
RadioInkGameController = {}

---@return RadioInkGameController
function RadioInkGameController.new() return end

---@param props table
---@return RadioInkGameController
function RadioInkGameController.new(props) return end

---@return Radio
function RadioInkGameController:GetOwner() return end

---@param state EDeviceStatus
function RadioInkGameController:Refresh(state) return end

function RadioInkGameController:SetupStationLogo() return end

function RadioInkGameController:TurnOff() return end

function RadioInkGameController:TurnOn() return end

---@class RadioListItemData : IScriptable
---@field record gamedataRadioStation_Record
RadioListItemData = {}

---@return RadioListItemData
function RadioListItemData.new() return end

---@param props table
---@return RadioListItemData
function RadioListItemData.new(props) return end

---@class RadioLogicController : IVehicleModuleController
---@field radioTextWidget inkTextWidgetReference
---@field radioEQWidget inkCanvasWidgetReference
---@field radioStateBBConnectionId redCallbackObject
---@field radioNameBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field eqLoopAnimProxy inkanimProxy
---@field radioTextWidgetSize Vector2
RadioLogicController = {}

---@return RadioLogicController
function RadioLogicController.new() return end

---@param props table
---@return RadioLogicController
function RadioLogicController.new(props) return end

---@return Bool
function RadioLogicController:OnUninitialize() return end

function RadioLogicController:InternalUnregisterCallbacks() return end

---@param station CName|string
function RadioLogicController:OnRadioNameChanged(station) return end

---@param state Bool
function RadioLogicController:OnRadioStateChanged(state) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function RadioLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function RadioLogicController:UnregisterCallbacks() return end

---@class RadioSetup
---@field randomizeStartingStation Bool
---@field startingStation ERadioStationList
---@field isInteractive Bool
---@field glitchSFX CName
---@field enableHighPitchNoiseQuickHack Bool
---@field highPitchNoiseSFX CName
---@field hithPitchNoiseVFX gameFxResource
---@field hithPitchNoiseRadius Float
---@field enableAoeDamageQuickHack Bool
---@field AoeDamageSFX CName
---@field AoeDamageVFX gameFxResource
RadioSetup = {}

---@return RadioSetup
function RadioSetup.new() return end

---@param props table
---@return RadioSetup
function RadioSetup.new(props) return end

---@class RadioStationChangedEvent : redEvent
---@field radioIndex Int32
RadioStationChangedEvent = {}

---@return RadioStationChangedEvent
function RadioStationChangedEvent.new() return end

---@param props table
---@return RadioStationChangedEvent
function RadioStationChangedEvent.new(props) return end

---@class RadioStationDataProvider : IScriptable
RadioStationDataProvider = {}

---@return RadioStationDataProvider
function RadioStationDataProvider.new() return end

---@param props table
---@return RadioStationDataProvider
function RadioStationDataProvider.new(props) return end

---@param radioStationType ERadioStationList
---@return String
function RadioStationDataProvider.GetChannelName(radioStationType) return end

---@param station ERadioStationList
---@return ERadioStationList
function RadioStationDataProvider.GetNextStationTo(station) return end

---@param station ERadioStationList
---@return ERadioStationList
function RadioStationDataProvider.GetPreviousStationTo(station) return end

---@return ERadioStationList
function RadioStationDataProvider.GetRandomStation() return end

---@param station ERadioStationList
---@return Int32
function RadioStationDataProvider.GetStationIndex(station) return end

---@param radioStationType ERadioStationList
---@return CName
function RadioStationDataProvider.GetStationName(radioStationType) return end

---@param index Int32
---@return CName
function RadioStationDataProvider.GetStationNameByIndex(index) return end

---@return Int32
function RadioStationDataProvider.GetStationsCount() return end

---@class RadioStationListItemController : inkVirtualCompoundItemController
---@field label inkTextWidgetReference
---@field typeIcon inkImageWidgetReference
---@field equilizerIcon inkHorizontalPanelWidgetReference
---@field codeTLicon inkImageWidgetReference
---@field trackName inkTextWidgetReference
---@field playerVehicle vehicleBaseObject
---@field stationData RadioListItemData
---@field currentRadioStationId Int32
RadioStationListItemController = {}

---@return RadioStationListItemController
function RadioStationListItemController.new() return end

---@param props table
---@return RadioStationListItemController
function RadioStationListItemController.new(props) return end

---@param value Variant
---@return Bool
function RadioStationListItemController:OnDataChanged(value) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function RadioStationListItemController:OnDeselected(itemController) return end

---@return Bool
function RadioStationListItemController:OnInitialize() return end

---@param evt RadioStationChangedEvent
---@return Bool
function RadioStationListItemController:OnRadioStationChangedEvent(evt) return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function RadioStationListItemController:OnSelected(itemController, discreteNav) return end

---@return RadioListItemData
function RadioStationListItemController:GetStationData() return end

function RadioStationListItemController:UpdateEquializer() return end

---@class RadioStationsDataView : inkScriptableDataViewWrapper
RadioStationsDataView = {}

---@return RadioStationsDataView
function RadioStationsDataView.new() return end

---@param props table
---@return RadioStationsDataView
function RadioStationsDataView.new(props) return end

---@param data IScriptable
---@return Bool
function RadioStationsDataView:FilterItem(data) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function RadioStationsDataView:SortItem(left, right) return end

---@class RadioViabilityInterpreter : IScriptable
RadioViabilityInterpreter = {}

---@return RadioViabilityInterpreter
function RadioViabilityInterpreter.new() return end

---@param props table
---@return RadioViabilityInterpreter
function RadioViabilityInterpreter.new(props) return end

---@param device RadioControllerPS
---@param hasActiveActions Bool
---@return Bool
function RadioViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class RagdollDamagePollData
---@field worldPosition WorldPosition
---@field worldNormal Vector4
---@field maxForceMagnitude Float
---@field maxImpulseMagnitude Float
---@field maxVelocityChange Float
---@field maxZDiff Float
RagdollDamagePollData = {}

---@return RagdollDamagePollData
function RagdollDamagePollData.new() return end

---@param props table
---@return RagdollDamagePollData
function RagdollDamagePollData.new(props) return end

---@class RagdollTask : AIbehaviortaskScript
RagdollTask = {}

---@class RagdollToggleDelayEvent : redEvent
---@field target gameObject
---@field enable Bool
---@field force Bool
---@field leaveRagdollEnabled Bool
RagdollToggleDelayEvent = {}

---@return RagdollToggleDelayEvent
function RagdollToggleDelayEvent.new() return end

---@param props table
---@return RagdollToggleDelayEvent
function RagdollToggleDelayEvent.new(props) return end

---@class RainAreaSettings : IAreaSettings
---@field numParticles Uint32
---@field radius Float
---@field heightRange Float
---@field globalLightResponse Float
---@field tiling curveData
---@field porosityThresholdStart Float
---@field porosityThresholdEnd Float
---@field glossinessFactor Float
---@field baseColorFactor Float
---@field moistureAccumulationSpeed Float
---@field puddlesAccumulationSpeed Float
---@field moistureEvaporationSpeed Float
---@field puddlesEvaporationSpeed Float
---@field rainIntensity curveData
---@field rainOverride curveData
---@field rainMoistureOverride curveData
---@field rainPuddlesOverride curveData
---@field waterRainIntensity Float
---@field rainleaksMask CBitmapTexture
---@field raindropsMask CBitmapTexture
---@field rainRipplesMask CBitmapTexture
RainAreaSettings = {}

---@return RainAreaSettings
function RainAreaSettings.new() return end

---@param props table
---@return RainAreaSettings
function RainAreaSettings.new(props) return end

---@class RainMissileProjectile : BaseProjectile
---@field meshComponent entIComponent
---@field effect gameEffectRef
---@field damage gameEffectInstance
---@field owner gameObject
---@field weapon gameweaponObject
---@field countTime Float
---@field startVelocity Float
---@field lifetime Float
---@field alive Bool
---@field arrived Bool
---@field spawnPosition Vector4
---@field phase1Duration Float
---@field landIndicatorFX gameFxResource
---@field fxInstance gameFxInstance
---@field armingDistance Float
---@field armed Bool
---@field hasExploded Bool
---@field missileDBID TweakDBID
---@field missileAttackRecord gamedataAttack_Record
---@field timeToDestory Float
---@field initialTargetPosition Vector4
---@field initialTargetOffset Vector4
---@field finalTargetPosition Vector4
---@field finalTargetOffset Vector4
---@field finalTargetPositionCalculationDelay Float
---@field targetComponent entIPlacedComponent
---@field followTargetInPhase2 Bool
---@field puppetBroadphaseHitRadiusSquared Float
---@field phase EMissileRainPhase
---@field spiralParams gameprojectileSpiralParams
---@field useSpiralParams Bool
---@field randStartVelocity Float
RainMissileProjectile = {}

---@return RainMissileProjectile
function RainMissileProjectile.new() return end

---@param props table
---@return RainMissileProjectile
function RainMissileProjectile.new(props) return end

---@param eventData gameprojectileAcceleratedMovementEvent
---@return Bool
function RainMissileProjectile:OnAcceleratedMovement(eventData) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function RainMissileProjectile:OnCollision(eventData) return end

---@param eventData gameprojectileFollowEvent
---@return Bool
function RainMissileProjectile:OnFollowSuccess(eventData) return end

---@param eventData gameprojectileBroadPhaseHitEvent
---@return Bool
function RainMissileProjectile:OnGameprojectileBroadPhaseHitEvent(eventData) return end

---@param evt gameeventsHitEvent
---@return Bool
function RainMissileProjectile:OnHit(evt) return end

---@param eventData gameprojectileLinearMovementEvent
---@return Bool
function RainMissileProjectile:OnLinearMovement(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function RainMissileProjectile:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RainMissileProjectile:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function RainMissileProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function RainMissileProjectile:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RainMissileProjectile:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function RainMissileProjectile:OnTick(eventData) return end

function RainMissileProjectile:CalcFinalTargetPositionAndOffset() return end

function RainMissileProjectile:DelayDestroyBullet() return end

function RainMissileProjectile:DestroyBullet() return end

---@param projectilePosition Vector4
function RainMissileProjectile:Explode(projectilePosition) return end

---@param projectilePosition Vector4
function RainMissileProjectile:OnCollideWithEntity(projectilePosition) return end

---@param targetPos Vector4
function RainMissileProjectile:StartPhase1(targetPos) return end

function RainMissileProjectile:StartPhase2() return end

function RainMissileProjectile:StartTrailEffect() return end

---@class RandomChancePrereq : gameIScriptablePrereq
RandomChancePrereq = {}

---@return RandomChancePrereq
function RandomChancePrereq.new() return end

---@param props table
---@return RandomChancePrereq
function RandomChancePrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
function RandomChancePrereq:OnApplied(state, context) return end

---@class RandomChancePrereqState : gamePrereqState
RandomChancePrereqState = {}

---@return RandomChancePrereqState
function RandomChancePrereqState.new() return end

---@param props table
---@return RandomChancePrereqState
function RandomChancePrereqState.new(props) return end

---@class RangedWeaponPSMPrereq : PlayerStateMachinePrereq
RangedWeaponPSMPrereq = {}

---@return RangedWeaponPSMPrereq
function RangedWeaponPSMPrereq.new() return end

---@param props table
---@return RangedWeaponPSMPrereq
function RangedWeaponPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function RangedWeaponPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function RangedWeaponPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function RangedWeaponPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function RangedWeaponPSMPrereq:OnUnregister(state, context) return end

---@class RangedWeaponPSMPrereqState : PlayerStateMachinePrereqState
RangedWeaponPSMPrereqState = {}

---@return RangedWeaponPSMPrereqState
function RangedWeaponPSMPrereqState.new() return end

---@param props table
---@return RangedWeaponPSMPrereqState
function RangedWeaponPSMPrereqState.new(props) return end

---@class RarityOfEquippedConsumableItemPrereq : gameIScriptablePrereq
---@field consumableItemTag CName
---@field qualityLessThan gamedataQuality
RarityOfEquippedConsumableItemPrereq = {}

---@return RarityOfEquippedConsumableItemPrereq
function RarityOfEquippedConsumableItemPrereq.new() return end

---@param props table
---@return RarityOfEquippedConsumableItemPrereq
function RarityOfEquippedConsumableItemPrereq.new(props) return end

---@param recordID TweakDBID|string
function RarityOfEquippedConsumableItemPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function RarityOfEquippedConsumableItemPrereq:IsFulfilled(context) return end

---@class RarityOfEquippedConsumableItemPrereqState : gamePrereqState
RarityOfEquippedConsumableItemPrereqState = {}

---@return RarityOfEquippedConsumableItemPrereqState
function RarityOfEquippedConsumableItemPrereqState.new() return end

---@param props table
---@return RarityOfEquippedConsumableItemPrereqState
function RarityOfEquippedConsumableItemPrereqState.new(props) return end

---@class RarityOfEquippedCyberdeckPrereq : gameIScriptablePrereq
---@field minimumQuality Int32
RarityOfEquippedCyberdeckPrereq = {}

---@return RarityOfEquippedCyberdeckPrereq
function RarityOfEquippedCyberdeckPrereq.new() return end

---@param props table
---@return RarityOfEquippedCyberdeckPrereq
function RarityOfEquippedCyberdeckPrereq.new(props) return end

---@param recordID TweakDBID|string
function RarityOfEquippedCyberdeckPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function RarityOfEquippedCyberdeckPrereq:IsFulfilled(context) return end

---@class RarityOfEquippedCyberdeckPrereqState : gamePrereqState
RarityOfEquippedCyberdeckPrereqState = {}

---@return RarityOfEquippedCyberdeckPrereqState
function RarityOfEquippedCyberdeckPrereqState.new() return end

---@param props table
---@return RarityOfEquippedCyberdeckPrereqState
function RarityOfEquippedCyberdeckPrereqState.new(props) return end

---@class RayTracingCustomData : ICameraStorageCustomData
RayTracingCustomData = {}

---@return RayTracingCustomData
function RayTracingCustomData.new() return end

---@param props table
---@return RayTracingCustomData
function RayTracingCustomData.new(props) return end

---@class RayTracingRenderDebugCustomData : ICameraStorageCustomData
RayTracingRenderDebugCustomData = {}

---@return RayTracingRenderDebugCustomData
function RayTracingRenderDebugCustomData.new() return end

---@param props table
---@return RayTracingRenderDebugCustomData
function RayTracingRenderDebugCustomData.new(props) return end

---@class ReactAfterDodge : AIbehaviorconditionScript
ReactAfterDodge = {}

---@return ReactAfterDodge
function ReactAfterDodge.new() return end

---@param props table
---@return ReactAfterDodge
function ReactAfterDodge.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ReactAfterDodge:Check(context) return end

---@class ReactionBehaviorStatus : redEvent
---@field status AIbehaviorUpdateOutcome
---@field reactionData AIReactionData
ReactionBehaviorStatus = {}

---@return ReactionBehaviorStatus
function ReactionBehaviorStatus.new() return end

---@param props table
---@return ReactionBehaviorStatus
function ReactionBehaviorStatus.new(props) return end

---@class ReactionManagerComponent : gameScriptableComponent
---@field activeReaction AIReactionData
---@field desiredReaction AIReactionData
---@field stimuliCache StimEventTaskData[]
---@field reactionCache AIReactionData[]
---@field reactionPreset gamedataReactionPreset_Record
---@field puppetReactionBlackboard gameIBlackboard
---@field receivedStimType gamedataStimType
---@field receivedStimPropagation gamedataStimPropagation
---@field inCrowd Bool
---@field inTrafficLane Bool
---@field desiredFearPhase Int32
---@field previousFearPhase Int32
---@field NPCRadius Float
---@field bumpTriggerDistanceBufferMounted Float
---@field bumpTriggerDistanceBufferCrouched Float
---@field delayReactionEventID gameDelayID
---@field delay Vector2
---@field delayDetectionEventID gameDelayID
---@field delayStimEventID gameDelayID
---@field resetReactionDataID gameDelayID
---@field callingPoliceID gameDelayID
---@field lookatEvent entLookAtAddEvent
---@field ignoreList entEntityID[]
---@field investigationList StimEventData[]
---@field pendingReaction AIReactionData
---@field ovefloodCooldown Float
---@field stanceState gamedataNPCStanceState
---@field highLevelState gamedataNPCHighLevelState
---@field aiRole EAIRole
---@field pendingBehaviorCb redCallbackObject
---@field inPendingBehavior Bool
---@field cacheSecuritySysOutput SecuritySystemOutput
---@field environmentalHazards senseStimuliEvent[]
---@field environmentalHazardsDelayIDs gameDelayID[]
---@field stolenVehicle vehicleBaseObject
---@field isAlertedByDeadBody Bool
---@field isInCrosswalk Bool
---@field beignHijacked Bool
---@field owner_id entEntityID
---@field presetName CName
---@field updateByActive Bool
---@field personalities gamedataStatType[]
---@field workspotReactionPlayed Bool
---@field inReactionSequence Bool
---@field playerProximity Bool
---@field fearToIdleDistance Vector2
---@field exitWorkspotAim Vector2
---@field bumpedRecently Int32
---@field bumpTimestamp Float
---@field crowdAimingReactionDistance Float
---@field fearInPlaceAroundDistance Float
---@field lookatRepeat Bool
---@field disturbingComfortZoneInProgress Bool
---@field entereProximityRecently Int32
---@field comfortZoneTimestamp Float
---@field disturbComfortZoneEventId gameDelayID
---@field checkComfortZoneEventId gameDelayID
---@field spreadingFearEventId gameDelayID
---@field proximityLookatEventId gameDelayID
---@field resetFacialEventId gameDelayID
---@field exitWorkspotSequenceEventId gameDelayID
---@field exitFearInVehicleEventId gameDelayID
---@field fastWalk Bool
---@field createThreshold Bool
---@field initialized Bool
---@field initCrowd Bool
---@field facialCooldown Float
---@field disturbComfortZoneAggressiveEventId gameDelayID
---@field backOffInProgress Bool
---@field backOffTimestamp Float
---@field crowdFearStage gameFearStage
---@field fearLocomotionWrapper Bool
---@field successfulFearDeescalation Float
---@field willingToCallPolice Bool
---@field deadBodyInvestigators entEntityID[]
---@field deadBodyStartingPosition Vector4
---@field currentStimThresholdValue Int32
---@field timeStampThreshold Float
---@field currentStealthStimThresholdValue Int32
---@field stealthTimeStampThreshold Float
---@field driverAllowedToGetAggressive Bool
---@field driverIsAggressive Bool
---@field logSource EReactLogSource
---@field gracePeriodDuration Float
---@field recentAlertObject gameObject
---@field recentAlertTimeStamp Float
ReactionManagerComponent = {}

---@return ReactionManagerComponent
function ReactionManagerComponent.new() return end

---@param props table
---@return ReactionManagerComponent
function ReactionManagerComponent.new(props) return end

---@param owner ScriptedPuppet
function ReactionManagerComponent.BodyInvestigated(owner) return end

---@param shooter gameObject
---@param target gameObject
---@return Bool
function ReactionManagerComponent.InGunshotCone(shooter, target) return end

---@param source gameObject
---@param target gameObject
---@param frontAngle Float
---@param checkFullAngle Bool
---@return Bool
function ReactionManagerComponent.IsTargetInFrontOfSource(source, target, frontAngle, checkFullAngle) return end

---@param owner gameObject
---@param target gameObject
---@return Bool
function ReactionManagerComponent.ReactOnPlayerStealthStim(owner, target) return end

---@param owner gameObject
---@param voEvent CName|string
---@param setOwnerAsAnsweringEntity Bool
---@param onlyForMembersInCombat Bool
function ReactionManagerComponent.SendVOEventToSquad(owner, voEvent, setOwnerAsAnsweringEntity, onlyForMembersInCombat) return end

---@param aiEvent AIAIEvent
---@return Bool
function ReactionManagerComponent:OnAIEvent(aiEvent) return end

---@param evt AddInvestigatorEvent
---@return Bool
function ReactionManagerComponent:OnAddInvestigatedBodyEvent(evt) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function ReactionManagerComponent:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function ReactionManagerComponent:OnAreaExit(trigger) return end

---@param evt gameeventsAttitudeGroupChangedEvent
---@return Bool
function ReactionManagerComponent:OnAttitudeGroupChanged(evt) return end

---@param evt BodyInvestigatedEvent
---@return Bool
function ReactionManagerComponent:OnBodyInvestigated(evt) return end

---@param evt SetBodyPositionEvent
---@return Bool
function ReactionManagerComponent:OnBodyPickedUp(evt) return end

---@param evt gameinteractionsBumpEvent
---@return Bool
function ReactionManagerComponent:OnBumpEvent(evt) return end

---@param evt CheckComfortZoneEvent
---@return Bool
function ReactionManagerComponent:OnCheckComfortZoneEvent(evt) return end

---@param cleanEnvironmentalHazardEvent CleanEnvironmentalHazardEvent
---@return Bool
function ReactionManagerComponent:OnCleanEnvironmentalHazardEvent(cleanEnvironmentalHazardEvent) return end

---@param evt ClearFearOnHitEvent
---@return Bool
function ReactionManagerComponent:OnClearFearOnHitEvent(evt) return end

---@param evt gameinteractionsCrosswalkEvent
---@return Bool
function ReactionManagerComponent:OnCrosswalkEvent(evt) return end

---@param evt CrowdCallingPoliceEvent
---@return Bool
function ReactionManagerComponent:OnCrowdCallingPoliceEvent(evt) return end

---@param reactionDelayEvent DelayedCrowdReactionEvent
---@return Bool
function ReactionManagerComponent:OnCrowdReaction(reactionDelayEvent) return end

---@param evt CrowdSettingsEvent
---@return Bool
function ReactionManagerComponent:OnCrowdSettingsEvent(evt) return end

---@param evt DeescalateFearInVehicle
---@return Bool
function ReactionManagerComponent:OnDeescalateFearInVehicle(evt) return end

---@param evt DelayStimEvent
---@return Bool
function ReactionManagerComponent:OnDelayStimEvent(evt) return end

---@param evt senseOnDetectedEvent
---@return Bool
function ReactionManagerComponent:OnDetectedEvent(evt) return end

---@param evt DisableUndeadAnimFeatureEvent
---@return Bool
function ReactionManagerComponent:OnDisableUndeadAnimFeatureEvent(evt) return end

---@param evt DistrurbComfortZoneAggressiveEvent
---@return Bool
function ReactionManagerComponent:OnDistrurbComfortZoneAggressiveEvent(evt) return end

---@param evt DisturbingComfortZone
---@return Bool
function ReactionManagerComponent:OnDisturbingComfortZoneEvent(evt) return end

---@param evt EndLookatEvent
---@return Bool
function ReactionManagerComponent:OnEndLookatEvent(evt) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:OnEventReceived(stimEvent) return end

---@param evt ExitWorkspotSequenceEvent
---@return Bool
function ReactionManagerComponent:OnExitWorkspotSequenceEvent(evt) return end

---@param evt moveExplorationEnteredEvent
---@return Bool
function ReactionManagerComponent:OnExplorationEnteredEvent(evt) return end

---@param evt moveExplorationLeftEvent
---@return Bool
function ReactionManagerComponent:OnExplorationLeftEvent(evt) return end

---@param evt gameeventsHighLevelStateDataEvent
---@return Bool
function ReactionManagerComponent:OnHighLevelStateDataEvent(evt) return end

---@param evt IgnoreListEvent
---@return Bool
function ReactionManagerComponent:OnIgnoreListEvent(evt) return end

---@param evt gameInCrowd
---@return Bool
function ReactionManagerComponent:OnInCrowd(evt) return end

---@param evt IncapacitatedEvent
---@return Bool
function ReactionManagerComponent:OnIncapacitatedEvent(evt) return end

---@param evt LookedAtEvent
---@return Bool
function ReactionManagerComponent:OnLookedAtEvent(evt) return end

---@param evt NPCRoleChangeEvent
---@return Bool
function ReactionManagerComponent:OnNPCRoleChangeEvent(evt) return end

---@param evt gameOutOfCrowd
---@return Bool
function ReactionManagerComponent:OnOutOfCrowd(evt) return end

---@param value Bool
---@return Bool
function ReactionManagerComponent:OnPendingBehaviorChanged(value) return end

---@param evt PlayerMuntedToMyVehicle
---@return Bool
function ReactionManagerComponent:OnPlayerMuntedToMyVehicle(evt) return end

---@param evt worldPlayerProximityStartEvent
---@return Bool
function ReactionManagerComponent:OnPlayerProximityStartEvent(evt) return end

---@param evt worldPlayerProximityStopEvent
---@return Bool
function ReactionManagerComponent:OnPlayerProximityStopEvent(evt) return end

---@param evt ProximityLookatEvent
---@return Bool
function ReactionManagerComponent:OnProximityLookatEvent(evt) return end

---@param evt entRagdollNotifyEnabledEvent
---@return Bool
function ReactionManagerComponent:OnRagdollEnabledEvent(evt) return end

---@param evt worldRainEvent
---@return Bool
function ReactionManagerComponent:OnRainEvent(evt) return end

---@param evt ReactionBehaviorStatus
---@return Bool
function ReactionManagerComponent:OnReactionBehaviorStatus(evt) return end

---@param evt gameeventsReactionChangeRequestEvent
---@return Bool
function ReactionManagerComponent:OnReactionChangeRequestEvent(evt) return end

---@param evt workReactionFinishedEvent
---@return Bool
function ReactionManagerComponent:OnReactionFinishedEvent(evt) return end

---@param evt ReevaluatePresetEvent
---@return Bool
function ReactionManagerComponent:OnReevaluatePresetEvent(evt) return end

---@param evt RepeatLookatEvent
---@return Bool
function ReactionManagerComponent:OnRepeatLookatEvent(evt) return end

---@param evt ReprimandEscalationEvent
---@return Bool
function ReactionManagerComponent:OnReprimandEscalationEvent(evt) return end

---@param evt ReprimandUpdate
---@return Bool
function ReactionManagerComponent:OnReprimandUpdate(evt) return end

---@param evt ResetFacialEvent
---@return Bool
function ReactionManagerComponent:OnResetFacialEvent(evt) return end

---@param evt ResetLookatReactionEvent
---@return Bool
function ReactionManagerComponent:OnResetLookatReactionEvent(evt) return end

---@param evt ResetReactionEvent
---@return Bool
function ReactionManagerComponent:OnResetReactionEvent(evt) return end

---@param evt ResetVehicleHijackEvent
---@return Bool
function ReactionManagerComponent:OnResetVehicleHijackEvent(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return Bool
function ReactionManagerComponent:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemOutput
---@return Bool
function ReactionManagerComponent:OnSecuritySystemOutput(evt) return end

---@param evt senseVisibilityEvent
---@return Bool
function ReactionManagerComponent:OnSenseVisibilityEvent(evt) return end

---@param evt gameeventsStanceStateChangeEvent
---@return Bool
function ReactionManagerComponent:OnStanceLevelChanged(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function ReactionManagerComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function ReactionManagerComponent:OnStatusEffectRemoved(evt) return end

---@param thresholdEvent StealthStimThresholdEvent
---@return Bool
function ReactionManagerComponent:OnStealthStimThresholdEvent(thresholdEvent) return end

---@param thresholdEvent StimThresholdEvent
---@return Bool
function ReactionManagerComponent:OnStimThresholdEvent(thresholdEvent) return end

---@param evt AIbehaviorSuspiciousObjectEvent
---@return Bool
function ReactionManagerComponent:OnSuspiciousObjectEvent(evt) return end

---@param evt SwapPresetEvent
---@return Bool
function ReactionManagerComponent:OnSwapPreset(evt) return end

---@param evt AIPuppetSwappedEvent
---@return Bool
function ReactionManagerComponent:OnSwapped(evt) return end

---@param evt AIPuppetTeleportedEvent
---@return Bool
function ReactionManagerComponent:OnTeleported(evt) return end

---@param evt TerminateReactionLookatEvent
---@return Bool
function ReactionManagerComponent:OnTerminateReactionLookatEvent(evt) return end

---@param evt TriggerDelayedReactionEvent
---@return Bool
function ReactionManagerComponent:OnTriggerDelayedReactionEvent(evt) return end

---@param evt VehicleHijackEvent
---@return Bool
function ReactionManagerComponent:OnVehicleHijackEvent(evt) return end

---@param evt gameeventsVehicleHitEvent
---@return Bool
function ReactionManagerComponent:OnVehicleHit(evt) return end

---@param evt workWorkspotFinishedEvent
---@return Bool
function ReactionManagerComponent:OnWorkspotFinishedEvent(evt) return end

---@param evt workWorkspotStartedEvent
---@return Bool
function ReactionManagerComponent:OnWorkspotStartedEvent(evt) return end

---@param targetEntity entEntity
---@param end_ Bool
---@param repeat_ Bool
---@param duration Float
---@param upperBody Bool
---@param inVehicle Bool
---@return Bool
function ReactionManagerComponent:ActivateReactionLookAt(targetEntity, end_, repeat_, duration, upperBody, inVehicle) return end

---@param targetEntity entEntity
---@return Bool
function ReactionManagerComponent:ActivateUndeadLookAt(targetEntity) return end

---@param bodyID entEntityID
function ReactionManagerComponent:AddInvestigatedBody(bodyID) return end

---@param reactionData AIReactionData
function ReactionManagerComponent:AddReactionValueToStatPool(reactionData) return end

---@param stimData StimEventTaskData
function ReactionManagerComponent:CacheEvent(stimData) return end

---@param reactionData AIReactionData
function ReactionManagerComponent:CacheReaction(reactionData) return end

---@param totalDistance Float
---@param distanceLeft Float
---@param minDistance Float
---@param maxDelay Float
---@return Float
function ReactionManagerComponent:CalculateMoveTypeChangeDelay(totalDistance, distanceLeft, minDistance, maxDelay) return end

---@return Bool
function ReactionManagerComponent:CanAskToHolsterWeapon() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:CanReactInVehicle(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@param canIgnorePlayerCombatStim Bool
---@return Bool
function ReactionManagerComponent:CanStimInterruptCombat(stimEvent, canIgnorePlayerCombatStim) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:CanTriggerAlertedFromHostileStim(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@param reactionData AIReactionData
---@return Bool
function ReactionManagerComponent:CanTriggerCombatFromHostileStim(stimEvent, reactionData) return end

---@return Bool
function ReactionManagerComponent:CanTriggerExpressionLookAt() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:CanTriggerPanicInCombat(stimEvent) return end

---@return Bool
function ReactionManagerComponent:CanTriggerReprimandOrder() return end

function ReactionManagerComponent:CheckComfortZone() return end

function ReactionManagerComponent:CheckCrowd() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:CheckHearingDistance(stimEvent) return end

---@param target gameObject
---@param timeout Float
function ReactionManagerComponent:CheckStalk(target, timeout) return end

function ReactionManagerComponent:ClearPendingReaction() return end

---@param player PlayerPuppet
---@return Bool
function ReactionManagerComponent:CombatGracePeriodPassed(player) return end

---@param fearStage gameFearStage
---@return Int32
function ReactionManagerComponent:ConvertFearStageToFearPhase(fearStage) return end

---@param stimEvent senseStimuliEvent
---@param fearPhase Int32
function ReactionManagerComponent:CreateFearArea(stimEvent, fearPhase) return end

function ReactionManagerComponent:CreateFearThreashold() return end

---@param repeat_ Bool
---@return Bool
function ReactionManagerComponent:DeactiveLookAt(repeat_) return end

function ReactionManagerComponent:DeescalateReprimand() return end

---@param stimEvent senseStimuliEvent
---@return gameDelayID
function ReactionManagerComponent:DelayEnvironmentalHazardEvent(stimEvent) return end

---@param stimType gamedataStimType
---@return Bool
function ReactionManagerComponent:DelayReaction(stimType) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:DidTargetMakeMeAlerted(target) return end

---@param stimEvent senseStimuliEvent
---@return StimEventData
function ReactionManagerComponent:FillStimData(stimEvent) return end

---@return Bool
function ReactionManagerComponent:FirstSquadMemberReaction() return end

---@return AIReactionData
function ReactionManagerComponent:GetActiveOrDesiredReactionData() return end

---@return AIReactionData
function ReactionManagerComponent:GetActiveReactionData() return end

---@return gamedataStimPriority
function ReactionManagerComponent:GetActiveStimPriority() return end

---@return Vector4
function ReactionManagerComponent:GetActiveStimSource() return end

---@return gameObject
function ReactionManagerComponent:GetActiveStimTarget() return end

---@param source gameObject
---@param attacker entEntity
---@return gameObject
function ReactionManagerComponent:GetCombatTarget(source, attacker) return end

---@return Int32
function ReactionManagerComponent:GetCurrentStealthStimThresholdValue() return end

---@return Float
function ReactionManagerComponent:GetCurrentStealthStimTimeStamp() return end

---@return Int32
function ReactionManagerComponent:GetCurrentStimThresholdValue() return end

---@return Float
function ReactionManagerComponent:GetCurrentStimTimeStamp() return end

---@return AIReactionData
function ReactionManagerComponent:GetDesiredReactionData() return end

---@return gamedataOutput
function ReactionManagerComponent:GetDesiredReactionName() return end

---@return senseStimuliEvent[]
function ReactionManagerComponent:GetEnvironmentalHazards() return end

---@param fearPhase Int32
---@return CName
function ReactionManagerComponent:GetFearAnimWrapper(fearPhase) return end

---@param stimEvent senseStimuliEvent
---@return Int32
function ReactionManagerComponent:GetFearReactionPhase(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return gameObject
function ReactionManagerComponent:GetGrenadeInstigator(stimEvent) return end

---@return entEntityID[]
function ReactionManagerComponent:GetIgnoreList() return end

---@return Bool
function ReactionManagerComponent:GetInPendingBehavior() return end

---@param output gamedataOutput
---@return Float
function ReactionManagerComponent:GetOutputPriority(output) return end

---@return ScriptedPuppet
function ReactionManagerComponent:GetOwnerPuppet() return end

---@return gamedataOutput
function ReactionManagerComponent:GetPendingReactionName() return end

---@return Int32
function ReactionManagerComponent:GetPreviousFearPhase() return end

---@return gameIBlackboard
function ReactionManagerComponent:GetPuppetReactionBlackboard() return end

---@param fearPhase Int32
---@param stimType gamedataStimType
---@return CName
function ReactionManagerComponent:GetRandomFearLocomotionAnimWrapper(fearPhase, stimType) return end

---@return gamedataOutput
function ReactionManagerComponent:GetReactionBehaviorName() return end

---@return AIReactionData[]
function ReactionManagerComponent:GetReactionCache() return end

---@param stimType gamedataStimType
---@param rules gamedataRule_Record[]
---@return ReactionOutput
function ReactionManagerComponent:GetReactionOutput(stimType, rules) return end

---@return gamedataReactionPreset_Record
function ReactionManagerComponent:GetReactionPreset() return end

---@param stimEvent senseStimuliEvent
---@return gameObject
function ReactionManagerComponent:GetRealStimSource(stimEvent) return end

---@return gamedataStimPropagation
function ReactionManagerComponent:GetReceivedStimPropagation() return end

---@return gamedataStimType
function ReactionManagerComponent:GetReceivedStimType() return end

---@return gamedataRule_Record[]
function ReactionManagerComponent:GetRules() return end

---@param stimEvent senseStimuliEvent
---@return Int32
function ReactionManagerComponent:GetSpreadFearPhase(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Vector4
function ReactionManagerComponent:GetStimSource(stimEvent) return end

---@return StimEventTaskData[]
function ReactionManagerComponent:GetStimuliCache() return end

---@param threat gameObject
---@return Float
function ReactionManagerComponent:GetThreatDistanceSquared(threat) return end

---@return Bool
function ReactionManagerComponent:GetWorkSpotReactionFlag() return end

---@param stimEvent senseStimuliEvent
function ReactionManagerComponent:HandleCrowdReaction(stimEvent) return end

---@param stimData StimEventTaskData
function ReactionManagerComponent:HandleStimEvent(stimData) return end

---@param stimEvent senseStimuliEvent
---@param delayed Bool
function ReactionManagerComponent:HandleStimEventByTask(stimEvent, delayed) return end

---@param data gameScriptTaskData
function ReactionManagerComponent:HandleStimEventTask(data) return end

---@return Bool
function ReactionManagerComponent:HasCombatTarget() return end

---@param ally gameObject
---@param targetOfAlly gameObject
---@param onlyAlertNoThreat Bool
---@param dontTrySquad Bool
function ReactionManagerComponent:HelpAlly(ally, targetOfAlly, onlyAlertNoThreat, dontTrySquad) return end

---@param ownerPuppet ScriptedPuppet
---@param target gameObject
---@param timeToLive Float
function ReactionManagerComponent:HelpAllyWithAlert(ownerPuppet, target, timeToLive) return end

---@param enemy gameObject
function ReactionManagerComponent:HelpPlayer(enemy) return end

function ReactionManagerComponent:InformInvestigators() return end

function ReactionManagerComponent:InitCrowd() return end

function ReactionManagerComponent:Initialiaze() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:InvestigatingAlready(stimEvent) return end

---@return Bool
function ReactionManagerComponent:IsAlertedByDeadBody() return end

---@param stimEvent senseStimuliEvent
---@param cacheStim senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsDuplicate(stimEvent, cacheStim) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsEventDuplicated(stimEvent) return end

---@return Bool
function ReactionManagerComponent:IsFearLocomotionWrapperSet() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsIllegalActionAgainstGanger(stimEvent) return end

---@param list StimEventData[]
---@param stimData StimEventData
---@return Bool
function ReactionManagerComponent:IsInList(list, stimData) return end

---@return Bool
function ReactionManagerComponent:IsInPendingBehavior() return end

---@return Bool
function ReactionManagerComponent:IsInTrafficLane() return end

---@param stim gamedataStimType
---@return Bool
function ReactionManagerComponent:IsInitAnimCall(stim) return end

---@param behavior gamedataOutput
---@return Bool
function ReactionManagerComponent:IsInitAnimShock(behavior) return end

---@param stimEvent senseStimuliEvent
---@param activePriority gamedataStimPriority
---@return Bool
function ReactionManagerComponent:IsLowerPriority(stimEvent, activePriority) return end

---@return Bool
function ReactionManagerComponent:IsPlayerAiming() return end

---@param playerPuppet PlayerPuppet
---@return Bool
function ReactionManagerComponent:IsPlayerCarryingBody(playerPuppet) return end

---@return Bool
function ReactionManagerComponent:IsPlayerFearThreat() return end

---@param zone gamePSMZones
---@return Bool
function ReactionManagerComponent:IsPlayerInZone(zone) return end

---@param stimTrigger gamedataStimType
---@return Bool
function ReactionManagerComponent:IsReactionAvailableInPreset(stimTrigger) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsSameSourceObject(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsSameStimulus(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsSourceGrenade(stimEvent) return end

---@return Bool
function ReactionManagerComponent:IsSquadMateInDanger() return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:IsStimuliEventValid(stimEvent) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetArmed(target) return end

---@param target gameObject
---@param angle Float
---@param meBehindOfTarget Bool
---@return Bool
function ReactionManagerComponent:IsTargetBehind(target, angle, meBehindOfTarget) return end

---@param target gameObject
---@param distance Float
---@return Bool
function ReactionManagerComponent:IsTargetClose(target, distance) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetDetected(target) return end

---@param target gameObject
---@param frontAngle Float
---@param meInFrontOfTarget Bool
---@param checkFullAngle Bool
---@return Bool
function ReactionManagerComponent:IsTargetInFront(target, frontAngle, meInFrontOfTarget, checkFullAngle) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetInMovementDirection(target) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetInSameSecuritySystem(target) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetInterestingForPerception(target) return end

---@param target gameObject
---@param ally gameObject
---@return Bool
function ReactionManagerComponent:IsTargetInterestingForRecentSquadMates(target, ally) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetMelee(target) return end

---@param targetPos Vector4
---@param distance Float
---@return Bool
function ReactionManagerComponent:IsTargetPositionClose(targetPos, distance) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetRecentSquadAlly(target) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetSquadAlly(target) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetVeryClose(target) return end

---@param target gameObject
---@return Bool
function ReactionManagerComponent:IsTargetVisible(target) return end

---@param stimEvent senseStimuliEvent
---@param reactionData AIReactionData
---@return Bool
function ReactionManagerComponent:IsTargetVisibleBeyondSenses(stimEvent, reactionData) return end

---@param stimEvent senseStimuliEvent
---@param stimOffset Vector4
---@return Bool
function ReactionManagerComponent:IsVisibleRaycast(stimEvent, stimOffset) return end

---@param ownerPuppet ScriptedPuppet
---@param target gameObject
---@param timeToLive Float
function ReactionManagerComponent:JoinSearchWithAlert(ownerPuppet, target, timeToLive) return end

---@param category CName|string
---@param message String
function ReactionManagerComponent:Log(category, message) return end

---@param suffix String
---@return CName
function ReactionManagerComponent:LogCategory(suffix) return end

---@return Bool
function ReactionManagerComponent:LogEnabled() return end

---@param message String
function ReactionManagerComponent:LogFailure(message) return end

---@param message String
function ReactionManagerComponent:LogInfo(message) return end

---@param category CName|string
---@param message String
function ReactionManagerComponent:LogReaction(category, message) return end

---@param category CName|string
---@param reactionData AIReactionData
---@param message String
function ReactionManagerComponent:LogReactionData(category, reactionData, message) return end

---@param source EReactLogSource
---@param message String
function ReactionManagerComponent:LogStart(source, message) return end

---@param category CName|string
---@param stimType gamedataStimType
---@param stimPropagation gamedataStimPropagation
---@param message String
function ReactionManagerComponent:LogStim(category, stimType, stimPropagation, message) return end

---@param message String
function ReactionManagerComponent:LogSuccess(message) return end

---@param lookAtData LookAtData
---@return CName
function ReactionManagerComponent:MapLookAtVO(lookAtData) return end

---@param mappingName String
function ReactionManagerComponent:MapReactionPreset(mappingName) return end

---@param stimType gamedataStimType
---@param stimObject gameObject
function ReactionManagerComponent:NotifySecuritySystem(stimType, stimObject) return end

function ReactionManagerComponent:OnGameAttach() return end

function ReactionManagerComponent:OnGameDetach() return end

---@param instigator gameObject
function ReactionManagerComponent:OnIncapacitated(instigator) return end

function ReactionManagerComponent:OnReactionEnded() return end

---@param reactionData AIReactionData
function ReactionManagerComponent:OnReactionStarted(reactionData) return end

---@param newStimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:PickCloserTarget(newStimEvent) return end

---@param side gameinteractionsBumpSide
---@param direction Vector4
function ReactionManagerComponent:PlayBumpInWorkspot(side, direction) return end

---@param stimEvent senseStimuliEvent
function ReactionManagerComponent:ProcessEnvironmentalHazard(stimEvent) return end

---@param stimData StimEventTaskData
---@param stimParams StimParams
function ReactionManagerComponent:ProcessReactionOutput(stimData, stimParams) return end

---@param stimEvent senseStimuliEvent
function ReactionManagerComponent:ProcessStimForTheDead(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return StimParams
function ReactionManagerComponent:ProcessStimParams(stimEvent) return end

---@param evt SecuritySystemOutput
function ReactionManagerComponent:ReactToSecurityOutput(evt) return end

---@param evt SecuritySystemOutput
function ReactionManagerComponent:ReactToSecuritySystemOutputByTask(evt) return end

---@param data gameScriptTaskData
function ReactionManagerComponent:ReactToSecuritySystemOutputTask(data) return end

---@param behaviorName gamedataOutput
---@return Bool
function ReactionManagerComponent:RecentReaction(behaviorName) return end

function ReactionManagerComponent:ReevaluateReaction() return end

---@param ignoreSavedPreset Bool
function ReactionManagerComponent:ReevaluateReactionPreset(ignoreSavedPreset) return end

---@param securityState ESecuritySystemState
---@return Bool
function ReactionManagerComponent:ReflectSecSysStateToHLS(securityState) return end

function ReactionManagerComponent:ReprimandEscalation() return end

function ReactionManagerComponent:ResetAllFearAnimWrappers() return end

---@param cooldown Float
function ReactionManagerComponent:ResetFacial(cooldown) return end

---@return Bool
function ReactionManagerComponent:SafeToExitFear() return end

---@return Bool
function ReactionManagerComponent:SafeToExitPanicFear() return end

---@return LookAtData
function ReactionManagerComponent:SelectFacialEmotion() return end

---@param ignoreListEvent IgnoreListEvent
function ReactionManagerComponent:SendIgnoreEventToSquad(ignoreListEvent) return end

---@param ignoreSavedPreset Bool
function ReactionManagerComponent:SetBaseReactionPreset(ignoreSavedPreset) return end

---@param stimType gamedataStimType
function ReactionManagerComponent:SetCrowdRunningAwayAnimFeature(stimType) return end

---@param visible Bool
---@param description CName|string
function ReactionManagerComponent:SetDownedBodyVisibleComponent(visible, description) return end

---@param reactionPreset gamedataReactionPreset_Record
function ReactionManagerComponent:SetReactionPreset(reactionPreset) return end

---@param lockey String
function ReactionManagerComponent:SetWarningMessage(lockey) return end

---@param stimType gamedataStimType
---@return Bool
function ReactionManagerComponent:ShouldAddToIgnoreList(stimType) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldAudioStimBeProcessed(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldEventBeProcessed(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldFearInPlace(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldFearWhileAggressiveCrowdNPCCombat(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@param investigateData senseStimInvestigateData
---@return Bool
function ReactionManagerComponent:ShouldFriendlyStimBeProcessed(stimEvent, investigateData) return end

---@param targetOfTarget gameObject
---@param onlyAlertNoThreat Bool
---@return Bool
function ReactionManagerComponent:ShouldHelpCausePlayerGotTooClose(targetOfTarget, onlyAlertNoThreat) return end

---@param target gameObject
---@param targetOfTarget gameObject
---@return Bool
function ReactionManagerComponent:ShouldHelpTargetFromSameAttitudeGroup(target, targetOfTarget) return end

---@param stimEvent senseStimuliEvent
---@param investigateData senseStimInvestigateData
---@return Bool
function ReactionManagerComponent:ShouldHostileStimBeProcessed(stimEvent, investigateData) return end

---@param stimType gamedataStimType
---@param instigator ScriptedPuppet
---@param source ScriptedPuppet
---@param sourcePos Vector4
---@param log Bool
---@return Bool
function ReactionManagerComponent:ShouldIgnoreCombatStim(stimType, instigator, source, sourcePos, log) return end

---@param stimType gamedataStimType
---@param instigator ScriptedPuppet
---@param source ScriptedPuppet
---@param sourcePos Vector4
---@param canDelay Bool
---@param log Bool
---@return Bool, Bool, Bool
function ReactionManagerComponent:ShouldIgnoreCombatStim(stimType, instigator, source, sourcePos, canDelay, log) return end

---@param fearPhase Int32
---@return Bool
function ReactionManagerComponent:ShouldInterruptCurrentFearStage(fearPhase) return end

---@param stimEvent senseStimuliEvent
---@param investigateData senseStimInvestigateData
---@return Bool
function ReactionManagerComponent:ShouldNeutralStimBeProcessed(stimEvent, investigateData) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldPreventionReact(stimEvent) return end

---@param grenade BaseGrenade
---@return Bool
function ReactionManagerComponent:ShouldReactToNPCGrenade(grenade) return end

---@param stimEvent senseStimuliEvent
---@param delayed Bool
---@return Bool
function ReactionManagerComponent:ShouldStimBeProcessed(stimEvent, delayed) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldStimBeProcessedByCrowd(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldTriggerAggressiveCrowdNPCCombat(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldTriggerGrenadeDodgeBehavior(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function ReactionManagerComponent:ShouldUpdateThreatPosition(stimEvent) return end

---@param stimEvent senseStimuliEvent
---@param reactionData AIReactionData
---@return Bool
function ReactionManagerComponent:ShouldVisualStimBeProcessed(stimEvent, reactionData) return end

---@param source gameObject
---@param attitude EAIAttitude
---@return Bool
function ReactionManagerComponent:SourceAttitude(source, attitude) return end

---@param phase Int32
function ReactionManagerComponent:SpreadFear(phase) return end

function ReactionManagerComponent:StartEscalateReprimand() return end

---@param rule gamedataRule_Record
---@param stimType gamedataStimType
---@return Bool
function ReactionManagerComponent:StimRule(rule, stimType) return end

---@return Bool
function ReactionManagerComponent:SurrenderToLeave() return end

---@param target gameObject
---@param distance Float
---@return Bool
function ReactionManagerComponent:TargetVerticalCheck(target, distance) return end

---@param owner gameObject
---@param target gameObject
function ReactionManagerComponent:TriggerAggressiveCrowdBehavior(owner, target) return end

---@param instigator gameObject
function ReactionManagerComponent:TriggerAlerted(instigator) return end

---@param reaction ReactionOutput
---@param stimTaskData StimEventTaskData
---@param stimData StimEventData
function ReactionManagerComponent:TriggerBehaviorReaction(reaction, stimTaskData, stimData) return end

---@param trespasser gameObject
function ReactionManagerComponent:TriggerCombat(trespasser) return end

---@param forceFear Bool
---@param playVO Bool
function ReactionManagerComponent:TriggerFacialLookAtReaction(forceFear, playVO) return end

---@param phase Int32
function ReactionManagerComponent:TriggerFearFacial(phase) return end

function ReactionManagerComponent:TriggerPendingReaction() return end

---@param target gameObject
---@param reaction gamedataOutput
---@param initAnimInWorkspot Bool
---@param sourcePosition Vector4
function ReactionManagerComponent:TriggerReactionBehaviorForCrowd(target, reaction, initAnimInWorkspot, sourcePosition) return end

---@param stimEvent senseStimuliEvent
---@param reaction gamedataOutput
---@param dontPlayStartUpAnimation Bool
---@param skipInitialAnimation Bool
function ReactionManagerComponent:TriggerReactionBehaviorForCrowd(stimEvent, reaction, dontPlayStartUpAnimation, skipInitialAnimation) return end

---@param stimEvent senseStimuliEvent
---@param stimData StimEventTaskData
---@param reactionData AIReactionData
---@param instigator gameObject
---@return Bool
function ReactionManagerComponent:TryTriggerCombatOrAlertedFromHostileStim(stimEvent, stimData, reactionData, instigator) return end

---@param reaction ReactionOutput
---@param stimEvent senseStimuliEvent
---@param stimData StimEventData
---@param updateByActive Bool
function ReactionManagerComponent:UpdateActiveReaction(reaction, stimEvent, stimData, updateByActive) return end

function ReactionManagerComponent:UpdateStimSource() return end

---@class ReactionManagerTask : AIbehaviortaskScript
---@field reactionData AIReactionData
ReactionManagerTask = {}

---@return ReactionManagerTask
function ReactionManagerTask.new() return end

---@param props table
---@return ReactionManagerTask
function ReactionManagerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReactionManagerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ReactionManagerTask:Deactivate(context) return end

---@param owner gameObject
---@param status AIbehaviorUpdateOutcome
function ReactionManagerTask:SendBehaviorStatus(owner, status) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ReactionManagerTask:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
function ReactionManagerTask:UpdateArguments(context) return end

---@class ReactionOutput
---@field reactionBehavior gamedataOutput
---@field reactionPriority Int32
---@field AIbehaviorPriority Float
---@field reactionCooldown Float
---@field startedInWorkspot Bool
---@field workspotReaction Bool
---@field workspotReactionType CName
ReactionOutput = {}

---@return ReactionOutput
function ReactionOutput.new() return end

---@param props table
---@return ReactionOutput
function ReactionOutput.new(props) return end

---@class ReactionPresetHitPrereqCondition : BaseHitPrereqCondition
---@field reactionPreset String
ReactionPresetHitPrereqCondition = {}

---@return ReactionPresetHitPrereqCondition
function ReactionPresetHitPrereqCondition.new() return end

---@param props table
---@return ReactionPresetHitPrereqCondition
function ReactionPresetHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function ReactionPresetHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function ReactionPresetHitPrereqCondition:SetData(recordID) return end

---@class ReactionTransition : DefaultTransition
ReactionTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param textLayerId Uint32
function ReactionTransition:ClearDebugText(scriptInterface, textLayerId) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param text String
---@return Uint32
function ReactionTransition:DrawDebugText(scriptInterface, text) return end

---@class ReactiveEventSender : AISignalSenderTask
---@field behaviorArgumentNameTag CName
---@field behaviorArgumentFloatPriority CName
---@field behaviorArgumentNameFlag CName
---@field reactiveType CName
ReactiveEventSender = {}

---@return ReactiveEventSender
function ReactiveEventSender.new() return end

---@param props table
---@return ReactiveEventSender
function ReactiveEventSender.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReactiveEventSender:Activate(context) return end

---@param FlagName CName|string
---@return EAIGateSignalFlags
function ReactiveEventSender:GateSignalFlagsNameToEnum(FlagName) return end

---@return Float
function ReactiveEventSender:GetSignalLifeTime() return end

---@class ReactoToPreventionSystem : redEvent
---@field wakeUp Bool
ReactoToPreventionSystem = {}

---@return ReactoToPreventionSystem
function ReactoToPreventionSystem.new() return end

---@param props table
---@return ReactoToPreventionSystem
function ReactoToPreventionSystem.new(props) return end

---@class ReadAction : BaseItemAction
ReadAction = {}

---@return ReadAction
function ReadAction.new() return end

---@param props table
---@return ReadAction
function ReadAction.new(props) return end

---@param actionID TweakDBID|string
---@return String
function ReadAction.GetJournalEntryFromAction(actionID) return end

function ReadAction:CompleteAction() return end

---@return String
function ReadAction:GetJournalEntryFromAction() return end

---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function ReadAction:IsVisible(context, objectActionsCallbackController) return end

---@class ReadyDecisions : WeaponReadyListenerTransition
ReadyDecisions = {}

---@return ReadyDecisions
function ReadyDecisions.new() return end

---@param props table
---@return ReadyDecisions
function ReadyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReadyDecisions:EnterCondition(stateContext, scriptInterface) return end

function ReadyDecisions:UpdateWeaponReadyListenerReturnValue() return end

---@class ReadyEvents : WeaponEventsTransition
---@field timeStamp Float
ReadyEvents = {}

---@return ReadyEvents
function ReadyEvents.new() return end

---@param props table
---@return ReadyEvents
function ReadyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReadyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReadyEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReadyEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReadyEvents:OnTick(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReadyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class RealTimeUpdateRequest : gameScriptableSystemRequest
---@field evt gameTickableEvent
---@field time Float
RealTimeUpdateRequest = {}

---@return RealTimeUpdateRequest
function RealTimeUpdateRequest.new() return end

---@param props table
---@return RealTimeUpdateRequest
function RealTimeUpdateRequest.new(props) return end

---@class RecipeData : IScriptable
---@field label String
---@field ingredients IngredientData[]
---@field icon String
---@field iconGender gameItemIconGender
---@field description String
---@field type String
---@field id gamedataItem_Record
---@field isCraftable Bool
---@field inventoryItem gameInventoryItemData
---@field amount Int32
---@field isNew Bool
---@field isSelected Bool
---@field quality gamedataQuality
RecipeData = {}

---@return RecipeData
function RecipeData.new() return end

---@param props table
---@return RecipeData
function RecipeData.new(props) return end

---@class RecipientData
---@field fuseID Int32
---@field entryID Int32
RecipientData = {}

---@return RecipientData
function RecipientData.new() return end

---@param props table
---@return RecipientData
function RecipientData.new(props) return end

---@class Record1DamageInHistoryEvent : redEvent
---@field source gameObject
Record1DamageInHistoryEvent = {}

---@return Record1DamageInHistoryEvent
function Record1DamageInHistoryEvent.new() return end

---@param props table
---@return Record1DamageInHistoryEvent
function Record1DamageInHistoryEvent.new(props) return end

---@class Rect
---@field left Int32
---@field top Int32
---@field right Int32
---@field bottom Int32
Rect = {}

---@return Rect
function Rect.new() return end

---@param props table
---@return Rect
function Rect.new(props) return end

---@class RectF
---@field Left Float
---@field Top Float
---@field Right Float
---@field Bottom Float
RectF = {}

---@return RectF
function RectF.new() return end

---@param props table
---@return RectF
function RectF.new(props) return end

---@class RecurrentStimuliEvent : redEvent
---@field requestID StimRequestID
RecurrentStimuliEvent = {}

---@return RecurrentStimuliEvent
function RecurrentStimuliEvent.new() return end

---@param props table
---@return RecurrentStimuliEvent
function RecurrentStimuliEvent.new(props) return end

---@class ReenableColliderEvent : redEvent
ReenableColliderEvent = {}

---@return ReenableColliderEvent
function ReenableColliderEvent.new() return end

---@param props table
---@return ReenableColliderEvent
function ReenableColliderEvent.new(props) return end

---@class ReevaluateDetectionOverwriteEvent : redEvent
---@field target entEntity
ReevaluateDetectionOverwriteEvent = {}

---@return ReevaluateDetectionOverwriteEvent
function ReevaluateDetectionOverwriteEvent.new() return end

---@param props table
---@return ReevaluateDetectionOverwriteEvent
function ReevaluateDetectionOverwriteEvent.new(props) return end

---@class ReevaluateOxygenEvent : redEvent
ReevaluateOxygenEvent = {}

---@return ReevaluateOxygenEvent
function ReevaluateOxygenEvent.new() return end

---@param props table
---@return ReevaluateOxygenEvent
function ReevaluateOxygenEvent.new(props) return end

---@class ReevaluatePresetEvent : redEvent
ReevaluatePresetEvent = {}

---@return ReevaluatePresetEvent
function ReevaluatePresetEvent.new() return end

---@param props table
---@return ReevaluatePresetEvent
function ReevaluatePresetEvent.new(props) return end

---@class ReevaluateTargetsEvent : redEvent
ReevaluateTargetsEvent = {}

---@return ReevaluateTargetsEvent
function ReevaluateTargetsEvent.new() return end

---@param props table
---@return ReevaluateTargetsEvent
function ReevaluateTargetsEvent.new(props) return end

---@class Reflector : BlindingLight
Reflector = {}

---@return Reflector
function Reflector.new() return end

---@param props table
---@return Reflector
function Reflector.new(props) return end

---@param evt Distraction
---@return Bool
function Reflector:OnDistraction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Reflector:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Reflector:OnTakeControl(ri) return end

---@return ReflectorController
function Reflector:GetController() return end

---@return ReflectorControllerPS
function Reflector:GetDevicePS() return end

---@class ReflectorController : BlindingLightController
ReflectorController = {}

---@return ReflectorController
function ReflectorController.new() return end

---@param props table
---@return ReflectorController
function ReflectorController.new(props) return end

---@return ReflectorControllerPS
function ReflectorController:GetPS() return end

---@class ReflectorControllerPS : BlindingLightControllerPS
ReflectorControllerPS = {}

---@return ReflectorControllerPS
function ReflectorControllerPS.new() return end

---@param props table
---@return ReflectorControllerPS
function ReflectorControllerPS.new(props) return end

---@return Distraction
function ReflectorControllerPS:ActionDistraction() return end

---@return ToggleON
function ReflectorControllerPS:ActionToggleON() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ReflectorControllerPS:GetActions(context) return end

---@return TweakDBID
function ReflectorControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function ReflectorControllerPS:GetDeviceIconTweakDBID() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function ReflectorControllerPS:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function ReflectorControllerPS:OnDeactivateDevice(evt) return end

---@param evt Distraction
---@return EntityNotificationType
function ReflectorControllerPS:OnDistraction(evt) return end

---@class ReflectorSFX : VendingMachineSFX
---@field distraction CName
---@field turnOn CName
---@field turnOff CName
ReflectorSFX = {}

---@return ReflectorSFX
function ReflectorSFX.new() return end

---@param props table
---@return ReflectorSFX
function ReflectorSFX.new(props) return end

---@class ReflexesMasterPerk1Effector : ModifyAttackEffector
---@field operationType EMathOperator
---@field value Float
---@field timeOut Float
---@field damageHistory gameeventsHitEvent[]
---@field listener ReflexesMasterPerk1EffectorListener
---@field lastTargetID entEntityID
ReflexesMasterPerk1Effector = {}

---@return ReflexesMasterPerk1Effector
function ReflexesMasterPerk1Effector.new() return end

---@param props table
---@return ReflexesMasterPerk1Effector
function ReflexesMasterPerk1Effector.new(props) return end

---@param owner gameObject
function ReflexesMasterPerk1Effector:ActionOn(owner) return end

function ReflexesMasterPerk1Effector:ClearHistory() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ReflexesMasterPerk1Effector:Initialize(record, parentRecord) return end

---@param hitEvent gameeventsHitEvent
---@param operationType EMathOperator
---@param value Float
function ReflexesMasterPerk1Effector:ModifyDamage(hitEvent, operationType, value) return end

---@param owner gameObject
function ReflexesMasterPerk1Effector:RepeatedAction(owner) return end

---@param hitEvent gameeventsHitEvent
function ReflexesMasterPerk1Effector:StoreHitEvent(hitEvent) return end

function ReflexesMasterPerk1Effector:Uninitialize() return end

---@class ReflexesMasterPerk1EffectorListener : gameScriptedDamageSystemListener
---@field owner ReflexesMasterPerk1Effector
ReflexesMasterPerk1EffectorListener = {}

---@return ReflexesMasterPerk1EffectorListener
function ReflexesMasterPerk1EffectorListener.new() return end

---@param props table
---@return ReflexesMasterPerk1EffectorListener
function ReflexesMasterPerk1EffectorListener.new(props) return end

---@param hitEvent gameeventsHitEvent
function ReflexesMasterPerk1EffectorListener:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function ReflexesMasterPerk1EffectorListener:OnHitTriggered(hitEvent) return end

---@param missEvent gameeventsMissEvent
function ReflexesMasterPerk1EffectorListener:OnMissTriggered(missEvent) return end

---@param hitEvent gameeventsHitEvent
function ReflexesMasterPerk1EffectorListener:OnPipelineProcessed(hitEvent) return end

---@class RefreshActorRequest : HUDManagerRequest
---@field actorUpdateData HUDActorUpdateData
---@field requestedModules HUDModule[]
RefreshActorRequest = {}

---@return RefreshActorRequest
function RefreshActorRequest.new() return end

---@param props table
---@return RefreshActorRequest
function RefreshActorRequest.new(props) return end

---@param requesterID entEntityID
---@param updateData HUDActorUpdateData
---@param suggestedModules HUDModule[]
---@return RefreshActorRequest
function RefreshActorRequest.Construct(requesterID, updateData, suggestedModules) return end

---@return HUDActorUpdateData
function RefreshActorRequest:GetActorUpdateData() return end

---@return HUDModule[]
function RefreshActorRequest:GetRequestedModules() return end

---@class RefreshBuyQueueEvent : redEvent
RefreshBuyQueueEvent = {}

---@return RefreshBuyQueueEvent
function RefreshBuyQueueEvent.new() return end

---@param props table
---@return RefreshBuyQueueEvent
function RefreshBuyQueueEvent.new(props) return end

---@class RefreshCLSOnSlavesEvent : redEvent
---@field slaves gameDeviceComponentPS[]
---@field state EDeviceStatus
---@field restorePower Bool
RefreshCLSOnSlavesEvent = {}

---@return RefreshCLSOnSlavesEvent
function RefreshCLSOnSlavesEvent.new() return end

---@param props table
---@return RefreshCLSOnSlavesEvent
function RefreshCLSOnSlavesEvent.new(props) return end

---@class RefreshClueScanningDataEvent : redEvent
RefreshClueScanningDataEvent = {}

---@return RefreshClueScanningDataEvent
function RefreshClueScanningDataEvent.new() return end

---@param props table
---@return RefreshClueScanningDataEvent
function RefreshClueScanningDataEvent.new(props) return end

---@class RefreshCrosshairEvent : redEvent
---@field force Bool
RefreshCrosshairEvent = {}

---@return RefreshCrosshairEvent
function RefreshCrosshairEvent.new() return end

---@param props table
---@return RefreshCrosshairEvent
function RefreshCrosshairEvent.new(props) return end

---@class RefreshDeescalationTimers : gameScriptableSystemRequest
RefreshDeescalationTimers = {}

---@return RefreshDeescalationTimers
function RefreshDeescalationTimers.new() return end

---@param props table
---@return RefreshDeescalationTimers
function RefreshDeescalationTimers.new(props) return end

---@class RefreshDistrictRequest : gameScriptableSystemRequest
---@field preventionPreset gamedataDistrictPreventionData_Record
RefreshDistrictRequest = {}

---@return RefreshDistrictRequest
function RefreshDistrictRequest.new() return end

---@param props table
---@return RefreshDistrictRequest
function RefreshDistrictRequest.new(props) return end

---@class RefreshFloorAuthorizationDataEvent : redEvent
---@field passToEntity Bool
RefreshFloorAuthorizationDataEvent = {}

---@return RefreshFloorAuthorizationDataEvent
function RefreshFloorAuthorizationDataEvent.new() return end

---@param props table
---@return RefreshFloorAuthorizationDataEvent
function RefreshFloorAuthorizationDataEvent.new(props) return end

---@class RefreshFloorDataEvent : redEvent
---@field passToEntity Bool
RefreshFloorDataEvent = {}

---@return RefreshFloorDataEvent
function RefreshFloorDataEvent.new() return end

---@param props table
---@return RefreshFloorDataEvent
function RefreshFloorDataEvent.new(props) return end

---@class RefreshInteractionTaskData : gameScriptTaskData
---@field requestType gamedeviceRequestType
---@field executor gameObject
RefreshInteractionTaskData = {}

---@return RefreshInteractionTaskData
function RefreshInteractionTaskData.new() return end

---@param props table
---@return RefreshInteractionTaskData
function RefreshInteractionTaskData.new(props) return end

---@class RefreshItemPlayerScalingEvent : redEvent
RefreshItemPlayerScalingEvent = {}

---@return RefreshItemPlayerScalingEvent
function RefreshItemPlayerScalingEvent.new() return end

---@param props table
---@return RefreshItemPlayerScalingEvent
function RefreshItemPlayerScalingEvent.new(props) return end

---@class RefreshPerkAreas : gamePlayerScriptableSystemRequest
RefreshPerkAreas = {}

---@return RefreshPerkAreas
function RefreshPerkAreas.new() return end

---@param props table
---@return RefreshPerkAreas
function RefreshPerkAreas.new(props) return end

---@param _owner gameObject
function RefreshPerkAreas:Set(_owner) return end

---@class RefreshPerkTooltipEvent : redEvent
---@field target inkWidget
---@field perkData NewPerkDisplayData
RefreshPerkTooltipEvent = {}

---@return RefreshPerkTooltipEvent
function RefreshPerkTooltipEvent.new() return end

---@param props table
---@return RefreshPerkTooltipEvent
function RefreshPerkTooltipEvent.new(props) return end

---@class RefreshPingEffector : gameEffector
---@field squadMembers entEntityID[]
---@field owner gameObject
RefreshPingEffector = {}

---@return RefreshPingEffector
function RefreshPingEffector.new() return end

---@param props table
---@return RefreshPingEffector
function RefreshPingEffector.new(props) return end

---@param owner gameObject
function RefreshPingEffector:ActionOn(owner) return end

---@param root gameObject
function RefreshPingEffector:RefreshSquad(root) return end

---@class RefreshPlayerAuthorizationEvent : redEvent
RefreshPlayerAuthorizationEvent = {}

---@return RefreshPlayerAuthorizationEvent
function RefreshPlayerAuthorizationEvent.new() return end

---@param props table
---@return RefreshPlayerAuthorizationEvent
function RefreshPlayerAuthorizationEvent.new(props) return end

---@class RefreshPlayerItemSlotsEvent : redEvent
RefreshPlayerItemSlotsEvent = {}

---@return RefreshPlayerItemSlotsEvent
function RefreshPlayerItemSlotsEvent.new() return end

---@param props table
---@return RefreshPlayerItemSlotsEvent
function RefreshPlayerItemSlotsEvent.new(props) return end

---@class RefreshPowerOnSlavesEvent : ProcessDevicesEvent
RefreshPowerOnSlavesEvent = {}

---@return RefreshPowerOnSlavesEvent
function RefreshPowerOnSlavesEvent.new() return end

---@param props table
---@return RefreshPowerOnSlavesEvent
function RefreshPowerOnSlavesEvent.new(props) return end

---@class RefreshQhWithTagInAreaEffector : gameEffector
---@field tags CName[]
---@field range Float
RefreshQhWithTagInAreaEffector = {}

---@return RefreshQhWithTagInAreaEffector
function RefreshQhWithTagInAreaEffector.new() return end

---@param props table
---@return RefreshQhWithTagInAreaEffector
function RefreshQhWithTagInAreaEffector.new(props) return end

---@param owner gameObject
function RefreshQhWithTagInAreaEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RefreshQhWithTagInAreaEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
---@param targets NPCPuppet[]
function RefreshQhWithTagInAreaEffector:RefreshQhStatusEffects(owner, targets) return end

---@class RefreshQuickhackMenuEvent : redEvent
RefreshQuickhackMenuEvent = {}

---@return RefreshQuickhackMenuEvent
function RefreshQuickhackMenuEvent.new() return end

---@param props table
---@return RefreshQuickhackMenuEvent
function RefreshQuickhackMenuEvent.new(props) return end

---@class RefreshSellQueueEvent : redEvent
RefreshSellQueueEvent = {}

---@return RefreshSellQueueEvent
function RefreshSellQueueEvent.new() return end

---@param props table
---@return RefreshSellQueueEvent
function RefreshSellQueueEvent.new(props) return end

---@class RefreshSlavesEvent : ProcessDevicesEvent
---@field onInitialize Bool
---@field force Bool
RefreshSlavesEvent = {}

---@return RefreshSlavesEvent
function RefreshSlavesEvent.new() return end

---@param props table
---@return RefreshSlavesEvent
function RefreshSlavesEvent.new(props) return end

---@class RefreshSlavesState : redEvent
RefreshSlavesState = {}

---@return RefreshSlavesState
function RefreshSlavesState.new() return end

---@param props table
---@return RefreshSlavesState
function RefreshSlavesState.new(props) return end

---@class RefreshSmsMessagerEvent : redEvent
---@field data JournalNotificationData
RefreshSmsMessagerEvent = {}

---@return RefreshSmsMessagerEvent
function RefreshSmsMessagerEvent.new() return end

---@param props table
---@return RefreshSmsMessagerEvent
function RefreshSmsMessagerEvent.new(props) return end

---@class RefreshTooltipEvent : redEvent
---@field widget inkWidget
RefreshTooltipEvent = {}

---@return RefreshTooltipEvent
function RefreshTooltipEvent.new() return end

---@param props table
---@return RefreshTooltipEvent
function RefreshTooltipEvent.new(props) return end

---@class RegisterActiveClueOwnerkRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
RegisterActiveClueOwnerkRequest = {}

---@return RegisterActiveClueOwnerkRequest
function RegisterActiveClueOwnerkRequest.new() return end

---@param props table
---@return RegisterActiveClueOwnerkRequest
function RegisterActiveClueOwnerkRequest.new(props) return end

---@class RegisterDebuggerCanditateEvent : redEvent
---@field device Device
RegisterDebuggerCanditateEvent = {}

---@return RegisterDebuggerCanditateEvent
function RegisterDebuggerCanditateEvent.new() return end

---@param props table
---@return RegisterDebuggerCanditateEvent
function RegisterDebuggerCanditateEvent.new(props) return end

---@class RegisterDropPointMappinRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
---@field position Vector4
---@field trackingAlternativeMappinID gameNewMappinID
RegisterDropPointMappinRequest = {}

---@return RegisterDropPointMappinRequest
function RegisterDropPointMappinRequest.new() return end

---@param props table
---@return RegisterDropPointMappinRequest
function RegisterDropPointMappinRequest.new(props) return end

---@class RegisterFastTravelPointRequest : gameScriptableSystemRequest
---@field pointData gameFastTravelPointData
---@field requesterID entEntityID
RegisterFastTravelPointRequest = {}

---@return RegisterFastTravelPointRequest
function RegisterFastTravelPointRequest.new() return end

---@param props table
---@return RegisterFastTravelPointRequest
function RegisterFastTravelPointRequest.new(props) return end

---@class RegisterFastTravelPointsEvent : redEvent
---@field fastTravelNodes gameFastTravelPointData[]
RegisterFastTravelPointsEvent = {}

---@return RegisterFastTravelPointsEvent
function RegisterFastTravelPointsEvent.new() return end

---@param props table
---@return RegisterFastTravelPointsEvent
function RegisterFastTravelPointsEvent.new(props) return end

---@return String
function RegisterFastTravelPointsEvent:GetFriendlyDescription() return end

---@class RegisterFastTravelPointsRequest : gameScriptableSystemRequest
---@field fastTravelNodes gameFastTravelPointData[]
---@field register Bool
RegisterFastTravelPointsRequest = {}

---@return RegisterFastTravelPointsRequest
function RegisterFastTravelPointsRequest.new() return end

---@param props table
---@return RegisterFastTravelPointsRequest
function RegisterFastTravelPointsRequest.new(props) return end

---@return String
function RegisterFastTravelPointsRequest:GetFriendlyDescription() return end

---@class RegisterFearReaction : AIbehaviortaskScript
RegisterFearReaction = {}

---@return RegisterFearReaction
function RegisterFearReaction.new() return end

---@param props table
---@return RegisterFearReaction
function RegisterFearReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function RegisterFearReaction:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function RegisterFearReaction:Deactivate(context) return end

---@class RegisterFleeingNPC : gameScriptableSystemRequest
---@field runner entEntity
---@field timestamp Float
RegisterFleeingNPC = {}

---@return RegisterFleeingNPC
function RegisterFleeingNPC.new() return end

---@param props table
---@return RegisterFleeingNPC
function RegisterFleeingNPC.new(props) return end

---@class RegisterGameplayObjectiveRequest : gameScriptableSystemRequest
---@field objectiveData GemplayObjectiveData
RegisterGameplayObjectiveRequest = {}

---@return RegisterGameplayObjectiveRequest
function RegisterGameplayObjectiveRequest.new() return end

---@param props table
---@return RegisterGameplayObjectiveRequest
function RegisterGameplayObjectiveRequest.new(props) return end

---@class RegisterInputListenerRequest : gameScriptableSystemRequest
---@field object gameObject
RegisterInputListenerRequest = {}

---@return RegisterInputListenerRequest
function RegisterInputListenerRequest.new() return end

---@param props table
---@return RegisterInputListenerRequest
function RegisterInputListenerRequest.new(props) return end

---@class RegisterItemUsedRequest : gameScriptableSystemRequest
---@field itemUsed ItemID
RegisterItemUsedRequest = {}

---@return RegisterItemUsedRequest
function RegisterItemUsedRequest.new() return end

---@param props table
---@return RegisterItemUsedRequest
function RegisterItemUsedRequest.new(props) return end

---@class RegisterLinkedCluekRequest : gameScriptableSystemRequest
---@field linkedCluekData LinkedFocusClueData
---@field forceUpdate Bool
RegisterLinkedCluekRequest = {}

---@return RegisterLinkedCluekRequest
function RegisterLinkedCluekRequest.new() return end

---@param props table
---@return RegisterLinkedCluekRequest
function RegisterLinkedCluekRequest.new(props) return end

---@class RegisterNPCRequest : gameScriptableSystemRequest
---@field puppet ScriptedPuppet
RegisterNPCRequest = {}

---@return RegisterNPCRequest
function RegisterNPCRequest.new() return end

---@param props table
---@return RegisterNPCRequest
function RegisterNPCRequest.new(props) return end

---@class RegisterNetworkLinkRequest : gameScriptableSystemRequest
---@field linksData SNetworkLinkData[]
RegisterNetworkLinkRequest = {}

---@return RegisterNetworkLinkRequest
function RegisterNetworkLinkRequest.new() return end

---@param props table
---@return RegisterNetworkLinkRequest
function RegisterNetworkLinkRequest.new(props) return end

---@class RegisterPerkDeviceMappinRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
---@field position Vector4
RegisterPerkDeviceMappinRequest = {}

---@return RegisterPerkDeviceMappinRequest
function RegisterPerkDeviceMappinRequest.new() return end

---@param props table
---@return RegisterPerkDeviceMappinRequest
function RegisterPerkDeviceMappinRequest.new(props) return end

---@class RegisterPingNetworkLinkRequest : gameScriptableSystemRequest
---@field linksData SNetworkLinkData[]
RegisterPingNetworkLinkRequest = {}

---@return RegisterPingNetworkLinkRequest
function RegisterPingNetworkLinkRequest.new() return end

---@param props table
---@return RegisterPingNetworkLinkRequest
function RegisterPingNetworkLinkRequest.new(props) return end

---@class RegisterPoliceCaller : gameScriptableSystemRequest
---@field caller entEntity
---@field crimePosition Vector4
RegisterPoliceCaller = {}

---@return RegisterPoliceCaller
function RegisterPoliceCaller.new() return end

---@param props table
---@return RegisterPoliceCaller
function RegisterPoliceCaller.new(props) return end

---@class RegisterPostionEvent : BlackBoardRequestEvent
---@field start Bool
RegisterPostionEvent = {}

---@return RegisterPostionEvent
function RegisterPostionEvent.new() return end

---@param props table
---@return RegisterPostionEvent
function RegisterPostionEvent.new(props) return end

---@class RegisterPreviewControllerEvent : redEvent
---@field controller gameuiWardrobeSetPreviewGameController
RegisterPreviewControllerEvent = {}

---@return RegisterPreviewControllerEvent
function RegisterPreviewControllerEvent.new() return end

---@param props table
---@return RegisterPreviewControllerEvent
function RegisterPreviewControllerEvent.new(props) return end

---@class RegisterPsychoSquadPassengers : AIbehaviortaskScript
RegisterPsychoSquadPassengers = {}

---@return RegisterPsychoSquadPassengers
function RegisterPsychoSquadPassengers.new() return end

---@param props table
---@return RegisterPsychoSquadPassengers
function RegisterPsychoSquadPassengers.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function RegisterPsychoSquadPassengers:Activate(context) return end

---@class RegisterTimeListeners : redEvent
RegisterTimeListeners = {}

---@return RegisterTimeListeners
function RegisterTimeListeners.new() return end

---@param props table
---@return RegisterTimeListeners
function RegisterTimeListeners.new(props) return end

---@class RegisterTimetableRequest : gameScriptableSystemRequest
---@field requesterData PSOwnerData
---@field timeTable SDeviceTimetableEntry[]
---@field lights Int32
RegisterTimetableRequest = {}

---@return RegisterTimetableRequest
function RegisterTimetableRequest.new() return end

---@param props table
---@return RegisterTimetableRequest
function RegisterTimetableRequest.new(props) return end

---@class RegularLandDecisions : AbstractLandDecisions
RegularLandDecisions = {}

---@return RegularLandDecisions
function RegularLandDecisions.new() return end

---@param props table
---@return RegularLandDecisions
function RegularLandDecisions.new(props) return end

---@class RegularLandEvents : AbstractLandEvents
RegularLandEvents = {}

---@return RegularLandEvents
function RegularLandEvents.new() return end

---@param props table
---@return RegularLandEvents
function RegularLandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:EvaluateTransitioningToSlideAfterLanding(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:OnEnterFromLadderCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:OnEnterFromUnsecureFootingFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:ShouldTriggerDestruction(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandEvents:TryPlayRumble(stateContext, scriptInterface) return end

---@class RegularLandLowGravityDecisions : AbstractLandDecisions
RegularLandLowGravityDecisions = {}

---@return RegularLandLowGravityDecisions
function RegularLandLowGravityDecisions.new() return end

---@param props table
---@return RegularLandLowGravityDecisions
function RegularLandLowGravityDecisions.new(props) return end

---@class RegularLandLowGravityEvents : AbstractLandEvents
RegularLandLowGravityEvents = {}

---@return RegularLandLowGravityEvents
function RegularLandLowGravityEvents.new() return end

---@param props table
---@return RegularLandLowGravityEvents
function RegularLandLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RegularLandLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class ReinitializeProficiencies : gamePlayerScriptableSystemRequest
ReinitializeProficiencies = {}

---@return ReinitializeProficiencies
function ReinitializeProficiencies.new() return end

---@param props table
---@return ReinitializeProficiencies
function ReinitializeProficiencies.new(props) return end

---@class RelaxedState : ChangeHighLevelStateAbstract
RelaxedState = {}

---@return RelaxedState
function RelaxedState.new() return end

---@param props table
---@return RelaxedState
function RelaxedState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function RelaxedState:GetDesiredHighLevelState(context) return end

---@class ReleaseEvents : CarriedObjectEvents
ReleaseEvents = {}

---@return ReleaseEvents
function ReleaseEvents.new() return end

---@param props table
---@return ReleaseEvents
function ReleaseEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReleaseEvents:OnEnter(stateContext, scriptInterface) return end

---@class ReleaseReservedSeat : AIbehaviortaskScript
ReleaseReservedSeat = {}

---@return ReleaseReservedSeat
function ReleaseReservedSeat.new() return end

---@param props table
---@return ReleaseReservedSeat
function ReleaseReservedSeat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReleaseReservedSeat:Activate(context) return end

---@class ReleaseSlotEvent : redEvent
---@field slotID Int32
ReleaseSlotEvent = {}

---@return ReleaseSlotEvent
function ReleaseSlotEvent.new() return end

---@param props table
---@return ReleaseSlotEvent
function ReleaseSlotEvent.new(props) return end

---@class ReleaseWorkSpotTask : WorkSpotTask
---@field workspotRef NodeRef
---@field workspotObject gameObject
ReleaseWorkSpotTask = {}

---@return ReleaseWorkSpotTask
function ReleaseWorkSpotTask.new() return end

---@param props table
---@return ReleaseWorkSpotTask
function ReleaseWorkSpotTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReleaseWorkSpotTask:Activate(context) return end

---@class RelicPerkSystem : gameScriptableSystem
---@field registeredPerkDevices PerkDeviceMappinData[]
RelicPerkSystem = {}

---@return RelicPerkSystem
function RelicPerkSystem.new() return end

---@param props table
---@return RelicPerkSystem
function RelicPerkSystem.new(props) return end

---@param request RegisterPerkDeviceMappinRequest
---@return PerkDeviceMappinData
function RelicPerkSystem:CreatePerkDeviceMappinData(request) return end

---@return gamemappinsMappinData
function RelicPerkSystem:GetMappinData() return end

---@param perkDeviceMappinData PerkDeviceMappinData
---@return Bool
function RelicPerkSystem:IsMappinRegistered(perkDeviceMappinData) return end

---@param ownerID entEntityID
---@return Bool
function RelicPerkSystem:IsOwnerRegistered(ownerID) return end

---@param request RegisterPerkDeviceMappinRequest
function RelicPerkSystem:OnRegisterPerkDeviceMappinRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function RelicPerkSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SetPerkDeviceAsUsedRequest
function RelicPerkSystem:OnSetPerkDeviceAsUsedRequest(request) return end

---@param perkDeviceMappinData PerkDeviceMappinData
function RelicPerkSystem:RegisterMappinInMappinSystem(perkDeviceMappinData) return end

function RelicPerkSystem:RegisterMappins() return end

---@param ownerID entEntityID
---@return Bool, PerkDeviceMappinData
function RelicPerkSystem:TryGetPerkDeviceMappinData(ownerID) return end

---@class ReloadDecisions : WeaponTransition
ReloadDecisions = {}

---@return ReloadDecisions
function ReloadDecisions.new() return end

---@param props table
---@return ReloadDecisions
function ReloadDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function ReloadDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReloadDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReloadDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReloadDecisions:ToFullAuto(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReloadDecisions:ToReload(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ReloadDecisions:ToSemiAuto(stateContext, scriptInterface) return end

---@class ReloadEvents : WeaponEventsTransition
---@field statListener DefaultTransitionStatListener
---@field randomSync AnimFeature_SelectRandomAnimSync
---@field animReloadData AnimFeature_WeaponReload
---@field animReloadSpeed AnimFeature_WeaponReloadSpeedData
---@field weaponRecord gamedataWeaponItem_Record
---@field animReloadDataDirty Bool
---@field animReloadSpeedDirty Bool
---@field uninteruptibleSet Bool
---@field weaponHasAutoLoader Bool
---@field canReloadWhileSprinting Bool
---@field lastReloadWasEmpty Bool
---@field isCoolPerkReload Bool
ReloadEvents = {}

---@return ReloadEvents
function ReloadEvents.new() return end

---@param props table
---@return ReloadEvents
function ReloadEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:ActivateReloadAnimData(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:DeactivateReloadAnimData(stateContext, scriptInterface) return end

---@param statType gamedataStatType
---@param weaponRecord gamedataWeaponItem_Record
---@return Float
function ReloadEvents:GetReloadAnimSpeed(statType, weaponRecord) return end

---@param weaponType gamedataItemType
---@return Bool
function ReloadEvents:IsCoolFirearmWeaponType(weaponType) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnExitCleanup(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnExitToReload(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param value Float
function ReloadEvents:OnStatChanged(ownerID, statType, diff, value) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ReloadEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function ReloadEvents:RefreshReloadPermanentFloats(stateContext) return end

---@class ReloadFromEmptyPrereq : gameIScriptablePrereq
---@field minAmountOfAmmoReloaded Int32
ReloadFromEmptyPrereq = {}

---@return ReloadFromEmptyPrereq
function ReloadFromEmptyPrereq.new() return end

---@param props table
---@return ReloadFromEmptyPrereq
function ReloadFromEmptyPrereq.new(props) return end

---@param recordID TweakDBID|string
function ReloadFromEmptyPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
function ReloadFromEmptyPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ReloadFromEmptyPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ReloadFromEmptyPrereq:OnUnregister(state, context) return end

---@class ReloadFromEmptyPrereqState : gamePrereqState
---@field owner gameObject
---@field minAmountOfAmmoReloaded Int32
---@field listenerWeaponInt redCallbackObject
---@field listenerActiveWeaponVariant redCallbackObject
---@field reloadingInProgress Bool
ReloadFromEmptyPrereqState = {}

---@return ReloadFromEmptyPrereqState
function ReloadFromEmptyPrereqState.new() return end

---@param props table
---@return ReloadFromEmptyPrereqState
function ReloadFromEmptyPrereqState.new(props) return end

---@param value Variant
---@return Bool
function ReloadFromEmptyPrereqState:OnInventoryChangeStateUpdate(value) return end

---@param value Int32
---@return Bool
function ReloadFromEmptyPrereqState:OnWeaponStateUpdate(value) return end

---@class ReloadWeaponEffector : gameEffector
---@field owner gameObject
ReloadWeaponEffector = {}

---@return ReloadWeaponEffector
function ReloadWeaponEffector.new() return end

---@param props table
---@return ReloadWeaponEffector
function ReloadWeaponEffector.new(props) return end

---@param owner gameObject
function ReloadWeaponEffector:ActionOn(owner) return end

---@class ReloadingExpansionPopupCloseEvent : redEvent
ReloadingExpansionPopupCloseEvent = {}

---@return ReloadingExpansionPopupCloseEvent
function ReloadingExpansionPopupCloseEvent.new() return end

---@param props table
---@return ReloadingExpansionPopupCloseEvent
function ReloadingExpansionPopupCloseEvent.new(props) return end

---@class ReloadingExpansionPopupController : inkWidgetLogicController
---@field progressBarRef inkWidgetReference
---@field titleTextRef inkTextWidgetReference
---@field descriptionTextRef inkTextWidgetReference
---@field warningTextRef inkTextWidgetReference
---@field progressBarController LoadingScreenProgressBarController
---@field animProxy inkanimProxy
ReloadingExpansionPopupController = {}

---@return ReloadingExpansionPopupController
function ReloadingExpansionPopupController.new() return end

---@param props table
---@return ReloadingExpansionPopupController
function ReloadingExpansionPopupController.new(props) return end

---@return Bool
function ReloadingExpansionPopupController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function ReloadingExpansionPopupController:OnReloadingAnimationFinished(proxy) return end

function ReloadingExpansionPopupController:SetPlatformSpecificText() return end

---@param progress Float
function ReloadingExpansionPopupController:UpdateProgress(progress) return end

---@class RemoteBreach : ActionBool
RemoteBreach = {}

---@return RemoteBreach
function RemoteBreach.new() return end

---@param props table
---@return RemoteBreach
function RemoteBreach.new(props) return end

function RemoteBreach:SetProperties() return end

---@class RemotePlayerMappinController : gameuiInteractionMappinController
---@field mappin gamemappinsRemotePlayerMappin
---@field root inkWidget
RemotePlayerMappinController = {}

---@return RemotePlayerMappinController
function RemotePlayerMappinController.new() return end

---@param props table
---@return RemotePlayerMappinController
function RemotePlayerMappinController.new(props) return end

---@return Bool
function RemotePlayerMappinController:OnInitialize() return end

---@return Bool
function RemotePlayerMappinController:OnIntro() return end

---@return Bool
function RemotePlayerMappinController:OnUninitialize() return end

---@return Bool
function RemotePlayerMappinController:OnUpdate() return end

---@class RemotelyConnectToAccessPoint : gameEffectExecutor_Scripted
RemotelyConnectToAccessPoint = {}

---@return RemotelyConnectToAccessPoint
function RemotelyConnectToAccessPoint.new() return end

---@param props table
---@return RemotelyConnectToAccessPoint
function RemotelyConnectToAccessPoint.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function RemotelyConnectToAccessPoint:Process(ctx, applierCtx) return end

---@class RemoveActiveContextEvent : redEvent
---@field context gamedeviceRequestType
RemoveActiveContextEvent = {}

---@return RemoveActiveContextEvent
function RemoveActiveContextEvent.new() return end

---@param props table
---@return RemoveActiveContextEvent
function RemoveActiveContextEvent.new(props) return end

---@class RemoveAllFastTravelLocksRequest : gameScriptableSystemRequest
RemoveAllFastTravelLocksRequest = {}

---@return RemoveAllFastTravelLocksRequest
function RemoveAllFastTravelLocksRequest.new() return end

---@param props table
---@return RemoveAllFastTravelLocksRequest
function RemoveAllFastTravelLocksRequest.new(props) return end

---@class RemoveAllModifiersEffector : gameEffector
---@field statType gamedataStatType
---@field applicationTarget CName
---@field target gameStatsObjectID
RemoveAllModifiersEffector = {}

---@return RemoveAllModifiersEffector
function RemoveAllModifiersEffector.new() return end

---@param props table
---@return RemoveAllModifiersEffector
function RemoveAllModifiersEffector.new(props) return end

---@param owner gameObject
function RemoveAllModifiersEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RemoveAllModifiersEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function RemoveAllModifiersEffector:ProcessEffector(owner) return end

---@param owner gameObject
function RemoveAllModifiersEffector:RepeatedAction(owner) return end

---@class RemoveAllPerks : gamePlayerScriptableSystemRequest
---@field unequipPerkItems Bool
---@field removeCost Bool
RemoveAllPerks = {}

---@return RemoveAllPerks
function RemoveAllPerks.new() return end

---@param props table
---@return RemoveAllPerks
function RemoveAllPerks.new(props) return end

---@param _owner gameObject
---@param unequip Bool
---@param free Bool
function RemoveAllPerks:Set(_owner, unequip, free) return end

---@class RemoveAllStatusEffectOfTypeEvent : redEvent
---@field statusEffectType gamedataStatusEffectType
RemoveAllStatusEffectOfTypeEvent = {}

---@return RemoveAllStatusEffectOfTypeEvent
function RemoveAllStatusEffectOfTypeEvent.new() return end

---@param props table
---@return RemoveAllStatusEffectOfTypeEvent
function RemoveAllStatusEffectOfTypeEvent.new(props) return end

---@class RemoveAllStatusEffectsEffector : gameEffector
RemoveAllStatusEffectsEffector = {}

---@return RemoveAllStatusEffectsEffector
function RemoveAllStatusEffectsEffector.new() return end

---@param props table
---@return RemoveAllStatusEffectsEffector
function RemoveAllStatusEffectsEffector.new(props) return end

---@param owner gameObject
function RemoveAllStatusEffectsEffector:ActionOn(owner) return end

---@class RemoveCachedStatusEffectFXEvent : redEvent
RemoveCachedStatusEffectFXEvent = {}

---@return RemoveCachedStatusEffectFXEvent
function RemoveCachedStatusEffectFXEvent.new() return end

---@param props table
---@return RemoveCachedStatusEffectFXEvent
function RemoveCachedStatusEffectFXEvent.new(props) return end

---@class RemoveCommand : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
RemoveCommand = {}

---@return RemoveCommand
function RemoveCommand.new() return end

---@param props table
---@return RemoveCommand
function RemoveCommand.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function RemoveCommand:Activate(context) return end

---@class RemoveConsumableDelayedEvent : redEvent
---@field consumeAction ConsumeAction
RemoveConsumableDelayedEvent = {}

---@return RemoveConsumableDelayedEvent
function RemoveConsumableDelayedEvent.new() return end

---@param props table
---@return RemoveConsumableDelayedEvent
function RemoveConsumableDelayedEvent.new(props) return end

---@class RemoveCooldownRequest : gameScriptableSystemRequest
---@field cid Int32
RemoveCooldownRequest = {}

---@return RemoveCooldownRequest
function RemoveCooldownRequest.new() return end

---@param props table
---@return RemoveCooldownRequest
function RemoveCooldownRequest.new(props) return end

---@class RemoveDOTStatusEffectsEffector : gameEffector
---@field ownerEntityID entEntityID
---@field delay Float
RemoveDOTStatusEffectsEffector = {}

---@return RemoveDOTStatusEffectsEffector
function RemoveDOTStatusEffectsEffector.new() return end

---@param props table
---@return RemoveDOTStatusEffectsEffector
function RemoveDOTStatusEffectsEffector.new(props) return end

---@param owner gameObject
function RemoveDOTStatusEffectsEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RemoveDOTStatusEffectsEffector:Initialize(record, parentRecord) return end

function RemoveDOTStatusEffectsEffector:Uninitialize() return end

---@class RemoveFromBlacklistEvent : redEvent
---@field entityIDToRemove entEntityID
---@field isPlayerEntity Bool
RemoveFromBlacklistEvent = {}

---@return RemoveFromBlacklistEvent
function RemoveFromBlacklistEvent.new() return end

---@param props table
---@return RemoveFromBlacklistEvent
function RemoveFromBlacklistEvent.new(props) return end

---@class RemoveFromChainRequest : gameScriptableSystemRequest
---@field requestSource entEntityID
RemoveFromChainRequest = {}

---@return RemoveFromChainRequest
function RemoveFromChainRequest.new() return end

---@param props table
---@return RemoveFromChainRequest
function RemoveFromChainRequest.new(props) return end

---@class RemoveHitFlagFromAttackEffector : ModifyAttackEffector
---@field hitFlag hitFlag
---@field reason CName
RemoveHitFlagFromAttackEffector = {}

---@return RemoveHitFlagFromAttackEffector
function RemoveHitFlagFromAttackEffector.new() return end

---@param props table
---@return RemoveHitFlagFromAttackEffector
function RemoveHitFlagFromAttackEffector.new(props) return end

---@param owner gameObject
function RemoveHitFlagFromAttackEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RemoveHitFlagFromAttackEffector:Initialize(record, parentRecord) return end

function RemoveHitFlagFromAttackEffector:ProcessEffector() return end

---@param owner gameObject
function RemoveHitFlagFromAttackEffector:RepeatedAction(owner) return end

function RemoveHitFlagFromAttackEffector:Uninitialize() return end

---@class RemoveItemPart : gameScriptableSystemRequest
---@field obj gameObject
---@field baseItem ItemID
---@field slotToEmpty TweakDBID
RemoveItemPart = {}

---@return RemoveItemPart
function RemoveItemPart.new() return end

---@param props table
---@return RemoveItemPart
function RemoveItemPart.new(props) return end

---@param object gameObject
---@param item ItemID
---@param slot TweakDBID|string
function RemoveItemPart:Set(object, item, slot) return end

---@class RemoveLinkEvent : redEvent
RemoveLinkEvent = {}

---@return RemoveLinkEvent
function RemoveLinkEvent.new() return end

---@param props table
---@return RemoveLinkEvent
function RemoveLinkEvent.new(props) return end

---@class RemoveLinkedStatusEffectsEvent : redEvent
---@field ssAction Bool
RemoveLinkedStatusEffectsEvent = {}

---@return RemoveLinkedStatusEffectsEvent
function RemoveLinkedStatusEffectsEvent.new() return end

---@param props table
---@return RemoveLinkedStatusEffectsEvent
function RemoveLinkedStatusEffectsEvent.new(props) return end

---@class RemovePerk : gamePlayerScriptableSystemRequest
---@field perkType gamedataPerkType
RemovePerk = {}

---@return RemovePerk
function RemovePerk.new() return end

---@param props table
---@return RemovePerk
function RemovePerk.new(props) return end

---@param _owner gameObject
---@param type gamedataPerkType
function RemovePerk:Set(_owner, type) return end

---@class RemovePingedSquadRequest : gameScriptableSystemRequest
---@field squadName CName
RemovePingedSquadRequest = {}

---@return RemovePingedSquadRequest
function RemovePingedSquadRequest.new() return end

---@param props table
---@return RemovePingedSquadRequest
function RemovePingedSquadRequest.new(props) return end

---@class RemoveRecentAvSpawnLocationFromCacheRequest : gameScriptableSystemRequest
RemoveRecentAvSpawnLocationFromCacheRequest = {}

---@return RemoveRecentAvSpawnLocationFromCacheRequest
function RemoveRecentAvSpawnLocationFromCacheRequest.new() return end

---@param props table
---@return RemoveRecentAvSpawnLocationFromCacheRequest
function RemoveRecentAvSpawnLocationFromCacheRequest.new(props) return end

---@class RemoveSecondaryDiodeLightPresetEvent : redEvent
RemoveSecondaryDiodeLightPresetEvent = {}

---@return RemoveSecondaryDiodeLightPresetEvent
function RemoveSecondaryDiodeLightPresetEvent.new() return end

---@param props table
---@return RemoveSecondaryDiodeLightPresetEvent
function RemoveSecondaryDiodeLightPresetEvent.new(props) return end

---@class RemoveStatusEffectEvent : redEvent
---@field effectID TweakDBID
---@field removeCount Uint32
RemoveStatusEffectEvent = {}

---@return RemoveStatusEffectEvent
function RemoveStatusEffectEvent.new() return end

---@param props table
---@return RemoveStatusEffectEvent
function RemoveStatusEffectEvent.new(props) return end

---@param effectName String
function RemoveStatusEffectEvent:SetEffectID(effectName) return end

---@class RemoveStatusEffectListenerEvent : redEvent
---@field listener StatusEffectTriggerListener
RemoveStatusEffectListenerEvent = {}

---@return RemoveStatusEffectListenerEvent
function RemoveStatusEffectListenerEvent.new() return end

---@param props table
---@return RemoveStatusEffectListenerEvent
function RemoveStatusEffectListenerEvent.new(props) return end

---@class RemoveStatusEffectOnAttackEffector : ModifyAttackEffector
---@field effectTypes String[]
---@field effectString String[]
---@field effectTags CName[]
---@field owner gameObject
RemoveStatusEffectOnAttackEffector = {}

---@return RemoveStatusEffectOnAttackEffector
function RemoveStatusEffectOnAttackEffector.new() return end

---@param props table
---@return RemoveStatusEffectOnAttackEffector
function RemoveStatusEffectOnAttackEffector.new(props) return end

---@param owner gameObject
function RemoveStatusEffectOnAttackEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RemoveStatusEffectOnAttackEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function RemoveStatusEffectOnAttackEffector:ProcessAction(owner) return end

---@param owner gameObject
function RemoveStatusEffectOnAttackEffector:RepeatedAction(owner) return end

---@class RemoveStatusEffectOnOwner : StatusEffectTasks
---@field statusEffectID TweakDBID
RemoveStatusEffectOnOwner = {}

---@return RemoveStatusEffectOnOwner
function RemoveStatusEffectOnOwner.new() return end

---@param props table
---@return RemoveStatusEffectOnOwner
function RemoveStatusEffectOnOwner.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function RemoveStatusEffectOnOwner:Activate(context) return end

---@class RemoveStatusEffectsEffector : gameEffector
---@field effectTypes String[]
---@field effectString String[]
---@field effectTags CName[]
RemoveStatusEffectsEffector = {}

---@return RemoveStatusEffectsEffector
function RemoveStatusEffectsEffector.new() return end

---@param props table
---@return RemoveStatusEffectsEffector
function RemoveStatusEffectsEffector.new(props) return end

---@param owner gameObject
function RemoveStatusEffectsEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RemoveStatusEffectsEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function RemoveStatusEffectsEffector:ProcessAction(owner) return end

---@param owner gameObject
function RemoveStatusEffectsEffector:RepeatedAction(owner) return end

---@class RemoveStatusEffectsOnStoryTier : StatusEffectTasks
RemoveStatusEffectsOnStoryTier = {}

---@return RemoveStatusEffectsOnStoryTier
function RemoveStatusEffectsOnStoryTier.new() return end

---@param props table
---@return RemoveStatusEffectsOnStoryTier
function RemoveStatusEffectsOnStoryTier.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function RemoveStatusEffectsOnStoryTier:Activate(context) return end

---@class RemoveSubCharacterRequest : gameScriptableSystemRequest
---@field subCharType gamedataSubCharacter
RemoveSubCharacterRequest = {}

---@return RemoveSubCharacterRequest
function RemoveSubCharacterRequest.new() return end

---@param props table
---@return RemoveSubCharacterRequest
function RemoveSubCharacterRequest.new(props) return end

---@class RemoveTargetFromHighlightEvent : redEvent
---@field target ScriptedPuppet
RemoveTargetFromHighlightEvent = {}

---@return RemoveTargetFromHighlightEvent
function RemoveTargetFromHighlightEvent.new() return end

---@param props table
---@return RemoveTargetFromHighlightEvent
function RemoveTargetFromHighlightEvent.new(props) return end

---@class RenderFeaturesAreaSettings : IAreaSettings
---@field allowGlobalIllumination Bool
---@field allowScreenSpaceReflections Bool
---@field allowVolumetricFog Bool
RenderFeaturesAreaSettings = {}

---@return RenderFeaturesAreaSettings
function RenderFeaturesAreaSettings.new() return end

---@param props table
---@return RenderFeaturesAreaSettings
function RenderFeaturesAreaSettings.new(props) return end

---@class RenderProxyCustomData_ClusteredProxyDisabledInstances : IRenderProxyCustomData
RenderProxyCustomData_ClusteredProxyDisabledInstances = {}

---@return RenderProxyCustomData_ClusteredProxyDisabledInstances
function RenderProxyCustomData_ClusteredProxyDisabledInstances.new() return end

---@param props table
---@return RenderProxyCustomData_ClusteredProxyDisabledInstances
function RenderProxyCustomData_ClusteredProxyDisabledInstances.new(props) return end

---@class RenderProxyCustomData_Garment : IRenderProxyCustomData
RenderProxyCustomData_Garment = {}

---@return RenderProxyCustomData_Garment
function RenderProxyCustomData_Garment.new() return end

---@param props table
---@return RenderProxyCustomData_Garment
function RenderProxyCustomData_Garment.new(props) return end

---@class RenderProxyCustomData_MaterialParams : IRenderProxyCustomData
RenderProxyCustomData_MaterialParams = {}

---@return RenderProxyCustomData_MaterialParams
function RenderProxyCustomData_MaterialParams.new() return end

---@param props table
---@return RenderProxyCustomData_MaterialParams
function RenderProxyCustomData_MaterialParams.new(props) return end

---@class RenderProxyCustomData_Mirror : IRenderProxyCustomData
RenderProxyCustomData_Mirror = {}

---@return RenderProxyCustomData_Mirror
function RenderProxyCustomData_Mirror.new() return end

---@param props table
---@return RenderProxyCustomData_Mirror
function RenderProxyCustomData_Mirror.new(props) return end

---@class RenderProxyCustomData_MiscMeshParams : IRenderProxyCustomData
RenderProxyCustomData_MiscMeshParams = {}

---@return RenderProxyCustomData_MiscMeshParams
function RenderProxyCustomData_MiscMeshParams.new() return end

---@param props table
---@return RenderProxyCustomData_MiscMeshParams
function RenderProxyCustomData_MiscMeshParams.new(props) return end

---@class RenderProxyCustomData_OriginalLodGroups : IRenderProxyCustomData
RenderProxyCustomData_OriginalLodGroups = {}

---@return RenderProxyCustomData_OriginalLodGroups
function RenderProxyCustomData_OriginalLodGroups.new() return end

---@param props table
---@return RenderProxyCustomData_OriginalLodGroups
function RenderProxyCustomData_OriginalLodGroups.new(props) return end

---@class RenderProxyCustomData_Skinning : IRenderProxyCustomData
RenderProxyCustomData_Skinning = {}

---@return RenderProxyCustomData_Skinning
function RenderProxyCustomData_Skinning.new() return end

---@param props table
---@return RenderProxyCustomData_Skinning
function RenderProxyCustomData_Skinning.new(props) return end

---@class RenderSettingFactors
---@field resolutionAberrationScale curveData
---@field resolutionAberrationDispersal curveData
---@field resolutionFilmGrainScale curveData
---@field resolutionFilmGrainStrength curveData
RenderSettingFactors = {}

---@return RenderSettingFactors
function RenderSettingFactors.new() return end

---@param props table
---@return RenderSettingFactors
function RenderSettingFactors.new(props) return end

---@class RenderTexturePreviewData : ISceneStorageCustomData
RenderTexturePreviewData = {}

---@return RenderTexturePreviewData
function RenderTexturePreviewData.new() return end

---@param props table
---@return RenderTexturePreviewData
function RenderTexturePreviewData.new(props) return end

---@class RenderingFunctionalTests : IScriptable
RenderingFunctionalTests = {}

---@return RenderingFunctionalTests
function RenderingFunctionalTests.new() return end

---@param props table
---@return RenderingFunctionalTests
function RenderingFunctionalTests.new(props) return end

function RenderingFunctionalTests:GetEMMFilter() return end

function RenderingFunctionalTests:GetViewportResolution() return end

function RenderingFunctionalTests:SetEMMFilter() return end

function RenderingFunctionalTests:SetFpsClamp() return end

---@class RepeatLookatEvent : redEvent
---@field target entEntity
RepeatLookatEvent = {}

---@return RepeatLookatEvent
function RepeatLookatEvent.new() return end

---@param props table
---@return RepeatLookatEvent
function RepeatLookatEvent.new(props) return end

---@class RepeatPersonalLinkAnimFeaturesHACK : redEvent
---@field activator gameObject
RepeatPersonalLinkAnimFeaturesHACK = {}

---@return RepeatPersonalLinkAnimFeaturesHACK
function RepeatPersonalLinkAnimFeaturesHACK.new() return end

---@param props table
---@return RepeatPersonalLinkAnimFeaturesHACK
function RepeatPersonalLinkAnimFeaturesHACK.new(props) return end

---@class ReplaceEquipmentRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field slotIndex Int32
---@field addToInventory Bool
---@field rerollIdOnAddToInventory Bool
---@field removeOldItem Bool
---@field customPartToGenerateID ItemID
---@field transferInstalledParts Bool
ReplaceEquipmentRequest = {}

---@return ReplaceEquipmentRequest
function ReplaceEquipmentRequest.new() return end

---@param props table
---@return ReplaceEquipmentRequest
function ReplaceEquipmentRequest.new(props) return end

---@class Reprimand : MorphData
---@field reprimandData ReprimandData
Reprimand = {}

---@return Reprimand
function Reprimand.new() return end

---@param props table
---@return Reprimand
function Reprimand.new(props) return end

---@class ReprimandAgentDisconnectEvent : redEvent
---@field agentID entEntityID
ReprimandAgentDisconnectEvent = {}

---@return ReprimandAgentDisconnectEvent
function ReprimandAgentDisconnectEvent.new() return end

---@param props table
---@return ReprimandAgentDisconnectEvent
function ReprimandAgentDisconnectEvent.new(props) return end

---@class ReprimandData
---@field isActive Bool
---@field receiver entEntityID
---@field receiverAttitudeGroup CName
---@field reprimandID Int32
---@field count Int32
ReprimandData = {}

---@return ReprimandData
function ReprimandData.new() return end

---@param props table
---@return ReprimandData
function ReprimandData.new(props) return end

---@class ReprimandDeescalateAnimFeature : AIbehaviortaskScript
ReprimandDeescalateAnimFeature = {}

---@return ReprimandDeescalateAnimFeature
function ReprimandDeescalateAnimFeature.new() return end

---@param props table
---@return ReprimandDeescalateAnimFeature
function ReprimandDeescalateAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandDeescalateAnimFeature:Activate(context) return end

---@class ReprimandDeescalation : AIbehaviortaskScript
ReprimandDeescalation = {}

---@return ReprimandDeescalation
function ReprimandDeescalation.new() return end

---@param props table
---@return ReprimandDeescalation
function ReprimandDeescalation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandDeescalation:Activate(context) return end

---@class ReprimandEscalateAnimFeature : AIbehaviortaskScript
ReprimandEscalateAnimFeature = {}

---@return ReprimandEscalateAnimFeature
function ReprimandEscalateAnimFeature.new() return end

---@param props table
---@return ReprimandEscalateAnimFeature
function ReprimandEscalateAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandEscalateAnimFeature:Activate(context) return end

---@class ReprimandEscalation : AIbehaviortaskScript
ReprimandEscalation = {}

---@return ReprimandEscalation
function ReprimandEscalation.new() return end

---@param props table
---@return ReprimandEscalation
function ReprimandEscalation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandEscalation:Activate(context) return end

---@class ReprimandEscalationEvent : redEvent
---@field startReprimand Bool
---@field startDeescalate Bool
ReprimandEscalationEvent = {}

---@return ReprimandEscalationEvent
function ReprimandEscalationEvent.new() return end

---@param props table
---@return ReprimandEscalationEvent
function ReprimandEscalationEvent.new(props) return end

---@class ReprimandResetAnimFeature : AIbehaviortaskScript
ReprimandResetAnimFeature = {}

---@return ReprimandResetAnimFeature
function ReprimandResetAnimFeature.new() return end

---@param props table
---@return ReprimandResetAnimFeature
function ReprimandResetAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandResetAnimFeature:Activate(context) return end

---@class ReprimandStartAnimFeature : AIbehaviortaskScript
ReprimandStartAnimFeature = {}

---@return ReprimandStartAnimFeature
function ReprimandStartAnimFeature.new() return end

---@param props table
---@return ReprimandStartAnimFeature
function ReprimandStartAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandStartAnimFeature:Activate(context) return end

---@class ReprimandToAlertedAnimFeature : AIbehaviortaskScript
ReprimandToAlertedAnimFeature = {}

---@return ReprimandToAlertedAnimFeature
function ReprimandToAlertedAnimFeature.new() return end

---@param props table
---@return ReprimandToAlertedAnimFeature
function ReprimandToAlertedAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandToAlertedAnimFeature:Activate(context) return end

---@class ReprimandToCombatAnimFeature : AIbehaviortaskScript
ReprimandToCombatAnimFeature = {}

---@return ReprimandToCombatAnimFeature
function ReprimandToCombatAnimFeature.new() return end

---@param props table
---@return ReprimandToCombatAnimFeature
function ReprimandToCombatAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReprimandToCombatAnimFeature:Activate(context) return end

---@class ReprimandUpdate : redEvent
---@field reprimandInstructions EReprimandInstructions
---@field target entEntityID
---@field targetPos Vector4
---@field currentPerformer gameObject
ReprimandUpdate = {}

---@return ReprimandUpdate
function ReprimandUpdate.new() return end

---@param props table
---@return ReprimandUpdate
function ReprimandUpdate.new(props) return end

---@param performer gameObject
---@param target entEntityID
---@param instructions EReprimandInstructions
---@param pos Vector4
---@return ReprimandUpdate
function ReprimandUpdate.Construct(performer, target, instructions, pos) return end

---@class RequestActionWidgetsUpdateEvent : RequestWidgetUpdateEvent
RequestActionWidgetsUpdateEvent = {}

---@return RequestActionWidgetsUpdateEvent
function RequestActionWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestActionWidgetsUpdateEvent
function RequestActionWidgetsUpdateEvent.new(props) return end

---@class RequestBannerWidgetUpdateEvent : RequestWidgetUpdateEvent
RequestBannerWidgetUpdateEvent = {}

---@return RequestBannerWidgetUpdateEvent
function RequestBannerWidgetUpdateEvent.new() return end

---@param props table
---@return RequestBannerWidgetUpdateEvent
function RequestBannerWidgetUpdateEvent.new(props) return end

---@class RequestBreadCrumbBarUpdateEvent : redEvent
---@field requester gamePersistentID
---@field breadCrumbData SBreadCrumbUpdateData
RequestBreadCrumbBarUpdateEvent = {}

---@return RequestBreadCrumbBarUpdateEvent
function RequestBreadCrumbBarUpdateEvent.new() return end

---@param props table
---@return RequestBreadCrumbBarUpdateEvent
function RequestBreadCrumbBarUpdateEvent.new(props) return end

---@class RequestBuyAttribute : redEvent
---@field type gamedataStatType
RequestBuyAttribute = {}

---@return RequestBuyAttribute
function RequestBuyAttribute.new() return end

---@param props table
---@return RequestBuyAttribute
function RequestBuyAttribute.new(props) return end

---@class RequestCLSStateChangeDeviceOperation : DeviceOperationBase
---@field state ECLSForcedState
---@field sourceName CName
---@field priority EPriority
---@field removePreviousRequests Bool
RequestCLSStateChangeDeviceOperation = {}

---@return RequestCLSStateChangeDeviceOperation
function RequestCLSStateChangeDeviceOperation.new() return end

---@param props table
---@return RequestCLSStateChangeDeviceOperation
function RequestCLSStateChangeDeviceOperation.new(props) return end

---@param owner gameObject
function RequestCLSStateChangeDeviceOperation:Execute(owner) return end

function RequestCLSStateChangeDeviceOperation:SendRequest() return end

---@class RequestChangeTrackedObjective : redEvent
---@field objective gameJournalQuestObjective
---@field quest gameJournalQuest
---@field forceSelectEntry Int32
RequestChangeTrackedObjective = {}

---@return RequestChangeTrackedObjective
function RequestChangeTrackedObjective.new() return end

---@param props table
---@return RequestChangeTrackedObjective
function RequestChangeTrackedObjective.new(props) return end

---@class RequestComputerMainMenuWidgetsUpdateEvent : RequestWidgetUpdateEvent
RequestComputerMainMenuWidgetsUpdateEvent = {}

---@return RequestComputerMainMenuWidgetsUpdateEvent
function RequestComputerMainMenuWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestComputerMainMenuWidgetsUpdateEvent
function RequestComputerMainMenuWidgetsUpdateEvent.new(props) return end

---@class RequestComputerMenuWidgetsUpdateEvent : RequestWidgetUpdateEvent
RequestComputerMenuWidgetsUpdateEvent = {}

---@return RequestComputerMenuWidgetsUpdateEvent
function RequestComputerMenuWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestComputerMenuWidgetsUpdateEvent
function RequestComputerMenuWidgetsUpdateEvent.new(props) return end

---@class RequestDeviceWidgetUpdateEvent : RequestWidgetUpdateEvent
RequestDeviceWidgetUpdateEvent = {}

---@return RequestDeviceWidgetUpdateEvent
function RequestDeviceWidgetUpdateEvent.new() return end

---@param props table
---@return RequestDeviceWidgetUpdateEvent
function RequestDeviceWidgetUpdateEvent.new(props) return end

---@class RequestDeviceWidgetsUpdateEvent : RequestWidgetUpdateEvent
---@field requesters gamePersistentID[]
RequestDeviceWidgetsUpdateEvent = {}

---@return RequestDeviceWidgetsUpdateEvent
function RequestDeviceWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestDeviceWidgetsUpdateEvent
function RequestDeviceWidgetsUpdateEvent.new(props) return end

---@class RequestDismembermentEvent : AIAIEvent
---@field bodyPart gameDismBodyPart
---@field dismembermentType gameDismWoundType
---@field hitPosition Vector4
---@field isCritical Bool
RequestDismembermentEvent = {}

---@return RequestDismembermentEvent
function RequestDismembermentEvent.new() return end

---@param props table
---@return RequestDismembermentEvent
function RequestDismembermentEvent.new(props) return end

---@class RequestDocumentThumbnailWidgetsUpdateEvent : RequestWidgetUpdateEvent
---@field documentType EDocumentType
RequestDocumentThumbnailWidgetsUpdateEvent = {}

---@return RequestDocumentThumbnailWidgetsUpdateEvent
function RequestDocumentThumbnailWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestDocumentThumbnailWidgetsUpdateEvent
function RequestDocumentThumbnailWidgetsUpdateEvent.new(props) return end

---@class RequestDocumentWidgetUpdateEvent : RequestWidgetUpdateEvent
---@field documentType EDocumentType
---@field documentAdress SDocumentAdress
RequestDocumentWidgetUpdateEvent = {}

---@return RequestDocumentWidgetUpdateEvent
function RequestDocumentWidgetUpdateEvent.new() return end

---@param props table
---@return RequestDocumentWidgetUpdateEvent
function RequestDocumentWidgetUpdateEvent.new(props) return end

---@class RequestEquipHeavyWeapon : redEvent
---@field itemID ItemID
RequestEquipHeavyWeapon = {}

---@return RequestEquipHeavyWeapon
function RequestEquipHeavyWeapon.new() return end

---@param props table
---@return RequestEquipHeavyWeapon
function RequestEquipHeavyWeapon.new(props) return end

---@class RequestQuestTakeControlInputLock : gameScriptableSystemRequest
---@field isLocked Bool
---@field isChainForced Bool
RequestQuestTakeControlInputLock = {}

---@return RequestQuestTakeControlInputLock
function RequestQuestTakeControlInputLock.new() return end

---@param props table
---@return RequestQuestTakeControlInputLock
function RequestQuestTakeControlInputLock.new(props) return end

---@class RequestReleaseControl : gameScriptableSystemRequest
---@field followupEvent redEvent
---@field followupEventEntityID entEntityID
RequestReleaseControl = {}

---@return RequestReleaseControl
function RequestReleaseControl.new() return end

---@param props table
---@return RequestReleaseControl
function RequestReleaseControl.new(props) return end

---@class RequestSlotEvent : redEvent
---@field blackboard gameIBlackboard
---@field requester gameObject
RequestSlotEvent = {}

---@return RequestSlotEvent
function RequestSlotEvent.new() return end

---@param props table
---@return RequestSlotEvent
function RequestSlotEvent.new(props) return end

---@class RequestSmsMessagerCloseEvent : redEvent
RequestSmsMessagerCloseEvent = {}

---@return RequestSmsMessagerCloseEvent
function RequestSmsMessagerCloseEvent.new() return end

---@param props table
---@return RequestSmsMessagerCloseEvent
function RequestSmsMessagerCloseEvent.new(props) return end

---@class RequestStatsBB : gamePlayerScriptableSystemRequest
RequestStatsBB = {}

---@return RequestStatsBB
function RequestStatsBB.new() return end

---@param props table
---@return RequestStatsBB
function RequestStatsBB.new(props) return end

---@param _owner gameObject
function RequestStatsBB:Set(_owner) return end

---@class RequestTakeControl : gameScriptableSystemRequest
---@field requestSource entEntityID
---@field originalEvent ToggleTakeOverControl
RequestTakeControl = {}

---@return RequestTakeControl
function RequestTakeControl.new() return end

---@param props table
---@return RequestTakeControl
function RequestTakeControl.new(props) return end

---@class RequestThumbnailWidgetsUpdateEvent : RequestWidgetUpdateEvent
RequestThumbnailWidgetsUpdateEvent = {}

---@return RequestThumbnailWidgetsUpdateEvent
function RequestThumbnailWidgetsUpdateEvent.new() return end

---@param props table
---@return RequestThumbnailWidgetsUpdateEvent
function RequestThumbnailWidgetsUpdateEvent.new(props) return end

---@class RequestUIRefreshEvent : redEvent
---@field requester gamePersistentID
---@field context CName
RequestUIRefreshEvent = {}

---@return RequestUIRefreshEvent
function RequestUIRefreshEvent.new() return end

---@param props table
---@return RequestUIRefreshEvent
function RequestUIRefreshEvent.new(props) return end

---@class RequestWidgetUpdateEvent : redEvent
---@field requester gamePersistentID
---@field screenDefinition ScreenDefinitionPackage
RequestWidgetUpdateEvent = {}

---@return RequestWidgetUpdateEvent
function RequestWidgetUpdateEvent.new() return end

---@param props table
---@return RequestWidgetUpdateEvent
function RequestWidgetUpdateEvent.new(props) return end

---@class RequirementUserData : IScriptable
---@field skillName String
---@field requiredSkill Int32
---@field skillCheck EDeviceChallengeSkill
---@field isPassed Bool
---@field asyncSpawnRequest inkAsyncSpawnRequest
RequirementUserData = {}

---@return RequirementUserData
function RequirementUserData.new() return end

---@param props table
---@return RequirementUserData
function RequirementUserData.new(props) return end

---@class RescaleNonIconicWeaponsEvent : redEvent
RescaleNonIconicWeaponsEvent = {}

---@return RescaleNonIconicWeaponsEvent
function RescaleNonIconicWeaponsEvent.new() return end

---@param props table
---@return RescaleNonIconicWeaponsEvent
function RescaleNonIconicWeaponsEvent.new(props) return end

---@class ReserveAssignedSeat : redEvent
ReserveAssignedSeat = {}

---@return ReserveAssignedSeat
function ReserveAssignedSeat.new() return end

---@param props table
---@return ReserveAssignedSeat
function ReserveAssignedSeat.new(props) return end

---@class ReserveItemToThisDropPoint : ScriptableDeviceAction
---@field item TweakDBID
ReserveItemToThisDropPoint = {}

---@return ReserveItemToThisDropPoint
function ReserveItemToThisDropPoint.new() return end

---@param props table
---@return ReserveItemToThisDropPoint
function ReserveItemToThisDropPoint.new(props) return end

---@return String
function ReserveItemToThisDropPoint:GetFriendlyDescription() return end

---@class ReserveWorkSpotTask : WorkSpotTask
---@field workspotRef NodeRef
---@field workspotObject gameObject
ReserveWorkSpotTask = {}

---@return ReserveWorkSpotTask
function ReserveWorkSpotTask.new() return end

---@param props table
---@return ReserveWorkSpotTask
function ReserveWorkSpotTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ReserveWorkSpotTask:Activate(context) return end

---@class ResetAllFearWrappers : AIbehaviortaskScript
ResetAllFearWrappers = {}

---@return ResetAllFearWrappers
function ResetAllFearWrappers.new() return end

---@param props table
---@return ResetAllFearWrappers
function ResetAllFearWrappers.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ResetAllFearWrappers:Activate(context) return end

---@class ResetAttackBlockedBlackBoardValue : redEvent
ResetAttackBlockedBlackBoardValue = {}

---@return ResetAttackBlockedBlackBoardValue
function ResetAttackBlockedBlackBoardValue.new() return end

---@param props table
---@return ResetAttackBlockedBlackBoardValue
function ResetAttackBlockedBlackBoardValue.new(props) return end

---@class ResetAttackDelayedRequest : gameScriptableSystemRequest
ResetAttackDelayedRequest = {}

---@return ResetAttackDelayedRequest
function ResetAttackDelayedRequest.new() return end

---@param props table
---@return ResetAttackDelayedRequest
function ResetAttackDelayedRequest.new(props) return end

---@class ResetAvoidLOSTimeStamp : AIbehaviortaskScript
---@field onDeactivation Bool
---@field initialized Bool
---@field actionBBoard gameIBlackboard
ResetAvoidLOSTimeStamp = {}

---@return ResetAvoidLOSTimeStamp
function ResetAvoidLOSTimeStamp.new() return end

---@param props table
---@return ResetAvoidLOSTimeStamp
function ResetAvoidLOSTimeStamp.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ResetAvoidLOSTimeStamp:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ResetAvoidLOSTimeStamp:Deactivate(context) return end

---@class ResetBlockAttackHitsReceivedRequest : gameScriptableSystemRequest
ResetBlockAttackHitsReceivedRequest = {}

---@return ResetBlockAttackHitsReceivedRequest
function ResetBlockAttackHitsReceivedRequest.new() return end

---@param props table
---@return ResetBlockAttackHitsReceivedRequest
function ResetBlockAttackHitsReceivedRequest.new(props) return end

---@class ResetBlockedHitsRequest : gameScriptableSystemRequest
ResetBlockedHitsRequest = {}

---@return ResetBlockedHitsRequest
function ResetBlockedHitsRequest.new() return end

---@param props table
---@return ResetBlockedHitsRequest
function ResetBlockedHitsRequest.new(props) return end

---@class ResetControllerLightColorRequest : gameScriptableSystemRequest
---@field notQuest Bool
ResetControllerLightColorRequest = {}

---@return ResetControllerLightColorRequest
function ResetControllerLightColorRequest.new() return end

---@param props table
---@return ResetControllerLightColorRequest
function ResetControllerLightColorRequest.new(props) return end

---@class ResetDeflectedHitsRequest : gameScriptableSystemRequest
ResetDeflectedHitsRequest = {}

---@return ResetDeflectedHitsRequest
function ResetDeflectedHitsRequest.new() return end

---@param props table
---@return ResetDeflectedHitsRequest
function ResetDeflectedHitsRequest.new(props) return end

---@class ResetDevelopmentPointsEffector : gameEffector
ResetDevelopmentPointsEffector = {}

---@return ResetDevelopmentPointsEffector
function ResetDevelopmentPointsEffector.new() return end

---@param props table
---@return ResetDevelopmentPointsEffector
function ResetDevelopmentPointsEffector.new(props) return end

---@param owner gameObject
function ResetDevelopmentPointsEffector:ActionOn(owner) return end

---@class ResetDoorState : redEvent
ResetDoorState = {}

---@return ResetDoorState
function ResetDoorState.new() return end

---@param props table
---@return ResetDoorState
function ResetDoorState.new(props) return end

---@return String
function ResetDoorState:GetFriendlyDescription() return end

---@class ResetFacialEvent : redEvent
ResetFacialEvent = {}

---@return ResetFacialEvent
function ResetFacialEvent.new() return end

---@param props table
---@return ResetFacialEvent
function ResetFacialEvent.new(props) return end

---@class ResetFinalComboHitsReceivedRequest : gameScriptableSystemRequest
ResetFinalComboHitsReceivedRequest = {}

---@return ResetFinalComboHitsReceivedRequest
function ResetFinalComboHitsReceivedRequest.new() return end

---@param props table
---@return ResetFinalComboHitsReceivedRequest
function ResetFinalComboHitsReceivedRequest.new(props) return end

---@class ResetFrameDamage : redEvent
ResetFrameDamage = {}

---@return ResetFrameDamage
function ResetFrameDamage.new() return end

---@param props table
---@return ResetFrameDamage
function ResetFrameDamage.new(props) return end

---@class ResetGuardBreakRequest : gameScriptableSystemRequest
ResetGuardBreakRequest = {}

---@return ResetGuardBreakRequest
function ResetGuardBreakRequest.new() return end

---@param props table
---@return ResetGuardBreakRequest
function ResetGuardBreakRequest.new(props) return end

---@class ResetItemAppearanceEvent : redEvent
---@field itemID ItemID
ResetItemAppearanceEvent = {}

---@return ResetItemAppearanceEvent
function ResetItemAppearanceEvent.new() return end

---@param props table
---@return ResetItemAppearanceEvent
function ResetItemAppearanceEvent.new(props) return end

---@class ResetItemAppearanceInSlotDelayEvent : redEvent
---@field slotID TweakDBID
ResetItemAppearanceInSlotDelayEvent = {}

---@return ResetItemAppearanceInSlotDelayEvent
function ResetItemAppearanceInSlotDelayEvent.new() return end

---@param props table
---@return ResetItemAppearanceInSlotDelayEvent
function ResetItemAppearanceInSlotDelayEvent.new(props) return end

---@class ResetItemAppearanceTaskData : gameScriptTaskData
---@field ts gameTransactionSystem
---@field area gamedataEquipmentArea
---@field force Bool
ResetItemAppearanceTaskData = {}

---@return ResetItemAppearanceTaskData
function ResetItemAppearanceTaskData.new() return end

---@param props table
---@return ResetItemAppearanceTaskData
function ResetItemAppearanceTaskData.new(props) return end

---@class ResetLightHitsReceivedRequest : gameScriptableSystemRequest
ResetLightHitsReceivedRequest = {}

---@return ResetLightHitsReceivedRequest
function ResetLightHitsReceivedRequest.new() return end

---@param props table
---@return ResetLightHitsReceivedRequest
function ResetLightHitsReceivedRequest.new(props) return end

---@class ResetLookatReactionEvent : redEvent
ResetLookatReactionEvent = {}

---@return ResetLookatReactionEvent
function ResetLookatReactionEvent.new() return end

---@param props table
---@return ResetLookatReactionEvent
function ResetLookatReactionEvent.new(props) return end

---@class ResetMagFieldHitsEvent : redEvent
ResetMagFieldHitsEvent = {}

---@return ResetMagFieldHitsEvent
function ResetMagFieldHitsEvent.new() return end

---@param props table
---@return ResetMagFieldHitsEvent
function ResetMagFieldHitsEvent.new(props) return end

---@class ResetMeleeAttackDelayedRequest : gameScriptableSystemRequest
ResetMeleeAttackDelayedRequest = {}

---@return ResetMeleeAttackDelayedRequest
function ResetMeleeAttackDelayedRequest.new() return end

---@param props table
---@return ResetMeleeAttackDelayedRequest
function ResetMeleeAttackDelayedRequest.new(props) return end

---@class ResetNPCDefeatedDelayedRequest : gameScriptableSystemRequest
ResetNPCDefeatedDelayedRequest = {}

---@return ResetNPCDefeatedDelayedRequest
function ResetNPCDefeatedDelayedRequest.new() return end

---@param props table
---@return ResetNPCDefeatedDelayedRequest
function ResetNPCDefeatedDelayedRequest.new(props) return end

---@class ResetNPCDownedDelayedRequest : gameScriptableSystemRequest
ResetNPCDownedDelayedRequest = {}

---@return ResetNPCDownedDelayedRequest
function ResetNPCDownedDelayedRequest.new() return end

---@param props table
---@return ResetNPCDownedDelayedRequest
function ResetNPCDownedDelayedRequest.new(props) return end

---@class ResetNPCFinishedDelayedRequest : gameScriptableSystemRequest
ResetNPCFinishedDelayedRequest = {}

---@return ResetNPCFinishedDelayedRequest
function ResetNPCFinishedDelayedRequest.new() return end

---@param props table
---@return ResetNPCFinishedDelayedRequest
function ResetNPCFinishedDelayedRequest.new(props) return end

---@class ResetNPCHitReactionTypePrereqStateEvent : redEvent
ResetNPCHitReactionTypePrereqStateEvent = {}

---@return ResetNPCHitReactionTypePrereqStateEvent
function ResetNPCHitReactionTypePrereqStateEvent.new() return end

---@param props table
---@return ResetNPCHitReactionTypePrereqStateEvent
function ResetNPCHitReactionTypePrereqStateEvent.new(props) return end

---@class ResetNPCIncapacitatedDelayedRequest : gameScriptableSystemRequest
ResetNPCIncapacitatedDelayedRequest = {}

---@return ResetNPCIncapacitatedDelayedRequest
function ResetNPCIncapacitatedDelayedRequest.new() return end

---@param props table
---@return ResetNPCIncapacitatedDelayedRequest
function ResetNPCIncapacitatedDelayedRequest.new(props) return end

---@class ResetNPCKilledDelayedRequest : gameScriptableSystemRequest
ResetNPCKilledDelayedRequest = {}

---@return ResetNPCKilledDelayedRequest
function ResetNPCKilledDelayedRequest.new() return end

---@param props table
---@return ResetNPCKilledDelayedRequest
function ResetNPCKilledDelayedRequest.new(props) return end

---@class ResetNPCSensesMainPreset : AIbehaviortaskScript
---@field newSensesPresetName String
ResetNPCSensesMainPreset = {}

---@return ResetNPCSensesMainPreset
function ResetNPCSensesMainPreset.new() return end

---@param props table
---@return ResetNPCSensesMainPreset
function ResetNPCSensesMainPreset.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ResetNPCSensesMainPreset:Activate(context) return end

---@class ResetNetworkBreachState : ActionBool
ResetNetworkBreachState = {}

---@return ResetNetworkBreachState
function ResetNetworkBreachState.new() return end

---@param props table
---@return ResetNetworkBreachState
function ResetNetworkBreachState.new(props) return end

function ResetNetworkBreachState:SetProperties() return end

---@class ResetProgressionForNewPerks : gamePlayerScriptableSystemRequest
ResetProgressionForNewPerks = {}

---@return ResetProgressionForNewPerks
function ResetProgressionForNewPerks.new() return end

---@param props table
---@return ResetProgressionForNewPerks
function ResetProgressionForNewPerks.new(props) return end

---@param _owner gameObject
function ResetProgressionForNewPerks:Set(_owner) return end

---@class ResetRangedAttackDelayedRequest : gameScriptableSystemRequest
ResetRangedAttackDelayedRequest = {}

---@return ResetRangedAttackDelayedRequest
function ResetRangedAttackDelayedRequest.new() return end

---@param props table
---@return ResetRangedAttackDelayedRequest
function ResetRangedAttackDelayedRequest.new(props) return end

---@class ResetReactionEvent : redEvent
---@field data AIReactionData
ResetReactionEvent = {}

---@return ResetReactionEvent
function ResetReactionEvent.new() return end

---@param props table
---@return ResetReactionEvent
function ResetReactionEvent.new(props) return end

---@class ResetReprimandEscalation : AIbehaviortaskScript
ResetReprimandEscalation = {}

---@return ResetReprimandEscalation
function ResetReprimandEscalation.new() return end

---@param props table
---@return ResetReprimandEscalation
function ResetReprimandEscalation.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ResetReprimandEscalation:Deactivate(context) return end

---@class ResetScannerPreset : redEvent
ResetScannerPreset = {}

---@return ResetScannerPreset
function ResetScannerPreset.new() return end

---@param props table
---@return ResetScannerPreset
function ResetScannerPreset.new(props) return end

---@return String
function ResetScannerPreset:GetFriendlyDescription() return end

---@class ResetSignal : redEvent
---@field signalName CName
---@field signalTable gameBoolSignalTable
ResetSignal = {}

---@return ResetSignal
function ResetSignal.new() return end

---@param props table
---@return ResetSignal
function ResetSignal.new(props) return end

---@class ResetStrongHitsReceivedRequest : gameScriptableSystemRequest
ResetStrongHitsReceivedRequest = {}

---@return ResetStrongHitsReceivedRequest
function ResetStrongHitsReceivedRequest.new() return end

---@param props table
---@return ResetStrongHitsReceivedRequest
function ResetStrongHitsReceivedRequest.new(props) return end

---@class ResetTickEvent : gameTickableEvent
ResetTickEvent = {}

---@return ResetTickEvent
function ResetTickEvent.new() return end

---@param props table
---@return ResetTickEvent
function ResetTickEvent.new(props) return end

---@class ResetTimeDilation : redEvent
---@field easeOut CName
---@field global Bool
ResetTimeDilation = {}

---@return ResetTimeDilation
function ResetTimeDilation.new() return end

---@param props table
---@return ResetTimeDilation
function ResetTimeDilation.new(props) return end

---@class ResetVehicleHijackEvent : redEvent
ResetVehicleHijackEvent = {}

---@return ResetVehicleHijackEvent
function ResetVehicleHijackEvent.new() return end

---@param props table
---@return ResetVehicleHijackEvent
function ResetVehicleHijackEvent.new(props) return end

---@class ResloveFocusClueDescriptionEvent : redEvent
ResloveFocusClueDescriptionEvent = {}

---@return ResloveFocusClueDescriptionEvent
function ResloveFocusClueDescriptionEvent.new() return end

---@param props table
---@return ResloveFocusClueDescriptionEvent
function ResloveFocusClueDescriptionEvent.new(props) return end

---@class ResolveActionData : IScriptable
---@field password String
ResolveActionData = {}

---@return ResolveActionData
function ResolveActionData.new() return end

---@param props table
---@return ResolveActionData
function ResolveActionData.new(props) return end

---@class ResolveAllSkillchecksEvent : redEvent
ResolveAllSkillchecksEvent = {}

---@return ResolveAllSkillchecksEvent
function ResolveAllSkillchecksEvent.new() return end

---@param props table
---@return ResolveAllSkillchecksEvent
function ResolveAllSkillchecksEvent.new(props) return end

---@return String
function ResolveAllSkillchecksEvent:GetFriendlyDescription() return end

---@class ResolveQualityRangeInteractionLayerEvent : redEvent
---@field itemData gameItemData
ResolveQualityRangeInteractionLayerEvent = {}

---@return ResolveQualityRangeInteractionLayerEvent
function ResolveQualityRangeInteractionLayerEvent.new() return end

---@param props table
---@return ResolveQualityRangeInteractionLayerEvent
function ResolveQualityRangeInteractionLayerEvent.new(props) return end

---@class ResolveQuickHackRadialRequest : HUDManagerRequest
ResolveQuickHackRadialRequest = {}

---@return ResolveQuickHackRadialRequest
function ResolveQuickHackRadialRequest.new() return end

---@param props table
---@return ResolveQuickHackRadialRequest
function ResolveQuickHackRadialRequest.new(props) return end

---@class ResolveSensorDeviceBehaviour : redEvent
---@field iteration Int32
ResolveSensorDeviceBehaviour = {}

---@return ResolveSensorDeviceBehaviour
function ResolveSensorDeviceBehaviour.new() return end

---@param props table
---@return ResolveSensorDeviceBehaviour
function ResolveSensorDeviceBehaviour.new(props) return end

---@class ResolveSkillchecksEvent : redEvent
ResolveSkillchecksEvent = {}

---@return ResolveSkillchecksEvent
function ResolveSkillchecksEvent.new() return end

---@param props table
---@return ResolveSkillchecksEvent
function ResolveSkillchecksEvent.new(props) return end

---@class ResourceLibraryComponent : gameScriptableComponent
---@field resources FxResourceMapData[]
ResourceLibraryComponent = {}

---@return ResourceLibraryComponent
function ResourceLibraryComponent.new() return end

---@param props table
---@return ResourceLibraryComponent
function ResourceLibraryComponent.new(props) return end

---@param key CName|string
---@return gameFxResource
function ResourceLibraryComponent:GetResource(key) return end

---@class RespawnHealthConsumable : redEvent
RespawnHealthConsumable = {}

---@return RespawnHealthConsumable
function RespawnHealthConsumable.new() return end

---@param props table
---@return RespawnHealthConsumable
function RespawnHealthConsumable.new(props) return end

---@class ResponseEvent : redEvent
---@field responseData IScriptable
ResponseEvent = {}

---@return ResponseEvent
function ResponseEvent.new() return end

---@param props table
---@return ResponseEvent
function ResponseEvent.new(props) return end

---@class RestedEvents : StaminaEventsTransition
RestedEvents = {}

---@return RestedEvents
function RestedEvents.new() return end

---@param props table
---@return RestedEvents
function RestedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function RestedEvents:OnEnter(stateContext, scriptInterface) return end

---@class RestoreRevealStateEvent : redEvent
RestoreRevealStateEvent = {}

---@return RestoreRevealStateEvent
function RestoreRevealStateEvent.new() return end

---@param props table
---@return RestoreRevealStateEvent
function RestoreRevealStateEvent.new(props) return end

---@class RestoreStatPoolEffector : gameEffector
---@field statPoolType gamedataStatPoolType
---@field valueToRestore Float
---@field percentage Bool
RestoreStatPoolEffector = {}

---@return RestoreStatPoolEffector
function RestoreStatPoolEffector.new() return end

---@param props table
---@return RestoreStatPoolEffector
function RestoreStatPoolEffector.new(props) return end

---@param owner gameObject
function RestoreStatPoolEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RestoreStatPoolEffector:Initialize(record, parentRecord) return end

---@class RestoreVisualOverride : redEvent
RestoreVisualOverride = {}

---@return RestoreVisualOverride
function RestoreVisualOverride.new() return end

---@param props table
---@return RestoreVisualOverride
function RestoreVisualOverride.new(props) return end

---@return String
function RestoreVisualOverride:GetFriendlyDescription() return end

---@class RestoreVisualSlot : redEvent
---@field slot TransmogSlots
RestoreVisualSlot = {}

---@return RestoreVisualSlot
function RestoreVisualSlot.new() return end

---@param props table
---@return RestoreVisualSlot
function RestoreVisualSlot.new(props) return end

---@return String
function RestoreVisualSlot:GetFriendlyDescription() return end

---@class RestrictedMovementAreaCondition : AIbehaviorconditionScript
RestrictedMovementAreaCondition = {}

---@param context AIbehaviorScriptExecutionContext
---@return AIGuardAreaManager
function RestrictedMovementAreaCondition:GetRestrictMovementAreaManager(context) return end

---@param areaManager AIGuardAreaManager
---@param owner gameObject
---@return Bool
function RestrictedMovementAreaCondition:IsOwnerConnectedToRestirctMovementArea(areaManager, owner) return end

---@param areaManager AIGuardAreaManager
---@param owner gameObject
---@return Bool
function RestrictedMovementAreaCondition:IsOwnerInRestirctMovementArea(areaManager, owner) return end

---@class ResupplyVehicleTicketsRequest : gameScriptableSystemRequest
ResupplyVehicleTicketsRequest = {}

---@return ResupplyVehicleTicketsRequest
function ResupplyVehicleTicketsRequest.new() return end

---@param props table
---@return ResupplyVehicleTicketsRequest
function ResupplyVehicleTicketsRequest.new(props) return end

---@class ResurrectDecisions : HighLevelTransition
ResurrectDecisions = {}

---@return ResurrectDecisions
function ResurrectDecisions.new() return end

---@param props table
---@return ResurrectDecisions
function ResurrectDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ResurrectDecisions:ToDeath(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ResurrectDecisions:ToExploration(stateContext, scriptInterface) return end

---@class ResurrectEvents : HighLevelTransition
ResurrectEvents = {}

---@return ResurrectEvents
function ResurrectEvents.new() return end

---@param props table
---@return ResurrectEvents
function ResurrectEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ResurrectEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ResurrectEvents:OnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ResurrectEvents:SendResurrectEvent(scriptInterface) return end

---@class RetractableAd : BaseAnimatedDevice
---@field offMeshConnection AIOffMeshConnectionComponent
---@field areaComponent gameStaticTriggerAreaComponent
---@field advUiComponent entIComponent
---@field isPartOfTheTrap Bool
RetractableAd = {}

---@return RetractableAd
function RetractableAd.new() return end

---@param props table
---@return RetractableAd
function RetractableAd.new(props) return end

---@param evt ActivateDevice
---@return Bool
function RetractableAd:OnActivateDevice(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function RetractableAd:OnAreaEnter(evt) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function RetractableAd:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RetractableAd:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RetractableAd:OnTakeControl(ri) return end

function RetractableAd:ActivateAnimation() return end

---@param activators entEntity[]
function RetractableAd:ApplyImpulse(activators) return end

function RetractableAd:DisableTrap() return end

---@return RetractableAdController
function RetractableAd:GetController() return end

---@return RetractableAdControllerPS
function RetractableAd:GetDevicePS() return end

---@return entEntity[]
function RetractableAd:GetEntitiesInArea() return end

---@return Float
function RetractableAd:GetTimeScale() return end

function RetractableAd:OnPlayAnimation() return end

---@param glitchState EGlitchState
---@param intensity Float
function RetractableAd:StartGlitching(glitchState, intensity) return end

function RetractableAd:StopGlitching() return end

---@param toggle Bool
function RetractableAd:ToggleLights(toggle) return end

---@param toggle Bool
function RetractableAd:ToggleOffMeshConnection(toggle) return end

---@class RetractableAdController : BaseAnimatedDeviceController
RetractableAdController = {}

---@return RetractableAdController
function RetractableAdController.new() return end

---@param props table
---@return RetractableAdController
function RetractableAdController.new(props) return end

---@return RetractableAdControllerPS
function RetractableAdController:GetPS() return end

---@class RetractableAdControllerPS : BaseAnimatedDeviceControllerPS
---@field isControlled Bool
RetractableAdControllerPS = {}

---@return RetractableAdControllerPS
function RetractableAdControllerPS.new() return end

---@param props table
---@return RetractableAdControllerPS
function RetractableAdControllerPS.new(props) return end

---@return Bool
function RetractableAdControllerPS:CanCreateAnyQuickHackActions() return end

function RetractableAdControllerPS:ControlledByMaster() return end

function RetractableAdControllerPS:GameAttached() return end

---@return TweakDBID
function RetractableAdControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function RetractableAdControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function RetractableAdControllerPS:GetQuickHackActions(context) return end

---@return RoadBlockTrapControllerPS
function RetractableAdControllerPS:GetTrapController() return end

---@return Bool
function RetractableAdControllerPS:IsConnected() return end

---@return Bool
function RetractableAdControllerPS:IsNotConnected() return end

---@class RetrofixCyberwaresEvent : redEvent
RetrofixCyberwaresEvent = {}

---@return RetrofixCyberwaresEvent
function RetrofixCyberwaresEvent.new() return end

---@param props table
---@return RetrofixCyberwaresEvent
function RetrofixCyberwaresEvent.new(props) return end

---@class RetrofixQuickhacksEvent : redEvent
RetrofixQuickhacksEvent = {}

---@return RetrofixQuickhacksEvent
function RetrofixQuickhacksEvent.new() return end

---@param props table
---@return RetrofixQuickhacksEvent
function RetrofixQuickhacksEvent.new(props) return end

---@class RetryRefreshGridEvent : redEvent
---@field viewMode ItemViewModes
---@field tryToPreserveFilter Bool
RetryRefreshGridEvent = {}

---@return RetryRefreshGridEvent
function RetryRefreshGridEvent.new() return end

---@param props table
---@return RetryRefreshGridEvent
function RetryRefreshGridEvent.new(props) return end

---@class RetrySaveDataRequestDelay : redEvent
RetrySaveDataRequestDelay = {}

---@return RetrySaveDataRequestDelay
function RetrySaveDataRequestDelay.new() return end

---@param props table
---@return RetrySaveDataRequestDelay
function RetrySaveDataRequestDelay.new(props) return end

---@class ReturnToDeviceScreenEvent : redEvent
ReturnToDeviceScreenEvent = {}

---@return ReturnToDeviceScreenEvent
function ReturnToDeviceScreenEvent.new() return end

---@param props table
---@return ReturnToDeviceScreenEvent
function ReturnToDeviceScreenEvent.new(props) return end

---@class RevealAccessPointPrereq : gameIScriptablePrereq
RevealAccessPointPrereq = {}

---@return RevealAccessPointPrereq
function RevealAccessPointPrereq.new() return end

---@param props table
---@return RevealAccessPointPrereq
function RevealAccessPointPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function RevealAccessPointPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function RevealAccessPointPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function RevealAccessPointPrereq:OnUnregister(state, context) return end

---@class RevealAccessPointPrereqState : gamePrereqState
---@field listener GameObjectListener
RevealAccessPointPrereqState = {}

---@return RevealAccessPointPrereqState
function RevealAccessPointPrereqState.new() return end

---@param props table
---@return RevealAccessPointPrereqState
function RevealAccessPointPrereqState.new(props) return end

---@class RevealDeviceRequest : redEvent
---@field shouldReveal Bool
---@field sourceID entEntityID
---@field linkData SNetworkLinkData
RevealDeviceRequest = {}

---@return RevealDeviceRequest
function RevealDeviceRequest.new() return end

---@param props table
---@return RevealDeviceRequest
function RevealDeviceRequest.new(props) return end

---@class RevealDevicesGridEvent : redEvent
---@field shouldDraw Bool
---@field ownerEntityPosition Vector4
---@field fxDefault gameFxResource
---@field revealSlave Bool
---@field revealMaster Bool
RevealDevicesGridEvent = {}

---@return RevealDevicesGridEvent
function RevealDevicesGridEvent.new() return end

---@param props table
---@return RevealDevicesGridEvent
function RevealDevicesGridEvent.new(props) return end

---@class RevealDevicesGridOnEntityEvent : redEvent
---@field shouldDraw Bool
RevealDevicesGridOnEntityEvent = {}

---@return RevealDevicesGridOnEntityEvent
function RevealDevicesGridOnEntityEvent.new() return end

---@param props table
---@return RevealDevicesGridOnEntityEvent
function RevealDevicesGridOnEntityEvent.new(props) return end

---@class RevealEnemies : ActionBool
RevealEnemies = {}

---@return RevealEnemies
function RevealEnemies.new() return end

---@param props table
---@return RevealEnemies
function RevealEnemies.new(props) return end

---@param reveal Bool
function RevealEnemies:SetProperties(reveal) return end

---@class RevealEnemiesProgram : ProgramAction
RevealEnemiesProgram = {}

---@return RevealEnemiesProgram
function RevealEnemiesProgram.new() return end

---@param props table
---@return RevealEnemiesProgram
function RevealEnemiesProgram.new(props) return end

function RevealEnemiesProgram:SetProperties() return end

---@class RevealInteractionWheel : redEvent
---@field lookAtObject gameObject
---@field commands QuickhackData[]
---@field shouldReveal Bool
RevealInteractionWheel = {}

---@return RevealInteractionWheel
function RevealInteractionWheel.new() return end

---@param props table
---@return RevealInteractionWheel
function RevealInteractionWheel.new(props) return end

---@class RevealNetworkGridEvent : redEvent
---@field shouldDraw Bool
---@field ownerEntityPosition Vector4
---@field fxDefault gameFxResource
---@field fxBreached gameFxResource
---@field revealSlave Bool
---@field revealMaster Bool
RevealNetworkGridEvent = {}

---@return RevealNetworkGridEvent
function RevealNetworkGridEvent.new() return end

---@param props table
---@return RevealNetworkGridEvent
function RevealNetworkGridEvent.new(props) return end

---@class RevealNetworkGridNetworkRequest : redEvent
RevealNetworkGridNetworkRequest = {}

---@return RevealNetworkGridNetworkRequest
function RevealNetworkGridNetworkRequest.new() return end

---@param props table
---@return RevealNetworkGridNetworkRequest
function RevealNetworkGridNetworkRequest.new(props) return end

---@class RevealNetworkGridOnPulse : redEvent
---@field duration Float
---@field revealSlave Bool
---@field revealMaster Bool
RevealNetworkGridOnPulse = {}

---@return RevealNetworkGridOnPulse
function RevealNetworkGridOnPulse.new() return end

---@param props table
---@return RevealNetworkGridOnPulse
function RevealNetworkGridOnPulse.new(props) return end

---@class RevealNetworkRequestRequest : gameScriptableSystemRequest
---@field target entEntityID
---@field delay Float
RevealNetworkRequestRequest = {}

---@return RevealNetworkRequestRequest
function RevealNetworkRequestRequest.new() return end

---@param props table
---@return RevealNetworkRequestRequest
function RevealNetworkRequestRequest.new(props) return end

---@class RevealPlayerPositionEffector : gameEffector
RevealPlayerPositionEffector = {}

---@return RevealPlayerPositionEffector
function RevealPlayerPositionEffector.new() return end

---@param props table
---@return RevealPlayerPositionEffector
function RevealPlayerPositionEffector.new(props) return end

---@param owner gameObject
function RevealPlayerPositionEffector:ActionOff(owner) return end

---@param owner gameObject
function RevealPlayerPositionEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RevealPlayerPositionEffector:Initialize(record, parentRecord) return end

---@class RevealPlayerSettings
---@field revealPlayer ERevealPlayerType
---@field revealPlayerOutsideSecurityPerimeter Bool
RevealPlayerSettings = {}

---@return RevealPlayerSettings
function RevealPlayerSettings.new() return end

---@param props table
---@return RevealPlayerSettings
function RevealPlayerSettings.new(props) return end

---@class RevealQuestTargetEvent : redEvent
---@field sourceName CName
---@field durationType ERevealDurationType
---@field reveal Bool
---@field timeout Float
RevealQuestTargetEvent = {}

---@return RevealQuestTargetEvent
function RevealQuestTargetEvent.new() return end

---@param props table
---@return RevealQuestTargetEvent
function RevealQuestTargetEvent.new(props) return end

---@return String
function RevealQuestTargetEvent:GetFriendlyDescription() return end

---@class RevealQuickhackMenu : HUDManagerRequest
---@field shouldOpenWheel Bool
RevealQuickhackMenu = {}

---@return RevealQuickhackMenu
function RevealQuickhackMenu.new() return end

---@param props table
---@return RevealQuickhackMenu
function RevealQuickhackMenu.new(props) return end

---@class RevealRequestEvent : redEvent
---@field shouldReveal Bool
---@field requester entEntityID
---@field oneFrame Bool
RevealRequestEvent = {}

---@return RevealRequestEvent
function RevealRequestEvent.new() return end

---@param props table
---@return RevealRequestEvent
function RevealRequestEvent.new(props) return end

---@param doReveal Bool
---@param whoWantsToReveal entEntityID
function RevealRequestEvent:CreateRequest(doReveal, whoWantsToReveal) return end

---@return entEntityID
function RevealRequestEvent:GetRequester() return end

---@return Bool
function RevealRequestEvent:GetShouldReveal() return end

---@return Bool
function RevealRequestEvent:IsOneFrame() return end

function RevealRequestEvent:SetOneFrame() return end

---@class RevealRequestsStorage : IScriptable
---@field currentRequestersAmount Int32
---@field requestersList entEntityID[]
RevealRequestsStorage = {}

---@return RevealRequestsStorage
function RevealRequestsStorage.new() return end

---@param props table
---@return RevealRequestsStorage
function RevealRequestsStorage.new(props) return end

function RevealRequestsStorage:ClearAllRequests() return end

---@param requester entEntityID
---@param addsRequest Bool
---@return Bool
function RevealRequestsStorage:IsRequesterLegal(requester, addsRequest) return end

---@param requester entEntityID
---@return Bool
function RevealRequestsStorage:IsRequesterOnTheList(requester) return end

---@param requester entEntityID
function RevealRequestsStorage:LegalRequestAdd(requester) return end

---@param requester entEntityID
function RevealRequestsStorage:LegalRequestRemove(requester) return end

---@param requester entEntityID
---@param shouldAdd Bool
function RevealRequestsStorage:RegisterLegalRequest(requester, shouldAdd) return end

---@return Bool
function RevealRequestsStorage:ShouldReveal() return end

---@class RevealStateChangedEvent : redEvent
---@field state ERevealState
---@field reason gameVisionModeSystemRevealIdentifier
---@field transitionTime Float
RevealStateChangedEvent = {}

---@return RevealStateChangedEvent
function RevealStateChangedEvent.new() return end

---@param props table
---@return RevealStateChangedEvent
function RevealStateChangedEvent.new(props) return end

---@class RevealStatusNotification : HUDManagerRequest
---@field isRevealed Bool
RevealStatusNotification = {}

---@return RevealStatusNotification
function RevealStatusNotification.new() return end

---@param props table
---@return RevealStatusNotification
function RevealStatusNotification.new(props) return end

---@class RevokeAuthorization : redEvent
---@field user entEntityID
---@field level ESecurityAccessLevel
RevokeAuthorization = {}

---@return RevokeAuthorization
function RevokeAuthorization.new() return end

---@param props table
---@return RevokeAuthorization
function RevokeAuthorization.new(props) return end

---@class RevokeQuickHackAccess : redEvent
RevokeQuickHackAccess = {}

---@return RevokeQuickHackAccess
function RevokeQuickHackAccess.new() return end

---@param props table
---@return RevokeQuickHackAccess
function RevokeQuickHackAccess.new(props) return end

---@class RevolverLookAtDecisions : lookAtPresetGunBaseDecisions
RevolverLookAtDecisions = {}

---@return RevolverLookAtDecisions
function RevolverLookAtDecisions.new() return end

---@param props table
---@return RevolverLookAtDecisions
function RevolverLookAtDecisions.new(props) return end

---@class RevolverLookAtEvents : lookAtPresetGunBaseEvents
RevolverLookAtEvents = {}

---@return RevolverLookAtEvents
function RevolverLookAtEvents.new() return end

---@param props table
---@return RevolverLookAtEvents
function RevolverLookAtEvents.new(props) return end

---@class RewardPlayerWithCrimeScoreEffector : gameEffector
RewardPlayerWithCrimeScoreEffector = {}

---@return RewardPlayerWithCrimeScoreEffector
function RewardPlayerWithCrimeScoreEffector.new() return end

---@param props table
---@return RewardPlayerWithCrimeScoreEffector
function RewardPlayerWithCrimeScoreEffector.new(props) return end

---@param owner gameObject
function RewardPlayerWithCrimeScoreEffector:ActionOn(owner) return end

---@param owner gameObject
function RewardPlayerWithCrimeScoreEffector:ProcessAction(owner) return end

---@class RewireComponent : gameScriptableComponent
---@field miniGameVideoPath redResourceReferenceScriptToken
---@field miniGameAudioEvent CName
---@field miniGameVideoLenght Float
---@field rewireEvent RewireEvent
---@field rewireCurrentLenght Float
---@field isActive Bool
RewireComponent = {}

---@return RewireComponent
function RewireComponent.new() return end

---@param props table
---@return RewireComponent
function RewireComponent.new(props) return end

---@param rewireEvent RewireEvent
---@return Bool
function RewireComponent:OnRewireStart(rewireEvent) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RewireComponent:OnTakeControl(ri) return end

---@param dt Float
function RewireComponent:OnUpdate(dt) return end

function RewireComponent:RewireFinished() return end

---@param play Bool
function RewireComponent:ToggleMovie(play) return end

---@class RewireEvent : redEvent
---@field ownerID entEntityID
---@field activatorID entEntityID
---@field executor gameObject
---@field state EDrillMachineRewireState
---@field sucess Bool
RewireEvent = {}

---@return RewireEvent
function RewireEvent.new() return end

---@param props table
---@return RewireEvent
function RewireEvent.new(props) return end

---@class RifleLookAtDecisions : lookAtPresetGunBaseDecisions
RifleLookAtDecisions = {}

---@return RifleLookAtDecisions
function RifleLookAtDecisions.new() return end

---@param props table
---@return RifleLookAtDecisions
function RifleLookAtDecisions.new(props) return end

---@class RifleLookAtEvents : lookAtPresetGunBaseEvents
RifleLookAtEvents = {}

---@return RifleLookAtEvents
function RifleLookAtEvents.new() return end

---@param props table
---@return RifleLookAtEvents
function RifleLookAtEvents.new(props) return end

---@class RipAndTearEffector : ModifyDamageEffector
---@field sfxName CName
---@field vfxName CName
---@field statusEffectToRemove String
---@field prevCleanupTime EngineTime
RipAndTearEffector = {}

---@return RipAndTearEffector
function RipAndTearEffector.new() return end

---@param props table
---@return RipAndTearEffector
function RipAndTearEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function RipAndTearEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function RipAndTearEffector:ProcessAction(owner) return end

---@param owner gameObject
function RipAndTearEffector:RepeatedAction(owner) return end

---@class RipOff : ActionBool
RipOff = {}

---@return RipOff
function RipOff.new() return end

---@param props table
---@return RipOff
function RipOff.new(props) return end

---@return String
function RipOff:GetTweakDBChoiceRecord() return end

function RipOff:SetProperties() return end

---@class RipperDocGameController : gameuiMenuGameController
---@field TooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field animationControllerContainer inkWidgetReference
---@field armsAnchor inkCompoundWidgetReference
---@field legsAnchor inkCompoundWidgetReference
---@field handsAnchor inkCompoundWidgetReference
---@field systemAnchor inkCompoundWidgetReference
---@field nervousAnchor inkCompoundWidgetReference
---@field skeletonAnchor inkCompoundWidgetReference
---@field ocularCortexAnchor inkCompoundWidgetReference
---@field integumentaryAnchor inkCompoundWidgetReference
---@field frontalCortexAnchor inkCompoundWidgetReference
---@field cardiovascularAnchor inkCompoundWidgetReference
---@field minigridTargetAnchor inkCompoundWidgetReference
---@field minigridTargetAnchorMargin inkMargin
---@field minigridSelectorLeftAnchor inkCompoundWidgetReference
---@field minigridSelectorRightAnchor inkCompoundWidgetReference
---@field minigridSelectorLeftAnchorMargin inkMargin
---@field minigridSelectorRightAnchorMargin inkMargin
---@field tooltipLeftAnchor inkWidgetReference
---@field tooltipRightAnchor inkWidgetReference
---@field upgradeResourcesAnchor inkCompoundWidgetReference
---@field upgradeCWInputName CName
---@field allocationPointContainerDefault inkCompoundWidgetReference
---@field inventoryViewAnchor inkCompoundWidgetReference
---@field selectorAnchor inkCompoundWidgetReference
---@field inventoryWarnning inkWidgetReference
---@field maleEyeAndMaskBinkAnimation inkVideoWidgetReference
---@field femaleEyeAndMaskBinkAnimation inkVideoWidgetReference
---@field c_maleOcular redResourceReferenceScriptToken
---@field c_femaleOcular redResourceReferenceScriptToken
---@field c_maleMask redResourceReferenceScriptToken
---@field c_femaleMask redResourceReferenceScriptToken
---@field capacityTutorialAnchor inkWidgetReference
---@field armorTutorialAnchor inkWidgetReference
---@field slotsTutorialAnchor inkWidgetReference
---@field vikTutorial Bool
---@field isTutorial Bool
---@field ep1StandaloneTutorial Bool
---@field mq048TutorialFact Bool
---@field isReturningPlayer Bool
---@field tutorialEyesCW TweakDBID
---@field tutorialHandsCW TweakDBID
---@field tutorialArmorCW TweakDBID
---@field perkBarCapacity gamedataNewPerkType
---@field perkBarArmor gamedataNewPerkType
---@field perkSlotSkeleton gamedataNewPerkType
---@field perkSlotHands gamedataNewPerkType
---@field ripperdocHoverState RipperdocHoverState
---@field screen CyberwareScreenType
---@field filterMode RipperdocModes
---@field player PlayerPuppet
---@field audioSystem gameGameAudioSystem
---@field uiSystem gameuiGameSystemUI
---@field questSystem questQuestsSystem
---@field playerID entEntityID
---@field InventoryManager InventoryDataManagerV2
---@field uiScriptableSystem UIScriptableSystem
---@field uiInventorySystem UIInventoryScriptableSystem
---@field menuEventDispatcher inkMenuEventDispatcher
---@field ripperdocTokenManager RipperdocTokenManager
---@field categories RipperdocCategory[]
---@field TooltipsManager gameuiTooltipsManager
---@field defaultTooltipsMargin inkMargin
---@field defaultTooltipGap Float
---@field VendorBlackboard gameIBlackboard
---@field equipmentBlackboard gameIBlackboard
---@field equipmentBlackboardCallback redCallbackObject
---@field tokenBlackboard gameIBlackboard
---@field tokenBlackboardCallback redCallbackObject
---@field inventoryView RipperdocInventoryController
---@field selector RipperdocSelectorController
---@field dollHoverArea gamedataEquipmentArea
---@field dollSelected Bool
---@field hoverArea gamedataEquipmentArea
---@field filterArea gamedataEquipmentArea
---@field lastAreaVisited gamedataEquipmentArea
---@field filteringByArea Bool
---@field isInEquipPopup Bool
---@field isInventoryOpen Bool
---@field allFilters gamedataEquipmentArea[]
---@field cachedAvailableItemsCounters Int32[]
---@field cachedVendorItemsCounters Int32[]
---@field cachedPlayerItemsCounters Int32[]
---@field cachedPlayerItems UIInventoryItem[][]
---@field cachedVendorItems WrappedUIInventoryItem[][]
---@field vendorItems inkScriptHashMap
---@field vendorWrappedItems inkScriptHashMap
---@field soldItemsCache SoldItemsCache
---@field craftingMaterialsListItems CrafringMaterialItemController[]
---@field upgradeHoldFinished Bool
---@field commonCraftingMaterials CachedCraftingMaterial[]
---@field equipmentMinigrids CyberwareInventoryMiniGrid[]
---@field minigridsMap gamedataEquipmentArea[]
---@field isActivePanel Bool
---@field hasEquipEventTriggered Bool
---@field hasUnequipEventTriggered Bool
---@field statsSystem gameStatsSystem
---@field statsDataSystem gameStatsDataSystem
---@field statusEffectSystem gameStatusEffectSystem
---@field inventorySystem gameInventoryManager
---@field isPurchased Bool
---@field isPurchasing Bool
---@field isPurchaseEquip Bool
---@field isUpgrading Bool
---@field previewMinigrid CyberwareInventoryMiniGrid
---@field equipAnimationCategories RipperdocCyberwareEquipAnimationCategory[]
---@field equippedSlotIndex Int32
---@field isMusculoskeletalUpgrade3Unlocked Bool
---@field handleItemEquippedNextFrameRequested Bool
---@field handleItemEquippedOnItemAdded TweakDBID
---@field inventoryListener gameInventoryScriptListener
---@field tokenPopup inkGameNotificationToken
---@field playerItemDisplayContext ItemDisplayContextData
---@field vendorItemDisplayContext ItemDisplayContextData
---@field inventoryRefreshRequested Bool
---@field invalidateMinigridsRequested Bool
---@field upgradeData RipperdocTokenPopupData
---@field vendorUserData VendorUserData
---@field VendorDataManager VendorDataManager
---@field buttonHintsController ButtonHints
---@field soldItemsFetched Bool
---@field animationController RipperdocScreenAnimationController
---@field isHoveringOverUpgradableSlot Bool
---@field upgradeQuality gamedataQuality
---@field upgradeCostData CyberwareUpgradeCostData
---@field upgradeItem gamedataItem_Record
---@field hoveredItem UIInventoryItem
---@field hoveredItemDisplay InventoryItemDisplayController
---@field pulse PulseAnimation
---@field anim inkanimProxy
---@field ripperdocTimeDilationCallback RipperdocTimeDilationCallback
---@field timeDilationEnabling Bool
---@field eyesClosed Bool
---@field developmentDataManager PlayerDevelopmentDataManager
---@field capacityHoverEvent RipperdocMeterCapacityHoverEvent
---@field capacityApplyEvent RipperdocMeterCapacityApplyEvent
---@field armorHoverEvent RipperdocMeterArmorHoverEvent
---@field armorApplyEvent RipperdocMeterArmorApplyEvent
---@field maxCapacityPossible Float
---@field capacityBarintroAnimProxy inkanimProxy
---@field armorBarintroAnimProxy inkanimProxy
---@field armorAttunemendDescription String
---@field armorAttunemendDescription2 String
---@field armorMultBonusDescription String
---@field capacityPerk1Bought Bool
---@field capacityPerk2Bought Bool
---@field armorPerk1Bought Bool
---@field armorCWEquipedNum Int32
---@field cameFromInventoryMenu Bool
---@field screenDisplayContext ScreenDisplayContext
RipperDocGameController = {}

---@return RipperDocGameController
function RipperDocGameController.new() return end

---@param props table
---@return RipperDocGameController
function RipperDocGameController.new(props) return end

---@param itemQuality gamedataQuality
---@return TweakDBID
function RipperDocGameController.GetAppropriateArmorTutorialCyberware(itemQuality) return end

---@param itemQuality gamedataQuality
---@return TweakDBID
function RipperDocGameController.GetAppropriateEyesTutorialCyberware(itemQuality) return end

---@param itemQuality gamedataQuality
---@param isSmartLink Bool
---@return TweakDBID
function RipperDocGameController.GetAppropriateHandsTutorialCyberware(itemQuality, isSmartLink) return end

---@param player gameObject
---@param quality gamedataQuality
---@param hasSmartLink Bool
---@return Float
function RipperDocGameController.GetApproximateTutorialCapacity(player, quality, hasSmartLink) return end

---@return TweakDBID[]
function RipperDocGameController.GetCommonCraftingMaterials() return end

---@param itemData gameItemData
---@param attribute gamedataStatType
---@param player gameObject
---@return Float
function RipperDocGameController.GetItemAttribute(itemData, attribute, player) return end

---@param itemType gamedataItemType
---@return CName
function RipperDocGameController.GetItemType(itemType) return end

---@param tweakDBID TweakDBID|string
---@param player gameObject
---@return Float
function RipperDocGameController.GetTutorialItemCapacityRequirement(tweakDBID, player) return end

---@param evt RipperdocMeterArmorHoverEvent
---@return Bool
function RipperDocGameController:OnArmorHoverTutorial(evt) return end

---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnBack(userData) return end

---@param evt BarHoverOverEvent
---@return Bool
function RipperDocGameController:OnBarHover(evt) return end

---@param evt BarHoverOutEvent
---@return Bool
function RipperDocGameController:OnBarUnhover(evt) return end

---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnBeforeLeaveScenario(userData) return end

---@param data inkGameNotificationData
---@return Bool
function RipperDocGameController:OnBuyConfirmationPopupClosed(data) return end

---@param data inkGameNotificationData
---@return Bool
function RipperDocGameController:OnBuyShardPopupClosed(data) return end

---@param evt RipperdocMeterCapacityHoverEvent
---@return Bool
function RipperDocGameController:OnCapacityHoverTutorial(evt) return end

---@param evt CategoryHoverOutEvent
---@return Bool
function RipperDocGameController:OnCategoryHoverOutEvent(evt) return end

---@param evt CategoryHoverOverEvent
---@return Bool
function RipperDocGameController:OnCategoryHoverOverEvent(evt) return end

---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnCloseMenu(userData) return end

---@param widget inkWidget
---@param callbackData BackpackCraftingMaterialItemCallbackData
---@return Bool
function RipperDocGameController:OnCraftingMaterialItemSpawned(widget, callbackData) return end

---@param evt inkPointerEvent
---@return Bool
function RipperDocGameController:OnEquipmentSlotClick(evt) return end

---@param evt HandleItemEquippedNextFrameEvent
---@return Bool
function RipperDocGameController:OnHandleItemEquippedNextFrameEvent(evt) return end

---@return Bool
function RipperDocGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function RipperDocGameController:OnIntroAnimationFinished_ARMOR_METER(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function RipperDocGameController:OnIntroAnimationFinished_CAPACTIY_METER(proxy) return end

---@param evt RipperdocInvalidateMinigridsNextFrame
---@return Bool
function RipperDocGameController:OnInvalidateMinigridsEvent(evt) return end

---@param value Variant
---@return Bool
function RipperDocGameController:OnItemEquipped(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnMinigridSpawned(widget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function RipperDocGameController:OnPreviewCyberwareClick(evt) return end

---@param evt RipperdocRefreshInventoryEvent
---@return Bool
function RipperDocGameController:OnRefreshInventoryEvent(evt) return end

---@param e inkPointerEvent
---@return Bool
function RipperDocGameController:OnReleaseInput(e) return end

---@param evt RipperdocSelectorChangeEvent
---@return Bool
function RipperDocGameController:OnSelectorChange(evt) return end

---@param data inkGameNotificationData
---@return Bool
function RipperDocGameController:OnSellConfirmationPopupClosed(data) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function RipperDocGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnSetScreenDisplayContext(userData) return end

---@param userData IScriptable
---@return Bool
function RipperDocGameController:OnSetUserData(userData) return end

---@param evt ItemDisplayClickEvent
---@return Bool
function RipperDocGameController:OnSlotClick(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function RipperDocGameController:OnSlotHover(evt) return end

---@param evt ItemDisplayHoverOutEvent
---@return Bool
function RipperDocGameController:OnSlotUnhover(evt) return end

---@param evt UIInventoryItemAdded
---@return Bool
function RipperDocGameController:OnUIInventoryItemAdded(evt) return end

---@param evt UIInventoryItemRemoved
---@return Bool
function RipperDocGameController:OnUIInventoryItemRemoved(evt) return end

---@param evt UIVendorAttachedEvent
---@return Bool
function RipperDocGameController:OnUIVendorAttachedEvent(evt) return end

---@param evt UIVendorItemsBoughtEvent
---@return Bool
function RipperDocGameController:OnUIVendorItemBoughtEvent(evt) return end

---@param evt UIVendorItemsSoldEvent
---@return Bool
function RipperDocGameController:OnUIVendorItemSoldEvent(evt) return end

---@return Bool
function RipperDocGameController:OnUninitialize() return end

---@param evt VendorHubMenuChanged
---@return Bool
function RipperDocGameController:OnVendorHubMenuChanged(evt) return end

---@param anim inkanimProxy
---@return Bool
function RipperDocGameController:OnWarnningHidden(anim) return end

---@param area gamedataEquipmentArea
---@param force Bool
function RipperDocGameController:AddTutorialItemsToStock(area, force) return end

function RipperDocGameController:AnimateMinigrids() return end

---@param itemData gameItemData
---@param equipped gameItemData
---@return Bool
function RipperDocGameController:CheckIfCanEquip(itemData, equipped) return end

---@param itemData gameItemData
---@param itemArea gamedataEquipmentArea
---@return Bool
function RipperDocGameController:CheckIfCanEquip(itemData, itemArea) return end

---@return Bool
function RipperDocGameController:CheckTokenAvailability() return end

function RipperDocGameController:ClearMinigridSelection() return end

---@param craftingMaterial CachedCraftingMaterial
---@param gridList inkCompoundWidgetReference
function RipperDocGameController:CreateCraftingMaterialItem(craftingMaterial, gridList) return end

function RipperDocGameController:DisableFocusTutorialMode() return end

---@param visible Bool
function RipperDocGameController:DisplayInventory(visible) return end

---@param area gamedataEquipmentArea
---@return Bool
function RipperDocGameController:DoesEquipAreaContainNewItems(area) return end

---@param area gamedataEquipmentArea
function RipperDocGameController:DollHover(area) return end

---@param select Bool
function RipperDocGameController:DollSelect(select) return end

function RipperDocGameController:EnableFocusTutorialModeArmor() return end

function RipperDocGameController:EnableFocusTutorialModeHandsAndEye() return end

---@param itemData gameItemData
---@return Bool
function RipperDocGameController:EquipCyberware(itemData) return end

---@param equipArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:EquipmentAreaToIndex(equipArea) return end

---@param item UIInventoryItem
---@return Bool
function RipperDocGameController:FilterItem(item) return end

function RipperDocGameController:FinalizeEquipAnimationData() return end

---@param capacity Float
function RipperDocGameController:FreeUpTheCapacityForTutorial(capacity) return end

---@param equipArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetAmountOfAvailableItems(equipArea) return end

---@param itemQuality gamedataQuality
---@return TweakDBID
function RipperDocGameController:GetAppropriateHandsTutorialCyberware(itemQuality) return end

---@param area gamedataEquipmentArea
---@return String
function RipperDocGameController:GetAreaHeader(area) return end

---@param equipmentArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetAreaPlayerItemCount(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetAreaVendorItemCount(equipmentArea) return end

---@param item UIInventoryItem
---@return RipperdocMeterArmorHoverEvent
function RipperDocGameController:GetArmorHoverEventData(item) return end

---@param equipArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetCachedAvailableItemCounters(equipArea) return end

---@param equipArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetCachedPlayerItemCounters(equipArea) return end

---@param equipArea gamedataEquipmentArea
---@return Int32
function RipperDocGameController:GetCachedVendorItemCounters(equipArea) return end

---@param item UIInventoryItem
---@return RipperdocMeterCapacityHoverEvent
function RipperDocGameController:GetCapacityHoverEventData(item) return end

---@param evt inkPointerEvent
---@return InventoryItemDisplayController
function RipperDocGameController:GetCyberwareSlotControllerFromTarget(evt) return end

---@param item UIInventoryItem
---@param isUpgradeScreen Bool
---@return InventoryTooltiData_CyberwareUpgradeData
function RipperDocGameController:GetCyberwareUpgradeData(item, isUpgradeScreen) return end

---@param item UIInventoryItem
---@return Float
function RipperDocGameController:GetItemArmor(item) return end

---@param item UIInventoryItem
---@return Float, Float
function RipperDocGameController:GetItemArmorBonuses(item) return end

---@param itemData gameItemData
---@param attribute gamedataStatType
---@return Float
function RipperDocGameController:GetItemAttribute(itemData, attribute) return end

---@param item UIInventoryItem
---@param attribute gamedataStatType
---@return Float
function RipperDocGameController:GetItemAttribute(item, attribute) return end

---@param item UIInventoryItem
---@return gameSItemStackRequirementData[]
function RipperDocGameController:GetItemAttributes(item) return end

---@param cachedInvyItem gameInventoryItemData
---@param isVendor Bool
---@param playerCurrencyAmount Int32
---@return RipperdocInventoryItemData
function RipperDocGameController:GetItemWrapper(cachedInvyItem, isVendor, playerCurrencyAmount) return end

---@return Float
function RipperDocGameController:GetMaxCapacityPossible() return end

---@param area gamedataEquipmentArea
---@return CyberwareInventoryMiniGrid
function RipperDocGameController:GetMinigrid(area) return end

---@param hoverArea RipperdocHoverState
---@return gamedataNewPerkType
function RipperDocGameController:GetRequiredPerk(hoverArea) return end

---@param item UIInventoryItem
---@param equippedItem UIInventoryItem
---@param isVendorItem Bool
---@param isBuybackStack Bool
---@return InventoryTooltipData
function RipperDocGameController:GetTooltipData(item, equippedItem, isVendorItem, isBuybackStack) return end

---@param area gamedataEquipmentArea
---@return WrappedUIInventoryItem[]
function RipperDocGameController:GetVendorItems(area) return end

---@param itemID ItemID
function RipperDocGameController:HandleItemEquipped(itemID) return end

---@param itemID ItemID
function RipperDocGameController:HandleItemEquippedNextFrame(itemID) return end

function RipperDocGameController:HideArmorTutorial() return end

function RipperDocGameController:HideCapacityTutorial() return end

function RipperDocGameController:HideInventoryTutorial() return end

function RipperDocGameController:HideMainScreenTutorials() return end

---@param isLeftSide Bool
function RipperDocGameController:HideOpposideSideCategoreis(isLeftSide) return end

---@param item UIInventoryItem
---@param isVendorItem Bool
function RipperDocGameController:HighlightUpgradeResources(item, isVendorItem) return end

---@param index Int32
---@return gamedataEquipmentArea
function RipperDocGameController:IndexToEquipmentArea(index) return end

function RipperDocGameController:Init() return end

function RipperDocGameController:InitFacePaperdoll() return end

function RipperDocGameController:InitializeEquipAnimationData() return end

function RipperDocGameController:InitializeEquipmentMinigrids() return end

function RipperDocGameController:InvalidateMinigridsNextFrame() return end

---@param show Bool
function RipperDocGameController:InventoryModeWarnning(show) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function RipperDocGameController:IsEquipmentAreaRequiringPerk(equipmentArea) return end

---@param itemID ItemID
---@param itemData gameItemData
function RipperDocGameController:OnItemBought(itemID, itemData) return end

---@param item UIInventoryItem
---@param price Int32
---@param type VendorConfirmationPopupType
---@param listener CName|string
function RipperDocGameController:OpenConfirmationPopup(item, price, type, listener) return end

function RipperDocGameController:OpenPerkTree() return end

---@param itemType gamedataItemType
---@param OnEquip Bool
---@param itemQuality gamedataQuality
function RipperDocGameController:PlayCyberwareSound(itemType, OnEquip, itemQuality) return end

function RipperDocGameController:PopulateCategories() return end

function RipperDocGameController:PopulateCraftingMaterials() return end

function RipperDocGameController:PreparePlayerItems() return end

function RipperDocGameController:PrepareVendorItems() return end

---@param item UIInventoryItem
function RipperDocGameController:PreviewMinigridSelection(item) return end

function RipperDocGameController:RefreshInventoryNextFrame() return end

---@param player gameObject
function RipperDocGameController:RegisterBlackboard(player) return end

---@param player gameObject
function RipperDocGameController:RegisterInventoryListener(player) return end

---@param itemID ItemID
function RipperDocGameController:RemoveCachedVendorItem(itemID) return end

---@param tweak TweakDBID|string
function RipperDocGameController:RequestHandleEquippedOnItemAdded(tweak) return end

---@param itemID ItemID
function RipperDocGameController:RequestItemInspected(itemID) return end

function RipperDocGameController:ResetEquipAnimationData() return end

function RipperDocGameController:ResetMinigridPositions() return end

---@param toDefault Bool
function RipperDocGameController:SetButtonHints(toDefault) return end

---@param item UIInventoryItem
---@param isVendorItem Bool
function RipperDocGameController:SetButtonHintsHover(item, isVendorItem) return end

function RipperDocGameController:SetButtonHintsUnhover() return end

---@param target CyberwareInventoryMiniGrid
function RipperDocGameController:SetMinigridPosition(target) return end

---@param slot InventoryItemDisplayController
function RipperDocGameController:SetMinigridSelection(slot) return end

---@param enable Bool
function RipperDocGameController:SetTimeDilatation(enable) return end

---@return Bool
function RipperDocGameController:ShouldMaskPaperdollBeVisible() return end

function RipperDocGameController:ShowActionBlockedRightNowNotification() return end

---@param widget inkWidget
function RipperDocGameController:ShowCWPerkTooltip(widget) return end

---@param item UIInventoryItem
---@param equippedItem UIInventoryItem
---@param widget inkWidget
---@param isVendorItem Bool
---@param isBuyBack Bool
---@param iconErrorInfo DEBUG_IconErrorInfo
function RipperDocGameController:ShowCWTooltip(item, equippedItem, widget, isVendorItem, isBuyBack, iconErrorInfo) return end

---@param equipArea gamedataEquipmentArea
function RipperDocGameController:ShowCategoryTooltip(equipArea) return end

function RipperDocGameController:ShowInventoryTutorial() return end

function RipperDocGameController:ShowMainScreenTutorials() return end

---@param category RipperdocCategory
function RipperDocGameController:SpawnMinigrid(category) return end

function RipperDocGameController:SpawnMinigrids() return end

function RipperDocGameController:SpawnPerks() return end

function RipperDocGameController:StartCWUpgrade() return end

---@param equipmentArea gamedataEquipmentArea
---@param requiredCapacity Float
---@return Float
function RipperDocGameController:UnequipAllFromGrid(equipmentArea, requiredCapacity) return end

---@param itemData gameItemData
---@param skipRefresh Bool
---@return Bool
function RipperDocGameController:UnequipCyberware(itemData, skipRefresh) return end

function RipperDocGameController:UnhighlightUpgradeResources() return end

function RipperDocGameController:UnregisterBlackboard() return end

---@param player gameObject
function RipperDocGameController:UnregisterInventoryListener(player) return end

---@param equipArea gamedataEquipmentArea
function RipperDocGameController:UpdateAllItemCounters(equipArea) return end

---@param isPurchase Bool
function RipperDocGameController:UpdateArmorBar(isPurchase) return end

---@param equipArea gamedataEquipmentArea
---@param newCount Int32
function RipperDocGameController:UpdateCachedAvailableItemCounters(equipArea, newCount) return end

---@param equipArea gamedataEquipmentArea
---@param newCount Int32
function RipperDocGameController:UpdateCachedPlayerItemCounters(equipArea, newCount) return end

---@param equipArea gamedataEquipmentArea
---@param newCount Int32
function RipperDocGameController:UpdateCachedVendorItemCounters(equipArea, newCount) return end

---@param isPurchase Bool
function RipperDocGameController:UpdateCapacityBar(isPurchase) return end

---@param materialTweakDBID TweakDBID|string
---@param skipAnim Bool
function RipperDocGameController:UpdateCraftingMaterial(materialTweakDBID, skipAnim) return end

---@param equipArea gamedataEquipmentArea
---@param isEquip Bool
function RipperDocGameController:UpdateEquipAnimationData(equipArea, isEquip) return end

function RipperDocGameController:UpdateMinigrids() return end

function RipperDocGameController:UpdateSoldItems() return end

---@class RipperDocItemBoughtCallback : gameInventoryScriptCallback
---@field eventTarget RipperDocGameController
RipperDocItemBoughtCallback = {}

---@return RipperDocItemBoughtCallback
function RipperDocItemBoughtCallback.new() return end

---@param props table
---@return RipperDocItemBoughtCallback
function RipperDocItemBoughtCallback.new(props) return end

---@param eventTargetArg RipperDocGameController
function RipperDocItemBoughtCallback:Bind(eventTargetArg) return end

---@param itemIDArg ItemID
---@param itemData gameItemData
---@param flaggedAsSilent Bool
function RipperDocItemBoughtCallback:OnItemAdded(itemIDArg, itemData, flaggedAsSilent) return end

---@class RipperdocArmorData : IScriptable
---@field CurrentArmor Float
---@field CurrentMaxArmor Float
---@field MaxArmorPossible Float
---@field MaxDamageReduction Float
RipperdocArmorData = {}

---@return RipperdocArmorData
function RipperdocArmorData.new() return end

---@param props table
---@return RipperdocArmorData
function RipperdocArmorData.new(props) return end

---@class RipperdocBarTooltip : AGenericTooltipController
---@field statsHolder inkWidgetReference
---@field perksHolder inkWidgetReference
---@field capacityDescription inkWidgetReference
---@field armorDescription inkWidgetReference
---@field armorReductionDescription inkTextWidgetReference
---@field titleHolder inkWidgetReference
---@field titleName inkTextWidgetReference
---@field titleTotalValue inkTextWidgetReference
---@field titleMaxValue inkTextWidgetReference
---@field stats1 inkWidgetReference
---@field stats1Name inkTextWidgetReference
---@field stats1Value inkTextWidgetReference
---@field stats2 inkWidgetReference
---@field stats2Name inkTextWidgetReference
---@field stats2Value inkTextWidgetReference
---@field stats3 inkWidgetReference
---@field stats3Name inkTextWidgetReference
---@field stats3Value inkTextWidgetReference
---@field perkTypeName inkTextWidgetReference
---@field perk1 inkWidgetReference
---@field perk1Icon inkImageWidgetReference
---@field perk1Name inkTextWidgetReference
---@field perk2 inkWidgetReference
---@field perk2Icon inkImageWidgetReference
---@field perk2Name inkTextWidgetReference
---@field perkTreeInput inkWidgetReference
---@field perkTreeIcon inkImageWidgetReference
---@field capacityTitleNameLocKey CName
---@field capacityStat1LocKey CName
---@field capacityStat2LocKey CName
---@field capacityStat3LocKey CName
---@field capacityPerkTitleLocKey CName
---@field capacityPerk1IconsName CName
---@field capacityPerk1LocKey CName
---@field capacityPerk2IconsName CName
---@field capacityPerk2LocKey CName
---@field armorTitleNameLocKey CName
---@field armorStat1LocKey CName
---@field armorStat2LocKey CName
---@field armorStat3LocKey CName
---@field armorPerkTitleLocKey CName
---@field armorPerk1IconsName CName
---@field armorPerk1LocKey CName
RipperdocBarTooltip = {}

---@return RipperdocBarTooltip
function RipperdocBarTooltip.new() return end

---@param props table
---@return RipperdocBarTooltip
function RipperdocBarTooltip.new(props) return end

---@param name CName|string
---@param level Int32
---@return String
function RipperdocBarTooltip:GetPerkNameLevel(name, level) return end

---@param tooltipData ATooltipData
function RipperdocBarTooltip:SetData(tooltipData) return end

---@param damageReduction Float
function RipperdocBarTooltip:ShowArmorReduction(damageReduction) return end

---@class RipperdocBarTooltipTooltipData : ATooltipData
---@field barType BarType
---@field totalValue Int32
---@field maxValue Int32
---@field maxDamageReduction Float
---@field capacityPerk1Bought Bool
---@field capacityPerk2Bought Bool
---@field armorPerk1Bought Bool
---@field statsData gameStatViewData[]
---@field statValue Int32
---@field health Float
RipperdocBarTooltipTooltipData = {}

---@return RipperdocBarTooltipTooltipData
function RipperdocBarTooltipTooltipData.new() return end

---@param props table
---@return RipperdocBarTooltipTooltipData
function RipperdocBarTooltipTooltipData.new(props) return end

---@class RipperdocCategory
---@field equipArea gamedataEquipmentArea
---@field align inkEHorizontalAlign
---@field parent inkCompoundWidgetReference
RipperdocCategory = {}

---@return RipperdocCategory
function RipperdocCategory.new() return end

---@param props table
---@return RipperdocCategory
function RipperdocCategory.new(props) return end

---@class RipperdocCategoryTooltip : AGenericTooltipController
---@field desc inkTextWidgetReference
---@field availableLabelCounter inkTextWidgetReference
---@field ownedLabelCounter inkTextWidgetReference
---@field ownedLabel inkWidgetReference
---@field availableLabel inkWidgetReference
---@field NALabel inkWidgetReference
RipperdocCategoryTooltip = {}

---@return RipperdocCategoryTooltip
function RipperdocCategoryTooltip.new() return end

---@param props table
---@return RipperdocCategoryTooltip
function RipperdocCategoryTooltip.new(props) return end

---@param category gamedataEquipmentArea
---@return String
function RipperdocCategoryTooltip:GetCategoryLockey(category) return end

---@param tooltipData ATooltipData
function RipperdocCategoryTooltip:SetData(tooltipData) return end

---@class RipperdocCategoryTooltipData : ATooltipData
---@field category gamedataEquipmentArea
---@field ownedItems Int32
---@field availableItems Int32
---@field screenType CyberwareScreenType
RipperdocCategoryTooltipData = {}

---@return RipperdocCategoryTooltipData
function RipperdocCategoryTooltipData.new() return end

---@param props table
---@return RipperdocCategoryTooltipData
function RipperdocCategoryTooltipData.new(props) return end

---@class RipperdocCwPreviewItemController : inkWidgetLogicController
---@field itemIcon inkWidgetReference
---@field addIcon inkWidgetReference
---@field root inkWidget
RipperdocCwPreviewItemController = {}

---@return RipperdocCwPreviewItemController
function RipperdocCwPreviewItemController.new() return end

---@param props table
---@return RipperdocCwPreviewItemController
function RipperdocCwPreviewItemController.new(props) return end

---@return Bool
function RipperdocCwPreviewItemController:OnInitialize() return end

function RipperdocCwPreviewItemController:Configure() return end

---@param isStandard Bool
---@param isVendor Bool
function RipperdocCwPreviewItemController:Configure(isStandard, isVendor) return end

---@class RipperdocCyberwareEquipAnimationCategory : IScriptable
---@field factName CName
---@field equipAreas gamedataEquipmentArea[]
---@field weight Float
---@field equipCount Int32
RipperdocCyberwareEquipAnimationCategory = {}

---@return RipperdocCyberwareEquipAnimationCategory
function RipperdocCyberwareEquipAnimationCategory.new() return end

---@param props table
---@return RipperdocCyberwareEquipAnimationCategory
function RipperdocCyberwareEquipAnimationCategory.new(props) return end

---@param factName CName|string
---@param equipAreas gamedataEquipmentArea[]
---@param weight Float
function RipperdocCyberwareEquipAnimationCategory:SetData(factName, equipAreas, weight) return end

---@class RipperdocFillBar : inkWidgetLogicController
---@field root inkWidget
---@field fillStart Float
---@field fillEnd Float
---@field maxSize Vector2
---@field sizeAnimation inkanimProxy
---@field marginAnimation inkanimProxy
RipperdocFillBar = {}

---@return RipperdocFillBar
function RipperdocFillBar.new() return end

---@param props table
---@return RipperdocFillBar
function RipperdocFillBar.new(props) return end

---@return Bool
function RipperdocFillBar:OnInitialize() return end

---@param duration Float
function RipperdocFillBar:AnimateMargin(duration) return end

---@param duration Float
function RipperdocFillBar:AnimateSize(duration) return end

---@param end_ Float
---@param duration Float
function RipperdocFillBar:SetEnd(end_, duration) return end

---@param start Float
---@param duration Float
function RipperdocFillBar:SetStart(start, duration) return end

---@class RipperdocFillLabel : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field useMargin Bool
---@field root inkWidget
---@field labelAnimator inkTextValueProgressAnimationController
---@field height Float
---@field startSize Vector2
---@field positionAnimation inkanimProxy
---@field labelAnimation inkanimProxy
---@field labelValue Float
RipperdocFillLabel = {}

---@return RipperdocFillLabel
function RipperdocFillLabel.new() return end

---@param props table
---@return RipperdocFillLabel
function RipperdocFillLabel.new(props) return end

---@param value Int32
---@param duration Float
function RipperdocFillLabel:AnimateLabel(value, duration) return end

---@param percent Float
---@param duration Float
function RipperdocFillLabel:AnimateMargin(percent, duration) return end

---@param percent Float
---@param duration Float
function RipperdocFillLabel:AnimateSize(percent, duration) return end

---@param height Float
function RipperdocFillLabel:Configure(height) return end

---@param value Int32
---@param percent Float
---@param duration Float
function RipperdocFillLabel:SetLabel(value, percent, duration) return end

---@class RipperdocFilterToggleController : ToggleController
RipperdocFilterToggleController = {}

---@return RipperdocFilterToggleController
function RipperdocFilterToggleController.new() return end

---@param props table
---@return RipperdocFilterToggleController
function RipperdocFilterToggleController.new(props) return end

---@return String
function RipperdocFilterToggleController:GetIcon() return end

---@return String
function RipperdocFilterToggleController:GetLabelKey() return end

---@class RipperdocInvalidateMinigridsNextFrame : redEvent
RipperdocInvalidateMinigridsNextFrame = {}

---@return RipperdocInvalidateMinigridsNextFrame
function RipperdocInvalidateMinigridsNextFrame.new() return end

---@param props table
---@return RipperdocInvalidateMinigridsNextFrame
function RipperdocInvalidateMinigridsNextFrame.new(props) return end

---@class RipperdocInventoryController : inkWidgetLogicController
---@field virtualGridContainer inkVirtualCompoundWidgetReference
---@field scrollBarContainer inkWidgetReference
---@field labelPrefix inkTextWidgetReference
---@field labelSuffix inkTextWidgetReference
---@field virtualGrid inkVirtualGridController
---@field backpackItemsClassifier RipperdocInventoryTemplateClassifier
---@field backpackItemsDataSource inkScriptableDataSourceWrapper
---@field backpackItemsDataView inkScriptableDataViewWrapper
---@field scrollBar inkScrollController
---@field root inkWidget
---@field opacityAnimation inkanimProxy
---@field labelPulse PulseAnimation
---@field cachedPlayerItems RipperdocWrappedUIInventoryItem[]
---@field cachedVendorItems RipperdocWrappedUIInventoryItem[]
---@field cachedArea gamedataEquipmentArea
---@field openArea gamedataEquipmentArea
---@field cachedAttribute gamedataStatType
---@field openAttribute gamedataStatType
---@field hasCache Bool
---@field isAreaCache Bool
RipperdocInventoryController = {}

---@return RipperdocInventoryController
function RipperdocInventoryController.new() return end

---@param props table
---@return RipperdocInventoryController
function RipperdocInventoryController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function RipperdocInventoryController:OnShow(anim) return end

---@return Bool
function RipperdocInventoryController:OnUninitialize() return end

---@param toHidden Bool
function RipperdocInventoryController:AnimateOpacity(toHidden) return end

---@param scripting UIScriptableSystem
function RipperdocInventoryController:Configure(scripting) return end

function RipperdocInventoryController:Hide() return end

function RipperdocInventoryController:PopulateInventory() return end

function RipperdocInventoryController:ReleaseVirtualGrid() return end

function RipperdocInventoryController:SetupVirtualGrid() return end

---@param playerItems RipperdocWrappedUIInventoryItem[]
---@param vendorItems RipperdocWrappedUIInventoryItem[]
---@param area gamedataEquipmentArea
function RipperdocInventoryController:ShowArea(playerItems, vendorItems, area) return end

---@class RipperdocInventoryItem : inkVirtualCompoundItemController
---@field root inkWidgetReference
---@field data RipperdocWrappedUIInventoryItem
---@field widget InventoryItemDisplayController
RipperdocInventoryItem = {}

---@return RipperdocInventoryItem
function RipperdocInventoryItem.new() return end

---@param props table
---@return RipperdocInventoryItem
function RipperdocInventoryItem.new(props) return end

---@param value Variant
---@return Bool
function RipperdocInventoryItem:OnDataChanged(value) return end

---@return Bool
function RipperdocInventoryItem:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function RipperdocInventoryItem:OnWidgetSpawned(widget, userData) return end

function RipperdocInventoryItem:AnimateOpacity() return end

function RipperdocInventoryItem:SetupData() return end

function RipperdocInventoryItem:Update() return end

---@class RipperdocInventoryItemData : IScriptable
---@field InventoryItem gameInventoryItemData
---@field IsVendor Bool
---@field IsBuyback Bool
---@field IsUpgraded Bool
---@field IsEnoughMoney Bool
---@field Delay Float
RipperdocInventoryItemData = {}

---@return RipperdocInventoryItemData
function RipperdocInventoryItemData.new() return end

---@param props table
---@return RipperdocInventoryItemData
function RipperdocInventoryItemData.new(props) return end

---@class RipperdocInventoryTemplateClassifier : inkVirtualItemTemplateClassifierWrapper
RipperdocInventoryTemplateClassifier = {}

---@return RipperdocInventoryTemplateClassifier
function RipperdocInventoryTemplateClassifier.new() return end

---@param props table
---@return RipperdocInventoryTemplateClassifier
function RipperdocInventoryTemplateClassifier.new(props) return end

---@param data Variant
---@return Uint32
function RipperdocInventoryTemplateClassifier:ClassifyItem(data) return end

---@class RipperdocMeterArmorApplyEvent : redEvent
---@field ArmorData RipperdocArmorData
---@field IsPurchase Bool
RipperdocMeterArmorApplyEvent = {}

---@return RipperdocMeterArmorApplyEvent
function RipperdocMeterArmorApplyEvent.new() return end

---@param props table
---@return RipperdocMeterArmorApplyEvent
function RipperdocMeterArmorApplyEvent.new(props) return end

---@class RipperdocMeterArmorHoverEvent : redEvent
---@field IsHover Bool
---@field ArmorChange Float
---@field ArmorMultiplier Float
---@field CurrentArmorMultiplier Float
---@field EquippedArmorChange Float
---@field EquippedArmorMultiplier Float
---@field isCyberwareEquipped Bool
RipperdocMeterArmorHoverEvent = {}

---@return RipperdocMeterArmorHoverEvent
function RipperdocMeterArmorHoverEvent.new() return end

---@param props table
---@return RipperdocMeterArmorHoverEvent
function RipperdocMeterArmorHoverEvent.new(props) return end

---@class RipperdocMeterCapacityApplyEvent : redEvent
---@field CurrentCapacity Int32
---@field MaxCapacity Int32
---@field OverchargeCapacity Int32
---@field MaxCapacityPossible Float
---@field IsPurchase Bool
RipperdocMeterCapacityApplyEvent = {}

---@return RipperdocMeterCapacityApplyEvent
function RipperdocMeterCapacityApplyEvent.new() return end

---@param props table
---@return RipperdocMeterCapacityApplyEvent
function RipperdocMeterCapacityApplyEvent.new(props) return end

---@class RipperdocMeterCapacityHoverEvent : redEvent
---@field IsHover Bool
---@field CapacityChange Int32
---@field isCyberwareEquipped Bool
RipperdocMeterCapacityHoverEvent = {}

---@return RipperdocMeterCapacityHoverEvent
function RipperdocMeterCapacityHoverEvent.new() return end

---@param props table
---@return RipperdocMeterCapacityHoverEvent
function RipperdocMeterCapacityHoverEvent.new(props) return end

---@class RipperdocMetersArmor : RipperdocMetersBase
---@field barScale Float
---@field currentArmorLabelContainer inkWidgetReference
---@field currentArmorLabelBackground inkWidgetReference
---@field costArmorLabelContainer inkWidgetReference
---@field costArmorLabelBackground inkWidgetReference
---@field costArmorLabelValue inkTextWidgetReference
---@field maxArmorLabel inkWidgetReference
---@field maxArmorLabelContainer inkWidgetReference
---@field maxArmorLabelValue inkTextWidgetReference
---@field maxArmor Float
---@field curEquippedArmor Float
---@field newEquippedArmor Float
---@field maxArmorPossible Float
---@field maxDamageReduction Float
---@field currentArmorLabel RipperdocFillLabel
---@field currentArmorLabelAnimation inkanimProxy
---@field costArmorLabelAnimation inkanimProxy
---@field currentArmorLabelPulseAnimation PulseAnimation
---@field costArmorLabelPulseAnimation PulseAnimation
---@field maxBaseBar Int32
---@field currentBars Int32
---@field barsSpawned Bool
---@field C_costLabelAnchorPoint_ADD Vector2
---@field C_costLabelAnchorPoint_SUBTRACT Vector2
---@field C_costLabelAnchorPoint_EQUIPPED Vector2
RipperdocMetersArmor = {}

---@return RipperdocMetersArmor
function RipperdocMetersArmor.new() return end

---@param props table
---@return RipperdocMetersArmor
function RipperdocMetersArmor.new(props) return end

---@param evt RipperdocMeterArmorApplyEvent
---@return Bool
function RipperdocMetersArmor:OnApply(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersArmor:OnBarHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersArmor:OnBarHoverOver(evt) return end

---@param widget inkWidget
---@param data IScriptable
---@return Bool
function RipperdocMetersArmor:OnBarSpawned(widget, data) return end

---@param evt RipperdocMeterArmorHoverEvent
---@return Bool
function RipperdocMetersArmor:OnHover(evt) return end

---@return Bool
function RipperdocMetersArmor:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function RipperdocMetersArmor:OnIntroAnimationFinished_METER(proxy) return end

---@param animProxy inkanimProxy
---@return Bool
function RipperdocMetersArmor:OnLastBarIntroFinished(animProxy) return end

---@return Bool
function RipperdocMetersArmor:OnUninitialize() return end

---@param change Float
---@param isHover Bool
---@param isCyberwareEquipped Bool
function RipperdocMetersArmor:PreviewChange(change, isHover, isCyberwareEquipped) return end

function RipperdocMetersArmor:SetArmor() return end

---@param newEquippedArmor Float
---@param maxCurrentArmor Float
---@param maxArmorPossible Float
---@param maxDamageReduction Float
function RipperdocMetersArmor:SetArmorData(newEquippedArmor, maxCurrentArmor, maxArmorPossible, maxDamageReduction) return end

function RipperdocMetersArmor:SetMaxBar() return end

function RipperdocMetersArmor:SpawnBars() return end

---@class RipperdocMetersBase : inkWidgetLogicController
---@field barAnchor inkWidgetReference
---@field hoverArea inkWidgetReference
---@field barWidgetLibraryName CName
---@field barGapSize Float
---@field slopeLengthModifier Float
---@field barIntroAnimDuration Float
---@field barsHeigh Float
---@field barsMargin Float
---@field BAR_COUNT Int32
---@field BAR_SLOPE_COUNT Int32
---@field BAR_ANIM_DURATION Float
---@field BAR_DELAY_OFFSET Float
---@field pulseAnimtopOpacity Float
---@field pulseAnimbottomOpacity Float
---@field pulseAnimpulseRate Float
---@field pulseAnimdelay Float
---@field pulseAnimationParams PulseAnimationParams
---@field bars RipperdocNewMeterBar[]
---@field barGaps Int32[]
---@field tooltipData RipperdocBarTooltipTooltipData
---@field barIntroAnimDef inkanimDefinition
---@field barIntroAnimProxy inkanimProxy
---@field isIntroPlayed Bool
RipperdocMetersBase = {}

---@return RipperdocMetersBase
function RipperdocMetersBase.new() return end

---@param props table
---@return RipperdocMetersBase
function RipperdocMetersBase.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersBase:OnBarHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersBase:OnBarHoverOver(evt) return end

---@param index Int32
---@param originBar Int32
---@return Float
function RipperdocMetersBase:GetSlopeAnimOffset(index, originBar) return end

---@param labelContainer inkWidgetReference
---@param bar RipperdocNewMeterBar
---@param animProxy inkanimProxy
---@param alignToTop Bool
---@param instant Bool
function RipperdocMetersBase:MoveLabelToBar(labelContainer, bar, animProxy, alignToTop, instant) return end

function RipperdocMetersBase:SetupBarIntroAnimation() return end

---@param topOpacity Float
---@param bottomOpacity Float
---@param pulseRate Float
---@param delay Float
function RipperdocMetersBase:SetupPulseAnimParams(topOpacity, bottomOpacity, pulseRate, delay) return end

---@param pulse PulseAnimation
---@param params PulseAnimationParams
---@param target inkWidget
function RipperdocMetersBase:StartPulse(pulse, params, target) return end

---@param pulse PulseAnimation
function RipperdocMetersBase:StopPulse(pulse) return end

---@class RipperdocMetersCapacity : RipperdocMetersBase
---@field defaultRightBarScale Float
---@field overchargeGapSize Float
---@field curCapacityLabelContainer inkWidgetReference
---@field curCapacityLabelBackground inkWidgetReference
---@field costLabelContainer inkWidgetReference
---@field costLabelText inkTextWidgetReference
---@field maxCapacityLabelContainer inkWidgetReference
---@field maxCapacityLabelText inkTextWidgetReference
---@field overchargeBox inkWidgetReference
---@field thresholdLine inkWidgetReference
---@field edgrunnerLock inkWidgetReference
---@field overchargeGlow inkWidgetReference
---@field overchargeGlowAnimName CName
---@field overchargeVisibilityThreshold Float
---@field currentCapacity Int32
---@field maxCapacity Int32
---@field maxCapacityPossible Float
---@field overchargeMaxCapacity Int32
---@field overchargeValue Int32
---@field isEdgerunner Bool
---@field curCapacityLabel RipperdocFillLabel
---@field capacityLabelAnimation inkanimProxy
---@field costLabelAnimation inkanimProxy
---@field capacityPulseAnimation PulseAnimation
---@field costLabelPulseAnimation PulseAnimation
---@field overchargeGlowAnimProxy inkanimProxy
---@field overchargeGlowAnimOptions inkanimPlaybackOptions
---@field overchargeBoxState CName
---@field maxBaseBar Int32
---@field overBars Int32
---@field barsSpawned Bool
---@field showOverchargeBox Bool
---@field isHoverdCyberwareEquipped Bool
---@field C_costLabelAnchorPoint_ADD Vector2
---@field C_costLabelAnchorPoint_SUBTRACT Vector2
---@field C_costLabelAnchorPoint_EQUIPPED Vector2
---@field C_costLabelAnchorPoint_EQUIPPED_EDGRUNNER Vector2
RipperdocMetersCapacity = {}

---@return RipperdocMetersCapacity
function RipperdocMetersCapacity.new() return end

---@param props table
---@return RipperdocMetersCapacity
function RipperdocMetersCapacity.new(props) return end

---@param evt RipperdocMeterCapacityApplyEvent
---@return Bool
function RipperdocMetersCapacity:OnApply(evt) return end

---@param widget inkWidget
---@param data IScriptable
---@return Bool
function RipperdocMetersCapacity:OnBarSpawned(widget, data) return end

---@param evt EdgrunnerPerkEvent
---@return Bool
function RipperdocMetersCapacity:OnEdgrunnerPerkEvent(evt) return end

---@param evt RipperdocMeterCapacityHoverEvent
---@return Bool
function RipperdocMetersCapacity:OnHover(evt) return end

---@return Bool
function RipperdocMetersCapacity:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function RipperdocMetersCapacity:OnIntroAnimationFinished_METER(proxy) return end

---@param animProxy inkanimProxy
---@return Bool
function RipperdocMetersCapacity:OnLastBarIntroFinished(animProxy) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersCapacity:OnOverchargeHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocMetersCapacity:OnOverchargeHoverOver(evt) return end

---@return Bool
function RipperdocMetersCapacity:OnUninitialize() return end

---@param curEquippedCapacity Int32
---@param newEquippedCapacity Int32
---@param maxCapacity Int32
---@param overclockCapacity Int32
---@param isChange Bool
function RipperdocMetersCapacity:ConfigureBar(curEquippedCapacity, newEquippedCapacity, maxCapacity, overclockCapacity, isChange) return end

---@param isSafe Bool
---@param isEdgerunner Bool
---@param cur Int32
---@param start Int32
---@param dif Int32
---@return CName
function RipperdocMetersCapacity:GetState(isSafe, isEdgerunner, cur, start, dif) return end

---@param cur Int32
---@param max Int32
---@param over Int32
---@param maxPossible Float
function RipperdocMetersCapacity:SetCapacity(cur, max, over, maxPossible) return end

---@param downLine inkWidgetReference
---@param upperLine inkWidgetReference
function RipperdocMetersCapacity:SetMaxZone(downLine, upperLine) return end

function RipperdocMetersCapacity:SpawnBars() return end

---@class RipperdocNewMeterBar : inkWidgetLogicController
---@field bar inkWidgetReference
---@field overchargeHighlight inkWidgetReference
---@field root inkWidget
---@field sizeAnimation inkanimProxy
---@field meterWidth Float
---@field pulse PulseAnimation
RipperdocNewMeterBar = {}

---@return RipperdocNewMeterBar
function RipperdocNewMeterBar.new() return end

---@param props table
---@return RipperdocNewMeterBar
function RipperdocNewMeterBar.new(props) return end

---@return Bool
function RipperdocNewMeterBar:OnInitialize() return end

---@return Float
function RipperdocNewMeterBar:GetHeight() return end

---@param margin String
---@return Float
function RipperdocNewMeterBar:GetMargin(margin) return end

---@param size Float
function RipperdocNewMeterBar:SetSize(size) return end

---@param size Float
---@param sizeOffset Float
---@param delay Float
---@param duration Float
function RipperdocNewMeterBar:SetSizeAnimation(size, sizeOffset, delay, duration) return end

---@param state CName|string
function RipperdocNewMeterBar:SetState(state) return end

---@param params PulseAnimationParams
function RipperdocNewMeterBar:StartPulse(params) return end

function RipperdocNewMeterBar:StopPulse() return end

---@class RipperdocPerkController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field perkData RipperdocPerkData
---@field hoverEvent RipperdocPerkHoverEvent
RipperdocPerkController = {}

---@return RipperdocPerkController
function RipperdocPerkController.new() return end

---@param props table
---@return RipperdocPerkController
function RipperdocPerkController.new(props) return end

---@return Bool
function RipperdocPerkController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocPerkController:OnPerkHover(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocPerkController:OnPerkUnhover(evt) return end

---@param data RipperdocPerkData
function RipperdocPerkController:Configure(data) return end

---@class RipperdocPerkData : IScriptable
---@field Perk TweakDBID
---@field Area gamedataNewPerkSlotType
---@field Level Int32
RipperdocPerkData = {}

---@return RipperdocPerkData
function RipperdocPerkData.new() return end

---@param props table
---@return RipperdocPerkData
function RipperdocPerkData.new(props) return end

---@class RipperdocPerkHoverEvent : redEvent
---@field IsHover Bool
---@field Area gamedataNewPerkSlotType
---@field Type gamedataNewPerkType
---@field AttributeID TweakDBID
RipperdocPerkHoverEvent = {}

---@return RipperdocPerkHoverEvent
function RipperdocPerkHoverEvent.new() return end

---@param props table
---@return RipperdocPerkHoverEvent
function RipperdocPerkHoverEvent.new(props) return end

---@class RipperdocPerkTooltip : AGenericTooltipController
---@field perkName inkTextWidgetReference
---@field perkIcon inkImageWidgetReference
---@field skeletonPerkLocKey CName
---@field handsPerkLocKey CName
---@field skeletonPerkIconName CName
---@field handsPerkIconName CName
RipperdocPerkTooltip = {}

---@return RipperdocPerkTooltip
function RipperdocPerkTooltip.new() return end

---@param props table
---@return RipperdocPerkTooltip
function RipperdocPerkTooltip.new(props) return end

---@param tooltipData ATooltipData
function RipperdocPerkTooltip:SetData(tooltipData) return end

---@class RipperdocPerkTooltipData : ATooltipData
---@field ripperdocHoverState RipperdocHoverState
RipperdocPerkTooltipData = {}

---@return RipperdocPerkTooltipData
function RipperdocPerkTooltipData.new() return end

---@param props table
---@return RipperdocPerkTooltipData
function RipperdocPerkTooltipData.new(props) return end

---@class RipperdocRefreshInventoryEvent : redEvent
RipperdocRefreshInventoryEvent = {}

---@return RipperdocRefreshInventoryEvent
function RipperdocRefreshInventoryEvent.new() return end

---@param props table
---@return RipperdocRefreshInventoryEvent
function RipperdocRefreshInventoryEvent.new(props) return end

---@class RipperdocRefreshMinigridsEvent : redEvent
RipperdocRefreshMinigridsEvent = {}

---@return RipperdocRefreshMinigridsEvent
function RipperdocRefreshMinigridsEvent.new() return end

---@param props table
---@return RipperdocRefreshMinigridsEvent
function RipperdocRefreshMinigridsEvent.new(props) return end

---@class RipperdocScreenAnimationController : inkWidgetLogicController
---@field doll inkWidgetReference
---@field defaultAnimationTab inkWidgetReference
---@field itemAnimationTab inkWidgetReference
---@field femaleHovers inkWidgetReference
---@field maleHovers inkWidgetReference
---@field F_immuneHoverTexture inkWidgetReference
---@field F_systemReplacementHoverTexture inkWidgetReference
---@field F_integumentaryHoverTexture inkWidgetReference
---@field F_musculoskeletalHoverTexture inkWidgetReference
---@field F_nervousHoverTexture inkWidgetReference
---@field F_eyesHoverTexture inkImageWidgetReference
---@field F_legsHoverTexture inkWidgetReference
---@field F_frontalCortexHoverTexture inkWidgetReference
---@field F_handsHoverTexture inkWidgetReference
---@field F_cardiovascularHoverTexture inkWidgetReference
---@field F_armsHoverTexture inkWidgetReference
---@field M_integumentaryHoverTexture inkWidgetReference
---@field M_armsHoverTexture inkWidgetReference
---@field M_cardiovascularHoverTexture inkWidgetReference
---@field M_handsHoverTexture inkWidgetReference
---@field M_frontalCortexHoverTexture inkWidgetReference
---@field M_immuneHoverTexture inkWidgetReference
---@field M_legsHoverTexture inkWidgetReference
---@field M_systemReplacementHoverTexture inkWidgetReference
---@field M_musculoskeletalHoverTexture inkWidgetReference
---@field M_nervousHoverTexture inkWidgetReference
---@field M_eyesHoverTexture inkImageWidgetReference
---@field man_wiresTexture inkWidgetReference
---@field woman_wiresTexture inkWidgetReference
---@field hoverAnimation inkanimProxy
---@field hoverOverAnimation inkanimProxy
---@field introDefaultAnimation inkanimProxy
---@field outroDefaultAnimation inkanimProxy
---@field introPaperdollAnimation inkanimProxy
---@field outroPaperdollAnimation inkanimProxy
---@field slideAnimation inkanimProxy
---@field hoveredArea gamedataEquipmentArea
---@field introArea gamedataEquipmentArea
---@field isFemale Bool
---@field area gamedataEquipmentArea
---@field anim inkanimProxy
---@field animHover inkanimProxy
---@field animCancel inkanimProxy
---@field isHovering Bool
---@field isSelected Bool
---@field animName CName
---@field position inkMargin
---@field positionOffset Float
---@field root inkWidget
---@field isSlidingOut Bool
---@field zoomOutAnim inkanimProxy
---@field zoomInAnim inkanimProxy
---@field slideOutAnim inkanimProxy
---@field slideInAnim inkanimProxy
---@field slideDirection Bool
---@field cancelSlideIn Bool
---@field isInside Bool
---@field currentArea gamedataEquipmentArea
---@field nextArea gamedataEquipmentArea
---@field midArea gamedataEquipmentArea
---@field SLIDE_DURATION Float
RipperdocScreenAnimationController = {}

---@return RipperdocScreenAnimationController
function RipperdocScreenAnimationController.new() return end

---@param props table
---@return RipperdocScreenAnimationController
function RipperdocScreenAnimationController.new(props) return end

---@return Bool
function RipperdocScreenAnimationController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function RipperdocScreenAnimationController:OnSlideOutFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function RipperdocScreenAnimationController:OnZoomInFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function RipperdocScreenAnimationController:OnZoomOutFinished(anim) return end

---@param anim inkanimProxy
function RipperdocScreenAnimationController:AnimQueue(anim) return end

function RipperdocScreenAnimationController:ForceRestartFaceAnimation() return end

---@param area gamedataEquipmentArea
---@return inkWidget
function RipperdocScreenAnimationController:GetHoverAnimationTarget(area) return end

---@param area gamedataEquipmentArea
---@param suffix CName|string
---@return CName
function RipperdocScreenAnimationController:GetName(area, suffix) return end

function RipperdocScreenAnimationController:HideAllBodyParts() return end

---@param female Bool
function RipperdocScreenAnimationController:SetGender(female) return end

---@param hasMask Bool
function RipperdocScreenAnimationController:SetMask(hasMask) return end

function RipperdocScreenAnimationController:SetOutside() return end

---@param isSlideOut Bool
function RipperdocScreenAnimationController:SlideDoll(isSlideOut) return end

---@param area gamedataEquipmentArea
function RipperdocScreenAnimationController:StartHover(area) return end

function RipperdocScreenAnimationController:StartSelect() return end

---@param isRight Bool
---@param nextArea gamedataEquipmentArea
function RipperdocScreenAnimationController:StartSlide(isRight, nextArea) return end

function RipperdocScreenAnimationController:StopHover() return end

function RipperdocScreenAnimationController:StopSelect() return end

---@param name CName|string
function RipperdocScreenAnimationController:TryStartAnimation(name) return end

---@param isZoomOut Bool
function RipperdocScreenAnimationController:ZoomDoll(isZoomOut) return end

---@class RipperdocSelectorChangeEvent : redEvent
---@field Index Int32
---@field SlidingRight Bool
RipperdocSelectorChangeEvent = {}

---@return RipperdocSelectorChangeEvent
function RipperdocSelectorChangeEvent.new() return end

---@param props table
---@return RipperdocSelectorChangeEvent
function RipperdocSelectorChangeEvent.new(props) return end

---@class RipperdocSelectorController : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field leftArrowAnchor inkWidgetReference
---@field rightArrowAnchor inkWidgetReference
---@field indicatorAnchors inkWidgetReference[]
---@field leftArrow inkButtonController
---@field rightArrow inkButtonController
---@field indicatorIndex Int32
---@field indicatorShowAnim inkanimProxy
---@field indicatorHideAnim inkanimProxy
---@field isInTutorial Bool
---@field names String[]
RipperdocSelectorController = {}

---@return RipperdocSelectorController
function RipperdocSelectorController.new() return end

---@param props table
---@return RipperdocSelectorController
function RipperdocSelectorController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function RipperdocSelectorController:OnReleaseInput(e) return end

---@return Bool
function RipperdocSelectorController:OnUninitialize() return end

---@param names String[]
function RipperdocSelectorController:Configure(names) return end

function RipperdocSelectorController:Hide() return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
function RipperdocSelectorController:OnLeftArrow(controller, oldState, newState) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
function RipperdocSelectorController:OnRightArrow(controller, oldState, newState) return end

---@param index Int32
---@param toActive Bool
function RipperdocSelectorController:SetIndicator(index, toActive) return end

---@param isInTutorial Bool
function RipperdocSelectorController:SetIsInTutorial(isInTutorial) return end

---@param index Int32
function RipperdocSelectorController:Show(index) return end

---@param toNext Bool
function RipperdocSelectorController:SwitchIndicator(toNext) return end

---@param index Int32
---@return Int32
function RipperdocSelectorController:WrapIndex(index) return end

---@class RipperdocShardController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field text inkTextWidgetReference
---@field data RipperdocShardData
---@field pulse PulseAnimation
---@field RootWidget inkWidget
RipperdocShardController = {}

---@return RipperdocShardController
function RipperdocShardController.new() return end

---@param props table
---@return RipperdocShardController
function RipperdocShardController.new(props) return end

---@param data RipperdocShardData
function RipperdocShardController:Configure(data) return end

---@return Int32
function RipperdocShardController:GetCount() return end

---@return gamedataQuality
function RipperdocShardController:GetQuality() return end

---@param active Bool
function RipperdocShardController:Highlight(active) return end

---@param count Int32
function RipperdocShardController:SetCount(count) return end

---@param isVisible Bool
function RipperdocShardController:SetVisible(isVisible) return end

---@class RipperdocShardData : IScriptable
---@field Count Int32
---@field Quality gamedataQuality
RipperdocShardData = {}

---@return RipperdocShardData
function RipperdocShardData.new() return end

---@param props table
---@return RipperdocShardData
function RipperdocShardData.new(props) return end

---@class RipperdocTimeDilationCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field controller RipperDocGameController
RipperdocTimeDilationCallback = {}

---@return RipperdocTimeDilationCallback
function RipperdocTimeDilationCallback.new() return end

---@param props table
---@return RipperdocTimeDilationCallback
function RipperdocTimeDilationCallback.new(props) return end

function RipperdocTimeDilationCallback:Call() return end

---@class RipperdocTokenManager : IScriptable
---@field player PlayerPuppet
---@field tokenBlackboard gameIBlackboard
---@field gameInstance ScriptGameInstance
RipperdocTokenManager = {}

---@return RipperdocTokenManager
function RipperdocTokenManager.new() return end

---@param props table
---@return RipperdocTokenManager
function RipperdocTokenManager.new(props) return end

---@param cyberwareItemID ItemID
function RipperdocTokenManager:ApplyToken(cyberwareItemID) return end

---@return Int32
function RipperdocTokenManager:GetTokensAmount() return end

---@return Bool
function RipperdocTokenManager:IfPlayerHasTokens() return end

---@param player PlayerPuppet
function RipperdocTokenManager:Initialize(player) return end

---@param cyberwareItem ItemID
---@return Bool
function RipperdocTokenManager:IsItemUpgraded(cyberwareItem) return end

---@class RipperdocTokenPopup : gameuiWidgetGameController
---@field optionRef inkWidgetReference[]
---@field optionTooltipParent inkWidgetReference[]
---@field option1ProgressBarRef inkWidgetReference
---@field option2ProgressBarRef inkWidgetReference
---@field option3ProgressBarRef inkWidgetReference
---@field option1HoverZone inkWidgetReference
---@field option2HoverZone inkWidgetReference
---@field option3HoverZone inkWidgetReference
---@field progressEffectName CName
---@field option1UpgradeBtnAnchor inkWidgetReference
---@field option2UpgradeBtnAnchor inkWidgetReference
---@field option3UpgradeBtnAnchor inkWidgetReference
---@field upgradeBtnContainerRef inkWidgetReference
---@field upgradeButtonLabelKey String
---@field upgradeButtonAnimDuration Float
---@field upgradeButtonResRef redResourceReferenceScriptToken
---@field upgradeButtonResName CName
---@field noChoiceIntroAnimName CName
---@field choiceIntroAnimName CName
---@field noChoiceOutroAnimName CName
---@field choice1OutroAnimName CName
---@field choice2OutroAnimName CName
---@field choice3OutroAnimName CName
---@field holdInputName CName
---@field exitInputName CName
---@field buttonHintsRoot inkWidgetReference
---@field itemToolitpResRef redResourceReferenceScriptToken
---@field itemTooltipName CName
---@field cyberdeckToolitpResRef redResourceReferenceScriptToken
---@field cyberdeckTooltipName CName
---@field toolitpWidgetRef redResourceReferenceScriptToken
---@field tooltipName CName
---@field itemTooltipController0 AGenericTooltipController
---@field itemTooltipController1 AGenericTooltipController
---@field itemTooltipController2 AGenericTooltipController
---@field itemTooltipController3 AGenericTooltipController
---@field itemTooltipCyberwareUpgrade ItemTooltipCyberwareUpgradeController
---@field option1ProgressBar inkWidget
---@field option2ProgressBar inkWidget
---@field option3ProgressBar inkWidget
---@field audioSystem gameGameAudioSystem
---@field data RipperdocTokenPopupData
---@field multichoice Bool
---@field thirdChoiceAvailable Bool
---@field progressStarted Bool
---@field introAnimationPlaying Bool
---@field choicesAnimProxy inkanimProxy
---@field buttonAnimProxy inkanimProxy
---@field currentOption Int32
---@field choice Int32
---@field result Bool
---@field inputListenersRegistered Bool
RipperdocTokenPopup = {}

---@return RipperdocTokenPopup
function RipperdocTokenPopup.new() return end

---@param props table
---@return RipperdocTokenPopup
function RipperdocTokenPopup.new(props) return end

---@return Bool
function RipperdocTokenPopup:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnInputRelease(evt) return end

---@param anim inkanimProxy
---@return Bool
function RipperdocTokenPopup:OnIntroFinished(anim) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption1Hold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption1HoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption1Press(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption2Hold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption2HoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption2Press(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption3Hold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption3HoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOption3Press(evt) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnOptionOnHoverOut(evt) return end

---@param anim inkanimProxy
---@return Bool
function RipperdocTokenPopup:OnOutroFinished(anim) return end

---@param evt inkPointerEvent
---@return Bool
function RipperdocTokenPopup:OnPressInput(evt) return end

---@return Bool
function RipperdocTokenPopup:OnUninitialize() return end

---@param actionName CName|string
---@param label String
---@param isHold Bool
function RipperdocTokenPopup:AddButtonHints(actionName, label, isHold) return end

function RipperdocTokenPopup:Close() return end

function RipperdocTokenPopup:ForceResetCursor() return end

---@param button inkWidgetReference
---@param anchor inkWidgetReference
---@param instant Bool
function RipperdocTokenPopup:MoveButtonToOption(button, anchor, instant) return end

---@param navDirection ECustomFilterDPadNavigationOption
function RipperdocTokenPopup:NavigateOptions(navDirection) return end

function RipperdocTokenPopup:PlayOutro() return end

function RipperdocTokenPopup:ResetProgress() return end

function RipperdocTokenPopup:SetButtonHints() return end

---@param visible Bool
function RipperdocTokenPopup:SetCursorVisible(visible) return end

function RipperdocTokenPopup:SetTooltipsData() return end

function RipperdocTokenPopup:UnregisterInputListeners() return end

---@class RipperdocTokenPopupCloseData : inkGameNotificationData
---@field confirm Bool
---@field chosenOptionIndex Int32
---@field chosenOptionData gameItemData
---@field costData CyberwareUpgradeCostData
RipperdocTokenPopupCloseData = {}

---@return RipperdocTokenPopupCloseData
function RipperdocTokenPopupCloseData.new() return end

---@param props table
---@return RipperdocTokenPopupCloseData
function RipperdocTokenPopupCloseData.new(props) return end

---@class RipperdocTokenPopupData : inkGameNotificationData
---@field costData CyberwareUpgradeCostData
---@field baseItemData UIInventoryItem
---@field option1InventoryItem UIInventoryItem
---@field option2InventoryItem UIInventoryItem
---@field option3InventoryItem UIInventoryItem
---@field cyberwareUpgradeData InventoryTooltiData_CyberwareUpgradeData
---@field displayContext ItemDisplayContextData
---@field option1GameItemData gameItemData
---@field option2GameItemData gameItemData
---@field option3GameItemData gameItemData
RipperdocTokenPopupData = {}

---@return RipperdocTokenPopupData
function RipperdocTokenPopupData.new() return end

---@param props table
---@return RipperdocTokenPopupData
function RipperdocTokenPopupData.new(props) return end

---@class RipperdocWrappedUIInventoryItem : IScriptable
---@field InventoryItem UIInventoryItem
---@field Delay Float
---@field DisplayContext ItemDisplayContextData
---@field IsEnoughMoney Bool
---@field IsNew Bool
---@field IsEquippable Bool
---@field ItemPrice Float
---@field IsBuybackStack Bool
---@field AdditionalData IScriptable
RipperdocWrappedUIInventoryItem = {}

---@return RipperdocWrappedUIInventoryItem
function RipperdocWrappedUIInventoryItem.new() return end

---@param props table
---@return RipperdocWrappedUIInventoryItem
function RipperdocWrappedUIInventoryItem.new(props) return end

---@param item UIInventoryItem
---@param displayContext ItemDisplayContextData
---@param additionalData IScriptable
---@return RipperdocWrappedUIInventoryItem
function RipperdocWrappedUIInventoryItem.Make(item, displayContext, additionalData) return end

---@class RoachRaceGameController : gameuiSideScrollerMiniGameController
---@field gameMenu inkWidgetReference
---@field scoreboardMenu inkWidgetReference
---@field isCutsceneInProgress Bool
RoachRaceGameController = {}

---@return RoachRaceGameController
function RoachRaceGameController.new() return end

---@param props table
---@return RoachRaceGameController
function RoachRaceGameController.new(props) return end

---@return Bool
function RoachRaceGameController:OnInitialize() return end

---@param e inkanimProxy
function RoachRaceGameController:FinishCutscene(e) return end

---@param e inkanimProxy
function RoachRaceGameController:GameStart(e) return end

---@param gameFinishEvent gameuiOnGameFinishEvent
function RoachRaceGameController:OnGameFinishLogic(gameFinishEvent) return end

---@param e inkPointerEvent
function RoachRaceGameController:OnOpenMenuClick(e) return end

---@param e inkPointerEvent
function RoachRaceGameController:OnStartGameClick(e) return end

function RoachRaceGameController:OpenGameplay() return end

function RoachRaceGameController:OpenMenu() return end

---@param playerScore Int32
function RoachRaceGameController:OpenScoreboard(playerScore) return end

---@param component inkWidgetReference
---@param isEnabled Bool
function RoachRaceGameController:SetEnableComponent(component, isEnabled) return end

---@class RoadBlock : InteractiveDevice
---@field openingSpeed Float
---@field coverObjectRefs NodeRef[]
---@field animationController entAnimationControllerComponent
---@field offMeshConnection AIOffMeshConnectionComponent
---@field animFeature AnimFeature_RoadBlock
---@field animationType EAnimationType
---@field forceEnableLink Bool
---@field globalCoverObjectRefs worldGlobalNodeRef[]
---@field areGlobalCoverRefsInitialized Bool
RoadBlock = {}

---@return RoadBlock
function RoadBlock.new() return end

---@param props table
---@return RoadBlock
function RoadBlock.new(props) return end

---@param evt ActivateDevice
---@return Bool
function RoadBlock:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return Bool
function RoadBlock:OnDeactivateDevice(evt) return end

---@return Bool
function RoadBlock:OnDetach() return end

---@return Bool
function RoadBlock:OnGameAttached() return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function RoadBlock:OnPhysicalDestructionEvent(evt) return end

---@param evt QuestForceRoadBlockadeActivate
---@return Bool
function RoadBlock:OnQuestForceRoadBlockadeActivate(evt) return end

---@param evt QuestForceRoadBlockadeDeactivate
---@return Bool
function RoadBlock:OnQuestForceRoadBlockadeDeactivate(evt) return end

---@param evt QuickHackToggleBlockade
---@return Bool
function RoadBlock:OnQuickHackToggleBlockade(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RoadBlock:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RoadBlock:OnTakeControl(ri) return end

---@param evt ToggleBlockade
---@return Bool
function RoadBlock:OnToggleBlockade(evt) return end

function RoadBlock:ActivateDevice() return end

---@param immediate Bool
function RoadBlock:Animate(immediate) return end

function RoadBlock:DeactivateDevice() return end

---@return EGameplayRole
function RoadBlock:DeterminGameplayRole() return end

function RoadBlock:DisableCoverObjects() return end

function RoadBlock:EnableCoverObjects() return end

---@return RoadBlockController
function RoadBlock:GetController() return end

---@return RoadBlockControllerPS
function RoadBlock:GetDevicePS() return end

---@param immediate Bool
function RoadBlock:InternalUpdateRoadBlockState(immediate) return end

function RoadBlock:RegisterCoverObjects() return end

function RoadBlock:ResolveGameplayState() return end

---@param toggle Bool
function RoadBlock:ToggleOffMeshConnection(toggle) return end

---@param immediate Bool
function RoadBlock:TransformAnimate(immediate) return end

function RoadBlock:TryInitializeGlobalCoverObjectRefs() return end

function RoadBlock:UnregisterCoverObjects() return end

---@param immediate Bool
function RoadBlock:UpdateAnimationState(immediate) return end

function RoadBlock:UpdateCoverObjectState() return end

function RoadBlock:UpdateRoadBlockState() return end

function RoadBlock:UpdateRoadBlockStateImmediate() return end

---@class RoadBlockController : ScriptableDeviceComponent
RoadBlockController = {}

---@return RoadBlockController
function RoadBlockController.new() return end

---@param props table
---@return RoadBlockController
function RoadBlockController.new(props) return end

---@return RoadBlockControllerPS
function RoadBlockController:GetPS() return end

---@class RoadBlockControllerPS : ScriptableDeviceComponentPS
---@field isBlocking Bool
---@field negateAnimState Bool
---@field nameForBlocking TweakDBID
---@field nameForUnblocking TweakDBID
RoadBlockControllerPS = {}

---@return RoadBlockControllerPS
function RoadBlockControllerPS.new() return end

---@param props table
---@return RoadBlockControllerPS
function RoadBlockControllerPS.new(props) return end

---@return QuestForceRoadBlockadeActivate
function RoadBlockControllerPS:ActionQuestForceRoadBlockadeActivate() return end

---@return QuestForceRoadBlockadeDeactivate
function RoadBlockControllerPS:ActionQuestForceRoadBlockadeDeactivate() return end

---@return QuickHackToggleBlockade
function RoadBlockControllerPS:ActionQuickHackToggleBlockade() return end

---@return ToggleBlockade
function RoadBlockControllerPS:ActionToggleBlockade() return end

---@return Bool
function RoadBlockControllerPS:CanCreateAnyQuickHackActions() return end

function RoadBlockControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function RoadBlockControllerPS:GetActions(context) return end

---@return TweakDBID
function RoadBlockControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function RoadBlockControllerPS:GetDeviceIconTweakDBID() return end

---@param actionName CName|string
---@return gamedeviceAction
function RoadBlockControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function RoadBlockControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function RoadBlockControllerPS:GetQuickHackActions(context) return end

---@return Bool
function RoadBlockControllerPS:IsBlocking() return end

---@return Bool
function RoadBlockControllerPS:IsNotBlocking() return end

---@return Bool
function RoadBlockControllerPS:NegateAnim() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function RoadBlockControllerPS:OnActivateDevice(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function RoadBlockControllerPS:OnDeactivateDevice(evt) return end

---@param evt QuestForceRoadBlockadeActivate
---@return EntityNotificationType
function RoadBlockControllerPS:OnQuestForceRoadBlockadeActivate(evt) return end

---@param evt QuestForceRoadBlockadeDeactivate
---@return EntityNotificationType
function RoadBlockControllerPS:OnQuestForceRoadBlockadeDeactivate(evt) return end

---@param evt QuickHackToggleBlockade
---@return EntityNotificationType
function RoadBlockControllerPS:OnQuickHackToggleBlockadeQuickHackToggleBlockade(evt) return end

---@param evt ToggleBlockade
---@return EntityNotificationType
function RoadBlockControllerPS:OnToggleBlockade(evt) return end

---@param isBlocking Bool
function RoadBlockControllerPS:SetIsBlockingState(isBlocking) return end

---@class RoadBlockTrap : InteractiveMasterDevice
---@field areaComponent gameStaticTriggerAreaComponent
RoadBlockTrap = {}

---@return RoadBlockTrap
function RoadBlockTrap.new() return end

---@param props table
---@return RoadBlockTrap
function RoadBlockTrap.new(props) return end

---@param evt ActivateDevice
---@return Bool
function RoadBlockTrap:OnActivateDevice(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function RoadBlockTrap:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function RoadBlockTrap:OnAreaExit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RoadBlockTrap:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RoadBlockTrap:OnTakeControl(ri) return end

---@return RoadBlockTrapController
function RoadBlockTrap:GetController() return end

---@return RoadBlockTrapControllerPS
function RoadBlockTrap:GetDevicePS() return end

---@return Bool
function RoadBlockTrap:IsPlayerInside() return end

---@param player PlayerPuppet
function RoadBlockTrap:TrapPlayer(player) return end

---@class RoadBlockTrapController : MasterController
RoadBlockTrapController = {}

---@return RoadBlockTrapController
function RoadBlockTrapController.new() return end

---@param props table
---@return RoadBlockTrapController
function RoadBlockTrapController.new(props) return end

---@return RoadBlockTrapControllerPS
function RoadBlockTrapController:GetPS() return end

---@class RoadBlockTrapControllerPS : MasterControllerPS
RoadBlockTrapControllerPS = {}

---@return RoadBlockTrapControllerPS
function RoadBlockTrapControllerPS.new() return end

---@param props table
---@return RoadBlockTrapControllerPS
function RoadBlockTrapControllerPS.new(props) return end

---@return TweakDBID
function RoadBlockTrapControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function RoadBlockTrapControllerPS:GetDeviceIconTweakDBID() return end

function RoadBlockTrapControllerPS:Initialize() return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function RoadBlockTrapControllerPS:OnRefreshSlavesEvent(evt) return end

function RoadBlockTrapControllerPS:RefreshSlaves() return end

---@class RoadBlockadeMappinController : MinimapPOIMappinController
RoadBlockadeMappinController = {}

---@return RoadBlockadeMappinController
function RoadBlockadeMappinController.new() return end

---@param props table
---@return RoadBlockadeMappinController
function RoadBlockadeMappinController.new(props) return end

---@return Bool
function RoadBlockadeMappinController:KeepIconOnClamping() return end

---@class RoboticArms : InteractiveDevice
---@field workSFX CName
---@field distractSFX CName
---@field animationController entAnimationControllerComponent
---@field animFeature AnimFeature_RoboticArm
RoboticArms = {}

---@return RoboticArms
function RoboticArms.new() return end

---@param props table
---@return RoboticArms
function RoboticArms.new(props) return end

---@param evt QuickHackDistraction
---@return Bool
function RoboticArms:OnQuickHackDistraction(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RoboticArms:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RoboticArms:OnTakeControl(ri) return end

---@return EGameplayRole
function RoboticArms:DeterminGameplayRole() return end

function RoboticArms:PlayDistractSFX() return end

function RoboticArms:PlayWorkSFX() return end

function RoboticArms:ResolveGameplayState() return end

---@param state RoboticArmStateType
function RoboticArms:SetAnimationState(state) return end

function RoboticArms:SetDistractState() return end

function RoboticArms:SetWorkState() return end

function RoboticArms:StopDistractSFX() return end

function RoboticArms:StopWorkSFX() return end

---@class RoboticArmsController : ScriptableDeviceComponent
RoboticArmsController = {}

---@return RoboticArmsController
function RoboticArmsController.new() return end

---@param props table
---@return RoboticArmsController
function RoboticArmsController.new(props) return end

---@return RoboticArmsControllerPS
function RoboticArmsController:GetPS() return end

---@class RoboticArmsControllerPS : ScriptableDeviceComponentPS
RoboticArmsControllerPS = {}

---@return RoboticArmsControllerPS
function RoboticArmsControllerPS.new() return end

---@param props table
---@return RoboticArmsControllerPS
function RoboticArmsControllerPS.new(props) return end

---@return QuickHackDistraction
function RoboticArmsControllerPS:ActionQuickHackDistraction() return end

---@return Bool
function RoboticArmsControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function RoboticArmsControllerPS:GetQuickHackActions(context) return end

---@class RootMotionCommandHandler : AICommandHandlerBase
---@field params AIArgumentMapping
RootMotionCommandHandler = {}

---@return RootMotionCommandHandler
function RootMotionCommandHandler.new() return end

---@param props table
---@return RootMotionCommandHandler
function RootMotionCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function RootMotionCommandHandler:UpdateCommand(context, command) return end

---@class RoyceComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
---@field npcCollisionComponent entSimpleColliderComponent
---@field npcDeathCollisionComponent entSimpleColliderComponent
---@field npcHitRepresentationComponent entIComponent
---@field statPoolSystem gameStatPoolsSystem
---@field hitData animAnimFeature_HitReactionsData
---@field weakspotDestroyed Bool
RoyceComponent = {}

---@return RoyceComponent
function RoyceComponent.new() return end

---@param props table
---@return RoyceComponent
function RoyceComponent.new(props) return end

---@param evt entAudioEvent
---@return Bool
function RoyceComponent:OnAudioEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function RoyceComponent:OnDeath(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function RoyceComponent:OnDeathAfterDefeatedRoyce(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function RoyceComponent:OnDefeated(evt) return end

---@param enableColliderEvent EnableColliderDelayEvent
---@return Bool
function RoyceComponent:OnEnableColliderDelayEvent(enableColliderEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function RoyceComponent:OnRequestComponents(ri) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function RoyceComponent:OnShotOnShield(hitEvent) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function RoyceComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function RoyceComponent:OnStatusEffectRemoved(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function RoyceComponent:OnTakeControl(ri) return end

function RoyceComponent:DestroyAllWeakspots() return end

function RoyceComponent:DestroyMainWeakspots() return end

function RoyceComponent:OnGameAttach() return end

---@param value Float
function RoyceComponent:SetPercentLifeForPhase(value) return end

---@param effectName CName|string
function RoyceComponent:StartEffect(effectName) return end

---@class RoyceHealthChangeListener : gameCustomValueStatPoolsListener
---@field owner NPCPuppet
---@field royceComponent RoyceComponent
---@field weakspots gameWeakspotObject[]
RoyceHealthChangeListener = {}

---@return RoyceHealthChangeListener
function RoyceHealthChangeListener.new() return end

---@param props table
---@return RoyceHealthChangeListener
function RoyceHealthChangeListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function RoyceHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class RoyceLaserSight : Attack_Beam
---@field previousTarget entEntity
RoyceLaserSight = {}

---@return RoyceLaserSight
function RoyceLaserSight.new() return end

---@param props table
---@return RoyceLaserSight
function RoyceLaserSight.new(props) return end

---@param weapon gameweaponObject
---@param target entEntity
function RoyceLaserSight:HandleTargetEvents(weapon, target) return end

---@param weapon gameweaponObject
function RoyceLaserSight:OnStop(weapon) return end

---@param weapon gameweaponObject
function RoyceLaserSight:OnTick(weapon) return end

---@class SActionTypeForward
---@field qHack Bool
---@field techie Bool
---@field master Bool
SActionTypeForward = {}

---@return SActionTypeForward
function SActionTypeForward.new() return end

---@param props table
---@return SActionTypeForward
function SActionTypeForward.new(props) return end

---@class SActionWidgetPackage : SWidgetPackage
---@field action gamedeviceAction
---@field wasInitalized Bool
---@field dependendActions gamedeviceAction[]
SActionWidgetPackage = {}

---@return SActionWidgetPackage
function SActionWidgetPackage.new() return end

---@param props table
---@return SActionWidgetPackage
function SActionWidgetPackage.new(props) return end

---@class SAreaEffectData
---@field action ScriptableDeviceAction
---@field areaEffectID CName
---@field indicatorEffectName CName
---@field useIndicatorEffect Bool
---@field indicatorEffectSize Float
---@field stimRange Float
---@field stimLifetime Float
---@field stimType DeviceStimType
---@field stimSource NodeRef
---@field additionaStimSources NodeRef[]
---@field investigateSpot NodeRef
---@field investigateController Bool
---@field controllerSource NodeRef
---@field highlightTargets Bool
---@field highlightType EFocusForcedHighlightType
---@field highlightPriority EPriority
---@field effectInstance gameEffectInstance
SAreaEffectData = {}

---@return SAreaEffectData
function SAreaEffectData.new() return end

---@param props table
---@return SAreaEffectData
function SAreaEffectData.new(props) return end

---@class SAreaEffectTargetData
---@field areaEffectID CName
---@field onSelf Bool
---@field onSlaves Bool
SAreaEffectTargetData = {}

---@return SAreaEffectTargetData
function SAreaEffectTargetData.new() return end

---@param props table
---@return SAreaEffectTargetData
function SAreaEffectTargetData.new(props) return end

---@class SAttribute
---@field attributeName gamedataStatType
---@field value Int32
---@field id TweakDBID
SAttribute = {}

---@return SAttribute
function SAttribute.new() return end

---@param props table
---@return SAttribute
function SAttribute.new(props) return end

---@class SAttributeData
---@field type gamedataAttributeDataType
---@field unlockedPerks SNewPerk[]
SAttributeData = {}

---@return SAttributeData
function SAttributeData.new() return end

---@param props table
---@return SAttributeData
function SAttributeData.new(props) return end

---@class SBannerWidgetPackage : SWidgetPackage
---@field title String
---@field description String
---@field content redResourceReferenceScriptToken
SBannerWidgetPackage = {}

---@return SBannerWidgetPackage
function SBannerWidgetPackage.new() return end

---@param props table
---@return SBannerWidgetPackage
function SBannerWidgetPackage.new(props) return end

---@class SBaseActionOperationData
---@field action ScriptableDeviceAction
---@field operation SBaseDeviceOperationData
SBaseActionOperationData = {}

---@return SBaseActionOperationData
function SBaseActionOperationData.new() return end

---@param props table
---@return SBaseActionOperationData
function SBaseActionOperationData.new(props) return end

---@class SBaseDeviceOperationData
---@field delay Float
---@field resetDelay Bool
---@field executeOnce Bool
---@field isEnabled Bool
---@field transformAnimations STransformAnimationData[]
---@field VFXs SVFXOperationData[]
---@field SFXs SSFXOperationData[]
---@field facts SFactOperationData[]
---@field components SComponentOperationData[]
---@field stims SStimOperationData[]
---@field statusEffects SStatusEffectOperationData[]
---@field damages SDamageOperationData[]
---@field items SInventoryOperationData[]
---@field teleport STeleportOperationData
---@field meshesAppearence CName
---@field playerWorkspot SWorkspotData
---@field disableDevice Bool
---@field toggleOperations SToggleOperationData[]
---@field id Int32
---@field delayID gameDelayID
---@field isDelayActive Bool
SBaseDeviceOperationData = {}

---@return SBaseDeviceOperationData
function SBaseDeviceOperationData.new() return end

---@param props table
---@return SBaseDeviceOperationData
function SBaseDeviceOperationData.new(props) return end

---@class SBaseStateOperationData
---@field state EDeviceStatus
---@field operation SBaseDeviceOperationData
SBaseStateOperationData = {}

---@return SBaseStateOperationData
function SBaseStateOperationData.new() return end

---@param props table
---@return SBaseStateOperationData
function SBaseStateOperationData.new(props) return end

---@class SBinkperationData
---@field componentName CName
---@field binkPath redResourceReferenceScriptToken
---@field loop Bool
---@field operationType EBinkOperationType
SBinkperationData = {}

---@return SBinkperationData
function SBinkperationData.new() return end

---@param props table
---@return SBinkperationData
function SBinkperationData.new(props) return end

---@class SBraindanceInputMask
---@field pauseAction Bool
---@field playForwardAction Bool
---@field playBackwardAction Bool
---@field restartAction Bool
---@field switchLayerAction Bool
---@field cameraToggleAction Bool
SBraindanceInputMask = {}

---@return SBraindanceInputMask
function SBraindanceInputMask.new() return end

---@param props table
---@return SBraindanceInputMask
function SBraindanceInputMask.new(props) return end

---@class SBreadCrumbUpdateData
---@field elementName String
---@field elementID Int32
---@field context CName
SBreadCrumbUpdateData = {}

---@return SBreadCrumbUpdateData
function SBreadCrumbUpdateData.new() return end

---@param props table
---@return SBreadCrumbUpdateData
function SBreadCrumbUpdateData.new(props) return end

---@class SBreadcrumbElementData
---@field elementName String
---@field elementID Int32
SBreadcrumbElementData = {}

---@return SBreadcrumbElementData
function SBreadcrumbElementData.new() return end

---@param props table
---@return SBreadcrumbElementData
function SBreadcrumbElementData.new(props) return end

---@class SCachedStat
---@field stat gamedataStatType
---@field value Float
SCachedStat = {}

---@return SCachedStat
function SCachedStat.new() return end

---@param props table
---@return SCachedStat
function SCachedStat.new(props) return end

---@class SChannelEnumData
---@field channel ETVChannel
SChannelEnumData = {}

---@return SChannelEnumData
function SChannelEnumData.new() return end

---@param props table
---@return SChannelEnumData
function SChannelEnumData.new(props) return end

---@class SCodexRecord
---@field RecordID TweakDBID
---@field RecordContent SCodexRecordPart[]
---@field Tags CName[]
---@field Unlocked Bool
SCodexRecord = {}

---@return SCodexRecord
function SCodexRecord.new() return end

---@param props table
---@return SCodexRecord
function SCodexRecord.new(props) return end

---@class SCodexRecordPart
---@field PartName CName
---@field PartContent String
---@field Unlocked Bool
SCodexRecordPart = {}

---@return SCodexRecordPart
function SCodexRecordPart.new() return end

---@param props table
---@return SCodexRecordPart
function SCodexRecordPart.new(props) return end

---@class SColor
SColor = {}

---@return SColor
function SColor.new() return end

---@param props table
---@return SColor
function SColor.new(props) return end

---@param alpha Uint8
---@return Color
function SColor.Black(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Blue(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Green(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Grey(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Orange(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Pink(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Purple(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Red(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.White(alpha) return end

---@param alpha Uint8
---@return Color
function SColor.Yellow(alpha) return end

---@class SComponentOperationData
---@field componentName CName
---@field operationType EComponentOperation
SComponentOperationData = {}

---@return SComponentOperationData
function SComponentOperationData.new() return end

---@param props table
---@return SComponentOperationData
function SComponentOperationData.new(props) return end

---@class SComputerMenuButtonWidgetPackage : SWidgetPackage
---@field counter Int32
SComputerMenuButtonWidgetPackage = {}

---@return SComputerMenuButtonWidgetPackage
function SComputerMenuButtonWidgetPackage.new() return end

---@param props table
---@return SComputerMenuButtonWidgetPackage
function SComputerMenuButtonWidgetPackage.new(props) return end

---@class SCooldown
---@field delayId gameDelayID
---@field removeId gameDelayID
---@field cid Int32
---@field cdName CName
---@field owner entEntity
---@field ownerItemID ItemID
---@field ownerRecord TweakDBID
---@field duration Float
---@field type gamedataStatType
---@field durationMultiplier Float
---@field modifiable Bool
---@field affectedByTimeDilation Bool
---@field abilityType gamedataStatType
---@field statMod gameStatModifierData_Deprecated
SCooldown = {}

---@return SCooldown
function SCooldown.new() return end

---@param props table
---@return SCooldown
function SCooldown.new(props) return end

---@class SCustomActionOperationData
---@field actionID CName
---@field operation SBaseDeviceOperationData
SCustomActionOperationData = {}

---@return SCustomActionOperationData
function SCustomActionOperationData.new() return end

---@param props table
---@return SCustomActionOperationData
function SCustomActionOperationData.new(props) return end

---@class SCustomDeviceActionsData
---@field actions SDeviceActionCustomData[]
SCustomDeviceActionsData = {}

---@return SCustomDeviceActionsData
function SCustomDeviceActionsData.new() return end

---@param props table
---@return SCustomDeviceActionsData
function SCustomDeviceActionsData.new(props) return end

---@class SCyberware
---@field cyberwareName String
---@field cyberWareTier Int32
---@field loc_name_key String
---@field loc_desc_key String
SCyberware = {}

---@return SCyberware
function SCyberware.new() return end

---@param props table
---@return SCyberware
function SCyberware.new(props) return end

---@class SDamageDealt
---@field type gamedataDamageType
---@field value Float
---@field affectedStatPool gamedataStatPoolType
SDamageDealt = {}

---@return SDamageDealt
function SDamageDealt.new() return end

---@param props table
---@return SDamageDealt
function SDamageDealt.new(props) return end

---@class SDamageOperationData
---@field range Float
---@field offset Vector4
---@field damageType TweakDBID
SDamageOperationData = {}

---@return SDamageOperationData
function SDamageOperationData.new() return end

---@param props table
---@return SDamageOperationData
function SDamageOperationData.new(props) return end

---@class SDebugChoice
---@field choiceName CName
---@field factValue Int32
---@field factmode EVarDBMode
SDebugChoice = {}

---@return SDebugChoice
function SDebugChoice.new() return end

---@param props table
---@return SDebugChoice
function SDebugChoice.new(props) return end

---@class SDevelopmentPoints
---@field type gamedataDevelopmentPointType
---@field spent Int32
---@field unspent Int32
SDevelopmentPoints = {}

---@return SDevelopmentPoints
function SDevelopmentPoints.new() return end

---@param props table
---@return SDevelopmentPoints
function SDevelopmentPoints.new(props) return end

---@class SDeviceActionBoolData : SDeviceActionData
---@field nameOnTrueRecord TweakDBID
---@field nameOnTrue String
---@field nameOnFalseRecord TweakDBID
---@field nameOnFalse String
SDeviceActionBoolData = {}

---@return SDeviceActionBoolData
function SDeviceActionBoolData.new() return end

---@param props table
---@return SDeviceActionBoolData
function SDeviceActionBoolData.new(props) return end

---@param self_ SDeviceActionBoolData
---@return String
function SDeviceActionBoolData.GetCurrentDisplayName(self_) return end

---@class SDeviceActionCustomData : SDeviceActionData
---@field actionID CName
---@field On Bool
---@field Off Bool
---@field Unpowered Bool
---@field displayNameRecord TweakDBID
---@field displayName String
---@field customClearance Int32
---@field isEnabled Bool
---@field disableOnUse Bool
---@field factToEnableName CName
---@field quickHackCost Int32
---@field callbackID Uint32
SDeviceActionCustomData = {}

---@return SDeviceActionCustomData
function SDeviceActionCustomData.new() return end

---@param props table
---@return SDeviceActionCustomData
function SDeviceActionCustomData.new(props) return end

---@param self_ SDeviceActionCustomData
---@return String
function SDeviceActionCustomData.GetCurrentDisplayName(self_) return end

---@class SDeviceActionData
---@field hasInteraction Bool
---@field hasUI Bool
---@field isQuickHack Bool
---@field isSpiderbotAction Bool
---@field spiderbotLocationOverrideReference NodeRef
---@field attachedToSkillCheck EDeviceChallengeSkill
---@field widgetRecord TweakDBID
---@field objectActionRecord TweakDBID
---@field currentDisplayName CName
---@field interactionRecord String
SDeviceActionData = {}

---@return SDeviceActionData
function SDeviceActionData.new() return end

---@param props table
---@return SDeviceActionData
function SDeviceActionData.new(props) return end

---@param self_ SDeviceActionData
---@return String
function SDeviceActionData.GetCurrentDisplayName(self_) return end

---@class SDeviceMappinData
---@field mappinName CName
---@field mappinType TweakDBID
---@field mappinVariant gamedataMappinVariant
---@field enabled Bool
---@field range Float
---@field caption String
---@field offset Vector4
---@field position Vector4
---@field permanent Bool
---@field checkIfIsTarget Bool
---@field id gameNewMappinID
---@field active Bool
---@field gameplayRole EGameplayRole
---@field visualStateData GameplayRoleMappinData
SDeviceMappinData = {}

---@return SDeviceMappinData
function SDeviceMappinData.new() return end

---@param props table
---@return SDeviceMappinData
function SDeviceMappinData.new(props) return end

---@class SDeviceTimetableEntry
---@field time SSimpleGameTime
---@field state EDeviceStatus
---@field entryID Uint32
SDeviceTimetableEntry = {}

---@return SDeviceTimetableEntry
function SDeviceTimetableEntry.new() return end

---@param props table
---@return SDeviceTimetableEntry
function SDeviceTimetableEntry.new(props) return end

---@class SDeviceWidgetPackage : SWidgetPackage
---@field deviceStatus String
---@field deviceState EDeviceStatus
---@field actionWidgets SActionWidgetPackage[]
SDeviceWidgetPackage = {}

---@return SDeviceWidgetPackage
function SDeviceWidgetPackage.new() return end

---@param props table
---@return SDeviceWidgetPackage
function SDeviceWidgetPackage.new(props) return end

---@class SDocumentAdress
---@field folderID Int32
---@field documentID Int32
SDocumentAdress = {}

---@return SDocumentAdress
function SDocumentAdress.new() return end

---@param props table
---@return SDocumentAdress
function SDocumentAdress.new(props) return end

---@class SDocumentThumbnailWidgetPackage : SWidgetPackage
---@field folderName String
---@field documentAdress SDocumentAdress
---@field documentType EDocumentType
---@field questInfo gamedeviceQuestInfo
---@field wasRead Bool
---@field isOpened Bool
SDocumentThumbnailWidgetPackage = {}

---@return SDocumentThumbnailWidgetPackage
function SDocumentThumbnailWidgetPackage.new() return end

---@param props table
---@return SDocumentThumbnailWidgetPackage
function SDocumentThumbnailWidgetPackage.new(props) return end

---@class SDocumentWidgetPackage : SWidgetPackage
---@field owner String
---@field date String
---@field title String
---@field content String
---@field image TweakDBID
---@field videoPath redResourceReferenceScriptToken
---@field isEncrypted Bool
---@field questInfo gamedeviceQuestInfo
---@field wasRead Bool
---@field documentType EDocumentType
SDocumentWidgetPackage = {}

---@return SDocumentWidgetPackage
function SDocumentWidgetPackage.new() return end

---@param props table
---@return SDocumentWidgetPackage
function SDocumentWidgetPackage.new(props) return end

---@class SDoorStateOperationData
---@field state EDoorStatus
---@field operation SBaseDeviceOperationData
SDoorStateOperationData = {}

---@return SDoorStateOperationData
function SDoorStateOperationData.new() return end

---@param props table
---@return SDoorStateOperationData
function SDoorStateOperationData.new(props) return end

---@class SExperiencePoints
---@field amount Float
---@field forType gamedataProficiencyType
---@field entity entEntityID
SExperiencePoints = {}

---@return SExperiencePoints
function SExperiencePoints.new() return end

---@param props table
---@return SExperiencePoints
function SExperiencePoints.new(props) return end

---@class SFactOperationData
---@field factName CName
---@field factValue Int32
---@field operationType EMathOperationType
SFactOperationData = {}

---@return SFactOperationData
function SFactOperationData.new() return end

---@param props table
---@return SFactOperationData
function SFactOperationData.new(props) return end

---@class SFactToChange
---@field factName CName
---@field factValue Int32
---@field operationType EMathOperationType
SFactToChange = {}

---@return SFactToChange
function SFactToChange.new() return end

---@param props table
---@return SFactToChange
function SFactToChange.new(props) return end

---@class SFakeFeatureChoice
---@field choiceID String
---@field isEnabled Bool
---@field disableOnUse Bool
---@field factToEnableName CName
---@field factOnUse SFactOperationData
---@field factsOnUse SFactOperationData[]
---@field affectedComponents SComponentOperationData[]
---@field callbackID Uint32
SFakeFeatureChoice = {}

---@return SFakeFeatureChoice
function SFakeFeatureChoice.new() return end

---@param props table
---@return SFakeFeatureChoice
function SFakeFeatureChoice.new(props) return end

---@class SFocusModeOperationData
---@field operationType ETriggerOperationType
---@field isLookedAt Bool
---@field operation SBaseDeviceOperationData
SFocusModeOperationData = {}

---@return SFocusModeOperationData
function SFocusModeOperationData.new() return end

---@param props table
---@return SFocusModeOperationData
function SFocusModeOperationData.new(props) return end

---@class SGenericDeviceActionsData
---@field toggleON SDeviceActionBoolData
---@field togglePower SDeviceActionBoolData
SGenericDeviceActionsData = {}

---@return SGenericDeviceActionsData
function SGenericDeviceActionsData.new() return end

---@param props table
---@return SGenericDeviceActionsData
function SGenericDeviceActionsData.new(props) return end

---@class SGenericDevicePersistentData
---@field genericActions SGenericDeviceActionsData
---@field customActions SCustomDeviceActionsData
SGenericDevicePersistentData = {}

---@return SGenericDevicePersistentData
function SGenericDevicePersistentData.new() return end

---@param props table
---@return SGenericDevicePersistentData
function SGenericDevicePersistentData.new(props) return end

---@class SHighlightTarget
---@field targetID entEntityID
---@field highlightType EFocusForcedHighlightType
SHighlightTarget = {}

---@return SHighlightTarget
function SHighlightTarget.new() return end

---@param props table
---@return SHighlightTarget
function SHighlightTarget.new(props) return end

---@class SHitFlag
---@field flag hitFlag
---@field source CName
SHitFlag = {}

---@return SHitFlag
function SHitFlag.new() return end

---@param props table
---@return SHitFlag
function SHitFlag.new(props) return end

---@class SHitOperationData
---@field isAttackerPlayer Bool
---@field isAttackerNPC Bool
---@field bullets Bool
---@field explosions Bool
---@field melee Bool
---@field healthPercentage Float
---@field operation SBaseDeviceOperationData
SHitOperationData = {}

---@return SHitOperationData
function SHitOperationData.new() return end

---@param props table
---@return SHitOperationData
function SHitOperationData.new(props) return end

---@class SHitStatusEffect
---@field stacks Float
---@field id TweakDBID
SHitStatusEffect = {}

---@return SHitStatusEffect
function SHitStatusEffect.new() return end

---@param props table
---@return SHitStatusEffect
function SHitStatusEffect.new(props) return end

---@class SInspectableClue
---@field clueName CName
---@field isScanned Bool
SInspectableClue = {}

---@return SInspectableClue
function SInspectableClue.new() return end

---@param props table
---@return SInspectableClue
function SInspectableClue.new(props) return end

---@class SInteractionAreaOperationData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field areaTag CName
---@field operationType gameinteractionsEInteractionEventType
---@field operation SBaseDeviceOperationData
SInteractionAreaOperationData = {}

---@return SInteractionAreaOperationData
function SInteractionAreaOperationData.new() return end

---@param props table
---@return SInteractionAreaOperationData
function SInteractionAreaOperationData.new(props) return end

---@class SInternetData
---@field startingPage String
SInternetData = {}

---@return SInternetData
function SInternetData.new() return end

---@param props table
---@return SInternetData
function SInternetData.new(props) return end

---@class SInventoryOperationData
---@field itemName TweakDBID
---@field quantity Int32
---@field operationType EItemOperationType
SInventoryOperationData = {}

---@return SInventoryOperationData
function SInventoryOperationData.new() return end

---@param props table
---@return SInventoryOperationData
function SInventoryOperationData.new(props) return end

---@class SItemTransaction
---@field itemStack gameSItemStack
---@field pricePerItem Int32
SItemTransaction = {}

---@return SItemTransaction
function SItemTransaction.new() return end

---@param props table
---@return SItemTransaction
function SItemTransaction.new(props) return end

---@class SMeshChunkPacked
---@field vertexType EMeshVertexType
---@field materialID CName[]
---@field numBonesPerVertex Uint8
---@field numVertices Uint32
---@field numIndices Uint32
---@field firstVertex Uint32
---@field firstIndex Uint32
---@field renderMask EMeshChunkRenderMask
---@field chunkRenderMask EMeshChunkFlags
---@field useForShadowmesh Bool
---@field streams SMeshStream[]
---@field streamMask Uint64
---@field lodMask Uint8
SMeshChunkPacked = {}

---@return SMeshChunkPacked
function SMeshChunkPacked.new() return end

---@param props table
---@return SMeshChunkPacked
function SMeshChunkPacked.new(props) return end

---@class SMeshStream
---@field data serializationDeferredDataBuffer
---@field type EMeshStreamType
SMeshStream = {}

---@return SMeshStream
function SMeshStream.new() return end

---@param props table
---@return SMeshStream
function SMeshStream.new(props) return end

---@class SMeshTopology
---@field data DataBuffer
---@field metadata DataBuffer
SMeshTopology = {}

---@return SMeshTopology
function SMeshTopology.new() return end

---@param props table
---@return SMeshTopology
function SMeshTopology.new(props) return end

---@class SMovementPattern
---@field speed Float
---@field distance Float
---@field direction EMovementDirection
SMovementPattern = {}

---@return SMovementPattern
function SMovementPattern.new() return end

---@param props table
---@return SMovementPattern
function SMovementPattern.new(props) return end

---@class SNameplateRangesData
---@field c_DisplayRange Float
---@field c_MaxDisplayRange Float
---@field c_MaxDisplayRangeNotAggressive Float
---@field c_DisplayRangeNotAggressive Float
SNameplateRangesData = {}

---@return SNameplateRangesData
function SNameplateRangesData.new() return end

---@param props table
---@return SNameplateRangesData
function SNameplateRangesData.new(props) return end

---@return Float
function SNameplateRangesData.GetDisplayRange() return end

---@return Float
function SNameplateRangesData.GetDisplayRangeNotAggressive() return end

---@return Float
function SNameplateRangesData.GetMaxDisplayRange() return end

---@return Float
function SNameplateRangesData.GetMaxDisplayRangeNotAggressive() return end

---@class SNetworkLinkData
---@field beam gameFxInstance
---@field fxResource gameFxResource
---@field slaveID entEntityID
---@field masterID entEntityID
---@field slavePos Vector4
---@field masterPos Vector4
---@field drawLink Bool
---@field isActive Bool
---@field isDynamic Bool
---@field revealMaster Bool
---@field revealSlave Bool
---@field permanent Bool
---@field isPing Bool
---@field isNetrunner Bool
---@field linkType ELinkType
---@field priority EPriority
---@field lifetime Float
---@field delayID gameDelayID
---@field weakLink Bool
SNetworkLinkData = {}

---@return SNetworkLinkData
function SNetworkLinkData.new() return end

---@param props table
---@return SNetworkLinkData
function SNetworkLinkData.new(props) return end

---@class SNewPerk
---@field type gamedataNewPerkType
---@field currLevel Int32
SNewPerk = {}

---@return SNewPerk
function SNewPerk.new() return end

---@param props table
---@return SNewPerk
function SNewPerk.new(props) return end

---@class SNewsFeedData
---@field interval Float
---@field elements SNewsFeedElementData[]
SNewsFeedData = {}

---@return SNewsFeedData
function SNewsFeedData.new() return end

---@param props table
---@return SNewsFeedData
function SNewsFeedData.new(props) return end

---@class SNewsFeedElementData
---@field banners SsimpleBanerData[]
---@field currentBanner Int32
SNewsFeedElementData = {}

---@return SNewsFeedElementData
function SNewsFeedElementData.new() return end

---@param props table
---@return SNewsFeedElementData
function SNewsFeedElementData.new(props) return end

---@class SOMState
---@field depthStencilModeDesc PSODescDepthStencilModeDesc
---@field rasterizerModeDesc PSODescRasterizerModeDesc
---@field blendModeDesc PSODescBlendModeDesc
---@field stencilReadMask Uint8
---@field stencilWriteMask Uint8
---@field stencilRef Uint8
SOMState = {}

---@return SOMState
function SOMState.new() return end

---@param props table
---@return SOMState
function SOMState.new(props) return end

---@class SPaperdollEquipData
---@field equipArea gameSEquipArea
---@field slotIndex Int32
---@field placementSlot TweakDBID
---@field equipped Bool
SPaperdollEquipData = {}

---@return SPaperdollEquipData
function SPaperdollEquipData.new() return end

---@param props table
---@return SPaperdollEquipData
function SPaperdollEquipData.new(props) return end

---@class SParticleEmitterLODLevel
---@field emitterDurationSettings EmitterDurationSettings
---@field emitterDelaySettings EmitterDelaySettings
---@field burstList ParticleBurst[]
---@field birthRate IEvaluatorFloat
---@field sortingMode rendEParticleSortingMode
---@field lodSwitchDistance Float
---@field isEnabled Bool
SParticleEmitterLODLevel = {}

---@return SParticleEmitterLODLevel
function SParticleEmitterLODLevel.new() return end

---@param props table
---@return SParticleEmitterLODLevel
function SParticleEmitterLODLevel.new(props) return end

---@class SPerformedActions
---@field ID CName
---@field ActionContext EActionContext[]
SPerformedActions = {}

---@return SPerformedActions
function SPerformedActions.new() return end

---@param props table
---@return SPerformedActions
function SPerformedActions.new(props) return end

---@param self_ SPerformedActions
---@param actionContext EActionContext
---@return Bool
function SPerformedActions.ContainsActionContext(self_, actionContext) return end

---@param selfPSID gamePersistentID
---@param actionToResolve ScriptableDeviceAction
---@return EActionContext
function SPerformedActions.GetContextFromAction(selfPSID, actionToResolve) return end

---@class SPerk
---@field type gamedataPerkType
---@field currLevel Int32
SPerk = {}

---@return SPerk
function SPerk.new() return end

---@param props table
---@return SPerk
function SPerk.new(props) return end

---@class SPerkArea
---@field type gamedataPerkArea
---@field unlocked Bool
---@field boughtPerks SPerk[]
SPerkArea = {}

---@return SPerkArea
function SPerkArea.new() return end

---@param props table
---@return SPerkArea
function SPerkArea.new(props) return end

---@class SPlayerCooldown
---@field effectID TweakDBID
---@field instigatorID TweakDBID
SPlayerCooldown = {}

---@return SPlayerCooldown
function SPlayerCooldown.new() return end

---@param props table
---@return SPlayerCooldown
function SPlayerCooldown.new(props) return end

---@class SPresetTimetableEntry
---@field time SSimpleGameTime
---@field useTime Bool
---@field arrayPosition Int32
---@field entryID Uint32
SPresetTimetableEntry = {}

---@return SPresetTimetableEntry
function SPresetTimetableEntry.new() return end

---@param props table
---@return SPresetTimetableEntry
function SPresetTimetableEntry.new(props) return end

---@class SPreventionAgentData : IScriptable
---@field ps gamePersistentState
SPreventionAgentData = {}

---@return SPreventionAgentData
function SPreventionAgentData.new() return end

---@param props table
---@return SPreventionAgentData
function SPreventionAgentData.new(props) return end

---@class SProficiency
---@field type gamedataProficiencyType
---@field currentLevel Int32
---@field maxLevel Int32
---@field isAtMaxLevel Bool
---@field currentExp Int32
---@field expToLevel Int32
---@field spentPerkPoints Int32
SProficiency = {}

---@return SProficiency
function SProficiency.new() return end

---@param props table
---@return SProficiency
function SProficiency.new(props) return end

---@class SSAOAreaSettings : IAreaSettings
---@field noiseFilterTolerance curveData
---@field blurTolerance curveData
---@field upsampleTolerance curveData
---@field rejectionFalloff curveData
---@field combineResolutionsBeforeBlur Bool
---@field combineResolutionsWithMul Bool
---@field normalsEnable Bool
---@field hierarchyDepth Int32
---@field normalAOMultiply curveData
---@field normalBackProjectTolerance curveData
---@field qualityLevel ESSAOQualityLevel
---@field coneAoDiffuseStrength curveData
---@field coneAoSpecularStrength curveData
---@field coneAoSpecularTreshold curveData
---@field lightAoDiffuseStrength curveData
---@field lightAoSpecularStrength curveData
---@field foliageDimDiffuse curveData
---@field foliageDimSpecular curveData
SSAOAreaSettings = {}

---@return SSAOAreaSettings
function SSAOAreaSettings.new() return end

---@param props table
---@return SSAOAreaSettings
function SSAOAreaSettings.new(props) return end

---@class SSFXOperationData
---@field sfxName CName
---@field operationType EEffectOperationType
SSFXOperationData = {}

---@return SSFXOperationData
function SSFXOperationData.new() return end

---@param props table
---@return SSFXOperationData
function SSFXOperationData.new(props) return end

---@class SSRCustomData : ICameraStorageCustomData
SSRCustomData = {}

---@return SSRCustomData
function SSRCustomData.new() return end

---@param props table
---@return SSRCustomData
function SSRCustomData.new(props) return end

---@class SSSRAreaSettings : IAreaSettings
---@field depthFadeStart Float
---@field depthFadeEnd Float
SSSRAreaSettings = {}

---@return SSSRAreaSettings
function SSSRAreaSettings.new() return end

---@param props table
---@return SSSRAreaSettings
function SSSRAreaSettings.new(props) return end

---@class SSensesOperationData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field attitudeGroup CName
---@field operationType ETriggerOperationType
---@field operation SBaseDeviceOperationData
SSensesOperationData = {}

---@return SSensesOperationData
function SSensesOperationData.new() return end

---@param props table
---@return SSensesOperationData
function SSensesOperationData.new(props) return end

---@class SSimpleGameTime
---@field hours Int32
---@field minutes Int32
---@field seconds Int32
SSimpleGameTime = {}

---@return SSimpleGameTime
function SSimpleGameTime.new() return end

---@param props table
---@return SSimpleGameTime
function SSimpleGameTime.new(props) return end

---@class SSoundData
---@field widgetAudioName CName
---@field onPressKey CName
---@field onReleaseKey CName
---@field onHoverOverKey CName
---@field onHoverOutKey CName
SSoundData = {}

---@return SSoundData
function SSoundData.new() return end

---@param props table
---@return SSoundData
function SSoundData.new(props) return end

---@class SStatPoolValue
---@field type gamedataStatPoolType
---@field value Float
SStatPoolValue = {}

---@return SStatPoolValue
function SStatPoolValue.new() return end

---@param props table
---@return SStatPoolValue
function SStatPoolValue.new(props) return end

---@class SStatusEffectOperationData
---@field range Float
---@field duration Float
---@field offset Vector4
---@field effect gameStatusEffectTDBPicker
SStatusEffectOperationData = {}

---@return SStatusEffectOperationData
function SStatusEffectOperationData.new() return end

---@param props table
---@return SStatusEffectOperationData
function SStatusEffectOperationData.new(props) return end

---@class SStimOperationData
---@field stimType DeviceStimType
---@field lifeTime Float
---@field radius Float
---@field operationType EEffectOperationType
---@field nodeRef NodeRef
SStimOperationData = {}

---@return SStimOperationData
function SStimOperationData.new() return end

---@param props table
---@return SStimOperationData
function SStimOperationData.new(props) return end

---@class SSubCharacter
---@field persistentID gamePersistentID
---@field subCharType gamedataSubCharacter
---@field equipmentData EquipmentSystemPlayerData
SSubCharacter = {}

---@return SSubCharacter
function SSubCharacter.new() return end

---@param props table
---@return SSubCharacter
function SSubCharacter.new(props) return end

---@class STeleportOperationData
---@field nodeRef NodeRef
STeleportOperationData = {}

---@return STeleportOperationData
function STeleportOperationData.new() return end

---@param props table
---@return STeleportOperationData
function STeleportOperationData.new(props) return end

---@class STextureGroupSetup
---@field group GpuWrapApieTextureGroup
---@field rawFormat ETextureRawFormat
---@field compression ETextureCompression
---@field isStreamable Bool
---@field hasMipchain Bool
---@field isGamma Bool
---@field platformMipBiasPC Uint8
---@field platformMipBiasConsole Uint8
---@field allowTextureDowngrade Bool
STextureGroupSetup = {}

---@return STextureGroupSetup
function STextureGroupSetup.new() return end

---@param props table
---@return STextureGroupSetup
function STextureGroupSetup.new(props) return end

---@class SThumbnailWidgetPackage : SWidgetPackage
---@field thumbnailAction ThumbnailUI
---@field deviceStatus String
SThumbnailWidgetPackage = {}

---@return SThumbnailWidgetPackage
function SThumbnailWidgetPackage.new() return end

---@param props table
---@return SThumbnailWidgetPackage
function SThumbnailWidgetPackage.new(props) return end

---@class SToggleDeviceOperationData
---@field operationName CName
---@field enable Bool
SToggleDeviceOperationData = {}

---@return SToggleDeviceOperationData
function SToggleDeviceOperationData.new() return end

---@param props table
---@return SToggleDeviceOperationData
function SToggleDeviceOperationData.new(props) return end

---@class SToggleOperationData
---@field index Int32
---@field enable Bool
---@field classType EOperationClassType
SToggleOperationData = {}

---@return SToggleOperationData
function SToggleOperationData.new() return end

---@param props table
---@return SToggleOperationData
function SToggleOperationData.new(props) return end

---@class STonemappingACESParams
---@field minStops Float
---@field maxStops Float
---@field midGrayScale Float
---@field surroundGamma Float
---@field toneCurveSaturation Float
---@field adjustWhitePoint Bool
---@field desaturate Bool
---@field dimSurround Bool
---@field tonemapLuminance Bool
---@field applyAfterLUT Bool
STonemappingACESParams = {}

---@return STonemappingACESParams
function STonemappingACESParams.new() return end

---@param props table
---@return STonemappingACESParams
function STonemappingACESParams.new(props) return end

---@class STonemappingACESParamsHDR : STonemappingACESParams
STonemappingACESParamsHDR = {}

---@return STonemappingACESParamsHDR
function STonemappingACESParamsHDR.new() return end

---@param props table
---@return STonemappingACESParamsHDR
function STonemappingACESParamsHDR.new(props) return end

---@class STonemappingACESParamsSDR : STonemappingACESParams
STonemappingACESParamsSDR = {}

---@return STonemappingACESParamsSDR
function STonemappingACESParamsSDR.new() return end

---@param props table
---@return STonemappingACESParamsSDR
function STonemappingACESParamsSDR.new(props) return end

---@class STrait
---@field type gamedataTraitType
---@field unlocked Bool
---@field currLevel Int32
STrait = {}

---@return STrait
function STrait.new() return end

---@param props table
---@return STrait
function STrait.new(props) return end

---@class STransformAnimationData
---@field animationName CName
---@field operationType ETransformAnimationOperationType
---@field playData STransformAnimationPlayEventData
---@field skipData STransformAnimationSkipEventData
STransformAnimationData = {}

---@return STransformAnimationData
function STransformAnimationData.new() return end

---@param props table
---@return STransformAnimationData
function STransformAnimationData.new(props) return end

---@class STransformAnimationPlayEventData
---@field timeScale Float
---@field looping Bool
---@field timesPlayed Uint32
STransformAnimationPlayEventData = {}

---@return STransformAnimationPlayEventData
function STransformAnimationPlayEventData.new() return end

---@param props table
---@return STransformAnimationPlayEventData
function STransformAnimationPlayEventData.new(props) return end

---@class STransformAnimationSkipEventData
---@field time Float
---@field skipToEnd Bool
STransformAnimationSkipEventData = {}

---@return STransformAnimationSkipEventData
function STransformAnimationSkipEventData.new() return end

---@param props table
---@return STransformAnimationSkipEventData
function STransformAnimationSkipEventData.new(props) return end

---@class STriggerVolumeOperationData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field componentName CName
---@field operationType ETriggerOperationType
---@field operation SBaseDeviceOperationData
STriggerVolumeOperationData = {}

---@return STriggerVolumeOperationData
function STriggerVolumeOperationData.new() return end

---@param props table
---@return STriggerVolumeOperationData
function STriggerVolumeOperationData.new(props) return end

---@class STvChannel
---@field channelName String
---@field videoPath redResourceReferenceScriptToken
---@field messageRecordID TweakDBID
---@field audioEvent CName
---@field looped Bool
---@field sequence SequenceVideo[]
---@field channelTweakID TweakDBID
STvChannel = {}

---@return STvChannel
function STvChannel.new() return end

---@param props table
---@return STvChannel
function STvChannel.new(props) return end

---@class SUIScreenDefinition
---@field screenDefinition TweakDBID
---@field style TweakDBID
SUIScreenDefinition = {}

---@return SUIScreenDefinition
function SUIScreenDefinition.new() return end

---@param props table
---@return SUIScreenDefinition
function SUIScreenDefinition.new(props) return end

---@class SVFXOperationData
---@field vfxName CName
---@field vfxResource gameFxResource
---@field shouldPersist Bool
---@field size Float
---@field nodeRef NodeRef
---@field operationType EEffectOperationType
SVFXOperationData = {}

---@return SVFXOperationData
function SVFXOperationData.new() return end

---@param props table
---@return SVFXOperationData
function SVFXOperationData.new(props) return end

---@class SVfxInstanceData
---@field fx gameFxInstance
---@field id CName
SVfxInstanceData = {}

---@return SVfxInstanceData
function SVfxInstanceData.new() return end

---@param props table
---@return SVfxInstanceData
function SVfxInstanceData.new(props) return end

---@class SWeakPoints
---@field weakPointName CName
---@field loc_name_key String
---@field loc_desc_key String
SWeakPoints = {}

---@return SWeakPoints
function SWeakPoints.new() return end

---@param props table
---@return SWeakPoints
function SWeakPoints.new(props) return end

---@class SWeaponPlaneParams
---@field weaponNearPlaneCM Float
---@field blurIntensity Float
SWeaponPlaneParams = {}

---@return SWeaponPlaneParams
function SWeaponPlaneParams.new() return end

---@param props table
---@return SWeaponPlaneParams
function SWeaponPlaneParams.new(props) return end

---@class SWidgetAnimationData
---@field animationName CName
---@field playbackOptions inkanimPlaybackOptions
---@field lockWhenActive Bool
---@field animProxy inkanimProxy
---@field onFinish CName
---@field onStart CName
---@field onPasue CName
---@field onResume CName
---@field onStartLoop CName
---@field onEndLoop CName
SWidgetAnimationData = {}

---@return SWidgetAnimationData
function SWidgetAnimationData.new() return end

---@param props table
---@return SWidgetAnimationData
function SWidgetAnimationData.new(props) return end

---@class SWidgetPackage : SWidgetPackageBase
---@field displayName String
---@field ownerID gamePersistentID
---@field ownerIDClassName CName
---@field customData WidgetCustomData
---@field isWidgetInactive Bool
---@field widgetState EWidgetState
---@field iconID CName
---@field bckgroundTextureID TweakDBID
---@field iconTextureID TweakDBID
---@field textData textTextParameterSet
SWidgetPackage = {}

---@return SWidgetPackage
function SWidgetPackage.new() return end

---@param props table
---@return SWidgetPackage
function SWidgetPackage.new(props) return end

---@class SWidgetPackageBase
---@field libraryPath redResourceReferenceScriptToken
---@field libraryID CName
---@field widgetTweakDBID TweakDBID
---@field widget inkWidget
---@field widgetName String
---@field placement EWidgetPlacementType
---@field orientation inkEOrientation
---@field isValid Bool
SWidgetPackageBase = {}

---@return SWidgetPackageBase
function SWidgetPackageBase.new() return end

---@param props table
---@return SWidgetPackageBase
function SWidgetPackageBase.new(props) return end

---@param widgetDef gamedataWidgetDefinition_Record
---@param screenTypeDef gamedataDeviceScreenType_Record
---@param styleDef gamedataWidgetStyle_Record
---@return String
function SWidgetPackageBase.GetLibraryID(widgetDef, screenTypeDef, styleDef) return end

---@param widgetDef gamedataWidgetDefinition_Record
---@param screenTypeDef gamedataDeviceScreenType_Record
---@param styleDef gamedataWidgetStyle_Record
---@return String[]
function SWidgetPackageBase.GetLibraryIDPackage(widgetDef, screenTypeDef, styleDef) return end

---@param widgetDef gamedataWidgetDefinition_Record
---@return redResourceReferenceScriptToken
function SWidgetPackageBase.GetLibraryPath(widgetDef) return end

---@param widgetTweakDBID TweakDBID|string
---@return Bool, CName, redResourceReferenceScriptToken
function SWidgetPackageBase.ResolveWidgetTweakDBData(widgetTweakDBID) return end

---@class SWidgetPackageWrapper : IScriptable
---@field WidgetPackage SWidgetPackage
SWidgetPackageWrapper = {}

---@return SWidgetPackageWrapper
function SWidgetPackageWrapper.new() return end

---@param props table
---@return SWidgetPackageWrapper
function SWidgetPackageWrapper.new(props) return end

---@class SWorkspotData
---@field componentName CName
---@field freeCamera Bool
---@field operationType EWorkspotOperationType
SWorkspotData = {}

---@return SWorkspotData
function SWorkspotData.new() return end

---@param props table
---@return SWorkspotData
function SWorkspotData.new(props) return end

---@class SadismEffector : gameEffector
---@field healingItemChargeRestorePercentage Float
SadismEffector = {}

---@return SadismEffector
function SadismEffector.new() return end

---@param props table
---@return SadismEffector
function SadismEffector.new(props) return end

---@param owner gameObject
function SadismEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SadismEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function SadismEffector:ProcessAction(owner) return end

---@param owner gameObject
function SadismEffector:RepeatedAction(owner) return end

---@class SafeCrosshairStateDecisions : BaseCrosshairState
SafeCrosshairStateDecisions = {}

---@return SafeCrosshairStateDecisions
function SafeCrosshairStateDecisions.new() return end

---@param props table
---@return SafeCrosshairStateDecisions
function SafeCrosshairStateDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SafeCrosshairStateDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SafeCrosshairStateDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class SafeCrosshairStateEvents : BaseCrosshairStateEvents
SafeCrosshairStateEvents = {}

---@return SafeCrosshairStateEvents
function SafeCrosshairStateEvents.new() return end

---@param props table
---@return SafeCrosshairStateEvents
function SafeCrosshairStateEvents.new(props) return end

---@class SafeDecisions : WeaponTransition
SafeDecisions = {}

---@return SafeDecisions
function SafeDecisions.new() return end

---@param props table
---@return SafeDecisions
function SafeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SafeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SafeDecisions:ToPublicSafe(stateContext, scriptInterface) return end

---@class SafeEvents : WeaponEventsTransition
SafeEvents = {}

---@return SafeEvents
function SafeEvents.new() return end

---@param props table
---@return SafeEvents
function SafeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SafeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SafeEvents:OnExit(stateContext, scriptInterface) return end

---@class SameTargetHitPrereqCondition : BaseHitPrereqCondition
---@field previousTarget gameObject
---@field previousSource gameObject
---@field previousWeapon gameweaponObject
SameTargetHitPrereqCondition = {}

---@return SameTargetHitPrereqCondition
function SameTargetHitPrereqCondition.new() return end

---@param props table
---@return SameTargetHitPrereqCondition
function SameTargetHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function SameTargetHitPrereqCondition:Evaluate(hitEvent) return end

---@class SampleBumpEvent : redEvent
---@field amount Int32
SampleBumpEvent = {}

---@return SampleBumpEvent
function SampleBumpEvent.new() return end

---@param props table
---@return SampleBumpEvent
function SampleBumpEvent.new(props) return end

---@class SampleComponentWithCounter : gameScriptableComponent
SampleComponentWithCounter = {}

---@return SampleComponentWithCounter
function SampleComponentWithCounter.new() return end

---@param props table
---@return SampleComponentWithCounter
function SampleComponentWithCounter.new(props) return end

---@return SampleComponentWithCounterPS
function SampleComponentWithCounter:GetPS() return end

---@param deltaTime Float
function SampleComponentWithCounter:OnUpdate(deltaTime) return end

---@class SampleComponentWithCounterPS : gameComponentPS
---@field counter Int32
SampleComponentWithCounterPS = {}

---@return SampleComponentWithCounterPS
function SampleComponentWithCounterPS.new() return end

---@param props table
---@return SampleComponentWithCounterPS
function SampleComponentWithCounterPS.new(props) return end

---@return Int32
function SampleComponentWithCounterPS:BumpTheCounter() return end

---@return Int32
function SampleComponentWithCounterPS:ReadTheCounter() return end

---@class SampleCounterDisplayComponent : gameScriptableComponent
---@field targetPersistentID gamePersistentID
SampleCounterDisplayComponent = {}

---@return SampleCounterDisplayComponent
function SampleCounterDisplayComponent.new() return end

---@param props table
---@return SampleCounterDisplayComponent
function SampleCounterDisplayComponent.new(props) return end

function SampleCounterDisplayComponent:DisplayCounter() return end

---@param deltaTime Float
function SampleCounterDisplayComponent:OnUpdate(deltaTime) return end

---@class SampleDeviceClass : gameObject
SampleDeviceClass = {}

---@return SampleDeviceClass
function SampleDeviceClass.new() return end

---@param props table
---@return SampleDeviceClass
function SampleDeviceClass.new(props) return end

---@class SampleDeviceClassPS : gameObjectPS
---@field counter Int32
SampleDeviceClassPS = {}

---@return SampleDeviceClassPS
function SampleDeviceClassPS.new() return end

---@param props table
---@return SampleDeviceClassPS
function SampleDeviceClassPS.new(props) return end

---@return ActionInt
function SampleDeviceClassPS:GetAction_ActionInt() return end

---@return gamedeviceAction[]
function SampleDeviceClassPS:GetActions() return end

---@param evt ActionInt
---@return EntityNotificationType
function SampleDeviceClassPS:OnActionInt(evt) return end

---@class SampleEntityWithCounter : gameObject
SampleEntityWithCounter = {}

---@return SampleEntityWithCounter
function SampleEntityWithCounter.new() return end

---@param props table
---@return SampleEntityWithCounter
function SampleEntityWithCounter.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SampleEntityWithCounter:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SampleEntityWithCounter:OnTakeControl(ri) return end

---@return SampleEntityWithCounterPS
function SampleEntityWithCounter:GetPS() return end

---@param evt SampleBumpEvent
function SampleEntityWithCounter:OnBumpTheCounter(evt) return end

---@class SampleEntityWithCounterPS : gameObjectPS
---@field counter Int32
SampleEntityWithCounterPS = {}

---@return SampleEntityWithCounterPS
function SampleEntityWithCounterPS.new() return end

---@param props table
---@return SampleEntityWithCounterPS
function SampleEntityWithCounterPS.new(props) return end

---@param evt SampleBumpEvent
---@return EntityNotificationType
function SampleEntityWithCounterPS:OnBumpTheCounter(evt) return end

---@return Int32
function SampleEntityWithCounterPS:ReadTheCounter() return end

---@class SampleInteractiveEntityThatBumpsTheCounter : gameObject
---@field targetEntityWithCounter NodeRef
---@field targetPersistentID gamePersistentID
SampleInteractiveEntityThatBumpsTheCounter = {}

---@return SampleInteractiveEntityThatBumpsTheCounter
function SampleInteractiveEntityThatBumpsTheCounter.new() return end

---@param props table
---@return SampleInteractiveEntityThatBumpsTheCounter
function SampleInteractiveEntityThatBumpsTheCounter.new(props) return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function SampleInteractiveEntityThatBumpsTheCounter:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SampleInteractiveEntityThatBumpsTheCounter:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SampleInteractiveEntityThatBumpsTheCounter:OnTakeControl(ri) return end

---@class SampleMapArrayElement
---@field myKey Uint32
---@field someStringProperty String
---@field someArrayProperty String[]
SampleMapArrayElement = {}

---@return SampleMapArrayElement
function SampleMapArrayElement.new() return end

---@param props table
---@return SampleMapArrayElement
function SampleMapArrayElement.new(props) return end

---@class SampleUIButtons : inkWidgetLogicController
---@field Button inkWidgetReference
---@field Toggle1 inkWidgetReference
---@field Toggle2 inkWidgetReference
---@field Toggle3 inkWidgetReference
---@field RadioGroup inkWidgetReference
---@field Text inkTextWidgetReference
SampleUIButtons = {}

---@return SampleUIButtons
function SampleUIButtons.new() return end

---@param props table
---@return SampleUIButtons
function SampleUIButtons.new(props) return end

---@return Bool
function SampleUIButtons:OnInitialize() return end

---@param controller inkButtonController
function SampleUIButtons:OnButtonClick(controller) return end

---@param controller inkButtonController
---@param cancelled Bool
function SampleUIButtons:OnButtonHoldComplete(controller, cancelled) return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
function SampleUIButtons:OnRadioValueChanged(controller, selectedIndex) return end

---@param controller inkToggleController
---@param isToggled Bool
function SampleUIButtons:OnToggle1Changed(controller, isToggled) return end

---@param controller inkButtonController
function SampleUIButtons:OnToggle1Click(controller) return end

---@param controller inkToggleController
---@param isToggled Bool
function SampleUIButtons:OnToggle2Changed(controller, isToggled) return end

---@param controller inkButtonController
function SampleUIButtons:OnToggle2Click(controller) return end

---@param controller inkToggleController
---@param isToggled Bool
function SampleUIButtons:OnToggle3Changed(controller, isToggled) return end

---@param controller inkButtonController
function SampleUIButtons:OnToggle3Click(controller) return end

---@param text String
function SampleUIButtons:SetText(text) return end

---@class SampleUIMeasurementController : inkWidgetLogicController
---@field value Float
---@field unit EMeasurementUnit
---@field valueText inkTextWidgetReference
---@field unitText inkTextWidgetReference
---@field valueIncreaseButton inkWidgetReference
---@field valueDecreaseButton inkWidgetReference
SampleUIMeasurementController = {}

---@return SampleUIMeasurementController
function SampleUIMeasurementController.new() return end

---@param props table
---@return SampleUIMeasurementController
function SampleUIMeasurementController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function SampleUIMeasurementController:OnDecreaseValue(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUIMeasurementController:OnIncreaseValue(e) return end

---@return Bool
function SampleUIMeasurementController:OnInitialize() return end

---@param value Float
---@return String
function SampleUIMeasurementController:FormatValue(value) return end

---@param system EMeasurementSystem
function SampleUIMeasurementController:SetMeasurementSystem(system) return end

function SampleUIMeasurementController:UpdateTextWidgets() return end

---@class SampleUITextSystemController : gameuiWidgetGameController
---@field locKeyTextWidget inkTextWidgetReference
---@field localizedTextWidget inkTextWidgetReference
---@field textParams textTextParameterSet
---@field numberTextWidget inkTextWidgetReference
---@field numberIncreaseButton inkWidgetReference
---@field numberDecreaseButton inkWidgetReference
---@field numberToInject Int32
---@field stringTextInputWidget inkTextInputWidgetReference
---@field stringToInject String
---@field timeRefreshButton inkWidgetReference
---@field measurementWidgets inkWidgetReference[]
---@field metricSystemButton inkWidgetReference
---@field imperialSystemButton inkWidgetReference
---@field animateTextOffsetButton inkWidgetReference
---@field textOffsetWidget inkTextWidgetReference
---@field animateTextReplaceButton inkWidgetReference
---@field textReplaceWidget inkTextWidgetReference
---@field animateValueButton inkWidgetReference
---@field animateValueWidget inkTextWidgetReference
SampleUITextSystemController = {}

---@return SampleUITextSystemController
function SampleUITextSystemController.new() return end

---@param props table
---@return SampleUITextSystemController
function SampleUITextSystemController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnAnimateTextOffset(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnAnimateTextReplace(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnAnimateValue(e) return end

---@param str String
---@return Bool
function SampleUITextSystemController:OnChangeTextToInject(str) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnDecreaseNumberToInject(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnIncreaseNumberToInject(e) return end

---@return Bool
function SampleUITextSystemController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnRefreshTime(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnSwitchToImperialSystem(e) return end

---@param e inkPointerEvent
---@return Bool
function SampleUITextSystemController:OnSwitchToMetricSystem(e) return end

function SampleUITextSystemController:InitControls() return end

function SampleUITextSystemController:InitTextParams() return end

---@param system EMeasurementSystem
function SampleUITextSystemController:UpdateMeasurementSystem(system) return end

---@param value Int32
function SampleUITextSystemController:UpdateNumberParam(value) return end

---@param value String
function SampleUITextSystemController:UpdateStringParam(value) return end

function SampleUITextSystemController:UpdateTimeParam() return end

---@class Sample_All_Supported_Replicated_Types
---@field bool Bool
---@field uint8 Uint8
---@field int8 Int8
---@field uint16 Uint16
---@field int16 Int16
---@field uint32 Uint32
---@field int32 Int32
---@field uint64 Uint64
---@field int64 Int64
---@field float Float
---@field double Double
---@field name CName
---@field string String
---@field enum Sample_Replicated_Enum
---@field struct Sample_Replicated_Struct
---@field dynamicArray Sample_Replicated_Struct[]
---@field staticArray Sample_Replicated_Struct[]
---@field THandle Sample_Replicated_Serializable
Sample_All_Supported_Replicated_Types = {}

---@return Sample_All_Supported_Replicated_Types
function Sample_All_Supported_Replicated_Types.new() return end

---@param props table
---@return Sample_All_Supported_Replicated_Types
function Sample_All_Supported_Replicated_Types.new(props) return end

---@class Sample_Basic_Replicated_Property
---@field property Bool
Sample_Basic_Replicated_Property = {}

---@return Sample_Basic_Replicated_Property
function Sample_Basic_Replicated_Property.new() return end

---@param props table
---@return Sample_Basic_Replicated_Property
function Sample_Basic_Replicated_Property.new(props) return end

---@class Sample_Customized_Replicated_Root_Object : Sample_Replicated_Root_Object
---@field bool2 Bool
Sample_Customized_Replicated_Root_Object = {}

---@return Sample_Customized_Replicated_Root_Object
function Sample_Customized_Replicated_Root_Object.new() return end

---@param props table
---@return Sample_Customized_Replicated_Root_Object
function Sample_Customized_Replicated_Root_Object.new(props) return end

---@class Sample_RPC_Class : IScriptable
Sample_RPC_Class = {}

---@return Sample_RPC_Class
function Sample_RPC_Class.new() return end

---@param props table
---@return Sample_RPC_Class
function Sample_RPC_Class.new(props) return end

function Sample_RPC_Class:SampleRPCMethod() return end

---@class Sample_Replicated_Double_Property
---@field property Double
Sample_Replicated_Double_Property = {}

---@return Sample_Replicated_Double_Property
function Sample_Replicated_Double_Property.new() return end

---@param props table
---@return Sample_Replicated_Double_Property
function Sample_Replicated_Double_Property.new(props) return end

---@class Sample_Replicated_Dynamic_Array_Property
---@field property String[]
Sample_Replicated_Dynamic_Array_Property = {}

---@return Sample_Replicated_Dynamic_Array_Property
function Sample_Replicated_Dynamic_Array_Property.new() return end

---@param props table
---@return Sample_Replicated_Dynamic_Array_Property
function Sample_Replicated_Dynamic_Array_Property.new(props) return end

---@class Sample_Replicated_Dynamic_Map_Array_Property
---@field property SampleMapArrayElement[]
Sample_Replicated_Dynamic_Map_Array_Property = {}

---@return Sample_Replicated_Dynamic_Map_Array_Property
function Sample_Replicated_Dynamic_Map_Array_Property.new() return end

---@param props table
---@return Sample_Replicated_Dynamic_Map_Array_Property
function Sample_Replicated_Dynamic_Map_Array_Property.new(props) return end

---@class Sample_Replicated_Float_Property
---@field property Float
Sample_Replicated_Float_Property = {}

---@return Sample_Replicated_Float_Property
function Sample_Replicated_Float_Property.new() return end

---@param props table
---@return Sample_Replicated_Float_Property
function Sample_Replicated_Float_Property.new(props) return end

---@class Sample_Replicated_Int_Property
---@field property Int32
Sample_Replicated_Int_Property = {}

---@return Sample_Replicated_Int_Property
function Sample_Replicated_Int_Property.new() return end

---@param props table
---@return Sample_Replicated_Int_Property
function Sample_Replicated_Int_Property.new(props) return end

---@class Sample_Replicated_Pointed_Class
---@field property Bool
Sample_Replicated_Pointed_Class = {}

---@return Sample_Replicated_Pointed_Class
function Sample_Replicated_Pointed_Class.new() return end

---@param props table
---@return Sample_Replicated_Pointed_Class
function Sample_Replicated_Pointed_Class.new(props) return end

---@class Sample_Replicated_Root_Object
---@field bool Bool
Sample_Replicated_Root_Object = {}

---@return Sample_Replicated_Root_Object
function Sample_Replicated_Root_Object.new() return end

---@param props table
---@return Sample_Replicated_Root_Object
function Sample_Replicated_Root_Object.new(props) return end

---@class Sample_Replicated_Serializable : ISerializable
---@field property Bool
Sample_Replicated_Serializable = {}

---@return Sample_Replicated_Serializable
function Sample_Replicated_Serializable.new() return end

---@param props table
---@return Sample_Replicated_Serializable
function Sample_Replicated_Serializable.new(props) return end

---@class Sample_Replicated_String_Property
---@field property String
Sample_Replicated_String_Property = {}

---@return Sample_Replicated_String_Property
function Sample_Replicated_String_Property.new() return end

---@param props table
---@return Sample_Replicated_String_Property
function Sample_Replicated_String_Property.new(props) return end

---@class Sample_Replicated_Struct
---@field a Bool
---@field b Bool
---@field c Bool
---@field d_not_replicated_still_OK Bool
Sample_Replicated_Struct = {}

---@return Sample_Replicated_Struct
function Sample_Replicated_Struct.new() return end

---@param props table
---@return Sample_Replicated_Struct
function Sample_Replicated_Struct.new(props) return end

---@class Sample_Replicated_THandle_Property
---@field property Sample_Replicated_Serializable
Sample_Replicated_THandle_Property = {}

---@return Sample_Replicated_THandle_Property
function Sample_Replicated_THandle_Property.new() return end

---@param props table
---@return Sample_Replicated_THandle_Property
function Sample_Replicated_THandle_Property.new(props) return end

---@class Sample_Replicated_Unique_Pointer_Property
Sample_Replicated_Unique_Pointer_Property = {}

---@return Sample_Replicated_Unique_Pointer_Property
function Sample_Replicated_Unique_Pointer_Property.new() return end

---@param props table
---@return Sample_Replicated_Unique_Pointer_Property
function Sample_Replicated_Unique_Pointer_Property.new(props) return end

---@class SamplerStateInfo
---@field filteringMin ETextureFilteringMin
---@field filteringMag ETextureFilteringMag
---@field filteringMip ETextureFilteringMip
---@field addressU ETextureAddressing
---@field addressV ETextureAddressing
---@field addressW ETextureAddressing
---@field comparisonFunc ETextureComparisonFunction
---@field register Uint8
SamplerStateInfo = {}

---@return SamplerStateInfo
function SamplerStateInfo.new() return end

---@param props table
---@return SamplerStateInfo
function SamplerStateInfo.new(props) return end

---@class SandevistanDecisions : TimeDilationTransitions
---@field statListener DefaultTransitionStatListener
SandevistanDecisions = {}

---@return SandevistanDecisions
function SandevistanDecisions.new() return end

---@param props table
---@return SandevistanDecisions
function SandevistanDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SandevistanDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanDecisions:OnDetach(stateContext, scriptInterface) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function SandevistanDecisions:OnStatChanged(ownerID, statType, diff, total) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SandevistanDecisions:ToTimeDilationReady(stateContext, scriptInterface) return end

---@class SandevistanEvents : TimeDilationEventsTransitions
---@field lastTimeDilation Float
SandevistanEvents = {}

---@return SandevistanEvents
function SandevistanEvents.new() return end

---@param props table
---@return SandevistanEvents
function SandevistanEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SandevistanEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SasquatchComponent : gameScriptableComponent
---@field owner NPCPuppet
---@field owner_id entEntityID
---@field weakspotDestroyed Bool
---@field player PlayerPuppet
SasquatchComponent = {}

---@return SasquatchComponent
function SasquatchComponent.new() return end

---@param props table
---@return SasquatchComponent
function SasquatchComponent.new(props) return end

---@param evt gameeventsDeathEvent
---@return Bool
function SasquatchComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function SasquatchComponent:OnDefeatedSasquatch(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function SasquatchComponent:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function SasquatchComponent:OnStatusEffectRemoved(evt) return end

function SasquatchComponent:DestroyAllWeakspots() return end

function SasquatchComponent:OnGameAttach() return end

---@class SaveEquipmentSetRequest : gamePlayerScriptableSystemRequest
---@field setName String
---@field setType gameEquipmentSetType
SaveEquipmentSetRequest = {}

---@return SaveEquipmentSetRequest
function SaveEquipmentSetRequest.new() return end

---@param props table
---@return SaveEquipmentSetRequest
function SaveEquipmentSetRequest.new(props) return end

---@class SaveGameMenuGameController : gameuiSaveHandlingController
---@field list inkCompoundWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field gogButtonWidgetRef inkWidgetReference
---@field gogContainer inkWidgetReference
---@field scrollbar inkWidgetReference
---@field eventDispatcher inkMenuEventDispatcher
---@field handler inkISystemRequestsHandler
---@field buttonHintsController ButtonHints
---@field saveInfo inkSaveMetadataInfo
---@field saves String[]
---@field pendingRegistration Bool
---@field hasEmptySlot Bool
---@field saveInProgress Bool
---@field loadComplete Bool
---@field saveFilesReady Bool
---@field cloudSynced Bool
---@field emptySlotController LoadListItem
---@field isEp1Enabled Bool
SaveGameMenuGameController = {}

---@return SaveGameMenuGameController
function SaveGameMenuGameController.new() return end

---@param props table
---@return SaveGameMenuGameController
function SaveGameMenuGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function SaveGameMenuGameController:OnButtonRelease(evt) return end

---@param success Bool
---@return Bool
function SaveGameMenuGameController:OnCloudSaveUploadFinish(success) return end

---@param status servicesCloudSavesQueryStatus
---@return Bool
function SaveGameMenuGameController:OnCloudSavesQueryStatusChanged(status) return end

---@param bIsSignedIn Bool
---@return Bool
function SaveGameMenuGameController:OnGogLoginStatusChanged(bIsSignedIn) return end

---@param evt inkPointerEvent
---@return Bool
function SaveGameMenuGameController:OnGogPressed(evt) return end

---@return Bool
function SaveGameMenuGameController:OnInitialize() return end

---@return Bool
function SaveGameMenuGameController:OnOverrideSaveAccepted() return end

---@param evt gameuiRefreshGOGState
---@return Bool
function SaveGameMenuGameController:OnRefreshGOGState(evt) return end

---@param result Bool
---@param idx Int32
---@return Bool
function SaveGameMenuGameController:OnSaveDeleted(result, idx) return end

---@param e inkPointerEvent
---@return Bool
function SaveGameMenuGameController:OnSaveFile(e) return end

---@param info inkSaveMetadataInfo
---@return Bool
function SaveGameMenuGameController:OnSaveMetadataReady(info) return end

---@param saves String[]
---@return Bool
function SaveGameMenuGameController:OnSavesForSaveReady(saves) return end

---@param success Bool
---@param locks gameSaveLock[]
---@return Bool
function SaveGameMenuGameController:OnSavingComplete(success, locks) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function SaveGameMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function SaveGameMenuGameController:OnUninitialize() return end

---@param index Int32
function SaveGameMenuGameController:CreateLoadItem(index) return end

function SaveGameMenuGameController:GogLogin() return end

function SaveGameMenuGameController:InitCrossProgression() return end

function SaveGameMenuGameController:PlayLoadingAnimation() return end

---@param saves String[]
function SaveGameMenuGameController:SetupLoadItems(saves) return end

function SaveGameMenuGameController:ShowCompatibilityLimitationPopup() return end

function SaveGameMenuGameController:StopLoadingAnimation() return end

function SaveGameMenuGameController:TryToCreateEmptySlot() return end

function SaveGameMenuGameController:UpdateSavesList() return end

---@class SaveLockRequest : gameScriptableSystemRequest
---@field operation EItemOperationType
---@field reason CName
SaveLockRequest = {}

---@return SaveLockRequest
function SaveLockRequest.new() return end

---@param props table
---@return SaveLockRequest
function SaveLockRequest.new(props) return end

---@class SaveLocksManager : gameScriptableSystem
---@field saveLocks CName[]
SaveLocksManager = {}

---@return SaveLocksManager
function SaveLocksManager.new() return end

---@param props table
---@return SaveLocksManager
function SaveLocksManager.new(props) return end

---@param reason CName|string
function SaveLocksManager.RequestSaveLockAdd(reason) return end

---@param reason CName|string
function SaveLocksManager.RequestSaveLockRemove(reason) return end

---@param reason CName|string
function SaveLocksManager:AddSaveLock(reason) return end

---@return Bool
function SaveLocksManager:IsSavingLocked() return end

---@param request SaveLockRequest
function SaveLocksManager:OnSaveLockRequest(request) return end

---@param reason CName|string
function SaveLocksManager:RemoveSaveLock(reason) return end

---@class ScaleAndLockLeftHandWeaponsCompensateInStashEvent : redEvent
ScaleAndLockLeftHandWeaponsCompensateInStashEvent = {}

---@return ScaleAndLockLeftHandWeaponsCompensateInStashEvent
function ScaleAndLockLeftHandWeaponsCompensateInStashEvent.new() return end

---@param props table
---@return ScaleAndLockLeftHandWeaponsCompensateInStashEvent
function ScaleAndLockLeftHandWeaponsCompensateInStashEvent.new(props) return end

---@class ScaleOvershieldDecayOverTimeEffector : gameContinuousEffector
---@field effectApplied Bool
---@field decayModifier gameStatModifierData_Deprecated
---@field owner gameObject
---@field overshieldListener OvershieldMinValueListener
---@field delayTime Float
---@field elapsedTime Float
---@field bValue Float
---@field kInitValue Float
---@field kValue Float
---@field maxDecay Float
---@field maxValueApplied Bool
---@field markedForReset Bool
ScaleOvershieldDecayOverTimeEffector = {}

---@return ScaleOvershieldDecayOverTimeEffector
function ScaleOvershieldDecayOverTimeEffector.new() return end

---@param props table
---@return ScaleOvershieldDecayOverTimeEffector
function ScaleOvershieldDecayOverTimeEffector.new(props) return end

---@param owner gameObject
function ScaleOvershieldDecayOverTimeEffector:ActionOff(owner) return end

---@param owner gameObject
function ScaleOvershieldDecayOverTimeEffector:ActionOn(owner) return end

function ScaleOvershieldDecayOverTimeEffector:AddModifier() return end

---@param owner gameObject
---@param instigator gameObject
function ScaleOvershieldDecayOverTimeEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ScaleOvershieldDecayOverTimeEffector:Initialize(record, parentRecord) return end

function ScaleOvershieldDecayOverTimeEffector:MarkForReset() return end

function ScaleOvershieldDecayOverTimeEffector:RemoveModifier() return end

function ScaleOvershieldDecayOverTimeEffector:ResetDecayModifier() return end

---@class ScanEvent : redEvent
---@field clue String
---@field isAvailable Bool
ScanEvent = {}

---@return ScanEvent
function ScanEvent.new() return end

---@param props table
---@return ScanEvent
function ScanEvent.new(props) return end

---@class ScanInstance : ModuleInstance
---@field isScanningCluesBlocked Bool
ScanInstance = {}

---@return ScanInstance
function ScanInstance.new() return end

---@param props table
---@return ScanInstance
function ScanInstance.new(props) return end

---@param _isLookedAt Bool
---@param _isRevealed Bool
---@param _isScanningCluesBlocked Bool
function ScanInstance:SetContext(_isLookedAt, _isRevealed, _isScanningCluesBlocked) return end

---@class ScanLongDescriptionCall : gameScriptableSystemRequest
---@field isEnabled Bool
ScanLongDescriptionCall = {}

---@return ScanLongDescriptionCall
function ScanLongDescriptionCall.new() return end

---@param props table
---@return ScanLongDescriptionCall
function ScanLongDescriptionCall.new(props) return end

---@class ScanPlayerDelayEvent : redEvent
ScanPlayerDelayEvent = {}

---@return ScanPlayerDelayEvent
function ScanPlayerDelayEvent.new() return end

---@param props table
---@return ScanPlayerDelayEvent
function ScanPlayerDelayEvent.new(props) return end

---@class ScannerAbilities : ScannerChunk
---@field abilities gamedataGameplayAbility_Record[]
ScannerAbilities = {}

---@return ScannerAbilities
function ScannerAbilities.new() return end

---@param props table
---@return ScannerAbilities
function ScannerAbilities.new(props) return end

---@return gamedataGameplayAbility_Record[]
function ScannerAbilities:GetAbilities() return end

---@return ScannerDataType
function ScannerAbilities:GetType() return end

---@param a gamedataGameplayAbility_Record[]
function ScannerAbilities:Set(a) return end

---@class ScannerAbilitiesGameController : BaseChunkGameController
---@field ScannerAbilitiesRightPanel inkCompoundWidgetReference
---@field abilitiesCallbackID redCallbackObject
---@field isValidAbilities Bool
---@field asyncSpawnRequests inkAsyncSpawnRequest[]
ScannerAbilitiesGameController = {}

---@return ScannerAbilitiesGameController
function ScannerAbilitiesGameController.new() return end

---@param props table
---@return ScannerAbilitiesGameController
function ScannerAbilitiesGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerAbilitiesGameController:OnAbilitiesChanged(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ScannerAbilitiesGameController:OnAbilitySpawned(widget, userData) return end

---@return Bool
function ScannerAbilitiesGameController:OnInitialize() return end

---@return Bool
function ScannerAbilitiesGameController:OnUninitialize() return end

function ScannerAbilitiesGameController:ClearAllAsyncSpawnRequests() return end

---@param request inkAsyncSpawnRequest
function ScannerAbilitiesGameController:ClearAsyncSpawnRequest(request) return end

function ScannerAbilitiesGameController:UpdateGlobalVisibility() return end

---@class ScannerAbilityItemLogicController : inkWidgetLogicController
---@field abilityNameText inkTextWidgetReference
---@field abilityIcon inkImageWidgetReference
ScannerAbilityItemLogicController = {}

---@return ScannerAbilityItemLogicController
function ScannerAbilityItemLogicController.new() return end

---@param props table
---@return ScannerAbilityItemLogicController
function ScannerAbilityItemLogicController.new(props) return end

---@param ability IScriptable
function ScannerAbilityItemLogicController:Setup(ability) return end

---@class ScannerArchetype : ScannerChunk
---@field archetype gamedataArchetypeType
ScannerArchetype = {}

---@return ScannerArchetype
function ScannerArchetype.new() return end

---@param props table
---@return ScannerArchetype
function ScannerArchetype.new(props) return end

---@return gamedataArchetypeType
function ScannerArchetype:GetArchtype() return end

---@return ScannerDataType
function ScannerArchetype:GetType() return end

---@param a gamedataArchetypeType
function ScannerArchetype:Set(a) return end

---@class ScannerAttitude : ScannerChunk
---@field attitude EAIAttitude
ScannerAttitude = {}

---@return ScannerAttitude
function ScannerAttitude.new() return end

---@param props table
---@return ScannerAttitude
function ScannerAttitude.new(props) return end

---@return EAIAttitude
function ScannerAttitude:GetAttitude() return end

---@return ScannerDataType
function ScannerAttitude:GetType() return end

---@param att EAIAttitude
function ScannerAttitude:Set(att) return end

---@class ScannerAuthorization : ScannerChunk
---@field keycard Bool
---@field password Bool
ScannerAuthorization = {}

---@return ScannerAuthorization
function ScannerAuthorization.new() return end

---@param props table
---@return ScannerAuthorization
function ScannerAuthorization.new(props) return end

---@return Bool
function ScannerAuthorization:ProtectedByKeycard() return end

---@return Bool
function ScannerAuthorization:ProtectedByPassword() return end

---@param key Bool
---@param pass Bool
function ScannerAuthorization:Set(key, pass) return end

---@class ScannerBountySystem : ScannerChunk
---@field bounty BountyUI
ScannerBountySystem = {}

---@return ScannerBountySystem
function ScannerBountySystem.new() return end

---@param props table
---@return ScannerBountySystem
function ScannerBountySystem.new(props) return end

---@return BountyUI
function ScannerBountySystem:GetBounty() return end

---@return ScannerDataType
function ScannerBountySystem:GetType() return end

---@param b BountyUI
function ScannerBountySystem:Set(b) return end

---@class ScannerBountySystemGameController : BaseChunkGameController
---@field moneyReward inkTextWidgetReference
---@field moneyRewardRow inkWidgetReference
---@field streetCredReward inkTextWidgetReference
---@field streetCredRewardRow inkWidgetReference
---@field transgressions inkTextWidgetReference
---@field transgressionsWidget inkWidgetReference
---@field rewardPanel inkCompoundWidgetReference
---@field mugShot inkRectangleWidgetReference
---@field wanted inkTextWidgetReference
---@field notFound inkTextWidgetReference
---@field deadNotice inkTextWidgetReference
---@field crossedOut inkWidgetReference
---@field starsWidget inkWidgetReference[]
---@field bountyCallbackID redCallbackObject
---@field healthCallbackID redCallbackObject
---@field objectCallbackID redCallbackObject
---@field isValidBounty Bool
---@field isAlive Bool
---@field objectType ScannerObjectType
---@field showScanBountyAnimProxy inkanimProxy
ScannerBountySystemGameController = {}

---@return ScannerBountySystemGameController
function ScannerBountySystemGameController.new() return end

---@param props table
---@return ScannerBountySystemGameController
function ScannerBountySystemGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerBountySystemGameController:OnBountySystemChanged(value) return end

---@param value Variant
---@return Bool
function ScannerBountySystemGameController:OnHealthChanged(value) return end

---@return Bool
function ScannerBountySystemGameController:OnInitialize() return end

---@param value Int32
---@return Bool
function ScannerBountySystemGameController:OnObjectTypeChanged(value) return end

---@return Bool
function ScannerBountySystemGameController:OnUninitialize() return end

---@return Bool
function ScannerBountySystemGameController:IsNPC() return end

function ScannerBountySystemGameController:ProcessBountyTutorial() return end

function ScannerBountySystemGameController:UpdateGlobalVisibility() return end

---@class ScannerChunk : IScriptable
ScannerChunk = {}

---@return ScannerChunk
function ScannerChunk.new() return end

---@param props table
---@return ScannerChunk
function ScannerChunk.new(props) return end

---@return ScannerDataType
function ScannerChunk:GetType() return end

---@return Bool
function ScannerChunk:IsValid() return end

---@class ScannerConnections : ScannerChunk
---@field deviceConnections DeviceConnectionScannerData[]
ScannerConnections = {}

---@return ScannerConnections
function ScannerConnections.new() return end

---@param props table
---@return ScannerConnections
function ScannerConnections.new(props) return end

---@return DeviceConnectionScannerData[]
function ScannerConnections:GetConnections() return end

---@return ScannerDataType
function ScannerConnections:GetType() return end

---@return Bool
function ScannerConnections:IsValid() return end

---@param connections DeviceConnectionScannerData[]
function ScannerConnections:Set(connections) return end

---@class ScannerControlComponent : gameScriptableComponent
---@field currentScanType MechanicalScanType
---@field currentScanEffect gameEffectInstance
---@field currentScanAnimation CName
---@field scannerTriggerComponentName CName
---@field scannerTriggerComponent entIComponent
---@field a gameStaticTriggerAreaComponent
---@field isScanningPlayer Bool
ScannerControlComponent = {}

---@return ScannerControlComponent
function ScannerControlComponent.new() return end

---@param props table
---@return ScannerControlComponent
function ScannerControlComponent.new(props) return end

---@param aiEvent AIAIEvent
---@return Bool
function ScannerControlComponent:OnAIEvent(aiEvent) return end

---@param trigger entAreaEnteredEvent
---@return Bool
function ScannerControlComponent:OnAreaEnter(trigger) return end

---@param trigger entAreaExitedEvent
---@return Bool
function ScannerControlComponent:OnAreaExit(trigger) return end

---@param evt gameeventsDeathEvent
---@return Bool
function ScannerControlComponent:OnDeath(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ScannerControlComponent:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ScannerControlComponent:OnTakeControl(ri) return end

function ScannerControlComponent:OnGameAttach() return end

---@param animationName CName|string
function ScannerControlComponent:PlayScannerSlotAnimation(animationName) return end

function ScannerControlComponent:StartFullscreenPlayerVFX() return end

---@param scanType MechanicalScanType
function ScannerControlComponent:StartScanning(scanType) return end

function ScannerControlComponent:StopCurrentScanningEffect() return end

function ScannerControlComponent:StopFullscreenPlayerVFX() return end

function ScannerControlComponent:StopScannerSlotAnimation() return end

function ScannerControlComponent:StopScanning() return end

---@class ScannerCrosshairLogicController : inkWidgetLogicController
---@field rootWidget inkWidget
---@field projection inkScreenProjection
ScannerCrosshairLogicController = {}

---@return ScannerCrosshairLogicController
function ScannerCrosshairLogicController.new() return end

---@param props table
---@return ScannerCrosshairLogicController
function ScannerCrosshairLogicController.new(props) return end

---@return Bool
function ScannerCrosshairLogicController:OnInitialize() return end

---@return inkScreenProjectionData
function ScannerCrosshairLogicController:CreateProjectionData() return end

---@return inkScreenProjection
function ScannerCrosshairLogicController:GetProjection() return end

---@param entityObject entEntity
function ScannerCrosshairLogicController:SetEntity(entityObject) return end

---@param projection inkScreenProjection
function ScannerCrosshairLogicController:SetProjection(projection) return end

function ScannerCrosshairLogicController:UpdateProjection() return end

---@class ScannerDescription : ScannerChunk
---@field defaultFluffDescription String
---@field customDescriptions String[]
ScannerDescription = {}

---@return ScannerDescription
function ScannerDescription.new() return end

---@param props table
---@return ScannerDescription
function ScannerDescription.new(props) return end

---@return String[]
function ScannerDescription:GetCustomDescriptions() return end

---@return String
function ScannerDescription:GetDefaultDescription() return end

---@return ScannerDataType
function ScannerDescription:GetType() return end

---@param defaultDesc String
---@param customDesc String[]
function ScannerDescription:Set(defaultDesc, customDesc) return end

---@class ScannerDescriptionGameController : BaseChunkGameController
---@field descriptionText inkTextWidgetReference
---@field customDescriptionText inkTextWidgetReference
---@field descriptionCallbackID redCallbackObject
---@field isValidDescription Bool
---@field isValidCustomDescription Bool
ScannerDescriptionGameController = {}

---@return ScannerDescriptionGameController
function ScannerDescriptionGameController.new() return end

---@param props table
---@return ScannerDescriptionGameController
function ScannerDescriptionGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerDescriptionGameController:OnDescriptionChanged(value) return end

---@return Bool
function ScannerDescriptionGameController:OnInitialize() return end

---@return Bool
function ScannerDescriptionGameController:OnUninitialize() return end

function ScannerDescriptionGameController:UpdateGlobalVisibility() return end

---@class ScannerDeviceBodyGameController : BaseChunkGameController
---@field networkStatusText inkTextWidgetReference
---@field deviceAuthorizationText inkTextWidgetReference
---@field deviceAuthorizationRow inkCompoundWidgetReference
---@field networkStatusRow inkCompoundWidgetReference
---@field networkStatusCallbackID redCallbackObject
---@field deviceAuthorizationCallbackID redCallbackObject
---@field isValidnetworkStatus Bool
---@field isValidDeviceAuthorization Bool
ScannerDeviceBodyGameController = {}

---@return ScannerDeviceBodyGameController
function ScannerDeviceBodyGameController.new() return end

---@param props table
---@return ScannerDeviceBodyGameController
function ScannerDeviceBodyGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerDeviceBodyGameController:OnDeviceAuthorizationChanged(value) return end

---@return Bool
function ScannerDeviceBodyGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerDeviceBodyGameController:OnNetworkStatusChanged(value) return end

---@return Bool
function ScannerDeviceBodyGameController:OnUninitialize() return end

function ScannerDeviceBodyGameController:UpdateGlobalVisibility() return end

---@class ScannerDeviceHeaderGameController : BaseChunkGameController
---@field nameText inkTextWidgetReference
---@field fluffText inkTextWidgetReference
---@field separator1 inkRectangleWidgetReference
---@field separator2 inkRectangleWidgetReference
---@field levelText inkTextWidgetReference
---@field status inkTextWidgetReference
---@field statusIcon inkImageWidgetReference
---@field levelWrapper inkWidgetReference
---@field nameCallbackID redCallbackObject
---@field networkLevelCallbackID redCallbackObject
---@field networkStatusCallbackID redCallbackObject
---@field deviceStatusCallbackID redCallbackObject
---@field attitudeCallbackID redCallbackObject
---@field isValidName Bool
---@field isValidNetworkLevel Bool
---@field isValidnetworkStatus Bool
---@field isValidDeviceStatus Bool
ScannerDeviceHeaderGameController = {}

---@return ScannerDeviceHeaderGameController
function ScannerDeviceHeaderGameController.new() return end

---@param props table
---@return ScannerDeviceHeaderGameController
function ScannerDeviceHeaderGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerDeviceHeaderGameController:OnAttitudeChange(value) return end

---@param value Variant
---@return Bool
function ScannerDeviceHeaderGameController:OnDeviceStatusChange(value) return end

---@return Bool
function ScannerDeviceHeaderGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerDeviceHeaderGameController:OnNameChanged(value) return end

---@param value Variant
---@return Bool
function ScannerDeviceHeaderGameController:OnNetworkLevelChanged(value) return end

---@param value Variant
---@return Bool
function ScannerDeviceHeaderGameController:OnNetworkStatusChanged(value) return end

---@return Bool
function ScannerDeviceHeaderGameController:OnUninitialize() return end

function ScannerDeviceHeaderGameController:UpdateGlobalVisibility() return end

---@class ScannerDeviceStatus : ScannerChunk
---@field deviceStatus String
---@field deviceStatusFriendlyName String
ScannerDeviceStatus = {}

---@return ScannerDeviceStatus
function ScannerDeviceStatus.new() return end

---@param props table
---@return ScannerDeviceStatus
function ScannerDeviceStatus.new(props) return end

---@return String
function ScannerDeviceStatus:GetDeviceStatus() return end

---@return String
function ScannerDeviceStatus:GetDeviceStatusFriendlyName() return end

---@return ScannerDataType
function ScannerDeviceStatus:GetType() return end

---@param status String
function ScannerDeviceStatus:Set(status) return end

---@param status String
function ScannerDeviceStatus:SetFriendlyName(status) return end

---@class ScannerFaction : ScannerChunk
---@field faction String
ScannerFaction = {}

---@return ScannerFaction
function ScannerFaction.new() return end

---@param props table
---@return ScannerFaction
function ScannerFaction.new(props) return end

---@return String
function ScannerFaction:GetFaction() return end

---@return ScannerDataType
function ScannerFaction:GetType() return end

---@param f String
function ScannerFaction:Set(f) return end

---@class ScannerHealth : ScannerChunk
---@field currentHealth Int32
---@field totalHealth Int32
ScannerHealth = {}

---@return ScannerHealth
function ScannerHealth.new() return end

---@param props table
---@return ScannerHealth
function ScannerHealth.new(props) return end

---@return Int32
function ScannerHealth:GetCurrentHealth() return end

---@return Int32
function ScannerHealth:GetTotalHealth() return end

---@return ScannerDataType
function ScannerHealth:GetType() return end

---@param current Int32
---@param total Int32
function ScannerHealth:Set(current, total) return end

---@class ScannerHintInkGameController : gameuiWidgetGameController
---@field messegeWidget inkTextWidget
---@field root inkWidget
---@field iconWidget inkImageWidgetReference
---@field OnShowMessegeCallback redCallbackObject
---@field OnMessegeUpdateCallback redCallbackObject
---@field OnVisionModeChangedCallback redCallbackObject
ScannerHintInkGameController = {}

---@return ScannerHintInkGameController
function ScannerHintInkGameController.new() return end

---@param props table
---@return ScannerHintInkGameController
function ScannerHintInkGameController.new(props) return end

---@return Bool
function ScannerHintInkGameController:OnInitialize() return end

---@param value String
---@return Bool
function ScannerHintInkGameController:OnMessegeUpdate(value) return end

---@param value Bool
---@return Bool
function ScannerHintInkGameController:OnShowMessege(value) return end

---@param value Int32
---@return Bool
function ScannerHintInkGameController:OnVisionModeChanged(value) return end

---@return gameObject
function ScannerHintInkGameController:GetOwner() return end

function ScannerHintInkGameController:RegisterBlackboardCallbacks() return end

---@class ScannerLevel : ScannerChunk
---@field level Int32
---@field isHard Bool
ScannerLevel = {}

---@return ScannerLevel
function ScannerLevel.new() return end

---@param props table
---@return ScannerLevel
function ScannerLevel.new(props) return end

---@return Bool
function ScannerLevel:GetIndicator() return end

---@return Int32
function ScannerLevel:GetLevel() return end

---@return ScannerDataType
function ScannerLevel:GetType() return end

---@param value Int32
function ScannerLevel:Set(value) return end

---@param value Bool
function ScannerLevel:SetIndicator(value) return end

---@class ScannerModule : HUDModule
---@field activeScans ScanInstance[]
ScannerModule = {}

---@return ScannerModule
function ScannerModule.new() return end

---@param props table
---@return ScannerModule
function ScannerModule.new(props) return end

---@param actor gameHudActor
---@return ScanInstance
function ScannerModule:DuplicateLastInstance(actor) return end

function ScannerModule:InitiateFreshScan() return end

---@param mode ActiveMode
---@return HUDJob
function ScannerModule:Process(mode) return end

---@param mode ActiveMode
---@return HUDJob[]
function ScannerModule:Process(mode) return end

---@param jobs HUDJob[]
function ScannerModule:Suppress(jobs) return end

---@class ScannerNPCBodyGameController : BaseChunkGameController
---@field factionText inkTextWidgetReference
---@field dataBaseWidgetHolder inkWidgetReference
---@field factionCallbackID redCallbackObject
---@field rarityCallbackID redCallbackObject
---@field isValidFaction Bool
---@field asyncSpawnRequest inkAsyncSpawnRequest
ScannerNPCBodyGameController = {}

---@return ScannerNPCBodyGameController
function ScannerNPCBodyGameController.new() return end

---@param props table
---@return ScannerNPCBodyGameController
function ScannerNPCBodyGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ScannerNPCBodyGameController:OnCitizenDBSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function ScannerNPCBodyGameController:OnFactionChanged(value) return end

---@return Bool
function ScannerNPCBodyGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerNPCBodyGameController:OnRarityChanged(value) return end

---@return Bool
function ScannerNPCBodyGameController:OnUninitialize() return end

function ScannerNPCBodyGameController:UpdateGlobalVisibility() return end

---@class ScannerNPCHeaderGameController : BaseChunkGameController
---@field nameText inkTextWidgetReference
---@field skullIndicator inkWidgetReference
---@field archetypeIcon inkImageWidgetReference
---@field levelCallbackID redCallbackObject
---@field nameCallbackID redCallbackObject
---@field attitudeCallbackID redCallbackObject
---@field archtypeCallbackID redCallbackObject
---@field isValidName Bool
---@field isValidRarity Bool
---@field isValidArchetype Bool
ScannerNPCHeaderGameController = {}

---@return ScannerNPCHeaderGameController
function ScannerNPCHeaderGameController.new() return end

---@param props table
---@return ScannerNPCHeaderGameController
function ScannerNPCHeaderGameController.new(props) return end

---@param value Variant
---@return Bool
function ScannerNPCHeaderGameController:OnArchetypeChanged(value) return end

---@param value Variant
---@return Bool
function ScannerNPCHeaderGameController:OnAttitudeChange(value) return end

---@return Bool
function ScannerNPCHeaderGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerNPCHeaderGameController:OnLevelChanged(value) return end

---@param value Variant
---@return Bool
function ScannerNPCHeaderGameController:OnNameChanged(value) return end

---@return Bool
function ScannerNPCHeaderGameController:OnUninitialize() return end

function ScannerNPCHeaderGameController:UpdateGlobalVisibility() return end

---@class ScannerName : ScannerChunk
---@field displayName String
---@field hasArchetype Bool
---@field textParams textTextParameterSet
ScannerName = {}

---@return ScannerName
function ScannerName.new() return end

---@param props table
---@return ScannerName
function ScannerName.new(props) return end

---@return String
function ScannerName:GetDisplayName() return end

---@return textTextParameterSet
function ScannerName:GetTextParams() return end

---@return ScannerDataType
function ScannerName:GetType() return end

---@return Bool
function ScannerName:HasArchetype() return end

---@param _displayName String
function ScannerName:Set(_displayName) return end

---@param has Bool
function ScannerName:SetArchetype(has) return end

---@param _params textTextParameterSet
function ScannerName:SetTextParams(_params) return end

---@class ScannerNetworkLevel : ScannerChunk
---@field networkLevel Int32
ScannerNetworkLevel = {}

---@return ScannerNetworkLevel
function ScannerNetworkLevel.new() return end

---@param props table
---@return ScannerNetworkLevel
function ScannerNetworkLevel.new(props) return end

---@return Int32
function ScannerNetworkLevel:GetNetworkLevel() return end

---@return ScannerDataType
function ScannerNetworkLevel:GetType() return end

---@param level Int32
function ScannerNetworkLevel:Set(level) return end

---@class ScannerNetworkStatus : ScannerChunk
---@field networkStatus ScannerNetworkState
ScannerNetworkStatus = {}

---@return ScannerNetworkStatus
function ScannerNetworkStatus.new() return end

---@param props table
---@return ScannerNetworkStatus
function ScannerNetworkStatus.new(props) return end

---@return ScannerNetworkState
function ScannerNetworkStatus:GetNetworkStatus() return end

---@return ScannerDataType
function ScannerNetworkStatus:GetType() return end

---@param status ScannerNetworkState
function ScannerNetworkStatus:Set(status) return end

---@class ScannerQuestClue : inkWidgetLogicController
---@field CategoryTextRef inkTextWidgetReference
---@field DescriptionTextRef inkTextWidgetReference
---@field IconRef inkImageWidgetReference
ScannerQuestClue = {}

---@return ScannerQuestClue
function ScannerQuestClue.new() return end

---@param props table
---@return ScannerQuestClue
function ScannerQuestClue.new(props) return end

---@param questEntry IScriptable
function ScannerQuestClue:Setup(questEntry) return end

---@class ScannerQuestCluesGameController : BaseChunkGameController
---@field ScannerQuestPanel inkCompoundWidgetReference
---@field questCluesCallbackID redCallbackObject
---@field scannerDataCallbackID redCallbackObject
---@field isValidQuestClues Bool
---@field ScannerData scannerDataStructure
---@field hasValidScannables Bool
---@field asyncSpawnRequests inkAsyncSpawnRequest[]
ScannerQuestCluesGameController = {}

---@return ScannerQuestCluesGameController
function ScannerQuestCluesGameController.new() return end

---@param props table
---@return ScannerQuestCluesGameController
function ScannerQuestCluesGameController.new(props) return end

---@return Bool
function ScannerQuestCluesGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerQuestCluesGameController:OnQuestCluesChanged(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ScannerQuestCluesGameController:OnQuestEntrySpawned(widget, userData) return end

---@param val Variant
---@return Bool
function ScannerQuestCluesGameController:OnScannerDataChange(val) return end

---@return Bool
function ScannerQuestCluesGameController:OnUninitialize() return end

---@param request inkAsyncSpawnRequest
function ScannerQuestCluesGameController:ClearAsyncSpawnRequest(request) return end

function ScannerQuestCluesGameController:Refresh() return end

function ScannerQuestCluesGameController:UpdateGlobalVisibility() return end

---@class ScannerQuickHackDescription : ScannerChunk
---@field QuickHackDescription QuickhackData
ScannerQuickHackDescription = {}

---@return ScannerQuickHackDescription
function ScannerQuickHackDescription.new() return end

---@param props table
---@return ScannerQuickHackDescription
function ScannerQuickHackDescription.new(props) return end

---@return QuickhackData
function ScannerQuickHackDescription:GetCurrrentQuickHackData() return end

---@return ScannerDataType
function ScannerQuickHackDescription:GetType() return end

---@param vehInfo QuickhackData
function ScannerQuickHackDescription:Set(vehInfo) return end

---@class ScannerRarity : ScannerChunk
---@field rarity gamedataNPCRarity
---@field isCivilian Bool
ScannerRarity = {}

---@return ScannerRarity
function ScannerRarity.new() return end

---@param props table
---@return ScannerRarity
function ScannerRarity.new(props) return end

---@return gamedataNPCRarity
function ScannerRarity:GetRarity() return end

---@return ScannerDataType
function ScannerRarity:GetType() return end

---@return Bool
function ScannerRarity:IsCivilian() return end

---@param r gamedataNPCRarity
---@param civilian Bool
function ScannerRarity:Set(r, civilian) return end

---@class ScannerRequirementItemLogicController : inkWidgetLogicController
---@field requirementNameText inkTextWidgetReference
---@field requirementLevelText inkTextWidgetReference
---@field requirementIcon inkImageWidgetReference
---@field skillCheck EDeviceChallengeSkill
---@field requirementUserData RequirementUserData
ScannerRequirementItemLogicController = {}

---@return ScannerRequirementItemLogicController
function ScannerRequirementItemLogicController.new() return end

---@param props table
---@return ScannerRequirementItemLogicController
function ScannerRequirementItemLogicController.new(props) return end

---@param requirement IScriptable
function ScannerRequirementItemLogicController:Setup(requirement) return end

---@class ScannerRequirementsGameController : BaseChunkGameController
---@field ScannerRequirementsRightPanel inkCompoundWidgetReference
---@field requirementsCallbackID redCallbackObject
---@field isValidRequirements Bool
---@field asyncSpawnRequests inkAsyncSpawnRequest[]
ScannerRequirementsGameController = {}

---@return ScannerRequirementsGameController
function ScannerRequirementsGameController.new() return end

---@param props table
---@return ScannerRequirementsGameController
function ScannerRequirementsGameController.new(props) return end

---@return Bool
function ScannerRequirementsGameController:OnInitialize() return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ScannerRequirementsGameController:OnRequirementSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function ScannerRequirementsGameController:OnRequirementsChanged(value) return end

---@return Bool
function ScannerRequirementsGameController:OnUninitialize() return end

function ScannerRequirementsGameController:ClearAllAsyncSpawnRequests() return end

---@param request inkAsyncSpawnRequest
function ScannerRequirementsGameController:ClearAsyncSpawnRequest(request) return end

function ScannerRequirementsGameController:UpdateGlobalVisibility() return end

---@class ScannerResistances : ScannerChunk
---@field resists ScannerStatDetails[]
ScannerResistances = {}

---@return ScannerResistances
function ScannerResistances.new() return end

---@param props table
---@return ScannerResistances
function ScannerResistances.new(props) return end

---@return ScannerStatDetails[]
function ScannerResistances:GetResistances() return end

---@return ScannerDataType
function ScannerResistances:GetType() return end

---@param r ScannerStatDetails[]
function ScannerResistances:Set(r) return end

---@class ScannerResistancesGameController : BaseChunkGameController
---@field physicalResistText inkTextWidgetReference
---@field physicalResistContainer inkCompoundWidgetReference
---@field thermalResistText inkTextWidgetReference
---@field thermalResistContainer inkCompoundWidgetReference
---@field chemicalResistText inkTextWidgetReference
---@field chemicalResistContainer inkCompoundWidgetReference
---@field electricResistText inkTextWidgetReference
---@field electricResistContainer inkCompoundWidgetReference
---@field hackingResistText inkTextWidgetReference
---@field hackingResistContainer inkCompoundWidgetReference
---@field physicalWeaknessText inkTextWidgetReference
---@field physicalWeaknessContainer inkCompoundWidgetReference
---@field thermalWeaknessText inkTextWidgetReference
---@field thermalWeaknessContainer inkCompoundWidgetReference
---@field chemicalWeaknessText inkTextWidgetReference
---@field chemicalWeaknessContainer inkCompoundWidgetReference
---@field electricWeaknessText inkTextWidgetReference
---@field electricWeaknessContainer inkCompoundWidgetReference
---@field hackingWeaknessText inkTextWidgetReference
---@field hackingWeaknessContainer inkCompoundWidgetReference
---@field leftPanel inkCompoundWidgetReference
---@field rightPanel inkCompoundWidgetReference
---@field resistancesCallbackID redCallbackObject
---@field isValidResistances Bool
ScannerResistancesGameController = {}

---@return ScannerResistancesGameController
function ScannerResistancesGameController.new() return end

---@param props table
---@return ScannerResistancesGameController
function ScannerResistancesGameController.new(props) return end

---@return Bool
function ScannerResistancesGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function ScannerResistancesGameController:OnResistancesChanged(value) return end

---@return Bool
function ScannerResistancesGameController:OnUninitialize() return end

function ScannerResistancesGameController:UpdateGlobalVisibility() return end

---@class ScannerSkillCheckConditionDataItemLogicController : inkWidgetLogicController
---@field ConditionDataDescriptionName CName
---@field ParentConditionTextPath inkWidgetPath
---@field OwnConditionTextPath inkWidgetPath
---@field ConditionDescriptionListPath inkWidgetPath
---@field ConditionDescriptions inkWidget[]
---@field ParentConditionText inkTextWidget
---@field OwnConditionText inkTextWidget
---@field ConditionDescriptionList inkCompoundWidget
ScannerSkillCheckConditionDataItemLogicController = {}

---@return ScannerSkillCheckConditionDataItemLogicController
function ScannerSkillCheckConditionDataItemLogicController.new() return end

---@param props table
---@return ScannerSkillCheckConditionDataItemLogicController
function ScannerSkillCheckConditionDataItemLogicController.new(props) return end

---@return Bool
function ScannerSkillCheckConditionDataItemLogicController:OnInitialize() return end

---@return Bool
function ScannerSkillCheckConditionDataItemLogicController:OnUninitialize() return end

---@param ownOperator ELogicOperator
---@param parentOperator ELogicOperator
---@param passed Int32
---@param total Int32
function ScannerSkillCheckConditionDataItemLogicController:ConstructTexts(ownOperator, parentOperator, passed, total) return end

---@return inkWidget
function ScannerSkillCheckConditionDataItemLogicController:CreateConditionDescriptionObject() return end

---@param conditionData ConditionData
---@param parentOperator ELogicOperator
function ScannerSkillCheckConditionDataItemLogicController:Setup(conditionData, parentOperator) return end

---@class ScannerSkillCheckConditionDescriptionLogicController : inkWidgetLogicController
---@field NameRef inkTextWidgetReference
---@field PassedStateName CName
---@field FailedStateName CName
ScannerSkillCheckConditionDescriptionLogicController = {}

---@return ScannerSkillCheckConditionDescriptionLogicController
function ScannerSkillCheckConditionDescriptionLogicController.new() return end

---@param props table
---@return ScannerSkillCheckConditionDescriptionLogicController
function ScannerSkillCheckConditionDescriptionLogicController.new(props) return end

---@param condition Condition
function ScannerSkillCheckConditionDescriptionLogicController:Setup(condition) return end

---@class ScannerSkillCheckItemLogicController : inkWidgetLogicController
---@field NameRef inkTextWidgetReference
---@field ConditionDataListRef inkCompoundWidgetReference
---@field ConditionDataItems inkWidget[]
---@field ConditionDataItemName CName
---@field PassedStateName CName
---@field FailedStateName CName
ScannerSkillCheckItemLogicController = {}

---@return ScannerSkillCheckItemLogicController
function ScannerSkillCheckItemLogicController.new() return end

---@param props table
---@return ScannerSkillCheckItemLogicController
function ScannerSkillCheckItemLogicController.new(props) return end

---@return Bool
function ScannerSkillCheckItemLogicController:OnUninitialize() return end

---@param skillCheck UIInteractionSkillCheck
function ScannerSkillCheckItemLogicController:ConstructName(skillCheck) return end

---@return inkWidget
function ScannerSkillCheckItemLogicController:CreateConditionDataObject() return end

---@param skillCheck UIInteractionSkillCheck
function ScannerSkillCheckItemLogicController:Setup(skillCheck) return end

---@class ScannerSkillCheckLogicController : inkWidgetLogicController
---@field ScannerSkillCheckItemName CName
---@field SkillCheckObjects inkWidget[]
---@field Root inkCompoundWidget
ScannerSkillCheckLogicController = {}

---@return ScannerSkillCheckLogicController
function ScannerSkillCheckLogicController.new() return end

---@param props table
---@return ScannerSkillCheckLogicController
function ScannerSkillCheckLogicController.new(props) return end

---@return Bool
function ScannerSkillCheckLogicController:OnInitialize() return end

---@return Bool
function ScannerSkillCheckLogicController:OnUninitialize() return end

---@return inkWidget
function ScannerSkillCheckLogicController:CreateSkillCheckObject() return end

---@param skillCheckInfo UIInteractionSkillCheck[]
function ScannerSkillCheckLogicController:Setup(skillCheckInfo) return end

---@class ScannerSkillchecks : ScannerChunk
---@field skillchecks UIInteractionSkillCheck[]
---@field authorizationRequired Bool
---@field isPlayerAuthorized Bool
ScannerSkillchecks = {}

---@return ScannerSkillchecks
function ScannerSkillchecks.new() return end

---@param props table
---@return ScannerSkillchecks
function ScannerSkillchecks.new(props) return end

---@return Bool
function ScannerSkillchecks:GetAuthorization() return end

---@return Bool
function ScannerSkillchecks:GetPlayerAuthorization() return end

---@return UIInteractionSkillCheck[]
function ScannerSkillchecks:GetSkillchecks() return end

---@return ScannerDataType
function ScannerSkillchecks:GetType() return end

---@return Bool
function ScannerSkillchecks:IsValid() return end

---@param sklchs UIInteractionSkillCheck[]
function ScannerSkillchecks:Set(sklchs) return end

---@param auth Bool
function ScannerSkillchecks:SetAuthorization(auth) return end

---@param auth Bool
function ScannerSkillchecks:SetPlayerAuthorization(auth) return end

---@class ScannerSquadInfo : ScannerChunk
---@field numberOfSquadMembers Int32
ScannerSquadInfo = {}

---@return ScannerSquadInfo
function ScannerSquadInfo.new() return end

---@param props table
---@return ScannerSquadInfo
function ScannerSquadInfo.new(props) return end

---@return ScannerDataType
function ScannerSquadInfo:GetType() return end

---@class ScannerStatDetails
---@field statType gamedataStatType
---@field value Float
---@field baseValue Float
ScannerStatDetails = {}

---@return ScannerStatDetails
function ScannerStatDetails.new() return end

---@param props table
---@return ScannerStatDetails
function ScannerStatDetails.new(props) return end

---@class ScannerTargetChangedRequest : gameScriptableSystemRequest
---@field scannerTarget entEntityID
ScannerTargetChangedRequest = {}

---@return ScannerTargetChangedRequest
function ScannerTargetChangedRequest.new() return end

---@param props table
---@return ScannerTargetChangedRequest
function ScannerTargetChangedRequest.new(props) return end

---@class ScannerVehicleDriveLayout : ScannerChunk
---@field vehicleDriveLayout String
ScannerVehicleDriveLayout = {}

---@return ScannerVehicleDriveLayout
function ScannerVehicleDriveLayout.new() return end

---@param props table
---@return ScannerVehicleDriveLayout
function ScannerVehicleDriveLayout.new(props) return end

---@return String
function ScannerVehicleDriveLayout:GetDriveLayout() return end

---@return ScannerDataType
function ScannerVehicleDriveLayout:GetType() return end

---@param vehDriveLayout String
function ScannerVehicleDriveLayout:Set(vehDriveLayout) return end

---@class ScannerVehicleHorsepower : ScannerChunk
---@field horsepower Int32
ScannerVehicleHorsepower = {}

---@return ScannerVehicleHorsepower
function ScannerVehicleHorsepower.new() return end

---@param props table
---@return ScannerVehicleHorsepower
function ScannerVehicleHorsepower.new(props) return end

---@return Int32
function ScannerVehicleHorsepower:GetHorsepower() return end

---@return ScannerDataType
function ScannerVehicleHorsepower:GetType() return end

---@return Bool
function ScannerVehicleHorsepower:IsValid() return end

---@param hp Int32
function ScannerVehicleHorsepower:Set(hp) return end

---@class ScannerVehicleInfo : ScannerChunk
---@field vehicleInfo String
ScannerVehicleInfo = {}

---@return ScannerVehicleInfo
function ScannerVehicleInfo.new() return end

---@param props table
---@return ScannerVehicleInfo
function ScannerVehicleInfo.new(props) return end

---@return ScannerDataType
function ScannerVehicleInfo:GetType() return end

---@return String
function ScannerVehicleInfo:GetVehicleInfo() return end

---@param vehInfo String
function ScannerVehicleInfo:Set(vehInfo) return end

---@class ScannerVehicleManufacturer : ScannerChunk
---@field vehicleManufacturer String
ScannerVehicleManufacturer = {}

---@return ScannerVehicleManufacturer
function ScannerVehicleManufacturer.new() return end

---@param props table
---@return ScannerVehicleManufacturer
function ScannerVehicleManufacturer.new(props) return end

---@return ScannerDataType
function ScannerVehicleManufacturer:GetType() return end

---@return String
function ScannerVehicleManufacturer:GetVehicleManufacturer() return end

---@param vehManName String
function ScannerVehicleManufacturer:Set(vehManName) return end

---@class ScannerVehicleMass : ScannerChunk
---@field mass Int32
ScannerVehicleMass = {}

---@return ScannerVehicleMass
function ScannerVehicleMass.new() return end

---@param props table
---@return ScannerVehicleMass
function ScannerVehicleMass.new(props) return end

---@return Int32
function ScannerVehicleMass:GetMass() return end

---@return ScannerDataType
function ScannerVehicleMass:GetType() return end

---@return Bool
function ScannerVehicleMass:IsValid() return end

---@param vehMass Int32
function ScannerVehicleMass:Set(vehMass) return end

---@class ScannerVehicleName : ScannerChunk
---@field vehicleName String
ScannerVehicleName = {}

---@return ScannerVehicleName
function ScannerVehicleName.new() return end

---@param props table
---@return ScannerVehicleName
function ScannerVehicleName.new(props) return end

---@return String
function ScannerVehicleName:GetDisplayName() return end

---@return ScannerDataType
function ScannerVehicleName:GetType() return end

---@param vehName String
function ScannerVehicleName:Set(vehName) return end

---@class ScannerVehicleProdYears : ScannerChunk
---@field vehicleProdYears String
ScannerVehicleProdYears = {}

---@return ScannerVehicleProdYears
function ScannerVehicleProdYears.new() return end

---@param props table
---@return ScannerVehicleProdYears
function ScannerVehicleProdYears.new(props) return end

---@return String
function ScannerVehicleProdYears:GetProdYears() return end

---@return ScannerDataType
function ScannerVehicleProdYears:GetType() return end

---@param vehProdYears String
function ScannerVehicleProdYears:Set(vehProdYears) return end

---@class ScannerVehicleState : ScannerChunk
---@field vehicleState String
ScannerVehicleState = {}

---@return ScannerVehicleState
function ScannerVehicleState.new() return end

---@param props table
---@return ScannerVehicleState
function ScannerVehicleState.new(props) return end

---@return ScannerDataType
function ScannerVehicleState:GetType() return end

---@return String
function ScannerVehicleState:GetVehicleState() return end

---@param vehState String
function ScannerVehicleState:Set(vehState) return end

---@class ScannerVulnerabilities : ScannerChunk
---@field vulnerabilities Vulnerability[]
ScannerVulnerabilities = {}

---@return ScannerVulnerabilities
function ScannerVulnerabilities.new() return end

---@param props table
---@return ScannerVulnerabilities
function ScannerVulnerabilities.new(props) return end

---@return ScannerDataType
function ScannerVulnerabilities:GetType() return end

---@return Vulnerability[]
function ScannerVulnerabilities:GetVulnerabilities() return end

---@return Bool
function ScannerVulnerabilities:IsValid() return end

---@param vuln Vulnerability
function ScannerVulnerabilities:PushBack(vuln) return end

---@param vuln Vulnerability[]
function ScannerVulnerabilities:Set(vuln) return end

---@class ScannerVulnerabilitiesGameController : BaseChunkGameController
---@field ScannerVulnerabilitiesRightPanel inkCompoundWidgetReference
---@field vulnerabilitiesCallbackID redCallbackObject
---@field isValidVulnerabilities Bool
---@field asyncSpawnRequests inkAsyncSpawnRequest[]
ScannerVulnerabilitiesGameController = {}

---@return ScannerVulnerabilitiesGameController
function ScannerVulnerabilitiesGameController.new() return end

---@param props table
---@return ScannerVulnerabilitiesGameController
function ScannerVulnerabilitiesGameController.new(props) return end

---@return Bool
function ScannerVulnerabilitiesGameController:OnInitialize() return end

---@return Bool
function ScannerVulnerabilitiesGameController:OnUninitialize() return end

---@param value Variant
---@return Bool
function ScannerVulnerabilitiesGameController:OnVulnerabilitiesChanged(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function ScannerVulnerabilitiesGameController:OnVulnerabilitySpawned(widget, userData) return end

function ScannerVulnerabilitiesGameController:ClearAllAsyncSpawnRequests() return end

---@param request inkAsyncSpawnRequest
function ScannerVulnerabilitiesGameController:ClearAsyncSpawnRequest(request) return end

function ScannerVulnerabilitiesGameController:UpdateGlobalVisibility() return end

---@class ScannerVulnerabilityItemLogicController : inkWidgetLogicController
---@field vulnerabilityNameText inkTextWidgetReference
---@field vulnerabilityIcon inkImageWidgetReference
ScannerVulnerabilityItemLogicController = {}

---@return ScannerVulnerabilityItemLogicController
function ScannerVulnerabilityItemLogicController.new() return end

---@param props table
---@return ScannerVulnerabilityItemLogicController
function ScannerVulnerabilityItemLogicController.new(props) return end

---@param vulnerability IScriptable
function ScannerVulnerabilityItemLogicController:Setup(vulnerability) return end

---@class ScannerWeaponBasic : ScannerChunk
---@field weapon CName
ScannerWeaponBasic = {}

---@return ScannerWeaponBasic
function ScannerWeaponBasic.new() return end

---@param props table
---@return ScannerWeaponBasic
function ScannerWeaponBasic.new(props) return end

---@return ScannerDataType
function ScannerWeaponBasic:GetType() return end

---@return CName
function ScannerWeaponBasic:GetWeapon() return end

---@param displayName CName|string
function ScannerWeaponBasic:Set(displayName) return end

---@class ScannerWeaponDetailed : ScannerWeaponBasic
---@field damage CName
ScannerWeaponDetailed = {}

---@return ScannerWeaponDetailed
function ScannerWeaponDetailed.new() return end

---@param props table
---@return ScannerWeaponDetailed
function ScannerWeaponDetailed.new(props) return end

---@return CName
function ScannerWeaponDetailed:GetDamage() return end

---@return ScannerDataType
function ScannerWeaponDetailed:GetType() return end

---@param displayName CName|string
---@param displayDamage CName|string
function ScannerWeaponDetailed:Set(displayName, displayDamage) return end

---@class ScannervehicleGameController : BaseChunkGameController
---@field vehicleNameCallbackID redCallbackObject
---@field vehicleManufacturerCallbackID redCallbackObject
---@field vehicleProdYearsCallbackID redCallbackObject
---@field vehicleDriveLayoutCallbackID redCallbackObject
---@field vehicleHorsepowerCallbackID redCallbackObject
---@field vehicleMassCallbackID redCallbackObject
---@field vehicleStateCallbackID redCallbackObject
---@field vehicleInfoCallbackID redCallbackObject
---@field isValidVehicleManufacturer Bool
---@field isValidVehicleName Bool
---@field isValidVehicleProdYears Bool
---@field isValidVehicleDriveLayout Bool
---@field isValidVehicleHorsepower Bool
---@field isValidVehicleMass Bool
---@field isValidVehicleState Bool
---@field isValidVehicleInfo Bool
---@field vehicleNameText inkTextWidgetReference
---@field vehicleManufacturer inkImageWidgetReference
---@field vehicleProdYearsText inkTextWidgetReference
---@field vehicleDriveLayoutText inkTextWidgetReference
---@field vehicleHorsepowerText inkTextWidgetReference
---@field vehicleMassText inkTextWidgetReference
---@field vehicleStateText inkTextWidgetReference
---@field vehicleInfoText inkTextWidgetReference
---@field vehicleNameHolder inkWidgetReference
---@field vehicleProdYearsHolder inkWidgetReference
---@field vehicleDriveLayoutHolder inkWidgetReference
---@field vehicleHorsepowerHolder inkWidgetReference
---@field vehicleMassHolder inkWidgetReference
---@field vehicleStateHolder inkWidgetReference
---@field vehicleInfoHolder inkWidgetReference
ScannervehicleGameController = {}

---@return ScannervehicleGameController
function ScannervehicleGameController.new() return end

---@param props table
---@return ScannervehicleGameController
function ScannervehicleGameController.new(props) return end

---@return Bool
function ScannervehicleGameController:OnInitialize() return end

---@return Bool
function ScannervehicleGameController:OnUninitialize() return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleHorsepowerChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleInfoChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleManufacturerChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleMassChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleNameChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleProdYearsChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleStateChanged(value) return end

---@param value Variant
---@return Bool
function ScannervehicleGameController:OnVehicleeDriveLayoutChanged(value) return end

function ScannervehicleGameController:UpdateGlobalVisibility() return end

---@class ScavengeComponent : gameScriptableComponent
---@field scavengeTargets gameObject[]
ScavengeComponent = {}

---@return ScavengeComponent
function ScavengeComponent.new() return end

---@param props table
---@return ScavengeComponent
function ScavengeComponent.new(props) return end

---@param evt ScavengeTargetConfirmEvent
---@return Bool
function ScavengeComponent:OnScavengeTargetReceived(evt) return end

---@param evt senseVisibilityEvent
---@return Bool
function ScavengeComponent:OnSenseVisibilityEvent(evt) return end

---@param evt TargetScavengedEvent
---@return Bool
function ScavengeComponent:OnTargetScavenged(evt) return end

---@return gameObject[]
function ScavengeComponent:GetScavengeTargets() return end

function ScavengeComponent:OnGameAttach() return end

---@class ScavengeTarget : AIbehaviortaskScript
ScavengeTarget = {}

---@return ScavengeTarget
function ScavengeTarget.new() return end

---@param props table
---@return ScavengeTarget
function ScavengeTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ScavengeTarget:Activate(context) return end

---@class ScavengeTargetConfirmEvent : redEvent
---@field target gameObject
ScavengeTargetConfirmEvent = {}

---@return ScavengeTargetConfirmEvent
function ScavengeTargetConfirmEvent.new() return end

---@param props table
---@return ScavengeTargetConfirmEvent
function ScavengeTargetConfirmEvent.new(props) return end

---@class SceneCustomData_ColorFadeParams : ISceneStorageCustomData
SceneCustomData_ColorFadeParams = {}

---@return SceneCustomData_ColorFadeParams
function SceneCustomData_ColorFadeParams.new() return end

---@param props table
---@return SceneCustomData_ColorFadeParams
function SceneCustomData_ColorFadeParams.new(props) return end

---@class SceneCustomData_DistantShadows : SceneCustomData_DistantShadowsCommon
SceneCustomData_DistantShadows = {}

---@return SceneCustomData_DistantShadows
function SceneCustomData_DistantShadows.new() return end

---@param props table
---@return SceneCustomData_DistantShadows
function SceneCustomData_DistantShadows.new(props) return end

---@class SceneCustomData_DistantShadowsCommon : ISceneStorageCustomData
SceneCustomData_DistantShadowsCommon = {}

---@class SceneCustomData_InteriorMap : ISceneStorageCustomData
SceneCustomData_InteriorMap = {}

---@return SceneCustomData_InteriorMap
function SceneCustomData_InteriorMap.new() return end

---@param props table
---@return SceneCustomData_InteriorMap
function SceneCustomData_InteriorMap.new(props) return end

---@class SceneCustomData_RainMap : SceneCustomData_DistantShadowsCommon
SceneCustomData_RainMap = {}

---@return SceneCustomData_RainMap
function SceneCustomData_RainMap.new() return end

---@param props table
---@return SceneCustomData_RainMap
function SceneCustomData_RainMap.new(props) return end

---@class SceneCustomData_ReflectionAtlas : ISceneStorageCustomData
SceneCustomData_ReflectionAtlas = {}

---@return SceneCustomData_ReflectionAtlas
function SceneCustomData_ReflectionAtlas.new() return end

---@param props table
---@return SceneCustomData_ReflectionAtlas
function SceneCustomData_ReflectionAtlas.new(props) return end

---@class SceneCustomData_Selection : ISceneStorageCustomData
SceneCustomData_Selection = {}

---@return SceneCustomData_Selection
function SceneCustomData_Selection.new() return end

---@param props table
---@return SceneCustomData_Selection
function SceneCustomData_Selection.new(props) return end

---@class SceneCustomData_ShadowManager : ISceneStorageCustomData
SceneCustomData_ShadowManager = {}

---@return SceneCustomData_ShadowManager
function SceneCustomData_ShadowManager.new() return end

---@param props table
---@return SceneCustomData_ShadowManager
function SceneCustomData_ShadowManager.new(props) return end

---@class SceneDecisions : VehicleTransition
---@field sceneTierCallback redCallbackObject
SceneDecisions = {}

---@return SceneDecisions
function SceneDecisions.new() return end

---@param props table
---@return SceneDecisions
function SceneDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function SceneDecisions:CanTransitionToCombat(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneDecisions:OnDetach(stateContext, scriptInterface) return end

---@param sceneTier Int32
function SceneDecisions:OnSceneTierChanged(sceneTier) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneDecisions:ToCombat(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneDecisions:ToDriverCombatFirearms(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneDecisions:ToDriverCombatMountedWeapons(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneDecisions:ToVehicleTurret(stateContext, scriptInterface) return end

---@class SceneEvents : VehicleEventsTransition
SceneEvents = {}

---@return SceneEvents
function SceneEvents.new() return end

---@param props table
---@return SceneEvents
function SceneEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param mountingInfo gamemountingMountingInfo
function SceneEvents:MountToWorkspot(scriptInterface, mountingInfo) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SceneExitingCombatDecisions : VehicleTransition
SceneExitingCombatDecisions = {}

---@return SceneExitingCombatDecisions
function SceneExitingCombatDecisions.new() return end

---@param props table
---@return SceneExitingCombatDecisions
function SceneExitingCombatDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneExitingCombatDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class SceneExitingCombatEvents : VehicleEventsTransition
SceneExitingCombatEvents = {}

---@return SceneExitingCombatEvents
function SceneExitingCombatEvents.new() return end

---@param props table
---@return SceneExitingCombatEvents
function SceneExitingCombatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneExitingCombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneExitingCombatEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneExitingCombatEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class SceneExitingDecisions : VehicleTransition
SceneExitingDecisions = {}

---@return SceneExitingDecisions
function SceneExitingDecisions.new() return end

---@param props table
---@return SceneExitingDecisions
function SceneExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneExitingDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class SceneExitingEvents : VehicleEventsTransition
SceneExitingEvents = {}

---@return SceneExitingEvents
function SceneExitingEvents.new() return end

---@param props table
---@return SceneExitingEvents
function SceneExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@class SceneFirstEquipState : redEvent
---@field prevented Bool
SceneFirstEquipState = {}

---@return SceneFirstEquipState
function SceneFirstEquipState.new() return end

---@param props table
---@return SceneFirstEquipState
function SceneFirstEquipState.new(props) return end

---@return String
function SceneFirstEquipState:GetFriendlyDescription() return end

---@class SceneForceWeaponAim : redEvent
SceneForceWeaponAim = {}

---@return SceneForceWeaponAim
function SceneForceWeaponAim.new() return end

---@param props table
---@return SceneForceWeaponAim
function SceneForceWeaponAim.new(props) return end

---@return String
function SceneForceWeaponAim:GetFriendlyDescription() return end

---@class SceneForceWeaponSafe : redEvent
---@field weaponLoweringSpeedOverride Float
SceneForceWeaponSafe = {}

---@return SceneForceWeaponSafe
function SceneForceWeaponSafe.new() return end

---@param props table
---@return SceneForceWeaponSafe
function SceneForceWeaponSafe.new(props) return end

---@return String
function SceneForceWeaponSafe:GetFriendlyDescription() return end

---@class SceneScreen : gameObject
---@field uiAnimationsData SceneScreenUIAnimationsData
---@field blackboard gameIBlackboard
SceneScreen = {}

---@return SceneScreen
function SceneScreen.new() return end

---@param props table
---@return SceneScreen
function SceneScreen.new(props) return end

---@param evt ChangeUIAnimEvent
---@return Bool
function SceneScreen:OnChangeUIAnimEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SceneScreen:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SceneScreen:OnTakeControl(ri) return end

function SceneScreen:CreateBlackboard() return end

---@return gameIBlackboard
function SceneScreen:GetBlackboard() return end

---@return SceneScreenUIAnimationsData
function SceneScreen:GetUIAnimationData() return end

---@param animName CName|string
function SceneScreen:SendDataToUIBlackboard(animName) return end

---@class SceneScreenGameController : gameuiWidgetGameController
---@field onQuestAnimChangeListener redCallbackObject
SceneScreenGameController = {}

---@return SceneScreenGameController
function SceneScreenGameController.new() return end

---@param props table
---@return SceneScreenGameController
function SceneScreenGameController.new(props) return end

---@return Bool
function SceneScreenGameController:OnInitialize() return end

---@param value CName|string
---@return Bool
function SceneScreenGameController:OnQuestAnimChange(value) return end

---@return gameIBlackboard
function SceneScreenGameController:GetBlackboard() return end

---@return SceneScreen
function SceneScreenGameController:GetOwner() return end

---@param blackboard gameIBlackboard
function SceneScreenGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param blackboard gameIBlackboard
function SceneScreenGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@class SceneScreenUIAnimationsData : IScriptable
---@field customAnimations WidgetAnimationManager
---@field onSpawnAnimations CName[]
---@field defaultLibraryItemName CName
---@field defaultLibraryItemAnchor inkEAnchor
SceneScreenUIAnimationsData = {}

---@return SceneScreenUIAnimationsData
function SceneScreenUIAnimationsData.new() return end

---@param props table
---@return SceneScreenUIAnimationsData
function SceneScreenUIAnimationsData.new(props) return end

---@class SceneTierAbstract : HighLevelTransition
SceneTierAbstract = {}

---@param stateContext gamestateMachineStateContextScript
---@return GameplayTier
function SceneTierAbstract:GetCurrentSceneTier(stateContext) return end

---@return GameplayTier
function SceneTierAbstract:SceneTierToEnter() return end

---@class SceneTierAbstractDecisions : SceneTierAbstract
SceneTierAbstractDecisions = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierAbstractDecisions:ToExploration(stateContext, scriptInterface) return end

---@class SceneTierAbstractEvents : SceneTierAbstract
SceneTierAbstractEvents = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierAbstractEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierAbstractEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SceneTierIIDecisions : SceneTierAbstractDecisions
SceneTierIIDecisions = {}

---@return SceneTierIIDecisions
function SceneTierIIDecisions.new() return end

---@param props table
---@return SceneTierIIDecisions
function SceneTierIIDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierIIDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIIDecisions:SceneTierToEnter() return end

---@class SceneTierIIEvents : SceneTierAbstractEvents
---@field cachedSpeedValue Float
---@field maxSpeedStat gameStatModifierData_Deprecated
---@field currentSpeedMovementPreset Tier2WalkType
---@field currentSpeedValue Float
---@field currentLocomotionState CName
SceneTierIIEvents = {}

---@return SceneTierIIEvents
function SceneTierIIEvents.new() return end

---@param props table
---@return SceneTierIIEvents
function SceneTierIIEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@return Tier2WalkType
function SceneTierIIEvents:GetCurrentTier2MovementPreset(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return gameSceneTier2Data
function SceneTierIIEvents:GetSceneTier2Data(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIIEvents:SceneTierToEnter() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIEvents:UpdateLocomotionStatsBasedOnMovementType(stateContext, scriptInterface) return end

---@param locomotionStateName CName|string
---@param movementPreset Tier2WalkType
---@return Float
function SceneTierIIEvents:UpdateMaxSpeedBasedOnPlayerState(locomotionStateName, movementPreset) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function SceneTierIIEvents:UpdateSpeedValue(stateContext, scriptInterface) return end

---@class SceneTierIIIDecisions : SceneTierAbstractDecisions
SceneTierIIIDecisions = {}

---@return SceneTierIIIDecisions
function SceneTierIIIDecisions.new() return end

---@param props table
---@return SceneTierIIIDecisions
function SceneTierIIIDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierIIIDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIIIDecisions:SceneTierToEnter() return end

---@class SceneTierIIIEvents : SceneTierAbstractEvents
SceneTierIIIEvents = {}

---@return SceneTierIIIEvents
function SceneTierIIIEvents.new() return end

---@param props table
---@return SceneTierIIIEvents
function SceneTierIIIEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIIEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIIIEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIIIEvents:SceneTierToEnter() return end

---@class SceneTierIVDecisions : SceneTierAbstractDecisions
SceneTierIVDecisions = {}

---@return SceneTierIVDecisions
function SceneTierIVDecisions.new() return end

---@param props table
---@return SceneTierIVDecisions
function SceneTierIVDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierIVDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIVDecisions:SceneTierToEnter() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierIVDecisions:ToSwimming(stateContext, scriptInterface) return end

---@class SceneTierIVEvents : SceneTierAbstractEvents
SceneTierIVEvents = {}

---@return SceneTierIVEvents
function SceneTierIVEvents.new() return end

---@param props table
---@return SceneTierIVEvents
function SceneTierIVEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierIVEvents:OnEnter(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierIVEvents:SceneTierToEnter() return end

---@class SceneTierInitialDecisions : SceneTierAbstract
SceneTierInitialDecisions = {}

---@return SceneTierInitialDecisions
function SceneTierInitialDecisions.new() return end

---@param props table
---@return SceneTierInitialDecisions
function SceneTierInitialDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierInitialDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SceneTierInitialEvents : SceneTierAbstract
SceneTierInitialEvents = {}

---@return SceneTierInitialEvents
function SceneTierInitialEvents.new() return end

---@param props table
---@return SceneTierInitialEvents
function SceneTierInitialEvents.new(props) return end

---@class SceneTierVDecisions : SceneTierAbstractDecisions
SceneTierVDecisions = {}

---@return SceneTierVDecisions
function SceneTierVDecisions.new() return end

---@param props table
---@return SceneTierVDecisions
function SceneTierVDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SceneTierVDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierVDecisions:SceneTierToEnter() return end

---@class SceneTierVEvents : SceneTierAbstractEvents
SceneTierVEvents = {}

---@return SceneTierVEvents
function SceneTierVEvents.new() return end

---@param props table
---@return SceneTierVEvents
function SceneTierVEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SceneTierVEvents:OnEnter(stateContext, scriptInterface) return end

---@return GameplayTier
function SceneTierVEvents:SceneTierToEnter() return end

---@class ScenesFastForwardTransition : DefaultTransition
ScenesFastForwardTransition = {}

---@param owner gameObject
function ScenesFastForwardTransition.DisplayFFButtonPrompt(owner) return end

---@param owner gameObject
---@return inkInputHintHoldIndicationType
function ScenesFastForwardTransition.GetFFButtonType(owner) return end

---@param owner gameObject
function ScenesFastForwardTransition.HideFFButtonPrompt(owner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param mode scnFastForwardMode
function ScenesFastForwardTransition:ActivateFastForward(scriptInterface, mode) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ScenesFastForwardTransition:CleanupFastForward(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ScenesFastForwardTransition:DeActivateFastForward(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ScenesFastForwardTransition:DebugFastForwardInputValid(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ScenesFastForwardTransition:FastForwardInputValid(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function ScenesFastForwardTransition:GetDebugFFConditionParam(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function ScenesFastForwardTransition:GetFFSceneThrehsoldFromBraindanceSystem(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ScenesFastForwardTransition:IsBlockedByPhoneCallRestriction(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param mode scnFastForwardMode
---@return Bool
function ScenesFastForwardTransition:IsFastForwardAvailable(scriptInterface, mode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param mode scnFastForwardMode
---@return Bool
function ScenesFastForwardTransition:IsFastForwardModeActive(scriptInterface, mode) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ScenesFastForwardTransition:IsLookingAtDialogueEntity(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ScenesFastForwardTransition:PhoneBBStateBlockingFF(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ScenesFastForwardTransition:ProcessHoldInputFastForwardLock(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newVal Bool
function ScenesFastForwardTransition:SetFastForwardActiveBB(scriptInterface, newVal) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newVal Bool
function ScenesFastForwardTransition:SetFastForwardAvailableBB(scriptInterface, newVal) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ScenesFastForwardTransition:StartGlitchFx(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function ScenesFastForwardTransition:StopGlitchFx(scriptInterface) return end

---@class ScoreboardEntityLogicController : inkWidgetLogicController
---@field label inkTextWidgetReference
ScoreboardEntityLogicController = {}

---@return ScoreboardEntityLogicController
function ScoreboardEntityLogicController.new() return end

---@param props table
---@return ScoreboardEntityLogicController
function ScoreboardEntityLogicController.new(props) return end

---@param text String
function ScoreboardEntityLogicController:SetText(text) return end

---@class ScoreboardLogicController : inkWidgetLogicController
---@field gridItem CName
---@field namesWidget inkCompoundWidgetReference
---@field scoresWidget inkCompoundWidgetReference
---@field highScores ScoreboardPlayer[]
ScoreboardLogicController = {}

---@return ScoreboardLogicController
function ScoreboardLogicController.new() return end

---@param props table
---@return ScoreboardLogicController
function ScoreboardLogicController.new(props) return end

function ScoreboardLogicController:CleanGrid() return end

---@param playerScore Int32
function ScoreboardLogicController:FillGrid(playerScore) return end

---@class ScoreboardPlayer
---@field playerName String
---@field playerScore Int32
ScoreboardPlayer = {}

---@return ScoreboardPlayer
function ScoreboardPlayer.new() return end

---@param props table
---@return ScoreboardPlayer
function ScoreboardPlayer.new(props) return end

---@class ScreenDefinitionPackage
---@field screenDefinition gamedataDeviceUIDefinition_Record
---@field style gamedataWidgetStyle_Record
ScreenDefinitionPackage = {}

---@return ScreenDefinitionPackage
function ScreenDefinitionPackage.new() return end

---@param props table
---@return ScreenDefinitionPackage
function ScreenDefinitionPackage.new(props) return end

---@class ScreenDisplayContextData : IScriptable
---@field Context ScreenDisplayContext
ScreenDisplayContextData = {}

---@return ScreenDisplayContextData
function ScreenDisplayContextData.new() return end

---@param props table
---@return ScreenDisplayContextData
function ScreenDisplayContextData.new(props) return end

---@param context ScreenDisplayContext
---@return ScreenDisplayContextData
function ScreenDisplayContextData.Make(context) return end

---@class ScreenMessageData : IScriptable
---@field messageRecord gamedataScreenMessageData_Record
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
ScreenMessageData = {}

---@return ScreenMessageData
function ScreenMessageData.new() return end

---@param props table
---@return ScreenMessageData
function ScreenMessageData.new(props) return end

---@class ScreenMessageSelector : inkTweakDBIDSelector
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
ScreenMessageSelector = {}

---@return Int32
function ScreenMessageSelector:GetCustomNumber() return end

---@return Bool
function ScreenMessageSelector:HasCustomNumber() return end

---@param value Int32
function ScreenMessageSelector:SetCustomNumber(value) return end

---@param value Bool
function ScreenMessageSelector:SetReplaceTextWithCustomNumber(value) return end

---@class ScriptConditionTypeBase : IScriptable
ScriptConditionTypeBase = {}

---@param playerObject gameObject
---@return Bool
function ScriptConditionTypeBase:Evaluate(playerObject) return end

---@return String
function ScriptConditionTypeBase:ToString() return end

---@class ScriptGameInstance
ScriptGameInstance = {}

---@param entityId entEntityID
---@return entEntity
function ScriptGameInstance.FindEntityByID(entityId) return end

---@param tag CName|string
---@return Vector4[]
function ScriptGameInstance.FindWaypointsByTag(tag) return end

---@return AINavigationSystem
function ScriptGameInstance.GetAINavigationSystem() return end

---@return gameAchievementSystem
function ScriptGameInstance.GetAchievementSystem() return end

---@return gameActivityLogSystem
function ScriptGameInstance.GetActivityLogSystem() return end

---@return worldAnimationSystemScriptInterface
function ScriptGameInstance.GetAnimationSystem() return end

---@return gameCAttitudeManager
function ScriptGameInstance.GetAttitudeSystem() return end

---@return gameGameAudioSystem
function ScriptGameInstance.GetAudioSystem() return end

---@return gameAutoSaveSystem
function ScriptGameInstance.GetAutoSaveSystem() return end

---@return gameBlackboardSystem
function ScriptGameInstance.GetBlackboardSystem() return end

---@return gameCameraSystem
function ScriptGameInstance.GetCameraSystem() return end

---@return gameuiICharacterCustomizationSystem
function ScriptGameInstance.GetCharacterCustomizationSystem() return end

---@return gameICombatQueriesSystem
function ScriptGameInstance.GetCombatQueriesSystem() return end

---@return gameCommunitySystem
function ScriptGameInstance.GetCommunitySystem() return end

---@return gameCompanionSystem
function ScriptGameInstance.GetCompanionSystem() return end

---@return gameContainerManager
function ScriptGameInstance.GetContainerManager() return end

---@return gameICooldownSystem
function ScriptGameInstance.GetCooldownSystem() return end

---@return AISmartCoverManager
function ScriptGameInstance.GetCoverManager() return end

---@return gameDamageSystem
function ScriptGameInstance.GetDamageSystem() return end

---@return gameDebugCheatsSystem
function ScriptGameInstance.GetDebugCheatsSystem() return end

---@return gameIDebugDrawHistorySystem
function ScriptGameInstance.GetDebugDrawHistorySystem() return end

---@return gameDebugPlayerBreadcrumbs
function ScriptGameInstance.GetDebugPlayerBreadcrumbs() return end

---@return gameDebugVisualizerSystem
function ScriptGameInstance.GetDebugVisualizerSystem() return end

---@return gameDelaySystem
function ScriptGameInstance.GetDelaySystem() return end

---@return gameDeviceSystem
function ScriptGameInstance.GetDeviceSystem() return end

---@return gameDynamicSpawnSystem
function ScriptGameInstance.GetDynamicSpawnSystem() return end

---@return gameEffectorSystem
function ScriptGameInstance.GetEffectorSystem() return end

---@return EngineTime
function ScriptGameInstance.GetEngineTime() return end

---@return entEntity[]
function ScriptGameInstance.GetEntityList() return end

---@return gameEntitySpawnerEventsBroadcasterImpl
function ScriptGameInstance.GetEntitySpawnerEventsBroadcaster() return end

---@return Uint64
function ScriptGameInstance.GetFrameNumber() return end

---@return gameFxSystem
function ScriptGameInstance.GetFxSystem() return end

---@return gameEffectSystem
function ScriptGameInstance.GetGameEffectSystem() return end

---@return gameGameFeatureManager
function ScriptGameInstance.GetGameFeatureManager() return end

---@return gameIGameRulesSystem
function ScriptGameInstance.GetGameRulesSystem() return end

---@return gameGameTagSystem
function ScriptGameInstance.GetGameTagSystem() return end

---@return GameTime
function ScriptGameInstance.GetGameTime() return end

---@return gameuiGamepadLightController
function ScriptGameInstance.GetGamepadLightController() return end

---@return gameGameplayLogicPackageSystem
function ScriptGameInstance.GetGameplayLogicPackageSystem() return end

---@return gameuiGlobalTvSystem
function ScriptGameInstance.GetGlobalTVSystem() return end

---@return gameGodModeSystem
function ScriptGameInstance.GetGodModeSystem() return end

---@return gameinfluenceSystem
function ScriptGameInstance.GetInfluenceMapSystem() return end

---@return gameinteractionsCManager
function ScriptGameInstance.GetInteractionManager() return end

---@return gameInventoryManager
function ScriptGameInstance.GetInventoryManager() return end

---@return gameJournalManager
function ScriptGameInstance.GetJournalManager() return end

---@return gameLevelAssignmentSystem
function ScriptGameInstance.GetLevelAssignmentSystem() return end

---@return gameLocationManager
function ScriptGameInstance.GetLocationManager() return end

---@return gameLootManager
function ScriptGameInstance.GetLootManager() return end

---@return gamemappinsMappinSystem
function ScriptGameInstance.GetMappinSystem() return end

---@return gameMinimapSystem
function ScriptGameInstance.GetMinimapSystem() return end

---@return gamemountingIMountingFacility
function ScriptGameInstance.GetMountingFacility() return end

---@return worldNavigationScriptInterface
function ScriptGameInstance.GetNavigationSystem() return end

---@param nodeRef worldGlobalNodeRef
---@return Bool, Transform
function ScriptGameInstance.GetNodeTransform(nodeRef) return end

---@return gameObjectPoolSystem
function ScriptGameInstance.GetObjectPoolSystem() return end

---@return gameIOnlineSystem
function ScriptGameInstance.GetOnlineSystem() return end

---@return gamePersistencySystem
function ScriptGameInstance.GetPersistencySystem() return end

---@return questPhoneManager
function ScriptGameInstance.GetPhoneManager() return end

---@return gamePhotoModeSystem
function ScriptGameInstance.GetPhotoModeSystem() return end

---@return gamePingSystem
function ScriptGameInstance.GetPingSystem() return end

---@return gameIPlayerManager
function ScriptGameInstance.GetPlayerManagerSystem() return end

---@return cpPlayerSystem
function ScriptGameInstance.GetPlayerSystem() return end

---@return EngineTime
function ScriptGameInstance.GetPlaythroughTime() return end

---@return gamePoliceRadioSystem
function ScriptGameInstance.GetPoliceRadioSystem() return end

---@return gamePrereqManager
function ScriptGameInstance.GetPrereqManager() return end

---@return gamePreventionSpawnSystem
function ScriptGameInstance.GetPreventionSpawnSystem() return end

---@return gameProjectileSystem
function ScriptGameInstance.GetProjectileSystem() return end

---@return questQuestsSystem
function ScriptGameInstance.GetQuestsSystem() return end

---@return vehicleRacingSystem
function ScriptGameInstance.GetRacingSystem() return end

---@return gameRazerChromaEffectsSystem
function ScriptGameInstance.GetRazerChromaEffectsSystem() return end

---@return AIReactionSystem
function ScriptGameInstance.GetReactionSystem() return end

---@return AIGuardAreaManager
function ScriptGameInstance.GetRestrictMovementAreaManager() return end

---@return worldRuntimeInfo
function ScriptGameInstance.GetRuntimeInfo() return end

---@return AISafeAreaManager
function ScriptGameInstance.GetSafeAreaManager() return end

---@return scnISceneSystem
function ScriptGameInstance.GetSceneSystem() return end

---@return gameScriptableSystemsContainer
function ScriptGameInstance.GetScriptableSystemsContainer() return end

---@return gameScriptsDebugOverlaySystem
function ScriptGameInstance.GetScriptsDebugOverlaySystem() return end

---@return senseCSenseManager
function ScriptGameInstance.GetSenseManager() return end

---@return userSettingsUserSettings
function ScriptGameInstance.GetSettingsSystem() return end

---@return EngineTime
function ScriptGameInstance.GetSimTime() return end

---@return gameSpatialQueriesSystem
function ScriptGameInstance.GetSpatialQueriesSystem() return end

---@return gameStatPoolsSystem
function ScriptGameInstance.GetStatPoolsSystem() return end

---@return gameStatsDataSystem
function ScriptGameInstance.GetStatsDataSystem() return end

---@return gameStatsSystem
function ScriptGameInstance.GetStatsSystem() return end

---@return gameStatusEffectSystem
function ScriptGameInstance.GetStatusEffectSystem() return end

---@return gameStimuliSystem
function ScriptGameInstance.GetStimuliSystem() return end

---@return gameuiSubtitleHandlerSystem
function ScriptGameInstance.GetSubtitleHandlerSystem() return end

---@return gametargetingTargetingSystem
function ScriptGameInstance.GetTargetingSystem() return end

---@return gameTelemetryTelemetrySystem
function ScriptGameInstance.GetTelemetrySystem() return end

---@return gameTeleportationFacility
function ScriptGameInstance.GetTeleportationFacility() return end

---@return gameTimeSystem
function ScriptGameInstance.GetTimeSystem() return end

---@return worldTrafficScriptInterface
function ScriptGameInstance.GetTrafficSystem() return end

---@return gameTransactionSystem
function ScriptGameInstance.GetTransactionSystem() return end

---@return questTutorialManager
function ScriptGameInstance.GetTutorialManager() return end

---@return gameuiIUIObjectsLoaderSystem
function ScriptGameInstance.GetUIObjectsLoaderSystem() return end

---@return gameuiGameSystemUI
function ScriptGameInstance.GetUISystem() return end

---@return gameVehicleSystem
function ScriptGameInstance.GetVehicleSystem() return end

---@return gameVisionModeSystem
function ScriptGameInstance.GetVisionModeSystem() return end

---@return gameWardrobeSystem
function ScriptGameInstance.GetWardrobeSystem() return end

---@return gameIWatchdogSystem
function ScriptGameInstance.GetWatchdogSystem() return end

---@return worldWeatherScriptInterface
function ScriptGameInstance.GetWeatherSystem() return end

---@return gameWorkspotGameSystem
function ScriptGameInstance.GetWorkspotSystem() return end

---@return Bool
function ScriptGameInstance.IsRestoringState() return end

---@return Bool, gameSaveLock[]
function ScriptGameInstance.IsSavingLocked() return end

function ScriptGameInstance.IsTweakContentTagActive() return end

---@return Bool
function ScriptGameInstance.IsValid() return end

---@param scriptableSystemName CName|string
---@param request gameScriptableSystemRequest
---@return Bool
function ScriptGameInstance.QueueScriptableSystemRequest(scriptableSystemName, request) return end

---@class ScriptHitData
---@field animVariation Int32
---@field attackDirection Int32
---@field hitBodyPart Int32
ScriptHitData = {}

---@return ScriptHitData
function ScriptHitData.new() return end

---@param props table
---@return ScriptHitData
function ScriptHitData.new(props) return end

---@class ScriptLightSettings
---@field strength Float
---@field color Color
ScriptLightSettings = {}

---@return ScriptLightSettings
function ScriptLightSettings.new() return end

---@param props table
---@return ScriptLightSettings
function ScriptLightSettings.new(props) return end

---@class ScriptReentrantRWLock
ScriptReentrantRWLock = {}

---@return ScriptReentrantRWLock
function ScriptReentrantRWLock.new() return end

---@param props table
---@return ScriptReentrantRWLock
function ScriptReentrantRWLock.new(props) return end

---@param self_ ScriptReentrantRWLock
function ScriptReentrantRWLock.Acquire(self_) return end

---@param self_ ScriptReentrantRWLock
function ScriptReentrantRWLock.AcquireShared(self_) return end

---@param self_ ScriptReentrantRWLock
function ScriptReentrantRWLock.Release(self_) return end

---@param self_ ScriptReentrantRWLock
function ScriptReentrantRWLock.ReleaseShared(self_) return end

---@class ScriptableDeviceAction : BaseScriptableAction
---@field prop gamedeviceActionProperty
---@field actionWidgetPackage SActionWidgetPackage
---@field spiderbotActionLocationOverride NodeRef
---@field duration Float
---@field canTriggerStim Bool
---@field wasPerformedOnOwner Bool
---@field shouldActivateDevice Bool
---@field disableSpread Bool
---@field isQuickHack Bool
---@field isSpiderbotAction Bool
---@field attachedProgram TweakDBID
---@field activeStatusEffect TweakDBID
---@field interactionIconType TweakDBID
---@field hasInteraction Bool
---@field inactiveReason String
---@field widgetStyle gamedataComputerUIStyle
ScriptableDeviceAction = {}

---@param device ScriptableDeviceComponentPS
---@return Bool
function ScriptableDeviceAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ScriptableDeviceAction.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ScriptableDeviceAction.IsDefaultConditionMet(device, context) return end

---@param deviceName String
function ScriptableDeviceAction:AddDeviceName(deviceName) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ScriptableDeviceAction:CanSpiderbotCompleteThisAction(device) return end

---@return Bool
function ScriptableDeviceAction:CanTriggerStim() return end

function ScriptableDeviceAction:ClearIllegal() return end

function ScriptableDeviceAction:CompleteAction() return end

---@param widgetTweakDBID TweakDBID|string
---@param actions gamedeviceAction[]
function ScriptableDeviceAction:CreateActionWidgetPackage(widgetTweakDBID, actions) return end

---@param actions gamedeviceAction[]
function ScriptableDeviceAction:CreateActionWidgetPackage(actions) return end

---@param actions gamedeviceAction[]
---@param customName1 String
---@param customName2 String
---@param customID1 TweakDBID|string
---@param customID2 TweakDBID|string
function ScriptableDeviceAction:CreateCustomInteraction(actions, customName1, customName2, customID1, customID2) return end

---@param actions gamedeviceAction[]
---@param alternativeMainChoiceRecord String
---@param alternativeMainChoiceTweakDBID TweakDBID|string
function ScriptableDeviceAction:CreateInteraction(actions, alternativeMainChoiceRecord, alternativeMainChoiceTweakDBID) return end

---@return CName
function ScriptableDeviceAction:GetActionName() return end

---@return SActionWidgetPackage
function ScriptableDeviceAction:GetActionWidgetPackage() return end

---@return TweakDBID
function ScriptableDeviceAction:GetActiveStatusEffectTweakDBID() return end

---@return TweakDBID
function ScriptableDeviceAction:GetAttachedProgramTweakDBID() return end

---@return Float
function ScriptableDeviceAction:GetAwarenessCost() return end

---@return Int32
function ScriptableDeviceAction:GetCost() return end

---@return CName
function ScriptableDeviceAction:GetDefaultActionName() return end

---@return String
function ScriptableDeviceAction:GetDeviceName() return end

---@param record TweakDBID|string
---@return Float
function ScriptableDeviceAction:GetDurationFromTDBRecord(record) return end

---@return Float
function ScriptableDeviceAction:GetDurationValue() return end

---@return String
function ScriptableDeviceAction:GetInactiveReason() return end

---@return CName
function ScriptableDeviceAction:GetInkWidgetLibraryID() return end

---@return redResourceReferenceScriptToken
function ScriptableDeviceAction:GetInkWidgetLibraryPath() return end

---@return TweakDBID
function ScriptableDeviceAction:GetInkWidgetTweakDBID() return end

---@return gameinteractionsChoice
function ScriptableDeviceAction:GetInteractionChoice() return end

---@return gamedataChoiceCaptionIconPart_Record
function ScriptableDeviceAction:GetInteractionIcon() return end

---@return CName
function ScriptableDeviceAction:GetInteractionLayer() return end

---@return gamedataObjectAction_Record
function ScriptableDeviceAction:GetObjectActionRecord() return end

---@return ScriptableDeviceComponentPS
function ScriptableDeviceAction:GetOwnerPS() return end

---@return gamedeviceRequestType
function ScriptableDeviceAction:GetRequestType() return end

---@return NodeRef
function ScriptableDeviceAction:GetSpiderbotLocationOverrideReference() return end

---@return Bool
function ScriptableDeviceAction:HasUI() return end

---@return Bool
function ScriptableDeviceAction:IsCompleted() return end

---@return Bool
function ScriptableDeviceAction:IsIllegal() return end

---@return Bool
function ScriptableDeviceAction:IsQuickHack() return end

---@return Bool
function ScriptableDeviceAction:IsRemoteHack() return end

---@return Bool
function ScriptableDeviceAction:IsSpiderbotAction() return end

---@return Bool
function ScriptableDeviceAction:IsSpreadDisabled() return end

---@return Bool
function ScriptableDeviceAction:IsStarted() return end

function ScriptableDeviceAction:ProduceInteractionParts() return end

---@param data ResolveActionData
---@return Bool
function ScriptableDeviceAction:ResolveAction(data) return end

function ScriptableDeviceAction:ResolveActionWidgetTweakDBData() return end

---@param effectID TweakDBID|string
function ScriptableDeviceAction:SetActiveStatusEffectTweakDBID(effectID) return end

---@param wasExecutedAtLeastOnce Bool
function ScriptableDeviceAction:SetAsQuickHack(wasExecutedAtLeastOnce) return end

function ScriptableDeviceAction:SetAsSpiderbotAction() return end

---@param programID TweakDBID|string
function ScriptableDeviceAction:SetAttachedProgramTweakDBID(programID) return end

---@param value Bool
function ScriptableDeviceAction:SetCanSkipPayCost(value) return end

---@param canTrigger Bool
function ScriptableDeviceAction:SetCanTriggerStim(canTrigger) return end

function ScriptableDeviceAction:SetCompleted() return end

---@param value Bool
function ScriptableDeviceAction:SetDisableSpread(value) return end

---@param duration Float
function ScriptableDeviceAction:SetDurationValue(duration) return end

---@param isIllegal Bool
function ScriptableDeviceAction:SetIllegal(isIllegal) return end

---@param reasonStr String
function ScriptableDeviceAction:SetInactiveReason(reasonStr) return end

function ScriptableDeviceAction:SetInactiveReasonAsCaption() return end

---@param isActiveIf Bool
---@param reason String
function ScriptableDeviceAction:SetInactiveWithReason(isActiveIf, reason) return end

---@param id TweakDBID|string
function ScriptableDeviceAction:SetInkWidgetTweakDBID(id) return end

---@param iconType TweakDBID|string
function ScriptableDeviceAction:SetInteractionIcon(iconType) return end

---@param layer CName|string
function ScriptableDeviceAction:SetInteractionLayer(layer) return end

---@param id TweakDBID|string
function ScriptableDeviceAction:SetObjectActionID(id) return end

---@param value Bool
function ScriptableDeviceAction:SetShouldActivateDevice(value) return end

---@param targetLocationReference NodeRef
function ScriptableDeviceAction:SetSpiderbotLocationOverrideReference(targetLocationReference) return end

---@param style gamedataComputerUIStyle
function ScriptableDeviceAction:SetWidgetStyle(style) return end

---@return Bool
function ScriptableDeviceAction:ShouldActivateDevice() return end

function ScriptableDeviceAction:StartUpload() return end

---@class ScriptableDeviceComponent : gameDeviceComponent
ScriptableDeviceComponent = {}

---@return ScriptableDeviceComponent
function ScriptableDeviceComponent.new() return end

---@param props table
---@return ScriptableDeviceComponent
function ScriptableDeviceComponent.new(props) return end

---@return ScriptableDeviceComponentPS
function ScriptableDeviceComponent:GetPS() return end

---@return gamePersistentID
function ScriptableDeviceComponent:GetPSID() return end

---@return CName
function ScriptableDeviceComponent:GetPSName() return end

---@class ScriptableDeviceComponentPS : SharedGameplayPS
---@field isInitialized Bool
---@field forceResolveStateOnAttach Bool
---@field forceVisibilityInAnimSystemOnLogicReady Bool
---@field masters gameDeviceComponentPS[]
---@field mastersCached Bool
---@field deviceName String
---@field activationState EActivationState
---@field drawGridLink Bool
---@field isLinkDynamic Bool
---@field fullDepth Bool
---@field virtualNetworkShapeID TweakDBID
---@field tweakDBRecord TweakDBID
---@field tweakDBDescriptionRecord TweakDBID
---@field contentScale TweakDBID
---@field skillCheckContainer BaseSkillCheckContainer
---@field hasUICameraZoom Bool
---@field allowUICameraZoomDynamicSwitch Bool
---@field hasFullScreenUI Bool
---@field hasAuthorizationModule Bool
---@field hasPersonalLinkSlot Bool
---@field backdoorBreachDifficulty EGameplayChallengeLevel
---@field shouldSkipNetrunnerMinigame Bool
---@field minigameDefinition TweakDBID
---@field minigameAttempt Int32
---@field hackingMinigameState gameuiHackingMinigameState
---@field disablePersonalLinkAutoDisconnect Bool
---@field canHandleAdvancedInteraction Bool
---@field canBeTrapped Bool
---@field disassembleProperties DisassembleOptions
---@field flatheadScavengeProperties SpiderbotScavengeOptions
---@field destructionProperties DestructionData
---@field canPlayerTakeOverControl Bool
---@field canBeInDeviceChain Bool
---@field personalLinkForced Bool
---@field personalLinkCustomInteraction TweakDBID
---@field personalLinkStatus EPersonalLinkConnectionStatus
---@field isAdvancedInteractionModeOn Bool
---@field juryrigTrapState EJuryrigTrapState
---@field isControlledByThePlayer Bool
---@field isHighlightedInFocusMode Bool
---@field wasQuickHacked Bool
---@field wasQuickHackAttempt Bool
---@field lastPerformedQuickHack CName
---@field isGlitching Bool
---@field isTimedTurnOff Bool
---@field isRestarting Bool
---@field blockSecurityWakeUp Bool
---@field isLockedViaSequencer Bool
---@field distractExecuted Bool
---@field distractionTimeCompleted Bool
---@field hasNPCWorkspotKillInteraction Bool
---@field shouldNPCWorkspotFinishLoop Bool
---@field durabilityState EDeviceDurabilityState
---@field hasBeenScavenged Bool
---@field currentlyAuthorizedUsers SecuritySystemClearanceEntry[]
---@field performedActions SPerformedActions[]
---@field isInitialStateOperationPerformed Bool
---@field illegalActions IllegalActionTypes
---@field disableQuickHacks Bool
---@field availableQuickHacks CName[]
---@field isKeyloggerInstalled Bool
---@field actionsWithDisabledRPGChecks TweakDBID[]
---@field availableSpiderbotActions CName[]
---@field currentSpiderbotActionPerformed ScriptableDeviceAction
---@field isSpiderbotInteractionOrdered Bool
---@field shouldScannerShowStatus Bool
---@field shouldScannerShowNetwork Bool
---@field shouldScannerShowAttitude Bool
---@field shouldScannerShowRole Bool
---@field shouldScannerShowHealth Bool
---@field debugDevice Bool
---@field debugName CName
---@field debugExposeQuickHacks Bool
---@field debugPath CName
---@field debugID Uint32
---@field isUnderEMPEffect Bool
---@field deviceOperationsSetup DeviceOperationsContainer
---@field connectionHighlightObjects NodeRef[]
---@field activeContexts gamedeviceRequestType[]
---@field playstyles EPlaystyle[]
---@field quickHackVulnerabilties TweakDBID[]
---@field quickHackVulnerabiltiesInitialized Bool
---@field willingInvestigators entEntityID[]
---@field isInteractive Bool
ScriptableDeviceComponentPS = {}

---@return ScriptableDeviceComponentPS
function ScriptableDeviceComponentPS.new() return end

---@param props table
---@return ScriptableDeviceComponentPS
function ScriptableDeviceComponentPS.new(props) return end

---@return Bool
function ScriptableDeviceComponentPS.IsConnectedToMaintenanceSystem() return end

---@param actions gamedeviceAction[]
---@param reason String
---@param exludedAction CName|string
function ScriptableDeviceComponentPS.SetActionsInactiveAll(actions, reason, exludedAction) return end

---@return Bool
function ScriptableDeviceComponentPS:OnInstantiated() return end

---@param evt RevokeQuickHackAccess
---@return Bool
function ScriptableDeviceComponentPS:OnRevokeQuickHackAccess(evt) return end

---@return ActivateDevice
function ScriptableDeviceComponentPS:ActionActivateDevice() return end

---@param isForced Bool
---@return AuthorizeUser
function ScriptableDeviceComponentPS:ActionAuthorizeUser(isForced) return end

---@return DeactivateDevice
function ScriptableDeviceComponentPS:ActionDeactivateDevice() return end

---@param context gameGetActionsContext
---@return ActionDemolition
function ScriptableDeviceComponentPS:ActionDemolition(context) return end

---@return BaseDeviceStatus
function ScriptableDeviceComponentPS:ActionDeviceStatus() return end

---@return DisassembleDevice
function ScriptableDeviceComponentPS:ActionDisassembleDevice() return end

---@param context gameGetActionsContext
---@return ActionEngineering
function ScriptableDeviceComponentPS:ActionEngineering(context) return end

---@return FixDevice
function ScriptableDeviceComponentPS:ActionFixDevice() return end

---@param actionID TweakDBID|string
---@param programID TweakDBID|string
---@param timeout Float
---@return GlitchScreen
function ScriptableDeviceComponentPS:ActionGlitchScreen(actionID, programID, timeout) return end

---@param context gameGetActionsContext
---@return ActionHacking
function ScriptableDeviceComponentPS:ActionHacking(context) return end

---@return OpenFullscreenUI
function ScriptableDeviceComponentPS:ActionOpenFullscreenUI() return end

---@return OverloadDevice
function ScriptableDeviceComponentPS:ActionOverloadDevice() return end

---@param context gameGetActionsContext
---@return Pay
function ScriptableDeviceComponentPS:ActionPay(context) return end

---@return PingDevice
function ScriptableDeviceComponentPS:ActionPing() return end

---@return ProgramSetDeviceAttitude
function ScriptableDeviceComponentPS:ActionProgramSetDeviceAttitude() return end

---@return ProgramSetDeviceOff
function ScriptableDeviceComponentPS:ActionProgramSetDeviceOff() return end

---@return QuestBreachAccessPoint
function ScriptableDeviceComponentPS:ActionQuestBreachAccessPoint() return end

---@return QuestDisableFixing
function ScriptableDeviceComponentPS:ActionQuestDisableFixing() return end

---@return QuestEnableFixing
function ScriptableDeviceComponentPS:ActionQuestEnableFixing() return end

---@return QuestForceActivate
function ScriptableDeviceComponentPS:ActionQuestForceActivate() return end

---@return QuestForceAuthorizationDisabled
function ScriptableDeviceComponentPS:ActionQuestForceAuthorizationDisabled() return end

---@return QuestForceAuthorizationEnabled
function ScriptableDeviceComponentPS:ActionQuestForceAuthorizationEnabled() return end

---@param enable Bool
---@param instant Bool
---@return QuestForceCameraZoom
function ScriptableDeviceComponentPS:ActionQuestForceCameraZoom(enable, instant) return end

---@param value Bool
---@return QuestForceCameraZoom
function ScriptableDeviceComponentPS:ActionQuestForceCameraZoomNoWorkspot(value) return end

---@return QuestForceDeactivate
function ScriptableDeviceComponentPS:ActionQuestForceDeactivate() return end

---@return QuestForceDestructible
function ScriptableDeviceComponentPS:ActionQuestForceDestructible() return end

---@return QuestForceDisabled
function ScriptableDeviceComponentPS:ActionQuestForceDisabled() return end

---@return QuestForceDisconnectPersonalLink
function ScriptableDeviceComponentPS:ActionQuestForceDisconnectPersonalLink() return end

---@return QuestForceEnabled
function ScriptableDeviceComponentPS:ActionQuestForceEnabled() return end

---@return QuestForceIndestructible
function ScriptableDeviceComponentPS:ActionQuestForceIndestructible() return end

---@return QuestForceInvulnerable
function ScriptableDeviceComponentPS:ActionQuestForceInvulnerable() return end

---@return QuestForceJuryrigTrapArmed
function ScriptableDeviceComponentPS:ActionQuestForceJuryrigTrapArmed() return end

---@return QuestForceJuryrigTrapDeactivated
function ScriptableDeviceComponentPS:ActionQuestForceJuryrigTrapDeactivated() return end

---@return QuestForceOFF
function ScriptableDeviceComponentPS:ActionQuestForceOFF() return end

---@return QuestForceON
function ScriptableDeviceComponentPS:ActionQuestForceON() return end

---@return QuestForcePersonalLinkUnderStrictQuestControl
function ScriptableDeviceComponentPS:ActionQuestForcePersonalLinkUnderStrictQuestControl() return end

---@return QuestForcePower
function ScriptableDeviceComponentPS:ActionQuestForcePower() return end

---@return QuestForceSecuritySystemAlarmed
function ScriptableDeviceComponentPS:ActionQuestForceSecuritySystemAlarmed() return end

---@return QuestForceSecuritySystemArmed
function ScriptableDeviceComponentPS:ActionQuestForceSecuritySystemArmed() return end

---@return QuestForceSecuritySystemSafe
function ScriptableDeviceComponentPS:ActionQuestForceSecuritySystemSafe() return end

---@return QuestForceStopTakeControlOverCamera
function ScriptableDeviceComponentPS:ActionQuestForceStopTakeControlOverCamera() return end

---@return QuestForceTakeControlOverCamera
function ScriptableDeviceComponentPS:ActionQuestForceTakeControlOverCamera() return end

---@return QuestForceTakeControlOverCameraWithChain
function ScriptableDeviceComponentPS:ActionQuestForceTakeControlOverCameraWithChain() return end

---@return QuestForceUnpower
function ScriptableDeviceComponentPS:ActionQuestForceUnpower() return end

---@return QuestRemoveQuickHacks
function ScriptableDeviceComponentPS:ActionQuestRemoveQuickHacks() return end

---@return QuestResetDeviceToInitialState
function ScriptableDeviceComponentPS:ActionQuestResetDeviceToInitialState() return end

---@return QuestResetPerformedActionsStorage
function ScriptableDeviceComponentPS:ActionQuestResetPerfomedActionsStorage() return end

---@return QuestRestoreQuickHacks
function ScriptableDeviceComponentPS:ActionQuestRestoreQuickHacks() return end

---@return QuestStartGlitch
function ScriptableDeviceComponentPS:ActionQuestStartGlitch() return end

---@return QuestStopGlitch
function ScriptableDeviceComponentPS:ActionQuestStopGlitch() return end

---@return QuickHackAoeDamage
function ScriptableDeviceComponentPS:ActionQuickHackAoeDamage() return end

---@return QuickHackDistraction
function ScriptableDeviceComponentPS:ActionQuickHackDistraction() return end

---@return QuickHackHighPitchNoise
function ScriptableDeviceComponentPS:ActionQuickHackHighPitchNoise() return end

---@return QuickHackToggleON
function ScriptableDeviceComponentPS:ActionQuickHackToggleON() return end

---@return RemoteBreach
function ScriptableDeviceComponentPS:ActionRemoteBreach() return end

---@param context gameGetActionsContext
---@return ActionScavenge
function ScriptableDeviceComponentPS:ActionScavenge(context) return end

---@param lastKnownPosition Vector4
---@param whoBreached gameObject
---@param type ESecurityNotificationType
---@return SecuritySystemInput
function ScriptableDeviceComponentPS:ActionSecurityBreachNotification(lastKnownPosition, whoBreached, type) return end

---@return SetAuthorizationModuleOFF
function ScriptableDeviceComponentPS:ActionSetAuthorizationModuleOFF() return end

---@return SetAuthorizationModuleON
function ScriptableDeviceComponentPS:ActionSetAuthorizationModuleON() return end

---@return SetDeviceAttitude
function ScriptableDeviceComponentPS:ActionSetDeviceAttitude() return end

---@return SetDeviceOFF
function ScriptableDeviceComponentPS:ActionSetDeviceOFF() return end

---@return SetDeviceON
function ScriptableDeviceComponentPS:ActionSetDeviceON() return end

---@return SetDevicePowered
function ScriptableDeviceComponentPS:ActionSetDevicePowered() return end

---@return SetDeviceUnpowered
function ScriptableDeviceComponentPS:ActionSetDeviceUnpowered() return end

---@return SetExposeQuickHacks
function ScriptableDeviceComponentPS:ActionSetExposeQuickHacks() return end

---@return SpiderbotDistraction
function ScriptableDeviceComponentPS:ActionSpiderbotDistraction() return end

---@param executor gameObject
---@return TakeOverSecuritySystem
function ScriptableDeviceComponentPS:ActionTakeOverSecuritySystem(executor) return end

---@return ToggleActivate
function ScriptableDeviceComponentPS:ActionToggleActivate() return end

---@return ToggleActivation
function ScriptableDeviceComponentPS:ActionToggleActivation() return end

---@return ToggleJuryrigTrap
function ScriptableDeviceComponentPS:ActionToggleJuryrigTrap() return end

---@param abortDive Bool
---@param skipMinigame Bool
---@param isRemote Bool
---@return ToggleNetrunnerDive
function ScriptableDeviceComponentPS:ActionToggleNetrunnerDive(abortDive, skipMinigame, isRemote) return end

---@return ToggleON
function ScriptableDeviceComponentPS:ActionToggleON() return end

---@param executor gameObject
---@param questForcesDisconnection Bool
---@param skipMinigame Bool
---@return TogglePersonalLink
function ScriptableDeviceComponentPS:ActionTogglePersonalLink(executor, questForcesDisconnection, skipMinigame) return end

---@return TogglePower
function ScriptableDeviceComponentPS:ActionTogglePower() return end

---@return ToggleTakeOverControl
function ScriptableDeviceComponentPS:ActionToggleTakeOverControl() return end

---@return ToggleZoomInteraction
function ScriptableDeviceComponentPS:ActionToggleZoomInteraction() return end

---@return VehicleOverrideAccelerate
function ScriptableDeviceComponentPS:ActionVehicleOverrideAccelerate() return end

---@return VehicleOverrideExplode
function ScriptableDeviceComponentPS:ActionVehicleOverrideExplode() return end

---@return VehicleOverrideForceBrakes
function ScriptableDeviceComponentPS:ActionVehicleOverrideForceBrakes() return end

---@param context gamedeviceRequestType
function ScriptableDeviceComponentPS:AddActiveContext(context) return end

---@param quickHackName CName|string
function ScriptableDeviceComponentPS:AddAvailableQuickHack(quickHackName) return end

---@param SpiderbotActionName CName|string
function ScriptableDeviceComponentPS:AddAvailableSpiderbotActions(SpiderbotActionName) return end

---@param playstyle EPlaystyle
function ScriptableDeviceComponentPS:AddPlaystyle(playstyle) return end

---@param data TweakDBID|string
function ScriptableDeviceComponentPS:AddQuickHackVulnerability(data) return end

---@param user entEntityID
---@param level ESecurityAccessLevel
---@return Bool
function ScriptableDeviceComponentPS:AddUser(user, level) return end

---@param id entEntityID
function ScriptableDeviceComponentPS:AddWillingInvestigator(id) return end

---@return Bool
function ScriptableDeviceComponentPS:AllowsUICameraZoomDynamicSwitch() return end

function ScriptableDeviceComponentPS:BreakDevice() return end

function ScriptableDeviceComponentPS:CacheDevices() return end

---@return Bool
function ScriptableDeviceComponentPS:CanAddEngineeringSkillcheck() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeDisassembled() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeFixed() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeInDeviceChain() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeScavenged() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeScavengedBySpiderbot() return end

---@return Bool
function ScriptableDeviceComponentPS:CanBeTrapped() return end

---@return Bool
function ScriptableDeviceComponentPS:CanConnectToPersonalLink() return end

---@return Bool
function ScriptableDeviceComponentPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function ScriptableDeviceComponentPS:CanCreateAnySpiderbotActions() return end

---@param requester gameObject
---@return Bool
function ScriptableDeviceComponentPS:CanPassAnySkillCheck(requester) return end

---@param requester gameObject
---@return Bool
function ScriptableDeviceComponentPS:CanPassAnySkillCheckOnMaster(requester) return end

---@param requester gameObject
---@return Bool
function ScriptableDeviceComponentPS:CanPassDemolitionSkillCheck(requester) return end

---@param requester gameObject
---@return Bool
function ScriptableDeviceComponentPS:CanPassEngineeringSkillCheck(requester) return end

---@param requester gameObject
---@return Bool
function ScriptableDeviceComponentPS:CanPassHackingSkillCheck(requester) return end

---@return Bool
function ScriptableDeviceComponentPS:CanPayToAuthorize() return end

---@return Bool
function ScriptableDeviceComponentPS:CanPerformReprimand() return end

---@return Bool
function ScriptableDeviceComponentPS:CanPlayerTakeOverControl() return end

---@param data TweakDBID|string
---@return Bool
function ScriptableDeviceComponentPS:CanPlayerUseQuickHackVulnerability(data) return end

---@return Bool
function ScriptableDeviceComponentPS:CanRevealDevicesGridWhenUnpowered() return end

---@return Bool
function ScriptableDeviceComponentPS:CheckIfMyBackdoorsWereRevealedInNetworkPing() return end

function ScriptableDeviceComponentPS:ClearAvailableQuickHacks() return end

function ScriptableDeviceComponentPS:ClearAvailableSpiderbotActions() return end

function ScriptableDeviceComponentPS:ClearWillingInvestigators() return end

---@param context gameGetActionsContext
---@return UIInteractionSkillCheck[]
function ScriptableDeviceComponentPS:CreateSkillcheckInfo(context) return end

---@return SecuritySystemClearanceEntry[]
function ScriptableDeviceComponentPS:CurrentlyAuthorizedUsers() return end

---@return Bool
function ScriptableDeviceComponentPS:DemolitionPerformed() return end

---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:DetermineAreaHintIndicatorState(context) return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function ScriptableDeviceComponentPS:DetermineGameplayViability(context, hasActiveActions) return end

function ScriptableDeviceComponentPS:DetermineInitialPlaystyle() return end

---@param interactionComponent gameinteractionsComponent
---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:DetermineInteractionState(interactionComponent, context) return end

function ScriptableDeviceComponentPS:DisableDevice() return end

---@param actionID TweakDBID|string
function ScriptableDeviceComponentPS:DisbaleRPGChecksForAction(actionID) return end

---@param executor gameObject
---@param layer CName|string
---@param isForcedByQuest Bool
function ScriptableDeviceComponentPS:DisconnectPersonalLink(executor, layer, isForcedByQuest) return end

---@param evt ScriptableDeviceAction
---@param isForcedByQuest Bool
function ScriptableDeviceComponentPS:DisconnectPersonalLink(evt, isForcedByQuest) return end

---@param shouldDraw Bool
---@param focusModeOnly Bool
---@param fxResource gameFxResource
---@param masterID entEntityID
---@param slaveID entEntityID
---@param revealMaster Bool
---@param revealSlave Bool
---@param onlyRemoveWeakLink Bool
---@param isEyeContact Bool
---@param isPermanent Bool
function ScriptableDeviceComponentPS:DrawBetweenEntities(shouldDraw, focusModeOnly, fxResource, masterID, slaveID, revealMaster, revealSlave, onlyRemoveWeakLink, isEyeContact, isPermanent) return end

---@param val Int32
function ScriptableDeviceComponentPS:EnableDebugQuickHacks(val) return end

function ScriptableDeviceComponentPS:EnableDevice() return end

---@param actionID TweakDBID|string
function ScriptableDeviceComponentPS:EnableRPGChecksForAction(actionID) return end

---@return Bool
function ScriptableDeviceComponentPS:EngineeringPerformed() return end

function ScriptableDeviceComponentPS:ErasePassedSkillchecks() return end

---@param outActions gamedeviceAction[]
---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:EvaluateActionsRPGAvailabilty(outActions, context) return end

function ScriptableDeviceComponentPS:ExecuteCurrentSpiderbotActionPerformed() return end

---@param action ScriptableDeviceAction
---@param layerTag CName|string
function ScriptableDeviceComponentPS:ExecutePSAction(action, layerTag) return end

---@param action ScriptableDeviceAction
---@param persistentState gamePersistentState
function ScriptableDeviceComponentPS:ExecutePSAction(action, persistentState) return end

---@param action ScriptableDeviceAction
---@param persistentState gamePersistentState
---@param forcedDelay Float
function ScriptableDeviceComponentPS:ExecutePSActionWithDelay(action, persistentState, forcedDelay) return end

---@param actionNames CName[]|string[]
---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:ExtractActions(actionNames) return end

---@param evt entTriggerEvent
---@return entEntityID
function ScriptableDeviceComponentPS:ExtractEntityID(evt) return end

---@param persistentStates gamePersistentState[]
---@param persistentIDs gamePersistentID[]
function ScriptableDeviceComponentPS:ExtractIDs(persistentStates, persistentIDs) return end

---@param data SecurityAccessLevelEntry[]
---@return TweakDBID[]
function ScriptableDeviceComponentPS:ExtractKeycardsFromAuthorizationData(data) return end

---@param data SecurityAccessLevelEntryClient[]
---@return TweakDBID[]
function ScriptableDeviceComponentPS:ExtractKeycardsFromAuthorizationData(data) return end

---@param data SecurityAccessLevelEntry[]
---@return CName[]
function ScriptableDeviceComponentPS:ExtractPasswordsFromAuthorizationData(data) return end

---@param data SecurityAccessLevelEntryClient[]
---@return CName[]
function ScriptableDeviceComponentPS:ExtractPasswordsFromAuthorizationData(data) return end

---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:FinalizeGetActions() return end

---@param outActions gamedeviceAction[]
---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:FinalizeGetQuickHackActions(outActions, context) return end

---@param state gameuiHackingMinigameState
function ScriptableDeviceComponentPS:FinalizeNetrunnerDive(state) return end

---@param registerAsMaster Bool
---@param relevantDevices gameDeviceComponentPS[]
---@param breachedResource gameFxResource
---@param defaultResource gameFxResource
---@param isPing Bool
---@param lifetime Float
---@param revealSlave Bool
---@param revealMaster Bool
function ScriptableDeviceComponentPS:FinalizeNetworkLinkRegistration(registerAsMaster, relevantDevices, breachedResource, defaultResource, isPing, lifetime, revealSlave, revealMaster) return end

---@param actionName CName|string
---@param allowedNames String[]
---@return Bool
function ScriptableDeviceComponentPS:FindActionInTweakList(actionName, allowedNames) return end

---@param user entEntityID
---@return ESecurityAccessLevel
function ScriptableDeviceComponentPS:FindCurrentAuthorizationLevelForUser(user) return end

function ScriptableDeviceComponentPS:FinishDistraction() return end

function ScriptableDeviceComponentPS:ForceDeviceON() return end

function ScriptableDeviceComponentPS:ForceDisableDevice() return end

function ScriptableDeviceComponentPS:ForceEnableDevice() return end

---@return Bool
function ScriptableDeviceComponentPS:ForceResolveGameplayStateOnAttach() return end

---@return Bool
function ScriptableDeviceComponentPS:ForceVisibilityInAnimSystemOnLogicReady() return end

function ScriptableDeviceComponentPS:GameAttached() return end

---@param requestType gamedeviceRequestType
---@param providedClearance gamedeviceClearance
---@param providedProcessInitiator gameObject
---@param providedRequestor entEntityID
---@return gameGetActionsContext
function ScriptableDeviceComponentPS:GenerateContext(requestType, providedClearance, providedProcessInitiator, providedRequestor) return end

---@param actionName CName|string
---@param entityID entEntityID
---@return gamedeviceAction
function ScriptableDeviceComponentPS:GetActionByName(actionName, entityID) return end

---@param actionName CName|string
---@param context gameGetActionsContext
---@return gamedeviceAction
function ScriptableDeviceComponentPS:GetActionByName(actionName, context) return end

---@param context gameGetActionsContext
---@return SActionWidgetPackage[]
function ScriptableDeviceComponentPS:GetActionWidgets(context) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ScriptableDeviceComponentPS:GetActions(context) return end

---@param allowedNames String[]
---@param disallowedNames String[]
---@param inactiveReason String
---@return Bool
function ScriptableDeviceComponentPS:GetActionsRestrictionData(allowedNames, disallowedNames, inactiveReason) return end

---@return ActionsSequencerControllerPS
function ScriptableDeviceComponentPS:GetActionsSequencer() return end

---@return EActivationState
function ScriptableDeviceComponentPS:GetActivationState() return end

---@return gamedeviceRequestType[]
function ScriptableDeviceComponentPS:GetActiveContexts() return end

---@return TweakDBID[]
function ScriptableDeviceComponentPS:GetActiveQuickHackVulnerabilities() return end

---@return TweakDBID[]
function ScriptableDeviceComponentPS:GetAllQuickHackVulnerabilities() return end

---@param action ScriptableDeviceAction
---@return Float
function ScriptableDeviceComponentPS:GetAreaEffectStimRangeByAction(action) return end

---@return CName[]
function ScriptableDeviceComponentPS:GetAvailableQuickHacks() return end

---@return CName[]
function ScriptableDeviceComponentPS:GetAvailableSpiderbotActions() return end

---@return ScriptableDeviceComponentPS[]
function ScriptableDeviceComponentPS:GetBackdoorDevices() return end

---@return CityLightSystem
function ScriptableDeviceComponentPS:GetCityLightSystem() return end

---@return gamedeviceClearance
function ScriptableDeviceComponentPS:GetClearance() return end

---@return NodeRef[]
function ScriptableDeviceComponentPS:GetConnectionHighlightObjects() return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetContentAssignmentID() return end

---@return ScriptableDeviceAction
function ScriptableDeviceComponentPS:GetCurrentlyQueuedSpiderbotAction() return end

---@param min Int32
---@param max Int32
---@return gamedeviceClearance
function ScriptableDeviceComponentPS:GetCustomClearance(min, max) return end

---@return String
function ScriptableDeviceComponentPS:GetDebugName() return end

---@return CName
function ScriptableDeviceComponentPS:GetDebugPath() return end

---@return String
function ScriptableDeviceComponentPS:GetDebugTags() return end

---@return CName
function ScriptableDeviceComponentPS:GetDeviceIconID() return end

---@return String
function ScriptableDeviceComponentPS:GetDeviceIconPath() return end

---@return String
function ScriptableDeviceComponentPS:GetDeviceName() return end

---@return DeviceOperationsContainer
function ScriptableDeviceComponentPS:GetDeviceOperationsContainer() return end

---@return String
function ScriptableDeviceComponentPS:GetDeviceStatus() return end

---@return BaseDeviceStatus
function ScriptableDeviceComponentPS:GetDeviceStatusAction() return end

---@return textTextParameterSet
function ScriptableDeviceComponentPS:GetDeviceStatusTextData() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function ScriptableDeviceComponentPS:GetDeviceWidget(context) return end

---@param action ScriptableDeviceAction
---@return Float
function ScriptableDeviceComponentPS:GetDistractionDuration(action) return end

---@param effectName CName|string
---@return Float
function ScriptableDeviceComponentPS:GetDistractionDuration(effectName) return end

---@return DropPointSystem
function ScriptableDeviceComponentPS:GetDropPointSystem() return end

---@return EDeviceDurabilityState
function ScriptableDeviceComponentPS:GetDurabilityState() return end

---@return EDeviceDurabilityType
function ScriptableDeviceComponentPS:GetDurabilityType() return end

---@return EquipmentSystem
function ScriptableDeviceComponentPS:GetEquipmentSystem() return end

---@return SecurityAccessLevelEntryClient[]
function ScriptableDeviceComponentPS:GetFullAuthorizationData() return end

---@param passwords CName[]|string[]
---@param keycards TweakDBID[]|string[]
function ScriptableDeviceComponentPS:GetFullAuthorizationDataSegregated(passwords, keycards) return end

---@return HUDManager
function ScriptableDeviceComponentPS:GetHudManager() return end

---@return gameDeviceComponentPS[]
function ScriptableDeviceComponentPS:GetImmediateParents() return end

---@param context gameGetActionsContext
---@return TweakDBID
function ScriptableDeviceComponentPS:GetInkWidgetTweakDBID(context) return end

---@return EJuryrigTrapState
function ScriptableDeviceComponentPS:GetJuryrigTrapState() return end

---@param record TweakDBID|string
---@return String
function ScriptableDeviceComponentPS:GetKeycardLocalizedString(record) return end

---@param record TweakDBID|string
---@return gamedataItem_Record
function ScriptableDeviceComponentPS:GetKeycardRecord(record) return end

---@return TweakDBID[]
function ScriptableDeviceComponentPS:GetKeycards() return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetKeypadWidgetStyle() return end

---@return CName
function ScriptableDeviceComponentPS:GetLocalPassword() return end

---@return gameObject
function ScriptableDeviceComponentPS:GetLocalPlayer() return end

---@return gameObject
function ScriptableDeviceComponentPS:GetLocalPlayerControlledGameObject() return end

---@return TweakDBID[]
function ScriptableDeviceComponentPS:GetMasterDevicesTweaks() return end

---@param actionName CName|string
---@param context gameGetActionsContext
---@return gamedeviceAction
function ScriptableDeviceComponentPS:GetMinigameActionByName(actionName, context) return end

---@param outActions gamedeviceAction[]
---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:GetMinigameActions(outActions, context) return end

---@return Int32
function ScriptableDeviceComponentPS:GetMinigameAttempt() return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetMinigameDefinition() return end

---@return ESecurityAccessLevel
function ScriptableDeviceComponentPS:GetMySecurityAccessLevel() return end

---@return NetworkAreaControllerPS
function ScriptableDeviceComponentPS:GetNetworkArea() return end

---@return gameIBlackboard
function ScriptableDeviceComponentPS:GetNetworkBlackboard() return end

---@return NetworkBlackboardDef
function ScriptableDeviceComponentPS:GetNetworkBlackboardDef() return end

---@return Int32
function ScriptableDeviceComponentPS:GetNetworkSizeCount() return end

---@return gameDeviceComponentPS[]
function ScriptableDeviceComponentPS:GetParents() return end

---@return CName[]
function ScriptableDeviceComponentPS:GetPasswords() return end

---@return SPerformedActions[]
function ScriptableDeviceComponentPS:GetPerformedActions() return end

---@return CName[]
function ScriptableDeviceComponentPS:GetPerformedActionsIDs() return end

---@return EPersonalLinkConnectionStatus
function ScriptableDeviceComponentPS:GetPersonalLinkStatus() return end

---@return entEntityID
function ScriptableDeviceComponentPS:GetPlayerEntityID() return end

---@return gameObject
function ScriptableDeviceComponentPS:GetPlayerMainObject() return end

---@return EPlaystyle[]
function ScriptableDeviceComponentPS:GetPlaystyles() return end

---@param actionName CName|string
---@return gamedeviceAction
function ScriptableDeviceComponentPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:GetQuickHackActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:GetQuickHackActionsExternal(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:GetRemoteActions(context) return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetScannerStatusRecord() return end

---@return SecurityAlarmControllerPS
function ScriptableDeviceComponentPS:GetSecurityAlarm() return end

---@param whoToCheck entEntityID
---@return SecurityAreaControllerPS[]
function ScriptableDeviceComponentPS:GetSecurityAreasWithUserInside(whoToCheck) return end

---@param whoToCheck gameObject
---@return SecurityAreaControllerPS[]
function ScriptableDeviceComponentPS:GetSecurityAreasWithUserInside(whoToCheck) return end

---@return SecurityAreaControllerPS[]
function ScriptableDeviceComponentPS:GetSecurityAreasWithUsersInside() return end

---@param uniqueUsers AreaEntry[]
---@return SecurityAreaControllerPS[]
function ScriptableDeviceComponentPS:GetSecurityAreasWithUsersInside(uniqueUsers) return end

---@return BaseSkillCheckContainer
function ScriptableDeviceComponentPS:GetSkillCheckContainer() return end

---@return BaseSkillCheckContainer
function ScriptableDeviceComponentPS:GetSkillCheckContainerForSetup() return end

---@param outActions gamedeviceAction[]
---@param context gameGetActionsContext
function ScriptableDeviceComponentPS:GetSpiderbotActions(outActions, context) return end

---@return TakeOverControlSystem
function ScriptableDeviceComponentPS:GetTakeOverControlSystem() return end

---@return SThumbnailWidgetPackage
function ScriptableDeviceComponentPS:GetThumbnailWidget() return end

---@param entityID entEntityID
---@return gameGetActionsContext
function ScriptableDeviceComponentPS:GetTotalClearance(entityID) return end

---@return gamedeviceClearance
function ScriptableDeviceComponentPS:GetTotalClearanceValue() return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetTweakDBDescriptionRecord() return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetTweakDBRecord() return end

---@return DeviceConnectionScannerData[]
function ScriptableDeviceComponentPS:GetUniqueConnectionTypes() return end

---@param user entEntityID
---@return ESecurityAccessLevel
function ScriptableDeviceComponentPS:GetUserAuthorizationLevel(user) return end

---@return TweakDBID
function ScriptableDeviceComponentPS:GetVirtualNetworkShapeID() return end

---@return Bool, VirtualSystemPS
function ScriptableDeviceComponentPS:GetVirtualSystem() return end

---@return CName
function ScriptableDeviceComponentPS:GetWidgetTypeName() return end

---@return EWidgetState
function ScriptableDeviceComponentPS:GetWidgetVisualState() return end

---@return entEntityID[]
function ScriptableDeviceComponentPS:GetWillingInvestigators() return end

---@param state gameuiHackingMinigameState
function ScriptableDeviceComponentPS:HackingMinigameEnded(state) return end

---@return Bool
function ScriptableDeviceComponentPS:HackingPerformed() return end

---@param context gamedeviceRequestType
---@return Bool
function ScriptableDeviceComponentPS:HasActiveContext(context) return end

---@return Bool
function ScriptableDeviceComponentPS:HasActiveStaticHackingSkillcheck() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAdvancedInteractions() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyActionsWithDisabledRPGChecks() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyActiveQuickHackVulnerabilities() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyAvailableQuickHack() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyAvailableSpiderbotActions() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyPlaystyle() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnyQuickHack() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnySkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAnySpiderbotAction() return end

---@return Bool
function ScriptableDeviceComponentPS:HasAuthorizationModule() return end

---@return Bool
function ScriptableDeviceComponentPS:HasCyberdeck() return end

---@return Bool
function ScriptableDeviceComponentPS:HasFullScreenUI() return end

---@return Bool
function ScriptableDeviceComponentPS:HasHasQuickHackVulnerabilitiesInitialized() return end

---@return Bool
function ScriptableDeviceComponentPS:HasNPCWorkspotKillInteraction() return end

---@return Bool
function ScriptableDeviceComponentPS:HasPersonalLinkSlot() return end

---@param playstyle EPlaystyle
---@return Bool
function ScriptableDeviceComponentPS:HasPlaystyle(playstyle) return end

---@param data TweakDBID|string
---@return Bool
function ScriptableDeviceComponentPS:HasQuickHackVulnerability(data) return end

---@return Bool
function ScriptableDeviceComponentPS:HasQuickHacksDisabled() return end

---@return Bool
function ScriptableDeviceComponentPS:HasUICameraZoom() return end

---@param id entEntityID
---@return Bool
function ScriptableDeviceComponentPS:HasWillingInvestigator(id) return end

function ScriptableDeviceComponentPS:Initialize() return end

function ScriptableDeviceComponentPS:InitializeBackdoorSkillcheck() return end

function ScriptableDeviceComponentPS:InitializeContentScale() return end

function ScriptableDeviceComponentPS:InitializeQuickHackVulnerabilities() return end

function ScriptableDeviceComponentPS:InitializeRPGParams() return end

---@param container BaseSkillCheckContainer
---@param isOverride Bool
function ScriptableDeviceComponentPS:InitializeSkillChecks(container, isOverride) return end

function ScriptableDeviceComponentPS:InitializeStatPools() return end

function ScriptableDeviceComponentPS:InitializeStats() return end

---@param container BaseSkillCheckContainer
function ScriptableDeviceComponentPS:InitializeWrapper(container) return end

---@param actionID TweakDBID|string
---@return Bool
function ScriptableDeviceComponentPS:IsActionRPGRequirementDisabled(actionID) return end

---@return Bool
function ScriptableDeviceComponentPS:IsActivated() return end

---@return Bool
function ScriptableDeviceComponentPS:IsAdvancedInteractionModeOff() return end

---@return Bool
function ScriptableDeviceComponentPS:IsAdvancedInteractionModeOn() return end

---@return Bool
function ScriptableDeviceComponentPS:IsAuthorizationModuleOff() return end

---@return Bool
function ScriptableDeviceComponentPS:IsAuthorizationModuleOn() return end

---@return Bool
function ScriptableDeviceComponentPS:IsAuthorizationValid() return end

---@return Bool
function ScriptableDeviceComponentPS:IsBroken() return end

---@return Bool
function ScriptableDeviceComponentPS:IsConnectedToAccessPoint() return end

---@return Bool
function ScriptableDeviceComponentPS:IsConnectedToActionsSequencer() return end

---@return Bool
function ScriptableDeviceComponentPS:IsConnectedToCLS() return end

---@return Bool
function ScriptableDeviceComponentPS:IsConnectedToSystem() return end

---@return Bool
function ScriptableDeviceComponentPS:IsControlledByPlayer() return end

---@return Bool
function ScriptableDeviceComponentPS:IsControlledByThePlayer() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDemolitionSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDeviceSecured() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDeviceSecuredWithKeycard() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDeviceSecuredWithPassword() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDisabled() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDisruptivePlayerStatusEffectPresent() return end

---@return Bool
function ScriptableDeviceComponentPS:IsDistracting() return end

---@return Bool
function ScriptableDeviceComponentPS:IsEnabled() return end

---@return Bool
function ScriptableDeviceComponentPS:IsEngineeringSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:IsGlitching() return end

---@return Bool
function ScriptableDeviceComponentPS:IsHackingSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:IsHighlightedInFocusMode() return end

---@return Bool
function ScriptableDeviceComponentPS:IsInDirectInteractionRange() return end

---@return Bool
function ScriptableDeviceComponentPS:IsIniatialStateOperationPerformed() return end

---@return Bool
function ScriptableDeviceComponentPS:IsInitialized() return end

---@return Bool
function ScriptableDeviceComponentPS:IsInteractive() return end

---@return Bool
function ScriptableDeviceComponentPS:IsInvestigated() return end

---@return Bool
function ScriptableDeviceComponentPS:IsJuryrigTrapArmed() return end

---@return Bool
function ScriptableDeviceComponentPS:IsJuryrigTrapTriggered() return end

---@return Bool
function ScriptableDeviceComponentPS:IsJuryrigTrapUnarmed() return end

---@return Bool
function ScriptableDeviceComponentPS:IsLinkDynamic() return end

---@return Bool
function ScriptableDeviceComponentPS:IsLockedViaSequencer() return end

---@return Bool
function ScriptableDeviceComponentPS:IsLogInExclusiveMode() return end

---@return Bool
function ScriptableDeviceComponentPS:IsMainframe() return end

---@return Bool
function ScriptableDeviceComponentPS:IsOFF() return end

---@return Bool
function ScriptableDeviceComponentPS:IsOFFTimed() return end

---@return Bool
function ScriptableDeviceComponentPS:IsON() return end

---@param systemType ESystems
---@return Bool
function ScriptableDeviceComponentPS:IsPartOfSystem(systemType) return end

---@return Bool
function ScriptableDeviceComponentPS:IsPersonalLinkConnected() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPersonalLinkConnecting() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPersonalLinkDisconnected() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPersonalLinkDisconnecting() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPlayerAuthorized() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPlayerPerformingTakedown() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPotentiallyQuickHackable() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPowered() return end

---@return Bool
function ScriptableDeviceComponentPS:IsPoweredAndEnabled() return end

---@return Bool
function ScriptableDeviceComponentPS:IsRestarting() return end

---@return Bool
function ScriptableDeviceComponentPS:IsSecurityWakeUpBlocked() return end

---@return Bool
function ScriptableDeviceComponentPS:IsSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:IsSomeoneUsingNPCWorkspot() return end

---@return Bool
function ScriptableDeviceComponentPS:IsSpiderbotActionsConditionsFulfilled() return end

---@return Bool
function ScriptableDeviceComponentPS:IsSpiderbotInteractionOrdered() return end

---@return Bool
function ScriptableDeviceComponentPS:IsTimedTurnOff() return end

---@return Bool
function ScriptableDeviceComponentPS:IsUnpowered() return end

---@param entityID entEntityID
---@return Int32
function ScriptableDeviceComponentPS:IsUserAlreadyOnTheList(entityID) return end

---@param user entEntityID
---@return Bool
function ScriptableDeviceComponentPS:IsUserAuthorized(user) return end

function ScriptableDeviceComponentPS:LogResaveInfo() return end

function ScriptableDeviceComponentPS:LogicReady() return end

---@param actionsToMark gamedeviceAction[]
function ScriptableDeviceComponentPS:MarkActionsAsQuickHacks(actionsToMark) return end

---@param actionsToMark gamedeviceAction[]
function ScriptableDeviceComponentPS:MarkActionsAsSpiderbotActions(actionsToMark) return end

---@param userToAuthorize entEntityID
---@param password CName|string
---@return Bool
function ScriptableDeviceComponentPS:MasterUserAuthorizationAttempt(userToAuthorize, password) return end

---@param notifier ActionNotifier
---@param action ScriptableDeviceAction
function ScriptableDeviceComponentPS:Notify(notifier, action) return end

function ScriptableDeviceComponentPS:NotifyParents() return end

function ScriptableDeviceComponentPS:NotifyParents_Event() return end

---@param evt ActionCooldownEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionCooldownEvent(evt) return end

---@param evt ActionDemolition
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionEngineering(evt) return end

---@param evt ActionForceResetDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionForceResetDevice(evt) return end

---@param evt ActionHacking
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionHacking(evt) return end

---@param evt ActionOverride
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionOverride(evt) return end

---@param evt PingDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionPing(evt) return end

---@param evt RemoteBreach
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionRemoteBreach(evt) return end

---@param evt ActionScavenge
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActionScavenge(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnActivateDevice(evt) return end

---@param evt AddActiveContextEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnAddActiveContext(evt) return end

---@param evt AddUserEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnAddUserEvent(evt) return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnAuthorizeUser(evt) return end

---@param evt DeactivateDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnDeactivateDevice(evt) return end

---@param evt DelayedDeviceActionEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnDelayedActionEvent(evt) return end

---@param evt gameDeviceDynamicConnectionChange
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnDeviceDynamicConnectionChange(evt) return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnDisassembleDevice(evt) return end

---@param evt FixDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnFixDevice(evt) return end

---@param evt ForceUpdateDefaultHighlightEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnForceUpdateDefaultHighlightEvent(evt) return end

---@param evt FullSystemRestart
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnFullSystemRestart(evt) return end

---@param evt GameAttachedEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnGameAttached(evt) return end

---@param evt GlitchScreen
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnGlitchScreen(evt) return end

---@param evt SetLogicReadyEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnLogicReady(evt) return end

---@param evt NotifyHighlightedDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnNotifyHighlightedDevice(evt) return end

---@param evt NotifyParentsEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnNotifyParents(evt) return end

---@param evt OpenFullscreenUI
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnOpenFullscreenUI(evt) return end

---@param evt OverloadDevice
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnOverloadDevice(evt) return end

---@param evt PSRefreshEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnPSRefreshEvent(evt) return end

---@param evt PingNetworkGridEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnPingNetworkGridEvent(evt) return end

---@param evt ForwardPingToSquadEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnPingSquadEvent(evt) return end

---@param evt ProcessRelevantDevicesForNetworkGridEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnProcessRelevantDevicesForNetworkGridEvent(evt) return end

---@param evt ProgramSetDeviceAttitude
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnProgramSetDeviceAttitude(evt) return end

---@param evt ProgramSetDeviceOff
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnProgramSetDeviceOff(evt) return end

---@param evt QuestBreachAccessPoint
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestBreachAccessPoint(evt) return end

---@param evt QuestDisableFixing
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestDisableFixing(evt) return end

---@param evt QuestEnableFixing
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestEnableFixing(evt) return end

---@param evt QuestForceActivate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceActivate(evt) return end

---@param evt QuestForceAuthorizationDisabled
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceAuthorizationDisabled(evt) return end

---@param evt QuestForceAuthorizationEnabled
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceAuthorizationEnabled(evt) return end

---@param evt QuestForceCameraZoom
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceCameraZoom(evt) return end

---@param evt QuestForceDeactivate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceDeactivate(evt) return end

---@param evt QuestForceDestructible
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceDestructible(evt) return end

---@param evt QuestForceDisabled
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceDisabled(evt) return end

---@param evt QuestForceDisconnectPersonalLink
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceDisconnectPersonalLink(evt) return end

---@param evt QuestForceEnabled
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceEnabled(evt) return end

---@param evt QuestForceIndestructible
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceIndestructible(evt) return end

---@param evt QuestForceInvulnerable
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceInvulnerable(evt) return end

---@param evt QuestForceJuryrigTrapArmed
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceJuryrigTrapArmed(evt) return end

---@param evt QuestForceJuryrigTrapDeactivated
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceJuryrigTrapDeactivated(evt) return end

---@param evt QuestForceOFF
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceON(evt) return end

---@param evt QuestForcePersonalLinkUnderStrictQuestControl
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForcePersonalLinkUnderStrictQuestControl(evt) return end

---@param evt QuestForcePower
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForcePower(evt) return end

---@param evt QuestForceSecuritySystemAlarmed
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceSecuritySystemAlarmed(evt) return end

---@param evt QuestForceSecuritySystemArmed
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceSecuritySystemSafe(evt) return end

---@param evt QuestForceUnpower
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestForceUnpower(evt) return end

function ScriptableDeviceComponentPS:OnQuestMinigameRequest() return end

---@param evt QuestRemoveQuickHacks
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestRemoveQuickHacks(evt) return end

---@param evt QuestResetDeviceToInitialState
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestResetDeviceToInitialState(evt) return end

---@param evt QuestResetPerformedActionsStorage
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestResetPerfomedActionsStorage(evt) return end

---@param evt ResolveAllSkillchecksEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestResolveSkillchecks(evt) return end

---@param evt QuestRestoreQuickHacks
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestRestoreQuickHacks(evt) return end

---@param evt SetSkillcheckEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestSetSkillchecks(evt) return end

---@param evt QuestStartGlitch
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestStartGlitch(evt) return end

---@param evt QuestStopGlitch
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuestStopGlitch(evt) return end

---@param evt QuickHackAoeDamage
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuickHackAoeDamage(evt) return end

---@param evt QuickHackAuthorization
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuickHackAuthorization(evt) return end

---@param evt QuickHackDistraction
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuickHackDistraction(evt) return end

---@param evt QuickHackHighPitchNoise
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuickHackHighPitchNoise(evt) return end

---@param evt QuickHackToggleON
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnQuickHackToggleOn(evt) return end

---@param evt RemoveActiveContextEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnRemoveActiveContext(evt) return end

---@param evt RequestActionWidgetsUpdateEvent
function ScriptableDeviceComponentPS:OnRequestActionWidgetsUpdate(evt) return end

---@param evt RequestUIRefreshEvent
function ScriptableDeviceComponentPS:OnRequestUIRefresh(evt) return end

---@param evt ResolveSkillchecksEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnResolveSkillchecksEvent(evt) return end

---@param evt RevealDevicesGridEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnRevealDevicesGridEvent(evt) return end

---@param evt RevealNetworkGridEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnRevealNetworkGridEvent(evt) return end

---@param evt SecurityAlarmBreachResponse
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSecurityAlarmBreachResponse(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemForceAttitudeChange
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSecuritySystemForceAttitudeChange(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSecuritySystemOutput(evt) return end

---@param evt SequencerLock
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSequencerLock(evt) return end

---@param evt gameSetAsQuestImportantEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetAsQuestImportantEvent(evt) return end

---@param evt SetAuthorizationModuleOFF
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetAuthorizationModuleOFF(evt) return end

---@param evt SetAuthorizationModuleON
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetAuthorizationModuleON(evt) return end

---@param evt SetCustomPersonalLinkReason
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetCustomPersonalLinkReason(evt) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetDeviceON(evt) return end

---@param evt SetDevicePowered
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetDevicePowered(evt) return end

---@param evt SetDeviceUnpowered
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetDeviceUnpowered(evt) return end

---@param evt SetExposeQuickHacks
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetExposeQuickHacks(evt) return end

---@param evt SetIsSpiderbotInteractionOrderedEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetIsSpiderbotInteractionOrderedEvent(evt) return end

---@param evt SetQuickHackEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetWasQuickHacked(evt) return end

---@param evt SetQuickHackAttemptEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnSetWasQuickHackedAtempt(evt) return end

---@param evt TCSTakeOverControlActivate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnTCSTakeOverControlDeactivate(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnTargetAssessmentRequest(evt) return end

---@param evt ThumbnailUI
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnThumbnailUI(evt) return end

---@param evt ToggleActivate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleActivate(evt) return end

---@param evt ToggleActivation
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleActivation(evt) return end

---@param evt ToggleJuryrigTrap
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleJuryrigTrap(evt) return end

---@param evt ToggleNetrunnerDive
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleNetrunnerDive(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleON(evt) return end

---@param evt TogglePersonalLink
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnTogglePersonalLink(evt) return end

---@param evt TogglePower
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnTogglePower(evt) return end

---@param evt ToggleTakeOverControl
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleTakeOverControl(evt) return end

---@param evt ToggleZoomInteraction
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnToggleZoomInteraction(evt) return end

---@param evt VehicleOverrideAccelerate
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnVehicleOverrideAccelerate(evt) return end

---@param evt VehicleOverrideExplode
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnVehicleOverrideExplode(evt) return end

---@param evt VehicleOverrideForceBrakes
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnVehicleOverrideForceBrakes(evt) return end

---@param evt WakeUpFromRestartEvent
---@return EntityNotificationType
function ScriptableDeviceComponentPS:OnWakeUpEvent(evt) return end

---@param deviceName String
---@param dbgDeviceName CName|string
function ScriptableDeviceComponentPS:PassDeviceName(deviceName, dbgDeviceName) return end

function ScriptableDeviceComponentPS:PerformRestart() return end

function ScriptableDeviceComponentPS:PingSquad() return end

function ScriptableDeviceComponentPS:PowerDevice() return end

---@param interactionComponent gameinteractionsComponent
---@param context gameGetActionsContext
---@param choices gameinteractionsChoice[]
function ScriptableDeviceComponentPS:PushChoicesToInteractionComponent(interactionComponent, context, choices) return end

---@param context gameGetActionsContext
---@param choices gameinteractionsChoice[]
function ScriptableDeviceComponentPS:PushInactiveInteractionChoice(context, choices) return end

---@param data BaseDeviceData
function ScriptableDeviceComponentPS:PushPersistentData(data) return end

---@param data BaseResaveData
function ScriptableDeviceComponentPS:PushResaveData(data) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ScriptableDeviceComponentPS:PushReturnActions(context) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ScriptableDeviceComponentPS:PushSkillCheckActions(context) return end

function ScriptableDeviceComponentPS:QuestResolveSkillchecks() return end

---@param container BaseSkillCheckContainer
function ScriptableDeviceComponentPS:QuestSetSkillchecks(container) return end

function ScriptableDeviceComponentPS:RefreshPS() return end

---@param blackboard gameIBlackboard
function ScriptableDeviceComponentPS:RefreshUI(blackboard) return end

function ScriptableDeviceComponentPS:RegisterDebugEnableQuickHacksListener() return end

---@param context gamedeviceRequestType
function ScriptableDeviceComponentPS:RemoveActiveContext(context) return end

---@param quickHackName CName|string
function ScriptableDeviceComponentPS:RemoveAvailableQuickHack(quickHackName) return end

---@param SpiderbotActionName CName|string
function ScriptableDeviceComponentPS:RemoveAvailableSpiderbotActions(SpiderbotActionName) return end

---@param playstyle EPlaystyle
function ScriptableDeviceComponentPS:RemovePlaystyle(playstyle) return end

---@param data TweakDBID|string
function ScriptableDeviceComponentPS:RemoveQuickHackVoulnerability(data) return end

---@param user entEntityID
---@return Bool
function ScriptableDeviceComponentPS:RemoveUser(user) return end

---@param blackboard gameIBlackboard
function ScriptableDeviceComponentPS:RequestActionWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
---@param data SBreadCrumbUpdateData
function ScriptableDeviceComponentPS:RequestBreadCrumbUpdate(blackboard, data) return end

---@param blackboard gameIBlackboard
function ScriptableDeviceComponentPS:RequestDeviceWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
---@param widgetsData SDeviceWidgetPackage[]
function ScriptableDeviceComponentPS:RequestDeviceWidgetsUpdate(blackboard, widgetsData) return end

function ScriptableDeviceComponentPS:ResetPerformedActionsStorage() return end

---@param action ScriptableDeviceAction
function ScriptableDeviceComponentPS:ResloveUIOnAction(action) return end

---@param evt ActionHacking
function ScriptableDeviceComponentPS:ResolveActionHackingCompleted(evt) return end

---@param action ScriptableDeviceAction
function ScriptableDeviceComponentPS:ResolveBaseActionOperation(action) return end

---@param data SDeviceWidgetPackage
---@return SDeviceWidgetPackage
function ScriptableDeviceComponentPS:ResolveDeviceWidgetTweakDBData(data) return end

---@param isBackdoor Bool
function ScriptableDeviceComponentPS:ResolveDive(isBackdoor) return end

function ScriptableDeviceComponentPS:ResolveOtherSkillchecks() return end

---@param evt TogglePersonalLink
---@param abortOperations Bool
function ScriptableDeviceComponentPS:ResolvePersonalLinkConnection(evt, abortOperations) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
---@param isPing Bool
---@param lifetime Float
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function ScriptableDeviceComponentPS:RevealDevicesGrid(shouldDraw, ownerEntityPosition, fxDefault, isPing, lifetime, revealSlave, revealMaster, ignoreRevealed) return end

---@param shouldDraw Bool
---@param target entEntityID
function ScriptableDeviceComponentPS:RevealDevicesGridOnEntity_Event(shouldDraw, target) return end

---@param shouldDraw Bool
---@param ownerEntityPosition Vector4
---@param fxDefault gameFxResource
---@param fxBreached gameFxResource
---@param isPing Bool
---@param lifetime Float
---@param revealSlave Bool
---@param revealMaster Bool
---@param ignoreRevealed Bool
function ScriptableDeviceComponentPS:RevealNetworkGrid(shouldDraw, ownerEntityPosition, fxDefault, fxBreached, isPing, lifetime, revealSlave, revealMaster, ignoreRevealed) return end

---@return Bool
function ScriptableDeviceComponentPS:SceneInteractionsBlocked() return end

---@param failedAction ScriptableDeviceAction
---@param whereToSend entEntityID
---@param context String
---@return EntityNotificationType
function ScriptableDeviceComponentPS:SendActionFailedEvent(failedAction, whereToSend, context) return end

function ScriptableDeviceComponentPS:SendDeviceNotOperationalEvent() return end

function ScriptableDeviceComponentPS:SendPSChangedEvent() return end

---@param action ScriptableDeviceAction
---@param oryginalExecutor gameObject
function ScriptableDeviceComponentPS:SendSpiderbotToPerformAction(action, oryginalExecutor) return end

---@param outActions gamedeviceAction[]
---@param isIllegal Bool
function ScriptableDeviceComponentPS:SetActionIllegality(outActions, isIllegal) return end

---@param outActions gamedeviceAction[]
function ScriptableDeviceComponentPS:SetActionsQuickHacksExecutioner(outActions) return end

---@param value Bool
function ScriptableDeviceComponentPS:SetAdvancedInteractionModeOn(value) return end

---@param value Bool
function ScriptableDeviceComponentPS:SetBlockSecurityWakeUp(value) return end

---@param action ScriptableDeviceAction
function ScriptableDeviceComponentPS:SetCurrentSpiderbotActionPerformed(action) return end

---@param state EDeviceStatus
function ScriptableDeviceComponentPS:SetDeviceState(state) return end

---@param newState EDeviceDurabilityState
function ScriptableDeviceComponentPS:SetDurabilityState(newState) return end

---@param durabilityType EDeviceDurabilityType
function ScriptableDeviceComponentPS:SetDurabilityType(durabilityType) return end

---@param isActive Bool
function ScriptableDeviceComponentPS:SetEMPEffectActiveState(isActive) return end

---@param isHighlighted Bool
function ScriptableDeviceComponentPS:SetFocusModeData(isHighlighted) return end

---@param isGlitching Bool
function ScriptableDeviceComponentPS:SetGlitchingState(isGlitching) return end

---@param isPersonalLinkSlotPresent Bool
function ScriptableDeviceComponentPS:SetHasPersonalLinkSlot(isPersonalLinkSlotPresent) return end

---@param hasUICameraZoom Bool
function ScriptableDeviceComponentPS:SetHasUICameraZoom(hasUICameraZoom) return end

---@return gamedeviceAction[]
function ScriptableDeviceComponentPS:SetInactiveActionsWithExceptions() return end

---@param value Bool
function ScriptableDeviceComponentPS:SetInitialStateOperataionPerformed(value) return end

---@param isActive Bool
function ScriptableDeviceComponentPS:SetInteractionState(isActive) return end

---@param newState Bool
function ScriptableDeviceComponentPS:SetJuryrigTrapActiveState(newState) return end

---@param newState EJuryrigTrapState
function ScriptableDeviceComponentPS:SetJuryrigTrapArmedState(newState) return end

---@param state gameuiHackingMinigameState
function ScriptableDeviceComponentPS:SetMinigameState(state) return end

---@param value Bool
function ScriptableDeviceComponentPS:SetPSMPostpondedParameterBool(value) return end

---@param status EPersonalLinkConnectionStatus
function ScriptableDeviceComponentPS:SetPersonalLinkStatus(status) return end

---@param canBeControlled Bool
function ScriptableDeviceComponentPS:SetPlayerTakeOverControl(canBeControlled) return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldDebug() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldDrawGridLink() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldExposePersonalLinkAction() return end

---@param context gameGetActionsContext
---@return Bool
function ScriptableDeviceComponentPS:ShouldForceAuthorizeUser(context) return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldNPCWorkspotFinishLoop() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldPersonalLinkBlockActions() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldRevealDevicesGrid() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldRevealNetworkGrid() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldScannerShowAttitude() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldScannerShowHealth() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldScannerShowNetwork() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldScannerShowRole() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldScannerShowStatus() return end

---@return Bool
function ScriptableDeviceComponentPS:ShouldShowExamineIntaraction() return end

---@param oryginalAction ScriptableDeviceAction
function ScriptableDeviceComponentPS:StorePerformedActionID(oryginalAction) return end

---@param whoBreached gameObject
---@param lastKnownPosition Vector4
---@param type ESecurityNotificationType
---@param forceNotification Bool
function ScriptableDeviceComponentPS:TriggerSecuritySystemNotification(whoBreached, lastKnownPosition, type, forceNotification) return end

---@param duration Int32
function ScriptableDeviceComponentPS:TriggerWakeUpDelayedEvent(duration) return end

---@return Bool, Device
function ScriptableDeviceComponentPS:TryGetDevice() return end

function ScriptableDeviceComponentPS:TryInitializeSkillChecks() return end

function ScriptableDeviceComponentPS:TurnAuthorizationModuleOFF() return end

---@return Bool
function ScriptableDeviceComponentPS:TurnAuthorizationModuleON() return end

---@param choices gameinteractionsChoice[]
function ScriptableDeviceComponentPS:TutorialProcessSkillcheck(choices) return end

function ScriptableDeviceComponentPS:UnpowerDevice() return end

---@param actions gamedeviceAction[]
function ScriptableDeviceComponentPS:UpdateAvailAbleQuickHacks(actions) return end

---@param actions gamedeviceAction[]
function ScriptableDeviceComponentPS:UpdateAvailableSpiderbotActions(actions) return end

---@param isQuickHackable Bool
function ScriptableDeviceComponentPS:UpdateQuickHackableState(isQuickHackable) return end

---@param action ScriptableDeviceAction
function ScriptableDeviceComponentPS:UseNotifier(action) return end

---@param userToAuthorize entEntityID
---@param password CName|string
---@param userToAuthorizeHandle gameObject
---@return Bool
function ScriptableDeviceComponentPS:UserAuthorizationAttempt(userToAuthorize, password, userToAuthorizeHandle) return end

---@return Bool
function ScriptableDeviceComponentPS:WakeUpDevice() return end

---@param actionID CName|string
---@return Int32
function ScriptableDeviceComponentPS:WasActionPerformed(actionID) return end

---@param actionID CName|string
---@param context EActionContext
---@return Bool
function ScriptableDeviceComponentPS:WasActionPerformed(actionID, context) return end

---@return Bool
function ScriptableDeviceComponentPS:WasDemolitionSkillCheckActive() return end

---@param actionID CName|string
---@return Bool
function ScriptableDeviceComponentPS:WasDeviceActionPerformed(actionID) return end

---@return Bool
function ScriptableDeviceComponentPS:WasEngineeringSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:WasHackingMinigameSucceeded() return end

---@return Bool
function ScriptableDeviceComponentPS:WasHackingSkillCheckActive() return end

---@return Bool
function ScriptableDeviceComponentPS:WasQuickHackAttempt() return end

---@param quickHackName CName|string
---@return Bool
function ScriptableDeviceComponentPS:WasQuickHackJustPerformed(quickHackName) return end

---@return Bool
function ScriptableDeviceComponentPS:WasQuickHacked() return end

---@return Bool
function ScriptableDeviceComponentPS:WashackingMinigameFailed() return end

---@class ScriptableVirtualCameraViewComponent : entVirtualCameraViewComponent
ScriptableVirtualCameraViewComponent = {}

---@return ScriptableVirtualCameraViewComponent
function ScriptableVirtualCameraViewComponent.new() return end

---@param props table
---@return ScriptableVirtualCameraViewComponent
function ScriptableVirtualCameraViewComponent.new(props) return end

---@param evt FeedEvent
---@return Bool
function ScriptableVirtualCameraViewComponent:OnFeedChange(evt) return end

---@class ScriptedPuppet : gamePuppet
---@field aiController AIHumanComponent
---@field movePolicies movePoliciesComponent
---@field aiStateHandlerComponent AIPhaseStateEventHandlerComponent
---@field hitReactionComponent HitReactionComponent
---@field signalHandlerComponent AISignalHandlerComponent
---@field reactionComponent ReactionManagerComponent
---@field dismembermentComponent gameDismembermentComponent
---@field hitRepresantation entSlotComponent
---@field interactionComponent gameinteractionsComponent
---@field slotComponent entSlotComponent
---@field sensesComponent senseComponent
---@field visibleObjectComponent senseVisibleObjectComponent
---@field visibleObjectPositionUpdated Bool
---@field sensorObjectComponent senseSensorObjectComponent
---@field targetTrackerComponent AITargetTrackerComponent
---@field targetingComponentsArray gameTargetingComponent[]
---@field statesComponent NPCStatesComponent
---@field fxResourceMapper FxResourceMapperComponent
---@field linkedStatusEffect LinkedStatusEffect
---@field resourceLibraryComponent ResourceLibraryComponent
---@field crowdMemberComponent CrowdMemberBaseComponent
---@field inventoryComponent gameInventory
---@field objectSelectionComponent AIObjectSelectionComponent
---@field transformHistoryComponent entTransformHistoryComponent
---@field animationControllerComponent entAnimationControllerComponent
---@field bumpComponent gameinfluenceBumpComponent
---@field isCrowd Bool
---@field incapacitatedOnAttach Bool
---@field isIconic Bool
---@field combatHUDManager CombatHUDManager
---@field exposePosition Bool
---@field puppetStateBlackboard gameIBlackboard
---@field customBlackboard gameIBlackboard
---@field securityAreaCallbackID Uint32
---@field customAIComponents AICustomComponents[]
---@field listeners PuppetListener[]
---@field securitySupportListener SecuritySupportListener
---@field shouldBeRevealedStorage RevealRequestsStorage
---@field inputProcessed Bool
---@field shouldSpawnBloodPuddle Bool
---@field bloodPuddleSpawned Bool
---@field skipDeathAnimation Bool
---@field hitHistory HitHistory
---@field currentWorkspotTags CName[]
---@field lootQuality gamedataQuality
---@field hasQuestItems Bool
---@field activeQualityRangeInteraction CName
---@field droppedWeapons Bool
---@field weakspotComponent gameWeakspotComponent
---@field breachControllerComponent gameBreachControllerComponent
---@field highlightData FocusForcedHighlightData
---@field currentTagsStack Uint32
---@field killer entEntity
---@field objectActionsCallbackCtrl gameObjectActionsCallbackController
---@field isActiveCached AIUtilsCachedBoolValue
---@field isCyberpsycho Bool
---@field isCivilian Bool
---@field isPolice Bool
---@field isGanger Bool
---@field currentlyUploadingAction ScriptableDeviceAction
---@field gameplayRoleComponent GameplayRoleComponent
---@field activeQuickhackActionHistory ScriptableDeviceAction[]
---@field completedQuickhackHistory ScriptableDeviceAction[]
---@field isFinsherSoundPlayed Bool
---@field attemptedShards ItemID[]
ScriptedPuppet = {}

---@return ScriptedPuppet
function ScriptedPuppet.new() return end

---@param props table
---@return ScriptedPuppet
function ScriptedPuppet.new(props) return end

---@param obj gameObject
---@param listener PuppetListener
function ScriptedPuppet.AddListener(obj, listener) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.CanRagdoll(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.CanTripOverRagdolls(obj) return end

---@param obj gameObject
---@param blackboard gameIBlackboard
function ScriptedPuppet.CreateCustomBlackboard(obj, blackboard) return end

---@param obj gameObject
---@param blackboardDef CustomBlackboardDef
function ScriptedPuppet.CreateCustomBlackboardFromDef(obj, blackboardDef) return end

---@param obj gameObject
---@param slot TweakDBID|string
function ScriptedPuppet.DropItemFromSlot(obj, slot) return end

---@param obj gameObject
---@param slot TweakDBID|string
function ScriptedPuppet.DropWeaponFromSlot(obj, slot) return end

---@param npc gameObject
---@param player gameObject
function ScriptedPuppet.EvaluateApplyingStatusEffectsFromMountedObjectToPlayer(npc, player) return end

---@param self_ gameObject
function ScriptedPuppet.EvaluateLootQuality(self_) return end

---@param self_ gameObject
function ScriptedPuppet.EvaluateLootQualityByTask(self_) return end

---@param obj gameObject
---@return gameweaponObject
function ScriptedPuppet.GetActiveWeapon(obj) return end

---@param obj gameObject
---@return gameObject
function ScriptedPuppet.GetGrappleChild(obj) return end

---@param obj gameObject
---@return gameObject
function ScriptedPuppet.GetGrappleParent(obj) return end

---@param obj gameObject
---@return gameweaponObject
function ScriptedPuppet.GetWeaponLeft(obj) return end

---@param obj gameObject
---@return gameweaponObject
function ScriptedPuppet.GetWeaponRight(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsActive(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsAlive(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsBeingGrappled(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsBlinded(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsBoss(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsCharacterPolice(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsDeaf(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsDefeated(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsMaxTac(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsNanoWireHacked(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsOnOffMeshLink(obj) return end

---@return Bool
function ScriptedPuppet.IsPlayerAround() return end

---@param obj gameObject
---@return Bool, gameObject
function ScriptedPuppet.IsPlayerCompanion(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsPlayerCompanion(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsPlayerFollower(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsTurnedOff(obj) return end

---@param obj gameObject
---@return Bool
function ScriptedPuppet.IsUnconscious(obj) return end

---@param puppet ScriptedPuppet
function ScriptedPuppet.ReevaluateOxygenConsumption(puppet) return end

---@param obj gameObject
---@param listener PuppetListener
function ScriptedPuppet.RemoveListener(obj, listener) return end

---@param obj gameObject
---@param device Device
function ScriptedPuppet.RequestDeviceDebug(obj, device) return end

---@param obj gameObject
---@param doReveal Bool
---@param whoWantsToReveal entEntityID
function ScriptedPuppet.RequestRevealOutline(obj, doReveal, whoWantsToReveal) return end

---@param puppet ScriptedPuppet
---@param signalName CName|string
---@return Bool
function ScriptedPuppet.ResetActionSignal(puppet, signalName) return end

---@param puppet ScriptedPuppet
function ScriptedPuppet.RevokeAllTicketsForPrevention(puppet) return end

---@param puppet ScriptedPuppet
---@param signalName CName|string
---@param duration Float
---@return Bool
function ScriptedPuppet.SendActionSignal(puppet, signalName, duration) return end

---@param obj gameObject
function ScriptedPuppet.SendAndroidTurnOffEvent(obj) return end

---@param obj gameObject
function ScriptedPuppet.SendAndroidTurnOnEvent(obj) return end

---@param obj gameObject
function ScriptedPuppet.SendDefeatedEvent(obj) return end

---@param obj gameObject
---@param visible Bool
function ScriptedPuppet.SendNameplateVisibleEvent(obj, visible) return end

---@param obj gameObject
function ScriptedPuppet.SendResurrectEvent(obj) return end

---@param item gameItemObject
---@param animWrappers CName[]|string[]
function ScriptedPuppet.SetAnimWrappersOnItem(item, animWrappers) return end

---@param puppet gameObject
---@param shouldSpawnBloodPuddle Bool
function ScriptedPuppet.SetBloodPuddleSettings(puppet, shouldSpawnBloodPuddle) return end

---@param evt gameuiAccessPointMiniGameStatus
---@return Bool
function ScriptedPuppet:OnAccessPointMiniGameStatus(evt) return end

---@param evt AddOrRemoveListenerEvent
---@return Bool
function ScriptedPuppet:OnAddOrRemoveListener(evt) return end

---@param evt ApplyNewStatusEffectEvent
---@return Bool
function ScriptedPuppet:OnApplyNewStatusEffect(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function ScriptedPuppet:OnAttitudeChanged(evt) return end

---@param evt BloodPuddleEvent
---@return Bool
function ScriptedPuppet:OnBloodPuddleEvent(evt) return end

---@param evt CommunicationEvent
---@return Bool
function ScriptedPuppet:OnCommunicationEvent(evt) return end

---@param evt CreateCustomBlackboardEvent
---@return Bool
function ScriptedPuppet:OnCreateCustomBlackboard(evt) return end

---@param evt gameeventsTargetDamageEvent
---@return Bool
function ScriptedPuppet:OnDamageDealt(evt) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function ScriptedPuppet:OnDamageReceived(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function ScriptedPuppet:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function ScriptedPuppet:OnDefeated(evt) return end

---@param evt DelayedGameEffectEvent
---@return Bool
function ScriptedPuppet:OnDelayedTakedownGameEffectEvent(evt) return end

---@return Bool
function ScriptedPuppet:OnDetach() return end

---@param evt gameeventsEvaluateLootQualityEvent
---@return Bool
function ScriptedPuppet:OnEvaluateLootQuality(evt) return end

---@param evt EvaluateMinigame
---@return Bool
function ScriptedPuppet:OnEvaluateMinigame(evt) return end

---@param evt ExecutePuppetActionEvent
---@return Bool
function ScriptedPuppet:OnExecutePuppetAction(evt) return end

---@param evt senseOnExitShapeEvent
---@return Bool
function ScriptedPuppet:OnExitShapeEvent(evt) return end

---@return Bool
function ScriptedPuppet:OnGameAttached() return end

---@param evt HUDInstruction
---@return Bool
function ScriptedPuppet:OnHUDInstruction(evt) return end

---@param evt HackPlayerEvent
---@return Bool
function ScriptedPuppet:OnHackPlayerEvent(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function ScriptedPuppet:OnHit(evt) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function ScriptedPuppet:OnInteraction(choiceEvent) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function ScriptedPuppet:OnInteractionActivated(evt) return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function ScriptedPuppet:OnInteractionUsed(evt) return end

---@param evt gameInventoryChangedEvent
---@return Bool
function ScriptedPuppet:OnInventoryChangedEvent(evt) return end

---@param evt gameOnInventoryEmptyEvent
---@return Bool
function ScriptedPuppet:OnInventoryEmptyEvent(evt) return end

---@param evt gameItemAddedEvent
---@return Bool
function ScriptedPuppet:OnItemAddedEvent(evt) return end

---@param evt gameAttachmentSlotEventsItemAddedToSlot
---@return Bool
function ScriptedPuppet:OnItemAddedToSlot(evt) return end

---@param evt gameItemBeingRemovedEvent
---@return Bool
function ScriptedPuppet:OnItemRemovedEvent(evt) return end

---@param evt gameAttachmentSlotEventsItemRemovedFromSlot
---@return Bool
function ScriptedPuppet:OnItemRemovedFromSlot(evt) return end

---@param evt gameeventsKillRewardEvent
---@return Bool
function ScriptedPuppet:OnKillRewardEvent(evt) return end

---@param evt LootPickupDelayEvent
---@return Bool
function ScriptedPuppet:OnLootPickupDelayEvent(evt) return end

---@param evt MinigameFailEvent
---@return Bool
function ScriptedPuppet:OnMinigameFailEvent(evt) return end

---@param evt NetworkLinkQuickhackEvent
---@return Bool
function ScriptedPuppet:OnNetworkLinkQuickhackEvent(evt) return end

---@param evt gameObjectActionRefreshEvent
---@return Bool
function ScriptedPuppet:OnObjectActionRefreshEvent(evt) return end

---@param evt OutlineRequestEvent
---@return Bool
function ScriptedPuppet:OnOutlineRequestEvent(evt) return end

---@param evt PauseResumePhoneCallEvent
---@return Bool
function ScriptedPuppet:OnPauseResumePhoneCallEvent(evt) return end

---@param evt gameVisionModeUpdateVisuals
---@return Bool
function ScriptedPuppet:OnPulseEvent(evt) return end

---@param evt QuickHackPanelStateEvent
---@return Bool
function ScriptedPuppet:OnQuickHackPanelStateChanged(evt) return end

---@param evt QuickSlotCommandUsed
---@return Bool
function ScriptedPuppet:OnQuickSlotCommandUsed(evt) return end

---@param evt ReevaluateOxygenEvent
---@return Bool
function ScriptedPuppet:OnReevaluateOxygenEvent(evt) return end

---@param evt RegisterPostionEvent
---@return Bool
function ScriptedPuppet:OnRegisterPostion(evt) return end

---@param evt RemoveAllStatusEffectOfTypeEvent
---@return Bool
function ScriptedPuppet:OnRemoveAllStatusEffectOfTypeEvent(evt) return end

---@param evt RemoveLinkEvent
---@return Bool
function ScriptedPuppet:OnRemoveLinkEvent(evt) return end

---@param evt RemoveLinkedStatusEffectsEvent
---@return Bool
function ScriptedPuppet:OnRemoveLinkedStatusEffectsEvent(evt) return end

---@param evt RemoveStatusEffectEvent
---@return Bool
function ScriptedPuppet:OnRemoveStatusEffect(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ScriptedPuppet:OnRequestComponents(ri) return end

---@param evt RequestDismembermentEvent
---@return Bool
function ScriptedPuppet:OnRequestDismemberment(evt) return end

---@param evt ResetSignal
---@return Bool
function ScriptedPuppet:OnResetSignalAIEventReceived(evt) return end

---@param evt gameeventsResurrectEvent
---@return Bool
function ScriptedPuppet:OnResurrect(evt) return end

---@param evt RevealDeviceRequest
---@return Bool
function ScriptedPuppet:OnRevealDeviceRequest(evt) return end

---@param evt RevealNetworkGridOnPulse
---@return Bool
function ScriptedPuppet:OnRevealNetworkGridOnPulse(evt) return end

---@param evt RevealRequestEvent
---@return Bool
function ScriptedPuppet:OnRevealRequest(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function ScriptedPuppet:OnRevealStateChanged(evt) return end

---@param evt gameScanningEvent
---@return Bool
function ScriptedPuppet:OnScanningEvent(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function ScriptedPuppet:OnScanningLookAtEvent(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return Bool
function ScriptedPuppet:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SetBloodPuddleSettingsEvent
---@return Bool
function ScriptedPuppet:OnSetBloodPuddleSettingsEvent(evt) return end

---@param evt SetExposeQuickHacks
---@return Bool
function ScriptedPuppet:OnSetExposeQuickHacks(evt) return end

---@param evt gameSetLootInteractionAccessibilityEvent
---@return Bool
function ScriptedPuppet:OnSetLootInteractionAccessEvent(evt) return end

---@param evt StartEndPhoneCallEvent
---@return Bool
function ScriptedPuppet:OnStartEndPhoneCallEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function ScriptedPuppet:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function ScriptedPuppet:OnStatusEffectRemoved(evt) return end

---@param evt SuppressNPCInSecuritySystem
---@return Bool
function ScriptedPuppet:OnSuppressNPCInSecuritySystem(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ScriptedPuppet:OnTakeControl(ri) return end

---@param evt ToggleTargetingComponentsEvent
---@return Bool
function ScriptedPuppet:OnToggleTargetingComponentsEvent(evt) return end

---@param evt UploadProgramProgressEvent
---@return Bool
function ScriptedPuppet:OnUploadProgressStateChanged(evt) return end

---@param evt workWorkspotFinishedEvent
---@return Bool
function ScriptedPuppet:OnWorkspotFinishedEvent(evt) return end

---@param evt workWorkspotStartedEvent
---@return Bool
function ScriptedPuppet:OnWorkspotStartedEvent(evt) return end

---@param action ScriptableDeviceAction
function ScriptedPuppet:ActivateIntelligencePerks(action) return end

---@param netrunner entEntityID
---@param target entEntityID
---@param actionEffects gamedataObjectActionEffect_Record[]
function ScriptedPuppet:AddLinkedStatusEffect(netrunner, target, actionEffects) return end

---@param equipmentPriority EquipmentPriority
---@param powerLevel Int32
function ScriptedPuppet:AddRecordEquipment(equipmentPriority, powerLevel) return end

---@return Bool
function ScriptedPuppet:AllowFinisherThreshold() return end

---@return Bool
function ScriptedPuppet:AwardsExperience() return end

---@return Bool
function ScriptedPuppet:CanBeTagged() return end

---@return Bool
function ScriptedPuppet:CanNewActionBeQueued() return end

---@return Bool
function ScriptedPuppet:CanOverrideNetworkContext() return end

---@return Bool
function ScriptedPuppet:CanRevealRemoteActionsWheel() return end

function ScriptedPuppet:ClearLinkedStatusEffect() return end

function ScriptedPuppet:CreateClearOutlinesRequest() return end

function ScriptedPuppet:CreateListeners() return end

---@param instigator entEntity
function ScriptedPuppet:CreateObjectActionsCallbackController(instigator) return end

---@param evt gameinteractionsInteractionActivationEvent
function ScriptedPuppet:CreateTakedownEventOnLayerActivation(evt) return end

---@param evt gameeventsHitEvent
function ScriptedPuppet:DamagePipelineFinalized(evt) return end

function ScriptedPuppet:DestroyObjectActionsCallbackController() return end

---@return EGameplayRole
function ScriptedPuppet:DeterminGameplayRole() return end

function ScriptedPuppet:DetermineInteractionState() return end

function ScriptedPuppet:DetermineInteractionStateByTask() return end

---@param data gameScriptTaskData
function ScriptedPuppet:DetermineInteractionStateTask(data) return end

---@return Bool
function ScriptedPuppet:DropHeldItems() return end

---@param layer CName|string
---@param b Bool
function ScriptedPuppet:EnableInteraction(layer, b) return end

---@param puppet gamePuppet
function ScriptedPuppet:EnableLootInteractionWithDelay(puppet) return end

---@param b Bool
function ScriptedPuppet:EnableSensesComponent(b) return end

function ScriptedPuppet:EquipSavedLoadout() return end

---@param data gameScriptTaskData
function ScriptedPuppet:EquipSavedLoadoutTask(data) return end

---@return Bool
function ScriptedPuppet:EvaluateLootQuality() return end

function ScriptedPuppet:EvaluateLootQualityByTask() return end

function ScriptedPuppet:EvaluateLootQualityEvent() return end

---@param data gameScriptTaskData
function ScriptedPuppet:EvaluateLootQualityTask(data) return end

function ScriptedPuppet:EvaluateQuickhacksCount() return end

---@param action ScriptableDeviceAction
function ScriptedPuppet:ExecuteAction(action) return end

---@param choice gameinteractionsChoice
function ScriptedPuppet:ExecuteAction(choice) return end

---@param target gameObject
---@param sourceID entEntityID
---@param sourceName CName|string
---@param toggle Bool
function ScriptedPuppet:ForceVisionAppearanceNetrunner(target, sourceID, sourceName, toggle) return end

---@param baseUncommonMaterials Float
---@param baseRareMaterials Float
---@param baseEpicMaterials Float
---@param baseLegendaryMaterials Float
---@param TS gameTransactionSystem
function ScriptedPuppet:GenerateMaterialDrops(baseUncommonMaterials, baseRareMaterials, baseEpicMaterials, baseLegendaryMaterials, TS) return end

---@return AIHumanComponent
function ScriptedPuppet:GetAIControllerComponent() return end

---@return ScriptableDeviceAction[]
function ScriptedPuppet:GetActiveQuickhackActionHistory() return end

---@return entAnimationControllerComponent
function ScriptedPuppet:GetAnimationControllerComponent() return end

---@return Bool
function ScriptedPuppet:GetAreIncomingSecuritySystemEventsSuppressed() return end

---@return gameAttitudeAgent
function ScriptedPuppet:GetAttitudeAgent() return end

---@param id gamebbScriptID_Int32
---@return Int32
function ScriptedPuppet:GetBlackboardIntVariable(id) return end

---@return gameBreachControllerComponent
function ScriptedPuppet:GetBreachControllerComponent() return end

---@return gameinfluenceBumpComponent
function ScriptedPuppet:GetBumpComponent() return end

---@return CombatHUDManager
function ScriptedPuppet:GetCombatHUDManagerComponent() return end

---@return ScriptableDeviceAction[]
function ScriptedPuppet:GetCompletedQuickhackActionHistory() return end

---@return CooldownStorage
function ScriptedPuppet:GetCooldownStorage() return end

---@return Bool
function ScriptedPuppet:GetCrowd() return end

---@return CrowdMemberBaseComponent
function ScriptedPuppet:GetCrowdMemberComponent() return end

---@return EFocusOutlineType
function ScriptedPuppet:GetCurrentOutline() return end

---@return CName[]
function ScriptedPuppet:GetCurrentWorkspotTags() return end

---@param heldObjects gameItemObject[]
---@return Bool
function ScriptedPuppet:GetCurrentlyEquippedItems(heldObjects) return end

---@return ScriptableDeviceAction
function ScriptedPuppet:GetCurrentlyUploadingAction() return end

---@return gameIBlackboard
function ScriptedPuppet:GetCustomBlackboard() return end

---@return FocusForcedHighlightData
function ScriptedPuppet:GetDefaultHighlight() return end

---@return gamedataDefenseMode
function ScriptedPuppet:GetDefenseModeStateFromBlackboard() return end

---@return ESecurityAreaType
function ScriptedPuppet:GetDeterminatedSecurityAreaType() return end

---@return Int32
function ScriptedPuppet:GetDeviceActionMaxQueueSize() return end

---@return CName[]
function ScriptedPuppet:GetDeviceActionQueueNames() return end

---@return Int32
function ScriptedPuppet:GetDeviceActionQueueSize() return end

---@return PuppetDeviceLinkPS
function ScriptedPuppet:GetDeviceLink() return end

---@return gameDismembermentComponent
function ScriptedPuppet:GetDismembermentComponent() return end

---@param traceSource senseAdditionalTraceType
---@return Float
function ScriptedPuppet:GetDistToTraceEndFromPosToMainTrackedObject(traceSource) return end

---@param key CName|string
---@return gameFxResource
function ScriptedPuppet:GetFxResourceByKey(key) return end

---@return GameplayRoleComponent
function ScriptedPuppet:GetGameplayRoleComponent() return end

---@return CName
function ScriptedPuppet:GetGender() return end

---@return gamedataNPCHighLevelState
function ScriptedPuppet:GetHighLevelStateFromBlackboard() return end

---@return HitReactionComponent
function ScriptedPuppet:GetHitReactionComponent() return end

---@return EHitReactionMode
function ScriptedPuppet:GetHitReactionModeFromBlackboard() return end

---@return entSlotComponent
function ScriptedPuppet:GetHitRepresantationSlotComponent() return end

---@return Float
function ScriptedPuppet:GetICELevel() return end

---@return gamedataStatusEffect_Record[]
function ScriptedPuppet:GetIgnoredDurationStats() return end

---@return Bool
function ScriptedPuppet:GetIsIconic() return end

---@param itemID ItemID
---@return Bool
function ScriptedPuppet:GetItemMinigameAttempted(itemID) return end

---@return entEntity
function ScriptedPuppet:GetKiller() return end

---@param threat gameObject
---@return Float, Bool
function ScriptedPuppet:GetLastDamageTimeFrom(threat) return end

---@return LinkedStatusEffect
function ScriptedPuppet:GetLinkedStatusEffect() return end

---@return gamedataQuality
function ScriptedPuppet:GetLootQuality() return end

---@return ConnectedClassTypes
function ScriptedPuppet:GetMasterConnectedClassTypes() return end

---@return movePoliciesComponent
function ScriptedPuppet:GetMovePolicesComponent() return end

---@return gamedataNPCType
function ScriptedPuppet:GetNPCType() return end

---@return gameIBlackboard
function ScriptedPuppet:GetNetworkBlackboard() return end

---@return NetworkBlackboardDef
function ScriptedPuppet:GetNetworkBlackboardDef() return end

---@return CName
function ScriptedPuppet:GetNetworkLinkSlotName() return end

---@return CName, WorldTransform
function ScriptedPuppet:GetNetworkLinkSlotName() return end

---@param category gamedataHackCategory
---@param durationMods gamedataObjectActionEffect_Record[]
---@param rootObject gameObject
---@param targetID gameStatsObjectID
---@param instigatorID entEntityID
---@return Float
function ScriptedPuppet:GetObjectActionEffectDurationValue(category, durationMods, rootObject, targetID, instigatorID) return end

---@return AIObjectSelectionComponent
function ScriptedPuppet:GetObjectSelectionComponent() return end

---@return gameObject[]
function ScriptedPuppet:GetObjectToForwardHighlight() return end

---@return ScriptedPuppetPS
function ScriptedPuppet:GetPS() return end

---@return CName
function ScriptedPuppet:GetPhoneCallIndicatorSlotName() return end

---@return Float
function ScriptedPuppet:GetPingDuration() return end

---@return ScriptedPuppetPS
function ScriptedPuppet:GetPuppetPS() return end

---@return gamedataReactionPresetType
function ScriptedPuppet:GetPuppetReactionPresetType() return end

---@return gameIBlackboard
function ScriptedPuppet:GetPuppetStateBlackboard() return end

---@param quickHackID TweakDBID|string
---@param rootObject gameObject
---@param targetID gameStatsObjectID
---@param instigatorID entEntityID
---@return Float
function ScriptedPuppet:GetQuickHackDuration(quickHackID, rootObject, targetID, instigatorID) return end

---@param quickHackRecord gamedataObjectAction_Record
---@param rootObject gameObject
---@param targetID gameStatsObjectID
---@param instigatorID entEntityID
---@return Float
function ScriptedPuppet:GetQuickHackDuration(quickHackRecord, rootObject, targetID, instigatorID) return end

---@param quickHackRecord gamedataObjectAction_Record
---@param rootObject gameObject
---@param targetID gameStatsObjectID
---@param instigatorID entEntityID
---@return Float
function ScriptedPuppet:GetQuickHackDurationFromLongestEffect(quickHackRecord, rootObject, targetID, instigatorID) return end

---@return TweakDBID
function ScriptedPuppet:GetReactionPresetID() return end

---@return gamedataCharacter_Record
function ScriptedPuppet:GetRecord() return end

---@return SecuritySystemControllerPS
function ScriptedPuppet:GetSecuritySystem() return end

---@return senseComponent
function ScriptedPuppet:GetSensesComponent() return end

---@return senseSensorObjectComponent
function ScriptedPuppet:GetSensorObjectComponent() return end

---@return AISignalHandlerComponent
function ScriptedPuppet:GetSignalHandlerComponent() return end

---@return gameBoolSignalTable
function ScriptedPuppet:GetSignalTable() return end

---@return entSlotComponent
function ScriptedPuppet:GetSlotComponent() return end

---@return gamedataNPCStanceState
function ScriptedPuppet:GetStanceStateFromBlackboard() return end

---@return NPCStatesComponent
function ScriptedPuppet:GetStatesComponent() return end

---@return ReactionManagerComponent
function ScriptedPuppet:GetStimReactionComponent() return end

---@return AITargetTrackerComponent
function ScriptedPuppet:GetTargetTrackerComponent() return end

---@return TargetTrackingExtension
function ScriptedPuppet:GetTargetTrackingExension() return end

---@return entTransformHistoryComponent
function ScriptedPuppet:GetTransformHistoryComponent() return end

---@return gamedataNPCUpperBodyState
function ScriptedPuppet:GetUpperBodyStateFromBlackboard() return end

---@return gamedataVendorType
function ScriptedPuppet:GetVendorType() return end

---@return senseVisibleObjectComponent
function ScriptedPuppet:GetVisibleObjectComponent() return end

---@return Bool
function ScriptedPuppet:GetWasAggressiveCrowd() return end

---@return gameWeakspotComponent
function ScriptedPuppet:GetWeakspotComponent() return end

---@param equipmentPriority EquipmentPriority
---@param characterRecord gamedataCharacter_Record
---@param powerLevel Int32
function ScriptedPuppet:GiveEquipment(equipmentPriority, characterRecord, powerLevel) return end

---@param data gameScriptTaskData
function ScriptedPuppet:HandleChainLightningEffectAndDamageTask(data) return end

---@param instigator gameObject
function ScriptedPuppet:HandleDeath(instigator) return end

function ScriptedPuppet:HandleDefeated() return end

function ScriptedPuppet:HandleDefeatedByTask() return end

---@param data gameScriptTaskData
function ScriptedPuppet:HandleDefeatedTask(data) return end

---@param actionName CName|string
---@param verb EAISquadVerb
function ScriptedPuppet:HandleSquadAction(actionName, verb) return end

---@param evt gameeventsHitEvent
function ScriptedPuppet:HandleStimsOnHit(evt) return end

---@return Bool
function ScriptedPuppet:HasActiveQuickHackUpload() return end

---@param equipmentPriority EquipmentPriority
---@param characterRecord gamedataCharacter_Record
---@return Bool
function ScriptedPuppet:HasCalculatedEquipment(equipmentPriority, characterRecord) return end

---@return Bool
function ScriptedPuppet:HasDirectActionsActive() return end

---@param equipmentPriority EquipmentPriority
---@return Bool
function ScriptedPuppet:HasEquipment(equipmentPriority) return end

---@return Bool
function ScriptedPuppet:HasHeadUnderwater() return end

---@return Bool
function ScriptedPuppet:HasLoot() return end

---@return Bool
function ScriptedPuppet:HasPrimaryOrSecondaryEquipment() return end

---@return Bool
function ScriptedPuppet:HasQuestItems() return end

---@return Bool
function ScriptedPuppet:HasValidLootQuality() return end

---@param tag CName|string
---@return Bool
function ScriptedPuppet:HasWorkspotTag(tag) return end

---@param statPoolType gamedataStatPoolType
function ScriptedPuppet:HidePhoneCallDuration(statPoolType) return end

---@return Bool
function ScriptedPuppet:IsActionCurrentlyUploading() return end

---@return Bool
function ScriptedPuppet:IsActionQueueEnabled() return end

---@return Bool
function ScriptedPuppet:IsActionQueueFull() return end

---@return Bool
function ScriptedPuppet:IsActive() return end

---@return Bool
function ScriptedPuppet:IsActiveBackdoor() return end

---@return Bool
function ScriptedPuppet:IsActiveInternal() return end

---@return Bool
function ScriptedPuppet:IsAggressive() return end

---@return Bool
function ScriptedPuppet:IsAimAssistEnabled() return end

---@return Bool
function ScriptedPuppet:IsAndroid() return end

---@return Bool
function ScriptedPuppet:IsBackdoor() return end

---@return Bool
function ScriptedPuppet:IsBoss() return end

---@return Bool
function ScriptedPuppet:IsBreached() return end

---@return Bool
function ScriptedPuppet:IsCerberus() return end

---@return Bool
function ScriptedPuppet:IsCharacterChildren() return end

---@return Bool
function ScriptedPuppet:IsCharacterCivilian() return end

---@return Bool
function ScriptedPuppet:IsCharacterCyberpsycho() return end

---@return Bool
function ScriptedPuppet:IsCharacterGanger() return end

---@return Bool
function ScriptedPuppet:IsCharacterPolice() return end

---@return Bool
function ScriptedPuppet:IsCivilian() return end

---@return Bool
function ScriptedPuppet:IsConnectedToBackdoorDevice() return end

---@return Bool
function ScriptedPuppet:IsConnectedToSecuritySystem() return end

---@return Bool
function ScriptedPuppet:IsContainer() return end

---@return Bool
function ScriptedPuppet:IsCrowd() return end

---@return Bool
function ScriptedPuppet:IsDead() return end

---@return Bool
function ScriptedPuppet:IsDeadNoStatPool() return end

---@return Bool
function ScriptedPuppet:IsDrone() return end

---@return Bool
function ScriptedPuppet:IsElite() return end

---@return Bool
function ScriptedPuppet:IsEnemy() return end

---@return Bool
function ScriptedPuppet:IsFinisherSoundPlayed() return end

---@return Bool
function ScriptedPuppet:IsHackingPlayer() return end

---@return Bool
function ScriptedPuppet:IsHuman() return end

---@return Bool
function ScriptedPuppet:IsHumanoid() return end

---@return Bool
function ScriptedPuppet:IsInvestigating() return end

---@param object gameObject
---@return Bool
function ScriptedPuppet:IsInvestigatingObject(object) return end

---@return Bool
function ScriptedPuppet:IsMassive() return end

---@return Bool
function ScriptedPuppet:IsMaxTac() return end

---@return Bool
function ScriptedPuppet:IsMech() return end

---@return Bool
function ScriptedPuppet:IsMechanical() return end

---@return Bool
function ScriptedPuppet:IsNetrunnerPuppet() return end

---@return Bool
function ScriptedPuppet:IsNetworkKnownToPlayer() return end

---@return Bool
function ScriptedPuppet:IsNetworkLinkDynamic() return end

---@return Bool
function ScriptedPuppet:IsOfficer() return end

---@return Bool
function ScriptedPuppet:IsOnAutonomousAI() return end

---@return Bool
function ScriptedPuppet:IsPerformingCallReinforcements() return end

---@return Bool
function ScriptedPuppet:IsPlayerCompanion() return end

---@return Bool
function ScriptedPuppet:IsPrevention() return end

---@return Bool
function ScriptedPuppet:IsPuppet() return end

---@param layerTag CName|string
---@return Bool
function ScriptedPuppet:IsQualityRangeInteractionLayer(layerTag) return end

---@return Bool
function ScriptedPuppet:IsQuest() return end

---@return Bool
function ScriptedPuppet:IsQuickHackAble() return end

---@return Bool
function ScriptedPuppet:IsQuickHacksExposed() return end

---@return Bool
function ScriptedPuppet:IsResistantToTakedown() return end

---@return Bool
function ScriptedPuppet:IsRevealed() return end

---@param target gameObject
---@return Bool
function ScriptedPuppet:IsTargetTresspassingMyZone(target) return end

---@return Bool
function ScriptedPuppet:IsTurnedOffNoStatusEffect() return end

---@param howDeep Float
---@return Bool
function ScriptedPuppet:IsUnderwater(howDeep) return end

---@return Bool
function ScriptedPuppet:IsVendor() return end

---@param instigator gameObject
---@param skipNPCDeathAnim Bool
---@param disableNPCRagdoll Bool
function ScriptedPuppet:Kill(instigator, skipNPCDeathAnim, disableNPCRagdoll) return end

---@param evt gameeventsDamageReceivedEvent
---@param instigator gameObject
---@param dmgSituation gameTelemetryDamageSituation
function ScriptedPuppet:LogDamageReceived(evt, instigator, dmgSituation) return end

---@param evt gameeventsKillRewardEvent
---@param dmgSituation gameTelemetryDamageSituation
function ScriptedPuppet:LogEnemyDown(evt, dmgSituation) return end

---@param choiceEvent gameinteractionsChoiceEvent
function ScriptedPuppet:LootAllItems(choiceEvent) return end

---@return ESecuritySystemState
function ScriptedPuppet:MySecuritySystemState() return end

---@param hitSource Int32
function ScriptedPuppet:NotifyHitReactionSourceChanged(hitSource) return end

---@param hitType Int32
function ScriptedPuppet:NotifyHitReactionTypeChanged(hitType) return end

---@param evt ClearOutlinesRequestEvent
function ScriptedPuppet:OnClearOutlinesRequest(evt) return end

function ScriptedPuppet:OnDied() return end

---@param reason CName|string
function ScriptedPuppet:OnDiveFinished(reason) return end

function ScriptedPuppet:OnIncapacitated() return end

function ScriptedPuppet:OnResurrected() return end

---@param above Bool
function ScriptedPuppet:OnSecuritySupportThreshold(above) return end

---@param signalId Uint16
---@param newValue Bool
---@param userData ForcedRagdollDeathSignal
function ScriptedPuppet:OnSignalForcedRagdollDeathSignal(signalId, newValue, userData) return end

---@param signalId Uint16
---@param newValue Bool
---@param userData NPCStateChangeSignal
function ScriptedPuppet:OnSignalNPCStateChangeSignal(signalId, newValue, userData) return end

---@param signalId Uint16
---@param newValue Bool
function ScriptedPuppet:OnSignalSquadActionSignal(signalId, newValue) return end

---@param choiceEvent gameinteractionsChoiceEvent
function ScriptedPuppet:OrderChoice(choiceEvent) return end

---@param statPoolType gamedataStatPoolType
function ScriptedPuppet:PausePhoneCallDuration(statPoolType) return end

function ScriptedPuppet:ProcessEnemyNetrunnerTutorialFact() return end

---@param baseMoney Float
---@param baseUncommonMaterials Float
---@param baseRareMaterials Float
---@param baseEpicMaterials Float
---@param baseLegendaryMaterials Float
---@param baseShardDropChance Float
---@param TS gameTransactionSystem
function ScriptedPuppet:ProcessLootMinigame(baseMoney, baseUncommonMaterials, baseRareMaterials, baseEpicMaterials, baseLegendaryMaterials, baseShardDropChance, TS) return end

---@param evt gameinteractionsChoiceEvent
---@param playerPuppet PlayerPuppet
---@param npcPuppet NPCPuppet
function ScriptedPuppet:ProcessNewPerkFinisherLayer(evt, playerPuppet, npcPuppet) return end

function ScriptedPuppet:ProcessQuickHackQueueOnDefeat() return end

---@param evt gameinteractionsChoiceEvent
function ScriptedPuppet:ProcessSyncedAnimationPuppetActions(evt) return end

function ScriptedPuppet:PropagateFadeOutlinesRequestToItems() return end

---@param evt OutlineRequestEvent
function ScriptedPuppet:PropagateOutlineToCurrentlyUsedItems(evt) return end

---@param revealNetworkAtEnd Bool
function ScriptedPuppet:PulseNetwork(revealNetworkAtEnd) return end

---@param evt gameeventsHitEvent
function ScriptedPuppet:PuppetDamagePipelineFinalized(evt) return end

---@param obj gameObject
function ScriptedPuppet:PuppetSubmergedRequestRemovingStatusEffects(obj) return end

---@param evt gameinteractionsChoiceEvent
---@param isFastFinisher Bool
function ScriptedPuppet:PushFinisherActionEventToPSM(evt, isFastFinisher) return end

---@param evt gameinteractionsChoiceEvent
function ScriptedPuppet:PushTakedownActionEventToPSM(evt) return end

function ScriptedPuppet:RefreshCachedDataCharacterTags() return end

function ScriptedPuppet:RefreshCachedReactionPresetData() return end

function ScriptedPuppet:RegisterSubCharacter() return end

function ScriptedPuppet:RemoveLink() return end

---@param ssAction Bool
---@return Bool
function ScriptedPuppet:RemoveLinkedStatusEffects(ssAction) return end

---@param sourceID entEntityID
---@param ssAction Bool
---@return Bool
function ScriptedPuppet:RemoveLinkedStatusEffectsFromTarget(sourceID, ssAction) return end

function ScriptedPuppet:RemoveListeners() return end

---@param shouldIncreaseCounter Bool
---@param requester entEntityID
function ScriptedPuppet:RequestRevealOutline(shouldIncreaseCounter, requester) return end

function ScriptedPuppet:ResolveConnectionWithDeviceSystem() return end

---@param data gameScriptTaskData
function ScriptedPuppet:ResolveConnectionWithDeviceSystemTask(data) return end

function ScriptedPuppet:ResolveQualityRangeInteractionLayer() return end

---@param statPoolType gamedataStatPoolType
---@param initialDuration Float
function ScriptedPuppet:ResumePhoneCallDuration(statPoolType, initialDuration) return end

function ScriptedPuppet:RevokeAllTickets() return end

function ScriptedPuppet:RevokeAllTicketsForPreventionSquad() return end

---@param killer gameObject
---@param killType gameKillType
---@param isAnyDamageNonlethal Bool
function ScriptedPuppet:RewardKiller(killer, killType, isAnyDamageNonlethal) return end

function ScriptedPuppet:SendAIDeathSignal() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@param id CName|string
---@param isChoiceActive Bool
function ScriptedPuppet:SendInteractionChoiceToPSM(choiceEvent, id, isChoiceActive) return end

---@param shouldOpen Bool
function ScriptedPuppet:SendQuickhackCommands(shouldOpen) return end

---@param item gameItemObject
function ScriptedPuppet:SetAnimWrappersOnItem(item) return end

---@param action ScriptableDeviceAction
function ScriptedPuppet:SetCurrentlyUploadingAction(action) return end

---@param value Bool
function ScriptedPuppet:SetFinisherSoundPlayed(value) return end

---@param itemID ItemID
function ScriptedPuppet:SetItemMinigameAttempted(itemID) return end

---@param killer entEntity
function ScriptedPuppet:SetKiller(killer) return end

---@param target gameObject
function ScriptedPuppet:SetMainTrackedObject(target) return end

---@param presetID TweakDBID|string
function ScriptedPuppet:SetReactionPresetID(presetID) return end

---@param type gamedataSenseObjectType
function ScriptedPuppet:SetSenseObjectType(type) return end

---@param value Bool
function ScriptedPuppet:SetSkipDeathAnimation(value) return end

---@param value Bool
function ScriptedPuppet:SetWasIncapacitatedOnAttach(value) return end

---@return Bool
function ScriptedPuppet:ShouldEnableRemoteLayer() return end

---@return Bool
function ScriptedPuppet:ShouldPulseNetwork() return end

---@return Bool
function ScriptedPuppet:ShouldRegisterToHUD() return end

---@return Bool
function ScriptedPuppet:ShouldShowScanner() return end

---@return Bool
function ScriptedPuppet:ShouldSkipDeathAnimation() return end

---@return Bool
function ScriptedPuppet:ShouldSpawnBloodPuddle() return end

---@param duration Float
---@param statType gamedataStatType
---@param statPoolType gamedataStatPoolType
---@param statPoolID TweakDBID|string
function ScriptedPuppet:ShowPhoneCallDuration(duration, statType, statPoolType, statPoolID) return end

---@param action ScriptableDeviceAction
function ScriptedPuppet:ShowQuickHackDuration(action) return end

---@param instigator gameObject
---@param skipNPCDeathAnim Bool
---@param disableNPCRagdoll Bool
function ScriptedPuppet:SoftKill(instigator, skipNPCDeathAnim, disableNPCRagdoll) return end

---@param leaveSquad Bool
---@param squadType AISquadType
function ScriptedPuppet:SquadUpdate(leaveSquad, squadType) return end

function ScriptedPuppet:StartOxygenDecay() return end

function ScriptedPuppet:StartPingingNetwork() return end

function ScriptedPuppet:StopOxygenDecay() return end

function ScriptedPuppet:StopPingingNetwork() return end

function ScriptedPuppet:StopPoliceBehaviour() return end

function ScriptedPuppet:ToggleInteractionLayers() return end

---@param puppetActions PuppetAction[]
---@param commands QuickhackData[]
function ScriptedPuppet:TranslateChoicesIntoQuickSlotCommands(puppetActions, commands) return end

---@param evt gameinteractionsChoiceEvent
---@param playerPuppet PlayerPuppet
function ScriptedPuppet:TriggerNewPerkFinisher(evt, playerPuppet) return end

---@param playerPuppet PlayerPuppet
---@param npcPuppet NPCPuppet
function ScriptedPuppet:TriggerNewPerkFinisherBluntHold(playerPuppet, npcPuppet) return end

---@param lastKnownPosition Vector4
---@param threat gameObject
---@param type ESecurityNotificationType
---@param stimType gamedataStimType
function ScriptedPuppet:TriggerSecuritySystemNotification(lastKnownPosition, threat, type, stimType) return end

function ScriptedPuppet:TryRegisterToPrevention() return end

function ScriptedPuppet:UnregisterSubCharacter() return end

---@param dt Float
function ScriptedPuppet:Update(dt) return end

function ScriptedPuppet:UpdateLootInteraction() return end

---@param isQuickHackable Bool
function ScriptedPuppet:UpdateQuickHackableState(isQuickHackable) return end

---@param b Bool
function ScriptedPuppet:UpdateScannerLookAtBB(b) return end

---@return Bool
function ScriptedPuppet:WasIncapacitatedOnAttach() return end

---@class ScriptedPuppetPS : gamePuppetPS
---@field deviceLink PuppetDeviceLinkPS
---@field cooldownStorage CooldownStorage
---@field isInitialized EBOOL
---@field wasAttached Bool
---@field wasRevealedInNetworkPing Bool
---@field numberActions Int32
---@field wasQuickHackAttempt Bool
---@field hasDirectInteractionChoicesActive Bool
---@field wasIncapacitated Bool
---@field isBreached Bool
---@field isDead Bool
---@field isIncapacitated Bool
---@field isAndroidTurnedOff Bool
---@field isPreventionNotified Bool
---@field securitySystemData SecuritySystemData
---@field activeContexts gamedeviceRequestType[]
---@field lastInteractionLayerTag CName
---@field quickHacksExposed Bool
---@field currentCooldownID Uint32
---@field reactionPresetID TweakDBID
---@field isDefeatMechanicActive Bool
---@field leftHandLoadout ItemID
---@field rightHandLoadout ItemID
---@field customWeaponLoadout CachedItemLoadout[]
---@field genericMeleeLoadout CachedItemLoadout
---@field genericRangedLoadout CachedItemLoadout
---@field questForceScannerPreset TweakDBID
---@field bountyID TweakDBID
---@field transgressions TweakDBID[]
ScriptedPuppetPS = {}

---@return ScriptedPuppetPS
function ScriptedPuppetPS.new() return end

---@param props table
---@return ScriptedPuppetPS
function ScriptedPuppetPS.new(props) return end

---@param lastKnownPosition Vector4
---@param whoBreached gameObject
---@param reporterHandle gameObject
---@param type ESecurityNotificationType
---@return SecuritySystemInput
function ScriptedPuppetPS.ActionSecurityBreachNotificationStatic(lastKnownPosition, whoBreached, reporterHandle, type) return end

---@return Bool
function ScriptedPuppetPS.CanPerformReprimend() return end

---@return Int32
function ScriptedPuppetPS.GetNPCsConnectedToThisAPCount() return end

---@param evt ScriptableDeviceAction
---@return EntityNotificationType
function ScriptedPuppetPS.OnObjectAction(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function ScriptedPuppetPS.OnTargetAssessmentRequest(evt) return end

---@param choices gameinteractionsChoice[]
function ScriptedPuppetPS.RemoveDuplicatedChoices(choices) return end

---@return Bool
function ScriptedPuppetPS:OnInstantiated() return end

---@return SetExposeQuickHacks
function ScriptedPuppetPS:ActionSetExposeQuickHacks() return end

---@param context gamedeviceRequestType
function ScriptedPuppetPS:AddActiveContext(context) return end

---@param context gameGetActionsContext
---@return Bool
function ScriptedPuppetPS:CheckFlatheadTakedownAvailability(context) return end

---@return ConnectedClassTypes
function ScriptedPuppetPS:CheckMasterConnectedClassTypes() return end

---@param minigameProgramsCompleted Int32
function ScriptedPuppetPS:CheckMasterRunnerAchievement(minigameProgramsCompleted) return end

---@param interaction gameinteractionsComponent
---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
function ScriptedPuppetPS:DetermineInteractionState(interaction, context, objectActionsCallbackController) return end

---@param entityID entEntityID
---@return ESecurityAreaType
function ScriptedPuppetPS:DetermineSecurityAreaTypeForEntityID(entityID) return end

---@param shouldDraw Bool
---@param focusModeOnly Bool
---@param fxResource gameFxResource
---@param masterID entEntityID
---@param slaveID entEntityID
---@param revealMaster Bool
---@param revealSlave Bool
---@param onlyRemoveWeakLink Bool
---@param isEyeContact Bool
---@param isPermanent Bool
function ScriptedPuppetPS:DrawBetweenEntities(shouldDraw, focusModeOnly, fxResource, masterID, slaveID, revealMaster, revealSlave, onlyRemoveWeakLink, isEyeContact, isPermanent) return end

---@param action ScriptableDeviceAction
---@param persistentState gamePersistentState
function ScriptedPuppetPS:ExecutePSAction(action, persistentState) return end

---@param programs TweakDBID[]|string[]
function ScriptedPuppetPS:FilterRedundantPrograms(programs) return end

---@param shouldForce Bool
function ScriptedPuppetPS:ForceExposeQuickHack(shouldForce) return end

---@param requestType gamedeviceRequestType
---@param providedClearance gamedeviceClearance
---@param providedProcessInitiator gameObject
---@param providedRequestor entEntityID
---@return gameGetActionsContext
function ScriptedPuppetPS:GenerateContext(requestType, providedClearance, providedProcessInitiator, providedRequestor) return end

---@return AccessPointControllerPS
function ScriptedPuppetPS:GetAccessPoint() return end

---@param actionRecord gamedataObjectAction_Record
---@return PuppetAction
function ScriptedPuppetPS:GetAction(actionRecord) return end

---@return gamedeviceRequestType[]
function ScriptedPuppetPS:GetActiveContexts() return end

---@param actions gamedataObjectAction_Record[]
---@param context gameGetActionsContext
---@param puppetActions PuppetAction[]
function ScriptedPuppetPS:GetAllChoices(actions, context, puppetActions) return end

---@return TweakDBID
function ScriptedPuppetPS:GetBountyID() return end

---@return CooldownStorage
function ScriptedPuppetPS:GetCooldownStorage() return end

---@return CachedItemLoadout[]
function ScriptedPuppetPS:GetCustomWeaponLoadout() return end

---@return PuppetDeviceLinkPS
function ScriptedPuppetPS:GetDeviceLink() return end

---@return TweakDBID
function ScriptedPuppetPS:GetForcedScannerPreset() return end

---@return CachedItemLoadout
function ScriptedPuppetPS:GetGenericMeleeLoadout() return end

---@return CachedItemLoadout
function ScriptedPuppetPS:GetGenericRangedLoadout() return end

---@return HUDManager
function ScriptedPuppetPS:GetHudManager() return end

---@return Bool
function ScriptedPuppetPS:GetIsAndroidTurnedOff() return end

---@return Bool
function ScriptedPuppetPS:GetIsDead() return end

---@return Bool
function ScriptedPuppetPS:GetIsIncapacitated() return end

---@return ItemID
function ScriptedPuppetPS:GetLeftHandLoadout() return end

---@return entEntityID
function ScriptedPuppetPS:GetMyEntityID() return end

---@return String
function ScriptedPuppetPS:GetNetworkName() return end

---@return NetworkSystem
function ScriptedPuppetPS:GetNetworkSystem() return end

---@return Int32
function ScriptedPuppetPS:GetNumberActions() return end

---@return ScriptedPuppet
function ScriptedPuppetPS:GetOwnerEntity() return end

---@return entEntity
function ScriptedPuppetPS:GetOwnerEntityWeak() return end

---@return CooldownStorage
function ScriptedPuppetPS:GetPlayerCooldownStorage() return end

---@return gameObject
function ScriptedPuppetPS:GetPlayerMainObject() return end

---@return TweakDBID
function ScriptedPuppetPS:GetReactionPresetID() return end

---@return ItemID
function ScriptedPuppetPS:GetRightHandLoadout() return end

---@param includeInactive Bool
---@param returnOnlyDirectlyConnected Bool
---@return SecurityAreaControllerPS[]
function ScriptedPuppetPS:GetSecurityAreas(includeInactive, returnOnlyDirectlyConnected) return end

---@return SecuritySystemControllerPS
function ScriptedPuppetPS:GetSecuritySystem() return end

---@return TweakDBID[]
function ScriptedPuppetPS:GetTransgressions() return end

---@param actions gamedataObjectAction_Record[]
---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@param checkPlayerQuickHackList Bool
---@param choices gameinteractionsChoice[]
function ScriptedPuppetPS:GetValidChoices(actions, context, objectActionsCallbackController, checkPlayerQuickHackList, choices) return end

---@return Bool
function ScriptedPuppetPS:GetWasIncapacitated() return end

---@param context gamedeviceRequestType
---@return Bool
function ScriptedPuppetPS:HasActiveContext(context) return end

---@return Bool
function ScriptedPuppetPS:HasDirectInteractionChoicesActive() return end

function ScriptedPuppetPS:Initialize() return end

function ScriptedPuppetPS:InitializeCooldownStorage() return end

---@param actionID TweakDBID|string
---@return Bool
function ScriptedPuppetPS:IsActionReady(actionID) return end

---@return Bool
function ScriptedPuppetPS:IsBreached() return end

---@return Bool
function ScriptedPuppetPS:IsConnectedToAccessPoint() return end

---@return Bool
function ScriptedPuppetPS:IsConnectedToSecuritySystem() return end

---@return Bool
function ScriptedPuppetPS:IsDefeatMechanicActive() return end

---@return Bool
function ScriptedPuppetPS:IsInitialized() return end

---@return Bool
function ScriptedPuppetPS:IsPreventionNotified() return end

---@return Bool
function ScriptedPuppetPS:IsQuickHacksExposed() return end

---@param actionID TweakDBID|string
function ScriptedPuppetPS:ManuallyTriggerActionCooldown(actionID) return end

---@param evt AcquireDeviceLink
---@return EntityNotificationType
function ScriptedPuppetPS:OnAcquireDeviceLink(evt) return end

---@param evt ActionCooldownEvent
---@return EntityNotificationType
function ScriptedPuppetPS:OnActionCooldownEvent(evt) return end

---@param evt CacheItemEquippedToHandsEvent
---@return EntityNotificationType
function ScriptedPuppetPS:OnCacheLoadout(evt) return end

---@param evt DeviceLinkEstablished
---@return EntityNotificationType
function ScriptedPuppetPS:OnDeviceAttachment(evt) return end

---@param evt GameAttachedEvent
---@return EntityNotificationType
function ScriptedPuppetPS:OnGameAttached(evt) return end

---@param evt PingSquad
---@return EntityNotificationType
function ScriptedPuppetPS:OnPingSquad(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function ScriptedPuppetPS:OnSecuritySystemOutput(evt) return end

---@param evt SetExposeQuickHacks
---@return EntityNotificationType
function ScriptedPuppetPS:OnSetExposeQuickHacks(evt) return end

---@param evt SetQuickHackEvent
---@return EntityNotificationType
function ScriptedPuppetPS:OnSetWasQuickHacked(evt) return end

---@param evt SetQuickHackAttemptEvent
---@return EntityNotificationType
function ScriptedPuppetPS:OnSetWasQuickHackedAtempt(evt) return end

---@param target gameObject
function ScriptedPuppetPS:PushAerialTakedownActionEventToPSM(target) return end

---@param interactionComponent gameinteractionsComponent
---@param context gameGetActionsContext
---@param choices gameinteractionsChoice[]
function ScriptedPuppetPS:PushChoicesToInteractionComponent(interactionComponent, context, choices) return end

---@param context gamedeviceRequestType
function ScriptedPuppetPS:RemoveActiveContext(context) return end

---@param preset TweakDBID|string
function ScriptedPuppetPS:SetForcedScannerPreset(preset) return end

---@param hasInteraction Bool
function ScriptedPuppetPS:SetHasDirectInteractionChoicesActive(hasInteraction) return end

---@param isAndroidTurnedOff Bool
function ScriptedPuppetPS:SetIsAndroidTurnedOff(isAndroidTurnedOff) return end

---@param isBreached Bool
function ScriptedPuppetPS:SetIsBreached(isBreached) return end

---@param isDead Bool
function ScriptedPuppetPS:SetIsDead(isDead) return end

---@param isDefeatMechanicActive Bool
function ScriptedPuppetPS:SetIsDefeatMechanicActive(isDefeatMechanicActive) return end

---@param isIncapacitated Bool
function ScriptedPuppetPS:SetIsIncapacitated(isIncapacitated) return end

---@param isPreventionNotified Bool
function ScriptedPuppetPS:SetIsPreventionNotified(isPreventionNotified) return end

---@param presetID TweakDBID|string
function ScriptedPuppetPS:SetReactionPresetID(presetID) return end

---@param wasRevealed Bool
function ScriptedPuppetPS:SetRevealedInNetworkPing(wasRevealed) return end

---@param wasIncapacitated Bool
function ScriptedPuppetPS:SetWasIncapacitated(wasIncapacitated) return end

---@param bountyID TweakDBID|string
---@param transgressions TweakDBID[]|string[]
function ScriptedPuppetPS:StoreBountyData(bountyID, transgressions) return end

---@return Bool
function ScriptedPuppetPS:Sts_Ep1_12_ActiveForQHack_Hack() return end

---@return Bool
function ScriptedPuppetPS:WasAttached() return end

---@return Bool
function ScriptedPuppetPS:WasRevealedInNetworkPing() return end

---@class ScriptedReactionSystem : gameScriptableSystem
---@field fleeingNPCs Int32
---@field runners entEntity[]
---@field registeredTimeout Float
---@field callInAction Bool
---@field policeCaller entEntity
ScriptedReactionSystem = {}

---@return ScriptedReactionSystem
function ScriptedReactionSystem.new() return end

---@param props table
---@return ScriptedReactionSystem
function ScriptedReactionSystem.new(props) return end

---@return Int32
function ScriptedReactionSystem:GetFleeingNPCsCount() return end

---@param position Vector4
---@param distance Float
---@return Int32
function ScriptedReactionSystem:GetFleeingNPCsCountInDistance(position, distance) return end

---@return Float
function ScriptedReactionSystem:GetRegisterTimeout() return end

---@param entity entEntity
---@return Bool
function ScriptedReactionSystem:IsCaller(entity) return end

---@param newCaller entEntity
---@param crimePosition Vector4
---@return Bool
function ScriptedReactionSystem:IsCallerCloser(newCaller, crimePosition) return end

---@param runner entEntity
---@return Bool
function ScriptedReactionSystem:IsRegistered(runner) return end

---@param request RegisterFleeingNPC
function ScriptedReactionSystem:OnRegisterFleeingNPC(request) return end

---@param request RegisterPoliceCaller
function ScriptedReactionSystem:OnRegisterPoliceCaller(request) return end

---@param request UnregisterFleeingNPC
function ScriptedReactionSystem:OnUnregisterFleeingNPC(request) return end

---@param request UnregisterPoliceCaller
function ScriptedReactionSystem:OnUnregisterPoliceCaller(request) return end

---@class ScriptedWeakspotObject : gameWeakspotObject
---@field weakspotOnDestroyProperties WeakspotOnDestroyProperties
---@field mesh entMeshComponent
---@field interaction gameinteractionsComponent
---@field targeting gameTargetingComponent
---@field collider entIPlacedComponent
---@field instigator gameObject
---@field weakspotRecordData WeakspotRecordData
---@field alive Bool
---@field hasBeenScanned Bool
---@field statPoolSystem gameStatPoolsSystem
---@field statPoolType gamedataStatPoolType
---@field healthListener WeakspotHealthChangeListener
---@field parentMaxhealth Float
---@field blockHighlight Bool
---@field blockDamage Bool
ScriptedWeakspotObject = {}

---@return ScriptedWeakspotObject
function ScriptedWeakspotObject.new() return end

---@param props table
---@return ScriptedWeakspotObject
function ScriptedWeakspotObject.new(props) return end

---@param weakspot gameObject
---@param instigator gameObject
function ScriptedWeakspotObject.Kill(weakspot, instigator) return end

---@return Bool
function ScriptedWeakspotObject:OnGameAttached() return end

---@param evt gameeventsHitEvent
---@return Bool
function ScriptedWeakspotObject:OnHit(evt) return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function ScriptedWeakspotObject:OnInteractionChoice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ScriptedWeakspotObject:OnRequestComponents(ri) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function ScriptedWeakspotObject:OnScanninOwner(evt) return end

---@param owner gameObject
---@return Bool
function ScriptedWeakspotObject:OnSetOwner(owner) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ScriptedWeakspotObject:OnTakeControl(ri) return end

---@param evt gameWeakspotDestroyedEvent
---@return Bool
function ScriptedWeakspotObject:OnWeakspotDestroy(evt) return end

---@param evt DestroyWeakspotDelayedEvent
---@return Bool
function ScriptedWeakspotObject:OnWeakspotDestroyDelay(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function ScriptedWeakspotObject:OnWeakspotPinged(evt) return end

---@param evt WeakspotRequestAttributeChangeEvent
---@return Bool
function ScriptedWeakspotObject:OnWeakspotRequestAttributeChange(evt) return end

---@param appName CName|string
function ScriptedWeakspotObject:ChangeAppearance(appName) return end

---@param evt gameeventsHitEvent
function ScriptedWeakspotObject:DamagePipelineFinalized(evt) return end

---@param instigator gameObject
function ScriptedWeakspotObject:DestroyWeakspot(instigator) return end

---@param instigator gameObject
function ScriptedWeakspotObject:DestroyWeakspotOnLoad(instigator) return end

function ScriptedWeakspotObject:DisableCollider() return end

function ScriptedWeakspotObject:DisableTargeting() return end

function ScriptedWeakspotObject:EnableTargeting() return end

function ScriptedWeakspotObject:FireAttack() return end

---@return WeakspotRecordData
function ScriptedWeakspotObject:GetWeakspotRecordData() return end

---@return Bool
function ScriptedWeakspotObject:IsDead() return end

---@return Bool
function ScriptedWeakspotObject:IsInternal() return end

---@return Bool
function ScriptedWeakspotObject:IsInvulnerable() return end

---@param evt gameeventsHitEvent
function ScriptedWeakspotObject:ProcessDamagePipeline(evt) return end

function ScriptedWeakspotObject:ReadTweakData() return end

function ScriptedWeakspotObject:ResolveWeakspotOnLoad() return end

---@param animFeatureName CName|string
---@param value Int32
function ScriptedWeakspotObject:SendAIActionAnimFeature(animFeatureName, value) return end

---@param parameterName CName|string
function ScriptedWeakspotObject:SendHideMeshParameterValue(parameterName) return end

function ScriptedWeakspotObject:SetHighlight() return end

function ScriptedWeakspotObject:SetPercentLife() return end

function ScriptedWeakspotObject:UnSetHighlight() return end

function ScriptedWeakspotObject:WeakspotInitialized() return end

---@class ScrollToJournalEntryEvent : redEvent
---@field hash Int32
ScrollToJournalEntryEvent = {}

---@return ScrollToJournalEntryEvent
function ScrollToJournalEntryEvent.new() return end

---@param props table
---@return ScrollToJournalEntryEvent
function ScrollToJournalEntryEvent.new(props) return end

---@class ScrollingText
---@field textArray String[]
ScrollingText = {}

---@return ScrollingText
function ScrollingText.new() return end

---@param props table
---@return ScrollingText
function ScrollingText.new(props) return end

---@class SearchInFrontPatternLookat : AISearchingLookat
SearchInFrontPatternLookat = {}

---@return SearchInFrontPatternLookat
function SearchInFrontPatternLookat.new() return end

---@param props table
---@return SearchInFrontPatternLookat
function SearchInFrontPatternLookat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function SearchInFrontPatternLookat:GetLookatTargetPosition(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function SearchInFrontPatternLookat:InitializeMemberVariables(context) return end

---@class SearchPatternMappingLookat : AISearchingLookat
---@field targetObjectMapping AIArgumentMapping
---@field lookatTargetObject gameObject
SearchPatternMappingLookat = {}

---@return SearchPatternMappingLookat
function SearchPatternMappingLookat.new() return end

---@param props table
---@return SearchPatternMappingLookat
function SearchPatternMappingLookat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function SearchPatternMappingLookat:GetLookatTargetPosition(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function SearchPatternMappingLookat:InitializeMemberVariables(context) return end

---@class SecSystemDebugger : gameScriptableSystem
---@field lastInstruction EReprimandInstructions
---@field instructionSet Bool
---@field lastInstructionTime Float
---@field lastInput ESecurityNotificationType
---@field inputSet Bool
---@field lastInputTime Float
---@field lastUpdateTime Float
---@field realTimeCallbackID gameDelayID
---@field realTimeCallback Bool
---@field realTime Float
---@field callstack CName[]
---@field ids Uint32[]
---@field background Uint32
---@field sysName Uint32
---@field sysState Uint32
---@field mostDangerousArea Uint32
---@field blacklistReason Uint32
---@field blacklistCount Uint32
---@field reprimand Uint32
---@field repInstruction Uint32
---@field reprimandID Uint32
---@field input Uint32
---@field regTime Uint32
---@field inputTime Uint32
---@field instructionTime Uint32
---@field actualTime Uint32
---@field system SecuritySystemControllerPS
---@field refreshTime Float
SecSystemDebugger = {}

---@return SecSystemDebugger
function SecSystemDebugger.new() return end

---@param props table
---@return SecSystemDebugger
function SecSystemDebugger.new(props) return end

---@param dvs gameDebugVisualizerSystem
function SecSystemDebugger:Clean(dvs) return end

---@param req RealTimeUpdateRequest
function SecSystemDebugger:OnRealTimeUpdate(req) return end

---@param req UpdateDebuggerRequest
function SecSystemDebugger:OnUpdateDebuggerRequest(req) return end

---@param evt gameTickableEvent
---@param time Float
function SecSystemDebugger:RealTimeUpdate(evt, time) return end

---@param sys SecuritySystemControllerPS
---@param time Float
---@param instructionsAttached Bool
---@param inputAttached Bool
---@param trace CName|string
---@param instruction EReprimandInstructions
---@param recentInput SecuritySystemInput
function SecSystemDebugger:Update(sys, time, instructionsAttached, inputAttached, trace, instruction, recentInput) return end

---@class SecondHeartStatListener : gameScriptStatsListener
---@field player PlayerPuppet
SecondHeartStatListener = {}

---@return SecondHeartStatListener
function SecondHeartStatListener.new() return end

---@param props table
---@return SecondHeartStatListener
function SecondHeartStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function SecondHeartStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class SecretOpenAnimationEvent : redEvent
SecretOpenAnimationEvent = {}

---@return SecretOpenAnimationEvent
function SecretOpenAnimationEvent.new() return end

---@param props table
---@return SecretOpenAnimationEvent
function SecretOpenAnimationEvent.new(props) return end

---@class SecurityAccessLevelEntry
---@field keycard TweakDBID
---@field password CName
SecurityAccessLevelEntry = {}

---@return SecurityAccessLevelEntry
function SecurityAccessLevelEntry.new() return end

---@param props table
---@return SecurityAccessLevelEntry
function SecurityAccessLevelEntry.new(props) return end

---@param self_ SecurityAccessLevelEntry
---@return Bool
function SecurityAccessLevelEntry.IsDataValid(self_) return end

---@param self_ SecurityAccessLevelEntry
---@return Bool
function SecurityAccessLevelEntry.IsKeycardValid(self_) return end

---@param self_ SecurityAccessLevelEntry
---@return Bool
function SecurityAccessLevelEntry.IsPasswordValid(self_) return end

---@class SecurityAccessLevelEntryClient : SecurityAccessLevelEntry
---@field level ESecurityAccessLevel
SecurityAccessLevelEntryClient = {}

---@return SecurityAccessLevelEntryClient
function SecurityAccessLevelEntryClient.new() return end

---@param props table
---@return SecurityAccessLevelEntryClient
function SecurityAccessLevelEntryClient.new(props) return end

---@param self_ SecurityAccessLevelEntryClient
---@return Bool
function SecurityAccessLevelEntryClient.IsDataValid(self_) return end

---@param self_ SecurityAccessLevelEntryClient
---@return Bool
function SecurityAccessLevelEntryClient.IsKeycardValid(self_) return end

---@param self_ SecurityAccessLevelEntryClient
---@return Bool
function SecurityAccessLevelEntryClient.IsPasswordValid(self_) return end

---@class SecurityAgentSpawnedEvent : redEvent
---@field spawnedAgent DeviceLink
---@field eventType gameEntitySpawnerEventType
---@field securityAreas SecurityAreaControllerPS[]
SecurityAgentSpawnedEvent = {}

---@return SecurityAgentSpawnedEvent
function SecurityAgentSpawnedEvent.new() return end

---@param props table
---@return SecurityAgentSpawnedEvent
function SecurityAgentSpawnedEvent.new(props) return end

---@param agentLink DeviceLink
---@param type gameEntitySpawnerEventType
---@param areas SecurityAreaControllerPS[]
---@return SecurityAgentSpawnedEvent
function SecurityAgentSpawnedEvent.Construct(agentLink, type, areas) return end

---@class SecurityAlarm : InteractiveMasterDevice
---@field workingAlarm entMeshComponent
---@field destroyedAlarm entMeshComponent
---@field isGlitching Bool
SecurityAlarm = {}

---@return SecurityAlarm
function SecurityAlarm.new() return end

---@param props table
---@return SecurityAlarm
function SecurityAlarm.new(props) return end

---@param evt QuestForceSecuritySystemArmed
---@return Bool
function SecurityAlarm:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return Bool
function SecurityAlarm:OnQuestForceSecuritySystemSafe(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityAlarm:OnRequestComponents(ri) return end

---@param evt SecurityAlarmBreachResponse
---@return Bool
function SecurityAlarm:OnSecurityAlarmBreachResponse(evt) return end

---@param evt SecuritySystemOutput
---@return Bool
function SecurityAlarm:OnSecuritySystemOutput(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityAlarm:OnTakeControl(ri) return end

---@param evt TargetAssessmentRequest
---@return Bool
function SecurityAlarm:OnTargetAssessmentRequest(evt) return end

---@param evt ToggleAlarm
---@return Bool
function SecurityAlarm:OnToggleAlarm(evt) return end

function SecurityAlarm:ActivateDevice() return end

function SecurityAlarm:BreakDevice() return end

function SecurityAlarm:CutPower() return end

function SecurityAlarm:DeactivateDevice() return end

function SecurityAlarm:DeactivateState() return end

---@return EGameplayRole
function SecurityAlarm:DeterminGameplayRole() return end

function SecurityAlarm:DetermineState() return end

---@return SecurityAlarmController
function SecurityAlarm:GetController() return end

---@return SecurityAlarmControllerPS
function SecurityAlarm:GetDevicePS() return end

function SecurityAlarm:PlaySound() return end

function SecurityAlarm:ResolveGameplayState() return end

function SecurityAlarm:SendStim() return end

function SecurityAlarm:SetCombatState() return end

function SecurityAlarm:StartBlinking() return end

---@param glitchState EGlitchState
---@param intensity Float
function SecurityAlarm:StartGlitching(glitchState, intensity) return end

function SecurityAlarm:StopBlinking() return end

function SecurityAlarm:StopGlitching() return end

function SecurityAlarm:StopSound() return end

function SecurityAlarm:StopStim() return end

function SecurityAlarm:TurnOffDevice() return end

function SecurityAlarm:TurnOffLights() return end

function SecurityAlarm:TurnOnDevice() return end

function SecurityAlarm:TurnOnLights() return end

---@class SecurityAlarmBreachResponse : ActionBool
---@field currentSecurityState ESecuritySystemState
SecurityAlarmBreachResponse = {}

---@return SecurityAlarmBreachResponse
function SecurityAlarmBreachResponse.new() return end

---@param props table
---@return SecurityAlarmBreachResponse
function SecurityAlarmBreachResponse.new(props) return end

---@return ESecuritySystemState
function SecurityAlarmBreachResponse:GetSecurityState() return end

---@param currentSecuritySystemState ESecuritySystemState
function SecurityAlarmBreachResponse:SetProperties(currentSecuritySystemState) return end

---@class SecurityAlarmController : MasterController
SecurityAlarmController = {}

---@return SecurityAlarmController
function SecurityAlarmController.new() return end

---@param props table
---@return SecurityAlarmController
function SecurityAlarmController.new(props) return end

---@return SecurityAlarmControllerPS
function SecurityAlarmController:GetPS() return end

---@class SecurityAlarmControllerPS : MasterControllerPS
---@field securityAlarmSetup SecurityAlarmSetup
---@field securityAlarmState ESecuritySystemState
SecurityAlarmControllerPS = {}

---@return SecurityAlarmControllerPS
function SecurityAlarmControllerPS.new() return end

---@param props table
---@return SecurityAlarmControllerPS
function SecurityAlarmControllerPS.new(props) return end

---@return Bool
function SecurityAlarmControllerPS:OnInstantiated() return end

---@return SecurityAlarmEscalate
function SecurityAlarmControllerPS:ActionSecurityAlarmEscalate() return end

---@return ToggleAlarm
function SecurityAlarmControllerPS:ActionToggleAlarm() return end

---@return CName
function SecurityAlarmControllerPS:AlarmSound() return end

---@return Bool
function SecurityAlarmControllerPS:CanCreateAnyQuickHackActions() return end

---@param alarmState ESecuritySystemState
---@return SecurityAlarmBreachResponse
function SecurityAlarmControllerPS:CreateAlarmResponse(alarmState) return end

---@return ESecuritySystemState
function SecurityAlarmControllerPS:GetAlarmState() return end

---@return TweakDBID
function SecurityAlarmControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SecurityAlarmControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SecurityAlarmControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SecurityAlarmControllerPS:GetQuickHackActions(context) return end

function SecurityAlarmControllerPS:Initialize() return end

---@return Bool
function SecurityAlarmControllerPS:IsAlarmStateAlerted() return end

---@return Bool
function SecurityAlarmControllerPS:IsAlarmStateCombat() return end

---@return Bool
function SecurityAlarmControllerPS:IsAlarmStateNotCombat() return end

---@return Bool
function SecurityAlarmControllerPS:IsAlarmStateNotSafe() return end

---@return Bool
function SecurityAlarmControllerPS:IsAlarmStateSafe() return end

---@param evt QuestForceSecuritySystemArmed
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnQuestForceSecuritySystemArmed(evt) return end

---@param evt QuestForceSecuritySystemSafe
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnQuestForceSecuritySystemSafe(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt SecurityAlarmBreachResponse
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnSecurityAlarmBreachResponse(evt) return end

---@param evt SecurityAlarmEscalate
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnSecurityAlarmEscalate(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnSecuritySystemOutput(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnTargetAssessmentRequest(evt) return end

---@param evt ToggleAlarm
---@return EntityNotificationType
function SecurityAlarmControllerPS:OnToggleAlarm(evt) return end

---@param state ESecuritySystemState
function SecurityAlarmControllerPS:QuestForceState(state) return end

function SecurityAlarmControllerPS:RefreshSlaves() return end

---@return Bool
function SecurityAlarmControllerPS:UsesSound() return end

---@class SecurityAlarmEscalate : ActionBool
SecurityAlarmEscalate = {}

---@return SecurityAlarmEscalate
function SecurityAlarmEscalate.new() return end

---@param props table
---@return SecurityAlarmEscalate
function SecurityAlarmEscalate.new(props) return end

---@return String
function SecurityAlarmEscalate:GetTweakDBChoiceRecord() return end

function SecurityAlarmEscalate:SetProperties() return end

---@class SecurityAlarmSetup
---@field useSound Bool
---@field alarmSound CName
SecurityAlarmSetup = {}

---@return SecurityAlarmSetup
function SecurityAlarmSetup.new() return end

---@param props table
---@return SecurityAlarmSetup
function SecurityAlarmSetup.new(props) return end

---@class SecurityArea : InteractiveMasterDevice
---@field area gameStaticTriggerAreaComponent
SecurityArea = {}

---@return SecurityArea
function SecurityArea.new() return end

---@param props table
---@return SecurityArea
function SecurityArea.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function SecurityArea:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function SecurityArea:OnAreaExit(evt) return end

---@return Bool
function SecurityArea:OnDetach() return end

---@return Bool
function SecurityArea:OnGameAttached() return end

---@param evt ManageAreaComponent
---@return Bool
function SecurityArea:OnManageAreaComponent(evt) return end

---@param evt QuestAddTransition
---@return Bool
function SecurityArea:OnQuestAddTransition(evt) return end

---@param evt QuestCombatActionAreaNotification
---@return Bool
function SecurityArea:OnQuestCombatActionAreaNotification(evt) return end

---@param evt QuestExecuteTransition
---@return Bool
function SecurityArea:OnQuestExecuteTranstion(evt) return end

---@param evt QuestIllegalActionAreaNotification
---@return Bool
function SecurityArea:OnQuestIllegalActionAreaNotification(evt) return end

---@param evt QuestRemoveTransition
---@return Bool
function SecurityArea:OnQuestRemoveTransition(evt) return end

---@param evt RegisterTimeListeners
---@return Bool
function SecurityArea:OnRegisterTimeListeners(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityArea:OnRequestComponents(ri) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function SecurityArea:OnSlaveStateChanged(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityArea:OnTakeControl(ri) return end

---@param evt Transition
---@return Bool
function SecurityArea:OnTransition(evt) return end

function SecurityArea:AdjustInteractionComponent() return end

---@return SecurityAreaController
function SecurityArea:GetController() return end

---@return FocusForcedHighlightData
function SecurityArea:GetDefaultHighlight() return end

---@return SecurityAreaControllerPS
function SecurityArea:GetDevicePS() return end

---@param obj gameObject
---@param triggerID entEntityID
function SecurityArea:OnAreaExitInternal(obj, triggerID) return end

function SecurityArea:RegisterTimeSystemListeners() return end

function SecurityArea:SendFakeExitEventToObjectsInsideMe() return end

function SecurityArea:UnregisterTimeSystemListeners() return end

---@class SecurityAreaController : MasterController
SecurityAreaController = {}

---@return SecurityAreaController
function SecurityAreaController.new() return end

---@param props table
---@return SecurityAreaController
function SecurityAreaController.new(props) return end

---@return SecurityAreaControllerPS
function SecurityAreaController:GetPS() return end

---@class SecurityAreaControllerPS : MasterControllerPS
---@field system SecuritySystemControllerPS
---@field usersInPerimeter AreaEntry[]
---@field isPlayerInside Bool
---@field securityAccessLevel ESecurityAccessLevel
---@field securityAreaType ESecurityAreaType
---@field eventsFilters EventsFilters
---@field areaTransitions AreaTypeTransition[]
---@field runtimeTransitions AreaTypeTransition[]
---@field pendingDisableRequest Bool
---@field lastOutput OutputPersistentData
---@field questPlayerHasTriggeredCombat Bool
---@field hasThisAreaReceivedCombatNotification Bool
---@field pendingNotifyPlayerAboutTransition Bool
SecurityAreaControllerPS = {}

---@return SecurityAreaControllerPS
function SecurityAreaControllerPS.new() return end

---@param props table
---@return SecurityAreaControllerPS
function SecurityAreaControllerPS.new(props) return end

---@param type ESecurityAreaType
---@return CName
function SecurityAreaControllerPS.SecurityAreaTypeEnumToName(type) return end

---@return Bool
function SecurityAreaControllerPS:OnInstantiated() return end

---@param whoEntered gameObject
---@param entered Bool
---@return SecurityAreaCrossingPerimeter
function SecurityAreaControllerPS:ActionSecurityAreaCrossingPerimeter(whoEntered, entered) return end

---@param transition AreaTypeTransition
---@param isScheduled Bool
---@return Bool
function SecurityAreaControllerPS:ApplyTransition(transition, isScheduled) return end

---@param listenerIndex Uint32
---@return Bool
function SecurityAreaControllerPS:ApplyTransition(listenerIndex) return end

---@return Bool
function SecurityAreaControllerPS:AreThereAnyValidTransitions() return end

---@param evt entAreaEnteredEvent
function SecurityAreaControllerPS:AreaEntered(evt) return end

---@param obj gameObject
function SecurityAreaControllerPS:AreaExited(obj) return end

function SecurityAreaControllerPS:CopyAreaTransitions() return end

---@return CommunityProxyPS[]
function SecurityAreaControllerPS:ExtractSquadProxies() return end

---@param userToFind entEntityID
---@return Int32
function SecurityAreaControllerPS:FindEntryIndex(userToFind) return end

function SecurityAreaControllerPS:GameAttached() return end

---@return TweakDBID
function SecurityAreaControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function SecurityAreaControllerPS:GetDebugTags() return end

---@return TweakDBID
function SecurityAreaControllerPS:GetDeviceIconTweakDBID() return end

---@return String
function SecurityAreaControllerPS:GetDeviceName() return end

---@return entEntityID[]
function SecurityAreaControllerPS:GetDevices() return end

---@return EFilterType
function SecurityAreaControllerPS:GetIncomingFilter() return end

---@return SecuritySystemOutput
function SecurityAreaControllerPS:GetLastOutput() return end

---@return entEntityID[]
function SecurityAreaControllerPS:GetNPCs() return end

---@return EFilterType
function SecurityAreaControllerPS:GetOutgoingFilter() return end

---@return ESecurityAccessLevel
function SecurityAreaControllerPS:GetSecurityAccessLevel() return end

---@return entEntityID[]
function SecurityAreaControllerPS:GetSecurityAreaAgents() return end

---@return SecurityAreaData
function SecurityAreaControllerPS:GetSecurityAreaData() return end

---@return ESecurityAreaType
function SecurityAreaControllerPS:GetSecurityAreaType() return end

---@return Uint32
function SecurityAreaControllerPS:GetSecurityAreaTypeAsUint32() return end

---@return SecuritySystemControllerPS
function SecurityAreaControllerPS:GetSecuritySystem() return end

---@param turrets SecurityTurretControllerPS[]
function SecurityAreaControllerPS:GetTurrets(turrets) return end

---@return AreaEntry[]
function SecurityAreaControllerPS:GetUsersInPerimeter() return end

---@return Bool
function SecurityAreaControllerPS:HasPlayerBeenSpottedAndTriggeredCombat() return end

---@return Bool
function SecurityAreaControllerPS:HasThisAreaReceivedCombatNotification() return end

function SecurityAreaControllerPS:Initialize() return end

---@return Bool
function SecurityAreaControllerPS:IsActive() return end

---@return Bool
function SecurityAreaControllerPS:IsAreaCompromised() return end

---@return Bool, ESecurityAccessLevel
function SecurityAreaControllerPS:IsConnectedToSecuritySystem() return end

---@return Bool
function SecurityAreaControllerPS:IsConnectedToSystem() return end

---@param turrets SecurityTurretControllerPS[]
---@return Bool
function SecurityAreaControllerPS:IsDisableAllowed(turrets) return end

---@return Bool
function SecurityAreaControllerPS:IsPlayerInside() return end

---@param userToBeChecked entEntityID
---@return Bool
function SecurityAreaControllerPS:IsUserInside(userToBeChecked) return end

---@param tresspassingEvent SecurityAreaCrossingPerimeter
function SecurityAreaControllerPS:NotifySecuritySystem(tresspassingEvent) return end

---@param tresspasser gameObject
---@param entering Bool
function SecurityAreaControllerPS:NotifySystemAboutCrossingPerimeter(tresspasser, entering) return end

---@param evt FullSystemRestart
---@return EntityNotificationType
function SecurityAreaControllerPS:OnFullSystemRestart(evt) return end

---@param evt gameEntitySpawnerEvent
---@return EntityNotificationType
function SecurityAreaControllerPS:OnGameEntitySpawnerEvent(evt) return end

---@param sink worldMaraudersMapDevicesSink
function SecurityAreaControllerPS:OnMaraudersMapDeviceDebug(sink) return end

---@param evt PurgeAllTransitions
---@return EntityNotificationType
function SecurityAreaControllerPS:OnPurgeTransitions(evt) return end

---@param evt QuestAddTransition
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestAddTransition(evt) return end

---@param evt QuestCombatActionAreaNotification
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestCombatActionAreaNotification(evt) return end

---@param evt QuestExecuteTransition
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestExecuteTransition(evt) return end

---@param evt QuestIllegalActionAreaNotification
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestIllegalActionAreaNotification(evt) return end

---@param evt QuestModifyFilters
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestModifyFilter(evt) return end

---@param evt QuestRemoveTransition
---@return EntityNotificationType
function SecurityAreaControllerPS:OnQuestRemoveTransition(evt) return end

---@param evt SecuritySystemForceAttitudeChange
---@return EntityNotificationType
function SecurityAreaControllerPS:OnSecuritySystemForceAttitudeChange(evt) return end

---@param breachEvent SecuritySystemOutput
---@return EntityNotificationType
function SecurityAreaControllerPS:OnSecuritySystemOutput(breachEvent) return end

---@param evt SecurityTurretOffline
---@return EntityNotificationType
function SecurityAreaControllerPS:OnSecurityTurretOffline(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function SecurityAreaControllerPS:OnTargetAssessmentRequest(evt) return end

---@param turrets SecurityTurretControllerPS[]
function SecurityAreaControllerPS:PostponeAreaDisabling(turrets) return end

---@param objectToProcess gameObject
function SecurityAreaControllerPS:ProcessOnEnterRequest(objectToProcess) return end

---@param entryToProcess AreaEntry
function SecurityAreaControllerPS:ProcessOnExitRequest(entryToProcess) return end

---@param entryToPush AreaEntry
function SecurityAreaControllerPS:PushUniqueEntry(entryToPush) return end

---@param entity entEntity
function SecurityAreaControllerPS:RegisterTimeSystemListeners(entity) return end

function SecurityAreaControllerPS:ResolveSecurityAreaType() return end

---@return SecuritySystemOutput
function SecurityAreaControllerPS:RestoreLastOutput() return end

---@param newType ESecurityAreaType
---@param wasScheduled Bool
function SecurityAreaControllerPS:SetSecurityAreaType(newType, wasScheduled) return end

---@param breachEvent SecuritySystemOutput
function SecurityAreaControllerPS:StoreLastOutputPersistentData(breachEvent) return end

function SecurityAreaControllerPS:UnregisterTimeSystemListeners() return end

function SecurityAreaControllerPS:UpdateMiniMapRepresentation() return end

---@class SecurityAreaCrossingPerimeter : SecurityAreaEvent
---@field entered Bool
SecurityAreaCrossingPerimeter = {}

---@return SecurityAreaCrossingPerimeter
function SecurityAreaCrossingPerimeter.new() return end

---@param props table
---@return SecurityAreaCrossingPerimeter
function SecurityAreaCrossingPerimeter.new(props) return end

---@return Bool
function SecurityAreaCrossingPerimeter:GetEnteredState() return end

---@param whoBreached gameObject
---@param didEnter Bool
function SecurityAreaCrossingPerimeter:SetProperties(whoBreached, didEnter) return end

---@class SecurityAreaData
---@field securityArea SecurityAreaControllerPS
---@field securityAreaType ESecurityAreaType
---@field accessLevel ESecurityAccessLevel
---@field zoneName String
---@field entered Bool
---@field id gamePersistentID
---@field incomingFilters EFilterType
---@field outgoingFilters EFilterType
SecurityAreaData = {}

---@return SecurityAreaData
function SecurityAreaData.new() return end

---@param props table
---@return SecurityAreaData
function SecurityAreaData.new(props) return end

---@class SecurityAreaEvent : ActionBool
---@field securityAreaData SecurityAreaData
---@field whoBreached gameObject
SecurityAreaEvent = {}

---@return SecurityAreaEvent
function SecurityAreaEvent.new() return end

---@param props table
---@return SecurityAreaEvent
function SecurityAreaEvent.new(props) return end

---@return SecurityAreaData
function SecurityAreaEvent:GetSecurityAreaData() return end

---@return gamePersistentID
function SecurityAreaEvent:GetSecurityAreaID() return end

---@return gameObject
function SecurityAreaEvent:GetWhoBreached() return end

---@param modifiedAreaType ESecurityAreaType
function SecurityAreaEvent:ModifyAreaTypeHack(modifiedAreaType) return end

---@param areaData SecurityAreaData
function SecurityAreaEvent:SetAreaData(areaData) return end

---@param whoBreached gameObject
function SecurityAreaEvent:SetWhoBreached(whoBreached) return end

---@class SecurityAreaResetRequest : gameScriptableSystemRequest
SecurityAreaResetRequest = {}

---@return SecurityAreaResetRequest
function SecurityAreaResetRequest.new() return end

---@param props table
---@return SecurityAreaResetRequest
function SecurityAreaResetRequest.new(props) return end

---@class SecurityAreaTypeChangedNotification : redEvent
---@field previousType ESecurityAreaType
---@field currentType ESecurityAreaType
---@field area SecurityAreaControllerPS
---@field wasScheduled Bool
SecurityAreaTypeChangedNotification = {}

---@return SecurityAreaTypeChangedNotification
function SecurityAreaTypeChangedNotification.new() return end

---@param props table
---@return SecurityAreaTypeChangedNotification
function SecurityAreaTypeChangedNotification.new(props) return end

---@class SecurityBreachPuppetNotificationEvent : SecuritySystemInput
SecurityBreachPuppetNotificationEvent = {}

---@return SecurityBreachPuppetNotificationEvent
function SecurityBreachPuppetNotificationEvent.new() return end

---@param props table
---@return SecurityBreachPuppetNotificationEvent
function SecurityBreachPuppetNotificationEvent.new(props) return end

---@class SecurityGate : InteractiveMasterDevice
---@field sideA gameStaticTriggerAreaComponent
---@field sideB gameStaticTriggerAreaComponent
---@field scanningArea gameStaticTriggerAreaComponent
---@field trespassersDataList TrespasserEntry[]
SecurityGate = {}

---@return SecurityGate
function SecurityGate.new() return end

---@param props table
---@return SecurityGate
function SecurityGate.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function SecurityGate:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function SecurityGate:OnAreaExit(evt) return end

---@param evt InitiateScanner
---@return Bool
function SecurityGate:OnInitiateScanner(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityGate:OnRequestComponents(ri) return end

---@param evt SecurityGateResponse
---@return Bool
function SecurityGate:OnSecurityGateResponse(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityGate:OnTakeControl(ri) return end

---@return EGameplayRole
function SecurityGate:DeterminGameplayRole() return end

---@return SecurityGateController
function SecurityGate:GetController() return end

---@return SecurityGateControllerPS
function SecurityGate:GetDevicePS() return end

---@param glitchState EGlitchState
---@param intensity Float
function SecurityGate:StartGlitching(glitchState, intensity) return end

function SecurityGate:StopGlitching() return end

---@class SecurityGateController : MasterController
SecurityGateController = {}

---@return SecurityGateController
function SecurityGateController.new() return end

---@param props table
---@return SecurityGateController
function SecurityGateController.new(props) return end

---@return SecurityGateControllerPS
function SecurityGateController:GetPS() return end

---@class SecurityGateControllerPS : MasterControllerPS
---@field securityGateDetectionProperties SecurityGateDetectionProperties
---@field securityGateResponseProperties SecurityGateResponseProperties
---@field securityGateStatus ESecurityGateStatus
---@field trespassersDataList TrespasserEntry[]
SecurityGateControllerPS = {}

---@return SecurityGateControllerPS
function SecurityGateControllerPS.new() return end

---@param props table
---@return SecurityGateControllerPS
function SecurityGateControllerPS.new(props) return end

---@return QuickHackAuthorization
function SecurityGateControllerPS:ActionQuickHackAuthorization() return end

---@param trespasser ScriptedPuppet
---@param areaName CName|string
function SecurityGateControllerPS:AddTrespasserEntry(trespasser, areaName) return end

---@return Bool
function SecurityGateControllerPS:CanCreateAnyQuickHackActions() return end

---@param trespasserIndex Int32
---@param areaName CName|string
---@return Bool
function SecurityGateControllerPS:DetermineIfEnteredFromCorrectSide(trespasserIndex, areaName) return end

---@param index Int32
---@param areaName CName|string
---@return Bool
function SecurityGateControllerPS:DetermineIfEntityIsWithdrawing(index, areaName) return end

---@param mostRecentArea CName|string
---@param tresspasser entEntityID
---@param isEntering Bool
function SecurityGateControllerPS:EvaluateIfActionIsRequired(mostRecentArea, tresspasser, isEntering) return end

---@return TweakDBID
function SecurityGateControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SecurityGateControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SecurityGateControllerPS:GetQuickHackActions(context) return end

---@return ESecurityGateEntranceType
function SecurityGateControllerPS:GetScannerEntranceType() return end

---@return Bool
function SecurityGateControllerPS:GetShouldCheckPlayerOnly() return end

---@return Bool, Int32
function SecurityGateControllerPS:GetTrespasserInScannerArea() return end

---@param entryIndex Int32
function SecurityGateControllerPS:InitiateScan(entryIndex) return end

---@param trespasser ScriptedPuppet
---@return Bool, Int32
function SecurityGateControllerPS:IsTrespasserOnTheList(trespasser) return end

---@param index Int32
---@return Bool
function SecurityGateControllerPS:IsTrespasserOutside(index) return end

---@param trespasser entEntityID
---@param shouldUnlock Bool
function SecurityGateControllerPS:ManageSlaves(trespasser, shouldUnlock) return end

---@param evt InitiateScanner
---@return EntityNotificationType
function SecurityGateControllerPS:OnInitiateScanner(evt) return end

function SecurityGateControllerPS:PerformRestart() return end

---@param index Int32
function SecurityGateControllerPS:PerformScan(index) return end

---@return Bool, ESecurityGateScannerIssueType
function SecurityGateControllerPS:PerformScannerSmokeCheck() return end

---@param shouldProtect Bool
---@param whoToProtect entEntityID
---@param entered Bool
---@param hasEntityWithdrawn Bool
function SecurityGateControllerPS:ProtectEntityFromSecuritySystem(shouldProtect, whoToProtect, entered, hasEntityWithdrawn) return end

---@param index Int32
function SecurityGateControllerPS:RemoveTrespasserEntry(index) return end

---@param reason ESecurityGateScannerIssueType
function SecurityGateControllerPS:ResolveScannerNotReady(reason) return end

---@param user entEntityID
function SecurityGateControllerPS:RevokeAuthorization(user) return end

---@param isSuccessful Bool
function SecurityGateControllerPS:TriggerScanResponse(isSuccessful) return end

---@param index Int32
---@param isEntering Bool
---@param areaName CName|string
function SecurityGateControllerPS:UpdateTrespasserEntry(index, isEntering, areaName) return end

---@param evt entTriggerEvent
---@param isEntering Bool
function SecurityGateControllerPS:UpdateTrespassersList(evt, isEntering) return end

---@return Bool
function SecurityGateControllerPS:WakeUpDevice() return end

---@class SecurityGateDetectionProperties
---@field performWeaponCheck Bool
---@field performCyberwareCheck Bool
---@field scannerEntranceType ESecurityGateEntranceType
---@field performCheckOnPlayerOnly Bool
SecurityGateDetectionProperties = {}

---@return SecurityGateDetectionProperties
function SecurityGateDetectionProperties.new() return end

---@param props table
---@return SecurityGateDetectionProperties
function SecurityGateDetectionProperties.new(props) return end

---@class SecurityGateForceUnlock : redEvent
---@field entranceAllowedFor entEntityID
---@field shouldUnlock Bool
SecurityGateForceUnlock = {}

---@return SecurityGateForceUnlock
function SecurityGateForceUnlock.new() return end

---@param props table
---@return SecurityGateForceUnlock
function SecurityGateForceUnlock.new(props) return end

---@class SecurityGateLock : InteractiveDevice
---@field enteringArea gameStaticTriggerAreaComponent
---@field centeredArea gameStaticTriggerAreaComponent
---@field leavingArea gameStaticTriggerAreaComponent
SecurityGateLock = {}

---@return SecurityGateLock
function SecurityGateLock.new() return end

---@param props table
---@return SecurityGateLock
function SecurityGateLock.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function SecurityGateLock:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function SecurityGateLock:OnAreaExit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityGateLock:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityGateLock:OnTakeControl(ri) return end

---@param evt UpdateGatePosition
---@return Bool
function SecurityGateLock:OnUpdateGatePosition(evt) return end

---@return SecurityGateLockController
function SecurityGateLock:GetController() return end

---@return SecurityGateLockControllerPS
function SecurityGateLock:GetDevicePS() return end

function SecurityGateLock:UpdateGatePosition() return end

---@class SecurityGateLockController : ScriptableDeviceComponent
SecurityGateLockController = {}

---@return SecurityGateLockController
function SecurityGateLockController.new() return end

---@param props table
---@return SecurityGateLockController
function SecurityGateLockController.new(props) return end

---@return SecurityGateLockControllerPS
function SecurityGateLockController:GetPS() return end

---@class SecurityGateLockControllerPS : ScriptableDeviceComponentPS
---@field tresspasserList TrespasserEntry[]
---@field entranceToken entEntityID
---@field isLeaving Bool
---@field isLocked Bool
SecurityGateLockControllerPS = {}

---@return SecurityGateLockControllerPS
function SecurityGateLockControllerPS.new() return end

---@param props table
---@return SecurityGateLockControllerPS
function SecurityGateLockControllerPS.new(props) return end

---@param trespasser ScriptedPuppet
---@param areaName CName|string
function SecurityGateLockControllerPS:AddTrespasserEntry(trespasser, areaName) return end

---@return TweakDBID
function SecurityGateLockControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SecurityGateLockControllerPS:GetDeviceIconTweakDBID() return end

---@param t TrespasserEntry
---@return Bool
function SecurityGateLockControllerPS:IsLegallyLeaving(t) return end

---@return Bool
function SecurityGateLockControllerPS:IsLocked() return end

---@param trespasser ScriptedPuppet
---@return Bool, Int32
function SecurityGateLockControllerPS:IsTrespasserOnTheList(trespasser) return end

---@param index Int32
---@return Bool
function SecurityGateLockControllerPS:IsTrespasserOutside(index) return end

---@param expireToken Bool
function SecurityGateLockControllerPS:LockGate(expireToken) return end

---@param evt SecurityGateForceUnlock
---@return EntityNotificationType
function SecurityGateLockControllerPS:OnForceUnlock(evt) return end

---@param index Int32
function SecurityGateLockControllerPS:RemoveTrespasserEntry(index) return end

function SecurityGateLockControllerPS:UnlockGate() return end

function SecurityGateLockControllerPS:UpdateGatePosition() return end

---@param index Int32
---@param isEntering Bool
---@param areaName CName|string
function SecurityGateLockControllerPS:UpdateTrespasserEntry(index, isEntering, areaName) return end

---@param evt entTriggerEvent
---@param isEntering Bool
function SecurityGateLockControllerPS:UpdateTrespassersList(evt, isEntering) return end

---@class SecurityGateResponse : redEvent
---@field scanSuccessful Bool
SecurityGateResponse = {}

---@return SecurityGateResponse
function SecurityGateResponse.new() return end

---@param props table
---@return SecurityGateResponse
function SecurityGateResponse.new(props) return end

---@class SecurityGateResponseProperties
---@field securityGateResponseType ESecurityGateResponseType
---@field securityLevelAccessGranted ESecurityAccessLevel
SecurityGateResponseProperties = {}

---@return SecurityGateResponseProperties
function SecurityGateResponseProperties.new() return end

---@param props table
---@return SecurityGateResponseProperties
function SecurityGateResponseProperties.new(props) return end

---@class SecurityLocker : InteractiveDevice
---@field cachedEvent UseSecurityLocker
SecurityLocker = {}

---@return SecurityLocker
function SecurityLocker.new() return end

---@param props table
---@return SecurityLocker
function SecurityLocker.new(props) return end

---@param evt Disarm
---@return Bool
function SecurityLocker:OnDisarm(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityLocker:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityLocker:OnTakeControl(ri) return end

---@param evt UseSecurityLocker
---@return Bool
function SecurityLocker:OnUseSecurityLocker(evt) return end

---@param activate Bool
function SecurityLocker:ActivateCyberwere(activate) return end

function SecurityLocker:CutPower() return end

---@return EGameplayRole
function SecurityLocker:DeterminGameplayRole() return end

---@param evt UseSecurityLocker
function SecurityLocker:DisarmUser(evt) return end

---@return SecurityLockerController
function SecurityLocker:GetController() return end

---@return SecurityLockerControllerPS
function SecurityLocker:GetDevicePS() return end

---@param evt UseSecurityLocker
function SecurityLocker:ReturnArms(evt) return end

---@param items gameItemData[]
---@param from gameObject
---@param to gameObject
function SecurityLocker:TransferItems(items, from, to) return end

function SecurityLocker:TurnOffDevice() return end

function SecurityLocker:TurnOffScreen() return end

function SecurityLocker:TurnOnDevice() return end

function SecurityLocker:TurnOnScreen() return end

---@class SecurityLockerController : ScriptableDeviceComponent
SecurityLockerController = {}

---@return SecurityLockerController
function SecurityLockerController.new() return end

---@param props table
---@return SecurityLockerController
function SecurityLockerController.new(props) return end

---@return SecurityLockerControllerPS
function SecurityLockerController:GetPS() return end

---@class SecurityLockerControllerPS : ScriptableDeviceComponentPS
---@field securityLockerProperties SecurityLockerProperties
---@field isStoringPlayerEquipement Bool
SecurityLockerControllerPS = {}

---@return SecurityLockerControllerPS
function SecurityLockerControllerPS.new() return end

---@param props table
---@return SecurityLockerControllerPS
function SecurityLockerControllerPS.new(props) return end

---@param executor gameObject
---@return UseSecurityLocker
function SecurityLockerControllerPS:ActionUseSecurityLocker(executor) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SecurityLockerControllerPS:GetActions(context) return end

---@return ESecurityAccessLevel
function SecurityLockerControllerPS:GetAuthorizationLevel() return end

---@return TweakDBID
function SecurityLockerControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SecurityLockerControllerPS:GetDeviceIconTweakDBID() return end

---@return Bool
function SecurityLockerControllerPS:GetIsEmpty() return end

---@return Bool
function SecurityLockerControllerPS:GetIsStoringPlayerEquipement() return end

---@return CName
function SecurityLockerControllerPS:GetReturnSFX() return end

---@return CName
function SecurityLockerControllerPS:GetStoreSFX() return end

function SecurityLockerControllerPS:Initialize() return end

---@param evt UseSecurityLocker
---@return EntityNotificationType
function SecurityLockerControllerPS:OnUseSecurityLocker(evt) return end

---@param evt TogglePersonalLink
---@param abortOperation Bool
function SecurityLockerControllerPS:ResolvePersonalLinkConnection(evt, abortOperation) return end

---@return Bool
function SecurityLockerControllerPS:ShouldDisableCyberware() return end

---@class SecurityLockerProperties
---@field securityLevelAccessGranted ESecurityAccessLevel
---@field disableCyberware Bool
---@field storeWeaponSFX CName
---@field pickUpWeaponSFX CName
SecurityLockerProperties = {}

---@return SecurityLockerProperties
function SecurityLockerProperties.new() return end

---@param props table
---@return SecurityLockerProperties
function SecurityLockerProperties.new(props) return end

---@class SecurityLockerUserEntry
SecurityLockerUserEntry = {}

---@return SecurityLockerUserEntry
function SecurityLockerUserEntry.new() return end

---@param props table
---@return SecurityLockerUserEntry
function SecurityLockerUserEntry.new(props) return end

---@class SecuritySupportListener : AIScriptsTargetTrackingListener
---@field npc ScriptedPuppet
SecuritySupportListener = {}

---@return SecuritySupportListener
function SecuritySupportListener.new() return end

---@param props table
---@return SecuritySupportListener
function SecuritySupportListener.new(props) return end

---@param npc ScriptedPuppet
---@return SecuritySupportListener
function SecuritySupportListener.Construct(npc) return end

---@param above Bool
function SecuritySupportListener:OnAccuracyBoundReached(above) return end

---@class SecuritySystem : DeviceSystemBase
---@field savedOutputCache OutputValidationDataStruct[]
SecuritySystem = {}

---@return SecuritySystem
function SecuritySystem.new() return end

---@param props table
---@return SecuritySystem
function SecuritySystem.new(props) return end

---@param evt AuthorizePlayerInSecuritySystem
---@return Bool
function SecuritySystem:OnQuestAuthorizePlayer(evt) return end

---@param evt BlacklistPlayer
---@return Bool
function SecuritySystem:OnQuestBlackListPlayer(evt) return end

---@param evt QuestChangeSecuritySystemAttitudeGroup
---@return Bool
function SecuritySystem:OnQuestChangeSecuritySystemAttitudeGroup(evt) return end

---@param evt QuestCombatActionNotification
---@return Bool
function SecuritySystem:OnQuestCombatActionNotification(evt) return end

---@param evt SuppressSecuritySystemStateChange
---@return Bool
function SecuritySystem:OnQuestExclusiveQuestControl(evt) return end

---@param evt QuestIllegalActionNotification
---@return Bool
function SecuritySystem:OnQuestIllegalActionNotification(evt) return end

---@param evt SetSecuritySystemState
---@return Bool
function SecuritySystem:OnSetSecuritySystemState(evt) return end

---@param evt gamePSDeviceChangedEvent
---@return Bool
function SecuritySystem:OnSlaveStateChanged(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecuritySystem:OnTakeControl(ri) return end

---@return SecuritySystemController
function SecuritySystem:GetController() return end

---@return FocusForcedHighlightData
function SecuritySystem:GetDefaultHighlight() return end

---@return SecuritySystemControllerPS
function SecuritySystem:GetDevicePS() return end

---@param sink worldMaraudersMapDevicesSink
function SecuritySystem:OnMaraudersMapDeviceDebug(sink) return end

---@class SecuritySystemClearanceEntry
---@field user entEntityID
---@field level ESecurityAccessLevel
SecuritySystemClearanceEntry = {}

---@return SecuritySystemClearanceEntry
function SecuritySystemClearanceEntry.new() return end

---@param props table
---@return SecuritySystemClearanceEntry
function SecuritySystemClearanceEntry.new(props) return end

---@class SecuritySystemController : DeviceSystemBaseController
SecuritySystemController = {}

---@return SecuritySystemController
function SecuritySystemController.new() return end

---@param props table
---@return SecuritySystemController
function SecuritySystemController.new(props) return end

---@return SecuritySystemControllerPS
function SecuritySystemController:GetPS() return end

---@class SecuritySystemControllerPS : DeviceSystemBaseControllerPS
---@field level_0 SecurityAccessLevelEntry[]
---@field level_1 SecurityAccessLevelEntry[]
---@field level_2 SecurityAccessLevelEntry[]
---@field level_3 SecurityAccessLevelEntry[]
---@field level_4 SecurityAccessLevelEntry[]
---@field allowSecuritySystemToDisableItself Bool
---@field attitudeGroup TweakDBID
---@field suppressAbilityToModifyAttitude Bool
---@field attitudeChangeMode EShouldChangeAttitude
---@field performAutomaticResetAfter Time
---@field hideAreasOnMinimap Bool
---@field isUnderStrictQuestControl Bool
---@field securitySystemState ESecuritySystemState
---@field agentsRegistry AgentRegistry
---@field securitySystem SecuritySystemControllerPS
---@field latestOutputEngineTime Float
---@field updateInterval Float
---@field restartDuration Int32
---@field protectedEntityIDs entEntityID[]
---@field entitiesRemainingAtGate entEntityID[]
---@field blacklist BlacklistEntry[]
---@field currentReprimandID Int32
---@field blacklistDelayValid Bool
---@field blacklistDelayID gameDelayID
---@field maxGlobalWarningsCount Int32
---@field delayIDValid Bool
---@field deescalationEventID gameDelayID
---@field outputsSend Int32
---@field inputsReceived Int32
SecuritySystemControllerPS = {}

---@return SecuritySystemControllerPS
function SecuritySystemControllerPS.new() return end

---@param props table
---@return SecuritySystemControllerPS
function SecuritySystemControllerPS.new(props) return end

---@return Bool
function SecuritySystemControllerPS:OnInstantiated() return end

---@return FullSystemRestart
function SecuritySystemControllerPS:ActionFullSystemRestart() return end

---@param notificationEvent SecuritySystemInput
---@return SecuritySystemOutput
function SecuritySystemControllerPS:ActionSecuritySystemBreachResponse(notificationEvent) return end

---@return SecuritySystemStatus
function SecuritySystemControllerPS:ActionSecuritySystemStatus() return end

---@return ThumbnailUI
function SecuritySystemControllerPS:ActionThumbnailUI() return end

---@param entryLevel ESecurityAccessLevel
---@param password CName|string
---@param keycard TweakDBID|string
function SecuritySystemControllerPS:AddAccessLevelData(entryLevel, password, keycard) return end

---@param level SecurityAccessLevelEntry[]
---@param password CName|string
---@param keycard TweakDBID|string
function SecuritySystemControllerPS:AddAccessLevelEntry(level, password, keycard) return end

---@param agent DeviceLink
---@param connectedAreas SecurityAreaControllerPS[]
---@param requestLatestOutput Bool
function SecuritySystemControllerPS:AddAgentRecord(agent, connectedAreas, requestLatestOutput) return end

---@param user entEntityID
---@param level ESecurityAccessLevel
function SecuritySystemControllerPS:AuthorizeUser(user, level) return end

---@param user entEntityID
---@param password CName|string
---@return Bool
function SecuritySystemControllerPS:AuthorizeUser(user, password) return end

---@param entityID entEntityID
---@param reason BlacklistReason
function SecuritySystemControllerPS:BlacklistEntityID(entityID, reason) return end

---@param go gameObject
---@param reason BlacklistReason
function SecuritySystemControllerPS:BlacklistEntityID(go, reason) return end

function SecuritySystemControllerPS:CancelAutomaticDeescalationEvent() return end

function SecuritySystemControllerPS:CleanSecuritySystemMemory() return end

function SecuritySystemControllerPS:CompileSecurityAgentRegistry() return end

function SecuritySystemControllerPS:CreateRegistry() return end

---@return Int32
function SecuritySystemControllerPS:DebugGetInputsCount() return end

---@return Int32
function SecuritySystemControllerPS:DebugGetOutputsCount() return end

---@return BlacklistReason
function SecuritySystemControllerPS:Debug_GetPlayerBlacklistReason() return end

---@return Int32
function SecuritySystemControllerPS:Debug_GetPlayerWarningCount() return end

---@return Int32
function SecuritySystemControllerPS:Debug_GetReprimandID() return end

---@param evt SecuritySystemInput
function SecuritySystemControllerPS:Deescalate(evt) return end

---@param entityID entEntityID
---@return ESecurityAreaType
function SecuritySystemControllerPS:DetermineSecurityAreaTypeForEntityID(entityID) return end

---@param evt SecuritySystemInput
---@param isSimulation Bool
---@return ESecuritySystemState
function SecuritySystemControllerPS:DetermineSecuritySystemState(evt, isSimulation) return end

---@param wasScheduled Bool
function SecuritySystemControllerPS:DisableSecuritySystem(wasScheduled) return end

---@param evt QuestSecuritySystemInput
---@return entEntityID[]
function SecuritySystemControllerPS:ExtractNPCIDsFromQuestNotification(evt) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SecuritySystemControllerPS:GetActions(context) return end

---@param agentID gamePersistentID
---@return SecurityAreaControllerPS[]
function SecuritySystemControllerPS:GetAgentAreas(agentID) return end

---@return AgentRegistry
function SecuritySystemControllerPS:GetAgentRegistry() return end

---@return gameCAttitudeManager
function SecuritySystemControllerPS:GetAttitudeSystem() return end

---@param target entEntityID
---@return EAIAttitude
function SecuritySystemControllerPS:GetAttitudeTowards(target) return end

---@param otherGroup CName|string
---@return EAIAttitude
function SecuritySystemControllerPS:GetAttitudeTowards(otherGroup) return end

---@param target gameObject
---@return EAIAttitude
function SecuritySystemControllerPS:GetAttitudeTowards(target) return end

---@return TweakDBID
function SecuritySystemControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function SecuritySystemControllerPS:GetDebugTags() return end

---@return TweakDBID
function SecuritySystemControllerPS:GetDeviceIconTweakDBID() return end

---@return SecuritySystemStatus
function SecuritySystemControllerPS:GetDeviceStatusAction() return end

---@param entityID entEntityID
---@return Int32
function SecuritySystemControllerPS:GetEntityBlacklistIndex(entityID) return end

---@param entityID entEntityID
---@return SecurityAreaControllerPS
function SecuritySystemControllerPS:GetMostDangerousSecurityAreaForEntityID(entityID) return end

---@param go gameObject
---@return SecurityAreaControllerPS
function SecuritySystemControllerPS:GetMostDangerousSecurityAreaForEntityID(go) return end

---@param bunch1 SecurityAreaControllerPS[]
---@param bunch2 SecurityAreaControllerPS[]
---@return SecurityAreaControllerPS[]
function SecuritySystemControllerPS:GetOverlappingAreas(bunch1, bunch2) return end

---@param input SecuritySystemInput
---@return SecurityAreaControllerPS[]
function SecuritySystemControllerPS:GetOverlappingAreas(input) return end

---@param agent Agent
---@return gameDeviceComponentPS
function SecuritySystemControllerPS:GetPS(agent) return end

---@param target entEntityID
---@return gameObject
function SecuritySystemControllerPS:GetReprimandPerformer(target) return end

---@param agentID gamePersistentID
---@return entEntityID
function SecuritySystemControllerPS:GetReprimandReceiver(agentID) return end

---@param level ESecurityAccessLevel
---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:GetSecurityAccessData(level) return end

---@param includeInactive Bool
---@param acquireOnlyDirectlyConnected Bool
---@return SecurityAreaControllerPS[]
function SecuritySystemControllerPS:GetSecurityAreas(includeInactive, acquireOnlyDirectlyConnected) return end

---@return BlacklistEntry[]
function SecuritySystemControllerPS:GetSecurityBlacklist() return end

---@param area SecurityAreaControllerPS
---@return SecurityAreaData
function SecuritySystemControllerPS:GetSecurityDataForArea(area) return end

---@return ESecuritySystemState
function SecuritySystemControllerPS:GetSecurityState() return end

---@return CName
function SecuritySystemControllerPS:GetSecuritySystemAttitudeGroupName() return end

---@return SensorDeviceControllerPS[]
function SecuritySystemControllerPS:GetSensors() return end

---@param area SecurityAreaControllerPS
---@param turrets SecurityTurretControllerPS[]
---@return Bool
function SecuritySystemControllerPS:GetTurrets(area, turrets) return end

---@param user entEntityID
---@return ESecurityAccessLevel
function SecuritySystemControllerPS:GetUserAuthorizationLevel(user) return end

---@param input SecuritySystemInput
---@return SecuritySystemOutputData[]
function SecuritySystemControllerPS:GetValidRecipients(input) return end

---@param area SecurityAreaControllerPS
function SecuritySystemControllerPS:HandleAreaBeingDisabled(area) return end

---@param area SecurityAreaControllerPS
function SecuritySystemControllerPS:HandleAreaBeingEnabled(area) return end

---@param evt SecuritySystemInput
function SecuritySystemControllerPS:HandleSecuritySystemInput(evt) return end

---@param inputEvent SecuritySystemInput
function SecuritySystemControllerPS:HandleSecuritySystemInputByTask(inputEvent) return end

---@param data gameScriptTaskData
function SecuritySystemControllerPS:HandleSecuritySystemInputTask(data) return end

---@param reporter gamePersistentID
---@param target gameObject
---@param notificationType ESecurityNotificationType
---@return Bool
function SecuritySystemControllerPS:HasEntityBeenSpottedTooManyTimes(reporter, target, notificationType) return end

---@param reporter gamePersistentID
---@param target entEntityID
---@return Bool
function SecuritySystemControllerPS:HasEntityBeenSpottedTooManyTimes(reporter, target) return end

---@param agentID gamePersistentID
---@return Bool
function SecuritySystemControllerPS:HasSupport(agentID) return end

---@param target entEntityID
---@return Bool
function SecuritySystemControllerPS:HasSurpassedGlobalWarningsCount(target) return end

function SecuritySystemControllerPS:Initialize() return end

function SecuritySystemControllerPS:InitiateAgentRegistry() return end

---@param evt SecuritySystemInput
function SecuritySystemControllerPS:InitiateAutomaticDeescalationEvent(evt) return end

---@param entityID entEntityID
---@return Bool
function SecuritySystemControllerPS:IsEntityBlacklisted(entityID) return end

---@param gameObject gameObject
---@return Bool
function SecuritySystemControllerPS:IsEntityBlacklisted(gameObject) return end

---@param go gameObject
---@param reason BlacklistReason
---@return Bool
function SecuritySystemControllerPS:IsEntityBlacklistedForAtLeast(go, reason) return end

---@param entityID entEntityID
---@param reason BlacklistReason
---@return Bool
function SecuritySystemControllerPS:IsEntityBlacklistedForAtLeast(entityID, reason) return end

---@param entityID entEntityID
---@param reason BlacklistReason
---@return Bool
function SecuritySystemControllerPS:IsEntityBlacklistedForSpecificReason(entityID, reason) return end

---@param entityId entEntityID
---@return Bool
function SecuritySystemControllerPS:IsEntityInsideAnyArea(entityId) return end

---@return Bool
function SecuritySystemControllerPS:IsHidden() return end

---@param evt SecuritySystemInput
---@return Bool
function SecuritySystemControllerPS:IsNotificationValid(evt) return end

---@param entityID entEntityID
---@return Bool
function SecuritySystemControllerPS:IsPlayersEntityID(entityID) return end

---@return Bool
function SecuritySystemControllerPS:IsPoliceSecuritySystem() return end

---@return Bool
function SecuritySystemControllerPS:IsRefreshRequired() return end

---@return Bool
function SecuritySystemControllerPS:IsRegistryReady() return end

---@return Bool
function SecuritySystemControllerPS:IsReprimandOngoing() return end

---@param suspect entEntityID
---@return Bool
function SecuritySystemControllerPS:IsReprimandOngoingAgainst(suspect) return end

---@return Bool
function SecuritySystemControllerPS:IsSystemAlerted() return end

---@return Bool
function SecuritySystemControllerPS:IsSystemClean() return end

---@return Bool
function SecuritySystemControllerPS:IsSystemInCombat() return end

---@return Bool
function SecuritySystemControllerPS:IsSystemSafe() return end

---@return Bool
function SecuritySystemControllerPS:IsSystemSafeOrUninitialized() return end

---@param suspect entEntityID
---@param reporter entEntityID
---@return Bool
function SecuritySystemControllerPS:IsTargetTresspassingMyZone(suspect, reporter) return end

---@return Bool
function SecuritySystemControllerPS:IsUnderStrictQuestControl() return end

---@param user gameObject
---@param level ESecurityAccessLevel
---@return Bool
function SecuritySystemControllerPS:IsUserAuthorized(user, level) return end

---@param user entEntityID
---@param level ESecurityAccessLevel
---@return Bool
function SecuritySystemControllerPS:IsUserAuthorized(user, level) return end

---@param user entEntityID
---@param level ESecurityAccessLevel
---@return Bool
function SecuritySystemControllerPS:IsUserAuthorizedViaCard(user, level) return end

---@param password CName|string
---@param level ESecurityAccessLevel
---@return Bool
function SecuritySystemControllerPS:IsUserAuthorizedViaPassword(password, level) return end

---@param userToBeChecked entEntityID
---@return Bool
function SecuritySystemControllerPS:IsUserInsideSystem(userToBeChecked) return end

---@param userToBeChecked entEntityID
---@return Bool, ESecurityAccessLevel
function SecuritySystemControllerPS:IsUserInsideSystem(userToBeChecked) return end

---@param userToBeChecked entEntityID
---@return Bool, ESecurityAccessLevel, ESecurityAreaType
function SecuritySystemControllerPS:IsUserInsideSystem(userToBeChecked) return end

function SecuritySystemControllerPS:NotifyAboutAttitudeChange() return end

---@param evt ActionForceResetDevice
---@return EntityNotificationType
function SecuritySystemControllerPS:OnActionForceResetDevice(evt) return end

---@param evt TakeOverSecuritySystem
---@return EntityNotificationType
function SecuritySystemControllerPS:OnActionTakeOverSecuritySystem(evt) return end

---@param evt AddUserEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnAddUserEvent(evt) return end

---@param evt SecurityAgentSpawnedEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnAgentSpawned(evt) return end

---@param evt AutomaticDeescalationEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnAutomaticDeescalationEvent(evt) return end

---@param evt BlacklistPeriodEnded
---@return EntityNotificationType
function SecuritySystemControllerPS:OnBlacklistPeriodEnded(evt) return end

---@param evt DeescalationEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnDeescalation(evt) return end

---@param evt FullSystemRestart
---@return EntityNotificationType
function SecuritySystemControllerPS:OnFullSystemRestart(evt) return end

---@param evt MadnessDebuff
---@return EntityNotificationType
function SecuritySystemControllerPS:OnMadnessDebuff(evt) return end

---@param sink worldMaraudersMapDevicesSink
function SecuritySystemControllerPS:OnMaraudersMapDeviceDebug(sink) return end

---@param evt PSInitializeEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnPSInitializeEvent(evt) return end

---@param evt PSInstantiateEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnPSInstantiateEvent(evt) return end

---@param evt PlayerSpotted
---@return EntityNotificationType
function SecuritySystemControllerPS:OnPlayerSpotted(evt) return end

---@param evt AuthorizePlayerInSecuritySystem
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestAuthorizePlayer(evt) return end

---@param evt BlacklistPlayer
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestBlackListPlayer(evt) return end

---@param evt QuestChangeSecuritySystemAttitudeGroup
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestChangeSecuritySystemAttitudeGroup(evt) return end

---@param evt QuestCombatActionNotification
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestCombatActionNotification(evt) return end

---@param evt SuppressSecuritySystemStateChange
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestExclusiveQuestControl(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestForceON(evt) return end

---@param evt QuestIllegalActionNotification
---@return EntityNotificationType
function SecuritySystemControllerPS:OnQuestIllegalActionNotification(evt) return end

---@param evt RemoveFromBlacklistEvent
---@return EntityNotificationType
function SecuritySystemControllerPS:OnRemoveFromBlacklist(evt) return end

---@param evt RevokeAuthorization
---@return EntityNotificationType
function SecuritySystemControllerPS:OnRevokeAuthorization(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function SecuritySystemControllerPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecurityAreaTypeChangedNotification
---@return EntityNotificationType
function SecuritySystemControllerPS:OnSecurityAreaTypeChangedNotification(evt) return end

---@param evt SecuritySystemInput
---@return EntityNotificationType
function SecuritySystemControllerPS:OnSecuritySystemInput(evt) return end

---@param evt SetSecuritySystemState
---@return EntityNotificationType
function SecuritySystemControllerPS:OnSetSecuritySystemState(evt) return end

---@param evt SuppressSecuritySystemReaction
---@return EntityNotificationType
function SecuritySystemControllerPS:OnSuppressSecuritySystemReaction(evt) return end

---@param user entEntityID
---@return ESecurityAccessLevel
function SecuritySystemControllerPS:PerformAuthorizationAttemptUsingKeycard(user) return end

---@param user entEntityID
---@param password CName|string
---@return ESecurityAccessLevel
function SecuritySystemControllerPS:PerformAuthorizationAttemptUsingPassword(user, password) return end

---@param addresseeList entEntityID[]
---@param securitySystemInput SecuritySystemInput
function SecuritySystemControllerPS:ProcessBreachNotificationWithRecipientsList(addresseeList, securitySystemInput) return end

---@param input SecuritySystemInput
---@return Bool
function SecuritySystemControllerPS:ProcessFriendly(input) return end

---@return Bool
function SecuritySystemControllerPS:ProcessHostile() return end

---@param input SecuritySystemInput
---@return Bool
function SecuritySystemControllerPS:ProcessInput(input) return end

---@param input SecuritySystemInput
---@return Bool
function SecuritySystemControllerPS:ProcessNeutral(input) return end

---@param input SecuritySystemInput
---@param securityStateChanged Bool
function SecuritySystemControllerPS:ProduceOutput(input, securityStateChanged) return end

---@param evt redEvent
function SecuritySystemControllerPS:PropagateEventToAgents(evt) return end

---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:ProvideAccessDataLevel_0() return end

---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:ProvideAccessDataLevel_1() return end

---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:ProvideAccessDataLevel_2() return end

---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:ProvideAccessDataLevel_3() return end

---@return SecurityAccessLevelEntry[]
function SecuritySystemControllerPS:ProvideAccessDataLevel_4() return end

---@param evt AuthorizePlayerInSecuritySystem
function SecuritySystemControllerPS:QuestAuthorizePlayer(evt) return end

---@param evt BlacklistPlayer
function SecuritySystemControllerPS:QuestBlacklistPlayer(evt) return end

---@param evt QuestChangeSecuritySystemAttitudeGroup
function SecuritySystemControllerPS:QuestChangeSecuritySystemAttitudeGroup(evt) return end

---@param evt SetSecuritySystemState
function SecuritySystemControllerPS:QuestChangeSecuritySystemState(evt) return end

---@param evt QuestCombatActionNotification
function SecuritySystemControllerPS:QuestCombatActionNotification(evt) return end

---@param evt QuestIllegalActionNotification
function SecuritySystemControllerPS:QuestIllegalActionNotification(evt) return end

---@param evt SuppressSecuritySystemStateChange
function SecuritySystemControllerPS:QuestSuppressSecuritySystem(evt) return end

---@param level ESecurityAccessLevel
---@return ESecurityAccessLevel
function SecuritySystemControllerPS:ReduceLevelByOne(level) return end

function SecuritySystemControllerPS:ReleaseAllReprimands() return end

---@param instructions EReprimandInstructions
---@param target entEntityID
function SecuritySystemControllerPS:ReleaseCurrentPerformerFromReprimand(instructions, target) return end

---@param go gameObject
function SecuritySystemControllerPS:RemoveFromBlacklist(go) return end

---@param entityID entEntityID
function SecuritySystemControllerPS:RemoveFromBlacklist(entityID) return end

---@param index Int32
function SecuritySystemControllerPS:RemoveIndexFromBlacklist(index) return end

---@param user entEntityID
---@return Bool
function SecuritySystemControllerPS:RemoveUser(user) return end

---@param input SecuritySystemInput
---@return Bool
function SecuritySystemControllerPS:ReportPotentialSituation(input) return end

---@param id gamePersistentID
function SecuritySystemControllerPS:RequestLatestOutput(id) return end

---@param providedAgents Agent[]
---@param target gameObject
function SecuritySystemControllerPS:RequestTargetsAssessment(providedAgents, target) return end

---@param entityID entEntityID
function SecuritySystemControllerPS:ResetBlacklistWipeCountdown(entityID) return end

---@param evt SecuritySystemInput
function SecuritySystemControllerPS:ResolveNotificationImmediately(evt) return end

---@return Bool
function SecuritySystemControllerPS:ResolvePotentialDeescalation() return end

---@param evt SecuritySystemInput
---@param determinedState ESecuritySystemState
---@return Bool
function SecuritySystemControllerPS:ResolveReprimand(evt, determinedState) return end

---@param evt SecuritySystemInput
---@param isSimulation Bool
---@return ESecuritySystemState
function SecuritySystemControllerPS:ResolveTransitionFromAlerted(evt, isSimulation) return end

---@param evt SecuritySystemInput
---@param isSimulation Bool
---@return ESecuritySystemState
function SecuritySystemControllerPS:ResolveTransitionFromCombat(evt, isSimulation) return end

---@param evt SecuritySystemInput
---@param isSimulation Bool
---@return ESecuritySystemState
function SecuritySystemControllerPS:ResolveTransitionFromSafe(evt, isSimulation) return end

---@param entityID entEntityID
function SecuritySystemControllerPS:RevokeProtection(entityID) return end

---@param message String
function SecuritySystemControllerPS:SecuritySystemLog(message) return end

---@param evt ReprimandUpdate
function SecuritySystemControllerPS:SecuritySystemLog(evt) return end

---@param evt ReprimandUpdate
function SecuritySystemControllerPS:SendReprimandEvent(evt) return end

---@param response SecuritySystemOutput
function SecuritySystemControllerPS:SendResponseToCustomRecipients(response) return end

---@param modifiedAgents Agent[]
---@param forceRevokeSupport Bool
function SecuritySystemControllerPS:SendSupportEvents(modifiedAgents, forceRevokeSupport) return end

---@param evt SecuritySystemInput
---@param instructions EReprimandInstructions
function SecuritySystemControllerPS:SetReprimandPerformer(evt, instructions) return end

---@param newState ESecuritySystemState
---@param input SecuritySystemInput
---@param isComingFromQuest Bool
function SecuritySystemControllerPS:SetSecurityState(newState, input, isComingFromQuest) return end

---@param newState ESecuritySystemState
---@param evt SecuritySystemInput
---@param isComingFromQuest Bool
---@return Bool
function SecuritySystemControllerPS:SetSecurityStateAndTriggerResponse(newState, evt, isComingFromQuest) return end

---@param desiredAttitude EAIAttitude
---@param input SecuritySystemInput
---@param isComingFromQuest Bool
function SecuritySystemControllerPS:SetSecuritySystemAttitude(desiredAttitude, input, isComingFromQuest) return end

---@param newAttitude TweakDBID|string
function SecuritySystemControllerPS:SetSecuritySystemAttitudeGroup(newAttitude) return end

---@param suspect entEntityID
---@param reporter entEntityID
---@return Bool
function SecuritySystemControllerPS:ShouldReactToTarget(suspect, reporter) return end

---@return Bool
function SecuritySystemControllerPS:ShouldSecuritySystemDisableItself() return end

---@param entityID entEntityID
function SecuritySystemControllerPS:TriggerBlacklistWipeCountdown(entityID) return end

---@param entityID entEntityID
function SecuritySystemControllerPS:TryReleaseFromReprimand(entityID) return end

---@param entityId entEntityID
function SecuritySystemControllerPS:TryUpdateBlackboardAreaDataFor(entityId) return end

function SecuritySystemControllerPS:UpdateBlackboardAreaDataForPlayer() return end

---@param securityAreaData SecurityAreaData
function SecuritySystemControllerPS:UpdateSecurityZoneDataBlackboard(securityAreaData) return end

---@class SecuritySystemData
---@field suppressIncomingEvents Bool
---@field suppressOutgoingEvents Bool
SecuritySystemData = {}

---@return SecuritySystemData
function SecuritySystemData.new() return end

---@param props table
---@return SecuritySystemData
function SecuritySystemData.new(props) return end

---@param self_ SecuritySystemData
---@return Bool
function SecuritySystemData.AreIncomingEventsSuppressed(self_) return end

---@param self_ SecuritySystemData
---@return Bool
function SecuritySystemData.AreOutgoingEventsSuppressed(self_) return end

---@class SecuritySystemDisabled : redEvent
SecuritySystemDisabled = {}

---@return SecuritySystemDisabled
function SecuritySystemDisabled.new() return end

---@param props table
---@return SecuritySystemDisabled
function SecuritySystemDisabled.new(props) return end

---@class SecuritySystemEnabled : redEvent
SecuritySystemEnabled = {}

---@return SecuritySystemEnabled
function SecuritySystemEnabled.new() return end

---@param props table
---@return SecuritySystemEnabled
function SecuritySystemEnabled.new(props) return end

---@class SecuritySystemForceAttitudeChange : ScriptableDeviceAction
---@field newAttitude CName
SecuritySystemForceAttitudeChange = {}

---@return SecuritySystemForceAttitudeChange
function SecuritySystemForceAttitudeChange.new() return end

---@param props table
---@return SecuritySystemForceAttitudeChange
function SecuritySystemForceAttitudeChange.new(props) return end

---@class SecuritySystemInput : SecurityAreaEvent
---@field lastKnownPosition Vector4
---@field notifier SharedGameplayPS
---@field type ESecurityNotificationType
---@field objectOfInterest gameObject
---@field canPerformReprimand Bool
---@field shouldLeadReprimend Bool
---@field id Int32
---@field customRecipientsList entEntityID[]
---@field isSharingRestricted Bool
---@field debugReporterCharRecord gamedataCharacter_Record
---@field stimTypeTriggeredAlarm gamedataStimType
SecuritySystemInput = {}

---@return SecuritySystemInput
function SecuritySystemInput.new() return end

---@param props table
---@return SecuritySystemInput
function SecuritySystemInput.new(props) return end

---@param list entEntityID[]
function SecuritySystemInput:AttachCustomRecipientsList(list) return end

---@return Bool
function SecuritySystemInput:CanPerformReprimand() return end

---@return entEntityID[]
function SecuritySystemInput:GetCustomRecipientsList() return end

---@return Int32
function SecuritySystemInput:GetID() return end

---@return Vector4
function SecuritySystemInput:GetLastKnownPosition() return end

---@return ESecurityNotificationType
function SecuritySystemInput:GetNotificationType() return end

---@return SharedGameplayPS
function SecuritySystemInput:GetNotifierHandle() return end

---@return gameObject
function SecuritySystemInput:GetObjectOfInterest() return end

---@return gamedataCharacter_Record
function SecuritySystemInput:GetPuppetCharRecord() return end

---@return String
function SecuritySystemInput:GetPuppetDisplayName() return end

---@return gamedataStimType
function SecuritySystemInput:GetStimTypeTriggeredAlarm() return end

---@return Bool
function SecuritySystemInput:HasCustomRecipients() return end

---@param initialEvent SecuritySystemInput
function SecuritySystemInput:Initialize(initialEvent) return end

---@return Bool
function SecuritySystemInput:IsSharingRestricted() return end

---@param newEventType ESecurityNotificationType
function SecuritySystemInput:ModifyNotificationType(newEventType) return end

function SecuritySystemInput:RestrictSharing() return end

---@param isLeader Bool
function SecuritySystemInput:SetAsReprimendLeader(isLeader) return end

---@param id Int32
function SecuritySystemInput:SetID(id) return end

---@param lkp Vector4
function SecuritySystemInput:SetLastKnownPosition(lkp) return end

---@param object gameObject
function SecuritySystemInput:SetObjectOfInterest(object) return end

---@param lkp Vector4
---@param whoBreached gameObject
---@param reporter SharedGameplayPS
---@param type ESecurityNotificationType
---@param canDoReprimand Bool
---@param shouldLeadReprimand Bool
---@param stimType gamedataStimType
function SecuritySystemInput:SetProperties(lkp, whoBreached, reporter, type, canDoReprimand, shouldLeadReprimand, stimType) return end

---@param lkp Vector4
---@param whoBreached gameObject
---@param reporter SharedGameplayPS
---@param type ESecurityNotificationType
---@param canDoReprimand Bool
---@param shouldLeadReprimand Bool
---@param id Int32
---@param customRecipients entEntityID[]
---@param isSharingRestricted Bool
function SecuritySystemInput:SetProperties(lkp, whoBreached, reporter, type, canDoReprimand, shouldLeadReprimand, id, customRecipients, isSharingRestricted) return end

---@param record TweakDBID|string
function SecuritySystemInput:SetPuppetCharacterRecord(record) return end

---@return Bool
function SecuritySystemInput:ShouldLeadReprimend() return end

---@class SecuritySystemInputTaskData : gameScriptTaskData
---@field cachedEvt SecuritySystemInput
SecuritySystemInputTaskData = {}

---@return SecuritySystemInputTaskData
function SecuritySystemInputTaskData.new() return end

---@param props table
---@return SecuritySystemInputTaskData
function SecuritySystemInputTaskData.new(props) return end

---@class SecuritySystemMorphData
---@field state State
---@field reprimandData Reprimand
---@field blacklist Blacklist
---@field protectedEntities ProtectedEntities
---@field entitiesAtGate EntitiesAtGate
SecuritySystemMorphData = {}

---@return SecuritySystemMorphData
function SecuritySystemMorphData.new() return end

---@param props table
---@return SecuritySystemMorphData
function SecuritySystemMorphData.new(props) return end

---@class SecuritySystemOutput : ActionBool
---@field currentSecurityState ESecuritySystemState
---@field breachOrigin EBreachOrigin
---@field originalInputEvent SecuritySystemInput
---@field securityStateChanged Bool
SecuritySystemOutput = {}

---@return SecuritySystemOutput
function SecuritySystemOutput.new() return end

---@param props table
---@return SecuritySystemOutput
function SecuritySystemOutput.new(props) return end

---@return EBreachOrigin
function SecuritySystemOutput:GetBreachOrigin() return end

---@return ESecuritySystemState
function SecuritySystemOutput:GetCachedSecurityState() return end

---@return SecuritySystemInput
function SecuritySystemOutput:GetOriginalInputEvent() return end

---@return Bool
function SecuritySystemOutput:GetSecurityStateChanged() return end

---@param originalEvent SecuritySystemOutput
function SecuritySystemOutput:Initialize(originalEvent) return end

---@param breachType EBreachOrigin
function SecuritySystemOutput:SetBreachOrigin(breachType) return end

---@param state ESecuritySystemState
function SecuritySystemOutput:SetCachedSecuritySystemState(state) return end

---@param currentSecuritySystemState ESecuritySystemState
---@param notificationEvent SecuritySystemInput
function SecuritySystemOutput:SetProperties(currentSecuritySystemState, notificationEvent) return end

---@param changed Bool
function SecuritySystemOutput:SetSecurityStateChanged(changed) return end

---@class SecuritySystemOutputData
---@field link DeviceLink
---@field breachOrigin EBreachOrigin
---@field delayDuration Float
SecuritySystemOutputData = {}

---@return SecuritySystemOutputData
function SecuritySystemOutputData.new() return end

---@param props table
---@return SecuritySystemOutputData
function SecuritySystemOutputData.new(props) return end

---@class SecuritySystemOutputTaskData : gameScriptTaskData
---@field cachedEvt SecuritySystemOutput
SecuritySystemOutputTaskData = {}

---@return SecuritySystemOutputTaskData
function SecuritySystemOutputTaskData.new() return end

---@param props table
---@return SecuritySystemOutputTaskData
function SecuritySystemOutputTaskData.new(props) return end

---@class SecuritySystemStatus : BaseDeviceStatus
SecuritySystemStatus = {}

---@return SecuritySystemStatus
function SecuritySystemStatus.new() return end

---@param props table
---@return SecuritySystemStatus
function SecuritySystemStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SecuritySystemStatus.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SecuritySystemStatus.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SecuritySystemStatus.IsDefaultConditionMet(device, context) return end

---@return String
function SecuritySystemStatus:GetCurrentDisplayString() return end

---@return Int32
function SecuritySystemStatus:GetStatusValue() return end

---@return String
function SecuritySystemStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function SecuritySystemStatus:SetProperties(deviceRef) return end

---@class SecuritySystemSupport : redEvent
---@field supportGranted Bool
SecuritySystemSupport = {}

---@return SecuritySystemSupport
function SecuritySystemSupport.new() return end

---@param props table
---@return SecuritySystemSupport
function SecuritySystemSupport.new(props) return end

---@class SecuritySystemUIPS : SurveillanceSystemUIPS
SecuritySystemUIPS = {}

---@return SecuritySystemUIPS
function SecuritySystemUIPS.new() return end

---@param props table
---@return SecuritySystemUIPS
function SecuritySystemUIPS.new(props) return end

---@class SecurityTurret : SensorDevice
---@field animFeature AnimFeature_SecurityTurretData
---@field animFeatureName CName
---@field lookAtSlot entSlotComponent
---@field laserMesh entMeshComponent
---@field targetingComp gameTargetingComponent
---@field triggerSideOne gameStaticTriggerAreaComponent
---@field triggerSideTwo gameStaticTriggerAreaComponent
---@field weapon gameweaponObject
---@field itemID ItemID
---@field laserGameEffect gameEffectInstance
---@field laserFXSlotName CName
---@field burstDelayEvtID gameDelayID
---@field isBurstDelayOngoing Bool
---@field nextShootCycleDelayEvtID gameDelayID
---@field isShootingOngoing Bool
---@field timeToNextShot Float
---@field optim_CheckTargetParametersShots Int32
---@field netClientCurrentlyAppliedState SecurityTurretReplicatedState
SecurityTurret = {}

---@return SecurityTurret
function SecurityTurret.new() return end

---@param props table
---@return SecurityTurret
function SecurityTurret.new(props) return end

---@param isVisible Bool
function SecurityTurret.CreateInputHint(isVisible) return end

---@param evt ActionEngineering
---@return Bool
function SecurityTurret:OnActionEngineering(evt) return end

---@param evt AutoKillDelayEvent
---@return Bool
function SecurityTurret:OnAutoKillDelayEvent(evt) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function SecurityTurret:OnDamageReceived(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function SecurityTurret:OnDeath(evt) return end

---@return Bool
function SecurityTurret:OnDetach() return end

---@param evt DisassembleDevice
---@return Bool
function SecurityTurret:OnDisassembleDevice(evt) return end

---@return Bool
function SecurityTurret:OnGameAttached() return end

---@param evt GrabReferenceToWeaponEvent
---@return Bool
function SecurityTurret:OnGrabReferenceToWeaponEvent(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function SecurityTurret:OnHit(evt) return end

---@param evt QuestForceOverheat
---@return Bool
function SecurityTurret:OnQuestForceOverheat(evt) return end

---@param evt QuestForceReload
---@return Bool
function SecurityTurret:OnQuestForceReload(evt) return end

---@param evt QuestRemoveWeapon
---@return Bool
function SecurityTurret:OnQuestRemoveWeapon(evt) return end

---@param evt QuestResetDeviceToInitialState
---@return Bool
function SecurityTurret:OnQuestResetDeviceToInitialState(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SecurityTurret:OnRequestComponents(ri) return end

---@param evt RipOff
---@return Bool
function SecurityTurret:OnRipOff(evt) return end

---@param evt TCSTakeOverControlActivate
---@return Bool
function SecurityTurret:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return Bool
function SecurityTurret:OnTCSTakeOverControlDeactivate(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SecurityTurret:OnTakeControl(ri) return end

---@param evt TargetLockedEvent
---@return Bool
function SecurityTurret:OnTargetLocked(evt) return end

---@param evt TurretBurstShootingDelayEvent
---@return Bool
function SecurityTurret:OnTurretBurstShootingDelayEvent(evt) return end

---@param evt TurretShootingIntervalEvent
---@return Bool
function SecurityTurret:OnTurretShootingIntervalEvent(evt) return end

---@param componentName CName|string
---@return Bool
function SecurityTurret:OnWorkspotFinished(componentName) return end

---@param state gameDeviceReplicatedState
function SecurityTurret:ApplyReplicatedState(state) return end

function SecurityTurret:ApplyShootingInterval() return end

function SecurityTurret:CheckTargetParameters() return end

---@param isPressed Bool
function SecurityTurret:ControlledDeviceInputAction(isPressed) return end

function SecurityTurret:CutPower() return end

---@param evt gameeventsHitEvent
function SecurityTurret:DamagePipelineFinalized(evt) return end

---@return EGameplayRole
function SecurityTurret:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return Float
function SecurityTurret:DeterminGameplayRoleMappinRange(data) return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function SecurityTurret:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return SecurityTurretController
function SecurityTurret:GetController() return end

---@return SecurityTurretControllerPS
function SecurityTurret:GetDevicePS() return end

---@return CName
function SecurityTurret:GetDeviceStateClass() return end

---@return Float
function SecurityTurret:GetFirerate() return end

---@return gameObject[]
function SecurityTurret:GetObjectToForwardHighlight() return end

---@return SecurityTurretReplicatedState
function SecurityTurret:GetReplicationStateToUpdate() return end

---@param forEntity entEntity
---@return EDoorTriggerSide
function SecurityTurret:GetRipOffTriggerSide(forEntity) return end

---@return String
function SecurityTurret:GetScannerName() return end

---@return gameweaponObject
function SecurityTurret:GetTurretWeapon() return end

---@return gameweaponObject
function SecurityTurret:GetWeapon() return end

function SecurityTurret:GiveWeaponToTurret() return end

function SecurityTurret:GrabReferenceToWeapon() return end

---@return Bool
function SecurityTurret:IsTurret() return end

---@return Float
function SecurityTurret:MultiplyBaseAIRecoil() return end

function SecurityTurret:OnAllValidTargetsDisappears() return end

---@param target gameObject
function SecurityTurret:OnCurrentTargetAppears(target) return end

function SecurityTurret:ProcessShootingPattern() return end

function SecurityTurret:PushPersistentData() return end

---@param delay Float
function SecurityTurret:QueueNextShot(delay) return end

---@param health Float
function SecurityTurret:ReplicateHealth(health) return end

---@param isDead Bool
function SecurityTurret:ReplicateIsDead(isDead) return end

---@param isOn Bool
function SecurityTurret:ReplicateIsOn(isOn) return end

---@param isShooting Bool
function SecurityTurret:ReplicateIsShooting(isShooting) return end

function SecurityTurret:RipOffTurret() return end

---@param weapon gameweaponObject
---@param weaponOwner gameObject
---@param forceReselection Bool
function SecurityTurret:SelectShootingPattern(weapon, weaponOwner, forceReselection) return end

---@param target gameObject
---@return Bool
function SecurityTurret:SetAsIntrestingTarget(target) return end

---@param value Float
function SecurityTurret:SetFirerate(value) return end

---@param evt entLookAtAddEvent
---@param otherTarget gameObject
function SecurityTurret:SetLookAtPositionProviderOnFollowedTarget(evt, otherTarget) return end

---@param shootStart Bool
function SecurityTurret:ShootAttachedWeapon(shootStart) return end

function SecurityTurret:ShootStart() return end

function SecurityTurret:ShootStop() return end

---@return Bool
function SecurityTurret:ShouldShowDamageNumber() return end

---@param originalPosition Vector4
---@return Vector4
function SecurityTurret:SimplifiedTrackingSetUp(originalPosition) return end

---@param toggle Bool
function SecurityTurret:ToggleTurretVisuals(toggle) return end

function SecurityTurret:TurnOffDevice() return end

function SecurityTurret:TurnOnDevice() return end

---@class SecurityTurretController : SensorDeviceController
SecurityTurretController = {}

---@return SecurityTurretController
function SecurityTurretController.new() return end

---@param props table
---@return SecurityTurretController
function SecurityTurretController.new(props) return end

---@return SecurityTurretControllerPS
function SecurityTurretController:GetPS() return end

---@class SecurityTurretControllerPS : SensorDeviceControllerPS
---@field pendingSecuritySystemDisableRequest Bool
---@field turretSkillChecks EngDemoContainer
---@field ignoreSkillcheckGeneration Bool
---@field laserGameEffectRef gameEffectRef
---@field weaponItemRecordString String
---@field vfxNameOnShoot CName
SecurityTurretControllerPS = {}

---@return SecurityTurretControllerPS
function SecurityTurretControllerPS.new() return end

---@param props table
---@return SecurityTurretControllerPS
function SecurityTurretControllerPS.new(props) return end

---@return Bool
function SecurityTurretControllerPS:OnInstantiated() return end

---@param context gameGetActionsContext
---@return ActionDemolition
function SecurityTurretControllerPS:ActionDemolition(context) return end

---@param context gameGetActionsContext
---@return ActionEngineering
function SecurityTurretControllerPS:ActionEngineering(context) return end

---@return ProgramSetDeviceAttitude
function SecurityTurretControllerPS:ActionProgramSetDeviceAttitude() return end

---@return ProgramSetDeviceOff
function SecurityTurretControllerPS:ActionProgramSetDeviceOff() return end

---@return QuestForceOverheat
function SecurityTurretControllerPS:ActionQuestForceOverheat() return end

---@return QuestForceReload
function SecurityTurretControllerPS:ActionQuestForceReload() return end

---@return QuestRemoveWeapon
function SecurityTurretControllerPS:ActionQuestRemoveWeapon() return end

---@return RipOff
function SecurityTurretControllerPS:ActionRipOff() return end

---@return SecurityTurretStatus
function SecurityTurretControllerPS:ActionSecurityTurretStatus() return end

---@return SetDeviceAttitude
function SecurityTurretControllerPS:ActionSetDeviceAttitude() return end

---@return Bool
function SecurityTurretControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function SecurityTurretControllerPS:CanPerformReprimand() return end

function SecurityTurretControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SecurityTurretControllerPS:GetActions(context) return end

---@return TweakDBID
function SecurityTurretControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SecurityTurretControllerPS:GetDeviceIconTweakDBID() return end

---@return SecurityTurretStatus
function SecurityTurretControllerPS:GetDeviceStatusAction() return end

---@return Bool
function SecurityTurretControllerPS:GetIsUnderControl() return end

---@return gameEffectRef
function SecurityTurretControllerPS:GetLaserGameEffectRef() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function SecurityTurretControllerPS:GetMinigameActions(actions, context) return end

---@param actionName CName|string
---@return gamedeviceAction
function SecurityTurretControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SecurityTurretControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SecurityTurretControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function SecurityTurretControllerPS:GetSkillCheckContainerForSetup() return end

---@return String
function SecurityTurretControllerPS:GetVfxNameOnShoot() return end

---@return String
function SecurityTurretControllerPS:GetWeaponItemRecordString() return end

function SecurityTurretControllerPS:Initialize() return end

---@return Bool
function SecurityTurretControllerPS:IsTurretOperationalUnderSecuritySystem() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function SecurityTurretControllerPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function SecurityTurretControllerPS:OnActionEngineering(evt) return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function SecurityTurretControllerPS:OnDisassembleDevice(evt) return end

---@param evt PendingSecuritySystemDisable
---@return EntityNotificationType
function SecurityTurretControllerPS:OnPendingSecuritySystemDisable(evt) return end

---@param evt QuestForceOverheat
---@return EntityNotificationType
function SecurityTurretControllerPS:OnQuestForceOverheat(evt) return end

---@param evt QuestForceReload
---@return EntityNotificationType
function SecurityTurretControllerPS:OnQuestForceReload(evt) return end

---@param evt QuestRemoveWeapon
---@return EntityNotificationType
function SecurityTurretControllerPS:OnQuestRemoveWeapon(evt) return end

---@param evt RipOff
---@return EntityNotificationType
function SecurityTurretControllerPS:OnRipOff(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function SecurityTurretControllerPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function SecurityTurretControllerPS:OnSecuritySystemOutput(evt) return end

---@param evt SetDeviceAttitude
---@return EntityNotificationType
function SecurityTurretControllerPS:OnSetDeviceAttitude(evt) return end

---@param action ScriptableDeviceAction
function SecurityTurretControllerPS:Override(action) return end

---@param action ScriptableDeviceAction
function SecurityTurretControllerPS:RipOff(action) return end

function SecurityTurretControllerPS:SendDeviceNotOperationalEvent() return end

---@param state EDeviceStatus
function SecurityTurretControllerPS:SetDeviceState(state) return end

---@class SecurityTurretOffline : redEvent
SecurityTurretOffline = {}

---@return SecurityTurretOffline
function SecurityTurretOffline.new() return end

---@param props table
---@return SecurityTurretOffline
function SecurityTurretOffline.new(props) return end

---@class SecurityTurretReplicatedState : gameDeviceReplicatedState
---@field isOn Bool
---@field isShooting Bool
---@field isDead Bool
---@field health Float
SecurityTurretReplicatedState = {}

---@return SecurityTurretReplicatedState
function SecurityTurretReplicatedState.new() return end

---@param props table
---@return SecurityTurretReplicatedState
function SecurityTurretReplicatedState.new(props) return end

---@class SecurityTurretStatus : BaseDeviceStatus
SecurityTurretStatus = {}

---@return SecurityTurretStatus
function SecurityTurretStatus.new() return end

---@param props table
---@return SecurityTurretStatus
function SecurityTurretStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SecurityTurretStatus.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SecurityTurretStatus.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SecurityTurretStatus.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SecurityTurretStatus.IsDefaultConditionMet(device, context) return end

---@return String
function SecurityTurretStatus:GetCurrentDisplayString() return end

---@return String
function SecurityTurretStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function SecurityTurretStatus:SetProperties(deviceRef) return end

---@class Segment
---@field origin Vector4
---@field direction Vector4
Segment = {}

---@return Segment
function Segment.new() return end

---@param props table
---@return Segment
function Segment.new(props) return end

---@class SelectClosestPlayerThreat : AIbehaviortaskScript
SelectClosestPlayerThreat = {}

---@return SelectClosestPlayerThreat
function SelectClosestPlayerThreat.new() return end

---@param props table
---@return SelectClosestPlayerThreat
function SelectClosestPlayerThreat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SelectClosestPlayerThreat:Activate(context) return end

---@class SelectMenuRequest : redEvent
---@field eventData MenuItemController
SelectMenuRequest = {}

---@return SelectMenuRequest
function SelectMenuRequest.new() return end

---@param props table
---@return SelectMenuRequest
function SelectMenuRequest.new(props) return end

---@class SelectedForMultiplayerChoiceDialog : gameIScriptablePrereq
SelectedForMultiplayerChoiceDialog = {}

---@return SelectedForMultiplayerChoiceDialog
function SelectedForMultiplayerChoiceDialog.new() return end

---@param props table
---@return SelectedForMultiplayerChoiceDialog
function SelectedForMultiplayerChoiceDialog.new(props) return end

---@param context IScriptable
---@return Bool
function SelectedForMultiplayerChoiceDialog:IsFulfilled(context) return end

---@class SelectorRevalutionBreak : AIbehaviortaskScript
---@field reevaluationDuration Float
---@field activationTimeStamp Float
SelectorRevalutionBreak = {}

---@return SelectorRevalutionBreak
function SelectorRevalutionBreak.new() return end

---@param props table
---@return SelectorRevalutionBreak
function SelectorRevalutionBreak.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SelectorRevalutionBreak:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SelectorRevalutionBreak:Update(context) return end

---@class SelectorTimeout : AITimeoutCondition
SelectorTimeout = {}

---@return SelectorTimeout
function SelectorTimeout.new() return end

---@param props table
---@return SelectorTimeout
function SelectorTimeout.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function SelectorTimeout:GetTimeoutValue(context) return end

---@class SelfHitPrereqCondition : BaseHitPrereqCondition
SelfHitPrereqCondition = {}

---@return SelfHitPrereqCondition
function SelfHitPrereqCondition.new() return end

---@param props table
---@return SelfHitPrereqCondition
function SelfHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function SelfHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function SelfHitPrereqCondition:SetData(recordID) return end

---@class SelfRemovalDecisions : gamestateMachineFunctor
SelfRemovalDecisions = {}

---@return SelfRemovalDecisions
function SelfRemovalDecisions.new() return end

---@param props table
---@return SelfRemovalDecisions
function SelfRemovalDecisions.new(props) return end

---@class SelfRemovalEvents : gamestateMachineFunctor
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
SelfRemovalEvents = {}

---@return SelfRemovalEvents
function SelfRemovalEvents.new() return end

---@param props table
---@return SelfRemovalEvents
function SelfRemovalEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SelfRemovalEvents:OnEnter(stateContext, scriptInterface) return end

---@class SellItemToVendor : ActionBool
---@field itemID ItemID
SellItemToVendor = {}

---@return SellItemToVendor
function SellItemToVendor.new() return end

---@param props table
---@return SellItemToVendor
function SellItemToVendor.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SellItemToVendor.IsDefaultConditionMet(device, context) return end

---@param displayText String
---@param additionalText String
---@param imageAtlasImageID CName|string
---@param actions gamedeviceAction[]
function SellItemToVendor:CreateActionWidgetPackage(displayText, additionalText, imageAtlasImageID, actions) return end

---@return CName
function SellItemToVendor:GetInkWidgetLibraryID() return end

---@return TweakDBID
function SellItemToVendor:GetInkWidgetTweakDBID() return end

function SellItemToVendor:SetProperties() return end

---@class SellNewPerk : NewPerkActionRequest
SellNewPerk = {}

---@return SellNewPerk
function SellNewPerk.new() return end

---@param props table
---@return SellNewPerk
function SellNewPerk.new(props) return end

---@class SellRequest : TransactionRequest
SellRequest = {}

---@return SellRequest
function SellRequest.new() return end

---@param props table
---@return SellRequest
function SellRequest.new(props) return end

---@class SemiAutoDecisions : WeaponTransition
---@field callBackID redCallbackObject
SemiAutoDecisions = {}

---@return SemiAutoDecisions
function SemiAutoDecisions.new() return end

---@param props table
---@return SemiAutoDecisions
function SemiAutoDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function SemiAutoDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SemiAutoDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SemiAutoDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SemiAutoDecisions:OnDetach(stateContext, scriptInterface) return end

---@param value Bool
function SemiAutoDecisions:OnQuestForcedShoot(value) return end

---@param value Float
function SemiAutoDecisions:OnRangeAttackInput(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SemiAutoDecisions:ToShoot(stateContext, scriptInterface) return end

---@class SemiAutoEvents : WeaponEventsTransition
SemiAutoEvents = {}

---@return SemiAutoEvents
function SemiAutoEvents.new() return end

---@param props table
---@return SemiAutoEvents
function SemiAutoEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SemiAutoEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SemiAutoEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SendAIBheaviorReactionStim : AIbehaviortaskScript
---@field stimToSend gamedataStimType
SendAIBheaviorReactionStim = {}

---@return SendAIBheaviorReactionStim
function SendAIBheaviorReactionStim.new() return end

---@param props table
---@return SendAIBheaviorReactionStim
function SendAIBheaviorReactionStim.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SendAIBheaviorReactionStim:Activate(context) return end

---@class SendEquipWeaponCommand : AIbehaviortaskScript
---@field secondary Bool
SendEquipWeaponCommand = {}

---@return SendEquipWeaponCommand
function SendEquipWeaponCommand.new() return end

---@param props table
---@return SendEquipWeaponCommand
function SendEquipWeaponCommand.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SendEquipWeaponCommand:Activate(context) return end

---@class SendInstructionRequest : gameScriptableSystemRequest
---@field jobs HUDJob[]
SendInstructionRequest = {}

---@return SendInstructionRequest
function SendInstructionRequest.new() return end

---@param props table
---@return SendInstructionRequest
function SendInstructionRequest.new(props) return end

---@class SendPatrolEndSignal : AIbehaviortaskScript
SendPatrolEndSignal = {}

---@return SendPatrolEndSignal
function SendPatrolEndSignal.new() return end

---@param props table
---@return SendPatrolEndSignal
function SendPatrolEndSignal.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SendPatrolEndSignal:Activate(context) return end

---@class SendPauseBraindanceRequest : gameScriptableSystemRequest
SendPauseBraindanceRequest = {}

---@return SendPauseBraindanceRequest
function SendPauseBraindanceRequest.new() return end

---@param props table
---@return SendPauseBraindanceRequest
function SendPauseBraindanceRequest.new(props) return end

---@class SendScoreRequest : gameScriptableSystemRequest
---@field score Int32
---@field gameName String
SendScoreRequest = {}

---@return SendScoreRequest
function SendScoreRequest.new() return end

---@param props table
---@return SendScoreRequest
function SendScoreRequest.new(props) return end

---@class SendScoreRequestAdvanced : gameScriptableSystemRequest
---@field gameState gameuiSideScrollerMiniGameStateAdvanced
---@field gameName String
SendScoreRequestAdvanced = {}

---@return SendScoreRequestAdvanced
function SendScoreRequestAdvanced.new() return end

---@param props table
---@return SendScoreRequestAdvanced
function SendScoreRequestAdvanced.new(props) return end

---@class SendSpiderbotToOverloadDevice : ActionBool
SendSpiderbotToOverloadDevice = {}

---@return SendSpiderbotToOverloadDevice
function SendSpiderbotToOverloadDevice.new() return end

---@param props table
---@return SendSpiderbotToOverloadDevice
function SendSpiderbotToOverloadDevice.new(props) return end

function SendSpiderbotToOverloadDevice:SetProperties() return end

---@class SendSpiderbotToPerformActionEvent : redEvent
---@field executor gameObject
SendSpiderbotToPerformActionEvent = {}

---@return SendSpiderbotToPerformActionEvent
function SendSpiderbotToPerformActionEvent.new() return end

---@param props table
---@return SendSpiderbotToPerformActionEvent
function SendSpiderbotToPerformActionEvent.new(props) return end

---@class SendSpiderbotToTogglePower : ActionBool
SendSpiderbotToTogglePower = {}

---@return SendSpiderbotToTogglePower
function SendSpiderbotToTogglePower.new() return end

---@param props table
---@return SendSpiderbotToTogglePower
function SendSpiderbotToTogglePower.new(props) return end

---@return String
function SendSpiderbotToTogglePower:GetTweakDBChoiceRecord() return end

---@param status EDeviceStatus
function SendSpiderbotToTogglePower:SetProperties(status) return end

---@class SenseSwitchEffector : gameEffector
SenseSwitchEffector = {}

---@return SenseSwitchEffector
function SenseSwitchEffector.new() return end

---@param props table
---@return SenseSwitchEffector
function SenseSwitchEffector.new(props) return end

---@param senseComponent senseComponent
---@param condition Bool
function SenseSwitchEffector.SenseSwitch(senseComponent, condition) return end

---@param owner gameObject
function SenseSwitchEffector:ActionOff(owner) return end

---@param owner gameObject
function SenseSwitchEffector:ActionOn(owner) return end

---@class SensesOperationTriggerData : DeviceOperationTriggerData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field attitudeGroup CName
---@field operationType ETriggerOperationType
SensesOperationTriggerData = {}

---@return SensesOperationTriggerData
function SensesOperationTriggerData.new() return end

---@param props table
---@return SensesOperationTriggerData
function SensesOperationTriggerData.new(props) return end

---@class SensesOperations : DeviceOperations
---@field sensesOperations SSensesOperationData[]
SensesOperations = {}

---@return SensesOperations
function SensesOperations.new() return end

---@param props table
---@return SensesOperations
function SensesOperations.new(props) return end

---@param operationID Int32
function SensesOperations:ClearDelayIdOnOperation(operationID) return end

---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function SensesOperations:ExecuteOperation(owner, activator, operationType) return end

---@param index Int32
---@return Bool
function SensesOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function SensesOperations:RequestComponents(ri) return end

---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function SensesOperations:RestoreOperation(owner, activator, operationType) return end

---@param delayId gameDelayID
---@param operationID Int32
function SensesOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function SensesOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function SensesOperations:ToggleOperation(enable, index) return end

---@class SensesOperationsTrigger : DeviceOperationsTrigger
---@field triggerData SensesOperationTriggerData
SensesOperationsTrigger = {}

---@return SensesOperationsTrigger
function SensesOperationsTrigger.new() return end

---@param props table
---@return SensesOperationsTrigger
function SensesOperationsTrigger.new(props) return end

---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
---@param container DeviceOperationsContainer
function SensesOperationsTrigger:EvaluateTrigger(owner, activator, operationType, container) return end

---@class SensorDevice : ExplosiveDevice
---@field attitudeAgent gameAttitudeAgent
---@field senseComponent senseComponent
---@field visibleObjectComponent senseVisibleObjectComponent
---@field forwardFaceSlotComponent entSlotComponent
---@field targetingComponent gameTargetingComponent
---@field targetTrackerComponent AITargetTrackerComponent
---@field cameraComponentInverted gameCameraComponent
---@field targets Target[]
---@field currentlyFollowedTarget gameObject
---@field currentLookAtEventVert entLookAtAddEvent
---@field currentLookAtEventHor entLookAtAddEvent
---@field HPListenersList TargetedObjectDeathListener[]
---@field sensorDeviceState ESensorDeviceStates
---@field sensorWakeState ESensorDeviceWakeState
---@field sensorWakeStatePrevious ESensorDeviceWakeState
---@field targetingDelayEventID gameDelayID
---@field hack_isTargetingDelayEventFilled Bool
---@field currentResolveDelayEventID gameDelayID
---@field hack_isResolveDelayEventFilled Bool
---@field animFeatureData AnimFeature_SensorDevice
---@field animFeatureDataName CName
---@field targetLostBySensesDelayEventID gameDelayID
---@field hack_isTargetLostBySensesDelEvtFilled Bool
---@field initialAttitude CName
---@field detectionFactorMultiplier Float
---@field taggedListenerCallback redCallbackObject
---@field lightScanRefs gameLightComponent[]
---@field lightAttitudeRefs gameLightComponent[]
---@field lightInfoRefs gameLightComponent[]
---@field lightColors LedColors_SensorDevice
---@field deviceFXRecord gamedataDeviceFX_Record
---@field scanGameEffect gameEffectInstance
---@field scanFXSlotName CName
---@field visionConeEffectInstance gameEffectInstance
---@field idleGameEffectInstance gameEffectInstance
---@field targetForcedFormTagKill Bool
---@field hasSupport Bool
---@field defaultSensePreset TweakDBID
---@field keepHostilityTowardsPlayerHostiles Bool
---@field hostileUpdateTowardsPlayerHostilesDelayed Bool
---@field elementsToHideOnTCS CName[]
---@field elementsToHideOnTCSRefs entIPlacedComponent[]
---@field previoustagKillList gameObject[]
---@field playIdleSoundOnIdle Bool
---@field idleSound CName
---@field idleSoundStop CName
---@field soundDeviceON CName
---@field soundDeviceOFF CName
---@field idleSoundIsPlaying Bool
---@field soundDeviceDestroyed CName
---@field soundDetectionLoop CName
---@field soundDetectionLoopStop CName
---@field isPLAYERSAFETargetLock Bool
---@field playerDetected Bool
---@field clientForceSetAnimFeature Bool
---@field playerControlData PlayerControlDeviceData
---@field engineTimeInSec Float
---@field TCExitEngineTime Float
---@field hack_wasTargetReevaluated Bool
---@field hack_wasSSOutupFromSelf Bool
---@field degbu_SS_inputsSend Int32
---@field debug_SS_inputsSendTargetLock Int32
---@field debug_SS_inputsSendIntresting Int32
---@field debug_SS_inputsSendLoseTarget Int32
---@field debug_SS_outputRecieved Int32
---@field debug_SS_outputFormSelfRecieved Int32
---@field debug_SS_outputFromElseRecieved Int32
---@field debug_SS_reevaluatesDone Int32
---@field debug_SS_trespassingRecieved Int32
---@field debug_SS_TargetAssessmentRequest Int32
---@field minPitch Float
---@field maxPitch Float
---@field minYaw Float
---@field maxYaw Float
SensorDevice = {}

---@return SensorDevice
function SensorDevice.new() return end

---@param props table
---@return SensorDevice
function SensorDevice.new(props) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function SensorDevice:OnAttitudeChanged(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function SensorDevice:OnDeath(evt) return end

---@return Bool
function SensorDevice:OnDetach() return end

---@param evt DetectionRiseEvent
---@return Bool
function SensorDevice:OnDetectionRiseEvent(evt) return end

---@param evt senseOnEnterShapeEvent
---@return Bool
function SensorDevice:OnEnterShapeEvent(evt) return end

---@param evt ForceIgnoreTargets
---@return Bool
function SensorDevice:OnForcePlayerIgnore(evt) return end

---@return Bool
function SensorDevice:OnGameAttached() return end

---@param hit gameeventsHitEvent
---@return Bool
function SensorDevice:OnHit(hit) return end

---@param evt HostileUpdateTowardsPlayerHostiles
---@return Bool
function SensorDevice:OnHostileUpdateTowardsPlayerHostiles(evt) return end

---@param value Variant
---@return Bool
function SensorDevice:OnKillTaggedTarget(value) return end

---@param evt LostTargetDelayFalsePositivesDelay
---@return Bool
function SensorDevice:OnLostTargetDelayFalsePositivesDelay(evt) return end

---@param evt NetworkLinkQuickhackEvent
---@return Bool
function SensorDevice:OnNetworkLinkQuickhackEvent(evt) return end

---@param evt senseOnDetectedEvent
---@return Bool
function SensorDevice:OnOnDetectedEvent(evt) return end

---@param evt senseOnRemoveDetection
---@return Bool
function SensorDevice:OnOnRemoveDetection(evt) return end

---@param evt entPostInitializeEvent
---@return Bool
function SensorDevice:OnPostInitialize(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function SensorDevice:OnPreUninitialize(evt) return end

---@param evt ProgramSetDeviceAttitude
---@return Bool
function SensorDevice:OnProgramSetDeviceAttitude(evt) return end

---@param evt QhackExecuted
---@return Bool
function SensorDevice:OnQhackExecuted(evt) return end

---@param evt QuestForceAttitude
---@return Bool
function SensorDevice:OnQuestForceAttitude(evt) return end

---@param evt QuestForceScanEffect
---@return Bool
function SensorDevice:OnQuestForceScanEffect(evt) return end

---@param evt QuestForceScanEffectStop
---@return Bool
function SensorDevice:OnQuestForceScanEffectStop(evt) return end

---@param evt QuestSetDetectionToFalse
---@return Bool
function SensorDevice:OnQuestSetDetectionToFalse(evt) return end

---@param evt QuestSetDetectionToTrue
---@return Bool
function SensorDevice:OnQuestSetDetectionToTrue(evt) return end

---@param evt ReactoToPreventionSystem
---@return Bool
function SensorDevice:OnReactoToPreventionSystem(evt) return end

---@param evt ReprimandUpdate
---@return Bool
function SensorDevice:OnReprimandUpdate(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SensorDevice:OnRequestComponents(ri) return end

---@param evt ResolveSensorDeviceBehaviour
---@return Bool
function SensorDevice:OnResolveSensorDeviceBehaviour(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function SensorDevice:OnRevealStateChanged(evt) return end

---@param evt SecuritySystemEnabled
---@return Bool
function SensorDevice:OnSecuritySystemEnabled(evt) return end

---@param evt SecuritySystemForceAttitudeChange
---@return Bool
function SensorDevice:OnSecuritySystemForceAttitudeChange(evt) return end

---@param evt SecuritySystemOutput
---@return Bool
function SensorDevice:OnSecuritySystemOutput(evt) return end

---@param evt SecuritySystemSupport
---@return Bool
function SensorDevice:OnSecuritySystemSupport(evt) return end

---@param evt senseVisibilityEvent
---@return Bool
function SensorDevice:OnSenseVisibilityEvent(evt) return end

---@param evt SetDetectionMultiplier
---@return Bool
function SensorDevice:OnSetDetectionMultiplier(evt) return end

---@param evt SetDeviceAttitude
---@return Bool
function SensorDevice:OnSetDeviceAttitude(evt) return end

---@param evt SetDeviceTagKillMode
---@return Bool
function SensorDevice:OnSetDeviceTagKillMode(evt) return end

---@param evt SetJammedEvent
---@return Bool
function SensorDevice:OnSetJammedEvent(evt) return end

---@param evt QuestFollowTarget
---@return Bool
function SensorDevice:OnStartFollowingForcedTarget(evt) return end

---@param evt QuestLookAtTarget
---@return Bool
function SensorDevice:OnStartQuestLookAtTarget(evt) return end

---@param evt QuestStopFollowingTarget
---@return Bool
function SensorDevice:OnStopFollowingForcedTarget(evt) return end

---@param evt QuestStopLookAtTarget
---@return Bool
function SensorDevice:OnStopQuestStopLookAtTarget(evt) return end

---@param evt TCSInputXYAxisEvent
---@return Bool
function SensorDevice:OnTCSInputXYAxisEvent(evt) return end

---@param evt TCSTakeOverControlActivate
---@return Bool
function SensorDevice:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return Bool
function SensorDevice:OnTCSTakeOverControlDeactivate(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SensorDevice:OnTakeControl(ri) return end

---@param evt TargetAssessmentRequest
---@return Bool
function SensorDevice:OnTargetAssessmentRequest(evt) return end

---@param evt TargetLockedEvent
---@return Bool
function SensorDevice:OnTargetLocked(evt) return end

---@param evt TurnOnVisibilitySenseComponent
---@return Bool
function SensorDevice:OnTurnOnVisibilitySenseComponent(evt) return end

---@param evt UnregisterListenerOnTargetHPEvent
---@return Bool
function SensorDevice:OnUnregisterListenerOnTargetHPEvent(evt) return end

---@param object gameObject
---@param funcName CName|string
function SensorDevice:AddTaggedListener(object, funcName) return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
function SensorDevice:ApplyAnimFeatureToReplicate(obj, inputName, value) return end

---@param howManyTimes Int32
function SensorDevice:BlinkSecurityLight(howManyTimes) return end

function SensorDevice:BreakBehaviourResolve() return end

---@param wasSucesfull Bool
function SensorDevice:BreakReprimand(wasSucesfull) return end

function SensorDevice:BreakTargeting() return end

function SensorDevice:CacheInitialAttitude() return end

---@param newState ESensorDeviceStates
---@return ESensorDeviceStates
function SensorDevice:CanResolveStateChange(newState) return end

function SensorDevice:CancelLosetargetFalsePositiveDelay() return end

function SensorDevice:CancelPLAYERSAFEDelayEvent() return end

---@param currentList gameObject[]
function SensorDevice:ChangeAttiudetowardsTag(currentList) return end

function SensorDevice:ChangeTemporaryAttitude() return end

---@param object gameObject
---@return Bool
function SensorDevice:CheckIfTargetIsTaggedByPlayer(object) return end

function SensorDevice:ClearAllHPListeners() return end

function SensorDevice:ClearInitialAttitude() return end

function SensorDevice:CreateLightSettings() return end

---@param position Vector4
---@param otherTarget gameObject
function SensorDevice:CreateLookAt(position, otherTarget) return end

---@param evt gameeventsHitEvent
function SensorDevice:DamagePipelineFinalized(evt) return end

function SensorDevice:DestroySensor() return end

function SensorDevice:DetermineLightAttitudeRefs() return end

---@param desiredColor ScriptLightSettings
function SensorDevice:DetermineLightInfoRefs(desiredColor) return end

---@param desiredColor ScriptLightSettings
function SensorDevice:DetermineLightScanRefs(desiredColor) return end

function SensorDevice:ForceCancelAllForcedBehaviours() return end

function SensorDevice:ForceLookAtQuestTarget() return end

---@param newState ESensorDeviceStates
function SensorDevice:ForceStartBehaviorResolve(newState) return end

---@param target gameObject
function SensorDevice:ForcedLookAtEntityWithoutTargetMODE(target) return end

---@return AnimFeature_SensorDevice
function SensorDevice:GetAnimFeatureInCurrentState() return end

---@return gameAttitudeAgent
function SensorDevice:GetAttitudeAgent() return end

---@return Float
function SensorDevice:GetBehaviourTimeToTakeAction() return end

---@return SensorDeviceController
function SensorDevice:GetController() return end

---@return EFocusOutlineType
function SensorDevice:GetCurrentOutline() return end

---@return Target[]
function SensorDevice:GetCurrentTargets() return end

---@return gameObject
function SensorDevice:GetCurrentlyFollowedTarget() return end

---@return FocusForcedHighlightData
function SensorDevice:GetDefaultHighlight() return end

---@return Float
function SensorDevice:GetDetectionFactor() return end

---@return gamedataDeviceFX_Record
function SensorDevice:GetDeviceFXRecord() return end

---@return SensorDeviceControllerPS
function SensorDevice:GetDevicePS() return end

---@return gameObject
function SensorDevice:GetForcedTargetObject() return end

---@param hitSourceEntityID entEntityID
---@return Vector4
function SensorDevice:GetHitSourcePosition(hitSourceEntityID) return end

---@param hitSourceEntityID entEntityID
---@return Vector4
function SensorDevice:GetPotentialHitSourcePosition(hitSourceEntityID) return end

---@return CameraRotationData
function SensorDevice:GetRotationData() return end

---@return EulerAngles
function SensorDevice:GetRotationFromSlotRotation() return end

---@return Float
function SensorDevice:GetSenseRange() return end

---@return senseComponent
function SensorDevice:GetSensesComponent() return end

---@return ESensorDeviceStates
function SensorDevice:GetSensorDeviceState() return end

---@return AITargetTrackerComponent
function SensorDevice:GetTargetTrackerComponent() return end

---@return Target[]
function SensorDevice:GetTargets() return end

---@return senseVisibleObjectComponent
function SensorDevice:GetVisibleObjectComponent() return end

function SensorDevice:HandleSecuritySystemOutput() return end

function SensorDevice:HandleSecuritySystemOutputByTask() return end

---@param data gameScriptTaskData
function SensorDevice:HandleSecuritySystemOutputTask(data) return end

---@return Bool
function SensorDevice:HasEntityPlayerAttitudeGroup() return end

---@return Bool
function SensorDevice:HasSupport() return end

function SensorDevice:InitializeDeviceFXRecord() return end

function SensorDevice:InitializeLights() return end

---@param data gameScriptTaskData
function SensorDevice:InitializeLightsTask(data) return end

---@param lostTarget gameObject
---@return Bool
function SensorDevice:IsCurrentTargetOutOfSenseRange(lostTarget) return end

---@return Bool
function SensorDevice:IsExplosive() return end

---@return Bool
function SensorDevice:IsGameplayRelevant() return end

---@return Bool
function SensorDevice:IsPlayerSafeTargetLock() return end

---@return Bool
function SensorDevice:IsPrevention() return end

---@return Bool
function SensorDevice:IsSensor() return end

---@return Bool
function SensorDevice:IsSurveillanceCamera() return end

---@return Bool
function SensorDevice:IsTargetForcedFromTagKill() return end

---@return Bool
function SensorDevice:IsTemporaryAttitudeChanged() return end

---@param keep Bool
function SensorDevice:KeepHostilityTowardsPlayerHostiles(keep) return end

function SensorDevice:LookAtStop() return end

---@param lostObject gameObject
---@param forceRemoveTarget Bool
function SensorDevice:LoseTarget(lostObject, forceRemoveTarget) return end

---@param target gameObject
function SensorDevice:LoseTargetFalsePositiveDelay(target) return end

function SensorDevice:ModeIdleNoTarget() return end

function SensorDevice:ModeLookAtCurrentTarget() return end

---@param speedMultipler Float
function SensorDevice:ModeSearch(speedMultipler) return end

---@param targetPosition Vector4
function SensorDevice:ModeStopMovementAtTargetPos(targetPosition) return end

function SensorDevice:OnAllValidTargetsDisappears() return end

---@param target gameObject
function SensorDevice:OnCurrentTargetAppears(target) return end

---@param sink worldMaraudersMapDevicesSink
function SensorDevice:OnMaraudersMapDeviceDebug(sink) return end

---@param target gameObject
function SensorDevice:OnValidTargetAppears(target) return end

---@param target gameObject
function SensorDevice:OnValidTargetDisappears(target) return end

---@param targetPos Vector4
---@param forcedLook Bool
function SensorDevice:OneShotLookAtPosition(targetPos, forcedLook) return end

---@return entLookAtAddEvent
function SensorDevice:OverrideLookAtSetupHor() return end

---@return entLookAtAddEvent
function SensorDevice:OverrideLookAtSetupVert() return end

---@param newObject gameObject
---@param questForcedIntresting Bool
function SensorDevice:RecognizeTarget(newObject, questForcedIntresting) return end

function SensorDevice:ReevaluateTargets() return end

---@param target gameObject
function SensorDevice:RegisterListenerOnTargetHP(target) return end

function SensorDevice:RemoveAllTargets() return end

function SensorDevice:RemoveLink() return end

---@return Bool
function SensorDevice:RemoveLinkedStatusEffects() return end

---@param sourceID entEntityID
---@return Bool
function SensorDevice:RemoveLinkedStatusEffectsFromTarget(sourceID) return end

function SensorDevice:ResetRotation() return end

function SensorDevice:ResolveConnectionWithSecuritySystem() return end

function SensorDevice:ResolveConnectionWithSecuritySystemByTask() return end

---@param data gameScriptTaskData
function SensorDevice:ResolveConnectionWithSecuritySystemTask(data) return end

function SensorDevice:ResolveGameplayState() return end

function SensorDevice:ResolveLogicIDLE() return end

function SensorDevice:ResolveLogicJAMMER() return end

---@param iterator Int32
function SensorDevice:ResolveLogicLOSETARGET(iterator) return end

function SensorDevice:ResolveLogicREPRIMEND() return end

function SensorDevice:ResolveLogicTARGETLOCK() return end

---@param iterator Int32
function SensorDevice:ResolveLogicTARGETRECEIVED(iterator) return end

function SensorDevice:RevertTemporaryAttitude() return end

---@param effectRef gameEffectRef
---@param slotName CName|string
---@param range Float
---@return gameEffectInstance
function SensorDevice:RunGameEffect(effectRef, slotName, range) return end

function SensorDevice:RunVisionConeGameEffect() return end

function SensorDevice:ScheduleHostileUpdateTowardsPlayerHostiles() return end

---@param target gameObject
---@param securityIntresting Bool
function SensorDevice:SendDefaultSSNotification(target, securityIntresting) return end

function SensorDevice:SendDisableAreaIndicatorEvent() return end

function SensorDevice:SendReprimandInstructionToSecuritySystem() return end

---@param target gameObject
function SensorDevice:SenseLoseTarget(target) return end

---@param target gameObject
---@return Bool
function SensorDevice:SetAsIntrestingTarget(target) return end

---@param multiplier Float
function SensorDevice:SetDetectionMultiplier(multiplier) return end

---@param evt SetDeviceAttitude
function SensorDevice:SetDeviceFriendly(evt) return end

---@param evt SetDeviceAttitude
function SensorDevice:SetDeviceNeutral(evt) return end

---@param value Bool
function SensorDevice:SetHasSupport(value) return end

function SensorDevice:SetHostileTowardsPlayerHostiles() return end

---@param evt entLookAtAddEvent
---@param otherTarget gameObject
function SensorDevice:SetLookAtPositionProviderOnFollowedTarget(evt, otherTarget) return end

---@param isVisible Bool
function SensorDevice:SetQuestVisibility(isVisible) return end

---@param type gamedataSenseObjectType
function SensorDevice:SetSenseObjectType(type) return end

function SensorDevice:SetSensePresetBasedOnSSState() return end

---@param recordID TweakDBID|string
---@param position Vector4
---@param otherTarget gameObject
---@return entLookAtAddEvent
function SensorDevice:SetupLookAtProperties(recordID, position, otherTarget) return end

---@param newState ESensorDeviceStates
function SensorDevice:StartBehaviourResolve(newState) return end

---@param lockingTime Float
function SensorDevice:StartLockingTarget(lockingTime) return end

function SensorDevice:StartReprimand() return end

function SensorDevice:SyncRotationWithAnimGraph() return end

---@param isVisible Bool
function SensorDevice:TCSMeshToggle(isVisible) return end

---@return gameEffectInstance
function SensorDevice:TerminateGameEffect() return end

---@param active Bool
function SensorDevice:ToggleActiveEffect(active) return end

---@param turnOn Bool
function SensorDevice:ToggleAreaIndicator(turnOn) return end

function SensorDevice:TurnOffDevice() return end

function SensorDevice:TurnOffSenseComponent() return end

function SensorDevice:TurnOnDevice() return end

---@param listeningObject gameObject
---@param lostObject gameObject
function SensorDevice:UnregisterListenerOnTargetHP(listeningObject, lostObject) return end

---@param listeningObject gameObject
---@param listener TargetedObjectDeathListener
function SensorDevice:UnregisterListenerOnTargetHP(listeningObject, listener) return end

function SensorDevice:UpdateAnimFeatureWakeState() return end

---@class SensorDeviceController : ExplosiveDeviceController
SensorDeviceController = {}

---@return SensorDeviceController
function SensorDeviceController.new() return end

---@param props table
---@return SensorDeviceController
function SensorDeviceController.new(props) return end

---@return SensorDeviceControllerPS
function SensorDeviceController:GetPS() return end

function SensorDeviceController:OnEditorAttach() return end

function SensorDeviceController:OnGameAttach() return end

---@param debugDrawer rendDebugDrawerScriptProxy
function SensorDeviceController:OnRenderSelection(debugDrawer) return end

---@param debugDrawer rendDebugDrawerScriptProxy
function SensorDeviceController:OnSensorDeviceRenderDebug(debugDrawer) return end

---@param debugDrawer rendDebugDrawerScriptProxy
function SensorDeviceController:SensorDeviceRenderDebug(debugDrawer) return end

---@class SensorDeviceControllerPS : ExplosiveDeviceControllerPS
---@field isRecognizableBySenses Bool
---@field targetingBehaviour TargetingBehaviour
---@field detectionParameters DetectionParameters
---@field lookAtPresetVert TweakDBID
---@field lookAtPresetHor TweakDBID
---@field scanGameEffectRef gameEffectRef
---@field visionConeEffectRef gameEffectRef
---@field visionConeFriendlyEffectRef gameEffectRef
---@field idleActiveRef gameEffectRef
---@field idleFriendlyRef gameEffectRef
---@field canTagEnemies Bool
---@field tagLockFromSystem Bool
---@field netrunnerID entEntityID
---@field netrunnerProxyID entEntityID
---@field netrunnerTargetID entEntityID
---@field linkedStatusEffect LinkedStatusEffect
---@field questForcedTargetID entEntityID
---@field isInFollowMode Bool
---@field isAttitudeChanged Bool
---@field isInTagKillMode Bool
---@field isIdleForced Bool
---@field questTargetToSpot entEntityID
---@field questTargetSpotted Bool
---@field isAnyTargetIsLocked Bool
---@field isPartOfPrevention Bool
---@field ignoreTargetTrackerComponent Bool
SensorDeviceControllerPS = {}

---@return SensorDeviceControllerPS
function SensorDeviceControllerPS.new() return end

---@param props table
---@return SensorDeviceControllerPS
function SensorDeviceControllerPS.new(props) return end

---@return ForceIgnoreTargets
function SensorDeviceControllerPS:ActionForceIgnoreTargets() return end

---@return QuestFollowTarget
function SensorDeviceControllerPS:ActionQuestFollowTarget() return end

---@return QuestForceAttitude
function SensorDeviceControllerPS:ActionQuestForceAttitude() return end

---@return QuestForceScanEffect
function SensorDeviceControllerPS:ActionQuestForceScanEffect() return end

---@return QuestForceScanEffectStop
function SensorDeviceControllerPS:ActionQuestForceScanEffectStop() return end

---@return QuestLookAtTarget
function SensorDeviceControllerPS:ActionQuestLookAtTarget() return end

---@return QuestSetDetectionToFalse
function SensorDeviceControllerPS:ActionQuestSetDetectionToFalse() return end

---@return QuestSetDetectionToTrue
function SensorDeviceControllerPS:ActionQuestSetDetectionToTrue() return end

---@return QuestSpotTargetReference
function SensorDeviceControllerPS:ActionQuestSpotTargetReference() return end

---@return QuestStopFollowingTarget
function SensorDeviceControllerPS:ActionQuestStopFollowingTarget() return end

---@return QuestStopLookAtTarget
function SensorDeviceControllerPS:ActionQuestStopLookAtTarget() return end

---@return QuickHackToggleON
function SensorDeviceControllerPS:ActionQuickHackToggleON() return end

---@return SetDeviceTagKillMode
function SensorDeviceControllerPS:ActionSetDeviceTagKillMode() return end

---@return Bool
function SensorDeviceControllerPS:CanTagEnemies() return end

function SensorDeviceControllerPS:ClearLinkedStatusEffect() return end

---@return Bool
function SensorDeviceControllerPS:GetBehaviourCanDetectIntruders() return end

---@return Bool
function SensorDeviceControllerPS:GetBehaviourCanRotate() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourLastTargetLookAtTime() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourLostTargetSearchTime() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourMaxRotationAngle() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourOverrideRootRotation() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourPitchAngle() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourRotationSpeed() return end

---@return Float
function SensorDeviceControllerPS:GetBehaviourtimeToTakeAction() return end

---@return gameObject
function SensorDeviceControllerPS:GetCurrentTarget() return end

---@return entEntityID
function SensorDeviceControllerPS:GetForcedTargetID() return end

---@return gameEffectRef
function SensorDeviceControllerPS:GetIdleActiveRef() return end

---@return gameEffectRef
function SensorDeviceControllerPS:GetIdleFriendlyRef() return end

---@return ESensorDeviceWakeState
function SensorDeviceControllerPS:GetInitialWakeState() return end

---@return LinkedStatusEffect
function SensorDeviceControllerPS:GetLinkedStatusEffect() return end

---@return TweakDBID
function SensorDeviceControllerPS:GetLookAtPresetHor() return end

---@return TweakDBID
function SensorDeviceControllerPS:GetLookAtPresetVert() return end

---@return entEntityID
function SensorDeviceControllerPS:GetNetrunnerID() return end

---@return entEntityID
function SensorDeviceControllerPS:GetNetrunnerProxyID() return end

---@return entEntityID
function SensorDeviceControllerPS:GetNetrunnerTargetID() return end

---@return entEntityID
function SensorDeviceControllerPS:GetQuestSpotTargetID() return end

---@return gameEffectRef
function SensorDeviceControllerPS:GetScanGameEffectRef() return end

---@return gameEffectRef
function SensorDeviceControllerPS:GetVisionConeEffectRef() return end

---@return gameEffectRef
function SensorDeviceControllerPS:GetVisionConeFriendlyEffectRef() return end

---@return Bool
function SensorDeviceControllerPS:IgnoreTargetTrackerComponent() return end

---@return Bool
function SensorDeviceControllerPS:IsAnyTargetLocked() return end

---@return Bool
function SensorDeviceControllerPS:IsAttitudeChanged() return end

---@return Bool
function SensorDeviceControllerPS:IsAttitudeFromContextHostile() return end

---@return Bool
function SensorDeviceControllerPS:IsDetectingDebug() return end

---@return Bool
function SensorDeviceControllerPS:IsIdleForced() return end

---@return Bool
function SensorDeviceControllerPS:IsInFollowMode() return end

---@return Bool
function SensorDeviceControllerPS:IsInTagKillMode() return end

---@return Bool
function SensorDeviceControllerPS:IsNoTargetLocked() return end

---@return Bool
function SensorDeviceControllerPS:IsPartOfPrevention() return end

---@return Bool
function SensorDeviceControllerPS:IsQuestTargetSpotted() return end

---@param doSee Bool
function SensorDeviceControllerPS:NotifyAboutSpottingPlayer(doSee) return end

---@param evt ForceIgnoreTargets
---@return EntityNotificationType
function SensorDeviceControllerPS:OnForceIgnoreTargets(evt) return end

---@param evt QuestFollowTarget
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestFollowTarget(evt) return end

---@param evt QuestForceAttitude
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceAttitude(evt) return end

---@param evt QuestForceScanEffect
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceScanEffect(evt) return end

---@param evt QuestForceScanEffectStop
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceScanEffectStop(evt) return end

---@param evt QuestForceStopTakeControlOverCamera
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceStopTakeControlOverCamera(evt) return end

---@param evt QuestForceTakeControlOverCamera
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceTakeControlOverCamera(evt) return end

---@param evt QuestForceTakeControlOverCameraWithChain
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestForceTakeControlOverCameraWithChain(evt) return end

---@param evt QuestLookAtTarget
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestLookAtTarget(evt) return end

---@param evt QuestSetDetectionToFalse
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestSetDetectionToFalse(evt) return end

---@param evt QuestSetDetectionToTrue
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestSetDetectionToTrue(evt) return end

---@param evt QuestSpotTargetReference
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestSpotTargetReference(evt) return end

---@param evt QuestStopFollowingTarget
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestStopFollowingTarget(evt) return end

---@param evt QuestStopLookAtTarget
---@return EntityNotificationType
function SensorDeviceControllerPS:OnQuestStopLookAtTarget(evt) return end

---@param evt ReprimandUpdate
---@return EntityNotificationType
function SensorDeviceControllerPS:OnReprimandUpdate(evt) return end

---@param evt RevealEnemiesProgram
---@return EntityNotificationType
function SensorDeviceControllerPS:OnRevealEnemiesProgram(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt SecuritySystemDisabled
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecuritySystemDisabled(evt) return end

---@param evt SecuritySystemEnabled
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecuritySystemEnabled(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecuritySystemOutput(evt) return end

---@param evt SecuritySystemSupport
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecuritySystemSupport(evt) return end

---@param evt ReactoToPreventionSystem
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSecuritySystemSupport(evt) return end

---@param evt SetAnyTargetIsLocked
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSetAnyTargetIsLocked(evt) return end

---@param evt SetDeviceAttitude
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSetDeviceAttitude(evt) return end

---@param evt SetDeviceTagKillMode
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSetDeviceTagKillMode(evt) return end

---@param evt SetQuestTargetWasSeen
---@return EntityNotificationType
function SensorDeviceControllerPS:OnSetQuestTargetWasSeen(evt) return end

---@param evt TargetAssessmentRequest
---@return EntityNotificationType
function SensorDeviceControllerPS:OnTargetAssessmentRequest(evt) return end

function SensorDeviceControllerPS:PerformRestart() return end

function SensorDeviceControllerPS:QuestReleaseCurrentObject() return end

---@param shouldCreateChain Bool
function SensorDeviceControllerPS:SendQuestTakeOverControlRequest(shouldCreateChain) return end

---@param value Bool
function SensorDeviceControllerPS:SetCanDetectIntruders(value) return end

---@param isChanged Bool
function SensorDeviceControllerPS:SetIsAttitudeChanged(isChanged) return end

---@param value Bool
function SensorDeviceControllerPS:SetIsIdleForced(value) return end

---@param value Bool
function SensorDeviceControllerPS:SetIsInTagKillMode(value) return end

---@param value LinkedStatusEffect
function SensorDeviceControllerPS:SetLinkedStatusEffect(value) return end

---@param value entEntityID
function SensorDeviceControllerPS:SetNetrunnerID(value) return end

---@param value entEntityID
function SensorDeviceControllerPS:SetNetrunnerProxyID(value) return end

---@param value entEntityID
function SensorDeviceControllerPS:SetNetrunnerTargetID(value) return end

---@param value Bool
function SensorDeviceControllerPS:SetQuestTargetSpotted(value) return end

---@param value Bool
function SensorDeviceControllerPS:SetTagLockFromSystem(value) return end

---@param value Bool
function SensorDeviceControllerPS:SetTargetIsLocked(value) return end

---@class SensorJammed : redEvent
---@field sensor SensorDevice
SensorJammed = {}

---@return SensorJammed
function SensorJammed.new() return end

---@param props table
---@return SensorJammed
function SensorJammed.new(props) return end

---@class SequenceCallback : redEvent
---@field persistentID gamePersistentID
---@field className CName
---@field actionToForward ScriptableDeviceAction
SequenceCallback = {}

---@return SequenceCallback
function SequenceCallback.new() return end

---@param props table
---@return SequenceCallback
function SequenceCallback.new(props) return end

---@class SequenceVideo
---@field videoPath redResourceReferenceScriptToken
---@field audioEvent CName
---@field looped Bool
SequenceVideo = {}

---@return SequenceVideo
function SequenceVideo.new() return end

---@param props table
---@return SequenceVideo
function SequenceVideo.new(props) return end

---@class SequencerLock : redEvent
---@field shouldLock Bool
SequencerLock = {}

---@return SequencerLock
function SequencerLock.new() return end

---@param props table
---@return SequencerLock
function SequencerLock.new(props) return end

---@class ServerInfoController : inkListItemController
---@field settingsListCtrl inkListController
---@field number inkTextWidget
---@field numberPath CName
---@field kind inkTextWidget
---@field kindPath CName
---@field hostname inkTextWidget
---@field hostnamePath CName
---@field address inkTextWidget
---@field addressPath CName
---@field worldDescription inkTextWidget
---@field worldDescriptionPath CName
---@field background inkImageWidget
---@field c_selectionColor Color
---@field c_initialColor HDRColor
---@field c_markColor HDRColor
---@field marked Bool
ServerInfoController = {}

---@return ServerInfoController
function ServerInfoController.new() return end

---@param props table
---@return ServerInfoController
function ServerInfoController.new(props) return end

---@param data IScriptable
---@return Bool
function ServerInfoController:OnDataChanged(data) return end

---@param parent inkListItemController
---@return Bool
function ServerInfoController:OnDeselected(parent) return end

---@param e inkPointerEvent
---@return Bool
function ServerInfoController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function ServerInfoController:OnHoverOver(e) return end

---@return Bool
function ServerInfoController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function ServerInfoController:OnRelease(e) return end

---@param parent inkListItemController
---@return Bool
function ServerInfoController:OnSelected(parent) return end

---@return Bool
function ServerInfoController:IsMarked() return end

---@param value Bool
function ServerInfoController:SetMarked(value) return end

---@class ServerNode : InteractiveDevice
---@field minWeaponCharge Float
---@field maxWeaponCharge Float
---@field livePinMeshes entMeshComponent[]
---@field deadPinMeshes entMeshComponent[]
---@field closedFrontPlates entMeshComponent[]
---@field animatedFrontPlates entMeshComponent[]
---@field numOfPins Int32
---@field alivePins Int32
---@field pinIndices Int32[]
---@field nodesDestroyedInTotalQuestFactName CName
---@field animFeatureServer AnimFeatureServer
---@field statPoolSystem gameStatPoolsSystem
---@field healthListener ServerNodeHealthChangeListener
---@field ventingFX CName
---@field damagedFX CName
---@field destroyedMesh entPhysicalMeshComponent
ServerNode = {}

---@return ServerNode
function ServerNode.new() return end

---@param props table
---@return ServerNode
function ServerNode.new(props) return end

---@param evt gameeventsDeathEvent
---@return Bool
function ServerNode:OnDeath(evt) return end

---@return Bool
function ServerNode:OnDetach() return end

---@return Bool
function ServerNode:OnGameAttached() return end

---@param evt OverloadDevice
---@return Bool
function ServerNode:OnOverloadDevice(evt) return end

---@param evt QuestClose
---@return Bool
function ServerNode:OnQuestClose(evt) return end

---@param evt QuestExplode
---@return Bool
function ServerNode:OnQuestExplode(evt) return end

---@param evt QuestOpen
---@return Bool
function ServerNode:OnQuestOpen(evt) return end

---@param evt QuestStartHacking
---@return Bool
function ServerNode:OnQuestStartHacking(evt) return end

---@param evt QuestStopHacking
---@return Bool
function ServerNode:OnQuestStopHacking(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ServerNode:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ServerNode:OnTakeControl(ri) return end

function ServerNode:DamageFX() return end

function ServerNode:DestroyFX() return end

function ServerNode:DestroyedClosed() return end

function ServerNode:Explode() return end

---@return ServerNodeController
function ServerNode:GetController() return end

---@return ServerNodeControllerPS
function ServerNode:GetDevicePS() return end

---@param attackData gamedamageAttackData
---@return Bool
function ServerNode:IsExplosionChargeMet(attackData) return end

---@param attackData gamedamageAttackData
---@return Bool
function ServerNode:IsPiercingChargeMet(attackData) return end

---@param attackData gamedamageAttackData
---@return Bool
function ServerNode:IsPiercingHit(attackData) return end

---@param attackData gamedamageAttackData
---@return Bool
function ServerNode:IsPlayerHitting(attackData) return end

---@param currentHealthPercentage Float
function ServerNode:OnHealthChanged(currentHealthPercentage) return end

---@param evt gameeventsHitEvent
function ServerNode:ProcessDamagePipeline(evt) return end

function ServerNode:ResolveGameplayState() return end

---@param isVisible Bool
function ServerNode:SetLineVisibleState(isVisible) return end

---@param numOfPinsToKeepOn Int32
function ServerNode:SetPinMeshes(numOfPinsToKeepOn) return end

---@return Int32
function ServerNode:SetRandom() return end

function ServerNode:StartHackingFX() return end

function ServerNode:StopHackingFX() return end

function ServerNode:UpdateAnimation() return end

---@param isDelayed Bool
---@return Bool
function ServerNode:UpdateDeviceState(isDelayed) return end

function ServerNode:UpdateFX() return end

function ServerNode:UpdateVisuals() return end

---@class ServerNodeController : ScriptableDeviceComponent
ServerNodeController = {}

---@return ServerNodeController
function ServerNodeController.new() return end

---@param props table
---@return ServerNodeController
function ServerNodeController.new(props) return end

---@return ServerNodeControllerPS
function ServerNodeController:GetPS() return end

---@class ServerNodeControllerPS : ScriptableDeviceComponentPS
---@field coverState CoverState
---@field serverState ServerState
---@field destroyedPin Int32[]
ServerNodeControllerPS = {}

---@return ServerNodeControllerPS
function ServerNodeControllerPS.new() return end

---@param props table
---@return ServerNodeControllerPS
function ServerNodeControllerPS.new(props) return end

---@return QuestClose
function ServerNodeControllerPS:ActionQuestClose() return end

---@return QuestExplode
function ServerNodeControllerPS:ActionQuestExplode() return end

---@return QuestOpen
function ServerNodeControllerPS:ActionQuestOpen() return end

---@return QuestStartHacking
function ServerNodeControllerPS:ActionQuestStartHacking() return end

---@return QuestStopHacking
function ServerNodeControllerPS:ActionQuestStopHacking() return end

---@return ServerOverload
function ServerNodeControllerPS:ActionServerOverload() return end

---@return Bool
function ServerNodeControllerPS:CanCreateAnyQuickHackActions() return end

---@return CoverState
function ServerNodeControllerPS:GetCoverState() return end

---@param wasStateUpdated Bool
---@return EntityNotificationType
function ServerNodeControllerPS:GetNotificationBasedOnServerUpdateState(wasStateUpdated) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ServerNodeControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function ServerNodeControllerPS:GetQuickHackActions(context) return end

---@return ServerState
function ServerNodeControllerPS:GetServerState() return end

---@param index Int32
---@return Bool
function ServerNodeControllerPS:IsPinDestroyed(index) return end

---@param evt OverloadDevice
---@return EntityNotificationType
function ServerNodeControllerPS:OnOverloadDevice(evt) return end

---@param evt QuestClose
---@return EntityNotificationType
function ServerNodeControllerPS:OnQuestClose(evt) return end

---@param evt QuestExplode
---@return EntityNotificationType
function ServerNodeControllerPS:OnQuestExplode(evt) return end

---@param evt QuestOpen
---@return EntityNotificationType
function ServerNodeControllerPS:OnQuestOpen(evt) return end

---@param evt QuestStartHacking
---@return EntityNotificationType
function ServerNodeControllerPS:OnQuestStartHacking(evt) return end

---@param evt QuestStopHacking
---@return EntityNotificationType
function ServerNodeControllerPS:OnQuestStopHacking(evt) return end

---@param evt ServerOverload
---@return EntityNotificationType
function ServerNodeControllerPS:OnServerOverload(evt) return end

---@param state CoverState
function ServerNodeControllerPS:SetCoverState(state) return end

---@param pinNum Int32
function ServerNodeControllerPS:SetDestroyedPin(pinNum) return end

---@param state ServerState
function ServerNodeControllerPS:SetServerState(state) return end

---@return Bool
function ServerNodeControllerPS:TryCloseServer() return end

---@return Bool
function ServerNodeControllerPS:TryExplode() return end

---@return Bool
function ServerNodeControllerPS:TryOpenServer() return end

---@param coverState CoverState
---@return Bool
function ServerNodeControllerPS:TryUpdateCoverState(coverState) return end

---@param serverState ServerState
---@return Bool
function ServerNodeControllerPS:TryUpdateServerState(serverState) return end

---@class ServerNodeHealthChangeListener : gameCustomValueStatPoolsListener
---@field serverNode ServerNode
ServerNodeHealthChangeListener = {}

---@return ServerNodeHealthChangeListener
function ServerNodeHealthChangeListener.new() return end

---@param props table
---@return ServerNodeHealthChangeListener
function ServerNodeHealthChangeListener.new(props) return end

---@param serverNode ServerNode
---@return ServerNodeHealthChangeListener
function ServerNodeHealthChangeListener.Create(serverNode) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ServerNodeHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class ServerOverload : ActionBool
ServerOverload = {}

---@return ServerOverload
function ServerOverload.new() return end

---@param props table
---@return ServerOverload
function ServerOverload.new(props) return end

function ServerOverload:SetProperties() return end

---@class SetAchievementProgressRequest : gamePlayerScriptableSystemRequest
---@field achievement gamedataAchievement
---@field currentValue Int32
---@field maxValue Int32
SetAchievementProgressRequest = {}

---@return SetAchievementProgressRequest
function SetAchievementProgressRequest.new() return end

---@param props table
---@return SetAchievementProgressRequest
function SetAchievementProgressRequest.new(props) return end

---@class SetActiveItemInEquipmentArea : gamePlayerScriptableSystemRequest
---@field itemID ItemID
SetActiveItemInEquipmentArea = {}

---@return SetActiveItemInEquipmentArea
function SetActiveItemInEquipmentArea.new() return end

---@param props table
---@return SetActiveItemInEquipmentArea
function SetActiveItemInEquipmentArea.new(props) return end

---@class SetAnimWrappersFromMountData : AIVehicleTaskAbstract
---@field mountData AIArgumentMapping
SetAnimWrappersFromMountData = {}

---@return SetAnimWrappersFromMountData
function SetAnimWrappersFromMountData.new() return end

---@param props table
---@return SetAnimWrappersFromMountData
function SetAnimWrappersFromMountData.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetAnimWrappersFromMountData:Activate(context) return end

---@class SetAnimsetOverrideForPassengerNPC : AIbehaviortaskScript
---@field IsNPCMounted AIArgumentMapping
SetAnimsetOverrideForPassengerNPC = {}

---@return SetAnimsetOverrideForPassengerNPC
function SetAnimsetOverrideForPassengerNPC.new() return end

---@param props table
---@return SetAnimsetOverrideForPassengerNPC
function SetAnimsetOverrideForPassengerNPC.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetAnimsetOverrideForPassengerNPC:Activate(context) return end

---@class SetAnyTargetIsLocked : redEvent
---@field wasSeen Bool
SetAnyTargetIsLocked = {}

---@return SetAnyTargetIsLocked
function SetAnyTargetIsLocked.new() return end

---@param props table
---@return SetAnyTargetIsLocked
function SetAnyTargetIsLocked.new(props) return end

---@class SetApartmentScreenMessageEvent : redEvent
---@field messageRecordID TweakDBID
---@field targetRentStatus ERentStatus
SetApartmentScreenMessageEvent = {}

---@return SetApartmentScreenMessageEvent
function SetApartmentScreenMessageEvent.new() return end

---@param props table
---@return SetApartmentScreenMessageEvent
function SetApartmentScreenMessageEvent.new(props) return end

---@return String
function SetApartmentScreenMessageEvent:GetFriendlyDescription() return end

---@class SetApartmentScreenStatusEvent : redEvent
---@field rentStatus ERentStatus
SetApartmentScreenStatusEvent = {}

---@return SetApartmentScreenStatusEvent
function SetApartmentScreenStatusEvent.new() return end

---@param props table
---@return SetApartmentScreenStatusEvent
function SetApartmentScreenStatusEvent.new(props) return end

---@return String
function SetApartmentScreenStatusEvent:GetFriendlyDescription() return end

---@class SetAppearance : AIActionHelperTask
---@field appearance CName
SetAppearance = {}

---@return SetAppearance
function SetAppearance.new() return end

---@param props table
---@return SetAppearance
function SetAppearance.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetAppearance:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param appearance CName|string
function SetAppearance:ApplyAppearance(context, appearance) return end

---@class SetArgumentBoolean : SetArguments
---@field customVar Bool
SetArgumentBoolean = {}

---@return SetArgumentBoolean
function SetArgumentBoolean.new() return end

---@param props table
---@return SetArgumentBoolean
function SetArgumentBoolean.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetArgumentBoolean:Activate(context) return end

---@return String
function SetArgumentBoolean:GetEditorSubCaption() return end

---@class SetArgumentFloat : SetArguments
---@field customVar Float
SetArgumentFloat = {}

---@return SetArgumentFloat
function SetArgumentFloat.new() return end

---@param props table
---@return SetArgumentFloat
function SetArgumentFloat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetArgumentFloat:Activate(context) return end

---@return String
function SetArgumentFloat:GetEditorSubCaption() return end

---@class SetArgumentInt : SetArguments
---@field customVar Int32
SetArgumentInt = {}

---@return SetArgumentInt
function SetArgumentInt.new() return end

---@param props table
---@return SetArgumentInt
function SetArgumentInt.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetArgumentInt:Activate(context) return end

---@return String
function SetArgumentInt:GetEditorSubCaption() return end

---@class SetArgumentName : SetArguments
---@field customVar CName
SetArgumentName = {}

---@return SetArgumentName
function SetArgumentName.new() return end

---@param props table
---@return SetArgumentName
function SetArgumentName.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetArgumentName:Activate(context) return end

---@return String
function SetArgumentName:GetEditorSubCaption() return end

---@class SetArgumentVector : SetArguments
---@field newValue AIArgumentMapping
SetArgumentVector = {}

---@return SetArgumentVector
function SetArgumentVector.new() return end

---@param props table
---@return SetArgumentVector
function SetArgumentVector.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetArgumentVector:Activate(context) return end

---@class SetArguments : AIbehaviortaskScript
---@field argumentVar CName
SetArguments = {}

---@param context AIbehaviorScriptExecutionContext
---@return String
function SetArguments:GetDescription(context) return end

---@return String
function SetArguments:GetEditorSubCaption() return end

---@class SetAttackHitTypeEffector : ModifyAttackEffector
---@field hitType gameuiHitType
SetAttackHitTypeEffector = {}

---@return SetAttackHitTypeEffector
function SetAttackHitTypeEffector.new() return end

---@param props table
---@return SetAttackHitTypeEffector
function SetAttackHitTypeEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetAttackHitTypeEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function SetAttackHitTypeEffector:RepeatedAction(owner) return end

---@class SetAttribute : gamePlayerScriptableSystemRequest
---@field statLevel Float
---@field attributeType gamedataStatType
SetAttribute = {}

---@return SetAttribute
function SetAttribute.new() return end

---@param props table
---@return SetAttribute
function SetAttribute.new(props) return end

---@param _owner gameObject
---@param level Float
---@param type gamedataStatType
function SetAttribute:Set(_owner, level, type) return end

---@class SetAuthorizationModuleOFF : ActionBool
SetAuthorizationModuleOFF = {}

---@return SetAuthorizationModuleOFF
function SetAuthorizationModuleOFF.new() return end

---@param props table
---@return SetAuthorizationModuleOFF
function SetAuthorizationModuleOFF.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetAuthorizationModuleOFF.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetAuthorizationModuleOFF.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetAuthorizationModuleOFF.IsDefaultConditionMet(device, context) return end

function SetAuthorizationModuleOFF:SetProperties() return end

---@class SetAuthorizationModuleON : ActionBool
SetAuthorizationModuleON = {}

---@return SetAuthorizationModuleON
function SetAuthorizationModuleON.new() return end

---@param props table
---@return SetAuthorizationModuleON
function SetAuthorizationModuleON.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetAuthorizationModuleON.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetAuthorizationModuleON.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetAuthorizationModuleON.IsDefaultConditionMet(device, context) return end

function SetAuthorizationModuleON:SetProperties() return end

---@class SetAvoidLOSTimeStamp : AIbehaviortaskScript
---@field initialized Bool
---@field actionBBoard gameIBlackboard
SetAvoidLOSTimeStamp = {}

---@return SetAvoidLOSTimeStamp
function SetAvoidLOSTimeStamp.new() return end

---@param props table
---@return SetAvoidLOSTimeStamp
function SetAvoidLOSTimeStamp.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetAvoidLOSTimeStamp:Activate(context) return end

---@class SetAvoidThreatDestination : AIbehaviortaskScript
SetAvoidThreatDestination = {}

---@return SetAvoidThreatDestination
function SetAvoidThreatDestination.new() return end

---@param props table
---@return SetAvoidThreatDestination
function SetAvoidThreatDestination.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetAvoidThreatDestination:Activate(context) return end

---@class SetBackOffAnimFeature : AIbehaviortaskScript
SetBackOffAnimFeature = {}

---@return SetBackOffAnimFeature
function SetBackOffAnimFeature.new() return end

---@param props table
---@return SetBackOffAnimFeature
function SetBackOffAnimFeature.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetBackOffAnimFeature:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetBackOffAnimFeature:Deactivate(context) return end

---@class SetBlockShootingFromVehicle : gameScriptableSystemRequest
---@field enable Bool
SetBlockShootingFromVehicle = {}

---@return SetBlockShootingFromVehicle
function SetBlockShootingFromVehicle.new() return end

---@param props table
---@return SetBlockShootingFromVehicle
function SetBlockShootingFromVehicle.new(props) return end

---@return String
function SetBlockShootingFromVehicle:GetFriendlyDesctiption() return end

---@class SetBloodPuddleSettingsEvent : redEvent
---@field shouldSpawnBloodPuddle Bool
SetBloodPuddleSettingsEvent = {}

---@return SetBloodPuddleSettingsEvent
function SetBloodPuddleSettingsEvent.new() return end

---@param props table
---@return SetBloodPuddleSettingsEvent
function SetBloodPuddleSettingsEvent.new(props) return end

---@class SetBodyPositionEvent : redEvent
---@field bodyPosition Vector4
---@field bodyPositionID entEntityID
---@field pickedUp Bool
SetBodyPositionEvent = {}

---@return SetBodyPositionEvent
function SetBodyPositionEvent.new() return end

---@param props table
---@return SetBodyPositionEvent
function SetBodyPositionEvent.new(props) return end

---@class SetBooleanArgumentWhenActive : AIbehaviortaskScript
---@field booleanArgument CName
SetBooleanArgumentWhenActive = {}

---@return SetBooleanArgumentWhenActive
function SetBooleanArgumentWhenActive.new() return end

---@param props table
---@return SetBooleanArgumentWhenActive
function SetBooleanArgumentWhenActive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetBooleanArgumentWhenActive:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetBooleanArgumentWhenActive:Deactivate(context) return end

---@class SetBountyAwardedEvent : redEvent
---@field awarded Bool
SetBountyAwardedEvent = {}

---@return SetBountyAwardedEvent
function SetBountyAwardedEvent.new() return end

---@param props table
---@return SetBountyAwardedEvent
function SetBountyAwardedEvent.new(props) return end

---@class SetBountyEvent : redEvent
---@field bountyID TweakDBID
SetBountyEvent = {}

---@return SetBountyEvent
function SetBountyEvent.new() return end

---@param props table
---@return SetBountyEvent
function SetBountyEvent.new(props) return end

---@return String
function SetBountyEvent:GetFriendlyDescription() return end

---@class SetBountyObjectEvent : redEvent
---@field bounty Bounty
SetBountyObjectEvent = {}

---@return SetBountyObjectEvent
function SetBountyObjectEvent.new() return end

---@param props table
---@return SetBountyObjectEvent
function SetBountyObjectEvent.new(props) return end

---@class SetBraindanceState : gameScriptableSystemRequest
---@field newState Bool
SetBraindanceState = {}

---@return SetBraindanceState
function SetBraindanceState.new() return end

---@param props table
---@return SetBraindanceState
function SetBraindanceState.new(props) return end

---@class SetBusyEvent : redEvent
SetBusyEvent = {}

---@return SetBusyEvent
function SetBusyEvent.new() return end

---@param props table
---@return SetBusyEvent
function SetBusyEvent.new(props) return end

---@class SetChancePrereq : gameIScriptablePrereq
---@field setChance Float
SetChancePrereq = {}

---@return SetChancePrereq
function SetChancePrereq.new() return end

---@param props table
---@return SetChancePrereq
function SetChancePrereq.new(props) return end

---@param record TweakDBID|string
function SetChancePrereq:Initialize(record) return end

---@param state gamePrereqState
---@param context IScriptable
function SetChancePrereq:OnApplied(state, context) return end

---@class SetChancePrereqState : gamePrereqState
SetChancePrereqState = {}

---@return SetChancePrereqState
function SetChancePrereqState.new() return end

---@param props table
---@return SetChancePrereqState
function SetChancePrereqState.new(props) return end

---@class SetCloseItself : redEvent
---@field automaticallyClosesItself Bool
SetCloseItself = {}

---@return SetCloseItself
function SetCloseItself.new() return end

---@param props table
---@return SetCloseItself
function SetCloseItself.new(props) return end

---@return String
function SetCloseItself:GetFriendlyDescription() return end

---@class SetClosed : ActionBool
SetClosed = {}

---@return SetClosed
function SetClosed.new() return end

---@param props table
---@return SetClosed
function SetClosed.new(props) return end

---@param device DoorControllerPS
---@return Bool
function SetClosed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetClosed.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function SetClosed.IsDefaultConditionMet(device, context) return end

---@return String
function SetClosed:GetTweakDBChoiceRecord() return end

function SetClosed:SetProperties() return end

---@class SetContainerStateEvent : redEvent
---@field isDisabled Bool
SetContainerStateEvent = {}

---@return SetContainerStateEvent
function SetContainerStateEvent.new() return end

---@param props table
---@return SetContainerStateEvent
function SetContainerStateEvent.new(props) return end

---@return String
function SetContainerStateEvent:GetFriendlyDescription() return end

---@class SetControllerLightColorRequest : gameScriptableSystemRequest
---@field red Uint8
---@field green Uint8
---@field blue Uint8
---@field notQuest Bool
SetControllerLightColorRequest = {}

---@return SetControllerLightColorRequest
function SetControllerLightColorRequest.new() return end

---@param props table
---@return SetControllerLightColorRequest
function SetControllerLightColorRequest.new(props) return end

---@class SetControllerStimSource : AIbehaviortaskScript
---@field investigateData senseStimInvestigateData
SetControllerStimSource = {}

---@return SetControllerStimSource
function SetControllerStimSource.new() return end

---@param props table
---@return SetControllerStimSource
function SetControllerStimSource.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetControllerStimSource:Activate(context) return end

---@class SetCurrentGameplayRoleEvent : redEvent
---@field gameplayRole EGameplayRole
SetCurrentGameplayRoleEvent = {}

---@return SetCurrentGameplayRoleEvent
function SetCurrentGameplayRoleEvent.new() return end

---@param props table
---@return SetCurrentGameplayRoleEvent
function SetCurrentGameplayRoleEvent.new(props) return end

---@class SetCustomObjectDescriptionEvent : redEvent
---@field objectDescription ObjectScanningDescription
SetCustomObjectDescriptionEvent = {}

---@return SetCustomObjectDescriptionEvent
function SetCustomObjectDescriptionEvent.new() return end

---@param props table
---@return SetCustomObjectDescriptionEvent
function SetCustomObjectDescriptionEvent.new(props) return end

---@return String
function SetCustomObjectDescriptionEvent:GetFriendlyDescription() return end

---@return ObjectScanningDescription
function SetCustomObjectDescriptionEvent:GetObjectDescription() return end

---@class SetCustomPersonalLinkReason : ScriptableDeviceAction
---@field reason TweakDBID
SetCustomPersonalLinkReason = {}

---@return SetCustomPersonalLinkReason
function SetCustomPersonalLinkReason.new() return end

---@param props table
---@return SetCustomPersonalLinkReason
function SetCustomPersonalLinkReason.new(props) return end

---@return String
function SetCustomPersonalLinkReason:GetFriendlyDescription() return end

---@class SetCustomShootPosition : AIbehaviortaskScript
---@field offset Vector3
---@field fxOffset Vector3
---@field lockTimer Float
---@field landIndicatorFX gameFxResource
---@field keepsAcquiring Bool
---@field shootToTheGround Bool
---@field predictionTime Float
---@field waypointTag CName
---@field refOwner gamedataAIActionTarget_Record
---@field refAIActionTarget gamedataAIActionTarget_Record
---@field refCustomWorldPositionTarget gamedataAIActionTarget_Record
---@field ownerPosition Vector4
---@field targetPosition Vector4
---@field direction Vector4
---@field fxPosition Vector4
---@field target gameObject
---@field owner gameObject
---@field fxInstance gameFxInstance
---@field targetAcquired Bool
---@field startTime Float
---@field shootPointPosition Vector4
---@field targetsPosition Vector4[]
SetCustomShootPosition = {}

---@return SetCustomShootPosition
function SetCustomShootPosition.new() return end

---@param props table
---@return SetCustomShootPosition
function SetCustomShootPosition.new(props) return end

---@param ownerPosition Vector4
---@param offset Vector3
---@param shootToTheGround Bool
---@return Vector4
function SetCustomShootPosition.ApplyTargetOffset(ownerPosition, offset, shootToTheGround) return end

---@param context AIbehaviorScriptExecutionContext
function SetCustomShootPosition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param resource gameFxResource
---@param transform WorldTransform
---@return gameFxInstance
function SetCustomShootPosition:CreateFxInstance(context, resource, transform) return end

---@param context AIbehaviorScriptExecutionContext
function SetCustomShootPosition:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param fx gameFxResource
---@param fxposition Vector4
function SetCustomShootPosition:SpawnLandVFXs(context, fx, fxposition) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SetCustomShootPosition:Update(context) return end

---@class SetDebugSceneThrehsold : gameScriptableSystemRequest
---@field newThreshold Int32
SetDebugSceneThrehsold = {}

---@return SetDebugSceneThrehsold
function SetDebugSceneThrehsold.new() return end

---@param props table
---@return SetDebugSceneThrehsold
function SetDebugSceneThrehsold.new(props) return end

---@class SetDefaultHighlightEvent : redEvent
---@field highlightData HighlightEditableData
SetDefaultHighlightEvent = {}

---@return SetDefaultHighlightEvent
function SetDefaultHighlightEvent.new() return end

---@param props table
---@return SetDefaultHighlightEvent
function SetDefaultHighlightEvent.new(props) return end

---@return String
function SetDefaultHighlightEvent:GetFriendlyDescription() return end

---@class SetDesiredReaction : AIbehaviortaskScript
---@field behaviorArgumentNameTag CName
---@field behaviorArgumentFloatPriority CName
---@field behaviorArgumentNameFlag CName
---@field reactionData AIReactionData
SetDesiredReaction = {}

---@return SetDesiredReaction
function SetDesiredReaction.new() return end

---@param props table
---@return SetDesiredReaction
function SetDesiredReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetDesiredReaction:Activate(context) return end

---@class SetDestinationWaypoint : AIActionHelperTask
---@field refTargetType EAITargetType
---@field findClosest Bool
---@field waypointsName CName
---@field destinations Vector4[]
---@field finalDestinations Vector4[]
SetDestinationWaypoint = {}

---@return SetDestinationWaypoint
function SetDestinationWaypoint.new() return end

---@param props table
---@return SetDestinationWaypoint
function SetDestinationWaypoint.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetDestinationWaypoint:Activate(context) return end

---@param refVector Vector4
---@return Float[]
function SetDestinationWaypoint:GetDistances(refVector) return end

---@param context AIbehaviorScriptExecutionContext
---@return Vector4
function SetDestinationWaypoint:GetFinalDestination(context) return end

---@param distances Float[]
---@return Int32
function SetDestinationWaypoint:GetLowestDistanceIndex(distances) return end

---@class SetDetectionMultiplier : redEvent
---@field multiplier Float
SetDetectionMultiplier = {}

---@return SetDetectionMultiplier
function SetDetectionMultiplier.new() return end

---@param props table
---@return SetDetectionMultiplier
function SetDetectionMultiplier.new(props) return end

---@class SetDeviceAttitude : ActionBool
---@field Repeat Bool
---@field IgnoreHostiles Bool
---@field Attitude EAIAttitude
SetDeviceAttitude = {}

---@return SetDeviceAttitude
function SetDeviceAttitude.new() return end

---@param props table
---@return SetDeviceAttitude
function SetDeviceAttitude.new(props) return end

---@return Int32
function SetDeviceAttitude:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function SetDeviceAttitude:GetInteractionIcon() return end

---@return String
function SetDeviceAttitude:GetTweakDBChoiceRecord() return end

function SetDeviceAttitude:SetProperties() return end

---@class SetDeviceControllerInvestigationData : AIbehaviortaskScript
---@field ownerPuppet ScriptedPuppet
SetDeviceControllerInvestigationData = {}

---@return SetDeviceControllerInvestigationData
function SetDeviceControllerInvestigationData.new() return end

---@param props table
---@return SetDeviceControllerInvestigationData
function SetDeviceControllerInvestigationData.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetDeviceControllerInvestigationData:Activate(context) return end

---@class SetDeviceInvestigationData : AIbehaviortaskScript
---@field ownerPuppet ScriptedPuppet
---@field listener gameObject
SetDeviceInvestigationData = {}

---@return SetDeviceInvestigationData
function SetDeviceInvestigationData.new() return end

---@param props table
---@return SetDeviceInvestigationData
function SetDeviceInvestigationData.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetDeviceInvestigationData:Activate(context) return end

---@param owner ScriptedPuppet
---@param data FocusForcedHighlightData
function SetDeviceInvestigationData:CancelForcedVisionAppearance(owner, data) return end

---@param context AIbehaviorScriptExecutionContext
function SetDeviceInvestigationData:Deactivate(context) return end

---@param owner ScriptedPuppet
---@param data FocusForcedHighlightData
function SetDeviceInvestigationData:ForceVisionAppearance(owner, data) return end

---@param owner ScriptedPuppet
---@return FocusForcedHighlightData
function SetDeviceInvestigationData:GetDistractionHighlightData(owner) return end

---@param listenerArg gameObject
---@param isInvestigated Bool
function SetDeviceInvestigationData:SetInvestigationStateOnListener(listenerArg, isInvestigated) return end

---@class SetDeviceOFF : ActionBool
SetDeviceOFF = {}

---@return SetDeviceOFF
function SetDeviceOFF.new() return end

---@param props table
---@return SetDeviceOFF
function SetDeviceOFF.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetDeviceOFF.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetDeviceOFF.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetDeviceOFF.IsDefaultConditionMet(device, context) return end

function SetDeviceOFF:SetProperties() return end

---@class SetDeviceON : ActionBool
SetDeviceON = {}

---@return SetDeviceON
function SetDeviceON.new() return end

---@param props table
---@return SetDeviceON
function SetDeviceON.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetDeviceON.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetDeviceON.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetDeviceON.IsDefaultConditionMet(device, context) return end

function SetDeviceON:SetProperties() return end

---@class SetDevicePowered : ActionBool
SetDevicePowered = {}

---@return SetDevicePowered
function SetDevicePowered.new() return end

---@param props table
---@return SetDevicePowered
function SetDevicePowered.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetDevicePowered.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetDevicePowered.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetDevicePowered.IsDefaultConditionMet(device, context) return end

function SetDevicePowered:SetProperties() return end

---@class SetDeviceTagKillMode : ActionBool
SetDeviceTagKillMode = {}

---@return SetDeviceTagKillMode
function SetDeviceTagKillMode.new() return end

---@param props table
---@return SetDeviceTagKillMode
function SetDeviceTagKillMode.new(props) return end

---@return gamedataChoiceCaptionIconPart_Record
function SetDeviceTagKillMode:GetInteractionIcon() return end

---@return String
function SetDeviceTagKillMode:GetTweakDBChoiceRecord() return end

function SetDeviceTagKillMode:SetProperties() return end

---@class SetDeviceUnpowered : ActionBool
SetDeviceUnpowered = {}

---@return SetDeviceUnpowered
function SetDeviceUnpowered.new() return end

---@param props table
---@return SetDeviceUnpowered
function SetDeviceUnpowered.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetDeviceUnpowered.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetDeviceUnpowered.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SetDeviceUnpowered.IsDefaultConditionMet(device, context) return end

function SetDeviceUnpowered:SetProperties() return end

---@class SetDocumentStateEvent : redEvent
---@field documentType EDocumentType
---@field documentAdress SDocumentAdress
---@field isOpened Bool
SetDocumentStateEvent = {}

---@return SetDocumentStateEvent
function SetDocumentStateEvent.new() return end

---@param props table
---@return SetDocumentStateEvent
function SetDocumentStateEvent.new(props) return end

---@class SetDoorMalfunctioningType : redEvent
---@field malfunctioningType EMalfunctioningType
SetDoorMalfunctioningType = {}

---@return SetDoorMalfunctioningType
function SetDoorMalfunctioningType.new() return end

---@param props table
---@return SetDoorMalfunctioningType
function SetDoorMalfunctioningType.new(props) return end

---@return String
function SetDoorMalfunctioningType:GetFriendlyDescription() return end

---@class SetDoorType : redEvent
---@field doorTypeSideOne EDoorType
---@field doorTypeSideTwo EDoorType
SetDoorType = {}

---@return SetDoorType
function SetDoorType.new() return end

---@param props table
---@return SetDoorType
function SetDoorType.new(props) return end

---@return String
function SetDoorType:GetFriendlyDescription() return end

---@class SetDroppedThreatLastKnowPosition : AIbehaviortaskScript
SetDroppedThreatLastKnowPosition = {}

---@return SetDroppedThreatLastKnowPosition
function SetDroppedThreatLastKnowPosition.new() return end

---@param props table
---@return SetDroppedThreatLastKnowPosition
function SetDroppedThreatLastKnowPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetDroppedThreatLastKnowPosition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetDroppedThreatLastKnowPosition:Deactivate(context) return end

---@class SetExplosionInstigatorPositionAsStimSource : AIbehaviortaskScript
SetExplosionInstigatorPositionAsStimSource = {}

---@return SetExplosionInstigatorPositionAsStimSource
function SetExplosionInstigatorPositionAsStimSource.new() return end

---@param props table
---@return SetExplosionInstigatorPositionAsStimSource
function SetExplosionInstigatorPositionAsStimSource.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetExplosionInstigatorPositionAsStimSource:Activate(context) return end

---@class SetExposeQuickHacks : ActionBool
---@field isRemote Bool
SetExposeQuickHacks = {}

---@return SetExposeQuickHacks
function SetExposeQuickHacks.new() return end

---@param props table
---@return SetExposeQuickHacks
function SetExposeQuickHacks.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SetExposeQuickHacks.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetExposeQuickHacks.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SetExposeQuickHacks.IsContextValid(context) return end

---@return String
function SetExposeQuickHacks:GetTweakDBChoiceRecord() return end

function SetExposeQuickHacks:SetProperties() return end

---@class SetFactBasedOnClearAreaEffector : gameEffector
---@field fact CName
---@field factSuffixes CName[]
---@field vectorRotations Float[]
---@field value Int32
---@field distance Float
---@field width Float
---@field fromHeight Float
---@field height Float
SetFactBasedOnClearAreaEffector = {}

---@return SetFactBasedOnClearAreaEffector
function SetFactBasedOnClearAreaEffector.new() return end

---@param props table
---@return SetFactBasedOnClearAreaEffector
function SetFactBasedOnClearAreaEffector.new(props) return end

---@param owner gameObject
function SetFactBasedOnClearAreaEffector:ActionOn(owner) return end

---@param owner gameObject
---@param rotation Float
---@return Bool
function SetFactBasedOnClearAreaEffector:HasSpaceInFront(owner, rotation) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetFactBasedOnClearAreaEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function SetFactBasedOnClearAreaEffector:SetFactBasedOnObjectAndPlayerRelation(owner) return end

---@class SetFactEffector : gameEffector
---@field fact CName
---@field value Int32
SetFactEffector = {}

---@return SetFactEffector
function SetFactEffector.new() return end

---@param props table
---@return SetFactEffector
function SetFactEffector.new(props) return end

---@param owner gameObject
function SetFactEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetFactEffector:Initialize(record, parentRecord) return end

---@class SetFriendlyEffector : gameEffector
---@field target gameObject
---@field duration Float
SetFriendlyEffector = {}

---@return SetFriendlyEffector
function SetFriendlyEffector.new() return end

---@param props table
---@return SetFriendlyEffector
function SetFriendlyEffector.new(props) return end

---@param owner gameObject
function SetFriendlyEffector:ActionOff(owner) return end

---@param owner gameObject
function SetFriendlyEffector:ActionOn(owner) return end

---@param owner gameObject
---@param target gameObject
---@return Bool
function SetFriendlyEffector:ChangeAttitude(owner, target) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetFriendlyEffector:Initialize(record, parentRecord) return end

---@param owner ScriptedPuppet
function SetFriendlyEffector:SetAnimFeature(owner) return end

function SetFriendlyEffector:Uninitialize() return end

---@class SetGameplayObjectiveStateRequest : gameScriptableSystemRequest
---@field objectiveData GemplayObjectiveData
---@field objectiveState gameJournalEntryState
SetGameplayObjectiveStateRequest = {}

---@return SetGameplayObjectiveStateRequest
function SetGameplayObjectiveStateRequest.new() return end

---@param props table
---@return SetGameplayObjectiveStateRequest
function SetGameplayObjectiveStateRequest.new(props) return end

---@class SetGameplayRoleEvent : redEvent
---@field gameplayRole EGameplayRole
SetGameplayRoleEvent = {}

---@return SetGameplayRoleEvent
function SetGameplayRoleEvent.new() return end

---@param props table
---@return SetGameplayRoleEvent
function SetGameplayRoleEvent.new(props) return end

---@return String
function SetGameplayRoleEvent:GetFriendlyDescription() return end

---@class SetGlitchOnUIEvent : redEvent
---@field intensity Float
SetGlitchOnUIEvent = {}

---@return SetGlitchOnUIEvent
function SetGlitchOnUIEvent.new() return end

---@param props table
---@return SetGlitchOnUIEvent
function SetGlitchOnUIEvent.new(props) return end

---@return String
function SetGlitchOnUIEvent:GetFriendlyDescription() return end

---@class SetGlobalTvChannel : redEvent
---@field channel TweakDBID
SetGlobalTvChannel = {}

---@return SetGlobalTvChannel
function SetGlobalTvChannel.new() return end

---@param props table
---@return SetGlobalTvChannel
function SetGlobalTvChannel.new(props) return end

---@return String
function SetGlobalTvChannel:GetFriendlyDescription() return end

---@class SetGlobalTvOnly : redEvent
---@field isGlobalTvOnly Bool
SetGlobalTvOnly = {}

---@return SetGlobalTvOnly
function SetGlobalTvOnly.new() return end

---@param props table
---@return SetGlobalTvOnly
function SetGlobalTvOnly.new(props) return end

---@return String
function SetGlobalTvOnly:GetFriendlyDescription() return end

---@class SetHeatCounterMultiplier : gameScriptableSystemRequest
---@field heatMultiplier Float
---@field reset Bool
---@field source CName
SetHeatCounterMultiplier = {}

---@return SetHeatCounterMultiplier
function SetHeatCounterMultiplier.new() return end

---@param props table
---@return SetHeatCounterMultiplier
function SetHeatCounterMultiplier.new(props) return end

---@return String
function SetHeatCounterMultiplier:GetFriendlyDesctiption() return end

---@class SetHeatLevelLimiter : gameScriptableSystemRequest
---@field HeatLevelMin Int32
---@field HeatLevelMax Int32
---@field HeatLevelReset Bool
---@field source CName
SetHeatLevelLimiter = {}

---@return SetHeatLevelLimiter
function SetHeatLevelLimiter.new() return end

---@param props table
---@return SetHeatLevelLimiter
function SetHeatLevelLimiter.new(props) return end

---@return String
function SetHeatLevelLimiter:GetFriendlyDesctiption() return end

---@class SetHitStimSourceTask : StatusEffectTasks
SetHitStimSourceTask = {}

---@return SetHitStimSourceTask
function SetHitStimSourceTask.new() return end

---@param props table
---@return SetHitStimSourceTask
function SetHitStimSourceTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetHitStimSourceTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetHitStimSourceTask:Deactivate(context) return end

---@class SetIconSelectEvent : redEvent
---@field IconID TweakDBID
SetIconSelectEvent = {}

---@return SetIconSelectEvent
function SetIconSelectEvent.new() return end

---@param props table
---@return SetIconSelectEvent
function SetIconSelectEvent.new(props) return end

---@class SetIgnoreAutoDoorCloseEvent : redEvent
---@field set Bool
SetIgnoreAutoDoorCloseEvent = {}

---@return SetIgnoreAutoDoorCloseEvent
function SetIgnoreAutoDoorCloseEvent.new() return end

---@param props table
---@return SetIgnoreAutoDoorCloseEvent
function SetIgnoreAutoDoorCloseEvent.new(props) return end

---@class SetInspectStateEvent : redEvent
---@field state questObjectInspectEventType
SetInspectStateEvent = {}

---@return SetInspectStateEvent
function SetInspectStateEvent.new() return end

---@param props table
---@return SetInspectStateEvent
function SetInspectStateEvent.new(props) return end

---@class SetInvestigationPositionsArrayEvent : redEvent
---@field investigationPositionsArray Vector4[]
SetInvestigationPositionsArrayEvent = {}

---@return SetInvestigationPositionsArrayEvent
function SetInvestigationPositionsArrayEvent.new() return end

---@param props table
---@return SetInvestigationPositionsArrayEvent
function SetInvestigationPositionsArrayEvent.new(props) return end

---@class SetIsInBraindance : gameScriptableSystemRequest
---@field newState Bool
SetIsInBraindance = {}

---@return SetIsInBraindance
function SetIsInBraindance.new() return end

---@param props table
---@return SetIsInBraindance
function SetIsInBraindance.new(props) return end

---@class SetIsPlayerInsideLiftEvent : redEvent
---@field value Bool
SetIsPlayerInsideLiftEvent = {}

---@return SetIsPlayerInsideLiftEvent
function SetIsPlayerInsideLiftEvent.new() return end

---@param props table
---@return SetIsPlayerInsideLiftEvent
function SetIsPlayerInsideLiftEvent.new(props) return end

---@class SetIsSpiderbotInteractionOrderedEvent : redEvent
---@field value Bool
SetIsSpiderbotInteractionOrderedEvent = {}

---@return SetIsSpiderbotInteractionOrderedEvent
function SetIsSpiderbotInteractionOrderedEvent.new() return end

---@param props table
---@return SetIsSpiderbotInteractionOrderedEvent
function SetIsSpiderbotInteractionOrderedEvent.new(props) return end

---@class SetJammedEvent : redEvent
---@field newJammedState Bool
---@field instigator gameweaponObject
SetJammedEvent = {}

---@return SetJammedEvent
function SetJammedEvent.new() return end

---@param props table
---@return SetJammedEvent
function SetJammedEvent.new(props) return end

---@class SetKeepStrategyOnSearch : AIVehicleTaskAbstract
---@field keep AIArgumentMapping
SetKeepStrategyOnSearch = {}

---@return SetKeepStrategyOnSearch
function SetKeepStrategyOnSearch.new() return end

---@param props table
---@return SetKeepStrategyOnSearch
function SetKeepStrategyOnSearch.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetKeepStrategyOnSearch:Activate(context) return end

---@class SetLastKnownPosition : AIbehaviortaskScript
SetLastKnownPosition = {}

---@return SetLastKnownPosition
function SetLastKnownPosition.new() return end

---@param props table
---@return SetLastKnownPosition
function SetLastKnownPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetLastKnownPosition:Activate(context) return end

---@class SetLastPlayerPositionByDefault : AIbehaviortaskScript
SetLastPlayerPositionByDefault = {}

---@return SetLastPlayerPositionByDefault
function SetLastPlayerPositionByDefault.new() return end

---@param props table
---@return SetLastPlayerPositionByDefault
function SetLastPlayerPositionByDefault.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetLastPlayerPositionByDefault:Activate(context) return end

---@class SetLogicReadyEvent : redEvent
---@field isReady Bool
SetLogicReadyEvent = {}

---@return SetLogicReadyEvent
function SetLogicReadyEvent.new() return end

---@param props table
---@return SetLogicReadyEvent
function SetLogicReadyEvent.new(props) return end

---@class SetManouverPosition : AIbehaviortaskScript
---@field distance Float
---@field angle Float
SetManouverPosition = {}

---@return SetManouverPosition
function SetManouverPosition.new() return end

---@param props table
---@return SetManouverPosition
function SetManouverPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetManouverPosition:Activate(context) return end

---@class SetMessageDeviceOperation : DeviceOperationBase
---@field targetRef NodeRef
---@field messageRecordID TweakDBID
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
SetMessageDeviceOperation = {}

---@return SetMessageDeviceOperation
function SetMessageDeviceOperation.new() return end

---@param props table
---@return SetMessageDeviceOperation
function SetMessageDeviceOperation.new(props) return end

---@param owner gameObject
function SetMessageDeviceOperation:Execute(owner) return end

---@param owner gameObject
function SetMessageDeviceOperation:SendEvent(owner) return end

---@class SetMessageRecordEvent : redEvent
---@field messageRecordID TweakDBID
---@field replaceTextWithCustomNumber Bool
---@field customNumber Int32
SetMessageRecordEvent = {}

---@return SetMessageRecordEvent
function SetMessageRecordEvent.new() return end

---@param props table
---@return SetMessageRecordEvent
function SetMessageRecordEvent.new(props) return end

---@return String
function SetMessageRecordEvent:GetFriendlyDescription() return end

---@class SetNPCSensesMainPreset : AIbehaviortaskScript
---@field newSensesPresetName String
SetNPCSensesMainPreset = {}

---@return SetNPCSensesMainPreset
function SetNPCSensesMainPreset.new() return end

---@param props table
---@return SetNPCSensesMainPreset
function SetNPCSensesMainPreset.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetNPCSensesMainPreset:Activate(context) return end

---@class SetNPCSensesMainPresetPrevention : SetNPCSensesMainPreset
SetNPCSensesMainPresetPrevention = {}

---@return SetNPCSensesMainPresetPrevention
function SetNPCSensesMainPresetPrevention.new() return end

---@param props table
---@return SetNPCSensesMainPresetPrevention
function SetNPCSensesMainPresetPrevention.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetNPCSensesMainPresetPrevention:Activate(context) return end

---@class SetOpened : ActionBool
SetOpened = {}

---@return SetOpened
function SetOpened.new() return end

---@param props table
---@return SetOpened
function SetOpened.new(props) return end

---@param device DoorControllerPS
---@param isPlayerRequest Bool
---@return Bool
function SetOpened.IsAvailable(device, isPlayerRequest) return end

---@param clearance gamedeviceClearance
---@return Bool
function SetOpened.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function SetOpened.IsDefaultConditionMet(device, context) return end

---@return String
function SetOpened:GetTweakDBChoiceRecord() return end

function SetOpened:SetProperties() return end

---@class SetPanicOnTrafficLane : AIbehaviortaskScript
SetPanicOnTrafficLane = {}

---@return SetPanicOnTrafficLane
function SetPanicOnTrafficLane.new() return end

---@param props table
---@return SetPanicOnTrafficLane
function SetPanicOnTrafficLane.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetPanicOnTrafficLane:Activate(context) return end

---@class SetPendingReactionBB : StatusEffectTasks
SetPendingReactionBB = {}

---@return SetPendingReactionBB
function SetPendingReactionBB.new() return end

---@param props table
---@return SetPendingReactionBB
function SetPendingReactionBB.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetPendingReactionBB:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetPendingReactionBB:Deactivate(context) return end

---@class SetPerkDeviceAsUsedRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
SetPerkDeviceAsUsedRequest = {}

---@return SetPerkDeviceAsUsedRequest
function SetPerkDeviceAsUsedRequest.new() return end

---@param props table
---@return SetPerkDeviceAsUsedRequest
function SetPerkDeviceAsUsedRequest.new(props) return end

---@class SetPersistentForcedHighlightEvent : redEvent
---@field sourceName CName
---@field highlightData HighlightEditableData
---@field operation EToggleOperationType
SetPersistentForcedHighlightEvent = {}

---@return SetPersistentForcedHighlightEvent
function SetPersistentForcedHighlightEvent.new() return end

---@param props table
---@return SetPersistentForcedHighlightEvent
function SetPersistentForcedHighlightEvent.new(props) return end

---@return String
function SetPersistentForcedHighlightEvent:GetFriendlyDescription() return end

---@class SetPhaseState : AIActionHelperTask
---@field phaseStateValue ENPCPhaseState
SetPhaseState = {}

---@return SetPhaseState
function SetPhaseState.new() return end

---@param props table
---@return SetPhaseState
function SetPhaseState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetPhaseState:Activate(context) return end

---@class SetPlayerAsKiller : AIbehaviortaskScript
SetPlayerAsKiller = {}

---@return SetPlayerAsKiller
function SetPlayerAsKiller.new() return end

---@param props table
---@return SetPlayerAsKiller
function SetPlayerAsKiller.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetPlayerAsKiller:Activate(context) return end

---@class SetPoliceForcesPool : gameScriptableSystemRequest
---@field disableOnFootSpawn Bool
---@field disableVehicleSpawn Bool
---@field disableDroneSpawn Bool
---@field resetToDefault Bool
---@field source CName
SetPoliceForcesPool = {}

---@return SetPoliceForcesPool
function SetPoliceForcesPool.new() return end

---@param props table
---@return SetPoliceForcesPool
function SetPoliceForcesPool.new(props) return end

---@return String
function SetPoliceForcesPool:GetFriendlyDesctiption() return end

---@class SetPoliceSearchArea : gameScriptableSystemRequest
---@field SearchAreaRadius Float
---@field ChaseDistance Float
---@field resetToDefault Bool
---@field source CName
SetPoliceSearchArea = {}

---@return SetPoliceSearchArea
function SetPoliceSearchArea.new() return end

---@param props table
---@return SetPoliceSearchArea
function SetPoliceSearchArea.new(props) return end

---@return String
function SetPoliceSearchArea:GetFriendlyDesctiption() return end

---@class SetPoliceVehicleAsLastKnownPosition : AIbehaviortaskScript
SetPoliceVehicleAsLastKnownPosition = {}

---@return SetPoliceVehicleAsLastKnownPosition
function SetPoliceVehicleAsLastKnownPosition.new() return end

---@param props table
---@return SetPoliceVehicleAsLastKnownPosition
function SetPoliceVehicleAsLastKnownPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetPoliceVehicleAsLastKnownPosition:Activate(context) return end

---@class SetPreventionDifficulty : gameScriptableSystemRequest
---@field damageDealtToPlayerMultiplier Float
---@field chaseAggressivnessMultiplier Float
---@field difficuiltyReset Bool
---@field source CName
SetPreventionDifficulty = {}

---@return SetPreventionDifficulty
function SetPreventionDifficulty.new() return end

---@param props table
---@return SetPreventionDifficulty
function SetPreventionDifficulty.new(props) return end

---@return String
function SetPreventionDifficulty:GetFriendlyDesctiption() return end

---@class SetPreventionPath : gameScriptableSystemRequest
---@field blockSpawnFrom EVehicleSpawnBlockSide
---@field resetToDefault Bool
---@field source CName
SetPreventionPath = {}

---@return SetPreventionPath
function SetPreventionPath.new() return end

---@param props table
---@return SetPreventionPath
function SetPreventionPath.new(props) return end

---@return String
function SetPreventionPath:GetFriendlyDesctiption() return end

---@class SetProficiencyLevel : gamePlayerScriptableSystemRequest
---@field newLevel Int32
---@field proficiencyType gamedataProficiencyType
---@field telemetryLevelGainReason telemetryLevelGainReason
SetProficiencyLevel = {}

---@return SetProficiencyLevel
function SetProficiencyLevel.new() return end

---@param props table
---@return SetProficiencyLevel
function SetProficiencyLevel.new(props) return end

---@param _owner gameObject
---@param level Int32
---@param type gamedataProficiencyType
---@param telemetryGainReason telemetryLevelGainReason
function SetProficiencyLevel:Set(_owner, level, type, telemetryGainReason) return end

---@class SetProgressionBuild : gamePlayerScriptableSystemRequest
---@field buildType gamedataBuildType
---@field isDebug Bool
SetProgressionBuild = {}

---@return SetProgressionBuild
function SetProgressionBuild.new() return end

---@param props table
---@return SetProgressionBuild
function SetProgressionBuild.new(props) return end

---@param _owner gameObject
---@param build gamedataBuildType
function SetProgressionBuild:Set(_owner, build) return end

---@class SetQuestTargetWasSeen : redEvent
---@field wasSeen Bool
SetQuestTargetWasSeen = {}

---@return SetQuestTargetWasSeen
function SetQuestTargetWasSeen.new() return end

---@param props table
---@return SetQuestTargetWasSeen
function SetQuestTargetWasSeen.new(props) return end

---@class SetQuickHackAttemptEvent : redEvent
---@field wasQuickHackAttempt Bool
SetQuickHackAttemptEvent = {}

---@return SetQuickHackAttemptEvent
function SetQuickHackAttemptEvent.new() return end

---@param props table
---@return SetQuickHackAttemptEvent
function SetQuickHackAttemptEvent.new(props) return end

---@class SetQuickHackEvent : redEvent
---@field wasQuickHacked Bool
---@field quickHackName CName
SetQuickHackEvent = {}

---@return SetQuickHackEvent
function SetQuickHackEvent.new() return end

---@param props table
---@return SetQuickHackEvent
function SetQuickHackEvent.new(props) return end

---@class SetRagdollComponentStateEffector : gameEffector
---@field state Bool
SetRagdollComponentStateEffector = {}

---@return SetRagdollComponentStateEffector
function SetRagdollComponentStateEffector.new() return end

---@param props table
---@return SetRagdollComponentStateEffector
function SetRagdollComponentStateEffector.new(props) return end

---@param owner gameObject
function SetRagdollComponentStateEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetRagdollComponentStateEffector:Initialize(record, parentRecord) return end

---@class SetRandomIntArgument : AIRandomTasks
---@field MaxValue Int32
---@field MinValue Int32
---@field ArgumentName CName
SetRandomIntArgument = {}

---@return SetRandomIntArgument
function SetRandomIntArgument.new() return end

---@param props table
---@return SetRandomIntArgument
function SetRandomIntArgument.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetRandomIntArgument:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param argumentName CName|string
---@param intValue Int32
function SetRandomIntArgument:SetArgument(context, argumentName, intValue) return end

---@class SetRevealedInNetwork : redEvent
---@field wasRevealed Bool
SetRevealedInNetwork = {}

---@return SetRevealedInNetwork
function SetRevealedInNetwork.new() return end

---@param props table
---@return SetRevealedInNetwork
function SetRevealedInNetwork.new(props) return end

---@class SetScriptExecutionContextEvent : redEvent
---@field scriptExecutionContext AIbehaviorScriptExecutionContext
SetScriptExecutionContextEvent = {}

---@return SetScriptExecutionContextEvent
function SetScriptExecutionContextEvent.new() return end

---@param props table
---@return SetScriptExecutionContextEvent
function SetScriptExecutionContextEvent.new(props) return end

---@class SetSearchInfluenceTask : AIbehaviortaskScript
SetSearchInfluenceTask = {}

---@return SetSearchInfluenceTask
function SetSearchInfluenceTask.new() return end

---@param props table
---@return SetSearchInfluenceTask
function SetSearchInfluenceTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetSearchInfluenceTask:Activate(context) return end

---@class SetSecuritySystemState : redEvent
---@field state ESecuritySystemState
SetSecuritySystemState = {}

---@return SetSecuritySystemState
function SetSecuritySystemState.new() return end

---@param props table
---@return SetSecuritySystemState
function SetSecuritySystemState.new(props) return end

---@return String
function SetSecuritySystemState:GetFriendlyDescription() return end

---@class SetSkillcheckEvent : redEvent
---@field skillcheckContainer BaseSkillCheckContainer
SetSkillcheckEvent = {}

---@return SetSkillcheckEvent
function SetSkillcheckEvent.new() return end

---@param props table
---@return SetSkillcheckEvent
function SetSkillcheckEvent.new(props) return end

---@return String
function SetSkillcheckEvent:GetFriendlyDescription() return end

---@class SetSkipDeathAnimationTask : AIbehaviortaskScript
---@field value Bool
SetSkipDeathAnimationTask = {}

---@return SetSkipDeathAnimationTask
function SetSkipDeathAnimationTask.new() return end

---@param props table
---@return SetSkipDeathAnimationTask
function SetSkipDeathAnimationTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetSkipDeathAnimationTask:Activate(context) return end

---@class SetSlowMoForOnePunchAttackEvent : redEvent
SetSlowMoForOnePunchAttackEvent = {}

---@return SetSlowMoForOnePunchAttackEvent
function SetSlowMoForOnePunchAttackEvent.new() return end

---@param props table
---@return SetSlowMoForOnePunchAttackEvent
function SetSlowMoForOnePunchAttackEvent.new(props) return end

---@class SetStressOnTrafficLane : AIbehaviortaskScript
SetStressOnTrafficLane = {}

---@return SetStressOnTrafficLane
function SetStressOnTrafficLane.new() return end

---@param props table
---@return SetStressOnTrafficLane
function SetStressOnTrafficLane.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetStressOnTrafficLane:Activate(context) return end

---@class SetTargetHealthEffector : gameEffector
---@field healthValueToSet Float
SetTargetHealthEffector = {}

---@return SetTargetHealthEffector
function SetTargetHealthEffector.new() return end

---@param props table
---@return SetTargetHealthEffector
function SetTargetHealthEffector.new(props) return end

---@param owner gameObject
function SetTargetHealthEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetTargetHealthEffector:Initialize(record, parentRecord) return end

---@param target NPCPuppet
function SetTargetHealthEffector:Set(target) return end

---@class SetTemporaryIndividualTimeDilation : gameEffectExecutor_Scripted
SetTemporaryIndividualTimeDilation = {}

---@return SetTemporaryIndividualTimeDilation
function SetTemporaryIndividualTimeDilation.new() return end

---@param props table
---@return SetTemporaryIndividualTimeDilation
function SetTemporaryIndividualTimeDilation.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function SetTemporaryIndividualTimeDilation:Process(ctx, applierCtx) return end

---@class SetThreatsPersistenceRequest : AIAIEvent
---@field et entEntity
---@field isPersistent Bool
SetThreatsPersistenceRequest = {}

---@return SetThreatsPersistenceRequest
function SetThreatsPersistenceRequest.new() return end

---@param props table
---@return SetThreatsPersistenceRequest
function SetThreatsPersistenceRequest.new(props) return end

---@class SetTimeDilationEffector : gameEffector
---@field owner gameObject
---@field reason CName
---@field easeInCurve CName
---@field easeOutCurve CName
---@field dilation Float
---@field duration Float
---@field affectsPlayer Bool
SetTimeDilationEffector = {}

---@return SetTimeDilationEffector
function SetTimeDilationEffector.new() return end

---@param props table
---@return SetTimeDilationEffector
function SetTimeDilationEffector.new(props) return end

---@param owner gameObject
function SetTimeDilationEffector:ActionOff(owner) return end

---@param owner gameObject
function SetTimeDilationEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SetTimeDilationEffector:Initialize(record, parentRecord) return end

---@class SetTimeStampToArgumentFloat : SetArguments
SetTimeStampToArgumentFloat = {}

---@return SetTimeStampToArgumentFloat
function SetTimeStampToArgumentFloat.new() return end

---@param props table
---@return SetTimeStampToArgumentFloat
function SetTimeStampToArgumentFloat.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetTimeStampToArgumentFloat:Activate(context) return end

---@return String
function SetTimeStampToArgumentFloat:GetEditorSubCaption() return end

---@class SetTimestampToBehaviorAgrument : AIbehaviortaskScript
---@field timestampArgument CName
SetTimestampToBehaviorAgrument = {}

---@return SetTimestampToBehaviorAgrument
function SetTimestampToBehaviorAgrument.new() return end

---@param props table
---@return SetTimestampToBehaviorAgrument
function SetTimestampToBehaviorAgrument.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetTimestampToBehaviorAgrument:Activate(context) return end

---@class SetTopThreatToCombatTarget : AIbehaviortaskScript
---@field refreshTimer Float
---@field previousChecktime Float
---@field targetTrackerComponent TargetTrackingExtension
---@field movePoliciesComponent movePoliciesComponent
---@field targetChangeTime Float
SetTopThreatToCombatTarget = {}

---@return SetTopThreatToCombatTarget
function SetTopThreatToCombatTarget.new() return end

---@param props table
---@return SetTopThreatToCombatTarget
function SetTopThreatToCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetTopThreatToCombatTarget:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param currentUpperBodyState gamedataNPCUpperBodyState
---@return Bool
function SetTopThreatToCombatTarget:CanSwitchTarget(context, currentUpperBodyState) return end

---@param context AIbehaviorScriptExecutionContext
function SetTopThreatToCombatTarget:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, gameObject
function SetTopThreatToCombatTarget:GetCommandCombatTarget(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, AITrackedLocation
function SetTopThreatToCombatTarget:GetThreatClosestToPlayer(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param upperBodyState gamedataNPCUpperBodyState
---@return Bool
function SetTopThreatToCombatTarget:IsCurrentTargetValid(context, upperBodyState) return end

---@param upperBodyState gamedataNPCUpperBodyState
---@return Bool
function SetTopThreatToCombatTarget:IsSwitchingTargetsBlocked(upperBodyState) return end

---@param owner gameObject
---@param target gameObject
---@return Bool
function SetTopThreatToCombatTarget:IsTargetHostile(owner, target) return end

---@param context AIbehaviorScriptExecutionContext
---@param trackedLocation AITrackedLocation
---@return Bool
function SetTopThreatToCombatTarget:IsTargetLost(context, trackedLocation) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
---@return Bool
function SetTopThreatToCombatTarget:IsTargetValid(context, target) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
function SetTopThreatToCombatTarget:SetCombatTarget(context, target) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SetTopThreatToCombatTarget:Update(context) return end

---@class SetTrafficLaneMovementParams : AIbehaviortaskScript
---@field movementType String
---@field fearStage gameFearStage
SetTrafficLaneMovementParams = {}

---@return SetTrafficLaneMovementParams
function SetTrafficLaneMovementParams.new() return end

---@param props table
---@return SetTrafficLaneMovementParams
function SetTrafficLaneMovementParams.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SetTrafficLaneMovementParams:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SetTrafficLaneMovementParams:Deactivate(context) return end

---@class SetUICameraZoomEvent : redEvent
---@field hasUICameraZoom Bool
SetUICameraZoomEvent = {}

---@return SetUICameraZoomEvent
function SetUICameraZoomEvent.new() return end

---@param props table
---@return SetUICameraZoomEvent
function SetUICameraZoomEvent.new(props) return end

---@class SetUpEquipmentOverlayEvent : redEvent
---@field meshOverlayEffectName CName
---@field meshOverlayEffectTag CName
---@field meshOverlaySlots TweakDBID[]
SetUpEquipmentOverlayEvent = {}

---@return SetUpEquipmentOverlayEvent
function SetUpEquipmentOverlayEvent.new() return end

---@param props table
---@return SetUpEquipmentOverlayEvent
function SetUpEquipmentOverlayEvent.new(props) return end

---@class SetVendorPriceMultiplierRequest : gameScriptableSystemRequest
---@field vendorID TweakDBID
---@field multiplier Float
SetVendorPriceMultiplierRequest = {}

---@return SetVendorPriceMultiplierRequest
function SetVendorPriceMultiplierRequest.new() return end

---@param props table
---@return SetVendorPriceMultiplierRequest
function SetVendorPriceMultiplierRequest.new(props) return end

---@return String
function SetVendorPriceMultiplierRequest:GetFriendlyDescription() return end

---@class SetWantedLevel : gameScriptableSystemRequest
---@field wantedLevel EPreventionHeatStage
---@field forceGreyStars Bool
---@field resetGreyStars Bool
---@field forcePlayerPositionAsLastCrimePoint Bool
---@field forceIgnoreSecurityAreas Bool
SetWantedLevel = {}

---@return SetWantedLevel
function SetWantedLevel.new() return end

---@param props table
---@return SetWantedLevel
function SetWantedLevel.new(props) return end

---@return String
function SetWantedLevel:GetFriendlyDescription() return end

---@class SetWeaponOwnerEvent : redEvent
SetWeaponOwnerEvent = {}

---@return SetWeaponOwnerEvent
function SetWeaponOwnerEvent.new() return end

---@param props table
---@return SetWeaponOwnerEvent
function SetWeaponOwnerEvent.new(props) return end

---@class SetZoomLevelEvent : redEvent
---@field value Int32
SetZoomLevelEvent = {}

---@return SetZoomLevelEvent
function SetZoomLevelEvent.new() return end

---@param props table
---@return SetZoomLevelEvent
function SetZoomLevelEvent.new(props) return end

---@param zoomValue Int32
function SetZoomLevelEvent:SetZoom(zoomValue) return end

---@class SettingControllerScheme : inkWidgetLogicController
---@field tabRootRef inkWidgetReference
---@field inputTab inkWidgetReference
---@field vehiclesTab inkWidgetReference
---@field braindanceTab inkWidgetReference
---@field tabRoot TabRadioGroup
SettingControllerScheme = {}

---@return SettingControllerScheme
function SettingControllerScheme.new() return end

---@param props table
---@return SettingControllerScheme
function SettingControllerScheme.new(props) return end

---@return Bool
function SettingControllerScheme:OnInitialize() return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function SettingControllerScheme:OnValueChanged(controller, selectedIndex) return end

---@class SettingsCategory
---@field label CName
---@field subcategories SettingsCategory[]
---@field options userSettingsVar[]
---@field isEmpty Bool
---@field groupPath CName
SettingsCategory = {}

---@return SettingsCategory
function SettingsCategory.new() return end

---@param props table
---@return SettingsCategory
function SettingsCategory.new(props) return end

---@class SettingsCategoryController : inkWidgetLogicController
---@field label inkTextWidgetReference
SettingsCategoryController = {}

---@return SettingsCategoryController
function SettingsCategoryController.new() return end

---@param props table
---@return SettingsCategoryController
function SettingsCategoryController.new(props) return end

---@param label CName|string
function SettingsCategoryController:Setup(label) return end

---@class SettingsCategoryItem : inkListItemController
---@field labelHighlight inkTextWidgetReference
SettingsCategoryItem = {}

---@return SettingsCategoryItem
function SettingsCategoryItem.new() return end

---@param props table
---@return SettingsCategoryItem
function SettingsCategoryItem.new(props) return end

---@param value IScriptable
---@return Bool
function SettingsCategoryItem:OnDataChanged(value) return end

---@return Bool
function SettingsCategoryItem:OnInitialize() return end

---@param itemController inkListItemController
---@return Bool
function SettingsCategoryItem:OnToggledOff(itemController) return end

---@param itemController inkListItemController
---@return Bool
function SettingsCategoryItem:OnToggledOn(itemController) return end

---@return Bool
function SettingsCategoryItem:OnUninitialize() return end

---@class SettingsCategoryItemData : ListItemData
SettingsCategoryItemData = {}

---@return SettingsCategoryItemData
function SettingsCategoryItemData.new() return end

---@param props table
---@return SettingsCategoryItemData
function SettingsCategoryItemData.new(props) return end

---@class SettingsLanguageInstallProgressBar : inkWidgetLogicController
---@field progressBarRoot inkWidgetReference
---@field progressBarFill inkWidgetReference
---@field textProgress inkTextWidgetReference
---@field isEnabled Bool
SettingsLanguageInstallProgressBar = {}

---@return SettingsLanguageInstallProgressBar
function SettingsLanguageInstallProgressBar.new() return end

---@param props table
---@return SettingsLanguageInstallProgressBar
function SettingsLanguageInstallProgressBar.new(props) return end

---@return Bool
function SettingsLanguageInstallProgressBar:OnInitialize() return end

---@param isEnabled Bool
function SettingsLanguageInstallProgressBar:SetEnabled(isEnabled) return end

---@param progress Float
function SettingsLanguageInstallProgressBar:SetProgress(progress) return end

---@param visible Bool
---@param force Bool
function SettingsLanguageInstallProgressBar:SetProgressBarVisiblity(visible, force) return end

---@class SettingsListItem : inkListItemController
---@field Selector inkWidgetReference
---@field settingsSelector inkSettingsSelectorController
SettingsListItem = {}

---@return SettingsListItem
function SettingsListItem.new() return end

---@param props table
---@return SettingsListItem
function SettingsListItem.new(props) return end

---@param value IScriptable
---@return Bool
function SettingsListItem:OnDataChanged(value) return end

---@return Bool
function SettingsListItem:OnInitialize() return end

---@param target inkListItemController
---@return Bool
function SettingsListItem:OnSelected(target) return end

---@class SettingsMainGameController : gameuiSettingsMenuGameController
---@field scrollPanel inkWidgetReference
---@field selectorWidget inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field settingsOptionsList inkCompoundWidgetReference
---@field applyButton inkWidgetReference
---@field resetButton inkWidgetReference
---@field defaultButton inkWidgetReference
---@field benchmarkButton inkWidgetReference
---@field brightnessButton inkWidgetReference
---@field hdrButton inkWidgetReference
---@field controllerButton inkWidgetReference
---@field safezonesButton inkWidgetReference
---@field languageInstallProgressBarRoot inkWidgetReference
---@field languageDisclaimer inkWidgetReference
---@field descriptionText inkTextWidgetReference
---@field settingGroupName_Video CName
---@field settingGroupName_Graphics CName
---@field settingGroupName_Interface CName
---@field settingGroupName_Controls CName
---@field settingGroupName_Language CName
---@field settingGroupName_KeyBindings CName
---@field languageInstallProgressBar SettingsLanguageInstallProgressBar
---@field menuEventDispatcher inkMenuEventDispatcher
---@field settingsElements inkSettingsSelectorController[]
---@field buttonHintsController ButtonHints
---@field data SettingsCategory[]
---@field menusList CName[]
---@field settingsListener SettingsVarListener
---@field settingsNotificationListener SettingsNotificationListener
---@field settings userSettingsUserSettings
---@field isPreGame Bool
---@field benchmarkNotificationToken inkGameNotificationToken
---@field safezonesEditorToken inkGameNotificationToken
---@field isKeybindingAlertEnabled Bool
---@field applyButtonEnabled Bool
---@field resetButtonEnabled Bool
---@field closeSettingsRequest Bool
---@field resetSettingsRequest Bool
---@field isDlcSettings Bool
---@field isBenchmarkSettings Bool
---@field showHdrButton Bool
---@field selectorCtrl inkListController
SettingsMainGameController = {}

---@return SettingsMainGameController
function SettingsMainGameController.new() return end

---@param props table
---@return SettingsMainGameController
function SettingsMainGameController.new(props) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnApplyButtonReleased(controller) return end

---@param userData IScriptable
---@return Bool
function SettingsMainGameController:OnBack(userData) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnBenchmarkButtonReleased(controller) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnBrightnessButtonReleased(controller) return end

---@param evt inkPointerEvent
---@return Bool
function SettingsMainGameController:OnButtonRelease(evt) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnControllerButtonReleased(controller) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnDefaultButtonReleased(controller) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnHDRButtonReleased(controller) return end

---@return Bool
function SettingsMainGameController:OnInitialize() return end

---@param evt inkLocalizationChangedEvent
---@return Bool
function SettingsMainGameController:OnLocalizationChanged(evt) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function SettingsMainGameController:OnMenuChanged(index, target) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnResetButtonReleased(controller) return end

---@param controller inkButtonController
---@return Bool
function SettingsMainGameController:OnSafezonesButtonReleased(controller) return end

---@param data inkGameNotificationData
---@return Bool
function SettingsMainGameController:OnSafezonesEditorCloseRequest(data) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function SettingsMainGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function SettingsMainGameController:OnSetUserData(userData) return end

---@param evt inkPointerEvent
---@return Bool
function SettingsMainGameController:OnSettingHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function SettingsMainGameController:OnSettingHoverOver(evt) return end

---@return Bool
function SettingsMainGameController:OnUninitialize() return end

---@param settingsGroup userSettingsGroup
function SettingsMainGameController:AddSettingsGroup(settingsGroup) return end

function SettingsMainGameController:CheckAcceptSettings() return end

function SettingsMainGameController:CheckButtons() return end

function SettingsMainGameController:CheckHDRSettingVisibility() return end

function SettingsMainGameController:CheckRejectSettings() return end

function SettingsMainGameController:CheckSettings() return end

function SettingsMainGameController:DisableApplyButton() return end

function SettingsMainGameController:DisableResetButton() return end

function SettingsMainGameController:EnableApplyButton() return end

function SettingsMainGameController:EnableResetButton() return end

---@return Bool
function SettingsMainGameController:IsApplyButtonEnabled() return end

function SettingsMainGameController:IsKeybindingAlertEnabled() return end

---@return Bool
function SettingsMainGameController:IsResetButtonEnabled() return end

function SettingsMainGameController:OnApplyButton() return end

function SettingsMainGameController:OnResetButton() return end

---@param status InGameConfigNotificationType
function SettingsMainGameController:OnSettingsNotify(status) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function SettingsMainGameController:OnVarModified(groupPath, varName, varType, reason) return end

---@param idx Int32
function SettingsMainGameController:PopulateCategories(idx) return end

---@param idx Int32
function SettingsMainGameController:PopulateCategorySettingsOptions(idx) return end

function SettingsMainGameController:PopulateHints() return end

---@param options userSettingsVar[]
function SettingsMainGameController:PopulateOptions(options) return end

function SettingsMainGameController:PopulateSettingsData() return end

function SettingsMainGameController:RequestClose() return end

function SettingsMainGameController:RequestRestoreDefaults() return end

function SettingsMainGameController:RunSafezonesEditor() return end

---@param i Int32
function SettingsMainGameController:SetLanguageDisclaimerVisiblity(i) return end

---@param progress Float
function SettingsMainGameController:SetLanguagePackageInstallProgress(progress) return end

---@param progress Float
---@param completed Bool
---@param started Bool
function SettingsMainGameController:SetLanguagePackageInstallProgressBar(progress, completed, started) return end

---@param i Int32
function SettingsMainGameController:SetSideButtonsVisiblity(i) return end

function SettingsMainGameController:ShowBrightnessScreen() return end

function SettingsMainGameController:ShowControllerScreen() return end

function SettingsMainGameController:ShowHDRScreen() return end

---@param groupPath CName|string
---@param varName CName|string
function SettingsMainGameController:ShowPathtracingMessage(groupPath, varName) return end

function SettingsMainGameController:WarnAboutEmptyKeyBindingValue() return end

---@class SettingsMenuUserData : gameuiMenuGameController
---@field isDlcSettings Bool
---@field isBenchmarkSettings Bool
SettingsMenuUserData = {}

---@return SettingsMenuUserData
function SettingsMenuUserData.new() return end

---@param props table
---@return SettingsMenuUserData
function SettingsMenuUserData.new(props) return end

---@class SettingsNotificationListener : userSettingsNotificationListener
---@field ctrl SettingsMainGameController
SettingsNotificationListener = {}

---@return SettingsNotificationListener
function SettingsNotificationListener.new() return end

---@param props table
---@return SettingsNotificationListener
function SettingsNotificationListener.new(props) return end

---@param status InGameConfigNotificationType
function SettingsNotificationListener:OnNotify(status) return end

---@param ctrl SettingsMainGameController
function SettingsNotificationListener:RegisterController(ctrl) return end

---@class SettingsSelectorControllerBool : inkSettingsSelectorController
---@field onState inkWidgetReference
---@field offState inkWidgetReference
---@field onStateBody inkWidgetReference
---@field offStateBody inkWidgetReference
SettingsSelectorControllerBool = {}

---@return SettingsSelectorControllerBool
function SettingsSelectorControllerBool.new() return end

---@param props table
---@return SettingsSelectorControllerBool
function SettingsSelectorControllerBool.new(props) return end

---@return Bool
function SettingsSelectorControllerBool:OnInitialize() return end

---@param forward Bool
function SettingsSelectorControllerBool:AcceptValue(forward) return end

function SettingsSelectorControllerBool:Refresh() return end

---@param interactive Bool
function SettingsSelectorControllerBool:SetInteractive(interactive) return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerBool:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerFloat : SettingsSelectorControllerRange
---@field newValue Float
---@field sliderWidget inkWidgetReference
---@field sliderController inkSliderController
SettingsSelectorControllerFloat = {}

---@return SettingsSelectorControllerFloat
function SettingsSelectorControllerFloat.new() return end

---@param props table
---@return SettingsSelectorControllerFloat
function SettingsSelectorControllerFloat.new(props) return end

---@return Bool
function SettingsSelectorControllerFloat:OnHandleReleased() return end

---@param sliderController inkSliderController
---@param progress Float
---@param value Float
---@return Bool
function SettingsSelectorControllerFloat:OnSliderValueChanged(sliderController, progress, value) return end

---@return Bool
function SettingsSelectorControllerFloat:OnUpdateValue() return end

---@param forward Bool
function SettingsSelectorControllerFloat:AcceptValue(forward) return end

---@param forward Bool
function SettingsSelectorControllerFloat:ChangeValue(forward) return end

function SettingsSelectorControllerFloat:Refresh() return end

function SettingsSelectorControllerFloat:RegisterShortcutCallbacks() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerFloat:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerInt : SettingsSelectorControllerRange
---@field newValue Int32
---@field sliderWidget inkWidgetReference
---@field sliderController inkSliderController
SettingsSelectorControllerInt = {}

---@return SettingsSelectorControllerInt
function SettingsSelectorControllerInt.new() return end

---@param props table
---@return SettingsSelectorControllerInt
function SettingsSelectorControllerInt.new(props) return end

---@return Bool
function SettingsSelectorControllerInt:OnHandleReleased() return end

---@param sliderController inkSliderController
---@param progress Float
---@param value Float
---@return Bool
function SettingsSelectorControllerInt:OnSliderValueChanged(sliderController, progress, value) return end

---@return Bool
function SettingsSelectorControllerInt:OnUpdateValue() return end

---@param forward Bool
function SettingsSelectorControllerInt:AcceptValue(forward) return end

---@param forward Bool
function SettingsSelectorControllerInt:ChangeValue(forward) return end

function SettingsSelectorControllerInt:Refresh() return end

function SettingsSelectorControllerInt:RegisterShortcutCallbacks() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerInt:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerLanguagesList : SettingsSelectorControllerListName
---@field downloadButton inkWidgetReference
---@field descriptionText inkTextWidgetReference
---@field isVoiceOverInstalled Bool
---@field currentSetIndex Int32
SettingsSelectorControllerLanguagesList = {}

---@return SettingsSelectorControllerLanguagesList
function SettingsSelectorControllerLanguagesList.new() return end

---@param props table
---@return SettingsSelectorControllerLanguagesList
function SettingsSelectorControllerLanguagesList.new(props) return end

---@param e inkPointerEvent
---@return Bool
function SettingsSelectorControllerLanguagesList:OnDownload(e) return end

---@return Bool
function SettingsSelectorControllerLanguagesList:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function SettingsSelectorControllerLanguagesList:OnSettingHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function SettingsSelectorControllerLanguagesList:OnSettingHoverOver(e) return end

---@param forward Bool
function SettingsSelectorControllerLanguagesList:ChangeValue(forward) return end

function SettingsSelectorControllerLanguagesList:Refresh() return end

---@param descriptionText inkTextWidgetReference
function SettingsSelectorControllerLanguagesList:RegisterDownloadButtonHovers(descriptionText) return end

---@param enabled Bool
function SettingsSelectorControllerLanguagesList:SetDownloadButtonEnabled(enabled) return end

---@param visible Bool
function SettingsSelectorControllerLanguagesList:SetDownloadButtonVisible(visible) return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerLanguagesList:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerList : SettingsSelectorControllerRange
---@field dotsContainer inkHorizontalPanelWidgetReference
SettingsSelectorControllerList = {}

---@return SettingsSelectorControllerList
function SettingsSelectorControllerList.new() return end

---@param props table
---@return SettingsSelectorControllerList
function SettingsSelectorControllerList.new(props) return end

---@param size Int32
function SettingsSelectorControllerList:PopulateDots(size) return end

---@param index Int32
function SettingsSelectorControllerList:SelectDot(index) return end

---@class SettingsSelectorControllerListFloat : SettingsSelectorControllerList
SettingsSelectorControllerListFloat = {}

---@return SettingsSelectorControllerListFloat
function SettingsSelectorControllerListFloat.new() return end

---@param props table
---@return SettingsSelectorControllerListFloat
function SettingsSelectorControllerListFloat.new(props) return end

---@param forward Bool
function SettingsSelectorControllerListFloat:ChangeValue(forward) return end

function SettingsSelectorControllerListFloat:Refresh() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerListFloat:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerListInt : SettingsSelectorControllerList
SettingsSelectorControllerListInt = {}

---@return SettingsSelectorControllerListInt
function SettingsSelectorControllerListInt.new() return end

---@param props table
---@return SettingsSelectorControllerListInt
function SettingsSelectorControllerListInt.new(props) return end

---@param forward Bool
function SettingsSelectorControllerListInt:ChangeValue(forward) return end

function SettingsSelectorControllerListInt:Refresh() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerListInt:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerListName : SettingsSelectorControllerList
---@field realValue userSettingsVarListName
---@field currentIndex Int32
SettingsSelectorControllerListName = {}

---@return SettingsSelectorControllerListName
function SettingsSelectorControllerListName.new() return end

---@param props table
---@return SettingsSelectorControllerListName
function SettingsSelectorControllerListName.new(props) return end

---@param forward Bool
function SettingsSelectorControllerListName:ChangeValue(forward) return end

function SettingsSelectorControllerListName:Refresh() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerListName:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerListString : SettingsSelectorControllerList
SettingsSelectorControllerListString = {}

---@return SettingsSelectorControllerListString
function SettingsSelectorControllerListString.new() return end

---@param props table
---@return SettingsSelectorControllerListString
function SettingsSelectorControllerListString.new(props) return end

---@param forward Bool
function SettingsSelectorControllerListString:ChangeValue(forward) return end

function SettingsSelectorControllerListString:Refresh() return end

---@param entry userSettingsVar
---@param isPreGame Bool
function SettingsSelectorControllerListString:Setup(entry, isPreGame) return end

---@class SettingsSelectorControllerRange : inkSettingsSelectorController
---@field ValueText inkTextWidgetReference
---@field LeftArrow inkWidgetReference
---@field RightArrow inkWidgetReference
---@field ProgressBar inkWidgetReference
SettingsSelectorControllerRange = {}

---@return SettingsSelectorControllerRange
function SettingsSelectorControllerRange.new() return end

---@param props table
---@return SettingsSelectorControllerRange
function SettingsSelectorControllerRange.new(props) return end

---@return Bool
function SettingsSelectorControllerRange:OnInitialize() return end

function SettingsSelectorControllerRange:Refresh() return end

function SettingsSelectorControllerRange:RegisterShortcutCallbacks() return end

function SettingsSelectorControllerRange:UpdateValueTextLanguageResources() return end

---@class SettingsVarListener : userSettingsVarListener
---@field ctrl SettingsMainGameController
SettingsVarListener = {}

---@return SettingsVarListener
function SettingsVarListener.new() return end

---@param props table
---@return SettingsVarListener
function SettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function SettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl SettingsMainGameController
function SettingsVarListener:RegisterController(ctrl) return end

---@class ShaderDefine
---@field name String
---@field value String
ShaderDefine = {}

---@return ShaderDefine
function ShaderDefine.new() return end

---@param props table
---@return ShaderDefine
function ShaderDefine.new(props) return end

---@class ShadowCascadeConfig
---@field range Float
---@field filterSize Float
---@field blendRange Float
---@field biasOffset Float
ShadowCascadeConfig = {}

---@return ShadowCascadeConfig
function ShadowCascadeConfig.new() return end

---@param props table
---@return ShadowCascadeConfig
function ShadowCascadeConfig.new(props) return end

---@class ShaftsAreaSettings
---@field shaftsLevelIndex Uint32
---@field shaftsIntensity Float
---@field shaftsThresholdsScale Float
ShaftsAreaSettings = {}

---@return ShaftsAreaSettings
function ShaftsAreaSettings.new() return end

---@param props table
---@return ShaftsAreaSettings
function ShaftsAreaSettings.new(props) return end

---@class ShardAttachmentData : IScriptable
---@field hash Int32
ShardAttachmentData = {}

---@return ShardAttachmentData
function ShardAttachmentData.new() return end

---@param props table
---@return ShardAttachmentData
function ShardAttachmentData.new(props) return end

---@class ShardCaseAnimationEnded : redEvent
---@field activator gameObject
---@field item ItemID
---@field read Bool
ShardCaseAnimationEnded = {}

---@return ShardCaseAnimationEnded
function ShardCaseAnimationEnded.new() return end

---@param props table
---@return ShardCaseAnimationEnded
function ShardCaseAnimationEnded.new(props) return end

---@class ShardCaseContainer : gameContainerObjectSingleItem
---@field wasOpened Bool
---@field shardMesh entMeshComponent
ShardCaseContainer = {}

---@return ShardCaseContainer
function ShardCaseContainer.new() return end

---@param props table
---@return ShardCaseContainer
function ShardCaseContainer.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function ShardCaseContainer:OnInteraction(choiceEvent) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ShardCaseContainer:OnRequestComponents(ri) return end

---@param evt ShardCaseAnimationEnded
---@return Bool
function ShardCaseContainer:OnShardCaseAnimationEnded(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ShardCaseContainer:OnTakeControl(ri) return end

---@return Bool
function ShardCaseContainer:IsShardContainer() return end

---@class ShardCaseContainerPS : gameLootContainerBasePS
ShardCaseContainerPS = {}

---@return ShardCaseContainerPS
function ShardCaseContainerPS.new() return end

---@param props table
---@return ShardCaseContainerPS
function ShardCaseContainerPS.new(props) return end

---@class ShardCollectedInventoryCallback : gameInventoryScriptCallback
---@field notificationQueue JournalNotificationQueue
---@field journalManager gameJournalManager
ShardCollectedInventoryCallback = {}

---@return ShardCollectedInventoryCallback
function ShardCollectedInventoryCallback.new() return end

---@param props table
---@return ShardCollectedInventoryCallback
function ShardCollectedInventoryCallback.new(props) return end

---@param item ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function ShardCollectedInventoryCallback:OnItemQuantityChanged(item, diff, total, flaggedAsSilent) return end

---@param entry gameJournalOnscreen
---@param item ItemID
---@param isCrypted Bool
function ShardCollectedInventoryCallback:OpenShardPopup(entry, item, isCrypted) return end

---@class ShardCollectedNotification : GenericNotificationController
---@field shardTitle inkTextWidgetReference
---@field bbListenerId redCallbackObject
---@field animProxy inkanimProxy
ShardCollectedNotification = {}

---@return ShardCollectedNotification
function ShardCollectedNotification.new() return end

---@param props table
---@return ShardCollectedNotification
function ShardCollectedNotification.new(props) return end

---@return Bool
function ShardCollectedNotification:OnInitialize() return end

---@param value Bool
---@return Bool
function ShardCollectedNotification:OnInteractionUpdate(value) return end

---@return Bool
function ShardCollectedNotification:OnNotificationPaused() return end

---@return Bool
function ShardCollectedNotification:OnNotificationResumed() return end

---@return Bool
function ShardCollectedNotification:OnUninitialize() return end

---@param notificationData gameuiGenericNotificationViewData
function ShardCollectedNotification:SetNotificationData(notificationData) return end

---@class ShardCollectedNotificationViewData : gameuiGenericNotificationViewData
---@field entry gameJournalOnscreen
---@field isCrypted Bool
---@field itemID ItemID
---@field shardTitle String
---@field imageId TweakDBID
ShardCollectedNotificationViewData = {}

---@return ShardCollectedNotificationViewData
function ShardCollectedNotificationViewData.new() return end

---@param props table
---@return ShardCollectedNotificationViewData
function ShardCollectedNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function ShardCollectedNotificationViewData:CanMerge(data) return end

---@class ShardEntryData : GenericCodexEntryData
---@field isCrypted Bool
ShardEntryData = {}

---@return ShardEntryData
function ShardEntryData.new() return end

---@param props table
---@return ShardEntryData
function ShardEntryData.new(props) return end

---@class ShardEntrySelectedEvent : redEvent
---@field hash Uint32
ShardEntrySelectedEvent = {}

---@return ShardEntrySelectedEvent
function ShardEntrySelectedEvent.new() return end

---@param props table
---@return ShardEntrySelectedEvent
function ShardEntrySelectedEvent.new(props) return end

---@class ShardForceSelectionEvent : redEvent
---@field selectionIndex Int32
---@field hash Int32
ShardForceSelectionEvent = {}

---@return ShardForceSelectionEvent
function ShardForceSelectionEvent.new() return end

---@param props table
---@return ShardForceSelectionEvent
function ShardForceSelectionEvent.new(props) return end

---@class ShardItemVirtualController : inkVirtualCompoundItemController
---@field icon inkWidgetReference
---@field label inkTextWidgetReference
---@field counter inkTextWidgetReference
---@field collapseIcon inkWidgetReference
---@field isNewFlag inkWidgetReference
---@field entryData ShardEntryData
---@field nestedListData VirutalNestedListData
---@field activeItemSync CodexListSyncData
---@field isActive Bool
---@field isItemHovered Bool
---@field isItemToggled Bool
---@field isItemCollapsed Bool
---@field clicked Bool
ShardItemVirtualController = {}

---@return ShardItemVirtualController
function ShardItemVirtualController.new() return end

---@param props table
---@return ShardItemVirtualController
function ShardItemVirtualController.new(props) return end

---@param evt ShardSyncBackEvent
---@return Bool
function ShardItemVirtualController:OnContactSyncData(evt) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function ShardItemVirtualController:OnDeselected(itemController) return end

---@param evt ShardEntrySelectedEvent
---@return Bool
function ShardItemVirtualController:OnEntrySelected(evt) return end

---@return Bool
function ShardItemVirtualController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function ShardItemVirtualController:OnSelected(itemController, discreteNav) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function ShardItemVirtualController:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function ShardItemVirtualController:OnToggledOn(itemController) return end

---@return Bool
function ShardItemVirtualController:OnUnnitialize() return end

function ShardItemVirtualController:CheckIsNew() return end

---@param value Variant
function ShardItemVirtualController:OnDataChanged(value) return end

function ShardItemVirtualController:UpdateState() return end

---@class ShardNotificationController : gameuiWidgetGameController
---@field titleRef inkTextWidgetReference
---@field shortTextRef inkTextWidgetReference
---@field longTextRef inkTextWidgetReference
---@field shortTextHolderRef inkWidgetReference
---@field longTextHolderRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field buttonHintsManagerParentRef inkWidgetReference
---@field buttonHintsSecondaryManagerRef inkWidgetReference
---@field buttonHintsSecondaryManagerParentRef inkWidgetReference
---@field imageWidget inkImageWidgetReference
---@field scrollWidget inkWidgetReference
---@field data ShardReadPopupData
---@field longTextTrashold Int32
---@field animationProxy inkanimProxy
---@field player PlayerPuppet
---@field mingameBB gameIBlackboard
---@field scroll inkScrollController
ShardNotificationController = {}

---@return ShardNotificationController
function ShardNotificationController.new() return end

---@param props table
---@return ShardNotificationController
function ShardNotificationController.new(props) return end

---@param controller inkButtonController
---@return Bool
function ShardNotificationController:OnCloseClick(controller) return end

---@param controller inkButtonController
---@return Bool
function ShardNotificationController:OnCrackClick(controller) return end

---@return Bool
function ShardNotificationController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function ShardNotificationController:OnIntroComplete(anim) return end

---@param playerPuppet gameObject
---@return Bool
function ShardNotificationController:OnPlayerAttach(playerPuppet) return end

---@param evt inkPointerEvent
---@return Bool
function ShardNotificationController:OnRelease(evt) return end

---@return Bool
function ShardNotificationController:OnUninitialize() return end

---@param actionName CName|string
---@param label CName|string
---@param buttonHintRef inkWidgetReference
---@param clickCallback CName|string
function ShardNotificationController:AddButtonHints(actionName, label, buttonHintRef, clickCallback) return end

function ShardNotificationController:Close() return end

function ShardNotificationController:LaunchMinigame() return end

---@param animName CName|string
---@param callBack CName|string
function ShardNotificationController:PlayAnim(animName, callBack) return end

function ShardNotificationController:SetButtonHints() return end

---@class ShardReadPopupData : inkGameNotificationData
---@field title String
---@field text String
---@field isCrypted Bool
---@field itemID ItemID
---@field imageId TweakDBID
ShardReadPopupData = {}

---@return ShardReadPopupData
function ShardReadPopupData.new() return end

---@param props table
---@return ShardReadPopupData
function ShardReadPopupData.new(props) return end

---@class ShardSelectedEvent : redEvent
---@field group Bool
---@field entryHash Int32
---@field level Int32
---@field data ShardEntryData
ShardSelectedEvent = {}

---@return ShardSelectedEvent
function ShardSelectedEvent.new() return end

---@param props table
---@return ShardSelectedEvent
function ShardSelectedEvent.new(props) return end

---@class ShardSyncBackEvent : redEvent
ShardSyncBackEvent = {}

---@return ShardSyncBackEvent
function ShardSyncBackEvent.new() return end

---@param props table
---@return ShardSyncBackEvent
function ShardSyncBackEvent.new(props) return end

---@class ShardTooltipWrapper : ATooltipData
---@field data gameJournalOnscreen
---@field displayContext ItemDisplayContextData
ShardTooltipWrapper = {}

---@return ShardTooltipWrapper
function ShardTooltipWrapper.new() return end

---@param props table
---@return ShardTooltipWrapper
function ShardTooltipWrapper.new(props) return end

---@class ShardsMenuGameController : gameuiMenuGameController
---@field buttonHintsManagerRef inkWidgetReference
---@field entryViewRef inkCompoundWidgetReference
---@field virtualList inkWidgetReference
---@field emptyPlaceholderRef inkWidgetReference
---@field rightViewPlaceholderRef inkWidgetReference
---@field leftBlockControllerRef inkWidgetReference
---@field crackHint inkWidgetReference
---@field journalManager gameJournalManager
---@field buttonHintsController ButtonHints
---@field entryViewController CodexEntryViewController
---@field menuEventDispatcher inkMenuEventDispatcher
---@field listController ShardsVirtualNestedListController
---@field InventoryManager InventoryDataManagerV2
---@field player PlayerPuppet
---@field activeData CodexListSyncData
---@field hasNewCryptedEntries Bool
---@field isEncryptedEntrySelected Bool
---@field selectedData ShardEntryData
---@field mingameBB gameIBlackboard
---@field userDataEntry Int32
---@field doubleInputPreventionFlag Bool
---@field animationProxy inkanimProxy
ShardsMenuGameController = {}

---@return ShardsMenuGameController
function ShardsMenuGameController.new() return end

---@param props table
---@return ShardsMenuGameController
function ShardsMenuGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function ShardsMenuGameController:OnBack(userData) return end

---@param e inkPointerEvent
---@return Bool
function ShardsMenuGameController:OnButtonRelease(e) return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function ShardsMenuGameController:OnEntryVisitedUpdate(entryHash, className, notifyOption, changeType) return end

---@return Bool
function ShardsMenuGameController:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function ShardsMenuGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function ShardsMenuGameController:OnPlayerDetach(playerPuppet) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function ShardsMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function ShardsMenuGameController:OnSetUserData(userData) return end

---@param evt ShardForceSelectionEvent
---@return Bool
function ShardsMenuGameController:OnShardForceSelectionEvent(evt) return end

---@param evt ShardSelectedEvent
---@return Bool
function ShardsMenuGameController:OnShardSelectedEvent(evt) return end

---@param evt ShardForceSelectionEvent
---@return Bool
function ShardsMenuGameController:OnShardsMenuGameControllerDelayInit(evt) return end

---@return Bool
function ShardsMenuGameController:OnUninitialize() return end

---@param hash Int32
---@return Int32
function ShardsMenuGameController:FindItem(hash) return end

---@param i Uint32
function ShardsMenuGameController:ForceSelectIndex(i) return end

---@param item gameInventoryItemData
---@param curShard gameJournalOnscreen
---@param level Int32
---@param newEntries Int32[]
---@return VirutalNestedListData
function ShardsMenuGameController:GetVirtualDataForCrypted(item, curShard, level, newEntries) return end

function ShardsMenuGameController:HideNodataWarning() return end

---@param animName CName|string
function ShardsMenuGameController:PlayAnim(animName) return end

function ShardsMenuGameController:PopulateData() return end

---@param item gameInventoryItemData
---@param data VirutalNestedListData[]
---@param level Int32
---@param newEntries Int32[]
---@return Bool
function ShardsMenuGameController:ProcessItem(item, data, level, newEntries) return end

function ShardsMenuGameController:RefreshButtonHints() return end

function ShardsMenuGameController:SelectEntry() return end

function ShardsMenuGameController:ShowNodataWarning() return end

---@class ShardsNestedListDataView : VirtualNestedListDataView
ShardsNestedListDataView = {}

---@return ShardsNestedListDataView
function ShardsNestedListDataView.new() return end

---@param props table
---@return ShardsNestedListDataView
function ShardsNestedListDataView.new(props) return end

---@param compareBuilder CompareBuilder
---@param left VirutalNestedListData
---@param right VirutalNestedListData
function ShardsNestedListDataView:SortItems(compareBuilder, left, right) return end

---@class ShardsVirtualNestedListController : VirtualNestedListController
---@field currentDataView ShardsNestedListDataView
ShardsVirtualNestedListController = {}

---@return ShardsVirtualNestedListController
function ShardsVirtualNestedListController.new() return end

---@param props table
---@return ShardsVirtualNestedListController
function ShardsVirtualNestedListController.new(props) return end

---@param hash Int32
---@return Int32
function ShardsVirtualNestedListController:FindDataIndex(hash) return end

---@return VirtualNestedListDataView
function ShardsVirtualNestedListController:GetDataView() return end

---@param hash Int32
---@return Int32
function ShardsVirtualNestedListController:GetIndexByJournalHash(hash) return end

---@param index Int32
function ShardsVirtualNestedListController:ShowLevelForDataIndex(index) return end

---@class SharedGameplayPS : gameDeviceComponentPS
---@field deviceState EDeviceStatus
---@field authorizationProperties AuthorizationData
---@field wasStateCached Bool
---@field wasStateSet Bool
---@field cachedDeviceState EDeviceStatus
---@field revealDevicesGrid Bool
---@field revealDevicesGridWhenUnpowered Bool
---@field wasRevealedInNetworkPing Bool
---@field hasNetworkBackdoor Bool
SharedGameplayPS = {}

---@return SharedGameplayPS
function SharedGameplayPS.new() return end

---@param props table
---@return SharedGameplayPS
function SharedGameplayPS.new(props) return end

---@param state EDeviceStatus
function SharedGameplayPS:CacheDeviceState(state) return end

---@return ConnectedClassTypes
function SharedGameplayPS:CheckMasterConnectedClassTypes() return end

function SharedGameplayPS:EvaluateDeviceState() return end

---@param securityAreas SecurityAreaControllerPS[]
---@return ESecurityAccessLevel
function SharedGameplayPS:FindHighestSecurityAccessLevel(securityAreas) return end

---@return AccessPointControllerPS[]
function SharedGameplayPS:GetAccessPoints() return end

---@return AccessPointControllerPS
function SharedGameplayPS:GetBackdoorAccessPoint() return end

---@return EDeviceStatus
function SharedGameplayPS:GetDeviceState() return end

---@return String
function SharedGameplayPS:GetNetworkName() return end

---@return ESecurityAccessLevel
function SharedGameplayPS:GetSecurityAccessLevel() return end

---@return Bool
function SharedGameplayPS:HasNetworkBackdoor() return end

---@return Bool
function SharedGameplayPS:IsBreached() return end

---@return Bool
function SharedGameplayPS:IsConnectedToBackdoorDevice() return end

---@return Bool
function SharedGameplayPS:IsConnectedToSecuritySystem() return end

---@return Bool, ESecurityAccessLevel
function SharedGameplayPS:IsConnectedToSecuritySystem() return end

---@param systemType ESystems
---@return Bool
function SharedGameplayPS:IsPartOfSystem(systemType) return end

---@return Bool
function SharedGameplayPS:IsPuppet() return end

---@param evt SetRevealedInNetwork
---@return EntityNotificationType
function SharedGameplayPS:OnSetRevealedInNetwork(evt) return end

---@param entityID entEntityID
---@param evt redEvent
function SharedGameplayPS:QueueEntityEvent(entityID, evt) return end

---@param targetPS gamePersistentState
---@param evt redEvent
function SharedGameplayPS:QueuePSEvent(targetPS, evt) return end

---@param targetID gamePersistentID
---@param psClassName CName|string
---@param evt redEvent
function SharedGameplayPS:QueuePSEvent(targetID, psClassName, evt) return end

---@param targetPS gamePersistentState
---@param evt redEvent
---@param delay Float
function SharedGameplayPS:QueuePSEventWithDelay(targetPS, evt, delay) return end

---@param targetID gamePersistentID
---@param psClassName CName|string
---@param evt redEvent
---@param delay Float
function SharedGameplayPS:QueuePSEventWithDelay(targetID, psClassName, evt, delay) return end

---@param state EDeviceStatus
function SharedGameplayPS:SetDeviceState(state) return end

---@param wasRevealed Bool
function SharedGameplayPS:SetRevealedInNetworkPing(wasRevealed) return end

---@return Bool
function SharedGameplayPS:WasRevealedInNetworkPing() return end

---@class SharpeningAreaSettings : IAreaSettings
---@field sharpeningStrength Float
---@field sharpeningStrengthWhenUpsaling Float
---@field sharpeningStrengthUpscalingTreshold Float
SharpeningAreaSettings = {}

---@return SharpeningAreaSettings
function SharpeningAreaSettings.new() return end

---@param props table
---@return SharpeningAreaSettings
function SharpeningAreaSettings.new(props) return end

---@class ShootCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
ShootCommandCleanup = {}

---@return ShootCommandCleanup
function ShootCommandCleanup.new() return end

---@param props table
---@return ShootCommandCleanup
function ShootCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ShootCommandCleanup:Deactivate(context) return end

---@class ShootCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIShootCommand
ShootCommandHandler = {}

---@return ShootCommandHandler
function ShootCommandHandler.new() return end

---@param props table
---@return ShootCommandHandler
function ShootCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ShootCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ShootCommandHandler:Update(context) return end

---@class ShootCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIShootCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field target gameObject
---@field targetID entEntityID
ShootCommandTask = {}

---@return ShootCommandTask
function ShootCommandTask.new() return end

---@param props table
---@return ShootCommandTask
function ShootCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ShootCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ShootCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function ShootCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ShootCommandTask:Update(context) return end

---@class ShootDecisions : WeaponTransition
---@field stateBodyDone Bool
ShootDecisions = {}

---@return ShootDecisions
function ShootDecisions.new() return end

---@param props table
---@return ShootDecisions
function ShootDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ShootDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class ShootEvents : WeaponEventsTransition
ShootEvents = {}

---@return ShootEvents
function ShootEvents.new() return end

---@param props table
---@return ShootEvents
function ShootEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param attackRecord gamedataAttack_Record
---@param staminaPenaltyMultiplier Float
---@param staminaFullChargePenaltyMultiplier Float
function ShootEvents:ConsumeStamina(scriptInterface, attackRecord, staminaPenaltyMultiplier, staminaFullChargePenaltyMultiplier) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ShootEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ShootEvents:OnExit(stateContext, scriptInterface) return end

---@class ShoppingCartListItem : inkWidgetLogicController
---@field label inkTextWidgetReference
---@field quantity inkTextWidgetReference
---@field value inkTextWidgetReference
---@field removeBtn inkWidgetReference
---@field data gameInventoryItemData
ShoppingCartListItem = {}

---@return ShoppingCartListItem
function ShoppingCartListItem.new() return end

---@param props table
---@return ShoppingCartListItem
function ShoppingCartListItem.new(props) return end

---@return Bool
function ShoppingCartListItem:OnInitialize() return end

---@return Bool
function ShoppingCartListItem:OnUninitialize() return end

---@return gameInventoryItemData
function ShoppingCartListItem:GetData() return end

function ShoppingCartListItem:OnHoverOut() return end

function ShoppingCartListItem:OnHoverOver() return end

---@param data gameInventoryItemData
function ShoppingCartListItem:SetupData(data) return end

---@class ShortBladeLookAtDecisions : LookAtPresetMeleeBaseDecisions
ShortBladeLookAtDecisions = {}

---@return ShortBladeLookAtDecisions
function ShortBladeLookAtDecisions.new() return end

---@param props table
---@return ShortBladeLookAtDecisions
function ShortBladeLookAtDecisions.new(props) return end

---@class ShortBladeLookAtEvents : LookAtPresetMeleeBaseEvents
ShortBladeLookAtEvents = {}

---@return ShortBladeLookAtEvents
function ShortBladeLookAtEvents.new() return end

---@param props table
---@return ShortBladeLookAtEvents
function ShortBladeLookAtEvents.new(props) return end

---@class ShotgunDualLookAtDecisions : lookAtPresetGunBaseDecisions
ShotgunDualLookAtDecisions = {}

---@return ShotgunDualLookAtDecisions
function ShotgunDualLookAtDecisions.new() return end

---@param props table
---@return ShotgunDualLookAtDecisions
function ShotgunDualLookAtDecisions.new(props) return end

---@class ShotgunDualLookAtEvents : lookAtPresetGunBaseEvents
ShotgunDualLookAtEvents = {}

---@return ShotgunDualLookAtEvents
function ShotgunDualLookAtEvents.new() return end

---@param props table
---@return ShotgunDualLookAtEvents
function ShotgunDualLookAtEvents.new(props) return end

---@class ShotgunLookAtDecisions : lookAtPresetGunBaseDecisions
ShotgunLookAtDecisions = {}

---@return ShotgunLookAtDecisions
function ShotgunLookAtDecisions.new() return end

---@param props table
---@return ShotgunLookAtDecisions
function ShotgunLookAtDecisions.new(props) return end

---@class ShotgunLookAtEvents : lookAtPresetGunBaseEvents
ShotgunLookAtEvents = {}

---@return ShotgunLookAtEvents
function ShotgunLookAtEvents.new() return end

---@param props table
---@return ShotgunLookAtEvents
function ShotgunLookAtEvents.new(props) return end

---@class ShouldContinuePatrolFromBeginning : AIbehaviorconditionScript
---@field patrolContinuationPolicy AIArgumentMapping
ShouldContinuePatrolFromBeginning = {}

---@return ShouldContinuePatrolFromBeginning
function ShouldContinuePatrolFromBeginning.new() return end

---@param props table
---@return ShouldContinuePatrolFromBeginning
function ShouldContinuePatrolFromBeginning.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldContinuePatrolFromBeginning:Check(context) return end

---@class ShouldContinuePatrolFromClosestPoint : AIbehaviorconditionScript
---@field patrolContinuationPolicy AIArgumentMapping
ShouldContinuePatrolFromClosestPoint = {}

---@return ShouldContinuePatrolFromClosestPoint
function ShouldContinuePatrolFromClosestPoint.new() return end

---@param props table
---@return ShouldContinuePatrolFromClosestPoint
function ShouldContinuePatrolFromClosestPoint.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldContinuePatrolFromClosestPoint:Check(context) return end

---@class ShouldContinuePatrolFromNextControlPoint : AIbehaviorconditionScript
---@field patrolContinuationPolicy AIArgumentMapping
ShouldContinuePatrolFromNextControlPoint = {}

---@return ShouldContinuePatrolFromNextControlPoint
function ShouldContinuePatrolFromNextControlPoint.new() return end

---@param props table
---@return ShouldContinuePatrolFromNextControlPoint
function ShouldContinuePatrolFromNextControlPoint.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldContinuePatrolFromNextControlPoint:Check(context) return end

---@class ShouldExitVehicle : AIVehicleConditionAbstract
---@field bb gameIBlackboard
---@field mf gamemountingIMountingFacility
---@field initialized Bool
ShouldExitVehicle = {}

---@return ShouldExitVehicle
function ShouldExitVehicle.new() return end

---@param props table
---@return ShouldExitVehicle
function ShouldExitVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ShouldExitVehicle:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldExitVehicle:Check(context) return end

---@class ShouldNPCContinueInAlerted : AIbehaviorconditionScript
ShouldNPCContinueInAlerted = {}

---@return ShouldNPCContinueInAlerted
function ShouldNPCContinueInAlerted.new() return end

---@param props table
---@return ShouldNPCContinueInAlerted
function ShouldNPCContinueInAlerted.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldNPCContinueInAlerted:Check(context) return end

---@class ShouldNPCReEquipWeaponOnDismount : AIbehaviorconditionScript
ShouldNPCReEquipWeaponOnDismount = {}

---@return ShouldNPCReEquipWeaponOnDismount
function ShouldNPCReEquipWeaponOnDismount.new() return end

---@param props table
---@return ShouldNPCReEquipWeaponOnDismount
function ShouldNPCReEquipWeaponOnDismount.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldNPCReEquipWeaponOnDismount:Check(context) return end

---@class ShouldNPCRetreatFromMaxTacEncounter : PreventionConditionAbstract
---@field agentRegistry PoliceAgentRegistry
---@field threatLocation AITrackedLocation
ShouldNPCRetreatFromMaxTacEncounter = {}

---@return ShouldNPCRetreatFromMaxTacEncounter
function ShouldNPCRetreatFromMaxTacEncounter.new() return end

---@param props table
---@return ShouldNPCRetreatFromMaxTacEncounter
function ShouldNPCRetreatFromMaxTacEncounter.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldNPCRetreatFromMaxTacEncounter:Check(context) return end

---@class ShouldPoliceReactionBeAggressive : PreventionConditionAbstract
ShouldPoliceReactionBeAggressive = {}

---@return ShouldPoliceReactionBeAggressive
function ShouldPoliceReactionBeAggressive.new() return end

---@param props table
---@return ShouldPoliceReactionBeAggressive
function ShouldPoliceReactionBeAggressive.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldPoliceReactionBeAggressive:Check(context) return end

---@class ShouldRetreatBehaviorStop : PreventionConditionAbstract
---@field agentRegistry PoliceAgentRegistry
ShouldRetreatBehaviorStop = {}

---@return ShouldRetreatBehaviorStop
function ShouldRetreatBehaviorStop.new() return end

---@param props table
---@return ShouldRetreatBehaviorStop
function ShouldRetreatBehaviorStop.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldRetreatBehaviorStop:Check(context) return end

---@class ShouldWorkSpotPoliceJoinChaseCondition : PreventionConditionAbstract
ShouldWorkSpotPoliceJoinChaseCondition = {}

---@return ShouldWorkSpotPoliceJoinChaseCondition
function ShouldWorkSpotPoliceJoinChaseCondition.new() return end

---@param props table
---@return ShouldWorkSpotPoliceJoinChaseCondition
function ShouldWorkSpotPoliceJoinChaseCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function ShouldWorkSpotPoliceJoinChaseCondition:Check(context) return end

---@class ShowRecipeRequest : gamePlayerScriptableSystemRequest
---@field recipe TweakDBID
ShowRecipeRequest = {}

---@return ShowRecipeRequest
function ShowRecipeRequest.new() return end

---@param props table
---@return ShowRecipeRequest
function ShowRecipeRequest.new(props) return end

---@class ShowSingleMappinEvent : redEvent
---@field index Int32
ShowSingleMappinEvent = {}

---@return ShowSingleMappinEvent
function ShowSingleMappinEvent.new() return end

---@param props table
---@return ShowSingleMappinEvent
function ShowSingleMappinEvent.new(props) return end

---@class ShowSmsMessagerEvent : redEvent
ShowSmsMessagerEvent = {}

---@return ShowSmsMessagerEvent
function ShowSmsMessagerEvent.new() return end

---@param props table
---@return ShowSmsMessagerEvent
function ShowSmsMessagerEvent.new(props) return end

---@class ShowUIWarningEffector : gameEffector
---@field duration Float
---@field primaryText String
---@field secondaryText String
---@field owner gameObject
ShowUIWarningEffector = {}

---@return ShowUIWarningEffector
function ShowUIWarningEffector.new() return end

---@param props table
---@return ShowUIWarningEffector
function ShowUIWarningEffector.new(props) return end

---@param owner gameObject
function ShowUIWarningEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ShowUIWarningEffector:Initialize(record, parentRecord) return end

---@class ShowVendor : ActionBool
ShowVendor = {}

---@return ShowVendor
function ShowVendor.new() return end

---@param props table
---@return ShowVendor
function ShowVendor.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ShowVendor.IsDefaultConditionMet(device, context) return end

---@param buttonName String
---@param actions gamedeviceAction[]
function ShowVendor:CreateActionWidgetPackage(buttonName, actions) return end

---@return String
function ShowVendor:GetTweakDBChoiceRecord() return end

function ShowVendor:SetProperties() return end

---@class SideScrollerMiniGameScoreSystem : gameScriptableSystem
---@field scoreData Int32[]
---@field gameNames String[]
SideScrollerMiniGameScoreSystem = {}

---@return SideScrollerMiniGameScoreSystem
function SideScrollerMiniGameScoreSystem.new() return end

---@param props table
---@return SideScrollerMiniGameScoreSystem
function SideScrollerMiniGameScoreSystem.new(props) return end

---@param gameName String
---@return Int32
function SideScrollerMiniGameScoreSystem:GetGameId(gameName) return end

---@param gameName String
---@return Int32
function SideScrollerMiniGameScoreSystem:GetMaxScore(gameName) return end

function SideScrollerMiniGameScoreSystem:OnAttach() return end

---@param request SendScoreRequest
function SideScrollerMiniGameScoreSystem:OnSendScore(request) return end

---@class SideScrollerMiniGameScoreSystemAdvanced : gameScriptableSystem
---@field scoreData Int32[]
---@field gameNames String[]
SideScrollerMiniGameScoreSystemAdvanced = {}

---@return SideScrollerMiniGameScoreSystemAdvanced
function SideScrollerMiniGameScoreSystemAdvanced.new() return end

---@param props table
---@return SideScrollerMiniGameScoreSystemAdvanced
function SideScrollerMiniGameScoreSystemAdvanced.new(props) return end

---@param gameName String
---@return Int32
function SideScrollerMiniGameScoreSystemAdvanced:GetGameId(gameName) return end

---@param gameName String
---@return Int32
function SideScrollerMiniGameScoreSystemAdvanced:GetMaxScore(gameName) return end

function SideScrollerMiniGameScoreSystemAdvanced:OnAttach() return end

---@param request SendScoreRequestAdvanced
function SideScrollerMiniGameScoreSystemAdvanced:OnSendScore(request) return end

---@class SimpleBinkGameController : DeviceInkGameControllerBase
---@field playCommonAd Bool
---@field Video1Path CName
---@field Video2Path CName
---@field Video1 inkVideoWidgetReference
---@field Video2 inkVideoWidgetReference
SimpleBinkGameController = {}

---@return SimpleBinkGameController
function SimpleBinkGameController.new() return end

---@param props table
---@return SimpleBinkGameController
function SimpleBinkGameController.new(props) return end

---@return Bool
function SimpleBinkGameController:OnInitialize() return end

---@return Bool
function SimpleBinkGameController:OnUninitialize() return end

function SimpleBinkGameController:StartVideo1() return end

function SimpleBinkGameController:StartVideo2() return end

function SimpleBinkGameController:switchAd() return end

---@class SimpleCanSwapWeapons : AIbehaviorconditionScript
---@field initialized Bool
---@field result Bool
---@field items gamedataNPCEquipmentItem_Record[]
SimpleCanSwapWeapons = {}

---@return SimpleCanSwapWeapons
function SimpleCanSwapWeapons.new() return end

---@param props table
---@return SimpleCanSwapWeapons
function SimpleCanSwapWeapons.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleCanSwapWeapons:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleCanSwapWeapons:Check(context) return end

---@class SimpleCanUseAvoidLOSMovement : AIbehaviorconditionScript
---@field initialized Bool
---@field result Bool
SimpleCanUseAvoidLOSMovement = {}

---@return SimpleCanUseAvoidLOSMovement
function SimpleCanUseAvoidLOSMovement.new() return end

---@param props table
---@return SimpleCanUseAvoidLOSMovement
function SimpleCanUseAvoidLOSMovement.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleCanUseAvoidLOSMovement:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleCanUseAvoidLOSMovement:Check(context) return end

---@class SimpleCanUseCover : AIbehaviorconditionScript
---@field ability gamedataGameplayAbility_Record
---@field prereqs gameIPrereq[]
---@field prereqCount Int32
---@field game ScriptGameInstance
SimpleCanUseCover = {}

---@return SimpleCanUseCover
function SimpleCanUseCover.new() return end

---@param props table
---@return SimpleCanUseCover
function SimpleCanUseCover.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleCanUseCover:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleCanUseCover:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function SimpleCanUseCover:CheckAbility(context) return end

---@class SimpleCombatConditon : AIbehaviorconditionScript
---@field firstCoverEvaluationDone Bool
---@field takeCoverAbility gamedataGameplayAbility_Record
---@field quickhackAbility gamedataGameplayAbility_Record
SimpleCombatConditon = {}

---@return SimpleCombatConditon
function SimpleCombatConditon.new() return end

---@param props table
---@return SimpleCombatConditon
function SimpleCombatConditon.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function SimpleCombatConditon.HasAvailableCover(context) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleCombatConditon:Activate(context) return end

---@param puppet ScriptedPuppet
---@return Bool
function SimpleCombatConditon:AnimationInProgress(puppet) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleCombatConditon:Check(context) return end

---@class SimpleCoverBehaviorCondition : AIbehaviorconditionScript
---@field initialized Bool
---@field isShotgunner Bool
---@field isHeavyRanged Bool
SimpleCoverBehaviorCondition = {}

---@return SimpleCoverBehaviorCondition
function SimpleCoverBehaviorCondition.new() return end

---@param props table
---@return SimpleCoverBehaviorCondition
function SimpleCoverBehaviorCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleCoverBehaviorCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleCoverBehaviorCondition:Check(context) return end

---@class SimpleMessengerContactDataView : inkScriptableDataViewWrapper
---@field compareBuilder CompareBuilder
SimpleMessengerContactDataView = {}

---@return SimpleMessengerContactDataView
function SimpleMessengerContactDataView.new() return end

---@param props table
---@return SimpleMessengerContactDataView
function SimpleMessengerContactDataView.new(props) return end

function SimpleMessengerContactDataView:Setup() return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function SimpleMessengerContactDataView:SortItem(left, right) return end

---@class SimpleMessengerContactsVirtualListController : inkVirtualListController
---@field dataView SimpleMessengerContactDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field classifier QuestListVirtualTemplateClassifier
SimpleMessengerContactsVirtualListController = {}

---@return SimpleMessengerContactsVirtualListController
function SimpleMessengerContactsVirtualListController.new() return end

---@param props table
---@return SimpleMessengerContactsVirtualListController
function SimpleMessengerContactsVirtualListController.new(props) return end

---@return Bool
function SimpleMessengerContactsVirtualListController:OnInitialize() return end

---@return Bool
function SimpleMessengerContactsVirtualListController:OnUninitialize() return end

function SimpleMessengerContactsVirtualListController:DisableSorting() return end

function SimpleMessengerContactsVirtualListController:EnableSorting() return end

---@return Int32
function SimpleMessengerContactsVirtualListController:GetDataSize() return end

---@return inkScriptableDataViewWrapper
function SimpleMessengerContactsVirtualListController:GetDataView() return end

---@param hash Int32
---@return Int32
function SimpleMessengerContactsVirtualListController:GetIndexByJournalHash(hash) return end

---@param data IScriptable[]
---@param sortOnce Bool
function SimpleMessengerContactsVirtualListController:SetData(data, sortOnce) return end

---@class SimpleMessengerItemVirtualController : inkVirtualCompoundItemController
---@field label inkTextWidgetReference
---@field msgPreview inkTextWidgetReference
---@field msgIndicator inkWidgetReference
---@field replyAlertIcon inkWidgetReference
---@field collapseIcon inkWidgetReference
---@field image inkImageWidgetReference
---@field type MessengerContactType
---@field contactData ContactData
---@field activeItemSync MessengerContactSyncData
---@field isContactActive Bool
---@field isItemHovered Bool
---@field isItemToggled Bool
SimpleMessengerItemVirtualController = {}

---@return SimpleMessengerItemVirtualController
function SimpleMessengerItemVirtualController.new() return end

---@param props table
---@return SimpleMessengerItemVirtualController
function SimpleMessengerItemVirtualController.new(props) return end

---@param evt MessengerContactSyncBackEvent
---@return Bool
function SimpleMessengerItemVirtualController:OnContactSyncData(evt) return end

---@param value Variant
---@return Bool
function SimpleMessengerItemVirtualController:OnDataChanged(value) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleMessengerItemVirtualController:OnDeselected(itemController) return end

---@return Bool
function SimpleMessengerItemVirtualController:OnInitialize() return end

---@param evt MessengerThreadSelectedEvent
---@return Bool
function SimpleMessengerItemVirtualController:OnMessengerThreadSelectedEvent(evt) return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function SimpleMessengerItemVirtualController:OnSelected(itemController, discreteNav) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleMessengerItemVirtualController:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleMessengerItemVirtualController:OnToggledOn(itemController) return end

function SimpleMessengerItemVirtualController:UpdateState() return end

---@class SimpleQuestListItemController : inkVirtualCompoundItemController
---@field title inkTextWidgetReference
---@field description inkTextWidgetReference
---@field typeIcon inkImageWidgetReference
---@field difficultIcon inkImageWidgetReference
---@field fixerIcon inkImageWidgetReference
---@field ep1Icon inkImageWidgetReference
---@field toggleAnimatedIndicator inkWidgetReference
---@field hoverIndicator inkWidgetReference
---@field questItemFrame inkWidgetReference
---@field questItemBg inkWidgetReference
---@field questItemBgButton inkWidgetReference
---@field distanceContainer inkWidgetReference
---@field defaultDistance inkTextWidgetReference
---@field trackedDistance inkTextWidgetReference
---@field isNewMarker inkWidgetReference
---@field toggleMarkAnimation CName
---@field trackMarkAnimation CName
---@field distanceAnim_toDefault CName
---@field distanceAnim_toHover CName
---@field distanceAnim_toTracked CName
---@field distanceAnim_toHover_delay Float
---@field pinIcon_toHover CName
---@field pinIcon_toDefault CName
---@field toggleOnAnimProxy inkanimProxy
---@field toggleOffAnimProxy inkanimProxy
---@field pinIconAnimProxy inkanimProxy
---@field distanceMarkerAnimProxy inkanimProxy
---@field data QuestListItemData
---@field openedQuest gameJournalQuest
---@field hovered Bool
---@field toggled Bool
---@field tracked Bool
---@field rootWidget inkWidget
SimpleQuestListItemController = {}

---@return SimpleQuestListItemController
function SimpleQuestListItemController.new() return end

---@param props table
---@return SimpleQuestListItemController
function SimpleQuestListItemController.new(props) return end

---@param value Variant
---@return Bool
function SimpleQuestListItemController:OnDataChanged(value) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleQuestListItemController:OnDeselected(itemController) return end

---@param proxy inkanimProxy
---@return Bool
function SimpleQuestListItemController:OnHideToggledIconAnimFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnHoverOver(e) return end

---@return Bool
function SimpleQuestListItemController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnPress(e) return end

---@param e QuestlListItemSelected
---@return Bool
function SimpleQuestListItemController:OnQuestlListItemSelected(e) return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function SimpleQuestListItemController:OnSelected(itemController, discreteNav) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleQuestListItemController:OnToggledOff(itemController) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function SimpleQuestListItemController:OnToggledOn(itemController) return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnTrackBtnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnTrackBtnHoverOver(e) return end

---@param e inkPointerEvent
---@return Bool
function SimpleQuestListItemController:OnTrackBtnRelease(e) return end

---@return Bool
function SimpleQuestListItemController:OnUnnitialize() return end

---@param e UpdateOpenedQuestEvent
---@return Bool
function SimpleQuestListItemController:OnUpdateOpenedQuestEvent(e) return end

---@param e UpdateTrackedObjectiveEvent
---@return Bool
function SimpleQuestListItemController:OnUpdateTrackedObjectiveEvent(e) return end

---@param targetAnimation CName|string
---@param instant Bool
---@param playReversed Bool
function SimpleQuestListItemController:PlayDistanceMarkerAnimation(targetAnimation, instant, playReversed) return end

---@param show Bool
---@param instant Bool
function SimpleQuestListItemController:PlayToggleIconAnimation(show, instant) return end

function SimpleQuestListItemController:UpdateDistancesText() return end

function SimpleQuestListItemController:UpdateFixerData() return end

function SimpleQuestListItemController:UpdateState() return end

---@class SimpleSandevistanDashShootCondition : AIbehaviorconditionScript
---@field initialized Bool
---@field result Bool
SimpleSandevistanDashShootCondition = {}

---@return SimpleSandevistanDashShootCondition
function SimpleSandevistanDashShootCondition.new() return end

---@param props table
---@return SimpleSandevistanDashShootCondition
function SimpleSandevistanDashShootCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSandevistanDashShootCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleSandevistanDashShootCondition:Check(context) return end

---@class SimpleSandevistanHarassCondition : AIbehaviorconditionScript
---@field initialized Bool
---@field result Bool
SimpleSandevistanHarassCondition = {}

---@return SimpleSandevistanHarassCondition
function SimpleSandevistanHarassCondition.new() return end

---@param props table
---@return SimpleSandevistanHarassCondition
function SimpleSandevistanHarassCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSandevistanHarassCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleSandevistanHarassCondition:Check(context) return end

---@class SimpleSetEquipWeapons : AIbehaviortaskScript
---@field primary Bool
---@field secondary Bool
---@field puppet ScriptedPuppet
---@field game ScriptGameInstance
---@field transactionSystem gameTransactionSystem
---@field primaryItems gamedataNPCEquipmentItem_Record[]
---@field secondaryItems gamedataNPCEquipmentItem_Record[]
---@field initialized Bool
SimpleSetEquipWeapons = {}

---@return SimpleSetEquipWeapons
function SimpleSetEquipWeapons.new() return end

---@param props table
---@return SimpleSetEquipWeapons
function SimpleSetEquipWeapons.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSetEquipWeapons:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsList NPCItemToEquip[]
---@return Bool
function SimpleSetEquipWeapons:GetItemsToEquip(context, itemsList) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSetEquipWeapons:Init(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToCheck gamedataNPCEquipmentItem_Record[]
---@return NPCItemToEquip[]
function SimpleSetEquipWeapons:IterateOverEquipItems(context, itemsToCheck) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SimpleSetEquipWeapons:Update(context) return end

---@class SimpleSetUnequipWeapons : AIbehaviortaskScript
---@field puppet ScriptedPuppet
---@field game ScriptGameInstance
---@field transactionSystem gameTransactionSystem
---@field primaryItems gamedataNPCEquipmentItem_Record[]
---@field secondaryItems gamedataNPCEquipmentItem_Record[]
---@field secondaryEquipmentDuplicatesPrimary Bool
---@field initialized Bool
SimpleSetUnequipWeapons = {}

---@return SimpleSetUnequipWeapons
function SimpleSetUnequipWeapons.new() return end

---@param props table
---@return SimpleSetUnequipWeapons
function SimpleSetUnequipWeapons.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSetUnequipWeapons:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsList NPCItemToEquip[]
---@return Bool
function SimpleSetUnequipWeapons:GetItemsToEquip(context, itemsList) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsList NPCItemToEquip[]
---@return Bool
function SimpleSetUnequipWeapons:GetItemsToUnequip(context, itemsList) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSetUnequipWeapons:Init(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param itemsToCheck gamedataNPCEquipmentItem_Record[]
---@return NPCItemToEquip[]
function SimpleSetUnequipWeapons:IterateOverEquipItems(context, itemsToCheck) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SimpleSetUnequipWeapons:Update(context) return end

---@class SimpleShouldEvadeCondition : AIbehaviorconditionScript
---@field hitReactionComponent HitReactionComponent
SimpleShouldEvadeCondition = {}

---@return SimpleShouldEvadeCondition
function SimpleShouldEvadeCondition.new() return end

---@param props table
---@return SimpleShouldEvadeCondition
function SimpleShouldEvadeCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleShouldEvadeCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleShouldEvadeCondition:Check(context) return end

---@class SimpleSprintHarassCondition : AIbehaviorconditionScript
---@field initialized Bool
---@field result Bool
SimpleSprintHarassCondition = {}

---@return SimpleSprintHarassCondition
function SimpleSprintHarassCondition.new() return end

---@param props table
---@return SimpleSprintHarassCondition
function SimpleSprintHarassCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SimpleSprintHarassCondition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SimpleSprintHarassCondition:Check(context) return end

---@class SimpleSwitch : InteractiveMasterDevice
---@field animationType EAnimationType
---@field animationSpeed Float
SimpleSwitch = {}

---@return SimpleSwitch
function SimpleSwitch.new() return end

---@param props table
---@return SimpleSwitch
function SimpleSwitch.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SimpleSwitch:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SimpleSwitch:OnTakeControl(ri) return end

---@return EGameplayRole
function SimpleSwitch:DeterminGameplayRole() return end

---@return SimpleSwitchController
function SimpleSwitch:GetController() return end

---@return SimpleSwitchControllerPS
function SimpleSwitch:GetDevicePS() return end

---@param id CName|string
function SimpleSwitch:PlayAnimation(id) return end

---@param on Bool
function SimpleSwitch:SetDiodeAppearance(on) return end

function SimpleSwitch:TurnOffDevice() return end

function SimpleSwitch:TurnOnDevice() return end

function SimpleSwitch:TurnOnLights() return end

---@class SimpleSwitchController : MasterController
SimpleSwitchController = {}

---@return SimpleSwitchController
function SimpleSwitchController.new() return end

---@param props table
---@return SimpleSwitchController
function SimpleSwitchController.new(props) return end

---@return SimpleSwitchControllerPS
function SimpleSwitchController:GetPS() return end

---@class SimpleSwitchControllerPS : MasterControllerPS
---@field switchAction ESwitchAction
---@field nameForON TweakDBID
---@field nameForOFF TweakDBID
SimpleSwitchControllerPS = {}

---@return SimpleSwitchControllerPS
function SimpleSwitchControllerPS.new() return end

---@param props table
---@return SimpleSwitchControllerPS
function SimpleSwitchControllerPS.new(props) return end

---@return Bool
function SimpleSwitchControllerPS:OnInstantiated() return end

---@return ToggleON
function SimpleSwitchControllerPS:ActionToggleON() return end

---@return Bool
function SimpleSwitchControllerPS:CanCreateAnyQuickHackActions() return end

---@return ScriptableDeviceAction
function SimpleSwitchControllerPS:GetAction() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SimpleSwitchControllerPS:GetActions(context) return end

---@return gamedeviceClearance
function SimpleSwitchControllerPS:GetClearance() return end

---@return EDeviceStatus
function SimpleSwitchControllerPS:GetExpectedSlaveState() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SimpleSwitchControllerPS:GetQuickHackActions(context) return end

function SimpleSwitchControllerPS:Initialize() return end

---@return Bool
function SimpleSwitchControllerPS:IsLightSwitch() return end

---@param evt QuestForceOFF
---@return EntityNotificationType
function SimpleSwitchControllerPS:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function SimpleSwitchControllerPS:OnQuestForceON(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function SimpleSwitchControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function SimpleSwitchControllerPS:OnToggleON(evt) return end

---@param onInitialize Bool
function SimpleSwitchControllerPS:RefreshSlaves(onInitialize) return end

---@class SimpleTargetManager : gameScriptableComponent
SimpleTargetManager = {}

---@return SimpleTargetManager
function SimpleTargetManager.new() return end

---@param props table
---@return SimpleTargetManager
function SimpleTargetManager.new(props) return end

---@param targetsList Target[]
---@param goTarget gameObject
---@param isInteresting Bool
---@param isVisible Bool
function SimpleTargetManager.AddTarget(targetsList, goTarget, isInteresting, isVisible) return end

---@param targetsList Target[]
---@return Target
function SimpleTargetManager.GetFirstInterestingTarget(targetsList) return end

---@param targetsList Target[]
---@return gameObject
function SimpleTargetManager.GetFirstInterestingTargetObject(targetsList) return end

---@param targetsList Target[]
---@param target gameObject
---@return Target
function SimpleTargetManager.GetSpecificTarget(targetsList, target) return end

---@param targetsList Target[]
---@param targetID entEntityID
---@return Target
function SimpleTargetManager.GetSpecificTarget(targetsList, targetID) return end

---@param targetsList Target[]
---@param index Int32
---@return Target
function SimpleTargetManager.GetSpecificTarget(targetsList, index) return end

---@param targetsList Target[]
---@return Bool
function SimpleTargetManager.HasInterestingTargets(targetsList) return end

---@param targetsList Target[]
---@param gameObject gameObject
---@return Int32
function SimpleTargetManager.IsTargetAlreadyAdded(targetsList, gameObject) return end

---@param targets Target[]
---@param targetToCheck Target
---@return Int32
function SimpleTargetManager.IsTargetAlreadyAdded(targets, targetToCheck) return end

---@param targetsList Target[]
---@param gameObject gameObject
---@return Bool
function SimpleTargetManager.IsTargetVisible(targetsList, gameObject) return end

---@param targetsList Target[]
function SimpleTargetManager.RemoveAllTargets(targetsList) return end

---@param targetsList Target[]
---@param targetToRemove gameObject
---@return Bool
function SimpleTargetManager.RemoveTarget(targetsList, targetToRemove) return end

---@param targetsList Target[]
---@param targetToRemove gameObject
---@param isVisible Bool
---@return Bool
function SimpleTargetManager.SetTargetVisible(targetsList, targetToRemove, isVisible) return end

---@class SimpleTemporalCustomData : ICameraStorageCustomData
SimpleTemporalCustomData = {}

---@return SimpleTemporalCustomData
function SimpleTemporalCustomData.new() return end

---@param props table
---@return SimpleTemporalCustomData
function SimpleTemporalCustomData.new(props) return end

---@class SimpleTriggerAttackEffect : gameEffector
---@field owner gameObject
---@field attackTDBID TweakDBID
---@field shouldDelay Bool
SimpleTriggerAttackEffect = {}

---@return SimpleTriggerAttackEffect
function SimpleTriggerAttackEffect.new() return end

---@param props table
---@return SimpleTriggerAttackEffect
function SimpleTriggerAttackEffect.new(props) return end

---@param owner gameObject
function SimpleTriggerAttackEffect:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SimpleTriggerAttackEffect:Initialize(record, parentRecord) return end

---@param owner gameObject
function SimpleTriggerAttackEffect:RepeatedAction(owner) return end

---@class SingleCooldownManager : inkWidgetLogicController
---@field sprite inkImageWidgetReference
---@field spriteBg inkImageWidgetReference
---@field icon inkImageWidgetReference
---@field type ECooldownGameControllerMode
---@field name inkTextWidgetReference
---@field desc inkTextWidgetReference
---@field timeRemaining inkTextWidgetReference
---@field stackCount inkTextWidgetReference
---@field fill inkRectangleWidgetReference
---@field outroDuration Float
---@field fullSizeValue Vector2
---@field initialDuration Float
---@field state ECooldownIndicatorState
---@field pool inkCompoundWidgetReference
---@field grid inkCompoundWidgetReference
---@field currentAnimProxy inkanimProxy
---@field buffData UIBuffInfo
---@field defaultTimeRemainingText String
---@field excludedStatusEffect TweakDBID
---@field C_EXCLUDED_STATUS_EFFECT_NAME String
SingleCooldownManager = {}

---@return SingleCooldownManager
function SingleCooldownManager.new() return end

---@param props table
---@return SingleCooldownManager
function SingleCooldownManager.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function SingleCooldownManager:OnFillIntroAnimationOver(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function SingleCooldownManager:OnFillOutroAnimationOver(proxy) return end

---@param buffData UIBuffInfo
function SingleCooldownManager:ActivateCooldown(buffData) return end

---@param f Float
---@return GameTime, Int32, Int32
function SingleCooldownManager:ConvertFloatToTime(f) return end

function SingleCooldownManager:FillIntroAnimationStart() return end

function SingleCooldownManager:FillOutroAnimationStart() return end

---@return ECooldownIndicatorState
function SingleCooldownManager:GetState() return end

function SingleCooldownManager:HideCooldownWidget() return end

---@param pool inkCompoundWidgetReference
---@param grid inkCompoundWidgetReference
function SingleCooldownManager:Init(pool, grid) return end

---@param id TweakDBID|string
---@return Bool
function SingleCooldownManager:IsIDMatch(id) return end

function SingleCooldownManager:RemoveCooldown() return end

---@param count Int32
function SingleCooldownManager:SetStackCount(count) return end

---@param time Float
function SingleCooldownManager:SetTimeRemaining(time) return end

---@param timeLeft Float
---@param stackCount Uint32
function SingleCooldownManager:Update(timeLeft, stackCount) return end

---@class SinglePlayerPrereq : gameIScriptablePrereq
SinglePlayerPrereq = {}

---@return SinglePlayerPrereq
function SinglePlayerPrereq.new() return end

---@param props table
---@return SinglePlayerPrereq
function SinglePlayerPrereq.new(props) return end

---@param context IScriptable
---@return Bool
function SinglePlayerPrereq:IsFulfilled(context) return end

---@class SingleWieldDecisions : UpperBodyTransition
SingleWieldDecisions = {}

---@return SingleWieldDecisions
function SingleWieldDecisions.new() return end

---@param props table
---@return SingleWieldDecisions
function SingleWieldDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SingleWieldDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SingleWieldDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@class SingleWieldEvents : UpperBodyEventsTransition
---@field hasInstantEquipHackBeenApplied Bool
SingleWieldEvents = {}

---@return SingleWieldEvents
function SingleWieldEvents.new() return end

---@param props table
---@return SingleWieldEvents
function SingleWieldEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SingleWieldEvents:InstantEquipHACK(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SingleWieldEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SingleWieldEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SingleWieldEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SingleplayerMenuData : inkUserData
---@field mainMenuShownFirstTime Bool
---@field showExpansionHint Bool
SingleplayerMenuData = {}

---@return SingleplayerMenuData
function SingleplayerMenuData.new() return end

---@param props table
---@return SingleplayerMenuData
function SingleplayerMenuData.new(props) return end

---@class SingleplayerMenuGameController : gameuiMainMenuGameController
---@field baseLogoContainer inkCompoundWidgetReference
---@field ep1LogoContainer inkCompoundWidgetReference
---@field gogButtonWidgetRef inkWidgetReference
---@field accountSelector inkCompoundWidgetReference
---@field gameVersionButton inkCompoundWidgetReference
---@field patch2Notification inkCompoundWidgetReference
---@field patch2NotificationDelay Float
---@field expansionBanner inkCompoundWidgetReference
---@field ep1IdName CName
---@field buttonHintsManagerRef inkWidgetReference
---@field continuetooltipContainer inkCompoundWidgetReference
---@field onlineSystem gameIOnlineSystem
---@field requestHandler inkISystemRequestsHandler
---@field buttonHintsController ButtonHints
---@field continueGameTooltipController ContinueGameTooltip
---@field expansionHintController inkWidgetLogicController
---@field expansionBannerController ExpansionBannerController
---@field accountSelectorController inkMenuAccountLogicController
---@field uiSystem gameuiGameSystemUI
---@field dataSyncStatus servicesCloudSavesQueryStatus
---@field savesCount Int32
---@field savesReady Bool
---@field isOffline Bool
---@field isModded Bool
---@field isExpansionHintShown Bool
---@field isMainMenuShownFirstTime Bool
---@field isPatch2NotificationShown Bool
---@field isReloadPopupShown Bool
---@field isEp1Enabled Bool
---@field isDataValidationErrorShown Bool
---@field patch2NotificationIntroName CName
---@field patch2NotificationOutroName CName
---@field patch2NotificationAnimProxy inkanimProxy
SingleplayerMenuGameController = {}

---@return SingleplayerMenuGameController
function SingleplayerMenuGameController.new() return end

---@param props table
---@return SingleplayerMenuGameController
function SingleplayerMenuGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnCheckPatchNotes(userData) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnCloseExpansionPopup(userData) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnClosePatchNotes(userData) return end

---@param status servicesCloudSavesQueryStatus
---@return Bool
function SingleplayerMenuGameController:OnCloudSavesQueryStatusChanged(status) return end

---@param evt inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnContinueButtonEnter(evt) return end

---@param evt inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnContinueButtonLeave(evt) return end

---@param evt inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnExpansionBannerPressed(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnExpansionHintSpawned(widget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnGameVersionPress(evt) return end

---@param e inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnGlobalRelease(e) return end

---@param evt inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnGogPressed(evt) return end

---@return Bool
function SingleplayerMenuGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function SingleplayerMenuGameController:OnListRelease(e) return end

---@param value gameOnlineSystemStatus
---@return Bool
function SingleplayerMenuGameController:OnOnlineStatusChanged(value) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnOpenPatchNotes(userData) return end

---@param anim inkanimProxy
---@return Bool
function SingleplayerMenuGameController:OnPatch2NotificationIntroFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function SingleplayerMenuGameController:OnPatch2NotificationOutroFinished(anim) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnPurchaseDisabledError(userData) return end

---@return Bool
function SingleplayerMenuGameController:OnRedrawRequested() return end

---@param evt RetrySaveDataRequestDelay
---@return Bool
function SingleplayerMenuGameController:OnRetrySaveDataRequestDelay(evt) return end

---@param info inkSaveMetadataInfo
---@return Bool
function SingleplayerMenuGameController:OnSaveMetadataReady(info) return end

---@param saves String[]
---@return Bool
function SingleplayerMenuGameController:OnSavesForLoadReady(saves) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function SingleplayerMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnSetUserData(userData) return end

---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnShowOneTimeMessages(userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function SingleplayerMenuGameController:OnTooltipContainerSpawned(widget, userData) return end

---@return Bool
function SingleplayerMenuGameController:OnUninitialize() return end

function SingleplayerMenuGameController:DBG_ShowAccountButton() return end

function SingleplayerMenuGameController:ExpansionBannerInteracted() return end

---@param data PauseMenuListItemData
---@return Bool
function SingleplayerMenuGameController:HandleMenuItemActivate(data) return end

---@param progress Float
function SingleplayerMenuGameController:OnAdditionalContentDataReloadProgress_MainMenu(progress) return end

---@param id CName|string
---@param success Bool
function SingleplayerMenuGameController:OnAdditionalContentInstallationRequestResult_MainMenu(id, success) return end

---@param id CName|string
---@param success Bool
function SingleplayerMenuGameController:OnAdditionalContentInstallationResult_MainMenu(id, success) return end

---@param id CName|string
---@param success Bool
function SingleplayerMenuGameController:OnAdditionalContentPurchaseResult_MainMenu(id, success) return end

---@param id CName|string
---@param success Bool
function SingleplayerMenuGameController:OnAdditionalContentStatusUpdateResult_MainMenu(id, success) return end

---@param id CName|string
function SingleplayerMenuGameController:OnAdditionalDataInvalidCallback_MainMenu(id) return end

---@param type ExpansionPopupType
---@param forcibly Bool
function SingleplayerMenuGameController:OpenExpansionInfoPopup(type, forcibly) return end

---@param mode Bool
function SingleplayerMenuGameController:OpenPatchNotesPopup(mode) return end

function SingleplayerMenuGameController:PopulateMenuItemList() return end

---@param visible Bool
function SingleplayerMenuGameController:SetButtonsVisible(visible) return end

---@param visible Bool
function SingleplayerMenuGameController:SetControlsVisible(visible) return end

---@return Bool
function SingleplayerMenuGameController:ShouldShowDataValidationError() return end

function SingleplayerMenuGameController:ShowActionsList() return end

function SingleplayerMenuGameController:ShowAdditionalDataInvalidError() return end

---@param error ExpansionErrorType
function SingleplayerMenuGameController:ShowExpansionError(error) return end

function SingleplayerMenuGameController:ShowRussianLanguageDisclaimer() return end

function SingleplayerMenuGameController:SpawnExpansionHint() return end

---@param isEP1Installed Bool
function SingleplayerMenuGameController:SwitchGameLogo(isEP1Installed) return end

function SingleplayerMenuGameController:UpdateExpansionBannerState() return end

---@class SkillCheckBase : IScriptable
---@field alternativeName TweakDBID
---@field difficulty EGameplayChallengeLevel
---@field additionalRequirements GameplayConditionContainer
---@field duration Float
---@field isActive Bool
---@field wasPassed Bool
---@field skillCheckPerformed Bool
---@field skillToCheck EDeviceChallengeSkill
---@field baseSkill GameplaySkillCondition
---@field isDynamic Bool
SkillCheckBase = {}

function SkillCheckBase:CheckPerformed() return end

---@param requester gameObject
---@return Bool
function SkillCheckBase:Evaluate(requester) return end

---@return GameplayConditionContainer
function SkillCheckBase:GetAdditionalRequirements() return end

---@return TweakDBID
function SkillCheckBase:GetAlternativeName() return end

---@return GameplaySkillCondition
function SkillCheckBase:GetBaseSkill() return end

---@return EGameplayChallengeLevel
function SkillCheckBase:GetDifficulty() return end

---@return Float
function SkillCheckBase:GetDuration() return end

---@return EDeviceChallengeSkill
function SkillCheckBase:GetSkill() return end

function SkillCheckBase:Initialize() return end

---@return Bool
function SkillCheckBase:IsActive() return end

---@return Bool
function SkillCheckBase:IsDynamic() return end

---@return Bool
function SkillCheckBase:IsPassed() return end

---@param name TweakDBID|string
function SkillCheckBase:SetAlternativeName(name) return end

---@param difficulty EGameplayChallengeLevel
function SkillCheckBase:SetDifficulty(difficulty) return end

---@param duration Float
function SkillCheckBase:SetDuration(duration) return end

---@param isDynamic Bool
function SkillCheckBase:SetDynamic(isDynamic) return end

---@param value Bool
function SkillCheckBase:SetIsActive(value) return end

---@param value Bool
function SkillCheckBase:SetIsPassed(value) return end

---@return Bool
function SkillCheckBase:WasPerformed() return end

---@class SkillCheckPrereq : DevelopmentCheckPrereq
---@field skillToCheck gamedataProficiencyType
SkillCheckPrereq = {}

---@return SkillCheckPrereq
function SkillCheckPrereq.new() return end

---@param props table
---@return SkillCheckPrereq
function SkillCheckPrereq.new(props) return end

---@return gamedataProficiencyType
function SkillCheckPrereq:GetSkillToCheck() return end

---@param recordID TweakDBID|string
function SkillCheckPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function SkillCheckPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function SkillCheckPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function SkillCheckPrereq:OnUnregister(state, context) return end

---@class SkillCheckPrereqState : gamePrereqState
SkillCheckPrereqState = {}

---@return SkillCheckPrereqState
function SkillCheckPrereqState.new() return end

---@param props table
---@return SkillCheckPrereqState
function SkillCheckPrereqState.new(props) return end

---@return gamedataProficiencyType
function SkillCheckPrereqState:GetSkillToCheck() return end

---@param obj gameObject
---@param newLevel Int32
function SkillCheckPrereqState:UpdateSkillCheckPrereqData(obj, newLevel) return end

---@class SkillRewardHoverOut : redEvent
SkillRewardHoverOut = {}

---@return SkillRewardHoverOut
function SkillRewardHoverOut.new() return end

---@param props table
---@return SkillRewardHoverOut
function SkillRewardHoverOut.new(props) return end

---@class SkillRewardHoverOver : redEvent
---@field data LevelRewardDisplayData
---@field widget inkWidget
SkillRewardHoverOver = {}

---@return SkillRewardHoverOver
function SkillRewardHoverOver.new() return end

---@param props table
---@return SkillRewardHoverOver
function SkillRewardHoverOver.new(props) return end

---@class SkillTooltipData : BasePerksMenuTooltipData
---@field proficiencyType gamedataProficiencyType
---@field attributeRecord gamedataAttribute_Record
---@field skillData ProficiencyDisplayData
SkillTooltipData = {}

---@return SkillTooltipData
function SkillTooltipData.new() return end

---@param props table
---@return SkillTooltipData
function SkillTooltipData.new(props) return end

function SkillTooltipData:RefreshRuntimeData() return end

---@class Slave_Test : gameObject
---@field deviceComponent PSD_Detector
Slave_Test = {}

---@return Slave_Test
function Slave_Test.new() return end

---@param props table
---@return Slave_Test
function Slave_Test.new(props) return end

---@param interaction gameinteractionsChoiceEvent
---@return Bool
function Slave_Test:OnInteraction(interaction) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Slave_Test:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Slave_Test:OnTakeControl(ri) return end

---@class SlideDecisions : CrouchDecisions
SlideDecisions = {}

---@return SlideDecisions
function SlideDecisions.new() return end

---@param props table
---@return SlideDecisions
function SlideDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideDecisions:ShouldExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideDecisions:ToStand(stateContext, scriptInterface) return end

---@class SlideEvents : CrouchEvents
---@field rumblePlayed Bool
---@field enteredWithSprint Bool
---@field addDecelerationModifier gameStatModifierData_Deprecated
SlideEvents = {}

---@return SlideEvents
function SlideEvents.new() return end

---@param props table
---@return SlideEvents
function SlideEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents.StopSlideSoundEffect(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
function SlideEvents:AddDecelerationStatModifier(stateContext, scriptInterface, enable) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:CleanUpOnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:EvaluateSlideDeceleration(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnEnterFromSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnEnterFromWorkspot(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param dontStopRumble Bool
function SlideEvents:OnExitHelper(stateContext, scriptInterface, dontStopRumble) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param keepSprint Bool
---@param dontStopRumble Bool
function SlideEvents:OnExitNoCrouch(stateContext, scriptInterface, keepSprint, dontStopRumble) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToChargeJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToClimb(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToDodge(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToHoverJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnExitToVault(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SlideExitingDecisions : ExitingDecisions
SlideExitingDecisions = {}

---@return SlideExitingDecisions
function SlideExitingDecisions.new() return end

---@param props table
---@return SlideExitingDecisions
function SlideExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SlideExitingEvents : ExitingEvents
---@field exitMomentum Vector4
SlideExitingEvents = {}

---@return SlideExitingEvents
function SlideExitingEvents.new() return end

---@param props table
---@return SlideExitingEvents
function SlideExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideExitingEvents:OnExit(stateContext, scriptInterface) return end

---@class SlideFallDecisions : LocomotionAirDecisions
SlideFallDecisions = {}

---@return SlideFallDecisions
function SlideFallDecisions.new() return end

---@param props table
---@return SlideFallDecisions
function SlideFallDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideFallDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideFallDecisions:ToFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideFallDecisions:ToSlide(stateContext, scriptInterface) return end

---@class SlideFallEvents : LocomotionAirEvents
SlideFallEvents = {}

---@return SlideFallEvents
function SlideFallEvents.new() return end

---@param props table
---@return SlideFallEvents
function SlideFallEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideFallEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideFallEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SlideLowGravityDecisions : CrouchLowGravityDecisions
SlideLowGravityDecisions = {}

---@return SlideLowGravityDecisions
function SlideLowGravityDecisions.new() return end

---@param props table
---@return SlideLowGravityDecisions
function SlideLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideLowGravityDecisions:ShouldExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SlideLowGravityDecisions:ToCrouchLowGravity(stateContext, scriptInterface) return end

---@class SlideLowGravityEvents : CrouchLowGravityEvents
SlideLowGravityEvents = {}

---@return SlideLowGravityEvents
function SlideLowGravityEvents.new() return end

---@param props table
---@return SlideLowGravityEvents
function SlideLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideLowGravityEvents:OnExitToCrouch(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideLowGravityEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideLowGravityEvents:UpdateCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SlideLowGravityEvents:UpdateSprint(stateContext, scriptInterface) return end

---@class SlidingLadder : BaseAnimatedDevice
---@field offMeshConnectionDown AIOffMeshConnectionComponent
---@field offMeshConnectionUp AIOffMeshConnectionComponent
---@field ladderInteraction gameinteractionsComponent
---@field wasShot Bool
SlidingLadder = {}

---@return SlidingLadder
function SlidingLadder.new() return end

---@param props table
---@return SlidingLadder
function SlidingLadder.new(props) return end

---@param evt DelayEvent
---@return Bool
function SlidingLadder:OnDelayEvent(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function SlidingLadder:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SlidingLadder:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SlidingLadder:OnTakeControl(ri) return end

function SlidingLadder:Animate() return end

---@return EGameplayRole
function SlidingLadder:DeterminGameplayRole() return end

---@return SlidingLadderController
function SlidingLadder:GetController() return end

---@return SlidingLadderControllerPS
function SlidingLadder:GetDevicePS() return end

---@return Float
function SlidingLadder:GetTimeScale() return end

function SlidingLadder:OnPlayAnimation() return end

function SlidingLadder:ResolveGameplayState() return end

function SlidingLadder:ToggleLadder() return end

---@class SlidingLadderController : BaseAnimatedDeviceController
SlidingLadderController = {}

---@return SlidingLadderController
function SlidingLadderController.new() return end

---@param props table
---@return SlidingLadderController
function SlidingLadderController.new(props) return end

---@return SlidingLadderControllerPS
function SlidingLadderController:GetPS() return end

---@class SlidingLadderControllerPS : BaseAnimatedDeviceControllerPS
---@field isShootable Bool
---@field animationTime Float
SlidingLadderControllerPS = {}

---@return SlidingLadderControllerPS
function SlidingLadderControllerPS.new() return end

---@param props table
---@return SlidingLadderControllerPS
function SlidingLadderControllerPS.new(props) return end

---@return EnterLadder
function SlidingLadderControllerPS:ActionEnterLadder() return end

---@return Bool
function SlidingLadderControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SlidingLadderControllerPS:GetActions(context) return end

---@return Float
function SlidingLadderControllerPS:GetAnimTime() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SlidingLadderControllerPS:GetQuickHackActions(context) return end

---@return Bool
function SlidingLadderControllerPS:IsShootable() return end

---@param evt EnterLadder
---@return EntityNotificationType
function SlidingLadderControllerPS:OnEnterLadder(evt) return end

function SlidingLadderControllerPS:SetActive() return end

---@class SlotAnimationInProgress : AIbehaviorconditionScript
SlotAnimationInProgress = {}

---@return SlotAnimationInProgress
function SlotAnimationInProgress.new() return end

---@param props table
---@return SlotAnimationInProgress
function SlotAnimationInProgress.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SlotAnimationInProgress:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function SlotAnimationInProgress:Check(context) return end

---@class SlotMachineController : inkWidgetLogicController
---@field barrelAnimationID CName
---@field winAnimationsID CName[]
---@field looseAnimationID CName
---@field slotWidgets inkWidgetReference[]
---@field imagePresets CName[]
---@field winChance Int32
---@field maxWinChance Int32
---@field slots SlotMachineSlot[]
---@field barellAnimation inkanimProxy
---@field outcomeAnimation inkanimProxy
---@field shouldWinNextTime Bool
SlotMachineController = {}

---@return SlotMachineController
function SlotMachineController.new() return end

---@param props table
---@return SlotMachineController
function SlotMachineController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function SlotMachineController:OnBarellAnimationFinished(anim) return end

---@return Bool
function SlotMachineController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function SlotMachineController:OnOutcomeAnimationFinished(anim) return end

function SlotMachineController:PerformBarellCycle() return end

function SlotMachineController:RandomizeBarell() return end

function SlotMachineController:SetupBarellSlots() return end

---@class SlotMachineSlot : inkWidgetLogicController
---@field winningRowIndex Int32
---@field imagesUpper inkImageWidgetReference[]
---@field imagesLower inkImageWidgetReference[]
---@field imagePresets CName[]
SlotMachineSlot = {}

---@return SlotMachineSlot
function SlotMachineSlot.new() return end

---@param props table
---@return SlotMachineSlot
function SlotMachineSlot.new(props) return end

---@return Bool
function SlotMachineSlot:OnInitialize() return end

---@param isWinning Bool
function SlotMachineSlot:RandomiseImages(isWinning) return end

function SlotMachineSlot:RandomiseLowerImages() return end

function SlotMachineSlot:RandomiseUpperImages() return end

---@param imagePresets CName[]|string[]
function SlotMachineSlot:SetImagesPresets(imagePresets) return end

function SlotMachineSlot:SetWinningRow() return end

---@class SlotReservationDecorator : AIVehicleTaskAbstract
---@field mountData AIArgumentMapping
---@field mountEventData gameMountEventData
SlotReservationDecorator = {}

---@return SlotReservationDecorator
function SlotReservationDecorator.new() return end

---@param props table
---@return SlotReservationDecorator
function SlotReservationDecorator.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SlotReservationDecorator:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function SlotReservationDecorator:Deactivate(context) return end

---@class SlotUserData : IScriptable
---@field item UIInventoryItem
---@field index Int32
---@field area gamedataEquipmentArea
---@field isLocked Bool
---@field visibleWhenLocked Bool
---@field screen CyberwareScreenType
---@field isPerkRequired Bool
---@field canUpgrade Bool
---@field upgradeItem gamedataItem_Record
---@field upgradeItemQuality gamedataQuality
SlotUserData = {}

---@return SlotUserData
function SlotUserData.new() return end

---@param props table
---@return SlotUserData
function SlotUserData.new(props) return end

---@class SmartBulletDeflectedEvent : redEvent
---@field localToWorld Matrix
---@field instigator gameObject
---@field weapon gameObject
SmartBulletDeflectedEvent = {}

---@return SmartBulletDeflectedEvent
function SmartBulletDeflectedEvent.new() return end

---@param props table
---@return SmartBulletDeflectedEvent
function SmartBulletDeflectedEvent.new(props) return end

---@class SmartDespawnRequest : redEvent
SmartDespawnRequest = {}

---@return SmartDespawnRequest
function SmartDespawnRequest.new() return end

---@param props table
---@return SmartDespawnRequest
function SmartDespawnRequest.new(props) return end

---@class SmartHouse : InteractiveMasterDevice
---@field timetableActive Bool
SmartHouse = {}

---@return SmartHouse
function SmartHouse.new() return end

---@param props table
---@return SmartHouse
function SmartHouse.new(props) return end

---@return Bool
function SmartHouse:OnDetach() return end

---@param evt DisableTimeCallbacks
---@return Bool
function SmartHouse:OnDisableTimeCallbacks(evt) return end

---@param evt EnableTimeCallbacks
---@return Bool
function SmartHouse:OnEnableTimeCallbacks(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function SmartHouse:OnFactChanged(evt) return end

---@return Bool
function SmartHouse:OnGameAttached() return end

---@param evt ChangePresetEvent
---@return Bool
function SmartHouse:OnQuestChangePreset(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SmartHouse:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SmartHouse:OnTakeControl(ri) return end

---@param evt PresetTimetableEvent
---@return Bool
function SmartHouse:OnTimeTableCallback(evt) return end

---@return SmartHouseController
function SmartHouse:GetController() return end

---@return SmartHouseControllerPS
function SmartHouse:GetDevicePS() return end

---@class SmartHouseConfiguration
---@field enableInteraction Bool
---@field factName CName
SmartHouseConfiguration = {}

---@return SmartHouseConfiguration
function SmartHouseConfiguration.new() return end

---@param props table
---@return SmartHouseConfiguration
function SmartHouseConfiguration.new(props) return end

---@class SmartHouseController : MasterController
SmartHouseController = {}

---@return SmartHouseController
function SmartHouseController.new() return end

---@param props table
---@return SmartHouseController
function SmartHouseController.new(props) return end

---@return SmartHouseControllerPS
function SmartHouseController:GetPS() return end

---@class SmartHouseControllerPS : MasterControllerPS
---@field timetable SPresetTimetableEntry[]
---@field activePreset SmartHousePreset
---@field availablePresets SmartHousePreset[]
---@field smartHouseCustomization SmartHouseConfiguration
---@field callbackID Uint32
SmartHouseControllerPS = {}

---@return SmartHouseControllerPS
function SmartHouseControllerPS.new() return end

---@param props table
---@return SmartHouseControllerPS
function SmartHouseControllerPS.new(props) return end

---@return Bool
function SmartHouseControllerPS:OnInstantiated() return end

---@return OpenInteriorManager
function SmartHouseControllerPS:ActionOpenInteriorManager() return end

---@param preset SmartHousePreset
---@return PresetAction
function SmartHouseControllerPS:ActionPreset(preset) return end

---@param i Int32
function SmartHouseControllerPS:ActivatePreset(i) return end

---@param newTable SPresetTimetableEntry
---@param arrayPos Int32
function SmartHouseControllerPS:CheckTimetable(newTable, arrayPos) return end

function SmartHouseControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SmartHouseControllerPS:GetActions(context) return end

---@return Int32
function SmartHouseControllerPS:GetActiveTimeTableEntry() return end

---@return GameTime
function SmartHouseControllerPS:GetCurrentTime() return end

---@return CName
function SmartHouseControllerPS:GetCustomizationFact() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function SmartHouseControllerPS:GetDeviceWidget(context) return end

---@param context gameGetActionsContext
---@return TweakDBID
function SmartHouseControllerPS:GetInkWidgetTweakDBID(context) return end

function SmartHouseControllerPS:Initialize() return end

function SmartHouseControllerPS:InitializePreset() return end

function SmartHouseControllerPS:InitializeTimetable() return end

---@param time SSimpleGameTime
---@return GameTime
function SmartHouseControllerPS:MakeTime(time) return end

---@param evt OpenInteriorManager
---@return EntityNotificationType
function SmartHouseControllerPS:OnOpenInteriorManager(evt) return end

---@param evt PresetAction
---@return EntityNotificationType
function SmartHouseControllerPS:OnPresetAction(evt) return end

---@param preset CName|string
function SmartHouseControllerPS:QuestForcePreset(preset) return end

function SmartHouseControllerPS:RegisterFactCallback() return end

function SmartHouseControllerPS:UninitializeTimetable() return end

function SmartHouseControllerPS:UnregisterFactCallback() return end

---@class SmartHouseDeviceWidgetController : DeviceWidgetControllerBase
---@field interiorManagerSlot inkWidget
SmartHouseDeviceWidgetController = {}

---@return SmartHouseDeviceWidgetController
function SmartHouseDeviceWidgetController.new() return end

---@param props table
---@return SmartHouseDeviceWidgetController
function SmartHouseDeviceWidgetController.new(props) return end

---@return Bool
function SmartHouseDeviceWidgetController:OnInitialize() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function SmartHouseDeviceWidgetController:Initialize(gameController, widgetData) return end

---@class SmartHousePreset : IScriptable
---@field timetable SPresetTimetableEntry
SmartHousePreset = {}

---@param devices gameDeviceComponentPS[]
function SmartHousePreset:ExecutePresetActions(devices) return end

---@return CName
function SmartHousePreset:GetIconName() return end

---@return CName
function SmartHousePreset:GetPresetName() return end

---@return SPresetTimetableEntry
function SmartHousePreset:GetTimeTable() return end

---@param device DoorControllerPS
function SmartHousePreset:QueueDoorActions(device) return end

---@param device RadioControllerPS
function SmartHousePreset:QueueRadioActions(device) return end

---@param device SimpleSwitchControllerPS
function SmartHousePreset:QueueSwitchActions(device) return end

---@param device TVControllerPS
function SmartHousePreset:QueueTVActions(device) return end

---@param device WindowBlindersControllerPS
function SmartHousePreset:QueueWindowBlinderActions(device) return end

---@class SmartStorageEffector : ModifyAttackEffector
---@field baseRevengeChance Float
---@field revengeChanceStep Float
---@field revealDuration Float
---@field statusEffectForTarget TweakDBID
---@field statusEffectForSelf TweakDBID
---@field currentChance Float
SmartStorageEffector = {}

---@return SmartStorageEffector
function SmartStorageEffector.new() return end

---@param props table
---@return SmartStorageEffector
function SmartStorageEffector.new(props) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SmartStorageEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function SmartStorageEffector:RepeatedAction(owner) return end

---@class SmartWindow : Computer
SmartWindow = {}

---@return SmartWindow
function SmartWindow.new() return end

---@param props table
---@return SmartWindow
function SmartWindow.new(props) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SmartWindow:OnTakeControl(ri) return end

---@return SmartWindowController
function SmartWindow:GetController() return end

---@return SmartWindowControllerPS
function SmartWindow:GetDevicePS() return end

function SmartWindow:InitializeScreenDefinition() return end

---@class SmartWindowController : ComputerController
SmartWindowController = {}

---@return SmartWindowController
function SmartWindowController.new() return end

---@param props table
---@return SmartWindowController
function SmartWindowController.new(props) return end

---@return SmartWindowControllerPS
function SmartWindowController:GetPS() return end

---@class SmartWindowControllerPS : ComputerControllerPS
SmartWindowControllerPS = {}

---@return SmartWindowControllerPS
function SmartWindowControllerPS.new() return end

---@param props table
---@return SmartWindowControllerPS
function SmartWindowControllerPS.new(props) return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function SmartWindowControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

---@return TweakDBID
function SmartWindowControllerPS:GetBannerWidgetTweakDBID() return end

---@return TweakDBID
function SmartWindowControllerPS:GetFileThumbnailWidgetTweakDBID() return end

---@return TweakDBID
function SmartWindowControllerPS:GetFileWidgetTweakDBID() return end

---@return TweakDBID
function SmartWindowControllerPS:GetMailThumbnailWidgetTweakDBID() return end

---@return TweakDBID
function SmartWindowControllerPS:GetMailWidgetTweakDBID() return end

---@class SmartWindowInkGameController : ComputerInkGameController
SmartWindowInkGameController = {}

---@return SmartWindowInkGameController
function SmartWindowInkGameController.new() return end

---@param props table
---@return SmartWindowInkGameController
function SmartWindowInkGameController.new(props) return end

---@return Bool
function SmartWindowInkGameController:OnInitialize() return end

---@return SmartWindowMainLayoutWidgetController
function SmartWindowInkGameController:GetMainLayoutController() return end

---@return SmartWindow
function SmartWindowInkGameController:GetOwner() return end

function SmartWindowInkGameController:InitializeMainLayout() return end

---@param state EDeviceStatus
function SmartWindowInkGameController:Refresh(state) return end

function SmartWindowInkGameController:TurnOff() return end

function SmartWindowInkGameController:TurnOn() return end

---@param widgetsData SDocumentWidgetPackage[]
function SmartWindowInkGameController:UpdateFilesWidgets(widgetsData) return end

---@param widgetsData SDocumentWidgetPackage[]
function SmartWindowInkGameController:UpdateMailsWidgets(widgetsData) return end

---@class SmartWindowMainLayoutWidgetController : ComputerMainLayoutWidgetController
---@field menuMailsSlot inkWidgetReference
---@field menuFilesSlot inkWidgetReference
---@field menuNewsFeedSlot inkWidgetReference
---@field menuDevicesSlot inkWidgetReference
SmartWindowMainLayoutWidgetController = {}

---@return SmartWindowMainLayoutWidgetController
function SmartWindowMainLayoutWidgetController.new() return end

---@param props table
---@return SmartWindowMainLayoutWidgetController
function SmartWindowMainLayoutWidgetController.new(props) return end

---@return inkWidget
function SmartWindowMainLayoutWidgetController:GetDevicesMenuContainer() return end

---@return inkWidget
function SmartWindowMainLayoutWidgetController:GetFilesMenuContainer() return end

---@return inkWidget
function SmartWindowMainLayoutWidgetController:GetMailsMenuContainer() return end

---@return inkWidget
function SmartWindowMainLayoutWidgetController:GetNewsfeedMenuContainer() return end

---@param gameController ComputerInkGameController
function SmartWindowMainLayoutWidgetController:Initialize(gameController) return end

---@param widget inkWidget
function SmartWindowMainLayoutWidgetController:SetDevicesMenu(widget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function SmartWindowMainLayoutWidgetController:SetFilesMenu(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function SmartWindowMainLayoutWidgetController:SetMailsMenu(gameController, parentWidget) return end

---@param gameController ComputerInkGameController
---@param parentWidget inkWidget
function SmartWindowMainLayoutWidgetController:SetNewsFeedMenu(gameController, parentWidget) return end

function SmartWindowMainLayoutWidgetController:ShowDevices() return end

function SmartWindowMainLayoutWidgetController:ShowFiles() return end

function SmartWindowMainLayoutWidgetController:ShowMails() return end

function SmartWindowMainLayoutWidgetController:ShowNewsfeed() return end

---@class SmartWindowViabilityInterpreter : IScriptable
SmartWindowViabilityInterpreter = {}

---@return SmartWindowViabilityInterpreter
function SmartWindowViabilityInterpreter.new() return end

---@param props table
---@return SmartWindowViabilityInterpreter
function SmartWindowViabilityInterpreter.new(props) return end

---@param device SmartWindowControllerPS
---@param hasActiveActions Bool
---@return Bool
function SmartWindowViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class SmgLookAtDecisions : lookAtPresetGunBaseDecisions
SmgLookAtDecisions = {}

---@return SmgLookAtDecisions
function SmgLookAtDecisions.new() return end

---@param props table
---@return SmgLookAtDecisions
function SmgLookAtDecisions.new(props) return end

---@class SmgLookAtEvents : lookAtPresetGunBaseEvents
SmgLookAtEvents = {}

---@return SmgLookAtEvents
function SmgLookAtEvents.new() return end

---@param props table
---@return SmgLookAtEvents
function SmgLookAtEvents.new(props) return end

---@class SmokeMachine : BasicDistractionDevice
---@field areaComponent gameStaticTriggerAreaComponent
---@field highLightActive Bool
---@field entities entEntity[]
SmokeMachine = {}

---@return SmokeMachine
function SmokeMachine.new() return end

---@param props table
---@return SmokeMachine
function SmokeMachine.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function SmokeMachine:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function SmokeMachine:OnAreaExit(evt) return end

---@param evt OverloadDevice
---@return Bool
function SmokeMachine:OnOverloadDevice(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function SmokeMachine:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SmokeMachine:OnRequestComponents(ri) return end

---@param evt RevealDeviceRequest
---@return Bool
function SmokeMachine:OnRevealDeviceRequest(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SmokeMachine:OnTakeControl(ri) return end

function SmokeMachine:ApplyStatusEffect() return end

---@param highlightType EFocusForcedHighlightType
---@return FocusForcedHighlightData
function SmokeMachine:CreateHighlight(highlightType) return end

---@return EGameplayRole
function SmokeMachine:DeterminGameplayRole() return end

---@return SmokeMachineController
function SmokeMachine:GetController() return end

---@return SmokeMachineControllerPS
function SmokeMachine:GetDevicePS() return end

---@return entEntity[]
function SmokeMachine:GetEntitiesInArea() return end

function SmokeMachine:RemoveStatusEffect() return end

---@param loopAnimation Bool
function SmokeMachine:StartDistraction(loopAnimation) return end

---@param toggle Bool
---@param id entEntityID
function SmokeMachine:ToggleHighlightOnSingleTarget(toggle, id) return end

---@param toggle Bool
function SmokeMachine:ToggleHighlightOnTargets(toggle) return end

---@class SmokeMachineController : BasicDistractionDeviceController
SmokeMachineController = {}

---@return SmokeMachineController
function SmokeMachineController.new() return end

---@param props table
---@return SmokeMachineController
function SmokeMachineController.new(props) return end

---@return SmokeMachineControllerPS
function SmokeMachineController:GetPS() return end

---@class SmokeMachineControllerPS : BasicDistractionDeviceControllerPS
SmokeMachineControllerPS = {}

---@return SmokeMachineControllerPS
function SmokeMachineControllerPS.new() return end

---@param props table
---@return SmokeMachineControllerPS
function SmokeMachineControllerPS.new(props) return end

---@return Bool
function SmokeMachineControllerPS:OnInstantiated() return end

---@return OverloadDevice
function SmokeMachineControllerPS:ActionOverloadDevice() return end

---@return Bool
function SmokeMachineControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SmokeMachineControllerPS:GetQuickHackActions(context) return end

function SmokeMachineControllerPS:Initialize() return end

---@param evt OverloadDevice
---@return EntityNotificationType
function SmokeMachineControllerPS:OnOverloadDevice(evt) return end

---@class SmsMessangerInitalizedEvent : redEvent
SmsMessangerInitalizedEvent = {}

---@return SmsMessangerInitalizedEvent
function SmsMessangerInitalizedEvent.new() return end

---@param props table
---@return SmsMessangerInitalizedEvent
function SmsMessangerInitalizedEvent.new(props) return end

---@class SnapToTargetExecutor : gameEffectExecutor_Scripted
SnapToTargetExecutor = {}

---@return SnapToTargetExecutor
function SnapToTargetExecutor.new() return end

---@param props table
---@return SnapToTargetExecutor
function SnapToTargetExecutor.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function SnapToTargetExecutor:Process(ctx, applierCtx) return end

---@class SniperNest : SensorDevice
---@field animFeature AnimFeature_SecurityTurretData
---@field animFeatureName CName
---@field weapon gameweaponObject
---@field itemID ItemID
---@field teleportAfterEnter NodeRef
---@field burstDelayEvtID gameDelayID
---@field isBurstDelayOngoing Bool
---@field nextShootCycleDelayEvtID gameDelayID
---@field isShootingOngoing Bool
---@field timeToNextShot Float
---@field player PlayerPuppet
---@field targetZoom Float
---@field startZoom Float
---@field zoomLerpTimeStamp Float
---@field zoomLerpDuration Float
SniperNest = {}

---@return SniperNest
function SniperNest.new() return end

---@param props table
---@return SniperNest
function SniperNest.new(props) return end

---@param isVisible Bool
function SniperNest.CreateInputHint(isVisible) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function SniperNest:OnDamageReceived(evt) return end

---@return Bool
function SniperNest:OnDetach() return end

---@return Bool
function SniperNest:OnGameAttached() return end

---@param evt GrabReferenceToWeaponEvent
---@return Bool
function SniperNest:OnGrabReferenceToWeaponEvent(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function SniperNest:OnHit(evt) return end

---@param evt QuestEjectPlayer
---@return Bool
function SniperNest:OnQuestEjectPlayer(evt) return end

---@param evt QuestEnterNoAnimation
---@return Bool
function SniperNest:OnQuestEnterNoAnimation(evt) return end

---@param evt QuestEnterPlayer
---@return Bool
function SniperNest:OnQuestEnterPlayer(evt) return end

---@param evt QuestExitNoAnimation
---@return Bool
function SniperNest:OnQuestExitNoAnimation(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SniperNest:OnRequestComponents(ri) return end

---@param evt TCSTakeOverControlActivate
---@return Bool
function SniperNest:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return Bool
function SniperNest:OnTCSTakeOverControlDeactivate(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SniperNest:OnTakeControl(ri) return end

---@param evt ToggleTakeOverControl
---@return Bool
function SniperNest:OnToggleTakeOverControl(evt) return end

---@param evt TurretShootingIntervalEvent
---@return Bool
function SniperNest:OnTurretShootingIntervalEvent(evt) return end

---@param componentName CName|string
---@return Bool
function SniperNest:OnWorkspotFinished(componentName) return end

function SniperNest:AddHeadshotModifier() return end

function SniperNest:ApplyShootingInterval() return end

---@param blocked Bool
function SniperNest:BlockSniperNestFunctionalities(blocked) return end

---@param isPressed Bool
function SniperNest:ControlledDeviceInputAction(isPressed) return end

---@return EGameplayRole
function SniperNest:DeterminGameplayRole() return end

function SniperNest:DeviceUpdate() return end

---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function SniperNest:EnterWorkspot(activator, freeCamera, componentName, deviceData) return end

---@return SniperNestController
function SniperNest:GetController() return end

---@return SniperNestControllerPS
function SniperNest:GetDevicePS() return end

---@return Float
function SniperNest:GetFirerate() return end

---@return String
function SniperNest:GetScannerName() return end

---@return gameweaponObject
function SniperNest:GetWeapon() return end

function SniperNest:GiveSniperRifleToThePlayer() return end

function SniperNest:GiveWeaponToTurret() return end

function SniperNest:GrabReferenceToWeapon() return end

---@param value Float
function SniperNest:HandlePlayerStateMachineZoom(value) return end

function SniperNest:LeaveSniperNest() return end

function SniperNest:PushPersistentData() return end

---@param delay Float
function SniperNest:QueueNextShot(delay) return end

function SniperNest:RemoveHeadshotModifier() return end

---@param weapon gameweaponObject
---@param weaponOwner gameObject
---@param forceReselection Bool
function SniperNest:SelectShootingPattern(weapon, weaponOwner, forceReselection) return end

---@param value Float
function SniperNest:SetFirerate(value) return end

function SniperNest:SetUpSniperNestOnEnter() return end

---@param shootStart Bool
function SniperNest:ShootAttachedWeapon(shootStart) return end

function SniperNest:ShootStart() return end

function SniperNest:ShootStop() return end

---@return Bool
function SniperNest:ShouldShowDamageNumber() return end

---@param activator gameObject
function SniperNest:TeleportToNode(activator) return end

---@class SniperNestController : SensorDeviceController
SniperNestController = {}

---@return SniperNestController
function SniperNestController.new() return end

---@param props table
---@return SniperNestController
function SniperNestController.new(props) return end

---@return SniperNestControllerPS
function SniperNestController:GetPS() return end

---@class SniperNestControllerPS : SensorDeviceControllerPS
---@field vfxNameOnShoot CName
---@field isRippedOff Bool
SniperNestControllerPS = {}

---@return SniperNestControllerPS
function SniperNestControllerPS.new() return end

---@param props table
---@return SniperNestControllerPS
function SniperNestControllerPS.new(props) return end

---@return Bool
function SniperNestControllerPS:OnInstantiated() return end

---@return QuestEjectPlayer
function SniperNestControllerPS:ActionQuestEjectPlayer() return end

---@return QuestEnterNoAnimation
function SniperNestControllerPS:ActionQuestEnterNoAnimation() return end

---@return QuestEnterPlayer
function SniperNestControllerPS:ActionQuestEnterPlayer() return end

---@return QuestExitNoAnimation
function SniperNestControllerPS:ActionQuestExitNoAnimation() return end

function SniperNestControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SniperNestControllerPS:GetActions(context) return end

---@return Bool
function SniperNestControllerPS:GetIsUnderControl() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SniperNestControllerPS:GetQuestActions(context) return end

---@return Bool
function SniperNestControllerPS:GetRippedOff() return end

---@return String
function SniperNestControllerPS:GetVfxNameOnShoot() return end

function SniperNestControllerPS:Initialize() return end

function SniperNestControllerPS:LogicReady() return end

---@param evt QuestEjectPlayer
---@return EntityNotificationType
function SniperNestControllerPS:OnQuestEjectPlayer(evt) return end

---@param evt QuestEnterNoAnimation
---@return EntityNotificationType
function SniperNestControllerPS:OnQuestEnterNoAnimation(evt) return end

---@param evt QuestEnterPlayer
---@return EntityNotificationType
function SniperNestControllerPS:OnQuestEnterPlayer(evt) return end

---@param evt QuestExitNoAnimation
---@return EntityNotificationType
function SniperNestControllerPS:OnQuestExitNoAnimation(evt) return end

---@param state EDeviceStatus
function SniperNestControllerPS:SetDeviceState(state) return end

---@param value Bool
function SniperNestControllerPS:SetRippedOff(value) return end

---@class SniperNestDeviceBlackboardDef : gamebbScriptDefinition
---@field IsInTheSniperNest gamebbScriptID_Bool
---@field FastForwardToZoom4 gamebbScriptID_Bool
---@field SniperNestDefaultSpeedMultiplier gamebbScriptID_Float
---@field SniperNestZoomedSpeedMultiplier gamebbScriptID_Float
SniperNestDeviceBlackboardDef = {}

---@return SniperNestDeviceBlackboardDef
function SniperNestDeviceBlackboardDef.new() return end

---@param props table
---@return SniperNestDeviceBlackboardDef
function SniperNestDeviceBlackboardDef.new(props) return end

---@return Bool
function SniperNestDeviceBlackboardDef:AutoCreateInSystem() return end

---@class SniperRifleLookAtDecisions : lookAtPresetGunBaseDecisions
SniperRifleLookAtDecisions = {}

---@return SniperRifleLookAtDecisions
function SniperRifleLookAtDecisions.new() return end

---@param props table
---@return SniperRifleLookAtDecisions
function SniperRifleLookAtDecisions.new(props) return end

---@class SniperRifleLookAtEvents : lookAtPresetGunBaseEvents
SniperRifleLookAtEvents = {}

---@return SniperRifleLookAtEvents
function SniperRifleLookAtEvents.new() return end

---@param props table
---@return SniperRifleLookAtEvents
function SniperRifleLookAtEvents.new(props) return end

---@class SocialPanelContactInfo
---@field Hash Int32
---@field Contact gameJournalContact
SocialPanelContactInfo = {}

---@return SocialPanelContactInfo
function SocialPanelContactInfo.new() return end

---@param props table
---@return SocialPanelContactInfo
function SocialPanelContactInfo.new(props) return end

---@class SocialPanelContactsDetails : inkWidgetLogicController
---@field ContactAvatarRef inkImageWidgetReference
---@field ContactNameRef inkTextWidgetReference
---@field ContactDescriptionRef inkTextWidgetReference
SocialPanelContactsDetails = {}

---@return SocialPanelContactsDetails
function SocialPanelContactsDetails.new() return end

---@param props table
---@return SocialPanelContactsDetails
function SocialPanelContactsDetails.new(props) return end

---@param contactToShow gameJournalContact
---@param journalManager gameIJournalManager
function SocialPanelContactsDetails:ShowContact(contactToShow, journalManager) return end

---@class SocialPanelContactsList : inkWidgetLogicController
---@field ListItemName CName
---@field ItemsRoot inkBasePanelWidgetReference
---@field ItemsList SocialPanelContactsListItem[]
---@field CurrentContactHash Int32
---@field LastClickedContact gameJournalContact
SocialPanelContactsList = {}

---@return SocialPanelContactsList
function SocialPanelContactsList.new() return end

---@param props table
---@return SocialPanelContactsList
function SocialPanelContactsList.new(props) return end

---@param contactInfo SocialPanelContactInfo
---@param currentItem Int32
function SocialPanelContactsList:AddContactItem(contactInfo, currentItem) return end

---@param contactToShowHash Int32
---@return Bool
function SocialPanelContactsList:ChooseContact(contactToShowHash) return end

---@return gameJournalContact
function SocialPanelContactsList:GetClickedContact() return end

---@param e inkPointerEvent
function SocialPanelContactsList:OnListItemClicked(e) return end

---@param contacts SocialPanelContactInfo[]
function SocialPanelContactsList:RefreshContactsList(contacts) return end

---@class SocialPanelContactsListItem : inkToggleController
---@field Label inkTextWidgetReference
---@field ContactInfo SocialPanelContactInfo
SocialPanelContactsListItem = {}

---@return SocialPanelContactsListItem
function SocialPanelContactsListItem.new() return end

---@param props table
---@return SocialPanelContactsListItem
function SocialPanelContactsListItem.new(props) return end

---@return gameJournalContact
function SocialPanelContactsListItem:GetContact() return end

---@return Int32
function SocialPanelContactsListItem:GetHash() return end

---@param contactInfo SocialPanelContactInfo
function SocialPanelContactsListItem:Setup(contactInfo) return end

---@class SocialPanelGameController : gameuiMenuGameController
---@field SocialPanelContactsListRef inkWidgetReference
---@field SocialPanelContactsDetailsRef inkWidgetReference
---@field ContactsList SocialPanelContactsList
---@field ContactDetails SocialPanelContactsDetails
---@field RootWidget inkWidget
---@field JournalMgr gameJournalManager
SocialPanelGameController = {}

---@return SocialPanelGameController
function SocialPanelGameController.new() return end

---@param props table
---@return SocialPanelGameController
function SocialPanelGameController.new(props) return end

---@param e inkWidget
---@return Bool
function SocialPanelGameController:OnContactChangedRequest(e) return end

---@return Bool
function SocialPanelGameController:OnInitialize() return end

---@return Bool
function SocialPanelGameController:OnUninitialize() return end

---@param contactToShow gameJournalContact
function SocialPanelGameController:DisplayContact(contactToShow) return end

function SocialPanelGameController:RefreshView() return end

---@class SoldItem : IScriptable
---@field itemID ItemID
---@field quantity Int32
---@field piecePrice Int32
SoldItem = {}

---@return SoldItem
function SoldItem.new() return end

---@param props table
---@return SoldItem
function SoldItem.new(props) return end

---@class SoldItemsCache : IScriptable
---@field cache SoldItem[]
SoldItemsCache = {}

---@return SoldItemsCache
function SoldItemsCache.new() return end

---@param props table
---@return SoldItemsCache
function SoldItemsCache.new(props) return end

---@param itemID ItemID
---@param quantity Int32
---@param piecePrice Int32
function SoldItemsCache:AddItem(itemID, quantity, piecePrice) return end

---@param item SoldItem
function SoldItemsCache:AddItem(item) return end

---@param itemID ItemID
---@return SoldItem
function SoldItemsCache:GetItem(itemID) return end

---@param itemID ItemID
---@return Int32
function SoldItemsCache:GetItemPrice(itemID) return end

---@param itemID ItemID
---@param quantity Int32
function SoldItemsCache:RemoveItem(itemID, quantity) return end

---@class SortComparatorTemplate : IScriptable
SortComparatorTemplate = {}

---@param left Variant
---@param right Variant
---@return Bool
function SortComparatorTemplate:Compare(left, right) return end

---@class SortOut_Contagion : gameEffectObjectGroupFilter_Scripted
SortOut_Contagion = {}

---@return SortOut_Contagion
function SortOut_Contagion.new() return end

---@param props table
---@return SortOut_Contagion
function SortOut_Contagion.new(props) return end

---@param objectAction gamedataObjectAction_Record
---@return Bool
function SortOut_Contagion:IsContagion(objectAction) return end

---@return Bool, gameEffectScriptContext, gameEffectGroupFilterScriptContext
function SortOut_Contagion:Process() return end

---@param targets ScriptedPuppet[]
---@return ScriptedPuppet[]
function SortOut_Contagion:SortTargetsByStatusEffect(targets) return end

---@class SortingDropdownData : IScriptable
SortingDropdownData = {}

---@return DropdownItemData[]
function SortingDropdownData.GeVisualsDropdownOptions() return end

---@param context DropdownDisplayContext
---@return DropdownItemData[]
function SortingDropdownData.GetContextDropdownOptions(context) return end

---@return DropdownItemData[]
function SortingDropdownData.GetDefaultDropdownOptions() return end

---@param identifier Variant
---@param labelKey CName|string
---@param direction DropdownItemDirection
---@return DropdownItemData
function SortingDropdownData.GetDropdownItemData(identifier, labelKey, direction) return end

---@param options DropdownItemData[]
---@param identifier ItemSortMode
---@return DropdownItemData
function SortingDropdownData.GetDropdownOption(options, identifier) return end

---@return DropdownItemData[]
function SortingDropdownData.GetItemChooserWeaponDropdownOptions() return end

---@class SoundFxFactsSet : BunkerSystemsFactsSet
SoundFxFactsSet = {}

---@return SoundFxFactsSet
function SoundFxFactsSet.new() return end

---@param props table
---@return SoundFxFactsSet
function SoundFxFactsSet.new(props) return end

---@class SoundSystem : InteractiveMasterDevice
SoundSystem = {}

---@return SoundSystem
function SoundSystem.new() return end

---@param props table
---@return SoundSystem
function SoundSystem.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SoundSystem:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SoundSystem:OnTakeControl(ri) return end

---@return SoundSystemController
function SoundSystem:GetController() return end

---@return SoundSystemControllerPS
function SoundSystem:GetDevicePS() return end

---@class SoundSystemController : MasterController
SoundSystemController = {}

---@return SoundSystemController
function SoundSystemController.new() return end

---@param props table
---@return SoundSystemController
function SoundSystemController.new(props) return end

---@return SoundSystemControllerPS
function SoundSystemController:GetPS() return end

---@class SoundSystemControllerPS : MasterControllerPS
---@field defaultAction Int32
---@field soundSystemSettings SoundSystemSettings[]
---@field currentEvent ChangeMusicAction
---@field cachedEvent ChangeMusicAction
SoundSystemControllerPS = {}

---@return SoundSystemControllerPS
function SoundSystemControllerPS.new() return end

---@param props table
---@return SoundSystemControllerPS
function SoundSystemControllerPS.new(props) return end

---@return Bool
function SoundSystemControllerPS:OnInstantiated() return end

---@param settings SoundSystemSettings
---@return ChangeMusicAction
function SoundSystemControllerPS:ActionChangeMusic(settings) return end

---@return Bool
function SoundSystemControllerPS:CanCreateAnyQuickHackActions() return end

---@param settings MusicSettings
function SoundSystemControllerPS:EvaluateQuickHacksAvailability(settings) return end

function SoundSystemControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SoundSystemControllerPS:GetActions(context) return end

---@return TweakDBID
function SoundSystemControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SoundSystemControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SoundSystemControllerPS:GetQuickHackActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SoundSystemControllerPS:GetQuickHackActionsExternal(context) return end

function SoundSystemControllerPS:Initialize() return end

---@param evt ChangeMusicAction
---@return EntityNotificationType
function SoundSystemControllerPS:OnChangeMusicAction(evt) return end

---@param evt QuestForceOFF
---@return EntityNotificationType
function SoundSystemControllerPS:OnQuestForceOFF(evt) return end

---@param evt QuestForceON
---@return EntityNotificationType
function SoundSystemControllerPS:OnQuestForceON(evt) return end

---@param evt RefreshSlavesEvent
---@return EntityNotificationType
function SoundSystemControllerPS:OnRefreshSlavesEvent(evt) return end

---@param evt RefreshSlavesState
---@return EntityNotificationType
function SoundSystemControllerPS:OnRefreshSlavesState(evt) return end

---@param evt SetDeviceOFF
---@return EntityNotificationType
function SoundSystemControllerPS:OnSetDeviceOFF(evt) return end

---@param evt SetDeviceON
---@return EntityNotificationType
function SoundSystemControllerPS:OnSetDeviceON(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function SoundSystemControllerPS:OnToggleON(evt) return end

function SoundSystemControllerPS:RefreshSlaves() return end

function SoundSystemControllerPS:RefreshSlavesState() return end

function SoundSystemControllerPS:RefreshSlavesState_Event() return end

---@class SoundSystemSettings
---@field interactionName TweakDBID
---@field musicSettings MusicSettings
---@field canBeUsedAsQuickHack Bool
SoundSystemSettings = {}

---@return SoundSystemSettings
function SoundSystemSettings.new() return end

---@param props table
---@return SoundSystemSettings
function SoundSystemSettings.new(props) return end

---@class SourceTypeHitPrereqCondition : BaseHitPrereqCondition
---@field source CName
SourceTypeHitPrereqCondition = {}

---@return SourceTypeHitPrereqCondition
function SourceTypeHitPrereqCondition.new() return end

---@param props table
---@return SourceTypeHitPrereqCondition
function SourceTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function SourceTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function SourceTypeHitPrereqCondition:SetData(recordID) return end

---@class SpatialQueriesHelper : IScriptable
SpatialQueriesHelper = {}

---@return SpatialQueriesHelper
function SpatialQueriesHelper.new() return end

---@param props table
---@return SpatialQueriesHelper
function SpatialQueriesHelper.new(props) return end

---@param sourceObject gameObject
---@return Bool, Float
function SpatialQueriesHelper.GetFloorAngle(sourceObject) return end

---@param sourceObject gameObject
---@param queryDirection Vector4
---@param groundClearance Float
---@param areaWidth Float
---@param areaLength Float
---@param areaHeight Float
---@return Bool
function SpatialQueriesHelper.HasSpaceInFront(sourceObject, queryDirection, groundClearance, areaWidth, areaLength, areaHeight) return end

---@param sourceObject gameObject
---@param groundClearance Float
---@param areaWidth Float
---@param areaLength Float
---@param areaHeight Float
---@return Bool
function SpatialQueriesHelper.HasSpaceInFront(sourceObject, groundClearance, areaWidth, areaLength, areaHeight) return end

---@param owner gameObject
---@param target gameObject
---@param targetPos Vector4
---@param depthTestForObstacle Bool
---@return Bool, Bool
function SpatialQueriesHelper.IsTargetReachable(owner, target, targetPos, depthTestForObstacle) return end

---@class SpawnBoxEvaluator : PhysicsParticleInitializer
SpawnBoxEvaluator = {}

---@return SpawnBoxEvaluator
function SpawnBoxEvaluator.new() return end

---@param props table
---@return SpawnBoxEvaluator
function SpawnBoxEvaluator.new(props) return end

---@class SpawnLaserAttackEvent : redEvent
---@field attackRecord gamedataAttack_Record
---@field range Float
---@field duration Float
---@field index Int32
---@field playSlotAnimation Bool
SpawnLaserAttackEvent = {}

---@return SpawnLaserAttackEvent
function SpawnLaserAttackEvent.new() return end

---@param props table
---@return SpawnLaserAttackEvent
function SpawnLaserAttackEvent.new(props) return end

---@class SpawnLibraryItemController : inkWidgetLogicController
---@field libraryID CName
SpawnLibraryItemController = {}

---@return SpawnLibraryItemController
function SpawnLibraryItemController.new() return end

---@param props table
---@return SpawnLibraryItemController
function SpawnLibraryItemController.new(props) return end

---@return Bool
function SpawnLibraryItemController:OnInitialize() return end

---@class SpawnMaxTacAVWithDelayRequest : gameScriptableSystemRequest
SpawnMaxTacAVWithDelayRequest = {}

---@return SpawnMaxTacAVWithDelayRequest
function SpawnMaxTacAVWithDelayRequest.new() return end

---@param props table
---@return SpawnMaxTacAVWithDelayRequest
function SpawnMaxTacAVWithDelayRequest.new(props) return end

---@class SpawnPoliceVehicleWithDelayRequest : gameScriptableSystemRequest
SpawnPoliceVehicleWithDelayRequest = {}

---@return SpawnPoliceVehicleWithDelayRequest
function SpawnPoliceVehicleWithDelayRequest.new() return end

---@param props table
---@return SpawnPoliceVehicleWithDelayRequest
function SpawnPoliceVehicleWithDelayRequest.new(props) return end

---@class SpawnRoadblockadeWithDelayRequest : gameScriptableSystemRequest
SpawnRoadblockadeWithDelayRequest = {}

---@return SpawnRoadblockadeWithDelayRequest
function SpawnRoadblockadeWithDelayRequest.new() return end

---@param props table
---@return SpawnRoadblockadeWithDelayRequest
function SpawnRoadblockadeWithDelayRequest.new(props) return end

---@class SpawnSphereEvaluator : PhysicsParticleInitializer
SpawnSphereEvaluator = {}

---@return SpawnSphereEvaluator
function SpawnSphereEvaluator.new() return end

---@param props table
---@return SpawnSphereEvaluator
function SpawnSphereEvaluator.new(props) return end

---@class SpawnSubCharacterEffector : gameEffector
---@field owner gameObject
---@field subCharacterTDBID TweakDBID
SpawnSubCharacterEffector = {}

---@return SpawnSubCharacterEffector
function SpawnSubCharacterEffector.new() return end

---@param props table
---@return SpawnSubCharacterEffector
function SpawnSubCharacterEffector.new(props) return end

---@param owner gameObject
function SpawnSubCharacterEffector:ActionOff(owner) return end

---@param owner gameObject
function SpawnSubCharacterEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SpawnSubCharacterEffector:Initialize(record, parentRecord) return end

function SpawnSubCharacterEffector:Uninitialize() return end

---@class SpawnSubCharacterRequest : SpawnUniqueSubCharacterRequest
SpawnSubCharacterRequest = {}

---@return SpawnSubCharacterRequest
function SpawnSubCharacterRequest.new() return end

---@param props table
---@return SpawnSubCharacterRequest
function SpawnSubCharacterRequest.new(props) return end

---@class SpawnUniquePursuitSubCharacterRequest : gameScriptableSystemRequest
---@field subCharacterID TweakDBID
---@field position Vector4
SpawnUniquePursuitSubCharacterRequest = {}

---@return SpawnUniquePursuitSubCharacterRequest
function SpawnUniquePursuitSubCharacterRequest.new() return end

---@param props table
---@return SpawnUniquePursuitSubCharacterRequest
function SpawnUniquePursuitSubCharacterRequest.new(props) return end

---@class SpawnUniqueSubCharacterRequest : gameScriptableSystemRequest
---@field subCharacterID TweakDBID
---@field desiredDistance Float
SpawnUniqueSubCharacterRequest = {}

---@return SpawnUniqueSubCharacterRequest
function SpawnUniqueSubCharacterRequest.new() return end

---@param props table
---@return SpawnUniqueSubCharacterRequest
function SpawnUniqueSubCharacterRequest.new(props) return end

---@class SpawnerData
---@field spawnerID entEntityID
---@field entryNames CName[]
SpawnerData = {}

---@return SpawnerData
function SpawnerData.new() return end

---@param props table
---@return SpawnerData
function SpawnerData.new(props) return end

---@param id entEntityID
---@param entry CName|string
---@return SpawnerData
function SpawnerData.Construct(id, entry) return end

---@class Speaker : InteractiveDevice
---@field soundEventPlaying Bool
---@field soundEvent CName
---@field effectRef gameEffectRef
---@field deafGameEffect gameEffectInstance
---@field targets ScriptedPuppet[]
---@field statusEffect TweakDBID
Speaker = {}

---@return Speaker
function Speaker.new() return end

---@param props table
---@return Speaker
function Speaker.new(props) return end

---@param evt ChangeMusicAction
---@return Bool
function Speaker:OnChangeMusicAction(evt) return end

---@param evt DelayEvent
---@return Bool
function Speaker:OnDelayEvent(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function Speaker:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Speaker:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Speaker:OnTakeControl(ri) return end

---@param evt TargetAcquiredEvent
---@return Bool
function Speaker:OnTargetAcquired(evt) return end

---@param evt TargetLostEvent
---@return Bool
function Speaker:OnTargetLost(evt) return end

---@param target gameObject
function Speaker:ApplyStatusEffect(target) return end

function Speaker:CreateGameEffect() return end

---@return EGameplayRole
function Speaker:DeterminGameplayRole() return end

---@return SpeakerController
function Speaker:GetController() return end

---@return SpeakerControllerPS
function Speaker:GetDevicePS() return end

function Speaker:PlayAllSounds() return end

---@param target gameObject
function Speaker:RemoveStatusEffect(target) return end

---@param effect ESoundStatusEffects
function Speaker:StartGameEffect(effect) return end

---@param glitchState EGlitchState
---@param intensity Float
function Speaker:StartGlitching(glitchState, intensity) return end

function Speaker:StopAllSounds() return end

function Speaker:StopGameEffect() return end

function Speaker:StopGlitching() return end

function Speaker:TurnOffDevice() return end

function Speaker:TurnOnDevice() return end

---@class SpeakerController : ScriptableDeviceComponent
SpeakerController = {}

---@return SpeakerController
function SpeakerController.new() return end

---@param props table
---@return SpeakerController
function SpeakerController.new(props) return end

---@return SpeakerControllerPS
function SpeakerController:GetPS() return end

---@class SpeakerControllerPS : ScriptableDeviceComponentPS
---@field speakerSetup SpeakerSetup
---@field currentValue CName
---@field previousValue CName
SpeakerControllerPS = {}

---@return SpeakerControllerPS
function SpeakerControllerPS.new() return end

---@param props table
---@return SpeakerControllerPS
function SpeakerControllerPS.new(props) return end

---@return Bool
function SpeakerControllerPS:OnInstantiated() return end

---@return QuickHackDistraction
function SpeakerControllerPS:ActionQuickHackDistraction() return end

---@return Bool
function SpeakerControllerPS:CanCreateAnyQuickHackActions() return end

---@return MusicSettings
function SpeakerControllerPS:CreateDeafeningMusic() return end

function SpeakerControllerPS:GameAttached() return end

---@return TweakDBID
function SpeakerControllerPS:GetBackgroundTextureTweakDBID() return end

---@return CName
function SpeakerControllerPS:GetCurrentStation() return end

---@return TweakDBID
function SpeakerControllerPS:GetDeviceIconTweakDBID() return end

---@return CName
function SpeakerControllerPS:GetGlitchSFX() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SpeakerControllerPS:GetQuickHackActions(context) return end

---@return Float
function SpeakerControllerPS:GetRange() return end

function SpeakerControllerPS:Initialize() return end

---@param evt ChangeMusicAction
---@return EntityNotificationType
function SpeakerControllerPS:OnChangeMusicAction(evt) return end

---@param evt QuickHackDistraction
---@return EntityNotificationType
function SpeakerControllerPS:OnQuickHackDistraction(evt) return end

---@param station CName|string
function SpeakerControllerPS:SetCurrentStation(station) return end

---@return Bool
function SpeakerControllerPS:UseOnlyGlitchSFX() return end

---@class SpeakerSetup
---@field defaultMusic ERadioStationList
---@field distractionMusic ERadioStationList
---@field range Float
---@field glitchSFX CName
---@field useOnlyGlitchSFX Bool
SpeakerSetup = {}

---@return SpeakerSetup
function SpeakerSetup.new() return end

---@param props table
---@return SpeakerSetup
function SpeakerSetup.new(props) return end

---@class SpecialProperties
---@field enemyMarker Bool
---@field traps ETrap[]
SpecialProperties = {}

---@return SpecialProperties
function SpecialProperties.new() return end

---@param props table
---@return SpecialProperties
function SpecialProperties.new(props) return end

---@class SpeedExitingDecisions : ExitingDecisions
SpeedExitingDecisions = {}

---@return SpeedExitingDecisions
function SpeedExitingDecisions.new() return end

---@param props table
---@return SpeedExitingDecisions
function SpeedExitingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SpeedExitingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SpeedExitingEvents : ExitingEvents
---@field exitForce Vector4
SpeedExitingEvents = {}

---@return SpeedExitingEvents
function SpeedExitingEvents.new() return end

---@param props table
---@return SpeedExitingEvents
function SpeedExitingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SpeedExitingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SpeedExitingEvents:OnExit(stateContext, scriptInterface) return end

---@class SpeedIndicatorIconsManager : inkWidgetLogicController
---@field speedIndicator inkImageWidgetReference
---@field mirroredSpeedIndicator inkImageWidgetReference
SpeedIndicatorIconsManager = {}

---@return SpeedIndicatorIconsManager
function SpeedIndicatorIconsManager.new() return end

---@param props table
---@return SpeedIndicatorIconsManager
function SpeedIndicatorIconsManager.new(props) return end

---@param currentSpeed scnPlaySpeed
---@param currentDirection scnPlayDirection
function SpeedIndicatorIconsManager:SetBraindanceSpeed(currentSpeed, currentDirection) return end

---@class Sphere
---@field CenterRadius2 Vector4
Sphere = {}

---@return Sphere
function Sphere.new() return end

---@param props table
---@return Sphere
function Sphere.new(props) return end

---@param sphere Sphere
---@param a Vector4
---@param b Vector4
---@return Int32, Vector4, Vector4
function Sphere.IntersectEdge(sphere, a, b) return end

---@param sphere Sphere
---@param orign Vector4
---@param direction Vector4
---@return Int32, Vector4, Vector4
function Sphere.IntersectRay(sphere, orign, direction) return end

---@class SpiderbotActivateActivator : ActionBool
SpiderbotActivateActivator = {}

---@return SpiderbotActivateActivator
function SpiderbotActivateActivator.new() return end

---@param props table
---@return SpiderbotActivateActivator
function SpiderbotActivateActivator.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotActivateActivator.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotActivateActivator.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotActivateActivator.IsContextValid(context) return end

---@return String
function SpiderbotActivateActivator:GetTweakDBChoiceRecord() return end

function SpiderbotActivateActivator:SetProperties() return end

---@class SpiderbotBoolAction : ActionBool
---@field TrueRecord String
---@field FalseRecord String
SpiderbotBoolAction = {}

---@return SpiderbotBoolAction
function SpiderbotBoolAction.new() return end

---@param props table
---@return SpiderbotBoolAction
function SpiderbotBoolAction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotBoolAction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotBoolAction.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotBoolAction.IsContextValid(context) return end

---@return String
function SpiderbotBoolAction:GetTweakDBChoiceRecord() return end

---@param status EDeviceStatus
function SpiderbotBoolAction:SetProperties(status) return end

---@param status EDeviceStatus
---@param nameOnTrue CName|string
---@param nameOnFalse CName|string
function SpiderbotBoolAction:SetProperties(status, nameOnTrue, nameOnFalse) return end

---@class SpiderbotDisarmExplosiveDevice : ActionBool
SpiderbotDisarmExplosiveDevice = {}

---@return SpiderbotDisarmExplosiveDevice
function SpiderbotDisarmExplosiveDevice.new() return end

---@param props table
---@return SpiderbotDisarmExplosiveDevice
function SpiderbotDisarmExplosiveDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDisarmExplosiveDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDisarmExplosiveDevice.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDisarmExplosiveDevice.IsContextValid(context) return end

---@return String
function SpiderbotDisarmExplosiveDevice:GetTweakDBChoiceRecord() return end

function SpiderbotDisarmExplosiveDevice:SetProperties() return end

---@class SpiderbotDisarmExplosiveDevicePerformed : ActionBool
SpiderbotDisarmExplosiveDevicePerformed = {}

---@return SpiderbotDisarmExplosiveDevicePerformed
function SpiderbotDisarmExplosiveDevicePerformed.new() return end

---@param props table
---@return SpiderbotDisarmExplosiveDevicePerformed
function SpiderbotDisarmExplosiveDevicePerformed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDisarmExplosiveDevicePerformed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDisarmExplosiveDevicePerformed.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDisarmExplosiveDevicePerformed.IsContextValid(context) return end

function SpiderbotDisarmExplosiveDevicePerformed:SetProperties() return end

---@class SpiderbotDistractDevice : ActionBool
SpiderbotDistractDevice = {}

---@return SpiderbotDistractDevice
function SpiderbotDistractDevice.new() return end

---@param props table
---@return SpiderbotDistractDevice
function SpiderbotDistractDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDistractDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDistractDevice.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistractDevice.IsContextValid(context) return end

---@return String
function SpiderbotDistractDevice:GetTweakDBChoiceRecord() return end

function SpiderbotDistractDevice:SetProperties() return end

---@class SpiderbotDistractDevicePerformed : ActionBool
SpiderbotDistractDevicePerformed = {}

---@return SpiderbotDistractDevicePerformed
function SpiderbotDistractDevicePerformed.new() return end

---@param props table
---@return SpiderbotDistractDevicePerformed
function SpiderbotDistractDevicePerformed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDistractDevicePerformed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDistractDevicePerformed.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistractDevicePerformed.IsContextValid(context) return end

function SpiderbotDistractDevicePerformed:SetProperties() return end

---@class SpiderbotDistractExplosiveDevice : ActionBool
SpiderbotDistractExplosiveDevice = {}

---@return SpiderbotDistractExplosiveDevice
function SpiderbotDistractExplosiveDevice.new() return end

---@param props table
---@return SpiderbotDistractExplosiveDevice
function SpiderbotDistractExplosiveDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDistractExplosiveDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDistractExplosiveDevice.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistractExplosiveDevice.IsContextValid(context) return end

---@return String
function SpiderbotDistractExplosiveDevice:GetTweakDBChoiceRecord() return end

function SpiderbotDistractExplosiveDevice:SetProperties() return end

---@class SpiderbotDistractExplosiveDevicePerformed : ActionBool
SpiderbotDistractExplosiveDevicePerformed = {}

---@return SpiderbotDistractExplosiveDevicePerformed
function SpiderbotDistractExplosiveDevicePerformed.new() return end

---@param props table
---@return SpiderbotDistractExplosiveDevicePerformed
function SpiderbotDistractExplosiveDevicePerformed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDistractExplosiveDevicePerformed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDistractExplosiveDevicePerformed.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistractExplosiveDevicePerformed.IsContextValid(context) return end

function SpiderbotDistractExplosiveDevicePerformed:SetProperties() return end

---@class SpiderbotDistraction : ActionBool
SpiderbotDistraction = {}

---@return SpiderbotDistraction
function SpiderbotDistraction.new() return end

---@param props table
---@return SpiderbotDistraction
function SpiderbotDistraction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotDistraction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotDistraction.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistraction.IsContextValid(context) return end

---@return String
function SpiderbotDistraction:GetTweakDBChoiceRecord() return end

function SpiderbotDistraction:SetProperties() return end

---@class SpiderbotDistractionPerformed : ActionBool
SpiderbotDistractionPerformed = {}

---@return SpiderbotDistractionPerformed
function SpiderbotDistractionPerformed.new() return end

---@param props table
---@return SpiderbotDistractionPerformed
function SpiderbotDistractionPerformed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SpiderbotDistractionPerformed.IsDefaultConditionMet(device, context) return end

---@param action_name CName|string
function SpiderbotDistractionPerformed:SetProperties(action_name) return end

---@class SpiderbotEnableAccessPoint : ActionBool
SpiderbotEnableAccessPoint = {}

---@return SpiderbotEnableAccessPoint
function SpiderbotEnableAccessPoint.new() return end

---@param props table
---@return SpiderbotEnableAccessPoint
function SpiderbotEnableAccessPoint.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotEnableAccessPoint.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotEnableAccessPoint.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotEnableAccessPoint.IsContextValid(context) return end

---@return String
function SpiderbotEnableAccessPoint:GetTweakDBChoiceRecord() return end

function SpiderbotEnableAccessPoint:SetProperties() return end

---@class SpiderbotExplodeExplosiveDevice : ActionBool
SpiderbotExplodeExplosiveDevice = {}

---@return SpiderbotExplodeExplosiveDevice
function SpiderbotExplodeExplosiveDevice.new() return end

---@param props table
---@return SpiderbotExplodeExplosiveDevice
function SpiderbotExplodeExplosiveDevice.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotExplodeExplosiveDevice.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotExplodeExplosiveDevice.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotExplodeExplosiveDevice.IsContextValid(context) return end

---@return String
function SpiderbotExplodeExplosiveDevice:GetTweakDBChoiceRecord() return end

function SpiderbotExplodeExplosiveDevice:SetProperties() return end

---@class SpiderbotExplodeExplosiveDevicePerformed : ActionBool
SpiderbotExplodeExplosiveDevicePerformed = {}

---@return SpiderbotExplodeExplosiveDevicePerformed
function SpiderbotExplodeExplosiveDevicePerformed.new() return end

---@param props table
---@return SpiderbotExplodeExplosiveDevicePerformed
function SpiderbotExplodeExplosiveDevicePerformed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SpiderbotExplodeExplosiveDevicePerformed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SpiderbotExplodeExplosiveDevicePerformed.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SpiderbotExplodeExplosiveDevicePerformed.IsContextValid(context) return end

function SpiderbotExplodeExplosiveDevicePerformed:SetProperties() return end

---@class SpiderbotHeavyProjectile : BaseProjectile
---@field meshComponent entIComponent
---@field effect gameEffectRef
---@field startVelocity Float
---@field lifetime Float
---@field alive Bool
---@field hit Bool
SpiderbotHeavyProjectile = {}

---@return SpiderbotHeavyProjectile
function SpiderbotHeavyProjectile.new() return end

---@param props table
---@return SpiderbotHeavyProjectile
function SpiderbotHeavyProjectile.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function SpiderbotHeavyProjectile:OnCollision(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function SpiderbotHeavyProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function SpiderbotHeavyProjectile:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SpiderbotHeavyProjectile:OnTakeControl(ri) return end

---@param hitInstance gameprojectileHitInstance
function SpiderbotHeavyProjectile:Explode(hitInstance) return end

function SpiderbotHeavyProjectile:Reset() return end

---@class SpiderbotOrderCompletedEvent : redEvent
SpiderbotOrderCompletedEvent = {}

---@return SpiderbotOrderCompletedEvent
function SpiderbotOrderCompletedEvent.new() return end

---@param props table
---@return SpiderbotOrderCompletedEvent
function SpiderbotOrderCompletedEvent.new(props) return end

---@class SpiderbotOrderDeviceEvent : redEvent
---@field target gameObject
---@field overrideMovementTarget gameObject
SpiderbotOrderDeviceEvent = {}

---@return SpiderbotOrderDeviceEvent
function SpiderbotOrderDeviceEvent.new() return end

---@param props table
---@return SpiderbotOrderDeviceEvent
function SpiderbotOrderDeviceEvent.new(props) return end

---@class SpiderbotScavengeOptions
---@field scavengableBySpiderbot Bool
SpiderbotScavengeOptions = {}

---@return SpiderbotScavengeOptions
function SpiderbotScavengeOptions.new() return end

---@param props table
---@return SpiderbotScavengeOptions
function SpiderbotScavengeOptions.new(props) return end

---@class Spline : ISerializable
---@field points SplinePoint[]
---@field looped Bool
---@field reversed Bool
---@field hasDirection Bool
Spline = {}

---@return Spline
function Spline.new() return end

---@param props table
---@return Spline
function Spline.new(props) return end

---@class SplinePoint
---@field position Vector3
---@field rotation Quaternion
---@field tangents Vector3[]
---@field continuousTangents Bool
---@field automaticTangents Bool
---@field id Uint32
SplinePoint = {}

---@return SplinePoint
function SplinePoint.new() return end

---@param props table
---@return SplinePoint
function SplinePoint.new(props) return end

---@class SpreadAreaEffector : gameEffector
---@field maxTargetNum Int32
---@field range Float
---@field objectActionsRecord gamedataObjectAction_Record[]
---@field player PlayerPuppet
SpreadAreaEffector = {}

---@return SpreadAreaEffector
function SpreadAreaEffector.new() return end

---@param props table
---@return SpreadAreaEffector
function SpreadAreaEffector.new(props) return end

---@param owner gameObject
function SpreadAreaEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SpreadAreaEffector:Initialize(record, parentRecord) return end

---@class SpreadEffector : gameEffector
---@field objectActionRecord gamedataObjectAction_Record
---@field player PlayerPuppet
---@field effectorRecord gamedataSpreadEffector_Record
---@field spreadToAllTargetsInTheArea Bool
---@field applyOverclock Bool
SpreadEffector = {}

---@return SpreadEffector
function SpreadEffector.new() return end

---@param props table
---@return SpreadEffector
function SpreadEffector.new(props) return end

---@param owner gameObject
function SpreadEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SpreadEffector:Initialize(record, parentRecord) return end

---@class SpreadFearEvent : redEvent
---@field player Bool
---@field phase Int32
SpreadFearEvent = {}

---@return SpreadFearEvent
function SpreadFearEvent.new() return end

---@param props table
---@return SpreadFearEvent
function SpreadFearEvent.new(props) return end

---@class SpreadInitEffector : gameEffector
---@field objectActionRecord gamedataObjectAction_Record
---@field effectorRecord gamedataSpreadInitEffector_Record
---@field player PlayerPuppet
---@field applyOverclock Bool
SpreadInitEffector = {}

---@return SpreadInitEffector
function SpreadInitEffector.new() return end

---@param props table
---@return SpreadInitEffector
function SpreadInitEffector.new(props) return end

---@param owner gameObject
function SpreadInitEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SpreadInitEffector:Initialize(record, parentRecord) return end

---@class SpreadMapItem
---@field key gamedataInteractionBase_Record
---@field count Int32
---@field range Float
SpreadMapItem = {}

---@return SpreadMapItem
function SpreadMapItem.new() return end

---@param props table
---@return SpreadMapItem
function SpreadMapItem.new(props) return end

---@class SprintDecisions : LocomotionGroundDecisions
---@field sprintPressed Bool
---@field toggleSprintPressed Bool
SprintDecisions = {}

---@return SprintDecisions
function SprintDecisions.new() return end

---@param props table
---@return SprintDecisions
function SprintDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function SprintDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintDecisions:ToStand(stateContext, scriptInterface) return end

---@class SprintEvents : LocomotionGroundEvents
---@field previousStimTimeStamp Float
---@field reloadModifier gameStatModifierData_Deprecated
---@field isInSecondSprint Bool
---@field sprintModifier gameStatModifierData_Deprecated
SprintEvents = {}

---@return SprintEvents
function SprintEvents.new() return end

---@param props table
---@return SprintEvents
function SprintEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:AddMaxSpeedModifier(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:CleanupTwoStepSprint(stateContext, scriptInterface) return end

---@param enable Bool
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:EnableReloadStatModifier(enable, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:EvaluateTwoStepSprint(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function SprintEvents:GetReloadModifier(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnExitToChargeJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnExitToJump(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:RemoveMaxSpeedModifier(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintEvents:ShouldEnterSecondSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintEvents:UpdateFootstepSprintStim(stateContext, scriptInterface) return end

---@class SprintJumpLowGravityDecisions : LocomotionAirLowGravityDecisions
SprintJumpLowGravityDecisions = {}

---@return SprintJumpLowGravityDecisions
function SprintJumpLowGravityDecisions.new() return end

---@param props table
---@return SprintJumpLowGravityDecisions
function SprintJumpLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintJumpLowGravityDecisions:ToJumpLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintJumpLowGravityDecisions:ToSprintLowGravity(stateContext, scriptInterface) return end

---@class SprintJumpLowGravityEvents : LocomotionAirLowGravityEvents
SprintJumpLowGravityEvents = {}

---@return SprintJumpLowGravityEvents
function SprintJumpLowGravityEvents.new() return end

---@param props table
---@return SprintJumpLowGravityEvents
function SprintJumpLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintJumpLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintJumpLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@class SprintLowGravityDecisions : LocomotionGroundDecisions
SprintLowGravityDecisions = {}

---@return SprintLowGravityDecisions
function SprintLowGravityDecisions.new() return end

---@param props table
---@return SprintLowGravityDecisions
function SprintLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintLowGravityDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintLowGravityDecisions:ToSprintJumpLowGravity(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintLowGravityDecisions:ToStandLowGravity(stateContext, scriptInterface) return end

---@class SprintLowGravityEvents : LocomotionGroundEvents
SprintLowGravityEvents = {}

---@return SprintLowGravityEvents
function SprintLowGravityEvents.new() return end

---@param props table
---@return SprintLowGravityEvents
function SprintLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintLowGravityEvents:OnExit(stateContext, scriptInterface) return end

---@class SprintWindupLowGravityDecisions : SprintLowGravityDecisions
SprintWindupLowGravityDecisions = {}

---@return SprintWindupLowGravityDecisions
function SprintWindupLowGravityDecisions.new() return end

---@param props table
---@return SprintWindupLowGravityDecisions
function SprintWindupLowGravityDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SprintWindupLowGravityDecisions:ToSprintLowGravity(stateContext, scriptInterface) return end

---@class SprintWindupLowGravityEvents : SprintLowGravityEvents
SprintWindupLowGravityEvents = {}

---@return SprintWindupLowGravityEvents
function SprintWindupLowGravityEvents.new() return end

---@param props table
---@return SprintWindupLowGravityEvents
function SprintWindupLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SprintWindupLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class SquadActionEvent : redEvent
---@field squadActionName CName
---@field squadVerb EAISquadVerb
SquadActionEvent = {}

---@return SquadActionEvent
function SquadActionEvent.new() return end

---@param props table
---@return SquadActionEvent
function SquadActionEvent.new(props) return end

---@class SquadActionSignal : gameTaggedSignalUserData
---@field squadActionName CName
---@field squadVerb EAISquadVerb
SquadActionSignal = {}

---@return SquadActionSignal
function SquadActionSignal.new() return end

---@param props table
---@return SquadActionSignal
function SquadActionSignal.new(props) return end

---@class SquadAlertedSync : SquadTask
SquadAlertedSync = {}

---@return SquadAlertedSync
function SquadAlertedSync.new() return end

---@param props table
---@return SquadAlertedSync
function SquadAlertedSync.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SquadAlertedSync:Activate(context) return end

---@class SquadMemberBaseComponent : gameSquadMemberComponent
---@field baseSquadRecord gamedataAISquadParams_Record
SquadMemberBaseComponent = {}

---@return SquadMemberBaseComponent
function SquadMemberBaseComponent.new() return end

---@param props table
---@return SquadMemberBaseComponent
function SquadMemberBaseComponent.new(props) return end

---@param evt SquadActionEvent
---@return Bool
function SquadMemberBaseComponent:OnSquadActionEvent(evt) return end

---@return gamedataAISquadParams_Record
function SquadMemberBaseComponent:GetBaseSquadRecord() return end

---@return Bool, AISquadScriptInterface
function SquadMemberBaseComponent:GetSquadInterface() return end

---@param actionName CName|string
---@param entity entEntity
---@return Bool, gamedataAITicket_Record
function SquadMemberBaseComponent:GetTicketType(actionName, entity) return end

---@param signal SquadActionSignal
function SquadMemberBaseComponent:OnSquadActionSignalReceived(signal) return end

---@param squadActionName CName|string
---@param squadVerb EAISquadVerb
function SquadMemberBaseComponent:PerformSquadVerb(squadActionName, squadVerb) return end

---@class SquadTask : AIbehaviortaskScript
SquadTask = {}

---@class SquadTicketReceipt
---@field acknowledgedTimeStamp Float
---@field conditionDeactivationCheckTimeStamp Float
---@field conditionDeactivationSuccessfulCheckTimeStamp Float
---@field conditionCheckRandomizedInterval Float
---@field lastRecipient entEntityID
---@field acknowledgesInQueue Int32
---@field numberOfOrders Int32
---@field cooldownID Int32
SquadTicketReceipt = {}

---@return SquadTicketReceipt
function SquadTicketReceipt.new() return end

---@param props table
---@return SquadTicketReceipt
function SquadTicketReceipt.new(props) return end

---@class SsimpleBanerData
---@field title String
---@field description String
---@field content redResourceReferenceScriptToken
SsimpleBanerData = {}

---@return SsimpleBanerData
function SsimpleBanerData.new() return end

---@param props table
---@return SsimpleBanerData
function SsimpleBanerData.new(props) return end

---@class StackAlertedState : StackChangeHighLevelStateAbstract
StackAlertedState = {}

---@return StackAlertedState
function StackAlertedState.new() return end

---@param props table
---@return StackAlertedState
function StackAlertedState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function StackAlertedState:GetDesiredHighLevelState(context) return end

---@class StackChangeHighLevelStateAbstract : AIbehaviortaskStackScript
StackChangeHighLevelStateAbstract = {}

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function StackChangeHighLevelStateAbstract:GetDesiredHighLevelState(context) return end

---@param context AIbehaviorScriptExecutionContext
function StackChangeHighLevelStateAbstract:OnActivate(context) return end

---@class StackClearCombatTarget : AIbehaviortaskStackScript
StackClearCombatTarget = {}

---@return StackClearCombatTarget
function StackClearCombatTarget.new() return end

---@param props table
---@return StackClearCombatTarget
function StackClearCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function StackClearCombatTarget:OnActivate(context) return end

---@class StackRelaxedState : StackChangeHighLevelStateAbstract
StackRelaxedState = {}

---@return StackRelaxedState
function StackRelaxedState.new() return end

---@param props table
---@return StackRelaxedState
function StackRelaxedState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function StackRelaxedState:GetDesiredHighLevelState(context) return end

---@class Stagger : ReactionTransition
---@field textLayerId Uint32
Stagger = {}

---@return Stagger
function Stagger.new() return end

---@param props table
---@return Stagger
function Stagger.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function Stagger:AddImpulse(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function Stagger:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function Stagger:OnExit(stateContext, scriptInterface) return end

---@class StaggerDecisions : ReactionTransition
---@field textLayerId Uint32
StaggerDecisions = {}

---@return StaggerDecisions
function StaggerDecisions.new() return end

---@param props table
---@return StaggerDecisions
function StaggerDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StaggerDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StaggerDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class StaggerReactionTask : AIHitReactionTask
---@field tweakDBPackage TweakDBID
---@field tumble Bool
---@field onUpdateCompleted Bool
StaggerReactionTask = {}

---@return StaggerReactionTask
function StaggerReactionTask.new() return end

---@param props table
---@return StaggerReactionTask
function StaggerReactionTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function StaggerReactionTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function StaggerReactionTask:GetDesiredHitReactionDuration(context) return end

---@return animHitReactionType
function StaggerReactionTask:GetHitReactionType() return end

---@param context AIbehaviorScriptExecutionContext
function StaggerReactionTask:OnDeactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param aiTime Float
function StaggerReactionTask:OnUpdate(context, aiTime) return end

---@class StalkEvent : redEvent
StalkEvent = {}

---@return StalkEvent
function StalkEvent.new() return end

---@param props table
---@return StalkEvent
function StalkEvent.new(props) return end

---@class StaminaEventsTransition : StaminaTransition
StaminaEventsTransition = {}

---@class StaminaListener : gameCustomValueStatPoolsListener
---@field player PlayerPuppet
---@field psmAdded Bool
---@field staminaValue Float
---@field staminPerc Float
StaminaListener = {}

---@return StaminaListener
function StaminaListener.new() return end

---@param props table
---@return StaminaListener
function StaminaListener.new(props) return end

---@param value Float
---@return Bool
function StaminaListener:OnStatPoolMinValueReached(value) return end

---@return Float
function StaminaListener:GetStaminaPerc() return end

---@return Float
function StaminaListener:GetStaminaValue() return end

---@param player PlayerPuppet
function StaminaListener:Init(player) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StaminaListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class StaminaPoolListener : gameScriptStatPoolsListener
---@field staminaBar StaminabarWidgetGameController
StaminaPoolListener = {}

---@return StaminaPoolListener
function StaminaPoolListener.new() return end

---@param props table
---@return StaminaPoolListener
function StaminaPoolListener.new(props) return end

---@param bar StaminabarWidgetGameController
function StaminaPoolListener:BindStaminaBar(bar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StaminaPoolListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class StaminaTransition : DefaultTransition
---@field staminaChangeToggle Bool
StaminaTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param enable Bool
function StaminaTransition:EnableStaminaPoolRegen(stateContext, scriptInterface, enable) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StaminaTransition:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StaminaTransition:ShouldRegenStamina(stateContext, scriptInterface) return end

---@class StaminabarWidgetGameController : gameuiHUDGameController
---@field staminaControllerRef inkWidgetReference
---@field staminaPercTextPath inkTextWidgetReference
---@field staminaStatusTextPath inkTextWidgetReference
---@field bbPSceneTierEventId redCallbackObject
---@field bbPStaminaPSMEventId redCallbackObject
---@field bbAreaZoneEventId redCallbackObject
---@field combatModeListener redCallbackObject
---@field staminaController NameplateBarLogicController
---@field RootWidget inkWidget
---@field currentBarValue Float
---@field currentStatPool gamedataStatPoolType
---@field sceneTier GameplayTier
---@field staminaState gamePSMStamina
---@field zoneState gamePSMZones
---@field staminaPoolListener StaminaPoolListener
---@field statsSystem gameStatsSystem
---@field forceHidden Bool
---@field staminaRatioEnterCondition Float
---@field pulse PulseAnimation
---@field playerPuppet gameObject
StaminabarWidgetGameController = {}

---@return StaminabarWidgetGameController
function StaminabarWidgetGameController.new() return end

---@param props table
---@return StaminabarWidgetGameController
function StaminabarWidgetGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function StaminabarWidgetGameController:OnAction(action, consumer) return end

---@param value Int32
---@return Bool
function StaminabarWidgetGameController:OnCombatStateChanged(value) return end

---@param evt FocusPerkTriggerd
---@return Bool
function StaminabarWidgetGameController:OnFocusedCoolPerkActive(evt) return end

---@return Bool
function StaminabarWidgetGameController:OnForceHide() return end

---@param tierVisibility Bool
---@return Bool
function StaminabarWidgetGameController:OnForceTierVisibility(tierVisibility) return end

---@return Bool
function StaminabarWidgetGameController:OnInitialize() return end

---@param playerGameObject gameObject
---@return Bool
function StaminabarWidgetGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function StaminabarWidgetGameController:OnPlayerDetach(playerGameObject) return end

---@param argTier Int32
---@return Bool
function StaminabarWidgetGameController:OnSceneTierChange(argTier) return end

---@param arg Int32
---@return Bool
function StaminabarWidgetGameController:OnStaminaPSMChange(arg) return end

---@return Bool
function StaminabarWidgetGameController:OnUninitialize() return end

---@param arg Int32
---@return Bool
function StaminabarWidgetGameController:OnZoneChange(arg) return end

function StaminabarWidgetGameController:CreateAnimations() return end

function StaminabarWidgetGameController:EvaluateStaminaBarVisibility() return end

---@return Bool
function StaminabarWidgetGameController:IsInCombat() return end

---@param playerPuppet gameObject
function StaminabarWidgetGameController:RegisterPSMListeners(playerPuppet) return end

---@return Bool
function StaminabarWidgetGameController:ShouldHide() return end

---@param playerPuppet gameObject
function StaminabarWidgetGameController:UnregisterPSMListeners(playerPuppet) return end

---@param staminaState gamePSMStamina
function StaminabarWidgetGameController:UpdateStaminaLevelWarningFluffTexts(staminaState) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
---@param statPoolType gamedataStatPoolType
function StaminabarWidgetGameController:UpdateStaminaValue(oldValue, newValue, percToPoints, statPoolType) return end

---@class StanceNPCStatePrereq : NPCStatePrereq
---@field valueToListen gamedataNPCStanceState
StanceNPCStatePrereq = {}

---@return StanceNPCStatePrereq
function StanceNPCStatePrereq.new() return end

---@param props table
---@return StanceNPCStatePrereq
function StanceNPCStatePrereq.new(props) return end

---@return Int32
function StanceNPCStatePrereq:GetStateToCheck() return end

---@param recordID TweakDBID|string
function StanceNPCStatePrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StanceNPCStatePrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StanceNPCStatePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StanceNPCStatePrereq:OnUnregister(state, context) return end

---@class StanceNPCStatePrereqState : NPCStatePrereqState
StanceNPCStatePrereqState = {}

---@return StanceNPCStatePrereqState
function StanceNPCStatePrereqState.new() return end

---@param props table
---@return StanceNPCStatePrereqState
function StanceNPCStatePrereqState.new(props) return end

---@class StandDecisions : LocomotionGroundDecisions
StandDecisions = {}

---@return StandDecisions
function StandDecisions.new() return end

---@param props table
---@return StandDecisions
function StandDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StandDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class StandEvents : LocomotionGroundEvents
StandEvents = {}

---@return StandEvents
function StandEvents.new() return end

---@param props table
---@return StandEvents
function StandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StandEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StandEvents:OnTick(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StandEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class StandLowGravityDecisions : LocomotionGroundDecisions
StandLowGravityDecisions = {}

---@return StandLowGravityDecisions
function StandLowGravityDecisions.new() return end

---@param props table
---@return StandLowGravityDecisions
function StandLowGravityDecisions.new(props) return end

---@class StandLowGravityEvents : LocomotionGroundEvents
StandLowGravityEvents = {}

---@return StandLowGravityEvents
function StandLowGravityEvents.new() return end

---@param props table
---@return StandLowGravityEvents
function StandLowGravityEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StandLowGravityEvents:OnEnter(stateContext, scriptInterface) return end

---@class StandState : ChangeStanceStateAbstract
StandState = {}

---@return StandState
function StandState.new() return end

---@param props table
---@return StandState
function StandState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCStanceState
function StandState:GetDesiredStanceState(context) return end

---@class StarController : inkWidgetLogicController
---@field animIntroProxy inkanimProxy
---@field animIntroOptions inkanimPlaybackOptions
---@field rootWidget inkWidget
---@field animBlink inkanimDefinition
---@field animBlinkProxy inkanimProxy
---@field animBlinkOptions inkanimPlaybackOptions
---@field animBlinkLoops Uint32[]
---@field animBlinkLastStage Int32
---@field blinkAnimLoopType inkanimLoopType
---@field blinkDuration Float
---@field bountyBadgeWidget inkWidgetReference
---@field blinkSpeed1 Float
---@field blinkSpeed2 Float
---@field blinkSpeed3 Float
---@field blinkAnimInterpolationMode inkanimInterpolationMode
---@field blinkAnimInterpolationType inkanimInterpolationType
---@field icon inkImageWidgetReference
---@field iconBg inkImageWidgetReference
---@field ncpdIconName CName
---@field ncpdIconBgName CName
---@field dogtownIconName CName
---@field dogtownIconBgName CName
StarController = {}

---@return StarController
function StarController.new() return end

---@param props table
---@return StarController
function StarController.new(props) return end

---@param animProxy inkanimProxy
---@return Bool
function StarController:OnBlinkLoopFinished(animProxy) return end

---@return Bool
function StarController:OnInitialize() return end

function StarController:CreateBlinkAnimation() return end

---@param stage Int32
function StarController:PlayBlink(stage) return end

---@param arg Bool
function StarController:SetBounty(arg) return end

---@param timeTotal Float
---@param stages Int32
function StarController:StartBlink(timeTotal, stages) return end

function StarController:StopBlink() return end

---@param newState CName|string
function StarController:UpdateState(newState) return end

---@class StartCall : ActionBool
StartCall = {}

---@return StartCall
function StartCall.new() return end

---@param props table
---@return StartCall
function StartCall.new(props) return end

---@return TweakDBID
function StartCall:GetInkWidgetTweakDBID() return end

---@return String
function StartCall:GetTweakDBChoiceRecord() return end

function StartCall:SetProperties() return end

---@class StartEndPhoneCallEvent : redEvent
---@field callDuration Float
---@field startCall Bool
---@field statType gamedataStatType
---@field statPoolType gamedataStatPoolType
---@field statPoolName String
StartEndPhoneCallEvent = {}

---@return StartEndPhoneCallEvent
function StartEndPhoneCallEvent.new() return end

---@param props table
---@return StartEndPhoneCallEvent
function StartEndPhoneCallEvent.new(props) return end

---@class StartGrenadeThrowQueryEvent : redEvent
---@field queryParams gameGrenadeThrowQueryParams
StartGrenadeThrowQueryEvent = {}

---@return StartGrenadeThrowQueryEvent
function StartGrenadeThrowQueryEvent.new() return end

---@param props table
---@return StartGrenadeThrowQueryEvent
function StartGrenadeThrowQueryEvent.new(props) return end

---@class StartHubMenuEvent : redEvent
---@field initData HubMenuInitData
StartHubMenuEvent = {}

---@return StartHubMenuEvent
function StartHubMenuEvent.new() return end

---@param props table
---@return StartHubMenuEvent
function StartHubMenuEvent.new(props) return end

---@param menuName CName|string
---@param submenuName CName|string
---@param userData IScriptable
function StartHubMenuEvent:SetStartMenu(menuName, submenuName, userData) return end

---@class StartOverheatEffectEvent : redEvent
StartOverheatEffectEvent = {}

---@return StartOverheatEffectEvent
function StartOverheatEffectEvent.new() return end

---@param props table
---@return StartOverheatEffectEvent
function StartOverheatEffectEvent.new(props) return end

---@class StartPingingNetworkRequest : gameScriptableSystemRequest
---@field source gameObject
---@field fxResource gameFxResource
---@field duration Float
---@field pingType EPingType
---@field fakeLinkType ELinkType
---@field revealNetworkAtEnd Bool
---@field virtualNetworkShapeID TweakDBID
StartPingingNetworkRequest = {}

---@return StartPingingNetworkRequest
function StartPingingNetworkRequest.new() return end

---@param props table
---@return StartPingingNetworkRequest
function StartPingingNetworkRequest.new(props) return end

---@class StartRagdollDamageEvent : redEvent
StartRagdollDamageEvent = {}

---@return StartRagdollDamageEvent
function StartRagdollDamageEvent.new() return end

---@param props table
---@return StartRagdollDamageEvent
function StartRagdollDamageEvent.new(props) return end

---@class StartedUsingHealingItemOrCyberwarePrereq : gameIScriptablePrereq
---@field curValue Uint32
StartedUsingHealingItemOrCyberwarePrereq = {}

---@return StartedUsingHealingItemOrCyberwarePrereq
function StartedUsingHealingItemOrCyberwarePrereq.new() return end

---@param props table
---@return StartedUsingHealingItemOrCyberwarePrereq
function StartedUsingHealingItemOrCyberwarePrereq.new(props) return end

---@param value Uint32
---@return Bool
function StartedUsingHealingItemOrCyberwarePrereq:Evaluate(value) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StartedUsingHealingItemOrCyberwarePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StartedUsingHealingItemOrCyberwarePrereq:OnUnregister(state, context) return end

---@class StartedUsingHealingItemOrCyberwarePrereqState : gamePrereqState
---@field listenerInfo redCallbackObject
StartedUsingHealingItemOrCyberwarePrereqState = {}

---@return StartedUsingHealingItemOrCyberwarePrereqState
function StartedUsingHealingItemOrCyberwarePrereqState.new() return end

---@param props table
---@return StartedUsingHealingItemOrCyberwarePrereqState
function StartedUsingHealingItemOrCyberwarePrereqState.new(props) return end

---@param value Uint32
---@return Bool
function StartedUsingHealingItemOrCyberwarePrereqState:OnStateUpdate(value) return end

---@class Stash : InteractiveDevice
Stash = {}

---@return Stash
function Stash.new() return end

---@param props table
---@return Stash
function Stash.new(props) return end

---@param stashObj gameObject
---@param itemData gameItemData
function Stash.BlockScalingInStash(stashObj, itemData) return end

---@param stashObj gameObject
function Stash.ConsumablesRetrofix(stashObj) return end

---@param stashObj gameObject
---@param itemData gameItemData
---@param part ItemID
---@return InstallItemPart
function Stash.CreateInstallPartRequest_Attachment(stashObj, itemData, part) return end

---@param stashObj gameObject
---@param itemData gameItemData
---@param part ItemID
---@return InstallItemPart
function Stash.CreateInstallPartRequest_Mod(stashObj, itemData, part) return end

---@param stashObj gameObject
---@param item ItemID
---@param slotID TweakDBID|string
---@return RemoveItemPart
function Stash.CreateRemovePartRequest(stashObj, item, slotID) return end

---@param stashObj gameObject
function Stash.IconicsReworkCompensateInStash(stashObj) return end

---@param stashObj gameObject
function Stash.InstallModsToRedesignedItems(stashObj) return end

---@param stashObj gameObject
---@param item ItemID
---@return Bool
function Stash.IsInStash(stashObj, item) return end

---@param stashObj gameObject
function Stash.ProcessIconicsFactsForBlackMarketerInStash(stashObj) return end

---@param stashObj gameObject
function Stash.ProcessNonIconicWeaponsRescaleInStash(stashObj) return end

---@param stashObj gameObject
function Stash.ProcessStashRetroFixes(stashObj) return end

---@param stashObj gameObject
function Stash.ProcessWeaponsAndClothingModsPurgeInStash(stashObj) return end

---@param stashObj gameObject
function Stash.ProcessWeaponsModsCompensateInStash(stashObj) return end

---@param stashObj gameObject
function Stash.RemoveAllModsFromClothing(stashObj) return end

---@param stashObj gameObject
function Stash.RemoveRedundantScopesFromAchillesRifles(stashObj) return end

---@param stashObj gameObject
function Stash.ReplaceLeftHandVariantWeaponsWithRegularInStash(stashObj) return end

---@param stashObj gameObject
---@param itemData gameItemData
function Stash.RescaleStashedIconicsToPlayerLevel(stashObj, itemData) return end

---@param stashObj gameObject
---@param itemData gameItemData
function Stash.RetroScaleNonIconicWeaponsInStash(stashObj, itemData) return end

---@param stashObj gameObject
function Stash.ScaleAndLockLeftHandWeaponsCompensateInStash(stashObj) return end

---@param stashObj gameObject
---@param itemData gameItemData
function Stash.ScaleLeftHandCompensateWeaponsToPlayerLevelInStash(stashObj, itemData) return end

---@param stashObj gameObject
function Stash.ScaleStashIconicsToPlayerLevel(stashObj) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function Stash:OnInteractionActivated(evt) return end

---@param evt OpenStash
---@return Bool
function Stash:OnOpenStash(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Stash:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Stash:OnTakeControl(ri) return end

---@return EGameplayRole
function Stash:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function Stash:DeterminGameplayRoleMappinVisuaState(data) return end

---@return StashController
function Stash:GetController() return end

---@return StashControllerPS
function Stash:GetDevicePS() return end

---@return Bool
function Stash:IsPlayerStash() return end

---@class StashController : ScriptableDeviceComponent
StashController = {}

---@return StashController
function StashController.new() return end

---@param props table
---@return StashController
function StashController.new(props) return end

---@return StashControllerPS
function StashController:GetPS() return end

---@class StashControllerPS : ScriptableDeviceComponentPS
StashControllerPS = {}

---@return StashControllerPS
function StashControllerPS.new() return end

---@param props table
---@return StashControllerPS
function StashControllerPS.new(props) return end

---@return OpenStash
function StashControllerPS:ActionOpenStash() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function StashControllerPS:GetActions(context) return end

---@param evt OpenStash
---@return EntityNotificationType
function StashControllerPS:OnOpenStash(evt) return end

---@class StatBonusFromFactEffector : gameEffector
---@field applicationTarget CName
---@field stat gamedataStat_Record
---@field bonusPerStack Float
---@field fact CName
---@field modifier gameConstantStatModifierData_Deprecated
StatBonusFromFactEffector = {}

---@return StatBonusFromFactEffector
function StatBonusFromFactEffector.new() return end

---@param props table
---@return StatBonusFromFactEffector
function StatBonusFromFactEffector.new(props) return end

---@param owner gameObject
function StatBonusFromFactEffector:ActionOff(owner) return end

---@param owner gameObject
function StatBonusFromFactEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StatBonusFromFactEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function StatBonusFromFactEffector:RepeatedAction(owner) return end

---@class StatCheckPrereq : DevelopmentCheckPrereq
---@field statToCheck gamedataStatType
StatCheckPrereq = {}

---@return StatCheckPrereq
function StatCheckPrereq.new() return end

---@param props table
---@return StatCheckPrereq
function StatCheckPrereq.new(props) return end

---@return gamedataStatType
function StatCheckPrereq:GetStatToCheck() return end

---@param recordID TweakDBID|string
function StatCheckPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StatCheckPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatCheckPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatCheckPrereq:OnUnregister(state, context) return end

---@class StatCheckPrereqState : gamePrereqState
StatCheckPrereqState = {}

---@return StatCheckPrereqState
function StatCheckPrereqState.new() return end

---@param props table
---@return StatCheckPrereqState
function StatCheckPrereqState.new(props) return end

---@return gamedataStatType
function StatCheckPrereqState:GetStatToCheck() return end

---@param obj gameObject
---@param newValue Float
function StatCheckPrereqState:UpdateStatCheckPrereqData(obj, newValue) return end

---@class StatHitPrereqCondition : BaseHitPrereqCondition
---@field valueToCheck Float
---@field objectToCheck CName
---@field comparisonType EComparisonType
---@field statToCompare gamedataStatType
StatHitPrereqCondition = {}

---@return StatHitPrereqCondition
function StatHitPrereqCondition.new() return end

---@param props table
---@return StatHitPrereqCondition
function StatHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatHitPrereqCondition:CompareValues(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function StatHitPrereqCondition:SetData(recordID) return end

---@class StatPoolBasedStatusEffectEffector : gameEffector
---@field statPool gamedataStatPoolType
---@field statusEffectID TweakDBID
---@field statPoolStep Float
---@field stepUsesPercent Bool
---@field startingThreshold Float
---@field thresholdUsesPercent Bool
---@field minStacks Int32
---@field maxStacks Int32
---@field inverted Bool
---@field roundUpwards Bool
---@field dontRemoveStacks Bool
---@field targetOfStatPoolCheck String
---@field listener StatPoolBasedStatusEffectEffectorListener
---@field currentStacks Int32
---@field realMaxStacks Int32
---@field statPoolRecordID TweakDBID
---@field gameInstance ScriptGameInstance
---@field ownerID entEntityID
---@field checkStatPoolOnWeapon Bool
---@field ownerWeaponID entEntityID
StatPoolBasedStatusEffectEffector = {}

---@return StatPoolBasedStatusEffectEffector
function StatPoolBasedStatusEffectEffector.new() return end

---@param props table
---@return StatPoolBasedStatusEffectEffector
function StatPoolBasedStatusEffectEffector.new(props) return end

---@param owner gameObject
function StatPoolBasedStatusEffectEffector:ActionOff(owner) return end

---@param owner gameObject
function StatPoolBasedStatusEffectEffector:ActionOn(owner) return end

function StatPoolBasedStatusEffectEffector:Clear() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StatPoolBasedStatusEffectEffector:Initialize(record, parentRecord) return end

---@param stacksChange Int32
function StatPoolBasedStatusEffectEffector:ProcessStacksChange(stacksChange) return end

function StatPoolBasedStatusEffectEffector:Uninitialize() return end

---@param newPercValue Float
---@param percToPoints Float
function StatPoolBasedStatusEffectEffector:UpdateWithStatPoolValue(newPercValue, percToPoints) return end

---@class StatPoolBasedStatusEffectEffectorListener : gameScriptStatPoolsListener
---@field effector StatPoolBasedStatusEffectEffector
StatPoolBasedStatusEffectEffectorListener = {}

---@return StatPoolBasedStatusEffectEffectorListener
function StatPoolBasedStatusEffectEffectorListener.new() return end

---@param props table
---@return StatPoolBasedStatusEffectEffectorListener
function StatPoolBasedStatusEffectEffectorListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolBasedStatusEffectEffectorListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class StatPoolBasedTimeBankEffector : gameContinuousEffector
---@field TimeBankValue Float
---@field maxStatPoolValue Float
---@field statPoolType gamedataStatPoolType
---@field player gameObject
---@field statPoolSystem gameStatPoolsSystem
---@field TimeBankListener TimeBankValueListener
---@field StatPoolListener StatPoolValueListener
---@field playerEntityID entEntityID
---@field gameInstance ScriptGameInstance
---@field regenMod gameStatPoolModifier
StatPoolBasedTimeBankEffector = {}

---@return StatPoolBasedTimeBankEffector
function StatPoolBasedTimeBankEffector.new() return end

---@param props table
---@return StatPoolBasedTimeBankEffector
function StatPoolBasedTimeBankEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function StatPoolBasedTimeBankEffector:ContinuousAction(owner, instigator) return end

function StatPoolBasedTimeBankEffector:EvaluateStatPoolCooldown() return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StatPoolBasedTimeBankEffector:Initialize(record, parentRecord) return end

function StatPoolBasedTimeBankEffector:Uninitialize() return end

---@class StatPoolChangeOverTimePrereq : gameIScriptablePrereq
---@field statPoolType gamedataStatPoolType
---@field timeFrame Float
---@field valueToCheck Float
---@field comparePercentage Bool
---@field checkGain Bool
StatPoolChangeOverTimePrereq = {}

---@return StatPoolChangeOverTimePrereq
function StatPoolChangeOverTimePrereq.new() return end

---@param props table
---@return StatPoolChangeOverTimePrereq
function StatPoolChangeOverTimePrereq.new(props) return end

---@param record TweakDBID|string
function StatPoolChangeOverTimePrereq:Initialize(record) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatPoolChangeOverTimePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPoolChangeOverTimePrereq:OnUnregister(state, context) return end

---@class StatPoolChangeOverTimePrereqListener : BaseStatPoolPrereqListener
---@field state StatPoolChangeOverTimePrereqState
StatPoolChangeOverTimePrereqListener = {}

---@return StatPoolChangeOverTimePrereqListener
function StatPoolChangeOverTimePrereqListener.new() return end

---@param props table
---@return StatPoolChangeOverTimePrereqListener
function StatPoolChangeOverTimePrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolChangeOverTimePrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function StatPoolChangeOverTimePrereqListener:RegisterState(state) return end

---@class StatPoolChangeOverTimePrereqState : gamePrereqState
---@field statPoolListener BaseStatPoolPrereqListener
---@field ownerID gameStatsObjectID
---@field valueToCheck Float
---@field timeFrame Float
---@field comparePercentage Bool
---@field checkGain Bool
---@field history ChangeInfoWithTimeStamp[]
---@field GameInstance ScriptGameInstance
StatPoolChangeOverTimePrereqState = {}

---@return StatPoolChangeOverTimePrereqState
function StatPoolChangeOverTimePrereqState.new() return end

---@param props table
---@return StatPoolChangeOverTimePrereqState
function StatPoolChangeOverTimePrereqState.new(props) return end

---@return Bool
function StatPoolChangeOverTimePrereqState:CheckHistory() return end

---@param statPoolType gamedataStatPoolType
---@param owner entEntityID
function StatPoolChangeOverTimePrereqState:RegisterStatPoolListener(statPoolType, owner) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolChangeOverTimePrereqState:StatPoolUpdate(oldValue, newValue, percToPoints) return end

---@param statPoolType gamedataStatPoolType
function StatPoolChangeOverTimePrereqState:UnregisterStatPoolListener(statPoolType) return end

---@class StatPoolComparisonHitPrereqCondition : BaseHitPrereqCondition
---@field comparisonSource CName
---@field comparisonTarget CName
---@field comparisonType EComparisonType
---@field statPoolToCompare gamedataStatPoolType
StatPoolComparisonHitPrereqCondition = {}

---@return StatPoolComparisonHitPrereqCondition
function StatPoolComparisonHitPrereqCondition.new() return end

---@param props table
---@return StatPoolComparisonHitPrereqCondition
function StatPoolComparisonHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolComparisonHitPrereqCondition:ComparePoolValues(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolComparisonHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function StatPoolComparisonHitPrereqCondition:SetData(recordID) return end

---@class StatPoolEffector : gameEffector
StatPoolEffector = {}

---@return StatPoolEffector
function StatPoolEffector.new() return end

---@param props table
---@return StatPoolEffector
function StatPoolEffector.new(props) return end

---@param owner gameObject
function StatPoolEffector:ActionOff(owner) return end

---@param owner gameObject
function StatPoolEffector:ActionOn(owner) return end

---@class StatPoolHitPrereqCondition : BaseHitPrereqCondition
---@field valueToCheck Float
---@field objectToCheck CName
---@field comparisonType EComparisonType
---@field statPoolToCompare gamedataStatPoolType
StatPoolHitPrereqCondition = {}

---@return StatPoolHitPrereqCondition
function StatPoolHitPrereqCondition.new() return end

---@param props table
---@return StatPoolHitPrereqCondition
function StatPoolHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolHitPrereqCondition:ComparePoolValues(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function StatPoolHitPrereqCondition:SetData(recordID) return end

---@class StatPoolPrereq : gameIScriptablePrereq
---@field statPoolType gamedataStatPoolType
---@field valueToCheck gamedataStatModifier_Record[]
---@field comparisonType EComparisonType
---@field skipOnApply Bool
---@field comparePercentage Bool
---@field objToCheck ObjectToCheck
StatPoolPrereq = {}

---@return StatPoolPrereq
function StatPoolPrereq.new() return end

---@param props table
---@return StatPoolPrereq
function StatPoolPrereq.new(props) return end

---@param object gameObject
---@param statsObjID gameStatsObjectID
---@param context IScriptable
---@return Bool
function StatPoolPrereq:CompareValues(object, statsObjID, context) return end

---@param owner gameObject
---@return gameObject
function StatPoolPrereq:GetObject(owner) return end

---@param owner gameObject
---@return gameStatsObjectID
function StatPoolPrereq:GetStatsObjectID(owner) return end

---@param state StatPoolPrereqState
---@return Float
function StatPoolPrereq:GetValueToCheck(state) return end

---@param recordID TweakDBID|string
function StatPoolPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StatPoolPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPoolPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatPoolPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPoolPrereq:OnUnregister(state, context) return end

---@class StatPoolPrereqListener : BaseStatPoolPrereqListener
---@field state StatPoolPrereqState
StatPoolPrereqListener = {}

---@return StatPoolPrereqListener
function StatPoolPrereqListener.new() return end

---@param props table
---@return StatPoolPrereqListener
function StatPoolPrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
---@return Bool
function StatPoolPrereqListener:OnStatPoolValueReached(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolPrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function StatPoolPrereqListener:RegisterState(state) return end

---@class StatPoolPrereqState : gamePrereqState
---@field statPoolListener BaseStatPoolPrereqListener
---@field statpoolWasMissing Bool
---@field object gameObject
---@field statsObjID gameStatsObjectID
StatPoolPrereqState = {}

---@return StatPoolPrereqState
function StatPoolPrereqState.new() return end

---@param props table
---@return StatPoolPrereqState
function StatPoolPrereqState.new(props) return end

---@param statPoolType gamedataStatPoolType
---@param valueToCheck Float
function StatPoolPrereqState:RegisterStatPoolListener(statPoolType, valueToCheck) return end

---@param oldValue Float
---@param newValue Float
function StatPoolPrereqState:StatPoolUpdate(oldValue, newValue) return end

---@param statPoolType gamedataStatPoolType
function StatPoolPrereqState:UnregisterStatPoolListener(statPoolType) return end

---@class StatPoolSpentPrereq : gameIScriptablePrereq
---@field statPoolType gamedataStatPoolType
---@field valueToCheck Float
StatPoolSpentPrereq = {}

---@return StatPoolSpentPrereq
function StatPoolSpentPrereq.new() return end

---@param props table
---@return StatPoolSpentPrereq
function StatPoolSpentPrereq.new(props) return end

---@param recordID TweakDBID|string
function StatPoolSpentPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatPoolSpentPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPoolSpentPrereq:OnUnregister(state, context) return end

---@class StatPoolSpentPrereqListener : BaseStatPoolPrereqListener
---@field state StatPoolSpentPrereqState
---@field overallSpentValue Float
StatPoolSpentPrereqListener = {}

---@return StatPoolSpentPrereqListener
function StatPoolSpentPrereqListener.new() return end

---@param props table
---@return StatPoolSpentPrereqListener
function StatPoolSpentPrereqListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolSpentPrereqListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param state gamePrereqState
function StatPoolSpentPrereqListener:RegisterState(state) return end

---@class StatPoolSpentPrereqState : gamePrereqState
---@field neededValue Float
---@field listener BaseStatPoolPrereqListener
StatPoolSpentPrereqState = {}

---@return StatPoolSpentPrereqState
function StatPoolSpentPrereqState.new() return end

---@param props table
---@return StatPoolSpentPrereqState
function StatPoolSpentPrereqState.new(props) return end

---@return Float
function StatPoolSpentPrereqState:GetThreshold() return end

---@param v Float
function StatPoolSpentPrereqState:SetThreshold(v) return end

---@class StatPoolValueListener : gameScriptStatPoolsListener
---@field effector StatPoolBasedTimeBankEffector
StatPoolValueListener = {}

---@return StatPoolValueListener
function StatPoolValueListener.new() return end

---@param props table
---@return StatPoolValueListener
function StatPoolValueListener.new(props) return end

---@param value Float
---@return Bool
function StatPoolValueListener:OnStatPoolMinValueReached(value) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function StatPoolValueListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class StatPoolsManager : IScriptable
StatPoolsManager = {}

---@return StatPoolsManager
function StatPoolsManager.new() return end

---@param props table
---@return StatPoolsManager
function StatPoolsManager.new(props) return end

---@param type gamedataStatPoolType
---@param value Float
---@param dmgType gamedataDamageType
---@return SDamageDealt[]
function StatPoolsManager.AddDrain(type, value, dmgType) return end

---@param hitEvent gameeventsHitEvent
---@param forReal Bool
---@return SDamageDealt[]
function StatPoolsManager.ApplyDamage(hitEvent, forReal) return end

---@param hitEvent gameeventsHitEvent
---@param dmgType gamedataDamageType
---@param initialDamageValue Float
---@param forReal Bool
---@param valuesLost SDamageDealt[]
function StatPoolsManager.ApplyDamageSingle(hitEvent, dmgType, initialDamageValue, forReal, valuesLost) return end

---@param hitEvent gameeventsHitEvent
---@param dmgType gamedataDamageType
---@param forReal Bool
---@param valuesLost SDamageDealt[]
---@return Float
function StatPoolsManager.ApplyDamageToArmorSingle(hitEvent, dmgType, forReal, valuesLost) return end

---@param hitEvent gameeventsHitEvent
---@param dmgType gamedataDamageType
---@param forReal Bool
---@param valuesLost SDamageDealt[]
---@return Float
function StatPoolsManager.ApplyDamageToOverShieldSingle(hitEvent, dmgType, forReal, valuesLost) return end

---@param hitEvent gameeventsHitEvent
---@param dmg Float
---@param dmgType gamedataDamageType
---@param poolType gamedataStatPoolType
---@param forReal Bool
---@param valuesLost SDamageDealt[]
function StatPoolsManager.ApplyLocalizedDamageSingle(hitEvent, dmg, dmgType, poolType, forReal, valuesLost) return end

---@param hitEvent gameeventsHitEvent
---@param resistPoolRecord gamedataStatPool_Record
---@param statusEffectID TweakDBID|string
function StatPoolsManager.ApplyStatusEffectDamage(hitEvent, resistPoolRecord, statusEffectID) return end

---@param hitEvent gameeventsHitEvent
---@param statPoolType gamedataStatPoolType
---@param value Float
function StatPoolsManager.DrainStatPool(hitEvent, statPoolType, value) return end

---@param obj gameObject
---@param bodyPartName CName|string
---@return Bool, gamedataStatPoolType
function StatPoolsManager.GetBodyPartStatPool(obj, bodyPartName) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolsManager.IsFinisherGrace(hitEvent) return end

---@param type gamedataStatPoolType
---@return Bool
function StatPoolsManager.IsStatPoolValid(type) return end

---@param from SDamageDealt[]
---@return SDamageDealt[]
function StatPoolsManager.MergeStatPoolsLost(from) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatPoolsManager.SimulateKill(hitEvent) return end

---@class StatPrereq : gameIScriptablePrereq
---@field notifyOnAnyChange Bool
---@field notifyOnlyOnStateFulfilled Bool
---@field statType gamedataStatType
---@field valueToCheck Float
---@field comparisonType EComparisonType
---@field statModifiersUsed Bool
---@field statPrereqRecordID TweakDBID
---@field objToCheck CName
StatPrereq = {}

---@return StatPrereq
function StatPrereq.new() return end

---@param props table
---@return StatPrereq
function StatPrereq.new(props) return end

---@param context IScriptable
---@return gameObject
function StatPrereq:GetObjectToCheck(context) return end

---@param recordID TweakDBID|string
function StatPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StatPrereq:IsFulfilled(context) return end

---@param context IScriptable
---@param itemStatsID gameStatsObjectID
---@return Bool
function StatPrereq:IsFulfilled(context, itemStatsID) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatPrereq:OnUnregister(state, context) return end

---@class StatPrereqListener : gameScriptStatsListener
---@field state StatPrereqState
StatPrereqListener = {}

---@return StatPrereqListener
function StatPrereqListener.new() return end

---@param props table
---@return StatPrereqListener
function StatPrereqListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function StatPrereqListener:OnStatChanged(ownerID, statType, diff, total) return end

---@param state gamePrereqState
function StatPrereqListener:RegisterState(state) return end

---@class StatPrereqState : gamePrereqState
---@field listener StatPrereqListener
---@field modifiersValueToCheck Float
StatPrereqState = {}

---@return StatPrereqState
function StatPrereqState.new() return end

---@param props table
---@return StatPrereqState
function StatPrereqState.new(props) return end

---@param diff Float
---@param total Float
function StatPrereqState:StatUpdate(diff, total) return end

---@param value Float
function StatPrereqState:UpdateModifiersValueToCheck(value) return end

---@class StatProvider : IScriptable
---@field GameItemData gameItemData
---@field PartData gameInnerItemData
---@field InventoryItemData gameInventoryItemData
---@field dataSource gameEStatProviderDataSource
StatProvider = {}

---@return StatProvider
function StatProvider.new() return end

---@param props table
---@return StatProvider
function StatProvider.new(props) return end

---@param type gamedataStatType
---@return Int32
function StatProvider:GetStatValueByType(type) return end

---@param type gamedataStatType
---@return Float
function StatProvider:GetStatValueFByType(type) return end

---@param type gamedataStatType
---@return Bool
function StatProvider:HasStatData(type) return end

---@param gameItemData gameItemData
function StatProvider:Setup(gameItemData) return end

---@param inventoryItemData gameInventoryItemData
function StatProvider:Setup(inventoryItemData) return end

---@param partData gameInnerItemData
function StatProvider:Setup(partData) return end

---@class State : MorphData
---@field state ESecuritySystemState
State = {}

---@return State
function State.new() return end

---@param props table
---@return State
function State.new(props) return end

---@class StaticPlatform : InteractiveDevice
---@field componentsToToggleNames CName[]
---@field meshName CName
---@field sfxOnEnable CName
---@field componentsToToggle entIComponent[]
StaticPlatform = {}

---@return StaticPlatform
function StaticPlatform.new() return end

---@param props table
---@return StaticPlatform
function StaticPlatform.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function StaticPlatform:OnAreaEnter(evt) return end

---@return Bool
function StaticPlatform:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function StaticPlatform:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function StaticPlatform:OnTakeControl(ri) return end

function StaticPlatform:ActivateComponents() return end

---@return StaticPlatformController
function StaticPlatform:GetController() return end

function StaticPlatform:PlaySfx() return end

function StaticPlatform:SetVisualsAsActive() return end

---@class StaticPlatformController : ScriptableDeviceComponent
StaticPlatformController = {}

---@return StaticPlatformController
function StaticPlatformController.new() return end

---@param props table
---@return StaticPlatformController
function StaticPlatformController.new(props) return end

---@return StaticPlatformControllerPS
function StaticPlatformController:GetPS() return end

---@class StaticPlatformControllerPS : ScriptableDeviceComponentPS
---@field isTriggered Bool
StaticPlatformControllerPS = {}

---@return StaticPlatformControllerPS
function StaticPlatformControllerPS.new() return end

---@param props table
---@return StaticPlatformControllerPS
function StaticPlatformControllerPS.new(props) return end

---@return Bool
function StaticPlatformControllerPS:IsTriggered() return end

function StaticPlatformControllerPS:SetAsTriggered() return end

---@class StatisticDifferenceBarController : inkWidgetLogicController
---@field filled inkWidgetReference
---@field difference inkWidgetReference
---@field empty inkWidgetReference
StatisticDifferenceBarController = {}

---@return StatisticDifferenceBarController
function StatisticDifferenceBarController.new() return end

---@param props table
---@return StatisticDifferenceBarController
function StatisticDifferenceBarController.new(props) return end

---@param dataObject InventoryTooltipData_StatData
function StatisticDifferenceBarController:Setup(dataObject) return end

---@class StatsDetailListController : inkWidgetLogicController
---@field StatLabelRef inkTextWidgetReference
---@field statsList inkCompoundWidgetReference
StatsDetailListController = {}

---@return StatsDetailListController
function StatsDetailListController.new() return end

---@param props table
---@return StatsDetailListController
function StatsDetailListController.new(props) return end

---@return Bool
function StatsDetailListController:OnInitialize() return end

---@param categoryData gameStatViewData
---@param detailsData gameStatViewData[]
function StatsDetailListController:SetData(categoryData, detailsData) return end

---@class StatsDetailViewController : inkWidgetLogicController
---@field StatLabelRef inkTextWidgetReference
---@field StatValueRef inkTextWidgetReference
StatsDetailViewController = {}

---@return StatsDetailViewController
function StatsDetailViewController.new() return end

---@param props table
---@return StatsDetailViewController
function StatsDetailViewController.new(props) return end

---@return Bool
function StatsDetailViewController:OnInitialize() return end

---@param stat gameStatViewData
function StatsDetailViewController:Setup(stat) return end

---@class StatsMainGameController : gameuiMenuGameController
---@field MainViewRoot inkWidgetReference
---@field statsList inkCompoundWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field levelControllerRef inkWidgetReference
---@field streetCredControllerRef inkWidgetReference
---@field detailListControllerRef inkWidgetReference
---@field statsStreetCredRewardRef inkWidgetReference
---@field statsPlayTimeControllerdRef inkWidgetReference
---@field btnInventory inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field rightPanelFluff1 inkWidgetReference
---@field rightPanelFluff2 inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field InventoryManager InventoryDataManagerV2
---@field player PlayerPuppet
---@field healthStatsData gameStatViewData[]
---@field DPSStatsData gameStatViewData[]
---@field armorStatsData gameStatViewData[]
---@field otherStatsData gameStatViewData[]
---@field playerStatsBlackboard gameIBlackboard
---@field currencyListener redCallbackObject
---@field characterCredListener redCallbackObject
---@field characterLevelListener redCallbackObject
---@field characterCurrentXPListener redCallbackObject
---@field characterCredPointsListener redCallbackObject
---@field PDS PlayerDevelopmentSystem
---@field levelController StatsProgressController
---@field streetCredController StatsProgressController
---@field detailListController StatsDetailListController
---@field statsStreetCredReward StatsStreetCredReward
---@field statsPlayTimeController StatsPlayTimeController
---@field previousMenuData PreviousMenuData
---@field buttonHintsController ButtonHints
---@field animProxy inkanimProxy
StatsMainGameController = {}

---@return StatsMainGameController
function StatsMainGameController.new() return end

---@param props table
---@return StatsMainGameController
function StatsMainGameController.new(props) return end

---@param evt CategoryClickedEvent
---@return Bool
function StatsMainGameController:OnCategoryClicked(evt) return end

---@param value Int32
---@return Bool
function StatsMainGameController:OnCharacterLevelCurrentXPUpdated(value) return end

---@param value Int32
---@return Bool
function StatsMainGameController:OnCharacterLevelUpdated(value) return end

---@param value Int32
---@return Bool
function StatsMainGameController:OnCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@return Bool
function StatsMainGameController:OnCharacterStreetCredPointsUpdated(value) return end

---@return Bool
function StatsMainGameController:OnInitialize() return end

---@param userData IScriptable
---@return Bool
function StatsMainGameController:OnSetUserData(userData) return end

---@return Bool
function StatsMainGameController:OnUninitialize() return end

---@param statType gamedataStatType
---@param datalist gameStatViewData[]
function StatsMainGameController:AddStat(statType, datalist) return end

function StatsMainGameController:OnIntro() return end

function StatsMainGameController:PopulateStats() return end

---@param stat gamedataStatType
---@param datalist gameStatViewData[]
---@return gameStatViewData
function StatsMainGameController:RequestStat(stat, datalist) return end

---@class StatsManager : IScriptable
---@field playerGodModeModifierData gameStatModifierData_Deprecated
StatsManager = {}

---@return StatsManager
function StatsManager.new() return end

---@param props table
---@return StatsManager
function StatsManager.new(props) return end

---@param obj gameObject
---@return DPSPackage
function StatsManager.GetObjectDPS(obj) return end

---@class StatsMenuUserData : inkUserData
---@field menuVisited Bool
StatsMenuUserData = {}

---@return StatsMenuUserData
function StatsMenuUserData.new() return end

---@param props table
---@return StatsMenuUserData
function StatsMenuUserData.new(props) return end

---@class StatsPlayTimeController : inkWidgetLogicController
---@field playTimeRef inkTextWidgetReference
---@field lifePathRef inkTextWidgetReference
---@field lifePathIconRef inkImageWidgetReference
StatsPlayTimeController = {}

---@return StatsPlayTimeController
function StatsPlayTimeController.new() return end

---@param props table
---@return StatsPlayTimeController
function StatsPlayTimeController.new(props) return end

---@param playTime Float
---@param lifePath gamedataLifePath
function StatsPlayTimeController:Set(playTime, lifePath) return end

---@class StatsProgressController : inkWidgetLogicController
---@field labelRef inkTextWidgetReference
---@field currentXpRef inkTextWidgetReference
---@field maxXpRef inkTextWidgetReference
---@field currentLevelRef inkTextWidgetReference
---@field currentPersentageRef inkTextWidgetReference
---@field XpWrapper inkWidgetReference
---@field maxXpWrapper inkWidgetReference
---@field progressBarFill inkWidgetReference
---@field progressBar inkWidgetReference
---@field progressMarkerBar inkWidgetReference
---@field barLenght Float
StatsProgressController = {}

---@return StatsProgressController
function StatsProgressController.new() return end

---@param props table
---@return StatsProgressController
function StatsProgressController.new(props) return end

---@return Bool
function StatsProgressController:OnInitialize() return end

---@param level Int32
function StatsProgressController:SetLevel(level) return end

---@param proficiency ProficiencyDisplayData
function StatsProgressController:SetProfiencyLevel(proficiency) return end

---@param currentXp Int32
---@param maxXp Int32
function StatsProgressController:SetProgress(currentXp, maxXp) return end

---@class StatsStreetCredReward : inkWidgetLogicController
---@field prevRewardsList inkCompoundWidgetReference
---@field currentRewardsList inkCompoundWidgetReference
---@field nextRewardsList inkCompoundWidgetReference
---@field scrollSlider inkCompoundWidgetReference
---@field scrollButtonHint inkCompoundWidgetReference
---@field rewardSize Int32
---@field tooltipIndex Int32
---@field tooltipsManager gameuiTooltipsManager
StatsStreetCredReward = {}

---@return StatsStreetCredReward
function StatsStreetCredReward.new() return end

---@param props table
---@return StatsStreetCredReward
function StatsStreetCredReward.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function StatsStreetCredReward:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function StatsStreetCredReward:OnHoverOver(evt) return end

---@param evt inkPointerEvent
---@return Bool
function StatsStreetCredReward:OnRewardsHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function StatsStreetCredReward:OnRewardsHoverOver(evt) return end

---@param proficiencyData ProficiencyDisplayData
---@param tooltipsManager gameuiTooltipsManager
---@param tooltipIndex Int32
function StatsStreetCredReward:SetData(proficiencyData, tooltipsManager, tooltipIndex) return end

---@param rewardData LevelRewardDisplayData[]
---@param tooltipsManager gameuiTooltipsManager
---@param currentLevel Int32
---@param tooltipIndex Int32
---@param attributeName String
function StatsStreetCredReward:SetData(rewardData, tooltipsManager, currentLevel, tooltipIndex, attributeName) return end

---@class StatsStreetCredRewardItem : inkButtonController
---@field levelRef inkTextWidgetReference
---@field iconRef inkImageWidgetReference
---@field data LevelRewardDisplayData
StatsStreetCredRewardItem = {}

---@return StatsStreetCredRewardItem
function StatsStreetCredRewardItem.new() return end

---@param props table
---@return StatsStreetCredRewardItem
function StatsStreetCredRewardItem.new(props) return end

---@return LevelRewardDisplayData
function StatsStreetCredRewardItem:GetRewardData() return end

---@param data LevelRewardDisplayData
---@param state CName|string
function StatsStreetCredRewardItem:SetData(data, state) return end

---@class StatsSystemHelper : IScriptable
StatsSystemHelper = {}

---@return StatsSystemHelper
function StatsSystemHelper.new() return end

---@param props table
---@return StatsSystemHelper
function StatsSystemHelper.new(props) return end

---@param obj gameObject
---@param statType gamedataStatType
---@param statData gameStatDetailedData
---@return Bool
function StatsSystemHelper.GetDetailedStatInfo(obj, statType, statData) return end

---@param ownerID gameStatsObjectID
---@param statPrereqID TweakDBID|string
---@return Float
function StatsSystemHelper.GetStatPrereqModifiersValue(ownerID, statPrereqID) return end

---@param obj gameObject
---@param statType gamedataStatType
---@return Float
function StatsSystemHelper.GetStatValue(obj, statType) return end

---@param obj gameObject
---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@return Float
function StatsSystemHelper.GetStatValue(obj, objID, statType) return end

---@class StatsViewController : inkWidgetLogicController
---@field StatLabelRef inkTextWidgetReference
---@field StatValueRef inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field stat gameStatViewData
StatsViewController = {}

---@return StatsViewController
function StatsViewController.new() return end

---@param props table
---@return StatsViewController
function StatsViewController.new(props) return end

---@param hoverEvenet inkPointerEvent
---@return Bool
function StatsViewController:OnButtonClick(hoverEvenet) return end

---@return Bool
function StatsViewController:OnInitialize() return end

---@return Bool
function StatsViewController:OnUninitialize() return end

---@return gameStatViewData
function StatsViewController:GetStatType() return end

---@param stat gameStatViewData
function StatsViewController:Setup(stat) return end

---@class StatusEffectAbsentPrereq : StatusEffectPrereq
StatusEffectAbsentPrereq = {}

---@return StatusEffectAbsentPrereq
function StatusEffectAbsentPrereq.new() return end

---@param props table
---@return StatusEffectAbsentPrereq
function StatusEffectAbsentPrereq.new(props) return end

---@param recordID TweakDBID|string
function StatusEffectAbsentPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StatusEffectAbsentPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatusEffectAbsentPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatusEffectAbsentPrereq:OnRegister(state, context) return end

---@class StatusEffectAbsentPrereqState : StatusEffectPrereqState
StatusEffectAbsentPrereqState = {}

---@return StatusEffectAbsentPrereqState
function StatusEffectAbsentPrereqState.new() return end

---@param props table
---@return StatusEffectAbsentPrereqState
function StatusEffectAbsentPrereqState.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
---@param isApplied Bool
function StatusEffectAbsentPrereqState:StatusEffectUpdate(statusEffect, isApplied) return end

---@class StatusEffectActions : AIbehaviortaskScript
StatusEffectActions = {}

---@class StatusEffectBasedTimeBankEffector : gameEffector
---@field player gameObject
---@field playerEntityID entEntityID
---@field statusEffectListener TimeBankOnStatusEffectAppliedListener
---@field gameInstance ScriptGameInstance
StatusEffectBasedTimeBankEffector = {}

---@return StatusEffectBasedTimeBankEffector
function StatusEffectBasedTimeBankEffector.new() return end

---@param props table
---@return StatusEffectBasedTimeBankEffector
function StatusEffectBasedTimeBankEffector.new(props) return end

---@param statusEffectID TweakDBID|string
function StatusEffectBasedTimeBankEffector:EvaluateCyberwareCooldown(statusEffectID) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StatusEffectBasedTimeBankEffector:Initialize(record, parentRecord) return end

function StatusEffectBasedTimeBankEffector:Uninitialize() return end

---@class StatusEffectDecisions : LocomotionGroundDecisions
---@field executionOwner gameObject
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field statusEffectEnumName String
StatusEffectDecisions = {}

---@return StatusEffectDecisions
function StatusEffectDecisions.new() return end

---@param props table
---@return StatusEffectDecisions
function StatusEffectDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StatusEffectDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StatusEffectDecisions:HasMovementAffiliatedStatusEffect(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectDecisions:OnDetach(stateContext, scriptInterface) return end

---@param statusEffect gamedataStatusEffect_Record
function StatusEffectDecisions:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function StatusEffectDecisions:OnStatusEffectRemoved(statusEffect) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StatusEffectDecisions:ToRegularFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function StatusEffectDecisions:ToStand(stateContext, scriptInterface) return end

---@class StatusEffectEvents : LocomotionGroundEvents
---@field statusEffectRecord gamedataStatusEffect_Record
---@field playerStatusEffectRecordData gamedataStatusEffectPlayerData_Record
---@field animFeatureStatusEffect AnimFeature_StatusEffect
---@field statusEffectEnumName String
StatusEffectEvents = {}

---@return StatusEffectEvents
function StatusEffectEvents.new() return end

---@param props table
---@return StatusEffectEvents
function StatusEffectEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param desiredDistance Float
---@param scaleDistance Bool
function StatusEffectEvents:ApplyCounterForce(scriptInterface, stateContext, desiredDistance, scaleDistance) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:CommonOnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:DefaultOnExit(stateContext, scriptInterface) return end

---@return Float
function StatusEffectEvents:GetAirRecoveryAnimDuration() return end

---@return Float
function StatusEffectEvents:GetCameraShakeStrength() return end

---@return Float
function StatusEffectEvents:GetImpulseDistance() return end

---@return Float
function StatusEffectEvents:GetLandAnimDuration() return end

---@return Float
function StatusEffectEvents:GetRecoveryAnimDuration() return end

---@return Bool
function StatusEffectEvents:GetScaleImpulseDistance() return end

---@return Float
function StatusEffectEvents:GetStartupAnimDuration() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Vector4
function StatusEffectEvents:GetStatusEffectHitDirection(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Float
function StatusEffectEvents:GetStatusEffectRemainingDuration(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return gamedataStatusEffectType
function StatusEffectEvents:GetStatusEffectType(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function StatusEffectEvents:GetTimeInStatusEffect(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnExitToFall(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param type gamedataStatusEffectType
function StatusEffectEvents:ProcessStatusEffectBasedOnType(scriptInterface, stateContext, type) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
function StatusEffectEvents:RemoveStatusEffect(scriptInterface, stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function StatusEffectEvents:RotateToKnockdownSource(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@param camShakeStrength Float
function StatusEffectEvents:SendCameraShakeDataToGraph(scriptInterface, stateContext, camShakeStrength) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param state EKnockdownStates
function StatusEffectEvents:SendStatusEffectAnimDataToGraph(stateContext, scriptInterface, state) return end

---@return Bool
function StatusEffectEvents:ShouldForceUnequipWeapon() return end

---@return Bool
function StatusEffectEvents:ShouldRotateToSource() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param type gamedataStatusEffectType
---@return Bool
function StatusEffectEvents:ShouldUseCustomAdditives(scriptInterface, type) return end

---@class StatusEffectHelper : IScriptable
StatusEffectHelper = {}

---@return StatusEffectHelper
function StatusEffectHelper.new() return end

---@param props table
---@return StatusEffectHelper
function StatusEffectHelper.new(props) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param delay Float
---@return Bool
function StatusEffectHelper.ApplyStatusEffect(target, statusEffectID, delay) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param instigatorEntityID entEntityID
---@return Bool
function StatusEffectHelper.ApplyStatusEffect(target, statusEffectID, instigatorEntityID) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param instigatorID TweakDBID|string
---@return Bool
function StatusEffectHelper.ApplyStatusEffect(target, statusEffectID, instigatorID) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param instigatorEntityID entEntityID
---@param proxyEntityID entEntityID
---@return Bool
function StatusEffectHelper.ApplyStatusEffect(target, statusEffectID, instigatorEntityID, proxyEntityID) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param instigatorEntityID entEntityID
---@param delay Float
---@param duration Float
function StatusEffectHelper.ApplyStatusEffectForTimeWindow(target, statusEffectID, instigatorEntityID, delay, duration) return end

---@param statusEffectID TweakDBID|string
---@param entityID entEntityID
---@return Bool
function StatusEffectHelper.ApplyStatusEffectOnSelf(statusEffectID, entityID) return end

---@param target gameObject
---@param statusEffectRecord gamedataStatusEffect_Record
---@return Bool
function StatusEffectHelper.CheckStatusEffectBehaviorPrereqs(target, statusEffectRecord) return end

---@param target gameObject
---@return gameStatusEffect[]
function StatusEffectHelper.GetAppliedEffects(target) return end

---@param target gameObject
---@param tag CName|string
---@param statusEffects gameStatusEffect[]
---@param instigatorID entEntityID
---@return Bool
function StatusEffectHelper.GetAppliedEffectsWithTag(target, tag, statusEffects, instigatorID) return end

---@return CName
function StatusEffectHelper.GetAppliedStatusEffectKey() return end

---@return CName
function StatusEffectHelper.GetCanExitKnockdownKey() return end

---@return CName
function StatusEffectHelper.GetForceKnockdownKey() return end

---@return CName
function StatusEffectHelper.GetForcedKnockdownImpulseKey() return end

---@return CName
function StatusEffectHelper.GetStateStartTimeKey() return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@return gameStatusEffect
function StatusEffectHelper.GetStatusEffectByID(target, statusEffectID) return end

---@param target gameObject
---@param gameplayTag CName|string
---@return gameStatusEffect
function StatusEffectHelper.GetStatusEffectWithTag(target, gameplayTag) return end

---@param target gameObject
---@param statusEffectType gamedataStatusEffectType
---@param discardStatusEffect Bool
---@return gameStatusEffect
function StatusEffectHelper.GetTopPriorityEffect(target, statusEffectType, discardStatusEffect) return end

---@param target gameObject
---@return gameStatusEffect
function StatusEffectHelper.GetTopPriorityEffect(target) return end

---@param statusEffect gamedataStatusEffect_Record
---@return Bool, gamedataAttack_Record
function StatusEffectHelper.HasStatusEffectAttack(statusEffect) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param instigator entEntityID
---@return Bool
function StatusEffectHelper.HasStatusEffectFromInstigator(target, statusEffectID, instigator) return end

---@param target gameObject
---@param gameplayTag CName|string
---@return Bool
function StatusEffectHelper.HasStatusEffectWithTagConst(target, gameplayTag) return end

---@param record gamedataStatusEffect_Record
---@param tag CName|string
---@return Bool
function StatusEffectHelper.HasTag(record, tag) return end

---@param owner gameObject
---@param statusEffectRecord gamedataStatusEffect_Record
---@param state EKnockdownStates
---@param hitDirection Vector4
---@return AnimFeature_StatusEffect
function StatusEffectHelper.PopulateStatusEffectAnimData(owner, statusEffectRecord, state, hitDirection) return end

---@param target gameObject
function StatusEffectHelper.RemoveAllStatusEffects(target) return end

---@param target entEntityID
---@param type gamedataStatusEffectType
function StatusEffectHelper.RemoveAllStatusEffectsByType(target, type) return end

---@param target gameObject
---@param type gamedataStatusEffectType
function StatusEffectHelper.RemoveAllStatusEffectsByType(target, type) return end

---@param target gameObject
---@param gameplayTag CName|string
---@param beside TweakDBID|string
function StatusEffectHelper.RemoveAllStatusEffectsWithTagBeside(target, gameplayTag, beside) return end

---@param target gameObject
---@param statusEffect gameStatusEffect
---@param removeCount Uint32
---@return Bool
function StatusEffectHelper.RemoveStatusEffect(target, statusEffect, removeCount) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@param removeCount Uint32
---@return Bool
function StatusEffectHelper.RemoveStatusEffect(target, statusEffectID, removeCount) return end

---@param target gameObject
---@param instigatorID TweakDBID|string
function StatusEffectHelper.RemoveStatusEffectsByInstigatorID(target, instigatorID) return end

---@param target entEntityID
---@param gameplayTag CName|string
function StatusEffectHelper.RemoveStatusEffectsWithTag(target, gameplayTag) return end

---@param target gameObject
---@param gameplayTag CName|string
---@param delay Float
function StatusEffectHelper.RemoveStatusEffectsWithTag(target, gameplayTag, delay) return end

---@return CName
function StatusEffectHelper.TriggerSecondaryKnockdownKey() return end

---@class StatusEffectManagerComponent : AIMandatoryComponents
---@field weaponDropedInWounded Bool
StatusEffectManagerComponent = {}

---@return StatusEffectManagerComponent
function StatusEffectManagerComponent.new() return end

---@param props table
---@return StatusEffectManagerComponent
function StatusEffectManagerComponent.new(props) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function StatusEffectManagerComponent:OnStatusEffectApplied(evt) return end

function StatusEffectManagerComponent:EnterInstantDismemberment() return end

---@return gameIBlackboard
function StatusEffectManagerComponent:GetBlackboard() return end

---@return ScriptedPuppet
function StatusEffectManagerComponent:GetPuppet() return end

---@param key CName|string
---@param value Float
function StatusEffectManagerComponent:SetAnimWrapperWeight(key, value) return end

---@class StatusEffectPrereq : gameIScriptablePrereq
---@field statusEffectRecordID TweakDBID
---@field tag CName
---@field checkType gamedataCheckType
---@field invert Bool
---@field fireAndForget Bool
---@field objectToCheck CName
StatusEffectPrereq = {}

---@return StatusEffectPrereq
function StatusEffectPrereq.new() return end

---@param props table
---@return StatusEffectPrereq
function StatusEffectPrereq.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
---@return Bool
function StatusEffectPrereq:Evaluate(statusEffect) return end

---@param context IScriptable
---@return gameObject
function StatusEffectPrereq:GetObjectToCheck(context) return end

---@param recordID TweakDBID|string
function StatusEffectPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function StatusEffectPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatusEffectPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function StatusEffectPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function StatusEffectPrereq:OnUnregister(state, context) return end

---@class StatusEffectPrereqListener : gameScriptStatusEffectListener
---@field state StatusEffectPrereqState
StatusEffectPrereqListener = {}

---@return StatusEffectPrereqListener
function StatusEffectPrereqListener.new() return end

---@param props table
---@return StatusEffectPrereqListener
function StatusEffectPrereqListener.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
function StatusEffectPrereqListener:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function StatusEffectPrereqListener:OnStatusEffectRemoved(statusEffect) return end

---@param state gamePrereqState
function StatusEffectPrereqListener:RegisterState(state) return end

---@class StatusEffectPrereqState : gamePrereqState
---@field listener StatusEffectPrereqListener
StatusEffectPrereqState = {}

---@return StatusEffectPrereqState
function StatusEffectPrereqState.new() return end

---@param props table
---@return StatusEffectPrereqState
function StatusEffectPrereqState.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
---@param isApplied Bool
function StatusEffectPrereqState:StatusEffectUpdate(statusEffect, isApplied) return end

---@class StatusEffectPresentHitPrereqCondition : BaseHitPrereqCondition
---@field checkType gamedataCheckType
---@field statusEffectParam CName
---@field tag CName
---@field objectToCheck CName
StatusEffectPresentHitPrereqCondition = {}

---@return StatusEffectPresentHitPrereqCondition
function StatusEffectPresentHitPrereqCondition.new() return end

---@param props table
---@return StatusEffectPresentHitPrereqCondition
function StatusEffectPresentHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function StatusEffectPresentHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function StatusEffectPresentHitPrereqCondition:SetData(recordID) return end

---@class StatusEffectRemovedPrereq : StatusEffectPrereq
StatusEffectRemovedPrereq = {}

---@return StatusEffectRemovedPrereq
function StatusEffectRemovedPrereq.new() return end

---@param props table
---@return StatusEffectRemovedPrereq
function StatusEffectRemovedPrereq.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
---@return Bool
function StatusEffectRemovedPrereq:Evaluate(statusEffect) return end

---@param recordID TweakDBID|string
function StatusEffectRemovedPrereq:Initialize(recordID) return end

---@class StatusEffectRemovedPrereqState : StatusEffectPrereqState
StatusEffectRemovedPrereqState = {}

---@return StatusEffectRemovedPrereqState
function StatusEffectRemovedPrereqState.new() return end

---@param props table
---@return StatusEffectRemovedPrereqState
function StatusEffectRemovedPrereqState.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
---@param isApplied Bool
function StatusEffectRemovedPrereqState:StatusEffectUpdate(statusEffect, isApplied) return end

---@class StatusEffectSignalEvent : redEvent
---@field statusEffectID TweakDBID
---@field priority Float
---@field tags CName[]
---@field flags EAIGateSignalFlags[]
---@field repeatSignalDelay Float
StatusEffectSignalEvent = {}

---@return StatusEffectSignalEvent
function StatusEffectSignalEvent.new() return end

---@param props table
---@return StatusEffectSignalEvent
function StatusEffectSignalEvent.new(props) return end

---@class StatusEffectSlot : RadialSlot
StatusEffectSlot = {}

---@return StatusEffectSlot
function StatusEffectSlot.new() return end

---@param props table
---@return StatusEffectSlot
function StatusEffectSlot.new(props) return end

---@return RadialStatusEffectController
function StatusEffectSlot:GetController() return end

---@class StatusEffectTasks : AIbehaviortaskScript
StatusEffectTasks = {}

---@class StatusEffectTriggerListener : gameCustomValueStatPoolsListener
---@field owner gameObject
---@field statusEffect TweakDBID
---@field statPoolType gamedataStatPoolType
---@field instigator gameObject
StatusEffectTriggerListener = {}

---@return StatusEffectTriggerListener
function StatusEffectTriggerListener.new() return end

---@param props table
---@return StatusEffectTriggerListener
function StatusEffectTriggerListener.new(props) return end

---@param value Float
---@return Bool
function StatusEffectTriggerListener:OnStatPoolMinValueReached(value) return end

---@class StatusScreenGameController : BaseBunkerComputerGameController
---@field alphaSys inkWidgetReference
---@field bravoSys inkWidgetReference
---@field sierraSys inkWidgetReference
---@field victorSys inkWidgetReference
---@field sierraBackupSys inkWidgetReference
---@field victorBackupSys inkWidgetReference
StatusScreenGameController = {}

---@return StatusScreenGameController
function StatusScreenGameController.new() return end

---@param props table
---@return StatusScreenGameController
function StatusScreenGameController.new(props) return end

---@return Bool
function StatusScreenGameController:OnInitialize() return end

function StatusScreenGameController:UpdateStatus() return end

---@class StealthMappinGameController : gameuiWidgetGameController
---@field controller gameuiStealthMappinController
---@field ownerNPC NPCPuppet
StealthMappinGameController = {}

---@return StealthMappinGameController
function StealthMappinGameController.new() return end

---@param props table
---@return StealthMappinGameController
function StealthMappinGameController.new(props) return end

---@return Bool
function StealthMappinGameController:OnInitialize() return end

---@class StealthState : ChangeHighLevelStateAbstract
StealthState = {}

---@return StealthState
function StealthState.new() return end

---@param props table
---@return StealthState
function StealthState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function StealthState:GetDesiredHighLevelState(context) return end

---@class StealthStimThreshold : AIbehaviorconditionScript
---@field stealthThresholdNumber Int32
StealthStimThreshold = {}

---@return StealthStimThreshold
function StealthStimThreshold.new() return end

---@param props table
---@return StealthStimThreshold
function StealthStimThreshold.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function StealthStimThreshold:Check(context) return end

---@class StealthStimThresholdEvent : redEvent
---@field reset Bool
---@field timeThreshold Float
StealthStimThresholdEvent = {}

---@return StealthStimThresholdEvent
function StealthStimThresholdEvent.new() return end

---@param props table
---@return StealthStimThresholdEvent
function StealthStimThresholdEvent.new(props) return end

---@class StealthZonesGameController : gameuiHUDGameController
StealthZonesGameController = {}

---@return StealthZonesGameController
function StealthZonesGameController.new() return end

---@param props table
---@return StealthZonesGameController
function StealthZonesGameController.new(props) return end

---@class SteetCredDataHelper : IScriptable
SteetCredDataHelper = {}

---@return SteetCredDataHelper
function SteetCredDataHelper.new() return end

---@param props table
---@return SteetCredDataHelper
function SteetCredDataHelper.new(props) return end

---@return LevelRewardDisplayData[]
function SteetCredDataHelper.GetData() return end

---@class StepOutOfVehicle : AIbehaviortaskScript
StepOutOfVehicle = {}

---@return StepOutOfVehicle
function StepOutOfVehicle.new() return end

---@param props table
---@return StepOutOfVehicle
function StepOutOfVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function StepOutOfVehicle:Activate(context) return end

---@class Stillage : InteractiveDevice
---@field collider entIPlacedComponent
Stillage = {}

---@return Stillage
function Stillage.new() return end

---@param props table
---@return Stillage
function Stillage.new(props) return end

---@param evt QuestResetDeviceToInitialState
---@return Bool
function Stillage:OnQuestResetDeviceToInitialState(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Stillage:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Stillage:OnTakeControl(ri) return end

---@param evt ThrowStuff
---@return Bool
function Stillage:OnThrowStuff(evt) return end

---@param componentName CName|string
---@return Bool
function Stillage:OnWorkspotFinished(componentName) return end

---@class StillageController : ScriptableDeviceComponent
StillageController = {}

---@return StillageController
function StillageController.new() return end

---@param props table
---@return StillageController
function StillageController.new(props) return end

---@return StillageControllerPS
function StillageController:GetPS() return end

---@class StillageControllerPS : ScriptableDeviceComponentPS
---@field isCleared Bool
StillageControllerPS = {}

---@return StillageControllerPS
function StillageControllerPS.new() return end

---@param props table
---@return StillageControllerPS
function StillageControllerPS.new(props) return end

---@return ThrowStuff
function StillageControllerPS:ActionThrowStuff() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function StillageControllerPS:GetActions(context) return end

---@param actionName CName|string
---@return gamedeviceAction
function StillageControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function StillageControllerPS:GetQuestActions(context) return end

---@param evt QuestResetDeviceToInitialState
---@return EntityNotificationType
function StillageControllerPS:OnQuestResetDeviceToInitialState(evt) return end

---@param evt ThrowStuff
---@return EntityNotificationType
function StillageControllerPS:OnThrowStuff(evt) return end

---@class StimBroadcasterComponent : gameScriptableComponent
---@field activeRequests StimRequest[]
---@field currentID Uint32
---@field shouldBroadcast Bool
---@field targets gameNPCstubData[]
---@field blockedStims StimIdentificationData[]
---@field fallbackInterval Float
StimBroadcasterComponent = {}

---@return StimBroadcasterComponent
function StimBroadcasterComponent.new() return end

---@param props table
---@return StimBroadcasterComponent
function StimBroadcasterComponent.new(props) return end

---@param sender gameObject
---@param gdStimType gamedataStimType
---@param lifetime Float
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
function StimBroadcasterComponent.BroadcastActiveStim(sender, gdStimType, lifetime, radius, investigateData, propagationChange) return end

---@param sender gameObject
---@param gdStimType gamedataStimType
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
function StimBroadcasterComponent.BroadcastStim(sender, gdStimType, radius, investigateData, propagationChange) return end

---@param sender gameObject
---@param gdStimType gamedataStimType
---@param target gameObject
---@param investigateData senseStimInvestigateData
---@param delay Float
function StimBroadcasterComponent.SendStimDirectly(sender, gdStimType, target, investigateData, delay) return end

---@param stimName CName|string
---@return gamedataStimType
function StimBroadcasterComponent.nameToStimEnum(stimName) return end

---@param evt BlockStimProcessingCooldownEvent
---@return Bool
function StimBroadcasterComponent:OnBlockStimProcessingCooldownEvent(evt) return end

---@param evt BroadcastEvent
---@return Bool
function StimBroadcasterComponent:OnBroadcastEvent(evt) return end

---@param evt RecurrentStimuliEvent
---@return Bool
function StimBroadcasterComponent:OnRecurrentStimuliEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function StimBroadcasterComponent:OnStatusEffectApplied(evt) return end

---@param evt StimTargetsEvent
---@return Bool
function StimBroadcasterComponent:OnStimTargetsUpdate(evt) return end

---@param contextOwner gameObject
---@param gdStimType gamedataStimType
---@param lifetime Float
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
---@param shouldOverride Bool
function StimBroadcasterComponent:AddActiveStimuli(contextOwner, gdStimType, lifetime, radius, investigateData, propagationChange, shouldOverride) return end

---@param gdStimType gamedataStimType
---@param lifetime Float
---@param shouldOverride Bool
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
function StimBroadcasterComponent:AddActiveStimulus(gdStimType, lifetime, shouldOverride, radius, investigateData, propagationChange) return end

---@param data StimIdentificationData
function StimBroadcasterComponent:AddBlockedStim(data) return end

function StimBroadcasterComponent:AddNewDelayEvent() return end

---@param data StimTargetData
function StimBroadcasterComponent:AddStimmTarget(data) return end

---@return StimRequestID
function StimBroadcasterComponent:AssignNextValidUniqueID() return end

function StimBroadcasterComponent:ClearRequests() return end

function StimBroadcasterComponent:ClearStimTargets() return end

---@param gdStimType gamedataStimType
---@param duration Float
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
---@return StimRequest
function StimBroadcasterComponent:CreateStimRequest(gdStimType, duration, radius, investigateData, propagationChange) return end

---@param request StimRequest
---@return Int32
function StimBroadcasterComponent:DetermineHowManyRepeats(request) return end

---@param request StimRequest
---@return Int32
function StimBroadcasterComponent:FindRequestIndex(request) return end

---@param id StimRequestID
---@return Int32
function StimBroadcasterComponent:FindRequestIndexByID(id) return end

---@param gdStimType gamedataStimType
---@return Int32
function StimBroadcasterComponent:FindRequestIndexByName(gdStimType) return end

---@param id Uint32
---@param valid Bool
---@return StimRequestID
function StimBroadcasterComponent:GenerateRequestID(id, valid) return end

---@param index Int32
---@return StimRequest
function StimBroadcasterComponent:GetRequestByArrayIndex(index) return end

---@param id StimRequestID
---@return StimRequest
function StimBroadcasterComponent:GetRequestByID(id) return end

---@param gdStimType gamedataStimType
---@return StimRequest
function StimBroadcasterComponent:GetRequestByName(gdStimType) return end

---@param data StimTargetData
---@return Bool
function StimBroadcasterComponent:HasStimTarget(data) return end

---@return Bool
function StimBroadcasterComponent:HasStimTargets() return end

---@param stim senseStimuliEvent
---@param gdStimType gamedataStimType
---@return Bool
function StimBroadcasterComponent:IsEqual(stim, gdStimType) return end

---@param gdStimType gamedataStimType
---@return Bool
function StimBroadcasterComponent:IsRequestDuplicated(gdStimType) return end

---@param data StimIdentificationData
---@return Bool
function StimBroadcasterComponent:IsStimBlocked(data) return end

---@param sourceID entEntityID
---@param stimType gamedataStimType
---@param stimName CName|string
---@return Bool
function StimBroadcasterComponent:IsStimProcessingBlocked(sourceID, stimType, stimName) return end

function StimBroadcasterComponent:OnGameDetach() return end

---@param gdStimType gamedataStimType
---@param lifetime Float
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
---@return StimRequestID
function StimBroadcasterComponent:ProcessStartRequest(gdStimType, lifetime, radius, investigateData, propagationChange) return end

---@param gdStimType gamedataStimType
function StimBroadcasterComponent:ProcessStopRequest(gdStimType) return end

---@param evt RecurrentStimuliEvent
---@return Bool
function StimBroadcasterComponent:RebroadcastStimuli(evt) return end

---@param id StimRequestID
function StimBroadcasterComponent:RemoveActiveStimByID(id) return end

---@param contextOwner gameObject
---@param gdStimType gamedataStimType
function StimBroadcasterComponent:RemoveActiveStimuliByName(contextOwner, gdStimType) return end

---@param delayID gameDelayID
function StimBroadcasterComponent:RemoveBlockedStim(delayID) return end

---@param data StimIdentificationData
function StimBroadcasterComponent:RemoveBlockedStim(data) return end

---@param request StimRequest
function StimBroadcasterComponent:RemoveRequest(request) return end

---@param index Int32
function StimBroadcasterComponent:RemoveRequest(index) return end

---@param sourceID entEntityID
---@param stimType gamedataStimType
---@param stimName CName|string
---@param cooldown Float
---@return Bool
function StimBroadcasterComponent:ResolveStimProcessingCooldown(sourceID, stimType, stimName, cooldown) return end

---@param contextOwner gameObject
---@param gdStimType gamedataStimType
---@param target gameObject
---@param investigateData senseStimInvestigateData
---@param delay Float
---@param purelyDirect Bool
function StimBroadcasterComponent:SendDrirectStimuliToTarget(contextOwner, gdStimType, target, investigateData, delay, purelyDirect) return end

---@param contextOwner gameObject
---@param gdStimType gamedataStimType
---@param lifetime Float
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
function StimBroadcasterComponent:SetSingleActiveStimuli(contextOwner, gdStimType, lifetime, radius, investigateData, propagationChange) return end

function StimBroadcasterComponent:StopTriggeringStims() return end

---@param owner gameObject
---@param takedownActionType ETakedownActionType
function StimBroadcasterComponent:TriggerNoiseStim(owner, takedownActionType) return end

---@param contextOwner gameObject
---@param gdStimType gamedataStimType
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
function StimBroadcasterComponent:TriggerSingleBroadcast(contextOwner, gdStimType, radius, investigateData, propagationChange) return end

---@class StimDeviceOperation : DeviceOperationBase
---@field stims SStimOperationData[]
StimDeviceOperation = {}

---@return StimDeviceOperation
function StimDeviceOperation.new() return end

---@param props table
---@return StimDeviceOperation
function StimDeviceOperation.new(props) return end

---@param owner gameObject
function StimDeviceOperation:Execute(owner) return end

---@param stimsArg SStimOperationData[]
---@param owner gameObject
function StimDeviceOperation:ResolveStims(stimsArg, owner) return end

---@param owner gameObject
function StimDeviceOperation:Restore(owner) return end

---@class StimEventData
---@field source gameObject
---@field stimType gamedataStimType
StimEventData = {}

---@return StimEventData
function StimEventData.new() return end

---@param props table
---@return StimEventData
function StimEventData.new(props) return end

---@class StimEventTaskData : gameScriptTaskData
---@field cachedEvt senseStimuliEvent
---@field delayed Bool
---@field id Uint32
StimEventTaskData = {}

---@return StimEventTaskData
function StimEventTaskData.new() return end

---@param props table
---@return StimEventTaskData
function StimEventTaskData.new(props) return end

---@class StimFilters : IScriptable
StimFilters = {}

---@return StimFilters
function StimFilters.new() return end

---@param props table
---@return StimFilters
function StimFilters.new(props) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.AllowFriendlyInCombat(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanBeIgnoredInCombat(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanProcessPastAllyHelp(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerAlertedDirectly(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerAllyHelp(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerCombatDirectly(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerEnemyHostility(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerNeutralHelp(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerPreventionCombatDirectly(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.CanTriggerPreventionCombatDirectlyEvenInvisible(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.Debug_IsAllowed(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsForTheDead(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsGunshot(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsIgnoredFromSameSource(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsIgnoredInVehicle(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsIgnoredWhileGrappled(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsIllegal(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsIllegalAction(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.IsProjectile(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.ShouldBeDetected(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.ShouldBeFriendly(stimType) return end

---@param stimType gamedataStimType
---@return Bool
function StimFilters.ShouldBeInPublicZone(stimType) return end

---@class StimIdentificationData
---@field sourceID entEntityID
---@field stimType gamedataStimType
---@field stimName CName
---@field delayID gameDelayID
StimIdentificationData = {}

---@return StimIdentificationData
function StimIdentificationData.new() return end

---@param props table
---@return StimIdentificationData
function StimIdentificationData.new(props) return end

---@class StimParams
---@field reactionOutput ReactionOutput
---@field stimData StimEventData
StimParams = {}

---@return StimParams
function StimParams.new() return end

---@param props table
---@return StimParams
function StimParams.new(props) return end

---@class StimRequest : IScriptable
---@field stimuli senseStimuliEvent
---@field hasExpirationDate Bool
---@field duration Float
---@field requestID StimRequestID
StimRequest = {}

---@return StimRequest
function StimRequest.new() return end

---@param props table
---@return StimRequest
function StimRequest.new(props) return end

---@class StimRequestID
---@field ID Uint32
---@field isValid Bool
StimRequestID = {}

---@return StimRequestID
function StimRequestID.new() return end

---@param props table
---@return StimRequestID
function StimRequestID.new(props) return end

---@param self_ StimRequestID
---@return Uint32
function StimRequestID.GetID(self_) return end

---@param self_ StimRequestID
---@return Bool
function StimRequestID.IsValid(self_) return end

---@class StimTargetData
---@field spawnerRef NodeRef
---@field entryID CName
StimTargetData = {}

---@return StimTargetData
function StimTargetData.new() return end

---@param props table
---@return StimTargetData
function StimTargetData.new(props) return end

---@param self_ StimTargetData
---@return Bool
function StimTargetData.IsValid(self_) return end

---@class StimTargetsEvent : redEvent
---@field targets StimTargetData[]
---@field restore Bool
StimTargetsEvent = {}

---@return StimTargetsEvent
function StimTargetsEvent.new() return end

---@param props table
---@return StimTargetsEvent
function StimTargetsEvent.new(props) return end

---@return String
function StimTargetsEvent:GetFriendlyDescription() return end

---@class StimThresholdEvent : redEvent
---@field reset Bool
---@field timeThreshold Float
StimThresholdEvent = {}

---@return StimThresholdEvent
function StimThresholdEvent.new() return end

---@param props table
---@return StimThresholdEvent
function StimThresholdEvent.new(props) return end

---@class StimuliEffectEvent : redEvent
---@field stimuliEventName CName
---@field targetPoint Vector4
StimuliEffectEvent = {}

---@return StimuliEffectEvent
function StimuliEffectEvent.new() return end

---@param props table
---@return StimuliEffectEvent
function StimuliEffectEvent.new(props) return end

---@class StimuliSquadActionEvent : senseBaseStimuliEvent
---@field squadActionName CName
---@field squadVerb EAISquadVerb
StimuliSquadActionEvent = {}

---@return StimuliSquadActionEvent
function StimuliSquadActionEvent.new() return end

---@param props table
---@return StimuliSquadActionEvent
function StimuliSquadActionEvent.new(props) return end

---@return String
function StimuliSquadActionEvent:GetDescription() return end

---@class StopAndPlaySFXEffector : gameEffector
---@field sfxToStop CName
---@field sfxToStart CName
---@field owner gameObject
StopAndPlaySFXEffector = {}

---@return StopAndPlaySFXEffector
function StopAndPlaySFXEffector.new() return end

---@param props table
---@return StopAndPlaySFXEffector
function StopAndPlaySFXEffector.new(props) return end

---@param owner gameObject
function StopAndPlaySFXEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StopAndPlaySFXEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function StopAndPlaySFXEffector:RepeatedAction(owner) return end

function StopAndPlaySFXEffector:Uninitialize() return end

---@class StopAndPlayVFXEffector : gameEffector
---@field vfxToStop CName
---@field vfxToStart CName
---@field owner gameObject
StopAndPlayVFXEffector = {}

---@return StopAndPlayVFXEffector
function StopAndPlayVFXEffector.new() return end

---@param props table
---@return StopAndPlayVFXEffector
function StopAndPlayVFXEffector.new(props) return end

---@param owner gameObject
function StopAndPlayVFXEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StopAndPlayVFXEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function StopAndPlayVFXEffector:RepeatedAction(owner) return end

function StopAndPlayVFXEffector:Uninitialize() return end

---@class StopCallReinforcements : AIbehaviortaskScript
---@field puppet ScriptedPuppet
---@field pauseResumePhoneCallEvent PauseResumePhoneCallEvent
---@field statPoolType gamedataStatPoolType
StopCallReinforcements = {}

---@return StopCallReinforcements
function StopCallReinforcements.new() return end

---@param props table
---@return StopCallReinforcements
function StopCallReinforcements.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function StopCallReinforcements:Activate(context) return end

---@class StopCritHealthRumble : redEvent
StopCritHealthRumble = {}

---@return StopCritHealthRumble
function StopCritHealthRumble.new() return end

---@param props table
---@return StopCritHealthRumble
function StopCritHealthRumble.new(props) return end

---@class StopPingingNetworkRequest : gameScriptableSystemRequest
---@field source gameObject
---@field pingData PingCachedData
StopPingingNetworkRequest = {}

---@return StopPingingNetworkRequest
function StopPingingNetworkRequest.new() return end

---@param props table
---@return StopPingingNetworkRequest
function StopPingingNetworkRequest.new(props) return end

---@class StopSFXEffector : gameEffector
---@field sfxName CName
---@field owner gameObject
StopSFXEffector = {}

---@return StopSFXEffector
function StopSFXEffector.new() return end

---@param props table
---@return StopSFXEffector
function StopSFXEffector.new(props) return end

---@param owner gameObject
function StopSFXEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StopSFXEffector:Initialize(record, parentRecord) return end

---@class StopShortGlitchEvent : redEvent
StopShortGlitchEvent = {}

---@return StopShortGlitchEvent
function StopShortGlitchEvent.new() return end

---@param props table
---@return StopShortGlitchEvent
function StopShortGlitchEvent.new(props) return end

---@class StopSoundDisposal : redEvent
StopSoundDisposal = {}

---@return StopSoundDisposal
function StopSoundDisposal.new() return end

---@param props table
---@return StopSoundDisposal
function StopSoundDisposal.new(props) return end

---@class StopVFXEffector : gameEffector
---@field vfxName CName
---@field owner gameObject
StopVFXEffector = {}

---@return StopVFXEffector
function StopVFXEffector.new() return end

---@param props table
---@return StopVFXEffector
function StopVFXEffector.new(props) return end

---@param owner gameObject
function StopVFXEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StopVFXEffector:Initialize(record, parentRecord) return end

---@class StorageBlackboardDef : gamebbScriptDefinition
---@field StorageData gamebbScriptID_Variant
StorageBlackboardDef = {}

---@return StorageBlackboardDef
function StorageBlackboardDef.new() return end

---@param props table
---@return StorageBlackboardDef
function StorageBlackboardDef.new(props) return end

---@return Bool
function StorageBlackboardDef:AutoCreateInSystem() return end

---@class StorageUserData : IScriptable
---@field storageObject gameObject
StorageUserData = {}

---@return StorageUserData
function StorageUserData.new() return end

---@param props table
---@return StorageUserData
function StorageUserData.new(props) return end

---@class StoreMiniGameProgramEvent : redEvent
---@field program gameuiMinigameProgramData
---@field add Bool
StoreMiniGameProgramEvent = {}

---@return StoreMiniGameProgramEvent
function StoreMiniGameProgramEvent.new() return end

---@param props table
---@return StoreMiniGameProgramEvent
function StoreMiniGameProgramEvent.new(props) return end

---@class StreetNameSelector : StreetSignSelector
---@field recordID TweakDBID
StreetNameSelector = {}

---@return StreetNameSelector
function StreetNameSelector.new() return end

---@param props table
---@return StreetNameSelector
function StreetNameSelector.new(props) return end

---@return TweakDBID
function StreetNameSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function StreetNameSelector:SetRecordID(recordID) return end

---@class StreetSignSelector : inkTweakDBIDSelector
StreetSignSelector = {}

---@class StreetSignWidgetComponent : IWorldWidgetComponent
---@field streetSignTDBID TweakDBID
---@field isAStreetName Bool
---@field streetNameSignTDBID TweakDBID
---@field signSelector inkTweakDBIDSelector
---@field signVersion Uint32
StreetSignWidgetComponent = {}

---@return StreetSignWidgetComponent
function StreetSignWidgetComponent.new() return end

---@param props table
---@return StreetSignWidgetComponent
function StreetSignWidgetComponent.new(props) return end

---@class StrikeDuration_Debug : gameEffectDurationModifier_Scripted
StrikeDuration_Debug = {}

---@class StrikeDuration_Debug_VDB : StrikeDuration_Debug
---@field UPDATE_DELAY Float
---@field DISPLAY_DURATION Float
---@field timeToNextUpdate Float
StrikeDuration_Debug_VDB = {}

---@return StrikeDuration_Debug_VDB
function StrikeDuration_Debug_VDB.new() return end

---@param props table
---@return StrikeDuration_Debug_VDB
function StrikeDuration_Debug_VDB.new(props) return end

---@param ctx gameEffectScriptContext
---@param durationCtx gameEffectDurationModifierScriptContext
---@return Float
function StrikeDuration_Debug_VDB:Process(ctx, durationCtx) return end

---@class StrikeExecutor_Heal : gameEffectExecutor_Scripted
---@field healthPerc Float
StrikeExecutor_Heal = {}

---@return StrikeExecutor_Heal
function StrikeExecutor_Heal.new() return end

---@param props table
---@return StrikeExecutor_Heal
function StrikeExecutor_Heal.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function StrikeExecutor_Heal:Process(ctx, applierCtx) return end

---@class StrikeExecutor_Kill : gameEffectExecutor_Scripted
StrikeExecutor_Kill = {}

---@return StrikeExecutor_Kill
function StrikeExecutor_Kill.new() return end

---@param props table
---@return StrikeExecutor_Kill
function StrikeExecutor_Kill.new(props) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function StrikeExecutor_Kill:Process(ctx, applierCtx) return end

---@class StrikeExecutor_ModifyStat : gameEffectExecutor_Scripted
StrikeExecutor_ModifyStat = {}

---@return StrikeExecutor_ModifyStat
function StrikeExecutor_ModifyStat.new() return end

---@param props table
---@return StrikeExecutor_ModifyStat
function StrikeExecutor_ModifyStat.new(props) return end

---@param puppet ScriptedPuppet
---@param stat gamedataStatType
---@param value Float
---@param source entEntity
---@return Bool
function StrikeExecutor_ModifyStat:ModStatPuppet(puppet, stat, value, source) return end

---@param ctx gameEffectScriptContext
---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function StrikeExecutor_ModifyStat:Process(ctx, applierCtx) return end

---@class StrikeFilterSingle_NPC : gameEffectObjectSingleFilter_Scripted
---@field onlyAlive Bool
---@field onlyEnemies Bool
StrikeFilterSingle_NPC = {}

---@return StrikeFilterSingle_NPC
function StrikeFilterSingle_NPC.new() return end

---@param props table
---@return StrikeFilterSingle_NPC
function StrikeFilterSingle_NPC.new(props) return end

---@param ctx gameEffectScriptContext
---@param filterCtx gameEffectSingleFilterScriptContext
---@return Bool
function StrikeFilterSingle_NPC:Process(ctx, filterCtx) return end

---@class StuckInEffector : gameContinuousEffector
---@field maxEnemyDistance Float
---@field enemyCount Int32
---@field statusEffectID TweakDBID
StuckInEffector = {}

---@return StuckInEffector
function StuckInEffector.new() return end

---@param props table
---@return StuckInEffector
function StuckInEffector.new(props) return end

---@param owner gameObject
function StuckInEffector:ActionOff(owner) return end

---@param owner gameObject
function StuckInEffector:ActionOn(owner) return end

---@param owner gameObject
---@param instigator gameObject
function StuckInEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function StuckInEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function StuckInEffector:ProcessAction(owner) return end

---@class SubCharEquipRequest : gameEquipRequest
---@field subCharType gamedataSubCharacter
SubCharEquipRequest = {}

---@return SubCharEquipRequest
function SubCharEquipRequest.new() return end

---@param props table
---@return SubCharEquipRequest
function SubCharEquipRequest.new(props) return end

---@class SubCharUnequipRequest : UnequipRequest
---@field subCharType gamedataSubCharacter
SubCharUnequipRequest = {}

---@return SubCharUnequipRequest
function SubCharUnequipRequest.new() return end

---@param props table
---@return SubCharUnequipRequest
function SubCharUnequipRequest.new(props) return end

---@class SubCharacterSystem : gameScriptableSystem
---@field uniqueSubCharacters SSubCharacter[]
---@field scriptSpawnedFlathead Bool
---@field isDespawningFlathead Bool
SubCharacterSystem = {}

---@return SubCharacterSystem
function SubCharacterSystem.new() return end

---@param props table
---@return SubCharacterSystem
function SubCharacterSystem.new(props) return end

---@param characterID TweakDBID|string
---@return Bool
function SubCharacterSystem.CancelDespawnRequest(characterID) return end

---@param characterID TweakDBID|string
---@return Bool
function SubCharacterSystem.DespawnRequest(characterID) return end

---@return SubCharacterSystem
function SubCharacterSystem.GetInstance() return end

---@param object gameObject
---@return Bool
function SubCharacterSystem.IsFlathead(object) return end

---@param characterID TweakDBID|string
---@return Bool
function SubCharacterSystem.IsSubCharacterSpawned(characterID) return end

function SubCharacterSystem:AddFlathead() return end

---@param character ScriptedPuppet
function SubCharacterSystem:AddSubCharacter(character) return end

---@return SSubCharacter[]
function SubCharacterSystem:GetAllSubCharacters() return end

---@return ScriptedPuppet
function SubCharacterSystem:GetFlathead() return end

---@return EquipmentSystemPlayerData
function SubCharacterSystem:GetFlatheadEquipment() return end

---@return gamePersistentID
function SubCharacterSystem:GetFlatheadPersistentID() return end

---@param subCharType gamedataSubCharacter
---@return EquipmentSystemPlayerData
function SubCharacterSystem:GetSubCharacterEquipment(subCharType) return end

---@param subCharType gamedataSubCharacter
---@return Int32
function SubCharacterSystem:GetSubCharacterIndex(subCharType) return end

---@param subCharType gamedataSubCharacter
---@return gamePersistentID
function SubCharacterSystem:GetSubCharacterPersistentID(subCharType) return end

---@param subCharType gamedataSubCharacter
---@return ScriptedPuppet
function SubCharacterSystem:GetSubCharacterPuppet(subCharType) return end

---@return Bool
function SubCharacterSystem:IsFlatheadFollowing() return end

---@param request AddSubCharacterRequest
function SubCharacterSystem:OnAddSubCharacterRequest(request) return end

function SubCharacterSystem:OnAttach() return end

---@param request DespawnSubCharacterRequest
function SubCharacterSystem:OnDespawnSubCharacterRequest(request) return end

---@param request DespawnUniqueSubCharacterRequest
function SubCharacterSystem:OnDespawnUniqueSubCharacterRequest(request) return end

---@param request RemoveSubCharacterRequest
function SubCharacterSystem:OnRemoveSubCharacterRequest(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function SubCharacterSystem:OnRestored(saveVersion, gameVersion) return end

---@param request SpawnSubCharacterRequest
function SubCharacterSystem:OnSpawnSubCharacterRequest(request) return end

---@param request SpawnUniquePursuitSubCharacterRequest
function SubCharacterSystem:OnSpawnUniquePursuitSubCharacterRequest(request) return end

---@param request SpawnUniqueSubCharacterRequest
function SubCharacterSystem:OnSpawnUniqueSubCharacterRequest(request) return end

---@param request SubCharEquipRequest
function SubCharacterSystem:OnSubCharEquipRequest(request) return end

---@param request SubCharUnequipRequest
function SubCharacterSystem:OnSubCharEquipRequest(request) return end

function SubCharacterSystem:RemoveFlathead() return end

---@param subCharType gamedataSubCharacter
function SubCharacterSystem:RemoveSubCharacter(subCharType) return end

---@param value Bool
function SubCharacterSystem:ShowFlatheadUI(value) return end

---@param subCharType gamedataSubCharacter
---@return Bool
function SubCharacterSystem:SubCharacterExists(subCharType) return end

---@class SubMenuPanelLogicController : PlayerStatsUIHolder
---@field levelValue inkTextWidgetReference
---@field streetCredLabel inkTextWidgetReference
---@field currencyValue inkTextWidgetReference
---@field weightValue inkTextWidgetReference
---@field subMenuLabel inkTextWidgetReference
---@field centralLine inkWidgetReference
---@field levelBarProgress inkWidgetReference
---@field levelBarSpacer inkWidgetReference
---@field streetCredBarProgress inkWidgetReference
---@field streetCredBarSpacer inkWidgetReference
---@field menuselectorWidget inkWidgetReference
---@field subMenuselectorWidget inkWidgetReference
---@field topPanel inkWidgetReference
---@field leftHolder inkWidgetReference
---@field rightHolder inkWidgetReference
---@field lineBarsContainer inkCompoundWidgetReference
---@field lineWidget inkCompoundWidgetReference
---@field menusList MenuData[]
---@field menuSelectorCtrl hubStaticSelectorController
---@field subMenuActive Bool
---@field previousLineBar inkWidget
---@field IsSetActive Bool
---@field selectorMode Bool
---@field menusData MenuDataBuilder
---@field curMenuData MenuData
---@field curSubMenuData MenuData
---@field hubMenuInstanceID Uint32
SubMenuPanelLogicController = {}

---@return SubMenuPanelLogicController
function SubMenuPanelLogicController.new() return end

---@param props table
---@return SubMenuPanelLogicController
function SubMenuPanelLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function SubMenuPanelLogicController:OnButtonRelease(evt) return end

---@return Bool
function SubMenuPanelLogicController:OnInitialize() return end

---@param index Int32
---@param value String
---@return Bool
function SubMenuPanelLogicController:OnMenuChanged(index, value) return end

---@param evt OpenMenuRequest
---@return Bool
function SubMenuPanelLogicController:OnOpenMenuRequest(evt) return end

---@return Bool
function SubMenuPanelLogicController:OnUninitialize() return end

---@param selectedMenu MenuData
---@param menuDataArray MenuData[]
---@param subMenuData MenuData
---@param forceRefreshLines Bool
function SubMenuPanelLogicController:AddMenus(selectedMenu, menuDataArray, subMenuData, forceRefreshLines) return end

---@return Bool
function SubMenuPanelLogicController:GetActive() return end

---@param value Int32
function SubMenuPanelLogicController:HandleCharacterCurrencyUpdated(value) return end

---@param value Int32
---@param remainingXP Int32
function SubMenuPanelLogicController:HandleCharacterLevelCurrentXPUpdated(value, remainingXP) return end

---@param value Int32
function SubMenuPanelLogicController:HandleCharacterLevelUpdated(value) return end

---@param value Int32
function SubMenuPanelLogicController:HandleCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@param remainingXP Int32
function SubMenuPanelLogicController:HandleCharacterStreetCredPointsUpdated(value, remainingXP) return end

---@param value Int32
---@param curInventoryWeight Float
function SubMenuPanelLogicController:HandlePlayerMaxWeightUpdated(value, curInventoryWeight) return end

---@param value Float
---@param maxWeight Int32
function SubMenuPanelLogicController:HandlePlayerWeightUpdated(value, maxWeight) return end

---@param val Bool
function SubMenuPanelLogicController:HideName(val) return end

---@param request CyberwareTabModsRequest
function SubMenuPanelLogicController:OpenModsTabExternal(request) return end

---@param isActive Bool
---@param hideSubmenu Bool
function SubMenuPanelLogicController:SetActive(isActive, hideSubmenu) return end

---@param ID Uint32
function SubMenuPanelLogicController:SetHubMenuInstanceID(ID) return end

---@param menuData MenuDataBuilder
function SubMenuPanelLogicController:SetMenusData(menuData) return end

function SubMenuPanelLogicController:SetRepacerMode() return end

---@class SubmenuDataBuilder : IScriptable
---@field menuBuilder MenuDataBuilder
---@field menuDataIndex Int32
SubmenuDataBuilder = {}

---@return SubmenuDataBuilder
function SubmenuDataBuilder.new() return end

---@param props table
---@return SubmenuDataBuilder
function SubmenuDataBuilder.new(props) return end

---@param menuBuilder MenuDataBuilder
---@param menuDataIndex Int32
---@return SubmenuDataBuilder
function SubmenuDataBuilder.Make(menuBuilder, menuDataIndex) return end

---@param identifier Int32
---@param fullscreenName CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return SubmenuDataBuilder
function SubmenuDataBuilder:AddSubmenu(identifier, fullscreenName, labelKey, userData) return end

---@param condition Bool
---@param identifier Int32
---@param fullscreenName CName|string
---@param labelKey CName|string
---@param userData IScriptable
---@return SubmenuDataBuilder
function SubmenuDataBuilder:AddSubmenuIf(condition, identifier, fullscreenName, labelKey, userData) return end

---@return MenuDataBuilder
function SubmenuDataBuilder:GetMenuBuilder() return end

---@class SubtitleLineLogicController : BaseSubtitleLineLogicController
---@field speakerNameWidget inkTextWidgetReference
---@field subtitleWidget inkTextWidgetReference
---@field radioSpeaker inkTextWidgetReference
---@field radioSubtitle inkTextWidgetReference
---@field background inkWidgetReference
---@field backgroundSpeaker inkWidgetReference
---@field kiroshiAnimationContainer inkWidgetReference
---@field motherTongueContainter inkWidgetReference
---@field targetTextWidgetRef inkTextWidgetReference
---@field lineData scnDialogLineData
---@field spekerNameParams textTextParameterSet
SubtitleLineLogicController = {}

---@return SubtitleLineLogicController
function SubtitleLineLogicController.new() return end

---@param props table
---@return SubtitleLineLogicController
function SubtitleLineLogicController.new(props) return end

---@return Bool
function SubtitleLineLogicController:OnInitialize() return end

---@param lineData scnDialogLineData
function SubtitleLineLogicController:SetLineData(lineData) return end

---@param textSize Int32
---@param backgroundOpacity Float
function SubtitleLineLogicController:SetupSettings(textSize, backgroundOpacity) return end

---@param value Bool
function SubtitleLineLogicController:ShowBackground(value) return end

---@class SubtitlesGameController : BaseSubtitlesGameController
---@field sceneComment inkTextWidget
---@field subtitlesPanel inkVerticalPanelWidget
---@field bbCbShowSceneComment redCallbackObject
---@field bbCbHideSceneComment redCallbackObject
---@field uiSceneCommentsBlackboard gameIBlackboard
SubtitlesGameController = {}

---@return SubtitlesGameController
function SubtitlesGameController.new() return end

---@param props table
---@return SubtitlesGameController
function SubtitlesGameController.new(props) return end

---@param value Bool
---@return Bool
function SubtitlesGameController:OnHideSceneComment(value) return end

---@return Bool
function SubtitlesGameController:OnInitialize() return end

---@param value String
---@return Bool
function SubtitlesGameController:OnShowSceneComment(value) return end

---@return Bool
function SubtitlesGameController:OnUninitialize() return end

---@param lineSpawnData LineSpawnData
function SubtitlesGameController:CreateLine(lineSpawnData) return end

---@param lineData subtitleLineMapEntry
function SubtitlesGameController:OnHideLine(lineData) return end

---@param lineData subtitleLineMapEntry
function SubtitlesGameController:OnHideLineByData(lineData) return end

---@param controller BaseSubtitleLineLogicController
function SubtitlesGameController:OnSubCreated(controller) return end

---@param value Bool
function SubtitlesGameController:SetRadioSubsVisibilitySetting(value) return end

---@param value Bool
function SubtitlesGameController:SetSubsForeignLinesVisibilitySetting(value) return end

---@param value Bool
function SubtitlesGameController:SetSubsVisibilitySetting(value) return end

---@param lineData scnDialogLineData
---@return Bool
function SubtitlesGameController:ShouldDisplayLine(lineData) return end

---@param value Bool
function SubtitlesGameController:ShowKiroshiSettings(value) return end

---@class SubtitlesSettingsListener : userSettingsVarListener
---@field ctrl BaseSubtitlesGameController
SubtitlesSettingsListener = {}

---@return SubtitlesSettingsListener
function SubtitlesSettingsListener.new() return end

---@param props table
---@return SubtitlesSettingsListener
function SubtitlesSettingsListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function SubtitlesSettingsListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param ctrl BaseSubtitlesGameController
function SubtitlesSettingsListener:RegisterController(ctrl) return end

---@class SuperheroFallDecisions : LocomotionAirDecisions
SuperheroFallDecisions = {}

---@return SuperheroFallDecisions
function SuperheroFallDecisions.new() return end

---@param props table
---@return SuperheroFallDecisions
function SuperheroFallDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SuperheroFallDecisions:ToDeathLand(stateContext, scriptInterface) return end

---@class SuperheroFallEvents : LocomotionAirEvents
SuperheroFallEvents = {}

---@return SuperheroFallEvents
function SuperheroFallEvents.new() return end

---@param props table
---@return SuperheroFallEvents
function SuperheroFallEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroFallEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroFallEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroFallEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class SuperheroLandDecisions : AbstractLandDecisions
SuperheroLandDecisions = {}

---@return SuperheroLandDecisions
function SuperheroLandDecisions.new() return end

---@param props table
---@return SuperheroLandDecisions
function SuperheroLandDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SuperheroLandDecisions:ToSuperheroLandRecovery(stateContext, scriptInterface) return end

---@class SuperheroLandEvents : AbstractLandEvents
---@field spawnedLandingAttack Bool
---@field superheroFallTime Float
SuperheroLandEvents = {}

---@return SuperheroLandEvents
function SuperheroLandEvents.new() return end

---@param props table
---@return SuperheroLandEvents
function SuperheroLandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param record TweakDBID|string
---@param propagationRate Float
---@param rangeModifier Float
---@param height Float
---@param positionOffset Vector4
function SuperheroLandEvents:SpawmGroundSlamAoEAttack(scriptInterface, record, propagationRate, rangeModifier, height, positionOffset) return end

---@class SuperheroLandRecoveryDecisions : AbstractLandDecisions
SuperheroLandRecoveryDecisions = {}

---@return SuperheroLandRecoveryDecisions
function SuperheroLandRecoveryDecisions.new() return end

---@param props table
---@return SuperheroLandRecoveryDecisions
function SuperheroLandRecoveryDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SuperheroLandRecoveryDecisions:ToStand(stateContext, scriptInterface) return end

---@class SuperheroLandRecoveryEvents : AbstractLandEvents
SuperheroLandRecoveryEvents = {}

---@return SuperheroLandRecoveryEvents
function SuperheroLandRecoveryEvents.new() return end

---@param props table
---@return SuperheroLandRecoveryEvents
function SuperheroLandRecoveryEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandRecoveryEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandRecoveryEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SuperheroLandRecoveryEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class SuppressNPCInSecuritySystem : redEvent
---@field suppressIncomingEvents Bool
---@field suppressOutgoingEvents Bool
SuppressNPCInSecuritySystem = {}

---@return SuppressNPCInSecuritySystem
function SuppressNPCInSecuritySystem.new() return end

---@param props table
---@return SuppressNPCInSecuritySystem
function SuppressNPCInSecuritySystem.new(props) return end

---@return String
function SuppressNPCInSecuritySystem:GetFriendlyDescription() return end

---@class SuppressSecuritySystemReaction : redEvent
---@field enableProtection Bool
---@field protectedEntityID entEntityID
---@field entered Bool
---@field hasEntityWithdrawn Bool
SuppressSecuritySystemReaction = {}

---@return SuppressSecuritySystemReaction
function SuppressSecuritySystemReaction.new() return end

---@param props table
---@return SuppressSecuritySystemReaction
function SuppressSecuritySystemReaction.new(props) return end

---@class SuppressSecuritySystemStateChange : redEvent
---@field forceSecuritySystemIntoStrictQuestControl Bool
SuppressSecuritySystemStateChange = {}

---@return SuppressSecuritySystemStateChange
function SuppressSecuritySystemStateChange.new() return end

---@param props table
---@return SuppressSecuritySystemStateChange
function SuppressSecuritySystemStateChange.new(props) return end

---@return String
function SuppressSecuritySystemStateChange:GetFriendlyDescription() return end

---@class SurveillanceCamera : SensorDevice
---@field virtualCam entVirtualCameraComponent
---@field cameraHead entIComponent
---@field cameraHeadPhysics entIComponent
---@field verticalDecal1 entIComponent
---@field verticalDecal2 entIComponent
---@field meshDestrSupport Bool
---@field shouldRotate Bool
---@field canStreamVideo Bool
---@field canDetectIntruders Bool
---@field currentAngle Float
---@field rotateLeft Bool
---@field targetPosition Vector4
---@field factOnFeedReceived CName
---@field questFactOnDetection CName
---@field lookAtEvent entLookAtAddEvent
---@field currentYawModifier Float
---@field currentPitchModifier Float
SurveillanceCamera = {}

---@return SurveillanceCamera
function SurveillanceCamera.new() return end

---@param props table
---@return SurveillanceCamera
function SurveillanceCamera.new(props) return end

---@param evt ActionEngineering
---@return Bool
function SurveillanceCamera:OnActionEngineering(evt) return end

---@param evt CameraTagLockEvent
---@return Bool
function SurveillanceCamera:OnCameraTagLockEvent(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function SurveillanceCamera:OnDeath(evt) return end

---@return Bool
function SurveillanceCamera:OnDetach() return end

---@return Bool
function SurveillanceCamera:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SurveillanceCamera:OnRequestComponents(ri) return end

---@param evt SetDeviceAttitude
---@return Bool
function SurveillanceCamera:OnSetDeviceAttitude(evt) return end

---@param evt TCSTakeOverControlActivate
---@return Bool
function SurveillanceCamera:OnTCSTakeOverControlActivate(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return Bool
function SurveillanceCamera:OnTCSTakeOverControlDeactivate(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SurveillanceCamera:OnTakeControl(ri) return end

---@param evt ToggleON
---@return Bool
function SurveillanceCamera:OnToggleCamera(evt) return end

---@param evt ToggleStreamFeed
---@return Bool
function SurveillanceCamera:OnToggleStreamFeed(evt) return end

function SurveillanceCamera:CutPower() return end

function SurveillanceCamera:DeactivateDevice() return end

---@return EGameplayRole
function SurveillanceCamera:DeterminGameplayRole() return end

function SurveillanceCamera:EvaluateProximityRevealInteractionLayerState() return end

---@return SurveillanceCameraController
function SurveillanceCamera:GetController() return end

---@return SurveillanceCameraControllerPS
function SurveillanceCamera:GetDevicePS() return end

---@return CameraRotationData
function SurveillanceCamera:GetRotationData() return end

---@return String
function SurveillanceCamera:GetScannerName() return end

---@return Bool
function SurveillanceCamera:IsSurveillanceCamera() return end

function SurveillanceCamera:OnAllValidTargetsDisappears() return end

---@param target gameObject
function SurveillanceCamera:OnCurrentTargetAppears(target) return end

---@param target gameObject
function SurveillanceCamera:OnValidTargetAppears(target) return end

---@param target gameObject
function SurveillanceCamera:OnValidTargetDisappears(target) return end

---@return entLookAtAddEvent
function SurveillanceCamera:OverrideLookAtSetupHor() return end

function SurveillanceCamera:PushPersistentData() return end

---@param add Bool
function SurveillanceCamera:RegisterToGameSessionDataSystem(add) return end

function SurveillanceCamera:RequestAlarm() return end

function SurveillanceCamera:ResolveGameplayState() return end

function SurveillanceCamera:RestoreDeviceState() return end

function SurveillanceCamera:SetForcedSensesTracing() return end

---@param data gameScriptTaskData
function SurveillanceCamera:SetForcedSensesTracingTask(data) return end

---@param lockey String
function SurveillanceCamera:SetWarningMessage(lockey) return end

---@param shouldBeOn Bool
function SurveillanceCamera:ToggleFeed(shouldBeOn) return end

function SurveillanceCamera:TurnOffCamera() return end

function SurveillanceCamera:TurnOffDevice() return end

function SurveillanceCamera:TurnOnCamera() return end

function SurveillanceCamera:TurnOnDevice() return end

---@class SurveillanceCameraController : SensorDeviceController
SurveillanceCameraController = {}

---@return SurveillanceCameraController
function SurveillanceCameraController.new() return end

---@param props table
---@return SurveillanceCameraController
function SurveillanceCameraController.new(props) return end

---@return SurveillanceCameraControllerPS
function SurveillanceCameraController:GetPS() return end

---@class SurveillanceCameraControllerPS : SensorDeviceControllerPS
---@field cameraProperties CameraSetup
---@field cameraQuestProperties CameraQuestProperties
---@field cameraState ESurveillanceCameraStatus
---@field shouldStream Bool
---@field isDetecting Bool
---@field feedReceivers entEntityID[]
---@field mostRecentRequester entEntityID
---@field virtualComponentName CName
---@field isFeedReplacedWithBink Bool
---@field binkVideoPath redResourceReferenceScriptToken
---@field shouldRevealEnemies Bool
---@field cameraSkillChecks EngDemoContainer
---@field overrideTakeOverCameraAngle Bool
---@field overrideTakeOverPitch Float
---@field overrideTakeOverRotation Float
SurveillanceCameraControllerPS = {}

---@return SurveillanceCameraControllerPS
function SurveillanceCameraControllerPS.new() return end

---@param props table
---@return SurveillanceCameraControllerPS
function SurveillanceCameraControllerPS.new(props) return end

---@return Bool
function SurveillanceCameraControllerPS:OnInstantiated() return end

---@return CameraTagSeenEnemies
function SurveillanceCameraControllerPS:ActionCameraTagSeenEnemies() return end

---@param context gameGetActionsContext
---@return ActionEngineering
function SurveillanceCameraControllerPS:ActionEngineering(context) return end

---@return QuestForceReplaceStreamWithVideo
function SurveillanceCameraControllerPS:ActionQuestForceReplaceStreamWithVideo() return end

---@return QuestForceStopReplacingStream
function SurveillanceCameraControllerPS:ActionQuestForceStopReplacingStream() return end

---@return SurveillanceCameraStatus
function SurveillanceCameraControllerPS:ActionSurveillanceCameraStatus() return end

---@param shouldStream Bool
---@return ToggleStreamFeed
function SurveillanceCameraControllerPS:ActionToggleStreamFeed(shouldStream) return end

---@return Bool
function SurveillanceCameraControllerPS:CanAddEngineeringSkillcheck() return end

---@return Bool
function SurveillanceCameraControllerPS:CanCreateAnyQuickHackActions() return end

---@return Bool
function SurveillanceCameraControllerPS:CanStreamVideo() return end

function SurveillanceCameraControllerPS:ClearFeedReceivers() return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function SurveillanceCameraControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

---@param reveal Bool
function SurveillanceCameraControllerPS:ForceRevealEnemies(reveal) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SurveillanceCameraControllerPS:GetActions(context) return end

---@return TweakDBID
function SurveillanceCameraControllerPS:GetBackgroundTextureTweakDBID() return end

---@return ESurveillanceCameraStatus
function SurveillanceCameraControllerPS:GetCameraState() return end

---@return String
function SurveillanceCameraControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function SurveillanceCameraControllerPS:GetDeviceIconTweakDBID() return end

---@return SurveillanceCameraStatus
function SurveillanceCameraControllerPS:GetDeviceStatusAction() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function SurveillanceCameraControllerPS:GetDeviceWidget(context) return end

---@param startStream Bool
---@param whoIsReceiving entEntityID
---@return ToggleStreamFeed
function SurveillanceCameraControllerPS:GetFakeToggleStreamAction(startStream, whoIsReceiving) return end

---@return entEntityID[]
function SurveillanceCameraControllerPS:GetFeedReceiversArray() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function SurveillanceCameraControllerPS:GetMinigameActions(actions, context) return end

---@return entEntityID
function SurveillanceCameraControllerPS:GetMostRecentRequester() return end

---@return Float
function SurveillanceCameraControllerPS:GetOverrideTakeOverPitch() return end

---@return Float
function SurveillanceCameraControllerPS:GetOverrideTakeOverYaw() return end

---@param actionName CName|string
---@return gamedeviceAction
function SurveillanceCameraControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SurveillanceCameraControllerPS:GetQuestActions(context) return end

---@return CName
function SurveillanceCameraControllerPS:GetQuestFactOnDetection() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function SurveillanceCameraControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function SurveillanceCameraControllerPS:GetSkillCheckContainerForSetup() return end

---@return EVirtualSystem
function SurveillanceCameraControllerPS:GetVirtualSystemType() return end

---@return CName
function SurveillanceCameraControllerPS:GetWidgetTypeName() return end

---@return entEntityID
function SurveillanceCameraControllerPS:GetfollowedTargetID() return end

---@param shouldAdd Bool
---@param hasHack Bool
function SurveillanceCameraControllerPS:HandleFeedReceiversArray(shouldAdd, hasHack) return end

function SurveillanceCameraControllerPS:Initialize() return end

---@return Bool
function SurveillanceCameraControllerPS:IsDetecting() return end

---@return Bool
function SurveillanceCameraControllerPS:IsDetectingDebug() return end

---@param requester entEntityID
---@return Bool
function SurveillanceCameraControllerPS:IsRequesterOnTheList(requester) return end

---@return Bool
function SurveillanceCameraControllerPS:IsStreaming() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnActionEngineering(evt) return end

---@param evt CameraTagSeenEnemies
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnCameraTagSeenEnemies(evt) return end

---@param evt QuestForceReplaceStreamWithVideo
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnQuestForceReplaceStreamWithVideo(evt) return end

---@param evt QuestForceStopReplacingStream
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnQuestForceStopReplacingStream(evt) return end

---@param evt SetDeviceAttitude
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnSetDeviceAttitude(evt) return end

---@param evt TCSTakeOverControlDeactivate
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnTCSTakeOverControlDeactivate(evt) return end

---@param evt ToggleON
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnToggleON(evt) return end

---@param evt ToggleStreamFeed
---@return EntityNotificationType
function SurveillanceCameraControllerPS:OnToggleStreamFeed(evt) return end

---@param action ScriptableDeviceAction
function SurveillanceCameraControllerPS:Override(action) return end

---@param data SurveillanceCameraResaveData
function SurveillanceCameraControllerPS:PushResaveData(data) return end

---@return Bool
function SurveillanceCameraControllerPS:ShouldOverrideTakeOverAngle() return end

---@return Bool
function SurveillanceCameraControllerPS:ShouldRevealEnemies() return end

---@return Bool
function SurveillanceCameraControllerPS:ShouldStream() return end

---@param isDetected Bool
function SurveillanceCameraControllerPS:ThreatDetected(isDetected) return end

---@class SurveillanceCameraResaveData
---@field shouldRotate Bool
---@field maxRotationAngle Float
---@field pitchAngle Float
---@field rotationSpeed Float
---@field canStreamVideo Bool
---@field canDetectIntruders Bool
---@field canBeControled Bool
---@field factOnFeedReceived CName
---@field questFactOnDetection CName
SurveillanceCameraResaveData = {}

---@return SurveillanceCameraResaveData
function SurveillanceCameraResaveData.new() return end

---@param props table
---@return SurveillanceCameraResaveData
function SurveillanceCameraResaveData.new(props) return end

---@class SurveillanceCameraStatus : BaseDeviceStatus
SurveillanceCameraStatus = {}

---@return SurveillanceCameraStatus
function SurveillanceCameraStatus.new() return end

---@param props table
---@return SurveillanceCameraStatus
function SurveillanceCameraStatus.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function SurveillanceCameraStatus.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function SurveillanceCameraStatus.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function SurveillanceCameraStatus.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function SurveillanceCameraStatus.IsDefaultConditionMet(device, context) return end

---@return String
function SurveillanceCameraStatus:GetCurrentDisplayString() return end

---@return Int32
function SurveillanceCameraStatus:GetStatusValue() return end

---@return String
function SurveillanceCameraStatus:GetTweakDBChoiceRecord() return end

---@param deviceRef ScriptableDeviceComponentPS
function SurveillanceCameraStatus:SetProperties(deviceRef) return end

---@class SurveillanceCameraViabilityInterpreter : IScriptable
SurveillanceCameraViabilityInterpreter = {}

---@return SurveillanceCameraViabilityInterpreter
function SurveillanceCameraViabilityInterpreter.new() return end

---@param props table
---@return SurveillanceCameraViabilityInterpreter
function SurveillanceCameraViabilityInterpreter.new(props) return end

---@param device SurveillanceCameraControllerPS
---@param hasActiveActions Bool
---@return Bool
function SurveillanceCameraViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class SurveillanceSystem : DeviceSystemBase
SurveillanceSystem = {}

---@return SurveillanceSystem
function SurveillanceSystem.new() return end

---@param props table
---@return SurveillanceSystem
function SurveillanceSystem.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function SurveillanceSystem:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function SurveillanceSystem:OnTakeControl(ri) return end

---@return SurveillanceSystemController
function SurveillanceSystem:GetController() return end

---@return SurveillanceSystemControllerPS
function SurveillanceSystem:GetDevicePS() return end

---@class SurveillanceSystemController : DeviceSystemBaseController
SurveillanceSystemController = {}

---@return SurveillanceSystemController
function SurveillanceSystemController.new() return end

---@param props table
---@return SurveillanceSystemController
function SurveillanceSystemController.new(props) return end

---@return SurveillanceSystemControllerPS
function SurveillanceSystemController:GetPS() return end

---@class SurveillanceSystemControllerPS : DeviceSystemBaseControllerPS
---@field isRevealingEnemies Bool
SurveillanceSystemControllerPS = {}

---@return SurveillanceSystemControllerPS
function SurveillanceSystemControllerPS.new() return end

---@param props table
---@return SurveillanceSystemControllerPS
function SurveillanceSystemControllerPS.new(props) return end

---@return Bool
function SurveillanceSystemControllerPS:OnInstantiated() return end

---@return RevealEnemies
function SurveillanceSystemControllerPS:ActionRevealEnemies() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SurveillanceSystemControllerPS:GetActions(context) return end

function SurveillanceSystemControllerPS:Initialize() return end

---@param evt RevealEnemies
---@return EntityNotificationType
function SurveillanceSystemControllerPS:OnRevealEnemies(evt) return end

---@class SurveillanceSystemUIPS : VirtualSystemPS
SurveillanceSystemUIPS = {}

---@return SurveillanceSystemUIPS
function SurveillanceSystemUIPS.new() return end

---@param props table
---@return SurveillanceSystemUIPS
function SurveillanceSystemUIPS.new(props) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function SurveillanceSystemUIPS:GetActions(context) return end

---@return TweakDBID
function SurveillanceSystemUIPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function SurveillanceSystemUIPS:GetDeviceIconTweakDBID() return end

---@param evt ToggleTakeOverControl
---@return EntityNotificationType
function SurveillanceSystemUIPS:OnToggleTakeOverControl(evt) return end

---@class SvgResource : CResource
---@field vectorGraphicDef vgVectorGraphicDefinition
SvgResource = {}

---@return SvgResource
function SvgResource.new() return end

---@param props table
---@return SvgResource
function SvgResource.new(props) return end

---@class SwapItemPart : gameScriptableSystemRequest
---@field obj gameObject
---@field baseItem ItemID
---@field partToInstall ItemID
---@field slotID TweakDBID
SwapItemPart = {}

---@return SwapItemPart
function SwapItemPart.new() return end

---@param props table
---@return SwapItemPart
function SwapItemPart.new(props) return end

---@param object gameObject
---@param item ItemID
---@param part ItemID
---@param slot TweakDBID|string
function SwapItemPart:Set(object, item, part, slot) return end

---@class SwapMeshDelayedEvent : redEvent
SwapMeshDelayedEvent = {}

---@return SwapMeshDelayedEvent
function SwapMeshDelayedEvent.new() return end

---@param props table
---@return SwapMeshDelayedEvent
function SwapMeshDelayedEvent.new(props) return end

---@class SwapPresetEvent : redEvent
---@field mappingName String
SwapPresetEvent = {}

---@return SwapPresetEvent
function SwapPresetEvent.new() return end

---@param props table
---@return SwapPresetEvent
function SwapPresetEvent.new(props) return end

---@class SwimmingClimbDecisions : LocomotionGroundDecisions
SwimmingClimbDecisions = {}

---@return SwimmingClimbDecisions
function SwimmingClimbDecisions.new() return end

---@param props table
---@return SwimmingClimbDecisions
function SwimmingClimbDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingClimbDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@return Bool
function SwimmingClimbDecisions:ForwardAngleTest(stateContext, scriptInterface, climbInfo) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param climbInfo gamePlayerClimbInfo
---@return Bool
function SwimmingClimbDecisions:OverlapFitTest(scriptInterface, climbInfo) return end

---@class SwimmingClimbEvents : ClimbEvents
SwimmingClimbEvents = {}

---@return SwimmingClimbEvents
function SwimmingClimbEvents.new() return end

---@param props table
---@return SwimmingClimbEvents
function SwimmingClimbEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingClimbEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingClimbEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingClimbEvents:OnForcedExit(stateContext, scriptInterface) return end

---@class SwimmingDeathDecisions : DeathDecisionsWithResurrection
SwimmingDeathDecisions = {}

---@return SwimmingDeathDecisions
function SwimmingDeathDecisions.new() return end

---@param props table
---@return SwimmingDeathDecisions
function SwimmingDeathDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingDeathDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SwimmingDeathEvents : DeathEvents
SwimmingDeathEvents = {}

---@return SwimmingDeathEvents
function SwimmingDeathEvents.new() return end

---@param props table
---@return SwimmingDeathEvents
function SwimmingDeathEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDeathEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDeathEvents:SetSwimming(stateContext, scriptInterface) return end

---@class SwimmingDecisions : HighLevelTransition
SwimmingDecisions = {}

---@return SwimmingDecisions
function SwimmingDecisions.new() return end

---@param props table
---@return SwimmingDecisions
function SwimmingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingDecisions:ToDeath(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingDecisions:ToExploration(stateContext, scriptInterface) return end

---@class SwimmingDivingDecisions : LocomotionSwimming
SwimmingDivingDecisions = {}

---@return SwimmingDivingDecisions
function SwimmingDivingDecisions.new() return end

---@param props table
---@return SwimmingDivingDecisions
function SwimmingDivingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingDivingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SwimmingDivingEvents : LocomotionSwimmingEvents
---@field lapsedTime Float
SwimmingDivingEvents = {}

---@return SwimmingDivingEvents
function SwimmingDivingEvents.new() return end

---@param props table
---@return SwimmingDivingEvents
function SwimmingDivingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDivingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDivingEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDivingEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDivingEvents:UpdateAscendingDescending(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingDivingEvents:UpdateDivingStroke(timeDelta, stateContext, scriptInterface) return end

---@class SwimmingEvents : HighLevelTransition
SwimmingEvents = {}

---@return SwimmingEvents
function SwimmingEvents.new() return end

---@param props table
---@return SwimmingEvents
function SwimmingEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingEvents:ClearSceneGameplayOverrides(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingEvents:OnEnterFromSceneTierII(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingEvents:OnEnterFromSceneTierIV(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingEvents:OnExit(stateContext, scriptInterface) return end

---@class SwimmingFastDivingDecisions : LocomotionSwimming
SwimmingFastDivingDecisions = {}

---@return SwimmingFastDivingDecisions
function SwimmingFastDivingDecisions.new() return end

---@param props table
---@return SwimmingFastDivingDecisions
function SwimmingFastDivingDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingFastDivingDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SwimmingFastDivingEvents : LocomotionSwimmingEvents
---@field lapsedTime Float
SwimmingFastDivingEvents = {}

---@return SwimmingFastDivingEvents
function SwimmingFastDivingEvents.new() return end

---@param props table
---@return SwimmingFastDivingEvents
function SwimmingFastDivingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingFastDivingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingFastDivingEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingFastDivingEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingFastDivingEvents:UpdateFastDivingStroke(timeDelta, stateContext, scriptInterface) return end

---@class SwimmingForceFreezeDecisions : LocomotionSwimming
SwimmingForceFreezeDecisions = {}

---@return SwimmingForceFreezeDecisions
function SwimmingForceFreezeDecisions.new() return end

---@param props table
---@return SwimmingForceFreezeDecisions
function SwimmingForceFreezeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingForceFreezeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingForceFreezeDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class SwimmingForceFreezeEvents : LocomotionSwimmingEvents
SwimmingForceFreezeEvents = {}

---@return SwimmingForceFreezeEvents
function SwimmingForceFreezeEvents.new() return end

---@param props table
---@return SwimmingForceFreezeEvents
function SwimmingForceFreezeEvents.new(props) return end

---@class SwimmingInitialDecisions : LocomotionSwimming
SwimmingInitialDecisions = {}

---@return SwimmingInitialDecisions
function SwimmingInitialDecisions.new() return end

---@param props table
---@return SwimmingInitialDecisions
function SwimmingInitialDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingInitialDecisions:IsUnderwater(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingInitialDecisions:ToDiving(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingInitialDecisions:ToSurface(stateContext, scriptInterface) return end

---@class SwimmingLadderDecisions : LocomotionGroundDecisions
SwimmingLadderDecisions = {}

---@return SwimmingLadderDecisions
function SwimmingLadderDecisions.new() return end

---@param props table
---@return SwimmingLadderDecisions
function SwimmingLadderDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingLadderDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingLadderDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param ladderParameter gamestateMachineparameterTypeLadderDescription
---@return Bool
function SwimmingLadderDecisions:TestMath(stateContext, scriptInterface, ladderParameter) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool, gamestateMachineparameterTypeLadderDescription
function SwimmingLadderDecisions:TestParameters(stateContext, scriptInterface) return end

---@class SwimmingLadderEvents : LadderEvents
SwimmingLadderEvents = {}

---@return SwimmingLadderEvents
function SwimmingLadderEvents.new() return end

---@param props table
---@return SwimmingLadderEvents
function SwimmingLadderEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingLadderEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingLadderEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingLadderEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingLadderEvents:OnTick(timeDelta, stateContext, scriptInterface) return end

---@class SwimmingPSMPrereq : PlayerStateMachinePrereq
SwimmingPSMPrereq = {}

---@return SwimmingPSMPrereq
function SwimmingPSMPrereq.new() return end

---@param props table
---@return SwimmingPSMPrereq
function SwimmingPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function SwimmingPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function SwimmingPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function SwimmingPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function SwimmingPSMPrereq:OnUnregister(state, context) return end

---@class SwimmingPSMPrereqState : PlayerStateMachinePrereqState
SwimmingPSMPrereqState = {}

---@return SwimmingPSMPrereqState
function SwimmingPSMPrereqState.new() return end

---@param props table
---@return SwimmingPSMPrereqState
function SwimmingPSMPrereqState.new(props) return end

---@class SwimmingSurfaceDecisions : LocomotionSwimming
SwimmingSurfaceDecisions = {}

---@return SwimmingSurfaceDecisions
function SwimmingSurfaceDecisions.new() return end

---@param props table
---@return SwimmingSurfaceDecisions
function SwimmingSurfaceDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingSurfaceDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingSurfaceDecisions:ToDiving(stateContext, scriptInterface) return end

---@class SwimmingSurfaceEvents : LocomotionSwimmingEvents
---@field lapsedTime Float
---@field isDead Bool
---@field timeSinceLastImpulse Float
---@field minSpeedForMovementImpulses Float
---@field timeBetweenIdleImpulses Float
---@field timeBetweenMovementImpulses Float
---@field idleImpulseRadius Float
---@field idleImpulseStrength Float
---@field movementImpulseRadius Float
---@field movementImpulseStrength Float
---@field movementImpulseOffset Float
SwimmingSurfaceEvents = {}

---@return SwimmingSurfaceEvents
function SwimmingSurfaceEvents.new() return end

---@param props table
---@return SwimmingSurfaceEvents
function SwimmingSurfaceEvents.new(props) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:CreateWaterImpulse(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:OnEnterFromDiving(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceEvents:UpdateSwimmingStroke(timeDelta, stateContext, scriptInterface) return end

---@class SwimmingSurfaceFastDecisions : LocomotionSwimming
SwimmingSurfaceFastDecisions = {}

---@return SwimmingSurfaceFastDecisions
function SwimmingSurfaceFastDecisions.new() return end

---@param props table
---@return SwimmingSurfaceFastDecisions
function SwimmingSurfaceFastDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingSurfaceFastDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class SwimmingSurfaceFastEvents : LocomotionSwimmingEvents
---@field lapsedTime Float
---@field timeSinceLastImpulse Float
---@field timeBetweenMovementImpulses Float
---@field movementImpulseRadius Float
---@field movementImpulseStrength Float
---@field movementImpulseOffset Float
SwimmingSurfaceFastEvents = {}

---@return SwimmingSurfaceFastEvents
function SwimmingSurfaceFastEvents.new() return end

---@param props table
---@return SwimmingSurfaceFastEvents
function SwimmingSurfaceFastEvents.new(props) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:CreateWaterImpulse(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:OnEnterFromFastDiving(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingSurfaceFastEvents:UpdateSwimmingStroke(timeDelta, stateContext, scriptInterface) return end

---@class SwimmingTransitionDecisions : LocomotionSwimming
SwimmingTransitionDecisions = {}

---@return SwimmingTransitionDecisions
function SwimmingTransitionDecisions.new() return end

---@param props table
---@return SwimmingTransitionDecisions
function SwimmingTransitionDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingTransitionDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwimmingTransitionDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class SwimmingTransitionEvents : LocomotionSwimmingEvents
---@field maxDownwardSpeed Float
---@field minDownwardsSpeed Float
---@field upwardsImpulseStrength Float
SwimmingTransitionEvents = {}

---@return SwimmingTransitionEvents
function SwimmingTransitionEvents.new() return end

---@param props table
---@return SwimmingTransitionEvents
function SwimmingTransitionEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingTransitionEvents:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingTransitionEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingTransitionEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwimmingTransitionEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SwitchSeatsDecisions : VehicleTransition
SwitchSeatsDecisions = {}

---@return SwitchSeatsDecisions
function SwitchSeatsDecisions.new() return end

---@param props table
---@return SwitchSeatsDecisions
function SwitchSeatsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwitchSeatsDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwitchSeatsDecisions:ToDrive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function SwitchSeatsDecisions:ToPassenger(stateContext, scriptInterface) return end

---@class SwitchSeatsEvents : VehicleEventsTransition
---@field workspotSystem gameWorkspotGameSystem
---@field enabledSceneMode Bool
SwitchSeatsEvents = {}

---@return SwitchSeatsEvents
function SwitchSeatsEvents.new() return end

---@param props table
---@return SwitchSeatsEvents
function SwitchSeatsEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwitchSeatsEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwitchSeatsEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwitchSeatsEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function SwitchSeatsEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class SyncAnimDeathTask : WithoutHitDataDeathTask
SyncAnimDeathTask = {}

---@return SyncAnimDeathTask
function SyncAnimDeathTask.new() return end

---@param props table
---@return SyncAnimDeathTask
function SyncAnimDeathTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SyncAnimDeathTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function SyncAnimDeathTask:Update(context) return end

---@class SysDebuggerEvent : gameTickableEvent
SysDebuggerEvent = {}

---@return SysDebuggerEvent
function SysDebuggerEvent.new() return end

---@param props table
---@return SysDebuggerEvent
function SysDebuggerEvent.new(props) return end

---@class SystemCollapseLifetimeEffector : gameEffector
SystemCollapseLifetimeEffector = {}

---@return SystemCollapseLifetimeEffector
function SystemCollapseLifetimeEffector.new() return end

---@param props table
---@return SystemCollapseLifetimeEffector
function SystemCollapseLifetimeEffector.new(props) return end

function SystemCollapseLifetimeEffector:Uninitialize() return end

---@class SystemCollapseManagerTask : UnconsciousManagerTask
SystemCollapseManagerTask = {}

---@return SystemCollapseManagerTask
function SystemCollapseManagerTask.new() return end

---@param props table
---@return SystemCollapseManagerTask
function SystemCollapseManagerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function SystemCollapseManagerTask:Activate(context) return end

---@class SystemCollapseModifyRevealBarEffector : gameEffector
---@field value Float
SystemCollapseModifyRevealBarEffector = {}

---@return SystemCollapseModifyRevealBarEffector
function SystemCollapseModifyRevealBarEffector.new() return end

---@param props table
---@return SystemCollapseModifyRevealBarEffector
function SystemCollapseModifyRevealBarEffector.new(props) return end

---@param owner gameObject
function SystemCollapseModifyRevealBarEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function SystemCollapseModifyRevealBarEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function SystemCollapseModifyRevealBarEffector:ProcessEffector(owner) return end

---@param owner gameObject
function SystemCollapseModifyRevealBarEffector:RepeatedAction(owner) return end

---@class SystemConsoleLogicController : inkWidgetLogicController
---@field alphaSys inkWidgetReference
---@field bravoSys inkWidgetReference
---@field sierraSys inkWidgetReference
---@field victorSys inkWidgetReference
SystemConsoleLogicController = {}

---@return SystemConsoleLogicController
function SystemConsoleLogicController.new() return end

---@param props table
---@return SystemConsoleLogicController
function SystemConsoleLogicController.new(props) return end

---@param system BunkerSystems
---@return GateStatusLogicController
function SystemConsoleLogicController:GetGateStatusLogicController(system) return end

---@param system inkWidget
---@return GateStatusLogicController
function SystemConsoleLogicController:GetGateStatusLogicController(system) return end

---@param system BunkerSystems
---@return inkWidget
function SystemConsoleLogicController:GetSystemWidget(system) return end

---@param systemsStatus Bool[]
---@param isGateOpened Bool
function SystemConsoleLogicController:InitSystems(systemsStatus, isGateOpened) return end

---@param system BunkerSystems
function SystemConsoleLogicController:PrepareToOpen(system) return end

---@param system BunkerSystems
---@param unlocked Bool
function SystemConsoleLogicController:SetGateState(system, unlocked) return end

---@param controller GateStatusLogicController
---@param unlocked Bool
---@param showState Bool
function SystemConsoleLogicController:SetGateState(controller, unlocked, showState) return end

---@param controller inkWidgetLogicController
---@param value Bool
function SystemConsoleLogicController:SetStatusOffline(controller, value) return end

---@class SystemDeviceWidgetController : DeviceWidgetControllerBase
---@field slavesConnectedCount inkTextWidgetReference
---@field connectedDevicesHolder inkWidgetReference
SystemDeviceWidgetController = {}

---@return SystemDeviceWidgetController
function SystemDeviceWidgetController.new() return end

---@param props table
---@return SystemDeviceWidgetController
function SystemDeviceWidgetController.new(props) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function SystemDeviceWidgetController:Initialize(gameController, widgetData) return end

---@class SystemStatusLogicController : inkWidgetLogicController
---@field onlineRoot inkWidgetReference
---@field offlineRoot inkWidgetReference
---@field onlineIco inkWidgetReference
---@field offlineIco inkWidgetReference
---@field sysIndicator inkWidgetReference
---@field statusBackground inkWidgetReference
---@field statusBackgroundProxy inkanimProxy
---@field stateAnimName CName
---@field widgetsToColor inkWidgetReference[]
---@field textStatuses inkTextWidgetReference[]
SystemStatusLogicController = {}

---@return SystemStatusLogicController
function SystemStatusLogicController.new() return end

---@param props table
---@return SystemStatusLogicController
function SystemStatusLogicController.new(props) return end

---@return Bool
function SystemStatusLogicController:OnInitialize() return end

---@param target1 inkWidget
---@param target2 inkWidget
---@param target3 inkWidget
---@return inkanimProxy
function SystemStatusLogicController:PlayStateAnim(target1, target2, target3) return end

---@param offline Bool
---@param isGateClosed Bool
function SystemStatusLogicController:SetOffline(offline, isGateClosed) return end

---@class TCSInputCameraZoom : redEvent
TCSInputCameraZoom = {}

---@return TCSInputCameraZoom
function TCSInputCameraZoom.new() return end

---@param props table
---@return TCSInputCameraZoom
function TCSInputCameraZoom.new(props) return end

---@class TCSInputDeviceAttack : redEvent
---@field value Bool
TCSInputDeviceAttack = {}

---@return TCSInputDeviceAttack
function TCSInputDeviceAttack.new() return end

---@param props table
---@return TCSInputDeviceAttack
function TCSInputDeviceAttack.new(props) return end

---@class TCSInputXAxisEvent : redEvent
---@field value Float
TCSInputXAxisEvent = {}

---@return TCSInputXAxisEvent
function TCSInputXAxisEvent.new() return end

---@param props table
---@return TCSInputXAxisEvent
function TCSInputXAxisEvent.new(props) return end

---@class TCSInputXYAxisEvent : redEvent
---@field isAnyInput Bool
TCSInputXYAxisEvent = {}

---@return TCSInputXYAxisEvent
function TCSInputXYAxisEvent.new() return end

---@param props table
---@return TCSInputXYAxisEvent
function TCSInputXYAxisEvent.new(props) return end

---@class TCSInputYAxisEvent : redEvent
---@field value Float
TCSInputYAxisEvent = {}

---@return TCSInputYAxisEvent
function TCSInputYAxisEvent.new() return end

---@param props table
---@return TCSInputYAxisEvent
function TCSInputYAxisEvent.new(props) return end

---@class TCSTakeOverControlActivate : redEvent
---@field IsQuickhack Bool
TCSTakeOverControlActivate = {}

---@return TCSTakeOverControlActivate
function TCSTakeOverControlActivate.new() return end

---@param props table
---@return TCSTakeOverControlActivate
function TCSTakeOverControlActivate.new(props) return end

---@class TCSTakeOverControlDeactivate : redEvent
TCSTakeOverControlDeactivate = {}

---@return TCSTakeOverControlDeactivate
function TCSTakeOverControlDeactivate.new() return end

---@param props table
---@return TCSTakeOverControlDeactivate
function TCSTakeOverControlDeactivate.new(props) return end

---@class TCSUpdate : gameScriptableSystemRequest
TCSUpdate = {}

---@return TCSUpdate
function TCSUpdate.new() return end

---@param props table
---@return TCSUpdate
function TCSUpdate.new(props) return end

---@class TDB : gamedataTweakDBInterface
TDB = {}

---@return TDB
function TDB.new() return end

---@param props table
---@return TDB
function TDB.new(props) return end

---@param path TweakDBID|string
---@return Bool
function TDB.GetBool(path) return end

---@param path TweakDBID|string
---@return Bool[]
function TDB.GetBoolArray(path) return end

---@param path TweakDBID|string
---@return CName
function TDB.GetCName(path) return end

---@param path TweakDBID|string
---@return CName[]
function TDB.GetCNameArray(path) return end

---@param path TweakDBID|string
---@return Color
function TDB.GetColor(path) return end

---@param path TweakDBID|string
---@return Color[]
function TDB.GetColorArray(path) return end

---@param path TweakDBID|string
---@return EulerAngles
function TDB.GetEulerAngles(path) return end

---@param path TweakDBID|string
---@return EulerAngles[]
function TDB.GetEulerAnglesArray(path) return end

---@param path TweakDBID|string
---@return Float
function TDB.GetFloat(path) return end

---@param path TweakDBID|string
---@return Float[]
function TDB.GetFloatArray(path) return end

---@param path TweakDBID|string
---@return TweakDBID
function TDB.GetForeignKey(path) return end

---@param path TweakDBID|string
---@return TweakDBID[]
function TDB.GetForeignKeyArray(path) return end

---@param path TweakDBID|string
---@return Int32
function TDB.GetInt(path) return end

---@param path TweakDBID|string
---@return Int32[]
function TDB.GetIntArray(path) return end

---@param path TweakDBID|string
---@return CName
function TDB.GetLocKey(path) return end

---@param path TweakDBID|string
---@return CName[]
function TDB.GetLocKeyArray(path) return end

---@param path TweakDBID|string
---@return Quaternion
function TDB.GetQuaternion(path) return end

---@param path TweakDBID|string
---@return Quaternion[]
function TDB.GetQuaternionArray(path) return end

---@param path TweakDBID|string
---@return redResourceReferenceScriptToken
function TDB.GetResRef(path) return end

---@param path TweakDBID|string
---@return redResourceReferenceScriptToken[]
function TDB.GetResRefArray(path) return end

---@param path TweakDBID|string
---@return String
function TDB.GetString(path) return end

---@param path TweakDBID|string
---@return String[]
function TDB.GetStringArray(path) return end

---@param path TweakDBID|string
---@return Vector2
function TDB.GetVector2(path) return end

---@param path TweakDBID|string
---@return Vector2[]
function TDB.GetVector2Array(path) return end

---@param path TweakDBID|string
---@return Vector3
function TDB.GetVector3(path) return end

---@param path TweakDBID|string
---@return Vector3[]
function TDB.GetVector3Array(path) return end

---@class TEMP_ScanningEvent : redEvent
---@field clue CName
---@field showUI Bool
TEMP_ScanningEvent = {}

---@return TEMP_ScanningEvent
function TEMP_ScanningEvent.new() return end

---@param props table
---@return TEMP_ScanningEvent
function TEMP_ScanningEvent.new(props) return end

---@class TV : InteractiveDevice
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
---@field isTVMoving Bool
TV = {}

---@return TV
function TV.new() return end

---@param props table
---@return TV
function TV.new(props) return end

---@return Bool
function TV:OnDetach() return end

---@param hit gameeventsHitEvent
---@return Bool
function TV:OnHitEvent(hit) return end

---@param evt NextStation
---@return Bool
function TV:OnNextChannel(evt) return end

---@param evt PreviousStation
---@return Bool
function TV:OnPreviousChannel(evt) return end

---@param evt QuestDefaultStation
---@return Bool
function TV:OnQuestDefaultStation(evt) return end

---@param evt QuestMuteSounds
---@return Bool
function TV:OnQuestMuteSounds(evt) return end

---@param evt QuestSetChannel
---@return Bool
function TV:OnQuestSetChannel(evt) return end

---@param evt SetGlobalTvChannel
---@return Bool
function TV:OnQuestSetGlobalChannel(evt) return end

---@param evt SetGlobalTvOnly
---@return Bool
function TV:OnQuestSetGlobalTvOnly(evt) return end

---@param evt QuestToggleInteractivity
---@return Bool
function TV:OnQuestToggleInteractivity(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function TV:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function TV:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function TV:OnTakeControl(ri) return end

---@param evt ToggleON
---@return Bool
function TV:OnToggleON(evt) return end

---@param evt TogglePower
---@return Bool
function TV:OnTogglePower(evt) return end

---@param target entEntityID
---@param statusEffect TweakDBID|string
function TV:ApplyActiveStatusEffect(target, statusEffect) return end

function TV:CreateBlackboard() return end

---@return EGameplayRole
function TV:DeterminGameplayRole() return end

---@return TVDeviceBlackboardDef
function TV:GetBlackboardDef() return end

---@return redResourceReferenceScriptToken
function TV:GetBroadcastGlitchVideoPath() return end

---@param channelIDX Int32
---@return STvChannel
function TV:GetChannelData(channelIDX) return end

---@param channelName String
---@return Int32
function TV:GetChannelId(channelName) return end

---@param index Int32
---@return String
function TV:GetChannelName(index) return end

---@return TVController
function TV:GetController() return end

---@return redResourceReferenceScriptToken
function TV:GetDefaultGlitchVideoPath() return end

---@return TVControllerPS
function TV:GetDevicePS() return end

---@return gamedataChannelData_Record[]
function TV:GetGlobalTVChannels() return end

---@return Bool
function TV:IsDeviceMovableScript() return end

---@return Bool
function TV:IsInteractive() return end

---@return Bool
function TV:IsReadyForUI() return end

---@param ps gamePersistentState
---@return Bool
function TV:ResavePersistentData(ps) return end

function TV:ResolveGameplayState() return end

---@param currentChannelIDX Int32
function TV:SelectChannel(currentChannelIDX) return end

---@param channelName String
function TV:SelectChannel(channelName) return end

---@param glitchState EGlitchState
---@param intensity Float
function TV:StartGlitching(glitchState, intensity) return end

function TV:StartShortGlitch() return end

function TV:StopGlitching() return end

---@param mute Bool
function TV:ToggleSoundEmmiter(mute) return end

function TV:TurnOffDevice() return end

function TV:TurnOffScreen() return end

function TV:TurnOnDevice() return end

function TV:TurnOnScreen() return end

---@param targetID entEntityID
function TV:UploadActiveProgramOnNPC(targetID) return end

---@class TVController : MediaDeviceController
TVController = {}

---@return TVController
function TVController.new() return end

---@param props table
---@return TVController
function TVController.new(props) return end

---@return TVControllerPS
function TVController:GetPS() return end

---@class TVControllerPS : MediaDeviceControllerPS
---@field tvSetup TVSetup
---@field defaultGlitchVideoPath redResourceReferenceScriptToken
---@field broadcastGlitchVideoPath redResourceReferenceScriptToken
---@field globalTVInitialized Bool
---@field backupCustomChannels STvChannel[]
TVControllerPS = {}

---@return TVControllerPS
function TVControllerPS.new() return end

---@param props table
---@return TVControllerPS
function TVControllerPS.new(props) return end

---@return Bool
function TVControllerPS:OnInstantiated() return end

---@param mute Bool
---@return QuestMuteSounds
function TVControllerPS:ActionQuestMuteSounds(mute) return end

---@param enable Bool
---@return QuestToggleInteractivity
function TVControllerPS:ActionQuestToggleInteractivity(enable) return end

function TVControllerPS:BackupCustomChannels() return end

---@return Bool
function TVControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@param hasActiveActions Bool
---@return Bool
function TVControllerPS:DetermineGameplayViability(context, hasActiveActions) return end

---@return Int32
function TVControllerPS:EstablishInitialActiveChannelIndex() return end

function TVControllerPS:GameAttached() return end

---@return TweakDBID
function TVControllerPS:GetActiveChannelTweakDBID() return end

---@return redResourceReferenceScriptToken
function TVControllerPS:GetActiveChannelVideoPath() return end

---@return Int32
function TVControllerPS:GetActiveStationIndex() return end

---@return Int32
function TVControllerPS:GetAmmountOfGlobalTVChannels() return end

---@return TweakDBID
function TVControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TVDeviceBlackboardDef
function TVControllerPS:GetBlackboardDef() return end

---@return redResourceReferenceScriptToken
function TVControllerPS:GetBroadcastGlitchVideoPath() return end

---@param channelIndex Int32
---@return STvChannel
function TVControllerPS:GetChannelData(channelIndex) return end

---@param channelName String
---@return Int32
function TVControllerPS:GetChannelID(channelName) return end

---@param index Int32
---@return String
function TVControllerPS:GetChannelName(index) return end

---@return redResourceReferenceScriptToken
function TVControllerPS:GetDefaultGlitchVideoPath() return end

---@return String
function TVControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function TVControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function TVControllerPS:GetDeviceWidget(context) return end

---@param id TweakDBID|string
---@return Int32
function TVControllerPS:GetGlobalTVChannelIDX(id) return end

---@return gamedataChannelData_Record[]
function TVControllerPS:GetGlobalTVChannels() return end

---@param context gameGetActionsContext
---@return TweakDBID
function TVControllerPS:GetInkWidgetTweakDBID(context) return end

---@param actionName CName|string
---@return gamedeviceAction
function TVControllerPS:GetQuestActionByName(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function TVControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function TVControllerPS:GetQuickHackActions(context) return end

---@param id TweakDBID|string
---@return ETVChannel
function TVControllerPS:GlobalTVChannelIDToEnum(id) return end

---@param id TweakDBID|string
---@return Int32
function TVControllerPS:GlobalTVChannelIDToInt(id) return end

---@return Bool
function TVControllerPS:HasBackupedCustomChannels() return end

---@return Bool
function TVControllerPS:HasCustomChannels() return end

---@return Int32
function TVControllerPS:InitializeGlobalTV() return end

function TVControllerPS:InitializeTv() return end

---@param channel Int32
---@return Bool
function TVControllerPS:IsGlobalTVChannelActive(channel) return end

---@return Bool
function TVControllerPS:IsGlobalTvOnly() return end

---@return Bool
function TVControllerPS:IsInteractive() return end

---@return Bool
function TVControllerPS:IsInterfaceMuted() return end

---@param evt QuestDefaultStation
---@return EntityNotificationType
function TVControllerPS:OnQuestDefaultStation(evt) return end

---@param evt QuestMuteSounds
---@return EntityNotificationType
function TVControllerPS:OnQuestMuteSounds(evt) return end

---@param evt QuestToggleInteractivity
---@return EntityNotificationType
function TVControllerPS:OnQuestToggleInteractivity(evt) return end

---@param data TVResaveData
function TVControllerPS:PushResaveData(data) return end

---@param mute Bool
function TVControllerPS:SetInterfaceMuted(mute) return end

---@param isGlobalTv Bool
function TVControllerPS:SetIsGlobalTvOnly(isGlobalTv) return end

---@param isInteractive Bool
function TVControllerPS:SetIsInteractive(isInteractive) return end

---@class TVDeviceBlackboardDef : DeviceBaseBlackboardDef
---@field PreviousChannel gamebbScriptID_Int32
---@field CurrentChannel gamebbScriptID_Int32
TVDeviceBlackboardDef = {}

---@return TVDeviceBlackboardDef
function TVDeviceBlackboardDef.new() return end

---@param props table
---@return TVDeviceBlackboardDef
function TVDeviceBlackboardDef.new(props) return end

---@class TVResaveData
---@field mediaResaveData MediaResaveData
---@field channels STvChannel[]
---@field securedText CName
---@field muteInterface Bool
---@field useWhiteNoiseFX Bool
TVResaveData = {}

---@return TVResaveData
function TVResaveData.new() return end

---@param props table
---@return TVResaveData
function TVResaveData.new(props) return end

---@class TVSetup
---@field channels STvChannel[]
---@field initialChannel Int32
---@field initialGlobalTvChannel TweakDBID
---@field muteInterface Bool
---@field isInteractive Bool
---@field isGlobalTvOnly Bool
TVSetup = {}

---@return TVSetup
function TVSetup.new() return end

---@param props table
---@return TVSetup
function TVSetup.new(props) return end

---@class TVViabilityInterpreter : IScriptable
TVViabilityInterpreter = {}

---@return TVViabilityInterpreter
function TVViabilityInterpreter.new() return end

---@param props table
---@return TVViabilityInterpreter
function TVViabilityInterpreter.new(props) return end

---@param device MediaDeviceControllerPS
---@param hasActiveActions Bool
---@return Bool
function TVViabilityInterpreter.Evaluate(device, hasActiveActions) return end

---@class TXAACustomData : ICameraStorageCustomData
TXAACustomData = {}

---@return TXAACustomData
function TXAACustomData.new() return end

---@param props table
---@return TXAACustomData
function TXAACustomData.new(props) return end

---@class TabButtonController : inkToggleController
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field data Int32
---@field labelSet String
---@field iconSet String
TabButtonController = {}

---@return TabButtonController
function TabButtonController.new() return end

---@param props table
---@return TabButtonController
function TabButtonController.new(props) return end

---@param e inkCallbackData
---@return Bool
function TabButtonController:OnIconCallback(e) return end

---@return Bool
function TabButtonController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function TabButtonController:OnTabHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function TabButtonController:OnTabHoverOver(e) return end

---@param e inkPointerEvent
---@return Bool
function TabButtonController:OnTabSelected(e) return end

---@return Int32
function TabButtonController:GetData() return end

---@return String
function TabButtonController:GetIcon() return end

---@return String
function TabButtonController:GetLabelKey() return end

---@param data Int32
---@param label String
---@param icon String
function TabButtonController:SetToggleData(data, label, icon) return end

---@class TabRadioGroup : inkRadioGroupController
---@field root inkCompoundWidgetReference
---@field toggles TabButtonController[]
---@field TooltipsManager gameuiTooltipsManager
TabRadioGroup = {}

---@return TabRadioGroup
function TabRadioGroup.new() return end

---@param props table
---@return TabRadioGroup
function TabRadioGroup.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function TabRadioGroup:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function TabRadioGroup:OnHoverOver(evt) return end

---@param enumCount Int32
---@param tooltipsManager gameuiTooltipsManager
---@param labelList String[]
---@param iconList String[]
function TabRadioGroup:SetData(enumCount, tooltipsManager, labelList, iconList) return end

---@class TagLinkedCluekRequest : gameScriptableSystemRequest
---@field tag Bool
---@field linkedCluekData LinkedFocusClueData
TagLinkedCluekRequest = {}

---@return TagLinkedCluekRequest
function TagLinkedCluekRequest.new() return end

---@param props table
---@return TagLinkedCluekRequest
function TagLinkedCluekRequest.new(props) return end

---@class TagObjectEvent : redEvent
---@field isTagged Bool
TagObjectEvent = {}

---@return TagObjectEvent
function TagObjectEvent.new() return end

---@param props table
---@return TagObjectEvent
function TagObjectEvent.new(props) return end

---@return String
function TagObjectEvent:GetFriendlyDescription() return end

---@class TagStatusNotification : HUDManagerRequest
---@field isTagged Bool
TagStatusNotification = {}

---@return TagStatusNotification
function TagStatusNotification.new() return end

---@param props table
---@return TagStatusNotification
function TagStatusNotification.new(props) return end

---@class TaggedObjectsListDef : gamebbScriptDefinition
---@field taggedObjectsList gamebbScriptID_Variant
TaggedObjectsListDef = {}

---@return TaggedObjectsListDef
function TaggedObjectsListDef.new() return end

---@param props table
---@return TaggedObjectsListDef
function TaggedObjectsListDef.new(props) return end

---@return Bool
function TaggedObjectsListDef:AutoCreateInSystem() return end

---@class TakeOverControlSystem : gameScriptableSystem
---@field controlledObject gameObject
---@field takeControlSourceID entEntityID
---@field isInputRegistered Bool
---@field isInputLockedFromQuest Bool
---@field isChainForcedFromQuest Bool
---@field isActionButtonLocked Bool
---@field isDeviceChainCreationLocked Bool
---@field isReleaseOnHitLocked Bool
---@field chainLockSources CName[]
---@field TCDUpdateDelayID gameDelayID
---@field TCSupdateRate Float
---@field lastInputSimTime Float
---@field sniperNestObject gameObject
---@field timestampLastTCS Float
TakeOverControlSystem = {}

---@return TakeOverControlSystem
function TakeOverControlSystem.new() return end

---@param props table
---@return TakeOverControlSystem
function TakeOverControlSystem.new(props) return end

---@param isVisible Bool
function TakeOverControlSystem.CreateInputHint(isVisible) return end

---@param followupEvent redEvent
---@param followupEventEntityID entEntityID
function TakeOverControlSystem.PlayFollowupEvent(followupEvent, followupEventEntityID) return end

---@param followupEvent redEvent
---@param followupEventEntityID entEntityID
---@return Bool
function TakeOverControlSystem.ReleaseControl(followupEvent, followupEventEntityID) return end

---@param playerID entEntityID
function TakeOverControlSystem.ReleaseControlOfRemoteControlledVehicle(playerID) return end

---@param player PlayerPuppet
---@return Bool
function TakeOverControlSystem.ReleaseControlOnHit(player) return end

---@param context gameObject
---@param originalevent ToggleTakeOverControl
function TakeOverControlSystem.RequestTakeControl(context, originalevent) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function TakeOverControlSystem:OnAction(action, consumer) return end

function TakeOverControlSystem:BreakTCSUpdate() return end

function TakeOverControlSystem:CleanupActiveEntityInChainBlackboard() return end

function TakeOverControlSystem:CleanupChainBlackboard() return end

function TakeOverControlSystem:CleanupControlledObject() return end

function TakeOverControlSystem:CreateTCSUpdate() return end

---@param enable Bool
function TakeOverControlSystem:EnablePlayerTPPRepresenation(enable) return end

---@param isChainForced Bool
function TakeOverControlSystem:ForceChainFromQuestRequest(isChainForced) return end

---@param ent gameObject
---@param player gameObject
function TakeOverControlSystem:GetCameraDataFromControlledObject(ent, player) return end

---@return SWidgetPackage[]
function TakeOverControlSystem:GetChain() return end

---@return gameObject
function TakeOverControlSystem:GetControlledObject() return end

---@param deviceChain SWidgetPackage[]
---@return Int32
function TakeOverControlSystem:GetCurrentActiveDeviceChainBlackboardIndex(deviceChain) return end

---@param higher Bool
---@return SWidgetPackage, Bool
function TakeOverControlSystem:GetPackageFromChainNextToMe(higher) return end

function TakeOverControlSystem:HideAdvanceInteractionInputHints() return end

---@return Bool
function TakeOverControlSystem:IsDeviceChainCreationLocked() return end

---@return Bool
function TakeOverControlSystem:IsDeviceControlled() return end

---@return Bool
function TakeOverControlSystem:IsInputLockedFromQuest() return end

---@return Bool
function TakeOverControlSystem:IsSavingLocked() return end

---@param isLocked Bool
function TakeOverControlSystem:LockInputFromQuestRequest(isLocked) return end

---@param entity entEntityID
function TakeOverControlSystem:MoveToSpecificEntity(entity) return end

---@param request LockDeviceChainCreation
function TakeOverControlSystem:OnLockDeviceChainCreationRequest(request) return end

---@param request LockReleaseOnHit
function TakeOverControlSystem:OnLockReleaseOnHitRequest(request) return end

---@param request LockTakeControlAction
function TakeOverControlSystem:OnLockTakeControlActionRequest(request) return end

---@param request RemoveFromChainRequest
function TakeOverControlSystem:OnRemoveFromChainRequest(request) return end

---@param request RequestQuestTakeControlInputLock
function TakeOverControlSystem:OnRequestQuestTakeControlInputLock(request) return end

---@param request RequestReleaseControl
function TakeOverControlSystem:OnRequestReleaseControl(request) return end

---@param request RequestTakeControl
function TakeOverControlSystem:OnRequestTakeControl(request) return end

---@param request TCSUpdate
function TakeOverControlSystem:OnTCSUpdate(request) return end

---@param controllsDevice Bool
function TakeOverControlSystem:PSMSetIsPlayerControllDevice(controllsDevice) return end

---@param lastXYValue Bool
function TakeOverControlSystem:RefreshDebug(lastXYValue) return end

---@param entityID entEntityID
function TakeOverControlSystem:RegisterAsCurrentObject(entityID) return end

function TakeOverControlSystem:RegisterBBActiveObjectAsCurrentObject() return end

---@param EntID entEntityID
function TakeOverControlSystem:RegisterObjectHandle(EntID) return end

---@param register Bool
function TakeOverControlSystem:RegisterSystemOnInput(register) return end

function TakeOverControlSystem:ReleaseCurrentObject() return end

function TakeOverControlSystem:ReturnToDeviceScreen() return end

---@param isQuickhack Bool
function TakeOverControlSystem:SendTSCActivateEventToEntity(isQuickhack) return end

---@param show Bool
function TakeOverControlSystem:ShowChainControls(show) return end

function TakeOverControlSystem:ToggleToMainPlayerObject() return end

function TakeOverControlSystem:ToggleToNextControlledDevice() return end

---@param otherPackage SWidgetPackage
function TakeOverControlSystem:ToggleToOtherDeviceFromChain(otherPackage) return end

function TakeOverControlSystem:ToggleToPreviousControlledDevice() return end

---@param evt RequestTakeControl
function TakeOverControlSystem:TryFillControlBlackboard(evt) return end

---@param evt RequestTakeControl
function TakeOverControlSystem:TryFillControlBlackboardByForce(evt) return end

---@class TakeOverSecuritySystem : ActionBool
TakeOverSecuritySystem = {}

---@return TakeOverSecuritySystem
function TakeOverSecuritySystem.new() return end

---@param props table
---@return TakeOverSecuritySystem
function TakeOverSecuritySystem.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function TakeOverSecuritySystem.IsAvailable(device) return end

---@param requesterClearancer gamedeviceClearance
---@return Bool
function TakeOverSecuritySystem.IsClearanceValid(requesterClearancer) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function TakeOverSecuritySystem.IsDefaultConditionMet(device, context) return end

function TakeOverSecuritySystem:SetProperties() return end

---@class TakedownActionDataTrackingRequest : gamePlayerScriptableSystemRequest
---@field eventType ETakedownActionType
TakedownActionDataTrackingRequest = {}

---@return TakedownActionDataTrackingRequest
function TakedownActionDataTrackingRequest.new() return end

---@param props table
---@return TakedownActionDataTrackingRequest
function TakedownActionDataTrackingRequest.new(props) return end

---@class TakedownAndDisposeBody : ActionDisposal
TakedownAndDisposeBody = {}

---@return TakedownAndDisposeBody
function TakedownAndDisposeBody.new() return end

---@param props table
---@return TakedownAndDisposeBody
function TakedownAndDisposeBody.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function TakedownAndDisposeBody.IsDefaultConditionMet(device, context) return end

function TakedownAndDisposeBody:SetProperties() return end

---@class TakedownBeginDecisions : LocomotionTakedownDecisions
TakedownBeginDecisions = {}

---@return TakedownBeginDecisions
function TakedownBeginDecisions.new() return end

---@param props table
---@return TakedownBeginDecisions
function TakedownBeginDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownBeginDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownBeginDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class TakedownBeginEvents : LocomotionTakedownEvents
TakedownBeginEvents = {}

---@return TakedownBeginEvents
function TakedownBeginEvents.new() return end

---@param props table
---@return TakedownBeginEvents
function TakedownBeginEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownBeginEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownBeginEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownEndDecisions : LocomotionTakedownDecisions
TakedownEndDecisions = {}

---@return TakedownEndDecisions
function TakedownEndDecisions.new() return end

---@param props table
---@return TakedownEndDecisions
function TakedownEndDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownEndDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownEndEvents : LocomotionTakedownEvents
TakedownEndEvents = {}

---@return TakedownEndEvents
function TakedownEndEvents.new() return end

---@param props table
---@return TakedownEndEvents
function TakedownEndEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownEndEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownEndEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownExecuteTakedownAndDisposeDecisions : LocomotionTakedownDecisions
TakedownExecuteTakedownAndDisposeDecisions = {}

---@return TakedownExecuteTakedownAndDisposeDecisions
function TakedownExecuteTakedownAndDisposeDecisions.new() return end

---@param props table
---@return TakedownExecuteTakedownAndDisposeDecisions
function TakedownExecuteTakedownAndDisposeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownExecuteTakedownAndDisposeDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class TakedownExecuteTakedownAndDisposeEvents : LocomotionTakedownEvents
---@field targetID entEntityID
TakedownExecuteTakedownAndDisposeEvents = {}

---@return TakedownExecuteTakedownAndDisposeEvents
function TakedownExecuteTakedownAndDisposeEvents.new() return end

---@param props table
---@return TakedownExecuteTakedownAndDisposeEvents
function TakedownExecuteTakedownAndDisposeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownExecuteTakedownAndDisposeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownExecuteTakedownAndDisposeEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownExecuteTakedownDecisions : LocomotionTakedownDecisions
TakedownExecuteTakedownDecisions = {}

---@return TakedownExecuteTakedownDecisions
function TakedownExecuteTakedownDecisions.new() return end

---@param props table
---@return TakedownExecuteTakedownDecisions
function TakedownExecuteTakedownDecisions.new(props) return end

---@class TakedownExecuteTakedownEvents : LocomotionTakedownEvents
TakedownExecuteTakedownEvents = {}

---@return TakedownExecuteTakedownEvents
function TakedownExecuteTakedownEvents.new() return end

---@param props table
---@return TakedownExecuteTakedownEvents
function TakedownExecuteTakedownEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownExecuteTakedownEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownExecuteTakedownEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownExecuteTakedownEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class TakedownGameEffectHelper : IScriptable
TakedownGameEffectHelper = {}

---@return TakedownGameEffectHelper
function TakedownGameEffectHelper.new() return end

---@param props table
---@return TakedownGameEffectHelper
function TakedownGameEffectHelper.new(props) return end

---@param executionOwner gameObject
---@param activator gameObject
---@param target gameObject
---@param effectName CName|string
---@param effectTag CName|string
---@param statusEffect String
---@return Bool
function TakedownGameEffectHelper.FillTakedownData(executionOwner, activator, target, effectName, effectTag, statusEffect) return end

---@class TakedownGrappleFailedDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
TakedownGrappleFailedDecisions = {}

---@return TakedownGrappleFailedDecisions
function TakedownGrappleFailedDecisions.new() return end

---@param props table
---@return TakedownGrappleFailedDecisions
function TakedownGrappleFailedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownGrappleFailedDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownGrappleFailedEvents : LocomotionTakedownEvents
TakedownGrappleFailedEvents = {}

---@return TakedownGrappleFailedEvents
function TakedownGrappleFailedEvents.new() return end

---@param props table
---@return TakedownGrappleFailedEvents
function TakedownGrappleFailedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownGrappleFailedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownGrappleFailedEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownGrapplePreyDecisions : LocomotionTakedownDecisions
TakedownGrapplePreyDecisions = {}

---@return TakedownGrapplePreyDecisions
function TakedownGrapplePreyDecisions.new() return end

---@param props table
---@return TakedownGrapplePreyDecisions
function TakedownGrapplePreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownGrapplePreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownGrapplePreyEvents : LocomotionTakedownEvents
---@field isGrappleReactionVOPlayed Bool
TakedownGrapplePreyEvents = {}

---@return TakedownGrapplePreyEvents
function TakedownGrapplePreyEvents.new() return end

---@param props table
---@return TakedownGrapplePreyEvents
function TakedownGrapplePreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownGrapplePreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownGrapplePreyEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownGrapplePreyEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class TakedownLeapToPreyDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
TakedownLeapToPreyDecisions = {}

---@return TakedownLeapToPreyDecisions
function TakedownLeapToPreyDecisions.new() return end

---@param props table
---@return TakedownLeapToPreyDecisions
function TakedownLeapToPreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownLeapToPreyDecisions:CollisionBetweenPlayerAndTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownLeapToPreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownLeapToPreyDecisions:TestTakedownEnterConditions(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownLeapToPreyDecisions:ToTakedownEnd(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownLeapToPreyDecisions:ToTakedownExecuteTakedown(stateContext, scriptInterface) return end

---@class TakedownLeapToPreyEvents : LocomotionTakedownEvents
TakedownLeapToPreyEvents = {}

---@return TakedownLeapToPreyEvents
function TakedownLeapToPreyEvents.new() return end

---@param props table
---@return TakedownLeapToPreyEvents
function TakedownLeapToPreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownLeapToPreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownLeapToPreyEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownLeapToPreyEvents:RequestPositionAdjustmentWithParabolicMotion(stateContext, scriptInterface) return end

---@class TakedownPSMPrereq : PlayerStateMachinePrereq
TakedownPSMPrereq = {}

---@return TakedownPSMPrereq
function TakedownPSMPrereq.new() return end

---@param props table
---@return TakedownPSMPrereq
function TakedownPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function TakedownPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function TakedownPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function TakedownPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function TakedownPSMPrereq:OnUnregister(state, context) return end

---@class TakedownPSMPrereqState : PlayerStateMachinePrereqState
TakedownPSMPrereqState = {}

---@return TakedownPSMPrereqState
function TakedownPSMPrereqState.new() return end

---@param props table
---@return TakedownPSMPrereqState
function TakedownPSMPrereqState.new(props) return end

---@class TakedownReleasePreyDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
TakedownReleasePreyDecisions = {}

---@return TakedownReleasePreyDecisions
function TakedownReleasePreyDecisions.new() return end

---@param props table
---@return TakedownReleasePreyDecisions
function TakedownReleasePreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownReleasePreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownReleasePreyEvents : LocomotionTakedownEvents
TakedownReleasePreyEvents = {}

---@return TakedownReleasePreyEvents
function TakedownReleasePreyEvents.new() return end

---@param props table
---@return TakedownReleasePreyEvents
function TakedownReleasePreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownReleasePreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownReleasePreyEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownSlideToPreyDecisions : LocomotionTakedownDecisions
---@field stateMachineInitData LocomotionTakedownInitData
TakedownSlideToPreyDecisions = {}

---@return TakedownSlideToPreyDecisions
function TakedownSlideToPreyDecisions.new() return end

---@param props table
---@return TakedownSlideToPreyDecisions
function TakedownSlideToPreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownSlideToPreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownSlideToPreyEvents : LocomotionTakedownEvents
TakedownSlideToPreyEvents = {}

---@return TakedownSlideToPreyEvents
function TakedownSlideToPreyEvents.new() return end

---@param props table
---@return TakedownSlideToPreyEvents
function TakedownSlideToPreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownSlideToPreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownSlideToPreyEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownUnmountPreyDecisions : LocomotionTakedownDecisions
TakedownUnmountPreyDecisions = {}

---@return TakedownUnmountPreyDecisions
function TakedownUnmountPreyDecisions.new() return end

---@param props table
---@return TakedownUnmountPreyDecisions
function TakedownUnmountPreyDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownUnmountPreyDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class TakedownUnmountPreyEvents : LocomotionTakedownEvents
TakedownUnmountPreyEvents = {}

---@return TakedownUnmountPreyEvents
function TakedownUnmountPreyEvents.new() return end

---@param props table
---@return TakedownUnmountPreyEvents
function TakedownUnmountPreyEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownUnmountPreyEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TakedownUnmountPreyEvents:OnExit(stateContext, scriptInterface) return end

---@class TakedownUtils : IScriptable
TakedownUtils = {}

---@return TakedownUtils
function TakedownUtils.new() return end

---@param props table
---@return TakedownUtils
function TakedownUtils.new(props) return end

---@param caller DefaultTransition
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
function TakedownUtils.CleanUpGrappleState(caller, stateContext, scriptInterface, target) return end

---@param caller DefaultTransition
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param targetID entEntityID
function TakedownUtils.CleanUpGrappleState(caller, stateContext, scriptInterface, targetID) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param owner gameObject
function TakedownUtils.ExitWorkspot(scriptInterface, owner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param targetID entEntityID
---@param b Bool
function TakedownUtils.SetIgnoreLookAtEntity(scriptInterface, targetID, b) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param target gameObject
---@param b Bool
function TakedownUtils.SetIgnoreLookAtEntity(scriptInterface, target, b) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param b Bool
function TakedownUtils.SetInGrappleAnimFeature(scriptInterface, b) return end

---@param stateContext gamestateMachineStateContextScript
---@param actionName ETakedownActionType
function TakedownUtils.SetTakedownAction(stateContext, actionName) return end

---@param executionOwner gameObject
---@param target gameObject
---@param enable Bool
function TakedownUtils.SetTargetBodyType(executionOwner, target, enable) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TakedownUtils.ShouldForceTakedown(scriptInterface) return end

---@param actionName CName|string
---@return ETakedownActionType
function TakedownUtils.TakedownActionNameToEnum(actionName) return end

---@class TalkingTriggerRequest : gameScriptableSystemRequest
---@field isPlayerCalling Bool
---@field contact CName
---@field state questPhoneTalkingState
---@field visuals questPhoneCallVisuals
TalkingTriggerRequest = {}

---@return TalkingTriggerRequest
function TalkingTriggerRequest.new() return end

---@param props table
---@return TalkingTriggerRequest
function TalkingTriggerRequest.new(props) return end

---@class TankTurret : gameWeakspotObject
TankTurret = {}

---@return TankTurret
function TankTurret.new() return end

---@param props table
---@return TankTurret
function TankTurret.new(props) return end

---@return Bool
function TankTurret:OnWeakspotInitialized() return end

---@class TankTurretComponent : gameScriptableComponent
---@field attackRecord TweakDBID
---@field slotComponentName1 CName
---@field slotName1 CName
---@field slotComponentName2 CName
---@field slotName2 CName
---@field slotComponent1 entSlotComponent
---@field slotComponent2 entSlotComponent
TankTurretComponent = {}

---@return TankTurretComponent
function TankTurretComponent.new() return end

---@param props table
---@return TankTurretComponent
function TankTurretComponent.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function TankTurretComponent:OnAction(action, consumer) return end

function TankTurretComponent:OnGameAttach() return end

---@param slotComponent entSlotComponent
---@param slotName CName|string
function TankTurretComponent:Shoot(slotComponent, slotName) return end

---@class Target : IScriptable
---@field target gameObject
---@field isInteresting Bool
---@field isVisible Bool
Target = {}

---@return Target
function Target.new() return end

---@param props table
---@return Target
function Target.new(props) return end

---@param currentTarget gameObject
---@param interesting Bool
---@param visible Bool
function Target:CreateTarget(currentTarget, interesting, visible) return end

---@return gameObject
function Target:GetTarget() return end

---@return Bool
function Target:IsInteresting() return end

---@return Bool
function Target:IsVisible() return end

---@param interestingChange Bool
function Target:SetIsInteresting(interestingChange) return end

---@param _isVisible Bool
function Target:SetIsVisible(_isVisible) return end

---@class TargetAcquiredEvent : redEvent
---@field target ScriptedPuppet
TargetAcquiredEvent = {}

---@return TargetAcquiredEvent
function TargetAcquiredEvent.new() return end

---@param props table
---@return TargetAcquiredEvent
function TargetAcquiredEvent.new(props) return end

---@class TargetAssessmentRequest : ScriptableDeviceAction
---@field targetToAssess gameObject
TargetAssessmentRequest = {}

---@return TargetAssessmentRequest
function TargetAssessmentRequest.new() return end

---@param props table
---@return TargetAssessmentRequest
function TargetAssessmentRequest.new(props) return end

---@class TargetAttitudeAnimationController : BasicAnimationController
---@field hostileShowAnimation CName
---@field hostileIdleAnimation CName
---@field hostileHideAnimation CName
---@field attitude EAIAttitude
TargetAttitudeAnimationController = {}

---@return TargetAttitudeAnimationController
function TargetAttitudeAnimationController.new() return end

---@param props table
---@return TargetAttitudeAnimationController
function TargetAttitudeAnimationController.new(props) return end

---@param arg Int32
function TargetAttitudeAnimationController:OnAttitudeChanged(arg) return end

---@param playerPuppet gameObject
function TargetAttitudeAnimationController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
function TargetAttitudeAnimationController:OnPlayerDetach(playerPuppet) return end

function TargetAttitudeAnimationController:PlayHideHostile() return end

function TargetAttitudeAnimationController:PlayHideToFriendly() return end

function TargetAttitudeAnimationController:PlayHideToHostile() return end

function TargetAttitudeAnimationController:PlayShowHostile() return end

---@class TargetBreachCanGetKilledByDamagePrereqCondition : BaseHitPrereqCondition
---@field lastTarget gameObject
TargetBreachCanGetKilledByDamagePrereqCondition = {}

---@return TargetBreachCanGetKilledByDamagePrereqCondition
function TargetBreachCanGetKilledByDamagePrereqCondition.new() return end

---@param props table
---@return TargetBreachCanGetKilledByDamagePrereqCondition
function TargetBreachCanGetKilledByDamagePrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetBreachCanGetKilledByDamagePrereqCondition:Evaluate(hitEvent) return end

---@class TargetCanGetKilledByDamagePrereqCondition : BaseHitPrereqCondition
---@field lastTarget gameObject
TargetCanGetKilledByDamagePrereqCondition = {}

---@return TargetCanGetKilledByDamagePrereqCondition
function TargetCanGetKilledByDamagePrereqCondition.new() return end

---@param props table
---@return TargetCanGetKilledByDamagePrereqCondition
function TargetCanGetKilledByDamagePrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetCanGetKilledByDamagePrereqCondition:Evaluate(hitEvent) return end

---@class TargetHitIndicatorGameController : gameuiWidgetGameController
---@field currentAnim inkanimProxy
---@field bonusAnim inkanimProxy
---@field currentAnimWidget inkWidget
---@field currentPriority Int32
---@field currentController TargetHitIndicatorLogicController
---@field damageController TargetHitIndicatorLogicController
---@field defeatController TargetHitIndicatorLogicController
---@field killController TargetHitIndicatorLogicController
---@field bonusController TargetHitIndicatorLogicController
---@field damageListBlackboardId redCallbackObject
---@field killListBlackboardId redCallbackObject
---@field indicatorEnabledBlackboardId redCallbackObject
---@field weaponSwayBlackboardId redCallbackObject
---@field weaponChangedListener gameAttachmentSlotsScriptListener
---@field aimingStatusBlackboardId redCallbackObject
---@field zoomLevelBlackboardId redCallbackObject
---@field realOwner gameObject
---@field hitIndicatorEnabled Bool
---@field entityHit gameObject
---@field rootWidget inkWidget
---@field player PlayerPuppet
---@field currentSway Vector2
---@field currentWeaponZoom Float
---@field weaponZoomNeedsUpdate Bool
---@field currentZoomLevel Float
---@field weaponZoomListener HitIndicatorWeaponZoomListener
---@field weaponID gameStatsObjectID
---@field isAimingDownSights Bool
---@field uiSystem gameuiGameSystemUI
TargetHitIndicatorGameController = {}

---@return TargetHitIndicatorGameController
function TargetHitIndicatorGameController.new() return end

---@param props table
---@return TargetHitIndicatorGameController
function TargetHitIndicatorGameController.new(props) return end

---@param value Int32
---@return Bool
function TargetHitIndicatorGameController:OnAimStatusChange(value) return end

---@param anim inkanimProxy
---@return Bool
function TargetHitIndicatorGameController:OnAnimFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function TargetHitIndicatorGameController:OnBonusAnimFinished(anim) return end

---@param value Variant
---@return Bool
function TargetHitIndicatorGameController:OnDamageAdded(value) return end

---@param value Bool
---@return Bool
function TargetHitIndicatorGameController:OnHitIndicatorEnabledChanged(value) return end

---@return Bool
function TargetHitIndicatorGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function TargetHitIndicatorGameController:OnKillAdded(value) return end

---@param evt NormalizeAndSaveSwayEvent
---@return Bool
function TargetHitIndicatorGameController:OnNormalizeAndSaveSwayEvent(evt) return end

---@param player gameObject
---@return Bool
function TargetHitIndicatorGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function TargetHitIndicatorGameController:OnPlayerDetach(player) return end

---@param pos Vector2
---@return Bool
function TargetHitIndicatorGameController:OnSway(pos) return end

---@return Bool
function TargetHitIndicatorGameController:OnUninitialize() return end

---@param value Float
---@return Bool
function TargetHitIndicatorGameController:OnZoomLevelChange(value) return end

function TargetHitIndicatorGameController:OnWeaponChanged() return end

function TargetHitIndicatorGameController:PlayAnimation() return end

function TargetHitIndicatorGameController:RegisterWeaponChangedListener() return end

---@param damageInfo gameuiDamageInfo
---@return Bool
function TargetHitIndicatorGameController:ShouldShowBonus(damageInfo) return end

---@param damageInfo gameuiDamageInfo
---@return Bool
function TargetHitIndicatorGameController:ShouldShowDamage(damageInfo) return end

---@param entity gameObject
---@param isDead Bool
---@param killType gameKillType
function TargetHitIndicatorGameController:Show(entity, isDead, killType) return end

function TargetHitIndicatorGameController:ShowBonus() return end

---@param type CName|string
---@return TargetHitIndicatorLogicController
function TargetHitIndicatorGameController:SpawnIndicator(type) return end

function TargetHitIndicatorGameController:UnregisterWeaponChangedListener() return end

function TargetHitIndicatorGameController:UpdateWidgetPosition() return end

---@class TargetHitIndicatorLogicController : inkWidgetLogicController
---@field animName CName
---@field animationPriority Int32
TargetHitIndicatorLogicController = {}

---@return TargetHitIndicatorLogicController
function TargetHitIndicatorLogicController.new() return end

---@param props table
---@return TargetHitIndicatorLogicController
function TargetHitIndicatorLogicController.new(props) return end

---@return Bool
function TargetHitIndicatorLogicController:OnInitialize() return end

---@class TargetIndicatorEntry
---@field targetID entEntityID
---@field indicator inkWidget
TargetIndicatorEntry = {}

---@return TargetIndicatorEntry
function TargetIndicatorEntry.new() return end

---@param props table
---@return TargetIndicatorEntry
function TargetIndicatorEntry.new(props) return end

---@class TargetKilledHitPrereqCondition : BaseHitPrereqCondition
---@field lastTarget gameObject
TargetKilledHitPrereqCondition = {}

---@return TargetKilledHitPrereqCondition
function TargetKilledHitPrereqCondition.new() return end

---@param props table
---@return TargetKilledHitPrereqCondition
function TargetKilledHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetKilledHitPrereqCondition:Evaluate(hitEvent) return end

---@class TargetKilledPrereq : GenericHitPrereq
TargetKilledPrereq = {}

---@return TargetKilledPrereq
function TargetKilledPrereq.new() return end

---@param props table
---@return TargetKilledPrereq
function TargetKilledPrereq.new(props) return end

---@param recordID TweakDBID|string
function TargetKilledPrereq:Initialize(recordID) return end

---@class TargetKilledPrereqState : GenericHitPrereqState
TargetKilledPrereqState = {}

---@return TargetKilledPrereqState
function TargetKilledPrereqState.new() return end

---@param props table
---@return TargetKilledPrereqState
function TargetKilledPrereqState.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetKilledPrereqState:Evaluate(hitEvent) return end

---@class TargetLockedEvent : redEvent
TargetLockedEvent = {}

---@return TargetLockedEvent
function TargetLockedEvent.new() return end

---@param props table
---@return TargetLockedEvent
function TargetLockedEvent.new(props) return end

---@class TargetLostEvent : redEvent
---@field target ScriptedPuppet
TargetLostEvent = {}

---@return TargetLostEvent
function TargetLostEvent.new() return end

---@param props table
---@return TargetLostEvent
function TargetLostEvent.new(props) return end

---@class TargetNPCIsCrowdHitPrereqCondition : BaseHitPrereqCondition
TargetNPCIsCrowdHitPrereqCondition = {}

---@return TargetNPCIsCrowdHitPrereqCondition
function TargetNPCIsCrowdHitPrereqCondition.new() return end

---@param props table
---@return TargetNPCIsCrowdHitPrereqCondition
function TargetNPCIsCrowdHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetNPCIsCrowdHitPrereqCondition:Evaluate(hitEvent) return end

---@class TargetNPCRarityHitPrereqCondition : BaseHitPrereqCondition
---@field rarity gamedataNPCRarity
TargetNPCRarityHitPrereqCondition = {}

---@return TargetNPCRarityHitPrereqCondition
function TargetNPCRarityHitPrereqCondition.new() return end

---@param props table
---@return TargetNPCRarityHitPrereqCondition
function TargetNPCRarityHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetNPCRarityHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function TargetNPCRarityHitPrereqCondition:SetData(recordID) return end

---@class TargetNPCTypeHitPrereqCondition : BaseHitPrereqCondition
---@field type gamedataNPCType
TargetNPCTypeHitPrereqCondition = {}

---@return TargetNPCTypeHitPrereqCondition
function TargetNPCTypeHitPrereqCondition.new() return end

---@param props table
---@return TargetNPCTypeHitPrereqCondition
function TargetNPCTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetNPCTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function TargetNPCTypeHitPrereqCondition:SetData(recordID) return end

---@class TargetNeutraliziedEvent : redEvent
---@field type ENeutralizeType
---@field targetID entEntityID
TargetNeutraliziedEvent = {}

---@return TargetNeutraliziedEvent
function TargetNeutraliziedEvent.new() return end

---@param props table
---@return TargetNeutraliziedEvent
function TargetNeutraliziedEvent.new(props) return end

---@class TargetScavengedEvent : redEvent
---@field target gameObject
TargetScavengedEvent = {}

---@return TargetScavengedEvent
function TargetScavengedEvent.new() return end

---@param props table
---@return TargetScavengedEvent
function TargetScavengedEvent.new(props) return end

---@class TargetTrackingExtension : AITargetTrackerComponent
---@field trackedCombatSquads AICombatSquadScriptInterface[]
---@field trackedCombatSquadsCounters Int32[]
---@field threatPersistanceMemory ThreatPersistanceMemory
---@field hasBeenSeenByPlayer Bool
---@field canBeAddedToBossHealthbar Bool
---@field playerPuppet gameObject
TargetTrackingExtension = {}

---@return TargetTrackingExtension
function TargetTrackingExtension.new() return end

---@param props table
---@return TargetTrackingExtension
function TargetTrackingExtension.new(props) return end

---@param puppet ScriptedPuppet
---@return Bool, TargetTrackingExtension
function TargetTrackingExtension.Get(puppet) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, AITargetTrackerComponent
function TargetTrackingExtension.Get(context) return end

---@param puppet ScriptedPuppet
---@return Bool, AITargetTrackerComponent
function TargetTrackingExtension.Get(puppet) return end

---@param context AIbehaviorScriptExecutionContext
---@param visible Bool
---@param trackedLocations AITrackedLocation[]
---@return Bool
function TargetTrackingExtension.GetHostileThreats(context, visible, trackedLocations) return end

---@param puppet ScriptedPuppet
---@param visible Bool
---@param trackedLocations AITrackedLocation[]
---@return Bool
function TargetTrackingExtension.GetHostileThreats(puppet, visible, trackedLocations) return end

---@param hostileThreats AITrackedLocation[]
---@return Bool, gameObject
function TargetTrackingExtension.GetPlayerFromThreats(hostileThreats) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, AITargetTrackerComponent
function TargetTrackingExtension.GetStrong(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param visible Bool
---@return Bool, AITrackedLocation
function TargetTrackingExtension.GetTopThreat(context, visible) return end

---@param context AIbehaviorScriptExecutionContext
---@param target entEntity
---@return Bool, AITrackedLocation
function TargetTrackingExtension.GetTrackedLocation(context, target) return end

---@param puppet ScriptedPuppet
---@param target entEntity
---@return Bool, AITrackedLocation
function TargetTrackingExtension.GetTrackedLocation(puppet, target) return end

---@param puppet ScriptedPuppet
---@param onlyVisible Bool
---@param onlyEntities Bool
---@return Bool
function TargetTrackingExtension.HasHostileThreat(puppet, onlyVisible, onlyEntities) return end

---@param puppet ScriptedPuppet
---@param threat AITrackedLocation
function TargetTrackingExtension.InjectThreat(puppet, threat) return end

---@param puppet ScriptedPuppet
---@param threat entEntity
---@param accuracy Float
---@param cooldown Float
function TargetTrackingExtension.InjectThreat(puppet, threat, accuracy, cooldown) return end

---@param puppet ScriptedPuppet
---@param threat entEntity
function TargetTrackingExtension.InjectThreat(puppet, threat) return end

---@param puppet ScriptedPuppet
---@param pos Vector4
---@param timeToLive Float
function TargetTrackingExtension.InjectThreat(puppet, pos, timeToLive) return end

---@param owner ScriptedPuppet
---@param threat entEntity
---@param visible Bool
---@param hostile Bool
---@return Bool
function TargetTrackingExtension.IsThreatInThreatList(owner, threat, visible, hostile) return end

---@param ownerPuppet ScriptedPuppet
---@param evt gameeventsHitEvent
function TargetTrackingExtension.OnHit(ownerPuppet, evt) return end

---@param puppet ScriptedPuppet
---@param threat entEntity
function TargetTrackingExtension.RemoveThreat(puppet, threat) return end

---@param puppet ScriptedPuppet
---@param isPersistent Bool
---@param persistenceSource Uint32
function TargetTrackingExtension.SetCurrentThreatsPersistence(puppet, isPersistent, persistenceSource) return end

---@param puppet ScriptedPuppet
---@param target entEntity
---@param isPersistent Bool
---@param persistenceSource Uint32
function TargetTrackingExtension.SetThreatPersistence(puppet, target, isPersistent, persistenceSource) return end

---@param evt AIEnemyPushedToSquad
---@return Bool
function TargetTrackingExtension:OnEnemyPushedToSquad(evt) return end

---@param th AIEnemyThreatDetected
---@return Bool
function TargetTrackingExtension:OnEnemyThreatDetected(th) return end

---@param th AIHostJoinedSquad
---@return Bool
function TargetTrackingExtension:OnHostJoinedSquad(th) return end

---@param th AIHostLeftSquad
---@return Bool
function TargetTrackingExtension:OnHostLeftSquad(th) return end

---@param th AIHostileThreatDetected
---@return Bool
function TargetTrackingExtension:OnHostileThreatDetected(th) return end

---@param th AINewThreat
---@return Bool
function TargetTrackingExtension:OnNewThreat(th) return end

---@param evt PlayerHostileThreatDetected
---@return Bool
function TargetTrackingExtension:OnPlayerHostileThreatDetected(evt) return end

---@param evt PullSquadSyncRequest
---@return Bool
function TargetTrackingExtension:OnPullSquadSyncRequest(evt) return end

---@param evt gameeventsProperlySeenByPlayerEvent
---@return Bool
function TargetTrackingExtension:OnSeenByPlayerEvent(evt) return end

---@param evt SetThreatsPersistenceRequest
---@return Bool
function TargetTrackingExtension:OnSetThreatsPersistenceRequest(evt) return end

---@param evt OnSquadmateDied
---@return Bool
function TargetTrackingExtension:OnSquadmateDeath(evt) return end

---@param evt AIStoppedBeingTrackedAsHostile
---@return Bool
function TargetTrackingExtension:OnStoppedBeingTrackedAsHostile(evt) return end

---@param th AIThreatRemoved
---@return Bool
function TargetTrackingExtension:OnThreatRemoved(th) return end

---@param target gameObject
function TargetTrackingExtension:AddPotentialBossTarget(target) return end

---@param cssi AICombatSquadScriptInterface
---@return Bool
function TargetTrackingExtension:IsSquadTracked(cssi) return end

---@param owner entEntity
---@param threat entEntity
function TargetTrackingExtension:OnHostileThreatAdded(owner, threat) return end

---@param cssi AICombatSquadScriptInterface
function TargetTrackingExtension:RegisterTrackedSquadMember(cssi) return end

function TargetTrackingExtension:RemoveHostileCamerasFromThreats() return end

---@param cssi AICombatSquadScriptInterface
function TargetTrackingExtension:RemoveWholeSquadFromThreats(cssi) return end

function TargetTrackingExtension:RevaluateTrackedSquads() return end

---@param cssi AICombatSquadScriptInterface
---@return Int32
function TargetTrackingExtension:SquadTrackedMembersAmount(cssi) return end

---@param owner ScriptedPuppet
---@param threat gameObject
---@param detectedBySelf Bool
function TargetTrackingExtension:TryToPlayVOOnCompanion(owner, threat, detectedBySelf) return end

---@param threat ScriptedPuppet
function TargetTrackingExtension:TryToRegisterTrackedSquad(threat) return end

---@param threat entEntity
---@return Bool
function TargetTrackingExtension:WasThreatPersistent(threat) return end

---@class TargetTypeHitPrereqCondition : BaseHitPrereqCondition
---@field targetType CName
TargetTypeHitPrereqCondition = {}

---@return TargetTypeHitPrereqCondition
function TargetTypeHitPrereqCondition.new() return end

---@param props table
---@return TargetTypeHitPrereqCondition
function TargetTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TargetTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function TargetTypeHitPrereqCondition:SetData(recordID) return end

---@class TargetedObjectDeathListener : gameCustomValueStatPoolsListener
---@field lsitener SensorDevice
---@field lsitenTarget gameObject
TargetedObjectDeathListener = {}

---@return TargetedObjectDeathListener
function TargetedObjectDeathListener.new() return end

---@param props table
---@return TargetedObjectDeathListener
function TargetedObjectDeathListener.new(props) return end

---@param value Float
---@return Bool
function TargetedObjectDeathListener:OnStatPoolMinValueReached(value) return end

---@class TargetingBehaviour
---@field initialWakeState ESensorDeviceWakeState
---@field canRotate Bool
---@field lostTargetLookAtTime Float
---@field lostTargetSearchTime Float
TargetingBehaviour = {}

---@return TargetingBehaviour
function TargetingBehaviour.new() return end

---@param props table
---@return TargetingBehaviour
function TargetingBehaviour.new(props) return end

---@class TarotCardAdded : redEvent
---@field imagePart CName
---@field cardName String
TarotCardAdded = {}

---@return TarotCardAdded
function TarotCardAdded.new() return end

---@param props table
---@return TarotCardAdded
function TarotCardAdded.new(props) return end

---@class TarotCardAddedNotification : GenericNotificationController
---@field cardImage inkImageWidgetReference
---@field cardNameLabel inkTextWidgetReference
TarotCardAddedNotification = {}

---@return TarotCardAddedNotification
function TarotCardAddedNotification.new() return end

---@param props table
---@return TarotCardAddedNotification
function TarotCardAddedNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function TarotCardAddedNotification:SetNotificationData(notificationData) return end

---@class TarotCardData
---@field empty Bool
---@field index Int32
---@field imagePath CName
---@field label String
---@field desc String
---@field isEp1 Bool
TarotCardData = {}

---@return TarotCardData
function TarotCardData.new() return end

---@param props table
---@return TarotCardData
function TarotCardData.new(props) return end

---@class TarotCardPreviewData : inkGameNotificationData
---@field cardData TarotCardData
TarotCardPreviewData = {}

---@return TarotCardPreviewData
function TarotCardPreviewData.new() return end

---@param props table
---@return TarotCardPreviewData
function TarotCardPreviewData.new(props) return end

---@class TarotCardPreviewPopupEvent : redEvent
---@field data TarotCardPreviewData
TarotCardPreviewPopupEvent = {}

---@return TarotCardPreviewPopupEvent
function TarotCardPreviewPopupEvent.new() return end

---@param props table
---@return TarotCardPreviewPopupEvent
function TarotCardPreviewPopupEvent.new(props) return end

---@class TarotMainGameController : gameuiMenuGameController
---@field buttonHintsManagerRef inkWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field list inkCompoundWidgetReference
---@field journalManager gameJournalManager
---@field buttonHintsController ButtonHints
---@field TooltipsManager gameuiTooltipsManager
---@field selectedTarotCard tarotCardLogicController
---@field fullscreenPreviewController TarotPreviewGameController
---@field menuEventDispatcher inkMenuEventDispatcher
---@field tarotPreviewPopupToken inkGameNotificationToken
---@field afterCloseRequest Bool
---@field numberOfCardsInTarotDeck Int32
---@field baseCards Int32
---@field ep1Cards Int32
TarotMainGameController = {}

---@return TarotMainGameController
function TarotMainGameController.new() return end

---@param props table
---@return TarotMainGameController
function TarotMainGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function TarotMainGameController:OnBack(userData) return end

---@param evt inkPointerEvent
---@return Bool
function TarotMainGameController:OnElementClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function TarotMainGameController:OnElementHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function TarotMainGameController:OnElementHoverOver(evt) return end

---@return Bool
function TarotMainGameController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function TarotMainGameController:OnJournalReady(entryHash, className, notifyOption, changeType) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function TarotMainGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param evt TarotCardPreviewPopupEvent
---@return Bool
function TarotMainGameController:OnTarotCardPreviewShowRequest(evt) return end

---@param data inkGameNotificationData
---@return Bool
function TarotMainGameController:OnTarotPreviewPopup(data) return end

---@return Bool
function TarotMainGameController:OnUninitalize() return end

---@return Bool
function TarotMainGameController:OnUninitialize() return end

---@param data TarotCardData[]
function TarotMainGameController:CreateTarotCards(data) return end

---@param evt inkPointerEvent
---@return tarotCardLogicController
function TarotMainGameController:GetTarotCardControllerFromTarget(evt) return end

function TarotMainGameController:HideTooltips() return end

function TarotMainGameController:PrepareTooltips() return end

function TarotMainGameController:PushCodexData() return end

---@param data TarotCardData
function TarotMainGameController:RequestTooltip(data) return end

---@class TarotPreviewGameController : gameuiWidgetGameController
---@field background inkWidgetReference
---@field ep1Icon inkWidgetReference
---@field previewImage inkImageWidgetReference
---@field previewTitle inkTextWidgetReference
---@field previewDescription inkTextWidgetReference
---@field data TarotCardPreviewData
---@field isClosing Bool
TarotPreviewGameController = {}

---@return TarotPreviewGameController
function TarotPreviewGameController.new() return end

---@param props table
---@return TarotPreviewGameController
function TarotPreviewGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function TarotPreviewGameController:OnGlobalRelease(evt) return end

---@return Bool
function TarotPreviewGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function TarotPreviewGameController:OnOutroCompleted(anim) return end

---@param data TarotCardData
function TarotPreviewGameController:Show(data) return end

---@class TechQA_ImageSwappingButtonController : inkWidgetLogicController
---@field textWidgetPath CName
---@field textWidget inkTextWidget
TechQA_ImageSwappingButtonController = {}

---@return TechQA_ImageSwappingButtonController
function TechQA_ImageSwappingButtonController.new() return end

---@param props table
---@return TechQA_ImageSwappingButtonController
function TechQA_ImageSwappingButtonController.new(props) return end

---@return Bool
function TechQA_ImageSwappingButtonController:OnInitialize() return end

---@param newDescription String
function TechQA_ImageSwappingButtonController:SetDescription(newDescription) return end

---@class TeleportCommandHandler : AICommandHandlerBase
---@field position AIArgumentMapping
---@field rotation AIArgumentMapping
---@field doNavTest AIArgumentMapping
TeleportCommandHandler = {}

---@return TeleportCommandHandler
function TeleportCommandHandler.new() return end

---@param props table
---@return TeleportCommandHandler
function TeleportCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TeleportCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function TeleportCommandHandler:UpdateCommand(context, command) return end

---@class TeleportDeviceOperation : DeviceOperationBase
---@field teleport STeleportOperationData
TeleportDeviceOperation = {}

---@return TeleportDeviceOperation
function TeleportDeviceOperation.new() return end

---@param props table
---@return TeleportDeviceOperation
function TeleportDeviceOperation.new(props) return end

---@param owner gameObject
function TeleportDeviceOperation:Execute(owner) return end

---@param teleportArg STeleportOperationData
---@param owner gameObject
function TeleportDeviceOperation:ResolveTeleport(teleportArg, owner) return end

---@param owner gameObject
function TeleportDeviceOperation:Restore(owner) return end

---@class TeleportFailsafeHelper : AIbehaviortaskScript
TeleportFailsafeHelper = {}

---@return TeleportFailsafeHelper
function TeleportFailsafeHelper.new() return end

---@param props table
---@return TeleportFailsafeHelper
function TeleportFailsafeHelper.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TeleportFailsafeHelper:Activate(context) return end

---@class TeleportToLinkedPortalEvent : redEvent
TeleportToLinkedPortalEvent = {}

---@return TeleportToLinkedPortalEvent
function TeleportToLinkedPortalEvent.new() return end

---@param props table
---@return TeleportToLinkedPortalEvent
function TeleportToLinkedPortalEvent.new(props) return end

---@class TempClearForcedCombatTarget : AIbehaviortaskScript
TempClearForcedCombatTarget = {}

---@return TempClearForcedCombatTarget
function TempClearForcedCombatTarget.new() return end

---@param props table
---@return TempClearForcedCombatTarget
function TempClearForcedCombatTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TempClearForcedCombatTarget:Deactivate(context) return end

---@class TemporalPrereq : gameIScriptablePrereq
---@field totalDuration Float
TemporalPrereq = {}

---@return TemporalPrereq
function TemporalPrereq.new() return end

---@param props table
---@return TemporalPrereq
function TemporalPrereq.new(props) return end

---@param recordID TweakDBID|string
function TemporalPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function TemporalPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function TemporalPrereq:OnUnregister(state, context) return end

---@class TemporalPrereqDelayCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field state TemporalPrereqState
TemporalPrereqDelayCallback = {}

---@return TemporalPrereqDelayCallback
function TemporalPrereqDelayCallback.new() return end

---@param props table
---@return TemporalPrereqDelayCallback
function TemporalPrereqDelayCallback.new(props) return end

function TemporalPrereqDelayCallback:Call() return end

---@param state gamePrereqState
function TemporalPrereqDelayCallback:RegisterState(state) return end

---@class TemporalPrereqState : gamePrereqState
---@field delaySystem gameDelaySystem
---@field callback TemporalPrereqDelayCallback
---@field lapsedTime Float
---@field delayID gameDelayID
TemporalPrereqState = {}

---@return TemporalPrereqState
function TemporalPrereqState.new() return end

---@param props table
---@return TemporalPrereqState
function TemporalPrereqState.new(props) return end

function TemporalPrereqState:CallbackRecall() return end

---@param delayTime Float
function TemporalPrereqState:RegisterDealyCallback(delayTime) return end

---@class TemporaryDoorState
---@field door vehicleEVehicleDoor
---@field interactionState vehicleVehicleDoorInteractionState
TemporaryDoorState = {}

---@return TemporaryDoorState
function TemporaryDoorState.new() return end

---@param props table
---@return TemporaryDoorState
function TemporaryDoorState.new(props) return end

---@class TemporaryUnequipDecisions : UpperBodyTransition
TemporaryUnequipDecisions = {}

---@return TemporaryUnequipDecisions
function TemporaryUnequipDecisions.new() return end

---@param props table
---@return TemporaryUnequipDecisions
function TemporaryUnequipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TemporaryUnequipDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TemporaryUnequipDecisions:IsTemporaryUnequipRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TemporaryUnequipDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TemporaryUnequipDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TemporaryUnequipDecisions:ToWaitForEquip(stateContext, scriptInterface) return end

---@class TemporaryUnequipEvents : UpperBodyEventsTransition
---@field forceOpen Bool
TemporaryUnequipEvents = {}

---@return TemporaryUnequipEvents
function TemporaryUnequipEvents.new() return end

---@param props table
---@return TemporaryUnequipEvents
function TemporaryUnequipEvents.new(props) return end

---@param player PlayerPuppet
function TemporaryUnequipEvents:ForceEquipStrongArms(player) return end

---@param player PlayerPuppet
function TemporaryUnequipEvents:ForceUnequipStrongArms(player) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TemporaryUnequipEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TemporaryUnequipEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TemporaryUnequipEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class Terminal : InteractiveMasterDevice
---@field cameraFeed ScriptableVirtualCameraViewComponent
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
Terminal = {}

---@return Terminal
function Terminal.new() return end

---@param props table
---@return Terminal
function Terminal.new(props) return end

---@param evt ActionEngineering
---@return Bool
function Terminal:OnActionEngineering(evt) return end

---@param evt AuthorizeUser
---@return Bool
function Terminal:OnAuthorizeUser(evt) return end

---@return Bool
function Terminal:OnDetach() return end

---@param evt DisassembleDevice
---@return Bool
function Terminal:OnDisassembleDevice(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function Terminal:OnHitEvent(hit) return end

---@param evt SetLogicReadyEvent
---@return Bool
function Terminal:OnLogicReady(evt) return end

---@param evt GameAttachedEvent
---@return Bool
function Terminal:OnPersitentStateInitialized(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Terminal:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function Terminal:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Terminal:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function Terminal:OnWorkspotFinished(componentName) return end

function Terminal:BreakDevice() return end

function Terminal:CreateBlackboard() return end

function Terminal:CutPower() return end

---@return EGameplayRole
function Terminal:DeterminGameplayRole() return end

---@return MasterDeviceBaseBlackboardDef
function Terminal:GetBlackboardDef() return end

---@return redResourceReferenceScriptToken
function Terminal:GetBroadcastGlitchVideoPath() return end

---@return TerminalController
function Terminal:GetController() return end

---@return redResourceReferenceScriptToken
function Terminal:GetDefaultGlitchVideoPath() return end

---@return TerminalControllerPS
function Terminal:GetDevicePS() return end

function Terminal:InitializeScreenDefinition() return end

---@return Bool
function Terminal:IsAuthorizationModuleOn() return end

function Terminal:ResetScreenToDefault() return end

function Terminal:ResolveGameplayState() return end

---@param state gameinteractionsReactionState
function Terminal:SetState(state) return end

---@return Bool
function Terminal:ShouldAlwasyRefreshUIInLogicAra() return end

---@return Bool
function Terminal:ShouldExitZoomOnAuthorization() return end

---@return Bool
function Terminal:ShouldShowTerminalTitle() return end

function Terminal:ShowScreenSaver() return end

---@param glitchState EGlitchState
---@param intensity Float
function Terminal:StartGlitching(glitchState, intensity) return end

---@param executor gameObject
function Terminal:StartHacking(executor) return end

function Terminal:StartShortGlitch() return end

function Terminal:StopGlitching() return end

function Terminal:TurnOffDevice() return end

function Terminal:TurnOffScreen() return end

function Terminal:TurnOnDevice() return end

function Terminal:TurnOnScreen() return end

function Terminal:UnsecureTerminal() return end

---@param isDelayed Bool
---@return Bool
function Terminal:UpdateDeviceState(isDelayed) return end

---@class TerminalController : MasterController
TerminalController = {}

---@return TerminalController
function TerminalController.new() return end

---@param props table
---@return TerminalController
function TerminalController.new(props) return end

---@return TerminalControllerPS
function TerminalController:GetPS() return end

---@class TerminalControllerPS : MasterControllerPS
---@field terminalSetup TerminalSetup
---@field terminalSkillChecks HackEngContainer
---@field spawnedSystems VirtualSystemPS[]
---@field useKeyloggerHack Bool
---@field shouldShowTerminalTitle Bool
---@field defaultGlitchVideoPath redResourceReferenceScriptToken
---@field broadcastGlitchVideoPath redResourceReferenceScriptToken
---@field state gameinteractionsReactionState
---@field forcedElevatorArrowsState EForcedElevatorArrowsState
TerminalControllerPS = {}

---@return TerminalControllerPS
function TerminalControllerPS.new() return end

---@param props table
---@return TerminalControllerPS
function TerminalControllerPS.new(props) return end

---@return Bool
function TerminalControllerPS:OnInstantiated() return end

---@return InstallKeylogger
function TerminalControllerPS:ActionInstallKeylogger() return end

---@param isArrowsUp Bool
---@return QuestForceFakeElevatorArrows
function TerminalControllerPS:ActionQuestForceFakeElevatorArrows(isArrowsUp) return end

---@return QuestResetFakeElevatorArrows
function TerminalControllerPS:ActionQuestResetFakeElevatorArrows() return end

---@return QuickHackToggleOpen
function TerminalControllerPS:ActionQuickHackToggleOpen() return end

---@return ToggleON
function TerminalControllerPS:ActionToggleON() return end

---@param userToAuthorize gameObject
---@param password CName|string
function TerminalControllerPS:AuthorizeUserOnSlaves(userToAuthorize, password) return end

---@return Bool
function TerminalControllerPS:CanCreateAnyQuickHackActions() return end

function TerminalControllerPS:DisbleAuthorizationOnSlaves() return end

function TerminalControllerPS:EnableAuthorizationOnSlaves() return end

function TerminalControllerPS:GameAttached() return end

---@param requestType gamedeviceRequestType
---@param providedClearance gamedeviceClearance
---@param providedProcessInitiator gameObject
---@param providedRequestor entEntityID
---@return gameGetActionsContext
function TerminalControllerPS:GenerateContext(requestType, providedClearance, providedProcessInitiator, providedRequestor) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function TerminalControllerPS:GetActions(context) return end

---@return redResourceReferenceScriptToken
function TerminalControllerPS:GetBroadcastGlitchVideoPath() return end

---@return gamedeviceClearance
function TerminalControllerPS:GetClearance() return end

---@return redResourceReferenceScriptToken
function TerminalControllerPS:GetDefaultGlitchVideoPath() return end

---@return SDeviceWidgetPackage[]
function TerminalControllerPS:GetDeviceWidgets() return end

---@return EForcedElevatorArrowsState
function TerminalControllerPS:GetForcedElevatorArrowsState() return end

---@param context gameGetActionsContext
---@return TweakDBID
function TerminalControllerPS:GetInkWidgetTweakDBID(context) return end

---@param device gameDeviceComponentPS
---@param listToCheck gameDeviceComponentPS[]
---@param data DeviceCounter
---@return Bool
function TerminalControllerPS:GetMatchingVirtualSystemsData(device, listToCheck, data) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function TerminalControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function TerminalControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function TerminalControllerPS:GetSkillCheckContainerForSetup() return end

---@param deviceID gamePersistentID
---@return SDeviceWidgetPackage
function TerminalControllerPS:GetSlaveDeviceWidget(deviceID) return end

---@return SThumbnailWidgetPackage[]
function TerminalControllerPS:GetThumbnailWidgets() return end

---@param slave gameDeviceComponentPS
---@return Bool, VirtualSystemPS
function TerminalControllerPS:GetVirtualSystem(slave) return end

---@param id gamePersistentID
---@return Bool, VirtualSystemPS
function TerminalControllerPS:GetVirtualSystem(id) return end

---@return Int32
function TerminalControllerPS:GetVirtualSystemsCount() return end

---@return Bool
function TerminalControllerPS:HasAnyVirtualSystem() return end

---@param device gameDeviceComponentPS
---@param listToCheck gameDeviceComponentPS[]
---@return Bool, EVirtualSystem
function TerminalControllerPS:HasMatchingVirtualSystemType(device, listToCheck) return end

function TerminalControllerPS:InitializeVirtualSystems() return end

function TerminalControllerPS:InitializeVirtualSystems_Test() return end

function TerminalControllerPS:InstallKeyloggerOnSlaves() return end

---@return Bool, SecuritySystemControllerPS
function TerminalControllerPS:IsOwningSecuritySystem() return end

---@param slaveID gamePersistentID
---@return Bool
function TerminalControllerPS:IsPartOfAnyVirtualSystem(slaveID) return end

---@param slave gameDeviceComponentPS
---@return Bool
function TerminalControllerPS:IsPartOfAnyVirtualSystem(slave) return end

function TerminalControllerPS:LogicReady() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function TerminalControllerPS:OnActionEngineering(evt) return end

---@param evt InstallKeylogger
---@return EntityNotificationType
function TerminalControllerPS:OnActionInstallKeylogger(evt) return end

---@param evt AuthorizeUser
---@return EntityNotificationType
function TerminalControllerPS:OnAuthorizeUser(evt) return end

---@param evt DisassembleDevice
---@return EntityNotificationType
function TerminalControllerPS:OnDisassembleDevice(evt) return end

---@param evt QuestForceFakeElevatorArrows
---@return EntityNotificationType
function TerminalControllerPS:OnQuestForceFakeElevatorArrows(evt) return end

---@param evt QuestResetFakeElevatorArrows
---@return EntityNotificationType
function TerminalControllerPS:OnQuestResetFakeElevatorArrows(evt) return end

---@param evt QuickHackToggleOpen
---@return EntityNotificationType
function TerminalControllerPS:OnQuickHackToggleOpen(evt) return end

---@param evt RequestDeviceWidgetUpdateEvent
function TerminalControllerPS:OnRequestDeviceWidgetUpdate(evt) return end

---@param evt TerminalSetState
---@return EntityNotificationType
function TerminalControllerPS:OnSetState(evt) return end

---@return Bool
function TerminalControllerPS:QuestCondition_IsFinished() return end

---@return Bool
function TerminalControllerPS:QuestCondition_IsStarted() return end

function TerminalControllerPS:ResolveOtherSkillchecks() return end

---@param evt TogglePersonalLink
---@param abortOperations Bool
function TerminalControllerPS:ResolvePersonalLinkConnection(evt, abortOperations) return end

---@return Bool
function TerminalControllerPS:ShouldShowTerminalTitle() return end

---@param slavesToConnect gameDeviceComponentPS[]
function TerminalControllerPS:SpawnDoorSystemUI(slavesToConnect) return end

---@param slavesToConnect gameDeviceComponentPS[]
function TerminalControllerPS:SpawnMediaSystemUI(slavesToConnect) return end

---@param slavesToConnect gameDeviceComponentPS[]
function TerminalControllerPS:SpawnSecuritySystemUI(slavesToConnect) return end

---@param slavesToConnect gameDeviceComponentPS[]
function TerminalControllerPS:SpawnSurveillanceSystemUI(slavesToConnect) return end

function TerminalControllerPS:TurnAuthorizationModuleOFF() return end

---@class TerminalInkGameControllerBase : MasterDeviceInkGameControllerBase
---@field layoutID TweakDBID
---@field currentLayoutLibraryID CName
---@field mainLayout inkWidget
---@field currentlyActiveDevices gamePersistentID[]
---@field buttonVisibility Bool
---@field mainDisplayWidget inkVideoWidget
---@field terminalTitle String
---@field onGlitchingStateChangedListener redCallbackObject
TerminalInkGameControllerBase = {}

---@return TerminalInkGameControllerBase
function TerminalInkGameControllerBase.new() return end

---@param props table
---@return TerminalInkGameControllerBase
function TerminalInkGameControllerBase.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function TerminalInkGameControllerBase:OnMainLayoutSpawned(widget, userData) return end

---@param e inkPointerEvent
---@return Bool
function TerminalInkGameControllerBase:OnReturnCallback(e) return end

---@return Bool
function TerminalInkGameControllerBase:OnUninitialize() return end

---@return TerminalMainLayoutWidgetController
function TerminalInkGameControllerBase:GetMainLayoutController() return end

---@return InteractiveMasterDevice
function TerminalInkGameControllerBase:GetOwner() return end

---@return String
function TerminalInkGameControllerBase:GetTerminalTitle() return end

function TerminalInkGameControllerBase:InitializeMainLayout() return end

---@return Bool
function TerminalInkGameControllerBase:IsMainLayoutInitialized() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function TerminalInkGameControllerBase:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function TerminalInkGameControllerBase:Refresh(state) return end

---@param blackboard gameIBlackboard
function TerminalInkGameControllerBase:RegisterBlackboardCallbacks(blackboard) return end

function TerminalInkGameControllerBase:RegisterReturnButtonCallback() return end

function TerminalInkGameControllerBase:ResolveBreadcrumbLevel() return end

function TerminalInkGameControllerBase:SetupTerminalTitle() return end

function TerminalInkGameControllerBase:SetupWidgets() return end

---@param glitchData GlitchData
function TerminalInkGameControllerBase:StartGlitchingScreen(glitchData) return end

function TerminalInkGameControllerBase:StopGlitchingScreen() return end

function TerminalInkGameControllerBase:StopVideo() return end

function TerminalInkGameControllerBase:TurnOff() return end

function TerminalInkGameControllerBase:TurnOn() return end

---@param blackboard gameIBlackboard
function TerminalInkGameControllerBase:UnRegisterBlackboardCallbacks(blackboard) return end

---@param data SBreadCrumbUpdateData
function TerminalInkGameControllerBase:UpdateBreadCrumbBar(data) return end

---@param widgetsData SDeviceWidgetPackage[]
function TerminalInkGameControllerBase:UpdateDeviceWidgets(widgetsData) return end

function TerminalInkGameControllerBase:UpdateReturnButtonVisibility() return end

---@param widgetsData SThumbnailWidgetPackage[]
function TerminalInkGameControllerBase:UpdateThumbnailWidgets(widgetsData) return end

---@class TerminalMainLayoutWidgetController : inkWidgetLogicController
---@field thumbnailsListSlot inkWidgetReference
---@field deviceSlot inkWidgetReference
---@field returnButton inkWidgetReference
---@field titleWidget inkTextWidgetReference
---@field backgroundImage inkImageWidgetReference
---@field backgroundImageTrace inkImageWidgetReference
---@field isInitialized Bool
---@field main_canvas inkWidget
TerminalMainLayoutWidgetController = {}

---@return TerminalMainLayoutWidgetController
function TerminalMainLayoutWidgetController.new() return end

---@param props table
---@return TerminalMainLayoutWidgetController
function TerminalMainLayoutWidgetController.new(props) return end

---@return Bool
function TerminalMainLayoutWidgetController:OnInitialize() return end

---@return inkWidget
function TerminalMainLayoutWidgetController:GetDevicesSlot() return end

---@return inkWidget
function TerminalMainLayoutWidgetController:GetMainCanvas() return end

---@return inkWidget
function TerminalMainLayoutWidgetController:GetReturnButton() return end

---@return inkWidget
function TerminalMainLayoutWidgetController:GetThumbnailListSlot() return end

function TerminalMainLayoutWidgetController:HideBackgroundIcon() return end

---@param gameController TerminalInkGameControllerBase
function TerminalMainLayoutWidgetController:Initialize(gameController) return end

function TerminalMainLayoutWidgetController:ShowBackgroundIcon() return end

---@class TerminalSetState : redEvent
---@field state gameinteractionsReactionState
TerminalSetState = {}

---@return TerminalSetState
function TerminalSetState.new() return end

---@param props table
---@return TerminalSetState
function TerminalSetState.new(props) return end

---@class TerminalSetup
---@field minClearance Int32
---@field maxClearance Int32
---@field ignoreSlaveAuthorizationModule Bool
---@field allowRemoteAuthorization Bool
---@field shouldForceVirtualSystem Bool
TerminalSetup = {}

---@return TerminalSetup
function TerminalSetup.new() return end

---@param props table
---@return TerminalSetup
function TerminalSetup.new(props) return end

---@class TerminalSystemCustomData : WidgetCustomData
---@field connectedDevices Int32
TerminalSystemCustomData = {}

---@return TerminalSystemCustomData
function TerminalSystemCustomData.new() return end

---@param props table
---@return TerminalSystemCustomData
function TerminalSystemCustomData.new(props) return end

---@class TerminateReactionLookatEvent : redEvent
TerminateReactionLookatEvent = {}

---@return TerminateReactionLookatEvent
function TerminateReactionLookatEvent.new() return end

---@param props table
---@return TerminateReactionLookatEvent
function TerminateReactionLookatEvent.new(props) return end

---@class TestBehaviorDelegate : AIbehaviorScriptBehaviorDelegate
---@field integer Int32
---@field floatValue Float
---@field names CName[]
---@field command AICommand
---@field newProperty2 Bool
---@field newProperty Bool
---@field newProperty3 Bool
---@field newProperty4 Bool
---@field nodeRef NodeRef
TestBehaviorDelegate = {}

---@return TestBehaviorDelegate
function TestBehaviorDelegate.new() return end

---@param props table
---@return TestBehaviorDelegate
function TestBehaviorDelegate.new(props) return end

---@return CName
function TestBehaviorDelegate:GetGetterValue() return end

---@return NodeRef
function TestBehaviorDelegate:GetSomethingElse() return end

---@return Bool
function TestBehaviorDelegate:IsSomething() return end

---@return Bool
function TestBehaviorDelegate:TaskBar() return end

---@param context AIbehaviorScriptExecutionContext
function TestBehaviorDelegate:TaskFoo(context) return end

---@param context AIbehaviorScriptExecutionContext
function TestBehaviorDelegate:TestTask(context) return end

---@class TestBehaviorDelegateTask : AIbehaviortaskScript
---@field attrRef AIbehaviorDelegateAttrRef
---@field taskRef AIbehaviorDelegateTaskRef
TestBehaviorDelegateTask = {}

---@return TestBehaviorDelegateTask
function TestBehaviorDelegateTask.new() return end

---@param props table
---@return TestBehaviorDelegateTask
function TestBehaviorDelegateTask.new(props) return end

---@class TestCaseBase_Backend : IScriptable
TestCaseBase_Backend = {}

---@return TestCaseBase_Backend
function TestCaseBase_Backend.new() return end

---@param props table
---@return TestCaseBase_Backend
function TestCaseBase_Backend.new(props) return end

function TestCaseBase_Backend:AddStep() return end

function TestCaseBase_Backend:CreateStep() return end

function TestCaseBase_Backend:EngineSetup() return end

function TestCaseBase_Backend:GTFManager() return end

function TestCaseBase_Backend:GetGamedef() return end

function TestCaseBase_Backend:GetVariantInfo() return end

function TestCaseBase_Backend:PrepareTestSteps() return end

function TestCaseBase_Backend:TestBody() return end

function TestCaseBase_Backend:TestSetup() return end

function TestCaseBase_Backend:TestWrapup() return end

---@class TestConditon : workIScriptedCondition
TestConditon = {}

---@return TestConditon
function TestConditon.new() return end

---@param props table
---@return TestConditon
function TestConditon.new(props) return end

---@param ent entEntity
---@return Bool
function TestConditon:CheckCondition(ent) return end

---@class TestEffector : gameEffector
TestEffector = {}

---@return TestEffector
function TestEffector.new() return end

---@param props table
---@return TestEffector
function TestEffector.new(props) return end

---@param owner gameObject
function TestEffector:ActionOff(owner) return end

---@param owner gameObject
function TestEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TestEffector:Initialize(record, parentRecord) return end

---@class TestFalseConditon : workIScriptedCondition
TestFalseConditon = {}

---@return TestFalseConditon
function TestFalseConditon.new() return end

---@param props table
---@return TestFalseConditon
function TestFalseConditon.new(props) return end

---@param ent entEntity
---@return Bool
function TestFalseConditon:CheckCondition(ent) return end

---@class TestMappinScriptData : gamemappinsMappinScriptData
---@field test Int32
TestMappinScriptData = {}

---@return TestMappinScriptData
function TestMappinScriptData.new() return end

---@param props table
---@return TestMappinScriptData
function TestMappinScriptData.new(props) return end

---@class TestNPCOutsideNavmeshEvent : redEvent
---@field activator gameObject
---@field target gameObject
---@field enable Bool
TestNPCOutsideNavmeshEvent = {}

---@return TestNPCOutsideNavmeshEvent
function TestNPCOutsideNavmeshEvent.new() return end

---@param props table
---@return TestNPCOutsideNavmeshEvent
function TestNPCOutsideNavmeshEvent.new(props) return end

---@class TestRandomizationSupervisor : genScriptedRandomizationSupervisor
---@field firstWasGenerated Bool
TestRandomizationSupervisor = {}

---@return TestRandomizationSupervisor
function TestRandomizationSupervisor.new() return end

---@param props table
---@return TestRandomizationSupervisor
function TestRandomizationSupervisor.new(props) return end

---@return Bool, genRandomizationDataEntry[]
function TestRandomizationSupervisor:OnBeginRandomization() return end

---@param entry genRandomizationDataEntry
---@return Bool
function TestRandomizationSupervisor:OnCanBeGenerated(entry) return end

---@return Bool
function TestRandomizationSupervisor:OnEndRandomization() return end

---@param entry genRandomizationDataEntry
---@return Bool
function TestRandomizationSupervisor:OnMarkGenerated(entry) return end

---@class TestScriptableComponent : gameScriptableComponent
TestScriptableComponent = {}

---@return TestScriptableComponent
function TestScriptableComponent.new() return end

---@param props table
---@return TestScriptableComponent
function TestScriptableComponent.new(props) return end

---@param evt gameeventsHitEvent
---@return Bool
function TestScriptableComponent:OnHit(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function TestScriptableComponent:OnTakeControl(ri) return end

function TestScriptableComponent:OnEditorAttach() return end

function TestScriptableComponent:OnEditorDetach() return end

function TestScriptableComponent:OnGameAttach() return end

function TestScriptableComponent:OnGameDetach() return end

---@param deltaTime Float
function TestScriptableComponent:OnUpdate(deltaTime) return end

---@class TestStackPassiveExpression : AIbehaviorStackScriptPassiveExpressionDefinition
---@field SomeNameProperty CName
TestStackPassiveExpression = {}

---@return TestStackPassiveExpression
function TestStackPassiveExpression.new() return end

---@param props table
---@return TestStackPassiveExpression
function TestStackPassiveExpression.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param data TestStackScriptData
---@return Variant
function TestStackPassiveExpression:CalculateValue(context, data) return end

---@class TestStackScript : AIbehaviortaskStackScript
TestStackScript = {}

---@return TestStackScript
function TestStackScript.new() return end

---@param props table
---@return TestStackScript
function TestStackScript.new(props) return end

---@param data TestStackScriptData
---@return String
function TestStackScript:GetDescription(data) return end

---@return CName
function TestStackScript:GetInstanceTypeName() return end

---@param context AIbehaviorScriptExecutionContext
---@param data TestStackScriptData
function TestStackScript:OnActivate(context, data) return end

---@param context AIbehaviorScriptExecutionContext
---@param data TestStackScriptData
function TestStackScript:OnDeactivate(context, data) return end

---@param context AIbehaviorScriptExecutionContext
---@param data TestStackScriptData
---@return AIbehaviorUpdateOutcome
function TestStackScript:OnUpdate(context, data) return end

---@class TestStackScriptData
---@field testVar Int32
---@field anotherVar CName
TestStackScriptData = {}

---@return TestStackScriptData
function TestStackScriptData.new() return end

---@param props table
---@return TestStackScriptData
function TestStackScriptData.new(props) return end

---@class TestStep : IScriptable
---@field stepName CName
---@field scriptId Uint16
---@field reproStep String
---@field args Variant[]
---@field stepTimeout Float
---@field stopTestOnFailure Bool
TestStep = {}

---@return TestStep
function TestStep.new() return end

---@param props table
---@return TestStep
function TestStep.new(props) return end

function TestStep:Param() return end

function TestStep:SetStepLogic() return end

---@class TestStepLogic : IScriptable
---@field maxExecutionTimeSec Float
---@field executionTimeSec Float
---@field paramsData ParamData[]
TestStepLogic = {}

---@return TestStepLogic
function TestStepLogic.new() return end

---@param props table
---@return TestStepLogic
function TestStepLogic.new(props) return end

function TestStepLogic:GetATUI() return end

function TestStepLogic:GetAudioFunctionalTests() return end

function TestStepLogic:GetFunctionalTestsGameSystem() return end

function TestStepLogic:GetGameInstance() return end

function TestStepLogic:GetNavigationFunctionalTests() return end

function TestStepLogic:GetOptionalParam() return end

function TestStepLogic:GetParam() return end

function TestStepLogic:GetPhysicsFunctionalTests() return end

function TestStepLogic:GetPlayerFunctionalTests() return end

function TestStepLogic:GetPlayerSystem() return end

function TestStepLogic:GetRenderingFunctionalTests() return end

function TestStepLogic:GetUIFunctionalTests() return end

function TestStepLogic:GetWorldFunctionalTests() return end

function TestStepLogic:RegisterToEntityEvents() return end

function TestStepLogic:ReturnResult() return end

function TestStepLogic:ReturnValue() return end

function TestStepLogic:SetParamTypes() return end

function TestStepLogic:StartTest() return end

---@class Tetrahedron
---@field point1 Vector4
---@field point2 Vector4
---@field point3 Vector4
---@field point4 Vector4
Tetrahedron = {}

---@return Tetrahedron
function Tetrahedron.new() return end

---@param props table
---@return Tetrahedron
function Tetrahedron.new(props) return end

---@class TextAnimOnTextChange : inkWidgetLogicController
---@field textField inkTextWidgetReference
---@field animationName CName
---@field BlinkAnim inkanimDefinition
---@field ScaleAnim inkanimDefinition
---@field bufferedValue String
TextAnimOnTextChange = {}

---@return TextAnimOnTextChange
function TextAnimOnTextChange.new() return end

---@param props table
---@return TextAnimOnTextChange
function TextAnimOnTextChange.new(props) return end

---@param str String
---@return Bool
function TextAnimOnTextChange:OnChangeTextToInject(str) return end

---@return Bool
function TextAnimOnTextChange:OnInitialize() return end

---@return Bool
function TextAnimOnTextChange:OnUninitialize() return end

---@class TextSectionLogicController : inkWidgetLogicController
---@field rootWidget inkWidget
---@field textWidget inkTextWidget
---@field showAnimProxy inkanimProxy
TextSectionLogicController = {}

---@return TextSectionLogicController
function TextSectionLogicController.new() return end

---@param props table
---@return TextSectionLogicController
function TextSectionLogicController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function TextSectionLogicController:OnHide(anim) return end

---@return Bool
function TextSectionLogicController:OnInitialize() return end

---@return Bool
function TextSectionLogicController:OnUninitialize() return end

---@param active Bool
function TextSectionLogicController:SetActive(active) return end

---@param chatBoxText gameuiChatBoxText
function TextSectionLogicController:Show(chatBoxText) return end

function TextSectionLogicController:StartFadeOut() return end

---@class TextSpawnerController : inkWidgetLogicController
---@field amountOfRows Int32
---@field lineTextWidgetID CName
---@field texts inkWidget[]
TextSpawnerController = {}

---@return TextSpawnerController
function TextSpawnerController.new() return end

---@param props table
---@return TextSpawnerController
function TextSpawnerController.new(props) return end

---@return Bool
function TextSpawnerController:OnInitialize() return end

---@class ThreatPersistanceMemory
---@field threats entEntity[]
---@field isPersistent Bool[]
ThreatPersistanceMemory = {}

---@return ThreatPersistanceMemory
function ThreatPersistanceMemory.new() return end

---@param props table
---@return ThreatPersistanceMemory
function ThreatPersistanceMemory.new(props) return end

---@class ThrowDecisions : CarriedObjectDecisions
ThrowDecisions = {}

---@return ThrowDecisions
function ThrowDecisions.new() return end

---@param props table
---@return ThrowDecisions
function ThrowDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ThrowDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class ThrowEquipmentRequest : gamePlayerScriptableSystemRequest
---@field itemObject gameItemObject
ThrowEquipmentRequest = {}

---@return ThrowEquipmentRequest
function ThrowEquipmentRequest.new() return end

---@param props table
---@return ThrowEquipmentRequest
function ThrowEquipmentRequest.new(props) return end

---@class ThrowEvents : CarriedObjectEvents
ThrowEvents = {}

---@return ThrowEvents
function ThrowEvents.new() return end

---@param props table
---@return ThrowEvents
function ThrowEvents.new(props) return end

---@param player PlayerPuppet
---@param thrownNPC NPCPuppet
---@param throwDirectionForward Vector4
---@param throwDirectionRight Vector4
---@return entEntity[]
function ThrowEvents:ComputeNearbyCrowdNPCs(player, thrownNPC, throwDirectionForward, throwDirectionRight) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ThrowEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ThrowEvents:OnExit(stateContext, scriptInterface) return end

---@class ThrowGrenadeCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
ThrowGrenadeCommandCleanup = {}

---@return ThrowGrenadeCommandCleanup
function ThrowGrenadeCommandCleanup.new() return end

---@param props table
---@return ThrowGrenadeCommandCleanup
function ThrowGrenadeCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ThrowGrenadeCommandCleanup:Deactivate(context) return end

---@class ThrowGrenadeCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIThrowGrenadeCommand
ThrowGrenadeCommandHandler = {}

---@return ThrowGrenadeCommandHandler
function ThrowGrenadeCommandHandler.new() return end

---@param props table
---@return ThrowGrenadeCommandHandler
function ThrowGrenadeCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ThrowGrenadeCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ThrowGrenadeCommandHandler:Update(context) return end

---@class ThrowGrenadeCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIThrowGrenadeCommand
---@field threatPersistenceSource gamedataAIThreatPersistenceSource_Record
---@field activationTimeStamp Float
---@field commandDuration Float
---@field once Bool
---@field target gameObject
---@field targetID entEntityID
ThrowGrenadeCommandTask = {}

---@return ThrowGrenadeCommandTask
function ThrowGrenadeCommandTask.new() return end

---@param props table
---@return ThrowGrenadeCommandTask
function ThrowGrenadeCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ThrowGrenadeCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function ThrowGrenadeCommandTask:CancelCommand(context) return end

---@param context AIbehaviorScriptExecutionContext
function ThrowGrenadeCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AIThrowGrenadeCommand
---@param success Bool
function ThrowGrenadeCommandTask:StopCommand(context, command, success) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function ThrowGrenadeCommandTask:Update(context) return end

---@class ThrowStuff : ActionBool
ThrowStuff = {}

---@return ThrowStuff
function ThrowStuff.new() return end

---@param props table
---@return ThrowStuff
function ThrowStuff.new(props) return end

function ThrowStuff:SetProperties() return end

---@class ThrowableKnifeNPC : BaseProjectile
---@field visualComponent entIComponent
---@field resourceLibraryComponent ResourceLibraryComponent
---@field weapon gameweaponObject
---@field attack_record gamedataAttack_Record
---@field explosionRadius Float
---@field tweakRecord gamedataGrenade_Record
---@field isActive Bool
---@field hasHitWater Bool
---@field projectileStopped Bool
---@field desiredLifetime Float
---@field waterHeight Float
---@field deactivationDepth Float
---@field waterImpulseRadius Float
---@field waterImpulseStrength Float
---@field dbgCurrentLifetime Float
---@field projectileCollisionEvaluator ThrowingMeleeCollisionEvaluator
ThrowableKnifeNPC = {}

---@return ThrowableKnifeNPC
function ThrowableKnifeNPC.new() return end

---@param props table
---@return ThrowableKnifeNPC
function ThrowableKnifeNPC.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function ThrowableKnifeNPC:OnCollision(eventData) return end

---@param evt GrenadeDespawnRequestEvent
---@return Bool
function ThrowableKnifeNPC:OnDespawnRequest(evt) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function ThrowableKnifeNPC:OnProjectileInitialize(eventData) return end

---@param evt GrenadeReleaseRequestEvent
---@return Bool
function ThrowableKnifeNPC:OnReleaseRequestEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ThrowableKnifeNPC:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function ThrowableKnifeNPC:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function ThrowableKnifeNPC:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ThrowableKnifeNPC:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function ThrowableKnifeNPC:OnTick(eventData) return end

function ThrowableKnifeNPC:DeactivateAndSink() return end

---@return Float
function ThrowableKnifeNPC:GetAccelerationZ() return end

---@param isQuickThrow Bool
---@return Float
function ThrowableKnifeNPC:GetInitialVelocity(isQuickThrow) return end

function ThrowableKnifeNPC:InitializeRotation() return end

function ThrowableKnifeNPC:ReleaseKnife() return end

---@param delay Float
function ThrowableKnifeNPC:ReleaseKnifeWithDelay(delay) return end

function ThrowableKnifeNPC:Reset() return end

---@param attackRecord gamedataAttack_Record
---@param range Float
---@param duration Float
---@param hitNormal Vector4
---@param position Vector4
---@param vfxOffset Vector4
---@return gameEffectInstance
function ThrowableKnifeNPC:SpawnAttack(attackRecord, range, duration, hitNormal, position, vfxOffset) return end

---@return Bool
function ThrowableKnifeNPC:isFollowingKnife() return end

---@class ThrowableWeaponObject : gameweaponObject
---@field projectileComponent gameprojectileComponent
---@field weaponOwner gameObject
ThrowableWeaponObject = {}

---@return ThrowableWeaponObject
function ThrowableWeaponObject.new() return end

---@param props table
---@return ThrowableWeaponObject
function ThrowableWeaponObject.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function ThrowableWeaponObject:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function ThrowableWeaponObject:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function ThrowableWeaponObject:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function ThrowableWeaponObject:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function ThrowableWeaponObject:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function ThrowableWeaponObject:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function ThrowableWeaponObject:OnTick(eventData) return end

---@param eventData gameprojectileShootEvent
function ThrowableWeaponObject:OnThrow(eventData) return end

---@class ThrowingKnifePickupEvent : redEvent
---@field throwCooldownSE TweakDBID
ThrowingKnifePickupEvent = {}

---@return ThrowingKnifePickupEvent
function ThrowingKnifePickupEvent.new() return end

---@param props table
---@return ThrowingKnifePickupEvent
function ThrowingKnifePickupEvent.new(props) return end

---@class ThrowingKnifeReloadFinishedCrosshairEvent : redEvent
ThrowingKnifeReloadFinishedCrosshairEvent = {}

---@return ThrowingKnifeReloadFinishedCrosshairEvent
function ThrowingKnifeReloadFinishedCrosshairEvent.new() return end

---@param props table
---@return ThrowingKnifeReloadFinishedCrosshairEvent
function ThrowingKnifeReloadFinishedCrosshairEvent.new(props) return end

---@class ThrowingKnifeResourcePoolListener : gameScriptStatPoolsListener
---@field Crosshair Crosshair_Melee_Knife
---@field shouldDisplayBar Bool
---@field evt ThrowingKnifeReloadFinishedCrosshairEvent
ThrowingKnifeResourcePoolListener = {}

---@return ThrowingKnifeResourcePoolListener
function ThrowingKnifeResourcePoolListener.new() return end

---@param props table
---@return ThrowingKnifeResourcePoolListener
function ThrowingKnifeResourcePoolListener.new(props) return end

---@param value Float
---@return Bool
function ThrowingKnifeResourcePoolListener:OnStatPoolMaxValueReached(value) return end

---@param value Float
---@return Bool
function ThrowingKnifeResourcePoolListener:OnStatPoolMinValueReached(value) return end

---@param crosshair Crosshair_Melee_Knife
---@param shouldDisplayBar Bool
function ThrowingKnifeResourcePoolListener:Bind(crosshair, shouldDisplayBar) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function ThrowingKnifeResourcePoolListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class ThrowingMeleeCollisionEvaluator : gameprojectileScriptCollisionEvaluator
---@field projectileStopAndStick Bool
ThrowingMeleeCollisionEvaluator = {}

---@return ThrowingMeleeCollisionEvaluator
function ThrowingMeleeCollisionEvaluator.new() return end

---@param props table
---@return ThrowingMeleeCollisionEvaluator
function ThrowingMeleeCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function ThrowingMeleeCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@return Bool
function ThrowingMeleeCollisionEvaluator:ProjectileStopAndStick() return end

---@class ThrowingMeleeReloadListener : gameScriptStatPoolsListener
---@field melee MeleeProjectile
ThrowingMeleeReloadListener = {}

---@return ThrowingMeleeReloadListener
function ThrowingMeleeReloadListener.new() return end

---@param props table
---@return ThrowingMeleeReloadListener
function ThrowingMeleeReloadListener.new(props) return end

---@param value Float
---@return Bool
function ThrowingMeleeReloadListener:OnStatPoolMaxValueReached(value) return end

---@param melee MeleeProjectile
function ThrowingMeleeReloadListener:Bind(melee) return end

---@class ThumbnailUI : ActionBool
---@field thumbnailWidgetPackage SThumbnailWidgetPackage
ThumbnailUI = {}

---@return ThumbnailUI
function ThumbnailUI.new() return end

---@param props table
---@return ThumbnailUI
function ThumbnailUI.new(props) return end

---@param status String
function ThumbnailUI:CreateThumbnailWidgetPackage(status) return end

---@param widgetTweakDBID TweakDBID|string
---@param status String
function ThumbnailUI:CreateThumbnailWidgetPackage(widgetTweakDBID, status) return end

---@return CName
function ThumbnailUI:GetInkWidgetLibraryID() return end

---@return redResourceReferenceScriptToken
function ThumbnailUI:GetInkWidgetLibraryPath() return end

---@return TweakDBID
function ThumbnailUI:GetInkWidgetTweakDBID() return end

---@return SThumbnailWidgetPackage
function ThumbnailUI:GetThumbnailWidgetPackage() return end

function ThumbnailUI:ResolveThumbnailWidgetTweakDBData() return end

function ThumbnailUI:SetProperties() return end

---@class TicketData
---@field requestID Uint32
---@field policeStrategy vehiclePoliceStrategy
---@field vehicleType gameDynamicVehicleType
---@field isFallback Bool
TicketData = {}

---@return TicketData
function TicketData.new() return end

---@param props table
---@return TicketData
function TicketData.new(props) return end

---@class Time
---@field days Int32
---@field hours Int32
---@field minutes Int32
Time = {}

---@return Time
function Time.new() return end

---@param props table
---@return Time
function Time.new(props) return end

---@class TimeBankOnStatusEffectAppliedListener : gameScriptStatusEffectListener
---@field effector StatusEffectBasedTimeBankEffector
TimeBankOnStatusEffectAppliedListener = {}

---@return TimeBankOnStatusEffectAppliedListener
function TimeBankOnStatusEffectAppliedListener.new() return end

---@param props table
---@return TimeBankOnStatusEffectAppliedListener
function TimeBankOnStatusEffectAppliedListener.new(props) return end

---@param statusEffect gamedataStatusEffect_Record
function TimeBankOnStatusEffectAppliedListener:OnStatusEffectApplied(statusEffect) return end

---@class TimeBankValueListener : gameScriptStatPoolsListener
---@field effector StatPoolBasedTimeBankEffector
TimeBankValueListener = {}

---@return TimeBankValueListener
function TimeBankValueListener.new() return end

---@param props table
---@return TimeBankValueListener
function TimeBankValueListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function TimeBankValueListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class TimeBetweenHitsParameters
---@field baseCoefficient Float
---@field baseSourceCoefficient Float
---@field difficultyLevelCoefficient Float
---@field groupCoefficient Float
---@field distanceCoefficient Float
---@field visibilityCoefficient Float
---@field playersCountCoefficient Float
---@field coefficientMultiplier Float
---@field accuracyCoefficient Float
---@field coverCoefficient Float
---@field visionBlockerCoefficient Float
TimeBetweenHitsParameters = {}

---@return TimeBetweenHitsParameters
function TimeBetweenHitsParameters.new() return end

---@param props table
---@return TimeBetweenHitsParameters
function TimeBetweenHitsParameters.new(props) return end

---@class TimeDilationEventsTransitions : TimeDilationTransitions
TimeDilationEventsTransitions = {}

---@return TimeDilationEventsTransitions
function TimeDilationEventsTransitions.new() return end

---@param props table
---@return TimeDilationEventsTransitions
function TimeDilationEventsTransitions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationEventsTransitions:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationEventsTransitions:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param curveName CName|string
function TimeDilationEventsTransitions:SetCameraTimeDilationCurve(stateContext, scriptInterface, curveName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param reason CName|string
---@param timeDilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param listener tickScriptTimeDilationListener
function TimeDilationEventsTransitions:SetTimeDilationGlobal(stateContext, scriptInterface, reason, timeDilation, duration, easeInCurve, easeOutCurve, listener) return end

---@param reason CName|string
---@param timeDilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationEventsTransitions:SetTimeDilationOnLocalPlayer(reason, timeDilation, duration, easeInCurve, easeOutCurve, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param reason CName|string
---@param easeOutCurve CName|string
function TimeDilationEventsTransitions:UnsetTimeDilation(stateContext, scriptInterface, reason, easeOutCurve) return end

---@class TimeDilationFocusModeDecisions : TimeDilationTransitions
TimeDilationFocusModeDecisions = {}

---@return TimeDilationFocusModeDecisions
function TimeDilationFocusModeDecisions.new() return end

---@param props table
---@return TimeDilationFocusModeDecisions
function TimeDilationFocusModeDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationFocusModeDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationFocusModeDecisions:IsPlayerInCombatState(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationFocusModeDecisions:IsPlayerLookingAtQuickHackTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationFocusModeDecisions:ShouldActivate(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationFocusModeDecisions:ToTimeDilationReady(stateContext, scriptInterface) return end

---@class TimeDilationFocusModeEvents : TimeDilationEventsTransitions
---@field timeDilation Float
---@field playerDilation Float
---@field easeInCurve CName
---@field easeOutCurve CName
---@field applyTimeDilationToPlayer Bool
---@field timeDilationReason CName
TimeDilationFocusModeEvents = {}

---@return TimeDilationFocusModeEvents
function TimeDilationFocusModeEvents.new() return end

---@param props table
---@return TimeDilationFocusModeEvents
function TimeDilationFocusModeEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationFocusModeEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationFocusModeEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationFocusModeEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TimeDilationFocusModeEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class TimeDilationHelper : IScriptable
TimeDilationHelper = {}

---@return TimeDilationHelper
function TimeDilationHelper.new() return end

---@param props table
---@return TimeDilationHelper
function TimeDilationHelper.new(props) return end

---@param playerGameObject gameObject
---@return Bool
function TimeDilationHelper.CanUseTimeDilation(playerGameObject) return end

---@param tweakDBPath String
---@param paramName String
---@return CName
function TimeDilationHelper.GetCNameFromTimeSystemTweak(tweakDBPath, paramName) return end

---@param tweakDBPath String
---@param paramName String
---@return Float
function TimeDilationHelper.GetFloatFromTimeSystemTweak(tweakDBPath, paramName) return end

---@return CName
function TimeDilationHelper.GetFocusModeKey() return end

---@return CName
function TimeDilationHelper.GetFocusedStateKey() return end

---@return CName
function TimeDilationHelper.GetKerenzikovKey() return end

---@return CName
function TimeDilationHelper.GetSandevistanKey() return end

---@return CName
function TimeDilationHelper.GetSandevistanVersusSandevistanKey() return end

---@return CName
function TimeDilationHelper.GetTimeDilationKey() return end

---@param profileName String
---@return TimeDilationParameters
function TimeDilationHelper.GetTimeDilationParameters(profileName) return end

---@param requester gameObject
---@return Bool
function TimeDilationHelper.RestorePreviousIgnoreTimeDilationOnLocalPlayerZero(requester) return end

---@param requester gameObject
---@param ignore Bool
---@return Bool
function TimeDilationHelper.SetIgnoreTimeDilationOnLocalPlayerZero(requester, ignore) return end

---@param target gameObject
---@param reason CName|string
---@param timeDilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@return Bool
function TimeDilationHelper.SetIndividualTimeDilation(target, reason, timeDilation, duration, easeInCurve, easeOutCurve) return end

---@param requester gameObject
---@param reason CName|string
---@param timeDilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param allowMultipleTimeDilationSimultaneously Bool
---@param listener tickScriptTimeDilationListener
---@return Bool
function TimeDilationHelper.SetTimeDilation(requester, reason, timeDilation, duration, easeInCurve, easeOutCurve, allowMultipleTimeDilationSimultaneously, listener) return end

---@param requester gameObject
---@param reason CName|string
---@param timeDilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param allowMultipleTimeDilationSimultaneously Bool
---@param listener tickScriptTimeDilationListener
---@return Bool
function TimeDilationHelper.SetTimeDilationOnPlayer(requester, reason, timeDilation, duration, easeInCurve, easeOutCurve, allowMultipleTimeDilationSimultaneously, listener) return end

---@param requester gameObject
---@param profileName String
---@param enable Bool
---@param allowMultipleTimeDilationSimultaneously Bool
---@return Bool
function TimeDilationHelper.SetTimeDilationWithProfile(requester, profileName, enable, allowMultipleTimeDilationSimultaneously) return end

---@param requester gameObject
---@param reason CName|string
---@param easeOutCurve CName|string
---@return Bool
function TimeDilationHelper.UnSetTimeDilation(requester, reason, easeOutCurve) return end

---@param requester gameObject
---@param reason CName|string
---@param easeOutCurve CName|string
---@return Bool
function TimeDilationHelper.UnSetTimeDilationOnPlayer(requester, reason, easeOutCurve) return end

---@param target gameObject
---@param easeOutCurve CName|string
---@return Bool
function TimeDilationHelper.UnsetIndividualTimeDilation(target, easeOutCurve) return end

---@class TimeDilationPSMPrereq : PlayerStateMachinePrereq
TimeDilationPSMPrereq = {}

---@return TimeDilationPSMPrereq
function TimeDilationPSMPrereq.new() return end

---@param props table
---@return TimeDilationPSMPrereq
function TimeDilationPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function TimeDilationPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function TimeDilationPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function TimeDilationPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function TimeDilationPSMPrereq:OnUnregister(state, context) return end

---@class TimeDilationPSMPrereqState : PlayerStateMachinePrereqState
TimeDilationPSMPrereqState = {}

---@return TimeDilationPSMPrereqState
function TimeDilationPSMPrereqState.new() return end

---@param props table
---@return TimeDilationPSMPrereqState
function TimeDilationPSMPrereqState.new(props) return end

---@class TimeDilationParameters : IScriptable
---@field reason CName
---@field timeDilation Float
---@field playerTimeDilation Float
---@field duration Float
---@field easeInCurve CName
---@field easeOutCurve CName
TimeDilationParameters = {}

---@return TimeDilationParameters
function TimeDilationParameters.new() return end

---@param props table
---@return TimeDilationParameters
function TimeDilationParameters.new(props) return end

---@class TimeDilationTransitions : DefaultTransition
TimeDilationTransitions = {}

---@return TimeDilationTransitions
function TimeDilationTransitions.new() return end

---@param props table
---@return TimeDilationTransitions
function TimeDilationTransitions.new(props) return end

---@param tweakDBPath String
---@param paramName String
---@return Bool
function TimeDilationTransitions:GetBoolFromTimeSystemTweak(tweakDBPath, paramName) return end

---@param tweakDBPath String
---@param paramName String
---@return CName
function TimeDilationTransitions:GetCNameFromTimeSystemTweak(tweakDBPath, paramName) return end

---@param tweakDBPath String
---@param paramName String
---@return Float
function TimeDilationTransitions:GetFloatFromTimeSystemTweak(tweakDBPath, paramName) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsCameraRotated(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsChangingTarget(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsForceDeactivationRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsInVisionMode(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsKerenzikovActivationRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsKerenzikovDeactivationRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsPlayerMovementDetected(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsSandevistanActivationRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsSandevistanDeactivationRequested(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsTargetChanged(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TimeDilationTransitions:IsWorkspotValid(stateContext, scriptInterface) return end

---@class TimeOfDayVisibilityResource : CResource
TimeOfDayVisibilityResource = {}

---@return TimeOfDayVisibilityResource
function TimeOfDayVisibilityResource.new() return end

---@param props table
---@return TimeOfDayVisibilityResource
function TimeOfDayVisibilityResource.new(props) return end

---@class TimeSkipClosedEvent : redEvent
TimeSkipClosedEvent = {}

---@return TimeSkipClosedEvent
function TimeSkipClosedEvent.new() return end

---@param props table
---@return TimeSkipClosedEvent
function TimeSkipClosedEvent.new(props) return end

---@class TimeSkipCursorInitFinishedEvent : redEvent
TimeSkipCursorInitFinishedEvent = {}

---@return TimeSkipCursorInitFinishedEvent
function TimeSkipCursorInitFinishedEvent.new() return end

---@param props table
---@return TimeSkipCursorInitFinishedEvent
function TimeSkipCursorInitFinishedEvent.new(props) return end

---@class TimeSkipFinishEvent : redEvent
TimeSkipFinishEvent = {}

---@return TimeSkipFinishEvent
function TimeSkipFinishEvent.new() return end

---@param props table
---@return TimeSkipFinishEvent
function TimeSkipFinishEvent.new(props) return end

---@class TimeSkipHoverOutEvent : redEvent
TimeSkipHoverOutEvent = {}

---@return TimeSkipHoverOutEvent
function TimeSkipHoverOutEvent.new() return end

---@param props table
---@return TimeSkipHoverOutEvent
function TimeSkipHoverOutEvent.new(props) return end

---@class TimeSkipHoverOverEvent : redEvent
TimeSkipHoverOverEvent = {}

---@return TimeSkipHoverOverEvent
function TimeSkipHoverOverEvent.new() return end

---@param props table
---@return TimeSkipHoverOverEvent
function TimeSkipHoverOverEvent.new(props) return end

---@class TimeSkipOpenedEvent : redEvent
TimeSkipOpenedEvent = {}

---@return TimeSkipOpenedEvent
function TimeSkipOpenedEvent.new() return end

---@param props table
---@return TimeSkipOpenedEvent
function TimeSkipOpenedEvent.new(props) return end

---@class TimeSkipPopupCloseData : inkGameNotificationData
---@field timeChanged Bool
TimeSkipPopupCloseData = {}

---@return TimeSkipPopupCloseData
function TimeSkipPopupCloseData.new() return end

---@param props table
---@return TimeSkipPopupCloseData
function TimeSkipPopupCloseData.new(props) return end

---@class TimeSkipPopupData : inkGameNotificationData
TimeSkipPopupData = {}

---@return TimeSkipPopupData
function TimeSkipPopupData.new() return end

---@param props table
---@return TimeSkipPopupData
function TimeSkipPopupData.new(props) return end

---@class TimeTableCallbackRequest : gameScriptableSystemRequest
---@field callBackID Uint32
TimeTableCallbackRequest = {}

---@return TimeTableCallbackRequest
function TimeTableCallbackRequest.new() return end

---@param props table
---@return TimeTableCallbackRequest
function TimeTableCallbackRequest.new(props) return end

---@class TimerEvent : redEvent
TimerEvent = {}

---@return TimerEvent
function TimerEvent.new() return end

---@param props table
---@return TimerEvent
function TimerEvent.new(props) return end

---@class TimerGameController : gameuiHUDGameController
---@field value inkTextWidgetReference
---@field rootWidget inkWidget
---@field timerBB gameIBlackboard
---@field timerDef UIGameDataDef
---@field activeBBID redCallbackObject
---@field progressBBID redCallbackObject
TimerGameController = {}

---@return TimerGameController
function TimerGameController.new() return end

---@param props table
---@return TimerGameController
function TimerGameController.new(props) return end

---@return Bool
function TimerGameController:OnInitialize() return end

---@param value Float
---@return Bool
function TimerGameController:OnTimerActiveUpdated(value) return end

---@param value Float
---@return Bool
function TimerGameController:OnTimerProgressUpdated(value) return end

---@return Bool
function TimerGameController:OnUninitialize() return end

function TimerGameController:Hide() return end

function TimerGameController:Intro() return end

function TimerGameController:Outro() return end

function TimerGameController:SetupBB() return end

function TimerGameController:UnregisterFromBB() return end

---@param value Float
function TimerGameController:UpdateTimerActive(value) return end

---@param time Float
function TimerGameController:UpdateTimerProgress(time) return end

---@class TimetableCallbackData : IScriptable
---@field time SSimpleGameTime
---@field recipients RecipientData[]
---@field callbackID Uint32
TimetableCallbackData = {}

---@return TimetableCallbackData
function TimetableCallbackData.new() return end

---@param props table
---@return TimetableCallbackData
function TimetableCallbackData.new(props) return end

---@param recipient RecipientData
function TimetableCallbackData:AddRecipient(recipient) return end

---@return Uint32
function TimetableCallbackData:GetCallbackID() return end

---@return GameTime
function TimetableCallbackData:GetGameTime() return end

---@return RecipientData[]
function TimetableCallbackData:GetRecipients() return end

---@return SSimpleGameTime
function TimetableCallbackData:GetTime() return end

---@param recipient RecipientData
---@return Bool
function TimetableCallbackData:HasReciepient(recipient) return end

---@param timetableEntry SSimpleGameTime
---@param recipient RecipientData
function TimetableCallbackData:Initialize(timetableEntry, recipient) return end

---@param id Uint32
function TimetableCallbackData:SetCallbackID(id) return end

---@class ToggleAOEEffect : ActionBool
ToggleAOEEffect = {}

---@return ToggleAOEEffect
function ToggleAOEEffect.new() return end

---@param props table
---@return ToggleAOEEffect
function ToggleAOEEffect.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleAOEEffect.IsDefaultConditionMet(device, context) return end

function ToggleAOEEffect:SetProperties() return end

---@class ToggleActivate : ActionBool
---@field TrueRecordName String
---@field FalseRecordName String
ToggleActivate = {}

---@return ToggleActivate
function ToggleActivate.new() return end

---@param props table
---@return ToggleActivate
function ToggleActivate.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleActivate.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleActivate:GetTweakDBChoiceRecord() return end

---@param activationStatus EActivationState
function ToggleActivate:SetProperties(activationStatus) return end

---@param isActive Bool
---@param nameOnTrue TweakDBID|string
---@param nameOnFalse TweakDBID|string
function ToggleActivate:SetProperties(isActive, nameOnTrue, nameOnFalse) return end

---@class ToggleActivation : ActionBool
ToggleActivation = {}

---@return ToggleActivation
function ToggleActivation.new() return end

---@param props table
---@return ToggleActivation
function ToggleActivation.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleActivation.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleActivation.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleActivation.IsDefaultConditionMet(device, context) return end

---@param status EDeviceStatus
function ToggleActivation:SetProperties(status) return end

---@class ToggleAlarm : ActionBool
ToggleAlarm = {}

---@return ToggleAlarm
function ToggleAlarm.new() return end

---@param props table
---@return ToggleAlarm
function ToggleAlarm.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleAlarm.IsAvailable(device) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleAlarm.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleAlarm:GetTweakDBChoiceRecord() return end

---@param status ESecuritySystemState
function ToggleAlarm:SetProperties(status) return end

---@class ToggleBlockSceneInteractions : gameScriptableSystemRequest
---@field block Bool
ToggleBlockSceneInteractions = {}

---@return ToggleBlockSceneInteractions
function ToggleBlockSceneInteractions.new() return end

---@param props table
---@return ToggleBlockSceneInteractions
function ToggleBlockSceneInteractions.new(props) return end

---@return String
function ToggleBlockSceneInteractions:GetFriendlyDesctiption() return end

---@class ToggleBlockade : ActionBool
---@field TrueRecordName String
---@field FalseRecordName String
ToggleBlockade = {}

---@return ToggleBlockade
function ToggleBlockade.new() return end

---@param props table
---@return ToggleBlockade
function ToggleBlockade.new(props) return end

---@param device RoadBlockControllerPS
---@return Bool
function ToggleBlockade.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleBlockade.IsClearanceValid(clearance) return end

---@param device RoadBlockControllerPS
---@param context gameGetActionsContext
---@return Bool
function ToggleBlockade.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleBlockade:GetTweakDBChoiceRecord() return end

---@param isActive Bool
---@param nameOnTrue TweakDBID|string
---@param nameOnFalse TweakDBID|string
function ToggleBlockade:SetProperties(isActive, nameOnTrue, nameOnFalse) return end

---@class ToggleBulletBendingEvent : redEvent
---@field enabled Bool
ToggleBulletBendingEvent = {}

---@return ToggleBulletBendingEvent
function ToggleBulletBendingEvent.new() return end

---@param props table
---@return ToggleBulletBendingEvent
function ToggleBulletBendingEvent.new(props) return end

---@class ToggleChargeHighlightEvent : redEvent
---@field active Bool
ToggleChargeHighlightEvent = {}

---@return ToggleChargeHighlightEvent
function ToggleChargeHighlightEvent.new() return end

---@param props table
---@return ToggleChargeHighlightEvent
function ToggleChargeHighlightEvent.new(props) return end

---@class ToggleClueConclusionEvent : redEvent
---@field toggleConclusion Bool
---@field clueID Int32
---@field updatePS Bool
ToggleClueConclusionEvent = {}

---@return ToggleClueConclusionEvent
function ToggleClueConclusionEvent.new() return end

---@param props table
---@return ToggleClueConclusionEvent
function ToggleClueConclusionEvent.new(props) return end

---@return String
function ToggleClueConclusionEvent:GetFriendlyDescription() return end

---@class ToggleComponentsDeviceOperation : DeviceOperationBase
---@field components SComponentOperationData[]
ToggleComponentsDeviceOperation = {}

---@return ToggleComponentsDeviceOperation
function ToggleComponentsDeviceOperation.new() return end

---@param props table
---@return ToggleComponentsDeviceOperation
function ToggleComponentsDeviceOperation.new(props) return end

---@param owner gameObject
function ToggleComponentsDeviceOperation:Execute(owner) return end

---@param componentsData SComponentOperationData[]
---@param owner gameObject
function ToggleComponentsDeviceOperation:ResolveComponents(componentsData, owner) return end

---@param owner gameObject
function ToggleComponentsDeviceOperation:Restore(owner) return end

---@class ToggleComponentsEvent : redEvent
---@field componentsData SComponentOperationData[]
ToggleComponentsEvent = {}

---@return ToggleComponentsEvent
function ToggleComponentsEvent.new() return end

---@param props table
---@return ToggleComponentsEvent
function ToggleComponentsEvent.new(props) return end

---@class ToggleContainerLockEvent : redEvent
---@field isLocked Bool
ToggleContainerLockEvent = {}

---@return ToggleContainerLockEvent
function ToggleContainerLockEvent.new() return end

---@param props table
---@return ToggleContainerLockEvent
function ToggleContainerLockEvent.new(props) return end

---@return String
function ToggleContainerLockEvent:GetFriendlyDescription() return end

---@class ToggleController : inkToggleController
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field data Int32
ToggleController = {}

---@return ToggleController
function ToggleController.new() return end

---@param props table
---@return ToggleController
function ToggleController.new(props) return end

---@return Int32
function ToggleController:GetData() return end

---@return String
function ToggleController:GetIcon() return end

---@return String
function ToggleController:GetLabelKey() return end

---@param data Int32
function ToggleController:SetToggleData(data) return end

---@class ToggleCustomActionDeviceOperation : DeviceOperationBase
---@field customActionID CName
---@field enabled Bool
ToggleCustomActionDeviceOperation = {}

---@return ToggleCustomActionDeviceOperation
function ToggleCustomActionDeviceOperation.new() return end

---@param props table
---@return ToggleCustomActionDeviceOperation
function ToggleCustomActionDeviceOperation.new(props) return end

---@param owner gameObject
function ToggleCustomActionDeviceOperation:Execute(owner) return end

---@param actionID CName|string
---@param state Bool
---@param owner gameObject
function ToggleCustomActionDeviceOperation:ResolveCustomActionState(actionID, state, owner) return end

---@param owner gameObject
function ToggleCustomActionDeviceOperation:Restore(owner) return end

---@class ToggleCustomActionEvent : redEvent
---@field actionID CName
---@field enabled Bool
ToggleCustomActionEvent = {}

---@return ToggleCustomActionEvent
function ToggleCustomActionEvent.new() return end

---@param props table
---@return ToggleCustomActionEvent
function ToggleCustomActionEvent.new(props) return end

---@class ToggleDoorInteractionEvent : redEvent
ToggleDoorInteractionEvent = {}

---@return ToggleDoorInteractionEvent
function ToggleDoorInteractionEvent.new() return end

---@param props table
---@return ToggleDoorInteractionEvent
function ToggleDoorInteractionEvent.new(props) return end

---@class ToggleDropPointSystemRequest : gameScriptableSystemRequest
---@field isEnabled Bool
---@field reason CName
ToggleDropPointSystemRequest = {}

---@return ToggleDropPointSystemRequest
function ToggleDropPointSystemRequest.new() return end

---@param props table
---@return ToggleDropPointSystemRequest
function ToggleDropPointSystemRequest.new(props) return end

---@return String
function ToggleDropPointSystemRequest:GetFriendlyDescription() return end

---@class ToggleEffect : ActionBool
ToggleEffect = {}

---@return ToggleEffect
function ToggleEffect.new() return end

---@param props table
---@return ToggleEffect
function ToggleEffect.new(props) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleEffect.IsDefaultConditionMet(device, context) return end

function ToggleEffect:SetProperties() return end

---@class ToggleFactEffector : gameEffector
---@field fact CName
---@field valueOn Int32
---@field valueOff Int32
ToggleFactEffector = {}

---@return ToggleFactEffector
function ToggleFactEffector.new() return end

---@param props table
---@return ToggleFactEffector
function ToggleFactEffector.new(props) return end

---@param owner gameObject
function ToggleFactEffector:ActionOff(owner) return end

---@param owner gameObject
function ToggleFactEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ToggleFactEffector:Initialize(record, parentRecord) return end

---@class ToggleFocusClueEvent : redEvent
---@field clueIndex Int32
---@field isEnabled Bool
---@field investigationState EFocusClueInvestigationState
---@field updatePS Bool
ToggleFocusClueEvent = {}

---@return ToggleFocusClueEvent
function ToggleFocusClueEvent.new() return end

---@param props table
---@return ToggleFocusClueEvent
function ToggleFocusClueEvent.new(props) return end

---@return String
function ToggleFocusClueEvent:GetFriendlyDescription() return end

---@class ToggleForcedHighlightEvent : redEvent
---@field sourceName CName
---@field highlightData HighlightEditableData
---@field operation EToggleOperationType
ToggleForcedHighlightEvent = {}

---@return ToggleForcedHighlightEvent
function ToggleForcedHighlightEvent.new() return end

---@param props table
---@return ToggleForcedHighlightEvent
function ToggleForcedHighlightEvent.new(props) return end

---@return String
function ToggleForcedHighlightEvent:GetFriendlyDescription() return end

---@class ToggleGameplayMappinVisibilityEvent : redEvent
---@field isHidden Bool
ToggleGameplayMappinVisibilityEvent = {}

---@return ToggleGameplayMappinVisibilityEvent
function ToggleGameplayMappinVisibilityEvent.new() return end

---@param props table
---@return ToggleGameplayMappinVisibilityEvent
function ToggleGameplayMappinVisibilityEvent.new(props) return end

---@return String
function ToggleGameplayMappinVisibilityEvent:GetFriendlyDescription() return end

---@class ToggleGlassTint : ActionBool
---@field TrueRecord String
---@field FalseRecord String
ToggleGlassTint = {}

---@return ToggleGlassTint
function ToggleGlassTint.new() return end

---@param props table
---@return ToggleGlassTint
function ToggleGlassTint.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleGlassTint.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleGlassTint.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleGlassTint.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleGlassTint:GetTweakDBChoiceRecord() return end

---@param isActive Bool
function ToggleGlassTint:SetProperties(isActive) return end

---@class ToggleGlassTintHack : ToggleGlassTint
ToggleGlassTintHack = {}

---@return ToggleGlassTintHack
function ToggleGlassTintHack.new() return end

---@param props table
---@return ToggleGlassTintHack
function ToggleGlassTintHack.new(props) return end

---@class ToggleJuryrigTrap : ActionBool
ToggleJuryrigTrap = {}

---@return ToggleJuryrigTrap
function ToggleJuryrigTrap.new() return end

---@param props table
---@return ToggleJuryrigTrap
function ToggleJuryrigTrap.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleJuryrigTrap.IsAvailable(device) return end

---@param context gameGetActionsContext
---@return Bool
function ToggleJuryrigTrap.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleJuryrigTrap.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleJuryrigTrap:GetTweakDBChoiceRecord() return end

---@param state EJuryrigTrapState
function ToggleJuryrigTrap:SetProperties(state) return end

---@class ToggleLight : ActionBool
ToggleLight = {}

---@return ToggleLight
function ToggleLight.new() return end

---@param props table
---@return ToggleLight
function ToggleLight.new(props) return end

---@param status worldTrafficLightColor
function ToggleLight:SetProperties(status) return end

---@class ToggleLightByNameEvent : ToggleLightEvent
---@field componentName CName
ToggleLightByNameEvent = {}

---@return ToggleLightByNameEvent
function ToggleLightByNameEvent.new() return end

---@param props table
---@return ToggleLightByNameEvent
function ToggleLightByNameEvent.new(props) return end

---@class ToggleLightEvent : redEvent
---@field toggle Bool
---@field loop Bool
ToggleLightEvent = {}

---@return ToggleLightEvent
function ToggleLightEvent.new() return end

---@param props table
---@return ToggleLightEvent
function ToggleLightEvent.new(props) return end

---@class ToggleLock : ActionBool
---@field shouldOpen Bool
ToggleLock = {}

---@return ToggleLock
function ToggleLock.new() return end

---@param props table
---@return ToggleLock
function ToggleLock.new(props) return end

---@param device DoorControllerPS
---@param requestType gamedeviceRequestType
---@return Bool
function ToggleLock.IsAvailable(device, requestType) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleLock.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function ToggleLock.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function ToggleLock:GetInkWidgetTweakDBID() return end

---@return String
function ToggleLock:GetTweakDBChoiceRecord() return end

---@param isLocked Bool
function ToggleLock:SetProperties(isLocked) return end

---@param shouldOpen Bool
function ToggleLock:SetShouldOpen(shouldOpen) return end

---@return Bool
function ToggleLock:ShouldOpen() return end

---@class ToggleMappinsOnLookAtEvent : redEvent
---@field state Bool
ToggleMappinsOnLookAtEvent = {}

---@return ToggleMappinsOnLookAtEvent
function ToggleMappinsOnLookAtEvent.new() return end

---@param props table
---@return ToggleMappinsOnLookAtEvent
function ToggleMappinsOnLookAtEvent.new(props) return end

---@class ToggleMaterialOverlayEffector : gameEffector
---@field effectPath String
---@field effectTag CName
---@field owner gameObject
ToggleMaterialOverlayEffector = {}

---@return ToggleMaterialOverlayEffector
function ToggleMaterialOverlayEffector.new() return end

---@param props table
---@return ToggleMaterialOverlayEffector
function ToggleMaterialOverlayEffector.new(props) return end

---@param owner gameObject
function ToggleMaterialOverlayEffector:ActionOff(owner) return end

---@param owner gameObject
function ToggleMaterialOverlayEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function ToggleMaterialOverlayEffector:Initialize(record, parentRecord) return end

---@param enable Bool
function ToggleMaterialOverlayEffector:ToggleEffect(enable) return end

function ToggleMaterialOverlayEffector:Uninitialize() return end

---@class ToggleNetrunnerDive : ActionBool
---@field skipMinigame Bool
---@field attempt Int32
---@field isRemote Bool
ToggleNetrunnerDive = {}

---@return ToggleNetrunnerDive
function ToggleNetrunnerDive.new() return end

---@param props table
---@return ToggleNetrunnerDive
function ToggleNetrunnerDive.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleNetrunnerDive.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleNetrunnerDive.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function ToggleNetrunnerDive.IsContextValid(context) return end

---@return String
function ToggleNetrunnerDive:GetTweakDBChoiceRecord() return end

---@param terminateDive Bool
---@param skipMinigame Bool
---@param attempt Int32
---@param isRemote Bool
function ToggleNetrunnerDive:SetProperties(terminateDive, skipMinigame, attempt, isRemote) return end

---@return Bool
function ToggleNetrunnerDive:ShouldTerminate() return end

---@class ToggleNewPlayerFlashlightEvent : redEvent
ToggleNewPlayerFlashlightEvent = {}

---@return ToggleNewPlayerFlashlightEvent
function ToggleNewPlayerFlashlightEvent.new() return end

---@param props table
---@return ToggleNewPlayerFlashlightEvent
function ToggleNewPlayerFlashlightEvent.new(props) return end

---@class ToggleON : ActionBool
---@field TrueRecordName String
---@field FalseRecordName String
ToggleON = {}

---@return ToggleON
function ToggleON.new() return end

---@param props table
---@return ToggleON
function ToggleON.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleON.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleON.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleON.IsDefaultConditionMet(device, context) return end

---@return Float
function ToggleON:GetActivationTime() return end

---@return Int32
function ToggleON:GetBaseCost() return end

---@return TweakDBID
function ToggleON:GetInkWidgetTweakDBID() return end

---@return String
function ToggleON:GetTweakDBChoiceRecord() return end

---@param status EDeviceStatus
function ToggleON:SetProperties(status) return end

---@param status EDeviceStatus
---@param nameOnTrue TweakDBID|string
---@param nameOnFalse TweakDBID|string
function ToggleON:SetProperties(status, nameOnTrue, nameOnFalse) return end

---@class ToggleOffMeshConnections : redEvent
---@field enable Bool
---@field affectsPlayer Bool
---@field affectsNPCs Bool
ToggleOffMeshConnections = {}

---@return ToggleOffMeshConnections
function ToggleOffMeshConnections.new() return end

---@param props table
---@return ToggleOffMeshConnections
function ToggleOffMeshConnections.new(props) return end

---@class ToggleOffMeshConnectionsDeviceOperation : DeviceOperationBase
---@field enable Bool
---@field affectsPlayer Bool
---@field affectsNPCs Bool
ToggleOffMeshConnectionsDeviceOperation = {}

---@return ToggleOffMeshConnectionsDeviceOperation
function ToggleOffMeshConnectionsDeviceOperation.new() return end

---@param props table
---@return ToggleOffMeshConnectionsDeviceOperation
function ToggleOffMeshConnectionsDeviceOperation.new(props) return end

---@param owner gameObject
function ToggleOffMeshConnectionsDeviceOperation:Execute(owner) return end

---@param owner gameObject
function ToggleOffMeshConnectionsDeviceOperation:ResolveOffMeshConnections(owner) return end

---@param owner gameObject
function ToggleOffMeshConnectionsDeviceOperation:Restore(owner) return end

---@class ToggleOpen : ActionBool
ToggleOpen = {}

---@return ToggleOpen
function ToggleOpen.new() return end

---@param props table
---@return ToggleOpen
function ToggleOpen.new(props) return end

---@param device DoorControllerPS
---@param isPlayerRequest Bool
---@return Bool
function ToggleOpen.IsAvailable(device, isPlayerRequest) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleOpen.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function ToggleOpen.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function ToggleOpen:GetInkWidgetTweakDBID() return end

---@return String
function ToggleOpen:GetTweakDBChoiceRecord() return end

---@param isOpen Bool
---@param altOpenChoice CName|string
---@param altCloseChoice CName|string
function ToggleOpen:SetProperties(isOpen, altOpenChoice, altCloseChoice) return end

---@class ToggleOpenComputer : ActionBool
ToggleOpenComputer = {}

---@return ToggleOpenComputer
function ToggleOpenComputer.new() return end

---@param props table
---@return ToggleOpenComputer
function ToggleOpenComputer.new(props) return end

---@param device ComputerControllerPS
---@return Bool
function ToggleOpenComputer.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleOpenComputer.IsClearanceValid(clearance) return end

---@param device ComputerControllerPS
---@param context gameGetActionsContext
---@return Bool
function ToggleOpenComputer.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function ToggleOpenComputer:GetInkWidgetTweakDBID() return end

---@return String
function ToggleOpenComputer:GetTweakDBChoiceRecord() return end

---@param isOpen Bool
function ToggleOpenComputer:SetProperties(isOpen) return end

---@class ToggleOpenFridge : ActionBool
ToggleOpenFridge = {}

---@return ToggleOpenFridge
function ToggleOpenFridge.new() return end

---@param props table
---@return ToggleOpenFridge
function ToggleOpenFridge.new(props) return end

---@param isOpen Bool
function ToggleOpenFridge:SetProperties(isOpen) return end

---@class ToggleOperationEvent : redEvent
---@field enable Bool
---@field index Int32
---@field type EOperationClassType
ToggleOperationEvent = {}

---@return ToggleOperationEvent
function ToggleOperationEvent.new() return end

---@param props table
---@return ToggleOperationEvent
function ToggleOperationEvent.new(props) return end

---@class TogglePersonalLink : ActionBool
---@field cachedStatus EPersonalLinkConnectionStatus
---@field shouldSkipMiniGame Bool
TogglePersonalLink = {}

---@return TogglePersonalLink
function TogglePersonalLink.new() return end

---@param props table
---@return TogglePersonalLink
function TogglePersonalLink.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function TogglePersonalLink.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function TogglePersonalLink.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function TogglePersonalLink.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function TogglePersonalLink.IsDefaultConditionMet(device, context) return end

---@return gamedataChoiceCaptionIconPart_Record
function TogglePersonalLink:GetInteractionIcon() return end

---@return String
function TogglePersonalLink:GetTweakDBChoiceRecord() return end

---@param personalLinkStatus EPersonalLinkConnectionStatus
---@param shouldSkipMinigame Bool
function TogglePersonalLink:SetProperties(personalLinkStatus, shouldSkipMinigame) return end

---@return Bool
function TogglePersonalLink:ShouldConnect() return end

---@class TogglePlay : ActionBool
TogglePlay = {}

---@return TogglePlay
function TogglePlay.new() return end

---@param props table
---@return TogglePlay
function TogglePlay.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function TogglePlay.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function TogglePlay.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function TogglePlay.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function TogglePlay:GetInkWidgetTweakDBID() return end

---@param isPlaying Bool
function TogglePlay:SetProperties(isPlaying) return end

---@class TogglePlayerFlashlightEffector : gameEffector
TogglePlayerFlashlightEffector = {}

---@return TogglePlayerFlashlightEffector
function TogglePlayerFlashlightEffector.new() return end

---@param props table
---@return TogglePlayerFlashlightEffector
function TogglePlayerFlashlightEffector.new(props) return end

---@param owner gameObject
function TogglePlayerFlashlightEffector:ActionOff(owner) return end

---@param owner gameObject
function TogglePlayerFlashlightEffector:ActionOn(owner) return end

---@param enable Bool
function TogglePlayerFlashlightEffector:ProcessEffector(enable) return end

function TogglePlayerFlashlightEffector:Uninitialize() return end

---@class TogglePlayerFlashlightEvent : redEvent
---@field enable Bool
TogglePlayerFlashlightEvent = {}

---@return TogglePlayerFlashlightEvent
function TogglePlayerFlashlightEvent.new() return end

---@param props table
---@return TogglePlayerFlashlightEvent
function TogglePlayerFlashlightEvent.new(props) return end

---@class TogglePower : ActionBool
---@field TrueRecordName String
---@field FalseRecordName String
TogglePower = {}

---@return TogglePower
function TogglePower.new() return end

---@param props table
---@return TogglePower
function TogglePower.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function TogglePower.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function TogglePower.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function TogglePower.IsDefaultConditionMet(device, context) return end

---@return String
function TogglePower:GetTweakDBChoiceRecord() return end

---@param status EDeviceStatus
function TogglePower:SetProperties(status) return end

---@param status EDeviceStatus
---@param nameOnTrue TweakDBID|string
---@param nameOnFalse TweakDBID|string
function TogglePower:SetProperties(status, nameOnTrue, nameOnFalse) return end

---@class TogglePreventionCrowdSpawns : gameScriptableSystemRequest
---@field toggle Bool
TogglePreventionCrowdSpawns = {}

---@return TogglePreventionCrowdSpawns
function TogglePreventionCrowdSpawns.new() return end

---@param props table
---@return TogglePreventionCrowdSpawns
function TogglePreventionCrowdSpawns.new(props) return end

---@return String
function TogglePreventionCrowdSpawns:GetFriendlyDesctiption() return end

---@class TogglePreventionFreeArea : gameScriptableSystemRequest
---@field areaReference NodeRef
---@field enable Bool
TogglePreventionFreeArea = {}

---@return TogglePreventionFreeArea
function TogglePreventionFreeArea.new() return end

---@param props table
---@return TogglePreventionFreeArea
function TogglePreventionFreeArea.new(props) return end

---@return String
function TogglePreventionFreeArea:GetFriendlyDesctiption() return end

---@class TogglePreventionGlobalQuestObjective : gameScriptableSystemRequest
---@field preventionGlobalQuestDisabled Bool
---@field eventSource CName
TogglePreventionGlobalQuestObjective = {}

---@return TogglePreventionGlobalQuestObjective
function TogglePreventionGlobalQuestObjective.new() return end

---@param props table
---@return TogglePreventionGlobalQuestObjective
function TogglePreventionGlobalQuestObjective.new(props) return end

---@return String
function TogglePreventionGlobalQuestObjective:GetFriendlyDesctiption() return end

---@class TogglePreventionSystem : gameScriptableSystemRequest
---@field sourceName CName
---@field isActive Bool
TogglePreventionSystem = {}

---@return TogglePreventionSystem
function TogglePreventionSystem.new() return end

---@param props table
---@return TogglePreventionSystem
function TogglePreventionSystem.new(props) return end

---@class ToggleQuestPreventionTrigger : gameScriptableSystemRequest
---@field areaReference NodeRef
---@field enable Bool
ToggleQuestPreventionTrigger = {}

---@return ToggleQuestPreventionTrigger
function ToggleQuestPreventionTrigger.new() return end

---@param props table
---@return ToggleQuestPreventionTrigger
function ToggleQuestPreventionTrigger.new(props) return end

---@return String
function ToggleQuestPreventionTrigger:GetFriendlyDesctiption() return end

---@class ToggleSeal : ActionBool
ToggleSeal = {}

---@return ToggleSeal
function ToggleSeal.new() return end

---@param props table
---@return ToggleSeal
function ToggleSeal.new(props) return end

---@param device DoorControllerPS
---@return Bool
function ToggleSeal.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleSeal.IsClearanceValid(clearance) return end

---@param device DoorControllerPS
---@param context gameGetActionsContext
---@return Bool
function ToggleSeal.IsDefaultConditionMet(device, context) return end

---@return TweakDBID
function ToggleSeal:GetInkWidgetTweakDBID() return end

---@return String
function ToggleSeal:GetTweakDBChoiceRecord() return end

---@param isSealed Bool
function ToggleSeal:SetProperties(isSealed) return end

---@class ToggleShow : ActionBool
ToggleShow = {}

---@return ToggleShow
function ToggleShow.new() return end

---@param props table
---@return ToggleShow
function ToggleShow.new(props) return end

---@param isShown Bool
function ToggleShow:SetProperties(isShown) return end

---@class ToggleStreamFeed : ActionBool
---@field vRoomFake Bool
ToggleStreamFeed = {}

---@return ToggleStreamFeed
function ToggleStreamFeed.new() return end

---@param props table
---@return ToggleStreamFeed
function ToggleStreamFeed.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleStreamFeed.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleStreamFeed.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function ToggleStreamFeed.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleStreamFeed.IsDefaultConditionMet(device, context) return end

---@return Int32
function ToggleStreamFeed:GetBaseCost() return end

---@return String
function ToggleStreamFeed:GetTweakDBChoiceRecord() return end

---@param isStreaming Bool
function ToggleStreamFeed:SetProperties(isStreaming) return end

---@class ToggleStreamOnLinkedPortalEvent : redEvent
---@field activate Bool
ToggleStreamOnLinkedPortalEvent = {}

---@return ToggleStreamOnLinkedPortalEvent
function ToggleStreamOnLinkedPortalEvent.new() return end

---@param props table
---@return ToggleStreamOnLinkedPortalEvent
function ToggleStreamOnLinkedPortalEvent.new(props) return end

---@class ToggleTakeOverControl : ActionBool
---@field isRequestedFormOtherDevice Bool
ToggleTakeOverControl = {}

---@return ToggleTakeOverControl
function ToggleTakeOverControl.new() return end

---@param props table
---@return ToggleTakeOverControl
function ToggleTakeOverControl.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleTakeOverControl.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleTakeOverControl.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleTakeOverControl.IsDefaultConditionMet(device, context) return end

---@return Int32
function ToggleTakeOverControl:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function ToggleTakeOverControl:GetInteractionIcon() return end

---@return String
function ToggleTakeOverControl:GetTweakDBChoiceRecord() return end

---@param isDeviceUnderControl Bool
---@param createdAsQuickHack Bool
function ToggleTakeOverControl:SetProperties(isDeviceUnderControl, createdAsQuickHack) return end

---@class ToggleTargetingComponentsEvent : redEvent
---@field toggle Bool
ToggleTargetingComponentsEvent = {}

---@return ToggleTargetingComponentsEvent
function ToggleTargetingComponentsEvent.new() return end

---@param props table
---@return ToggleTargetingComponentsEvent
function ToggleTargetingComponentsEvent.new(props) return end

---@class ToggleTiltBlinders : ActionBool
ToggleTiltBlinders = {}

---@return ToggleTiltBlinders
function ToggleTiltBlinders.new() return end

---@param props table
---@return ToggleTiltBlinders
function ToggleTiltBlinders.new(props) return end

---@return String
function ToggleTiltBlinders:GetTweakDBChoiceRecord() return end

---@param isTilted Bool
function ToggleTiltBlinders:SetProperties(isTilted) return end

---@class ToggleUIInteractivity : redEvent
---@field isInteractive Bool
ToggleUIInteractivity = {}

---@return ToggleUIInteractivity
function ToggleUIInteractivity.new() return end

---@param props table
---@return ToggleUIInteractivity
function ToggleUIInteractivity.new(props) return end

---@return String
function ToggleUIInteractivity:GetFriendlyDescription() return end

---@class ToggleVehicle : ActionBool
ToggleVehicle = {}

---@return ToggleVehicle
function ToggleVehicle.new() return end

---@param props table
---@return ToggleVehicle
function ToggleVehicle.new(props) return end

---@return String
function ToggleVehicle:GetTweakDBChoiceRecord() return end

---@param toggleOn Bool
function ToggleVehicle:SetProperties(toggleOn) return end

---@class ToggleVisibilityInAnimSystemEvent : redEvent
---@field isVisible Bool
---@field sourceName CName
---@field transitionTime Float
ToggleVisibilityInAnimSystemEvent = {}

---@return ToggleVisibilityInAnimSystemEvent
function ToggleVisibilityInAnimSystemEvent.new() return end

---@param props table
---@return ToggleVisibilityInAnimSystemEvent
function ToggleVisibilityInAnimSystemEvent.new(props) return end

---@class ToggleVisibilityInAnimSystemRequest : gameScriptableSystemRequest
---@field entityID entEntityID
---@field isVisible Bool
---@field sourceName CName
---@field transitionTime Float
---@field forcedVisibleOnlyInFrustum Bool
ToggleVisibilityInAnimSystemRequest = {}

---@return ToggleVisibilityInAnimSystemRequest
function ToggleVisibilityInAnimSystemRequest.new() return end

---@param props table
---@return ToggleVisibilityInAnimSystemRequest
function ToggleVisibilityInAnimSystemRequest.new(props) return end

---@class ToggleVisibleObjectComponent : StatusEffectTasks
---@field componentTargetState Bool
---@field visibleObjectDescription CName
ToggleVisibleObjectComponent = {}

---@return ToggleVisibleObjectComponent
function ToggleVisibleObjectComponent.new() return end

---@param props table
---@return ToggleVisibleObjectComponent
function ToggleVisibleObjectComponent.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function ToggleVisibleObjectComponent:Activate(context) return end

---@class ToggleWeakspotHighlightEvent : redEvent
---@field sourceName CName
---@field operation EToggleOperationType
ToggleWeakspotHighlightEvent = {}

---@return ToggleWeakspotHighlightEvent
function ToggleWeakspotHighlightEvent.new() return end

---@param props table
---@return ToggleWeakspotHighlightEvent
function ToggleWeakspotHighlightEvent.new(props) return end

---@return String
function ToggleWeakspotHighlightEvent:GetFriendlyDescription() return end

---@class ToggleZoomInteraction : ActionBool
ToggleZoomInteraction = {}

---@return ToggleZoomInteraction
function ToggleZoomInteraction.new() return end

---@param props table
---@return ToggleZoomInteraction
function ToggleZoomInteraction.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function ToggleZoomInteraction.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function ToggleZoomInteraction.IsClearanceValid(clearance) return end

---@param context gameGetActionsContext
---@return Bool
function ToggleZoomInteraction.IsContextValid(context) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function ToggleZoomInteraction.IsDefaultConditionMet(device, context) return end

---@return String
function ToggleZoomInteraction:GetTweakDBChoiceRecord() return end

---@param isZoomInteraction Bool
function ToggleZoomInteraction:SetProperties(isZoomInteraction) return end

---@return Bool
function ToggleZoomInteraction:ShouldConnect() return end

---@class Toilet : InteractiveDevice
Toilet = {}

---@return Toilet
function Toilet.new() return end

---@param props table
---@return Toilet
function Toilet.new(props) return end

---@param evt Flush
---@return Bool
function Toilet:OnFlush(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Toilet:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Toilet:OnTakeControl(ri) return end

---@return EGameplayRole
function Toilet:DeterminGameplayRole() return end

---@return ToiletController
function Toilet:GetController() return end

---@return ToiletControllerPS
function Toilet:GetDevicePS() return end

---@class ToiletController : ScriptableDeviceComponent
ToiletController = {}

---@return ToiletController
function ToiletController.new() return end

---@param props table
---@return ToiletController
function ToiletController.new(props) return end

---@return ToiletControllerPS
function ToiletController:GetPS() return end

---@class ToiletControllerPS : ScriptableDeviceComponentPS
---@field flushDuration Float
---@field flushSFX CName
---@field flushVFXname CName
---@field isFlushing Bool
ToiletControllerPS = {}

---@return ToiletControllerPS
function ToiletControllerPS.new() return end

---@param props table
---@return ToiletControllerPS
function ToiletControllerPS.new(props) return end

---@return Flush
function ToiletControllerPS:ActionFlush() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function ToiletControllerPS:GetActions(context) return end

---@return CName
function ToiletControllerPS:GetFlushSFX() return end

---@return CName
function ToiletControllerPS:GetFlushVFX() return end

---@param evt Flush
---@return EntityNotificationType
function ToiletControllerPS:OnFlush(evt) return end

---@class TokenUpgradedCyberwareBlackboardDef : gamebbScriptDefinition
---@field CyberwareTypes gamebbScriptID_Variant
TokenUpgradedCyberwareBlackboardDef = {}

---@return TokenUpgradedCyberwareBlackboardDef
function TokenUpgradedCyberwareBlackboardDef.new() return end

---@param props table
---@return TokenUpgradedCyberwareBlackboardDef
function TokenUpgradedCyberwareBlackboardDef.new(props) return end

---@return Bool
function TokenUpgradedCyberwareBlackboardDef:AutoCreateInSystem() return end

---@class TonemappingAreaSettings : IAreaSettings
---@field mode ITonemappingMode
---@field hdrMode ITonemappingMode
TonemappingAreaSettings = {}

---@return TonemappingAreaSettings
function TonemappingAreaSettings.new() return end

---@param props table
---@return TonemappingAreaSettings
function TonemappingAreaSettings.new(props) return end

---@class TonemappingModeACES : ITonemappingMode
---@field params STonemappingACESParams
TonemappingModeACES = {}

---@return TonemappingModeACES
function TonemappingModeACES.new() return end

---@param props table
---@return TonemappingModeACES
function TonemappingModeACES.new(props) return end

---@class TonemappingModeACESApprox : ITonemappingMode
TonemappingModeACESApprox = {}

---@return TonemappingModeACESApprox
function TonemappingModeACESApprox.new() return end

---@param props table
---@return TonemappingModeACESApprox
function TonemappingModeACESApprox.new(props) return end

---@class TonemappingModeLinear : ITonemappingMode
TonemappingModeLinear = {}

---@return TonemappingModeLinear
function TonemappingModeLinear.new() return end

---@param props table
---@return TonemappingModeLinear
function TonemappingModeLinear.new(props) return end

---@class TonemappingModeLottes : ITonemappingMode
---@field maxInput Float
---@field contrast Float
---@field midIn Float
---@field midOut Float
---@field crosstalk Vector3
---@field crosstalkSaturation Vector3
TonemappingModeLottes = {}

---@return TonemappingModeLottes
function TonemappingModeLottes.new() return end

---@param props table
---@return TonemappingModeLottes
function TonemappingModeLottes.new(props) return end

---@class TonemappingModeLottesACES : ITonemappingMode
---@field maxInput Float
---@field contrast Float
---@field midIn Float
---@field midOut Float
TonemappingModeLottesACES = {}

---@return TonemappingModeLottesACES
function TonemappingModeLottesACES.new() return end

---@param props table
---@return TonemappingModeLottesACES
function TonemappingModeLottesACES.new(props) return end

---@class TooltipAnimationController : inkWidgetLogicController
---@field tooltipContainer inkWidgetReference
---@field tooltipAnimHideDef inkanimDefinition
---@field tooltipDelayedShowDef inkanimDefinition
---@field tooltipAnimHide inkanimProxy
---@field tooltipDelayedShow inkanimProxy
---@field axisDataThreshold Float
---@field mouseDataThreshold Float
---@field isHidden Bool
TooltipAnimationController = {}

---@return TooltipAnimationController
function TooltipAnimationController.new() return end

---@param props table
---@return TooltipAnimationController
function TooltipAnimationController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function TooltipAnimationController:OnAxisInput(evt) return end

---@param proxy inkanimProxy
---@return Bool
function TooltipAnimationController:OnHidden(proxy) return end

---@return Bool
function TooltipAnimationController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function TooltipAnimationController:OnShown(proxy) return end

---@return Bool
function TooltipAnimationController:OnUninitialize() return end

---@return inkanimDefinition
function TooltipAnimationController:GetHidingAnimation() return end

---@return inkanimDefinition
function TooltipAnimationController:GetShowingAnimation() return end

---@class TooltipCycleDotController : inkWidgetLogicController
---@field slotBorder inkWidgetReference
---@field slotBackground inkWidgetReference
TooltipCycleDotController = {}

---@return TooltipCycleDotController
function TooltipCycleDotController.new() return end

---@param props table
---@return TooltipCycleDotController
function TooltipCycleDotController.new(props) return end

---@param active Bool
function TooltipCycleDotController:Toggle(active) return end

---@class TooltipLootingCachedData : IScriptable
---@field externalItemData gameItemData
---@field itemRecord gamedataItem_Record
---@field comparisonItemData gameItemData
---@field comparisonItemId ItemID
---@field lootingData MinimalLootingListItemData
---@field comparisonWeaponBars UIInventoryItemWeaponBars
---@field comparisonQualityF Float
TooltipLootingCachedData = {}

---@return TooltipLootingCachedData
function TooltipLootingCachedData.new() return end

---@param props table
---@return TooltipLootingCachedData
function TooltipLootingCachedData.new(props) return end

---@class TooltipProgessBarController : inkWidgetLogicController
---@field progressFill inkWidgetReference
---@field hintHolder inkWidgetReference
---@field progressHolder inkWidgetReference
---@field postprogressHolder inkWidgetReference
---@field hintTextHolder inkCompoundWidgetReference
---@field libraryPath inkWidgetLibraryReference
---@field postprogressText inkTextWidgetReference
---@field isCraftable Bool
---@field isCrafted Bool
TooltipProgessBarController = {}

---@return TooltipProgessBarController
function TooltipProgessBarController.new() return end

---@param props table
---@return TooltipProgessBarController
function TooltipProgessBarController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function TooltipProgessBarController:OnHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function TooltipProgessBarController:OnRelease(evt) return end

---@return Bool
function TooltipProgessBarController:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function TooltipProgessBarController:AddButtonHints(actionName, label) return end

---@param craftingMode CraftingMode
---@param isCraftable Bool
function TooltipProgessBarController:SetProgressState(craftingMode, isCraftable) return end

---@class TooltipProvider : inkWidgetLogicController
---@field TooltipsData ATooltipData[]
---@field visible Bool
TooltipProvider = {}

---@return TooltipProvider
function TooltipProvider.new() return end

---@param props table
---@return TooltipProvider
function TooltipProvider.new(props) return end

---@param data ATooltipData
function TooltipProvider:AddData(data) return end

function TooltipProvider:ClearTooltipData() return end

---@param index Int32
---@return entEntityID
function TooltipProvider:GetIdentifiedTooltipOwner(index) return end

---@param index Int32
---@return ATooltipData
function TooltipProvider:GetTooltipData(index) return end

---@return ATooltipData[]
function TooltipProvider:GetTooltipsData() return end

---@return Bool
function TooltipProvider:HasAnyTooltipData() return end

---@param index Int32
---@return Bool
function TooltipProvider:HasTooltipData(index) return end

function TooltipProvider:InvalidateHidden() return end

---@return Bool
function TooltipProvider:IsVisible() return end

---@param data ATooltipData
function TooltipProvider:PushData(data) return end

function TooltipProvider:RefreshTooltips() return end

---@param visible Bool
function TooltipProvider:SetVisible(visible) return end

---@class TooltipSpawnedCallbackData : IScriptable
---@field index Int32
---@field identifier CName
---@field tooltipStyle ETooltipsStyle
---@field styleResRef redResourceReferenceScriptToken
TooltipSpawnedCallbackData = {}

---@return TooltipSpawnedCallbackData
function TooltipSpawnedCallbackData.new() return end

---@param props table
---@return TooltipSpawnedCallbackData
function TooltipSpawnedCallbackData.new(props) return end

---@class TooltipSpecialAbilityDisplay : inkWidgetLogicController
---@field AbilityIcon inkImageWidgetReference
---@field AbilityDescription inkTextWidgetReference
---@field QualityRoot inkWidgetReference
TooltipSpecialAbilityDisplay = {}

---@return TooltipSpecialAbilityDisplay
function TooltipSpecialAbilityDisplay.new() return end

---@param props table
---@return TooltipSpecialAbilityDisplay
function TooltipSpecialAbilityDisplay.new(props) return end

---@param qualityName CName|string
---@param data gameInventoryItemAbility
function TooltipSpecialAbilityDisplay:Setup(qualityName, data) return end

---@class TooltipSpecialAbilityList : inkWidgetLogicController
---@field libraryItemName CName
---@field container inkCompoundWidgetReference
---@field itemsList inkWidget[]
---@field data gameInventoryItemAbility[]
---@field qualityName CName
TooltipSpecialAbilityList = {}

---@return TooltipSpecialAbilityList
function TooltipSpecialAbilityList.new() return end

---@param props table
---@return TooltipSpecialAbilityList
function TooltipSpecialAbilityList.new(props) return end

---@param toLeave Int32
function TooltipSpecialAbilityList:ClearData(toLeave) return end

---@param qualityState CName|string
---@param data gameInventoryItemAbility[]
function TooltipSpecialAbilityList:SetData(qualityState, data) return end

function TooltipSpecialAbilityList:UpdateLayout() return end

---@param force Bool
function TooltipSpecialAbilityList:UpdateVisibility(force) return end

function TooltipSpecialAbilityList:UpdateVisibility() return end

---@class TooltipWidgetReference
---@field identifier CName
---@field widgetLibraryReference inkWidgetLibraryReference
TooltipWidgetReference = {}

---@return TooltipWidgetReference
function TooltipWidgetReference.new() return end

---@param props table
---@return TooltipWidgetReference
function TooltipWidgetReference.new(props) return end

---@class TooltipWidgetStyledReference
---@field identifier CName
---@field widgetLibraryReference inkWidgetLibraryReference
---@field menuTooltipStylePath redResourceReferenceScriptToken
---@field hudTooltipStylePath redResourceReferenceScriptToken
TooltipWidgetStyledReference = {}

---@return TooltipWidgetStyledReference
function TooltipWidgetStyledReference.new() return end

---@param props table
---@return TooltipWidgetStyledReference
function TooltipWidgetStyledReference.new(props) return end

---@class TrackQuestNotificationAction : GenericNotificationBaseAction
---@field questEntry gameJournalQuest
---@field journalMgr gameJournalManager
TrackQuestNotificationAction = {}

---@return TrackQuestNotificationAction
function TrackQuestNotificationAction.new() return end

---@param props table
---@return TrackQuestNotificationAction
function TrackQuestNotificationAction.new(props) return end

---@param data IScriptable
---@return Bool
function TrackQuestNotificationAction:Execute(data) return end

---@return String
function TrackQuestNotificationAction:GetLabel() return end

---@param questEntry gameJournalEntry
---@return Bool
function TrackQuestNotificationAction:TrackFirstObjective(questEntry) return end

---@class TrackedQuestPhaseUpdateRequest : redEvent
TrackedQuestPhaseUpdateRequest = {}

---@return TrackedQuestPhaseUpdateRequest
function TrackedQuestPhaseUpdateRequest.new() return end

---@param props table
---@return TrackedQuestPhaseUpdateRequest
function TrackedQuestPhaseUpdateRequest.new(props) return end

---@class TrafficGenDynamicTrafficSetting
---@field impact TrafficGenDynamicImpact
TrafficGenDynamicTrafficSetting = {}

---@return TrafficGenDynamicTrafficSetting
function TrafficGenDynamicTrafficSetting.new() return end

---@param props table
---@return TrafficGenDynamicTrafficSetting
function TrafficGenDynamicTrafficSetting.new(props) return end

---@class TrafficGenTrafficSetting
---@field meshImpact TrafficGenMeshImpact
TrafficGenTrafficSetting = {}

---@return TrafficGenTrafficSetting
function TrafficGenTrafficSetting.new() return end

---@param props table
---@return TrafficGenTrafficSetting
function TrafficGenTrafficSetting.new(props) return end

---@class TrafficIntersectionManagerController : MasterController
TrafficIntersectionManagerController = {}

---@return TrafficIntersectionManagerController
function TrafficIntersectionManagerController.new() return end

---@param props table
---@return TrafficIntersectionManagerController
function TrafficIntersectionManagerController.new(props) return end

---@return TrafficIntersectionManagerControllerPS
function TrafficIntersectionManagerController:GetPS() return end

---@class TrafficIntersectionManagerControllerPS : MasterControllerPS
---@field trafficLightStatus worldTrafficLightColor
TrafficIntersectionManagerControllerPS = {}

---@return TrafficIntersectionManagerControllerPS
function TrafficIntersectionManagerControllerPS.new() return end

---@param props table
---@return TrafficIntersectionManagerControllerPS
function TrafficIntersectionManagerControllerPS.new(props) return end

---@return InitiateTrafficLightChange
function TrafficIntersectionManagerControllerPS:ActionInitiateTrafficLightChange() return end

---@return worldTrafficLightColor
function TrafficIntersectionManagerControllerPS:GetDesiredTrafficLightState() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function TrafficIntersectionManagerControllerPS:GetQuestActions(context) return end

function TrafficIntersectionManagerControllerPS:HandleLightChangeRequest() return end

function TrafficIntersectionManagerControllerPS:InitiateChangeLightsSequenceForEntireIntersection() return end

---@param evt InitiateTrafficLightChange
---@return EntityNotificationType
function TrafficIntersectionManagerControllerPS:OnInitiateTrafficLightChange(evt) return end

---@param newColor worldTrafficLightColor
function TrafficIntersectionManagerControllerPS:SetLightChangeRequest(newColor) return end

---@param newColor worldTrafficLightColor
function TrafficIntersectionManagerControllerPS:SetLightsSequenceForEntireIntersection(newColor) return end

function TrafficIntersectionManagerControllerPS:ToggleLights() return end

---@class TrafficLight : Device
---@field lightState worldTrafficLightColor
---@field trafficLightMesh entPhysicalMeshComponent
---@field destroyedMesh entPhysicalMeshComponent
TrafficLight = {}

---@return TrafficLight
function TrafficLight.new() return end

---@param props table
---@return TrafficLight
function TrafficLight.new(props) return end

---@param evt DelayEvent
---@return Bool
function TrafficLight:OnDelayEvent(evt) return end

---@param evt MasterDeviceDestroyed
---@return Bool
function TrafficLight:OnMasterDeviceDestroyed(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function TrafficLight:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function TrafficLight:OnTakeControl(ri) return end

---@param evt worldTrafficLightChangeEvent
---@return Bool
function TrafficLight:OnTrafficLightChangeEvent(evt) return end

function TrafficLight:ActivateDevice() return end

function TrafficLight:CommenceChangeToGreen() return end

function TrafficLight:CommenceChangeToRed() return end

---@param color worldTrafficLightColor
function TrafficLight:CommenceLightChangeSequence(color) return end

function TrafficLight:CompleteLightChangeSequence() return end

function TrafficLight:DeactivateDevice() return end

function TrafficLight:DeactivateDeviceSilent() return end

---@return EGameplayRole
function TrafficLight:DeterminGameplayRole() return end

function TrafficLight:DetermineLightsFixedState() return end

---@return TrafficLightController
function TrafficLight:GetController() return end

---@return TrafficLightControllerPS
function TrafficLight:GetDevicePS() return end

---@param enable Bool
function TrafficLight:HandleGreenLight(enable) return end

---@param enable Bool
function TrafficLight:HandleRedLight(enable) return end

---@param enable Bool
function TrafficLight:HandleYellowLight(enable) return end

function TrafficLight:ResolveGameplayState() return end

function TrafficLight:TurnOffDevice() return end

function TrafficLight:TurnOffLights() return end

function TrafficLight:TurnOnDevice() return end

---@class TrafficLightController : ScriptableDeviceComponent
TrafficLightController = {}

---@return TrafficLightController
function TrafficLightController.new() return end

---@param props table
---@return TrafficLightController
function TrafficLightController.new(props) return end

---@return TrafficLightControllerPS
function TrafficLightController:GetPS() return end

---@class TrafficLightControllerPS : ScriptableDeviceComponentPS
TrafficLightControllerPS = {}

---@return TrafficLightControllerPS
function TrafficLightControllerPS.new() return end

---@param props table
---@return TrafficLightControllerPS
function TrafficLightControllerPS.new(props) return end

---@return Bool
function TrafficLightControllerPS:OnInstantiated() return end

function TrafficLightControllerPS:GameAttached() return end

function TrafficLightControllerPS:Initialize() return end

---@return Bool
function TrafficLightControllerPS:IsMasterDestroyed() return end

---@param evt MasterDeviceDestroyed
---@return EntityNotificationType
function TrafficLightControllerPS:OnMasterDeviceDestroyed(evt) return end

---@class TrafficLightGreen : ActionBool
TrafficLightGreen = {}

---@return TrafficLightGreen
function TrafficLightGreen.new() return end

---@param props table
---@return TrafficLightGreen
function TrafficLightGreen.new(props) return end

function TrafficLightGreen:SetProperties() return end

---@class TrafficLightRed : ActionBool
TrafficLightRed = {}

---@return TrafficLightRed
function TrafficLightRed.new() return end

---@param props table
---@return TrafficLightRed
function TrafficLightRed.new(props) return end

function TrafficLightRed:SetProperties() return end

---@class TrafficLightResaveData
---@field transitionDuration Float
---@field playNotificationSounds Bool
---@field invertTrafficEvents Bool
TrafficLightResaveData = {}

---@return TrafficLightResaveData
function TrafficLightResaveData.new() return end

---@param props table
---@return TrafficLightResaveData
function TrafficLightResaveData.new(props) return end

---@class TrafficPersistentData
---@field invertTrafficEvents Bool
TrafficPersistentData = {}

---@return TrafficPersistentData
function TrafficPersistentData.new() return end

---@param props table
---@return TrafficPersistentData
function TrafficPersistentData.new(props) return end

---@class TrafficZebra : TrafficLight
TrafficZebra = {}

---@return TrafficZebra
function TrafficZebra.new() return end

---@param props table
---@return TrafficZebra
function TrafficZebra.new(props) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function TrafficZebra:OnTakeControl(ri) return end

---@param evt worldTrafficLightChangeEvent
---@return Bool
function TrafficZebra:OnTrafficLightChangeEvent(evt) return end

---@return TrafficZebraController
function TrafficZebra:GetController() return end

---@return TrafficZebraControllerPS
function TrafficZebra:GetDevicePS() return end

function TrafficZebra:HandleGreenLight() return end

function TrafficZebra:HandleRedLight() return end

---@class TrafficZebraController : TrafficLightController
TrafficZebraController = {}

---@return TrafficZebraController
function TrafficZebraController.new() return end

---@param props table
---@return TrafficZebraController
function TrafficZebraController.new(props) return end

---@return TrafficZebraControllerPS
function TrafficZebraController:GetPS() return end

---@class TrafficZebraControllerPS : TrafficLightControllerPS
TrafficZebraControllerPS = {}

---@return TrafficZebraControllerPS
function TrafficZebraControllerPS.new() return end

---@param props table
---@return TrafficZebraControllerPS
function TrafficZebraControllerPS.new(props) return end

---@return Bool
function TrafficZebraControllerPS:OnInstantiated() return end

function TrafficZebraControllerPS:GameAttached() return end

function TrafficZebraControllerPS:Initialize() return end

---@class TraitBoughtEvent : redEvent
---@field traitType gamedataTraitType
TraitBoughtEvent = {}

---@return TraitBoughtEvent
function TraitBoughtEvent.new() return end

---@param props table
---@return TraitBoughtEvent
function TraitBoughtEvent.new(props) return end

---@class TraitDisplayData : BasePerkDisplayData
---@field type gamedataTraitType
TraitDisplayData = {}

---@return TraitDisplayData
function TraitDisplayData.new() return end

---@param props table
---@return TraitDisplayData
function TraitDisplayData.new(props) return end

---@param manager PlayerDevelopmentDataManager
---@return BasePerksMenuTooltipData
function TraitDisplayData:CreateTooltipData(manager) return end

---@class TraitTooltipData : BasePerksMenuTooltipData
---@field traitType gamedataTraitType
---@field attributeId TweakDBID
---@field proficiency gamedataProficiencyType
---@field traitData TraitDisplayData
---@field attributeData AttributeData
TraitTooltipData = {}

---@return TraitTooltipData
function TraitTooltipData.new() return end

---@param props table
---@return TraitTooltipData
function TraitTooltipData.new(props) return end

function TraitTooltipData:RefreshRuntimeData() return end

---@class TransactionRequest : MarketSystemRequest
---@field requestID Int32
---@field items TransactionRequestData[]
TransactionRequest = {}

---@return TransactionRequest
function TransactionRequest.new() return end

---@param props table
---@return TransactionRequest
function TransactionRequest.new(props) return end

---@class TransactionRequestData
---@field itemID ItemID
---@field quantity Int32
---@field powerLevel Float
TransactionRequestData = {}

---@return TransactionRequestData
function TransactionRequestData.new() return end

---@param props table
---@return TransactionRequestData
function TransactionRequestData.new(props) return end

---@class TransferSaveData : IScriptable
---@field saveIndex Int32
---@field action TransferSaveAction
TransferSaveData = {}

---@return TransferSaveData
function TransferSaveData.new() return end

---@param props table
---@return TransferSaveData
function TransferSaveData.new(props) return end

---@class TransferSaveGameController : gameuiWidgetGameController
---@field notificationController inkWidgetReference
TransferSaveGameController = {}

---@return TransferSaveGameController
function TransferSaveGameController.new() return end

---@param props table
---@return TransferSaveGameController
function TransferSaveGameController.new(props) return end

---@return Bool
function TransferSaveGameController:OnInitialize() return end

---@class TransferSaveSystemNotificationLogicController : inkGenericSystemNotificationLogicController
---@field contentBlock inkWidgetReference
---@field spinnerBlock inkWidgetReference
---@field errorBlock inkWidgetReference
---@field saveImageContainer inkWidgetReference
---@field saveImage inkImageWidgetReference
---@field saveImageEmpty inkWidgetReference
---@field saveImageSpinner inkWidgetReference
---@field messageText inkTextWidgetReference
---@field spinnerText inkTextWidgetReference
---@field errorText inkTextWidgetReference
---@field proceedButtonWidget inkWidgetReference
---@field cancelButtonWidget inkWidgetReference
---@field systemRequestHandler inkISystemRequestsHandler
---@field transferSaveData TransferSaveData
---@field transferSaveDataSet Bool
---@field systemRequestsHandlerSet Bool
---@field cancelButtonHovered Bool
---@field currentState TransferSaveState
TransferSaveSystemNotificationLogicController = {}

---@return TransferSaveSystemNotificationLogicController
function TransferSaveSystemNotificationLogicController.new() return end

---@param props table
---@return TransferSaveSystemNotificationLogicController
function TransferSaveSystemNotificationLogicController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function TransferSaveSystemNotificationLogicController:OnCancelClick(e) return end

---@param evt inkPointerEvent
---@return Bool
function TransferSaveSystemNotificationLogicController:OnCancelHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function TransferSaveSystemNotificationLogicController:OnCancelHoverOver(evt) return end

---@return Bool
function TransferSaveSystemNotificationLogicController:OnDataSetByToken() return end

---@param evt inkPointerEvent
---@return Bool
function TransferSaveSystemNotificationLogicController:OnGlobalPreRelease(evt) return end

---@return Bool
function TransferSaveSystemNotificationLogicController:OnInitialize() return end

---@param status inkSaveTransferStatus
---@return Bool
function TransferSaveSystemNotificationLogicController:OnSaveTransferUpdate(status) return end

---@return Bool
function TransferSaveSystemNotificationLogicController:OnUninitialize() return end

---@return Bool
function TransferSaveSystemNotificationLogicController:CanCancelOrProceed() return end

function TransferSaveSystemNotificationLogicController:HandleProceedClick() return end

function TransferSaveSystemNotificationLogicController:SetSaveImage() return end

---@param handler inkISystemRequestsHandler
function TransferSaveSystemNotificationLogicController:SetSystemRequestHandler(handler) return end

function TransferSaveSystemNotificationLogicController:SetupData() return end

---@param state TransferSaveState
function TransferSaveSystemNotificationLogicController:UpdateButtonsVisibility(state) return end

---@param state TransferSaveState
function TransferSaveSystemNotificationLogicController:UpdateState(state) return end

---@param state TransferSaveState
function TransferSaveSystemNotificationLogicController:UpdateStateVisibility(state) return end

---@param state TransferSaveState
function TransferSaveSystemNotificationLogicController:UpdateText(state) return end

---@class Transform
---@field position Vector4
---@field orientation Quaternion
Transform = {}

---@return Transform
function Transform.new() return end

---@param props table
---@return Transform
function Transform.new(props) return end

---@param xform Transform
---@return Vector4
function Transform.GetForward(xform) return end

---@param xform Transform
---@return Transform
function Transform.GetInverse(xform) return end

---@param xform Transform
---@return Quaternion
function Transform.GetOrientation(xform) return end

---@param xform Transform
---@return Float
function Transform.GetPitch(xform) return end

---@param xform Transform
---@return Vector4
function Transform.GetPosition(xform) return end

---@param xform Transform
---@return Vector4
function Transform.GetRight(xform) return end

---@param xform Transform
---@return Float
function Transform.GetRoll(xform) return end

---@param xform Transform
---@return Vector4
function Transform.GetUp(xform) return end

---@param xform Transform
---@return Float
function Transform.GetYaw(xform) return end

---@param xform Transform
function Transform.SetIdentity(xform) return end

---@param xform Transform
function Transform.SetInverse(xform) return end

---@param xform Transform
---@param quat Quaternion
function Transform.SetOrientation(xform, quat) return end

---@param xform Transform
---@param euler EulerAngles
function Transform.SetOrientationEuler(xform, euler) return end

---@param xform Transform
---@param direction Vector4
function Transform.SetOrientationFromDir(xform, direction) return end

---@param xform Transform
---@param v Vector4
function Transform.SetPosition(xform, v) return end

---@param xform Transform
---@return EulerAngles
function Transform.ToEulerAngles(xform) return end

---@param xform Transform
---@return Matrix
function Transform.ToMatrix(xform) return end

---@param xform Transform
---@param v Vector4
---@return Vector4
function Transform.TransformPoint(xform, v) return end

---@param xform Transform
---@param v Vector4
---@return Vector4
function Transform.TransformVector(xform, v) return end

---@param position Vector4
---@param orientation Quaternion
---@return Transform
function Transform.Create(position, orientation) return end

---@class Transition : redEvent
---@field listenerID Uint32
Transition = {}

---@return Transition
function Transition.new() return end

---@param props table
---@return Transition
function Transition.new(props) return end

---@class TransmogButtonView : BaseButtonView
---@field container inkWidgetReference
---@field isActive Bool
TransmogButtonView = {}

---@return TransmogButtonView
function TransmogButtonView.new() return end

---@param props table
---@return TransmogButtonView
function TransmogButtonView.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function TransmogButtonView:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function TransmogButtonView:IsActive() return end

---@param value Bool
function TransmogButtonView:SetActive(value) return end

---@class TransmogMessageDescTooltip : MessageTooltip
---@field titleWrapper inkWidgetReference
---@field descriptionWrapper inkWidgetReference
---@field descriptionLine inkWidgetReference
---@field icon inkImageWidgetReference
TransmogMessageDescTooltip = {}

---@return TransmogMessageDescTooltip
function TransmogMessageDescTooltip.new() return end

---@param props table
---@return TransmogMessageDescTooltip
function TransmogMessageDescTooltip.new(props) return end

---@param tooltipData ATooltipData
function TransmogMessageDescTooltip:SetData(tooltipData) return end

---@class TransmogMessageTooltipData : MessageTooltipData
---@field TransmogItem ItemID
---@field IconPath CName
---@field NoIcon Bool
TransmogMessageTooltipData = {}

---@return TransmogMessageTooltipData
function TransmogMessageTooltipData.new() return end

---@param props table
---@return TransmogMessageTooltipData
function TransmogMessageTooltipData.new(props) return end

---@class TransparencyAnimationButtonView : BaseButtonView
---@field AnimationTime Float
---@field HoverTransparency Float
---@field PressTransparency Float
---@field DefaultTransparency Float
---@field DisabledTransparency Float
---@field AnimationProxies inkanimProxy[]
---@field Targets inkWidgetReference[]
TransparencyAnimationButtonView = {}

---@return TransparencyAnimationButtonView
function TransparencyAnimationButtonView.new() return end

---@param props table
---@return TransparencyAnimationButtonView
function TransparencyAnimationButtonView.new(props) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function TransparencyAnimationButtonView:ButtonStateChanged(oldState, newState) return end

---@class TransparencyAnimationToggleView : BaseToggleView
---@field AnimationTime Float
---@field HoverTransparency Float
---@field PressTransparency Float
---@field DefaultTransparency Float
---@field DisabledTransparency Float
---@field AnimationProxies inkanimProxy[]
---@field Targets inkWidgetReference[]
TransparencyAnimationToggleView = {}

---@return TransparencyAnimationToggleView
function TransparencyAnimationToggleView.new() return end

---@param props table
---@return TransparencyAnimationToggleView
function TransparencyAnimationToggleView.new(props) return end

---@param oldState inkEToggleState
---@param newState inkEToggleState
function TransparencyAnimationToggleView:ToggleStateChanged(oldState, newState) return end

---@class TrapComponent : gameScriptableComponent
TrapComponent = {}

---@return TrapComponent
function TrapComponent.new() return end

---@param props table
---@return TrapComponent
function TrapComponent.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function TrapComponent:OnAreaEnter(evt) return end

function TrapComponent:OnGameAttach() return end

function TrapComponent:SpawnAttack() return end

---@class TrapPhysicsActivationEvent : redEvent
TrapPhysicsActivationEvent = {}

---@return TrapPhysicsActivationEvent
function TrapPhysicsActivationEvent.new() return end

---@param props table
---@return TrapPhysicsActivationEvent
function TrapPhysicsActivationEvent.new(props) return end

---@class TrespasserEntry
---@field trespasser gameObject
---@field isScanned Bool
---@field isInsideA Bool
---@field isInsideB Bool
---@field isInsideScanner Bool
---@field areaStack CName[]
TrespasserEntry = {}

---@return TrespasserEntry
function TrespasserEntry.new() return end

---@param props table
---@return TrespasserEntry
function TrespasserEntry.new(props) return end

---@class TriggerAttackByChanceEffector : gameEffector
---@field attackTDBID TweakDBID
---@field chance Float
---@field statType gamedataStatType
---@field ownerID entEntityID
---@field statListener TriggerAttackByChanceStatListener
---@field statBasedChance Float
TriggerAttackByChanceEffector = {}

---@return TriggerAttackByChanceEffector
function TriggerAttackByChanceEffector.new() return end

---@param props table
---@return TriggerAttackByChanceEffector
function TriggerAttackByChanceEffector.new(props) return end

---@param owner gameObject
function TriggerAttackByChanceEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerAttackByChanceEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function TriggerAttackByChanceEffector:InitializeStatListener(owner) return end

---@param owner gameObject
function TriggerAttackByChanceEffector:RepeatedAction(owner) return end

function TriggerAttackByChanceEffector:Uninitialize() return end

function TriggerAttackByChanceEffector:UninitializeStatListener() return end

---@class TriggerAttackByChanceStatListener : gameScriptStatsListener
---@field effector TriggerAttackByChanceEffector
TriggerAttackByChanceStatListener = {}

---@return TriggerAttackByChanceStatListener
function TriggerAttackByChanceStatListener.new() return end

---@param props table
---@return TriggerAttackByChanceStatListener
function TriggerAttackByChanceStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function TriggerAttackByChanceStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class TriggerAttackEffectorWithDelay : redEvent
---@field attack gameAttack_GameEffect
TriggerAttackEffectorWithDelay = {}

---@return TriggerAttackEffectorWithDelay
function TriggerAttackEffectorWithDelay.new() return end

---@param props table
---@return TriggerAttackEffectorWithDelay
function TriggerAttackEffectorWithDelay.new(props) return end

---@class TriggerAttackOnAttackEffect : ModifyAttackEffector
---@field owner gameObject
---@field attack gameAttack_GameEffect
---@field attackTDBID TweakDBID
---@field target gameObject
---@field attackPositionSlotName CName
---@field playerAsInstigator Bool
---@field triggerHitReaction Bool
---@field isRandom Bool
---@field applicationChance Float
---@field useHitPosition Bool
TriggerAttackOnAttackEffect = {}

---@return TriggerAttackOnAttackEffect
function TriggerAttackOnAttackEffect.new() return end

---@param props table
---@return TriggerAttackOnAttackEffect
function TriggerAttackOnAttackEffect.new(props) return end

---@param owner gameObject
function TriggerAttackOnAttackEffect:ActionOn(owner) return end

---@param obj gameObject
---@return Vector4
function TriggerAttackOnAttackEffect:GetAttackPosition(obj) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerAttackOnAttackEffect:Initialize(record, parentRecord) return end

---@param owner gameObject
function TriggerAttackOnAttackEffect:RepeatedAction(owner) return end

---@class TriggerAttackOnNearbyEnemiesEffector : gameEffector
---@field owner gameObject
---@field attackRecord gamedataAttack_Record
---@field targetHowManyEnemies Int32
---@field targetMaxDistance Float
---@field targetMinDistance Float
---@field gameInstance ScriptGameInstance
---@field playVFXOnHitTargets CName
---@field statusEffectRecord gamedataStatusEffect_Record
---@field enemySlotTransform CName
TriggerAttackOnNearbyEnemiesEffector = {}

---@return TriggerAttackOnNearbyEnemiesEffector
function TriggerAttackOnNearbyEnemiesEffector.new() return end

---@param props table
---@return TriggerAttackOnNearbyEnemiesEffector
function TriggerAttackOnNearbyEnemiesEffector.new(props) return end

---@param owner gameObject
function TriggerAttackOnNearbyEnemiesEffector:ActionOn(owner) return end

---@param attackData gamedamageAttackData
function TriggerAttackOnNearbyEnemiesEffector:AddHitFlags(attackData) return end

---@param spatialQueriesSystem gameSpatialQueriesSystem
---@param hitPosition1 Vector4
---@param hitPosition2 Vector4
---@return Bool
function TriggerAttackOnNearbyEnemiesEffector:CanRaycastBetweenTwoPositions(spatialQueriesSystem, hitPosition1, hitPosition2) return end

---@param hitevent gameeventsHitEvent
---@param threats entEntity[]
---@return ScriptedPuppet[]
function TriggerAttackOnNearbyEnemiesEffector:GetClosestEnemies(hitevent, threats) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerAttackOnNearbyEnemiesEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function TriggerAttackOnNearbyEnemiesEffector:RepeatedAction(owner) return end

---@param hitevent gameeventsHitEvent
---@param closestEnemies ScriptedPuppet[]
function TriggerAttackOnNearbyEnemiesEffector:SendEffectAndDamageToEnemies(hitevent, closestEnemies) return end

---@param hitevent gameeventsHitEvent
---@param enemy ScriptedPuppet
---@param enemyHitWorldPosition Vector4
function TriggerAttackOnNearbyEnemiesEffector:SendHitEvent(hitevent, enemy, enemyHitWorldPosition) return end

---@class TriggerAttackOnOwnerEffect : gameEffector
---@field owner gameObject
---@field attackTDBID TweakDBID
---@field attackPositionSlotName CName
---@field playerAsInstigator Bool
---@field triggerHitReaction Bool
---@field isRandom Bool
---@field applicationChance Float
TriggerAttackOnOwnerEffect = {}

---@return TriggerAttackOnOwnerEffect
function TriggerAttackOnOwnerEffect.new() return end

---@param props table
---@return TriggerAttackOnOwnerEffect
function TriggerAttackOnOwnerEffect.new(props) return end

---@param owner gameObject
function TriggerAttackOnOwnerEffect:ActionOn(owner) return end

---@param obj gameObject
---@return Vector4
function TriggerAttackOnOwnerEffect:GetAttackPosition(obj) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerAttackOnOwnerEffect:Initialize(record, parentRecord) return end

---@param owner gameObject
function TriggerAttackOnOwnerEffect:RepeatedAction(owner) return end

---@class TriggerAttackOnTargetEffect : HitEventEffector
---@field owner gameObject
---@field attack gameAttack_GameEffect
---@field attackTDBID TweakDBID
---@field target gameObject
---@field attackPositionSlotName CName
---@field playerAsInstigator Bool
---@field triggerHitReaction Bool
---@field isRandom Bool
---@field applicationChance Float
TriggerAttackOnTargetEffect = {}

---@return TriggerAttackOnTargetEffect
function TriggerAttackOnTargetEffect.new() return end

---@param props table
---@return TriggerAttackOnTargetEffect
function TriggerAttackOnTargetEffect.new(props) return end

---@param owner gameObject
function TriggerAttackOnTargetEffect:ActionOn(owner) return end

---@param obj gameObject
---@return Vector4
function TriggerAttackOnTargetEffect:GetAttackPosition(obj) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerAttackOnTargetEffect:Initialize(record, parentRecord) return end

---@param owner gameObject
function TriggerAttackOnTargetEffect:RepeatedAction(owner) return end

---@class TriggerCombatAgainstStimTarget : AIbehaviortaskScript
TriggerCombatAgainstStimTarget = {}

---@return TriggerCombatAgainstStimTarget
function TriggerCombatAgainstStimTarget.new() return end

---@param props table
---@return TriggerCombatAgainstStimTarget
function TriggerCombatAgainstStimTarget.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TriggerCombatAgainstStimTarget:Activate(context) return end

---@class TriggerCombatReaction : AIbehaviortaskScript
TriggerCombatReaction = {}

---@return TriggerCombatReaction
function TriggerCombatReaction.new() return end

---@param props table
---@return TriggerCombatReaction
function TriggerCombatReaction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TriggerCombatReaction:Deactivate(context) return end

---@class TriggerContinuousAttackEffector : gameContinuousEffector
---@field owner gameObject
---@field attackTDBID TweakDBID
---@field attack gameAttack_GameEffect
---@field delayTime Float
---@field timeDilationDriver gamedataEffectorTimeDilationDriver
TriggerContinuousAttackEffector = {}

---@return TriggerContinuousAttackEffector
function TriggerContinuousAttackEffector.new() return end

---@param props table
---@return TriggerContinuousAttackEffector
function TriggerContinuousAttackEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function TriggerContinuousAttackEffector:ContinuousAction(owner, instigator) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerContinuousAttackEffector:Initialize(record, parentRecord) return end

function TriggerContinuousAttackEffector:Uninitialize() return end

---@class TriggerDelayedReactionEvent : DelayedCrowdReactionEvent
---@field initAnim Bool
---@field behavior gamedataOutput
TriggerDelayedReactionEvent = {}

---@return TriggerDelayedReactionEvent
function TriggerDelayedReactionEvent.new() return end

---@param props table
---@return TriggerDelayedReactionEvent
function TriggerDelayedReactionEvent.new(props) return end

---@class TriggerFearRunningVO : AIbehaviortaskScript
TriggerFearRunningVO = {}

---@return TriggerFearRunningVO
function TriggerFearRunningVO.new() return end

---@param props table
---@return TriggerFearRunningVO
function TriggerFearRunningVO.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TriggerFearRunningVO:Activate(context) return end

---@class TriggerHackingMinigameEffector : gameEffector
---@field owner gameObject
---@field listener redCallbackObject
---@field item ItemID
---@field reward TweakDBID
---@field journalEntry String
---@field fact CName
---@field factValue Int32
---@field showPopup Bool
---@field returnToJournal Bool
TriggerHackingMinigameEffector = {}

---@return TriggerHackingMinigameEffector
function TriggerHackingMinigameEffector.new() return end

---@param props table
---@return TriggerHackingMinigameEffector
function TriggerHackingMinigameEffector.new(props) return end

---@param value Int32
---@return Bool
function TriggerHackingMinigameEffector:OnItemCracked(value) return end

---@param owner gameObject
function TriggerHackingMinigameEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function TriggerHackingMinigameEffector:Initialize(record, parentRecord) return end

function TriggerHackingMinigameEffector:Uninitialize() return end

---@class TriggerModeHitPrereqCondition : BaseHitPrereqCondition
---@field triggerMode gamedataTriggerMode
TriggerModeHitPrereqCondition = {}

---@return TriggerModeHitPrereqCondition
function TriggerModeHitPrereqCondition.new() return end

---@param props table
---@return TriggerModeHitPrereqCondition
function TriggerModeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function TriggerModeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function TriggerModeHitPrereqCondition:SetData(recordID) return end

---@class TriggerModeLogicController : inkWidgetLogicController
TriggerModeLogicController = {}

---@param value gamedataTriggerMode_Record
function TriggerModeLogicController:OnTriggerModeChanged(value) return end

---@class TriggerNotifier_BarbedWire : entTriggerNotifier_Script
---@field attackType TweakDBID
TriggerNotifier_BarbedWire = {}

---@return TriggerNotifier_BarbedWire
function TriggerNotifier_BarbedWire.new() return end

---@param props table
---@return TriggerNotifier_BarbedWire
function TriggerNotifier_BarbedWire.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function TriggerNotifier_BarbedWire:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function TriggerNotifier_BarbedWire:OnAreaExit(evt) return end

---@return CName
function TriggerNotifier_BarbedWire:GetInstanceClassName() return end

---@class TriggerNotifier_BarbedWireInstance : entTriggerNotifier_ScriptInstance
TriggerNotifier_BarbedWireInstance = {}

---@return TriggerNotifier_BarbedWireInstance
function TriggerNotifier_BarbedWireInstance.new() return end

---@param props table
---@return TriggerNotifier_BarbedWireInstance
function TriggerNotifier_BarbedWireInstance.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function TriggerNotifier_BarbedWireInstance:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function TriggerNotifier_BarbedWireInstance:OnAreaExit(evt) return end

---@param activator gameObject
---@return Bool
function TriggerNotifier_BarbedWireInstance:CanAttackActivator(activator) return end

---@param attackRecord TweakDBID|string
---@param target gameObject
function TriggerNotifier_BarbedWireInstance:DoAttack(attackRecord, target) return end

---@class TriggerPanicDrivingEvent : redEvent
TriggerPanicDrivingEvent = {}

---@return TriggerPanicDrivingEvent
function TriggerPanicDrivingEvent.new() return end

---@param props table
---@return TriggerPanicDrivingEvent
function TriggerPanicDrivingEvent.new(props) return end

---@class TriggerPlayerAreaCheck : redEvent
TriggerPlayerAreaCheck = {}

---@return TriggerPlayerAreaCheck
function TriggerPlayerAreaCheck.new() return end

---@param props table
---@return TriggerPlayerAreaCheck
function TriggerPlayerAreaCheck.new(props) return end

---@class TriggerVehicleRemoteControlEvent : redEvent
---@field enable Bool
---@field shouldUnseatPassengers Bool
---@field shouldModifyInteractionState Bool
TriggerVehicleRemoteControlEvent = {}

---@return TriggerVehicleRemoteControlEvent
function TriggerVehicleRemoteControlEvent.new() return end

---@param props table
---@return TriggerVehicleRemoteControlEvent
function TriggerVehicleRemoteControlEvent.new(props) return end

---@class TriggerVolumeOperationTriggerData : DeviceOperationTriggerData
---@field isActivatorPlayer Bool
---@field isActivatorNPC Bool
---@field canNPCBeDead Bool
---@field componentName CName
---@field operationType ETriggerOperationType
TriggerVolumeOperationTriggerData = {}

---@return TriggerVolumeOperationTriggerData
function TriggerVolumeOperationTriggerData.new() return end

---@param props table
---@return TriggerVolumeOperationTriggerData
function TriggerVolumeOperationTriggerData.new(props) return end

---@class TriggerVolumeOperations : DeviceOperations
---@field triggerVolumeOperations STriggerVolumeOperationData[]
TriggerVolumeOperations = {}

---@return TriggerVolumeOperations
function TriggerVolumeOperations.new() return end

---@param props table
---@return TriggerVolumeOperations
function TriggerVolumeOperations.new(props) return end

---@param operationID Int32
function TriggerVolumeOperations:ClearDelayIdOnOperation(operationID) return end

---@param componentName CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function TriggerVolumeOperations:ExecuteOperation(componentName, owner, activator, operationType) return end

---@param index Int32
---@return Bool
function TriggerVolumeOperations:IsOperationEnabled(index) return end

---@param ri entEntityRequestComponentsInterface
function TriggerVolumeOperations:RequestComponents(ri) return end

---@param componentName CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
function TriggerVolumeOperations:RestoreOperation(componentName, owner, activator, operationType) return end

---@param delayId gameDelayID
---@param operationID Int32
function TriggerVolumeOperations:SetDelayIdOnOperation(delayId, operationID) return end

---@param ri entEntityResolveComponentsInterface
function TriggerVolumeOperations:TakeControl(ri) return end

---@param enable Bool
---@param index Int32
function TriggerVolumeOperations:ToggleOperation(enable, index) return end

---@class TriggerVolumeOperationsTrigger : DeviceOperationsTrigger
---@field triggerData TriggerVolumeOperationTriggerData
TriggerVolumeOperationsTrigger = {}

---@return TriggerVolumeOperationsTrigger
function TriggerVolumeOperationsTrigger.new() return end

---@param props table
---@return TriggerVolumeOperationsTrigger
function TriggerVolumeOperationsTrigger.new(props) return end

---@param componentName CName|string
---@param owner gameObject
---@param activator gameObject
---@param operationType ETriggerOperationType
---@param container DeviceOperationsContainer
function TriggerVolumeOperationsTrigger:EvaluateTrigger(componentName, owner, activator, operationType, container) return end

---@class TryDeactivatePreventionByMask : gameEffector
TryDeactivatePreventionByMask = {}

---@return TryDeactivatePreventionByMask
function TryDeactivatePreventionByMask.new() return end

---@param props table
---@return TryDeactivatePreventionByMask
function TryDeactivatePreventionByMask.new(props) return end

---@param owner gameObject
function TryDeactivatePreventionByMask:ActionOn(owner) return end

---@param owner gameObject
function TryDeactivatePreventionByMask:ProcessAction(owner) return end

---@class TryQueueEventToMountPoliceToVehicle : PreventionConditionAbstract
TryQueueEventToMountPoliceToVehicle = {}

---@return TryQueueEventToMountPoliceToVehicle
function TryQueueEventToMountPoliceToVehicle.new() return end

---@param props table
---@return TryQueueEventToMountPoliceToVehicle
function TryQueueEventToMountPoliceToVehicle.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function TryQueueEventToMountPoliceToVehicle:Check(context) return end

---@class TryResetPreventionFreeArea : gameScriptableSystemRequest
TryResetPreventionFreeArea = {}

---@return TryResetPreventionFreeArea
function TryResetPreventionFreeArea.new() return end

---@param props table
---@return TryResetPreventionFreeArea
function TryResetPreventionFreeArea.new(props) return end

---@return String
function TryResetPreventionFreeArea:GetFriendlyDesctiption() return end

---@class TryStopMovingOnTrafficLane : AIbehaviortaskScript
TryStopMovingOnTrafficLane = {}

---@return TryStopMovingOnTrafficLane
function TryStopMovingOnTrafficLane.new() return end

---@param props table
---@return TryStopMovingOnTrafficLane
function TryStopMovingOnTrafficLane.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TryStopMovingOnTrafficLane:Activate(context) return end

---@class TurnOffPsychoSquadAvCammo : AIbehaviortaskScript
TurnOffPsychoSquadAvCammo = {}

---@return TurnOffPsychoSquadAvCammo
function TurnOffPsychoSquadAvCammo.new() return end

---@param props table
---@return TurnOffPsychoSquadAvCammo
function TurnOffPsychoSquadAvCammo.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TurnOffPsychoSquadAvCammo:Activate(context) return end

---@class TurnOffPsychoSquadAvCammoEvent : gameScriptableSystemRequest
---@field go gameObject
TurnOffPsychoSquadAvCammoEvent = {}

---@return TurnOffPsychoSquadAvCammoEvent
function TurnOffPsychoSquadAvCammoEvent.new() return end

---@param props table
---@return TurnOffPsychoSquadAvCammoEvent
function TurnOffPsychoSquadAvCammoEvent.new(props) return end

---@class TurnOnImmediatePsychoSquadAvCammo : AIbehaviortaskScript
TurnOnImmediatePsychoSquadAvCammo = {}

---@return TurnOnImmediatePsychoSquadAvCammo
function TurnOnImmediatePsychoSquadAvCammo.new() return end

---@param props table
---@return TurnOnImmediatePsychoSquadAvCammo
function TurnOnImmediatePsychoSquadAvCammo.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TurnOnImmediatePsychoSquadAvCammo:Activate(context) return end

---@class TurnOnVisibilitySenseComponent : redEvent
TurnOnVisibilitySenseComponent = {}

---@return TurnOnVisibilitySenseComponent
function TurnOnVisibilitySenseComponent.new() return end

---@param props table
---@return TurnOnVisibilitySenseComponent
function TurnOnVisibilitySenseComponent.new(props) return end

---@class TurretBeginDecisions : TurretTransition
TurretBeginDecisions = {}

---@return TurretBeginDecisions
function TurretBeginDecisions.new() return end

---@param props table
---@return TurretBeginDecisions
function TurretBeginDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function TurretBeginDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class TurretBeginEvents : TurretTransition
---@field stateMachineInitData TurretInitData
TurretBeginEvents = {}

---@return TurretBeginEvents
function TurretBeginEvents.new() return end

---@param props table
---@return TurretBeginEvents
function TurretBeginEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TurretBeginEvents:OnEnter(stateContext, scriptInterface) return end

---@class TurretBurstShootingDelayEvent : redEvent
TurretBurstShootingDelayEvent = {}

---@return TurretBurstShootingDelayEvent
function TurretBurstShootingDelayEvent.new() return end

---@param props table
---@return TurretBurstShootingDelayEvent
function TurretBurstShootingDelayEvent.new(props) return end

---@class TurretEndDecisions : TurretTransition
TurretEndDecisions = {}

---@return TurretEndDecisions
function TurretEndDecisions.new() return end

---@param props table
---@return TurretEndDecisions
function TurretEndDecisions.new(props) return end

---@class TurretEndEvents : TurretTransition
TurretEndEvents = {}

---@return TurretEndEvents
function TurretEndEvents.new() return end

---@param props table
---@return TurretEndEvents
function TurretEndEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TurretEndEvents:OnEnter(stateContext, scriptInterface) return end

---@class TurretInitData : IScriptable
---@field turret gameObject
TurretInitData = {}

---@return TurretInitData
function TurretInitData.new() return end

---@param props table
---@return TurretInitData
function TurretInitData.new(props) return end

---@class TurretRipOffDecisions : TurretTransition
TurretRipOffDecisions = {}

---@return TurretRipOffDecisions
function TurretRipOffDecisions.new() return end

---@param props table
---@return TurretRipOffDecisions
function TurretRipOffDecisions.new(props) return end

---@class TurretRipOffEvents : TurretTransition
---@field stateMachineInitData TurretInitData
TurretRipOffEvents = {}

---@return TurretRipOffEvents
function TurretRipOffEvents.new() return end

---@param props table
---@return TurretRipOffEvents
function TurretRipOffEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function TurretRipOffEvents:OnEnter(stateContext, scriptInterface) return end

---@class TurretShootingIntervalEvent : redEvent
TurretShootingIntervalEvent = {}

---@return TurretShootingIntervalEvent
function TurretShootingIntervalEvent.new() return end

---@param props table
---@return TurretShootingIntervalEvent
function TurretShootingIntervalEvent.new(props) return end

---@class TurretTransition : DefaultTransition
TurretTransition = {}

---@param turret gameObject
---@param activator gameObject
---@param freeCamera Bool
---@param componentName CName|string
---@param deviceData CName|string
function TurretTransition:EnterWorkspot(turret, activator, freeCamera, componentName, deviceData) return end

---@param initData TurretInitData
---@return gameweaponObject
function TurretTransition:GetTurretEquippedWeapon(initData) return end

---@class TutorialMainController : gameuiWidgetGameController
---@field instructionPanel inkWidgetReference
---@field instructionDesc inkTextWidgetReference
---@field pointer inkWidgetReference
---@field tutorialActive Bool
---@field currentTutorialStep TutorialStep
TutorialMainController = {}

---@return TutorialMainController
function TutorialMainController.new() return end

---@param props table
---@return TutorialMainController
function TutorialMainController.new(props) return end

---@return Bool
function TutorialMainController:OnInitialize() return end

---@return Bool
function TutorialMainController:OnUnitialize() return end

function TutorialMainController:CompleteTutorial() return end

---@return Bool
function TutorialMainController:IsTutorialActive() return end

function TutorialMainController:StartTutorial() return end

---@param step TutorialStep
function TutorialMainController:UpdateTutorialStep(step) return end

---@class TutorialPopupData : inkGameNotificationData
---@field closeAtInput Bool
---@field pauseGame Bool
---@field isModal Bool
---@field position gamePopupPosition
---@field margin inkMargin
---@field imageId TweakDBID
---@field title String
---@field message String
---@field messageOverrideDataList gameJournalEntryOverrideData[]
---@field videoType gameVideoType
---@field video redResourceReferenceScriptToken
TutorialPopupData = {}

---@return TutorialPopupData
function TutorialPopupData.new() return end

---@param props table
---@return TutorialPopupData
function TutorialPopupData.new(props) return end

---@class TutorialPopupDisplayController : inkWidgetLogicController
---@field title inkTextWidgetReference
---@field message inkTextWidgetReference
---@field image inkImageWidgetReference
---@field video_1360x768 inkVideoWidgetReference
---@field video_1024x576 inkVideoWidgetReference
---@field video_1280x720 inkVideoWidgetReference
---@field video_720x405 inkVideoWidgetReference
---@field inputHint inkWidgetReference
---@field data TutorialPopupData
TutorialPopupDisplayController = {}

---@return TutorialPopupDisplayController
function TutorialPopupDisplayController.new() return end

---@param props table
---@return TutorialPopupDisplayController
function TutorialPopupDisplayController.new(props) return end

---@param videoWidget inkVideoWidgetReference
---@param video redResourceReferenceScriptToken
function TutorialPopupDisplayController:PlayVideo(videoWidget, video) return end

---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function TutorialPopupDisplayController:Refresh(inputDevice, inputScheme) return end

---@param data TutorialPopupData
---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function TutorialPopupDisplayController:SetData(data, inputDevice, inputScheme) return end

---@param videoType gameVideoType
---@param video redResourceReferenceScriptToken
function TutorialPopupDisplayController:SetVideoData(videoType, video) return end

---@param inputDevice inputESimplifiedInputDevice
---@param inputScheme inputEInputScheme
function TutorialPopupDisplayController:UpdateMessage(inputDevice, inputScheme) return end

---@class TutorialStep
---@field description String
---@field showPointer Bool
---@field pointerRotation Float
---@field pointerXPos Float
---@field pointerYPos Float
---@field allowedActions CName[]
TutorialStep = {}

---@return TutorialStep
function TutorialStep.new() return end

---@param props table
---@return TutorialStep
function TutorialStep.new(props) return end

---@class TvChannelSpawnData : IScriptable
---@field channelName CName
---@field localizedName String
---@field order Int32
TvChannelSpawnData = {}

---@return TvChannelSpawnData
function TvChannelSpawnData.new() return end

---@param props table
---@return TvChannelSpawnData
function TvChannelSpawnData.new(props) return end

---@param channelName CName|string
---@param localizedName String
---@param order Int32
function TvChannelSpawnData:Initialize(channelName, localizedName, order) return end

---@class TvDeviceWidgetController : DeviceWidgetControllerBase
---@field videoWidget inkVideoWidgetReference
---@field globalTVChannelSlot inkBasePanelWidgetReference
---@field messegeWidget inkTextWidgetReference
---@field messageBackgroundWidget inkLeafWidgetReference
---@field globalTVChannel inkWidget
---@field activeVideo redResourceReferenceScriptToken
TvDeviceWidgetController = {}

---@return TvDeviceWidgetController
function TvDeviceWidgetController.new() return end

---@param props table
---@return TvDeviceWidgetController
function TvDeviceWidgetController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function TvDeviceWidgetController:OnGLobalChannelSpawned(widget, userData) return end

---@param colorArray Int32[]
---@return Color
function TvDeviceWidgetController:GetColorFromArray(colorArray) return end

---@param messageID TweakDBID|string
---@return gamedataScreenMessageData_Record
function TvDeviceWidgetController:GetMessageRecord(messageID) return end

function TvDeviceWidgetController:HideGlobalTVChannel() return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SDeviceWidgetPackage
function TvDeviceWidgetController:Initialize(gameController, widgetData) return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
function TvDeviceWidgetController:PlayVideo(videoPath, looped) return end

---@param index Int32
---@param gameController DeviceInkGameControllerBase
function TvDeviceWidgetController:RegisterTvChannel(index, gameController) return end

---@param data TvDeviceWidgetCustomData
---@param widgetData SDeviceWidgetPackage
---@param gameController DeviceInkGameControllerBase
function TvDeviceWidgetController:ResolveChannelData(data, widgetData, gameController) return end

---@param record gamedataScreenMessageData_Record
function TvDeviceWidgetController:ResolveMessegeRecord(record) return end

---@param imageWidget inkImageWidget
---@param textureID TweakDBID|string
function TvDeviceWidgetController:SetBackgroundTexture(imageWidget, textureID) return end

---@param imageWidget inkImageWidget
---@param textureRecord gamedataUIIcon_Record
function TvDeviceWidgetController:SetBackgroundTexture(imageWidget, textureRecord) return end

---@param imageWidgetRef inkImageWidgetReference
---@param textureRecord gamedataUIIcon_Record
function TvDeviceWidgetController:SetBackgroundTexture(imageWidgetRef, textureRecord) return end

function TvDeviceWidgetController:ShowGlobalTVChannel() return end

---@param gameController DeviceInkGameControllerBase
---@param channelRecord gamedataChannelData_Record
---@param libraryPath redResourceReferenceScriptToken
function TvDeviceWidgetController:SpawnGlobalTVChannelWidget(gameController, channelRecord, libraryPath) return end

function TvDeviceWidgetController:StopVideo() return end

---@class TvDeviceWidgetCustomData : WidgetCustomData
---@field videoPath redResourceReferenceScriptToken
---@field channelID TweakDBID
---@field messageRecordID TweakDBID
---@field looped Bool
TvDeviceWidgetCustomData = {}

---@return TvDeviceWidgetCustomData
function TvDeviceWidgetCustomData.new() return end

---@param props table
---@return TvDeviceWidgetCustomData
function TvDeviceWidgetCustomData.new(props) return end

---@class TvInkGameController : DeviceInkGameControllerBase
---@field defaultUI inkCanvasWidget
---@field securedUI inkCanvasWidget
---@field channellTextWidget inkTextWidget
---@field securedTextWidget inkTextWidget
---@field mainDisplayWidget inkVideoWidget
---@field actionsList inkWidget
---@field activeChannelIDX Int32
---@field activeSequence SequenceVideo[]
---@field activeSequenceVideo Int32
---@field globalTVChannels inkWidget[]
---@field messegeWidget inkTextWidget
---@field backgroundWidget inkLeafWidget
---@field previousGlobalTVChannelID Int32
---@field globalTVchanellsCount Int32
---@field globalTVchanellsSpawned Int32
---@field globalTVslot inkWidget
---@field activeAudio CName
---@field activeMessage gamedataScreenMessageData_Record
---@field onChangeChannelListener redCallbackObject
---@field onGlitchingStateChangedListener redCallbackObject
TvInkGameController = {}

---@return TvInkGameController
function TvInkGameController.new() return end

---@param props table
---@return TvInkGameController
function TvInkGameController.new(props) return end

---@param value Int32
---@return Bool
function TvInkGameController:OnChangeChannel(value) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function TvInkGameController:OnGLobalChannelSpawned(widget, userData) return end

---@param e inkCallbackData
---@return Bool
function TvInkGameController:OnMessageTextureCallback(e) return end

---@return Bool
function TvInkGameController:OnUninitialize() return end

---@param target inkVideoWidget
---@return Bool
function TvInkGameController:OnVideoFinished(target) return end

---@param colorArray Int32[]
---@return Color
function TvInkGameController:GetColorFromArray(colorArray) return end

---@return inkWidget
function TvInkGameController:GetGlobalTVSlot() return end

---@param messageID TweakDBID|string
---@return gamedataScreenMessageData_Record
function TvInkGameController:GetMessageRecord(messageID) return end

---@return TV
function TvInkGameController:GetOwner() return end

function TvInkGameController:HideAllGlobalTVChannels() return end

---@param channelID TweakDBID|string
function TvInkGameController:HideGlobalTVChannel(channelID) return end

function TvInkGameController:InitializeGlobalTV() return end

---@param channel STvChannel
---@return Bool
function TvInkGameController:IsGlobalTVChannel(channel) return end

---@return Bool
function TvInkGameController:IsGlobalTVInitialized() return end

---@param videoPath redResourceReferenceScriptToken
---@param looped Bool
---@param audioEvent CName|string
function TvInkGameController:PlayVideo(videoPath, looped, audioEvent) return end

---@param state EDeviceStatus
function TvInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function TvInkGameController:RegisterBlackboardCallbacks(blackboard) return end

---@param id Int32
function TvInkGameController:RegisterTvChannel(id) return end

---@param record gamedataScreenMessageData_Record
function TvInkGameController:ResolveMessegeRecord(record) return end

---@param value Int32
---@param force Bool
function TvInkGameController:SelectChannel(value, force) return end

---@param imageWidget inkImageWidget
---@param textureID TweakDBID|string
function TvInkGameController:SetBackgroundTexture(imageWidget, textureID) return end

---@param imageWidget inkImageWidget
---@param textureRecord gamedataUIIcon_Record
function TvInkGameController:SetBackgroundTexture(imageWidget, textureRecord) return end

---@param imageWidgetRef inkImageWidgetReference
---@param textureRecord gamedataUIIcon_Record
function TvInkGameController:SetBackgroundTexture(imageWidgetRef, textureRecord) return end

---@param channelName String
function TvInkGameController:SetChannellText(channelName) return end

---@param text String
function TvInkGameController:SetSecuredText(text) return end

function TvInkGameController:SetupWidgets() return end

---@param channelID TweakDBID|string
---@return Bool
function TvInkGameController:ShowGlobalTVChannel(channelID) return end

---@param glitchData GlitchData
function TvInkGameController:StartGlitchingScreen(glitchData) return end

function TvInkGameController:StopGlitchingScreen() return end

function TvInkGameController:StopVideo() return end

function TvInkGameController:TurnOff() return end

function TvInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function TvInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@return Bool
function TvInkGameController:WasGlobalTVinitalizationTrigered() return end

---@class TweakAIAction : TweakAIActionAbstract
---@field record TweakDBID
TweakAIAction = {}

---@return TweakAIAction
function TweakAIAction.new() return end

---@param props table
---@return TweakAIAction
function TweakAIAction.new(props) return end

---@return TweakDBID
function TweakAIAction:Debug_GetBaseActionId() return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Bool
function TweakAIAction:GetActionRecord(context, actionDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function TweakAIAction:GetDescription(context) return end

---@return String
function TweakAIAction:GetFriendlyName() return end

---@class TweakAIActionAbstract : AIbehaviortaskScript
---@field actionRecord gamedataAIAction_Record
---@field actionDebugName String
---@field actionActivationTimeStamp Float
---@field startActionTimeStamp Float
---@field hasGracefulInterruptionConditions Bool
---@field gracefulInterruptionCheckRandomizedInterval Float
---@field gracefullyInterrupted Bool
---@field actionPhase EAIActionPhase
---@field phaseRecord gamedataAIActionPhase_Record
---@field nextPhaseConditionCount Int32
---@field repeatPhaseConditionCount Int32
---@field phaseActivationTimeStamp Float
---@field phaseConditionSuccessfulCheckTimeStamp Float
---@field phaseConditionCheckTimeStamp Float
---@field phaseConditionCheckRandomizedInterval Float
---@field phaseIteration Uint32
---@field phaseDuration Float
---@field phaseAnimationDuration Float
---@field lookatEvents entLookAtAddEvent[]
---@field movePolicy movePolicies
---@field generalSubActionsResults AIbehaviorUpdateOutcome[]
---@field phaseSubActionsResults AIbehaviorUpdateOutcome[]
---@field phaseSubActionsCount Int32
---@field phaseForceZeroUpdateInterval Bool
---@field generalSubActionsCount Int32
---@field repeatPhaseConditionsCount Int32
---@field tickForActionDurationOnly Bool
---@field tickForActionDurationActivePhase EAIActionPhase
---@field hasTicketDeactivationConditions Bool
---@field isActionImmediate Bool
---@field lookatActivated Bool
---@field ticketsCommited Bool
---@field ticketsAcknowledged Bool
---@field failureStatus Bool
---@field animationLoaded Bool
---@field initializedAfterActivation Bool
---@field shouldCallGetActionRecordAgain Bool
TweakAIActionAbstract = {}

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActionUpdateIntervalCheck(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateAnimData(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateAnimationWrapperOverrides(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateGeneralSubActions(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateLoopSubActions(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateRecoverySubActions(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ActivateStartupSubActions(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param phaseDurationFromAnimSlot Float
function TweakAIActionAbstract:CalculatePhaseDuration(context, phaseDurationFromAnimSlot) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ChangeNPCState(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param newPhase EAIActionPhase
---@return Bool
function TweakAIActionAbstract:ChangePhaseTo(context, newPhase) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:ChangeToNextPhase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param status AIbehaviorCompletionStatus
function TweakAIActionAbstract:ChildCompleted(context, status) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:DeactivateAnimData(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:DeactivateAnimationWrapperOverrides(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
function TweakAIActionAbstract:DeactivateGeneralSubActions(context, duration) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:DeactivateLookat(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
function TweakAIActionAbstract:DeactivateLoopSubActions(context, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
function TweakAIActionAbstract:DeactivateRecoverySubActions(context, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
function TweakAIActionAbstract:DeactivateStartupSubActions(context, duration) return end

---@return TweakDBID
function TweakAIActionAbstract:Debug_GetBaseActionId() return end

---@return TweakDBID
function TweakAIActionAbstract:Debug_GetCompositeId() return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function TweakAIActionAbstract:GetActionDuration(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Bool
function TweakAIActionAbstract:GetActionRecord(context, actionDebugName) return end

---@return Float
function TweakAIActionAbstract:GetAllowBlendDuration() return end

---@param context AIbehaviorScriptExecutionContext
---@param animDirection gamedataAIActionAnimDirection_Record
---@return Float
function TweakAIActionAbstract:GetAnimDirection(context, animDirection) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_AIAction
function TweakAIActionAbstract:GetAnimFeature(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function TweakAIActionAbstract:GetDescription(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function TweakAIActionAbstract:GetPhaseDuration(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Float
function TweakAIActionAbstract:GetPhaseDurationWithoutFrameDelta(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param slideTarget gameObject
---@return gameActionAnimationSlideParams
function TweakAIActionAbstract:GetSlideParams(context, slideTarget) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, gameObject, gamedataTrackingMode
function TweakAIActionAbstract:GetSlideTarget(context) return end

---@return Float
function TweakAIActionAbstract:GetTotalActionDuration() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:HasTicketDeactivationCondition(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:Initialize(context) return end

---@return Bool
function TweakAIActionAbstract:IsActionImmediate() return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
function TweakAIActionAbstract:OnPhaseEnded(context, duration) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:OnPhaseStarted(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param animFeature animAnimFeature_AIAction
function TweakAIActionAbstract:PlayAnimationOnSlot(context, animFeature) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ReactOnAllPhaseSubActionsCompleted(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:RepeatPhase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:RequestGracefulInterruption(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:ResetNPCState(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:RetryGetActionRecord(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:SendAnimData(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param value Float
function TweakAIActionAbstract:SetAnimationWrapperOverrides(context, value) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionsOutcome AIbehaviorUpdateOutcome
---@param generalSubActionsOutcome AIbehaviorUpdateOutcome
function TweakAIActionAbstract:SetPhaseUpdateInterval(context, subActionsOutcome, generalSubActionsOutcome) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:StartActionTimeStamp(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionAbstract:StartCooldowns(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param stop Bool
function TweakAIActionAbstract:TrackCommands(context, stop) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionAbstract:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, AIbehaviorUpdateOutcome, Bool
function TweakAIActionAbstract:UpdateActivePhase(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
---@return AIbehaviorUpdateOutcome
function TweakAIActionAbstract:UpdateGeneralSubActions(context, duration) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
---@param subActionCount Int32
---@return AIbehaviorUpdateOutcome
function TweakAIActionAbstract:UpdateLoopSubActions(context, duration, subActionCount) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
---@param subActionCount Int32
---@return AIbehaviorUpdateOutcome
function TweakAIActionAbstract:UpdateRecoverySubActions(context, duration, subActionCount) return end

---@param context AIbehaviorScriptExecutionContext
---@param duration Float
---@param subActionCount Int32
---@return AIbehaviorUpdateOutcome
function TweakAIActionAbstract:UpdateStartupSubActions(context, duration, subActionCount) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome, AIbehaviorUpdateOutcome
function TweakAIActionAbstract:UpdateSubActions(context) return end

---@return Bool
function TweakAIActionAbstract:VerifyActionRecord() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionAbstract:WaitForAnimToLoad(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param value Int32
function TweakAIActionAbstract:WeaponOverride(context, value) return end

---@class TweakAIActionCondition : TweakAIActionConditionAbstract
---@field record TweakDBID
TweakAIActionCondition = {}

---@return TweakAIActionCondition
function TweakAIActionCondition.new() return end

---@param props table
---@return TweakAIActionCondition
function TweakAIActionCondition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record
function TweakAIActionCondition:GetActionRecord(context, actionDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function TweakAIActionCondition:GetDescription(context) return end

---@return String
function TweakAIActionCondition:GetFriendlyName() return end

---@class TweakAIActionConditionAbstract : AIbehaviorconditionScript
---@field actionRecord gamedataAIAction_Record
---@field actionDebugName String
TweakAIActionConditionAbstract = {}

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionConditionAbstract:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function TweakAIActionConditionAbstract:Check(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionConditionAbstract:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record
function TweakAIActionConditionAbstract:GetActionRecord(context, actionDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@return String
function TweakAIActionConditionAbstract:GetDescription(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionConditionAbstract:Initialize(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionConditionAbstract:StartInitCooldowns(context) return end

---@class TweakAIActionRecord : IScriptable
TweakAIActionRecord = {}

---@param context AIbehaviorScriptExecutionContext
---@param actionID TweakDBID|string
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record
function TweakAIActionRecord.GetActionRecord(context, actionID, actionDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@param selectorRecord gamedataAIActionSelector_Record
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Int32, Bool
function TweakAIActionRecord.GetActionRecordFromSelector(context, selectorRecord, actionDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@param sequenceRecord gamedataAIActionSequence_Record
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Int32, Bool
function TweakAIActionRecord.GetActionRecordFromSequence(context, sequenceRecord, actionDebugName) return end

---@param record TweakDBID|string
---@param debugStringName String
---@return Bool
function TweakAIActionRecord.GetDebugActionNameFromRecord(record, debugStringName) return end

---@param record TweakDBID|string
---@param nodeName String
---@return String
function TweakAIActionRecord.GetFriendlyName(record, nodeName) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool, gamedataItemType
function TweakAIActionRecord.GetHeldItemType(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param selectorID TweakDBID|string
---@param selectorDebugName String
---@return Bool, gamedataAIActionSelector_Record
function TweakAIActionRecord.GetSelectorRecord(context, selectorID, selectorDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@param sequenceID TweakDBID|string
---@param sequenceDebugName String
---@return Bool, gamedataAIActionSequence_Record
function TweakAIActionRecord.GetSequenceRecord(context, sequenceID, sequenceDebugName) return end

---@param context AIbehaviorScriptExecutionContext
---@param smartCompositeID TweakDBID|string
---@param smartCompositeDebugName String
---@return Bool, gamedataAIActionSmartComposite_Record
function TweakAIActionRecord.GetSmartCompositeRecord(context, smartCompositeID, smartCompositeDebugName) return end

---@param record TweakDBID|string
---@return Bool
function TweakAIActionRecord.IsArchetypeAction(record) return end

---@param smartCompositeRecord gamedataAIActionSmartComposite_Record
---@return Bool
function TweakAIActionRecord.IsSmartCompositeASelector(smartCompositeRecord) return end

---@param smartCompositeRecord gamedataAIActionSmartComposite_Record
---@return Bool
function TweakAIActionRecord.IsSmartCompositeASequence(smartCompositeRecord) return end

---@param selectorRecord gamedataAIActionSelector_Record
---@param nodeIterator Int32
---@return Bool
function TweakAIActionRecord.IsThisLastActionInSelector(selectorRecord, nodeIterator) return end

---@param sequenceRecord gamedataAIActionSequence_Record
---@param sequenceIterator Int32
---@return Bool
function TweakAIActionRecord.IsThisLastActionInSequence(sequenceRecord, sequenceIterator) return end

---@param smartCompositeRecord gamedataAIActionSmartComposite_Record
---@param iterator Int32
---@return Bool
function TweakAIActionRecord.IsThisLastActionInSmartComposite(smartCompositeRecord, iterator) return end

---@class TweakAIActionSelector : TweakAIActionAbstract
---@field selector TweakDBID
---@field selectorRecord gamedataAIActionSelector_Record
---@field nodeIterator Int32
TweakAIActionSelector = {}

---@return TweakAIActionSelector
function TweakAIActionSelector.new() return end

---@param props table
---@return TweakAIActionSelector
function TweakAIActionSelector.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionSelector:Deactivate(context) return end

---@return TweakDBID
function TweakAIActionSelector:Debug_GetBaseActionId() return end

---@return TweakDBID
function TweakAIActionSelector:Debug_GetCompositeId() return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Bool
function TweakAIActionSelector:GetActionRecord(context, actionDebugName) return end

---@return String
function TweakAIActionSelector:GetFriendlyName() return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSelector:RunNextAction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSelector:Update(context) return end

---@class TweakAIActionSequence : TweakAIActionAbstract
---@field sequence TweakDBID
---@field sequenceRecord gamedataAIActionSequence_Record
---@field sequenceIterator Int32
TweakAIActionSequence = {}

---@return TweakAIActionSequence
function TweakAIActionSequence.new() return end

---@param props table
---@return TweakAIActionSequence
function TweakAIActionSequence.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionSequence:Deactivate(context) return end

---@return TweakDBID
function TweakAIActionSequence:Debug_GetBaseActionId() return end

---@return TweakDBID
function TweakAIActionSequence:Debug_GetCompositeId() return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Bool
function TweakAIActionSequence:GetActionRecord(context, actionDebugName) return end

---@return String
function TweakAIActionSequence:GetFriendlyName() return end

function TweakAIActionSequence:ResetSequence() return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSequence:RunNextAction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSequence:Update(context) return end

---@class TweakAIActionSmartComposite : TweakAIActionAbstract
---@field smartComposite TweakDBID
---@field smartCompositeRecord gamedataAIActionSmartComposite_Record
---@field interruptionRequested Bool
---@field conditionSuccessfulCheckTimeStamp Float
---@field conditionCheckTimeStamp Float
---@field iteration Uint32
---@field nodeIterator Int32
---@field currentNodeIterator Int32
---@field currentNodeType ETweakAINodeType
---@field currentNode gamedataAINode_Record
TweakAIActionSmartComposite = {}

---@return TweakAIActionSmartComposite
function TweakAIActionSmartComposite.new() return end

---@param props table
---@return TweakAIActionSmartComposite
function TweakAIActionSmartComposite.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionSmartComposite:CheckGracefulInterruptionConditions(context) return end

---@param context AIbehaviorScriptExecutionContext
function TweakAIActionSmartComposite:Deactivate(context) return end

---@return TweakDBID
function TweakAIActionSmartComposite:Debug_GetBaseActionId() return end

---@return TweakDBID
function TweakAIActionSmartComposite:Debug_GetCompositeId() return end

---@param context AIbehaviorScriptExecutionContext
---@param actionDebugName String
---@return Bool, gamedataAIAction_Record, Bool
function TweakAIActionSmartComposite:GetActionRecord(context, actionDebugName) return end

---@return String
function TweakAIActionSmartComposite:GetFriendlyName() return end

---@param context AIbehaviorScriptExecutionContext
---@param smartCompositeID TweakDBID|string
---@param smartCompositeStringName String
---@return Bool, gamedataAIActionSmartComposite_Record
function TweakAIActionSmartComposite:GetSmartCompositeRecord(context, smartCompositeID, smartCompositeStringName) return end

function TweakAIActionSmartComposite:IncrementNodeIterator() return end

---@param smartCompositeRecord gamedataAIActionSmartComposite_Record
function TweakAIActionSmartComposite:RandomizeGracefulInterruptionConditionCheckInterval(smartCompositeRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSmartComposite:RepeatComposite(context) return end

function TweakAIActionSmartComposite:ResetComposite() return end

function TweakAIActionSmartComposite:ResetNodeIterator() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionSmartComposite:RunCurrentNodeNextAction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function TweakAIActionSmartComposite:RunNextNode(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function TweakAIActionSmartComposite:Update(context) return end

---@class TweakAISubAction : IScriptable
TweakAISubAction = {}

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@return Bool
function TweakAISubAction.Activate(context, subActionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@param duration Float
---@param interrupted Bool
function TweakAISubAction.Deactivate(context, subActionRecord, duration, interrupted) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@return Bool, Int32
function TweakAISubAction.GetAnimVariation(context, subActionRecord) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@param actionPhase EAIActionPhase
---@param baseDuration Float
---@return Bool, Float
function TweakAISubAction.GetPhaseDuration(context, subActionRecord, actionPhase, baseDuration) return end

---@param className CName|string
function TweakAISubAction.OnCantFindProperActivateMethod(className) return end

---@param className CName|string
function TweakAISubAction.OnCantFindProperDeactivateMethod(className) return end

---@param className CName|string
function TweakAISubAction.OnCantFindProperGetAnimVariationMethod(className) return end

---@param className CName|string
function TweakAISubAction.OnCantFindProperGetPhaseDurationnMethod(className) return end

---@param className CName|string
function TweakAISubAction.OnCantFindProperUpdateMethod(className) return end

---@param context AIbehaviorScriptExecutionContext
---@param subActionRecord gamedataAISubAction_Record
---@param duration Float
---@return AIbehaviorUpdateOutcome
function TweakAISubAction.Update(context, subActionRecord, duration) return end

---@class TweakDBResource : CResource
TweakDBResource = {}

---@return TweakDBResource
function TweakDBResource.new() return end

---@param props table
---@return TweakDBResource
function TweakDBResource.new(props) return end

---@class TwoHandedClubLookAtDecisions : LookAtPresetMeleeBaseDecisions
TwoHandedClubLookAtDecisions = {}

---@return TwoHandedClubLookAtDecisions
function TwoHandedClubLookAtDecisions.new() return end

---@param props table
---@return TwoHandedClubLookAtDecisions
function TwoHandedClubLookAtDecisions.new(props) return end

---@class TwoHandedClubLookAtEvents : LookAtPresetMeleeBaseEvents
TwoHandedClubLookAtEvents = {}

---@return TwoHandedClubLookAtEvents
function TwoHandedClubLookAtEvents.new() return end

---@param props table
---@return TwoHandedClubLookAtEvents
function TwoHandedClubLookAtEvents.new(props) return end

---@class TypeComparableItemsCache : IScriptable
---@field cache ItemComparableTypesCache
---@field items gameInventoryItemData[]
TypeComparableItemsCache = {}

---@return TypeComparableItemsCache
function TypeComparableItemsCache.new() return end

---@param props table
---@return TypeComparableItemsCache
function TypeComparableItemsCache.new(props) return end

---@class TypingDelayEvent : redEvent
---@field conversationHash Int32
---@field contactHash Int32
TypingDelayEvent = {}

---@return TypingDelayEvent
function TypingDelayEvent.new() return end

---@param props table
---@return TypingDelayEvent
function TypingDelayEvent.new(props) return end

---@class UIActionEvent : redEvent
---@field action gamedeviceAction
---@field executor gameObject
UIActionEvent = {}

---@return UIActionEvent
function UIActionEvent.new() return end

---@param props table
---@return UIActionEvent
function UIActionEvent.new(props) return end

---@class UIBuffInfo : gameuiBuffInfo
---@field isBuff Bool
UIBuffInfo = {}

---@return UIBuffInfo
function UIBuffInfo.new() return end

---@param props table
---@return UIBuffInfo
function UIBuffInfo.new(props) return end

---@class UIFunctionalTests : IScriptable
UIFunctionalTests = {}

---@return UIFunctionalTests
function UIFunctionalTests.new() return end

---@param props table
---@return UIFunctionalTests
function UIFunctionalTests.new(props) return end

function UIFunctionalTests:EnableExitGameAction() return end

function UIFunctionalTests:GetPlaybackFailInfo() return end

function UIFunctionalTests:GetPlaybackResult() return end

function UIFunctionalTests:HideHUD() return end

function UIFunctionalTests:IsInGameMenuVisible() return end

function UIFunctionalTests:IsMessageBoxVisible() return end

function UIFunctionalTests:IsPlaying() return end

function UIFunctionalTests:LockGameStatesTransitions() return end

function UIFunctionalTests:Play() return end

---@class UIGameDataDef : gamebbScriptDefinition
---@field BreachUIParams gamebbScriptID_Variant
---@field InteractionData gamebbScriptID_Variant
---@field ShowDialogLine gamebbScriptID_Variant
---@field HideDialogLine gamebbScriptID_Variant
---@field HideDialogLineByData gamebbScriptID_Variant
---@field ShowSceneComment gamebbScriptID_String
---@field HideSceneComment gamebbScriptID_Bool
---@field ShowSubtitlesBackground gamebbScriptID_Bool
---@field Popup_IsModal gamebbScriptID_Bool
---@field Popup_IsShown gamebbScriptID_Bool
---@field Popup_Data gamebbScriptID_Variant
---@field Popup_Settings gamebbScriptID_Variant
---@field Controller_Disconnected gamebbScriptID_Bool
---@field ActivityLog gamebbScriptID_Variant
---@field RightWeaponRecordID gamebbScriptID_Variant
---@field LeftWeaponRecordID gamebbScriptID_Variant
---@field UIVendorContextRequest gamebbScriptID_Bool
---@field UIjailbreakData gamebbScriptID_Variant
---@field QuestTimerInitialDuration gamebbScriptID_Float
---@field QuestTimerCurrentDuration gamebbScriptID_Float
---@field Tutorial_EnableHighlight gamebbScriptID_Bool
---@field Tutorial_EntityRefToHighlight gamebbScriptID_Variant
---@field WeaponSway gamebbScriptID_Vector2
---@field ApplyWeaponSwayToCamera gamebbScriptID_Bool
---@field NormalizedWeaponSway gamebbScriptID_Vector2
---@field DriverCombatCrosshairReticle gamebbScriptID_Variant
---@field NotificationJournalHash gamebbScriptID_Int32
---@field IsBriefingActive gamebbScriptID_Bool
---@field MuppetStats gamebbScriptID_Variant
---@field ActiveNotificationsQueue gamebbScriptID_Int32
---@field BerserkActive gamebbScriptID_Bool
---@field Popup_VehiclesManager_IsShown gamebbScriptID_Bool
---@field Popup_Radio_IsShown gamebbScriptID_Bool
UIGameDataDef = {}

---@return UIGameDataDef
function UIGameDataDef.new() return end

---@param props table
---@return UIGameDataDef
function UIGameDataDef.new(props) return end

---@return Bool
function UIGameDataDef:AutoCreateInSystem() return end

---@class UIGenderHelper : IScriptable
UIGenderHelper = {}

---@param playerPuppet PlayerPuppet
---@return gameItemIconGender
function UIGenderHelper.GetIconGender(playerPuppet) return end

---@class UIInGameNotification : GenericNotificationController
UIInGameNotification = {}

---@return UIInGameNotification
function UIInGameNotification.new() return end

---@param props table
---@return UIInGameNotification
function UIInGameNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function UIInGameNotification:SetNotificationData(notificationData) return end

---@class UIInGameNotificationEvent : redEvent
---@field notificationType UIInGameNotificationType
---@field animContainer inGameMenuAnimContainer
---@field title String
---@field overrideCurrentNotification Bool
UIInGameNotificationEvent = {}

---@return UIInGameNotificationEvent
function UIInGameNotificationEvent.new() return end

---@param props table
---@return UIInGameNotificationEvent
function UIInGameNotificationEvent.new(props) return end

---@param locks gameSaveLock[]
---@return UIInGameNotificationEvent
function UIInGameNotificationEvent.CreateSavingLockedEvent(locks) return end

---@class UIInGameNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
UIInGameNotificationQueue = {}

---@return UIInGameNotificationQueue
function UIInGameNotificationQueue.new() return end

---@param props table
---@return UIInGameNotificationQueue
function UIInGameNotificationQueue.new(props) return end

---@param evt UIInGameNotificationEvent
---@return Bool
function UIInGameNotificationQueue:OnUINotification(evt) return end

---@param evt UIInGameNotificationRemoveEvent
---@return Bool
function UIInGameNotificationQueue:OnUINotificationRemove(evt) return end

function UIInGameNotificationQueue:AdjustScreenPosition() return end

---@return Bool
function UIInGameNotificationQueue:GetShouldSaveState() return end

---@class UIInGameNotificationRemoveEvent : redEvent
UIInGameNotificationRemoveEvent = {}

---@return UIInGameNotificationRemoveEvent
function UIInGameNotificationRemoveEvent.new() return end

---@param props table
---@return UIInGameNotificationRemoveEvent
function UIInGameNotificationRemoveEvent.new(props) return end

---@class UIInGameNotificationViewData : gameuiGenericNotificationViewData
---@field animContainer inGameMenuAnimContainer
---@field notificationType UIInGameNotificationType
UIInGameNotificationViewData = {}

---@return UIInGameNotificationViewData
function UIInGameNotificationViewData.new() return end

---@param props table
---@return UIInGameNotificationViewData
function UIInGameNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function UIInGameNotificationViewData:CanMerge(data) return end

---@param data IScriptable
---@return Bool
function UIInGameNotificationViewData:OnRemoveNotification(data) return end

---@class UIInteractionSkillCheck
---@field isValid Bool
---@field skillCheck EDeviceChallengeSkill
---@field skillName String
---@field requiredSkill Int32
---@field playerSkill Int32
---@field actionDisplayName String
---@field hasAdditionalRequirements Bool
---@field additionalReqOperator ELogicOperator
---@field additionalRequirements ConditionData[]
---@field isPassed Bool
---@field ownerID entEntityID
UIInteractionSkillCheck = {}

---@return UIInteractionSkillCheck
function UIInteractionSkillCheck.new() return end

---@param props table
---@return UIInteractionSkillCheck
function UIInteractionSkillCheck.new(props) return end

---@class UIInteractionsDef : gamebbScriptDefinition
---@field InteractionChoiceHub gamebbScriptID_Variant
---@field DialogChoiceHubs gamebbScriptID_Variant
---@field LootData gamebbScriptID_Variant
---@field ContactsData gamebbScriptID_Variant
---@field ActiveChoiceHubID gamebbScriptID_Int32
---@field SelectedIndex gamebbScriptID_Int32
---@field ActiveInteractions gamebbScriptID_Variant
---@field InteractionSkillCheckHub gamebbScriptID_Variant
---@field NameplateOwnerID gamebbScriptID_EntityID
---@field VisualizersInfo gamebbScriptID_Variant
---@field ShouldHideClampedMappins gamebbScriptID_Bool
---@field LastAttemptedChoice gamebbScriptID_Variant
---@field LookAtTargetVisualizerID gamebbScriptID_Int32
---@field HasScrollableInteraction gamebbScriptID_Bool
UIInteractionsDef = {}

---@return UIInteractionsDef
function UIInteractionsDef.new() return end

---@param props table
---@return UIInteractionsDef
function UIInteractionsDef.new(props) return end

---@return Bool
function UIInteractionsDef:AutoCreateInSystem() return end

---@class UIInventoryHelper : IScriptable
UIInventoryHelper = {}

---@return TweakDBID[]
function UIInventoryHelper.GetCommonCraftingMaterials() return end

---@return TweakDBID[]
function UIInventoryHelper.GetHackingCraftingMaterials() return end

---@class UIInventoryItem : IScriptable
---@field ID ItemID
---@field Hash Uint64
---@field DEBUG_iconErrorInfo DEBUG_IconErrorInfo
---@field manager UIInventoryItemsManager
---@field owner gameObject
---@field itemData gameItemData
---@field realItemData gameItemData
---@field recipeItemData gameItemData
---@field itemRecord gamedataItem_Record
---@field realItemRecord gamedataItem_Record
---@field itemTweakID TweakDBID
---@field realItemTweakID TweakDBID
---@field data UIInventoryItemInternalData
---@field weaponData UIInventoryWeaponInternalData
---@field programData UIInventoryItemProgramData
---@field grenadeData UIInventoryItemGrenadeData
---@field cyberwareUpgradeData InventoryTooltiData_CyberwareUpgradeData
---@field parentItem gameItemData
---@field slotID TweakDBID
---@field fetchedFlags Int32
---@field isQuantityDirty Bool
---@field craftingResult gamedataCraftingResult_Record
---@field TEMP_isEquippedPrefetched Bool
---@field TEMP_isEquipped Bool
UIInventoryItem = {}

---@return UIInventoryItem
function UIInventoryItem.new() return end

---@param props table
---@return UIInventoryItem
function UIInventoryItem.new(props) return end

---@param owner gameObject
---@param itemData gameInventoryItemData
---@param manager UIInventoryItemsManager
---@return UIInventoryItem
function UIInventoryItem.FromInventoryItemData(owner, itemData, manager) return end

---@param owner gameObject
---@param data MinimalItemTooltipData
---@param manager UIInventoryItemsManager
---@return UIInventoryItem
function UIInventoryItem.FromMinimalItemTooltipData(owner, data, manager) return end

---@param owner gameObject
---@param itemData gameItemData
---@param itemTweakID TweakDBID|string
---@param itemRecord gamedataItem_Record
---@param manager UIInventoryItemsManager
---@return UIInventoryItem
function UIInventoryItem.Make(owner, itemData, itemTweakID, itemRecord, manager) return end

---@param owner gameObject
---@param itemData gameItemData
---@param manager UIInventoryItemsManager
---@return UIInventoryItem
function UIInventoryItem.Make(owner, itemData, manager) return end

function UIInventoryItem:FetchDamageData() return end

function UIInventoryItem:FetchImmediate() return end

---@param weaponType WeaponType
function UIInventoryItem:FetchWeaponImmediate(weaponType) return end

---@param update Bool
---@return Int32
function UIInventoryItem:GetAmmo(update) return end

---@return Float
function UIInventoryItem:GetAttackSpeed() return end

---@return Float
function UIInventoryItem:GetBuyPrice() return end

---@return Float
function UIInventoryItem:GetComparisonQualityF() return end

---@param player gameObject
---@param force Bool
---@return InventoryTooltiData_CyberwareUpgradeData
function UIInventoryItem:GetCyberwareUpgradeData(player, force) return end

---@return Float
function UIInventoryItem:GetDamageMax() return end

---@return Float
function UIInventoryItem:GetDamageMin() return end

---@return String
function UIInventoryItem:GetDescription() return end

---@return gamedataEquipmentArea
function UIInventoryItem:GetEquipmentArea() return end

---@return ItemFilterCategory
function UIInventoryItem:GetFilterCategory() return end

---@return String
function UIInventoryItem:GetGameplayDescription() return end

---@param player PlayerPuppet
---@param force Bool
---@return UIInventoryItemGrenadeData
function UIInventoryItem:GetGrenadeData(player, force) return end

---@return ItemID
function UIInventoryItem:GetID() return end

---@return String
function UIInventoryItem:GetIconPath() return end

---@return gameItemData
function UIInventoryItem:GetItemData() return end

---@return Float
function UIInventoryItem:GetItemPlus() return end

---@return gamedataItem_Record
function UIInventoryItem:GetItemRecord() return end

---@return gamedataItemType
function UIInventoryItem:GetItemType() return end

---@return Int32
function UIInventoryItem:GetItemTypeOrder() return end

---@return UIInventoryItemModsManager
function UIInventoryItem:GetModsManager() return end

---@return String
function UIInventoryItem:GetName() return end

---@return Int32
function UIInventoryItem:GetNumberOfPellets() return end

---@return gameObject
function UIInventoryItem:GetOwner() return end

---@return gamedataPerkWeaponGroupType
function UIInventoryItem:GetPerkGroup() return end

---@return UIInventoryItemStat
function UIInventoryItem:GetPrimaryStat() return end

---@param player PlayerPuppet
---@param force Bool
---@return UIInventoryItemProgramData
function UIInventoryItem:GetProgramData(player, force) return end

---@return gamedataQuality
function UIInventoryItem:GetQuality() return end

---@return Int32
function UIInventoryItem:GetQualityInt() return end

---@return CName
function UIInventoryItem:GetQualityName() return end

---@param type RarityItemType
---@return String
function UIInventoryItem:GetQualityText(type) return end

---@param update Bool
---@return Int32
function UIInventoryItem:GetQuantity(update) return end

---@return gameItemData
function UIInventoryItem:GetRealItemData() return end

---@return gamedataItem_Record
function UIInventoryItem:GetRealItemRecord() return end

---@return TweakDBID
function UIInventoryItem:GetRealTweakDBID() return end

---@return Int32
function UIInventoryItem:GetRequiredLevel() return end

---@param player gameObject
---@return UIInventoryItemRequirementsManager
function UIInventoryItem:GetRequirementsManager(player) return end

---@return Float
function UIInventoryItem:GetSellPrice() return end

---@return UIInventoryItemStatsManager
function UIInventoryItem:GetStatsManager() return end

---@return UIInventoryItemStatsManager
function UIInventoryItem:GetStatsManagerPure() return end

---@return TweakDBID
function UIInventoryItem:GetTweakDBID() return end

---@return UIItemCategory
function UIInventoryItem:GetUIItemCategory() return end

---@return gamedataWeaponEvolution
function UIInventoryItem:GetWeaponEvolution() return end

---@return WeaponType
function UIInventoryItem:GetWeaponType() return end

---@return Float
function UIInventoryItem:GetWeight() return end

---@param tagsToCheck CName[]|string[]
---@return Bool
function UIInventoryItem:HasAnyTag(tagsToCheck) return end

---@return Bool
function UIInventoryItem:HasScopeInstalled() return end

---@return Bool
function UIInventoryItem:HasScopeSlot() return end

---@return Bool
function UIInventoryItem:HasSilencerInstalled() return end

---@return Bool
function UIInventoryItem:HasSilencerSlot() return end

function UIInventoryItem:Internal_FlushComparedBars() return end

function UIInventoryItem:Internal_FlushCraftingResults() return end

function UIInventoryItem:Internal_FlushCyberwareUpgrade() return end

function UIInventoryItem:Internal_FlushRequirements() return end

---@return gameItemData
function UIInventoryItem:Internal_GetParentItem() return end

---@return TweakDBID
function UIInventoryItem:Internal_GetSlotID() return end

function UIInventoryItem:Internal_MarkModsDirty() return end

function UIInventoryItem:Internal_MarkStatsDirty() return end

---@return Bool
function UIInventoryItem:IsAnyCyberware() return end

---@return Bool
function UIInventoryItem:IsBroken() return end

---@return Bool
function UIInventoryItem:IsClothing() return end

---@return Bool
function UIInventoryItem:IsCrafted() return end

---@return Bool
function UIInventoryItem:IsCyberdeck() return end

---@return Bool
function UIInventoryItem:IsCyberware() return end

---@return Bool
function UIInventoryItem:IsCyberwareWeapon() return end

---@param force Bool
---@return Bool
function UIInventoryItem:IsEquipped(force) return end

---@return Bool
function UIInventoryItem:IsIconic() return end

---@return Bool
function UIInventoryItem:IsNew() return end

---@return Bool
function UIInventoryItem:IsOfEquippableType() return end

---@return Bool
function UIInventoryItem:IsPart() return end

---@return Bool
function UIInventoryItem:IsProgram() return end

---@return Bool
function UIInventoryItem:IsQuestItem() return end

---@return Bool
function UIInventoryItem:IsRecipe() return end

---@return Bool
function UIInventoryItem:IsSellable() return end

---@return Bool
function UIInventoryItem:IsTransmogItem() return end

---@return Bool
function UIInventoryItem:IsWeapon() return end

function UIInventoryItem:MarkQuantityDirty() return end

---@param quantity Int32
function UIInventoryItem:SetQuantity(quantity) return end

---@class UIInventoryItemAdded : redEvent
---@field itemID ItemID
---@field hash Uint64
UIInventoryItemAdded = {}

---@return UIInventoryItemAdded
function UIInventoryItemAdded.new() return end

---@param props table
---@return UIInventoryItemAdded
function UIInventoryItemAdded.new(props) return end

---@class UIInventoryItemComparisonManager : IScriptable
---@field ComparedStats UIInventoryItemStatComparison[]
---@field ComparedItem UIInventoryItem
---@field comparisonHash Uint64
UIInventoryItemComparisonManager = {}

---@return UIInventoryItemComparisonManager
function UIInventoryItemComparisonManager.new() return end

---@param props table
---@return UIInventoryItemComparisonManager
function UIInventoryItemComparisonManager.new(props) return end

---@param localItem UIInventoryItem
---@param comparisonItem UIInventoryItem
---@return UIInventoryItemComparisonManager
function UIInventoryItemComparisonManager.Make(localItem, comparisonItem) return end

---@param type gamedataStatType
---@return UIInventoryItemStatComparison
function UIInventoryItemComparisonManager:GetByType(type) return end

---@return Float
function UIInventoryItemComparisonManager:GetComparisonQualityF() return end

---@return gamedataQuality
function UIInventoryItemComparisonManager:GetQuality() return end

---@class UIInventoryItemGrenadeData : IScriptable
---@field Type GrenadeDamageType
---@field Range Float
---@field DeliveryMethod gamedataGrenadeDeliveryMethodType
---@field Duration Float
---@field Delay Float
---@field DetonationTimer Float
---@field DamagePerTick Float
---@field DamageType gamedataStatType
---@field GrenadeType EGrenadeType
---@field TotalDamage Float
---@field Player PlayerPuppet
UIInventoryItemGrenadeData = {}

---@return UIInventoryItemGrenadeData
function UIInventoryItemGrenadeData.new() return end

---@param props table
---@return UIInventoryItemGrenadeData
function UIInventoryItemGrenadeData.new(props) return end

---@param attackRecord gamedataAttack_Record
---@return gamedataContinuousAttackEffector_Record
function UIInventoryItemGrenadeData.GetGrenadeContinousEffector(attackRecord) return end

---@param itemData gameItemData
---@param outputArray InventoryTooltiData_GrenadeDamageData[]
function UIInventoryItemGrenadeData.GetGrenadeDamageStats(itemData, outputArray) return end

---@param continuousAttackEffector gamedataContinuousAttackEffector_Record
---@return Float
function UIInventoryItemGrenadeData.GetGrenadeDelay(continuousAttackEffector) return end

---@param player PlayerPuppet
---@param continuousAttackEffector gamedataContinuousAttackEffector_Record
---@return Float
function UIInventoryItemGrenadeData.GetGrenadeDoTTickDamage(player, continuousAttackEffector) return end

---@param player PlayerPuppet
---@param attackRecord gamedataAttack_Record
---@return Float
function UIInventoryItemGrenadeData.GetGrenadeDuration(player, attackRecord) return end

---@param grenadeRecord gamedataGrenade_Record
---@param player PlayerPuppet
---@return Float
function UIInventoryItemGrenadeData.GetGrenadeRange(grenadeRecord, player) return end

---@param itemData gameItemData
---@return Float
function UIInventoryItemGrenadeData.GetGrenadeTotalDamageFromStats(itemData) return end

---@param grenadeRecord gamedataGrenade_Record
---@return EGrenadeType
function UIInventoryItemGrenadeData.GetGrenadeType(grenadeRecord) return end

---@param item UIInventoryItem
---@param player PlayerPuppet
---@return UIInventoryItemGrenadeData
function UIInventoryItemGrenadeData.Make(item, player) return end

---@class UIInventoryItemInternalData : IScriptable
---@field Name String
---@field Quality gamedataQuality
---@field ItemType gamedataItemType
---@field Quantity Int32
---@field Description String
---@field IconPath String
---@field IsQuestItem Bool
---@field IsRecipeItem Bool
---@field IsIconicItem Bool
---@field EquipmentArea gamedataEquipmentArea
---@field FilterCategory ItemFilterCategory
---@field PrimaryStat UIInventoryItemStat
---@field ItemTypeOrder Int32
---@field Weight Float
---@field ItemPlus Float
---@field StatsManager UIInventoryItemStatsManager
---@field ModsManager UIInventoryItemModsManager
---@field RequirementsManager UIInventoryItemRequirementsManager
---@field UIItemCategory UIItemCategory
---@field ComparisonQuality Float
---@field QualityText String
---@field IsSellable Bool
---@field IsBroken Bool
UIInventoryItemInternalData = {}

---@return UIInventoryItemInternalData
function UIInventoryItemInternalData.new() return end

---@param props table
---@return UIInventoryItemInternalData
function UIInventoryItemInternalData.new(props) return end

---@class UIInventoryItemMod : IScriptable
UIInventoryItemMod = {}

---@return UIInventoryItemMod
function UIInventoryItemMod.new() return end

---@param props table
---@return UIInventoryItemMod
function UIInventoryItemMod.new(props) return end

---@class UIInventoryItemModAttachment : UIInventoryItemMod
---@field IsEmpty Bool
---@field SlotName String
---@field Quality gamedataQuality
---@field AbilitiesSize Int32
---@field Abilities gameInventoryItemAbility[]
UIInventoryItemModAttachment = {}

---@return UIInventoryItemModAttachment
function UIInventoryItemModAttachment.new() return end

---@param props table
---@return UIInventoryItemModAttachment
function UIInventoryItemModAttachment.new(props) return end

---@class UIInventoryItemModAttunementData : IScriptable
---@field Name String
---@field Icon CName
UIInventoryItemModAttunementData = {}

---@return UIInventoryItemModAttunementData
function UIInventoryItemModAttunementData.new() return end

---@param props table
---@return UIInventoryItemModAttunementData
function UIInventoryItemModAttunementData.new(props) return end

---@class UIInventoryItemModDataPackage : UIInventoryItemMod
---@field Description String
---@field DataPackage gameUILocalizationDataPackage
---@field AttunementData UIInventoryItemModAttunementData
UIInventoryItemModDataPackage = {}

---@return UIInventoryItemModDataPackage
function UIInventoryItemModDataPackage.new() return end

---@param props table
---@return UIInventoryItemModDataPackage
function UIInventoryItemModDataPackage.new(props) return end

---@class UIInventoryItemModsManager : IScriptable
---@field emptySlots TweakDBID[]
---@field usedSlots TweakDBID[]
---@field mods UIInventoryItemMod[]
---@field attachments UIInventoryItemModAttachment[]
---@field dedicatedMod UIInventoryItemModAttachment
---@field transactionSystem gameTransactionSystem
UIInventoryItemModsManager = {}

---@return UIInventoryItemModsManager
function UIInventoryItemModsManager.new() return end

---@param props table
---@return UIInventoryItemModsManager
function UIInventoryItemModsManager.new(props) return end

---@param inventoryItem UIInventoryItem
---@param transactionSystem gameTransactionSystem
---@return UIInventoryItemModsManager
function UIInventoryItemModsManager.Make(inventoryItem, transactionSystem) return end

---@param slotName TweakDBID|string
---@return Bool
function UIInventoryItemModsManager:EmptySlotsContains(slotName) return end

---@param inventoryItem UIInventoryItem
function UIInventoryItemModsManager:FetchModsDataPackages(inventoryItem) return end

---@param itemRecord gamedataItem_Record
---@param abilities gameInventoryItemAbility[]
---@param itemData gameItemData
---@param partItemData gameInnerItemData
function UIInventoryItemModsManager:FillSpecialAbilities(itemRecord, abilities, itemData, partItemData) return end

---@param inventoryItem UIInventoryItem
function UIInventoryItemModsManager:FilterNanoWireSlot(inventoryItem) return end

function UIInventoryItemModsManager:FilterProgramSlots() return end

---@return Int32
function UIInventoryItemModsManager:GetAllSlotsSize() return end

---@param owner gameObject
---@param inventoryItem UIInventoryItem
function UIInventoryItemModsManager:GetAttachements(owner, inventoryItem) return end

---@param index Int32
---@return UIInventoryItemModAttachment
function UIInventoryItemModsManager:GetAttachment(index) return end

---@return Int32
function UIInventoryItemModsManager:GetAttachmentsSize() return end

---@return UIInventoryItemModAttachment
function UIInventoryItemModsManager:GetDedicatedMod() return end

---@param index Int32
---@return TweakDBID
function UIInventoryItemModsManager:GetEmptySlot(index) return end

---@return Int32
function UIInventoryItemModsManager:GetEmptySlotsSize() return end

---@param index Int32
---@return UIInventoryItemMod
function UIInventoryItemModsManager:GetMod(index) return end

---@return Int32
function UIInventoryItemModsManager:GetModsSize() return end

---@param index Int32
---@return TweakDBID
function UIInventoryItemModsManager:GetUsedSlot(index) return end

---@return Int32
function UIInventoryItemModsManager:GetUsedSlotsSize() return end

---@param slotName TweakDBID|string
---@return Bool
function UIInventoryItemModsManager:UsedSlotsContains(slotName) return end

---@class UIInventoryItemModsStaticData : IScriptable
UIInventoryItemModsStaticData = {}

---@param itemType gamedataItemType
---@return TweakDBID[]
function UIInventoryItemModsStaticData.GetAttachmentSlots(itemType) return end

---@param slotID TweakDBID|string
---@return Bool
function UIInventoryItemModsStaticData.IsAttachmentDedicated(slotID) return end

---@class UIInventoryItemProgramData : IScriptable
---@field MemoryCost Int32
---@field BaseCost Int32
---@field UploadTime Float
---@field Duration Float
---@field Cooldown Float
---@field AttackEffects DamageEffectUIEntry[]
UIInventoryItemProgramData = {}

---@return UIInventoryItemProgramData
function UIInventoryItemProgramData.new() return end

---@param props table
---@return UIInventoryItemProgramData
function UIInventoryItemProgramData.new(props) return end

---@param instance UIInventoryItemProgramData
---@param actionRecord gamedataObjectAction_Record
---@param player PlayerPuppet
function UIInventoryItemProgramData.GetCooldown(instance, actionRecord, player) return end

---@param instance UIInventoryItemProgramData
---@param actionRecord gamedataObjectAction_Record
---@param player PlayerPuppet
function UIInventoryItemProgramData.GetDurationAndAttackEffects(instance, actionRecord, player) return end

---@param instance UIInventoryItemProgramData
---@param actionRecord gamedataObjectAction_Record
---@param player PlayerPuppet
function UIInventoryItemProgramData.GetUploadTime(instance, actionRecord, player) return end

---@param itemRecord gamedataItem_Record
---@param player PlayerPuppet
---@return UIInventoryItemProgramData
function UIInventoryItemProgramData.Make(itemRecord, player) return end

---@param statModifiers gamedataStatModifier_Record[]
---@param except gamedataStatModifier_Record[]
---@return gamedataStatModifier_Record[]
function UIInventoryItemProgramData.StatModifiersExcept(statModifiers, except) return end

---@class UIInventoryItemRemoved : redEvent
---@field itemID ItemID
---@field hash Uint64
UIInventoryItemRemoved = {}

---@return UIInventoryItemRemoved
function UIInventoryItemRemoved.new() return end

---@param props table
---@return UIInventoryItemRemoved
function UIInventoryItemRemoved.new(props) return end

---@class UIInventoryItemRequirementsManager : IScriptable
---@field itemRequiredLevel Int32
---@field requiredStrength Int32
---@field requiredReflex Int32
---@field perkRequirementName String
---@field isSmartlinkRequirementMet Bool
---@field isLevelRequirementMet Bool
---@field isStrengthRequirementMet Bool
---@field isReflexRequirementMet Bool
---@field isPerkRequirementMet Bool
---@field isHumanityRequirementMet Bool
---@field isEquippable Bool
---@field isEquippableAdditionalValue Bool
---@field isEquippableFetched Bool
---@field equipRequirements gameSItemStackRequirementData[]
---@field equipRequirementsFetched Bool
---@field player gameObject
---@field attachedItem UIInventoryItem
UIInventoryItemRequirementsManager = {}

---@return UIInventoryItemRequirementsManager
function UIInventoryItemRequirementsManager.new() return end

---@param props table
---@return UIInventoryItemRequirementsManager
function UIInventoryItemRequirementsManager.new(props) return end

---@param inventoryItem UIInventoryItem
---@param player gameObject
---@return UIInventoryItemRequirementsManager
function UIInventoryItemRequirementsManager.Make(inventoryItem, player) return end

---@param statToCheck gamedataStatType
---@param player gameObject
---@param statsSystem gameStatsSystem
---@return Bool
function UIInventoryItemRequirementsManager:CheckStatEquipRequirement(statToCheck, player, statsSystem) return end

---@param force Bool
function UIInventoryItemRequirementsManager:FetchEquipRequirements(force) return end

---@return gameSItemStackRequirementData
function UIInventoryItemRequirementsManager:GetFirstUnmetEquipRequirement() return end

---@return Int32
function UIInventoryItemRequirementsManager:GetLevelRequirementValue() return end

---@return String
function UIInventoryItemRequirementsManager:GetPerkRequirementValue() return end

---@return Int32
function UIInventoryItemRequirementsManager:GetReflexRequirementValue() return end

---@return Int32
function UIInventoryItemRequirementsManager:GetStrengthRequirementValue() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsAnyItemDisplayRequirementNotMet() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsAnyRequirementNotMet() return end

---@param force Bool
---@return Bool
function UIInventoryItemRequirementsManager:IsEquippable(force) return end

---@param force Bool
---@return Bool
function UIInventoryItemRequirementsManager:IsEquippableRaw(force) return end

---@return Bool
function UIInventoryItemRequirementsManager:IsHumanityRequirementMet() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsLevelRequirementMet() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsPerkRequirementMet() return end

---@param parentItem UIInventoryItem
---@return Bool
function UIInventoryItemRequirementsManager:IsRarityRequirementMet(parentItem) return end

---@return Bool
function UIInventoryItemRequirementsManager:IsReflexRequirementMet() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsSmartlinkRequirementMet() return end

---@return Bool
function UIInventoryItemRequirementsManager:IsStrengthRequirementMet() return end

---@param value Bool
function UIInventoryItemRequirementsManager:SetIsEquippable(value) return end

---@param value Bool
function UIInventoryItemRequirementsManager:SetIsEquippableAdditionalValue(value) return end

---@param statsSystem gameStatsSystem
function UIInventoryItemRequirementsManager:Update(statsSystem) return end

---@class UIInventoryItemStat : IScriptable
---@field Type gamedataStatType
---@field Value Float
---@field PropertiesProvider IUIInventoryItemStatsProvider
---@field properties UIItemStatProperties
---@field propertiesFetched Bool
UIInventoryItemStat = {}

---@return UIInventoryItemStat
function UIInventoryItemStat.new() return end

---@param props table
---@return UIInventoryItemStat
function UIInventoryItemStat.new(props) return end

---@return UIItemStatProperties
function UIInventoryItemStat:GetProperties() return end

---@param properties UIItemStatProperties
function UIInventoryItemStat:SetProperties(properties) return end

---@class UIInventoryItemStatComparison : IScriptable
---@field Type gamedataStatType
---@field Value Float
UIInventoryItemStatComparison = {}

---@return UIInventoryItemStatComparison
function UIInventoryItemStatComparison.new() return end

---@param props table
---@return UIInventoryItemStatComparison
function UIInventoryItemStatComparison.new(props) return end

---@class UIInventoryItemStatsManager : IScriptable
---@field Stats UIInventoryItemStat[]
---@field TooltipStats UIInventoryItemStat[]
---@field AdditionalStats UIInventoryItemStat[]
---@field AttributeAllocationStats UIInventoryItemStat[]
---@field item UIInventoryItem
---@field gameItemData gameItemData
---@field itemType gamedataItemType
---@field manager UIInventoryItemsManager
---@field statMap gamedataUIStatsMap_Record
---@field statsFetched Bool
---@field tooltipStatsFetched Bool
---@field weaponBars UIInventoryItemWeaponBars
---@field weaponBarsFetched Bool
---@field useBareStats Bool
UIInventoryItemStatsManager = {}

---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.new() return end

---@param props table
---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.new(props) return end

---@param data MinimalItemTooltipData
---@param manager UIInventoryItemsManager
---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.FromMinimalItemTooltipData(data, manager) return end

---@param data MinimalItemTooltipData
---@param manager UIInventoryItemsManager
---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.FromMinimalItemTooltipDataToTooltipStats(data, manager) return end

---@param type WeaponBarType
---@return Bool
function UIInventoryItemStatsManager.IsBarTypeMelee(type) return end

---@param itemType gamedataItemType
---@param type WeaponBarType
---@return Bool
function UIInventoryItemStatsManager.IsUsingCurveCustom(itemType, type) return end

---@param itemData gameItemData
---@param statMap gamedataUIStatsMap_Record
---@param manager UIInventoryItemsManager
---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.Make(itemData, statMap, manager) return end

---@param item UIInventoryItem
---@param statMap gamedataUIStatsMap_Record
---@param manager UIInventoryItemsManager
---@return UIInventoryItemStatsManager
function UIInventoryItemStatsManager.Make(item, statMap, manager) return end

---@param type WeaponBarType
---@return gamedataStatType
function UIInventoryItemStatsManager.MapBarTypeToStat(type) return end

---@param statType gamedataStatType
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:FetchAdditionalStatByType(statType) return end

function UIInventoryItemStatsManager:FetchSecondayStats() return end

function UIInventoryItemStatsManager:FetchTooltipStats() return end

function UIInventoryItemStatsManager:FlushComparedBars() return end

---@param index Int32
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:Get(index) return end

---@param type gamedataStatType
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetAdditionalStatByType(type) return end

---@return PlayerPuppet
function UIInventoryItemStatsManager:GetAttachedPlayer() return end

---@param type gamedataStatType
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetAttributeAllocationStatByType(type) return end

---@param index Int32
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetAttributeAllocationStats(index) return end

---@param type gamedataStatType
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetByType(type) return end

---@return gameItemData
function UIInventoryItemStatsManager:GetGameItemData() return end

---@param type WeaponBarType
---@return CName
function UIInventoryItemStatsManager:GetPercentageCurveName(type) return end

---@param type WeaponBarType
---@param value Float
---@return Float
function UIInventoryItemStatsManager:GetPercentageFromCurve(type, value) return end

---@param index Int32
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetTooltipStat(index) return end

---@param type gamedataStatType
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:GetTooltipStatByType(type) return end

---@param force Bool
---@return UIInventoryItemWeaponBars
function UIInventoryItemStatsManager:GetWeaponBars(force) return end

---@param itemType gamedataItemType
---@param item UIInventoryItem
---@return UIInventoryItemWeaponBarsType
function UIInventoryItemStatsManager:GetWeaponBarsType(itemType, item) return end

---@param itemType gamedataItemType
---@param itemData gameItemData
---@return UIInventoryItemWeaponBarsType
function UIInventoryItemStatsManager:GetWeaponBarsType(itemType, itemData) return end

---@param statType gamedataStatType
---@param statId TweakDBID|string
---@param skipEmpty Bool
---@return UIInventoryItemStat
function UIInventoryItemStatsManager:InternalFetchStatByType(statType, statId, skipEmpty) return end

---@return Bool
function UIInventoryItemStatsManager:IsCurveBarsEnabled() return end

---@return Bool
function UIInventoryItemStatsManager:IsSeparatorBarsEnabled() return end

---@param tooltipStats UIInventoryItemStat[]
function UIInventoryItemStatsManager:SetTooltipsStats(tooltipStats) return end

---@return Int32
function UIInventoryItemStatsManager:Size() return end

---@return Int32
function UIInventoryItemStatsManager:SizeAttributeAllocationStats() return end

---@return Int32
function UIInventoryItemStatsManager:SizeTooltipStats() return end

---@class UIInventoryItemTooltipWrapper : ATooltipData
---@field data UIInventoryItem
---@field displayContext ItemDisplayContextData
---@field overridePrice Int32
---@field comparisonData UIInventoryItemComparisonManager
UIInventoryItemTooltipWrapper = {}

---@return UIInventoryItemTooltipWrapper
function UIInventoryItemTooltipWrapper.new() return end

---@param props table
---@return UIInventoryItemTooltipWrapper
function UIInventoryItemTooltipWrapper.new(props) return end

---@param data UIInventoryItem
---@param displayContext ItemDisplayContextData
---@return UIInventoryItemTooltipWrapper
function UIInventoryItemTooltipWrapper.Make(data, displayContext) return end

---@class UIInventoryItemWeaponBar : IScriptable
---@field Value Float
---@field MaxValue Float
---@field Percentage Float
---@field Type WeaponBarType
---@field isValueSet Bool
UIInventoryItemWeaponBar = {}

---@return UIInventoryItemWeaponBar
function UIInventoryItemWeaponBar.new() return end

---@param props table
---@return UIInventoryItemWeaponBar
function UIInventoryItemWeaponBar.new(props) return end

---@param barType WeaponBarType
---@return WeaponBarTypeGroup
function UIInventoryItemWeaponBar.GetBarTypeGroup(barType) return end

---@param itemType gamedataItemType
---@param type WeaponBarType
---@param value Float
---@param maxValue Float
---@param withoutValue Bool
---@return UIInventoryItemWeaponBar
function UIInventoryItemWeaponBar.Make(itemType, type, value, maxValue, withoutValue) return end

---@param itemType gamedataItemType
---@param type WeaponBarType
---@param value Float
---@param statsManager UIInventoryItemStatsManager
---@param withoutValue Bool
---@return UIInventoryItemWeaponBar
function UIInventoryItemWeaponBar.MakeCurve(itemType, type, value, statsManager, withoutValue) return end

---@return WeaponBarTypeGroup
function UIInventoryItemWeaponBar:GetBarTypeGroup() return end

---@return Bool
function UIInventoryItemWeaponBar:IsValueSet() return end

---@class UIInventoryItemWeaponBars : IScriptable
---@field Values UIInventoryItemWeaponBar[]
---@field type UIInventoryItemWeaponBarsType
---@field itemType gamedataItemType
---@field comparedBars UIInventoryItemWeaponBars
UIInventoryItemWeaponBars = {}

---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.new() return end

---@param props table
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.new(props) return end

---@param cycleTime Float
---@param spreadDefaultX Float
---@param recoilKickMax Float
---@param recoilDirection Float
---@param recoilAngle Float
---@param swaySide Float
---@param swayBottom Float
---@return Float
function UIInventoryItemWeaponBars.CalculateHandling(cycleTime, spreadDefaultX, recoilKickMax, recoilDirection, recoilAngle, swaySide, swayBottom) return end

---@return Float
function UIInventoryItemWeaponBars.CalculateMeleeReturnTime() return end

---@return Float
function UIInventoryItemWeaponBars.CalculateMeleeStamina() return end

---@param weaponTypeToStaminaCost Float
---@param magazineCapacity Float
---@param weaponEvolutionToStaminaCost Float
---@param firePower Float
---@return Float
function UIInventoryItemWeaponBars.CalculateStamina(weaponTypeToStaminaCost, magazineCapacity, weaponEvolutionToStaminaCost, firePower) return end

---@param barsType UIInventoryItemWeaponBarsType
---@return WeaponBarType[]
function UIInventoryItemWeaponBars.GetDisplayedStats(barsType) return end

---@param itemType gamedataItemType
---@return Float
function UIInventoryItemWeaponBars.GetItemTypeMultiplier(itemType) return end

---@param itemData gameItemData
---@param player PlayerPuppet
---@return Float
function UIInventoryItemWeaponBars.GetProjectileLauncherDamage(itemData, player) return end

---@param barType WeaponBarType
---@return Bool
function UIInventoryItemWeaponBars.IsBarReversed(barType) return end

---@param statsManager UIInventoryItemStatsManager
---@param itemType gamedataItemType
---@param type UIInventoryItemWeaponBarsType
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.Make(statsManager, itemType, type) return end

---@param statsManager UIInventoryItemStatsManager
---@param itemType gamedataItemType
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.MakeCyberwareRangedWeapon(statsManager, itemType) return end

---@param statsManager UIInventoryItemStatsManager
---@param itemType gamedataItemType
---@param type UIInventoryItemWeaponBarsType
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.MakeMelee(statsManager, itemType, type) return end

---@param statsManager UIInventoryItemStatsManager
---@param itemType gamedataItemType
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars.MakeRanged(statsManager, itemType) return end

---@param barType WeaponBarType
---@return UIInventoryItemWeaponBar
function UIInventoryItemWeaponBars:GetComparableBar(barType) return end

---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars:GetComparedBars() return end

---@return gamedataItemType
function UIInventoryItemWeaponBars:GetItemType() return end

---@return Float[]
function UIInventoryItemWeaponBars:GetPercentages() return end

---@return UIInventoryItemWeaponBarsType
function UIInventoryItemWeaponBars:GetType() return end

---@param comparedBars UIInventoryItemWeaponBars
---@return UIInventoryItemWeaponBars
function UIInventoryItemWeaponBars:SetComparedBars(comparedBars) return end

---@class UIInventoryItemsManager : IScriptable
---@field iconsNameResolver gameuiIconsNameResolver
---@field useMaleIcons Bool
---@field ammoTypeCache inkScriptIntHashMap
---@field statsMapCache inkScriptWeakHashMap
---@field statsPropertiesCache inkScriptHashMap
---@field player PlayerPuppet
---@field transactionSystem gameTransactionSystem
---@field statsDataSystem gameStatsDataSystem
---@field uiScriptableSystem UIScriptableSystem
---@field inventoryManager gameInventoryManager
---@field equippedItemsFetched Bool
---@field equippedItems ItemID[]
---@field transmogItemsFetched Bool
---@field transmogItems ItemID[]
---@field maxStatValuesData WeaponMaxStatValueData[]
---@field notSellableTags CName[]
---@field TEMP_cuverBarsEnabled Bool
---@field TEMP_separatorBarsEnabled Bool
UIInventoryItemsManager = {}

---@return UIInventoryItemsManager
function UIInventoryItemsManager.new() return end

---@param props table
---@return UIInventoryItemsManager
function UIInventoryItemsManager.new(props) return end

---@param itemRecord gamedataItem_Record
---@param force Bool
---@param manager UIInventoryItemsManager
---@return Int32
function UIInventoryItemsManager.GetAmmo(itemRecord, force, manager) return end

---@return CName[]
function UIInventoryItemsManager.GetBlacklistedTags() return end

---@return gamedataEquipmentArea[]
function UIInventoryItemsManager.GetCyberwarEquipmentAreas() return end

---@param itemType gamedataItemType
---@return WeaponType
function UIInventoryItemsManager.GetItemTypeWeapon(itemType) return end

---@return CName[]
function UIInventoryItemsManager.GetStashBlacklistedTags() return end

---@param statType gamedataStatType
---@param roundValue Bool
---@param manager UIInventoryItemsManager
---@return UIItemStatProperties
function UIInventoryItemsManager.GetUIStatProperties(statType, roundValue, manager) return end

---@param statType gamedataStatType
---@param manager UIInventoryItemsManager
---@return UIItemStatProperties
function UIInventoryItemsManager.GetUIStatProperties(statType, manager) return end

---@param itemType gamedataItemType
---@param manager UIInventoryItemsManager
---@return gamedataUIStatsMap_Record
function UIInventoryItemsManager.GetUIStatsMap(itemType, manager) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeCloting(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeCyberware(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeCyberwareWeapon(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeGrenade(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeMeleeWeapon(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeRangedWeapon(itemType) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.IsItemTypeWeapon(itemType) return end

---@param itemData gameItemData
---@return Bool
function UIInventoryItemsManager.IsSellableStatic(itemData) return end

---@param itemData gameItemData
---@param filterTags CName[]|string[]
---@return Bool
function UIInventoryItemsManager.IsSellableStatic(itemData, filterTags) return end

---@param player PlayerPuppet
---@param transactionSystem gameTransactionSystem
---@param uiScriptableSystem UIScriptableSystem
---@return UIInventoryItemsManager
function UIInventoryItemsManager.Make(player, transactionSystem, uiScriptableSystem) return end

---@param quality Int32
---@return gamedataQuality
function UIInventoryItemsManager.QualityFromInt(quality) return end

---@param quality gamedataQuality
---@return Int32
function UIInventoryItemsManager.QualityToInt(quality) return end

---@param quality gamedataQuality
---@return CName
function UIInventoryItemsManager.QualityToName(quality) return end

---@param itemTweakID TweakDBID|string
---@param itemRecord gamedataItem_Record
---@param manager UIInventoryItemsManager
---@return String
function UIInventoryItemsManager.ResolveItemIconName(itemTweakID, itemRecord, manager) return end

---@param itemTweakID TweakDBID|string
---@param itemRecord gamedataItem_Record
---@param useMaleIcon Bool
---@return String
function UIInventoryItemsManager.ResolveItemIconName(itemTweakID, itemRecord, useMaleIcon) return end

---@param itemTweakID TweakDBID|string
---@param itemRecord gamedataItem_Record
---@param player PlayerPuppet
---@return String
function UIInventoryItemsManager.ResolveItemIconName(itemTweakID, itemRecord, player) return end

---@param itemType gamedataItemType
---@return Bool
function UIInventoryItemsManager.ShouldHideTier(itemType) return end

---@param itemID ItemID
function UIInventoryItemsManager:AddTransmogIfNotEmpty(itemID) return end

---@param player PlayerPuppet
function UIInventoryItemsManager:AttachPlayer(player) return end

function UIInventoryItemsManager:FlushAmmoCache() return end

function UIInventoryItemsManager:FlushEquippedItems() return end

function UIInventoryItemsManager:FlushStatMaps() return end

function UIInventoryItemsManager:FlushTransmogItems() return end

---@return PlayerPuppet
function UIInventoryItemsManager:GetAttachedPlayer() return end

---@return ItemID[]
function UIInventoryItemsManager:GetCachedEquippedItems() return end

---@return ItemID[]
function UIInventoryItemsManager:GetCachedTransmogItems() return end

---@param statType gamedataStatType
---@param roundValue Bool
---@return UIItemStatProperties
function UIInventoryItemsManager:GetCachedUIStatProperties(statType, roundValue) return end

---@param statType gamedataStatType
---@return UIItemStatProperties
function UIInventoryItemsManager:GetCachedUIStatProperties(statType) return end

---@return Bool
function UIInventoryItemsManager:GetCurveBarsEnabled() return end

---@return gameInventoryManager
function UIInventoryItemsManager:GetInventoryManager() return end

---@param equipmentArea gamedataEquipmentArea
---@return Int32
function UIInventoryItemsManager:GetNumberOfSlots(equipmentArea) return end

---@return Float
function UIInventoryItemsManager:GetPlayerBufferSize() return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemID[]
function UIInventoryItemsManager:GetRawEquippedItems(equipmentArea) return end

---@return Bool
function UIInventoryItemsManager:GetSeparatorBarsEnabled() return end

---@param set CName|string
---@param curve CName|string
---@param value Float
---@return Float
function UIInventoryItemsManager:GetStatsSystemValueFromCurve(set, curve, value) return end

---@return gameTransactionSystem
function UIInventoryItemsManager:GetTransactionSystem() return end

---@param stat gamedataStatType
---@return Float
function UIInventoryItemsManager:GetWeaponStatMaxValue(stat) return end

---@param itemID ItemID
---@return Bool
function UIInventoryItemsManager:IsItemEquipped(itemID) return end

---@param item ItemID
---@return Bool
function UIInventoryItemsManager:IsItemNew(item) return end

---@param itemID ItemID
---@return Bool
function UIInventoryItemsManager:IsItemTransmog(itemID) return end

---@param itemData gameItemData
---@return Bool
function UIInventoryItemsManager:IsSellable(itemData) return end

function UIInventoryItemsManager:PopulatemaxStatValues() return end

---@param value Bool
function UIInventoryItemsManager:SetCuverBarsEnabled(value) return end

---@param value Bool
function UIInventoryItemsManager:SetSeparatorBarsEnabled(value) return end

---@class UIInventoryScriptableEquipmentListener : IScriptable
---@field uiInventoryScriptableSystem UIInventoryScriptableSystem
---@field EquipmentBlackboard gameIBlackboard
---@field itemEquippedListener redCallbackObject
UIInventoryScriptableEquipmentListener = {}

---@return UIInventoryScriptableEquipmentListener
function UIInventoryScriptableEquipmentListener.new() return end

---@param props table
---@return UIInventoryScriptableEquipmentListener
function UIInventoryScriptableEquipmentListener.new(props) return end

---@param equipmentAreaIndex Int32
---@return Bool
function UIInventoryScriptableEquipmentListener:OnAreaEquippedChanged(equipmentAreaIndex) return end

function UIInventoryScriptableEquipmentListener:AttachScriptableSystem() return end

function UIInventoryScriptableEquipmentListener:RegisterBlackboard() return end

function UIInventoryScriptableEquipmentListener:UnregisterBlackboard() return end

---@class UIInventoryScriptableInventoryListenerCallback : gameInventoryScriptCallback
---@field uiInventoryScriptableSystem UIInventoryScriptableSystem
UIInventoryScriptableInventoryListenerCallback = {}

---@return UIInventoryScriptableInventoryListenerCallback
function UIInventoryScriptableInventoryListenerCallback.new() return end

---@param props table
---@return UIInventoryScriptableInventoryListenerCallback
function UIInventoryScriptableInventoryListenerCallback.new(props) return end

function UIInventoryScriptableInventoryListenerCallback:AttachScriptableSystem() return end

---@param _itemID ItemID
---@param itemData gameItemData
---@param flaggedAsSilent Bool
function UIInventoryScriptableInventoryListenerCallback:OnItemAdded(_itemID, itemData, flaggedAsSilent) return end

---@param _itemID ItemID
function UIInventoryScriptableInventoryListenerCallback:OnItemExtracted(_itemID) return end

---@param _itemID ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function UIInventoryScriptableInventoryListenerCallback:OnItemQuantityChanged(_itemID, diff, total, flaggedAsSilent) return end

---@param _itemID ItemID
---@param difference Int32
---@param currentQuantity Int32
function UIInventoryScriptableInventoryListenerCallback:OnItemRemoved(_itemID, difference, currentQuantity) return end

---@class UIInventoryScriptableStatsListener : gameScriptStatsListener
---@field uiInventoryScriptableSystem UIInventoryScriptableSystem
UIInventoryScriptableStatsListener = {}

---@return UIInventoryScriptableStatsListener
function UIInventoryScriptableStatsListener.new() return end

---@param props table
---@return UIInventoryScriptableStatsListener
function UIInventoryScriptableStatsListener.new(props) return end

function UIInventoryScriptableStatsListener:AttachScriptableSystem() return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function UIInventoryScriptableStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class UIInventoryScriptableSystem : gameScriptableSystem
---@field attachedPlayer PlayerPuppet
---@field inventoryListenerCallback UIInventoryScriptableInventoryListenerCallback
---@field inventoryListener gameInventoryScriptListener
---@field equipmentListener UIInventoryScriptableEquipmentListener
---@field playerStatsListener UIInventoryScriptableStatsListener
---@field uiSystem gameuiGameSystemUI
---@field playerItems inkScriptHashMap
---@field transactionSystem gameTransactionSystem
---@field inventoryItemsManager UIInventoryItemsManager
---@field blacklistedTags CName[]
---@field cachedNonInventoryItems inkScriptHashMap
---@field statsDependantItems inkScriptWeakHashMap
---@field InventoryBlackboard gameIBlackboard
---@field CraftingBlackboardDefinition UI_CraftingDef
---@field Blackboard gameIBlackboard
---@field UpgradeBlackboardCallback redCallbackObject
---@field TEMP_questSystem questQuestsSystem
---@field TEMP_cuverBarsListener Uint32
---@field TEMP_separatorBarsListener Uint32
---@field itemsRestored Bool
UIInventoryScriptableSystem = {}

---@return UIInventoryScriptableSystem
function UIInventoryScriptableSystem.new() return end

---@param props table
---@return UIInventoryScriptableSystem
function UIInventoryScriptableSystem.new(props) return end

---@return UIInventoryScriptableSystem
function UIInventoryScriptableSystem.GetInstance() return end

---@return Int32
function UIInventoryScriptableSystem.NumberOfWeaponSlots() return end

---@param value Variant
---@return Bool
function UIInventoryScriptableSystem:OnUpgradeItem(value) return end

---@param value Int32
function UIInventoryScriptableSystem:DisableCurveBarsChanged(value) return end

---@param value Int32
function UIInventoryScriptableSystem:DisableSeparatorBarsChanged(value) return end

function UIInventoryScriptableSystem:FlushCraftingResults() return end

function UIInventoryScriptableSystem:FlushCyberwareStats() return end

function UIInventoryScriptableSystem:FlushFullscreenCache() return end

function UIInventoryScriptableSystem:FlushNanoWiresMods() return end

function UIInventoryScriptableSystem:FlushStatsDependantItems() return end

function UIInventoryScriptableSystem:FlushTempData() return end

---@return UIInventoryItemsManager
function UIInventoryScriptableSystem:GetInventoryItemsManager() return end

---@param itemID ItemID
---@return UIInventoryItem
function UIInventoryScriptableSystem:GetNonInventoryItem(itemID) return end

---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
---@return UIInventoryItem
function UIInventoryScriptableSystem:GetPlayerAreaItem(equipmentArea, slotIndex) return end

---@param equipmentArea gamedataEquipmentArea
---@return UIInventoryItem[]
function UIInventoryScriptableSystem:GetPlayerAreaItems(equipmentArea) return end

---@param itemID ItemID
---@return UIInventoryItem
function UIInventoryScriptableSystem:GetPlayerItem(itemID) return end

---@param hash Uint64
---@return UIInventoryItem
function UIInventoryScriptableSystem:GetPlayerItem(hash) return end

---@param itemData gameItemData
---@return UIInventoryItem
function UIInventoryScriptableSystem:GetPlayerItemFromAnySource(itemData) return end

---@return inkScriptHashMap
function UIInventoryScriptableSystem:GetPlayerItemsMap() return end

---@param hash Uint64
---@param itemData UIInventoryItem
function UIInventoryScriptableSystem:InsertPlayerItem(hash, itemData) return end

---@param hash Uint64
---@param itemData gameItemData
---@return Bool
function UIInventoryScriptableSystem:Internal_FetchNonInventoryItem(hash, itemData) return end

---@param itemID ItemID
---@return Bool
function UIInventoryScriptableSystem:IsPreview(itemID) return end

---@param tweakDBID TweakDBID|string
---@return Bool
function UIInventoryScriptableSystem:IsStatDependantItem(tweakDBID) return end

---@param itemID ItemID
---@param hash Uint64
function UIInventoryScriptableSystem:NotifyItemAdded(itemID, hash) return end

---@param itemID ItemID
---@param hash Uint64
function UIInventoryScriptableSystem:NotifyItemRemoved(itemID, hash) return end

---@param request BuyNewPerk
function UIInventoryScriptableSystem:OnBuyNewPerk(request) return end

function UIInventoryScriptableSystem:OnDetach() return end

---@param request UIInventoryScriptableSystemInventoryAddItem
function UIInventoryScriptableSystem:OnInventoryItemAdded(request) return end

---@param request UIInventoryScriptableSystemInventoryQuantityChanged
function UIInventoryScriptableSystem:OnInventoryItemQuantityChanged(request) return end

---@param request UIInventoryScriptableSystemInventoryRemoveItem
function UIInventoryScriptableSystem:OnInventoryItemRemoved(request) return end

---@param request PartInstallRequest
function UIInventoryScriptableSystem:OnPartInstallRequest(request) return end

---@param request PartUninstallRequest
function UIInventoryScriptableSystem:OnPartUninstallRequest(request) return end

---@param request gamePlayerAttachRequest
function UIInventoryScriptableSystem:OnPlayerAttach(request) return end

---@param request SellNewPerk
function UIInventoryScriptableSystem:OnSellNewPerk(request) return end

---@param tweakID TweakDBID|string
---@return UIInventoryItem
function UIInventoryScriptableSystem:QueryNonInventoryItem(tweakID) return end

---@param tweakID TweakDBID|string
---@return UIInventoryItem
function UIInventoryScriptableSystem:QueryPlayerItem(tweakID) return end

---@param itemID ItemID
function UIInventoryScriptableSystem:RefreshItem(itemID) return end

---@param hash Uint64
---@param itemID ItemID
function UIInventoryScriptableSystem:RemovePlayerItem(hash, itemID) return end

function UIInventoryScriptableSystem:SetupInstance() return end

---@param perkType gamedataNewPerkType
function UIInventoryScriptableSystem:UpdateNewPerk(perkType) return end

---@class UIInventoryScriptableSystemInventoryAddItem : gameScriptableSystemRequest
---@field itemID ItemID
---@field itemData gameItemData
UIInventoryScriptableSystemInventoryAddItem = {}

---@return UIInventoryScriptableSystemInventoryAddItem
function UIInventoryScriptableSystemInventoryAddItem.new() return end

---@param props table
---@return UIInventoryScriptableSystemInventoryAddItem
function UIInventoryScriptableSystemInventoryAddItem.new(props) return end

---@class UIInventoryScriptableSystemInventoryQuantityChanged : gameScriptableSystemRequest
---@field itemID ItemID
UIInventoryScriptableSystemInventoryQuantityChanged = {}

---@return UIInventoryScriptableSystemInventoryQuantityChanged
function UIInventoryScriptableSystemInventoryQuantityChanged.new() return end

---@param props table
---@return UIInventoryScriptableSystemInventoryQuantityChanged
function UIInventoryScriptableSystemInventoryQuantityChanged.new(props) return end

---@class UIInventoryScriptableSystemInventoryRemoveItem : gameScriptableSystemRequest
---@field itemID ItemID
UIInventoryScriptableSystemInventoryRemoveItem = {}

---@return UIInventoryScriptableSystemInventoryRemoveItem
function UIInventoryScriptableSystemInventoryRemoveItem.new() return end

---@param props table
---@return UIInventoryScriptableSystemInventoryRemoveItem
function UIInventoryScriptableSystemInventoryRemoveItem.new(props) return end

---@class UIInventoryWeaponInternalData : IScriptable
---@field fetchedFlags Int32
---@field WeaponType WeaponType
---@field Evolution gamedataWeaponEvolution
---@field PerkGroup gamedataPerkWeaponGroupType
---@field GameplayDescription String
---@field EmptySlots TweakDBID[]
---@field UsedSlots TweakDBID[]
---@field HasSilencerSlot Bool
---@field HasScopeSlot Bool
---@field HasSilencerInstalled Bool
---@field HasScopeInstalled Bool
---@field DamageMin Float
---@field DamageMax Float
---@field AttackSpeed Float
---@field NumberOfPellets Int32
---@field Ammo Int32
UIInventoryWeaponInternalData = {}

---@return UIInventoryWeaponInternalData
function UIInventoryWeaponInternalData.new() return end

---@param props table
---@return UIInventoryWeaponInternalData
function UIInventoryWeaponInternalData.new(props) return end

---@class UIItemStatProperties : IScriptable
---@field localizedName String
---@field decimalPlaces Int32
---@field displayPercent Bool
---@field displayPlus Bool
---@field inMeters Bool
---@field inSeconds Bool
---@field inSpeed Bool
---@field multiplyBy100InText Bool
---@field roundValue Bool
---@field maxValue Float
---@field flipNegative Bool
UIItemStatProperties = {}

---@return UIItemStatProperties
function UIItemStatProperties.new() return end

---@param props table
---@return UIItemStatProperties
function UIItemStatProperties.new(props) return end

---@param localizedName String
---@param decimalPlaces Int32
---@param displayPercent Bool
---@param displayPlus Bool
---@param inMeters Bool
---@param inSeconds Bool
---@param inSpeed Bool
---@param multiplyBy100InText Bool
---@param roundValue Bool
---@param maxValue Float
---@param flipNegative Bool
---@return UIItemStatProperties
function UIItemStatProperties.Make(localizedName, decimalPlaces, displayPercent, displayPlus, inMeters, inSeconds, inSpeed, multiplyBy100InText, roundValue, maxValue, flipNegative) return end

---@return Int32
function UIItemStatProperties:DecimalPlaces() return end

---@return Bool
function UIItemStatProperties:DisplayPercent() return end

---@return Bool
function UIItemStatProperties:DisplayPlus() return end

---@return Bool
function UIItemStatProperties:FlipNegative() return end

---@return String
function UIItemStatProperties:GetName() return end

---@return Bool
function UIItemStatProperties:InMeters() return end

---@return Bool
function UIItemStatProperties:InSeconds() return end

---@return Bool
function UIItemStatProperties:InSpeed() return end

---@return Float
function UIItemStatProperties:MaxValue() return end

---@return Bool
function UIItemStatProperties:MultiplyBy100InText() return end

---@return Bool
function UIItemStatProperties:RoundValue() return end

---@class UILocRecord
---@field tag CName
---@field value String
UILocRecord = {}

---@return UILocRecord
function UILocRecord.new() return end

---@param props table
---@return UILocRecord
function UILocRecord.new(props) return end

---@class UILocalizationHelper : IScriptable
UILocalizationHelper = {}

---@param statRecord gamedataStat_Record
---@return String
function UILocalizationHelper.GetStatNameLockey(statRecord) return end

---@return EMeasurementUnit
function UILocalizationHelper.GetSystemBaseUnit() return end

---@param statType gamedataStatType
---@return Bool
function UILocalizationHelper.IsStatProficiency(statType) return end

---@class UILocalizationKeys : IScriptable
UILocalizationKeys = {}

---@return UILocalizationKeys
function UILocalizationKeys.new() return end

---@param props table
---@return UILocalizationKeys
function UILocalizationKeys.new(props) return end

---@return String
function UILocalizationKeys.Common_EuroDollar() return end

---@return String
function UILocalizationKeys.Inventory_NoSlots() return end

---@return String
function UILocalizationKeys.Inventory_NoSuitableItems() return end

---@class UILocalizationMap : IScriptable
---@field map UILocRecord[]
UILocalizationMap = {}

---@return UILocalizationMap
function UILocalizationMap.new() return end

---@param props table
---@return UILocalizationMap
function UILocalizationMap.new(props) return end

---@param tag CName|string
---@param value String
function UILocalizationMap:AddRecord(tag, value) return end

function UILocalizationMap:Init() return end

---@param tag CName|string
---@return String
function UILocalizationMap:Localize(tag) return end

---@class UIMenuNotificationEvent : redEvent
---@field notificationType UIMenuNotificationType
---@field additionalInfo Variant
---@field animContainer inGameMenuAnimContainer
UIMenuNotificationEvent = {}

---@return UIMenuNotificationEvent
function UIMenuNotificationEvent.new() return end

---@param props table
---@return UIMenuNotificationEvent
function UIMenuNotificationEvent.new(props) return end

---@class UIMenuNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
UIMenuNotificationQueue = {}

---@return UIMenuNotificationQueue
function UIMenuNotificationQueue.new() return end

---@param props table
---@return UIMenuNotificationQueue
function UIMenuNotificationQueue.new(props) return end

---@param evt UIMenuNotificationEvent
---@return Bool
function UIMenuNotificationQueue:OnUINotification(evt) return end

---@param evt UINotificationRemoveEvent
---@return Bool
function UIMenuNotificationQueue:OnUINotificationRemove(evt) return end

---@return Int32
function UIMenuNotificationQueue:GetID() return end

---@return Bool
function UIMenuNotificationQueue:GetShouldSaveState() return end

---@class UIMenuNotificationViewData : gameuiGenericNotificationViewData
---@field animContainer inGameMenuAnimContainer
---@field notificationType UIMenuNotificationType
UIMenuNotificationViewData = {}

---@return UIMenuNotificationViewData
function UIMenuNotificationViewData.new() return end

---@param props table
---@return UIMenuNotificationViewData
function UIMenuNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function UIMenuNotificationViewData:CanMerge(data) return end

---@param data IScriptable
---@return Bool
function UIMenuNotificationViewData:OnRemoveNotification(data) return end

---@class UINotification : GenericNotificationController
UINotification = {}

---@return UINotification
function UINotification.new() return end

---@param props table
---@return UINotification
function UINotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function UINotification:SetNotificationData(notificationData) return end

---@class UINotificationRemoveEvent : redEvent
UINotificationRemoveEvent = {}

---@return UINotificationRemoveEvent
function UINotificationRemoveEvent.new() return end

---@param props table
---@return UINotificationRemoveEvent
function UINotificationRemoveEvent.new(props) return end

---@class UIObjectiveEntryData
---@field name String
---@field counter String
---@field type UIObjectiveEntryType
---@field state gameJournalEntryState
---@field isTracked Bool
---@field isOptional Bool
UIObjectiveEntryData = {}

---@return UIObjectiveEntryData
function UIObjectiveEntryData.new() return end

---@param props table
---@return UIObjectiveEntryData
function UIObjectiveEntryData.new(props) return end

---@class UIObjectsLoaderSystemListener : gameuiIUIObjectsLoaderSystemListener
UIObjectsLoaderSystemListener = {}

---@return UIObjectsLoaderSystemListener
function UIObjectsLoaderSystemListener.new() return end

---@param props table
---@return UIObjectsLoaderSystemListener
function UIObjectsLoaderSystemListener.new(props) return end

---@class UIRefreshedEvent : redEvent
UIRefreshedEvent = {}

---@return UIRefreshedEvent
function UIRefreshedEvent.new() return end

---@param props table
---@return UIRefreshedEvent
function UIRefreshedEvent.new(props) return end

---@class UIScriptableInventoryListenerCallback : gameInventoryScriptCallback
---@field uiScriptableSystem UIScriptableSystem
UIScriptableInventoryListenerCallback = {}

---@return UIScriptableInventoryListenerCallback
function UIScriptableInventoryListenerCallback.new() return end

---@param props table
---@return UIScriptableInventoryListenerCallback
function UIScriptableInventoryListenerCallback.new(props) return end

function UIScriptableInventoryListenerCallback:AttachScriptableSystem() return end

---@param item ItemID
---@param itemData gameItemData
---@param flaggedAsSilent Bool
function UIScriptableInventoryListenerCallback:OnItemAdded(item, itemData, flaggedAsSilent) return end

---@param item ItemID
function UIScriptableInventoryListenerCallback:OnItemExtracted(item) return end

---@param item ItemID
---@param difference Int32
---@param currentQuantity Int32
function UIScriptableInventoryListenerCallback:OnItemRemoved(item, difference, currentQuantity) return end

---@class UIScriptableSystem : gameScriptableSystem
---@field backpackActiveSorting Int32
---@field backpackActiveFilter Int32
---@field isBackpackActiveFilterSaved Bool
---@field vendorPanelPlayerActiveSorting Int32
---@field vendorPanelVendorActiveSorting Int32
---@field newItems ItemID[]
---@field DLCAddedItems TweakDBID[]
---@field newWardrobeSets gameWardrobeClothingSetIndex[]
---@field newWardrobeItems ItemID[]
---@field availableCars CName[]
---@field previousAttributeLevels UIScriptableSystemAttributeLevel[]
---@field comparisionTooltipDisabled Bool
---@field attachedPlayer PlayerPuppet
---@field inventoryListenerCallback UIScriptableInventoryListenerCallback
---@field inventoryListener gameInventoryScriptListener
---@field DEV_useNewTooltips Bool
---@field DEV_useLongScanTooltips Bool
UIScriptableSystem = {}

---@return UIScriptableSystem
function UIScriptableSystem.new() return end

---@param props table
---@return UIScriptableSystem
function UIScriptableSystem.new(props) return end

---@return UIScriptableSystem
function UIScriptableSystem.GetInstance() return end

---@return Bool
function UIScriptableSystem:DEV_IsNewTooltipEnabled() return end

---@return Bool
function UIScriptableSystem:DEV_IsScanLongTooltipEnabled() return end

---@param defaultValue Int32
---@return Int32
function UIScriptableSystem:GetBackpackActiveFilter(defaultValue) return end

---@param defaultValue Int32
---@return Int32
function UIScriptableSystem:GetBackpackActiveSorting(defaultValue) return end

---@param stat gamedataStatType
---@return Int32
function UIScriptableSystem:GetPreviousAttributeLevel(stat) return end

---@param defaultValue Int32
---@return Int32
function UIScriptableSystem:GetVendorPanelPlayerActiveSorting(defaultValue) return end

---@param defaultValue Int32
---@return Int32
function UIScriptableSystem:GetVendorPanelVendorActiveSorting(defaultValue) return end

---@param carFact CName|string
---@return Bool
function UIScriptableSystem:IsAvailableCarNew(carFact) return end

---@return Bool
function UIScriptableSystem:IsComparisionTooltipDisabled() return end

---@param itemTweakDBID TweakDBID|string
---@return Bool
function UIScriptableSystem:IsDLCAddedActiveItem(itemTweakDBID) return end

---@param itemID ItemID
---@return Bool
function UIScriptableSystem:IsInventoryItemNew(itemID) return end

---@param itemID ItemID
---@return Bool
function UIScriptableSystem:IsWardrobeItemNew(itemID) return end

---@param wardrobeSet gameWardrobeClothingSetIndex
---@return Bool
function UIScriptableSystem:IsWardrobeSetNew(wardrobeSet) return end

function UIScriptableSystem:OnAttach() return end

---@param request UIScriptableSystemAddAvailableCar
function UIScriptableSystem:OnAvailableCarAdded(request) return end

---@param request UIScriptableSystemSetComparisionTooltipDisabled
function UIScriptableSystem:OnComparisionTooltipDisabled(request) return end

---@param request UIScriptableSystemDLCAddedItemInspected
function UIScriptableSystem:OnDLCAddedItemInspected(request) return end

function UIScriptableSystem:OnDetach() return end

---@param request ScanLongDescriptionCall
function UIScriptableSystem:OnEnableScanLongDescription(request) return end

---@param request UIScriptableSystemInventoryAddItem
function UIScriptableSystem:OnInventoryItemAdded(request) return end

---@param request UIScriptableSystemInventoryInspectItem
function UIScriptableSystem:OnInventoryItemInspected(request) return end

---@param request UIScriptableSystemInventoryRemoveItem
function UIScriptableSystem:OnInventoryItemRemoved(request) return end

---@param request gamePlayerAttachRequest
function UIScriptableSystem:OnPlayerAttach(request) return end

---@param saveVersion Int32
---@param gameVersion Int32
function UIScriptableSystem:OnRestored(saveVersion, gameVersion) return end

---@param request UIScriptableSystemSetBackpackFilter
function UIScriptableSystem:OnSetBackpackFilter(request) return end

---@param request UIScriptableSystemSetBackpackSorting
function UIScriptableSystem:OnSetBackpackSorting(request) return end

---@param request UIScriptableSystemSetPreviousAttributeLevel
function UIScriptableSystem:OnSetPreviousAttributeLevel(request) return end

---@param request UIScriptableSystemSetVendorPanelPlayerSorting
function UIScriptableSystem:OnSetVendorPanelPlayerSorting(request) return end

---@param request UIScriptableSystemSetVendorPanelVendorSorting
function UIScriptableSystem:OnSetVendorPanelVendorSorting(request) return end

---@param request UIScriptableSystemWardrobeAddItem
function UIScriptableSystem:OnWardrobeItemAdded(request) return end

---@param request UIScriptableSystemWardrobeInspectItem
function UIScriptableSystem:OnWardrobeItemInspected(request) return end

---@param request UIScriptableSystemWardrobeSetAdded
function UIScriptableSystem:OnWardrobeSetAdded(request) return end

---@param request UIScriptableSystemWardrobeSetInspected
function UIScriptableSystem:OnWardrobeSetInspected(request) return end

---@param request UI_DEV_ScriptableSystemUseNewTooltips
function UIScriptableSystem:On_DEV_ScriptableSystemUseNewTooltips(request) return end

function UIScriptableSystem:SetupInstance() return end

---@class UIScriptableSystemAddAvailableCar : gameScriptableSystemRequest
---@field carFact CName
UIScriptableSystemAddAvailableCar = {}

---@return UIScriptableSystemAddAvailableCar
function UIScriptableSystemAddAvailableCar.new() return end

---@param props table
---@return UIScriptableSystemAddAvailableCar
function UIScriptableSystemAddAvailableCar.new(props) return end

---@class UIScriptableSystemAttributeLevel
---@field stat gamedataStatType
---@field level Int32
UIScriptableSystemAttributeLevel = {}

---@return UIScriptableSystemAttributeLevel
function UIScriptableSystemAttributeLevel.new() return end

---@param props table
---@return UIScriptableSystemAttributeLevel
function UIScriptableSystemAttributeLevel.new(props) return end

---@class UIScriptableSystemDLCAddedItemInspected : gameScriptableSystemRequest
---@field itemTDBID TweakDBID
UIScriptableSystemDLCAddedItemInspected = {}

---@return UIScriptableSystemDLCAddedItemInspected
function UIScriptableSystemDLCAddedItemInspected.new() return end

---@param props table
---@return UIScriptableSystemDLCAddedItemInspected
function UIScriptableSystemDLCAddedItemInspected.new(props) return end

---@class UIScriptableSystemInventoryAddItem : gameScriptableSystemRequest
---@field itemID ItemID
UIScriptableSystemInventoryAddItem = {}

---@return UIScriptableSystemInventoryAddItem
function UIScriptableSystemInventoryAddItem.new() return end

---@param props table
---@return UIScriptableSystemInventoryAddItem
function UIScriptableSystemInventoryAddItem.new(props) return end

---@class UIScriptableSystemInventoryInspectItem : gameScriptableSystemRequest
---@field itemID ItemID
UIScriptableSystemInventoryInspectItem = {}

---@return UIScriptableSystemInventoryInspectItem
function UIScriptableSystemInventoryInspectItem.new() return end

---@param props table
---@return UIScriptableSystemInventoryInspectItem
function UIScriptableSystemInventoryInspectItem.new(props) return end

---@class UIScriptableSystemInventoryRemoveItem : gameScriptableSystemRequest
---@field itemID ItemID
UIScriptableSystemInventoryRemoveItem = {}

---@return UIScriptableSystemInventoryRemoveItem
function UIScriptableSystemInventoryRemoveItem.new() return end

---@param props table
---@return UIScriptableSystemInventoryRemoveItem
function UIScriptableSystemInventoryRemoveItem.new(props) return end

---@class UIScriptableSystemSetBackpackFilter : gameScriptableSystemRequest
---@field filterMode Int32
UIScriptableSystemSetBackpackFilter = {}

---@return UIScriptableSystemSetBackpackFilter
function UIScriptableSystemSetBackpackFilter.new() return end

---@param props table
---@return UIScriptableSystemSetBackpackFilter
function UIScriptableSystemSetBackpackFilter.new(props) return end

---@class UIScriptableSystemSetBackpackSorting : gameScriptableSystemRequest
---@field sortMode Int32
UIScriptableSystemSetBackpackSorting = {}

---@return UIScriptableSystemSetBackpackSorting
function UIScriptableSystemSetBackpackSorting.new() return end

---@param props table
---@return UIScriptableSystemSetBackpackSorting
function UIScriptableSystemSetBackpackSorting.new(props) return end

---@class UIScriptableSystemSetComparisionTooltipDisabled : gameScriptableSystemRequest
---@field value Bool
UIScriptableSystemSetComparisionTooltipDisabled = {}

---@return UIScriptableSystemSetComparisionTooltipDisabled
function UIScriptableSystemSetComparisionTooltipDisabled.new() return end

---@param props table
---@return UIScriptableSystemSetComparisionTooltipDisabled
function UIScriptableSystemSetComparisionTooltipDisabled.new(props) return end

---@class UIScriptableSystemSetPreviousAttributeLevel : gameScriptableSystemRequest
---@field stat gamedataStatType
---@field level Int32
UIScriptableSystemSetPreviousAttributeLevel = {}

---@return UIScriptableSystemSetPreviousAttributeLevel
function UIScriptableSystemSetPreviousAttributeLevel.new() return end

---@param props table
---@return UIScriptableSystemSetPreviousAttributeLevel
function UIScriptableSystemSetPreviousAttributeLevel.new(props) return end

---@class UIScriptableSystemSetVendorPanelPlayerSorting : gameScriptableSystemRequest
---@field sortMode Int32
UIScriptableSystemSetVendorPanelPlayerSorting = {}

---@return UIScriptableSystemSetVendorPanelPlayerSorting
function UIScriptableSystemSetVendorPanelPlayerSorting.new() return end

---@param props table
---@return UIScriptableSystemSetVendorPanelPlayerSorting
function UIScriptableSystemSetVendorPanelPlayerSorting.new(props) return end

---@class UIScriptableSystemSetVendorPanelVendorSorting : gameScriptableSystemRequest
---@field sortMode Int32
UIScriptableSystemSetVendorPanelVendorSorting = {}

---@return UIScriptableSystemSetVendorPanelVendorSorting
function UIScriptableSystemSetVendorPanelVendorSorting.new() return end

---@param props table
---@return UIScriptableSystemSetVendorPanelVendorSorting
function UIScriptableSystemSetVendorPanelVendorSorting.new(props) return end

---@class UIScriptableSystemWardrobeAddItem : gameScriptableSystemRequest
---@field itemID ItemID
UIScriptableSystemWardrobeAddItem = {}

---@return UIScriptableSystemWardrobeAddItem
function UIScriptableSystemWardrobeAddItem.new() return end

---@param props table
---@return UIScriptableSystemWardrobeAddItem
function UIScriptableSystemWardrobeAddItem.new(props) return end

---@class UIScriptableSystemWardrobeInspectItem : gameScriptableSystemRequest
---@field itemID ItemID
UIScriptableSystemWardrobeInspectItem = {}

---@return UIScriptableSystemWardrobeInspectItem
function UIScriptableSystemWardrobeInspectItem.new() return end

---@param props table
---@return UIScriptableSystemWardrobeInspectItem
function UIScriptableSystemWardrobeInspectItem.new(props) return end

---@class UIScriptableSystemWardrobeSetAdded : gameScriptableSystemRequest
---@field wardrobeSet gameWardrobeClothingSetIndex
UIScriptableSystemWardrobeSetAdded = {}

---@return UIScriptableSystemWardrobeSetAdded
function UIScriptableSystemWardrobeSetAdded.new() return end

---@param props table
---@return UIScriptableSystemWardrobeSetAdded
function UIScriptableSystemWardrobeSetAdded.new(props) return end

---@class UIScriptableSystemWardrobeSetInspected : gameScriptableSystemRequest
---@field wardrobeSet gameWardrobeClothingSetIndex
UIScriptableSystemWardrobeSetInspected = {}

---@return UIScriptableSystemWardrobeSetInspected
function UIScriptableSystemWardrobeSetInspected.new() return end

---@param props table
---@return UIScriptableSystemWardrobeSetInspected
function UIScriptableSystemWardrobeSetInspected.new(props) return end

---@class UIUnstreamedEvent : redEvent
UIUnstreamedEvent = {}

---@return UIUnstreamedEvent
function UIUnstreamedEvent.new() return end

---@param props table
---@return UIUnstreamedEvent
function UIUnstreamedEvent.new(props) return end

---@class UIVehicleRadioEvent : redEvent
UIVehicleRadioEvent = {}

---@return UIVehicleRadioEvent
function UIVehicleRadioEvent.new() return end

---@param props table
---@return UIVehicleRadioEvent
function UIVehicleRadioEvent.new(props) return end

---@class UIVendorAttachedEvent : redEvent
---@field vendorID TweakDBID
---@field vendorObject gameObject
UIVendorAttachedEvent = {}

---@return UIVendorAttachedEvent
function UIVendorAttachedEvent.new() return end

---@param props table
---@return UIVendorAttachedEvent
function UIVendorAttachedEvent.new(props) return end

---@class UIVendorItemsBoughtEvent : redEvent
---@field requestID Int32
---@field itemsID ItemID[]
---@field quantity Int32[]
UIVendorItemsBoughtEvent = {}

---@return UIVendorItemsBoughtEvent
function UIVendorItemsBoughtEvent.new() return end

---@param props table
---@return UIVendorItemsBoughtEvent
function UIVendorItemsBoughtEvent.new(props) return end

---@class UIVendorItemsSoldEvent : redEvent
---@field requestID Int32
---@field itemsID ItemID[]
---@field quantity Int32[]
---@field piecesPrice Int32[]
UIVendorItemsSoldEvent = {}

---@return UIVendorItemsSoldEvent
function UIVendorItemsSoldEvent.new() return end

---@param props table
---@return UIVendorItemsSoldEvent
function UIVendorItemsSoldEvent.new(props) return end

---@class UIWorldBoundariesDef : gamebbScriptDefinition
---@field IsPlayerCloseToBoundary gamebbScriptID_Bool
---@field IsPlayerGoingDeeper gamebbScriptID_Bool
UIWorldBoundariesDef = {}

---@return UIWorldBoundariesDef
function UIWorldBoundariesDef.new() return end

---@param props table
---@return UIWorldBoundariesDef
function UIWorldBoundariesDef.new(props) return end

---@return Bool
function UIWorldBoundariesDef:AutoCreateInSystem() return end

---@class UI_ActiveVehicleDataDef : gamebbScriptDefinition
---@field VehPlayerStateData gamebbScriptID_Variant
---@field IsPlayerMounted gamebbScriptID_Bool
---@field IsTPPCameraOn gamebbScriptID_Bool
---@field PositionInRace gamebbScriptID_Int32
---@field IsFPPRearviewCameraActivated gamebbScriptID_Bool
---@field RemoteControlledVehicleData gamebbScriptID_Variant
---@field MountedWeaponsTargets gamebbScriptID_Variant
---@field MountedMissileLauncherAmmo gamebbScriptID_Uint32
---@field MountedPowerWeaponAmmo gamebbScriptID_Uint32
UI_ActiveVehicleDataDef = {}

---@return UI_ActiveVehicleDataDef
function UI_ActiveVehicleDataDef.new() return end

---@param props table
---@return UI_ActiveVehicleDataDef
function UI_ActiveVehicleDataDef.new(props) return end

---@return Bool
function UI_ActiveVehicleDataDef:AutoCreateInSystem() return end

---@class UI_ActiveWeaponDataDef : gamebbScriptDefinition
---@field WeaponRecordID gamebbScriptID_Variant
---@field BulletSpread gamebbScriptID_Vector2
---@field SmartGunParams gamebbScriptID_Variant
---@field TargetHitEvent gamebbScriptID_Variant
---@field ShootEvent gamebbScriptID_Variant
UI_ActiveWeaponDataDef = {}

---@return UI_ActiveWeaponDataDef
function UI_ActiveWeaponDataDef.new() return end

---@param props table
---@return UI_ActiveWeaponDataDef
function UI_ActiveWeaponDataDef.new(props) return end

---@return Bool
function UI_ActiveWeaponDataDef:AutoCreateInSystem() return end

---@class UI_ActivityLogDef : gamebbScriptDefinition
---@field activityLogHide gamebbScriptID_Bool
UI_ActivityLogDef = {}

---@return UI_ActivityLogDef
function UI_ActivityLogDef.new() return end

---@param props table
---@return UI_ActivityLogDef
function UI_ActivityLogDef.new(props) return end

---@return Bool
function UI_ActivityLogDef:AutoCreateInSystem() return end

---@class UI_BriefingDef : gamebbScriptDefinition
---@field BriefingToOpen gamebbScriptID_String
---@field BriefingSize gamebbScriptID_Variant
---@field BriefingAlignment gamebbScriptID_Variant
UI_BriefingDef = {}

---@return UI_BriefingDef
function UI_BriefingDef.new() return end

---@param props table
---@return UI_BriefingDef
function UI_BriefingDef.new(props) return end

---@return Bool
function UI_BriefingDef:AutoCreateInSystem() return end

---@class UI_ChatBoxDef : gamebbScriptDefinition
---@field TextList gamebbScriptID_Variant
UI_ChatBoxDef = {}

---@return UI_ChatBoxDef
function UI_ChatBoxDef.new() return end

---@param props table
---@return UI_ChatBoxDef
function UI_ChatBoxDef.new(props) return end

---@return Bool
function UI_ChatBoxDef:AutoCreateInSystem() return end

---@class UI_CodexSystemDef : gamebbScriptDefinition
---@field CodexUpdated gamebbScriptID_Variant
UI_CodexSystemDef = {}

---@return UI_CodexSystemDef
function UI_CodexSystemDef.new() return end

---@param props table
---@return UI_CodexSystemDef
function UI_CodexSystemDef.new(props) return end

---@return Bool
function UI_CodexSystemDef:AutoCreateInSystem() return end

---@class UI_ComDeviceDef : gamebbScriptDefinition
---@field comDeviceSetStatusText gamebbScriptID_CName
---@field openMessageRequest gamebbScriptID_Uint32
---@field closeMessageRequest gamebbScriptID_Int32
---@field showingMessage gamebbScriptID_Int32
---@field PhoneCallInformation gamebbScriptID_Variant
---@field PhoneStyle_PlacidePhone gamebbScriptID_Bool
---@field PhoneStyle_VideoCallInterupt gamebbScriptID_Bool
---@field PhoneStyle_Minimized gamebbScriptID_Bool
---@field isDisplayingMessage gamebbScriptID_Bool
---@field ContactsActive gamebbScriptID_Bool
---@field SmsMessengerActive gamebbScriptID_Bool
---@field MessageToOpenId gamebbScriptID_CName
---@field PhoneEnabled gamebbScriptID_Bool
---@field PhoneVisibility gamebbScriptID_Variant
---@field ActivatePhoneElements gamebbScriptID_Uint32
---@field MessageToOpenHash gamebbScriptID_Int32
UI_ComDeviceDef = {}

---@return UI_ComDeviceDef
function UI_ComDeviceDef.new() return end

---@param props table
---@return UI_ComDeviceDef
function UI_ComDeviceDef.new(props) return end

---@return Bool
function UI_ComDeviceDef:AutoCreateInSystem() return end

---@class UI_CompanionDef : gamebbScriptDefinition
---@field flatHeadSpawned gamebbScriptID_Bool
UI_CompanionDef = {}

---@return UI_CompanionDef
function UI_CompanionDef.new() return end

---@param props table
---@return UI_CompanionDef
function UI_CompanionDef.new(props) return end

---@return Bool
function UI_CompanionDef:AutoCreateInSystem() return end

---@class UI_CompassInfoDef : gamebbScriptDefinition
---@field NorthOffset gamebbScriptID_Float
---@field SouthOffset gamebbScriptID_Float
---@field EastOffset gamebbScriptID_Float
---@field WestOffset gamebbScriptID_Float
---@field Pins gamebbScriptID_Variant
UI_CompassInfoDef = {}

---@return UI_CompassInfoDef
function UI_CompassInfoDef.new() return end

---@param props table
---@return UI_CompassInfoDef
function UI_CompassInfoDef.new(props) return end

---@return Bool
function UI_CompassInfoDef:AutoCreateInSystem() return end

---@class UI_CpoCharacterSelectionDef : gamebbScriptDefinition
---@field SelectionMenuVisible gamebbScriptID_Bool
---@field CharacterRecordId gamebbScriptID_Variant
UI_CpoCharacterSelectionDef = {}

---@return UI_CpoCharacterSelectionDef
function UI_CpoCharacterSelectionDef.new() return end

---@param props table
---@return UI_CpoCharacterSelectionDef
function UI_CpoCharacterSelectionDef.new(props) return end

---@return Bool
function UI_CpoCharacterSelectionDef:AutoCreateInSystem() return end

---@class UI_CraftingDef : gamebbScriptDefinition
---@field lastCommand gamebbScriptID_Variant
---@field lastItem gamebbScriptID_Variant
---@field lastIngredients gamebbScriptID_Variant
UI_CraftingDef = {}

---@return UI_CraftingDef
function UI_CraftingDef.new() return end

---@param props table
---@return UI_CraftingDef
function UI_CraftingDef.new(props) return end

---@return Bool
function UI_CraftingDef:AutoCreateInSystem() return end

---@class UI_CrosshairDef : gamebbScriptDefinition
---@field EnemyNeutralized gamebbScriptID_Variant
UI_CrosshairDef = {}

---@return UI_CrosshairDef
function UI_CrosshairDef.new() return end

---@param props table
---@return UI_CrosshairDef
function UI_CrosshairDef.new(props) return end

---@return Bool
function UI_CrosshairDef:AutoCreateInSystem() return end

---@class UI_CustomQuestNotificationDef : gamebbScriptDefinition
---@field data gamebbScriptID_Variant
UI_CustomQuestNotificationDef = {}

---@return UI_CustomQuestNotificationDef
function UI_CustomQuestNotificationDef.new() return end

---@param props table
---@return UI_CustomQuestNotificationDef
function UI_CustomQuestNotificationDef.new(props) return end

---@return Bool
function UI_CustomQuestNotificationDef:AutoCreateInSystem() return end

---@class UI_DEV_ScriptableSystemUseNewTooltips : gameScriptableSystemRequest
---@field value Bool
UI_DEV_ScriptableSystemUseNewTooltips = {}

---@return UI_DEV_ScriptableSystemUseNewTooltips
function UI_DEV_ScriptableSystemUseNewTooltips.new() return end

---@param props table
---@return UI_DEV_ScriptableSystemUseNewTooltips
function UI_DEV_ScriptableSystemUseNewTooltips.new(props) return end

---@class UI_DamageInfoDef : gamebbScriptDefinition
---@field DamageList gamebbScriptID_Variant
---@field KillList gamebbScriptID_Variant
---@field DigitsMode gamebbScriptID_Variant
---@field DigitsInterpolationOn gamebbScriptID_Bool
---@field DigitsStickingMode gamebbScriptID_Variant
---@field HitIndicatorEnabled gamebbScriptID_Bool
---@field DmgIndicatorMode gamebbScriptID_Variant
UI_DamageInfoDef = {}

---@return UI_DamageInfoDef
function UI_DamageInfoDef.new() return end

---@param props table
---@return UI_DamageInfoDef
function UI_DamageInfoDef.new(props) return end

---@return Bool
function UI_DamageInfoDef:AutoCreateInSystem() return end

---@class UI_EquipmentDataDef : gamebbScriptDefinition
---@field EquipmentData gamebbScriptID_Variant
---@field UIjailbreakData gamebbScriptID_Variant
---@field ammoLooted gamebbScriptID_Bool
UI_EquipmentDataDef = {}

---@return UI_EquipmentDataDef
function UI_EquipmentDataDef.new() return end

---@param props table
---@return UI_EquipmentDataDef
function UI_EquipmentDataDef.new(props) return end

---@return Bool
function UI_EquipmentDataDef:AutoCreateInSystem() return end

---@class UI_EquipmentDef : gamebbScriptDefinition
---@field itemEquipped gamebbScriptID_Variant
---@field lastModifiedArea gamebbScriptID_Variant
---@field areaChanged gamebbScriptID_Int32
---@field areaChangedSlotIndex gamebbScriptID_Int32
---@field EquipmentInProgress gamebbScriptID_Bool
UI_EquipmentDef = {}

---@return UI_EquipmentDef
function UI_EquipmentDef.new() return end

---@param props table
---@return UI_EquipmentDef
function UI_EquipmentDef.new(props) return end

---@return Bool
function UI_EquipmentDef:AutoCreateInSystem() return end

---@class UI_FastForwardDef : gamebbScriptDefinition
---@field FastForwardAvailable gamebbScriptID_Bool
---@field FastForwardActive gamebbScriptID_Bool
UI_FastForwardDef = {}

---@return UI_FastForwardDef
function UI_FastForwardDef.new() return end

---@param props table
---@return UI_FastForwardDef
function UI_FastForwardDef.new(props) return end

---@class UI_HUDButtonHintDef : gamebbScriptDefinition
---@field ActionsData gamebbScriptID_Variant
UI_HUDButtonHintDef = {}

---@return UI_HUDButtonHintDef
function UI_HUDButtonHintDef.new() return end

---@param props table
---@return UI_HUDButtonHintDef
function UI_HUDButtonHintDef.new(props) return end

---@class UI_HUDCountdownTimerDef : gamebbScriptDefinition
---@field TimerID gamebbScriptID_Variant
---@field Active gamebbScriptID_Bool
---@field Progress gamebbScriptID_Float
UI_HUDCountdownTimerDef = {}

---@return UI_HUDCountdownTimerDef
function UI_HUDCountdownTimerDef.new() return end

---@param props table
---@return UI_HUDCountdownTimerDef
function UI_HUDCountdownTimerDef.new(props) return end

---@return Bool
function UI_HUDCountdownTimerDef:AutoCreateInSystem() return end

---@class UI_HUDNarrationLogDef : gamebbScriptDefinition
---@field LastEvent gamebbScriptID_Variant
UI_HUDNarrationLogDef = {}

---@return UI_HUDNarrationLogDef
function UI_HUDNarrationLogDef.new() return end

---@param props table
---@return UI_HUDNarrationLogDef
function UI_HUDNarrationLogDef.new(props) return end

---@return Bool
function UI_HUDNarrationLogDef:AutoCreateInSystem() return end

---@class UI_HUDProgressBarDef : gamebbScriptDefinition
---@field TimerID gamebbScriptID_Variant
---@field Header gamebbScriptID_String
---@field BottomText gamebbScriptID_String
---@field CompletedText gamebbScriptID_String
---@field FailedText gamebbScriptID_String
---@field Active gamebbScriptID_Bool
---@field Progress gamebbScriptID_Float
---@field ProgressBump gamebbScriptID_Float
---@field MessageType gamebbScriptID_Variant
UI_HUDProgressBarDef = {}

---@return UI_HUDProgressBarDef
function UI_HUDProgressBarDef.new() return end

---@param props table
---@return UI_HUDProgressBarDef
function UI_HUDProgressBarDef.new(props) return end

---@return Bool
function UI_HUDProgressBarDef:AutoCreateInSystem() return end

---@class UI_HUDSignalProgressBarDef : gamebbScriptDefinition
---@field TimerID gamebbScriptID_Variant
---@field State gamebbScriptID_Uint32
---@field Progress gamebbScriptID_Float
---@field SignalStrength gamebbScriptID_Float
---@field Orientation gamebbScriptID_Uint32
---@field Appearance gamebbScriptID_CName
UI_HUDSignalProgressBarDef = {}

---@return UI_HUDSignalProgressBarDef
function UI_HUDSignalProgressBarDef.new() return end

---@param props table
---@return UI_HUDSignalProgressBarDef
function UI_HUDSignalProgressBarDef.new(props) return end

---@return Bool
function UI_HUDSignalProgressBarDef:AutoCreateInSystem() return end

---@class UI_HackingDef : gamebbScriptDefinition
---@field ammoIndicator gamebbScriptID_Bool
UI_HackingDef = {}

---@return UI_HackingDef
function UI_HackingDef.new() return end

---@param props table
---@return UI_HackingDef
function UI_HackingDef.new(props) return end

---@return Bool
function UI_HackingDef:AutoCreateInSystem() return end

---@class UI_HotkeysDef : gamebbScriptDefinition
---@field ModifiedHotkey gamebbScriptID_Variant
UI_HotkeysDef = {}

---@return UI_HotkeysDef
function UI_HotkeysDef.new() return end

---@param props table
---@return UI_HotkeysDef
function UI_HotkeysDef.new(props) return end

---@return Bool
function UI_HotkeysDef:AutoCreateInSystem() return end

---@class UI_HudButtonHelpDef : gamebbScriptDefinition
---@field button1_Text gamebbScriptID_String
---@field button1_Icon gamebbScriptID_CName
---@field button2_Text gamebbScriptID_String
---@field button2_Icon gamebbScriptID_CName
---@field button3_Text gamebbScriptID_String
---@field button3_Icon gamebbScriptID_CName
UI_HudButtonHelpDef = {}

---@return UI_HudButtonHelpDef
function UI_HudButtonHelpDef.new() return end

---@param props table
---@return UI_HudButtonHelpDef
function UI_HudButtonHelpDef.new(props) return end

---@return Bool
function UI_HudButtonHelpDef:AutoCreateInSystem() return end

---@class UI_HudTooltipDef : gamebbScriptDefinition
---@field ItemId gamebbScriptID_Variant
---@field ShowTooltip gamebbScriptID_Bool
UI_HudTooltipDef = {}

---@return UI_HudTooltipDef
function UI_HudTooltipDef.new() return end

---@param props table
---@return UI_HudTooltipDef
function UI_HudTooltipDef.new(props) return end

---@return Bool
function UI_HudTooltipDef:AutoCreateInSystem() return end

---@class UI_InterfaceOptionsDef : gamebbScriptDefinition
---@field CrowdsOnMinimap gamebbScriptID_Bool
---@field ObjectMarkersEnabled gamebbScriptID_Bool
---@field NPCNamesEnabled gamebbScriptID_Bool
UI_InterfaceOptionsDef = {}

---@return UI_InterfaceOptionsDef
function UI_InterfaceOptionsDef.new() return end

---@param props table
---@return UI_InterfaceOptionsDef
function UI_InterfaceOptionsDef.new(props) return end

---@return Bool
function UI_InterfaceOptionsDef:AutoCreateInSystem() return end

---@class UI_InventoryDef : gamebbScriptDefinition
---@field itemAdded gamebbScriptID_Variant
---@field itemRemoved gamebbScriptID_Variant
UI_InventoryDef = {}

---@return UI_InventoryDef
function UI_InventoryDef.new() return end

---@param props table
---@return UI_InventoryDef
function UI_InventoryDef.new(props) return end

---@return Bool
function UI_InventoryDef:AutoCreateInSystem() return end

---@class UI_ItemLogDef : gamebbScriptDefinition
---@field ItemLogItem gamebbScriptID_Variant
UI_ItemLogDef = {}

---@return UI_ItemLogDef
function UI_ItemLogDef.new() return end

---@param props table
---@return UI_ItemLogDef
function UI_ItemLogDef.new(props) return end

---@return Bool
function UI_ItemLogDef:AutoCreateInSystem() return end

---@class UI_ItemModSystemDef : gamebbScriptDefinition
---@field ItemModSystemUpdated gamebbScriptID_Variant
---@field ItemModSystemUpgradingInProgress gamebbScriptID_Bool
UI_ItemModSystemDef = {}

---@return UI_ItemModSystemDef
function UI_ItemModSystemDef.new() return end

---@param props table
---@return UI_ItemModSystemDef
function UI_ItemModSystemDef.new(props) return end

---@return Bool
function UI_ItemModSystemDef:AutoCreateInSystem() return end

---@class UI_LevelUpDef : gamebbScriptDefinition
---@field level gamebbScriptID_Variant
UI_LevelUpDef = {}

---@return UI_LevelUpDef
function UI_LevelUpDef.new() return end

---@param props table
---@return UI_LevelUpDef
function UI_LevelUpDef.new(props) return end

---@return Bool
function UI_LevelUpDef:AutoCreateInSystem() return end

---@class UI_MainMenuDef : gamebbScriptDefinition
---@field ShowDataValidationError gamebbScriptID_Bool
UI_MainMenuDef = {}

---@return UI_MainMenuDef
function UI_MainMenuDef.new() return end

---@param props table
---@return UI_MainMenuDef
function UI_MainMenuDef.new(props) return end

---@return Bool
function UI_MainMenuDef:AutoCreateInSystem() return end

---@class UI_MapDef : gamebbScriptDefinition
---@field currentLocation gamebbScriptID_String
---@field currentLocationEnumName gamebbScriptID_String
---@field newLocationDiscovered gamebbScriptID_Bool
---@field currentState gamebbScriptID_String
UI_MapDef = {}

---@return UI_MapDef
function UI_MapDef.new() return end

---@param props table
---@return UI_MapDef
function UI_MapDef.new(props) return end

---@return Bool
function UI_MapDef:AutoCreateInSystem() return end

---@class UI_NPCNextToTheCrosshairDef : gamebbScriptDefinition
---@field NameplateData gamebbScriptID_Variant
---@field BuffsList gamebbScriptID_Variant
---@field DebuffsList gamebbScriptID_Variant
UI_NPCNextToTheCrosshairDef = {}

---@return UI_NPCNextToTheCrosshairDef
function UI_NPCNextToTheCrosshairDef.new() return end

---@param props table
---@return UI_NPCNextToTheCrosshairDef
function UI_NPCNextToTheCrosshairDef.new(props) return end

---@return Bool
function UI_NPCNextToTheCrosshairDef:AutoCreateInSystem() return end

---@class UI_NameplateDataDef : gamebbScriptDefinition
---@field EntityID gamebbScriptID_Variant
---@field IsVisible gamebbScriptID_Bool
---@field HeightOffset gamebbScriptID_Float
---@field DamageProjection gamebbScriptID_Int32
UI_NameplateDataDef = {}

---@return UI_NameplateDataDef
function UI_NameplateDataDef.new() return end

---@param props table
---@return UI_NameplateDataDef
function UI_NameplateDataDef.new(props) return end

---@return Bool
function UI_NameplateDataDef:AutoCreateInSystem() return end

---@class UI_NarrativePlateDef : gamebbScriptDefinition
---@field PlateData gamebbScriptID_Variant
UI_NarrativePlateDef = {}

---@return UI_NarrativePlateDef
function UI_NarrativePlateDef.new() return end

---@param props table
---@return UI_NarrativePlateDef
function UI_NarrativePlateDef.new(props) return end

---@return Bool
function UI_NarrativePlateDef:AutoCreateInSystem() return end

---@class UI_NotificationsDef : gamebbScriptDefinition
---@field WarningMessage gamebbScriptID_Variant
---@field OnscreenMessage gamebbScriptID_Variant
UI_NotificationsDef = {}

---@return UI_NotificationsDef
function UI_NotificationsDef.new() return end

---@param props table
---@return UI_NotificationsDef
function UI_NotificationsDef.new(props) return end

---@return Bool
function UI_NotificationsDef:AutoCreateInSystem() return end

---@class UI_PlayerBioMonitorDef : gamebbScriptDefinition
---@field PlayerStatsInfo gamebbScriptID_Variant
---@field BuffsList gamebbScriptID_Variant
---@field DebuffsList gamebbScriptID_Variant
---@field Cooldowns gamebbScriptID_Variant
---@field AdrenalineBar gamebbScriptID_Float
---@field CurrentNetrunnerCharges gamebbScriptID_Int32
---@field NetworkChargesCapacity gamebbScriptID_Int32
---@field NetworkName gamebbScriptID_CName
---@field MemoryPercent gamebbScriptID_Float
UI_PlayerBioMonitorDef = {}

---@return UI_PlayerBioMonitorDef
function UI_PlayerBioMonitorDef.new() return end

---@param props table
---@return UI_PlayerBioMonitorDef
function UI_PlayerBioMonitorDef.new(props) return end

---@return Bool
function UI_PlayerBioMonitorDef:AutoCreateInSystem() return end

---@class UI_PlayerStatsDef : gamebbScriptDefinition
---@field MaxHealth gamebbScriptID_Int32
---@field CurrentHealth gamebbScriptID_Int32
---@field PhysicalResistance gamebbScriptID_Int32
---@field ThermalResistance gamebbScriptID_Int32
---@field EnergyResistance gamebbScriptID_Int32
---@field ChemicalResistance gamebbScriptID_Int32
---@field Level gamebbScriptID_Int32
---@field CurrentXP gamebbScriptID_Int32
---@field RequiredXP gamebbScriptID_Int32
---@field StreetCredLevel gamebbScriptID_Int32
---@field StreetCredPoints gamebbScriptID_Int32
---@field Attributes gamebbScriptID_Variant
---@field DevelopmentPoints gamebbScriptID_Variant
---@field Proficiency gamebbScriptID_Variant
---@field Perks gamebbScriptID_Variant
---@field ModifiedPerkArea gamebbScriptID_Variant
---@field weightMax gamebbScriptID_Int32
---@field currentInventoryWeight gamebbScriptID_Float
---@field isReplacer gamebbScriptID_Bool
UI_PlayerStatsDef = {}

---@return UI_PlayerStatsDef
function UI_PlayerStatsDef.new() return end

---@param props table
---@return UI_PlayerStatsDef
function UI_PlayerStatsDef.new(props) return end

---@return Bool
function UI_PlayerStatsDef:AutoCreateInSystem() return end

---@class UI_PointOfNoReturnRewardScreenDef : gamebbScriptDefinition
---@field Rewards gamebbScriptID_Variant
UI_PointOfNoReturnRewardScreenDef = {}

---@return UI_PointOfNoReturnRewardScreenDef
function UI_PointOfNoReturnRewardScreenDef.new() return end

---@param props table
---@return UI_PointOfNoReturnRewardScreenDef
function UI_PointOfNoReturnRewardScreenDef.new(props) return end

---@return Bool
function UI_PointOfNoReturnRewardScreenDef:AutoCreateInSystem() return end

---@class UI_QuickSlotsDataDef : gamebbScriptDefinition
---@field UIRadialContextRequest gamebbScriptID_Bool
---@field UIRadialContextRightStickAngle gamebbScriptID_Float
---@field leftStick gamebbScriptID_Vector4
---@field DPadCommand gamebbScriptID_Variant
---@field KeyboardCommand gamebbScriptID_Variant
---@field WheelInteractionStarted gamebbScriptID_Variant
---@field WheelInteractionEnded gamebbScriptID_Variant
---@field CyberwareAssignmentComplete gamebbScriptID_Bool
---@field WheelAssignmentComplete gamebbScriptID_Bool
---@field quickSlotsStructure gamebbScriptID_Variant
---@field activeQuickSlotItem gamebbScriptID_Variant
---@field quickSlotsActiveWeaponIndex gamebbScriptID_Int32
---@field quickhackPanelOpen gamebbScriptID_Bool
---@field quickHackDescritpionVisible gamebbScriptID_Bool
---@field quickHackDataSelected gamebbScriptID_Variant
---@field quickhackPanelKeepContext gamebbScriptID_Bool
---@field dpadHintRefresh gamebbScriptID_Bool
---@field containerConsumable gamebbScriptID_Variant
---@field consumableBeingUsed gamebbScriptID_Variant
UI_QuickSlotsDataDef = {}

---@return UI_QuickSlotsDataDef
function UI_QuickSlotsDataDef.new() return end

---@param props table
---@return UI_QuickSlotsDataDef
function UI_QuickSlotsDataDef.new(props) return end

---@return Bool
function UI_QuickSlotsDataDef:AutoCreateInSystem() return end

---@class UI_ScannerDef : gamebbScriptDefinition
---@field Scannables gamebbScriptID_Variant
---@field CurrentProgress gamebbScriptID_Float
---@field CurrentState gamebbScriptID_Variant
---@field ProgressBarText gamebbScriptID_String
---@field ScannedObject gamebbScriptID_EntityID
---@field ScannerMode gamebbScriptID_Variant
---@field scannerTooltip gamebbScriptID_Int32
---@field scannerChangeTargetTooltipVisibility gamebbScriptID_Bool
---@field scannerData gamebbScriptID_Variant
---@field scannerObjectDistance gamebbScriptID_Float
---@field scannerObjectStats gamebbScriptID_Variant
---@field scannerQuickHackActionId gamebbScriptID_Int32
---@field scannerQuickHackActionStarted gamebbScriptID_Bool
---@field scannerQuickHackTime gamebbScriptID_Float
---@field exclusiveFocusActive gamebbScriptID_Bool
---@field LastTaggedTarget gamebbScriptID_Variant
---@field skillCheckInfo gamebbScriptID_Variant
---@field ShowHudHintMessege gamebbScriptID_Bool
---@field HudHintMessegeContent gamebbScriptID_String
---@field UIVisible gamebbScriptID_Bool
---@field ScannerLookAt gamebbScriptID_Bool
UI_ScannerDef = {}

---@return UI_ScannerDef
function UI_ScannerDef.new() return end

---@param props table
---@return UI_ScannerDef
function UI_ScannerDef.new(props) return end

---@return Bool
function UI_ScannerDef:AutoCreateInSystem() return end

---@class UI_ScannerModulesDef : gamebbScriptDefinition
---@field ScannerName gamebbScriptID_Variant
---@field ScannerHealth gamebbScriptID_Variant
---@field ScannerLevel gamebbScriptID_Variant
---@field ScannerAuthorization gamebbScriptID_Variant
---@field ScannerRarity gamebbScriptID_Variant
---@field ScannerArchetype gamebbScriptID_Variant
---@field ScannerFaction gamebbScriptID_Variant
---@field ScannerWeaponBasic gamebbScriptID_Variant
---@field ScannerWeaponDetailed gamebbScriptID_Variant
---@field ScannerVulnerabilities gamebbScriptID_Variant
---@field ScannerSquadInfo gamebbScriptID_Variant
---@field ScannerResistances gamebbScriptID_Variant
---@field ScannerAbilities gamebbScriptID_Variant
---@field ScannerAttitude gamebbScriptID_Variant
---@field ScannerBountySystem gamebbScriptID_Variant
---@field ScannerDeviceStatus gamebbScriptID_Variant
---@field ScannerNetworkLevel gamebbScriptID_Variant
---@field ScannerNetworkStatus gamebbScriptID_Variant
---@field ScannerConnections gamebbScriptID_Variant
---@field ScannerDescription gamebbScriptID_Variant
---@field ScannerSkillChecks gamebbScriptID_Variant
---@field ScannerVehicleName gamebbScriptID_Variant
---@field ScannerVehicleManufacturer gamebbScriptID_Variant
---@field ScannerVehicleProductionYears gamebbScriptID_Variant
---@field ScannerVehicleDriveLayout gamebbScriptID_Variant
---@field ScannerVehicleHorsepower gamebbScriptID_Variant
---@field ScannerVehicleMass gamebbScriptID_Variant
---@field ScannerVehicleState gamebbScriptID_Variant
---@field ScannerVehicleInfo gamebbScriptID_Variant
---@field ScannerQuickHackDescription gamebbScriptID_Variant
---@field ObjectType gamebbScriptID_Int32
UI_ScannerModulesDef = {}

---@return UI_ScannerModulesDef
function UI_ScannerModulesDef.new() return end

---@param props table
---@return UI_ScannerModulesDef
function UI_ScannerModulesDef.new(props) return end

---@return Bool
function UI_ScannerModulesDef:AutoCreateInSystem() return end

---@class UI_SceneScreenDef : gamebbScriptDefinition
---@field AnimName gamebbScriptID_CName
UI_SceneScreenDef = {}

---@return UI_SceneScreenDef
function UI_SceneScreenDef.new() return end

---@param props table
---@return UI_SceneScreenDef
function UI_SceneScreenDef.new(props) return end

---@return Bool
function UI_SceneScreenDef:AutoCreateInSystem() return end

---@class UI_StealthDef : gamebbScriptDefinition
---@field CombatDebug gamebbScriptID_Bool
---@field numberOfCombatants gamebbScriptID_Uint32
---@field highestDetectionOnPlayer gamebbScriptID_Float
---@field highestHostileDetectionOnPlayer gamebbScriptID_Float
UI_StealthDef = {}

---@return UI_StealthDef
function UI_StealthDef.new() return end

---@param props table
---@return UI_StealthDef
function UI_StealthDef.new(props) return end

---@return Bool
function UI_StealthDef:AutoCreateInSystem() return end

---@class UI_SystemDef : gamebbScriptDefinition
---@field IsInMenu gamebbScriptID_Bool
---@field CircularBlurEnabled gamebbScriptID_Bool
---@field CircularBlurBlendTime gamebbScriptID_Float
---@field TrackedMappin gamebbScriptID_Variant
UI_SystemDef = {}

---@return UI_SystemDef
function UI_SystemDef.new() return end

---@param props table
---@return UI_SystemDef
function UI_SystemDef.new(props) return end

---@return Bool
function UI_SystemDef:AutoCreateInSystem() return end

---@class UI_TargetingInfoDef : gamebbScriptDefinition
---@field CurrentVisibleTarget gamebbScriptID_EntityID
---@field CrosshairRaycastTarget gamebbScriptID_EntityID
---@field VisibleTargetDistance gamebbScriptID_Float
---@field VisibleTargetAttitude gamebbScriptID_Int32
---@field CurrentObstructedTarget gamebbScriptID_EntityID
---@field ObstructedTargetDistance gamebbScriptID_Float
---@field ObstructedTargetAttitude gamebbScriptID_Int32
UI_TargetingInfoDef = {}

---@return UI_TargetingInfoDef
function UI_TargetingInfoDef.new() return end

---@param props table
---@return UI_TargetingInfoDef
function UI_TargetingInfoDef.new(props) return end

---@return Bool
function UI_TargetingInfoDef:AutoCreateInSystem() return end

---@class UI_TopbarHubMenuDef : gamebbScriptDefinition
---@field IsSubmenuHidden gamebbScriptID_Bool
---@field MetaQuestStatus gamebbScriptID_Variant
UI_TopbarHubMenuDef = {}

---@return UI_TopbarHubMenuDef
function UI_TopbarHubMenuDef.new() return end

---@param props table
---@return UI_TopbarHubMenuDef
function UI_TopbarHubMenuDef.new(props) return end

---@return Bool
function UI_TopbarHubMenuDef:AutoCreateInSystem() return end

---@class UI_VendorDef : gamebbScriptDefinition
---@field VendorData gamebbScriptID_Variant
UI_VendorDef = {}

---@return UI_VendorDef
function UI_VendorDef.new() return end

---@param props table
---@return UI_VendorDef
function UI_VendorDef.new(props) return end

---@return Bool
function UI_VendorDef:AutoCreateInSystem() return end

---@class UI_VisionModeDef : gamebbScriptDefinition
---@field isEnabled gamebbScriptID_Bool
UI_VisionModeDef = {}

---@return UI_VisionModeDef
function UI_VisionModeDef.new() return end

---@param props table
---@return UI_VisionModeDef
function UI_VisionModeDef.new(props) return end

---@return Bool
function UI_VisionModeDef:AutoCreateInSystem() return end

---@class UI_WantedBarDef : gamebbScriptDefinition
---@field CurrentWantedLevel gamebbScriptID_Int32
---@field DeescalationStages gamebbScriptID_Int32
---@field CurrentChaseState gamebbScriptID_CName
---@field BlinkingStarsDurationTime gamebbScriptID_Float
---@field IsDogtown gamebbScriptID_Bool
UI_WantedBarDef = {}

---@return UI_WantedBarDef
function UI_WantedBarDef.new() return end

---@param props table
---@return UI_WantedBarDef
function UI_WantedBarDef.new(props) return end

---@return Bool
function UI_WantedBarDef:AutoCreateInSystem() return end

---@class UiContextDecisions : InputContextTransitionDecisions
UiContextDecisions = {}

---@return UiContextDecisions
function UiContextDecisions.new() return end

---@param props table
---@return UiContextDecisions
function UiContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UiPhoneContextDecisions : InputContextTransitionDecisions
UiPhoneContextDecisions = {}

---@return UiPhoneContextDecisions
function UiPhoneContextDecisions.new() return end

---@param props table
---@return UiPhoneContextDecisions
function UiPhoneContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiPhoneContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiPhoneContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UiQuickHackPanelContextDecisions : InputContextTransitionDecisions
UiQuickHackPanelContextDecisions = {}

---@return UiQuickHackPanelContextDecisions
function UiQuickHackPanelContextDecisions.new() return end

---@param props table
---@return UiQuickHackPanelContextDecisions
function UiQuickHackPanelContextDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiQuickHackPanelContextDecisions:CheckRequiredStates(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiQuickHackPanelContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class UiQuickHackPanelContextDriverCombatDecisions : UiQuickHackPanelContextDecisions
UiQuickHackPanelContextDriverCombatDecisions = {}

---@return UiQuickHackPanelContextDriverCombatDecisions
function UiQuickHackPanelContextDriverCombatDecisions.new() return end

---@param props table
---@return UiQuickHackPanelContextDriverCombatDecisions
function UiQuickHackPanelContextDriverCombatDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiQuickHackPanelContextDriverCombatDecisions:CheckRequiredStates(scriptInterface) return end

---@class UiQuickHackPanelContextDriverCombatEvents : UiQuickHackPanelContextEvents
UiQuickHackPanelContextDriverCombatEvents = {}

---@return UiQuickHackPanelContextDriverCombatEvents
function UiQuickHackPanelContextDriverCombatEvents.new() return end

---@param props table
---@return UiQuickHackPanelContextDriverCombatEvents
function UiQuickHackPanelContextDriverCombatEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextDriverCombatEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextDriverCombatEvents:OnExit(stateContext, scriptInterface) return end

---@class UiQuickHackPanelContextDrivingDecisions : UiQuickHackPanelContextDecisions
UiQuickHackPanelContextDrivingDecisions = {}

---@return UiQuickHackPanelContextDrivingDecisions
function UiQuickHackPanelContextDrivingDecisions.new() return end

---@param props table
---@return UiQuickHackPanelContextDrivingDecisions
function UiQuickHackPanelContextDrivingDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiQuickHackPanelContextDrivingDecisions:CheckRequiredStates(scriptInterface) return end

---@class UiQuickHackPanelContextDrivingEvents : UiQuickHackPanelContextEvents
UiQuickHackPanelContextDrivingEvents = {}

---@return UiQuickHackPanelContextDrivingEvents
function UiQuickHackPanelContextDrivingEvents.new() return end

---@param props table
---@return UiQuickHackPanelContextDrivingEvents
function UiQuickHackPanelContextDrivingEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextDrivingEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextDrivingEvents:OnExit(stateContext, scriptInterface) return end

---@class UiQuickHackPanelContextEvents : InputContextTransitionEvents
UiQuickHackPanelContextEvents = {}

---@return UiQuickHackPanelContextEvents
function UiQuickHackPanelContextEvents.new() return end

---@param props table
---@return UiQuickHackPanelContextEvents
function UiQuickHackPanelContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param value Bool
function UiQuickHackPanelContextEvents:SetChangeTargetTooltipVisibility(scriptInterface, value) return end

---@class UiQuickHackPanelContextRemoteControlDecisions : UiQuickHackPanelContextDecisions
UiQuickHackPanelContextRemoteControlDecisions = {}

---@return UiQuickHackPanelContextRemoteControlDecisions
function UiQuickHackPanelContextRemoteControlDecisions.new() return end

---@param props table
---@return UiQuickHackPanelContextRemoteControlDecisions
function UiQuickHackPanelContextRemoteControlDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiQuickHackPanelContextRemoteControlDecisions:CheckRequiredStates(scriptInterface) return end

---@class UiQuickHackPanelContextRemoteControlEvents : UiQuickHackPanelContextEvents
UiQuickHackPanelContextRemoteControlEvents = {}

---@return UiQuickHackPanelContextRemoteControlEvents
function UiQuickHackPanelContextRemoteControlEvents.new() return end

---@param props table
---@return UiQuickHackPanelContextRemoteControlEvents
function UiQuickHackPanelContextRemoteControlEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiQuickHackPanelContextRemoteControlEvents:OnEnter(stateContext, scriptInterface) return end

---@class UiRadialContextDecisions : InputContextTransitionDecisions
UiRadialContextDecisions = {}

---@return UiRadialContextDecisions
function UiRadialContextDecisions.new() return end

---@param props table
---@return UiRadialContextDecisions
function UiRadialContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiRadialContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiRadialContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UiRadialContextEvents : InputContextTransitionEvents
---@field mouse Vector4
UiRadialContextEvents = {}

---@return UiRadialContextEvents
function UiRadialContextEvents.new() return end

---@param props table
---@return UiRadialContextEvents
function UiRadialContextEvents.new(props) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UiRadialContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param id gamebbScriptID_Vector4
---@param value Vector4
function UiRadialContextEvents:SetUIBlackboardVector4Variable(scriptInterface, id, value) return end

---@class UiVendorContextDecisions : InputContextTransitionDecisions
UiVendorContextDecisions = {}

---@return UiVendorContextDecisions
function UiVendorContextDecisions.new() return end

---@param props table
---@return UiVendorContextDecisions
function UiVendorContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiVendorContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UiVendorContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UnRegisterInputListenerRequest : gameScriptableSystemRequest
---@field object gameObject
UnRegisterInputListenerRequest = {}

---@return UnRegisterInputListenerRequest
function UnRegisterInputListenerRequest.new() return end

---@param props table
---@return UnRegisterInputListenerRequest
function UnRegisterInputListenerRequest.new(props) return end

---@class UnTagAllObjectRequest : gameScriptableSystemRequest
UnTagAllObjectRequest = {}

---@return UnTagAllObjectRequest
function UnTagAllObjectRequest.new() return end

---@param props table
---@return UnTagAllObjectRequest
function UnTagAllObjectRequest.new(props) return end

---@class UnarmedLookAtDecisions : LookAtPresetBaseDecisions
UnarmedLookAtDecisions = {}

---@return UnarmedLookAtDecisions
function UnarmedLookAtDecisions.new() return end

---@param props table
---@return UnarmedLookAtDecisions
function UnarmedLookAtDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnarmedLookAtDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UnarmedLookAtEvents : LookAtPresetBaseEvents
UnarmedLookAtEvents = {}

---@return UnarmedLookAtEvents
function UnarmedLookAtEvents.new() return end

---@param props table
---@return UnarmedLookAtEvents
function UnarmedLookAtEvents.new(props) return end

---@class UnblockAmmoDrop : gameScriptableSystemRequest
UnblockAmmoDrop = {}

---@return UnblockAmmoDrop
function UnblockAmmoDrop.new() return end

---@param props table
---@return UnblockAmmoDrop
function UnblockAmmoDrop.new(props) return end

---@class UnblockHealingConsumableDrop : gameScriptableSystemRequest
UnblockHealingConsumableDrop = {}

---@return UnblockHealingConsumableDrop
function UnblockHealingConsumableDrop.new() return end

---@param props table
---@return UnblockHealingConsumableDrop
function UnblockHealingConsumableDrop.new(props) return end

---@class UnconsciousManagerTask : StatusEffectTasks
UnconsciousManagerTask = {}

---@return UnconsciousManagerTask
function UnconsciousManagerTask.new() return end

---@param props table
---@return UnconsciousManagerTask
function UnconsciousManagerTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UnconsciousManagerTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function UnconsciousManagerTask:Deactivate(context) return end

---@param puppet NPCPuppet
---@param state Bool
function UnconsciousManagerTask:SetUnconsciousBodyVisibleComponent(puppet, state) return end

---@class UnconsciousState : ChangeHighLevelStateAbstract
UnconsciousState = {}

---@return UnconsciousState
function UnconsciousState.new() return end

---@param props table
---@return UnconsciousState
function UnconsciousState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCHighLevelState
function UnconsciousState:GetDesiredHighLevelState(context) return end

---@class UncontrolledMovementEffector : gameEffector
---@field recordID TweakDBID
UncontrolledMovementEffector = {}

---@return UncontrolledMovementEffector
function UncontrolledMovementEffector.new() return end

---@param props table
---@return UncontrolledMovementEffector
function UncontrolledMovementEffector.new(props) return end

---@param owner gameObject
function UncontrolledMovementEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function UncontrolledMovementEffector:Initialize(record, parentRecord) return end

---@class UndelectAllItemsDelayedEvent : redEvent
UndelectAllItemsDelayedEvent = {}

---@return UndelectAllItemsDelayedEvent
function UndelectAllItemsDelayedEvent.new() return end

---@param props table
---@return UndelectAllItemsDelayedEvent
function UndelectAllItemsDelayedEvent.new(props) return end

---@class UnderwearEquipFailsafeEvent : redEvent
---@field bottom Bool
UnderwearEquipFailsafeEvent = {}

---@return UnderwearEquipFailsafeEvent
function UnderwearEquipFailsafeEvent.new() return end

---@param props table
---@return UnderwearEquipFailsafeEvent
function UnderwearEquipFailsafeEvent.new(props) return end

---@class UndressPlayer : redEvent
---@field isCensored Bool
UndressPlayer = {}

---@return UndressPlayer
function UndressPlayer.new() return end

---@param props table
---@return UndressPlayer
function UndressPlayer.new(props) return end

---@return String
function UndressPlayer:GetFriendlyDescription() return end

---@class UnequipCycleDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
UnequipCycleDecisions = {}

---@return UnequipCycleDecisions
function UnequipCycleDecisions.new() return end

---@param props table
---@return UnequipCycleDecisions
function UnequipCycleDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnequipCycleDecisions:ToEquipCycleInit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnequipCycleDecisions:ToUnequipped(stateContext, scriptInterface) return end

---@class UnequipCycleEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
UnequipCycleEvents = {}

---@return UnequipCycleEvents
function UnequipCycleEvents.new() return end

---@param props table
---@return UnequipCycleEvents
function UnequipCycleEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnequipCycleEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnequipCycleEvents:OnExit(stateContext, scriptInterface) return end

---@class UnequipItemsRequest : gamePlayerScriptableSystemRequest
---@field items ItemID[]
UnequipItemsRequest = {}

---@return UnequipItemsRequest
function UnequipItemsRequest.new() return end

---@param props table
---@return UnequipItemsRequest
function UnequipItemsRequest.new(props) return end

---@class UnequipRequest : gamePlayerScriptableSystemRequest
---@field areaType gamedataEquipmentArea
---@field slotIndex Int32
---@field force Bool
UnequipRequest = {}

---@return UnequipRequest
function UnequipRequest.new() return end

---@param props table
---@return UnequipRequest
function UnequipRequest.new(props) return end

---@class UnequipVisualsRequest : gamePlayerScriptableSystemRequest
---@field area gamedataEquipmentArea
---@field removeItem Bool
UnequipVisualsRequest = {}

---@return UnequipVisualsRequest
function UnequipVisualsRequest.new() return end

---@param props table
---@return UnequipVisualsRequest
function UnequipVisualsRequest.new(props) return end

---@class UnequipWardrobeSetRequest : gamePlayerScriptableSystemRequest
UnequipWardrobeSetRequest = {}

---@return UnequipWardrobeSetRequest
function UnequipWardrobeSetRequest.new() return end

---@param props table
---@return UnequipWardrobeSetRequest
function UnequipWardrobeSetRequest.new(props) return end

---@class UnequippedDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
UnequippedDecisions = {}

---@return UnequippedDecisions
function UnequippedDecisions.new() return end

---@param props table
---@return UnequippedDecisions
function UnequippedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnequippedDecisions:ToUnequippedWaitingForExternalFactors(stateContext, scriptInterface) return end

---@class UnequippedEvents : EquipmentBaseEvents
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
UnequippedEvents = {}

---@return UnequippedEvents
function UnequippedEvents.new() return end

---@param props table
---@return UnequippedEvents
function UnequippedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnequippedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnequippedEvents:OnExit(stateContext, scriptInterface) return end

---@class UnequippedWaitingForExternalFactorsDecisions : EquipmentBaseDecisions
---@field stateMachineInstanceData gamestateMachineStateMachineInstanceData
---@field stateMachineInitData EquipmentInitData
UnequippedWaitingForExternalFactorsDecisions = {}

---@return UnequippedWaitingForExternalFactorsDecisions
function UnequippedWaitingForExternalFactorsDecisions.new() return end

---@param props table
---@return UnequippedWaitingForExternalFactorsDecisions
function UnequippedWaitingForExternalFactorsDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnequippedWaitingForExternalFactorsDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class UnequippedWaitingForExternalFactorsEvents : EquipmentBaseEvents
UnequippedWaitingForExternalFactorsEvents = {}

---@return UnequippedWaitingForExternalFactorsEvents
function UnequippedWaitingForExternalFactorsEvents.new() return end

---@param props table
---@return UnequippedWaitingForExternalFactorsEvents
function UnequippedWaitingForExternalFactorsEvents.new(props) return end

---@class UnfocusSmsMessagerEvent : redEvent
UnfocusSmsMessagerEvent = {}

---@return UnfocusSmsMessagerEvent
function UnfocusSmsMessagerEvent.new() return end

---@param props table
---@return UnfocusSmsMessagerEvent
function UnfocusSmsMessagerEvent.new(props) return end

---@class UninstallCyberwareRequest : UnequipRequest
UninstallCyberwareRequest = {}

---@return UninstallCyberwareRequest
function UninstallCyberwareRequest.new() return end

---@param props table
---@return UninstallCyberwareRequest
function UninstallCyberwareRequest.new(props) return end

---@class UnitsLocalizationHelper : IScriptable
UnitsLocalizationHelper = {}

---@return UnitsLocalizationHelper
function UnitsLocalizationHelper.new() return end

---@param props table
---@return UnitsLocalizationHelper
function UnitsLocalizationHelper.new(props) return end

---@param distance Float
---@return String
function UnitsLocalizationHelper.LocalizeDistance(distance) return end

---@class UnlimitedUnlocked : redEvent
UnlimitedUnlocked = {}

---@return UnlimitedUnlocked
function UnlimitedUnlocked.new() return end

---@param props table
---@return UnlimitedUnlocked
function UnlimitedUnlocked.new(props) return end

---@class UnlockAllAchievementsRequest : gameScriptableSystemRequest
UnlockAllAchievementsRequest = {}

---@return UnlockAllAchievementsRequest
function UnlockAllAchievementsRequest.new() return end

---@param props table
---@return UnlockAllAchievementsRequest
function UnlockAllAchievementsRequest.new(props) return end

---@class UnlockAnimData
---@field levelFrom Int32
---@field levelTo Int32
UnlockAnimData = {}

---@return UnlockAnimData
function UnlockAnimData.new() return end

---@param props table
---@return UnlockAnimData
function UnlockAnimData.new(props) return end

---@class UnlockCodexPartRequest : gameScriptableSystemRequest
---@field codexRecordID TweakDBID
---@field partName CName
UnlockCodexPartRequest = {}

---@return UnlockCodexPartRequest
function UnlockCodexPartRequest.new() return end

---@param props table
---@return UnlockCodexPartRequest
function UnlockCodexPartRequest.new(props) return end

---@class UnlockMinigameProgramEffector : gameEffector
---@field minigameProgram gameuiMinigameProgramData
UnlockMinigameProgramEffector = {}

---@return UnlockMinigameProgramEffector
function UnlockMinigameProgramEffector.new() return end

---@param props table
---@return UnlockMinigameProgramEffector
function UnlockMinigameProgramEffector.new(props) return end

---@param owner gameObject
function UnlockMinigameProgramEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function UnlockMinigameProgramEffector:Initialize(record, parentRecord) return end

---@param program gameuiMinigameProgramData
---@param player PlayerPuppet
---@param addOrRemove Bool
function UnlockMinigameProgramEffector:StoreMinigameProgramsOnPlayer(program, player, addOrRemove) return end

function UnlockMinigameProgramEffector:Uninitialize() return end

---@class UnlockNewPerk : NewPerkActionRequest
UnlockNewPerk = {}

---@return UnlockNewPerk
function UnlockNewPerk.new() return end

---@param props table
---@return UnlockNewPerk
function UnlockNewPerk.new(props) return end

---@class UnlockPerkArea : gamePlayerScriptableSystemRequest
---@field perkArea gamedataPerkArea
UnlockPerkArea = {}

---@return UnlockPerkArea
function UnlockPerkArea.new() return end

---@param props table
---@return UnlockPerkArea
function UnlockPerkArea.new(props) return end

---@param _owner gameObject
---@param areaType gamedataPerkArea
function UnlockPerkArea:Set(_owner, areaType) return end

---@class UnlockPreventionInputRequest : gameScriptableSystemRequest
UnlockPreventionInputRequest = {}

---@return UnlockPreventionInputRequest
function UnlockPreventionInputRequest.new() return end

---@param props table
---@return UnlockPreventionInputRequest
function UnlockPreventionInputRequest.new(props) return end

---@class UnregisterAggressiveCrowd : redEvent
UnregisterAggressiveCrowd = {}

---@return UnregisterAggressiveCrowd
function UnregisterAggressiveCrowd.new() return end

---@param props table
---@return UnregisterAggressiveCrowd
function UnregisterAggressiveCrowd.new(props) return end

---@class UnregisterAllMappinsEvent : redEvent
UnregisterAllMappinsEvent = {}

---@return UnregisterAllMappinsEvent
function UnregisterAllMappinsEvent.new() return end

---@param props table
---@return UnregisterAllMappinsEvent
function UnregisterAllMappinsEvent.new(props) return end

---@class UnregisterAllNetworkLinksRequest : gameScriptableSystemRequest
UnregisterAllNetworkLinksRequest = {}

---@return UnregisterAllNetworkLinksRequest
function UnregisterAllNetworkLinksRequest.new() return end

---@param props table
---@return UnregisterAllNetworkLinksRequest
function UnregisterAllNetworkLinksRequest.new(props) return end

---@class UnregisterDropPointMappinRequest : gameScriptableSystemRequest
---@field ownerID entEntityID
---@field removeFromSystem Bool
UnregisterDropPointMappinRequest = {}

---@return UnregisterDropPointMappinRequest
function UnregisterDropPointMappinRequest.new() return end

---@param props table
---@return UnregisterDropPointMappinRequest
function UnregisterDropPointMappinRequest.new(props) return end

---@class UnregisterFastTravelPointRequest : gameScriptableSystemRequest
---@field pointData gameFastTravelPointData
---@field requesterID entEntityID
UnregisterFastTravelPointRequest = {}

---@return UnregisterFastTravelPointRequest
function UnregisterFastTravelPointRequest.new() return end

---@param props table
---@return UnregisterFastTravelPointRequest
function UnregisterFastTravelPointRequest.new(props) return end

---@class UnregisterFleeingNPC : gameScriptableSystemRequest
---@field runner entEntity
UnregisterFleeingNPC = {}

---@return UnregisterFleeingNPC
function UnregisterFleeingNPC.new() return end

---@param props table
---@return UnregisterFleeingNPC
function UnregisterFleeingNPC.new(props) return end

---@class UnregisterFromZoomBlackboardEvent : redEvent
UnregisterFromZoomBlackboardEvent = {}

---@return UnregisterFromZoomBlackboardEvent
function UnregisterFromZoomBlackboardEvent.new() return end

---@param props table
---@return UnregisterFromZoomBlackboardEvent
function UnregisterFromZoomBlackboardEvent.new(props) return end

---@class UnregisterLinkedCluekRequest : gameScriptableSystemRequest
---@field linkedCluekData LinkedFocusClueData
UnregisterLinkedCluekRequest = {}

---@return UnregisterLinkedCluekRequest
function UnregisterLinkedCluekRequest.new() return end

---@param props table
---@return UnregisterLinkedCluekRequest
function UnregisterLinkedCluekRequest.new(props) return end

---@class UnregisterListenerOnTargetHPEvent : redEvent
---@field listener TargetedObjectDeathListener
---@field isFromListenerEvent Bool
UnregisterListenerOnTargetHPEvent = {}

---@return UnregisterListenerOnTargetHPEvent
function UnregisterListenerOnTargetHPEvent.new() return end

---@param props table
---@return UnregisterListenerOnTargetHPEvent
function UnregisterListenerOnTargetHPEvent.new(props) return end

---@class UnregisterNetworkLinkBetweenTwoEntitiesRequest : gameScriptableSystemRequest
---@field firstID entEntityID
---@field secondID entEntityID
---@field onlyRemoveWeakLink Bool
UnregisterNetworkLinkBetweenTwoEntitiesRequest = {}

---@return UnregisterNetworkLinkBetweenTwoEntitiesRequest
function UnregisterNetworkLinkBetweenTwoEntitiesRequest.new() return end

---@param props table
---@return UnregisterNetworkLinkBetweenTwoEntitiesRequest
function UnregisterNetworkLinkBetweenTwoEntitiesRequest.new(props) return end

---@class UnregisterNetworkLinkRequest : gameScriptableSystemRequest
---@field linksData SNetworkLinkData[]
UnregisterNetworkLinkRequest = {}

---@return UnregisterNetworkLinkRequest
function UnregisterNetworkLinkRequest.new() return end

---@param props table
---@return UnregisterNetworkLinkRequest
function UnregisterNetworkLinkRequest.new(props) return end

---@class UnregisterNetworkLinksByIDRequest : gameScriptableSystemRequest
---@field ID entEntityID
UnregisterNetworkLinksByIDRequest = {}

---@return UnregisterNetworkLinksByIDRequest
function UnregisterNetworkLinksByIDRequest.new() return end

---@param props table
---@return UnregisterNetworkLinksByIDRequest
function UnregisterNetworkLinksByIDRequest.new(props) return end

---@class UnregisterNetworkLinksByIdAndTypeRequest : gameScriptableSystemRequest
---@field ID entEntityID
---@field type ELinkType
UnregisterNetworkLinksByIdAndTypeRequest = {}

---@return UnregisterNetworkLinksByIdAndTypeRequest
function UnregisterNetworkLinksByIdAndTypeRequest.new() return end

---@param props table
---@return UnregisterNetworkLinksByIdAndTypeRequest
function UnregisterNetworkLinksByIdAndTypeRequest.new(props) return end

---@class UnregisterPoliceCaller : gameScriptableSystemRequest
UnregisterPoliceCaller = {}

---@return UnregisterPoliceCaller
function UnregisterPoliceCaller.new() return end

---@param props table
---@return UnregisterPoliceCaller
function UnregisterPoliceCaller.new(props) return end

---@class UnregisterReactionAction : AIbehaviortaskScript
---@field reactionName CName
---@field onDeactivation Bool
UnregisterReactionAction = {}

---@return UnregisterReactionAction
function UnregisterReactionAction.new() return end

---@param props table
---@return UnregisterReactionAction
function UnregisterReactionAction.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UnregisterReactionAction:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function UnregisterReactionAction:Deactivate(context) return end

---@class UnregisterResult
---@field success Bool
---@field isVehicle Bool
---@field spawnedType gameDynamicVehicleType
UnregisterResult = {}

---@return UnregisterResult
function UnregisterResult.new() return end

---@param props table
---@return UnregisterResult
function UnregisterResult.new(props) return end

---@class UnregisterTimetableRequest : gameScriptableSystemRequest
---@field requesterData PSOwnerData
UnregisterTimetableRequest = {}

---@return UnregisterTimetableRequest
function UnregisterTimetableRequest.new() return end

---@param props table
---@return UnregisterTimetableRequest
function UnregisterTimetableRequest.new(props) return end

---@class UnsecureFootingFallDecisions : FallDecisions
UnsecureFootingFallDecisions = {}

---@return UnsecureFootingFallDecisions
function UnsecureFootingFallDecisions.new() return end

---@param props table
---@return UnsecureFootingFallDecisions
function UnsecureFootingFallDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UnsecureFootingFallDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class UnsecureFootingFallEvents : FallEvents
UnsecureFootingFallEvents = {}

---@return UnsecureFootingFallEvents
function UnsecureFootingFallEvents.new() return end

---@param props table
---@return UnsecureFootingFallEvents
function UnsecureFootingFallEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnsecureFootingFallEvents:OnEnter(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UnsecureFootingFallEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class UnstablePlatform : BaseAnimatedDevice
UnstablePlatform = {}

---@return UnstablePlatform
function UnstablePlatform.new() return end

---@param props table
---@return UnstablePlatform
function UnstablePlatform.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function UnstablePlatform:OnAreaEnter(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function UnstablePlatform:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function UnstablePlatform:OnTakeControl(ri) return end

---@class UnstoppableEffector : OvershieldEffectorBase
UnstoppableEffector = {}

---@return UnstoppableEffector
function UnstoppableEffector.new() return end

---@param props table
---@return UnstoppableEffector
function UnstoppableEffector.new(props) return end

---@return gameStatModifierData_Deprecated[]
function UnstoppableEffector:SetStatsToModify() return end

---@class UpdateAutoRevealStatEvent : redEvent
---@field hasAutoReveal Bool
UpdateAutoRevealStatEvent = {}

---@return UpdateAutoRevealStatEvent
function UpdateAutoRevealStatEvent.new() return end

---@param props table
---@return UpdateAutoRevealStatEvent
function UpdateAutoRevealStatEvent.new(props) return end

---@class UpdateComponent : gameScriptableComponent
UpdateComponent = {}

---@return UpdateComponent
function UpdateComponent.new() return end

---@param props table
---@return UpdateComponent
function UpdateComponent.new(props) return end

---@param deltaTime Float
function UpdateComponent:OnUpdate(deltaTime) return end

---@class UpdateDamageChangeEvent : redEvent
UpdateDamageChangeEvent = {}

---@return UpdateDamageChangeEvent
function UpdateDamageChangeEvent.new() return end

---@param props table
---@return UpdateDamageChangeEvent
function UpdateDamageChangeEvent.new(props) return end

---@class UpdateDebuggerRequest : gameScriptableSystemRequest
---@field system SecuritySystemControllerPS
---@field time Float
---@field instructionAttached Bool
---@field inputAttached Bool
---@field callstack CName
---@field instruction EReprimandInstructions
---@field recentInput SecuritySystemInput
UpdateDebuggerRequest = {}

---@return UpdateDebuggerRequest
function UpdateDebuggerRequest.new() return end

---@param props table
---@return UpdateDebuggerRequest
function UpdateDebuggerRequest.new(props) return end

---@class UpdateDropPointEvent : redEvent
---@field isEnabled Bool
UpdateDropPointEvent = {}

---@return UpdateDropPointEvent
function UpdateDropPointEvent.new() return end

---@param props table
---@return UpdateDropPointEvent
function UpdateDropPointEvent.new(props) return end

---@class UpdateDyingStimSource : AIbehaviortaskScript
UpdateDyingStimSource = {}

---@return UpdateDyingStimSource
function UpdateDyingStimSource.new() return end

---@param props table
---@return UpdateDyingStimSource
function UpdateDyingStimSource.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UpdateDyingStimSource:Activate(context) return end

---@class UpdateEquippedWeaponsHandlingEvent : redEvent
---@field currentStaminaValue Float
UpdateEquippedWeaponsHandlingEvent = {}

---@return UpdateEquippedWeaponsHandlingEvent
function UpdateEquippedWeaponsHandlingEvent.new() return end

---@param props table
---@return UpdateEquippedWeaponsHandlingEvent
function UpdateEquippedWeaponsHandlingEvent.new(props) return end

---@class UpdateFastTravelPointRecordRequest : gameScriptableSystemRequest
---@field markerRef NodeRef
UpdateFastTravelPointRecordRequest = {}

---@return UpdateFastTravelPointRecordRequest
function UpdateFastTravelPointRecordRequest.new() return end

---@param props table
---@return UpdateFastTravelPointRecordRequest
function UpdateFastTravelPointRecordRequest.new(props) return end

---@class UpdateGatePosition : redEvent
UpdateGatePosition = {}

---@return UpdateGatePosition
function UpdateGatePosition.new() return end

---@param props table
---@return UpdateGatePosition
function UpdateGatePosition.new(props) return end

---@class UpdateHDRCalibrationScreenEvt : redEvent
UpdateHDRCalibrationScreenEvt = {}

---@return UpdateHDRCalibrationScreenEvt
function UpdateHDRCalibrationScreenEvt.new() return end

---@param props table
---@return UpdateHDRCalibrationScreenEvt
function UpdateHDRCalibrationScreenEvt.new(props) return end

---@class UpdateLinkedClueskRequest : gameScriptableSystemRequest
---@field linkedCluekData LinkedFocusClueData
UpdateLinkedClueskRequest = {}

---@return UpdateLinkedClueskRequest
function UpdateLinkedClueskRequest.new() return end

---@param props table
---@return UpdateLinkedClueskRequest
function UpdateLinkedClueskRequest.new(props) return end

---@class UpdateMeleeTrailEffectEvent : redEvent
---@field instigator gameObject
UpdateMeleeTrailEffectEvent = {}

---@return UpdateMeleeTrailEffectEvent
function UpdateMeleeTrailEffectEvent.new() return end

---@param props table
---@return UpdateMeleeTrailEffectEvent
function UpdateMeleeTrailEffectEvent.new(props) return end

---@class UpdateMiniGameProgramsEvent : redEvent
---@field program gameuiMinigameProgramData
---@field add Bool
UpdateMiniGameProgramsEvent = {}

---@return UpdateMiniGameProgramsEvent
function UpdateMiniGameProgramsEvent.new() return end

---@param props table
---@return UpdateMiniGameProgramsEvent
function UpdateMiniGameProgramsEvent.new(props) return end

---@class UpdateNetworkVisualisationRequest : gameScriptableSystemRequest
UpdateNetworkVisualisationRequest = {}

---@return UpdateNetworkVisualisationRequest
function UpdateNetworkVisualisationRequest.new() return end

---@param props table
---@return UpdateNetworkVisualisationRequest
function UpdateNetworkVisualisationRequest.new(props) return end

---@class UpdateOpenedQuestEvent : redEvent
---@field openedQuest gameJournalQuest
UpdateOpenedQuestEvent = {}

---@return UpdateOpenedQuestEvent
function UpdateOpenedQuestEvent.new() return end

---@param props table
---@return UpdateOpenedQuestEvent
function UpdateOpenedQuestEvent.new(props) return end

---@class UpdateOverheatEvent : redEvent
---@field value Float
UpdateOverheatEvent = {}

---@return UpdateOverheatEvent
function UpdateOverheatEvent.new() return end

---@param props table
---@return UpdateOverheatEvent
function UpdateOverheatEvent.new(props) return end

---@class UpdatePlayerDevelopment : gamePlayerScriptableSystemRequest
---@field ForceRefresh Bool
UpdatePlayerDevelopment = {}

---@return UpdatePlayerDevelopment
function UpdatePlayerDevelopment.new() return end

---@param props table
---@return UpdatePlayerDevelopment
function UpdatePlayerDevelopment.new(props) return end

---@param _owner gameObject
function UpdatePlayerDevelopment:Set(_owner) return end

---@class UpdatePlayerDevelopmentData : redEvent
UpdatePlayerDevelopmentData = {}

---@return UpdatePlayerDevelopmentData
function UpdatePlayerDevelopmentData.new() return end

---@param props table
---@return UpdatePlayerDevelopmentData
function UpdatePlayerDevelopmentData.new(props) return end

---@class UpdateShardFailedDropsRequest : gameScriptableSystemRequest
---@field resetCounter Bool
---@field newFailedAttempts Float
UpdateShardFailedDropsRequest = {}

---@return UpdateShardFailedDropsRequest
function UpdateShardFailedDropsRequest.new() return end

---@param props table
---@return UpdateShardFailedDropsRequest
function UpdateShardFailedDropsRequest.new(props) return end

---@class UpdateStimSource : ReactionManagerTask
UpdateStimSource = {}

---@return UpdateStimSource
function UpdateStimSource.new() return end

---@param props table
---@return UpdateStimSource
function UpdateStimSource.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UpdateStimSource:Deactivate(context) return end

---@class UpdateTrackedObjectiveEvent : redEvent
---@field trackedObjective gameJournalQuestObjective
---@field trackedQuest gameJournalQuest
UpdateTrackedObjectiveEvent = {}

---@return UpdateTrackedObjectiveEvent
function UpdateTrackedObjectiveEvent.new() return end

---@param props table
---@return UpdateTrackedObjectiveEvent
function UpdateTrackedObjectiveEvent.new(props) return end

---@class UpdateVisibilityModifierEvent : redEvent
UpdateVisibilityModifierEvent = {}

---@return UpdateVisibilityModifierEvent
function UpdateVisibilityModifierEvent.new() return end

---@param props table
---@return UpdateVisibilityModifierEvent
function UpdateVisibilityModifierEvent.new(props) return end

---@class UpdateWeaponChargeEvent : redEvent
---@field newValue Float
---@field oldValue Float
UpdateWeaponChargeEvent = {}

---@return UpdateWeaponChargeEvent
function UpdateWeaponChargeEvent.new() return end

---@param props table
---@return UpdateWeaponChargeEvent
function UpdateWeaponChargeEvent.new(props) return end

---@class UpdateWeaponStatsEvent : redEvent
UpdateWeaponStatsEvent = {}

---@return UpdateWeaponStatsEvent
function UpdateWeaponStatsEvent.new() return end

---@param props table
---@return UpdateWeaponStatsEvent
function UpdateWeaponStatsEvent.new(props) return end

---@class UpdateWhistleCustomWorldPosition : UpdateWhistlePosition
---@field outPositionArgument AIArgumentMapping
UpdateWhistleCustomWorldPosition = {}

---@return UpdateWhistleCustomWorldPosition
function UpdateWhistleCustomWorldPosition.new() return end

---@param props table
---@return UpdateWhistleCustomWorldPosition
function UpdateWhistleCustomWorldPosition.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param position Vector4
function UpdateWhistleCustomWorldPosition:SetPosition(context, position) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
function UpdateWhistleCustomWorldPosition:SetTarget(context, target) return end

---@class UpdateWhistlePosition : AIbehaviortaskScript
UpdateWhistlePosition = {}

---@return UpdateWhistlePosition
function UpdateWhistlePosition.new() return end

---@param props table
---@return UpdateWhistlePosition
function UpdateWhistlePosition.new(props) return end

---@param owner gameObject
---@param playerPosition Vector4
---@return Bool, Vector4, gameObject
function UpdateWhistlePosition.TryGetDesiredWhistlePosition(owner, playerPosition) return end

---@param context AIbehaviorScriptExecutionContext
function UpdateWhistlePosition:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param position Vector4
function UpdateWhistlePosition:SetPosition(context, position) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
function UpdateWhistlePosition:SetTarget(context, target) return end

---@class UpdateWhistleStimSource : UpdateWhistlePosition
UpdateWhistleStimSource = {}

---@return UpdateWhistleStimSource
function UpdateWhistleStimSource.new() return end

---@param props table
---@return UpdateWhistleStimSource
function UpdateWhistleStimSource.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param position Vector4
function UpdateWhistleStimSource:SetPosition(context, position) return end

---@param context AIbehaviorScriptExecutionContext
---@param target gameObject
function UpdateWhistleStimSource:SetTarget(context, target) return end

---@class UpdateWillingInvestigators : redEvent
---@field investigator entEntityID
UpdateWillingInvestigators = {}

---@return UpdateWillingInvestigators
function UpdateWillingInvestigators.new() return end

---@param props table
---@return UpdateWillingInvestigators
function UpdateWillingInvestigators.new(props) return end

---@class UpgradeItemRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
UpgradeItemRequest = {}

---@return UpgradeItemRequest
function UpgradeItemRequest.new() return end

---@param props table
---@return UpgradeItemRequest
function UpgradeItemRequest.new(props) return end

---@class UpgradingScreenController : CraftingMainLogicController
---@field itemNameUpgrade inkTextWidgetReference
---@field arrowComparison inkWidgetReference
---@field itemTooltipControllerLeft AGenericTooltipController
---@field itemTooltipControllerRight AGenericTooltipController
---@field tooltipDataLeft MinimalItemTooltipData
---@field tooltipDataRight MinimalItemTooltipData
---@field WeaponAreas gamedataItemType[]
---@field EquipAreas gamedataEquipmentArea[]
---@field DELAYED_TOOLTIP_RIGHT Float
UpgradingScreenController = {}

---@return UpgradingScreenController
function UpgradingScreenController.new() return end

---@param props table
---@return UpgradingScreenController
function UpgradingScreenController.new(props) return end

---@param evt ProgressBarFinishedProccess
---@return Bool
function UpgradingScreenController:OnHoldFinished(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function UpgradingScreenController:OnItemTooltipSpawnedLeft(widget, userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function UpgradingScreenController:OnItemTooltipSpawnedRight(widget, userData) return end

---@param multiplier Float
function UpgradingScreenController:ApplyQualityModifier(multiplier) return end

---@return DelayedTooltipCall
function UpgradingScreenController:CreateDelayedCall() return end

---@param tooltipDataLeft MinimalItemTooltipData
---@param tooltipDataRight MinimalItemTooltipData
function UpgradingScreenController:FillBarsComparisonData(tooltipDataLeft, tooltipDataRight) return end

---@param itemDataHolder gameInventoryItemData[]
---@param itemArrayHolder IScriptable[]
function UpgradingScreenController:FillInventoryData(itemDataHolder, itemArrayHolder) return end

---@return IScriptable[]
function UpgradingScreenController:GetUpgradableList() return end

function UpgradingScreenController:HideContent() return end

function UpgradingScreenController:HideTooltips() return end

---@param craftingGameController CraftingMainGameController
function UpgradingScreenController:Init(craftingGameController) return end

---@param itemQuality gamedataQuality
---@return Bool
function UpgradingScreenController:IsItemMaxedLevel(itemQuality) return end

---@param itemQuality gamedataQuality
---@return Bool
function UpgradingScreenController:IsLastUpgrade(itemQuality) return end

---@param itemQuality gamedataQuality
---@return Bool
function UpgradingScreenController:IsQualityShown(itemQuality) return end

---@param item gameInventoryItemData
---@param sendNotification Bool
---@return Bool
function UpgradingScreenController:IsUpgradable(item, sendNotification) return end

---@param inventoryItemData gameInventoryItemData
function UpgradingScreenController:RefreshListViewContent(inventoryItemData) return end

---@param evt inkPointerEvent
function UpgradingScreenController:SetItemButtonHintsHoverOver(evt) return end

function UpgradingScreenController:SetItemNames() return end

function UpgradingScreenController:SetItemQualities() return end

function UpgradingScreenController:SetupFilters() return end

---@param ingredient IngredientData[]
function UpgradingScreenController:SetupIngredients(ingredient) return end

function UpgradingScreenController:ShowTooltips() return end

---@param craftableController CraftableItemLogicController
function UpgradingScreenController:UpdateItemPreview(craftableController) return end

---@param selectedItem gameInventoryItemData
function UpgradingScreenController:UpdateItemPreviewPanel(selectedItem) return end

function UpgradingScreenController:UpdateTooltipData() return end

function UpgradingScreenController:UpdateTooltipLeft() return end

function UpgradingScreenController:UpdateTooltipRightAndShow() return end

---@param selectedItemData gameInventoryItemData
function UpgradingScreenController:UpgradeItem(selectedItemData) return end

---@class UploadFromNPCToNPCListener : QuickHackUploadListener
---@field npcPuppet ScriptedPuppet
UploadFromNPCToNPCListener = {}

---@return UploadFromNPCToNPCListener
function UploadFromNPCToNPCListener.new() return end

---@param props table
---@return UploadFromNPCToNPCListener
function UploadFromNPCToNPCListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function UploadFromNPCToNPCListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class UploadFromNPCToPlayerListener : QuickHackUploadListener
---@field playerPuppet ScriptedPuppet
---@field npcPuppet ScriptedPuppet
---@field npcSquad entEntityID[]
---@field variantHud HUDProgressBarData
---@field hudBlackboard gameIBlackboard
---@field startUploadTimeStamp Float
---@field ssAction Bool
---@field preventionHackLoopAction Bool
---@field shouldStopRevealOnPreventionDeescalation Bool
---@field squadScriptInterface AISquadScriptInterface
UploadFromNPCToPlayerListener = {}

---@return UploadFromNPCToPlayerListener
function UploadFromNPCToPlayerListener.new() return end

---@param props table
---@return UploadFromNPCToPlayerListener
function UploadFromNPCToPlayerListener.new(props) return end

---@return Bool
function UploadFromNPCToPlayerListener:OnStatPoolAdded() return end

---@param value Float
---@return Bool
function UploadFromNPCToPlayerListener:OnStatPoolMaxValueReached(value) return end

function UploadFromNPCToPlayerListener:ForceClose() return end

function UploadFromNPCToPlayerListener:Initialize() return end

---@return Bool
function UploadFromNPCToPlayerListener:IsSquadAlive() return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function UploadFromNPCToPlayerListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@param action ScriptableDeviceAction
function UploadFromNPCToPlayerListener:SendUploadStartedEvent(action) return end

---@param player ScriptedPuppet
---@param npc ScriptedPuppet
---@param targetTracker TargetTrackingExtension
function UploadFromNPCToPlayerListener:TryStartCombat(player, npc, targetTracker) return end

---@class UploadProgramProgressEvent : redEvent
---@field state EUploadProgramState
---@field progressBarType EProgressBarType
---@field progressBarContext EProgressBarContext
---@field duration Float
---@field iconRecord gamedataChoiceCaptionIconPart_Record
---@field action ScriptableDeviceAction
---@field deviceActionQueue DeviceActionQueue
---@field slotName CName
---@field statPoolType gamedataStatPoolType
UploadProgramProgressEvent = {}

---@return UploadProgramProgressEvent
function UploadProgramProgressEvent.new() return end

---@param props table
---@return UploadProgramProgressEvent
function UploadProgramProgressEvent.new(props) return end

---@class UpperBodyEventsTransition : UpperBodyTransition
---@field switchButtonPushed Bool
---@field cyclePushed Bool
---@field delay Float
---@field cycleBlock Float
---@field switchPending Bool
---@field counter Int32
UpperBodyEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyEventsTransition:CheckSwitchInput(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UpperBodyEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function UpperBodyEventsTransition:OnExit(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function UpperBodyEventsTransition:QueueActionBlocked(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function UpperBodyEventsTransition:ResetEquipVars(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function UpperBodyEventsTransition:SyncEquipVarsToPermanentStorage(stateContext) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyEventsTransition:UpdateSwitchItem(timeDelta, stateContext, scriptInterface) return end

---@class UpperBodyNPCStatePrereq : NPCStatePrereq
---@field valueToListen gamedataNPCUpperBodyState
UpperBodyNPCStatePrereq = {}

---@return UpperBodyNPCStatePrereq
function UpperBodyNPCStatePrereq.new() return end

---@param props table
---@return UpperBodyNPCStatePrereq
function UpperBodyNPCStatePrereq.new(props) return end

---@return Int32
function UpperBodyNPCStatePrereq:GetStateToCheck() return end

---@param recordID TweakDBID|string
function UpperBodyNPCStatePrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function UpperBodyNPCStatePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function UpperBodyNPCStatePrereq:OnUnregister(state, context) return end

---@class UpperBodyNPCStatePrereqState : NPCStatePrereqState
UpperBodyNPCStatePrereqState = {}

---@return UpperBodyNPCStatePrereqState
function UpperBodyNPCStatePrereqState.new() return end

---@param props table
---@return UpperBodyNPCStatePrereqState
function UpperBodyNPCStatePrereqState.new(props) return end

---@class UpperBodyPSMPrereq : PlayerStateMachinePrereq
UpperBodyPSMPrereq = {}

---@return UpperBodyPSMPrereq
function UpperBodyPSMPrereq.new() return end

---@param props table
---@return UpperBodyPSMPrereq
function UpperBodyPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function UpperBodyPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function UpperBodyPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function UpperBodyPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function UpperBodyPSMPrereq:OnUnregister(state, context) return end

---@class UpperBodyPSMPrereqState : PlayerStateMachinePrereqState
UpperBodyPSMPrereqState = {}

---@return UpperBodyPSMPrereqState
function UpperBodyPSMPrereqState.new() return end

---@param props table
---@return UpperBodyPSMPrereqState
function UpperBodyPSMPrereqState.new(props) return end

---@class UpperBodyTransition : DefaultTransition
UpperBodyTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition.HasAnyWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition.HasLeftWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition.HasMeleeWeaponEquipped(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition.HasMeleewareEquipped(scriptInterface) return end

---@param executionOwner gameObject
---@return Bool
function UpperBodyTransition.HasRangedWeaponEquipped(executionOwner) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function UpperBodyTransition:BreakEffectLoopOnHeldItems(scriptInterface, effectName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param stateContext gamestateMachineStateContextScript
---@return Bool
function UpperBodyTransition:CheckMeleeStatesForCombatGadget(scriptInterface, stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition:CheckRangedAttackInput(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition:EmptyHandsCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameTransactionSystem
function UpperBodyTransition:GetTransactionSystem(scriptInterface) return end

---@param item ItemID
---@return Bool
function UpperBodyTransition:IsItemMeleeware(item) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param actionName CName|string
---@param requestType EquipmentManipulationAction
---@return Bool
function UpperBodyTransition:ProcessWeaponSlotInput(scriptInterface, actionName, requestType) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function UpperBodyTransition:ProcessWeaponSlotInput(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param dofSetting String
function UpperBodyTransition:SendDOFData(scriptInterface, dofSetting) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newState Bool
function UpperBodyTransition:SetWeaponHolster(scriptInterface, newState) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param effectName CName|string
function UpperBodyTransition:StopEffectOnHeldItems(scriptInterface, effectName) return end

---@class UseAction : BaseItemAction
UseAction = {}

---@return UseAction
function UseAction.new() return end

---@param props table
---@return UseAction
function UseAction.new(props) return end

---@param target gameObject
---@param actionRecord gamedataObjectAction_Record
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@return Bool
function UseAction:IsPossible(target, actionRecord, objectActionsCallbackController) return end

function UseAction:StartAction() return end

---@class UseBerserkAction : UseAction
UseBerserkAction = {}

---@return UseBerserkAction
function UseBerserkAction.new() return end

---@param props table
---@return UseBerserkAction
function UseBerserkAction.new(props) return end

function UseBerserkAction:StartAction() return end

---@class UseConsumableEffector : gameEffector
UseConsumableEffector = {}

---@return UseConsumableEffector
function UseConsumableEffector.new() return end

---@param props table
---@return UseConsumableEffector
function UseConsumableEffector.new(props) return end

---@param owner gameObject
function UseConsumableEffector:ActionOn(owner) return end

---@param owner gameObject
function UseConsumableEffector:ExecuteAction(owner) return end

---@param owner gameObject
function UseConsumableEffector:RepeatedAction(owner) return end

---@class UseCorruptedSandevistanAction : UseAction
UseCorruptedSandevistanAction = {}

---@return UseCorruptedSandevistanAction
function UseCorruptedSandevistanAction.new() return end

---@param props table
---@return UseCorruptedSandevistanAction
function UseCorruptedSandevistanAction.new(props) return end

---@param lockey String
function UseCorruptedSandevistanAction:SetWarningMessage(lockey) return end

function UseCorruptedSandevistanAction:StartAction() return end

---@class UseCoverCommandCleanup : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
UseCoverCommandCleanup = {}

---@return UseCoverCommandCleanup
function UseCoverCommandCleanup.new() return end

---@param props table
---@return UseCoverCommandCleanup
function UseCoverCommandCleanup.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UseCoverCommandCleanup:Deactivate(context) return end

---@class UseCoverCommandHandler : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIUseCoverCommand
UseCoverCommandHandler = {}

---@return UseCoverCommandHandler
function UseCoverCommandHandler.new() return end

---@param props table
---@return UseCoverCommandHandler
function UseCoverCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UseCoverCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function UseCoverCommandHandler:Update(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function UseCoverCommandHandler:WaitBeforeExit(context) return end

---@class UseCoverCommandTask : AIbehaviortaskScript
---@field inCommand AIArgumentMapping
---@field currentCommand AIUseCoverCommand
UseCoverCommandTask = {}

---@return UseCoverCommandTask
function UseCoverCommandTask.new() return end

---@param props table
---@return UseCoverCommandTask
function UseCoverCommandTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UseCoverCommandTask:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param typedCommand AIUseCoverCommand
---@param aiComponent AIHumanComponent
function UseCoverCommandTask:CancelCommand(context, typedCommand, aiComponent) return end

---@param context AIbehaviorScriptExecutionContext
function UseCoverCommandTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function UseCoverCommandTask:Update(context) return end

---@class UseHealChargeAction : BaseItemAction
UseHealChargeAction = {}

---@return UseHealChargeAction
function UseHealChargeAction.new() return end

---@param props table
---@return UseHealChargeAction
function UseHealChargeAction.new(props) return end

function UseHealChargeAction:CompleteAction() return end

---@param actionEffects gamedataObjectActionEffect_Record[]
function UseHealChargeAction:ProcessStatusEffects(actionEffects) return end

---@class UsePhoneRequest : gameScriptableSystemRequest
---@field MessageToOpen gameJournalEntry
UsePhoneRequest = {}

---@return UsePhoneRequest
function UsePhoneRequest.new() return end

---@param props table
---@return UsePhoneRequest
function UsePhoneRequest.new(props) return end

---@class UseSandevistanAction : UseAction
UseSandevistanAction = {}

---@return UseSandevistanAction
function UseSandevistanAction.new() return end

---@param props table
---@return UseSandevistanAction
function UseSandevistanAction.new(props) return end

function UseSandevistanAction:StartAction() return end

---@class UseSecurityLocker : ActionBool
UseSecurityLocker = {}

---@return UseSecurityLocker
function UseSecurityLocker.new() return end

---@param props table
---@return UseSecurityLocker
function UseSecurityLocker.new(props) return end

---@return String
function UseSecurityLocker:GetTweakDBChoiceRecord() return end

---@param shouldDeposit Bool
function UseSecurityLocker:SetProperties(shouldDeposit) return end

---@class UseWorkspotCommandDelegate : AIbehaviorScriptBehaviorDelegate
---@field inCommand AIArgumentMapping
---@field movementType moveMovementType
UseWorkspotCommandDelegate = {}

---@return UseWorkspotCommandDelegate
function UseWorkspotCommandDelegate.new() return end

---@param props table
---@return UseWorkspotCommandDelegate
function UseWorkspotCommandDelegate.new(props) return end

---@return Bool
function UseWorkspotCommandDelegate:DoCleanUp() return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function UseWorkspotCommandDelegate:DoSetupUseWorkspotCommand(context) return end

---@class UseWorkspotCommandHandler : AICommandHandlerBase
---@field outMoveToWorkspot AIArgumentMapping
---@field outForceEntryAnimName AIArgumentMapping
---@field outContinueInCombat AIArgumentMapping
UseWorkspotCommandHandler = {}

---@return UseWorkspotCommandHandler
function UseWorkspotCommandHandler.new() return end

---@param props table
---@return UseWorkspotCommandHandler
function UseWorkspotCommandHandler.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function UseWorkspotCommandHandler:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param command AICommand
---@return AIbehaviorUpdateOutcome
function UseWorkspotCommandHandler:UpdateCommand(context, command) return end

---@class UsedHealingItemOrCyberwarePrereq : gameIScriptablePrereq
---@field curValue Uint32
UsedHealingItemOrCyberwarePrereq = {}

---@return UsedHealingItemOrCyberwarePrereq
function UsedHealingItemOrCyberwarePrereq.new() return end

---@param props table
---@return UsedHealingItemOrCyberwarePrereq
function UsedHealingItemOrCyberwarePrereq.new(props) return end

---@param value Uint32
---@return Bool
function UsedHealingItemOrCyberwarePrereq:Evaluate(value) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function UsedHealingItemOrCyberwarePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function UsedHealingItemOrCyberwarePrereq:OnUnregister(state, context) return end

---@class UsedHealingItemOrCyberwarePrereqState : gamePrereqState
---@field listenerInfo redCallbackObject
UsedHealingItemOrCyberwarePrereqState = {}

---@return UsedHealingItemOrCyberwarePrereqState
function UsedHealingItemOrCyberwarePrereqState.new() return end

---@param props table
---@return UsedHealingItemOrCyberwarePrereqState
function UsedHealingItemOrCyberwarePrereqState.new(props) return end

---@param value Uint32
---@return Bool
function UsedHealingItemOrCyberwarePrereqState:OnStateUpdate(value) return end

---@class UsingCoverPSMPrereq : PlayerStateMachinePrereq
UsingCoverPSMPrereq = {}

---@return UsingCoverPSMPrereq
function UsingCoverPSMPrereq.new() return end

---@param props table
---@return UsingCoverPSMPrereq
function UsingCoverPSMPrereq.new(props) return end

---@param owner gameObject
---@param value Bool
---@return Bool
function UsingCoverPSMPrereq:Evaluate(owner, value) return end

---@param bb gameIBlackboard
---@return Int32
function UsingCoverPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function UsingCoverPSMPrereq:GetStateMachineEnum() return end

---@param recordID TweakDBID|string
function UsingCoverPSMPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function UsingCoverPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function UsingCoverPSMPrereq:OnUnregister(state, context) return end

---@class UsingCoverPSMPrereqState : PlayerStateMachinePrereqState
---@field bValue Bool
UsingCoverPSMPrereqState = {}

---@return UsingCoverPSMPrereqState
function UsingCoverPSMPrereqState.new() return end

---@param props table
---@return UsingCoverPSMPrereqState
function UsingCoverPSMPrereqState.new(props) return end

---@param value Bool
---@return Bool
function UsingCoverPSMPrereqState:OnStateUpdateBool(value) return end

---@class VEHICLE_Actor : gameHudActor
VEHICLE_Actor = {}

---@return VEHICLE_Actor
function VEHICLE_Actor.new() return end

---@param props table
---@return VEHICLE_Actor
function VEHICLE_Actor.new(props) return end

---@class VRSCustomData : ICameraStorageCustomData
VRSCustomData = {}

---@return VRSCustomData
function VRSCustomData.new() return end

---@param props table
---@return VRSCustomData
function VRSCustomData.new(props) return end

---@class VRoomFeed : redEvent
---@field On Bool
VRoomFeed = {}

---@return VRoomFeed
function VRoomFeed.new() return end

---@param props table
---@return VRoomFeed
function VRoomFeed.new(props) return end

---@class Validate : redEvent
Validate = {}

---@return Validate
function Validate.new() return end

---@param props table
---@return Validate
function Validate.new(props) return end

---@class VaultDecisions : LocomotionGroundDecisions
---@field callbackIDs redCallbackObject[]
---@field stateBodyDone Bool
---@field shouldDisableEnterCondition Bool
VaultDecisions = {}

---@return VaultDecisions
function VaultDecisions.new() return end

---@param props table
---@return VaultDecisions
function VaultDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function VaultDecisions:OnAction(action, consumer) return end

---@param value Bool
---@return Bool
function VaultDecisions:OnMeleeLeapChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VaultDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param playerCapsuleDimensions Vector4
---@param vaultInfo gamePlayerClimbInfo
---@return Bool
function VaultDecisions:FitTest(scriptInterface, playerCapsuleDimensions, vaultInfo) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param vaultInfo gamePlayerClimbInfo
---@return Bool
function VaultDecisions:ObstacleLengthCheck(stateContext, scriptInterface, vaultInfo) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VaultDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VaultDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VaultDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VaultDecisions:ToSlide(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VaultDecisions:ToStand(stateContext, scriptInterface) return end

---@class VaultEvents : LocomotionGroundEvents
VaultEvents = {}

---@return VaultEvents
function VaultEvents.new() return end

---@param props table
---@return VaultEvents
function VaultEvents.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamestateMachineparameterTypeVaultParameters
function VaultEvents:GetVaultParameter(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VaultEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VaultEvents:OnEnterFromCrouchSprint(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VaultEvents:OnExit(stateContext, scriptInterface) return end

---@class Vector2
---@field X Float
---@field Y Float
Vector2 = {}

---@return Vector2
function Vector2.new() return end

---@param props table
---@return Vector2
function Vector2.new(props) return end

---@param a Vector3
---@param b Vector3
---@param t Float
---@return Vector3
function Vector3.Lerp(a, b, t) return end

---@param self_ Vector4
---@param min Float
---@param max Float
---@return Vector4
function Vector4.ClampLength(self_, min, max) return end

---@param a Vector4
---@param b Vector4
---@return Vector4
function Vector4.Cross(a, b) return end

---@param from Vector4
---@param to Vector4
---@return Float
function Vector4.Distance(from, to) return end

---@param from Vector4
---@param to Vector4
---@return Float
function Vector4.Distance2D(from, to) return end

---@param from Vector4
---@param to Vector4
---@return Float
function Vector4.DistanceSquared(from, to) return end

---@param from Vector4
---@param to Vector4
---@return Float
function Vector4.DistanceSquared2D(from, to) return end

---@param point Vector4
---@param a Vector4
---@param b Vector4
---@return Float
function Vector4.DistanceToEdge(point, a, b) return end

---@param a Vector4
---@param b Vector4
---@return Float
function Vector4.Dot(a, b) return end

---@param a Vector4
---@param b Vector4
---@return Float
function Vector4.Dot2D(a, b) return end

---@param heading Float
---@return Vector4
function Vector4.FromHeading(heading) return end

---@param from Vector4
---@param to Vector4
---@return Float
function Vector4.GetAngleBetween(from, to) return end

---@param dirA Vector4
---@param dirB Vector4
---@param axis Vector4
---@return Float
function Vector4.GetAngleDegAroundAxis(dirA, dirB, axis) return end

---@param dir Vector4
---@return Float
function Vector4.Heading(dir) return end

---@param v1 Vector4
---@param v2 Vector4
---@param ratio Float
---@return Vector4
function Vector4.Interpolate(v1, v2, ratio) return end

---@param self_ Vector4
---@return Bool
function Vector4.IsXYZZero(self_) return end

---@param self_ Vector4
---@return Bool
function Vector4.IsZero(self_) return end

---@param a Vector4
---@return Float
function Vector4.Length(a) return end

---@param a Vector4
---@return Float
function Vector4.Length2D(a) return end

---@param a Vector4
---@return Float
function Vector4.LengthSquared(a) return end

---@param dir Vector4
---@param normal Vector4
---@return Vector4
function Vector4.Mirror(dir, normal) return end

---@param point Vector4
---@param a Vector4
---@param b Vector4
---@return Vector4
function Vector4.NearestPointOnEdge(point, a, b) return end

---@param a Vector4
---@return Vector4
function Vector4.Normalize(a) return end

---@param a Vector4
---@return Vector4
function Vector4.Normalize2D(a) return end

---@param p1 Vector4
---@param p2 Vector4
---@param p3 Vector4
---@param toProject Vector4
---@return Vector4
function Vector4.ProjectPointToPlane(p1, p2, p3, toProject) return end

---@return Vector4
function Vector4.Rand() return end

---@return Vector4
function Vector4.Rand2D() return end

---@param vec Vector4
---@param angleDeg Float
---@return Vector4
function Vector4.RotByAngleXY(vec, angleDeg) return end

---@param vector Vector4
---@param axis Vector4
---@param angle Float
---@return Vector4
function Vector4.RotateAxis(vector, axis, angle) return end

---@param dir Vector4
---@return EulerAngles
function Vector4.ToRotation(dir) return end

---@param m Matrix
---@param point Vector4
---@return Vector4
function Vector4.Transform(m, point) return end

---@param m Matrix
---@param point Vector4
---@return Vector4
function Vector4.TransformDir(m, point) return end

---@param m Matrix
---@param point Vector4
---@return Vector4
function Vector4.TransformH(m, point) return end

---@param v3 Vector3
---@return Vector4
function Vector4.Vector3To4(v3) return end

---@param v4 Vector4
---@return Vector3
function Vector4.Vector4To3(v4) return end

---@return Vector4
function Vector4.Zero() return end

---@return Vector4
function Vector4.EmptyVector() return end

---@return Vector4
function Vector4.FRONT() return end

---@return Vector4
function Vector4.RIGHT() return end

---@param coneDir Float
---@param coneAngle Float
---@param minRadius Float
---@param maxRadius Float
---@return Vector4
function Vector4.RandCone(coneDir, coneAngle, minRadius, maxRadius) return end

---@param minRadius Float
---@param maxRadius Float
---@return Vector4
function Vector4.RandRing(minRadius, maxRadius) return end

---@param seed Int32
---@param minRadius Float
---@param maxRadius Float
---@return Vector4
function Vector4.RandRingStatic(seed, minRadius, maxRadius) return end

---@param vec Vector4
---@return String
function Vector4.ToString(vec) return end

---@param vec Vector4
---@param precision Int32
---@return String
function Vector4.ToStringPrec(vec, precision) return end

---@return Vector4
function Vector4.UP() return end

---@class VehEntityPlayerStateData
---@field entID entEntityID
---@field state Int32
VehEntityPlayerStateData = {}

---@return VehEntityPlayerStateData
function VehEntityPlayerStateData.new() return end

---@param props table
---@return VehEntityPlayerStateData
function VehEntityPlayerStateData.new(props) return end

---@class VehicleAboutToExplodeTimerRequest : gameScriptableSystemRequest
---@field red Bool
---@field speed Float
---@field abort Bool
VehicleAboutToExplodeTimerRequest = {}

---@return VehicleAboutToExplodeTimerRequest
function VehicleAboutToExplodeTimerRequest.new() return end

---@param props table
---@return VehicleAboutToExplodeTimerRequest
function VehicleAboutToExplodeTimerRequest.new(props) return end

---@class VehicleActionsContext
---@field requestorID entEntityID
---@field requestType gamedeviceRequestType
---@field interactionLayerTag CName
---@field processInitiatorObject gameObject
---@field eventType gameinteractionsEInteractionEventType
VehicleActionsContext = {}

---@return VehicleActionsContext
function VehicleActionsContext.new() return end

---@param props table
---@return VehicleActionsContext
function VehicleActionsContext.new(props) return end

---@class VehicleAgent : AgentBase
---@field unit vehicleBaseObject
---@field passangers Int32
---@field slotsTotal Int32
---@field slotsReserved Int32
---@field slotsAvailable Int32
---@field everHadPassengers Bool
---@field distanceToPlayerSquared Float
---@field lifetimeStatus LifetimeStatus
---@field nearTimeStamp Float
VehicleAgent = {}

---@return VehicleAgent
function VehicleAgent.new() return end

---@param props table
---@return VehicleAgent
function VehicleAgent.new(props) return end

function VehicleAgent:Disengage() return end

---@param playerPos Vector4
function VehicleAgent:UpdateLifetimeStatus(playerPos) return end

---@class VehicleAlertNotification : GenericNotificationController
---@field animation inkanimProxy
---@field zone_data VehicleAlertNotificationViewData
---@field ZoneLabelText inkTextWidgetReference
VehicleAlertNotification = {}

---@return VehicleAlertNotification
function VehicleAlertNotification.new() return end

---@param props table
---@return VehicleAlertNotification
function VehicleAlertNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function VehicleAlertNotification:SetNotificationData(notificationData) return end

---@class VehicleAlertNotificationViewData : gameuiGenericNotificationViewData
---@field canBeMerged Bool
VehicleAlertNotificationViewData = {}

---@return VehicleAlertNotificationViewData
function VehicleAlertNotificationViewData.new() return end

---@param props table
---@return VehicleAlertNotificationViewData
function VehicleAlertNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function VehicleAlertNotificationViewData:CanMerge(data) return end

---@class VehicleBlockInputContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleBlockInputContextDecisions = {}

---@return VehicleBlockInputContextDecisions
function VehicleBlockInputContextDecisions.new() return end

---@param props table
---@return VehicleBlockInputContextDecisions
function VehicleBlockInputContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleBlockInputContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleBlockInputContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleBlockInputContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleBlockInputContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleBlockInputContextEvents : InputContextTransitionEvents
VehicleBlockInputContextEvents = {}

---@return VehicleBlockInputContextEvents
function VehicleBlockInputContextEvents.new() return end

---@param props table
---@return VehicleBlockInputContextEvents
function VehicleBlockInputContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleBlockInputContextEvents:OnEnter(stateContext, scriptInterface) return end

---@class VehicleBodyDisposalPerformedEvent : redEvent
VehicleBodyDisposalPerformedEvent = {}

---@return VehicleBodyDisposalPerformedEvent
function VehicleBodyDisposalPerformedEvent.new() return end

---@param props table
---@return VehicleBodyDisposalPerformedEvent
function VehicleBodyDisposalPerformedEvent.new(props) return end

---@class VehicleBrandFilterLogicController : BaseButtonView
---@field brandLogo inkImageWidgetReference
---@field brandText inkTextWidgetReference
---@field brand CName
---@field brandAsString String
---@field state EVehicleBrandState
---@field isHovered Bool
---@field styleWidget inkWidget
---@field newOffers CName[]
VehicleBrandFilterLogicController = {}

---@return VehicleBrandFilterLogicController
function VehicleBrandFilterLogicController.new() return end

---@param props table
---@return VehicleBrandFilterLogicController
function VehicleBrandFilterLogicController.new(props) return end

---@return Bool
function VehicleBrandFilterLogicController:OnInitialize() return end

---@param offerFact CName|string
function VehicleBrandFilterLogicController:AddNewOffer(offerFact) return end

---@param oldState inkEButtonState
---@param newState inkEButtonState
function VehicleBrandFilterLogicController:ButtonStateChanged(oldState, newState) return end

---@return CName
function VehicleBrandFilterLogicController:GetBrand() return end

---@return Bool
function VehicleBrandFilterLogicController:HasNewOffers() return end

function VehicleBrandFilterLogicController:RefreshState() return end

---@param offerFact CName|string
function VehicleBrandFilterLogicController:RemoveNewOffer(offerFact) return end

---@param isHovered Bool
function VehicleBrandFilterLogicController:SetHoverState(isHovered) return end

---@param brand CName|string
---@param state EVehicleBrandState
function VehicleBrandFilterLogicController:SetUp(brand, state) return end

---@param state EVehicleBrandState
---@return CName
function VehicleBrandFilterLogicController:StateValueToName(state) return end

---@param state EVehicleBrandState
function VehicleBrandFilterLogicController:UpdateState(state) return end

---@class VehicleCloseHood : ActionBool
VehicleCloseHood = {}

---@return VehicleCloseHood
function VehicleCloseHood.new() return end

---@param props table
---@return VehicleCloseHood
function VehicleCloseHood.new(props) return end

function VehicleCloseHood:SetProperties() return end

---@class VehicleCloseTrunk : ActionBool
VehicleCloseTrunk = {}

---@return VehicleCloseTrunk
function VehicleCloseTrunk.new() return end

---@param props table
---@return VehicleCloseTrunk
function VehicleCloseTrunk.new(props) return end

function VehicleCloseTrunk:SetProperties() return end

---@class VehicleCombatContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleCombatContextDecisions = {}

---@return VehicleCombatContextDecisions
function VehicleCombatContextDecisions.new() return end

---@param props table
---@return VehicleCombatContextDecisions
function VehicleCombatContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleCombatContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleCombatContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleCombatContextEvents : InputContextTransitionEvents
VehicleCombatContextEvents = {}

---@return VehicleCombatContextEvents
function VehicleCombatContextEvents.new() return end

---@param props table
---@return VehicleCombatContextEvents
function VehicleCombatContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleCombatContextEvents:UpdateVehicleCombatInputHints(stateContext, scriptInterface) return end

---@class VehicleComponent : ScriptableDeviceComponent
---@field interaction gameinteractionsComponent
---@field scanningComponent gameScanningComponent
---@field damageLevel Int32
---@field coolerDestro Bool
---@field bumperFrontState Int32
---@field bumperBackState Int32
---@field visualDestructionSet Bool
---@field immuneInDecay Bool
---@field healthDecayThreshold Float
---@field healthStatPoolListener VehicleHealthStatPoolListener
---@field vehicleBlackboard gameIBlackboard
---@field radioState Bool
---@field mounted Bool
---@field enterTime Float
---@field mappinID gameNewMappinID
---@field quickhackMappinID gameNewMappinID
---@field ignoreAutoDoorClose Bool
---@field timeSystemCallbackID Uint32
---@field vehicleTPPCallbackID redCallbackObject
---@field vehicleSpeedCallbackID redCallbackObject
---@field carAlarmCallbackID redCallbackObject
---@field vehicleRPMCallbackID redCallbackObject
---@field vehicleDisableAlarmDelayID gameDelayID
---@field vehicleExitDelayId gameDelayID
---@field broadcasting Bool
---@field hasSpoiler Bool
---@field spoilerUp Float
---@field spoilerDown Float
---@field spoilerDeployed Bool
---@field hasTurboCharger Bool
---@field overheatEffectBlackboard worldEffectBlackboard
---@field overheatActive Bool
---@field hornOn Bool
---@field useAuxiliary Bool
---@field sirenPressTime Float
---@field radioPressTime Float
---@field raceClockTickID gameDelayID
---@field objectActionsCallbackCtrl gameObjectActionsCallbackController
---@field trunkNpcBody gameObject
---@field mountedPlayer PlayerPuppet
---@field isIgnoredInTargetingSystem Bool
---@field arePlayerHitShapesEnabled Bool
---@field uiWantedBarBB gameIBlackboard
---@field currentWantedLevelCallback redCallbackObject
---@field preventionPassengers Int32
---@field timeSinceLastHit Float
---@field dragTime Float
---@field vehicleController vehicleController
VehicleComponent = {}

---@return VehicleComponent
function VehicleComponent.new() return end

---@param props table
---@return VehicleComponent
function VehicleComponent.new(props) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.CanBeDriven(vehicle) return end

---@param ownerID entEntityID
---@return Bool
function VehicleComponent.CanBeDriven(ownerID) return end

---@param vehicleID entEntityID
---@param passengersCanLeaveCar gameObject[]
---@param passengersCantLeaveCar gameObject[]
function VehicleComponent.CheckIfPassengersCanLeaveCar(vehicleID, passengersCanLeaveCar, passengersCantLeaveCar) return end

---@param owner gameObject
---@param desiredTag CName|string
---@return Bool
function VehicleComponent.CheckVehicleDesiredTag(owner, desiredTag) return end

---@param vehicle vehicleBaseObject
---@param desiredTag CName|string
---@return Bool
function VehicleComponent.CheckVehicleDesiredTag(vehicle, desiredTag) return end

---@param vehicle vehicleBaseObject
---@param vehicleSlotID gamemountingMountingSlotId
---@return Bool
function VehicleComponent.CloseDoor(vehicle, vehicleSlotID) return end

---@param vehicleID entEntityID
---@param includeTrunkBody Bool
---@param passengers gameObject[]
function VehicleComponent.GetAllPassengers(vehicleID, includeTrunkBody, passengers) return end

---@param ownerID entEntityID
---@param slotID gamemountingMountingSlotId
---@return Bool, EAIAttitude
function VehicleComponent.GetAttitudeOfPassenger(ownerID, slotID) return end

---@return CName
function VehicleComponent.GetBackLeftPassengerSlotName() return end

---@return CName
function VehicleComponent.GetBackRightPassengerSlotName() return end

---@param vehicle vehicleBaseObject
---@param vehicleID entEntityID
---@return gameObject
function VehicleComponent.GetDriver(vehicle, vehicleID) return end

---@param vehicleID entEntityID
---@return gameObject
function VehicleComponent.GetDriverMounted(vehicleID) return end

---@return gamemountingMountingSlotId
function VehicleComponent.GetDriverSlotID() return end

---@return CName
function VehicleComponent.GetDriverSlotName() return end

---@param vehicle vehicleBaseObject
---@return Bool, CName
function VehicleComponent.GetFirstAvailableSlot(vehicle) return end

---@return gamemountingMountingSlotId
function VehicleComponent.GetFrontPassengerSlotID() return end

---@return CName
function VehicleComponent.GetFrontPassengerSlotName() return end

---@return CName
function VehicleComponent.GetImmobilizedName() return end

---@param owner gameObject
---@return Bool, CName
function VehicleComponent.GetMountedSlotName(owner) return end

---@param vehicleID entEntityID
---@return Bool, Int32
function VehicleComponent.GetNumberOfActivePassengers(vehicleID) return end

---@param vehicle vehicleBaseObject
---@return Int32
function VehicleComponent.GetNumberOfOccupiedSlots(vehicle) return end

---@param owner gameObject
---@return Float
function VehicleComponent.GetOwnerVehicleSpeed(owner) return end

---@param slotNames CName[]|string[]
function VehicleComponent.GetPassengersSlotNames(slotNames) return end

---@param vehicle vehicleBaseObject
---@return Bool, gamedataVehicleSeat_Record[]
function VehicleComponent.GetSeats(vehicle) return end

---@param vehicle vehicleBaseObject
---@return Int32, Int32, Int32
function VehicleComponent.GetSeatsStatus(vehicle) return end

---@param owner gameObject
---@return Bool, vehicleBaseObject
function VehicleComponent.GetVehicle(owner) return end

---@param ownerID entEntityID
---@return Bool, vehicleBaseObject
function VehicleComponent.GetVehicle(ownerID) return end

---@param owner gameObject
---@return Bool, gameObject
function VehicleComponent.GetVehicle(owner) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.GetVehicleAllowsCombat(vehicle) return end

---@param vehicle vehicleBaseObject
---@return Bool, gamedataVehicleDataPackage_Record
function VehicleComponent.GetVehicleDataPackage(vehicle) return end

---@param vehicleID entEntityID
---@return Bool, vehicleBaseObject
function VehicleComponent.GetVehicleFromID(vehicleID) return end

---@param ownerID entEntityID
---@return Bool, entEntityID
function VehicleComponent.GetVehicleID(ownerID) return end

---@param owner gameObject
---@return Bool, entEntityID
function VehicleComponent.GetVehicleID(owner) return end

---@param owner gameObject
---@return Bool, AnimFeature_VehicleNPCData
function VehicleComponent.GetVehicleNPCData(owner) return end

---@param vehicle vehicleBaseObject
---@return Bool, gamedataVehicle_Record
function VehicleComponent.GetVehicleRecord(vehicle) return end

---@param ownerID entEntityID
---@return Bool, gamedataVehicle_Record
function VehicleComponent.GetVehicleRecord(ownerID) return end

---@param owner gameObject
---@return Bool, gamedataVehicle_Record
function VehicleComponent.GetVehicleRecord(owner) return end

---@param vehicleID entEntityID
---@return Bool, gamedataVehicle_Record
function VehicleComponent.GetVehicleRecordFromID(vehicleID) return end

---@param owner gameObject
---@param type String
---@return Bool
function VehicleComponent.GetVehicleType(owner, type) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.HasActiveAutopilot(vehicle) return end

---@param ownerID entEntityID
---@return Bool
function VehicleComponent.HasActiveAutopilot(ownerID) return end

---@param vehicle vehicleBaseObject
---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasActiveDriver(vehicle, vehicleID) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasActiveDriverMounted(vehicleID) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasAnyActivePassengers(vehicleID) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.HasAnyPreventionPassengers(vehicle) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasFlatTire(vehicleID) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasOnlyOneActivePassenger(vehicleID) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.HasPassengersWithThreatOnPlayer(vehicleID) return end

---@param vehicle vehicleBaseObject
---@param slotName CName|string
---@return Bool
function VehicleComponent.HasSlot(vehicle, slotName) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.IsAnyPassengerCrowd(vehicle) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.IsDestroyed(vehicleID) return end

---@param ownerID entEntityID
---@return Bool
function VehicleComponent.IsDriver(ownerID) return end

---@param owner gameObject
---@return Bool
function VehicleComponent.IsDriver(owner) return end

---@param vehicleID entEntityID
---@return Bool
function VehicleComponent.IsDriverSeatOccupiedByDeadNPC(vehicleID) return end

---@param slotId CName|string
---@return Bool
function VehicleComponent.IsDriverSlot(slotId) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.IsExecutingAnyCommand(vehicle) return end

---@param ownerID entEntityID
---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.IsMountedToProvidedVehicle(ownerID, vehicle) return end

---@param ownerID entEntityID
---@return Bool
function VehicleComponent.IsMountedToVehicle(ownerID) return end

---@param owner gameObject
---@return Bool
function VehicleComponent.IsMountedToVehicle(owner) return end

---@param passengerID entEntityID
---@return Bool
function VehicleComponent.IsMountedToVehicleWithDriverSeatOccupiedByDeadNPC(passengerID) return end

---@param slotId1 CName|string
---@param slotId2 CName|string
---@return Bool
function VehicleComponent.IsSameSlot(slotId1, slotId2) return end

---@param vehicle vehicleBaseObject
---@param slotName CName|string
---@return Bool
function VehicleComponent.IsSlotAvailable(vehicle, slotName) return end

---@param vehicleID entEntityID
---@param slotName CName|string
---@return Bool
function VehicleComponent.IsSlotOccupied(vehicleID, slotName) return end

---@param vehicleID entEntityID
---@param vehicleSlotID gamemountingMountingSlotId
---@return Bool
function VehicleComponent.IsSlotOccupied(vehicleID, vehicleSlotID) return end

---@param vehicleID entEntityID
---@param slotName CName|string
---@return Bool
function VehicleComponent.IsSlotOccupiedByActivePassenger(vehicleID, slotName) return end

---@param vehicleID entEntityID
---@param vehicleSlotID gamemountingMountingSlotId
---@return Bool
function VehicleComponent.IsSlotOccupiedByActivePassenger(vehicleID, vehicleSlotID) return end

---@param vehicleID entEntityID
---@param vehicleSlotID gamemountingMountingSlotId
---@param expectedEntity entEntityID
---@return Bool
function VehicleComponent.IsSlotOccupiedByOtherEntity(vehicleID, vehicleSlotID, expectedEntity) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.IsVehicleOccupied(vehicle) return end

---@param vehicleID entEntityID
---@param passenger gameObject
---@return Bool
function VehicleComponent.IsVehicleOccupiedByHostile(vehicleID, passenger) return end

---@param passenger gameObject
function VehicleComponent.OnThreatInstantDrop(passenger) return end

---@param vehicle vehicleBaseObject
---@param vehicleSlotID gamemountingMountingSlotId
---@param delay Float
---@return Bool
function VehicleComponent.OpenDoor(vehicle, vehicleSlotID, delay) return end

---@param vehicleID entEntityID
---@param gmType gameGodModeType
---@return Bool
function VehicleComponent.PlayerPassengerHasGodModeFromCheatSystem(vehicleID, gmType) return end

---@param passenger gameObject
function VehicleComponent.PushVehicleNPCData(passenger) return end

---@param vehicleID entEntityID
---@param evt redEvent
---@param delay Float
---@return Bool
function VehicleComponent.QueueEventToAllNonFriendlyAggressivePassengers(vehicleID, evt, delay) return end

---@param vehicleID entEntityID
---@param evt redEvent
---@param delay Float
---@param randomDelay Bool
---@return Bool
function VehicleComponent.QueueEventToAllPassengers(vehicleID, evt, delay, randomDelay) return end

---@param vehicle vehicleBaseObject
---@param evt redEvent
---@param delay Float
---@param randomDelay Bool
---@return Bool
function VehicleComponent.QueueEventToAllPassengers(vehicle, evt, delay, randomDelay) return end

---@param id entEntityID
---@param evt redEvent
---@param min Float
---@param max Float
---@return Bool
function VehicleComponent.QueueEventToAllPassengersRandomly(id, evt, min, max) return end

---@param vehicleID entEntityID
---@param slotID gamemountingMountingSlotId
---@param evt redEvent
---@param delay Float
---@param randomDelay Bool
---@return Bool
function VehicleComponent.QueueEventToPassenger(vehicleID, slotID, evt, delay, randomDelay) return end

---@param vehicle vehicleBaseObject
---@param slotID gamemountingMountingSlotId
---@param evt redEvent
---@param delay Float
---@param randomDelay Bool
---@return Bool
function VehicleComponent.QueueEventToPassenger(vehicle, slotID, evt, delay, randomDelay) return end

---@param vehicleID entEntityID
---@param evt redEvent
---@param passengers gameObject[]
---@param delay Bool
---@param maxDelayAmount Float
---@return Bool
function VehicleComponent.QueueEventToPassengers(vehicleID, evt, passengers, delay, maxDelayAmount) return end

---@param vehicleID entEntityID
---@param executionOwner gameObject
---@param broadcastHijack Bool
---@param delay Bool
---@return Bool
function VehicleComponent.QueueExitEventToAllNonFriendlyActivePassengers(vehicleID, executionOwner, broadcastHijack, delay) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleComponent.QueueHijackExitEventToInactiveDriver(vehicle) return end

---@param vehicle vehicleWheeledBaseObject
function VehicleComponent.SendPoliceJustLostPlayerSearchCommand(vehicle) return end

---@param passenger gameObject
---@param value Float
---@return CName[]
function VehicleComponent.SetAnimsetOverrideForPassenger(passenger, value) return end

---@param passenger gameObject
---@param vehicleID entEntityID
---@param slotName CName|string
---@param value Float
---@return CName[]
function VehicleComponent.SetAnimsetOverrideForPassenger(passenger, vehicleID, slotName, value) return end

---@param vehicle vehicleBaseObject
---@param slotID gamemountingMountingSlotId
---@param toggle Bool
---@param speed CName|string
---@return Bool
function VehicleComponent.ToggleVehicleWindow(vehicle, slotID, toggle, speed) return end

---@param evt vehicleAIVehicleDisabledEvent
---@return Bool
function VehicleComponent:OnAIVehicleDisabledEvent(evt) return end

---@param evt vehicleAccelerateQuickhackEvent
---@return Bool
function VehicleComponent:OnAccelerateQuickhackEvent(evt) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function VehicleComponent:OnAction(action, consumer) return end

---@param evt ActionDemolition
---@return Bool
function VehicleComponent:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return Bool
function VehicleComponent:OnActionEngineering(evt) return end

---@param UseCarAlarmStim Bool
---@return Bool
function VehicleComponent:OnCarAlarmHonk(UseCarAlarmStim) return end

---@param evt vehicleChangeStateEvent
---@return Bool
function VehicleComponent:OnChangeState(evt) return end

---@param evt VehicleCloseHood
---@return Bool
function VehicleComponent:OnCloseHood(evt) return end

---@param evt VehicleCloseTrunk
---@return Bool
function VehicleComponent:OnCloseTrunk(evt) return end

---@param value Int32
---@return Bool
function VehicleComponent:OnCurrentWantedLevelChanged(value) return end

---@param evt gameeventsDeathEvent
---@return Bool
function VehicleComponent:OnDeath(evt) return end

---@param evt DelayedBikeKnockOffEvent
---@return Bool
function VehicleComponent:OnDelayedBikeKnockOffEvent(evt) return end

---@param evt DisableAlarmEvent
---@return Bool
function VehicleComponent:OnDisableAlarm(evt) return end

---@param evt DumpBodyWorkspotDelayEvent
---@return Bool
function VehicleComponent:OnDumpBodyWorkspotDelayEvent(evt) return end

---@param evt vehicleExplodeEvent
---@return Bool
function VehicleComponent:OnExplodeEvent(evt) return end

---@param evt gameFactChangedEvent
---@return Bool
function VehicleComponent:OnFactChangedEvent(evt) return end

---@param evt vehicleForceBrakesQuickhackEvent
---@return Bool
function VehicleComponent:OnForceBrakesQuickhackEvent(evt) return end

---@param evt ForceCarAlarm
---@return Bool
function VehicleComponent:OnForceCarAlarm(evt) return end

---@param evt vehicleGridDestructionEvent
---@return Bool
function VehicleComponent:OnGridDestruction(evt) return end

---@param evt HUDInstruction
---@return Bool
function VehicleComponent:OnHUDInstruction(evt) return end

---@param evt vehicleHasVehicleBeenFlippedOverForSomeTimeEvent
---@return Bool
function VehicleComponent:OnHasVehicleBeenFlippedOverForSomeTimeEvent(evt) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function VehicleComponent:OnInteractionActivated(evt) return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function VehicleComponent:OnInteractionUsed(evt) return end

---@param evt MinutePassedEvent
---@return Bool
function VehicleComponent:OnMinutePassedEvent(evt) return end

---@param evt gamemountingMountingEvent
---@return Bool
function VehicleComponent:OnMountingEvent(evt) return end

---@param evt gameObjectActionRefreshEvent
---@return Bool
function VehicleComponent:OnObjectActionRefreshEvent(evt) return end

---@param evt VehicleOpenHood
---@return Bool
function VehicleComponent:OnOpenHood(evt) return end

---@param evt VehicleOpenTrunk
---@return Bool
function VehicleComponent:OnOpenTrunk(evt) return end

---@param evt PickupBodyWorkspotDelayEvent
---@return Bool
function VehicleComponent:OnPickupBodyWorkspotDelayEvent(evt) return end

---@param evt QuickSlotCommandUsed
---@return Bool
function VehicleComponent:OnQuickSlotCommandUsed(evt) return end

---@param evt vehicleRemoteControlCameraToggleEvent
---@return Bool
function VehicleComponent:OnRemoteControlCameraToggleEvent(evt) return end

---@param evt vehicleRemoteControlEvent
---@return Bool
function VehicleComponent:OnRemoteControlEvent(evt) return end

---@param evt SetIgnoreAutoDoorCloseEvent
---@return Bool
function VehicleComponent:OnSetIgnoreAutoDoorCloseEvent(evt) return end

---@param evt vehicleSummonFinishedEvent
---@return Bool
function VehicleComponent:OnSummonFinishedEvent(evt) return end

---@param evt vehicleSummonStartedEvent
---@return Bool
function VehicleComponent:OnSummonStartedEvent(evt) return end

---@param evt vehicleToggleBrokenTireEvent
---@return Bool
function VehicleComponent:OnToggleBrokenTireEvent(evt) return end

---@param evt ToggleDoorInteractionEvent
---@return Bool
function VehicleComponent:OnToggleDoorInteractionEvent(evt) return end

---@param evt TriggerVehicleRemoteControlEvent
---@return Bool
function VehicleComponent:OnTriggerVehicleRemoteControlEvent(evt) return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function VehicleComponent:OnUnmountingEvent(evt) return end

---@param evt UploadProgramProgressEvent
---@return Bool
function VehicleComponent:OnUploadProgramProgress(evt) return end

---@param evt VehicleBodyDisposalPerformedEvent
---@return Bool
function VehicleComponent:OnVehicleBodyDisposalPerformedEvent(evt) return end

---@param evt vehicleChaseTargetEvent
---@return Bool
function VehicleComponent:OnVehicleChaseTargetEvent(evt) return end

---@param evt VehicleCrystalDomeMeshVisibilityDelayEvent
---@return Bool
function VehicleComponent:OnVehicleCrystalDomeMeshVisibilityDelayEvent(evt) return end

---@param evt VehicleCrystalDomeOffDelayEvent
---@return Bool
function VehicleComponent:OnVehicleCrystalDomeOffDelayEvent(evt) return end

---@param evt VehicleCrystalDomeOnDelayEvent
---@return Bool
function VehicleComponent:OnVehicleCrystalDomeOnDelayEvent(evt) return end

---@param evt VehicleCycleLightsEvent
---@return Bool
function VehicleComponent:OnVehicleCycleHeadLightsEvent(evt) return end

---@param evt VehicleDamageStageTurnOffEvent
---@return Bool
function VehicleComponent:OnVehicleDamageStageTurnOffEvent(evt) return end

---@param evt VehicleQuestDelayedHornEvent
---@return Bool
function VehicleComponent:OnVehicleDelayedQuestHornEvent(evt) return end

---@param evt VehicleDoorClose
---@return Bool
function VehicleComponent:OnVehicleDoorClose(evt) return end

---@param evt VehicleDoorInteraction
---@return Bool
function VehicleComponent:OnVehicleDoorInteraction(evt) return end

---@param evt VehicleDoorInteractionStateChange
---@return Bool
function VehicleComponent:OnVehicleDoorInteractionStateChange(evt) return end

---@param evt VehicleDoorOpen
---@return Bool
function VehicleComponent:OnVehicleDoorOpen(evt) return end

---@param evt VehicleDumpBody
---@return Bool
function VehicleComponent:OnVehicleDumpBody(evt) return end

---@param evt VehicleDumpBodyCloseTrunkEvent
---@return Bool
function VehicleComponent:OnVehicleDumpBodyCloseTrunkEvent(evt) return end

---@param evt VehicleExitDelayed
---@return Bool
function VehicleComponent:OnVehicleExitDelayedEvent(evt) return end

---@param evt VehicleExternalDoorRequestEvent
---@return Bool
function VehicleComponent:OnVehicleExternalDoorRequestEvent(evt) return end

---@param evt VehicleExternalWindowRequestEvent
---@return Bool
function VehicleComponent:OnVehicleExternalWindowRequestEvent(evt) return end

---@param evt vehicleFinishedMountingEvent
---@return Bool
function VehicleComponent:OnVehicleFinishedMountingEvent(evt) return end

---@param evt vehicleFlippedOverEvent
---@return Bool
function VehicleComponent:OnVehicleFlippedOverEvent(evt) return end

---@param evt VehicleForceOccupantOut
---@return Bool
function VehicleComponent:OnVehicleForceOccupantOut(evt) return end

---@param evt VehicleHornOffDelayEvent
---@return Bool
function VehicleComponent:OnVehicleHornOffDelayEvent(evt) return end

---@param evt VehicleHornProbsEvent
---@return Bool
function VehicleComponent:OnVehicleHornProbEvent(evt) return end

---@param evt VehicleLightQuestChangeColorEvent
---@return Bool
function VehicleComponent:OnVehicleLightQuestChangeColorEvent(evt) return end

---@param evt VehicleLightQuestToggleEvent
---@return Bool
function VehicleComponent:OnVehicleLightQuestToggleEvent(evt) return end

---@param evt VehicleLightSetupEvent
---@return Bool
function VehicleComponent:OnVehicleLightSetupEvent(evt) return end

---@param evt vehicleNotifyPassengersOfCollision
---@return Bool
function VehicleComponent:OnVehicleNotifyPassengersOfCollision(evt) return end

---@param evt vehicleOnPartDetachedEvent
---@return Bool
function VehicleComponent:OnVehicleOnPartDetached(evt) return end

---@param evt VehiclePlayerTrunk
---@return Bool
function VehicleComponent:OnVehiclePlayerTrunk(evt) return end

---@param evt VehicleQuestAVThrusterEvent
---@return Bool
function VehicleComponent:OnVehicleQuestAVThrusterEvent(evt) return end

---@param evt VehicleQuestCrystalDomeEvent
---@return Bool
function VehicleComponent:OnVehicleQuestCrystalDomeEvent(evt) return end

---@param evt VehicleQuestDoorLocked
---@return Bool
function VehicleComponent:OnVehicleQuestDoorLocked(evt) return end

---@param evt VehicleQuestHornEvent
---@return Bool
function VehicleComponent:OnVehicleQuestHornEvent(evt) return end

---@param evt vehicleQuestNodeSetVehicleRemoteControlled
---@return Bool
function VehicleComponent:OnVehicleQuestNodeActivateRemoteVehicleControl(evt) return end

---@param evt VehicleQuestSirenEvent
---@return Bool
function VehicleComponent:OnVehicleQuestSirenEvent(evt) return end

---@param evt VehicleQuestToggleEngineEvent
---@return Bool
function VehicleComponent:OnVehicleQuestToggleEngineEvent(evt) return end

---@param evt VehicleQuestVisualDestructionEvent
---@return Bool
function VehicleComponent:OnVehicleQuestVisualDestructionEvent(evt) return end

---@param evt VehicleQuestWindowDestructionEvent
---@return Bool
function VehicleComponent:OnVehicleQuestWindowDestructionEvent(evt) return end

---@param evt VehicleRaceClockUpdateEvent
---@return Bool
function VehicleComponent:OnVehicleRaceClockUpdateEvent(evt) return end

---@param evt VehicleRaceQuestEvent
---@return Bool
function VehicleComponent:OnVehicleRaceQuestEvent(evt) return end

---@param evt VehicleRadioEvent
---@return Bool
function VehicleComponent:OnVehicleRadioEvent(evt) return end

---@param evt vehicleRadioStationInitialized
---@return Bool
function VehicleComponent:OnVehicleRadioStationInitialized(evt) return end

---@param evt VehicleRadioTierEvent
---@return Bool
function VehicleComponent:OnVehicleRadioTierEvent(evt) return end

---@param re vehicleRepairEvent
---@return Bool
function VehicleComponent:OnVehicleRepairEvent(re) return end

---@param evt VehicleSeatReservationEvent
---@return Bool
function VehicleComponent:OnVehicleSeatReservationEvent(evt) return end

---@param evt VehicleSirenDelayEvent
---@return Bool
function VehicleComponent:OnVehicleSirenDelayEvent(evt) return end

---@param evt vehicleStartedMountingEvent
---@return Bool
function VehicleComponent:OnVehicleStartedMountingEvent(evt) return end

---@param evt VehicleStartedUnmountingEvent
---@return Bool
function VehicleComponent:OnVehicleStartedUnmountingEvent(evt) return end

---@param evt VehicleTakeBody
---@return Bool
function VehicleComponent:OnVehicleTakeBody(evt) return end

---@param evt vehicleWaterEvent
---@return Bool
function VehicleComponent:OnVehicleWaterEvent(evt) return end

---@param evt VehicleWindowClose
---@return Bool
function VehicleComponent:OnVehicleWindowClose(evt) return end

---@param evt VehicleWindowOpen
---@return Bool
function VehicleComponent:OnVehicleWindowOpen(evt) return end

---@param evt vehicleMountedWeaponShootEvent
---@return Bool
function VehicleComponent:OnWeaponShootEvent(evt) return end

---@param type CName|string
function VehicleComponent:ApplyVehicleDOT(type) return end

---@param auxillaryFX Bool
function VehicleComponent:BreakAllDamageStageFX(auxillaryFX) return end

function VehicleComponent:BroadcastEnvironmentalHazardStimuli() return end

---@return Bool
function VehicleComponent:CanShowMappin() return end

function VehicleComponent:CancelVehicleExitDelayedEvent() return end

function VehicleComponent:CheckAboutToExplodeStateOnFlip() return end

---@param impactImpulse Float
function VehicleComponent:CheckForDrag(impactImpulse) return end

function VehicleComponent:CleanUpRace() return end

function VehicleComponent:ClearImmortalityMode() return end

---@param doors CName[]|string[]
function VehicleComponent:CloseSelectedDoors(doors) return end

---@param door vehicleEVehicleDoor
---@param state vehicleEQuestVehicleDoorState
function VehicleComponent:CreateAndSendDefaultStateEvent(door, state) return end

---@param damageMultiplier Float
---@param impactPoint Vector3
---@param otherVehicle gameObject
---@param rammedOtherVehicle Bool
---@param otherVehicleRammed Bool
function VehicleComponent:CreateHitEventOnSelf(damageMultiplier, impactPoint, otherVehicle, rammedOtherVehicle, otherVehicleRammed) return end

function VehicleComponent:CreateMappin() return end

---@param instigator entEntity
function VehicleComponent:CreateObjectActionsCallbackController(instigator) return end

---@param quickhackMappinScriptData GameplayRoleMappinData
function VehicleComponent:CreateQuickHackMappin(quickhackMappinScriptData) return end

---@param passenger gameObject
---@param instigator gameObject
---@param hitDirection Vector4
function VehicleComponent:DamagePassengerInCollision(passenger, instigator, hitDirection) return end

function VehicleComponent:DestroyMappin() return end

function VehicleComponent:DestroyObjectActionsCallbackController() return end

function VehicleComponent:DestroyQuickHackMappin() return end

function VehicleComponent:DestroyRandomWindow() return end

---@param gridID Int32
---@param gridState Float
function VehicleComponent:DetermineAdditionalEngineFX(gridID, gridState) return end

function VehicleComponent:DetermineInteractionState() return end

---@param layerName CName|string
function VehicleComponent:DetermineInteractionState(layerName) return end

function VehicleComponent:DisableRadio() return end

function VehicleComponent:DisableTargetingComponents() return end

function VehicleComponent:DisableVehicle() return end

function VehicleComponent:DoPanzerCleanup() return end

function VehicleComponent:DoPreventionVehicleCleanup() return end

---@param broadcast Bool
function VehicleComponent:DrivingStimuli(broadcast) return end

function VehicleComponent:EnableRadio() return end

function VehicleComponent:EnableTargetingComponents() return end

---@param destruction Float
---@return Int32
function VehicleComponent:EvaluateDamageLevel(destruction) return end

---@param doorID CName|string
---@param immediate Bool
---@param doorState vehicleVehicleDoorState
function VehicleComponent:EvaluateDoorReaction(doorID, immediate, doorState) return end

function VehicleComponent:EvaluateDoorState() return end

function VehicleComponent:EvaluateHoodInteractions() return end

function VehicleComponent:EvaluateInteractions() return end

function VehicleComponent:EvaluatePanzerInteractions() return end

function VehicleComponent:EvaluateTrunkAndHoodInteractions() return end

function VehicleComponent:EvaluateTrunkInteractions() return end

---@param doorID CName|string
---@param speed CName|string
function VehicleComponent:EvaluateWindowReaction(doorID, speed) return end

function VehicleComponent:EvaluateWindowState() return end

---@param choice gameinteractionsChoice
---@param executor gameObject
function VehicleComponent:ExecuteAction(choice, executor) return end

---@param action gamedeviceAction
---@param executor gameObject
function VehicleComponent:ExecuteAction(action, executor) return end

---@param instigator gameObject
function VehicleComponent:ExplodeVehicle(instigator) return end

function VehicleComponent:FinishTrunkBodyPickup() return end

function VehicleComponent:ForceAboutToExplodeState() return end

---@param doorState vehicleVehicleDoorState
---@param door vehicleEVehicleDoor
---@return CName
function VehicleComponent:GetAnimEventName(doorState, door) return end

---@param checkOccupied Bool
---@return Bool
function VehicleComponent:GetAnyDoorAvailable(checkOccupied) return end

---@param checkOccupied Bool
---@return Bool
function VehicleComponent:GetAnySlotAvailable(checkOccupied) return end

---@return Bool
function VehicleComponent:GetIsMounted() return end

---@return VehicleComponentPS
function VehicleComponent:GetPS() return end

---@return vehicleBaseObject
function VehicleComponent:GetVehicle() return end

---@return vehicleController
function VehicleComponent:GetVehicleController() return end

---@return vehicleControllerPS
function VehicleComponent:GetVehicleControllerPS() return end

---@return Float
function VehicleComponent:GetVehicleDecayThreshold() return end

---@param doorName CName|string
---@return Bool, vehicleEVehicleDoor
function VehicleComponent:GetVehicleDoorEnum(doorName) return end

---@return String
function VehicleComponent:GetVehicleStateForScanner() return end

---@param impactVelocityChange Float
---@param impactHitNormal Vector4
function VehicleComponent:HandleBikeCollisionReaction(impactVelocityChange, impactHitNormal) return end

---@return Bool
function VehicleComponent:HasPreventionPassenger() return end

function VehicleComponent:HonkAndFlash() return end

function VehicleComponent:InitialVehcileSetup() return end

---@param instigator gameObject
function VehicleComponent:InjectThreat(instigator) return end

---@return Bool
function VehicleComponent:IsBeingDragged() return end

function VehicleComponent:IsPlayerVehicle() return end

---@return Bool
function VehicleComponent:IsVehicleImmuneInDecay() return end

---@return Bool
function VehicleComponent:IsVehicleInDecay() return end

---@return Bool
function VehicleComponent:IsVehicleParked() return end

---@param instigator gameObject
function VehicleComponent:KillPassengers(instigator) return end

function VehicleComponent:LoadExplodedState() return end

---@param object gameObject
---@param value Bool
function VehicleComponent:ManageAdditionalAnimFeatures(object, value) return end

---@param npcBody gameObject
function VehicleComponent:MountBodyToPlayer(npcBody) return end

---@param parentID entEntityID
---@param childId entEntityID
---@param slot CName|string
function VehicleComponent:MountEntityToSlot(parentID, childId, slot) return end

function VehicleComponent:MountNpcBodyToTrunk() return end

function VehicleComponent:OnGameAttach() return end

function VehicleComponent:OnGameDetach() return end

---@param deadEntityID entEntityID
function VehicleComponent:OnPreventionPassengerDeath(deadEntityID) return end

---@param state Bool
function VehicleComponent:OnVehicleCameraChange(state) return end

---@param rpm Float
function VehicleComponent:OnVehicleRPMChange(rpm) return end

---@param speed Float
function VehicleComponent:OnVehicleSpeedChange(speed) return end

function VehicleComponent:PassGameTimeToVehBB() return end

function VehicleComponent:PlayCrystalDomeGlitchEffect() return end

---@param honkTime Float
---@param delayTime Float
function VehicleComponent:PlayDelayedHonk(honkTime, delayTime) return end

---@param honkTime Float
function VehicleComponent:PlayHonkForDuration(honkTime) return end

function VehicleComponent:PlaySummonArrivalSFX() return end

function VehicleComponent:ProcessExplosionEffects() return end

---@param id entEntityID
function VehicleComponent:PushVehicleNPCDataToAllPassengers(id) return end

---@param sourceName CName|string
---@return Bool
function VehicleComponent:QueueLethalVehicleImpactToAllNonFriendlyAggressivePassengers(sourceName) return end

---@param target gameObject
---@param instigator gameObject
---@param sourceName CName|string
function VehicleComponent:QueueVehicleImpactLethalHitEvent(target, instigator, sourceName) return end

---@param destruction Float
function VehicleComponent:ReactToHPChange(destruction) return end

function VehicleComponent:RegisterInputListener() return end

---@param shouldRegister Bool
function VehicleComponent:RegisterToHUDManager(shouldRegister) return end

function VehicleComponent:RegisterWantedLevelListener() return end

function VehicleComponent:RemoveEnvironmentalHazardStimuli() return end

function VehicleComponent:RemoveQuickhackQueue() return end

function VehicleComponent:RemoveVehicleDOT() return end

function VehicleComponent:RepairVehicle() return end

function VehicleComponent:RequestHUDRefresh() return end

---@param gridID Int32
---@param gridState Float
function VehicleComponent:SendDestructionDataToGraph(gridID, gridState) return end

function VehicleComponent:SendExplodedAIEvent() return end

---@param park Bool
function VehicleComponent:SendParkEvent(park) return end

---@param isMounting Bool
---@param slotID CName|string
---@param character gameObject
function VehicleComponent:SendVehicleStartedUnmountingEventToPS(isMounting, slotID, character) return end

---@param evtActivationTime Float
function VehicleComponent:SetDelayDisableCarAlarm(evtActivationTime) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorState
function VehicleComponent:SetDoorAnimFeatureData(door, state) return end

function VehicleComponent:SetImmortalityMode() return end

---@param limit Int32
function VehicleComponent:SetSteeringLimitAnimFeature(limit) return end

function VehicleComponent:SetVehicleScannerDirty() return end

---@param door vehicleEVehicleDoor
---@param state vehicleEVehicleWindowState
function VehicleComponent:SetWindowAnimFeatureData(door, state) return end

function VehicleComponent:SetupAuxillary() return end

function VehicleComponent:SetupCarAlarmHonkListener() return end

function VehicleComponent:SetupCrystalDome() return end

function VehicleComponent:SetupGameTimeToBBListener() return end

function VehicleComponent:SetupListeners() return end

function VehicleComponent:SetupThrusterFX() return end

function VehicleComponent:SetupVehicleRPMBBListener() return end

function VehicleComponent:SetupVehicleSpeedBBListener() return end

function VehicleComponent:SetupVehicleTPPBBListener() return end

function VehicleComponent:SetupWheels() return end

function VehicleComponent:ShouldVisualDestructionBeSet() return end

---@param self_ gameObject
---@param effectName CName|string
---@param shouldPersist Bool
---@param blackboard worldEffectBlackboard
function VehicleComponent:StartEffectEvent(self_, effectName, shouldPersist, blackboard) return end

---@param slotID gamemountingMountingSlotId
function VehicleComponent:StealVehicle(slotID) return end

---@param toggle Bool
---@param force Bool
---@param instant Bool
---@param instantDelay Float
---@param meshVisibilityDelay Float
function VehicleComponent:ToggleCrystalDome(toggle, force, instant, instantDelay, meshVisibilityDelay) return end

function VehicleComponent:ToggleInitialVehDoorInteractions() return end

---@param layer CName|string
---@param toggle Bool
function VehicleComponent:ToggleInteraction(layer, toggle) return end

---@param lights Bool
---@param sirens Bool
function VehicleComponent:ToggleLightsAndSirens(lights, sirens) return end

---@param toggle Bool
function VehicleComponent:TogglePanzerShadowMeshes(toggle) return end

---@param mountedPlayer PlayerPuppet
---@param enable Bool
function VehicleComponent:TogglePlayerHitShapesForPanzer(mountedPlayer, enable) return end

---@param toggle Bool
function VehicleComponent:ToggleRaceClock(toggle) return end

---@param toggle Bool
function VehicleComponent:ToggleScanningComponent(toggle) return end

---@param lights Bool
---@param sounds Bool
function VehicleComponent:ToggleSiren(lights, sounds) return end

---@param on Bool
function VehicleComponent:ToggleTargetingComponents(on) return end

---@param mountedPlayer PlayerPuppet
---@param enable Bool
function VehicleComponent:ToggleTargetingSystemForPanzer(mountedPlayer, enable) return end

---@param toggle Bool
---@param layer CName|string
function VehicleComponent:ToggleVehReadyInteractions(toggle, layer) return end

---@param state Bool
---@param isPolice Bool
function VehicleComponent:ToggleVehicleHorn(state, isPolice) return end

---@param toggle Bool
---@param vehicle Bool
---@param engine Bool
---@param lockState VehicleQuestEngineLockState
function VehicleComponent:ToggleVehicleSystems(toggle, vehicle, engine, lockState) return end

function VehicleComponent:TryToKnockDownBike() return end

function VehicleComponent:TutorialCarDamageFact() return end

function VehicleComponent:UnmountTrunkBody() return end

function VehicleComponent:UnregisterCarAlarmHonkListener() return end

function VehicleComponent:UnregisterGameTimeToBBListener() return end

function VehicleComponent:UnregisterInputListener() return end

function VehicleComponent:UnregisterListeners() return end

---@param vehicleID entEntityID
function VehicleComponent:UnregisterPreventionPassengerCallbacks(vehicleID) return end

function VehicleComponent:UnregisterVehicleRPMBBListener() return end

function VehicleComponent:UnregisterVehicleSpeedBBListener() return end

function VehicleComponent:UnregisterVehicleTPPBBListener() return end

function VehicleComponent:UnregisterWantedLevelListener() return end

function VehicleComponent:UpdateDamageEngineEffects() return end

function VehicleComponent:VehicleDefaultStateSetup() return end

function VehicleComponent:VehicleVisualDestructionSetup() return end

---@class VehicleComponentPS : ScriptableDeviceComponentPS
---@field defaultStateSet Bool
---@field stateModifiedByQuest Bool
---@field playerVehicle Bool
---@field npcOccupiedSlots CName[]
---@field isDestroyed Bool
---@field isStolen Bool
---@field crystalDomeQuestModified Bool
---@field crystalDomeQuestState Bool
---@field crystalDomeState Bool
---@field visualDestructionSet Bool
---@field visualDestructionNeeded Bool
---@field exploded Bool
---@field submerged Bool
---@field sirenOn Bool
---@field sirenSoundOn Bool
---@field sirenLightsOn Bool
---@field isDefaultLightToggleSet Bool
---@field anyDoorOpen Bool
---@field previousInteractionState TemporaryDoorState[]
---@field thrusterState Bool
---@field uiQuestModified Bool
---@field uiState Bool
---@field vehicleSkillChecks EngDemoContainer
---@field controlStimShouldBeActive Bool
---@field controlStimRunning Bool
---@field ready Bool
---@field isPlayerPerformingBodyDisposal Bool
---@field submergedTimestamp Float
---@field vehicleControllerPS vehicleControllerPS
VehicleComponentPS = {}

---@return VehicleComponentPS
function VehicleComponentPS.new() return end

---@param props table
---@return VehicleComponentPS
function VehicleComponentPS.new(props) return end

---@return VehicleCloseHood
function VehicleComponentPS:ActionCloseHood() return end

---@return VehicleCloseTrunk
function VehicleComponentPS:ActionCloseTrunk() return end

---@return ForceCarAlarm
function VehicleComponentPS:ActionForceCarAlarm() return end

---@return ForceDisableCarAlarm
function VehicleComponentPS:ActionForceDisableCarAlarm() return end

---@return VehicleOpenHood
function VehicleComponentPS:ActionOpenHood() return end

---@return VehicleOpenTrunk
function VehicleComponentPS:ActionOpenTrunk() return end

---@return VehiclePlayerTrunk
function VehicleComponentPS:ActionPlayerTrunk() return end

---@param toggleOn Bool
---@return ToggleVehicle
function VehicleComponentPS:ActionToggleVehicle(toggleOn) return end

---@param slotName String
---@return VehicleDoorClose
function VehicleComponentPS:ActionVehicleDoorClose(slotName) return end

---@param slotName String
---@param fromInteraction Bool
---@param locked Bool
---@return VehicleDoorInteraction
function VehicleComponentPS:ActionVehicleDoorInteraction(slotName, fromInteraction, locked) return end

---@param doorToChange vehicleEVehicleDoor
---@param desiredState vehicleVehicleDoorInteractionState
---@param source String
---@return VehicleDoorInteractionStateChange
function VehicleComponentPS:ActionVehicleDoorInteractionStateChange(doorToChange, desiredState, source) return end

---@param slotName String
---@return VehicleDoorOpen
function VehicleComponentPS:ActionVehicleDoorOpen(slotName) return end

---@return VehicleQuestDoorLocked
function VehicleComponentPS:ActionVehicleDoorQuestLocked() return end

---@return VehicleDumpBody
function VehicleComponentPS:ActionVehicleDumpBody() return end

---@param slotName String
---@return VehicleForceOccupantOut
function VehicleComponentPS:ActionVehicleForceOccupantOut(slotName) return end

---@return VehicleTakeBody
function VehicleComponentPS:ActionVehicleTakeBody() return end

---@return Bool
function VehicleComponentPS:CanCreateAnyQuickHackActions() return end

---@param vehicleContext VehicleActionsContext
---@return gameGetActionsContext
function VehicleComponentPS:ChangeToActionContext(vehicleContext) return end

function VehicleComponentPS:CheckVehicleVelocityForStims() return end

---@param forceScene Bool
function VehicleComponentPS:CloseAllVehDoors(forceScene) return end

function VehicleComponentPS:CloseAllVehWindows() return end

---@param interaction gameinteractionsComponent
---@param context VehicleActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@param isAutoRefresh Bool
function VehicleComponentPS:DetermineActionsToPush(interaction, context, objectActionsCallbackController, isAutoRefresh) return end

function VehicleComponentPS:DisableAlarm() return end

function VehicleComponentPS:DisableAllVehInteractions() return end

function VehicleComponentPS:EndStimsOnVehicleQuickhack() return end

function VehicleComponentPS:EndVehicleStimsOnVehicleQuickhack() return end

function VehicleComponentPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function VehicleComponentPS:GetActions(context) return end

---@return Bool
function VehicleComponentPS:GetCrystalDomeQuestState() return end

---@return Bool
function VehicleComponentPS:GetCrystalDomeState() return end

---@param door vehicleEVehicleDoor
---@return vehicleVehicleDoorInteractionState
function VehicleComponentPS:GetDoorInteractionState(door) return end

---@param door vehicleEVehicleDoor
---@return vehicleVehicleDoorState
function VehicleComponentPS:GetDoorState(door) return end

---@return Bool
function VehicleComponentPS:GetHasAnyDoorOpen() return end

---@return Bool
function VehicleComponentPS:GetHasDefaultStateBeenSet() return end

---@return Bool
function VehicleComponentPS:GetHasExploded() return end

---@return Bool
function VehicleComponentPS:GetHasStateBeenModifiedByQuest() return end

---@return Bool
function VehicleComponentPS:GetHasVisualDestructionBeenSet() return end

---@param actions gamedeviceAction[]
---@param context VehicleActionsContext
function VehicleComponentPS:GetHoodActions(actions, context) return end

---@return Bool
function VehicleComponentPS:GetIsCrystalDomeQuestModified() return end

---@return Bool
function VehicleComponentPS:GetIsDefaultLightToggleSet() return end

---@return Bool
function VehicleComponentPS:GetIsDestroyed() return end

---@return Bool
function VehicleComponentPS:GetIsPlayerVehicle() return end

---@return Bool
function VehicleComponentPS:GetIsStolen() return end

---@return Bool
function VehicleComponentPS:GetIsSubmerged() return end

---@return Bool
function VehicleComponentPS:GetIsUiQuestModified() return end

---@return CName[]
function VehicleComponentPS:GetNpcOccupiedSlots() return end

---@return vehicleBaseObject
function VehicleComponentPS:GetOwnerEntity() return end

---@param actions gamedeviceAction[]
---@param context VehicleActionsContext
function VehicleComponentPS:GetPlayerTrunkActions(actions, context) return end

---@param actions gamedeviceAction[]
---@param context VehicleActionsContext
function VehicleComponentPS:GetQuestLockedActions(actions, context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function VehicleComponentPS:GetQuickHackActions(context) return end

---@return gamedataVehicleSeat_Record[]
function VehicleComponentPS:GetSeats() return end

---@return Bool
function VehicleComponentPS:GetSirenLightsState() return end

---@return Bool
function VehicleComponentPS:GetSirenSoundsState() return end

---@return Bool
function VehicleComponentPS:GetSirenState() return end

---@return Float
function VehicleComponentPS:GetSubmergedTimestamp() return end

---@param door vehicleEVehicleDoor
---@return vehicleVehicleDoorInteractionState
function VehicleComponentPS:GetTempDoorInteractionState(door) return end

---@return Bool
function VehicleComponentPS:GetThrusterState() return end

---@param actions gamedeviceAction[]
---@param context VehicleActionsContext
function VehicleComponentPS:GetTrunkActions(actions, context) return end

---@return Bool
function VehicleComponentPS:GetUiQuestState() return end

---@param objectActionRecords gamedataObjectAction_Record[]
---@param context gameGetActionsContext
---@param objectActionsCallbackController gameObjectActionsCallbackController
---@param choices gameinteractionsChoice[]
---@param isAutoRefresh Bool
function VehicleComponentPS:GetValidChoices(objectActionRecords, context, objectActionsCallbackController, choices, isAutoRefresh) return end

---@return vehicleControllerPS
function VehicleComponentPS:GetVehicleControllerPS() return end

---@return vehicleControllerPS
function VehicleComponentPS:GetVehicleControllerPSConst() return end

---@param doorName CName|string
---@return Bool, vehicleEVehicleDoor
function VehicleComponentPS:GetVehicleDoorEnum(doorName) return end

---@param door vehicleEVehicleDoor
---@return vehicleEVehicleWindowState
function VehicleComponentPS:GetWindowState(door) return end

function VehicleComponentPS:Initialize() return end

function VehicleComponentPS:InitializeDoorInteractionState() return end

function VehicleComponentPS:InitializeTempDoorStateStruct() return end

---@param layer CName|string
---@return Bool
function VehicleComponentPS:IsDoorLayer(layer) return end

---@param includePickupPhase Bool
---@return Bool
function VehicleComponentPS:IsPlayerCarryingBody(includePickupPhase) return end

---@return Bool
function VehicleComponentPS:IsPlayerSwimming() return end

---@param slotID CName|string
---@return Bool
function VehicleComponentPS:IsSlotOccupiedByNPC(slotID) return end

---@param state vehicleVehicleDoorInteractionState
---@return Bool
function VehicleComponentPS:IsStateValidForVehicle(state) return end

function VehicleComponentPS:LockAllVehDoors() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function VehicleComponentPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function VehicleComponentPS:OnActionEngineering(evt) return end

---@param evt CheckVehicleVelocityForStimsEvent
---@return EntityNotificationType
function VehicleComponentPS:OnCheckVehicleVelocityForStimsEvent(evt) return end

---@param evt VehicleCloseHood
---@return EntityNotificationType
function VehicleComponentPS:OnCloseHood(evt) return end

---@param evt VehicleCloseTrunk
---@return EntityNotificationType
function VehicleComponentPS:OnCloseTrunk(evt) return end

---@param evt ForceCarAlarm
---@return EntityNotificationType
function VehicleComponentPS:OnForceCarAlarm(evt) return end

---@param evt ForceDisableCarAlarm
---@return EntityNotificationType
function VehicleComponentPS:OnForceDisableCarAlarm(evt) return end

---@param evt VehicleOpenHood
---@return EntityNotificationType
function VehicleComponentPS:OnOpenHood(evt) return end

---@param evt VehicleOpenTrunk
---@return EntityNotificationType
function VehicleComponentPS:OnOpenTrunk(evt) return end

---@param evt PreventionVehicleHackedEvent
---@return EntityNotificationType
function VehicleComponentPS:OnPreventionVehicleHackedEvent(evt) return end

---@param evt SetExposeQuickHacks
---@return EntityNotificationType
function VehicleComponentPS:OnSetExposeQuickHacks(evt) return end

---@param evt vehicleToggleDoorWrapperEvent
---@return EntityNotificationType
function VehicleComponentPS:OnToggleDoorWrapperEvent(evt) return end

---@param evt ToggleTakeOverControl
---@return EntityNotificationType
function VehicleComponentPS:OnToggleTakeOverControl(evt) return end

---@param evt ToggleVehicle
---@return EntityNotificationType
function VehicleComponentPS:OnToggleVehicle(evt) return end

---@param evt VehicleBodyDisposalPerformedEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleBodyDisposalPerformedEvent(evt) return end

---@param evt VehicleQuestDelayedHornEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDelayedQuestHornEvent(evt) return end

---@param evt vehicleDetachPartEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDetachPartEvent(evt) return end

---@param evt VehicleDoorClose
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDoorClose(evt) return end

---@param evt VehicleDoorInteraction
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDoorInteraction(evt) return end

---@param evt VehicleDoorInteractionStateChange
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDoorInteractionStateChange(evt) return end

---@param evt VehicleDoorOpen
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDoorOpen(evt) return end

---@param evt VehicleDumpBody
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleDumpBody(evt) return end

---@param evt vehicleFinishedMountingEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleFinishedMounting(evt) return end

---@param evt VehicleForceOccupantOut
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleForceOccupantOut(evt) return end

---@param evt VehicleLightQuestChangeColorEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleLightQuestChangeColorEvent(evt) return end

---@param evt VehicleLightQuestToggleEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleLightQuestToggleEvent(evt) return end

---@param evt VehicleOverrideAccelerate
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleOverrideAccelerate(evt) return end

---@param evt VehicleOverrideExplode
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleOverrideExplode(evt) return end

---@param evt VehicleOverrideForceBrakes
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleOverrideForceBrakes(evt) return end

---@param evt VehiclePanzerBootupUIQuestEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehiclePanzerBootupUIQuestEvent(evt) return end

---@param evt VehiclePlayerTrunk
---@return EntityNotificationType
function VehicleComponentPS:OnVehiclePlayerTrunk(evt) return end

---@param evt VehicleQuestAVThrusterEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestAVThrusterEvent(evt) return end

---@param evt VehicleQuestChangeDoorStateEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestChangeDoorStateEvent(evt) return end

---@param evt vehicleChangeWindowStateEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestChangeWindowStateEvent(evt) return end

---@param evt VehicleQuestCrystalDomeEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestCrystalDomeEvent(evt) return end

---@param evt VehicleQuestHornEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestHornEvent(evt) return end

---@param evt VehicleQuestSirenEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestSirenEvent(evt) return end

---@param evt VehicleQuestToggleEngineEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestToggleEngineEvent(evt) return end

---@param evt VehicleQuestUIEffectEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestUIEffectEvent(evt) return end

---@param evt VehicleQuestEnableUIEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestUIEvent(evt) return end

---@param evt VehicleQuestVisualDestructionEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestVisualDestructionEvent(evt) return end

---@param evt VehicleQuestWindowDestructionEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleQuestWindowDestructionEvent(evt) return end

---@param evt VehicleRaceQuestEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleRaceQuestEvent(evt) return end

---@param evt VehicleRadioEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleRadioEvent(evt) return end

---@param evt VehicleSeatReservationEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleSeatReservationEvent(evt) return end

---@param evt VehicleStartedUnmountingEvent
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleStartedUnmountingEvent(evt) return end

---@param evt VehicleTakeBody
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleTakeBody(evt) return end

---@param evt VehicleWindowClose
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleWindowClose(evt) return end

---@param evt VehicleWindowOpen
---@return EntityNotificationType
function VehicleComponentPS:OnVehicleWindowOpen(evt) return end

---@param forceScene Bool
function VehicleComponentPS:OpenAllRegularVehDoors(forceScene) return end

---@param forceScene Bool
function VehicleComponentPS:OpenAllVehDoors(forceScene) return end

function VehicleComponentPS:OpenAllVehWindows() return end

function VehicleComponentPS:ProcessBodyDisposalEvent() return end

function VehicleComponentPS:ProcessVehicleCrackLockTutorial() return end

function VehicleComponentPS:ProcessVehicleCrackLockTutorialUsed() return end

function VehicleComponentPS:ProcessVehicleHijackTutorial() return end

function VehicleComponentPS:ProcessVehicleHijackTutorialUsed() return end

---@param interaction gameinteractionsComponent
---@param choices gameinteractionsChoice[]
---@param context VehicleActionsContext
function VehicleComponentPS:PushActionsToInteractionComponent(interaction, choices, context) return end

function VehicleComponentPS:QuestLockAllVehDoors() return end

function VehicleComponentPS:RefreshSkillchecks() return end

function VehicleComponentPS:ResetVehicle() return end

function VehicleComponentPS:ResetVehicleInteractionState() return end

---@param shouldTriggerIllegalActionStim Bool
---@param areHacksIndefiniteDuration Bool
function VehicleComponentPS:SendStimsOnVehicleQuickhack(shouldTriggerIllegalActionStim, areHacksIndefiniteDuration) return end

---@param vehicleQuickhackStimDuration Float
function VehicleComponentPS:SendVehicleStimsOnVehicleQuickhack(vehicleQuickhackStimDuration) return end

---@param value Bool
function VehicleComponentPS:SetCrystalDomeQuestState(value) return end

---@param value Bool
function VehicleComponentPS:SetCrystalDomeState(value) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorInteractionState
---@param source String
function VehicleComponentPS:SetDoorInteractionState(door, state, source) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorState
---@param immediate Bool
function VehicleComponentPS:SetDoorState(door, state, immediate) return end

---@param set Bool
function VehicleComponentPS:SetHasAnyDoorOpen(set) return end

---@param set Bool
function VehicleComponentPS:SetHasDefaultStateBeenSet(set) return end

---@param set Bool
function VehicleComponentPS:SetHasExploded(set) return end

---@param set Bool
function VehicleComponentPS:SetHasStateBeenModifiedByQuest(set) return end

---@param set Bool
function VehicleComponentPS:SetHasVisualDestructionBeenSet(set) return end

---@param value Bool
function VehicleComponentPS:SetIsCrystalDomeQuestModified(value) return end

---@param value Bool
function VehicleComponentPS:SetIsDefaultLightToggleSet(value) return end

---@param value Bool
function VehicleComponentPS:SetIsDestroyed(value) return end

---@param set Bool
function VehicleComponentPS:SetIsPlayerVehicle(set) return end

---@param value Bool
function VehicleComponentPS:SetIsStolen(value) return end

---@param set Bool
function VehicleComponentPS:SetIsSubmerged(set) return end

---@param value Bool
function VehicleComponentPS:SetIsUiQuestModified(value) return end

---@param value Bool
function VehicleComponentPS:SetSirenLightsState(value) return end

---@param value Bool
function VehicleComponentPS:SetSirenSoundsState(value) return end

---@param value Bool
function VehicleComponentPS:SetSirenState(value) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorInteractionState
function VehicleComponentPS:SetTempDoorInteractionState(door, state) return end

---@param set Bool
function VehicleComponentPS:SetThrusterState(set) return end

---@param value Bool
function VehicleComponentPS:SetUiQuestState(value) return end

---@param door vehicleEVehicleDoor
---@param state vehicleEVehicleWindowState
function VehicleComponentPS:SetWindowState(door, state) return end

function VehicleComponentPS:UnlockAllVehDoors() return end

---@class VehicleCrystalDomeMeshVisibilityDelayEvent : redEvent
VehicleCrystalDomeMeshVisibilityDelayEvent = {}

---@return VehicleCrystalDomeMeshVisibilityDelayEvent
function VehicleCrystalDomeMeshVisibilityDelayEvent.new() return end

---@param props table
---@return VehicleCrystalDomeMeshVisibilityDelayEvent
function VehicleCrystalDomeMeshVisibilityDelayEvent.new(props) return end

---@class VehicleCrystalDomeOffDelayEvent : redEvent
VehicleCrystalDomeOffDelayEvent = {}

---@return VehicleCrystalDomeOffDelayEvent
function VehicleCrystalDomeOffDelayEvent.new() return end

---@param props table
---@return VehicleCrystalDomeOffDelayEvent
function VehicleCrystalDomeOffDelayEvent.new(props) return end

---@class VehicleCrystalDomeOnDelayEvent : redEvent
VehicleCrystalDomeOnDelayEvent = {}

---@return VehicleCrystalDomeOnDelayEvent
function VehicleCrystalDomeOnDelayEvent.new() return end

---@param props table
---@return VehicleCrystalDomeOnDelayEvent
function VehicleCrystalDomeOnDelayEvent.new(props) return end

---@class VehicleCycleLightsEvent : redEvent
VehicleCycleLightsEvent = {}

---@return VehicleCycleLightsEvent
function VehicleCycleLightsEvent.new() return end

---@param props table
---@return VehicleCycleLightsEvent
function VehicleCycleLightsEvent.new(props) return end

---@class VehicleDamageStageTurnOffEvent : redEvent
VehicleDamageStageTurnOffEvent = {}

---@return VehicleDamageStageTurnOffEvent
function VehicleDamageStageTurnOffEvent.new() return end

---@param props table
---@return VehicleDamageStageTurnOffEvent
function VehicleDamageStageTurnOffEvent.new(props) return end

---@class VehicleDeathTask : AIDeathReactionsTask
---@field vehNPCDeathData AnimFeature_VehicleNPCDeathData
---@field previousState gamedataNPCHighLevelState
---@field timeToRagdoll Float
---@field hasRagdolled Bool
---@field activationTimeStamp Float
---@field readyToUnmount Bool
VehicleDeathTask = {}

---@return VehicleDeathTask
function VehicleDeathTask.new() return end

---@param props table
---@return VehicleDeathTask
function VehicleDeathTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function VehicleDeathTask:Activate(context) return end

---@return Bool
function VehicleDeathTask:CanSkipDeathAnimation() return end

---@param context AIbehaviorScriptExecutionContext
function VehicleDeathTask:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Int32
function VehicleDeathTask:GetDeathReactionType(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Int32
function VehicleDeathTask:GetVehicleDeathType(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Bool
function VehicleDeathTask:PlayHitReactionAction(context) return end

---@param context AIbehaviorScriptExecutionContext
---@param eventName CName|string
---@return Bool
function VehicleDeathTask:SendAIEventToMountedVehicle(context, eventName) return end

---@param context AIbehaviorScriptExecutionContext
function VehicleDeathTask:SendVehNPCDeathData(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function VehicleDeathTask:Update(context) return end

---@class VehicleDef : gamebbScriptDefinition
---@field BikeTilt gamebbScriptID_Float
---@field SpeedValue gamebbScriptID_Float
---@field GearValue gamebbScriptID_Int32
---@field RPMValue gamebbScriptID_Float
---@field RPMMax gamebbScriptID_Float
---@field SuspensionTransversalForce gamebbScriptID_Float
---@field SuspensionLongitudinalForce gamebbScriptID_Float
---@field IsAutopilotOn gamebbScriptID_Bool
---@field DeclutchTimer gamebbScriptID_Float
---@field HandlingPenalty gamebbScriptID_Float
---@field HeadLightMode gamebbScriptID_Int32
---@field VehicleState gamebbScriptID_Int32
---@field VehicleReady gamebbScriptID_Bool
---@field VehRadioState gamebbScriptID_Bool
---@field VehRadioStationName gamebbScriptID_CName
---@field IsCrowd gamebbScriptID_Bool
---@field IsUIActive gamebbScriptID_Bool
---@field GameTime gamebbScriptID_String
---@field Collision gamebbScriptID_Bool
---@field DamageState gamebbScriptID_Int32
---@field MeanSlipRatio gamebbScriptID_Float
---@field IsHandbraking gamebbScriptID_Int32
---@field EngineTemp gamebbScriptID_Float
---@field IsInWater gamebbScriptID_Bool
---@field RaceTimer gamebbScriptID_String
---@field IsTargetingFriendly gamebbScriptID_Bool
---@field ChaseIsChaseDontAvoidPedestrians gamebbScriptID_Bool
---@field ChaseMaxRammingTickets gamebbScriptID_Uint32
---@field ChaseTimeDelayToLeaveVehicle gamebbScriptID_Float
---@field MinimapMappinDeleteAnim gamebbScriptID_CName
---@field UseCarAlarmStim gamebbScriptID_Bool
VehicleDef = {}

---@return VehicleDef
function VehicleDef.new() return end

---@param props table
---@return VehicleDef
function VehicleDef.new(props) return end

---@return Bool
function VehicleDef:AutoCreateInSystem() return end

---@class VehicleDetailsLogicController : inkWidgetLogicController
---@field backButton inkWidgetReference
---@field purchaseButton inkWidgetReference
---@field ownedWidget inkWidgetReference
---@field insufficientMoneyWidget inkWidgetReference
---@field detailsImage inkImageWidgetReference
---@field vehicleNameText inkTextWidgetReference
---@field detailsText inkTextWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field gunImage inkImageWidgetReference
---@field rocketImage inkImageWidgetReference
---@field priceWrapper inkWidgetReference
---@field priceText inkTextWidgetReference
---@field discountWrapper inkWidgetReference
---@field discountText inkTextWidgetReference
---@field originalPriceWrapper inkWidgetReference
---@field originalPriceText inkTextWidgetReference
---@field discountImageWrapper inkWidgetReference
---@field howToUnlockWrapper inkWidgetReference
---@field howToUnlockText inkTextWidgetReference
---@field offerRecord gamedataVehicleOffer_Record
---@field price Int32
---@field discount Float
VehicleDetailsLogicController = {}

---@return VehicleDetailsLogicController
function VehicleDetailsLogicController.new() return end

---@param props table
---@return VehicleDetailsLogicController
function VehicleDetailsLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnBackClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnBackHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnBackHoverOver(evt) return end

---@return Bool
function VehicleDetailsLogicController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnPurchaseClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnPurchaseHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function VehicleDetailsLogicController:OnPurchaseHoverOver(evt) return end

---@return Bool
function VehicleDetailsLogicController:OnUninitialize() return end

---@param offerRecord gamedataVehicleOffer_Record
---@param state EVehicleOfferState
---@param playerMoney Int32
---@param discount Float
function VehicleDetailsLogicController:SetUp(offerRecord, state, playerMoney, discount) return end

function VehicleDetailsLogicController:SetUpButtons() return end

---@param unlockType gamedataVehicleUnlockType
function VehicleDetailsLogicController:SetUpHowToUnlockText(unlockType) return end

function VehicleDetailsLogicController:UnregisterButtons() return end

---@param state EVehicleOfferState
function VehicleDetailsLogicController:UpdateDiscountVisibility(state) return end

---@param state EVehicleOfferState
---@param playerMoney Int32
function VehicleDetailsLogicController:UpdateState(state, playerMoney) return end

---@class VehicleDeviceLinkPS : DeviceLinkComponentPS
VehicleDeviceLinkPS = {}

---@return VehicleDeviceLinkPS
function VehicleDeviceLinkPS.new() return end

---@param props table
---@return VehicleDeviceLinkPS
function VehicleDeviceLinkPS.new(props) return end

---@param entityID entEntityID
---@return VehicleDeviceLinkPS
function VehicleDeviceLinkPS.AcquireVehicleDeviceLink(entityID) return end

---@param entityID entEntityID
---@return VehicleDeviceLinkPS
function VehicleDeviceLinkPS.CreateAndAcquirVehicleDeviceLinkPS(entityID) return end

---@param evt DeviceLinkRequest
---@return EntityNotificationType
function VehicleDeviceLinkPS:OnDeviceLinkRequest(evt) return end

---@class VehicleDoorClose : ActionBool
---@field slotID CName
---@field isInteractionSource Bool
---@field forceScene Bool
VehicleDoorClose = {}

---@return VehicleDoorClose
function VehicleDoorClose.new() return end

---@param props table
---@return VehicleDoorClose
function VehicleDoorClose.new(props) return end

---@param slotString String
function VehicleDoorClose:SetProperties(slotString) return end

---@class VehicleDoorDetached : ActionBool
---@field slotID CName
---@field isInteractionSource Bool
VehicleDoorDetached = {}

---@return VehicleDoorDetached
function VehicleDoorDetached.new() return end

---@param props table
---@return VehicleDoorDetached
function VehicleDoorDetached.new(props) return end

---@param slotString String
---@param source Bool
function VehicleDoorDetached:SetProperties(slotString, source) return end

---@class VehicleDoorInteraction : ActionBool
---@field slotID CName
---@field isInteractionSource Bool
VehicleDoorInteraction = {}

---@return VehicleDoorInteraction
function VehicleDoorInteraction.new() return end

---@param props table
---@return VehicleDoorInteraction
function VehicleDoorInteraction.new(props) return end

---@param slotString String
---@param source Bool
---@param locked Bool
function VehicleDoorInteraction:SetProperties(slotString, source, locked) return end

---@class VehicleDoorInteractionStateChange : ActionBool
---@field door vehicleEVehicleDoor
---@field newState vehicleVehicleDoorInteractionState
---@field source String
VehicleDoorInteractionStateChange = {}

---@return VehicleDoorInteractionStateChange
function VehicleDoorInteractionStateChange.new() return end

---@param props table
---@return VehicleDoorInteractionStateChange
function VehicleDoorInteractionStateChange.new(props) return end

---@param doorToChange vehicleEVehicleDoor
---@param desiredState vehicleVehicleDoorInteractionState
---@param reason String
function VehicleDoorInteractionStateChange:SetProperties(doorToChange, desiredState, reason) return end

---@class VehicleDoorOpen : ActionBool
---@field slotID CName
---@field shouldAutoClose Bool
---@field autoCloseTime Float
---@field forceScene Bool
VehicleDoorOpen = {}

---@return VehicleDoorOpen
function VehicleDoorOpen.new() return end

---@param props table
---@return VehicleDoorOpen
function VehicleDoorOpen.new(props) return end

---@param slotString String
---@param autoClose Bool
---@param autoCloseDelay Float
function VehicleDoorOpen:SetProperties(slotString, autoClose, autoCloseDelay) return end

---@class VehicleDriverCombatAimContextDecisions : VehicleDriverCombatContextDecisions
VehicleDriverCombatAimContextDecisions = {}

---@return VehicleDriverCombatAimContextDecisions
function VehicleDriverCombatAimContextDecisions.new() return end

---@param props table
---@return VehicleDriverCombatAimContextDecisions
function VehicleDriverCombatAimContextDecisions.new(props) return end

---@return Bool
function VehicleDriverCombatAimContextDecisions:CameraPerspectiveEnterCondition() return end

---@return Bool
function VehicleDriverCombatAimContextDecisions:IsAimingEnterCondition() return end

---@class VehicleDriverCombatAimContextEvents : VehicleDriverCombatContextEvents
VehicleDriverCombatAimContextEvents = {}

---@return VehicleDriverCombatAimContextEvents
function VehicleDriverCombatAimContextEvents.new() return end

---@param props table
---@return VehicleDriverCombatAimContextEvents
function VehicleDriverCombatAimContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatAimContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatAimContextEvents:OnExit(stateContext, scriptInterface) return end

---@class VehicleDriverCombatContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
---@field tppCallbackID redCallbackObject
---@field upperBodyCallbackID redCallbackObject
---@field inTpp Bool
---@field isAiming Bool
VehicleDriverCombatContextDecisions = {}

---@return VehicleDriverCombatContextDecisions
function VehicleDriverCombatContextDecisions.new() return end

---@param props table
---@return VehicleDriverCombatContextDecisions
function VehicleDriverCombatContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleDriverCombatContextDecisions:OnUpperBodyStateChanged(value) return end

---@param value Bool
---@return Bool
function VehicleDriverCombatContextDecisions:OnVehiclePerspectiveChanged(value) return end

---@param value Int32
---@return Bool
function VehicleDriverCombatContextDecisions:OnVehicleStateChanged(value) return end

---@return Bool
function VehicleDriverCombatContextDecisions:CameraPerspectiveEnterCondition() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverCombatContextDecisions:DriverCombatTypeEnterCondition(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverCombatContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@return Bool
function VehicleDriverCombatContextDecisions:IsAimingEnterCondition() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleDriverCombatContextEvents : InputContextTransitionEvents
---@field weapon gameweaponObject
VehicleDriverCombatContextEvents = {}

---@return VehicleDriverCombatContextEvents
function VehicleDriverCombatContextEvents.new() return end

---@param props table
---@return VehicleDriverCombatContextEvents
function VehicleDriverCombatContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:RemoveVehicleDriverCombatInputHintsInternal(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:UpdateVehicleDriverCombatInputHintsInternal(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatContextEvents:UpdateVehicleDriverInputHints(stateContext, scriptInterface) return end

---@class VehicleDriverCombatMountedWeaponsContextDecisions : VehicleDriverCombatContextDecisions
VehicleDriverCombatMountedWeaponsContextDecisions = {}

---@return VehicleDriverCombatMountedWeaponsContextDecisions
function VehicleDriverCombatMountedWeaponsContextDecisions.new() return end

---@param props table
---@return VehicleDriverCombatMountedWeaponsContextDecisions
function VehicleDriverCombatMountedWeaponsContextDecisions.new(props) return end

---@return Bool
function VehicleDriverCombatMountedWeaponsContextDecisions:CameraPerspectiveEnterCondition() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverCombatMountedWeaponsContextDecisions:DriverCombatTypeEnterCondition(scriptInterface) return end

---@return Bool
function VehicleDriverCombatMountedWeaponsContextDecisions:IsAimingEnterCondition() return end

---@class VehicleDriverCombatMountedWeaponsContextEvents : VehicleDriverCombatContextEvents
VehicleDriverCombatMountedWeaponsContextEvents = {}

---@return VehicleDriverCombatMountedWeaponsContextEvents
function VehicleDriverCombatMountedWeaponsContextEvents.new() return end

---@param props table
---@return VehicleDriverCombatMountedWeaponsContextEvents
function VehicleDriverCombatMountedWeaponsContextEvents.new(props) return end

---@class VehicleDriverCombatTPPContextDecisions : VehicleDriverCombatContextDecisions
VehicleDriverCombatTPPContextDecisions = {}

---@return VehicleDriverCombatTPPContextDecisions
function VehicleDriverCombatTPPContextDecisions.new() return end

---@param props table
---@return VehicleDriverCombatTPPContextDecisions
function VehicleDriverCombatTPPContextDecisions.new(props) return end

---@return Bool
function VehicleDriverCombatTPPContextDecisions:CameraPerspectiveEnterCondition() return end

---@class VehicleDriverCombatTPPContextEvents : VehicleDriverCombatContextEvents
VehicleDriverCombatTPPContextEvents = {}

---@return VehicleDriverCombatTPPContextEvents
function VehicleDriverCombatTPPContextEvents.new() return end

---@param props table
---@return VehicleDriverCombatTPPContextEvents
function VehicleDriverCombatTPPContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatTPPContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatTPPContextEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatTPPContextEvents:RemoveVehicleDriverCombatInputHintsInternal(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverCombatTPPContextEvents:UpdateVehicleDriverCombatInputHintsInternal(stateContext, scriptInterface) return end

---@class VehicleDriverContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleDriverContextDecisions = {}

---@return VehicleDriverContextDecisions
function VehicleDriverContextDecisions.new() return end

---@param props table
---@return VehicleDriverContextDecisions
function VehicleDriverContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleDriverContextDecisions:OnVehicleStateChanged(value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverContextDecisions:DriverCombatTypeEnterCondition(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleDriverContextEvents : InputContextTransitionEvents
VehicleDriverContextEvents = {}

---@return VehicleDriverContextEvents
function VehicleDriverContextEvents.new() return end

---@param props table
---@return VehicleDriverContextEvents
function VehicleDriverContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleDriverContextEvents:UpdateVehicleDriverInputHints(stateContext, scriptInterface) return end

---@class VehicleDriverMountedWeaponsContextDecisions : VehicleDriverContextDecisions
VehicleDriverMountedWeaponsContextDecisions = {}

---@return VehicleDriverMountedWeaponsContextDecisions
function VehicleDriverMountedWeaponsContextDecisions.new() return end

---@param props table
---@return VehicleDriverMountedWeaponsContextDecisions
function VehicleDriverMountedWeaponsContextDecisions.new(props) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleDriverMountedWeaponsContextDecisions:DriverCombatTypeEnterCondition(scriptInterface) return end

---@class VehicleDriverMountedWeaponsContextEvents : VehicleDriverContextEvents
VehicleDriverMountedWeaponsContextEvents = {}

---@return VehicleDriverMountedWeaponsContextEvents
function VehicleDriverMountedWeaponsContextEvents.new() return end

---@param props table
---@return VehicleDriverMountedWeaponsContextEvents
function VehicleDriverMountedWeaponsContextEvents.new(props) return end

---@class VehicleDumpBody : ActionBool
VehicleDumpBody = {}

---@return VehicleDumpBody
function VehicleDumpBody.new() return end

---@param props table
---@return VehicleDumpBody
function VehicleDumpBody.new(props) return end

function VehicleDumpBody:SetProperties() return end

---@class VehicleDumpBodyCloseTrunkEvent : redEvent
VehicleDumpBodyCloseTrunkEvent = {}

---@return VehicleDumpBodyCloseTrunkEvent
function VehicleDumpBodyCloseTrunkEvent.new() return end

---@param props table
---@return VehicleDumpBodyCloseTrunkEvent
function VehicleDumpBodyCloseTrunkEvent.new(props) return end

---@class VehicleEventsTransition : VehicleTransition
---@field isCameraTogglePressed Bool
---@field cameraToggleHoldToResetTimeSeconds Float
VehicleEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param validUnmountDirection vehicleUnmountPosition
---@param moveVehicle Bool
---@param skipUnmount Bool
function VehicleEventsTransition:ExitWithTeleport(stateContext, scriptInterface, validUnmountDirection, moveVehicle, skipUnmount) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleEventsTransition:HandleCameraInput(scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleEventsTransition:HandleExitRequest(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleEventsTransition:OnForcedExit(stateContext, scriptInterface) return end

---@class VehicleExitDelayed : redEvent
VehicleExitDelayed = {}

---@return VehicleExitDelayed
function VehicleExitDelayed.new() return end

---@param props table
---@return VehicleExitDelayed
function VehicleExitDelayed.new(props) return end

---@class VehicleExternalDoorRequestEvent : redEvent
---@field slotName CName
---@field autoClose Bool
---@field autoCloseTime Float
VehicleExternalDoorRequestEvent = {}

---@return VehicleExternalDoorRequestEvent
function VehicleExternalDoorRequestEvent.new() return end

---@param props table
---@return VehicleExternalDoorRequestEvent
function VehicleExternalDoorRequestEvent.new(props) return end

---@class VehicleExternalWindowRequestEvent : redEvent
---@field slotName CName
---@field shouldOpen Bool
---@field speed CName
VehicleExternalWindowRequestEvent = {}

---@return VehicleExternalWindowRequestEvent
function VehicleExternalWindowRequestEvent.new() return end

---@param props table
---@return VehicleExternalWindowRequestEvent
function VehicleExternalWindowRequestEvent.new(props) return end

---@class VehicleForceOccupantOut : ActionBool
---@field slotID CName
VehicleForceOccupantOut = {}

---@return VehicleForceOccupantOut
function VehicleForceOccupantOut.new() return end

---@param props table
---@return VehicleForceOccupantOut
function VehicleForceOccupantOut.new(props) return end

---@param slotString String
function VehicleForceOccupantOut:SetProperties(slotString) return end

---@class VehicleForwardRaceCheckpointFactEvent : redEvent
VehicleForwardRaceCheckpointFactEvent = {}

---@return VehicleForwardRaceCheckpointFactEvent
function VehicleForwardRaceCheckpointFactEvent.new() return end

---@param props table
---@return VehicleForwardRaceCheckpointFactEvent
function VehicleForwardRaceCheckpointFactEvent.new(props) return end

---@class VehicleForwardRaceClockUpdateEvent : redEvent
VehicleForwardRaceClockUpdateEvent = {}

---@return VehicleForwardRaceClockUpdateEvent
function VehicleForwardRaceClockUpdateEvent.new() return end

---@param props table
---@return VehicleForwardRaceClockUpdateEvent
function VehicleForwardRaceClockUpdateEvent.new(props) return end

---@class VehicleGameplayContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleGameplayContextDecisions = {}

---@return VehicleGameplayContextDecisions
function VehicleGameplayContextDecisions.new() return end

---@param props table
---@return VehicleGameplayContextDecisions
function VehicleGameplayContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleGameplayContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleGameplayContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleGameplayContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleGameplayContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleHackedEvent : redEvent
VehicleHackedEvent = {}

---@return VehicleHackedEvent
function VehicleHackedEvent.new() return end

---@param props table
---@return VehicleHackedEvent
function VehicleHackedEvent.new(props) return end

---@class VehicleHealthStatPoolListener : gameCustomValueStatPoolsListener
---@field owner vehicleBaseObject
VehicleHealthStatPoolListener = {}

---@return VehicleHealthStatPoolListener
function VehicleHealthStatPoolListener.new() return end

---@param props table
---@return VehicleHealthStatPoolListener
function VehicleHealthStatPoolListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function VehicleHealthStatPoolListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class VehicleHijackEvent : redEvent
---@field driverAllowedToGetAggressive Bool
VehicleHijackEvent = {}

---@return VehicleHijackEvent
function VehicleHijackEvent.new() return end

---@param props table
---@return VehicleHijackEvent
function VehicleHijackEvent.new(props) return end

---@class VehicleHornOffDelayEvent : redEvent
VehicleHornOffDelayEvent = {}

---@return VehicleHornOffDelayEvent
function VehicleHornOffDelayEvent.new() return end

---@param props table
---@return VehicleHornOffDelayEvent
function VehicleHornOffDelayEvent.new(props) return end

---@class VehicleHornProbsEvent : redEvent
---@field honkMinTime Float
---@field honkMaxTime Float
---@field probability Float
VehicleHornProbsEvent = {}

---@return VehicleHornProbsEvent
function VehicleHornProbsEvent.new() return end

---@param props table
---@return VehicleHornProbsEvent
function VehicleHornProbsEvent.new(props) return end

---@class VehicleInsideWheelDecisions : QuickSlotsHoldDecisions
VehicleInsideWheelDecisions = {}

---@return VehicleInsideWheelDecisions
function VehicleInsideWheelDecisions.new() return end

---@param props table
---@return VehicleInsideWheelDecisions
function VehicleInsideWheelDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function VehicleInsideWheelDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleInsideWheelDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleInsideWheelDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class VehicleInsideWheelEvents : QuickSlotsHoldEvents
VehicleInsideWheelEvents = {}

---@return VehicleInsideWheelEvents
function VehicleInsideWheelEvents.new() return end

---@param props table
---@return VehicleInsideWheelEvents
function VehicleInsideWheelEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelEvents:OnExitToQuickSlotsBusy(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleInsideWheelEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class VehicleLightQuestChangeColorEvent : redEvent
---@field color Color
---@field lightType vehicleELightType
VehicleLightQuestChangeColorEvent = {}

---@return VehicleLightQuestChangeColorEvent
function VehicleLightQuestChangeColorEvent.new() return end

---@param props table
---@return VehicleLightQuestChangeColorEvent
function VehicleLightQuestChangeColorEvent.new(props) return end

---@return String
function VehicleLightQuestChangeColorEvent:GetFriendlyDescription() return end

---@class VehicleLightQuestToggleEvent : redEvent
---@field toggle Bool
---@field lightType vehicleELightType
VehicleLightQuestToggleEvent = {}

---@return VehicleLightQuestToggleEvent
function VehicleLightQuestToggleEvent.new() return end

---@param props table
---@return VehicleLightQuestToggleEvent
function VehicleLightQuestToggleEvent.new(props) return end

---@return String
function VehicleLightQuestToggleEvent:GetFriendlyDescription() return end

---@class VehicleLightSetupEvent : redEvent
VehicleLightSetupEvent = {}

---@return VehicleLightSetupEvent
function VehicleLightSetupEvent.new() return end

---@param props table
---@return VehicleLightSetupEvent
function VehicleLightSetupEvent.new(props) return end

---@class VehicleListItemData : IScriptable
---@field displayName CName
---@field data vehiclePlayerVehicle
---@field icon gamedataUIIcon_Record
---@field repairTimeRemaining Float
VehicleListItemData = {}

---@return VehicleListItemData
function VehicleListItemData.new() return end

---@param props table
---@return VehicleListItemData
function VehicleListItemData.new(props) return end

---@class VehicleMappinComponent : IScriptable
---@field questMappinController QuestMappinController
---@field vehicleMappin gamemappinsVehicleMappin
---@field vehicle vehicleBaseObject
---@field vehicleEntityID entEntityID
---@field playerMounted Bool
---@field vehicleEnRoute Bool
---@field scheduleDiscreteModeDelayID gameDelayID
---@field invalidDelayID gameDelayID
---@field init Bool
---@field vehicleSummonDataDef VehicleSummonDataDef
---@field vehicleSummonDataBB gameIBlackboard
---@field vehicleSummonStateCallback redCallbackObject
---@field uiActiveVehicleDataDef UI_ActiveVehicleDataDef
---@field uiActiveVehicleDataBB gameIBlackboard
---@field vehPlayerStateDataCallback redCallbackObject
VehicleMappinComponent = {}

---@return VehicleMappinComponent
function VehicleMappinComponent.new() return end

---@param props table
---@return VehicleMappinComponent
function VehicleMappinComponent.new(props) return end

---@param vehPlayerStateData Variant
---@return Bool
function VehicleMappinComponent:OnActiveVechicleDataChanged(vehPlayerStateData) return end

---@param value Uint32
---@return Bool
function VehicleMappinComponent:OnVehicleSummonStateChanged(value) return end

---@param questMappinController QuestMappinController
---@param vehicleMappin gamemappinsVehicleMappin
function VehicleMappinComponent:OnInitialize(questMappinController, vehicleMappin) return end

function VehicleMappinComponent:OnUnitialize() return end

---@param active Bool
function VehicleMappinComponent:SetActive(active) return end

---@param discrete Bool
function VehicleMappinComponent:SetDiscreteMode(discrete) return end

function VehicleMappinComponent:TryScheduleDiscreteMode() return end

---@return Bool
function VehicleMappinComponent:VehicleIsLatestSummoned() return end

---@class VehicleMappinDelayedDiscreteModeCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field vehicleMappinComponent VehicleMappinComponent
VehicleMappinDelayedDiscreteModeCallback = {}

---@return VehicleMappinDelayedDiscreteModeCallback
function VehicleMappinDelayedDiscreteModeCallback.new() return end

---@param props table
---@return VehicleMappinDelayedDiscreteModeCallback
function VehicleMappinDelayedDiscreteModeCallback.new(props) return end

function VehicleMappinDelayedDiscreteModeCallback:Call() return end

---@class VehicleMinimapMappinComponent : IScriptable
---@field minimapPOIMappinController MinimapPOIMappinController
---@field vehicle vehicleBaseObject
---@field uiVehicleBB gameIBlackboard
---@field vehicleBBDef VehicleDef
---@field deleteAnimCallback redCallbackObject
---@field destroyMappinOnAnimEnd Bool
---@field vehicleIsLatestSummoned Bool
---@field vehicleEntityID entEntityID
---@field vehicleSummonDataDef VehicleSummonDataDef
---@field vehicleSummonDataBB gameIBlackboard
---@field vehicleSummonStateCallback redCallbackObject
VehicleMinimapMappinComponent = {}

---@return VehicleMinimapMappinComponent
function VehicleMinimapMappinComponent.new() return end

---@param props table
---@return VehicleMinimapMappinComponent
function VehicleMinimapMappinComponent.new(props) return end

---@param deleteAnimName CName|string
---@return Bool
function VehicleMinimapMappinComponent:OnDeleteAnimSet(deleteAnimName) return end

---@param value Uint32
---@return Bool
function VehicleMinimapMappinComponent:OnVehicleSummonStateChanged(value) return end

---@param activate Bool
function VehicleMinimapMappinComponent:ActivatePingAnimation(activate) return end

function VehicleMinimapMappinComponent:OnAnimEnd() return end

---@param minimapPOIMappinController MinimapPOIMappinController
---@param vehicleMappin gamemappinsVehicleMappin
function VehicleMinimapMappinComponent:OnInitialize(minimapPOIMappinController, vehicleMappin) return end

function VehicleMinimapMappinComponent:OnUninitialize() return end

---@return Bool
function VehicleMinimapMappinComponent:VehicleIsLatestSummoned() return end

---@class VehicleNoDriveCombatContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleNoDriveCombatContextDecisions = {}

---@return VehicleNoDriveCombatContextDecisions
function VehicleNoDriveCombatContextDecisions.new() return end

---@param props table
---@return VehicleNoDriveCombatContextDecisions
function VehicleNoDriveCombatContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleNoDriveCombatContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleNoDriveCombatContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveCombatContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveCombatContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleNoDriveContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleNoDriveContextDecisions = {}

---@return VehicleNoDriveContextDecisions
function VehicleNoDriveContextDecisions.new() return end

---@param props table
---@return VehicleNoDriveContextDecisions
function VehicleNoDriveContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleNoDriveContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleNoDriveContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleNoDriveContextEvents : InputContextTransitionEvents
VehicleNoDriveContextEvents = {}

---@return VehicleNoDriveContextEvents
function VehicleNoDriveContextEvents.new() return end

---@param props table
---@return VehicleNoDriveContextEvents
function VehicleNoDriveContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleNoDriveContextEvents:OnExit(stateContext, scriptInterface) return end

---@class VehicleOfferLogicController : BaseButtonView
---@field vehicleImage inkImageWidgetReference
---@field border inkWidgetReference
---@field ownedIndicator inkWidgetReference
---@field nameText inkTextWidgetReference
---@field gunImage inkImageWidgetReference
---@field rocketImage inkImageWidgetReference
---@field priceTextWrapper inkWidgetReference
---@field priceText inkTextWidgetReference
---@field originalPriceTextWrapper inkWidgetReference
---@field originalPriceText inkTextWidgetReference
---@field discountedPriceTextWrapper inkWidgetReference
---@field discountedPriceText inkTextWidgetReference
---@field discountWrapper inkWidgetReference
---@field discountText inkTextWidgetReference
---@field discoutImage inkWidgetReference
---@field offerRecord gamedataVehicleOffer_Record
---@field state EVehicleOfferState
---@field styleWidget inkWidget
---@field discount Float
---@field discountApplicable Bool
VehicleOfferLogicController = {}

---@return VehicleOfferLogicController
function VehicleOfferLogicController.new() return end

---@param props table
---@return VehicleOfferLogicController
function VehicleOfferLogicController.new(props) return end

---@return Bool
function VehicleOfferLogicController:OnInitialize() return end

---@return gamedataVehicleOffer_Record
function VehicleOfferLogicController:GetOfferRecord() return end

---@return EVehicleOfferState
function VehicleOfferLogicController:GetState() return end

---@param isHovered Bool
function VehicleOfferLogicController:SetHoverState(isHovered) return end

---@param offerRecord gamedataVehicleOffer_Record
---@param state EVehicleOfferState
---@param discount Float
function VehicleOfferLogicController:SetUp(offerRecord, state, discount) return end

---@param state EVehicleOfferState
---@return CName
function VehicleOfferLogicController:StateValueToName(state) return end

function VehicleOfferLogicController:UpdateDiscountVisibility() return end

---@param state EVehicleOfferState
function VehicleOfferLogicController:UpdateState(state) return end

---@class VehicleOpenHood : ActionBool
VehicleOpenHood = {}

---@return VehicleOpenHood
function VehicleOpenHood.new() return end

---@param props table
---@return VehicleOpenHood
function VehicleOpenHood.new(props) return end

function VehicleOpenHood:SetProperties() return end

---@class VehicleOpenTrunk : ActionBool
VehicleOpenTrunk = {}

---@return VehicleOpenTrunk
function VehicleOpenTrunk.new() return end

---@param props table
---@return VehicleOpenTrunk
function VehicleOpenTrunk.new(props) return end

function VehicleOpenTrunk:SetProperties() return end

---@class VehicleOverrideAccelerate : ActionBool
---@field isRequestedFormOtherDevice Bool
VehicleOverrideAccelerate = {}

---@return VehicleOverrideAccelerate
function VehicleOverrideAccelerate.new() return end

---@param props table
---@return VehicleOverrideAccelerate
function VehicleOverrideAccelerate.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function VehicleOverrideAccelerate.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function VehicleOverrideAccelerate.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function VehicleOverrideAccelerate.IsDefaultConditionMet(device, context) return end

---@return Int32
function VehicleOverrideAccelerate:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function VehicleOverrideAccelerate:GetInteractionIcon() return end

---@return String
function VehicleOverrideAccelerate:GetTweakDBChoiceRecord() return end

---@param isDeviceUnderControl Bool
---@param createdAsQuickHack Bool
function VehicleOverrideAccelerate:SetProperties(isDeviceUnderControl, createdAsQuickHack) return end

---@class VehicleOverrideExplode : ActionBool
---@field isRequestedFormOtherDevice Bool
VehicleOverrideExplode = {}

---@return VehicleOverrideExplode
function VehicleOverrideExplode.new() return end

---@param props table
---@return VehicleOverrideExplode
function VehicleOverrideExplode.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function VehicleOverrideExplode.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function VehicleOverrideExplode.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function VehicleOverrideExplode.IsDefaultConditionMet(device, context) return end

---@return Int32
function VehicleOverrideExplode:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function VehicleOverrideExplode:GetInteractionIcon() return end

---@return String
function VehicleOverrideExplode:GetTweakDBChoiceRecord() return end

---@param isDeviceUnderControl Bool
---@param createdAsQuickHack Bool
function VehicleOverrideExplode:SetProperties(isDeviceUnderControl, createdAsQuickHack) return end

---@class VehicleOverrideForceBrakes : ActionBool
---@field isRequestedFormOtherDevice Bool
VehicleOverrideForceBrakes = {}

---@return VehicleOverrideForceBrakes
function VehicleOverrideForceBrakes.new() return end

---@param props table
---@return VehicleOverrideForceBrakes
function VehicleOverrideForceBrakes.new(props) return end

---@param device ScriptableDeviceComponentPS
---@return Bool
function VehicleOverrideForceBrakes.IsAvailable(device) return end

---@param clearance gamedeviceClearance
---@return Bool
function VehicleOverrideForceBrakes.IsClearanceValid(clearance) return end

---@param device ScriptableDeviceComponentPS
---@param context gameGetActionsContext
---@return Bool
function VehicleOverrideForceBrakes.IsDefaultConditionMet(device, context) return end

---@return Int32
function VehicleOverrideForceBrakes:GetBaseCost() return end

---@return gamedataChoiceCaptionIconPart_Record
function VehicleOverrideForceBrakes:GetInteractionIcon() return end

---@return String
function VehicleOverrideForceBrakes:GetTweakDBChoiceRecord() return end

---@param isDeviceUnderControl Bool
---@param createdAsQuickHack Bool
function VehicleOverrideForceBrakes:SetProperties(isDeviceUnderControl, createdAsQuickHack) return end

---@class VehiclePSMPrereq : PlayerStateMachinePrereq
VehiclePSMPrereq = {}

---@return VehiclePSMPrereq
function VehiclePSMPrereq.new() return end

---@param props table
---@return VehiclePSMPrereq
function VehiclePSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function VehiclePSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function VehiclePSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function VehiclePSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function VehiclePSMPrereq:OnUnregister(state, context) return end

---@class VehiclePSMPrereqState : PlayerStateMachinePrereqState
VehiclePSMPrereqState = {}

---@return VehiclePSMPrereqState
function VehiclePSMPrereqState.new() return end

---@param props table
---@return VehiclePSMPrereqState
function VehiclePSMPrereqState.new(props) return end

---@class VehiclePanzerBootupUIQuestEvent : redEvent
---@field mode panzerBootupUI
VehiclePanzerBootupUIQuestEvent = {}

---@return VehiclePanzerBootupUIQuestEvent
function VehiclePanzerBootupUIQuestEvent.new() return end

---@param props table
---@return VehiclePanzerBootupUIQuestEvent
function VehiclePanzerBootupUIQuestEvent.new(props) return end

---@return String
function VehiclePanzerBootupUIQuestEvent:GetFriendlyDescription() return end

---@class VehiclePassengerContextDecisions : VehicleGameplayContextDecisions
VehiclePassengerContextDecisions = {}

---@return VehiclePassengerContextDecisions
function VehiclePassengerContextDecisions.new() return end

---@param props table
---@return VehiclePassengerContextDecisions
function VehiclePassengerContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehiclePassengerContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehiclePassengerContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class VehiclePassengerContextEvents : InputContextTransitionEvents
VehiclePassengerContextEvents = {}

---@return VehiclePassengerContextEvents
function VehiclePassengerContextEvents.new() return end

---@param props table
---@return VehiclePassengerContextEvents
function VehiclePassengerContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehiclePassengerContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehiclePassengerContextEvents:OnExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehiclePassengerContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehiclePassengerContextEvents:UpdatePassengerInputHints(stateContext, scriptInterface) return end

---@class VehiclePassengerRemoteControlDriverContextDecisions : VehicleGameplayContextDecisions
VehiclePassengerRemoteControlDriverContextDecisions = {}

---@return VehiclePassengerRemoteControlDriverContextDecisions
function VehiclePassengerRemoteControlDriverContextDecisions.new() return end

---@param props table
---@return VehiclePassengerRemoteControlDriverContextDecisions
function VehiclePassengerRemoteControlDriverContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehiclePassengerRemoteControlDriverContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehiclePassengerRemoteControlDriverContextDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehiclePassengerRemoteControlDriverContextDecisions:ToVehiclePassengerContext(stateContext, scriptInterface) return end

---@class VehiclePassengerRemoteControlDriverContextEvents : VehiclePassengerContextEvents
VehiclePassengerRemoteControlDriverContextEvents = {}

---@return VehiclePassengerRemoteControlDriverContextEvents
function VehiclePassengerRemoteControlDriverContextEvents.new() return end

---@param props table
---@return VehiclePassengerRemoteControlDriverContextEvents
function VehiclePassengerRemoteControlDriverContextEvents.new(props) return end

---@class VehiclePlayerTrunk : ActionBool
VehiclePlayerTrunk = {}

---@return VehiclePlayerTrunk
function VehiclePlayerTrunk.new() return end

---@param props table
---@return VehiclePlayerTrunk
function VehiclePlayerTrunk.new(props) return end

function VehiclePlayerTrunk:SetProperties() return end

---@class VehiclePreventionHackState : IScriptable
---@field vehicle vehicleBaseObject
---@field vehicleID entEntityID
---@field progressBarProgressSoFar Float
---@field progressBarProgressStart Float
---@field hacked Bool
---@field hackInProgress Bool
---@field stoppedVehicle Bool
---@field progressBar UploadFromNPCToPlayerListener
---@field appliedHackSpeed EAppliedTriangulationHackSpeed
VehiclePreventionHackState = {}

---@return VehiclePreventionHackState
function VehiclePreventionHackState.new() return end

---@param props table
---@return VehiclePreventionHackState
function VehiclePreventionHackState.new(props) return end

---@return TweakDBID
function VehiclePreventionHackState:GetAppliedHackSpeedHack() return end

---@return Float
function VehiclePreventionHackState:GetTimeToHack() return end

---@return Bool
function VehiclePreventionHackState:HasAppliedHackSpeed() return end

function VehiclePreventionHackState:IncrementHackSpeed() return end

---@class VehiclePurchaseDataDef : gamebbScriptDefinition
---@field PurchasedVehicleRecordID gamebbScriptID_Variant
VehiclePurchaseDataDef = {}

---@return VehiclePurchaseDataDef
function VehiclePurchaseDataDef.new() return end

---@param props table
---@return VehiclePurchaseDataDef
function VehiclePurchaseDataDef.new(props) return end

---@return Bool
function VehiclePurchaseDataDef:AutoCreateInSystem() return end

---@class VehicleQuestAVThrusterEvent : redEvent
---@field enable Bool
VehicleQuestAVThrusterEvent = {}

---@return VehicleQuestAVThrusterEvent
function VehicleQuestAVThrusterEvent.new() return end

---@param props table
---@return VehicleQuestAVThrusterEvent
function VehicleQuestAVThrusterEvent.new(props) return end

---@return String
function VehicleQuestAVThrusterEvent:GetFriendlyDescription() return end

---@class VehicleQuestChangeDoorStateEvent : redEvent
---@field door vehicleEVehicleDoor
---@field newState vehicleEQuestVehicleDoorState
---@field forceScene Bool
VehicleQuestChangeDoorStateEvent = {}

---@return VehicleQuestChangeDoorStateEvent
function VehicleQuestChangeDoorStateEvent.new() return end

---@param props table
---@return VehicleQuestChangeDoorStateEvent
function VehicleQuestChangeDoorStateEvent.new(props) return end

---@return String
function VehicleQuestChangeDoorStateEvent:GetFriendlyDescription() return end

---@class VehicleQuestCrystalDomeEvent : redEvent
---@field toggle Bool
---@field removeQuestControl Bool
VehicleQuestCrystalDomeEvent = {}

---@return VehicleQuestCrystalDomeEvent
function VehicleQuestCrystalDomeEvent.new() return end

---@param props table
---@return VehicleQuestCrystalDomeEvent
function VehicleQuestCrystalDomeEvent.new(props) return end

---@return String
function VehicleQuestCrystalDomeEvent:GetFriendlyDescription() return end

---@class VehicleQuestDelayedHornEvent : redEvent
---@field honkTime Float
---@field delayTime Float
VehicleQuestDelayedHornEvent = {}

---@return VehicleQuestDelayedHornEvent
function VehicleQuestDelayedHornEvent.new() return end

---@param props table
---@return VehicleQuestDelayedHornEvent
function VehicleQuestDelayedHornEvent.new(props) return end

---@return String
function VehicleQuestDelayedHornEvent:GetFriendlyDescription() return end

---@class VehicleQuestDoorLocked : ActionBool
VehicleQuestDoorLocked = {}

---@return VehicleQuestDoorLocked
function VehicleQuestDoorLocked.new() return end

---@param props table
---@return VehicleQuestDoorLocked
function VehicleQuestDoorLocked.new(props) return end

function VehicleQuestDoorLocked:SetProperties() return end

---@class VehicleQuestEnableUIEvent : redEvent
---@field mode vehicleQuestUIEnable
VehicleQuestEnableUIEvent = {}

---@return VehicleQuestEnableUIEvent
function VehicleQuestEnableUIEvent.new() return end

---@param props table
---@return VehicleQuestEnableUIEvent
function VehicleQuestEnableUIEvent.new(props) return end

---@return String
function VehicleQuestEnableUIEvent:GetFriendlyDescription() return end

---@class VehicleQuestHornEvent : redEvent
---@field honkTime Float
VehicleQuestHornEvent = {}

---@return VehicleQuestHornEvent
function VehicleQuestHornEvent.new() return end

---@param props table
---@return VehicleQuestHornEvent
function VehicleQuestHornEvent.new(props) return end

---@return String
function VehicleQuestHornEvent:GetFriendlyDescription() return end

---@class VehicleQuestRestrictedContextDecisions : InputContextTransitionDecisions
VehicleQuestRestrictedContextDecisions = {}

---@return VehicleQuestRestrictedContextDecisions
function VehicleQuestRestrictedContextDecisions.new() return end

---@param props table
---@return VehicleQuestRestrictedContextDecisions
function VehicleQuestRestrictedContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleQuestRestrictedContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@class VehicleQuestRestrictedContextEvents : VehicleNoDriveContextEvents
VehicleQuestRestrictedContextEvents = {}

---@return VehicleQuestRestrictedContextEvents
function VehicleQuestRestrictedContextEvents.new() return end

---@param props table
---@return VehicleQuestRestrictedContextEvents
function VehicleQuestRestrictedContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleQuestRestrictedContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleQuestRestrictedContextEvents:OnExit(stateContext, scriptInterface) return end

---@class VehicleQuestSirenEvent : redEvent
---@field lights Bool
---@field sounds Bool
VehicleQuestSirenEvent = {}

---@return VehicleQuestSirenEvent
function VehicleQuestSirenEvent.new() return end

---@param props table
---@return VehicleQuestSirenEvent
function VehicleQuestSirenEvent.new(props) return end

---@return String
function VehicleQuestSirenEvent:GetFriendlyDescription() return end

---@class VehicleQuestToggleEngineEvent : redEvent
---@field toggle Bool
---@field lockState VehicleQuestEngineLockState
---@field vehicleOnEngineOff Bool
VehicleQuestToggleEngineEvent = {}

---@return VehicleQuestToggleEngineEvent
function VehicleQuestToggleEngineEvent.new() return end

---@param props table
---@return VehicleQuestToggleEngineEvent
function VehicleQuestToggleEngineEvent.new(props) return end

---@return String
function VehicleQuestToggleEngineEvent:GetFriendlyDescription() return end

---@class VehicleQuestUIEffectEvent : redEvent
---@field glitch Bool
---@field panamVehicleStartup Bool
---@field panamScreenType1 Bool
---@field panamScreenType2 Bool
---@field panamScreenType3 Bool
---@field panamScreenType4 Bool
VehicleQuestUIEffectEvent = {}

---@return VehicleQuestUIEffectEvent
function VehicleQuestUIEffectEvent.new() return end

---@param props table
---@return VehicleQuestUIEffectEvent
function VehicleQuestUIEffectEvent.new(props) return end

---@return String
function VehicleQuestUIEffectEvent:GetFriendlyDescription() return end

---@class VehicleQuestVisualDestructionEvent : redEvent
---@field accumulate Bool
---@field frontLeft Float
---@field frontRight Float
---@field front Float
---@field right Float
---@field left Float
---@field backLeft Float
---@field backRight Float
---@field back Float
---@field roof Float
VehicleQuestVisualDestructionEvent = {}

---@return VehicleQuestVisualDestructionEvent
function VehicleQuestVisualDestructionEvent.new() return end

---@param props table
---@return VehicleQuestVisualDestructionEvent
function VehicleQuestVisualDestructionEvent.new(props) return end

---@return String
function VehicleQuestVisualDestructionEvent:GetFriendlyDescription() return end

---@class VehicleQuestWindowDestructionEvent : redEvent
---@field windowName CName
---@field window vehicleQuestWindowDestruction
VehicleQuestWindowDestructionEvent = {}

---@return VehicleQuestWindowDestructionEvent
function VehicleQuestWindowDestructionEvent.new() return end

---@param props table
---@return VehicleQuestWindowDestructionEvent
function VehicleQuestWindowDestructionEvent.new(props) return end

---@return String
function VehicleQuestWindowDestructionEvent:GetFriendlyDescription() return end

---@class VehicleRaceClockUpdateEvent : gameTickableEvent
VehicleRaceClockUpdateEvent = {}

---@return VehicleRaceClockUpdateEvent
function VehicleRaceClockUpdateEvent.new() return end

---@param props table
---@return VehicleRaceClockUpdateEvent
function VehicleRaceClockUpdateEvent.new(props) return end

---@class VehicleRaceQuestEvent : redEvent
---@field mode vehicleRaceUI
---@field maxPosition Int32
---@field maxCheckpoints Int32
VehicleRaceQuestEvent = {}

---@return VehicleRaceQuestEvent
function VehicleRaceQuestEvent.new() return end

---@param props table
---@return VehicleRaceQuestEvent
function VehicleRaceQuestEvent.new(props) return end

---@return String
function VehicleRaceQuestEvent:GetFriendlyDescription() return end

---@class VehicleRadioEvent : redEvent
---@field toggle Bool
---@field setStation Bool
---@field station Int32
VehicleRadioEvent = {}

---@return VehicleRadioEvent
function VehicleRadioEvent.new() return end

---@param props table
---@return VehicleRadioEvent
function VehicleRadioEvent.new(props) return end

---@return String
function VehicleRadioEvent:GetFriendlyDescription() return end

---@class VehicleRadioLogicController : inkWidgetLogicController
---@field isSoundStopped Bool
VehicleRadioLogicController = {}

---@return VehicleRadioLogicController
function VehicleRadioLogicController.new() return end

---@param props table
---@return VehicleRadioLogicController
function VehicleRadioLogicController.new(props) return end

---@return Bool
function VehicleRadioLogicController:OnUninitialize() return end

function VehicleRadioLogicController:StopSound() return end

---@class VehicleRadioPopupGameController : BaseModalListPopupGameController
---@field icon inkImageWidgetReference
---@field scrollArea inkScrollAreaWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field trackName inkTextWidgetReference
---@field dataView RadioStationsDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field quickSlotsManager QuickSlotsManager
---@field playerVehicle vehicleBaseObject
---@field startupIndex Uint32
---@field currentRadioId Int32
---@field selectedItem RadioStationListItemController
---@field scrollController inkScrollController
VehicleRadioPopupGameController = {}

---@return VehicleRadioPopupGameController
function VehicleRadioPopupGameController.new() return end

---@param props table
---@return VehicleRadioPopupGameController
function VehicleRadioPopupGameController.new(props) return end

---@param playerPuppet gameObject
---@return Bool
function VehicleRadioPopupGameController:OnPlayerAttach(playerPuppet) return end

---@param value Vector2
---@return Bool
function VehicleRadioPopupGameController:OnScrollChanged(value) return end

---@param evt UIVehicleRadioEvent
---@return Bool
function VehicleRadioPopupGameController:OnVehicleRadioEvent(evt) return end

---@param evt vehicleRadioSongChanged
---@return Bool
function VehicleRadioPopupGameController:OnVehicleRadioSongChanged(evt) return end

function VehicleRadioPopupGameController:Activate() return end

function VehicleRadioPopupGameController:CleanVirtualList() return end

function VehicleRadioPopupGameController:OnClose() return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
function VehicleRadioPopupGameController:Select(previous, next) return end

---@param track CName|string
function VehicleRadioPopupGameController:SetTrackName(track) return end

function VehicleRadioPopupGameController:SetupData() return end

function VehicleRadioPopupGameController:SetupTimeModifierConfig() return end

function VehicleRadioPopupGameController:SetupVirtualList() return end

function VehicleRadioPopupGameController:VirtualListReady() return end

---@class VehicleRadioTierEvent : redEvent
---@field radioTier Uint32
---@field overrideTier Bool
VehicleRadioTierEvent = {}

---@return VehicleRadioTierEvent
function VehicleRadioTierEvent.new() return end

---@param props table
---@return VehicleRadioTierEvent
function VehicleRadioTierEvent.new(props) return end

---@return String
function VehicleRadioTierEvent:GetFriendlyDescription() return end

---@class VehicleReadyInteractionDelayEvent : redEvent
VehicleReadyInteractionDelayEvent = {}

---@return VehicleReadyInteractionDelayEvent
function VehicleReadyInteractionDelayEvent.new() return end

---@param props table
---@return VehicleReadyInteractionDelayEvent
function VehicleReadyInteractionDelayEvent.new(props) return end

---@class VehicleRemoteControlDriverContextDecisions : VehicleGameplayContextDecisions
VehicleRemoteControlDriverContextDecisions = {}

---@return VehicleRemoteControlDriverContextDecisions
function VehicleRemoteControlDriverContextDecisions.new() return end

---@param props table
---@return VehicleRemoteControlDriverContextDecisions
function VehicleRemoteControlDriverContextDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleRemoteControlDriverContextDecisions:ToBaseContext(stateContext, scriptInterface) return end

---@class VehicleRemoteControlDriverContextEvents : InputContextTransitionEvents
VehicleRemoteControlDriverContextEvents = {}

---@return VehicleRemoteControlDriverContextEvents
function VehicleRemoteControlDriverContextEvents.new() return end

---@param props table
---@return VehicleRemoteControlDriverContextEvents
function VehicleRemoteControlDriverContextEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleRemoteControlDriverContextEvents:OnCommonExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleRemoteControlDriverContextEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleRemoteControlDriverContextEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleRemoteControlDriverContextEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleRemoteControlDriverContextEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class VehicleSeatReservationEvent : redEvent
---@field slotID CName
---@field reserve Bool
VehicleSeatReservationEvent = {}

---@return VehicleSeatReservationEvent
function VehicleSeatReservationEvent.new() return end

---@param props table
---@return VehicleSeatReservationEvent
function VehicleSeatReservationEvent.new(props) return end

---@class VehicleShopBackEvent : redEvent
VehicleShopBackEvent = {}

---@return VehicleShopBackEvent
function VehicleShopBackEvent.new() return end

---@param props table
---@return VehicleShopBackEvent
function VehicleShopBackEvent.new(props) return end

---@class VehicleShopPurchaseEvent : redEvent
---@field offerRecord gamedataVehicleOffer_Record
VehicleShopPurchaseEvent = {}

---@return VehicleShopPurchaseEvent
function VehicleShopPurchaseEvent.new() return end

---@param props table
---@return VehicleShopPurchaseEvent
function VehicleShopPurchaseEvent.new(props) return end

---@class VehicleShopUtils : IScriptable
VehicleShopUtils = {}

---@return VehicleShopUtils
function VehicleShopUtils.new() return end

---@param props table
---@return VehicleShopUtils
function VehicleShopUtils.new(props) return end

---@param carBrand CName|string
---@return String
function VehicleShopUtils.BrandToLocKey(carBrand) return end

---@param carBrand CName|string
---@return String
function VehicleShopUtils.BrandToTexturePartString(carBrand) return end

---@param price Int32
---@param discount Float
---@return Int32
function VehicleShopUtils.GetDiscountedPrice(price, discount) return end

---@class VehicleSirenDelayEvent : redEvent
---@field lights Bool
---@field sounds Bool
VehicleSirenDelayEvent = {}

---@return VehicleSirenDelayEvent
function VehicleSirenDelayEvent.new() return end

---@param props table
---@return VehicleSirenDelayEvent
function VehicleSirenDelayEvent.new(props) return end

---@class VehicleStartedUnmountingEvent : redEvent
---@field slotID CName
---@field isMounting Bool
---@field character gameObject
VehicleStartedUnmountingEvent = {}

---@return VehicleStartedUnmountingEvent
function VehicleStartedUnmountingEvent.new() return end

---@param props table
---@return VehicleStartedUnmountingEvent
function VehicleStartedUnmountingEvent.new(props) return end

---@class VehicleState : ChangeStanceStateAbstract
VehicleState = {}

---@return VehicleState
function VehicleState.new() return end

---@param props table
---@return VehicleState
function VehicleState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCStanceState
function VehicleState:GetDesiredStanceState(context) return end

---@class VehicleSummonDataDef : gamebbScriptDefinition
---@field GarageState gamebbScriptID_Uint32
---@field UnlockedVehiclesCount gamebbScriptID_Uint32
---@field SummonState gamebbScriptID_Uint32
---@field SummonedVehicleEntityID gamebbScriptID_EntityID
VehicleSummonDataDef = {}

---@return VehicleSummonDataDef
function VehicleSummonDataDef.new() return end

---@param props table
---@return VehicleSummonDataDef
function VehicleSummonDataDef.new(props) return end

---@return Bool
function VehicleSummonDataDef:AutoCreateInSystem() return end

---@class VehicleSummonWidgetGameController : gameuiHUDGameController
---@field vehicleNameLabel inkTextWidgetReference
---@field vehicleTypeIcon inkImageWidgetReference
---@field vehicleManufactorIcon inkImageWidgetReference
---@field distanceLabel inkTextWidgetReference
---@field subText inkTextWidgetReference
---@field radioStationName inkTextWidgetReference
---@field loopCounter Uint32
---@field rootWidget inkWidget
---@field player PlayerPuppet
---@field vehicle vehicleBaseObject
---@field vehicleRecord gamedataVehicle_Record
---@field gameInstance ScriptGameInstance
---@field vehicleSummonDataBB gameIBlackboard
---@field mountCallback redCallbackObject
---@field vehicleSummonStateCallback redCallbackObject
---@field vehiclePurchaseStateCallback redCallbackObject
---@field currentAnimation CName
---@field animationProxy inkanimProxy
---@field animationCounterProxy inkanimProxy
VehicleSummonWidgetGameController = {}

---@return VehicleSummonWidgetGameController
function VehicleSummonWidgetGameController.new() return end

---@param props table
---@return VehicleSummonWidgetGameController
function VehicleSummonWidgetGameController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function VehicleSummonWidgetGameController:OnEndLoop(anim) return end

---@return Bool
function VehicleSummonWidgetGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function VehicleSummonWidgetGameController:OnIntroFinished(anim) return end

---@param player gameObject
---@return Bool
function VehicleSummonWidgetGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function VehicleSummonWidgetGameController:OnPlayerDetach(player) return end

---@param anim inkanimProxy
---@return Bool
function VehicleSummonWidgetGameController:OnTimeOut(anim) return end

---@param anim inkanimProxy
---@return Bool
function VehicleSummonWidgetGameController:OnVehicleEnterDone(anim) return end

---@param value Bool
---@return Bool
function VehicleSummonWidgetGameController:OnVehicleMount(value) return end

---@param value Variant
---@return Bool
function VehicleSummonWidgetGameController:OnVehiclePurchased(value) return end

---@param evt vehicleRadioSongChanged
---@return Bool
function VehicleSummonWidgetGameController:OnVehicleRadioSongChanged(evt) return end

---@param value Uint32
---@return Bool
function VehicleSummonWidgetGameController:OnVehicleSummonStateChanged(value) return end

---@param update Bool
---@return Bool
function VehicleSummonWidgetGameController:IsVehicleDataValid(update) return end

---@param animation CName|string
---@param options inkanimPlaybackOptions
---@param callback CName|string
function VehicleSummonWidgetGameController:PlayAnimation(animation, options, callback) return end

function VehicleSummonWidgetGameController:Reset() return end

function VehicleSummonWidgetGameController:ShowVehicleSummonNotification() return end

function VehicleSummonWidgetGameController:ShowVehicleWaitingNotification() return end

---@param isStoppingBothAnimations Bool
function VehicleSummonWidgetGameController:StopAnimation(isStoppingBothAnimations) return end

---@return Bool
function VehicleSummonWidgetGameController:TryShowVehicleRadioNotification() return end

---@param id entEntityID
---@return Bool
function VehicleSummonWidgetGameController:TryUpdateActiveVehicleData(id) return end

function VehicleSummonWidgetGameController:UpdateDistanceLabel() return end

---@param id TweakDBID|string
function VehicleSummonWidgetGameController:UpdateVehicleNotificationData(id) return end

---@class VehicleTakeBody : ActionBool
VehicleTakeBody = {}

---@return VehicleTakeBody
function VehicleTakeBody.new() return end

---@param props table
---@return VehicleTakeBody
function VehicleTakeBody.new(props) return end

function VehicleTakeBody:SetProperties() return end

---@class VehicleTankDriverContextDecisions : InputContextTransitionDecisions
---@field callbackID redCallbackObject
VehicleTankDriverContextDecisions = {}

---@return VehicleTankDriverContextDecisions
function VehicleTankDriverContextDecisions.new() return end

---@param props table
---@return VehicleTankDriverContextDecisions
function VehicleTankDriverContextDecisions.new(props) return end

---@param value Int32
---@return Bool
function VehicleTankDriverContextDecisions:OnVehicleStateChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTankDriverContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTankDriverContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTankDriverContextDecisions:OnDetach(stateContext, scriptInterface) return end

---@class VehicleTransition : DefaultTransition
---@field stateMachineInitData VehicleTransitionInitData
---@field exitSlot CName
VehicleTransition = {}

---@return Bool
function VehicleTransition.CanEnterDriverCombat() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param desiredTag CName|string
---@return Bool
function VehicleTransition.CheckVehicleDesiredTag(scriptInterface, desiredTag) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition.DoesVehicleSupportCombat(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:DeactivateTimeDilationCW(stateContext, scriptInterface) return end

---@param vehicle vehicleBaseObject
---@return Bool
function VehicleTransition:DoesVehicleSupportFireArms(vehicle) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:DriverSwitchSeatsCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isInstant Bool
---@param upsideDown Bool
function VehicleTransition:ExitWorkspot(stateContext, scriptInterface, isInstant, upsideDown) return end

---@param slotName CName|string
---@return Bool, CName
function VehicleTransition:GetAdjacentSeat(slotName) return end

---@param vehicle vehicleBaseObject
---@return EquipmentManipulationAction
function VehicleTransition:GetDriverCombatWeaponManipulationRequest(vehicle) return end

---@param vehicle vehicleBaseObject
---@return CName
function VehicleTransition:GetDriverCombatWeaponTag(vehicle) return end

---@param stateContext gamestateMachineStateContextScript
---@return gamePuppetVehicleState
function VehicleTransition:GetPuppetVehicleSceneTransition(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return gameMountEventData
function VehicleTransition:GetUnmountingEvent(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function VehicleTransition:GetVehClass(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function VehicleTransition:GetVehType(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameIBlackboard
function VehicleTransition:GetVehicleBlackboard(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return gamedataVehicleDataPackage_Record
function VehicleTransition:GetVehicleDataPackage(stateContext) return end

---@param vehicle vehicleBaseObject
---@return gamedataDriverCombatType
function VehicleTransition:GetVehicleDriverCombatType(vehicle) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:GetVehicleInventory(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return vehicleBaseObject
function VehicleTransition:GetVehicleObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return VehicleComponentPS
function VehicleTransition:GetVehiclePS(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param slotName CName|string
---@return Bool
function VehicleTransition:IsAdjacentSeatAvailable(stateContext, scriptInterface, slotName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsDriverInVehicle(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function VehicleTransition:IsExitForced(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsInScene(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param slotName CName|string
---@return Bool
function VehicleTransition:IsInVehicleWorkspot(scriptInterface, slotName) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsPassengerInVehicle(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsPlayerAllowedToEnterCombat(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsPlayerAllowedToEnterDriverCombat(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsPlayerAllowedToExitCombat(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param unmountDirection vehicleExitDirection
---@return Bool
function VehicleTransition:IsUnmountDirectionClosest(stateContext, unmountDirection) return end

---@param stateContext gamestateMachineStateContextScript
---@param unmountDirection vehicleExitDirection
---@return Bool
function VehicleTransition:IsUnmountDirectionOpposite(stateContext, unmountDirection) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsVehicleExitBlocked1Frame(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:IsVehicleRemoteControlled(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleTransition:PassangerSwitchSeatsCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param executionOwner gameObject
function VehicleTransition:PauseStateMachines(stateContext, executionOwner) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:PlayVehicleExitDoorAnimation(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newstate Int32
function VehicleTransition:PlayerStateChange(scriptInterface, newstate) return end

---@param stateContext gamestateMachineStateContextScript
function VehicleTransition:RemoveMountingRequest(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function VehicleTransition:RemoveUnmountingRequest(stateContext) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:RequestToggleVehicleCamera(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:ResetAnimFeature(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:ResetIsCar(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:ResetVehFppCameraParams(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:ResetVehParams(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:ResetVehicleCamera(scriptInterface) return end

---@param executionOwner gameObject
function VehicleTransition:ResumeStateMachines(executionOwner) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:SendAnimFeature(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param itemID ItemID
function VehicleTransition:SendEquipToHandsRequest(scriptInterface, itemID) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:SendIsCar(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param shouleAdd Bool
function VehicleTransition:SetFirearmsGameplayRestriction(scriptInterface, shouleAdd) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsCar(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsEnteringCombat(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsExitingCombat(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsExitingVehicle(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsInVehicle(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsInVehicleCombat(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsInVehicleDriverCombat(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsInVehicleWindowCombat(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsVehicleDriver(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetIsWorldRenderPlane(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetRequestedTPPCamera(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:SetSide(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param isPassenger Bool
---@param side Bool
---@param combat Bool
function VehicleTransition:SetVehFppCameraParams(stateContext, scriptInterface, isPassenger, side, combat) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:SetVehicleCameraParameters(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Int32
function VehicleTransition:SetVehicleClass(stateContext, value) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param shouleAdd Bool
function VehicleTransition:SetVehicleStatusEffects(scriptInterface, shouleAdd) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Int32
function VehicleTransition:SetVehicleType(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetWasCombatForced(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Bool
function VehicleTransition:SetWasStolen(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamedataVehicleDataPackage_Record
function VehicleTransition:SetupVehicleDataPackage(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleTransition:StartLeavingVehicle(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param slotName CName|string
---@param shouldopen Bool
function VehicleTransition:ToggleWindowForOccupiedSeat(scriptInterface, slotName, shouldopen) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param force Bool
function VehicleTransition:TryToStopVehicle(stateContext, scriptInterface, force) return end

---@class VehicleTransitionInitData : IScriptable
---@field instant Bool
---@field entityID entEntityID
---@field alive Bool
---@field occupiedByNonFriendly Bool
VehicleTransitionInitData = {}

---@return VehicleTransitionInitData
function VehicleTransitionInitData.new() return end

---@param props table
---@return VehicleTransitionInitData
function VehicleTransitionInitData.new(props) return end

---@class VehicleUIactivateEvent : redEvent
---@field activate Bool
VehicleUIactivateEvent = {}

---@return VehicleUIactivateEvent
function VehicleUIactivateEvent.new() return end

---@param props table
---@return VehicleUIactivateEvent
function VehicleUIactivateEvent.new(props) return end

---@class VehicleWheelDecisions : QuickSlotsHoldDecisions
VehicleWheelDecisions = {}

---@return VehicleWheelDecisions
function VehicleWheelDecisions.new() return end

---@param props table
---@return VehicleWheelDecisions
function VehicleWheelDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function VehicleWheelDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleWheelDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelDecisions:OnDetach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VehicleWheelDecisions:ToQuickSlotsReady(stateContext, scriptInterface) return end

---@class VehicleWheelEvents : QuickSlotsHoldEvents
VehicleWheelEvents = {}

---@return VehicleWheelEvents
function VehicleWheelEvents.new() return end

---@param props table
---@return VehicleWheelEvents
function VehicleWheelEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelEvents:OnExitToQuickSlotsBusy(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VehicleWheelEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class VehicleWindowClose : ActionBool
---@field slotID CName
---@field speed CName
---@field isInteractionSource Bool
VehicleWindowClose = {}

---@return VehicleWindowClose
function VehicleWindowClose.new() return end

---@param props table
---@return VehicleWindowClose
function VehicleWindowClose.new(props) return end

---@param slotString String
function VehicleWindowClose:SetProperties(slotString) return end

---@class VehicleWindowOpen : ActionBool
---@field slotID CName
---@field speed CName
VehicleWindowOpen = {}

---@return VehicleWindowOpen
function VehicleWindowOpen.new() return end

---@param props table
---@return VehicleWindowOpen
function VehicleWindowOpen.new(props) return end

---@param slotString String
function VehicleWindowOpen:SetProperties(slotString) return end

---@class VehicleWindowState : ChangeStanceStateAbstract
VehicleWindowState = {}

---@return VehicleWindowState
function VehicleWindowState.new() return end

---@param props table
---@return VehicleWindowState
function VehicleWindowState.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return gamedataNPCStanceState
function VehicleWindowState:GetDesiredStanceState(context) return end

---@class VehiclesManagerDataHelper : IScriptable
VehiclesManagerDataHelper = {}

---@return VehiclesManagerDataHelper
function VehiclesManagerDataHelper.new() return end

---@param props table
---@return VehiclesManagerDataHelper
function VehiclesManagerDataHelper.new(props) return end

---@param player gameObject
---@return IScriptable[]
function VehiclesManagerDataHelper.GetRadioStations(player) return end

---@param player gameObject
---@return IScriptable[]
function VehiclesManagerDataHelper.GetVehicles(player) return end

---@param result IScriptable[]
---@param record gamedataRadioStation_Record
function VehiclesManagerDataHelper.PushRadioStationData(result, record) return end

---@class VehiclesManagerDataView : inkScriptableDataViewWrapper
VehiclesManagerDataView = {}

---@return VehiclesManagerDataView
function VehiclesManagerDataView.new() return end

---@param props table
---@return VehiclesManagerDataView
function VehiclesManagerDataView.new(props) return end

---@param data IScriptable
---@return Bool
function VehiclesManagerDataView:FilterItem(data) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function VehiclesManagerDataView:SortItem(left, right) return end

---@class VehiclesManagerListItemController : inkVirtualCompoundItemController
---@field label inkTextWidgetReference
---@field typeIcon inkImageWidgetReference
---@field repairTime inkTextWidgetReference
---@field vehicleData VehicleListItemData
VehiclesManagerListItemController = {}

---@return VehiclesManagerListItemController
function VehiclesManagerListItemController.new() return end

---@param props table
---@return VehiclesManagerListItemController
function VehiclesManagerListItemController.new(props) return end

---@param value Variant
---@return Bool
function VehiclesManagerListItemController:OnDataChanged(value) return end

---@param itemController inkVirtualCompoundItemController
---@return Bool
function VehiclesManagerListItemController:OnDeselected(itemController) return end

---@return Bool
function VehiclesManagerListItemController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function VehiclesManagerListItemController:OnSelected(itemController, discreteNav) return end

---@return VehicleListItemData
function VehiclesManagerListItemController:GetVehicleData() return end

---@class VehiclesManagerPopupGameController : BaseModalListPopupGameController
---@field repairOverlay inkWidgetReference
---@field vehicleIconContainer inkWidgetReference
---@field vehicleIcon inkImageWidgetReference
---@field scrollArea inkScrollAreaWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field confirmButton inkWidgetReference
---@field dataView VehiclesManagerDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field quickSlotsManager QuickSlotsManager
---@field scrollController inkScrollController
VehiclesManagerPopupGameController = {}

---@return VehiclesManagerPopupGameController
function VehiclesManagerPopupGameController.new() return end

---@param props table
---@return VehiclesManagerPopupGameController
function VehiclesManagerPopupGameController.new(props) return end

---@param player gameObject
---@return Bool
function VehiclesManagerPopupGameController:OnPlayerAttach(player) return end

---@param value Vector2
---@return Bool
function VehiclesManagerPopupGameController:OnScrollChanged(value) return end

function VehiclesManagerPopupGameController:Activate() return end

function VehiclesManagerPopupGameController:CleanVirtualList() return end

---@param previous inkVirtualCompoundItemController
---@param next inkVirtualCompoundItemController
function VehiclesManagerPopupGameController:Select(previous, next) return end

function VehiclesManagerPopupGameController:SetupData() return end

function VehiclesManagerPopupGameController:SetupVirtualList() return end

---@class VelocityEvaluator : PhysicsParticleInitializer
VelocityEvaluator = {}

---@return VelocityEvaluator
function VelocityEvaluator.new() return end

---@param props table
---@return VelocityEvaluator
function VelocityEvaluator.new(props) return end

---@class VelocityInheritEvaluator : PhysicsParticleInitializer
VelocityInheritEvaluator = {}

---@return VelocityInheritEvaluator
function VelocityInheritEvaluator.new() return end

---@param props table
---@return VelocityInheritEvaluator
function VelocityInheritEvaluator.new(props) return end

---@class VelocitySpreadEvaluator : PhysicsParticleInitializer
VelocitySpreadEvaluator = {}

---@return VelocitySpreadEvaluator
function VelocitySpreadEvaluator.new() return end

---@param props table
---@return VelocitySpreadEvaluator
function VelocitySpreadEvaluator.new(props) return end

---@class VendingMachine : InteractiveDevice
---@field vendorID VendorComponent
---@field advUiComponent entIComponent
---@field isShortGlitchActive Bool
---@field shortGlitchDelayID gameDelayID
VendingMachine = {}

---@return VendingMachine
function VendingMachine.new() return end

---@param props table
---@return VendingMachine
function VendingMachine.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function VendingMachine:OnAreaEnter(evt) return end

---@param evt DelayHackedEvent
---@return Bool
function VendingMachine:OnDelayHackedEvent(evt) return end

---@param evt DispenceItemFromVendor
---@return Bool
function VendingMachine:OnDispenceItemFromVendor(evt) return end

---@param evt DispenseStackOfItems
---@return Bool
function VendingMachine:OnDispenseStackOfItems(evt) return end

---@param hit gameeventsHitEvent
---@return Bool
function VendingMachine:OnHitEvent(hit) return end

---@param evt DispenseFreeItem
---@return Bool
function VendingMachine:OnQuestDispenseFreeItem(evt) return end

---@param evt DispenseFreeSpecificItem
---@return Bool
function VendingMachine:OnQuestDispenseSpecificItem(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function VendingMachine:OnRequestComponents(ri) return end

---@param evt StopShortGlitchEvent
---@return Bool
function VendingMachine:OnStopShortGlitch(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function VendingMachine:OnTakeControl(ri) return end

---@param evt VendingMachineFinishedEvent
---@return Bool
function VendingMachine:OnVendingMachineFinishedEvent(evt) return end

---@param start Bool
---@param data GlitchData
function VendingMachine:AdvertGlitch(start, data) return end

function VendingMachine:AttachVendor() return end

---@param data gameScriptTaskData
function VendingMachine:AttachVendorTask(data) return end

---@param request BuyRequest
function VendingMachine:BuyItems(request) return end

function VendingMachine:CreateBlackboard() return end

---@param itemID ItemID
---@return BuyRequest
function VendingMachine:CreateBuyRequest(itemID) return end

---@param shouldPay Bool
---@param item ItemID
---@return DispenseRequest
function VendingMachine:CreateDispenseRequest(shouldPay, item) return end

---@param item ItemID
---@param amount Int32
---@return DispenseStackRequest
function VendingMachine:CreateQuestDispenseStackRequest(item, amount) return end

function VendingMachine:DeactivateDevice() return end

function VendingMachine:DeattachVendor() return end

---@param data gameScriptTaskData
function VendingMachine:DeattachVendorTask(data) return end

---@param time Float
---@param itemID ItemID
function VendingMachine:DelayHackedEvent(time, itemID) return end

---@param time Float
---@param isFree Bool
---@param isReady Bool
---@param itemID ItemID
function VendingMachine:DelayVendingMachineEvent(time, isFree, isReady, itemID) return end

---@return EGameplayRole
function VendingMachine:DeterminGameplayRole() return end

---@param request DispenseRequest
function VendingMachine:DispenseItems(request) return end

---@param request DispenseStackRequest
function VendingMachine:DispenseStack(request) return end

---@return VendingMachineDeviceBlackboardDef
function VendingMachine:GetBlackboardDef() return end

---@return VendingMachineController
function VendingMachine:GetController() return end

---@return VendingMachineControllerPS
function VendingMachine:GetDevicePS() return end

---@param glitchState EGlitchState
---@return GlitchData
function VendingMachine:GetGlitchData(glitchState) return end

---@return ItemID
function VendingMachine:GetJunkItem() return end

---@return CName
function VendingMachine:GetProcessingSFX() return end

---@return TweakDBID
function VendingMachine:GetVendorID() return end

function VendingMachine:HackedEffect() return end

function VendingMachine:InitializeScreenDefinition() return end

function VendingMachine:PlayItemFall() return end

---@return Vector4
function VendingMachine:RandomizePosition() return end

function VendingMachine:ResolveGameplayState() return end

---@param status PaymentStatus
function VendingMachine:SendDataToUIBlackboard(status) return end

---@param soldOut Bool
function VendingMachine:SendSoldOutToUIBlackboard(soldOut) return end

---@param on Bool
function VendingMachine:SimpleGlitch(on) return end

---@param glitchState EGlitchState
---@param intensity Float
function VendingMachine:StartGlitching(glitchState, intensity) return end

function VendingMachine:StartShortGlitch() return end

function VendingMachine:StopGlitching() return end

---@param on Bool
function VendingMachine:ToggleLights(on) return end

function VendingMachine:TurnOffDevice() return end

function VendingMachine:TurnOnDevice() return end

---@class VendingMachineController : ScriptableDeviceComponent
VendingMachineController = {}

---@return VendingMachineController
function VendingMachineController.new() return end

---@param props table
---@return VendingMachineController
function VendingMachineController.new(props) return end

---@return VendingMachineControllerPS
function VendingMachineController:GetPS() return end

---@class VendingMachineControllerPS : ScriptableDeviceComponentPS
---@field vendingMachineSetup VendingMachineSetup
---@field vendingMachineSFX VendingMachineSFX
---@field soldOutProbability Float
---@field isReady Bool
---@field isSoldOut Bool
---@field hackCount Int32
---@field shopStock gameSItemStack[]
---@field shopStockInit Bool
VendingMachineControllerPS = {}

---@return VendingMachineControllerPS
function VendingMachineControllerPS.new() return end

---@param props table
---@return VendingMachineControllerPS
function VendingMachineControllerPS.new(props) return end

---@param item ItemID
---@param price Int32
---@return DispenceItemFromVendor
function VendingMachineControllerPS:ActionDispenceItemFromVendor(item, price) return end

---@return Bool
function VendingMachineControllerPS:CanCreateAnyQuickHackActions() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function VendingMachineControllerPS:GetActions(context) return end

---@return VendingMachineDeviceBlackboardDef
function VendingMachineControllerPS:GetBlackboardDef() return end

---@return CName
function VendingMachineControllerPS:GetGlitchStartSFX() return end

---@return CName
function VendingMachineControllerPS:GetGlitchStopSFX() return end

---@return Int32
function VendingMachineControllerPS:GetHackedItemCount() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function VendingMachineControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function VendingMachineControllerPS:GetQuickHackActions(context) return end

---@return gameSItemStack[]
function VendingMachineControllerPS:GetShopStock() return end

---@return Float
function VendingMachineControllerPS:GetTimeToCompletePurchase() return end

---@return Bool
function VendingMachineControllerPS:IsSoldOut() return end

function VendingMachineControllerPS:LogicReady() return end

---@param evt DispenceItemFromVendor
---@return EntityNotificationType
function VendingMachineControllerPS:OnDispenceItemFromVendor(evt) return end

---@param evt QuickHackDistraction
---@return EntityNotificationType
function VendingMachineControllerPS:OnQuickHackDistraction(evt) return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function VendingMachineControllerPS:PushShopStockActions(actions, context) return end

---@param value Bool
function VendingMachineControllerPS:SetIsReady(value) return end

---@class VendingMachineDeviceBlackboardDef : DeviceBaseBlackboardDef
---@field ActionStatus gamebbScriptID_Variant
---@field SoldOut gamebbScriptID_Bool
VendingMachineDeviceBlackboardDef = {}

---@return VendingMachineDeviceBlackboardDef
function VendingMachineDeviceBlackboardDef.new() return end

---@param props table
---@return VendingMachineDeviceBlackboardDef
function VendingMachineDeviceBlackboardDef.new(props) return end

---@class VendingMachineFinishedEvent : redEvent
---@field itemID ItemID
---@field isFree Bool
---@field isReady Bool
VendingMachineFinishedEvent = {}

---@return VendingMachineFinishedEvent
function VendingMachineFinishedEvent.new() return end

---@param props table
---@return VendingMachineFinishedEvent
function VendingMachineFinishedEvent.new(props) return end

---@class VendingMachineInkGameController : DeviceInkGameControllerBase
---@field ActionsPanel inkHorizontalPanelWidgetReference
---@field ActionsPanel2 inkHorizontalPanelWidgetReference
---@field priceText inkTextWidgetReference
---@field noMoneyPanel inkCompoundWidgetReference
---@field soldOutPanel inkCompoundWidgetReference
---@field state PaymentStatus
---@field soldOut Bool
---@field onUpdateStatusListener redCallbackObject
---@field onGlitchingStateChangedListener redCallbackObject
---@field onSoldOutListener redCallbackObject
VendingMachineInkGameController = {}

---@return VendingMachineInkGameController
function VendingMachineInkGameController.new() return end

---@param props table
---@return VendingMachineInkGameController
function VendingMachineInkGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function VendingMachineInkGameController:OnButtonHoverOver(e) return end

---@return Bool
function VendingMachineInkGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function VendingMachineInkGameController:OnSoldOut(value) return end

---@param value Variant
---@return Bool
function VendingMachineInkGameController:OnUpdateStatus(value) return end

---@param controller DeviceActionWidgetControllerBase
function VendingMachineInkGameController:ExecuteDeviceActions(controller) return end

---@return VendingMachine
function VendingMachineInkGameController:GetOwner() return end

---@param state EDeviceStatus
function VendingMachineInkGameController:Refresh(state) return end

---@param blackboard gameIBlackboard
function VendingMachineInkGameController:RegisterBlackboardCallbacks(blackboard) return end

function VendingMachineInkGameController:TurnOff() return end

function VendingMachineInkGameController:TurnOn() return end

---@param blackboard gameIBlackboard
function VendingMachineInkGameController:UnRegisterBlackboardCallbacks(blackboard) return end

---@param widgetsData SActionWidgetPackage[]
function VendingMachineInkGameController:UpdateActionWidgets(widgetsData) return end

---@param price Int32
function VendingMachineInkGameController:UpdatePrice(price) return end

---@class VendingMachineSFX
---@field glitchingStart CName
---@field glitchingStop CName
VendingMachineSFX = {}

---@return VendingMachineSFX
function VendingMachineSFX.new() return end

---@param props table
---@return VendingMachineSFX
function VendingMachineSFX.new(props) return end

---@class VendingMachineSetup
---@field timeToCompletePurchase Float
VendingMachineSetup = {}

---@return VendingMachineSetup
function VendingMachineSetup.new() return end

---@param props table
---@return VendingMachineSetup
function VendingMachineSetup.new(props) return end

---@class VendingTerminal : InteractiveDevice
---@field position Vector4
---@field canMeshComponent entMeshComponent
---@field vendingBlacklist EVendorMode[]
VendingTerminal = {}

---@return VendingTerminal
function VendingTerminal.new() return end

---@param props table
---@return VendingTerminal
function VendingTerminal.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function VendingTerminal:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function VendingTerminal:OnAreaExit(evt) return end

---@param evt BuyItemFromVendor
---@return Bool
function VendingTerminal:OnBuyItemFromVendor(evt) return end

---@param evt CraftItemForTarget
---@return Bool
function VendingTerminal:OnCraftItemForTarget(evt) return end

---@return Bool
function VendingTerminal:OnDetach() return end

---@param evt DispenceItemFromVendor
---@return Bool
function VendingTerminal:OnDispenceItemFromVendor(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function VendingTerminal:OnRequestComponents(ri) return end

---@param evt SellItemToVendor
---@return Bool
function VendingTerminal:OnSellItemToVendor(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function VendingTerminal:OnTakeControl(ri) return end

---@param evt VendingMachineFinishedEvent
---@return Bool
function VendingTerminal:OnVendingMachineFinishedEvent(evt) return end

function VendingTerminal:CreateBlackboard() return end

---@param time Float
---@param itemID ItemID
function VendingTerminal:DelayVendingMachineEvent(time, itemID) return end

---@return VendingMachineDeviceBlackboardDef
function VendingTerminal:GetBlackboardDef() return end

---@return VendingTerminalController
function VendingTerminal:GetController() return end

---@return VendingTerminalControllerPS
function VendingTerminal:GetDevicePS() return end

function VendingTerminal:InitializeScreenDefinition() return end

function VendingTerminal:PushPersistentData() return end

function VendingTerminal:ResolveGameplayState() return end

---@param TopText String
---@param BottomText String
function VendingTerminal:SendDataToUIBlackboard(TopText, BottomText) return end

---@class VendingTerminalController : ScriptableDeviceComponent
VendingTerminalController = {}

---@return VendingTerminalController
function VendingTerminalController.new() return end

---@param props table
---@return VendingTerminalController
function VendingTerminalController.new(props) return end

---@return VendingTerminalControllerPS
function VendingTerminalController:GetPS() return end

---@class VendingTerminalControllerPS : ScriptableDeviceComponentPS
---@field vendingTerminalSetup VendingTerminalSetup
---@field isReady Bool
---@field VendorDataManager VendorDataManager
VendingTerminalControllerPS = {}

---@return VendingTerminalControllerPS
function VendingTerminalControllerPS.new() return end

---@param props table
---@return VendingTerminalControllerPS
function VendingTerminalControllerPS.new(props) return end

---@return VendingMachineDeviceBlackboardDef
function VendingTerminalControllerPS:GetBlackboardDef() return end

---@return VendorDataManager
function VendingTerminalControllerPS:GetVendorDataManager() return end

---@param vendor gameObject
function VendingTerminalControllerPS:Prepare(vendor) return end

---@param value Bool
function VendingTerminalControllerPS:SetIsReady(value) return end

---@class VendingTerminalSetup
---@field vendorTweakID TweakDBID
---@field vendingBlacklist EVendorMode[]
---@field timeToCompletePurchase Float
VendingTerminalSetup = {}

---@return VendingTerminalSetup
function VendingTerminalSetup.new() return end

---@param props table
---@return VendingTerminalSetup
function VendingTerminalSetup.new(props) return end

---@class Vendor : IScriptable
---@field gameInstance ScriptGameInstance
---@field vendorObject gameObject
---@field tweakID TweakDBID
---@field lastInteractionTime Float
---@field stock gameSItemStack[]
---@field newItems TweakDBID[]
---@field soldItems SoldItemsCache
---@field priceMultiplier Float
---@field vendorPersistentID gamePersistentID
---@field stockInit Bool
---@field playerHacksInit Bool
---@field inventoryInit Bool
---@field isAttached Bool
---@field inventoryReinitWithPlayerStats Bool
---@field vendorRecord gamedataVendor_Record
---@field playerHacks ItemID[]
Vendor = {}

---@return Vendor
function Vendor.new() return end

---@param props table
---@return Vendor
function Vendor.new(props) return end

---@param useIncreasedLimit Bool
---@return Int32
function Vendor.GetMaxItemStacksPerVendor(useIncreasedLimit) return end

---@return Bool
function Vendor.ShouldDiscardQualityForNewCWs() return end

---@param itemStack gameSItemStack
function Vendor:AddItemsToStock(itemStack) return end

---@param itemTDBID TweakDBID|string
---@return Bool
function Vendor:AlwaysInStock(itemTDBID) return end

---@param itemStack gameSItemStack
---@param requestId Int32
function Vendor:BuyItemFromVendor(itemStack, requestId) return end

---@param itemsStack gameSItemStack[]
---@param requestId Int32
function Vendor:BuyItemsFromVendor(itemsStack, requestId) return end

---@param itemStack gameSItemStack
---@param requestId Int32
function Vendor:BuybackItemFromVendor(itemStack, requestId) return end

---@param itemsStack gameSItemStack[]
---@param requestId Int32
function Vendor:BuybackItemsFromVendor(itemsStack, requestId) return end

---@param vendorWare gamedataVendorWare_Record
---@param player PlayerPuppet
---@return Int32
function Vendor:CalculateQuantityForStack(vendorWare, player) return end

---@param itemStack gameSItemStack
---@return Bool
function Vendor:CompareWithPlayerGrenadesQuality(itemStack) return end

---@param itemStack gameSItemStack
---@return Bool
function Vendor:CompareWithPlayerHealingItemsQuality(itemStack) return end

---@param player gameObject
---@return gameSItemStack[]
function Vendor:CreateDynamicStockFromPlayerProgression(player) return end

---@param vendorItem gamedataVendorItem_Record
---@param player PlayerPuppet
---@return gameSItemStack[]
function Vendor:CreateStacksFromVendorItem(vendorItem, player) return end

---@param vendorItemQuery gamedataVendorItemQuery_Record
---@param player PlayerPuppet
---@return gameSItemStack[]
function Vendor:CreateStacksFromVendorItemQuery(vendorItemQuery, player) return end

---@param position Vector4
---@param itemID ItemID
function Vendor:DispenseItemFromVendor(position, itemID) return end

---@param position Vector4
---@param itemID ItemID
---@param amount Int32
---@param bypassStock Bool
function Vendor:DispenseItemStackFromVendor(position, itemID, amount, bypassStock) return end

---@param area gamedataEquipmentArea
---@param checkPlayerCanBuy Bool
---@return Bool
function Vendor:DoesEquipAreaContainNewItems(area, checkPlayerCanBuy) return end

---@param allowRegeneration Bool
function Vendor:FillVendorInventory(allowRegeneration) return end

---@param checkPlayerCanBuy Bool
---@return gameSItemStack[]
function Vendor:GetAllStockForSale(checkPlayerCanBuy) return end

---@param checkPlayerCanBuy Bool
---@return gameSItemStack[]
function Vendor:GetCyberwareForSale(checkPlayerCanBuy) return end

---@param itemID ItemID
---@return Int32
function Vendor:GetItemIndex(itemID) return end

---@param checkPlayerCanBuy Bool
---@return gameSItemStack[]
function Vendor:GetItemsForSale(checkPlayerCanBuy) return end

---@param allowQuestItems Bool
---@param excludeEquipped Bool
---@return gameSItemStack[]
function Vendor:GetItemsPlayerCanSell(allowQuestItems, excludeEquipped) return end

---@return Float
function Vendor:GetLastInteractionTime() return end

---@return Int32
function Vendor:GetMoney() return end

---@return TweakDBID[]
function Vendor:GetNewItems() return end

---@return Float
function Vendor:GetPriceMultiplier() return end

---@return ItemID
function Vendor:GetRandomStockItem() return end

---@return SoldItemsCache
function Vendor:GetSoldItems() return end

---@return gameSItemStack[]
function Vendor:GetStock() return end

---@return gameObject
function Vendor:GetVendorObject() return end

---@return gamePersistentID
function Vendor:GetVendorPersistentID() return end

---@return gamedataVendor_Record
function Vendor:GetVendorRecord() return end

---@return TweakDBID
function Vendor:GetVendorTweakID() return end

---@return gamedataVendorType
function Vendor:GetVendorType() return end

function Vendor:InitPlayerHacks() return end

---@param itemRecord gamedataItem_Record
---@param itemID ItemID
---@return gameSItemStack
function Vendor:InitSingleItemStack(itemRecord, itemID) return end

---@param vendorID TweakDBID|string
---@param vendorObject gameObject
function Vendor:Initialize(vendorID, vendorObject) return end

function Vendor:InitializeStock() return end

---@return Bool
function Vendor:IsAttached() return end

---@param itemTDBID TweakDBID|string
---@return Bool
function Vendor:IsNewItem(itemTDBID) return end

---@param itemTDBID TweakDBID|string
function Vendor:ItemInspected(itemTDBID) return end

function Vendor:LazyInitStock() return end

function Vendor:LoadPlayerHacks() return end

---@param owner gameObject
function Vendor:OnAttach(owner) return end

---@param owner gameObject
function Vendor:OnDeattach(owner) return end

---@param forceReinit Bool
function Vendor:OnRestored(forceReinit) return end

function Vendor:OnVendorMenuOpen() return end

---@param buyer gameObject
---@param seller gameObject
---@param itemTransaction SItemTransaction
---@return Bool
function Vendor:PerformItemTransfer(buyer, seller, itemTransaction) return end

---@param itemStack gameSItemStack
---@return Bool
function Vendor:PlayerCanBuy(itemStack) return end

---@param itemID ItemID
---@param allowQuestItems Bool
---@param excludeEquipped Bool
---@return Bool
function Vendor:PlayerCanSell(itemID, allowQuestItems, excludeEquipped) return end

function Vendor:RegenerateStock() return end

---@param itemStack gameSItemStack
---@return Bool
function Vendor:RemoveItemsFromStock(itemStack) return end

---@param itemStack gameSItemStack
---@param requestId Int32
function Vendor:SellItemToVendor(itemStack, requestId) return end

---@param itemsStack gameSItemStack[]
---@param requestId Int32
function Vendor:SellItemsToVendor(itemsStack, requestId) return end

---@param persistentID gamePersistentID
function Vendor:SetPersistentID(persistentID) return end

---@param value Float
function Vendor:SetPriceMultiplier(value) return end

---@param itemTDBID TweakDBID|string
---@return Bool
function Vendor:ShouldRegenerateItem(itemTDBID) return end

---@return Bool
function Vendor:ShouldRegenerateStock() return end

---@param newStock gameSItemStack[]
function Vendor:UpdateNewItems(newStock) return end

---@class VendorBoughtItemEvent : redEvent
---@field items ItemID[]
VendorBoughtItemEvent = {}

---@return VendorBoughtItemEvent
function VendorBoughtItemEvent.new() return end

---@param props table
---@return VendorBoughtItemEvent
function VendorBoughtItemEvent.new(props) return end

---@class VendorComponent : gameScriptableComponent
---@field vendorTweakID TweakDBID
---@field junkItemArray JunkItemRecord[]
---@field brandProcessingSFX CName
---@field itemFallSFX CName
VendorComponent = {}

---@return VendorComponent
function VendorComponent.new() return end

---@param props table
---@return VendorComponent
function VendorComponent.new(props) return end

---@return CName
function VendorComponent:GetItemFallSFX() return end

---@return Int32
function VendorComponent:GetJunkCount() return end

---@return JunkItemRecord[]
function VendorComponent:GetJunkItemIDs() return end

---@return CName
function VendorComponent:GetProcessingSFX() return end

---@return TweakDBID
function VendorComponent:GetVendorID() return end

---@class VendorConfirmationPopup : gameuiWidgetGameController
---@field itemNameText inkTextWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field itemDisplayRef inkWidgetReference
---@field rairtyBar inkWidgetReference
---@field eqippedItemContainer inkWidgetReference
---@field itemPriceContainer inkWidgetReference
---@field itemPriceText inkTextWidgetReference
---@field root inkWidgetReference
---@field background inkWidgetReference
---@field closeData VendorConfirmationPopupCloseData
---@field buttonHintsController ButtonHints
---@field gameData gameItemData
---@field buttonOk inkWidgetReference
---@field buttonCancel inkWidgetReference
---@field data VendorConfirmationPopupData
---@field itemDisplayController InventoryItemDisplayController
---@field displayContextData ItemDisplayContextData
---@field libraryPath inkWidgetLibraryReference
VendorConfirmationPopup = {}

---@return VendorConfirmationPopup
function VendorConfirmationPopup.new() return end

---@param props table
---@return VendorConfirmationPopup
function VendorConfirmationPopup.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function VendorConfirmationPopup:OnCancelClick(evt) return end

---@param proxy inkanimProxy
---@return Bool
function VendorConfirmationPopup:OnCloseAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function VendorConfirmationPopup:OnHandlePressInput(evt) return end

---@return Bool
function VendorConfirmationPopup:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function VendorConfirmationPopup:OnOkClick(evt) return end

---@return Bool
function VendorConfirmationPopup:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function VendorConfirmationPopup:AddButtonHints(actionName, label) return end

---@param success Bool
function VendorConfirmationPopup:Close(success) return end

function VendorConfirmationPopup:SetButtonHints() return end

---@class VendorConfirmationPopupCloseData : inkGameNotificationData
---@field confirm Bool
---@field itemData gameInventoryItemData
---@field inventoryItem UIInventoryItem
---@field quantity Int32
VendorConfirmationPopupCloseData = {}

---@return VendorConfirmationPopupCloseData
function VendorConfirmationPopupCloseData.new() return end

---@param props table
---@return VendorConfirmationPopupCloseData
function VendorConfirmationPopupCloseData.new(props) return end

---@class VendorConfirmationPopupData : inkGameNotificationData
---@field itemData gameInventoryItemData
---@field inventoryItem UIInventoryItem
---@field quantity Int32
---@field type VendorConfirmationPopupType
---@field price Int32
VendorConfirmationPopupData = {}

---@return VendorConfirmationPopupData
function VendorConfirmationPopupData.new() return end

---@param props table
---@return VendorConfirmationPopupData
function VendorConfirmationPopupData.new(props) return end

---@class VendorDataManager : IScriptable
---@field VendorObject gameObject
---@field BuyingCart VendorShoppingCartItem[]
---@field SellingCart VendorShoppingCartItem[]
---@field VendorID TweakDBID
---@field VendingBlacklist EVendorMode[]
---@field TimeToCompletePurchase Float
---@field UIBBEquipment UI_EquipmentDef
---@field InventoryBBID redCallbackObject
---@field EquipmentBBID redCallbackObject
---@field openTime GameTime
VendorDataManager = {}

---@return VendorDataManager
function VendorDataManager.new() return end

---@param props table
---@return VendorDataManager
function VendorDataManager.new(props) return end

---@param itemToAdd gameItemData
---@return ECartOperationResult
function VendorDataManager:AddToBuyingCart(itemToAdd) return end

---@param itemToAdd gameItemData
---@return VendorShoppingCartItem[]
function VendorDataManager:AddToCart(itemToAdd) return end

---@param itemToAdd gameItemData
---@return ECartOperationResult
function VendorDataManager:AddToSellingCart(itemToAdd) return end

---@return Bool
function VendorDataManager:ArePlayerQuestItemsHidden() return end

---@param itemData gameItemData
---@param amount Int32
---@param requestId Int32
function VendorDataManager:BuyItemFromVendor(itemData, amount, requestId) return end

---@param itemData gameItemData
---@param amount Int32
---@param requestId Int32
function VendorDataManager:BuybackItemFromVendor(itemData, amount, requestId) return end

---@param itemToAdd gameItemData
---@return ECartOperationResult
function VendorDataManager:CanAddToBuyingCart(itemToAdd) return end

---@param itemToAdd gameItemData
---@return ECartOperationResult
function VendorDataManager:CanAddToSellingCart(itemToAdd) return end

---@param itemID ItemID
---@return Bool
function VendorDataManager:CanPlayerSellItem(itemID) return end

---@param andEquip Bool
---@return Bool
function VendorDataManager:Checkout(andEquip) return end

function VendorDataManager:ClearBuyingCart() return end

function VendorDataManager:ClearCart() return end

function VendorDataManager:ClearSellingCart() return end

---@param item gameItemData
---@return Int32
function VendorDataManager:GetAmountInBuiyngCart(item) return end

---@param itemToAdd gameItemData
---@param cart VendorShoppingCartItem[]
---@return Int32
function VendorDataManager:GetAmountInCart(itemToAdd, cart) return end

---@param item gameItemData
---@return Int32
function VendorDataManager:GetAmountInSellingCart(item) return end

---@param itemID ItemID
---@return Int32
function VendorDataManager:GetBuyingPrice(itemID) return end

---@param items gameItemData[]
function VendorDataManager:GetItemDataFromBuyingCart(items) return end

---@param items gameItemData[]
---@param cart VendorShoppingCartItem[]
function VendorDataManager:GetItemDataFromCart(items, cart) return end

---@param items gameItemData[]
function VendorDataManager:GetItemDataFromSellingCart(items) return end

---@param itemIds ItemID[]
---@param cart VendorShoppingCartItem[]
function VendorDataManager:GetItemIDsFromCart(itemIds, cart) return end

---@return gameItemData[]
function VendorDataManager:GetItemsPlayerCanSell() return end

---@param player gameObject
---@param excludeEquipped Bool
---@return gameItemData[]
function VendorDataManager:GetItemsPlayerCanSellFast(player, excludeEquipped) return end

---@return PlayerPuppet
function VendorDataManager:GetLocalPlayer() return end

---@return Int32
function VendorDataManager:GetLocalPlayerCurrencyAmount() return end

---@return GameTime
function VendorDataManager:GetOpenTime() return end

---@return Int32
function VendorDataManager:GetPriceInBuyingCart() return end

---@return Int32
function VendorDataManager:GetPriceInSellingCart() return end

---@return VendorGameItemData[]
function VendorDataManager:GetRipperDocItems() return end

---@param itemID ItemID
---@return Int32
function VendorDataManager:GetSellingPrice(itemID) return end

---@return gameItemData[]
function VendorDataManager:GetStorageItems() return end

---@return Float
function VendorDataManager:GetTimeToCompletePurchase() return end

---@param cart VendorShoppingCartItem[]
---@return Int32
function VendorDataManager:GetTotalAmountInCart(cart) return end

---@return String
function VendorDataManager:GetVendorDescription() return end

---@return TweakDBID
function VendorDataManager:GetVendorID() return end

---@return gameObject
function VendorDataManager:GetVendorInstance() return end

---@return VendorGameItemData[]
function VendorDataManager:GetVendorInventoryItems() return end

---@return String
function VendorDataManager:GetVendorName() return end

---@return gamedataVendor_Record
function VendorDataManager:GetVendorRecord() return end

---@return SoldItemsCache
function VendorDataManager:GetVendorSoldItems() return end

---@param vendor gameObject
---@param vendingTerminalSetup VendingTerminalSetup
function VendorDataManager:Initialize(vendor, vendingTerminalSetup) return end

---@param owner gameObject
---@param entityID entEntityID
function VendorDataManager:Initialize(owner, entityID) return end

---@return Int32
function VendorDataManager:NumItemsInAllCarts() return end

---@return Int32
function VendorDataManager:NumItemsInBuyingCart() return end

---@return Int32
function VendorDataManager:NumItemsInSellingCart() return end

---@param vendorMode EVendorMode
---@param tooltipsData ATooltipData[]
function VendorDataManager:ProcessTooltipsData(vendorMode, tooltipsData) return end

---@param itemToRemove gameItemData
---@return ECartOperationResult
function VendorDataManager:RemoveFromBuyingCart(itemToRemove) return end

---@param itemToAdd gameItemData
---@return Bool, VendorShoppingCartItem[]
function VendorDataManager:RemoveFromCart(itemToAdd) return end

---@param itemToRemove gameItemData
---@return ECartOperationResult
function VendorDataManager:RemoveFromSellingCart(itemToRemove) return end

---@param itemData gameItemData
---@param amount Int32
---@param requestId Int32
function VendorDataManager:SellItemToVendor(itemData, amount, requestId) return end

---@param itemsData gameItemData[]
---@param amounts Int32[]
---@param requestId Int32
function VendorDataManager:SellItemsToVendor(itemsData, amounts, requestId) return end

---@return Int32
function VendorDataManager:TotalNumItemsInAllCarts() return end

---@param source gameObject
---@param target gameObject
---@param itemData gameItemData
---@param amount Int32
function VendorDataManager:TransferItem(source, target, itemData, amount) return end

function VendorDataManager:UpdateOpenTime() return end

---@class VendorDataView : BackpackDataView
---@field isVendorGrid Bool
---@field openTime GameTime
VendorDataView = {}

---@return VendorDataView
function VendorDataView.new() return end

---@param props table
---@return VendorDataView
function VendorDataView.new(props) return end

---@param data IScriptable
---@return DerivedFilterResult
function VendorDataView:DerivedFilterItem(data) return end

---@param builder ItemCompareBuilder
---@return ItemCompareBuilder
function VendorDataView:PreSortingInjection(builder) return end

---@param time GameTime
function VendorDataView:SetOpenTime(time) return end

---@param value Bool
function VendorDataView:SetVendorGrid(value) return end

---@class VendorGameItemData : IScriptable
---@field gameItemData gameItemData
---@field itemStack gameSItemStack
VendorGameItemData = {}

---@return VendorGameItemData
function VendorGameItemData.new() return end

---@param props table
---@return VendorGameItemData
function VendorGameItemData.new(props) return end

---@class VendorHubMenuChanged : redEvent
---@field item HubVendorMenuItems
VendorHubMenuChanged = {}

---@return VendorHubMenuChanged
function VendorHubMenuChanged.new() return end

---@param props table
---@return VendorHubMenuChanged
function VendorHubMenuChanged.new(props) return end

---@class VendorHubMenuGameController : gameuiMenuGameController
---@field notificationRoot inkWidgetReference
---@field tabRootContainer inkWidgetReference
---@field tabRootRef inkWidgetReference
---@field playerCredits inkWidgetReference
---@field playerCreditsValue inkTextWidgetReference
---@field playerWeight inkWidgetReference
---@field playerWeightValue inkTextWidgetReference
---@field vendorShopLabel inkTextWidgetReference
---@field levelValue inkTextWidgetReference
---@field streetCredLabel inkTextWidgetReference
---@field levelBarProgress inkWidgetReference
---@field levelBarSpacer inkWidgetReference
---@field streetCredBarProgress inkWidgetReference
---@field streetCredBarSpacer inkWidgetReference
---@field VendorDataManager VendorDataManager
---@field vendorUserData VendorUserData
---@field vendorPanelData questVendorPanelData
---@field storageUserData StorageUserData
---@field PDS PlayerDevelopmentSystem
---@field root inkWidget
---@field tabRoot TabRadioGroup
---@field playerMoneyAnimator MoneyLabelController
---@field VendorBlackboard gameIBlackboard
---@field playerStatsBlackboard gameIBlackboard
---@field VendorBlackboardDef UI_VendorDef
---@field VendorUpdatedCallbackID redCallbackObject
---@field weightListener redCallbackObject
---@field characterLevelListener redCallbackObject
---@field characterCurrentXPListener redCallbackObject
---@field characterCredListener redCallbackObject
---@field characterCredPointsListener redCallbackObject
---@field characterCurrentHealthListener redCallbackObject
---@field menuEventDispatcher inkMenuEventDispatcher
---@field player PlayerPuppet
---@field menuData MenuData[]
---@field activeMenu Int32
---@field isChangedManually Bool
---@field cameFromRipperdoc Bool
---@field storageDef StorageBlackboardDef
---@field storageBlackboard gameIBlackboard
VendorHubMenuGameController = {}

---@return VendorHubMenuGameController
function VendorHubMenuGameController.new() return end

---@param props table
---@return VendorHubMenuGameController
function VendorHubMenuGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function VendorHubMenuGameController:OnButtonRelease(evt) return end

---@param value Int32
---@return Bool
function VendorHubMenuGameController:OnCharacterCurrentHealthUpdated(value) return end

---@param value Int32
---@return Bool
function VendorHubMenuGameController:OnCharacterLevelCurrentXPUpdated(value) return end

---@param value Int32
---@return Bool
function VendorHubMenuGameController:OnCharacterLevelUpdated(value) return end

---@param value Int32
---@return Bool
function VendorHubMenuGameController:OnCharacterStreetCredLevelUpdated(value) return end

---@param value Int32
---@return Bool
function VendorHubMenuGameController:OnCharacterStreetCredPointsUpdated(value) return end

---@param evt CyberwareTabModsRequest
---@return Bool
function VendorHubMenuGameController:OnCyberwareModsRequest(evt) return end

---@return Bool
function VendorHubMenuGameController:OnInitialize() return end

---@param value Float
---@return Bool
function VendorHubMenuGameController:OnPlayerWeightUpdated(value) return end

---@param userData IScriptable
---@return Bool
function VendorHubMenuGameController:OnRefreshCurrentTab(userData) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function VendorHubMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function VendorHubMenuGameController:OnSetUserData(userData) return end

---@param userData IScriptable
---@return Bool
function VendorHubMenuGameController:OnSwitchToCharacterFromRipperdoc(userData) return end

---@param userData IScriptable
---@return Bool
function VendorHubMenuGameController:OnTutorialComplete(userData) return end

---@return Bool
function VendorHubMenuGameController:OnUninitialize() return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function VendorHubMenuGameController:OnValueChanged(controller, selectedIndex) return end

---@param value Variant
---@return Bool
function VendorHubMenuGameController:OnVendorUpdated(value) return end

function VendorHubMenuGameController:CloseVendor() return end

function VendorHubMenuGameController:Init() return end

---@param item HubVendorMenuItems
function VendorHubMenuGameController:NotifyActivePanel(item) return end

function VendorHubMenuGameController:RemoveBB() return end

function VendorHubMenuGameController:SetupBB() return end

---@param tutorialFinished Bool
function VendorHubMenuGameController:SetupMenuTabs(tutorialFinished) return end

function VendorHubMenuGameController:SetupTopBar() return end

function VendorHubMenuGameController:UpdateMoney() return end

---@class VendorInventoryItemData : WrappedInventoryItemData
---@field IsVendorItem Bool
---@field IsEnoughMoney Bool
---@field IsBuybackStack Bool
---@field IsDLCAddedActiveItem Bool
VendorInventoryItemData = {}

---@return VendorInventoryItemData
function VendorInventoryItemData.new() return end

---@param props table
---@return VendorInventoryItemData
function VendorInventoryItemData.new(props) return end

---@class VendorItemActionWidgetController : DeviceActionWidgetControllerBase
---@field priceWidget inkTextWidgetReference
---@field priceContainer inkWidgetReference
---@field moneyStatusContainer inkWidgetReference
---@field processingStatusContainer inkWidgetReference
VendorItemActionWidgetController = {}

---@return VendorItemActionWidgetController
function VendorItemActionWidgetController.new() return end

---@param props table
---@return VendorItemActionWidgetController
function VendorItemActionWidgetController.new(props) return end

---@param e inkanimProxy
---@return Bool
function VendorItemActionWidgetController:OnNoMoneyShowed(e) return end

---@param e inkanimProxy
---@return Bool
function VendorItemActionWidgetController:OnPaymentProcessed(e) return end

---@param executor gameObject
---@param action gamedeviceAction
function VendorItemActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function VendorItemActionWidgetController:Initialize(gameController, widgetData) return end

---@param action DispenceItemFromVendor
---@param executor gameObject
function VendorItemActionWidgetController:ProcessPayment(action, executor) return end

---@class VendorItemAdditionalData : IScriptable
---@field Requirement gameSItemStackRequirementData
---@field IsAvailable Bool
VendorItemAdditionalData = {}

---@return VendorItemAdditionalData
function VendorItemAdditionalData.new() return end

---@param props table
---@return VendorItemAdditionalData
function VendorItemAdditionalData.new(props) return end

---@param itemStack gameSItemStack
---@return VendorItemAdditionalData
function VendorItemAdditionalData.Make(itemStack) return end

---@class VendorItemVirtualController : inkVirtualCompoundItemController
---@field data VendorInventoryItemData
---@field newData VendorUIInventoryItemData
---@field itemViewController InventoryItemDisplayController
---@field isSpawnInProgress Bool
VendorItemVirtualController = {}

---@return VendorItemVirtualController
function VendorItemVirtualController.new() return end

---@param props table
---@return VendorItemVirtualController
function VendorItemVirtualController.new(props) return end

---@return Bool
function VendorItemVirtualController:OnInitialize() return end

---@param itemController inkVirtualCompoundItemController
---@param discreteNav Bool
---@return Bool
function VendorItemVirtualController:OnSelected(itemController, discreteNav) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function VendorItemVirtualController:OnSpawned(widget, userData) return end

---@param value Variant
function VendorItemVirtualController:OnDataChanged(value) return end

function VendorItemVirtualController:UpdateControllerData() return end

---@class VendorJunkSellItem : IScriptable
---@field item gameItemData
---@field quantity Int32
VendorJunkSellItem = {}

---@return VendorJunkSellItem
function VendorJunkSellItem.new() return end

---@param props table
---@return VendorJunkSellItem
function VendorJunkSellItem.new(props) return end

---@class VendorRegisterBlackBoardDef : gamebbScriptDefinition
---@field vendors gamebbScriptID_Variant
VendorRegisterBlackBoardDef = {}

---@return VendorRegisterBlackBoardDef
function VendorRegisterBlackBoardDef.new() return end

---@param props table
---@return VendorRegisterBlackBoardDef
function VendorRegisterBlackBoardDef.new(props) return end

---@return Bool
function VendorRegisterBlackBoardDef:AutoCreateInSystem() return end

---@class VendorRequirementsNotMetNotificationData : IScriptable
---@field data gameSItemStackRequirementData
VendorRequirementsNotMetNotificationData = {}

---@return VendorRequirementsNotMetNotificationData
function VendorRequirementsNotMetNotificationData.new() return end

---@param props table
---@return VendorRequirementsNotMetNotificationData
function VendorRequirementsNotMetNotificationData.new(props) return end

---@class VendorSellJunkPopup : gameuiWidgetGameController
---@field itemNameText inkTextWidgetReference
---@field buttonHintsRoot inkWidgetReference
---@field itemDisplayRef inkWidgetReference
---@field rairtyBar inkWidgetReference
---@field eqippedItemContainer inkWidgetReference
---@field itemPriceContainer inkWidgetReference
---@field itemPriceText inkTextWidgetReference
---@field root inkWidgetReference
---@field background inkWidgetReference
---@field sellItemsFullQuantity inkTextWidgetReference
---@field sellItemsLimitedQuantity inkTextWidgetReference
---@field buttonHintsController ButtonHints
---@field gameData gameItemData
---@field buttonOk inkWidgetReference
---@field buttonCancel inkWidgetReference
---@field closeAnimProxy inkanimProxy
---@field data VendorSellJunkPopupData
---@field libraryPath inkWidgetLibraryReference
---@field closeData VendorSellJunkPopupCloseData
VendorSellJunkPopup = {}

---@return VendorSellJunkPopup
function VendorSellJunkPopup.new() return end

---@param props table
---@return VendorSellJunkPopup
function VendorSellJunkPopup.new(props) return end

---@param controller inkButtonController
---@return Bool
function VendorSellJunkPopup:OnCancelClick(controller) return end

---@param proxy inkanimProxy
---@return Bool
function VendorSellJunkPopup:OnCloseAnimationFinished(proxy) return end

---@param evt inkPointerEvent
---@return Bool
function VendorSellJunkPopup:OnHandlePressInput(evt) return end

---@return Bool
function VendorSellJunkPopup:OnInitialize() return end

---@param controller inkButtonController
---@return Bool
function VendorSellJunkPopup:OnOkClick(controller) return end

---@return Bool
function VendorSellJunkPopup:OnUninitialize() return end

---@param actionName CName|string
---@param label String
function VendorSellJunkPopup:AddButtonHints(actionName, label) return end

---@param success Bool
function VendorSellJunkPopup:Close(success) return end

function VendorSellJunkPopup:SetButtonHints() return end

---@class VendorSellJunkPopupCloseData : inkGameNotificationData
---@field confirm Bool
---@field items gameItemData[]
---@field limitedItems VendorJunkSellItem[]
VendorSellJunkPopupCloseData = {}

---@return VendorSellJunkPopupCloseData
function VendorSellJunkPopupCloseData.new() return end

---@param props table
---@return VendorSellJunkPopupCloseData
function VendorSellJunkPopupCloseData.new(props) return end

---@class VendorSellJunkPopupData : inkGameNotificationData
---@field items gameItemData[]
---@field limitedItems VendorJunkSellItem[]
---@field itemsQuantity Int32
---@field limitedItemsQuantity Int32
---@field totalPrice Float
---@field limitedTotalPrice Int32
VendorSellJunkPopupData = {}

---@return VendorSellJunkPopupData
function VendorSellJunkPopupData.new() return end

---@param props table
---@return VendorSellJunkPopupData
function VendorSellJunkPopupData.new(props) return end

---@class VendorShoppingCartItem
---@field itemData gameItemData
---@field amount Int32
VendorShoppingCartItem = {}

---@return VendorShoppingCartItem
function VendorShoppingCartItem.new() return end

---@param props table
---@return VendorShoppingCartItem
function VendorShoppingCartItem.new(props) return end

---@class VendorUIInventoryItemData : WrappedInventoryItemData
---@field ItemPrice Float
---@field IsVendorItem Bool
---@field IsBuybackStack Bool
---@field IsEnoughMoney Bool
---@field IsDLCAddedActiveItem Bool
---@field IsNotInWardrobe Bool
VendorUIInventoryItemData = {}

---@return VendorUIInventoryItemData
function VendorUIInventoryItemData.new() return end

---@param props table
---@return VendorUIInventoryItemData
function VendorUIInventoryItemData.new(props) return end

---@class VendorUserData : IScriptable
---@field vendorData questVendorPanelData
---@field menu String
VendorUserData = {}

---@return VendorUserData
function VendorUserData.new() return end

---@param props table
---@return VendorUserData
function VendorUserData.new(props) return end

---@class VenodrRequestQueueEntry : IScriptable
---@field requestID Int32
---@field itemID ItemID
VenodrRequestQueueEntry = {}

---@return VenodrRequestQueueEntry
function VenodrRequestQueueEntry.new() return end

---@param props table
---@return VenodrRequestQueueEntry
function VenodrRequestQueueEntry.new(props) return end

---@class VentilationArea : InteractiveMasterDevice
---@field areaComponent gameStaticTriggerAreaComponent
---@field RestartGameEffectOnAttach Bool
---@field AttackRecord String
---@field gameEffectRef gameEffectRef
---@field gameEffect gameEffectInstance
---@field highLightActive Bool
VentilationArea = {}

---@return VentilationArea
function VentilationArea.new() return end

---@param props table
---@return VentilationArea
function VentilationArea.new(props) return end

---@param evt ActivateDevice
---@return Bool
function VentilationArea:OnActivateDevice(evt) return end

---@param evt entAreaEnteredEvent
---@return Bool
function VentilationArea:OnAreaEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function VentilationArea:OnAreaExit(evt) return end

---@return Bool
function VentilationArea:OnDetach() return end

---@return Bool
function VentilationArea:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function VentilationArea:OnRequestComponents(ri) return end

---@param evt RevealDeviceRequest
---@return Bool
function VentilationArea:OnRevealDeviceRequest(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function VentilationArea:OnTakeControl(ri) return end

---@param effectTDBID String
function VentilationArea:ApplyStatusEffect(effectTDBID) return end

---@param highlightType EFocusForcedHighlightType
---@return FocusForcedHighlightData
function VentilationArea:CreateHighlight(highlightType) return end

---@return VentilationAreaController
function VentilationArea:GetController() return end

---@return FocusForcedHighlightData
function VentilationArea:GetDefaultHighlight() return end

---@return VentilationAreaControllerPS
function VentilationArea:GetDevicePS() return end

---@param effectData AreaEffectData
---@return entEntity
function VentilationArea:GetDistractionControllerSource(effectData) return end

---@return entEntity[]
function VentilationArea:GetEntitiesInArea() return end

---@return gameObject
function VentilationArea:GetStimTarget() return end

function VentilationArea:PlayGameEffect() return end

function VentilationArea:StopGameEffect() return end

---@param toogle Bool
---@param id entEntityID
function VentilationArea:ToggleHighlightOnSingleTarget(toogle, id) return end

---@param toogle Bool
function VentilationArea:ToggleHighlightOnTargets(toogle) return end

---@class VentilationAreaController : MasterController
VentilationAreaController = {}

---@return VentilationAreaController
function VentilationAreaController.new() return end

---@param props table
---@return VentilationAreaController
function VentilationAreaController.new(props) return end

---@return VentilationAreaControllerPS
function VentilationAreaController:GetPS() return end

---@class VentilationAreaControllerPS : MasterControllerPS
---@field ventilationAreaSetup VentilationAreaSetup
---@field isActive Bool
VentilationAreaControllerPS = {}

---@return VentilationAreaControllerPS
function VentilationAreaControllerPS.new() return end

---@param props table
---@return VentilationAreaControllerPS
function VentilationAreaControllerPS.new(props) return end

---@return ActivateDevice
function VentilationAreaControllerPS:ActionActivateDevice() return end

function VentilationAreaControllerPS:ActivateEffectors() return end

---@return CName
function VentilationAreaControllerPS:GetActionName() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function VentilationAreaControllerPS:GetActions(context) return end

---@return ETrapEffects
function VentilationAreaControllerPS:GetAreaEffect() return end

---@return TweakDBID
function VentilationAreaControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function VentilationAreaControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return TweakDBID
function VentilationAreaControllerPS:GetInkWidgetTweakDBID(context) return end

---@return SThumbnailWidgetPackage
function VentilationAreaControllerPS:GetThumbnailWidget() return end

---@return Bool
function VentilationAreaControllerPS:IsAreaActive() return end

---@param evt ActivateDevice
---@return EntityNotificationType
function VentilationAreaControllerPS:OnActivateDevice(evt) return end

---@class VentilationAreaSetup
---@field areaEffect ETrapEffects
---@field actionName CName
VentilationAreaSetup = {}

---@return VentilationAreaSetup
function VentilationAreaSetup.new() return end

---@param props table
---@return VentilationAreaSetup
function VentilationAreaSetup.new(props) return end

---@class VentilationEffector : ActivatedDeviceTransfromAnim
---@field effectComponent entIPlacedComponent
VentilationEffector = {}

---@return VentilationEffector
function VentilationEffector.new() return end

---@param props table
---@return VentilationEffector
function VentilationEffector.new(props) return end

---@return Bool
function VentilationEffector:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function VentilationEffector:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function VentilationEffector:OnTakeControl(ri) return end

---@param evt ToggleEffect
---@return Bool
function VentilationEffector:OnToggleEffect(evt) return end

---@return EGameplayRole
function VentilationEffector:DeterminGameplayRole() return end

---@return VentilationEffectorController
function VentilationEffector:GetController() return end

---@return VentilationEffectorControllerPS
function VentilationEffector:GetDevicePS() return end

function VentilationEffector:PushPersistentData() return end

---@param state Bool
function VentilationEffector:SetEffects(state) return end

---@class VentilationEffectorController : ScriptableDeviceComponent
VentilationEffectorController = {}

---@return VentilationEffectorController
function VentilationEffectorController.new() return end

---@param props table
---@return VentilationEffectorController
function VentilationEffectorController.new(props) return end

---@return VentilationEffectorControllerPS
function VentilationEffectorController:GetPS() return end

---@class VentilationEffectorControllerPS : ActivatedDeviceControllerPS
VentilationEffectorControllerPS = {}

---@return VentilationEffectorControllerPS
function VentilationEffectorControllerPS.new() return end

---@param props table
---@return VentilationEffectorControllerPS
function VentilationEffectorControllerPS.new(props) return end

---@return ToggleEffect
function VentilationEffectorControllerPS:ActionToggleEffect() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function VentilationEffectorControllerPS:GetActions(context) return end

---@return TweakDBID
function VentilationEffectorControllerPS:GetBackgroundTextureTweakDBID() return end

---@return TweakDBID
function VentilationEffectorControllerPS:GetDeviceIconTweakDBID() return end

---@param evt ToggleEffect
---@return EntityNotificationType
function VentilationEffectorControllerPS:OnToggleEffect(evt) return end

---@class VeryHardLandDecisions : FailedLandingAbstractDecisions
VeryHardLandDecisions = {}

---@return VeryHardLandDecisions
function VeryHardLandDecisions.new() return end

---@param props table
---@return VeryHardLandDecisions
function VeryHardLandDecisions.new(props) return end

---@class VeryHardLandEvents : FailedLandingAbstractEvents
VeryHardLandEvents = {}

---@return VeryHardLandEvents
function VeryHardLandEvents.new() return end

---@param props table
---@return VeryHardLandEvents
function VeryHardLandEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VeryHardLandEvents:OnEnter(stateContext, scriptInterface) return end

---@class VideoCarouselController : inkWidgetLogicController
---@field videoTitleRef inkTextWidgetReference
---@field videoDescriptionRef inkTextWidgetReference
---@field videoWidgetRef inkVideoWidgetReference
---@field switchLeftArrow inkWidgetReference
---@field switchRightArrow inkWidgetReference
---@field switchDotIndicators inkWidgetReference[]
---@field videoWidget inkVideoWidget
---@field videoSwitchLeftArrow inkButtonController
---@field videoSwitchRightArrow inkButtonController
---@field videos VideoCarouselData[]
---@field currentVideo Int32
---@field isPaused Bool
VideoCarouselController = {}

---@return VideoCarouselController
function VideoCarouselController.new() return end

---@param props table
---@return VideoCarouselController
function VideoCarouselController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function VideoCarouselController:OnGlobalRelease(evt) return end

---@return Bool
function VideoCarouselController:OnInitialize() return end

---@return Bool
function VideoCarouselController:OnUninitialize() return end

---@param target inkVideoWidget
---@return Bool
function VideoCarouselController:OnVideoFinished(target) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
function VideoCarouselController:OnSwitchLeftArrowClicked(controller, oldState, newState) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
function VideoCarouselController:OnSwitchRightArrowClicked(controller, oldState, newState) return end

---@param pause Bool
function VideoCarouselController:PauseVideo(pause) return end

---@param videos VideoCarouselData[]
function VideoCarouselController:PopulateVideos(videos) return end

---@param index Int32
function VideoCarouselController:SetSwitchDotIndicators(index) return end

---@param option ECustomFilterDPadNavigationOption
function VideoCarouselController:SwapVideo(option) return end

---@class VideoCarouselData
---@field videoTitleKey CName
---@field videoDescriptionKey CName
---@field videoResPath redResourceReferenceScriptToken
VideoCarouselData = {}

---@return VideoCarouselData
function VideoCarouselData.new() return end

---@param props table
---@return VideoCarouselData
function VideoCarouselData.new(props) return end

---@class VignetteAreaSettings : IAreaSettings
---@field vignetteEnabled Bool
---@field vignetteRadius Float
---@field vignetteExp Float
---@field vignetteColor Color
VignetteAreaSettings = {}

---@return VignetteAreaSettings
function VignetteAreaSettings.new() return end

---@param props table
---@return VignetteAreaSettings
function VignetteAreaSettings.new(props) return end

---@class VirtualComponentBinder
VirtualComponentBinder = {}

---@return VirtualComponentBinder
function VirtualComponentBinder.new() return end

---@param props table
---@return VirtualComponentBinder
function VirtualComponentBinder.new(props) return end

---@param entityID entEntityID
---@param componentName CName|string
---@param psClassName CName|string
---@return gamePersistentState
function VirtualComponentBinder.Bind(entityID, componentName, psClassName) return end

---@class VirtualItem_TEMP : gameObject
---@field item String
---@field interaction gameinteractionsComponent
---@field mesh entPhysicalMeshComponent
---@field mesh1 entPhysicalMeshComponent
---@field mesh2 entPhysicalMeshComponent
---@field mesh3 entPhysicalMeshComponent
---@field mesh4 entPhysicalMeshComponent
VirtualItem_TEMP = {}

---@return VirtualItem_TEMP
function VirtualItem_TEMP.new() return end

---@param props table
---@return VirtualItem_TEMP
function VirtualItem_TEMP.new(props) return end

---@return Bool
function VirtualItem_TEMP:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function VirtualItem_TEMP:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function VirtualItem_TEMP:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function VirtualItem_TEMP:OnTakeControl(ri) return end

function VirtualItem_TEMP:HideVirtualItem() return end

---@param activator gameObject
function VirtualItem_TEMP:TransferItem(activator) return end

---@class VirtualMasterDevice : Device
VirtualMasterDevice = {}

---@return VirtualMasterDevice
function VirtualMasterDevice.new() return end

---@param props table
---@return VirtualMasterDevice
function VirtualMasterDevice.new(props) return end

---@class VirtualMasterDevicePS : ScriptableDeviceComponentPS
---@field owner IScriptable
---@field globalActions gamedeviceAction[]
---@field context gameGetActionsContext
---@field connectedDevices gameDeviceComponentPS[]
VirtualMasterDevicePS = {}

---@return VirtualMasterDevicePS
function VirtualMasterDevicePS.new() return end

---@param props table
---@return VirtualMasterDevicePS
function VirtualMasterDevicePS.new(props) return end

---@param devices gameDeviceComponentPS[]
---@param on Bool
function VirtualMasterDevicePS:DoCustomShit(devices, on) return end

---@param actions gamedeviceAction[]
function VirtualMasterDevicePS:GetGlobalActions(actions) return end

function VirtualMasterDevicePS:InitializeVirtualDevice() return end

---@class VirtualNestedListController : inkVirtualListController
---@field dataView VirtualNestedListDataView
---@field dataSource inkScriptableDataSourceWrapper
---@field classifier VirutalNestedListClassifier
---@field defaultCollapsed Bool
---@field toggledLevels Int32[]
VirtualNestedListController = {}

---@return VirtualNestedListController
function VirtualNestedListController.new() return end

---@param props table
---@return VirtualNestedListController
function VirtualNestedListController.new(props) return end

---@return Bool
function VirtualNestedListController:OnInitialize() return end

---@return Bool
function VirtualNestedListController:OnUninitialize() return end

function VirtualNestedListController:DisableSorting() return end

function VirtualNestedListController:EnableSorting() return end

---@return Int32
function VirtualNestedListController:GetDataSize() return end

---@return VirtualNestedListDataView
function VirtualNestedListController:GetDataView() return end

---@param index Uint32
---@return Variant
function VirtualNestedListController:GetItem(index) return end

---@return Int32[]
function VirtualNestedListController:GetToggledLevels() return end

---@param targetLevel Int32
---@return Bool
function VirtualNestedListController:IsLevelToggled(targetLevel) return end

---@return Bool
function VirtualNestedListController:IsSortingEnabled() return end

---@param data VirutalNestedListData[]
---@param keepToggledLevels Bool
---@param sortOnce Bool
function VirtualNestedListController:SetData(data, keepToggledLevels, sortOnce) return end

---@param targetLevel Int32
function VirtualNestedListController:ToggleLevel(targetLevel) return end

---@class VirtualNestedListDataView : inkScriptableDataViewWrapper
---@field compareBuilder CompareBuilder
---@field defaultCollapsed Bool
---@field toggledLevels Int32[]
VirtualNestedListDataView = {}

---@return VirtualNestedListDataView
function VirtualNestedListDataView.new() return end

---@param props table
---@return VirtualNestedListDataView
function VirtualNestedListDataView.new(props) return end

---@param data IScriptable
---@return Bool
function VirtualNestedListDataView:FilterItem(data) return end

---@param data VirutalNestedListData
---@return Bool
function VirtualNestedListDataView:FilterItems(data) return end

---@param compareBuilder CompareBuilder
---@param left VirutalNestedListData
---@param right VirutalNestedListData
function VirtualNestedListDataView:PreSortItems(compareBuilder, left, right) return end

---@param toggledLevels Int32[]
---@param defaultCollapsed Bool
function VirtualNestedListDataView:SetToggledLevels(toggledLevels, defaultCollapsed) return end

function VirtualNestedListDataView:Setup() return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function VirtualNestedListDataView:SortItem(left, right) return end

---@param compareBuilder CompareBuilder
---@param left VirutalNestedListData
---@param right VirutalNestedListData
function VirtualNestedListDataView:SortItems(compareBuilder, left, right) return end

---@class VirtualSystemPS : MasterControllerPS
---@field owner MasterControllerPS
---@field slaves gameDeviceComponentPS[]
---@field slavesCached Bool
VirtualSystemPS = {}

---@return VirtualSystemPS
function VirtualSystemPS.new() return end

---@param props table
---@return VirtualSystemPS
function VirtualSystemPS.new(props) return end

---@return ThumbnailUI
function VirtualSystemPS:ActionThumbnailUI() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function VirtualSystemPS:GetActions(context) return end

---@return String
function VirtualSystemPS:GetDeviceStatus() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function VirtualSystemPS:GetDeviceWidget(context) return end

---@param context gameGetActionsContext
---@param data SDeviceWidgetPackage[]
function VirtualSystemPS:GetDeviceWidget(context, data) return end

---@param context gameGetActionsContext
---@return TweakDBID
function VirtualSystemPS:GetInkWidgetTweakDBID(context) return end

---@param slaves gameDeviceComponentPS[]
---@param owner MasterControllerPS
function VirtualSystemPS:Initialize(slaves, owner) return end

---@param targetID gamePersistentID
---@return Bool
function VirtualSystemPS:IsPartOfSystem(targetID) return end

---@param target gameDeviceComponentPS
---@return Bool
function VirtualSystemPS:IsPartOfSystem(target) return end

---@param evt ToggleON
---@return EntityNotificationType
function VirtualSystemPS:OnToggleON(evt) return end

---@param action ScriptableDeviceAction
function VirtualSystemPS:SendActionToAllSlaves(action) return end

---@class VirutalNestedListClassifier : inkVirtualItemTemplateClassifierWrapper
VirutalNestedListClassifier = {}

---@return VirutalNestedListClassifier
function VirutalNestedListClassifier.new() return end

---@param props table
---@return VirutalNestedListClassifier
function VirutalNestedListClassifier.new(props) return end

---@param data Variant
---@return Uint32
function VirutalNestedListClassifier:ClassifyItem(data) return end

---@class VirutalNestedListData : IScriptable
---@field collapsable Bool
---@field isHeader Bool
---@field level Int32
---@field forceToTopWithinLevel Bool
---@field widgetType Uint32
---@field data IScriptable
VirutalNestedListData = {}

---@return VirutalNestedListData
function VirutalNestedListData.new() return end

---@param props table
---@return VirutalNestedListData
function VirutalNestedListData.new(props) return end

---@class VisibilitySimpleControllerBase : inkWidgetLogicController
---@field affectedWidgets CName[]
---@field isVisible Bool
---@field widget inkWidget
VisibilitySimpleControllerBase = {}

---@return VisibilitySimpleControllerBase
function VisibilitySimpleControllerBase.new() return end

---@param props table
---@return VisibilitySimpleControllerBase
function VisibilitySimpleControllerBase.new(props) return end

---@param e inkPointerEvent
---@return Bool
function VisibilitySimpleControllerBase:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function VisibilitySimpleControllerBase:OnHoverOver(e) return end

---@return Bool
function VisibilitySimpleControllerBase:OnInitialize() return end

---@return Bool
function VisibilitySimpleControllerBase:OnUninitialize() return end

function VisibilitySimpleControllerBase:Hide() return end

function VisibilitySimpleControllerBase:Show() return end

---@class VisibilityStatListener : gameScriptStatsListener
---@field owner gameObject
VisibilityStatListener = {}

---@return VisibilityStatListener
function VisibilityStatListener.new() return end

---@param props table
---@return VisibilityStatListener
function VisibilityStatListener.new(props) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function VisibilityStatListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class VisionContextDecisions : InputContextTransitionDecisions
---@field vehicleCallbackID redCallbackObject
---@field focusCallbackID redCallbackObject
---@field vehicleTransition Bool
---@field isFocusing Bool
---@field visionHoldPressed Bool
VisionContextDecisions = {}

---@return VisionContextDecisions
function VisionContextDecisions.new() return end

---@param props table
---@return VisionContextDecisions
function VisionContextDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function VisionContextDecisions:OnAction(action, consumer) return end

---@param value Int32
---@return Bool
function VisionContextDecisions:OnVehicleStateChanged(value) return end

---@param value Int32
---@return Bool
function VisionContextDecisions:OnVisionChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function VisionContextDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VisionContextDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function VisionContextDecisions:OnDetach(stateContext, scriptInterface) return end

function VisionContextDecisions:UpdateNeedsToBeChecked() return end

---@param value Int32
function VisionContextDecisions:UpdateVehicleStateValue(value) return end

---@param value Float
function VisionContextDecisions:UpdateVisionAction(value) return end

---@param value Int32
function VisionContextDecisions:UpdateVisionValue(value) return end

---@class VisualDisplayController : InventoryItemDisplayController
---@field equipped Bool
VisualDisplayController = {}

---@return VisualDisplayController
function VisualDisplayController.new() return end

---@param props table
---@return VisualDisplayController
function VisualDisplayController.new(props) return end

---@param equipmentArea gamedataEquipmentArea
---@param itemsAmount Int32
---@param inventoryItemData gameInventoryItemData
---@param slotIndex Int32
---@param displayContext gameItemDisplayContext
function VisualDisplayController:BindVisualSlot(equipmentArea, itemsAmount, inventoryItemData, slotIndex, displayContext) return end

---@param inventoryItemData gameInventoryItemData
---@param itemsAmount Int32
---@param equipped Bool
function VisualDisplayController:InvalidateVisualContent(inventoryItemData, itemsAmount, equipped) return end

---@param inventoryItemData gameInventoryItemData
---@param itemsAmount Int32
---@param equipped Bool
function VisualDisplayController:OnVisualUpdate(inventoryItemData, itemsAmount, equipped) return end

function VisualDisplayController:RefreshUI() return end

---@param visible Bool
function VisualDisplayController:SetIconsVisible(visible) return end

---@return Bool
function VisualDisplayController:ShouldShowEquipped() return end

---@class VisualTagsPrereq : gameIScriptablePrereq
---@field allowedTags CName[]
---@field invert Bool
VisualTagsPrereq = {}

---@return VisualTagsPrereq
function VisualTagsPrereq.new() return end

---@param props table
---@return VisualTagsPrereq
function VisualTagsPrereq.new(props) return end

---@param recordID TweakDBID|string
function VisualTagsPrereq:Initialize(recordID) return end

---@param context IScriptable
---@return Bool
function VisualTagsPrereq:IsFulfilled(context) return end

---@param state gamePrereqState
---@param context IScriptable
function VisualTagsPrereq:OnApplied(state, context) return end

---@class VisualTooltipController : ItemTooltipCommonController
VisualTooltipController = {}

---@return VisualTooltipController
function VisualTooltipController.new() return end

---@param props table
---@return VisualTooltipController
function VisualTooltipController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function VisualTooltipController:OnTransmogModuleSpawned(widget, userData) return end

function VisualTooltipController:UpdateLayout() return end

function VisualTooltipController:UpdateTransmogModule() return end

---@class VoiceOverQuickHackFeedbackEvent : redEvent
---@field voName CName
---@field owner gameObject
VoiceOverQuickHackFeedbackEvent = {}

---@return VoiceOverQuickHackFeedbackEvent
function VoiceOverQuickHackFeedbackEvent.new() return end

---@param props table
---@return VoiceOverQuickHackFeedbackEvent
function VoiceOverQuickHackFeedbackEvent.new(props) return end

---@class VolCloudsCustomData : ICameraStorageCustomData
VolCloudsCustomData = {}

---@return VolCloudsCustomData
function VolCloudsCustomData.new() return end

---@param props table
---@return VolCloudsCustomData
function VolCloudsCustomData.new(props) return end

---@class VolFogCustomData : ICameraStorageCustomData
VolFogCustomData = {}

---@return VolFogCustomData
function VolFogCustomData.new() return end

---@param props table
---@return VolFogCustomData
function VolFogCustomData.new(props) return end

---@class VolumetricFogAreaSettings : IAreaSettings
---@field albedo curveData
---@field range curveData
---@field fogHeight curveData
---@field fogHeightFalloff curveData
---@field fogHeightMaxCut curveData
---@field density curveData
---@field absorption curveData
---@field ambientScale curveData
---@field localAmbientScale curveData
---@field globalLightScale curveData
---@field globalLightAnisotropy curveData
---@field globalLightAnisotropyBase curveData
---@field globalLightAnisotropyScale curveData
---@field localLightRange curveData
---@field localLightScale curveData
---@field distantAlbedo curveData
---@field distantGlobalLightScale curveData
---@field distantGroundIrradiance curveData
---@field distantGroundSaturation curveData
---@field distantSkyIrradiance curveData
---@field distantShadowAmbientDarkening curveData
VolumetricFogAreaSettings = {}

---@return VolumetricFogAreaSettings
function VolumetricFogAreaSettings.new() return end

---@param props table
---@return VolumetricFogAreaSettings
function VolumetricFogAreaSettings.new(props) return end

---@class Vulnerability
---@field vulnerabilityName CName
---@field icon TweakDBID
---@field isActive Bool
Vulnerability = {}

---@return Vulnerability
function Vulnerability.new() return end

---@param props table
---@return Vulnerability
function Vulnerability.new(props) return end

---@class VulnerabilityUserData : IScriptable
---@field vulnerabilityName CName
---@field icon TweakDBID
---@field isActive Bool
---@field asyncSpawnRequest inkAsyncSpawnRequest
VulnerabilityUserData = {}

---@return VulnerabilityUserData
function VulnerabilityUserData.new() return end

---@param props table
---@return VulnerabilityUserData
function VulnerabilityUserData.new(props) return end

---@class WaitBeforeExiting : AIVehicleTaskAbstract
WaitBeforeExiting = {}

---@return WaitBeforeExiting
function WaitBeforeExiting.new() return end

---@param props table
---@return WaitBeforeExiting
function WaitBeforeExiting.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function WaitBeforeExiting:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function WaitBeforeExiting:Update(context) return end

---@class WaitForEquipDecisions : UpperBodyTransition
WaitForEquipDecisions = {}

---@return WaitForEquipDecisions
function WaitForEquipDecisions.new() return end

---@param props table
---@return WaitForEquipDecisions
function WaitForEquipDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WaitForEquipDecisions:ToEmptyHands(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WaitForEquipDecisions:ToSingleWield(stateContext, scriptInterface) return end

---@class WaitForEquipEvents : UpperBodyEventsTransition
WaitForEquipEvents = {}

---@return WaitForEquipEvents
function WaitForEquipEvents.new() return end

---@param props table
---@return WaitForEquipEvents
function WaitForEquipEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WaitForEquipEvents:OnEnter(stateContext, scriptInterface) return end

---@class WaitForPassengersToSpawnEvent : redEvent
WaitForPassengersToSpawnEvent = {}

---@return WaitForPassengersToSpawnEvent
function WaitForPassengersToSpawnEvent.new() return end

---@param props table
---@return WaitForPassengersToSpawnEvent
function WaitForPassengersToSpawnEvent.new(props) return end

---@class WaitIfEnteringOrLeavingCover : AIbehaviortaskScript
WaitIfEnteringOrLeavingCover = {}

---@return WaitIfEnteringOrLeavingCover
function WaitIfEnteringOrLeavingCover.new() return end

---@param props table
---@return WaitIfEnteringOrLeavingCover
function WaitIfEnteringOrLeavingCover.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function WaitIfEnteringOrLeavingCover:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function WaitIfEnteringOrLeavingCover:Update(context) return end

---@class WaitingForSceneDecisions : VehicleTransition
WaitingForSceneDecisions = {}

---@return WaitingForSceneDecisions
function WaitingForSceneDecisions.new() return end

---@param props table
---@return WaitingForSceneDecisions
function WaitingForSceneDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WaitingForSceneDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WaitingForSceneDecisions:ToEntering(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WaitingForSceneDecisions:ToExit(stateContext, scriptInterface) return end

---@class WaitingForSceneEvents : VehicleTransition
WaitingForSceneEvents = {}

---@return WaitingForSceneEvents
function WaitingForSceneEvents.new() return end

---@param props table
---@return WaitingForSceneEvents
function WaitingForSceneEvents.new(props) return end

---@class WakeUpFromRestartEvent : redEvent
WakeUpFromRestartEvent = {}

---@return WakeUpFromRestartEvent
function WakeUpFromRestartEvent.new() return end

---@param props table
---@return WakeUpFromRestartEvent
function WakeUpFromRestartEvent.new(props) return end

---@class WallCollisionHelpers : IScriptable
WallCollisionHelpers = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@param playerPosition Vector4
---@param up Vector4
---@param capsuleRadius Float
---@return Bool, physicsControllerHit
function WallCollisionHelpers.GetWallCollision(scriptInterface, playerPosition, up, capsuleRadius) return end

---@class WallScreen : TV
---@field movementPattern SMovementPattern
---@field factOnFullyOpened CName
---@field objectMover ObjectMoverComponent
WallScreen = {}

---@return WallScreen
function WallScreen.new() return end

---@param props table
---@return WallScreen
function WallScreen.new(props) return end

---@param movementStatus ObjectMoverStatus
---@return Bool
function WallScreen:OnMovementFinished(movementStatus) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WallScreen:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WallScreen:OnTakeControl(ri) return end

---@param evt ToggleShow
---@return Bool
function WallScreen:OnToggleSecureShow(evt) return end

---@return WallScreenController
function WallScreen:GetController() return end

---@return WallScreenControllerPS
function WallScreen:GetDevicePS() return end

function WallScreen:Move() return end

function WallScreen:MoveBack() return end

---@class WallScreenController : TVController
WallScreenController = {}

---@return WallScreenController
function WallScreenController.new() return end

---@param props table
---@return WallScreenController
function WallScreenController.new(props) return end

---@return WallScreenControllerPS
function WallScreenController:GetPS() return end

---@class WallScreenControllerPS : TVControllerPS
---@field isShown Bool
WallScreenControllerPS = {}

---@return WallScreenControllerPS
function WallScreenControllerPS.new() return end

---@param props table
---@return WallScreenControllerPS
function WallScreenControllerPS.new(props) return end

---@return Bool
function WallScreenControllerPS:OnInstantiated() return end

---@return ToggleShow
function WallScreenControllerPS:ActionToggleShow() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function WallScreenControllerPS:GetActions(context) return end

---@return String
function WallScreenControllerPS:GetDeviceIconPath() return end

function WallScreenControllerPS:Initialize() return end

---@return Bool
function WallScreenControllerPS:IsShown() return end

---@param evt ToggleShow
---@return EntityNotificationType
function WallScreenControllerPS:OnToggleShow(evt) return end

---@class WantedBarGameController : gameuiHUDGameController
---@field starsWidget inkWidgetReference[]
---@field wantedBlackboard gameIBlackboard
---@field wantedBlackboardDef UI_WantedBarDef
---@field wantedDataCallbackID redCallbackObject
---@field wantedStateCallbackID redCallbackObject
---@field wantedZoneCallbackID redCallbackObject
---@field introAnimProxy inkanimProxy
---@field bountyStarAnimProxy inkanimProxy[]
---@field bountyAnimProxy inkanimProxy
---@field animOptionsLoop inkanimPlaybackOptions
---@field currentState Int32
---@field numOfStar Int32
---@field wantedLevel Int32
---@field rootWidget inkWidget
---@field isDogtown Bool
---@field WANTED_TIER_1 Float
---@field WANTED_MIN Float
WantedBarGameController = {}

---@return WantedBarGameController
function WantedBarGameController.new() return end

---@param props table
---@return WantedBarGameController
function WantedBarGameController.new(props) return end

---@return Bool
function WantedBarGameController:OnInitialize() return end

---@return Bool
function WantedBarGameController:OnUninitialize() return end

---@param animationProxy inkanimProxy
---@return Bool
function WantedBarGameController:OnWantedBarHidden(animationProxy) return end

---@param animationProxy inkanimProxy
---@return Bool
function WantedBarGameController:OnWantedBarIntro(animationProxy) return end

---@param value Int32
---@return Bool
function WantedBarGameController:OnWantedDataChange(value) return end

---@param value CName|string
---@return Bool
function WantedBarGameController:OnWantedStateChange(value) return end

function WantedBarGameController:FlashAndHide() return end

function WantedBarGameController:StopBountyAnims() return end

---@param newWantedLevel Int32
function WantedBarGameController:UpdateWantedBar(newWantedLevel) return end

---@class Wardrobe : InteractiveDevice
Wardrobe = {}

---@return Wardrobe
function Wardrobe.new() return end

---@param props table
---@return Wardrobe
function Wardrobe.new(props) return end

---@return Bool
function Wardrobe:OnGameAttached() return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function Wardrobe:OnInteractionActivated(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Wardrobe:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Wardrobe:OnTakeControl(ri) return end

---@return EGameplayRole
function Wardrobe:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function Wardrobe:DeterminGameplayRoleMappinVisuaState(data) return end

---@return WardrobeController
function Wardrobe:GetController() return end

---@return WardrobeControllerPS
function Wardrobe:GetDevicePS() return end

---@return Bool
function Wardrobe:IsWardrobe() return end

function Wardrobe:ResolveGameplayState() return end

function Wardrobe:RestoreDeviceState() return end

---@class WardrobeController : ScriptableDeviceComponent
WardrobeController = {}

---@return WardrobeController
function WardrobeController.new() return end

---@param props table
---@return WardrobeController
function WardrobeController.new(props) return end

---@return WardrobeControllerPS
function WardrobeController:GetPS() return end

---@class WardrobeControllerPS : ScriptableDeviceComponentPS
---@field clothingSets gameClothingSet[]
---@field hasInteraction Bool
WardrobeControllerPS = {}

---@return WardrobeControllerPS
function WardrobeControllerPS.new() return end

---@param props table
---@return WardrobeControllerPS
function WardrobeControllerPS.new(props) return end

---@param executor gameObject
---@return OpenWardrobeUI
function WardrobeControllerPS:ActionOpenWardrobeUI(executor) return end

function WardrobeControllerPS:FirstInit() return end

function WardrobeControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function WardrobeControllerPS:GetActions(context) return end

---@return Bool
function WardrobeControllerPS:HasInteraction() return end

function WardrobeControllerPS:InitializeWardrobeFromStash() return end

function WardrobeControllerPS:LogicReady() return end

---@param evt OpenWardrobeUI
---@return EntityNotificationType
function WardrobeControllerPS:OnOpenWardrobeUI(evt) return end

---@class WardrobeItemGridView : CommonItemsGridView
WardrobeItemGridView = {}

---@return WardrobeItemGridView
function WardrobeItemGridView.new() return end

---@param props table
---@return WardrobeItemGridView
function WardrobeItemGridView.new(props) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function WardrobeItemGridView:SortItem(left, right) return end

---@class WardrobeOutfitInfoTooltipController : AGenericTooltipController
---@field videoWidget inkVideoWidgetReference
WardrobeOutfitInfoTooltipController = {}

---@return WardrobeOutfitInfoTooltipController
function WardrobeOutfitInfoTooltipController.new() return end

---@param props table
---@return WardrobeOutfitInfoTooltipController
function WardrobeOutfitInfoTooltipController.new(props) return end

---@param tooltipData ATooltipData
function WardrobeOutfitInfoTooltipController:SetData(tooltipData) return end

---@class WardrobeOutfitSlotClickedEvent : redEvent
---@field index Int32
---@field equipped Bool
WardrobeOutfitSlotClickedEvent = {}

---@return WardrobeOutfitSlotClickedEvent
function WardrobeOutfitSlotClickedEvent.new() return end

---@param props table
---@return WardrobeOutfitSlotClickedEvent
function WardrobeOutfitSlotClickedEvent.new(props) return end

---@class WardrobeOutfitSlotController : inkWidgetLogicController
---@field slotNumberText inkTextWidgetReference
---@field newSetIndicator inkWidgetReference
---@field index Int32
---@field hovered Bool
---@field active Bool
---@field equipped Bool
---@field isNew Bool
WardrobeOutfitSlotController = {}

---@return WardrobeOutfitSlotController
function WardrobeOutfitSlotController.new() return end

---@param props table
---@return WardrobeOutfitSlotController
function WardrobeOutfitSlotController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function WardrobeOutfitSlotController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function WardrobeOutfitSlotController:OnHoverOver(e) return end

---@return Bool
function WardrobeOutfitSlotController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function WardrobeOutfitSlotController:OnRelease(e) return end

---@return Int32
function WardrobeOutfitSlotController:GetIndex() return end

---@return Bool
function WardrobeOutfitSlotController:IsNew() return end

---@param isNew Bool
function WardrobeOutfitSlotController:SetIsNew(isNew) return end

---@param index Int32
---@param active Bool
---@param equipped Bool
---@param isNew Bool
function WardrobeOutfitSlotController:Setup(index, active, equipped, isNew) return end

---@param active Bool
---@param equipped Bool
function WardrobeOutfitSlotController:Update(active, equipped) return end

function WardrobeOutfitSlotController:UpdateState() return end

---@class WardrobeOutfitSlotHoverOutEvent : redEvent
WardrobeOutfitSlotHoverOutEvent = {}

---@return WardrobeOutfitSlotHoverOutEvent
function WardrobeOutfitSlotHoverOutEvent.new() return end

---@param props table
---@return WardrobeOutfitSlotHoverOutEvent
function WardrobeOutfitSlotHoverOutEvent.new(props) return end

---@class WardrobeOutfitSlotHoverOverEvent : redEvent
---@field evt inkPointerEvent
---@field controller WardrobeOutfitSlotController
WardrobeOutfitSlotHoverOverEvent = {}

---@return WardrobeOutfitSlotHoverOverEvent
function WardrobeOutfitSlotHoverOverEvent.new() return end

---@param props table
---@return WardrobeOutfitSlotHoverOverEvent
function WardrobeOutfitSlotHoverOverEvent.new(props) return end

---@class WardrobeSetEditorUIController : inkWidgetLogicController
---@field itemsGridWidget inkWidgetReference
---@field itemGridText inkTextWidgetReference
---@field sortingDropdown inkWidgetReference
---@field sortingButton inkWidgetReference
---@field hideFaceButton inkWidgetReference
---@field hideHeadButton inkWidgetReference
---@field emptyGridText inkWidgetReference
---@field wearButton inkWidgetReference
---@field takeOffButton inkWidgetReference
---@field resetButton inkWidgetReference
---@field itemGridClassifier ItemModeGridClassifier
---@field itemGridDataView WardrobeItemGridView
---@field itemGridDataSource inkScriptableDataSourceWrapper
---@field tooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field player PlayerPuppet
---@field InventoryManager InventoryDataManagerV2
---@field uiScriptableSystem UIScriptableSystem
---@field equipmentSystem EquipmentSystem
---@field wardrobeSystem gameWardrobeSystem
---@field equipmentAreaCategoryEventQueue EquipmentAreaCategoryCreated[]
---@field equipmentAreaCategories EquipmentAreaCategory[]
---@field itemsPositionProvider ItemPositionProvider
---@field comparisonResolver ItemPreferredComparisonResolver
---@field wardrobeGameController WardrobeUIGameController
---@field areaSlotControllers InventoryItemDisplayController[]
---@field hiddenEquipmentAreas gamedataEquipmentArea[]
---@field currentEquipmentArea gamedataEquipmentArea
---@field currentSet gameClothingSet
---@field setButtonController ClothingSetController
---@field previewController gameuiWardrobeSetPreviewGameController
---@field delaySystem gameDelaySystem
---@field delayedTimeoutCallbackId gameDelayID
---@field timeoutPeroid Float
---@field displayContextData ItemDisplayContextData
WardrobeSetEditorUIController = {}

---@return WardrobeSetEditorUIController
function WardrobeSetEditorUIController.new() return end

---@param props table
---@return WardrobeSetEditorUIController
function WardrobeSetEditorUIController.new(props) return end

---@param evt DropdownItemClickedEvent
---@return Bool
function WardrobeSetEditorUIController:OnDropdownItemClickedEvent(evt) return end

---@param e EquipmentAreaCategoryCreated
---@return Bool
function WardrobeSetEditorUIController:OnEquipmentAreaCategoryCreated(e) return end

---@param evt ItemDisplayClickEvent
---@return Bool
function WardrobeSetEditorUIController:OnEquipmentClick(evt) return end

---@param evt ItemDisplayHoverOutEvent
---@return Bool
function WardrobeSetEditorUIController:OnEquipmentHoverOut(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function WardrobeSetEditorUIController:OnEquipmentkHoverOver(evt) return end

---@param evt RegisterPreviewControllerEvent
---@return Bool
function WardrobeSetEditorUIController:OnRegisterPreviewControllerEvent(evt) return end

---@param evt inkPointerEvent
---@return Bool
function WardrobeSetEditorUIController:OnResetButtonClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function WardrobeSetEditorUIController:OnSortingButtonClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function WardrobeSetEditorUIController:OnTakeOffButtonClicked(evt) return end

---@return Bool
function WardrobeSetEditorUIController:OnUninitialize() return end

---@param evt inkPointerEvent
---@return Bool
function WardrobeSetEditorUIController:OnWearButtonClicked(evt) return end

function WardrobeSetEditorUIController:EquipCurrentSetVisuals() return end

---@param equipmentArea gamedataEquipmentArea
---@param inventoryItemData gameInventoryItemData
function WardrobeSetEditorUIController:EquipItem(equipmentArea, inventoryItemData) return end

---@param set gameClothingSet
function WardrobeSetEditorUIController:EquipSetVisuals(set) return end

---@param equipmentArea gamedataEquipmentArea
---@return InventoryItemDisplayController
function WardrobeSetEditorUIController:GetItemDisplayByEquipmentArea(equipmentArea) return end

---@param area gamedataEquipmentArea
---@return ItemID
function WardrobeSetEditorUIController:GetItemInSlot(area) return end

---@return gameuiWardrobeSetPreviewGameController
function WardrobeSetEditorUIController:GetPreviewController() return end

---@param player PlayerPuppet
---@param tooltipsManager gameuiTooltipsManager
---@param buttonHintsController ButtonHints
---@param gameController WardrobeUIGameController
function WardrobeSetEditorUIController:Initialize(player, tooltipsManager, buttonHintsController, gameController) return end

---@param setButtonController ClothingSetController
function WardrobeSetEditorUIController:OpenSet(setButtonController) return end

---@param targetRoot inkCompoundWidget
---@param container EquipmentAreaDisplays
---@param numberOfSlots Int32
---@param equipmentAreas gamedataEquipmentArea[]
function WardrobeSetEditorUIController:PopulateArea(targetRoot, container, numberOfSlots, equipmentAreas) return end

function WardrobeSetEditorUIController:ProcessHiddenSlots() return end

function WardrobeSetEditorUIController:SaveSet() return end

function WardrobeSetEditorUIController:SendVisualEquipRequest() return end

---@param slotConstroller InventoryItemDisplayController
---@param isCovered Bool
function WardrobeSetEditorUIController:SetAreaSlotCovered(slotConstroller, isCovered) return end

---@param equipmentArea gamedataEquipmentArea
function WardrobeSetEditorUIController:SetAreaSlotHighlights(equipmentArea) return end

function WardrobeSetEditorUIController:SetButtonHintsHoverOut() return end

---@param display InventoryItemDisplayController
function WardrobeSetEditorUIController:SetButtonHintsHoverOver(display) return end

function WardrobeSetEditorUIController:SetupControlButtons() return end

function WardrobeSetEditorUIController:SetupDropdown() return end

---@param equipmentArea gamedataEquipmentArea
function WardrobeSetEditorUIController:UnequipItem(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
function WardrobeSetEditorUIController:UpdateAvailableItems(equipmentArea) return end

function WardrobeSetEditorUIController:UpdateButtonVisibility() return end

---@param itemDisplay InventoryItemDisplayController
---@param equipmentArea gamedataEquipmentArea
---@param inventoryItemData gameInventoryItemData
function WardrobeSetEditorUIController:UpdateEquipementSlot(itemDisplay, equipmentArea, inventoryItemData) return end

---@param tag CName|string
---@return gamedataEquipmentArea
function WardrobeSetEditorUIController:VisualTagToEquipmentArea(tag) return end

---@class WardrobeSetEditorUIDelayCallback : gameDelaySystemScriptedDelayCallbackWrapper
---@field owner WardrobeSetEditorUIController
WardrobeSetEditorUIDelayCallback = {}

---@return WardrobeSetEditorUIDelayCallback
function WardrobeSetEditorUIDelayCallback.new() return end

---@param props table
---@return WardrobeSetEditorUIDelayCallback
function WardrobeSetEditorUIDelayCallback.new(props) return end

function WardrobeSetEditorUIDelayCallback:Call() return end

---@class WardrobeUIGameController : gameuiMenuGameController
---@field tooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field setEditorWidget inkWidgetReference
---@field setGridWidget inkCompoundWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field player PlayerPuppet
---@field equipmentSystem EquipmentSystem
---@field setEditorController WardrobeSetEditorUIController
---@field isMainScreen Bool
---@field tooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field sets gameClothingSet[]
---@field currentSetController ClothingSetController
---@field maxSetsAmount Int32
---@field setControllers ClothingSetController[]
---@field confirmationRequestToken inkGameNotificationToken
---@field deletedSetController ClothingSetController
---@field introAnimProxy inkanimProxy
---@field outroAnimProxy inkanimProxy
---@field introFinished Bool
---@field finalEquippedSet gameWardrobeClothingSetIndex
---@field equipmentBlackboard gameIBlackboard
---@field equipmentInProgressCallback redCallbackObject
WardrobeUIGameController = {}

---@return WardrobeUIGameController
function WardrobeUIGameController.new() return end

---@param props table
---@return WardrobeUIGameController
function WardrobeUIGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function WardrobeUIGameController:OnBack(userData) return end

---@param proxy inkanimProxy
---@return Bool
function WardrobeUIGameController:OnCloseAnimationFinished(proxy) return end

---@param data inkGameNotificationData
---@return Bool
function WardrobeUIGameController:OnDeleteSetConfirmationResults(data) return end

---@param inProgress Bool
---@return Bool
function WardrobeUIGameController:OnEquipmentInProgress(inProgress) return end

---@param data inkGameNotificationData
---@return Bool
function WardrobeUIGameController:OnExitConfirmationResults(data) return end

---@return Bool
function WardrobeUIGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function WardrobeUIGameController:OnIntroAnimationFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function WardrobeUIGameController:OnSetClick(e) return end

---@param e inkPointerEvent
---@return Bool
function WardrobeUIGameController:OnSetHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function WardrobeUIGameController:OnSetHoverOver(e) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function WardrobeUIGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function WardrobeUIGameController:OnSetUserData(userData) return end

---@return Bool
function WardrobeUIGameController:OnUninitialize() return end

---@param setController ClothingSetController
function WardrobeUIGameController:AddButtonHints(setController) return end

function WardrobeUIGameController:CloseWardrobe() return end

---@param setID gameWardrobeClothingSetIndex
function WardrobeUIGameController:DeleteSet(setID) return end

---@param setID gameWardrobeClothingSetIndex
function WardrobeUIGameController:EquipSet(setID) return end

function WardrobeUIGameController:FinalizeTransmog() return end

function WardrobeUIGameController:InitSetPanel() return end

function WardrobeUIGameController:PlayIdleLoopAnimation() return end

function WardrobeUIGameController:PlayIntroAnimation() return end

---@param widgetName CName|string
---@param eventName CName|string
---@param actionKey CName|string
function WardrobeUIGameController:PlayWardrobeSound(widgetName, eventName, actionKey) return end

---@param condition gamedataUICondition
---@return Bool
function WardrobeUIGameController:ReadUICondition(condition) return end

function WardrobeUIGameController:RemoveButtonHints() return end

---@param setID gameWardrobeClothingSetIndex
function WardrobeUIGameController:ResetSet(setID) return end

---@param setController ClothingSetController
function WardrobeUIGameController:SelectSlot(setController) return end

function WardrobeUIGameController:SendDeleteRequests() return end

---@param currentSet gameWardrobeClothingSetIndex
function WardrobeUIGameController:SetEquippedState(currentSet) return end

---@param enable Bool
function WardrobeUIGameController:SetTimeDilatation(enable) return end

function WardrobeUIGameController:UnequipSet() return end

---@class WardrobeUserData : inkUserData
WardrobeUserData = {}

---@return WardrobeUserData
function WardrobeUserData.new() return end

---@param props table
---@return WardrobeUserData
function WardrobeUserData.new(props) return end

---@class WardrobeWrappedInventoryItemData : WrappedInventoryItemData
---@field AppearanceName String
WardrobeWrappedInventoryItemData = {}

---@return WardrobeWrappedInventoryItemData
function WardrobeWrappedInventoryItemData.new() return end

---@param props table
---@return WardrobeWrappedInventoryItemData
function WardrobeWrappedInventoryItemData.new(props) return end

---@class WarningMessageGameController : gameuiHUDGameController
---@field root inkWidget
---@field mainTextWidget inkTextWidgetReference
---@field attencionIcon inkWidgetReference
---@field neutralIcon inkWidgetReference
---@field vehicleIcon inkWidgetReference
---@field apartmentIcon inkWidgetReference
---@field relicIcon inkWidgetReference
---@field moneyIcon inkWidgetReference
---@field blackboard gameIBlackboard
---@field blackboardDef UI_NotificationsDef
---@field warningMessageCallbackId redCallbackObject
---@field simpleMessage gameSimpleScreenMessage
---@field blinkingAnim inkanimDefinition
---@field showAnim inkanimDefinition
---@field hideAnim inkanimDefinition
---@field animProxyShow inkanimProxy
---@field animProxyHide inkanimProxy
---@field animProxyTimeout inkanimProxy
WarningMessageGameController = {}

---@return WarningMessageGameController
function WarningMessageGameController.new() return end

---@param props table
---@return WarningMessageGameController
function WarningMessageGameController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function WarningMessageGameController:OnBlinkAnimation(anim) return end

---@param anim inkanimProxy
---@return Bool
function WarningMessageGameController:OnHidden(anim) return end

---@return Bool
function WarningMessageGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function WarningMessageGameController:OnShown(anim) return end

---@param anim inkanimProxy
---@return Bool
function WarningMessageGameController:OnTimeout(anim) return end

---@return Bool
function WarningMessageGameController:OnUnitialize() return end

---@param value Variant
---@return Bool
function WarningMessageGameController:OnWarningMessageUpdate(value) return end

function WarningMessageGameController:CreateAnimations() return end

function WarningMessageGameController:HandleByLocalizationKey() return end

---@param value Float
function WarningMessageGameController:SetTimeout(value) return end

function WarningMessageGameController:TriggerBlinkAnimation() return end

function WarningMessageGameController:UpdateApartmentType() return end

function WarningMessageGameController:UpdateDefaultType() return end

function WarningMessageGameController:UpdateMoneyType() return end

function WarningMessageGameController:UpdateNeutralType() return end

function WarningMessageGameController:UpdateRelicType() return end

function WarningMessageGameController:UpdateVehicleType() return end

function WarningMessageGameController:UpdateWidgets() return end

---@class WasNPCForcedToJoinCrowd : AIbehaviorconditionScript
WasNPCForcedToJoinCrowd = {}

---@return WasNPCForcedToJoinCrowd
function WasNPCForcedToJoinCrowd.new() return end

---@param props table
---@return WasNPCForcedToJoinCrowd
function WasNPCForcedToJoinCrowd.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorConditionOutcomes
function WasNPCForcedToJoinCrowd:Check(context) return end

---@class WaterAreaSettings : IAreaSettings
---@field blurMin Float
---@field blurMax Float
---@field blurExponent Float
---@field depth Float
---@field density Float
---@field lightAbsorptionColor HDRColor
---@field lightDecayColor HDRColor
---@field globalWaterMask CBitmapTexture
---@field windDir curveData
---@field windSpeed curveData
---@field windScale curveData
---@field amplitude curveData
---@field lambda curveData
WaterAreaSettings = {}

---@return WaterAreaSettings
function WaterAreaSettings.new() return end

---@param props table
---@return WaterAreaSettings
function WaterAreaSettings.new(props) return end

---@class WaterCustomData : ICameraStorageCustomData
WaterCustomData = {}

---@return WaterCustomData
function WaterCustomData.new() return end

---@param props table
---@return WaterCustomData
function WaterCustomData.new(props) return end

---@class WeakFence : InteractiveDevice
---@field impulseForce Float
---@field impulseVector Vector4
---@field sideTriggerNames CName[]
---@field triggerComponents gameStaticTriggerAreaComponent[]
---@field currentWorkspotSuffix CName
---@field offMeshConnectionComponent AIOffMeshConnectionComponent
---@field physicalMesh entIPlacedComponent
WeakFence = {}

---@return WeakFence
function WeakFence.new() return end

---@param props table
---@return WeakFence
function WeakFence.new(props) return end

---@param evt ActionEngineering
---@return Bool
function WeakFence:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return Bool
function WeakFence:OnActivateDevice(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WeakFence:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WeakFence:OnTakeControl(ri) return end

---@param componentName CName|string
---@return Bool
function WeakFence:OnWorkspotFinished(componentName) return end

function WeakFence:CheckCurrentSide() return end

---@return EGameplayRole
function WeakFence:DeterminGameplayRole() return end

function WeakFence:DisableOffMeshConnections() return end

function WeakFence:EnableOffMeshConnections() return end

---@return WeakFenceController
function WeakFence:GetController() return end

---@return WeakFenceControllerPS
function WeakFence:GetDevicePS() return end

function WeakFence:PlayWorkspotAnimations() return end

function WeakFence:ResolveGameplayState() return end

function WeakFence:UpdateAnimState() return end

---@class WeakFenceController : ScriptableDeviceComponent
WeakFenceController = {}

---@return WeakFenceController
function WeakFenceController.new() return end

---@param props table
---@return WeakFenceController
function WeakFenceController.new(props) return end

---@return WeakFenceControllerPS
function WeakFenceController:GetPS() return end

---@class WeakFenceControllerPS : ScriptableDeviceComponentPS
---@field weakfenceSkillChecks EngDemoContainer
---@field weakFenceSetup WeakFenceSetup
WeakFenceControllerPS = {}

---@return WeakFenceControllerPS
function WeakFenceControllerPS.new() return end

---@param props table
---@return WeakFenceControllerPS
function WeakFenceControllerPS.new(props) return end

---@param interactionName String
---@return ActivateDevice
function WeakFenceControllerPS:ActionActivateDevice(interactionName) return end

---@param context gameGetActionsContext
---@return ActionEngineering
function WeakFenceControllerPS:ActionEngineering(context) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function WeakFenceControllerPS:GetActions(context) return end

---@return BaseSkillCheckContainer
function WeakFenceControllerPS:GetSkillCheckContainerForSetup() return end

---@param evt ActionEngineering
---@return EntityNotificationType
function WeakFenceControllerPS:OnActionEngineering(evt) return end

---@param evt ActivateDevice
---@return EntityNotificationType
function WeakFenceControllerPS:OnActivateDevice(evt) return end

---@class WeakFenceSetup
---@field hasGenericInteraction Bool
WeakFenceSetup = {}

---@return WeakFenceSetup
function WeakFenceSetup.new() return end

---@param props table
---@return WeakFenceSetup
function WeakFenceSetup.new(props) return end

---@class WeakspotHealthChangeListener : gameCustomValueStatPoolsListener
---@field self gameObject
---@field statPoolType gamedataStatPoolType
---@field statPoolSystem gameStatPoolsSystem
WeakspotHealthChangeListener = {}

---@return WeakspotHealthChangeListener
function WeakspotHealthChangeListener.new() return end

---@param props table
---@return WeakspotHealthChangeListener
function WeakspotHealthChangeListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function WeakspotHealthChangeListener:CheckProgressiveEffect(oldValue, newValue, percToPoints) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function WeakspotHealthChangeListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class WeakspotOnDestroyEffector : gameEffector
WeakspotOnDestroyEffector = {}

---@return WeakspotOnDestroyEffector
function WeakspotOnDestroyEffector.new() return end

---@param props table
---@return WeakspotOnDestroyEffector
function WeakspotOnDestroyEffector.new(props) return end

---@param owner gameObject
function WeakspotOnDestroyEffector:ActionOff(owner) return end

---@param owner gameObject
function WeakspotOnDestroyEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function WeakspotOnDestroyEffector:Initialize(record, parentRecord) return end

---@class WeakspotOnDestroyEvent : redEvent
---@field weakspotRecordData WeakspotRecordData
WeakspotOnDestroyEvent = {}

---@return WeakspotOnDestroyEvent
function WeakspotOnDestroyEvent.new() return end

---@param props table
---@return WeakspotOnDestroyEvent
function WeakspotOnDestroyEvent.new(props) return end

---@class WeakspotOnDestroyProperties
---@field isInternal Bool
---@field disableInteraction Bool
---@field destroyMesh Bool
---@field disableCollider Bool
---@field hideMeshParameterValue CName
---@field playHitFxFromOwnerEntity Bool
---@field playDestroyedFxFromOwnerEntity Bool
---@field playBrokenFxFromOwnerEntity Bool
---@field addFact CName
---@field sendAIActionAnimFeatureName CName
---@field sendAIActionAnimFeatureState Int32
---@field destroyDelay Float
---@field useWeakspotDestroyStageVFX Bool
---@field DamageOwnerOnDestroy Float
---@field customHitSFx CName
---@field customDestroySFx CName
---@field attackRecordID TweakDBID
---@field StatusEffectOnDestroyID TweakDBID
---@field physicalDestructionComponents gameWeakspotPhysicalDestructionComponent[]
WeakspotOnDestroyProperties = {}

---@return WeakspotOnDestroyProperties
function WeakspotOnDestroyProperties.new() return end

---@param props table
---@return WeakspotOnDestroyProperties
function WeakspotOnDestroyProperties.new(props) return end

---@class WeakspotRecordData
---@field isInvulnerable Bool
---@field slotID TweakDBID
---@field reducedMeleeDamage Bool
WeakspotRecordData = {}

---@return WeakspotRecordData
function WeakspotRecordData.new() return end

---@param props table
---@return WeakspotRecordData
function WeakspotRecordData.new(props) return end

---@class WeakspotRequestAttributeChangeEvent : redEvent
---@field blockDamage Bool
---@field blockHighlight Bool
WeakspotRequestAttributeChangeEvent = {}

---@return WeakspotRequestAttributeChangeEvent
function WeakspotRequestAttributeChangeEvent.new() return end

---@param props table
---@return WeakspotRequestAttributeChangeEvent
function WeakspotRequestAttributeChangeEvent.new(props) return end

---@class WeaponChangedListener : gameAttachmentSlotsScriptCallback
---@field gameController TargetHitIndicatorGameController
WeaponChangedListener = {}

---@return WeaponChangedListener
function WeaponChangedListener.new() return end

---@param props table
---@return WeaponChangedListener
function WeaponChangedListener.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function WeaponChangedListener:OnItemEquipped(slot, item) return end

---@class WeaponChargeStatListener : gameCustomValueStatPoolsListener
---@field weapon gameweaponObject
WeaponChargeStatListener = {}

---@return WeaponChargeStatListener
function WeaponChargeStatListener.new() return end

---@param props table
---@return WeaponChargeStatListener
function WeaponChargeStatListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function WeaponChargeStatListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class WeaponCollisionEvaluator : gameprojectileScriptCollisionEvaluator
WeaponCollisionEvaluator = {}

---@return WeaponCollisionEvaluator
function WeaponCollisionEvaluator.new() return end

---@param props table
---@return WeaponCollisionEvaluator
function WeaponCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function WeaponCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@class WeaponDataDef : gamebbScriptDefinition
---@field Charge gamebbScriptID_Float
---@field OverheatPercentage gamebbScriptID_Float
---@field IsInForcedOverheatCooldown gamebbScriptID_Bool
---@field ChargeStep gamebbScriptID_Variant
---@field TriggerMode gamebbScriptID_Variant
---@field MagazineAmmoCapacity gamebbScriptID_Uint32
---@field MagazineAmmoCount gamebbScriptID_Uint32
---@field MagazineAmmoID gamebbScriptID_Variant
WeaponDataDef = {}

---@return WeaponDataDef
function WeaponDataDef.new() return end

---@param props table
---@return WeaponDataDef
function WeaponDataDef.new(props) return end

---@return Bool
function WeaponDataDef:AutoCreateInSystem() return end

---@class WeaponEquipEvent : redEvent
---@field animFeature AnimFeature_EquipType
---@field item gameItemObject
WeaponEquipEvent = {}

---@return WeaponEquipEvent
function WeaponEquipEvent.new() return end

---@param props table
---@return WeaponEquipEvent
function WeaponEquipEvent.new(props) return end

---@class WeaponEventsTransition : WeaponTransition
---@field scriptInterface gamestateMachineGameScriptInterface
---@field statusEffectListener DefaultTransitionStatusEffectListener
WeaponEventsTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponEventsTransition:OnAttach(stateContext, scriptInterface) return end

---@param weapon gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponEventsTransition:OnEnterNonChargeState(weapon, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponEventsTransition:OnForcedExit(stateContext, scriptInterface) return end

---@param statusEffect gamedataStatusEffect_Record
function WeaponEventsTransition:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function WeaponEventsTransition:OnStatusEffectRemoved(statusEffect) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponEventsTransition:RemoveTriggerEffectCycleTrigger(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponEventsTransition:SetTriggerEffectCycleTrigger(scriptInterface) return end

---@param audioSystem gameGameAudioSystem
function WeaponEventsTransition:WeaponTransistionRemoveWeaponTriggerEffects(audioSystem) return end

---@class WeaponEvolutionHitPrereqCondition : BaseHitPrereqCondition
---@field weaponEvolution gamedataWeaponEvolution
WeaponEvolutionHitPrereqCondition = {}

---@return WeaponEvolutionHitPrereqCondition
function WeaponEvolutionHitPrereqCondition.new() return end

---@param props table
---@return WeaponEvolutionHitPrereqCondition
function WeaponEvolutionHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function WeaponEvolutionHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function WeaponEvolutionHitPrereqCondition:SetData(recordID) return end

---@class WeaponFirstReloadStatePrereq : gameIScriptablePrereq
WeaponFirstReloadStatePrereq = {}

---@return WeaponFirstReloadStatePrereq
function WeaponFirstReloadStatePrereq.new() return end

---@param props table
---@return WeaponFirstReloadStatePrereq
function WeaponFirstReloadStatePrereq.new(props) return end

---@param state gamePrereqState
---@param context IScriptable
function WeaponFirstReloadStatePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function WeaponFirstReloadStatePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function WeaponFirstReloadStatePrereq:OnUnregister(state, context) return end

---@class WeaponFirstReloadStatePrereqState : gamePrereqState
---@field listenerWeaponInt redCallbackObject
---@field listenerActiveWeaponVariant redCallbackObject
---@field weaponObj gameweaponObject
---@field owner gameObject
---@field reloaded Bool
WeaponFirstReloadStatePrereqState = {}

---@return WeaponFirstReloadStatePrereqState
function WeaponFirstReloadStatePrereqState.new() return end

---@param props table
---@return WeaponFirstReloadStatePrereqState
function WeaponFirstReloadStatePrereqState.new(props) return end

---@param value Variant
---@return Bool
function WeaponFirstReloadStatePrereqState:OnInventoryChangeStateUpdate(value) return end

---@param value Int32
---@return Bool
function WeaponFirstReloadStatePrereqState:OnWeaponStateUpdate(value) return end

function WeaponFirstReloadStatePrereqState:CheckIfPlayerWeaponChanged() return end

---@class WeaponItemTypeHitPrereqCondition : BaseHitPrereqCondition
---@field itemType gamedataItemType
WeaponItemTypeHitPrereqCondition = {}

---@return WeaponItemTypeHitPrereqCondition
function WeaponItemTypeHitPrereqCondition.new() return end

---@param props table
---@return WeaponItemTypeHitPrereqCondition
function WeaponItemTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function WeaponItemTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function WeaponItemTypeHitPrereqCondition:SetData(recordID) return end

---@class WeaponJammedAction : StatusEffectActions
---@field jammedWeaponDuration Float
---@field jammedWeaponStartTimeStamp Float
WeaponJammedAction = {}

---@return WeaponJammedAction
function WeaponJammedAction.new() return end

---@param props table
---@return WeaponJammedAction
function WeaponJammedAction.new(props) return end

---@class WeaponMachineInkGameController : VendingMachineInkGameController
---@field buttonRef WeaponVendorActionWidgetController
WeaponMachineInkGameController = {}

---@return WeaponMachineInkGameController
function WeaponMachineInkGameController.new() return end

---@param props table
---@return WeaponMachineInkGameController
function WeaponMachineInkGameController.new(props) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function WeaponMachineInkGameController:OnActionWidgetSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function WeaponMachineInkGameController:OnUpdateStatus(value) return end

---@return WeaponVendingMachine
function WeaponMachineInkGameController:GetOwner() return end

function WeaponMachineInkGameController:NoMoney() return end

function WeaponMachineInkGameController:Processing() return end

---@param state EDeviceStatus
function WeaponMachineInkGameController:Refresh(state) return end

---@param widgetsData SActionWidgetPackage[]
function WeaponMachineInkGameController:UpdateActionWidgets(widgetsData) return end

---@class WeaponMalfunctionHudEffector : gameEffector
---@field bb gameIBlackboard
WeaponMalfunctionHudEffector = {}

---@return WeaponMalfunctionHudEffector
function WeaponMalfunctionHudEffector.new() return end

---@param props table
---@return WeaponMalfunctionHudEffector
function WeaponMalfunctionHudEffector.new(props) return end

---@param owner gameObject
function WeaponMalfunctionHudEffector:ActionOff(owner) return end

---@param owner gameObject
function WeaponMalfunctionHudEffector:ActionOn(owner) return end

function WeaponMalfunctionHudEffector:Uninitialize() return end

---@class WeaponMaxStatValueData : IScriptable
---@field stat gamedataStatType
---@field value Float
WeaponMaxStatValueData = {}

---@return WeaponMaxStatValueData
function WeaponMaxStatValueData.new() return end

---@param props table
---@return WeaponMaxStatValueData
function WeaponMaxStatValueData.new(props) return end

---@class WeaponPositionComponent : gameScriptableComponent
---@field playerPuppet PlayerPuppet
---@field tweakPoseState TweakWeaponPose
---@field tweakPosition Bool
---@field tweakRotation Bool
---@field fineTuneWeaponPose Bool
---@field positionSensitivity Float
---@field positionSensitivityFineTuning Float
---@field rotationSensitivity Float
---@field rotationSensitivityFineTuning Float
---@field visionSwitch Bool
---@field visSys gameVisionModeSystem
---@field weaponPosDeltaX Float
---@field weaponPosDeltaY Float
---@field weaponPosDeltaZ Float
---@field weaponRotDeltaX Float
---@field weaponRotDeltaY Float
---@field weaponRotDeltaZ Float
---@field weaponPosVec Vector4
---@field weaponRotVec Vector4
---@field weaponAimPosVec Vector4
---@field weaponAimRotVec Vector4
---@field weaponPosOffsetFromInput Vector4
---@field weaponRotOffsetFromInput Vector4
---@field weaponAimPosOffsetFromInput Vector4
---@field weaponAimRotOffsetFromInput Vector4
---@field cameraStandHeight Float
---@field cameraCrouchHeight Float
---@field cameraResetPitch Bool
---@field cameraHeightOffset Float
---@field UILayerID0 Uint32
---@field UILayerID1 Uint32
---@field UILayerID2 Uint32
---@field UILayerID3 Uint32
WeaponPositionComponent = {}

---@return WeaponPositionComponent
function WeaponPositionComponent.new() return end

---@param props table
---@return WeaponPositionComponent
function WeaponPositionComponent.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function WeaponPositionComponent:OnAction(action, consumer) return end

function WeaponPositionComponent:ClearDebugInfo() return end

---@param id gamebbScriptID_Bool
---@return Bool
function WeaponPositionComponent:GetBlackboardBoolVariable(id) return end

---@param id gamebbScriptID_Int32
---@return Int32
function WeaponPositionComponent:GetBlackboardIntVariable(id) return end

---@return Bool
function WeaponPositionComponent:IsOwnerAiming() return end

function WeaponPositionComponent:OnGameAttach() return end

---@param deltaTime Float
function WeaponPositionComponent:OnUpdate(deltaTime) return end

function WeaponPositionComponent:ResetData() return end

function WeaponPositionComponent:ResetDeltas() return end

function WeaponPositionComponent:ResetWeaponAimOffsetFromInput() return end

function WeaponPositionComponent:ResetWeaponOffsetFromInput() return end

function WeaponPositionComponent:SendCameraData() return end

function WeaponPositionComponent:SendData() return end

function WeaponPositionComponent:SendWeaponPositionData() return end

---@param id gamebbScriptID_Bool
---@param varValue Bool
function WeaponPositionComponent:SetBlackboardBoolVariable(id, varValue) return end

---@param id gamebbScriptID_Int32
---@param value Int32
function WeaponPositionComponent:SetBlackboardIntVariable(id, value) return end

---@return Bool
function WeaponPositionComponent:ShouldDisplayDebugInfo() return end

function WeaponPositionComponent:UpdateCameraData() return end

function WeaponPositionComponent:UpdateData() return end

function WeaponPositionComponent:UpdateDebugInfo() return end

function WeaponPositionComponent:UpdateTweakDBParams() return end

function WeaponPositionComponent:UpdateWeaponPositionDataFromInput() return end

function WeaponPositionComponent:UpdateWeaponPositionDataFromTweakDB() return end

function WeaponPositionComponent:UpdateWeaponPositionDataFromWeaponStats() return end

---@class WeaponRadialSlot : RadialSlot
---@field equipmentArea gamedataEquipmentArea
---@field index Int32
WeaponRadialSlot = {}

---@return WeaponRadialSlot
function WeaponRadialSlot.new() return end

---@param props table
---@return WeaponRadialSlot
function WeaponRadialSlot.new(props) return end

---@return InventoryItemDisplayController
function WeaponRadialSlot:GetController() return end

---@return String[]
function WeaponRadialSlot:GetDebugInfo() return end

---@return gamedataEquipmentArea
function WeaponRadialSlot:GetEquipmentArea() return end

---@return Int32
function WeaponRadialSlot:GetIndex() return end

---@param i Int32
function WeaponRadialSlot:SetIndex(i) return end

---@class WeaponReadyListenerTransition : WeaponTransition
---@field executionOwner gameObject
---@field callBackIDs redCallbackObject[]
---@field beingCreated Bool
---@field statListener DefaultTransitionStatListener
---@field statusEffectListener DefaultTransitionStatusEffectListener
---@field isVaulting Bool
---@field isDodging Bool
---@field isInWorkspot Bool
---@field isSliding Bool
---@field isSceneAimForced Bool
---@field isInTakedown Bool
---@field isUsingCombatGadget Bool
---@field hasStatusEffectNoCombat Bool
---@field hasStatusEffectFastForward Bool
---@field hasStatusEffectVehicleScene Bool
---@field hasStunnedStatusEffect Bool
---@field hasJamStatusEffect Bool
---@field canWeaponShootWhileVaulting Bool
---@field canShootWhileDodging Bool
---@field canWeaponShootWhileSliding Bool
---@field isInSafeSceneTier Bool
---@field weaponReadyListenerReturnValue Bool
WeaponReadyListenerTransition = {}

---@return WeaponReadyListenerTransition
function WeaponReadyListenerTransition.new() return end

---@param props table
---@return WeaponReadyListenerTransition
function WeaponReadyListenerTransition.new(props) return end

---@param value Int32
---@return Bool
function WeaponReadyListenerTransition:OnCombatGadgetChanged(value) return end

---@param value Int32
---@return Bool
function WeaponReadyListenerTransition:OnHighLevelChanged(value) return end

---@param value Int32
---@return Bool
function WeaponReadyListenerTransition:OnLocomotionChanged(value) return end

---@param value Bool
---@return Bool
function WeaponReadyListenerTransition:OnSceneAimForcedChanged(value) return end

---@param value Int32
---@return Bool
function WeaponReadyListenerTransition:OnTakedownChanged(value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponReadyListenerTransition:IsWeaponReadyToShoot(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponReadyListenerTransition:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponReadyListenerTransition:OnDetach(stateContext, scriptInterface) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param value Float
function WeaponReadyListenerTransition:OnStatChanged(ownerID, statType, diff, value) return end

---@param statusEffect gamedataStatusEffect_Record
function WeaponReadyListenerTransition:OnStatusEffectApplied(statusEffect) return end

---@param statusEffect gamedataStatusEffect_Record
function WeaponReadyListenerTransition:OnStatusEffectRemoved(statusEffect) return end

function WeaponReadyListenerTransition:UpdateHasJamStatusEffect() return end

function WeaponReadyListenerTransition:UpdateHasNoCombatStatusEffect() return end

function WeaponReadyListenerTransition:UpdateHasStunnedStatusEffect() return end

function WeaponReadyListenerTransition:UpdateHasVehicleSceneStatusEffect() return end

function WeaponReadyListenerTransition:UpdateHastFastForwardStatusEffect() return end

function WeaponReadyListenerTransition:UpdateWeaponReadyListenerReturnValue() return end

---@class WeaponRegisterChargeStatListener : redEvent
---@field register Bool
WeaponRegisterChargeStatListener = {}

---@return WeaponRegisterChargeStatListener
function WeaponRegisterChargeStatListener.new() return end

---@param props table
---@return WeaponRegisterChargeStatListener
function WeaponRegisterChargeStatListener.new(props) return end

---@class WeaponShootPrereq : gameIScriptablePrereq
---@field howManyAttacks Int32
WeaponShootPrereq = {}

---@return WeaponShootPrereq
function WeaponShootPrereq.new() return end

---@param props table
---@return WeaponShootPrereq
function WeaponShootPrereq.new(props) return end

---@param owner gameObject
---@param remainingAttacks Int32
---@return Bool
function WeaponShootPrereq:Evaluate(owner, remainingAttacks) return end

---@param recordID TweakDBID|string
function WeaponShootPrereq:Initialize(recordID) return end

---@param state gamePrereqState
---@param context IScriptable
function WeaponShootPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function WeaponShootPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function WeaponShootPrereq:OnUnregister(state, context) return end

---@class WeaponShootPrereqState : gamePrereqState
---@field listenerWeaponInt redCallbackObject
---@field listenerActiveWeaponVariant redCallbackObject
---@field listenerOnShootVariant redCallbackObject
---@field weaponObj gameweaponObject
---@field owner gameObject
---@field howManyAttacks Int32
---@field remainingAttacks Int32
WeaponShootPrereqState = {}

---@return WeaponShootPrereqState
function WeaponShootPrereqState.new() return end

---@param props table
---@return WeaponShootPrereqState
function WeaponShootPrereqState.new(props) return end

---@param value Variant
---@return Bool
function WeaponShootPrereqState:OnInventoryChangeStateUpdate(value) return end

---@param value Variant
---@return Bool
function WeaponShootPrereqState:OnShoot(value) return end

---@param value Int32
---@return Bool
function WeaponShootPrereqState:OnWeaponStateUpdate(value) return end

function WeaponShootPrereqState:CheckIfPlayerWeaponChanged() return end

---@class WeaponStateMachinePrereq : gameIScriptablePrereq
WeaponStateMachinePrereq = {}

---@return WeaponStateMachinePrereq
function WeaponStateMachinePrereq.new() return end

---@param props table
---@return WeaponStateMachinePrereq
function WeaponStateMachinePrereq.new(props) return end

---@class WeaponStateMachinePrereqState : gamePrereqState
WeaponStateMachinePrereqState = {}

---@return WeaponStateMachinePrereqState
function WeaponStateMachinePrereqState.new() return end

---@param props table
---@return WeaponStateMachinePrereqState
function WeaponStateMachinePrereqState.new(props) return end

---@class WeaponTraining : InteractiveDevice
---@field rewardRecord TweakDBID
---@field weaponTypes gamedataItemType[]
---@field limitOfHits Int32
---@field amountOfHits Int32
WeaponTraining = {}

---@return WeaponTraining
function WeaponTraining.new() return end

---@param props table
---@return WeaponTraining
function WeaponTraining.new(props) return end

---@param hit gameeventsHitEvent
---@return Bool
function WeaponTraining:OnHitEvent(hit) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WeaponTraining:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WeaponTraining:OnTakeControl(ri) return end

---@param instigator gameObject
---@param target entEntityID
function WeaponTraining:AwardRewardXP(instigator, target) return end

---@return EGameplayRole
function WeaponTraining:DeterminGameplayRole() return end

---@return Bool
function WeaponTraining:HasAnyDirectInteractionActive() return end

---@param type gamedataItemType
---@return Bool
function WeaponTraining:MatchWeaponItemType(type) return end

---@class WeaponTrainingController : ScriptableDeviceComponent
WeaponTrainingController = {}

---@return WeaponTrainingController
function WeaponTrainingController.new() return end

---@param props table
---@return WeaponTrainingController
function WeaponTrainingController.new(props) return end

---@return gameComponentPS
function WeaponTrainingController:GetPS() return end

---@class WeaponTrainingControllerPS : ScriptableDeviceComponentPS
WeaponTrainingControllerPS = {}

---@return WeaponTrainingControllerPS
function WeaponTrainingControllerPS.new() return end

---@param props table
---@return WeaponTrainingControllerPS
function WeaponTrainingControllerPS.new(props) return end

---@class WeaponTransition : DefaultTransition
---@field magazineID TweakDBID
---@field magazineAttack TweakDBID
---@field rangedAttackPackage gamedataRangedAttackPackage_Record
WeaponTransition = {}

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function WeaponTransition.GetPlayerSpeed(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition.ServerHasReloadRequest(stateContext, scriptInterface) return end

---@param cycleTime Float
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function WeaponTransition:CalcCycleTimeDeltaFactor(cycleTime, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:CanHoldToShoot(scriptInterface) return end

---@param weaponObject gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:CanPerformNextFullAutoShot(weaponObject, stateContext, scriptInterface) return end

---@param weaponObject gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:CanPerformNextSemiAutoShot(weaponObject, stateContext, scriptInterface) return end

---@param weaponObject gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:CanPerformNextShotInSequence(weaponObject, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:CanQuickMelee(stateContext, scriptInterface) return end

---@param layerId Uint32
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:ClearDebugText(layerId, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param timeToCompare Float
---@return Bool
function WeaponTransition:CompareTimeToPublicSafeTimestamp(stateContext, scriptInterface, timeToCompare) return end

---@param weapon gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:EndShootingSequence(weapon, stateContext, scriptInterface) return end

---@return CName
function WeaponTransition:GetBurstCycleTimeName() return end

---@return CName
function WeaponTransition:GetBurstShotsRemainingName() return end

---@return CName
function WeaponTransition:GetBurstTimeName() return end

---@return CName
function WeaponTransition:GetBurstTimeRemainingName() return end

---@return CName
function WeaponTransition:GetCycleTimeName() return end

---@return CName
function WeaponTransition:GetCycleTimeRemainingName() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return gamedataAttack_Record
function WeaponTransition:GetDesiredAttackRecord(stateContext, scriptInterface) return end

---@return CName
function WeaponTransition:GetIsChargedFullAutoName() return end

---@return CName
function WeaponTransition:GetIsDelayFireName() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function WeaponTransition:GetMaxChargeThreshold(scriptInterface) return end

---@return CName
function WeaponTransition:GetQuestForceShootName() return end

---@return CName
function WeaponTransition:GetShootingNumBurstTotalName() return end

---@return CName
function WeaponTransition:GetShootingStartName() return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function WeaponTransition:GetWeaponChargeMinValue(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return gameweaponObject
function WeaponTransition:GetWeaponObject(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Int32
function WeaponTransition:GetWeaponTriggerModesNumber(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function WeaponTransition:InShootingSequence(stateContext) return end

---@param weaponObject gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsFullAutoAction(weaponObject, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsHeavyWeaponEmpty(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsPrimaryTriggerModeActive(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsReloadDurationComplete(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsReloadUninterruptible(stateContext, scriptInterface) return end

---@param weaponObject gameweaponObject
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:IsSemiAutoAction(weaponObject, stateContext, scriptInterface) return end

---@param effectName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
---@param eventTag CName|string
function WeaponTransition:PlayEffect(effectName, scriptInterface, eventTag) return end

---@param stateContext gamestateMachineStateContextScript
---@param clearParam Bool
function WeaponTransition:SetUninteruptibleReloadParams(stateContext, clearParam) return end

---@param stateContext gamestateMachineStateContextScript
---@param cycleTime Float
---@param burstCycleTime Float
---@param numShotsBurst Int32
function WeaponTransition:SetupNextShootingPhase(stateContext, cycleTime, burstCycleTime, numShotsBurst) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:SetupStandardShootingSequence(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function WeaponTransition:ShootingSequencePostShoot(stateContext) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:ShootingSequenceUpdateBurstTime(timeDelta, stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:ShootingSequenceUpdateCycleTime(timeDelta, stateContext, scriptInterface) return end

---@param textToShow String
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Uint32
function WeaponTransition:ShowDebugText(textToShow, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param fireDelay Float
---@param burstCycleTime Float
---@param numShotsBurst Int32
---@param isFullChargeFullAuto Bool
function WeaponTransition:StartShootingSequence(stateContext, scriptInterface, fireDelay, burstCycleTime, numShotsBurst, isFullChargeFullAuto) return end

---@param effectName CName|string
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:StopEffect(effectName, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:SwitchTriggerMode(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:ToFullAutoTransitionCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponTransition:ToSemiAutoTransitionCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponTransition:UpdateInputBuffer(stateContext, scriptInterface) return end

---@class WeaponTypeHitPrereqCondition : BaseHitPrereqCondition
---@field type CName
WeaponTypeHitPrereqCondition = {}

---@return WeaponTypeHitPrereqCondition
function WeaponTypeHitPrereqCondition.new() return end

---@param props table
---@return WeaponTypeHitPrereqCondition
function WeaponTypeHitPrereqCondition.new(props) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function WeaponTypeHitPrereqCondition:Evaluate(hitEvent) return end

---@param recordID TweakDBID|string
function WeaponTypeHitPrereqCondition:SetData(recordID) return end

---@class WeaponVendingMachine : VendingMachine
---@field bigAdScreen IWorldWidgetComponent
WeaponVendingMachine = {}

---@return WeaponVendingMachine
function WeaponVendingMachine.new() return end

---@param props table
---@return WeaponVendingMachine
function WeaponVendingMachine.new(props) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WeaponVendingMachine:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WeaponVendingMachine:OnTakeControl(ri) return end

---@param shouldPay Bool
---@param item ItemID
---@return DispenseRequest
function WeaponVendingMachine:CreateDispenseRequest(shouldPay, item) return end

---@return EGameplayRole
function WeaponVendingMachine:DeterminGameplayRole() return end

---@return WeaponVendingMachineController
function WeaponVendingMachine:GetController() return end

---@return WeaponVendingMachineControllerPS
function WeaponVendingMachine:GetDevicePS() return end

---@return ItemID
function WeaponVendingMachine:GetJunkItem() return end

---@return CName
function WeaponVendingMachine:GetProcessingSFX() return end

---@return TweakDBID
function WeaponVendingMachine:GetVendorID() return end

function WeaponVendingMachine:PlayItemFall() return end

function WeaponVendingMachine:TurnOffDevice() return end

function WeaponVendingMachine:TurnOnDevice() return end

---@class WeaponVendingMachineController : ScriptableDeviceComponent
WeaponVendingMachineController = {}

---@return WeaponVendingMachineController
function WeaponVendingMachineController.new() return end

---@param props table
---@return WeaponVendingMachineController
function WeaponVendingMachineController.new(props) return end

---@return WeaponVendingMachineControllerPS
function WeaponVendingMachineController:GetPS() return end

---@class WeaponVendingMachineControllerPS : VendingMachineControllerPS
---@field weaponVendingMachineSetup WeaponVendingMachineSetup
---@field weaponVendingMachineSFX WeaponVendingMachineSFX
WeaponVendingMachineControllerPS = {}

---@return WeaponVendingMachineControllerPS
function WeaponVendingMachineControllerPS.new() return end

---@param props table
---@return WeaponVendingMachineControllerPS
function WeaponVendingMachineControllerPS.new(props) return end

---@return CName
function WeaponVendingMachineControllerPS:GetGlitchStartSFX() return end

---@return CName
function WeaponVendingMachineControllerPS:GetGlitchStopSFX() return end

---@return CName
function WeaponVendingMachineControllerPS:GetGunFallSFX() return end

---@return Int32
function WeaponVendingMachineControllerPS:GetHackedItemCount() return end

---@return TweakDBID
function WeaponVendingMachineControllerPS:GetJunkItemID() return end

---@return CName
function WeaponVendingMachineControllerPS:GetProcessingSFX() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function WeaponVendingMachineControllerPS:GetQuickHackActions(context) return end

---@return Float
function WeaponVendingMachineControllerPS:GetTimeToCompletePurchase() return end

---@return TweakDBID
function WeaponVendingMachineControllerPS:GetVendorTweakID() return end

---@param actions gamedeviceAction[]
---@param context gameGetActionsContext
function WeaponVendingMachineControllerPS:PushShopStockActions(actions, context) return end

---@class WeaponVendingMachineSFX : VendingMachineSFX
---@field processing CName
---@field gunFalls CName
WeaponVendingMachineSFX = {}

---@return WeaponVendingMachineSFX
function WeaponVendingMachineSFX.new() return end

---@param props table
---@return WeaponVendingMachineSFX
function WeaponVendingMachineSFX.new(props) return end

---@class WeaponVendingMachineSetup
---@field vendorTweakID TweakDBID
---@field junkItemID TweakDBID
---@field timeToCompletePurchase Float
WeaponVendingMachineSetup = {}

---@return WeaponVendingMachineSetup
function WeaponVendingMachineSetup.new() return end

---@param props table
---@return WeaponVendingMachineSetup
function WeaponVendingMachineSetup.new(props) return end

---@class WeaponVendorActionWidgetController : DeviceActionWidgetControllerBase
---@field buttonText inkTextWidgetReference
---@field standardButtonContainer inkWidgetReference
---@field hoveredButtonContainer inkWidgetReference
---@field buttonState ButtonStatus
---@field hoverState HoverStatus
---@field isBusy Bool
WeaponVendorActionWidgetController = {}

---@return WeaponVendorActionWidgetController
function WeaponVendorActionWidgetController.new() return end

---@param props table
---@return WeaponVendorActionWidgetController
function WeaponVendorActionWidgetController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function WeaponVendorActionWidgetController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function WeaponVendorActionWidgetController:OnHoverOver(e) return end

---@param e inkanimProxy
---@return Bool
function WeaponVendorActionWidgetController:OnProcessed(e) return end

---@param executor gameObject
---@param action gamedeviceAction
function WeaponVendorActionWidgetController:FinalizeActionExecution(executor, action) return end

---@param gameController DeviceInkGameControllerBase
---@param widgetData SActionWidgetPackage
function WeaponVendorActionWidgetController:Initialize(gameController, widgetData) return end

---@return Bool
function WeaponVendorActionWidgetController:IsProcessing() return end

function WeaponVendorActionWidgetController:NoMoney() return end

function WeaponVendorActionWidgetController:Processing() return end

function WeaponVendorActionWidgetController:ResetToDefault() return end

---@class WeaponWheelDecisions : QuickSlotsHoldDecisions
WeaponWheelDecisions = {}

---@return WeaponWheelDecisions
function WeaponWheelDecisions.new() return end

---@param props table
---@return WeaponWheelDecisions
function WeaponWheelDecisions.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function WeaponWheelDecisions:OnAction(action, consumer) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WeaponWheelDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelDecisions:OnAttach(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelDecisions:OnDetach(stateContext, scriptInterface) return end

---@class WeaponWheelEvents : QuickSlotsHoldEvents
WeaponWheelEvents = {}

---@return WeaponWheelEvents
function WeaponWheelEvents.new() return end

---@param props table
---@return WeaponWheelEvents
function WeaponWheelEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelEvents:OnExitToQuickSlotsBusy(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WeaponWheelEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@class WeaponsUtils : IScriptable
WeaponsUtils = {}

---@return WeaponsUtils
function WeaponsUtils.new() return end

---@param props table
---@return WeaponsUtils
function WeaponsUtils.new(props) return end

---@param damageType gamedataDamageType
---@return CName
function WeaponsUtils.GetDamageTypeIcon(damageType) return end

---@class WebPage : inkWidgetLogicController
---@field textList inkTextWidgetReference[]
---@field rectangleList inkRectangleWidgetReference[]
---@field imageList inkImageWidgetReference[]
---@field videoList inkVideoWidgetReference[]
---@field canvasesList inkCanvasWidgetReference[]
---@field lastClickedLinkAddress String
---@field HOME_IMAGE_NAME String
---@field HOME_TEXT_NAME String
WebPage = {}

---@return WebPage
function WebPage.new() return end

---@param props table
---@return WebPage
function WebPage.new(props) return end

---@param linkWidget inkWidget
function WebPage:ActivateCanvasLink(linkWidget) return end

---@param widget inkWidgetReference
---@param address String
function WebPage:AddLink(widget, address) return end

---@param widget inkWidgetReference
---@param baseElement gameJournalInternetBase
function WebPage:AddLink(widget, baseElement) return end

---@param number Int32
---@return Bool
function WebPage:ClearSlot(number) return end

---@param page gameJournalInternetPage
---@param journalManager gameJournalManager
function WebPage:FillPage(page, journalManager) return end

---@param page gameJournalInternetPage
function WebPage:FillPageFromJournal(page) return end

---@param address String
---@param journalManager gameJournalManager
function WebPage:FillPageFromScripts(address, journalManager) return end

---@param instanceName CName|string
---@return inkImageWidgetReference
function WebPage:GetImageRef(instanceName) return end

---@return String
function WebPage:GetLastLinkClicked() return end

---@param prefix String
---@param number Int32
---@return CName
function WebPage:GetRefName(prefix, number) return end

---@param instanceName CName|string
---@return inkTextWidgetReference
function WebPage:GetTextRef(instanceName) return end

---@param e inkPointerEvent
function WebPage:OnLinkCallback(e) return end

---@param number Int32
---@param shortName String
---@param pageAddress String
---@param iconAtlasPath redResourceReferenceScriptToken
---@param iconTexturePart CName|string
function WebPage:SetSlot(number, shortName, pageAddress, iconAtlasPath, iconTexturePart) return end

---@class WebsiteLoadingSpinner : inkWidgetLogicController
WebsiteLoadingSpinner = {}

---@return WebsiteLoadingSpinner
function WebsiteLoadingSpinner.new() return end

---@param props table
---@return WebsiteLoadingSpinner
function WebsiteLoadingSpinner.new(props) return end

---@return Bool
function WebsiteLoadingSpinner:OnInitialize() return end

---@class WeirdTankyPlatingEffector : ModifyAttackEffector
---@field armorMultiplier Float
WeirdTankyPlatingEffector = {}

---@return WeirdTankyPlatingEffector
function WeirdTankyPlatingEffector.new() return end

---@param props table
---@return WeirdTankyPlatingEffector
function WeirdTankyPlatingEffector.new(props) return end

---@param owner gameObject
function WeirdTankyPlatingEffector:ActionOn(owner) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function WeirdTankyPlatingEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function WeirdTankyPlatingEffector:ProcessAction(owner) return end

---@param owner gameObject
function WeirdTankyPlatingEffector:RepeatedAction(owner) return end

---@class WidgetAnimationManager : IScriptable
---@field animations SWidgetAnimationData[]
WidgetAnimationManager = {}

---@return WidgetAnimationManager
function WidgetAnimationManager.new() return end

---@param props table
---@return WidgetAnimationManager
function WidgetAnimationManager.new(props) return end

function WidgetAnimationManager:CleanAllAnimationsChachedData() return end

---@param animData SWidgetAnimationData
function WidgetAnimationManager:CleanProxyData(animData) return end

---@param animData SWidgetAnimationData
---@param eventType inkanimEventType
---@return CName
function WidgetAnimationManager:GetAnimationCallbackName(animData, eventType) return end

---@return SWidgetAnimationData[]
function WidgetAnimationManager:GetAnimations() return end

---@param animName CName|string
---@return Bool
function WidgetAnimationManager:HasAnimation(animName) return end

---@param animations SWidgetAnimationData[]
function WidgetAnimationManager:Initialize(animations) return end

---@param owner IScriptable
---@param animData SWidgetAnimationData
function WidgetAnimationManager:RegisterAllCallbacks(owner, animData) return end

---@param animData SWidgetAnimationData
---@param requestedState EInkAnimationPlaybackOption
function WidgetAnimationManager:ResolveActiveAnimDataPlaybackState(animData, requestedState) return end

---@param owner IScriptable
---@param animProxy inkanimProxy
---@param eventType inkanimEventType
function WidgetAnimationManager:ResolveCallback(owner, animProxy, eventType) return end

---@param owner inkWidgetLogicController
---@param animName CName|string
---@param playbackOption EInkAnimationPlaybackOption
---@param targetWidget inkWidget
---@param playbackOptionsOverrideData PlaybackOptionsUpdateData
function WidgetAnimationManager:TriggerAnimationByName(owner, animName, playbackOption, targetWidget, playbackOptionsOverrideData) return end

---@param owner gameuiWidgetGameController
---@param animName CName|string
---@param playbackOption EInkAnimationPlaybackOption
---@param targetWidget inkWidget
---@param playbackOptionsOverrideData PlaybackOptionsUpdateData
function WidgetAnimationManager:TriggerAnimationByName(owner, animName, playbackOption, targetWidget, playbackOptionsOverrideData) return end

---@param owner inkWidgetLogicController
function WidgetAnimationManager:TriggerAnimations(owner) return end

---@param owner gameuiWidgetGameController
function WidgetAnimationManager:TriggerAnimations(owner) return end

---@param animData SWidgetAnimationData
function WidgetAnimationManager:UnregisterAllCallbacks(animData) return end

---@param animName CName|string
---@param updateData PlaybackOptionsUpdateData
function WidgetAnimationManager:UpdateAnimationsList(animName, updateData) return end

---@class WidgetBaseComponent : entIPlacedComponent
WidgetBaseComponent = {}

---@class WidgetCustomData : IScriptable
WidgetCustomData = {}

---@return WidgetCustomData
function WidgetCustomData.new() return end

---@param props table
---@return WidgetCustomData
function WidgetCustomData.new(props) return end

---@class WidgetHudComponent : WidgetHudComponentInterface
WidgetHudComponent = {}

---@return WidgetHudComponent
function WidgetHudComponent.new() return end

---@param props table
---@return WidgetHudComponent
function WidgetHudComponent.new(props) return end

---@class WidgetHudComponentInterface : WidgetBaseComponent
---@field hudEntriesResource inkHudEntriesResource
---@field externalMaterial CMaterialTemplate
---@field meshTargetBinding worlduiMeshTargetBinding
WidgetHudComponentInterface = {}

---@return WidgetHudComponentInterface
function WidgetHudComponentInterface.new() return end

---@param props table
---@return WidgetHudComponentInterface
function WidgetHudComponentInterface.new(props) return end

---@param entryName CName|string
---@return inkWidget
function WidgetHudComponentInterface:GetWidget(entryName) return end

---@class WidgetMenuComponent : WidgetMenuComponentInterface
WidgetMenuComponent = {}

---@return WidgetMenuComponent
function WidgetMenuComponent.new() return end

---@param props table
---@return WidgetMenuComponent
function WidgetMenuComponent.new(props) return end

---@class WidgetMenuComponentInterface : WidgetBaseComponent
---@field widgetResource inkWidgetLibraryResource
---@field cursorResource inkWidgetLibraryResource
---@field externalMaterial CMaterialTemplate
---@field meshTargetBinding worlduiMeshTargetBinding
WidgetMenuComponentInterface = {}

---@return WidgetMenuComponentInterface
function WidgetMenuComponentInterface.new() return end

---@param props table
---@return WidgetMenuComponentInterface
function WidgetMenuComponentInterface.new(props) return end

---@class WidgetsPoolItemSpawnData : IScriptable
---@field index Int32
---@field requestVersion Int32
WidgetsPoolItemSpawnData = {}

---@return WidgetsPoolItemSpawnData
function WidgetsPoolItemSpawnData.new() return end

---@param props table
---@return WidgetsPoolItemSpawnData
function WidgetsPoolItemSpawnData.new(props) return end

---@class WillDieSoonEvent : redEvent
WillDieSoonEvent = {}

---@return WillDieSoonEvent
function WillDieSoonEvent.new() return end

---@param props table
---@return WillDieSoonEvent
function WillDieSoonEvent.new(props) return end

---@class WindAreaSettings : IAreaSettings
---@field strength curveData
---@field direction curveData
WindAreaSettings = {}

---@return WindAreaSettings
function WindAreaSettings.new() return end

---@param props table
---@return WindAreaSettings
function WindAreaSettings.new(props) return end

---@class Window : Door
---@field soloCollider entIComponent
---@field strongSoloHandle entMeshComponent
---@field duplicateDestruction Bool
Window = {}

---@return Window
function Window.new() return end

---@param props table
---@return Window
function Window.new(props) return end

---@param evt ActionDemolition
---@return Bool
function Window:OnActionDemolition(evt) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function Window:OnPhysicalDestructionEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function Window:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function Window:OnTakeControl(ri) return end

---@return WindowController
function Window:GetController() return end

---@return WindowControllerPS
function Window:GetDevicePS() return end

function Window:SetSoloAppearance() return end

---@class WindowBlinders : InteractiveDevice
---@field animFeature AnimFeature_SimpleDevice
---@field workspotSideName CName
---@field portalLight gameLightComponent
---@field portalLight2 gameLightComponent
---@field portalLight3 gameLightComponent
---@field portalLight4 gameLightComponent
---@field sideTriggerNames CName[]
---@field triggerComponents gameStaticTriggerAreaComponent[]
---@field interactionBlockingCollider entIPlacedComponent
WindowBlinders = {}

---@return WindowBlinders
function WindowBlinders.new() return end

---@param props table
---@return WindowBlinders
function WindowBlinders.new(props) return end

---@param evt ActionDemolition
---@return Bool
function WindowBlinders:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return Bool
function WindowBlinders:OnActionEngineering(evt) return end

---@param evt gamePSChangedEvent
---@return Bool
function WindowBlinders:OnQuestStatusChange(evt) return end

---@param evt QuickHackToggleOpen
---@return Bool
function WindowBlinders:OnQuickHackToggleOpen(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WindowBlinders:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WindowBlinders:OnTakeControl(ri) return end

---@param evt ToggleOpen
---@return Bool
function WindowBlinders:OnToggleOpen(evt) return end

---@param evt ToggleTiltBlinders
---@return Bool
function WindowBlinders:OnToggleTilt(evt) return end

---@param isOpen Bool
---@param isTilted Bool
function WindowBlinders:ApplyAnimState(isOpen, isTilted) return end

---@param state gameDeviceReplicatedState
function WindowBlinders:ApplyReplicatedState(state) return end

function WindowBlinders:CheckCurrentSide() return end

---@return EGameplayRole
function WindowBlinders:DeterminGameplayRole() return end

function WindowBlinders:EnterWorkspot() return end

---@return WindowBlindersController
function WindowBlinders:GetController() return end

---@return WindowBlindersControllerPS
function WindowBlinders:GetDevicePS() return end

---@return CName
function WindowBlinders:GetDeviceStateClass() return end

function WindowBlinders:ResolveGameplayState() return end

function WindowBlinders:UpdateAnimState() return end

---@param isDelayed Bool
---@return Bool
function WindowBlinders:UpdateDeviceState(isDelayed) return end

---@param isOpen Bool
function WindowBlinders:UpdatePortalLights(isOpen) return end

---@class WindowBlindersController : ScriptableDeviceComponent
WindowBlindersController = {}

---@return WindowBlindersController
function WindowBlindersController.new() return end

---@param props table
---@return WindowBlindersController
function WindowBlindersController.new(props) return end

---@return WindowBlindersControllerPS
function WindowBlindersController:GetPS() return end

---@class WindowBlindersControllerPS : ScriptableDeviceComponentPS
---@field windowBlindersSkillChecks EngDemoContainer
---@field windowBlindersData WindowBlindersData
---@field cachedState EWindowBlindersStates
---@field alarmRaised Bool
WindowBlindersControllerPS = {}

---@return WindowBlindersControllerPS
function WindowBlindersControllerPS.new() return end

---@param props table
---@return WindowBlindersControllerPS
function WindowBlindersControllerPS.new(props) return end

---@return Bool
function WindowBlindersControllerPS:OnInstantiated() return end

---@return QuestForceClose
function WindowBlindersControllerPS:ActionQuestForceClose() return end

---@return QuestForceOpen
function WindowBlindersControllerPS:ActionQuestForceOpen() return end

---@return QuickHackToggleOpen
function WindowBlindersControllerPS:ActionQuickHackToggleOpen() return end

---@return ToggleOpen
function WindowBlindersControllerPS:ActionToggleOpen() return end

---@return ToggleTiltBlinders
function WindowBlindersControllerPS:ActionToggleTiltBlinders() return end

---@return Bool
function WindowBlindersControllerPS:CanCreateAnyQuickHackActions() return end

function WindowBlindersControllerPS:GameAttached() return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function WindowBlindersControllerPS:GetActions(context) return end

---@return TweakDBID
function WindowBlindersControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function WindowBlindersControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function WindowBlindersControllerPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function WindowBlindersControllerPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function WindowBlindersControllerPS:GetQuickHackActions(context) return end

---@return BaseSkillCheckContainer
function WindowBlindersControllerPS:GetSkillCheckContainerForSetup() return end

function WindowBlindersControllerPS:Initialize() return end

---@return Bool
function WindowBlindersControllerPS:IsClosed() return end

---@return Bool
function WindowBlindersControllerPS:IsNonInteractive() return end

---@return Bool
function WindowBlindersControllerPS:IsOpen() return end

---@return Bool
function WindowBlindersControllerPS:IsTilted() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function WindowBlindersControllerPS:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return EntityNotificationType
function WindowBlindersControllerPS:OnActionEngineering(evt) return end

---@param evt QuestForceClose
---@return EntityNotificationType
function WindowBlindersControllerPS:OnQuestForceClose(evt) return end

---@param evt QuestForceOpen
---@return EntityNotificationType
function WindowBlindersControllerPS:OnQuestForceOpen(evt) return end

---@param evt QuickHackToggleOpen
---@return EntityNotificationType
function WindowBlindersControllerPS:OnQuickHackToggleOpen(evt) return end

---@param evt SecuritySystemOutput
---@return EntityNotificationType
function WindowBlindersControllerPS:OnSecuritySystemOutput(evt) return end

---@param evt ToggleOpen
---@return EntityNotificationType
function WindowBlindersControllerPS:OnToggleOpen(evt) return end

---@param evt ToggleTiltBlinders
---@return EntityNotificationType
function WindowBlindersControllerPS:OnToggleTiltBlinders(evt) return end

---@class WindowBlindersData
---@field windowBlindersState EWindowBlindersStates
---@field hasOpenInteraction Bool
---@field hasTiltInteraction Bool
---@field hasQuickHack Bool
WindowBlindersData = {}

---@return WindowBlindersData
function WindowBlindersData.new() return end

---@param props table
---@return WindowBlindersData
function WindowBlindersData.new(props) return end

---@class WindowBlindersReplicatedState : gameDeviceReplicatedState
---@field isOpen Bool
---@field isTilted Bool
WindowBlindersReplicatedState = {}

---@return WindowBlindersReplicatedState
function WindowBlindersReplicatedState.new() return end

---@param props table
---@return WindowBlindersReplicatedState
function WindowBlindersReplicatedState.new(props) return end

---@class WindowController : DoorController
WindowController = {}

---@return WindowController
function WindowController.new() return end

---@param props table
---@return WindowController
function WindowController.new(props) return end

---@return WindowControllerPS
function WindowController:GetPS() return end

---@class WindowControllerPS : DoorControllerPS
---@field windowSkillChecks EngDemoContainer
WindowControllerPS = {}

---@return WindowControllerPS
function WindowControllerPS.new() return end

---@param props table
---@return WindowControllerPS
function WindowControllerPS.new(props) return end

---@return Bool
function WindowControllerPS:OnInstantiated() return end

function WindowControllerPS:GameAttached() return end

---@return TweakDBID
function WindowControllerPS:GetBackgroundTextureTweakDBID() return end

---@return String
function WindowControllerPS:GetDeviceIconPath() return end

---@return TweakDBID
function WindowControllerPS:GetDeviceIconTweakDBID() return end

---@return BaseSkillCheckContainer
function WindowControllerPS:GetSkillCheckContainerForSetup() return end

---@param evt ActionDemolition
---@return EntityNotificationType
function WindowControllerPS:OnActionDemolition(evt) return end

---@class WireRepairable : gameObject
---@field isBroken Bool
---@field dependableEntities NodeRef[]
---@field interaction gameinteractionsComponent
---@field brokenmesh entIVisualComponent
---@field fixedmesh entIVisualComponent
WireRepairable = {}

---@return WireRepairable
function WireRepairable.new() return end

---@param props table
---@return WireRepairable
function WireRepairable.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function WireRepairable:OnBasicInteraction(choiceEvent) return end

---@return Bool
function WireRepairable:OnGameAttached() return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function WireRepairable:OnInteractionActivated(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function WireRepairable:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function WireRepairable:OnTakeControl(ri) return end

---@param evt gameVisionModeVisualEvent
---@return Bool
function WireRepairable:OnVisionModeVisual(evt) return end

---@param newstate Bool
---@return Bool
function WireRepairable:ChangeState(newstate) return end

---@param newWiringBroken Bool
function WireRepairable:ChangeWiringBrokenOnConnectedPanels(newWiringBroken) return end

---@class WithoutHitDataDeathTask : AIDeathReactionsTask
WithoutHitDataDeathTask = {}

---@return WithoutHitDataDeathTask
function WithoutHitDataDeathTask.new() return end

---@param props table
---@return WithoutHitDataDeathTask
function WithoutHitDataDeathTask.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_HitReactionsData
function WithoutHitDataDeathTask:BleedingDeathData(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_HitReactionsData
function WithoutHitDataDeathTask:DebugDeathData(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return Int32
function WithoutHitDataDeathTask:GetDeathReactionType(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return animAnimFeature_HitReactionsData
function WithoutHitDataDeathTask:GetHitData(context) return end

---@class WorkSpotTask : AIbehaviortaskScript
WorkSpotTask = {}

---@class WorkspotDecisions : LocomotionGroundDecisions
WorkspotDecisions = {}

---@return WorkspotDecisions
function WorkspotDecisions.new() return end

---@param props table
---@return WorkspotDecisions
function WorkspotDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WorkspotDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WorkspotDecisions:ExitCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WorkspotDecisions:ToCrouch(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WorkspotDecisions:ToSlide(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function WorkspotDecisions:ToStand(stateContext, scriptInterface) return end

---@class WorkspotEntryData : IScriptable
---@field workspotRef NodeRef
---@field isEnabled Bool
---@field isAvailable Bool
WorkspotEntryData = {}

---@return WorkspotEntryData
function WorkspotEntryData.new() return end

---@param props table
---@return WorkspotEntryData
function WorkspotEntryData.new(props) return end

---@class WorkspotEvents : LocomotionGroundEvents
WorkspotEvents = {}

---@return WorkspotEvents
function WorkspotEvents.new() return end

---@param props table
---@return WorkspotEvents
function WorkspotEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:ResetParameters(stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:ResetWorkspotAnimFeature(scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
function WorkspotEvents:SetWorkspotAnimFeature(scriptInterface) return end

---@class WorkspotFunctionalTestsDebugListener : IScriptable
---@field entityId entEntityID
---@field instancesCreated Int32
---@field instancesRemoved Int32
---@field workspotsSetup Int32
---@field workspotsStarted Int32
---@field workspotsFinished Int32
---@field animationsStack String[]
---@field animationsSkippedStack String[]
---@field animationsMissingStack String[]
---@field skipOverflows Int32
---@field teleportRequests Int32
---@field movementRequests Int32
WorkspotFunctionalTestsDebugListener = {}

---@return WorkspotFunctionalTestsDebugListener
function WorkspotFunctionalTestsDebugListener.new() return end

---@param props table
---@return WorkspotFunctionalTestsDebugListener
function WorkspotFunctionalTestsDebugListener.new(props) return end

---@param animName CName|string
---@param workEntryID workWorkEntryId
---@return Bool
function WorkspotFunctionalTestsDebugListener:OnAnimationChanged(animName, workEntryID) return end

---@param animName CName|string
---@param workEntryID workWorkEntryId
---@return Bool
function WorkspotFunctionalTestsDebugListener:OnAnimationMissing(animName, workEntryID) return end

---@param animName CName|string
---@param workEntryID workWorkEntryId
---@return Bool
function WorkspotFunctionalTestsDebugListener:OnAnimationSkipped(animName, workEntryID) return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnInstanceCreated() return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnInstanceRemoved() return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnMovementRequest() return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnSkipOverflow() return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnTeleportRequest() return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnWorkspotFinished() return end

---@param path String
---@return Bool
function WorkspotFunctionalTestsDebugListener:OnWorkspotSetup(path) return end

---@return Bool
function WorkspotFunctionalTestsDebugListener:OnWorkspotStarted() return end

---@param animationName String
---@return Int32
function WorkspotFunctionalTestsDebugListener:GetAnimationPlayCount(animationName) return end

---@return String[]
function WorkspotFunctionalTestsDebugListener:GetAnimationStack() return end

---@return entEntityID
function WorkspotFunctionalTestsDebugListener:GetEntityID() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetInstancesCreatedCount() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetInstancesRemovedCount() return end

---@return String
function WorkspotFunctionalTestsDebugListener:GetLastMissingAnimation() return end

---@return String
function WorkspotFunctionalTestsDebugListener:GetLastPlayedAnimation() return end

---@return String
function WorkspotFunctionalTestsDebugListener:GetLastSkippedAnimation() return end

---@return String[]
function WorkspotFunctionalTestsDebugListener:GetMissingAnimationStack() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetMovementRequestsCount() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetSkipOverflowsCount() return end

---@return String[]
function WorkspotFunctionalTestsDebugListener:GetSkippedAnimationStack() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetTeleportRequestsCount() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetWorkspotsFinishedCount() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetWorkspotsSetupCount() return end

---@return Int32
function WorkspotFunctionalTestsDebugListener:GetWorkspotsStartedCount() return end

---@param entID entEntityID
function WorkspotFunctionalTestsDebugListener:SetEntityID(entID) return end

---@class WorkspotMapData : IScriptable
---@field action gamedataWorkspotActionType
---@field workspots WorkspotEntryData[]
WorkspotMapData = {}

---@return WorkspotMapData
function WorkspotMapData.new() return end

---@param props table
---@return WorkspotMapData
function WorkspotMapData.new(props) return end

---@return WorkspotEntryData
function WorkspotMapData:FindFreeWorkspotData() return end

---@return NodeRef
function WorkspotMapData:FindFreeWorkspotRef() return end

---@return Int32
function WorkspotMapData:GetFreeWorkspotsCount() return end

---@param workspotRef NodeRef
function WorkspotMapData:ReleaseWorkspot(workspotRef) return end

---@param workspotRef NodeRef
function WorkspotMapData:ReserveWorkspot(workspotRef) return end

---@class WorkspotMapperComponent : gameScriptableComponent
---@field workspotsMap WorkspotMapData[]
WorkspotMapperComponent = {}

---@return WorkspotMapperComponent
function WorkspotMapperComponent.new() return end

---@param props table
---@return WorkspotMapperComponent
function WorkspotMapperComponent.new(props) return end

---@param evt OnReleaseWorkspotEvent
---@return Bool
function WorkspotMapperComponent:OnReleaseWorkspot(evt) return end

---@param evt OnReserveWorkspotEvent
---@return Bool
function WorkspotMapperComponent:OnReserveWorkspot(evt) return end

---@param mapEntryIndex Int32
---@return WorkspotEntryData
function WorkspotMapperComponent:FindFreeWorkspotData(mapEntryIndex) return end

---@param mapEntryIndex Int32
---@return NodeRef
function WorkspotMapperComponent:FindFreeWorkspotRef(mapEntryIndex) return end

---@param aiAction gamedataWorkspotActionType
---@return WorkspotEntryData
function WorkspotMapperComponent:GetFreeWorkspotDataForAIAction(aiAction) return end

---@param aiAction gamedataWorkspotActionType
---@return NodeRef
function WorkspotMapperComponent:GetFreeWorkspotRefForAIAction(aiAction) return end

---@param mapEntryIndex Int32
---@return Int32
function WorkspotMapperComponent:GetFreeWorkspotsCount(mapEntryIndex) return end

---@param aiAction gamedataWorkspotActionType
---@return Int32
function WorkspotMapperComponent:GetFreeWorkspotsCountForAIAction(aiAction) return end

---@param aiAction gamedataWorkspotActionType
---@return Int32
function WorkspotMapperComponent:GetNumberOfWorkpotsForAIAction(aiAction) return end

---@param aiAction gamedataWorkspotActionType
---@return Int32
function WorkspotMapperComponent:GetWorkspotMapEntryIdexForAIaction(aiAction) return end

function WorkspotMapperComponent:OnGameAttach() return end

function WorkspotMapperComponent:OnGameDetach() return end

---@param workspotRef NodeRef
function WorkspotMapperComponent:ReleaseWorkspot(workspotRef) return end

---@param workspotRef NodeRef
function WorkspotMapperComponent:ReserveWorkspot(workspotRef) return end

---@class WorldFunctionalTests : IScriptable
WorldFunctionalTests = {}

---@return WorldFunctionalTests
function WorldFunctionalTests.new() return end

---@param props table
---@return WorldFunctionalTests
function WorldFunctionalTests.new(props) return end

function WorldFunctionalTests:DespawnEntity() return end

function WorldFunctionalTests:GetCurrentLightColor() return end

function WorldFunctionalTests:SpawnEntity() return end

function WorldFunctionalTests:TogglePrefabVariant() return end

---@class WorldLightingConfig
---@field lightAttenuationClamp Float
WorldLightingConfig = {}

---@return WorldLightingConfig
function WorldLightingConfig.new() return end

---@param props table
---@return WorldLightingConfig
function WorldLightingConfig.new(props) return end

---@class WorldMapCursorRootController : CursorRootController
WorldMapCursorRootController = {}

---@return WorldMapCursorRootController
function WorldMapCursorRootController.new() return end

---@param props table
---@return WorldMapCursorRootController
function WorldMapCursorRootController.new(props) return end

---@param context CName|string
---@return CName
function WorldMapCursorRootController:GetAnimNameFromContext(context) return end

---@class WorldMapFiltersList : inkWidgetLogicController
WorldMapFiltersList = {}

---@return WorldMapFiltersList
function WorldMapFiltersList.new() return end

---@param props table
---@return WorldMapFiltersList
function WorldMapFiltersList.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function WorldMapFiltersList:OnConsumeInput(evt) return end

---@return Bool
function WorldMapFiltersList:OnInitialize() return end

---@return Bool
function WorldMapFiltersList:OnUninitialize() return end

---@class WorldMapFiltersListItem : inkWidgetLogicController
---@field checker inkWidgetReference
---@field filterName inkTextWidgetReference
---@field filterGroup gamedataMappinUIFilterGroup_Record
---@field rootWidget inkWidget
---@field isHovered Bool
WorldMapFiltersListItem = {}

---@return WorldMapFiltersListItem
function WorldMapFiltersListItem.new() return end

---@param props table
---@return WorldMapFiltersListItem
function WorldMapFiltersListItem.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function WorldMapFiltersListItem:OnHoverOutFilter(evt) return end

---@param evt inkPointerEvent
---@return Bool
function WorldMapFiltersListItem:OnHoverOverFilter(evt) return end

---@return Bool
function WorldMapFiltersListItem:OnInitialize() return end

---@return Bool
function WorldMapFiltersListItem:OnUninitialize() return end

---@param enable Bool
function WorldMapFiltersListItem:EnableFilter(enable) return end

---@return gamedataWorldMapFilter
function WorldMapFiltersListItem:GetFilterType() return end

---@return Bool
function WorldMapFiltersListItem:IsFilterEnabled() return end

---@return Bool
function WorldMapFiltersListItem:IsFilterHovered() return end

---@param delay Float
function WorldMapFiltersListItem:PlayIntroAnimation(delay) return end

---@param filterGroup gamedataMappinUIFilterGroup_Record
function WorldMapFiltersListItem:SetFilterGroup(filterGroup) return end

---@param state CName|string
function WorldMapFiltersListItem:SetFilterState(state) return end

---@return Bool
function WorldMapFiltersListItem:SwitchFilter() return end

---@class WorldMapGangItemController : inkWidgetLogicController
---@field factionNameText inkTextWidgetReference
---@field factionIconImage inkImageWidgetReference
WorldMapGangItemController = {}

---@return WorldMapGangItemController
function WorldMapGangItemController.new() return end

---@param props table
---@return WorldMapGangItemController
function WorldMapGangItemController.new(props) return end

---@param affiliationRecord gamedataAffiliation_Record
function WorldMapGangItemController:SetData(affiliationRecord) return end

---@class WorldMapPoliceTooltipController : WorldMapTooltipController
WorldMapPoliceTooltipController = {}

---@return WorldMapPoliceTooltipController
function WorldMapPoliceTooltipController.new() return end

---@param props table
---@return WorldMapPoliceTooltipController
function WorldMapPoliceTooltipController.new(props) return end

---@return CName
function WorldMapPoliceTooltipController:GetHideAnimation() return end

---@return CName
function WorldMapPoliceTooltipController:GetShowAnimation() return end

---@param data WorldMapTooltipData
---@param menu gameuiWorldMapMenuGameController
function WorldMapPoliceTooltipController:SetData(data, menu) return end

---@class WorldMapPreloader : inkWidgetLogicController
---@field splashAnim CName
---@field spinnerAnim CName
---@field spinnerFadeOutAnim CName
---@field spinnerFadeInAnim CName
---@field mapFadeOutAnim CName
---@field isMapLoaded Bool
---@field isMapFadeOutStarted Bool
---@field isSpinnerVisible Bool
---@field splashProxy inkanimProxy
---@field spinnerFadeOutProxy inkanimProxy
WorldMapPreloader = {}

---@return WorldMapPreloader
function WorldMapPreloader.new() return end

---@param props table
---@return WorldMapPreloader
function WorldMapPreloader.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function WorldMapPreloader:OnEndLoop(proxy) return end

---@return Bool
function WorldMapPreloader:OnInitialize() return end

---@return Bool
function WorldMapPreloader:OnSplash() return end

---@return Bool
function WorldMapPreloader:OnUninitialize() return end

function WorldMapPreloader:SetMapLoaded() return end

function WorldMapPreloader:ShowSpinner() return end

---@class WorldMapTooltipBaseController : inkWidgetLogicController
---@field root inkWidgetReference
---@field showHideAnim inkanimProxy
---@field visible Bool
---@field active Bool
WorldMapTooltipBaseController = {}

---@return WorldMapTooltipBaseController
function WorldMapTooltipBaseController.new() return end

---@param props table
---@return WorldMapTooltipBaseController
function WorldMapTooltipBaseController.new(props) return end

---@return CName
function WorldMapTooltipBaseController:GetHideAnimation() return end

---@return CName
function WorldMapTooltipBaseController:GetShowAnimation() return end

function WorldMapTooltipBaseController:Hide() return end

---@param force Bool
function WorldMapTooltipBaseController:HideInstant(force) return end

---@param data WorldMapTooltipData
---@param menu gameuiWorldMapMenuGameController
function WorldMapTooltipBaseController:SetData(data, menu) return end

function WorldMapTooltipBaseController:Show() return end

---@class WorldMapTooltipContainer : inkWidgetLogicController
---@field defaultTooltip inkWidgetReference
---@field policeTooltip inkWidgetReference
---@field defaultTooltipController WorldMapTooltipBaseController
---@field policeTooltipController WorldMapTooltipBaseController
---@field tooltips WorldMapTooltipBaseController[]
---@field currentVisibleIndex Int32
WorldMapTooltipContainer = {}

---@return WorldMapTooltipContainer
function WorldMapTooltipContainer.new() return end

---@param props table
---@return WorldMapTooltipContainer
function WorldMapTooltipContainer.new(props) return end

---@return Bool
function WorldMapTooltipContainer:OnInitialize() return end

---@param controller WorldMapTooltipBaseController
---@return Int32
function WorldMapTooltipContainer:GetControllerPriorityIndex(controller) return end

---@param type WorldMapTooltipType
---@return WorldMapTooltipBaseController
function WorldMapTooltipContainer:GetTooltipController(type) return end

---@param target WorldMapTooltipType
function WorldMapTooltipContainer:Hide(target) return end

---@param force Bool
function WorldMapTooltipContainer:HideAll(force) return end

---@param target WorldMapTooltipType
---@param data WorldMapTooltipData
---@param menu gameuiWorldMapMenuGameController
function WorldMapTooltipContainer:SetData(target, data, menu) return end

---@param target WorldMapTooltipType
function WorldMapTooltipContainer:Show(target) return end

---@class WorldMapTooltipController : WorldMapTooltipBaseController
---@field titleText inkTextWidgetReference
---@field descText inkTextWidgetReference
---@field additionalDescText inkTextWidgetReference
---@field lineBreak inkWidgetReference
---@field icon inkImageWidgetReference
---@field ep1Icon inkImageWidgetReference
---@field inputOpenJournalContainer inkCompoundWidgetReference
---@field inputInteractContainer inkCompoundWidgetReference
---@field inputMoreInfoContainer inkCompoundWidgetReference
---@field threatLevelPanel inkWidgetReference
---@field threatLevelValue inkTextWidgetReference
---@field fixerPanel inkWidgetReference
---@field linkImage inkImageWidgetReference
---@field gigProgress Float
---@field bar inkWidgetReference
---@field barAnimationProxy inkanimProxy
---@field animationProxy inkanimProxy
---@field gigBarCompletedText inkTextWidgetReference
---@field gigBarTotalText inkTextWidgetReference
WorldMapTooltipController = {}

---@return WorldMapTooltipController
function WorldMapTooltipController.new() return end

---@param props table
---@return WorldMapTooltipController
function WorldMapTooltipController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function WorldMapTooltipController:OnFixerProgressBarAnim(anim) return end

---@param e inkCallbackData
---@return Bool
function WorldMapTooltipController:OnIconCallback(e) return end

---@return Bool
function WorldMapTooltipController:OnInitialize() return end

---@param objective gameJournalQuestObjective
---@param widget inkImageWidgetReference
---@param journalManager gameJournalManager
function WorldMapTooltipController:DisplayAttachedImage(objective, widget, journalManager) return end

---@param poiMappin gamemappinsPointOfInterestMappin
---@param journalManager gameJournalManager
---@return gamedataPurchaseOffer_Record
function WorldMapTooltipController:GetApartmentOfferForMapPin(poiMappin, journalManager) return end

---@param playerLevel Int32
---@param recommendedLvl Int32
---@return CName
function WorldMapTooltipController:GetLevelState(playerLevel, recommendedLvl) return end

---@param poiMappin gamemappinsPointOfInterestMappin
---@param journalManager gameJournalManager
---@return gamedataVehicleOffer_Record
function WorldMapTooltipController:GetVehicleOfferForMapPin(poiMappin, journalManager) return end

---@param vehicleObject vehicleBaseObject
---@param player gameObject
---@return Bool
function WorldMapTooltipController:IsVehicleUnlocked(vehicleObject, player) return end

---@param animName CName|string
---@param callBack CName|string
function WorldMapTooltipController:PlayAnim(animName, callBack) return end

function WorldMapTooltipController:Reset() return end

---@param data WorldMapTooltipData
---@param menu gameuiWorldMapMenuGameController
function WorldMapTooltipController:SetData(data, menu) return end

---@class WorldMapTooltipData
---@field controller gameuiBaseWorldMapMappinController
---@field mappin gamemappinsIMappin
---@field journalEntry gameJournalEntry
---@field fastTravelEnabled Bool
---@field readJournal Bool
---@field moreInfo Bool
---@field isCollection Bool
WorldMapTooltipData = {}

---@return WorldMapTooltipData
function WorldMapTooltipData.new() return end

---@param props table
---@return WorldMapTooltipData
function WorldMapTooltipData.new(props) return end

---@class WorldPosition
---@field x FixedPoint
---@field y FixedPoint
---@field z FixedPoint
WorldPosition = {}

---@return WorldPosition
function WorldPosition.new() return end

---@param props table
---@return WorldPosition
function WorldPosition.new(props) return end

---@param worldPosition WorldPosition
---@return Float
function WorldPosition.GetX(worldPosition) return end

---@param worldPosition WorldPosition
---@return Float
function WorldPosition.GetY(worldPosition) return end

---@param worldPosition WorldPosition
---@return Float
function WorldPosition.GetZ(worldPosition) return end

---@param worldPosition WorldPosition
---@param value Vector4
function WorldPosition.SetVector4(worldPosition, value) return end

---@param worldPosition WorldPosition
---@param value Float
function WorldPosition.SetX(worldPosition, value) return end

---@param worldPosition WorldPosition
---@param x Float
---@param y Float
---@param z Float
function WorldPosition.SetXYZ(worldPosition, x, y, z) return end

---@param worldPosition WorldPosition
---@param value Float
function WorldPosition.SetY(worldPosition, value) return end

---@param worldPosition WorldPosition
---@param value Float
function WorldPosition.SetZ(worldPosition, value) return end

---@param worldPosition WorldPosition
---@return Vector4
function WorldPosition.ToVector4(worldPosition) return end

---@class WorldRenderAreaSettings
---@field areaParameters IAreaSettings[]
WorldRenderAreaSettings = {}

---@return WorldRenderAreaSettings
function WorldRenderAreaSettings.new() return end

---@param props table
---@return WorldRenderAreaSettings
function WorldRenderAreaSettings.new(props) return end

---@class WorldShadowConfig
---@field contactShadows ContactShadowsConfig
---@field distantShadowsNumLevels Uint32
---@field distantShadowsBaseLevelRadius Float
---@field foliageShadowConfig FoliageShadowConfig
WorldShadowConfig = {}

---@return WorldShadowConfig
function WorldShadowConfig.new() return end

---@param props table
---@return WorldShadowConfig
function WorldShadowConfig.new(props) return end

---@class WorldTransform
---@field Position WorldPosition
---@field Orientation Quaternion
WorldTransform = {}

---@return WorldTransform
function WorldTransform.new() return end

---@param props table
---@return WorldTransform
function WorldTransform.new(props) return end

---@param xform WorldTransform
---@return Vector4
function WorldTransform.GetForward(xform) return end

---@param xform WorldTransform
---@return WorldTransform
function WorldTransform.GetInverse(xform) return end

---@param xform WorldTransform
---@return Quaternion
function WorldTransform.GetOrientation(xform) return end

---@param xform WorldTransform
---@return Vector4
function WorldTransform.GetRight(xform) return end

---@param xform WorldTransform
---@return Vector4
function WorldTransform.GetUp(xform) return end

---@param xform WorldTransform
---@return WorldPosition
function WorldTransform.GetWorldPosition(xform) return end

---@param xform WorldTransform
function WorldTransform.SetIdentity(xform) return end

---@param xform WorldTransform
---@param value Quaternion
function WorldTransform.SetOrientation(xform, value) return end

---@param xform WorldTransform
---@param value EulerAngles
function WorldTransform.SetOrientationEuler(xform, value) return end

---@param xform WorldTransform
---@param value Vector4
function WorldTransform.SetOrientationFromDir(xform, value) return end

---@param xform WorldTransform
---@param value Vector4
function WorldTransform.SetPosition(xform, value) return end

---@param xform WorldTransform
---@param value WorldPosition
function WorldTransform.SetWorldPosition(xform, value) return end

---@param xform WorldTransform
---@return Matrix
function WorldTransform.ToMatrix(xform) return end

---@param xform WorldTransform
---@param value Vector4
---@return Vector4
function WorldTransform.TransformInvPoint(xform, value) return end

---@param xform WorldTransform
---@param value WorldPosition
---@return Vector4
function WorldTransform.TransformInvWorldPosition(xform, value) return end

---@param xform WorldTransform
---@param value WorldTransform
---@return Transform
function WorldTransform.TransformInvWorldXForm(xform, value) return end

---@param xform WorldTransform
---@param value Transform
---@return Transform
function WorldTransform.TransformInvXForm(xform, value) return end

---@param xform WorldTransform
---@param value Vector4
---@return WorldPosition
function WorldTransform.TransformPoint(xform, value) return end

---@param xform WorldTransform
---@param value WorldPosition
---@return WorldPosition
function WorldTransform.TransformWorldPosition(xform, value) return end

---@param xform WorldTransform
---@param value WorldTransform
---@return WorldTransform
function WorldTransform.TransformWorldXForm(xform, value) return end

---@param xform WorldTransform
---@param value Transform
---@return WorldTransform
function WorldTransform.TransformXForm(xform, value) return end

---@param xform WorldTransform
---@return Transform
function WorldTransform._ToXForm(xform) return end

---@class WorldWidgetComponent : IWorldWidgetComponent
---@field cursorResource inkWidgetLibraryResource
---@field widgetResource inkWidgetLibraryResource
---@field itemNameToSpawn CName
---@field staticTextureResource CBitmapTexture
---@field sceneWidgetProperties worlduiSceneWidgetProperties
---@field spawnDistanceOverride Float
---@field limitedSpawnDistanceFromVehicle Bool
---@field screenDefinition SUIScreenDefinition
WorldWidgetComponent = {}

---@return WorldWidgetComponent
function WorldWidgetComponent.new() return end

---@param props table
---@return WorldWidgetComponent
function WorldWidgetComponent.new(props) return end

---@return ScreenDefinitionPackage
function WorldWidgetComponent:GetScreenDefinition() return end

---@return Bool
function WorldWidgetComponent:IsScreenDefinitionValid() return end

---@class WoundedInstigated : redEvent
---@field bodyPart EHitReactionZone
WoundedInstigated = {}

---@return WoundedInstigated
function WoundedInstigated.new() return end

---@param props table
---@return WoundedInstigated
function WoundedInstigated.new(props) return end

---@class WoundedLookatController : AIGenericEntityLookatTask
WoundedLookatController = {}

---@return WoundedLookatController
function WoundedLookatController.new() return end

---@param props table
---@return WoundedLookatController
function WoundedLookatController.new(props) return end

---@param context AIbehaviorScriptExecutionContext
function WoundedLookatController:Activate(context) return end

---@param context AIbehaviorScriptExecutionContext
function WoundedLookatController:Deactivate(context) return end

---@param context AIbehaviorScriptExecutionContext
---@return AIbehaviorUpdateOutcome
function WoundedLookatController:Update(context) return end

---@class WoundedTriggeredPrereq : gameIScriptablePrereq
---@field currValue Uint32
WoundedTriggeredPrereq = {}

---@return WoundedTriggeredPrereq
function WoundedTriggeredPrereq.new() return end

---@param props table
---@return WoundedTriggeredPrereq
function WoundedTriggeredPrereq.new(props) return end

---@param owner gameObject
---@param value Uint32
---@return Bool
function WoundedTriggeredPrereq:Evaluate(owner, value) return end

---@param state gamePrereqState
---@param context IScriptable
function WoundedTriggeredPrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function WoundedTriggeredPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function WoundedTriggeredPrereq:OnUnregister(state, context) return end

---@class WoundedTriggeredPrereqState : gamePrereqState
---@field owner gameObject
---@field listenerInt redCallbackObject
WoundedTriggeredPrereqState = {}

---@return WoundedTriggeredPrereqState
function WoundedTriggeredPrereqState.new() return end

---@param props table
---@return WoundedTriggeredPrereqState
function WoundedTriggeredPrereqState.new(props) return end

---@param value Uint32
---@return Bool
function WoundedTriggeredPrereqState:OnStateUpdate(value) return end

---@class WrappedGOGRewardPack : IScriptable
---@field index Uint64
---@field data gameRewardPack
WrappedGOGRewardPack = {}

---@return WrappedGOGRewardPack
function WrappedGOGRewardPack.new() return end

---@param props table
---@return WrappedGOGRewardPack
function WrappedGOGRewardPack.new(props) return end

---@param index Uint64
---@param data gameRewardPack
---@return WrappedGOGRewardPack
function WrappedGOGRewardPack.Make(index, data) return end

---@class WrappedInventoryItemData : IScriptable
---@field ItemData gameInventoryItemData
---@field ComparisonState gameItemComparisonState
---@field IsNew Bool
---@field ItemTemplate Uint32
---@field DisplayContext gameItemDisplayContext
---@field NotificationListener ImmediateNotificationListener
---@field Item UIInventoryItem
---@field DisplayContextData ItemDisplayContextData
---@field OverrideQuantity Int32
---@field IsQuestBought Bool
WrappedInventoryItemData = {}

---@return WrappedInventoryItemData
function WrappedInventoryItemData.new() return end

---@param props table
---@return WrappedInventoryItemData
function WrappedInventoryItemData.new(props) return end

---@class WrappedUIInventoryItem : IScriptable
---@field Item UIInventoryItem
---@field AdditionalData IScriptable
WrappedUIInventoryItem = {}

---@return WrappedUIInventoryItem
function WrappedUIInventoryItem.new() return end

---@param props table
---@return WrappedUIInventoryItem
function WrappedUIInventoryItem.new(props) return end

---@param item UIInventoryItem
---@param additionalData IScriptable
---@return WrappedUIInventoryItem
function WrappedUIInventoryItem.Make(item, additionalData) return end

---@class XmlResource : CResource
---@field data String
XmlResource = {}

---@return XmlResource
function XmlResource.new() return end

---@param props table
---@return XmlResource
function XmlResource.new(props) return end

---@class ZoneAlertNotification : GenericNotificationController
---@field animation inkanimProxy
---@field zone_data ZoneAlertNotificationViewData
---@field ZoneLabelText inkTextWidgetReference
ZoneAlertNotification = {}

---@return ZoneAlertNotification
function ZoneAlertNotification.new() return end

---@param props table
---@return ZoneAlertNotification
function ZoneAlertNotification.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function ZoneAlertNotification:SetNotificationData(notificationData) return end

---@class ZoneAlertNotificationQueue : gameuiGenericNotificationGameController
---@field duration Float
---@field securityBlackBoardID redCallbackObject
---@field combatBlackBoardID redCallbackObject
---@field wantedValueBlackboardID redCallbackObject
---@field playerBlackboardID redCallbackObject
---@field blackboard gameIBlackboard
---@field wantedBlackboard gameIBlackboard
---@field wantedBlackboardDef UI_WantedBarDef
---@field playerInCombat Bool
---@field playerPuppet gameObject
---@field currentSecurityZoneType ESecurityAreaType
---@field vehicleZoneBlackboard gameIBlackboard
---@field vehicleZoneBlackboardDef LocalPlayerDef
---@field vehicleZoneBlackboardID redCallbackObject
---@field WANTED_TIER_SIZE Int32
---@field wantedLevel Int32
---@field factListenerID Uint32
ZoneAlertNotificationQueue = {}

---@return ZoneAlertNotificationQueue
function ZoneAlertNotificationQueue.new() return end

---@param props table
---@return ZoneAlertNotificationQueue
function ZoneAlertNotificationQueue.new(props) return end

---@param value Int32
---@return Bool
function ZoneAlertNotificationQueue:OnCombatChange(value) return end

---@param playerPuppet gameObject
---@return Bool
function ZoneAlertNotificationQueue:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function ZoneAlertNotificationQueue:OnPlayerDetach(playerPuppet) return end

---@param arg Variant
---@return Bool
function ZoneAlertNotificationQueue:OnSecurityDataChange(arg) return end

---@param arg Int32
---@return Bool
function ZoneAlertNotificationQueue:OnVehicleZone(arg) return end

---@return Int32
function ZoneAlertNotificationQueue:GetID() return end

---@return Bool
function ZoneAlertNotificationQueue:GetShouldSaveState() return end

---@param val Int32
function ZoneAlertNotificationQueue:OnFact(val) return end

---@class ZoneAlertNotificationRemoveRequestData : IScriptable
---@field areaType ESecurityAreaType
ZoneAlertNotificationRemoveRequestData = {}

---@return ZoneAlertNotificationRemoveRequestData
function ZoneAlertNotificationRemoveRequestData.new() return end

---@param props table
---@return ZoneAlertNotificationRemoveRequestData
function ZoneAlertNotificationRemoveRequestData.new(props) return end

---@class ZoneAlertNotificationViewData : gameuiGenericNotificationViewData
---@field canBeMerged Bool
---@field securityZoneData ESecurityAreaType
ZoneAlertNotificationViewData = {}

---@return ZoneAlertNotificationViewData
function ZoneAlertNotificationViewData.new() return end

---@param props table
---@return ZoneAlertNotificationViewData
function ZoneAlertNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function ZoneAlertNotificationViewData:CanMerge(data) return end

---@param data IScriptable
---@return Bool
function ZoneAlertNotificationViewData:OnRemoveNotification(data) return end

---@class ZonesPSMPrereq : PlayerStateMachinePrereq
ZonesPSMPrereq = {}

---@return ZonesPSMPrereq
function ZonesPSMPrereq.new() return end

---@param props table
---@return ZonesPSMPrereq
function ZonesPSMPrereq.new(props) return end

---@param bb gameIBlackboard
---@return Int32
function ZonesPSMPrereq:GetCurrentPSMStateIndex(bb) return end

---@return String
function ZonesPSMPrereq:GetStateMachineEnum() return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function ZonesPSMPrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function ZonesPSMPrereq:OnUnregister(state, context) return end

---@class ZonesPSMPrereqState : PlayerStateMachinePrereqState
ZonesPSMPrereqState = {}

---@return ZonesPSMPrereqState
function ZonesPSMPrereqState.new() return end

---@param props table
---@return ZonesPSMPrereqState
function ZonesPSMPrereqState.new(props) return end

---@class ZoomBlockedDecisions : ZoomDecisionsTransition
ZoomBlockedDecisions = {}

---@return ZoomBlockedDecisions
function ZoomBlockedDecisions.new() return end

---@param props table
---@return ZoomBlockedDecisions
function ZoomBlockedDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomBlockedDecisions:EnterCondition(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomBlockedDecisions:ExitCondition(stateContext, scriptInterface) return end

---@class ZoomBlockedEvents : ZoomEventsTransition
---@field previousCameraPerspective vehicleCameraPerspective
---@field previousCameraPerspectiveValid Bool
ZoomBlockedEvents = {}

---@return ZoomBlockedEvents
function ZoomBlockedEvents.new() return end

---@param props table
---@return ZoomBlockedEvents
function ZoomBlockedEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomBlockedEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomBlockedEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomBlockedEvents:OnExitToZoomLevelBase(stateContext, scriptInterface) return end

---@class ZoomDecisionsTransition : ZoomTransition
ZoomDecisionsTransition = {}

---@return ZoomDecisionsTransition
function ZoomDecisionsTransition.new() return end

---@param props table
---@return ZoomDecisionsTransition
function ZoomDecisionsTransition.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomDecisionsTransition:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomDecisionsTransition:ToNextZoomLevel(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomDecisionsTransition:ToPreviousZoomLevel(stateContext, scriptInterface) return end

---@class ZoomEventsTransition : ZoomTransition
ZoomEventsTransition = {}

---@return ZoomEventsTransition
function ZoomEventsTransition.new() return end

---@param props table
---@return ZoomEventsTransition
function ZoomEventsTransition.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomEventsTransition:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomEventsTransition:OnExitToNextZoomLevel(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomEventsTransition:OnExitToPreviousZoomLevel(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomEventsTransition:OnExitToZoomLevelBase(stateContext, scriptInterface) return end

---@class ZoomLevel3Decisions : ZoomDecisionsTransition
ZoomLevel3Decisions = {}

---@return ZoomLevel3Decisions
function ZoomLevel3Decisions.new() return end

---@param props table
---@return ZoomLevel3Decisions
function ZoomLevel3Decisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel3Decisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel3Decisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel3Events : ZoomEventsTransition
ZoomLevel3Events = {}

---@return ZoomLevel3Events
function ZoomLevel3Events.new() return end

---@param props table
---@return ZoomLevel3Events
function ZoomLevel3Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel3Events:OnEnter(stateContext, scriptInterface) return end

---@class ZoomLevel4Decisions : ZoomDecisionsTransition
ZoomLevel4Decisions = {}

---@return ZoomLevel4Decisions
function ZoomLevel4Decisions.new() return end

---@param props table
---@return ZoomLevel4Decisions
function ZoomLevel4Decisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel4Decisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel4Decisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel4Events : ZoomEventsTransition
ZoomLevel4Events = {}

---@return ZoomLevel4Events
function ZoomLevel4Events.new() return end

---@param props table
---@return ZoomLevel4Events
function ZoomLevel4Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel4Events:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel4Events:OnExitToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel4Events:OnExitToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel5Decisions : ZoomDecisionsTransition
ZoomLevel5Decisions = {}

---@return ZoomLevel5Decisions
function ZoomLevel5Decisions.new() return end

---@param props table
---@return ZoomLevel5Decisions
function ZoomLevel5Decisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel5Decisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel5Decisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel5Events : ZoomEventsTransition
ZoomLevel5Events = {}

---@return ZoomLevel5Events
function ZoomLevel5Events.new() return end

---@param props table
---@return ZoomLevel5Events
function ZoomLevel5Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel5Events:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel5Events:OnExitToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel5Events:OnExitToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel6Decisions : ZoomDecisionsTransition
ZoomLevel6Decisions = {}

---@return ZoomLevel6Decisions
function ZoomLevel6Decisions.new() return end

---@param props table
---@return ZoomLevel6Decisions
function ZoomLevel6Decisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel6Decisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevel6Decisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevel6Events : ZoomEventsTransition
ZoomLevel6Events = {}

---@return ZoomLevel6Events
function ZoomLevel6Events.new() return end

---@param props table
---@return ZoomLevel6Events
function ZoomLevel6Events.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel6Events:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel6Events:OnExitToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevel6Events:OnExitToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevelAimDecisions : ZoomDecisionsTransition
ZoomLevelAimDecisions = {}

---@return ZoomLevelAimDecisions
function ZoomLevelAimDecisions.new() return end

---@param props table
---@return ZoomLevelAimDecisions
function ZoomLevelAimDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function ZoomLevelAimDecisions:GetActualZoomValue(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelAimDecisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelAimDecisions:ToScanZoomLevel(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelAimDecisions:ToZoomLevel3(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelAimDecisions:ToZoomLevel4(stateContext, scriptInterface) return end

---@class ZoomLevelAimEvents : ZoomEventsTransition
---@field isAmingWithWeapon Bool
ZoomLevelAimEvents = {}

---@return ZoomLevelAimEvents
function ZoomLevelAimEvents.new() return end

---@param props table
---@return ZoomLevelAimEvents
function ZoomLevelAimEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function ZoomLevelAimEvents:GetActualZoomValue(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelAimEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelAimEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelAimEvents:OnExitToZoomLevelBase(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelAimEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelAimEvents:ReevaluateADSZoomIndex(stateContext, scriptInterface) return end

---@return Bool
function ZoomLevelAimEvents:ShouldPlayZoomExitSound() return end

---@return Bool
function ZoomLevelAimEvents:ShouldPlayZoomStepSound() return end

---@class ZoomLevelBaseDecisions : ZoomDecisionsTransition
ZoomLevelBaseDecisions = {}

---@return ZoomLevelBaseDecisions
function ZoomLevelBaseDecisions.new() return end

---@param props table
---@return ZoomLevelBaseDecisions
function ZoomLevelBaseDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelBaseDecisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevelBaseEvents : ZoomEventsTransition
ZoomLevelBaseEvents = {}

---@return ZoomLevelBaseEvents
function ZoomLevelBaseEvents.new() return end

---@param props table
---@return ZoomLevelBaseEvents
function ZoomLevelBaseEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelBaseEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelBaseEvents:OnExitToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevelScanDecisions : ZoomDecisionsTransition
ZoomLevelScanDecisions = {}

---@return ZoomLevelScanDecisions
function ZoomLevelScanDecisions.new() return end

---@param props table
---@return ZoomLevelScanDecisions
function ZoomLevelScanDecisions.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelScanDecisions:ToBaseZoom(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomLevelScanDecisions:ToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomLevelScanEvents : ZoomEventsTransition
ZoomLevelScanEvents = {}

---@return ZoomLevelScanEvents
function ZoomLevelScanEvents.new() return end

---@param props table
---@return ZoomLevelScanEvents
function ZoomLevelScanEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelScanEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomLevelScanEvents:OnExitToZoomLevelAim(stateContext, scriptInterface) return end

---@class ZoomTransition : DefaultTransition
ZoomTransition = {}

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Float
function ZoomTransition:GetActualZoomValue(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@return Float
function ZoomTransition:GetBlendTime(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Float
function ZoomTransition:GetCurrentZoomLevel(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Float
function ZoomTransition:GetNextZoomLevel(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Float
function ZoomTransition:GetPreviousZoomLevel(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function ZoomTransition:GetShouldUseWeaponZoomData(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Int32
function ZoomTransition:GetZoomLevelNumber(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Float[]
function ZoomTransition:GetZoomLevelsArray(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param index Int32
---@return Float
function ZoomTransition:GetZoomValueFromLevel(stateContext, index) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomTransition:IsConsideredAiming(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@param excludeSniperNest Bool
---@return Bool
function ZoomTransition:IsControllingDevice(stateContext, scriptInterface, excludeSniperNest) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomTransition:IsControllingSniperNestDevice(scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomTransition:IsGenericDeviceAndFocusInactive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomTransition:IsGenericDeviceOrFocusActive(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomTransition:PlayFocusModeZoomEnterSound(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomTransition:PlayZoomEndVisualEffect(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
function ZoomTransition:ResetAimType(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
function ZoomTransition:ResetShouldUseWeaponZoomData(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomTransition:SendZoomAnimFeatureData(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Float
function ZoomTransition:SetBlendTime(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param zoomLevel Int32
function ZoomTransition:SetCurrentZoomLevel(stateContext, zoomLevel) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Float
function ZoomTransition:SetPreviousZoomLevel(stateContext, value) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomTransition:SetShouldUseWeaponZoomData(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param value Int32
function ZoomTransition:SetZoomLevelNumber(stateContext, value) return end

---@return Bool
function ZoomTransition:ShouldPlayZoomExitSound() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function ZoomTransition:ShouldPlayZoomFX(stateContext, scriptInterface) return end

---@return Bool
function ZoomTransition:ShouldPlayZoomStepSound() return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function ZoomTransition:StartZoomEffect(stateContext, scriptInterface) return end

---@class ZoomTransitionHelper : IScriptable
ZoomTransitionHelper = {}

---@return CName
function ZoomTransitionHelper.GetReevaluateZoomName() return end

---@class activityLogEntryLogicController : inkWidgetLogicController
---@field available Bool
---@field originalSize Uint16
---@field size Uint16
---@field displayText String
---@field root inkTextWidget
---@field appearingAnim inkanimController
---@field typingAnim inkanimController
---@field disappearingAnim inkanimController
---@field typingAnimDef inkanimDefinition
---@field typingAnimProxy inkanimProxy
---@field disappearingAnimDef inkanimDefinition
---@field disappearingAnimProxy inkanimProxy
activityLogEntryLogicController = {}

---@return activityLogEntryLogicController
function activityLogEntryLogicController.new() return end

---@param props table
---@return activityLogEntryLogicController
function activityLogEntryLogicController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function activityLogEntryLogicController:OnDisappeared(proxy) return end

---@return Bool
function activityLogEntryLogicController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function activityLogEntryLogicController:OnStopTyping(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function activityLogEntryLogicController:OnTyping(proxy) return end

---@return Bool
function activityLogEntryLogicController:IsAvailable() return end

function activityLogEntryLogicController:Reset() return end

---@param displayText String
function activityLogEntryLogicController:SetText(displayText) return end

---@class activityLogGameController : gameuiHUDGameController
---@field readIndex Int32
---@field writeIndex Int32
---@field maxSize Int32
---@field entries String[]
---@field panel inkVerticalPanelWidgetReference
---@field onNewEntries redCallbackObject
---@field onHide redCallbackObject
activityLogGameController = {}

---@return activityLogGameController
function activityLogGameController.new() return end

---@param props table
---@return activityLogGameController
function activityLogGameController.new(props) return end

---@param widget inkWidget
---@return Bool
function activityLogGameController:OnDisappeared(widget) return end

---@param val Bool
---@return Bool
function activityLogGameController:OnHide(val) return end

---@return Bool
function activityLogGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function activityLogGameController:OnNewEntries(value) return end

---@param widget inkWidget
---@return Bool
function activityLogGameController:OnTypingFinished(widget) return end

---@return Bool
function activityLogGameController:OnUninitialize() return end

---@param value String
function activityLogGameController:AddNewEntry(value) return end

---@class aiscriptSharedVarBool
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarBool = {}

---@return aiscriptSharedVarBool
function aiscriptSharedVarBool.new() return end

---@param props table
---@return aiscriptSharedVarBool
function aiscriptSharedVarBool.new(props) return end

function aiscriptSharedVarBool.Get() return end

function aiscriptSharedVarBool.IsValid() return end

function aiscriptSharedVarBool.Set() return end

---@class aiscriptSharedVarFloat
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarFloat = {}

---@return aiscriptSharedVarFloat
function aiscriptSharedVarFloat.new() return end

---@param props table
---@return aiscriptSharedVarFloat
function aiscriptSharedVarFloat.new(props) return end

function aiscriptSharedVarFloat.Get() return end

function aiscriptSharedVarFloat.IsValid() return end

function aiscriptSharedVarFloat.Set() return end

---@class aiscriptSharedVarInt
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarInt = {}

---@return aiscriptSharedVarInt
function aiscriptSharedVarInt.new() return end

---@param props table
---@return aiscriptSharedVarInt
function aiscriptSharedVarInt.new(props) return end

function aiscriptSharedVarInt.Get() return end

function aiscriptSharedVarInt.IsValid() return end

function aiscriptSharedVarInt.Set() return end

---@class aiscriptSharedVarName
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarName = {}

---@return aiscriptSharedVarName
function aiscriptSharedVarName.new() return end

---@param props table
---@return aiscriptSharedVarName
function aiscriptSharedVarName.new(props) return end

function aiscriptSharedVarName.Get() return end

function aiscriptSharedVarName.IsValid() return end

function aiscriptSharedVarName.Set() return end

---@class aiscriptSharedVarPosition
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarPosition = {}

---@return aiscriptSharedVarPosition
function aiscriptSharedVarPosition.new() return end

---@param props table
---@return aiscriptSharedVarPosition
function aiscriptSharedVarPosition.new(props) return end

function aiscriptSharedVarPosition.Get() return end

function aiscriptSharedVarPosition.IsValid() return end

function aiscriptSharedVarPosition.Set() return end

---@class aiscriptSharedVarTarget
---@field varName LibTreeSharedVarReferenceName
aiscriptSharedVarTarget = {}

---@return aiscriptSharedVarTarget
function aiscriptSharedVarTarget.new() return end

---@param props table
---@return aiscriptSharedVarTarget
function aiscriptSharedVarTarget.new(props) return end

function aiscriptSharedVarTarget.Get() return end

function aiscriptSharedVarTarget.IsValid() return end

function aiscriptSharedVarTarget.Set() return end

---@class analogSpeedometerLogicController : IVehicleModuleController
---@field analogSpeedNeedleWidget inkWidgetReference
---@field analogSpeedNeedleMinRotation Float
---@field analogSpeedNeedleMaxRotation Float
---@field analogSpeedNeedleMaxValue Float
---@field speedBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field vehicle vehicleBaseObject
analogSpeedometerLogicController = {}

---@return analogSpeedometerLogicController
function analogSpeedometerLogicController.new() return end

---@param props table
---@return analogSpeedometerLogicController
function analogSpeedometerLogicController.new(props) return end

---@return Bool
function analogSpeedometerLogicController:OnUninitialize() return end

---@param speed Float
function analogSpeedometerLogicController:OnSpeedValueChanged(speed) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function analogSpeedometerLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function analogSpeedometerLogicController:UnregisterCallbacks() return end

---@class analogTachLogicController : IVehicleModuleController
---@field analogTachNeedleWidget inkWidgetReference
---@field analogTachNeedleMinRotation Float
---@field analogTachNeedleMaxRotation Float
---@field rpmValueBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field rpmMaxValue Float
---@field rpmMinValue Float
analogTachLogicController = {}

---@return analogTachLogicController
function analogTachLogicController.new() return end

---@param props table
---@return analogTachLogicController
function analogTachLogicController.new(props) return end

---@return Bool
function analogTachLogicController:OnUninitialize() return end

---@param rpmValue Float
function analogTachLogicController:OnRpmValueChanged(rpmValue) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function analogTachLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function analogTachLogicController:UnregisterCallbacks() return end

---@class animActionAnimDatabase : CResource
---@field rows animActionAnimDatabase_DatabaseRow[]
animActionAnimDatabase = {}

---@return animActionAnimDatabase
function animActionAnimDatabase.new() return end

---@param props table
---@return animActionAnimDatabase
function animActionAnimDatabase.new(props) return end

---@class animActionAnimDatabase_AnimationData
---@field animationName CName
---@field fallbackAnimationName CName
---@field inTransitionDuration Float
---@field inCanRequestInertialization Bool
---@field outTransitionDuration Float
---@field outCanRequestInertialization Bool
---@field streamingContext CName
animActionAnimDatabase_AnimationData = {}

---@return animActionAnimDatabase_AnimationData
function animActionAnimDatabase_AnimationData.new() return end

---@param props table
---@return animActionAnimDatabase_AnimationData
function animActionAnimDatabase_AnimationData.new(props) return end

---@class animActionAnimDatabase_DatabaseRow
---@field animFeatureName CName
---@field state Int32
---@field animVariation Int32
---@field animationData animActionAnimDatabase_AnimationData
animActionAnimDatabase_DatabaseRow = {}

---@return animActionAnimDatabase_DatabaseRow
function animActionAnimDatabase_DatabaseRow.new() return end

---@param props table
---@return animActionAnimDatabase_DatabaseRow
function animActionAnimDatabase_DatabaseRow.new(props) return end

---@class animAdditionalFloatTrackContainer
---@field entries animAdditionalFloatTrackEntry[]
---@field overwriteExistingValues Bool
animAdditionalFloatTrackContainer = {}

---@return animAdditionalFloatTrackContainer
function animAdditionalFloatTrackContainer.new() return end

---@param props table
---@return animAdditionalFloatTrackContainer
function animAdditionalFloatTrackContainer.new(props) return end

---@class animAdditionalFloatTrackEntry : ISerializable
---@field name CName
---@field trackInfo animFloatTrackInfo
---@field values curveData
animAdditionalFloatTrackEntry = {}

---@return animAdditionalFloatTrackEntry
function animAdditionalFloatTrackEntry.new() return end

---@param props table
---@return animAdditionalFloatTrackEntry
function animAdditionalFloatTrackEntry.new(props) return end

---@class animAdditionalTransformContainer
---@field entries animAdditionalTransformEntry[]
animAdditionalTransformContainer = {}

---@return animAdditionalTransformContainer
function animAdditionalTransformContainer.new() return end

---@param props table
---@return animAdditionalTransformContainer
function animAdditionalTransformContainer.new(props) return end

---@class animAdditionalTransformEntry : ISerializable
---@field transformInfo animTransformInfo
---@field value QsTransform
animAdditionalTransformEntry = {}

---@return animAdditionalTransformEntry
function animAdditionalTransformEntry.new() return end

---@param props table
---@return animAdditionalTransformEntry
function animAdditionalTransformEntry.new(props) return end

---@class animAnimBreakpointSimple : animIAnimBreakpoint
---@field hitCount Uint32
animAnimBreakpointSimple = {}

---@return animAnimBreakpointSimple
function animAnimBreakpointSimple.new() return end

---@param props table
---@return animAnimBreakpointSimple
function animAnimBreakpointSimple.new(props) return end

---@class animAnimDataAddress
---@field unkIndex Uint32
---@field fsetInBytes Uint32
---@field zeInBytes Uint32
animAnimDataAddress = {}

---@return animAnimDataAddress
function animAnimDataAddress.new() return end

---@param props table
---@return animAnimDataAddress
function animAnimDataAddress.new(props) return end

---@class animAnimDataChunk
---@field buffer serializationDeferredDataBuffer
animAnimDataChunk = {}

---@return animAnimDataChunk
function animAnimDataChunk.new() return end

---@param props table
---@return animAnimDataChunk
function animAnimDataChunk.new(props) return end

---@class animAnimDatabaseCollection
---@field animDatabases animAnimDatabaseCollectionEntry[]
animAnimDatabaseCollection = {}

---@return animAnimDatabaseCollection
function animAnimDatabaseCollection.new() return end

---@param props table
---@return animAnimDatabaseCollection
function animAnimDatabaseCollection.new(props) return end

---@class animAnimDatabaseCollectionEntry
---@field name CName
---@field animDatabase C2dArray
---@field overrideAnimDatabase animGenericAnimDatabase
animAnimDatabaseCollectionEntry = {}

---@return animAnimDatabaseCollectionEntry
function animAnimDatabaseCollectionEntry.new() return end

---@param props table
---@return animAnimDatabaseCollectionEntry
function animAnimDatabaseCollectionEntry.new(props) return end

---@class animAnimDebuggerCommand_ActivationChanges : animIAnimDebuggerCommand
animAnimDebuggerCommand_ActivationChanges = {}

---@return animAnimDebuggerCommand_ActivationChanges
function animAnimDebuggerCommand_ActivationChanges.new() return end

---@param props table
---@return animAnimDebuggerCommand_ActivationChanges
function animAnimDebuggerCommand_ActivationChanges.new(props) return end

---@class animAnimDebuggerCommand_BoolOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_BoolOutputApplied = {}

---@return animAnimDebuggerCommand_BoolOutputApplied
function animAnimDebuggerCommand_BoolOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_BoolOutputApplied
function animAnimDebuggerCommand_BoolOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_FloatOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_FloatOutputApplied = {}

---@return animAnimDebuggerCommand_FloatOutputApplied
function animAnimDebuggerCommand_FloatOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_FloatOutputApplied
function animAnimDebuggerCommand_FloatOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_GetAvailableHooks : animIAnimDebuggerCommand
animAnimDebuggerCommand_GetAvailableHooks = {}

---@return animAnimDebuggerCommand_GetAvailableHooks
function animAnimDebuggerCommand_GetAvailableHooks.new() return end

---@param props table
---@return animAnimDebuggerCommand_GetAvailableHooks
function animAnimDebuggerCommand_GetAvailableHooks.new(props) return end

---@class animAnimDebuggerCommand_HooksRegistered : animIAnimDebuggerCommand
animAnimDebuggerCommand_HooksRegistered = {}

---@return animAnimDebuggerCommand_HooksRegistered
function animAnimDebuggerCommand_HooksRegistered.new() return end

---@param props table
---@return animAnimDebuggerCommand_HooksRegistered
function animAnimDebuggerCommand_HooksRegistered.new(props) return end

---@class animAnimDebuggerCommand_HooksUnregistered : animIAnimDebuggerCommand
animAnimDebuggerCommand_HooksUnregistered = {}

---@return animAnimDebuggerCommand_HooksUnregistered
function animAnimDebuggerCommand_HooksUnregistered.new() return end

---@param props table
---@return animAnimDebuggerCommand_HooksUnregistered
function animAnimDebuggerCommand_HooksUnregistered.new(props) return end

---@class animAnimDebuggerCommand_IntOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_IntOutputApplied = {}

---@return animAnimDebuggerCommand_IntOutputApplied
function animAnimDebuggerCommand_IntOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_IntOutputApplied
function animAnimDebuggerCommand_IntOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_NormalizedProgressOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_NormalizedProgressOutputApplied = {}

---@return animAnimDebuggerCommand_NormalizedProgressOutputApplied
function animAnimDebuggerCommand_NormalizedProgressOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_NormalizedProgressOutputApplied
function animAnimDebuggerCommand_NormalizedProgressOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_RecordActiveChanged : animIAnimDebuggerCommand
animAnimDebuggerCommand_RecordActiveChanged = {}

---@return animAnimDebuggerCommand_RecordActiveChanged
function animAnimDebuggerCommand_RecordActiveChanged.new() return end

---@param props table
---@return animAnimDebuggerCommand_RecordActiveChanged
function animAnimDebuggerCommand_RecordActiveChanged.new(props) return end

---@class animAnimDebuggerCommand_SetDebugHookState : animIAnimDebuggerCommand
animAnimDebuggerCommand_SetDebugHookState = {}

---@return animAnimDebuggerCommand_SetDebugHookState
function animAnimDebuggerCommand_SetDebugHookState.new() return end

---@param props table
---@return animAnimDebuggerCommand_SetDebugHookState
function animAnimDebuggerCommand_SetDebugHookState.new(props) return end

---@class animAnimDebuggerCommand_TransitionOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_TransitionOutputApplied = {}

---@return animAnimDebuggerCommand_TransitionOutputApplied
function animAnimDebuggerCommand_TransitionOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_TransitionOutputApplied
function animAnimDebuggerCommand_TransitionOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_VectorOutputApplied : animIAnimDebuggerCommand
animAnimDebuggerCommand_VectorOutputApplied = {}

---@return animAnimDebuggerCommand_VectorOutputApplied
function animAnimDebuggerCommand_VectorOutputApplied.new() return end

---@param props table
---@return animAnimDebuggerCommand_VectorOutputApplied
function animAnimDebuggerCommand_VectorOutputApplied.new(props) return end

---@class animAnimDebuggerCommand_WeightChanges : animIAnimDebuggerCommand
animAnimDebuggerCommand_WeightChanges = {}

---@return animAnimDebuggerCommand_WeightChanges
function animAnimDebuggerCommand_WeightChanges.new() return end

---@param props table
---@return animAnimDebuggerCommand_WeightChanges
function animAnimDebuggerCommand_WeightChanges.new(props) return end

---@class animAnimDurationFeature : animAnimFeature
---@field duration Float
animAnimDurationFeature = {}

---@return animAnimDurationFeature
function animAnimDurationFeature.new() return end

---@param props table
---@return animAnimDurationFeature
function animAnimDurationFeature.new(props) return end

---@class animAnimEvent : ISerializable
---@field startFrame Uint32
---@field durationInFrames Uint32
---@field eventName CName
animAnimEvent = {}

---@class animAnimEvent_Effect : animAnimEvent
---@field effectName CName
animAnimEvent_Effect = {}

---@return animAnimEvent_Effect
function animAnimEvent_Effect.new() return end

---@param props table
---@return animAnimEvent_Effect
function animAnimEvent_Effect.new(props) return end

---@class animAnimEvent_EffectDuration : animAnimEvent
---@field effectName CName
---@field sequenceShift Uint32
---@field breakAllLoopsOnStop Bool
animAnimEvent_EffectDuration = {}

---@return animAnimEvent_EffectDuration
function animAnimEvent_EffectDuration.new() return end

---@param props table
---@return animAnimEvent_EffectDuration
function animAnimEvent_EffectDuration.new(props) return end

---@class animAnimEvent_FoleyAction : animAnimEvent
---@field actionName CName
animAnimEvent_FoleyAction = {}

---@return animAnimEvent_FoleyAction
function animAnimEvent_FoleyAction.new() return end

---@param props table
---@return animAnimEvent_FoleyAction
function animAnimEvent_FoleyAction.new(props) return end

---@class animAnimEvent_FootIK : animAnimEvent
---@field leg animLeg
animAnimEvent_FootIK = {}

---@return animAnimEvent_FootIK
function animAnimEvent_FootIK.new() return end

---@param props table
---@return animAnimEvent_FootIK
function animAnimEvent_FootIK.new(props) return end

---@class animAnimEvent_FootPhase : animAnimEvent
---@field phase animEFootPhase
animAnimEvent_FootPhase = {}

---@return animAnimEvent_FootPhase
function animAnimEvent_FootPhase.new() return end

---@param props table
---@return animAnimEvent_FootPhase
function animAnimEvent_FootPhase.new(props) return end

---@class animAnimEvent_FootPlant : animAnimEvent
---@field side animEventSide
---@field customEvent CName
animAnimEvent_FootPlant = {}

---@return animAnimEvent_FootPlant
function animAnimEvent_FootPlant.new() return end

---@param props table
---@return animAnimEvent_FootPlant
function animAnimEvent_FootPlant.new(props) return end

---@class animAnimEvent_ForceRagdoll : animAnimEvent
animAnimEvent_ForceRagdoll = {}

---@return animAnimEvent_ForceRagdoll
function animAnimEvent_ForceRagdoll.new() return end

---@param props table
---@return animAnimEvent_ForceRagdoll
function animAnimEvent_ForceRagdoll.new(props) return end

---@class animAnimEvent_GameplayVo : animAnimEvent
---@field voContext CName
---@field isQuest Bool
animAnimEvent_GameplayVo = {}

---@return animAnimEvent_GameplayVo
function animAnimEvent_GameplayVo.new() return end

---@param props table
---@return animAnimEvent_GameplayVo
function animAnimEvent_GameplayVo.new(props) return end

---@class animAnimEvent_ItemEffect : animAnimEvent
---@field effectName CName
animAnimEvent_ItemEffect = {}

---@return animAnimEvent_ItemEffect
function animAnimEvent_ItemEffect.new() return end

---@param props table
---@return animAnimEvent_ItemEffect
function animAnimEvent_ItemEffect.new(props) return end

---@class animAnimEvent_ItemEffectDuration : animAnimEvent
---@field effectName CName
---@field sequenceShift Uint32
---@field breakAllLoopsOnStop Bool
animAnimEvent_ItemEffectDuration = {}

---@return animAnimEvent_ItemEffectDuration
function animAnimEvent_ItemEffectDuration.new() return end

---@param props table
---@return animAnimEvent_ItemEffectDuration
function animAnimEvent_ItemEffectDuration.new(props) return end

---@class animAnimEvent_KeyPose : animAnimEvent
animAnimEvent_KeyPose = {}

---@return animAnimEvent_KeyPose
function animAnimEvent_KeyPose.new() return end

---@param props table
---@return animAnimEvent_KeyPose
function animAnimEvent_KeyPose.new(props) return end

---@class animAnimEvent_Phase : animAnimEvent
animAnimEvent_Phase = {}

---@return animAnimEvent_Phase
function animAnimEvent_Phase.new() return end

---@param props table
---@return animAnimEvent_Phase
function animAnimEvent_Phase.new(props) return end

---@class animAnimEvent_SafeCut : animAnimEvent
animAnimEvent_SafeCut = {}

---@return animAnimEvent_SafeCut
function animAnimEvent_SafeCut.new() return end

---@param props table
---@return animAnimEvent_SafeCut
function animAnimEvent_SafeCut.new(props) return end

---@class animAnimEvent_SceneItem : animAnimEvent
---@field boneName CName
animAnimEvent_SceneItem = {}

---@return animAnimEvent_SceneItem
function animAnimEvent_SceneItem.new() return end

---@param props table
---@return animAnimEvent_SceneItem
function animAnimEvent_SceneItem.new(props) return end

---@class animAnimEvent_Simple : animAnimEvent
animAnimEvent_Simple = {}

---@return animAnimEvent_Simple
function animAnimEvent_Simple.new() return end

---@param props table
---@return animAnimEvent_Simple
function animAnimEvent_Simple.new(props) return end

---@class animAnimEvent_SimpleDuration : animAnimEvent
animAnimEvent_SimpleDuration = {}

---@return animAnimEvent_SimpleDuration
function animAnimEvent_SimpleDuration.new() return end

---@param props table
---@return animAnimEvent_SimpleDuration
function animAnimEvent_SimpleDuration.new(props) return end

---@class animAnimEvent_Slide : animAnimEvent
animAnimEvent_Slide = {}

---@return animAnimEvent_Slide
function animAnimEvent_Slide.new() return end

---@param props table
---@return animAnimEvent_Slide
function animAnimEvent_Slide.new(props) return end

---@class animAnimEvent_Sound : animAnimEvent
---@field switches audioAudSwitch[]
---@field params audioAudParameter[]
---@field dynamicParams CName[]
---@field metadataContext CName
---@field onlyPlayOn CName
---@field dontPlayOn CName
---@field playerGenderAlt animAnimEventGenderAlt
animAnimEvent_Sound = {}

---@return animAnimEvent_Sound
function animAnimEvent_Sound.new() return end

---@param props table
---@return animAnimEvent_Sound
function animAnimEvent_Sound.new(props) return end

---@class animAnimEvent_SoundFromEmitter : animAnimEvent
---@field emitterName CName
animAnimEvent_SoundFromEmitter = {}

---@return animAnimEvent_SoundFromEmitter
function animAnimEvent_SoundFromEmitter.new() return end

---@param props table
---@return animAnimEvent_SoundFromEmitter
function animAnimEvent_SoundFromEmitter.new(props) return end

---@class animAnimEvent_TrajectoryAdjustment : animAnimEvent
animAnimEvent_TrajectoryAdjustment = {}

---@return animAnimEvent_TrajectoryAdjustment
function animAnimEvent_TrajectoryAdjustment.new() return end

---@param props table
---@return animAnimEvent_TrajectoryAdjustment
function animAnimEvent_TrajectoryAdjustment.new(props) return end

---@class animAnimEvent_Valued : animAnimEvent
---@field value Float
animAnimEvent_Valued = {}

---@return animAnimEvent_Valued
function animAnimEvent_Valued.new() return end

---@param props table
---@return animAnimEvent_Valued
function animAnimEvent_Valued.new(props) return end

---@class animAnimEvent_WorkspotFastExitCutoff : animAnimEvent
animAnimEvent_WorkspotFastExitCutoff = {}

---@return animAnimEvent_WorkspotFastExitCutoff
function animAnimEvent_WorkspotFastExitCutoff.new() return end

---@param props table
---@return animAnimEvent_WorkspotFastExitCutoff
function animAnimEvent_WorkspotFastExitCutoff.new(props) return end

---@class animAnimEvent_WorkspotItem : animAnimEvent
---@field actions workIWorkspotItemAction[]
animAnimEvent_WorkspotItem = {}

---@return animAnimEvent_WorkspotItem
function animAnimEvent_WorkspotItem.new() return end

---@param props table
---@return animAnimEvent_WorkspotItem
function animAnimEvent_WorkspotItem.new(props) return end

---@class animAnimEvent_WorkspotPlayFacialAnim : animAnimEvent
---@field facialAnimName CName
animAnimEvent_WorkspotPlayFacialAnim = {}

---@return animAnimEvent_WorkspotPlayFacialAnim
function animAnimEvent_WorkspotPlayFacialAnim.new() return end

---@param props table
---@return animAnimEvent_WorkspotPlayFacialAnim
function animAnimEvent_WorkspotPlayFacialAnim.new(props) return end

---@class animAnimFallbackFrameDesc
---@field mPositions Uint16
---@field mRotations Uint16
---@field mFloatTracks Uint16
animAnimFallbackFrameDesc = {}

---@return animAnimFallbackFrameDesc
function animAnimFallbackFrameDesc.new() return end

---@param props table
---@return animAnimFallbackFrameDesc
function animAnimFallbackFrameDesc.new(props) return end

---@class animAnimFeature : IScriptable
animAnimFeature = {}

---@return animAnimFeature
function animAnimFeature.new() return end

---@param props table
---@return animAnimFeature
function animAnimFeature.new(props) return end

---@class animAnimFeatureEntry
---@field name CName
---@field className CName
---@field forceAllocate Bool
animAnimFeatureEntry = {}

---@return animAnimFeatureEntry
function animAnimFeatureEntry.new() return end

---@param props table
---@return animAnimFeatureEntry
function animAnimFeatureEntry.new(props) return end

---@class animAnimFeatureEvent
animAnimFeatureEvent = {}

---@return animAnimFeatureEvent
function animAnimFeatureEvent.new() return end

---@param props table
---@return animAnimFeatureEvent
function animAnimFeatureEvent.new(props) return end

---@class animAnimFeatureMarkUnstable : animAnimFeature
animAnimFeatureMarkUnstable = {}

---@return animAnimFeatureMarkUnstable
function animAnimFeatureMarkUnstable.new() return end

---@param props table
---@return animAnimFeatureMarkUnstable
function animAnimFeatureMarkUnstable.new(props) return end

---@class animAnimFeaturePlaySlotAnim : animAnimFeature
---@field slotName CName
---@field animationName CName
---@field blendInTime Float
---@field blendOutTime Float
---@field speedMultiplier Float
---@field startOffsetRelative Float
---@field playAsAdditive Bool
---@field enableMotion Bool
---@field numberOfLoops Int32
animAnimFeaturePlaySlotAnim = {}

---@return animAnimFeaturePlaySlotAnim
function animAnimFeaturePlaySlotAnim.new() return end

---@param props table
---@return animAnimFeaturePlaySlotAnim
function animAnimFeaturePlaySlotAnim.new(props) return end

function animAnimFeaturePlaySlotAnim:SetSlotName() return end

---@class animAnimFeatureUpdateWorkspot : animAnimFeature
---@field animName CName
---@field recordID Int32
---@field updateCounter Int32
---@field boolsAsFlags Int32
---@field animBlendTime Float
---@field forcedBlendIn Float
---@field forceAnimTime Float
---@field timeScale Float
---@field animationStartTime Double
---@field isPaused Bool
---@field isLooped Bool
---@field isExitAnim Bool
---@field enableMotion Bool
---@field isActive Bool
---@field isAnimValid Bool
---@field slotNameHash Int32
---@field facialKeyWeight Float
---@field facialIdleAnimation CName
---@field facialIdleKeyAnimation CName
---@field globalBlendDuration Float
---@field globalBlendIn Bool
animAnimFeatureUpdateWorkspot = {}

---@return animAnimFeatureUpdateWorkspot
function animAnimFeatureUpdateWorkspot.new() return end

---@param props table
---@return animAnimFeatureUpdateWorkspot
function animAnimFeatureUpdateWorkspot.new(props) return end

---@class animAnimFeatureWorkspotExitAnim : animAnimFeature
animAnimFeatureWorkspotExitAnim = {}

---@return animAnimFeatureWorkspotExitAnim
function animAnimFeatureWorkspotExitAnim.new() return end

---@param props table
---@return animAnimFeatureWorkspotExitAnim
function animAnimFeatureWorkspotExitAnim.new(props) return end

---@class animAnimFeatureWorkspotInertializationAnim : animAnimFeature
---@field duration Float
animAnimFeatureWorkspotInertializationAnim = {}

---@return animAnimFeatureWorkspotInertializationAnim
function animAnimFeatureWorkspotInertializationAnim.new() return end

---@param props table
---@return animAnimFeatureWorkspotInertializationAnim
function animAnimFeatureWorkspotInertializationAnim.new(props) return end

---@class animAnimFeature_AIAction : animAnimFeature
---@field state Int32
---@field animVariation Int32
---@field stateDuration Float
---@field direction Float
animAnimFeature_AIAction = {}

---@return animAnimFeature_AIAction
function animAnimFeature_AIAction.new() return end

---@param props table
---@return animAnimFeature_AIAction
function animAnimFeature_AIAction.new(props) return end

---@class animAnimFeature_AIActionAnimation : animAnimFeature_AIAction
---@field animFeatureName CName
animAnimFeature_AIActionAnimation = {}

---@return animAnimFeature_AIActionAnimation
function animAnimFeature_AIActionAnimation.new() return end

---@param props table
---@return animAnimFeature_AIActionAnimation
function animAnimFeature_AIActionAnimation.new(props) return end

---@class animAnimFeature_Aim : animAnimFeature_BasicAim
---@field aimPoint Vector4
animAnimFeature_Aim = {}

---@return animAnimFeature_Aim
function animAnimFeature_Aim.new() return end

---@param props table
---@return animAnimFeature_Aim
function animAnimFeature_Aim.new(props) return end

---@param aimPoint Vector4
function animAnimFeature_Aim:Aim(aimPoint) return end

---@class animAnimFeature_BasicAim : animAnimFeature
---@field aimState Int32
---@field zoomState Int32
animAnimFeature_BasicAim = {}

---@return animAnimFeature_BasicAim
function animAnimFeature_BasicAim.new() return end

---@param props table
---@return animAnimFeature_BasicAim
function animAnimFeature_BasicAim.new(props) return end

---@param aimState animAimState
function animAnimFeature_BasicAim:SetAimState(aimState) return end

---@param zoomState animAimState
function animAnimFeature_BasicAim:SetZoomState(zoomState) return end

---@class animAnimFeature_Bump : animAnimFeature
---@field direction Float
---@field source Float
---@field intensity Float
---@field isBumping Bool
---@field bumpType Int32
animAnimFeature_Bump = {}

---@return animAnimFeature_Bump
function animAnimFeature_Bump.new() return end

---@param props table
---@return animAnimFeature_Bump
function animAnimFeature_Bump.new(props) return end

---@class animAnimFeature_Climb : animAnimFeature
---@field verticalPosition Vector4
---@field horizontalPosition Vector4
---@field toVerticalTime Float
---@field verticalToHorizontalTime Float
---@field frontEdgePosition Vector4
---@field frontEdgeNormal Vector4
---@field yawAngle Float
---@field stateLength Float
---@field climbType Int32
---@field state Int32
animAnimFeature_Climb = {}

---@return animAnimFeature_Climb
function animAnimFeature_Climb.new() return end

---@param props table
---@return animAnimFeature_Climb
function animAnimFeature_Climb.new(props) return end

function animAnimFeature_Climb:SetFrontEdgeNormal() return end

function animAnimFeature_Climb:SetFrontEdgePosition() return end

function animAnimFeature_Climb:SetHorizontalPosition() return end

function animAnimFeature_Climb:SetVerticalPosition() return end

function animAnimFeature_Climb:SetVerticalToHorizontalTime() return end

---@class animAnimFeature_ConsumableAnimation : animAnimFeature
---@field consumableType Int32
---@field useConsumable Bool
---@field animationScale Float
animAnimFeature_ConsumableAnimation = {}

---@return animAnimFeature_ConsumableAnimation
function animAnimFeature_ConsumableAnimation.new() return end

---@param props table
---@return animAnimFeature_ConsumableAnimation
function animAnimFeature_ConsumableAnimation.new(props) return end

---@class animAnimFeature_ContainerBase : animAnimFeature
---@field opened Bool
---@field transitionDuration Float
animAnimFeature_ContainerBase = {}

---@return animAnimFeature_ContainerBase
function animAnimFeature_ContainerBase.new() return end

---@param props table
---@return animAnimFeature_ContainerBase
function animAnimFeature_ContainerBase.new(props) return end

function animAnimFeature_ContainerBase:SetOpened() return end

function animAnimFeature_ContainerBase:SetTransitionDuration() return end

---@class animAnimFeature_Cover : animAnimFeature
---@field coverPosition Vector4
---@field coverDirection Vector4
---@field coverState Int32
---@field coverAngleToAction Float
---@field stance Int32
---@field behavior Int32
---@field coverAction Int32
---@field behaviorTime_PreAction Float
---@field behaviorTime_Action Float
---@field behaviorTime_PostAction Float
animAnimFeature_Cover = {}

---@return animAnimFeature_Cover
function animAnimFeature_Cover.new() return end

---@param props table
---@return animAnimFeature_Cover
function animAnimFeature_Cover.new(props) return end

---@param coverAction animCoverAction
function animAnimFeature_Cover:SetCoverAction(coverAction) return end

---@param angleToAction Float
function animAnimFeature_Cover:SetCoverAngleToAction(angleToAction) return end

---@param direction Vector4
function animAnimFeature_Cover:SetCoverDirection(direction) return end

---@param position Vector4
function animAnimFeature_Cover:SetCoverPosition(position) return end

---@param coverState animCoverState
function animAnimFeature_Cover:SetCoverState(coverState) return end

---@class animAnimFeature_CoverAction : animAnimFeature_AIAction
---@field coverStance Int32
---@field coverActionType Int32
---@field coverShootType Int32
---@field movementType Int32
animAnimFeature_CoverAction = {}

---@return animAnimFeature_CoverAction
function animAnimFeature_CoverAction.new() return end

---@param props table
---@return animAnimFeature_CoverAction
function animAnimFeature_CoverAction.new(props) return end

---@class animAnimFeature_Crowd : animAnimFeature
---@field stopType Int32
---@field speedType Int32
---@field speedOverrideType Int32
---@field bumpDirection Int32
---@field threatSource Int32
---@field locomotionState Int32
---@field bumpSourceLocation Int32
---@field lookAtAngle Float
---@field fearStage Int32
---@field startType Int32
---@field startDirectionAngle Float
---@field animTime Float
---@field isBlocked Bool
---@field bumpType Int32
---@field fleeType Int32
---@field randomVariation Float
---@field animScale Float
---@field slopeRatio Float
---@field distanceToPlayer2D Float
---@field angleToPlayer Float
animAnimFeature_Crowd = {}

---@return animAnimFeature_Crowd
function animAnimFeature_Crowd.new() return end

---@param props table
---@return animAnimFeature_Crowd
function animAnimFeature_Crowd.new(props) return end

---@class animAnimFeature_CrowdLocomotion : animAnimFeature
---@field speed Float
---@field slopeAngle Float
---@field isCrowd Bool
animAnimFeature_CrowdLocomotion = {}

---@return animAnimFeature_CrowdLocomotion
function animAnimFeature_CrowdLocomotion.new() return end

---@param props table
---@return animAnimFeature_CrowdLocomotion
function animAnimFeature_CrowdLocomotion.new(props) return end

---@class animAnimFeature_DangleExternalInput : animAnimFeature
---@field fictitiousAccelerationWs Vector4
animAnimFeature_DangleExternalInput = {}

---@return animAnimFeature_DangleExternalInput
function animAnimFeature_DangleExternalInput.new() return end

---@param props table
---@return animAnimFeature_DangleExternalInput
function animAnimFeature_DangleExternalInput.new(props) return end

---@class animAnimFeature_DeviceCameraControlled : animAnimFeature
---@field currentRotation Vector4
animAnimFeature_DeviceCameraControlled = {}

---@return animAnimFeature_DeviceCameraControlled
function animAnimFeature_DeviceCameraControlled.new() return end

---@param props table
---@return animAnimFeature_DeviceCameraControlled
function animAnimFeature_DeviceCameraControlled.new(props) return end

---@class animAnimFeature_DodgeData : animAnimFeature
---@field dodgeType Int32
---@field dodgeDirection Int32
animAnimFeature_DodgeData = {}

---@return animAnimFeature_DodgeData
function animAnimFeature_DodgeData.new() return end

---@param props table
---@return animAnimFeature_DodgeData
function animAnimFeature_DodgeData.new(props) return end

---@class animAnimFeature_DroneLocomotion : animAnimFeature
---@field speed Float
---@field angularSpeed Float
---@field lookAtAngle Float
---@field desiredSpeed Float
---@field pathCurvative Float
animAnimFeature_DroneLocomotion = {}

---@return animAnimFeature_DroneLocomotion
function animAnimFeature_DroneLocomotion.new() return end

---@param props table
---@return animAnimFeature_DroneLocomotion
function animAnimFeature_DroneLocomotion.new(props) return end

---@class animAnimFeature_EditorOnlyPredictiveLookAt : animAnimFeature
---@field isEnabled Bool
---@field target Vector4
---@field suppress Float
---@field mode Int32
animAnimFeature_EditorOnlyPredictiveLookAt = {}

---@return animAnimFeature_EditorOnlyPredictiveLookAt
function animAnimFeature_EditorOnlyPredictiveLookAt.new() return end

---@param props table
---@return animAnimFeature_EditorOnlyPredictiveLookAt
function animAnimFeature_EditorOnlyPredictiveLookAt.new(props) return end

---@class animAnimFeature_EquipUnequipItem : animAnimFeature
---@field stateTransitionDuration Float
---@field itemState Int32
---@field itemType Int32
---@field firstEquip Bool
---@field swappingWeapons Bool
animAnimFeature_EquipUnequipItem = {}

---@return animAnimFeature_EquipUnequipItem
function animAnimFeature_EquipUnequipItem.new() return end

---@param props table
---@return animAnimFeature_EquipUnequipItem
function animAnimFeature_EquipUnequipItem.new(props) return end

---@class animAnimFeature_ExitCover : animAnimFeature_AIAction
---@field coverStance Int32
---@field coverExitDirection Int32
animAnimFeature_ExitCover = {}

---@return animAnimFeature_ExitCover
function animAnimFeature_ExitCover.new() return end

---@param props table
---@return animAnimFeature_ExitCover
function animAnimFeature_ExitCover.new(props) return end

---@class animAnimFeature_FPPCamera : animAnimFeature
---@field fov Float
---@field deltaYaw Float
---@field deltaYawExternal Float
---@field deltaYawInput Float
---@field yawSpeed Float
---@field yawMaxLeft Float
---@field yawMaxRight Float
---@field deltaPitch Float
---@field deltaPitchExternal Float
---@field deltaPitchInput Float
---@field pitchSpeed Float
---@field pitchMin Float
---@field pitchMax Float
---@field resetYawSpeed Float
---@field resetPitchSpeed Float
---@field resetExternalsSpeed Float
---@field isSceneMode Bool
---@field t4Blend Float
---@field t4Pitch Float
---@field t4Yaw Float
---@field t4Roll Float
---@field t4CopyPitchAndYaw Bool
---@field sceneCameraUseTrajectorySpace Bool
---@field sceneTransitioningToGameplay Bool
---@field yawMultiplier Float
---@field pitchMultiplier Float
---@field overridePitchInput Float
---@field overridePitchRef Float
---@field overrideYawInput Float
---@field overrideYawRef Float
---@field override Float
---@field parallaxSide Float
---@field parallaxForward Float
---@field parallaxSpace Float
---@field normalizeYaw Bool
---@field vehicleOffsetWeight Float
---@field gameplayCameraPoseWeight Float
---@field additiveCameraMovementsWeight Float
---@field vehicleProceduralCameraWeight Float
---@field t4CameraIdleOrientation Quaternion
---@field t4UseCameraIdleOrientation Bool
---@field t4CameraControlIdleOrientation Quaternion
animAnimFeature_FPPCamera = {}

---@return animAnimFeature_FPPCamera
function animAnimFeature_FPPCamera.new() return end

---@param props table
---@return animAnimFeature_FPPCamera
function animAnimFeature_FPPCamera.new(props) return end

---@param deltaPitch Float
function animAnimFeature_FPPCamera:SetDeltaPitch(deltaPitch) return end

---@param deltaYaw Float
function animAnimFeature_FPPCamera:SetDeltaYaw(deltaYaw) return end

---@param pitchSpeed Float
function animAnimFeature_FPPCamera:SetPitchSpeed(pitchSpeed) return end

---@param yawSpeed Float
function animAnimFeature_FPPCamera:SetYawSpeed(yawSpeed) return end

---@class animAnimFeature_HitReactions : animAnimFeature
---@field hitDirection Vector4
---@field hitIntensity Float
---@field hitType Int32
---@field hitBodyPart Int32
animAnimFeature_HitReactions = {}

---@return animAnimFeature_HitReactions
function animAnimFeature_HitReactions.new() return end

---@param props table
---@return animAnimFeature_HitReactions
function animAnimFeature_HitReactions.new(props) return end

function animAnimFeature_HitReactions:Hit() return end

---@class animAnimFeature_HitReactionsData : animAnimFeature
---@field hitIntensity Int32
---@field hitSource Int32
---@field hitType Int32
---@field hitBodyPart Int32
---@field npcMovementSpeed Int32
---@field hitDirection Int32
---@field npcMovementDirection Int32
---@field stance Int32
---@field animVariation Int32
---@field useInitialRotation Bool
---@field hitDirectionWs Vector4
---@field angleToAttack Float
---@field initialRotationDuration Float
animAnimFeature_HitReactionsData = {}

---@return animAnimFeature_HitReactionsData
function animAnimFeature_HitReactionsData.new() return end

---@param props table
---@return animAnimFeature_HitReactionsData
function animAnimFeature_HitReactionsData.new(props) return end

---@class animAnimFeature_IK : animAnimFeature
---@field point Vector4
---@field normal Vector4
---@field weight Float
animAnimFeature_IK = {}

---@return animAnimFeature_IK
function animAnimFeature_IK.new() return end

---@param props table
---@return animAnimFeature_IK
function animAnimFeature_IK.new(props) return end

---@class animAnimFeature_Interaction : animAnimFeature
---@field interactionDuration Float
---@field interactionStage Int32
animAnimFeature_Interaction = {}

---@return animAnimFeature_Interaction
function animAnimFeature_Interaction.new() return end

---@param props table
---@return animAnimFeature_Interaction
function animAnimFeature_Interaction.new(props) return end

---@class animAnimFeature_Ladder : animAnimFeature
---@field state Int32
---@field transitionType Int32
---@field distanceFromTop Float
---@field entryFromRight Bool
animAnimFeature_Ladder = {}

---@return animAnimFeature_Ladder
function animAnimFeature_Ladder.new() return end

---@param props table
---@return animAnimFeature_Ladder
function animAnimFeature_Ladder.new(props) return end

---@class animAnimFeature_LeftHandItem : animAnimFeature
---@field itemInLeftHand Bool
animAnimFeature_LeftHandItem = {}

---@return animAnimFeature_LeftHandItem
function animAnimFeature_LeftHandItem.new() return end

---@param props table
---@return animAnimFeature_LeftHandItem
function animAnimFeature_LeftHandItem.new(props) return end

---@class animAnimFeature_Locomotion : animAnimFeature
---@field action Int32
---@field style Int32
---@field pathCurvature Float
---@field inclineAngle Float
---@field groundAngle Float
---@field animDeltaZ Float
---@field animationPlaybackTime Float
---@field footScaleFactor Float
---@field directionalStartAngle Float
---@field speedProgress Float
---@field isOnStairs Bool
---@field areAnimWrappersUnlocked Bool
animAnimFeature_Locomotion = {}

---@return animAnimFeature_Locomotion
function animAnimFeature_Locomotion.new() return end

---@param props table
---@return animAnimFeature_Locomotion
function animAnimFeature_Locomotion.new(props) return end

---@class animAnimFeature_MeleeData : animAnimFeature
---@field isMeleeWeaponEquipped Bool
---@field attackSpeed Float
---@field isEquippingThrowable Bool
---@field isTargeting Bool
---@field isBlocking Bool
---@field isHolding Bool
---@field isAttacking Bool
---@field attackNumber Int32
---@field shouldHandsDisappear Bool
---@field isSliding Bool
---@field deflectDuration Float
---@field isSafe Bool
---@field keepRenderPlane Bool
---@field hasDeflectAnim Bool
---@field hasHitAnim Bool
---@field attackType Int32
---@field isParried Bool
---@field isThrowReloading Bool
---@field throwReloadTime Float
animAnimFeature_MeleeData = {}

---@return animAnimFeature_MeleeData
function animAnimFeature_MeleeData.new() return end

---@param props table
---@return animAnimFeature_MeleeData
function animAnimFeature_MeleeData.new(props) return end

---@class animAnimFeature_MeleeIKData : animAnimFeature
---@field isValid Bool
---@field headPosition Vector4
---@field chestPosition Vector4
---@field ikOffset Vector4
animAnimFeature_MeleeIKData = {}

---@return animAnimFeature_MeleeIKData
function animAnimFeature_MeleeIKData.new() return end

---@param props table
---@return animAnimFeature_MeleeIKData
function animAnimFeature_MeleeIKData.new(props) return end

---@class animAnimFeature_MeleeSlotData : animAnimFeature
---@field attackType Int32
---@field comboNumber Int32
---@field startupDuration Float
---@field activeDuration Float
---@field recoverDuration Float
---@field activeHitDuration Float
---@field recoverHitDuration Float
animAnimFeature_MeleeSlotData = {}

---@return animAnimFeature_MeleeSlotData
function animAnimFeature_MeleeSlotData.new() return end

---@param props table
---@return animAnimFeature_MeleeSlotData
function animAnimFeature_MeleeSlotData.new(props) return end

---@class animAnimFeature_MoveTo : animAnimFeature
---@field initialFwdVector Vector4
---@field targetPositionWs Vector4
---@field targetDirectionWs Vector4
---@field timeToMove Float
animAnimFeature_MoveTo = {}

---@return animAnimFeature_MoveTo
function animAnimFeature_MoveTo.new() return end

---@param props table
---@return animAnimFeature_MoveTo
function animAnimFeature_MoveTo.new(props) return end

---@param targetPosition Vector4
---@param targetYawRotation Float
---@param timeToMove Float
function animAnimFeature_MoveTo:MoveTo(targetPosition, targetYawRotation, timeToMove) return end

---@param targetPosition Vector4
---@param targetYawRotation Vector4
---@param timeToMove Float
function animAnimFeature_MoveTo:MoveToWithDir(targetPosition, targetYawRotation, timeToMove) return end

---@class animAnimFeature_Movement : animAnimFeature
---@field movementDirection Vector4
---@field speed Float
---@field desiredSpeed Float
---@field stabilizedSpeed Float
---@field acceleration Float
---@field timeToChangeLocomotion Float
---@field strafeYaw Float
---@field yawSpeed Float
---@field locomotionState Int32
animAnimFeature_Movement = {}

---@return animAnimFeature_Movement
function animAnimFeature_Movement.new() return end

---@param props table
---@return animAnimFeature_Movement
function animAnimFeature_Movement.new(props) return end

function animAnimFeature_Movement:SetAcceleration() return end

---@param speed Float
function animAnimFeature_Movement:SetSpeed(speed) return end

---@class animAnimFeature_NPCCoverStanceState : animAnimFeature_NPCState
animAnimFeature_NPCCoverStanceState = {}

---@return animAnimFeature_NPCCoverStanceState
function animAnimFeature_NPCCoverStanceState.new() return end

---@param props table
---@return animAnimFeature_NPCCoverStanceState
function animAnimFeature_NPCCoverStanceState.new(props) return end

---@class animAnimFeature_NPCExploration : animAnimFeature
---@field explorationType Int32
---@field state Int32
---@field movementType Int32
---@field isEvenLoop Bool
---@field playbackTime Float
animAnimFeature_NPCExploration = {}

---@return animAnimFeature_NPCExploration
function animAnimFeature_NPCExploration.new() return end

---@param props table
---@return animAnimFeature_NPCExploration
function animAnimFeature_NPCExploration.new(props) return end

---@class animAnimFeature_NPCState : animAnimFeature
---@field state Int32
animAnimFeature_NPCState = {}

---@return animAnimFeature_NPCState
function animAnimFeature_NPCState.new() return end

---@param props table
---@return animAnimFeature_NPCState
function animAnimFeature_NPCState.new(props) return end

---@class animAnimFeature_PlayerCover : animAnimFeature
---@field cameraPositionMS Vector4
---@field coverState Int32
---@field leanAmount Float
---@field cameraOffsetAmount Float
---@field autoCoverActivationFrame Bool
animAnimFeature_PlayerCover = {}

---@return animAnimFeature_PlayerCover
function animAnimFeature_PlayerCover.new() return end

---@param props table
---@return animAnimFeature_PlayerCover
function animAnimFeature_PlayerCover.new(props) return end

---@class animAnimFeature_PlayerCoverActionState : animAnimFeature
---@field state Int32
animAnimFeature_PlayerCoverActionState = {}

---@return animAnimFeature_PlayerCoverActionState
function animAnimFeature_PlayerCoverActionState.new() return end

---@param props table
---@return animAnimFeature_PlayerCoverActionState
function animAnimFeature_PlayerCoverActionState.new(props) return end

---@class animAnimFeature_PlayerMovement : animAnimFeature_Movement
---@field facingDirection Vector4
---@field verticalSpeed Float
---@field movementDirectionHorizontalAngle Float
---@field inAir Bool
---@field standingTerrainAngle Float
animAnimFeature_PlayerMovement = {}

---@return animAnimFeature_PlayerMovement
function animAnimFeature_PlayerMovement.new() return end

---@param props table
---@return animAnimFeature_PlayerMovement
function animAnimFeature_PlayerMovement.new(props) return end

---@param facingDirection Vector4
function animAnimFeature_PlayerMovement:SetFacingDirection(facingDirection) return end

function animAnimFeature_PlayerMovement:SetInAir() return end

---@param movementDirection Vector4
---@param forwardVector Vector4
function animAnimFeature_PlayerMovement:SetMovementDirection(movementDirection, forwardVector) return end

function animAnimFeature_PlayerMovement:SetStandingTerrainAngle() return end

---@param verticalSpeed Float
function animAnimFeature_PlayerMovement:SetVerticalSpeed(verticalSpeed) return end

---@class animAnimFeature_PlayerSpatialAwareness : animAnimFeature
---@field leftClosestVector Vector4
---@field rightClosestVector Vector4
---@field upHitPosition Vector4
---@field forwardDistance Float
animAnimFeature_PlayerSpatialAwareness = {}

---@return animAnimFeature_PlayerSpatialAwareness
function animAnimFeature_PlayerSpatialAwareness.new() return end

---@param props table
---@return animAnimFeature_PlayerSpatialAwareness
function animAnimFeature_PlayerSpatialAwareness.new(props) return end

function animAnimFeature_PlayerSpatialAwareness:SetForwardDistance() return end

function animAnimFeature_PlayerSpatialAwareness:SetLeftClosestVector() return end

function animAnimFeature_PlayerSpatialAwareness:SetRightClosestVector() return end

function animAnimFeature_PlayerSpatialAwareness:SetSetUpHitPosition() return end

---@class animAnimFeature_PlayerStateMachineState : animAnimFeature
animAnimFeature_PlayerStateMachineState = {}

---@return animAnimFeature_PlayerStateMachineState
function animAnimFeature_PlayerStateMachineState.new() return end

---@param props table
---@return animAnimFeature_PlayerStateMachineState
function animAnimFeature_PlayerStateMachineState.new(props) return end

---@param active Float
function animAnimFeature_PlayerStateMachineState:SetActive(active) return end

---@class animAnimFeature_QuickMelee : animAnimFeature
---@field state Int32
animAnimFeature_QuickMelee = {}

---@return animAnimFeature_QuickMelee
function animAnimFeature_QuickMelee.new() return end

---@param props table
---@return animAnimFeature_QuickMelee
function animAnimFeature_QuickMelee.new(props) return end

---@class animAnimFeature_SceneSystemCarrying : animAnimFeature
---@field carrying Bool
animAnimFeature_SceneSystemCarrying = {}

---@return animAnimFeature_SceneSystemCarrying
function animAnimFeature_SceneSystemCarrying.new() return end

---@param props table
---@return animAnimFeature_SceneSystemCarrying
function animAnimFeature_SceneSystemCarrying.new(props) return end

---@class animAnimFeature_SmartObject : animAnimFeature
---@field state Int32
---@field privateAnimationName CName
animAnimFeature_SmartObject = {}

---@return animAnimFeature_SmartObject
function animAnimFeature_SmartObject.new() return end

---@param props table
---@return animAnimFeature_SmartObject
function animAnimFeature_SmartObject.new(props) return end

---@class animAnimFeature_Stance : animAnimFeature
---@field stanceState Int32
animAnimFeature_Stance = {}

---@return animAnimFeature_Stance
function animAnimFeature_Stance.new() return end

---@param props table
---@return animAnimFeature_Stance
function animAnimFeature_Stance.new(props) return end

---@param stanceState animStanceState
function animAnimFeature_Stance:SetStanceState(stanceState) return end

---@class animAnimFeature_Vault : animAnimFeature_Climb
---@field landPosition Vector4
---@field travellingTime Float
---@field obstacleDepth Float
animAnimFeature_Vault = {}

---@return animAnimFeature_Vault
function animAnimFeature_Vault.new() return end

---@param props table
---@return animAnimFeature_Vault
function animAnimFeature_Vault.new(props) return end

function animAnimFeature_Vault:SetObstacleDepth() return end

function animAnimFeature_Vault:SetTravellingTime() return end

function animAnimFeature_Vault:SetlandPosition() return end

---@class animAnimFeature_VehiclePassenger : animAnimFeature
---@field overallForceMS Vector4
---@field turnSpeed Float
---@field bankSpeed Float
---@field longitudinalForce Float
---@field transversalForce Float
---@field collisionForceLR Float
---@field collisionForceFB Float
---@field speed Float
---@field inputLR Float
---@field inputFB Float
---@field inputGas Float
---@field inputBreak Float
---@field inputHandBreak Float
---@field vehicleRoll Float
---@field vehiclePitch Float
---@field isCar Bool
---@field inAir Bool
---@field clutchInUse Bool
---@field headCollision Bool
animAnimFeature_VehiclePassenger = {}

---@return animAnimFeature_VehiclePassenger
function animAnimFeature_VehiclePassenger.new() return end

---@param props table
---@return animAnimFeature_VehiclePassenger
function animAnimFeature_VehiclePassenger.new(props) return end

---@class animAnimFeature_VehiclePassengerAnimSetup : animAnimFeature
---@field enableAdditiveAnim Bool
---@field additiveScale Float
animAnimFeature_VehiclePassengerAnimSetup = {}

---@return animAnimFeature_VehiclePassengerAnimSetup
function animAnimFeature_VehiclePassengerAnimSetup.new() return end

---@param props table
---@return animAnimFeature_VehiclePassengerAnimSetup
function animAnimFeature_VehiclePassengerAnimSetup.new(props) return end

---@class animAnimFeature_WallRun : animAnimFeature
---@field wallOnRightSide Bool
---@field wallPosition Vector4
---@field wallNormal Vector4
animAnimFeature_WallRun = {}

---@return animAnimFeature_WallRun
function animAnimFeature_WallRun.new() return end

---@param props table
---@return animAnimFeature_WallRun
function animAnimFeature_WallRun.new(props) return end

function animAnimFeature_WallRun:SetWallOnRightSide() return end

---@class animAnimFeature_WeaponUser : animAnimFeature
---@field ikLeftHandLocalPosition Vector4
---@field ikRightHandLocalPosition Vector4
animAnimFeature_WeaponUser = {}

---@return animAnimFeature_WeaponUser
function animAnimFeature_WeaponUser.new() return end

---@param props table
---@return animAnimFeature_WeaponUser
function animAnimFeature_WeaponUser.new(props) return end

---@class animAnimGraph : CResource
---@field rootNode animAnimNode_Root
---@field variables animAnimVariableContainer
---@field animFeatures animAnimFeatureEntry[]
---@field timeDeltaMultiplier Float
---@field isPaused Bool
---@field oneFrameToggle Bool
---@field hasMixerSlot Bool
---@field additionalAnimDatabases animAnimDatabaseCollectionEntry[]
---@field nodesToInit animAnimNode_Base[]
---@field useLunaticMode Bool
---@field useAnimCommands Bool
---@field useAnimCommandsForCrowd Bool
---@field useAnimStaticCommands Bool
---@field staticCommandsRig animRig
---@field hackAlwaysSample Bool
animAnimGraph = {}

---@return animAnimGraph
function animAnimGraph.new() return end

---@param props table
---@return animAnimGraph
function animAnimGraph.new(props) return end

---@class animAnimGraphDebugState : ISerializable
---@field nodes animAnimNodeDebugState[]
animAnimGraphDebugState = {}

---@return animAnimGraphDebugState
function animAnimGraphDebugState.new() return end

---@param props table
---@return animAnimGraphDebugState
function animAnimGraphDebugState.new(props) return end

---@class animAnimGraphExternalEvent : ISerializable
---@field eventName CName
animAnimGraphExternalEvent = {}

---@return animAnimGraphExternalEvent
function animAnimGraphExternalEvent.new() return end

---@param props table
---@return animAnimGraphExternalEvent
function animAnimGraphExternalEvent.new(props) return end

---@class animAnimMathExpressionFloatSocket
---@field link animFloatLink
---@field expressionVarId Uint16
---@field inputFloatTrack animNamedTrackIndex
animAnimMathExpressionFloatSocket = {}

---@return animAnimMathExpressionFloatSocket
function animAnimMathExpressionFloatSocket.new() return end

---@param props table
---@return animAnimMathExpressionFloatSocket
function animAnimMathExpressionFloatSocket.new(props) return end

---@class animAnimMathExpressionQuaternionSocket
---@field link animQuaternionLink
---@field expressionVarId Uint16
animAnimMathExpressionQuaternionSocket = {}

---@return animAnimMathExpressionQuaternionSocket
function animAnimMathExpressionQuaternionSocket.new() return end

---@param props table
---@return animAnimMathExpressionQuaternionSocket
function animAnimMathExpressionQuaternionSocket.new(props) return end

---@class animAnimMathExpressionVectorSocket
---@field link animVectorLink
---@field expressionVarId Uint16
animAnimMathExpressionVectorSocket = {}

---@return animAnimMathExpressionVectorSocket
function animAnimMathExpressionVectorSocket.new() return end

---@param props table
---@return animAnimMathExpressionVectorSocket
function animAnimMathExpressionVectorSocket.new(props) return end

---@class animAnimMultiBoolToFloatEntry
---@field group CName
---@field name CName
animAnimMultiBoolToFloatEntry = {}

---@return animAnimMultiBoolToFloatEntry
function animAnimMultiBoolToFloatEntry.new() return end

---@param props table
---@return animAnimMultiBoolToFloatEntry
function animAnimMultiBoolToFloatEntry.new(props) return end

---@class animAnimNodeDebugState : ISerializable
---@field nodeId Uint32
---@field active Bool
animAnimNodeDebugState = {}

---@return animAnimNodeDebugState
function animAnimNodeDebugState.new() return end

---@param props table
---@return animAnimNodeDebugState
function animAnimNodeDebugState.new(props) return end

---@class animAnimNodeSourceChannel_AnimFeatureQsTransform : animIAnimNodeSourceChannel_QsTransform
animAnimNodeSourceChannel_AnimFeatureQsTransform = {}

---@return animAnimNodeSourceChannel_AnimFeatureQsTransform
function animAnimNodeSourceChannel_AnimFeatureQsTransform.new() return end

---@param props table
---@return animAnimNodeSourceChannel_AnimFeatureQsTransform
function animAnimNodeSourceChannel_AnimFeatureQsTransform.new(props) return end

---@class animAnimNodeSourceChannel_AnimFeatureQuat : animIAnimNodeSourceChannel_Quat
animAnimNodeSourceChannel_AnimFeatureQuat = {}

---@return animAnimNodeSourceChannel_AnimFeatureQuat
function animAnimNodeSourceChannel_AnimFeatureQuat.new() return end

---@param props table
---@return animAnimNodeSourceChannel_AnimFeatureQuat
function animAnimNodeSourceChannel_AnimFeatureQuat.new(props) return end

---@class animAnimNodeSourceChannel_AnimFeatureVector : animIAnimNodeSourceChannel_Vector
animAnimNodeSourceChannel_AnimFeatureVector = {}

---@return animAnimNodeSourceChannel_AnimFeatureVector
function animAnimNodeSourceChannel_AnimFeatureVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_AnimFeatureVector
function animAnimNodeSourceChannel_AnimFeatureVector.new(props) return end

---@class animAnimNodeSourceChannel_FloatTrack : animIAnimNodeSourceChannel_Float
---@field floatTrack animNamedTrackIndex
---@field useComplementValue Bool
animAnimNodeSourceChannel_FloatTrack = {}

---@return animAnimNodeSourceChannel_FloatTrack
function animAnimNodeSourceChannel_FloatTrack.new() return end

---@param props table
---@return animAnimNodeSourceChannel_FloatTrack
function animAnimNodeSourceChannel_FloatTrack.new(props) return end

---@class animAnimNodeSourceChannel_OrientationVector : animIAnimNodeSourceChannel_Vector
---@field transformIndex animTransformIndex
---@field inputTransformIndex animTransformIndex
---@field up Vector3
animAnimNodeSourceChannel_OrientationVector = {}

---@return animAnimNodeSourceChannel_OrientationVector
function animAnimNodeSourceChannel_OrientationVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_OrientationVector
function animAnimNodeSourceChannel_OrientationVector.new(props) return end

---@class animAnimNodeSourceChannel_ReferenceTransformVector : animIAnimNodeSourceChannel_Vector
---@field transformIndex animTransformIndex
animAnimNodeSourceChannel_ReferenceTransformVector = {}

---@return animAnimNodeSourceChannel_ReferenceTransformVector
function animAnimNodeSourceChannel_ReferenceTransformVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_ReferenceTransformVector
function animAnimNodeSourceChannel_ReferenceTransformVector.new(props) return end

---@class animAnimNodeSourceChannel_SocketQsTransform : animIAnimNodeSourceChannel_QsTransform
animAnimNodeSourceChannel_SocketQsTransform = {}

---@return animAnimNodeSourceChannel_SocketQsTransform
function animAnimNodeSourceChannel_SocketQsTransform.new() return end

---@param props table
---@return animAnimNodeSourceChannel_SocketQsTransform
function animAnimNodeSourceChannel_SocketQsTransform.new(props) return end

---@class animAnimNodeSourceChannel_SocketQuat : animIAnimNodeSourceChannel_Quat
animAnimNodeSourceChannel_SocketQuat = {}

---@return animAnimNodeSourceChannel_SocketQuat
function animAnimNodeSourceChannel_SocketQuat.new() return end

---@param props table
---@return animAnimNodeSourceChannel_SocketQuat
function animAnimNodeSourceChannel_SocketQuat.new(props) return end

---@class animAnimNodeSourceChannel_SocketVector : animIAnimNodeSourceChannel_Vector
animAnimNodeSourceChannel_SocketVector = {}

---@return animAnimNodeSourceChannel_SocketVector
function animAnimNodeSourceChannel_SocketVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_SocketVector
function animAnimNodeSourceChannel_SocketVector.new(props) return end

---@class animAnimNodeSourceChannel_StaticQsTransform : animIAnimNodeSourceChannel_QsTransform
---@field data QsTransform
animAnimNodeSourceChannel_StaticQsTransform = {}

---@return animAnimNodeSourceChannel_StaticQsTransform
function animAnimNodeSourceChannel_StaticQsTransform.new() return end

---@param props table
---@return animAnimNodeSourceChannel_StaticQsTransform
function animAnimNodeSourceChannel_StaticQsTransform.new(props) return end

---@class animAnimNodeSourceChannel_StaticQuat : animIAnimNodeSourceChannel_Quat
---@field data Quaternion
animAnimNodeSourceChannel_StaticQuat = {}

---@return animAnimNodeSourceChannel_StaticQuat
function animAnimNodeSourceChannel_StaticQuat.new() return end

---@param props table
---@return animAnimNodeSourceChannel_StaticQuat
function animAnimNodeSourceChannel_StaticQuat.new(props) return end

---@class animAnimNodeSourceChannel_StaticVector : animIAnimNodeSourceChannel_Vector
---@field data Vector4
animAnimNodeSourceChannel_StaticVector = {}

---@return animAnimNodeSourceChannel_StaticVector
function animAnimNodeSourceChannel_StaticVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_StaticVector
function animAnimNodeSourceChannel_StaticVector.new(props) return end

---@class animAnimNodeSourceChannel_TransformQsTransform : animIAnimNodeSourceChannel_QsTransform
---@field transformIndex animTransformIndex
animAnimNodeSourceChannel_TransformQsTransform = {}

---@return animAnimNodeSourceChannel_TransformQsTransform
function animAnimNodeSourceChannel_TransformQsTransform.new() return end

---@param props table
---@return animAnimNodeSourceChannel_TransformQsTransform
function animAnimNodeSourceChannel_TransformQsTransform.new(props) return end

---@class animAnimNodeSourceChannel_TransformQuat : animIAnimNodeSourceChannel_Quat
---@field transformIndex animTransformIndex
animAnimNodeSourceChannel_TransformQuat = {}

---@return animAnimNodeSourceChannel_TransformQuat
function animAnimNodeSourceChannel_TransformQuat.new() return end

---@param props table
---@return animAnimNodeSourceChannel_TransformQuat
function animAnimNodeSourceChannel_TransformQuat.new(props) return end

---@class animAnimNodeSourceChannel_TransformVector : animIAnimNodeSourceChannel_Vector
---@field transformIndex animTransformIndex
animAnimNodeSourceChannel_TransformVector = {}

---@return animAnimNodeSourceChannel_TransformVector
function animAnimNodeSourceChannel_TransformVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_TransformVector
function animAnimNodeSourceChannel_TransformVector.new(props) return end

---@class animAnimNodeSourceChannel_WeightedQsTransform : ISerializable
---@field channel animIAnimNodeSourceChannel_QsTransform
---@field weight Float
animAnimNodeSourceChannel_WeightedQsTransform = {}

---@return animAnimNodeSourceChannel_WeightedQsTransform
function animAnimNodeSourceChannel_WeightedQsTransform.new() return end

---@param props table
---@return animAnimNodeSourceChannel_WeightedQsTransform
function animAnimNodeSourceChannel_WeightedQsTransform.new(props) return end

---@class animAnimNodeSourceChannel_WeightedQuat : ISerializable
---@field channel animIAnimNodeSourceChannel_Quat
---@field weight Float
---@field weightLink animFloatLink
---@field weightFloatTrack animNamedTrackIndex
animAnimNodeSourceChannel_WeightedQuat = {}

---@return animAnimNodeSourceChannel_WeightedQuat
function animAnimNodeSourceChannel_WeightedQuat.new() return end

---@param props table
---@return animAnimNodeSourceChannel_WeightedQuat
function animAnimNodeSourceChannel_WeightedQuat.new(props) return end

---@class animAnimNodeSourceChannel_WeightedVector : ISerializable
---@field channel animIAnimNodeSourceChannel_Vector
---@field weight Float
---@field weightLink animFloatLink
---@field weightFloatTrack animNamedTrackIndex
animAnimNodeSourceChannel_WeightedVector = {}

---@return animAnimNodeSourceChannel_WeightedVector
function animAnimNodeSourceChannel_WeightedVector.new() return end

---@param props table
---@return animAnimNodeSourceChannel_WeightedVector
function animAnimNodeSourceChannel_WeightedVector.new(props) return end

---@class animAnimNode_AddIkRequest : animAnimNode_OnePoseInput
---@field ikChain CName
---@field targetBone animTransformIndex
---@field positionOffset Vector3
---@field rotationOffset Quaternion
---@field poleVector animPoleVectorDetails
---@field weightPosition Float
---@field weightRotation Float
---@field blendTimeIn Float
---@field blendTimeOut Float
---@field priority Int32
animAnimNode_AddIkRequest = {}

---@return animAnimNode_AddIkRequest
function animAnimNode_AddIkRequest.new() return end

---@param props table
---@return animAnimNode_AddIkRequest
function animAnimNode_AddIkRequest.new(props) return end

---@class animAnimNode_AddSnapToTerrainIkRequest : animAnimNode_OnePoseInput
---@field animDeltaZ animFloatLink
---@field leftFootRequest animSnapToTerrainIkRequest
---@field rightFootRequest animSnapToTerrainIkRequest
---@field hipsRequest animHipsIkRequest
animAnimNode_AddSnapToTerrainIkRequest = {}

---@return animAnimNode_AddSnapToTerrainIkRequest
function animAnimNode_AddSnapToTerrainIkRequest.new() return end

---@param props table
---@return animAnimNode_AddSnapToTerrainIkRequest
function animAnimNode_AddSnapToTerrainIkRequest.new(props) return end

---@class animAnimNode_AdditionalFloatTrack : animAnimNode_Base
---@field poseInputNode animPoseLink
---@field additionalTracks animAdditionalFloatTrackContainer
animAnimNode_AdditionalFloatTrack = {}

---@return animAnimNode_AdditionalFloatTrack
function animAnimNode_AdditionalFloatTrack.new() return end

---@param props table
---@return animAnimNode_AdditionalFloatTrack
function animAnimNode_AdditionalFloatTrack.new(props) return end

---@class animAnimNode_AdditionalTransform : animAnimNode_OnePoseInput
---@field additionalTransforms animAdditionalTransformContainer
animAnimNode_AdditionalTransform = {}

---@return animAnimNode_AdditionalTransform
function animAnimNode_AdditionalTransform.new() return end

---@param props table
---@return animAnimNode_AdditionalTransform
function animAnimNode_AdditionalTransform.new(props) return end

---@class animAnimNode_AimConstraint : animAnimNode_OnePoseInput
---@field areSourceChannelsResaved Bool
---@field targetTransforms animAnimNodeSourceChannel_WeightedVector[]
---@field targetTransform animTransformIndex
---@field upTransform animIAnimNodeSourceChannel_Vector
---@field transformIndex animTransformIndex
---@field forwardAxisLS Vector3
---@field upAxisLS Vector3
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_AimConstraint = {}

---@return animAnimNode_AimConstraint
function animAnimNode_AimConstraint.new() return end

---@param props table
---@return animAnimNode_AimConstraint
function animAnimNode_AimConstraint.new(props) return end

---@class animAnimNode_AimConstraint_ObjectRotationUp : animAnimNode_OnePoseInput
---@field targetTransform animTransformIndex
---@field upTransform animTransformIndex
---@field upTransformVector Vector3
---@field transformIndex animTransformIndex
---@field forwardAxisLS Vector3
---@field upAxisLS Vector3
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_AimConstraint_ObjectRotationUp = {}

---@return animAnimNode_AimConstraint_ObjectRotationUp
function animAnimNode_AimConstraint_ObjectRotationUp.new() return end

---@param props table
---@return animAnimNode_AimConstraint_ObjectRotationUp
function animAnimNode_AimConstraint_ObjectRotationUp.new(props) return end

---@class animAnimNode_AimConstraint_ObjectUp : animAnimNode_OnePoseInput
---@field targetTransform animTransformIndex
---@field upTransform animTransformIndex
---@field transformIndex animTransformIndex
---@field forwardAxisLS Vector3
---@field upAxisLS Vector3
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_AimConstraint_ObjectUp = {}

---@return animAnimNode_AimConstraint_ObjectUp
function animAnimNode_AimConstraint_ObjectUp.new() return end

---@param props table
---@return animAnimNode_AimConstraint_ObjectUp
function animAnimNode_AimConstraint_ObjectUp.new(props) return end

---@class animAnimNode_AnimDatabase : animAnimNode_SkPhaseWithDurationAnim
---@field animDataBase animAnimDatabaseCollectionEntry
---@field inputLinks animIntLink[]
animAnimNode_AnimDatabase = {}

---@return animAnimNode_AnimDatabase
function animAnimNode_AnimDatabase.new() return end

---@param props table
---@return animAnimNode_AnimDatabase
function animAnimNode_AnimDatabase.new(props) return end

---@class animAnimNode_AnimSetTagValue : animAnimNode_FloatValue
---@field tags redTagList
animAnimNode_AnimSetTagValue = {}

---@return animAnimNode_AnimSetTagValue
function animAnimNode_AnimSetTagValue.new() return end

---@param props table
---@return animAnimNode_AnimSetTagValue
function animAnimNode_AnimSetTagValue.new(props) return end

---@class animAnimNode_AnimSlot : animAnimNode_Base
---@field inputLink animPoseLink
animAnimNode_AnimSlot = {}

---@return animAnimNode_AnimSlot
function animAnimNode_AnimSlot.new() return end

---@param props table
---@return animAnimNode_AnimSlot
function animAnimNode_AnimSlot.new(props) return end

---@class animAnimNode_ApplyCorrectivePoseRBF : animAnimNode_OnePoseInput
---@field rbfCoefficient Float
---@field rbfPowValue Float
---@field correctiveFrame Float
---@field correctives animCorrectivePoseEntry[]
animAnimNode_ApplyCorrectivePoseRBF = {}

---@return animAnimNode_ApplyCorrectivePoseRBF
function animAnimNode_ApplyCorrectivePoseRBF.new() return end

---@param props table
---@return animAnimNode_ApplyCorrectivePoseRBF
function animAnimNode_ApplyCorrectivePoseRBF.new(props) return end

---@class animAnimNode_Base : ISerializable
---@field id Uint32
animAnimNode_Base = {}

---@class animAnimNode_BaseSwitch : animAnimNode_Base
---@field blendTime Float
---@field timeWarpingEnabled Bool
---@field syncMethod animISyncMethod
---@field inputNodes animPoseLink[]
---@field canRequestInertialization Bool
animAnimNode_BaseSwitch = {}

---@return animAnimNode_BaseSwitch
function animAnimNode_BaseSwitch.new() return end

---@param props table
---@return animAnimNode_BaseSwitch
function animAnimNode_BaseSwitch.new(props) return end

---@class animAnimNode_Blend2 : animAnimNode_Base
---@field minInputValue Float
---@field maxInputValue Float
---@field timeWarpingEnabled Bool
---@field syncMethod animISyncMethod
---@field firstInputNode animPoseLink
---@field secondInputNode animPoseLink
---@field weightNode animFloatLink
animAnimNode_Blend2 = {}

---@return animAnimNode_Blend2
function animAnimNode_Blend2.new() return end

---@param props table
---@return animAnimNode_Blend2
function animAnimNode_Blend2.new(props) return end

---@class animAnimNode_BlendAdditive : animAnimNode_Base
---@field biasValue Float
---@field scaleValue Float
---@field additiveType animEAnimGraphAdditiveType
---@field timeWarpingEnabled Bool
---@field blendTracks animEBlendTracksMode
---@field syncMethod animISyncMethod
---@field inputNode animPoseLink
---@field addedInputNode animPoseLink
---@field weightNode animFloatLink
---@field postProcess animIAnimNode_PostProcess
---@field weightPreviousFrameFloatTrack animNamedTrackIndex
---@field weightPreviousFrameFloatTrackDefaultValue Float
---@field maskName CName
animAnimNode_BlendAdditive = {}

---@return animAnimNode_BlendAdditive
function animAnimNode_BlendAdditive.new() return end

---@param props table
---@return animAnimNode_BlendAdditive
function animAnimNode_BlendAdditive.new(props) return end

---@class animAnimNode_BlendByMaskDynamic : animAnimNode_Base
---@field base animPoseLink
---@field blend animPoseLink
---@field mask animIntLink
---@field weight animFloatLink
---@field masks CName[]
---@field syncMethod animISyncMethod
animAnimNode_BlendByMaskDynamic = {}

---@return animAnimNode_BlendByMaskDynamic
function animAnimNode_BlendByMaskDynamic.new() return end

---@param props table
---@return animAnimNode_BlendByMaskDynamic
function animAnimNode_BlendByMaskDynamic.new(props) return end

---@class animAnimNode_BlendFromPose : animAnimNode_OnePoseInput
---@field blendTime Float
---@field blendType animEBlendTypeLBC
---@field customBlendCurve curveData
---@field mode animEBlendFromPoseMode
---@field requestedByTag CName
animAnimNode_BlendFromPose = {}

---@return animAnimNode_BlendFromPose
function animAnimNode_BlendFromPose.new() return end

---@param props table
---@return animAnimNode_BlendFromPose
function animAnimNode_BlendFromPose.new(props) return end

---@class animAnimNode_BlendMultiple : animAnimNode_Base
---@field inputValues Float[]
---@field sortedInputValues Float[]
---@field minWeight Float
---@field maxWeight Float
---@field radialBlending Bool
---@field timeWarpingEnabled Bool
---@field syncMethod animISyncMethod
---@field motionProvider animIMotionTableProvider
---@field weightNode animFloatLink
---@field inputNodes animPoseLink[]
animAnimNode_BlendMultiple = {}

---@return animAnimNode_BlendMultiple
function animAnimNode_BlendMultiple.new() return end

---@param props table
---@return animAnimNode_BlendMultiple
function animAnimNode_BlendMultiple.new(props) return end

---@class animAnimNode_BlendOverride : animAnimNode_Base
---@field inputNode animPoseLink
---@field overrideInputNode animPoseLink
---@field weightNode animFloatLink
---@field bones animOverrideBlendBoneInfo[]
---@field blendAllTracks Bool
---@field blendTrackMode animEBlendTracksMode
---@field tracks animOverrideBlendTrackInfo[]
---@field getDeltaMotionFromOverride Bool
---@field timeWarpingEnabled Bool
---@field syncMethod animISyncMethod
---@field blendMethod animIPoseBlendMethod
---@field postProcess animIAnimNode_PostProcess
animAnimNode_BlendOverride = {}

---@return animAnimNode_BlendOverride
function animAnimNode_BlendOverride.new() return end

---@param props table
---@return animAnimNode_BlendOverride
function animAnimNode_BlendOverride.new(props) return end

---@class animAnimNode_BlendSpace : animAnimNode_Base
---@field inputLinks animFloatLink[]
---@field blendSpace animAnimNode_BlendSpace_InternalsBlendSpace
---@field progressLink animFloatLink
---@field fireAnimEndEvent Bool
---@field animEndEventName CName
---@field isLooped Bool
animAnimNode_BlendSpace = {}

---@return animAnimNode_BlendSpace
function animAnimNode_BlendSpace.new() return end

---@param props table
---@return animAnimNode_BlendSpace
function animAnimNode_BlendSpace.new(props) return end

---@class animAnimNode_BlendSpace_InternalsBlendSpace
---@field spaceDimension Uint32
---@field coordinatesDescriptions animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription[]
---@field spacePoints animAnimNode_BlendSpace_InternalsBlendSpacePoint[]
---@field boundaryPointsCount Uint32
---@field fireAnimEndEvent Bool
---@field animEndEventName CName
---@field isLooped Bool
---@field needsRuntimeTriangulation Bool
---@field wasRuntimeTriangulationResaveDone Bool
---@field cachedSpacePoints_coordinates Float[]
---@field cachedSpaceSimplexes_pointsIndices Uint32[]
---@field cachedSamplesForGridPoints_simplexIndex Int32[]
---@field cachedSamplesForGridPoints_weightsForPoints Float[]
animAnimNode_BlendSpace_InternalsBlendSpace = {}

---@return animAnimNode_BlendSpace_InternalsBlendSpace
function animAnimNode_BlendSpace_InternalsBlendSpace.new() return end

---@param props table
---@return animAnimNode_BlendSpace_InternalsBlendSpace
function animAnimNode_BlendSpace_InternalsBlendSpace.new(props) return end

---@class animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription
---@field name CName
---@field minValue Float
---@field maxValue Float
---@field gridDivisionsCount Uint32
animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription = {}

---@return animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription
function animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription.new() return end

---@param props table
---@return animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription
function animAnimNode_BlendSpace_InternalsBlendSpaceCoordinateDescription.new(props) return end

---@class animAnimNode_BlendSpace_InternalsBlendSpacePoint
---@field animationName CName
---@field useFixedCoordinates Bool
---@field fixedCoordinates Float[]
---@field useStaticPose Bool
---@field staticPoseTime Float
---@field staticPoseProgress Float
animAnimNode_BlendSpace_InternalsBlendSpacePoint = {}

---@return animAnimNode_BlendSpace_InternalsBlendSpacePoint
function animAnimNode_BlendSpace_InternalsBlendSpacePoint.new() return end

---@param props table
---@return animAnimNode_BlendSpace_InternalsBlendSpacePoint
function animAnimNode_BlendSpace_InternalsBlendSpacePoint.new(props) return end

---@class animAnimNode_BoolConstant : animAnimNode_BoolValue
---@field value Bool
animAnimNode_BoolConstant = {}

---@return animAnimNode_BoolConstant
function animAnimNode_BoolConstant.new() return end

---@param props table
---@return animAnimNode_BoolConstant
function animAnimNode_BoolConstant.new(props) return end

---@class animAnimNode_BoolInput : animAnimNode_BoolValue
---@field group CName
---@field name CName
animAnimNode_BoolInput = {}

---@return animAnimNode_BoolInput
function animAnimNode_BoolInput.new() return end

---@param props table
---@return animAnimNode_BoolInput
function animAnimNode_BoolInput.new(props) return end

---@class animAnimNode_BoolJoin : animAnimNode_BoolValue
---@field input animBoolLink
animAnimNode_BoolJoin = {}

---@return animAnimNode_BoolJoin
function animAnimNode_BoolJoin.new() return end

---@param props table
---@return animAnimNode_BoolJoin
function animAnimNode_BoolJoin.new(props) return end

---@class animAnimNode_BoolLatch : animAnimNode_BoolValue
---@field input animBoolLink
animAnimNode_BoolLatch = {}

---@return animAnimNode_BoolLatch
function animAnimNode_BoolLatch.new() return end

---@param props table
---@return animAnimNode_BoolLatch
function animAnimNode_BoolLatch.new(props) return end

---@class animAnimNode_BoolToFloatConverter : animAnimNode_FloatValue
---@field inputNode animBoolLink
animAnimNode_BoolToFloatConverter = {}

---@return animAnimNode_BoolToFloatConverter
function animAnimNode_BoolToFloatConverter.new() return end

---@param props table
---@return animAnimNode_BoolToFloatConverter
function animAnimNode_BoolToFloatConverter.new(props) return end

---@class animAnimNode_BoolValue : animAnimNode_Base
animAnimNode_BoolValue = {}

---@class animAnimNode_BoolVariable : animAnimNode_BoolValue
---@field variableName CName
animAnimNode_BoolVariable = {}

---@return animAnimNode_BoolVariable
function animAnimNode_BoolVariable.new() return end

---@param props table
---@return animAnimNode_BoolVariable
function animAnimNode_BoolVariable.new(props) return end

---@class animAnimNode_ConditionalSegmentBegin : animAnimNode_OnePoseInput
---@field condition animConditionalSegmentCondition
animAnimNode_ConditionalSegmentBegin = {}

---@return animAnimNode_ConditionalSegmentBegin
function animAnimNode_ConditionalSegmentBegin.new() return end

---@param props table
---@return animAnimNode_ConditionalSegmentBegin
function animAnimNode_ConditionalSegmentBegin.new(props) return end

---@class animAnimNode_ConditionalSegmentEnd : animAnimNode_OnePoseInput
animAnimNode_ConditionalSegmentEnd = {}

---@return animAnimNode_ConditionalSegmentEnd
function animAnimNode_ConditionalSegmentEnd.new() return end

---@param props table
---@return animAnimNode_ConditionalSegmentEnd
function animAnimNode_ConditionalSegmentEnd.new(props) return end

---@class animAnimNode_ConeLimit : animAnimNode_OnePoseInput
---@field coneTransform animTransformIndex
---@field constrainedTransform animTransformIndex
---@field coneAxisLs Vector3
---@field coneAxisNormalizedLs Vector3
---@field coneOffsetMs Vector3
---@field coneOffsetMsLink animVectorLink
---@field marginEaseOutCurve curveData
---@field limit1 Float
---@field limit1Link animFloatLink
---@field limit1FloatTrack animNamedTrackIndex
---@field paraboloidRadius1 Float
---@field limit2 Float
---@field limit2Link animFloatLink
---@field limit2FloatTrack animNamedTrackIndex
---@field paraboloidRadius2 Float
---@field limit3 Float
---@field limit3Link animFloatLink
---@field limit3FloatTrack animNamedTrackIndex
---@field paraboloidRadius3 Float
---@field limit4 Float
---@field limit4Link animFloatLink
---@field limit4FloatTrack animNamedTrackIndex
---@field paraboloidRadius4 Float
---@field coneLimitReached animNamedTrackIndex
---@field debug Bool
---@field colorfulCone Bool
---@field applyDebugConeScalling Bool
animAnimNode_ConeLimit = {}

---@return animAnimNode_ConeLimit
function animAnimNode_ConeLimit.new() return end

---@param props table
---@return animAnimNode_ConeLimit
function animAnimNode_ConeLimit.new(props) return end

---@class animAnimNode_Container : animAnimNode_Base
---@field nodes animAnimNode_Base[]
animAnimNode_Container = {}

---@class animAnimNode_CoordinateFromVector : animAnimNode_FloatValue
---@field vectorCoodrinateType animVectorCoordinateType
---@field input animVectorLink
animAnimNode_CoordinateFromVector = {}

---@return animAnimNode_CoordinateFromVector
function animAnimNode_CoordinateFromVector.new() return end

---@param props table
---@return animAnimNode_CoordinateFromVector
function animAnimNode_CoordinateFromVector.new(props) return end

---@class animAnimNode_CriticalSpringDamp : animAnimNode_FloatValue
---@field smoothTime Float
---@field useRange Bool
---@field rangeMin Float
---@field rangeMax Float
---@field useRawTime Bool
---@field inputNode animFloatLink
animAnimNode_CriticalSpringDamp = {}

---@return animAnimNode_CriticalSpringDamp
function animAnimNode_CriticalSpringDamp.new() return end

---@param props table
---@return animAnimNode_CriticalSpringDamp
function animAnimNode_CriticalSpringDamp.new(props) return end

---@class animAnimNode_CurveFloatValue : animAnimNode_FloatValue
---@field curveData curveData
---@field argument animFloatLink
animAnimNode_CurveFloatValue = {}

---@return animAnimNode_CurveFloatValue
function animAnimNode_CurveFloatValue.new() return end

---@param props table
---@return animAnimNode_CurveFloatValue
function animAnimNode_CurveFloatValue.new(props) return end

---@class animAnimNode_CurvePathSlot : animAnimNode_Base
---@field input animPoseLink
animAnimNode_CurvePathSlot = {}

---@return animAnimNode_CurvePathSlot
function animAnimNode_CurvePathSlot.new() return end

---@param props table
---@return animAnimNode_CurvePathSlot
function animAnimNode_CurvePathSlot.new(props) return end

---@class animAnimNode_CurveVectorValue : animAnimNode_VectorValue
---@field curveData curveData
---@field argument animFloatLink
animAnimNode_CurveVectorValue = {}

---@return animAnimNode_CurveVectorValue
function animAnimNode_CurveVectorValue.new() return end

---@param props table
---@return animAnimNode_CurveVectorValue
function animAnimNode_CurveVectorValue.new(props) return end

---@class animAnimNode_DampFloat : animAnimNode_FloatValue
---@field defaultIncreaseSpeed Float
---@field defaultDecreaseSpeed Float
---@field startFromDefaultValue Bool
---@field defaultInitialValue Float
---@field wrapAroundRange Bool
---@field rangeMin Float
---@field rangeMax Float
---@field inputNode animFloatLink
---@field increaseSpeedNode animFloatLink
---@field decreaseSpeedNode animFloatLink
animAnimNode_DampFloat = {}

---@return animAnimNode_DampFloat
function animAnimNode_DampFloat.new() return end

---@param props table
---@return animAnimNode_DampFloat
function animAnimNode_DampFloat.new(props) return end

---@class animAnimNode_DampQuaternion : animAnimNode_QuaternionValue
---@field defaultRotationSpeed Float
---@field defaultInitialValue EulerAngles
---@field inputNode animQuaternionLink
---@field initialValueNode animQuaternionLink
---@field rotationSpeedNode animFloatLink
animAnimNode_DampQuaternion = {}

---@return animAnimNode_DampQuaternion
function animAnimNode_DampQuaternion.new() return end

---@param props table
---@return animAnimNode_DampQuaternion
function animAnimNode_DampQuaternion.new(props) return end

---@class animAnimNode_DampVector : animAnimNode_VectorValue
---@field defaultIncreaseSpeed Vector4
---@field defaultDecreaseSpeed Vector4
---@field startFromDefaultValue Bool
---@field defaultInitialValue Vector4
---@field inputNode animVectorLink
---@field increaseSpeedNode animVectorLink
---@field decreaseSpeedNode animVectorLink
animAnimNode_DampVector = {}

---@return animAnimNode_DampVector
function animAnimNode_DampVector.new() return end

---@param props table
---@return animAnimNode_DampVector
function animAnimNode_DampVector.new(props) return end

---@class animAnimNode_Dangle : animAnimNode_OnePoseInput
---@field dangleConstraint animDangleConstraint_Simulation
animAnimNode_Dangle = {}

---@return animAnimNode_Dangle
function animAnimNode_Dangle.new() return end

---@param props table
---@return animAnimNode_Dangle
function animAnimNode_Dangle.new(props) return end

---@class animAnimNode_DirectConnConstraint : animAnimNode_OnePoseInput
---@field sourceTransform animIAnimNodeSourceChannel_QsTransform
---@field isSourceTransformResaved Bool
---@field sourceTransformIndex animTransformIndex
---@field transformIndex animTransformIndex
---@field posX Bool
---@field posY Bool
---@field posZ Bool
---@field rotX Bool
---@field rotY Bool
---@field rotZ Bool
---@field scaleX Bool
---@field scaleY Bool
---@field scaleZ Bool
---@field weight Float
---@field weightNode animFloatLink
animAnimNode_DirectConnConstraint = {}

---@return animAnimNode_DirectConnConstraint
function animAnimNode_DirectConnConstraint.new() return end

---@param props table
---@return animAnimNode_DirectConnConstraint
function animAnimNode_DirectConnConstraint.new(props) return end

---@class animAnimNode_DirectionToEuler : animAnimNode_FloatValue
---@field inputNode animVectorLink
---@field initialForwardVector Vector4
---@field conversionType animEDirectionToEuler
animAnimNode_DirectionToEuler = {}

---@return animAnimNode_DirectionToEuler
function animAnimNode_DirectionToEuler.new() return end

---@param props table
---@return animAnimNode_DirectionToEuler
function animAnimNode_DirectionToEuler.new(props) return end

---@class animAnimNode_DisableLunaticMode : animAnimNode_OnePoseInput
animAnimNode_DisableLunaticMode = {}

---@return animAnimNode_DisableLunaticMode
function animAnimNode_DisableLunaticMode.new() return end

---@param props table
---@return animAnimNode_DisableLunaticMode
function animAnimNode_DisableLunaticMode.new(props) return end

---@class animAnimNode_DisableSleepMode : animAnimNode_OnePoseInput
---@field forceUpdate Bool
animAnimNode_DisableSleepMode = {}

---@return animAnimNode_DisableSleepMode
function animAnimNode_DisableSleepMode.new() return end

---@param props table
---@return animAnimNode_DisableSleepMode
function animAnimNode_DisableSleepMode.new(props) return end

---@class animAnimNode_Drag : animAnimNode_OnePoseInput
---@field sourceBone animTransformIndex
---@field outTargetBone animTransformIndex
---@field simulationFps Float
---@field sourceSpeedMultiplier Float
---@field hasOvershoot Bool
---@field overshootDuration Float
---@field overshootDetectionMinSpeed Float
---@field overshootDetectionMaxSpeed Float
---@field useSteps Bool
---@field stepsTargetSpeedMultiplier Float
---@field timeBetweenSteps Float
---@field timeInStep Float
animAnimNode_Drag = {}

---@return animAnimNode_Drag
function animAnimNode_Drag.new() return end

---@param props table
---@return animAnimNode_Drag
function animAnimNode_Drag.new(props) return end

---@class animAnimNode_EnumSwitch : animAnimNode_InputSwitch
---@field enumName CName
animAnimNode_EnumSwitch = {}

---@return animAnimNode_EnumSwitch
function animAnimNode_EnumSwitch.new() return end

---@param props table
---@return animAnimNode_EnumSwitch
function animAnimNode_EnumSwitch.new(props) return end

---@class animAnimNode_Event : animAnimNode_FloatValue
---@field eventName CName
---@field defaultValue Float
---@field eventValue Float
animAnimNode_Event = {}

---@return animAnimNode_Event
function animAnimNode_Event.new() return end

---@param props table
---@return animAnimNode_Event
function animAnimNode_Event.new(props) return end

---@class animAnimNode_EventValue : animAnimNode_FloatValue
---@field eventName CName
---@field defaultValue Float
animAnimNode_EventValue = {}

---@return animAnimNode_EventValue
function animAnimNode_EventValue.new() return end

---@param props table
---@return animAnimNode_EventValue
function animAnimNode_EventValue.new(props) return end

---@class animAnimNode_ExplorationAdjuster : animAnimNode_MotionAdjuster
---@field targetPosition2 animVectorLink
---@field targetDirection2 animVectorLink
---@field totalTimeToAdjust2 animFloatLink
---@field targetPosition3 animVectorLink
---@field targetDirection3 animVectorLink
---@field totalTimeToAdjust3 animFloatLink
animAnimNode_ExplorationAdjuster = {}

---@return animAnimNode_ExplorationAdjuster
function animAnimNode_ExplorationAdjuster.new() return end

---@param props table
---@return animAnimNode_ExplorationAdjuster
function animAnimNode_ExplorationAdjuster.new(props) return end

---@class animAnimNode_EyesLookAt : animAnimNode_OnePoseInput
---@field targetALink animVectorLink
---@field weightALink animFloatLink
---@field targetBLink animVectorLink
---@field weightBLink animFloatLink
---@field transitionWeightLink animFloatLink
---@field leftEye animTransformIndex
---@field rightEye animTransformIndex
---@field head animTransformIndex
---@field forwardDirection animAxis
animAnimNode_EyesLookAt = {}

---@return animAnimNode_EyesLookAt
function animAnimNode_EyesLookAt.new() return end

---@param props table
---@return animAnimNode_EyesLookAt
function animAnimNode_EyesLookAt.new(props) return end

---@class animAnimNode_EyesReset : animAnimNode_OnePoseInput
animAnimNode_EyesReset = {}

---@return animAnimNode_EyesReset
function animAnimNode_EyesReset.new() return end

---@param props table
---@return animAnimNode_EyesReset
function animAnimNode_EyesReset.new(props) return end

---@class animAnimNode_EyesTracksLookAt : animAnimNode_OnePoseInput
---@field eyeTransform animTransformIndex
---@field leftTrack animNamedTrackIndex
---@field rightTrack animNamedTrackIndex
---@field upTrack animNamedTrackIndex
---@field downTrack animNamedTrackIndex
---@field debug Bool
animAnimNode_EyesTracksLookAt = {}

---@return animAnimNode_EyesTracksLookAt
function animAnimNode_EyesTracksLookAt.new() return end

---@param props table
---@return animAnimNode_EyesTracksLookAt
function animAnimNode_EyesTracksLookAt.new(props) return end

---@class animAnimNode_FPPCamera : animAnimNode_OnePoseInput
animAnimNode_FPPCamera = {}

---@return animAnimNode_FPPCamera
function animAnimNode_FPPCamera.new() return end

---@param props table
---@return animAnimNode_FPPCamera
function animAnimNode_FPPCamera.new(props) return end

---@class animAnimNode_FPPCameraSharedVar : animAnimNode_FloatValue
animAnimNode_FPPCameraSharedVar = {}

---@return animAnimNode_FPPCameraSharedVar
function animAnimNode_FPPCameraSharedVar.new() return end

---@param props table
---@return animAnimNode_FPPCameraSharedVar
function animAnimNode_FPPCameraSharedVar.new(props) return end

---@class animAnimNode_FacialMixerSlot : animAnimNode_OnePoseInput
---@field lookAtDefinitions animLookAtAnimationDefinition[]
animAnimNode_FacialMixerSlot = {}

---@return animAnimNode_FacialMixerSlot
function animAnimNode_FacialMixerSlot.new() return end

---@param props table
---@return animAnimNode_FacialMixerSlot
function animAnimNode_FacialMixerSlot.new(props) return end

---@class animAnimNode_FacialSharedMetaPose : animAnimNode_OnePoseInput
animAnimNode_FacialSharedMetaPose = {}

---@return animAnimNode_FacialSharedMetaPose
function animAnimNode_FacialSharedMetaPose.new() return end

---@param props table
---@return animAnimNode_FacialSharedMetaPose
function animAnimNode_FacialSharedMetaPose.new(props) return end

---@class animAnimNode_FloatClamp : animAnimNode_FloatValue
---@field min Float
---@field max Float
---@field inputNode animFloatLink
animAnimNode_FloatClamp = {}

---@return animAnimNode_FloatClamp
function animAnimNode_FloatClamp.new() return end

---@param props table
---@return animAnimNode_FloatClamp
function animAnimNode_FloatClamp.new(props) return end

---@class animAnimNode_FloatComparator : animAnimNode_FloatValue
---@field firstValue Float
---@field secondValue Float
---@field trueValue Float
---@field falseValue Float
---@field operation animEAnimGraphCompareFunc
---@field firstInputLink animFloatLink
---@field secondInputLink animFloatLink
---@field trueInputLink animFloatLink
---@field falseInputLink animFloatLink
animAnimNode_FloatComparator = {}

---@return animAnimNode_FloatComparator
function animAnimNode_FloatComparator.new() return end

---@param props table
---@return animAnimNode_FloatComparator
function animAnimNode_FloatComparator.new(props) return end

---@class animAnimNode_FloatConstant : animAnimNode_FloatValue
---@field value Float
animAnimNode_FloatConstant = {}

---@return animAnimNode_FloatConstant
function animAnimNode_FloatConstant.new() return end

---@param props table
---@return animAnimNode_FloatConstant
function animAnimNode_FloatConstant.new(props) return end

---@class animAnimNode_FloatCumulative : animAnimNode_FloatValue
---@field clamp Bool
---@field resetOnActivation Bool
---@field normalize180 Bool
---@field defaultValue Float
---@field resetExternalEventName CName
---@field inputNode animFloatLink
---@field minValue animFloatLink
---@field maxValue animFloatLink
---@field resetSpeed animFloatLink
---@field override animBoolLink
---@field curValue animFloatLink
---@field normalize180Input animBoolLink
animAnimNode_FloatCumulative = {}

---@return animAnimNode_FloatCumulative
function animAnimNode_FloatCumulative.new() return end

---@param props table
---@return animAnimNode_FloatCumulative
function animAnimNode_FloatCumulative.new(props) return end

---@class animAnimNode_FloatInput : animAnimNode_FloatValue
---@field group CName
---@field name CName
animAnimNode_FloatInput = {}

---@return animAnimNode_FloatInput
function animAnimNode_FloatInput.new() return end

---@param props table
---@return animAnimNode_FloatInput
function animAnimNode_FloatInput.new(props) return end

---@class animAnimNode_FloatInterpolation : animAnimNode_FloatValue
---@field x1 Float
---@field x2 Float
---@field y1 Float
---@field y2 Float
---@field interpolationType animEAnimGraphMathInterpolation
---@field inputNode animFloatLink
animAnimNode_FloatInterpolation = {}

---@return animAnimNode_FloatInterpolation
function animAnimNode_FloatInterpolation.new() return end

---@param props table
---@return animAnimNode_FloatInterpolation
function animAnimNode_FloatInterpolation.new(props) return end

---@class animAnimNode_FloatJoin : animAnimNode_FloatValue
---@field input animFloatLink
animAnimNode_FloatJoin = {}

---@return animAnimNode_FloatJoin
function animAnimNode_FloatJoin.new() return end

---@param props table
---@return animAnimNode_FloatJoin
function animAnimNode_FloatJoin.new(props) return end

---@class animAnimNode_FloatLatch : animAnimNode_FloatValue
---@field input animFloatLink
animAnimNode_FloatLatch = {}

---@return animAnimNode_FloatLatch
function animAnimNode_FloatLatch.new() return end

---@param props table
---@return animAnimNode_FloatLatch
function animAnimNode_FloatLatch.new(props) return end

---@class animAnimNode_FloatMathOp : animAnimNode_FloatValue
---@field operationType animEAnimGraphMathOp
---@field firstInputNode animFloatLink
---@field secondInputNode animFloatLink
animAnimNode_FloatMathOp = {}

---@return animAnimNode_FloatMathOp
function animAnimNode_FloatMathOp.new() return end

---@param props table
---@return animAnimNode_FloatMathOp
function animAnimNode_FloatMathOp.new(props) return end

---@class animAnimNode_FloatRandom : animAnimNode_FloatValue
---@field rand Bool
---@field cooldown Float
---@field min Float
---@field max Float
animAnimNode_FloatRandom = {}

---@return animAnimNode_FloatRandom
function animAnimNode_FloatRandom.new() return end

---@param props table
---@return animAnimNode_FloatRandom
function animAnimNode_FloatRandom.new(props) return end

---@class animAnimNode_FloatTimeDependentSinus : animAnimNode_FloatValue
---@field min Float
---@field max Float
---@field frequencyFactor Float
---@field phaseFactor Float
animAnimNode_FloatTimeDependentSinus = {}

---@return animAnimNode_FloatTimeDependentSinus
function animAnimNode_FloatTimeDependentSinus.new() return end

---@param props table
---@return animAnimNode_FloatTimeDependentSinus
function animAnimNode_FloatTimeDependentSinus.new(props) return end

---@class animAnimNode_FloatToBoolConverter : animAnimNode_BoolValue
---@field inputNode animFloatLink
animAnimNode_FloatToBoolConverter = {}

---@return animAnimNode_FloatToBoolConverter
function animAnimNode_FloatToBoolConverter.new() return end

---@param props table
---@return animAnimNode_FloatToBoolConverter
function animAnimNode_FloatToBoolConverter.new(props) return end

---@class animAnimNode_FloatToIntConverter : animAnimNode_IntValue
---@field inputNode animFloatLink
animAnimNode_FloatToIntConverter = {}

---@return animAnimNode_FloatToIntConverter
function animAnimNode_FloatToIntConverter.new() return end

---@param props table
---@return animAnimNode_FloatToIntConverter
function animAnimNode_FloatToIntConverter.new(props) return end

---@class animAnimNode_FloatTrackDirectConnConstraint : animAnimNode_OnePoseInput
---@field floatTrackIndex animNamedTrackIndex
---@field transformIndex animTransformIndex
---@field channel animTransformChannel
---@field mulFactor Float
---@field weight Float
---@field weightNode animFloatLink
---@field mulFactorNode animFloatLink
animAnimNode_FloatTrackDirectConnConstraint = {}

---@return animAnimNode_FloatTrackDirectConnConstraint
function animAnimNode_FloatTrackDirectConnConstraint.new() return end

---@param props table
---@return animAnimNode_FloatTrackDirectConnConstraint
function animAnimNode_FloatTrackDirectConnConstraint.new(props) return end

---@class animAnimNode_FloatTrackModifier : animAnimNode_Base
---@field floatTrack animNamedTrackIndex
---@field operationType animFloatTrackOperationType
---@field inputFloatTrack animNamedTrackIndex
---@field poseInputNode animPoseLink
---@field floatInputNode animFloatLink
animAnimNode_FloatTrackModifier = {}

---@return animAnimNode_FloatTrackModifier
function animAnimNode_FloatTrackModifier.new() return end

---@param props table
---@return animAnimNode_FloatTrackModifier
function animAnimNode_FloatTrackModifier.new(props) return end

---@class animAnimNode_FloatTrackModifierMarkUnstable : animAnimNode_FloatTrackModifier
---@field requiredQualityDistanceCategory Uint32
animAnimNode_FloatTrackModifierMarkUnstable = {}

---@return animAnimNode_FloatTrackModifierMarkUnstable
function animAnimNode_FloatTrackModifierMarkUnstable.new() return end

---@param props table
---@return animAnimNode_FloatTrackModifierMarkUnstable
function animAnimNode_FloatTrackModifierMarkUnstable.new(props) return end

---@class animAnimNode_FloatValue : animAnimNode_Base
animAnimNode_FloatValue = {}

---@class animAnimNode_FloatValueDebugProvider
---@field isEnabled Bool
---@field min Float
---@field max Float
---@field progress Float
---@field auto Bool
---@field speed Float
---@field wrap Bool
animAnimNode_FloatValueDebugProvider = {}

---@return animAnimNode_FloatValueDebugProvider
function animAnimNode_FloatValueDebugProvider.new() return end

---@param props table
---@return animAnimNode_FloatValueDebugProvider
function animAnimNode_FloatValueDebugProvider.new(props) return end

---@class animAnimNode_FloatVariable : animAnimNode_FloatValue
---@field variableName CName
animAnimNode_FloatVariable = {}

---@return animAnimNode_FloatVariable
function animAnimNode_FloatVariable.new() return end

---@param props table
---@return animAnimNode_FloatVariable
function animAnimNode_FloatVariable.new(props) return end

---@class animAnimNode_FloorIk : animAnimNode_FloorIkBase
---@field pelvis animSBehaviorConstraintNodeFloorIKVerticalBoneData
---@field legs animSBehaviorConstraintNodeFloorIKLegsData
---@field leftLegIK animSTwoBonesIKSolverData
---@field rightLegIK animSTwoBonesIKSolverData
animAnimNode_FloorIk = {}

---@return animAnimNode_FloorIk
function animAnimNode_FloorIk.new() return end

---@param props table
---@return animAnimNode_FloorIk
function animAnimNode_FloorIk.new(props) return end

---@class animAnimNode_FloorIkBase : animAnimNode_OnePoseInput
---@field requiredAnimEvent CName
---@field blockAnimEvent CName
---@field canBeDisabledDueToFrameRate Bool
---@field useFixedVersion Bool
---@field slopeAngleDamp Float
---@field common animSBehaviorConstraintNodeFloorIKCommonData
animAnimNode_FloorIkBase = {}

---@return animAnimNode_FloorIkBase
function animAnimNode_FloorIkBase.new() return end

---@param props table
---@return animAnimNode_FloorIkBase
function animAnimNode_FloorIkBase.new(props) return end

---@class animAnimNode_FootStepAdjuster : animAnimNode_OnePoseInput
---@field leftToeName animTransformIndex
---@field rightToeName animTransformIndex
---@field leftFootName animTransformIndex
---@field rightFootName animTransformIndex
---@field leftCalfName animTransformIndex
---@field rightCalfName animTransformIndex
---@field leftThighName animTransformIndex
---@field rightThighName animTransformIndex
---@field pelvisBoneName animTransformIndex
---@field calfHingeAxis Vector4
---@field IKBlendTime Float
---@field pelvisAdjustmentBlendSpeed Float
---@field adjustPelvisVertically Bool
---@field stepAdjustmentInterval Float
---@field controlValueNode animFloatLink
---@field controlVectorNode animVectorLink
animAnimNode_FootStepAdjuster = {}

---@return animAnimNode_FootStepAdjuster
function animAnimNode_FootStepAdjuster.new() return end

---@param props table
---@return animAnimNode_FootStepAdjuster
function animAnimNode_FootStepAdjuster.new(props) return end

---@class animAnimNode_FootStepScaling : animAnimNode_OnePoseInput
---@field hipsIndex animTransformIndex
---@field leftFootIKIndex animTransformIndex
---@field rightFootIKIndex animTransformIndex
---@field inputSpeed animFloatLink
---@field weight animFloatLink
---@field Params animfssBodyOfflineParams
animAnimNode_FootStepScaling = {}

---@return animAnimNode_FootStepScaling
function animAnimNode_FootStepScaling.new() return end

---@param props table
---@return animAnimNode_FootStepScaling
function animAnimNode_FootStepScaling.new(props) return end

---@class animAnimNode_ForegroundSegmentBegin : animAnimNode_OnePoseInput
animAnimNode_ForegroundSegmentBegin = {}

---@return animAnimNode_ForegroundSegmentBegin
function animAnimNode_ForegroundSegmentBegin.new() return end

---@param props table
---@return animAnimNode_ForegroundSegmentBegin
function animAnimNode_ForegroundSegmentBegin.new(props) return end

---@class animAnimNode_ForegroundSegmentEnd : animAnimNode_OnePoseInput
---@field isAlwaysEnabledForHighEndHardware Bool
animAnimNode_ForegroundSegmentEnd = {}

---@return animAnimNode_ForegroundSegmentEnd
function animAnimNode_ForegroundSegmentEnd.new() return end

---@param props table
---@return animAnimNode_ForegroundSegmentEnd
function animAnimNode_ForegroundSegmentEnd.new(props) return end

---@class animAnimNode_FrozenFrame : animAnimNode_OnePoseInput
---@field maxFramesFrozen Int32
---@field triggerEventName CName
---@field clearEventName CName
animAnimNode_FrozenFrame = {}

---@return animAnimNode_FrozenFrame
function animAnimNode_FrozenFrame.new() return end

---@param props table
---@return animAnimNode_FrozenFrame
function animAnimNode_FrozenFrame.new(props) return end

---@class animAnimNode_GenerateIkAnimFeatureData : animAnimNode_OnePoseInput
---@field ikChainSettings animIKChainSettings[]
animAnimNode_GenerateIkAnimFeatureData = {}

---@return animAnimNode_GenerateIkAnimFeatureData
function animAnimNode_GenerateIkAnimFeatureData.new() return end

---@param props table
---@return animAnimNode_GenerateIkAnimFeatureData
function animAnimNode_GenerateIkAnimFeatureData.new(props) return end

---@class animAnimNode_GraphSlot : animAnimNode_Base
---@field name CName
---@field dontDeactivateInput Bool
---@field inputLink animPoseLink
animAnimNode_GraphSlot = {}

---@return animAnimNode_GraphSlot
function animAnimNode_GraphSlot.new() return end

---@param props table
---@return animAnimNode_GraphSlot
function animAnimNode_GraphSlot.new(props) return end

---@class animAnimNode_GraphSlotConditions : animAnimNode_GraphSlot
---@field conditions animGraphSlotCondition[]
animAnimNode_GraphSlotConditions = {}

---@return animAnimNode_GraphSlotConditions
function animAnimNode_GraphSlotConditions.new() return end

---@param props table
---@return animAnimNode_GraphSlotConditions
function animAnimNode_GraphSlotConditions.new(props) return end

---@class animAnimNode_GraphSlotInput : animAnimNode_Base
animAnimNode_GraphSlotInput = {}

---@return animAnimNode_GraphSlotInput
function animAnimNode_GraphSlotInput.new() return end

---@param props table
---@return animAnimNode_GraphSlotInput
function animAnimNode_GraphSlotInput.new(props) return end

---@class animAnimNode_GraphSlot_Test : animAnimNode_GraphSlot
---@field graph_TEST animAnimGraph
---@field copyAnimInputsAtAttachTime Bool
animAnimNode_GraphSlot_Test = {}

---@return animAnimNode_GraphSlot_Test
function animAnimNode_GraphSlot_Test.new() return end

---@param props table
---@return animAnimNode_GraphSlot_Test
function animAnimNode_GraphSlot_Test.new(props) return end

---@class animAnimNode_HumanIk : animAnimNode_OnePoseInput
---@field ikTargetsControllers animTEMP_IKTargetsControllerBodyType[]
animAnimNode_HumanIk = {}

---@return animAnimNode_HumanIk
function animAnimNode_HumanIk.new() return end

---@param props table
---@return animAnimNode_HumanIk
function animAnimNode_HumanIk.new(props) return end

---@class animAnimNode_IdentityPoseTerminator : animAnimNode_Base
animAnimNode_IdentityPoseTerminator = {}

---@return animAnimNode_IdentityPoseTerminator
function animAnimNode_IdentityPoseTerminator.new() return end

---@param props table
---@return animAnimNode_IdentityPoseTerminator
function animAnimNode_IdentityPoseTerminator.new(props) return end

---@class animAnimNode_Ik2 : animAnimNode_Base
---@field firstBone animTransformIndex
---@field secondBone animTransformIndex
---@field endBone animTransformIndex
---@field hingeAxis animAxis
---@field minHingeAngleDegrees Float
---@field maxHingeAngleDegrees Float
---@field firstBoneIkGain Float
---@field secondBoneIkGain Float
---@field endBoneIkGain Float
---@field enforceEndPosition Bool
---@field enforceEndOrientation Bool
---@field endBoneOffsetPositionLS Vector4
---@field bone animTransformIndex
---@field floatTrack animNamedTrackIndex
---@field inputPoseNode animPoseLink
---@field weightNode animFloatLink
---@field endTargetPositionNode animVectorLink
---@field endTargetOrientationNode animQuaternionLink
animAnimNode_Ik2 = {}

---@return animAnimNode_Ik2
function animAnimNode_Ik2.new() return end

---@param props table
---@return animAnimNode_Ik2
function animAnimNode_Ik2.new(props) return end

---@class animAnimNode_Ik2Constraint : animAnimNode_OnePoseInput
---@field inputTarget animIAnimNodeSourceChannel_Vector
---@field inputPoleVector animIAnimNodeSourceChannel_Vector
---@field inputTargetOrientation animAnimNodeSourceChannel_WeightedQuat
---@field firstBoneIndex animTransformIndex
---@field secondBoneIndex animTransformIndex
---@field endBoneIndex animTransformIndex
---@field hingeAxis animAxis
---@field twistValue Float
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
---@field weightNode animFloatLink
---@field twistNode animFloatLink
---@field maxHingeAngle Float
animAnimNode_Ik2Constraint = {}

---@return animAnimNode_Ik2Constraint
function animAnimNode_Ik2Constraint.new() return end

---@param props table
---@return animAnimNode_Ik2Constraint
function animAnimNode_Ik2Constraint.new(props) return end

---@class animAnimNode_Inertialization : animAnimNode_OnePoseInput
---@field safeMode Bool
---@field transformsCountUpperBound Uint32
---@field tracksCountUpperBound Uint32
---@field rotationLimits animInertializationRotationLimit[]
animAnimNode_Inertialization = {}

---@return animAnimNode_Inertialization
function animAnimNode_Inertialization.new() return end

---@param props table
---@return animAnimNode_Inertialization
function animAnimNode_Inertialization.new(props) return end

---@class animAnimNode_InputSwitch : animAnimNode_BaseSwitch
---@field selectIntNode animIntLink
---@field selectFloatNode animFloatLink
animAnimNode_InputSwitch = {}

---@return animAnimNode_InputSwitch
function animAnimNode_InputSwitch.new() return end

---@param props table
---@return animAnimNode_InputSwitch
function animAnimNode_InputSwitch.new(props) return end

---@class animAnimNode_IntConstant : animAnimNode_IntValue
---@field value Int32
animAnimNode_IntConstant = {}

---@return animAnimNode_IntConstant
function animAnimNode_IntConstant.new() return end

---@param props table
---@return animAnimNode_IntConstant
function animAnimNode_IntConstant.new(props) return end

---@class animAnimNode_IntInput : animAnimNode_IntValue
---@field group CName
---@field name CName
animAnimNode_IntInput = {}

---@return animAnimNode_IntInput
function animAnimNode_IntInput.new() return end

---@param props table
---@return animAnimNode_IntInput
function animAnimNode_IntInput.new(props) return end

---@class animAnimNode_IntJoin : animAnimNode_IntValue
---@field input animIntLink
animAnimNode_IntJoin = {}

---@return animAnimNode_IntJoin
function animAnimNode_IntJoin.new() return end

---@param props table
---@return animAnimNode_IntJoin
function animAnimNode_IntJoin.new(props) return end

---@class animAnimNode_IntLatch : animAnimNode_IntValue
---@field input animIntLink
animAnimNode_IntLatch = {}

---@return animAnimNode_IntLatch
function animAnimNode_IntLatch.new() return end

---@param props table
---@return animAnimNode_IntLatch
function animAnimNode_IntLatch.new(props) return end

---@class animAnimNode_IntToFloatConverter : animAnimNode_FloatValue
---@field inputNode animIntLink
animAnimNode_IntToFloatConverter = {}

---@return animAnimNode_IntToFloatConverter
function animAnimNode_IntToFloatConverter.new() return end

---@param props table
---@return animAnimNode_IntToFloatConverter
function animAnimNode_IntToFloatConverter.new(props) return end

---@class animAnimNode_IntValue : animAnimNode_Base
animAnimNode_IntValue = {}

---@class animAnimNode_IntVariable : animAnimNode_IntValue
---@field variableName CName
animAnimNode_IntVariable = {}

---@return animAnimNode_IntVariable
function animAnimNode_IntVariable.new() return end

---@param props table
---@return animAnimNode_IntVariable
function animAnimNode_IntVariable.new(props) return end

---@class animAnimNode_Join : animAnimNode_Base
---@field input animPoseLink
animAnimNode_Join = {}

---@return animAnimNode_Join
function animAnimNode_Join.new() return end

---@param props table
---@return animAnimNode_Join
function animAnimNode_Join.new(props) return end

---@class animAnimNode_LODBegin : animAnimNode_OnePoseInput
---@field levelOfDetail Uint32
animAnimNode_LODBegin = {}

---@return animAnimNode_LODBegin
function animAnimNode_LODBegin.new() return end

---@param props table
---@return animAnimNode_LODBegin
function animAnimNode_LODBegin.new(props) return end

---@class animAnimNode_LODEnd : animAnimNode_Base
---@field inputLink animPoseLink
animAnimNode_LODEnd = {}

---@return animAnimNode_LODEnd
function animAnimNode_LODEnd.new() return end

---@param props table
---@return animAnimNode_LODEnd
function animAnimNode_LODEnd.new(props) return end

---@class animAnimNode_LocoState : animAnimNode_State
---@field type animLocoStateType
---@field locoTag CName
animAnimNode_LocoState = {}

---@return animAnimNode_LocoState
function animAnimNode_LocoState.new() return end

---@param props table
---@return animAnimNode_LocoState
function animAnimNode_LocoState.new(props) return end

---@class animAnimNode_LocomotionAdjuster : animAnimNode_OnePoseInput
---@field targetPosition animVectorLink
---@field targetDirection animVectorLink
---@field initialForwardVector Vector4
---@field blendSpeedPos Float
---@field blendSpeedPosMin Float
---@field blendSpeedRot Float
---@field maxDistance Float
animAnimNode_LocomotionAdjuster = {}

---@return animAnimNode_LocomotionAdjuster
function animAnimNode_LocomotionAdjuster.new() return end

---@param props table
---@return animAnimNode_LocomotionAdjuster
function animAnimNode_LocomotionAdjuster.new(props) return end

---@class animAnimNode_LocomotionAdjusterOnEvent : animAnimNode_LocomotionAdjuster
---@field locomotionFeatureName CName
---@field targetAnimationName CName
---@field startAdjustmentAfterAnimEvent CName
animAnimNode_LocomotionAdjusterOnEvent = {}

---@return animAnimNode_LocomotionAdjusterOnEvent
function animAnimNode_LocomotionAdjusterOnEvent.new() return end

---@param props table
---@return animAnimNode_LocomotionAdjusterOnEvent
function animAnimNode_LocomotionAdjusterOnEvent.new(props) return end

---@class animAnimNode_LocomotionMachine : animAnimNode_StateMachine
---@field usePlanner Bool
---@field group CName
---@field logic CName
---@field requestId CName
---@field distance CName
---@field duration CName
---@field motion CName
---@field state CName
---@field transitionTime Float
---@field numVariants Uint32
animAnimNode_LocomotionMachine = {}

---@return animAnimNode_LocomotionMachine
function animAnimNode_LocomotionMachine.new() return end

---@param props table
---@return animAnimNode_LocomotionMachine
function animAnimNode_LocomotionMachine.new(props) return end

---@class animAnimNode_LocomotionSwitch : animAnimNode_Switch
---@field audioTagsPerInput CName[]
animAnimNode_LocomotionSwitch = {}

---@return animAnimNode_LocomotionSwitch
function animAnimNode_LocomotionSwitch.new() return end

---@param props table
---@return animAnimNode_LocomotionSwitch
function animAnimNode_LocomotionSwitch.new(props) return end

---@class animAnimNode_LookAt : animAnimNode_OnePoseInput
---@field transform animTransformIndex
---@field forwardAxis animAxis
---@field useLimits Bool
---@field limitAxis animAxis
---@field limitAngle Float
---@field targetNode animVectorLink
---@field weightNode animFloatLink
animAnimNode_LookAt = {}

---@return animAnimNode_LookAt
function animAnimNode_LookAt.new() return end

---@param props table
---@return animAnimNode_LookAt
function animAnimNode_LookAt.new(props) return end

---@class animAnimNode_LookAtApplyVehicleRestrictions : animAnimNode_OnePoseInput
---@field group CName
---@field name CName
---@field referenceBone animTransformIndex
animAnimNode_LookAtApplyVehicleRestrictions = {}

---@return animAnimNode_LookAtApplyVehicleRestrictions
function animAnimNode_LookAtApplyVehicleRestrictions.new() return end

---@param props table
---@return animAnimNode_LookAtApplyVehicleRestrictions
function animAnimNode_LookAtApplyVehicleRestrictions.new(props) return end

---@class animAnimNode_LookAtController : animAnimNode_OnePoseInput
---@field E3_HACK_offset animVectorLink
---@field orderedBodyParts animLookAtPartInfo[]
---@field stateMachinesSettings animLookAtStateMachineSettings[]
---@field bodyPartsDependencies animLookAtPartsDependency[]
---@field substepTime Float
---@field isFacial Bool
animAnimNode_LookAtController = {}

---@return animAnimNode_LookAtController
function animAnimNode_LookAtController.new() return end

---@param props table
---@return animAnimNode_LookAtController
function animAnimNode_LookAtController.new(props) return end

---@class animAnimNode_LookAtPose360 : animAnimNode_Base
---@field speedInDegreesPerSecond Float
---@field angleOffsetNode animFloatLink
---@field targetAngleOffsetNode animFloatLink
---@field weightNode animFloatLink
---@field animEndEventName CName
---@field animation CName
---@field durationCut Float
animAnimNode_LookAtPose360 = {}

---@return animAnimNode_LookAtPose360
function animAnimNode_LookAtPose360.new() return end

---@param props table
---@return animAnimNode_LookAtPose360
function animAnimNode_LookAtPose360.new(props) return end

---@class animAnimNode_LookAtPose360Direction : animAnimNode_FloatValue
---@field angleOffset Float
---@field defaultValue Float
---@field negateOutput Bool
animAnimNode_LookAtPose360Direction = {}

---@return animAnimNode_LookAtPose360Direction
function animAnimNode_LookAtPose360Direction.new() return end

---@param props table
---@return animAnimNode_LookAtPose360Direction
function animAnimNode_LookAtPose360Direction.new(props) return end

---@class animAnimNode_MaskReset : animAnimNode_OnePoseInput
---@field weightNode animFloatLink
---@field transforms animTransformIndex[]
animAnimNode_MaskReset = {}

---@return animAnimNode_MaskReset
function animAnimNode_MaskReset.new() return end

---@param props table
---@return animAnimNode_MaskReset
function animAnimNode_MaskReset.new(props) return end

---@class animAnimNode_MathExpressionFloat : animAnimNode_FloatValue
---@field expressionData animMathExpressionNodeData
animAnimNode_MathExpressionFloat = {}

---@return animAnimNode_MathExpressionFloat
function animAnimNode_MathExpressionFloat.new() return end

---@param props table
---@return animAnimNode_MathExpressionFloat
function animAnimNode_MathExpressionFloat.new(props) return end

---@class animAnimNode_MathExpressionPose : animAnimNode_OnePoseInput
---@field expressionData animMathExpressionNodeData
---@field outputFloatTrack animNamedTrackIndex
animAnimNode_MathExpressionPose = {}

---@return animAnimNode_MathExpressionPose
function animAnimNode_MathExpressionPose.new() return end

---@param props table
---@return animAnimNode_MathExpressionPose
function animAnimNode_MathExpressionPose.new(props) return end

---@class animAnimNode_MathExpressionQuaternion : animAnimNode_QuaternionValue
---@field expressionData animMathExpressionNodeData
animAnimNode_MathExpressionQuaternion = {}

---@return animAnimNode_MathExpressionQuaternion
function animAnimNode_MathExpressionQuaternion.new() return end

---@param props table
---@return animAnimNode_MathExpressionQuaternion
function animAnimNode_MathExpressionQuaternion.new(props) return end

---@class animAnimNode_MathExpressionVector : animAnimNode_VectorValue
---@field expressionData animMathExpressionNodeData
animAnimNode_MathExpressionVector = {}

---@return animAnimNode_MathExpressionVector
function animAnimNode_MathExpressionVector.new() return end

---@param props table
---@return animAnimNode_MathExpressionVector
function animAnimNode_MathExpressionVector.new(props) return end

---@class animAnimNode_MixerSlot : animAnimNode_OnePoseInput
---@field maxNormalAnimEntriesCount Uint16
---@field maxAdditiveAnimEntriesCount Uint16
---@field maxOverrideAnimEntriesCount Uint16
animAnimNode_MixerSlot = {}

---@return animAnimNode_MixerSlot
function animAnimNode_MixerSlot.new() return end

---@param props table
---@return animAnimNode_MixerSlot
function animAnimNode_MixerSlot.new(props) return end

---@class animAnimNode_MotionAdjuster : animAnimNode_Base
---@field inputNode animPoseLink
---@field targetPosition animVectorLink
---@field targetDirection animVectorLink
---@field totalTimeToAdjust animFloatLink
---@field forwardVector Vector4
animAnimNode_MotionAdjuster = {}

---@return animAnimNode_MotionAdjuster
function animAnimNode_MotionAdjuster.new() return end

---@param props table
---@return animAnimNode_MotionAdjuster
function animAnimNode_MotionAdjuster.new(props) return end

---@class animAnimNode_MotionTableSwitch : animAnimNode_Base
animAnimNode_MotionTableSwitch = {}

---@class animAnimNode_MultiBoolToFloatValue : animAnimNode_FloatValue
---@field allMustBeTrue Bool
---@field onTrue Float
---@field onFalse Float
---@field inputsData animAnimMultiBoolToFloatEntry[]
animAnimNode_MultiBoolToFloatValue = {}

---@return animAnimNode_MultiBoolToFloatValue
function animAnimNode_MultiBoolToFloatValue.new() return end

---@param props table
---@return animAnimNode_MultiBoolToFloatValue
function animAnimNode_MultiBoolToFloatValue.new(props) return end

---@class animAnimNode_MultipleParentConstraint : animAnimNode_OnePoseInput
---@field parentsTransform animIAnimNodeSourceChannel_QsTransform[]
---@field parentsWeight animIAnimNodeSourceChannel_Float[]
---@field areSourceChannelsResaved Bool
---@field parentsTransforms animAnimNode_MultipleParentConstraint_ParentInfo[]
---@field transformIndex animTransformIndex
---@field interpolationType animEInterpolationType
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_MultipleParentConstraint = {}

---@return animAnimNode_MultipleParentConstraint
function animAnimNode_MultipleParentConstraint.new() return end

---@param props table
---@return animAnimNode_MultipleParentConstraint
function animAnimNode_MultipleParentConstraint.new(props) return end

---@class animAnimNode_MultipleParentConstraint_ParentInfo
---@field parentTransform animTransformIndex
---@field parentWeightMode animConstraintWeightMode
---@field parentStaticWeight Float
---@field parentTrackWeight animNamedTrackIndex
---@field useComplementWeight Bool
---@field useOffset Bool
---@field offset QsTransform
animAnimNode_MultipleParentConstraint_ParentInfo = {}

---@return animAnimNode_MultipleParentConstraint_ParentInfo
function animAnimNode_MultipleParentConstraint_ParentInfo.new() return end

---@param props table
---@return animAnimNode_MultipleParentConstraint_ParentInfo
function animAnimNode_MultipleParentConstraint_ParentInfo.new(props) return end

---@class animAnimNode_NPCExploration : animAnimNode_Base
animAnimNode_NPCExploration = {}

---@return animAnimNode_NPCExploration
function animAnimNode_NPCExploration.new() return end

---@param props table
---@return animAnimNode_NPCExploration
function animAnimNode_NPCExploration.new(props) return end

---@class animAnimNode_NameHashConstant : animAnimNode_IntValue
---@field value CName
animAnimNode_NameHashConstant = {}

---@return animAnimNode_NameHashConstant
function animAnimNode_NameHashConstant.new() return end

---@param props table
---@return animAnimNode_NameHashConstant
function animAnimNode_NameHashConstant.new(props) return end

---@class animAnimNode_OnePoseInput : animAnimNode_Base
---@field inputLink animPoseLink
animAnimNode_OnePoseInput = {}

---@class animAnimNode_OrientConstraint : animAnimNode_OnePoseInput
---@field areSourceChannelsResaved Bool
---@field inputTransforms animAnimNodeSourceChannel_WeightedQuat[]
---@field preprocessedWeights Float[]
---@field inputWeightedTransforms animAnimNode_OrientConstraint_WeightedTransform[]
---@field transformIndex animTransformIndex
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_OrientConstraint = {}

---@return animAnimNode_OrientConstraint
function animAnimNode_OrientConstraint.new() return end

---@param props table
---@return animAnimNode_OrientConstraint
function animAnimNode_OrientConstraint.new(props) return end

---@class animAnimNode_OrientConstraint_WeightedTransform
---@field transform animTransformIndex
---@field weight Float
animAnimNode_OrientConstraint_WeightedTransform = {}

---@return animAnimNode_OrientConstraint_WeightedTransform
function animAnimNode_OrientConstraint_WeightedTransform.new() return end

---@param props table
---@return animAnimNode_OrientConstraint_WeightedTransform
function animAnimNode_OrientConstraint_WeightedTransform.new(props) return end

---@class animAnimNode_Output : animAnimNode_Base
---@field node animPoseLink
animAnimNode_Output = {}

---@return animAnimNode_Output
function animAnimNode_Output.new() return end

---@param props table
---@return animAnimNode_Output
function animAnimNode_Output.new(props) return end

---@class animAnimNode_ParentConstraint : animAnimNode_OnePoseInput
---@field parentTransform animIAnimNodeSourceChannel_QsTransform
---@field isParentTransformResaved Bool
---@field parentTransformIndex animTransformIndex
---@field transformIndex animTransformIndex
---@field interpolationType animEInterpolationType
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
---@field useBoneReferencePoseAsDefaultOffset Bool
---@field weightNode animFloatLink
---@field offsetTranslationLS animVectorLink
---@field offsetEulerRotationLS animVectorLink
animAnimNode_ParentConstraint = {}

---@return animAnimNode_ParentConstraint
function animAnimNode_ParentConstraint.new() return end

---@param props table
---@return animAnimNode_ParentConstraint
function animAnimNode_ParentConstraint.new(props) return end

---@class animAnimNode_ParentTransform : animAnimNode_OnePoseInput
---@field mapping animAnimTransformMappingEntry[]
animAnimNode_ParentTransform = {}

---@return animAnimNode_ParentTransform
function animAnimNode_ParentTransform.new() return end

---@param props table
---@return animAnimNode_ParentTransform
function animAnimNode_ParentTransform.new(props) return end

---@class animAnimNode_PointConstraint : animAnimNode_OnePoseInput
---@field areSourceChannelsResaved Bool
---@field inputTransforms animAnimNodeSourceChannel_WeightedVector[]
---@field preprocessedWeights Float[]
---@field inputWeightedTransforms animAnimNode_PointConstraint_WeightedTransform[]
---@field transformIndex animTransformIndex
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack animNamedTrackIndex
animAnimNode_PointConstraint = {}

---@return animAnimNode_PointConstraint
function animAnimNode_PointConstraint.new() return end

---@param props table
---@return animAnimNode_PointConstraint
function animAnimNode_PointConstraint.new(props) return end

---@class animAnimNode_PointConstraint_WeightedTransform
---@field transform animTransformIndex
---@field weight Float
animAnimNode_PointConstraint_WeightedTransform = {}

---@return animAnimNode_PointConstraint_WeightedTransform
function animAnimNode_PointConstraint_WeightedTransform.new() return end

---@param props table
---@return animAnimNode_PointConstraint_WeightedTransform
function animAnimNode_PointConstraint_WeightedTransform.new(props) return end

---@class animAnimNode_Pose360 : animAnimNode_Base
---@field angle animFloatLink
---@field animation CName
animAnimNode_Pose360 = {}

---@return animAnimNode_Pose360
function animAnimNode_Pose360.new() return end

---@param props table
---@return animAnimNode_Pose360
function animAnimNode_Pose360.new(props) return end

---@class animAnimNode_PoseCorrection : animAnimNode_OnePoseInput
animAnimNode_PoseCorrection = {}

---@return animAnimNode_PoseCorrection
function animAnimNode_PoseCorrection.new() return end

---@param props table
---@return animAnimNode_PoseCorrection
function animAnimNode_PoseCorrection.new(props) return end

---@class animAnimNode_PoseLsToMs : animAnimNode_OnePoseInput
animAnimNode_PoseLsToMs = {}

---@return animAnimNode_PoseLsToMs
function animAnimNode_PoseLsToMs.new() return end

---@param props table
---@return animAnimNode_PoseLsToMs
function animAnimNode_PoseLsToMs.new(props) return end

---@class animAnimNode_PoseMsToLs : animAnimNode_OnePoseInput
animAnimNode_PoseMsToLs = {}

---@return animAnimNode_PoseMsToLs
function animAnimNode_PoseMsToLs.new() return end

---@param props table
---@return animAnimNode_PoseMsToLs
function animAnimNode_PoseMsToLs.new(props) return end

---@class animAnimNode_PostProcess_Footlock : animIAnimNode_PostProcess
animAnimNode_PostProcess_Footlock = {}

---@return animAnimNode_PostProcess_Footlock
function animAnimNode_PostProcess_Footlock.new() return end

---@param props table
---@return animAnimNode_PostProcess_Footlock
function animAnimNode_PostProcess_Footlock.new(props) return end

---@class animAnimNode_QuaternionConstant : animAnimNode_QuaternionValue
---@field value Quaternion
animAnimNode_QuaternionConstant = {}

---@return animAnimNode_QuaternionConstant
function animAnimNode_QuaternionConstant.new() return end

---@param props table
---@return animAnimNode_QuaternionConstant
function animAnimNode_QuaternionConstant.new(props) return end

---@class animAnimNode_QuaternionInput : animAnimNode_QuaternionValue
---@field group CName
---@field name CName
animAnimNode_QuaternionInput = {}

---@return animAnimNode_QuaternionInput
function animAnimNode_QuaternionInput.new() return end

---@param props table
---@return animAnimNode_QuaternionInput
function animAnimNode_QuaternionInput.new(props) return end

---@class animAnimNode_QuaternionInterpolation : animAnimNode_QuaternionValue
---@field interpolationType animQuaternionInterpolationType
---@field firstInput animQuaternionLink
---@field secondInput animQuaternionLink
---@field weight animFloatLink
animAnimNode_QuaternionInterpolation = {}

---@return animAnimNode_QuaternionInterpolation
function animAnimNode_QuaternionInterpolation.new() return end

---@param props table
---@return animAnimNode_QuaternionInterpolation
function animAnimNode_QuaternionInterpolation.new(props) return end

---@class animAnimNode_QuaternionJoin : animAnimNode_QuaternionValue
---@field input animQuaternionLink
animAnimNode_QuaternionJoin = {}

---@return animAnimNode_QuaternionJoin
function animAnimNode_QuaternionJoin.new() return end

---@param props table
---@return animAnimNode_QuaternionJoin
function animAnimNode_QuaternionJoin.new(props) return end

---@class animAnimNode_QuaternionLatch : animAnimNode_QuaternionValue
---@field input animQuaternionLink
animAnimNode_QuaternionLatch = {}

---@return animAnimNode_QuaternionLatch
function animAnimNode_QuaternionLatch.new() return end

---@param props table
---@return animAnimNode_QuaternionLatch
function animAnimNode_QuaternionLatch.new(props) return end

---@class animAnimNode_QuaternionValue : animAnimNode_Base
animAnimNode_QuaternionValue = {}

---@class animAnimNode_QuaternionVariable : animAnimNode_QuaternionValue
---@field variableName CName
animAnimNode_QuaternionVariable = {}

---@return animAnimNode_QuaternionVariable
function animAnimNode_QuaternionVariable.new() return end

---@param props table
---@return animAnimNode_QuaternionVariable
function animAnimNode_QuaternionVariable.new(props) return end

---@class animAnimNode_QuaternionWsToMs : animAnimNode_QuaternionValue
---@field quaternionWs animQuaternionLink
animAnimNode_QuaternionWsToMs = {}

---@return animAnimNode_QuaternionWsToMs
function animAnimNode_QuaternionWsToMs.new() return end

---@param props table
---@return animAnimNode_QuaternionWsToMs
function animAnimNode_QuaternionWsToMs.new(props) return end

---@class animAnimNode_RagdollControl : animAnimNode_Base
---@field blendInDuration Float
---@field blendOutDuration Float
---@field inputPoseNode animPoseLink
animAnimNode_RagdollControl = {}

---@return animAnimNode_RagdollControl
function animAnimNode_RagdollControl.new() return end

---@param props table
---@return animAnimNode_RagdollControl
function animAnimNode_RagdollControl.new(props) return end

---@class animAnimNode_RagdollPose : animAnimNode_Base
animAnimNode_RagdollPose = {}

---@return animAnimNode_RagdollPose
function animAnimNode_RagdollPose.new() return end

---@param props table
---@return animAnimNode_RagdollPose
function animAnimNode_RagdollPose.new(props) return end

---@class animAnimNode_ReadIkRequest : animAnimNode_OnePoseInput
---@field ikChain CName
---@field outTransform animTransformIndex
animAnimNode_ReadIkRequest = {}

---@return animAnimNode_ReadIkRequest
function animAnimNode_ReadIkRequest.new() return end

---@param props table
---@return animAnimNode_ReadIkRequest
function animAnimNode_ReadIkRequest.new(props) return end

---@class animAnimNode_ReferencePoseTerminator : animAnimNode_Base
animAnimNode_ReferencePoseTerminator = {}

---@return animAnimNode_ReferencePoseTerminator
function animAnimNode_ReferencePoseTerminator.new() return end

---@param props table
---@return animAnimNode_ReferencePoseTerminator
function animAnimNode_ReferencePoseTerminator.new(props) return end

---@class animAnimNode_Retarget : animAnimNode_OnePoseInput
---@field refRig animRig
---@field postProcess animIAnimNode_PostProcess
animAnimNode_Retarget = {}

---@return animAnimNode_Retarget
function animAnimNode_Retarget.new() return end

---@param props table
---@return animAnimNode_Retarget
function animAnimNode_Retarget.new(props) return end

---@class animAnimNode_Root : animAnimNode_Container
---@field outputNode animPoseLink
animAnimNode_Root = {}

---@return animAnimNode_Root
function animAnimNode_Root.new() return end

---@param props table
---@return animAnimNode_Root
function animAnimNode_Root.new(props) return end

---@class animAnimNode_RotateBone : animAnimNode_Base
---@field inputNode animPoseLink
---@field angleNode animFloatLink
---@field minValueNode animFloatLink
---@field maxValueNode animFloatLink
---@field bone animTransformIndex
---@field axis animETransformAxis
---@field scale Float
---@field biasAngle Float
---@field minAngle Float
---@field maxAngle Float
---@field clampRotation Bool
---@field useIncrementalMode Bool
---@field resetOnActivation Bool
---@field inModelSpace Bool
animAnimNode_RotateBone = {}

---@return animAnimNode_RotateBone
function animAnimNode_RotateBone.new() return end

---@param props table
---@return animAnimNode_RotateBone
function animAnimNode_RotateBone.new(props) return end

---@class animAnimNode_RotateBoneByQuaternion : animAnimNode_Base
---@field inputNode animPoseLink
---@field quaternionNode animQuaternionLink
---@field bone animTransformIndex
---@field useIncrementalMode Bool
---@field resetOnActivation Bool
animAnimNode_RotateBoneByQuaternion = {}

---@return animAnimNode_RotateBoneByQuaternion
function animAnimNode_RotateBoneByQuaternion.new() return end

---@param props table
---@return animAnimNode_RotateBoneByQuaternion
function animAnimNode_RotateBoneByQuaternion.new(props) return end

---@class animAnimNode_RotationLimit : animAnimNode_OnePoseInput
---@field constrainedTransform animTransformIndex
---@field limitOnX animSmoothFloatClamp
---@field limitOnY animSmoothFloatClamp
---@field limitOnZ animSmoothFloatClamp
---@field useEyesLookAtBlendWeight Bool
---@field weightLink animFloatLink
animAnimNode_RotationLimit = {}

---@return animAnimNode_RotationLimit
function animAnimNode_RotationLimit.new() return end

---@param props table
---@return animAnimNode_RotationLimit
function animAnimNode_RotationLimit.new(props) return end

---@class animAnimNode_RuntimeSwitch : animAnimNode_Base
---@field condition animIRuntimeCondition
---@field True animPoseLink
---@field False animPoseLink
animAnimNode_RuntimeSwitch = {}

---@return animAnimNode_RuntimeSwitch
function animAnimNode_RuntimeSwitch.new() return end

---@param props table
---@return animAnimNode_RuntimeSwitch
function animAnimNode_RuntimeSwitch.new(props) return end

---@class animAnimNode_SelectiveJoin : animAnimNode_OnePoseInput
animAnimNode_SelectiveJoin = {}

---@return animAnimNode_SelectiveJoin
function animAnimNode_SelectiveJoin.new() return end

---@param props table
---@return animAnimNode_SelectiveJoin
function animAnimNode_SelectiveJoin.new(props) return end

---@class animAnimNode_Sermo : animAnimNode_OnePoseInput
animAnimNode_Sermo = {}

---@return animAnimNode_Sermo
function animAnimNode_Sermo.new() return end

---@param props table
---@return animAnimNode_Sermo
function animAnimNode_Sermo.new(props) return end

---@class animAnimNode_SetBoneOrientation : animAnimNode_OnePoseInput
---@field bone animTransformIndex
---@field orientationMs animQuaternionLink
animAnimNode_SetBoneOrientation = {}

---@return animAnimNode_SetBoneOrientation
function animAnimNode_SetBoneOrientation.new() return end

---@param props table
---@return animAnimNode_SetBoneOrientation
function animAnimNode_SetBoneOrientation.new(props) return end

---@class animAnimNode_SetBonePosition : animAnimNode_OnePoseInput
---@field bone animTransformIndex
---@field positionMs animVectorLink
animAnimNode_SetBonePosition = {}

---@return animAnimNode_SetBonePosition
function animAnimNode_SetBonePosition.new() return end

---@param props table
---@return animAnimNode_SetBonePosition
function animAnimNode_SetBonePosition.new(props) return end

---@class animAnimNode_SetBoneTransform : animAnimNode_OnePoseInput
---@field entries animSetBoneTransformEntry[]
animAnimNode_SetBoneTransform = {}

---@return animAnimNode_SetBoneTransform
function animAnimNode_SetBoneTransform.new() return end

---@param props table
---@return animAnimNode_SetBoneTransform
function animAnimNode_SetBoneTransform.new(props) return end

---@class animAnimNode_SetDrivenKey : animAnimNode_Base
---@field inputLink animPoseLink
---@field provider animAnimNode_SetDrivenKey_InternalsISetDrivenKeyEntryProvider
animAnimNode_SetDrivenKey = {}

---@return animAnimNode_SetDrivenKey
function animAnimNode_SetDrivenKey.new() return end

---@param props table
---@return animAnimNode_SetDrivenKey
function animAnimNode_SetDrivenKey.new(props) return end

---@class animAnimNode_SetDrivenKey_InternalsEntry
---@field curve curveData
---@field inChannelName CName
---@field outChannelName CName
---@field inChanelType animAnimNode_SetDrivenKey_InternalsEChannelType
---@field outChanelType animAnimNode_SetDrivenKey_InternalsEChannelType
animAnimNode_SetDrivenKey_InternalsEntry = {}

---@return animAnimNode_SetDrivenKey_InternalsEntry
function animAnimNode_SetDrivenKey_InternalsEntry.new() return end

---@param props table
---@return animAnimNode_SetDrivenKey_InternalsEntry
function animAnimNode_SetDrivenKey_InternalsEntry.new(props) return end

---@class animAnimNode_SetDrivenKey_InternalsISetDrivenKeyEntryProvider : ISerializable
animAnimNode_SetDrivenKey_InternalsISetDrivenKeyEntryProvider = {}

---@class animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline : animAnimNode_SetDrivenKey_InternalsISetDrivenKeyEntryProvider
---@field entries animAnimNode_SetDrivenKey_InternalsEntry[]
animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline = {}

---@return animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline
function animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline.new() return end

---@param props table
---@return animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline
function animAnimNode_SetDrivenKey_InternalsSetDrivenKeyEntryProviderInline.new(props) return end

---@class animAnimNode_SetRequiredDistanceCategory : animAnimNode_OnePoseInput
---@field requiredQualityDistanceCategory Uint32
animAnimNode_SetRequiredDistanceCategory = {}

---@return animAnimNode_SetRequiredDistanceCategory
function animAnimNode_SetRequiredDistanceCategory.new() return end

---@param props table
---@return animAnimNode_SetRequiredDistanceCategory
function animAnimNode_SetRequiredDistanceCategory.new(props) return end

---@class animAnimNode_SetRequiredDistanceCategoryByBone : animAnimNode_OnePoseInput
---@field bone animTransformIndex
animAnimNode_SetRequiredDistanceCategoryByBone = {}

---@return animAnimNode_SetRequiredDistanceCategoryByBone
function animAnimNode_SetRequiredDistanceCategoryByBone.new() return end

---@param props table
---@return animAnimNode_SetRequiredDistanceCategoryByBone
function animAnimNode_SetRequiredDistanceCategoryByBone.new(props) return end

---@class animAnimNode_SetTrackRange : animAnimNode_OnePoseInput
---@field min Float
---@field max Float
---@field oldMin Float
---@field oldMax Float
---@field minLink animFloatLink
---@field maxLink animFloatLink
---@field oldMinLink animFloatLink
---@field oldMaxLink animFloatLink
---@field track animNamedTrackIndex
---@field debug Bool
animAnimNode_SetTrackRange = {}

---@return animAnimNode_SetTrackRange
function animAnimNode_SetTrackRange.new() return end

---@param props table
---@return animAnimNode_SetTrackRange
function animAnimNode_SetTrackRange.new(props) return end

---@class animAnimNode_SharedMetaPose : animAnimNode_OnePoseInput
---@field weightLink animFloatLink
animAnimNode_SharedMetaPose = {}

---@return animAnimNode_SharedMetaPose
function animAnimNode_SharedMetaPose.new() return end

---@param props table
---@return animAnimNode_SharedMetaPose
function animAnimNode_SharedMetaPose.new(props) return end

---@class animAnimNode_SharedMetaPoseAdditive : animAnimNode_OnePoseInput
---@field weightLink animFloatLink
---@field additiveType animEAnimGraphAdditiveType
---@field blendTracks animEBlendTracksMode
---@field convertParentPoseToAdditive Bool
animAnimNode_SharedMetaPoseAdditive = {}

---@return animAnimNode_SharedMetaPoseAdditive
function animAnimNode_SharedMetaPoseAdditive.new() return end

---@param props table
---@return animAnimNode_SharedMetaPoseAdditive
function animAnimNode_SharedMetaPoseAdditive.new(props) return end

---@class animAnimNode_Signal : animAnimNode_FloatValue
---@field blendIn Float
---@field blendOut Float
---@field startEvent CName
---@field endEvent CName
---@field defaultState Bool
---@field cooldown Float
animAnimNode_Signal = {}

---@return animAnimNode_Signal
function animAnimNode_Signal.new() return end

---@param props table
---@return animAnimNode_Signal
function animAnimNode_Signal.new(props) return end

---@class animAnimNode_SimpleBounce : animAnimNode_OnePoseInput
---@field areChannelsResaved Bool
---@field outputDriverTrack animNamedTrackIndex
---@field debug Bool
---@field startTransform animTransformIndex
---@field endTransform animTransformIndex
---@field multiplier Float
---@field negativeMultiplier Float
---@field smoothStep Float
---@field offset Float
---@field delay Float
---@field transformOutputs animSimpleBounceTransformOutput[]
---@field trackOutputs animSimpleBounceTrackOutput[]
animAnimNode_SimpleBounce = {}

---@return animAnimNode_SimpleBounce
function animAnimNode_SimpleBounce.new() return end

---@param props table
---@return animAnimNode_SimpleBounce
function animAnimNode_SimpleBounce.new(props) return end

---@class animAnimNode_SimpleSpline : animAnimNode_OnePoseInput
---@field areSourceChannelsResaved Bool
---@field startTransform animTransformIndex
---@field middleTransform animTransformIndex
---@field endTransform animTransformIndex
---@field constrainedTransform animTransformIndex
---@field progressMode animConstraintWeightMode
---@field defaultProgress Float
---@field progressTrack animNamedTrackIndex
animAnimNode_SimpleSpline = {}

---@return animAnimNode_SimpleSpline
function animAnimNode_SimpleSpline.new() return end

---@param props table
---@return animAnimNode_SimpleSpline
function animAnimNode_SimpleSpline.new(props) return end

---@class animAnimNode_SkAnim : animAnimNode_Base
---@field animation CName
---@field applyMotion Bool
---@field isLooped Bool
---@field resume Bool
---@field collectEvents Bool
---@field fireAnimLoopEvent Bool
---@field animLoopEventName CName
---@field clipFront Float
---@field clipEnd Float
---@field clipFrontByEvent CName
---@field clipEndByEvent CName
---@field pushDataByTag CName
---@field popDataByTag CName
---@field pushSafeCutTag CName
---@field convertToAdditive Bool
---@field motionProvider animIMotionTableProvider
---@field applyInertializationOnAnimSetSwap Bool
animAnimNode_SkAnim = {}

---@return animAnimNode_SkAnim
function animAnimNode_SkAnim.new() return end

---@param props table
---@return animAnimNode_SkAnim
function animAnimNode_SkAnim.new(props) return end

---@class animAnimNode_SkAnimAdjuster : animAnimNode_SkAnim
---@field targetPositionWs animVectorLink
---@field targetDirectionWs animVectorLink
---@field initialForwardVector Vector4
---@field startAdjustmentEventName CName
---@field endAdjustmentEventName CName
animAnimNode_SkAnimAdjuster = {}

---@return animAnimNode_SkAnimAdjuster
function animAnimNode_SkAnimAdjuster.new() return end

---@param props table
---@return animAnimNode_SkAnimAdjuster
function animAnimNode_SkAnimAdjuster.new(props) return end

---@class animAnimNode_SkAnimContinue : animAnimNode_SkAnim
---@field Input animPoseLink
---@field popSafeCutTag CName
animAnimNode_SkAnimContinue = {}

---@return animAnimNode_SkAnimContinue
function animAnimNode_SkAnimContinue.new() return end

---@param props table
---@return animAnimNode_SkAnimContinue
function animAnimNode_SkAnimContinue.new(props) return end

---@class animAnimNode_SkAnimDecorator : animAnimNode_SkAnim
---@field Fallback animPoseLink
animAnimNode_SkAnimDecorator = {}

---@return animAnimNode_SkAnimDecorator
function animAnimNode_SkAnimDecorator.new() return end

---@param props table
---@return animAnimNode_SkAnimDecorator
function animAnimNode_SkAnimDecorator.new(props) return end

---@class animAnimNode_SkAnimSlot : animAnimNode_SkAnim
---@field forFacialIdle Bool
animAnimNode_SkAnimSlot = {}

---@return animAnimNode_SkAnimSlot
function animAnimNode_SkAnimSlot.new() return end

---@param props table
---@return animAnimNode_SkAnimSlot
function animAnimNode_SkAnimSlot.new(props) return end

---@class animAnimNode_SkDurationAnim : animAnimNode_SkAnim
---@field Duration animFloatLink
animAnimNode_SkDurationAnim = {}

---@return animAnimNode_SkDurationAnim
function animAnimNode_SkDurationAnim.new() return end

---@param props table
---@return animAnimNode_SkDurationAnim
function animAnimNode_SkDurationAnim.new(props) return end

---@class animAnimNode_SkFrameAnim : animAnimNode_SkAnim
---@field progressLink animFloatLink
---@field timeLink animFloatLink
---@field frameLink animFloatLink
---@field fireAnimEndOnceOnAnimEnd Bool
animAnimNode_SkFrameAnim = {}

---@return animAnimNode_SkFrameAnim
function animAnimNode_SkFrameAnim.new() return end

---@param props table
---@return animAnimNode_SkFrameAnim
function animAnimNode_SkFrameAnim.new(props) return end

---@class animAnimNode_SkFrameAnimByTrack : animAnimNode_SkFrameAnim
---@field progressFloatTrack animNamedTrackIndex
---@field timeFloatTrack animNamedTrackIndex
---@field frameFloatTrack animNamedTrackIndex
---@field inputWithTracks animPoseLink
animAnimNode_SkFrameAnimByTrack = {}

---@return animAnimNode_SkFrameAnimByTrack
function animAnimNode_SkFrameAnimByTrack.new() return end

---@param props table
---@return animAnimNode_SkFrameAnimByTrack
function animAnimNode_SkFrameAnimByTrack.new(props) return end

---@class animAnimNode_SkOneShotAnim : animAnimNode_SkAnim
---@field Input animPoseLink
---@field blendIn Float
---@field blendOut Float
animAnimNode_SkOneShotAnim = {}

---@return animAnimNode_SkOneShotAnim
function animAnimNode_SkOneShotAnim.new() return end

---@param props table
---@return animAnimNode_SkOneShotAnim
function animAnimNode_SkOneShotAnim.new(props) return end

---@class animAnimNode_SkPhaseAnim : animAnimNode_SkAnim
---@field phase CName
animAnimNode_SkPhaseAnim = {}

---@return animAnimNode_SkPhaseAnim
function animAnimNode_SkPhaseAnim.new() return end

---@param props table
---@return animAnimNode_SkPhaseAnim
function animAnimNode_SkPhaseAnim.new(props) return end

---@class animAnimNode_SkPhaseSlotWithDurationAnim : animAnimNode_SkPhaseWithDurationAnim
---@field animFeatureName CName
---@field actionAnimDatabaseRef animActionAnimDatabase
animAnimNode_SkPhaseSlotWithDurationAnim = {}

---@return animAnimNode_SkPhaseSlotWithDurationAnim
function animAnimNode_SkPhaseSlotWithDurationAnim.new() return end

---@param props table
---@return animAnimNode_SkPhaseSlotWithDurationAnim
function animAnimNode_SkPhaseSlotWithDurationAnim.new(props) return end

---@class animAnimNode_SkPhaseWithDurationAnim : animAnimNode_SkPhaseAnim
---@field durationLink animFloatLink
animAnimNode_SkPhaseWithDurationAnim = {}

---@return animAnimNode_SkPhaseWithDurationAnim
function animAnimNode_SkPhaseWithDurationAnim.new() return end

---@param props table
---@return animAnimNode_SkPhaseWithDurationAnim
function animAnimNode_SkPhaseWithDurationAnim.new(props) return end

---@class animAnimNode_SkPhaseWithSpeedAnim : animAnimNode_SkPhaseAnim
---@field speedLink animFloatLink
animAnimNode_SkPhaseWithSpeedAnim = {}

---@return animAnimNode_SkPhaseWithSpeedAnim
function animAnimNode_SkPhaseWithSpeedAnim.new() return end

---@param props table
---@return animAnimNode_SkPhaseWithSpeedAnim
function animAnimNode_SkPhaseWithSpeedAnim.new(props) return end

---@class animAnimNode_SkSpeedAnim : animAnimNode_SkAnim
---@field Speed animFloatLink
animAnimNode_SkSpeedAnim = {}

---@return animAnimNode_SkSpeedAnim
function animAnimNode_SkSpeedAnim.new() return end

---@param props table
---@return animAnimNode_SkSpeedAnim
function animAnimNode_SkSpeedAnim.new(props) return end

---@class animAnimNode_SkSyncedMasterAnim : animAnimNode_SkSpeedAnim
---@field syncTag CName
animAnimNode_SkSyncedMasterAnim = {}

---@return animAnimNode_SkSyncedMasterAnim
function animAnimNode_SkSyncedMasterAnim.new() return end

---@param props table
---@return animAnimNode_SkSyncedMasterAnim
function animAnimNode_SkSyncedMasterAnim.new(props) return end

---@class animAnimNode_SkSyncedMasterAnimByTime : animAnimNode_SkFrameAnim
---@field syncTag CName
animAnimNode_SkSyncedMasterAnimByTime = {}

---@return animAnimNode_SkSyncedMasterAnimByTime
function animAnimNode_SkSyncedMasterAnimByTime.new() return end

---@param props table
---@return animAnimNode_SkSyncedMasterAnimByTime
function animAnimNode_SkSyncedMasterAnimByTime.new(props) return end

---@class animAnimNode_SkSyncedSlaveAnim : animAnimNode_SkAnim
---@field syncTag CName
animAnimNode_SkSyncedSlaveAnim = {}

---@return animAnimNode_SkSyncedSlaveAnim
function animAnimNode_SkSyncedSlaveAnim.new() return end

---@param props table
---@return animAnimNode_SkSyncedSlaveAnim
function animAnimNode_SkSyncedSlaveAnim.new(props) return end

---@class animAnimNode_SkipConsoleBegin : animAnimNode_OnePoseInput
animAnimNode_SkipConsoleBegin = {}

---@return animAnimNode_SkipConsoleBegin
function animAnimNode_SkipConsoleBegin.new() return end

---@param props table
---@return animAnimNode_SkipConsoleBegin
function animAnimNode_SkipConsoleBegin.new(props) return end

---@class animAnimNode_SkipConsoleEnd : animAnimNode_Base
---@field inputLink animPoseLink
animAnimNode_SkipConsoleEnd = {}

---@return animAnimNode_SkipConsoleEnd
function animAnimNode_SkipConsoleEnd.new() return end

---@param props table
---@return animAnimNode_SkipConsoleEnd
function animAnimNode_SkipConsoleEnd.new(props) return end

---@class animAnimNode_SkipPerformanceModeBegin : animAnimNode_OnePoseInput
animAnimNode_SkipPerformanceModeBegin = {}

---@return animAnimNode_SkipPerformanceModeBegin
function animAnimNode_SkipPerformanceModeBegin.new() return end

---@param props table
---@return animAnimNode_SkipPerformanceModeBegin
function animAnimNode_SkipPerformanceModeBegin.new(props) return end

---@class animAnimNode_SkipPerformanceModeEnd : animAnimNode_Base
---@field inputLink animPoseLink
animAnimNode_SkipPerformanceModeEnd = {}

---@return animAnimNode_SkipPerformanceModeEnd
function animAnimNode_SkipPerformanceModeEnd.new() return end

---@param props table
---@return animAnimNode_SkipPerformanceModeEnd
function animAnimNode_SkipPerformanceModeEnd.new(props) return end

---@class animAnimNode_SpringDamp : animAnimNode_FloatValue
---@field massFactor Float
---@field springFactor Float
---@field dampFactor Float
---@field startFromDefaultValue Bool
---@field defaultInitialValue Float
---@field wrapAroundRange Bool
---@field rangeMin Float
---@field rangeMax Float
---@field timeStep Float
---@field inputNode animFloatLink
animAnimNode_SpringDamp = {}

---@return animAnimNode_SpringDamp
function animAnimNode_SpringDamp.new() return end

---@param props table
---@return animAnimNode_SpringDamp
function animAnimNode_SpringDamp.new(props) return end

---@class animAnimNode_StackTracksExtender : animAnimNode_OnePoseInput
---@field tag CName
---@field newTracks animFloatTrackInfo[]
animAnimNode_StackTracksExtender = {}

---@return animAnimNode_StackTracksExtender
function animAnimNode_StackTracksExtender.new() return end

---@param props table
---@return animAnimNode_StackTracksExtender
function animAnimNode_StackTracksExtender.new(props) return end

---@class animAnimNode_StackTracksShrinker : animAnimNode_OnePoseInput
---@field tag CName
animAnimNode_StackTracksShrinker = {}

---@return animAnimNode_StackTracksShrinker
function animAnimNode_StackTracksShrinker.new() return end

---@param props table
---@return animAnimNode_StackTracksShrinker
function animAnimNode_StackTracksShrinker.new(props) return end

---@class animAnimNode_StackTransformsExtender : animAnimNode_OnePoseInput
---@field tag CName
---@field transformInfos animTransformInfo[]
---@field snapMethods animStackTransformsExtender_SnapToBoneMethod[]
---@field snapToReferenceValues Bool[]
---@field snapTargetBones animTransformIndex[]
---@field offsetToReferenceValues Bool[]
---@field offsetSpaceBones animTransformIndex[]
---@field offsets QsTransform[]
animAnimNode_StackTransformsExtender = {}

---@return animAnimNode_StackTransformsExtender
function animAnimNode_StackTransformsExtender.new() return end

---@param props table
---@return animAnimNode_StackTransformsExtender
function animAnimNode_StackTransformsExtender.new(props) return end

---@class animAnimNode_StackTransformsShrinker : animAnimNode_OnePoseInput
---@field tag CName
animAnimNode_StackTransformsShrinker = {}

---@return animAnimNode_StackTransformsShrinker
function animAnimNode_StackTransformsShrinker.new() return end

---@param props table
---@return animAnimNode_StackTransformsShrinker
function animAnimNode_StackTransformsShrinker.new(props) return end

---@class animAnimNode_Stage : animAnimNode_Container
---@field inputPoses animPoseLink[]
animAnimNode_Stage = {}

---@return animAnimNode_Stage
function animAnimNode_Stage.new() return end

---@param props table
---@return animAnimNode_Stage
function animAnimNode_Stage.new(props) return end

---@class animAnimNode_StageFloatEntry : animAnimNode_FloatValue
animAnimNode_StageFloatEntry = {}

---@return animAnimNode_StageFloatEntry
function animAnimNode_StageFloatEntry.new() return end

---@param props table
---@return animAnimNode_StageFloatEntry
function animAnimNode_StageFloatEntry.new(props) return end

---@class animAnimNode_StagePoseEntry : animAnimNode_Base
---@field inputName CName
---@field parentInput animPoseLink
animAnimNode_StagePoseEntry = {}

---@return animAnimNode_StagePoseEntry
function animAnimNode_StagePoseEntry.new() return end

---@param props table
---@return animAnimNode_StagePoseEntry
function animAnimNode_StagePoseEntry.new(props) return end

---@class animAnimNode_State : animAnimNode_Container
---@field name CName
---@field outTransitionIndices Int16[]
---@field preventTransitionsInActivationFrame Bool
---@field tags CName[]
---@field requiredQualityDistanceCategory Uint32
animAnimNode_State = {}

---@return animAnimNode_State
function animAnimNode_State.new() return end

---@param props table
---@return animAnimNode_State
function animAnimNode_State.new(props) return end

---@class animAnimNode_StateFrozen : animAnimNode_State
animAnimNode_StateFrozen = {}

---@return animAnimNode_StateFrozen
function animAnimNode_StateFrozen.new() return end

---@param props table
---@return animAnimNode_StateFrozen
function animAnimNode_StateFrozen.new(props) return end

---@class animAnimNode_StateMachine : animAnimNode_Base
---@field states animAnimNode_State[]
---@field frozenState animAnimNode_StateFrozen
---@field transitions animAnimStateTransitionDescription[]
---@field conditionalEntries animAnimStateMachineConditionalEntry[]
---@field globalTransitions animAnimStateTransitionDescription[]
---@field anyStateInterpolator animIAnimStateTransitionInterpolator
---@field defaultStateIndex Uint32
---@field notifyOnEnterState Bool
animAnimNode_StateMachine = {}

---@return animAnimNode_StateMachine
function animAnimNode_StateMachine.new() return end

---@param props table
---@return animAnimNode_StateMachine
function animAnimNode_StateMachine.new(props) return end

---@class animAnimNode_StaticSwitch : animAnimNode_MotionTableSwitch
---@field condition animIStaticCondition
---@field motionProvider animIMotionTableProvider
---@field True animPoseLink
---@field False animPoseLink
animAnimNode_StaticSwitch = {}

---@return animAnimNode_StaticSwitch
function animAnimNode_StaticSwitch.new() return end

---@param props table
---@return animAnimNode_StaticSwitch
function animAnimNode_StaticSwitch.new(props) return end

---@class animAnimNode_SuspensionLimit : animAnimNode_OnePoseInput
---@field constrainedTransform animTransformIndex
---@field radiusTrack animNamedTrackIndex
---@field deviationTrack animNamedTrackIndex
---@field axis animAxis
animAnimNode_SuspensionLimit = {}

---@return animAnimNode_SuspensionLimit
function animAnimNode_SuspensionLimit.new() return end

---@param props table
---@return animAnimNode_SuspensionLimit
function animAnimNode_SuspensionLimit.new(props) return end

---@class animAnimNode_Switch : animAnimNode_MotionTableSwitch
---@field numInputs Uint32
---@field blendTime Float
---@field timeWarpingEnabled Bool
---@field syncMethod animISyncMethod
---@field motionProvider animIMotionTableProvider
---@field weightNode animFloatLink
---@field inputNodes animPoseLink[]
---@field pushDataByTag CName
---@field canRequestInertialization Bool
animAnimNode_Switch = {}

---@return animAnimNode_Switch
function animAnimNode_Switch.new() return end

---@param props table
---@return animAnimNode_Switch
function animAnimNode_Switch.new(props) return end

---@class animAnimNode_TagSwitch : animAnimNode_BaseSwitch
---@field tags CName[]
animAnimNode_TagSwitch = {}

---@return animAnimNode_TagSwitch
function animAnimNode_TagSwitch.new() return end

---@param props table
---@return animAnimNode_TagSwitch
function animAnimNode_TagSwitch.new(props) return end

---@class animAnimNode_TagValue : animAnimNode_FloatValue
---@field tag CName
---@field defaultValue Float
---@field oneMinus Bool
animAnimNode_TagValue = {}

---@return animAnimNode_TagValue
function animAnimNode_TagValue.new() return end

---@param props table
---@return animAnimNode_TagValue
function animAnimNode_TagValue.new(props) return end

---@class animAnimNode_Timer : animAnimNode_FloatValue
animAnimNode_Timer = {}

---@return animAnimNode_Timer
function animAnimNode_Timer.new() return end

---@param props table
---@return animAnimNode_Timer
function animAnimNode_Timer.new(props) return end

---@class animAnimNode_TrackSetter : animAnimNode_OnePoseInput
---@field track animNamedTrackIndex
---@field value animFloatLink
animAnimNode_TrackSetter = {}

---@return animAnimNode_TrackSetter
function animAnimNode_TrackSetter.new() return end

---@param props table
---@return animAnimNode_TrackSetter
function animAnimNode_TrackSetter.new(props) return end

---@class animAnimNode_TrajectoryFromMetaPose : animAnimNode_OnePoseInput
---@field metaPoseTrajectoryLs animTransformIndex
animAnimNode_TrajectoryFromMetaPose = {}

---@return animAnimNode_TrajectoryFromMetaPose
function animAnimNode_TrajectoryFromMetaPose.new() return end

---@param props table
---@return animAnimNode_TrajectoryFromMetaPose
function animAnimNode_TrajectoryFromMetaPose.new(props) return end

---@class animAnimNode_TransformConstant : animAnimNode_TransformValue
---@field pos Vector4
---@field rotation Quaternion
---@field scale Vector4
animAnimNode_TransformConstant = {}

---@return animAnimNode_TransformConstant
function animAnimNode_TransformConstant.new() return end

---@param props table
---@return animAnimNode_TransformConstant
function animAnimNode_TransformConstant.new(props) return end

---@class animAnimNode_TransformInterpolation : animAnimNode_TransformValue
---@field interpolationType animQuaternionInterpolationType
---@field firstInput animTransformLink
---@field secondInput animTransformLink
---@field weight animFloatLink
animAnimNode_TransformInterpolation = {}

---@return animAnimNode_TransformInterpolation
function animAnimNode_TransformInterpolation.new() return end

---@param props table
---@return animAnimNode_TransformInterpolation
function animAnimNode_TransformInterpolation.new(props) return end

---@class animAnimNode_TransformJoin : animAnimNode_TransformValue
---@field input animTransformLink
animAnimNode_TransformJoin = {}

---@return animAnimNode_TransformJoin
function animAnimNode_TransformJoin.new() return end

---@param props table
---@return animAnimNode_TransformJoin
function animAnimNode_TransformJoin.new(props) return end

---@class animAnimNode_TransformLatch : animAnimNode_TransformValue
---@field input animTransformLink
animAnimNode_TransformLatch = {}

---@return animAnimNode_TransformLatch
function animAnimNode_TransformLatch.new() return end

---@param props table
---@return animAnimNode_TransformLatch
function animAnimNode_TransformLatch.new(props) return end

---@class animAnimNode_TransformRotator : animAnimNode_OnePoseInput
---@field transform animTransformIndex
---@field axis Vector3
---@field valueScale Float
---@field clamp Bool
---@field angleMin Float
---@field angleMax Float
---@field angleValueNode animFloatLink
---@field angleSpeedNode animFloatLink
animAnimNode_TransformRotator = {}

---@return animAnimNode_TransformRotator
function animAnimNode_TransformRotator.new() return end

---@param props table
---@return animAnimNode_TransformRotator
function animAnimNode_TransformRotator.new(props) return end

---@class animAnimNode_TransformToTrack : animAnimNode_OnePoseInput
---@field floatTrack Int32
---@field floatTrackIndex animNamedTrackIndex
---@field outputTransform Int16
---@field transformIndex animTransformIndex
---@field channel animTransformChannel
---@field mulFactor Float
---@field weight Float
---@field weightNode animFloatLink
---@field mulFactorNode animFloatLink
animAnimNode_TransformToTrack = {}

---@return animAnimNode_TransformToTrack
function animAnimNode_TransformToTrack.new() return end

---@param props table
---@return animAnimNode_TransformToTrack
function animAnimNode_TransformToTrack.new(props) return end

---@class animAnimNode_TransformValue : animAnimNode_Base
animAnimNode_TransformValue = {}

---@class animAnimNode_TransformVariable : animAnimNode_TransformValue
---@field variableName CName
animAnimNode_TransformVariable = {}

---@return animAnimNode_TransformVariable
function animAnimNode_TransformVariable.new() return end

---@param props table
---@return animAnimNode_TransformVariable
function animAnimNode_TransformVariable.new(props) return end

---@class animAnimNode_TranslateBone : animAnimNode_Base
---@field inputNode animPoseLink
---@field inputTranslation animVectorLink
---@field scale Vector4
---@field biasValue Vector4
---@field bone animTransformIndex
---@field useIncrementalMode Bool
---@field resetOnActivation Bool
animAnimNode_TranslateBone = {}

---@return animAnimNode_TranslateBone
function animAnimNode_TranslateBone.new() return end

---@param props table
---@return animAnimNode_TranslateBone
function animAnimNode_TranslateBone.new(props) return end

---@class animAnimNode_TranslationLimit : animAnimNode_OnePoseInput
---@field constrainedTransform animTransformIndex
---@field parentTransform animTransformIndex
---@field limitOnXAxis animFloatClamp
---@field limitOnYAxis animFloatClamp
---@field limitOnZAxis animFloatClamp
animAnimNode_TranslationLimit = {}

---@return animAnimNode_TranslationLimit
function animAnimNode_TranslationLimit.new() return end

---@param props table
---@return animAnimNode_TranslationLimit
function animAnimNode_TranslationLimit.new(props) return end

---@class animAnimNode_TriggerBranch : animAnimNode_Base
---@field base animPoseLink
---@field overlay animPoseLink
---@field blendIn Float
---@field blendOut Float
---@field startEvent CName
---@field endEvent CName
---@field cooldown Float
animAnimNode_TriggerBranch = {}

---@return animAnimNode_TriggerBranch
function animAnimNode_TriggerBranch.new() return end

---@param props table
---@return animAnimNode_TriggerBranch
function animAnimNode_TriggerBranch.new(props) return end

---@class animAnimNode_TwistConstraint : animAnimNode_OnePoseInput
---@field frontAxis animAxis
---@field transformA animTransformIndex
---@field transformB animTransformIndex
---@field outputs animTwistOutput[]
---@field debug Bool
animAnimNode_TwistConstraint = {}

---@return animAnimNode_TwistConstraint
function animAnimNode_TwistConstraint.new() return end

---@param props table
---@return animAnimNode_TwistConstraint
function animAnimNode_TwistConstraint.new(props) return end

---@class animAnimNode_ValueBySpeed : animAnimNode_FloatValue
---@field defaultValue Float
---@field clampType animClampType
---@field rangeMin Float
---@field rangeMax Float
---@field resetOnActivation Bool
---@field speed animFloatLink
animAnimNode_ValueBySpeed = {}

---@return animAnimNode_ValueBySpeed
function animAnimNode_ValueBySpeed.new() return end

---@param props table
---@return animAnimNode_ValueBySpeed
function animAnimNode_ValueBySpeed.new(props) return end

---@class animAnimNode_VectorConstant : animAnimNode_VectorValue
---@field value Vector4
animAnimNode_VectorConstant = {}

---@return animAnimNode_VectorConstant
function animAnimNode_VectorConstant.new() return end

---@param props table
---@return animAnimNode_VectorConstant
function animAnimNode_VectorConstant.new(props) return end

---@class animAnimNode_VectorInput : animAnimNode_VectorValue
---@field group CName
---@field name CName
animAnimNode_VectorInput = {}

---@return animAnimNode_VectorInput
function animAnimNode_VectorInput.new() return end

---@param props table
---@return animAnimNode_VectorInput
function animAnimNode_VectorInput.new(props) return end

---@class animAnimNode_VectorInterpolation : animAnimNode_VectorValue
---@field firstInput animVectorLink
---@field secondInput animVectorLink
---@field weight animFloatLink
animAnimNode_VectorInterpolation = {}

---@return animAnimNode_VectorInterpolation
function animAnimNode_VectorInterpolation.new() return end

---@param props table
---@return animAnimNode_VectorInterpolation
function animAnimNode_VectorInterpolation.new(props) return end

---@class animAnimNode_VectorJoin : animAnimNode_VectorValue
---@field input animVectorLink
animAnimNode_VectorJoin = {}

---@return animAnimNode_VectorJoin
function animAnimNode_VectorJoin.new() return end

---@param props table
---@return animAnimNode_VectorJoin
function animAnimNode_VectorJoin.new(props) return end

---@class animAnimNode_VectorLatch : animAnimNode_VectorValue
---@field input animVectorLink
animAnimNode_VectorLatch = {}

---@return animAnimNode_VectorLatch
function animAnimNode_VectorLatch.new() return end

---@param props table
---@return animAnimNode_VectorLatch
function animAnimNode_VectorLatch.new(props) return end

---@class animAnimNode_VectorValue : animAnimNode_Base
animAnimNode_VectorValue = {}

---@class animAnimNode_VectorVariable : animAnimNode_VectorValue
---@field variableName CName
animAnimNode_VectorVariable = {}

---@return animAnimNode_VectorVariable
function animAnimNode_VectorVariable.new() return end

---@param props table
---@return animAnimNode_VectorVariable
function animAnimNode_VectorVariable.new(props) return end

---@class animAnimNode_VectorWsToMs : animAnimNode_VectorValue
---@field type animEVectorWsToMsType
---@field vectorWs animVectorLink
animAnimNode_VectorWsToMs = {}

---@return animAnimNode_VectorWsToMs
function animAnimNode_VectorWsToMs.new() return end

---@param props table
---@return animAnimNode_VectorWsToMs
function animAnimNode_VectorWsToMs.new(props) return end

---@class animAnimNode_WorkspotAnim : animAnimNode_Base
---@field collectEvents Bool
---@field inputLink animPoseLink
animAnimNode_WorkspotAnim = {}

---@return animAnimNode_WorkspotAnim
function animAnimNode_WorkspotAnim.new() return end

---@param props table
---@return animAnimNode_WorkspotAnim
function animAnimNode_WorkspotAnim.new(props) return end

---@class animAnimNode_WorkspotHub : animAnimNode_Base
---@field additionalLinkIds workWorkEntryId[]
---@field additionalLinks animPoseLink[]
---@field animLoopEventName CName
---@field isCoverHubHack Bool
---@field eventFilterType animEventFilterType
---@field mainEmotionalState CName
---@field emotionalExpression CName
---@field facialKeyWeight Float
---@field facialIdleMaleAnimation CName
---@field facialIdleKey_MaleAnimation CName
---@field facialIdleFemaleAnimation CName
---@field facialIdleKey_FemaleAnimation CName
animAnimNode_WorkspotHub = {}

---@return animAnimNode_WorkspotHub
function animAnimNode_WorkspotHub.new() return end

---@param props table
---@return animAnimNode_WorkspotHub
function animAnimNode_WorkspotHub.new(props) return end

---@class animAnimNode_WrapperValue : animAnimNode_FloatValue
---@field wrapperNames CName[]
---@field logicOp animEAnimGraphLogicOp
---@field oneMinus Bool
animAnimNode_WrapperValue = {}

---@return animAnimNode_WrapperValue
function animAnimNode_WrapperValue.new() return end

---@param props table
---@return animAnimNode_WrapperValue
function animAnimNode_WrapperValue.new(props) return end

---@class animAnimProfileData_RootItem : ISerializable
---@field timeMS Float
---@field children animAnimProfilerData_TreeItem[]
animAnimProfileData_RootItem = {}

---@return animAnimProfileData_RootItem
function animAnimProfileData_RootItem.new() return end

---@param props table
---@return animAnimProfileData_RootItem
function animAnimProfileData_RootItem.new(props) return end

---@class animAnimProfilerData_SectionTimings
---@field sectionName CName
---@field updateTimeMS Float
---@field sampleTimeMS Float
animAnimProfilerData_SectionTimings = {}

---@return animAnimProfilerData_SectionTimings
function animAnimProfilerData_SectionTimings.new() return end

---@param props table
---@return animAnimProfilerData_SectionTimings
function animAnimProfilerData_SectionTimings.new(props) return end

---@class animAnimProfilerData_Timings
---@field className CName
---@field avarageExclusiveTimeMS Float
---@field avarageInclusiveTimeMS Float
animAnimProfilerData_Timings = {}

---@return animAnimProfilerData_Timings
function animAnimProfilerData_Timings.new() return end

---@param props table
---@return animAnimProfilerData_Timings
function animAnimProfilerData_Timings.new(props) return end

---@class animAnimProfilerData_TimingsDetailed
---@field className CName
---@field avarageExclusiveUpdateTimeMS Float
---@field avarageInclusiveUpdateTimeMS Float
---@field avarageExclusiveSampleTimeMS Float
---@field avarageInclusiveSampleTimeMS Float
---@field totalExclusiveUpdateTimeMS Float
---@field totalInclusiveUpdateTimeMS Float
---@field totalExclusiveSampleTimeMS Float
---@field totalInclusiveSampleTimeMS Float
---@field updatesCount Uint32
---@field samplesCount Uint32
animAnimProfilerData_TimingsDetailed = {}

---@return animAnimProfilerData_TimingsDetailed
function animAnimProfilerData_TimingsDetailed.new() return end

---@param props table
---@return animAnimProfilerData_TimingsDetailed
function animAnimProfilerData_TimingsDetailed.new(props) return end

---@class animAnimProfilerData_TimingsDetailedRoot : ISerializable
---@field sections animAnimProfilerData_SectionTimings[]
---@field timings animAnimProfilerData_TimingsDetailed[]
animAnimProfilerData_TimingsDetailedRoot = {}

---@return animAnimProfilerData_TimingsDetailedRoot
function animAnimProfilerData_TimingsDetailedRoot.new() return end

---@param props table
---@return animAnimProfilerData_TimingsDetailedRoot
function animAnimProfilerData_TimingsDetailedRoot.new(props) return end

---@class animAnimProfilerData_TimingsRoot : ISerializable
---@field timings animAnimProfilerData_Timings[]
animAnimProfilerData_TimingsRoot = {}

---@return animAnimProfilerData_TimingsRoot
function animAnimProfilerData_TimingsRoot.new() return end

---@param props table
---@return animAnimProfilerData_TimingsRoot
function animAnimProfilerData_TimingsRoot.new(props) return end

---@class animAnimProfilerData_TreeItem : ISerializable
---@field className CName
---@field exclusiveTimeMS Float
---@field inclusiveTimeMS Float
---@field children animAnimProfilerData_TreeItem[]
animAnimProfilerData_TreeItem = {}

---@return animAnimProfilerData_TreeItem
function animAnimProfilerData_TreeItem.new() return end

---@param props table
---@return animAnimProfilerData_TreeItem
function animAnimProfilerData_TreeItem.new(props) return end

---@class animAnimSet : CResource
---@field animations animAnimSetEntry[]
---@field animationDataChunks animAnimDataChunk[]
---@field fallbackDataAddresses Uint16[]
---@field fallbackDataAddressIndexes Uint8[]
---@field fallbackAnimFrameDescs animAnimFallbackFrameDesc[]
---@field fallbackAnimDescIndexes Uint8[]
---@field fallbackAnimDataBuffer DataBuffer
---@field fallbackNumPositionData Uint16
---@field fallbackNumRotationData Uint16
---@field fallbackNumFloatTrackData Uint16
---@field rig animRig
---@field tags redTagList
---@field version Uint32
animAnimSet = {}

---@return animAnimSet
function animAnimSet.new() return end

---@param props table
---@return animAnimSet
function animAnimSet.new(props) return end

---@class animAnimSetCollection
---@field animSets animAnimSet[]
---@field overrideAnimSets animOverrideAnimSetRef[]
---@field animWrapperVariables animAnimWrapperVariableDescription[]
animAnimSetCollection = {}

---@return animAnimSetCollection
function animAnimSetCollection.new() return end

---@param props table
---@return animAnimSetCollection
function animAnimSetCollection.new(props) return end

---@class animAnimSetEntry : ISerializable
---@field animation animAnimation
---@field events animEventsContainer
animAnimSetEntry = {}

---@return animAnimSetEntry
function animAnimSetEntry.new() return end

---@param props table
---@return animAnimSetEntry
function animAnimSetEntry.new(props) return end

---@class animAnimSetEntryAudioData : ISerializable
---@field events animAnimEvent[]
animAnimSetEntryAudioData = {}

---@return animAnimSetEntryAudioData
function animAnimSetEntryAudioData.new() return end

---@param props table
---@return animAnimSetEntryAudioData
function animAnimSetEntryAudioData.new(props) return end

---@class animAnimSetup
---@field cinematics animAnimSetupEntry[]
---@field gameplay animAnimSetupEntry[]
---@field hash Uint64
animAnimSetup = {}

---@return animAnimSetup
function animAnimSetup.new() return end

---@param props table
---@return animAnimSetup
function animAnimSetup.new(props) return end

---@class animAnimSetupEntry
---@field priority Uint8
---@field animSet animAnimSet
---@field variableNames CName[]
animAnimSetupEntry = {}

---@return animAnimSetupEntry
function animAnimSetupEntry.new() return end

---@param props table
---@return animAnimSetupEntry
function animAnimSetupEntry.new(props) return end

---@class animAnimSetupResource : CResource
---@field dependencies animAnimSet[]
animAnimSetupResource = {}

---@return animAnimSetupResource
function animAnimSetupResource.new() return end

---@param props table
---@return animAnimSetupResource
function animAnimSetupResource.new(props) return end

---@class animAnimStateMachineConditionalEntry : ISerializable
---@field targetStateIndex Uint32
---@field condition animIAnimStateTransitionCondition
---@field isEnabled Bool
---@field priority Int32
---@field isForcedToTrue Bool
animAnimStateMachineConditionalEntry = {}

---@return animAnimStateMachineConditionalEntry
function animAnimStateMachineConditionalEntry.new() return end

---@param props table
---@return animAnimStateMachineConditionalEntry
function animAnimStateMachineConditionalEntry.new(props) return end

---@class animAnimStateTransitionCondition_AnimEnd : animIAnimStateTransitionCondition
---@field eventName CName
animAnimStateTransitionCondition_AnimEnd = {}

---@return animAnimStateTransitionCondition_AnimEnd
function animAnimStateTransitionCondition_AnimEnd.new() return end

---@param props table
---@return animAnimStateTransitionCondition_AnimEnd
function animAnimStateTransitionCondition_AnimEnd.new(props) return end

---@class animAnimStateTransitionCondition_AnimEvent : animIAnimStateTransitionCondition
---@field eventName CName
animAnimStateTransitionCondition_AnimEvent = {}

---@return animAnimStateTransitionCondition_AnimEvent
function animAnimStateTransitionCondition_AnimEvent.new() return end

---@param props table
---@return animAnimStateTransitionCondition_AnimEvent
function animAnimStateTransitionCondition_AnimEvent.new(props) return end

---@class animAnimStateTransitionCondition_AnyAnimEnd : animIAnimStateTransitionCondition
animAnimStateTransitionCondition_AnyAnimEnd = {}

---@return animAnimStateTransitionCondition_AnyAnimEnd
function animAnimStateTransitionCondition_AnyAnimEnd.new() return end

---@param props table
---@return animAnimStateTransitionCondition_AnyAnimEnd
function animAnimStateTransitionCondition_AnyAnimEnd.new(props) return end

---@class animAnimStateTransitionCondition_BoolEdgeFeature : animIAnimStateTransitionCondition
---@field featureName CName
---@field featurePropertyName CName
animAnimStateTransitionCondition_BoolEdgeFeature = {}

---@return animAnimStateTransitionCondition_BoolEdgeFeature
function animAnimStateTransitionCondition_BoolEdgeFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_BoolEdgeFeature
function animAnimStateTransitionCondition_BoolEdgeFeature.new(props) return end

---@class animAnimStateTransitionCondition_BoolFeature : animIAnimStateTransitionCondition
---@field compareValue Bool
---@field featureName CName
---@field featurePropertyName CName
animAnimStateTransitionCondition_BoolFeature = {}

---@return animAnimStateTransitionCondition_BoolFeature
function animAnimStateTransitionCondition_BoolFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_BoolFeature
function animAnimStateTransitionCondition_BoolFeature.new(props) return end

---@class animAnimStateTransitionCondition_BoolVariable : animIAnimStateTransitionCondition
---@field variableName CName
---@field compareValue Bool
animAnimStateTransitionCondition_BoolVariable = {}

---@return animAnimStateTransitionCondition_BoolVariable
function animAnimStateTransitionCondition_BoolVariable.new() return end

---@param props table
---@return animAnimStateTransitionCondition_BoolVariable
function animAnimStateTransitionCondition_BoolVariable.new(props) return end

---@class animAnimStateTransitionCondition_CompositeSimultaneous : animIAnimStateTransitionCondition
---@field conditions animIAnimStateTransitionCondition[]
animAnimStateTransitionCondition_CompositeSimultaneous = {}

---@return animAnimStateTransitionCondition_CompositeSimultaneous
function animAnimStateTransitionCondition_CompositeSimultaneous.new() return end

---@param props table
---@return animAnimStateTransitionCondition_CompositeSimultaneous
function animAnimStateTransitionCondition_CompositeSimultaneous.new(props) return end

---@class animAnimStateTransitionCondition_ExternalEvent : animIAnimStateTransitionCondition
---@field eventName CName
animAnimStateTransitionCondition_ExternalEvent = {}

---@return animAnimStateTransitionCondition_ExternalEvent
function animAnimStateTransitionCondition_ExternalEvent.new() return end

---@param props table
---@return animAnimStateTransitionCondition_ExternalEvent
function animAnimStateTransitionCondition_ExternalEvent.new(props) return end

---@class animAnimStateTransitionCondition_FloatFeature : animIAnimStateTransitionCondition
---@field compareValue Float
---@field featureName CName
---@field featurePropertyName CName
---@field compareFunc animCompareFunc
animAnimStateTransitionCondition_FloatFeature = {}

---@return animAnimStateTransitionCondition_FloatFeature
function animAnimStateTransitionCondition_FloatFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_FloatFeature
function animAnimStateTransitionCondition_FloatFeature.new(props) return end

---@class animAnimStateTransitionCondition_FloatVariable : animIAnimStateTransitionCondition
---@field variableName CName
---@field compareValue Float
---@field compareFunc animCompareFunc
animAnimStateTransitionCondition_FloatVariable = {}

---@return animAnimStateTransitionCondition_FloatVariable
function animAnimStateTransitionCondition_FloatVariable.new() return end

---@param props table
---@return animAnimStateTransitionCondition_FloatVariable
function animAnimStateTransitionCondition_FloatVariable.new(props) return end

---@class animAnimStateTransitionCondition_FootPhaseEvent : animIAnimStateTransitionCondition
---@field footPhase animEFootPhase
animAnimStateTransitionCondition_FootPhaseEvent = {}

---@return animAnimStateTransitionCondition_FootPhaseEvent
function animAnimStateTransitionCondition_FootPhaseEvent.new() return end

---@param props table
---@return animAnimStateTransitionCondition_FootPhaseEvent
function animAnimStateTransitionCondition_FootPhaseEvent.new(props) return end

---@class animAnimStateTransitionCondition_HasAnimation : animIAnimStateTransitionCondition
---@field animationName CName
animAnimStateTransitionCondition_HasAnimation = {}

---@return animAnimStateTransitionCondition_HasAnimation
function animAnimStateTransitionCondition_HasAnimation.new() return end

---@param props table
---@return animAnimStateTransitionCondition_HasAnimation
function animAnimStateTransitionCondition_HasAnimation.new(props) return end

---@class animAnimStateTransitionCondition_IntEdgeFeature : animIAnimStateTransitionCondition
---@field featureName CName
---@field featurePropertyName CName
animAnimStateTransitionCondition_IntEdgeFeature = {}

---@return animAnimStateTransitionCondition_IntEdgeFeature
function animAnimStateTransitionCondition_IntEdgeFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntEdgeFeature
function animAnimStateTransitionCondition_IntEdgeFeature.new(props) return end

---@class animAnimStateTransitionCondition_IntEdgeFromToFeature : animAnimStateTransitionCondition_IntEdgeFeature
---@field fromValue Int32
---@field toValue Int32
animAnimStateTransitionCondition_IntEdgeFromToFeature = {}

---@return animAnimStateTransitionCondition_IntEdgeFromToFeature
function animAnimStateTransitionCondition_IntEdgeFromToFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntEdgeFromToFeature
function animAnimStateTransitionCondition_IntEdgeFromToFeature.new(props) return end

---@class animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature : animAnimStateTransitionCondition_IntEdgeFeature
---@field greaterThenValue Int32
animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature = {}

---@return animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature
function animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature
function animAnimStateTransitionCondition_IntEdgeGreaterFromZeroFeature.new(props) return end

---@class animAnimStateTransitionCondition_IntEdgeToFeature : animAnimStateTransitionCondition_IntEdgeFeature
---@field toValue Int32
animAnimStateTransitionCondition_IntEdgeToFeature = {}

---@return animAnimStateTransitionCondition_IntEdgeToFeature
function animAnimStateTransitionCondition_IntEdgeToFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntEdgeToFeature
function animAnimStateTransitionCondition_IntEdgeToFeature.new(props) return end

---@class animAnimStateTransitionCondition_IntFeature : animIAnimStateTransitionCondition
---@field compareValue Int32
---@field featureName CName
---@field featurePropertyName CName
---@field compareFunc animCompareFunc
animAnimStateTransitionCondition_IntFeature = {}

---@return animAnimStateTransitionCondition_IntFeature
function animAnimStateTransitionCondition_IntFeature.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntFeature
function animAnimStateTransitionCondition_IntFeature.new(props) return end

---@class animAnimStateTransitionCondition_IntVariable : animIAnimStateTransitionCondition
---@field variableName CName
---@field compareValue Int32
---@field compareFunc animCompareFunc
animAnimStateTransitionCondition_IntVariable = {}

---@return animAnimStateTransitionCondition_IntVariable
function animAnimStateTransitionCondition_IntVariable.new() return end

---@param props table
---@return animAnimStateTransitionCondition_IntVariable
function animAnimStateTransitionCondition_IntVariable.new(props) return end

---@class animAnimStateTransitionCondition_ModifiedFloatVariable : animIAnimStateTransitionCondition
---@field variableName CName
---@field compareValue Float
---@field compareFunc animCompareFunc
animAnimStateTransitionCondition_ModifiedFloatVariable = {}

---@return animAnimStateTransitionCondition_ModifiedFloatVariable
function animAnimStateTransitionCondition_ModifiedFloatVariable.new() return end

---@param props table
---@return animAnimStateTransitionCondition_ModifiedFloatVariable
function animAnimStateTransitionCondition_ModifiedFloatVariable.new(props) return end

---@class animAnimStateTransitionCondition_Timed : animIAnimStateTransitionCondition
---@field timeToFireTransition Float
animAnimStateTransitionCondition_Timed = {}

---@return animAnimStateTransitionCondition_Timed
function animAnimStateTransitionCondition_Timed.new() return end

---@param props table
---@return animAnimStateTransitionCondition_Timed
function animAnimStateTransitionCondition_Timed.new(props) return end

---@class animAnimStateTransitionCondition_WrapperValue : animIAnimStateTransitionCondition
---@field wrapperName CName
---@field checkIfWrapperIsSet Bool
animAnimStateTransitionCondition_WrapperValue = {}

---@return animAnimStateTransitionCondition_WrapperValue
function animAnimStateTransitionCondition_WrapperValue.new() return end

---@param props table
---@return animAnimStateTransitionCondition_WrapperValue
function animAnimStateTransitionCondition_WrapperValue.new(props) return end

---@class animAnimStateTransitionDescription : ISerializable
---@field targetStateIndex Uint32
---@field condition animIAnimStateTransitionCondition
---@field isEnabled Bool
---@field interpolator animIAnimStateTransitionInterpolator
---@field duration Float
---@field priority Int32
---@field syncMethod animISyncMethod
---@field isForcedToTrue Bool
---@field supportBlendFromPose Bool
---@field canRequestInertialization Bool
---@field animFeatureName CName
---@field actionAnimDatabaseRef animActionAnimDatabase
---@field isOutTransitionFromAction Bool
animAnimStateTransitionDescription = {}

---@return animAnimStateTransitionDescription
function animAnimStateTransitionDescription.new() return end

---@param props table
---@return animAnimStateTransitionDescription
function animAnimStateTransitionDescription.new(props) return end

---@class animAnimStateTransitionInterpolator_Blend : animIAnimStateTransitionInterpolator
---@field interpolationType animAnimStateInterpolationType
animAnimStateTransitionInterpolator_Blend = {}

---@return animAnimStateTransitionInterpolator_Blend
function animAnimStateTransitionInterpolator_Blend.new() return end

---@param props table
---@return animAnimStateTransitionInterpolator_Blend
function animAnimStateTransitionInterpolator_Blend.new(props) return end

---@class animAnimTransformMappingEntry
---@field from CName
---@field to CName
animAnimTransformMappingEntry = {}

---@return animAnimTransformMappingEntry
function animAnimTransformMappingEntry.new() return end

---@param props table
---@return animAnimTransformMappingEntry
function animAnimTransformMappingEntry.new(props) return end

---@class animAnimVariable : ISerializable
---@field name CName
animAnimVariable = {}

---@class animAnimVariableBool : animAnimVariable
---@field value Bool
---@field default Bool
animAnimVariableBool = {}

---@return animAnimVariableBool
function animAnimVariableBool.new() return end

---@param props table
---@return animAnimVariableBool
function animAnimVariableBool.new(props) return end

---@class animAnimVariableContainer : ISerializable
---@field boolVariables animAnimVariableBool[]
---@field intVariables animAnimVariableInt[]
---@field floatVariables animAnimVariableFloat[]
---@field vectorVariables animAnimVariableVector[]
---@field quaternionVariables animAnimVariableQuaternion[]
---@field transformVariables animAnimVariableTransform[]
animAnimVariableContainer = {}

---@return animAnimVariableContainer
function animAnimVariableContainer.new() return end

---@param props table
---@return animAnimVariableContainer
function animAnimVariableContainer.new(props) return end

---@class animAnimVariableFloat : animAnimVariable
---@field value Float
---@field default Float
---@field min Float
---@field max Float
animAnimVariableFloat = {}

---@return animAnimVariableFloat
function animAnimVariableFloat.new() return end

---@param props table
---@return animAnimVariableFloat
function animAnimVariableFloat.new(props) return end

---@class animAnimVariableInt : animAnimVariable
---@field value Int32
---@field default Int32
---@field min Int32
---@field max Int32
animAnimVariableInt = {}

---@return animAnimVariableInt
function animAnimVariableInt.new() return end

---@param props table
---@return animAnimVariableInt
function animAnimVariableInt.new(props) return end

---@class animAnimVariableQuaternion : animAnimVariable
---@field roll Float
---@field pitch Float
---@field yaw Float
---@field default Quaternion
animAnimVariableQuaternion = {}

---@return animAnimVariableQuaternion
function animAnimVariableQuaternion.new() return end

---@param props table
---@return animAnimVariableQuaternion
function animAnimVariableQuaternion.new(props) return end

---@class animAnimVariableTransform : animAnimVariable
---@field value QsTransform
---@field default QsTransform
animAnimVariableTransform = {}

---@return animAnimVariableTransform
function animAnimVariableTransform.new() return end

---@param props table
---@return animAnimVariableTransform
function animAnimVariableTransform.new(props) return end

---@class animAnimVariableVector : animAnimVariable
---@field x Float
---@field y Float
---@field z Float
---@field w Float
---@field default Vector4
---@field min Vector4
---@field max Vector4
animAnimVariableVector = {}

---@return animAnimVariableVector
function animAnimVariableVector.new() return end

---@param props table
---@return animAnimVariableVector
function animAnimVariableVector.new(props) return end

---@class animAnimWrapperVariableDescription
---@field variableName CName
---@field defaultValue Float
animAnimWrapperVariableDescription = {}

---@return animAnimWrapperVariableDescription
function animAnimWrapperVariableDescription.new() return end

---@param props table
---@return animAnimWrapperVariableDescription
function animAnimWrapperVariableDescription.new(props) return end

---@class animAnimation : ISerializable
---@field tags redTagList
---@field name CName
---@field duration Float
---@field animationType animAnimationType
---@field animBuffer animIAnimationBuffer
---@field additionalTransforms animAdditionalTransformContainer
---@field additionalTracks animAdditionalFloatTrackContainer
---@field motionExtraction animIMotionExtraction
---@field frameClamping Bool
---@field frameClampingStartFrame Int8
---@field frameClampingEndFrame Int8
animAnimation = {}

---@return animAnimation
function animAnimation.new() return end

---@param props table
---@return animAnimation
function animAnimation.new(props) return end

---@class animAnimationBufferCompressed : animIAnimationBuffer
---@field duration Float
---@field numFrames Uint32
---@field numExtraJoints Uint8
---@field numExtraTracks Uint8
---@field numJoints Uint16
---@field numTracks Uint16
---@field numAnimKeys Uint32
---@field numAnimKeysRaw Uint32
---@field numConstAnimKeys Uint32
---@field numTrackKeys Uint32
---@field numConstTrackKeys Uint32
---@field isScaleConstant Bool
---@field hasRawRotations Bool
---@field fallbackFrameIndices Uint16[]
---@field defferedBuffer serializationDeferredDataBuffer
---@field dataAddress animAnimDataAddress
---@field extraDataNames CName[]
---@field inplaceCompressedBuffer DataBuffer
animAnimationBufferCompressed = {}

---@return animAnimationBufferCompressed
function animAnimationBufferCompressed.new() return end

---@param props table
---@return animAnimationBufferCompressed
function animAnimationBufferCompressed.new(props) return end

---@class animAnimationBufferSimd : animIAnimationBuffer
---@field duration Float
---@field numFrames Uint32
---@field numExtraJoints Uint8
---@field numExtraTracks Uint8
---@field numJoints Uint16
---@field numTracks Uint16
---@field numTranslationsToCopy Uint16
---@field numTranslationsToEvalAlignedToSimd Uint16
---@field quantizationBits Uint16
---@field isScaleConstant Bool
---@field isTrackConstant Bool
---@field dataAddress animAnimDataAddress
---@field defferedBuffer serializationDeferredDataBuffer
---@field inplaceCompressedBuffer DataBuffer
---@field fallbackFrameIndices Uint16[]
---@field extraDataNames CName[]
animAnimationBufferSimd = {}

---@return animAnimationBufferSimd
function animAnimationBufferSimd.new() return end

---@param props table
---@return animAnimationBufferSimd
function animAnimationBufferSimd.new(props) return end

---@class animAnimationImportInfo
---@field AnimationType animAnimationType
---@field BufferType animcompressionBufferTypePreset
---@field CompressionPreset animcompressionQualityPreset
---@field FrameratePreset animcompressionFrameratePreset
---@field MotionExtractionCompression animEMotionExtractionCompressionType
animAnimationImportInfo = {}

---@return animAnimationImportInfo
function animAnimationImportInfo.new() return end

---@param props table
---@return animAnimationImportInfo
function animAnimationImportInfo.new(props) return end

---@class animAnimationSetup
---@field cinematics animAnimSetCollection
---@field gameplay animAnimSetCollection
---@field finalAnimSetCollection animAnimSetCollection
animAnimationSetup = {}

---@return animAnimationSetup
function animAnimationSetup.new() return end

---@param props table
---@return animAnimationSetup
function animAnimationSetup.new(props) return end

---@class animAnimsetVariableCondition : animIRuntimeCondition
---@field variableToCompare CName
animAnimsetVariableCondition = {}

---@return animAnimsetVariableCondition
function animAnimsetVariableCondition.new() return end

---@param props table
---@return animAnimsetVariableCondition
function animAnimsetVariableCondition.new(props) return end

---@class animAnimsetWithOverridesTagCondition : animIRuntimeCondition
---@field animsetTags redTagList
animAnimsetWithOverridesTagCondition = {}

---@return animAnimsetWithOverridesTagCondition
function animAnimsetWithOverridesTagCondition.new() return end

---@param props table
---@return animAnimsetWithOverridesTagCondition
function animAnimsetWithOverridesTagCondition.new(props) return end

---@class animBoneCorrection
---@field boneName CName
---@field additiveCorrection Quaternion
animBoneCorrection = {}

---@return animBoneCorrection
function animBoneCorrection.new() return end

---@param props table
---@return animBoneCorrection
function animBoneCorrection.new(props) return end

---@class animBoneTraceCondition : ISerializable
---@field boneIndex Int16
---@field traceByRotation Bool
---@field rotationAngleTolerance Float
---@field traceByTranslation Bool
---@field translationTolerance Float
animBoneTraceCondition = {}

---@return animBoneTraceCondition
function animBoneTraceCondition.new() return end

---@param props table
---@return animBoneTraceCondition
function animBoneTraceCondition.new(props) return end

---@class animBoolLink
---@field node animAnimNode_BoolValue
animBoolLink = {}

---@return animBoolLink
function animBoolLink.new() return end

---@param props table
---@return animBoolLink
function animBoolLink.new(props) return end

---@class animCAnimationBufferBitwiseCompressed : animIAnimationBuffer
---@field version Uint32
---@field bones animSAnimationBufferBitwiseCompressedBoneTrack[]
---@field tracks animSAnimationBufferBitwiseCompressedData[]
---@field data Int8[]
---@field fallbackData Int8[]
---@field deferredData serializationDeferredDataBuffer
---@field orientationCompressionMethod SAnimationBufferOrientationCompressionMethod
---@field duration Float
---@field numFrames Uint32
---@field dt Float
---@field streamingOption SAnimationBufferStreamingOption
---@field nonStreamableBones Uint32
---@field extraDataNames CName[]
---@field numExtraBones Uint32
animCAnimationBufferBitwiseCompressed = {}

---@return animCAnimationBufferBitwiseCompressed
function animCAnimationBufferBitwiseCompressed.new() return end

---@param props table
---@return animCAnimationBufferBitwiseCompressed
function animCAnimationBufferBitwiseCompressed.new(props) return end

---@class animCAnimationBufferUncompressed : animIAnimationBuffer
---@field transforms QsTransform[][]
---@field tracks Float[][]
---@field duration Float
animCAnimationBufferUncompressed = {}

---@return animCAnimationBufferUncompressed
function animCAnimationBufferUncompressed.new() return end

---@param props table
---@return animCAnimationBufferUncompressed
function animCAnimationBufferUncompressed.new(props) return end

---@class animCollisionRoundedShape
---@field bone animTransformIndex
---@field transformLS QsTransform
---@field roundedCornerRadius Float
---@field xBoxExtent Float
---@field yBoxExtent Float
---@field zBoxExtent Float
animCollisionRoundedShape = {}

---@return animCollisionRoundedShape
function animCollisionRoundedShape.new() return end

---@param props table
---@return animCollisionRoundedShape
function animCollisionRoundedShape.new(props) return end

---@class animCollisionShapesCollection : ISerializable
---@field collisionRoundedShapes animCollisionRoundedShape[]
animCollisionShapesCollection = {}

---@return animCollisionShapesCollection
function animCollisionShapesCollection.new() return end

---@param props table
---@return animCollisionShapesCollection
function animCollisionShapesCollection.new(props) return end

---@class animCompareBone
---@field boneName CName
---@field boneRotationLs Quaternion
animCompareBone = {}

---@return animCompareBone
function animCompareBone.new() return end

---@param props table
---@return animCompareBone
function animCompareBone.new(props) return end

---@class animComponentTagCondition : animIStaticCondition
---@field animTag CName
animComponentTagCondition = {}

---@return animComponentTagCondition
function animComponentTagCondition.new() return end

---@param props table
---@return animComponentTagCondition
function animComponentTagCondition.new(props) return end

---@class animConditionalSegmentCondition
---@field lod Int32
---@field group CName
---@field name CName
---@field animFeatureValue Bool
animConditionalSegmentCondition = {}

---@return animConditionalSegmentCondition
function animConditionalSegmentCondition.new() return end

---@param props table
---@return animConditionalSegmentCondition
function animConditionalSegmentCondition.new(props) return end

---@class animCorrectivePoseEntry
---@field comparePose CName
---@field correctivePose CName
---@field jointsToCompare CName[]
---@field enabled Bool
animCorrectivePoseEntry = {}

---@return animCorrectivePoseEntry
function animCorrectivePoseEntry.new() return end

---@param props table
---@return animCorrectivePoseEntry
function animCorrectivePoseEntry.new(props) return end

---@class animCurvePathAnimControllerPreset
---@field name CName
---@field leftAnimationName CName
---@field forwardAnimationName CName
---@field rightAnimationName CName
animCurvePathAnimControllerPreset = {}

---@return animCurvePathAnimControllerPreset
function animCurvePathAnimControllerPreset.new() return end

---@param props table
---@return animCurvePathAnimControllerPreset
function animCurvePathAnimControllerPreset.new(props) return end

---@class animCurvePathBakerAdvancedUserInput
---@field partsInputs animCurvePathPartInput[]
animCurvePathBakerAdvancedUserInput = {}

---@return animCurvePathBakerAdvancedUserInput
function animCurvePathBakerAdvancedUserInput.new() return end

---@param props table
---@return animCurvePathBakerAdvancedUserInput
function animCurvePathBakerAdvancedUserInput.new(props) return end

---@class animCurvePathBakerUserInput
---@field controllersSetupName CName
---@field useStart Bool
---@field useStop Bool
---@field blendTime Float
animCurvePathBakerUserInput = {}

---@return animCurvePathBakerUserInput
function animCurvePathBakerUserInput.new() return end

---@param props table
---@return animCurvePathBakerUserInput
function animCurvePathBakerUserInput.new(props) return end

---@class animCurvePathControllersSetup
---@field name CName
---@field startControllerName CName
---@field mainControllerName CName
---@field stopControllerName CName
animCurvePathControllersSetup = {}

---@return animCurvePathControllersSetup
function animCurvePathControllersSetup.new() return end

---@param props table
---@return animCurvePathControllersSetup
function animCurvePathControllersSetup.new(props) return end

---@class animCurvePathPartInput
---@field curveLengthStart Float
---@field curveLengthEnd Float
---@field controllerName CName
---@field eventNameStart CName
---@field eventNameEnd CName
---@field startBlendTime Float
animCurvePathPartInput = {}

---@return animCurvePathPartInput
function animCurvePathPartInput.new() return end

---@param props table
---@return animCurvePathPartInput
function animCurvePathPartInput.new(props) return end

---@class animDangleConstraint_Simulation : ISerializable
---@field collisionRoundedShapes animCollisionRoundedShape[]
---@field jsonCollisionShapes JsonResource
---@field jsonCollisionShapesLoadedSuccessfully Bool
---@field alpha Float
---@field rotateParentToLookAtDangle Bool
---@field parentRotationAltersTransformsOfDangleAndItsChildren Bool
---@field parentRotationAltersTransformsOfNonDanglesAndItsChildren Bool
---@field dangleAltersTransformsOfItsChildren Bool
animDangleConstraint_Simulation = {}

---@class animDangleConstraint_SimulationDyng : animDangleConstraint_Simulation
---@field HACK_checkDangleTeleport Bool
---@field substepTime Float
---@field solverIterations Uint32
---@field particlesContainer animDyngParticlesContainer
---@field dyngConstraint animIDyngConstraint
animDangleConstraint_SimulationDyng = {}

---@return animDangleConstraint_SimulationDyng
function animDangleConstraint_SimulationDyng.new() return end

---@param props table
---@return animDangleConstraint_SimulationDyng
function animDangleConstraint_SimulationDyng.new(props) return end

---@class animDangleConstraint_SimulationPendulum : animDangleConstraint_SimulationSingleBone
---@field constraintType animPendulumConstraintType
---@field halfOfMaxApertureAngle Float
---@field mass Float
---@field damping Float
---@field pullForceFactor Float
---@field pullForceDirectionLS Vector3
---@field externalForceWS Vector3
---@field externalForceWsLink animVectorLink
---@field collisionCapsuleRadius Float
---@field collisionCapsuleHeightExtent Float
---@field cosOfHalfMaxApertureAngle Float
---@field cosOfHalfOfHalfMaxApertureAngle Float
---@field sinOfHalfOfHalfMaxApertureAngle Float
---@field invertedMass Float
---@field simulationFps Float
---@field gravityWS Float
---@field projectionType animPendulumProjectionType
---@field constraintOrientation Vector3
---@field cosOfHalfXAngle Float
---@field cosOfHalfYAngle Float
---@field cosOfHalfZAngle Float
---@field sinOfHalfXAngle Float
---@field sinOfHalfYAngle Float
---@field sinOfHalfZAngle Float
animDangleConstraint_SimulationPendulum = {}

---@return animDangleConstraint_SimulationPendulum
function animDangleConstraint_SimulationPendulum.new() return end

---@param props table
---@return animDangleConstraint_SimulationPendulum
function animDangleConstraint_SimulationPendulum.new(props) return end

---@class animDangleConstraint_SimulationPositionProjection : animDangleConstraint_SimulationSingleBone
---@field collisionCapsuleRadius Float
---@field collisionCapsuleHeightExtent Float
---@field collisionCapsuleAxisLS Vector3
---@field directionReferenceBone animTransformIndex
---@field projectionType animPositionProjectionType
animDangleConstraint_SimulationPositionProjection = {}

---@return animDangleConstraint_SimulationPositionProjection
function animDangleConstraint_SimulationPositionProjection.new() return end

---@param props table
---@return animDangleConstraint_SimulationPositionProjection
function animDangleConstraint_SimulationPositionProjection.new(props) return end

---@class animDangleConstraint_SimulationSingleBone : animDangleConstraint_Simulation
---@field dangleBone animTransformIndex
animDangleConstraint_SimulationSingleBone = {}

---@class animDangleConstraint_SimulationSpring : animDangleConstraint_SimulationSingleBone
---@field constraintSphereRadius Float
---@field constraintScale1 Float
---@field constraintScale2 Float
---@field mass Float
---@field damping Float
---@field pullForceFactor Float
---@field externalForceWS Vector3
---@field externalForceWsLink animVectorLink
---@field collisionSphereRadius Float
---@field invertedMass Float
---@field simulationFps Float
---@field gravityWS Float
---@field pullForceOriginLS Vector3
---@field projectionType animSpringProjectionType
---@field constraintOrientation Vector2
---@field cosOfHalfXAngle Float
---@field cosOfHalfYAngle Float
---@field sinOfHalfXAngle Float
---@field sinOfHalfYAngle Float
animDangleConstraint_SimulationSpring = {}

---@return animDangleConstraint_SimulationSpring
function animDangleConstraint_SimulationSpring.new() return end

---@param props table
---@return animDangleConstraint_SimulationSpring
function animDangleConstraint_SimulationSpring.new(props) return end

---@class animDyngConstraintCone : animIDyngConstraint
---@field constrainedBone animTransformIndex
---@field coneAttachmentBone animTransformIndex
---@field coneTransformLS QsTransform
---@field constraintType animPendulumConstraintType
---@field halfOfMaxApertureAngle Float
---@field projectionType animPendulumProjectionType
---@field collisionCapsuleRadius Float
---@field collisionCapsuleHeightExtent Float
animDyngConstraintCone = {}

---@return animDyngConstraintCone
function animDyngConstraintCone.new() return end

---@param props table
---@return animDyngConstraintCone
function animDyngConstraintCone.new(props) return end

---@class animDyngConstraintEllipsoid : animIDyngConstraint
---@field bone animTransformIndex
---@field ellipsoidTransformLS QsTransform
---@field constraintRadius Float
---@field constraintScale1 Float
---@field constraintScale2 Float
animDyngConstraintEllipsoid = {}

---@return animDyngConstraintEllipsoid
function animDyngConstraintEllipsoid.new() return end

---@param props table
---@return animDyngConstraintEllipsoid
function animDyngConstraintEllipsoid.new(props) return end

---@class animDyngConstraintLink : animIDyngConstraint
---@field bone1 animTransformIndex
---@field bone2 animTransformIndex
---@field linkType animDyngConstraintLinkType
---@field lengthLowerBoundRatioPercentage Float
---@field lengthUpperBoundRatioPercentage Float
---@field lookAtAxis Vector3
animDyngConstraintLink = {}

---@return animDyngConstraintLink
function animDyngConstraintLink.new() return end

---@param props table
---@return animDyngConstraintLink
function animDyngConstraintLink.new(props) return end

---@class animDyngConstraintMulti : animIDyngConstraint
---@field innerConstraints animIDyngConstraint[]
animDyngConstraintMulti = {}

---@return animDyngConstraintMulti
function animDyngConstraintMulti.new() return end

---@param props table
---@return animDyngConstraintMulti
function animDyngConstraintMulti.new(props) return end

---@class animDyngParticle
---@field mass Float
---@field damping Float
---@field pullForceFactor Float
---@field isFree Bool
---@field bone animTransformIndex
---@field collisionCapsuleRadius Float
---@field collisionCapsuleHeightExtent Float
---@field collisionCapsuleAxisLS Vector3
---@field projectionType animDyngParticleProjectionType
animDyngParticle = {}

---@return animDyngParticle
function animDyngParticle.new() return end

---@param props table
---@return animDyngParticle
function animDyngParticle.new(props) return end

---@class animDyngParticlesContainer
---@field externalForceWS Vector3
---@field externalForceWsLink animVectorLink
---@field particles animDyngParticle[]
---@field gravityWS Float
animDyngParticlesContainer = {}

---@return animDyngParticlesContainer
function animDyngParticlesContainer.new() return end

---@param props table
---@return animDyngParticlesContainer
function animDyngParticlesContainer.new(props) return end

---@class animEventsContainer : ISerializable
---@field events animAnimEvent[]
animEventsContainer = {}

---@return animEventsContainer
function animEventsContainer.new() return end

---@param props table
---@return animEventsContainer
function animEventsContainer.new(props) return end

---@class animFacialCustomizationSet : CResource
---@field baseSetup animFacialSetup
---@field targetSetups animFacialSetup[]
---@field targetSetupsTemp animFacialCustomizationTargetEntryTemp[]
---@field numTargets Uint32
---@field posesInfo animFacialSetup_PosesBufferInfo
---@field jointRegions Uint8[]
---@field mainPosesData DataBuffer
---@field usedTransformIndices Uint16[]
---@field correctivePosesData DataBuffer
---@field numJoints Uint32
---@field rigReferencePosesData DataBuffer
---@field isCooked Bool
animFacialCustomizationSet = {}

---@return animFacialCustomizationSet
function animFacialCustomizationSet.new() return end

---@param props table
---@return animFacialCustomizationSet
function animFacialCustomizationSet.new(props) return end

---@class animFacialCustomizationTargetEntryTemp
---@field setup animFacialSetup
---@field targetNames CName[]
animFacialCustomizationTargetEntryTemp = {}

---@return animFacialCustomizationTargetEntryTemp
function animFacialCustomizationTargetEntryTemp.new() return end

---@param props table
---@return animFacialCustomizationTargetEntryTemp
function animFacialCustomizationTargetEntryTemp.new(props) return end

---@class animFacialEmotionTransitionBaked
---@field toIdleMale CName
---@field facialKey_Male CName
---@field toIdleFemale CName
---@field facialKey_Female CName
---@field transitionType animFacialEmotionTransitionType
---@field transitionDuration Float
---@field timeScale Float
---@field toIdleWeight Float
---@field toIdleNeckWeight Float
---@field facialKeyWeight Float
---@field customTransitionAnim CName
animFacialEmotionTransitionBaked = {}

---@return animFacialEmotionTransitionBaked
function animFacialEmotionTransitionBaked.new() return end

---@param props table
---@return animFacialEmotionTransitionBaked
function animFacialEmotionTransitionBaked.new(props) return end

---@class animFacialEmotionTransitionEditData
---@field toIdleMale CName
---@field facialKeyMale CName
---@field toIdleFemale CName
---@field facialKeyFemale CName
---@field transitionType animFacialEmotionTransitionType
---@field toIdleWeight Float
---@field toIdleNeckWeight Float
---@field facialKeyWeight Float
---@field customTransitionAnim CName
animFacialEmotionTransitionEditData = {}

---@return animFacialEmotionTransitionEditData
function animFacialEmotionTransitionEditData.new() return end

---@param props table
---@return animFacialEmotionTransitionEditData
function animFacialEmotionTransitionEditData.new(props) return end

---@class animFacialSetup : CResource
---@field rig animRig
---@field inputRig animRig
---@field info animFacialSetup_BufferInfo
---@field posesInfo animFacialSetup_PosesBufferInfo
---@field bakedData DataBuffer
---@field mainPosesData DataBuffer
---@field correctivePosesData DataBuffer
---@field usedTransformIndices Uint16[]
---@field useFemaleAnimSet Bool
---@field version Uint32
animFacialSetup = {}

---@return animFacialSetup
function animFacialSetup.new() return end

---@param props table
---@return animFacialSetup
function animFacialSetup.new(props) return end

---@class animFacialSetup_BufferInfo
---@field tracksMapping animFacialSetup_TracksMapping
---@field numLipsyncOverridesIndexMapping Uint16
---@field numJointRegions Uint16
---@field face animFacialSetup_OneSermoBufferInfo
---@field eyes animFacialSetup_OneSermoBufferInfo
---@field tongue animFacialSetup_OneSermoBufferInfo
animFacialSetup_BufferInfo = {}

---@return animFacialSetup_BufferInfo
function animFacialSetup_BufferInfo.new() return end

---@param props table
---@return animFacialSetup_BufferInfo
function animFacialSetup_BufferInfo.new(props) return end

---@class animFacialSetup_OneSermoBufferInfo
---@field numGlobalLimits Uint16
---@field numInfluencedPoses Uint16
---@field numInfluenceIndices Uint16
---@field numUpperLowerFace Uint16
---@field numLipsyncPosesSides Uint16
---@field numAllCorrectives Uint16
---@field numGlobalCorrectiveEntries Uint16
---@field numInbetweenCorrectiveEntries Uint16
---@field numCorrectiveInfluencedPoses Uint16
---@field numCorrectiveInfluenceIndices Uint16
---@field numAllMainPoses Uint16
---@field numAllMainPosesInbetweens Uint16
---@field numAllMainPosesInbetweenScopeMultipliers Uint16
---@field numEnvelopesPerTrackMapping Uint16
---@field wrinkleStartingIndex Uint16
---@field numWrinkles Uint16
animFacialSetup_OneSermoBufferInfo = {}

---@return animFacialSetup_OneSermoBufferInfo
function animFacialSetup_OneSermoBufferInfo.new() return end

---@param props table
---@return animFacialSetup_OneSermoBufferInfo
function animFacialSetup_OneSermoBufferInfo.new(props) return end

---@class animFacialSetup_OneSermoPoseBufferInfo
---@field numMainPoses Uint16
---@field numCorrectivePoses Uint16
---@field numMainTransforms Uint32
---@field numMainScales Uint32
---@field numCorrectiveTransforms Uint32
---@field numCorrectiveScales Uint32
animFacialSetup_OneSermoPoseBufferInfo = {}

---@return animFacialSetup_OneSermoPoseBufferInfo
function animFacialSetup_OneSermoPoseBufferInfo.new() return end

---@param props table
---@return animFacialSetup_OneSermoPoseBufferInfo
function animFacialSetup_OneSermoPoseBufferInfo.new(props) return end

---@class animFacialSetup_PosesBufferInfo
---@field face animFacialSetup_OneSermoPoseBufferInfo
---@field tongue animFacialSetup_OneSermoPoseBufferInfo
---@field eyes animFacialSetup_OneSermoPoseBufferInfo
animFacialSetup_PosesBufferInfo = {}

---@return animFacialSetup_PosesBufferInfo
function animFacialSetup_PosesBufferInfo.new() return end

---@param props table
---@return animFacialSetup_PosesBufferInfo
function animFacialSetup_PosesBufferInfo.new(props) return end

---@class animFacialSetup_TracksMapping
---@field numEnvelopes Uint16
---@field numMainPoses Uint16
---@field numLipsyncOverrides Uint16
---@field numWrinkles Uint16
animFacialSetup_TracksMapping = {}

---@return animFacialSetup_TracksMapping
function animFacialSetup_TracksMapping.new() return end

---@param props table
---@return animFacialSetup_TracksMapping
function animFacialSetup_TracksMapping.new(props) return end

---@class animFloatClamp
---@field useMin Bool
---@field min Float
---@field useMax Bool
---@field max Float
animFloatClamp = {}

---@return animFloatClamp
function animFloatClamp.new() return end

---@param props table
---@return animFloatClamp
function animFloatClamp.new(props) return end

---@class animFloatLink
---@field node animAnimNode_FloatValue
animFloatLink = {}

---@return animFloatLink
function animFloatLink.new() return end

---@param props table
---@return animFloatLink
function animFloatLink.new(props) return end

---@class animFloatTrackInfo
---@field name CName
---@field referenceValue Float
animFloatTrackInfo = {}

---@return animFloatTrackInfo
function animFloatTrackInfo.new() return end

---@param props table
---@return animFloatTrackInfo
function animFloatTrackInfo.new(props) return end

---@class animGenericAnimDatabase : CResource
---@field rows animGenericAnimDatabase_DatabaseRow[]
animGenericAnimDatabase = {}

---@return animGenericAnimDatabase
function animGenericAnimDatabase.new() return end

---@param props table
---@return animGenericAnimDatabase
function animGenericAnimDatabase.new(props) return end

---@class animGenericAnimDatabase_AnimationData
---@field animationName CName
---@field fallbackAnimationName CName
---@field streamingContext CName
animGenericAnimDatabase_AnimationData = {}

---@return animGenericAnimDatabase_AnimationData
function animGenericAnimDatabase_AnimationData.new() return end

---@param props table
---@return animGenericAnimDatabase_AnimationData
function animGenericAnimDatabase_AnimationData.new(props) return end

---@class animGenericAnimDatabase_DatabaseRow
---@field inputValues Int32[]
---@field animationData animGenericAnimDatabase_AnimationData
animGenericAnimDatabase_DatabaseRow = {}

---@return animGenericAnimDatabase_DatabaseRow
function animGenericAnimDatabase_DatabaseRow.new() return end

---@param props table
---@return animGenericAnimDatabase_DatabaseRow
function animGenericAnimDatabase_DatabaseRow.new(props) return end

---@class animGraphSlotCondition
---@field condition animIStaticCondition
---@field graph animAnimGraph
animGraphSlotCondition = {}

---@return animGraphSlotCondition
function animGraphSlotCondition.new() return end

---@param props table
---@return animGraphSlotCondition
function animGraphSlotCondition.new(props) return end

---@class animHasAnimationCondition : animIStaticCondition
---@field animationName CName
animHasAnimationCondition = {}

---@return animHasAnimationCondition
function animHasAnimationCondition.new() return end

---@param props table
---@return animHasAnimationCondition
function animHasAnimationCondition.new(props) return end

---@class animHipsIkRequest
---@field leftLegIkChain CName
---@field rightLegIkChain CName
---@field hipsTransformIndex animTransformIndex
---@field leftFootTransformIndex animTransformIndex
---@field rightFootTransformIndex animTransformIndex
animHipsIkRequest = {}

---@return animHipsIkRequest
function animHipsIkRequest.new() return end

---@param props table
---@return animHipsIkRequest
function animHipsIkRequest.new(props) return end

---@class animIAnimBreakpoint
---@field enabled Bool
animIAnimBreakpoint = {}

---@class animIAnimDebuggerCommand
animIAnimDebuggerCommand = {}

---@class animIAnimNodeSourceChannel_Float : ISerializable
animIAnimNodeSourceChannel_Float = {}

---@class animIAnimNodeSourceChannel_QsTransform : ISerializable
animIAnimNodeSourceChannel_QsTransform = {}

---@class animIAnimNodeSourceChannel_Quat : ISerializable
animIAnimNodeSourceChannel_Quat = {}

---@class animIAnimNodeSourceChannel_Vector : ISerializable
animIAnimNodeSourceChannel_Vector = {}

---@class animIAnimNode_PostProcess : ISerializable
---@field isEnabled Bool
animIAnimNode_PostProcess = {}

---@class animIAnimStateTransitionCondition : ISerializable
animIAnimStateTransitionCondition = {}

---@class animIAnimStateTransitionInterpolator : ISerializable
animIAnimStateTransitionInterpolator = {}

---@class animIAnimationBuffer : ISerializable
animIAnimationBuffer = {}

---@class animIDyngConstraint : ISerializable
animIDyngConstraint = {}

---@class animIKChainSettings
---@field chainName CName
---@field enableFloatTrack CName
---@field ikEndPointOffset Vector3
---@field ikEndRotationOffset Quaternion
animIKChainSettings = {}

---@return animIKChainSettings
function animIKChainSettings.new() return end

---@param props table
---@return animIKChainSettings
function animIKChainSettings.new(props) return end

---@class animIKTargetParams_Add : ISerializable
animIKTargetParams_Add = {}

---@return animIKTargetParams_Add
function animIKTargetParams_Add.new() return end

---@param props table
---@return animIKTargetParams_Add
function animIKTargetParams_Add.new(props) return end

---@class animIKTargetParams_Remove : ISerializable
animIKTargetParams_Remove = {}

---@return animIKTargetParams_Remove
function animIKTargetParams_Remove.new() return end

---@param props table
---@return animIKTargetParams_Remove
function animIKTargetParams_Remove.new(props) return end

---@class animIKTargetParams_Update : ISerializable
animIKTargetParams_Update = {}

---@return animIKTargetParams_Update
function animIKTargetParams_Update.new() return end

---@param props table
---@return animIKTargetParams_Update
function animIKTargetParams_Update.new(props) return end

---@class animIKTargetRef
---@field id Int32
---@field part CName
animIKTargetRef = {}

---@return animIKTargetRef
function animIKTargetRef.new() return end

---@param props table
---@return animIKTargetRef
function animIKTargetRef.new(props) return end

---@class animIKTargetRequest
---@field weightPosition Float
---@field weightOrientation Float
---@field transitionIn Float
---@field transitionOut Float
---@field priority Int32
animIKTargetRequest = {}

---@return animIKTargetRequest
function animIKTargetRequest.new() return end

---@param props table
---@return animIKTargetRequest
function animIKTargetRequest.new(props) return end

---@class animIMotionExtraction : ISerializable
animIMotionExtraction = {}

---@class animIMotionTableProvider : ISerializable
---@field id Int32
---@field parentId Int32
---@field type animMotionTableType
---@field action animMotionTableAction
---@field parentStaticSwitchBranch animParentStaticSwitchBranch
animIMotionTableProvider = {}

---@class animIPoseBlendMethod : ISerializable
animIPoseBlendMethod = {}

---@class animIRigIkSetup : ISerializable
---@field name CName
animIRigIkSetup = {}

---@class animIRuntimeCondition : ISerializable
animIRuntimeCondition = {}

---@class animIStaticCondition : ISerializable
animIStaticCondition = {}

---@class animISyncMethod : ISerializable
animISyncMethod = {}

---@class animImportFacialCorrectivePoseDataDesc
---@field transforms animImportFacialTransform[]
---@field transformsNoScale animImportFacialTransformNoScale[]
---@field transformIds Uint16[]
---@field transformNames CName[]
---@field parentsWeights Float[]
animImportFacialCorrectivePoseDataDesc = {}

---@return animImportFacialCorrectivePoseDataDesc
function animImportFacialCorrectivePoseDataDesc.new() return end

---@param props table
---@return animImportFacialCorrectivePoseDataDesc
function animImportFacialCorrectivePoseDataDesc.new(props) return end

---@class animImportFacialCorrectivePoseDesc
---@field influencedBy CName[]
---@field influenceMainWeightIndices Uint16[]
---@field poses animImportFacialCorrectivePoseDataDesc[]
---@field parentsInBetweenIndices Int16[]
---@field parentIndices Uint16[]
---@field name CName
---@field index Uint16
---@field influencedBySpeed Uint8
---@field poseType Uint8
---@field poseLOD Uint8
---@field weights Float[]
---@field inBetweenScopeMultipliers Float[]
---@field linearCorrection Bool
---@field useGlobalWeight Bool
animImportFacialCorrectivePoseDesc = {}

---@return animImportFacialCorrectivePoseDesc
function animImportFacialCorrectivePoseDesc.new() return end

---@param props table
---@return animImportFacialCorrectivePoseDesc
function animImportFacialCorrectivePoseDesc.new(props) return end

---@class animImportFacialInitialControlsDesc
---@field transformIds Uint16[]
---@field transformNames CName[]
---@field transformRegions Uint8[]
animImportFacialInitialControlsDesc = {}

---@return animImportFacialInitialControlsDesc
function animImportFacialInitialControlsDesc.new() return end

---@param props table
---@return animImportFacialInitialControlsDesc
function animImportFacialInitialControlsDesc.new(props) return end

---@class animImportFacialInitialPoseEntryDesc
---@field poseName CName
---@field id Int16
---@field weight Float
---@field type Uint8
---@field side Uint8
---@field isCachable Bool
---@field initAnimationPoseMid Float
---@field initAnimationPoseMin Float
---@field initAnimationPoseMax Float
animImportFacialInitialPoseEntryDesc = {}

---@return animImportFacialInitialPoseEntryDesc
function animImportFacialInitialPoseEntryDesc.new() return end

---@param props table
---@return animImportFacialInitialPoseEntryDesc
function animImportFacialInitialPoseEntryDesc.new(props) return end

---@class animImportFacialInitialPoseWeightDesc
---@field poseNames CName[]
---@field weights Float[]
animImportFacialInitialPoseWeightDesc = {}

---@return animImportFacialInitialPoseWeightDesc
function animImportFacialInitialPoseWeightDesc.new() return end

---@param props table
---@return animImportFacialInitialPoseWeightDesc
function animImportFacialInitialPoseWeightDesc.new(props) return end

---@class animImportFacialMainPoseDesc
---@field influencedBy CName[]
---@field influenceMainWeightIndices Uint16[]
---@field poses animImportFacialPoseDesc[]
---@field poseIndices Uint16[]
---@field weights Float[]
---@field inBetweenScopeMultipliers Float[]
---@field name CName
---@field index Uint16
---@field influenceType Uint8
---@field side Uint8
---@field facePart Uint8
animImportFacialMainPoseDesc = {}

---@return animImportFacialMainPoseDesc
function animImportFacialMainPoseDesc.new() return end

---@param props table
---@return animImportFacialMainPoseDesc
function animImportFacialMainPoseDesc.new(props) return end

---@class animImportFacialPoseDesc
---@field transforms animImportFacialTransform[]
---@field transformsNoScale animImportFacialTransformNoScale[]
---@field transformIds Uint16[]
---@field transformNames CName[]
animImportFacialPoseDesc = {}

---@return animImportFacialPoseDesc
function animImportFacialPoseDesc.new() return end

---@param props table
---@return animImportFacialPoseDesc
function animImportFacialPoseDesc.new(props) return end

---@class animImportFacialSetupCombinedDesc
---@field face animImportFacialSetupDesc
---@field eyes animImportFacialSetupDesc
---@field tongue animImportFacialSetupDesc
---@field usedTransformIndices Uint16[]
---@field lipsyncOverrideToMainPosesTracksMapping Int16[]
---@field firstLipsyncOverrideTrackIndex Int16
animImportFacialSetupCombinedDesc = {}

---@return animImportFacialSetupCombinedDesc
function animImportFacialSetupCombinedDesc.new() return end

---@param props table
---@return animImportFacialSetupCombinedDesc
function animImportFacialSetupCombinedDesc.new(props) return end

---@class animImportFacialSetupDesc
---@field initialPose animImportFacialInitialPoseEntryDesc[]
---@field initialControls animImportFacialInitialControlsDesc
---@field mainPoses animImportFacialMainPoseDesc[]
---@field mainPosesInfo animSermoPoseInfo[]
---@field jawAreaTrackIndices Int16[]
---@field lipsAreaTrackIndices Int16[]
---@field eyesAreaTrackIndices Int16[]
---@field numCachedPoseTracks Uint16
---@field correctivePoses animImportFacialCorrectivePoseDesc[]
---@field globalPoseLimits animPoseLimitWeights[]
---@field wrinkleStartingIndex Uint16
---@field wrinkleMapping Uint16[]
animImportFacialSetupDesc = {}

---@return animImportFacialSetupDesc
function animImportFacialSetupDesc.new() return end

---@param props table
---@return animImportFacialSetupDesc
function animImportFacialSetupDesc.new(props) return end

---@class animImportFacialTransform
---@field rotation Quaternion
---@field translation Vector3
---@field scale Vector3
animImportFacialTransform = {}

---@return animImportFacialTransform
function animImportFacialTransform.new() return end

---@param props table
---@return animImportFacialTransform
function animImportFacialTransform.new(props) return end

---@class animImportFacialTransformNoScale
---@field rotation Quaternion
---@field translation Vector3
animImportFacialTransformNoScale = {}

---@return animImportFacialTransformNoScale
function animImportFacialTransformNoScale.new() return end

---@param props table
---@return animImportFacialTransformNoScale
function animImportFacialTransformNoScale.new(props) return end

---@class animInertializationFloatClamp
---@field isActive Bool
---@field min Float
---@field max Float
animInertializationFloatClamp = {}

---@return animInertializationFloatClamp
function animInertializationFloatClamp.new() return end

---@param props table
---@return animInertializationFloatClamp
function animInertializationFloatClamp.new(props) return end

---@class animInertializationRotationLimit
---@field constrainedTransform animTransformIndex
---@field limitOnX animInertializationFloatClamp
---@field limitOnY animInertializationFloatClamp
---@field limitOnZ animInertializationFloatClamp
animInertializationRotationLimit = {}

---@return animInertializationRotationLimit
function animInertializationRotationLimit.new() return end

---@param props table
---@return animInertializationRotationLimit
function animInertializationRotationLimit.new(props) return end

---@class animIntLink
---@field node animAnimNode_IntValue
animIntLink = {}

---@return animIntLink
function animIntLink.new() return end

---@param props table
---@return animIntLink
function animIntLink.new(props) return end

---@class animLinearCompressedMotionExtraction : animIMotionExtraction
---@field duration Float
---@field rotFrames Quaternion[]
---@field posFrames Vector3[]
---@field rotTime Float[]
---@field posTime Float[]
animLinearCompressedMotionExtraction = {}

---@return animLinearCompressedMotionExtraction
function animLinearCompressedMotionExtraction.new() return end

---@param props table
---@return animLinearCompressedMotionExtraction
function animLinearCompressedMotionExtraction.new(props) return end

---@class animLipsyncMapping : CResource
---@field languageCodeName CName
---@field scenePaths Uint64[]
---@field sceneEntries animLipsyncMappingSceneEntry[]
animLipsyncMapping = {}

---@return animLipsyncMapping
function animLipsyncMapping.new() return end

---@param props table
---@return animLipsyncMapping
function animLipsyncMapping.new(props) return end

---@class animLipsyncMappingSceneEntry
---@field actorVoiceTags CRUID[]
---@field animSets animAnimSet[]
animLipsyncMappingSceneEntry = {}

---@return animLipsyncMappingSceneEntry
function animLipsyncMappingSceneEntry.new() return end

---@param props table
---@return animLipsyncMappingSceneEntry
function animLipsyncMappingSceneEntry.new(props) return end

---@class animLookAtAdditionalPreset : IScriptable
animLookAtAdditionalPreset = {}

---@class animLookAtAdditionalPreset_BothArms : animLookAtAdditionalPreset
---@field rightHanded Bool
---@field softLimitAngle Float
animLookAtAdditionalPreset_BothArms = {}

---@return animLookAtAdditionalPreset_BothArms
function animLookAtAdditionalPreset_BothArms.new() return end

---@param props table
---@return animLookAtAdditionalPreset_BothArms
function animLookAtAdditionalPreset_BothArms.new(props) return end

---@class animLookAtAdditionalPreset_Eyes : animLookAtAdditionalPreset
---@field softLimitAngle Float
animLookAtAdditionalPreset_Eyes = {}

---@return animLookAtAdditionalPreset_Eyes
function animLookAtAdditionalPreset_Eyes.new() return end

---@param props table
---@return animLookAtAdditionalPreset_Eyes
function animLookAtAdditionalPreset_Eyes.new(props) return end

---@class animLookAtAdditionalPreset_FullControl : animLookAtAdditionalPreset
---@field useRightHand Bool
---@field attachHandToOtherOne Bool
---@field limits animLookAtLimits
---@field suppress Float
---@field mode Int32
animLookAtAdditionalPreset_FullControl = {}

---@return animLookAtAdditionalPreset_FullControl
function animLookAtAdditionalPreset_FullControl.new() return end

---@param props table
---@return animLookAtAdditionalPreset_FullControl
function animLookAtAdditionalPreset_FullControl.new(props) return end

---@class animLookAtAdditionalPreset_LeftArm : animLookAtAdditionalPreset
---@field isAiming Bool
---@field softLimitAngle Float
animLookAtAdditionalPreset_LeftArm = {}

---@return animLookAtAdditionalPreset_LeftArm
function animLookAtAdditionalPreset_LeftArm.new() return end

---@param props table
---@return animLookAtAdditionalPreset_LeftArm
function animLookAtAdditionalPreset_LeftArm.new(props) return end

---@class animLookAtAdditionalPreset_RightArm : animLookAtAdditionalPreset
---@field isAiming Bool
---@field softLimitAngle Float
animLookAtAdditionalPreset_RightArm = {}

---@return animLookAtAdditionalPreset_RightArm
function animLookAtAdditionalPreset_RightArm.new() return end

---@param props table
---@return animLookAtAdditionalPreset_RightArm
function animLookAtAdditionalPreset_RightArm.new(props) return end

---@class animLookAtAnimationDefinition
---@field minTransitionDuration Float
---@field playAnimProbability Float
---@field animDelay Float
---@field animations CName[]
animLookAtAnimationDefinition = {}

---@return animLookAtAnimationDefinition
function animLookAtAnimationDefinition.new() return end

---@param props table
---@return animLookAtAnimationDefinition
function animLookAtAnimationDefinition.new(props) return end

---@class animLookAtLimits
---@field softLimitDegrees Float
---@field hardLimitDegrees Float
---@field hardLimitDistance Float
---@field backLimitDegrees Float
animLookAtLimits = {}

---@return animLookAtLimits
function animLookAtLimits.new() return end

---@param props table
---@return animLookAtLimits
function animLookAtLimits.new(props) return end

---@class animLookAtParams_Add : ISerializable
animLookAtParams_Add = {}

---@return animLookAtParams_Add
function animLookAtParams_Add.new() return end

---@param props table
---@return animLookAtParams_Add
function animLookAtParams_Add.new(props) return end

---@class animLookAtParams_Remove : ISerializable
animLookAtParams_Remove = {}

---@return animLookAtParams_Remove
function animLookAtParams_Remove.new() return end

---@param props table
---@return animLookAtParams_Remove
function animLookAtParams_Remove.new(props) return end

---@class animLookAtParams_UpdatePositions : ISerializable
animLookAtParams_UpdatePositions = {}

---@return animLookAtParams_UpdatePositions
function animLookAtParams_UpdatePositions.new() return end

---@param props table
---@return animLookAtParams_UpdatePositions
function animLookAtParams_UpdatePositions.new(props) return end

---@class animLookAtPartInfo
---@field partName CName
---@field defaultPositionBoneName CName
animLookAtPartInfo = {}

---@return animLookAtPartInfo
function animLookAtPartInfo.new() return end

---@param props table
---@return animLookAtPartInfo
function animLookAtPartInfo.new(props) return end

---@class animLookAtPartRequest
---@field partName CName
---@field weight Float
---@field suppress Float
---@field mode Int32
animLookAtPartRequest = {}

---@return animLookAtPartRequest
function animLookAtPartRequest.new() return end

---@param props table
---@return animLookAtPartRequest
function animLookAtPartRequest.new(props) return end

---@class animLookAtPartsDependency
---@field masterPart CName
---@field slavePart CName
---@field angle Float
---@field speedToTargetFactor Float
---@field speedToTargetByAngleCurve curveData
---@field verticalPullSpeedFactor Float
---@field verticalPullSpeedByAngleCurve curveData
---@field horizontalPullSpeedFactor Float
---@field horizontalPullSpeedByAngleCurve curveData
---@field pullScaleBySquareSizeFactor Float
---@field pullScaleBySquareSizeCurve curveData
---@field innerSquareScale Float
animLookAtPartsDependency = {}

---@return animLookAtPartsDependency
function animLookAtPartsDependency.new() return end

---@param props table
---@return animLookAtPartsDependency
function animLookAtPartsDependency.new(props) return end

---@class animLookAtPreset : IScriptable
animLookAtPreset = {}

---@class animLookAtPreset_DroneHorizontal : animLookAtPreset
---@field softLimitDegrees Float
---@field hardLimitDegrees Float
---@field hardLimitDistance Float
---@field backLimitDegrees Float
---@field suppress Float
---@field mode Int32
animLookAtPreset_DroneHorizontal = {}

---@return animLookAtPreset_DroneHorizontal
function animLookAtPreset_DroneHorizontal.new() return end

---@param props table
---@return animLookAtPreset_DroneHorizontal
function animLookAtPreset_DroneHorizontal.new(props) return end

---@class animLookAtPreset_DroneVertical : animLookAtPreset
---@field softLimitDegrees Float
---@field hardLimitDegrees Float
---@field hardLimitDistance Float
---@field backLimitDegrees Float
---@field suppress Float
---@field mode Int32
animLookAtPreset_DroneVertical = {}

---@return animLookAtPreset_DroneVertical
function animLookAtPreset_DroneVertical.new() return end

---@param props table
---@return animLookAtPreset_DroneVertical
function animLookAtPreset_DroneVertical.new(props) return end

---@class animLookAtPreset_Eyes : animLookAtPreset
---@field softLimitAngle Float
animLookAtPreset_Eyes = {}

---@return animLookAtPreset_Eyes
function animLookAtPreset_Eyes.new() return end

---@param props table
---@return animLookAtPreset_Eyes
function animLookAtPreset_Eyes.new(props) return end

---@class animLookAtPreset_EyesHead : animLookAtPreset
---@field suppressHeadAnimation Float
---@field headMobility Float
---@field softLimitAngle Float
animLookAtPreset_EyesHead = {}

---@return animLookAtPreset_EyesHead
function animLookAtPreset_EyesHead.new() return end

---@param props table
---@return animLookAtPreset_EyesHead
function animLookAtPreset_EyesHead.new(props) return end

---@class animLookAtPreset_EyesHeadWithBodyAttached : animLookAtPreset
---@field suppressHeadAnimation Float
---@field headMobility Float
---@field suppressChestAnimation Float
---@field chestMobility Float
---@field softLimitAngle Float
animLookAtPreset_EyesHeadWithBodyAttached = {}

---@return animLookAtPreset_EyesHeadWithBodyAttached
function animLookAtPreset_EyesHeadWithBodyAttached.new() return end

---@param props table
---@return animLookAtPreset_EyesHeadWithBodyAttached
function animLookAtPreset_EyesHeadWithBodyAttached.new(props) return end

---@class animLookAtPreset_EyesHeadWithBodyFree : animLookAtPreset
---@field suppressHeadAnimation Float
---@field headMobility Float
---@field suppressChestAnimation Float
---@field chestMobility Float
---@field softLimitAngle Float
animLookAtPreset_EyesHeadWithBodyFree = {}

---@return animLookAtPreset_EyesHeadWithBodyFree
function animLookAtPreset_EyesHeadWithBodyFree.new() return end

---@param props table
---@return animLookAtPreset_EyesHeadWithBodyFree
function animLookAtPreset_EyesHeadWithBodyFree.new(props) return end

---@class animLookAtPreset_EyesHeadWithBodyFreeForFollower : animLookAtPreset
---@field suppressHeadAnimation Float
---@field headMobility Float
---@field suppressChestAnimation Float
---@field chestMobility Float
---@field softLimitAngle Float
animLookAtPreset_EyesHeadWithBodyFreeForFollower = {}

---@return animLookAtPreset_EyesHeadWithBodyFreeForFollower
function animLookAtPreset_EyesHeadWithBodyFreeForFollower.new() return end

---@param props table
---@return animLookAtPreset_EyesHeadWithBodyFreeForFollower
function animLookAtPreset_EyesHeadWithBodyFreeForFollower.new(props) return end

---@class animLookAtPreset_EyesHeadWithoutSuppress : animLookAtPreset
---@field headMobility Float
---@field softLimitAngle Float
animLookAtPreset_EyesHeadWithoutSuppress = {}

---@return animLookAtPreset_EyesHeadWithoutSuppress
function animLookAtPreset_EyesHeadWithoutSuppress.new() return end

---@param props table
---@return animLookAtPreset_EyesHeadWithoutSuppress
function animLookAtPreset_EyesHeadWithoutSuppress.new(props) return end

---@class animLookAtPreset_FullControl : animLookAtPreset
---@field limits animLookAtLimits
---@field eyesSuppress Float
---@field eyesMode Int32
---@field headSuppress Float
---@field headMode Int32
---@field headSquareScale Float
---@field chestSuppress Float
---@field chestMode Int32
---@field chestSquareScale Float
animLookAtPreset_FullControl = {}

---@return animLookAtPreset_FullControl
function animLookAtPreset_FullControl.new() return end

---@param props table
---@return animLookAtPreset_FullControl
function animLookAtPreset_FullControl.new(props) return end

---@class animLookAtRef
---@field id Int32
---@field part CName
animLookAtRef = {}

---@return animLookAtRef
function animLookAtRef.new() return end

---@param props table
---@return animLookAtRef
function animLookAtRef.new(props) return end

---@class animLookAtRequest
---@field transitionSpeed Float
---@field hasOutTransition Bool
---@field outTransitionSpeed Float
---@field followingSpeedFactorOverride Float
---@field limits animLookAtLimits
---@field suppress Float
---@field mode Int32
---@field calculatePositionInParentSpace Bool
---@field priority Int32
---@field additionalParts animLookAtPartRequest[]
---@field invalid Bool
animLookAtRequest = {}

---@return animLookAtRequest
function animLookAtRequest.new() return end

---@param props table
---@return animLookAtRequest
function animLookAtRequest.new(props) return end

---@class animLookAtRequestForPart
---@field bodyPart CName
---@field request animLookAtRequest
---@field attachLeftHandToRightHand Int32
---@field attachRightHandToLeftHand Int32
animLookAtRequestForPart = {}

---@return animLookAtRequestForPart
function animLookAtRequestForPart.new() return end

---@param props table
---@return animLookAtRequestForPart
function animLookAtRequestForPart.new(props) return end

---@class animLookAtStateMachineSettings
---@field partName CName
---@field partAlias CName
---@field sphereAttachmentBone CName
---@field sphereRadius Float
---@field followingSpeedFactor Float
---@field followingSpeedByAngleCurve curveData
---@field enableFloatTrack CName
---@field eyesOverrideFloatTrack CName
---@field transitionSpeedMultiplier Float
---@field blendWeightPowFactor Float
---@field coneLimitReached CName
---@field allowToBlendBehindBack Bool
animLookAtStateMachineSettings = {}

---@return animLookAtStateMachineSettings
function animLookAtStateMachineSettings.new() return end

---@param props table
---@return animLookAtStateMachineSettings
function animLookAtStateMachineSettings.new(props) return end

---@class animLookAtVehicleRestrictionParams : ISerializable
animLookAtVehicleRestrictionParams = {}

---@return animLookAtVehicleRestrictionParams
function animLookAtVehicleRestrictionParams.new() return end

---@param props table
---@return animLookAtVehicleRestrictionParams
function animLookAtVehicleRestrictionParams.new(props) return end

---@class animMathExpressionNodeData
---@field expression mathExprExpression
---@field floatSockets animAnimMathExpressionFloatSocket[]
---@field vectorSockets animAnimMathExpressionVectorSocket[]
---@field quaternionSockets animAnimMathExpressionQuaternionSocket[]
animMathExpressionNodeData = {}

---@return animMathExpressionNodeData
function animMathExpressionNodeData.new() return end

---@param props table
---@return animMathExpressionNodeData
function animMathExpressionNodeData.new(props) return end

---@class animMixerSlotAddIdleParams : ISerializable
animMixerSlotAddIdleParams = {}

---@return animMixerSlotAddIdleParams
function animMixerSlotAddIdleParams.new() return end

---@param props table
---@return animMixerSlotAddIdleParams
function animMixerSlotAddIdleParams.new(props) return end

---@class animMixerSlotIdleParams : ISerializable
animMixerSlotIdleParams = {}

---@return animMixerSlotIdleParams
function animMixerSlotIdleParams.new() return end

---@param props table
---@return animMixerSlotIdleParams
function animMixerSlotIdleParams.new(props) return end

---@class animMixerSlotParams : ISerializable
animMixerSlotParams = {}

---@return animMixerSlotParams
function animMixerSlotParams.new() return end

---@param props table
---@return animMixerSlotParams
function animMixerSlotParams.new(props) return end

---@class animMixerSlotTrajectoryBlendParams : ISerializable
animMixerSlotTrajectoryBlendParams = {}

---@return animMixerSlotTrajectoryBlendParams
function animMixerSlotTrajectoryBlendParams.new() return end

---@param props table
---@return animMixerSlotTrajectoryBlendParams
function animMixerSlotTrajectoryBlendParams.new(props) return end

---@class animMotionTableProvider_Animation : animIMotionTableProvider
animMotionTableProvider_Animation = {}

---@return animMotionTableProvider_Animation
function animMotionTableProvider_Animation.new() return end

---@param props table
---@return animMotionTableProvider_Animation
function animMotionTableProvider_Animation.new(props) return end

---@class animMotionTableProvider_Default : animIMotionTableProvider
animMotionTableProvider_Default = {}

---@return animMotionTableProvider_Default
function animMotionTableProvider_Default.new() return end

---@param props table
---@return animMotionTableProvider_Default
function animMotionTableProvider_Default.new(props) return end

---@class animMotionTableProvider_MasterSlaveBlend : animIMotionTableProvider
---@field masterInputIdx Uint8
animMotionTableProvider_MasterSlaveBlend = {}

---@return animMotionTableProvider_MasterSlaveBlend
function animMotionTableProvider_MasterSlaveBlend.new() return end

---@param props table
---@return animMotionTableProvider_MasterSlaveBlend
function animMotionTableProvider_MasterSlaveBlend.new(props) return end

---@class animMotionTableProvider_MultiBlend : animIMotionTableProvider
animMotionTableProvider_MultiBlend = {}

---@return animMotionTableProvider_MultiBlend
function animMotionTableProvider_MultiBlend.new() return end

---@param props table
---@return animMotionTableProvider_MultiBlend
function animMotionTableProvider_MultiBlend.new(props) return end

---@class animMotionTableProvider_StaticSwitch : animIMotionTableProvider
animMotionTableProvider_StaticSwitch = {}

---@return animMotionTableProvider_StaticSwitch
function animMotionTableProvider_StaticSwitch.new() return end

---@param props table
---@return animMotionTableProvider_StaticSwitch
function animMotionTableProvider_StaticSwitch.new(props) return end

---@class animMotionWrapper
animMotionWrapper = {}

---@return animMotionWrapper
function animMotionWrapper.new() return end

---@param props table
---@return animMotionWrapper
function animMotionWrapper.new(props) return end

---@class animMultipleParentConstraint_JsonEntry
---@field parentTransform CName
---@field parentWeightMode animConstraintWeightMode
---@field parentStaticWeight Float
---@field parentTrackWeight CName
---@field useComplementWeight Bool
---@field useOffset Bool
---@field offset QsTransform
animMultipleParentConstraint_JsonEntry = {}

---@return animMultipleParentConstraint_JsonEntry
function animMultipleParentConstraint_JsonEntry.new() return end

---@param props table
---@return animMultipleParentConstraint_JsonEntry
function animMultipleParentConstraint_JsonEntry.new(props) return end

---@class animMultipleParentConstraint_JsonProperties : ISerializable
---@field parentsTransforms animMultipleParentConstraint_JsonEntry[]
---@field transformIndex CName
---@field weightMode animConstraintWeightMode
---@field weight Float
---@field weightFloatTrack CName
animMultipleParentConstraint_JsonProperties = {}

---@return animMultipleParentConstraint_JsonProperties
function animMultipleParentConstraint_JsonProperties.new() return end

---@param props table
---@return animMultipleParentConstraint_JsonProperties
function animMultipleParentConstraint_JsonProperties.new(props) return end

---@class animNamedTrackIndex
---@field name CName
animNamedTrackIndex = {}

---@return animNamedTrackIndex
function animNamedTrackIndex.new() return end

---@param props table
---@return animNamedTrackIndex
function animNamedTrackIndex.new(props) return end

---@class animNodeProfileTimerInfo
---@field name CName
---@field mode animNodeProfileTimerMode
animNodeProfileTimerInfo = {}

---@return animNodeProfileTimerInfo
function animNodeProfileTimerInfo.new() return end

---@param props table
---@return animNodeProfileTimerInfo
function animNodeProfileTimerInfo.new(props) return end

---@class animOverrideAnimSetRef
---@field animSet animAnimSet
---@field variableName CName
animOverrideAnimSetRef = {}

---@return animOverrideAnimSetRef
function animOverrideAnimSetRef.new() return end

---@param props table
---@return animOverrideAnimSetRef
function animOverrideAnimSetRef.new(props) return end

---@class animOverrideBlendBoneInfo
---@field transformIndex animTransformIndex
---@field weight Float
animOverrideBlendBoneInfo = {}

---@return animOverrideBlendBoneInfo
function animOverrideBlendBoneInfo.new() return end

---@param props table
---@return animOverrideBlendBoneInfo
function animOverrideBlendBoneInfo.new(props) return end

---@class animOverrideBlendTrackInfo
---@field track animNamedTrackIndex
---@field weight Float
animOverrideBlendTrackInfo = {}

---@return animOverrideBlendTrackInfo
function animOverrideBlendTrackInfo.new() return end

---@param props table
---@return animOverrideBlendTrackInfo
function animOverrideBlendTrackInfo.new(props) return end

---@class animPlaneUncompressedMotionExtraction : animIMotionExtraction
---@field frames Vector3[]
---@field duration Float
animPlaneUncompressedMotionExtraction = {}

---@return animPlaneUncompressedMotionExtraction
function animPlaneUncompressedMotionExtraction.new() return end

---@param props table
---@return animPlaneUncompressedMotionExtraction
function animPlaneUncompressedMotionExtraction.new(props) return end

---@class animPoleVectorDetails
---@field targetBone animTransformIndex
---@field positionOffset Vector3
animPoleVectorDetails = {}

---@return animPoleVectorDetails
function animPoleVectorDetails.new() return end

---@param props table
---@return animPoleVectorDetails
function animPoleVectorDetails.new(props) return end

---@class animPoseBlendMethod_BoneBranch : animIPoseBlendMethod
---@field bones animOverrideBlendBoneInfo[]
animPoseBlendMethod_BoneBranch = {}

---@return animPoseBlendMethod_BoneBranch
function animPoseBlendMethod_BoneBranch.new() return end

---@param props table
---@return animPoseBlendMethod_BoneBranch
function animPoseBlendMethod_BoneBranch.new(props) return end

---@class animPoseBlendMethod_Mask : animIPoseBlendMethod
---@field maskName CName
animPoseBlendMethod_Mask = {}

---@return animPoseBlendMethod_Mask
function animPoseBlendMethod_Mask.new() return end

---@param props table
---@return animPoseBlendMethod_Mask
function animPoseBlendMethod_Mask.new(props) return end

---@class animPoseCorrection
---@field rbfCoefficient Float
---@field rbfPowValue Float
---@field compareBones animCompareBone[]
---@field boneCorrections animBoneCorrection[]
animPoseCorrection = {}

---@return animPoseCorrection
function animPoseCorrection.new() return end

---@param props table
---@return animPoseCorrection
function animPoseCorrection.new(props) return end

---@class animPoseCorrectionGroup
---@field poseCorrections animPoseCorrection[]
animPoseCorrectionGroup = {}

---@return animPoseCorrectionGroup
function animPoseCorrectionGroup.new() return end

---@param props table
---@return animPoseCorrectionGroup
function animPoseCorrectionGroup.new(props) return end

---@class animPoseCorrectionParams
---@field poseCorrectionGroup animPoseCorrectionGroup
---@field blendDuration Float
animPoseCorrectionParams = {}

---@return animPoseCorrectionParams
function animPoseCorrectionParams.new() return end

---@param props table
---@return animPoseCorrectionParams
function animPoseCorrectionParams.new(props) return end

---@class animPoseInfoLogger
---@field enabled Bool
---@field showStackTransformsCount Bool
---@field showStackTracksCount Bool
---@field entries animPoseInfoLoggerEntry[]
animPoseInfoLogger = {}

---@return animPoseInfoLogger
function animPoseInfoLogger.new() return end

---@param props table
---@return animPoseInfoLogger
function animPoseInfoLogger.new(props) return end

---@class animPoseInfoLoggerEntry : ISerializable
animPoseInfoLoggerEntry = {}

---@class animPoseInfoLoggerEntry_FloatTrack : animPoseInfoLoggerEntry
---@field floatTrack animNamedTrackIndex
---@field showOnlyWhenPositive Bool
animPoseInfoLoggerEntry_FloatTrack = {}

---@return animPoseInfoLoggerEntry_FloatTrack
function animPoseInfoLoggerEntry_FloatTrack.new() return end

---@param props table
---@return animPoseInfoLoggerEntry_FloatTrack
function animPoseInfoLoggerEntry_FloatTrack.new(props) return end

---@class animPoseInfoLoggerEntry_Transform : animPoseInfoLoggerEntry
---@field transform animTransformIndex
---@field logInModelSpace Bool
animPoseInfoLoggerEntry_Transform = {}

---@return animPoseInfoLoggerEntry_Transform
function animPoseInfoLoggerEntry_Transform.new() return end

---@param props table
---@return animPoseInfoLoggerEntry_Transform
function animPoseInfoLoggerEntry_Transform.new(props) return end

---@class animPoseLimitWeights
---@field min Float
---@field mid Float
---@field max Float
---@field poseTrackIndex Int16
---@field type Uint8
---@field isCachable Bool
animPoseLimitWeights = {}

---@return animPoseLimitWeights
function animPoseLimitWeights.new() return end

---@param props table
---@return animPoseLimitWeights
function animPoseLimitWeights.new(props) return end

---@class animPoseLink
---@field node animAnimNode_Base
animPoseLink = {}

---@return animPoseLink
function animPoseLink.new() return end

---@param props table
---@return animPoseLink
function animPoseLink.new(props) return end

---@class animPropSetup
animPropSetup = {}

---@return animPropSetup
function animPropSetup.new() return end

---@param props table
---@return animPropSetup
function animPropSetup.new(props) return end

---@class animQuaternionLink
---@field node animAnimNode_QuaternionValue
animQuaternionLink = {}

---@return animQuaternionLink
function animQuaternionLink.new() return end

---@param props table
---@return animQuaternionLink
function animQuaternionLink.new(props) return end

---@class animRig : CResource
---@field boneNames CName[]
---@field trackNames CName[]
---@field rigExtraTracks animFloatTrackInfo[]
---@field levelOfDetailStartIndices Int16[]
---@field distanceCategoryToLodMap Int16[]
---@field turnOffLOD Int32
---@field turningOffUpdateAndSample Bool
---@field referenceTracks Float[]
---@field referencePoseMS QsTransform[]
---@field aPoseLS QsTransform[]
---@field aPoseMS QsTransform[]
---@field tags redTagList
---@field parts animRigPart[]
---@field retargets animRigRetarget[]
---@field ikSetups animIRigIkSetup[]
---@field ragdollDesc physicsRagdollBodyInfo[]
---@field ragdollNames physicsRagdollBodyNames[]
animRig = {}

---@return animRig
function animRig.new() return end

---@param props table
---@return animRig
function animRig.new(props) return end

---@class animRigIk2Setup : animIRigIkSetup
---@field firstBone CName
---@field secondBone CName
---@field endBone CName
---@field hingeAxis animAxis
---@field firstBoneIdx Int16
---@field secondBoneIdx Int16
---@field endBoneIdx Int16
animRigIk2Setup = {}

---@return animRigIk2Setup
function animRigIk2Setup.new() return end

---@param props table
---@return animRigIk2Setup
function animRigIk2Setup.new(props) return end

---@class animRigIkLeftFootSetup : animRigIk2Setup
animRigIkLeftFootSetup = {}

---@return animRigIkLeftFootSetup
function animRigIkLeftFootSetup.new() return end

---@param props table
---@return animRigIkLeftFootSetup
function animRigIkLeftFootSetup.new(props) return end

---@class animRigIkRightFootSetup : animRigIk2Setup
animRigIkRightFootSetup = {}

---@return animRigIkRightFootSetup
function animRigIkRightFootSetup.new() return end

---@param props table
---@return animRigIkRightFootSetup
function animRigIkRightFootSetup.new(props) return end

---@class animRigPart
---@field name CName
---@field singleBones animRigPartBone[]
---@field treeBones animRigPartBoneTree[]
---@field bonesWithRotationInModelSpace CName[]
---@field mask animTransformMask[]
---@field maskRotMS Int32[]
animRigPart = {}

---@return animRigPart
function animRigPart.new() return end

---@param props table
---@return animRigPart
function animRigPart.new(props) return end

---@class animRigPartBone
---@field bone CName
---@field weight Float
animRigPartBone = {}

---@return animRigPartBone
function animRigPartBone.new() return end

---@param props table
---@return animRigPartBone
function animRigPartBone.new(props) return end

---@class animRigPartBoneTree
---@field rootBone CName
---@field weight Float
---@field subtreesToChange animRigPartBoneTree[]
animRigPartBoneTree = {}

---@return animRigPartBoneTree
function animRigPartBoneTree.new() return end

---@param props table
---@return animRigPartBoneTree
function animRigPartBoneTree.new(props) return end

---@class animRigRetarget
---@field sourceRig animRig
animRigRetarget = {}

---@return animRigRetarget
function animRigRetarget.new() return end

---@param props table
---@return animRigRetarget
function animRigRetarget.new(props) return end

---@class animRigSharedData : CResource
---@field parts animRigPart[]
---@field ikSetups animIRigIkSetup[]
animRigSharedData = {}

---@return animRigSharedData
function animRigSharedData.new() return end

---@param props table
---@return animRigSharedData
function animRigSharedData.new(props) return end

---@class animRigTagCondition : animIStaticCondition
---@field tag CName
animRigTagCondition = {}

---@return animRigTagCondition
function animRigTagCondition.new() return end

---@param props table
---@return animRigTagCondition
function animRigTagCondition.new(props) return end

---@class animSAnimationBufferBitwiseCompressedBoneTrack
---@field position animSAnimationBufferBitwiseCompressedData
---@field orientation animSAnimationBufferBitwiseCompressedData
---@field scale animSAnimationBufferBitwiseCompressedData
animSAnimationBufferBitwiseCompressedBoneTrack = {}

---@return animSAnimationBufferBitwiseCompressedBoneTrack
function animSAnimationBufferBitwiseCompressedBoneTrack.new() return end

---@param props table
---@return animSAnimationBufferBitwiseCompressedBoneTrack
function animSAnimationBufferBitwiseCompressedBoneTrack.new(props) return end

---@class animSAnimationBufferBitwiseCompressedData
---@field dt Float
---@field compression Int8
---@field numFrames Uint16
---@field dataAddr Uint32
---@field dataAddrFallback Uint32
animSAnimationBufferBitwiseCompressedData = {}

---@return animSAnimationBufferBitwiseCompressedData
function animSAnimationBufferBitwiseCompressedData.new() return end

---@param props table
---@return animSAnimationBufferBitwiseCompressedData
function animSAnimationBufferBitwiseCompressedData.new(props) return end

---@class animSAnimationBufferBitwiseCompressionSettings
---@field translationTolerance Float
---@field translationSkipFrameTolerance Float
---@field orientationTolerance Float
---@field orientationCompressionMethod SAnimationBufferOrientationCompressionMethod
---@field orientationSkipFrameTolerance Float
---@field scaleTolerance Float
---@field scaleSkipFrameTolerance Float
---@field trackTolerance Float
---@field trackSkipFrameTolerance Float
animSAnimationBufferBitwiseCompressionSettings = {}

---@return animSAnimationBufferBitwiseCompressionSettings
function animSAnimationBufferBitwiseCompressionSettings.new() return end

---@param props table
---@return animSAnimationBufferBitwiseCompressionSettings
function animSAnimationBufferBitwiseCompressionSettings.new(props) return end

---@class animSApplyRotationIKSolver
animSApplyRotationIKSolver = {}

---@return animSApplyRotationIKSolver
function animSApplyRotationIKSolver.new() return end

---@param props table
---@return animSApplyRotationIKSolver
function animSApplyRotationIKSolver.new(props) return end

---@class animSApplyRotationIKSolverData
---@field bone animTransformIndex
animSApplyRotationIKSolverData = {}

---@return animSApplyRotationIKSolverData
function animSApplyRotationIKSolverData.new() return end

---@param props table
---@return animSApplyRotationIKSolverData
function animSApplyRotationIKSolverData.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKCachedTrace
animSBehaviorConstraintNodeFloorIKCachedTrace = {}

---@return animSBehaviorConstraintNodeFloorIKCachedTrace
function animSBehaviorConstraintNodeFloorIKCachedTrace.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKCachedTrace
function animSBehaviorConstraintNodeFloorIKCachedTrace.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKCommon
animSBehaviorConstraintNodeFloorIKCommon = {}

---@return animSBehaviorConstraintNodeFloorIKCommon
function animSBehaviorConstraintNodeFloorIKCommon.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKCommon
function animSBehaviorConstraintNodeFloorIKCommon.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKCommonData
---@field gravityCentreBone animTransformIndex
---@field rootRotationBlendTime Float
---@field verticalVelocityOffsetUpBlendTime Float
---@field verticalVelocityOffsetDownBlendTime Float
---@field slidingOnSlopeBlendTime Float
animSBehaviorConstraintNodeFloorIKCommonData = {}

---@return animSBehaviorConstraintNodeFloorIKCommonData
function animSBehaviorConstraintNodeFloorIKCommonData.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKCommonData
function animSBehaviorConstraintNodeFloorIKCommonData.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKDebugTrace
animSBehaviorConstraintNodeFloorIKDebugTrace = {}

---@return animSBehaviorConstraintNodeFloorIKDebugTrace
function animSBehaviorConstraintNodeFloorIKDebugTrace.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKDebugTrace
function animSBehaviorConstraintNodeFloorIKDebugTrace.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler
animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler = {}

---@return animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler
function animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler
function animSBehaviorConstraintNodeFloorIKFrontBackWeightHandler.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKLeg
animSBehaviorConstraintNodeFloorIKLeg = {}

---@return animSBehaviorConstraintNodeFloorIKLeg
function animSBehaviorConstraintNodeFloorIKLeg.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKLeg
function animSBehaviorConstraintNodeFloorIKLeg.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKLegs
animSBehaviorConstraintNodeFloorIKLegs = {}

---@return animSBehaviorConstraintNodeFloorIKLegs
function animSBehaviorConstraintNodeFloorIKLegs.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKLegs
function animSBehaviorConstraintNodeFloorIKLegs.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKLegsData
---@field Min_rel_offset Float
---@field Max_rel_offset Float
---@field Min_trace_offset Float
---@field Max_trace_offset Float
---@field verticalOffsetBlendUpTime Float
---@field verticalOffsetBlendDownTime Float
---@field Max_distance_for_trace_update Float
---@field Max_angle_from_upright_normal Float
---@field Max_angle_from_upright_normal_to_side Float
---@field Max_angle_from_upright_normal_to_revert_orientation Float
animSBehaviorConstraintNodeFloorIKLegsData = {}

---@return animSBehaviorConstraintNodeFloorIKLegsData
function animSBehaviorConstraintNodeFloorIKLegsData.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKLegsData
function animSBehaviorConstraintNodeFloorIKLegsData.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler
animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler = {}

---@return animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler
function animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler
function animSBehaviorConstraintNodeFloorIKLegsIKWeightHandler.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKMaintainLookBone
animSBehaviorConstraintNodeFloorIKMaintainLookBone = {}

---@return animSBehaviorConstraintNodeFloorIKMaintainLookBone
function animSBehaviorConstraintNodeFloorIKMaintainLookBone.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKMaintainLookBone
function animSBehaviorConstraintNodeFloorIKMaintainLookBone.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKMaintainLookBoneData
---@field bone CName
---@field amountOfRotation Float
animSBehaviorConstraintNodeFloorIKMaintainLookBoneData = {}

---@return animSBehaviorConstraintNodeFloorIKMaintainLookBoneData
function animSBehaviorConstraintNodeFloorIKMaintainLookBoneData.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKMaintainLookBoneData
function animSBehaviorConstraintNodeFloorIKMaintainLookBoneData.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKVerticalBone
animSBehaviorConstraintNodeFloorIKVerticalBone = {}

---@return animSBehaviorConstraintNodeFloorIKVerticalBone
function animSBehaviorConstraintNodeFloorIKVerticalBone.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKVerticalBone
function animSBehaviorConstraintNodeFloorIKVerticalBone.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKVerticalBoneData
---@field bone animTransformIndex
---@field Min_offset Float
---@field Max_offset Float
---@field offsetToDesiredBlendTime Float
---@field verticalOffsetBlendTime Float
---@field stiffness Float
animSBehaviorConstraintNodeFloorIKVerticalBoneData = {}

---@return animSBehaviorConstraintNodeFloorIKVerticalBoneData
function animSBehaviorConstraintNodeFloorIKVerticalBoneData.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKVerticalBoneData
function animSBehaviorConstraintNodeFloorIKVerticalBoneData.new(props) return end

---@class animSBehaviorConstraintNodeFloorIKWeightHandler
animSBehaviorConstraintNodeFloorIKWeightHandler = {}

---@return animSBehaviorConstraintNodeFloorIKWeightHandler
function animSBehaviorConstraintNodeFloorIKWeightHandler.new() return end

---@param props table
---@return animSBehaviorConstraintNodeFloorIKWeightHandler
function animSBehaviorConstraintNodeFloorIKWeightHandler.new(props) return end

---@class animSTwoBonesIKSolver
animSTwoBonesIKSolver = {}

---@return animSTwoBonesIKSolver
function animSTwoBonesIKSolver.new() return end

---@param props table
---@return animSTwoBonesIKSolver
function animSTwoBonesIKSolver.new(props) return end

---@class animSTwoBonesIKSolverData
---@field upperBone animTransformIndex
---@field jointBone animTransformIndex
---@field subLowerBone animTransformIndex
---@field lowerBone animTransformIndex
---@field ikBone animTransformIndex
---@field limitToLengthPercentage Float
---@field reverseBend Bool
---@field allowToLock Bool
---@field autoSetupDirs Bool
---@field jointSideWeightUpper Float
---@field jointSideWeightJoint Float
---@field jointSideWeightLower Float
---@field Joint_to_next_dir_in_upper_s_BS Vector4
---@field Joint_to_next_dir_in_joint_s_BS Vector4
---@field Joint_to_next_dir_in_lower_s_BS Vector4
---@field Joint_side_dir_in_upper_s_BS Vector4
---@field Joint_side_dir_in_joint_s_BS Vector4
---@field Joint_side_dir_in_lower_s_BS Vector4
---@field Joint_bend_dir_in_upper_s_BS Vector4
---@field Joint_bend_dir_in_joint_s_BS Vector4
---@field Joint_bend_dir_in_lower_s_BS Vector4
animSTwoBonesIKSolverData = {}

---@return animSTwoBonesIKSolverData
function animSTwoBonesIKSolverData.new() return end

---@param props table
---@return animSTwoBonesIKSolverData
function animSTwoBonesIKSolverData.new(props) return end

---@class animSermoPoseInfo
---@field lod Uint8
---@field type Uint8
---@field trackIndex Uint16
animSermoPoseInfo = {}

---@return animSermoPoseInfo
function animSermoPoseInfo.new() return end

---@param props table
---@return animSermoPoseInfo
function animSermoPoseInfo.new(props) return end

---@class animSermoTestController
---@field faceEnvelope Float
---@field upperFace Float
---@field lowerFace Float
---@field lipSyncEnvelope Float
---@field lipSyncLeftEnvelope Float
---@field lipSyncRightEnvelope Float
---@field jaliJaw Float
---@field jaliLips Float
---@field muzzleLips Float
---@field muzzleEyes Float
---@field muzzleBrows Float
---@field muzzleEyeDirections Float
---@field eye_l_blink Float
---@field eye_r_blink Float
---@field eye_l_widen Float
---@field eye_r_widen Float
---@field eye_l_dir_up Float
---@field eye_l_dir_dn Float
---@field eye_l_dir_in Float
---@field eye_l_dir_out Float
---@field eye_r_dir_up Float
---@field eye_r_dir_dn Float
---@field eye_r_dir_in Float
---@field eye_r_dir_out Float
---@field eye_l_pupil_narrow Float
---@field eye_r_pupil_narrow Float
---@field eye_l_pupil_wide Float
---@field eye_r_pupil_wide Float
---@field eye_l_brows_raise_in Float
---@field eye_r_brows_raise_in Float
---@field eye_l_brows_raise_out Float
---@field eye_r_brows_raise_out Float
---@field eye_l_brows_lower Float
---@field eye_r_brows_lower Float
---@field eye_l_brows_lateral Float
---@field eye_r_brows_lateral Float
---@field eye_l_oculi_squint_inner Float
---@field eye_r_oculi_squint_inner Float
---@field eye_l_oculi_squint_outer_lower Float
---@field eye_r_oculi_squint_outer_lower Float
---@field eye_l_oculi_squint_outer_upper Float
---@field eye_r_oculi_squint_outer_upper Float
---@field nose_l_compress Float
---@field nose_r_compress Float
---@field nose_l_breathe_in Float
---@field nose_r_breathe_in Float
---@field nose_l_breathe_out Float
---@field nose_r_breathe_out Float
---@field nose_l_snear Float
---@field nose_r_snear Float
---@field lips_l_nasolabialDeepener Float
---@field lips_r_nasolabialDeepener Float
---@field lips_l_upper_raise Float
---@field lips_r_upper_raise Float
---@field lips_l_pull Float
---@field lips_r_pull Float
---@field lips_l_corner_up Float
---@field lips_r_corner_up Float
---@field lips_l_corner_wide Float
---@field lips_r_corner_wide Float
---@field lips_l_corner_stretch Float
---@field lips_r_corner_stretch Float
---@field lips_l_stretch Float
---@field lips_r_stretch Float
---@field lips_l_corner_sharp_up Float
---@field lips_r_corner_sharp_up Float
---@field lips_suck_up Float
---@field lips_suck_dn Float
---@field lips_puff_up Float
---@field lips_puff_dn Float
---@field lips_apart_up Float
---@field lips_apart_dn Float
---@field lips_l_lower_raise Float
---@field lips_r_lower_raise Float
---@field lips_l_corner_dn Float
---@field lips_r_corner_dn Float
---@field lips_chin_raise Float
---@field lips_together_up Float
---@field lips_together_dn Float
---@field lips_l_purse Float
---@field lips_r_purse Float
---@field lips_l_funnel Float
---@field lips_r_funnel Float
---@field lips_tighten_up Float
---@field lips_tighten_dn Float
---@field lips_mid_shift_l Float
---@field lips_mid_shift_r Float
---@field lips_mid_shift_up Float
---@field lips_mid_shift_dn Float
---@field lips_corner_sticky Float
---@field lips_l_corner_up_in_sticky_cutScene Float
---@field lips_l_corner_dn_in_sticky_cutScene Float
---@field lips_l_corner_up_out_sticky_cutScene Float
---@field lips_l_corner_dn_out_sticky_cutScene Float
---@field lips_r_corner_up_in_sticky_cutScene Float
---@field lips_r_corner_up_out_sticky_cutScene Float
---@field lips_r_corner_dn_in_sticky_cutScene Float
---@field lips_r_corner_dn_out_sticky_cutScene Float
---@field cheek_l_suck Float
---@field cheek_r_suck Float
---@field cheek_l_puff Float
---@field cheek_r_puff Float
---@field jaw_mid_open Float
---@field jaw_mid_close Float
---@field jaw_mid_shift_l Float
---@field jaw_mid_shift_r Float
---@field jaw_mid_shift_fwd Float
---@field jaw_mid_shift_back Float
---@field jaw_mid_clench Float
---@field neck_l_stretch Float
---@field neck_r_stretch Float
---@field neck_tighten Float
---@field neck_l_sternocleidomastoid_flex Float
---@field neck_r_sternocleidomastoid_flex Float
---@field neck_l_platysma_flex Float
---@field neck_r_platysma_flex Float
---@field neck_throat_adamsApple_up Float
---@field neck_throat_adamsApple_dn Float
---@field neck_throat_compress Float
---@field neck_throat_open Float
---@field neck_l_turn Float
---@field neck_r_turn Float
---@field neck_up_turn Float
---@field neck_dn_turn Float
---@field neck_l_tilt Float
---@field neck_r_tilt Float
---@field head_neck_up_turn Float
---@field head_neck_dn_turn Float
---@field head_neck_l_tilt Float
---@field head_neck_r_tilt Float
---@field ear_l_shift_up Float
---@field ear_r_shift_up Float
---@field sculp_mid_slide Float
---@field face_gravity_fwd Float
---@field face_gravity_back Float
---@field face_gravity_l Float
---@field face_gravity_r Float
---@field tongue_mid_base_l Float
---@field tongue_mid_base_r Float
---@field tongue_mid_base_dn Float
---@field tongue_mid_base_up Float
---@field tongue_mid_base_fwd Float
---@field tongue_mid_base_front Float
---@field tongue_mid_base_back Float
---@field tongue_mid_fwd Float
---@field tongue_mid_lift Float
---@field tongue_mid_tip_l Float
---@field tongue_mid_tip_r Float
---@field tongue_mid_tip_dn Float
---@field tongue_mid_tip_up Float
---@field tongue_mid_twist_l Float
---@field tongue_mid_twist_r Float
---@field tongue_mid_thick Float
---@field nose_l_snearAnimOverrideWeight Float
---@field nose_r_snearAnimOverrideWeight Float
---@field lips_l_nasolabialDeepenerAnimOverrideWeight Float
---@field lips_r_nasolabialDeepenerAnimOverrideWeight Float
---@field lips_l_upper_raiseAnimOverrideWeight Float
---@field lips_r_upper_raiseAnimOverrideWeight Float
---@field lips_l_pullAnimOverrideWeight Float
---@field lips_r_pullAnimOverrideWeight Float
---@field lips_l_corner_upAnimOverrideWeight Float
---@field lips_r_corner_upAnimOverrideWeight Float
---@field lips_l_corner_wideAnimOverrideWeight Float
---@field lips_r_corner_wideAnimOverrideWeight Float
---@field lips_l_corner_stretchAnimOverrideWeight Float
---@field lips_r_corner_stretchAnimOverrideWeight Float
---@field lips_l_stretchAnimOverrideWeight Float
---@field lips_r_stretchAnimOverrideWeight Float
---@field lips_l_corner_sharp_upAnimOverrideWeight Float
---@field lips_r_corner_sharp_upAnimOverrideWeight Float
---@field lips_suck_upAnimOverrideWeight Float
---@field lips_suck_dnAnimOverrideWeight Float
---@field lips_puff_upAnimOverrideWeight Float
---@field lips_puff_dnAnimOverrideWeight Float
---@field lips_apart_upAnimOverrideWeight Float
---@field lips_apart_dnAnimOverrideWeight Float
---@field lips_l_lower_raiseAnimOverrideWeight Float
---@field lips_r_lower_raiseAnimOverrideWeight Float
---@field lips_l_corner_dnAnimOverrideWeight Float
---@field lips_r_corner_dnAnimOverrideWeight Float
---@field lips_chin_raiseAnimOverrideWeight Float
---@field lips_together_upAnimOverrideWeight Float
---@field lips_together_dnAnimOverrideWeight Float
---@field lips_l_purseAnimOverrideWeight Float
---@field lips_r_purseAnimOverrideWeight Float
---@field lips_l_funnelAnimOverrideWeight Float
---@field lips_r_funnelAnimOverrideWeight Float
---@field lips_tighten_upAnimOverrideWeight Float
---@field lips_tighten_dnAnimOverrideWeight Float
---@field lips_mid_shift_lAnimOverrideWeight Float
---@field lips_mid_shift_rAnimOverrideWeight Float
---@field lips_mid_shift_upAnimOverrideWeight Float
---@field lips_mid_shift_dnAnimOverrideWeight Float
---@field cheek_l_puffAnimOverrideWeight Float
---@field cheek_r_puffAnimOverrideWeight Float
---@field jaw_mid_openAnimOverrideWeight Float
---@field jaw_mid_closeAnimOverrideWeight Float
---@field jaw_mid_shift_lAnimOverrideWeight Float
---@field jaw_mid_shift_rAnimOverrideWeight Float
---@field jaw_mid_shift_fwdAnimOverrideWeight Float
---@field jaw_mid_shift_backAnimOverrideWeight Float
---@field jaw_mid_clenchAnimOverrideWeight Float
---@field neck_l_stretchAnimOverrideWeight Float
---@field neck_r_stretchAnimOverrideWeight Float
---@field neck_tightenAnimOverrideWeight Float
---@field neck_l_sternocleidomastoid_flexAnimOverrideWeight Float
---@field neck_r_sternocleidomastoid_flexAnimOverrideWeight Float
---@field neck_l_platysma_flexAnimOverrideWeight Float
---@field neck_r_platysma_flexAnimOverrideWeight Float
---@field neck_throat_adamsApple_upAnimOverrideWeight Float
---@field neck_throat_adamsApple_dnAnimOverrideWeight Float
---@field neck_throat_compressAnimOverrideWeight Float
---@field neck_throat_openAnimOverrideWeight Float
---@field lips_corner_stickyAnimOverrideWeight Float
---@field lips_l_corner_up_in_sticky_cutSceneAnimOverrideWeight Float
---@field lips_l_corner_dn_in_sticky_cutSceneAnimOverrideWeight Float
---@field lips_l_corner_up_out_sticky_cutSceneAnimOverrideWeight Float
---@field lips_l_corner_dn_out_sticky_cutSceneAnimOverrideWeight Float
---@field lips_r_corner_up_in_sticky_cutSceneAnimOverrideWeight Float
---@field lips_r_corner_up_out_sticky_cutSceneAnimOverrideWeight Float
---@field lips_r_corner_dn_in_sticky_cutSceneAnimOverrideWeight Float
---@field lips_r_corner_dn_out_sticky_cutSceneAnimOverrideWeight Float
---@field tongue_mid_base_lAnimOverrideWeight Float
---@field tongue_mid_base_rAnimOverrideWeight Float
---@field tongue_mid_base_dnAnimOverrideWeight Float
---@field tongue_mid_base_upAnimOverrideWeight Float
---@field tongue_mid_base_fwdAnimOverrideWeight Float
---@field tongue_mid_base_frontAnimOverrideWeight Float
---@field tongue_mid_base_backAnimOverrideWeight Float
---@field tongue_mid_fwdAnimOverrideWeight Float
---@field tongue_mid_liftAnimOverrideWeight Float
---@field tongue_mid_tip_lAnimOverrideWeight Float
---@field tongue_mid_tip_rAnimOverrideWeight Float
---@field tongue_mid_tip_dnAnimOverrideWeight Float
---@field tongue_mid_tip_upAnimOverrideWeight Float
---@field tongue_mid_twist_lAnimOverrideWeight Float
---@field tongue_mid_twist_rAnimOverrideWeight Float
---@field tongue_mid_thickAnimOverrideWeight Float
---@field eye_l_blinkLipsyncPoseOutput Float
---@field eye_r_blinkLipsyncPoseOutput Float
---@field eye_l_widenLipsyncPoseOutput Float
---@field eye_r_widenLipsyncPoseOutput Float
---@field eye_l_dir_upLipsyncPoseOutput Float
---@field eye_l_dir_dnLipsyncPoseOutput Float
---@field eye_l_dir_inLipsyncPoseOutput Float
---@field eye_l_dir_outLipsyncPoseOutput Float
---@field eye_r_dir_upLipsyncPoseOutput Float
---@field eye_r_dir_dnLipsyncPoseOutput Float
---@field eye_r_dir_inLipsyncPoseOutput Float
---@field eye_r_dir_outLipsyncPoseOutput Float
---@field eye_l_pupil_narrowLipsyncPoseOutput Float
---@field eye_r_pupil_narrowLipsyncPoseOutput Float
---@field eye_l_pupil_wideLipsyncPoseOutput Float
---@field eye_r_pupil_wideLipsyncPoseOutput Float
---@field eye_l_brows_raise_inLipsyncPoseOutput Float
---@field eye_r_brows_raise_inLipsyncPoseOutput Float
---@field eye_l_brows_raise_outLipsyncPoseOutput Float
---@field eye_r_brows_raise_outLipsyncPoseOutput Float
---@field eye_l_brows_lowerLipsyncPoseOutput Float
---@field eye_r_brows_lowerLipsyncPoseOutput Float
---@field eye_l_brows_lateralLipsyncPoseOutput Float
---@field eye_r_brows_lateralLipsyncPoseOutput Float
---@field eye_l_oculi_squint_innerLipsyncPoseOutput Float
---@field eye_r_oculi_squint_innerLipsyncPoseOutput Float
---@field eye_l_oculi_squint_outer_lowerLipsyncPoseOutput Float
---@field eye_r_oculi_squint_outer_lowerLipsyncPoseOutput Float
---@field eye_l_oculi_squint_outer_upperLipsyncPoseOutput Float
---@field eye_r_oculi_squint_outer_upperLipsyncPoseOutput Float
---@field nose_l_compressLipsyncPoseOutput Float
---@field nose_r_compressLipsyncPoseOutput Float
---@field nose_l_breathe_inLipsyncPoseOutput Float
---@field nose_r_breathe_inLipsyncPoseOutput Float
---@field nose_l_breathe_outLipsyncPoseOutput Float
---@field nose_r_breathe_outLipsyncPoseOutput Float
---@field nose_l_snearLipsyncPoseOutput Float
---@field nose_r_snearLipsyncPoseOutput Float
---@field lips_l_nasolabialDeepenerLipsyncPoseOutput Float
---@field lips_r_nasolabialDeepenerLipsyncPoseOutput Float
---@field lips_l_upper_raiseLipsyncPoseOutput Float
---@field lips_r_upper_raiseLipsyncPoseOutput Float
---@field lips_l_pullLipsyncPoseOutput Float
---@field lips_r_pullLipsyncPoseOutput Float
---@field lips_l_corner_upLipsyncPoseOutput Float
---@field lips_r_corner_upLipsyncPoseOutput Float
---@field lips_l_corner_wideLipsyncPoseOutput Float
---@field lips_r_corner_wideLipsyncPoseOutput Float
---@field lips_l_corner_stretchLipsyncPoseOutput Float
---@field lips_r_corner_stretchLipsyncPoseOutput Float
---@field lips_l_stretchLipsyncPoseOutput Float
---@field lips_r_stretchLipsyncPoseOutput Float
---@field lips_l_corner_sharp_upLipsyncPoseOutput Float
---@field lips_r_corner_sharp_upLipsyncPoseOutput Float
---@field lips_suck_upLipsyncPoseOutput Float
---@field lips_suck_dnLipsyncPoseOutput Float
---@field lips_puff_upLipsyncPoseOutput Float
---@field lips_puff_dnLipsyncPoseOutput Float
---@field lips_apart_upLipsyncPoseOutput Float
---@field lips_apart_dnLipsyncPoseOutput Float
---@field lips_l_lower_raiseLipsyncPoseOutput Float
---@field lips_r_lower_raiseLipsyncPoseOutput Float
---@field lips_l_corner_dnLipsyncPoseOutput Float
---@field lips_r_corner_dnLipsyncPoseOutput Float
---@field lips_chin_raiseLipsyncPoseOutput Float
---@field lips_together_upLipsyncPoseOutput Float
---@field lips_together_dnLipsyncPoseOutput Float
---@field lips_l_purseLipsyncPoseOutput Float
---@field lips_r_purseLipsyncPoseOutput Float
---@field lips_l_funnelLipsyncPoseOutput Float
---@field lips_r_funnelLipsyncPoseOutput Float
---@field lips_tighten_upLipsyncPoseOutput Float
---@field lips_tighten_dnLipsyncPoseOutput Float
---@field lips_mid_shift_lLipsyncPoseOutput Float
---@field lips_mid_shift_rLipsyncPoseOutput Float
---@field lips_mid_shift_upLipsyncPoseOutput Float
---@field lips_mid_shift_dnLipsyncPoseOutput Float
---@field lips_corner_stickyLipsyncPoseOutput Float
---@field lips_l_corner_up_in_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_l_corner_dn_in_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_l_corner_up_out_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_l_corner_dn_out_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_r_corner_up_in_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_r_corner_up_out_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_r_corner_dn_in_sticky_cutSceneLipsyncPoseOutput Float
---@field lips_r_corner_dn_out_sticky_cutSceneLipsyncPoseOutput Float
---@field cheek_l_suckLipsyncPoseOutput Float
---@field cheek_r_suckLipsyncPoseOutput Float
---@field cheek_l_puffLipsyncPoseOutput Float
---@field cheek_r_puffLipsyncPoseOutput Float
---@field jaw_mid_openLipsyncPoseOutput Float
---@field jaw_mid_closeLipsyncPoseOutput Float
---@field jaw_mid_shift_lLipsyncPoseOutput Float
---@field jaw_mid_shift_rLipsyncPoseOutput Float
---@field jaw_mid_shift_fwdLipsyncPoseOutput Float
---@field jaw_mid_shift_backLipsyncPoseOutput Float
---@field jaw_mid_clenchLipsyncPoseOutput Float
---@field neck_l_stretchLipsyncPoseOutput Float
---@field neck_r_stretchLipsyncPoseOutput Float
---@field neck_tightenLipsyncPoseOutput Float
---@field neck_l_sternocleidomastoid_flexLipsyncPoseOutput Float
---@field neck_r_sternocleidomastoid_flexLipsyncPoseOutput Float
---@field neck_l_platysma_flexLipsyncPoseOutput Float
---@field neck_r_platysma_flexLipsyncPoseOutput Float
---@field neck_throat_adamsApple_upLipsyncPoseOutput Float
---@field neck_throat_adamsApple_dnLipsyncPoseOutput Float
---@field neck_throat_compressLipsyncPoseOutput Float
---@field neck_throat_openLipsyncPoseOutput Float
---@field neck_l_turnLipsyncPoseOutput Float
---@field neck_r_turnLipsyncPoseOutput Float
---@field neck_up_turnLipsyncPoseOutput Float
---@field neck_dn_turnLipsyncPoseOutput Float
---@field neck_l_tiltLipsyncPoseOutput Float
---@field neck_r_tiltLipsyncPoseOutput Float
---@field head_neck_up_turnLipsyncPoseOutput Float
---@field head_neck_dn_turnLipsyncPoseOutput Float
---@field head_neck_l_tiltLipsyncPoseOutput Float
---@field head_neck_r_tiltLipsyncPoseOutput Float
---@field ear_l_shift_upLipsyncPoseOutput Float
---@field ear_r_shift_upLipsyncPoseOutput Float
---@field sculp_mid_slideLipsyncPoseOutput Float
---@field face_gravity_fwdLipsyncPoseOutput Float
---@field face_gravity_backLipsyncPoseOutput Float
---@field face_gravity_lLipsyncPoseOutput Float
---@field face_gravity_rLipsyncPoseOutput Float
---@field tongue_mid_base_lLipsyncPoseOutput Float
---@field tongue_mid_base_rLipsyncPoseOutput Float
---@field tongue_mid_base_dnLipsyncPoseOutput Float
---@field tongue_mid_base_upLipsyncPoseOutput Float
---@field tongue_mid_base_fwdLipsyncPoseOutput Float
---@field tongue_mid_base_frontLipsyncPoseOutput Float
---@field tongue_mid_base_backLipsyncPoseOutput Float
---@field tongue_mid_fwdLipsyncPoseOutput Float
---@field tongue_mid_liftLipsyncPoseOutput Float
---@field tongue_mid_tip_lLipsyncPoseOutput Float
---@field tongue_mid_tip_rLipsyncPoseOutput Float
---@field tongue_mid_tip_dnLipsyncPoseOutput Float
---@field tongue_mid_tip_upLipsyncPoseOutput Float
---@field tongue_mid_twist_lLipsyncPoseOutput Float
---@field tongue_mid_twist_rLipsyncPoseOutput Float
---@field tongue_mid_thickLipsyncPoseOutput Float
---@field eye_l_oculi_squint_outer_lowerWrnkl Float
---@field eye_r_oculi_squint_outer_lowerWrnkl Float
---@field eye_l_oculi_squint_outer_upperWrnkl Float
---@field eye_r_oculi_squint_outer_upperWrnkl Float
---@field eye_l_brows_raise_inWrnkl Float
---@field eye_r_brows_raise_inWrnkl Float
---@field eye_l_brows_raise_outWrnkl Float
---@field eye_r_brows_raise_outWrnkl Float
---@field eye_l_brows_lowerWrnkl Float
---@field eye_r_brows_lowerWrnkl Float
---@field eye_l_brows_lateralWrnkl Float
---@field eye_r_brows_lateralWrnkl Float
---@field nose_l_snearWrnkl Float
---@field nose_r_snearWrnkl Float
---@field lips_l_upper_raiseWrnkl Float
---@field lips_r_upper_raiseWrnkl Float
---@field lips_l_corner_upWrnkl Float
---@field lips_r_corner_upWrnkl Float
---@field lips_l_corner_wideWrnkl Float
---@field lips_r_corner_wideWrnkl Float
---@field lips_l_corner_stretchWrnkl Float
---@field lips_r_corner_stretchWrnkl Float
---@field lips_l_lower_raiseWrnkl Float
---@field lips_r_lower_raiseWrnkl Float
---@field lips_chin_raiseWrnkl Float
---@field lips_l_purseWrnkl Float
---@field lips_r_purseWrnkl Float
---@field lips_l_funnelWrnkl Float
---@field lips_r_funnelWrnkl Float
---@field jaw_mid_openWrnkl Float
---@field neck_l_stretchWrnkl Float
---@field neck_r_stretchWrnkl Float
---@field head_neck_dn_turnWrnkl Float
animSermoTestController = {}

---@return animSermoTestController
function animSermoTestController.new() return end

---@param props table
---@return animSermoTestController
function animSermoTestController.new(props) return end

---@class animSetBoneTransformEntry
---@field transformToChange animTransformIndex
---@field setMethod animSetBoneTransformEntry_SetMethod
---@field snapToReference Bool
---@field sourceBone animTransformIndex
---@field offsetToReference Bool
---@field offsetSpaceBone animTransformIndex
---@field offset QsTransform
animSetBoneTransformEntry = {}

---@return animSetBoneTransformEntry
function animSetBoneTransformEntry.new() return end

---@param props table
---@return animSetBoneTransformEntry
function animSetBoneTransformEntry.new(props) return end

---@class animSetBoneTransform_JsonEntry
---@field transformToChange CName
---@field setMethod animSetBoneTransformEntry_SetMethod
---@field snapToReference Bool
---@field sourceBone CName
---@field offsetToReference Bool
---@field offsetSpaceBone CName
---@field offset QsTransform
animSetBoneTransform_JsonEntry = {}

---@return animSetBoneTransform_JsonEntry
function animSetBoneTransform_JsonEntry.new() return end

---@param props table
---@return animSetBoneTransform_JsonEntry
function animSetBoneTransform_JsonEntry.new(props) return end

---@class animSetBoneTransform_JsonProperties : ISerializable
---@field entries animSetBoneTransform_JsonEntry[]
animSetBoneTransform_JsonProperties = {}

---@return animSetBoneTransform_JsonProperties
function animSetBoneTransform_JsonProperties.new() return end

---@param props table
---@return animSetBoneTransform_JsonProperties
function animSetBoneTransform_JsonProperties.new(props) return end

---@class animSimpleBounceTrackOutput
---@field targetTrack animNamedTrackIndex
---@field multiplier Float
animSimpleBounceTrackOutput = {}

---@return animSimpleBounceTrackOutput
function animSimpleBounceTrackOutput.new() return end

---@param props table
---@return animSimpleBounceTrackOutput
function animSimpleBounceTrackOutput.new(props) return end

---@class animSimpleBounceTransformOutput
---@field targetTransform animTransformIndex
---@field parentTransform animTransformIndex
---@field targetTransformChannel animTransformChannel
---@field multiplier Float
---@field channelEntries animSimpleBounceTransformOutput_ChannelEntry[]
animSimpleBounceTransformOutput = {}

---@return animSimpleBounceTransformOutput
function animSimpleBounceTransformOutput.new() return end

---@param props table
---@return animSimpleBounceTransformOutput
function animSimpleBounceTransformOutput.new(props) return end

---@class animSimpleBounceTransformOutput_ChannelEntry
---@field transformChannel animTransformChannel
---@field multiplier Float
animSimpleBounceTransformOutput_ChannelEntry = {}

---@return animSimpleBounceTransformOutput_ChannelEntry
function animSimpleBounceTransformOutput_ChannelEntry.new() return end

---@param props table
---@return animSimpleBounceTransformOutput_ChannelEntry
function animSimpleBounceTransformOutput_ChannelEntry.new(props) return end

---@class animSimpleBounce_JsonProperties : ISerializable
---@field multiplier Float
---@field negativeMultiplier Float
---@field smoothStep Float
---@field offset Float
---@field delay Float
---@field startTransform animTransformIndex
---@field endTransform animTransformIndex
---@field transformOutputs animSimpleBounceTransformOutput[]
---@field trackOutputs animSimpleBounceTrackOutput[]
---@field outputDriverTrack animNamedTrackIndex
animSimpleBounce_JsonProperties = {}

---@return animSimpleBounce_JsonProperties
function animSimpleBounce_JsonProperties.new() return end

---@param props table
---@return animSimpleBounce_JsonProperties
function animSimpleBounce_JsonProperties.new(props) return end

---@class animSmoothFloatClamp
---@field min Float
---@field max Float
---@field marginEaseOutCurve curveData
animSmoothFloatClamp = {}

---@return animSmoothFloatClamp
function animSmoothFloatClamp.new() return end

---@param props table
---@return animSmoothFloatClamp
function animSmoothFloatClamp.new(props) return end

---@class animSnapToTerrainIkRequest
---@field ikChain CName
---@field footTransformIndex animTransformIndex
---@field poleVectorRefTransformIndex animTransformIndex
---@field enableFootLockFloatTrack animNamedTrackIndex
animSnapToTerrainIkRequest = {}

---@return animSnapToTerrainIkRequest
function animSnapToTerrainIkRequest.new() return end

---@param props table
---@return animSnapToTerrainIkRequest
function animSnapToTerrainIkRequest.new(props) return end

---@class animSplineCompressedMotionExtraction : animIMotionExtraction
---@field duration Float
---@field posKeysData Uint8[]
---@field rotKeysData Uint8[]
animSplineCompressedMotionExtraction = {}

---@return animSplineCompressedMotionExtraction
function animSplineCompressedMotionExtraction.new() return end

---@param props table
---@return animSplineCompressedMotionExtraction
function animSplineCompressedMotionExtraction.new(props) return end

---@class animStackTracksExtender_JsonEntry
---@field name CName
---@field referenceValue Float
animStackTracksExtender_JsonEntry = {}

---@return animStackTracksExtender_JsonEntry
function animStackTracksExtender_JsonEntry.new() return end

---@param props table
---@return animStackTracksExtender_JsonEntry
function animStackTracksExtender_JsonEntry.new(props) return end

---@class animStackTracksExtender_JsonProperties : ISerializable
---@field entries animStackTracksExtender_JsonEntry[]
animStackTracksExtender_JsonProperties = {}

---@return animStackTracksExtender_JsonProperties
function animStackTracksExtender_JsonProperties.new() return end

---@param props table
---@return animStackTracksExtender_JsonProperties
function animStackTracksExtender_JsonProperties.new(props) return end

---@class animStackTransformsExtender_Entry
---@field transformInfo animTransformInfo
---@field snapMethod animStackTransformsExtender_SnapToBoneMethod
---@field snapToReference Bool
---@field snapTargetBone animTransformIndex
---@field offsetToReference Bool
---@field offsetSpaceBone animTransformIndex
---@field offset QsTransform
animStackTransformsExtender_Entry = {}

---@return animStackTransformsExtender_Entry
function animStackTransformsExtender_Entry.new() return end

---@param props table
---@return animStackTransformsExtender_Entry
function animStackTransformsExtender_Entry.new(props) return end

---@class animStackTransformsExtender_JsonEntry
---@field name CName
---@field parentName CName
---@field referenceTransformLs QsTransform
---@field snapMethod animStackTransformsExtender_SnapToBoneMethod
---@field snapToReference Bool
---@field snapTargetBone CName
---@field offsetToReference Bool
---@field offsetSpaceBone CName
---@field offset QsTransform
animStackTransformsExtender_JsonEntry = {}

---@return animStackTransformsExtender_JsonEntry
function animStackTransformsExtender_JsonEntry.new() return end

---@param props table
---@return animStackTransformsExtender_JsonEntry
function animStackTransformsExtender_JsonEntry.new(props) return end

---@class animStackTransformsExtender_JsonProperties : ISerializable
---@field entries animStackTransformsExtender_JsonEntry[]
animStackTransformsExtender_JsonProperties = {}

---@return animStackTransformsExtender_JsonProperties
function animStackTransformsExtender_JsonProperties.new() return end

---@param props table
---@return animStackTransformsExtender_JsonProperties
function animStackTransformsExtender_JsonProperties.new(props) return end

---@class animSyncMethodByEvent : animISyncMethod
---@field eventName CName
animSyncMethodByEvent = {}

---@return animSyncMethodByEvent
function animSyncMethodByEvent.new() return end

---@param props table
---@return animSyncMethodByEvent
function animSyncMethodByEvent.new(props) return end

---@class animSyncMethodByFootPhase : animISyncMethod
animSyncMethodByFootPhase = {}

---@return animSyncMethodByFootPhase
function animSyncMethodByFootPhase.new() return end

---@param props table
---@return animSyncMethodByFootPhase
function animSyncMethodByFootPhase.new(props) return end

---@class animSyncMethodByProgress : animISyncMethod
animSyncMethodByProgress = {}

---@return animSyncMethodByProgress
function animSyncMethodByProgress.new() return end

---@param props table
---@return animSyncMethodByProgress
function animSyncMethodByProgress.new(props) return end

---@class animSyncMethodLocomotion : animISyncMethod
---@field locomotionFeatureName CName
---@field accelStopTimeEvent CName
animSyncMethodLocomotion = {}

---@return animSyncMethodLocomotion
function animSyncMethodLocomotion.new() return end

---@param props table
---@return animSyncMethodLocomotion
function animSyncMethodLocomotion.new(props) return end

---@class animTEMP_IKTargetsControllerBodyType
---@field genderTag CName
---@field bodyTypeTag CName
---@field ikChainSettings animIKChainSettings[]
animTEMP_IKTargetsControllerBodyType = {}

---@return animTEMP_IKTargetsControllerBodyType
function animTEMP_IKTargetsControllerBodyType.new() return end

---@param props table
---@return animTEMP_IKTargetsControllerBodyType
function animTEMP_IKTargetsControllerBodyType.new(props) return end

---@class animTransformIndex
---@field name CName
animTransformIndex = {}

---@return animTransformIndex
function animTransformIndex.new() return end

---@param props table
---@return animTransformIndex
function animTransformIndex.new(props) return end

---@class animTransformInfo
---@field name CName
---@field parentName CName
---@field referenceTransformLs QsTransform
animTransformInfo = {}

---@return animTransformInfo
function animTransformInfo.new() return end

---@param props table
---@return animTransformInfo
function animTransformInfo.new(props) return end

---@class animTransformLink
---@field node animAnimNode_TransformValue
animTransformLink = {}

---@return animTransformLink
function animTransformLink.new() return end

---@param props table
---@return animTransformLink
function animTransformLink.new(props) return end

---@class animTransformMask
---@field index Int32
---@field weight Float
animTransformMask = {}

---@return animTransformMask
function animTransformMask.new() return end

---@param props table
---@return animTransformMask
function animTransformMask.new(props) return end

---@class animTwistOutput
---@field positiveScale Float
---@field negativeScale Float
---@field twistAxis animAxis
---@field twistedTransform animTransformIndex
---@field outputAngleTrack animNamedTrackIndex
animTwistOutput = {}

---@return animTwistOutput
function animTwistOutput.new() return end

---@param props table
---@return animTwistOutput
function animTwistOutput.new(props) return end

---@class animUncompressedAllAnglesMotionExtraction : animIMotionExtraction
---@field duration Float
---@field frames Transform[]
animUncompressedAllAnglesMotionExtraction = {}

---@return animUncompressedAllAnglesMotionExtraction
function animUncompressedAllAnglesMotionExtraction.new() return end

---@param props table
---@return animUncompressedAllAnglesMotionExtraction
function animUncompressedAllAnglesMotionExtraction.new(props) return end

---@class animUncompressedMotionExtraction : animIMotionExtraction
---@field frames Vector4[]
---@field duration Float
animUncompressedMotionExtraction = {}

---@return animUncompressedMotionExtraction
function animUncompressedMotionExtraction.new() return end

---@param props table
---@return animUncompressedMotionExtraction
function animUncompressedMotionExtraction.new(props) return end

---@class animVectorLink
---@field node animAnimNode_VectorValue
animVectorLink = {}

---@return animVectorLink
function animVectorLink.new() return end

---@param props table
---@return animVectorLink
function animVectorLink.new(props) return end

---@class animVisualTagCondition : animIStaticCondition
---@field visualTag CName
animVisualTagCondition = {}

---@return animVisualTagCondition
function animVisualTagCondition.new() return end

---@param props table
---@return animVisualTagCondition
function animVisualTagCondition.new(props) return end

---@class animationPlayer : inkWidgetLogicController
---@field animName CName
---@field loopType inkanimLoopType
---@field delay Float
---@field playInfinite Bool
---@field loopsAmount Uint32
---@field playReversed Bool
---@field animTarget inkWidgetReference
---@field autoPlay Bool
---@field dependsOnTimeDilation Bool
---@field anim inkanimProxy
animationPlayer = {}

---@return animationPlayer
function animationPlayer.new() return end

---@param props table
---@return animationPlayer
function animationPlayer.new(props) return end

---@return Bool
function animationPlayer:OnInitialize() return end

---@return inkanimProxy
function animationPlayer:CreateAndPlayAnimation() return end

function animationPlayer:Pause() return end

function animationPlayer:Play() return end

---@param flag Bool
function animationPlayer:PlayOrPause(flag) return end

---@param flag Bool
function animationPlayer:PlayOrStop(flag) return end

function animationPlayer:Stop() return end

---@class animfssBodyOfflineParams
---@field HipsTilt Float
---@field HipsShift Float
---@field LegsPullFactorMin Float
---@field LegsPullFactorMax Float
---@field LegLengthAdjustment Float
---@field LegMaxStretchOffset Float
---@field LegMaxStretchAdjustment Float
animfssBodyOfflineParams = {}

---@return animfssBodyOfflineParams
function animfssBodyOfflineParams.new() return end

---@param props table
---@return animfssBodyOfflineParams
function animfssBodyOfflineParams.new(props) return end

---@class appearanceAlternateAppearanceEntry
---@field Original CName
---@field Alternate CName
---@field AlternateAppearanceIndex Uint8
appearanceAlternateAppearanceEntry = {}

---@return appearanceAlternateAppearanceEntry
function appearanceAlternateAppearanceEntry.new() return end

---@param props table
---@return appearanceAlternateAppearanceEntry
function appearanceAlternateAppearanceEntry.new(props) return end

---@class appearanceAppearanceDefinition : ISerializable
---@field name CName
---@field parentAppearance CName
---@field partsMasks CName[][]
---@field partsValues appearanceAppearancePart[]
---@field partsOverrides appearanceAppearancePartOverrides[]
---@field proxyMesh CMesh
---@field forcedLodDistance Uint8
---@field proxyMeshAppearance CName
---@field cookedDataPathOverride CResource
---@field parametersBuffer entEntityParametersBuffer
---@field visualTags redTagList
---@field inheritedVisualTags redTagList
---@field hitRepresentationOverrides gameHitRepresentationOverride[]
---@field compiledData serializationDeferredDataBuffer
---@field resolvedDependencies CResource[]
---@field looseDependencies CResource[]
---@field censorFlags Uint32
appearanceAppearanceDefinition = {}

---@return appearanceAppearanceDefinition
function appearanceAppearanceDefinition.new() return end

---@param props table
---@return appearanceAppearanceDefinition
function appearanceAppearanceDefinition.new(props) return end

---@class appearanceAppearancePart
---@field resource entEntityTemplate
appearanceAppearancePart = {}

---@return appearanceAppearancePart
function appearanceAppearancePart.new() return end

---@param props table
---@return appearanceAppearancePart
function appearanceAppearancePart.new(props) return end

---@class appearanceAppearancePartOverrides
---@field partResource entEntityTemplate
---@field componentsOverrides appearancePartComponentOverrides[]
appearanceAppearancePartOverrides = {}

---@return appearanceAppearancePartOverrides
function appearanceAppearancePartOverrides.new() return end

---@param props table
---@return appearanceAppearancePartOverrides
function appearanceAppearancePartOverrides.new(props) return end

---@class appearanceAppearanceResource : resStreamedResource
---@field alternateAppearanceSettingName CName
---@field alternateAppearanceSuffixes CName[]
---@field alternateAppearanceMapping appearanceAlternateAppearanceEntry[]
---@field censorshipMapping appearanceCensorshipEntry[]
---@field Wounds entdismembermentWoundResource[]
---@field DismEffects entdismembermentEffectResource[]
---@field DismWoundConfig entdismembermentWoundsConfigSet
---@field baseType CName
---@field baseEntityType CName
---@field baseEntity entEntityTemplate
---@field partType CName
---@field preset CName
---@field appearances appearanceAppearanceDefinition[]
---@field commonCookData appearanceCookedAppearanceData
---@field proxyPolyCount Int32
---@field forceCompileProxy Bool
---@field generatePlayerBlockingCollisionForProxy Bool
appearanceAppearanceResource = {}

---@return appearanceAppearanceResource
function appearanceAppearanceResource.new() return end

---@param props table
---@return appearanceAppearanceResource
function appearanceAppearanceResource.new(props) return end

---@class appearanceCensorshipEntry
---@field Original CName
---@field Censored CName
---@field CensorFlags Uint32
appearanceCensorshipEntry = {}

---@return appearanceCensorshipEntry
function appearanceCensorshipEntry.new() return end

---@param props table
---@return appearanceCensorshipEntry
function appearanceCensorshipEntry.new(props) return end

---@class appearanceChunkMaskSettings
---@field chunksIds Uint64[]
---@field meshLayout Uint32[]
---@field meshGeometryHash Uint64
appearanceChunkMaskSettings = {}

---@return appearanceChunkMaskSettings
function appearanceChunkMaskSettings.new() return end

---@param props table
---@return appearanceChunkMaskSettings
function appearanceChunkMaskSettings.new(props) return end

---@class appearanceCookedAppearanceData : CResource
---@field dependencies CResource[]
---@field totalSizeOnDisk Uint32
appearanceCookedAppearanceData = {}

---@return appearanceCookedAppearanceData
function appearanceCookedAppearanceData.new() return end

---@param props table
---@return appearanceCookedAppearanceData
function appearanceCookedAppearanceData.new(props) return end

---@class appearancePartComponentOverrides
---@field componentName CName
---@field meshAppearance CName
---@field chunkMask Uint64
---@field useCustomTransform Bool
---@field initialTransform Transform
---@field visualScale Vector3
---@field acceptDismemberment Bool
appearancePartComponentOverrides = {}

---@return appearancePartComponentOverrides
function appearancePartComponentOverrides.new() return end

---@param props table
---@return appearancePartComponentOverrides
function appearancePartComponentOverrides.new(props) return end

---@class artist_test_area_r : gameuiHUDGameController
---@field rootWidget inkWidget
---@field linesWidget inkCanvasWidget
artist_test_area_r = {}

---@return artist_test_area_r
function artist_test_area_r.new() return end

---@param props table
---@return artist_test_area_r
function artist_test_area_r.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function artist_test_area_r:OnAction(action, consumer) return end

---@return Bool
function artist_test_area_r:OnInitialize() return end

---@class at_uiBackendUtility : IScriptable
at_uiBackendUtility = {}

---@return at_uiBackendUtility
function at_uiBackendUtility.new() return end

---@param props table
---@return at_uiBackendUtility
function at_uiBackendUtility.new(props) return end

function at_uiBackendUtility:ClickOnWidget() return end

function at_uiBackendUtility:FindWidgetByATID() return end

function at_uiBackendUtility:GetAllWidgetGameControllersOfType() return end

function at_uiBackendUtility:GetWidgetGameControllerOfType() return end

---@class at_uiUserData : inkUserData
---@field atid String
at_uiUserData = {}

---@return at_uiUserData
function at_uiUserData.new() return end

---@param props table
---@return at_uiUserData
function at_uiUserData.new(props) return end

---@class at_uiWidgetData
---@field widgetATID String
---@field layerType inkELayerType
---@field parentGameController CName
at_uiWidgetData = {}

---@return at_uiWidgetData
function at_uiWidgetData.new() return end

---@param props table
---@return at_uiWidgetData
function at_uiWidgetData.new(props) return end

---@class attrAttribute : ISerializable
attrAttribute = {}

---@return attrAttribute
function attrAttribute.new() return end

---@param props table
---@return attrAttribute
function attrAttribute.new(props) return end

---@class attrCancelable : attrAttribute
attrCancelable = {}

---@return attrCancelable
function attrCancelable.new() return end

---@param props table
---@return attrCancelable
function attrCancelable.new(props) return end

---@class attrChoice : attrAttribute
---@field tions String[]
attrChoice = {}

---@return attrChoice
function attrChoice.new() return end

---@param props table
---@return attrChoice
function attrChoice.new(props) return end

---@class attrCommand : attrAttribute
attrCommand = {}

---@return attrCommand
function attrCommand.new() return end

---@param props table
---@return attrCommand
function attrCommand.new(props) return end

---@class attrDynamicChoice : attrAttribute
attrDynamicChoice = {}

---@return attrDynamicChoice
function attrDynamicChoice.new() return end

---@param props table
---@return attrDynamicChoice
function attrDynamicChoice.new(props) return end

---@class attrIcon : attrAttribute
---@field onName String
attrIcon = {}

---@return attrIcon
function attrIcon.new() return end

---@param props table
---@return attrIcon
function attrIcon.new(props) return end

---@class attrLabel : attrAttribute
---@field xt String
attrLabel = {}

---@return attrLabel
function attrLabel.new() return end

---@param props table
---@return attrLabel
function attrLabel.new(props) return end

---@class attrLongOperation : attrAttribute
attrLongOperation = {}

---@return attrLongOperation
function attrLongOperation.new() return end

---@param props table
---@return attrLongOperation
function attrLongOperation.new(props) return end

---@class attrMinMax : attrAttribute
---@field n Float
---@field x Float
attrMinMax = {}

---@return attrMinMax
function attrMinMax.new() return end

---@param props table
---@return attrMinMax
function attrMinMax.new(props) return end

---@class attrMinMaxVector3 : attrAttribute
---@field n Vector3
---@field x Vector3
attrMinMaxVector3 = {}

---@return attrMinMaxVector3
function attrMinMaxVector3.new() return end

---@param props table
---@return attrMinMaxVector3
function attrMinMaxVector3.new(props) return end

---@class attrNotExposed : attrAttribute
attrNotExposed = {}

---@return attrNotExposed
function attrNotExposed.new() return end

---@param props table
---@return attrNotExposed
function attrNotExposed.new(props) return end

---@class attrReportsProgress : attrAttribute
attrReportsProgress = {}

---@return attrReportsProgress
function attrReportsProgress.new() return end

---@param props table
---@return attrReportsProgress
function attrReportsProgress.new(props) return end

---@class attrSlider : attrAttribute
---@field ep Float
attrSlider = {}

---@return attrSlider
function attrSlider.new() return end

---@param props table
---@return attrSlider
function attrSlider.new(props) return end

---@class attrSoftMinMax : attrAttribute
---@field n Float
---@field x Float
attrSoftMinMax = {}

---@return attrSoftMinMax
function attrSoftMinMax.new() return end

---@param props table
---@return attrSoftMinMax
function attrSoftMinMax.new(props) return end

---@class attrToggleBtn : attrAttribute
---@field nLabel String
attrToggleBtn = {}

---@return attrToggleBtn
function attrToggleBtn.new() return end

---@param props table
---@return attrToggleBtn
function attrToggleBtn.new(props) return end

---@class attrTooltip : attrAttribute
---@field xt String
attrTooltip = {}

---@return attrTooltip
function attrTooltip.new() return end

---@param props table
---@return attrTooltip
function attrTooltip.new(props) return end

---@class audioAccumulatedSoundDecoratorMetadata : audioEmitterMetadata
---@field accumulatedSounds CName[]
---@field inSpammingMode Bool
---@field fadeParam CName
---@field soundTimeout Float
---@field loopStart CName
---@field loopEnd CName
---@field spammingSound CName
---@field spammingSoundInterval Float
audioAccumulatedSoundDecoratorMetadata = {}

---@return audioAccumulatedSoundDecoratorMetadata
function audioAccumulatedSoundDecoratorMetadata.new() return end

---@param props table
---@return audioAccumulatedSoundDecoratorMetadata
function audioAccumulatedSoundDecoratorMetadata.new(props) return end

---@class audioAcousticConstantsPreset : audioAudioMetadata
---@field dopplerFactor Float
---@field speedOfSound Float
---@field wideInteriorLimit Float
---@field enclosedCeilingDistance Float
---@field urbanNarrowDistance Float
---@field urbanStreetDistance Float
---@field exteriorWideAltitude Float
---@field elevatedOpenDistance Float
---@field ambExteriorCeilingMinDistance Float
---@field ambExteriorCeilingMaxDistance Float
---@field badlandsWideRelativeAltitude Float
---@field repositioningStandardZoomFactor Float
---@field repositioningScanningZoomFactor Float
---@field repositioningVoStandardZoomFactor Float
---@field repositioningVoScanningZoomFactor Float
---@field groupingExcludedVisualTags CName[]
---@field windowEventName CName
---@field maxWindowOffset Float
audioAcousticConstantsPreset = {}

---@return audioAcousticConstantsPreset
function audioAcousticConstantsPreset.new() return end

---@param props table
---@return audioAcousticConstantsPreset
function audioAcousticConstantsPreset.new(props) return end

---@class audioAcousticZoneMetadata : audioAudioMetadata
---@field priority Int32
---@field bleadingDistance Float
---@field eventsOnEnter CName[]
---@field eventsOnExit CName[]
---@field eventsOnActive CName[]
---@field soundBanks CName[]
---@field parameters audioAcousticZoneParameterMapItem[]
---@field reverbSettings CName
---@field voReverbSettings CName
---@field footstepMaterialOverride CName
audioAcousticZoneMetadata = {}

---@return audioAcousticZoneMetadata
function audioAcousticZoneMetadata.new() return end

---@param props table
---@return audioAcousticZoneMetadata
function audioAcousticZoneMetadata.new(props) return end

---@class audioAcousticZoneParameterMapItem : audioAudioMetadata
---@field param CName
---@field value Float
---@field enterCurveTime Float
---@field exitCurveTime Float
audioAcousticZoneParameterMapItem = {}

---@return audioAcousticZoneParameterMapItem
function audioAcousticZoneParameterMapItem.new() return end

---@param props table
---@return audioAcousticZoneParameterMapItem
function audioAcousticZoneParameterMapItem.new(props) return end

---@class audioAcousticsEmitterMetadata : audioEmitterMetadata
---@field obstuctionEnabled Bool
---@field occlusionEnabled Bool
---@field repositioningEnabled Bool
---@field obstructionFadeTime Float
---@field enableOutdoorness Bool
---@field postDopplerFactor Bool
---@field dopplerParameter CName
---@field ignoreOcclusionRadius Float
---@field elevateSource Bool
---@field leakingFloorHack Bool
audioAcousticsEmitterMetadata = {}

---@return audioAcousticsEmitterMetadata
function audioAcousticsEmitterMetadata.new() return end

---@param props table
---@return audioAcousticsEmitterMetadata
function audioAcousticsEmitterMetadata.new(props) return end

---@class audioAdvertMetadata : audioEmitterMetadata
---@field advertSoundNames CName[]
---@field minSilenceTime Float
---@field maxSilenceTime Float
---@field minDistance Float
---@field filter audioAdvertIndoorFilter
audioAdvertMetadata = {}

---@return audioAdvertMetadata
function audioAdvertMetadata.new() return end

---@param props table
---@return audioAdvertMetadata
function audioAdvertMetadata.new(props) return end

---@class audioAdvertPositionStrategy : audioApplySoundPositionStrategy
audioAdvertPositionStrategy = {}

---@return audioAdvertPositionStrategy
function audioAdvertPositionStrategy.new() return end

---@param props table
---@return audioAdvertPositionStrategy
function audioAdvertPositionStrategy.new(props) return end

---@class audioAdvertSoundMetadata : audioAudioMetadata
---@field audioEvent1 CName
---@field audioEvent2 CName
---@field audioEvent3 CName
---@field audioEvent4 CName
---@field useCustomDelays Bool
---@field speedOfSound Float
---@field soundDelay1 Float
---@field soundDelay2 Float
---@field soundDelay3 Float
---@field soundDelay4 Float
audioAdvertSoundMetadata = {}

---@return audioAdvertSoundMetadata
function audioAdvertSoundMetadata.new() return end

---@param props table
---@return audioAdvertSoundMetadata
function audioAdvertSoundMetadata.new(props) return end

---@class audioAmbientAreaContextActivatedASTCD : audioAudioStateTransitionConditionData
---@field areaMixingContext CName
audioAmbientAreaContextActivatedASTCD = {}

---@return audioAmbientAreaContextActivatedASTCD
function audioAmbientAreaContextActivatedASTCD.new() return end

---@param props table
---@return audioAmbientAreaContextActivatedASTCD
function audioAmbientAreaContextActivatedASTCD.new(props) return end

---@class audioAmbientAreaGroupingSettings
---@field GroupCountTag CName
---@field GroupCountRtpc CName
---@field GroupAvgDistanceRtpc CName
---@field groupingVariant audioAmbientGroupingVariant
---@field MinDistance Float
---@field MaxDistance Float
---@field GroupingVerticallimit Float
audioAmbientAreaGroupingSettings = {}

---@return audioAmbientAreaGroupingSettings
function audioAmbientAreaGroupingSettings.new() return end

---@param props table
---@return audioAmbientAreaGroupingSettings
function audioAmbientAreaGroupingSettings.new(props) return end

---@class audioAmbientAreaNotifier : worldITriggerAreaNotifer
---@field Settings audioAmbientAreaSettings
---@field usePhysicsObstruction Bool
---@field occlusionEnabled Bool
---@field acousticRepositioningEnabled Bool
---@field obstructionChangeTime Float
---@field overrideRolloff Bool
---@field rolloffOverride Float
---@field useAutoOutdoorness Bool
audioAmbientAreaNotifier = {}

---@return audioAmbientAreaNotifier
function audioAmbientAreaNotifier.new() return end

---@param props table
---@return audioAmbientAreaNotifier
function audioAmbientAreaNotifier.new(props) return end

---@class audioAmbientAreaNotifierInstance : worldITriggerAreaNotiferInstance
audioAmbientAreaNotifierInstance = {}

---@return audioAmbientAreaNotifierInstance
function audioAmbientAreaNotifierInstance.new() return end

---@param props table
---@return audioAmbientAreaNotifierInstance
function audioAmbientAreaNotifierInstance.new(props) return end

---@class audioAmbientAreaSettings : audioAudioMetadata
---@field MetadataParent CName
---@field EmitterDecorator CName
---@field Priority Int32
---@field EventsOnEnter audioAudEventStruct[]
---@field EventsOnExit audioAudEventStruct[]
---@field EventsOnActive audioAudEventStruct[]
---@field SoundBanks audioSoundBankStruct[]
---@field Switches audioAudSwitch[]
---@field Parameters audioAudParameter[]
---@field Reverb CName
---@field reverbTransitionTime Float
---@field VoReverb CName
---@field FootstepMaterialOverride CName
---@field soundsLimitingSettings CName
---@field isMusic Bool
---@field groupingSettings audioAmbientAreaGroupingSettings
---@field quadSettings audioQuadEmitterSettings
---@field outerDistance Float
---@field verticalOuterDistance Float
---@field insideSourceDistance Float
---@field eventOverrides CName
---@field outdoornessOverride Bool
---@field outdoorness Float
---@field mergeRoomsWithinArea Bool
---@field mixingContext CName
---@field ambientPaletteEntries audioAmbientPaletteEntry[]
audioAmbientAreaSettings = {}

---@return audioAmbientAreaSettings
function audioAmbientAreaSettings.new() return end

---@param props table
---@return audioAmbientAreaSettings
function audioAmbientAreaSettings.new(props) return end

---@class audioAmbientPaletteBrush
---@field distributionBucketSize Float
---@field virtualHearingRadius Float
---@field hearingDistanceCooldown Float
---@field eventsPool CName[]
---@field radioStationMetadata CName
audioAmbientPaletteBrush = {}

---@return audioAmbientPaletteBrush
function audioAmbientPaletteBrush.new() return end

---@param props table
---@return audioAmbientPaletteBrush
function audioAmbientPaletteBrush.new(props) return end

---@class audioAmbientPaletteBrushCategory : audioAudioMetadata
---@field brushes audioAmbientPaletteBrushDictionary
audioAmbientPaletteBrushCategory = {}

---@return audioAmbientPaletteBrushCategory
function audioAmbientPaletteBrushCategory.new() return end

---@param props table
---@return audioAmbientPaletteBrushCategory
function audioAmbientPaletteBrushCategory.new(props) return end

---@class audioAmbientPaletteBrushDictionary : audioInlinedAudioMetadata
---@field entries audioAmbientPaletteBrushDictionaryItem[]
---@field entryType audioAmbientPaletteBrushDictionaryItem
audioAmbientPaletteBrushDictionary = {}

---@return audioAmbientPaletteBrushDictionary
function audioAmbientPaletteBrushDictionary.new() return end

---@param props table
---@return audioAmbientPaletteBrushDictionary
function audioAmbientPaletteBrushDictionary.new(props) return end

---@class audioAmbientPaletteBrushDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value audioAmbientPaletteBrush
audioAmbientPaletteBrushDictionaryItem = {}

---@return audioAmbientPaletteBrushDictionaryItem
function audioAmbientPaletteBrushDictionaryItem.new() return end

---@param props table
---@return audioAmbientPaletteBrushDictionaryItem
function audioAmbientPaletteBrushDictionaryItem.new(props) return end

---@class audioAmbientPaletteEntry
---@field brushCategory CName
audioAmbientPaletteEntry = {}

---@return audioAmbientPaletteEntry
function audioAmbientPaletteEntry.new() return end

---@param props table
---@return audioAmbientPaletteEntry
function audioAmbientPaletteEntry.new(props) return end

---@class audioAnimationOverrideDictionary : audioInlinedAudioMetadata
---@field entries audioAnimationOverrideDictionaryItem[]
---@field entryType audioAnimationOverrideDictionaryItem
audioAnimationOverrideDictionary = {}

---@return audioAnimationOverrideDictionary
function audioAnimationOverrideDictionary.new() return end

---@param props table
---@return audioAnimationOverrideDictionary
function audioAnimationOverrideDictionary.new(props) return end

---@class audioAnimationOverrideDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioAnimationOverrideDictionaryItem = {}

---@return audioAnimationOverrideDictionaryItem
function audioAnimationOverrideDictionaryItem.new() return end

---@param props table
---@return audioAnimationOverrideDictionaryItem
function audioAnimationOverrideDictionaryItem.new(props) return end

---@class audioAnimationOverrideMetadata : audioAudioMetadata
---@field animationOverrides audioAnimationOverrideDictionary
audioAnimationOverrideMetadata = {}

---@return audioAnimationOverrideMetadata
function audioAnimationOverrideMetadata.new() return end

---@param props table
---@return audioAnimationOverrideMetadata
function audioAnimationOverrideMetadata.new(props) return end

---@class audioAnyStateTransitionEntry
---@field isDisabled Bool
---@field sourceStateId Uint8
---@field targetStateId Uint8
---@field transitionTime Float
audioAnyStateTransitionEntry = {}

---@return audioAnyStateTransitionEntry
function audioAnyStateTransitionEntry.new() return end

---@param props table
---@return audioAnyStateTransitionEntry
function audioAnyStateTransitionEntry.new(props) return end

---@class audioAppearanceToFoleyLoopMetadata
---@field appearances CName[]
---@field loop audioFoleyLoopMetadata
audioAppearanceToFoleyLoopMetadata = {}

---@return audioAppearanceToFoleyLoopMetadata
function audioAppearanceToFoleyLoopMetadata.new() return end

---@param props table
---@return audioAppearanceToFoleyLoopMetadata
function audioAppearanceToFoleyLoopMetadata.new(props) return end

---@class audioAppearanceToNPCMetadata
---@field appearances CName[]
---@field foleyNPCMetadata CName
audioAppearanceToNPCMetadata = {}

---@return audioAppearanceToNPCMetadata
function audioAppearanceToNPCMetadata.new() return end

---@param props table
---@return audioAppearanceToNPCMetadata
function audioAppearanceToNPCMetadata.new(props) return end

---@class audioAppearanceToPlayerMetadata
---@field appearances CName[]
---@field foleyPlayerMetadata CName
---@field priority audioFoleyItemPriority
audioAppearanceToPlayerMetadata = {}

---@return audioAppearanceToPlayerMetadata
function audioAppearanceToPlayerMetadata.new() return end

---@param props table
---@return audioAppearanceToPlayerMetadata
function audioAppearanceToPlayerMetadata.new(props) return end

---@class audioAppearancesGroup : audioAudioMetadata
---@field appearances CName[]
audioAppearancesGroup = {}

---@return audioAppearancesGroup
function audioAppearancesGroup.new() return end

---@param props table
---@return audioAppearancesGroup
function audioAppearancesGroup.new(props) return end

---@class audioApplySoundPositionStrategy
audioApplySoundPositionStrategy = {}

---@class audioAudBulletTimeModeMap : audioAudioMetadata
---@field bulletTimeMapItems audioAudBulletTimeModeMapItem[]
audioAudBulletTimeModeMap = {}

---@return audioAudBulletTimeModeMap
function audioAudBulletTimeModeMap.new() return end

---@param props table
---@return audioAudBulletTimeModeMap
function audioAudBulletTimeModeMap.new(props) return end

---@class audioAudBulletTimeModeMapItem : audioAudioMetadata
---@field enterEvent CName
---@field exitEvent CName
---@field timeModeRTPC CName
audioAudBulletTimeModeMapItem = {}

---@return audioAudBulletTimeModeMapItem
function audioAudBulletTimeModeMapItem.new() return end

---@param props table
---@return audioAudBulletTimeModeMapItem
function audioAudBulletTimeModeMapItem.new(props) return end

---@class audioAudEventStruct
---@field event CName
audioAudEventStruct = {}

---@return audioAudEventStruct
function audioAudEventStruct.new() return end

---@param props table
---@return audioAudEventStruct
function audioAudEventStruct.new(props) return end

---@class audioAudParameter
---@field name CName
---@field value Float
---@field enterCurveType audioESoundCurveType
---@field enterCurveTime Float
---@field exitCurveType audioESoundCurveType
---@field exitCurveTime Float
audioAudParameter = {}

---@return audioAudParameter
function audioAudParameter.new() return end

---@param props table
---@return audioAudParameter
function audioAudParameter.new(props) return end

---@class audioAudSimpleParameter
---@field name CName
---@field value Float
audioAudSimpleParameter = {}

---@return audioAudSimpleParameter
function audioAudSimpleParameter.new() return end

---@param props table
---@return audioAudSimpleParameter
function audioAudSimpleParameter.new(props) return end

---@class audioAudSwitch
---@field name CName
---@field value CName
audioAudSwitch = {}

---@return audioAudSwitch
function audioAudSwitch.new() return end

---@param props table
---@return audioAudSwitch
function audioAudSwitch.new(props) return end

---@class audioAudioAttractAreaSounds : audioAudioMetadata
---@field NPCgrunts audioDynamicEventsPerVisualTags[]
---@field environmentSounds audioDynamicEventsWithInterval[]
audioAudioAttractAreaSounds = {}

---@return audioAudioAttractAreaSounds
function audioAudioAttractAreaSounds.new() return end

---@param props table
---@return audioAudioAttractAreaSounds
function audioAudioAttractAreaSounds.new(props) return end

---@class audioAudioEventArray : ISerializable
---@field isSortedByRedHash Bool
---@field events audioAudioEventMetadataArrayElement[]
---@field switchGroup audioAudioEventMetadataArrayElement[]
---@field switch audioAudioEventMetadataArrayElement[]
---@field stateGroup audioAudioEventMetadataArrayElement[]
---@field state audioAudioEventMetadataArrayElement[]
---@field gameParameter audioAudioEventMetadataArrayElement[]
---@field bus audioAudioEventMetadataArrayElement[]
audioAudioEventArray = {}

---@return audioAudioEventArray
function audioAudioEventArray.new() return end

---@param props table
---@return audioAudioEventArray
function audioAudioEventArray.new(props) return end

---@class audioAudioEventMetadata : ISerializable
---@field wwiseId Uint32
---@field maxAttenuation Float
---@field minDuration Float
---@field maxDuration Float
---@field isLooping Bool
---@field stopActionEvents CName[]
---@field tags CName[]
audioAudioEventMetadata = {}

---@return audioAudioEventMetadata
function audioAudioEventMetadata.new() return end

---@param props table
---@return audioAudioEventMetadata
function audioAudioEventMetadata.new(props) return end

---@class audioAudioEventMetadataArrayElement : ISerializable
---@field redId CName
---@field wwiseId Uint32
---@field maxAttenuation Float
---@field minDuration Float
---@field maxDuration Float
---@field isLooping Bool
---@field stopActionEvents CName[]
---@field tags CName[]
audioAudioEventMetadataArrayElement = {}

---@return audioAudioEventMetadataArrayElement
function audioAudioEventMetadataArrayElement.new() return end

---@param props table
---@return audioAudioEventMetadataArrayElement
function audioAudioEventMetadataArrayElement.new(props) return end

---@class audioAudioEventPostedASTCD : audioAudioStateTransitionConditionData
---@field audioEvent CName
audioAudioEventPostedASTCD = {}

---@return audioAudioEventPostedASTCD
function audioAudioEventPostedASTCD.new() return end

---@param props table
---@return audioAudioEventPostedASTCD
function audioAudioEventPostedASTCD.new(props) return end

---@class audioAudioFoliageMaterial
---@field loopStart CName
---@field loopEnd CName
audioAudioFoliageMaterial = {}

---@return audioAudioFoliageMaterial
function audioAudioFoliageMaterial.new() return end

---@param props table
---@return audioAudioFoliageMaterial
function audioAudioFoliageMaterial.new(props) return end

---@class audioAudioFoliageMaterialDictionary : audioInlinedAudioMetadata
---@field entries audioAudioFoliageMaterialDictionaryItem[]
---@field entryType audioAudioFoliageMaterialDictionaryItem
audioAudioFoliageMaterialDictionary = {}

---@return audioAudioFoliageMaterialDictionary
function audioAudioFoliageMaterialDictionary.new() return end

---@param props table
---@return audioAudioFoliageMaterialDictionary
function audioAudioFoliageMaterialDictionary.new(props) return end

---@class audioAudioFoliageMaterialDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value audioAudioFoliageMaterial
audioAudioFoliageMaterialDictionaryItem = {}

---@return audioAudioFoliageMaterialDictionaryItem
function audioAudioFoliageMaterialDictionaryItem.new() return end

---@param props table
---@return audioAudioFoliageMaterialDictionaryItem
function audioAudioFoliageMaterialDictionaryItem.new(props) return end

---@class audioAudioFoliageMetadata : audioAudioMetadata
---@field loopStartEvent CName
---@field loopStopEvent CName
---@field locomotionTotalVelocityParam CName
---@field locomotionTotalVelocityThreshold Float
---@field locomotionAngularVelocityMultiplier Float
---@field minFoliageMeshVolumeThreshold Float
---@field maxFoliageMeshHeight Float
---@field playerInsideRequiredPercentage Float
---@field foliageMaterials audioAudioFoliageMaterialDictionary
audioAudioFoliageMetadata = {}

---@return audioAudioFoliageMetadata
function audioAudioFoliageMetadata.new() return end

---@param props table
---@return audioAudioFoliageMetadata
function audioAudioFoliageMetadata.new(props) return end

---@class audioAudioMaterialMetadataMapItem : audioAudioMetadata
---@field footstepsMetadata CName
---@field npcFootstepsMetadata CName
---@field ragdollMetadata CName
---@field physicalMaterial CName
---@field obstructionData CName
---@field reflectionParams CName
---@field meleeMaterialName CName
---@field vehicleMaterialName CName
---@field foliageMaterialName CName
---@field foliagePaletteTag CName
---@field meleeMaterialType audioMeleeMaterialType
audioAudioMaterialMetadataMapItem = {}

---@return audioAudioMaterialMetadataMapItem
function audioAudioMaterialMetadataMapItem.new() return end

---@param props table
---@return audioAudioMaterialMetadataMapItem
function audioAudioMaterialMetadataMapItem.new(props) return end

---@class audioAudioMetadata : audioAudioMetadataBase
audioAudioMetadata = {}

---@class audioAudioMetadataBase : ISerializable
---@field name CName
audioAudioMetadataBase = {}

---@class audioAudioSceneData : audioAudioMetadata
---@field anyStateArray audioAudioStateData[]
---@field states audioAudioStateData[]
---@field anyStateTransitionsTable audioAnyStateTransitionEntry[]
---@field voLineSignals audioVoLineSignal[]
---@field signalLeadingToShutdown CName
---@field templateScene CName
---@field templateSceneStateOverrides audioAudioSceneStateOverride[]
---@field templateSceneSignalOverrides audioAudioSceneSignalOverride[]
audioAudioSceneData = {}

---@return audioAudioSceneData
function audioAudioSceneData.new() return end

---@param props table
---@return audioAudioSceneData
function audioAudioSceneData.new(props) return end

---@class audioAudioSceneDefaults : audioAudioMetadata
---@field parameters audioAudSimpleParameter[]
audioAudioSceneDefaults = {}

---@return audioAudioSceneDefaults
function audioAudioSceneDefaults.new() return end

---@param props table
---@return audioAudioSceneDefaults
function audioAudioSceneDefaults.new(props) return end

---@class audioAudioSceneDictionary : audioInlinedAudioMetadata
---@field entries audioAudioSceneDictionaryItem[]
---@field entryType audioAudioSceneDictionaryItem
audioAudioSceneDictionary = {}

---@return audioAudioSceneDictionary
function audioAudioSceneDictionary.new() return end

---@param props table
---@return audioAudioSceneDictionary
function audioAudioSceneDictionary.new(props) return end

---@class audioAudioSceneDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioAudioSceneDictionaryItem = {}

---@return audioAudioSceneDictionaryItem
function audioAudioSceneDictionaryItem.new() return end

---@param props table
---@return audioAudioSceneDictionaryItem
function audioAudioSceneDictionaryItem.new(props) return end

---@class audioAudioSceneSignalOverride
---@field templateSignal CName
---@field signalOverride CName
audioAudioSceneSignalOverride = {}

---@return audioAudioSceneSignalOverride
function audioAudioSceneSignalOverride.new() return end

---@param props table
---@return audioAudioSceneSignalOverride
function audioAudioSceneSignalOverride.new(props) return end

---@class audioAudioSceneStateOverride
---@field templateStateName CName
---@field enterEventOverride CName
---@field exitEventOverride CName
audioAudioSceneStateOverride = {}

---@return audioAudioSceneStateOverride
function audioAudioSceneStateOverride.new() return end

---@param props table
---@return audioAudioSceneStateOverride
function audioAudioSceneStateOverride.new(props) return end

---@class audioAudioSceneVariableReadActionData
---@field name CName
---@field comparer audioNumberComparer
---@field value Int32
audioAudioSceneVariableReadActionData = {}

---@return audioAudioSceneVariableReadActionData
function audioAudioSceneVariableReadActionData.new() return end

---@param props table
---@return audioAudioSceneVariableReadActionData
function audioAudioSceneVariableReadActionData.new(props) return end

---@class audioAudioSceneVariableWriteActionData
---@field name CName
---@field operation audioNumberOperation
---@field value Int32
audioAudioSceneVariableWriteActionData = {}

---@return audioAudioSceneVariableWriteActionData
function audioAudioSceneVariableWriteActionData.new() return end

---@param props table
---@return audioAudioSceneVariableWriteActionData
function audioAudioSceneVariableWriteActionData.new(props) return end

---@class audioAudioScenesMap : audioAudioMetadata
---@field defaultScene CName
---@field scenesToActivateByQuestEvent audioAudioSceneDictionary
audioAudioScenesMap = {}

---@return audioAudioScenesMap
function audioAudioScenesMap.new() return end

---@param props table
---@return audioAudioScenesMap
function audioAudioScenesMap.new(props) return end

---@class audioAudioSquadHandler : audioBaseAudioSquadHandler
audioAudioSquadHandler = {}

---@return audioAudioSquadHandler
function audioAudioSquadHandler.new() return end

---@param props table
---@return audioAudioSquadHandler
function audioAudioSquadHandler.new(props) return end

---@class audioAudioStateData
---@field stateName CName
---@field enterEvent CName
---@field exitEvent CName
---@field exitTransitions audioAudioStateTransitionData[]
---@field mixingActions audioMixingActionData[]
---@field interruptionSources CName[]
---@field writeVariableActions audioAudioSceneVariableWriteActionData[]
audioAudioStateData = {}

---@return audioAudioStateData
function audioAudioStateData.new() return end

---@param props table
---@return audioAudioStateData
function audioAudioStateData.new(props) return end

---@class audioAudioStateTransitionConditionData : audioAudioMetadata
audioAudioStateTransitionConditionData = {}

---@class audioAudioStateTransitionData
---@field targetStateId Uint8
---@field allConditionsFulfilled Bool
---@field transitionTime Float
---@field exitTime Float
---@field exitSignal CName
---@field readVariableActions audioAudioSceneVariableReadActionData[]
---@field conditions CName[]
audioAudioStateTransitionData = {}

---@return audioAudioStateTransitionData
function audioAudioStateTransitionData.new() return end

---@param props table
---@return audioAudioStateTransitionData
function audioAudioStateTransitionData.new(props) return end

---@class audioAuxiliaryMetadata
---@field physicalPropSettings CName
audioAuxiliaryMetadata = {}

---@return audioAuxiliaryMetadata
function audioAuxiliaryMetadata.new() return end

---@param props table
---@return audioAuxiliaryMetadata
function audioAuxiliaryMetadata.new(props) return end

---@class audioBaseAudioSquadHandler
audioBaseAudioSquadHandler = {}

---@return audioBaseAudioSquadHandler
function audioBaseAudioSquadHandler.new() return end

---@param props table
---@return audioBaseAudioSquadHandler
function audioBaseAudioSquadHandler.new(props) return end

---@class audioBaseRadioAnnouncementPlayer
audioBaseRadioAnnouncementPlayer = {}

---@return audioBaseRadioAnnouncementPlayer
function audioBaseRadioAnnouncementPlayer.new() return end

---@param props table
---@return audioBaseRadioAnnouncementPlayer
function audioBaseRadioAnnouncementPlayer.new(props) return end

---@class audioBreathingSettings : audioAudioMetadata
---@field exhaustionRtpc CName
---@field idleFadeOutRtpc CName
---@field initialState CName
audioBreathingSettings = {}

---@return audioBreathingSettings
function audioBreathingSettings.new() return end

---@param props table
---@return audioBreathingSettings
function audioBreathingSettings.new(props) return end

---@class audioBreathingStateMetadata : audioAudioMetadata
---@field inhaleSound CName
---@field exhaleSound CName
---@field paramChangeSpeed Float
---@field targetBpm Float
---@field targetTimeDistortion Float
---@field stateMinimalTime Float
---@field exhaustionChangeSpeed Float
---@field targetExhaustion Float
---@field loopBehavior audiobreathingLoopBehavior
---@field startStateFromBreath Bool
audioBreathingStateMetadata = {}

---@return audioBreathingStateMetadata
function audioBreathingStateMetadata.new() return end

---@param props table
---@return audioBreathingStateMetadata
function audioBreathingStateMetadata.new(props) return end

---@class audioBreathingStateTransitionMetadata : audioAudioMetadata
---@field fromNames CName[]
---@field toName CName
---@field transitionStateName CName
---@field conditionType audioBreathingTransitionType
---@field conditionComparator audioBreathingTransitionComparator
---@field value CName
---@field eventTags audiobreathingEventTag[]
---@field isImmediate Bool
audioBreathingStateTransitionMetadata = {}

---@return audioBreathingStateTransitionMetadata
function audioBreathingStateTransitionMetadata.new() return end

---@param props table
---@return audioBreathingStateTransitionMetadata
function audioBreathingStateTransitionMetadata.new(props) return end

---@class audioBreathingTemporaryStateMetadata : audioAudioMetadata
---@field inhaleSound CName
---@field exhaleSound CName
---@field paramChangeSpeed Float
---@field targetBpm Float
---@field targetTimeDistortion Float
---@field time Float
---@field exhaustionChangeSpeed Float
---@field targetExhaustion Float
---@field loopBehavior audiobreathingLoopBehavior
---@field startStateFromBreath Bool
audioBreathingTemporaryStateMetadata = {}

---@return audioBreathingTemporaryStateMetadata
function audioBreathingTemporaryStateMetadata.new() return end

---@param props table
---@return audioBreathingTemporaryStateMetadata
function audioBreathingTemporaryStateMetadata.new(props) return end

---@class audioBreathingUnderwaterMetadata : audioAudioMetadata
---@field inhaleSound CName
---@field exhaleSound CName
---@field emergenceSound CName
---@field struggledEmergenceSound CName
---@field divingSuitRTPC CName
---@field BPM Float
---@field lowOxygen Float
audioBreathingUnderwaterMetadata = {}

---@return audioBreathingUnderwaterMetadata
function audioBreathingUnderwaterMetadata.new() return end

---@param props table
---@return audioBreathingUnderwaterMetadata
function audioBreathingUnderwaterMetadata.new(props) return end

---@class audioBulletImpactSettings : audioEntitySettings
---@field lowImpactSound CName
---@field medImpactSound CName
---@field hiImpactSound CName
---@field critImpactSound CName
---@field npcImpactSound CName
---@field mediumDamageDistance Float
---@field highDamageDistance Float
audioBulletImpactSettings = {}

---@return audioBulletImpactSettings
function audioBulletImpactSettings.new() return end

---@param props table
---@return audioBulletImpactSettings
function audioBulletImpactSettings.new(props) return end

---@class audioCombatVoManagerSettings : audioAudioMetadata
---@field thresholdDbForCombatDialog Float
---@field maxVoHearableHorizontalDistance Float
---@field maxVoHearableVerticalDistance Float
---@field maxVoVisibleDistance Float
---@field triggerVoEventBufferTime Float
---@field triggerIdleChattersTime Float
---@field minNoVOTimeNeededToTryPlayingGenericVO Float
---@field specificVoicesetVoVariationMinRepeatTime Float
---@field forceApucVoiceTagSelectionProbability Float
---@field voiceTagSelectionRandomTimeOffset Float
---@field genericRelaxedVOContexts CName[]
---@field genericFearVOContexts CName[]
---@field genericAlertedVOContexts CName[]
---@field genericCombatVOContexts CName[]
---@field genericCombatLosingVOContexts CName[]
---@field genericCombatSingleEnemyVOContexts CName[]
audioCombatVoManagerSettings = {}

---@return audioCombatVoManagerSettings
function audioCombatVoManagerSettings.new() return end

---@param props table
---@return audioCombatVoManagerSettings
function audioCombatVoManagerSettings.new(props) return end

---@class audioCombatVoSettings : audioAudioMetadata
---@field answerGroupName CName
---@field isPlayerAlly Bool
---@field contexts CName
---@field voTriggerVariations CName
---@field generalGruntSettings audioGeneralVoiceGruntSettings
---@field voTriggerLimits audioVoiceTriggerLimits
---@field overridingVoTriggerLimits CName
---@field barkTriggerLimits audioVoiceTriggerLimits
---@field gruntTriggerLimits audioVoiceTriggerLimits
---@field minDamageToInterruptVoWithPainShort Float
---@field minDamageToInterruptVoWithPainLong Float
audioCombatVoSettings = {}

---@return audioCombatVoSettings
function audioCombatVoSettings.new() return end

---@param props table
---@return audioCombatVoSettings
function audioCombatVoSettings.new(props) return end

---@class audioCombatVoTriggerVariationsMap : audioAudioMetadata
---@field voTriggerVariations audioCombatVoTriggerVariationsMapItem[]
audioCombatVoTriggerVariationsMap = {}

---@return audioCombatVoTriggerVariationsMap
function audioCombatVoTriggerVariationsMap.new() return end

---@param props table
---@return audioCombatVoTriggerVariationsMap
function audioCombatVoTriggerVariationsMap.new(props) return end

---@class audioCombatVoTriggerVariationsMapItem
---@field name CName
---@field numberOfVariations Int32
---@field shuffle Bool
audioCombatVoTriggerVariationsMapItem = {}

---@return audioCombatVoTriggerVariationsMapItem
function audioCombatVoTriggerVariationsMapItem.new() return end

---@param props table
---@return audioCombatVoTriggerVariationsMapItem
function audioCombatVoTriggerVariationsMapItem.new(props) return end

---@class audioCommonEntitySettings
---@field onAttachEvent CName
---@field onDetachEvent CName
---@field stopAllSoundsOnDetach Bool
audioCommonEntitySettings = {}

---@return audioCommonEntitySettings
function audioCommonEntitySettings.new() return end

---@param props table
---@return audioCommonEntitySettings
function audioCommonEntitySettings.new(props) return end

---@class audioCompoundEmitterMetadata : audioEmitterMetadata
---@field childrenNames CName[]
audioCompoundEmitterMetadata = {}

---@return audioCompoundEmitterMetadata
function audioCompoundEmitterMetadata.new() return end

---@param props table
---@return audioCompoundEmitterMetadata
function audioCompoundEmitterMetadata.new(props) return end

---@class audioContextualAudEventMap : audioAudioMetadata
---@field contextualAudEventMapItems audioContextualAudEventMapItem[]
audioContextualAudEventMap = {}

---@return audioContextualAudEventMap
function audioContextualAudEventMap.new() return end

---@param props table
---@return audioContextualAudEventMap
function audioContextualAudEventMap.new(props) return end

---@class audioContextualAudEventMapItem : audioAudioMetadata
---@field context CName
---@field event CName
audioContextualAudEventMapItem = {}

---@return audioContextualAudEventMapItem
function audioContextualAudEventMapItem.new() return end

---@param props table
---@return audioContextualAudEventMapItem
function audioContextualAudEventMapItem.new(props) return end

---@class audioContextualVoiceGrunt
---@field regularGrunt CName
---@field stealthGrunt CName
audioContextualVoiceGrunt = {}

---@return audioContextualVoiceGrunt
function audioContextualVoiceGrunt.new() return end

---@param props table
---@return audioContextualVoiceGrunt
function audioContextualVoiceGrunt.new(props) return end

---@class audioContextualVoiceGruntSettings
---@field painShort audioContextualVoiceGrunt
---@field effort audioContextualVoiceGrunt
audioContextualVoiceGruntSettings = {}

---@return audioContextualVoiceGruntSettings
function audioContextualVoiceGruntSettings.new() return end

---@param props table
---@return audioContextualVoiceGruntSettings
function audioContextualVoiceGruntSettings.new(props) return end

---@class audioConversationCharacterCondition
---@field voiceTag CName
---@field characterRecordId Uint64
---@field actorContextName CName
---@field actorsInitialWorkspotNodeRefHash Uint64
audioConversationCharacterCondition = {}

---@return audioConversationCharacterCondition
function audioConversationCharacterCondition.new() return end

---@param props table
---@return audioConversationCharacterCondition
function audioConversationCharacterCondition.new(props) return end

---@class audioConversationItemMetadata
---@field sceneFile CName
---@field characterConditions audioConversationCharacterCondition[]
---@field shouldSceneInstanceBeSaved Bool
audioConversationItemMetadata = {}

---@return audioConversationItemMetadata
function audioConversationItemMetadata.new() return end

---@param props table
---@return audioConversationItemMetadata
function audioConversationItemMetadata.new(props) return end

---@class audioConversationMetadata : audioAudioMetadata
---@field conversations audioConversationItemMetadata[]
audioConversationMetadata = {}

---@return audioConversationMetadata
function audioConversationMetadata.new() return end

---@param props table
---@return audioConversationMetadata
function audioConversationMetadata.new(props) return end

---@class audioCookedMetadataResource : CResource
---@field entries audioAudioMetadata[]
audioCookedMetadataResource = {}

---@return audioCookedMetadataResource
function audioCookedMetadataResource.new() return end

---@param props table
---@return audioCookedMetadataResource
function audioCookedMetadataResource.new(props) return end

---@class audioCpoConversation : audioAudioMetadata
---@field characterOne audioVoCpoCharacter
---@field characterTwo audioVoCpoCharacter
---@field voTriggers CName[]
audioCpoConversation = {}

---@return audioCpoConversation
function audioCpoConversation.new() return end

---@param props table
---@return audioCpoConversation
function audioCpoConversation.new(props) return end

---@class audioCustomEmitterMetadata : audioAudioMetadata
audioCustomEmitterMetadata = {}

---@class audioDefaultMixingSignposts : audioAudioMetadata
---@field endOfCombat CName
---@field inCombat CName
---@field inStealth CName
---@field aiAlerted CName
---@field sceneBootstrapSignpost CName
---@field reservedSignposts CName[]
audioDefaultMixingSignposts = {}

---@return audioDefaultMixingSignposts
function audioDefaultMixingSignposts.new() return end

---@param props table
---@return audioDefaultMixingSignposts
function audioDefaultMixingSignposts.new(props) return end

---@class audioDeviceSettings : audioEntitySettings
---@field deviceSettings audioDeviceStateSettings
audioDeviceSettings = {}

---@class audioDeviceStateSettings
---@field powerRestoredSound CName
---@field powerCutSound CName
---@field turnOnSound CName
---@field turnOffSound CName
---@field breakingSound CName
audioDeviceStateSettings = {}

---@return audioDeviceStateSettings
function audioDeviceStateSettings.new() return end

---@param props table
---@return audioDeviceStateSettings
function audioDeviceStateSettings.new(props) return end

---@class audioDialogLineEventData
---@field stringId CRUID
---@field context locVoiceoverContext
---@field expression locVoiceoverExpression
---@field isPlayer Bool
---@field isRewind Bool
---@field isHolocall Bool
---@field customVoEvent CName
---@field seekTime Float
---@field playbackSpeedParameter Float
audioDialogLineEventData = {}

---@return audioDialogLineEventData
function audioDialogLineEventData.new() return end

---@param props table
---@return audioDialogLineEventData
function audioDialogLineEventData.new(props) return end

---@class audioDirectorSystemSettings : audioAudioMetadata
---@field combatVoManagerSettingsName CName
---@field singleConversationMinRepeatTime Float
---@field allConversationsMinRepeatTime Float
---@field maxVelocityMagnitudeToConsiderPlayerVehicleInactive Float
---@field maxVelocityMagnitudeToConsiderTrafficVehicleIdle Float
---@field playerInactiveMinTimeNeededToEngageMovingFaster Float
---@field vehEngageMovingFasterInterpolation audioVehicleEngageMovingFasterInterpolationData
---@field playerBrakeEventCooldown Float
---@field trafficSpeedRC Float
---@field trafficAccelerationRC Float
---@field trafficRpmRC Float
---@field trafficSlipRatioSkidThreshold Float
---@field trafficHornSingleVehicleCooldown Float
---@field trafficHornAllVehiclesCooldown Float
---@field trafficHornMaxDistanceRangeToPlayer Float
---@field overHeadVisibilityMaxOcclusion Float
---@field overHeadVisibilityMaxObstruction Float
---@field conversationMixCooldown Float
---@field enemyPingCooldown Float
---@field idleTimeBeforeAllowingOwMusicChange Float
---@field drivingStreamingAmbientEmittersDistanceRolloff Float
---@field lowHealthStateMaxTime Float
---@field lowGearMaxTrafficSpeed Float
---@field lowGearAccelerationThreshold Float
---@field mediumGearMaxTrafficSpeed Float
---@field mediumGearAccelerationThreshold Float
---@field highGearAccelerationThreshold Float
audioDirectorSystemSettings = {}

---@return audioDirectorSystemSettings
function audioDirectorSystemSettings.new() return end

---@param props table
---@return audioDirectorSystemSettings
function audioDirectorSystemSettings.new(props) return end

---@class audioDismembermentSoundSettings : audioAudioMetadata
---@field headEvent CName
---@field armEvent CName
---@field legEvent CName
audioDismembermentSoundSettings = {}

---@return audioDismembermentSoundSettings
function audioDismembermentSoundSettings.new() return end

---@param props table
---@return audioDismembermentSoundSettings
function audioDismembermentSoundSettings.new(props) return end

---@class audioDistanceSoundDecoratorMetadata : audioEmitterMetadata
---@field onEnter CName
---@field onLeave CName
---@field triggerDistance Float
---@field stopOnlyVirtualSounds Bool
audioDistanceSoundDecoratorMetadata = {}

---@return audioDistanceSoundDecoratorMetadata
function audioDistanceSoundDecoratorMetadata.new() return end

---@param props table
---@return audioDistanceSoundDecoratorMetadata
function audioDistanceSoundDecoratorMetadata.new(props) return end

---@class audioDoorDecoratorMetadata : audioEmitterMetadata
---@field startOpen CName
---@field startClose CName
---@field endOpen CName
---@field endClose CName
---@field openLoop CName
---@field closeLoop CName
---@field openTime Float
---@field closeTime Float
audioDoorDecoratorMetadata = {}

---@return audioDoorDecoratorMetadata
function audioDoorDecoratorMetadata.new() return end

---@param props table
---@return audioDoorDecoratorMetadata
function audioDoorDecoratorMetadata.new(props) return end

---@class audioDoorsSettings : audioDeviceSettings
---@field openEvent CName
---@field openFailedEvent CName
---@field closeEvent CName
---@field lockEvent CName
---@field unlockEvent CName
---@field sealEvent CName
---@field soundBank CName
audioDoorsSettings = {}

---@return audioDoorsSettings
function audioDoorsSettings.new() return end

---@param props table
---@return audioDoorsSettings
function audioDoorsSettings.new(props) return end

---@class audioDroneGlobalSettings : audioAudioMetadata
---@field speedRtpc CName
---@field thrustRtpc CName
audioDroneGlobalSettings = {}

---@return audioDroneGlobalSettings
function audioDroneGlobalSettings.new() return end

---@param props table
---@return audioDroneGlobalSettings
function audioDroneGlobalSettings.new(props) return end

---@class audioDroneMetadata : audioCustomEmitterMetadata
---@field boneName CName
---@field engineStart CName
---@field engineStop CName
---@field combatEnter CName
---@field combatExit CName
---@field targetLost CName
---@field idle CName
---@field initialReaction CName
---@field investigationIgnore CName
---@field noClearShot CName
---@field targetComplies CName
---@field lookForIntruder CName
---@field droneDestroyed CName
---@field droneDefeated CName
---@field commandHolsterWeapon CName
---@field commandLeaveArea CName
---@field finalWarning CName
---@field playDistance Float
---@field decorators CName[]
audioDroneMetadata = {}

---@return audioDroneMetadata
function audioDroneMetadata.new() return end

---@param props table
---@return audioDroneMetadata
function audioDroneMetadata.new(props) return end

---@class audioDynamicEventsPerVisualTags
---@field visualTags CName[]
---@field grunts audioDynamicEventsWithInterval[]
audioDynamicEventsPerVisualTags = {}

---@return audioDynamicEventsPerVisualTags
function audioDynamicEventsPerVisualTags.new() return end

---@param props table
---@return audioDynamicEventsPerVisualTags
function audioDynamicEventsPerVisualTags.new(props) return end

---@class audioDynamicEventsWithInterval
---@field events CName[]
---@field interval Float
audioDynamicEventsWithInterval = {}

---@return audioDynamicEventsWithInterval
function audioDynamicEventsWithInterval.new() return end

---@param props table
---@return audioDynamicEventsWithInterval
function audioDynamicEventsWithInterval.new(props) return end

---@class audioDynamicReverbSettings : audioAudioMetadata
---@field reverbType audioDynamicReverbType
---@field crossover1 audioReverbCrossoverParams
---@field crossover2 audioReverbCrossoverParams
---@field maxDistance Float
---@field smallReverb CName
---@field smallReverbMaxDistance Float
---@field smallReverbFadeOutThreshold Float
---@field mediumReverb CName
---@field largeReverb CName
---@field vehicleReverb CName
---@field overrideWeaponTail Bool
---@field sourceBasedReverbSet CName
---@field weaponTailType audioWeaponTailEnvironment
---@field echoPositionType audioEchoPositionType
---@field reportPositionType audioEchoPositionType
audioDynamicReverbSettings = {}

---@return audioDynamicReverbSettings
function audioDynamicReverbSettings.new() return end

---@param props table
---@return audioDynamicReverbSettings
function audioDynamicReverbSettings.new(props) return end

---@class audioEditorSelectedData : audioAudioMetadata
---@field selectedWeaponConfigurationName CName
---@field selectedFootstepsEventName CName
audioEditorSelectedData = {}

---@return audioEditorSelectedData
function audioEditorSelectedData.new() return end

---@param props table
---@return audioEditorSelectedData
function audioEditorSelectedData.new(props) return end

---@class audioEditorSelectedMeleeWeapon : audioAudioMetadata
---@field selectedWeaponConfigurationName CName
audioEditorSelectedMeleeWeapon = {}

---@return audioEditorSelectedMeleeWeapon
function audioEditorSelectedMeleeWeapon.new() return end

---@param props table
---@return audioEditorSelectedMeleeWeapon
function audioEditorSelectedMeleeWeapon.new(props) return end

---@class audioElevatorSettings : audioEntitySettings
---@field musicEvents audioMusicController
---@field movementEvents audioLoopingSoundController
---@field callingEvent CName
---@field destinationReachedEvent CName
---@field panelSelectionEvent CName
audioElevatorSettings = {}

---@return audioElevatorSettings
function audioElevatorSettings.new() return end

---@param props table
---@return audioElevatorSettings
function audioElevatorSettings.new(props) return end

---@class audioEmitterMetadata : audioAudioMetadata
audioEmitterMetadata = {}

---@class audioEnemyStateCountASTCD : audioAudioStateTransitionConditionData
---@field enemiesState audioEnemyState
---@field countComparer audioNumberComparer
---@field enemiesCount Uint32
audioEnemyStateCountASTCD = {}

---@return audioEnemyStateCountASTCD
function audioEnemyStateCountASTCD.new() return end

---@param props table
---@return audioEnemyStateCountASTCD
function audioEnemyStateCountASTCD.new(props) return end

---@class audioEntityEmitterSettings
---@field emitterName CName
---@field positionName CName
---@field emitterDecorators CName[]
---@field keepAlive Bool
---@field isObjectPerPositionEmitter Bool
audioEntityEmitterSettings = {}

---@return audioEntityEmitterSettings
function audioEntityEmitterSettings.new() return end

---@param props table
---@return audioEntityEmitterSettings
function audioEntityEmitterSettings.new(props) return end

---@class audioEntityMetadata : audioAudioMetadata
---@field fallbackDecorators CName[]
---@field defaultPositionName CName
---@field defaultEmitterName CName
---@field isDefaultForEntityType CName
---@field preferSoundComponentPosition Bool
---@field priority Int32
---@field rigMetadata CName
---@field emitterDescriptions audioEntityEmitterSettings[]
---@field alwaysCreateDefaultEmitter Bool
audioEntityMetadata = {}

---@return audioEntityMetadata
function audioEntityMetadata.new() return end

---@param props table
---@return audioEntityMetadata
function audioEntityMetadata.new(props) return end

---@class audioEntitySettings : audioAudioMetadata
---@field commonSettings audioCommonEntitySettings
---@field scanningSettings audioScanningSettings
---@field auxiliaryMetadata audioAuxiliaryMetadata
---@field emitterDecoratorMetadata CName
---@field preferSoundComponentPosition Bool
audioEntitySettings = {}

---@class audioEnvelopeSettings : audioAudioMetadata
---@field attackTime Float
---@field releaseTime Float
---@field holdTime Float
audioEnvelopeSettings = {}

---@return audioEnvelopeSettings
function audioEnvelopeSettings.new() return end

---@param props table
---@return audioEnvelopeSettings
function audioEnvelopeSettings.new(props) return end

---@class audioEventOverrideDictionary : audioInlinedAudioMetadata
---@field entries audioEventOverrideDictionaryItem[]
---@field entryType audioEventOverrideDictionaryItem
audioEventOverrideDictionary = {}

---@return audioEventOverrideDictionary
function audioEventOverrideDictionary.new() return end

---@param props table
---@return audioEventOverrideDictionary
function audioEventOverrideDictionary.new(props) return end

---@class audioEventOverrideDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioEventOverrideDictionaryItem = {}

---@return audioEventOverrideDictionaryItem
function audioEventOverrideDictionaryItem.new() return end

---@param props table
---@return audioEventOverrideDictionaryItem
function audioEventOverrideDictionaryItem.new(props) return end

---@class audioEventOverrides : audioAudioMetadata
---@field eventOverrides audioEventOverrideDictionary
audioEventOverrides = {}

---@return audioEventOverrides
function audioEventOverrides.new() return end

---@param props table
---@return audioEventOverrides
function audioEventOverrides.new(props) return end

---@class audioFlybySettings
---@field movementSpeed Float
---@field flybyEvent CName
audioFlybySettings = {}

---@return audioFlybySettings
function audioFlybySettings.new() return end

---@param props table
---@return audioFlybySettings
function audioFlybySettings.new(props) return end

---@class audioFoleyAppearanceName : audioAudioMetadata
---@field void Bool
audioFoleyAppearanceName = {}

---@return audioFoleyAppearanceName
function audioFoleyAppearanceName.new() return end

---@param props table
---@return audioFoleyAppearanceName
function audioFoleyAppearanceName.new(props) return end

---@class audioFoleyGlobalMetadata : audioAudioMetadata
---@field fadeoutTime Float
---@field fadeoutRtpc CName
audioFoleyGlobalMetadata = {}

---@return audioFoleyGlobalMetadata
function audioFoleyGlobalMetadata.new() return end

---@param props table
---@return audioFoleyGlobalMetadata
function audioFoleyGlobalMetadata.new(props) return end

---@class audioFoleyLoopMappingMetadata : audioAudioMetadata
---@field loopsPerAppearance audioAppearanceToFoleyLoopMetadata[]
---@field loopsPerVisualTag audioVisualTagToFoleyLoopMetadata[]
audioFoleyLoopMappingMetadata = {}

---@return audioFoleyLoopMappingMetadata
function audioFoleyLoopMappingMetadata.new() return end

---@param props table
---@return audioFoleyLoopMappingMetadata
function audioFoleyLoopMappingMetadata.new(props) return end

---@class audioFoleyLoopMetadata
---@field startEvent CName
---@field stopEvent CName
audioFoleyLoopMetadata = {}

---@return audioFoleyLoopMetadata
function audioFoleyLoopMetadata.new() return end

---@param props table
---@return audioFoleyLoopMetadata
function audioFoleyLoopMetadata.new(props) return end

---@class audioFoleyNPCAppearanceMappingMetadata : audioAudioMetadata
---@field fallbackMetadata CName
---@field NPCsPerAppearance audioAppearanceToNPCMetadata[]
---@field NPCsPerMainMaterial audioVisualTagToNPCMetadata[]
---@field NPCsPerAdditive audioVisualTagToNPCMetadata[]
audioFoleyNPCAppearanceMappingMetadata = {}

---@return audioFoleyNPCAppearanceMappingMetadata
function audioFoleyNPCAppearanceMappingMetadata.new() return end

---@param props table
---@return audioFoleyNPCAppearanceMappingMetadata
function audioFoleyNPCAppearanceMappingMetadata.new(props) return end

---@class audioFoleyNPCMetadata : audioAudioMetadata
---@field fastHeavy audioMeleeSound
---@field fastMedium audioMeleeSound
---@field fastLight audioMeleeSound
---@field normalHeavy audioMeleeSound
---@field normalMedium audioMeleeSound
---@field normalLight audioMeleeSound
---@field slowHeavy audioMeleeSound
---@field slowMedium audioMeleeSound
---@field slowLight audioMeleeSound
---@field walk audioMeleeSound
---@field run audioMeleeSound
audioFoleyNPCMetadata = {}

---@return audioFoleyNPCMetadata
function audioFoleyNPCMetadata.new() return end

---@param props table
---@return audioFoleyNPCMetadata
function audioFoleyNPCMetadata.new(props) return end

---@class audioFoleyPlayerAppearanceMappingMetadata : audioAudioMetadata
---@field fallbackMetadata CName
---@field jacketSettings audioAppearanceToPlayerMetadata[]
---@field topSettings audioAppearanceToPlayerMetadata[]
---@field bottomSettings audioAppearanceToPlayerMetadata[]
---@field jewelrySettings audioAppearanceToPlayerMetadata[]
audioFoleyPlayerAppearanceMappingMetadata = {}

---@return audioFoleyPlayerAppearanceMappingMetadata
function audioFoleyPlayerAppearanceMappingMetadata.new() return end

---@param props table
---@return audioFoleyPlayerAppearanceMappingMetadata
function audioFoleyPlayerAppearanceMappingMetadata.new(props) return end

---@class audioFootstepDecalMaterialEntry
---@field materialTag CName
---@field eventsByLocomotionState audioLocomotionStateEventDictionary
audioFootstepDecalMaterialEntry = {}

---@return audioFootstepDecalMaterialEntry
function audioFootstepDecalMaterialEntry.new() return end

---@param props table
---@return audioFootstepDecalMaterialEntry
function audioFootstepDecalMaterialEntry.new(props) return end

---@class audioFootstepDecalMaterialsMap : audioAudioMetadata
---@field closestDecalDetectionRadius Float
---@field entries audioFootstepDecalMaterialEntry[]
audioFootstepDecalMaterialsMap = {}

---@return audioFootstepDecalMaterialsMap
function audioFootstepDecalMaterialsMap.new() return end

---@param props table
---@return audioFootstepDecalMaterialsMap
function audioFootstepDecalMaterialsMap.new(props) return end

---@class audioFootstepsMetadata : audioAudioMetadata
---@field defaultFootwearMetadata CName
---@field footwearMetadataArray CName[]
---@field slideEvent CName
---@field onEnterSound CName
---@field onExitSound CName
---@field defaultFootwearVfxMetadata CName
---@field footwearVfxMetadataArray CName[]
audioFootstepsMetadata = {}

---@return audioFootstepsMetadata
function audioFootstepsMetadata.new() return end

---@param props table
---@return audioFootstepsMetadata
function audioFootstepsMetadata.new(props) return end

---@class audioFootwearType : audioAudioMetadata
---@field itemNames CName[]
audioFootwearType = {}

---@return audioFootwearType
function audioFootwearType.new() return end

---@param props table
---@return audioFootwearType
function audioFootwearType.new(props) return end

---@class audioFootwearVsMaterialMetadata : audioAudioMetadata
---@field footwearType CName
---@field skidEvent CName
---@field defaultFootstep CName
---@field locomotionStates audioLocomotionStateEventDictionary
---@field customActionEvents audioLocomotionCustomActionEventDictionary
audioFootwearVsMaterialMetadata = {}

---@return audioFootwearVsMaterialMetadata
function audioFootwearVsMaterialMetadata.new() return end

---@param props table
---@return audioFootwearVsMaterialMetadata
function audioFootwearVsMaterialMetadata.new(props) return end

---@class audioFootwearVsMaterialVfxMetadata : audioAudioMetadata
---@field footwearType CName
---@field defaultVfx CResource
---@field locomotionStates audioLocomotionStateVfxDictionary
---@field customActionVfx audioLocomotionCustomActionVfxDictionary
audioFootwearVsMaterialVfxMetadata = {}

---@return audioFootwearVsMaterialVfxMetadata
function audioFootwearVsMaterialVfxMetadata.new() return end

---@param props table
---@return audioFootwearVsMaterialVfxMetadata
function audioFootwearVsMaterialVfxMetadata.new(props) return end

---@class audioGameplayTierActivatedASTCD : audioAudioStateTransitionConditionData
---@field gameplayTier audioGameplayTier
audioGameplayTierActivatedASTCD = {}

---@return audioGameplayTierActivatedASTCD
function audioGameplayTierActivatedASTCD.new() return end

---@param props table
---@return audioGameplayTierActivatedASTCD
function audioGameplayTierActivatedASTCD.new(props) return end

---@class audioGearSweetener : audioAudioMetadata
---@field gear Uint32
---@field rpmThreshold Float
---@field cooldown Float
---@field soundEvent CName
---@field burnoutFactor Float
audioGearSweetener = {}

---@return audioGearSweetener
function audioGearSweetener.new() return end

---@param props table
---@return audioGearSweetener
function audioGearSweetener.new(props) return end

---@class audioGeneralVoiceGruntSettings
---@field variationsCount Uint32
---@field painLong CName
---@field agressionShort CName
---@field agressionLong CName
---@field longFall CName
---@field death CName
---@field silentDeath CName
---@field grapple CName
---@field grappleMovement CName
---@field environmentalKnockdown CName
---@field bump CName
---@field curious CName
---@field fear CName
---@field jump CName
---@field effortLong CName
---@field deathShort CName
---@field greet CName
---@field laughHard CName
---@field laughSoft CName
---@field phone CName
---@field braindanceExcited CName
---@field braindanceFearful CName
---@field braindanceNeutral CName
---@field braindanceSexual CName
---@field contextualVoiceGruntSettings audioContextualVoiceGruntSettings
---@field gruntVariations audioVoiceGruntVariations
audioGeneralVoiceGruntSettings = {}

---@return audioGeneralVoiceGruntSettings
function audioGeneralVoiceGruntSettings.new() return end

---@param props table
---@return audioGeneralVoiceGruntSettings
function audioGeneralVoiceGruntSettings.new(props) return end

---@class audioGenericEntitySettings : audioEntitySettings
audioGenericEntitySettings = {}

---@return audioGenericEntitySettings
function audioGenericEntitySettings.new() return end

---@param props table
---@return audioGenericEntitySettings
function audioGenericEntitySettings.new(props) return end

---@class audioGenericGameplayEventOccurredASTCD : audioAudioStateTransitionConditionData
---@field gameplayEvent CName
audioGenericGameplayEventOccurredASTCD = {}

---@return audioGenericGameplayEventOccurredASTCD
function audioGenericGameplayEventOccurredASTCD.new() return end

---@param props table
---@return audioGenericGameplayEventOccurredASTCD
function audioGenericGameplayEventOccurredASTCD.new(props) return end

---@class audioGenericNameEventDictionary : audioInlinedAudioMetadata
---@field entries audioGenericNameEventItem[]
---@field entryType audioGenericNameEventItem
audioGenericNameEventDictionary = {}

---@return audioGenericNameEventDictionary
function audioGenericNameEventDictionary.new() return end

---@param props table
---@return audioGenericNameEventDictionary
function audioGenericNameEventDictionary.new(props) return end

---@class audioGenericNameEventItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioGenericNameEventItem = {}

---@return audioGenericNameEventItem
function audioGenericNameEventItem.new() return end

---@param props table
---@return audioGenericNameEventItem
function audioGenericNameEventItem.new(props) return end

---@class audioGenericNameEventMap : audioAudioMetadata
---@field eventOverrides audioGenericNameEventDictionary
audioGenericNameEventMap = {}

---@return audioGenericNameEventMap
function audioGenericNameEventMap.new() return end

---@param props table
---@return audioGenericNameEventMap
function audioGenericNameEventMap.new(props) return end

---@class audioGrenadeEntitySettings : audioEntitySettings
---@field explosionSound CName
audioGrenadeEntitySettings = {}

---@return audioGrenadeEntitySettings
function audioGrenadeEntitySettings.new() return end

---@param props table
---@return audioGrenadeEntitySettings
function audioGrenadeEntitySettings.new(props) return end

---@class audioGroupingCountableMetadata : audioEmitterMetadata
---@field void Bool
audioGroupingCountableMetadata = {}

---@return audioGroupingCountableMetadata
function audioGroupingCountableMetadata.new() return end

---@param props table
---@return audioGroupingCountableMetadata
function audioGroupingCountableMetadata.new(props) return end

---@class audioGroupingLimitMetadata : audioAudioMetadata
---@field limit Float
audioGroupingLimitMetadata = {}

---@return audioGroupingLimitMetadata
function audioGroupingLimitMetadata.new() return end

---@param props table
---@return audioGroupingLimitMetadata
function audioGroupingLimitMetadata.new(props) return end

---@class audioGroupingShapeClassifierMetadata : audioAudioMetadata
---@field useAngle Bool
---@field minGroupSize Float
---@field maxGroupSize Float
---@field minGroupAngleSpread Float
---@field maxGroupAngleSpread Float
---@field floorLimit Bool
---@field ceilingLimit Bool
---@field minDistanceLimit CName
---@field maxDistanceLimit CName
audioGroupingShapeClassifierMetadata = {}

---@return audioGroupingShapeClassifierMetadata
function audioGroupingShapeClassifierMetadata.new() return end

---@param props table
---@return audioGroupingShapeClassifierMetadata
function audioGroupingShapeClassifierMetadata.new(props) return end

---@class audioGroupingTagMetadata : audioAudioMetadata
---@field shape CName
---@field classificationMethod audioClassificationMethod
---@field inputEmitterName CName
---@field inputEventNames CName[]
---@field inputTags CName[]
---@field outputEventId CName
---@field minimalGroupCount Float
---@field fullGroupCount Float
audioGroupingTagMetadata = {}

---@return audioGroupingTagMetadata
function audioGroupingTagMetadata.new() return end

---@param props table
---@return audioGroupingTagMetadata
function audioGroupingTagMetadata.new(props) return end

---@class audioIBasicGameInterface
audioIBasicGameInterface = {}

---@class audioIndexedSinglePositionStrategy : audioApplySoundPositionStrategy
audioIndexedSinglePositionStrategy = {}

---@return audioIndexedSinglePositionStrategy
function audioIndexedSinglePositionStrategy.new() return end

---@param props table
---@return audioIndexedSinglePositionStrategy
function audioIndexedSinglePositionStrategy.new(props) return end

---@class audioInlinedAudioMetadata : audioAudioMetadataBase
audioInlinedAudioMetadata = {}

---@return audioInlinedAudioMetadata
function audioInlinedAudioMetadata.new() return end

---@param props table
---@return audioInlinedAudioMetadata
function audioInlinedAudioMetadata.new(props) return end

---@class audioKeySoundEventDictionary : audioInlinedAudioMetadata
---@field entries audioKeySoundEventPairDictionaryItem[]
---@field entryType audioKeySoundEventPairDictionaryItem
audioKeySoundEventDictionary = {}

---@return audioKeySoundEventDictionary
function audioKeySoundEventDictionary.new() return end

---@param props table
---@return audioKeySoundEventDictionary
function audioKeySoundEventDictionary.new(props) return end

---@class audioKeySoundEventPairDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioKeySoundEventPairDictionaryItem = {}

---@return audioKeySoundEventPairDictionaryItem
function audioKeySoundEventPairDictionaryItem.new() return end

---@param props table
---@return audioKeySoundEventPairDictionaryItem
function audioKeySoundEventPairDictionaryItem.new(props) return end

---@class audioKeyUiControlDictionary : audioInlinedAudioMetadata
---@field entries audioKeyUiControlPairDictionaryItem[]
---@field entryType audioKeyUiControlPairDictionaryItem
audioKeyUiControlDictionary = {}

---@return audioKeyUiControlDictionary
function audioKeyUiControlDictionary.new() return end

---@param props table
---@return audioKeyUiControlDictionary
function audioKeyUiControlDictionary.new(props) return end

---@class audioKeyUiControlPairDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value audioUiControl
audioKeyUiControlPairDictionaryItem = {}

---@return audioKeyUiControlPairDictionaryItem
function audioKeyUiControlPairDictionaryItem.new() return end

---@param props table
---@return audioKeyUiControlPairDictionaryItem
function audioKeyUiControlPairDictionaryItem.new(props) return end

---@class audioKeyUiSoundDictionary : audioInlinedAudioMetadata
---@field entries audioKeyUiSoundPairDictionaryItem[]
---@field entryType audioKeyUiSoundPairDictionaryItem
audioKeyUiSoundDictionary = {}

---@return audioKeyUiSoundDictionary
function audioKeyUiSoundDictionary.new() return end

---@param props table
---@return audioKeyUiSoundDictionary
function audioKeyUiSoundDictionary.new(props) return end

---@class audioKeyUiSoundPairDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value audioUiSound
audioKeyUiSoundPairDictionaryItem = {}

---@return audioKeyUiSoundPairDictionaryItem
function audioKeyUiSoundPairDictionaryItem.new() return end

---@param props table
---@return audioKeyUiSoundPairDictionaryItem
function audioKeyUiSoundPairDictionaryItem.new(props) return end

---@class audioLanguage
---@field longName String
---@field codeName String
---@field hasVO Bool
audioLanguage = {}

---@return audioLanguage
function audioLanguage.new() return end

---@param props table
---@return audioLanguage
function audioLanguage.new(props) return end

---@class audioLanguageGameConfiguration : audioAudioMetadata
---@field langsInProject audioLanguageMapItem[]
audioLanguageGameConfiguration = {}

---@return audioLanguageGameConfiguration
function audioLanguageGameConfiguration.new() return end

---@param props table
---@return audioLanguageGameConfiguration
function audioLanguageGameConfiguration.new(props) return end

---@class audioLanguageMapItem : audioAudioMetadata
---@field language audioLanguage
audioLanguageMapItem = {}

---@return audioLanguageMapItem
function audioLanguageMapItem.new() return end

---@param props table
---@return audioLanguageMapItem
function audioLanguageMapItem.new(props) return end

---@class audioLimitedSound
---@field soundType audioLimitedSoundType
---@field attenuationDistance Float
audioLimitedSound = {}

---@return audioLimitedSound
function audioLimitedSound.new() return end

---@param props table
---@return audioLimitedSound
function audioLimitedSound.new(props) return end

---@class audioLocomotionCustomActionEventDictionary : audioInlinedAudioMetadata
---@field entries audioLocomotionCustomActionEventDictionaryItem[]
---@field entryType audioLocomotionCustomActionEventDictionaryItem
audioLocomotionCustomActionEventDictionary = {}

---@return audioLocomotionCustomActionEventDictionary
function audioLocomotionCustomActionEventDictionary.new() return end

---@param props table
---@return audioLocomotionCustomActionEventDictionary
function audioLocomotionCustomActionEventDictionary.new(props) return end

---@class audioLocomotionCustomActionEventDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioLocomotionCustomActionEventDictionaryItem = {}

---@return audioLocomotionCustomActionEventDictionaryItem
function audioLocomotionCustomActionEventDictionaryItem.new() return end

---@param props table
---@return audioLocomotionCustomActionEventDictionaryItem
function audioLocomotionCustomActionEventDictionaryItem.new(props) return end

---@class audioLocomotionCustomActionType : audioAudioMetadata
---@field void Bool
audioLocomotionCustomActionType = {}

---@return audioLocomotionCustomActionType
function audioLocomotionCustomActionType.new() return end

---@param props table
---@return audioLocomotionCustomActionType
function audioLocomotionCustomActionType.new(props) return end

---@class audioLocomotionCustomActionVfxDictionary : audioInlinedAudioMetadata
---@field entries audioLocomotionCustomActionVfxDictionaryItem[]
---@field entryType audioLocomotionCustomActionVfxDictionaryItem
audioLocomotionCustomActionVfxDictionary = {}

---@return audioLocomotionCustomActionVfxDictionary
function audioLocomotionCustomActionVfxDictionary.new() return end

---@param props table
---@return audioLocomotionCustomActionVfxDictionary
function audioLocomotionCustomActionVfxDictionary.new(props) return end

---@class audioLocomotionCustomActionVfxDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CResource
audioLocomotionCustomActionVfxDictionaryItem = {}

---@return audioLocomotionCustomActionVfxDictionaryItem
function audioLocomotionCustomActionVfxDictionaryItem.new() return end

---@param props table
---@return audioLocomotionCustomActionVfxDictionaryItem
function audioLocomotionCustomActionVfxDictionaryItem.new(props) return end

---@class audioLocomotionEmitterMetadata : audioEmitterMetadata
---@field customMaterialLookup CName
---@field isPlayer Bool
---@field diveSuitName CName
audioLocomotionEmitterMetadata = {}

---@return audioLocomotionEmitterMetadata
function audioLocomotionEmitterMetadata.new() return end

---@param props table
---@return audioLocomotionEmitterMetadata
function audioLocomotionEmitterMetadata.new(props) return end

---@class audioLocomotionEventMetadata : audioAudioMetadata
audioLocomotionEventMetadata = {}

---@return audioLocomotionEventMetadata
function audioLocomotionEventMetadata.new() return end

---@param props table
---@return audioLocomotionEventMetadata
function audioLocomotionEventMetadata.new(props) return end

---@class audioLocomotionStateEventDictionary : audioInlinedAudioMetadata
---@field entries audioLocomotionStateEventDictionaryItem[]
---@field entryType audioLocomotionStateEventDictionaryItem
audioLocomotionStateEventDictionary = {}

---@return audioLocomotionStateEventDictionary
function audioLocomotionStateEventDictionary.new() return end

---@param props table
---@return audioLocomotionStateEventDictionary
function audioLocomotionStateEventDictionary.new(props) return end

---@class audioLocomotionStateEventDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioLocomotionStateEventDictionaryItem = {}

---@return audioLocomotionStateEventDictionaryItem
function audioLocomotionStateEventDictionaryItem.new() return end

---@param props table
---@return audioLocomotionStateEventDictionaryItem
function audioLocomotionStateEventDictionaryItem.new(props) return end

---@class audioLocomotionStateType : audioAudioMetadata
---@field void Bool
audioLocomotionStateType = {}

---@return audioLocomotionStateType
function audioLocomotionStateType.new() return end

---@param props table
---@return audioLocomotionStateType
function audioLocomotionStateType.new(props) return end

---@class audioLocomotionStateVfxDictionary : audioInlinedAudioMetadata
---@field entries audioLocomotionStateVfxDictionaryItem[]
---@field entryType audioLocomotionStateVfxDictionaryItem
audioLocomotionStateVfxDictionary = {}

---@return audioLocomotionStateVfxDictionary
function audioLocomotionStateVfxDictionary.new() return end

---@param props table
---@return audioLocomotionStateVfxDictionary
function audioLocomotionStateVfxDictionary.new(props) return end

---@class audioLocomotionStateVfxDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value CResource
audioLocomotionStateVfxDictionaryItem = {}

---@return audioLocomotionStateVfxDictionaryItem
function audioLocomotionStateVfxDictionaryItem.new() return end

---@param props table
---@return audioLocomotionStateVfxDictionaryItem
function audioLocomotionStateVfxDictionaryItem.new(props) return end

---@class audioLocomotionWaterContextSettings
---@field minDistanceBetweenImpulsesSquared Float
---@field impulseStrength Float
---@field impulseMinRadius Float
---@field impulseMaxRadius Float
audioLocomotionWaterContextSettings = {}

---@return audioLocomotionWaterContextSettings
function audioLocomotionWaterContextSettings.new() return end

---@param props table
---@return audioLocomotionWaterContextSettings
function audioLocomotionWaterContextSettings.new(props) return end

---@class audioLocomotionWaterSettings : audioAudioMetadata
---@field defaultLegVfx CResource
---@field locomotionStatesLegVfx audioLocomotionStateVfxDictionary
---@field customActionLegVfx audioLocomotionCustomActionVfxDictionary
---@field minSpeedToApplyImpulses Float
---@field minHeelDepthToApplyImpulses Float
---@field shallowWaterDepth Float
---@field intermediateWaterDepth Float
---@field shallowSettings audioLocomotionWaterContextSettings
---@field intermediateSettings audioLocomotionWaterContextSettings
---@field deepSettings audioLocomotionWaterContextSettings
---@field minHeelDepthToSpawnFallFx Float
---@field minDownwardSpeedForRegularFall Float
---@field minDownwardSpeedForFastFall Float
---@field regularFallVfx CResource
---@field regularFallEvent CName
---@field fastFallVfx CResource
---@field fastFallEvent CName
audioLocomotionWaterSettings = {}

---@return audioLocomotionWaterSettings
function audioLocomotionWaterSettings.new() return end

---@param props table
---@return audioLocomotionWaterSettings
function audioLocomotionWaterSettings.new(props) return end

---@class audioLoopedSoundEmitterMetadata : audioEmitterMetadata
---@field loopSound CName
audioLoopedSoundEmitterMetadata = {}

---@return audioLoopedSoundEmitterMetadata
function audioLoopedSoundEmitterMetadata.new() return end

---@param props table
---@return audioLoopedSoundEmitterMetadata
function audioLoopedSoundEmitterMetadata.new(props) return end

---@class audioLoopingSoundController
---@field playEvent CName
---@field preStopEvent CName
---@field stopEvent CName
audioLoopingSoundController = {}

---@return audioLoopingSoundController
function audioLoopingSoundController.new() return end

---@param props table
---@return audioLoopingSoundController
function audioLoopingSoundController.new(props) return end

---@class audioMaterialMeleeSoundDictionary : audioInlinedAudioMetadata
---@field entries audioMaterialMeleeSoundDictionaryItem[]
---@field entryType audioMaterialMeleeSoundDictionaryItem
audioMaterialMeleeSoundDictionary = {}

---@return audioMaterialMeleeSoundDictionary
function audioMaterialMeleeSoundDictionary.new() return end

---@param props table
---@return audioMaterialMeleeSoundDictionary
function audioMaterialMeleeSoundDictionary.new(props) return end

---@class audioMaterialMeleeSoundDictionaryItem : audioInlinedAudioMetadata
---@field key CName
---@field value audioMeleeSound
audioMaterialMeleeSoundDictionaryItem = {}

---@return audioMaterialMeleeSoundDictionaryItem
function audioMaterialMeleeSoundDictionaryItem.new() return end

---@param props table
---@return audioMaterialMeleeSoundDictionaryItem
function audioMaterialMeleeSoundDictionaryItem.new(props) return end

---@class audioMaterialOverride
---@field base CName
---@field override CName
audioMaterialOverride = {}

---@return audioMaterialOverride
function audioMaterialOverride.new() return end

---@param props table
---@return audioMaterialOverride
function audioMaterialOverride.new(props) return end

---@class audioMeleeAttackSettings
---@field hitEvent CName
---@field penetratingHitEvent CName
---@field criticalHitEvent CName
---@field killingHitEvent CName
audioMeleeAttackSettings = {}

---@return audioMeleeAttackSettings
function audioMeleeAttackSettings.new() return end

---@param props table
---@return audioMeleeAttackSettings
function audioMeleeAttackSettings.new(props) return end

---@class audioMeleeEvent
---@field event CName
---@field params audioAudSimpleParameter[]
audioMeleeEvent = {}

---@return audioMeleeEvent
function audioMeleeEvent.new() return end

---@param props table
---@return audioMeleeEvent
function audioMeleeEvent.new(props) return end

---@class audioMeleeHitSoundMetadata : audioAudioMetadata
---@field meleeSoundsByMaterial audioMaterialMeleeSoundDictionary
audioMeleeHitSoundMetadata = {}

---@return audioMeleeHitSoundMetadata
function audioMeleeHitSoundMetadata.new() return end

---@param props table
---@return audioMeleeHitSoundMetadata
function audioMeleeHitSoundMetadata.new(props) return end

---@class audioMeleeHitTypeMeleeSoundDictionary : audioInlinedAudioMetadata
---@field entries audioMeleeHitTypeMeleeSoundDictionaryItem[]
---@field entryType audioMeleeHitTypeMeleeSoundDictionaryItem
audioMeleeHitTypeMeleeSoundDictionary = {}

---@return audioMeleeHitTypeMeleeSoundDictionary
function audioMeleeHitTypeMeleeSoundDictionary.new() return end

---@param props table
---@return audioMeleeHitTypeMeleeSoundDictionary
function audioMeleeHitTypeMeleeSoundDictionary.new(props) return end

---@class audioMeleeHitTypeMeleeSoundDictionaryItem : audioInlinedAudioMetadata
---@field key audioMeleeHitPerMaterialType
---@field value audioMeleeSound
audioMeleeHitTypeMeleeSoundDictionaryItem = {}

---@return audioMeleeHitTypeMeleeSoundDictionaryItem
function audioMeleeHitTypeMeleeSoundDictionaryItem.new() return end

---@param props table
---@return audioMeleeHitTypeMeleeSoundDictionaryItem
function audioMeleeHitTypeMeleeSoundDictionaryItem.new(props) return end

---@class audioMeleeRigMap : audioAudioMetadata
---@field mapItems audioMeleeRigMapItem[]
audioMeleeRigMap = {}

---@return audioMeleeRigMap
function audioMeleeRigMap.new() return end

---@param props table
---@return audioMeleeRigMap
function audioMeleeRigMap.new(props) return end

---@class audioMeleeRigMapItem : audioAudioMetadata
---@field matchingRigs CName[]
audioMeleeRigMapItem = {}

---@return audioMeleeRigMapItem
function audioMeleeRigMapItem.new() return end

---@param props table
---@return audioMeleeRigMapItem
function audioMeleeRigMapItem.new(props) return end

---@class audioMeleeRigTypeMeleeWeaponConfigurationMap
---@field mapItems audioMeleeRigTypeMeleeWeaponConfigurationMapItem[]
audioMeleeRigTypeMeleeWeaponConfigurationMap = {}

---@return audioMeleeRigTypeMeleeWeaponConfigurationMap
function audioMeleeRigTypeMeleeWeaponConfigurationMap.new() return end

---@param props table
---@return audioMeleeRigTypeMeleeWeaponConfigurationMap
function audioMeleeRigTypeMeleeWeaponConfigurationMap.new(props) return end

---@class audioMeleeRigTypeMeleeWeaponConfigurationMapItem
---@field name CName
---@field meleeWeaponConfiguration CName
audioMeleeRigTypeMeleeWeaponConfigurationMapItem = {}

---@return audioMeleeRigTypeMeleeWeaponConfigurationMapItem
function audioMeleeRigTypeMeleeWeaponConfigurationMapItem.new() return end

---@param props table
---@return audioMeleeRigTypeMeleeWeaponConfigurationMapItem
function audioMeleeRigTypeMeleeWeaponConfigurationMapItem.new(props) return end

---@class audioMeleeSound
---@field events audioMeleeEvent[]
audioMeleeSound = {}

---@return audioMeleeSound
function audioMeleeSound.new() return end

---@param props table
---@return audioMeleeSound
function audioMeleeSound.new(props) return end

---@class audioMeleeWeaponConfiguration : audioAudioMetadata
---@field fastWhoosh audioMeleeSound
---@field normalWhoosh audioMeleeSound
---@field slowWhoosh audioMeleeSound
---@field detailSound audioMeleeSound
---@field handlingSound audioMeleeSound
---@field equipSound audioMeleeSound
---@field unequipSound audioMeleeSound
---@field blockSound audioMeleeSound
---@field parrySound audioMeleeSound
---@field attackChargedSound audioMeleeSound
---@field attackDischargedSound audioMeleeSound
---@field meleeSoundsByHitPerMaterialType audioMeleeHitTypeMeleeSoundDictionary
---@field meleeWeaponConfigurationsByRigTypeMap audioMeleeRigTypeMeleeWeaponConfigurationMap
audioMeleeWeaponConfiguration = {}

---@return audioMeleeWeaponConfiguration
function audioMeleeWeaponConfiguration.new() return end

---@param props table
---@return audioMeleeWeaponConfiguration
function audioMeleeWeaponConfiguration.new(props) return end

---@class audioMeleeWeaponNpcSettings : audioMeleeWeaponSettings
audioMeleeWeaponNpcSettings = {}

---@return audioMeleeWeaponNpcSettings
function audioMeleeWeaponNpcSettings.new() return end

---@param props table
---@return audioMeleeWeaponNpcSettings
function audioMeleeWeaponNpcSettings.new(props) return end

---@class audioMeleeWeaponPlayerSettings : audioMeleeWeaponSettings
audioMeleeWeaponPlayerSettings = {}

---@return audioMeleeWeaponPlayerSettings
function audioMeleeWeaponPlayerSettings.new() return end

---@param props table
---@return audioMeleeWeaponPlayerSettings
function audioMeleeWeaponPlayerSettings.new(props) return end

---@class audioMeleeWeaponSettings : audioAudioMetadata
---@field quickAttackSettings audioMeleeAttackSettings
---@field strongAttackSettings audioMeleeAttackSettings
---@field weaponHandlingSettings audioWeaponHandlingSettings
audioMeleeWeaponSettings = {}

---@class audioMeleeWeaponVariations : audioAudioMetadata
---@field playerWeaponConfigurationName CName
---@field NPCWeaponConfigurationName CName
audioMeleeWeaponVariations = {}

---@return audioMeleeWeaponVariations
function audioMeleeWeaponVariations.new() return end

---@param props table
---@return audioMeleeWeaponVariations
function audioMeleeWeaponVariations.new(props) return end

---@class audioMixParamDescription
---@field parameter CName
---@field defaultValue Float
audioMixParamDescription = {}

---@return audioMixParamDescription
function audioMixParamDescription.new() return end

---@param props table
---@return audioMixParamDescription
function audioMixParamDescription.new(props) return end

---@class audioMixSettings : audioAudioMetadata
---@field masterVolume Float
---@field sfxVolume Float
---@field musicVolume Float
---@field voVolume Float
---@field uiMenuVolume Float
---@field onStartupEvent CName
audioMixSettings = {}

---@return audioMixSettings
function audioMixSettings.new() return end

---@param props table
---@return audioMixSettings
function audioMixSettings.new(props) return end

---@class audioMixingActionData
---@field actionType audioMixingActionType
---@field voContext locVoiceoverContext
---@field tagValue CName
---@field dbOffset Float
---@field distanceRolloffFactor Float
---@field voEventOverride CName
---@field customParametersSetKey Uint64
---@field customParameters audioAudSimpleParameter[]
audioMixingActionData = {}

---@return audioMixingActionData
function audioMixingActionData.new() return end

---@param props table
---@return audioMixingActionData
function audioMixingActionData.new(props) return end

---@class audioMultiplePositionsStrategy : audioApplySoundPositionStrategy
audioMultiplePositionsStrategy = {}

---@return audioMultiplePositionsStrategy
function audioMultiplePositionsStrategy.new() return end

---@param props table
---@return audioMultiplePositionsStrategy
function audioMultiplePositionsStrategy.new(props) return end

---@class audioMusicController
---@field playEvent CName
---@field stopEvent CName
---@field muteEvent CName
---@field unmuteEvent CName
audioMusicController = {}

---@return audioMusicController
function audioMusicController.new() return end

---@param props table
---@return audioMusicController
function audioMusicController.new(props) return end

---@class audioNpcGunChoirSettings : audioAudioMetadata
---@field voices CName[]
audioNpcGunChoirSettings = {}

---@return audioNpcGunChoirSettings
function audioNpcGunChoirSettings.new() return end

---@param props table
---@return audioNpcGunChoirSettings
function audioNpcGunChoirSettings.new(props) return end

---@class audioNpcGunChoirVoice : audioAudioMetadata
---@field fireSound CName
---@field burstFireSound CName
---@field chargedSound CName
---@field autoFireSound CName
---@field autoFireStop CName
---@field shutdown CName
---@field init CName
audioNpcGunChoirVoice = {}

---@return audioNpcGunChoirVoice
function audioNpcGunChoirVoice.new() return end

---@param props table
---@return audioNpcGunChoirVoice
function audioNpcGunChoirVoice.new(props) return end

---@class audioNpcWeaponSettings : audioWeaponSettings
---@field gunChoir CName
---@field tails CName
---@field obstructionEnabled Bool
---@field occlusionEnabled Bool
---@field repositionEnabled Bool
---@field obstructionChangeTime Float
---@field disablePathfinding Bool
---@field voiceSwitchCooldown Float
---@field reloadSound CName
---@field quickMeleeAttackSound CName
---@field quickMeleeHitSound CName
audioNpcWeaponSettings = {}

---@return audioNpcWeaponSettings
function audioNpcWeaponSettings.new() return end

---@param props table
---@return audioNpcWeaponSettings
function audioNpcWeaponSettings.new(props) return end

---@class audioNullPositionStrategy : audioApplySoundPositionStrategy
audioNullPositionStrategy = {}

---@return audioNullPositionStrategy
function audioNullPositionStrategy.new() return end

---@param props table
---@return audioNullPositionStrategy
function audioNullPositionStrategy.new(props) return end

---@class audioPanicModeVirtualizeList : audioAudioMetadata
---@field tags CName[]
audioPanicModeVirtualizeList = {}

---@return audioPanicModeVirtualizeList
function audioPanicModeVirtualizeList.new() return end

---@param props table
---@return audioPanicModeVirtualizeList
function audioPanicModeVirtualizeList.new(props) return end

---@class audioParamMixerDecoratorMetadata : audioEmitterMetadata
---@field inParams audioMixParamDescription[]
---@field outputName CName
---@field operation audioMixParamsAction
---@field globalOutput Bool
audioParamMixerDecoratorMetadata = {}

---@return audioParamMixerDecoratorMetadata
function audioParamMixerDecoratorMetadata.new() return end

---@param props table
---@return audioParamMixerDecoratorMetadata
function audioParamMixerDecoratorMetadata.new(props) return end

---@class audioPerfectChargePerkSounds
---@field perfectChargeChargingSound CName
---@field perfectChargeChargedSound CName
---@field perfectChargeShootingSound CName
audioPerfectChargePerkSounds = {}

---@return audioPerfectChargePerkSounds
function audioPerfectChargePerkSounds.new() return end

---@param props table
---@return audioPerfectChargePerkSounds
function audioPerfectChargePerkSounds.new(props) return end

---@class audioPhysicalMaterialSettings : audioAudioMetadata
---@field softImpact CName
---@field solidImpact CName
---@field hardImpact CName
---@field useFoliageSystem Bool
---@field enableRollingOrScraping Bool
---@field scrape CName
---@field roll CName
---@field materialHardnessOverride audioMaterialHardnessOverride
---@field collideOnlyOnce Bool
---@field bulletImpact CName
---@field bulletImpactSniper CName
---@field bulletImpactShotgun CName
---@field bulletImpactRail CName
---@field bulletImpactNpc CName
---@field bulletImpactNpcSniper CName
---@field bulletImpactNpcAuto CName
---@field bulletImpactNpcShotgun CName
---@field bulletImpactNpcRail CName
audioPhysicalMaterialSettings = {}

---@return audioPhysicalMaterialSettings
function audioPhysicalMaterialSettings.new() return end

---@param props table
---@return audioPhysicalMaterialSettings
function audioPhysicalMaterialSettings.new(props) return end

---@class audioPhysicalMaterialToAudioMetadataMatrix : audioAudioMetadata
---@field physicalToAudioMaterialAssignments audioAudioMaterialMetadataMapItem[]
audioPhysicalMaterialToAudioMetadataMatrix = {}

---@return audioPhysicalMaterialToAudioMetadataMatrix
function audioPhysicalMaterialToAudioMetadataMatrix.new() return end

---@param props table
---@return audioPhysicalMaterialToAudioMetadataMatrix
function audioPhysicalMaterialToAudioMetadataMatrix.new(props) return end

---@class audioPhysicalObstructionSettings : audioAudioMetadata
---@field initialAbsorbtion Float
---@field absorptionPerMeter Float
audioPhysicalObstructionSettings = {}

---@return audioPhysicalObstructionSettings
function audioPhysicalObstructionSettings.new() return end

---@param props table
---@return audioPhysicalObstructionSettings
function audioPhysicalObstructionSettings.new(props) return end

---@class audioPhysicalPropSettings : audioAudioMetadata
---@field shockwaveSound CName
---@field damagedSound CName
---@field destroyedSound CName
---@field materialOverrides CName[]
audioPhysicalPropSettings = {}

---@return audioPhysicalPropSettings
function audioPhysicalPropSettings.new() return end

---@param props table
---@return audioPhysicalPropSettings
function audioPhysicalPropSettings.new(props) return end

---@class audioPlayerInVehicleASTCD : audioAudioStateTransitionConditionData
---@field isInside Bool
audioPlayerInVehicleASTCD = {}

---@return audioPlayerInVehicleASTCD
function audioPlayerInVehicleASTCD.new() return end

---@param props table
---@return audioPlayerInVehicleASTCD
function audioPlayerInVehicleASTCD.new(props) return end

---@class audioPlayerWeaponSettings : audioWeaponSettings
---@field fireSound CName
---@field preFireSound CName
---@field burstFireSound CName
---@field autoFireSound CName
---@field autoFireStop CName
---@field timeLimitForAutoFireSingleShot Float
---@field padVibrationGain Float
---@field padVibrationReloadGain Float
---@field tails CName
---@field shellCasingsSettings CName
---@field animEventOverrides audioWeaponEventOverrides
---@field quickMeleeHitEvent CName
---@field initEvent CName
---@field shutdownEvent CName
---@field aimEnterSound CName
---@field aimExitSound CName
---@field dryFireSound CName
---@field reloadSound CName
---@field triggerEffectSingle CName
---@field triggerEffectAiming CName
---@field triggerEffectAuto CName
---@field perfectChargePerkSounds audioPerfectChargePerkSounds
audioPlayerWeaponSettings = {}

---@return audioPlayerWeaponSettings
function audioPlayerWeaponSettings.new() return end

---@param props table
---@return audioPlayerWeaponSettings
function audioPlayerWeaponSettings.new(props) return end

---@class audioPlaylistEmitterMetadata : audioEmitterMetadata
---@field receiverType CName
---@field playlistMetadataName CName
audioPlaylistEmitterMetadata = {}

---@return audioPlaylistEmitterMetadata
function audioPlaylistEmitterMetadata.new() return end

---@param props table
---@return audioPlaylistEmitterMetadata
function audioPlaylistEmitterMetadata.new(props) return end

---@class audioPlaylistMetadata : audioAudioMetadata
---@field broadcastChannel Uint8
---@field tracks CName[]
audioPlaylistMetadata = {}

---@return audioPlaylistMetadata
function audioPlaylistMetadata.new() return end

---@param props table
---@return audioPlaylistMetadata
function audioPlaylistMetadata.new(props) return end

---@class audioPlaylistTrackEventStruct
---@field playlistName CName
---@field trackName CName
audioPlaylistTrackEventStruct = {}

---@return audioPlaylistTrackEventStruct
function audioPlaylistTrackEventStruct.new() return end

---@param props table
---@return audioPlaylistTrackEventStruct
function audioPlaylistTrackEventStruct.new(props) return end

---@class audioPoliceDispatcherMetadata : audioAudioMetadata
---@field regularInputs CName[]
---@field playerChaseStartInputs CName[]
---@field playerChaseBackupNeededInputs CName[]
---@field playerChaseEndInputs CName[]
---@field dispatcherTimeInterval Float
---@field sceneFilePath String
audioPoliceDispatcherMetadata = {}

---@return audioPoliceDispatcherMetadata
function audioPoliceDispatcherMetadata.new() return end

---@param props table
---@return audioPoliceDispatcherMetadata
function audioPoliceDispatcherMetadata.new(props) return end

---@class audioQuadEmitterSettings
---@field Enabled Bool
---@field Interleaved Bool
---@field Radius Float
---@field Offset Vector3
---@field Angle Float
---@field Events audioAudEventStruct[]
audioQuadEmitterSettings = {}

---@return audioQuadEmitterSettings
function audioQuadEmitterSettings.new() return end

---@param props table
---@return audioQuadEmitterSettings
function audioQuadEmitterSettings.new(props) return end

---@class audioQuadPositionStrategy : audioApplySoundPositionStrategy
audioQuadPositionStrategy = {}

---@return audioQuadPositionStrategy
function audioQuadPositionStrategy.new() return end

---@param props table
---@return audioQuadPositionStrategy
function audioQuadPositionStrategy.new(props) return end

---@class audioRadioBlip
---@field blipEventName CName
audioRadioBlip = {}

---@return audioRadioBlip
function audioRadioBlip.new() return end

---@param props table
---@return audioRadioBlip
function audioRadioBlip.new(props) return end

---@class audioRadioStationJingleMetadata
---@field introJingleEvent CName
---@field introDuration Float
---@field middleJingleEvent CName
---@field endJingleEvent CName
---@field outroDuration Float
audioRadioStationJingleMetadata = {}

---@return audioRadioStationJingleMetadata
function audioRadioStationJingleMetadata.new() return end

---@param props table
---@return audioRadioStationJingleMetadata
function audioRadioStationJingleMetadata.new(props) return end

---@class audioRadioStationMetadata : audioAudioMetadata
---@field tracks CName[]
---@field blips audioRadioBlip[]
---@field speaker audioRadioSpeakerType
audioRadioStationMetadata = {}

---@return audioRadioStationMetadata
function audioRadioStationMetadata.new() return end

---@param props table
---@return audioRadioStationMetadata
function audioRadioStationMetadata.new(props) return end

---@class audioRadioStationMetadataMap : audioAudioMetadata
---@field radioStations CName[]
---@field switchStationEvent CName
---@field turnOnRadioEvent CName
---@field turnOffRadioEvent CName
---@field defaultBackgroundJingle audioRadioStationJingleMetadata
audioRadioStationMetadataMap = {}

---@return audioRadioStationMetadataMap
function audioRadioStationMetadataMap.new() return end

---@param props table
---@return audioRadioStationMetadataMap
function audioRadioStationMetadataMap.new(props) return end

---@class audioRadioStationSongEventStruct
---@field radioStationName CName
---@field radioSongName CName
audioRadioStationSongEventStruct = {}

---@return audioRadioStationSongEventStruct
function audioRadioStationSongEventStruct.new() return end

---@param props table
---@return audioRadioStationSongEventStruct
function audioRadioStationSongEventStruct.new(props) return end

---@class audioRadioTrack
---@field trackEventName CName
---@field localizationKey CName
---@field primaryLocKey Uint64
---@field isStreamingFriendly Bool
audioRadioTrack = {}

---@return audioRadioTrack
function audioRadioTrack.new() return end

---@param props table
---@return audioRadioTrack
function audioRadioTrack.new(props) return end

---@class audioRadioTracksMetadata : audioAudioMetadata
---@field radioTracks audioRadioTrack[]
audioRadioTracksMetadata = {}

---@return audioRadioTracksMetadata
function audioRadioTracksMetadata.new() return end

---@param props table
---@return audioRadioTracksMetadata
function audioRadioTracksMetadata.new(props) return end

---@class audioRagdollCollisionMaterial : audioAudioMetadata
---@field lightCollisionEventName CName
---@field heavyCollisionEventName CName
---@field dismemberedLimbCollisionEventName CName
audioRagdollCollisionMaterial = {}

---@return audioRagdollCollisionMaterial
function audioRagdollCollisionMaterial.new() return end

---@param props table
---@return audioRagdollCollisionMaterial
function audioRagdollCollisionMaterial.new(props) return end

---@class audioReflectionEmitterSettings : audioAudioMetadata
---@field reflectionEvent CName
---@field fadeout Float
---@field reflectionDeltaThreshold Float
---@field maxConcurrentReflections Uint32
---@field broadcastChannel Uint32
---@field listenerRelativePosition Bool
---@field upReflectionEnabled Bool
---@field shortReflectionIndoors Bool
---@field reflectionVariant audioReflectionVariant
---@field backReflectionCutoffSpread Float
---@field backReflectionCutoffStrength Float
---@field backReflectionCutoffSoftness Float
---@field farReflectionDistance Float
---@field nearReflectionDistance Float
---@field minimumFaceAlignement Float
---@field fixedRaycastPitch Float
audioReflectionEmitterSettings = {}

---@return audioReflectionEmitterSettings
function audioReflectionEmitterSettings.new() return end

---@param props table
---@return audioReflectionEmitterSettings
function audioReflectionEmitterSettings.new(props) return end

---@class audioReflectionMaterialSettings : audioAudioMetadata
---@field lowPass Float
---@field highPass Float
---@field gain Float
audioReflectionMaterialSettings = {}

---@return audioReflectionMaterialSettings
function audioReflectionMaterialSettings.new() return end

---@param props table
---@return audioReflectionMaterialSettings
function audioReflectionMaterialSettings.new(props) return end

---@class audioReverbCrossoverParams
---@field dist Float
---@field fade Float
audioReverbCrossoverParams = {}

---@return audioReverbCrossoverParams
function audioReverbCrossoverParams.new() return end

---@param props table
---@return audioReverbCrossoverParams
function audioReverbCrossoverParams.new(props) return end

---@class audioRigMetadata : audioAudioMetadata
---@field positionBones CName[]
---@field defaultBone CName
audioRigMetadata = {}

---@return audioRigMetadata
function audioRigMetadata.new() return end

---@param props table
---@return audioRigMetadata
function audioRigMetadata.new(props) return end

---@class audioScanningSettings
---@field scanningStartEvent CName
---@field scanningStopEvent CName
---@field scanningCompleteEvent CName
---@field scanningAvailableEvent CName
audioScanningSettings = {}

---@return audioScanningSettings
function audioScanningSettings.new() return end

---@param props table
---@return audioScanningSettings
function audioScanningSettings.new(props) return end

---@class audioScriptableAudioInterface : IScriptable
audioScriptableAudioInterface = {}

---@class audioSecurityTurretMetadata : audioCustomEmitterMetadata
---@field singleFire CName
---@field activated CName
---@field deactivaed CName
---@field destroyed CName
---@field idleStart CName
---@field idleStop CName
---@field triggerEffectSingle CName
---@field triggerEffectAuto CName
---@field obstructionEnabled Bool
---@field occlusionEnabled Bool
audioSecurityTurretMetadata = {}

---@return audioSecurityTurretMetadata
function audioSecurityTurretMetadata.new() return end

---@param props table
---@return audioSecurityTurretMetadata
function audioSecurityTurretMetadata.new(props) return end

---@class audioShockwaveGlobalSettings : audioAudioMetadata
---@field explosionPropagationSpeed Float
---@field thumpPropagationSpeed Float
---@field electroshockPropagationSpeed Float
---@field revealPropagationSpeed Float
audioShockwaveGlobalSettings = {}

---@return audioShockwaveGlobalSettings
function audioShockwaveGlobalSettings.new() return end

---@param props table
---@return audioShockwaveGlobalSettings
function audioShockwaveGlobalSettings.new(props) return end

---@class audioShockwaveMetadata : audioEmitterMetadata
---@field explosionMetadataName CName
---@field thumpMetadataName CName
---@field electroshockMetadataName CName
---@field revealMetadataName CName
audioShockwaveMetadata = {}

---@return audioShockwaveMetadata
function audioShockwaveMetadata.new() return end

---@param props table
---@return audioShockwaveMetadata
function audioShockwaveMetadata.new(props) return end

---@class audioShockwavePropertyMetadata : audioAudioMetadata
---@field eventName CName
---@field maxDistance Float
---@field probability Float
audioShockwavePropertyMetadata = {}

---@return audioShockwavePropertyMetadata
function audioShockwavePropertyMetadata.new() return end

---@param props table
---@return audioShockwavePropertyMetadata
function audioShockwavePropertyMetadata.new(props) return end

---@class audioSoundBankStruct
---@field soundBank CName
audioSoundBankStruct = {}

---@return audioSoundBankStruct
function audioSoundBankStruct.new() return end

---@param props table
---@return audioSoundBankStruct
function audioSoundBankStruct.new(props) return end

---@class audioSoundsLimiterMetadata : audioAudioMetadata
---@field tooManyPlayingGruntsAndVOsLimitation audioLimitedSound[]
---@field gunsAreLoudAndMusicIsActiveLimitation audioLimitedSound[]
---@field gunsAreLoudLimitation audioLimitedSound[]
---@field tooManyPlayingSoundsLimitation audioLimitedSound[]
audioSoundsLimiterMetadata = {}

---@return audioSoundsLimiterMetadata
function audioSoundsLimiterMetadata.new() return end

---@param props table
---@return audioSoundsLimiterMetadata
function audioSoundsLimiterMetadata.new(props) return end

---@class audioSourceBasedReverbBussesMetadata : audioAudioMetadata
---@field exterior CName
---@field interiorLarge CName
---@field interiorMedium CName
---@field interiorSmall CName
audioSourceBasedReverbBussesMetadata = {}

---@return audioSourceBasedReverbBussesMetadata
function audioSourceBasedReverbBussesMetadata.new() return end

---@param props table
---@return audioSourceBasedReverbBussesMetadata
function audioSourceBasedReverbBussesMetadata.new(props) return end

---@class audioSpatialSoundLimitMetadata : audioAudioMetadata
---@field eventNames CName[]
---@field writeOnlyEventNames CName[]
---@field readOnlyEventNames CName[]
---@field radius Float
audioSpatialSoundLimitMetadata = {}

---@return audioSpatialSoundLimitMetadata
function audioSpatialSoundLimitMetadata.new() return end

---@param props table
---@return audioSpatialSoundLimitMetadata
function audioSpatialSoundLimitMetadata.new(props) return end

---@class audioStandaloneSinglePositionStrategy : audioApplySoundPositionStrategy
audioStandaloneSinglePositionStrategy = {}

---@return audioStandaloneSinglePositionStrategy
function audioStandaloneSinglePositionStrategy.new() return end

---@param props table
---@return audioStandaloneSinglePositionStrategy
function audioStandaloneSinglePositionStrategy.new(props) return end

---@class audioTriggerEffectMetadata : audioAudioMetadata
---@field mode audioTriggerEffectMode
---@field target audioTriggerEffectTarget
---@field strength Float
---@field startPosition Float
---@field endPosition Float
---@field frequency Float
audioTriggerEffectMetadata = {}

---@return audioTriggerEffectMetadata
function audioTriggerEffectMetadata.new() return end

---@param props table
---@return audioTriggerEffectMetadata
function audioTriggerEffectMetadata.new(props) return end

---@class audioUiControl
---@field uiEventsByAction audioKeyUiSoundDictionary
audioUiControl = {}

---@return audioUiControl
function audioUiControl.new() return end

---@param props table
---@return audioUiControl
function audioUiControl.new(props) return end

---@class audioUiControlEventsSettingsMapItem : audioAudioMetadata
---@field baseEvent CName
---@field customActionsDictionary audioKeySoundEventDictionary
audioUiControlEventsSettingsMapItem = {}

---@return audioUiControlEventsSettingsMapItem
function audioUiControlEventsSettingsMapItem.new() return end

---@param props table
---@return audioUiControlEventsSettingsMapItem
function audioUiControlEventsSettingsMapItem.new(props) return end

---@class audioUiControlMap : audioAudioMetadata
---@field uiControlsByName audioKeyUiControlDictionary
audioUiControlMap = {}

---@return audioUiControlMap
function audioUiControlMap.new() return end

---@param props table
---@return audioUiControlMap
function audioUiControlMap.new(props) return end

---@class audioUiGenericControlSettingsMap : audioAudioMetadata
---@field uiControlMatrix audioUiGenericControlSettingsMapItem[]
audioUiGenericControlSettingsMap = {}

---@return audioUiGenericControlSettingsMap
function audioUiGenericControlSettingsMap.new() return end

---@param props table
---@return audioUiGenericControlSettingsMap
function audioUiGenericControlSettingsMap.new(props) return end

---@class audioUiGenericControlSettingsMapItem : audioAudioMetadata
---@field uiEventToAudioEventDictionary audioKeySoundEventDictionary
audioUiGenericControlSettingsMapItem = {}

---@return audioUiGenericControlSettingsMapItem
function audioUiGenericControlSettingsMapItem.new() return end

---@param props table
---@return audioUiGenericControlSettingsMapItem
function audioUiGenericControlSettingsMapItem.new(props) return end

---@class audioUiSound
---@field events CName[]
audioUiSound = {}

---@return audioUiSound
function audioUiSound.new() return end

---@param props table
---@return audioUiSound
function audioUiSound.new(props) return end

---@class audioUiSpecificControlSettingsMap : audioAudioMetadata
---@field specificControlSettingsMatrix audioUiSpecificControlSettingsMapItem[]
audioUiSpecificControlSettingsMap = {}

---@return audioUiSpecificControlSettingsMap
function audioUiSpecificControlSettingsMap.new() return end

---@param props table
---@return audioUiSpecificControlSettingsMap
function audioUiSpecificControlSettingsMap.new(props) return end

---@class audioUiSpecificControlSettingsMapItem : audioAudioMetadata
---@field uiEventSettingsMatrix audioUiControlEventsSettingsMapItem[]
audioUiSpecificControlSettingsMapItem = {}

---@return audioUiSpecificControlSettingsMapItem
function audioUiSpecificControlSettingsMapItem.new() return end

---@param props table
---@return audioUiSpecificControlSettingsMapItem
function audioUiSpecificControlSettingsMapItem.new(props) return end

---@class audioVehicleCollisionMap : audioAudioMetadata
---@field minImpactVelocityThreshold Float
---@field minRumbleVelocityThreshold Float
---@field rumbleCooldown Float
---@field scrapingMinTangentialVelocityThreshold Float
---@field scrapingMaxCollisionCooldown Float
---@field scrapingMinVehicleUpCollisionContactAngle Float
---@field useScrapingMinVehicleUpCollisionContactAngle Bool
---@field explosionEvent CName
---@field bigFireEvent CName
---@field engineFireEvent CName
---@field coolerDamageEvent CName
---@field interiorCollisionEvent CName
---@field collisionSettings audioVehicleCollisionMapItem[]
audioVehicleCollisionMap = {}

---@return audioVehicleCollisionMap
function audioVehicleCollisionMap.new() return end

---@param props table
---@return audioVehicleCollisionMap
function audioVehicleCollisionMap.new(props) return end

---@class audioVehicleCollisionMapItem
---@field name CName
---@field impactEvent CName
---@field scrapingLoopStart CName
---@field scrapingLoopEnd CName
audioVehicleCollisionMapItem = {}

---@return audioVehicleCollisionMapItem
function audioVehicleCollisionMapItem.new() return end

---@param props table
---@return audioVehicleCollisionMapItem
function audioVehicleCollisionMapItem.new(props) return end

---@class audioVehicleDestructionGridCell
---@field impactEvent CName
---@field impactDetailEvent CName
audioVehicleDestructionGridCell = {}

---@return audioVehicleDestructionGridCell
function audioVehicleDestructionGridCell.new() return end

---@param props table
---@return audioVehicleDestructionGridCell
function audioVehicleDestructionGridCell.new(props) return end

---@class audioVehicleDestructionGridLayer
---@field backLeft audioVehicleDestructionGridCell
---@field backRight audioVehicleDestructionGridCell
---@field centerBackLeft audioVehicleDestructionGridCell
---@field centerBackRight audioVehicleDestructionGridCell
---@field centerForwardLeft audioVehicleDestructionGridCell
---@field centerForwardRight audioVehicleDestructionGridCell
---@field frontLeft audioVehicleDestructionGridCell
---@field frontRight audioVehicleDestructionGridCell
audioVehicleDestructionGridLayer = {}

---@return audioVehicleDestructionGridLayer
function audioVehicleDestructionGridLayer.new() return end

---@param props table
---@return audioVehicleDestructionGridLayer
function audioVehicleDestructionGridLayer.new(props) return end

---@class audioVehicleDoorsSettings
---@field openEvent CName
---@field closeEvent CName
audioVehicleDoorsSettings = {}

---@return audioVehicleDoorsSettings
function audioVehicleDoorsSettings.new() return end

---@param props table
---@return audioVehicleDoorsSettings
function audioVehicleDoorsSettings.new(props) return end

---@class audioVehicleDoorsSettingsMetadata
---@field door audioVehicleDoorsSettings
---@field trunk audioVehicleDoorsSettings
---@field hood audioVehicleDoorsSettings
audioVehicleDoorsSettingsMetadata = {}

---@return audioVehicleDoorsSettingsMetadata
function audioVehicleDoorsSettingsMetadata.new() return end

---@param props table
---@return audioVehicleDoorsSettingsMetadata
function audioVehicleDoorsSettingsMetadata.new(props) return end

---@class audioVehicleEmitterPositionData
---@field engineEmitterPosition Vector3
---@field exaustEmitterPosition Vector3
---@field centralEmitterPosition Vector3
---@field hoodEmitterPosition Vector3
---@field trunkEmitterPosition Vector3
---@field wheel1Position Vector3
---@field wheel2Position Vector3
---@field wheel3Position Vector3
---@field wheel4Position Vector3
audioVehicleEmitterPositionData = {}

---@return audioVehicleEmitterPositionData
function audioVehicleEmitterPositionData.new() return end

---@param props table
---@return audioVehicleEmitterPositionData
function audioVehicleEmitterPositionData.new(props) return end

---@class audioVehicleEngageMovingFasterInterpolationData
---@field enterCurveType audioESoundCurveType
---@field enterCurveTime Float
---@field exitCurveType audioESoundCurveType
---@field exitCurveTime Float
audioVehicleEngageMovingFasterInterpolationData = {}

---@return audioVehicleEngageMovingFasterInterpolationData
function audioVehicleEngageMovingFasterInterpolationData.new() return end

---@param props table
---@return audioVehicleEngageMovingFasterInterpolationData
function audioVehicleEngageMovingFasterInterpolationData.new(props) return end

---@class audioVehicleGeneralData
---@field revSoundbankName CName
---@field revElectricSoundbankName CName
---@field reverbSoundbankName CName
---@field enterVehicleEvent CName
---@field exitVehicleEvent CName
---@field ignitionStartEvent CName
---@field ignitionEndEvent CName
---@field UIStartEvent CName
---@field UIEndEvent CName
---@field hornOnEvent CName
---@field hornOffEvent CName
---@field policeHornOnEvent CName
---@field policeHornOffEvent CName
---@field trafficPanicHornOnEvent CName
---@field trafficPanicHornOffEvent CName
---@field sirenOnEvent CName
---@field sirenOffEvent CName
---@field rainStartEvent CName
---@field rainStopEvent CName
---@field waterStartEvent CName
---@field waterStopEvent CName
---@field tyreBurstEvent CName
---@field skid CName
---@field inclination CName
---@field impactVelocity CName
---@field impactGridCellRawChange CName
---@field collisionSoundEvent CName
---@field brakeApplyEvent CName
---@field brakeReleaseEvent CName
---@field handbrakeApplyEvent CName
---@field handbrakeReleaseEvent CName
---@field brakeLoopStartEvent CName
---@field brakeLoopEndEvent CName
---@field lightsOnEvent CName
---@field lightsOffEvent CName
---@field interiorReverbBus CName
---@field acoustingIsolationFactor CName
---@field dopplerShift CName
---@field vehicleDoorsSettings audioVehicleDoorsSettingsMetadata
---@field vehicleInteriorParameterData audioVehicleInteriorParameterData
---@field vehicleTemperatureSettings audioVehicleTemperatureSettings
audioVehicleGeneralData = {}

---@return audioVehicleGeneralData
function audioVehicleGeneralData.new() return end

---@param props table
---@return audioVehicleGeneralData
function audioVehicleGeneralData.new(props) return end

---@class audioVehicleGridDestruction : audioAudioMetadata
---@field minGridCellRawChangeThreshold Float
---@field specificGridCellImpactCooldown Float
---@field minGridCellValueToPlayDetailedEvent Float
---@field bottomLayer audioVehicleDestructionGridLayer
---@field upperLayer audioVehicleDestructionGridLayer
audioVehicleGridDestruction = {}

---@return audioVehicleGridDestruction
function audioVehicleGridDestruction.new() return end

---@param props table
---@return audioVehicleGridDestruction
function audioVehicleGridDestruction.new(props) return end

---@class audioVehicleInteriorParameterData
---@field enterCurveType audioESoundCurveType
---@field enterCurveTime Float
---@field enterDelayTime Float
---@field exitCurveType audioESoundCurveType
---@field exitCurveTime Float
---@field exitDelayTime Float
audioVehicleInteriorParameterData = {}

---@return audioVehicleInteriorParameterData
function audioVehicleInteriorParameterData.new() return end

---@param props table
---@return audioVehicleInteriorParameterData
function audioVehicleInteriorParameterData.new(props) return end

---@class audioVehicleMechanicalData
---@field engineStartEvent CName
---@field engineStopEvent CName
---@field gearUpBeginEvent CName
---@field gearUpEndEvent CName
---@field gearDownBeginEvent CName
---@field gearDownEndEvent CName
---@field throttleOnEvent CName
---@field throttleOffEvent CName
---@field suspensionSqueekEvent CName
---@field fullThrottleAppliedEvent CName
---@field acelleration CName
---@field speed CName
---@field gear CName
---@field brake CName
---@field rpm CName
---@field throttle CName
---@field sidewaysThrottle CName
---@field thrust CName
---@field temperature CName
audioVehicleMechanicalData = {}

---@return audioVehicleMechanicalData
function audioVehicleMechanicalData.new() return end

---@param props table
---@return audioVehicleMechanicalData
function audioVehicleMechanicalData.new(props) return end

---@class audioVehicleMetadata : audioCustomEmitterMetadata
---@field generalData audioVehicleGeneralData
---@field mechanicalData audioVehicleMechanicalData
---@field wheelData audioVehicleWheelData
---@field emitterPositionData audioVehicleEmitterPositionData
---@field minRpm Float
---@field maxRpm Float
---@field vehicleCollisionSettings CName
---@field vehicleGridDestructionSettings CName
---@field vehiclePartSettings CName
---@field collisionCooldown Float
---@field maxPlayingDistance Float
---@field dopplerFactor Float
---@field suspensionSqueekTimeout Float
---@field exitDelay Float
---@field gearSweeteners CName[]
---@field testWheelMaterial Bool
---@field hasRadioReceiver Bool
---@field usesPoliceRadioStation Bool
---@field acousticIsolationFactor Float
---@field trafficEmitterMetadata CName
---@field radioReceiverType CName
---@field matchingStartupRadioStations CName[]
---@field radioPlaysWhenEngineStartsProbability Float
audioVehicleMetadata = {}

---@return audioVehicleMetadata
function audioVehicleMetadata.new() return end

---@param props table
---@return audioVehicleMetadata
function audioVehicleMetadata.new(props) return end

---@class audioVehicleMultipliers
---@field throttleInputMultiplier Float
---@field rpmMultiplier Float
audioVehicleMultipliers = {}

---@return audioVehicleMultipliers
function audioVehicleMultipliers.new() return end

---@param props table
---@return audioVehicleMultipliers
function audioVehicleMultipliers.new(props) return end

---@class audioVehicleNpcOcclusionMetadata : audioEmitterMetadata
---@field void Bool
audioVehicleNpcOcclusionMetadata = {}

---@return audioVehicleNpcOcclusionMetadata
function audioVehicleNpcOcclusionMetadata.new() return end

---@param props table
---@return audioVehicleNpcOcclusionMetadata
function audioVehicleNpcOcclusionMetadata.new(props) return end

---@class audioVehiclePartSettingsMap : audioAudioMetadata
---@field minAcousticsIsolationFactorValue Float
---@field partSettings audioVehiclePartSettingsMapItem[]
audioVehiclePartSettingsMap = {}

---@return audioVehiclePartSettingsMap
function audioVehiclePartSettingsMap.new() return end

---@param props table
---@return audioVehiclePartSettingsMap
function audioVehiclePartSettingsMap.new(props) return end

---@class audioVehiclePartSettingsMapItem
---@field name CName
---@field onDetachEvent CName
---@field onDetachAcousticsIsolationFactorReduction Float
audioVehiclePartSettingsMapItem = {}

---@return audioVehiclePartSettingsMapItem
function audioVehiclePartSettingsMapItem.new() return end

---@param props table
---@return audioVehiclePartSettingsMapItem
function audioVehiclePartSettingsMapItem.new(props) return end

---@class audioVehicleTemperatureSettings
---@field rpmThreshold Float
---@field timeToActivateTemperature Float
---@field cooldownTime Float
audioVehicleTemperatureSettings = {}

---@return audioVehicleTemperatureSettings
function audioVehicleTemperatureSettings.new() return end

---@param props table
---@return audioVehicleTemperatureSettings
function audioVehicleTemperatureSettings.new(props) return end

---@class audioVehicleWheelData
---@field wheelStartEvents CName[]
---@field wheelStopEvents CName[]
---@field wheelRegularSuspensionImpacts CName[]
---@field wheelLandingSuspensionImpacts CName[]
---@field suspensionPressureMultiplier Float
---@field landingSuspensionPressureMultiplier Float
---@field suspensionPressureLimit Float
---@field minSuspensionPressureThreshold Float
---@field suspensionImpactCooldown Float
---@field minWheelTimeInAirBeforeLanding Float
audioVehicleWheelData = {}

---@return audioVehicleWheelData
function audioVehicleWheelData.new() return end

---@param props table
---@return audioVehicleWheelData
function audioVehicleWheelData.new(props) return end

---@class audioVehicleWheelMaterialsMap : audioAudioMetadata
---@field vehicleWheelMaterials audioVehicleWheelMaterialsMapItem[]
audioVehicleWheelMaterialsMap = {}

---@return audioVehicleWheelMaterialsMap
function audioVehicleWheelMaterialsMap.new() return end

---@param props table
---@return audioVehicleWheelMaterialsMap
function audioVehicleWheelMaterialsMap.new(props) return end

---@class audioVehicleWheelMaterialsMapItem
---@field name CName
---@field audioMaterialCoeff Float
audioVehicleWheelMaterialsMapItem = {}

---@return audioVehicleWheelMaterialsMapItem
function audioVehicleWheelMaterialsMapItem.new() return end

---@param props table
---@return audioVehicleWheelMaterialsMapItem
function audioVehicleWheelMaterialsMapItem.new(props) return end

---@class audioVisualTagAppearanceGroup
---@field appearances CName[]
---@field visualTags CName[]
audioVisualTagAppearanceGroup = {}

---@return audioVisualTagAppearanceGroup
function audioVisualTagAppearanceGroup.new() return end

---@param props table
---@return audioVisualTagAppearanceGroup
function audioVisualTagAppearanceGroup.new(props) return end

---@class audioVisualTagAppearanceMapping : audioAudioMetadata
---@field mappings audioVisualTagAppearanceGroup[]
audioVisualTagAppearanceMapping = {}

---@return audioVisualTagAppearanceMapping
function audioVisualTagAppearanceMapping.new() return end

---@param props table
---@return audioVisualTagAppearanceMapping
function audioVisualTagAppearanceMapping.new(props) return end

---@class audioVisualTagToFoleyLoopMetadata
---@field visualtags CName[]
---@field loop audioFoleyLoopMetadata
audioVisualTagToFoleyLoopMetadata = {}

---@return audioVisualTagToFoleyLoopMetadata
function audioVisualTagToFoleyLoopMetadata.new() return end

---@param props table
---@return audioVisualTagToFoleyLoopMetadata
function audioVisualTagToFoleyLoopMetadata.new(props) return end

---@class audioVisualTagToNPCMetadata
---@field visualTags CName[]
---@field foleyNPCMetadata CName
audioVisualTagToNPCMetadata = {}

---@return audioVisualTagToNPCMetadata
function audioVisualTagToNPCMetadata.new() return end

---@param props table
---@return audioVisualTagToNPCMetadata
function audioVisualTagToNPCMetadata.new(props) return end

---@class audioVoLineSignal
---@field ruid CRUID
---@field signal CName
audioVoLineSignal = {}

---@return audioVoLineSignal
function audioVoLineSignal.new() return end

---@param props table
---@return audioVoLineSignal
function audioVoLineSignal.new(props) return end

---@class audioVoiceContextAnswer
---@field answerContext CName
---@field radius Float
audioVoiceContextAnswer = {}

---@return audioVoiceContextAnswer
function audioVoiceContextAnswer.new() return end

---@param props table
---@return audioVoiceContextAnswer
function audioVoiceContextAnswer.new(props) return end

---@class audioVoiceContextMap : audioAudioMetadata
---@field includes CName[]
---@field contexts audioVoiceContextMapItem[]
audioVoiceContextMap = {}

---@return audioVoiceContextMap
function audioVoiceContextMap.new() return end

---@param props table
---@return audioVoiceContextMap
function audioVoiceContextMap.new(props) return end

---@class audioVoiceContextMapItem : audioAudioMetadata
---@field voTrigger CName
---@field bark audioVoBarkType
---@field grunt audioVoGruntType
---@field answer audioVoiceContextAnswer
---@field overridingVoContext locVoiceoverContext
---@field gruntInterruptMode audioVoGruntInterruptMode
audioVoiceContextMapItem = {}

---@return audioVoiceContextMapItem
function audioVoiceContextMapItem.new() return end

---@param props table
---@return audioVoiceContextMapItem
function audioVoiceContextMapItem.new(props) return end

---@class audioVoiceGruntVariations
---@field cachedVariations CName[]
audioVoiceGruntVariations = {}

---@return audioVoiceGruntVariations
function audioVoiceGruntVariations.new() return end

---@param props table
---@return audioVoiceGruntVariations
function audioVoiceGruntVariations.new(props) return end

---@class audioVoiceTagAppearanceGroup
---@field appearances CName[]
---@field voicetags CName[]
audioVoiceTagAppearanceGroup = {}

---@return audioVoiceTagAppearanceGroup
function audioVoiceTagAppearanceGroup.new() return end

---@param props table
---@return audioVoiceTagAppearanceGroup
function audioVoiceTagAppearanceGroup.new(props) return end

---@class audioVoiceTagAppearanceMapping : audioAudioMetadata
---@field mappings audioVoiceTagAppearanceGroup[]
audioVoiceTagAppearanceMapping = {}

---@return audioVoiceTagAppearanceMapping
function audioVoiceTagAppearanceMapping.new() return end

---@param props table
---@return audioVoiceTagAppearanceMapping
function audioVoiceTagAppearanceMapping.new(props) return end

---@class audioVoiceTagGroup : audioAudioMetadata
---@field voiceTags CName[]
audioVoiceTagGroup = {}

---@return audioVoiceTagGroup
function audioVoiceTagGroup.new() return end

---@param props table
---@return audioVoiceTagGroup
function audioVoiceTagGroup.new(props) return end

---@class audioVoiceTriggerData
---@field name CName
---@field variationIndex Uint32
---@field variationNumber Uint32
---@field overridingVoContext locVoiceoverContext
audioVoiceTriggerData = {}

---@return audioVoiceTriggerData
function audioVoiceTriggerData.new() return end

---@param props table
---@return audioVoiceTriggerData
function audioVoiceTriggerData.new(props) return end

---@class audioVoiceTriggerLimits
---@field probability Float
---@field singleNpcMinRepeatTime Float
---@field allNpcsMinRepeatTime Float
---@field allNpcsSharingVoicesetMinRepeatTime Float
---@field combatVolume Float
audioVoiceTriggerLimits = {}

---@return audioVoiceTriggerLimits
function audioVoiceTriggerLimits.new() return end

---@param props table
---@return audioVoiceTriggerLimits
function audioVoiceTriggerLimits.new(props) return end

---@class audioVoiceTriggerLimitsMap : audioAudioMetadata
---@field includes CName[]
---@field triggers audioVoiceTriggerLimitsMapItem[]
audioVoiceTriggerLimitsMap = {}

---@return audioVoiceTriggerLimitsMap
function audioVoiceTriggerLimitsMap.new() return end

---@param props table
---@return audioVoiceTriggerLimitsMap
function audioVoiceTriggerLimitsMap.new(props) return end

---@class audioVoiceTriggerLimitsMapItem
---@field name CName
---@field limits audioVoiceTriggerLimits
audioVoiceTriggerLimitsMapItem = {}

---@return audioVoiceTriggerLimitsMapItem
function audioVoiceTriggerLimitsMapItem.new() return end

---@param props table
---@return audioVoiceTriggerLimitsMapItem
function audioVoiceTriggerLimitsMapItem.new(props) return end

---@class audioVoiceTriggerPerSquadOrderMap : audioAudioMetadata
---@field items audioVoiceTriggerPerSquadOrderMapItem[]
audioVoiceTriggerPerSquadOrderMap = {}

---@return audioVoiceTriggerPerSquadOrderMap
function audioVoiceTriggerPerSquadOrderMap.new() return end

---@param props table
---@return audioVoiceTriggerPerSquadOrderMap
function audioVoiceTriggerPerSquadOrderMap.new(props) return end

---@class audioVoiceTriggerPerSquadOrderMapItem
---@field name CName
---@field triggerName CName
audioVoiceTriggerPerSquadOrderMapItem = {}

---@return audioVoiceTriggerPerSquadOrderMapItem
function audioVoiceTriggerPerSquadOrderMapItem.new() return end

---@param props table
---@return audioVoiceTriggerPerSquadOrderMapItem
function audioVoiceTriggerPerSquadOrderMapItem.new(props) return end

---@class audioVoiceTriggerRewireMap : audioAudioMetadata
---@field includes CName[]
---@field items audioVoiceTriggerRewireMapItem[]
audioVoiceTriggerRewireMap = {}

---@return audioVoiceTriggerRewireMap
function audioVoiceTriggerRewireMap.new() return end

---@param props table
---@return audioVoiceTriggerRewireMap
function audioVoiceTriggerRewireMap.new(props) return end

---@class audioVoiceTriggerRewireMapItem
---@field name CName
---@field inputToBeRewiredVariationIndex Uint32
---@field inputToBeActuallyPlayedName CName
---@field inputToBeActuallyPlayedVariationIndex Uint32
---@field allowReuse Bool
audioVoiceTriggerRewireMapItem = {}

---@return audioVoiceTriggerRewireMapItem
function audioVoiceTriggerRewireMapItem.new() return end

---@param props table
---@return audioVoiceTriggerRewireMapItem
function audioVoiceTriggerRewireMapItem.new(props) return end

---@class audioWaitTimeASTCD : audioAudioStateTransitionConditionData
---@field timeToWait Float
audioWaitTimeASTCD = {}

---@return audioWaitTimeASTCD
function audioWaitTimeASTCD.new() return end

---@param props table
---@return audioWaitTimeASTCD
function audioWaitTimeASTCD.new(props) return end

---@class audioWeaponAmmoSettingsMap : audioAudioMetadata
---@field standardFlyby audioFlybySettings
---@field sniperFlyby audioFlybySettings
---@field shotFlyby audioFlybySettings
---@field railFlyby audioFlybySettings
---@field automaticFlyby audioFlybySettings
---@field smartFlyby audioFlybySettings
---@field smartSniperFlyby audioFlybySettings
---@field hmgFlyby audioFlybySettings
---@field flybyMinDistance Float
audioWeaponAmmoSettingsMap = {}

---@return audioWeaponAmmoSettingsMap
function audioWeaponAmmoSettingsMap.new() return end

---@param props table
---@return audioWeaponAmmoSettingsMap
function audioWeaponAmmoSettingsMap.new(props) return end

---@class audioWeaponEventOverride : audioInlinedAudioMetadata
---@field key CName
---@field value CName
audioWeaponEventOverride = {}

---@return audioWeaponEventOverride
function audioWeaponEventOverride.new() return end

---@param props table
---@return audioWeaponEventOverride
function audioWeaponEventOverride.new(props) return end

---@class audioWeaponEventOverrides : audioInlinedAudioMetadata
---@field entries audioWeaponEventOverride[]
---@field entryType audioWeaponEventOverride
audioWeaponEventOverrides = {}

---@return audioWeaponEventOverrides
function audioWeaponEventOverrides.new() return end

---@param props table
---@return audioWeaponEventOverrides
function audioWeaponEventOverrides.new(props) return end

---@class audioWeaponFireModeSounds
---@field burst CName
---@field charge CName
---@field fullAuto CName
---@field semiAuto CName
---@field windup CName
audioWeaponFireModeSounds = {}

---@return audioWeaponFireModeSounds
function audioWeaponFireModeSounds.new() return end

---@param props table
---@return audioWeaponFireModeSounds
function audioWeaponFireModeSounds.new(props) return end

---@class audioWeaponHandlingSettings
---@field equipEvent CName
---@field unequipStartedEvent CName
---@field unequippedEvent CName
audioWeaponHandlingSettings = {}

---@return audioWeaponHandlingSettings
function audioWeaponHandlingSettings.new() return end

---@param props table
---@return audioWeaponHandlingSettings
function audioWeaponHandlingSettings.new(props) return end

---@class audioWeaponSettings : audioAudioMetadata
---@field bulletType audioWeaponBulletType
---@field shellCasingType audioWeaponShellCasingType
---@field weaponHandlingSettings audioWeaponHandlingSettings
---@field singleShotInSandevistan Bool
---@field chargeStartSound CName
---@field chargeReadySound CName
---@field chargeOverchargeSound CName
---@field chargeDischargeSound CName
---@field fireModeSounds audioWeaponFireModeSounds
audioWeaponSettings = {}

---@class audioWeaponSettingsGroup : audioAudioMetadata
---@field playerSettings CName
---@field playerSilenced CName
---@field npcSettings CName
---@field npcSilenced CName
audioWeaponSettingsGroup = {}

---@return audioWeaponSettingsGroup
function audioWeaponSettingsGroup.new() return end

---@param props table
---@return audioWeaponSettingsGroup
function audioWeaponSettingsGroup.new(props) return end

---@class audioWeaponShellCasingSettings : audioAudioMetadata
---@field mode audioWeaponShellCasingMode
---@field direction audioWeaponShellCasingDirection
---@field firstCollisionEventName CName
---@field secondCollisionEventName CName
---@field initialDelay Float
audioWeaponShellCasingSettings = {}

---@return audioWeaponShellCasingSettings
function audioWeaponShellCasingSettings.new() return end

---@param props table
---@return audioWeaponShellCasingSettings
function audioWeaponShellCasingSettings.new(props) return end

---@class audioWeaponTailSettings : audioAudioMetadata
---@field interiorDefault CName
---@field interiorWide CName
---@field interiorCar CName
---@field exteriorWide CName
---@field exteriorUrbanNarrow CName
---@field exteriorUrbanStreet CName
---@field exteriorUrbanStreetWide CName
---@field exteriorUrbanOpen CName
---@field exteriorUrbanEnclosed CName
---@field exteriorBadlandsOpen CName
---@field exteriorBadlandsCanyon CName
audioWeaponTailSettings = {}

---@return audioWeaponTailSettings
function audioWeaponTailSettings.new() return end

---@param props table
---@return audioWeaponTailSettings
function audioWeaponTailSettings.new(props) return end

---@class audioWwiseIgnoredNames : audioAudioMetadata
---@field ignoredNames CName[]
audioWwiseIgnoredNames = {}

---@return audioWwiseIgnoredNames
function audioWwiseIgnoredNames.new() return end

---@param props table
---@return audioWwiseIgnoredNames
function audioWwiseIgnoredNames.new(props) return end

---@class audiouiAudioHandler : IScriptable
audiouiAudioHandler = {}

---@return audiouiAudioHandler
function audiouiAudioHandler.new() return end

---@param props table
---@return audiouiAudioHandler
function audiouiAudioHandler.new(props) return end

function audiouiAudioHandler:Initialize() return end

---@param widgetName CName|string
---@param eventName CName|string
---@param actionKey CName|string
function audiouiAudioHandler:PlaySound(widgetName, eventName, actionKey) return end

---@param parameterName CName|string
---@param parameterValue Float
function audiouiAudioHandler:SetParameter(parameterName, parameterValue) return end

---@param switchName CName|string
---@param switchValue Float
function audiouiAudioHandler:SetSwitch(switchName, switchValue) return end

---@class blunderbussWeaponController : gameuiWidgetGameController
---@field chargeWidgetInitialY Float
---@field chargeWidgetSize Vector2
---@field semiAutoModeInfo inkWidget
---@field chargeModeInfo inkWidget
---@field semiAutoModeIndicator inkWidget
---@field chargeModeIndicator inkWidget
---@field shots inkWidget[]
---@field charge inkWidget
---@field onCharge redCallbackObject
---@field onTriggerMode redCallbackObject
---@field onMagazineAmmoCount redCallbackObject
---@field blackboard gameIBlackboard
blunderbussWeaponController = {}

---@return blunderbussWeaponController
function blunderbussWeaponController.new() return end

---@param props table
---@return blunderbussWeaponController
function blunderbussWeaponController.new(props) return end

---@param value Float
---@return Bool
function blunderbussWeaponController:OnCharge(value) return end

---@return Bool
function blunderbussWeaponController:OnInitialize() return end

---@param value Uint32
---@return Bool
function blunderbussWeaponController:OnMagazineAmmoCount(value) return end

---@param value Variant
---@return Bool
function blunderbussWeaponController:OnTriggerMode(value) return end

---@return Bool
function blunderbussWeaponController:OnUninitialize() return end

---@class buffListGameController : gameuiHUDGameController
---@field buffsList inkHorizontalPanelWidgetReference
---@field bbBuffList redCallbackObject
---@field bbDeBuffList redCallbackObject
---@field uiBlackboard gameIBlackboard
---@field buffDataList gameuiBuffInfo[]
---@field debuffDataList gameuiBuffInfo[]
---@field buffWidgets inkWidget[]
---@field UISystem gameuiGameSystemUI
---@field pendingRequests Int32
buffListGameController = {}

---@return buffListGameController
function buffListGameController.new() return end

---@param props table
---@return buffListGameController
function buffListGameController.new(props) return end

---@param value Variant
---@return Bool
function buffListGameController:OnBuffDataChanged(value) return end

---@param newItem inkWidget
---@param userData IScriptable
---@return Bool
function buffListGameController:OnBuffSpawned(newItem, userData) return end

---@param value Variant
---@return Bool
function buffListGameController:OnDeBuffDataChanged(value) return end

---@return Bool
function buffListGameController:OnInitialize() return end

---@param playerGameObject gameObject
---@return Bool
function buffListGameController:OnPlayerAttach(playerGameObject) return end

---@return Bool
function buffListGameController:OnUninitialize() return end

function buffListGameController:MergeKnockdowns() return end

---@param oldVisible Bool
---@param nowVisible Bool
function buffListGameController:SendVisibilityUpdate(oldVisible, nowVisible) return end

function buffListGameController:UpdateBuffDebuffList() return end

function buffListGameController:UpdateBuffs() return end

function buffListGameController:UpdateVisibility() return end

---@class buffListItemLogicController : inkWidgetLogicController
---@field icon inkImageWidgetReference
---@field iconBg inkImageWidgetReference
---@field fill inkWidgetReference
---@field fillWidget inkWidget
---@field timeLabel inkTextWidgetReference
---@field stackCounter inkTextWidgetReference
---@field stackCounterContainer inkWidgetReference
---@field statusEffectRecord gamedataStatusEffect_Record
buffListItemLogicController = {}

---@return buffListItemLogicController
function buffListItemLogicController.new() return end

---@param props table
---@return buffListItemLogicController
function buffListItemLogicController.new(props) return end

---@return Bool
function buffListItemLogicController:OnInitialize() return end

---@return gamedataStatusEffect_Record
function buffListItemLogicController:GetStatusEffectRecord() return end

---@param icon CName|string
---@param time Float
---@param totalTime Float
---@param stackCount Int32
function buffListItemLogicController:SetData(icon, time, totalTime, stackCount) return end

---@param icon TweakDBID|string
---@param time Float
---@param totalTime Float
function buffListItemLogicController:SetData(icon, time, totalTime) return end

---@param icon CName|string
---@param stackCount Int32
function buffListItemLogicController:SetData(icon, stackCount) return end

---@param record gamedataStatusEffect_Record
function buffListItemLogicController:SetStatusEffectRecord(record) return end

---@param time Float
---@param totalTime Float
function buffListItemLogicController:SetTimeFill(time, totalTime) return end

---@param f Float
function buffListItemLogicController:SetTimeText(f) return end

---@class buildsWidgetGameController : gameuiWidgetGameController
---@field horizontalPanelsList inkHorizontalPanelWidget[]
buildsWidgetGameController = {}

---@return buildsWidgetGameController
function buildsWidgetGameController.new() return end

---@param props table
---@return buildsWidgetGameController
function buildsWidgetGameController.new(props) return end

---@return Bool
function buildsWidgetGameController:OnInitialize() return end

---@param rowIdx Int32
---@param type gamedataBuildType
function buildsWidgetGameController:CreateBuildButton(rowIdx, type) return end

---@param rowIdx Int32
---@param type CustomButtonType
function buildsWidgetGameController:CreateCustomButton(rowIdx, type) return end

---@return gamedataBuildType[][]
function buildsWidgetGameController:GetProperDevBuildList() return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnBuildMenuEnter(e) return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnBuildMenuExit(e) return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnBuildsMenuSelectBuild(e) return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnClickedCutonButton_DiscoverAllPoiMappins(e) return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnClickedCutonButton_ShowAllPoiMappins(e) return end

---@param e inkPointerEvent
function buildsWidgetGameController:OnClickedCutonButton_UnlockAllVehicles(e) return end

---@param type gamedataBuildType
function buildsWidgetGameController:SetTooltip(type) return end

---@param val Bool
function buildsWidgetGameController:ShowTooltip(val) return end

---@class characterCreationBodyMorphColorOption : inkWidgetLogicController
---@field optionLabel inkTextWidgetReference
---@field colorPickerBtn inkWidgetReference
---@field selectorNextBtn inkWidgetReference
---@field selectorPrevBtn inkWidgetReference
---@field selectorTexture inkImageWidgetReference
---@field arrowsTexture inkImageWidgetReference
---@field optionSwitchHint inkWidgetReference
---@field colorPickerOption gameuiCharacterCustomizationOption
---@field appearanceInfo gameuiAppearanceInfo
---@field currColorIndex Int32
---@field selector inkWidget
---@field isPrevOrNextBtnHoveredOver Bool
---@field inputDisabled Bool
characterCreationBodyMorphColorOption = {}

---@return characterCreationBodyMorphColorOption
function characterCreationBodyMorphColorOption.new() return end

---@param props table
---@return characterCreationBodyMorphColorOption
function characterCreationBodyMorphColorOption.new(props) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphColorOption:OnColorPickerTriggered(widget) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOutColorPicker(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOutNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOutPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOutWidget(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOverColorPicker(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOverNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOverPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnHoverOverWidget(e) return end

---@return Bool
function characterCreationBodyMorphColorOption:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphColorOption:OnShortcutPress(e) return end

---@return Bool
function characterCreationBodyMorphColorOption:OnUninitialize() return end

---@param v Int32
---@param min Int32
---@param max Int32
---@return Int32
function characterCreationBodyMorphColorOption:Circle(v, min, max) return end

---@return Uint32
function characterCreationBodyMorphColorOption:GetColorIndex() return end

---@return gameuiCharacterCustomizationOption
function characterCreationBodyMorphColorOption:GetColorPickerOption() return end

---@return Bool
function characterCreationBodyMorphColorOption:IsColorPickerTriggered() return end

function characterCreationBodyMorphColorOption:Next() return end

function characterCreationBodyMorphColorOption:Previous() return end

---@param index Int32
---@param isTriggered Bool
function characterCreationBodyMorphColorOption:RefreshColorPicker(index, isTriggered) return end

function characterCreationBodyMorphColorOption:RefreshView() return end

function characterCreationBodyMorphColorOption:ResetOption() return end

---@param appearanceInfo gameuiAppearanceInfo
---@param option gameuiCharacterCustomizationOption
function characterCreationBodyMorphColorOption:SetColorPickerOption(appearanceInfo, option) return end

---@param disabled Bool
function characterCreationBodyMorphColorOption:SetInputDisabled(disabled) return end

---@param option gameuiCharacterCustomizationOption
function characterCreationBodyMorphColorOption:SetOption(option) return end

---@param appearanceInfo gameuiAppearanceInfo
---@param currIndex Int32
---@param force Bool
function characterCreationBodyMorphColorOption:SetSelectedAppearanceDefinitionColor(appearanceInfo, currIndex, force) return end

---@class characterCreationBodyMorphImageThumbnail : inkButtonAnimatedController
---@field selector inkWidgetReference
---@field equipped inkWidgetReference
---@field bg inkWidgetReference
---@field index Int32
characterCreationBodyMorphImageThumbnail = {}

---@return characterCreationBodyMorphImageThumbnail
function characterCreationBodyMorphImageThumbnail.new() return end

---@param props table
---@return characterCreationBodyMorphImageThumbnail
function characterCreationBodyMorphImageThumbnail.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphImageThumbnail:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphImageThumbnail:OnHoverOver(e) return end

---@return Bool
function characterCreationBodyMorphImageThumbnail:OnInitialize() return end

---@param selected Bool
---@param color Color
---@param index Int32
function characterCreationBodyMorphImageThumbnail:Refresh(selected, color, index) return end

---@param selected Bool
function characterCreationBodyMorphImageThumbnail:RefreshSelectionState(selected) return end

---@class characterCreationBodyMorphMenu : gameuiBaseCharacterCreationController
---@field defaultPreviewSlot CName
---@field optionsList inkCompoundWidgetReference
---@field colorPicker inkWidgetReference
---@field colorPickerBG inkWidgetReference
---@field colorPickerClose inkWidgetReference
---@field scrollWidget inkWidgetReference
---@field scrollArea inkScrollAreaWidgetReference
---@field optionList inkCompoundWidget
---@field slider inkWidgetReference
---@field previousPageBtn inkWidgetReference
---@field previousPageBtnBg inkImageWidgetReference
---@field previousPageBtnText inkTextWidgetReference
---@field nextPageBtnBg inkImageWidgetReference
---@field nextPageBtnText inkTextWidgetReference
---@field backConfirmation inkWidgetReference
---@field backConfirmationWidget inkWidgetReference
---@field ConfirmationConfirmBtn inkWidgetReference
---@field ConfirmationCloseBtn inkWidgetReference
---@field preset1Group inkWidgetReference
---@field preset2Group inkWidgetReference
---@field preset3Group inkWidgetReference
---@field randomizeGroup inkWidgetReference
---@field presetsLabel inkWidgetReference
---@field preset1 inkWidgetReference
---@field preset2 inkWidgetReference
---@field preset3 inkWidgetReference
---@field randomize inkWidgetReference
---@field preset1Thumbnail inkImageWidgetReference
---@field preset2Thumbnail inkImageWidgetReference
---@field preset3Thumbnail inkImageWidgetReference
---@field randomizThumbnail inkImageWidgetReference
---@field preset1Bg inkImageWidgetReference
---@field preset2Bg inkImageWidgetReference
---@field preset3Bg inkImageWidgetReference
---@field randomizBg inkImageWidgetReference
---@field navigationButtons inkWidgetReference
---@field hideColorPickerNextFrame Bool
---@field colorPickerOwner inkWidget
---@field animationProxy inkanimProxy
---@field confirmAnimationProxy inkanimProxy
---@field optionListAnimationProxy inkanimProxy
---@field optionsListInitialized Bool
---@field introPlayed Bool
---@field navigationControllers inkDiscreteNavigationController[]
---@field menuListController inkListController
---@field cachedCursor inkWidget
---@field updatingFinalizedState Bool
---@field editMode gameuiCharacterCustomizationEditTag
---@field randomizing Bool
---@field scrollController inkScrollController
---@field sliderController inkSliderController
---@field inputDisabled Bool
characterCreationBodyMorphMenu = {}

---@return characterCreationBodyMorphMenu
function characterCreationBodyMorphMenu.new() return end

---@param props table
---@return characterCreationBodyMorphMenu
function characterCreationBodyMorphMenu.new(props) return end

---@param evt gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent
---@return Bool
function characterCreationBodyMorphMenu:OnAppearanceSwitched(evt) return end

---@param evt inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnButtonRelease(evt) return end

---@param evt gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent
---@return Bool
function characterCreationBodyMorphMenu:OnCancelFinalizedStateUpdate(evt) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphMenu:OnColorChange(widget) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnColorPickerClose(e) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphMenu:OnColorPickerTriggered(widget) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphMenu:OnColorSelected(widget) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnConfirmationClose(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnConfirmationConfirm(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutNextPageBtn(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutPreset1(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutPreset2(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutPreset3(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutPreviousPageBtn(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOutRandomize(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverColorPicker(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverColorPickerOwner(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverNextPageBtn(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverOption(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverPreset1(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverPreset2(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverPreset3(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverPreviousPageBtn(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnHoverOverRandomize(e) return end

---@return Bool
function characterCreationBodyMorphMenu:OnInitialize() return end

---@param evt gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent
---@return Bool
function characterCreationBodyMorphMenu:OnInitializeOptionsList(evt) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnListRelease(e) return end

---@param evt NextFrameEvent
---@return Bool
function characterCreationBodyMorphMenu:OnNextFrame(evt) return end

---@param evt gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent
---@return Bool
function characterCreationBodyMorphMenu:OnOptionUpdated(evt) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnPreset1(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnPreset2(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnPreset3(e) return end

---@param evt gameuiCharacterCustomizationSystem_OnPresetAppliedEvent
---@return Bool
function characterCreationBodyMorphMenu:OnPresetAppliedEvent(evt) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnPrevious(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnRandomize(e) return end

---@param evt gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent
---@return Bool
function characterCreationBodyMorphMenu:OnRandomizeComplete(evt) return end

---@param evt gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent
---@return Bool
function characterCreationBodyMorphMenu:OnReFinalizeComplete(evt) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphMenu:OnRelease(e) return end

---@param userData IScriptable
---@return Bool
function characterCreationBodyMorphMenu:OnSetUserData(userData) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphMenu:OnSliderChange(widget) return end

---@return Bool
function characterCreationBodyMorphMenu:OnUninitialize() return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphMenu:OnVoiceOverSwitched(widget) return end

---@param presetName CName|string
---@param fromInit Bool
function characterCreationBodyMorphMenu:ApplyUIPreset(presetName, fromInit) return end

function characterCreationBodyMorphMenu:ConfirmBackConfirmation() return end

function characterCreationBodyMorphMenu:ConfirmCustomizedCharacter() return end

---@param option gameuiCharacterCustomizationOption
---@return inkWidget
function characterCreationBodyMorphMenu:CreateEntry(option) return end

function characterCreationBodyMorphMenu:CreateVoiceOverSwitcher() return end

---@param disabled Bool
function characterCreationBodyMorphMenu:DisableInputBelowConfirmationPopup(disabled) return end

---@param option gameuiCharacterCustomizationOption
---@return CName
function characterCreationBodyMorphMenu:GetSlotName(option) return end

---@param index Int32
function characterCreationBodyMorphMenu:HideColorPicker(index) return end

function characterCreationBodyMorphMenu:HideConfirmation() return end

function characterCreationBodyMorphMenu:InitializeList() return end

function characterCreationBodyMorphMenu:NextMenu() return end

function characterCreationBodyMorphMenu:OnIntro() return end

function characterCreationBodyMorphMenu:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
---@param animProxy inkanimProxy
function characterCreationBodyMorphMenu:PlayAnim(animName, callBack, animProxy) return end

function characterCreationBodyMorphMenu:PriorMenu() return end

function characterCreationBodyMorphMenu:ReInitializeOptionsList() return end

function characterCreationBodyMorphMenu:RefreshList() return end

---@param enable Bool
function characterCreationBodyMorphMenu:SetTimeDilatation(enable) return end

function characterCreationBodyMorphMenu:ShowConfirmation() return end

---@param i Int32
---@param lookupOption gameuiCharacterCustomizationOption
---@param newOption gameuiCharacterCustomizationOption
---@return Bool
function characterCreationBodyMorphMenu:UpdateOption(i, lookupOption, newOption) return end

---@return Bool
function characterCreationBodyMorphMenu:UpdateVoiceOverWidget() return end

---@class characterCreationBodyMorphOption : inkWidgetLogicController
---@field optionLabel inkTextWidgetReference
---@field selectedLabel inkTextWidgetReference
---@field selectorNextBtn inkWidgetReference
---@field selectorPrevBtn inkWidgetReference
---@field selectorTexture inkImageWidgetReference
---@field arrowsTexture inkImageWidgetReference
---@field optionSwitchHint inkWidgetReference
---@field selectorOption gameuiCharacterCustomizationOption
---@field morphInfo gameuiMorphInfo
---@field appearanceInfo gameuiAppearanceInfo
---@field switcherInfo gameuiSwitcherInfo
---@field currSelectorIndex Int32
---@field selector inkWidget
---@field isPrevOrNextBtnHoveredOver Bool
---@field inputDisabled Bool
---@field animationProxy inkanimProxy
characterCreationBodyMorphOption = {}

---@return characterCreationBodyMorphOption
function characterCreationBodyMorphOption.new() return end

---@param props table
---@return characterCreationBodyMorphOption
function characterCreationBodyMorphOption.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOutNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOutPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOutWidget(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOverNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOverPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnHoverOverWidget(e) return end

---@return Bool
function characterCreationBodyMorphOption:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOption:OnShortcutPress(e) return end

---@return Bool
function characterCreationBodyMorphOption:OnUninitialize() return end

---@param v Int32
---@param min Int32
---@param max Int32
---@return Int32
function characterCreationBodyMorphOption:Circle(v, min, max) return end

---@return Uint32
function characterCreationBodyMorphOption:GetSelectorIndex() return end

---@return gameuiCharacterCustomizationOption
function characterCreationBodyMorphOption:GetSelectorOption() return end

function characterCreationBodyMorphOption:Next() return end

function characterCreationBodyMorphOption:Previous() return end

function characterCreationBodyMorphOption:RefreshView() return end

function characterCreationBodyMorphOption:ResetOption() return end

---@param disabled Bool
function characterCreationBodyMorphOption:SetInputDisabled(disabled) return end

---@param option gameuiCharacterCustomizationOption
function characterCreationBodyMorphOption:SetOption(option) return end

---@param appearanceInfo gameuiAppearanceInfo
---@param currIndex Int32
---@param force Bool
function characterCreationBodyMorphOption:SetSelectedAppearanceDefinition(appearanceInfo, currIndex, force) return end

---@param morphInfo gameuiMorphInfo
---@param currIndex Int32
---@param force Bool
function characterCreationBodyMorphOption:SetSelectedMorphName(morphInfo, currIndex, force) return end

---@param switcherInfo gameuiSwitcherInfo
---@param currIndex Int32
---@param force Bool
function characterCreationBodyMorphOption:SetSelectedSwitcherOption(switcherInfo, currIndex, force) return end

---@param option gameuiCharacterCustomizationOption
function characterCreationBodyMorphOption:SetSelectorOption(option) return end

---@class characterCreationBodyMorphOptionColorPicker : inkWidgetLogicController
---@field grid inkUniformGridWidgetReference
---@field title inkTextWidgetReference
---@field option gameuiCharacterCustomizationOption
---@field selectedIndex Int32
characterCreationBodyMorphOptionColorPicker = {}

---@return characterCreationBodyMorphOptionColorPicker
function characterCreationBodyMorphOptionColorPicker.new() return end

---@param props table
---@return characterCreationBodyMorphOptionColorPicker
function characterCreationBodyMorphOptionColorPicker.new(props) return end

---@param widget inkWidget
---@return Bool
function characterCreationBodyMorphOptionColorPicker:OnColorSelected(widget) return end

---@param option gameuiCharacterCustomizationOption
function characterCreationBodyMorphOptionColorPicker:FillGrid(option) return end

---@return gameuiCharacterCustomizationOption
function characterCreationBodyMorphOptionColorPicker:GetOption() return end

---@return Int32
function characterCreationBodyMorphOptionColorPicker:GetSelectedIndex() return end

---@param title String
function characterCreationBodyMorphOptionColorPicker:SetTitle(title) return end

---@class characterCreationBodyMorphOptionColorPickerButton : inkWidgetLogicController
---@field background inkWidgetReference
---@field icon inkImageWidgetReference
---@field isTriggered Bool
characterCreationBodyMorphOptionColorPickerButton = {}

---@return characterCreationBodyMorphOptionColorPickerButton
function characterCreationBodyMorphOptionColorPickerButton.new() return end

---@param props table
---@return characterCreationBodyMorphOptionColorPickerButton
function characterCreationBodyMorphOptionColorPickerButton.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:OnHoverOver(e) return end

---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:OnTrigger(e) return end

---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:OnUninitialize() return end

---@return Bool
function characterCreationBodyMorphOptionColorPickerButton:IsTriggered() return end

---@param color Color
---@param icon TweakDBID|string
function characterCreationBodyMorphOptionColorPickerButton:SetTintColor(color, icon) return end

---@param enable Bool
function characterCreationBodyMorphOptionColorPickerButton:Trigger(enable) return end

---@class characterCreationBodyMorphOptionColorPickerItem : inkWidgetLogicController
---@field background inkWidgetReference
---@field icon inkImageWidgetReference
---@field foreground inkWidgetReference
---@field selectionMark inkWidgetReference
characterCreationBodyMorphOptionColorPickerItem = {}

---@return characterCreationBodyMorphOptionColorPickerItem
function characterCreationBodyMorphOptionColorPickerItem.new() return end

---@param props table
---@return characterCreationBodyMorphOptionColorPickerItem
function characterCreationBodyMorphOptionColorPickerItem.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerItem:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerItem:OnHoverOver(e) return end

---@return Bool
function characterCreationBodyMorphOptionColorPickerItem:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionColorPickerItem:OnSelect(e) return end

---@return Bool
function characterCreationBodyMorphOptionColorPickerItem:OnUninitialize() return end

---@param selected Bool
function characterCreationBodyMorphOptionColorPickerItem:SetSelected(selected) return end

---@param color Color
---@param icon TweakDBID|string
function characterCreationBodyMorphOptionColorPickerItem:SetTintColor(color, icon) return end

---@class characterCreationBodyMorphOptionSelectorButton : inkWidgetLogicController
---@field overArrow inkWidgetReference
characterCreationBodyMorphOptionSelectorButton = {}

---@return characterCreationBodyMorphOptionSelectorButton
function characterCreationBodyMorphOptionSelectorButton.new() return end

---@param props table
---@return characterCreationBodyMorphOptionSelectorButton
function characterCreationBodyMorphOptionSelectorButton.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionSelectorButton:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationBodyMorphOptionSelectorButton:OnHoverOver(e) return end

---@return Bool
function characterCreationBodyMorphOptionSelectorButton:OnInitialize() return end

---@return Bool
function characterCreationBodyMorphOptionSelectorButton:OnUninitialize() return end

---@class characterCreationGenderBackstoryBtn : inkButtonController
---@field selector inkWidgetReference
---@field fluffText inkWidgetReference
characterCreationGenderBackstoryBtn = {}

---@return characterCreationGenderBackstoryBtn
function characterCreationGenderBackstoryBtn.new() return end

---@param props table
---@return characterCreationGenderBackstoryBtn
function characterCreationGenderBackstoryBtn.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationGenderBackstoryBtn:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationGenderBackstoryBtn:OnHoverOver(e) return end

---@return Bool
function characterCreationGenderBackstoryBtn:OnInitialize() return end

---@param newName String
---@param gender Bool
function characterCreationGenderBackstoryBtn:Refresh(newName, gender) return end

---@class characterCreationLifePathBtn : inkButtonController
---@field selector inkWidgetReference
---@field desc inkTextWidgetReference
---@field image inkImageWidgetReference
---@field label inkTextWidgetReference
---@field video inkVideoWidgetReference
---@field animationProxy inkanimProxy
---@field root inkWidget
---@field translationAnimationCtrl inkTextReplaceAnimationController
---@field localizedText String
characterCreationLifePathBtn = {}

---@return characterCreationLifePathBtn
function characterCreationLifePathBtn.new() return end

---@param props table
---@return characterCreationLifePathBtn
function characterCreationLifePathBtn.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationLifePathBtn:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationLifePathBtn:OnHoverOver(e) return end

---@return Bool
function characterCreationLifePathBtn:OnInitialize() return end

---@param animName CName|string
---@param callBack CName|string
function characterCreationLifePathBtn:PlayAnim(animName, callBack) return end

---@param desc CName|string
---@param imagePath CName|string
---@param videoPath redResourceReferenceScriptToken
---@param label CName|string
function characterCreationLifePathBtn:SetDescription(desc, imagePath, videoPath, label) return end

---@class characterCreationNavigationBtn : inkButtonController
---@field icon1 inkWidgetReference
---@field shouldPlaySoundOnHover Bool
---@field root inkWidget
characterCreationNavigationBtn = {}

---@return characterCreationNavigationBtn
function characterCreationNavigationBtn.new() return end

---@param props table
---@return characterCreationNavigationBtn
function characterCreationNavigationBtn.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationNavigationBtn:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationNavigationBtn:OnHoverOver(e) return end

---@return Bool
function characterCreationNavigationBtn:OnInitialize() return end

---@class characterCreationStatsAttributeBtn : inkWidgetLogicController
---@field value inkTextWidgetReference
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field buttons inkImageWidgetReference
---@field selector inkImageWidgetReference
---@field addBtnhitArea inkWidgetReference
---@field minusBtnhitArea inkWidgetReference
---@field minMaxLabel inkWidgetReference
---@field minMaxLabelText inkTextWidgetReference
---@field data CharacterCreationAttributeData
---@field animating Bool
---@field minusEnabled Bool
---@field addEnabled Bool
---@field maxed Bool
---@field isPlusOrMinusBtnHoveredOver Bool
---@field inputDisabled Bool
characterCreationStatsAttributeBtn = {}

---@return characterCreationStatsAttributeBtn
function characterCreationStatsAttributeBtn.new() return end

---@param props table
---@return characterCreationStatsAttributeBtn
function characterCreationStatsAttributeBtn.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnAdd(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnHitAreaOnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnHitAreaOnHoverOver(e) return end

---@return Bool
function characterCreationStatsAttributeBtn:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnMinus(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnMinusHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnMinusHoverOver(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnPlusHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationStatsAttributeBtn:OnPlusHoverOver(e) return end

---@return Bool
function characterCreationStatsAttributeBtn:OnUninitialize() return end

function characterCreationStatsAttributeBtn:Decrement() return end

function characterCreationStatsAttributeBtn:Increment() return end

---@param addEnabled Bool
---@param minusEnabled Bool
function characterCreationStatsAttributeBtn:ManageBtnVisibility(addEnabled, minusEnabled) return end

---@param atMin Bool
---@param atMax Bool
function characterCreationStatsAttributeBtn:ManageLabel(atMin, atMax) return end

function characterCreationStatsAttributeBtn:Refresh() return end

function characterCreationStatsAttributeBtn:RefreshVisibility() return end

---@param attribute gamedataStatType
---@param value Int32
function characterCreationStatsAttributeBtn:SetData(attribute, value) return end

---@param disable Bool
function characterCreationStatsAttributeBtn:SetInputDisabled(disable) return end

---@class characterCreationSummaryListItem : inkListItemController
---@field headerLabel inkTextWidgetReference
---@field descLabel inkTextWidgetReference
---@field data CharacterCreationSummaryListItemData
characterCreationSummaryListItem = {}

---@return characterCreationSummaryListItem
function characterCreationSummaryListItem.new() return end

---@param props table
---@return characterCreationSummaryListItem
function characterCreationSummaryListItem.new(props) return end

---@return Bool
function characterCreationSummaryListItem:OnInitialize() return end

---@param newData IScriptable
function characterCreationSummaryListItem:Refresh(newData) return end

---@class characterCreationSummaryMenu : gameuiBaseCharacterCreationController
---@field backstoryTitle inkTextWidgetReference
---@field backstoryIcon inkImageWidgetReference
---@field backstory inkTextWidgetReference
---@field difficulty inkTextWidgetReference
---@field attributeBodyValue inkTextWidgetReference
---@field attributeIntelligenceValue inkTextWidgetReference
---@field attributeReflexesValue inkTextWidgetReference
---@field attributeTechnicalAbilityValue inkTextWidgetReference
---@field attributeCoolValue inkTextWidgetReference
---@field previousPageBtn inkWidgetReference
---@field glitchBtn inkWidgetReference
---@field animationProxy inkanimProxy
---@field loadingAnimationProxy inkanimProxy
---@field loadingFinished Bool
---@field glitchClicks Int32
characterCreationSummaryMenu = {}

---@return characterCreationSummaryMenu
function characterCreationSummaryMenu.new() return end

---@param props table
---@return characterCreationSummaryMenu
function characterCreationSummaryMenu.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function characterCreationSummaryMenu:OnButtonRelease(evt) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationSummaryMenu:OnGlitchButton(e) return end

---@return Bool
function characterCreationSummaryMenu:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function characterCreationSummaryMenu:OnIntroComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function characterCreationSummaryMenu:OnLoadingComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function characterCreationSummaryMenu:OnOutroComplete(anim) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationSummaryMenu:OnPreviousButton(e) return end

---@return Bool
function characterCreationSummaryMenu:OnUninitialize() return end

function characterCreationSummaryMenu:NextMenu() return end

function characterCreationSummaryMenu:OnIntro() return end

function characterCreationSummaryMenu:OnOutro() return end

---@param animName CName|string
---@param callBack CName|string
---@param animProxy inkanimProxy
function characterCreationSummaryMenu:PlayAnim(animName, callBack, animProxy) return end

function characterCreationSummaryMenu:PriorMenu() return end

function characterCreationSummaryMenu:SetUpAttribiutes() return end

function characterCreationSummaryMenu:SetUpDifficulty() return end

function characterCreationSummaryMenu:SetUpLifePath() return end

---@class characterCreationVoiceOverSwitcher : inkWidgetLogicController
---@field selectedLabel inkTextWidgetReference
---@field selectorNextBtn inkWidgetReference
---@field selectorPrevBtn inkWidgetReference
---@field warningLabel inkTextWidgetReference
---@field isMale Bool
---@field male String
---@field female String
---@field selectorTexture inkImageWidgetReference
---@field arrowsTexture inkImageWidgetReference
---@field optionSwitchHint inkWidgetReference
---@field translationAnimationCtrl inkTextReplaceAnimationController
---@field selector inkWidget
---@field inputDisabled Bool
characterCreationVoiceOverSwitcher = {}

---@return characterCreationVoiceOverSwitcher
function characterCreationVoiceOverSwitcher.new() return end

---@param props table
---@return characterCreationVoiceOverSwitcher
function characterCreationVoiceOverSwitcher.new(props) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOutNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOutPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOutWidget(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOverNext(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOverPrev(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnHoverOverWidget(e) return end

---@return Bool
function characterCreationVoiceOverSwitcher:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnShortcutPress(e) return end

---@param e inkPointerEvent
---@return Bool
function characterCreationVoiceOverSwitcher:OnSwitch(e) return end

---@return Bool
function characterCreationVoiceOverSwitcher:OnUninitialize() return end

---@return Bool
function characterCreationVoiceOverSwitcher:IsBrainGenderMale() return end

---@param disabled Bool
function characterCreationVoiceOverSwitcher:SetInputDisabled(disabled) return end

---@param isMale Bool
function characterCreationVoiceOverSwitcher:SetIsBrainGenderMale(isMale) return end

function characterCreationVoiceOverSwitcher:Switch() return end

---@class communityArea : ISerializable
---@field entriesData communityCommunityEntrySpotsData[]
communityArea = {}

---@return communityArea
function communityArea.new() return end

---@param props table
---@return communityArea
function communityArea.new(props) return end

---@class communityCommunityEntryPhaseSpotsData
---@field timePeriodsData communityCommunityEntryPhaseTimePeriodData[]
---@field entryPhaseName CName
communityCommunityEntryPhaseSpotsData = {}

---@return communityCommunityEntryPhaseSpotsData
function communityCommunityEntryPhaseSpotsData.new() return end

---@param props table
---@return communityCommunityEntryPhaseSpotsData
function communityCommunityEntryPhaseSpotsData.new(props) return end

---@class communityCommunityEntryPhaseTimePeriodData
---@field periodName CName
---@field spotNodeIds worldGlobalNodeID[]
---@field isSequence Bool
communityCommunityEntryPhaseTimePeriodData = {}

---@return communityCommunityEntryPhaseTimePeriodData
function communityCommunityEntryPhaseTimePeriodData.new() return end

---@param props table
---@return communityCommunityEntryPhaseTimePeriodData
function communityCommunityEntryPhaseTimePeriodData.new(props) return end

---@class communityCommunityEntrySpotsData
---@field phasesData communityCommunityEntryPhaseSpotsData[]
---@field entryName CName
communityCommunityEntrySpotsData = {}

---@return communityCommunityEntrySpotsData
function communityCommunityEntrySpotsData.new() return end

---@param props table
---@return communityCommunityEntrySpotsData
function communityCommunityEntrySpotsData.new(props) return end

---@class communityCommunitySpawnSetTemplate : communityCommunityTemplate
communityCommunitySpawnSetTemplate = {}

---@return communityCommunitySpawnSetTemplate
function communityCommunitySpawnSetTemplate.new() return end

---@param props table
---@return communityCommunitySpawnSetTemplate
function communityCommunitySpawnSetTemplate.new(props) return end

---@class communityCommunityTemplate : CResource
---@field communityTemplate communityCommunityTemplateData
communityCommunityTemplate = {}

---@return communityCommunityTemplate
function communityCommunityTemplate.new() return end

---@param props table
---@return communityCommunityTemplate
function communityCommunityTemplate.new(props) return end

---@class communityCommunityTemplateData : ISerializable
---@field entries communitySpawnEntry[]
---@field crowdEntries gameCrowdTemplateEntry[]
---@field spawnSetReference CName
communityCommunityTemplateData = {}

---@return communityCommunityTemplateData
function communityCommunityTemplateData.new() return end

---@param props table
---@return communityCommunityTemplateData
function communityCommunityTemplateData.new(props) return end

---@class communityPatrolInitializer : communitySpawnInitializer
---@field patrolRole AIPatrolRole
communityPatrolInitializer = {}

---@return communityPatrolInitializer
function communityPatrolInitializer.new() return end

---@param props table
---@return communityPatrolInitializer
function communityPatrolInitializer.new(props) return end

---@class communityPhaseTimePeriod : communityTimePeriod
---@field quantity Uint16
---@field markings CName[]
---@field spotNodeRefs NodeRef[]
---@field categories gameSpotSequenceCategory[]
---@field isSequence Bool
communityPhaseTimePeriod = {}

---@return communityPhaseTimePeriod
function communityPhaseTimePeriod.new() return end

---@param props table
---@return communityPhaseTimePeriod
function communityPhaseTimePeriod.new(props) return end

---@class communityRole : ISerializable
---@field roleName CName
communityRole = {}

---@return communityRole
function communityRole.new() return end

---@param props table
---@return communityRole
function communityRole.new(props) return end

---@class communitySpawnEntry : ISerializable
---@field entryName CName
---@field characterRecordId TweakDBID
---@field phases communitySpawnPhase[]
---@field spawnInView gameSpawnInViewState
---@field initializers communitySpawnInitializer[]
communitySpawnEntry = {}

---@return communitySpawnEntry
function communitySpawnEntry.new() return end

---@param props table
---@return communitySpawnEntry
function communitySpawnEntry.new(props) return end

---@class communitySpawnInitializer : ISerializable
communitySpawnInitializer = {}

---@class communitySpawnPhase : ISerializable
---@field phaseName CName
---@field appearances CName[]
---@field timePeriods communityPhaseTimePeriod[]
---@field alwaysSpawned gameAlwaysSpawnedState
---@field prefetchAppearance Bool
communitySpawnPhase = {}

---@return communitySpawnPhase
function communitySpawnPhase.new() return end

---@param props table
---@return communitySpawnPhase
function communitySpawnPhase.new(props) return end

---@class communitySquadInitializer : communitySpawnInitializer
---@field entries communitySquadInitializerEntry[]
communitySquadInitializer = {}

---@return communitySquadInitializer
function communitySquadInitializer.new() return end

---@param props table
---@return communitySquadInitializer
function communitySquadInitializer.new(props) return end

---@class communitySquadInitializerEntry
---@field type communityESquadType
---@field value CName
communitySquadInitializerEntry = {}

---@return communitySquadInitializerEntry
function communitySquadInitializerEntry.new() return end

---@param props table
---@return communitySquadInitializerEntry
function communitySquadInitializerEntry.new(props) return end

---@class communityTimePeriod
---@field hour communityECommunitySpawnTime
communityTimePeriod = {}

---@return communityTimePeriod
function communityTimePeriod.new() return end

---@param props table
---@return communityTimePeriod
function communityTimePeriod.new(props) return end

---@class communityVoiceTagInitializer : communitySpawnInitializer
---@field voiceTagName CName
communityVoiceTagInitializer = {}

---@return communityVoiceTagInitializer
function communityVoiceTagInitializer.new() return end

---@param props table
---@return communityVoiceTagInitializer
function communityVoiceTagInitializer.new(props) return end

---@class cpAnimFeature_Stairs : animAnimFeature
---@field onOff Bool
cpAnimFeature_Stairs = {}

---@return cpAnimFeature_Stairs
function cpAnimFeature_Stairs.new() return end

---@param props table
---@return cpAnimFeature_Stairs
function cpAnimFeature_Stairs.new(props) return end

---@class cpBumpEvent : redEvent
---@field amount Uint32
cpBumpEvent = {}

---@return cpBumpEvent
function cpBumpEvent.new() return end

---@param props table
---@return cpBumpEvent
function cpBumpEvent.new(props) return end

---@class cpConveyor : gameObject
---@field lines cpConveyorLine[]
---@field movementCurve curveData
---@field entityDistance Float
---@field entitySpawnOffset Float
---@field audioParameterLineActive CName
---@field audioParameterLineCycle CName
---@field audioParameterLineSpeed CName
cpConveyor = {}

---@return cpConveyor
function cpConveyor.new() return end

---@param props table
---@return cpConveyor
function cpConveyor.new(props) return end

---@class cpConveyorComponent : entIVisualComponent
cpConveyorComponent = {}

---@return cpConveyorComponent
function cpConveyorComponent.new() return end

---@param props table
---@return cpConveyorComponent
function cpConveyorComponent.new(props) return end

---@class cpConveyorLine
---@field spline NodeRef
---@field template CName
---@field reverseDirection Bool
---@field physicsValidRanges Vector2[]
cpConveyorLine = {}

---@return cpConveyorLine
function cpConveyorLine.new() return end

---@param props table
---@return cpConveyorLine
function cpConveyorLine.new(props) return end

---@class cpConveyorObject : gameObject
---@field rotationLerpFactor Float
---@field ignoreZAxis Bool
cpConveyorObject = {}

---@return cpConveyorObject
function cpConveyorObject.new() return end

---@param props table
---@return cpConveyorObject
function cpConveyorObject.new(props) return end

---@class cpConveyorSetupEvent : redEvent
cpConveyorSetupEvent = {}

---@return cpConveyorSetupEvent
function cpConveyorSetupEvent.new() return end

---@param props table
---@return cpConveyorSetupEvent
function cpConveyorSetupEvent.new(props) return end

---@class cpExplosiveBarrel : gameDestructibleObject
---@field colliderComponentName CName
---@field destructionComponentName CName
cpExplosiveBarrel = {}

---@return cpExplosiveBarrel
function cpExplosiveBarrel.new() return end

---@param props table
---@return cpExplosiveBarrel
function cpExplosiveBarrel.new(props) return end

---@class cpGameplayLightComponent : entLightComponent
---@field reactToTime Bool
---@field begin GameTime
---@field end GameTime
---@field probability Float
---@field delayRange GameTime
cpGameplayLightComponent = {}

---@return cpGameplayLightComponent
function cpGameplayLightComponent.new() return end

---@param props table
---@return cpGameplayLightComponent
function cpGameplayLightComponent.new(props) return end

---@class cpMeatBag : gameObject
---@field rotationLerpFactor Float
---@field kinematicBodyBoneName CName
---@field bagBodyBoneName CName
---@field physicalComponentName CName
---@field bagHitComponentName CName
---@field bagDestroyComponentName CName
---@field destructionEffectName CName
---@field jiggleEffectName CName
cpMeatBag = {}

---@return cpMeatBag
function cpMeatBag.new() return end

---@param props table
---@return cpMeatBag
function cpMeatBag.new(props) return end

---@class cpPlayer : gamePlayer
cpPlayer = {}

---@return cpPlayer
function cpPlayer.new() return end

---@param props table
---@return cpPlayer
function cpPlayer.new(props) return end

---@class cpPlayerDetector : gameObject
---@field range Float
cpPlayerDetector = {}

---@return cpPlayerDetector
function cpPlayerDetector.new() return end

---@param props table
---@return cpPlayerDetector
function cpPlayerDetector.new(props) return end

---@class cpPlayerDetectorPS : gameObjectPS
---@field secondsCounter Int32
cpPlayerDetectorPS = {}

---@return cpPlayerDetectorPS
function cpPlayerDetectorPS.new() return end

---@param props table
---@return cpPlayerDetectorPS
function cpPlayerDetectorPS.new(props) return end

---@class cpPlayerDetector_PseudoDevice : gameObject
---@field playerDetector NodeRef
cpPlayerDetector_PseudoDevice = {}

---@return cpPlayerDetector_PseudoDevice
function cpPlayerDetector_PseudoDevice.new() return end

---@param props table
---@return cpPlayerDetector_PseudoDevice
function cpPlayerDetector_PseudoDevice.new(props) return end

---@class cpPlayerSystem : gamePlayerSystem
cpPlayerSystem = {}

---@return cpPlayerSystem
function cpPlayerSystem.new() return end

---@param props table
---@return cpPlayerSystem
function cpPlayerSystem.new(props) return end

---@param position Vector4
---@param radius Float
---@param includeLocalPlayers Bool
---@param includeRemotePlayers Bool
---@return Uint32, gameObject[]
function cpPlayerSystem:FindPlayerControlledObjects(position, radius, includeLocalPlayers, includeRemotePlayers) return end

---@return ScriptGameInstance
function cpPlayerSystem:GetGameInstance() return end

---@return gameObject
function cpPlayerSystem:GetLocalPlayerControlledGameObject() return end

---@return gameObject
function cpPlayerSystem:GetLocalPlayerMainGameObject() return end

---@return Bool
function cpPlayerSystem:IsCPOControlSchemeForced() return end

---@return Bool
function cpPlayerSystem:IsInFreeCamera() return end

---@param entityID entEntityID
function cpPlayerSystem:LocalPlayerControlExistingObject(entityID) return end

---@param object IScriptable
---@param func CName|string
---@return Uint32
function cpPlayerSystem:RegisterPlayerPuppetAttachedCallback(object, func) return end

---@param object IScriptable
---@param func CName|string
---@return Uint32
function cpPlayerSystem:RegisterPlayerPuppetDetachedCallback(object, func) return end

---@param newTransform Transform
function cpPlayerSystem:SetFreeCameraTransform(newTransform) return end

---@param callbackID Uint32
function cpPlayerSystem:UnregisterPlayerPuppetAttachedCallback(callbackID) return end

---@param callbackID Uint32
function cpPlayerSystem:UnregisterPlayerPuppetDetachedCallback(callbackID) return end

---@return Bool
function cpPlayerSystem:OnGameRestored() return end

---@param controlledObject gameObject
---@return Bool
function cpPlayerSystem:OnLocalPlayerChanged(controlledObject) return end

---@param playerPossesion gamedataPlayerPossesion
---@return Bool
function cpPlayerSystem:OnLocalPlayerPossesionChanged(playerPossesion) return end

---@return Bool
function cpPlayerSystem:OnShutdown() return end

---@return String
function cpPlayerSystem:GetPossessedByJohnnyFactName() return end

---@class cpSplinePlacementProvider : ISerializable
cpSplinePlacementProvider = {}

---@class cpSplinePlacementProvider_Count : cpSplinePlacementProvider_Distance
---@field count Uint32
cpSplinePlacementProvider_Count = {}

---@return cpSplinePlacementProvider_Count
function cpSplinePlacementProvider_Count.new() return end

---@param props table
---@return cpSplinePlacementProvider_Count
function cpSplinePlacementProvider_Count.new(props) return end

---@class cpSplinePlacementProvider_Distance : cpSplinePlacementProvider
---@field distance Float
cpSplinePlacementProvider_Distance = {}

---@return cpSplinePlacementProvider_Distance
function cpSplinePlacementProvider_Distance.new() return end

---@param props table
---@return cpSplinePlacementProvider_Distance
function cpSplinePlacementProvider_Distance.new(props) return end

---@class cpStairsTrigger : gameObject
cpStairsTrigger = {}

---@return cpStairsTrigger
function cpStairsTrigger.new() return end

---@param props table
---@return cpStairsTrigger
function cpStairsTrigger.new(props) return end

---@class cpTestComponent : gameComponent
---@field whatever Float
---@field whateverIE Float
cpTestComponent = {}

---@return cpTestComponent
function cpTestComponent.new() return end

---@param props table
---@return cpTestComponent
function cpTestComponent.new(props) return end

---@class cpTestComponentPS : gameComponentPS
---@field something Int32
---@field somethingNotInstanceEdiable Bool
---@field nameEditable CName
---@field nameInstanceEditable CName
---@field namePersistent CName
---@field namePersistentEdiable CName
---@field namePersistentInstanceEditable CName
cpTestComponentPS = {}

---@return cpTestComponentPS
function cpTestComponentPS.new() return end

---@param props table
---@return cpTestComponentPS
function cpTestComponentPS.new(props) return end

---@class cpTestPhysXDynamicMovement : gameObject
cpTestPhysXDynamicMovement = {}

---@return cpTestPhysXDynamicMovement
function cpTestPhysXDynamicMovement.new() return end

---@param props table
---@return cpTestPhysXDynamicMovement
function cpTestPhysXDynamicMovement.new(props) return end

---@class cpTestPlatformController : gameObject
---@field platform NodeRef
---@field pointA NodeRef
---@field pointB NodeRef
---@field speed Float
cpTestPlatformController = {}

---@return cpTestPlatformController
function cpTestPlatformController.new() return end

---@param props table
---@return cpTestPlatformController
function cpTestPlatformController.new(props) return end

---@class cpTimerTest : gameObject
---@field counter Int32
cpTimerTest = {}

---@return cpTimerTest
function cpTimerTest.new() return end

---@param props table
---@return cpTimerTest
function cpTimerTest.new(props) return end

---@class cursorDeviceGameController : gameuiWidgetGameController
---@field bbUIData gameIBlackboard
---@field bbWeaponInfo gameIBlackboard
---@field bbWeaponEventId redCallbackObject
---@field bbPlayerTierEventId redCallbackObject
---@field interactionBlackboardId redCallbackObject
---@field upperBodyStateBlackboardId redCallbackObject
---@field sceneTier GameplayTier
---@field upperBodyState gamePSMUpperBodyStates
---@field isUnarmed Bool
---@field cursorDevice inkImageWidget
---@field fadeOutAnimation inkanimDefinition
---@field fadeInAnimation inkanimDefinition
---@field wasLastInteractionWithDevice Bool
---@field interactionDeviceState Bool
cursorDeviceGameController = {}

---@return cursorDeviceGameController
function cursorDeviceGameController.new() return end

---@param props table
---@return cursorDeviceGameController
function cursorDeviceGameController.new(props) return end

---@return Bool
function cursorDeviceGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function cursorDeviceGameController:OnInteractionStateChange(value) return end

---@param playerGameObject gameObject
---@return Bool
function cursorDeviceGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function cursorDeviceGameController:OnPlayerDetach(playerGameObject) return end

---@param argTier Int32
---@return Bool
function cursorDeviceGameController:OnSceneTierChange(argTier) return end

---@return Bool
function cursorDeviceGameController:OnUninitialize() return end

---@param state Int32
---@return Bool
function cursorDeviceGameController:OnUpperBodyChange(state) return end

---@param value Variant
---@return Bool
function cursorDeviceGameController:OnWeaponSwap(value) return end

function cursorDeviceGameController:CreateAnimations() return end

---@param playerPuppet gameObject
function cursorDeviceGameController:RegisterPSMListeners(playerPuppet) return end

---@param playerPuppet gameObject
function cursorDeviceGameController:UnregisterPSMListeners(playerPuppet) return end

function cursorDeviceGameController:UpdateIsInteractingWithDevice() return end

---@class curveSingleChannelCurve
---@field interpolationType curveEInterpolationType
---@field linkType curveESegmentsLinkType
---@field data DataBuffer
curveSingleChannelCurve = {}

---@return curveSingleChannelCurve
function curveSingleChannelCurve.new() return end

---@param props table
---@return curveSingleChannelCurve
function curveSingleChannelCurve.new(props) return end

---@class customGameNotificationDataSet : inkGameNotificationData
---@field customText CName
---@field testBool Bool
customGameNotificationDataSet = {}

---@return customGameNotificationDataSet
function customGameNotificationDataSet.new() return end

---@param props table
---@return customGameNotificationDataSet
function customGameNotificationDataSet.new(props) return end

---@class dbgSpawner : gameObject
---@field objectRecordId TweakDBID
---@field appearance CName
---@field isActive Bool
---@field alwaysSpawned gameAlwaysSpawnedState
dbgSpawner = {}

---@return dbgSpawner
function dbgSpawner.new() return end

---@param props table
---@return dbgSpawner
function dbgSpawner.new(props) return end

---@class debugRuntimeSystemSpeedSplinePreview : worldIRuntimeSystem
debugRuntimeSystemSpeedSplinePreview = {}

---@return debugRuntimeSystemSpeedSplinePreview
function debugRuntimeSystemSpeedSplinePreview.new() return end

---@param props table
---@return debugRuntimeSystemSpeedSplinePreview
function debugRuntimeSystemSpeedSplinePreview.new(props) return end

---@class dialogWidgetGameController : InteractionUIBase
---@field root inkCanvasWidget
---@field hubsContainer inkBasePanelWidgetReference
---@field hubControllers DialogHubLogicController[]
---@field activeHubController DialogHubLogicController
---@field data gameinteractionsvisDialogChoiceHubs
---@field activeHubID Int32
---@field prevActiveHubID Int32
---@field selectedIndex Int32
---@field fadeAnimTime Float
---@field fadeDelay Float
---@field dialogFocusInputHintShown Bool
---@field hubAvailable Bool
---@field animCloseHudProxy inkanimProxy
---@field currentFadeItem DialogHubLogicController
---@field blackboard gameIBlackboard
---@field uiSystemBB UI_SystemDef
---@field uiSystemId redCallbackObject
dialogWidgetGameController = {}

---@return dialogWidgetGameController
function dialogWidgetGameController.new() return end

---@param props table
---@return dialogWidgetGameController
function dialogWidgetGameController.new(props) return end

---@param activeHubId Int32
---@return Bool
function dialogWidgetGameController:OnDialogsActivateHub(activeHubId) return end

---@param index Int32
---@return Bool
function dialogWidgetGameController:OnDialogsSelectIndex(index) return end

---@param proxy inkanimProxy
---@return Bool
function dialogWidgetGameController:OnFinish(proxy) return end

---@return Bool
function dialogWidgetGameController:OnInitialize() return end

---@param isMenuVisible Bool
---@return Bool
function dialogWidgetGameController:OnMenuVisibilityChange(isMenuVisible) return end

---@return Bool
function dialogWidgetGameController:OnUninitialize() return end

---@param count Int32
function dialogWidgetGameController:AdjustHubsCount(count) return end

---@param hudController DialogHubLogicController
function dialogWidgetGameController:CloseDelayed(hudController) return end

function dialogWidgetGameController:OnInteractionsChanged() return end

---@param data gameinteractionsvisDialogChoiceHubs
function dialogWidgetGameController:UpdateDialogsData(data) return end

---@class drillMachine : gameweaponObject
---@field rewireComponent RewireComponent
---@field player gameObject
---@field scanManager DrillMachineScanManager
---@field screen_postprocess entIVisualComponent
---@field screen_backside entIVisualComponent
---@field isScanning Bool
---@field isActive Bool
---@field targetDevice gameObject
drillMachine = {}

---@return drillMachine
function drillMachine.new() return end

---@param props table
---@return drillMachine
function drillMachine.new(props) return end

---@param evt drillMachineEvent
---@return Bool
function drillMachine:OnDrillMachineEvent(evt) return end

---@param actionChosen gameinteractionsChoice
---@return Bool
function drillMachine:OnDrillerInputAction(actionChosen) return end

---@return Bool
function drillMachine:OnGameAttached() return end

---@param evt DrillScanPostProcessEvent
---@return Bool
function drillMachine:OnPostProcessEvent(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function drillMachine:OnRequestComponents(ri) return end

---@param evt RewireEvent
---@return Bool
function drillMachine:OnRewireEvent(evt) return end

---@param evt DrillScanEvent
---@return Bool
function drillMachine:OnScanEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function drillMachine:OnTakeControl(ri) return end

---@return Bool
function drillMachine:IsActive() return end

---@param isEnable Bool
function drillMachine:ToggleFingerAnimation(isEnable) return end

---@param isEnable Bool
function drillMachine:ToggleMinigameAnimation(isEnable) return end

---@param isEnable Bool
function drillMachine:TogglePostprocess(isEnable) return end

---@param isEnable Bool
function drillMachine:ToggleScreenBack(isEnable) return end

---@class drillMachineEvent : redEvent
---@field newTargetDevice gameObject
---@field newIsActive Bool
drillMachineEvent = {}

---@return drillMachineEvent
function drillMachineEvent.new() return end

---@param props table
---@return drillMachineEvent
function drillMachineEvent.new(props) return end

---@class effectBaseItem : ISerializable
effectBaseItem = {}

---@class effectBloomPlayData : effectPlacedTrackItemPlayData
effectBloomPlayData = {}

---@return effectBloomPlayData
function effectBloomPlayData.new() return end

---@param props table
---@return effectBloomPlayData
function effectBloomPlayData.new(props) return end

---@class effectBoneEntries : effectIPlacementEntries
---@field inheritRotation Bool
---@field bones effectBoneEntry[]
effectBoneEntries = {}

---@return effectBoneEntries
function effectBoneEntries.new() return end

---@param props table
---@return effectBoneEntries
function effectBoneEntries.new(props) return end

---@class effectBoneEntry
---@field boneName CName
---@field relativePosition Vector3
---@field relativeRotation Quaternion
effectBoneEntry = {}

---@return effectBoneEntry
function effectBoneEntry.new() return end

---@param props table
---@return effectBoneEntry
function effectBoneEntry.new(props) return end

---@class effectCameraComponentSpawner : effectSpawner
effectCameraComponentSpawner = {}

---@return effectCameraComponentSpawner
function effectCameraComponentSpawner.new() return end

---@param props table
---@return effectCameraComponentSpawner
function effectCameraComponentSpawner.new(props) return end

---@class effectCameraComponentTrackItemPlayData : effectTrackItemPlayData
effectCameraComponentTrackItemPlayData = {}

---@class effectChromaticAberrationPlayData : effectPlacedTrackItemPlayData
effectChromaticAberrationPlayData = {}

---@return effectChromaticAberrationPlayData
function effectChromaticAberrationPlayData.new() return end

---@param props table
---@return effectChromaticAberrationPlayData
function effectChromaticAberrationPlayData.new(props) return end

---@class effectColorGradePlayData : effectGenericTrackItemPlayData
effectColorGradePlayData = {}

---@return effectColorGradePlayData
function effectColorGradePlayData.new() return end

---@param props table
---@return effectColorGradePlayData
function effectColorGradePlayData.new(props) return end

---@class effectColorGradeV2PlayData : effectPlacedTrackItemPlayData
effectColorGradeV2PlayData = {}

---@return effectColorGradeV2PlayData
function effectColorGradeV2PlayData.new() return end

---@param props table
---@return effectColorGradeV2PlayData
function effectColorGradeV2PlayData.new(props) return end

---@class effectDataMoshPlayData : effectPlacedTrackItemPlayData
effectDataMoshPlayData = {}

---@return effectDataMoshPlayData
function effectDataMoshPlayData.new() return end

---@param props table
---@return effectDataMoshPlayData
function effectDataMoshPlayData.new(props) return end

---@class effectDecalPlayData : effectPlacedTrackItemPlayData
effectDecalPlayData = {}

---@return effectDecalPlayData
function effectDecalPlayData.new() return end

---@param props table
---@return effectDecalPlayData
function effectDecalPlayData.new(props) return end

---@class effectDynamicDecalPlayData : effectPlacedTrackItemPlayData
effectDynamicDecalPlayData = {}

---@return effectDynamicDecalPlayData
function effectDynamicDecalPlayData.new() return end

---@param props table
---@return effectDynamicDecalPlayData
function effectDynamicDecalPlayData.new(props) return end

---@class effectEffectParameterEvaluator
---@field evaluator IEvaluator
---@field inputParameterOverride CName
effectEffectParameterEvaluator = {}

---@return effectEffectParameterEvaluator
function effectEffectParameterEvaluator.new() return end

---@param props table
---@return effectEffectParameterEvaluator
function effectEffectParameterEvaluator.new(props) return end

---@class effectEffectParameterEvaluatorColor
---@field evaluator IEvaluatorColor
---@field inputParameterOverride CName
effectEffectParameterEvaluatorColor = {}

---@return effectEffectParameterEvaluatorColor
function effectEffectParameterEvaluatorColor.new() return end

---@param props table
---@return effectEffectParameterEvaluatorColor
function effectEffectParameterEvaluatorColor.new(props) return end

---@class effectEffectParameterEvaluatorFloat
---@field evaluator IEvaluatorFloat
---@field inputParameterOverride CName
---@field inputParameterIsPostMultiplier Bool
effectEffectParameterEvaluatorFloat = {}

---@return effectEffectParameterEvaluatorFloat
function effectEffectParameterEvaluatorFloat.new() return end

---@param props table
---@return effectEffectParameterEvaluatorFloat
function effectEffectParameterEvaluatorFloat.new(props) return end

---@class effectEffectParameterEvaluatorVector
---@field evaluator IEvaluatorVector
---@field inputParameterOverride CName
effectEffectParameterEvaluatorVector = {}

---@return effectEffectParameterEvaluatorVector
function effectEffectParameterEvaluatorVector.new() return end

---@param props table
---@return effectEffectParameterEvaluatorVector
function effectEffectParameterEvaluatorVector.new(props) return end

---@class effectEmissivePlayData : effectPlacedTrackItemPlayData
effectEmissivePlayData = {}

---@return effectEmissivePlayData
function effectEmissivePlayData.new() return end

---@param props table
---@return effectEmissivePlayData
function effectEmissivePlayData.new(props) return end

---@class effectExposureScalePlayData : effectPlacedTrackItemPlayData
effectExposureScalePlayData = {}

---@return effectExposureScalePlayData
function effectExposureScalePlayData.new() return end

---@param props table
---@return effectExposureScalePlayData
function effectExposureScalePlayData.new(props) return end

---@class effectFOVPlayData : effectPlacedTrackItemPlayData
effectFOVPlayData = {}

---@return effectFOVPlayData
function effectFOVPlayData.new() return end

---@param props table
---@return effectFOVPlayData
function effectFOVPlayData.new(props) return end

---@class effectFilmGrainPlayData : effectPlacedTrackItemPlayData
effectFilmGrainPlayData = {}

---@return effectFilmGrainPlayData
function effectFilmGrainPlayData.new() return end

---@param props table
---@return effectFilmGrainPlayData
function effectFilmGrainPlayData.new(props) return end

---@class effectFogVolumePlayData : effectPlacedTrackItemPlayData
effectFogVolumePlayData = {}

---@return effectFogVolumePlayData
function effectFogVolumePlayData.new() return end

---@param props table
---@return effectFogVolumePlayData
function effectFogVolumePlayData.new(props) return end

---@class effectForwardDecalPlayData : effectPlacedTrackItemPlayData
effectForwardDecalPlayData = {}

---@return effectForwardDecalPlayData
function effectForwardDecalPlayData.new() return end

---@param props table
---@return effectForwardDecalPlayData
function effectForwardDecalPlayData.new(props) return end

---@class effectGenericTrackItemPlayData : effectTrackItemPlayData
effectGenericTrackItemPlayData = {}

---@class effectHudParameterPlayData : effectVisualComponentTrackItemPlayData
effectHudParameterPlayData = {}

---@return effectHudParameterPlayData
function effectHudParameterPlayData.new() return end

---@param props table
---@return effectHudParameterPlayData
function effectHudParameterPlayData.new(props) return end

---@class effectIPlacementEntries : ISerializable
effectIPlacementEntries = {}

---@class effectLightParameterPlayData : effectVisualComponentTrackItemPlayData
effectLightParameterPlayData = {}

---@return effectLightParameterPlayData
function effectLightParameterPlayData.new() return end

---@param props table
---@return effectLightParameterPlayData
function effectLightParameterPlayData.new(props) return end

---@class effectLoopData
---@field startTime Float
---@field endTime Float
effectLoopData = {}

---@return effectLoopData
function effectLoopData.new() return end

---@param props table
---@return effectLoopData
function effectLoopData.new(props) return end

---@class effectMaterialParameterPlayData : effectVisualComponentTrackItemPlayData
effectMaterialParameterPlayData = {}

---@return effectMaterialParameterPlayData
function effectMaterialParameterPlayData.new() return end

---@param props table
---@return effectMaterialParameterPlayData
function effectMaterialParameterPlayData.new(props) return end

---@class effectMotionBlurScalePlayData : effectCameraComponentTrackItemPlayData
effectMotionBlurScalePlayData = {}

---@return effectMotionBlurScalePlayData
function effectMotionBlurScalePlayData.new() return end

---@param props table
---@return effectMotionBlurScalePlayData
function effectMotionBlurScalePlayData.new(props) return end

---@class effectParticlesPlayData : effectPlacedTrackItemPlayData
effectParticlesPlayData = {}

---@return effectParticlesPlayData
function effectParticlesPlayData.new() return end

---@param props table
---@return effectParticlesPlayData
function effectParticlesPlayData.new(props) return end

---@class effectPlacedSpawner : effectSpawner
---@field placement effectIPlacementEntries
effectPlacedSpawner = {}

---@return effectPlacedSpawner
function effectPlacedSpawner.new() return end

---@param props table
---@return effectPlacedSpawner
function effectPlacedSpawner.new(props) return end

---@class effectPlacedTrackItemPlayData : effectTrackItemPlayData
effectPlacedTrackItemPlayData = {}

---@class effectPointLightPlayData : effectPlacedTrackItemPlayData
effectPointLightPlayData = {}

---@return effectPointLightPlayData
function effectPointLightPlayData.new() return end

---@param props table
---@return effectPointLightPlayData
function effectPointLightPlayData.new(props) return end

---@class effectRootEntries : effectIPlacementEntries
---@field inheritRotation Bool
---@field roots effectRootEntry[]
effectRootEntries = {}

---@return effectRootEntries
function effectRootEntries.new() return end

---@param props table
---@return effectRootEntries
function effectRootEntries.new(props) return end

---@class effectRootEntry
---@field relativePosition Vector3
---@field relativeRotation Quaternion
effectRootEntry = {}

---@return effectRootEntry
function effectRootEntry.new() return end

---@param props table
---@return effectRootEntry
function effectRootEntry.new(props) return end

---@class effectSlotEntries : effectIPlacementEntries
---@field inheritRotation Bool
---@field slots effectSlotEntry[]
effectSlotEntries = {}

---@return effectSlotEntries
function effectSlotEntries.new() return end

---@param props table
---@return effectSlotEntries
function effectSlotEntries.new(props) return end

---@class effectSlotEntry
---@field slotName CName
---@field relativePosition Vector3
---@field relativeRotation Quaternion
effectSlotEntry = {}

---@return effectSlotEntry
function effectSlotEntry.new() return end

---@param props table
---@return effectSlotEntry
function effectSlotEntry.new(props) return end

---@class effectSoundPlayData : effectPlacedTrackItemPlayData
effectSoundPlayData = {}

---@return effectSoundPlayData
function effectSoundPlayData.new() return end

---@param props table
---@return effectSoundPlayData
function effectSoundPlayData.new(props) return end

---@class effectSpawner : ISerializable
effectSpawner = {}

---@return effectSpawner
function effectSpawner.new() return end

---@param props table
---@return effectSpawner
function effectSpawner.new(props) return end

---@class effectTonemappingPlayData : effectPlacedTrackItemPlayData
effectTonemappingPlayData = {}

---@return effectTonemappingPlayData
function effectTonemappingPlayData.new() return end

---@param props table
---@return effectTonemappingPlayData
function effectTonemappingPlayData.new(props) return end

---@class effectTrack : effectTrackBase
---@field items effectTrackItem[]
effectTrack = {}

---@return effectTrack
function effectTrack.new() return end

---@param props table
---@return effectTrack
function effectTrack.new(props) return end

---@class effectTrackBase : effectBaseItem
effectTrackBase = {}

---@return effectTrackBase
function effectTrackBase.new() return end

---@param props table
---@return effectTrackBase
function effectTrackBase.new(props) return end

---@class effectTrackGroup : effectTrackBase
---@field tracks effectTrackBase[]
---@field componentName CName
effectTrackGroup = {}

---@return effectTrackGroup
function effectTrackGroup.new() return end

---@param props table
---@return effectTrackGroup
function effectTrackGroup.new(props) return end

---@class effectTrackItem : effectBaseItem
---@field timeBegin Float
---@field timeDuration Float
---@field ruid CRUID
effectTrackItem = {}

---@class effectTrackItemBloom : effectTrackItem
---@field override Bool
---@field sceneColorScale effectEffectParameterEvaluatorFloat
---@field bloomColorScale effectEffectParameterEvaluatorFloat
effectTrackItemBloom = {}

---@return effectTrackItemBloom
function effectTrackItemBloom.new() return end

---@param props table
---@return effectTrackItemBloom
function effectTrackItemBloom.new(props) return end

---@class effectTrackItemChromaticAberration : effectTrackItem
---@field override Bool
---@field chromaticAberrationOffset effectEffectParameterEvaluatorFloat
---@field chromaticAberrationExp effectEffectParameterEvaluatorFloat
effectTrackItemChromaticAberration = {}

---@return effectTrackItemChromaticAberration
function effectTrackItemChromaticAberration.new() return end

---@param props table
---@return effectTrackItemChromaticAberration
function effectTrackItemChromaticAberration.new(props) return end

---@class effectTrackItemColorGrade : effectTrackItem
---@field contrast effectEffectParameterEvaluatorFloat
---@field saturate effectEffectParameterEvaluatorFloat
---@field brightness effectEffectParameterEvaluatorFloat
---@field lutWeight effectEffectParameterEvaluatorFloat
---@field lutParams ColorGradingLutParams
---@field lutParamsHdr ColorGradingLutParams
---@field blendWithBaseLut Bool
---@field mask ERenderObjectType[]
effectTrackItemColorGrade = {}

---@return effectTrackItemColorGrade
function effectTrackItemColorGrade.new() return end

---@param props table
---@return effectTrackItemColorGrade
function effectTrackItemColorGrade.new(props) return end

---@class effectTrackItemColorGradeV2 : effectTrackItem
---@field contrast effectEffectParameterEvaluatorFloat
---@field contrastPivot effectEffectParameterEvaluatorFloat
---@field saturation effectEffectParameterEvaluatorFloat
---@field hue effectEffectParameterEvaluatorFloat
---@field brightness effectEffectParameterEvaluatorFloat
---@field lowRange effectEffectParameterEvaluatorFloat
---@field highRange effectEffectParameterEvaluatorFloat
---@field lift effectEffectParameterEvaluatorVector
---@field gamma effectEffectParameterEvaluatorVector
---@field gain effectEffectParameterEvaluatorVector
---@field offset effectEffectParameterEvaluatorVector
---@field shadow effectEffectParameterEvaluatorVector
---@field midtone effectEffectParameterEvaluatorVector
---@field highlight effectEffectParameterEvaluatorVector
effectTrackItemColorGradeV2 = {}

---@return effectTrackItemColorGradeV2
function effectTrackItemColorGradeV2.new() return end

---@param props table
---@return effectTrackItemColorGradeV2
function effectTrackItemColorGradeV2.new(props) return end

---@class effectTrackItemDataMosh : effectTrackItem
---@field override Bool
---@field intensity effectEffectParameterEvaluatorFloat
---@field useGlitch Bool
---@field glitchColor effectEffectParameterEvaluatorVector
---@field usePixelsort Bool
---@field pixelsortOverride Bool
---@field pixelsortIntensity effectEffectParameterEvaluatorFloat
---@field pixelsortStencil Bool
---@field pixelsortVfx Bool
effectTrackItemDataMosh = {}

---@return effectTrackItemDataMosh
function effectTrackItemDataMosh.new() return end

---@param props table
---@return effectTrackItemDataMosh
function effectTrackItemDataMosh.new(props) return end

---@class effectTrackItemDecal : effectTrackItem
---@field material IMaterial
---@field scale IEvaluatorVector
---@field emissiveScale IEvaluatorVector
---@field normalThreshold Float
---@field horizontalFlip Bool
---@field verticalFlip Bool
---@field fadeOutTime Float
---@field fadeInTime Float
---@field additionalRotation Float
---@field randomRotation Bool
---@field randomAtlasing Bool
---@field isStretchEnabled Bool
---@field isAttached Bool
---@field normalsBlendingMode RenderDecalNormalsBlendingMode
---@field atlasFrameStart Int32
---@field atlasFrameEnd Int32
---@field orderPriority RenderDecalOrderPriority
---@field surfaceType ERenderObjectType
---@field decalRenderMode EDecalRenderMode
effectTrackItemDecal = {}

---@return effectTrackItemDecal
function effectTrackItemDecal.new() return end

---@param props table
---@return effectTrackItemDecal
function effectTrackItemDecal.new(props) return end

---@class effectTrackItemDynamicDecal : effectTrackItem
---@field material IMaterial
---@field width Float
---@field height Float
---@field fadeInTime Float
---@field fadeOutTime Float
---@field additionalRotation Float
---@field randomRotation Bool
effectTrackItemDynamicDecal = {}

---@return effectTrackItemDynamicDecal
function effectTrackItemDynamicDecal.new() return end

---@param props table
---@return effectTrackItemDynamicDecal
function effectTrackItemDynamicDecal.new(props) return end

---@class effectTrackItemEmissive : effectTrackItem
---@field override Bool
---@field brigtness effectEffectParameterEvaluatorFloat
effectTrackItemEmissive = {}

---@return effectTrackItemEmissive
function effectTrackItemEmissive.new() return end

---@param props table
---@return effectTrackItemEmissive
function effectTrackItemEmissive.new(props) return end

---@class effectTrackItemExposureScale : effectTrackItem
---@field scale effectEffectParameterEvaluatorFloat
---@field useInitialCameraPosDirForFadeout Bool
---@field fullEffectRadius Float
---@field fadeOutRadius Float
---@field fullyVisibleAngle Float
---@field fadeOutAngle Float
effectTrackItemExposureScale = {}

---@return effectTrackItemExposureScale
function effectTrackItemExposureScale.new() return end

---@param props table
---@return effectTrackItemExposureScale
function effectTrackItemExposureScale.new(props) return end

---@class effectTrackItemFOV : effectTrackItem
---@field FOV effectEffectParameterEvaluatorFloat
effectTrackItemFOV = {}

---@return effectTrackItemFOV
function effectTrackItemFOV.new() return end

---@param props table
---@return effectTrackItemFOV
function effectTrackItemFOV.new(props) return end

---@class effectTrackItemFilmGrain : effectTrackItem
---@field override Bool
---@field luminanceBias effectEffectParameterEvaluatorFloat
---@field strength effectEffectParameterEvaluatorVector
---@field mask ERenderObjectType[]
effectTrackItemFilmGrain = {}

---@return effectTrackItemFilmGrain
function effectTrackItemFilmGrain.new() return end

---@param props table
---@return effectTrackItemFilmGrain
function effectTrackItemFilmGrain.new(props) return end

---@class effectTrackItemFogVolume : effectTrackItem
---@field priority Uint8
---@field densityFalloff Float
---@field blendFalloff Float
---@field density IEvaluatorFloat
---@field size IEvaluatorVector
---@field color IEvaluatorColor
effectTrackItemFogVolume = {}

---@return effectTrackItemFogVolume
function effectTrackItemFogVolume.new() return end

---@param props table
---@return effectTrackItemFogVolume
function effectTrackItemFogVolume.new(props) return end

---@class effectTrackItemForwardDecal : effectTrackItem
---@field mesh CMesh
---@field appearance CName
---@field scale IEvaluatorVector
---@field additionalRotation Float
---@field sizeThreshold Float
---@field randomRotation Bool
---@field randomAppearance Bool
---@field isAttached Bool
---@field subUVx Uint32
---@field subUVy Uint32
---@field frame Uint32
---@field fadeOutTime Float
---@field fadeInTime Float
effectTrackItemForwardDecal = {}

---@return effectTrackItemForwardDecal
function effectTrackItemForwardDecal.new() return end

---@param props table
---@return effectTrackItemForwardDecal
function effectTrackItemForwardDecal.new(props) return end

---@class effectTrackItemHudParameter : effectTrackItem
---@field scale Float
---@field glitchParameter effectEffectParameterEvaluator
---@field scale1 Float
---@field glitchParameter1 effectEffectParameterEvaluator
---@field blackwallScale Float
---@field blackwallParameter effectEffectParameterEvaluator
effectTrackItemHudParameter = {}

---@return effectTrackItemHudParameter
function effectTrackItemHudParameter.new() return end

---@param props table
---@return effectTrackItemHudParameter
function effectTrackItemHudParameter.new(props) return end

---@class effectTrackItemLightParameter : effectTrackItem
---@field scale Float
---@field intensityMultiplier effectEffectParameterEvaluatorFloat
---@field intensity effectEffectParameterEvaluatorFloat
---@field radius effectEffectParameterEvaluatorFloat
effectTrackItemLightParameter = {}

---@return effectTrackItemLightParameter
function effectTrackItemLightParameter.new() return end

---@param props table
---@return effectTrackItemLightParameter
function effectTrackItemLightParameter.new(props) return end

---@class effectTrackItemLoopMarker : effectTrackItemMetadata
effectTrackItemLoopMarker = {}

---@return effectTrackItemLoopMarker
function effectTrackItemLoopMarker.new() return end

---@param props table
---@return effectTrackItemLoopMarker
function effectTrackItemLoopMarker.new(props) return end

---@class effectTrackItemMaterialParameter : effectTrackItem
---@field scale0 Float
---@field customParameter0 effectEffectParameterEvaluator
---@field scale1 Float
---@field customParameter1 effectEffectParameterEvaluator
---@field scale2 Float
---@field customParameter2 effectEffectParameterEvaluator
---@field scale3 Float
---@field customParameter3 effectEffectParameterEvaluator
effectTrackItemMaterialParameter = {}

---@return effectTrackItemMaterialParameter
function effectTrackItemMaterialParameter.new() return end

---@param props table
---@return effectTrackItemMaterialParameter
function effectTrackItemMaterialParameter.new(props) return end

---@class effectTrackItemMetadata : effectTrackItem
effectTrackItemMetadata = {}

---@class effectTrackItemMotionBlurScale : effectTrackItem
---@field scale effectEffectParameterEvaluatorFloat
effectTrackItemMotionBlurScale = {}

---@return effectTrackItemMotionBlurScale
function effectTrackItemMotionBlurScale.new() return end

---@param props table
---@return effectTrackItemMotionBlurScale
function effectTrackItemMotionBlurScale.new(props) return end

---@class effectTrackItemParticles : effectTrackItem
---@field particleSystem CParticleSystem
---@field emissionScale effectEffectParameterEvaluatorFloat
---@field alpha effectEffectParameterEvaluatorFloat
---@field size effectEffectParameterEvaluatorFloat
---@field velocity effectEffectParameterEvaluatorFloat
---@field soundPositionName CName
---@field soundPositionOffset Vector3
---@field renderLayerMask RenderSceneLayerMask
effectTrackItemParticles = {}

---@return effectTrackItemParticles
function effectTrackItemParticles.new() return end

---@param props table
---@return effectTrackItemParticles
function effectTrackItemParticles.new(props) return end

---@class effectTrackItemPlayData : ISerializable
effectTrackItemPlayData = {}

---@class effectTrackItemPointLight : effectTrackItem
---@field tint effectEffectParameterEvaluatorColor
---@field intensity effectEffectParameterEvaluatorFloat
---@field EV Float
---@field radius effectEffectParameterEvaluatorFloat
---@field offset Vector3
---@field color Color
---@field envColorGroup EEnvColorGroup
---@field colorGroupSaturation Uint8
---@field roughnessBias Int8
---@field useInGI Bool
---@field useInVolFog Bool
---@field useInTransparents Bool
---@field useInParticles Bool
---@field sceneDiffuse Bool
---@field sceneSpecular Bool
---@field clampAttenuation Bool
---@field flicker rendSLightFlickering
effectTrackItemPointLight = {}

---@return effectTrackItemPointLight
function effectTrackItemPointLight.new() return end

---@param props table
---@return effectTrackItemPointLight
function effectTrackItemPointLight.new(props) return end

---@class effectTrackItemSound : effectTrackItem
---@field eventName CName
---@field switches audioAudSwitch[]
---@field params audioAudParameter[]
---@field positionName CName
---@field emitterMetadataName CName
---@field rtpcName CName
---@field rtpcValue IEvaluatorFloat
effectTrackItemSound = {}

---@return effectTrackItemSound
function effectTrackItemSound.new() return end

---@param props table
---@return effectTrackItemSound
function effectTrackItemSound.new(props) return end

---@class effectTrackItemTonemapping : effectTrackItem
---@field override Bool
---@field maxStopsSDR effectEffectParameterEvaluatorFloat
---@field midGrayScaleSDR effectEffectParameterEvaluatorFloat
---@field maxStopsHDR effectEffectParameterEvaluatorFloat
---@field midGrayScaleHDR effectEffectParameterEvaluatorFloat
effectTrackItemTonemapping = {}

---@return effectTrackItemTonemapping
function effectTrackItemTonemapping.new() return end

---@param props table
---@return effectTrackItemTonemapping
function effectTrackItemTonemapping.new(props) return end

---@class effectTrackItemVignette : effectTrackItem
---@field overrideRadiusAndExp Bool
---@field overrideColor Bool
---@field vignetteRadius effectEffectParameterEvaluatorFloat
---@field vignetteExp effectEffectParameterEvaluatorFloat
---@field color effectEffectParameterEvaluatorColor
effectTrackItemVignette = {}

---@return effectTrackItemVignette
function effectTrackItemVignette.new() return end

---@param props table
---@return effectTrackItemVignette
function effectTrackItemVignette.new(props) return end

---@class effectTrackItemWeaponPlaneBlur : effectTrackItem
---@field farPlaneMultiplier effectEffectParameterEvaluatorFloat
---@field override Bool
effectTrackItemWeaponPlaneBlur = {}

---@return effectTrackItemWeaponPlaneBlur
function effectTrackItemWeaponPlaneBlur.new() return end

---@param props table
---@return effectTrackItemWeaponPlaneBlur
function effectTrackItemWeaponPlaneBlur.new(props) return end

---@class effectVignettePlayData : effectPlacedTrackItemPlayData
effectVignettePlayData = {}

---@return effectVignettePlayData
function effectVignettePlayData.new() return end

---@param props table
---@return effectVignettePlayData
function effectVignettePlayData.new(props) return end

---@class effectVisualComponentSpawner : effectSpawner
---@field componentName CName[]
effectVisualComponentSpawner = {}

---@return effectVisualComponentSpawner
function effectVisualComponentSpawner.new() return end

---@param props table
---@return effectVisualComponentSpawner
function effectVisualComponentSpawner.new(props) return end

---@class effectVisualComponentTrackItemPlayData : effectTrackItemPlayData
effectVisualComponentTrackItemPlayData = {}

---@class effectWeaponPlaneBlurPlayData : effectPlacedTrackItemPlayData
effectWeaponPlaneBlurPlayData = {}

---@return effectWeaponPlaneBlurPlayData
function effectWeaponPlaneBlurPlayData.new() return end

---@param props table
---@return effectWeaponPlaneBlurPlayData
function effectWeaponPlaneBlurPlayData.new(props) return end

---@class entAllowVehicleCollisionRagdollInSceneEvent : redEvent
---@field allow Bool
entAllowVehicleCollisionRagdollInSceneEvent = {}

---@return entAllowVehicleCollisionRagdollInSceneEvent
function entAllowVehicleCollisionRagdollInSceneEvent.new() return end

---@param props table
---@return entAllowVehicleCollisionRagdollInSceneEvent
function entAllowVehicleCollisionRagdollInSceneEvent.new(props) return end

---@class entAmbientSoundEmitterComponent : entIPlacedComponent
---@field Settings audioAmbientAreaSettings
---@field usePhysicsObstruction Bool
---@field occlusionEnabled Bool
---@field repositionEnabled Bool
---@field obstructionChangeTime Float
entAmbientSoundEmitterComponent = {}

---@return entAmbientSoundEmitterComponent
function entAmbientSoundEmitterComponent.new() return end

---@param props table
---@return entAmbientSoundEmitterComponent
function entAmbientSoundEmitterComponent.new(props) return end

---@class entAnimDataChanged : redEvent
entAnimDataChanged = {}

---@return entAnimDataChanged
function entAnimDataChanged.new() return end

---@param props table
---@return entAnimDataChanged
function entAnimDataChanged.new(props) return end

---@class entAnimEntityToEntityAttachmentEvent : redEvent
entAnimEntityToEntityAttachmentEvent = {}

---@return entAnimEntityToEntityAttachmentEvent
function entAnimEntityToEntityAttachmentEvent.new() return end

---@param props table
---@return entAnimEntityToEntityAttachmentEvent
function entAnimEntityToEntityAttachmentEvent.new(props) return end

---@class entAnimExternalEvent : redEvent
---@field name CName
entAnimExternalEvent = {}

---@return entAnimExternalEvent
function entAnimExternalEvent.new() return end

---@param props table
---@return entAnimExternalEvent
function entAnimExternalEvent.new(props) return end

---@class entAnimFastForwardEvent : redEvent
entAnimFastForwardEvent = {}

---@return entAnimFastForwardEvent
function entAnimFastForwardEvent.new() return end

---@param props table
---@return entAnimFastForwardEvent
function entAnimFastForwardEvent.new(props) return end

---@class entAnimGraphCustomDataEvent : redEvent
entAnimGraphCustomDataEvent = {}

---@return entAnimGraphCustomDataEvent
function entAnimGraphCustomDataEvent.new() return end

---@param props table
---@return entAnimGraphCustomDataEvent
function entAnimGraphCustomDataEvent.new(props) return end

---@class entAnimGraphResourceContainer : entIComponent
---@field animGraphLookupTable entAnimGraphResourceContainerEntry[]
entAnimGraphResourceContainer = {}

---@return entAnimGraphResourceContainer
function entAnimGraphResourceContainer.new() return end

---@param props table
---@return entAnimGraphResourceContainer
function entAnimGraphResourceContainer.new(props) return end

---@class entAnimGraphResourceContainerEntry
---@field graphName CName
---@field animGraphResource animAnimGraph
entAnimGraphResourceContainerEntry = {}

---@return entAnimGraphResourceContainerEntry
function entAnimGraphResourceContainerEntry.new() return end

---@param props table
---@return entAnimGraphResourceContainerEntry
function entAnimGraphResourceContainerEntry.new(props) return end

---@class entAnimInputSetter : redEvent
---@field key CName
entAnimInputSetter = {}

---@return entAnimInputSetter
function entAnimInputSetter.new() return end

---@param props table
---@return entAnimInputSetter
function entAnimInputSetter.new(props) return end

---@class entAnimInputSetterAnimFeature : entAnimInputSetter
---@field value animAnimFeature
---@field delay Float
entAnimInputSetterAnimFeature = {}

---@return entAnimInputSetterAnimFeature
function entAnimInputSetterAnimFeature.new() return end

---@param props table
---@return entAnimInputSetterAnimFeature
function entAnimInputSetterAnimFeature.new(props) return end

---@class entAnimInputSetterBool : entAnimInputSetter
---@field value Bool
entAnimInputSetterBool = {}

---@return entAnimInputSetterBool
function entAnimInputSetterBool.new() return end

---@param props table
---@return entAnimInputSetterBool
function entAnimInputSetterBool.new(props) return end

---@class entAnimInputSetterFloat : entAnimInputSetter
---@field value Float
entAnimInputSetterFloat = {}

---@return entAnimInputSetterFloat
function entAnimInputSetterFloat.new() return end

---@param props table
---@return entAnimInputSetterFloat
function entAnimInputSetterFloat.new(props) return end

---@class entAnimInputSetterInt : entAnimInputSetter
---@field value Int32
entAnimInputSetterInt = {}

---@return entAnimInputSetterInt
function entAnimInputSetterInt.new() return end

---@param props table
---@return entAnimInputSetterInt
function entAnimInputSetterInt.new(props) return end

---@class entAnimInputSetterQuaternion : entAnimInputSetter
---@field value Quaternion
entAnimInputSetterQuaternion = {}

---@return entAnimInputSetterQuaternion
function entAnimInputSetterQuaternion.new() return end

---@param props table
---@return entAnimInputSetterQuaternion
function entAnimInputSetterQuaternion.new(props) return end

---@class entAnimInputSetterUsesSleepMode : redEvent
---@field value Bool
entAnimInputSetterUsesSleepMode = {}

---@return entAnimInputSetterUsesSleepMode
function entAnimInputSetterUsesSleepMode.new() return end

---@param props table
---@return entAnimInputSetterUsesSleepMode
function entAnimInputSetterUsesSleepMode.new(props) return end

---@class entAnimInputSetterVector : entAnimInputSetter
---@field value Vector4
entAnimInputSetterVector = {}

---@return entAnimInputSetterVector
function entAnimInputSetterVector.new() return end

---@param props table
---@return entAnimInputSetterVector
function entAnimInputSetterVector.new(props) return end

---@class entAnimOnStateChangedEvent : redEvent
entAnimOnStateChangedEvent = {}

---@return entAnimOnStateChangedEvent
function entAnimOnStateChangedEvent.new() return end

---@param props table
---@return entAnimOnStateChangedEvent
function entAnimOnStateChangedEvent.new(props) return end

---@class entAnimParamsEvent : redEvent
entAnimParamsEvent = {}

---@return entAnimParamsEvent
function entAnimParamsEvent.new() return end

---@param props table
---@return entAnimParamsEvent
function entAnimParamsEvent.new(props) return end

---@param paramName CName|string
---@param value Float
---@return Bool
function entAnimParamsEvent:GetParameterValue(paramName, value) return end

---@param paramName CName|string
---@param value Float
function entAnimParamsEvent:PushParameterValue(paramName, value) return end

---@class entAnimSoundEvent : entSoundEvent
---@field metadataContext CName
entAnimSoundEvent = {}

---@return entAnimSoundEvent
function entAnimSoundEvent.new() return end

---@param props table
---@return entAnimSoundEvent
function entAnimSoundEvent.new(props) return end

---@class entAnimTargetAddEvent : redEvent
---@field targetPositionProvider entIPositionProvider
---@field bodyPart CName
entAnimTargetAddEvent = {}

---@param targetEntity entEntity
---@param slotTargetName CName|string
---@param targetOffsetEntity Vector4
function entAnimTargetAddEvent:SetEntityTarget(targetEntity, slotTargetName, targetOffsetEntity) return end

---@param transformHistoryComponent entTransformHistoryComponent
---@param timeDelay Float
---@param targetOffsetEntity Vector4
function entAnimTargetAddEvent:SetEntityTargetFromPast(transformHistoryComponent, timeDelay, targetOffsetEntity) return end

---@param provider entIPositionProvider
function entAnimTargetAddEvent:SetPositionProvider(provider) return end

---@param staticTargetPositionWs Vector4
function entAnimTargetAddEvent:SetStaticTarget(staticTargetPositionWs) return end

---@class entAnimTrackParameter
---@field animTrackName CName
---@field parameterName CName
---@field defaultValue Float
entAnimTrackParameter = {}

---@return entAnimTrackParameter
function entAnimTrackParameter.new() return end

---@param props table
---@return entAnimTrackParameter
function entAnimTrackParameter.new(props) return end

---@class entAnimVisibilityChangedEvent : redEvent
---@field isVisible Bool
entAnimVisibilityChangedEvent = {}

---@return entAnimVisibilityChangedEvent
function entAnimVisibilityChangedEvent.new() return end

---@param props table
---@return entAnimVisibilityChangedEvent
function entAnimVisibilityChangedEvent.new(props) return end

---@class entAnimWrapperWeightSetter : entAnimInputSetter
---@field value Float
entAnimWrapperWeightSetter = {}

---@return entAnimWrapperWeightSetter
function entAnimWrapperWeightSetter.new() return end

---@param props table
---@return entAnimWrapperWeightSetter
function entAnimWrapperWeightSetter.new(props) return end

---@class entAnimatedComponent : entISkinableComponent
---@field controlBinding entAnimationControlBinding
---@field rig animRig
---@field graph animAnimGraph
---@field animations animAnimSetup
---@field animTags redTagList
---@field audioAltName CName
---@field useLongRangeVisibility Bool
---@field facialSetup animFacialSetup
---@field calculateAccelerationWs Bool
---@field animParameters entAnimTrackParameter[]
---@field serverForcedLod Int32
---@field clientForcedLod Int32
---@field serverForcedVisibility Bool
---@field clientForcedVisibility Bool
entAnimatedComponent = {}

---@return entAnimatedComponent
function entAnimatedComponent.new() return end

---@param props table
---@return entAnimatedComponent
function entAnimatedComponent.new(props) return end

---@class entAnimatedRagdollNotifyDisabledEvent : redEvent
entAnimatedRagdollNotifyDisabledEvent = {}

---@return entAnimatedRagdollNotifyDisabledEvent
function entAnimatedRagdollNotifyDisabledEvent.new() return end

---@param props table
---@return entAnimatedRagdollNotifyDisabledEvent
function entAnimatedRagdollNotifyDisabledEvent.new(props) return end

---@class entAnimatedRagdollNotifyEnabledEvent : redEvent
---@field instigator entEntityID
entAnimatedRagdollNotifyEnabledEvent = {}

---@return entAnimatedRagdollNotifyEnabledEvent
function entAnimatedRagdollNotifyEnabledEvent.new() return end

---@param props table
---@return entAnimatedRagdollNotifyEnabledEvent
function entAnimatedRagdollNotifyEnabledEvent.new(props) return end

---@class entAnimationControlAttachment : entIAttachment
entAnimationControlAttachment = {}

---@return entAnimationControlAttachment
function entAnimationControlAttachment.new() return end

---@param props table
---@return entAnimationControlAttachment
function entAnimationControlAttachment.new(props) return end

---@class entAnimationControlBinding : entISourceBinding
entAnimationControlBinding = {}

---@return entAnimationControlBinding
function entAnimationControlBinding.new() return end

---@param props table
---@return entAnimationControlBinding
function entAnimationControlBinding.new(props) return end

---@class entAnimationControllerComponent : entIComponent
---@field actionAnimDatabaseRef animActionAnimDatabase
---@field animDatabaseCollection animAnimDatabaseCollection
---@field controlBinding entAnimationControlBinding
entAnimationControllerComponent = {}

---@return entAnimationControllerComponent
function entAnimationControllerComponent.new() return end

---@param props table
---@return entAnimationControllerComponent
function entAnimationControllerComponent.new(props) return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
---@param delay Float
function entAnimationControllerComponent.ApplyFeature(obj, inputName, value, delay) return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
---@param delay Float
function entAnimationControllerComponent.ApplyFeatureToReplicate(obj, inputName, value, delay) return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
---@param delay Float
function entAnimationControllerComponent.ApplyFeatureToReplicateOnHeldItems(obj, inputName, value, delay) return end

---@param obj gameObject
---@param eventName CName|string
function entAnimationControllerComponent.PushEvent(obj, eventName) return end

---@param obj gameObject
---@param eventName CName|string
function entAnimationControllerComponent.PushEventToObjAndHeldItems(obj, eventName) return end

---@param obj gameObject
---@param eventName CName|string
function entAnimationControllerComponent.PushEventToReplicate(obj, eventName) return end

---@param obj gameObject
---@param key CName|string
---@param value Float
function entAnimationControllerComponent.SetAnimWrapperWeight(obj, key, value) return end

---@param owner gameObject
---@param key CName|string
---@param value Float
function entAnimationControllerComponent.SetAnimWrapperWeightOnOwnerAndItems(owner, key, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Bool
function entAnimationControllerComponent.SetInputBool(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Bool
function entAnimationControllerComponent.SetInputBoolToReplicate(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Float
function entAnimationControllerComponent.SetInputFloat(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Float
function entAnimationControllerComponent.SetInputFloatToReplicate(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Int32
function entAnimationControllerComponent.SetInputInt(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Int32
function entAnimationControllerComponent.SetInputIntToReplicate(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Vector4
function entAnimationControllerComponent.SetInputVector(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Vector4
function entAnimationControllerComponent.SetInputVectorToReplicate(obj, inputName, value) return end

---@param obj gameObject
---@param state Bool
function entAnimationControllerComponent.SetUsesSleepMode(obj, state) return end

---@param inputName CName|string
---@param value animAnimFeature
function entAnimationControllerComponent:ApplyFeature(inputName, value) return end

---@param animationName CName|string
---@return Float
function entAnimationControllerComponent:GetAnimationDuration(animationName) return end

---@param streamingContextName CName|string
---@param highPriority Bool
---@return Bool
function entAnimationControllerComponent:PreloadAnimations(streamingContextName, highPriority) return end

---@param eventName CName|string
function entAnimationControllerComponent:PushEvent(eventName) return end

function entAnimationControllerComponent:ScheduleFastForward() return end

---@param inputName CName|string
---@param value Bool
function entAnimationControllerComponent:SetInputBool(inputName, value) return end

---@param inputName CName|string
---@param value Float
function entAnimationControllerComponent:SetInputFloat(inputName, value) return end

---@param inputName CName|string
---@param value Int32
function entAnimationControllerComponent:SetInputInt(inputName, value) return end

---@param inputName CName|string
---@param value Quaternion
function entAnimationControllerComponent:SetInputQuaternion(inputName, value) return end

---@param inputName CName|string
---@param value Vector4
function entAnimationControllerComponent:SetInputVector(inputName, value) return end

---@param allowSleepState Bool
function entAnimationControllerComponent:SetUsesSleepMode(allowSleepState) return end

---@param evt entAnimInputSetterVector
---@return Bool
function entAnimationControllerComponent:OnSetInputVectorEvent(evt) return end

---@class entAnimationControllerReplicatedState : netIComponentState
---@field animWrapperVarsState entReplicatedAnimWrapperVars
---@field lookAtReqs_m_replicatedVersionId Uint32
---@field animFeaturesState entReplicatedAnimFeaturesState
---@field inputSettersState entReplicatedInputSetters
entAnimationControllerReplicatedState = {}

---@return entAnimationControllerReplicatedState
function entAnimationControllerReplicatedState.new() return end

---@param props table
---@return entAnimationControllerReplicatedState
function entAnimationControllerReplicatedState.new(props) return end

---@class entAnimationExtensionAttachment : entIAttachment
entAnimationExtensionAttachment = {}

---@return entAnimationExtensionAttachment
function entAnimationExtensionAttachment.new() return end

---@param props table
---@return entAnimationExtensionAttachment
function entAnimationExtensionAttachment.new(props) return end

---@class entAnimationFloatTrackAttachment : entIAttachment
entAnimationFloatTrackAttachment = {}

---@class entAnimationSetupExtensionComponent : entIComponent
---@field animations animAnimSetup
---@field isOverrideContainer Bool
---@field controlBinding entAnimationControlBinding
entAnimationSetupExtensionComponent = {}

---@return entAnimationSetupExtensionComponent
function entAnimationSetupExtensionComponent.new() return end

---@param props table
---@return entAnimationSetupExtensionComponent
function entAnimationSetupExtensionComponent.new(props) return end

---@class entAppearanceChangeFinishEvent : redEvent
entAppearanceChangeFinishEvent = {}

---@return entAppearanceChangeFinishEvent
function entAppearanceChangeFinishEvent.new() return end

---@param props table
---@return entAppearanceChangeFinishEvent
function entAppearanceChangeFinishEvent.new(props) return end

---@class entAppearanceDissolveFinishEvent : redEvent
entAppearanceDissolveFinishEvent = {}

---@return entAppearanceDissolveFinishEvent
function entAppearanceDissolveFinishEvent.new() return end

---@param props table
---@return entAppearanceDissolveFinishEvent
function entAppearanceDissolveFinishEvent.new(props) return end

---@class entAppearanceEvent : redEvent
---@field appearanceName CName
---@field componentName CName
entAppearanceEvent = {}

---@return entAppearanceEvent
function entAppearanceEvent.new() return end

---@param props table
---@return entAppearanceEvent
function entAppearanceEvent.new(props) return end

---@class entAppearanceLODsDistanceOverrideEvent : redEvent
entAppearanceLODsDistanceOverrideEvent = {}

---@return entAppearanceLODsDistanceOverrideEvent
function entAppearanceLODsDistanceOverrideEvent.new() return end

---@param props table
---@return entAppearanceLODsDistanceOverrideEvent
function entAppearanceLODsDistanceOverrideEvent.new(props) return end

---@class entAppearanceMeshLoadedEvent : redEvent
entAppearanceMeshLoadedEvent = {}

---@return entAppearanceMeshLoadedEvent
function entAppearanceMeshLoadedEvent.new() return end

---@param props table
---@return entAppearanceMeshLoadedEvent
function entAppearanceMeshLoadedEvent.new(props) return end

---@class entAppearanceProxyMeshComponent : entPhysicalMeshComponent
entAppearanceProxyMeshComponent = {}

---@return entAppearanceProxyMeshComponent
function entAppearanceProxyMeshComponent.new() return end

---@param props table
---@return entAppearanceProxyMeshComponent
function entAppearanceProxyMeshComponent.new(props) return end

---@class entAppearanceStatusEvent : redEvent
---@field status entAppearanceStatus
entAppearanceStatusEvent = {}

---@return entAppearanceStatusEvent
function entAppearanceStatusEvent.new() return end

---@param props table
---@return entAppearanceStatusEvent
function entAppearanceStatusEvent.new(props) return end

---@class entAreaEnteredEvent : entTriggerEvent
entAreaEnteredEvent = {}

---@return entAreaEnteredEvent
function entAreaEnteredEvent.new() return end

---@param props table
---@return entAreaEnteredEvent
function entAreaEnteredEvent.new(props) return end

---@class entAreaExitedEvent : entTriggerEvent
entAreaExitedEvent = {}

---@return entAreaExitedEvent
function entAreaExitedEvent.new() return end

---@param props table
---@return entAreaExitedEvent
function entAreaExitedEvent.new(props) return end

---@class entAttachEffectEvent : redEvent
entAttachEffectEvent = {}

---@class entAttachEffectToComponentEvent : entAttachEffectEvent
entAttachEffectToComponentEvent = {}

---@return entAttachEffectToComponentEvent
function entAttachEffectToComponentEvent.new() return end

---@param props table
---@return entAttachEffectToComponentEvent
function entAttachEffectToComponentEvent.new(props) return end

---@class entAttachEffectToSlotEvent : entAttachEffectEvent
entAttachEffectToSlotEvent = {}

---@return entAttachEffectToSlotEvent
function entAttachEffectToSlotEvent.new() return end

---@param props table
---@return entAttachEffectToSlotEvent
function entAttachEffectToSlotEvent.new(props) return end

---@class entAttachGraphToSlotEvent : redEvent
entAttachGraphToSlotEvent = {}

---@return entAttachGraphToSlotEvent
function entAttachGraphToSlotEvent.new() return end

---@param props table
---@return entAttachGraphToSlotEvent
function entAttachGraphToSlotEvent.new(props) return end

---@class entAudioEvent : redEvent
---@field eventName CName
---@field emitterName CName
---@field nameData CName
---@field floatData Float
---@field eventType audioEventActionType
---@field eventFlags audioAudioEventFlags
entAudioEvent = {}

---@return entAudioEvent
function entAudioEvent.new() return end

---@param props table
---@return entAudioEvent
function entAudioEvent.new(props) return end

---@class entBakedDestructionComponent : entPhysicalMeshComponent
---@field meshFractured CMesh
---@field meshFracturedAppearance CName
---@field numFrames Float
---@field frameRate Float
---@field playOnlyOnce Bool
---@field restartOnTrigger Bool
---@field disableCollidersOnTrigger Bool
---@field damageThreshold Float
---@field damageEndurance Float
---@field impulseToDamage Float
---@field contactToDamage Float
---@field accumulateDamage Bool
---@field fractureFieldMask physicsFractureFieldType
---@field destructionEffect worldEffect
---@field audioMetadata CName
entBakedDestructionComponent = {}

---@return entBakedDestructionComponent
function entBakedDestructionComponent.new() return end

---@param props table
---@return entBakedDestructionComponent
function entBakedDestructionComponent.new(props) return end

---@class entBaseCameraComponent : entIPlacedComponent
---@field fov Float
---@field zoom Float
---@field nearPlaneOverride Float
---@field farPlaneOverride Float
---@field motionBlurScale Float
entBaseCameraComponent = {}

---@return entBaseCameraComponent
function entBaseCameraComponent.new() return end

---@param props table
---@return entBaseCameraComponent
function entBaseCameraComponent.new(props) return end

---@class entBreakEffectLoopEvent : redEvent
---@field effectName CName
entBreakEffectLoopEvent = {}

---@return entBreakEffectLoopEvent
function entBreakEffectLoopEvent.new() return end

---@param props table
---@return entBreakEffectLoopEvent
function entBreakEffectLoopEvent.new(props) return end

---@class entCameraData
---@field rotation Quaternion
entCameraData = {}

---@return entCameraData
function entCameraData.new() return end

---@param props table
---@return entCameraData
function entCameraData.new(props) return end

---@class entChangeVoicesetStateEvent : redEvent
---@field enableVoicesetLines Bool
---@field enableVoicesetGrunts Bool
---@field inputsToBlock entVoicesetInputToBlock[]
entChangeVoicesetStateEvent = {}

---@return entChangeVoicesetStateEvent
function entChangeVoicesetStateEvent.new() return end

---@param props table
---@return entChangeVoicesetStateEvent
function entChangeVoicesetStateEvent.new(props) return end

---@class entCharacterCustomizationSkinnedMeshComponent : entSkinnedMeshComponent
---@field tags redTagList
entCharacterCustomizationSkinnedMeshComponent = {}

---@return entCharacterCustomizationSkinnedMeshComponent
function entCharacterCustomizationSkinnedMeshComponent.new() return end

---@param props table
---@return entCharacterCustomizationSkinnedMeshComponent
function entCharacterCustomizationSkinnedMeshComponent.new(props) return end

---@class entClothComponent : entIVisualComponent
---@field mesh CMesh
---@field isEnabled Bool
entClothComponent = {}

---@return entClothComponent
function entClothComponent.new() return end

---@param props table
---@return entClothComponent
function entClothComponent.new(props) return end

---@class entColliderComponent : entIPlacedComponent
---@field colliders physicsICollider[]
---@field simulationType physicsSimulationType
---@field startInactive Bool
---@field useCCD Bool
---@field massOverride Float
---@field volume Float
---@field mass Float
---@field inertia Vector3
---@field comOffset Transform
---@field filterData physicsFilterData
---@field isEnabled Bool
---@field dynamicTrafficSetting TrafficGenDynamicTrafficSetting
entColliderComponent = {}

---@return entColliderComponent
function entColliderComponent.new() return end

---@param props table
---@return entColliderComponent
function entColliderComponent.new(props) return end

---@param bodyIndex Uint32
---@return entPhysicalBodyInterface
function entColliderComponent:CreatePhysicalBodyInterface(bodyIndex) return end

---@class entCollisionPredictionPositionProvider : entIPositionProvider
entCollisionPredictionPositionProvider = {}

---@return entCollisionPredictionPositionProvider
function entCollisionPredictionPositionProvider.new() return end

---@param props table
---@return entCollisionPredictionPositionProvider
function entCollisionPredictionPositionProvider.new(props) return end

---@class entComponentsStorage : ISerializable
---@field components entIComponent[]
entComponentsStorage = {}

---@return entComponentsStorage
function entComponentsStorage.new() return end

---@param props table
---@return entComponentsStorage
function entComponentsStorage.new(props) return end

---@class entContextualLookAtAddEvent : entLookAtAddEvent
---@field contextName CName
entContextualLookAtAddEvent = {}

---@return entContextualLookAtAddEvent
function entContextualLookAtAddEvent.new() return end

---@param props table
---@return entContextualLookAtAddEvent
function entContextualLookAtAddEvent.new(props) return end

---@class entContextualLookAtRemoveEvent : entLookAtRemoveEvent
---@field contextName CName
entContextualLookAtRemoveEvent = {}

---@return entContextualLookAtRemoveEvent
function entContextualLookAtRemoveEvent.new() return end

---@param props table
---@return entContextualLookAtRemoveEvent
function entContextualLookAtRemoveEvent.new(props) return end

---@class entCorpseComponent : entISkinableComponent
---@field filterData physicsFilterData
---@field material CName
entCorpseComponent = {}

---@return entCorpseComponent
function entCorpseComponent.new() return end

---@param props table
---@return entCorpseComponent
function entCorpseComponent.new(props) return end

---@class entCorpseParameter : entEntityParameter
---@field lod Uint32
---@field bakedPose QsTransform[]
---@field bakedBoneNames CName[]
---@field forceLOD0Components CRUID[]
---@field baseRig animRig
entCorpseParameter = {}

---@return entCorpseParameter
function entCorpseParameter.new() return end

---@param props table
---@return entCorpseParameter
function entCorpseParameter.new(props) return end

---@class entDebugPositionProvider : entIPositionProvider
entDebugPositionProvider = {}

---@return entDebugPositionProvider
function entDebugPositionProvider.new() return end

---@param props table
---@return entDebugPositionProvider
function entDebugPositionProvider.new(props) return end

---@class entDebug_MeshComponent : entMeshComponent
---@field filterName String
entDebug_MeshComponent = {}

---@return entDebug_MeshComponent
function entDebug_MeshComponent.new() return end

---@param props table
---@return entDebug_MeshComponent
function entDebug_MeshComponent.new(props) return end

---@class entDebug_ShapeComponent : entIVisualComponent
---@field shape entDebug_ShapeType
---@field radius Float
---@field halfHeight Float
---@field color Color
---@field isEnabled Bool
entDebug_ShapeComponent = {}

---@return entDebug_ShapeComponent
function entDebug_ShapeComponent.new() return end

---@param props table
---@return entDebug_ShapeComponent
function entDebug_ShapeComponent.new(props) return end

---@class entDecalComponent : entIVisualComponent
---@field material IMaterial
---@field verticalFlip Bool
---@field horizontalFlip Bool
---@field aspectRatio Float
---@field scale Float
---@field visualScale Vector3
---@field alpha Float
---@field normalThreshold Float
---@field roughnessScale Float
---@field orderNo Uint16
---@field surfaceType ERenderObjectType
---@field decalRenderMode EDecalRenderMode
---@field isStretchingEnabled Bool
---@field normalsBlendingMode RenderDecalNormalsBlendingMode
---@field shouldCollectWithRayTracing Bool
---@field isEnabled Bool
entDecalComponent = {}

---@return entDecalComponent
function entDecalComponent.new() return end

---@param props table
---@return entDecalComponent
function entDecalComponent.new(props) return end

---@class entDestructionAudioEvent : redEvent
entDestructionAudioEvent = {}

---@return entDestructionAudioEvent
function entDestructionAudioEvent.new() return end

---@param props table
---@return entDestructionAudioEvent
function entDestructionAudioEvent.new(props) return end

---@class entDetachGraphFromSlotEvent : redEvent
entDetachGraphFromSlotEvent = {}

---@return entDetachGraphFromSlotEvent
function entDetachGraphFromSlotEvent.new() return end

---@param props table
---@return entDetachGraphFromSlotEvent
function entDetachGraphFromSlotEvent.new(props) return end

---@class entDismemberedBodyPartEvent : redEvent
---@field bones CName[]
entDismemberedBodyPartEvent = {}

---@return entDismemberedBodyPartEvent
function entDismemberedBodyPartEvent.new() return end

---@param props table
---@return entDismemberedBodyPartEvent
function entDismemberedBodyPartEvent.new(props) return end

---@class entDismembermentAudioEvent : redEvent
---@field bodyPart entAudioDismembermentPart
---@field position Vector4
entDismembermentAudioEvent = {}

---@return entDismembermentAudioEvent
function entDismembermentAudioEvent.new() return end

---@param props table
---@return entDismembermentAudioEvent
function entDismembermentAudioEvent.new(props) return end

---@class entDistanceLODsPresets : ISerializable
---@field definitions entLODDefinition[]
entDistanceLODsPresets = {}

---@return entDistanceLODsPresets
function entDistanceLODsPresets.new() return end

---@param props table
---@return entDistanceLODsPresets
function entDistanceLODsPresets.new(props) return end

---@class entDynamicActorRepellingComponent : entIPlacedComponent
---@field type entRepellingType
---@field shape entRepellingShape
---@field magnitude Float
---@field bendIntensity Float
---@field anchorPointVert rendWindShapeAnchorPointVert
---@field anchorPointHorz rendWindShapeAnchorPointHorz
---@field anchorPointDepth rendWindShapeAnchorPointDepth
---@field radius Float
---@field capsuleRadius Float
---@field capsuleHeight Float
entDynamicActorRepellingComponent = {}

---@return entDynamicActorRepellingComponent
function entDynamicActorRepellingComponent.new() return end

---@param props table
---@return entDynamicActorRepellingComponent
function entDynamicActorRepellingComponent.new(props) return end

---@class entEditorMeshComponent : entMeshComponent
entEditorMeshComponent = {}

---@return entEditorMeshComponent
function entEditorMeshComponent.new() return end

---@param props table
---@return entEditorMeshComponent
function entEditorMeshComponent.new(props) return end

---@class entEffectAttachmentComponent : entIComponent
entEffectAttachmentComponent = {}

---@return entEffectAttachmentComponent
function entEffectAttachmentComponent.new() return end

---@param props table
---@return entEffectAttachmentComponent
function entEffectAttachmentComponent.new(props) return end

---@class entEffectDesc : ISerializable
---@field id CRUID
---@field effectName CName
---@field effect worldEffect
---@field compiledEffectInfo worldCompiledEffectInfo
---@field autoSpawnTag CName
---@field isAutoSpawn Bool
---@field randomWeight Uint8
entEffectDesc = {}

---@return entEffectDesc
function entEffectDesc.new() return end

---@param props table
---@return entEffectDesc
function entEffectDesc.new(props) return end

---@class entEffectSpawnerComponent : entIVisualComponent
---@field effectDescs entEffectDesc[]
entEffectSpawnerComponent = {}

---@return entEffectSpawnerComponent
function entEffectSpawnerComponent.new() return end

---@param props table
---@return entEffectSpawnerComponent
function entEffectSpawnerComponent.new(props) return end

---@class entEntity : IScriptable
---@field customCameraTarget ECustomCameraTarget
---@field renderSceneLayerMask RenderSceneLayerMask
entEntity = {}

---@return entEntity
function entEntity.new() return end

---@param props table
---@return entEntity
function entEntity.new(props) return end

---@param evtName CName|string
---@return Bool
function entEntity:CanServiceEvent(evtName) return end

function entEntity:Dispose() return end

---@param componentName CName|string
---@return entIComponent
function entEntity:FindComponentByName(componentName) return end

---@return Uint32
function entEntity:GetControllingPeerID() return end

---@return CName
function entEntity:GetCurrentAppearanceName() return end

---@return entEntityGameInterface
function entEntity:GetEntity() return end

---@return entEntityID
function entEntity:GetEntityID() return end

---@return Vector4
function entEntity:GetWorldForward() return end

---@return Quaternion
function entEntity:GetWorldOrientation() return end

---@return Vector4
function entEntity:GetWorldPosition() return end

---@return Vector4
function entEntity:GetWorldRight() return end

---@return Vector4
function entEntity:GetWorldUp() return end

---@return Float
function entEntity:GetWorldYaw() return end

---@return Bool
function entEntity:IsAttached() return end

---@return Bool
function entEntity:IsControlledByAnotherClient() return end

---@return Bool
function entEntity:IsControlledByAnyPeer() return end

---@return Bool
function entEntity:IsControlledByLocalPeer() return end

---@return Bool
function entEntity:IsReplicated() return end

---@param visualTag CName|string
---@return Bool
function entEntity:MatchVisualTag(visualTag) return end

---@param visualTags CName[]|string[]
---@return Bool
function entEntity:MatchVisualTags(visualTags) return end

---@param newAppearanceName CName|string
function entEntity:PrefetchAppearanceChange(newAppearanceName) return end

---@param evt redEvent
function entEntity:QueueEvent(evt) return end

---@param entityID entEntityID
---@param evt redEvent
---@return Bool
function entEntity:QueueEventForEntityID(entityID, evt) return end

---@param nodeID worldGlobalNodeRef
---@param evt redEvent
---@return Bool
function entEntity:QueueEventForNodeID(nodeID, evt) return end

---@param newAppearanceName CName|string
function entEntity:ScheduleAppearanceChange(newAppearanceName) return end

---@param evt SetGlitchOnUIEvent
---@return Bool
function entEntity:OnSetGlitchOnUIEvent(evt) return end

---@return WorldTransform
function entEntity:GetWorldTransform() return end

---@return rendInfoBox
function entEntity:OnInspectorDebugDraw() return end

---@class entEntityGameInterface
entEntityGameInterface = {}

---@return entEntityGameInterface
function entEntityGameInterface.new() return end

---@param props table
---@return entEntityGameInterface
function entEntityGameInterface.new(props) return end

---@param self_ entEntityGameInterface
---@param target entEntityGameInterface
---@param componentName CName|string
---@param slotName CName|string
---@param keepWorldTransform Bool
function entEntityGameInterface.BindToComponent(self_, target, componentName, slotName, keepWorldTransform) return end

---@param self_ entEntityGameInterface
function entEntityGameInterface.Destroy(self_) return end

---@param self_ entEntityGameInterface
---@return entEntity
function entEntityGameInterface.GetEntity(self_) return end

---@param self_ entEntityGameInterface
---@return Bool
function entEntityGameInterface.IsStatic(self_) return end

---@param self_ entEntityGameInterface
---@return Bool
function entEntityGameInterface.IsValid(self_) return end

---@param self_ entEntityGameInterface
---@param enable Bool
function entEntityGameInterface.ToggleSelectionEffect(self_, enable) return end

---@param crowdEntity entEntity[]
function entEntityGameInterface.TryDisableCrowdCollider(crowdEntity) return end

---@param crowdEntity entEntity[]
function entEntityGameInterface.TryEnableCrowdCollider(crowdEntity) return end

---@param self_ entEntityGameInterface
function entEntityGameInterface.UnbindTransform(self_) return end

---@class entEntityID
---@field hash Uint64
entEntityID = {}

---@return entEntityID
function entEntityID.new() return end

---@param props table
---@return entEntityID
function entEntityID.new(props) return end

---@param id entEntityID
---@return Uint32
function entEntityID.GetHash(id) return end

---@param id entEntityID
---@return Bool
function entEntityID.IsDefined(id) return end

---@param id entEntityID
---@return Bool
function entEntityID.IsDynamic(id) return end

---@param id entEntityID
---@return Bool
function entEntityID.IsStatic(id) return end

---@param id entEntityID
---@return String
function entEntityID.ToDebugString(id) return end

---@param id entEntityID
---@return String
function entEntityID.ToDebugStringDecimal(id) return end

---@class entEntityInstanceData : ISerializable
---@field buffer DataBuffer
entEntityInstanceData = {}

---@return entEntityInstanceData
function entEntityInstanceData.new() return end

---@param props table
---@return entEntityInstanceData
function entEntityInstanceData.new(props) return end

---@class entEntityOrientationProvider : entIOrientationProvider
---@field slotComponent entSlotComponent
---@field slotId Int32
---@field entity entEntity
---@field orientationEntitySpace Quaternion
entEntityOrientationProvider = {}

---@return entEntityOrientationProvider
function entEntityOrientationProvider.new() return end

---@param props table
---@return entEntityOrientationProvider
function entEntityOrientationProvider.new(props) return end

---@class entEntityParameter : ISerializable
entEntityParameter = {}

---@class entEntityParametersBuffer
---@field parameterBuffers serializationDeferredDataBuffer[]
entEntityParametersBuffer = {}

---@return entEntityParametersBuffer
function entEntityParametersBuffer.new() return end

---@param props table
---@return entEntityParametersBuffer
function entEntityParametersBuffer.new(props) return end

---@class entEntityParametersStorage : ISerializable
---@field parameters entEntityParameter[]
entEntityParametersStorage = {}

---@return entEntityParametersStorage
function entEntityParametersStorage.new() return end

---@param props table
---@return entEntityParametersStorage
function entEntityParametersStorage.new(props) return end

---@class entEntityPositionProvider : entIPositionProvider
entEntityPositionProvider = {}

---@return entEntityPositionProvider
function entEntityPositionProvider.new() return end

---@param props table
---@return entEntityPositionProvider
function entEntityPositionProvider.new(props) return end

---@class entEntityPreview : entEntity
entEntityPreview = {}

---@return entEntityPreview
function entEntityPreview.new() return end

---@param props table
---@return entEntityPreview
function entEntityPreview.new(props) return end

---@class entEntityRequestComponentsInterface
entEntityRequestComponentsInterface = {}

---@return entEntityRequestComponentsInterface
function entEntityRequestComponentsInterface.new() return end

---@param props table
---@return entEntityRequestComponentsInterface
function entEntityRequestComponentsInterface.new(props) return end

---@param self_ entEntityRequestComponentsInterface
---@param componentName CName|string
---@param componentType CName|string
---@param mandatory Bool
function entEntityRequestComponentsInterface.RequestComponent(self_, componentName, componentType, mandatory) return end

---@class entEntityResolveComponentsInterface
entEntityResolveComponentsInterface = {}

---@return entEntityResolveComponentsInterface
function entEntityResolveComponentsInterface.new() return end

---@param props table
---@return entEntityResolveComponentsInterface
function entEntityResolveComponentsInterface.new(props) return end

---@param self_ entEntityResolveComponentsInterface
---@param componentName CName|string
---@return entIComponent
function entEntityResolveComponentsInterface.GetComponent(self_, componentName) return end

---@class entEntitySpawnToken : IScriptable
entEntitySpawnToken = {}

---@class entEntityTemplate : resStreamedResource
---@field includes entTemplateInclude[]
---@field appearances entTemplateAppearance[]
---@field defaultAppearance CName
---@field visualTagsSchema entVisualTagsSchema
---@field componentResolveSettings entTemplateComponentResolveSettings[]
---@field bindingOverrides entTemplateBindingOverride[]
---@field backendDataOverrides entTemplateComponentBackendDataOverrideInfo[]
---@field localData DataBuffer
---@field includeInstanceBuffer DataBuffer
---@field compiledData DataBuffer
---@field resolvedDependencies CResource[]
---@field inplaceResources CResource[]
---@field compiledEntityLODFlags Uint16
entEntityTemplate = {}

---@return entEntityTemplate
function entEntityTemplate.new() return end

---@param props table
---@return entEntityTemplate
function entEntityTemplate.new(props) return end

---@class entEntityUserComponentResolution
---@field id CRUID
---@field include entEntityTemplate
---@field mode entEntityUserComponentResolutionMode
entEntityUserComponentResolution = {}

---@return entEntityUserComponentResolution
function entEntityUserComponentResolution.new() return end

---@param props table
---@return entEntityUserComponentResolution
function entEntityUserComponentResolution.new(props) return end

---@class entEnvProbeComponent : entIVisualComponent
---@field isEnabled Bool
---@field size Vector3
---@field edgeScale Vector3
---@field emissiveScale Float
---@field globalProbe Bool
---@field boxProjection Bool
---@field allInShadow Bool
---@field streamingDistance Float
---@field streamingHeight Float
---@field blendRange Uint8
---@field neighborMode envUtilsNeighborMode
---@field hideSkyColor Bool
---@field ambientMode envUtilsReflectionProbeAmbientContributionMode
---@field brightnessEVClamp Uint8
---@field probeDataRef CReflectionProbeDataResource
---@field priority Uint8
---@field lightChannels rendLightChannel
---@field volumeChannels rendLightChannel
entEnvProbeComponent = {}

---@return entEnvProbeComponent
function entEnvProbeComponent.new() return end

---@param props table
---@return entEnvProbeComponent
function entEnvProbeComponent.new(props) return end

---@class entExternalComponent : entIComponent
---@field externalComponentName CName
entExternalComponent = {}

---@return entExternalComponent
function entExternalComponent.new() return end

---@param props table
---@return entExternalComponent
function entExternalComponent.new(props) return end

---@class entFacialCustomizationComponent : entIComponent
---@field debugIgnoreComponent Bool
---@field customizationSet animFacialCustomizationSet
---@field eyes Uint32
---@field nose Uint32
---@field mouth Uint32
---@field jaw Uint32
---@field ears Uint32
entFacialCustomizationComponent = {}

---@return entFacialCustomizationComponent
function entFacialCustomizationComponent.new() return end

---@param props table
---@return entFacialCustomizationComponent
function entFacialCustomizationComponent.new(props) return end

---@class entFactory : ISerializable
entFactory = {}

---@class entFallbackSlot
---@field slotName CName
---@field boneName CName
entFallbackSlot = {}

---@return entFallbackSlot
function entFallbackSlot.new() return end

---@param props table
---@return entFallbackSlot
function entFallbackSlot.new(props) return end

---@class entFogVolumeComponent : entIVisualComponent
---@field densityFalloff Float
---@field blendFalloff Float
---@field densityFactor Float
---@field color Color
---@field absorption Float
---@field size Vector3
---@field isEnabled Bool
entFogVolumeComponent = {}

---@return entFogVolumeComponent
function entFogVolumeComponent.new() return end

---@param props table
---@return entFogVolumeComponent
function entFogVolumeComponent.new(props) return end

---@class entFoleyActionEvent : redEvent
---@field actionName CName
entFoleyActionEvent = {}

---@return entFoleyActionEvent
function entFoleyActionEvent.new() return end

---@param props table
---@return entFoleyActionEvent
function entFoleyActionEvent.new(props) return end

---@class entFootPhaseChangedEvent : redEvent
---@field footPhase animEFootPhase
entFootPhaseChangedEvent = {}

---@return entFootPhaseChangedEvent
function entFootPhaseChangedEvent.new() return end

---@param props table
---@return entFootPhaseChangedEvent
function entFootPhaseChangedEvent.new(props) return end

---@class entFootPlantedEvent : redEvent
---@field customAction CName
---@field footSide animEventSide
entFootPlantedEvent = {}

---@return entFootPlantedEvent
function entFootPlantedEvent.new() return end

---@param props table
---@return entFootPlantedEvent
function entFootPlantedEvent.new(props) return end

---@class entFuncOrientationProvider : entIOrientationProvider
entFuncOrientationProvider = {}

---@return entFuncOrientationProvider
function entFuncOrientationProvider.new() return end

---@param props table
---@return entFuncOrientationProvider
function entFuncOrientationProvider.new(props) return end

---@class entFuncPositionProvider : entIPositionProvider
entFuncPositionProvider = {}

---@return entFuncPositionProvider
function entFuncPositionProvider.new() return end

---@param props table
---@return entFuncPositionProvider
function entFuncPositionProvider.new(props) return end

---@class entGameEntity : entEntity
entGameEntity = {}

---@return entGameEntity
function entGameEntity.new() return end

---@param props table
---@return entGameEntity
function entGameEntity.new(props) return end

---@class entGameplayVOEvent : redEvent
---@field voContext CName
---@field isQuest Bool
---@field ignoreFrustumCheck Bool
---@field ignoreDistanceCheck Bool
---@field debugInitialContext CName
---@field ignoreGlobalVoLimitCheck Bool
---@field answeringEntityId entEntityID
---@field overridingVoiceoverContext locVoiceoverContext
---@field overridingVoiceoverExpression locVoiceoverExpression
---@field overrideVoiceoverExpression Bool
---@field overridingVisualStyleValue Uint8
---@field overrideVisualStyle Bool
entGameplayVOEvent = {}

---@return entGameplayVOEvent
function entGameplayVOEvent.new() return end

---@param props table
---@return entGameplayVOEvent
function entGameplayVOEvent.new(props) return end

---@class entGarmentParameter : entEntityParameter
---@field componentsData entGarmentParameterComponentData[]
---@field collarArea garmentCollarAreaParams
---@field lastUpdateDateTime CDateTime
entGarmentParameter = {}

---@return entGarmentParameter
function entGarmentParameter.new() return end

---@param props table
---@return entGarmentParameter
function entGarmentParameter.new(props) return end

---@class entGarmentParameterChunkData
---@field morphOffsetScales Uint8[]
---@field morphOffsetScalesHash Uint64
---@field visibleTriangleInds Uint16[]
---@field vertexTbn Uint32[]
entGarmentParameterChunkData = {}

---@return entGarmentParameterChunkData
function entGarmentParameterChunkData.new() return end

---@param props table
---@return entGarmentParameterChunkData
function entGarmentParameterChunkData.new(props) return end

---@class entGarmentParameterComponentData
---@field compiledTriangleIndsData DataBuffer
---@field compiledVertexTbnData DataBuffer
---@field componentID CRUID
---@field meshGeometryHash Uint64
---@field visibleTrangleIndexBufferHash Uint64
---@field chunks entGarmentParameterChunkData[]
---@field chunksCount Uint32
---@field hideComponent Bool
---@field bendPowerMultiplier Float
---@field bendPowerOffset Float
---@field smoothingStrength Float
---@field smoothingThreshold Float
---@field smoothingExponent Float
---@field smoothNormalsEnabled Bool
---@field smoothingNumNeighbours Uint32
---@field garmentBorderThreshold Float
---@field removeHiddenTriangles Bool
---@field disableGarment Bool
---@field mergeWithInnerLayer Bool
---@field numIndices Uint32
---@field numOffsets Uint32
entGarmentParameterComponentData = {}

---@return entGarmentParameterComponentData
function entGarmentParameterComponentData.new() return end

---@param props table
---@return entGarmentParameterComponentData
function entGarmentParameterComponentData.new(props) return end

---@class entGarmentSkinnedMeshComponent : entSkinnedMeshComponent
entGarmentSkinnedMeshComponent = {}

---@return entGarmentSkinnedMeshComponent
function entGarmentSkinnedMeshComponent.new() return end

---@param props table
---@return entGarmentSkinnedMeshComponent
function entGarmentSkinnedMeshComponent.new(props) return end

---@class entGenericListFactory : entFactory
entGenericListFactory = {}

---@return entGenericListFactory
function entGenericListFactory.new() return end

---@param props table
---@return entGenericListFactory
function entGenericListFactory.new(props) return end

---@class entHardAttachment : entITransformAttachment
entHardAttachment = {}

---@return entHardAttachment
function entHardAttachment.new() return end

---@param props table
---@return entHardAttachment
function entHardAttachment.new(props) return end

---@class entHardTransformBinding : entITransformBinding
---@field slotName CName
entHardTransformBinding = {}

---@return entHardTransformBinding
function entHardTransformBinding.new() return end

---@param props table
---@return entHardTransformBinding
function entHardTransformBinding.new(props) return end

---@class entHistoryPositionProvider : entIPositionProvider
entHistoryPositionProvider = {}

---@return entHistoryPositionProvider
function entHistoryPositionProvider.new() return end

---@param props table
---@return entHistoryPositionProvider
function entHistoryPositionProvider.new(props) return end

---@class entHitRepresentationDataParameter : entEntityParameter
---@field hitRepresentationOverrides gameHitRepresentationOverride[]
entHitRepresentationDataParameter = {}

---@return entHitRepresentationDataParameter
function entHitRepresentationDataParameter.new() return end

---@param props table
---@return entHitRepresentationDataParameter
function entHitRepresentationDataParameter.new(props) return end

---@class entIAttachment : ISerializable
---@field source entIComponent
---@field destination entIComponent
entIAttachment = {}

---@return entIAttachment
function entIAttachment.new() return end

---@param props table
---@return entIAttachment
function entIAttachment.new(props) return end

---@class entIBinding : ISerializable
---@field enabled Bool
---@field enableMask entTagMask
---@field bindName CName
entIBinding = {}

---@class entIComponent : IScriptable
---@field name CName
---@field isReplicable Bool
---@field id CRUID
entIComponent = {}

---@param componentName CName|string
---@return entIComponent
function entIComponent:FindComponentByName(componentName) return end

---@return CName
function entIComponent:GetAppearanceName() return end

---@return entEntity
function entIComponent:GetEntity() return end

---@return CName
function entIComponent:GetName() return end

---@return Bool
function entIComponent:IsEnabled() return end

---@param ev redEvent
function entIComponent:QueueEntityEvent(ev) return end

---@param filterName String
---@param functionName CName|string
function entIComponent:RegisterRenderDebug(filterName, functionName) return end

---@param on Bool
function entIComponent:Toggle(on) return end

---@class entIDestinationBinding : entIBinding
entIDestinationBinding = {}

---@class entIKTargetAddEvent : entAnimTargetAddEvent
---@field outIKTargetRef animIKTargetRef
---@field orientationProvider entIOrientationProvider
---@field request animIKTargetRequest
entIKTargetAddEvent = {}

---@return entIKTargetAddEvent
function entIKTargetAddEvent.new() return end

---@param props table
---@return entIKTargetAddEvent
function entIKTargetAddEvent.new(props) return end

---@param targetEntity entEntity
---@param slotTargetName CName|string
---@param orientationOffsetEntitySpace Quaternion
function entIKTargetAddEvent:SetEntityOrientationTarget(targetEntity, slotTargetName, orientationOffsetEntitySpace) return end

---@param staticOrientationWs Quaternion
function entIKTargetAddEvent:SetStaticOrientationTarget(staticOrientationWs) return end

---@class entIKTargetRemoveEvent : redEvent
---@field ikTargetRef animIKTargetRef
entIKTargetRemoveEvent = {}

---@return entIKTargetRemoveEvent
function entIKTargetRemoveEvent.new() return end

---@param props table
---@return entIKTargetRemoveEvent
function entIKTargetRemoveEvent.new(props) return end

---@param owner gameObject
---@param ikEvent entIKTargetAddEvent
function entIKTargetRemoveEvent.QueueRemoveIkTargetRemoveEvent(owner, ikEvent) return end

---@class entIMoverComponent : entIComponent
entIMoverComponent = {}

---@class entIOrientationProvider : IScriptable
entIOrientationProvider = {}

---@param slotComponent entSlotComponent
---@param slotName CName|string
---@param entity entEntity
---@param orientationEntitySpace Quaternion
---@return entIOrientationProvider
function entIOrientationProvider.CreateEntityOrientationProvider(slotComponent, slotName, entity, orientationEntitySpace) return end

---@param orientation Quaternion
---@return entIOrientationProvider
function entIOrientationProvider.CreateStaticOrientationProvider(orientation) return end

---@class entIPlacedComponent : entIComponent
---@field localTransform WorldTransform
---@field parentTransform entITransformBinding
entIPlacedComponent = {}

---@return Quaternion
function entIPlacedComponent:GetInitialOrientation() return end

---@return Vector4
function entIPlacedComponent:GetInitialPosition() return end

---@return Matrix
function entIPlacedComponent:GetInitialTransform() return end

---@return Quaternion
function entIPlacedComponent:GetLocalOrientation() return end

---@return Vector4
function entIPlacedComponent:GetLocalPosition() return end

---@return Matrix
function entIPlacedComponent:GetLocalToWorld() return end

---@return Matrix
function entIPlacedComponent:GetLocalTransform() return end

function entIPlacedComponent:GetTransformParent() return end

---@param rot Quaternion
function entIPlacedComponent:SetLocalOrientation(rot) return end

---@param pos Vector4
function entIPlacedComponent:SetLocalPosition(pos) return end

---@param pos Vector4
---@param rot Quaternion
function entIPlacedComponent:SetLocalTransform(pos, rot) return end

---@class entIPositionProvider : IScriptable
entIPositionProvider = {}

---@param targetPosProvider entIPositionProvider
---@param ownerPosProvider entIPositionProvider
---@param targetVelocityProvider entIVelocityProvider
---@param ownerVelocity Float
---@return entIPositionProvider
function entIPositionProvider.CreateCollisionPredictionPositionProvider(targetPosProvider, ownerPosProvider, targetVelocityProvider, ownerVelocity) return end

---@param transformHistoryComp entTransformHistoryComponent
---@param timeDelay Float
---@param localOffset Vector3
---@return entIPositionProvider
function entIPositionProvider.CreateEntityHistoryPositionProvider(transformHistoryComp, timeDelay, localOffset) return end

---@param entity entEntity
---@param localOffset Vector3
---@return entIPositionProvider
function entIPositionProvider.CreateEntityPositionProvider(entity, localOffset) return end

---@param entity entIPlacedComponent
---@param localOffset Vector3
---@return entIPositionProvider
function entIPositionProvider.CreatePlacedComponentPositionProvider(entity, localOffset) return end

---@param entity entEntity
---@param slotName CName|string
---@param localOffset Vector3
---@return entIPositionProvider
function entIPositionProvider.CreateSlotPositionProvider(entity, slotName, localOffset) return end

---@param position WorldPosition
---@return entIPositionProvider
function entIPositionProvider.CreateStaticPositionProvider(position) return end

---@return Bool, Vector4
function entIPositionProvider:CalculatePosition() return end

---@return Vector4
function entIPositionProvider:GetWorldOffset() return end

---@param worldOffset Vector4
function entIPositionProvider:SetWorldOffset(worldOffset) return end

---@class entISkinTargetComponent : entIVisualComponent
---@field skinning entSkinningBinding
---@field useSkinningLOD Bool
entISkinTargetComponent = {}

---@class entISkinableComponent : entIPlacedComponent
entISkinableComponent = {}

---@class entISkinningAttachment : entIAttachment
entISkinningAttachment = {}

---@class entISourceBinding : entIBinding
entISourceBinding = {}

---@class entITransformAttachment : entIAttachment
entITransformAttachment = {}

---@class entITransformBinding : entISourceBinding
entITransformBinding = {}

---@class entIVelocityProvider : IScriptable
entIVelocityProvider = {}

function entIVelocityProvider:CalculateVelocity() return end

---@class entIVisualComponent : entIPlacedComponent
---@field autoHideDistance Float
---@field renderSceneLayerMask RenderSceneLayerMask
---@field forceLODLevel Int8
entIVisualComponent = {}

---@param on Bool
function entIVisualComponent:TemporaryHide(on) return end

---@class entInjectVoiceTagEvent : redEvent
---@field voiceTagName CName
---@field forceInjection Bool
entInjectVoiceTagEvent = {}

---@return entInjectVoiceTagEvent
function entInjectVoiceTagEvent.new() return end

---@param props table
---@return entInjectVoiceTagEvent
function entInjectVoiceTagEvent.new(props) return end

---@class entInstancedAnimationComponent : entISkinableComponent
---@field animations animAnimSet
---@field animToSample CName
---@field variantAnimToSample CName
---@field variantTriggerTag CName
entInstancedAnimationComponent = {}

---@return entInstancedAnimationComponent
function entInstancedAnimationComponent.new() return end

---@param props table
---@return entInstancedAnimationComponent
function entInstancedAnimationComponent.new(props) return end

---@class entKillEffectEvent : redEvent
---@field effectName CName
---@field breakAllLoops Bool
entKillEffectEvent = {}

---@return entKillEffectEvent
function entKillEffectEvent.new() return end

---@param props table
---@return entKillEffectEvent
function entKillEffectEvent.new(props) return end

---@class entLODDefinition : ISerializable
---@field backgroundDistanceLODs Float[]
---@field regularDistanceLODs Float[]
---@field cinematicDistanceLODs Float[]
---@field vehicleDistanceLODs Float[]
---@field cinematicVehicleDistanceLODs Float[]
---@field vehicleInteriorDistanceLODs Float[]
---@field vehicleDecorationDistanceLODs Float[]
---@field consoleDistanceLODs Float[]
entLODDefinition = {}

---@return entLODDefinition
function entLODDefinition.new() return end

---@param props table
---@return entLODDefinition
function entLODDefinition.new(props) return end

---@class entLightBlockingComponent : entIVisualComponent
---@field radius Float
---@field lightBlockerComponentVersion Uint8
entLightBlockingComponent = {}

---@return entLightBlockingComponent
function entLightBlockingComponent.new() return end

---@param props table
---@return entLightBlockingComponent
function entLightBlockingComponent.new(props) return end

---@class entLightChannelComponent : entIVisualComponent
---@field isEnabled Bool
---@field channels rendLightChannel
---@field shape GeometryShape
entLightChannelComponent = {}

---@return entLightChannelComponent
function entLightChannelComponent.new() return end

---@param props table
---@return entLightChannelComponent
function entLightChannelComponent.new(props) return end

---@class entLightComponent : entIVisualComponent
---@field type ELightType
---@field color Color
---@field radius Float
---@field unit ELightUnit
---@field intensity Float
---@field EV Float
---@field temperature Float
---@field lightChannel rendLightChannel
---@field sceneDiffuse Bool
---@field sceneSpecularScale Uint8
---@field directional Bool
---@field roughnessBias Int8
---@field scaleGI Uint8
---@field scaleEnvProbes Uint8
---@field useInTransparents Bool
---@field scaleVolFog Uint8
---@field useInParticles Bool
---@field attenuation rendLightAttenuation
---@field clampAttenuation Bool
---@field group rendLightGroup
---@field areaShape EAreaLightShape
---@field areaTwoSided Bool
---@field spotCapsule Bool
---@field sourceRadius Float
---@field capsuleLength Float
---@field areaRectSideA Float
---@field areaRectSideB Float
---@field innerAngle Float
---@field outerAngle Float
---@field softness Float
---@field enableLocalShadows Bool
---@field enableLocalShadowsForceStaticsOnly Bool
---@field contactShadows rendContactShadowReciever
---@field shadowAngle Float
---@field shadowRadius Float
---@field shadowFadeDistance Float
---@field shadowFadeRange Float
---@field shadowSoftnessMode ELightShadowSoftnessMode
---@field rayTracedShadowsPlatform rendRayTracedShadowsPlatform
---@field rayTracingLightSourceRadius Float
---@field rayTracingContactShadowRange Float
---@field iesProfile CIESDataResource
---@field flicker rendSLightFlickering
---@field envColorGroup EEnvColorGroup
---@field colorGroupSaturation Uint8
---@field portalAngleCutoff Uint8
---@field allowDistantLight Bool
---@field rayTracingIntensityScale Float
---@field pathTracingLightUsage rendEPathTracingLightUsage
---@field pathTracingOverrideScaleGI Bool
---@field rtxdiShadowStartingDistance Float
---@field isEnabled Bool
entLightComponent = {}

---@return entLightComponent
function entLightComponent.new() return end

---@param props table
---@return entLightComponent
function entLightComponent.new(props) return end

---@param color Color
function entLightComponent:SetColor(color) return end

---@param strength Float
---@param period Float
---@param offset Float
function entLightComponent:SetFlickerParams(strength, period, offset) return end

---@param intensity Float
function entLightComponent:SetIntensity(intensity) return end

---@param radius Float
function entLightComponent:SetRadius(radius) return end

---@param temperature Float
function entLightComponent:SetTemperature(temperature) return end

---@param evt FlickerEvent
---@return Bool
function entLightComponent:OnForceFlicker(evt) return end

---@param evt ToggleLightEvent
---@return Bool
function entLightComponent:OnToggleLight(evt) return end

---@param evt ToggleLightByNameEvent
---@return Bool
function entLightComponent:OnToggleLightByName(evt) return end

---@class entLocalizationStringComponent : entIComponent
---@field Strings entLocalizationStringMapEntry[]
entLocalizationStringComponent = {}

---@return entLocalizationStringComponent
function entLocalizationStringComponent.new() return end

---@param props table
---@return entLocalizationStringComponent
function entLocalizationStringComponent.new(props) return end

---@param key CName|string
---@return LocalizationString
function entLocalizationStringComponent:GetString(key) return end

---@param key CName|string
---@return String
function entLocalizationStringComponent:GetString_DemoOnly(key) return end

---@class entLocalizationStringMapEntry
---@field key CName
---@field string LocalizationString
entLocalizationStringMapEntry = {}

---@return entLocalizationStringMapEntry
function entLocalizationStringMapEntry.new() return end

---@param props table
---@return entLocalizationStringMapEntry
function entLocalizationStringMapEntry.new(props) return end

---@class entLocomotionSlideEvent : redEvent
entLocomotionSlideEvent = {}

---@return entLocomotionSlideEvent
function entLocomotionSlideEvent.new() return end

---@param props table
---@return entLocomotionSlideEvent
function entLocomotionSlideEvent.new(props) return end

---@class entLookAtAddEvent : entAnimTargetAddEvent
---@field outLookAtRef animLookAtRef
---@field request animLookAtRequest
entLookAtAddEvent = {}

---@return entLookAtAddEvent
function entLookAtAddEvent.new() return end

---@param props table
---@return entLookAtAddEvent
function entLookAtAddEvent.new(props) return end

---@param additionalParts animLookAtPartRequest[]
function entLookAtAddEvent:SetAdditionalPartsArray(additionalParts) return end

---@param debugInfo String
function entLookAtAddEvent:SetDebugInfo(debugInfo) return end

---@param softLimitDegreesType animLookAtLimitDegreesType
---@param hardLimitDegreesType animLookAtLimitDegreesType
---@param hardLimitDistanceType animLookAtLimitDistanceType
---@param backLimitDegreesType animLookAtLimitDegreesType
function entLookAtAddEvent:SetLimits(softLimitDegreesType, hardLimitDegreesType, hardLimitDistanceType, backLimitDegreesType) return end

---@param outTransitionStyle animLookAtStyle
function entLookAtAddEvent:SetOutTransitionStyle(outTransitionStyle) return end

---@param style animLookAtStyle
function entLookAtAddEvent:SetStyle(style) return end

---@class entLookAtLimits
---@field softLimitDegrees Float
---@field hardLimitDegrees Float
---@field hardLimitDistance Float
---@field backLimitDegrees Float
entLookAtLimits = {}

---@return entLookAtLimits
function entLookAtLimits.new() return end

---@param props table
---@return entLookAtLimits
function entLookAtLimits.new(props) return end

---@class entLookAtRemoveEvent : redEvent
---@field lookAtRef animLookAtRef
---@field hasOutTransition Bool
---@field outTransitionSpeed Float
entLookAtRemoveEvent = {}

---@return entLookAtRemoveEvent
function entLookAtRemoveEvent.new() return end

---@param props table
---@return entLookAtRemoveEvent
function entLookAtRemoveEvent.new(props) return end

---@param context AIbehaviorScriptExecutionContext
---@param addedBeforeEvent entLookAtAddEvent
---@param lookAtDeactivationDelay Float
function entLookAtRemoveEvent.QueueDelayedRemoveLookatEvent(context, addedBeforeEvent, lookAtDeactivationDelay) return end

---@param owner gameObject
---@param addedBeforeEvent entLookAtAddEvent
function entLookAtRemoveEvent.QueueRemoveLookatEvent(owner, addedBeforeEvent) return end

---@class entMarketingAnimationComponent : entIPlacedComponent
---@field freezeAnimations Bool
---@field animations entMarketingAnimationEntry[]
---@field enableLookAt Bool
---@field lookAtSettings animLookAtPreset_FullControl
---@field lookAtCamera Bool
---@field lookAtOrbitDistance Float
---@field lookAtTargetPitch Float
---@field lookAtTargetYaw Float
entMarketingAnimationComponent = {}

---@return entMarketingAnimationComponent
function entMarketingAnimationComponent.new() return end

---@param props table
---@return entMarketingAnimationComponent
function entMarketingAnimationComponent.new(props) return end

---@class entMarketingAnimationEntry
---@field animationName CName
---@field time Float
---@field frame Float
entMarketingAnimationEntry = {}

---@return entMarketingAnimationEntry
function entMarketingAnimationEntry.new() return end

---@param props table
---@return entMarketingAnimationEntry
function entMarketingAnimationEntry.new(props) return end

---@class entMeshComponent : entIVisualComponent
---@field mesh CMesh
---@field meshAppearance CName
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field castRayTracedGlobalShadows shadowsShadowCastingMode
---@field castRayTracedLocalShadows shadowsShadowCastingMode
---@field motionBlurScale Float
---@field visualScale Vector3
---@field renderingPlane ERenderingPlane
---@field objectTypeID ERenderObjectType
---@field numInstances Uint32
---@field chunkMask Uint64
---@field order Uint8
---@field isEnabled Bool
---@field LODMode entMeshComponentLODMode
---@field forcedLodDistance entForcedLodDistance
---@field overrideMeshNavigationImpact Bool
---@field navigationImpact NavGenNavigationSetting
---@field version Uint8
entMeshComponent = {}

---@return entMeshComponent
function entMeshComponent.new() return end

---@param props table
---@return entMeshComponent
function entMeshComponent.new(props) return end

---@class entMorphTargetManagerComponent : entExternalComponent
entMorphTargetManagerComponent = {}

---@return entMorphTargetManagerComponent
function entMorphTargetManagerComponent.new() return end

---@param props table
---@return entMorphTargetManagerComponent
function entMorphTargetManagerComponent.new(props) return end

---@class entMorphTargetSkinnedMeshComponent : entISkinTargetComponent
---@field morphResource MorphTargetMesh
---@field meshAppearance CName
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field acceptDismemberment Bool
---@field chunkMask Uint64
---@field renderingPlaneAnimationParam CName
---@field visibilityAnimationParam CName
---@field isEnabled Bool
---@field tags redTagList
---@field version Uint8
entMorphTargetSkinnedMeshComponent = {}

---@return entMorphTargetSkinnedMeshComponent
function entMorphTargetSkinnedMeshComponent.new() return end

---@param props table
---@return entMorphTargetSkinnedMeshComponent
function entMorphTargetSkinnedMeshComponent.new(props) return end

---@class entMorphTargetWeightEntry
---@field targetName CName
---@field regionName CName
---@field weight Float
entMorphTargetWeightEntry = {}

---@return entMorphTargetWeightEntry
function entMorphTargetWeightEntry.new() return end

---@param props table
---@return entMorphTargetWeightEntry
function entMorphTargetWeightEntry.new(props) return end

---@class entMusicSyncEvent : redEvent
---@field syncType audioMusicSyncType
---@field syncParameter Float
entMusicSyncEvent = {}

---@return entMusicSyncEvent
function entMusicSyncEvent.new() return end

---@param props table
---@return entMusicSyncEvent
function entMusicSyncEvent.new(props) return end

---@class entParticlesComponent : entIVisualComponent
---@field emissionRate Float
---@field particleSystem CParticleSystem
---@field autoHideRange Float
---@field renderLayerMask RenderSceneLayerMask
---@field isEnabled Bool
entParticlesComponent = {}

---@return entParticlesComponent
function entParticlesComponent.new() return end

---@param props table
---@return entParticlesComponent
function entParticlesComponent.new(props) return end

---@class entPhysicalBodyInterface : IScriptable
entPhysicalBodyInterface = {}

---@return entPhysicalBodyInterface
function entPhysicalBodyInterface.new() return end

---@param props table
---@return entPhysicalBodyInterface
function entPhysicalBodyInterface.new(props) return end

---@param impulse Vector4
---@param originInCOM Bool
---@param offset Vector4
function entPhysicalBodyInterface:AddLinearImpulse(impulse, originInCOM, offset) return end

function entPhysicalBodyInterface:GetAngularVelocity() return end

---@return Int32
function entPhysicalBodyInterface:GetBodyIndex() return end

function entPhysicalBodyInterface:GetBounds() return end

function entPhysicalBodyInterface:GetBoundsCenter() return end

function entPhysicalBodyInterface:GetDimensions() return end

function entPhysicalBodyInterface:GetDisplacement() return end

function entPhysicalBodyInterface:GetLinearSpeed() return end

function entPhysicalBodyInterface:GetLinearVelocity() return end

function entPhysicalBodyInterface:GetLocalCenterOfMass() return end

function entPhysicalBodyInterface:GetMass() return end

---@return Transform
function entPhysicalBodyInterface:GetTransform() return end

---@return Bool
function entPhysicalBodyInterface:IsKinematic() return end

---@return Bool
function entPhysicalBodyInterface:IsQueryable() return end

---@return Bool
function entPhysicalBodyInterface:IsSimulated() return end

function entPhysicalBodyInterface:SetAngularVelocity() return end

function entPhysicalBodyInterface:SetDisplacement() return end

---@param enable Bool
function entPhysicalBodyInterface:SetIsKinematic(enable) return end

---@param enable Bool
function entPhysicalBodyInterface:SetIsQueryable(enable) return end

function entPhysicalBodyInterface:SetIsSleeping() return end

function entPhysicalBodyInterface:SetLinearVelocity() return end

function entPhysicalBodyInterface:SetMass() return end

function entPhysicalBodyInterface:SetQueryFilter() return end

function entPhysicalBodyInterface:SetSimulationFilter() return end

---@param pos Transform
function entPhysicalBodyInterface:SetTransform(pos) return end

---@param flag Bool
function entPhysicalBodyInterface:ToggleKinematic(flag) return end

---@class entPhysicalDestructionComponent : entIVisualComponent
---@field mesh CMesh
---@field meshAppearance CName
---@field forceAutoHideDistance Float
---@field destructionParams physicsDestructionParams
---@field destructionLevelData physicsDestructionLevelData[]
---@field isEnabled Bool
---@field audioMetadata CName
---@field systemsToNotifyFlags Uint16
entPhysicalDestructionComponent = {}

---@return entPhysicalDestructionComponent
function entPhysicalDestructionComponent.new() return end

---@param props table
---@return entPhysicalDestructionComponent
function entPhysicalDestructionComponent.new(props) return end

function entPhysicalDestructionComponent:CreatePhysicalBodyInterface() return end

---@return Bool
function entPhysicalDestructionComponent:IsFractured() return end

---@param velocity Float
function entPhysicalDestructionComponent:TriggerDestruction(velocity) return end

---@class entPhysicalDestructionEvent : redEvent
---@field componentName CName
---@field levelOfDestruction Uint8
entPhysicalDestructionEvent = {}

---@return entPhysicalDestructionEvent
function entPhysicalDestructionEvent.new() return end

---@param props table
---@return entPhysicalDestructionEvent
function entPhysicalDestructionEvent.new(props) return end

---@class entPhysicalFractureFieldComponent : entPhysicalTriggerComponent
---@field fractureFieldParams physicsFractureFieldParams
entPhysicalFractureFieldComponent = {}

---@return entPhysicalFractureFieldComponent
function entPhysicalFractureFieldComponent.new() return end

---@param props table
---@return entPhysicalFractureFieldComponent
function entPhysicalFractureFieldComponent.new(props) return end

---@class entPhysicalImpulseAreaComponent : entPhysicalTriggerComponent
---@field impulse Vector3
---@field impulseRadius Float
entPhysicalImpulseAreaComponent = {}

---@return entPhysicalImpulseAreaComponent
function entPhysicalImpulseAreaComponent.new() return end

---@param props table
---@return entPhysicalImpulseAreaComponent
function entPhysicalImpulseAreaComponent.new(props) return end

---@class entPhysicalMeshComponent : entMeshComponent
---@field visibilityAnimationParam CName
---@field simulationType physicsSimulationType
---@field useResourceSimulationType Bool
---@field startInactive Bool
---@field filterDataSource physicsFilterDataSource
---@field filterData physicsFilterData
entPhysicalMeshComponent = {}

---@return entPhysicalMeshComponent
function entPhysicalMeshComponent.new() return end

---@param props table
---@return entPhysicalMeshComponent
function entPhysicalMeshComponent.new(props) return end

---@param bodyIndex Int32
---@return entPhysicalBodyInterface
function entPhysicalMeshComponent:CreatePhysicalBodyInterface(bodyIndex) return end

---@param enabled Bool
function entPhysicalMeshComponent:ToggleCollision(enabled) return end

---@class entPhysicalSkinnedMeshComponent : entSkinnedMeshComponent
---@field simulationType physicsSimulationType
---@field useResourceSimulationType Bool
---@field startInactive Bool
---@field filterDataSource physicsFilterDataSource
---@field filterData physicsFilterData
entPhysicalSkinnedMeshComponent = {}

---@return entPhysicalSkinnedMeshComponent
function entPhysicalSkinnedMeshComponent.new() return end

---@param props table
---@return entPhysicalSkinnedMeshComponent
function entPhysicalSkinnedMeshComponent.new(props) return end

function entPhysicalSkinnedMeshComponent:CreatePhysicalBodyInterface() return end

---@class entPhysicalTriggerComponent : entIPlacedComponent
---@field simulationType physicsSimulationType
---@field shape physicsTriggerShape
---@field filterData physicsFilterData
---@field isEnabled Bool
entPhysicalTriggerComponent = {}

---@class entPlacedComponentPositionProvider : entIPositionProvider
entPlacedComponentPositionProvider = {}

---@return entPlacedComponentPositionProvider
function entPlacedComponentPositionProvider.new() return end

---@param props table
---@return entPlacedComponentPositionProvider
function entPlacedComponentPositionProvider.new(props) return end

---@class entPlaceholderComponent : entIPlacedComponent
entPlaceholderComponent = {}

---@return entPlaceholderComponent
function entPlaceholderComponent.new() return end

---@param props table
---@return entPlaceholderComponent
function entPlaceholderComponent.new(props) return end

---@class entPostInitializeEvent : redEvent
entPostInitializeEvent = {}

---@return entPostInitializeEvent
function entPostInitializeEvent.new() return end

---@param props table
---@return entPostInitializeEvent
function entPostInitializeEvent.new(props) return end

---@class entPreUninitializeEvent : redEvent
entPreUninitializeEvent = {}

---@return entPreUninitializeEvent
function entPreUninitializeEvent.new() return end

---@param props table
---@return entPreUninitializeEvent
function entPreUninitializeEvent.new(props) return end

---@class entPreloadAllEffectsEvent : redEvent
entPreloadAllEffectsEvent = {}

---@return entPreloadAllEffectsEvent
function entPreloadAllEffectsEvent.new() return end

---@param props table
---@return entPreloadAllEffectsEvent
function entPreloadAllEffectsEvent.new(props) return end

---@class entPreloadEffectEvent : redEvent
---@field effectName CName
entPreloadEffectEvent = {}

---@return entPreloadEffectEvent
function entPreloadEffectEvent.new() return end

---@param props table
---@return entPreloadEffectEvent
function entPreloadEffectEvent.new(props) return end

---@class entRagdollActivationRequestEvent : redEvent
---@field data entragdollActivationRequestData
entRagdollActivationRequestEvent = {}

---@return entRagdollActivationRequestEvent
function entRagdollActivationRequestEvent.new() return end

---@param props table
---@return entRagdollActivationRequestEvent
function entRagdollActivationRequestEvent.new(props) return end

---@param debugSourceName CName|string
function entRagdollActivationRequestEvent:DebugSetSourceName(debugSourceName) return end

---@class entRagdollApplyImpulseEvent : redEvent
---@field worldImpulsePos Vector4
---@field worldImpulseValue Vector4
---@field influenceRadius Float
entRagdollApplyImpulseEvent = {}

---@return entRagdollApplyImpulseEvent
function entRagdollApplyImpulseEvent.new() return end

---@param props table
---@return entRagdollApplyImpulseEvent
function entRagdollApplyImpulseEvent.new(props) return end

---@class entRagdollBodyPartWaterImpactEvent : redEvent
---@field worldPosition Vector4
---@field linearVelocity Vector4
---@field depthBelowSurface Float
---@field isTorso Bool
entRagdollBodyPartWaterImpactEvent = {}

---@return entRagdollBodyPartWaterImpactEvent
function entRagdollBodyPartWaterImpactEvent.new() return end

---@param props table
---@return entRagdollBodyPartWaterImpactEvent
function entRagdollBodyPartWaterImpactEvent.new(props) return end

---@class entRagdollComponent : entIComponent
---@field isEnabled Bool
entRagdollComponent = {}

---@return entRagdollComponent
function entRagdollComponent.new() return end

---@param props table
---@return entRagdollComponent
function entRagdollComponent.new(props) return end

---@class entRagdollComponentReplicatedState : netIComponentState
---@field transforms Transform[]
---@field isSleeping Bool
entRagdollComponentReplicatedState = {}

---@return entRagdollComponentReplicatedState
function entRagdollComponentReplicatedState.new() return end

---@param props table
---@return entRagdollComponentReplicatedState
function entRagdollComponentReplicatedState.new(props) return end

---@class entRagdollDisableEvent : redEvent
entRagdollDisableEvent = {}

---@return entRagdollDisableEvent
function entRagdollDisableEvent.new() return end

---@param props table
---@return entRagdollDisableEvent
function entRagdollDisableEvent.new(props) return end

---@param debugSourceName CName|string
function entRagdollDisableEvent:DebugSetSourceName(debugSourceName) return end

---@class entRagdollImpactEvent : redEvent
---@field otherEntity entEntity
---@field triggeredSimulation Bool
---@field impactPoints entRagdollImpactPointData[]
entRagdollImpactEvent = {}

---@return entRagdollImpactEvent
function entRagdollImpactEvent.new() return end

---@param props table
---@return entRagdollImpactEvent
function entRagdollImpactEvent.new(props) return end

---@class entRagdollImpactPointData
---@field worldPosition WorldPosition
---@field worldNormal Vector4
---@field forceMagnitude Float
---@field impulseMagnitude Float
---@field maxForceMagnitude Float
---@field maxImpulseMagnitude Float
---@field velocityChange Float
---@field ragdollProxyActorIndex Uint32
---@field otherProxyActorIndex Uint32
entRagdollImpactPointData = {}

---@return entRagdollImpactPointData
function entRagdollImpactPointData.new() return end

---@param props table
---@return entRagdollImpactPointData
function entRagdollImpactPointData.new(props) return end

---@class entRagdollNotifyDisabledEvent : redEvent
entRagdollNotifyDisabledEvent = {}

---@return entRagdollNotifyDisabledEvent
function entRagdollNotifyDisabledEvent.new() return end

---@param props table
---@return entRagdollNotifyDisabledEvent
function entRagdollNotifyDisabledEvent.new(props) return end

---@class entRagdollNotifyEnabledEvent : redEvent
---@field instigator entEntityID
entRagdollNotifyEnabledEvent = {}

---@return entRagdollNotifyEnabledEvent
function entRagdollNotifyEnabledEvent.new() return end

---@param props table
---@return entRagdollNotifyEnabledEvent
function entRagdollNotifyEnabledEvent.new(props) return end

---@class entRagdollNotifyVelocityTresholdEvent : redEvent
---@field velocity Vector4
entRagdollNotifyVelocityTresholdEvent = {}

---@return entRagdollNotifyVelocityTresholdEvent
function entRagdollNotifyVelocityTresholdEvent.new() return end

---@param props table
---@return entRagdollNotifyVelocityTresholdEvent
function entRagdollNotifyVelocityTresholdEvent.new(props) return end

---@class entRagdollPutToSleepEvent : redEvent
entRagdollPutToSleepEvent = {}

---@return entRagdollPutToSleepEvent
function entRagdollPutToSleepEvent.new() return end

---@param props table
---@return entRagdollPutToSleepEvent
function entRagdollPutToSleepEvent.new(props) return end

---@class entRagdollRequestCollectAnimPose : redEvent
entRagdollRequestCollectAnimPose = {}

---@return entRagdollRequestCollectAnimPose
function entRagdollRequestCollectAnimPose.new() return end

---@param props table
---@return entRagdollRequestCollectAnimPose
function entRagdollRequestCollectAnimPose.new(props) return end

---@class entReleasePreloadedEffectEvent : redEvent
---@field effectName CName
entReleasePreloadedEffectEvent = {}

---@return entReleasePreloadedEffectEvent
function entReleasePreloadedEffectEvent.new() return end

---@param props table
---@return entReleasePreloadedEffectEvent
function entReleasePreloadedEffectEvent.new(props) return end

---@class entReleasePreloadedEffectsEvent : redEvent
entReleasePreloadedEffectsEvent = {}

---@return entReleasePreloadedEffectsEvent
function entReleasePreloadedEffectsEvent.new() return end

---@param props table
---@return entReleasePreloadedEffectsEvent
function entReleasePreloadedEffectsEvent.new(props) return end

---@class entRenderHighlightEvent : redEvent
---@field fillIndex Uint8
---@field outlineIndex Uint8
---@field seeThroughWalls Bool
---@field componentName CName
---@field opacity Float
entRenderHighlightEvent = {}

---@return entRenderHighlightEvent
function entRenderHighlightEvent.new() return end

---@param props table
---@return entRenderHighlightEvent
function entRenderHighlightEvent.new(props) return end

---@class entRenderHighlightOpacityEvent : redEvent
---@field opacity Float
entRenderHighlightOpacityEvent = {}

---@return entRenderHighlightOpacityEvent
function entRenderHighlightOpacityEvent.new() return end

---@param props table
---@return entRenderHighlightOpacityEvent
function entRenderHighlightOpacityEvent.new(props) return end

---@class entRenderOverlayEvent : redEvent
entRenderOverlayEvent = {}

---@return entRenderOverlayEvent
function entRenderOverlayEvent.new() return end

---@param props table
---@return entRenderOverlayEvent
function entRenderOverlayEvent.new(props) return end

---@class entRenderScanEvent : redEvent
---@field scanState rendPostFx_ScanningState
entRenderScanEvent = {}

---@return entRenderScanEvent
function entRenderScanEvent.new() return end

---@param props table
---@return entRenderScanEvent
function entRenderScanEvent.new(props) return end

---@class entRenderToTextureCameraComponent : entBaseCameraComponent
---@field isEnabled Bool
---@field virtualCameraName CName
---@field dynamicTextureRes DynamicTexture
---@field depthDynamicTextureRes DynamicTexture
---@field albedoDynamicTextureRes DynamicTexture
---@field normalsDynamicTextureRes DynamicTexture
---@field particlesDynamicTextureRes DynamicTexture
---@field resolutionWidth Uint32
---@field resolutionHeight Uint32
---@field aspectRatio Float
---@field env worldEnvironmentAreaParameters
---@field params WorldRenderAreaSettings
---@field renderingMode entRenderToTextureMode
---@field depthCutDistance Float
---@field backgroundColor Color
---@field overrideBackgroundColor Bool
---@field renderSceneLayer RenderSceneLayer
---@field features entRenderToTextureFeatures
---@field streamingDistance Float
entRenderToTextureCameraComponent = {}

---@return entRenderToTextureCameraComponent
function entRenderToTextureCameraComponent.new() return end

---@param props table
---@return entRenderToTextureCameraComponent
function entRenderToTextureCameraComponent.new(props) return end

---@class entRenderToTextureFeatures
---@field renderDecals Bool
---@field renderParticles Bool
---@field renderForwardNoTXAA Bool
---@field antiAliasing entRenderToTextureFeaturesPlatform
---@field contactShadows Bool
---@field localShadows Bool
---@field SSAO entRenderToTextureFeaturesPlatform
---@field reflections entRenderToTextureFeaturesPlatform
entRenderToTextureFeatures = {}

---@return entRenderToTextureFeatures
function entRenderToTextureFeatures.new() return end

---@param props table
---@return entRenderToTextureFeatures
function entRenderToTextureFeatures.new(props) return end

---@class entReplicatedAnimFeature : entReplicatedItem
---@field name CName
---@field value animAnimFeature
---@field invokeCallback Bool
entReplicatedAnimFeature = {}

---@return entReplicatedAnimFeature
function entReplicatedAnimFeature.new() return end

---@param props table
---@return entReplicatedAnimFeature
function entReplicatedAnimFeature.new(props) return end

---@class entReplicatedAnimFeaturesState
---@field items entReplicatedAnimFeature[]
---@field lastAppliedActionsTime netTime
entReplicatedAnimFeaturesState = {}

---@return entReplicatedAnimFeaturesState
function entReplicatedAnimFeaturesState.new() return end

---@param props table
---@return entReplicatedAnimFeaturesState
function entReplicatedAnimFeaturesState.new(props) return end

---@class entReplicatedAnimWrapperVars
---@field serverReplicatedTime netTime
---@field data entReplicatedVariableValue[]
entReplicatedAnimWrapperVars = {}

---@return entReplicatedAnimWrapperVars
function entReplicatedAnimWrapperVars.new() return end

---@param props table
---@return entReplicatedAnimWrapperVars
function entReplicatedAnimWrapperVars.new(props) return end

---@class entReplicatedInputSetterBase
---@field name CName
---@field applyServerTime netTime
entReplicatedInputSetterBase = {}

---@return entReplicatedInputSetterBase
function entReplicatedInputSetterBase.new() return end

---@param props table
---@return entReplicatedInputSetterBase
function entReplicatedInputSetterBase.new(props) return end

---@class entReplicatedInputSetterBool : entReplicatedInputSetterBase
---@field value Bool
entReplicatedInputSetterBool = {}

---@return entReplicatedInputSetterBool
function entReplicatedInputSetterBool.new() return end

---@param props table
---@return entReplicatedInputSetterBool
function entReplicatedInputSetterBool.new(props) return end

---@class entReplicatedInputSetterFloat : entReplicatedInputSetterBase
---@field value Float
entReplicatedInputSetterFloat = {}

---@return entReplicatedInputSetterFloat
function entReplicatedInputSetterFloat.new() return end

---@param props table
---@return entReplicatedInputSetterFloat
function entReplicatedInputSetterFloat.new(props) return end

---@class entReplicatedInputSetterInt : entReplicatedInputSetterBase
---@field value Int32
entReplicatedInputSetterInt = {}

---@return entReplicatedInputSetterInt
function entReplicatedInputSetterInt.new() return end

---@param props table
---@return entReplicatedInputSetterInt
function entReplicatedInputSetterInt.new(props) return end

---@class entReplicatedInputSetterVector : entReplicatedInputSetterBase
---@field value Vector4
entReplicatedInputSetterVector = {}

---@return entReplicatedInputSetterVector
function entReplicatedInputSetterVector.new() return end

---@param props table
---@return entReplicatedInputSetterVector
function entReplicatedInputSetterVector.new(props) return end

---@class entReplicatedInputSetters
---@field serverReplicatedTime netTime
entReplicatedInputSetters = {}

---@return entReplicatedInputSetters
function entReplicatedInputSetters.new() return end

---@param props table
---@return entReplicatedInputSetters
function entReplicatedInputSetters.new(props) return end

---@class entReplicatedItem
---@field entity entEntity
---@field netTime netTime
entReplicatedItem = {}

---@return entReplicatedItem
function entReplicatedItem.new() return end

---@param props table
---@return entReplicatedItem
function entReplicatedItem.new(props) return end

---@class entReplicatedLookAtAdd : entReplicatedLookAtData
---@field bodyPart CName
---@field request animLookAtRequest
---@field targetPositionProvider entIPositionProvider
---@field ref animLookAtRef
entReplicatedLookAtAdd = {}

---@return entReplicatedLookAtAdd
function entReplicatedLookAtAdd.new() return end

---@param props table
---@return entReplicatedLookAtAdd
function entReplicatedLookAtAdd.new(props) return end

---@class entReplicatedLookAtData
---@field creationNetTime netTime
entReplicatedLookAtData = {}

---@return entReplicatedLookAtData
function entReplicatedLookAtData.new() return end

---@param props table
---@return entReplicatedLookAtData
function entReplicatedLookAtData.new(props) return end

---@class entReplicatedLookAtRemove : entReplicatedLookAtData
---@field ref animLookAtRef
---@field hasOutTransition Float
---@field outTransitionSpeed Float
entReplicatedLookAtRemove = {}

---@return entReplicatedLookAtRemove
function entReplicatedLookAtRemove.new() return end

---@param props table
---@return entReplicatedLookAtRemove
function entReplicatedLookAtRemove.new(props) return end

---@class entReplicatedVariableValue
---@field name CName
---@field value Float
---@field applyServerTime netTime
entReplicatedVariableValue = {}

---@return entReplicatedVariableValue
function entReplicatedVariableValue.new() return end

---@param props table
---@return entReplicatedVariableValue
function entReplicatedVariableValue.new(props) return end

---@class entRuntimeSystemEditorMeshes : worldIRuntimeSystem
entRuntimeSystemEditorMeshes = {}

---@return entRuntimeSystemEditorMeshes
function entRuntimeSystemEditorMeshes.new() return end

---@param props table
---@return entRuntimeSystemEditorMeshes
function entRuntimeSystemEditorMeshes.new(props) return end

---@class entSceneAnimSetEvent : redEvent
entSceneAnimSetEvent = {}

---@return entSceneAnimSetEvent
function entSceneAnimSetEvent.new() return end

---@param props table
---@return entSceneAnimSetEvent
function entSceneAnimSetEvent.new(props) return end

---@class entShadowMeshChangeEvent : redEvent
---@field requestedState entAppearanceStatus
entShadowMeshChangeEvent = {}

---@return entShadowMeshChangeEvent
function entShadowMeshChangeEvent.new() return end

---@param props table
---@return entShadowMeshChangeEvent
function entShadowMeshChangeEvent.new(props) return end

---@class entSimpleColliderComponent : entIPlacedComponent
---@field isEnabled Bool
---@field colliders physicsICollider[]
---@field filter physicsFilterData
---@field compiledBuffer DataBuffer
entSimpleColliderComponent = {}

---@return entSimpleColliderComponent
function entSimpleColliderComponent.new() return end

---@param props table
---@return entSimpleColliderComponent
function entSimpleColliderComponent.new(props) return end

---@param shapeIndex Uint32
---@return Vector4
function entSimpleColliderComponent:GetSize(shapeIndex) return end

---@param size Vector4
---@param shapeIndex Uint32
function entSimpleColliderComponent:Resize(size, shapeIndex) return end

---@class entSimpleSkinningAttachment : entISkinningAttachment
entSimpleSkinningAttachment = {}

---@class entSkinnedClothComponent : entISkinTargetComponent
---@field graphicsMesh CMesh
---@field physicalMesh CMesh
---@field isEnabled Bool
---@field LODMode entMeshComponentLODMode
---@field meshAppearance CName
---@field chunkMask Uint64
---@field compiledTopologyData meshCookedClothMeshTopologyData
entSkinnedClothComponent = {}

---@return entSkinnedClothComponent
function entSkinnedClothComponent.new() return end

---@param props table
---@return entSkinnedClothComponent
function entSkinnedClothComponent.new(props) return end

---@class entSkinnedMeshComponent : entISkinTargetComponent
---@field mesh CMesh
---@field meshAppearance CName
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field acceptDismemberment Bool
---@field chunkMask Uint64
---@field renderingPlaneAnimationParam CName
---@field visibilityAnimationParam CName
---@field order Uint8
---@field isEnabled Bool
---@field LODMode entMeshComponentLODMode
---@field useProxyMeshAsShadowMesh Bool
---@field forcedLodDistance entForcedLodDistance
---@field overrideMeshNavigationImpact Bool
---@field navigationImpact NavGenNavigationSetting
---@field version Uint8
entSkinnedMeshComponent = {}

---@return entSkinnedMeshComponent
function entSkinnedMeshComponent.new() return end

---@param props table
---@return entSkinnedMeshComponent
function entSkinnedMeshComponent.new(props) return end

---@class entSkinningBinding : entISourceBinding
entSkinningBinding = {}

---@return entSkinningBinding
function entSkinningBinding.new() return end

---@param props table
---@return entSkinningBinding
function entSkinningBinding.new(props) return end

---@class entSlot
---@field slotName CName
---@field relativePosition Vector3
---@field relativeRotation Quaternion
---@field boneName CName
entSlot = {}

---@return entSlot
function entSlot.new() return end

---@param props table
---@return entSlot
function entSlot.new(props) return end

---@class entSlotAttachment : entITransformAttachment
entSlotAttachment = {}

---@return entSlotAttachment
function entSlotAttachment.new() return end

---@param props table
---@return entSlotAttachment
function entSlotAttachment.new(props) return end

---@class entSlotComponent : entIPlacedComponent
---@field slots entSlot[]
---@field fallbackSlots entFallbackSlot[]
entSlotComponent = {}

---@return entSlotComponent
function entSlotComponent.new() return end

---@param props table
---@return entSlotComponent
function entSlotComponent.new(props) return end

---@param slotName CName|string
---@return Bool, WorldTransform
function entSlotComponent:GetSlotTransform(slotName) return end

---@class entSlotPositionProvider : entIPositionProvider
entSlotPositionProvider = {}

---@return entSlotPositionProvider
function entSlotPositionProvider.new() return end

---@param props table
---@return entSlotPositionProvider
function entSlotPositionProvider.new(props) return end

---@class entSoundEvent : redEvent
---@field eventName CName
---@field switches audioAudSwitch[]
---@field params audioAudParameter[]
---@field dynamicParams CName[]
entSoundEvent = {}

---@return entSoundEvent
function entSoundEvent.new() return end

---@param props table
---@return entSoundEvent
function entSoundEvent.new(props) return end

---@class entSoundListenerComponent : entIPlacedComponent
entSoundListenerComponent = {}

---@return entSoundListenerComponent
function entSoundListenerComponent.new() return end

---@param props table
---@return entSoundListenerComponent
function entSoundListenerComponent.new(props) return end

---@class entSpawnEffectEvent : redEvent
---@field blackboard worldEffectBlackboard
---@field effectName CName
---@field idForRandomizedEffect CRUID
---@field effectInstanceName CName
---@field persistOnDetach Bool
---@field breakAllLoops Bool
---@field breakAllOnDestroy Bool
---@field e3hackDeferCount Uint32
entSpawnEffectEvent = {}

---@return entSpawnEffectEvent
function entSpawnEffectEvent.new() return end

---@param props table
---@return entSpawnEffectEvent
function entSpawnEffectEvent.new(props) return end

---@class entSpawnersContainer : ISerializable
entSpawnersContainer = {}

---@return entSpawnersContainer
function entSpawnersContainer.new() return end

---@param props table
---@return entSpawnersContainer
function entSpawnersContainer.new(props) return end

---@class entStaticOccluderMeshComponent : entIPlacedComponent
---@field mesh CMesh
---@field scale Vector3
---@field color Color
---@field occluderType visWorldOccluderType
---@field occluderAutohideDistanceScale Uint8
entStaticOccluderMeshComponent = {}

---@return entStaticOccluderMeshComponent
function entStaticOccluderMeshComponent.new() return end

---@param props table
---@return entStaticOccluderMeshComponent
function entStaticOccluderMeshComponent.new(props) return end

---@class entStaticOrientationProvider : entIOrientationProvider
---@field staticOrientation Quaternion
entStaticOrientationProvider = {}

---@return entStaticOrientationProvider
function entStaticOrientationProvider.new() return end

---@param props table
---@return entStaticOrientationProvider
function entStaticOrientationProvider.new(props) return end

---@class entStaticPositionProvider : entIPositionProvider
entStaticPositionProvider = {}

---@return entStaticPositionProvider
function entStaticPositionProvider.new() return end

---@param props table
---@return entStaticPositionProvider
function entStaticPositionProvider.new(props) return end

---@class entTagMask
---@field hardTags redTagList
---@field softTags redTagList
---@field excludedTags redTagList
entTagMask = {}

---@return entTagMask
function entTagMask.new() return end

---@param props table
---@return entTagMask
function entTagMask.new(props) return end

---@class entTargetPointComponent : entIPlacedComponent
entTargetPointComponent = {}

---@return entTargetPointComponent
function entTargetPointComponent.new() return end

---@param props table
---@return entTargetPointComponent
function entTargetPointComponent.new(props) return end

---@class entTemplateAppearance
---@field name CName
---@field appearanceResource appearanceAppearanceResource
---@field appearanceName CName
entTemplateAppearance = {}

---@return entTemplateAppearance
function entTemplateAppearance.new() return end

---@param props table
---@return entTemplateAppearance
function entTemplateAppearance.new(props) return end

---@class entTemplateBindingOverride
---@field componentName CName
---@field propertyName CName
---@field binding entIBinding
entTemplateBindingOverride = {}

---@return entTemplateBindingOverride
function entTemplateBindingOverride.new() return end

---@param props table
---@return entTemplateBindingOverride
function entTemplateBindingOverride.new(props) return end

---@class entTemplateComponentBackendDataOverrideInfo
---@field componentName CName
---@field offset Vector2
entTemplateComponentBackendDataOverrideInfo = {}

---@return entTemplateComponentBackendDataOverrideInfo
function entTemplateComponentBackendDataOverrideInfo.new() return end

---@param props table
---@return entTemplateComponentBackendDataOverrideInfo
function entTemplateComponentBackendDataOverrideInfo.new(props) return end

---@class entTemplateComponentResolveSettings
---@field componentName CName
---@field nameParam CName
---@field mode entTemplateComponentResolveMode
entTemplateComponentResolveSettings = {}

---@return entTemplateComponentResolveSettings
function entTemplateComponentResolveSettings.new() return end

---@param props table
---@return entTemplateComponentResolveSettings
function entTemplateComponentResolveSettings.new(props) return end

---@class entTemplateInclude
---@field name CName
---@field template entEntityTemplate
entTemplateInclude = {}

---@return entTemplateInclude
function entTemplateInclude.new() return end

---@param props table
---@return entTemplateInclude
function entTemplateInclude.new(props) return end

---@class entTransformComponent : entIPlacedComponent
entTransformComponent = {}

---@return entTransformComponent
function entTransformComponent.new() return end

---@param props table
---@return entTransformComponent
function entTransformComponent.new(props) return end

---@class entTransformHistoryComponent : entIComponent
---@field historyLength Float
---@field samplesAmount Uint32
entTransformHistoryComponent = {}

---@return entTransformHistoryComponent
function entTransformHistoryComponent.new() return end

---@param props table
---@return entTransformHistoryComponent
function entTransformHistoryComponent.new(props) return end

---@param delay Float
---@return Vector4
function entTransformHistoryComponent:GetInterpolatedPositionFromHistory(delay) return end

---@param period Float
---@return Vector4
function entTransformHistoryComponent:GetVelocity(period) return end

---@class entTriggerActivatorComponent : entIPlacedComponent
---@field radius Float
---@field height Float
---@field channels TriggerChannel
---@field maxContinousDistance Float
---@field enableCCD Bool
---@field isEnabled Bool
entTriggerActivatorComponent = {}

---@return entTriggerActivatorComponent
function entTriggerActivatorComponent.new() return end

---@param props table
---@return entTriggerActivatorComponent
function entTriggerActivatorComponent.new(props) return end

---@class entTriggerComponent : entPhysicalTriggerComponent
entTriggerComponent = {}

---@return entTriggerComponent
function entTriggerComponent.new() return end

---@param props table
---@return entTriggerComponent
function entTriggerComponent.new(props) return end

---@class entTriggerDestructionEvent : redEvent
entTriggerDestructionEvent = {}

---@return entTriggerDestructionEvent
function entTriggerDestructionEvent.new() return end

---@param props table
---@return entTriggerDestructionEvent
function entTriggerDestructionEvent.new(props) return end

---@class entTriggerEvent : redEvent
---@field triggerID entEntityID
---@field activator entEntityGameInterface
---@field worldPosition Vector4
---@field numActivatorsInArea Uint32
---@field activatorID Uint32
---@field componentName CName
entTriggerEvent = {}

---@class entTriggerNotifier_Entity : worldITriggerAreaNotifer
---@field entityRef NodeRef
entTriggerNotifier_Entity = {}

---@return entTriggerNotifier_Entity
function entTriggerNotifier_Entity.new() return end

---@param props table
---@return entTriggerNotifier_Entity
function entTriggerNotifier_Entity.new(props) return end

---@class entTriggerNotifier_EntityInstance : worldITriggerAreaNotiferInstance
entTriggerNotifier_EntityInstance = {}

---@return entTriggerNotifier_EntityInstance
function entTriggerNotifier_EntityInstance.new() return end

---@param props table
---@return entTriggerNotifier_EntityInstance
function entTriggerNotifier_EntityInstance.new(props) return end

---@class entTriggerNotifier_Script : worldITriggerAreaNotifer
entTriggerNotifier_Script = {}

---@return entTriggerNotifier_Script
function entTriggerNotifier_Script.new() return end

---@param props table
---@return entTriggerNotifier_Script
function entTriggerNotifier_Script.new(props) return end

---@class entTriggerNotifier_ScriptInstance : worldITriggerAreaNotiferInstance
entTriggerNotifier_ScriptInstance = {}

---@return entTriggerNotifier_ScriptInstance
function entTriggerNotifier_ScriptInstance.new() return end

---@param props table
---@return entTriggerNotifier_ScriptInstance
function entTriggerNotifier_ScriptInstance.new(props) return end

---@return entTriggerNotifier_Script
function entTriggerNotifier_ScriptInstance:GetNotifier() return end

---@class entTriggerVOEvent : redEvent
---@field triggerBaseName CName
---@field triggerVariationIndex Uint32
---@field triggerVariationNumber Uint32
---@field debugInitialContext CName
---@field answeringEntityIDHash Uint64
---@field ignoreGlobalVoLimitCheck Bool
---@field overridingVoContext locVoiceoverContext
---@field overridingVoiceoverExpression locVoiceoverExpression
---@field overrideVoiceoverExpression Bool
---@field overridingVisualStyleValue Uint8
---@field overrideVisualStyle Bool
entTriggerVOEvent = {}

---@return entTriggerVOEvent
function entTriggerVOEvent.new() return end

---@param props table
---@return entTriggerVOEvent
function entTriggerVOEvent.new(props) return end

---@class entUncontrolledMovementEndEvent : redEvent
entUncontrolledMovementEndEvent = {}

---@return entUncontrolledMovementEndEvent
function entUncontrolledMovementEndEvent.new() return end

---@param props table
---@return entUncontrolledMovementEndEvent
function entUncontrolledMovementEndEvent.new(props) return end

---@class entUncontrolledMovementStartEvent : redEvent
---@field ragdollNoGroundThreshold Float
---@field ragdollOnCollision Bool
---@field calculateEarlyPositionGroundHeight Bool
entUncontrolledMovementStartEvent = {}

---@return entUncontrolledMovementStartEvent
function entUncontrolledMovementStartEvent.new() return end

---@param props table
---@return entUncontrolledMovementStartEvent
function entUncontrolledMovementStartEvent.new(props) return end

---@param debugSourceName CName|string
function entUncontrolledMovementStartEvent:DebugSetSourceName(debugSourceName) return end

---@class entUpdateEffectPositionEvent : redEvent
entUpdateEffectPositionEvent = {}

---@return entUpdateEffectPositionEvent
function entUpdateEffectPositionEvent.new() return end

---@param props table
---@return entUpdateEffectPositionEvent
function entUpdateEffectPositionEvent.new(props) return end

---@class entUpdateRenderProxyStateEvent : redEvent
entUpdateRenderProxyStateEvent = {}

---@return entUpdateRenderProxyStateEvent
function entUpdateRenderProxyStateEvent.new() return end

---@param props table
---@return entUpdateRenderProxyStateEvent
function entUpdateRenderProxyStateEvent.new(props) return end

---@class entVectorFieldComponent : entIVisualComponent
---@field direction Vector3
---@field isEnabled Bool
entVectorFieldComponent = {}

---@return entVectorFieldComponent
function entVectorFieldComponent.new() return end

---@param props table
---@return entVectorFieldComponent
function entVectorFieldComponent.new(props) return end

---@class entVertexAnimationBinding : entISourceBinding
entVertexAnimationBinding = {}

---@return entVertexAnimationBinding
function entVertexAnimationBinding.new() return end

---@param props table
---@return entVertexAnimationBinding
function entVertexAnimationBinding.new(props) return end

---@class entVertexAnimationComponent : entIComponent
---@field vertexAnimationMapper entVertexAnimationMapper
---@field animatedComponent entISourceBinding
entVertexAnimationComponent = {}

---@return entVertexAnimationComponent
function entVertexAnimationComponent.new() return end

---@param props table
---@return entVertexAnimationComponent
function entVertexAnimationComponent.new(props) return end

---@class entVertexAnimationMapper
---@field entries entVertexAnimationMapperEntry[]
entVertexAnimationMapper = {}

---@return entVertexAnimationMapper
function entVertexAnimationMapper.new() return end

---@param props table
---@return entVertexAnimationMapper
function entVertexAnimationMapper.new(props) return end

---@class entVertexAnimationMapperDestination
---@field vertexCustomSlotIndex Uint32
entVertexAnimationMapperDestination = {}

---@return entVertexAnimationMapperDestination
function entVertexAnimationMapperDestination.new() return end

---@param props table
---@return entVertexAnimationMapperDestination
function entVertexAnimationMapperDestination.new(props) return end

---@class entVertexAnimationMapperEntry
---@field sources entVertexAnimationMapperSource[]
---@field destination entVertexAnimationMapperDestination
entVertexAnimationMapperEntry = {}

---@return entVertexAnimationMapperEntry
function entVertexAnimationMapperEntry.new() return end

---@param props table
---@return entVertexAnimationMapperEntry
function entVertexAnimationMapperEntry.new(props) return end

---@class entVertexAnimationMapperSource
---@field type entVertexAnimationMapperSourceType
---@field name CName
entVertexAnimationMapperSource = {}

---@return entVertexAnimationMapperSource
function entVertexAnimationMapperSource.new() return end

---@param props table
---@return entVertexAnimationMapperSource
function entVertexAnimationMapperSource.new(props) return end

---@class entVirtualCameraComponent : entBaseCameraComponent
---@field virtualCameraName CName
---@field resolutionWidth Uint32
---@field resolutionHeight Uint32
---@field drawBackground Bool
---@field isEnabled Bool
entVirtualCameraComponent = {}

---@return entVirtualCameraComponent
function entVirtualCameraComponent.new() return end

---@param props table
---@return entVirtualCameraComponent
function entVirtualCameraComponent.new(props) return end

---@return CName
function entVirtualCameraComponent:GetVirtualCameraName() return end

---@param newName CName|string
function entVirtualCameraComponent:SetVirtualCameraName(newName) return end

---@class entVirtualCameraViewComponent : entIVisualComponent
---@field virtualCameraName CName
---@field targetPlaneSize Vector2
entVirtualCameraViewComponent = {}

---@return entVirtualCameraViewComponent
function entVirtualCameraViewComponent.new() return end

---@param props table
---@return entVirtualCameraViewComponent
function entVirtualCameraViewComponent.new(props) return end

---@return CName
function entVirtualCameraViewComponent:GetVirtualCameraName() return end

---@param newName CName|string
function entVirtualCameraViewComponent:SetVirtualCameraName(newName) return end

---@class entVisualControllerComponent : entIComponent
---@field meshProxy CMesh
---@field appearanceDependency entVisualControllerDependency[]
---@field cookedAppearanceData appearanceCookedAppearanceData
---@field forcedLodDistance entForcedLodDistance
entVisualControllerComponent = {}

---@return entVisualControllerComponent
function entVisualControllerComponent.new() return end

---@param props table
---@return entVisualControllerComponent
function entVisualControllerComponent.new(props) return end

---@class entVisualControllerDependency
---@field mesh CMesh
---@field appearanceName CName
---@field componentName CName
entVisualControllerDependency = {}

---@return entVisualControllerDependency
function entVisualControllerDependency.new() return end

---@param props table
---@return entVisualControllerDependency
function entVisualControllerDependency.new(props) return end

---@class entVisualOffsetTransformComponent : entTransformComponent
entVisualOffsetTransformComponent = {}

---@return entVisualOffsetTransformComponent
function entVisualOffsetTransformComponent.new() return end

---@param props table
---@return entVisualOffsetTransformComponent
function entVisualOffsetTransformComponent.new(props) return end

---@class entVisualTagsSchema : ISerializable
---@field visualTags redTagList
---@field schema CName
entVisualTagsSchema = {}

---@return entVisualTagsSchema
function entVisualTagsSchema.new() return end

---@param props table
---@return entVisualTagsSchema
function entVisualTagsSchema.new(props) return end

---@class entVoicesetInputToBlock
---@field input CName
---@field blockSpecificVariation Bool
---@field variationNumber Uint32
entVoicesetInputToBlock = {}

---@return entVoicesetInputToBlock
function entVoicesetInputToBlock.new() return end

---@param props table
---@return entVoicesetInputToBlock
function entVoicesetInputToBlock.new(props) return end

---@class entWetnessComponent : entIComponent
entWetnessComponent = {}

---@return entWetnessComponent
function entWetnessComponent.new() return end

---@param props table
---@return entWetnessComponent
function entWetnessComponent.new(props) return end

---@class entWorkspotItemEvent : redEvent
entWorkspotItemEvent = {}

---@return entWorkspotItemEvent
function entWorkspotItemEvent.new() return end

---@param props table
---@return entWorkspotItemEvent
function entWorkspotItemEvent.new(props) return end

---@class entdismembermentAppearanceMatch
---@field Character CName
---@field Mesh CName
---@field SetByUser Bool
entdismembermentAppearanceMatch = {}

---@return entdismembermentAppearanceMatch
function entdismembermentAppearanceMatch.new() return end

---@param props table
---@return entdismembermentAppearanceMatch
function entdismembermentAppearanceMatch.new(props) return end

---@class entdismembermentBodyMaterialConfig
---@field FleshBodyMask physicsRagdollBodyPartE
---@field CyberBodyMask physicsRagdollBodyPartE
entdismembermentBodyMaterialConfig = {}

---@return entdismembermentBodyMaterialConfig
function entdismembermentBodyMaterialConfig.new() return end

---@param props table
---@return entdismembermentBodyMaterialConfig
function entdismembermentBodyMaterialConfig.new(props) return end

---@class entdismembermentCullObject
---@field Plane Plane
---@field Plane1 Plane
---@field CapsulePointA Vector3
---@field CapsulePointB Vector3
---@field CapsuleRadius Float
---@field NearestAnimBoneName CName
---@field NearestAnimIndex Int16
---@field RagdollBodyIndex Uint16
entdismembermentCullObject = {}

---@return entdismembermentCullObject
function entdismembermentCullObject.new() return end

---@param props table
---@return entdismembermentCullObject
function entdismembermentCullObject.new(props) return end

---@class entdismembermentDangleInfo
---@field DangleSegmentLenght Float
---@field DangleVelocityDamping Float
---@field DangleBendStiffness Float
---@field DangleSegmentStiffness Float
---@field DangleCollisionSphereRadius Float
entdismembermentDangleInfo = {}

---@return entdismembermentDangleInfo
function entdismembermentDangleInfo.new() return end

---@param props table
---@return entdismembermentDangleInfo
function entdismembermentDangleInfo.new(props) return end

---@class entdismembermentDebris : CResource
---@field items entdismembermentDebrisResourceItem[]
entdismembermentDebris = {}

---@return entdismembermentDebris
function entdismembermentDebris.new() return end

---@param props table
---@return entdismembermentDebris
function entdismembermentDebris.new(props) return end

---@class entdismembermentDebrisResourceItem
---@field rig animRig
---@field mesh CMesh
entdismembermentDebrisResourceItem = {}

---@return entdismembermentDebrisResourceItem
function entdismembermentDebrisResourceItem.new() return end

---@param props table
---@return entdismembermentDebrisResourceItem
function entdismembermentDebrisResourceItem.new(props) return end

---@class entdismembermentEffectResource : ISerializable
---@field Name CName
---@field AppearanceNames CName[]
---@field BodyPartMask physicsRagdollBodyPartE
---@field Offset Transform
---@field Placement entdismembermentPlacementE
---@field ResourceSets entdismembermentResourceSetMask
---@field WoundType entdismembermentWoundTypeE
---@field Effect worldEffect
---@field MatchToWoundByName Bool
entdismembermentEffectResource = {}

---@return entdismembermentEffectResource
function entdismembermentEffectResource.new() return end

---@param props table
---@return entdismembermentEffectResource
function entdismembermentEffectResource.new(props) return end

---@class entdismembermentFillMeshInfo : entdismembermentMeshInfo
---@field Placement entdismembermentPlacementE
---@field Simulation entdismembermentSimulationTypeE
---@field Dangle entdismembermentDangleInfo
entdismembermentFillMeshInfo = {}

---@return entdismembermentFillMeshInfo
function entdismembermentFillMeshInfo.new() return end

---@param props table
---@return entdismembermentFillMeshInfo
function entdismembermentFillMeshInfo.new(props) return end

---@class entdismembermentMeshInfo
---@field Mesh CMesh
---@field MeshAppearance CName
---@field AppearanceMap entdismembermentAppearanceMatch[]
---@field ShouldReceiveDecal Bool
---@field BodyPartMask physicsRagdollBodyPartE
---@field WoundType entdismembermentWoundTypeE
---@field CullMesh entdismembermentWoundTypeE
---@field Offset Transform
---@field Scale Vector3
---@field Physics entdismembermentPhysicsInfo
entdismembermentMeshInfo = {}

---@return entdismembermentMeshInfo
function entdismembermentMeshInfo.new() return end

---@param props table
---@return entdismembermentMeshInfo
function entdismembermentMeshInfo.new(props) return end

---@class entdismembermentPhysicsInfo
---@field DensityScale Float
entdismembermentPhysicsInfo = {}

---@return entdismembermentPhysicsInfo
function entdismembermentPhysicsInfo.new() return end

---@param props table
---@return entdismembermentPhysicsInfo
function entdismembermentPhysicsInfo.new(props) return end

---@class entdismembermentWoundConfig : ISerializable
---@field WoundName CName
---@field ResourceSet entdismembermentResourceSetE
entdismembermentWoundConfig = {}

---@return entdismembermentWoundConfig
function entdismembermentWoundConfig.new() return end

---@param props table
---@return entdismembermentWoundConfig
function entdismembermentWoundConfig.new(props) return end

---@class entdismembermentWoundConfigContainer : ISerializable
---@field AppearanceName CName
---@field Wounds entdismembermentWoundConfig[]
entdismembermentWoundConfigContainer = {}

---@return entdismembermentWoundConfigContainer
function entdismembermentWoundConfigContainer.new() return end

---@param props table
---@return entdismembermentWoundConfigContainer
function entdismembermentWoundConfigContainer.new(props) return end

---@class entdismembermentWoundDecal
---@field OffsetA Vector3
---@field OffsetB Vector3
---@field Scale Float
---@field FadeOrigin Float
---@field FadePower Float
---@field ResourceSets entdismembermentResourceSetMask
---@field Material IMaterial
entdismembermentWoundDecal = {}

---@return entdismembermentWoundDecal
function entdismembermentWoundDecal.new() return end

---@param props table
---@return entdismembermentWoundDecal
function entdismembermentWoundDecal.new(props) return end

---@class entdismembermentWoundMeshes
---@field ResourceSet entdismembermentResourceSetE
---@field Meshes entdismembermentMeshInfo[]
---@field FillMeshes entdismembermentFillMeshInfo[]
entdismembermentWoundMeshes = {}

---@return entdismembermentWoundMeshes
function entdismembermentWoundMeshes.new() return end

---@param props table
---@return entdismembermentWoundMeshes
function entdismembermentWoundMeshes.new(props) return end

---@class entdismembermentWoundResource : ISerializable
---@field Name CName
---@field WoundType entdismembermentWoundTypeE
---@field BodyPart physicsRagdollBodyPartE
---@field CullObject entdismembermentCullObject
---@field GarmentMorphStrength Float
---@field UseProceduralCut Bool
---@field UseSingleMeshForRagdoll Bool
---@field IsCritical Bool
---@field Resources entdismembermentWoundMeshes[]
---@field Decals entdismembermentWoundDecal[]
---@field CensoredPaths Uint64[]
---@field CensoredCookedPaths CResource[]
---@field CensorshipValid Bool
entdismembermentWoundResource = {}

---@return entdismembermentWoundResource
function entdismembermentWoundResource.new() return end

---@param props table
---@return entdismembermentWoundResource
function entdismembermentWoundResource.new(props) return end

---@class entdismembermentWoundsConfigSet
---@field Configs entdismembermentWoundConfigContainer[]
entdismembermentWoundsConfigSet = {}

---@return entdismembermentWoundsConfigSet
function entdismembermentWoundsConfigSet.new() return end

---@param props table
---@return entdismembermentWoundsConfigSet
function entdismembermentWoundsConfigSet.new(props) return end

---@class enteventsEntityResize : redEvent
---@field extents Vector3
enteventsEntityResize = {}

---@return enteventsEntityResize
function enteventsEntityResize.new() return end

---@param props table
---@return enteventsEntityResize
function enteventsEntityResize.new(props) return end

---@class enteventsHitCharacterControllerEvent : redEvent
---@field entity entEntity
---@field component entIComponent
enteventsHitCharacterControllerEvent = {}

---@return enteventsHitCharacterControllerEvent
function enteventsHitCharacterControllerEvent.new() return end

---@param props table
---@return enteventsHitCharacterControllerEvent
function enteventsHitCharacterControllerEvent.new(props) return end

---@class enteventsPhysicalCollisionEvent : redEvent
---@field myComponent IScriptable
---@field otherEntity IScriptable
---@field otherComponent IScriptable
---@field worldPosition Vector4
---@field worldNormal Vector4
---@field deltaVelocity Vector4
---@field impulse Float
enteventsPhysicalCollisionEvent = {}

---@return enteventsPhysicalCollisionEvent
function enteventsPhysicalCollisionEvent.new() return end

---@param props table
---@return enteventsPhysicalCollisionEvent
function enteventsPhysicalCollisionEvent.new(props) return end

---@class enteventsPhysicalDeformShapesEvent : redEvent
---@field shapes Int32[]
---@field value Float
enteventsPhysicalDeformShapesEvent = {}

---@return enteventsPhysicalDeformShapesEvent
function enteventsPhysicalDeformShapesEvent.new() return end

---@param props table
---@return enteventsPhysicalDeformShapesEvent
function enteventsPhysicalDeformShapesEvent.new(props) return end

---@class enteventsPhysicalImpulseEvent : redEvent
---@field bodyIndex Uint32
---@field worldImpulse Vector3
---@field worldPosition Vector3
---@field radius Float
---@field shapeIndex Uint32
enteventsPhysicalImpulseEvent = {}

---@return enteventsPhysicalImpulseEvent
function enteventsPhysicalImpulseEvent.new() return end

---@param props table
---@return enteventsPhysicalImpulseEvent
function enteventsPhysicalImpulseEvent.new(props) return end

---@class enteventsSetCustomCameraTarget : redEvent
enteventsSetCustomCameraTarget = {}

---@return enteventsSetCustomCameraTarget
function enteventsSetCustomCameraTarget.new() return end

---@param props table
---@return enteventsSetCustomCameraTarget
function enteventsSetCustomCameraTarget.new(props) return end

---@class enteventsSetDissolveVisibility : redEvent
enteventsSetDissolveVisibility = {}

---@return enteventsSetDissolveVisibility
function enteventsSetDissolveVisibility.new() return end

---@param props table
---@return enteventsSetDissolveVisibility
function enteventsSetDissolveVisibility.new(props) return end

---@class enteventsSetPlaneSetting : redEvent
enteventsSetPlaneSetting = {}

---@return enteventsSetPlaneSetting
function enteventsSetPlaneSetting.new() return end

---@param props table
---@return enteventsSetPlaneSetting
function enteventsSetPlaneSetting.new(props) return end

---@class enteventsSetVisibility : redEvent
---@field visible Bool
---@field source entVisibilityParamSource
enteventsSetVisibility = {}

---@return enteventsSetVisibility
function enteventsSetVisibility.new() return end

---@param props table
---@return enteventsSetVisibility
function enteventsSetVisibility.new(props) return end

---@class enteventsTriggerDestructionEvent : redEvent
---@field velocity Float
enteventsTriggerDestructionEvent = {}

---@return enteventsTriggerDestructionEvent
function enteventsTriggerDestructionEvent.new() return end

---@param props table
---@return enteventsTriggerDestructionEvent
function enteventsTriggerDestructionEvent.new(props) return end

---@class entragdollActivationRequestData
---@field type entragdollActivationRequestType
---@field activationNoGroundThreshold Float
---@field activateOnCollision Bool
---@field applyPowerPose Bool
---@field applyMomentum Bool
---@field filterDataOverride CName
---@field calculateEarlyPositionGroundHeight Bool
entragdollActivationRequestData = {}

---@return entragdollActivationRequestData
function entragdollActivationRequestData.new() return end

---@param props table
---@return entragdollActivationRequestData
function entragdollActivationRequestData.new(props) return end

---@class forklift : InteractiveDevice
---@field reversed Bool
---@field animFeature AnimFeature_ForkliftDevice
---@field animationController entAnimationControllerComponent
---@field isPlayerUnder Bool
---@field cargoBox entPhysicalMeshComponent
forklift = {}

---@return forklift
function forklift.new() return end

---@param props table
---@return forklift
function forklift.new(props) return end

---@param evt ActivateDevice
---@return Bool
function forklift:OnActivateDevice(evt) return end

---@param evt ForkliftCompleteActivateEvent
---@return Bool
function forklift:OnForkliftCompleteActivateEvent(evt) return end

---@return Bool
function forklift:OnGameAttached() return end

---@param evt entAreaEnteredEvent
---@return Bool
function forklift:OnPlayerEnter(evt) return end

---@param evt entAreaExitedEvent
---@return Bool
function forklift:OnPlayerExit(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function forklift:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function forklift:OnTakeControl(ri) return end

---@return ForkliftController
function forklift:GetController() return end

---@return ForkliftControllerPS
function forklift:GetDevicePS() return end

function forklift:RefreshDeviceInteractions() return end

---@param glitchState EGlitchState
---@param intensity Float
function forklift:StartGlitching(glitchState, intensity) return end

function forklift:StopGlitching() return end

function forklift:UpdateAnimState() return end

---@class fullscreenDpadSupported : inkWidgetLogicController
---@field targetPath_DpadUp inkWidget
---@field targetPath_DpadDown inkWidget
---@field targetPath_DpadLeft inkWidget
---@field targetPath_DpadRight inkWidget
fullscreenDpadSupported = {}

---@return fullscreenDpadSupported
function fullscreenDpadSupported.new() return end

---@param props table
---@return fullscreenDpadSupported
function fullscreenDpadSupported.new(props) return end

---@return Bool
function fullscreenDpadSupported:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function fullscreenDpadSupported:OnRelease(e) return end

---@param argLeft inkWidget
---@param argUp inkWidget
---@param argRight inkWidget
---@param argDown inkWidget
function fullscreenDpadSupported:SetDpadTargets(argLeft, argUp, argRight, argDown) return end

---@param mainList inkVerticalPanelWidget
function fullscreenDpadSupported:SetDpadTargetsInList(mainList) return end

---@class fxCompositionShaderParams
---@field glitchParam Float
---@field glitchParam1 Float
---@field health Float
---@field visionActiveTime Float
---@field uiFactor Float
---@field uiPassthroughFactor Float
---@field mainRenderFactor Float
---@field blurredRenderFactor Float
---@field backgroundTextureFactor Float
---@field backgroundBlurRadius Float
---@field sphericalDistPower Vector2
---@field shadowDistance Vector2
---@field shadowIntensity Float
---@field shadowRadius Float
---@field glowIntensity Float
---@field glowTresholdStart Float
---@field glowTresholdEnd Float
---@field glowBlurRadius Float
---@field vignetteStart Float
---@field vignetteEnd Float
---@field vignetteIntensity Float
---@field blurredRenderSaturation Float
---@field uiSaturation Float
---@field chromaticAberrationStrength Float
---@field uiLayer2Scale Vector2
---@field uiLayer3Scale Vector2
---@field uiLayer4Scale Vector2
---@field uiLayer2Weight Float
---@field uiLayer3Weight Float
---@field uiLayer4Weight Float
fxCompositionShaderParams = {}

---@return fxCompositionShaderParams
function fxCompositionShaderParams.new() return end

---@param props table
---@return fxCompositionShaderParams
function fxCompositionShaderParams.new(props) return end

---@class gameAIDirectorSpawner
gameAIDirectorSpawner = {}

---@return gameAIDirectorSpawner
function gameAIDirectorSpawner.new() return end

---@param props table
---@return gameAIDirectorSpawner
function gameAIDirectorSpawner.new(props) return end

---@class gameAIDirectorSystem : gameIAIDirectorSystem
gameAIDirectorSystem = {}

---@return gameAIDirectorSystem
function gameAIDirectorSystem.new() return end

---@param props table
---@return gameAIDirectorSystem
function gameAIDirectorSystem.new(props) return end

---@class gameAIDirectorTensionAnalyzeComponent : entIComponent
gameAIDirectorTensionAnalyzeComponent = {}

---@return gameAIDirectorTensionAnalyzeComponent
function gameAIDirectorTensionAnalyzeComponent.new() return end

---@param props table
---@return gameAIDirectorTensionAnalyzeComponent
function gameAIDirectorTensionAnalyzeComponent.new(props) return end

---@class gameAIDirectorTensionAnalyzer
gameAIDirectorTensionAnalyzer = {}

---@return gameAIDirectorTensionAnalyzer
function gameAIDirectorTensionAnalyzer.new() return end

---@param props table
---@return gameAIDirectorTensionAnalyzer
function gameAIDirectorTensionAnalyzer.new(props) return end

---@class gameAINetStateComponent : gameScriptableComponent
gameAINetStateComponent = {}

---@return gameAINetStateComponent
function gameAINetStateComponent.new() return end

---@param props table
---@return gameAINetStateComponent
function gameAINetStateComponent.new(props) return end

---@return Int32
function gameAINetStateComponent:GetReplicatedBehaviorState() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedDefenseMode() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedHighLevelState() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedHitReactionModeState() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedLocomotionMode() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedPhaseState() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedStanceState() return end

---@return Int32
function gameAINetStateComponent:GetReplicatedUpperBodyState() return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedBehaviorState(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedDefenseMode(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedHighLevelState(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedHitReactionModeState(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedLocomotionMode(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedPhaseState(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedStanceState(newState) return end

---@param newState Int32
---@return Bool
function gameAINetStateComponent:SetReplicatedUpperBodyState(newState) return end

---@class gameAINetStateComponentReplicatedState : netIComponentState
---@field replHighLevelState gameNetAIState
---@field replUpperBodyState gameNetAIState
---@field replStanceState gameNetAIState
---@field replHitReactionModeState gameNetAIState
---@field replBehaviorState gameNetAIState
---@field replPhaseState gameNetAIState
---@field replDefenseMode gameNetAIState
---@field replLocomotionMode gameNetAIState
gameAINetStateComponentReplicatedState = {}

---@return gameAINetStateComponentReplicatedState
function gameAINetStateComponentReplicatedState.new() return end

---@param props table
---@return gameAINetStateComponentReplicatedState
function gameAINetStateComponentReplicatedState.new(props) return end

---@class gameAVSpawnPointsRequestResult
---@field requestID Uint32
---@field success Bool
---@field spawnPoints Vector3[]
gameAVSpawnPointsRequestResult = {}

---@return gameAVSpawnPointsRequestResult
function gameAVSpawnPointsRequestResult.new() return end

---@param props table
---@return gameAVSpawnPointsRequestResult
function gameAVSpawnPointsRequestResult.new(props) return end

---@class gameAchievementSystem : gameIAchievementSystem
gameAchievementSystem = {}

---@return gameAchievementSystem
function gameAchievementSystem.new() return end

---@param props table
---@return gameAchievementSystem
function gameAchievementSystem.new(props) return end

---@return String
function gameAchievementSystem:GetServiceName() return end

---@param achievement gamedataAchievement_Record
---@param precentComplete Float
function gameAchievementSystem:SetAchievementProgress(achievement, precentComplete) return end

---@param achievement gamedataAchievement_Record
function gameAchievementSystem:UnlockAchievement(achievement) return end

---@class gameActionAnimationSlideParams
---@field distance Float
---@field directionAngle Float
---@field finalRotationAngle Float
---@field offsetToTarget Float
---@field offsetAroundTarget Float
---@field slideToTarget Bool
---@field duration Float
---@field positionSpeed Float
---@field rotationSpeed Float
---@field maxSlidePositionDistance Float
---@field maxSlideRotationAngle Float
---@field slideStartDelay Float
---@field usePositionSlide Bool
---@field useRotationSlide Bool
---@field maxTargetVelocity Float
---@field zAlignmentThreshold Float
gameActionAnimationSlideParams = {}

---@return gameActionAnimationSlideParams
function gameActionAnimationSlideParams.new() return end

---@param props table
---@return gameActionAnimationSlideParams
function gameActionAnimationSlideParams.new(props) return end

---@class gameActionAnimationState : gameActionReplicatedState
---@field animFeatureName CName
---@field animFeature animAnimFeature_AIAction
---@field useRootMotion Bool
---@field usePoseMatching Bool
---@field motionDynamicObjectsCheck Bool
---@field slideParams gameActionAnimationSlideParams
---@field targetObject gameObject
---@field sendLoopEvent Bool
gameActionAnimationState = {}

---@return gameActionAnimationState
function gameActionAnimationState.new() return end

---@param props table
---@return gameActionAnimationState
function gameActionAnimationState.new(props) return end

---@class gameActionDieState : gameActionReplicatedState
---@field owner gameObject
---@field movingAgent moveComponent
---@field ragdollComponent entRagdollComponent
---@field slotComponent entSlotComponent
gameActionDieState = {}

---@return gameActionDieState
function gameActionDieState.new() return end

---@param props table
---@return gameActionDieState
function gameActionDieState.new(props) return end

---@class gameActionEquipItemState : gameActionReplicatedState
---@field slotId TweakDBID
---@field itemId ItemID
---@field animFeatureNameRight CName
---@field animFeatureNameLeft CName
---@field duration Float
---@field spawnDelay Float
gameActionEquipItemState = {}

---@return gameActionEquipItemState
function gameActionEquipItemState.new() return end

---@param props table
---@return gameActionEquipItemState
function gameActionEquipItemState.new(props) return end

---@class gameActionEvent : AIAIEvent
---@field eventAction CName
---@field internalEvent gameActionInternalEvent
gameActionEvent = {}

---@return gameActionEvent
function gameActionEvent.new() return end

---@param props table
---@return gameActionEvent
function gameActionEvent.new(props) return end

---@class gameActionHitReactionState : gameActionReplicatedState
---@field animFeature animAnimFeature_HitReactionsData
gameActionHitReactionState = {}

---@return gameActionHitReactionState
function gameActionHitReactionState.new() return end

---@param props table
---@return gameActionHitReactionState
function gameActionHitReactionState.new(props) return end

---@class gameActionInternalEvent : IScriptable
gameActionInternalEvent = {}

---@return gameActionInternalEvent
function gameActionInternalEvent.new() return end

---@param props table
---@return gameActionInternalEvent
function gameActionInternalEvent.new(props) return end

---@class gameActionMoveToDynamicNodeState : gameActionMoveToState
---@field target gameObject
---@field strafingTarget gameObject
---@field desiredDistanceFromTarget Float
---@field stopWhenDestinationReached Bool
---@field pathfindingUpdateInterval Float
---@field usePathfinding Bool
---@field useStart Bool
---@field useStop Bool
gameActionMoveToDynamicNodeState = {}

---@return gameActionMoveToDynamicNodeState
function gameActionMoveToDynamicNodeState.new() return end

---@param props table
---@return gameActionMoveToDynamicNodeState
function gameActionMoveToDynamicNodeState.new(props) return end

---@class gameActionMoveToPositionState : gameActionReplicatedState
---@field target Vector3
---@field useSpotReservation Bool
---@field usePathfinding Bool
---@field useStart Bool
---@field useStop Bool
---@field movementType moveMovementType
---@field strafingTarget gameObject
gameActionMoveToPositionState = {}

---@return gameActionMoveToPositionState
function gameActionMoveToPositionState.new() return end

---@param props table
---@return gameActionMoveToPositionState
function gameActionMoveToPositionState.new(props) return end

---@class gameActionMoveToSmartObjectState : gameActionMoveToState
---@field targetHash Uint64
---@field usePathfinding Bool
---@field useStart Bool
---@field useStop Bool
---@field entryType gameSmartObjectInstanceEntryType
---@field movementType moveMovementType
---@field strafingTarget gameObject
---@field entryDirection Vector3
---@field entryPointPos Vector3
---@field entryPointDir Vector4
---@field animationName CName
---@field isInSmartObject Bool
gameActionMoveToSmartObjectState = {}

---@return gameActionMoveToSmartObjectState
function gameActionMoveToSmartObjectState.new() return end

---@param props table
---@return gameActionMoveToSmartObjectState
function gameActionMoveToSmartObjectState.new(props) return end

---@class gameActionMoveToState : gameActionReplicatedState
---@field targetPos Vector3
---@field toleranceRadius Float
---@field rotateEntity Bool
---@field moveStyle Uint32
gameActionMoveToState = {}

---@return gameActionMoveToState
function gameActionMoveToState.new() return end

---@param props table
---@return gameActionMoveToState
function gameActionMoveToState.new(props) return end

---@class gameActionPrereqs
---@field actionName CName
---@field prereqs gameIPrereq[]
gameActionPrereqs = {}

---@return gameActionPrereqs
function gameActionPrereqs.new() return end

---@param props table
---@return gameActionPrereqs
function gameActionPrereqs.new(props) return end

---@class gameActionReplicatedState
---@field replicationId Uint32
---@field type Uint16
---@field startTimeStamp netTime
---@field stopTimeStamp netTime
---@field updateBucket Uint8
gameActionReplicatedState = {}

---@return gameActionReplicatedState
function gameActionReplicatedState.new() return end

---@param props table
---@return gameActionReplicatedState
function gameActionReplicatedState.new(props) return end

---@class gameActionRotateBaseState : gameActionReplicatedState
---@field angleOffset Float
---@field angleTolerance Float
---@field keepUpdatingTarget Bool
---@field useRotationTime Bool
---@field rotationSpeed Float
---@field rotationTime Float
gameActionRotateBaseState = {}

---@return gameActionRotateBaseState
function gameActionRotateBaseState.new() return end

---@param props table
---@return gameActionRotateBaseState
function gameActionRotateBaseState.new(props) return end

---@class gameActionRotateToObjectState : gameActionRotateBaseState
---@field targetObject gameObject
---@field completeWhenRotated Bool
gameActionRotateToObjectState = {}

---@return gameActionRotateToObjectState
function gameActionRotateToObjectState.new() return end

---@param props table
---@return gameActionRotateToObjectState
function gameActionRotateToObjectState.new(props) return end

---@class gameActionRotateToState : gameActionRotateBaseState
gameActionRotateToState = {}

---@return gameActionRotateToState
function gameActionRotateToState.new() return end

---@param props table
---@return gameActionRotateToState
function gameActionRotateToState.new(props) return end

---@class gameActionScript : gameIObjectScriptBase
---@field actionFlags Uint32
gameActionScript = {}

---@return gameActionScript
function gameActionScript.new() return end

---@param props table
---@return gameActionScript
function gameActionScript.new(props) return end

function gameActionScript:EnableUpdate() return end

function gameActionScript:GetAITime() return end

---@class gameActionUnequipItemState : gameActionReplicatedState
---@field slotId TweakDBID
---@field animFeatureNameRight CName
---@field animFeatureNameLeft CName
---@field duration Float
gameActionUnequipItemState = {}

---@return gameActionUnequipItemState
function gameActionUnequipItemState.new() return end

---@param props table
---@return gameActionUnequipItemState
function gameActionUnequipItemState.new(props) return end

---@class gameActionsReplicationBuffer
gameActionsReplicationBuffer = {}

---@return gameActionsReplicationBuffer
function gameActionsReplicationBuffer.new() return end

---@param props table
---@return gameActionsReplicationBuffer
function gameActionsReplicationBuffer.new(props) return end

---@class gameActivateTPPRepresentationEvent : redEvent
gameActivateTPPRepresentationEvent = {}

---@return gameActivateTPPRepresentationEvent
function gameActivateTPPRepresentationEvent.new() return end

---@param props table
---@return gameActivateTPPRepresentationEvent
function gameActivateTPPRepresentationEvent.new(props) return end

---@class gameActivateTriggerDestructionComponentEvent : redEvent
gameActivateTriggerDestructionComponentEvent = {}

---@return gameActivateTriggerDestructionComponentEvent
function gameActivateTriggerDestructionComponentEvent.new() return end

---@param props table
---@return gameActivateTriggerDestructionComponentEvent
function gameActivateTriggerDestructionComponentEvent.new(props) return end

---@class gameActivityCardsSystem : gameIActivityCardsSystem
gameActivityCardsSystem = {}

---@return gameActivityCardsSystem
function gameActivityCardsSystem.new() return end

---@param props table
---@return gameActivityCardsSystem
function gameActivityCardsSystem.new(props) return end

---@class gameActivityLogSystem : gameIActivityLogSystem
gameActivityLogSystem = {}

---@return gameActivityLogSystem
function gameActivityLogSystem.new() return end

---@param props table
---@return gameActivityLogSystem
function gameActivityLogSystem.new(props) return end

---@param logEntry String
function gameActivityLogSystem:AddLog(logEntry) return end

---@param textpart1 String
---@param textpart2 String
---@param textpart3 String
---@param textpart4 String
---@param textpart5 String
function gameActivityLogSystem:AddLogFromParts(textpart1, textpart2, textpart3, textpart4, textpart5) return end

---@class gameAmmoData
---@field id ItemID
---@field available Int32
---@field equipped Int32
gameAmmoData = {}

---@return gameAmmoData
function gameAmmoData.new() return end

---@param props table
---@return gameAmmoData
function gameAmmoData.new(props) return end

---@class gameAndroidTurnOff : redEvent
gameAndroidTurnOff = {}

---@return gameAndroidTurnOff
function gameAndroidTurnOff.new() return end

---@param props table
---@return gameAndroidTurnOff
function gameAndroidTurnOff.new(props) return end

---@class gameAndroidTurnOn : redEvent
gameAndroidTurnOn = {}

---@return gameAndroidTurnOn
function gameAndroidTurnOn.new() return end

---@param props table
---@return gameAndroidTurnOn
function gameAndroidTurnOn.new(props) return end

---@class gameAnimFeature_TPPRepresentation : animAnimFeature
---@field IsActive Bool
gameAnimFeature_TPPRepresentation = {}

---@return gameAnimFeature_TPPRepresentation
function gameAnimFeature_TPPRepresentation.new() return end

---@param props table
---@return gameAnimFeature_TPPRepresentation
function gameAnimFeature_TPPRepresentation.new(props) return end

---@class gameAnimParamSlotsOption
---@field slotID TweakDBID
---@field paramName CName
---@field function entAnimParamSlotFunction
gameAnimParamSlotsOption = {}

---@return gameAnimParamSlotsOption
function gameAnimParamSlotsOption.new() return end

---@param props table
---@return gameAnimParamSlotsOption
function gameAnimParamSlotsOption.new(props) return end

---@class gameAnimationExtractedData
---@field animationName CName
---@field animsetsExtractedTransforms gameAnimationTransforms[]
---@field smartObjectPointType gameSmartObjectPointType
gameAnimationExtractedData = {}

---@return gameAnimationExtractedData
function gameAnimationExtractedData.new() return end

---@param props table
---@return gameAnimationExtractedData
function gameAnimationExtractedData.new(props) return end

---@class gameAnimationOverrideDefinition
---@field animset animAnimSet
---@field variables CName[]
gameAnimationOverrideDefinition = {}

---@return gameAnimationOverrideDefinition
function gameAnimationOverrideDefinition.new() return end

---@param props table
---@return gameAnimationOverrideDefinition
function gameAnimationOverrideDefinition.new(props) return end

---@class gameAnimationPersistentDataSystem : gameIGameSystem
gameAnimationPersistentDataSystem = {}

---@return gameAnimationPersistentDataSystem
function gameAnimationPersistentDataSystem.new() return end

---@param props table
---@return gameAnimationPersistentDataSystem
function gameAnimationPersistentDataSystem.new(props) return end

---@class gameAnimationTransforms
---@field extractedMotion Transform[]
---@field gatePosition Transform
---@field boneOffset Transform
---@field animsetHash Uint64
gameAnimationTransforms = {}

---@return gameAnimationTransforms
function gameAnimationTransforms.new() return end

---@param props table
---@return gameAnimationTransforms
function gameAnimationTransforms.new(props) return end

---@class gameAnimsetOverrideData
---@field animsetHash Uint64
---@field variables CName[]
gameAnimsetOverrideData = {}

---@return gameAnimsetOverrideData
function gameAnimsetOverrideData.new() return end

---@param props table
---@return gameAnimsetOverrideData
function gameAnimsetOverrideData.new(props) return end

---@class gameAppearanceNameVisualTagsPreset : ISerializable
---@field presets gameAppearanceNameVisualTagsPreset_Entity[]
gameAppearanceNameVisualTagsPreset = {}

---@return gameAppearanceNameVisualTagsPreset
function gameAppearanceNameVisualTagsPreset.new() return end

---@param props table
---@return gameAppearanceNameVisualTagsPreset
function gameAppearanceNameVisualTagsPreset.new(props) return end

---@class gameAppearanceNameVisualTagsPreset_AppearanceTags : ISerializable
---@field appearanceName CName
---@field visualTags redTagList
gameAppearanceNameVisualTagsPreset_AppearanceTags = {}

---@return gameAppearanceNameVisualTagsPreset_AppearanceTags
function gameAppearanceNameVisualTagsPreset_AppearanceTags.new() return end

---@param props table
---@return gameAppearanceNameVisualTagsPreset_AppearanceTags
function gameAppearanceNameVisualTagsPreset_AppearanceTags.new(props) return end

---@class gameAppearanceNameVisualTagsPreset_Entity : ISerializable
---@field entityPathHash Uint64
---@field debugEntityPath CName
---@field entityRigPathHash Uint64
---@field debugEntityRigPath CName
---@field commonVisualTags redTagList
---@field appearancesToTags gameAppearanceNameVisualTagsPreset_AppearanceTags[]
gameAppearanceNameVisualTagsPreset_Entity = {}

---@return gameAppearanceNameVisualTagsPreset_Entity
function gameAppearanceNameVisualTagsPreset_Entity.new() return end

---@param props table
---@return gameAppearanceNameVisualTagsPreset_Entity
function gameAppearanceNameVisualTagsPreset_Entity.new(props) return end

---@class gameAppearancesReadyTPPRepresentationEvent : redEvent
gameAppearancesReadyTPPRepresentationEvent = {}

---@return gameAppearancesReadyTPPRepresentationEvent
function gameAppearancesReadyTPPRepresentationEvent.new() return end

---@param props table
---@return gameAppearancesReadyTPPRepresentationEvent
function gameAppearancesReadyTPPRepresentationEvent.new(props) return end

---@class gameAreaData
---@field position Vector4
---@field size Float
---@field type gameEAreaType
---@field shape gameEAreaShape
---@field name CName
---@field priority Uint32
---@field lootID TweakDBID
gameAreaData = {}

---@return gameAreaData
function gameAreaData.new() return end

---@param props table
---@return gameAreaData
function gameAreaData.new(props) return end

---@class gameAreaManager : gameIAreaManager
gameAreaManager = {}

---@return gameAreaManager
function gameAreaManager.new() return end

---@param props table
---@return gameAreaManager
function gameAreaManager.new(props) return end

---@class gameAreaProvider
gameAreaProvider = {}

---@return gameAreaProvider
function gameAreaProvider.new() return end

---@param props table
---@return gameAreaProvider
function gameAreaProvider.new(props) return end

---@class gameAreaResource : CResource
---@field cookedData gameCookedAreaData[]
gameAreaResource = {}

---@return gameAreaResource
function gameAreaResource.new() return end

---@param props table
---@return gameAreaResource
function gameAreaResource.new(props) return end

---@class gameAreaVolume : gameObject
---@field areaData gameAreaData
gameAreaVolume = {}

---@return gameAreaVolume
function gameAreaVolume.new() return end

---@param props table
---@return gameAreaVolume
function gameAreaVolume.new(props) return end

---@class gameAttachmentSlotData
---@field slotID TweakDBID
---@field itemObject gameItemObject
---@field activeItemID ItemID
---@field prevItemID ItemID
---@field appearanceItemID ItemID
gameAttachmentSlotData = {}

---@return gameAttachmentSlotData
function gameAttachmentSlotData.new() return end

---@param props table
---@return gameAttachmentSlotData
function gameAttachmentSlotData.new(props) return end

---@class gameAttachmentSlotEventsAttachmentSlotEvent : redEvent
gameAttachmentSlotEventsAttachmentSlotEvent = {}

---@return TweakDBID
function gameAttachmentSlotEventsAttachmentSlotEvent:GetSlotID() return end

---@param slotId TweakDBID|string
function gameAttachmentSlotEventsAttachmentSlotEvent:SetSlotID(slotId) return end

---@class gameAttachmentSlotEventsEquipEnd : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsEquipEnd = {}

---@return gameAttachmentSlotEventsEquipEnd
function gameAttachmentSlotEventsEquipEnd.new() return end

---@param props table
---@return gameAttachmentSlotEventsEquipEnd
function gameAttachmentSlotEventsEquipEnd.new(props) return end

---@return ItemID
function gameAttachmentSlotEventsEquipEnd:GetItemID() return end

---@param itemId ItemID
function gameAttachmentSlotEventsEquipEnd:SetItemID(itemId) return end

---@class gameAttachmentSlotEventsEquipStart : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsEquipStart = {}

---@return gameAttachmentSlotEventsEquipStart
function gameAttachmentSlotEventsEquipStart.new() return end

---@param props table
---@return gameAttachmentSlotEventsEquipStart
function gameAttachmentSlotEventsEquipStart.new(props) return end

---@return Bool
function gameAttachmentSlotEventsEquipStart:GetFirstEquip() return end

---@return ItemID
function gameAttachmentSlotEventsEquipStart:GetItemID() return end

---@return ERenderingPlane
function gameAttachmentSlotEventsEquipStart:GetStartingRenderingPlane() return end

---@param firstEquip Bool
function gameAttachmentSlotEventsEquipStart:SetFirstEquip(firstEquip) return end

---@param highPriority Bool
function gameAttachmentSlotEventsEquipStart:SetHighPriority(highPriority) return end

---@param itemId ItemID
function gameAttachmentSlotEventsEquipStart:SetItemID(itemId) return end

---@param renderingPlane ERenderingPlane
function gameAttachmentSlotEventsEquipStart:SetStartingRenderingPlane(renderingPlane) return end

---@class gameAttachmentSlotEventsItemAddedToSlot : gameAttachmentSlotEventsItemAddedToSlotBase
gameAttachmentSlotEventsItemAddedToSlot = {}

---@return gameAttachmentSlotEventsItemAddedToSlot
function gameAttachmentSlotEventsItemAddedToSlot.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemAddedToSlot
function gameAttachmentSlotEventsItemAddedToSlot.new(props) return end

---@return Bool
function gameAttachmentSlotEventsItemAddedToSlot:ShouldCache() return end

---@class gameAttachmentSlotEventsItemAddedToSlotBase : redEvent
gameAttachmentSlotEventsItemAddedToSlotBase = {}

---@return gameAttachmentSlotEventsItemAddedToSlotBase
function gameAttachmentSlotEventsItemAddedToSlotBase.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemAddedToSlotBase
function gameAttachmentSlotEventsItemAddedToSlotBase.new(props) return end

---@return ItemID
function gameAttachmentSlotEventsItemAddedToSlotBase:GetItemID() return end

---@return ItemID
function gameAttachmentSlotEventsItemAddedToSlotBase:GetPrevItemID() return end

---@return TweakDBID
function gameAttachmentSlotEventsItemAddedToSlotBase:GetSlotID() return end

---@class gameAttachmentSlotEventsItemEquippedInSlot : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsItemEquippedInSlot = {}

---@return gameAttachmentSlotEventsItemEquippedInSlot
function gameAttachmentSlotEventsItemEquippedInSlot.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemEquippedInSlot
function gameAttachmentSlotEventsItemEquippedInSlot.new(props) return end

---@class gameAttachmentSlotEventsItemRemovedFromSlot : redEvent
gameAttachmentSlotEventsItemRemovedFromSlot = {}

---@return gameAttachmentSlotEventsItemRemovedFromSlot
function gameAttachmentSlotEventsItemRemovedFromSlot.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemRemovedFromSlot
function gameAttachmentSlotEventsItemRemovedFromSlot.new(props) return end

---@return ItemID
function gameAttachmentSlotEventsItemRemovedFromSlot:GetItemID() return end

---@return TweakDBID
function gameAttachmentSlotEventsItemRemovedFromSlot:GetSlotID() return end

---@class gameAttachmentSlotEventsItemUnequippedFromSlot : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsItemUnequippedFromSlot = {}

---@return gameAttachmentSlotEventsItemUnequippedFromSlot
function gameAttachmentSlotEventsItemUnequippedFromSlot.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemUnequippedFromSlot
function gameAttachmentSlotEventsItemUnequippedFromSlot.new(props) return end

---@class gameAttachmentSlotEventsItemVisualsAddedToSlot : gameAttachmentSlotEventsItemAddedToSlotBase
gameAttachmentSlotEventsItemVisualsAddedToSlot = {}

---@return gameAttachmentSlotEventsItemVisualsAddedToSlot
function gameAttachmentSlotEventsItemVisualsAddedToSlot.new() return end

---@param props table
---@return gameAttachmentSlotEventsItemVisualsAddedToSlot
function gameAttachmentSlotEventsItemVisualsAddedToSlot.new(props) return end

---@class gameAttachmentSlotEventsMoveEquip : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsMoveEquip = {}

---@return gameAttachmentSlotEventsMoveEquip
function gameAttachmentSlotEventsMoveEquip.new() return end

---@param props table
---@return gameAttachmentSlotEventsMoveEquip
function gameAttachmentSlotEventsMoveEquip.new(props) return end

---@class gameAttachmentSlotEventsPartAddedToSlotEvent : redEvent
---@field itemID ItemID
---@field partID ItemID
gameAttachmentSlotEventsPartAddedToSlotEvent = {}

---@return gameAttachmentSlotEventsPartAddedToSlotEvent
function gameAttachmentSlotEventsPartAddedToSlotEvent.new() return end

---@param props table
---@return gameAttachmentSlotEventsPartAddedToSlotEvent
function gameAttachmentSlotEventsPartAddedToSlotEvent.new(props) return end

---@class gameAttachmentSlotEventsPartRemovedFromSlotEvent : redEvent
---@field itemID ItemID
---@field removedPartID ItemID
gameAttachmentSlotEventsPartRemovedFromSlotEvent = {}

---@return gameAttachmentSlotEventsPartRemovedFromSlotEvent
function gameAttachmentSlotEventsPartRemovedFromSlotEvent.new() return end

---@param props table
---@return gameAttachmentSlotEventsPartRemovedFromSlotEvent
function gameAttachmentSlotEventsPartRemovedFromSlotEvent.new(props) return end

---@class gameAttachmentSlotEventsUnequipEnd : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsUnequipEnd = {}

---@return gameAttachmentSlotEventsUnequipEnd
function gameAttachmentSlotEventsUnequipEnd.new() return end

---@param props table
---@return gameAttachmentSlotEventsUnequipEnd
function gameAttachmentSlotEventsUnequipEnd.new(props) return end

---@class gameAttachmentSlotEventsUnequipStart : gameAttachmentSlotEventsAttachmentSlotEvent
gameAttachmentSlotEventsUnequipStart = {}

---@return gameAttachmentSlotEventsUnequipStart
function gameAttachmentSlotEventsUnequipStart.new() return end

---@param props table
---@return gameAttachmentSlotEventsUnequipStart
function gameAttachmentSlotEventsUnequipStart.new(props) return end

---@class gameAttachmentSlotReplicatedState
---@field slotID TweakDBID
---@field activeItemID ItemID
---@field hasItemObject Bool
gameAttachmentSlotReplicatedState = {}

---@return gameAttachmentSlotReplicatedState
function gameAttachmentSlotReplicatedState.new() return end

---@param props table
---@return gameAttachmentSlotReplicatedState
function gameAttachmentSlotReplicatedState.new(props) return end

---@class gameAttachmentSlots : entIComponent
---@field animParams gameAnimParamSlotsOption[]
gameAttachmentSlots = {}

---@return gameAttachmentSlots
function gameAttachmentSlots.new() return end

---@param props table
---@return gameAttachmentSlots
function gameAttachmentSlots.new(props) return end

---@class gameAttachmentSlotsFunctorListener : gameIAttachmentSlotsListener
gameAttachmentSlotsFunctorListener = {}

---@return gameAttachmentSlotsFunctorListener
function gameAttachmentSlotsFunctorListener.new() return end

---@param props table
---@return gameAttachmentSlotsFunctorListener
function gameAttachmentSlotsFunctorListener.new(props) return end

---@class gameAttachmentSlotsListenerData
gameAttachmentSlotsListenerData = {}

---@return gameAttachmentSlotsListenerData
function gameAttachmentSlotsListenerData.new() return end

---@param props table
---@return gameAttachmentSlotsListenerData
function gameAttachmentSlotsListenerData.new(props) return end

---@class gameAttachmentSlotsReplicatedState : netIComponentState
---@field stateVersion Uint32
---@field slots gameAttachmentSlotReplicatedState[]
gameAttachmentSlotsReplicatedState = {}

---@return gameAttachmentSlotsReplicatedState
function gameAttachmentSlotsReplicatedState.new() return end

---@param props table
---@return gameAttachmentSlotsReplicatedState
function gameAttachmentSlotsReplicatedState.new(props) return end

---@class gameAttachmentSlotsScriptCallback : IScriptable
---@field slotID TweakDBID
---@field itemID ItemID
gameAttachmentSlotsScriptCallback = {}

---@return gameAttachmentSlotsScriptCallback
function gameAttachmentSlotsScriptCallback.new() return end

---@param props table
---@return gameAttachmentSlotsScriptCallback
function gameAttachmentSlotsScriptCallback.new(props) return end

---@param slot TweakDBID|string
---@param item ItemID
function gameAttachmentSlotsScriptCallback:OnAttachmentRefreshed(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function gameAttachmentSlotsScriptCallback:OnItemEquipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function gameAttachmentSlotsScriptCallback:OnItemEquippedVisual(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function gameAttachmentSlotsScriptCallback:OnItemUnequipped(slot, item) return end

---@param slot TweakDBID|string
---@param item ItemID
function gameAttachmentSlotsScriptCallback:OnItemUnequippedComplete(slot, item) return end

---@class gameAttachmentSlotsScriptListener : gameIAttachmentSlotsListener
gameAttachmentSlotsScriptListener = {}

---@return gameAttachmentSlotsScriptListener
function gameAttachmentSlotsScriptListener.new() return end

---@param props table
---@return gameAttachmentSlotsScriptListener
function gameAttachmentSlotsScriptListener.new(props) return end

---@class gameAttackComputed : IScriptable
gameAttackComputed = {}

---@return gameAttackComputed
function gameAttackComputed.new() return end

---@param props table
---@return gameAttackComputed
function gameAttackComputed.new(props) return end

---@param value Float
---@param damageType gamedataDamageType
function gameAttackComputed:AddAttackValue(value, damageType) return end

---@param damageType gamedataDamageType
---@return Float
function gameAttackComputed:GetAttackValue(damageType) return end

---@return Float[]
function gameAttackComputed:GetAttackValues() return end

---@return Float[]
function gameAttackComputed:GetOriginalAttackValues() return end

---@param statPoolType gamedataStatPoolType
---@return Float
function gameAttackComputed:GetTotalAttackValue(statPoolType) return end

---@param value Float
---@param damageType gamedataDamageType
function gameAttackComputed:MultAttackValue(value, damageType) return end

---@param value Float
---@param damageType gamedataDamageType
function gameAttackComputed:SetAttackValue(value, damageType) return end

---@param attackValues Float[]
function gameAttackComputed:SetAttackValues(attackValues) return end

---@return gamedataDamageType
function gameAttackComputed:GetDominatingDamageType() return end

---@class gameAttackDebugData
---@field pointOfViewTransform WorldTransform
---@field projectileHitplaneSpread Vector4
---@field bulletStartPosition Vector4
gameAttackDebugData = {}

---@return gameAttackDebugData
function gameAttackDebugData.new() return end

---@param props table
---@return gameAttackDebugData
function gameAttackDebugData.new(props) return end

---@class gameAttackInitContext
---@field record gamedataAttack_Record
---@field instigator gameObject
---@field source gameObject
---@field weapon gameweaponObject
gameAttackInitContext = {}

---@return gameAttackInitContext
function gameAttackInitContext.new() return end

---@param props table
---@return gameAttackInitContext
function gameAttackInitContext.new(props) return end

---@class gameAttack_Continuous : gameAttack_GameEffect
gameAttack_Continuous = {}

---@return gameAttack_Continuous
function gameAttack_Continuous.new() return end

---@param props table
---@return gameAttack_Continuous
function gameAttack_Continuous.new(props) return end

---@return gameEffectInstance
function gameAttack_Continuous:GetRunningContinuousEffect() return end

---@param weapon gameweaponObject
function gameAttack_Continuous:OnStop(weapon) return end

---@param weapon gameweaponObject
function gameAttack_Continuous:OnTick(weapon) return end

---@class gameAttack_GameEffect : gameIAttack
gameAttack_GameEffect = {}

---@return gameAttack_GameEffect
function gameAttack_GameEffect.new() return end

---@param props table
---@return gameAttack_GameEffect
function gameAttack_GameEffect.new(props) return end

---@param attackIniattackRecord gamedataAttack_Record
---@param weapon gameweaponObject
---@param instigator gameObject
---@param source gameObject
---@param position Vector4
---@param duration Float
---@return gamedataAttack_GameEffect_Record
function gameAttack_GameEffect.SpawnExplosionAttack(attackIniattackRecord, weapon, instigator, source, position, duration) return end

---@param timeDilatable gameTimeDilatable
---@return Bool
function gameAttack_GameEffect:OverrideTimeDilationDriver(timeDilatable) return end

---@param instigator gameObject
---@return gameEffectInstance
function gameAttack_GameEffect:PrepareAttack(instigator) return end

---@return Bool
function gameAttack_GameEffect:ResetTimeDilationDriver() return end

---@param pos Vector4
function gameAttack_GameEffect:SetAttackPosition(pos) return end

function gameAttack_GameEffect:StartAttackContinous() return end

---@return Bool
function gameAttack_GameEffect:StopAttack() return end

---@class gameAttack_Projectile : gameIAttack
gameAttack_Projectile = {}

---@return gameAttack_Projectile
function gameAttack_Projectile.new() return end

---@param props table
---@return gameAttack_Projectile
function gameAttack_Projectile.new(props) return end

---@param instigator gameObject
---@return gameprojectileSpawnerLaunchEvent
function gameAttack_Projectile:PrepareAttack(instigator) return end

---@class gameAttitudeAgent : gameComponent
---@field baseAttitudeGroup CName
gameAttitudeAgent = {}

---@return gameAttitudeAgent
function gameAttitudeAgent.new() return end

---@param props table
---@return gameAttitudeAgent
function gameAttitudeAgent.new(props) return end

---@return CName
function gameAttitudeAgent:GetAttitudeGroup() return end

---@param other gameAttitudeAgent
---@return EAIAttitude
function gameAttitudeAgent:GetAttitudeTowards(other) return end

---@param other gameAttitudeAgent
---@return Bool
function gameAttitudeAgent:IsDangerous(other) return end

---@param group CName|string
function gameAttitudeAgent:SetAttitudeGroup(group) return end

---@param agent gameAttitudeAgent
---@param attitude EAIAttitude
function gameAttitudeAgent:SetAttitudeTowards(agent, attitude) return end

---@param targetAgent gameAttitudeAgent
---@param ownerAgent gameAttitudeAgent
---@param attitude EAIAttitude
function gameAttitudeAgent:SetAttitudeTowardsAgentGroup(targetAgent, ownerAgent, attitude) return end

---@class gameAttitudeAgentPS : gameComponentPS
---@field currentAttitudeGroup CName
gameAttitudeAgentPS = {}

---@return gameAttitudeAgentPS
function gameAttitudeAgentPS.new() return end

---@param props table
---@return gameAttitudeAgentPS
function gameAttitudeAgentPS.new(props) return end

---@class gameAttitudePrereq : gameIPrereq
---@field attitude EAIAttitude
gameAttitudePrereq = {}

---@return gameAttitudePrereq
function gameAttitudePrereq.new() return end

---@param props table
---@return gameAttitudePrereq
function gameAttitudePrereq.new(props) return end

---@class gameAttitudePrereqState : gamePrereqState
gameAttitudePrereqState = {}

---@return gameAttitudePrereqState
function gameAttitudePrereqState.new() return end

---@param props table
---@return gameAttitudePrereqState
function gameAttitudePrereqState.new(props) return end

---@class gameAudioClueObject : gameObject
gameAudioClueObject = {}

---@return gameAudioClueObject
function gameAudioClueObject.new() return end

---@param props table
---@return gameAudioClueObject
function gameAudioClueObject.new(props) return end

---@class gameAudioEmitterComponent : entIPlacedComponent
---@field EmitterName CName
---@field EmitterType audioEntityEmitterContextType
---@field OnAttach gameAudioSyncs
---@field OnDetach gameAudioSyncs
---@field updateDistance Float
---@field emitterMetadataName CName
---@field Tags CName[]
---@field TagList redTagList
gameAudioEmitterComponent = {}

---@return gameAudioEmitterComponent
function gameAudioEmitterComponent.new() return end

---@param props table
---@return gameAudioEmitterComponent
function gameAudioEmitterComponent.new(props) return end

---@class gameAudioSyncs
---@field switchEvents audioAudSwitch[]
---@field playEvents audioAudEventStruct[]
---@field stopEvents audioAudEventStruct[]
---@field parameterEvents audioAudParameter[]
gameAudioSyncs = {}

---@return gameAudioSyncs
function gameAudioSyncs.new() return end

---@param props table
---@return gameAudioSyncs
function gameAudioSyncs.new(props) return end

---@class gameAugmentedRealitySign : gameObject
gameAugmentedRealitySign = {}

---@return gameAugmentedRealitySign
function gameAugmentedRealitySign.new() return end

---@param props table
---@return gameAugmentedRealitySign
function gameAugmentedRealitySign.new(props) return end

---@class gameAutoSaveSystem : gameIAutoSaveSystem
gameAutoSaveSystem = {}

---@return gameAutoSaveSystem
function gameAutoSaveSystem.new() return end

---@param props table
---@return gameAutoSaveSystem
function gameAutoSaveSystem.new(props) return end

function gameAutoSaveSystem:InvalidateAutoSaveRequests() return end

---@return Bool
function gameAutoSaveSystem:RequestCheckpoint() return end

---@return Bool
function gameAutoSaveSystem:RequestForcedAutoSave() return end

---@class gameAvailableAnimset
---@field hash Uint64
---@field resourcePath String
gameAvailableAnimset = {}

---@return gameAvailableAnimset
function gameAvailableAnimset.new() return end

---@param props table
---@return gameAvailableAnimset
function gameAvailableAnimset.new(props) return end

---@class gameAvailableExposureMethodResult
---@field distanceToTarget Float
---@field method AICoverExposureMethod
gameAvailableExposureMethodResult = {}

---@return gameAvailableExposureMethodResult
function gameAvailableExposureMethodResult.new() return end

---@param props table
---@return gameAvailableExposureMethodResult
function gameAvailableExposureMethodResult.new(props) return end

---@class gameBaseGameSession
gameBaseGameSession = {}

---@class gameBaseTimer : IScriptable
gameBaseTimer = {}

---@class gameBinkComponent : entIVisualComponent
---@field meshTargetBinding gameBinkMeshTargetBinding
---@field videoPlayerName CName
---@field binkResource Bink
---@field audioEvent CName
---@field loopVideo Bool
---@field forceVideoFrameRate Bool
---@field isEnabled Bool
gameBinkComponent = {}

---@return gameBinkComponent
function gameBinkComponent.new() return end

---@param props table
---@return gameBinkComponent
function gameBinkComponent.new(props) return end

---@param forceVideoFrameRate Bool
function gameBinkComponent:ForceVideoFrameRate(forceVideoFrameRate) return end

---@return gameBinkVideoSummary
function gameBinkComponent:GetVideoSummary() return end

function gameBinkComponent:IsPaused() return end

---@param pauseVideo Bool
function gameBinkComponent:Pause(pauseVideo) return end

function gameBinkComponent:Play() return end

---@param loopVideo Bool
function gameBinkComponent:SetIsLooped(loopVideo) return end

---@param videoPath redResourceReferenceScriptToken
function gameBinkComponent:SetVideoPath(videoPath) return end

---@param videoPlayerName CName|string
function gameBinkComponent:SetVideoPlayerName(videoPlayerName) return end

---@param percentage Int32
function gameBinkComponent:SkipFramePercentage(percentage) return end

---@param numberOfFrames Int32
function gameBinkComponent:SkipFrames(numberOfFrames) return end

function gameBinkComponent:Stop() return end

---@class gameBinkMeshTargetAttachment : entIAttachment
gameBinkMeshTargetAttachment = {}

---@return gameBinkMeshTargetAttachment
function gameBinkMeshTargetAttachment.new() return end

---@param props table
---@return gameBinkMeshTargetAttachment
function gameBinkMeshTargetAttachment.new(props) return end

---@class gameBinkMeshTargetBinding : entISourceBinding
gameBinkMeshTargetBinding = {}

---@return gameBinkMeshTargetBinding
function gameBinkMeshTargetBinding.new() return end

---@param props table
---@return gameBinkMeshTargetBinding
function gameBinkMeshTargetBinding.new(props) return end

---@class gameBinkVideoData : ISerializable
---@field data gameBinkVideoRecord[]
gameBinkVideoData = {}

---@return gameBinkVideoData
function gameBinkVideoData.new() return end

---@param props table
---@return gameBinkVideoData
function gameBinkVideoData.new(props) return end

---@class gameBinkVideoEvent : redEvent
---@field videoPath String
---@field action gameBinkVideoAction
gameBinkVideoEvent = {}

---@return gameBinkVideoEvent
function gameBinkVideoEvent.new() return end

---@param props table
---@return gameBinkVideoEvent
function gameBinkVideoEvent.new(props) return end

---@class gameBinkVideoRecord : ISerializable
---@field resourceHash Uint64
---@field binkDuration Float
gameBinkVideoRecord = {}

---@return gameBinkVideoRecord
function gameBinkVideoRecord.new() return end

---@param props table
---@return gameBinkVideoRecord
function gameBinkVideoRecord.new(props) return end

---@class gameBinkVideoSummary
---@field currentTimeMs Uint32
---@field totalTimeMs Uint32
---@field currentFrame Uint32
---@field totalFrames Uint32
---@field frameRate Uint32
gameBinkVideoSummary = {}

---@return gameBinkVideoSummary
function gameBinkVideoSummary.new() return end

---@param props table
---@return gameBinkVideoSummary
function gameBinkVideoSummary.new(props) return end

---@class gameBlackboardChangedEvent : redEvent
---@field definition gamebbScriptDefinition
---@field id gamebbScriptID
gameBlackboardChangedEvent = {}

---@return gameBlackboardChangedEvent
function gameBlackboardChangedEvent.new() return end

---@param props table
---@return gameBlackboardChangedEvent
function gameBlackboardChangedEvent.new(props) return end

---@return gamebbScriptDefinition
function gameBlackboardChangedEvent:GetDefinition() return end

---@return gamebbScriptID
function gameBlackboardChangedEvent:GetID() return end

---@class gameBlackboardPrereq : gameIComparisonPrereq
---@field blackboardValue gameBlackboardPropertyBindingDefinition
---@field value Variant
gameBlackboardPrereq = {}

---@return gameBlackboardPrereq
function gameBlackboardPrereq.new() return end

---@param props table
---@return gameBlackboardPrereq
function gameBlackboardPrereq.new(props) return end

---@class gameBlackboardPrereqState : gamePrereqState
gameBlackboardPrereqState = {}

---@return gameBlackboardPrereqState
function gameBlackboardPrereqState.new() return end

---@param props table
---@return gameBlackboardPrereqState
function gameBlackboardPrereqState.new(props) return end

---@class gameBlackboardPropertyBindingDefinition
---@field serializableID gameBlackboardSerializableID
---@field propertyPath CName[]
---@field propertyType CName
gameBlackboardPropertyBindingDefinition = {}

---@return gameBlackboardPropertyBindingDefinition
function gameBlackboardPropertyBindingDefinition.new() return end

---@param props table
---@return gameBlackboardPropertyBindingDefinition
function gameBlackboardPropertyBindingDefinition.new(props) return end

---@class gameBlackboardSerializableID
---@field blackboardName CName
---@field fieldName CName
gameBlackboardSerializableID = {}

---@return gameBlackboardSerializableID
function gameBlackboardSerializableID.new() return end

---@param props table
---@return gameBlackboardSerializableID
function gameBlackboardSerializableID.new(props) return end

---@class gameBlackboardSystem : gameIBlackboardSystem
gameBlackboardSystem = {}

---@return gameBlackboardSystem
function gameBlackboardSystem.new() return end

---@param props table
---@return gameBlackboardSystem
function gameBlackboardSystem.new(props) return end

---@param definition gamebbScriptDefinition
---@return gameIBlackboard
function gameBlackboardSystem:Get(definition) return end

---@param entityID entEntityID
---@param definition gamebbScriptDefinition
---@return gameIBlackboard
function gameBlackboardSystem:GetLocalInstanced(entityID, definition) return end

---@param blackboard gameIBlackboard
function gameBlackboardSystem:RegisterLocalBlackboard(blackboard) return end

---@param blackboard gameIBlackboard
---@param debugName String
function gameBlackboardSystem:RegisterLocalBlackboardForDebugRender(blackboard, debugName) return end

---@param blackboard gameIBlackboard
function gameBlackboardSystem:UnregisterLocalBlackboard(blackboard) return end

---@class gameBlackboardUpdateProxy : gameIBlackboardUpdateProxy
gameBlackboardUpdateProxy = {}

---@return gameBlackboardUpdateProxy
function gameBlackboardUpdateProxy.new() return end

---@param props table
---@return gameBlackboardUpdateProxy
function gameBlackboardUpdateProxy.new(props) return end

---@class gameBlockAmmoDrop : gameScriptableSystemRequest
gameBlockAmmoDrop = {}

---@return gameBlockAmmoDrop
function gameBlockAmmoDrop.new() return end

---@param props table
---@return gameBlockAmmoDrop
function gameBlockAmmoDrop.new(props) return end

---@class gameBlueprintStackableItemData : gameItemData
gameBlueprintStackableItemData = {}

---@return gameBlueprintStackableItemData
function gameBlueprintStackableItemData.new() return end

---@param props table
---@return gameBlueprintStackableItemData
function gameBlueprintStackableItemData.new(props) return end

---@class gameBodyTriggerDestructionComponent : gameITriggerDestructionComponent
---@field colliderComponentName CName
---@field filterData physicsFilterData
---@field impulseForce Float
---@field impulseRadius Float
gameBodyTriggerDestructionComponent = {}

---@return gameBodyTriggerDestructionComponent
function gameBodyTriggerDestructionComponent.new() return end

---@param props table
---@return gameBodyTriggerDestructionComponent
function gameBodyTriggerDestructionComponent.new(props) return end

---@class gameBodyTypeAnimationDefinition
---@field rig animRig
---@field animsets animAnimSet[]
---@field overrides gameAnimationOverrideDefinition[]
gameBodyTypeAnimationDefinition = {}

---@return gameBodyTypeAnimationDefinition
function gameBodyTypeAnimationDefinition.new() return end

---@param props table
---@return gameBodyTypeAnimationDefinition
function gameBodyTypeAnimationDefinition.new(props) return end

---@class gameBodyTypeData
---@field rigHash Uint64
---@field animsetHashes Uint64[]
---@field overrides gameAnimsetOverrideData[]
gameBodyTypeData = {}

---@return gameBodyTypeData
function gameBodyTypeData.new() return end

---@param props table
---@return gameBodyTypeData
function gameBodyTypeData.new(props) return end

---@class gameBoolSignalTable : IScriptable
gameBoolSignalTable = {}

---@return gameBoolSignalTable
function gameBoolSignalTable.new() return end

---@param props table
---@return gameBoolSignalTable
function gameBoolSignalTable.new(props) return end

---@param signalId Uint16
---@return gameSignalUserData
function gameBoolSignalTable:GetCurrentData(signalId) return end

---@param signalId Uint16
---@return Bool
function gameBoolSignalTable:GetCurrentValue(signalId) return end

---@param signalName CName|string
---@return Uint16
function gameBoolSignalTable:GetOrCreateSignal(signalName) return end

---@param signalName CName|string
---@return Uint16
function gameBoolSignalTable:GetOrCreateTagSignal(signalName) return end

---@param signalId Uint16
---@param value Bool
---@return Bool
function gameBoolSignalTable:Set(signalId, value) return end

---@param signalName CName|string
---@param value Bool
---@return Bool
function gameBoolSignalTable:SetByName(signalName, value) return end

---@param signalId Uint16
---@param duration Float
---@return Bool
function gameBoolSignalTable:SetTimed(signalId, duration) return end

---@param signalId Uint16
---@param data gameSignalUserData
---@return Bool
function gameBoolSignalTable:SetWithData(signalId, data) return end

---@class gameBraindanceDissolveComponent : entIComponent
---@field dissolveRadius Float
gameBraindanceDissolveComponent = {}

---@return gameBraindanceDissolveComponent
function gameBraindanceDissolveComponent.new() return end

---@param props table
---@return gameBraindanceDissolveComponent
function gameBraindanceDissolveComponent.new(props) return end

---@class gameBreachComponent : entIPlacedComponent
---@field radius Float
---@field healthPercentageOverride Float
gameBreachComponent = {}

---@return gameBreachComponent
function gameBreachComponent.new() return end

---@param props table
---@return gameBreachComponent
function gameBreachComponent.new(props) return end

---@return gameWeakspotObject
function gameBreachComponent:GetAttachedWeakspot() return end

---@return Float
function gameBreachComponent:GetMaxHealth() return end

---@return Float
function gameBreachComponent:GetMeleeRadius() return end

---@return Vector4
function gameBreachComponent:GetPosition() return end

---@return Float
function gameBreachComponent:GetRadius() return end

---@class gameBreachControllerComponent : entIComponent
---@field canHaveBreaches Bool
---@field allowNormalBreachesAfterWeakspotsAreDestroyed Bool
---@field debugAllowBreachesAfterDestruction Bool
---@field breachesScale Float
gameBreachControllerComponent = {}

---@return gameBreachControllerComponent
function gameBreachControllerComponent.new() return end

---@param props table
---@return gameBreachControllerComponent
function gameBreachControllerComponent.new(props) return end

function gameBreachControllerComponent:DestroyPreviouslyTrackedBreach() return end

---@return gameBreachComponent
function gameBreachControllerComponent:GetPreviouslyTrackedBreach() return end

---@class gameBreachFinderComponent : entIComponent
---@field owner gameObject
---@field audioSystem gameGameAudioSystem
---@field statsSystem gameStatsSystem
---@field hitCount Int32
---@field almostTimeout Bool
---@field breachDurationMin Float
---@field breachDurationMax Float
---@field breachDurationIncreasePerStreak Float
---@field breachDurationIncreaseForAnyStreak Float
---@field breachDurationIncreaseOnFirstLookat Float
---@field breachDurationIncreaseOnFirstHit Float
---@field breachCooldownMin Float
---@field breachCooldownMax Float
---@field breachCooldownDecreasePerStreak Float
---@field onBreachDestroyedAttackRecord gamedataAttack_GameEffect_Record
---@field onBreachDestroyedHealthToDamage Float
---@field onBreachDestroyedHealthToDamageBoss Float
---@field desiredBreachDuration Float
---@field cooldownAfterBreach Float
gameBreachFinderComponent = {}

---@return gameBreachFinderComponent
function gameBreachFinderComponent.new() return end

---@param props table
---@return gameBreachFinderComponent
function gameBreachFinderComponent.new(props) return end

---@param hitEvent gameeventsHitEvent
---@param isHeadshot Bool
---@param checkOnly Bool
---@return Bool
function gameBreachFinderComponent.TryProcessBreachHit(hitEvent, isHeadshot, checkOnly) return end

---@param damage Float
---@return Bool
function gameBreachFinderComponent:CanTrackedBreachBeKilledByDamage(damage) return end

---@return gameBreachComponent
function gameBreachFinderComponent:GetTrackedBreachComponent() return end

---@return gamePuppet
function gameBreachFinderComponent:GetTrackedBreachPuppet() return end

---@param hitEvent gameeventsHitEvent
---@param isMeleeAttack Bool
---@param isBulletExplosion Bool
---@return Bool
function gameBreachFinderComponent:IsTrackedBreachHit(hitEvent, isMeleeAttack, isBulletExplosion) return end

---@param damage Float
function gameBreachFinderComponent:OnTrackedBreachDamaged(damage) return end

---@param evt gameeventsTargetDamageEvent
---@return Bool
function gameBreachFinderComponent:OnDamageDealt(evt) return end

---@return Float
function gameBreachFinderComponent:GetBreachStreak() return end

---@return Float
function gameBreachFinderComponent:GetCooldownAfterBreach() return end

---@return Float
function gameBreachFinderComponent:GetDesiredBreachDuration() return end

---@param owner gameObject
function gameBreachFinderComponent:Init(owner) return end

---@param currentBreachDuration Float
---@return Bool
function gameBreachFinderComponent:IsAlmostBreachTimeout(currentBreachDuration) return end

function gameBreachFinderComponent:OnBreachDestroyed() return end

function gameBreachFinderComponent:OnFirstBreachHit() return end

function gameBreachFinderComponent:OnFirstBreachLookat() return end

function gameBreachFinderComponent:OnStartedTrackingBreach() return end

function gameBreachFinderComponent:OnStoppedTrackingBreach() return end

---@param hitEvent gameeventsHitEvent
function gameBreachFinderComponent:ProcessBreachHit(hitEvent) return end

---@param timeSinceLastBreach Float
---@return Bool
function gameBreachFinderComponent:ShouldStartTrackingBreach(timeSinceLastBreach) return end

---@param currentBreachDuration Float
---@return Bool
function gameBreachFinderComponent:ShouldStopTrackingBreach(currentBreachDuration) return end

---@param instigator gameObject
---@param attackRecord gamedataAttack_GameEffect_Record
---@param breach gameBreachComponent
---@param puppet NPCPuppet
function gameBreachFinderComponent:SpawnFinalAttack(instigator, attackRecord, breach, puppet) return end

---@class gameBreachSystem : gameIBreachSystem
gameBreachSystem = {}

---@return gameBreachSystem
function gameBreachSystem.new() return end

---@param props table
---@return gameBreachSystem
function gameBreachSystem.new(props) return end

---@class gameBreachUIParameters : IScriptable
---@field trackingChange gameBreachUITrackingChange
---@field tracking Bool
---@field visible Bool
---@field almostTimeout Bool
---@field position Vector2
---@field radius Float
---@field distance Float
---@field health Float
---@field maxHealth Float
gameBreachUIParameters = {}

---@return gameBreachUIParameters
function gameBreachUIParameters.new() return end

---@param props table
---@return gameBreachUIParameters
function gameBreachUIParameters.new(props) return end

---@class gameCActionAIProxy
gameCActionAIProxy = {}

---@return gameCActionAIProxy
function gameCActionAIProxy.new() return end

---@param props table
---@return gameCActionAIProxy
function gameCActionAIProxy.new(props) return end

---@class gameCActionsFactory : gameIActionsFactory
gameCActionsFactory = {}

---@return gameCActionsFactory
function gameCActionsFactory.new() return end

---@param props table
---@return gameCActionsFactory
function gameCActionsFactory.new(props) return end

---@class gameCAttitudeManager : gameIAttitudeManager
gameCAttitudeManager = {}

---@return gameCAttitudeManager
function gameCAttitudeManager.new() return end

---@param props table
---@return gameCAttitudeManager
function gameCAttitudeManager.new(props) return end

---@param entityID entEntityID
---@return CName
function gameCAttitudeManager:GetAttitudeGroup(entityID) return end

---@param firstGroup CName|string
---@param secondGroup CName|string
---@return EAIAttitude
function gameCAttitudeManager:GetAttitudeRelation(firstGroup, secondGroup) return end

---@param firstGroup TweakDBID|string
---@param secondGroup TweakDBID|string
---@return EAIAttitude
function gameCAttitudeManager:GetAttitudeRelationFromTweak(firstGroup, secondGroup) return end

---@param firstGroup CName|string
---@param secondGroup CName|string
---@param attitude EAIAttitude
function gameCAttitudeManager:SetAttitudeGroupRelationPersistent(firstGroup, secondGroup, attitude) return end

---@param firstGroup TweakDBID|string
---@param secondGroup TweakDBID|string
---@param attitude EAIAttitude
function gameCAttitudeManager:SetAttitudeGroupRelationfromTweakPersistent(firstGroup, secondGroup, attitude) return end

---@param firstGroup CName|string
---@param secondGroup CName|string
---@param attitude EAIAttitude
function gameCAttitudeManager:SetAttitudeRelation(firstGroup, secondGroup, attitude) return end

---@param firstGroup TweakDBID|string
---@param secondGroup TweakDBID|string
---@param attitude EAIAttitude
function gameCAttitudeManager:SetAttitudeRelationFromTweak(firstGroup, secondGroup, attitude) return end

---@class gameCDebugSystem : gameIDebugSystem
gameCDebugSystem = {}

---@return gameCDebugSystem
function gameCDebugSystem.new() return end

---@param props table
---@return gameCDebugSystem
function gameCDebugSystem.new(props) return end

---@class gameCameraComponent : entBaseCameraComponent
---@field animParamFovOverrideWeight CName
---@field animParamFovOverrideValue CName
---@field animParamZoomOverrideWeight CName
---@field animParamZoomOverrideValue CName
---@field animParamZoomWeaponOverrideWeight CName
---@field animParamZoomWeaponOverrideValue CName
---@field animParamdofIntensity CName
---@field animParamdofNearBlur CName
---@field animParamdofNearFocus CName
---@field animParamdofFarBlur CName
---@field animParamdofFarFocus CName
---@field fovOverrideWeight Float
---@field fovOverrideValue Float
---@field zoomOverrideWeight Float
---@field zoomOverrideValue Float
---@field zoomWeaponOverrideWeight Float
---@field zoomWeaponOverrideValue Float
---@field animParamWeaponNearPlaneCM CName
---@field animParamWeaponFarPlaneCM CName
---@field animParamWeaponEdgesSharpness CName
---@field animParamWeaponVignetteIntensity CName
---@field animParamWeaponVignetteRadius CName
---@field animParamWeaponVignetteCircular CName
---@field animParamWeaponBlurIntensity CName
---@field weaponPlane SWeaponPlaneParams
gameCameraComponent = {}

---@return gameCameraComponent
function gameCameraComponent.new() return end

---@param props table
---@return gameCameraComponent
function gameCameraComponent.new(props) return end

---@param blendTime Float
---@param shouldOverrideAudioListeners Bool
function gameCameraComponent:Activate(blendTime, shouldOverrideAudioListeners) return end

---@param blendTime Float
---@param shouldOverrideAudioListeners Bool
function gameCameraComponent:Deactivate(blendTime, shouldOverrideAudioListeners) return end

---@return Float
function gameCameraComponent:GetFOV() return end

---@return Float
function gameCameraComponent:GetZoom() return end

---@return Bool
function gameCameraComponent:IsHighPriority() return end

---@param fov Float
function gameCameraComponent:SetFOV(fov) return end

---@param forced Bool
function gameCameraComponent:SetIsHighPriority(forced) return end

---@param zoom Float
function gameCameraComponent:SetZoom(zoom) return end

---@class gameCameraCurveSet : CurveSet
gameCameraCurveSet = {}

---@return gameCameraCurveSet
function gameCameraCurveSet.new() return end

---@param props table
---@return gameCameraCurveSet
function gameCameraCurveSet.new(props) return end

---@class gameCameraCurvesLibrary : entEntity
---@field cameraCurves gameCameraCurveSet[]
gameCameraCurvesLibrary = {}

---@return gameCameraCurvesLibrary
function gameCameraCurvesLibrary.new() return end

---@param props table
---@return gameCameraCurvesLibrary
function gameCameraCurvesLibrary.new(props) return end

---@class gameCameraLocation
---@field position Vector3
---@field rotation EulerAngles
gameCameraLocation = {}

---@return gameCameraLocation
function gameCameraLocation.new() return end

---@param props table
---@return gameCameraLocation
function gameCameraLocation.new(props) return end

---@class gameCameraSystem : gameICameraSystem
gameCameraSystem = {}

---@return gameCameraSystem
function gameCameraSystem.new() return end

---@param props table
---@return gameCameraSystem
function gameCameraSystem.new(props) return end

function gameCameraSystem:AbandonBlendCamera() return end

---@return entCameraData
function gameCameraSystem:GetActiveCameraData() return end

---@return Float
function gameCameraSystem:GetActiveCameraFOV() return end

---@return Vector4
function gameCameraSystem:GetActiveCameraForward() return end

---@return Vector4
function gameCameraSystem:GetActiveCameraRight() return end

---@return Vector4
function gameCameraSystem:GetActiveCameraUp() return end

---@param transform Transform
---@return Bool
function gameCameraSystem:GetActiveCameraWorldTransform(transform) return end

---@return Float
function gameCameraSystem:GetAspectRatio() return end

---@param targetObject gameObject
---@param objectHeight Float
---@param objectRadius Float
---@return Bool
function gameCameraSystem:IsInCameraFrustum(targetObject, objectHeight, objectRadius) return end

function gameCameraSystem:PrepareBlendCamera() return end

---@param worldSpacePoint Vector4
---@return Vector4
function gameCameraSystem:ProjectPoint(worldSpacePoint) return end

---@param screenSpacePoint Vector2
---@return Vector4
function gameCameraSystem:UnprojectPoint(screenSpacePoint) return end

---@class gameCarriedObjectAttached : redEvent
gameCarriedObjectAttached = {}

---@return gameCarriedObjectAttached
function gameCarriedObjectAttached.new() return end

---@param props table
---@return gameCarriedObjectAttached
function gameCarriedObjectAttached.new(props) return end

---@class gameCarriedObjectDestroy : redEvent
gameCarriedObjectDestroy = {}

---@return gameCarriedObjectDestroy
function gameCarriedObjectDestroy.new() return end

---@param props table
---@return gameCarriedObjectDestroy
function gameCarriedObjectDestroy.new(props) return end

---@class gameCategorySelectionProbability
---@field probabilities gameSpotSequenceCategory[]
gameCategorySelectionProbability = {}

---@return gameCategorySelectionProbability
function gameCategorySelectionProbability.new() return end

---@param props table
---@return gameCategorySelectionProbability
function gameCategorySelectionProbability.new(props) return end

---@class gameChangeDestination : gameActionInternalEvent
---@field destination Vector4
gameChangeDestination = {}

---@return gameChangeDestination
function gameChangeDestination.new() return end

---@param props table
---@return gameChangeDestination
function gameChangeDestination.new(props) return end

---@class gameChaseSpawnComponent : entIComponent
gameChaseSpawnComponent = {}

---@return gameChaseSpawnComponent
function gameChaseSpawnComponent.new() return end

---@param props table
---@return gameChaseSpawnComponent
function gameChaseSpawnComponent.new(props) return end

---@class gameChatterHelper : IScriptable
gameChatterHelper = {}

---@return gameChatterHelper
function gameChatterHelper.new() return end

---@param props table
---@return gameChatterHelper
function gameChatterHelper.new(props) return end

---@param instigator gameObject
---@param voName CName|string
function gameChatterHelper.PlayCpoClientVoiceOver(instigator, voName) return end

---@param instigator gameObject
---@param voName CName|string
function gameChatterHelper.PlayCpoServerSyncVoiceOver(instigator, voName) return end

---@param instigator gameObject
---@param voName CName|string
function gameChatterHelper.PlayVoiceOver(instigator, voName) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayEnemyDamagedChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayEnemyKilledChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayEnterCombatChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayLeaveCombatChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayReloadChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayScanCompleteChatter(instigator) return end

---@param instigator gameObject
function gameChatterHelper.TryPlayScanStartedChatter(instigator) return end

---@class gameChildEffectsMovingInCone_State
gameChildEffectsMovingInCone_State = {}

---@return gameChildEffectsMovingInCone_State
function gameChildEffectsMovingInCone_State.new() return end

---@param props table
---@return gameChildEffectsMovingInCone_State
function gameChildEffectsMovingInCone_State.new(props) return end

---@class gameClientEntitySpawnSystem : gameIClientEntitySpawnSystem
gameClientEntitySpawnSystem = {}

---@return gameClientEntitySpawnSystem
function gameClientEntitySpawnSystem.new() return end

---@param props table
---@return gameClientEntitySpawnSystem
function gameClientEntitySpawnSystem.new(props) return end

---@class gameClothingSet : IScriptable
---@field setID gameWardrobeClothingSetIndex
---@field clothingList gameSSlotVisualInfo[]
---@field iconID TweakDBID
gameClothingSet = {}

---@return gameClothingSet
function gameClothingSet.new() return end

---@param props table
---@return gameClothingSet
function gameClothingSet.new(props) return end

---@param set gameClothingSet
---@return Bool
function gameClothingSet.IsEmpty(set) return end

---@class gameCollidableEntityId : ISerializable
gameCollidableEntityId = {}

---@return gameCollidableEntityId
function gameCollidableEntityId.new() return end

---@param props table
---@return gameCollidableEntityId
function gameCollidableEntityId.new(props) return end

---@class gameCollisionQueriesSystem : gameICollisionQueriesSystem
gameCollisionQueriesSystem = {}

---@return gameCollisionQueriesSystem
function gameCollisionQueriesSystem.new() return end

---@param props table
---@return gameCollisionQueriesSystem
function gameCollisionQueriesSystem.new(props) return end

---@class gameCombatQueriesSystem : gameICombatQueriesSystem
gameCombatQueriesSystem = {}

---@return gameCombatQueriesSystem
function gameCombatQueriesSystem.new() return end

---@param props table
---@return gameCombatQueriesSystem
function gameCombatQueriesSystem.new(props) return end

---@class gameCombinedStatModifier : gameStatModifierBase
gameCombinedStatModifier = {}

---@return gameCombinedStatModifier
function gameCombinedStatModifier.new() return end

---@param props table
---@return gameCombinedStatModifier
function gameCombinedStatModifier.new(props) return end

---@class gameCombinedStatModifierData_Deprecated : gameStatModifierData_Deprecated
---@field refStatType gamedataStatType
---@field operation gameCombinedStatOperation
---@field refObject gameStatObjectsRelation
---@field value Float
gameCombinedStatModifierData_Deprecated = {}

---@return gameCombinedStatModifierData_Deprecated
function gameCombinedStatModifierData_Deprecated.new() return end

---@param props table
---@return gameCombinedStatModifierData_Deprecated
function gameCombinedStatModifierData_Deprecated.new(props) return end

---@class gameCommunityID
---@field entityId entEntityID
gameCommunityID = {}

---@return gameCommunityID
function gameCommunityID.new() return end

---@param props table
---@return gameCommunityID
function gameCommunityID.new(props) return end

---@class gameCommunityProxyPSPresentEvent : redEvent
gameCommunityProxyPSPresentEvent = {}

---@return gameCommunityProxyPSPresentEvent
function gameCommunityProxyPSPresentEvent.new() return end

---@param props table
---@return gameCommunityProxyPSPresentEvent
function gameCommunityProxyPSPresentEvent.new(props) return end

---@class gameCommunitySpawnSetNameToID
---@field entries gameCommunitySpawnSetNameToIDEntry[]
gameCommunitySpawnSetNameToID = {}

---@return gameCommunitySpawnSetNameToID
function gameCommunitySpawnSetNameToID.new() return end

---@param props table
---@return gameCommunitySpawnSetNameToID
function gameCommunitySpawnSetNameToID.new(props) return end

---@class gameCommunitySpawnSetNameToIDEntry
---@field communityId gameCommunityID
---@field nameReference CName
gameCommunitySpawnSetNameToIDEntry = {}

---@return gameCommunitySpawnSetNameToIDEntry
function gameCommunitySpawnSetNameToIDEntry.new() return end

---@param props table
---@return gameCommunitySpawnSetNameToIDEntry
function gameCommunitySpawnSetNameToIDEntry.new(props) return end

---@class gameCommunitySystem : gameICommunitySystem
gameCommunitySystem = {}

---@return gameCommunitySystem
function gameCommunitySystem.new() return end

---@param props table
---@return gameCommunitySystem
function gameCommunitySystem.new(props) return end

---@param modiefier Float
function gameCommunitySystem:ChangeDensityModifier(modiefier) return end

---@param areaId Uint64
function gameCommunitySystem:DisableCrowdNullArea(areaId) return end

---@param areaLocalBBox Box
---@param areaLocalToWorld WorldTransform
---@param savable Bool
---@param duration Float
---@return Uint64
function gameCommunitySystem:EnableDynamicCrowdNullArea(areaLocalBBox, areaLocalToWorld, savable, duration) return end

function gameCommunitySystem:ResetDensityModifier() return end

---@class gameCommunityTrafficConnectionsEntry
gameCommunityTrafficConnectionsEntry = {}

---@return gameCommunityTrafficConnectionsEntry
function gameCommunityTrafficConnectionsEntry.new() return end

---@param props table
---@return gameCommunityTrafficConnectionsEntry
function gameCommunityTrafficConnectionsEntry.new(props) return end

---@class gameCompanionSystem : gameICompanionSystem
gameCompanionSystem = {}

---@return gameCompanionSystem
function gameCompanionSystem.new() return end

---@param props table
---@return gameCompanionSystem
function gameCompanionSystem.new(props) return end

function gameCompanionSystem:DespawnAll() return end

---@param recordID TweakDBID|string
function gameCompanionSystem:DespawnSubcharacter(recordID) return end

---@param recordID TweakDBID|string
---@return entEntity[]
function gameCompanionSystem:GetSpawnedEntities(recordID) return end

---@param recordID TweakDBID|string
---@param offset Float
---@param offsetDir Vector3
function gameCompanionSystem:SpawnSubcharacter(recordID, offset, offsetDir) return end

---@param recordID TweakDBID|string
---@param pos Vector3
function gameCompanionSystem:SpawnSubcharacterOnPosition(recordID, pos) return end

---@class gameCompiledCoverData : gameCompiledSmartObjectData
gameCompiledCoverData = {}

---@return gameCompiledCoverData
function gameCompiledCoverData.new() return end

---@param props table
---@return gameCompiledCoverData
function gameCompiledCoverData.new(props) return end

---@class gameCompiledNodes : ISerializable
---@field compiledSmartObjects gameCompiledSmartObjectNode[]
gameCompiledNodes = {}

---@return gameCompiledNodes
function gameCompiledNodes.new() return end

---@param props table
---@return gameCompiledNodes
function gameCompiledNodes.new(props) return end

---@class gameCompiledShootingSpotData : gameCompiledCoverData
gameCompiledShootingSpotData = {}

---@return gameCompiledShootingSpotData
function gameCompiledShootingSpotData.new() return end

---@param props table
---@return gameCompiledShootingSpotData
function gameCompiledShootingSpotData.new(props) return end

---@class gameCompiledSmartObjectData : ISerializable
gameCompiledSmartObjectData = {}

---@return gameCompiledSmartObjectData
function gameCompiledSmartObjectData.new() return end

---@param props table
---@return gameCompiledSmartObjectData
function gameCompiledSmartObjectData.new(props) return end

---@class gameCompiledSmartObjectNode
---@field compiledData gameCompiledSmartObjectData
---@field worldTransform WorldTransform
gameCompiledSmartObjectNode = {}

---@return gameCompiledSmartObjectNode
function gameCompiledSmartObjectNode.new() return end

---@param props table
---@return gameCompiledSmartObjectNode
function gameCompiledSmartObjectNode.new(props) return end

---@class gameComponent : entIComponent
---@field persistentState gamePersistentState
gameComponent = {}

---@return gameComponent
function gameComponent.new() return end

---@param props table
---@return gameComponent
function gameComponent.new(props) return end

---@return gameComponentPS
function gameComponent:GetBasePS() return end

---@return gameComponentPS
function gameComponent:GetPS() return end

---@return gamePersistentID
function gameComponent:GetPersistentID() return end

---@class gameComponentPS : gamePersistentState
gameComponentPS = {}

---@return gameComponentPS
function gameComponentPS.new() return end

---@param props table
---@return gameComponentPS
function gameComponentPS.new(props) return end

---@class gameComponentsStateSaveComponent : entIComponent
gameComponentsStateSaveComponent = {}

---@return gameComponentsStateSaveComponent
function gameComponentsStateSaveComponent.new() return end

---@param props table
---@return gameComponentsStateSaveComponent
function gameComponentsStateSaveComponent.new(props) return end

---@class gameComponentsStateSystem : gameIComponentsStateSystem
gameComponentsStateSystem = {}

---@return gameComponentsStateSystem
function gameComponentsStateSystem.new() return end

---@param props table
---@return gameComponentsStateSystem
function gameComponentsStateSystem.new(props) return end

---@class gameCompressedSmartObjectPointProperties
---@field propertyId Uint16
gameCompressedSmartObjectPointProperties = {}

---@return gameCompressedSmartObjectPointProperties
function gameCompressedSmartObjectPointProperties.new() return end

---@param props table
---@return gameCompressedSmartObjectPointProperties
function gameCompressedSmartObjectPointProperties.new(props) return end

---@class gameCompressedSmartObjectPointTransform
---@field transformId Uint16
gameCompressedSmartObjectPointTransform = {}

---@return gameCompressedSmartObjectPointTransform
function gameCompressedSmartObjectPointTransform.new() return end

---@param props table
---@return gameCompressedSmartObjectPointTransform
function gameCompressedSmartObjectPointTransform.new(props) return end

---@class gameConstantStatModifier : gameStatModifierBase
gameConstantStatModifier = {}

---@return gameConstantStatModifier
function gameConstantStatModifier.new() return end

---@param props table
---@return gameConstantStatModifier
function gameConstantStatModifier.new(props) return end

---@class gameConstantStatModifierData_Deprecated : gameStatModifierData_Deprecated
---@field value Float
gameConstantStatModifierData_Deprecated = {}

---@return gameConstantStatModifierData_Deprecated
function gameConstantStatModifierData_Deprecated.new() return end

---@param props table
---@return gameConstantStatModifierData_Deprecated
function gameConstantStatModifierData_Deprecated.new(props) return end

---@class gameContainerFilledEvent : redEvent
gameContainerFilledEvent = {}

---@return gameContainerFilledEvent
function gameContainerFilledEvent.new() return end

---@param props table
---@return gameContainerFilledEvent
function gameContainerFilledEvent.new(props) return end

---@class gameContainerInventoryListener : gameIInventoryListener
gameContainerInventoryListener = {}

---@return gameContainerInventoryListener
function gameContainerInventoryListener.new() return end

---@param props table
---@return gameContainerInventoryListener
function gameContainerInventoryListener.new(props) return end

---@class gameContainerManager : gameIContainerManager
gameContainerManager = {}

---@return gameContainerManager
function gameContainerManager.new() return end

---@param props table
---@return gameContainerManager
function gameContainerManager.new(props) return end

---@param id entEntityID
---@param itemID ItemID
---@param quantity Uint32
---@param dynamicTags CName[]|string[]
function gameContainerManager:InjectLoot(id, itemID, quantity, dynamicTags) return end

---@param id entEntityID
---@param params gameItemModParams
function gameContainerManager:InjectLootModParams(id, params) return end

function gameContainerManager:ReinitializeContainerLoot() return end

---@class gameContainerObjectAnimated : gameContainerObjectBase
---@field animFeatureName CName
gameContainerObjectAnimated = {}

---@return gameContainerObjectAnimated
function gameContainerObjectAnimated.new() return end

---@param props table
---@return gameContainerObjectAnimated
function gameContainerObjectAnimated.new(props) return end

---@class gameContainerObjectBase : gameLootContainerBase
---@field giveHandicapAmmo Bool
---@field lockedByKey TweakDBID
gameContainerObjectBase = {}

---@return gameContainerObjectBase
function gameContainerObjectBase.new() return end

---@param props table
---@return gameContainerObjectBase
function gameContainerObjectBase.new(props) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function gameContainerObjectBase:OnInteractionActivated(evt) return end

---@param evt ToggleContainerLockEvent
---@return Bool
function gameContainerObjectBase:OnToggleContainerLockEvent(evt) return end

---@param activator gameObject
---@return Bool
function gameContainerObjectBase:IsLocked(activator) return end

---@param layerTag CName|string
---@return Bool
function gameContainerObjectBase:IsQualityRangeInteractionLayer(layerTag) return end

function gameContainerObjectBase:OpenContainerWithTransformAnimation() return end

---@param activator gameObject
---@param force Bool
function gameContainerObjectBase:RefereshInteraction(activator, force) return end

function gameContainerObjectBase:ResolveQualityRangeInteractionLayer() return end

---@return Bool
function gameContainerObjectBase:ShouldShowScanner() return end

---@class gameContainerObjectBasePS : gameLootContainerBasePS
gameContainerObjectBasePS = {}

---@return gameContainerObjectBasePS
function gameContainerObjectBasePS.new() return end

---@param props table
---@return gameContainerObjectBasePS
function gameContainerObjectBasePS.new(props) return end

---@class gameContainerObjectSingleItem : gameContainerObjectBase
---@field itemTDBID TweakDBID
gameContainerObjectSingleItem = {}

---@return gameContainerObjectSingleItem
function gameContainerObjectSingleItem.new() return end

---@param props table
---@return gameContainerObjectSingleItem
function gameContainerObjectSingleItem.new(props) return end

---@class gameContainerVisibilityChangedEvent : redEvent
gameContainerVisibilityChangedEvent = {}

---@return gameContainerVisibilityChangedEvent
function gameContainerVisibilityChangedEvent.new() return end

---@param props table
---@return gameContainerVisibilityChangedEvent
function gameContainerVisibilityChangedEvent.new(props) return end

---@class gameContinuousEffector : gameEffector
gameContinuousEffector = {}

---@return gameContinuousEffector
function gameContinuousEffector.new() return end

---@param props table
---@return gameContinuousEffector
function gameContinuousEffector.new(props) return end

---@param owner gameObject
---@param instigator gameObject
function gameContinuousEffector:ContinuousAction(owner, instigator) return end

---@class gameController : gameObject
gameController = {}

---@class gameConveyorControlEvent : redEvent
---@field enable Bool
gameConveyorControlEvent = {}

---@return gameConveyorControlEvent
function gameConveyorControlEvent.new() return end

---@param props table
---@return gameConveyorControlEvent
function gameConveyorControlEvent.new(props) return end

---@class gameCookedAreaData
---@field entityID entEntityID
---@field position Vector3
---@field radius Float
---@field volume gamemappinsIMappinVolume
gameCookedAreaData = {}

---@return gameCookedAreaData
function gameCookedAreaData.new() return end

---@param props table
---@return gameCookedAreaData
function gameCookedAreaData.new(props) return end

---@class gameCookedDeviceData
---@field className CName
---@field parents Uint64[]
---@field children Uint64[]
---@field nodePosition Vector3
gameCookedDeviceData = {}

---@return gameCookedDeviceData
function gameCookedDeviceData.new() return end

---@param props table
---@return gameCookedDeviceData
function gameCookedDeviceData.new(props) return end

---@class gameCookedGpsMappinData
---@field journalPathHash Uint32
---@field positions Vector3[]
gameCookedGpsMappinData = {}

---@return gameCookedGpsMappinData
function gameCookedGpsMappinData.new() return end

---@param props table
---@return gameCookedGpsMappinData
function gameCookedGpsMappinData.new(props) return end

---@class gameCookedLootData : ISerializable
---@field lootTables TweakDBID[]
---@field contentAssignment TweakDBID
gameCookedLootData = {}

---@return gameCookedLootData
function gameCookedLootData.new() return end

---@param props table
---@return gameCookedLootData
function gameCookedLootData.new(props) return end

---@class gameCookedMappinData
---@field journalPathHash Uint32
---@field position Vector3
---@field volume gamemappinsIMappinVolume
gameCookedMappinData = {}

---@return gameCookedMappinData
function gameCookedMappinData.new() return end

---@param props table
---@return gameCookedMappinData
function gameCookedMappinData.new(props) return end

---@class gameCookedMultiMappinData
---@field journalPathHash Uint32
---@field positions Vector3[]
gameCookedMultiMappinData = {}

---@return gameCookedMultiMappinData
function gameCookedMultiMappinData.new() return end

---@param props table
---@return gameCookedMultiMappinData
function gameCookedMultiMappinData.new(props) return end

---@class gameCookedPointOfInterestMappinData
---@field journalPathHash Uint32
---@field entityID entEntityID
---@field position Vector3
gameCookedPointOfInterestMappinData = {}

---@return gameCookedPointOfInterestMappinData
function gameCookedPointOfInterestMappinData.new() return end

---@param props table
---@return gameCookedPointOfInterestMappinData
function gameCookedPointOfInterestMappinData.new(props) return end

---@class gameCooldownFinishedEvent : gameCooldownSystemEvent
gameCooldownFinishedEvent = {}

---@return gameCooldownFinishedEvent
function gameCooldownFinishedEvent.new() return end

---@param props table
---@return gameCooldownFinishedEvent
function gameCooldownFinishedEvent.new(props) return end

---@class gameCooldownRemovedEvent : gameCooldownSystemEvent
gameCooldownRemovedEvent = {}

---@return gameCooldownRemovedEvent
function gameCooldownRemovedEvent.new() return end

---@param props table
---@return gameCooldownRemovedEvent
function gameCooldownRemovedEvent.new(props) return end

---@class gameCooldownSystem : gameICooldownSystem
gameCooldownSystem = {}

---@return gameCooldownSystem
function gameCooldownSystem.new() return end

---@param props table
---@return gameCooldownSystem
function gameCooldownSystem.new(props) return end

---@class gameCooldownSystemEvent : redEvent
gameCooldownSystemEvent = {}

---@return gameCooldownSystemEvent
function gameCooldownSystemEvent.new() return end

---@param props table
---@return gameCooldownSystemEvent
function gameCooldownSystemEvent.new(props) return end

---@class gameCoordinates
---@field latitude Int32
---@field longitude Int32
gameCoordinates = {}

---@return gameCoordinates
function gameCoordinates.new() return end

---@param props table
---@return gameCoordinates
function gameCoordinates.new(props) return end

---@class gameCoverDefinition : gameSmartObjectWorkspotDefinition
---@field overridenCoveringFOVDegrees Float
---@field overridenCoveringVerticalFOVDegrees Float
---@field fovExposureDegrees Float
---@field overridenHeight gameCoverHeight
---@field overrideGeneratedCoverAngles Bool
gameCoverDefinition = {}

---@return gameCoverDefinition
function gameCoverDefinition.new() return end

---@param props table
---@return gameCoverDefinition
function gameCoverDefinition.new(props) return end

---@class gameCoverInstance : gameSmartObjectWorkspotInstance
gameCoverInstance = {}

---@return gameCoverInstance
function gameCoverInstance.new() return end

---@param props table
---@return gameCoverInstance
function gameCoverInstance.new(props) return end

---@class gameCoverObject : gameObject
---@field coverType animCoverState
---@field slotRadius Float
---@field hpMax Float
---@field isDestructible Bool
---@field fovDegrees Float
---@field fovExposureDegrees Float
gameCoverObject = {}

---@return gameCoverObject
function gameCoverObject.new() return end

---@param props table
---@return gameCoverObject
function gameCoverObject.new(props) return end

---@class gameCoverVisualData : gameSmartObjectVisualData
gameCoverVisualData = {}

---@return gameCoverVisualData
function gameCoverVisualData.new() return end

---@param props table
---@return gameCoverVisualData
function gameCoverVisualData.new(props) return end

---@class gameCoveringArc
---@field leftAngle Float
---@field rightAngle Float
---@field verticalAngle Float
gameCoveringArc = {}

---@return gameCoveringArc
function gameCoveringArc.new() return end

---@param props table
---@return gameCoveringArc
function gameCoveringArc.new(props) return end

---@class gameCpoArmouryItem : gameObject
---@field armouryItemID TweakDBID
gameCpoArmouryItem = {}

---@return gameCpoArmouryItem
function gameCpoArmouryItem.new() return end

---@param props table
---@return gameCpoArmouryItem
function gameCpoArmouryItem.new(props) return end

---@class gameCpoPickableItem : gameObject
---@field itemIDToEquip TweakDBID
---@field quickSlotID Int32
gameCpoPickableItem = {}

---@return gameCpoPickableItem
function gameCpoPickableItem.new() return end

---@param props table
---@return gameCpoPickableItem
function gameCpoPickableItem.new(props) return end

---@param puppet gameObject
function gameCpoPickableItem:EquipItem(puppet) return end

---@return ItemID
function gameCpoPickableItem:GetItemIDToEquip() return end

---@class gameCrowdCreationData
---@field timePeriods gameCrowdPhaseTimePeriod[]
gameCrowdCreationData = {}

---@return gameCrowdCreationData
function gameCrowdCreationData.new() return end

---@param props table
---@return gameCrowdCreationData
function gameCrowdCreationData.new(props) return end

---@class gameCrowdCreationDataRegistry : ISerializable
---@field creationData gameCrowdCreationData[]
gameCrowdCreationDataRegistry = {}

---@return gameCrowdCreationDataRegistry
function gameCrowdCreationDataRegistry.new() return end

---@param props table
---@return gameCrowdCreationDataRegistry
function gameCrowdCreationDataRegistry.new(props) return end

---@class gameCrowdEntityReuseEvent : redEvent
gameCrowdEntityReuseEvent = {}

---@return gameCrowdEntityReuseEvent
function gameCrowdEntityReuseEvent.new() return end

---@param props table
---@return gameCrowdEntityReuseEvent
function gameCrowdEntityReuseEvent.new(props) return end

---@class gameCrowdMemberComponent : entIComponent
gameCrowdMemberComponent = {}

---@return gameCrowdMemberComponent
function gameCrowdMemberComponent.new() return end

---@param props table
---@return gameCrowdMemberComponent
function gameCrowdMemberComponent.new(props) return end

---@param allowUsage Bool
function gameCrowdMemberComponent:AllowWorkspotsUsage(allowUsage) return end

---@param stage gameFearStage
---@param playInitAniation Bool
---@return Bool
function gameCrowdMemberComponent:ChangeFearStage(stage, playInitAniation) return end

---@param name CName|string
---@return Bool
function gameCrowdMemberComponent:ChangeMoveType(name) return end

---@param distance Float
---@return Bool
function gameCrowdMemberComponent:CheckEmptyPath(distance) return end

---@return Bool
function gameCrowdMemberComponent:CheckIsMoving() return end

---@param context gameJoinTrafficNPCContext
---@return Bool
function gameCrowdMemberComponent:CheckTrafficPath(context) return end

---@return Vector4
function gameCrowdMemberComponent:GetMovementDirection() return end

---@return Bool
function gameCrowdMemberComponent:IsBlockedInTraffic() return end

---@return Bool
function gameCrowdMemberComponent:IsInCrowd() return end

---@param stimType gamedataStimType
function gameCrowdMemberComponent:OnCrowdReaction(stimType) return end

---@param position Vector4
function gameCrowdMemberComponent:SetThreatLastKnownPosition(position) return end

function gameCrowdMemberComponent:TryChangeMovementDirection() return end

function gameCrowdMemberComponent:TryStopTrafficMovement() return end

---@class gameCrowdPhaseTimePeriod : communityTimePeriod
---@field mergeMode gameCrowdCreationDataMergeMode
---@field density Float
---@field Density CName
---@field workspotsUsage Float
---@field charactersData gameCrowdTemplateCharacterData[]
---@field reducedCharactersData gameCrowdTemplateCharacterData[]
---@field crowdType gameCrowdEntryType
---@field useDensityPreset Bool
gameCrowdPhaseTimePeriod = {}

---@return gameCrowdPhaseTimePeriod
function gameCrowdPhaseTimePeriod.new() return end

---@param props table
---@return gameCrowdPhaseTimePeriod
function gameCrowdPhaseTimePeriod.new(props) return end

---@class gameCrowdTemplateCharacterData
---@field characterRecordId TweakDBID
---@field weight Float
gameCrowdTemplateCharacterData = {}

---@return gameCrowdTemplateCharacterData
function gameCrowdTemplateCharacterData.new() return end

---@param props table
---@return gameCrowdTemplateCharacterData
function gameCrowdTemplateCharacterData.new(props) return end

---@class gameCrowdTemplateEntry
---@field entryName CName
---@field markings CName[]
---@field phases gameCrowdTemplateEntryPhase[]
---@field type gameCrowdEntryType
gameCrowdTemplateEntry = {}

---@return gameCrowdTemplateEntry
function gameCrowdTemplateEntry.new() return end

---@param props table
---@return gameCrowdTemplateEntry
function gameCrowdTemplateEntry.new(props) return end

---@class gameCrowdTemplateEntryPhase
---@field phaseName CName
---@field timePeriods gameCrowdPhaseTimePeriod[]
---@field density Float
---@field charactersData gameCrowdTemplateCharacterData[]
---@field legacy Bool
---@field legacyDensityInTimePeriods Bool
---@field legacyCharactersData Bool
gameCrowdTemplateEntryPhase = {}

---@return gameCrowdTemplateEntryPhase
function gameCrowdTemplateEntryPhase.new() return end

---@param props table
---@return gameCrowdTemplateEntryPhase
function gameCrowdTemplateEntryPhase.new(props) return end

---@class gameCurrentTargetPrereq : gameIPrereq
gameCurrentTargetPrereq = {}

---@return gameCurrentTargetPrereq
function gameCurrentTargetPrereq.new() return end

---@param props table
---@return gameCurrentTargetPrereq
function gameCurrentTargetPrereq.new(props) return end

---@class gameCurrentTargetPrereqState : gamePrereqState
gameCurrentTargetPrereqState = {}

---@return gameCurrentTargetPrereqState
function gameCurrentTargetPrereqState.new() return end

---@param props table
---@return gameCurrentTargetPrereqState
function gameCurrentTargetPrereqState.new(props) return end

---@class gameCursorInterpolationOverrides : inkUserData
---@field minSpeed Vector2
---@field enterTime Float
gameCursorInterpolationOverrides = {}

---@return gameCursorInterpolationOverrides
function gameCursorInterpolationOverrides.new() return end

---@param props table
---@return gameCursorInterpolationOverrides
function gameCursorInterpolationOverrides.new(props) return end

---@class gameCurveStatModifier : gameStatModifierBase
gameCurveStatModifier = {}

---@return gameCurveStatModifier
function gameCurveStatModifier.new() return end

---@param props table
---@return gameCurveStatModifier
function gameCurveStatModifier.new(props) return end

---@class gameCurveStatModifierData_Deprecated : gameStatModifierData_Deprecated
---@field curveName CName
---@field columnName CName
---@field curveStat gamedataStatType
gameCurveStatModifierData_Deprecated = {}

---@return gameCurveStatModifierData_Deprecated
function gameCurveStatModifierData_Deprecated.new() return end

---@param props table
---@return gameCurveStatModifierData_Deprecated
function gameCurveStatModifierData_Deprecated.new(props) return end

---@class gameCustomRequestFilter
gameCustomRequestFilter = {}

---@class gameCustomValueStatPoolsListener : gameScriptStatPoolsListener
gameCustomValueStatPoolsListener = {}

---@return gameCustomValueStatPoolsListener
function gameCustomValueStatPoolsListener.new() return end

---@param props table
---@return gameCustomValueStatPoolsListener
function gameCustomValueStatPoolsListener.new(props) return end

---@param valuePerc Float
function gameCustomValueStatPoolsListener:SetValue(valuePerc) return end

---@class gameCyberspaceBoundaryNode : worldTriggerAreaNode
---@field marker1Ref NodeRef
---@field marker2Ref NodeRef
gameCyberspaceBoundaryNode = {}

---@return gameCyberspaceBoundaryNode
function gameCyberspaceBoundaryNode.new() return end

---@param props table
---@return gameCyberspaceBoundaryNode
function gameCyberspaceBoundaryNode.new(props) return end

---@class gameCyberspaceBoundaryNodeInstance : worldTriggerAreaNodeInstance
gameCyberspaceBoundaryNodeInstance = {}

---@return gameCyberspaceBoundaryNodeInstance
function gameCyberspaceBoundaryNodeInstance.new() return end

---@param props table
---@return gameCyberspaceBoundaryNodeInstance
function gameCyberspaceBoundaryNodeInstance.new(props) return end

---@class gameCyberspacePixelsortEffectParams
---@field fullscreen Bool
---@field vfx Bool
---@field initialDatamosh Float
---@field targetDatamosh Float
---@field initialIntensity Float
---@field targetIntensity Float
---@field timeBlend Float
gameCyberspacePixelsortEffectParams = {}

---@return gameCyberspacePixelsortEffectParams
function gameCyberspacePixelsortEffectParams.new() return end

---@param props table
---@return gameCyberspacePixelsortEffectParams
function gameCyberspacePixelsortEffectParams.new(props) return end

---@class gameDSSSpawnRequestResult
---@field requestID Uint32
---@field success Bool
---@field spawnedObjects gameObject[]
gameDSSSpawnRequestResult = {}

---@return gameDSSSpawnRequestResult
function gameDSSSpawnRequestResult.new() return end

---@param props table
---@return gameDSSSpawnRequestResult
function gameDSSSpawnRequestResult.new(props) return end

---@class gameDamage : IScriptable
---@field damageType gamedataDamageType
---@field value Float
gameDamage = {}

---@return gameDamage
function gameDamage.new() return end

---@param props table
---@return gameDamage
function gameDamage.new(props) return end

---@return gamedataDamageType
function gameDamage:GetType() return end

---@return Float
function gameDamage:GetValue() return end

---@return Bool
function gameDamage:IsValid() return end

---@param dmgType gamedataDamageType
function gameDamage:SetType(dmgType) return end

---@param value Float
function gameDamage:SetValue(value) return end

---@class gameDamagePack : IScriptable
---@field damageList gameDamage[]
gameDamagePack = {}

---@return gameDamagePack
function gameDamagePack.new() return end

---@param props table
---@return gameDamagePack
function gameDamagePack.new(props) return end

function gameDamagePack:AddDamage() return end

function gameDamagePack:GetDamageList() return end

function gameDamagePack:HasValidDamage() return end

---@class gameDamageSystem : gameIDamageSystem
---@field previewTarget previewTargetStruct
---@field previewLock Bool
---@field previewRWLockTemp ScriptReentrantRWLock
gameDamageSystem = {}

---@return gameDamageSystem
function gameDamageSystem.new() return end

---@param props table
---@return gameDamageSystem
function gameDamageSystem.new(props) return end

---@param curve CName|string
---@param value Float
---@return Float
function gameDamageSystem.GetDamageModFromCurve(curve, value) return end

---@param attackData gamedamageAttackData
---@param hitPosition Vector4
---@param statsSystem gameStatsSystem
---@return Float
function gameDamageSystem.GetEffectiveRangeModifierForWeapon(attackData, hitPosition, statsSystem) return end

---@return TweakDBID
function gameDamageSystem.GetMantisBladesCripplingRandStatusEffectID() return end

---@param minOffset Vector3
---@param maxOffset Vector3
---@return Vector3
function gameDamageSystem.GetRandomOffset(minOffset, maxOffset) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@return Bool
function gameDamageSystem.HasGrandFinaleStatFlag(scriptInterface) return end

---@param stage gameDamagePipelineStage
---@param hitEvent gameeventsHitEvent
---@param damagePipelineType gameDamageListenerPipelineType
function gameDamageSystem:ProcessSyncStageCallbacks(stage, hitEvent, damagePipelineType) return end

---@param missEvent gameeventsMissEvent
function gameDamageSystem:ProcessSyncStageMissCallbacks(missEvent) return end

---@param evt gameeventsHitEvent
---@param receiver gameObject
function gameDamageSystem:QueueHitEvent(evt, receiver) return end

---@param evt gameeventsMissEvent
function gameDamageSystem:QueueMissEvent(evt) return end

---@param damageListener gameScriptedDamageSystemListener
---@param registereeID entEntityID
---@param callbackType gameDamageCallbackType
---@param damagePipelineType gameDamageListenerPipelineType
function gameDamageSystem:RegisterListener(damageListener, registereeID, callbackType, damagePipelineType) return end

---@param damageListener gameScriptedDamageSystemListener
---@param registereeID entEntityID
---@param callbackType gameDamageCallbackType
---@param stage gameDamagePipelineStage
---@param damagePipelineType gameDamageListenerPipelineType
function gameDamageSystem:RegisterSyncListener(damageListener, registereeID, callbackType, stage, damagePipelineType) return end

---@param evt gameeventsProjectedHitEvent
function gameDamageSystem:StartProjectionPipeline(evt) return end

---@param damageListener gameScriptedDamageSystemListener
---@param registereeID entEntityID
---@param callbackType gameDamageCallbackType
---@param damagePipelineType gameDamageListenerPipelineType
function gameDamageSystem:UnregisterListener(damageListener, registereeID, callbackType, damagePipelineType) return end

---@param damageListener gameScriptedDamageSystemListener
---@param registereeID entEntityID
---@param callbackType gameDamageCallbackType
---@param stage gameDamagePipelineStage
---@param damagePipelineType gameDamageListenerPipelineType
function gameDamageSystem:UnregisterSyncListener(damageListener, registereeID, callbackType, stage, damagePipelineType) return end

---@param attackData gamedamageAttackData
---@return Bool
function gameDamageSystem:AllowWeaponCrit(attackData) return end

---@param hitEvent gameeventsHitEvent
---@param statType gamedataStatType
---@param effect TweakDBID|string
function gameDamageSystem:ApplyStatusEffectByApplicationRate(hitEvent, statType, effect) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:CacheLocalVars(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:CalculateDamageVariants(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:CalculateGlobalModifiers(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:CalculateSourceModifiers(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:CalculateSourceVsTargetModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:CalculateTargetModifiers(hitEvent) return end

---@param weaponObject gameweaponObject
---@param attackType gamedataAttackType
---@param isBodySlam Bool
---@param statSystem gameStatsSystem
---@return Float
function gameDamageSystem:CalculateVehicleTargetMeleeDamage(weaponObject, attackType, isBodySlam, statSystem) return end

---@param weaponObject gameweaponObject
---@param chargeDamageMultiplier Float
---@param statSystem gameStatsSystem
---@return Float
function gameDamageSystem:CalculateVehicleTargetRangedDamage(weaponObject, chargeDamageMultiplier, statSystem) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
---@return Bool
function gameDamageSystem:CheckForQuickExit(hitEvent, cache) return end

---@param hitEvent gameeventsProjectedHitEvent
---@return Bool
function gameDamageSystem:CheckProjectionPipelineTargetConditions(hitEvent) return end

function gameDamageSystem:ClearPreviewTargetStruct() return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ConvertDPSToHitDamage(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@return gameuiDamageInfo[]
function gameDamageSystem:ConvertHitDataToDamageInfo(hitEvent) return end

---@param gameObject gameObject
---@return CName
function gameDamageSystem:CreateDebugDataName(gameObject) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function gameDamageSystem:DEBUG_InvulnerabilityCheckForVehicle(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:DealDamages(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:DeathCheck(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:FillInDamageBlackboard(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
---@return gamedamageHitDebugData
function gameDamageSystem:GatherDebugData(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
---@return gamedamageServerHitData
function gameDamageSystem:GatherServerData(hitEvent, cache) return end

---@param weapon gameweaponObject
---@param hitEvent gameeventsHitEvent
---@return Float
function gameDamageSystem:GetArmorPenetrationValue(weapon, hitEvent) return end

---@param statSystem gameStatsSystem
---@param attackData gamedamageAttackData
---@return Float
function gameDamageSystem:GetCritDamageModifier(statSystem, attackData) return end

---@param statSystem gameStatsSystem
---@param attackData gamedamageAttackData
---@return Float
function gameDamageSystem:GetHeadshotDamageModifier(statSystem, attackData) return end

---@param hitEvent gameeventsProjectedHitEvent
---@return EHitReactionZone
function gameDamageSystem:GetHitReactionZone(hitEvent) return end

---@param attackData gamedamageAttackData
---@return gamedataAttackSubtype
function gameDamageSystem:GetSubAttackSubType(attackData) return end

---@param attackData gamedamageAttackData
---@return Float
function gameDamageSystem:GetVehiclePerksDamageMultiplier(attackData) return end

---@param statSystem gameStatsSystem
---@param attackData gamedamageAttackData
---@return Float
function gameDamageSystem:GetWeakspotDamageModifier(statSystem, attackData) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ImmortalityCheck(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:InvulnerabilityCheck(hitEvent, cache) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@return Bool
function gameDamageSystem:IsImmune(target, statusEffectID) return end

---@param hitEvent gameeventsHitEvent
---@return Bool
function gameDamageSystem:IsOverridenExplosionVsVehicleHit(hitEvent) return end

---@param cache gamedamageCacheData
---@return Bool
function gameDamageSystem:IsTargetImmortal(cache) return end

---@param cache gamedamageCacheData
---@return Bool
function gameDamageSystem:IsTargetInvulnerable(cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ModifyHitData(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ModifyHitFlagsForPlayer(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:PostProcess(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
---@return Bool
function gameDamageSystem:PreProcess(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:PreProcessVehicleTarget(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:Process(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessArmor(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessBikeMelee(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessBlockAndDeflect(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessBulletBlockAndDeflect(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param isBulletTimeActive Bool
---@param blockingItem gameItemObject
function gameDamageSystem:ProcessBulletDeflect(hitEvent, isBulletTimeActive, blockingItem) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ProcessChargeAttack(hitEvent, cache) return end

---@param serverHitData gamedamageServerHitData
function gameDamageSystem:ProcessClientHit(serverHitData) return end

---@param serverKillData gamedamageServerKillData
function gameDamageSystem:ProcessClientKill(serverKillData) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessCriticalHit(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessCrowdTarget(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessCyberwareModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessDamageMultipliers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessDamageReduction(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessDeviceExplosionDamageToTierNPC(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessDeviceTarget(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessDodge(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessEffectiveRange(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessEvasion(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessHitReaction(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessInstantKill(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessLevelDifference(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessLocalizedDamage(hitEvent) return end

---@param missEvent gameeventsMissEvent
function gameDamageSystem:ProcessMissPipeline(missEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessMitigation(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessNPCPassengerVehicleCollision(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessOnVehicleMitigation(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessOneShotProtection(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessPierceAttack(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ProcessPipeline(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessPlayerFixedPercentageOverride(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessPlayerIncomingDamageMultiplier(hitEvent) return end

---@param hitEvent gameeventsProjectedHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ProcessProjectionPipeline(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessQuickHackModifiers(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessRagdollHit(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessReturnedDamage(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessRicochet(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessSpreadingMultiplier(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessStatusEffectApplicationStats(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessStatusEffects(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessStealthAttack(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessTurretAttack(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessTurretDamageTakenFromMelee(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessVehicleHit(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param cache gamedamageCacheData
function gameDamageSystem:ProcessVehicleTarget(hitEvent, cache) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ProcessVehicleVsExplosion(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:ScalePlayerDamage(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param resourcesLost SDamageDealt[]
function gameDamageSystem:SendDamageEvents(hitEvent, resourcesLost) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:SendDamageRequestToPreventionSystem(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameDamageSystem:SendVehicleImpactTelemetryIfValid(hitEvent) return end

---@param newState Bool
function gameDamageSystem:SetPreviewLock(newState) return end

---@param trackedTarget gameObject
---@param bodyPart EHitReactionZone
---@param hittingBreach Bool
function gameDamageSystem:SetPreviewTargetStruct(trackedTarget, bodyPart, hittingBreach) return end

---@param factName CName|string
function gameDamageSystem:SetTutorialFact(factName) return end

---@param hitEvent gameeventsHitEvent
---@return Bool, entEntityID
function gameDamageSystem:ShouldProcessStatusEffectsOnVehicleDriver(hitEvent) return end

---@class gameDamageSystemSharedState : gameIGameSystemReplicatedState
---@field hitHistory gamedamageServerHitData[]
---@field killHistory gamedamageServerKillData[]
gameDamageSystemSharedState = {}

---@return gameDamageSystemSharedState
function gameDamageSystemSharedState.new() return end

---@param props table
---@return gameDamageSystemSharedState
function gameDamageSystemSharedState.new(props) return end

---@class gameDeactivateTPPRepresentationEvent : redEvent
gameDeactivateTPPRepresentationEvent = {}

---@return gameDeactivateTPPRepresentationEvent
function gameDeactivateTPPRepresentationEvent.new() return end

---@param props table
---@return gameDeactivateTPPRepresentationEvent
function gameDeactivateTPPRepresentationEvent.new(props) return end

---@class gameDeactivateTriggerDestructionComponentEvent : redEvent
gameDeactivateTriggerDestructionComponentEvent = {}

---@return gameDeactivateTriggerDestructionComponentEvent
function gameDeactivateTriggerDestructionComponentEvent.new() return end

---@param props table
---@return gameDeactivateTriggerDestructionComponentEvent
function gameDeactivateTriggerDestructionComponentEvent.new(props) return end

---@class gameDebugCheatsSharedState : gameIGameSystemReplicatedState
---@field activeCheats gamecheatsystemObjCheats[]
---@field debugTimeDilationIndex Uint32
---@field debugTimeDilationPlayerIndex Uint32
gameDebugCheatsSharedState = {}

---@return gameDebugCheatsSharedState
function gameDebugCheatsSharedState.new() return end

---@param props table
---@return gameDebugCheatsSharedState
function gameDebugCheatsSharedState.new(props) return end

---@class gameDebugCheatsSystem : gameIDebugCheatsSystem
gameDebugCheatsSystem = {}

---@return gameDebugCheatsSystem
function gameDebugCheatsSystem.new() return end

---@param props table
---@return gameDebugCheatsSystem
function gameDebugCheatsSystem.new(props) return end

function gameDebugCheatsSystem:DecreaseGlobalTimeDilation() return end

function gameDebugCheatsSystem:DecreasePlayerTimeDilation() return end

---@param object gameObject
---@param cheatType gamecheatsystemFlag
---@param enable Bool
---@return Bool
function gameDebugCheatsSystem:EnableCheat(object, cheatType, enable) return end

---@param object gameObject
---@param gmType gamecheatsystemFlag
---@return Bool
function gameDebugCheatsSystem:HasCheat(object, gmType) return end

function gameDebugCheatsSystem:IncreaseGlobalTimeDilation() return end

function gameDebugCheatsSystem:IncreasePlayerTimeDilation() return end

---@param object gameObject
---@param gmType gamecheatsystemFlag
---@return Bool
function gameDebugCheatsSystem:ToggleCheat(object, gmType) return end

---@class gameDebugContextPtr
gameDebugContextPtr = {}

---@return gameDebugContextPtr
function gameDebugContextPtr.new() return end

---@param props table
---@return gameDebugContextPtr
function gameDebugContextPtr.new(props) return end

---@class gameDebugContextUserData
gameDebugContextUserData = {}

---@return gameDebugContextUserData
function gameDebugContextUserData.new() return end

---@param props table
---@return gameDebugContextUserData
function gameDebugContextUserData.new(props) return end

---@class gameDebugDrawHistorySystem : gameIDebugDrawHistorySystem
gameDebugDrawHistorySystem = {}

---@return gameDebugDrawHistorySystem
function gameDebugDrawHistorySystem.new() return end

---@param props table
---@return gameDebugDrawHistorySystem
function gameDebugDrawHistorySystem.new(props) return end

---@class gameDebugFreeCamera : gameObject
gameDebugFreeCamera = {}

---@return gameDebugFreeCamera
function gameDebugFreeCamera.new() return end

---@param props table
---@return gameDebugFreeCamera
function gameDebugFreeCamera.new(props) return end

---@class gameDebugPath
---@field str String
gameDebugPath = {}

---@return gameDebugPath
function gameDebugPath.new() return end

---@param props table
---@return gameDebugPath
function gameDebugPath.new(props) return end

---@class gameDebugPerformanceSystem : gameIGameSystem
gameDebugPerformanceSystem = {}

---@return gameDebugPerformanceSystem
function gameDebugPerformanceSystem.new() return end

---@param props table
---@return gameDebugPerformanceSystem
function gameDebugPerformanceSystem.new(props) return end

---@class gameDebugPlayerBreadcrumbs : gameIDebugPlayerBreadcrumbs
gameDebugPlayerBreadcrumbs = {}

---@return gameDebugPlayerBreadcrumbs
function gameDebugPlayerBreadcrumbs.new() return end

---@param props table
---@return gameDebugPlayerBreadcrumbs
function gameDebugPlayerBreadcrumbs.new(props) return end

---@class gameDebugTimeState : gameITimeState
gameDebugTimeState = {}

---@return gameDebugTimeState
function gameDebugTimeState.new() return end

---@param props table
---@return gameDebugTimeState
function gameDebugTimeState.new(props) return end

---@class gameDebugVisualizerSystem : gameIDebugVisualizerSystem
gameDebugVisualizerSystem = {}

---@return gameDebugVisualizerSystem
function gameDebugVisualizerSystem.new() return end

---@param props table
---@return gameDebugVisualizerSystem
function gameDebugVisualizerSystem.new(props) return end

function gameDebugVisualizerSystem:ClearAll() return end

---@param layerId Uint32
function gameDebugVisualizerSystem:ClearLayer(layerId) return end

---@param start Vector4
---@param end_ Vector4
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawArrow(start, end_, color, lifetime) return end

---@param start Vector4
---@param end_ Vector4
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawLine(start, end_, color, lifetime) return end

---@param start Vector4
---@param end_ Vector4
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawLine3D(start, end_, color, lifetime) return end

---@param position Vector4
---@param size Vector4
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawRect(position, size, color, lifetime) return end

---@param position Vector4
---@param text String
---@param textAlignment gameDebugViewETextAlignment
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawText(position, text, textAlignment, color, lifetime) return end

---@param position Vector4
---@param text String
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawText3D(position, text, color, lifetime) return end

---@param boxMin Vector4
---@param boxMax Vector4
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawWireBox(boxMin, boxMax, color, lifetime) return end

---@param position Vector4
---@param radius Float
---@param color Color
---@param lifetime Float
---@return Uint32
function gameDebugVisualizerSystem:DrawWireSphere(position, radius, color, lifetime) return end

---@param layerId Uint32
---@param position Vector4
function gameDebugVisualizerSystem:SetPosition(layerId, position) return end

---@param layerId Uint32
---@param scale Vector4
function gameDebugVisualizerSystem:SetScale(layerId, scale) return end

---@class gameDefaultAppearancePreset_Entity : ISerializable
---@field entityPathHash Uint64
---@field debugEntityPath CName
---@field defaultAppearanceName CName
gameDefaultAppearancePreset_Entity = {}

---@return gameDefaultAppearancePreset_Entity
function gameDefaultAppearancePreset_Entity.new() return end

---@param props table
---@return gameDefaultAppearancePreset_Entity
function gameDefaultAppearancePreset_Entity.new(props) return end

---@class gameDelayID
gameDelayID = {}

---@return gameDelayID
function gameDelayID.new() return end

---@param props table
---@return gameDelayID
function gameDelayID.new(props) return end

---@class gameDelaySystem : gameIDelaySystem
gameDelaySystem = {}

---@return gameDelaySystem
function gameDelaySystem.new() return end

---@param props table
---@return gameDelaySystem
function gameDelaySystem.new(props) return end

---@param delayID gameDelayID
function gameDelaySystem:CancelCallback(delayID) return end

---@param delayID gameDelayID
function gameDelaySystem:CancelDelay(delayID) return end

---@param delayID gameDelayID
function gameDelaySystem:CancelTick(delayID) return end

---@param delayCallback gameDelaySystemScriptedDelayCallbackWrapper
---@param timeToDelay Float
---@param isAffectedByTimeDilation Bool
---@return gameDelayID
function gameDelaySystem:DelayCallback(delayCallback, timeToDelay, isAffectedByTimeDilation) return end

---@param delayCallback gameDelaySystemScriptedDelayCallbackWrapper
function gameDelaySystem:DelayCallbackNextFrame(delayCallback) return end

---@param entity entEntity
---@param eventToDelay redEvent
---@param timeToDelay Float
---@param isAffectedByTimeDilation Bool
---@return gameDelayID
function gameDelaySystem:DelayEvent(entity, eventToDelay, timeToDelay, isAffectedByTimeDilation) return end

---@param entity entEntity
---@param eventToDelay redEvent
function gameDelaySystem:DelayEventNextFrame(entity, eventToDelay) return end

---@param psID gamePersistentID
---@param classType CName|string
---@param eventToDelay redEvent
---@param timeToDelay Float
---@param isAffectedByTimeDilation Bool
---@return gameDelayID
function gameDelaySystem:DelayPSEvent(psID, classType, eventToDelay, timeToDelay, isAffectedByTimeDilation) return end

---@param psID gamePersistentID
---@param classType CName|string
---@param eventToDelay redEvent
function gameDelaySystem:DelayPSEventNextFrame(psID, classType, eventToDelay) return end

---@param systemName CName|string
---@param requestToDelay gameScriptableSystemRequest
---@param timeToDelay Float
---@param isAffectedByTimeDilation Bool
---@return gameDelayID
function gameDelaySystem:DelayScriptableSystemRequest(systemName, requestToDelay, timeToDelay, isAffectedByTimeDilation) return end

---@param systemName CName|string
---@param requestToDelay gameScriptableSystemRequest
function gameDelaySystem:DelayScriptableSystemRequestNextFrame(systemName, requestToDelay) return end

---@param delayID gameDelayID
---@return Float
function gameDelaySystem:GetRemainingDelayTime(delayID) return end

---@param caller IScriptable
---@param data gameScriptTaskData
---@param funtionName CName|string
---@param executionStage gameScriptTaskExecutionStage
function gameDelaySystem:QueueTask(caller, data, funtionName, executionStage) return end

---@param entity entEntity
---@param eventToTick gameTickableEvent
---@param duration Float
---@return gameDelayID
function gameDelaySystem:TickOnEvent(entity, eventToTick, duration) return end

---@class gameDelaySystemCallbackInfo : gameDelaySystemDelayStruct
gameDelaySystemCallbackInfo = {}

---@class gameDelaySystemDelayStruct : ISerializable
gameDelaySystemDelayStruct = {}

---@class gameDelaySystemEventStruct : gameDelaySystemDelayStruct
gameDelaySystemEventStruct = {}

---@class gameDelaySystemPSEventStruct : gameDelaySystemDelayStruct
gameDelaySystemPSEventStruct = {}

---@class gameDelaySystemScriptableSysRequestStruct : gameDelaySystemDelayStruct
gameDelaySystemScriptableSysRequestStruct = {}

---@class gameDelaySystemScriptedDelayCallbackWrapper : IScriptable
gameDelaySystemScriptedDelayCallbackWrapper = {}

---@return gameDelaySystemScriptedDelayCallbackWrapper
function gameDelaySystemScriptedDelayCallbackWrapper.new() return end

---@param props table
---@return gameDelaySystemScriptedDelayCallbackWrapper
function gameDelaySystemScriptedDelayCallbackWrapper.new(props) return end

function gameDelaySystemScriptedDelayCallbackWrapper:Call() return end

---@class gameDelaySystemTickOnEventStruct : gameDelaySystemTickStruct
gameDelaySystemTickOnEventStruct = {}

---@class gameDelaySystemTickStruct : ISerializable
gameDelaySystemTickStruct = {}

---@class gameDelaySystemTickWithCallbackStruct : gameDelaySystemTickStruct
gameDelaySystemTickWithCallbackStruct = {}

---@class gameDelayedFunctionsScheduler : ISerializable
---@field initialized Bool
---@field currentTime EngineTime
---@field nextCallId Uint32
gameDelayedFunctionsScheduler = {}

---@return gameDelayedFunctionsScheduler
function gameDelayedFunctionsScheduler.new() return end

---@param props table
---@return gameDelayedFunctionsScheduler
function gameDelayedFunctionsScheduler.new(props) return end

---@class gameDelayedTimer : gameBaseTimer
gameDelayedTimer = {}

---@return gameDelayedTimer
function gameDelayedTimer.new() return end

---@param props table
---@return gameDelayedTimer
function gameDelayedTimer.new(props) return end

---@class gameDependentWorkspotData : ISerializable
gameDependentWorkspotData = {}

---@return gameDependentWorkspotData
function gameDependentWorkspotData.new() return end

---@param props table
---@return gameDependentWorkspotData
function gameDependentWorkspotData.new(props) return end

---@class gameDeprecated_GameplayEvent : redEvent
gameDeprecated_GameplayEvent = {}

---@return gameDeprecated_GameplayEvent
function gameDeprecated_GameplayEvent.new() return end

---@param props table
---@return gameDeprecated_GameplayEvent
function gameDeprecated_GameplayEvent.new(props) return end

---@class gameDestructibleObject : gameObject
---@field recordID TweakDBID
gameDestructibleObject = {}

---@return gameDestructibleObject
function gameDestructibleObject.new() return end

---@param props table
---@return gameDestructibleObject
function gameDestructibleObject.new(props) return end

---@class gameDestructibleSpotsSystem : worldIDestructibleSpotsSystem
gameDestructibleSpotsSystem = {}

---@return gameDestructibleSpotsSystem
function gameDestructibleSpotsSystem.new() return end

---@param props table
---@return gameDestructibleSpotsSystem
function gameDestructibleSpotsSystem.new(props) return end

---@param localPlayerObj gameObject
---@param fracturePos Vector4
---@return Bool
function gameDestructibleSpotsSystem:OnNotifyAboutFracture(localPlayerObj, fracturePos) return end

---@class gameDestructionPersistencySystem : gameIDestructionPersistencySystem
gameDestructionPersistencySystem = {}

---@return gameDestructionPersistencySystem
function gameDestructionPersistencySystem.new() return end

---@param props table
---@return gameDestructionPersistencySystem
function gameDestructionPersistencySystem.new(props) return end

---@class gameDeviceBase : gameObject
---@field isLogicReady Bool
gameDeviceBase = {}

---@return gameDeviceBase
function gameDeviceBase.new() return end

---@param props table
---@return gameDeviceBase
function gameDeviceBase.new(props) return end

---@return gameDeviceReplicatedState
function gameDeviceBase:GetClientState() return end

---@return gameDeviceReplicatedState
function gameDeviceBase:GetServerState() return end

---@return Bool
function gameDeviceBase:IsLogicReady() return end

function gameDeviceBase:SetAudioResourceName() return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
function gameDeviceBase:ApplyAnimFeatureToReplicate(obj, inputName, value) return end

---@param state gameDeviceReplicatedState
function gameDeviceBase:ApplyReplicatedState(state) return end

---@return CName
function gameDeviceBase:GetDeviceStateClass() return end

---@return Bool
function gameDeviceBase:IncludeLightsInVisibilityBoundsScript() return end

---@return Bool
function gameDeviceBase:IsDeviceMovableScript() return end

---@class gameDeviceBaseReplicationProxy : netIEntityState
---@field scriptState gameDeviceReplicatedState
---@field versionId Uint32
---@field versionTimestamp netTime
---@field initialOrientation EulerAngles
---@field initialLocation Vector3
gameDeviceBaseReplicationProxy = {}

---@return gameDeviceBaseReplicationProxy
function gameDeviceBaseReplicationProxy.new() return end

---@param props table
---@return gameDeviceBaseReplicationProxy
function gameDeviceBaseReplicationProxy.new(props) return end

---@class gameDeviceCameraControlComponent : gameComponent
gameDeviceCameraControlComponent = {}

---@return gameDeviceCameraControlComponent
function gameDeviceCameraControlComponent.new() return end

---@param props table
---@return gameDeviceCameraControlComponent
function gameDeviceCameraControlComponent.new(props) return end

---@class gameDeviceComponent : gameComponent
gameDeviceComponent = {}

---@return gameDeviceComponent
function gameDeviceComponent.new() return end

---@param props table
---@return gameDeviceComponent
function gameDeviceComponent.new(props) return end

---@class gameDeviceComponentPS : gameComponentPS
---@field markAsQuest Bool
---@field autoToggleQuestMark Bool
---@field factToDisableQuestMark CName
---@field callbackToDisableQuestMarkID Uint32
---@field backdoorObjectiveData BackDoorObjectiveData
---@field controlPanelObjectiveData ControlPanelObjectiveData
---@field deviceUIStyle gamedataComputerUIStyle
---@field blackboard gameIBlackboard
---@field isScanned Bool
---@field isBeingScanned Bool
---@field exposeQuickHacks Bool
---@field isAttachedToGame Bool
---@field isLogicReady Bool
---@field maxDevicesToExtractInOneFrame Int32
gameDeviceComponentPS = {}

---@return gameDeviceComponentPS
function gameDeviceComponentPS.new() return end

---@param props table
---@return gameDeviceComponentPS
function gameDeviceComponentPS.new(props) return end

---@return gamedeviceClearance
function gameDeviceComponentPS:GetClearance() return end

---@return String
function gameDeviceComponentPS:GetDeviceIconPath() return end

---@return String
function gameDeviceComponentPS:GetDeviceName() return end

---@return String
function gameDeviceComponentPS:GetDeviceStatus() return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function gameDeviceComponentPS:GetNativeActions(context) return end

---@return CName
function gameDeviceComponentPS:GetWidgetTypeName() return end

---@return ThumbnailUI
function gameDeviceComponentPS:ActionThumbnailUI() return end

---@param interactionComponent gameinteractionsComponent
---@param context gameGetActionsContext
function gameDeviceComponentPS:DetermineInteractionState(interactionComponent, context) return end

function gameDeviceComponentPS:ExposeQuickHacks() return end

---@param shouldExpose Bool
function gameDeviceComponentPS:ExposeQuickHacks(shouldExpose) return end

---@param context gameGetActionsContext
---@return SActionWidgetPackage[]
function gameDeviceComponentPS:GetActionWidgets(context) return end

---@param context gameGetActionsContext
---@return Bool, gamedeviceAction[]
function gameDeviceComponentPS:GetActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function gameDeviceComponentPS:GetActionsToNative(context) return end

---@return gameDeviceComponentPS[]
function gameDeviceComponentPS:GetAncestors() return end

---@param context MasterControllerPS
---@return gameDeviceComponentPS
function gameDeviceComponentPS:GetAttachedSlaveForPing(context) return end

---@return BackDoorObjectiveData
function gameDeviceComponentPS:GetBackdoorObjectiveData() return end

---@return TweakDBID
function gameDeviceComponentPS:GetBackgroundTextureTweakDBID() return end

---@return gameIBlackboard
function gameDeviceComponentPS:GetBlackboard() return end

---@return DeviceBaseBlackboardDef
function gameDeviceComponentPS:GetBlackboardDef() return end

---@return gameDeviceComponentPS[]
function gameDeviceComponentPS:GetChildren() return end

---@return ControlPanelObjectiveData
function gameDeviceComponentPS:GetControlPanelObjectiveData() return end

---@return CName
function gameDeviceComponentPS:GetDeviceIconID() return end

---@return TweakDBID
function gameDeviceComponentPS:GetDeviceIconTweakDBID() return end

---@param context gameGetActionsContext
---@return SDeviceWidgetPackage
function gameDeviceComponentPS:GetDeviceWidget(context) return end

---@return CName
function gameDeviceComponentPS:GetFactToDisableQuestMarkName() return end

---@return gameDeviceComponentPS
function gameDeviceComponentPS:GetFirstAttachedSlave() return end

---@return gameDeviceComponentPS[]
function gameDeviceComponentPS:GetImmediateParents() return end

---@param context gameGetActionsContext
---@return CName
function gameDeviceComponentPS:GetInkWidgetLibraryID(context) return end

---@return redResourceReferenceScriptToken
function gameDeviceComponentPS:GetInkWidgetLibraryPath() return end

---@param context gameGetActionsContext
---@return TweakDBID
function gameDeviceComponentPS:GetInkWidgetTweakDBID(context) return end

---@return gameLazyDevice[]
function gameDeviceComponentPS:GetLazyAncestors() return end

---@return gameLazyDevice[]
function gameDeviceComponentPS:GetLazyChildren() return end

---@return gameLazyDevice[]
function gameDeviceComponentPS:GetLazyParents() return end

---@return entEntityID
function gameDeviceComponentPS:GetMyEntityID() return end

---@return NetworkSystem
function gameDeviceComponentPS:GetNetworkSystem() return end

---@return entEntity
function gameDeviceComponentPS:GetOwnerEntityWeak() return end

---@param deviceLink DeviceLink
---@return gameDeviceComponentPS
function gameDeviceComponentPS:GetPS(deviceLink) return end

---@return gameDeviceComponentPS[]
function gameDeviceComponentPS:GetParents() return end

---@return CName
function gameDeviceComponentPS:GetPersistentStateName() return end

---@param actionName CName|string
---@return gamedeviceAction
function gameDeviceComponentPS:GetQuestActionByName(actionName) return end

---@param actionName CName|string
---@return gamedeviceAction
function gameDeviceComponentPS:GetQuestActionByNameToNative(actionName) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function gameDeviceComponentPS:GetQuestActions(context) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function gameDeviceComponentPS:GetQuestActionsToNative(context) return end

---@param includeInactive Bool
---@param returnOnlyDirectlyConnected Bool
---@return SecurityAreaControllerPS[]
function gameDeviceComponentPS:GetSecurityAreas(includeInactive, returnOnlyDirectlyConnected) return end

---@return SecuritySystemControllerPS
function gameDeviceComponentPS:GetSecuritySystem() return end

---@return ThumbnailUI
function gameDeviceComponentPS:GetThumbnailAction() return end

---@return SThumbnailWidgetPackage
function gameDeviceComponentPS:GetThumbnailWidget() return end

---@param slave gameDeviceComponentPS
---@return Bool, VirtualSystemPS
function gameDeviceComponentPS:GetVirtualSystem(slave) return end

---@param id gamePersistentID
---@return Bool, VirtualSystemPS
function gameDeviceComponentPS:GetVirtualSystem(id) return end

---@return Bool, VirtualSystemPS
function gameDeviceComponentPS:GetVirtualSystem() return end

---@return EVirtualSystem
function gameDeviceComponentPS:GetVirtualSystemType() return end

---@return entEntity
function gameDeviceComponentPS:HackGetOwner() return end

---@return Bool
function gameDeviceComponentPS:HasAnyDeviceConnection() return end

---@return Bool
function gameDeviceComponentPS:HasAnySlave() return end

function gameDeviceComponentPS:InitializeGameplayObjectives() return end

function gameDeviceComponentPS:InitializeQuestDBCallbacksForQuestmark() return end

---@return Bool
function gameDeviceComponentPS:IsAnyMasterFlaggedAsQuest() return end

---@return Bool
function gameDeviceComponentPS:IsAttachedToGame() return end

---@return Bool
function gameDeviceComponentPS:IsAutoTogglingQuestMark() return end

---@return Bool
function gameDeviceComponentPS:IsBeingScanned() return end

---@return Bool
function gameDeviceComponentPS:IsLogicReady() return end

---@return Bool
function gameDeviceComponentPS:IsMarkedAsQuest() return end

---@return Bool
function gameDeviceComponentPS:IsMasterType() return end

---@return Bool
function gameDeviceComponentPS:IsQuickHacksExposed() return end

---@return Bool
function gameDeviceComponentPS:IsScanned() return end

---@return Bool
function gameDeviceComponentPS:IsStatic() return end

---@param evt ExtractDevicesEvent
---@return EntityNotificationType
function gameDeviceComponentPS:OnExtractDevicesEvent(evt) return end

---@param sink worldMaraudersMapDevicesSink
function gameDeviceComponentPS:OnMaraudersMapDeviceDebug(sink) return end

---@param blackboard gameIBlackboard
function gameDeviceComponentPS:PassBlackboard(blackboard) return end

---@param lazyDevices gameLazyDevice[]
---@param eventToSendOnCompleted ProcessDevicesEvent
function gameDeviceComponentPS:ProcessDevicesLazy(lazyDevices, eventToSendOnCompleted) return end

---@param blackboard gameIBlackboard
function gameDeviceComponentPS:RefreshUI(blackboard) return end

---@param blackboard gameIBlackboard
function gameDeviceComponentPS:RequestActionWidgetsUpdate(blackboard) return end

---@param blackboard gameIBlackboard
---@param data SBreadCrumbUpdateData
function gameDeviceComponentPS:RequestBreadCrumbUpdate(blackboard, data) return end

---@param action ScriptableDeviceAction
function gameDeviceComponentPS:ResloveUIOnAction(action) return end

---@param evt ExtractDevicesEvent
function gameDeviceComponentPS:ResolveExtractDevicesEvent(evt) return end

---@param isBeingScanned Bool
function gameDeviceComponentPS:SetIsBeingScannedFlag(isBeingScanned) return end

---@param isQuest Bool
function gameDeviceComponentPS:SetIsMarkedAsQuest(isQuest) return end

---@param isComplete Bool
function gameDeviceComponentPS:SetIsScanComplete(isComplete) return end

function gameDeviceComponentPS:UnInitializeQuestDBCallbacksForQuestmark() return end

---@class gameDeviceDynamicConnectionChange : redEvent
gameDeviceDynamicConnectionChange = {}

---@return gameDeviceDynamicConnectionChange
function gameDeviceDynamicConnectionChange.new() return end

---@param props table
---@return gameDeviceDynamicConnectionChange
function gameDeviceDynamicConnectionChange.new(props) return end

---@class gameDeviceInteractionManager : gameIDeviceInteractionManager
gameDeviceInteractionManager = {}

---@return gameDeviceInteractionManager
function gameDeviceInteractionManager.new() return end

---@param props table
---@return gameDeviceInteractionManager
function gameDeviceInteractionManager.new(props) return end

---@class gameDeviceLoaded : redEvent
gameDeviceLoaded = {}

---@return gameDeviceLoaded
function gameDeviceLoaded.new() return end

---@param props table
---@return gameDeviceLoaded
function gameDeviceLoaded.new(props) return end

---@class gameDevicePSChanged : redEvent
gameDevicePSChanged = {}

---@return gameDevicePSChanged
function gameDevicePSChanged.new() return end

---@param props table
---@return gameDevicePSChanged
function gameDevicePSChanged.new(props) return end

---@class gameDeviceReplicatedState : IScriptable
gameDeviceReplicatedState = {}

---@return gameDeviceReplicatedState
function gameDeviceReplicatedState.new() return end

---@param props table
---@return gameDeviceReplicatedState
function gameDeviceReplicatedState.new(props) return end

---@class gameDeviceResource : CResource
---@field data gameDeviceResourceData
gameDeviceResource = {}

---@return gameDeviceResource
function gameDeviceResource.new() return end

---@param props table
---@return gameDeviceResource
function gameDeviceResource.new(props) return end

---@class gameDeviceResourceData : ISerializable
---@field version Uint32
gameDeviceResourceData = {}

---@return gameDeviceResourceData
function gameDeviceResourceData.new() return end

---@param props table
---@return gameDeviceResourceData
function gameDeviceResourceData.new(props) return end

---@class gameDeviceSystem : gameIDeviceSystem
gameDeviceSystem = {}

---@return gameDeviceSystem
function gameDeviceSystem.new() return end

---@param props table
---@return gameDeviceSystem
function gameDeviceSystem.new(props) return end

---@param deviceEntityID gamePersistentID
---@param deviceClassName CName|string
---@param parentEntityID gamePersistentID
---@param parentClassName CName|string
function gameDeviceSystem:AddDynamicConnection(deviceEntityID, deviceClassName, parentEntityID, parentClassName) return end

---@param entityID entEntityID
---@return worldDeviceRef[]
function gameDeviceSystem:DEBUG_GetAncestorsData(entityID) return end

---@param entityID entEntityID
---@return worldDeviceRef[]
function gameDeviceSystem:DEBUG_GetChildrenData(entityID) return end

---@param entityID entEntityID
---@return worldDeviceRef[]
function gameDeviceSystem:DEBUG_GetDescendantsData(entityID) return end

---@param entityID entEntityID
---@return worldDeviceRef[]
function gameDeviceSystem:DEBUG_GetParentsData(entityID) return end

---@param entityID entEntityID
---@return gameDeviceComponentPS[]
function gameDeviceSystem:GetAllAncestors(entityID) return end

---@param entityID entEntityID
---@return gameDeviceComponentPS[]
function gameDeviceSystem:GetAllDescendants(entityID) return end

---@param entityID entEntityID
---@return gameDeviceComponentPS[]
function gameDeviceSystem:GetChildren(entityID) return end

---@param entityID entEntityID
---@return gameLazyDevice[]
function gameDeviceSystem:GetLazyAllAncestors(entityID) return end

---@param entityID entEntityID
---@return gameLazyDevice[]
function gameDeviceSystem:GetLazyAllDescendants(entityID) return end

---@param entityID entEntityID
---@return gameLazyDevice[]
function gameDeviceSystem:GetLazyChildren(entityID) return end

---@param entityID entEntityID
---@return gameLazyDevice[]
function gameDeviceSystem:GetLazyParents(entityID) return end

---@param entityID entEntityID
---@return Bool, Vector4
function gameDeviceSystem:GetNodePosition(entityID) return end

---@param entityID entEntityID
---@return gameDeviceComponentPS[]
function gameDeviceSystem:GetParents(entityID) return end

---@param entityID entEntityID
---@return Bool
function gameDeviceSystem:HasAnyAncestor(entityID) return end

---@param entityID entEntityID
---@return Bool
function gameDeviceSystem:HasAnyChild(entityID) return end

---@param entityID entEntityID
---@return Bool
function gameDeviceSystem:HasAnyDescendant(entityID) return end

---@param entityID entEntityID
---@return Bool
function gameDeviceSystem:HasAnyParent(entityID) return end

---@param deviceEntityID gamePersistentID
---@param parentEntityID gamePersistentID
function gameDeviceSystem:RemoveDynamicConnection(deviceEntityID, parentEntityID) return end

---@class gameDeviceVisibilityChangedEvent : redEvent
---@field isVisible Uint32
gameDeviceVisibilityChangedEvent = {}

---@return gameDeviceVisibilityChangedEvent
function gameDeviceVisibilityChangedEvent.new() return end

---@param props table
---@return gameDeviceVisibilityChangedEvent
function gameDeviceVisibilityChangedEvent.new(props) return end

---@class gameDisableAimAssist : redEvent
gameDisableAimAssist = {}

---@return gameDisableAimAssist
function gameDisableAimAssist.new() return end

---@param props table
---@return gameDisableAimAssist
function gameDisableAimAssist.new(props) return end

---@class gameDismemberedLimbCount
---@field fleshDismemberments Uint32
---@field cyberDismemberments Uint32
gameDismemberedLimbCount = {}

---@return gameDismemberedLimbCount
function gameDismemberedLimbCount.new() return end

---@param props table
---@return gameDismemberedLimbCount
function gameDismemberedLimbCount.new(props) return end

---@class gameDismembermentComponent : entIComponent
gameDismembermentComponent = {}

---@return gameDismembermentComponent
function gameDismembermentComponent.new() return end

---@param props table
---@return gameDismembermentComponent
function gameDismembermentComponent.new(props) return end

---@param obj gameObject
---@param bodyPart gameDismBodyPart
---@param woundType gameDismWoundType
---@param hitPosition Vector4
---@param isCritical Bool
---@param debrisPath String
---@param debrisStrength Float
function gameDismembermentComponent.RequestDismemberment(obj, bodyPart, woundType, hitPosition, isCritical, debrisPath, debrisStrength) return end

---@param obj gameObject
---@param resourcePath String
---@param strength Float
function gameDismembermentComponent.RequestGutsFromLastHit(obj, resourcePath, strength) return end

---@param bodyPart gameDismBodyPart
---@param woundType gameDismWoundType
---@param strength Float
---@param isCritical Bool
---@param debrisPath String
---@param debrisStrength Float
function gameDismembermentComponent:DoDismemberment(bodyPart, woundType, strength, isCritical, debrisPath, debrisStrength) return end

---@return gameDismemberedLimbCount
function gameDismembermentComponent:GetDismemberedLimbCount() return end

---@param hitPosition Vector4
---@param strength Float
function gameDismembermentComponent:ReportExplosion(hitPosition, strength) return end

---@param resourcePath String
---@param strength Float
function gameDismembermentComponent:SpawnGutsFromLastHit(resourcePath, strength) return end

---@param evt DismembermentEvent
---@return Bool
function gameDismembermentComponent:OnDismemberment(evt) return end

---@param evt DismembermentDebrisEvent
---@return Bool
function gameDismembermentComponent:OnDismembermentDebris(evt) return end

---@param evt DismembermentExplosionEvent
---@return Bool
function gameDismembermentComponent:OnDismembermentExplosion(evt) return end

---@class gameDrawItemByContextRequest : gamePlayerScriptableSystemRequest
---@field itemEquipContext gameItemEquipContexts
---@field equipAnimationType gameEquipAnimationType
gameDrawItemByContextRequest = {}

---@return gameDrawItemByContextRequest
function gameDrawItemByContextRequest.new() return end

---@param props table
---@return gameDrawItemByContextRequest
function gameDrawItemByContextRequest.new(props) return end

---@class gameDrawItemRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field equipAnimationType gameEquipAnimationType
---@field assignOnly Bool
gameDrawItemRequest = {}

---@return gameDrawItemRequest
function gameDrawItemRequest.new() return end

---@param props table
---@return gameDrawItemRequest
function gameDrawItemRequest.new(props) return end

---@class gameDropInstruction
---@field itemID ItemID
---@field quantity Int32
gameDropInstruction = {}

---@return gameDropInstruction
function gameDropInstruction.new() return end

---@param props table
---@return gameDropInstruction
function gameDropInstruction.new(props) return end

---@param itemID ItemID
---@param quantity Int32
---@return gameDropInstruction
function gameDropInstruction.Create(itemID, quantity) return end

---@class gameDynamicCookedDeviceData : gameCookedDeviceData
---@field componentName CName
gameDynamicCookedDeviceData = {}

---@return gameDynamicCookedDeviceData
function gameDynamicCookedDeviceData.new() return end

---@param props table
---@return gameDynamicCookedDeviceData
function gameDynamicCookedDeviceData.new(props) return end

---@class gameDynamicEntityHandler
gameDynamicEntityHandler = {}

---@return gameDynamicEntityHandler
function gameDynamicEntityHandler.new() return end

---@param props table
---@return gameDynamicEntityHandler
function gameDynamicEntityHandler.new(props) return end

---@class gameDynamicEntityIDSystem : gameIDynamicEntityIDSystem
gameDynamicEntityIDSystem = {}

---@return gameDynamicEntityIDSystem
function gameDynamicEntityIDSystem.new() return end

---@param props table
---@return gameDynamicEntityIDSystem
function gameDynamicEntityIDSystem.new(props) return end

---@class gameDynamicEventNode : worldAreaShapeNode
---@field mappinRef NodeRef
---@field condition questIBaseCondition
gameDynamicEventNode = {}

---@return gameDynamicEventNode
function gameDynamicEventNode.new() return end

---@param props table
---@return gameDynamicEventNode
function gameDynamicEventNode.new(props) return end

---@class gameDynamicEventNodeInstance : worldAreaShapeNodeInstance
gameDynamicEventNodeInstance = {}

---@return gameDynamicEventNodeInstance
function gameDynamicEventNodeInstance.new() return end

---@param props table
---@return gameDynamicEventNodeInstance
function gameDynamicEventNodeInstance.new(props) return end

---@class gameDynamicSpawnSystem : gameIDynamicSpawnSystem
gameDynamicSpawnSystem = {}

---@return gameDynamicSpawnSystem
function gameDynamicSpawnSystem.new() return end

---@param props table
---@return gameDynamicSpawnSystem
function gameDynamicSpawnSystem.new(props) return end

---@return Int32
function gameDynamicSpawnSystem:GetNumberOfSpawnedUnits() return end

---@param id entEntityID
---@return Bool
function gameDynamicSpawnSystem:IsEntityRegistered(id) return end

---@param position Vector3
---@return Bool
function gameDynamicSpawnSystem:IsInUnmountingRange(position) return end

---@param owner gameObject
---@param target gameObject
---@param desiredAttitude EAIAttitude
function gameDynamicSpawnSystem:ChangeAttitude(owner, target, desiredAttitude) return end

---@param spawnedObject gameObject
function gameDynamicSpawnSystem:SpawnCallback(spawnedObject) return end

---@param requestResult gameDSSSpawnRequestResult
function gameDynamicSpawnSystem:SpawnRequestFinished(requestResult) return end

---@class gameEP1RequestFilter : gameCustomRequestFilter
---@field isEP1 Bool
gameEP1RequestFilter = {}

---@return gameEP1RequestFilter
function gameEP1RequestFilter.new() return end

---@param props table
---@return gameEP1RequestFilter
function gameEP1RequestFilter.new(props) return end

---@class gameEffectAction : IScriptable
gameEffectAction = {}

---@class gameEffectAction_ChildEffectsMovingInCone : gameEffectPostAction
---@field effectsCount Uint32
---@field effectTagInThisFile CName
---@field coneAngle Float
---@field minEffectDuration Float
---@field maxEffectDuration Float
---@field twoDimensional Bool
---@field smoothInterpolations Bool
gameEffectAction_ChildEffectsMovingInCone = {}

---@return gameEffectAction_ChildEffectsMovingInCone
function gameEffectAction_ChildEffectsMovingInCone.new() return end

---@param props table
---@return gameEffectAction_ChildEffectsMovingInCone
function gameEffectAction_ChildEffectsMovingInCone.new(props) return end

---@class gameEffectAction_KillFX : gameEffectAction
---@field action gameEffectAction_KillFXAction
---@field effectTag CName
gameEffectAction_KillFX = {}

---@return gameEffectAction_KillFX
function gameEffectAction_KillFX.new() return end

---@param props table
---@return gameEffectAction_KillFX
function gameEffectAction_KillFX.new(props) return end

---@class gameEffectAction_NewEffect_ReverseFromLastHit : gameEffectPostAction
---@field tagInThisFile CName
---@field forwardOffset Float
---@field childEffect Bool
---@field childEffectTag CName
gameEffectAction_NewEffect_ReverseFromLastHit = {}

---@return gameEffectAction_NewEffect_ReverseFromLastHit
function gameEffectAction_NewEffect_ReverseFromLastHit.new() return end

---@param props table
---@return gameEffectAction_NewEffect_ReverseFromLastHit
function gameEffectAction_NewEffect_ReverseFromLastHit.new(props) return end

---@class gameEffectAction_NewEffect_Ricochet : gameEffectPostAction
---@field tagInThisFile CName
---@field forwardOffset Float
---@field childEffect Bool
---@field childEffectTag CName
gameEffectAction_NewEffect_Ricochet = {}

---@return gameEffectAction_NewEffect_Ricochet
function gameEffectAction_NewEffect_Ricochet.new() return end

---@param props table
---@return gameEffectAction_NewEffect_Ricochet
function gameEffectAction_NewEffect_Ricochet.new(props) return end

---@class gameEffectAction_NewEffect_SpreadingEffect : gameEffectPostAction
---@field tagInThisFile CName
---@field forwardOffset Float
---@field childEffect Bool
---@field childEffectTag CName
gameEffectAction_NewEffect_SpreadingEffect = {}

---@return gameEffectAction_NewEffect_SpreadingEffect
function gameEffectAction_NewEffect_SpreadingEffect.new() return end

---@param props table
---@return gameEffectAction_NewEffect_SpreadingEffect
function gameEffectAction_NewEffect_SpreadingEffect.new(props) return end

---@class gameEffectAction_TerminateChildEffect : gameEffectAction
---@field effectTag CName
gameEffectAction_TerminateChildEffect = {}

---@return gameEffectAction_TerminateChildEffect
function gameEffectAction_TerminateChildEffect.new() return end

---@param props table
---@return gameEffectAction_TerminateChildEffect
function gameEffectAction_TerminateChildEffect.new(props) return end

---@class gameEffectAttachment : entIAttachment
gameEffectAttachment = {}

---@return gameEffectAttachment
function gameEffectAttachment.new() return end

---@param props table
---@return gameEffectAttachment
function gameEffectAttachment.new(props) return end

---@class gameEffectComponentBinding : entISourceBinding
gameEffectComponentBinding = {}

---@return gameEffectComponentBinding
function gameEffectComponentBinding.new() return end

---@param props table
---@return gameEffectComponentBinding
function gameEffectComponentBinding.new(props) return end

---@class gameEffectData
gameEffectData = {}

---@return gameEffectData
function gameEffectData.new() return end

---@param props table
---@return gameEffectData
function gameEffectData.new(props) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Bool
---@return Bool, Bool
function gameEffectData.GetBool(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_EntityPtr
---@return Bool, entEntity
function gameEffectData.GetEntity(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_EulerAngles
---@return Bool, EulerAngles
function gameEffectData.GetEulerAngles(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Float
---@return Bool, Float
function gameEffectData.GetFloat(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Int32
---@return Bool, Int32
function gameEffectData.GetInt(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_CName
---@return Bool, CName
function gameEffectData.GetName(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Quaternion
---@return Bool, Quaternion
function gameEffectData.GetQuat(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_String
---@return Bool, String
function gameEffectData.GetString(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Variant
---@return Bool, Variant
function gameEffectData.GetVariant(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Vector4
---@return Bool, Vector4
function gameEffectData.GetVector(ctx, id) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Bool
---@param value Bool
---@return Bool
function gameEffectData.SetBool(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_EntityPtr
---@param value entEntity
---@return Bool
function gameEffectData.SetEntity(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_EulerAngles
---@param value EulerAngles
---@return Bool
function gameEffectData.SetEulerAngles(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Float
---@param value Float
---@return Bool
function gameEffectData.SetFloat(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Int32
---@param value Int32
---@return Bool
function gameEffectData.SetInt(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_CName
---@param value CName|string
---@return Bool
function gameEffectData.SetName(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Quaternion
---@param value Quaternion
---@return Bool
function gameEffectData.SetQuat(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_String
---@param value String
---@return Bool
function gameEffectData.SetString(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Variant
---@param value Variant
---@return Bool
function gameEffectData.SetVariant(ctx, id, value) return end

---@param ctx gameEffectData
---@param id gamebbScriptID_Vector4
---@param value Vector4
---@return Bool
function gameEffectData.SetVector(ctx, id, value) return end

---@class gameEffectData_MeleeTireHit
gameEffectData_MeleeTireHit = {}

---@return gameEffectData_MeleeTireHit
function gameEffectData_MeleeTireHit.new() return end

---@param props table
---@return gameEffectData_MeleeTireHit
function gameEffectData_MeleeTireHit.new(props) return end

---@class gameEffectData_MeleeWaterFx
gameEffectData_MeleeWaterFx = {}

---@return gameEffectData_MeleeWaterFx
function gameEffectData_MeleeWaterFx.new() return end

---@param props table
---@return gameEffectData_MeleeWaterFx
function gameEffectData_MeleeWaterFx.new(props) return end

---@class gameEffectData_Pierce
gameEffectData_Pierce = {}

---@return gameEffectData_Pierce
function gameEffectData_Pierce.new() return end

---@param props table
---@return gameEffectData_Pierce
function gameEffectData_Pierce.new(props) return end

---@class gameEffectData_PiercePreview
gameEffectData_PiercePreview = {}

---@return gameEffectData_PiercePreview
function gameEffectData_PiercePreview.new() return end

---@param props table
---@return gameEffectData_PiercePreview
function gameEffectData_PiercePreview.new(props) return end

---@class gameEffectData_Splatter
gameEffectData_Splatter = {}

---@return gameEffectData_Splatter
function gameEffectData_Splatter.new() return end

---@param props table
---@return gameEffectData_Splatter
function gameEffectData_Splatter.new(props) return end

---@class gameEffectData_SplatterList
gameEffectData_SplatterList = {}

---@return gameEffectData_SplatterList
function gameEffectData_SplatterList.new() return end

---@param props table
---@return gameEffectData_SplatterList
function gameEffectData_SplatterList.new(props) return end

---@class gameEffectDebugSettings
---@field overrideGlobalSettings Bool
---@field duration Float
---@field color Color
gameEffectDebugSettings = {}

---@return gameEffectDebugSettings
function gameEffectDebugSettings.new() return end

---@param props table
---@return gameEffectDebugSettings
function gameEffectDebugSettings.new(props) return end

---@class gameEffectDefinition
---@field tag CName
---@field objectProviders gameEffectObjectProvider[]
---@field objectFilters gameEffectObjectFilter[]
---@field effectExecutors gameEffectExecutor[]
---@field durationModifiers gameEffectDurationModifier[]
---@field preActions gameEffectPreAction[]
---@field postActions gameEffectPostAction[]
---@field noTargetsActions gameEffectAction[]
---@field settings gameEffectSettings
---@field debugSettings gameEffectDebugSettings
gameEffectDefinition = {}

---@return gameEffectDefinition
function gameEffectDefinition.new() return end

---@param props table
---@return gameEffectDefinition
function gameEffectDefinition.new(props) return end

---@class gameEffectDurationModifier : IScriptable
gameEffectDurationModifier = {}

---@class gameEffectDurationModifierScriptContext
gameEffectDurationModifierScriptContext = {}

---@return gameEffectDurationModifierScriptContext
function gameEffectDurationModifierScriptContext.new() return end

---@param props table
---@return gameEffectDurationModifierScriptContext
function gameEffectDurationModifierScriptContext.new(props) return end

---@param modifierCtx gameEffectDurationModifierScriptContext
---@return Float
function gameEffectDurationModifierScriptContext.GetRemainingTime(modifierCtx) return end

---@param modifierCtx gameEffectDurationModifierScriptContext
---@return Float
function gameEffectDurationModifierScriptContext.GetTimeDelta(modifierCtx) return end

---@param modifierCtx gameEffectDurationModifierScriptContext
---@param time Float
function gameEffectDurationModifierScriptContext.SetRemainingTime(modifierCtx, time) return end

---@class gameEffectDurationModifier_Scripted : gameEffectDurationModifier
gameEffectDurationModifier_Scripted = {}

---@return gameEffectDurationModifier_Scripted
function gameEffectDurationModifier_Scripted.new() return end

---@param props table
---@return gameEffectDurationModifier_Scripted
function gameEffectDurationModifier_Scripted.new(props) return end

---@class gameEffectDuration_Duration_Blackboard : gameEffectDurationModifier
gameEffectDuration_Duration_Blackboard = {}

---@return gameEffectDuration_Duration_Blackboard
function gameEffectDuration_Duration_Blackboard.new() return end

---@param props table
---@return gameEffectDuration_Duration_Blackboard
function gameEffectDuration_Duration_Blackboard.new(props) return end

---@class gameEffectDuration_Infinite : gameEffectDurationModifier
gameEffectDuration_Infinite = {}

---@return gameEffectDuration_Infinite
function gameEffectDuration_Infinite.new() return end

---@param props table
---@return gameEffectDuration_Infinite
function gameEffectDuration_Infinite.new(props) return end

---@class gameEffectDuration_Instant : gameEffectDurationModifier
gameEffectDuration_Instant = {}

---@return gameEffectDuration_Instant
function gameEffectDuration_Instant.new() return end

---@param props table
---@return gameEffectDuration_Instant
function gameEffectDuration_Instant.new(props) return end

---@class gameEffectDuration_PredefinedTimeout : gameEffectDurationModifier
---@field timeToLive Float
gameEffectDuration_PredefinedTimeout = {}

---@return gameEffectDuration_PredefinedTimeout
function gameEffectDuration_PredefinedTimeout.new() return end

---@param props table
---@return gameEffectDuration_PredefinedTimeout
function gameEffectDuration_PredefinedTimeout.new(props) return end

---@class gameEffectExecutionScriptContext
gameEffectExecutionScriptContext = {}

---@return gameEffectExecutionScriptContext
function gameEffectExecutionScriptContext.new() return end

---@param props table
---@return gameEffectExecutionScriptContext
function gameEffectExecutionScriptContext.new(props) return end

function gameEffectExecutionScriptContext.GetGameEffectSystem() return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Vector4
function gameEffectExecutionScriptContext.GetHitNormal(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Vector4
function gameEffectExecutionScriptContext.GetHitPosition(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function gameEffectExecutionScriptContext.GetHitThroughTechSurface(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function gameEffectExecutionScriptContext.GetHitThroughWaterSurface(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return entEntity
function gameEffectExecutionScriptContext.GetTarget(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return worldGlobalNodeID
function gameEffectExecutionScriptContext.GetTargetNode(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Float
function gameEffectExecutionScriptContext.GetTimeDelta(applierCtx) return end

---@param applierCtx gameEffectExecutionScriptContext
---@return Bool
function gameEffectExecutionScriptContext.IsTargetWater(applierCtx) return end

---@class gameEffectExecutor : gameEffectNode
---@field usesHitCooldown Bool
gameEffectExecutor = {}

---@class gameEffectExecutor_AnimFeature : gameEffectExecutor
---@field key CName
---@field animFeature animAnimFeature
---@field applyTo gameEffectExecutor_AnimFeatureApplyTo
---@field ignoreWaterImpacts Bool
gameEffectExecutor_AnimFeature = {}

---@return gameEffectExecutor_AnimFeature
function gameEffectExecutor_AnimFeature.new() return end

---@param props table
---@return gameEffectExecutor_AnimFeature
function gameEffectExecutor_AnimFeature.new(props) return end

---@class gameEffectExecutor_BulletImpact : gameEffectExecutor
---@field isBackfaceImpact Bool
---@field noAudio Bool
---@field isMeleeAttack Bool
gameEffectExecutor_BulletImpact = {}

---@return gameEffectExecutor_BulletImpact
function gameEffectExecutor_BulletImpact.new() return end

---@param props table
---@return gameEffectExecutor_BulletImpact
function gameEffectExecutor_BulletImpact.new(props) return end

---@param ctx gameEffectScriptContext
---@param isMelee Bool
---@param orginalHitMaterial CName|string
---@param target entEntity
---@param hitPosition Vector4
---@param hitDirection Vector4
---@return CName
function gameEffectExecutor_BulletImpact:GetImpactMaterialOverride(ctx, isMelee, orginalHitMaterial, target, hitPosition, hitDirection) return end

---@class gameEffectExecutor_DamageProjection : gameEffectExecutor
gameEffectExecutor_DamageProjection = {}

---@return gameEffectExecutor_DamageProjection
function gameEffectExecutor_DamageProjection.new() return end

---@param props table
---@return gameEffectExecutor_DamageProjection
function gameEffectExecutor_DamageProjection.new(props) return end

---@class gameEffectExecutor_Finisher : gameEffectExecutor
---@field InfluencedByPlayerCostBlock Bool
---@field finisherScenarios gameIFinisherScenario[]
---@field alwaysUseEntryAnims Bool
---@field allowCameraMovement Bool
gameEffectExecutor_Finisher = {}

---@return gameEffectExecutor_Finisher
function gameEffectExecutor_Finisher.new() return end

---@param props table
---@return gameEffectExecutor_Finisher
function gameEffectExecutor_Finisher.new(props) return end

---@class gameEffectExecutor_GroundSlamEffects : gameEffectExecutor
---@field groundEffect worldEffect
---@field waterEffect worldEffect
---@field earthquakeLevel1 worldEffect
---@field earthquakeLevel2 worldEffect
---@field earthquakeLevel1ChargeThreshold Float
---@field earthquakeLevel2ChargeThreshold Float
gameEffectExecutor_GroundSlamEffects = {}

---@return gameEffectExecutor_GroundSlamEffects
function gameEffectExecutor_GroundSlamEffects.new() return end

---@param props table
---@return gameEffectExecutor_GroundSlamEffects
function gameEffectExecutor_GroundSlamEffects.new(props) return end

---@class gameEffectExecutor_HitReaction : gameEffectExecutor
gameEffectExecutor_HitReaction = {}

---@return gameEffectExecutor_HitReaction
function gameEffectExecutor_HitReaction.new() return end

---@param props table
---@return gameEffectExecutor_HitReaction
function gameEffectExecutor_HitReaction.new(props) return end

---@class gameEffectExecutor_KatanaBulletBending : gameEffectExecutor_Scripted
---@field effects gameEffectExecutor_KatanaBulletBendingEffectEntry[]
gameEffectExecutor_KatanaBulletBending = {}

---@return gameEffectExecutor_KatanaBulletBending
function gameEffectExecutor_KatanaBulletBending.new() return end

---@param props table
---@return gameEffectExecutor_KatanaBulletBending
function gameEffectExecutor_KatanaBulletBending.new(props) return end

---@param tag CName|string
---@param object gameObject
---@param from Vector4
---@param to Vector4
---@param attachSlotName CName|string
function gameEffectExecutor_KatanaBulletBending:SpawnFX(tag, object, from, to, attachSlotName) return end

---@param ctx gameEffectScriptContext
---@param target entEntity
---@param hitPosition Vector4
function gameEffectExecutor_KatanaBulletBending:Process(ctx, target, hitPosition) return end

---@param katana Katana
---@param bladeTransform Transform
---@param hitPosition Vector4
---@param slotName CName|string
function gameEffectExecutor_KatanaBulletBending:SpawnBeamSpark(katana, bladeTransform, hitPosition, slotName) return end

---@param katana Katana
---@param hitDirection Vector4
---@return Vector4
function gameEffectExecutor_KatanaBulletBending:SpawnRicochet(katana, hitDirection) return end

---@param katana Katana
---@param position Vector4
---@param direction Vector4
---@param slotName CName|string
function gameEffectExecutor_KatanaBulletBending:SpawnRicochetFx(katana, position, direction, slotName) return end

---@class gameEffectExecutor_KatanaBulletBendingEffectEntry
---@field tag CName
---@field effect worldEffect
---@field attach Bool
gameEffectExecutor_KatanaBulletBendingEffectEntry = {}

---@return gameEffectExecutor_KatanaBulletBendingEffectEntry
function gameEffectExecutor_KatanaBulletBendingEffectEntry.new() return end

---@param props table
---@return gameEffectExecutor_KatanaBulletBendingEffectEntry
function gameEffectExecutor_KatanaBulletBendingEffectEntry.new(props) return end

---@class gameEffectExecutor_LandingFX : gameEffectExecutor
gameEffectExecutor_LandingFX = {}

---@return gameEffectExecutor_LandingFX
function gameEffectExecutor_LandingFX.new() return end

---@param props table
---@return gameEffectExecutor_LandingFX
function gameEffectExecutor_LandingFX.new(props) return end

---@class gameEffectExecutor_NewEffect : gameEffectExecutor
---@field tagInThisFile CName
---@field forwardOffset Float
---@field childEffect Bool
---@field childEffectTag CName
gameEffectExecutor_NewEffect = {}

---@class gameEffectExecutor_NewEffect_CopyData : gameEffectExecutor_NewEffect
gameEffectExecutor_NewEffect_CopyData = {}

---@return gameEffectExecutor_NewEffect_CopyData
function gameEffectExecutor_NewEffect_CopyData.new() return end

---@param props table
---@return gameEffectExecutor_NewEffect_CopyData
function gameEffectExecutor_NewEffect_CopyData.new(props) return end

---@class gameEffectExecutor_NewEffect_ReflectedVector : gameEffectExecutor
gameEffectExecutor_NewEffect_ReflectedVector = {}

---@return gameEffectExecutor_NewEffect_ReflectedVector
function gameEffectExecutor_NewEffect_ReflectedVector.new() return end

---@param props table
---@return gameEffectExecutor_NewEffect_ReflectedVector
function gameEffectExecutor_NewEffect_ReflectedVector.new(props) return end

---@class gameEffectExecutor_NewEffect_RicochetScan : gameEffectExecutor_NewEffect
---@field box Vector4
---@field isPreview Bool
---@field onlyForPlayer Bool
gameEffectExecutor_NewEffect_RicochetScan = {}

---@return gameEffectExecutor_NewEffect_RicochetScan
function gameEffectExecutor_NewEffect_RicochetScan.new() return end

---@param props table
---@return gameEffectExecutor_NewEffect_RicochetScan
function gameEffectExecutor_NewEffect_RicochetScan.new(props) return end

---@class gameEffectExecutor_OverrideMaterial : gameEffectExecutor
---@field material IMaterial
gameEffectExecutor_OverrideMaterial = {}

---@return gameEffectExecutor_OverrideMaterial
function gameEffectExecutor_OverrideMaterial.new() return end

---@param props table
---@return gameEffectExecutor_OverrideMaterial
function gameEffectExecutor_OverrideMaterial.new(props) return end

---@class gameEffectExecutor_PhysicalFractureField : gameEffectExecutor
---@field fromHitPosition Bool
---@field fieldParams physicsFractureFieldParams
---@field fieldShape physicsShapeType
---@field fieldDimensions Vector3
gameEffectExecutor_PhysicalFractureField = {}

---@return gameEffectExecutor_PhysicalFractureField
function gameEffectExecutor_PhysicalFractureField.new() return end

---@param props table
---@return gameEffectExecutor_PhysicalFractureField
function gameEffectExecutor_PhysicalFractureField.new(props) return end

---@class gameEffectExecutor_PhysicalImpulseFromInstigator : gameEffectExecutor
gameEffectExecutor_PhysicalImpulseFromInstigator = {}

---@return gameEffectExecutor_PhysicalImpulseFromInstigator
function gameEffectExecutor_PhysicalImpulseFromInstigator.new() return end

---@param props table
---@return gameEffectExecutor_PhysicalImpulseFromInstigator
function gameEffectExecutor_PhysicalImpulseFromInstigator.new(props) return end

---@class gameEffectExecutor_PhysicalImpulseFromInstigator_Value : gameEffectExecutor
---@field magnitude Float
---@field forceUseHitPosition Bool
gameEffectExecutor_PhysicalImpulseFromInstigator_Value = {}

---@return gameEffectExecutor_PhysicalImpulseFromInstigator_Value
function gameEffectExecutor_PhysicalImpulseFromInstigator_Value.new() return end

---@param props table
---@return gameEffectExecutor_PhysicalImpulseFromInstigator_Value
function gameEffectExecutor_PhysicalImpulseFromInstigator_Value.new(props) return end

---@class gameEffectExecutor_RevealObject : gameEffectExecutor
---@field reason CName
gameEffectExecutor_RevealObject = {}

---@return gameEffectExecutor_RevealObject
function gameEffectExecutor_RevealObject.new() return end

---@param props table
---@return gameEffectExecutor_RevealObject
function gameEffectExecutor_RevealObject.new(props) return end

---@class gameEffectExecutor_Ricochet : gameEffectExecutor
---@field outputRicochetVector gameEffectOutputParameter_Vector
gameEffectExecutor_Ricochet = {}

---@return gameEffectExecutor_Ricochet
function gameEffectExecutor_Ricochet.new() return end

---@param props table
---@return gameEffectExecutor_Ricochet
function gameEffectExecutor_Ricochet.new(props) return end

---@param ctx gameEffectScriptContext
---@param entity entEntity
function gameEffectExecutor_Ricochet:OnSnap(ctx, entity) return end

---@class gameEffectExecutor_Scripted : gameEffectExecutor
gameEffectExecutor_Scripted = {}

---@return gameEffectExecutor_Scripted
function gameEffectExecutor_Scripted.new() return end

---@param props table
---@return gameEffectExecutor_Scripted
function gameEffectExecutor_Scripted.new(props) return end

---@class gameEffectExecutor_SendStatusEffect : gameEffectExecutor
gameEffectExecutor_SendStatusEffect = {}

---@return gameEffectExecutor_SendStatusEffect
function gameEffectExecutor_SendStatusEffect.new() return end

---@param props table
---@return gameEffectExecutor_SendStatusEffect
function gameEffectExecutor_SendStatusEffect.new(props) return end

---@class gameEffectExecutor_SendStimuli : gameEffectExecutor
gameEffectExecutor_SendStimuli = {}

---@return gameEffectExecutor_SendStimuli
function gameEffectExecutor_SendStimuli.new() return end

---@param props table
---@return gameEffectExecutor_SendStimuli
function gameEffectExecutor_SendStimuli.new(props) return end

---@class gameEffectExecutor_TerminateGameEffect : gameEffectExecutor
---@field onlyWithPlayerInstigator Bool
gameEffectExecutor_TerminateGameEffect = {}

---@return gameEffectExecutor_TerminateGameEffect
function gameEffectExecutor_TerminateGameEffect.new() return end

---@param props table
---@return gameEffectExecutor_TerminateGameEffect
function gameEffectExecutor_TerminateGameEffect.new(props) return end

---@class gameEffectExecutor_TriggerDestruction : gameEffectExecutor
gameEffectExecutor_TriggerDestruction = {}

---@return gameEffectExecutor_TriggerDestruction
function gameEffectExecutor_TriggerDestruction.new() return end

---@param props table
---@return gameEffectExecutor_TriggerDestruction
function gameEffectExecutor_TriggerDestruction.new(props) return end

---@class gameEffectExecutor_UpdateMeleeTireHit : gameEffectExecutor
gameEffectExecutor_UpdateMeleeTireHit = {}

---@return gameEffectExecutor_UpdateMeleeTireHit
function gameEffectExecutor_UpdateMeleeTireHit.new() return end

---@param props table
---@return gameEffectExecutor_UpdateMeleeTireHit
function gameEffectExecutor_UpdateMeleeTireHit.new(props) return end

---@class gameEffectExecutor_VisualEffect : gameEffectExecutor
---@field effect worldEffect
---@field attached Bool
---@field breakLoopOnDetach Bool
---@field effectTag CName
---@field vectorEvaluator gameEffectVectorEvaluator
gameEffectExecutor_VisualEffect = {}

---@return gameEffectExecutor_VisualEffect
function gameEffectExecutor_VisualEffect.new() return end

---@param props table
---@return gameEffectExecutor_VisualEffect
function gameEffectExecutor_VisualEffect.new(props) return end

---@class gameEffectExecutor_VisualEffectAtInstigator : gameEffectExecutor
---@field effect worldEffect
gameEffectExecutor_VisualEffectAtInstigator = {}

---@return gameEffectExecutor_VisualEffectAtInstigator
function gameEffectExecutor_VisualEffectAtInstigator.new() return end

---@param props table
---@return gameEffectExecutor_VisualEffectAtInstigator
function gameEffectExecutor_VisualEffectAtInstigator.new(props) return end

---@class gameEffectFilter_NotObstructed : gameEffectObjectSingleFilter
---@field forwardOffset Float
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
---@field playerUseCameraPositionForCheck Bool
gameEffectFilter_NotObstructed = {}

---@return gameEffectFilter_NotObstructed
function gameEffectFilter_NotObstructed.new() return end

---@param props table
---@return gameEffectFilter_NotObstructed
function gameEffectFilter_NotObstructed.new(props) return end

---@class gameEffectFilter_ReachableByAcousticGraph : gameEffectObjectSingleFilter
---@field maxPathLength gameEffectInputParameter_Float
gameEffectFilter_ReachableByAcousticGraph = {}

---@return gameEffectFilter_ReachableByAcousticGraph
function gameEffectFilter_ReachableByAcousticGraph.new() return end

---@param props table
---@return gameEffectFilter_ReachableByAcousticGraph
function gameEffectFilter_ReachableByAcousticGraph.new(props) return end

---@class gameEffectFilter_ReachableByNavigation : gameEffectObjectSingleFilter
---@field maxPathLength gameEffectInputParameter_Float
gameEffectFilter_ReachableByNavigation = {}

---@return gameEffectFilter_ReachableByNavigation
function gameEffectFilter_ReachableByNavigation.new() return end

---@param props table
---@return gameEffectFilter_ReachableByNavigation
function gameEffectFilter_ReachableByNavigation.new(props) return end

---@class gameEffectGroupFilterScriptContext
---@field resultIndices Int32[]
gameEffectGroupFilterScriptContext = {}

---@return gameEffectGroupFilterScriptContext
function gameEffectGroupFilterScriptContext.new() return end

---@param props table
---@return gameEffectGroupFilterScriptContext
function gameEffectGroupFilterScriptContext.new(props) return end

---@param filterCtx gameEffectGroupFilterScriptContext
---@param index Int32
---@return entEntity
function gameEffectGroupFilterScriptContext.GetEntity(filterCtx, index) return end

---@param filterCtx gameEffectGroupFilterScriptContext
---@param index Int32
---@return Vector4
function gameEffectGroupFilterScriptContext.GetHitNormal(filterCtx, index) return end

---@param filterCtx gameEffectGroupFilterScriptContext
---@param index Int32
---@return Vector4
function gameEffectGroupFilterScriptContext.GetHitPosition(filterCtx, index) return end

---@param filterCtx gameEffectGroupFilterScriptContext
---@return Int32
function gameEffectGroupFilterScriptContext.GetNumAgents(filterCtx) return end

---@param filterCtx gameEffectGroupFilterScriptContext
---@return Float
function gameEffectGroupFilterScriptContext.GetTimeDelta(filterCtx) return end

---@class gameEffectInfo
gameEffectInfo = {}

---@return gameEffectInfo
function gameEffectInfo.new() return end

---@param props table
---@return gameEffectInfo
function gameEffectInfo.new(props) return end

---@param info gameEffectInfo
---@return Int32
function gameEffectInfo.GetFilteredCount(info) return end

---@param info gameEffectInfo
---@return Int32
function gameEffectInfo.GetGatheredCount(info) return end

---@param info gameEffectInfo
---@return Int32
function gameEffectInfo.GetProcessedCount(info) return end

---@class gameEffectInfoEvent : redEvent
---@field tag String
---@field entitiesGathered Uint32
---@field entitiesFiltered Uint32
---@field entitiesProcessed Uint32
gameEffectInfoEvent = {}

---@return gameEffectInfoEvent
function gameEffectInfoEvent.new() return end

---@param props table
---@return gameEffectInfoEvent
function gameEffectInfoEvent.new(props) return end

---@class gameEffectInputParameter_Bool
---@field evaluator gameIEffectParameter_BoolEvaluator
gameEffectInputParameter_Bool = {}

---@return gameEffectInputParameter_Bool
function gameEffectInputParameter_Bool.new() return end

---@param props table
---@return gameEffectInputParameter_Bool
function gameEffectInputParameter_Bool.new(props) return end

---@param ctx gameEffectInputParameter_Bool
---@param bb gameIBlackboard
---@return Bool
function gameEffectInputParameter_Bool.Get(ctx, bb) return end

---@class gameEffectInputParameter_CName
---@field evaluator gameIEffectParameter_CNameEvaluator
gameEffectInputParameter_CName = {}

---@return gameEffectInputParameter_CName
function gameEffectInputParameter_CName.new() return end

---@param props table
---@return gameEffectInputParameter_CName
function gameEffectInputParameter_CName.new(props) return end

---@param ctx gameEffectInputParameter_CName
---@param bb gameIBlackboard
---@return CName
function gameEffectInputParameter_CName.Get(ctx, bb) return end

---@class gameEffectInputParameter_Float
---@field evaluator gameIEffectParameter_FloatEvaluator
gameEffectInputParameter_Float = {}

---@return gameEffectInputParameter_Float
function gameEffectInputParameter_Float.new() return end

---@param props table
---@return gameEffectInputParameter_Float
function gameEffectInputParameter_Float.new(props) return end

---@param ctx gameEffectInputParameter_Float
---@param bb gameIBlackboard
---@return Float
function gameEffectInputParameter_Float.Get(ctx, bb) return end

---@class gameEffectInputParameter_Int
---@field evaluator gameIEffectParameter_IntEvaluator
gameEffectInputParameter_Int = {}

---@return gameEffectInputParameter_Int
function gameEffectInputParameter_Int.new() return end

---@param props table
---@return gameEffectInputParameter_Int
function gameEffectInputParameter_Int.new(props) return end

---@param ctx gameEffectInputParameter_Int
---@param bb gameIBlackboard
---@return Int32
function gameEffectInputParameter_Int.Get(ctx, bb) return end

---@class gameEffectInputParameter_Quat
---@field evaluator gameIEffectParameter_QuatEvaluator
gameEffectInputParameter_Quat = {}

---@return gameEffectInputParameter_Quat
function gameEffectInputParameter_Quat.new() return end

---@param props table
---@return gameEffectInputParameter_Quat
function gameEffectInputParameter_Quat.new(props) return end

---@param ctx gameEffectInputParameter_Quat
---@param bb gameIBlackboard
---@return Quaternion
function gameEffectInputParameter_Quat.Get(ctx, bb) return end

---@class gameEffectInputParameter_String
---@field evaluator gameIEffectParameter_StringEvaluator
gameEffectInputParameter_String = {}

---@return gameEffectInputParameter_String
function gameEffectInputParameter_String.new() return end

---@param props table
---@return gameEffectInputParameter_String
function gameEffectInputParameter_String.new(props) return end

---@param ctx gameEffectInputParameter_String
---@param bb gameIBlackboard
---@return String
function gameEffectInputParameter_String.Get(ctx, bb) return end

---@class gameEffectInputParameter_Variant
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectInputParameter_Variant = {}

---@return gameEffectInputParameter_Variant
function gameEffectInputParameter_Variant.new() return end

---@param props table
---@return gameEffectInputParameter_Variant
function gameEffectInputParameter_Variant.new(props) return end

---@param ctx gameEffectInputParameter_Variant
---@param bb gameIBlackboard
---@return Variant
function gameEffectInputParameter_Variant.Get(ctx, bb) return end

---@class gameEffectInputParameter_Vector
---@field evaluator gameIEffectParameter_VectorEvaluator
gameEffectInputParameter_Vector = {}

---@return gameEffectInputParameter_Vector
function gameEffectInputParameter_Vector.new() return end

---@param props table
---@return gameEffectInputParameter_Vector
function gameEffectInputParameter_Vector.new(props) return end

---@param ctx gameEffectInputParameter_Vector
---@param bb gameIBlackboard
---@return Vector4
function gameEffectInputParameter_Vector.Get(ctx, bb) return end

---@class gameEffectInstance : gameIEffect
gameEffectInstance = {}

---@return gameEffectInstance
function gameEffectInstance.new() return end

---@param props table
---@return gameEffectInstance
function gameEffectInstance.new(props) return end

---@param entity entEntity
---@param positionParameter gamebbScriptID_Vector4
---@param offset Vector4
function gameEffectInstance:AttachToEntity(entity, positionParameter, offset) return end

---@param entity entEntity
---@param slotName CName|string
---@param positionParameter gamebbScriptID_Vector4
---@param directionParameter gamebbScriptID_Vector4
function gameEffectInstance:AttachToSlot(entity, slotName, positionParameter, directionParameter) return end

---@return gameIBlackboard
function gameEffectInstance:GetBlackboard() return end

function gameEffectInstance:GetExecutionInfo() return end

---@return String
function gameEffectInstance:GetLastError() return end

---@return gameEffectData
function gameEffectInstance:GetSharedData() return end

---@return Bool
function gameEffectInstance:IsFinished() return end

---@param entity entEntity
---@param tag String
function gameEffectInstance:RegisterCallbackEntity(entity, tag) return end

---@return Bool
function gameEffectInstance:Run() return end

function gameEffectInstance:Terminate() return end

---@class gameEffectNearlyHitAgentData
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field entity entEntity
---@field isPlayer Bool
---@field wasHit Bool
gameEffectNearlyHitAgentData = {}

---@return gameEffectNearlyHitAgentData
function gameEffectNearlyHitAgentData.new() return end

---@param props table
---@return gameEffectNearlyHitAgentData
function gameEffectNearlyHitAgentData.new(props) return end

---@class gameEffectNode : IScriptable
gameEffectNode = {}

---@class gameEffectObjectFilter : gameEffectNode
gameEffectObjectFilter = {}

---@class gameEffectObjectFilter_AxisRange : gameEffectObjectSingleFilter
---@field axis gameEffectObjectFilter_AxisRangeAxis
---@field position gameEffectInputParameter_Vector
---@field constraints gameEffectInputParameter_Vector
gameEffectObjectFilter_AxisRange = {}

---@return gameEffectObjectFilter_AxisRange
function gameEffectObjectFilter_AxisRange.new() return end

---@param props table
---@return gameEffectObjectFilter_AxisRange
function gameEffectObjectFilter_AxisRange.new(props) return end

---@class gameEffectObjectFilter_BlockingGeometry : gameEffectObjectGroupFilter
---@field inclusive Bool
---@field sortQueryResultsByDistance Bool
gameEffectObjectFilter_BlockingGeometry = {}

---@return gameEffectObjectFilter_BlockingGeometry
function gameEffectObjectFilter_BlockingGeometry.new() return end

---@param props table
---@return gameEffectObjectFilter_BlockingGeometry
function gameEffectObjectFilter_BlockingGeometry.new(props) return end

---@class gameEffectObjectFilter_Cone : gameEffectObjectSingleFilter
gameEffectObjectFilter_Cone = {}

---@return gameEffectObjectFilter_Cone
function gameEffectObjectFilter_Cone.new() return end

---@param props table
---@return gameEffectObjectFilter_Cone
function gameEffectObjectFilter_Cone.new(props) return end

---@class gameEffectObjectFilter_DistanceFromRoot : gameEffectObjectGroupFilter
---@field rootZOffset Float
---@field bonusRange Float
gameEffectObjectFilter_DistanceFromRoot = {}

---@return gameEffectObjectFilter_DistanceFromRoot
function gameEffectObjectFilter_DistanceFromRoot.new() return end

---@param props table
---@return gameEffectObjectFilter_DistanceFromRoot
function gameEffectObjectFilter_DistanceFromRoot.new(props) return end

---@class gameEffectObjectFilter_EntityType : gameEffectObjectGroupFilter
---@field typeFilter gameEffectObjectFilter_EntityTypeEntityTypeFilter
gameEffectObjectFilter_EntityType = {}

---@return gameEffectObjectFilter_EntityType
function gameEffectObjectFilter_EntityType.new() return end

---@param props table
---@return gameEffectObjectFilter_EntityType
function gameEffectObjectFilter_EntityType.new(props) return end

---@class gameEffectObjectFilter_HitRepresentation : gameEffectObjectGroupFilter
gameEffectObjectFilter_HitRepresentation = {}

---@class gameEffectObjectFilter_HitRepresentation_Capsule : gameEffectObjectFilter_HitRepresentation
---@field flattenCapsuleToHeight Bool
gameEffectObjectFilter_HitRepresentation_Capsule = {}

---@return gameEffectObjectFilter_HitRepresentation_Capsule
function gameEffectObjectFilter_HitRepresentation_Capsule.new() return end

---@param props table
---@return gameEffectObjectFilter_HitRepresentation_Capsule
function gameEffectObjectFilter_HitRepresentation_Capsule.new(props) return end

---@class gameEffectObjectFilter_HitRepresentation_Raycast : gameEffectObjectFilter_HitRepresentation
---@field isPreview Bool
---@field fillNearlyHitData Bool
gameEffectObjectFilter_HitRepresentation_Raycast = {}

---@return gameEffectObjectFilter_HitRepresentation_Raycast
function gameEffectObjectFilter_HitRepresentation_Raycast.new() return end

---@param props table
---@return gameEffectObjectFilter_HitRepresentation_Raycast
function gameEffectObjectFilter_HitRepresentation_Raycast.new(props) return end

---@class gameEffectObjectFilter_HitRepresentation_Sphere : gameEffectObjectFilter_HitRepresentation
gameEffectObjectFilter_HitRepresentation_Sphere = {}

---@return gameEffectObjectFilter_HitRepresentation_Sphere
function gameEffectObjectFilter_HitRepresentation_Sphere.new() return end

---@param props table
---@return gameEffectObjectFilter_HitRepresentation_Sphere
function gameEffectObjectFilter_HitRepresentation_Sphere.new(props) return end

---@class gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box : gameEffectObjectFilter_HitRepresentation
gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box = {}

---@return gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box
function gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box.new() return end

---@param props table
---@return gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box
function gameEffectObjectFilter_HitRepresentation_SweepOverTime_Box.new(props) return end

---@class gameEffectObjectFilter_HitRepresentation_Sweep_Box : gameEffectObjectFilter_HitRepresentation
gameEffectObjectFilter_HitRepresentation_Sweep_Box = {}

---@return gameEffectObjectFilter_HitRepresentation_Sweep_Box
function gameEffectObjectFilter_HitRepresentation_Sweep_Box.new() return end

---@param props table
---@return gameEffectObjectFilter_HitRepresentation_Sweep_Box
function gameEffectObjectFilter_HitRepresentation_Sweep_Box.new(props) return end

---@class gameEffectObjectFilter_HitType : gameEffectObjectSingleFilter
---@field action gameEffectObjectFilter_HitTypeAction
---@field hitType gameEffectHitDataType
gameEffectObjectFilter_HitType = {}

---@return gameEffectObjectFilter_HitType
function gameEffectObjectFilter_HitType.new() return end

---@param props table
---@return gameEffectObjectFilter_HitType
function gameEffectObjectFilter_HitType.new(props) return end

---@class gameEffectObjectFilter_IgnoreMountedVehicle : gameEffectObjectGroupFilter
gameEffectObjectFilter_IgnoreMountedVehicle = {}

---@return gameEffectObjectFilter_IgnoreMountedVehicle
function gameEffectObjectFilter_IgnoreMountedVehicle.new() return end

---@param props table
---@return gameEffectObjectFilter_IgnoreMountedVehicle
function gameEffectObjectFilter_IgnoreMountedVehicle.new(props) return end

---@class gameEffectObjectFilter_NearestWeakspotIfAny : gameEffectObjectGroupFilter
gameEffectObjectFilter_NearestWeakspotIfAny = {}

---@return gameEffectObjectFilter_NearestWeakspotIfAny
function gameEffectObjectFilter_NearestWeakspotIfAny.new() return end

---@param props table
---@return gameEffectObjectFilter_NearestWeakspotIfAny
function gameEffectObjectFilter_NearestWeakspotIfAny.new(props) return end

---@class gameEffectObjectFilter_NoDuplicates : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoDuplicates = {}

---@return gameEffectObjectFilter_NoDuplicates
function gameEffectObjectFilter_NoDuplicates.new() return end

---@param props table
---@return gameEffectObjectFilter_NoDuplicates
function gameEffectObjectFilter_NoDuplicates.new(props) return end

---@class gameEffectObjectFilter_NoInstigator : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoInstigator = {}

---@return gameEffectObjectFilter_NoInstigator
function gameEffectObjectFilter_NoInstigator.new() return end

---@param props table
---@return gameEffectObjectFilter_NoInstigator
function gameEffectObjectFilter_NoInstigator.new(props) return end

---@class gameEffectObjectFilter_NoInstigatorIfPlayerControlled : gameEffectObjectSingleFilter
gameEffectObjectFilter_NoInstigatorIfPlayerControlled = {}

---@return gameEffectObjectFilter_NoInstigatorIfPlayerControlled
function gameEffectObjectFilter_NoInstigatorIfPlayerControlled.new() return end

---@param props table
---@return gameEffectObjectFilter_NoInstigatorIfPlayerControlled
function gameEffectObjectFilter_NoInstigatorIfPlayerControlled.new(props) return end

---@class gameEffectObjectFilter_NoInstigator_MissEvent : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoInstigator_MissEvent = {}

---@return gameEffectObjectFilter_NoInstigator_MissEvent
function gameEffectObjectFilter_NoInstigator_MissEvent.new() return end

---@param props table
---@return gameEffectObjectFilter_NoInstigator_MissEvent
function gameEffectObjectFilter_NoInstigator_MissEvent.new(props) return end

---@class gameEffectObjectFilter_NoPlayer : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoPlayer = {}

---@return gameEffectObjectFilter_NoPlayer
function gameEffectObjectFilter_NoPlayer.new() return end

---@param props table
---@return gameEffectObjectFilter_NoPlayer
function gameEffectObjectFilter_NoPlayer.new(props) return end

---@class gameEffectObjectFilter_NoPuppet : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoPuppet = {}

---@return gameEffectObjectFilter_NoPuppet
function gameEffectObjectFilter_NoPuppet.new() return end

---@param props table
---@return gameEffectObjectFilter_NoPuppet
function gameEffectObjectFilter_NoPuppet.new(props) return end

---@class gameEffectObjectFilter_NoSource : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoSource = {}

---@return gameEffectObjectFilter_NoSource
function gameEffectObjectFilter_NoSource.new() return end

---@param props table
---@return gameEffectObjectFilter_NoSource
function gameEffectObjectFilter_NoSource.new(props) return end

---@class gameEffectObjectFilter_NoWeapon : gameEffectObjectGroupFilter
gameEffectObjectFilter_NoWeapon = {}

---@return gameEffectObjectFilter_NoWeapon
function gameEffectObjectFilter_NoWeapon.new() return end

---@param props table
---@return gameEffectObjectFilter_NoWeapon
function gameEffectObjectFilter_NoWeapon.new(props) return end

---@class gameEffectObjectFilter_NotAlive : gameEffectObjectGroupFilter
gameEffectObjectFilter_NotAlive = {}

---@return gameEffectObjectFilter_NotAlive
function gameEffectObjectFilter_NotAlive.new() return end

---@param props table
---@return gameEffectObjectFilter_NotAlive
function gameEffectObjectFilter_NotAlive.new(props) return end

---@class gameEffectObjectFilter_NotObstructed : gameEffectObjectGroupFilter
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectFilter_NotObstructed = {}

---@return gameEffectObjectFilter_NotObstructed
function gameEffectObjectFilter_NotObstructed.new() return end

---@param props table
---@return gameEffectObjectFilter_NotObstructed
function gameEffectObjectFilter_NotObstructed.new(props) return end

---@class gameEffectObjectFilter_OnlyNearest : gameEffectObjectGroupFilter
---@field count Uint32
gameEffectObjectFilter_OnlyNearest = {}

---@return gameEffectObjectFilter_OnlyNearest
function gameEffectObjectFilter_OnlyNearest.new() return end

---@param props table
---@return gameEffectObjectFilter_OnlyNearest
function gameEffectObjectFilter_OnlyNearest.new(props) return end

---@class gameEffectObjectFilter_OnlyNearestMelee : gameEffectObjectGroupFilter
---@field count Uint32
gameEffectObjectFilter_OnlyNearestMelee = {}

---@return gameEffectObjectFilter_OnlyNearestMelee
function gameEffectObjectFilter_OnlyNearestMelee.new() return end

---@param props table
---@return gameEffectObjectFilter_OnlyNearestMelee
function gameEffectObjectFilter_OnlyNearestMelee.new(props) return end

---@class gameEffectObjectFilter_OnlyNearest_BB : gameEffectObjectFilter_OnlyNearest
---@field parameter gameEffectInputParameter_Int
gameEffectObjectFilter_OnlyNearest_BB = {}

---@return gameEffectObjectFilter_OnlyNearest_BB
function gameEffectObjectFilter_OnlyNearest_BB.new() return end

---@param props table
---@return gameEffectObjectFilter_OnlyNearest_BB
function gameEffectObjectFilter_OnlyNearest_BB.new(props) return end

---@class gameEffectObjectFilter_OnlyNearest_Pierce : gameEffectObjectFilter_OnlyNearest
---@field alwaysApplyFullWeaponCharge Bool
---@field includePierced Bool
gameEffectObjectFilter_OnlyNearest_Pierce = {}

---@return gameEffectObjectFilter_OnlyNearest_Pierce
function gameEffectObjectFilter_OnlyNearest_Pierce.new() return end

---@param props table
---@return gameEffectObjectFilter_OnlyNearest_Pierce
function gameEffectObjectFilter_OnlyNearest_Pierce.new(props) return end

---@class gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive : gameEffectObjectGroupFilter
---@field ignoreCharacterRecord TweakDBID
gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive = {}

---@return gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive
function gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive.new() return end

---@param props table
---@return gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive
function gameEffectObjectFilter_PlayerIgnoreFriendlyAndAlive.new(props) return end

---@class gameEffectObjectFilter_RejectOnPrereq : gameEffectObjectSingleFilter
---@field prereq gameIPrereq
gameEffectObjectFilter_RejectOnPrereq = {}

---@return gameEffectObjectFilter_RejectOnPrereq
function gameEffectObjectFilter_RejectOnPrereq.new() return end

---@param props table
---@return gameEffectObjectFilter_RejectOnPrereq
function gameEffectObjectFilter_RejectOnPrereq.new(props) return end

---@class gameEffectObjectFilter_TechPreview : gameEffectObjectGroupFilter
gameEffectObjectFilter_TechPreview = {}

---@return gameEffectObjectFilter_TechPreview
function gameEffectObjectFilter_TechPreview.new() return end

---@param props table
---@return gameEffectObjectFilter_TechPreview
function gameEffectObjectFilter_TechPreview.new(props) return end

---@class gameEffectObjectFilter_Unique : gameEffectObjectGroupFilter
gameEffectObjectFilter_Unique = {}

---@return gameEffectObjectFilter_Unique
function gameEffectObjectFilter_Unique.new() return end

---@param props table
---@return gameEffectObjectFilter_Unique
function gameEffectObjectFilter_Unique.new(props) return end

---@class gameEffectObjectGroupFilter : gameEffectObjectFilter
gameEffectObjectGroupFilter = {}

---@class gameEffectObjectGroupFilter_Cone : gameEffectObjectGroupFilter
gameEffectObjectGroupFilter_Cone = {}

---@return gameEffectObjectGroupFilter_Cone
function gameEffectObjectGroupFilter_Cone.new() return end

---@param props table
---@return gameEffectObjectGroupFilter_Cone
function gameEffectObjectGroupFilter_Cone.new(props) return end

---@class gameEffectObjectGroupFilter_Scripted : gameEffectObjectGroupFilter
gameEffectObjectGroupFilter_Scripted = {}

---@return gameEffectObjectGroupFilter_Scripted
function gameEffectObjectGroupFilter_Scripted.new() return end

---@param props table
---@return gameEffectObjectGroupFilter_Scripted
function gameEffectObjectGroupFilter_Scripted.new(props) return end

---@class gameEffectObjectProvider : gameEffectNode
gameEffectObjectProvider = {}

---@class gameEffectObjectProvider_Explosion : gameEffectObjectProvider
---@field puppets Bool
---@field gameObjects Bool
---@field destructibleAndDynamic Bool
gameEffectObjectProvider_Explosion = {}

---@return gameEffectObjectProvider_Explosion
function gameEffectObjectProvider_Explosion.new() return end

---@param props table
---@return gameEffectObjectProvider_Explosion
function gameEffectObjectProvider_Explosion.new(props) return end

---@class gameEffectObjectProvider_Laser : gameEffectObjectProvider_PhysicalRay
---@field inputTracesPerSecond Uint32
---@field inputRayOffset Vector4
gameEffectObjectProvider_Laser = {}

---@return gameEffectObjectProvider_Laser
function gameEffectObjectProvider_Laser.new() return end

---@param props table
---@return gameEffectObjectProvider_Laser
function gameEffectObjectProvider_Laser.new(props) return end

---@class gameEffectObjectProvider_PhysicalRay : gameEffectObjectProvider
---@field inputPosition gameEffectInputParameter_Vector
---@field inputForward gameEffectInputParameter_Vector
---@field inputRange gameEffectInputParameter_Float
---@field outputRaycastEnd gameEffectOutputParameter_Vector
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_PhysicalRay = {}

---@return gameEffectObjectProvider_PhysicalRay
function gameEffectObjectProvider_PhysicalRay.new() return end

---@param props table
---@return gameEffectObjectProvider_PhysicalRay
function gameEffectObjectProvider_PhysicalRay.new(props) return end

---@class gameEffectObjectProvider_PhysicalRayFan : gameEffectObjectProvider_PhysicalRay
---@field inputMinRayAngleDiff gameEffectInputParameter_Float
gameEffectObjectProvider_PhysicalRayFan = {}

---@return gameEffectObjectProvider_PhysicalRayFan
function gameEffectObjectProvider_PhysicalRayFan.new() return end

---@param props table
---@return gameEffectObjectProvider_PhysicalRayFan
function gameEffectObjectProvider_PhysicalRayFan.new(props) return end

---@class gameEffectObjectProvider_ProjectileHitEvent : gameEffectObjectProvider
gameEffectObjectProvider_ProjectileHitEvent = {}

---@return gameEffectObjectProvider_ProjectileHitEvent
function gameEffectObjectProvider_ProjectileHitEvent.new() return end

---@param props table
---@return gameEffectObjectProvider_ProjectileHitEvent
function gameEffectObjectProvider_ProjectileHitEvent.new(props) return end

---@class gameEffectObjectProvider_QueryBox : gameEffectObjectProvider
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
---@field inputPosition gameEffectInputParameter_Vector
gameEffectObjectProvider_QueryBox = {}

---@return gameEffectObjectProvider_QueryBox
function gameEffectObjectProvider_QueryBox.new() return end

---@param props table
---@return gameEffectObjectProvider_QueryBox
function gameEffectObjectProvider_QueryBox.new(props) return end

---@class gameEffectObjectProvider_QueryCapsule : gameEffectObjectProvider
---@field gatherOnlyPuppets Bool
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_QueryCapsule = {}

---@return gameEffectObjectProvider_QueryCapsule
function gameEffectObjectProvider_QueryCapsule.new() return end

---@param props table
---@return gameEffectObjectProvider_QueryCapsule
function gameEffectObjectProvider_QueryCapsule.new(props) return end

---@class gameEffectObjectProvider_QueryCapsule_GrowOverTime : gameEffectObjectProvider_QueryCapsule
gameEffectObjectProvider_QueryCapsule_GrowOverTime = {}

---@return gameEffectObjectProvider_QueryCapsule_GrowOverTime
function gameEffectObjectProvider_QueryCapsule_GrowOverTime.new() return end

---@param props table
---@return gameEffectObjectProvider_QueryCapsule_GrowOverTime
function gameEffectObjectProvider_QueryCapsule_GrowOverTime.new(props) return end

---@class gameEffectObjectProvider_QueryShockwave : gameEffectObjectProvider_QuerySphere
gameEffectObjectProvider_QueryShockwave = {}

---@return gameEffectObjectProvider_QueryShockwave
function gameEffectObjectProvider_QueryShockwave.new() return end

---@param props table
---@return gameEffectObjectProvider_QueryShockwave
function gameEffectObjectProvider_QueryShockwave.new(props) return end

---@class gameEffectObjectProvider_QuerySphere : gameEffectObjectProvider
---@field gatherOnlyPuppets Bool
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_QuerySphere = {}

---@return gameEffectObjectProvider_QuerySphere
function gameEffectObjectProvider_QuerySphere.new() return end

---@param props table
---@return gameEffectObjectProvider_QuerySphere
function gameEffectObjectProvider_QuerySphere.new(props) return end

---@class gameEffectObjectProvider_QuerySphere_GrowOverTime : gameEffectObjectProvider_QuerySphere
gameEffectObjectProvider_QuerySphere_GrowOverTime = {}

---@return gameEffectObjectProvider_QuerySphere_GrowOverTime
function gameEffectObjectProvider_QuerySphere_GrowOverTime.new() return end

---@param props table
---@return gameEffectObjectProvider_QuerySphere_GrowOverTime
function gameEffectObjectProvider_QuerySphere_GrowOverTime.new(props) return end

---@class gameEffectObjectProvider_QuerySphere_Value : gameEffectObjectProvider
---@field radius Float
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_QuerySphere_Value = {}

---@return gameEffectObjectProvider_QuerySphere_Value
function gameEffectObjectProvider_QuerySphere_Value.new() return end

---@param props table
---@return gameEffectObjectProvider_QuerySphere_Value
function gameEffectObjectProvider_QuerySphere_Value.new(props) return end

---@class gameEffectObjectProvider_Scripted : gameEffectObjectProvider
gameEffectObjectProvider_Scripted = {}

---@return gameEffectObjectProvider_Scripted
function gameEffectObjectProvider_Scripted.new() return end

---@param props table
---@return gameEffectObjectProvider_Scripted
function gameEffectObjectProvider_Scripted.new(props) return end

---@class gameEffectObjectProvider_SingleEntity : gameEffectObjectProvider
gameEffectObjectProvider_SingleEntity = {}

---@return gameEffectObjectProvider_SingleEntity
function gameEffectObjectProvider_SingleEntity.new() return end

---@param props table
---@return gameEffectObjectProvider_SingleEntity
function gameEffectObjectProvider_SingleEntity.new(props) return end

---@class gameEffectObjectProvider_SingleRicochetTarget : gameEffectObjectProvider
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_SingleRicochetTarget = {}

---@return gameEffectObjectProvider_SingleRicochetTarget
function gameEffectObjectProvider_SingleRicochetTarget.new() return end

---@param props table
---@return gameEffectObjectProvider_SingleRicochetTarget
function gameEffectObjectProvider_SingleRicochetTarget.new(props) return end

---@class gameEffectObjectProvider_Stimuli_EntitiesInRange : gameEffectObjectProvider
gameEffectObjectProvider_Stimuli_EntitiesInRange = {}

---@return gameEffectObjectProvider_Stimuli_EntitiesInRange
function gameEffectObjectProvider_Stimuli_EntitiesInRange.new() return end

---@param props table
---@return gameEffectObjectProvider_Stimuli_EntitiesInRange
function gameEffectObjectProvider_Stimuli_EntitiesInRange.new(props) return end

---@class gameEffectObjectProvider_SweepMelee_Box : gameEffectObjectProvider_SweepOverTime
---@field playerStaticDetectionConeDistance Float
---@field playerStaticDetectionConeStartAngle Float
---@field playerStaticDetectionConeEndAngle Float
---@field playerUseCameraForObstructionChecks Bool
---@field checkMeleeInvulnerability Bool
gameEffectObjectProvider_SweepMelee_Box = {}

---@return gameEffectObjectProvider_SweepMelee_Box
function gameEffectObjectProvider_SweepMelee_Box.new() return end

---@param props table
---@return gameEffectObjectProvider_SweepMelee_Box
function gameEffectObjectProvider_SweepMelee_Box.new(props) return end

---@class gameEffectObjectProvider_SweepMelee_MantisBlades : gameEffectObjectProvider_SweepMelee_Box
gameEffectObjectProvider_SweepMelee_MantisBlades = {}

---@return gameEffectObjectProvider_SweepMelee_MantisBlades
function gameEffectObjectProvider_SweepMelee_MantisBlades.new() return end

---@param props table
---@return gameEffectObjectProvider_SweepMelee_MantisBlades
function gameEffectObjectProvider_SweepMelee_MantisBlades.new(props) return end

---@class gameEffectObjectProvider_SweepOverTime : gameEffectObjectProvider
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_SweepOverTime = {}

---@class gameEffectObjectProvider_SweepOverTime_Box : gameEffectObjectProvider_SweepOverTime
gameEffectObjectProvider_SweepOverTime_Box = {}

---@return gameEffectObjectProvider_SweepOverTime_Box
function gameEffectObjectProvider_SweepOverTime_Box.new() return end

---@param props table
---@return gameEffectObjectProvider_SweepOverTime_Box
function gameEffectObjectProvider_SweepOverTime_Box.new(props) return end

---@class gameEffectObjectProvider_SweepOverTime_Capsule : gameEffectObjectProvider_SweepOverTime
---@field radius Float
---@field height Float
gameEffectObjectProvider_SweepOverTime_Capsule = {}

---@return gameEffectObjectProvider_SweepOverTime_Capsule
function gameEffectObjectProvider_SweepOverTime_Capsule.new() return end

---@param props table
---@return gameEffectObjectProvider_SweepOverTime_Capsule
function gameEffectObjectProvider_SweepOverTime_Capsule.new(props) return end

---@class gameEffectObjectProvider_SweepOverTime_Sphere : gameEffectObjectProvider_SweepOverTime
---@field radius Float
gameEffectObjectProvider_SweepOverTime_Sphere = {}

---@return gameEffectObjectProvider_SweepOverTime_Sphere
function gameEffectObjectProvider_SweepOverTime_Sphere.new() return end

---@param props table
---@return gameEffectObjectProvider_SweepOverTime_Sphere
function gameEffectObjectProvider_SweepOverTime_Sphere.new(props) return end

---@class gameEffectObjectProvider_Sweep_Box : gameEffectObjectProvider
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
gameEffectObjectProvider_Sweep_Box = {}

---@return gameEffectObjectProvider_Sweep_Box
function gameEffectObjectProvider_Sweep_Box.new() return end

---@param props table
---@return gameEffectObjectProvider_Sweep_Box
function gameEffectObjectProvider_Sweep_Box.new(props) return end

---@class gameEffectObjectProvider_TargetingObjectsInCone : gameEffectObjectProvider
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
---@field searchQuery gameTargetSearchQuery
---@field maxTargets Uint32
---@field usePlayerPosAndForward Bool
gameEffectObjectProvider_TargetingObjectsInCone = {}

---@return gameEffectObjectProvider_TargetingObjectsInCone
function gameEffectObjectProvider_TargetingObjectsInCone.new() return end

---@param props table
---@return gameEffectObjectProvider_TargetingObjectsInCone
function gameEffectObjectProvider_TargetingObjectsInCone.new(props) return end

---@class gameEffectObjectSingleFilter : gameEffectObjectFilter
gameEffectObjectSingleFilter = {}

---@class gameEffectObjectSingleFilter_BlackboardBoolCondition : gameEffectObjectSingleFilter
---@field parameter gameEffectInputParameter_Bool
---@field filter gameEffectObjectSingleFilter
gameEffectObjectSingleFilter_BlackboardBoolCondition = {}

---@return gameEffectObjectSingleFilter_BlackboardBoolCondition
function gameEffectObjectSingleFilter_BlackboardBoolCondition.new() return end

---@param props table
---@return gameEffectObjectSingleFilter_BlackboardBoolCondition
function gameEffectObjectSingleFilter_BlackboardBoolCondition.new(props) return end

---@class gameEffectObjectSingleFilter_Scripted : gameEffectObjectSingleFilter
gameEffectObjectSingleFilter_Scripted = {}

---@return gameEffectObjectSingleFilter_Scripted
function gameEffectObjectSingleFilter_Scripted.new() return end

---@param props table
---@return gameEffectObjectSingleFilter_Scripted
function gameEffectObjectSingleFilter_Scripted.new(props) return end

---@class gameEffectOutputParameter_Bool
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Bool = {}

---@return gameEffectOutputParameter_Bool
function gameEffectOutputParameter_Bool.new() return end

---@param props table
---@return gameEffectOutputParameter_Bool
function gameEffectOutputParameter_Bool.new(props) return end

---@param ctx gameEffectOutputParameter_Bool
---@param bb gameIBlackboard
---@param value Bool
function gameEffectOutputParameter_Bool.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_CName
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_CName = {}

---@return gameEffectOutputParameter_CName
function gameEffectOutputParameter_CName.new() return end

---@param props table
---@return gameEffectOutputParameter_CName
function gameEffectOutputParameter_CName.new(props) return end

---@param ctx gameEffectOutputParameter_CName
---@param bb gameIBlackboard
---@param value CName|string
function gameEffectOutputParameter_CName.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_Float
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Float = {}

---@return gameEffectOutputParameter_Float
function gameEffectOutputParameter_Float.new() return end

---@param props table
---@return gameEffectOutputParameter_Float
function gameEffectOutputParameter_Float.new(props) return end

---@param ctx gameEffectOutputParameter_Float
---@param bb gameIBlackboard
---@param value Float
function gameEffectOutputParameter_Float.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_Int
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Int = {}

---@return gameEffectOutputParameter_Int
function gameEffectOutputParameter_Int.new() return end

---@param props table
---@return gameEffectOutputParameter_Int
function gameEffectOutputParameter_Int.new(props) return end

---@param ctx gameEffectOutputParameter_Int
---@param bb gameIBlackboard
---@param value Int32
function gameEffectOutputParameter_Int.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_Quat
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Quat = {}

---@return gameEffectOutputParameter_Quat
function gameEffectOutputParameter_Quat.new() return end

---@param props table
---@return gameEffectOutputParameter_Quat
function gameEffectOutputParameter_Quat.new(props) return end

---@param ctx gameEffectOutputParameter_Quat
---@param bb gameIBlackboard
---@param value Quaternion
function gameEffectOutputParameter_Quat.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_String
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_String = {}

---@return gameEffectOutputParameter_String
function gameEffectOutputParameter_String.new() return end

---@param props table
---@return gameEffectOutputParameter_String
function gameEffectOutputParameter_String.new(props) return end

---@param ctx gameEffectOutputParameter_String
---@param bb gameIBlackboard
---@param value String
function gameEffectOutputParameter_String.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_Variant
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Variant = {}

---@return gameEffectOutputParameter_Variant
function gameEffectOutputParameter_Variant.new() return end

---@param props table
---@return gameEffectOutputParameter_Variant
function gameEffectOutputParameter_Variant.new(props) return end

---@param ctx gameEffectOutputParameter_Variant
---@param bb gameIBlackboard
---@param value Variant
function gameEffectOutputParameter_Variant.Set(ctx, bb, value) return end

---@class gameEffectOutputParameter_Vector
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectOutputParameter_Vector = {}

---@return gameEffectOutputParameter_Vector
function gameEffectOutputParameter_Vector.new() return end

---@param props table
---@return gameEffectOutputParameter_Vector
function gameEffectOutputParameter_Vector.new(props) return end

---@param ctx gameEffectOutputParameter_Vector
---@param bb gameIBlackboard
---@param value Vector4
function gameEffectOutputParameter_Vector.Set(ctx, bb, value) return end

---@class gameEffectParameter_BoolEvaluator_Blackboard : gameIEffectParameter_BoolEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_BoolEvaluator_Blackboard = {}

---@return gameEffectParameter_BoolEvaluator_Blackboard
function gameEffectParameter_BoolEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_BoolEvaluator_Blackboard
function gameEffectParameter_BoolEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_BoolEvaluator_Value : gameIEffectParameter_BoolEvaluator
---@field value Bool
gameEffectParameter_BoolEvaluator_Value = {}

---@return gameEffectParameter_BoolEvaluator_Value
function gameEffectParameter_BoolEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_BoolEvaluator_Value
function gameEffectParameter_BoolEvaluator_Value.new(props) return end

---@class gameEffectParameter_BoolEvaluator_ValueOrBlackboard : gameIEffectParameter_BoolEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value Bool
gameEffectParameter_BoolEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_BoolEvaluator_ValueOrBlackboard
function gameEffectParameter_BoolEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_BoolEvaluator_ValueOrBlackboard
function gameEffectParameter_BoolEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_CNameEvaluator_Blackboard : gameIEffectParameter_CNameEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_CNameEvaluator_Blackboard = {}

---@return gameEffectParameter_CNameEvaluator_Blackboard
function gameEffectParameter_CNameEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_CNameEvaluator_Blackboard
function gameEffectParameter_CNameEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_CNameEvaluator_Value : gameIEffectParameter_CNameEvaluator
---@field value CName
gameEffectParameter_CNameEvaluator_Value = {}

---@return gameEffectParameter_CNameEvaluator_Value
function gameEffectParameter_CNameEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_CNameEvaluator_Value
function gameEffectParameter_CNameEvaluator_Value.new(props) return end

---@class gameEffectParameter_CNameEvaluator_ValueOrBlackboard : gameIEffectParameter_CNameEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value CName
gameEffectParameter_CNameEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_CNameEvaluator_ValueOrBlackboard
function gameEffectParameter_CNameEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_CNameEvaluator_ValueOrBlackboard
function gameEffectParameter_CNameEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_FloatEvaluator_Blackboard : gameIEffectParameter_FloatEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_FloatEvaluator_Blackboard = {}

---@return gameEffectParameter_FloatEvaluator_Blackboard
function gameEffectParameter_FloatEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_FloatEvaluator_Blackboard
function gameEffectParameter_FloatEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_FloatEvaluator_Value : gameIEffectParameter_FloatEvaluator
---@field value Float
gameEffectParameter_FloatEvaluator_Value = {}

---@return gameEffectParameter_FloatEvaluator_Value
function gameEffectParameter_FloatEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_FloatEvaluator_Value
function gameEffectParameter_FloatEvaluator_Value.new(props) return end

---@class gameEffectParameter_FloatEvaluator_ValueOrBlackboard : gameIEffectParameter_FloatEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value Float
gameEffectParameter_FloatEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_FloatEvaluator_ValueOrBlackboard
function gameEffectParameter_FloatEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_FloatEvaluator_ValueOrBlackboard
function gameEffectParameter_FloatEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_IntEvaluator_Blackboard : gameIEffectParameter_IntEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_IntEvaluator_Blackboard = {}

---@return gameEffectParameter_IntEvaluator_Blackboard
function gameEffectParameter_IntEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_IntEvaluator_Blackboard
function gameEffectParameter_IntEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_IntEvaluator_Value : gameIEffectParameter_IntEvaluator
---@field value Uint32
gameEffectParameter_IntEvaluator_Value = {}

---@return gameEffectParameter_IntEvaluator_Value
function gameEffectParameter_IntEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_IntEvaluator_Value
function gameEffectParameter_IntEvaluator_Value.new(props) return end

---@class gameEffectParameter_IntEvaluator_ValueOrBlackboard : gameIEffectParameter_IntEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value Uint32
gameEffectParameter_IntEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_IntEvaluator_ValueOrBlackboard
function gameEffectParameter_IntEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_IntEvaluator_ValueOrBlackboard
function gameEffectParameter_IntEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_QuatEvaluator_Blackboard : gameIEffectParameter_QuatEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_QuatEvaluator_Blackboard = {}

---@return gameEffectParameter_QuatEvaluator_Blackboard
function gameEffectParameter_QuatEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_QuatEvaluator_Blackboard
function gameEffectParameter_QuatEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_QuatEvaluator_Value : gameIEffectParameter_QuatEvaluator
---@field value Quaternion
gameEffectParameter_QuatEvaluator_Value = {}

---@return gameEffectParameter_QuatEvaluator_Value
function gameEffectParameter_QuatEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_QuatEvaluator_Value
function gameEffectParameter_QuatEvaluator_Value.new(props) return end

---@class gameEffectParameter_QuatEvaluator_ValueOrBlackboard : gameIEffectParameter_QuatEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value Quaternion
gameEffectParameter_QuatEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_QuatEvaluator_ValueOrBlackboard
function gameEffectParameter_QuatEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_QuatEvaluator_ValueOrBlackboard
function gameEffectParameter_QuatEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_StringEvaluator_Blackboard : gameIEffectParameter_StringEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_StringEvaluator_Blackboard = {}

---@return gameEffectParameter_StringEvaluator_Blackboard
function gameEffectParameter_StringEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_StringEvaluator_Blackboard
function gameEffectParameter_StringEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_StringEvaluator_Value : gameIEffectParameter_StringEvaluator
---@field value String
gameEffectParameter_StringEvaluator_Value = {}

---@return gameEffectParameter_StringEvaluator_Value
function gameEffectParameter_StringEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_StringEvaluator_Value
function gameEffectParameter_StringEvaluator_Value.new(props) return end

---@class gameEffectParameter_StringEvaluator_ValueOrBlackboard : gameIEffectParameter_StringEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value String
gameEffectParameter_StringEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_StringEvaluator_ValueOrBlackboard
function gameEffectParameter_StringEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_StringEvaluator_ValueOrBlackboard
function gameEffectParameter_StringEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectParameter_VectorEvaluator_Blackboard : gameIEffectParameter_VectorEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
gameEffectParameter_VectorEvaluator_Blackboard = {}

---@return gameEffectParameter_VectorEvaluator_Blackboard
function gameEffectParameter_VectorEvaluator_Blackboard.new() return end

---@param props table
---@return gameEffectParameter_VectorEvaluator_Blackboard
function gameEffectParameter_VectorEvaluator_Blackboard.new(props) return end

---@class gameEffectParameter_VectorEvaluator_Value : gameIEffectParameter_VectorEvaluator
---@field value Vector4
gameEffectParameter_VectorEvaluator_Value = {}

---@return gameEffectParameter_VectorEvaluator_Value
function gameEffectParameter_VectorEvaluator_Value.new() return end

---@param props table
---@return gameEffectParameter_VectorEvaluator_Value
function gameEffectParameter_VectorEvaluator_Value.new(props) return end

---@class gameEffectParameter_VectorEvaluator_ValueOrBlackboard : gameIEffectParameter_VectorEvaluator
---@field blackboardProperty gameBlackboardPropertyBindingDefinition
---@field value Vector4
gameEffectParameter_VectorEvaluator_ValueOrBlackboard = {}

---@return gameEffectParameter_VectorEvaluator_ValueOrBlackboard
function gameEffectParameter_VectorEvaluator_ValueOrBlackboard.new() return end

---@param props table
---@return gameEffectParameter_VectorEvaluator_ValueOrBlackboard
function gameEffectParameter_VectorEvaluator_ValueOrBlackboard.new(props) return end

---@class gameEffectPostAction : gameEffectAction
gameEffectPostAction = {}

---@class gameEffectPostAction_BeamVFX : gameEffectPostAction
gameEffectPostAction_BeamVFX = {}

---@class gameEffectPostAction_BeamVFX_Custom : gameEffectPostAction_BeamVFX
---@field effect worldEffect
---@field attached Bool
---@field breakLoopOnDetach Bool
---@field invert Bool
---@field maxRange Float
---@field maxRangeTPP Float
---@field effectTag CName
gameEffectPostAction_BeamVFX_Custom = {}

---@return gameEffectPostAction_BeamVFX_Custom
function gameEffectPostAction_BeamVFX_Custom.new() return end

---@param props table
---@return gameEffectPostAction_BeamVFX_Custom
function gameEffectPostAction_BeamVFX_Custom.new(props) return end

---@class gameEffectPostAction_Beam_RicochetPreview : gameEffectPostAction
---@field ricocheted gameEffectPostAction_Beam_RicochetPreviewPreviewEffect
---@field fromMuzzle gameEffectPostAction_Beam_RicochetPreviewPreviewEffect
gameEffectPostAction_Beam_RicochetPreview = {}

---@return gameEffectPostAction_Beam_RicochetPreview
function gameEffectPostAction_Beam_RicochetPreview.new() return end

---@param props table
---@return gameEffectPostAction_Beam_RicochetPreview
function gameEffectPostAction_Beam_RicochetPreview.new(props) return end

---@class gameEffectPostAction_Beam_RicochetPreviewPreviewEffect
---@field effect worldEffect
---@field effectTag CName
---@field effectSnap worldEffect
---@field effectSnapTag CName
---@field forwardOffset Float
gameEffectPostAction_Beam_RicochetPreviewPreviewEffect = {}

---@return gameEffectPostAction_Beam_RicochetPreviewPreviewEffect
function gameEffectPostAction_Beam_RicochetPreviewPreviewEffect.new() return end

---@param props table
---@return gameEffectPostAction_Beam_RicochetPreviewPreviewEffect
function gameEffectPostAction_Beam_RicochetPreviewPreviewEffect.new(props) return end

---@class gameEffectPostAction_BulletExplode : gameEffectPostAction
---@field endRangeTolerance Float
---@field explosionDuration Float
gameEffectPostAction_BulletExplode = {}

---@return gameEffectPostAction_BulletExplode
function gameEffectPostAction_BulletExplode.new() return end

---@param props table
---@return gameEffectPostAction_BulletExplode
function gameEffectPostAction_BulletExplode.new(props) return end

---@class gameEffectPostAction_BulletTrace : gameEffectPostAction_BeamVFX
gameEffectPostAction_BulletTrace = {}

---@return gameEffectPostAction_BulletTrace
function gameEffectPostAction_BulletTrace.new() return end

---@param props table
---@return gameEffectPostAction_BulletTrace
function gameEffectPostAction_BulletTrace.new(props) return end

---@class gameEffectPostAction_MeleeTireHit : gameEffectPostAction
gameEffectPostAction_MeleeTireHit = {}

---@return gameEffectPostAction_MeleeTireHit
function gameEffectPostAction_MeleeTireHit.new() return end

---@param props table
---@return gameEffectPostAction_MeleeTireHit
function gameEffectPostAction_MeleeTireHit.new(props) return end

---@class gameEffectPostAction_MeleeWaterEffects : gameEffectPostAction
gameEffectPostAction_MeleeWaterEffects = {}

---@return gameEffectPostAction_MeleeWaterEffects
function gameEffectPostAction_MeleeWaterEffects.new() return end

---@param props table
---@return gameEffectPostAction_MeleeWaterEffects
function gameEffectPostAction_MeleeWaterEffects.new(props) return end

---@class gameEffectPostAction_NewEffect_ChimeraMissileExplosion : gameEffectPostAction
---@field tagInThisFile CName
---@field overrideRadius Float
---@field executeOnNthHit Int32
gameEffectPostAction_NewEffect_ChimeraMissileExplosion = {}

---@return gameEffectPostAction_NewEffect_ChimeraMissileExplosion
function gameEffectPostAction_NewEffect_ChimeraMissileExplosion.new() return end

---@param props table
---@return gameEffectPostAction_NewEffect_ChimeraMissileExplosion
function gameEffectPostAction_NewEffect_ChimeraMissileExplosion.new(props) return end

---@class gameEffectPostAction_ProcessNearlyHitAgents : gameEffectPostAction
gameEffectPostAction_ProcessNearlyHitAgents = {}

---@return gameEffectPostAction_ProcessNearlyHitAgents
function gameEffectPostAction_ProcessNearlyHitAgents.new() return end

---@param props table
---@return gameEffectPostAction_ProcessNearlyHitAgents
function gameEffectPostAction_ProcessNearlyHitAgents.new(props) return end

---@class gameEffectPostAction_Scripted : gameEffectPostAction
gameEffectPostAction_Scripted = {}

---@return gameEffectPostAction_Scripted
function gameEffectPostAction_Scripted.new() return end

---@param props table
---@return gameEffectPostAction_Scripted
function gameEffectPostAction_Scripted.new(props) return end

---@class gameEffectPostAction_UpdateActiveVehicleUIData : gameEffectPostAction
gameEffectPostAction_UpdateActiveVehicleUIData = {}

---@return gameEffectPostAction_UpdateActiveVehicleUIData
function gameEffectPostAction_UpdateActiveVehicleUIData.new() return end

---@param props table
---@return gameEffectPostAction_UpdateActiveVehicleUIData
function gameEffectPostAction_UpdateActiveVehicleUIData.new(props) return end

---@class gameEffectPostAction_WaterImpulse : gameEffectPostAction
gameEffectPostAction_WaterImpulse = {}

---@return gameEffectPostAction_WaterImpulse
function gameEffectPostAction_WaterImpulse.new() return end

---@param props table
---@return gameEffectPostAction_WaterImpulse
function gameEffectPostAction_WaterImpulse.new(props) return end

---@class gameEffectPreAction : gameEffectAction
gameEffectPreAction = {}

---@class gameEffectPreAction_Scripted : gameEffectPreAction
gameEffectPreAction_Scripted = {}

---@return gameEffectPreAction_Scripted
function gameEffectPreAction_Scripted.new() return end

---@param props table
---@return gameEffectPreAction_Scripted
function gameEffectPreAction_Scripted.new(props) return end

---@class gameEffectPreAction_SpreadingEffect : gameEffectPreAction
gameEffectPreAction_SpreadingEffect = {}

---@return gameEffectPreAction_SpreadingEffect
function gameEffectPreAction_SpreadingEffect.new() return end

---@param props table
---@return gameEffectPreAction_SpreadingEffect
function gameEffectPreAction_SpreadingEffect.new(props) return end

---@class gameEffectPreAction_VisualEffectAtPosition : gameEffectPreAction
---@field effect worldEffect
---@field attached Bool
---@field breakLoopOnDetach Bool
---@field vertical Bool
---@field effectTag CName
gameEffectPreAction_VisualEffectAtPosition = {}

---@return gameEffectPreAction_VisualEffectAtPosition
function gameEffectPreAction_VisualEffectAtPosition.new() return end

---@param props table
---@return gameEffectPreAction_VisualEffectAtPosition
function gameEffectPreAction_VisualEffectAtPosition.new(props) return end

---@class gameEffectPreloadScriptContext
gameEffectPreloadScriptContext = {}

---@return gameEffectPreloadScriptContext
function gameEffectPreloadScriptContext.new() return end

---@param props table
---@return gameEffectPreloadScriptContext
function gameEffectPreloadScriptContext.new(props) return end

---@param ctx gameEffectPreloadScriptContext
---@param resource gameFxResource
function gameEffectPreloadScriptContext.PreloadFxResource(ctx, resource) return end

---@class gameEffectProviderScriptContext
gameEffectProviderScriptContext = {}

---@return gameEffectProviderScriptContext
function gameEffectProviderScriptContext.new() return end

---@param props table
---@return gameEffectProviderScriptContext
function gameEffectProviderScriptContext.new(props) return end

---@param ctx gameEffectScriptContext
---@param providerCtx gameEffectProviderScriptContext
---@param target entEntity
function gameEffectProviderScriptContext.AddTarget(ctx, providerCtx, target) return end

---@param providerCtx gameEffectProviderScriptContext
---@return Float
function gameEffectProviderScriptContext.GetTimeDelta(providerCtx) return end

---@class gameEffectRef
---@field set gameEffectSet
---@field tag CName
gameEffectRef = {}

---@return gameEffectRef
function gameEffectRef.new() return end

---@param props table
---@return gameEffectRef
function gameEffectRef.new(props) return end

---@class gameEffectScriptContext
gameEffectScriptContext = {}

---@return gameEffectScriptContext
function gameEffectScriptContext.new() return end

---@param props table
---@return gameEffectScriptContext
function gameEffectScriptContext.new(props) return end

---@param ctx gameEffectScriptContext
---@return gameIBlackboard
function gameEffectScriptContext.GetBlackboard(ctx) return end

---@param ctx gameEffectScriptContext
---@return ScriptGameInstance
function gameEffectScriptContext.GetGameInstance(ctx) return end

---@param ctx gameEffectScriptContext
---@return entEntity
function gameEffectScriptContext.GetInstigator(ctx) return end

---@param ctx gameEffectScriptContext
---@return gameEffectData
function gameEffectScriptContext.GetSharedData(ctx) return end

---@param ctx gameEffectScriptContext
---@return entEntity
function gameEffectScriptContext.GetSource(ctx) return end

---@param ctx gameEffectScriptContext
---@return entEntity
function gameEffectScriptContext.GetWeapon(ctx) return end

---@param ctx gameEffectScriptContext
---@param error String
function gameEffectScriptContext.ReportError(ctx, error) return end

---@param ctx gameEffectScriptContext
---@param resource gameFxResource
---@param transform WorldTransform
---@param ignoreTimeDilation Bool
function gameEffectScriptContext.SpawnEffect(ctx, resource, transform, ignoreTimeDilation) return end

---@class gameEffectSet : CResource
---@field effects gameEffectDefinition[]
gameEffectSet = {}

---@return gameEffectSet
function gameEffectSet.new() return end

---@param props table
---@return gameEffectSet
function gameEffectSet.new(props) return end

---@class gameEffectSettings
---@field advancedTargetHandling Bool
---@field synchronousProcessingForPlayer Bool
---@field forceSynchronousProcessing Bool
---@field tempExecuteOnlyOnce Bool
---@field tickRate Float
---@field useSimTimeForTick Bool
gameEffectSettings = {}

---@return gameEffectSettings
function gameEffectSettings.new() return end

---@param props table
---@return gameEffectSettings
function gameEffectSettings.new(props) return end

---@class gameEffectSingleFilterScriptContext
gameEffectSingleFilterScriptContext = {}

---@return gameEffectSingleFilterScriptContext
function gameEffectSingleFilterScriptContext.new() return end

---@param props table
---@return gameEffectSingleFilterScriptContext
function gameEffectSingleFilterScriptContext.new(props) return end

---@param filterCtx gameEffectSingleFilterScriptContext
---@return entEntity
function gameEffectSingleFilterScriptContext.GetEntity(filterCtx) return end

---@param filterCtx gameEffectSingleFilterScriptContext
---@return Vector4
function gameEffectSingleFilterScriptContext.GetHitNormal(filterCtx) return end

---@param filterCtx gameEffectSingleFilterScriptContext
---@return Vector4
function gameEffectSingleFilterScriptContext.GetHitPosition(filterCtx) return end

---@param filterCtx gameEffectSingleFilterScriptContext
---@return Float
function gameEffectSingleFilterScriptContext.GetTimeDelta(filterCtx) return end

---@class gameEffectSpawnerSaveSystem : gameIEffectSpawnerSaveSystem
gameEffectSpawnerSaveSystem = {}

---@return gameEffectSpawnerSaveSystem
function gameEffectSpawnerSaveSystem.new() return end

---@param props table
---@return gameEffectSpawnerSaveSystem
function gameEffectSpawnerSaveSystem.new(props) return end

---@class gameEffectSystem : gameIEffectSystem
gameEffectSystem = {}

---@return gameEffectSystem
function gameEffectSystem.new() return end

---@param props table
---@return gameEffectSystem
function gameEffectSystem.new(props) return end

---@param definition gameEffectRef
---@param instigator entEntity
---@param weapon entEntity
---@return gameEffectInstance
function gameEffectSystem:CreateEffect(definition, instigator, weapon) return end

---@param effectName CName|string
---@param effectTag CName|string
---@param instigator entEntity
---@param weapon entEntity
---@return gameEffectInstance
function gameEffectSystem:CreateEffectStatic(effectName, effectTag, instigator, weapon) return end

---@param effectName CName|string
---@param effectTag CName|string
---@return Bool
function gameEffectSystem:HasEffect(effectName, effectTag) return end

---@param effectName CName|string
---@param effectTag CName|string
function gameEffectSystem:PreloadStaticEffectResources(effectName, effectTag) return end

---@param effectName CName|string
---@param effectTag CName|string
function gameEffectSystem:ReleaseStaticEffectResources(effectName, effectTag) return end

---@class gameEffectTriggerEffectDesc : ISerializable
---@field effect worldEffect
---@field positionType gameEffectTriggerPositioningType
---@field rotationType gameEffectTriggerRotationType
---@field offset Vector3
---@field playFromHour Uint32
---@field playTillHour Uint32
gameEffectTriggerEffectDesc = {}

---@return gameEffectTriggerEffectDesc
function gameEffectTriggerEffectDesc.new() return end

---@param props table
---@return gameEffectTriggerEffectDesc
function gameEffectTriggerEffectDesc.new(props) return end

---@class gameEffectTriggerNode : worldAreaShapeNode
---@field effectDescs gameEffectTriggerEffectDesc[]
gameEffectTriggerNode = {}

---@return gameEffectTriggerNode
function gameEffectTriggerNode.new() return end

---@param props table
---@return gameEffectTriggerNode
function gameEffectTriggerNode.new(props) return end

---@class gameEffectTriggerNodeInstance : worldAreaShapeNodeInstance
gameEffectTriggerNodeInstance = {}

---@return gameEffectTriggerNodeInstance
function gameEffectTriggerNodeInstance.new() return end

---@param props table
---@return gameEffectTriggerNodeInstance
function gameEffectTriggerNodeInstance.new(props) return end

---@class gameEffectTriggerSystem : gameIEffectTriggerSystem
gameEffectTriggerSystem = {}

---@return gameEffectTriggerSystem
function gameEffectTriggerSystem.new() return end

---@param props table
---@return gameEffectTriggerSystem
function gameEffectTriggerSystem.new(props) return end

---@class gameEffectVectorEvaluator : ISerializable
---@field modifier Float
gameEffectVectorEvaluator = {}

---@class gameEffectVectorEvaluator_HitDirection : gameEffectVectorEvaluator
gameEffectVectorEvaluator_HitDirection = {}

---@return gameEffectVectorEvaluator_HitDirection
function gameEffectVectorEvaluator_HitDirection.new() return end

---@param props table
---@return gameEffectVectorEvaluator_HitDirection
function gameEffectVectorEvaluator_HitDirection.new(props) return end

---@class gameEffectVectorEvaluator_HitNormal : gameEffectVectorEvaluator
gameEffectVectorEvaluator_HitNormal = {}

---@return gameEffectVectorEvaluator_HitNormal
function gameEffectVectorEvaluator_HitNormal.new() return end

---@param props table
---@return gameEffectVectorEvaluator_HitNormal
function gameEffectVectorEvaluator_HitNormal.new(props) return end

---@class gameEffector : IScriptable
gameEffector = {}

---@return gameEffector
function gameEffector.new() return end

---@param props table
---@return gameEffector
function gameEffector.new(props) return end

---@return gameObject
function gameEffector:GetInstigator() return end

---@return gameObject
function gameEffector:GetOwner() return end

---@return TweakDBID
function gameEffector:GetParentRecord() return end

---@return gamePrereqState
function gameEffector:GetPrereqState() return end

---@return entEntityID
function gameEffector:GetProxyEntityID() return end

---@return TweakDBID
function gameEffector:GetRecord() return end

---@param owner gameObject
function gameEffector:ActionOff(owner) return end

---@param owner gameObject
function gameEffector:ActionOn(owner) return end

---@param effectorOwner gameObject
---@param applicationTarget CName|string
---@return Bool, entEntityID
function gameEffector:GetApplicationTarget(effectorOwner, applicationTarget) return end

---@param effectorOwner gameObject
---@param applicationTarget CName|string
---@return Bool, gameObject
function gameEffector:GetApplicationTarget(effectorOwner, applicationTarget) return end

---@param effectorOwner gameObject
---@param applicationTarget CName|string
---@return Bool, gameStatsObjectID
function gameEffector:GetApplicationTargetAsStatsObjectID(effectorOwner, applicationTarget) return end

---@param record TweakDBID|string
---@param parentRecord TweakDBID|string
function gameEffector:Initialize(record, parentRecord) return end

---@param owner gameObject
function gameEffector:RepeatedAction(owner) return end

function gameEffector:Uninitialize() return end

---@class gameEffectorObject : ISerializable
gameEffectorObject = {}

---@return gameEffectorObject
function gameEffectorObject.new() return end

---@param props table
---@return gameEffectorObject
function gameEffectorObject.new(props) return end

---@class gameEffectorSystem : gameIEffectorSystem
gameEffectorSystem = {}

---@return gameEffectorSystem
function gameEffectorSystem.new() return end

---@param props table
---@return gameEffectorSystem
function gameEffectorSystem.new(props) return end

---@param objID entEntityID
---@param instigator gameObject
---@param recordID TweakDBID|string
---@param parentRecordID TweakDBID|string
---@param proxyEntityID entEntityID
function gameEffectorSystem:ApplyEffector(objID, instigator, recordID, parentRecordID, proxyEntityID) return end

---@param objID entEntityID
---@param recordID TweakDBID|string
---@param outEffectors gameEffector[]
function gameEffectorSystem:GetEffectorsByID(objID, recordID, outEffectors) return end

---@param objID entEntityID
---@param outEffectors gameEffector[]
function gameEffectorSystem:GetEffectorsList(objID, outEffectors) return end

---@param objID entEntityID
---@param recordID TweakDBID|string
---@return Bool
function gameEffectorSystem:IsEffectorPresent(objID, recordID) return end

---@param objID entEntityID
---@param recordID TweakDBID|string
function gameEffectorSystem:RemoveEffector(objID, recordID) return end

---@param objID entEntityID
---@param recordID TweakDBID|string
---@return Bool
function gameEffectorSystem:RemoveEffectorsByID(objID, recordID) return end

---@class gameEnableAimAssist : redEvent
gameEnableAimAssist = {}

---@return gameEnableAimAssist
function gameEnableAimAssist.new() return end

---@param props table
---@return gameEnableAimAssist
function gameEnableAimAssist.new(props) return end

---@class gameEnableScanningStatePropagationToParentEvent : redEvent
---@field isEnabled Bool
gameEnableScanningStatePropagationToParentEvent = {}

---@return gameEnableScanningStatePropagationToParentEvent
function gameEnableScanningStatePropagationToParentEvent.new() return end

---@param props table
---@return gameEnableScanningStatePropagationToParentEvent
function gameEnableScanningStatePropagationToParentEvent.new(props) return end

---@class gameEngineTurnedOffEvent : redEvent
gameEngineTurnedOffEvent = {}

---@return gameEngineTurnedOffEvent
function gameEngineTurnedOffEvent.new() return end

---@param props table
---@return gameEngineTurnedOffEvent
function gameEngineTurnedOffEvent.new(props) return end

---@class gameEngineTurnedOnEvent : redEvent
gameEngineTurnedOnEvent = {}

---@return gameEngineTurnedOnEvent
function gameEngineTurnedOnEvent.new() return end

---@param props table
---@return gameEngineTurnedOnEvent
function gameEngineTurnedOnEvent.new(props) return end

---@class gameEntitiesWithStatusEffectPrereq : gameIPrereq
gameEntitiesWithStatusEffectPrereq = {}

---@return gameEntitiesWithStatusEffectPrereq
function gameEntitiesWithStatusEffectPrereq.new() return end

---@param props table
---@return gameEntitiesWithStatusEffectPrereq
function gameEntitiesWithStatusEffectPrereq.new(props) return end

---@class gameEntitiesWithStatusEffectPrereqState : gamePrereqState
gameEntitiesWithStatusEffectPrereqState = {}

---@return gameEntitiesWithStatusEffectPrereqState
function gameEntitiesWithStatusEffectPrereqState.new() return end

---@param props table
---@return gameEntitiesWithStatusEffectPrereqState
function gameEntitiesWithStatusEffectPrereqState.new(props) return end

---@class gameEntityAppearanceColorVariantsArray : ISerializable
---@field appearanceName CName
---@field colorVariants CName[]
gameEntityAppearanceColorVariantsArray = {}

---@return gameEntityAppearanceColorVariantsArray
function gameEntityAppearanceColorVariantsArray.new() return end

---@param props table
---@return gameEntityAppearanceColorVariantsArray
function gameEntityAppearanceColorVariantsArray.new(props) return end

---@class gameEntityIDArrayPrereq : gameIPrereq
gameEntityIDArrayPrereq = {}

---@return gameEntityIDArrayPrereq
function gameEntityIDArrayPrereq.new() return end

---@param props table
---@return gameEntityIDArrayPrereq
function gameEntityIDArrayPrereq.new(props) return end

---@class gameEntityIDArrayPrereqState : gamePrereqState
gameEntityIDArrayPrereqState = {}

---@return gameEntityIDArrayPrereqState
function gameEntityIDArrayPrereqState.new() return end

---@param props table
---@return gameEntityIDArrayPrereqState
function gameEntityIDArrayPrereqState.new(props) return end

---@class gameEntityIDPool
gameEntityIDPool = {}

---@return gameEntityIDPool
function gameEntityIDPool.new() return end

---@param props table
---@return gameEntityIDPool
function gameEntityIDPool.new(props) return end

---@class gameEntityReference
---@field type gameEntityReferenceType
---@field reference NodeRef
---@field names CName[]
---@field slotName CName
---@field sceneActorContextName CName
---@field dynamicEntityUniqueName CName
gameEntityReference = {}

---@return gameEntityReference
function gameEntityReference.new() return end

---@param props table
---@return gameEntityReference
function gameEntityReference.new(props) return end

---@class gameEntitySpawnerComponent : gameComponent
---@field slotDataArray gameEntitySpawnerSlotData[]
gameEntitySpawnerComponent = {}

---@return gameEntitySpawnerComponent
function gameEntitySpawnerComponent.new() return end

---@param props table
---@return gameEntitySpawnerComponent
function gameEntitySpawnerComponent.new(props) return end

---@class gameEntitySpawnerEvent : redEvent
---@field spawnedEntityId entEntityID
---@field eventType gameEntitySpawnerEventType
gameEntitySpawnerEvent = {}

---@return gameEntitySpawnerEvent
function gameEntitySpawnerEvent.new() return end

---@param props table
---@return gameEntitySpawnerEvent
function gameEntitySpawnerEvent.new(props) return end

---@class gameEntitySpawnerEventsBroadcasterImpl : gameIEntitySpawnerEventsBroadcaster
gameEntitySpawnerEventsBroadcasterImpl = {}

---@return gameEntitySpawnerEventsBroadcasterImpl
function gameEntitySpawnerEventsBroadcasterImpl.new() return end

---@param props table
---@return gameEntitySpawnerEventsBroadcasterImpl
function gameEntitySpawnerEventsBroadcasterImpl.new(props) return end

---@param spawnerOrCommunityId entEntityID
---@param communityEntryName CName|string
---@param psListenerPersistentId gamePersistentID
---@param psListenerClassName CName|string
---@return Uint32
function gameEntitySpawnerEventsBroadcasterImpl:RegisterSpawnerEventPSListener(spawnerOrCommunityId, communityEntryName, psListenerPersistentId, psListenerClassName) return end

---@param registerId Uint32
function gameEntitySpawnerEventsBroadcasterImpl:UnregisterSpawnerEventPSListener(registerId) return end

---@class gameEntitySpawnerSlotData
---@field slotName CName
---@field spawnableObject TweakDBID
gameEntitySpawnerSlotData = {}

---@return gameEntitySpawnerSlotData
function gameEntitySpawnerSlotData.new() return end

---@param props table
---@return gameEntitySpawnerSlotData
function gameEntitySpawnerSlotData.new(props) return end

---@class gameEntityStubComponent : gameComponent
gameEntityStubComponent = {}

---@return gameEntityStubComponent
function gameEntityStubComponent.new() return end

---@param props table
---@return gameEntityStubComponent
function gameEntityStubComponent.new(props) return end

---@class gameEntityStubComponentPS : gameComponentPS
---@field entityLocalPosition Vector3
---@field entityLocalRotation Quaternion
---@field spawnerId gameCommunityID
---@field ownerCommunityEntryName CName
---@field selectedAppearanceName CName
---@field selectedColorVariantName CName
gameEntityStubComponentPS = {}

---@return gameEntityStubComponentPS
function gameEntityStubComponentPS.new() return end

---@param props table
---@return gameEntityStubComponentPS
function gameEntityStubComponentPS.new(props) return end

---@return CName
function gameEntityStubComponentPS.GetPSComponentName() return end

---@return CName
function gameEntityStubComponentPS:GetOwnerCommunityEntryName() return end

---@return entEntityID
function gameEntityStubComponentPS:GetSpawnerID() return end

---@class gameEntityStubComponentPlacedProxy : entIPlacedComponent
gameEntityStubComponentPlacedProxy = {}

---@return gameEntityStubComponentPlacedProxy
function gameEntityStubComponentPlacedProxy.new() return end

---@param props table
---@return gameEntityStubComponentPlacedProxy
function gameEntityStubComponentPlacedProxy.new(props) return end

---@class gameEntityStubSystem : gameIEntityStubSystem
gameEntityStubSystem = {}

---@return gameEntityStubSystem
function gameEntityStubSystem.new() return end

---@param props table
---@return gameEntityStubSystem
function gameEntityStubSystem.new(props) return end

---@class gameEntityTemplateDefaultAppearancePreset : ISerializable
---@field defaultAppearancePresets gameDefaultAppearancePreset_Entity[]
gameEntityTemplateDefaultAppearancePreset = {}

---@return gameEntityTemplateDefaultAppearancePreset
function gameEntityTemplateDefaultAppearancePreset.new() return end

---@param props table
---@return gameEntityTemplateDefaultAppearancePreset
function gameEntityTemplateDefaultAppearancePreset.new(props) return end

---@class gameEntityTemplateToAppearancesAndColorVariantsMap : ISerializable
---@field entries gameEntityToAppearancesAndColorVariantsMapEntry[]
gameEntityTemplateToAppearancesAndColorVariantsMap = {}

---@return gameEntityTemplateToAppearancesAndColorVariantsMap
function gameEntityTemplateToAppearancesAndColorVariantsMap.new() return end

---@param props table
---@return gameEntityTemplateToAppearancesAndColorVariantsMap
function gameEntityTemplateToAppearancesAndColorVariantsMap.new(props) return end

---@class gameEntityToAppearancesAndColorVariantsMapEntry : ISerializable
---@field entityPathHash Uint64
---@field debugEntityPath String
---@field appearancesAndTheirColorVariants gameEntityAppearanceColorVariantsArray[]
gameEntityToAppearancesAndColorVariantsMapEntry = {}

---@return gameEntityToAppearancesAndColorVariantsMapEntry
function gameEntityToAppearancesAndColorVariantsMapEntry.new() return end

---@param props table
---@return gameEntityToAppearancesAndColorVariantsMapEntry
function gameEntityToAppearancesAndColorVariantsMapEntry.new(props) return end

---@class gameEnumNameToIndexCache
gameEnumNameToIndexCache = {}

---@return gameEnumNameToIndexCache
function gameEnumNameToIndexCache.new() return end

---@param props table
---@return gameEnumNameToIndexCache
function gameEnumNameToIndexCache.new(props) return end

---@param cache gameEnumNameToIndexCache
---@param enumValueName CName|string
---@return Bool, Int32
function gameEnumNameToIndexCache.GetIndex(cache, enumValueName) return end

---@param cache gameEnumNameToIndexCache
---@param enumTypeName CName|string
---@return Bool
function gameEnumNameToIndexCache.Rebuild(cache, enumTypeName) return end

---@class gameEnvironmentDamageReceiverBox : gameEnvironmentDamageReceiverShape
---@field dimensions Vector3
gameEnvironmentDamageReceiverBox = {}

---@return gameEnvironmentDamageReceiverBox
function gameEnvironmentDamageReceiverBox.new() return end

---@param props table
---@return gameEnvironmentDamageReceiverBox
function gameEnvironmentDamageReceiverBox.new(props) return end

---@class gameEnvironmentDamageReceiverCapsule : gameEnvironmentDamageReceiverShape
---@field radius Float
---@field height Float
gameEnvironmentDamageReceiverCapsule = {}

---@return gameEnvironmentDamageReceiverCapsule
function gameEnvironmentDamageReceiverCapsule.new() return end

---@param props table
---@return gameEnvironmentDamageReceiverCapsule
function gameEnvironmentDamageReceiverCapsule.new(props) return end

---@class gameEnvironmentDamageReceiverComponent : entIPlacedComponent
---@field cooldown Float
---@field shapes gameEnvironmentDamageReceiverShape[]
gameEnvironmentDamageReceiverComponent = {}

---@return gameEnvironmentDamageReceiverComponent
function gameEnvironmentDamageReceiverComponent.new() return end

---@param props table
---@return gameEnvironmentDamageReceiverComponent
function gameEnvironmentDamageReceiverComponent.new(props) return end

---@param particleDamageRecords gamedataParticleDamage_Record[]
---@param instigator gameObject
---@param source gameObject
function gameEnvironmentDamageReceiverComponent:DealDamageFromParticle(particleDamageRecords, instigator, source) return end

---@class gameEnvironmentDamageReceiverShape : ISerializable
---@field transform Transform
gameEnvironmentDamageReceiverShape = {}

---@class gameEnvironmentDamageSystem : gameIEnvironmentDamageSystem
gameEnvironmentDamageSystem = {}

---@return gameEnvironmentDamageSystem
function gameEnvironmentDamageSystem.new() return end

---@param props table
---@return gameEnvironmentDamageSystem
function gameEnvironmentDamageSystem.new(props) return end

---@class gameEquipParam
---@field slotID TweakDBID
---@field itemIDToEquip ItemID
---@field forceFirstEquip Bool
---@field instant Bool
gameEquipParam = {}

---@return gameEquipParam
function gameEquipParam.new() return end

---@param props table
---@return gameEquipParam
function gameEquipParam.new(props) return end

---@class gameEquipRequest : gamePlayerScriptableSystemRequest
---@field itemID ItemID
---@field slotIndex Int32
---@field addToInventory Bool
---@field equipToCurrentActiveSlot Bool
gameEquipRequest = {}

---@return gameEquipRequest
function gameEquipRequest.new() return end

---@param props table
---@return gameEquipRequest
function gameEquipRequest.new(props) return end

---@class gameEquippedPrereq : gameIPrereq
---@field itemID ItemID
---@field slot TweakDBID
gameEquippedPrereq = {}

---@return gameEquippedPrereq
function gameEquippedPrereq.new() return end

---@param props table
---@return gameEquippedPrereq
function gameEquippedPrereq.new(props) return end

---@class gameEquippedPrereqListener : gameIAttachmentSlotsListener
gameEquippedPrereqListener = {}

---@return gameEquippedPrereqListener
function gameEquippedPrereqListener.new() return end

---@param props table
---@return gameEquippedPrereqListener
function gameEquippedPrereqListener.new(props) return end

---@class gameEquippedPrereqState : gamePrereqState
gameEquippedPrereqState = {}

---@return gameEquippedPrereqState
function gameEquippedPrereqState.new() return end

---@param props table
---@return gameEquippedPrereqState
function gameEquippedPrereqState.new(props) return end

---@class gameEthnicityComponent : entIComponent
gameEthnicityComponent = {}

---@return gameEthnicityComponent
function gameEthnicityComponent.new() return end

---@param props table
---@return gameEthnicityComponent
function gameEthnicityComponent.new(props) return end

---@class gameEthnicityPicker
gameEthnicityPicker = {}

---@return gameEthnicityPicker
function gameEthnicityPicker.new() return end

---@param props table
---@return gameEthnicityPicker
function gameEthnicityPicker.new(props) return end

---@class gameExistingWorkspotFinisherScenario : gameIFinisherScenario
---@field playerWorkspot workWorkspotResource
---@field syncAnimSlotName CName
---@field playbackDelay Float
---@field blendTime Float
gameExistingWorkspotFinisherScenario = {}

---@return gameExistingWorkspotFinisherScenario
function gameExistingWorkspotFinisherScenario.new() return end

---@param props table
---@return gameExistingWorkspotFinisherScenario
function gameExistingWorkspotFinisherScenario.new(props) return end

---@class gameExtendedWorkspotInfo : IScriptable
---@field isActive Bool
---@field entering Bool
---@field exiting Bool
---@field playingSyncAnim Bool
---@field inReaction Bool
---@field inMotion Bool
gameExtendedWorkspotInfo = {}

---@return gameExtendedWorkspotInfo
function gameExtendedWorkspotInfo.new() return end

---@param props table
---@return gameExtendedWorkspotInfo
function gameExtendedWorkspotInfo.new(props) return end

---@class gameExternalMovementCameraDataEvent : redEvent
gameExternalMovementCameraDataEvent = {}

---@return gameExternalMovementCameraDataEvent
function gameExternalMovementCameraDataEvent.new() return end

---@param props table
---@return gameExternalMovementCameraDataEvent
function gameExternalMovementCameraDataEvent.new(props) return end

---@class gameExtraStatPoolDataModifierStatListener : gameStatPoolDataModifierStatListener
gameExtraStatPoolDataModifierStatListener = {}

---@return gameExtraStatPoolDataModifierStatListener
function gameExtraStatPoolDataModifierStatListener.new() return end

---@param props table
---@return gameExtraStatPoolDataModifierStatListener
function gameExtraStatPoolDataModifierStatListener.new(props) return end

---@class gameFPPCameraComponent : gameCameraComponent
---@field pitchMin Float
---@field pitchMax Float
---@field yawMaxLeft Float
---@field yawMaxRight Float
---@field headingLocked Bool
---@field sensitivityMultX Float
---@field sensitivityMultY Float
---@field timeDilationCurveName CName
gameFPPCameraComponent = {}

---@return gameFPPCameraComponent
function gameFPPCameraComponent.new() return end

---@param props table
---@return gameFPPCameraComponent
function gameFPPCameraComponent.new(props) return end

function gameFPPCameraComponent:ResetPitch() return end

function gameFPPCameraComponent:SceneDisableBlendingToStaticPosition() return end

---@class gameFPPCameraComponentReplicatedState : netIComponentState
---@field lookAtData_m_pitchInput Float
---@field lookAtData_m_pitchRef Float
---@field lookAtData_m_yawInput Float
---@field lookAtData_m_yawRef Float
gameFPPCameraComponentReplicatedState = {}

---@return gameFPPCameraComponentReplicatedState
function gameFPPCameraComponentReplicatedState.new() return end

---@param props table
---@return gameFPPCameraComponentReplicatedState
function gameFPPCameraComponentReplicatedState.new(props) return end

---@param input Vector2
---@param ref Vector2
function gameFPPCameraComponentReplicatedState:ForceLookParamsOnServer(input, ref) return end

---@class gameFactChangedEvent : redEvent
---@field factName CName
gameFactChangedEvent = {}

---@return gameFactChangedEvent
function gameFactChangedEvent.new() return end

---@param props table
---@return gameFactChangedEvent
function gameFactChangedEvent.new(props) return end

---@return CName
function gameFactChangedEvent:GetFactName() return end

---@class gameFastTravelPointData : IScriptable
---@field pointRecord TweakDBID
---@field markerRef NodeRef
---@field requesterID entEntityID
---@field isEP1 Bool
---@field mappinID gameNewMappinID
gameFastTravelPointData = {}

---@return gameFastTravelPointData
function gameFastTravelPointData.new() return end

---@param props table
---@return gameFastTravelPointData
function gameFastTravelPointData.new(props) return end

---@return Bool
function gameFastTravelPointData:IsResolvable() return end

---@return Bool
function gameFastTravelPointData:IsValid() return end

---@return String
function gameFastTravelPointData:GetDistrictDisplayName() return end

---@return NodeRef
function gameFastTravelPointData:GetMarkerRef() return end

---@return String
function gameFastTravelPointData:GetPointDisplayDescription() return end

---@return String
function gameFastTravelPointData:GetPointDisplayName() return end

---@return TweakDBID
function gameFastTravelPointData:GetPointRecord() return end

---@return entEntityID
function gameFastTravelPointData:GetRequesterID() return end

---@return Bool
function gameFastTravelPointData:HasReqesterID() return end

---@return Bool
function gameFastTravelPointData:IsAnEP1Node() return end

---@param id entEntityID
function gameFastTravelPointData:SetRequesterID(id) return end

---@return Bool
function gameFastTravelPointData:ShouldShowMappinInWorld() return end

---@return Bool
function gameFastTravelPointData:ShouldShowMappinOnWorldMap() return end

---@class gameFinalTimeState : gameITimeState
gameFinalTimeState = {}

---@return gameFinalTimeState
function gameFinalTimeState.new() return end

---@param props table
---@return gameFinalTimeState
function gameFinalTimeState.new(props) return end

---@class gameFinalizeActivationTPPRepresentationEvent : redEvent
gameFinalizeActivationTPPRepresentationEvent = {}

---@return gameFinalizeActivationTPPRepresentationEvent
function gameFinalizeActivationTPPRepresentationEvent.new() return end

---@param props table
---@return gameFinalizeActivationTPPRepresentationEvent
function gameFinalizeActivationTPPRepresentationEvent.new(props) return end

---@class gameFinalizeDeactivationTPPRepresentationEvent : redEvent
gameFinalizeDeactivationTPPRepresentationEvent = {}

---@return gameFinalizeDeactivationTPPRepresentationEvent
function gameFinalizeDeactivationTPPRepresentationEvent.new() return end

---@param props table
---@return gameFinalizeDeactivationTPPRepresentationEvent
function gameFinalizeDeactivationTPPRepresentationEvent.new(props) return end

---@class gameFinisherSyncData
---@field syncAnimSlotName CName
---@field effector TweakDBID
gameFinisherSyncData = {}

---@return gameFinisherSyncData
function gameFinisherSyncData.new() return end

---@param props table
---@return gameFinisherSyncData
function gameFinisherSyncData.new(props) return end

---@class gameFlattenedLootData
---@field lootID TweakDBID
gameFlattenedLootData = {}

---@return gameFlattenedLootData
function gameFlattenedLootData.new() return end

---@param props table
---@return gameFlattenedLootData
function gameFlattenedLootData.new(props) return end

---@class gameFocusClueStateChangeEvent : redEvent
---@field clueIndex Int32
---@field isEnabled Bool
gameFocusClueStateChangeEvent = {}

---@return gameFocusClueStateChangeEvent
function gameFocusClueStateChangeEvent.new() return end

---@param props table
---@return gameFocusClueStateChangeEvent
function gameFocusClueStateChangeEvent.new(props) return end

---@class gameFootstepComponent : entIComponent
---@field tweakDBID TweakDBID
---@field leftFootSlot CName
---@field rightFootSlot CName
gameFootstepComponent = {}

---@return gameFootstepComponent
function gameFootstepComponent.new() return end

---@param props table
---@return gameFootstepComponent
function gameFootstepComponent.new(props) return end

---@class gameFootstepEvent : redEvent
gameFootstepEvent = {}

---@return gameFootstepEvent
function gameFootstepEvent.new() return end

---@param props table
---@return gameFootstepEvent
function gameFootstepEvent.new(props) return end

---@class gameFootstepSystem : gameIFootstepSystem
gameFootstepSystem = {}

---@return gameFootstepSystem
function gameFootstepSystem.new() return end

---@param props table
---@return gameFootstepSystem
function gameFootstepSystem.new(props) return end

---@class gameForceResetAmmoEvent : redEvent
gameForceResetAmmoEvent = {}

---@return gameForceResetAmmoEvent
function gameForceResetAmmoEvent.new() return end

---@param props table
---@return gameForceResetAmmoEvent
function gameForceResetAmmoEvent.new(props) return end

---@param targetValue Int32
function gameForceResetAmmoEvent:SetTargetValue(targetValue) return end

---@class gameForceVisionModuleQuestEvent : redEvent
---@field moduleName CName
---@field meshComponentNames CName[]
gameForceVisionModuleQuestEvent = {}

---@return gameForceVisionModuleQuestEvent
function gameForceVisionModuleQuestEvent.new() return end

---@param props table
---@return gameForceVisionModuleQuestEvent
function gameForceVisionModuleQuestEvent.new(props) return end

---@class gameFppRepDetachedObjectInfo
---@field slotID TweakDBID
---@field itemTDBID TweakDBID
gameFppRepDetachedObjectInfo = {}

---@return gameFppRepDetachedObjectInfo
function gameFppRepDetachedObjectInfo.new() return end

---@param props table
---@return gameFppRepDetachedObjectInfo
function gameFppRepDetachedObjectInfo.new(props) return end

---@class gameFreeCamera : gameObject
---@field baseSpeed Float
---@field analogTurnRate Float
---@field mouseTurnRate Float
---@field activationBlendTime Float
---@field deactivationBlendTime Float
---@field usePhysicalCollision Bool
gameFreeCamera = {}

---@return gameFreeCamera
function gameFreeCamera.new() return end

---@param props table
---@return gameFreeCamera
function gameFreeCamera.new(props) return end

---@class gameFreeCameraComponent : gameCameraComponent
gameFreeCameraComponent = {}

---@return gameFreeCameraComponent
function gameFreeCameraComponent.new() return end

---@param props table
---@return gameFreeCameraComponent
function gameFreeCameraComponent.new(props) return end

---@class gameFreeCameraLightSettings
---@field s Vector3
---@field dius Float
---@field tensity Float
---@field mperature Float
---@field lor Vector4
gameFreeCameraLightSettings = {}

---@return gameFreeCameraLightSettings
function gameFreeCameraLightSettings.new() return end

---@param props table
---@return gameFreeCameraLightSettings
function gameFreeCameraLightSettings.new(props) return end

---@class gameFreeCameraSettings
---@field movPrecision Float
---@field rotPrecision Float
---@field fov Float
---@field dofIntensity Float
---@field dofNearBlur Float
---@field dofNearFocus Float
---@field dofFarBlur Float
---@field dofFarFocus Float
---@field iso Int32
---@field shutter Float
---@field aperture Float
---@field lights gameFreeCameraLightSettings[]
gameFreeCameraSettings = {}

---@return gameFreeCameraSettings
function gameFreeCameraSettings.new() return end

---@param props table
---@return gameFreeCameraSettings
function gameFreeCameraSettings.new(props) return end

---@class gameFriendlyFireParams : IScriptable
---@field attitude gameAttitudeAgent
---@field slots entSlotComponent
---@field attachmentName CName
---@field slotId Int32
---@field spread Float
---@field maxRange Float
gameFriendlyFireParams = {}

---@return gameFriendlyFireParams
function gameFriendlyFireParams.new() return end

---@param props table
---@return gameFriendlyFireParams
function gameFriendlyFireParams.new(props) return end

---@param currentTarget gameTargetingComponent
function gameFriendlyFireParams:SetCurrentTargetComponent(currentTarget) return end

---@param currentTarget gameObject
function gameFriendlyFireParams:SetCurrentTargetObject(currentTarget) return end

---@param FFApplyAttitude EAIAttitude
function gameFriendlyFireParams:SetFFApplyAttitude(FFApplyAttitude) return end

---@param spread Float
---@param maxRange Float
function gameFriendlyFireParams:SetGeometry(spread, maxRange) return end

---@param attitude gameAttitudeAgent
---@param slotName CName|string
---@param attachmentName CName|string
function gameFriendlyFireParams:SetShooter(attitude, slotName, attachmentName) return end

---@class gameFriendlyFireSystem : gameIFriendlyFireSystem
gameFriendlyFireSystem = {}

---@return gameFriendlyFireSystem
function gameFriendlyFireSystem.new() return end

---@param props table
---@return gameFriendlyFireSystem
function gameFriendlyFireSystem.new(props) return end

---@class gameFuncCallEntry : ISerializable
---@field callTime EngineTime
---@field callId Uint32
gameFuncCallEntry = {}

---@return gameFuncCallEntry
function gameFuncCallEntry.new() return end

---@param props table
---@return gameFuncCallEntry
function gameFuncCallEntry.new(props) return end

---@class gameFxInstance : IScriptable
gameFxInstance = {}

---@return gameFxInstance
function gameFxInstance.new() return end

---@param props table
---@return gameFxInstance
function gameFxInstance.new(props) return end

---@param entity entEntity
---@param targetType entAttachmentTarget
---@param componentName CName|string
---@param localTransform WorldTransform
function gameFxInstance:AttachToComponent(entity, targetType, componentName, localTransform) return end

---@param entity entEntity
---@param targetType entAttachmentTarget
---@param slotName CName|string
---@param localTransform WorldTransform
function gameFxInstance:AttachToSlot(entity, targetType, slotName, localTransform) return end

function gameFxInstance:BreakLoop() return end

---@return Bool
function gameFxInstance:IsValid() return end

function gameFxInstance:Kill() return end

---@param parameterName CName|string
---@param clampedValue Float
function gameFxInstance:SetBlackboardValue(parameterName, clampedValue) return end

---@param position WorldPosition
function gameFxInstance:UpdateTargetPosition(position) return end

---@param transform WorldTransform
function gameFxInstance:UpdateTransform(transform) return end

---@class gameFxResource
---@field effect worldEffect
gameFxResource = {}

---@return gameFxResource
function gameFxResource.new() return end

---@param props table
---@return gameFxResource
function gameFxResource.new(props) return end

---@param self_ gameFxResource
---@return Bool
function gameFxResource.IsValid(self_) return end

---@class gameFxSystem : gameIFxSystem
gameFxSystem = {}

---@return gameFxSystem
function gameFxSystem.new() return end

---@param props table
---@return gameFxSystem
function gameFxSystem.new(props) return end

---@param resource gameFxResource
---@param transform WorldTransform
---@param ignoreTimeDilation Bool
---@return gameFxInstance
function gameFxSystem:SpawnEffect(resource, transform, ignoreTimeDilation) return end

---@param resource gameFxResource
---@param transform WorldTransform
---@param maxDistance Float
---@param minDistance Float
---@return gameFxInstance
function gameFxSystem:SpawnEffectOnGround(resource, transform, maxDistance, minDistance) return end

---@class gameGOGRewardsSystem : gameIOnlineSystem
gameGOGRewardsSystem = {}

---@return gameGOGRewardsSystem
function gameGOGRewardsSystem.new() return end

---@param props table
---@return gameGOGRewardsSystem
function gameGOGRewardsSystem.new(props) return end

---@class gameGameAudioSystem : gameIGameAudioSystem
---@field enemyPingStimCount Uint8
---@field mixHasDetectedCombat Bool
gameGameAudioSystem = {}

---@return gameGameAudioSystem
function gameGameAudioSystem.new() return end

---@param props table
---@return gameGameAudioSystem
function gameGameAudioSystem.new(props) return end

---@param effectName CName|string
---@param label CName|string
function gameGameAudioSystem:AddTriggerEffect(effectName, label) return end

---@param object gameObject
function gameGameAudioSystem:CloseAcousticPortal(object) return end

---@param itemID ItemID
function gameGameAudioSystem:EquipNewFootwearByPlayer(itemID) return end

---@param itemID ItemID
function gameGameAudioSystem:EquipNewOutfitByPlayer(itemID) return end

---@return gameInputTriggerState
function gameGameAudioSystem:GetLeftTriggerState() return end

---@param playlistName CName|string
---@return CName
function gameGameAudioSystem:GetPlaylistCurrentSong(playlistName) return end

---@param playlistName CName|string
---@return CName[]
function gameGameAudioSystem:GetPlaylistSongs(playlistName) return end

---@return gameInputTriggerState
function gameGameAudioSystem:GetRightTriggerState() return end

---@param parameterName CName|string
---@param parameterValue Float
function gameGameAudioSystem:GlobalParameter(parameterName, parameterValue) return end

---@return Bool
function gameGameAudioSystem:IsInScanningMode() return end

---@param eventName CName|string
function gameGameAudioSystem:NotifyGameTone(eventName) return end

---@param object gameObject
function gameGameAudioSystem:OpenAcousticPortal(object) return end

---@param parameterName CName|string
---@param parameterValue Float
---@param entityID entEntityID
---@param emitterName CName|string
function gameGameAudioSystem:Parameter(parameterName, parameterValue, entityID, emitterName) return end

---@param eventName CName|string
---@param entityID entEntityID
---@param emitterName CName|string
function gameGameAudioSystem:Play(eventName, entityID, emitterName) return end

---@param impactContext CName|string
---@param position Vector4
---@param object gameObject
function gameGameAudioSystem:PlayImpact(impactContext, position, object) return end

---@param shockwaveType CName|string
---@param position Vector4
function gameGameAudioSystem:PlayShockwave(shockwaveType, position) return end

---@param enemyState gamedataNPCHighLevelState
---@param isPoliceman Bool
function gameGameAudioSystem:RegisterEnemyPingStim(enemyState, isPoliceman) return end

---@param preventionHeatStage Uint8
function gameGameAudioSystem:RegisterPreventionHeatStage(preventionHeatStage) return end

function gameGameAudioSystem:RemoveAllTriggerEffects() return end

---@param label CName|string
function gameGameAudioSystem:RemoveTriggerEffect(label) return end

---@param effectName CName|string
---@param label CName|string
---@param createIfNotPresent Bool
function gameGameAudioSystem:ReplaceTriggerEffect(effectName, label, createIfNotPresent) return end

---@param id Uint16
---@param effect CName|string
function gameGameAudioSystem:ReplaceTriggerEffectMode(id, effect) return end

---@param playlistName CName|string
---@param songName CName|string
function gameGameAudioSystem:RequestSongOnPlaylist(playlistName, songName) return end

---@param stationName CName|string
---@param songName CName|string
function gameGameAudioSystem:RequestSongOnRadioStation(stationName, songName) return end

---@param label CName|string
function gameGameAudioSystem:RevertTriggerEffect(label) return end

---@param value Bool
function gameGameAudioSystem:SetBDCameraListenerOverride(value) return end

---@param inScanningMode Bool
function gameGameAudioSystem:SetInScanningMode(inScanningMode) return end

---@param effect CName|string
---@return Uint16
function gameGameAudioSystem:SetTriggerEffectMode(effect) return end

---@param effect CName|string
---@param time Float
---@return Uint16
function gameGameAudioSystem:SetTriggerEffectModeTimed(effect, time) return end

---@param stateGroup String
---@param state String
function gameGameAudioSystem:State(stateGroup, state) return end

---@param eventName CName|string
---@param entityID entEntityID
---@param emitterName CName|string
function gameGameAudioSystem:Stop(eventName, entityID, emitterName) return end

---@param switchName CName|string
---@param switchValue CName|string
---@param entityID entEntityID
---@param emitterName CName|string
function gameGameAudioSystem:Switch(switchName, switchValue, entityID, emitterName) return end

---@param position Vector4
---@param direction Vector4
---@param startPosition Vector4
---@param object gameObject
function gameGameAudioSystem:TriggerFlyby(position, direction, startPosition, object) return end

---@param itemID ItemID
function gameGameAudioSystem:UnequipOutfitByPlayer(itemID) return end

---@param id Uint16
function gameGameAudioSystem:UnsetTriggerEffectMode(id) return end

function gameGameAudioSystem:UpdateTriggerEffectFrequency() return end

---@param entityId entEntityID
---@return Bool
function gameGameAudioSystem:VoIsPerceptible(entityId) return end

---@return Bool
function gameGameAudioSystem:OnGameEnd() return end

---@param playerObject gameObject
---@param triggerName CName|string
---@param triggerLabel CName|string
function gameGameAudioSystem:AddTriggerEffectIfPlayerNotInVehicleDriverSeat(playerObject, triggerName, triggerLabel) return end

---@param localPlayer gameObject
function gameGameAudioSystem:HandleCombatMix(localPlayer) return end

---@param localPlayer gameObject
function gameGameAudioSystem:HandleDynamicMixAreaEnter(localPlayer) return end

---@param localPlayer gameObject
function gameGameAudioSystem:HandleDynamicMixAreaExit(localPlayer) return end

---@param localPlayer gameObject
function gameGameAudioSystem:HandleOutOfCombatMix(localPlayer) return end

---@param playerObject gameObject
---@return Bool
function gameGameAudioSystem:IsPlayerInVehicleInDriverSeat(playerObject) return end

---@param action CName|string
---@param itemData gameItemData
function gameGameAudioSystem:PlayItemActionSound(action, itemData) return end

---@param itemData gameItemData
function gameGameAudioSystem:PlayItemLootedSound(itemData) return end

function gameGameAudioSystem:PlayLootAllSound() return end

---@class gameGameFeatureManager : IScriptable
gameGameFeatureManager = {}

---@return gameGameFeatureManager
function gameGameFeatureManager.new() return end

---@param props table
---@return gameGameFeatureManager
function gameGameFeatureManager.new(props) return end

---@return Bool
function gameGameFeatureManager:AggressiveCrowdsEnabled() return end

---@return Bool
function gameGameFeatureManager:NextGenAICombatLogicEnabled() return end

---@class gameGameRulesSystem : gameIGameRulesSystem
gameGameRulesSystem = {}

---@return gameGameRulesSystem
function gameGameRulesSystem.new() return end

---@param props table
---@return gameGameRulesSystem
function gameGameRulesSystem.new(props) return end

---@class gameGameSession : gameBaseGameSession
gameGameSession = {}

---@return gameGameSession
function gameGameSession.new() return end

---@param props table
---@return gameGameSession
function gameGameSession.new(props) return end

---@class gameGameSessionDesc
gameGameSessionDesc = {}

---@return gameGameSessionDesc
function gameGameSessionDesc.new() return end

---@param props table
---@return gameGameSessionDesc
function gameGameSessionDesc.new(props) return end

---@class gameGameTagSystem : gameIGameSystem
gameGameTagSystem = {}

---@return gameGameTagSystem
function gameGameTagSystem.new() return end

---@param props table
---@return gameGameTagSystem
function gameGameTagSystem.new(props) return end

---@param tag CName|string
---@return Bool, entEntity[]
function gameGameTagSystem:GetAllMatchingEntities(tag) return end

---@param tag CName|string
---@return entEntity
function gameGameTagSystem:GetAnyMatchingEntity(tag) return end

---@class gameGameTimeInterval
---@field begin GameTime
---@field end GameTime
---@field ignoreDays Bool
gameGameTimeInterval = {}

---@return gameGameTimeInterval
function gameGameTimeInterval.new() return end

---@param props table
---@return gameGameTimeInterval
function gameGameTimeInterval.new(props) return end

---@class gameGameplayLogicPackageSystem : gameIGameplayLogicPackageSystem
gameGameplayLogicPackageSystem = {}

---@return gameGameplayLogicPackageSystem
function gameGameplayLogicPackageSystem.new() return end

---@param props table
---@return gameGameplayLogicPackageSystem
function gameGameplayLogicPackageSystem.new(props) return end

---@param object gameObject
---@param instigator gameObject
---@param packageID TweakDBID|string
function gameGameplayLogicPackageSystem:ApplyPackage(object, instigator, packageID) return end

---@param object gameObject
---@param instigator gameObject
---@param packageID TweakDBID|string
---@param applyCount Uint32
function gameGameplayLogicPackageSystem:ApplyPackages(object, instigator, packageID, applyCount) return end

---@param object gameObject
---@return TweakDBID[]
function gameGameplayLogicPackageSystem:GetAppliedPackages(object) return end

---@param object gameObject
---@param packageID TweakDBID|string
function gameGameplayLogicPackageSystem:RemovePackage(object, packageID) return end

---@param object gameObject
---@param packageID TweakDBID|string
---@param removeCount Uint32
function gameGameplayLogicPackageSystem:RemovePackages(object, packageID, removeCount) return end

---@class gameGarmentItemObject : gameItemObject
gameGarmentItemObject = {}

---@return gameGarmentItemObject
function gameGarmentItemObject.new() return end

---@param props table
---@return gameGarmentItemObject
function gameGarmentItemObject.new(props) return end

---@class gameGeometryDescriptionSystem : IScriptable
gameGeometryDescriptionSystem = {}

---@return gameGeometryDescriptionSystem
function gameGeometryDescriptionSystem.new() return end

---@param props table
---@return gameGeometryDescriptionSystem
function gameGeometryDescriptionSystem.new(props) return end

---@param query worldgeometryaverageNormalDetectionHelperQuery
---@return worldgeometryaverageNormalDetectionHelperResult
function gameGeometryDescriptionSystem:QueryAverageNormal(query) return end

---@param query worldgeometryDescriptionQuery
---@return worldgeometryDescriptionResult
function gameGeometryDescriptionSystem:QueryExtents(query) return end

---@class gameGetActionsContext
---@field clearance gamedeviceClearance
---@field requestorID entEntityID
---@field requestType gamedeviceRequestType
---@field actionPrereqs gameActionPrereqs[]
---@field interactionLayerTag CName
---@field processInitiatorObject gameObject
---@field ignoresAuthorization Bool
---@field allowsRemoteAuthorization Bool
---@field ignoresRPG Bool
gameGetActionsContext = {}

---@return gameGetActionsContext
function gameGetActionsContext.new() return end

---@param props table
---@return gameGetActionsContext
function gameGetActionsContext.new(props) return end

---@class gameGlobalTierSaveData
---@field subtype gameGlobalTierSubtype
---@field data gameSceneTierData
gameGlobalTierSaveData = {}

---@return gameGlobalTierSaveData
function gameGlobalTierSaveData.new() return end

---@param props table
---@return gameGlobalTierSaveData
function gameGlobalTierSaveData.new(props) return end

---@class gameGodModeData
---@field type gameGodModeType
---@field source CName
gameGodModeData = {}

---@return gameGodModeData
function gameGodModeData.new() return end

---@param props table
---@return gameGodModeData
function gameGodModeData.new(props) return end

---@class gameGodModeEntityData
---@field overrides gameGodModeData[]
---@field base gameGodModeData[]
gameGodModeEntityData = {}

---@return gameGodModeEntityData
function gameGodModeEntityData.new() return end

---@param props table
---@return gameGodModeEntityData
function gameGodModeEntityData.new(props) return end

---@class gameGodModeSaveData : ISerializable
---@field gods gameGodModeSaveEntityData[]
gameGodModeSaveData = {}

---@return gameGodModeSaveData
function gameGodModeSaveData.new() return end

---@param props table
---@return gameGodModeSaveData
function gameGodModeSaveData.new(props) return end

---@class gameGodModeSaveEntityData
---@field entityId entEntityID
---@field data gameGodModeEntityData
gameGodModeSaveEntityData = {}

---@return gameGodModeSaveEntityData
function gameGodModeSaveEntityData.new() return end

---@param props table
---@return gameGodModeSaveEntityData
function gameGodModeSaveEntityData.new(props) return end

---@class gameGodModeSharedState : gameIGameSystemReplicatedState
---@field datas gameGodModeSharedStateData[]
gameGodModeSharedState = {}

---@return gameGodModeSharedState
function gameGodModeSharedState.new() return end

---@param props table
---@return gameGodModeSharedState
function gameGodModeSharedState.new(props) return end

---@class gameGodModeSharedStateData
---@field entity entEntity
---@field flags Int32
gameGodModeSharedStateData = {}

---@return gameGodModeSharedStateData
function gameGodModeSharedStateData.new() return end

---@param props table
---@return gameGodModeSharedStateData
function gameGodModeSharedStateData.new(props) return end

---@class gameGodModeSystem : gameIGodModeSystem
gameGodModeSystem = {}

---@return gameGodModeSystem
function gameGodModeSystem.new() return end

---@param props table
---@return gameGodModeSystem
function gameGodModeSystem.new(props) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@param sourceInfo CName|string
---@return Bool
function gameGodModeSystem:AddGodMode(entID, gmType, sourceInfo) return end

---@param entID entEntityID
---@param sourceInfo CName|string
function gameGodModeSystem:ClearGodMode(entID, sourceInfo) return end

---@param entID entEntityID
---@param sourceInfo CName|string
---@return Bool
function gameGodModeSystem:DisableOverride(entID, sourceInfo) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@param sourceInfo CName|string
---@return Bool
function gameGodModeSystem:EnableOverride(entID, gmType, sourceInfo) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@return Uint32
function gameGodModeSystem:GetGodModeCount(entID, gmType) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@return CName[]
function gameGodModeSystem:GetGodModeSources(entID, gmType) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@return Bool
function gameGodModeSystem:HasGodMode(entID, gmType) return end

---@param entID entEntityID
---@param gmType gameGodModeType
---@param sourceInfo CName|string
---@return Bool
function gameGodModeSystem:RemoveGodMode(entID, gmType, sourceInfo) return end

---@class gameGrenadeThrowQuery
gameGrenadeThrowQuery = {}

---@return gameGrenadeThrowQuery
function gameGrenadeThrowQuery.new() return end

---@param props table
---@return gameGrenadeThrowQuery
function gameGrenadeThrowQuery.new(props) return end

---@class gameGrenadeThrowQueryParams
---@field requester gameObject
---@field target gameObject
---@field targetPositionProvider entIPositionProvider
---@field minRadius Float
---@field maxRadius Float
---@field friendlyAvoidanceRadius Float
---@field throwAngleDegrees Float
---@field gravitySimulation Float
---@field minTargetAngleDegrees Float
---@field maxTargetAngleDegrees Float
gameGrenadeThrowQueryParams = {}

---@return gameGrenadeThrowQueryParams
function gameGrenadeThrowQueryParams.new() return end

---@param props table
---@return gameGrenadeThrowQueryParams
function gameGrenadeThrowQueryParams.new(props) return end

---@class gameHACK_UseSensePresetEvent : redEvent
---@field sensePreset TweakDBID
gameHACK_UseSensePresetEvent = {}

---@return gameHACK_UseSensePresetEvent
function gameHACK_UseSensePresetEvent.new() return end

---@param props table
---@return gameHACK_UseSensePresetEvent
function gameHACK_UseSensePresetEvent.new(props) return end

---@class gameHalloweenEvent : redEvent
gameHalloweenEvent = {}

---@return gameHalloweenEvent
function gameHalloweenEvent.new() return end

---@param props table
---@return gameHalloweenEvent
function gameHalloweenEvent.new(props) return end

---@class gameHardcodedSignalPriorityDefinition : gameSignalPriorityDefinition
---@field signals CName[]
gameHardcodedSignalPriorityDefinition = {}

---@return gameHardcodedSignalPriorityDefinition
function gameHardcodedSignalPriorityDefinition.new() return end

---@param props table
---@return gameHardcodedSignalPriorityDefinition
function gameHardcodedSignalPriorityDefinition.new(props) return end

---@class gameHasDialogVisualizerVisiblePrereq : gameIPrereq
gameHasDialogVisualizerVisiblePrereq = {}

---@return gameHasDialogVisualizerVisiblePrereq
function gameHasDialogVisualizerVisiblePrereq.new() return end

---@param props table
---@return gameHasDialogVisualizerVisiblePrereq
function gameHasDialogVisualizerVisiblePrereq.new(props) return end

---@class gameHasDialogVisualizerVisiblePrereqState : gamePrereqState
gameHasDialogVisualizerVisiblePrereqState = {}

---@return gameHasDialogVisualizerVisiblePrereqState
function gameHasDialogVisualizerVisiblePrereqState.new() return end

---@param props table
---@return gameHasDialogVisualizerVisiblePrereqState
function gameHasDialogVisualizerVisiblePrereqState.new(props) return end

---@class gameHitDetectionDebugFrameData
---@field t Bool
---@field mponent gameHitRepresentationComponent
---@field tTime netTime
---@field apes gameHitDetectionDebugFrameDataShapeEntry[]
gameHitDetectionDebugFrameData = {}

---@return gameHitDetectionDebugFrameData
function gameHitDetectionDebugFrameData.new() return end

---@param props table
---@return gameHitDetectionDebugFrameData
function gameHitDetectionDebugFrameData.new(props) return end

---@class gameHitDetectionDebugFrameDataShapeEntry
---@field ansformWS WorldTransform
gameHitDetectionDebugFrameDataShapeEntry = {}

---@return gameHitDetectionDebugFrameDataShapeEntry
function gameHitDetectionDebugFrameDataShapeEntry.new() return end

---@param props table
---@return gameHitDetectionDebugFrameDataShapeEntry
function gameHitDetectionDebugFrameDataShapeEntry.new(props) return end

---@class gameHitRepresentationComponent : entSlotComponent
---@field representations gameHitShapeContainer[]
---@field physicsMaterial CName
---@field bvhRoot gameHitShapeBVH
---@field useResourceData Bool
---@field resource gameHitRepresentationResource
---@field appearanceOverrides gameHitRepresentationOverride[]
gameHitRepresentationComponent = {}

---@return gameHitRepresentationComponent
function gameHitRepresentationComponent.new() return end

---@param props table
---@return gameHitRepresentationComponent
function gameHitRepresentationComponent.new(props) return end

---@class gameHitRepresentationOverride : ISerializable
---@field represenationOverride gameHitShapeContainer
gameHitRepresentationOverride = {}

---@return gameHitRepresentationOverride
function gameHitRepresentationOverride.new() return end

---@param props table
---@return gameHitRepresentationOverride
function gameHitRepresentationOverride.new(props) return end

---@class gameHitRepresentationResource : CResource
---@field representations gameHitShapeContainer[]
---@field overrides gameHitRepresentationVisualTaggedOverride[]
gameHitRepresentationResource = {}

---@return gameHitRepresentationResource
function gameHitRepresentationResource.new() return end

---@param props table
---@return gameHitRepresentationResource
function gameHitRepresentationResource.new(props) return end

---@class gameHitRepresentationResult
---@field sult gameQueryResult
---@field tityID entEntityID
gameHitRepresentationResult = {}

---@return gameHitRepresentationResult
function gameHitRepresentationResult.new() return end

---@param props table
---@return gameHitRepresentationResult
function gameHitRepresentationResult.new(props) return end

---@class gameHitRepresentationResults
---@field sults gameHitRepresentationResult[]
gameHitRepresentationResults = {}

---@return gameHitRepresentationResults
function gameHitRepresentationResults.new() return end

---@param props table
---@return gameHitRepresentationResults
function gameHitRepresentationResults.new(props) return end

---@class gameHitRepresentationSystem : gameIHitRepresentationSystem
gameHitRepresentationSystem = {}

---@return gameHitRepresentationSystem
function gameHitRepresentationSystem.new() return end

---@param props table
---@return gameHitRepresentationSystem
function gameHitRepresentationSystem.new(props) return end

---@class gameHitRepresentationVisualTaggedOverride : ISerializable
---@field visualTags redTagList
---@field represenationOverride gameHitShapeContainer
gameHitRepresentationVisualTaggedOverride = {}

---@return gameHitRepresentationVisualTaggedOverride
function gameHitRepresentationVisualTaggedOverride.new() return end

---@param props table
---@return gameHitRepresentationVisualTaggedOverride
function gameHitRepresentationVisualTaggedOverride.new(props) return end

---@class gameHitResult
---@field hitPositionEnter Vector4
---@field hitPositionExit Vector4
---@field enterDistanceFromOriginSq Float
gameHitResult = {}

---@return gameHitResult
function gameHitResult.new() return end

---@param props table
---@return gameHitResult
function gameHitResult.new(props) return end

---@class gameHitShapeBVH
---@field nodeName CName
---@field childrenNodes gameHitShapeBVH[]
---@field childrenShapeNames CName[]
gameHitShapeBVH = {}

---@return gameHitShapeBVH
function gameHitShapeBVH.new() return end

---@param props table
---@return gameHitShapeBVH
function gameHitShapeBVH.new(props) return end

---@class gameHitShapeBase : gameIHitShape
---@field translation Vector3
---@field rotation Quaternion
---@field localTransform Matrix
gameHitShapeBase = {}

---@class gameHitShapeContainer
---@field name CName
---@field slotName CName
---@field color Color
---@field shape gameIHitShape
---@field userData gameHitShapeUserData
---@field physicsMaterial physicsMaterialReference
gameHitShapeContainer = {}

---@return gameHitShapeContainer
function gameHitShapeContainer.new() return end

---@param props table
---@return gameHitShapeContainer
function gameHitShapeContainer.new(props) return end

---@class gameHitShapeUserData : IScriptable
gameHitShapeUserData = {}

---@return gameHitShapeUserData
function gameHitShapeUserData.new() return end

---@param props table
---@return gameHitShapeUserData
function gameHitShapeUserData.new(props) return end

---@class gameHitShape_Capsule : gameHitShapeBase
---@field radius Float
---@field height Float
gameHitShape_Capsule = {}

---@return gameHitShape_Capsule
function gameHitShape_Capsule.new() return end

---@param props table
---@return gameHitShape_Capsule
function gameHitShape_Capsule.new(props) return end

---@class gameHitShape_ColliderComponent : gameHitShapeBase
---@field componentNames CName[]
gameHitShape_ColliderComponent = {}

---@return gameHitShape_ColliderComponent
function gameHitShape_ColliderComponent.new() return end

---@param props table
---@return gameHitShape_ColliderComponent
function gameHitShape_ColliderComponent.new(props) return end

---@class gameHitShape_OBB : gameHitShapeBase
---@field dimensions Vector3
gameHitShape_OBB = {}

---@return gameHitShape_OBB
function gameHitShape_OBB.new() return end

---@param props table
---@return gameHitShape_OBB
function gameHitShape_OBB.new(props) return end

---@class gameHitShape_Sphere : gameHitShapeBase
---@field radius Float
gameHitShape_Sphere = {}

---@return gameHitShape_Sphere
function gameHitShape_Sphere.new() return end

---@param props table
---@return gameHitShape_Sphere
function gameHitShape_Sphere.new(props) return end

---@class gameHudActor : IScriptable
---@field entityID entEntityID
---@field type HUDActorType
---@field status HUDActorStatus
---@field visibility ActorVisibilityStatus
---@field activeModules HUDModule[]
---@field isRevealed Bool
---@field isTagged Bool
---@field clueData HUDClueData
---@field isRemotelyAccessed Bool
---@field canOpenScannerInfo Bool
---@field isInIconForcedVisibilityRange Bool
---@field isIconForcedVisibleThroughWalls Bool
---@field shouldRefreshQHack Bool
gameHudActor = {}

---@return gameHudActor
function gameHudActor.new() return end

---@param props table
---@return gameHudActor
function gameHudActor.new(props) return end

---@param self_ gameHudActor
---@param entityID entEntityID
---@param type HUDActorType
---@param status HUDActorStatus
---@param visibility ActorVisibilityStatus
function gameHudActor.Construct(self_, entityID, type, status, visibility) return end

---@param module HUDModule
function gameHudActor:AddModule(module) return end

---@return Bool
function gameHudActor:CanOpenScannerInfo() return end

---@return HUDModule[]
function gameHudActor:GetActiveModules() return end

---@return entEntityID
function gameHudActor:GetEntityID() return end

---@return Bool
function gameHudActor:GetShouldRefreshQHack() return end

---@return HUDActorStatus
function gameHudActor:GetStatus() return end

---@return HUDActorType
function gameHudActor:GetType() return end

---@return ActorVisibilityStatus
function gameHudActor:GetVisibility() return end

---@return Bool
function gameHudActor:IsClue() return end

---@return Bool
function gameHudActor:IsGrouppedClue() return end

---@return Bool
function gameHudActor:IsIconForcedVisibileThroughWalls() return end

---@return Bool
function gameHudActor:IsInIconForcedVisibilityRange() return end

---@return Bool
function gameHudActor:IsRemotelyAccessed() return end

---@return Bool
function gameHudActor:IsRevealed() return end

---@return Bool
function gameHudActor:IsTagged() return end

---@param module HUDModule
function gameHudActor:RemoveModule(module) return end

---@param value Bool
function gameHudActor:SetCanOpenScannerInfo(value) return end

---@param value Bool
function gameHudActor:SetClue(value) return end

---@param value CName|string
function gameHudActor:SetClueGroup(value) return end

---@param value Bool
function gameHudActor:SetIsIconForcedVisibileThroughWalls(value) return end

---@param value Bool
function gameHudActor:SetIsInIconForcedVisibilityRange(value) return end

---@param value Bool
function gameHudActor:SetRemotelyAccessed(value) return end

---@param value Bool
function gameHudActor:SetRevealed(value) return end

---@param value Bool
function gameHudActor:SetShouldRefreshQHack(value) return end

---@param newStatus HUDActorStatus
function gameHudActor:SetStatus(newStatus) return end

---@param value Bool
function gameHudActor:SetTagged(value) return end

---@param updateData HUDActorUpdateData
function gameHudActor:UpdateActorData(updateData) return end

---@class gameHumanoidBody : entIComponent
---@field basePersonalSpace Float
---@field baseHeight Float
---@field baseEyesHeightRatio Float
---@field stanceAnimFeatureName CName
---@field aimAnimFeatureName CName
gameHumanoidBody = {}

---@return gameHumanoidBody
function gameHumanoidBody.new() return end

---@param props table
---@return gameHumanoidBody
function gameHumanoidBody.new(props) return end

---@class gameIAIDirectorSystem : gameIGameSystem
gameIAIDirectorSystem = {}

---@class gameIAchievementSystem : gameIGameSystem
gameIAchievementSystem = {}

---@class gameIActionsFactory : gameIGameSystem
gameIActionsFactory = {}

---@class gameIActivityCardsSystem : gameIGameSystem
gameIActivityCardsSystem = {}

---@class gameIActivityLogSystem : gameIGameSystem
gameIActivityLogSystem = {}

---@class gameIAreaManager : gameIGameSystem
gameIAreaManager = {}

---@class gameIAttachmentSlotsListener : IScriptable
gameIAttachmentSlotsListener = {}

---@class gameIAttack : IScriptable
gameIAttack = {}

---@param context gameAttackInitContext
---@return gameIAttack
function gameIAttack.Create(context) return end

---@param attackRecord gamedataAttack_Record
---@return gamedataAttack_GameEffect_Record
function gameIAttack.GetExplosiveHitAttack(attackRecord) return end

---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameIAttack:AddStatModifier(modifierData) return end

---@return gameAttackDebugData
function gameIAttack:GetDebugData() return end

---@param parameterName CName|string
---@param defaultValue Bool
---@return Bool
function gameIAttack:GetParameterBool(parameterName, defaultValue) return end

---@param parameterName CName|string
---@param defaultValue Float
---@return Float
function gameIAttack:GetParameterFloat(parameterName, defaultValue) return end

---@param parameterName CName|string
---@param defaultValue Int32
---@return Int32
function gameIAttack:GetParameterInt(parameterName, defaultValue) return end

---@param parameterName CName|string
---@param defaultValue CName|string
---@return CName
function gameIAttack:GetParameterName(parameterName, defaultValue) return end

---@return gamedataAttack_Record
function gameIAttack:GetRecord() return end

---@param statModList gameStatModifierData_Deprecated[]
function gameIAttack:GetStatModList(statModList) return end

---@param active Bool
function gameIAttack:SetDamageProjectionActive(active) return end

---@param previewActive Bool
function gameIAttack:SetPreviewActive(previewActive) return end

---@param previewActive Bool
---@param positionProvider entIPositionProvider
---@param forwardProvider entIOrientationProvider
---@param range Float
---@param angle Float
---@param weaponIndex Uint32
---@param inTPP Bool
---@param tppScale Float
function gameIAttack:SetVehicleWeaponPreviewActive(previewActive, positionProvider, forwardProvider, range, angle, weaponIndex, inTPP, tppScale) return end

---@return Bool
function gameIAttack:StartAttack() return end

---@class gameIAttitudeManager : gameIGameSystem
gameIAttitudeManager = {}

---@class gameIAutoSaveSystem : gameIGameSystem
gameIAutoSaveSystem = {}

---@class gameIBlackboard : IScriptable
gameIBlackboard = {}

---@param definition gamebbScriptDefinition
---@return gameIBlackboard
function gameIBlackboard.Create(definition) return end

---@param signal Bool
function gameIBlackboard:ClearAllFields(signal) return end

function gameIBlackboard:FireCallbacks() return end

---@param id gamebbScriptID_Bool
---@return Bool
function gameIBlackboard:GetBool(id) return end

---@param id gamebbScriptID_EntityID
---@return entEntityID
function gameIBlackboard:GetEntityID(id) return end

---@param id gamebbScriptID_Float
---@return Float
function gameIBlackboard:GetFloat(id) return end

---@param id gamebbScriptID_Int32
---@return Int32
function gameIBlackboard:GetInt(id) return end

---@param id gamebbScriptID_CName
---@return CName
function gameIBlackboard:GetName(id) return end

---@param id gamebbScriptID_Quaternion
---@return Quaternion
function gameIBlackboard:GetQuat(id) return end

---@param id gamebbScriptID_String
---@return String
function gameIBlackboard:GetString(id) return end

---@param id gamebbScriptID_Uint32
---@return Uint32
function gameIBlackboard:GetUint(id) return end

---@param tag gamebbScriptID_Variant
---@return Variant
function gameIBlackboard:GetVariant(tag) return end

---@param id gamebbScriptID_Vector2
---@return Vector2
function gameIBlackboard:GetVector2(id) return end

---@param id gamebbScriptID_Vector4
---@return Vector4
function gameIBlackboard:GetVector4(id) return end

---@param id gamebbScriptID_Bool
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerBool(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_EntityID
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerEntityID(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Float
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerFloat(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Int32
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerInt(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_CName
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerName(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Quaternion
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerQuat(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_String
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerString(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Uint32
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerUint(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Variant
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerVariant(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Vector2
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerVector2(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Vector4
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterDelayedListenerVector4(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID
---@param entityID entEntityID
---@return Uint32
function gameIBlackboard:RegisterEntity(id, entityID) return end

---@param id gamebbScriptID_Bool
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerBool(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_EntityID
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerEntityID(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Float
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerFloat(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Int32
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerInt(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_CName
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerName(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Quaternion
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerQuat(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_String
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerString(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Uint32
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerUint(id, object, func, fireIfValueExist) return end

---@param tag gamebbScriptID_Variant
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerVariant(tag, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Vector2
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerVector2(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Vector4
---@param object IScriptable
---@param func CName|string
---@param fireIfValueExist Bool
---@return redCallbackObject
function gameIBlackboard:RegisterListenerVector4(id, object, func, fireIfValueExist) return end

---@param id gamebbScriptID_Bool
---@param value Bool
---@param forceFire Bool
function gameIBlackboard:SetBool(id, value, forceFire) return end

---@param id gamebbScriptID_EntityID
---@param value entEntityID
---@param forceFire Bool
function gameIBlackboard:SetEntityID(id, value, forceFire) return end

---@param id gamebbScriptID_Float
---@param value Float
---@param forceFire Bool
function gameIBlackboard:SetFloat(id, value, forceFire) return end

---@param id gamebbScriptID_Int32
---@param value Int32
---@param forceFire Bool
function gameIBlackboard:SetInt(id, value, forceFire) return end

---@param id gamebbScriptID_CName
---@param value CName|string
---@param forceFire Bool
function gameIBlackboard:SetName(id, value, forceFire) return end

---@param id gamebbScriptID_Quaternion
---@param value Quaternion
---@param forceFire Bool
function gameIBlackboard:SetQuat(id, value, forceFire) return end

---@param id gamebbScriptID_String
---@param value String
---@param forceFire Bool
function gameIBlackboard:SetString(id, value, forceFire) return end

---@param id gamebbScriptID_Uint32
---@param value Uint32
---@param forceFire Bool
function gameIBlackboard:SetUint(id, value, forceFire) return end

---@param tag gamebbScriptID_Variant
---@param value Variant
---@param forceFire Bool
function gameIBlackboard:SetVariant(tag, value, forceFire) return end

---@param id gamebbScriptID_Vector2
---@param value Vector2
---@param forceFire Bool
function gameIBlackboard:SetVector2(id, value, forceFire) return end

---@param id gamebbScriptID_Vector4
---@param value Vector4
---@param forceFire Bool
function gameIBlackboard:SetVector4(id, value, forceFire) return end

---@param id gamebbScriptID
function gameIBlackboard:Signal(id) return end

---@param id gamebbScriptID_Bool
function gameIBlackboard:SignalBool(id) return end

---@param id gamebbScriptID_EntityID
function gameIBlackboard:SignalEntityID(id) return end

---@param id gamebbScriptID_Float
function gameIBlackboard:SignalFloat(id) return end

---@param id gamebbScriptID_Int32
function gameIBlackboard:SignalInt(id) return end

---@param id gamebbScriptID_CName
function gameIBlackboard:SignalName(id) return end

---@param id gamebbScriptID_Quaternion
function gameIBlackboard:SignalQuat(id) return end

---@param id gamebbScriptID_String
function gameIBlackboard:SignalString(id) return end

---@param id gamebbScriptID_Uint32
function gameIBlackboard:SignalUint(id) return end

---@param id gamebbScriptID_Variant
function gameIBlackboard:SignalVariant(id) return end

---@param id gamebbScriptID_Vector2
function gameIBlackboard:SignalVector2(id) return end

---@param id gamebbScriptID_Vector4
function gameIBlackboard:SignalVector4(id) return end

---@param id gamebbScriptID
---@return redCallbackObject
function gameIBlackboard:UnregisterDelayedListener(id) return end

---@param id gamebbScriptID
---@return redCallbackObject
function gameIBlackboard:UnregisterEntity(id) return end

---@param id gamebbScriptID_Bool
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerBool(id) return end

---@param id gamebbScriptID_EntityID
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerEntityID(id) return end

---@param id gamebbScriptID_Float
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerFloat(id) return end

---@param id gamebbScriptID_Int32
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerInt(id) return end

---@param id gamebbScriptID_CName
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerName(id) return end

---@param id gamebbScriptID_Quaternion
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerQuat(id) return end

---@param id gamebbScriptID_String
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerString(id) return end

---@param id gamebbScriptID_Uint32
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerUint(id) return end

---@param id gamebbScriptID_Variant
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerVariant(id) return end

---@param id gamebbScriptID_Vector2
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerVector2(id) return end

---@param id gamebbScriptID_Vector4
---@return redCallbackObject
function gameIBlackboard:UnregisterListenerVector4(id) return end

---@class gameIBlackboardSystem : gameIGameSystem
gameIBlackboardSystem = {}

---@class gameIBlackboardUpdateProxy : gameIGameSystem
gameIBlackboardUpdateProxy = {}

---@class gameIBreachSystem : gameIGameSystem
gameIBreachSystem = {}

---@class gameICameraSystem : gameIGameSystem
gameICameraSystem = {}

---@class gameIClientEntitySpawnSystem : gameIGameSystem
gameIClientEntitySpawnSystem = {}

---@class gameICollisionQueriesSystem : gameIGameSystem
gameICollisionQueriesSystem = {}

---@class gameICombatQueriesSystem : gameIGameSystem
gameICombatQueriesSystem = {}

---@param requester gameObject
---@param refQueryId Int32
---@param outTargetPosition Vector4
---@param outThrowAngleDegrees Float
---@param outStartPos gameGrenadeThrowStartType
---@return Bool
function gameICombatQueriesSystem:CheckGrenadeThrowQuery(requester, refQueryId, outTargetPosition, outThrowAngleDegrees, outStartPos) return end

---@param queryParams gameGrenadeThrowQueryParams
---@return Int32
function gameICombatQueriesSystem:StartGrenadeThrowQuery(queryParams) return end

function gameICombatQueriesSystem:StopAllGrenadeThrowQueries() return end

---@param requester gameObject
function gameICombatQueriesSystem:StopGrenadeThrowQueries(requester) return end

---@param requester gameObject
---@param queryId Int32
function gameICombatQueriesSystem:StopGrenadeThrowQuery(requester, queryId) return end

---@class gameICommunitySystem : gameIGameSystem
gameICommunitySystem = {}

---@class gameICompanionSystem : gameIGameSystem
gameICompanionSystem = {}

---@class gameIComparisonPrereq : gameIPrereq
---@field comparisonType gameComparisonType
gameIComparisonPrereq = {}

---@class gameIComponentsStateSystem : gameIGameSystem
gameIComponentsStateSystem = {}

---@class gameIContainerManager : gameIGameSystem
gameIContainerManager = {}

---@class gameICooldownSystem : gameIGameSystem
gameICooldownSystem = {}

---@param id Int32
---@return Bool
function gameICooldownSystem:DoesCooldownExist(id) return end

---@param itemId ItemID
---@return Int32
function gameICooldownSystem:GetCIDByItemID(itemId) return end

---@param owner entEntity
---@param cdName CName|string
---@return Int32
function gameICooldownSystem:GetCIDByOwnerAndName(owner, cdName) return end

---@param owner entEntity
---@param record TweakDBID|string
---@return Int32
function gameICooldownSystem:GetCIDByRecord(owner, record) return end

---@param request gameRegisterNewCooldownRequest
---@return Int32
function gameICooldownSystem:Register(request) return end

---@param request gameRegisterNewAbilityCooldownRequest
---@return Int32
function gameICooldownSystem:RegisterAbility(request) return end

---@param request gameRegisterCooldownFromRecordRequest
---@return Int32
function gameICooldownSystem:RegisterFromRecord(request) return end

---@param id Int32
---@return Bool
function gameICooldownSystem:Remove(id) return end

---@class gameIDamageSystem : gameIReplicatedGameSystem
gameIDamageSystem = {}

---@class gameIDamageSystemListener : IScriptable
gameIDamageSystemListener = {}

---@class gameIDebugCheatsSystem : gameIReplicatedGameSystem
gameIDebugCheatsSystem = {}

---@class gameIDebugDrawHistorySystem : gameIGameSystem
gameIDebugDrawHistorySystem = {}

---@param position Vector4
---@param direction Vector4
---@param color Color
---@param tag String
function gameIDebugDrawHistorySystem:DrawArrow(position, direction, color, tag) return end

---@param position Vector4
---@param radius Float
---@param color Color
---@param tag String
function gameIDebugDrawHistorySystem:DrawWireSphere(position, radius, color, tag) return end

---@class gameIDebugPlayerBreadcrumbs : gameIGameSystem
gameIDebugPlayerBreadcrumbs = {}

---@class gameIDebugSystem : gameIGameSystem
gameIDebugSystem = {}

---@class gameIDebugVisualizerSystem : gameIGameSystem
gameIDebugVisualizerSystem = {}

---@class gameIDelaySystem : gameIGameSystem
gameIDelaySystem = {}

---@class gameIDestructionPersistencySystem : gameIGameSystem
gameIDestructionPersistencySystem = {}

---@class gameIDeviceInteractionManager : gameIGameSystem
gameIDeviceInteractionManager = {}

---@class gameIDeviceSystem : gameIGameSystem
gameIDeviceSystem = {}

---@class gameIDynamicEntityIDSystem : gameIGameSystem
gameIDynamicEntityIDSystem = {}

---@class gameIDynamicSpawnSystem : gameIGameSystem
gameIDynamicSpawnSystem = {}

---@class gameIEffect : IScriptable
gameIEffect = {}

---@class gameIEffectInputParameter
gameIEffectInputParameter = {}

---@class gameIEffectOutputParameter
gameIEffectOutputParameter = {}

---@class gameIEffectParameter_BoolEvaluator : ISerializable
gameIEffectParameter_BoolEvaluator = {}

---@class gameIEffectParameter_CNameEvaluator : ISerializable
gameIEffectParameter_CNameEvaluator = {}

---@class gameIEffectParameter_FloatEvaluator : ISerializable
gameIEffectParameter_FloatEvaluator = {}

---@class gameIEffectParameter_IntEvaluator : ISerializable
gameIEffectParameter_IntEvaluator = {}

---@class gameIEffectParameter_QuatEvaluator : ISerializable
gameIEffectParameter_QuatEvaluator = {}

---@class gameIEffectParameter_StringEvaluator : ISerializable
gameIEffectParameter_StringEvaluator = {}

---@class gameIEffectParameter_VectorEvaluator : ISerializable
gameIEffectParameter_VectorEvaluator = {}

---@class gameIEffectSpawnerSaveSystem : gameIGameSystem
gameIEffectSpawnerSaveSystem = {}

---@class gameIEffectSystem : gameIGameSystem
gameIEffectSystem = {}

---@class gameIEffectTriggerSystem : gameIGameSystem
gameIEffectTriggerSystem = {}

---@class gameIEffectorSystem : gameIGameSystem
gameIEffectorSystem = {}

---@class gameIEntitySpawnerEventsBroadcaster : gameIGameSystem
gameIEntitySpawnerEventsBroadcaster = {}

---@class gameIEntityStubSystem : gameIGameSystem
gameIEntityStubSystem = {}

---@class gameIEnvironmentDamageSystem : gameIGameSystem
gameIEnvironmentDamageSystem = {}

---@class gameIEquipmentSystem : gameScriptableSystem
gameIEquipmentSystem = {}

---@return gameIEquipmentSystem
function gameIEquipmentSystem.new() return end

---@param props table
---@return gameIEquipmentSystem
function gameIEquipmentSystem.new(props) return end

---@class gameIFinisherScenario : ISerializable
gameIFinisherScenario = {}

---@class gameIFootstepSystem : gameIGameSystem
gameIFootstepSystem = {}

---@class gameIFriendlyFireSystem : gameIGameSystem
gameIFriendlyFireSystem = {}

---@param id Uint32
---@return Bool
function gameIFriendlyFireSystem:Check(id) return end

---@param id Uint32
---@param FFApplyAttitude Uint32
function gameIFriendlyFireSystem:SetFFApplyAttitude(id, FFApplyAttitude) return end

---@param params gameFriendlyFireParams
---@return Uint32
function gameIFriendlyFireSystem:StartChecking(params) return end

---@param id Uint32
---@return Bool
function gameIFriendlyFireSystem:StopChecking(id) return end

---@param id Uint32
---@param currentTarget gameTargetingComponent
function gameIFriendlyFireSystem:UpdateCurrentTargetComponent(id, currentTarget) return end

---@param id Uint32
---@param currentTarget gameObject
function gameIFriendlyFireSystem:UpdateCurrentTargetObject(id, currentTarget) return end

---@class gameIFxSystem : gameIGameSystem
gameIFxSystem = {}

---@class gameIGameAudioSystem : gameIGameSystem
gameIGameAudioSystem = {}

---@class gameIGameRulesSystem : gameIGameSystem
gameIGameRulesSystem = {}

---@return grsHeistStatus
function gameIGameRulesSystem:GetHeistStatus() return end

---@return Bool
function gameIGameRulesSystem:IsGameUnsuccessful() return end

---@return Bool
function gameIGameRulesSystem:IsGameVictorious() return end

---@param PeerID String
---@return Bool
function gameIGameRulesSystem:IsPlayerReady(PeerID) return end

---@param chat String
function gameIGameRulesSystem:SendChat(chat) return end

---@class gameIGameSystem : IScriptable
gameIGameSystem = {}

---@class gameIGameSystemReplicatedState : ISerializable
gameIGameSystemReplicatedState = {}

---@class gameIGameplayLogicPackageSystem : gameIGameSystem
gameIGameplayLogicPackageSystem = {}

---@class gameIGlobalTvSystem : gameIGameSystem
gameIGlobalTvSystem = {}

---@class gameIGodModeSystem : gameIReplicatedGameSystem
gameIGodModeSystem = {}

---@class gameIHitRepresentationSystem : gameIGameSystem
gameIHitRepresentationSystem = {}

---@class gameIHitShape : ISerializable
gameIHitShape = {}

---@class gameIInventoryListener : IScriptable
gameIInventoryListener = {}

---@class gameIInventoryManager : gameIGameSystem
gameIInventoryManager = {}

---@class gameIItemFactorySystem : gameIGameSystem
gameIItemFactorySystem = {}

---@class gameIJournalManager : gameIReplicatedGameSystem
gameIJournalManager = {}

---@class gameILevelAssignmentSystem : gameIGameSystem
gameILevelAssignmentSystem = {}

---@class gameILocationManager : gameIGameSystem
gameILocationManager = {}

---@class gameILootManager : gameIGameSystem
gameILootManager = {}

---@class gameIMarketSystem : gameScriptableSystem
gameIMarketSystem = {}

---@return gameIMarketSystem
function gameIMarketSystem.new() return end

---@param props table
---@return gameIMarketSystem
function gameIMarketSystem.new(props) return end

---@param key entEntityID
---@param tweakID TweakDBID|string
---@param vendor IScriptable
---@return Bool
function gameIMarketSystem:AddVendorHashMap(key, tweakID, vendor) return end

function gameIMarketSystem:ClearVendorHashMap() return end

---@param key entEntityID
---@return IScriptable
function gameIMarketSystem:GetVendorHashMap(key) return end

---@param key TweakDBID|string
---@return IScriptable
function gameIMarketSystem:GetVendorTBIDHashMap(key) return end

---@class gameIMinimapSystem : gameIGameSystem
gameIMinimapSystem = {}

---@class gameIMovingPlatformMovement : IScriptable
---@field initData gameIMovingPlatformMovementInitData
---@field endNode NodeRef
gameIMovingPlatformMovement = {}

---@param type gameMovingPlatformMovementInitializationType
---@param value Float
function gameIMovingPlatformMovement:SetInitData(type, value) return end

---@class gameIMovingPlatformMovementInitData
---@field initType gameMovingPlatformMovementInitializationType
---@field initValue Float
gameIMovingPlatformMovementInitData = {}

---@return gameIMovingPlatformMovementInitData
function gameIMovingPlatformMovementInitData.new() return end

---@param props table
---@return gameIMovingPlatformMovementInitData
function gameIMovingPlatformMovementInitData.new(props) return end

---@class gameIMovingPlatformMovementPointToPoint : gameIMovingPlatformMovement
gameIMovingPlatformMovementPointToPoint = {}

---@param endPointLocal Vector4
function gameIMovingPlatformMovementPointToPoint:SetDestinationLocalPosition(endPointLocal) return end

---@param endNode NodeRef
function gameIMovingPlatformMovementPointToPoint:SetDestinationNode(endNode) return end

---@class gameIMovingPlatformSystem : gameIGameSystem
gameIMovingPlatformSystem = {}

---@class gameIMuppetInputAction
gameIMuppetInputAction = {}

---@class gameIObjectCarrySystem : gameIGameSystem
gameIObjectCarrySystem = {}

---@class gameIObjectPoolSystem : gameIGameSystem
gameIObjectPoolSystem = {}

---@class gameIObjectScriptBase : IScriptable
---@field gameObject gameObject
gameIObjectScriptBase = {}

function gameIObjectScriptBase:GetGameObject() return end

---@class gameIOnlineSystem : gameIGameSystem
gameIOnlineSystem = {}

---@param token Uint64
---@return gamedataGOGReward_Record
function gameIOnlineSystem:FindRewardRecordByRewardToken(token) return end

---@return gameOnlineSystemErrors
function gameIOnlineSystem:GetError() return end

---@return String
function gameIOnlineSystem:GetRegistrationUrl() return end

---@return gameOnlineSystemStatus
function gameIOnlineSystem:GetStatus() return end

---@return gameRewardPack[]
function gameIOnlineSystem:GetUnlockedRewardPacks() return end

---@param rewardRecord gamedataGOGReward_Record
---@return Bool
function gameIOnlineSystem:IsRewardUnlocked(rewardRecord) return end

function gameIOnlineSystem:RequestInitialStatus() return end

function gameIOnlineSystem:SignOut() return end

---@class gameIPersistencySystem : gameIGameSystem
gameIPersistencySystem = {}

---@class gameIPhantomEntitySystem : gameIGameSystem
gameIPhantomEntitySystem = {}

---@class gameIPhotoModeSystem : gameIGameSystem
gameIPhotoModeSystem = {}

---@class gameIPingSystem : gameIReplicatedGameSystem
gameIPingSystem = {}

---@class gameIPlayerHandicapSystem : gameScriptableSystem
gameIPlayerHandicapSystem = {}

---@return gameIPlayerHandicapSystem
function gameIPlayerHandicapSystem.new() return end

---@param props table
---@return gameIPlayerHandicapSystem
function gameIPlayerHandicapSystem.new(props) return end

---@class gameIPlayerManager : gameIGameSystem
gameIPlayerManager = {}

---@class gameIPlayerSystem : gameIGameSystem
gameIPlayerSystem = {}

---@class gameIPoliceRadioSystem : gameIGameSystem
gameIPoliceRadioSystem = {}

---@class gameIPopulationSystem : gameIGameSystem
gameIPopulationSystem = {}

---@class gameIPrereq : IScriptable
gameIPrereq = {}

---@param id TweakDBID|string
---@return gameIPrereq
function gameIPrereq.CreatePrereq(id) return end

---@param context IScriptable
---@return Bool
function gameIPrereq:IsFulfilled(context) return end

---@param entityId entEntityID
---@return gamePrereqState
function gameIPrereq:RegisterEntity(entityId) return end

---@class gameIPrereqManager : gameIGameSystem
gameIPrereqManager = {}

---@class gameIPreventionSpawnSystem : gameIGameSystem
gameIPreventionSpawnSystem = {}

---@class gameIProjectileSystem : gameIGameSystem
gameIProjectileSystem = {}

---@class gameIPuppetUpdaterSystem : gameIGameSystem
gameIPuppetUpdaterSystem = {}

---@class gameIRPGPrereq : gameIComparisonPrereq
gameIRPGPrereq = {}

---@class gameIRazerChromaEffectsSystem : gameIGameSystem
gameIRazerChromaEffectsSystem = {}

---@class gameIRealTimeEventSystem : gameIGameSystem
gameIRealTimeEventSystem = {}

---@class gameIRenderGameplayEffectsManagerSystem : gameIGameSystem
gameIRenderGameplayEffectsManagerSystem = {}

---@class gameIReplicatedGameSystem : gameIGameSystem
gameIReplicatedGameSystem = {}

---@class gameIRichPresenceSystem : gameIGameSystem
gameIRichPresenceSystem = {}

---@class gameISaveSanitizationForbiddenAreaSystem : gameIGameSystem
gameISaveSanitizationForbiddenAreaSystem = {}

---@class gameISceneSystem : gameIGameSystem
gameISceneSystem = {}

---@class gameISchematicSystem : gameIGameSystem
gameISchematicSystem = {}

---@class gameIScriptablePrereq : gameIPrereq
gameIScriptablePrereq = {}

---@return gameIScriptablePrereq
function gameIScriptablePrereq.new() return end

---@param props table
---@return gameIScriptablePrereq
function gameIScriptablePrereq.new(props) return end

---@param record TweakDBID|string
function gameIScriptablePrereq:Initialize(record) return end

---@return Bool
function gameIScriptablePrereq:IsOnRegisterSupported() return end

---@param state gamePrereqState
---@param context IScriptable
function gameIScriptablePrereq:OnApplied(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
---@return Bool
function gameIScriptablePrereq:OnRegister(state, context) return end

---@param state gamePrereqState
---@param context IScriptable
function gameIScriptablePrereq:OnUnregister(state, context) return end

---@class gameIScriptableSystem : IScriptable
gameIScriptableSystem = {}

---@class gameIScriptableSystemsContainer : gameIGameSystem
gameIScriptableSystemsContainer = {}

---@class gameIScriptsDebugOverlaySystem : gameIGameSystem
gameIScriptsDebugOverlaySystem = {}

---@class gameIShootingAccuracySystem : gameIGameSystem
gameIShootingAccuracySystem = {}

---@return gameIShootingAccuracySystem
function gameIShootingAccuracySystem.new() return end

---@param props table
---@return gameIShootingAccuracySystem
function gameIShootingAccuracySystem.new(props) return end

---@class gameISpatialQueriesSystem : gameIGameSystem
gameISpatialQueriesSystem = {}

---@class gameIStatPoolsListener : IScriptable
gameIStatPoolsListener = {}

---@class gameIStatPoolsSystem : gameIGameSystem
gameIStatPoolsSystem = {}

---@class gameIStatsDataSystem : gameIGameSystem
gameIStatsDataSystem = {}

---@class gameIStatsListener : IScriptable
gameIStatsListener = {}

---@class gameIStatsSystem : gameIGameSystem
gameIStatsSystem = {}

---@class gameIStatusComboSystem : gameIGameSystem
gameIStatusComboSystem = {}

---@class gameIStatusEffectListener : IScriptable
gameIStatusEffectListener = {}

---@class gameIStatusEffectSystem : gameIGameSystem
gameIStatusEffectSystem = {}

---@class gameIStimuliSystem : gameIGameSystem
gameIStimuliSystem = {}

---@class gameIStreamingMonitorSystem : gameIGameSystem
gameIStreamingMonitorSystem = {}

---@class gameISubtitleHandlerSystem : gameIGameSystem
gameISubtitleHandlerSystem = {}

---@class gameITargetingSystem : gameIGameSystem
gameITargetingSystem = {}

---@class gameITelemetrySystem : gameIGameSystem
gameITelemetrySystem = {}

function gameITelemetrySystem:ClearPlaythroughEp1() return end

function gameITelemetrySystem:LogCharacterCustomizationCancelled() return end

function gameITelemetrySystem:LogCharacterCustomizationChanged() return end

---@param attribute gamedataStatType
function gameITelemetrySystem:LogInitialChoiceAttributeChanged(attribute) return end

---@param isMale Bool
function gameITelemetrySystem:LogInitialChoiceBodyGenderSelected(isMale) return end

---@param isMale Bool
function gameITelemetrySystem:LogInitialChoiceBrainGenderSelected(isMale) return end

---@param difficulty gameDifficulty
function gameITelemetrySystem:LogInitialChoiceDifficultySelected(difficulty) return end

---@param lifePathID TweakDBID|string
function gameITelemetrySystem:LogInitialChoiceLifePathSelected(lifePathID) return end

---@param option gameuiCharacterCustomizationOption
---@param value Uint32
function gameITelemetrySystem:LogInitialChoiceOptionSelected(option, value) return end

---@param presetName CName|string
---@param fromInit Bool
function gameITelemetrySystem:LogInitialChoicePresetSelected(presetName, fromInit) return end

---@param state gameInitalChoiceStage
function gameITelemetrySystem:LogInitialChoiceSetStatege(state) return end

function gameITelemetrySystem:LogNewGameStarted() return end

function gameITelemetrySystem:LogPlaythroughEp1() return end

---@class gameITeleportationFacility : gameIGameSystem
gameITeleportationFacility = {}

---@class gameITierSystem : gameIGameSystem
gameITierSystem = {}

---@class gameITimeState : ISerializable
gameITimeState = {}

---@class gameITimeSystem : gameIReplicatedGameSystem
gameITimeSystem = {}

---@class gameITransactionSystem : gameIGameSystem
gameITransactionSystem = {}

---@class gameITransformAnimatorSaveSystem : gameIGameSystem
gameITransformAnimatorSaveSystem = {}

---@class gameITransformsHistorySystem : gameIGameSystem
gameITransformsHistorySystem = {}

---@class gameITriggerDestructionComponent : entIComponent
---@field startActive Bool
gameITriggerDestructionComponent = {}

---@class gameIVehicleSystem : gameIGameSystem
gameIVehicleSystem = {}

---@class gameIVisionModeSystem : gameIGameSystem
gameIVisionModeSystem = {}

---@class gameIWardrobeSystem : gameIGameSystem
gameIWardrobeSystem = {}

---@class gameIWatchdogSystem : gameIGameSystem
gameIWatchdogSystem = {}

---@param entityId entEntityID
---@param fallbackCategory CName|string
---@return Bool
function gameIWatchdogSystem:HasActiveFallback(entityId, fallbackCategory) return end

---@param fallbackCategory CName|string
---@return Bool
function gameIWatchdogSystem:IsFallbackForced(fallbackCategory) return end

---@param fallbackCategory CName|string
---@return Bool
function gameIWatchdogSystem:IsFallbackHandled(fallbackCategory) return end

---@param fallbackCategory CName|string
---@param isForced Bool
function gameIWatchdogSystem:SetForcedFallback(fallbackCategory, isForced) return end

---@class gameIWorkspotGameSystem : gameIGameSystem
gameIWorkspotGameSystem = {}

---@class gameIWorldBoundarySystem : gameIGameSystem
gameIWorldBoundarySystem = {}

---@class gameImpostorComponent : entIComponent
---@field isCharacterReplica Bool
---@field addHead Bool
---@field ignorePlayerHeadSlot Bool
---@field slotIDsToOmit TweakDBID[]
gameImpostorComponent = {}

---@return gameImpostorComponent
function gameImpostorComponent.new() return end

---@param props table
---@return gameImpostorComponent
function gameImpostorComponent.new(props) return end

---@class gameImpostorComponentAttachEvent : redEvent
gameImpostorComponentAttachEvent = {}

---@return gameImpostorComponentAttachEvent
function gameImpostorComponentAttachEvent.new() return end

---@param props table
---@return gameImpostorComponentAttachEvent
function gameImpostorComponentAttachEvent.new(props) return end

---@class gameImpostorComponentSlotListener : gameIAttachmentSlotsListener
gameImpostorComponentSlotListener = {}

---@return gameImpostorComponentSlotListener
function gameImpostorComponentSlotListener.new() return end

---@param props table
---@return gameImpostorComponentSlotListener
function gameImpostorComponentSlotListener.new(props) return end

---@class gameInCrowd : redEvent
gameInCrowd = {}

---@return gameInCrowd
function gameInCrowd.new() return end

---@param props table
---@return gameInCrowd
function gameInCrowd.new(props) return end

---@class gameInnerItemData
gameInnerItemData = {}

---@return gameInnerItemData
function gameInnerItemData.new() return end

---@param props table
---@return gameInnerItemData
function gameInnerItemData.new(props) return end

---@param innerItemData gameInnerItemData
---@return ItemID
function gameInnerItemData.GetItemID(innerItemData) return end

---@param innerItemData gameInnerItemData
---@return TweakDBID
function gameInnerItemData.GetSlotID(innerItemData) return end

---@param innerItemData gameInnerItemData
---@param type gamedataStatType
---@return Float
function gameInnerItemData.GetStatValueByType(innerItemData, type) return end

---@param innerItemData gameInnerItemData
---@return gamedataItem_Record
function gameInnerItemData.GetStaticData(innerItemData) return end

---@param innerItemData gameInnerItemData
---@param type gamedataStatType
---@return Bool
function gameInnerItemData.HasStatData(innerItemData, type) return end

---@class gameInputTriggerState
gameInputTriggerState = {}

---@return gameInputTriggerState
function gameInputTriggerState.new() return end

---@param props table
---@return gameInputTriggerState
function gameInputTriggerState.new(props) return end

---@param state gameInputTriggerState
---@return Bool
function gameInputTriggerState.GetPressRaw(state) return end

---@param state gameInputTriggerState
---@return Bool
function gameInputTriggerState.GetPressedRaw(state) return end

---@param state gameInputTriggerState
---@return Bool
function gameInputTriggerState.GetReleaseRaw(state) return end

---@param state gameInputTriggerState
---@return Float
function gameInputTriggerState.GetValueRaw(state) return end

---@class gameIntervalTimer : gameBaseTimer
gameIntervalTimer = {}

---@return gameIntervalTimer
function gameIntervalTimer.new() return end

---@param props table
---@return gameIntervalTimer
function gameIntervalTimer.new(props) return end

---@class gameInventory : gameComponent
---@field saveInventory Bool
---@field inventoryTag gameSharedInventoryTag
---@field noInitialization Bool
gameInventory = {}

---@return gameInventory
function gameInventory.new() return end

---@param props table
---@return gameInventory
function gameInventory.new(props) return end

---@param itemData gameItemModParams
---@param owner gameObject
---@return gameItemData
function gameInventory.CreateItemData(itemData, owner) return end

---@return Bool
function gameInventory:IsAccessible() return end

---@return Bool
function gameInventory:ReinitializeStatsOnAllItems() return end

---@param evt gameinteractionsChoiceEvent
---@return Bool
function gameInventory:OnInteractionUsed(evt) return end

---@param evt gameOnLootAllEvent
---@return Bool
function gameInventory:OnLootAllEvent(evt) return end

---@param itemActionRecord gamedataItemAction_Record
---@param requester gameObject
---@param ownerEntID entEntityID
---@param itemID ItemID
---@return gameinteractionsELootChoiceType
function gameInventory:IsChoiceAvailable(itemActionRecord, requester, ownerEntID, itemID) return end

---@class gameInventoryChangedEvent : redEvent
gameInventoryChangedEvent = {}

---@return gameInventoryChangedEvent
function gameInventoryChangedEvent.new() return end

---@param props table
---@return gameInventoryChangedEvent
function gameInventoryChangedEvent.new(props) return end

---@class gameInventoryItemAbility
---@field IconPath CName
---@field Title String
---@field Description String
---@field LocalizationDataPackage gameUILocalizationDataPackage
gameInventoryItemAbility = {}

---@return gameInventoryItemAbility
function gameInventoryItemAbility.new() return end

---@param props table
---@return gameInventoryItemAbility
function gameInventoryItemAbility.new(props) return end

---@class gameInventoryItemAttachments : IScriptable
---@field SlotID TweakDBID
---@field ItemData gameInventoryItemData
---@field SlotName String
---@field SlotType gameInventoryItemAttachmentType
gameInventoryItemAttachments = {}

---@return gameInventoryItemAttachments
function gameInventoryItemAttachments.new() return end

---@param props table
---@return gameInventoryItemAttachments
function gameInventoryItemAttachments.new(props) return end

---@class gameInventoryItemData
---@field ID ItemID
---@field SlotID TweakDBID
---@field Name String
---@field Quality CName
---@field QualityF Float
---@field Quantity Int32
---@field Ammo Int32
---@field Shape gameInventoryItemShape
---@field ItemShape gameInventoryItemShape
---@field IconPath String
---@field CategoryName String
---@field ItemType gamedataItemType
---@field LocalizedItemType String
---@field Description String
---@field AdditionalDescription String
---@field GameplayDescription String
---@field Price Float
---@field BuyPrice Float
---@field UnlockProgress Float
---@field RequiredLevel Int32
---@field ItemLevel Int32
---@field DamageType gamedataDamageType
---@field EquipmentArea gamedataEquipmentArea
---@field ComparedQuality gamedataQuality
---@field Empty Bool
---@field IsPart Bool
---@field IsCraftingMaterial Bool
---@field IsEquipped Bool
---@field IsNew Bool
---@field IsAvailable Bool
---@field IsVendorItem Bool
---@field IsBroken Bool
---@field SlotIndex Int32
---@field PositionInBackpack Uint32
---@field IconGender gameItemIconGender
---@field GameItemData gameItemData
---@field HasPlayerSmartGunLink Bool
---@field PlayerLevel Int32
---@field PlayerStrength Int32
---@field PlayerReflexes Int32
---@field PlayerStreetCred Int32
---@field IsRequirementMet Bool
---@field IsEquippable Bool
---@field IsVisualsEquipped Bool
---@field Requirement gameSItemStackRequirementData
---@field EquipRequirement gameSItemStackRequirementData
---@field EquipRequirements gameSItemStackRequirementData[]
---@field LootItemType gameLootItemType
---@field Attachments gameInventoryItemAttachments[]
---@field Abilities gameInventoryItemAbility[]
---@field PlacementSlots TweakDBID[]
---@field PrimaryStats gameStatViewData[]
---@field SecondaryStats gameStatViewData[]
---@field SortData gameInventoryItemSortData
---@field IsPerkRequired Bool
---@field PerkRequiredName String
---@field IsCrafted Bool
---@field IsIconic Bool
gameInventoryItemData = {}

---@return gameInventoryItemData
function gameInventoryItemData.new() return end

---@param props table
---@return gameInventoryItemData
function gameInventoryItemData.new(props) return end

function gameInventoryItemData.GetArmor() return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetArmorF(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetDPS(self_) return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetDPSF(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsGarment(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsWeapon(self_) return end

---@param self_ gameInventoryItemData
---@param slot TweakDBID|string
function gameInventoryItemData.AddPlacementSlot(self_, slot) return end

---@param self_ gameInventoryItemData
---@return gameInventoryItemAbility[]
function gameInventoryItemData.GetAbilities(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetAbilitiesSize(self_) return end

---@param self_ gameInventoryItemData
---@param index Int32
---@return gameInventoryItemAbility
function gameInventoryItemData.GetAbility(self_, index) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetAdditionalDescription(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetAmmo(self_) return end

---@param self_ gameInventoryItemData
---@param index Int32
---@return gameInventoryItemAttachments
function gameInventoryItemData.GetAttachment(self_, index) return end

---@param self_ gameInventoryItemData
---@return gameInventoryItemAttachments[]
function gameInventoryItemData.GetAttachments(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetAttachmentsSize(self_) return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetBuyPrice(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetCategoryName(self_) return end

---@param self_ gameInventoryItemData
---@return gamedataQuality
function gameInventoryItemData.GetComparedQuality(self_) return end

---@param self_ gameInventoryItemData
---@return gamedataDamageType
function gameInventoryItemData.GetDamageType(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetDescription(self_) return end

---@param self_ gameInventoryItemData
---@return gameSItemStackRequirementData
function gameInventoryItemData.GetEquipRequirement(self_) return end

---@param self_ gameInventoryItemData
---@return gameSItemStackRequirementData[]
function gameInventoryItemData.GetEquipRequirements(self_) return end

---@param self_ gameInventoryItemData
---@return gamedataEquipmentArea
function gameInventoryItemData.GetEquipmentArea(self_) return end

---@param self_ gameInventoryItemData
---@return gameItemData
function gameInventoryItemData.GetGameItemData(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetGameplayDescription(self_) return end

---@param self_ gameInventoryItemData
---@return ItemID
function gameInventoryItemData.GetID(self_) return end

---@param self_ gameInventoryItemData
---@return gameItemIconGender
function gameInventoryItemData.GetIconGender(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetIconPath(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.GetIsCrafted(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.GetIsPerkRequired(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetItemLevel(self_) return end

---@param self_ gameInventoryItemData
---@return gameInventoryItemShape
function gameInventoryItemData.GetItemShape(self_) return end

---@param self_ gameInventoryItemData
---@return gamedataItemType
function gameInventoryItemData.GetItemType(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetLocalizedItemType(self_) return end

---@param self_ gameInventoryItemData
---@return gameLootItemType
function gameInventoryItemData.GetLootItemType(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetName(self_) return end

---@param self_ gameInventoryItemData
---@return String
function gameInventoryItemData.GetPerkRequiredName(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetPlayerLevel(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetPlayerReflexes(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetPlayerStreetCred(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetPlayerStrenght(self_) return end

---@param self_ gameInventoryItemData
---@return Uint32
function gameInventoryItemData.GetPositionInBackpack(self_) return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetPrice(self_) return end

---@param self_ gameInventoryItemData
---@param index Int32
---@return gameStatViewData
function gameInventoryItemData.GetPrimaryStat(self_, index) return end

---@param self_ gameInventoryItemData
---@return gameStatViewData[]
function gameInventoryItemData.GetPrimaryStats(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetPrimaryStatsSize(self_) return end

---@param self_ gameInventoryItemData
---@return CName
function gameInventoryItemData.GetQuality(self_) return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetQualityF(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetQuantity(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetRequiredLevel(self_) return end

---@param self_ gameInventoryItemData
---@return gameSItemStackRequirementData
function gameInventoryItemData.GetRequirement(self_) return end

---@param self_ gameInventoryItemData
---@param index Int32
---@return gameStatViewData
function gameInventoryItemData.GetSecondaryStat(self_, index) return end

---@param self_ gameInventoryItemData
---@return gameStatViewData[]
function gameInventoryItemData.GetSecondaryStats(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetSecondaryStatsSize(self_) return end

---@param self_ gameInventoryItemData
---@return gameInventoryItemShape
function gameInventoryItemData.GetShape(self_) return end

---@param self_ gameInventoryItemData
---@return TweakDBID
function gameInventoryItemData.GetSlotID(self_) return end

---@param self_ gameInventoryItemData
---@return Int32
function gameInventoryItemData.GetSlotIndex(self_) return end

---@param self_ gameInventoryItemData
---@return gameInventoryItemSortData
function gameInventoryItemData.GetSortData(self_) return end

---@param self_ gameInventoryItemData
---@return Float
function gameInventoryItemData.GetUnlockProgress(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.HasPlayerSmartGunLink(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsAvailable(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsBroken(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsCraftingMaterial(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsEmpty(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsEquippable(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsEquipped(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsNew(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsPart(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsRequirementMet(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsVendorItem(self_) return end

---@param self_ gameInventoryItemData
---@return Bool
function gameInventoryItemData.IsVisualsEquipped(self_) return end

---@param self_ gameInventoryItemData
---@param slot TweakDBID|string
---@return Bool
function gameInventoryItemData.PlacementSlotsContains(self_, slot) return end

---@param self_ gameInventoryItemData
---@param abilities gameInventoryItemAbility[]
function gameInventoryItemData.SetAbilities(self_, abilities) return end

---@param self_ gameInventoryItemData
---@param description String
function gameInventoryItemData.SetAdditionalDescription(self_, description) return end

---@param self_ gameInventoryItemData
---@param ammo Int32
function gameInventoryItemData.SetAmmo(self_, ammo) return end

---@param self_ gameInventoryItemData
---@param attachments gameInventoryItemAttachments[]
function gameInventoryItemData.SetAttachments(self_, attachments) return end

---@param self_ gameInventoryItemData
---@param price Float
function gameInventoryItemData.SetBuyPrice(self_, price) return end

---@param self_ gameInventoryItemData
---@param categoryName String
function gameInventoryItemData.SetCategoryName(self_, categoryName) return end

---@param self_ gameInventoryItemData
---@param comparedQuality gamedataQuality
function gameInventoryItemData.SetComparedQuality(self_, comparedQuality) return end

---@param self_ gameInventoryItemData
---@param damageType gamedataDamageType
function gameInventoryItemData.SetDamageType(self_, damageType) return end

---@param self_ gameInventoryItemData
---@param description String
function gameInventoryItemData.SetDescription(self_, description) return end

---@param self_ gameInventoryItemData
---@param empty Bool
function gameInventoryItemData.SetEmpty(self_, empty) return end

---@param self_ gameInventoryItemData
---@param requirement gameSItemStackRequirementData
function gameInventoryItemData.SetEquipRequirement(self_, requirement) return end

---@param self_ gameInventoryItemData
---@param requirements gameSItemStackRequirementData[]
function gameInventoryItemData.SetEquipRequirements(self_, requirements) return end

---@param self_ gameInventoryItemData
---@param equipmentArea gamedataEquipmentArea
function gameInventoryItemData.SetEquipmentArea(self_, equipmentArea) return end

---@param self_ gameInventoryItemData
---@param gameItemData gameItemData
function gameInventoryItemData.SetGameItemData(self_, gameItemData) return end

---@param self_ gameInventoryItemData
---@param value String
function gameInventoryItemData.SetGameplayDescription(self_, value) return end

---@param self_ gameInventoryItemData
---@param hasPlayerSmartGunLink Bool
function gameInventoryItemData.SetHasPlayerSmartGunLink(self_, hasPlayerSmartGunLink) return end

---@param self_ gameInventoryItemData
---@param id ItemID
function gameInventoryItemData.SetID(self_, id) return end

---@param self_ gameInventoryItemData
---@param iconGender gameItemIconGender
function gameInventoryItemData.SetIconGender(self_, iconGender) return end

---@param self_ gameInventoryItemData
---@param iconPath String
function gameInventoryItemData.SetIconPath(self_, iconPath) return end

---@param self_ gameInventoryItemData
---@param isAvailable Bool
function gameInventoryItemData.SetIsAvailable(self_, isAvailable) return end

---@param self_ gameInventoryItemData
---@param isBroken Bool
function gameInventoryItemData.SetIsBroken(self_, isBroken) return end

---@param self_ gameInventoryItemData
---@param isCrafted Bool
function gameInventoryItemData.SetIsCrafted(self_, isCrafted) return end

---@param self_ gameInventoryItemData
---@param isCraftingMaterial Bool
function gameInventoryItemData.SetIsCraftingMaterial(self_, isCraftingMaterial) return end

---@param self_ gameInventoryItemData
---@param isEquippable Bool
function gameInventoryItemData.SetIsEquippable(self_, isEquippable) return end

---@param self_ gameInventoryItemData
---@param isEquipped Bool
function gameInventoryItemData.SetIsEquipped(self_, isEquipped) return end

---@param self_ gameInventoryItemData
---@param isNew Bool
function gameInventoryItemData.SetIsNew(self_, isNew) return end

---@param self_ gameInventoryItemData
---@param isPart Bool
function gameInventoryItemData.SetIsPart(self_, isPart) return end

---@param self_ gameInventoryItemData
---@param isRequired Bool
function gameInventoryItemData.SetIsPerkRequired(self_, isRequired) return end

---@param self_ gameInventoryItemData
---@param isRequirementMet Bool
function gameInventoryItemData.SetIsRequirementMet(self_, isRequirementMet) return end

---@param self_ gameInventoryItemData
---@param isVendorItem Bool
function gameInventoryItemData.SetIsVendorItem(self_, isVendorItem) return end

---@param self_ gameInventoryItemData
---@param value Bool
function gameInventoryItemData.SetIsVisualsEquipped(self_, value) return end

---@param self_ gameInventoryItemData
---@param itemLevel Int32
function gameInventoryItemData.SetItemLevel(self_, itemLevel) return end

---@param self_ gameInventoryItemData
---@param shape gameInventoryItemShape
function gameInventoryItemData.SetItemShape(self_, shape) return end

---@param self_ gameInventoryItemData
---@param itemType gamedataItemType
function gameInventoryItemData.SetItemType(self_, itemType) return end

---@param self_ gameInventoryItemData
---@param localizedItemType String
function gameInventoryItemData.SetLocalizedItemType(self_, localizedItemType) return end

---@param self_ gameInventoryItemData
---@param lootItemType gameLootItemType
function gameInventoryItemData.SetLootItemType(self_, lootItemType) return end

---@param self_ gameInventoryItemData
---@param Name String
function gameInventoryItemData.SetName(self_, Name) return end

---@param self_ gameInventoryItemData
---@param perkName String
function gameInventoryItemData.SetPerkRequiredName(self_, perkName) return end

---@param self_ gameInventoryItemData
---@param playerLevel Int32
function gameInventoryItemData.SetPlayerLevel(self_, playerLevel) return end

---@param self_ gameInventoryItemData
---@param playerReflexes Int32
function gameInventoryItemData.SetPlayerReflexes(self_, playerReflexes) return end

---@param self_ gameInventoryItemData
---@param playerStreetCred Int32
function gameInventoryItemData.SetPlayerStreetCred(self_, playerStreetCred) return end

---@param self_ gameInventoryItemData
---@param playerStrength Int32
function gameInventoryItemData.SetPlayerStrength(self_, playerStrength) return end

---@param self_ gameInventoryItemData
---@param positionInBackpack Uint32
function gameInventoryItemData.SetPositionInBackpack(self_, positionInBackpack) return end

---@param self_ gameInventoryItemData
---@param price Float
function gameInventoryItemData.SetPrice(self_, price) return end

---@param self_ gameInventoryItemData
---@param primaryStats gameStatViewData[]
function gameInventoryItemData.SetPrimaryStats(self_, primaryStats) return end

---@param self_ gameInventoryItemData
---@param quality CName|string
function gameInventoryItemData.SetQuality(self_, quality) return end

---@param self_ gameInventoryItemData
---@param quality Float
function gameInventoryItemData.SetQualityF(self_, quality) return end

---@param self_ gameInventoryItemData
---@param quantity Int32
function gameInventoryItemData.SetQuantity(self_, quantity) return end

---@param self_ gameInventoryItemData
---@param requiredLevel Int32
function gameInventoryItemData.SetRequiredLevel(self_, requiredLevel) return end

---@param self_ gameInventoryItemData
---@param requirement gameSItemStackRequirementData
function gameInventoryItemData.SetRequirement(self_, requirement) return end

---@param self_ gameInventoryItemData
---@param secondaryStats gameStatViewData[]
function gameInventoryItemData.SetSecondaryStats(self_, secondaryStats) return end

---@param self_ gameInventoryItemData
---@param shape gameInventoryItemShape
function gameInventoryItemData.SetShape(self_, shape) return end

---@param self_ gameInventoryItemData
---@param id TweakDBID|string
function gameInventoryItemData.SetSlotID(self_, id) return end

---@param self_ gameInventoryItemData
---@param slotIndex Int32
function gameInventoryItemData.SetSlotIndex(self_, slotIndex) return end

---@param self_ gameInventoryItemData
---@param sortData gameInventoryItemSortData
function gameInventoryItemData.SetSortData(self_, sortData) return end

---@param self_ gameInventoryItemData
---@param unlockProgress Float
function gameInventoryItemData.SetUnlockProgress(self_, unlockProgress) return end

---@class gameInventoryItemSortData
---@field Name String
---@field Quality Int32
---@field Price Int32
---@field Weight Float
---@field DPS Int32
---@field ItemType Int32
---@field QuestItem Bool
---@field NewItem Bool
---@field DLCAddedItem Bool
gameInventoryItemSortData = {}

---@return gameInventoryItemSortData
function gameInventoryItemSortData.new() return end

---@param props table
---@return gameInventoryItemSortData
function gameInventoryItemSortData.new(props) return end

---@class gameInventoryListenerData_Base
gameInventoryListenerData_Base = {}

---@return gameInventoryListenerData_Base
function gameInventoryListenerData_Base.new() return end

---@param props table
---@return gameInventoryListenerData_Base
function gameInventoryListenerData_Base.new(props) return end

---@class gameInventoryListenerData_InventoryEmpty : gameInventoryListenerData_Base
gameInventoryListenerData_InventoryEmpty = {}

---@return gameInventoryListenerData_InventoryEmpty
function gameInventoryListenerData_InventoryEmpty.new() return end

---@param props table
---@return gameInventoryListenerData_InventoryEmpty
function gameInventoryListenerData_InventoryEmpty.new(props) return end

---@class gameInventoryListenerData_ItemAdded : gameInventoryListenerData_Base
gameInventoryListenerData_ItemAdded = {}

---@return gameInventoryListenerData_ItemAdded
function gameInventoryListenerData_ItemAdded.new() return end

---@param props table
---@return gameInventoryListenerData_ItemAdded
function gameInventoryListenerData_ItemAdded.new(props) return end

---@class gameInventoryListenerData_ItemExtracted : gameInventoryListenerData_Base
gameInventoryListenerData_ItemExtracted = {}

---@return gameInventoryListenerData_ItemExtracted
function gameInventoryListenerData_ItemExtracted.new() return end

---@param props table
---@return gameInventoryListenerData_ItemExtracted
function gameInventoryListenerData_ItemExtracted.new(props) return end

---@class gameInventoryListenerData_ItemNotification : gameInventoryListenerData_Base
gameInventoryListenerData_ItemNotification = {}

---@return gameInventoryListenerData_ItemNotification
function gameInventoryListenerData_ItemNotification.new() return end

---@param props table
---@return gameInventoryListenerData_ItemNotification
function gameInventoryListenerData_ItemNotification.new(props) return end

---@class gameInventoryListenerData_ItemQuantityChanged : gameInventoryListenerData_Base
gameInventoryListenerData_ItemQuantityChanged = {}

---@return gameInventoryListenerData_ItemQuantityChanged
function gameInventoryListenerData_ItemQuantityChanged.new() return end

---@param props table
---@return gameInventoryListenerData_ItemQuantityChanged
function gameInventoryListenerData_ItemQuantityChanged.new(props) return end

---@class gameInventoryListenerData_ItemRemoved : gameInventoryListenerData_Base
gameInventoryListenerData_ItemRemoved = {}

---@return gameInventoryListenerData_ItemRemoved
function gameInventoryListenerData_ItemRemoved.new() return end

---@param props table
---@return gameInventoryListenerData_ItemRemoved
function gameInventoryListenerData_ItemRemoved.new(props) return end

---@class gameInventoryListenerData_PartAdded : gameInventoryListenerData_Base
gameInventoryListenerData_PartAdded = {}

---@return gameInventoryListenerData_PartAdded
function gameInventoryListenerData_PartAdded.new() return end

---@param props table
---@return gameInventoryListenerData_PartAdded
function gameInventoryListenerData_PartAdded.new(props) return end

---@class gameInventoryListenerData_PartRemoved : gameInventoryListenerData_Base
gameInventoryListenerData_PartRemoved = {}

---@return gameInventoryListenerData_PartRemoved
function gameInventoryListenerData_PartRemoved.new() return end

---@param props table
---@return gameInventoryListenerData_PartRemoved
function gameInventoryListenerData_PartRemoved.new(props) return end

---@class gameInventoryManager : gameIInventoryManager
gameInventoryManager = {}

---@return gameInventoryManager
function gameInventoryManager.new() return end

---@param props table
---@return gameInventoryManager
function gameInventoryManager.new(props) return end

---@param equipmentFlag gameEEquipmentManagerState
function gameInventoryManager:AddEquipmentStateFlag(equipmentFlag) return end

---@param itemID ItemID
---@param owner gameObject
---@return gameItemData
function gameInventoryManager:CreateBasicItemData(itemID, owner) return end

---@return Uint32
function gameInventoryManager:GetCyberwareUpgradeSeed() return end

---@param equipmentFlag gameEEquipmentManagerState
---@return Bool
function gameInventoryManager:HasEquipmentStateFlag(equipmentFlag) return end

---@param amount Uint32
function gameInventoryManager:IncrementCyberwareUpgradeSeed(amount) return end

---@param equipmentFlag gameEEquipmentManagerState
function gameInventoryManager:RemoveEquipmentStateFlag(equipmentFlag) return end

---@class gameInventoryPS : gameComponentPS
---@field isRegisteredShared Bool
---@field accessible Bool
gameInventoryPS = {}

---@return gameInventoryPS
function gameInventoryPS.new() return end

---@param props table
---@return gameInventoryPS
function gameInventoryPS.new(props) return end

---@class gameInventoryPrereq : gameIComparisonPrereq
---@field itemID ItemID
---@field amount Uint32
gameInventoryPrereq = {}

---@return gameInventoryPrereq
function gameInventoryPrereq.new() return end

---@param props table
---@return gameInventoryPrereq
function gameInventoryPrereq.new(props) return end

---@class gameInventoryPrereqState : gamePrereqState
gameInventoryPrereqState = {}

---@return gameInventoryPrereqState
function gameInventoryPrereqState.new() return end

---@param props table
---@return gameInventoryPrereqState
function gameInventoryPrereqState.new(props) return end

---@class gameInventoryScriptCallback : IScriptable
---@field itemID ItemID
gameInventoryScriptCallback = {}

---@return gameInventoryScriptCallback
function gameInventoryScriptCallback.new() return end

---@param props table
---@return gameInventoryScriptCallback
function gameInventoryScriptCallback.new(props) return end

---@param item ItemID
---@param itemData gameItemData
---@param flaggedAsSilent Bool
function gameInventoryScriptCallback:OnItemAdded(item, itemData, flaggedAsSilent) return end

---@param item ItemID
function gameInventoryScriptCallback:OnItemExtracted(item) return end

---@param item ItemID
---@param itemData gameItemData
function gameInventoryScriptCallback:OnItemNotification(item, itemData) return end

---@param item ItemID
---@param diff Int32
---@param total Uint32
---@param flaggedAsSilent Bool
function gameInventoryScriptCallback:OnItemQuantityChanged(item, diff, total, flaggedAsSilent) return end

---@param item ItemID
---@param difference Int32
---@param currentQuantity Int32
function gameInventoryScriptCallback:OnItemRemoved(item, difference, currentQuantity) return end

---@param item ItemID
---@param partID ItemID
function gameInventoryScriptCallback:OnPartAdded(item, partID) return end

---@param partID ItemID
---@param formerItemID ItemID
function gameInventoryScriptCallback:OnPartRemoved(partID, formerItemID) return end

---@class gameInventoryScriptListener : gameIInventoryListener
gameInventoryScriptListener = {}

---@return gameInventoryScriptListener
function gameInventoryScriptListener.new() return end

---@param props table
---@return gameInventoryScriptListener
function gameInventoryScriptListener.new(props) return end

---@class gameIsQuickhackPanelOpenedPrereq
---@field inverted Bool
gameIsQuickhackPanelOpenedPrereq = {}

---@return gameIsQuickhackPanelOpenedPrereq
function gameIsQuickhackPanelOpenedPrereq.new() return end

---@param props table
---@return gameIsQuickhackPanelOpenedPrereq
function gameIsQuickhackPanelOpenedPrereq.new(props) return end

---@class gameIsQuickhackPanelOpenedPrereqState
gameIsQuickhackPanelOpenedPrereqState = {}

---@return gameIsQuickhackPanelOpenedPrereqState
function gameIsQuickhackPanelOpenedPrereqState.new() return end

---@param props table
---@return gameIsQuickhackPanelOpenedPrereqState
function gameIsQuickhackPanelOpenedPrereqState.new(props) return end

---@class gameIsVisualizerActivePrereq : gameIPrereq
gameIsVisualizerActivePrereq = {}

---@return gameIsVisualizerActivePrereq
function gameIsVisualizerActivePrereq.new() return end

---@param props table
---@return gameIsVisualizerActivePrereq
function gameIsVisualizerActivePrereq.new(props) return end

---@class gameIsVisualizerActivePrereqState : gamePrereqState
gameIsVisualizerActivePrereqState = {}

---@return gameIsVisualizerActivePrereqState
function gameIsVisualizerActivePrereqState.new() return end

---@param props table
---@return gameIsVisualizerActivePrereqState
function gameIsVisualizerActivePrereqState.new(props) return end

---@class gameItemAddedEvent : redEvent
---@field itemID ItemID
---@field itemData gameItemData
---@field currentQuantity Int32
---@field flaggedAsSilent Bool
gameItemAddedEvent = {}

---@return gameItemAddedEvent
function gameItemAddedEvent.new() return end

---@param props table
---@return gameItemAddedEvent
function gameItemAddedEvent.new(props) return end

---@class gameItemBeingRemovedEvent : redEvent
---@field itemID ItemID
---@field itemData gameItemData
---@field difference Int32
---@field currentQuantity Int32
gameItemBeingRemovedEvent = {}

---@return gameItemBeingRemovedEvent
function gameItemBeingRemovedEvent.new() return end

---@param props table
---@return gameItemBeingRemovedEvent
function gameItemBeingRemovedEvent.new(props) return end

---@class gameItemChangedEvent : redEvent
---@field itemID ItemID
---@field itemData gameItemData
---@field difference Int32
---@field currentQuantity Int32
gameItemChangedEvent = {}

---@return gameItemChangedEvent
function gameItemChangedEvent.new() return end

---@param props table
---@return gameItemChangedEvent
function gameItemChangedEvent.new(props) return end

---@class gameItemCreationPrereqDataWrapper : IScriptable
gameItemCreationPrereqDataWrapper = {}

---@return gameItemCreationPrereqDataWrapper
function gameItemCreationPrereqDataWrapper.new() return end

---@param props table
---@return gameItemCreationPrereqDataWrapper
function gameItemCreationPrereqDataWrapper.new(props) return end

---@return gameItemData
function gameItemCreationPrereqDataWrapper:GetItemData() return end

---@return IScriptable
function gameItemCreationPrereqDataWrapper:GetOwner() return end

---@return Bool
function gameItemCreationPrereqDataWrapper:IsCreatedOnLevel() return end

---@return Bool
function gameItemCreationPrereqDataWrapper:IsCreatedOnNPC() return end

---@return Bool
function gameItemCreationPrereqDataWrapper:IsCreatedOnPlayer() return end

---@class gameItemData : IScriptable
gameItemData = {}

---@param objectAttachedTo gameObject
function gameItemData:AddStatsOnEquip(objectAttachedTo) return end

---@param type gamedataStatType
---@return Float
function gameItemData:GetBareStatValueByType(type) return end

---@return CName[]
function gameItemData:GetDynamicTags() return end

---@return TweakDBID[]
function gameItemData:GetEmptySlotsOnItem() return end

---@return ItemID
function gameItemData:GetID() return end

---@param slotId TweakDBID|string
---@return gameInnerItemData
function gameItemData:GetItemPart(slotId) return end

---@return gameInnerItemData[]
function gameItemData:GetItemParts() return end

---@return gamedataItemType
function gameItemData:GetItemType() return end

---@return CName
function gameItemData:GetLocalizedItemType() return end

---@return CName
function gameItemData:GetName() return end

---@return String
function gameItemData:GetNameAsString() return end

---@return Int32
function gameItemData:GetQuantity() return end

---@param type gamedataStatType
---@return Float
function gameItemData:GetStatValueByType(type) return end

---@return gameStatsObjectID
function gameItemData:GetStatsObjectID() return end

---@return gameStatsBundleHandler
function gameItemData:GetTemporaryStatBundle() return end

---@return GameTime
function gameItemData:GetTimestamp() return end

---@return TweakDBID[]
function gameItemData:GetUsedSlotsOnItem() return end

---@return Int32
function gameItemData:GetVariant() return end

---@param tags CName[]|string[]
---@return Bool
function gameItemData:HasAnyOfTags(tags) return end

---@param slotID TweakDBID|string
---@return Bool
function gameItemData:HasAttachmentSlot(slotID) return end

---@param slotID TweakDBID|string
---@return Bool
function gameItemData:HasPartInSlot(slotID) return end

---@param slotID TweakDBID|string
---@return Bool
function gameItemData:HasPlacementSlot(slotID) return end

---@param type gamedataStatType
---@return Bool
function gameItemData:HasStatData(type) return end

---@param tag CName|string
---@return Bool
function gameItemData:HasTag(tag) return end

---@param ownerID entEntityID
function gameItemData:ReinitializePlayerStats(ownerID) return end

---@param tag CName|string
---@return Bool
function gameItemData:RemoveDynamicTag(tag) return end

---@param tag CName|string
---@return Bool
function gameItemData:SetDynamicTag(tag) return end

---@param objectDetachedFrom gameObject
function gameItemData:SubtractStatsOnUnequip(objectDetachedFrom) return end

---@return Bool
function gameItemData:UsesVariants() return end

---@class gameItemDecorationEvent : redEvent
gameItemDecorationEvent = {}

---@return gameItemDecorationEvent
function gameItemDecorationEvent.new() return end

---@param props table
---@return gameItemDecorationEvent
function gameItemDecorationEvent.new(props) return end

---@class gameItemDropObject : gameLootObject
---@field isEmpty Bool
---@field isIconic Bool
---@field hasQuestItems Bool
---@field spawnedItemID ItemID
gameItemDropObject = {}

---@return gameItemDropObject
function gameItemDropObject.new() return end

---@param props table
---@return gameItemDropObject
function gameItemDropObject.new(props) return end

---@return entEntityID
function gameItemDropObject:GetItemEntityID() return end

---@return gameItemObject
function gameItemDropObject:GetItemObject() return end

---@return Bool
function gameItemDropObject:OnGameAttached() return end

---@param evt HUDInstruction
---@return Bool
function gameItemDropObject:OnHUDInstruction(evt) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function gameItemDropObject:OnInteractionActivated(evt) return end

---@param evt gameInventoryChangedEvent
---@return Bool
function gameItemDropObject:OnInventoryChangedEvent(evt) return end

---@param evt gameOnInventoryEmptyEvent
---@return Bool
function gameItemDropObject:OnInventoryEmptyEvent(evt) return end

---@param evt gameItemAddedEvent
---@return Bool
function gameItemDropObject:OnItemAddedEvent(evt) return end

---@param evt gameItemBeingRemovedEvent
---@return Bool
function gameItemDropObject:OnItemRemoveddEvent(evt) return end

---@return EGameplayRole
function gameItemDropObject:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function gameItemDropObject:DeterminGameplayRoleMappinVisuaState(data) return end

---@return Bool
function gameItemDropObject:EvaluateLootQuality() return end

function gameItemDropObject:EvaluateLootQualityByTask() return end

---@param target entEntityID
function gameItemDropObject:EvaluateLootQualityEvent(target) return end

---@param data gameScriptTaskData
function gameItemDropObject:EvaluateLootQualityTask(data) return end

---@return EFocusOutlineType
function gameItemDropObject:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function gameItemDropObject:GetDefaultHighlight() return end

---@return Bool
function gameItemDropObject:GetIsIconic() return end

---@return gamedataQuality
function gameItemDropObject:GetLootQuality() return end

---@return Bool
function gameItemDropObject:HasValidLootQuality() return end

---@return Bool
function gameItemDropObject:IsContainer() return end

---@return Bool
function gameItemDropObject:IsEmpty() return end

---@return Bool
function gameItemDropObject:IsQuest() return end

---@param entID entEntityID
function gameItemDropObject:OnItemEntitySpawned(entID) return end

function gameItemDropObject:ResolveInvotoryContent() return end

---@return Bool
function gameItemDropObject:ShouldRegisterToHUD() return end

---@param enable Bool
function gameItemDropObject:ToggleLootHighlight(enable) return end

---@class gameItemDropStorageInventoryListener
gameItemDropStorageInventoryListener = {}

---@return gameItemDropStorageInventoryListener
function gameItemDropStorageInventoryListener.new() return end

---@param props table
---@return gameItemDropStorageInventoryListener
function gameItemDropStorageInventoryListener.new(props) return end

---@class gameItemDropStorageManager
gameItemDropStorageManager = {}

---@return gameItemDropStorageManager
function gameItemDropStorageManager.new() return end

---@param props table
---@return gameItemDropStorageManager
function gameItemDropStorageManager.new(props) return end

---@class gameItemEventsEquippedToObject : redEvent
gameItemEventsEquippedToObject = {}

---@return gameItemEventsEquippedToObject
function gameItemEventsEquippedToObject.new() return end

---@param props table
---@return gameItemEventsEquippedToObject
function gameItemEventsEquippedToObject.new(props) return end

---@class gameItemEventsPropagateRenderingPlane : redEvent
gameItemEventsPropagateRenderingPlane = {}

---@return gameItemEventsPropagateRenderingPlane
function gameItemEventsPropagateRenderingPlane.new() return end

---@param props table
---@return gameItemEventsPropagateRenderingPlane
function gameItemEventsPropagateRenderingPlane.new(props) return end

---@class gameItemEventsRemoveActiveItem : redEvent
gameItemEventsRemoveActiveItem = {}

---@return gameItemEventsRemoveActiveItem
function gameItemEventsRemoveActiveItem.new() return end

---@param props table
---@return gameItemEventsRemoveActiveItem
function gameItemEventsRemoveActiveItem.new(props) return end

---@class gameItemEventsUnequipStarted : redEvent
gameItemEventsUnequipStarted = {}

---@return gameItemEventsUnequipStarted
function gameItemEventsUnequipStarted.new() return end

---@param props table
---@return gameItemEventsUnequipStarted
function gameItemEventsUnequipStarted.new(props) return end

---@class gameItemEventsUnequippedFromObject : redEvent
gameItemEventsUnequippedFromObject = {}

---@return gameItemEventsUnequippedFromObject
function gameItemEventsUnequippedFromObject.new() return end

---@param props table
---@return gameItemEventsUnequippedFromObject
function gameItemEventsUnequippedFromObject.new(props) return end

---@class gameItemFactorySystem : gameIItemFactorySystem
gameItemFactorySystem = {}

---@return gameItemFactorySystem
function gameItemFactorySystem.new() return end

---@param props table
---@return gameItemFactorySystem
function gameItemFactorySystem.new(props) return end

---@class gameItemFactorySystemPool
gameItemFactorySystemPool = {}

---@return gameItemFactorySystemPool
function gameItemFactorySystemPool.new() return end

---@param props table
---@return gameItemFactorySystemPool
function gameItemFactorySystemPool.new(props) return end

---@class gameItemID
---@field id TweakDBID
---@field rngSeed Uint32
---@field uniqueCounter Uint16
---@field flags Uint8
gameItemID = {}

---@return gameItemID
function gameItemID.new() return end

---@param props table
---@return gameItemID
function gameItemID.new(props) return end

---@param newItemTDBID TweakDBID|string
---@param seed Uint32
---@param offset Int32
---@return ItemID
function gameItemID.CreateFromSeedWithOffset(newItemTDBID, seed, offset) return end

---@param tdbID TweakDBID|string
---@return ItemID
function gameItemID.CreateQuery(tdbID) return end

---@param referenceItemID ItemID
---@param newItemTDBID TweakDBID|string
---@param offset Int32
---@return ItemID
function gameItemID.DuplicateRandomSeedWithOffset(referenceItemID, newItemTDBID, offset) return end

---@param tdbID TweakDBID|string
---@return ItemID
function gameItemID.FromTDBID(tdbID) return end

---@param itemID ItemID
---@return Uint64
function gameItemID.GetCombinedHash(itemID) return end

---@param itemID ItemID
---@return Uint32
function gameItemID.GetRngSeed(itemID) return end

---@param itemID ItemID
---@return gamedataItemStructure
function gameItemID.GetStructure(itemID) return end

---@param itemID ItemID
---@return TweakDBID
function gameItemID.GetTDBID(itemID) return end

---@param itemID ItemID
---@param flag gameEItemIDFlag
---@return Bool
function gameItemID.HasFlag(itemID, flag) return end

---@param itemID ItemID
---@param tdbID TweakDBID|string
---@return Bool
function gameItemID.IsOfTDBID(itemID, tdbID) return end

---@param itemID ItemID
---@return Bool
function gameItemID.IsQuery(itemID) return end

---@param itemID ItemID
---@return Bool
function gameItemID.IsValid(itemID) return end

---@return ItemID
function gameItemID.None() return end

---@class gameItemModParams
---@field itemID ItemID
---@field quantity Int32
---@field customPartsToInstall ItemID[]
gameItemModParams = {}

---@return gameItemModParams
function gameItemModParams.new() return end

---@param props table
---@return gameItemModParams
function gameItemModParams.new(props) return end

---@class gameItemObject : gameTimeDilatable
---@field updateBucket UpdateBucketEnum
---@field lootQuality gamedataQuality
---@field isIconic Bool
---@field isBroken Bool
gameItemObject = {}

---@return gameItemObject
function gameItemObject.new() return end

---@param props table
---@return gameItemObject
function gameItemObject.new(props) return end

---@return CName[]
function gameItemObject:GetAnimationParameters() return end

---@return gameItemDropObject
function gameItemObject:GetConnectedItemDrop() return end

---@return gameItemData
function gameItemObject:GetItemData() return end

---@return ItemID
function gameItemObject:GetItemID() return end

---@return Bool
function gameItemObject:IsClientSideOnlyGadget() return end

---@return Bool
function gameItemObject:IsConnectedWithDrop() return end

---@return Bool
function gameItemObject:IsVisualSpawnAttached() return end

---@param evt redEvent
function gameItemObject:QueueEventToChildItems(evt) return end

---@param evt gameeventsEvaluateLootQualityEvent
---@return Bool
function gameItemObject:OnEvaluateLootQuality(evt) return end

---@return Bool
function gameItemObject:OnGameAttached() return end

---@param evt ItemLootedEvent
---@return Bool
function gameItemObject:OnItemLooted(evt) return end

---@return Bool
function gameItemObject:OnVisualSpawnAttached() return end

---@return EGameplayRole
function gameItemObject:DeterminGameplayRole() return end

function gameItemObject:EvaluateLootQuality() return end

function gameItemObject:EvaluateLootQualityByTask() return end

---@param data gameScriptTaskData
function gameItemObject:EvaluateLootQualityTask(data) return end

---@return EFocusOutlineType
function gameItemObject:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function gameItemObject:GetDefaultHighlight() return end

---@return Bool
function gameItemObject:GetIsBroken() return end

---@return Bool
function gameItemObject:GetIsIconic() return end

---@return gamedataQuality
function gameItemObject:GetLootQuality() return end

---@return Bool
function gameItemObject:HasValidLootQuality() return end

---@return Bool
function gameItemObject:IsContainer() return end

---@return Bool
function gameItemObject:IsQuest() return end

---@return Bool
function gameItemObject:ShouldRegisterToHUD() return end

---@param enable Bool
function gameItemObject:ToggleLootHighlight(enable) return end

---@class gameItemViewData
---@field id ItemID
---@field itemName String
---@field categoryName String
---@field description String
---@field quality String
---@field price Float
---@field isBroken Bool
---@field primaryStats gameStatViewData[]
---@field secondaryStats gameStatViewData[]
---@field comparedQuality gamedataQuality
gameItemViewData = {}

---@return gameItemViewData
function gameItemViewData.new() return end

---@param props table
---@return gameItemViewData
function gameItemViewData.new(props) return end

---@class gameItemsMeshesLoaded : redEvent
gameItemsMeshesLoaded = {}

---@return gameItemsMeshesLoaded
function gameItemsMeshesLoaded.new() return end

---@param props table
---@return gameItemsMeshesLoaded
function gameItemsMeshesLoaded.new(props) return end

---@class gameJoinTrafficNPCContext
---@field startPosition Vector3
---@field threatPosition Vector3
---@field threatRadius Float
---@field checkRoadIntersection Bool
---@field usePreviousPosition Bool
gameJoinTrafficNPCContext = {}

---@return gameJoinTrafficNPCContext
function gameJoinTrafficNPCContext.new() return end

---@param props table
---@return gameJoinTrafficNPCContext
function gameJoinTrafficNPCContext.new(props) return end

---@class gameJoinTrafficSettings : ISerializable
gameJoinTrafficSettings = {}

---@return gameJoinTrafficSettings
function gameJoinTrafficSettings.new() return end

---@param props table
---@return gameJoinTrafficSettings
function gameJoinTrafficSettings.new(props) return end

---@class gameJournalBaseResource : CResource
gameJournalBaseResource = {}

---@class gameJournalBriefing : gameJournalFileEntry
gameJournalBriefing = {}

---@return gameJournalBriefing
function gameJournalBriefing.new() return end

---@param props table
---@return gameJournalBriefing
function gameJournalBriefing.new(props) return end

---@class gameJournalBriefingBaseSection : gameJournalEntry
gameJournalBriefingBaseSection = {}

---@return gameJournalBriefingContentType
function gameJournalBriefingBaseSection:GetType() return end

---@class gameJournalBriefingMapSection : gameJournalBriefingBaseSection
---@field mapLocation Vector3
gameJournalBriefingMapSection = {}

---@return gameJournalBriefingMapSection
function gameJournalBriefingMapSection.new() return end

---@param props table
---@return gameJournalBriefingMapSection
function gameJournalBriefingMapSection.new(props) return end

---@return Vector4
function gameJournalBriefingMapSection:GetMapLocation() return end

---@class gameJournalBriefingPaperDollSection : gameJournalBriefingBaseSection
gameJournalBriefingPaperDollSection = {}

---@return gameJournalBriefingPaperDollSection
function gameJournalBriefingPaperDollSection.new() return end

---@param props table
---@return gameJournalBriefingPaperDollSection
function gameJournalBriefingPaperDollSection.new(props) return end

---@class gameJournalBriefingVideoSection : gameJournalBriefingBaseSection
---@field videoResource Bink
gameJournalBriefingVideoSection = {}

---@return gameJournalBriefingVideoSection
function gameJournalBriefingVideoSection.new() return end

---@param props table
---@return gameJournalBriefingVideoSection
function gameJournalBriefingVideoSection.new(props) return end

---@return redResourceReferenceScriptToken
function gameJournalBriefingVideoSection:GetVideoPath() return end

---@class gameJournalCodexCategory : gameJournalFileEntry
---@field categoryName LocalizationString
gameJournalCodexCategory = {}

---@return gameJournalCodexCategory
function gameJournalCodexCategory.new() return end

---@param props table
---@return gameJournalCodexCategory
function gameJournalCodexCategory.new(props) return end

---@return String
function gameJournalCodexCategory:GetCategoryName() return end

---@class gameJournalCodexDescription : gameJournalEntry
---@field subTitle LocalizationString
---@field textContent LocalizationString
gameJournalCodexDescription = {}

---@return gameJournalCodexDescription
function gameJournalCodexDescription.new() return end

---@param props table
---@return gameJournalCodexDescription
function gameJournalCodexDescription.new(props) return end

---@return String
function gameJournalCodexDescription:GetSubTitle() return end

---@return String
function gameJournalCodexDescription:GetTextContent() return end

---@class gameJournalCodexEntry : gameJournalContainerEntry
---@field title LocalizationString
---@field imageId TweakDBID
---@field linkImageId TweakDBID
gameJournalCodexEntry = {}

---@return gameJournalCodexEntry
function gameJournalCodexEntry.new() return end

---@param props table
---@return gameJournalCodexEntry
function gameJournalCodexEntry.new(props) return end

---@return TweakDBID
function gameJournalCodexEntry:GetImageID() return end

---@return TweakDBID
function gameJournalCodexEntry:GetLinkImageID() return end

---@return String
function gameJournalCodexEntry:GetTitle() return end

---@class gameJournalCodexGroup : gameJournalContainerEntry
---@field groupName LocalizationString
gameJournalCodexGroup = {}

---@return gameJournalCodexGroup
function gameJournalCodexGroup.new() return end

---@param props table
---@return gameJournalCodexGroup
function gameJournalCodexGroup.new(props) return end

---@return String
function gameJournalCodexGroup:GetGroupName() return end

---@class gameJournalContact : gameJournalFileEntry
---@field name LocalizationString
---@field avatarID TweakDBID
---@field type gameContactType
---@field useFlatMessageLayout Bool
---@field isCallableDefault Bool
gameJournalContact = {}

---@return gameJournalContact
function gameJournalContact.new() return end

---@param props table
---@return gameJournalContact
function gameJournalContact.new(props) return end

---@param journalManager gameIJournalManager
---@return TweakDBID
function gameJournalContact:GetAvatarID(journalManager) return end

---@param journalManager gameIJournalManager
---@return String
function gameJournalContact:GetLocalizedName(journalManager) return end

---@return gameContactType
function gameJournalContact:GetType() return end

---@param journalManager gameIJournalManager
---@return Bool
function gameJournalContact:IsCallable(journalManager) return end

---@param journalManager gameIJournalManager
---@return Bool
function gameJournalContact:IsKnown(journalManager) return end

---@return Bool
function gameJournalContact:ShouldUseFlatMessageLayout() return end

---@class gameJournalContactModifierEntry : gameJournalEntry
gameJournalContactModifierEntry = {}

---@return gameJournalContactModifierEntry
function gameJournalContactModifierEntry.new() return end

---@param props table
---@return gameJournalContactModifierEntry
function gameJournalContactModifierEntry.new(props) return end

---@class gameJournalContainerEntry : gameJournalEntry
---@field entries gameJournalEntry[]
gameJournalContainerEntry = {}

---@class gameJournalDescriptorResource : gameJournalBaseResource
---@field entriesActivatedAtStart String[]
gameJournalDescriptorResource = {}

---@return gameJournalDescriptorResource
function gameJournalDescriptorResource.new() return end

---@param props table
---@return gameJournalDescriptorResource
function gameJournalDescriptorResource.new(props) return end

---@class gameJournalEmail : gameJournalEntry
---@field sender LocalizationString
---@field addressee LocalizationString
---@field title LocalizationString
---@field content LocalizationString
---@field videoResource Bink
---@field pictureTweak TweakDBID
gameJournalEmail = {}

---@return gameJournalEmail
function gameJournalEmail.new() return end

---@param props table
---@return gameJournalEmail
function gameJournalEmail.new(props) return end

---@return String
function gameJournalEmail:GetAddressee() return end

---@return String
function gameJournalEmail:GetContent() return end

---@return TweakDBID
function gameJournalEmail:GetImageTweak() return end

---@return String
function gameJournalEmail:GetSender() return end

---@return String
function gameJournalEmail:GetTitle() return end

---@return redResourceReferenceScriptToken
function gameJournalEmail:GetVideoResourcePath() return end

---@class gameJournalEmailGroup : gameJournalFileEntry
gameJournalEmailGroup = {}

---@return gameJournalEmailGroup
function gameJournalEmailGroup.new() return end

---@param props table
---@return gameJournalEmailGroup
function gameJournalEmailGroup.new(props) return end

---@class gameJournalEntry : IScriptable
---@field id String
---@field journalEntryOverrideDataList gameJournalEntryOverrideData[]
gameJournalEntry = {}

---@return String
function gameJournalEntry:GetEditorName() return end

---@return String
function gameJournalEntry:GetId() return end

---@return gameJournalEntryOverrideData[]
function gameJournalEntry:GetJournalEntryOverrideDataList() return end

---@return Int32
function gameJournalEntry:GetJournalEntryOverrideDataListCount() return end

---@class gameJournalEntryOverrideData : IScriptable
---@field inputDevice inputESimplifiedInputDevice
---@field inputScheme inputEInputScheme
---@field overriddenLocalizationString LocalizationString
gameJournalEntryOverrideData = {}

---@return gameJournalEntryOverrideData
function gameJournalEntryOverrideData.new() return end

---@param props table
---@return gameJournalEntryOverrideData
function gameJournalEntryOverrideData.new(props) return end

---@return String
function gameJournalEntryOverrideData:GetOverriddenLocalizedText() return end

---@class gameJournalEntryStateChangeData
---@field entryPath gameJournalPath
---@field entryName String
---@field entryType CName
---@field isEntryTracked Bool
---@field isQuestEntryTracked Bool
---@field oldState gameJournalEntryState
---@field newState gameJournalEntryState
---@field notifyOption gameJournalNotifyOption
---@field changeType gameJournalChangeType
gameJournalEntryStateChangeData = {}

---@return gameJournalEntryStateChangeData
function gameJournalEntryStateChangeData.new() return end

---@param props table
---@return gameJournalEntryStateChangeData
function gameJournalEntryStateChangeData.new(props) return end

---@class gameJournalEntryStateChangeDelayData
---@field entryPath gameJournalPath
---@field entryType CName
---@field oldState gameJournalEntryState
---@field newState gameJournalEntryState
---@field notifyOption gameJournalNotifyOption
---@field changeType gameJournalChangeType
---@field delay Float
gameJournalEntryStateChangeDelayData = {}

---@return gameJournalEntryStateChangeDelayData
function gameJournalEntryStateChangeDelayData.new() return end

---@param props table
---@return gameJournalEntryStateChangeDelayData
function gameJournalEntryStateChangeDelayData.new(props) return end

---@class gameJournalEntryVisitedStatusData
---@field entryPath gameJournalPath
---@field entryType CName
---@field isVisited Bool
gameJournalEntryVisitedStatusData = {}

---@return gameJournalEntryVisitedStatusData
function gameJournalEntryVisitedStatusData.new() return end

---@param props table
---@return gameJournalEntryVisitedStatusData
function gameJournalEntryVisitedStatusData.new(props) return end

---@class gameJournalFactNameValue
---@field factName CName
---@field factValue Int32
gameJournalFactNameValue = {}

---@return gameJournalFactNameValue
function gameJournalFactNameValue.new() return end

---@param props table
---@return gameJournalFactNameValue
function gameJournalFactNameValue.new(props) return end

---@class gameJournalFile : gameJournalEntry
---@field title LocalizationString
---@field content LocalizationString
---@field videoResource Bink
---@field PictureFilename_legacy_ String
---@field pictureTweak TweakDBID
gameJournalFile = {}

---@return gameJournalFile
function gameJournalFile.new() return end

---@param props table
---@return gameJournalFile
function gameJournalFile.new(props) return end

---@return String
function gameJournalFile:GetContent() return end

---@return TweakDBID
function gameJournalFile:GetImageTweak() return end

---@return String
function gameJournalFile:GetTitle() return end

---@return redResourceReferenceScriptToken
function gameJournalFile:GetVideoResourcePath() return end

---@class gameJournalFileEntry : gameJournalContainerEntry
gameJournalFileEntry = {}

---@class gameJournalFileGroup : gameJournalFileEntry
gameJournalFileGroup = {}

---@return gameJournalFileGroup
function gameJournalFileGroup.new() return end

---@param props table
---@return gameJournalFileGroup
function gameJournalFileGroup.new(props) return end

---@class gameJournalFolderEntry : gameJournalContainerEntry
gameJournalFolderEntry = {}

---@return gameJournalFolderEntry
function gameJournalFolderEntry.new() return end

---@param props table
---@return gameJournalFolderEntry
function gameJournalFolderEntry.new(props) return end

---@class gameJournalImageEntry : gameJournalEntry
---@field imageId TweakDBID
---@field thumbnailImageId TweakDBID
gameJournalImageEntry = {}

---@return gameJournalImageEntry
function gameJournalImageEntry.new() return end

---@param props table
---@return gameJournalImageEntry
function gameJournalImageEntry.new(props) return end

---@return TweakDBID
function gameJournalImageEntry:GetImageID() return end

---@return TweakDBID
function gameJournalImageEntry:GetThumbnailImageID() return end

---@class gameJournalInternetBase : IScriptable
---@field name CName
---@field linkAddress String
---@field tintColor Color
---@field hoverTintColor Color
gameJournalInternetBase = {}

---@return Color
function gameJournalInternetBase:GetColor() return end

---@return Color
function gameJournalInternetBase:GetHoverColor() return end

---@return String
function gameJournalInternetBase:GetLinkAddress() return end

---@return CName
function gameJournalInternetBase:GetName() return end

---@class gameJournalInternetCanvas : gameJournalInternetBase
---@field isHidden Bool
gameJournalInternetCanvas = {}

---@return gameJournalInternetCanvas
function gameJournalInternetCanvas.new() return end

---@param props table
---@return gameJournalInternetCanvas
function gameJournalInternetCanvas.new(props) return end

---@return Bool
function gameJournalInternetCanvas:IsHidden() return end

---@class gameJournalInternetImage : gameJournalInternetBase
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
gameJournalInternetImage = {}

---@return gameJournalInternetImage
function gameJournalInternetImage.new() return end

---@param props table
---@return gameJournalInternetImage
function gameJournalInternetImage.new(props) return end

---@return redResourceReferenceScriptToken
function gameJournalInternetImage:GetAtlasPath() return end

---@return CName
function gameJournalInternetImage:GetTexturePart() return end

---@class gameJournalInternetPage : gameJournalEntry
---@field address String
---@field factsToSet gameJournalFactNameValue[]
---@field additionallyFilledFromScripts Bool
---@field reloadOnZoomIn Bool
---@field widgetFile inkWidgetLibraryResource
---@field scale Float
---@field texts gameJournalInternetText[]
---@field rectangles gameJournalInternetRectangle[]
---@field images gameJournalInternetImage[]
---@field videos gameJournalInternetVideo[]
---@field canvases gameJournalInternetCanvas[]
gameJournalInternetPage = {}

---@return gameJournalInternetPage
function gameJournalInternetPage.new() return end

---@param props table
---@return gameJournalInternetPage
function gameJournalInternetPage.new(props) return end

---@return String
function gameJournalInternetPage:GetAddress() return end

---@return gameJournalInternetCanvas[]
function gameJournalInternetPage:GetCanvases() return end

---@return gameJournalFactNameValue[]
function gameJournalInternetPage:GetFactsToSet() return end

---@return gameJournalInternetImage[]
function gameJournalInternetPage:GetImages() return end

---@return gameJournalInternetRectangle[]
function gameJournalInternetPage:GetRectangles() return end

---@return Float
function gameJournalInternetPage:GetScale() return end

---@return gameJournalInternetText[]
function gameJournalInternetPage:GetTexts() return end

---@return gameJournalInternetVideo[]
function gameJournalInternetPage:GetVideos() return end

---@return redResourceReferenceScriptToken
function gameJournalInternetPage:GetWidgetPath() return end

---@return Bool
function gameJournalInternetPage:IsAdditionallyFilledFromScripts() return end

---@return Bool
function gameJournalInternetPage:ShouldReloadOnZoomIn() return end

---@class gameJournalInternetRectangle : gameJournalInternetBase
gameJournalInternetRectangle = {}

---@return gameJournalInternetRectangle
function gameJournalInternetRectangle.new() return end

---@param props table
---@return gameJournalInternetRectangle
function gameJournalInternetRectangle.new(props) return end

---@class gameJournalInternetSite : gameJournalFileEntry
---@field shortName LocalizationString
---@field mainPagePath gameJournalPath
---@field ignoredAtDesktop Bool
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
gameJournalInternetSite = {}

---@return gameJournalInternetSite
function gameJournalInternetSite.new() return end

---@param props table
---@return gameJournalInternetSite
function gameJournalInternetSite.new(props) return end

---@return redResourceReferenceScriptToken
function gameJournalInternetSite:GetAtlasPath() return end

---@return String
function gameJournalInternetSite:GetShortName() return end

---@return CName
function gameJournalInternetSite:GetTexturePart() return end

---@return Bool
function gameJournalInternetSite:IsIgnoredAtDesktop() return end

---@class gameJournalInternetText : gameJournalInternetBase
---@field text LocalizationString
gameJournalInternetText = {}

---@return gameJournalInternetText
function gameJournalInternetText.new() return end

---@param props table
---@return gameJournalInternetText
function gameJournalInternetText.new(props) return end

---@return String
function gameJournalInternetText:GetText() return end

---@class gameJournalInternetVideo : gameJournalInternetBase
---@field videoResource Bink
gameJournalInternetVideo = {}

---@return gameJournalInternetVideo
function gameJournalInternetVideo.new() return end

---@param props table
---@return gameJournalInternetVideo
function gameJournalInternetVideo.new(props) return end

---@return redResourceReferenceScriptToken
function gameJournalInternetVideo:GetVideoPath() return end

---@class gameJournalManager : gameIJournalManager
gameJournalManager = {}

---@return gameJournalManager
function gameJournalManager.new() return end

---@param props table
---@return gameJournalManager
function gameJournalManager.new(props) return end

---@param uniquePath String
---@param className String
---@param state gameJournalEntryState
---@param notifyOption gameJournalNotifyOption
---@return Bool
function gameJournalManager:ChangeEntryState(uniquePath, className, state, notifyOption) return end

---@param hash Uint32
---@param state gameJournalEntryState
---@param notifyOption gameJournalNotifyOption
function gameJournalManager:ChangeEntryStateByHash(hash, state, notifyOption) return end

function gameJournalManager:DebugShowAllPoiMappins() return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetBriefings(context) return end

---@param parentEntry gameJournalEntry
---@param filter gameJournalRequestStateFilter
---@return gameJournalEntry[]
function gameJournalManager:GetChildren(parentEntry, filter) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetCodexCategories(context) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetContacts(context) return end

---@param contactEntry gameJournalEntry
---@return gameJournalEntry[]
function gameJournalManager:GetConversations(contactEntry) return end

---@param entry gameJournalQuestObjective
---@param filter gameJournalRequestStateFilter
---@return Float
function gameJournalManager:GetDistanceToNearestMappin(entry, filter) return end

---@param entry gameJournalEntry
---@return gamedataDistrict_Record
function gameJournalManager:GetDistrict(entry) return end

---@param hash Uint32
---@return gameJournalEntry
function gameJournalManager:GetEntry(hash) return end

---@param uniquePath String
---@param className String
---@return gameJournalEntry
function gameJournalManager:GetEntryByString(uniquePath, className) return end

---@param entry gameJournalEntry
---@return Int32
function gameJournalManager:GetEntryHash(entry) return end

---@param entry gameJournalEntry
---@return gameJournalEntryState
function gameJournalManager:GetEntryState(entry) return end

---@param entry gameJournalEntry
---@return GameTime
function gameJournalManager:GetEntryTimestamp(entry) return end

---@param contactEntry gameJournalEntry
---@return gameJournalEntry[], gameJournalEntry[]
function gameJournalManager:GetFlattenedMessagesAndChoices(contactEntry) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetInternetPages(context) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetInternetSites(context) return end

---@param entry gameJournalQuestObjectiveBase
---@return Bool
function gameJournalManager:GetIsObjectiveOptional(entry) return end

---@param siteEntry gameJournalInternetSite
---@return gameJournalInternetPage
function gameJournalManager:GetMainInternetPage(siteEntry) return end

---@param conversationEntry gameJournalEntry
---@return gameJournalEntry[], gameJournalEntry[]
function gameJournalManager:GetMessagesAndChoices(conversationEntry) return end

---@param metaQuestId gamedataMetaQuest
---@return gameJournalMetaQuestScriptedData
function gameJournalManager:GetMetaQuestData(metaQuestId) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetMetaQuests(context) return end

---@param entry gameJournalQuestObjective
---@return Int32
function gameJournalManager:GetObjectiveCurrentCounter(entry) return end

---@param entry gameJournalQuestObjective
---@return Int32
function gameJournalManager:GetObjectiveTotalCounter(entry) return end

---@param context gameJournalRequestContext
---@param fallbackGroupName CName|string
---@return gameJournalOnscreensStructuredGroup[]
function gameJournalManager:GetOnscreens(context, fallbackGroupName) return end

---@param childEntry gameJournalEntry
---@return gameJournalEntry
function gameJournalManager:GetParentEntry(childEntry) return end

---@param hash Uint32
---@return Uint32
function gameJournalManager:GetPointOfInterestMappinHashFromQuestHash(hash) return end

---@param entry gameJournalEntry
---@return gameJournalQuestType
function gameJournalManager:GetQuestType(entry) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetQuests(context) return end

---@param parentEntry gameJournalEntry
---@param filter gameJournalRequestStateFilter
---@param childCount Int32
---@return gameJournalEntry[]
function gameJournalManager:GetRandomChildren(parentEntry, filter, childCount) return end

---@param entry gameJournalEntry
---@return Uint32
function gameJournalManager:GetRecommendedLevel(entry) return end

---@param entry gameJournalEntry
---@return TweakDBID
function gameJournalManager:GetRecommendedLevelID(entry) return end

---@param context gameJournalRequestContext
---@return gameJournalEntry[]
function gameJournalManager:GetTarots(context) return end

---@return gameJournalEntry
function gameJournalManager:GetTrackedEntry() return end

---@return Bool
function gameJournalManager:HasAnyDelayedStateChanges() return end

---@param entry gameJournalEntry
---@return Bool
function gameJournalManager:IsEntryTracked(entry) return end

---@param entry gameJournalEntry
---@return Bool
function gameJournalManager:IsEntryVisited(entry) return end

---@param entry gameJournalEntry
---@return Bool
function gameJournalManager:IsEp1Entry(entry) return end

---@param obj IScriptable
---@param functionName CName|string
---@param type gameJournalListenerType
function gameJournalManager:RegisterScriptCallback(obj, functionName, type) return end

---@param entry gameJournalEntry
---@param value Bool
function gameJournalManager:SetEntryVisited(entry, value) return end

---@param entry gameJournalEntry
function gameJournalManager:TrackEntry(entry) return end

---@param next Bool
function gameJournalManager:TrackPrevNextEntry(next) return end

---@param address String
---@param context gameJournalRequestContext
---@return gameJournalInternetPage
function gameJournalManager:TryGetWebsiteData(address, context) return end

---@param obj IScriptable
---@param functionName CName|string
function gameJournalManager:UnregisterScriptCallback(obj, functionName) return end

function gameJournalManager:UntrackEntry() return end

---@param entry gameJournalEntry
---@return Bool
function gameJournalManager:OnQuestEntryTracked(entry) return end

---@param entry gameJournalEntry
---@return Bool
function gameJournalManager:OnQuestEntryUntracked(entry) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param title String
---@return Bool
function gameJournalManager:CreateScriptedQuestFromTemplate(templateQuestEntryId, uniqueId, title) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@return Bool
function gameJournalManager:DeleteScriptedQuest(templateQuestEntryId, uniqueId) return end

---@param msg gameJournalPhoneMessage
---@return gameJournalContact
function gameJournalManager:GetContactByMessage(msg) return end

---@param includeUnknown Bool
---@param includeNonCallable Bool
---@return IScriptable[]
function gameJournalManager:GetContactDataArray(includeUnknown, includeNonCallable) return end

---@param hash Int32
---@return Bool
function gameJournalManager:IsAttachedToAnyActiveQuest(hash) return end

---@param hash Int32
---@return Bool
function gameJournalManager:IsAttachedToTrackedObjective(hash) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param templatePhaseAndObjectivePath String
---@param state gameJournalEntryState
---@param notifyOption gameJournalNotifyOption
---@param track Bool
function gameJournalManager:SetScriptedQuestEntryState(templateQuestEntryId, uniqueId, templatePhaseAndObjectivePath, state, notifyOption, track) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param templatePhaseObjectiveAndMappinPath String
---@param mappinData gamemappinsMappinData
---@return Bool
function gameJournalManager:SetScriptedQuestMappinData(templateQuestEntryId, uniqueId, templatePhaseObjectiveAndMappinPath, mappinData) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param templatePhaseObjectiveAndMappinPath String
---@param entityID entEntityID
---@return Bool
function gameJournalManager:SetScriptedQuestMappinEntityID(templateQuestEntryId, uniqueId, templatePhaseObjectiveAndMappinPath, entityID) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param templatePhaseObjectiveAndMappinPath String
---@param recordID TweakDBID|string
---@return Bool
function gameJournalManager:SetScriptedQuestMappinSlotName(templateQuestEntryId, uniqueId, templatePhaseObjectiveAndMappinPath, recordID) return end

---@param templateQuestEntryId String
---@param uniqueId String
---@param templatePhaseAndObjectivePath String
---@param description String
---@return Bool
function gameJournalManager:SetScriptedQuestObjectiveDescription(templateQuestEntryId, uniqueId, templatePhaseAndObjectivePath, description) return end

---@class gameJournalManagerSharedState : gameIGameSystemReplicatedState
---@field entryData gameJournalSharedStateData[]
---@field trackedQuestPath Uint32
gameJournalManagerSharedState = {}

---@return gameJournalManagerSharedState
function gameJournalManagerSharedState.new() return end

---@param props table
---@return gameJournalManagerSharedState
function gameJournalManagerSharedState.new(props) return end

---@class gameJournalMetaQuest : gameJournalFileEntry
---@field title LocalizationString
gameJournalMetaQuest = {}

---@return gameJournalMetaQuest
function gameJournalMetaQuest.new() return end

---@param props table
---@return gameJournalMetaQuest
function gameJournalMetaQuest.new(props) return end

---@return String
function gameJournalMetaQuest:GetTitle() return end

---@class gameJournalMetaQuestObjective : gameJournalEntry
---@field description LocalizationString
---@field progressPercent Uint32
---@field iconID TweakDBID
gameJournalMetaQuestObjective = {}

---@return gameJournalMetaQuestObjective
function gameJournalMetaQuestObjective.new() return end

---@param props table
---@return gameJournalMetaQuestObjective
function gameJournalMetaQuestObjective.new(props) return end

---@return String
function gameJournalMetaQuestObjective:GetDescription() return end

---@return TweakDBID
function gameJournalMetaQuestObjective:GetIconID() return end

---@return Uint32
function gameJournalMetaQuestObjective:GetProgressPercent() return end

---@class gameJournalMetaQuestScriptedData
---@field percent Uint32
---@field hidden Bool
---@field text String
gameJournalMetaQuestScriptedData = {}

---@return gameJournalMetaQuestScriptedData
function gameJournalMetaQuestScriptedData.new() return end

---@param props table
---@return gameJournalMetaQuestScriptedData
function gameJournalMetaQuestScriptedData.new(props) return end

---@class gameJournalOnscreen : gameJournalEntry
---@field tag CName
---@field title LocalizationString
---@field description LocalizationString
---@field iconID TweakDBID
gameJournalOnscreen = {}

---@return gameJournalOnscreen
function gameJournalOnscreen.new() return end

---@param props table
---@return gameJournalOnscreen
function gameJournalOnscreen.new(props) return end

---@return String
function gameJournalOnscreen:GetDescription() return end

---@return TweakDBID
function gameJournalOnscreen:GetIconID() return end

---@return String
function gameJournalOnscreen:GetTitle() return end

---@class gameJournalOnscreenGroup : gameJournalFileEntry
gameJournalOnscreenGroup = {}

---@return gameJournalOnscreenGroup
function gameJournalOnscreenGroup.new() return end

---@param props table
---@return gameJournalOnscreenGroup
function gameJournalOnscreenGroup.new(props) return end

---@class gameJournalOnscreensStructuredGroup : IScriptable
gameJournalOnscreensStructuredGroup = {}

---@return gameJournalOnscreensStructuredGroup
function gameJournalOnscreensStructuredGroup.new() return end

---@param props table
---@return gameJournalOnscreensStructuredGroup
function gameJournalOnscreensStructuredGroup.new(props) return end

---@return gameJournalOnscreen[]
function gameJournalOnscreensStructuredGroup:GetEntries() return end

---@return CName
function gameJournalOnscreensStructuredGroup:GetTag() return end

---@class gameJournalPath : IScriptable
---@field realPath String
---@field fileEntryIndex Int32
---@field className CName
gameJournalPath = {}

---@return gameJournalPath
function gameJournalPath.new() return end

---@param props table
---@return gameJournalPath
function gameJournalPath.new(props) return end

---@return Uint32
function gameJournalPath:GetHash() return end

---@return Bool
function gameJournalPath:IsValid() return end

---@class gameJournalPhoneChoiceEntry : gameJournalEntry
---@field text LocalizationString
---@field isQuestImportant Bool
gameJournalPhoneChoiceEntry = {}

---@return gameJournalPhoneChoiceEntry
function gameJournalPhoneChoiceEntry.new() return end

---@param props table
---@return gameJournalPhoneChoiceEntry
function gameJournalPhoneChoiceEntry.new(props) return end

---@return String
function gameJournalPhoneChoiceEntry:GetText() return end

---@return Bool
function gameJournalPhoneChoiceEntry:IsQuestImportant() return end

---@class gameJournalPhoneChoiceGroup : gameJournalContainerEntry
gameJournalPhoneChoiceGroup = {}

---@return gameJournalPhoneChoiceGroup
function gameJournalPhoneChoiceGroup.new() return end

---@param props table
---@return gameJournalPhoneChoiceGroup
function gameJournalPhoneChoiceGroup.new(props) return end

---@class gameJournalPhoneConversation : gameJournalContainerEntry
---@field title LocalizationString
gameJournalPhoneConversation = {}

---@return gameJournalPhoneConversation
function gameJournalPhoneConversation.new() return end

---@param props table
---@return gameJournalPhoneConversation
function gameJournalPhoneConversation.new(props) return end

---@return String
function gameJournalPhoneConversation:GetTitle() return end

---@class gameJournalPhoneMessage : gameJournalEntry
---@field sender gameMessageSender
---@field text LocalizationString
---@field imageId TweakDBID
---@field delay Float
---@field attachment gameJournalPath
gameJournalPhoneMessage = {}

---@return gameJournalPhoneMessage
function gameJournalPhoneMessage.new() return end

---@param props table
---@return gameJournalPhoneMessage
function gameJournalPhoneMessage.new(props) return end

---@return Uint32
function gameJournalPhoneMessage:GetAttachmentPathHash() return end

---@return TweakDBID
function gameJournalPhoneMessage:GetImageID() return end

---@return gameMessageSender
function gameJournalPhoneMessage:GetSender() return end

---@return String
function gameJournalPhoneMessage:GetText() return end

---@class gameJournalPointOfInterestGroup : gameJournalFileEntry
gameJournalPointOfInterestGroup = {}

---@return gameJournalPointOfInterestGroup
function gameJournalPointOfInterestGroup.new() return end

---@param props table
---@return gameJournalPointOfInterestGroup
function gameJournalPointOfInterestGroup.new(props) return end

---@class gameJournalPointOfInterestMappin : gameJournalEntry
---@field staticNodeRef NodeRef
---@field dynamicEntityRef gameEntityReference
---@field securityAreaRef NodeRef
---@field mappinData gamemappinsPointOfInterestMappinData
---@field offset Vector3
---@field questPath gameJournalPath
---@field recommendedLevelID TweakDBID
---@field notificationTriggerAreaRef NodeRef
gameJournalPointOfInterestMappin = {}

---@return gameJournalPointOfInterestMappin
function gameJournalPointOfInterestMappin.new() return end

---@param props table
---@return gameJournalPointOfInterestMappin
function gameJournalPointOfInterestMappin.new(props) return end

---@class gameJournalPrimaryFolderEntry : gameJournalFolderEntry
gameJournalPrimaryFolderEntry = {}

---@return gameJournalPrimaryFolderEntry
function gameJournalPrimaryFolderEntry.new() return end

---@param props table
---@return gameJournalPrimaryFolderEntry
function gameJournalPrimaryFolderEntry.new(props) return end

---@class gameJournalQuest : gameJournalFileEntry
---@field title LocalizationString
---@field type gameJournalQuestType
---@field recommendedLevelID TweakDBID
---@field districtID String
gameJournalQuest = {}

---@return gameJournalQuest
function gameJournalQuest.new() return end

---@param props table
---@return gameJournalQuest
function gameJournalQuest.new(props) return end

---@return Int32
function gameJournalQuest:GetRecommendedLevel() return end

---@return TweakDBID
function gameJournalQuest:GetRecommendedLevelID() return end

---@param journalManager gameIJournalManager
---@return String
function gameJournalQuest:GetTitle(journalManager) return end

---@return gameJournalQuestType
function gameJournalQuest:GetType() return end

---@class gameJournalQuestCodexLink : gameJournalEntry
---@field path gameJournalPath
gameJournalQuestCodexLink = {}

---@return gameJournalQuestCodexLink
function gameJournalQuestCodexLink.new() return end

---@param props table
---@return gameJournalQuestCodexLink
function gameJournalQuestCodexLink.new(props) return end

---@return Uint32
function gameJournalQuestCodexLink:GetLinkPathHash() return end

---@class gameJournalQuestDescription : gameJournalEntry
---@field description LocalizationString
gameJournalQuestDescription = {}

---@return gameJournalQuestDescription
function gameJournalQuestDescription.new() return end

---@param props table
---@return gameJournalQuestDescription
function gameJournalQuestDescription.new(props) return end

---@return String
function gameJournalQuestDescription:GetDescription() return end

---@class gameJournalQuestGuidanceMarker : gameJournalEntry
---@field nodeRef NodeRef
---@field pathfindingType gameQuestGuidanceMarkerPathfindingType
---@field isPortal Bool
gameJournalQuestGuidanceMarker = {}

---@return gameJournalQuestGuidanceMarker
function gameJournalQuestGuidanceMarker.new() return end

---@param props table
---@return gameJournalQuestGuidanceMarker
function gameJournalQuestGuidanceMarker.new(props) return end

---@class gameJournalQuestMapPin : gameJournalQuestMapPinBase
---@field reference gameEntityReference
---@field slotName CName
---@field mappinData gamemappinsMappinData
---@field offset Vector3
---@field uiAnimation TweakDBID
gameJournalQuestMapPin = {}

---@return gameJournalQuestMapPin
function gameJournalQuestMapPin.new() return end

---@param props table
---@return gameJournalQuestMapPin
function gameJournalQuestMapPin.new(props) return end

---@class gameJournalQuestMapPinBase : gameJournalContainerEntry
---@field enableGPS Bool
gameJournalQuestMapPinBase = {}

---@return String
function gameJournalQuestMapPinBase:GetCaption() return end

---@class gameJournalQuestMapPinLink : gameJournalEntry
---@field path gameJournalPath
gameJournalQuestMapPinLink = {}

---@return gameJournalQuestMapPinLink
function gameJournalQuestMapPinLink.new() return end

---@param props table
---@return gameJournalQuestMapPinLink
function gameJournalQuestMapPinLink.new(props) return end

---@class gameJournalQuestMultiMapPin : gameJournalQuestMapPinBase
---@field references NodeRef[]
---@field slotName CName
---@field mappinData gamemappinsMappinData
---@field offset Vector3
---@field uiAnimation TweakDBID
gameJournalQuestMultiMapPin = {}

---@return gameJournalQuestMultiMapPin
function gameJournalQuestMultiMapPin.new() return end

---@param props table
---@return gameJournalQuestMultiMapPin
function gameJournalQuestMultiMapPin.new(props) return end

---@class gameJournalQuestObjective : gameJournalQuestObjectiveBase
gameJournalQuestObjective = {}

---@return gameJournalQuestObjective
function gameJournalQuestObjective.new() return end

---@param props table
---@return gameJournalQuestObjective
function gameJournalQuestObjective.new(props) return end

---@class gameJournalQuestObjectiveBase : gameJournalContainerEntry
---@field description LocalizationString
---@field counter Uint32
---@field optional Bool
---@field locationPrefabRef NodeRef
---@field itemID TweakDBID
---@field districtID String
gameJournalQuestObjectiveBase = {}

---@return String
function gameJournalQuestObjectiveBase:GetDescription() return end

---@return TweakDBID
function gameJournalQuestObjectiveBase:GetItemID() return end

---@return Bool
function gameJournalQuestObjectiveBase:HasCounter() return end

---@class gameJournalQuestObjectiveCounterData
---@field entryPath gameJournalPath
---@field oldValue Int32
---@field newValue Int32
gameJournalQuestObjectiveCounterData = {}

---@return gameJournalQuestObjectiveCounterData
function gameJournalQuestObjectiveCounterData.new() return end

---@param props table
---@return gameJournalQuestObjectiveCounterData
function gameJournalQuestObjectiveCounterData.new(props) return end

---@class gameJournalQuestPhase : gameJournalContainerEntry
---@field locationPrefabRef NodeRef
gameJournalQuestPhase = {}

---@return gameJournalQuestPhase
function gameJournalQuestPhase.new() return end

---@param props table
---@return gameJournalQuestPhase
function gameJournalQuestPhase.new(props) return end

---@class gameJournalQuestPointOfInterestMapPin : gameJournalQuestMapPinBase
gameJournalQuestPointOfInterestMapPin = {}

---@return gameJournalQuestPointOfInterestMapPin
function gameJournalQuestPointOfInterestMapPin.new() return end

---@param props table
---@return gameJournalQuestPointOfInterestMapPin
function gameJournalQuestPointOfInterestMapPin.new(props) return end

---@class gameJournalQuestSubObjective : gameJournalQuestObjectiveBase
gameJournalQuestSubObjective = {}

---@return gameJournalQuestSubObjective
function gameJournalQuestSubObjective.new() return end

---@param props table
---@return gameJournalQuestSubObjective
function gameJournalQuestSubObjective.new(props) return end

---@class gameJournalQuestTitleModifier : gameJournalEntry
---@field title LocalizationString
gameJournalQuestTitleModifier = {}

---@return gameJournalQuestTitleModifier
function gameJournalQuestTitleModifier.new() return end

---@param props table
---@return gameJournalQuestTitleModifier
function gameJournalQuestTitleModifier.new(props) return end

function gameJournalQuestTitleModifier:GetTitle() return end

---@class gameJournalQuestTrackedData
---@field entryPath gameJournalPath
---@field entryType CName
---@field state gameJournalEntryState
gameJournalQuestTrackedData = {}

---@return gameJournalQuestTrackedData
function gameJournalQuestTrackedData.new() return end

---@param props table
---@return gameJournalQuestTrackedData
function gameJournalQuestTrackedData.new(props) return end

---@class gameJournalRequestClassFilter
---@field className CName
gameJournalRequestClassFilter = {}

---@return gameJournalRequestClassFilter
function gameJournalRequestClassFilter.new() return end

---@param props table
---@return gameJournalRequestClassFilter
function gameJournalRequestClassFilter.new(props) return end

---@class gameJournalRequestContext
---@field stateFilter gameJournalRequestStateFilter
---@field classFilter gameJournalRequestClassFilter
gameJournalRequestContext = {}

---@return gameJournalRequestContext
function gameJournalRequestContext.new() return end

---@param props table
---@return gameJournalRequestContext
function gameJournalRequestContext.new(props) return end

---@param self_ gameJournalRequestContext
---@param percentMargin Uint32
function gameJournalRequestContext.CreatePlayerLevelBasedQuestRequestFilter(self_, percentMargin) return end

---@param self_ gameJournalRequestContext
---@param distance Float
function gameJournalRequestContext.CreateQuestDistanceRequestFilter(self_, distance) return end

---@param self_ gameJournalRequestContext
---@param includeMainQuests Bool
---@param includeSideQuests Bool
---@param includeStreetStories Bool
---@param includeCyberPsycho Bool
---@param includeContracts Bool
function gameJournalRequestContext.CreateQuestTypeRequestFilter(self_, includeMainQuests, includeSideQuests, includeStreetStories, includeCyberPsycho, includeContracts) return end

---@class gameJournalRequestStateFilter
---@field inactive Bool
---@field active Bool
---@field succeeded Bool
---@field failed Bool
gameJournalRequestStateFilter = {}

---@return gameJournalRequestStateFilter
function gameJournalRequestStateFilter.new() return end

---@param props table
---@return gameJournalRequestStateFilter
function gameJournalRequestStateFilter.new(props) return end

---@class gameJournalResource : gameJournalBaseResource
---@field entry gameJournalEntry
gameJournalResource = {}

---@return gameJournalResource
function gameJournalResource.new() return end

---@param props table
---@return gameJournalResource
function gameJournalResource.new(props) return end

---@class gameJournalRootFolderEntry : gameJournalFolderEntry
---@field descriptor gameJournalDescriptorResource
gameJournalRootFolderEntry = {}

---@return gameJournalRootFolderEntry
function gameJournalRootFolderEntry.new() return end

---@param props table
---@return gameJournalRootFolderEntry
function gameJournalRootFolderEntry.new(props) return end

---@class gameJournalSharedStateData
---@field pathHash Uint32
---@field entryState gameJournalEntryState
gameJournalSharedStateData = {}

---@return gameJournalSharedStateData
function gameJournalSharedStateData.new() return end

---@param props table
---@return gameJournalSharedStateData
function gameJournalSharedStateData.new(props) return end

---@class gameJournalTarot : gameJournalEntry
---@field index Int32
---@field name LocalizationString
---@field description LocalizationString
---@field imagePart CName
gameJournalTarot = {}

---@return gameJournalTarot
function gameJournalTarot.new() return end

---@param props table
---@return gameJournalTarot
function gameJournalTarot.new(props) return end

---@return String
function gameJournalTarot:GetDescription() return end

---@return CName
function gameJournalTarot:GetImagePart() return end

---@return Int32
function gameJournalTarot:GetIndex() return end

---@return String
function gameJournalTarot:GetName() return end

---@class gameJournalTarotGroup : gameJournalFileEntry
gameJournalTarotGroup = {}

---@return gameJournalTarotGroup
function gameJournalTarotGroup.new() return end

---@param props table
---@return gameJournalTarotGroup
function gameJournalTarotGroup.new(props) return end

---@class gameJournalTree : ISerializable
---@field rootEntries gameJournalRootFolderEntry[]
gameJournalTree = {}

---@return gameJournalTree
function gameJournalTree.new() return end

---@param props table
---@return gameJournalTree
function gameJournalTree.new(props) return end

---@class gameKillTriggerNode : worldAreaShapeNode
gameKillTriggerNode = {}

---@return gameKillTriggerNode
function gameKillTriggerNode.new() return end

---@param props table
---@return gameKillTriggerNode
function gameKillTriggerNode.new(props) return end

---@class gameKillTriggerNodeInstance : worldAreaShapeNodeInstance
gameKillTriggerNodeInstance = {}

---@return gameKillTriggerNodeInstance
function gameKillTriggerNodeInstance.new() return end

---@param props table
---@return gameKillTriggerNodeInstance
function gameKillTriggerNodeInstance.new(props) return end

---@class gameLadderComponent : entIComponent
---@field heightOfBottomPart Float
---@field exitStepTop Float
---@field verticalStepTop Float
---@field exitStepBottom Float
---@field verticalStepBottom Float
---@field exitStepJump Float
---@field verticalStepJump Float
---@field enterOffset Float
gameLadderComponent = {}

---@return gameLadderComponent
function gameLadderComponent.new() return end

---@param props table
---@return gameLadderComponent
function gameLadderComponent.new(props) return end

---@class gameLadderObject : gameObject
---@field heightOfBottomPart Float
---@field exitStepTop Float
---@field verticalStepTop Float
---@field exitStepBottom Float
---@field verticalStepBottom Float
---@field exitStepJump Float
---@field verticalStepJump Float
---@field enterOffset Float
gameLadderObject = {}

---@return gameLadderObject
function gameLadderObject.new() return end

---@param props table
---@return gameLadderObject
function gameLadderObject.new(props) return end

---@class gameLastHitData
---@field targetEntityId entEntityID
---@field hitType Uint32
---@field hitShapes CName[]
gameLastHitData = {}

---@return gameLastHitData
function gameLastHitData.new() return end

---@param props table
---@return gameLastHitData
function gameLastHitData.new(props) return end

---@class gameLazyDevice : IScriptable
gameLazyDevice = {}

---@return gameLazyDevice
function gameLazyDevice.new() return end

---@param props table
---@return gameLazyDevice
function gameLazyDevice.new(props) return end

---@return gameDeviceComponentPS
function gameLazyDevice:ExtractDevice() return end

---@return gamePersistentID
function gameLazyDevice:GetPersistentID() return end

---@class gameLevelAssignmentSystem : gameILevelAssignmentSystem
gameLevelAssignmentSystem = {}

---@return gameLevelAssignmentSystem
function gameLevelAssignmentSystem.new() return end

---@param props table
---@return gameLevelAssignmentSystem
function gameLevelAssignmentSystem.new(props) return end

---@param levelAssignmentTDBID TweakDBID|string
---@return Int32
function gameLevelAssignmentSystem:GetLevelAssignment(levelAssignmentTDBID) return end

---@param levelAssignmentTDBID TweakDBID|string
---@return Bool
function gameLevelAssignmentSystem:IsLocked(levelAssignmentTDBID) return end

---@param levelAssignmentTDBID TweakDBID|string
function gameLevelAssignmentSystem:LockLevelAssignment(levelAssignmentTDBID) return end

---@param playerLevelRestored Bool
function gameLevelAssignmentSystem:MarkPlayerLevelRestored(playerLevelRestored) return end

---@class gameLightComponent : entLightComponent
---@field emissiveOnly Bool
---@field materialZone gameEMaterialZone
---@field meshBrokenAppearance CName
---@field onStrength Float
---@field turnOnByDefault Bool
---@field turnOnTime Float
---@field turnOnCurve CName
---@field turnOffTime Float
---@field turnOffCurve CName
---@field loopTime Float
---@field loopCurve CName
---@field synchronizedLoop Bool
---@field isDestructible Bool
---@field colliderName CName
---@field colliderTag CName
---@field destructionEffect worldEffect
---@field genericCurveSetOverride CurveSet
gameLightComponent = {}

---@return gameLightComponent
function gameLightComponent.new() return end

---@param props table
---@return gameLightComponent
function gameLightComponent.new(props) return end

---@param owner gameObject
---@param settings ScriptLightSettings
---@param time Float
---@param curve CName|string
---@param loop Bool
function gameLightComponent.ChangeAllLightsSettings(owner, settings, time, curve, loop) return end

---@param lightRefs gameLightComponent[]
---@param setting ScriptLightSettings
---@param inTime Float
---@param interpolationCurve CName|string
---@param loop Bool
function gameLightComponent.ChangeLightSettingByRefs(lightRefs, setting, inTime, interpolationCurve, loop) return end

---@param forceDestroy Bool
---@param skipVFX Bool
function gameLightComponent:Destroy(forceDestroy, skipVFX) return end

---@return gameLightSettings
function gameLightComponent:GetCurrentSettings() return end

---@return gameLightSettings
function gameLightComponent:GetDefaultSettings() return end

---@return Bool
function gameLightComponent:GetOnStrength() return end

---@return CName
function gameLightComponent:GetTurnOffCurve() return end

---@return Float
function gameLightComponent:GetTurnOffTime() return end

---@return CName
function gameLightComponent:GetTurnOnCurve() return end

---@return Float
function gameLightComponent:GetTurnOnTime() return end

---@return Bool
function gameLightComponent:IsDestroyed() return end

---@return Bool
function gameLightComponent:IsDestructible() return end

---@return Bool
function gameLightComponent:IsOn() return end

---@param innerAngle Float
---@param outerAngle Float
---@param inTime Float
function gameLightComponent:SetAngles(innerAngle, outerAngle, inTime) return end

---@param color Color
---@param inTime Float
function gameLightComponent:SetColor(color, inTime) return end

---@param isDestructible Bool
function gameLightComponent:SetDestructible(isDestructible) return end

---@param intensity Float
---@param inTime Float
function gameLightComponent:SetIntensity(intensity, inTime) return end

---@param settings gameLightSettings
---@param inTime Float
---@param interpolationCurve CName|string
---@param loop Bool
function gameLightComponent:SetParameters(settings, inTime, interpolationCurve, loop) return end

---@param radius Float
---@param inTime Float
function gameLightComponent:SetRadius(radius, inTime) return end

---@param strength Float
---@param inTime Float
function gameLightComponent:SetStrength(strength, inTime) return end

---@param on Bool
---@param loop Bool
function gameLightComponent:ToggleLight(on, loop) return end

---@param evt AdvanceChangeLightEvent
---@return Bool
function gameLightComponent:OnAdvanceChangeLight(evt) return end

---@param evt ChangeCurveEvent
---@return Bool
function gameLightComponent:OnChangeCurveEvent(evt) return end

---@param evt ChangeLightEvent
---@return Bool
function gameLightComponent:OnChangeLight(evt) return end

---@param evt ChangeLightByNameEvent
---@return Bool
function gameLightComponent:OnChangeLightByName(evt) return end

---@param evt ToggleLightEvent
---@return Bool
function gameLightComponent:OnToggleLight(evt) return end

---@param evt ToggleLightByNameEvent
---@return Bool
function gameLightComponent:OnToggleLightByName(evt) return end

---@param inputData EditableGameLightSettings
---@return gameLightSettings
function gameLightComponent:SetupLightSettings(inputData) return end

---@class gameLightSettings
---@field strength Float
---@field intensity Float
---@field radius Float
---@field color Color
---@field innerAngle Float
---@field outerAngle Float
gameLightSettings = {}

---@return gameLightSettings
function gameLightSettings.new() return end

---@param props table
---@return gameLightSettings
function gameLightSettings.new(props) return end

---@class gameLoSFinderParams : IScriptable
gameLoSFinderParams = {}

---@return gameLoSFinderParams
function gameLoSFinderParams.new() return end

---@param props table
---@return gameLoSFinderParams
function gameLoSFinderParams.new(props) return end

---@param mode gameLoSMode
function gameLoSFinderParams:SetMode(mode) return end

---@param height Float
function gameLoSFinderParams:SetOverrideCheckHeight(height) return end

function gameLoSFinderParams:SetPointPreference() return end

---@param seeker gameObject
---@param ignoredVisionBlockers senseVisionBlockerTypeFlags
function gameLoSFinderParams:SetSeeker(seeker, ignoredVisionBlockers) return end

---@param target senseVisibleObject
---@param ignoredVisionBlockers senseVisionBlockerTypeFlags
function gameLoSFinderParams:SetTarget(target, ignoredVisionBlockers) return end

---@param multiplier Uint32
function gameLoSFinderParams:SetTracesAmountMultiplier(multiplier) return end

---@class gameLoSFinderSystem : gameLoSIFinderSystem
gameLoSFinderSystem = {}

---@return gameLoSFinderSystem
function gameLoSFinderSystem.new() return end

---@param props table
---@return gameLoSFinderSystem
function gameLoSFinderSystem.new(props) return end

---@class gameLoSIFinderSystem : gameIGameSystem
gameLoSIFinderSystem = {}

---@param entityId entEntityID
---@return gameLoSMode
function gameLoSIFinderSystem:GetLoSMode(entityId) return end

---@param entityId entEntityID
---@param position Vector3
---@param currentSearchTime Float
---@return Bool
function gameLoSIFinderSystem:GetLoSPosition(entityId, position, currentSearchTime) return end

---@param params gameLoSFinderParams
---@return Uint32
function gameLoSIFinderSystem:StartChecking(params) return end

---@param id Uint32
---@return Bool
function gameLoSIFinderSystem:StopChecking(id) return end

---@param id Uint32
---@param params gameLoSFinderParams
---@return Bool
function gameLoSIFinderSystem:UpdateParams(id, params) return end

---@class gameLoadoutData
---@field slotID TweakDBID
---@field itemID ItemID
gameLoadoutData = {}

---@return gameLoadoutData
function gameLoadoutData.new() return end

---@param props table
---@return gameLoadoutData
function gameLoadoutData.new(props) return end

---@class gameLocationManager : gameILocationManager
gameLocationManager = {}

---@return gameLocationManager
function gameLocationManager.new() return end

---@param props table
---@return gameLocationManager
function gameLocationManager.new(props) return end

---@param entityID entEntityID
---@return CName[]
function gameLocationManager:GetLocationTags(entityID) return end

---@class gameLocationPrefabMetadata : worldPrefabMetadata
---@field tags CName[]
---@field ignoreParentPrefabs Bool
gameLocationPrefabMetadata = {}

---@return gameLocationPrefabMetadata
function gameLocationPrefabMetadata.new() return end

---@param props table
---@return gameLocationPrefabMetadata
function gameLocationPrefabMetadata.new(props) return end

---@class gameLocationResource : CResource
gameLocationResource = {}

---@return gameLocationResource
function gameLocationResource.new() return end

---@param props table
---@return gameLocationResource
function gameLocationResource.new(props) return end

---@class gameLookAtFacingPositionProvider : entIPositionProvider
gameLookAtFacingPositionProvider = {}

---@return gameLookAtFacingPositionProvider
function gameLookAtFacingPositionProvider.new() return end

---@param props table
---@return gameLookAtFacingPositionProvider
function gameLookAtFacingPositionProvider.new(props) return end

---@param owner gameObject
function gameLookAtFacingPositionProvider:SetCameraComponent(owner) return end

---@class gameLootBag : gameObject
---@field lootQuality gamedataQuality
---@field hasQuestItems Bool
---@field isInIconForcedVisibilityRange Bool
---@field isIconic Bool
---@field isEmpty Bool
---@field activeQualityRangeInteraction CName
gameLootBag = {}

---@return gameLootBag
function gameLootBag.new() return end

---@param props table
---@return gameLootBag
function gameLootBag.new(props) return end

---@param evt gameeventsEvaluateLootQualityEvent
---@return Bool
function gameLootBag:OnEvaluateLootQuality(evt) return end

---@return Bool
function gameLootBag:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function gameLootBag:OnInteraction(choiceEvent) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function gameLootBag:OnInteractionActivated(evt) return end

---@param evt gameInventoryChangedEvent
---@return Bool
function gameLootBag:OnInventoryChangedEvent(evt) return end

---@param evt gameOnInventoryEmptyEvent
---@return Bool
function gameLootBag:OnInventoryEmptyEvent(evt) return end

---@param evt gameItemAddedEvent
---@return Bool
function gameLootBag:OnItemAddedEvent(evt) return end

---@param evt gameItemBeingRemovedEvent
---@return Bool
function gameLootBag:OnItemRemoveddEvent(evt) return end

---@return EGameplayRole
function gameLootBag:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function gameLootBag:DeterminGameplayRoleMappinVisuaState(data) return end

---@return Bool
function gameLootBag:EvaluateLootQuality() return end

function gameLootBag:EvaluateLootQualityByTask() return end

function gameLootBag:EvaluateLootQualityEvent() return end

---@param data gameScriptTaskData
function gameLootBag:EvaluateLootQualityTask(data) return end

---@return EFocusOutlineType
function gameLootBag:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function gameLootBag:GetDefaultHighlight() return end

---@return Bool
function gameLootBag:GetIsIconic() return end

---@return gamedataQuality
function gameLootBag:GetLootQuality() return end

---@return Bool
function gameLootBag:HasValidLootQuality() return end

---@return Bool
function gameLootBag:IsContainer() return end

---@return Bool
function gameLootBag:IsEmpty() return end

---@return Bool
function gameLootBag:IsInIconForcedVisibilityRange() return end

---@param layerTag CName|string
---@return Bool
function gameLootBag:IsQualityRangeInteractionLayer(layerTag) return end

---@return Bool
function gameLootBag:IsQuest() return end

function gameLootBag:ResolveInvotoryContent() return end

function gameLootBag:ResolveQualityRangeInteractionLayer() return end

---@return Bool
function gameLootBag:ShouldRegisterToHUD() return end

---@param enable Bool
function gameLootBag:ToggleLootHighlight(enable) return end

---@class gameLootBagInventoryListener : gameIInventoryListener
gameLootBagInventoryListener = {}

---@return gameLootBagInventoryListener
function gameLootBagInventoryListener.new() return end

---@param props table
---@return gameLootBagInventoryListener
function gameLootBagInventoryListener.new(props) return end

---@class gameLootContainerBase : gameObject
---@field useAreaLoot Bool
---@field lootTables TweakDBID[]
---@field contentAssignment TweakDBID
---@field isIllegal Bool
---@field wasLootInitalized Bool
---@field containerType gamedataContainerType
---@field lootQuality gamedataQuality
---@field hasQuestItems Bool
---@field isInIconForcedVisibilityRange Bool
---@field isIconic Bool
---@field activeQualityRangeInteraction CName
gameLootContainerBase = {}

---@return gameLootContainerBase
function gameLootContainerBase.new() return end

---@param props table
---@return gameLootContainerBase
function gameLootContainerBase.new(props) return end

---@return TweakDBID
function gameLootContainerBase:GetContentAssignment() return end

---@return Bool
function gameLootContainerBase:IsEmpty() return end

---@return Bool
function gameLootContainerBase:IsIllegal() return end

---@return Bool
function gameLootContainerBase:IsLogicReady() return end

---@param evt gameeventsEvaluateLootQualityEvent
---@return Bool
function gameLootContainerBase:OnEvaluateLootQuality(evt) return end

---@return Bool
function gameLootContainerBase:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function gameLootContainerBase:OnInteraction(choiceEvent) return end

---@param evt gameInventoryChangedEvent
---@return Bool
function gameLootContainerBase:OnInventoryChangedEvent(evt) return end

---@param evt gameOnInventoryEmptyEvent
---@return Bool
function gameLootContainerBase:OnInventoryEmptyEvent(evt) return end

---@param evt gameContainerFilledEvent
---@return Bool
function gameLootContainerBase:OnInventoryFilledEvent(evt) return end

---@param evt gameItemAddedEvent
---@return Bool
function gameLootContainerBase:OnItemAddedEvent(evt) return end

---@param evt gameItemBeingRemovedEvent
---@return Bool
function gameLootContainerBase:OnItemRemoveddEvent(evt) return end

---@param evt SetContainerStateEvent
---@return Bool
function gameLootContainerBase:OnSetContainerStateEventEvent(evt) return end

---@return EGameplayRole
function gameLootContainerBase:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function gameLootContainerBase:DeterminGameplayRoleMappinVisuaState(data) return end

---@return Bool
function gameLootContainerBase:EvaluateLootQuality() return end

function gameLootContainerBase:EvaluateLootQualityByTask() return end

function gameLootContainerBase:EvaluateLootQualityEvent() return end

---@param data gameScriptTaskData
function gameLootContainerBase:EvaluateLootQualityTask(data) return end

---@return EFocusOutlineType
function gameLootContainerBase:GetCurrentOutline() return end

---@return FocusForcedHighlightData
function gameLootContainerBase:GetDefaultHighlight() return end

---@return Bool
function gameLootContainerBase:GetIsIconic() return end

---@return gamedataQuality
function gameLootContainerBase:GetLootQuality() return end

---@return gameLootContainerBasePS
function gameLootContainerBase:GetPS() return end

---@return Bool
function gameLootContainerBase:HasValidLootQuality() return end

---@return Bool
function gameLootContainerBase:IsContainer() return end

---@return Bool
function gameLootContainerBase:IsDisabled() return end

---@return Bool
function gameLootContainerBase:IsInIconForcedVisibilityRange() return end

---@return Bool
function gameLootContainerBase:IsQuest() return end

---@param isQuest Bool
function gameLootContainerBase:MarkAsQuest(isQuest) return end

function gameLootContainerBase:ResolveQualityRangeInteractionLayer() return end

---@return Bool
function gameLootContainerBase:ShouldHideLockedUI() return end

---@return Bool
function gameLootContainerBase:ShouldRegisterToHUD() return end

---@param enable Bool
function gameLootContainerBase:ToggleLootHighlight(enable) return end

---@class gameLootContainerBasePS : gameObjectPS
---@field markAsQuest Bool
---@field isDisabled Bool
---@field isLocked Bool
---@field shouldHideLockedUI Bool
---@field started Bool
gameLootContainerBasePS = {}

---@return gameLootContainerBasePS
function gameLootContainerBasePS.new() return end

---@param props table
---@return gameLootContainerBasePS
function gameLootContainerBasePS.new(props) return end

---@return Bool
function gameLootContainerBasePS:IsDisabled() return end

---@return Bool
function gameLootContainerBasePS:IsLocked() return end

---@return Bool
function gameLootContainerBasePS:IsMarkedAsQuest() return end

---@return Bool
function gameLootContainerBasePS:IsStarted() return end

---@param evt SetContainerStateEvent
---@return EntityNotificationType
function gameLootContainerBasePS:OnSetContainerStateEventEvent(evt) return end

---@param evt ToggleContainerLockEvent
---@return EntityNotificationType
function gameLootContainerBasePS:OnToggleContainerLockEvent(evt) return end

---@param isQuest Bool
function gameLootContainerBasePS:SetIsMarkedAsQuest(isQuest) return end

---@param locked Bool
function gameLootContainerBasePS:SetLocked(locked) return end

---@param started Bool
function gameLootContainerBasePS:SetStarted(started) return end

---@return Bool
function gameLootContainerBasePS:ShouldHideLockedUI() return end

---@class gameLootManager : gameILootManager
gameLootManager = {}

---@return gameLootManager
function gameLootManager.new() return end

---@param props table
---@return gameLootManager
function gameLootManager.new(props) return end

---@param lootID TweakDBID|string
---@param gameNode gameObject
---@return gameItemModParams[]
function gameLootManager:GenerateLoot(lootID, gameNode) return end

---@return CName
function gameLootManager:GetDefaultDropItemName() return end

function gameLootManager:PurgeLoot() return end

---@param obj gameObject
---@param itemID ItemID
---@param position Vector4
---@param rotation Quaternion
---@return Bool
function gameLootManager:SpawnItemDrop(obj, itemID, position, rotation) return end

---@param obj gameObject
---@param itemInstructions gameDropInstruction[]
---@param dropItemName CName|string
---@param position Vector4
---@param rotation Quaternion
---@return Bool
function gameLootManager:SpawnItemDropOfManyItems(obj, itemInstructions, dropItemName, position, rotation) return end

---@param obj gameObject
---@param itemID ItemID
---@param position Vector4
---@param rotation Quaternion
---@param params gameprojectileParabolicTrajectoryParams
---@return Bool
function gameLootManager:SpawnThrowableItemDrop(obj, itemID, position, rotation, params) return end

---@class gameLootObject : gameObject
---@field lootID TweakDBID
---@field isInIconForcedVisibilityRange Bool
---@field activeQualityRangeInteraction CName
---@field lootQuality gamedataQuality
gameLootObject = {}

---@return gameLootObject
function gameLootObject.new() return end

---@param props table
---@return gameLootObject
function gameLootObject.new(props) return end

---@param evt gameinteractionsInteractionActivationEvent
---@return Bool
function gameLootObject:OnInteractionActivated(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function gameLootObject:OnRequestComponents(ri) return end

---@return Bool
function gameLootObject:IsInIconForcedVisibilityRange() return end

---@param layerTag CName|string
---@return Bool
function gameLootObject:IsQualityRangeInteractionLayer(layerTag) return end

function gameLootObject:ResolveQualityRangeInteractionLayer() return end

---@param enable Bool
function gameLootObject:SetQualityRangeInteractionLayerState(enable) return end

---@class gameLootPrefabMetadata : worldPrefabMetadata
---@field lootTableTDBIDs TweakDBID[]
---@field ignoreParentPrefabs Bool
---@field contentAssignment TweakDBID
gameLootPrefabMetadata = {}

---@return gameLootPrefabMetadata
function gameLootPrefabMetadata.new() return end

---@param props table
---@return gameLootPrefabMetadata
function gameLootPrefabMetadata.new(props) return end

---@class gameLootResource : CResource
---@field data gameLootResourceData
gameLootResource = {}

---@return gameLootResource
function gameLootResource.new() return end

---@param props table
---@return gameLootResource
function gameLootResource.new(props) return end

---@class gameLootResourceData : ISerializable
---@field version Uint32
gameLootResourceData = {}

---@return gameLootResourceData
function gameLootResourceData.new() return end

---@param props table
---@return gameLootResourceData
function gameLootResourceData.new(props) return end

---@class gameLootSlot : gameLootContainerBase
---@field immovableAfterDrop Bool
---@field dropChance Float
---@field lootState gameLootSlotState
gameLootSlot = {}

---@return gameLootSlot
function gameLootSlot.new() return end

---@param props table
---@return gameLootSlot
function gameLootSlot.new(props) return end

---@class gameLootSlotSingleAppearance : gameLootSlotSingleItem
---@field lootAppearance CName
gameLootSlotSingleAppearance = {}

---@return gameLootSlotSingleAppearance
function gameLootSlotSingleAppearance.new() return end

---@param props table
---@return gameLootSlotSingleAppearance
function gameLootSlotSingleAppearance.new(props) return end

---@class gameLootSlotSingleItem : gameLootSlot
---@field itemTDBID TweakDBID
gameLootSlotSingleItem = {}

---@return gameLootSlotSingleItem
function gameLootSlotSingleItem.new() return end

---@param props table
---@return gameLootSlotSingleItem
function gameLootSlotSingleItem.new(props) return end

---@class gameLootSlotSingleItemLongStreaming : gameLootSlotSingleItem
gameLootSlotSingleItemLongStreaming = {}

---@return gameLootSlotSingleItemLongStreaming
function gameLootSlotSingleItemLongStreaming.new() return end

---@param props table
---@return gameLootSlotSingleItemLongStreaming
function gameLootSlotSingleItemLongStreaming.new(props) return end

---@class gameLootSlotSingleQuery : gameLootSlot
---@field queryTDBID TweakDBID
gameLootSlotSingleQuery = {}

---@return gameLootSlotSingleQuery
function gameLootSlotSingleQuery.new() return end

---@param props table
---@return gameLootSlotSingleQuery
function gameLootSlotSingleQuery.new(props) return end

---@class gameMakeInventoryShareableEvent : redEvent
gameMakeInventoryShareableEvent = {}

---@return gameMakeInventoryShareableEvent
function gameMakeInventoryShareableEvent.new() return end

---@param props table
---@return gameMakeInventoryShareableEvent
function gameMakeInventoryShareableEvent.new(props) return end

---@class gameMappinResource : CResource
---@field cookedData gameCookedMappinData[]
---@field cookedMultiData gameCookedMultiMappinData[]
---@field cookedGpsData gameCookedGpsMappinData[]
gameMappinResource = {}

---@return gameMappinResource
function gameMappinResource.new() return end

---@param props table
---@return gameMappinResource
function gameMappinResource.new(props) return end

---@class gameMappinUtils
gameMappinUtils = {}

---@return gameMappinUtils
function gameMappinUtils.new() return end

---@param props table
---@return gameMappinUtils
function gameMappinUtils.new(props) return end

---@param districtType gamedataDistrict
---@return gamedataDistrict_Record
function gameMappinUtils.GetDistrictRecord(districtType) return end

---@param filter gamedataWorldMapFilter
---@return gamedataMappinUIFilterGroup_Record
function gameMappinUtils.GetFilterGroupFromFilter(filter) return end

---@param mappinVariant gamedataMappinVariant
---@return gamedataMappinUIFilterGroup_Record
function gameMappinUtils.GetFilterGroupFromVariant(mappinVariant) return end

---@return gamedataMappinUIGlobalProfile_Record
function gameMappinUtils.GetGlobalProfile() return end

---@param mappinVariant gamedataMappinVariant
---@return gamedataMappinsGroup_Record
function gameMappinUtils.GetMappinsGroup(mappinVariant) return end

---@param filter gamedataWorldMapFilter
---@return gamedataMappinUIFilterGroup_Record
function gameMappinUtils.GetFilterGroup(filter) return end

---@param mappinVariant gamedataMappinVariant
---@return gamedataMappinUIFilterGroup_Record
function gameMappinUtils.GetFilterGroup(mappinVariant) return end

---@class gameMasterDeviceComponent : gameComponent
---@field clearance gamedeviceClearance
gameMasterDeviceComponent = {}

---@return gameMasterDeviceComponent
function gameMasterDeviceComponent.new() return end

---@param props table
---@return gameMasterDeviceComponent
function gameMasterDeviceComponent.new(props) return end

---@param context gameGetActionsContext
---@return gamedeviceAction[]
function gameMasterDeviceComponent:GetActionsOfConnectedDevices(context) return end

---@return gameDeviceComponentPS[]
function gameMasterDeviceComponent:GetConnectedDevices() return end

---@class gameMeleeAttackData : IScriptable
---@field trailAttackSide String
---@field isThrust Bool
---@field useMiddlePosition Bool
---@field startPosition Vector4
---@field middlePosition Vector4
---@field endPosition Vector4
---@field ikOffset Vector3
---@field attackName CName
---@field attackEffectDirection CName
---@field impactFxSlot CName
---@field attackSpeed Float
---@field attackWindowOpen Float
---@field attackWindowClosed Float
---@field idleTransitionTime Float
---@field holdTransitionTime Float
---@field blockTransitionTime Float
---@field attackEffectDuration Float
---@field attackEffectDelay Float
---@field impulseDelay Float
---@field cameraSpaceImpulse Float
---@field forwardImpulse Float
---@field upImpulse Float
---@field staminaCost Float
---@field weaponChargeCost Float
---@field trailStartDelay Float
---@field trailStopDelay Float
---@field startupDuration Float
---@field activeDuration Float
---@field recoverDuration Float
---@field activeHitDuration Float
---@field recoverHitDuration Float
---@field standUpDelay Float
---@field incrementsCombo Bool
---@field hasDeflectAnim Bool
---@field hasHitAnim Bool
---@field useAdjustmentInsteadOfImpulse Bool
---@field enableAdjustingPlayerPositionToTarget Bool
gameMeleeAttackData = {}

---@return gameMeleeAttackData
function gameMeleeAttackData.new() return end

---@param props table
---@return gameMeleeAttackData
function gameMeleeAttackData.new(props) return end

---@class gameMinimapSettings : IScriptable
---@field globalVisionRadiusBounds gameRange
---@field visionRadiusVehicle gameRange
---@field visionRadiusCombat gameRange
---@field visionRadiusQuestArea gameRange
---@field visionRadiusSecurityArea gameRange
---@field visionRadiusInterior gameRange
---@field visionRadiusExterior gameRange
---@field speedBoundsSprint gameRange
---@field speedBoundsVehicle gameRange
---@field smoothingStrengthOnZoomIn Float
---@field smoothingStrengthOnZoomOut Float
---@field playerMarkerTransitionSpeedOnVehicleMount Float
---@field playerMarkerTransitionSpeedOnVehicleUnmount Float
---@field visionRadiusLocked Bool
---@field dynamicVisionRadiusEnabled Bool
---@field smoothingEnabled Bool
gameMinimapSettings = {}

---@return gameMinimapSettings
function gameMinimapSettings.new() return end

---@param props table
---@return gameMinimapSettings
function gameMinimapSettings.new(props) return end

---@class gameMinimapSystem : gameIMinimapSystem
gameMinimapSystem = {}

---@return gameMinimapSystem
function gameMinimapSystem.new() return end

---@param props table
---@return gameMinimapSystem
function gameMinimapSystem.new(props) return end

---@return gameMinimapSettings
function gameMinimapSystem:GetSettings() return end

---@param minVehicleRadius Float
---@param maxVehicleRadius Float
---@param minVehicleBound Float
---@param maxVehicleBound Float
function gameMinimapSystem:OverrideVehicleSettings(minVehicleRadius, maxVehicleRadius, minVehicleBound, maxVehicleBound) return end

function gameMinimapSystem:RestoreDefaultVehicleSettings() return end

---@class gameModdingSystem : gameIGameSystem
gameModdingSystem = {}

---@return gameModdingSystem
function gameModdingSystem.new() return end

---@param props table
---@return gameModdingSystem
function gameModdingSystem.new(props) return end

---@class gameMotionConstrainedTierDataParams
---@field splineRef NodeRef
---@field adjustingSpeed Float
---@field adjustingDuration Float
---@field travellingSpeed Float
---@field travellingDuration Float
---@field notificationBackwardIndex Int32
gameMotionConstrainedTierDataParams = {}

---@return gameMotionConstrainedTierDataParams
function gameMotionConstrainedTierDataParams.new() return end

---@param props table
---@return gameMotionConstrainedTierDataParams
function gameMotionConstrainedTierDataParams.new(props) return end

---@class gameMountAIEvent : AIAIEvent
---@field data gameMountEventData
gameMountAIEvent = {}

---@return gameMountAIEvent
function gameMountAIEvent.new() return end

---@param props table
---@return gameMountAIEvent
function gameMountAIEvent.new(props) return end

---@class gameMountDescriptor
---@field parentId entEntityID
---@field slotName CName
---@field initialTransform Transform
---@field state gamePuppetVehicleState
---@field mountType gameMountDescriptorMountType
gameMountDescriptor = {}

---@return gameMountDescriptor
function gameMountDescriptor.new() return end

---@param props table
---@return gameMountDescriptor
function gameMountDescriptor.new(props) return end

---@class gameMountEventData : IScriptable
---@field slotName CName
---@field mountParentEntityId entEntityID
---@field isInstant Bool
---@field entryAnimName CName
---@field entrySlotName CName
---@field initialTransformLS Transform
---@field setEntityVisibleWhenMountFinish Bool
---@field removePitchRollRotationOnDismount Bool
---@field ignoreHLS Bool
---@field switchRenderPlane Bool
---@field isJustAttached Bool
---@field isCarrying Bool
---@field allowFailsafeTeleport Bool
---@field mountEventOptions gameMountEventOptions
gameMountEventData = {}

---@return gameMountEventData
function gameMountEventData.new() return end

---@param props table
---@return gameMountEventData
function gameMountEventData.new(props) return end

---@return Bool
function gameMountEventData:IsTransitionForced() return end

---@class gameMountEventOptions : IScriptable
---@field silentUnmount Bool
---@field entityID entEntityID
---@field alive Bool
---@field occupiedByNonFriendly Bool
gameMountEventOptions = {}

---@return gameMountEventOptions
function gameMountEventOptions.new() return end

---@param props table
---@return gameMountEventOptions
function gameMountEventOptions.new(props) return end

---@class gameMovingPlatform : entIPlacedComponent
---@field loopType gameMovingPlatformLoopType
---@field supportLegacyUnalignedMarkers Bool
---@field enableWaterInteractions Bool
---@field soundPositionName CName
gameMovingPlatform = {}

---@return gameMovingPlatform
function gameMovingPlatform.new() return end

---@param props table
---@return gameMovingPlatform
function gameMovingPlatform.new(props) return end

---@return Bool
function gameMovingPlatform:IsMoving() return end

---@return Float
function gameMovingPlatform:Pause() return end

---@param time Float
---@return gamePlatformMovementState
function gameMovingPlatform:Unpause(time) return end

---@class gameMovingPlatformArrivedAt : redEvent
---@field destinationName CName
---@field data Int32
gameMovingPlatformArrivedAt = {}

---@return gameMovingPlatformArrivedAt
function gameMovingPlatformArrivedAt.new() return end

---@param props table
---@return gameMovingPlatformArrivedAt
function gameMovingPlatformArrivedAt.new(props) return end

---@class gameMovingPlatformAttachEntity : redEvent
---@field entity entEntity
gameMovingPlatformAttachEntity = {}

---@return gameMovingPlatformAttachEntity
function gameMovingPlatformAttachEntity.new() return end

---@param props table
---@return gameMovingPlatformAttachEntity
function gameMovingPlatformAttachEntity.new(props) return end

---@class gameMovingPlatformBeforeArrivedAt : redEvent
gameMovingPlatformBeforeArrivedAt = {}

---@return gameMovingPlatformBeforeArrivedAt
function gameMovingPlatformBeforeArrivedAt.new() return end

---@param props table
---@return gameMovingPlatformBeforeArrivedAt
function gameMovingPlatformBeforeArrivedAt.new(props) return end

---@class gameMovingPlatformDetachEntity : redEvent
---@field entity entEntity
gameMovingPlatformDetachEntity = {}

---@return gameMovingPlatformDetachEntity
function gameMovingPlatformDetachEntity.new() return end

---@param props table
---@return gameMovingPlatformDetachEntity
function gameMovingPlatformDetachEntity.new(props) return end

---@class gameMovingPlatformMountableComponent : gamemountingMountableComponent
gameMovingPlatformMountableComponent = {}

---@return gameMovingPlatformMountableComponent
function gameMovingPlatformMountableComponent.new() return end

---@param props table
---@return gameMovingPlatformMountableComponent
function gameMovingPlatformMountableComponent.new(props) return end

---@class gameMovingPlatformMoveTo : redEvent
---@field movement gameIMovingPlatformMovement
---@field destinationName CName
---@field data Int32
---@field isElevator Bool
gameMovingPlatformMoveTo = {}

---@return gameMovingPlatformMoveTo
function gameMovingPlatformMoveTo.new() return end

---@param props table
---@return gameMovingPlatformMoveTo
function gameMovingPlatformMoveTo.new(props) return end

---@class gameMovingPlatformMovementDynamic : gameIMovingPlatformMovementPointToPoint
---@field curveName CName
gameMovingPlatformMovementDynamic = {}

---@return gameMovingPlatformMovementDynamic
function gameMovingPlatformMovementDynamic.new() return end

---@param props table
---@return gameMovingPlatformMovementDynamic
function gameMovingPlatformMovementDynamic.new(props) return end

---@class gameMovingPlatformMovementLinear : gameIMovingPlatformMovementPointToPoint
gameMovingPlatformMovementLinear = {}

---@return gameMovingPlatformMovementLinear
function gameMovingPlatformMovementLinear.new() return end

---@param props table
---@return gameMovingPlatformMovementLinear
function gameMovingPlatformMovementLinear.new(props) return end

---@class gameMovingPlatformMovementStateChanged : redEvent
---@field isMoving Bool
gameMovingPlatformMovementStateChanged = {}

---@return gameMovingPlatformMovementStateChanged
function gameMovingPlatformMovementStateChanged.new() return end

---@param props table
---@return gameMovingPlatformMovementStateChanged
function gameMovingPlatformMovementStateChanged.new(props) return end

---@class gameMovingPlatformRestoreMoveTo : gameMovingPlatformMoveTo
gameMovingPlatformRestoreMoveTo = {}

---@return gameMovingPlatformRestoreMoveTo
function gameMovingPlatformRestoreMoveTo.new() return end

---@param props table
---@return gameMovingPlatformRestoreMoveTo
function gameMovingPlatformRestoreMoveTo.new(props) return end

---@class gameMovingPlatformSavedData
---@field currentLocalPosition Vector4
---@field movement gameIMovingPlatformMovement
---@field destinationName CName
---@field destinationData Int32
---@field time Float
---@field maxTime Float
---@field mountedPlayerEntityID Uint32
---@field isPaused Bool
gameMovingPlatformSavedData = {}

---@return gameMovingPlatformSavedData
function gameMovingPlatformSavedData.new() return end

---@param props table
---@return gameMovingPlatformSavedData
function gameMovingPlatformSavedData.new(props) return end

---@class gameMovingPlatformSystem : gameIMovingPlatformSystem
gameMovingPlatformSystem = {}

---@return gameMovingPlatformSystem
function gameMovingPlatformSystem.new() return end

---@param props table
---@return gameMovingPlatformSystem
function gameMovingPlatformSystem.new(props) return end

---@class gameMovingPlatformTeleportTo : redEvent
---@field destinationNode NodeRef
gameMovingPlatformTeleportTo = {}

---@return gameMovingPlatformTeleportTo
function gameMovingPlatformTeleportTo.new() return end

---@param props table
---@return gameMovingPlatformTeleportTo
function gameMovingPlatformTeleportTo.new(props) return end

---@class gameMovingPlatformsSavedState : ISerializable
---@field mapping entEntityID[]
---@field data gameMovingPlatformSavedData[]
gameMovingPlatformsSavedState = {}

---@return gameMovingPlatformsSavedState
function gameMovingPlatformsSavedState.new() return end

---@param props table
---@return gameMovingPlatformsSavedState
function gameMovingPlatformsSavedState.new(props) return end

---@class gameMultiEcsManagerComponent : entIComponent
gameMultiEcsManagerComponent = {}

---@return gameMultiEcsManagerComponent
function gameMultiEcsManagerComponent.new() return end

---@param props table
---@return gameMultiEcsManagerComponent
function gameMultiEcsManagerComponent.new(props) return end

---@class gameMultiPrereq : gameIPrereq
---@field aggregationType gameAggregationType
---@field nestedPrereqs gameIPrereq[]
gameMultiPrereq = {}

---@return gameMultiPrereq
function gameMultiPrereq.new() return end

---@param props table
---@return gameMultiPrereq
function gameMultiPrereq.new(props) return end

---@class gameMultiPrereqState : gamePrereqState
---@field nestedStates gamePrereqState[]
gameMultiPrereqState = {}

---@return gameMultiPrereqState
function gameMultiPrereqState.new() return end

---@param props table
---@return gameMultiPrereqState
function gameMultiPrereqState.new(props) return end

---@class gameMuppet : gamePuppetBase
---@field hitRepresantation entSlotComponent
---@field slotComponent entSlotComponent
---@field highDamageThreshold Float
---@field medDamageThreshold Float
---@field lowDamageThreshold Float
---@field effectTimeStamp Float
gameMuppet = {}

---@return gameMuppet
function gameMuppet.new() return end

---@param props table
---@return gameMuppet
function gameMuppet.new(props) return end

---@return gameAttitudeAgent
function gameMuppet:GetAttitude() return end

---@param itemId ItemID
---@return Int32
function gameMuppet:GetItemQuantity(itemId) return end

function gameMuppet:GetRecordID() return end

---@return Bool
function gameMuppet:IsMuppetIncapacitated() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function gameMuppet:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function gameMuppet:OnTakeControl(ri) return end

---@return gameAttitudeAgent
function gameMuppet:GetAttitudeAgent() return end

function gameMuppet:GetDamageThresholdParams() return end

---@return entSlotComponent
function gameMuppet:GetHitRepresantationSlotComponent() return end

---@return entSlotComponent
function gameMuppet:GetSlotComponent() return end

---@return Bool
function gameMuppet:IsIncapacitated() return end

---@return Bool
function gameMuppet:IsPlayer() return end

---@param hitEvent gameeventsHitEvent
function gameMuppet:OnHitSounds(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameMuppet:OnHitVFX(hitEvent) return end

---@class gameMuppetAbilities
---@field canLook gameMuppetAbility
---@field canMove gameMuppetAbility
---@field canCrouch gameMuppetAbility
---@field canSprint gameMuppetAbility
---@field canSwitchWeapon gameMuppetAbility
---@field canHoldWeapon gameMuppetAbility
---@field canShoot gameMuppetAbility
---@field canAimDownSight gameMuppetAbility
gameMuppetAbilities = {}

---@return gameMuppetAbilities
function gameMuppetAbilities.new() return end

---@param props table
---@return gameMuppetAbilities
function gameMuppetAbilities.new(props) return end

---@class gameMuppetAbility
---@field value Int32
---@field blocks Int32
gameMuppetAbility = {}

---@return gameMuppetAbility
function gameMuppetAbility.new() return end

---@param props table
---@return gameMuppetAbility
function gameMuppetAbility.new(props) return end

---@class gameMuppetBlackboardsComponent : gameMuppetComponent
gameMuppetBlackboardsComponent = {}

---@return gameMuppetBlackboardsComponent
function gameMuppetBlackboardsComponent.new() return end

---@param props table
---@return gameMuppetBlackboardsComponent
function gameMuppetBlackboardsComponent.new(props) return end

---@class gameMuppetComparisonReportItem
---@field type gameMuppetComparisonReportItemType
---@field propertyName String
---@field serverValue String
---@field clientValue String
gameMuppetComparisonReportItem = {}

---@return gameMuppetComparisonReportItem
function gameMuppetComparisonReportItem.new() return end

---@param props table
---@return gameMuppetComparisonReportItem
function gameMuppetComparisonReportItem.new(props) return end

---@class gameMuppetComponent : entIComponent
gameMuppetComponent = {}

---@class gameMuppetCompressedInputStates
---@field usesCompression Bool
---@field compressedInputStates Uint8[]
---@field firstFrameId Uint32
---@field replicationTime netTime
gameMuppetCompressedInputStates = {}

---@return gameMuppetCompressedInputStates
function gameMuppetCompressedInputStates.new() return end

---@param props table
---@return gameMuppetCompressedInputStates
function gameMuppetCompressedInputStates.new(props) return end

---@class gameMuppetControllerSnapshot
---@field controllerId CName
---@field isActive Bool
gameMuppetControllerSnapshot = {}

---@return gameMuppetControllerSnapshot
function gameMuppetControllerSnapshot.new() return end

---@param props table
---@return gameMuppetControllerSnapshot
function gameMuppetControllerSnapshot.new(props) return end

---@class gameMuppetControllersSnapshot
---@field controllers gameMuppetControllerSnapshot[]
gameMuppetControllersSnapshot = {}

---@return gameMuppetControllersSnapshot
function gameMuppetControllersSnapshot.new() return end

---@param props table
---@return gameMuppetControllersSnapshot
function gameMuppetControllersSnapshot.new(props) return end

---@class gameMuppetDebugState : ISerializable
---@field comparisonReports gameMuppetStateComparisonReport[]
---@field comparisonReportIndex Uint32
---@field subStepsData gameMuppetSubStepData[]
gameMuppetDebugState = {}

---@return gameMuppetDebugState
function gameMuppetDebugState.new() return end

---@param props table
---@return gameMuppetDebugState
function gameMuppetDebugState.new(props) return end

---@class gameMuppetHealthState
---@field health Float
gameMuppetHealthState = {}

---@return gameMuppetHealthState
function gameMuppetHealthState.new() return end

---@param props table
---@return gameMuppetHealthState
function gameMuppetHealthState.new(props) return end

---@class gameMuppetHighLevelState
---@field isDead Bool
---@field deathFrameId Uint32
gameMuppetHighLevelState = {}

---@return gameMuppetHighLevelState
function gameMuppetHighLevelState.new() return end

---@param props table
---@return gameMuppetHighLevelState
function gameMuppetHighLevelState.new(props) return end

---@class gameMuppetInputActionActivateScanning : gameIMuppetInputAction
gameMuppetInputActionActivateScanning = {}

---@return gameMuppetInputActionActivateScanning
function gameMuppetInputActionActivateScanning.new() return end

---@param props table
---@return gameMuppetInputActionActivateScanning
function gameMuppetInputActionActivateScanning.new(props) return end

---@class gameMuppetInputActionAimDownSight : gameIMuppetInputAction
gameMuppetInputActionAimDownSight = {}

---@return gameMuppetInputActionAimDownSight
function gameMuppetInputActionAimDownSight.new() return end

---@param props table
---@return gameMuppetInputActionAimDownSight
function gameMuppetInputActionAimDownSight.new(props) return end

---@class gameMuppetInputActionCrouch : gameIMuppetInputAction
gameMuppetInputActionCrouch = {}

---@return gameMuppetInputActionCrouch
function gameMuppetInputActionCrouch.new() return end

---@param props table
---@return gameMuppetInputActionCrouch
function gameMuppetInputActionCrouch.new(props) return end

---@class gameMuppetInputActionDebugCommand : gameIMuppetInputAction
---@field debugCommand gameMuppetDebugCommand
gameMuppetInputActionDebugCommand = {}

---@return gameMuppetInputActionDebugCommand
function gameMuppetInputActionDebugCommand.new() return end

---@param props table
---@return gameMuppetInputActionDebugCommand
function gameMuppetInputActionDebugCommand.new(props) return end

---@class gameMuppetInputActionJump : gameIMuppetInputAction
gameMuppetInputActionJump = {}

---@return gameMuppetInputActionJump
function gameMuppetInputActionJump.new() return end

---@param props table
---@return gameMuppetInputActionJump
function gameMuppetInputActionJump.new(props) return end

---@class gameMuppetInputActionLook : gameIMuppetInputAction
---@field rotation Vector2
gameMuppetInputActionLook = {}

---@return gameMuppetInputActionLook
function gameMuppetInputActionLook.new() return end

---@param props table
---@return gameMuppetInputActionLook
function gameMuppetInputActionLook.new(props) return end

---@class gameMuppetInputActionMeleeAttack : gameIMuppetInputAction
gameMuppetInputActionMeleeAttack = {}

---@return gameMuppetInputActionMeleeAttack
function gameMuppetInputActionMeleeAttack.new() return end

---@param props table
---@return gameMuppetInputActionMeleeAttack
function gameMuppetInputActionMeleeAttack.new(props) return end

---@class gameMuppetInputActionMoveForward : gameIMuppetInputAction
---@field direction Vector2
---@field isSprinting Bool
gameMuppetInputActionMoveForward = {}

---@return gameMuppetInputActionMoveForward
function gameMuppetInputActionMoveForward.new() return end

---@param props table
---@return gameMuppetInputActionMoveForward
function gameMuppetInputActionMoveForward.new(props) return end

---@class gameMuppetInputActionQuickMelee : gameIMuppetInputAction
gameMuppetInputActionQuickMelee = {}

---@return gameMuppetInputActionQuickMelee
function gameMuppetInputActionQuickMelee.new() return end

---@param props table
---@return gameMuppetInputActionQuickMelee
function gameMuppetInputActionQuickMelee.new(props) return end

---@class gameMuppetInputActionRangedAttack : gameIMuppetInputAction
---@field actionType gameMuppetInputActionType
gameMuppetInputActionRangedAttack = {}

---@return gameMuppetInputActionRangedAttack
function gameMuppetInputActionRangedAttack.new() return end

---@param props table
---@return gameMuppetInputActionRangedAttack
function gameMuppetInputActionRangedAttack.new(props) return end

---@class gameMuppetInputActionReloadWeapon : gameIMuppetInputAction
gameMuppetInputActionReloadWeapon = {}

---@return gameMuppetInputActionReloadWeapon
function gameMuppetInputActionReloadWeapon.new() return end

---@param props table
---@return gameMuppetInputActionReloadWeapon
function gameMuppetInputActionReloadWeapon.new(props) return end

---@class gameMuppetInputActionSelectSlot : gameIMuppetInputAction
---@field targetSlot Int32
gameMuppetInputActionSelectSlot = {}

---@return gameMuppetInputActionSelectSlot
function gameMuppetInputActionSelectSlot.new() return end

---@param props table
---@return gameMuppetInputActionSelectSlot
function gameMuppetInputActionSelectSlot.new(props) return end

---@class gameMuppetInputActionSelectWeapon : gameIMuppetInputAction
---@field wantedWeapon ItemID
gameMuppetInputActionSelectWeapon = {}

---@return gameMuppetInputActionSelectWeapon
function gameMuppetInputActionSelectWeapon.new() return end

---@param props table
---@return gameMuppetInputActionSelectWeapon
function gameMuppetInputActionSelectWeapon.new(props) return end

---@class gameMuppetInputActionUseConsumable : gameIMuppetInputAction
gameMuppetInputActionUseConsumable = {}

---@return gameMuppetInputActionUseConsumable
function gameMuppetInputActionUseConsumable.new() return end

---@param props table
---@return gameMuppetInputActionUseConsumable
function gameMuppetInputActionUseConsumable.new(props) return end

---@class gameMuppetInputHandlerComponent : entIComponent
gameMuppetInputHandlerComponent = {}

---@return gameMuppetInputHandlerComponent
function gameMuppetInputHandlerComponent.new() return end

---@param props table
---@return gameMuppetInputHandlerComponent
function gameMuppetInputHandlerComponent.new(props) return end

---@class gameMuppetInputState
---@field frameId Uint32
gameMuppetInputState = {}

---@return gameMuppetInputState
function gameMuppetInputState.new() return end

---@param props table
---@return gameMuppetInputState
function gameMuppetInputState.new(props) return end

---@class gameMuppetInputStates : gameMuppetComponent
---@field replicationTime netTime
gameMuppetInputStates = {}

---@return gameMuppetInputStates
function gameMuppetInputStates.new() return end

---@param props table
---@return gameMuppetInputStates
function gameMuppetInputStates.new(props) return end

---@class gameMuppetInventory : gameMuppetComponent
gameMuppetInventory = {}

---@return gameMuppetInventory
function gameMuppetInventory.new() return end

---@param props table
---@return gameMuppetInventory
function gameMuppetInventory.new(props) return end

---@class gameMuppetInventoryGameController : gameuiHUDGameController
gameMuppetInventoryGameController = {}

---@return gameMuppetInventoryGameController
function gameMuppetInventoryGameController.new() return end

---@param props table
---@return gameMuppetInventoryGameController
function gameMuppetInventoryGameController.new(props) return end

---@class gameMuppetInventorySlotInfo
---@field itemCategory TweakDBID
---@field itemId ItemID
---@field quantity Uint32
gameMuppetInventorySlotInfo = {}

---@return gameMuppetInventorySlotInfo
function gameMuppetInventorySlotInfo.new() return end

---@param props table
---@return gameMuppetInventorySlotInfo
function gameMuppetInventorySlotInfo.new(props) return end

---@class gameMuppetInventoryState
---@field slots gameMuppetInventorySlotInfo[]
---@field activeSlot Int32
gameMuppetInventoryState = {}

---@return gameMuppetInventoryState
function gameMuppetInventoryState.new() return end

---@param props table
---@return gameMuppetInventoryState
function gameMuppetInventoryState.new(props) return end

---@class gameMuppetLoadoutsGameController : gameuiHUDGameController
gameMuppetLoadoutsGameController = {}

---@return gameMuppetLoadoutsGameController
function gameMuppetLoadoutsGameController.new() return end

---@param props table
---@return gameMuppetLoadoutsGameController
function gameMuppetLoadoutsGameController.new(props) return end

---@class gameMuppetLocomotionComponent : gameMuppetComponent
gameMuppetLocomotionComponent = {}

---@return gameMuppetLocomotionComponent
function gameMuppetLocomotionComponent.new() return end

---@param props table
---@return gameMuppetLocomotionComponent
function gameMuppetLocomotionComponent.new(props) return end

---@class gameMuppetLookState
---@field lookDir EulerAngles
gameMuppetLookState = {}

---@return gameMuppetLookState
function gameMuppetLookState.new() return end

---@param props table
---@return gameMuppetLookState
function gameMuppetLookState.new(props) return end

---@class gameMuppetMoveState
---@field desiredSpeed Float
---@field isJumping Bool
---@field isFalling Bool
---@field isDoubleJumped Bool
---@field moveStyle gameMuppetMoveStyle
---@field jumpStartFrameId Uint32
---@field landFrameId Uint32
gameMuppetMoveState = {}

---@return gameMuppetMoveState
function gameMuppetMoveState.new() return end

---@param props table
---@return gameMuppetMoveState
function gameMuppetMoveState.new(props) return end

---@class gameMuppetPhysicalState
---@field position Vector4
---@field worldYaw Float
---@field velocity Vector4
---@field isOnGround Bool
---@field groundNormal Vector4
gameMuppetPhysicalState = {}

---@return gameMuppetPhysicalState
function gameMuppetPhysicalState.new() return end

---@param props table
---@return gameMuppetPhysicalState
function gameMuppetPhysicalState.new(props) return end

---@class gameMuppetPhysicsComponent : gameMuppetComponent
gameMuppetPhysicsComponent = {}

---@return gameMuppetPhysicsComponent
function gameMuppetPhysicsComponent.new() return end

---@param props table
---@return gameMuppetPhysicsComponent
function gameMuppetPhysicsComponent.new(props) return end

---@class gameMuppetRawInput : gameMuppetComponent
gameMuppetRawInput = {}

---@return gameMuppetRawInput
function gameMuppetRawInput.new() return end

---@param props table
---@return gameMuppetRawInput
function gameMuppetRawInput.new(props) return end

---@class gameMuppetReplicatedState : netIEntityState
---@field state gameMuppetState
---@field initialOrientation EulerAngles
---@field initialLocation Vector3
---@field health Float
---@field armor Float
gameMuppetReplicatedState = {}

---@return gameMuppetReplicatedState
function gameMuppetReplicatedState.new() return end

---@param props table
---@return gameMuppetReplicatedState
function gameMuppetReplicatedState.new(props) return end

---@param compressedInputStates gameMuppetCompressedInputStates
function gameMuppetReplicatedState:Muppet(compressedInputStates) return end

---@param loadoutTBID TweakDBID|string
function gameMuppetReplicatedState:Muppet(loadoutTBID) return end

---@class gameMuppetScanningState
---@field isScanning Bool
gameMuppetScanningState = {}

---@return gameMuppetScanningState
function gameMuppetScanningState.new() return end

---@param props table
---@return gameMuppetScanningState
function gameMuppetScanningState.new(props) return end

---@class gameMuppetState
---@field frameId Uint32
---@field highLevelState gameMuppetHighLevelState
---@field healthState gameMuppetHealthState
---@field physicalMoveState gameMuppetPhysicalState
---@field lookState gameMuppetLookState
---@field moveState gameMuppetMoveState
---@field upperBodyState gameMuppetUpperBodyState
---@field scanningState gameMuppetScanningState
---@field inventoryState gameMuppetInventoryState
---@field abilities gameMuppetAbilities
---@field stateMachinesSnapshot gameMuppetStateMachinesSnapshot
---@field controllersSnapshot gameMuppetControllersSnapshot
---@field snapFrameId Uint32
gameMuppetState = {}

---@return gameMuppetState
function gameMuppetState.new() return end

---@param props table
---@return gameMuppetState
function gameMuppetState.new(props) return end

---@class gameMuppetStateComparisonReport
---@field frameID Uint32
---@field items gameMuppetComparisonReportItem[]
gameMuppetStateComparisonReport = {}

---@return gameMuppetStateComparisonReport
function gameMuppetStateComparisonReport.new() return end

---@param props table
---@return gameMuppetStateComparisonReport
function gameMuppetStateComparisonReport.new(props) return end

---@class gameMuppetStateMachineSnapshot
---@field stateMachineId CName
---@field stateId CName
gameMuppetStateMachineSnapshot = {}

---@return gameMuppetStateMachineSnapshot
function gameMuppetStateMachineSnapshot.new() return end

---@param props table
---@return gameMuppetStateMachineSnapshot
function gameMuppetStateMachineSnapshot.new(props) return end

---@class gameMuppetStateMachinesSnapshot
---@field stateMachines gameMuppetStateMachineSnapshot[]
gameMuppetStateMachinesSnapshot = {}

---@return gameMuppetStateMachinesSnapshot
function gameMuppetStateMachinesSnapshot.new() return end

---@param props table
---@return gameMuppetStateMachinesSnapshot
function gameMuppetStateMachinesSnapshot.new(props) return end

---@class gameMuppetStates
gameMuppetStates = {}

---@return gameMuppetStates
function gameMuppetStates.new() return end

---@param props table
---@return gameMuppetStates
function gameMuppetStates.new(props) return end

---@class gameMuppetStats : gameMuppetComponent
gameMuppetStats = {}

---@return gameMuppetStats
function gameMuppetStats.new() return end

---@param props table
---@return gameMuppetStats
function gameMuppetStats.new(props) return end

---@class gameMuppetSubStepData
---@field frameId Uint32
---@field parentFrameId Uint32
---@field parentFramePrimaryColor Bool
---@field inputState gameMuppetInputState
---@field state gameMuppetState
---@field resimulationSubsteps gameMuppetSubStepData[]
gameMuppetSubStepData = {}

---@return gameMuppetSubStepData
function gameMuppetSubStepData.new() return end

---@param props table
---@return gameMuppetSubStepData
function gameMuppetSubStepData.new(props) return end

---@class gameMuppetUpperBodyRequestsComponent : gameMuppetComponent
gameMuppetUpperBodyRequestsComponent = {}

---@return gameMuppetUpperBodyRequestsComponent
function gameMuppetUpperBodyRequestsComponent.new() return end

---@param props table
---@return gameMuppetUpperBodyRequestsComponent
function gameMuppetUpperBodyRequestsComponent.new(props) return end

---@class gameMuppetUpperBodyState
---@field currentWeapon ItemID
---@field wantedWeapon ItemID
---@field inProgressWeapon ItemID
---@field logicWantedWeapon ItemID
---@field equippingTransitionTime Float
---@field remainingShotTime Float
---@field timeTillNextShootSeconds Float
---@field isAimingDownSight Bool
---@field currentWeaponAmmo Int32
---@field currentWeaponAmmoCapacity Int32
---@field isShooting Bool
---@field weaponZoomLevel Float
---@field weaponAimFOV Float
---@field remainingReloadTime Float
---@field remainingReloadCooldownTime Float
---@field shotsMade Uint32
---@field isMeleeAttackInProgress Bool
---@field meleeAttacksMade Uint32
---@field meleeAttackIndex Int32
---@field remainingMeleeAttackDuration Float
---@field selectedConsumable ItemID
---@field consumableInUse Bool
---@field consumableEffectApplied Bool
---@field consumableUseTimeStartup Float
---@field consumableUseTimeRecovery Float
---@field remainingQuickMeleeTime Float
---@field remainingQuickMeleeCooldownTime Float
gameMuppetUpperBodyState = {}

---@return gameMuppetUpperBodyState
function gameMuppetUpperBodyState.new() return end

---@param props table
---@return gameMuppetUpperBodyState
function gameMuppetUpperBodyState.new(props) return end

---@class gameNPCHealthStatPoolsListener : gamePuppetStatPoolsListener
gameNPCHealthStatPoolsListener = {}

---@return gameNPCHealthStatPoolsListener
function gameNPCHealthStatPoolsListener.new() return end

---@param props table
---@return gameNPCHealthStatPoolsListener
function gameNPCHealthStatPoolsListener.new(props) return end

---@class gameNPCQuickHackUploadStatPoolsListener : gamePuppetStatPoolsListener
gameNPCQuickHackUploadStatPoolsListener = {}

---@return gameNPCQuickHackUploadStatPoolsListener
function gameNPCQuickHackUploadStatPoolsListener.new() return end

---@param props table
---@return gameNPCQuickHackUploadStatPoolsListener
function gameNPCQuickHackUploadStatPoolsListener.new(props) return end

---@class gameNPCStatsListener : gamePuppetStatsListener
gameNPCStatsListener = {}

---@return gameNPCStatsListener
function gameNPCStatsListener.new() return end

---@param props table
---@return gameNPCStatsListener
function gameNPCStatsListener.new(props) return end

---@class gameNPCstubData
---@field spawnerID entEntityID
---@field entryID CName
gameNPCstubData = {}

---@return gameNPCstubData
function gameNPCstubData.new() return end

---@param props table
---@return gameNPCstubData
function gameNPCstubData.new(props) return end

---@class gameNarrationPlateBlackboardUpdater : ISerializable
gameNarrationPlateBlackboardUpdater = {}

---@return gameNarrationPlateBlackboardUpdater
function gameNarrationPlateBlackboardUpdater.new() return end

---@param props table
---@return gameNarrationPlateBlackboardUpdater
function gameNarrationPlateBlackboardUpdater.new(props) return end

---@class gameNarrationPlateComponent : entIComponent
---@field narrationCaption CName
---@field narrationText CName
---@field isEnabled Bool
gameNarrationPlateComponent = {}

---@return gameNarrationPlateComponent
function gameNarrationPlateComponent.new() return end

---@param props table
---@return gameNarrationPlateComponent
function gameNarrationPlateComponent.new(props) return end

---@class gameNativeHudManager : gameScriptableSystem
gameNativeHudManager = {}

---@return gameNativeHudManager
function gameNativeHudManager.new() return end

---@param props table
---@return gameNativeHudManager
function gameNativeHudManager.new(props) return end

---@param actorId entEntityID
---@return gameHudActor
function gameNativeHudManager:GetActor(actorId) return end

---@return gameHudActor[]
function gameNativeHudManager:GetAllActors() return end

---@return Bool
function gameNativeHudManager:IsQuickHackPanelOpened() return end

---@param actorId entEntityID
---@return gameHudActor
function gameNativeHudManager:RegisterActor(actorId) return end

---@param actorId entEntityID
---@param associatedId entEntityID
function gameNativeHudManager:RegisterAssociatedActor(actorId, associatedId) return end

---@param isOpen Bool
function gameNativeHudManager:SetIsQuickHackPanelOpened(isOpen) return end

---@param actorId entEntityID
---@return Bool
function gameNativeHudManager:UnregisterActor(actorId) return end

---@param actorId entEntityID
function gameNativeHudManager:UnregisterAssociatedActor(actorId) return end

---@class gameNavmeshDetector : entIPlacedComponent
gameNavmeshDetector = {}

---@return gameNavmeshDetector
function gameNavmeshDetector.new() return end

---@param props table
---@return gameNavmeshDetector
function gameNavmeshDetector.new(props) return end

---@param onNavmesh Bool
---@param navmeshDistance Float
---@param overlapGeometry Bool
function gameNavmeshDetector:OnNavmeshStateChanged(onNavmesh, navmeshDistance, overlapGeometry) return end

---@class gameNearestRoadFromPlayerInfo
---@field pathLength Float
---@field point Vector4
gameNearestRoadFromPlayerInfo = {}

---@return gameNearestRoadFromPlayerInfo
function gameNearestRoadFromPlayerInfo.new() return end

---@param props table
---@return gameNearestRoadFromPlayerInfo
function gameNearestRoadFromPlayerInfo.new(props) return end

---@class gameNetAIState
---@field value Int32
---@field prevValue Int32
---@field time Float
gameNetAIState = {}

---@return gameNetAIState
function gameNetAIState.new() return end

---@param props table
---@return gameNetAIState
function gameNetAIState.new(props) return end

---@class gameNetrunnerPrototypeComponent : entIComponent
---@field structs gameNetrunnerPrototypeStruct[]
gameNetrunnerPrototypeComponent = {}

---@return gameNetrunnerPrototypeComponent
function gameNetrunnerPrototypeComponent.new() return end

---@param props table
---@return gameNetrunnerPrototypeComponent
function gameNetrunnerPrototypeComponent.new(props) return end

---@class gameNetrunnerPrototypeDespawnEvent : redEvent
gameNetrunnerPrototypeDespawnEvent = {}

---@return gameNetrunnerPrototypeDespawnEvent
function gameNetrunnerPrototypeDespawnEvent.new() return end

---@param props table
---@return gameNetrunnerPrototypeDespawnEvent
function gameNetrunnerPrototypeDespawnEvent.new(props) return end

---@class gameNetrunnerPrototypeNetworkNode : gameObject
---@field colorIndex Int8
gameNetrunnerPrototypeNetworkNode = {}

---@return gameNetrunnerPrototypeNetworkNode
function gameNetrunnerPrototypeNetworkNode.new() return end

---@param props table
---@return gameNetrunnerPrototypeNetworkNode
function gameNetrunnerPrototypeNetworkNode.new(props) return end

---@param colorIndex Uint8
---@param componentName CName|string
function gameNetrunnerPrototypeNetworkNode:ChangeHighlightColorIndex(colorIndex, componentName) return end

---@class gameNetrunnerPrototypeNodeSetupEvent : redEvent
---@field scale Vector3
gameNetrunnerPrototypeNodeSetupEvent = {}

---@return gameNetrunnerPrototypeNodeSetupEvent
function gameNetrunnerPrototypeNodeSetupEvent.new() return end

---@param props table
---@return gameNetrunnerPrototypeNodeSetupEvent
function gameNetrunnerPrototypeNodeSetupEvent.new(props) return end

---@class gameNetrunnerPrototypeSpawnCompletedEvent : redEvent
---@field spawnedObject gameObject
gameNetrunnerPrototypeSpawnCompletedEvent = {}

---@return gameNetrunnerPrototypeSpawnCompletedEvent
function gameNetrunnerPrototypeSpawnCompletedEvent.new() return end

---@param props table
---@return gameNetrunnerPrototypeSpawnCompletedEvent
function gameNetrunnerPrototypeSpawnCompletedEvent.new(props) return end

---@class gameNetrunnerPrototypeSpawnRequestEvent : redEvent
---@field whatToSpawn CName
---@field whereToSpawn Vector3
---@field scale Vector3
---@field colorIndex Uint8
gameNetrunnerPrototypeSpawnRequestEvent = {}

---@return gameNetrunnerPrototypeSpawnRequestEvent
function gameNetrunnerPrototypeSpawnRequestEvent.new() return end

---@param props table
---@return gameNetrunnerPrototypeSpawnRequestEvent
function gameNetrunnerPrototypeSpawnRequestEvent.new(props) return end

---@param whatToSpawn CName|string
---@param whereToSpawn Vector4
---@param scale Vector4
---@param colorIndex Uint8
function gameNetrunnerPrototypeSpawnRequestEvent:Create(whatToSpawn, whereToSpawn, scale, colorIndex) return end

---@class gameNetrunnerPrototypeStruct
---@field key CName
---@field entityTemplate entEntityTemplate
gameNetrunnerPrototypeStruct = {}

---@return gameNetrunnerPrototypeStruct
function gameNetrunnerPrototypeStruct.new() return end

---@param props table
---@return gameNetrunnerPrototypeStruct
function gameNetrunnerPrototypeStruct.new(props) return end

---@class gameNewMappinID
---@field value Uint64
gameNewMappinID = {}

---@return gameNewMappinID
function gameNewMappinID.new() return end

---@param props table
---@return gameNewMappinID
function gameNewMappinID.new(props) return end

---@class gameNotPrereq : gameIPrereq
---@field negatedPrereq gameIPrereq
gameNotPrereq = {}

---@return gameNotPrereq
function gameNotPrereq.new() return end

---@param props table
---@return gameNotPrereq
function gameNotPrereq.new(props) return end

---@class gameNotPrereqState : gamePrereqState
gameNotPrereqState = {}

---@return gameNotPrereqState
function gameNotPrereqState.new() return end

---@param props table
---@return gameNotPrereqState
function gameNotPrereqState.new(props) return end

---@class gameNotificationsReceiverTest : gameuiWidgetGameController
---@field token inkGameNotificationToken
gameNotificationsReceiverTest = {}

---@return gameNotificationsReceiverTest
function gameNotificationsReceiverTest.new() return end

---@param props table
---@return gameNotificationsReceiverTest
function gameNotificationsReceiverTest.new(props) return end

---@return Bool
function gameNotificationsReceiverTest:OnInitialize() return end

---@class gameNotificationsTest : gameuiWidgetGameController
---@field token inkGameNotificationToken
gameNotificationsTest = {}

---@return gameNotificationsTest
function gameNotificationsTest.new() return end

---@param props table
---@return gameNotificationsTest
function gameNotificationsTest.new(props) return end

---@return Bool
function gameNotificationsTest:OnInitialize() return end

---@param data inkGameNotificationData
---@return Bool
function gameNotificationsTest:OnResponse(data) return end

---@class gameNpcPuppetReplicatedState : gamePuppetReplicatedState
---@field weaponStates gameWeaponsReplicatedState
gameNpcPuppetReplicatedState = {}

---@return gameNpcPuppetReplicatedState
function gameNpcPuppetReplicatedState.new() return end

---@param props table
---@return gameNpcPuppetReplicatedState
function gameNpcPuppetReplicatedState.new(props) return end

---@class gameObject : entGameEntity
---@field persistentState gamePersistentState
---@field playerSocket gamePlayerSocket
---@field uiSlotComponent entSlotComponent
---@field tags redTagList
---@field displayName LocalizationString
---@field displayDescription LocalizationString
---@field audioResourceName CName
---@field visibilityCheckDistance Float
---@field forceRegisterInHudManager Bool
---@field prereqListeners GameObjectListener[]
---@field statusEffectListeners StatusEffectTriggerListener[]
---@field lastEngineTime Float
---@field accumulatedTimePasssed Float
---@field scanningComponent gameScanningComponent
---@field visionComponent gameVisionModeComponent
---@field isHighlightedInFocusMode Bool
---@field statusEffectComponent gameStatusEffectComponent
---@field markAsQuest Bool
---@field e3ObjectRevealed Bool
---@field workspotMapper WorkspotMapperComponent
---@field stimBroadcaster StimBroadcasterComponent
---@field squadMemberComponent SquadMemberBaseComponent
---@field sourceShootComponent gameSourceShootComponent
---@field targetShootComponent gameTargetShootComponent
---@field receivedDamageHistory DamageHistoryEntry[]
---@field forceDefeatReward Bool
---@field killRewardDisabled Bool
---@field willDieSoon Bool
---@field isScannerDataDirty Bool
---@field hasVisibilityForcedInAnimSystem Bool
---@field isDead Bool
---@field lastHitInstigatorID entEntityID
---@field hitInstigatorCooldownID gameDelayID
---@field isTargetedWithSmartWeapon Bool
gameObject = {}

---@return gameObject
function gameObject.new() return end

---@param props table
---@return gameObject
function gameObject.new(props) return end

---@param obj gameObject
---@param listener GameObjectListener
function gameObject.AddListener(obj, listener) return end

---@param target gameObject
---@param listener StatusEffectTriggerListener
function gameObject.AddStatusEffectTriggerListener(target, listener) return end

---@param self_ gameObject
---@param modifierGroupID Uint64
function gameObject.ApplyModifierGroup(self_, modifierGroupID) return end

---@param self_ gameObject
---@param parameterName CName|string
---@param parameterValue Float
---@param emitterName CName|string
function gameObject.AudioParameter(self_, parameterName, parameterValue, emitterName) return end

---@param self_ gameObject
---@param switchName CName|string
---@param switchValue CName|string
---@param emitterName CName|string
function gameObject.AudioSwitch(self_, switchName, switchValue, emitterName) return end

---@param self_ gameObject
---@param effectName CName|string
function gameObject.BreakReplicatedEffectLoopEvent(self_, effectName) return end

---@param owner gameObject
---@param target gameObject
function gameObject.ChangeAttitudeToHostile(owner, target) return end

---@param owner gameObject
---@param target gameObject
function gameObject.ChangeAttitudeToNeutral(owner, target) return end

---@param self_ gameObject
---@param data FocusForcedHighlightData
function gameObject.ForceVisionAppearance(self_, data) return end

---@param object gameObject
---@return gameweaponObject
function gameObject.GetActiveWeapon(object) return end

---@param hitEvent gameeventsHitEvent
---@return Float
function gameObject.GetAttackAngleInFloat(hitEvent) return end

---@param hitEvent gameeventsHitEvent
---@param hitSource Int32
---@return Int32
function gameObject.GetAttackAngleInInt(hitEvent, hitSource) return end

---@param first gameObject
---@param second gameObject
---@return EAIAttitude
function gameObject.GetAttitudeBetween(first, second) return end

---@param first gameObject
---@param second gameObject
---@return EAIAttitude
function gameObject.GetAttitudeTowards(first, second) return end

---@param target gameObject
---@param playerPuppet gameObject
---@return Float
function gameObject.GetFinisherHealthThresholdIncrease(target, playerPuppet) return end

---@param direction Vector4
---@param owner gameObject
---@return Int32
function gameObject.GetLocalAngleForDirectionInInt(direction, owner) return end

---@param object gameObject
---@return TweakDBID
function gameObject.GetTDBID(object) return end

---@param target gameObject
---@param owner gameObject
---@return Float
function gameObject.GetTargetAngleInFloat(target, owner) return end

---@param target gameObject
---@param owner gameObject
---@return Int32
function gameObject.GetTargetAngleInInt(target, owner) return end

---@param target gameObject
---@param owner gameObject
---@return Int32, Int32
function gameObject.GetTargetAngleInInt(target, owner) return end

---@param self_ gameObject
---@param cooldownName CName|string
---@param id Int32
---@return Bool
function gameObject.IsCooldownActive(self_, cooldownName, id) return end

---@param obj gameObject
---@return Bool
function gameObject.IsFriendlyTowardsPlayer(obj) return end

---@param object gameObject
---@return Bool
function gameObject.IsVehicle(object) return end

---@param self_ gameObject
---@param eventName CName|string
function gameObject.PlayMetadataEvent(self_, eventName) return end

---@param self_ gameObject
---@param eventName CName|string
---@param emitterName CName|string
function gameObject.PlaySound(self_, eventName, emitterName) return end

---@param self_ gameObject
---@param eventName CName|string
function gameObject.PlaySoundEvent(self_, eventName) return end

---@param self_ gameObject
---@param eventName CName|string
---@param flag audioAudioEventFlags
---@param type audioEventActionType
function gameObject.PlaySoundEventWithParams(self_, eventName, flag, type) return end

---@param self_ gameObject
---@param eventName CName|string
---@param emitterName CName|string
---@param flag audioAudioEventFlags
---@param type audioEventActionType
function gameObject.PlaySoundWithParams(self_, eventName, emitterName, flag, type) return end

---@param self_ gameObject
---@param voName CName|string
---@param debugInitialContext CName|string
---@param delay Float
---@param answeringEntityID entEntityID
---@param canPlayInVehicle Bool
---@return gameDelayID
function gameObject.PlayVoiceOver(self_, voName, debugInitialContext, delay, answeringEntityID, canPlayInVehicle) return end

---@param self_ gameObject
---@param cooldownName CName|string
function gameObject.RemoveCooldown(self_, cooldownName) return end

---@param obj gameObject
---@param listener GameObjectListener
function gameObject.RemoveListener(obj, listener) return end

---@param self_ gameObject
---@param modifierGroupID Uint64
function gameObject.RemoveModifierGroup(self_, modifierGroupID) return end

---@param target gameObject
---@param listener StatusEffectTriggerListener
function gameObject.RemoveStatusEffectTriggerListener(target, listener) return end

---@param self_ gameObject
---@param reveal Bool
---@param reason CName|string
---@param instigatorID entEntityID
---@param lifetime Float
---@param delay Float
function gameObject.SendForceRevealObjectEvent(self_, reveal, reason, instigatorID, lifetime, delay) return end

---@param self_ gameObject
---@param paramName CName|string
---@param paramValue Float
function gameObject.SetAudioParameter(self_, paramName, paramValue) return end

---@param self_ gameObject
---@param switchName CName|string
---@param switchValue CName|string
function gameObject.SetAudioSwitch(self_, switchName, switchValue) return end

---@param outType EFocusOutlineType
---@param highType EFocusForcedHighlightType
---@param prio EPriority
---@param id entEntityID
---@param className CName|string
---@return FocusForcedHighlightData
function gameObject.SetFocusForcedHightlightData(outType, highType, prio, id, className) return end

---@param self_ gameObject
---@param appearance CName|string
function gameObject.SetMeshAppearanceEvent(self_, appearance) return end

---@param self_ gameObject
---@param cooldownName CName|string
---@param cooldownDuration Float
---@param ignoreTimeDilation Bool
---@return Int32
function gameObject.StartCooldown(self_, cooldownName, cooldownDuration, ignoreTimeDilation) return end

---@param self_ gameObject
---@param effectName CName|string
---@param shouldPersist Bool
---@param breakAllOnDestroy Bool
function gameObject.StartReplicatedEffectEvent(self_, effectName, shouldPersist, breakAllOnDestroy) return end

---@param self_ gameObject
---@param id entEntityID
---@param effectName CName|string
function gameObject.StopEffectEvent(self_, id, effectName) return end

---@param self_ gameObject
---@param effectName CName|string
function gameObject.StopReplicatedEffectEvent(self_, effectName) return end

---@param self_ gameObject
---@param eventName CName|string
---@param emitterName CName|string
function gameObject.StopSound(self_, eventName, emitterName) return end

---@param self_ gameObject
---@param eventName CName|string
function gameObject.StopSoundEvent(self_, eventName) return end

---@param obj gameObject
function gameObject.TagObject(obj) return end

---@param target gameObject
---@return Bool
function gameObject.TargetHasDebuff(target) return end

---@param target gameObject
---@return Bool
function gameObject.TargetHasLocomotionMalfunction(target) return end

---@param target gameObject
---@return Bool
function gameObject.TargetIsStunned(target) return end

---@param owner gameObject
---@param sourceName CName|string
---@param isVisibe Bool
---@param transitionTime Float
function gameObject.ToggleForcedVisibilityInAnimSystemEvent(owner, sourceName, isVisibe, transitionTime) return end

---@param obj gameObject
function gameObject.UntagObject(obj) return end

---@param enable Bool
function gameObject:EnableTransformUpdates(enable) return end

function gameObject:GetAudioName() return end

---@return gameObjectPS
function gameObject:GetBasePS() return end

---@return CName
function gameObject:GetCurrentContext() return end

---@param curveName CName|string
---@param isDebug Bool
---@return Float, Float
function gameObject:GetCurveValue(curveName, isDebug) return end

function gameObject:GetDisplayDescription() return end

---@return String
function gameObject:GetDisplayName() return end

---@return ScriptGameInstance
function gameObject:GetGame() return end

---@return CName
function gameObject:GetName() return end

---@return gameObject
function gameObject:GetOwner() return end

---@return gameObjectPS
function gameObject:GetPS() return end

---@return String
function gameObject:GetTracedActionName() return end

---@return entSlotComponent
function gameObject:GetUISlotComponent() return end

---@param tag CName|string
---@return Bool
function gameObject:HasTag(tag) return end

---@return Bool
function gameObject:IsPlayerControlled() return end

---@return Bool
function gameObject:IsSelectedForDebugging() return end

---@return Bool
function gameObject:PlayerLastUsedKBM() return end

---@return Bool
function gameObject:PlayerLastUsedPad() return end

---@param evt redEvent
function gameObject:QueueReplicatedEvent(evt) return end

---@param listener IScriptable
---@param name CName|string
function gameObject:RegisterInputListener(listener, name) return end

---@param listener IScriptable
---@param name CName|string
function gameObject:RegisterInputListenerWithOwner(listener, name) return end

---@param obj gameObject
---@param eventName CName|string
function gameObject:ReplicateAnimEvent(obj, eventName) return end

---@param obj gameObject
---@param inputName CName|string
---@param value animAnimFeature
function gameObject:ReplicateAnimFeature(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Bool
function gameObject:ReplicateInputBool(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Float
function gameObject:ReplicateInputFloat(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Int32
function gameObject:ReplicateInputInt(obj, inputName, value) return end

---@param obj gameObject
---@param inputName CName|string
---@param value Vector4
function gameObject:ReplicateInputVector(obj, inputName, value) return end

---@param eventName CName|string
---@param data IScriptable
---@param flags Int32
---@return Bool
function gameObject:TriggerEvent(eventName, data, flags) return end

---@param listener IScriptable
---@param name CName|string
function gameObject:UnregisterInputListener(listener, name) return end

---@param evt AddOrRemoveListenerForGOEvent
---@return Bool
function gameObject:OnAddOrRemoveListenerForGameObject(evt) return end

---@param evt AddStatusEffectListenerEvent
---@return Bool
function gameObject:OnAddStatusEffectTriggerListener(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function gameObject:OnAttitudeChanged(evt) return end

---@param evt AutoSaveEvent
---@return Bool
function gameObject:OnAutoSaveEvent(evt) return end

---@param evt ChangeRewardSettingsEvent
---@return Bool
function gameObject:OnChangeRewardSettingsEvent(evt) return end

---@param evt CustomUIAnimationEvent
---@return Bool
function gameObject:OnCustomUIAnimationEvent(evt) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function gameObject:OnDamageReceived(evt) return end

---@param evt DebugOutlineEvent
---@return Bool
function gameObject:OnDebugOutlineEvent(evt) return end

---@param evt DelayPrereqEvent
---@return Bool
function gameObject:OnDelayPrereqEvent(evt) return end

---@return Bool
function gameObject:OnDetach() return end

---@param evt DeviceLinkRequest
---@return Bool
function gameObject:OnDeviceLinkRequest(evt) return end

---@return Bool
function gameObject:OnGameAttached() return end

---@param evt GameplayRoleChangeNotification
---@return Bool
function gameObject:OnGameplayRoleChangeNotification(evt) return end

---@param evt HUDInstruction
---@return Bool
function gameObject:OnHUDInstruction(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function gameObject:OnHit(evt) return end

---@param evt HitInstigatorCooldownEvent
---@return Bool
function gameObject:OnHitInstigatorCooldown(evt) return end

---@param evt gameeventsProjectedHitEvent
---@return Bool
function gameObject:OnHitProjection(evt) return end

---@param evt LookedAtEvent
---@return Bool
function gameObject:OnLookedAtEvent(evt) return end

---@param evt gameeventsMissEvent
---@return Bool
function gameObject:OnMiss(evt) return end

---@param evt OutlineRequestEvent
---@return Bool
function gameObject:OnOutlineRequestEvent(evt) return end

---@param evt entPhysicalDestructionEvent
---@return Bool
function gameObject:OnPhysicalDestructionEvent(evt) return end

---@param evt entPostInitializeEvent
---@return Bool
function gameObject:OnPostInitialize(evt) return end

---@param evt entPreUninitializeEvent
---@return Bool
function gameObject:OnPreUninitialize(evt) return end

---@param evt gameVisionModeUpdateVisuals
---@return Bool
function gameObject:OnPulseEvent(evt) return end

---@param evt Record1DamageInHistoryEvent
---@return Bool
function gameObject:OnRecord1DamageInHistoryEvent(evt) return end

---@param evt RemoveStatusEffectListenerEvent
---@return Bool
function gameObject:OnRemoveStatusEffectTriggerListener(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function gameObject:OnRequestComponents(ri) return end

---@param evt ScaleAndLockLeftHandWeaponsCompensateInStashEvent
---@return Bool
function gameObject:OnScaleAndLockLeftHandWeaponsCompensateInStashEvent(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function gameObject:OnScanningLookedAt(evt) return end

---@param evt gameScanningModeEvent
---@return Bool
function gameObject:OnScanningModeChanged(evt) return end

---@param evt gameSetAsQuestImportantEvent
---@return Bool
function gameObject:OnSetAsQuestImportantEvent(evt) return end

---@param evt gamesmartGunSmartGunLockEvent
---@return Bool
function gameObject:OnSmartGunLockEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function gameObject:OnStatusEffectApplied(evt) return end

---@param evt gameeventsRemoveStatusEffect
---@return Bool
function gameObject:OnStatusEffectRemoved(evt) return end

---@param evt TagObjectEvent
---@return Bool
function gameObject:OnTagObjectEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function gameObject:OnTakeControl(ri) return end

---@param evt ToggleOffMeshConnections
---@return Bool
function gameObject:OnToggleOffMeshConnections(evt) return end

---@param evt ToggleVisibilityInAnimSystemEvent
---@return Bool
function gameObject:OnToggleVisibilityInAnimSystemEvent(evt) return end

---@param evt TriggerAttackEffectorWithDelay
---@return Bool
function gameObject:OnTriggerAttackEffectorWithDelay(evt) return end

---@param evt gameeventsVehicleHitEvent
---@return Bool
function gameObject:OnVehicleHit(evt) return end

---@param evt WillDieSoonEvent
---@return Bool
function gameObject:OnWillDieSoonEventEvent(evt) return end

---@param evt linkedClueTagEvent
---@return Bool
function gameObject:OnlinkedClueTagEvent(evt) return end

---@return Bool
function gameObject:BlockFinisherThreshold() return end

---@return Bool
function gameObject:BlockWorkspotFinishers() return end

---@return Bool
function gameObject:CanBeInvestigated() return end

---@return Bool
function gameObject:CanBeTagged() return end

---@return Bool
function gameObject:CanOverrideNetworkContext() return end

---@return Bool
function gameObject:CanPassDemolitionSkillCheck() return end

---@return Bool
function gameObject:CanPassEngineeringSkillCheck() return end

---@return Bool
function gameObject:CanPassHackingSkillCheck() return end

---@return Bool
function gameObject:CanPlayerScanThroughWalls() return end

---@param data TweakDBID|string
---@return Bool
function gameObject:CanPlayerUseQuickHackVulnerability(data) return end

---@return Bool
function gameObject:CanReceivePoiseDamage() return end

---@return Bool
function gameObject:CanRevealRemoteActionsWheel() return end

---@param data FocusForcedHighlightData
function gameObject:CancelForcedVisionAppearance(data) return end

---@param damageDealers gameObject[]
function gameObject:CheckIfPreventionShouldReact(damageDealers) return end

function gameObject:ClearForcedVisibilityInAnimSystem() return end

---@return Bool
function gameObject:CompileScannerChunks() return end

---@param evt gameeventsHitEvent
function gameObject:DamagePipelineFinalized(evt) return end

---@return EGameplayRole
function gameObject:DeterminGameplayRole() return end

---@param data SDeviceMappinData
---@return Float
function gameObject:DeterminGameplayRoleMappinRange(data) return end

---@param data SDeviceMappinData
---@return EMappinVisualState
function gameObject:DeterminGameplayRoleMappinVisuaState(data) return end

---@param value Bool
function gameObject:DisableKillReward(value) return end

---@param player Bool
---@param npc Bool
function gameObject:DisableOffMeshConnections(player, npc) return end

---@param dmgInfos gameuiDamageInfo[]
function gameObject:DisplayHitUI(dmgInfos) return end

---@param killInfo gameuiKillInfo
function gameObject:DisplayKillUI(killInfo) return end

---@param player Bool
---@param npc Bool
function gameObject:EnableOffMeshConnections(player, npc) return end

function gameObject:EvaluateMappinsVisualState() return end

---@return gameScanningTooltipElementDef[]
function gameObject:FillObjectDescription() return end

---@param killType gameKillType
---@param instigator gameObject
function gameObject:FindAndRewardKiller(killType, instigator) return end

---@param value Bool
function gameObject:ForceDefeatReward(value) return end

---@param data FocusForcedHighlightData
function gameObject:ForceVisionAppearance(data) return end

---@return Vector4
function gameObject:GetAcousticQuerryStartPoint() return end

---@return AnimationSystemForcedVisibilityManager
function gameObject:GetAnimationSystemForcedVisibilityManager() return end

---@return gameAttitudeAgent
function gameObject:GetAttitudeAgent() return end

---@param target gameObject
---@return EAIAttitude
function gameObject:GetAttitudeTowards(target) return end

---@return Int32
function gameObject:GetAvailableClueIndex() return end

---@return braindanceVisionMode
function gameObject:GetBraindanceLayer() return end

---@return TweakDBID
function gameObject:GetContentScale() return end

---@return EFocusOutlineType
function gameObject:GetCurrentOutline() return end

---@return ScriptableDeviceAction
function gameObject:GetCurrentlyUploadingAction() return end

---@return FocusForcedHighlightData
function gameObject:GetDefaultHighlight() return end

---@return EFocusForcedHighlightType
function gameObject:GetDefaultHighlightType() return end

---@return DeviceLinkComponentPS
function gameObject:GetDeviceLink() return end

---@return FastTravelSystem
function gameObject:GetFastTravelSystem() return end

---@return FocusCluesSystem
function gameObject:GetFocusClueSystem() return end

---@param aiAction gamedataWorkspotActionType
---@return WorkspotEntryData
function gameObject:GetFreeWorkspotDataForAIAction(aiAction) return end

---@param aiAction gamedataWorkspotActionType
---@return NodeRef
function gameObject:GetFreeWorkspotRefForAIAction(aiAction) return end

---@param aiAction gamedataWorkspotActionType
---@return Int32
function gameObject:GetFreeWorkspotsCountForAIAction(aiAction) return end

---@param key CName|string
---@return gameFxResource
function gameObject:GetFxResourceByKey(key) return end

---@return HUDManager
function gameObject:GetHudManager() return end

---@return Bool
function gameObject:GetIsBroken() return end

---@return Bool
function gameObject:GetIsIconic() return end

---@return Bool
function gameObject:GetIsInFastFinisher() return end

---@param clueIndex Int32
---@return LinkedFocusClueData
function gameObject:GetLinkedClueData(clueIndex) return end

---@return gamedataQuality
function gameObject:GetLootQuality() return end

---@param range Float
---@return NPCPuppet[]
function gameObject:GetNPCsAroundObject(range) return end

---@return Vector4
function gameObject:GetNetworkBeamEndpoint() return end

---@return CName
function gameObject:GetNetworkLinkSlotName() return end

---@return CName, WorldTransform
function gameObject:GetNetworkLinkSlotName() return end

---@return NetworkSystem
function gameObject:GetNetworkSystem() return end

---@param aiAction gamedataWorkspotActionType
---@return Int32
function gameObject:GetNumberOfWorkpotsForAIAction(aiAction) return end

---@return gameObject[]
function gameObject:GetObjectToForwardHighlight() return end

---@return CName
function gameObject:GetPSClassName() return end

---@return PSOwnerData
function gameObject:GetPSOwnerData() return end

---@return gamePersistentID
function gameObject:GetPersistentID() return end

---@return CName
function gameObject:GetPhoneCallIndicatorSlotName() return end

---@return Vector4
function gameObject:GetPlaystyleMappinLocalPos() return end

---@return Vector4
function gameObject:GetPlaystyleMappinSlotWorldPos() return end

---@return WorldTransform
function gameObject:GetPlaystyleMappinSlotWorldTransform() return end

---@return PreventionSystem
function gameObject:GetPreventionSystem() return end

---@return CName
function gameObject:GetQuickHackIndicatorSlotName() return end

---@return Float
function gameObject:GetReceivedDamageByPlayerLastTimeStamp() return end

---@return CName
function gameObject:GetRoleMappinSlotName() return end

---@return gameScanningTooltipElementDef[]
function gameObject:GetScannableObjects() return end

---@return TweakDBID
function gameObject:GetScannerAttitudeTweak() return end

---@return SecuritySystemControllerPS
function gameObject:GetSecuritySystem() return end

---@return senseComponent
function gameObject:GetSensesComponent() return end

---@return gameSourceShootComponent
function gameObject:GetSourceShootComponent() return end

---@return SquadMemberBaseComponent
function gameObject:GetSquadMemberComponent() return end

---@return gameStatusEffectComponent
function gameObject:GetStatusEffectComponent() return end

---@return StimBroadcasterComponent
function gameObject:GetStimBroadcasterComponent() return end

---@return FocusModeTaggingSystem
function gameObject:GetTaggingSystem() return end

---@return TakeOverControlSystem
function gameObject:GetTakeOverControlSystem() return end

---@return gameTargetShootComponent
function gameObject:GetTargetShootComponent() return end

---@return AITargetTrackerComponent
function gameObject:GetTargetTrackerComponent() return end

---@return Int32
function gameObject:GetTotalCountOfInvestigationSlots() return end

---@param instigator gameObject
function gameObject:HandleDeath(instigator) return end

---@param instigator gameObject
function gameObject:HandleDeathByTask(instigator) return end

---@param data gameScriptTaskData
function gameObject:HandleDeathTask(data) return end

---@param evt gameeventsApplyStatusEffectEvent
function gameObject:HandleICEBreakerUpdate(evt) return end

---@param evt gameeventsHitEvent
function gameObject:HandleStimsOnHit(evt) return end

---@return Bool
function gameObject:HasActiveDistraction() return end

---@return Bool
function gameObject:HasActiveQuickHackUpload() return end

---@return Bool
function gameObject:HasAnyClue() return end

---@return Bool
function gameObject:HasAnyDirectInteractionActive() return end

---@return Bool
function gameObject:HasAnySlaveDevices() return end

---@param attitude EAIAttitude
---@return Bool
function gameObject:HasAttitude(attitude) return end

---@return Bool
function gameObject:HasDirectActionsActive() return end

---@return Bool
function gameObject:HasFinisherAvailable() return end

---@return Bool
function gameObject:HasFreeWorkspotForInvestigation() return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@param sourceID entEntityID
---@return Bool
function gameObject:HasHighlight(highlightType, outlineType, sourceID) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@param sourceID entEntityID
---@param sourceName CName|string
---@return Bool
function gameObject:HasHighlight(highlightType, outlineType, sourceID, sourceName) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@return Bool
function gameObject:HasHighlight(highlightType, outlineType) return end

---@return Bool
function gameObject:HasImportantInteraction() return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@return Bool
function gameObject:HasOutlineOrFill(highlightType, outlineType) return end

---@param data gameVisionModeSystemRevealIdentifier
---@return Bool
function gameObject:HasRevealRequest(data) return end

---@return Bool
function gameObject:HasVisibilityForcedInAnimSystem() return end

---@return Bool
function gameObject:IsAccessPoint() return end

---@return Bool
function gameObject:IsActive() return end

---@return Bool
function gameObject:IsActiveBackdoor() return end

---@return Bool
function gameObject:IsAmmoLoot() return end

---@return Bool
function gameObject:IsAnyClueEnabled() return end

---@return Bool
function gameObject:IsAnyPlaystyleValid() return end

---@return Bool
function gameObject:IsBackdoor() return end

---@return Bool
function gameObject:IsBodyDisposalPossible() return end

---@return Bool
function gameObject:IsBraindanceBlocked() return end

---@return Bool
function gameObject:IsBreached() return end

---@return Bool
function gameObject:IsClueInspected() return end

---@return Bool
function gameObject:IsConnectedToBackdoorDevice() return end

---@return Bool
function gameObject:IsConnectedToSecuritySystem() return end

---@return Bool
function gameObject:IsContainer() return end

---@return Bool
function gameObject:IsControllingDevices() return end

---@return Bool
function gameObject:IsCurrentTarget() return end

---@return Bool
function gameObject:IsCurrentlyScanned() return end

---@return Bool
function gameObject:IsDead() return end

---@return Bool
function gameObject:IsDeadNoStatPool() return end

---@return Bool
function gameObject:IsDemolitionSkillCheckActive() return end

---@return Bool
function gameObject:IsDevice() return end

---@return Bool
function gameObject:IsDrone() return end

---@return Bool
function gameObject:IsDropPoint() return end

---@return Bool
function gameObject:IsEngineeringSkillCheckActive() return end

---@return Bool
function gameObject:IsExplosive() return end

---@return Bool
function gameObject:IsFastTravelPoint() return end

---@return Bool
function gameObject:IsGameplayRelevant() return end

---@param role EGameplayRole
---@return Bool
function gameObject:IsGameplayRoleValid(role) return end

---@return Bool
function gameObject:IsGrouppedClue() return end

---@return Bool
function gameObject:IsHackingPlayer() return end

---@return Bool
function gameObject:IsHackingSkillCheckActive() return end

---@return Bool
function gameObject:IsHandgunAmmoLoot() return end

---@return Bool
function gameObject:IsHighlightedInFocusMode() return end

---@return Bool
function gameObject:IsHostile() return end

---@param playerPuppet gameObject
---@return Bool
function gameObject:IsInFinisherHealthThreshold(playerPuppet) return end

---@return Bool
function gameObject:IsInIconForcedVisibilityRange() return end

---@return Bool
function gameObject:IsInitialized() return end

---@return Bool
function gameObject:IsInvestigating() return end

---@param targetID gameObject
---@return Bool
function gameObject:IsInvestigatingObject(targetID) return end

---@return Bool
function gameObject:IsItem() return end

---@return Bool
function gameObject:IsJohnnyReplacer() return end

---@return Bool
function gameObject:IsNPC() return end

---@return Bool
function gameObject:IsNetrunner() return end

---@return Bool
function gameObject:IsNetworkKnownToPlayer() return end

---@return Bool
function gameObject:IsNetworkLinkDynamic() return end

---@return Bool
function gameObject:IsNeutral() return end

---@return Bool
function gameObject:IsObjectRevealed() return end

---@return Bool
function gameObject:IsPaperdoll() return end

---@return Bool
function gameObject:IsPhotoModeBlocked() return end

---@return Bool
function gameObject:IsPlayer() return end

---@return Bool
function gameObject:IsPlayerStash() return end

---@return Bool
function gameObject:IsPrevention() return end

---@return Bool
function gameObject:IsPuppet() return end

---@return Bool
function gameObject:IsQuest() return end

---@return Bool
function gameObject:IsQuickHackAble() return end

---@return Bool
function gameObject:IsQuickHacksExposed() return end

---@return Bool
function gameObject:IsReplacer() return end

---@return Bool
function gameObject:IsRifleAmmoLoot() return end

---@return Bool
function gameObject:IsScaningCluesBlocked() return end

---@return Bool
function gameObject:IsScanned() return end

---@return Bool
function gameObject:IsScannerDataDirty() return end

---@return Bool
function gameObject:IsSensor() return end

---@return Bool
function gameObject:IsShardContainer() return end

---@return Bool
function gameObject:IsShotgunAmmoLoot() return end

---@return Bool
function gameObject:IsSniperAmmoLoot() return end

---@return Bool
function gameObject:IsSolo() return end

---@return Bool
function gameObject:IsTaggedinFocusMode() return end

---@param target gameObject
---@return Bool
function gameObject:IsTargetTresspassingMyZone(target) return end

---@return Bool
function gameObject:IsTargetedWithSmartWeapon() return end

---@return Bool
function gameObject:IsTechie() return end

---@return Bool
function gameObject:IsTurret() return end

---@return Bool
function gameObject:IsVRReplacer() return end

---@return Bool
function gameObject:IsValidHostileTarget() return end

---@return Bool
function gameObject:IsVehicle() return end

---@return Bool
function gameObject:IsWardrobe() return end

---@param isQuest Bool
function gameObject:MarkAsQuest(isQuest) return end

---@param eventName CName|string
function gameObject:OnAnimEventReplicated(eventName) return end

---@param inputName CName|string
---@param value animAnimFeature
function gameObject:OnAnimFeatureReplicated(inputName, value) return end

---@param evt redEvent
function gameObject:OnEventReplicated(evt) return end

---@param hitEvent gameeventsHitEvent
function gameObject:OnHitAnimation(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameObject:OnHitBlockedOrDeflected(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameObject:OnHitSounds(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameObject:OnHitUI(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameObject:OnHitVFX(hitEvent) return end

function gameObject:OnTransformUpdated() return end

---@param dt Float
function gameObject:PassUpdate(dt) return end

---@param evt gameeventsHitEvent
function gameObject:ProcessDamagePipeline(evt) return end

---@param evt gameeventsDamageReceivedEvent
function gameObject:ProcessDamageReceived(evt) return end

---@param player PlayerPuppet
function gameObject:ProlongWeaponGlitchNPCDebuff(player) return end

---@param revealNetworkAtEnd Bool
function gameObject:PulseNetwork(revealNetworkAtEnd) return end

function gameObject:PurgeScannerBlackboard() return end

---@param hitEvent gameeventsHitEvent
function gameObject:ReactToHitProcess(hitEvent) return end

---@param source gameObject
function gameObject:Record1DamageInHistory(source) return end

---@param shouldRegister Bool
function gameObject:RegisterToHUDManager(shouldRegister) return end

---@param shouldRegister Bool
function gameObject:RegisterToHUDManagerByTask(shouldRegister) return end

---@param data gameScriptTaskData
function gameObject:RegisterToHUDManagerTask(data) return end

---@param isForced Bool
---@return Bool
function gameObject:RequestAutoSave(isForced) return end

---@param value Float
---@param maxAttempts Int32
---@param isForced Bool
function gameObject:RequestAutoSaveWithDelay(value, maxAttempts, isForced) return end

---@param targetID entEntityID
---@param updateData HUDActorUpdateData
function gameObject:RequestHUDRefresh(targetID, updateData) return end

---@param updateData HUDActorUpdateData
function gameObject:RequestHUDRefresh(updateData) return end

---@param facts SFactOperationData[]
function gameObject:ResolveFacts(facts) return end

---@param clueIndex Int32
---@param conclusionData gameScanningTooltipElementDef
function gameObject:ResolveFocusClueConclusion(clueIndex, conclusionData) return end

---@param clueIndex Int32
function gameObject:ResolveFocusClueExtendedDescription(clueIndex) return end

---@param instigatorID entEntityID
---@return Bool
function gameObject:ResolveHitIstigatorCooldown(instigatorID) return end

function gameObject:RestoreRevealState() return end

---@param killer gameObject
---@param killType gameKillType
---@param isAnyDamageNonlethal Bool
function gameObject:RewardKiller(killer, killType, isAnyDamageNonlethal) return end

---@param evt redEvent
function gameObject:SendEventToDefaultPS(evt) return end

---@param reveal Bool
---@param reason CName|string
---@param instigatorID entEntityID
---@param lifetime Float
---@param delay Float
function gameObject:SendForceRevealObjectEvent(reveal, reason, instigatorID, lifetime, delay) return end

---@param shouldOpen Bool
function gameObject:SendQuickhackCommands(shouldOpen) return end

function gameObject:SendReactivateHighlightEvent() return end

---@param action ScriptableDeviceAction
function gameObject:SetCurrentlyUploadingAction(action) return end

---@param dirty Bool
function gameObject:SetScannerDirty(dirty) return end

---@return Bool
function gameObject:ShouldEnableRemoteLayer() return end

---@return Bool
function gameObject:ShouldForceRegisterInHUDManager() return end

---@param targetID entEntityID
---@return Bool
function gameObject:ShouldReactToTarget(targetID) return end

---@return Bool
function gameObject:ShouldRegisterToHUD() return end

---@return Bool
function gameObject:ShouldSendGameAttachedEventToPS() return end

---@return Bool
function gameObject:ShouldShowScanner() return end

function gameObject:StartPingingNetwork() return end

---@param evt gameeventsApplyStatusEffectEvent
function gameObject:StartStatusEffectSFX(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
function gameObject:StartStatusEffectVFX(evt) return end

function gameObject:StopPingingNetwork() return end

---@param evt gameeventsRemoveStatusEffect
function gameObject:StopStatusEffectSFX(evt) return end

---@param evt gameeventsRemoveStatusEffect
function gameObject:StopStatusEffectVFX(evt) return end

---@param sourceName CName|string
---@param isVisibe Bool
---@param transitionTime Float
---@param entityID entEntityID
---@param forcedVisibleOnlyInFrustum Bool
function gameObject:ToggleForcedVisibilityInAnimSystem(sourceName, isVisibe, transitionTime, entityID, forcedVisibleOnlyInFrustum) return end

---@param isImportant Bool
function gameObject:ToggleQuestImportance(isImportant) return end

---@param eventName CName|string
function gameObject:TriggerMenuEvent(eventName) return end

---@return gameObject
function gameObject:TryGetControlledProxy() return end

---@param shouldOpen Bool
function gameObject:TryOpenQuickhackMenu(shouldOpen) return end

---@param dt Float
function gameObject:Update(dt) return end

function gameObject:UpdateAdditionalScanningData() return end

function gameObject:UpdateDefaultHighlight() return end

---@class gameObjectActionRefreshEvent : redEvent
gameObjectActionRefreshEvent = {}

---@return gameObjectActionRefreshEvent
function gameObjectActionRefreshEvent.new() return end

---@param props table
---@return gameObjectActionRefreshEvent
function gameObjectActionRefreshEvent.new(props) return end

---@class gameObjectActionsCallbackController : IScriptable
gameObjectActionsCallbackController = {}

---@return gameObjectActionsCallbackController
function gameObjectActionsCallbackController.new() return end

---@param props table
---@return gameObjectActionsCallbackController
function gameObjectActionsCallbackController.new(props) return end

---@param target entEntity
---@param instigator entEntity
---@return gameObjectActionsCallbackController
function gameObjectActionsCallbackController.Create(target, instigator) return end

---@param objectActionRecord gamedataObjectAction_Record
function gameObjectActionsCallbackController:AddObjectAction(objectActionRecord) return end

function gameObjectActionsCallbackController:ClearAllObjectActions() return end

---@param objectActionRecord gamedataObjectAction_Record
---@return Bool
function gameObjectActionsCallbackController:HasObjectAction(objectActionRecord) return end

---@param objectActionRecord gamedataObjectAction_Record
---@return Bool
function gameObjectActionsCallbackController:IsObjectActionInstigatorPrereqFulfilled(objectActionRecord) return end

---@param objectActionRecord gamedataObjectAction_Record
---@return Bool
function gameObjectActionsCallbackController:IsObjectActionTargetPrereqFulfilled(objectActionRecord) return end

function gameObjectActionsCallbackController:RegisterSkillCheckCallbacks() return end

function gameObjectActionsCallbackController:UnlockNotifications() return end

function gameObjectActionsCallbackController:UnregisterSkillCheckCallbacks() return end

---@class gameObjectCarrierComponent : entIComponent
---@field objectToSpawn TweakDBID
gameObjectCarrierComponent = {}

---@return gameObjectCarrierComponent
function gameObjectCarrierComponent.new() return end

---@param props table
---@return gameObjectCarrierComponent
function gameObjectCarrierComponent.new(props) return end

---@class gameObjectCarrierComponentAttached : redEvent
gameObjectCarrierComponentAttached = {}

---@return gameObjectCarrierComponentAttached
function gameObjectCarrierComponentAttached.new() return end

---@param props table
---@return gameObjectCarrierComponentAttached
function gameObjectCarrierComponentAttached.new(props) return end

---@class gameObjectCarrierComponentDetached : redEvent
gameObjectCarrierComponentDetached = {}

---@class gameObjectCarrySystem : gameIObjectCarrySystem
gameObjectCarrySystem = {}

---@return gameObjectCarrySystem
function gameObjectCarrySystem.new() return end

---@param props table
---@return gameObjectCarrySystem
function gameObjectCarrySystem.new(props) return end

---@class gameObjectDeathListener : gameIStatPoolsListener
gameObjectDeathListener = {}

---@return gameObjectDeathListener
function gameObjectDeathListener.new() return end

---@param props table
---@return gameObjectDeathListener
function gameObjectDeathListener.new(props) return end

---@class gameObjectMountableComponent : gamemountingMountableComponent
gameObjectMountableComponent = {}

---@return gameObjectMountableComponent
function gameObjectMountableComponent.new() return end

---@param props table
---@return gameObjectMountableComponent
function gameObjectMountableComponent.new(props) return end

---@class gameObjectPS : gamePersistentState
gameObjectPS = {}

---@return gameObjectPS
function gameObjectPS.new() return end

---@param props table
---@return gameObjectPS
function gameObjectPS.new(props) return end

---@class gameObjectPoolSystem : gameIObjectPoolSystem
gameObjectPoolSystem = {}

---@return gameObjectPoolSystem
function gameObjectPoolSystem.new() return end

---@param props table
---@return gameObjectPoolSystem
function gameObjectPoolSystem.new(props) return end

---@param object gameObject
---@return Bool
function gameObjectPoolSystem:Release(object) return end

---@class gameObjectSpawnParameter : ISerializable
gameObjectSpawnParameter = {}

---@class gameObjectSpawnParametersList : gameObjectSpawnParameter
---@field parameterList gameObjectSpawnParameter[]
gameObjectSpawnParametersList = {}

---@return gameObjectSpawnParametersList
function gameObjectSpawnParametersList.new() return end

---@param props table
---@return gameObjectSpawnParametersList
function gameObjectSpawnParametersList.new(props) return end

---@class gameOccupantSlotComponent : entSlotComponent
---@field slotData gameOccupantSlotData[]
gameOccupantSlotComponent = {}

---@return gameOccupantSlotComponent
function gameOccupantSlotComponent.new() return end

---@param props table
---@return gameOccupantSlotComponent
function gameOccupantSlotComponent.new(props) return end

---@class gameOccupantSlotData
---@field slotName CName
---@field syncAnimationTag CName
---@field workSpotResource workWorkspotResource
---@field exitOffsetFromSlot Vector4
---@field role gameMountingSlotRole
gameOccupantSlotData = {}

---@return gameOccupantSlotData
function gameOccupantSlotData.new() return end

---@param props table
---@return gameOccupantSlotData
function gameOccupantSlotData.new(props) return end

---@class gameOffPavement : redEvent
gameOffPavement = {}

---@return gameOffPavement
function gameOffPavement.new() return end

---@param props table
---@return gameOffPavement
function gameOffPavement.new(props) return end

---@class gameOnCarHitPlayer : redEvent
---@field hitDirection Vector4
---@field seperationImpulse Vector4
---@field carId entEntityID
gameOnCarHitPlayer = {}

---@return gameOnCarHitPlayer
function gameOnCarHitPlayer.new() return end

---@param props table
---@return gameOnCarHitPlayer
function gameOnCarHitPlayer.new(props) return end

---@class gameOnExecutionContext
gameOnExecutionContext = {}

---@class gameOnInventoryEmptyEvent : redEvent
gameOnInventoryEmptyEvent = {}

---@return gameOnInventoryEmptyEvent
function gameOnInventoryEmptyEvent.new() return end

---@param props table
---@return gameOnInventoryEmptyEvent
function gameOnInventoryEmptyEvent.new(props) return end

---@class gameOnLootAllEvent : redEvent
gameOnLootAllEvent = {}

---@return gameOnLootAllEvent
function gameOnLootAllEvent.new() return end

---@param props table
---@return gameOnLootAllEvent
function gameOnLootAllEvent.new(props) return end

---@class gameOnLootEvent : redEvent
gameOnLootEvent = {}

---@return gameOnLootEvent
function gameOnLootEvent.new() return end

---@param props table
---@return gameOnLootEvent
function gameOnLootEvent.new(props) return end

---@class gameOnPavement : redEvent
gameOnPavement = {}

---@return gameOnPavement
function gameOnPavement.new() return end

---@param props table
---@return gameOnPavement
function gameOnPavement.new(props) return end

---@class gameOnScannableBraindanceClueDisabledEvent : redEvent
gameOnScannableBraindanceClueDisabledEvent = {}

---@return gameOnScannableBraindanceClueDisabledEvent
function gameOnScannableBraindanceClueDisabledEvent.new() return end

---@param props table
---@return gameOnScannableBraindanceClueDisabledEvent
function gameOnScannableBraindanceClueDisabledEvent.new(props) return end

---@class gameOnScannableBraindanceClueEnabledEvent : redEvent
gameOnScannableBraindanceClueEnabledEvent = {}

---@return gameOnScannableBraindanceClueEnabledEvent
function gameOnScannableBraindanceClueEnabledEvent.new() return end

---@param props table
---@return gameOnScannableBraindanceClueEnabledEvent
function gameOnScannableBraindanceClueEnabledEvent.new(props) return end

---@class gameOutOfCrowd : redEvent
gameOutOfCrowd = {}

---@return gameOutOfCrowd
function gameOutOfCrowd.new() return end

---@param props table
---@return gameOutOfCrowd
function gameOutOfCrowd.new(props) return end

---@class gameOverrideMissShotOffset : redEvent
---@field overrideRecord String
gameOverrideMissShotOffset = {}

---@return gameOverrideMissShotOffset
function gameOverrideMissShotOffset.new() return end

---@param props table
---@return gameOverrideMissShotOffset
function gameOverrideMissShotOffset.new(props) return end

---@class gamePSChangedEvent : redEvent
gamePSChangedEvent = {}

---@return gamePSChangedEvent
function gamePSChangedEvent.new() return end

---@param props table
---@return gamePSChangedEvent
function gamePSChangedEvent.new(props) return end

---@class gamePSDeviceChangedEvent : redEvent
---@field persistentID gamePersistentID
---@field className CName
gamePSDeviceChangedEvent = {}

---@return gamePSDeviceChangedEvent
function gamePSDeviceChangedEvent.new() return end

---@param props table
---@return gamePSDeviceChangedEvent
function gamePSDeviceChangedEvent.new(props) return end

---@class gamePartRemovedEvent : redEvent
---@field itemID ItemID
---@field removedPartID ItemID
gamePartRemovedEvent = {}

---@return gamePartRemovedEvent
function gamePartRemovedEvent.new() return end

---@param props table
---@return gamePartRemovedEvent
function gamePartRemovedEvent.new(props) return end

---@class gamePatrolSplineControlPoint
gamePatrolSplineControlPoint = {}

---@return gamePatrolSplineControlPoint
function gamePatrolSplineControlPoint.new() return end

---@param props table
---@return gamePatrolSplineControlPoint
function gamePatrolSplineControlPoint.new(props) return end

---@class gamePatrolSplineProgress : IScriptable
---@field currentControlPoints gamePatrolSplineControlPoint[]
---@field entrySplineParam Float
---@field controlPointIndex Uint32
gamePatrolSplineProgress = {}

---@return gamePatrolSplineProgress
function gamePatrolSplineProgress.new() return end

---@param props table
---@return gamePatrolSplineProgress
function gamePatrolSplineProgress.new(props) return end

---@return Bool
function gamePatrolSplineProgress:IsControlPointIndexValid() return end

---@class gamePendingSubtitles
---@field pendingSubtitles scnDialogLineData[]
gamePendingSubtitles = {}

---@return gamePendingSubtitles
function gamePendingSubtitles.new() return end

---@param props table
---@return gamePendingSubtitles
function gamePendingSubtitles.new(props) return end

---@class gamePersistencySystem : gameIPersistencySystem
gamePersistencySystem = {}

---@return gamePersistencySystem
function gamePersistencySystem.new() return end

---@param props table
---@return gamePersistencySystem
function gamePersistencySystem.new(props) return end

---@param targetEntity entEntityID
---@param disable Bool
function gamePersistencySystem:EntityProxy_DisablePhysics(targetEntity, disable) return end

---@param targetID gamePersistentID
---@param notifyEntity Bool
function gamePersistencySystem:ForgetObject(targetID, notifyEntity) return end

---@param targetID gamePersistentID
---@param psClassName CName|string
---@return gamePersistentState
function gamePersistencySystem:GetConstAccessToPSObject(targetID, psClassName) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@return Bool
function gamePersistencySystem:GetPersistentBool(targetEntity, psClassName, varName) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@return Float
function gamePersistencySystem:GetPersistentFloat(targetEntity, psClassName, varName) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@return Int32
function gamePersistencySystem:GetPersistentInt(targetEntity, psClassName, varName) return end

---@param targetEntity entEntityID
---@param evt redEvent
function gamePersistencySystem:QueueEntityEvent(targetEntity, evt) return end

---@param action gamedeviceAction
function gamePersistencySystem:QueuePSDeviceEvent(action) return end

---@param targetID gamePersistentID
---@param psClassName CName|string
---@param evt redEvent
function gamePersistencySystem:QueuePSEvent(targetID, psClassName, evt) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@param newValue Bool
function gamePersistencySystem:SetPersistentBool(targetEntity, psClassName, varName, newValue) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@param newValue Float
function gamePersistencySystem:SetPersistentFloat(targetEntity, psClassName, varName, newValue) return end

---@param targetEntity gamePersistentID
---@param psClassName CName|string
---@param varName CName|string
---@param newValue Int32
function gamePersistencySystem:SetPersistentInt(targetEntity, psClassName, varName, newValue) return end

---@class gamePersistentID
---@field entityHash Uint64
---@field componentName CName
gamePersistentID = {}

---@return gamePersistentID
function gamePersistentID.new() return end

---@param props table
---@return gamePersistentID
function gamePersistentID.new(props) return end

---@param id gamePersistentID
---@return entEntityID
function gamePersistentID.ExtractEntityID(id) return end

---@param id gamePersistentID
---@return CName
function gamePersistentID.GetComponentName(id) return end

---@param id gamePersistentID
---@return Bool
function gamePersistentID.IsComponent(id) return end

---@param id gamePersistentID
---@return Bool
function gamePersistentID.IsDefined(id) return end

---@param id gamePersistentID
---@return Bool
function gamePersistentID.IsDynamic(id) return end

---@param id gamePersistentID
---@return Bool
function gamePersistentID.IsEntity(id) return end

---@param id gamePersistentID
---@return Bool
function gamePersistentID.IsStatic(id) return end

---@param id gamePersistentID
---@return String
function gamePersistentID.ToDebugString(id) return end

---@class gamePersistentState : IScriptable
gamePersistentState = {}

function gamePersistentState:ForcePersistentStateChanged() return end

---@return ScriptGameInstance
function gamePersistentState:GetGameInstance() return end

---@return gamePersistentID
function gamePersistentState:GetID() return end

---@return gamePersistencySystem
function gamePersistentState:GetPersistencySystem() return end

---@class gamePersistentStateDataResource : CResource
---@field buffer DataBuffer
gamePersistentStateDataResource = {}

---@return gamePersistentStateDataResource
function gamePersistentStateDataResource.new() return end

---@param props table
---@return gamePersistentStateDataResource
function gamePersistentStateDataResource.new(props) return end

---@class gamePhantomEntityComponent : entIComponent
---@field params gamePhantomEntityParameters
---@field effectBinding gameEffectComponentBinding
gamePhantomEntityComponent = {}

---@return gamePhantomEntityComponent
function gamePhantomEntityComponent.new() return end

---@param props table
---@return gamePhantomEntityComponent
function gamePhantomEntityComponent.new(props) return end

---@class gamePhantomEntityParameters
---@field teleportStartEffect CName
---@field teleportEndEffect CName
---@field spawnEffect CName
---@field glitchEffect CName
---@field phantomVisibleStates gamePhantomEntityState[]
---@field blendableAppearanceMatches gamePhantomEntityParametersBlendableAppearanceMatch[]
gamePhantomEntityParameters = {}

---@return gamePhantomEntityParameters
function gamePhantomEntityParameters.new() return end

---@param props table
---@return gamePhantomEntityParameters
function gamePhantomEntityParameters.new(props) return end

---@class gamePhantomEntityParametersBlendableAppearanceMatch
---@field blendable CName
---@field notBlendable CName
gamePhantomEntityParametersBlendableAppearanceMatch = {}

---@return gamePhantomEntityParametersBlendableAppearanceMatch
function gamePhantomEntityParametersBlendableAppearanceMatch.new() return end

---@param props table
---@return gamePhantomEntityParametersBlendableAppearanceMatch
function gamePhantomEntityParametersBlendableAppearanceMatch.new(props) return end

---@class gamePhantomEntitySystem : gameIPhantomEntitySystem
gamePhantomEntitySystem = {}

---@return gamePhantomEntitySystem
function gamePhantomEntitySystem.new() return end

---@param props table
---@return gamePhantomEntitySystem
function gamePhantomEntitySystem.new(props) return end

---@class gamePhotoModeAttachmentSlotsListener : gameIAttachmentSlotsListener
gamePhotoModeAttachmentSlotsListener = {}

---@return gamePhotoModeAttachmentSlotsListener
function gamePhotoModeAttachmentSlotsListener.new() return end

---@param props table
---@return gamePhotoModeAttachmentSlotsListener
function gamePhotoModeAttachmentSlotsListener.new(props) return end

---@class gamePhotoModeAutoFocusPositionProvider : entIPositionProvider
gamePhotoModeAutoFocusPositionProvider = {}

---@return gamePhotoModeAutoFocusPositionProvider
function gamePhotoModeAutoFocusPositionProvider.new() return end

---@param props table
---@return gamePhotoModeAutoFocusPositionProvider
function gamePhotoModeAutoFocusPositionProvider.new(props) return end

---@class gamePhotoModeBackgroundCameraComponent : entBaseCameraComponent
---@field isEnabled Bool
---@field virtualCameraName CName
---@field dynamicTextureRes DynamicTexture
---@field env worldEnvironmentAreaParameters
---@field params WorldRenderAreaSettings
---@field depthCutDistance Float
---@field backgroundColor Color
---@field overrideBackgroundColor Bool
---@field renderSceneLayer RenderSceneLayer
---@field streamingDistance Float
gamePhotoModeBackgroundCameraComponent = {}

---@return gamePhotoModeBackgroundCameraComponent
function gamePhotoModeBackgroundCameraComponent.new() return end

---@param props table
---@return gamePhotoModeBackgroundCameraComponent
function gamePhotoModeBackgroundCameraComponent.new(props) return end

---@class gamePhotoModeBackgroundViewComponent : entIComponent
---@field backgroundPrefabRef NodeRef
---@field targetPointRef NodeRef
gamePhotoModeBackgroundViewComponent = {}

---@return gamePhotoModeBackgroundViewComponent
function gamePhotoModeBackgroundViewComponent.new() return end

---@param props table
---@return gamePhotoModeBackgroundViewComponent
function gamePhotoModeBackgroundViewComponent.new(props) return end

---@class gamePhotoModeCameraObject : gameObject
gamePhotoModeCameraObject = {}

---@return gamePhotoModeCameraObject
function gamePhotoModeCameraObject.new() return end

---@param props table
---@return gamePhotoModeCameraObject
function gamePhotoModeCameraObject.new(props) return end

---@class gamePhotoModeEnableEvent : redEvent
gamePhotoModeEnableEvent = {}

---@return gamePhotoModeEnableEvent
function gamePhotoModeEnableEvent.new() return end

---@param props table
---@return gamePhotoModeEnableEvent
function gamePhotoModeEnableEvent.new(props) return end

---@return Bool
function gamePhotoModeEnableEvent:GetEnable() return end

---@param enable Bool
function gamePhotoModeEnableEvent:SetEnable(enable) return end

---@class gamePhotoModeObjectPositionProvider : entIPositionProvider
gamePhotoModeObjectPositionProvider = {}

---@return gamePhotoModeObjectPositionProvider
function gamePhotoModeObjectPositionProvider.new() return end

---@param props table
---@return gamePhotoModeObjectPositionProvider
function gamePhotoModeObjectPositionProvider.new(props) return end

---@class gamePhotoModeSystem : gameIPhotoModeSystem
gamePhotoModeSystem = {}

---@return gamePhotoModeSystem
function gamePhotoModeSystem.new() return end

---@param props table
---@return gamePhotoModeSystem
function gamePhotoModeSystem.new(props) return end

---@return Bool
function gamePhotoModeSystem:CanPhotoModeBeEnabled() return end

---@param location WorldPosition
function gamePhotoModeSystem:GetCameraLocation(location) return end

---@return Bool
function gamePhotoModeSystem:IsExitLocked() return end

---@return Bool
function gamePhotoModeSystem:IsPhotoModeActive() return end

---@param stickerID TweakDBID|string
---@return Bool
function gamePhotoModeSystem:UnlockPhotoModeItem(stickerID) return end

---@class gamePhotoModeUtils
gamePhotoModeUtils = {}

---@return gamePhotoModeUtils
function gamePhotoModeUtils.new() return end

---@param props table
---@return gamePhotoModeUtils
function gamePhotoModeUtils.new(props) return end

---@class gamePhysicalDestructionListenerComponent : entIComponent
---@field physicalDestructionComponentName CName
---@field thresholdLevels Float[]
gamePhysicalDestructionListenerComponent = {}

---@return gamePhysicalDestructionListenerComponent
function gamePhysicalDestructionListenerComponent.new() return end

---@param props table
---@return gamePhysicalDestructionListenerComponent
function gamePhysicalDestructionListenerComponent.new(props) return end

---@class gamePickupObject : gameObject
---@field interactionTag CName
gamePickupObject = {}

---@return gamePickupObject
function gamePickupObject.new() return end

---@param props table
---@return gamePickupObject
function gamePickupObject.new(props) return end

---@class gamePingComponent : entIPlacedComponent
---@field associatedPingType gamedataPingType
gamePingComponent = {}

---@return gamePingComponent
function gamePingComponent.new() return end

---@param props table
---@return gamePingComponent
function gamePingComponent.new(props) return end

---@class gamePingEntry
---@field owner gameObject
---@field worldPosition Vector4
---@field time netTime
---@field pingType gamedataPingType
---@field hitObject entEntity
gamePingEntry = {}

---@return gamePingEntry
function gamePingEntry.new() return end

---@param props table
---@return gamePingEntry
function gamePingEntry.new(props) return end

---@class gamePingSystem : gameIPingSystem
gamePingSystem = {}

---@return gamePingSystem
function gamePingSystem.new() return end

---@param props table
---@return gamePingSystem
function gamePingSystem.new(props) return end

---@return Bool
function gamePingSystem.IsPingSystemEnabled() return end

---@param instigator gameObject
function gamePingSystem:TriggerPing(instigator) return end

---@class gamePingSystemReplicatedState : gameIGameSystemReplicatedState
---@field replicatedPingEntries gamePingEntry[]
gamePingSystemReplicatedState = {}

---@return gamePingSystemReplicatedState
function gamePingSystemReplicatedState.new() return end

---@param props table
---@return gamePingSystemReplicatedState
function gamePingSystemReplicatedState.new(props) return end

---@class gamePlayInDeviceCallbackEvent : redEvent
---@field wasPlayInDeviceSuccessful Bool
gamePlayInDeviceCallbackEvent = {}

---@return gamePlayInDeviceCallbackEvent
function gamePlayInDeviceCallbackEvent.new() return end

---@param props table
---@return gamePlayInDeviceCallbackEvent
function gamePlayInDeviceCallbackEvent.new(props) return end

---@class gamePlayer
---@field peerID netPeerID
---@field nickname String
gamePlayer = {}

---@class gamePlayerArmorStatPoolsListener : gamePuppetStatPoolsListener
gamePlayerArmorStatPoolsListener = {}

---@return gamePlayerArmorStatPoolsListener
function gamePlayerArmorStatPoolsListener.new() return end

---@param props table
---@return gamePlayerArmorStatPoolsListener
function gamePlayerArmorStatPoolsListener.new(props) return end

---@class gamePlayerAttachRequest : gamePlayerScriptableSystemRequest
gamePlayerAttachRequest = {}

---@return gamePlayerAttachRequest
function gamePlayerAttachRequest.new() return end

---@param props table
---@return gamePlayerAttachRequest
function gamePlayerAttachRequest.new(props) return end

---@class gamePlayerClimbInfo : IScriptable
---@field descResult worldgeometryDescriptionResult
---@field obstacleEnd Vector4
---@field inputDirection Vector4
---@field climbValid Bool
---@field vaultValid Bool
gamePlayerClimbInfo = {}

---@return gamePlayerClimbInfo
function gamePlayerClimbInfo.new() return end

---@param props table
---@return gamePlayerClimbInfo
function gamePlayerClimbInfo.new(props) return end

---@class gamePlayerCommandConsumerComponent : entIComponent
gamePlayerCommandConsumerComponent = {}

---@return gamePlayerCommandConsumerComponent
function gamePlayerCommandConsumerComponent.new() return end

---@param props table
---@return gamePlayerCommandConsumerComponent
function gamePlayerCommandConsumerComponent.new(props) return end

---@class gamePlayerControlledComponent : entIComponent
gamePlayerControlledComponent = {}

---@return gamePlayerControlledComponent
function gamePlayerControlledComponent.new() return end

---@param props table
---@return gamePlayerControlledComponent
function gamePlayerControlledComponent.new(props) return end

---@class gamePlayerCoverInfo : IScriptable
gamePlayerCoverInfo = {}

---@return gamePlayerCoverInfo
function gamePlayerCoverInfo.new() return end

---@param props table
---@return gamePlayerCoverInfo
function gamePlayerCoverInfo.new(props) return end

---@class gamePlayerCoverStatusChangedEvent : redEvent
---@field direction gamePlayerCoverDirection
---@field fullyBehindCover Bool
gamePlayerCoverStatusChangedEvent = {}

---@return gamePlayerCoverStatusChangedEvent
function gamePlayerCoverStatusChangedEvent.new() return end

---@param props table
---@return gamePlayerCoverStatusChangedEvent
function gamePlayerCoverStatusChangedEvent.new(props) return end

---@class gamePlayerDetachRequest : gamePlayerScriptableSystemRequest
---@field ownerID entEntityID
gamePlayerDetachRequest = {}

---@return gamePlayerDetachRequest
function gamePlayerDetachRequest.new() return end

---@param props table
---@return gamePlayerDetachRequest
function gamePlayerDetachRequest.new(props) return end

---@class gamePlayerHealthStatPoolsListener : gamePuppetStatPoolsListener
gamePlayerHealthStatPoolsListener = {}

---@return gamePlayerHealthStatPoolsListener
function gamePlayerHealthStatPoolsListener.new() return end

---@param props table
---@return gamePlayerHealthStatPoolsListener
function gamePlayerHealthStatPoolsListener.new(props) return end

---@class gamePlayerLevelBasedQuestRequestFilter : gameCustomRequestFilter
---@field percentMargin Uint32
gamePlayerLevelBasedQuestRequestFilter = {}

---@return gamePlayerLevelBasedQuestRequestFilter
function gamePlayerLevelBasedQuestRequestFilter.new() return end

---@param props table
---@return gamePlayerLevelBasedQuestRequestFilter
function gamePlayerLevelBasedQuestRequestFilter.new(props) return end

---@class gamePlayerManager : gameIPlayerManager
gamePlayerManager = {}

---@return gamePlayerManager
function gamePlayerManager.new() return end

---@param props table
---@return gamePlayerManager
function gamePlayerManager.new(props) return end

---@class gamePlayerMappinComponent : entIComponent
gamePlayerMappinComponent = {}

---@return gamePlayerMappinComponent
function gamePlayerMappinComponent.new() return end

---@param props table
---@return gamePlayerMappinComponent
function gamePlayerMappinComponent.new(props) return end

---@class gamePlayerObstacleSystem : IScriptable
gamePlayerObstacleSystem = {}

---@return gamePlayerObstacleSystem
function gamePlayerObstacleSystem.new() return end

---@param props table
---@return gamePlayerObstacleSystem
function gamePlayerObstacleSystem.new(props) return end

---@param instigator gameObject
---@param queryToDisable_1 gamePlayerObstacleSystemQueryType
---@param queryToDisable_2 gamePlayerObstacleSystemQueryType
---@param queryToDisable_3 gamePlayerObstacleSystemQueryType
function gamePlayerObstacleSystem:DisableQueriesForOwner(instigator, queryToDisable_1, queryToDisable_2, queryToDisable_3) return end

---@param instigator gameObject
---@param queryToEnable_1 gamePlayerObstacleSystemQueryType
---@param queryToEnable_2 gamePlayerObstacleSystemQueryType
---@param queryToEnable_3 gamePlayerObstacleSystemQueryType
function gamePlayerObstacleSystem:EnableQueriesForOwner(instigator, queryToEnable_1, queryToEnable_2, queryToEnable_3) return end

---@param instigator gameObject
---@return gamePlayerCoverDirection
function gamePlayerObstacleSystem:GetCoverDirection(instigator) return end

---@param instigator gameObject
---@return gamePlayerClimbInfo
function gamePlayerObstacleSystem:GetCurrentClimbInfo(instigator) return end

---@param instigator gameObject
---@return worldgeometryaverageNormalDetectionHelperResult
function gamePlayerObstacleSystem:GetSlopeInfo(instigator) return end

---@param instigator gameObject
function gamePlayerObstacleSystem:ManualLeanLeft(instigator) return end

---@param instigator gameObject
function gamePlayerObstacleSystem:ManualLeanRight(instigator) return end

---@param instigator gameObject
function gamePlayerObstacleSystem:OnAutoCoverActivation(instigator) return end

---@param instigator gameObject
function gamePlayerObstacleSystem:OnCoverDeactivation(instigator) return end

---@param instigator gameObject
function gamePlayerObstacleSystem:OnEnterCrouch(instigator) return end

---@param isSwimming Bool
---@param instigator gameObject
function gamePlayerObstacleSystem:SetIsSwimming(isSwimming, instigator) return end

---@class gamePlayerProximityPrereq : gameIPrereq
---@field squaredRange Float
gamePlayerProximityPrereq = {}

---@return gamePlayerProximityPrereq
function gamePlayerProximityPrereq.new() return end

---@param props table
---@return gamePlayerProximityPrereq
function gamePlayerProximityPrereq.new(props) return end

---@class gamePlayerProximityPrereqState : gamePrereqState
gamePlayerProximityPrereqState = {}

---@return gamePlayerProximityPrereqState
function gamePlayerProximityPrereqState.new() return end

---@param props table
---@return gamePlayerProximityPrereqState
function gamePlayerProximityPrereqState.new(props) return end

---@class gamePlayerPuppetReplicatedState : gamePuppetReplicatedState
gamePlayerPuppetReplicatedState = {}

---@return gamePlayerPuppetReplicatedState
function gamePlayerPuppetReplicatedState.new() return end

---@param props table
---@return gamePlayerPuppetReplicatedState
function gamePlayerPuppetReplicatedState.new(props) return end

---@class gamePlayerReleaseControlAsChild : redEvent
gamePlayerReleaseControlAsChild = {}

---@return gamePlayerReleaseControlAsChild
function gamePlayerReleaseControlAsChild.new() return end

---@param props table
---@return gamePlayerReleaseControlAsChild
function gamePlayerReleaseControlAsChild.new(props) return end

---@class gamePlayerReleaseControlAsParent : redEvent
gamePlayerReleaseControlAsParent = {}

---@return gamePlayerReleaseControlAsParent
function gamePlayerReleaseControlAsParent.new() return end

---@param props table
---@return gamePlayerReleaseControlAsParent
function gamePlayerReleaseControlAsParent.new(props) return end

---@class gamePlayerScriptableSystemRequest : gameScriptableSystemRequest
---@field owner gameObject
gamePlayerScriptableSystemRequest = {}

---@return gamePlayerScriptableSystemRequest
function gamePlayerScriptableSystemRequest.new() return end

---@param props table
---@return gamePlayerScriptableSystemRequest
function gamePlayerScriptableSystemRequest.new(props) return end

---@class gamePlayerSocket
gamePlayerSocket = {}

---@return gamePlayerSocket
function gamePlayerSocket.new() return end

---@param props table
---@return gamePlayerSocket
function gamePlayerSocket.new(props) return end

---@class gamePlayerSpawnParams
---@field isSpectator Bool
---@field spawnPoint Transform
---@field recordId TweakDBID
---@field gender CName
---@field useSpecifiedStartPoint Bool
---@field spawnTags redTagList
---@field nickname String
gamePlayerSpawnParams = {}

---@return gamePlayerSpawnParams
function gamePlayerSpawnParams.new() return end

---@param props table
---@return gamePlayerSpawnParams
function gamePlayerSpawnParams.new(props) return end

---@class gamePlayerStatsListener : gamePuppetStatsListener
gamePlayerStatsListener = {}

---@return gamePlayerStatsListener
function gamePlayerStatsListener.new() return end

---@param props table
---@return gamePlayerStatsListener
function gamePlayerStatsListener.new(props) return end

---@class gamePlayerSystem : gameIPlayerSystem
gamePlayerSystem = {}

---@param playerEnteredCombat Bool
function gamePlayerSystem:PlayerEnteredCombat(playerEnteredCombat) return end

---@class gamePlayerTakeControlAsChild : redEvent
gamePlayerTakeControlAsChild = {}

---@return gamePlayerTakeControlAsChild
function gamePlayerTakeControlAsChild.new() return end

---@param props table
---@return gamePlayerTakeControlAsChild
function gamePlayerTakeControlAsChild.new(props) return end

---@class gamePlayerTakeControlAsParent : redEvent
gamePlayerTakeControlAsParent = {}

---@return gamePlayerTakeControlAsParent
function gamePlayerTakeControlAsParent.new() return end

---@param props table
---@return gamePlayerTakeControlAsParent
function gamePlayerTakeControlAsParent.new(props) return end

---@class gamePlayerTierComponent : entIComponent
gamePlayerTierComponent = {}

---@return gamePlayerTierComponent
function gamePlayerTierComponent.new() return end

---@param props table
---@return gamePlayerTierComponent
function gamePlayerTierComponent.new(props) return end

---@class gamePointOfInterestMappinResource : CResource
---@field cookedData gameCookedPointOfInterestMappinData[]
gamePointOfInterestMappinResource = {}

---@return gamePointOfInterestMappinResource
function gamePointOfInterestMappinResource.new() return end

---@param props table
---@return gamePointOfInterestMappinResource
function gamePointOfInterestMappinResource.new(props) return end

---@class gamePoliceRadioSystem : gameIPoliceRadioSystem
---@field lastDistrictEntry CName
---@field isHeat1LineRequestOngoing Bool
gamePoliceRadioSystem = {}

---@return gamePoliceRadioSystem
function gamePoliceRadioSystem.new() return end

---@param props table
---@return gamePoliceRadioSystem
function gamePoliceRadioSystem.new(props) return end

function gamePoliceRadioSystem:AbortCurrentRadioLine() return end

---@return CName[]
function gamePoliceRadioSystem:GetRecentRequests() return end

---@param voRequest CName|string
function gamePoliceRadioSystem:PoliceRadioRequest(voRequest) return end

---@class gamePopulationSystem : gameIPopulationSystem
gamePopulationSystem = {}

---@return gamePopulationSystem
function gamePopulationSystem.new() return end

---@param props table
---@return gamePopulationSystem
function gamePopulationSystem.new(props) return end

---@class gamePopupData
---@field title String
---@field message String
---@field messageOverrideDataList gameJournalEntryOverrideData[]
---@field iconID TweakDBID
---@field isModal Bool
---@field videoType gameVideoType
---@field video Bink
gamePopupData = {}

---@return gamePopupData
function gamePopupData.new() return end

---@param props table
---@return gamePopupData
function gamePopupData.new(props) return end

---@param self_ gamePopupData
---@return redResourceReferenceScriptToken
function gamePopupData.GetVideo(self_) return end

---@class gamePopupSettings
---@field closeAtInput Bool
---@field pauseGame Bool
---@field position gamePopupPosition
---@field fullscreen Bool
---@field hideInMenu Bool
---@field margin inkMargin
gamePopupSettings = {}

---@return gamePopupSettings
function gamePopupSettings.new() return end

---@param props table
---@return gamePopupSettings
function gamePopupSettings.new(props) return end

---@class gamePrepareTPPRepresentationEvent : redEvent
gamePrepareTPPRepresentationEvent = {}

---@return gamePrepareTPPRepresentationEvent
function gamePrepareTPPRepresentationEvent.new() return end

---@param props table
---@return gamePrepareTPPRepresentationEvent
function gamePrepareTPPRepresentationEvent.new(props) return end

---@class gamePrereqCheckData
---@field prereqType gameEPrerequisiteType
---@field comparisonType EComparisonType
---@field contextObject String
---@field valueToCompare Float
gamePrereqCheckData = {}

---@return gamePrereqCheckData
function gamePrereqCheckData.new() return end

---@param props table
---@return gamePrereqCheckData
function gamePrereqCheckData.new(props) return end

---@class gamePrereqData
---@field bAndValues Bool
---@field prereqList gamePrereqCheckData[]
gamePrereqData = {}

---@return gamePrereqData
function gamePrereqData.new() return end

---@param props table
---@return gamePrereqData
function gamePrereqData.new(props) return end

---@class gamePrereqDefinition
---@field prereqName CName
---@field prereq gameIPrereq
gamePrereqDefinition = {}

---@return gamePrereqDefinition
function gamePrereqDefinition.new() return end

---@param props table
---@return gamePrereqDefinition
function gamePrereqDefinition.new(props) return end

---@class gamePrereqManager : gameIPrereqManager
gamePrereqManager = {}

---@return gamePrereqManager
function gamePrereqManager.new() return end

---@param props table
---@return gamePrereqManager
function gamePrereqManager.new(props) return end

---@param prereqData gamePrereqData
---@param params gamePrereqParams
---@return Bool
function gamePrereqManager:MeetsPrerequisite(prereqData, params) return end

---@param prereqID String
---@param params gamePrereqParams
---@return Bool
function gamePrereqManager:MeetsPrerequisiteByID(prereqID, params) return end

---@class gamePrereqParams
---@field objectID gameStatsObjectID
---@field otherObjectID gameStatsObjectID
---@field otherData Variant
gamePrereqParams = {}

---@return gamePrereqParams
function gamePrereqParams.new() return end

---@param props table
---@return gamePrereqParams
function gamePrereqParams.new(props) return end

---@class gamePrereqState : IScriptable
gamePrereqState = {}

---@return gamePrereqState
function gamePrereqState.new() return end

---@param props table
---@return gamePrereqState
function gamePrereqState.new(props) return end

---@return IScriptable
function gamePrereqState:GetContext() return end

---@return gameIPrereq
function gamePrereqState:GetPrereq() return end

---@return Bool
function gamePrereqState:IsFulfilled() return end

---@param newState Bool
function gamePrereqState:OnChanged(newState) return end

---@param callOnlyOnStateFulfilled Bool
function gamePrereqState:OnChangedRepeated(callOnlyOnStateFulfilled) return end

---@class gamePrereqStateChangedEvent : redEvent
gamePrereqStateChangedEvent = {}

---@return gamePrereqStateChangedEvent
function gamePrereqStateChangedEvent.new() return end

---@param props table
---@return gamePrereqStateChangedEvent
function gamePrereqStateChangedEvent.new(props) return end

---@return gamePrereqState
function gamePrereqStateChangedEvent:GetPrereqState() return end

---@class gamePrereqsResource : CResource
---@field prereqs gamePrereqDefinition[]
gamePrereqsResource = {}

---@return gamePrereqsResource
function gamePrereqsResource.new() return end

---@param props table
---@return gamePrereqsResource
function gamePrereqsResource.new(props) return end

---@class gamePreventionSpawnSystem : gameIPreventionSpawnSystem
gamePreventionSpawnSystem = {}

---@return gamePreventionSpawnSystem
function gamePreventionSpawnSystem.new() return end

---@param props table
---@return gamePreventionSpawnSystem
function gamePreventionSpawnSystem.new(props) return end

function gamePreventionSpawnSystem:CancelAllSpawnRequests() return end

---@param requestID Uint32
function gamePreventionSpawnSystem:CancelSpawnRequest(requestID) return end

function gamePreventionSpawnSystem:ClearStrategyPreCheckRequests() return end

---@return vehiclePoliceStrategy
function gamePreventionSpawnSystem:DebugTryOverrideWithForcedStrategy() return end

---@param spawnOriginPositions Vector4[]
---@param radiusMin Float
---@param radiusMax Float
---@param unitCount Uint32
---@param characterRecords TweakDBID[]|string[]
---@param navVisCheck Bool
---@param agentSize NavGenAgentSize
---@param scriptable IScriptable
---@param functionName String
function gamePreventionSpawnSystem:FindPursuitPointsRangeAsync(spawnOriginPositions, radiusMin, radiusMax, unitCount, characterRecords, navVisCheck, agentSize, scriptable, functionName) return end

---@return Bool, vehiclePoliceStrategy[]
function gamePreventionSpawnSystem:GetAvailableStrategies() return end

---@return Vector4
function gamePreventionSpawnSystem:GetIntersectionInFrontOfPlayerPos() return end

---@return gameNearestRoadFromPlayerInfo
function gamePreventionSpawnSystem:GetNearestRoadFromPlayerInfo() return end

---@return Int32
function gamePreventionSpawnSystem:GetNumberOfSpawnedPreventionUnits() return end

---@return Bool
function gamePreventionSpawnSystem:GetPreventionSystemCanSpawnInCrowd() return end

---@param wantedStrategies vehiclePoliceStrategy[]
---@return vehiclePoliceStrategy
function gamePreventionSpawnSystem:GetRandomAvailableStrategy(wantedStrategies) return end

---@param minStrat Uint8
---@param maxStrat Uint8
---@return vehiclePoliceStrategy
function gamePreventionSpawnSystem:GetRandomAvailableStrategyInRange(minStrat, maxStrat) return end

---@param veh vehicleBaseObject
function gamePreventionSpawnSystem:InterruptAllActionAndCommands(veh) return end

---@return Bool
function gamePreventionSpawnSystem:IsAnyStrategyAvailable() return end

---@param id entEntityID
---@return Bool
function gamePreventionSpawnSystem:IsEntityRegistered(id) return end

---@param position Vector3
---@return Bool
function gamePreventionSpawnSystem:IsInUnmountingRange(position) return end

---@return Bool
function gamePreventionSpawnSystem:IsPlayerInDogTown() return end

---@return Bool
function gamePreventionSpawnSystem:IsPlayerInSoftDeescalationTrigger() return end

---@return Bool
function gamePreventionSpawnSystem:IsPlayerOnHighway() return end

---@param point Vector4
---@return Bool
function gamePreventionSpawnSystem:IsPointInPreventionFreeArea(point) return end

---@return Bool
function gamePreventionSpawnSystem:IsPreventionVehicleEnabled() return end

---@param strategy vehiclePoliceStrategy
---@return Bool
function gamePreventionSpawnSystem:IsStrategyAvailable(strategy) return end

---@param entityID entEntityID
function gamePreventionSpawnSystem:MarkAsDead(entityID) return end

---@param isPlayerMounted Bool
function gamePreventionSpawnSystem:NotifyPlayerMounted(isPlayerMounted) return end

---@param scriptable IScriptable
---@param functionName String
---@param entityID entEntityID
function gamePreventionSpawnSystem:RegisterEntityDeathCallback(scriptable, functionName, entityID) return end

function gamePreventionSpawnSystem:ReinitAll() return end

---@param recordID TweakDBID|string
---@param spawnDistanceRange Vector2
---@param useOffTrafficPoints Bool
---@return Uint32
function gamePreventionSpawnSystem:RequestAVSpawn(recordID, spawnDistanceRange, useOffTrafficPoints) return end

---@param recordID TweakDBID|string
---@param location Vector3
---@return Uint32
function gamePreventionSpawnSystem:RequestAVSpawnAtLocation(recordID, location) return end

---@param scriptable IScriptable
---@param functionName String
---@param spawnDistanceRange Vector2
---@param maxSpawnPoints Uint32
---@param useOffTrafficPoints Bool
---@return Uint32
function gamePreventionSpawnSystem:RequestAVSpawnPoints(scriptable, functionName, spawnDistanceRange, maxSpawnPoints, useOffTrafficPoints) return end

---@param vehicleRecordID TweakDBID|string
---@param passengersRecordIDs TweakDBID[]|string[]
---@param strategy vehicleBaseStrategyRequest
---@return Uint32
function gamePreventionSpawnSystem:RequestChaseVehicle(vehicleRecordID, passengersRecordIDs, strategy) return end

---@param entityID entEntityID
function gamePreventionSpawnSystem:RequestDespawn(entityID) return end

---@param shouldUseAggressiveDespawn Bool
function gamePreventionSpawnSystem:RequestDespawnAll(shouldUseAggressiveDespawn) return end

---@param vehicle vehicleBaseObject
function gamePreventionSpawnSystem:RequestDespawnVehicleAndPassengers(vehicle) return end

---@param vehiclessRecordIDs TweakDBID[]|string[]
---@param spawnDistanceRange Vector2
---@param numberNPCsPerCar Uint32
---@return Uint32
function gamePreventionSpawnSystem:RequestRoadBlockadeSpawn(vehiclessRecordIDs, spawnDistanceRange, numberNPCsPerCar) return end

---@param recordID TweakDBID|string
---@param spawnTransform WorldTransform
---@return Uint32
function gamePreventionSpawnSystem:RequestUnitSpawn(recordID, spawnTransform) return end

---@param preCheckRequests vehicleBaseStrategyRequest[]
function gamePreventionSpawnSystem:SetStrategyPreCheckRequests(preCheckRequests) return end

---@param areaReference NodeRef
---@param enable Bool
function gamePreventionSpawnSystem:ToggleFreeArea(areaReference, enable) return end

---@param isActive Bool
function gamePreventionSpawnSystem:TogglePreventionActive(isActive) return end

---@param toggle Bool
function gamePreventionSpawnSystem:TogglePreventionCrowdSpawns(toggle) return end

---@param areaReference NodeRef
---@param enable Bool
function gamePreventionSpawnSystem:TogglePreventionQuestTrigger(areaReference, enable) return end

---@param id entEntityID
---@return Bool, gameDynamicVehicleType
function gamePreventionSpawnSystem:TryGetVehicleType(id) return end

---@param scriptable IScriptable
---@param functionName String
---@param entityID entEntityID
function gamePreventionSpawnSystem:UnregisterEntityDeathCallback(scriptable, functionName, entityID) return end

---@param damageAmount Float
function gamePreventionSpawnSystem:Debug_EmulateDamageDealt(damageAmount) return end

---@param entityID entEntityID
function gamePreventionSpawnSystem:DespawnCallback(entityID) return end

---@param disablePreventionSystem Bool
function gamePreventionSpawnSystem:OnEnterPreventionQuestTrigger(disablePreventionSystem) return end

---@param puppet gamePuppet
function gamePreventionSpawnSystem:RoadblockadeNPCEarlyInit(puppet) return end

---@param value vehiclePoliceStrategy
---@return vehiclePoliceStrategy
function gamePreventionSpawnSystem:SetIfAvailable(value) return end

---@param requestResult gameSpawnRequestResult
function gamePreventionSpawnSystem:SpawnRequestFinished(requestResult) return end

---@return Bool, gamePreventionSystemDebugData
function gamePreventionSpawnSystem:TryFillPreventionSystemDebugData() return end

---@param vehicleObject vehicleWheeledBaseObject
function gamePreventionSpawnSystem:VehicleEarlyInit(vehicleObject) return end

---@class gamePreventionSpawnSystemSavedState : ISerializable
---@field areaIds Uint64[]
gamePreventionSpawnSystemSavedState = {}

---@return gamePreventionSpawnSystemSavedState
function gamePreventionSpawnSystemSavedState.new() return end

---@param props table
---@return gamePreventionSpawnSystemSavedState
function gamePreventionSpawnSystemSavedState.new(props) return end

---@class gamePreventionSystemDebugData
---@field totalCrimeScore Float
---@field heatStage Int32
---@field heatThreshold Float
---@field heatMultiplierDistrict Float
---@field heatMultiplierQuest Float
---@field totalVehiclesCount Int32
---@field totalAVsCount Int32
---@field totalBlockadesCount Int32
---@field totalNPCCount Int32
---@field currentVehicleTicketCount Int32
---@field maxVehicleTicketCount Int32
---@field maxTacNPCCount Int32
---@field engagedVehiclesCount Int32
---@field engagedVehiclesLimit Int32
---@field supportVehiclesCount Int32
---@field supportVehiclesLimit Int32
---@field maxAVPlayerDistance Float
---@field lastAVRequestedSpawnPosition Vector3
---@field totalNPCLimit Int32
---@field externalNPCCount Int32
---@field fallbackNPCCount Int32
---@field registeredPendingTickets Int32
---@field awaitedAVSpawnPointsRequestID Uint32
---@field lastKnownPosition Vector4
---@field heatChangeReason String
---@field systemEnabled Bool
---@field systemLockEventSources String[]
gamePreventionSystemDebugData = {}

---@return gamePreventionSystemDebugData
function gamePreventionSystemDebugData.new() return end

---@param props table
---@return gamePreventionSystemDebugData
function gamePreventionSystemDebugData.new(props) return end

---@class gamePreviewItemData : gameUniqueItemData
gamePreviewItemData = {}

---@return gamePreviewItemData
function gamePreviewItemData.new() return end

---@param props table
---@return gamePreviewItemData
function gamePreviewItemData.new(props) return end

---@class gameProjectileSystem : gameIProjectileSystem
gameProjectileSystem = {}

---@return gameProjectileSystem
function gameProjectileSystem.new() return end

---@param props table
---@return gameProjectileSystem
function gameProjectileSystem.new(props) return end

---@return gameprojectileComponent[]
function gameProjectileSystem:GetRegisteredComponents() return end

---@class gamePuppet : gamePuppetBase
gamePuppet = {}

---@return gamePuppet
function gamePuppet.new() return end

---@param props table
---@return gamePuppet
function gamePuppet.new(props) return end

---@param self_ ScriptedPuppet
---@return Bool
function gamePuppet.HasLootableItems(self_) return end

---@param itemData gameItemData
---@param owner ScriptedPuppet
function gamePuppet.ScaleDroppedItem(itemData, owner) return end

function gamePuppet:CacheLootForDropping() return end

---@return Bool
function gamePuppet:CanRagdoll() return end

---@param vehicleID entEntityID
---@return Bool
function gamePuppet:CheckIsStandingOnVehicle(vehicleID) return end

function gamePuppet:DropAmmo() return end

function gamePuppet:DropLootBag() return end

function gamePuppet:DropWeapons() return end

function gamePuppet:GenerateLoot() return end

---@param lootModifiers gameStatModifierData_Deprecated[]
function gamePuppet:GenerateLootWithStats(lootModifiers) return end

---@return gameAttitudeAgent
function gamePuppet:GetAttitude() return end

---@return gameIBlackboard
function gamePuppet:GetBlackboard() return end

---@return CName
function gamePuppet:GetBodyType() return end

---@param deviceGroup CName|string
---@return Bool
function gamePuppet:GetCPOMissionVoted(deviceGroup) return end

---@param position Vector4
---@return navNaviPositionType
function gamePuppet:GetCurrentNavmeshPosition(position) return end

---@return Vector4
function gamePuppet:GetLastValidNavmeshPoint() return end

---@return gamedataNPCRarity
function gamePuppet:GetNPCRarity() return end

---@return gamedataNPCRarity_Record
function gamePuppet:GetNPCRarityRecord() return end

---@return CName
function gamePuppet:GetResolvedGenderName() return end

---@return senseComponent
function gamePuppet:GetSenses() return end

---@return AITargetTrackerComponent
function gamePuppet:GetTargetTracker() return end

---@return Vector4
function gamePuppet:GetVelocity() return end

---@return senseVisibleObjectComponent
function gamePuppet:GetVisibleObject() return end

---@return Bool
function gamePuppet:HasCPOMissionData() return end

---@return Bool
function gamePuppet:HasCrowdStaticLOD() return end

---@param tagList CName[]|string[]
---@return Bool
function gamePuppet:HasRuntimeAnimsetTags(tagList) return end

function gamePuppet:HideIrreversibly() return end

function gamePuppet:InitializeBaseInventory() return end

---@return Bool
function gamePuppet:IsLooted() return end

function gamePuppet:ProcessLoot() return end

---@param hasCPOMissionData Bool
function gamePuppet:SetCPOMissionData(hasCPOMissionData) return end

---@param deviceGroup CName|string
---@param hasVoted Bool
function gamePuppet:SetCPOMissionVoted(deviceGroup, hasVoted) return end

---@return Bool
function gamePuppet:WasLootGenerated() return end

---@class gamePuppetBase : gameTimeDilatable
gamePuppetBase = {}

---@return TweakDBID
function gamePuppetBase:GetRecordID() return end

---@param useDisplayNameAsFallback Bool
---@return String
function gamePuppetBase:GetTweakDBDisplayName(useDisplayNameAsFallback) return end

---@param useDisplayNameAsFallback Bool
---@return String
function gamePuppetBase:GetTweakDBFullDisplayName(useDisplayNameAsFallback) return end

---@param varName String
---@param defaultValue Bool
---@return Bool
function gamePuppetBase:GetBoolFromCharacterTweak(varName, defaultValue) return end

---@param varName String
---@param defaultValue CName|string
---@return CName
function gamePuppetBase:GetCNameFromCharacterTweak(varName, defaultValue) return end

---@param varName String
---@param defaultValue Float
---@return Float
function gamePuppetBase:GetFloatFromCharacterTweak(varName, defaultValue) return end

---@param varName String
---@param defaultValue Int32
---@return Int32
function gamePuppetBase:GetIntFromCharacterTweak(varName, defaultValue) return end

---@param varName String
---@param defaultValue String
---@return String
function gamePuppetBase:GetStringFromCharacterTweak(varName, defaultValue) return end

---@return Bool
function gamePuppetBase:IsIncapacitated() return end

---@class gamePuppetBlackboardUpdater : IScriptable
gamePuppetBlackboardUpdater = {}

---@return gamePuppetBlackboardUpdater
function gamePuppetBlackboardUpdater.new() return end

---@param props table
---@return gamePuppetBlackboardUpdater
function gamePuppetBlackboardUpdater.new(props) return end

---@param damageInfo gameuiDamageInfo
function gamePuppetBlackboardUpdater:AddDamageInfo(damageInfo) return end

---@param killInfo gameuiKillInfo
function gamePuppetBlackboardUpdater:AddKillInfo(killInfo) return end

---@class gamePuppetMountableComponent : gamemountingMountableComponent
gamePuppetMountableComponent = {}

---@return gamePuppetMountableComponent
function gamePuppetMountableComponent.new() return end

---@param props table
---@return gamePuppetMountableComponent
function gamePuppetMountableComponent.new(props) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function gamePuppetMountableComponent:OnInteractionChoice(choiceEvent) return end

---@class gamePuppetPS : gameObjectPS
---@field gender CName
---@field wasQuickHacked Bool
---@field hasQuickHackBegunUpload Bool
---@field hasAlternativeName Bool
---@field isCrouch Bool
---@field allowVehicleCollisionRagdoll Bool
gamePuppetPS = {}

---@return gamePuppetPS
function gamePuppetPS.new() return end

---@param props table
---@return gamePuppetPS
function gamePuppetPS.new(props) return end

---@return CName
function gamePuppetPS:GetGender() return end

---@return Bool
function gamePuppetPS:GetTpp() return end

---@return Bool
function gamePuppetPS:HasAlternativeName() return end

---@return Bool
function gamePuppetPS:HasNPCTriggeredCombatInSecuritySystem() return end

---@return Bool
function gamePuppetPS:HasQuickHackBegunUpload() return end

---@return Bool
function gamePuppetPS:IsCrouch() return end

---@param set Bool
function gamePuppetPS:SetCrouch(set) return end

---@param set Bool
function gamePuppetPS:SetHasNPCTriggeredCombatInSecuritySystem(set) return end

---@param newValue Bool
function gamePuppetPS:SetHasQuickHackBegunUpload(newValue) return end

---@param newValue Bool
function gamePuppetPS:SetWasQuickHacked(newValue) return end

---@return Bool
function gamePuppetPS:WasQuickHacked() return end

---@param evt NotifiedSecSysAboutCombat
---@return EntityNotificationType
function gamePuppetPS:OnNotifiedSecSysAboutCombat(evt) return end

---@class gamePuppetReplicatedState : netIEntityState
---@field initialOrientation EulerAngles
---@field initialLocation Vector3
---@field initialAppearance CName
---@field actionsBuffer gameActionsReplicationBuffer
---@field health Float
---@field armor Float
---@field hasCPOMissionData Bool
---@field CPOMissionVotedHistory CName[]
---@field animEventsState gameReplicatedAnimControllerEventsState
---@field entityEventsState gameReplicatedEntityEventsState
gamePuppetReplicatedState = {}

---@class gamePuppetStatPoolsListener : gameIStatPoolsListener
gamePuppetStatPoolsListener = {}

---@class gamePuppetStatsListener : gameIStatsListener
gamePuppetStatsListener = {}

---@class gamePuppetStatusEffectListener : gameIStatusEffectListener
gamePuppetStatusEffectListener = {}

---@return gamePuppetStatusEffectListener
function gamePuppetStatusEffectListener.new() return end

---@param props table
---@return gamePuppetStatusEffectListener
function gamePuppetStatusEffectListener.new(props) return end

---@class gamePuppetTriggerDestructionComponent : gameITriggerDestructionComponent
---@field projectionDist Float
gamePuppetTriggerDestructionComponent = {}

---@return gamePuppetTriggerDestructionComponent
function gamePuppetTriggerDestructionComponent.new() return end

---@param props table
---@return gamePuppetTriggerDestructionComponent
function gamePuppetTriggerDestructionComponent.new(props) return end

---@class gamePuppetUpdaterSystem : gameIPuppetUpdaterSystem
gamePuppetUpdaterSystem = {}

---@return gamePuppetUpdaterSystem
function gamePuppetUpdaterSystem.new() return end

---@param props table
---@return gamePuppetUpdaterSystem
function gamePuppetUpdaterSystem.new(props) return end

---@class gameQueryResult
---@field hitShapes gameShapeData[]
gameQueryResult = {}

---@return gameQueryResult
function gameQueryResult.new() return end

---@param props table
---@return gameQueryResult
function gameQueryResult.new(props) return end

---@class gameQuestDistanceRequestFilter : gameCustomRequestFilter
---@field distanceSquared Float
gameQuestDistanceRequestFilter = {}

---@return gameQuestDistanceRequestFilter
function gameQuestDistanceRequestFilter.new() return end

---@param props table
---@return gameQuestDistanceRequestFilter
function gameQuestDistanceRequestFilter.new(props) return end

---@class gameQuestOrSceneSetVehiclePhysicsActive : redEvent
gameQuestOrSceneSetVehiclePhysicsActive = {}

---@return gameQuestOrSceneSetVehiclePhysicsActive
function gameQuestOrSceneSetVehiclePhysicsActive.new() return end

---@param props table
---@return gameQuestOrSceneSetVehiclePhysicsActive
function gameQuestOrSceneSetVehiclePhysicsActive.new(props) return end

---@class gameQuestTypeRequestFilter : gameCustomRequestFilter
---@field includeMainQuests Bool
---@field includeSideQuests Bool
---@field includeStreetStories Bool
---@field includeCyberPsycho Bool
---@field includeContracts Bool
gameQuestTypeRequestFilter = {}

---@return gameQuestTypeRequestFilter
function gameQuestTypeRequestFilter.new() return end

---@param props table
---@return gameQuestTypeRequestFilter
function gameQuestTypeRequestFilter.new(props) return end

---@class gameRPGManager : IScriptable
gameRPGManager = {}

---@return gameRPGManager
function gameRPGManager.new() return end

---@param props table
---@return gameRPGManager
function gameRPGManager.new(props) return end

---@param owner gameObject
---@param abilities gamedataGameplayAbility_Record[]
function gameRPGManager.ApplyAbilityArray(owner, abilities) return end

---@param modifiers gamedataStatModifier_Record[]
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateAdditiveModifiers(modifiers, root, targetID, instigator, itemStatsID) return end

---@param modifiers gamedataStatModifier_Record[]
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateAdditiveMultiplierModifiers(modifiers, root, targetID, instigator, itemStatsID) return end

---@param vendor gameObject
---@param itemID ItemID
---@param multiplier Float
---@return Int32
function gameRPGManager.CalculateBuyPrice(vendor, itemID, multiplier) return end

---@param modifier gamedataCombinedStatModifier_Record
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateCombinedModifier(modifier, root, targetID, instigator, itemStatsID) return end

---@param modifier gamedataConstantStatModifier_Record
---@return Float
function gameRPGManager.CalculateConstantModifier(modifier) return end

---@param modifier gamedataCurveStatModifier_Record
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateCurveModifier(modifier, root, targetID, instigator, itemStatsID) return end

---@param modifiers gamedataStatModifier_Record[]
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateMultiplierModifiers(modifiers, root, targetID, instigator, itemStatsID) return end

---@param target gameObject
---@return gameEPowerDifferential
function gameRPGManager.CalculatePowerDifferential(target) return end

---@param modifier gamedataRandomStatModifier_Record
---@return Float
function gameRPGManager.CalculateRandomModifier(modifier) return end

---@param vendor gameObject
---@param itemID ItemID
---@return Int32
function gameRPGManager.CalculateSellPrice(vendor, itemID) return end

---@param vendor gameObject
---@param itemData gameItemData
---@return Int32
function gameRPGManager.CalculateSellPriceItemData(vendor, itemData) return end

---@param modifier gamedataStatModifier_Record
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateStatModifier(modifier, root, targetID, instigator, itemStatsID) return end

---@param modifiers gamedataStatModifier_Record[]
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateStatModifiers(modifiers, root, targetID, instigator, itemStatsID) return end

---@param qualityStat Float
---@return gamedataQuality
function gameRPGManager.GetFloatItemQuality(qualityStat) return end

---@param itemData gameInnerItemData
---@return gamedataQuality
function gameRPGManager.GetInnerItemDataQuality(itemData) return end

---@param owner gameObject
---@param itemID ItemID
---@return gameItemData
function gameRPGManager.GetItemData(owner, itemID) return end

---@param itemData gameItemData
---@return gamedataQuality
function gameRPGManager.GetItemDataQuality(itemData) return end

function gameRPGManager.GetQualityBasedOnPowerLevel() return end

---@param refObjectName CName|string
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return gameStatsObjectID
function gameRPGManager.GetRefObjectID(refObjectName, root, targetID, instigator, itemStatsID) return end

---@param itemData gameInnerItemData
---@return Bool
function gameRPGManager.IsInnerItemDataIconic(itemData) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemBroken(itemData) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemDataIconic(itemData) return end

---@param itemData gameItemData
---@param attachmentSlotRecord gamedataAttachmentSlot_Record
---@return Bool
function gameRPGManager.IsSlotAvailable(itemData, attachmentSlotRecord) return end

---@param record gamedataStat_Record
---@return Bool
function gameRPGManager.ShouldFlipNegativeValue(record) return end

---@param owner gameObject
---@param item ItemID
---@param attachmentSlotRecord gamedataAttachmentSlot_Record
---@return Bool
function gameRPGManager.ShouldSlotBeAvailable(owner, item, attachmentSlotRecord) return end

---@param owner gameObject
---@param ability gamedataGameplayAbility_Record
function gameRPGManager.ApplyAbility(owner, ability) return end

---@param owner gameObject
---@param group gamedataGameplayAbilityGroup_Record
function gameRPGManager.ApplyAbilityGroup(owner, group) return end

---@param owner gameObject
---@param arr gamedataEffector_Record[]
function gameRPGManager.ApplyEffectorsArray(owner, arr) return end

---@param owner gameObject
---@param package gamedataGameplayLogicPackage_Record
function gameRPGManager.ApplyGLP(owner, package) return end

---@param owner gameObject
---@param arr gamedataGameplayLogicPackage_Record[]
---@param ignoreAppliedPackages Bool
---@param withAnimationWrapperOverrides Int32
function gameRPGManager.ApplyGLPArray(owner, arr, ignoreAppliedPackages, withAnimationWrapperOverrides) return end

---@param owner gameObject
---@param arr gamedataStatModifierGroup_Record[]
function gameRPGManager.ApplyStatModifierGroups(owner, arr) return end

---@param hitEvent gameeventsHitEvent
---@param damagePercentage Float
function gameRPGManager.AwardExperienceFromDamage(hitEvent, damagePercentage) return end

---@param hitEvent gameeventsHitEvent
function gameRPGManager.AwardExperienceFromDeflect(hitEvent) return end

---@param player PlayerPuppet
---@param amount Float
function gameRPGManager.AwardExperienceFromLocomotion(player, amount) return end

---@param player PlayerPuppet
---@param cost Float
---@param target entEntityID
---@param category gamedataHackCategory
function gameRPGManager.AwardExperienceFromQuickhack(player, cost, target, category) return end

---@param player PlayerPuppet
---@param value Float
---@param type gamedataStatPoolType
---@param hitEvent gameeventsHitEvent
function gameRPGManager.AwardExperienceFromResourceSpent(player, value, type, hitEvent) return end

---@param player PlayerPuppet
---@param amount Int32
---@param type gamedataProficiencyType
function gameRPGManager.AwardExperienceInstantly(player, amount, type) return end

---@param amount Float
---@param type gamedataProficiencyType
function gameRPGManager.AwardXP(amount, type) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function gameRPGManager.BreakItem(owner, itemID) return end

---@param experienceValue Float
---@param playerLevel Float
---@return Float
function gameRPGManager.CalculateEP1Reward(experienceValue, playerLevel) return end

---@param experienceValue Float
---@return Float
function gameRPGManager.CalculateMinorActivityReward(experienceValue) return end

---@param level Int32
---@return gameEPowerDifferential
function gameRPGManager.CalculatePowerDifferential(level) return end

---@param addValue Float
---@param multValue Float
---@param addMultValue Float
---@param modifiers gamedataStatModifier_Record[]
---@param root gameObject
---@param targetID gameStatsObjectID
---@param instigator gameStatsObjectID
---@param itemStatsID gameStatsObjectID
---@return Float
function gameRPGManager.CalculateStatModifiers(addValue, multValue, addMultValue, modifiers, root, targetID, instigator, itemStatsID) return end

---@param experienceValue Float
---@return Float
function gameRPGManager.CalculateStreetStoryReward(experienceValue) return end

---@param obj gameObject
---@return Float
function gameRPGManager.CalculateThreatValue(obj) return end

---@param owner gameObject
---@param currentQuality gamedataQuality
---@param upgradeItemRecord gamedataItem_Record
---@return Bool, CyberwareUpgradeCostData
function gameRPGManager.CanAffordAndPerformCyberwareUpgrade(owner, currentQuality, upgradeItemRecord) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.CanDownloadFunds(itemID) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.CanItemBeDisassembled(itemID) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.CanItemBeDisassembled(itemData) return end

---@param puppet gameObject
---@param itemData gameItemData
---@return Bool
function gameRPGManager.CanItemBeDropped(puppet, itemData) return end

---@param data gameInventoryItemData
---@param slotId TweakDBID|string
---@return Bool
function gameRPGManager.CanPartBeUnequipped(data, slotId) return end

---@param obj gameObject
---@return Bool
function gameRPGManager.CanPlayerCraftFromInventory(obj) return end

---@param obj gameObject
---@return Bool
function gameRPGManager.CanPlayerUpgradeFromInventory(obj) return end

---@param owner gameObject
---@param itemID ItemID
---@param isEquipped Bool
---@param selectedQuality gamedataQuality
---@param updateOutputOnFailure Bool
---@return Bool, gamedataQuality, gamedataItem_Record, CyberwareUpgradeCostData
function gameRPGManager.CanUpgradeCyberware(owner, itemID, isEquipped, selectedQuality, updateOutputOnFailure) return end

---@param perk gamedataPerkType
---@param difficulty EGameplayChallengeLevel
---@param id entEntityID
---@return Int32
function gameRPGManager.CheckDifficultyToPerkLevel(perk, difficulty, id) return end

---@param skill gamedataStatType
---@param difficulty EGameplayChallengeLevel
---@param id entEntityID
---@return Int32
function gameRPGManager.CheckDifficultyToStatValue(skill, difficulty, id) return end

---@param itemData gameItemData
---@param owner gameObject
---@param perkRequiredName String
---@return Bool
function gameRPGManager.CheckPerkPrereqs(itemData, owner, perkRequiredName) return end

---@param prereqRecord gamedataIPrereq_Record
---@param target gameObject
---@param referenceStatsID gameStatsObjectID
---@return Bool
function gameRPGManager.CheckPrereq(prereqRecord, target, referenceStatsID) return end

---@param prereqs gamedataIPrereq_Record[]
---@param target gameObject
---@param referenceStatsID gameStatsObjectID
---@return Bool
function gameRPGManager.CheckPrereqs(prereqs, target, referenceStatsID) return end

---@param obj gameObject
---@param evt gameinteractionsChoiceEvent
---@return Bool
function gameRPGManager.ConsumeItem(obj, evt) return end

---@param combinedValue Int32
---@return gamedataQuality
function gameRPGManager.ConvertCombinedValueToQuality(combinedValue) return end

---@param playerLevel Float
---@param includeAboveLegendary Bool
---@return gamedataQuality
function gameRPGManager.ConvertPlayerLevelToCyberwareQuality(playerLevel, includeAboveLegendary) return end

---@param quality gamedataQuality
---@return Int32
function gameRPGManager.ConvertQualityToCombinedValue(quality) return end

---@param quality gamedataQuality
---@return Int32
function gameRPGManager.ConvertQualityToItemPlusValue(quality) return end

---@param quality gamedataQuality
---@return gamedataQuality
function gameRPGManager.ConvertQualityToNonPlusQuality(quality) return end

---@param statType gamedataStatType
---@param modType gameStatModifierType
---@param refStat gamedataStatType
---@param opSymbol gameCombinedStatOperation
---@param value Float
---@param refObject gameStatObjectsRelation
---@return gameStatModifierData_Deprecated
function gameRPGManager.CreateCombinedStatModifier(statType, modType, refStat, opSymbol, value, refObject) return end

---@param statRecord gamedataCurveStatModifier_Record
---@return gameStatModifierData_Deprecated
function gameRPGManager.CreateCurveModifier(statRecord) return end

---@param owner gameObject
---@param equippedItemID ItemID
---@param upgradeItemID ItemID
---@param partItemID ItemID
function gameRPGManager.CreateReplaceEquipmentRequest(owner, equippedItemID, upgradeItemID, partItemID) return end

---@param playerOwner PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
---@param quickhackActionRecord gamedataObjectAction_Record
---@return QuickhackData
function gameRPGManager.CreateSimpleQuickhackData(playerOwner, targetScriptedPuppet, quickhackActionRecord) return end

---@param statType gamedataStatType
---@param modType gameStatModifierType
---@param value Float
---@return gameStatModifierData_Deprecated
function gameRPGManager.CreateStatModifier(statType, modType, value) return end

---@param statType gamedataStatType
---@param modType gameStatModifierType
---@param refStat gamedataStatType
---@param curveName CName|string
---@param columnName CName|string
---@return gameStatModifierData_Deprecated
function gameRPGManager.CreateStatModifierUsingCurve(statType, modType, refStat, curveName, columnName) return end

---@param itemID ItemID
---@return Bool, gamedataItem_Record
function gameRPGManager.CyberwareHasSideUpgrade(itemID) return end

---@param itemID ItemID
---@param currentQuality gamedataQuality
---@param desiredQuality gamedataQuality
---@return Bool, gamedataItem_Record
function gameRPGManager.CyberwareHasUpgrade(itemID, currentQuality, desiredQuality) return end

---@param actionID TweakDBID|string
function gameRPGManager.DecrementQuickHackBlackboard(actionID) return end

---@param player PlayerPuppet
---@param quickHackTweak TweakDBID|string
---@return Bool
function gameRPGManager.DoesPlayerHaveQuickHack(player, quickHackTweak) return end

---@param obj gameObject
---@param items gameItemModParams[]
function gameRPGManager.DropManyItems(obj, items) return end

---@param type gamedataEquipmentArea
---@param input gameItemData[]
---@param output gameItemData[]
---@return Bool
function gameRPGManager.ExtractItemsOfEquipArea(type, input, output) return end

---@param puppet gameObject
---@param itemTDBID TweakDBID|string
---@param addToInv Bool
function gameRPGManager.ForceEquipItemOnPlayer(puppet, itemTDBID, addToInv) return end

---@param player PlayerPuppet
---@return Bool
function gameRPGManager.ForceEquipPersonalLink(player) return end

---@param player PlayerPuppet
---@return Bool
function gameRPGManager.ForceEquipStrongArms(player) return end

---@param obj gameObject
---@param itemData gameItemData
---@param forcedQuality CName|string
function gameRPGManager.ForceItemTier(obj, itemData, forcedQuality) return end

---@param puppet gameObject
---@param slotTDBID TweakDBID|string
---@param removeItem Bool
function gameRPGManager.ForceUnequipItemFromPlayer(puppet, slotTDBID, removeItem) return end

---@param player PlayerPuppet
---@return Bool
function gameRPGManager.ForceUnequipPersonalLink(player) return end

---@param player PlayerPuppet
---@return Bool
function gameRPGManager.ForceUnequipStrongArms(player) return end

---@param owner gameObject
---@param itemID ItemID
---@return String
function gameRPGManager.GetAmmoCount(owner, itemID) return end

---@param owner gameObject
---@param itemID ItemID
---@return Int32
function gameRPGManager.GetAmmoCountValue(owner, itemID) return end

---@param slot String
---@return TweakDBID
function gameRPGManager.GetAttachmentSlotID(slot) return end

---@return TweakDBID[]
function gameRPGManager.GetAttachmentSlotIDs() return end

---@param type gamedataAttributeDataType
---@return gamedataAttributeData_Record
function gameRPGManager.GetAttributeDataRecord(type) return end

---@param itemData gameItemData
---@param quality gamedataQuality
---@return Float
function gameRPGManager.GetAvailableSlotsForQuality(itemData, quality) return end

---@param player gameObject
---@param contentAssignment gamedataContentAssignment_Record
---@param difficulty EGameplayChallengeLevel
---@return Int32
function gameRPGManager.GetBluelineBuildCheckValue(player, contentAssignment, difficulty) return end

---@param player gameObject
---@param contentAssignment gamedataContentAssignment_Record
---@param difficulty EGameplayChallengeLevel
---@return Int32
function gameRPGManager.GetBluelinePaymentValue(player, contentAssignment, difficulty) return end

---@param player gameObject
---@param buildToCheck gamedataPlayerBuild_Record
---@return Int32
function gameRPGManager.GetBuildScore(player, buildToCheck) return end

---@param quality gamedataQuality
---@return gamedataQuality
function gameRPGManager.GetBumpedQuality(quality) return end

---@param puppet gamePuppet
---@return Int32
function gameRPGManager.GetCharacterWeakspotCount(puppet) return end

---@param powerLevel Float
---@param difficulty EGameplayChallengeLevel
---@return Int32
function gameRPGManager.GetCheckValue(powerLevel, difficulty) return end

---@param itemID ItemID
---@return Int32
function gameRPGManager.GetCombinedItemQualityValue(itemID) return end

---@param quality gamedataQuality
---@param isQuickhack Bool
---@return gamedataItem_Record
function gameRPGManager.GetCraftingMaterialRecord(quality, isQuickhack) return end

---@param itemRecord gamedataItem_Record
---@return Int32
function gameRPGManager.GetCyberwareUpgradeCost(itemRecord) return end

---@param owner gameObject
---@param itemData UIInventoryItem
---@param upgradeItemRecord gamedataItem_Record
---@param costData CyberwareUpgradeCostData
---@param seed Uint32
---@param inventorySystem UIInventoryScriptableSystem
---@param useMultichoice Bool
---@return RipperdocTokenPopupData
function gameRPGManager.GetCyberwareUpgradeData(owner, itemData, upgradeItemRecord, costData, seed, inventorySystem, useMultichoice) return end

---@param owner gameObject
---@param upgradeItemRecord gamedataItem_Record
---@param statsShardTDBID TweakDBID|string
---@param seed Uint32
---@param offset Int32
---@return gameItemData
function gameRPGManager.GetCyberwareUpgradeItemDataWithOffset(owner, upgradeItemRecord, statsShardTDBID, seed, offset) return end

---@param owner gameObject
---@param quality gamedataQuality
---@return Int32
function gameRPGManager.GetCyberwareUpgradeShardCount(owner, quality) return end

---@param quality gamedataQuality
---@return TweakDBID
function gameRPGManager.GetCyberwareUpgradeShardID(quality) return end

---@param owner gameObject
---@param quality gamedataQuality
---@return gameItemData
function gameRPGManager.GetCyberwareUpgradeShardItemData(owner, quality) return end

---@param itemData gameItemData
---@return gamedataDamageType
function gameRPGManager.GetDominatingDamageType(itemData) return end

---@param owner gameObject
---@param itemData gameItemData
---@return gameSItemStackRequirementData[]
function gameRPGManager.GetEquipRequirements(owner, itemData) return end

---@param owner gameObject
---@param equipRequirements gameSItemStackRequirementData[]
---@return gameSItemStackRequirementData
function gameRPGManager.GetFirstUnmetEquipRequirement(owner, equipRequirements) return end

---@param obj gameObject
---@return gameStatTotalValue[]
function gameRPGManager.GetHighestResistances(obj) return end

---@param itemID ItemID
---@return gamedataObjectAction_Record[]
function gameRPGManager.GetItemActions(itemID) return end

---@param itemID ItemID
---@return gamedataItemCategory
function gameRPGManager.GetItemCategory(itemID) return end

---@param object gameObject
---@param item TweakDBID|string
---@return ItemID
function gameRPGManager.GetItemFromInventory(object, item) return end

---@param itemData gameItemData
---@return Float
function gameRPGManager.GetItemPlus(itemData) return end

---@param itemData gameInnerItemData
---@return gamedataQuality
function gameRPGManager.GetItemQuality(itemData) return end

---@param itemData gameItemData
---@return gamedataQuality
function gameRPGManager.GetItemQuality(itemData) return end

---@param qualityStat Float
---@return gamedataQuality
function gameRPGManager.GetItemQuality(qualityStat) return end

---@param itemRecord gamedataItem_Record
---@return gamedataQuality
function gameRPGManager.GetItemQualityFromRecord(itemRecord) return end

---@param itemID ItemID
---@return gamedataItem_Record
function gameRPGManager.GetItemRecord(itemID) return end

---@param owner gameObject
---@param itemData gameItemData
---@return Float
function gameRPGManager.GetItemStackWeight(owner, itemData) return end

---@param tierStat Float
---@return gamedataQuality
function gameRPGManager.GetItemTierForUpgrades(tierStat) return end

---@param itemData gameItemData
---@return gamedataQuality
function gameRPGManager.GetItemTierForUpgrades(itemData) return end

---@param tierName CName|string
---@return Float
function gameRPGManager.GetItemTierFromName(tierName) return end

---@param itemID ItemID
---@return gamedataItemType
function gameRPGManager.GetItemType(itemID) return end

---@param itemData gameItemData
---@return Float
function gameRPGManager.GetItemWeight(itemData) return end

---@param object gameObject
---@return Int32
function gameRPGManager.GetLevelPercentage(object) return end

---@param evolution gamedataWeaponEvolution
---@return gamedataStat_Record[]
function gameRPGManager.GetListOfRandomStatsFromEvolutionType(evolution) return end

---@param obj gameObject
---@return gameStatTotalValue[]
function gameRPGManager.GetLowestResistances(obj) return end

---@param obj gameObject
---@param stats gamedataStatType[]
---@return gameStatTotalValue[]
function gameRPGManager.GetMaxStats(obj, stats) return end

---@param obj gameObject
---@param stats gamedataStatType[]
---@return gameStatTotalValue[]
function gameRPGManager.GetMinStats(obj, stats) return end

---@param type gamedataItemType
---@return TweakDBID[]
function gameRPGManager.GetModsSlotIDs(type) return end

---@param playerOwner PlayerPuppet
---@param targetScriptedPuppet ScriptedPuppet
---@param weaponObject gameweaponObject
---@return QuickhackData
function gameRPGManager.GetMonoWireQuickHackData(playerOwner, targetScriptedPuppet, weaponObject) return end

---@param weaponObject gameweaponObject
---@return gamedataItem_Record
function gameRPGManager.GetMonoWireQuickhackRecord(weaponObject) return end

---@param prereqs gamedataIPrereq_Record[]
---@return gamedataStatPrereq_Record[]
function gameRPGManager.GetNestedPrereqs(prereqs) return end

---@param type gamedataNewPerkType
---@return gamedataNewPerk_Record
function gameRPGManager.GetNewPerkRecord(type) return end

---@param itemData gameItemData
---@return gamedataQuality
function gameRPGManager.GetNextItemQuality(itemData) return end

---@return Float
function gameRPGManager.GetPlayerCurrentHealthPercent() return end

---@param quality gamedataQuality
---@return Int32
function gameRPGManager.GetPlayerNextLevelBasedOnRandomQuality(quality) return end

---@param player PlayerPuppet
---@return TweakDBID[]
function gameRPGManager.GetPlayerQuickHackList(player) return end

---@param player PlayerPuppet
---@return PlayerQuickhackData[]
function gameRPGManager.GetPlayerQuickHackListWithQuality(player) return end

---@param contentAssignmentID TweakDBID|string
---@return Float
function gameRPGManager.GetPowerLevelFromContentAssignment(contentAssignmentID) return end

---@param type gamedataProficiencyType
---@return gamedataProficiency_Record
function gameRPGManager.GetProficiencyRecord(type) return end

---@param puppet ScriptedPuppet
---@return TweakDBID
function gameRPGManager.GetRandomizedGadget(puppet) return end

---@param puppet ScriptedPuppet
---@return TweakDBID
function gameRPGManager.GetRandomizedHealingConsumable(puppet) return end

---@param puppet NPCPuppet
---@param curveName CName|string
---@return Float
function gameRPGManager.GetRarityMultiplier(puppet, curveName) return end

---@param damageType gamedataDamageType
---@return gamedataStatType
function gameRPGManager.GetResistanceTypeFromDamageType(damageType) return end

---@param itemData gameItemData
---@return ItemAttachments[]
function gameRPGManager.GetRetrievableAttachments(itemData) return end

---@param obj gameObject
---@param statType gamedataStatType
---@param player gameObject
---@return ScannerStatDetails
function gameRPGManager.GetScannerResistanceDetails(obj, statType, player) return end

---@param type gamedataStatType
---@return gamedataStat_Record
function gameRPGManager.GetStatRecord(type) return end

---@param object gameObject
---@param stat gamedataStatType
---@return Float
function gameRPGManager.GetStatValueFromObject(object, stat) return end

---@param obj gameObject
---@param stats gamedataStatType[]
---@return gameStatTotalValue[]
function gameRPGManager.GetStatValues(obj, stats) return end

---@param type gamedataTraitType
---@return gamedataTrait_Record
function gameRPGManager.GetTraitRecord(type) return end

---@param record gamedataVendorWare_Record
---@param itemStatsID gameStatsObjectID
---@return gameSItemStackRequirementData
function gameRPGManager.GetVendorWareRequirement(record, itemStatsID) return end

---@param weaponID ItemID
---@return TweakDBID
function gameRPGManager.GetWeaponAmmoTDBID(weaponID) return end

---@param itemID ItemID
---@return gamedataWeaponEvolution
function gameRPGManager.GetWeaponEvolution(itemID) return end

---@param rewardID TweakDBID|string
---@param amount Int32
---@param target gameStatsObjectID
---@param moneyMultiplier Float
function gameRPGManager.GiveReward(rewardID, amount, target, moneyMultiplier) return end

---@param rewardID TweakDBID|string
---@param target gameStatsObjectID
---@param moneyMultiplier Float
function gameRPGManager.GiveReward(rewardID, target, moneyMultiplier) return end

---@param rewardID TweakDBID|string
---@param scavengeTargetEntityID entEntityID
function gameRPGManager.GiveScavengeReward(rewardID, scavengeTargetEntityID) return end

---@param owner gameObject
---@param equippedItemId ItemID
---@param resultData RipperdocTokenPopupCloseData
function gameRPGManager.HandleBuyShardPopupClosed(owner, equippedItemId, resultData) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.HasDownloadFundsAction(itemID) return end

---@param obj gameObject
---@param id TweakDBID|string
---@return Bool
function gameRPGManager.HasItem(obj, id) return end

---@param obj gameObject
---@param id ItemID
---@return Bool
function gameRPGManager.HasItem(obj, id) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.HasSmartLinkRequirement(itemData) return end

---@param owner gameObject
---@param flag gamedataStatType
---@return Bool
function gameRPGManager.HasStatFlag(owner, flag) return end

---@param executor gameObject
function gameRPGManager.HealPuppetAfterQuickhack(executor) return end

---@param actionID TweakDBID|string
function gameRPGManager.IncrementQuickHackBlackboard(actionID) return end

---@param obj gameObject
---@param modifier gameStatModifierData_Deprecated
function gameRPGManager.InjectStatModifier(obj, modifier) return end

---@param itemData gameItemData
---@param modifier gameStatModifierData_Deprecated
function gameRPGManager.InjectStatModifierToItem(itemData, modifier) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsClothingMod(itemID) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsClothingMod(type) return end

---@param stat gamedataStatType
---@return Bool
function gameRPGManager.IsDamageStat(stat) return end

---@param object gameObject
---@return Bool
function gameRPGManager.IsInventoryEmpty(object) return end

---@param itemID TweakDBID|string
---@return Bool
function gameRPGManager.IsItemAdaptiveStemCells(itemID) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemClothing(itemID) return end

---@param itemId ItemID
---@return Bool
function gameRPGManager.IsItemCrafted(itemId) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemCrafted(itemData) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemCyberware(itemID) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemEquipped(owner, itemID) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemGadget(itemID) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemIconic(itemData) return end

---@param itemData gameInnerItemData
---@return Bool
function gameRPGManager.IsItemIconic(itemData) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemMaxLevel(itemData) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemMaxTier(itemData) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemMisc(itemID) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemProgram(itemID) return end

---@param itemData gameItemData
---@return Bool
function gameRPGManager.IsItemSingleInstance(itemData) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsItemTypeCyberwareWeapon(type) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsItemWeapon(itemID) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsMuzzleAttachment(type) return end

---@param slot TweakDBID|string
---@return Bool
function gameRPGManager.IsNonModifableSlot(slot) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function gameRPGManager.IsRicochetChanceEnabled(owner, itemID) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsScopeAttachment(itemID) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsScopeAttachment(type) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function gameRPGManager.IsTechPierceEnabled(owner, itemID) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsWeaponMelee(type) return end

---@param itemID ItemID
---@return Bool
function gameRPGManager.IsWeaponMod(itemID) return end

---@param type gamedataItemType
---@return Bool
function gameRPGManager.IsWeaponMod(type) return end

---@param q gamedataQuality
---@return Float
function gameRPGManager.ItemQualityEnumToValue(q) return end

---@param q CName|string
---@return Float
function gameRPGManager.ItemQualityNameToValue(q) return end

---@param instigator gameObject
---@param source gameObject
---@param attackName TweakDBID|string
---@param position Vector4
---@param hitFlags SHitFlag[]
---@param target gameObject
---@param tickRateOverride Float
---@return gameAttack_GameEffect
function gameRPGManager.PrepareGameEffectAttack(instigator, source, attackName, position, hitFlags, target, tickRateOverride) return end

---@param owner gameObject
---@param itemID ItemID
function gameRPGManager.ProcessOnLootedPackages(owner, itemID) return end

---@param choice gameinteractionsChoiceEvent
function gameRPGManager.ProcessReadAction(choice) return end

---@param owner gameObject
---@param ability gamedataGameplayAbility_Record
function gameRPGManager.RemoveAbility(owner, ability) return end

---@param owner gameObject
---@param group gamedataGameplayAbilityGroup_Record
function gameRPGManager.RemoveAbilityGroup(owner, group) return end

---@param deck gamedataObjectAction_Record[]
---@param splinter gamedataObjectAction_Record[]
function gameRPGManager.RemoveDuplicatedHacks(deck, splinter) return end

---@param commands PlayerQuickhackData[]
function gameRPGManager.RemoveDuplicatedHacks(commands) return end

---@param owner gameObject
---@param arr gamedataEffector_Record[]
function gameRPGManager.RemoveEffectorsArray(owner, arr) return end

---@param owner gameObject
---@param package gamedataGameplayLogicPackage_Record
function gameRPGManager.RemoveGLP(owner, package) return end

---@param owner gameObject
---@param arr gamedataStatModifierGroup_Record[]
function gameRPGManager.RemoveStatModifierGroups(owner, arr) return end

---@return gamedataStatType[]
function gameRPGManager.ResistancesList() return end

---@param itemData gameItemData
---@param owner gameObject
function gameRPGManager.ReturnRetrievableWeaponMods(itemData, owner) return end

---@param achievement gamedataAchievement
---@param achievementRecord gamedataAchievement_Record
function gameRPGManager.SendAddAchievementRequest(achievement, achievementRecord) return end

---@param photoModeItm gamedataPhotoModeItem_Record
function gameRPGManager.SendPhotoModeItemUnlockRequest(photoModeItm) return end

---@param npc ScriptedPuppet
---@param itemData gameItemData
function gameRPGManager.SetDroppedWeaponQuality(npc, itemData) return end

---@param object gameObject
---@return CName
function gameRPGManager.SetQualityBasedOnLevel(object) return end

---@param owner gameObject
---@param itemData UIInventoryItem
---@return Bool
function gameRPGManager.ShouldShowCWChoice(owner, itemData) return end

---@param statRecord gamedataStatModifier_Record
---@return gameStatModifierData_Deprecated
function gameRPGManager.StatRecordToModifier(statRecord) return end

---@param puppet gameObject
---@param setHoleInArm Bool
function gameRPGManager.ToggleHolsteredArmAppearance(puppet, setHoleInArm) return end

---@param obj gameObject
---@param enable Bool
function gameRPGManager.ToggleLootHighlight(obj, enable) return end

---@param puppet gameObject
function gameRPGManager.TogglePersonalLinkAppearance(puppet) return end

---@class gameRPGPrereqState : gamePrereqState
gameRPGPrereqState = {}

---@return gameRPGPrereqState
function gameRPGPrereqState.new() return end

---@param props table
---@return gameRPGPrereqState
function gameRPGPrereqState.new(props) return end

---@class gameRagdollHitEvent : gameeventsHitEvent
---@field impactForce Float
---@field speedDelta Float
---@field heightDelta Float
gameRagdollHitEvent = {}

---@return gameRagdollHitEvent
function gameRagdollHitEvent.new() return end

---@param props table
---@return gameRagdollHitEvent
function gameRagdollHitEvent.new(props) return end

---@class gameRandomStatModifier : gameStatModifierBase
gameRandomStatModifier = {}

---@return gameRandomStatModifier
function gameRandomStatModifier.new() return end

---@param props table
---@return gameRandomStatModifier
function gameRandomStatModifier.new(props) return end

---@class gameRandomStatModifierData_Deprecated : gameStatModifierData_Deprecated
---@field value Float
gameRandomStatModifierData_Deprecated = {}

---@return gameRandomStatModifierData_Deprecated
function gameRandomStatModifierData_Deprecated.new() return end

---@param props table
---@return gameRandomStatModifierData_Deprecated
function gameRandomStatModifierData_Deprecated.new(props) return end

---@class gameRange
---@field minValue Float
---@field maxValue Float
gameRange = {}

---@return gameRange
function gameRange.new() return end

---@param props table
---@return gameRange
function gameRange.new(props) return end

---@class gameRazerChromaAnimation
---@field id Int32
---@field name CName
---@field buffer DataBuffer
gameRazerChromaAnimation = {}

---@return gameRazerChromaAnimation
function gameRazerChromaAnimation.new() return end

---@param props table
---@return gameRazerChromaAnimation
function gameRazerChromaAnimation.new(props) return end

---@class gameRazerChromaAnimationDatabase : CResource
---@field setsSerialized gameRazerChromaAnimationSet[]
gameRazerChromaAnimationDatabase = {}

---@return gameRazerChromaAnimationDatabase
function gameRazerChromaAnimationDatabase.new() return end

---@param props table
---@return gameRazerChromaAnimationDatabase
function gameRazerChromaAnimationDatabase.new(props) return end

---@class gameRazerChromaAnimationSet
---@field name CName
---@field animations gameRazerChromaAnimation[]
gameRazerChromaAnimationSet = {}

---@return gameRazerChromaAnimationSet
function gameRazerChromaAnimationSet.new() return end

---@param props table
---@return gameRazerChromaAnimationSet
function gameRazerChromaAnimationSet.new(props) return end

---@class gameRazerChromaEffectsSystem : gameIRazerChromaEffectsSystem
gameRazerChromaEffectsSystem = {}

---@return gameRazerChromaEffectsSystem
function gameRazerChromaEffectsSystem.new() return end

---@param props table
---@return gameRazerChromaEffectsSystem
function gameRazerChromaEffectsSystem.new(props) return end

---@param animationName CName|string
---@param loop Bool
---@return Bool
function gameRazerChromaEffectsSystem:PlayAnimation(animationName, loop) return end

---@param animationName CName|string
---@param use Bool
---@return Bool
function gameRazerChromaEffectsSystem:SetIdleAnimation(animationName, use) return end

---@param animationName CName|string
---@return Bool
function gameRazerChromaEffectsSystem:StopAnimation(animationName) return end

---@class gameRealTimeEventSystem : gameIRealTimeEventSystem
gameRealTimeEventSystem = {}

---@return gameRealTimeEventSystem
function gameRealTimeEventSystem.new() return end

---@param props table
---@return gameRealTimeEventSystem
function gameRealTimeEventSystem.new(props) return end

---@class gameRecordIdSpawnModifier : populationModifier
gameRecordIdSpawnModifier = {}

---@return gameRecordIdSpawnModifier
function gameRecordIdSpawnModifier.new() return end

---@param props table
---@return gameRecordIdSpawnModifier
function gameRecordIdSpawnModifier.new(props) return end

---@class gameRegenerateLootEvent : redEvent
gameRegenerateLootEvent = {}

---@return gameRegenerateLootEvent
function gameRegenerateLootEvent.new() return end

---@param props table
---@return gameRegenerateLootEvent
function gameRegenerateLootEvent.new(props) return end

---@class gameRegisterCooldownFromRecordRequest
---@field owner entEntity
---@field ownerItemId ItemID
---@field ownerRecord TweakDBID
---@field cooldownRecord gamedataCooldown_Record
gameRegisterCooldownFromRecordRequest = {}

---@return gameRegisterCooldownFromRecordRequest
function gameRegisterCooldownFromRecordRequest.new() return end

---@param props table
---@return gameRegisterCooldownFromRecordRequest
function gameRegisterCooldownFromRecordRequest.new(props) return end

---@class gameRegisterNewAbilityCooldownRequest
---@field owner entEntity
---@field ownerItemId ItemID
---@field ownerRecord TweakDBID
---@field cooldownName CName
---@field duration Float
---@field type gamedataStatType
---@field modifiable Bool
---@field abilityType gamedataStatType
gameRegisterNewAbilityCooldownRequest = {}

---@return gameRegisterNewAbilityCooldownRequest
function gameRegisterNewAbilityCooldownRequest.new() return end

---@param props table
---@return gameRegisterNewAbilityCooldownRequest
function gameRegisterNewAbilityCooldownRequest.new(props) return end

---@class gameRegisterNewCooldownRequest
---@field owner entEntity
---@field ownerItemId ItemID
---@field ownerRecord TweakDBID
---@field cooldownName CName
---@field duration Float
---@field type gamedataStatType
---@field modifiable Bool
---@field affectedByTimeDilation Bool
gameRegisterNewCooldownRequest = {}

---@return gameRegisterNewCooldownRequest
function gameRegisterNewCooldownRequest.new() return end

---@param props table
---@return gameRegisterNewCooldownRequest
function gameRegisterNewCooldownRequest.new(props) return end

---@class gameRegular1v1FinisherScenario : gameIFinisherScenario
---@field attackerWorkspot workWorkspotResource
---@field targetWorkspot workWorkspotResource
---@field syncData gameFinisherSyncData[]
---@field targetPlaybackDelay Float
---@field targetBlendTime Float
---@field attackerPlaybackDelay Float
---@field attackerBlendTime Float
---@field pivotSettings gameRegular1v1FinisherScenarioPivotSetting
---@field attackerIsMaster Bool
---@field targetSlotNameToAttachAttackerWeaponLeft CName
gameRegular1v1FinisherScenario = {}

---@return gameRegular1v1FinisherScenario
function gameRegular1v1FinisherScenario.new() return end

---@param props table
---@return gameRegular1v1FinisherScenario
function gameRegular1v1FinisherScenario.new(props) return end

---@class gameRemains : gameObject
gameRemains = {}

---@return gameRemains
function gameRemains.new() return end

---@param props table
---@return gameRemains
function gameRemains.new(props) return end

---@class gameRemoveCooldownEvent : gameCooldownSystemEvent
gameRemoveCooldownEvent = {}

---@return gameRemoveCooldownEvent
function gameRemoveCooldownEvent.new() return end

---@param props table
---@return gameRemoveCooldownEvent
function gameRemoveCooldownEvent.new(props) return end

---@class gameRemoveCooldownRequest
---@field id Uint32
gameRemoveCooldownRequest = {}

---@return gameRemoveCooldownRequest
function gameRemoveCooldownRequest.new() return end

---@param props table
---@return gameRemoveCooldownRequest
function gameRemoveCooldownRequest.new(props) return end

---@class gameRenderGameplayEffectsManagerSaveData : ISerializable
---@field cyberspacePixelsortParams gameCyberspacePixelsortEffectParams
---@field cyberspacePixelsortEnabled Bool
---@field enforceScreenSpaceReflectionsUberQuality Bool
gameRenderGameplayEffectsManagerSaveData = {}

---@return gameRenderGameplayEffectsManagerSaveData
function gameRenderGameplayEffectsManagerSaveData.new() return end

---@param props table
---@return gameRenderGameplayEffectsManagerSaveData
function gameRenderGameplayEffectsManagerSaveData.new(props) return end

---@class gameRenderGameplayEffectsManagerSystem : gameIRenderGameplayEffectsManagerSystem
gameRenderGameplayEffectsManagerSystem = {}

---@return gameRenderGameplayEffectsManagerSystem
function gameRenderGameplayEffectsManagerSystem.new() return end

---@param props table
---@return gameRenderGameplayEffectsManagerSystem
function gameRenderGameplayEffectsManagerSystem.new(props) return end

---@class gameReplAnimTransformOperationRequest : gameReplAnimTransformRequestBase
---@field animName CName
---@field operationType Uint8
gameReplAnimTransformOperationRequest = {}

---@return gameReplAnimTransformOperationRequest
function gameReplAnimTransformOperationRequest.new() return end

---@param props table
---@return gameReplAnimTransformOperationRequest
function gameReplAnimTransformOperationRequest.new(props) return end

---@class gameReplAnimTransformPlayRequest : gameReplAnimTransformRequestBase
---@field animName CName
---@field timeScale Float
---@field timesToPlay Int32
gameReplAnimTransformPlayRequest = {}

---@return gameReplAnimTransformPlayRequest
function gameReplAnimTransformPlayRequest.new() return end

---@param props table
---@return gameReplAnimTransformPlayRequest
function gameReplAnimTransformPlayRequest.new(props) return end

---@class gameReplAnimTransformRequestBase
---@field applyServerTime netTime
gameReplAnimTransformRequestBase = {}

---@return gameReplAnimTransformRequestBase
function gameReplAnimTransformRequestBase.new() return end

---@param props table
---@return gameReplAnimTransformRequestBase
function gameReplAnimTransformRequestBase.new(props) return end

---@class gameReplAnimTransformSkipRequest : gameReplAnimTransformRequestBase
---@field animName CName
---@field skipTime Float
gameReplAnimTransformSkipRequest = {}

---@return gameReplAnimTransformSkipRequest
function gameReplAnimTransformSkipRequest.new() return end

---@param props table
---@return gameReplAnimTransformSkipRequest
function gameReplAnimTransformSkipRequest.new(props) return end

---@class gameReplAnimTransformSyncAnimRequest : gameReplAnimTransformRequestBase
gameReplAnimTransformSyncAnimRequest = {}

---@return gameReplAnimTransformSyncAnimRequest
function gameReplAnimTransformSyncAnimRequest.new() return end

---@param props table
---@return gameReplAnimTransformSyncAnimRequest
function gameReplAnimTransformSyncAnimRequest.new(props) return end

---@class gameReplAnimTransformSyncElem
---@field definitionId Int32
---@field currentTime Float
---@field timeScale Float
---@field duration Float
---@field timesToPlay Int32
---@field playing Bool
gameReplAnimTransformSyncElem = {}

---@return gameReplAnimTransformSyncElem
function gameReplAnimTransformSyncElem.new() return end

---@param props table
---@return gameReplAnimTransformSyncElem
function gameReplAnimTransformSyncElem.new(props) return end

---@class gameReplAnimTransformSyncMatrixRequest : gameReplAnimTransformRequestBase
---@field transform Transform
gameReplAnimTransformSyncMatrixRequest = {}

---@return gameReplAnimTransformSyncMatrixRequest
function gameReplAnimTransformSyncMatrixRequest.new() return end

---@param props table
---@return gameReplAnimTransformSyncMatrixRequest
function gameReplAnimTransformSyncMatrixRequest.new(props) return end

---@class gameReplicatedAnimControllerEventsState
---@field items gameReplicatedAnimEvent[]
---@field lastAppliedActionsTime netTime
gameReplicatedAnimControllerEventsState = {}

---@return gameReplicatedAnimControllerEventsState
function gameReplicatedAnimControllerEventsState.new() return end

---@param props table
---@return gameReplicatedAnimControllerEventsState
function gameReplicatedAnimControllerEventsState.new(props) return end

---@class gameReplicatedAnimEvent : entReplicatedItem
---@field name CName
gameReplicatedAnimEvent = {}

---@return gameReplicatedAnimEvent
function gameReplicatedAnimEvent.new() return end

---@param props table
---@return gameReplicatedAnimEvent
function gameReplicatedAnimEvent.new(props) return end

---@class gameReplicatedContinuousAttack
---@field startTimeStamp netTime
---@field stopTimeStamp netTime
---@field attackId TweakDBID
gameReplicatedContinuousAttack = {}

---@return gameReplicatedContinuousAttack
function gameReplicatedContinuousAttack.new() return end

---@param props table
---@return gameReplicatedContinuousAttack
function gameReplicatedContinuousAttack.new(props) return end

---@class gameReplicatedEntityEvent : entReplicatedItem
---@field value redEvent
gameReplicatedEntityEvent = {}

---@return gameReplicatedEntityEvent
function gameReplicatedEntityEvent.new() return end

---@param props table
---@return gameReplicatedEntityEvent
function gameReplicatedEntityEvent.new(props) return end

---@class gameReplicatedEntityEventsState
---@field items gameReplicatedEntityEvent[]
---@field lastAppliedActionsTime netTime
gameReplicatedEntityEventsState = {}

---@return gameReplicatedEntityEventsState
function gameReplicatedEntityEventsState.new() return end

---@param props table
---@return gameReplicatedEntityEventsState
function gameReplicatedEntityEventsState.new(props) return end

---@class gameReplicatedShotData
---@field timeStamp netTime
---@field attackId TweakDBID
---@field target gameObject
---@field targetLocalOffset Vector3
gameReplicatedShotData = {}

---@return gameReplicatedShotData
function gameReplicatedShotData.new() return end

---@param props table
---@return gameReplicatedShotData
function gameReplicatedShotData.new(props) return end

---@class gameRequestStats : redEvent
gameRequestStats = {}

---@return gameRequestStats
function gameRequestStats.new() return end

---@param props table
---@return gameRequestStats
function gameRequestStats.new(props) return end

---@class gameResetContainerEvent : redEvent
gameResetContainerEvent = {}

---@return gameResetContainerEvent
function gameResetContainerEvent.new() return end

---@param props table
---@return gameResetContainerEvent
function gameResetContainerEvent.new(props) return end

---@class gameRewardPack
---@field id String
---@field title String
---@field reason String
---@field iconSlot CName
---@field group CName
---@field slotType CName
---@field rewards Uint64[]
gameRewardPack = {}

---@return gameRewardPack
function gameRewardPack.new() return end

---@param props table
---@return gameRewardPack
function gameRewardPack.new(props) return end

---@class gameRichPresenceSystem : gameIRichPresenceSystem
gameRichPresenceSystem = {}

---@return gameRichPresenceSystem
function gameRichPresenceSystem.new() return end

---@param props table
---@return gameRichPresenceSystem
function gameRichPresenceSystem.new(props) return end

function gameRichPresenceSystem:SetRichPresence() return end

---@class gameRicochetData
---@field count Int32
---@field range Float
---@field targetSearchAngle Float
---@field minAngle Float
---@field maxAngle Float
---@field chance Float
gameRicochetData = {}

---@return gameRicochetData
function gameRicochetData.new() return end

---@param props table
---@return gameRicochetData
function gameRicochetData.new(props) return end

---@class gameRootTransformAnimatorComponent : entIMoverComponent
---@field animations gameTransformAnimationDefinition[]
gameRootTransformAnimatorComponent = {}

---@return gameRootTransformAnimatorComponent
function gameRootTransformAnimatorComponent.new() return end

---@param props table
---@return gameRootTransformAnimatorComponent
function gameRootTransformAnimatorComponent.new(props) return end

---@class gameRuntimeSystemLights : worldIRuntimeSystem
gameRuntimeSystemLights = {}

---@return gameRuntimeSystemLights
function gameRuntimeSystemLights.new() return end

---@param props table
---@return gameRuntimeSystemLights
function gameRuntimeSystemLights.new(props) return end

---@class gameSDOClickedRequest : gameScriptableSystemRequest
---@field fullPath CName
---@field key CName
gameSDOClickedRequest = {}

---@return gameSDOClickedRequest
function gameSDOClickedRequest.new() return end

---@param props table
---@return gameSDOClickedRequest
function gameSDOClickedRequest.new(props) return end

---@class gameSEquipArea
---@field areaType gamedataEquipmentArea
---@field equipSlots gameSEquipSlot[]
---@field activeIndex Int32
gameSEquipArea = {}

---@return gameSEquipArea
function gameSEquipArea.new() return end

---@param props table
---@return gameSEquipArea
function gameSEquipArea.new(props) return end

---@class gameSEquipSlot
---@field itemID ItemID
---@field slotID TweakDBID
---@field unlockPrereq gameIPrereq
---@field visibleWhenLocked Bool
gameSEquipSlot = {}

---@return gameSEquipSlot
function gameSEquipSlot.new() return end

---@param props table
---@return gameSEquipSlot
function gameSEquipSlot.new(props) return end

---@class gameSEquipmentSet
---@field setItems gameSItemInfo[]
---@field setName CName
---@field setType gameEquipmentSetType
gameSEquipmentSet = {}

---@return gameSEquipmentSet
function gameSEquipmentSet.new() return end

---@param props table
---@return gameSEquipmentSet
function gameSEquipmentSet.new(props) return end

---@class gameSItemInfo
---@field itemID ItemID
---@field slotIndex Int32
gameSItemInfo = {}

---@return gameSItemInfo
function gameSItemInfo.new() return end

---@param props table
---@return gameSItemInfo
function gameSItemInfo.new(props) return end

---@class gameSItemStack
---@field itemID ItemID
---@field quantity Int32
---@field powerLevel Int32
---@field vendorItemID TweakDBID
---@field isAvailable Bool
---@field requirement gameSItemStackRequirementData
---@field dynamicTags CName[]
gameSItemStack = {}

---@return gameSItemStack
function gameSItemStack.new() return end

---@param props table
---@return gameSItemStack
function gameSItemStack.new(props) return end

---@class gameSItemStackRequirementData
---@field statType gamedataStatType
---@field requiredValue Float
gameSItemStackRequirementData = {}

---@return gameSItemStackRequirementData
function gameSItemStackRequirementData.new() return end

---@param props table
---@return gameSItemStackRequirementData
function gameSItemStackRequirementData.new(props) return end

---@class gameSLastUsedWeapon
---@field lastUsedWeapon ItemID
---@field lastUsedRanged ItemID
---@field lastUsedMelee ItemID
---@field lastUsedHeavy ItemID
gameSLastUsedWeapon = {}

---@return gameSLastUsedWeapon
function gameSLastUsedWeapon.new() return end

---@param props table
---@return gameSLastUsedWeapon
function gameSLastUsedWeapon.new(props) return end

---@class gameSLoadout
---@field equipAreas gameSEquipArea[]
---@field equipmentSets gameSEquipmentSet[]
gameSLoadout = {}

---@return gameSLoadout
function gameSLoadout.new() return end

---@param props table
---@return gameSLoadout
function gameSLoadout.new(props) return end

---@class gameSPartSlots
---@field status gameESlotState
---@field installedPart ItemID
---@field slotID TweakDBID
---@field innerItemData gameInnerItemData
gameSPartSlots = {}

---@return gameSPartSlots
function gameSPartSlots.new() return end

---@param props table
---@return gameSPartSlots
function gameSPartSlots.new(props) return end

---@class gameSSlotActiveItems
---@field rightHandItem ItemID
---@field leftHandItem ItemID
gameSSlotActiveItems = {}

---@return gameSSlotActiveItems
function gameSSlotActiveItems.new() return end

---@param props table
---@return gameSSlotActiveItems
function gameSSlotActiveItems.new(props) return end

---@class gameSSlotInfo
---@field areaType gamedataEquipmentArea
---@field equipSlot TweakDBID
---@field visualTag CName
gameSSlotInfo = {}

---@return gameSSlotInfo
function gameSSlotInfo.new() return end

---@param props table
---@return gameSSlotInfo
function gameSSlotInfo.new(props) return end

---@class gameSSlotVisualInfo
---@field areaType gamedataEquipmentArea
---@field isHidden Bool
---@field visualItem ItemID
gameSSlotVisualInfo = {}

---@return gameSSlotVisualInfo
function gameSSlotVisualInfo.new() return end

---@param props table
---@return gameSSlotVisualInfo
function gameSSlotVisualInfo.new(props) return end

---@class gameSVisualTagProcessing
---@field areaType gamedataEquipmentArea
---@field showItem Bool
gameSVisualTagProcessing = {}

---@return gameSVisualTagProcessing
function gameSVisualTagProcessing.new() return end

---@param props table
---@return gameSVisualTagProcessing
function gameSVisualTagProcessing.new(props) return end

---@class gameSaveLock
---@field reason gameSaveLockReason
gameSaveLock = {}

---@return gameSaveLock
function gameSaveLock.new() return end

---@param props table
---@return gameSaveLock
function gameSaveLock.new(props) return end

---@class gameSaveSanitizationForbiddenAreaSystem : gameISaveSanitizationForbiddenAreaSystem
gameSaveSanitizationForbiddenAreaSystem = {}

---@return gameSaveSanitizationForbiddenAreaSystem
function gameSaveSanitizationForbiddenAreaSystem.new() return end

---@param props table
---@return gameSaveSanitizationForbiddenAreaSystem
function gameSaveSanitizationForbiddenAreaSystem.new(props) return end

---@class gameSavedStatsData
---@field statModifiers gameStatModifierData_Deprecated[]
---@field modifiersBuffer DataBuffer
---@field forcedModifiersBuffer DataBuffer
---@field savedModifierGroupStatTypesBuffer DataBuffer
---@field inactiveStats gamedataStatType[]
---@field recordID TweakDBID
---@field seed Uint32
gameSavedStatsData = {}

---@return gameSavedStatsData
function gameSavedStatsData.new() return end

---@param props table
---@return gameSavedStatsData
function gameSavedStatsData.new(props) return end

---@class gameScanningActionFinishedEvent : redEvent
gameScanningActionFinishedEvent = {}

---@return gameScanningActionFinishedEvent
function gameScanningActionFinishedEvent.new() return end

---@param props table
---@return gameScanningActionFinishedEvent
function gameScanningActionFinishedEvent.new(props) return end

---@class gameScanningActivatorComponent : entIComponent
gameScanningActivatorComponent = {}

---@return gameScanningActivatorComponent
function gameScanningActivatorComponent.new() return end

---@param props table
---@return gameScanningActivatorComponent
function gameScanningActivatorComponent.new(props) return end

---@class gameScanningComponent : gameComponent
---@field scannableData gameScanningTooltipElementDef[]
---@field timeNeeded Float
---@field autoGenerateBoundingSphere Bool
---@field boundingSphere Sphere
---@field ignoresScanningDistanceLimit Bool
---@field cpoEnableMultiplePlayersScanningModifier Bool
---@field isBraindanceClue Bool
---@field BraindanceLayer braindanceVisionMode
---@field isBraindanceBlocked Bool
---@field isBraindanceLayerUnlocked Bool
---@field isBraindanceTimelineUnlocked Bool
---@field isBraindanceActive Bool
---@field currentBraindanceLayer Int32
---@field clues FocusClueDefinition[]
---@field objectDescription ObjectScanningDescription
---@field scanningBarText TweakDBID
---@field isFocusModeActive Bool
---@field currentHighlight FocusForcedHighlightData
---@field isHudManagerInitialized Bool
---@field isBeingScanned Bool
---@field isScanningCluesBlocked Bool
---@field isEntityVisible Bool
---@field OnBraindanceVisionModeChangeCallback redCallbackObject
---@field OnBraindanceFppChangeCallback redCallbackObject
gameScanningComponent = {}

---@return gameScanningComponent
function gameScanningComponent.new() return end

---@param props table
---@return gameScanningComponent
function gameScanningComponent.new(props) return end

---@return Sphere
function gameScanningComponent:GetBoundingSphere() return end

---@return Float
function gameScanningComponent:GetScanningProgress() return end

---@return gameScanningState
function gameScanningComponent:GetScanningState() return end

---@return Float
function gameScanningComponent:GetTimeNeeded() return end

---@return Bool
function gameScanningComponent:IsBlocked() return end

---@return Bool
function gameScanningComponent:IsScanned() return end

---@return Bool
function gameScanningComponent:IsScanning() return end

---@param isBlocked Bool
function gameScanningComponent:SetBlocked(isBlocked) return end

---@param val Bool
function gameScanningComponent:SetIsScanned_Event(val) return end

---@param isScannableThroughWalls Bool
function gameScanningComponent:SetScannableThroughWalls(isScannableThroughWalls) return end

function gameScanningComponent:UpdateTooltipData() return end

---@param evt gameFactChangedEvent
---@return Bool
function gameScanningComponent:OnActivateConclusionFactChanged(evt) return end

---@param fppToggle Bool
---@return Bool
function gameScanningComponent:OnBraindanceFppChange(fppToggle) return end

---@param value Int32
---@return Bool
function gameScanningComponent:OnBraindanceVisionModeChange(value) return end

---@param evt ClearCustomObjectDescriptionEvent
---@return Bool
function gameScanningComponent:OnClearCustomObjectDescription(evt) return end

---@param evt gameSetExclusiveFocusClueEntityEvent
---@return Bool
function gameScanningComponent:OnClueLockedByScene(evt) return end

---@param evt gameFocusClueStateChangeEvent
---@return Bool
function gameScanningComponent:OnClueStateChanged(evt) return end

---@param evt DisableObjectDescriptionEvent
---@return Bool
function gameScanningComponent:OnDisableObjectDescription(evt) return end

---@param evt DisableScannerEvent
---@return Bool
function gameScanningComponent:OnDisableScanner(evt) return end

---@param evt enteventsSetVisibility
---@return Bool
function gameScanningComponent:OnEnteventsSetVisibility(evt) return end

---@param evt HUDInstruction
---@return Bool
function gameScanningComponent:OnHUDInstruction(evt) return end

---@param evt linkedClueUpdateEvent
---@return Bool
function gameScanningComponent:OnLinkedClueUpdateEvent(evt) return end

---@param evt ToggleClueConclusionEvent
---@return Bool
function gameScanningComponent:OnQuestToggleClueConclusion(evt) return end

---@param evt RevealStateChangedEvent
---@return Bool
function gameScanningComponent:OnRevealStateChanged(evt) return end

---@param evt gameOnScannableBraindanceClueDisabledEvent
---@return Bool
function gameScanningComponent:OnScannableBraindanceClueDisabledEvent(evt) return end

---@param evt gameOnScannableBraindanceClueEnabledEvent
---@return Bool
function gameScanningComponent:OnScannableBraindanceClueEnabledEvent(evt) return end

---@param evt gameScanningEvent
---@return Bool
function gameScanningComponent:OnScanningEvent(evt) return end

---@param evt gameScanningLookAtEvent
---@return Bool
function gameScanningComponent:OnScanningLookedAt(evt) return end

---@param evt SetCurrentGameplayRoleEvent
---@return Bool
function gameScanningComponent:OnSetCurrentGameplayRole(evt) return end

---@param evt SetCustomObjectDescriptionEvent
---@return Bool
function gameScanningComponent:OnSetCustomObjectDescription(evt) return end

---@param evt SetGameplayRoleEvent
---@return Bool
function gameScanningComponent:OnSetGameplayRole(evt) return end

---@param evt ToggleFocusClueEvent
---@return Bool
function gameScanningComponent:OnToggleFocusClue(evt) return end

---@param data FocusForcedHighlightData
---@param fast Bool
---@param ignoreStackEvaluation Bool
function gameScanningComponent:CancelForcedVisionAppearance(data, fast, ignoreStackEvaluation) return end

function gameScanningComponent:EvaluateBraindanceClueState() return end

function gameScanningComponent:ForceReEvaluateGameplayRole() return end

---@param data FocusForcedHighlightData
function gameScanningComponent:ForceVisionAppearance(data) return end

---@return FocusClueDefinition[]
function gameScanningComponent:GetAllClues() return end

---@return Int32
function gameScanningComponent:GetAvailableClueIndex() return end

---@return braindanceVisionMode
function gameScanningComponent:GetBraindanceLayer() return end

---@param index Int32
---@return FocusClueDefinition
function gameScanningComponent:GetClueByIndex(index) return end

---@return Int32
function gameScanningComponent:GetClueCount() return end

---@param index Int32
---@return CName
function gameScanningComponent:GetClueGroupID(index) return end

---@param highlightInstructions HighlightInstance
---@return FocusForcedHighlightData
function gameScanningComponent:GetClueHighlight(highlightInstructions) return end

---@param highlightInstructions HighlightInstance
---@return FocusForcedHighlightData
function gameScanningComponent:GetClueHighlightData(highlightInstructions) return end

---@param highlightInstructions HighlightInstance
---@return FocusForcedHighlightData
function gameScanningComponent:GetDefaultHighlight(highlightInstructions) return end

---@param clueIndex Int32
---@return ClueRecordData[]
function gameScanningComponent:GetExtendedClueRecords(clueIndex) return end

---@return FocusCluesSystem
function gameScanningComponent:GetFocusClueSystem() return end

---@param clueIndex Int32
---@param linkedClueData LinkedFocusClueData
---@return Bool
function gameScanningComponent:GetLinkedClueData(clueIndex, linkedClueData) return end

---@return gameScanningComponentPS
function gameScanningComponent:GetMyPS() return end

---@return ObjectScanningDescription
function gameScanningComponent:GetObjectDescription() return end

---@return gameObject
function gameScanningComponent:GetOwner() return end

---@param highlightInstructions HighlightInstance
---@return FocusForcedHighlightData
function gameScanningComponent:GetQuestHighlight(highlightInstructions) return end

---@param index Int32
---@return gameScanningTooltipElementDef[], gameScanningTooltipElementDef
function gameScanningComponent:GetScannableDataForSingleClueByIndex(index) return end

---@return gameScanningTooltipElementDef[]
function gameScanningComponent:GetScannableObjects() return end

---@return TweakDBID
function gameScanningComponent:GetScanningBarTextTweak() return end

---@return Bool
function gameScanningComponent:HasAnyClue() return end

---@param clueID Int32
---@return Bool
function gameScanningComponent:HasClueWithID(clueID) return end

---@return Bool
function gameScanningComponent:HasValidObjectDescription() return end

---@param value Bool
function gameScanningComponent:HideMappins(value) return end

function gameScanningComponent:HighLightWeakspots() return end

function gameScanningComponent:InitializeQuestDBCallbacks() return end

---@return Bool
function gameScanningComponent:IsActiveClueLinked() return end

---@return Bool
function gameScanningComponent:IsActiveClueUsingAutoInspect() return end

---@return Bool
function gameScanningComponent:IsAnyClueEnabled() return end

---@return Bool
function gameScanningComponent:IsAnyClueValid() return end

---@return Bool
function gameScanningComponent:IsBraindanceBlocked() return end

---@return Bool
function gameScanningComponent:IsBraindanceClue() return end

---@return Bool
function gameScanningComponent:IsClueInspected() return end

---@param index Int32
---@return Bool
function gameScanningComponent:IsClueLinked(index) return end

---@return Bool
function gameScanningComponent:IsClueProgressing() return end

---@param index Int32
---@return Bool
function gameScanningComponent:IsClueUsingAutoInspect(index) return end

---@param clueIndex Int32
---@return Bool
function gameScanningComponent:IsConclusionActive(clueIndex) return end

---@return Bool
function gameScanningComponent:IsObjectDescriptionEnabled() return end

---@return Bool
function gameScanningComponent:IsPhotoModeBlocked() return end

---@return Bool
function gameScanningComponent:IsScanningCluesBlocked() return end

---@param clueIndex Int32
---@param ignorePS Bool
---@param updateFocusClueSystem Bool
function gameScanningComponent:NotifyClueStateChanged(clueIndex, ignorePS, updateFocusClueSystem) return end

---@param isClue Bool
function gameScanningComponent:NotifyHudManager(isClue) return end

function gameScanningComponent:OnGameAttach() return end

function gameScanningComponent:OnGameDetach() return end

---@param instruction BraindanceInstance
function gameScanningComponent:ProcessBraindanceHudInstruction(instruction) return end

---@param instruction HighlightInstance
function gameScanningComponent:ProcessHighlightHudInstruction(instruction) return end

---@param instruction ScanInstance
function gameScanningComponent:ProcessScannerHudInstruction(instruction) return end

---@return Bool
function gameScanningComponent:ReEvaluateGrouppedCluesState() return end

---@param clueIndex Int32
---@return Bool
function gameScanningComponent:RegisterGrouppedClue(clueIndex) return end

---@param clueIndex Int32
function gameScanningComponent:RequestFocusClueSystemUpdate(clueIndex) return end

function gameScanningComponent:RequestHUDRefresh() return end

function gameScanningComponent:ResolveFocusClueOnScannCompleted() return end

function gameScanningComponent:ResolveScannerAvailability() return end

function gameScanningComponent:RestoreClueState() return end

---@param currentState gameScanningState
---@param newState gameScanningState
---@return Bool
function gameScanningComponent:Script_IsScanningStateTransitionAllowed(currentState, newState) return end

---@param object gameObject
function gameScanningComponent:SendHighlightEventToWeakspot(object) return end

---@param clueIndex Int32
---@param descriptionIndex Int32
function gameScanningComponent:SetClueExtendedDescriptionAsInspected(clueIndex, descriptionIndex) return end

---@param clueIndex Int32
---@param isEnabled Bool
---@param isInspected Bool
---@param updateFocusClueSystem Bool
---@param ignorePS Bool
function gameScanningComponent:SetClueState(clueIndex, isEnabled, isInspected, updateFocusClueSystem, ignorePS) return end

---@param clueIndex Int32
---@param isEnabled Bool
---@param updateFocusClueSystem Bool
---@param ignorePS Bool
function gameScanningComponent:SetClueState(clueIndex, isEnabled, updateFocusClueSystem, ignorePS) return end

---@param clueID Int32
function gameScanningComponent:SetConclusionAsShown(clueID) return end

---@param clueID Int32
---@param state EConclusionQuestState
function gameScanningComponent:SetConclusionState(clueID, state) return end

function gameScanningComponent:SetScannableThroughWallsIfPossible() return end

function gameScanningComponent:SignalScannablesBlackboard() return end

function gameScanningComponent:StartBraindanceClueEffect() return end

function gameScanningComponent:StopBraindanceClueEffect() return end

---@param value Bool
function gameScanningComponent:ToggleBraindance(value) return end

---@param value Bool
function gameScanningComponent:ToggleBraindanceScanning(value) return end

---@param toggle Bool
---@param highlightInstructions HighlightInstance
function gameScanningComponent:ToggleHighlight(toggle, highlightInstructions) return end

---@param isBlocked Bool
function gameScanningComponent:ToggleScanningBlocked(isBlocked) return end

function gameScanningComponent:UnInitializeQuestDBCallbacks() return end

function gameScanningComponent:UpdateDefaultHighlight() return end

---@param linkedCluekData LinkedFocusClueData
---@param updatePS Bool
function gameScanningComponent:UpdateLinkedClues(linkedCluekData, updatePS) return end

---@param clueID Int32
---@return Bool
function gameScanningComponent:WasConclusionShown(clueID) return end

---@class gameScanningComponentPS : gameComponentPS
---@field scanningState gameScanningState
---@field pctScanned Float
---@field isBlocked Bool
---@field storedClues CluePSData[]
---@field isScanningDisabled Bool
---@field isDecriptionEnabled Bool
---@field objectDescriptionOverride ObjectScanningDescription
gameScanningComponentPS = {}

---@return gameScanningComponentPS
function gameScanningComponentPS.new() return end

---@param props table
---@return gameScanningComponentPS
function gameScanningComponentPS.new(props) return end

---@return FocusCluesSystem
function gameScanningComponentPS:GetFocusClueSystem() return end

---@return entEntityID
function gameScanningComponentPS:GetMyEntityID() return end

---@return ObjectScanningDescription
function gameScanningComponentPS:GetObjectDecriptionOverride() return end

---@return entEntity
function gameScanningComponentPS:GetOwnerEntityWeak() return end

---@param id Int32
---@return Bool, CluePSData
function gameScanningComponentPS:GetStoredClueData(id) return end

---@return Bool
function gameScanningComponentPS:HasAnyStoredClues() return end

---@param id Int32
---@return Bool
function gameScanningComponentPS:HasStoredClue(id) return end

---@return Bool
function gameScanningComponentPS:IsDescriptionEnabled() return end

---@return Bool
function gameScanningComponentPS:IsScanningDisabled() return end

---@param evt ClearCustomObjectDescriptionEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnClearCustomObjectDescription(evt) return end

---@param evt gameFocusClueStateChangeEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnClueStateChanged(evt) return end

---@param evt DisableObjectDescriptionEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnDisableObjectDescription(evt) return end

---@param evt DisableScannerEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnDisableScanner(evt) return end

---@param evt linkedClueUpdateEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnLinkedClueUpdateEvent(evt) return end

---@param evt ToggleClueConclusionEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnQuestToggleClueConclusion(evt) return end

---@param evt SetCustomObjectDescriptionEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnSetCustomObjectDescription(evt) return end

---@param evt ToggleFocusClueEvent
---@return EntityNotificationType
function gameScanningComponentPS:OnToggleFocusClue(evt) return end

---@param clueData CluePSData
function gameScanningComponentPS:RequestFocusClueSystemUpdate(clueData) return end

---@param id Int32
---@param clueData FocusClueDefinition
---@param isScanned Bool
function gameScanningComponentPS:StoreClueData(id, clueData, isScanned) return end

---@param id Int32
---@param clueData FocusClueDefinition
---@return Bool
function gameScanningComponentPS:UpdateFocusClueData(id, clueData) return end

---@class gameScanningComponentReplicatedState : netIComponentState
---@field scanningState gameScanningState
---@field pctScanned Float
---@field controllingPeerIDs netPeerID[]
gameScanningComponentReplicatedState = {}

---@return gameScanningComponentReplicatedState
function gameScanningComponentReplicatedState.new() return end

---@param props table
---@return gameScanningComponentReplicatedState
function gameScanningComponentReplicatedState.new(props) return end

---@class gameScanningController : IScriptable
gameScanningController = {}

---@return gameScanningController
function gameScanningController.new() return end

---@param props table
---@return gameScanningController
function gameScanningController.new(props) return end

---@param object gameObject
---@param mode gameScanningMode
function gameScanningController:EnterMode(object, mode) return end

---@return entEntityID
function gameScanningController:GetExclusiveFocusClueEntity() return end

---@param object gameObject
---@return Float
function gameScanningController:GetScanProgress(object) return end

---@param object gameObject
---@param range3D Float
---@param range2D Vector4
---@param startPosition Vector4
function gameScanningController:ImmediateScan(object, range3D, range2D, startPosition) return end

---@param object gameObject
---@return Bool
function gameScanningController:IsScanned(object) return end

---@param object gameObject
---@return Bool
function gameScanningController:IsTagged(object) return end

---@param object gameObject
---@param range3D Float
---@param range2D Vector4
---@param startPosition Vector4
function gameScanningController:PulseScan(object, range3D, range2D, startPosition) return end

---@param object gameObject
---@param val Bool
---@return Bool
function gameScanningController:SetIsScanned_Event(object, val) return end

---@param object gameObject
function gameScanningController:TagObject(object) return end

function gameScanningController:UntagAll() return end

---@param object gameObject
---@return Float
function gameScanningController:UntagObject(object) return end

---@class gameScanningControllerReplicatedState : ISerializable
---@field taggedObjectIDs entEntityID[]
gameScanningControllerReplicatedState = {}

---@return gameScanningControllerReplicatedState
function gameScanningControllerReplicatedState.new() return end

---@param props table
---@return gameScanningControllerReplicatedState
function gameScanningControllerReplicatedState.new(props) return end

---@class gameScanningControllerSaveData : ISerializable
---@field taggedObjectIDs entEntityID[]
gameScanningControllerSaveData = {}

---@return gameScanningControllerSaveData
function gameScanningControllerSaveData.new() return end

---@param props table
---@return gameScanningControllerSaveData
function gameScanningControllerSaveData.new(props) return end

---@class gameScanningEvent : redEvent
---@field state gameScanningState
gameScanningEvent = {}

---@return gameScanningEvent
function gameScanningEvent.new() return end

---@param props table
---@return gameScanningEvent
function gameScanningEvent.new(props) return end

---@class gameScanningEventForInstigator : gameScanningEvent
gameScanningEventForInstigator = {}

---@return gameScanningEventForInstigator
function gameScanningEventForInstigator.new() return end

---@param props table
---@return gameScanningEventForInstigator
function gameScanningEventForInstigator.new(props) return end

---@class gameScanningInternalEvent : redEvent
gameScanningInternalEvent = {}

---@return gameScanningInternalEvent
function gameScanningInternalEvent.new() return end

---@param props table
---@return gameScanningInternalEvent
function gameScanningInternalEvent.new(props) return end

---@class gameScanningLookAtEvent : redEvent
---@field ownerID entEntityID
---@field state Bool
gameScanningLookAtEvent = {}

---@return gameScanningLookAtEvent
function gameScanningLookAtEvent.new() return end

---@param props table
---@return gameScanningLookAtEvent
function gameScanningLookAtEvent.new(props) return end

---@class gameScanningModeEvent : redEvent
---@field mode gameScanningMode
gameScanningModeEvent = {}

---@return gameScanningModeEvent
function gameScanningModeEvent.new() return end

---@param props table
---@return gameScanningModeEvent
function gameScanningModeEvent.new(props) return end

---@class gameScanningPulseEvent : redEvent
gameScanningPulseEvent = {}

---@return gameScanningPulseEvent
function gameScanningPulseEvent.new() return end

---@param props table
---@return gameScanningPulseEvent
function gameScanningPulseEvent.new(props) return end

---@class gameScanningPulseStartEvent : redEvent
---@field targetsAffected Int32
gameScanningPulseStartEvent = {}

---@return gameScanningPulseStartEvent
function gameScanningPulseStartEvent.new() return end

---@param props table
---@return gameScanningPulseStartEvent
function gameScanningPulseStartEvent.new(props) return end

---@class gameScanningTooltipElementData
---@field recordID TweakDBID
---@field localizedName CName
---@field localizedDescription CName
gameScanningTooltipElementData = {}

---@return gameScanningTooltipElementData
function gameScanningTooltipElementData.new() return end

---@param props table
---@return gameScanningTooltipElementData
function gameScanningTooltipElementData.new(props) return end

---@class gameScanningTooltipElementDef
---@field recordID TweakDBID
---@field timePct Float
gameScanningTooltipElementDef = {}

---@return gameScanningTooltipElementDef
function gameScanningTooltipElementDef.new() return end

---@param props table
---@return gameScanningTooltipElementDef
function gameScanningTooltipElementDef.new(props) return end

---@class gameSceneAnimationMotionActionParams : IScriptable
---@field motionType gameSceneAnimationMotionActionParamsMotionType
---@field placementTransform WorldTransform
---@field motionBlendInTime Float
---@field poseBlendInTime Float
---@field blendInCurve gameSceneAnimationMotionActionParamsEasingType
---@field animationName CName
---@field placementMode gameSceneAnimationMotionActionParamsPlacementMode
---@field startTime Float
---@field endTime Float
---@field initialDt Float
---@field globalTimeToAnimTime Float
---@field mountDescriptor gameMountDescriptor
---@field playerParams gameScenePlayerAnimationParams
---@field trajectoryLOD scnAnimationMotionSample[]
---@field dynamicAnimSetupHash Uint64
gameSceneAnimationMotionActionParams = {}

---@return gameSceneAnimationMotionActionParams
function gameSceneAnimationMotionActionParams.new() return end

---@param props table
---@return gameSceneAnimationMotionActionParams
function gameSceneAnimationMotionActionParams.new(props) return end

---@class gameScenePlayerAnimationParams
gameScenePlayerAnimationParams = {}

---@return gameScenePlayerAnimationParams
function gameScenePlayerAnimationParams.new() return end

---@param props table
---@return gameScenePlayerAnimationParams
function gameScenePlayerAnimationParams.new(props) return end

---@class gameSceneTier : senseStimuliData
gameSceneTier = {}

---@return gameSceneTier
function gameSceneTier.new() return end

---@param props table
---@return gameSceneTier
function gameSceneTier.new(props) return end

---@return Bool
function gameSceneTier:GetForceEmptyHands() return end

---@return GameplayTier
function gameSceneTier:GetTier() return end

---@return gameSceneTierData
function gameSceneTier:GetTierData() return end

---@param tierData gameSceneTierData
function gameSceneTier:SetTierData(tierData) return end

---@class gameSceneTier1Data : gameSceneTierData
gameSceneTier1Data = {}

---@return gameSceneTier1Data
function gameSceneTier1Data.new() return end

---@param props table
---@return gameSceneTier1Data
function gameSceneTier1Data.new(props) return end

---@class gameSceneTier2Data : gameSceneTierData
---@field walkType Tier2WalkType
gameSceneTier2Data = {}

---@return gameSceneTier2Data
function gameSceneTier2Data.new() return end

---@param props table
---@return gameSceneTier2Data
function gameSceneTier2Data.new(props) return end

---@class gameSceneTier3Data : gameSceneTierDataMotionConstrained
---@field cameraSettings gameTier3CameraSettings
gameSceneTier3Data = {}

---@return gameSceneTier3Data
function gameSceneTier3Data.new() return end

---@param props table
---@return gameSceneTier3Data
function gameSceneTier3Data.new(props) return end

---@class gameSceneTier4Data : gameSceneTierDataMotionConstrained
gameSceneTier4Data = {}

---@return gameSceneTier4Data
function gameSceneTier4Data.new() return end

---@param props table
---@return gameSceneTier4Data
function gameSceneTier4Data.new(props) return end

---@class gameSceneTier5Data : gameSceneTierDataMotionConstrained
gameSceneTier5Data = {}

---@return gameSceneTier5Data
function gameSceneTier5Data.new() return end

---@param props table
---@return gameSceneTier5Data
function gameSceneTier5Data.new(props) return end

---@class gameSceneTierData : IScriptable
---@field tier GameplayTier
---@field emptyHands Bool
---@field userDebugInfo String
gameSceneTierData = {}

---@class gameSceneTierDataMotionConstrained : gameSceneTierData
---@field params gameMotionConstrainedTierDataParams
gameSceneTierDataMotionConstrained = {}

---@class gameScreenshot360CameraComponent : gameCameraComponent
gameScreenshot360CameraComponent = {}

---@return gameScreenshot360CameraComponent
function gameScreenshot360CameraComponent.new() return end

---@param props table
---@return gameScreenshot360CameraComponent
function gameScreenshot360CameraComponent.new(props) return end

---@class gameScriptStatPoolsListener : gameIStatPoolsListener
gameScriptStatPoolsListener = {}

---@return gameScriptStatPoolsListener
function gameScriptStatPoolsListener.new() return end

---@param props table
---@return gameScriptStatPoolsListener
function gameScriptStatPoolsListener.new(props) return end

---@param oldValue Float
---@param newValue Float
---@param percToPoints Float
function gameScriptStatPoolsListener:OnStatPoolValueChanged(oldValue, newValue, percToPoints) return end

---@class gameScriptStatsListener : gameIStatsListener
gameScriptStatsListener = {}

---@return gameScriptStatsListener
function gameScriptStatsListener.new() return end

---@param props table
---@return gameScriptStatsListener
function gameScriptStatsListener.new(props) return end

---@param statType gamedataStatType
function gameScriptStatsListener:SetStatType(statType) return end

---@param ownerID entEntityID
---@param newType gameGodModeType
function gameScriptStatsListener:OnGodModeChanged(ownerID, newType) return end

---@param ownerID gameStatsObjectID
---@param statType gamedataStatType
---@param diff Float
---@param total Float
function gameScriptStatsListener:OnStatChanged(ownerID, statType, diff, total) return end

---@class gameScriptStatusEffectListener : gameIStatusEffectListener
gameScriptStatusEffectListener = {}

---@return gameScriptStatusEffectListener
function gameScriptStatusEffectListener.new() return end

---@param props table
---@return gameScriptStatusEffectListener
function gameScriptStatusEffectListener.new(props) return end

---@class gameScriptTaskData : IScriptable
gameScriptTaskData = {}

---@return gameScriptTaskData
function gameScriptTaskData.new() return end

---@param props table
---@return gameScriptTaskData
function gameScriptTaskData.new(props) return end

---@class gameScriptableComponent : gameComponent
---@field priority Uint32
gameScriptableComponent = {}

---@return gameScriptableComponent
function gameScriptableComponent.new() return end

---@param props table
---@return gameScriptableComponent
function gameScriptableComponent.new(props) return end

---@return gameGameAudioSystem
function gameScriptableComponent:GetAudioSystem() return end

---@return gameDebugVisualizerSystem
function gameScriptableComponent:GetDebugVisualizerSystem() return end

---@return gameDelaySystem
function gameScriptableComponent:GetDelaySystem() return end

---@return EngineTime
function gameScriptableComponent:GetEngineTime() return end

function gameScriptableComponent:GetFriendlyFireSystem() return end

---@return gameEffectSystem
function gameScriptableComponent:GetGameEffectSystem() return end

function gameScriptableComponent:GetGameRulesSystem() return end

---@return GameTime
function gameScriptableComponent:GetGameTime() return end

function gameScriptableComponent:GetLoSFinderSystem() return end

---@return gameObject
function gameScriptableComponent:GetOwner() return end

---@return gamePersistencySystem
function gameScriptableComponent:GetPersistencySystem() return end

---@return cpPlayerSystem
function gameScriptableComponent:GetPlayerSystem() return end

---@return questQuestsSystem
function gameScriptableComponent:GetQuestsSystem() return end

function gameScriptableComponent:GetSceneSystem() return end

---@return EngineTime
function gameScriptableComponent:GetSimTime() return end

---@return gameStatPoolsSystem
function gameScriptableComponent:GetStatPoolsSystem() return end

---@return gameStatsSystem
function gameScriptableComponent:GetStatsSystem() return end

---@return gametargetingTargetingSystem
function gameScriptableComponent:GetTargetingSystem() return end

---@return gameTimeSystem
function gameScriptableComponent:GetTimeSystem() return end

---@return gameTransactionSystem
function gameScriptableComponent:GetTransactionSystem() return end

---@return gameVisionModeSystem
function gameScriptableComponent:GetVisionModeSystem() return end

---@class gameScriptableSystem : gameIScriptableSystem
gameScriptableSystem = {}

---@return gameScriptableSystem
function gameScriptableSystem.new() return end

---@param props table
---@return gameScriptableSystem
function gameScriptableSystem.new(props) return end

---@return ScriptGameInstance
function gameScriptableSystem:GetGameInstance() return end

---@param request gameScriptableSystemRequest
function gameScriptableSystem:QueueRequest(request) return end

---@return Bool
function gameScriptableSystem:WasRestored() return end

---@return Bool
function gameScriptableSystem:IsSavingLocked() return end

function gameScriptableSystem:OnAttach() return end

function gameScriptableSystem:OnDetach() return end

---@param saveVersion Int32
---@param gameVersion Int32
function gameScriptableSystem:OnRestored(saveVersion, gameVersion) return end

---@class gameScriptableSystemRequest : IScriptable
gameScriptableSystemRequest = {}

---@return gameScriptableSystemRequest
function gameScriptableSystemRequest.new() return end

---@param props table
---@return gameScriptableSystemRequest
function gameScriptableSystemRequest.new(props) return end

function gameScriptableSystemRequest:Cancel() return end

---@class gameScriptableSystemsContainer : gameIScriptableSystemsContainer
gameScriptableSystemsContainer = {}

---@return gameScriptableSystemsContainer
function gameScriptableSystemsContainer.new() return end

---@param props table
---@return gameScriptableSystemsContainer
function gameScriptableSystemsContainer.new(props) return end

---@generic T
---@param systemName `T`
---@return T
function gameScriptableSystemsContainer:Get(systemName) return end

---@param request gameScriptableSystemRequest
function gameScriptableSystemsContainer:QueueRequest(request) return end

---@class gameScriptedDamageSystemListener : gameIDamageSystemListener
gameScriptedDamageSystemListener = {}

---@return gameScriptedDamageSystemListener
function gameScriptedDamageSystemListener.new() return end

---@param props table
---@return gameScriptedDamageSystemListener
function gameScriptedDamageSystemListener.new(props) return end

---@param hitEvent gameeventsHitEvent
function gameScriptedDamageSystemListener:OnHitReceived(hitEvent) return end

---@param hitEvent gameeventsHitEvent
function gameScriptedDamageSystemListener:OnHitTriggered(hitEvent) return end

---@param missEvent gameeventsMissEvent
function gameScriptedDamageSystemListener:OnMissTriggered(missEvent) return end

---@param hitEvent gameeventsHitEvent
function gameScriptedDamageSystemListener:OnPipelineProcessed(hitEvent) return end

---@class gameScriptedPrereqAttitudeListenerWrapper : IScriptable
gameScriptedPrereqAttitudeListenerWrapper = {}

---@return gameScriptedPrereqAttitudeListenerWrapper
function gameScriptedPrereqAttitudeListenerWrapper.new() return end

---@param props table
---@return gameScriptedPrereqAttitudeListenerWrapper
function gameScriptedPrereqAttitudeListenerWrapper.new(props) return end

---@param agent1 gameAttitudeAgent
---@param agent2 gameAttitudeAgent
---@param prereqState gamePrereqState
---@return gameScriptedPrereqAttitudeListenerWrapper
function gameScriptedPrereqAttitudeListenerWrapper.CreateListener(agent1, agent2, prereqState) return end

---@class gameScriptedPrereqMountingListenerWrapper : IScriptable
gameScriptedPrereqMountingListenerWrapper = {}

---@return gameScriptedPrereqMountingListenerWrapper
function gameScriptedPrereqMountingListenerWrapper.new() return end

---@param props table
---@return gameScriptedPrereqMountingListenerWrapper
function gameScriptedPrereqMountingListenerWrapper.new(props) return end

---@param vehicleId entEntityID
---@param prereqState gamePrereqState
---@return gameScriptedPrereqMountingListenerWrapper
function gameScriptedPrereqMountingListenerWrapper.CreateVehicleListener(vehicleId, prereqState) return end

---@class gameScriptedPrereqPSChangeListenerWrapper : IScriptable
gameScriptedPrereqPSChangeListenerWrapper = {}

---@return gameScriptedPrereqPSChangeListenerWrapper
function gameScriptedPrereqPSChangeListenerWrapper.new() return end

---@param props table
---@return gameScriptedPrereqPSChangeListenerWrapper
function gameScriptedPrereqPSChangeListenerWrapper.new(props) return end

---@param persistentId gamePersistentID
---@param prereqState gamePrereqState
---@return gameScriptedPrereqPSChangeListenerWrapper
function gameScriptedPrereqPSChangeListenerWrapper.CreateListener(persistentId, prereqState) return end

---@class gameScriptedPrereqSceneInspectionListenerWrapper : IScriptable
gameScriptedPrereqSceneInspectionListenerWrapper = {}

---@return gameScriptedPrereqSceneInspectionListenerWrapper
function gameScriptedPrereqSceneInspectionListenerWrapper.new() return end

---@param props table
---@return gameScriptedPrereqSceneInspectionListenerWrapper
function gameScriptedPrereqSceneInspectionListenerWrapper.new(props) return end

---@param entityId entEntityID
---@param prereqState gamePrereqState
---@return gameScriptedPrereqSceneInspectionListenerWrapper
function gameScriptedPrereqSceneInspectionListenerWrapper.CreateEntityListener(entityId, prereqState) return end

---@class gameScriptsDebugOverlaySink
gameScriptsDebugOverlaySink = {}

---@return gameScriptsDebugOverlaySink
function gameScriptsDebugOverlaySink.new() return end

---@param props table
---@return gameScriptsDebugOverlaySink
function gameScriptsDebugOverlaySink.new(props) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
function gameScriptsDebugOverlaySink.ClearKey(sink, key) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Bool
function gameScriptsDebugOverlaySink.PushBool(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Float
function gameScriptsDebugOverlaySink.PushFloat(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Int32
function gameScriptsDebugOverlaySink.PushInt32(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value CName|string
function gameScriptsDebugOverlaySink.PushName(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Quaternion
function gameScriptsDebugOverlaySink.PushQuaternion(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value String
function gameScriptsDebugOverlaySink.PushString(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Uint32
function gameScriptsDebugOverlaySink.PushUint32(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Vector2
function gameScriptsDebugOverlaySink.PushVector2(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param value Vector4
function gameScriptsDebugOverlaySink.PushVector4(sink, key, value) return end

---@param sink gameScriptsDebugOverlaySink
---@param system gameScriptableSystem
---@param key String
---@return CName
function gameScriptsDebugOverlaySink.RegisterListener_OnClicked(sink, system, key) return end

---@param sink gameScriptsDebugOverlaySink
---@param key String
---@param color Color
function gameScriptsDebugOverlaySink.SetKeyColor(sink, key, color) return end

---@param sink gameScriptsDebugOverlaySink
---@param rootPath String
function gameScriptsDebugOverlaySink.SetRoot(sink, rootPath) return end

---@param sink gameScriptsDebugOverlaySink
---@param system gameScriptableSystem
---@param fullPath CName|string
function gameScriptsDebugOverlaySink.UnregisterListener_OnClicked(sink, system, fullPath) return end

---@class gameScriptsDebugOverlaySystem : gameIScriptsDebugOverlaySystem
gameScriptsDebugOverlaySystem = {}

---@return gameScriptsDebugOverlaySystem
function gameScriptsDebugOverlaySystem.new() return end

---@param props table
---@return gameScriptsDebugOverlaySystem
function gameScriptsDebugOverlaySystem.new(props) return end

---@return gameScriptsDebugOverlaySink
function gameScriptsDebugOverlaySystem:CreateSink() return end

---@class gameServerBlackboardUpdateProxy : gameBlackboardUpdateProxy
gameServerBlackboardUpdateProxy = {}

---@return gameServerBlackboardUpdateProxy
function gameServerBlackboardUpdateProxy.new() return end

---@param props table
---@return gameServerBlackboardUpdateProxy
function gameServerBlackboardUpdateProxy.new(props) return end

---@class gameSetAggressiveMask : redEvent
---@field isAggressive Bool
gameSetAggressiveMask = {}

---@return gameSetAggressiveMask
function gameSetAggressiveMask.new() return end

---@param props table
---@return gameSetAggressiveMask
function gameSetAggressiveMask.new(props) return end

---@class gameSetAsQuestImportantEvent : redEvent
---@field isImportant Bool
---@field propagateToSlaves Bool
gameSetAsQuestImportantEvent = {}

---@return gameSetAsQuestImportantEvent
function gameSetAsQuestImportantEvent.new() return end

---@param props table
---@return gameSetAsQuestImportantEvent
function gameSetAsQuestImportantEvent.new(props) return end

---@return String
function gameSetAsQuestImportantEvent:GetFriendlyDescription() return end

---@return Bool
function gameSetAsQuestImportantEvent:IsImportant() return end

---@return Bool
function gameSetAsQuestImportantEvent:PropagateToSlaves() return end

---@param important Bool
function gameSetAsQuestImportantEvent:SetImportant(important) return end

---@class gameSetCameraParamsEvent : redEvent
---@field paramsName CName
gameSetCameraParamsEvent = {}

---@return gameSetCameraParamsEvent
function gameSetCameraParamsEvent.new() return end

---@param props table
---@return gameSetCameraParamsEvent
function gameSetCameraParamsEvent.new(props) return end

---@class gameSetCameraParamsWithOverridesEvent : redEvent
---@field paramsName CName
---@field yawMaxLeft Float
---@field yawMaxRight Float
---@field pitchMax Float
---@field pitchMin Float
---@field sensitivityMultX Float
---@field sensitivityMultY Float
gameSetCameraParamsWithOverridesEvent = {}

---@return gameSetCameraParamsWithOverridesEvent
function gameSetCameraParamsWithOverridesEvent.new() return end

---@param props table
---@return gameSetCameraParamsWithOverridesEvent
function gameSetCameraParamsWithOverridesEvent.new(props) return end

---@class gameSetDestinationActionEvent : gameActionEvent
---@field position Vector3
gameSetDestinationActionEvent = {}

---@return gameSetDestinationActionEvent
function gameSetDestinationActionEvent.new() return end

---@param props table
---@return gameSetDestinationActionEvent
function gameSetDestinationActionEvent.new(props) return end

---@class gameSetExclusiveFocusClueEntityEvent : redEvent
---@field isSetExclusive Bool
gameSetExclusiveFocusClueEntityEvent = {}

---@return gameSetExclusiveFocusClueEntityEvent
function gameSetExclusiveFocusClueEntityEvent.new() return end

---@param props table
---@return gameSetExclusiveFocusClueEntityEvent
function gameSetExclusiveFocusClueEntityEvent.new(props) return end

---@class gameSetLootInteractionAccessibilityEvent : redEvent
---@field accessible Bool
gameSetLootInteractionAccessibilityEvent = {}

---@return gameSetLootInteractionAccessibilityEvent
function gameSetLootInteractionAccessibilityEvent.new() return end

---@param props table
---@return gameSetLootInteractionAccessibilityEvent
function gameSetLootInteractionAccessibilityEvent.new(props) return end

---@class gameSetProgressionBuildRequest : gamePlayerScriptableSystemRequest
---@field buildID TweakDBID
gameSetProgressionBuildRequest = {}

---@return gameSetProgressionBuildRequest
function gameSetProgressionBuildRequest.new() return end

---@param props table
---@return gameSetProgressionBuildRequest
function gameSetProgressionBuildRequest.new(props) return end

---@class gameSetQuickHackableMask : redEvent
---@field isQuickHackable Bool
gameSetQuickHackableMask = {}

---@return gameSetQuickHackableMask
function gameSetQuickHackableMask.new() return end

---@param props table
---@return gameSetQuickHackableMask
function gameSetQuickHackableMask.new(props) return end

---@class gameSetScannableThroughWallsEvent : redEvent
---@field isScannableThroughWalls Bool
gameSetScannableThroughWallsEvent = {}

---@return gameSetScannableThroughWallsEvent
function gameSetScannableThroughWallsEvent.new() return end

---@param props table
---@return gameSetScannableThroughWallsEvent
function gameSetScannableThroughWallsEvent.new(props) return end

---@class gameSetScanningBlockedEvent : redEvent
---@field isBlocked Bool
gameSetScanningBlockedEvent = {}

---@return gameSetScanningBlockedEvent
function gameSetScanningBlockedEvent.new() return end

---@param props table
---@return gameSetScanningBlockedEvent
function gameSetScanningBlockedEvent.new(props) return end

---@class gameSetScanningTimeEvent : redEvent
---@field time Float
gameSetScanningTimeEvent = {}

---@return gameSetScanningTimeEvent
function gameSetScanningTimeEvent.new() return end

---@param props table
---@return gameSetScanningTimeEvent
function gameSetScanningTimeEvent.new(props) return end

---@class gameSetupControlledByStoryEvent : AIAIEvent
gameSetupControlledByStoryEvent = {}

---@return gameSetupControlledByStoryEvent
function gameSetupControlledByStoryEvent.new() return end

---@param props table
---@return gameSetupControlledByStoryEvent
function gameSetupControlledByStoryEvent.new(props) return end

---@class gameSetupWorkspotActionEvent : senseStimuliData
gameSetupWorkspotActionEvent = {}

---@return gameSetupWorkspotActionEvent
function gameSetupWorkspotActionEvent.new() return end

---@param props table
---@return gameSetupWorkspotActionEvent
function gameSetupWorkspotActionEvent.new(props) return end

---@class gameShapeData
---@field result gameHitResult
---@field userData gameHitShapeUserData
---@field physicsMaterial CName
---@field hitShapeName CName
gameShapeData = {}

---@return gameShapeData
function gameShapeData.new() return end

---@param props table
---@return gameShapeData
function gameShapeData.new(props) return end

---@class gameShootingAccuracySystem : gameIShootingAccuracySystem
gameShootingAccuracySystem = {}

---@return gameShootingAccuracySystem
function gameShootingAccuracySystem.new() return end

---@param props table
---@return gameShootingAccuracySystem
function gameShootingAccuracySystem.new(props) return end

---@class gameShootingSpotDefinition : gameCoverDefinition
gameShootingSpotDefinition = {}

---@return gameShootingSpotDefinition
function gameShootingSpotDefinition.new() return end

---@param props table
---@return gameShootingSpotDefinition
function gameShootingSpotDefinition.new(props) return end

---@class gameShootingSpotInstance : gameCoverInstance
gameShootingSpotInstance = {}

---@return gameShootingSpotInstance
function gameShootingSpotInstance.new() return end

---@param props table
---@return gameShootingSpotInstance
function gameShootingSpotInstance.new(props) return end

---@class gameSignalId
---@field value Uint16
gameSignalId = {}

---@return gameSignalId
function gameSignalId.new() return end

---@param props table
---@return gameSignalId
function gameSignalId.new(props) return end

---@class gameSignalPriorityDefinition : ISerializable
---@field defaultPriority Uint16
gameSignalPriorityDefinition = {}

---@class gameSignalUserData : IScriptable
gameSignalUserData = {}

---@return gameSignalUserData
function gameSignalUserData.new() return end

---@param props table
---@return gameSignalUserData
function gameSignalUserData.new(props) return end

---@param tag CName|string
---@return Bool
function gameSignalUserData:HasTag(tag) return end

---@class gameSignalUserDataDefinition : ISerializable
gameSignalUserDataDefinition = {}

---@class gameSimpleOccupantSlotSpawner : entIComponent
gameSimpleOccupantSlotSpawner = {}

---@return gameSimpleOccupantSlotSpawner
function gameSimpleOccupantSlotSpawner.new() return end

---@param props table
---@return gameSimpleOccupantSlotSpawner
function gameSimpleOccupantSlotSpawner.new(props) return end

---@class gameSimpleScreenMessage
---@field isShown Bool
---@field duration Float
---@field message String
---@field isInstant Bool
---@field type gameSimpleMessageType
gameSimpleScreenMessage = {}

---@return gameSimpleScreenMessage
function gameSimpleScreenMessage.new() return end

---@param props table
---@return gameSimpleScreenMessage
function gameSimpleScreenMessage.new(props) return end

---@class gameSimpleSpecificStatListener : ISerializable
gameSimpleSpecificStatListener = {}

---@return gameSimpleSpecificStatListener
function gameSimpleSpecificStatListener.new() return end

---@param props table
---@return gameSimpleSpecificStatListener
function gameSimpleSpecificStatListener.new(props) return end

---@class gameSimpleStatPoolDataModifierStatListener : gameStatPoolDataModifierStatListener
gameSimpleStatPoolDataModifierStatListener = {}

---@return gameSimpleStatPoolDataModifierStatListener
function gameSimpleStatPoolDataModifierStatListener.new() return end

---@param props table
---@return gameSimpleStatPoolDataModifierStatListener
function gameSimpleStatPoolDataModifierStatListener.new(props) return end

---@class gameSlotDataHolder : IScriptable
---@field ammoData gameAmmoData[]
---@field weapon gameSlotWeaponData
gameSlotDataHolder = {}

---@return gameSlotDataHolder
function gameSlotDataHolder.new() return end

---@param props table
---@return gameSlotDataHolder
function gameSlotDataHolder.new(props) return end

---@class gameSlotWeaponData
---@field weaponID ItemID
---@field ammoCurrent Int32
---@field magazineCap Int32
---@field ammoId ItemID
---@field triggerModeCurrent gamedataTriggerMode
---@field triggerModeList gamedataTriggerMode[]
---@field evolution gamedataWeaponEvolution
---@field isActive Bool
---@field isFirstEquip Bool
gameSlotWeaponData = {}

---@return gameSlotWeaponData
function gameSlotWeaponData.new() return end

---@param props table
---@return gameSlotWeaponData
function gameSlotWeaponData.new(props) return end

---@class gameSmartObjectAnimationDatabase : ISerializable
---@field animationData gameAnimationExtractedData[]
---@field bodyTypesData gameBodyTypeData[]
gameSmartObjectAnimationDatabase = {}

---@return gameSmartObjectAnimationDatabase
function gameSmartObjectAnimationDatabase.new() return end

---@param props table
---@return gameSmartObjectAnimationDatabase
function gameSmartObjectAnimationDatabase.new(props) return end

---@class gameSmartObjectDefinition : ISerializable
---@field resource gameSmartObjectResource
---@field actions CName[]
---@field motionActionDatabase animActionAnimDatabase
---@field enabled Bool
---@field overrideGeneratedParameters Bool
gameSmartObjectDefinition = {}

---@return gameSmartObjectDefinition
function gameSmartObjectDefinition.new() return end

---@param props table
---@return gameSmartObjectDefinition
function gameSmartObjectDefinition.new(props) return end

---@class gameSmartObjectGate
---@field animationName CName
---@field movementType moveMovementType
---@field movementOrientationType moveMovementOrientationType
gameSmartObjectGate = {}

---@return gameSmartObjectGate
function gameSmartObjectGate.new() return end

---@param props table
---@return gameSmartObjectGate
function gameSmartObjectGate.new(props) return end

---@class gameSmartObjectInstance
gameSmartObjectInstance = {}

---@class gameSmartObjectMembership : ISerializable
---@field members gameSmartObjectMembershipMemberShip[]
gameSmartObjectMembership = {}

---@return gameSmartObjectMembership
function gameSmartObjectMembership.new() return end

---@param props table
---@return gameSmartObjectMembership
function gameSmartObjectMembership.new(props) return end

---@class gameSmartObjectMembershipMemberShip
---@field hash Uint64
---@field index Uint32
gameSmartObjectMembershipMemberShip = {}

---@return gameSmartObjectMembershipMemberShip
function gameSmartObjectMembershipMemberShip.new() return end

---@param props table
---@return gameSmartObjectMembershipMemberShip
function gameSmartObjectMembershipMemberShip.new(props) return end

---@class gameSmartObjectPoint
---@field isReachable Bool
gameSmartObjectPoint = {}

---@return gameSmartObjectPoint
function gameSmartObjectPoint.new() return end

---@param props table
---@return gameSmartObjectPoint
function gameSmartObjectPoint.new(props) return end

---@class gameSmartObjectPropertyDictionary : ISerializable
---@field properties gameSmartObjectPropertyDictionaryPropertyEntry[]
gameSmartObjectPropertyDictionary = {}

---@return gameSmartObjectPropertyDictionary
function gameSmartObjectPropertyDictionary.new() return end

---@param props table
---@return gameSmartObjectPropertyDictionary
function gameSmartObjectPropertyDictionary.new(props) return end

---@class gameSmartObjectPropertyDictionaryPropertyEntry
---@field id Uint16
---@field usage Uint32
---@field animationName CName
---@field sourceAnimset Uint64
---@field type gameSmartObjectPointType
---@field movementType moveMovementType
---@field movementOrientation moveMovementOrientationType
---@field isOnNavmesh Bool
---@field isReachable Bool
---@field overObstacle Bool
gameSmartObjectPropertyDictionaryPropertyEntry = {}

---@return gameSmartObjectPropertyDictionaryPropertyEntry
function gameSmartObjectPropertyDictionaryPropertyEntry.new() return end

---@param props table
---@return gameSmartObjectPropertyDictionaryPropertyEntry
function gameSmartObjectPropertyDictionaryPropertyEntry.new(props) return end

---@class gameSmartObjectResource : CResource
---@field entryPoints gameSmartObjectGate[]
---@field exitPoints gameSmartObjectGate[]
---@field bodyTypes gameBodyTypeAnimationDefinition[]
---@field loopAnimations gameSmartObjectGate[]
---@field type gameSmartObjectType
gameSmartObjectResource = {}

---@return gameSmartObjectResource
function gameSmartObjectResource.new() return end

---@param props table
---@return gameSmartObjectResource
function gameSmartObjectResource.new(props) return end

---@class gameSmartObjectTransformDictionary : ISerializable
---@field transforms gameSmartObjectTransformDictionaryTransformEntry[]
gameSmartObjectTransformDictionary = {}

---@return gameSmartObjectTransformDictionary
function gameSmartObjectTransformDictionary.new() return end

---@param props table
---@return gameSmartObjectTransformDictionary
function gameSmartObjectTransformDictionary.new(props) return end

---@class gameSmartObjectTransformDictionaryTransformEntry
---@field transform Transform
---@field usage Uint32
---@field id Uint16
gameSmartObjectTransformDictionaryTransformEntry = {}

---@return gameSmartObjectTransformDictionaryTransformEntry
function gameSmartObjectTransformDictionaryTransformEntry.new() return end

---@param props table
---@return gameSmartObjectTransformDictionaryTransformEntry
function gameSmartObjectTransformDictionaryTransformEntry.new(props) return end

---@class gameSmartObjectTransformSequenceDictionary : ISerializable
---@field sequences gameSmartObjectTransformSequenceDictionaryEntry[]
gameSmartObjectTransformSequenceDictionary = {}

---@return gameSmartObjectTransformSequenceDictionary
function gameSmartObjectTransformSequenceDictionary.new() return end

---@param props table
---@return gameSmartObjectTransformSequenceDictionary
function gameSmartObjectTransformSequenceDictionary.new(props) return end

---@class gameSmartObjectTransformSequenceDictionaryEntry
---@field sequence Uint16[]
---@field id Uint8
gameSmartObjectTransformSequenceDictionaryEntry = {}

---@return gameSmartObjectTransformSequenceDictionaryEntry
function gameSmartObjectTransformSequenceDictionaryEntry.new() return end

---@param props table
---@return gameSmartObjectTransformSequenceDictionaryEntry
function gameSmartObjectTransformSequenceDictionaryEntry.new(props) return end

---@class gameSmartObjectVisualData
gameSmartObjectVisualData = {}

---@return gameSmartObjectVisualData
function gameSmartObjectVisualData.new() return end

---@param props table
---@return gameSmartObjectVisualData
function gameSmartObjectVisualData.new(props) return end

---@class gameSmartObjectWorkspotDefinition : gameSmartObjectDefinition
---@field workspotTemplate workWorkspotResource
gameSmartObjectWorkspotDefinition = {}

---@return gameSmartObjectWorkspotDefinition
function gameSmartObjectWorkspotDefinition.new() return end

---@param props table
---@return gameSmartObjectWorkspotDefinition
function gameSmartObjectWorkspotDefinition.new(props) return end

---@class gameSmartObjectWorkspotInstance
gameSmartObjectWorkspotInstance = {}

---@return gameSmartObjectWorkspotInstance
function gameSmartObjectWorkspotInstance.new() return end

---@param props table
---@return gameSmartObjectWorkspotInstance
function gameSmartObjectWorkspotInstance.new(props) return end

---@class gameSmartObjectsCompiledResource : resStreamedResource
---@field animationDatabase gameSmartObjectAnimationDatabase
---@field compiledNodesData gameCompiledNodes
---@field transformDictionary gameSmartObjectTransformDictionary
---@field propertyDictionary gameSmartObjectPropertyDictionary
---@field transformSequenceDictionary gameSmartObjectTransformSequenceDictionary
---@field soMembership gameSmartObjectMembership
---@field localBoundingBox Box
gameSmartObjectsCompiledResource = {}

---@return gameSmartObjectsCompiledResource
function gameSmartObjectsCompiledResource.new() return end

---@param props table
---@return gameSmartObjectsCompiledResource
function gameSmartObjectsCompiledResource.new(props) return end

---@class gameSourceData : ISerializable
---@field name CName
---@field savable Bool
gameSourceData = {}

---@return gameSourceData
function gameSourceData.new() return end

---@param props table
---@return gameSourceData
function gameSourceData.new(props) return end

---@class gameSourceShootComponent : entIComponent
gameSourceShootComponent = {}

---@return gameSourceShootComponent
function gameSourceShootComponent.new() return end

---@param props table
---@return gameSourceShootComponent
function gameSourceShootComponent.new(props) return end

---@param lineToAppend String
function gameSourceShootComponent:AppendDebugInformation(lineToAppend) return end

---@param target gameObject
---@return Bool
function gameSourceShootComponent:CanSeeSecondaryPointOfTarget(target) return end

function gameSourceShootComponent:ClearDebugInformation() return end

---@param target gameObject
---@return Bool, Float
function gameSourceShootComponent:GetContinuousLineOfSightToTarget(target) return end

---@param target gameObject
---@return Float
function gameSourceShootComponent:GetLineOfSightTBHModifier(target) return end

---@param params TimeBetweenHitsParameters
function gameSourceShootComponent:SetDebugParameters(params) return end

---@class gameSpatialQueriesSystem : gameISpatialQueriesSystem
gameSpatialQueriesSystem = {}

---@return gameSpatialQueriesSystem
function gameSpatialQueriesSystem.new() return end

---@param props table
---@return gameSpatialQueriesSystem
function gameSpatialQueriesSystem.new(props) return end

---@return Float
function gameSpatialQueriesSystem:GetDebugPreviewDuration() return end

---@return gameGeometryDescriptionSystem
function gameSpatialQueriesSystem:GetGeometryDescriptionSystem() return end

---@return gamePlayerObstacleSystem
function gameSpatialQueriesSystem:GetPlayerObstacleSystem() return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param collisionGroup CName|string
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:Overlap(primitiveDimension, position, rotation, collisionGroup) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation Quaternion
---@param queryFilter physicsQueryFilter
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:OverlapByQueryFilter(primitiveDimension, position, rotation, queryFilter) return end

---@param start Vector4
---@param end_ Vector4
---@param collisionGroup CName|string
---@param staticOnly Bool
---@param dynamicOnly Bool
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:SyncRaycastByCollisionGroup(start, end_, collisionGroup, staticOnly, dynamicOnly) return end

---@param start Vector4
---@param end_ Vector4
---@param collisionPreset CName|string
---@param staticOnly Bool
---@param dynamicOnly Bool
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:SyncRaycastByCollisionPreset(start, end_, collisionPreset, staticOnly, dynamicOnly) return end

---@param start Vector4
---@param end_ Vector4
---@param queryFilter physicsQueryFilter
---@param staticOnly Bool
---@param dynamicOnly Bool
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:SyncRaycastByQueryFilter(start, end_, queryFilter, staticOnly, dynamicOnly) return end

---@param start Vector4
---@param end_ Vector4
---@param queryPreset CName|string
---@param staticOnly Bool
---@param dynamicOnly Bool
---@return Bool, physicsTraceResult
function gameSpatialQueriesSystem:SyncRaycastByQueryPreset(start, end_, queryPreset, staticOnly, dynamicOnly) return end

---@class gameSpawnOccupantsEvent : redEvent
gameSpawnOccupantsEvent = {}

---@return gameSpawnOccupantsEvent
function gameSpawnOccupantsEvent.new() return end

---@param props table
---@return gameSpawnOccupantsEvent
function gameSpawnOccupantsEvent.new(props) return end

---@class gameSpawnRequestResult
---@field requestID Uint32
---@field policeStrategy vehiclePoliceStrategy
---@field vehicleType gameDynamicVehicleType
---@field spawnedObjects gameObject[]
---@field success Bool
gameSpawnRequestResult = {}

---@return gameSpawnRequestResult
function gameSpawnRequestResult.new() return end

---@param props table
---@return gameSpawnRequestResult
function gameSpawnRequestResult.new(props) return end

---@class gameSpotSequenceCategory
---@field type gamedataWorkspotCategory
---@field probability Float
gameSpotSequenceCategory = {}

---@return gameSpotSequenceCategory
function gameSpotSequenceCategory.new() return end

---@param props table
---@return gameSpotSequenceCategory
function gameSpotSequenceCategory.new(props) return end

---@class gameSpreadingData
---@field count Uint32
---@field targets Uint32
---@field damageMultiplier Float
---@field range Float
---@field coneAngle Float
gameSpreadingData = {}

---@return gameSpreadingData
function gameSpreadingData.new() return end

---@param props table
---@return gameSpreadingData
function gameSpreadingData.new(props) return end

---@class gameSquadMemberComponent : gameComponent
gameSquadMemberComponent = {}

---@return gameSquadMemberComponent
function gameSquadMemberComponent.new() return end

---@param props table
---@return gameSquadMemberComponent
function gameSquadMemberComponent.new(props) return end

---@param sqName CName|string
---@return AISquadScriptInterface
function gameSquadMemberComponent:FindSquad(sqName) return end

---@return Float
function gameSquadMemberComponent:GetGameTime() return end

---@param sqtype AISquadType
---@return AISquadScriptInterface
function gameSquadMemberComponent:MySquad(sqtype) return end

---@param sqtype AISquadType
---@return CName
function gameSquadMemberComponent:MySquadName(sqtype) return end

---@param sqtype AISquadType
---@return CName
function gameSquadMemberComponent:MySquadNameCurrentOrRecent(sqtype) return end

---@return AISquadScriptInterface[]
function gameSquadMemberComponent:MySquads() return end

---@return CName[]
function gameSquadMemberComponent:MySquadsNames() return end

---@return CName[]
function gameSquadMemberComponent:MySquadsNamesCurrentOrRecent() return end

---@class gameSquadMemberComponentPS : gameComponentPS
---@field entries gameSquadMemberDataEntry[]
gameSquadMemberComponentPS = {}

---@return gameSquadMemberComponentPS
function gameSquadMemberComponentPS.new() return end

---@param props table
---@return gameSquadMemberComponentPS
function gameSquadMemberComponentPS.new(props) return end

---@class gameSquadMemberDataEntry
---@field squadName CName
---@field squadType AISquadType
gameSquadMemberDataEntry = {}

---@return gameSquadMemberDataEntry
function gameSquadMemberDataEntry.new() return end

---@param props table
---@return gameSquadMemberDataEntry
function gameSquadMemberDataEntry.new(props) return end

---@class gameStackedItemData : gameItemData
gameStackedItemData = {}

---@return gameStackedItemData
function gameStackedItemData.new() return end

---@param props table
---@return gameStackedItemData
function gameStackedItemData.new(props) return end

---@class gameStatData
---@field modifiers gameStatModifierHandle[]
---@field statType gamedataStatType
gameStatData = {}

---@return gameStatData
function gameStatData.new() return end

---@param props table
---@return gameStatData
function gameStatData.new(props) return end

---@class gameStatDetailedData
---@field statType gamedataStatType
---@field limitMin Float
---@field limitMax Float
---@field value Float
---@field modifiers gameStatModifierDetailedData[]
---@field boolStatType Bool
gameStatDetailedData = {}

---@return gameStatDetailedData
function gameStatDetailedData.new() return end

---@param props table
---@return gameStatDetailedData
function gameStatDetailedData.new(props) return end

---@class gameStatModifierBase
gameStatModifierBase = {}

---@class gameStatModifierData_Deprecated : IScriptable
---@field statType gamedataStatType
---@field modifierType gameStatModifierType
gameStatModifierData_Deprecated = {}

---@class gameStatModifierDetailedData
---@field value Float
---@field modifierType gameStatModifierType
gameStatModifierDetailedData = {}

---@return gameStatModifierDetailedData
function gameStatModifierDetailedData.new() return end

---@param props table
---@return gameStatModifierDetailedData
function gameStatModifierDetailedData.new(props) return end

---@class gameStatModifierGroup
---@field statModifierArray gameStatModifierHandle[]
---@field statModifiersLimit Int32
---@field statModifiersLimitModifier TweakDBID
---@field relatedModifierGroups TweakDBID[]
---@field statModifierGroupRecordID TweakDBID
---@field stackCount Uint16
---@field drawBasedOnStatType Bool
---@field saveBasedOnStatType Bool
---@field optimiseCombinedModifiers Bool
gameStatModifierGroup = {}

---@return gameStatModifierGroup
function gameStatModifierGroup.new() return end

---@param props table
---@return gameStatModifierGroup
function gameStatModifierGroup.new(props) return end

---@class gameStatModifierHandle
gameStatModifierHandle = {}

---@return gameStatModifierHandle
function gameStatModifierHandle.new() return end

---@param props table
---@return gameStatModifierHandle
function gameStatModifierHandle.new(props) return end

---@class gameStatModifierSave
---@field statModifierUnions gameStatModifierData_Deprecated[]
---@field statsObjectID gameStatsObjectID
---@field recordID TweakDBID
---@field seed Uint32
gameStatModifierSave = {}

---@return gameStatModifierSave
function gameStatModifierSave.new() return end

---@param props table
---@return gameStatModifierSave
function gameStatModifierSave.new(props) return end

---@class gameStatPoolData
---@field ownerID gameStatsObjectID
---@field recordID TweakDBID
---@field type gamedataStatPoolType
---@field modifiers gameStatPoolModifier[]
---@field alternativeModifierRecords TweakDBID[]
---@field stat gamedataStatType
---@field maxValue Float
---@field customLimitValue Float
---@field changeMode gameStatPoolDataValueChangeMode
---@field bonus Float
---@field bonusType gameStatPoolDataBonusType
---@field currentValue Float
---@field modificationDelay Float
---@field modificationStatus gameStatPoolDataStatPoolModificationStatus
gameStatPoolData = {}

---@return gameStatPoolData
function gameStatPoolData.new() return end

---@param props table
---@return gameStatPoolData
function gameStatPoolData.new(props) return end

---@class gameStatPoolDataModifierStatListener : gameIStatsListener
gameStatPoolDataModifierStatListener = {}

---@class gameStatPoolModifier
---@field enabled Bool
---@field rangeBegin Float
---@field rangeEnd Float
---@field startDelay Float
---@field valuePerSec Float
---@field delayOnChange Bool
---@field usingPointValues Bool
gameStatPoolModifier = {}

---@return gameStatPoolModifier
function gameStatPoolModifier.new() return end

---@param props table
---@return gameStatPoolModifier
function gameStatPoolModifier.new(props) return end

---@class gameStatPoolModifierRuntimeData
---@field modifier gameStatPoolModifier
---@field modificationDelay Float
---@field inRange Bool
---@field recordID TweakDBID
gameStatPoolModifierRuntimeData = {}

---@return gameStatPoolModifierRuntimeData
function gameStatPoolModifierRuntimeData.new() return end

---@param props table
---@return gameStatPoolModifierRuntimeData
function gameStatPoolModifierRuntimeData.new(props) return end

---@class gameStatPoolPrereq : gameIComparisonPrereq
---@field statPoolType gamedataStatPoolType
---@field valueToCheck Float
gameStatPoolPrereq = {}

---@return gameStatPoolPrereq
function gameStatPoolPrereq.new() return end

---@param props table
---@return gameStatPoolPrereq
function gameStatPoolPrereq.new(props) return end

---@class gameStatPoolPrereqState : gamePrereqState
gameStatPoolPrereqState = {}

---@return gameStatPoolPrereqState
function gameStatPoolPrereqState.new() return end

---@param props table
---@return gameStatPoolPrereqState
function gameStatPoolPrereqState.new(props) return end

---@class gameStatPoolsSystem : gameIStatPoolsSystem
gameStatPoolsSystem = {}

---@return gameStatPoolsSystem
function gameStatPoolsSystem.new() return end

---@param props table
---@return gameStatPoolsSystem
function gameStatPoolsSystem.new(props) return end

---@param damageType gamedataDamageType
---@return gamedataStatPoolType
function gameStatPoolsSystem.GetStatPoolType(damageType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
---@return TweakDBID, Bool
function gameStatPoolsSystem:GetActiveModifierRecordID(objID, statPoolType, type) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param perc Bool
---@return Float
function gameStatPoolsSystem:GetBonus(objID, statPoolType, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
---@return Bool, gameStatPoolModifier
function gameStatPoolsSystem:GetModifier(objID, statPoolType, type) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Float
function gameStatPoolsSystem:GetStatPoolMaxPointValue(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param perc Bool
---@return Float
function gameStatPoolsSystem:GetStatPoolValue(objID, statPoolType, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param perc Bool
---@return Float
function gameStatPoolsSystem:GetStatPoolValueCustomLimit(objID, statPoolType, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:HasActiveStatPool(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:HasStatPoolValueReachedCustomLimit(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:HasStatPoolValueReachedMax(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:HasStatPoolValueReachedMin(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param modifierRecordID TweakDBID|string
function gameStatPoolsSystem:IsExtraModifierApplied(objID, statPoolType, modifierRecordID) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:IsStatPoolAdded(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@return Bool
function gameStatPoolsSystem:IsStatPoolModificationDelayed(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
---@param modifierRecordID TweakDBID|string
function gameStatPoolsSystem:RequestAddingExtraModifier(objID, statPoolType, type, modifierRecordID) return end

---@param objID gameStatsObjectID
---@param statPoolRecordID TweakDBID|string
---@param forceCreateStatPools Bool
function gameStatPoolsSystem:RequestAddingStatPool(objID, statPoolRecordID, forceCreateStatPools) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param diff Float
---@param instigator gameObject
---@param forceChunkTransfering Bool
---@param perc Bool
---@param ignoreCustomLimit Bool
function gameStatPoolsSystem:RequestChangingStatPoolValue(objID, statPoolType, diff, instigator, forceChunkTransfering, perc, ignoreCustomLimit) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
function gameStatPoolsSystem:RequestMarkingStatPoolActive(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param listener gameIStatPoolsListener
function gameStatPoolsSystem:RequestRegisteringListener(objID, statPoolType, listener) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param modifierRecordID TweakDBID|string
function gameStatPoolsSystem:RequestRemovingExtraModifier(objID, statPoolType, modifierRecordID) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
function gameStatPoolsSystem:RequestRemovingStatPool(objID, statPoolType) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
function gameStatPoolsSystem:RequestResetingModifier(objID, statPoolType, type) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
---@param modifier gameStatPoolModifier
function gameStatPoolsSystem:RequestSettingModifier(objID, statPoolType, type, modifier) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param type gameStatPoolModificationTypes
---@param modifierRecordID TweakDBID|string
function gameStatPoolsSystem:RequestSettingModifierWithRecord(objID, statPoolType, type, modifierRecordID) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param bonus Float
---@param instigator gameObject
---@param persistentBonus Bool
---@param perc Bool
function gameStatPoolsSystem:RequestSettingStatPoolBonus(objID, statPoolType, bonus, instigator, persistentBonus, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param instigator gameObject
function gameStatPoolsSystem:RequestSettingStatPoolMaxValue(objID, statPoolType, instigator) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param instigator gameObject
function gameStatPoolsSystem:RequestSettingStatPoolMinValue(objID, statPoolType, instigator) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param newValue Float
---@param instigator gameObject
---@param perc Bool
---@param ignoreCustomLimit Bool
function gameStatPoolsSystem:RequestSettingStatPoolValue(objID, statPoolType, newValue, instigator, perc, ignoreCustomLimit) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param newValue Float
---@param instigator gameObject
---@param perc Bool
function gameStatPoolsSystem:RequestSettingStatPoolValueCustomLimit(objID, statPoolType, newValue, instigator, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param newValue Float
---@param instigator gameObject
---@param perc Bool
function gameStatPoolsSystem:RequestSettingStatPoolValueIgnoreChangeMode(objID, statPoolType, newValue, instigator, perc) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param listener gameIStatPoolsListener
function gameStatPoolsSystem:RequestUnregisteringListener(objID, statPoolType, listener) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param value Float
---@return Float
function gameStatPoolsSystem:ToPercentage(objID, statPoolType, value) return end

---@param objID gameStatsObjectID
---@param statPoolType gamedataStatPoolType
---@param percValue Float
---@return Float
function gameStatPoolsSystem:ToPoints(objID, statPoolType, percValue) return end

---@class gameStatPoolsSystemSave : ISerializable
---@field mapping gameStatsObjectID[]
---@field statPools gameStatPoolData[]
gameStatPoolsSystemSave = {}

---@return gameStatPoolsSystemSave
function gameStatPoolsSystemSave.new() return end

---@param props table
---@return gameStatPoolsSystemSave
function gameStatPoolsSystemSave.new(props) return end

---@class gameStatPrereq : gameIRPGPrereq
---@field statType gamedataStatType
---@field valueToCheck Float
gameStatPrereq = {}

---@return gameStatPrereq
function gameStatPrereq.new() return end

---@param props table
---@return gameStatPrereq
function gameStatPrereq.new(props) return end

---@class gameStatTotalValue
---@field statType gamedataStatType
---@field value Float
gameStatTotalValue = {}

---@return gameStatTotalValue
function gameStatTotalValue.new() return end

---@param props table
---@return gameStatTotalValue
function gameStatTotalValue.new(props) return end

---@class gameStatViewData
---@field type gamedataStatType
---@field statName String
---@field value Int32
---@field diffValue Int32
---@field isMaxValue Bool
---@field valueF Float
---@field diffValueF Float
---@field statMinValueF Float
---@field statMaxValueF Float
---@field canBeCompared Bool
---@field isCompared Bool
---@field statMinValue Int32
---@field statMaxValue Int32
gameStatViewData = {}

---@return gameStatViewData
function gameStatViewData.new() return end

---@param props table
---@return gameStatViewData
function gameStatViewData.new(props) return end

---@class gameStaticAreaShapeComponent : entIPlacedComponent
---@field outline AreaShapeOutline
---@field color Color
---@field isEnabled Bool
gameStaticAreaShapeComponent = {}

---@return gameStaticAreaShapeComponent
function gameStaticAreaShapeComponent.new() return end

---@param props table
---@return gameStaticAreaShapeComponent
function gameStaticAreaShapeComponent.new(props) return end

---@class gameStaticTriggerAreaComponent : gameStaticAreaShapeComponent
---@field includeMask Uint32
---@field excludeMask Uint32
gameStaticTriggerAreaComponent = {}

---@return gameStaticTriggerAreaComponent
function gameStaticTriggerAreaComponent.new() return end

---@param props table
---@return gameStaticTriggerAreaComponent
function gameStaticTriggerAreaComponent.new(props) return end

---@return Int32
function gameStaticTriggerAreaComponent:GetNumberOverlappingActivators() return end

---@return entEntity[]
function gameStaticTriggerAreaComponent:GetOverlappingEntities() return end

---@param entity entEntity
---@return Bool
function gameStaticTriggerAreaComponent:IsEntityOverlapping(entity) return end

function gameStaticTriggerAreaComponent:RegisterSafeArea() return end

---@class gameStatsBundle
gameStatsBundle = {}

---@return gameStatsBundle
function gameStatsBundle.new() return end

---@param props table
---@return gameStatsBundle
function gameStatsBundle.new(props) return end

---@class gameStatsBundleHandler : IScriptable
gameStatsBundleHandler = {}

---@return gameStatsBundleHandler
function gameStatsBundleHandler.new() return end

---@param props table
---@return gameStatsBundleHandler
function gameStatsBundleHandler.new(props) return end

---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsBundleHandler:AddModifier(modifierData) return end

---@param statType gamedataStatType
---@return Bool
function gameStatsBundleHandler:GetStatBoolValue(statType) return end

---@return gameStatDetailedData[]
function gameStatsBundleHandler:GetStatDetails() return end

---@param statType gamedataStatType
---@return Float
function gameStatsBundleHandler:GetStatValue(statType) return end

---@param statType gamedataStatType
function gameStatsBundleHandler:RemoveAllModifiers(statType) return end

---@param modifierData gameStatModifierData_Deprecated
function gameStatsBundleHandler:RemoveModifier(modifierData) return end

---@class gameStatsComponent : gameComponent
gameStatsComponent = {}

---@return gameStatsComponent
function gameStatsComponent.new() return end

---@param props table
---@return gameStatsComponent
function gameStatsComponent.new(props) return end

---@class gameStatsComponentPS : gameComponentPS
gameStatsComponentPS = {}

---@return gameStatsComponentPS
function gameStatsComponentPS.new() return end

---@param props table
---@return gameStatsComponentPS
function gameStatsComponentPS.new(props) return end

---@class gameStatsDataSystem : gameIStatsDataSystem
gameStatsDataSystem = {}

---@return gameStatsDataSystem
function gameStatsDataSystem.new() return end

---@param props table
---@return gameStatsDataSystem
function gameStatsDataSystem.new(props) return end

---@param isPlayer Bool
---@return Float
function gameStatsDataSystem:GetArmorEffectivenessValue(isPlayer) return end

---@return gameDifficulty
function gameStatsDataSystem:GetDifficulty() return end

---@param curveSetName CName|string
---@param curveName CName|string
---@param difficulty gameDifficulty
---@return Float
function gameStatsDataSystem:GetMaxValueFromCurve(curveSetName, curveName, difficulty) return end

---@param curveSetName CName|string
---@param curveName CName|string
---@param difficulty gameDifficulty
---@return Float
function gameStatsDataSystem:GetMinValueFromCurve(curveSetName, curveName, difficulty) return end

---@param playerLevel Float
---@return gameSuggestedDefenseValues
function gameStatsDataSystem:GetSuggestedDefenseValues(playerLevel) return end

---@param curveSetName CName|string
---@param argumentValue Float
---@param curveName CName|string
---@param difficulty gameDifficulty
---@return Float
function gameStatsDataSystem:GetValueFromCurve(curveSetName, argumentValue, curveName, difficulty) return end

---@param difficulty gameDifficulty
function gameStatsDataSystem:SetDifficulty(difficulty) return end

---@class gameStatsObjectID
---@field entityHash Uint64
---@field idType gameStatIDType
gameStatsObjectID = {}

---@return gameStatsObjectID
function gameStatsObjectID.new() return end

---@param props table
---@return gameStatsObjectID
function gameStatsObjectID.new(props) return end

---@param id gameStatsObjectID
---@return entEntityID
function gameStatsObjectID.ExtractEntityID(id) return end

---@param id gameStatsObjectID
---@return Bool
function gameStatsObjectID.IsDefined(id) return end

---@param id gameStatsObjectID
---@return Bool
function gameStatsObjectID.IsDynamic(id) return end

---@param id gameStatsObjectID
---@return Bool
function gameStatsObjectID.IsEntity(id) return end

---@class gameStatsSeedKey
---@field entityID entEntityID
---@field recordID TweakDBID
---@field seed Uint32
gameStatsSeedKey = {}

---@return gameStatsSeedKey
function gameStatsSeedKey.new() return end

---@param props table
---@return gameStatsSeedKey
function gameStatsSeedKey.new(props) return end

---@class gameStatsStateMapStructure
---@field keys gameStatsObjectID[]
---@field values gameSavedStatsData[]
gameStatsStateMapStructure = {}

---@return gameStatsStateMapStructure
function gameStatsStateMapStructure.new() return end

---@param props table
---@return gameStatsStateMapStructure
function gameStatsStateMapStructure.new(props) return end

---@class gameStatsSystem : gameIStatsSystem
gameStatsSystem = {}

---@return gameStatsSystem
function gameStatsSystem.new() return end

---@param props table
---@return gameStatsSystem
function gameStatsSystem.new(props) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsSystem:AddModifier(objID, modifierData) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated[]
---@return Bool
function gameStatsSystem:AddModifiers(objID, modifierData) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsSystem:AddSavedModifier(objID, modifierData) return end

---@param objID gameStatsObjectID
---@param groupID Uint64
---@return Bool
function gameStatsSystem:ApplyModifierGroup(objID, groupID) return end

---@param objID gameStatsObjectID
---@param modifierData gamedataStatModifier_Record[]
---@return Float
function gameStatsSystem:CalculateModifierListValue(objID, modifierData) return end

---@param groupID Uint64
---@param recordID TweakDBID|string
---@return Bool
function gameStatsSystem:DefineModifierGroupFromRecord(groupID, recordID) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsSystem:ForceModifier(objID, modifierData) return end

---@param damageTypeRecordId TweakDBID|string
---@return gamedataDamageType_Record
function gameStatsSystem:GetDamageRecordFromId(damageTypeRecordId) return end

---@param damageType gamedataDamageType
---@return gamedataDamageType_Record
function gameStatsSystem:GetDamageRecordFromType(damageType) return end

---@param damageType gamedataDamageType
---@return TweakDBID
function gameStatsSystem:GetDamageRecordId(damageType) return end

---@param statType gamedataStatType
---@return gamedataDamageType
function gameStatsSystem:GetDamageType(statType) return end

---@param damageTypeRecordId TweakDBID|string
---@return gamedataDamageType
function gameStatsSystem:GetDamageTypeByRecordID(damageTypeRecordId) return end

---@param objID gameStatsObjectID
---@return CName[]
function gameStatsSystem:GetSortedStatsThemes(objID) return end

---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@return Bool
function gameStatsSystem:GetStatBoolValue(objID, statType) return end

---@param objID gameStatsObjectID
---@return gameStatDetailedData[]
function gameStatsSystem:GetStatDetails(objID) return end

---@param damageType gamedataDamageType
---@return gamedataStatType
function gameStatsSystem:GetStatType(damageType) return end

---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@return Float
function gameStatsSystem:GetStatValue(objID, statType) return end

---@param objId gameStatsObjectID
---@param damageType gamedataDamageType
---@return Float
function gameStatsSystem:GetStatValueFromDamageType(objId, damageType) return end

---@param objID gameStatsObjectID
---@param listener gameIStatsListener
function gameStatsSystem:RegisterListener(objID, listener) return end

---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@param removeSavedModifiers Bool
---@return Bool
function gameStatsSystem:RemoveAllModifiers(objID, statType, removeSavedModifiers) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsSystem:RemoveAndUncacheModifier(objID, modifierData) return end

---@param objID gameStatsObjectID
---@param modifierData gameStatModifierData_Deprecated
---@return Bool
function gameStatsSystem:RemoveModifier(objID, modifierData) return end

---@param objID gameStatsObjectID
---@param groupID Uint64
---@return Bool
function gameStatsSystem:RemoveModifierGroup(objID, groupID) return end

---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@return Bool
function gameStatsSystem:RemoveSavedModifiers(objID, statType) return end

---@param groupID Uint64
---@return Bool
function gameStatsSystem:UndefineModifierGroup(groupID) return end

---@param objID gameStatsObjectID
---@param statType gamedataStatType
---@return Bool
function gameStatsSystem:UnforceStat(objID, statType) return end

---@param objID gameStatsObjectID
---@param listener gameIStatsListener
function gameStatsSystem:UnregisterListener(objID, listener) return end

---@class gameStatsSystemSave : ISerializable
---@field statsObjectsData gameStatsSeedKey[]
---@field statModifiersData gameStatModifierSave[]
gameStatsSystemSave = {}

---@return gameStatsSystemSave
function gameStatsSystemSave.new() return end

---@param props table
---@return gameStatsSystemSave
function gameStatsSystemSave.new(props) return end

---@class gameStatsUnit : ISerializable
---@field recordID TweakDBID
gameStatsUnit = {}

---@return gameStatsUnit
function gameStatsUnit.new() return end

---@param props table
---@return gameStatsUnit
function gameStatsUnit.new(props) return end

---@class gameStatusComboSystem : gameIStatusComboSystem
gameStatusComboSystem = {}

---@return gameStatusComboSystem
function gameStatusComboSystem.new() return end

---@param props table
---@return gameStatusComboSystem
function gameStatusComboSystem.new(props) return end

---@class gameStatusEffect : gameStatusEffectBase
---@field durationID Uint32
---@field duration Float
---@field remainingDuration Float
---@field maxStacks Uint32
---@field sourcesData gameSourceData[]
---@field initialApplicationTimestamp Float
---@field lastApplicationTimestamp Float
---@field ownerEntityID entEntityID
---@field instigatorRecordID TweakDBID
---@field instigatorEntityID entEntityID
---@field proxyEntityID entEntityID
---@field direction Vector4
---@field removeAllStacksWhenDurationEnds Bool
---@field applicationSource CName
gameStatusEffect = {}

---@return gameStatusEffect
function gameStatusEffect.new() return end

---@param props table
---@return gameStatusEffect
function gameStatusEffect.new(props) return end

---@return Vector4
function gameStatusEffect:GetDirection() return end

---@return EngineTime
function gameStatusEffect:GetInitialApplicationSimTimestamp() return end

---@return entEntityID
function gameStatusEffect:GetInstigatorEntityID() return end

---@return TweakDBID
function gameStatusEffect:GetInstigatorStaticDataID() return end

---@return EngineTime
function gameStatusEffect:GetLastApplicationSimTimestamp() return end

---@return Uint32
function gameStatusEffect:GetMaxStacks() return end

---@return entEntityID
function gameStatusEffect:GetProxyEntityID() return end

---@return gamedataStatusEffect_Record
function gameStatusEffect:GetRecord() return end

---@return Float
function gameStatusEffect:GetRemainingDuration() return end

---@return Uint32
function gameStatusEffect:GetStackCount() return end

function gameStatusEffect:GetTotalDuration() return end

---@class gameStatusEffectBase : IScriptable
---@field statusEffectRecordID TweakDBID
gameStatusEffectBase = {}

---@class gameStatusEffectComponent : gameComponent
gameStatusEffectComponent = {}

---@return gameStatusEffectComponent
function gameStatusEffectComponent.new() return end

---@param props table
---@return gameStatusEffectComponent
function gameStatusEffectComponent.new(props) return end

---@class gameStatusEffectComponentPS : gameComponentPS
---@field statusEffectArray gameStatusEffect[]
---@field delayedFunctions gameDelayedFunctionsScheduler
---@field delayedFunctionsNoTd gameDelayedFunctionsScheduler
---@field isPlayerControlled Bool
---@field tickComponent Bool
gameStatusEffectComponentPS = {}

---@return gameStatusEffectComponentPS
function gameStatusEffectComponentPS.new() return end

---@param props table
---@return gameStatusEffectComponentPS
function gameStatusEffectComponentPS.new(props) return end

---@class gameStatusEffectComponentReplicatedState : netIComponentState
---@field replicatedInfo gameStatusEffectReplicatedInfo[]
gameStatusEffectComponentReplicatedState = {}

---@return gameStatusEffectComponentReplicatedState
function gameStatusEffectComponentReplicatedState.new() return end

---@param props table
---@return gameStatusEffectComponentReplicatedState
function gameStatusEffectComponentReplicatedState.new(props) return end

---@class gameStatusEffectReplicatedInfo
---@field statusEffectRecordID TweakDBID
---@field stackCount Uint32
---@field source CName
gameStatusEffectReplicatedInfo = {}

---@return gameStatusEffectReplicatedInfo
function gameStatusEffectReplicatedInfo.new() return end

---@param props table
---@return gameStatusEffectReplicatedInfo
function gameStatusEffectReplicatedInfo.new(props) return end

---@class gameStatusEffectSystem : gameIStatusEffectSystem
gameStatusEffectSystem = {}

---@return gameStatusEffectSystem
function gameStatusEffectSystem.new() return end

---@param props table
---@return gameStatusEffectSystem
function gameStatusEffectSystem.new(props) return end

---@param target gameObject
---@param statusEffectID TweakDBID|string
---@return Bool
function gameStatusEffectSystem.ObjectHasStatusEffect(target, statusEffectID) return end

---@param target gameObject
---@param statusEffectType gamedataStatusEffectType
---@return Bool
function gameStatusEffectSystem.ObjectHasStatusEffectOfType(target, statusEffectType) return end

---@param target gameObject
---@param statusEffectTypeName String
---@return Bool
function gameStatusEffectSystem.ObjectHasStatusEffectOfTypeName(target, statusEffectTypeName) return end

---@param target gameObject
---@param tag CName|string
---@return Bool
function gameStatusEffectSystem.ObjectHasStatusEffectWithTag(target, tag) return end

---@param target gameObject
---@param tag CName[]|string[]
---@return Bool
function gameStatusEffectSystem.ObjectHasStatusEffectWithTags(target, tag) return end

---@param objID entEntityID
---@param statusEffectID TweakDBID|string
---@param instigatorID TweakDBID|string
---@param instigatorEntityID entEntityID
---@param applyCount Uint32
---@param direction Vector4
---@param isSavable Bool
---@param proxyEntityID entEntityID
---@return Bool
function gameStatusEffectSystem:ApplyStatusEffect(objID, statusEffectID, instigatorID, instigatorEntityID, applyCount, direction, isSavable, proxyEntityID) return end

---@param objID entEntityID
---@return gameStatusEffect[]
function gameStatusEffectSystem:GetAppliedEffects(objID) return end

---@param objID entEntityID
---@param statusEffectType gamedataStatusEffectType
---@return gameStatusEffect[]
function gameStatusEffectSystem:GetAppliedEffectsOfType(objID, statusEffectType) return end

---@param objID entEntityID
---@param statusEffectTypeName String
---@param outappliedEffects gameStatusEffect[]
function gameStatusEffectSystem:GetAppliedEffectsOfTypeName(objID, statusEffectTypeName, outappliedEffects) return end

---@param objID entEntityID
---@param statusEffectID TweakDBID|string
---@return gameStatusEffect[]
function gameStatusEffectSystem:GetAppliedEffectsWithID(objID, statusEffectID) return end

---@param objID entEntityID
---@param tag CName|string
---@return gameStatusEffect[]
function gameStatusEffectSystem:GetAppliedEffectsWithTag(objID, tag) return end

---@param objID entEntityID
---@param statusEffectID TweakDBID|string
---@return Bool
function gameStatusEffectSystem:HasStatusEffect(objID, statusEffectID) return end

---@param objID entEntityID
---@param statusEffectType gamedataStatusEffectType
---@return Bool
function gameStatusEffectSystem:HasStatusEffectOfType(objID, statusEffectType) return end

---@param objID entEntityID
---@param statusEffectTypeName String
---@return Bool
function gameStatusEffectSystem:HasStatusEffectOfTypeName(objID, statusEffectTypeName) return end

---@param objID entEntityID
---@param tag CName|string
---@return Bool
function gameStatusEffectSystem:HasStatusEffectWithTag(objID, tag) return end

---@param objID entEntityID
---@param listener gameIStatusEffectListener
function gameStatusEffectSystem:RegisterListener(objID, listener) return end

---@param objID entEntityID
---@param statusEffectType gamedataStatusEffectType
---@return Bool
function gameStatusEffectSystem:RemoveAllStatusEffectOfType(objID, statusEffectType) return end

---@param objID entEntityID
---@param statusEffectID TweakDBID|string
---@param removeCount Uint32
---@return Bool
function gameStatusEffectSystem:RemoveStatusEffect(objID, statusEffectID, removeCount) return end

---@param objID entEntityID
---@param statusEffectID TweakDBID|string
---@param duration Float
---@return Bool
function gameStatusEffectSystem:SetStatusEffectRemainingDuration(objID, statusEffectID, duration) return end

---@class gameStatusEffectTDBPicker
---@field statusEffect TweakDBID
gameStatusEffectTDBPicker = {}

---@return gameStatusEffectTDBPicker
function gameStatusEffectTDBPicker.new() return end

---@param props table
---@return gameStatusEffectTDBPicker
function gameStatusEffectTDBPicker.new(props) return end

---@class gameStimuliMergeInfo
---@field position Vector4
---@field instigator gameObject
---@field radius Float
---@field type gamedataStimType
---@field propagationType gamedataStimPropagation
---@field targets gamedataStimTargets
gameStimuliMergeInfo = {}

---@return gameStimuliMergeInfo
function gameStimuliMergeInfo.new() return end

---@param props table
---@return gameStimuliMergeInfo
function gameStimuliMergeInfo.new(props) return end

---@class gameStimuliSystem : gameIStimuliSystem
gameStimuliSystem = {}

---@return gameStimuliSystem
function gameStimuliSystem.new() return end

---@param props table
---@return gameStimuliSystem
function gameStimuliSystem.new(props) return end

---@param stimuliInfo gameStimuliMergeInfo
---@param suppressedByType gamedataStimType[]
function gameStimuliSystem:BroadcastMergeableStimuli(stimuliInfo, suppressedByType) return end

---@param effect gameEffectInstance
function gameStimuliSystem:BroadcastStimuli(effect) return end

---@param stimType gamedataStimType
---@return gamedataStim_Record
function gameStimuliSystem:GetStimRecord(stimType) return end

---@class gameStoryTierChangedEvent : AIAIEvent
---@field newTier gameStoryTier
gameStoryTierChangedEvent = {}

---@return gameStoryTierChangedEvent
function gameStoryTierChangedEvent.new() return end

---@param props table
---@return gameStoryTierChangedEvent
function gameStoryTierChangedEvent.new(props) return end

---@class gameStreamingMonitorSystem : gameIStreamingMonitorSystem
gameStreamingMonitorSystem = {}

---@return gameStreamingMonitorSystem
function gameStreamingMonitorSystem.new() return end

---@param props table
---@return gameStreamingMonitorSystem
function gameStreamingMonitorSystem.new(props) return end

---@class gameStreamingSmartObjectsDataExtractor : resIStreamedResourceDataExtractor
gameStreamingSmartObjectsDataExtractor = {}

---@return gameStreamingSmartObjectsDataExtractor
function gameStreamingSmartObjectsDataExtractor.new() return end

---@param props table
---@return gameStreamingSmartObjectsDataExtractor
function gameStreamingSmartObjectsDataExtractor.new(props) return end

---@class gameSubStatModifierData_Deprecated : gameStatModifierData_Deprecated
---@field refStatType gamedataStatType
gameSubStatModifierData_Deprecated = {}

---@return gameSubStatModifierData_Deprecated
function gameSubStatModifierData_Deprecated.new() return end

---@param props table
---@return gameSubStatModifierData_Deprecated
function gameSubStatModifierData_Deprecated.new(props) return end

---@class gameSuggestedDefenseValues
---@field minArmor Float
---@field maxArmor Float
---@field minProtection Float
---@field maxProtection Float
gameSuggestedDefenseValues = {}

---@return gameSuggestedDefenseValues
function gameSuggestedDefenseValues.new() return end

---@param props table
---@return gameSuggestedDefenseValues
function gameSuggestedDefenseValues.new(props) return end

---@class gameSynchronizeAttachmentSlotRequest : gamePlayerScriptableSystemRequest
---@field slotID TweakDBID
gameSynchronizeAttachmentSlotRequest = {}

---@return gameSynchronizeAttachmentSlotRequest
function gameSynchronizeAttachmentSlotRequest.new() return end

---@param props table
---@return gameSynchronizeAttachmentSlotRequest
function gameSynchronizeAttachmentSlotRequest.new(props) return end

---@class gameTPPCameraComponent : gameCameraComponent
gameTPPCameraComponent = {}

---@return gameTPPCameraComponent
function gameTPPCameraComponent.new() return end

---@param props table
---@return gameTPPCameraComponent
function gameTPPCameraComponent.new(props) return end

---@class gameTPPCustomizableAppearanceChangeFinishedEvent : redEvent
gameTPPCustomizableAppearanceChangeFinishedEvent = {}

---@return gameTPPCustomizableAppearanceChangeFinishedEvent
function gameTPPCustomizableAppearanceChangeFinishedEvent.new() return end

---@param props table
---@return gameTPPCustomizableAppearanceChangeFinishedEvent
function gameTPPCustomizableAppearanceChangeFinishedEvent.new(props) return end

---@class gameTPPRepresentationComponent : entIComponent
---@field detachedObjectInfo gameFppRepDetachedObjectInfo[]
---@field attachedObjectInfo gameTppRepAttachedObjectInfo[]
---@field affectedAppearanceSlots TweakDBID[]
gameTPPRepresentationComponent = {}

---@return gameTPPRepresentationComponent
function gameTPPRepresentationComponent.new() return end

---@param props table
---@return gameTPPRepresentationComponent
function gameTPPRepresentationComponent.new(props) return end

---@class gameTPPRepresentationCustomizationStateUpdater : gameuiICustomizationStateUpdater
gameTPPRepresentationCustomizationStateUpdater = {}

---@return gameTPPRepresentationCustomizationStateUpdater
function gameTPPRepresentationCustomizationStateUpdater.new() return end

---@param props table
---@return gameTPPRepresentationCustomizationStateUpdater
function gameTPPRepresentationCustomizationStateUpdater.new(props) return end

---@class gameTPPRepresentationPositionProvider : entIPositionProvider
gameTPPRepresentationPositionProvider = {}

---@return gameTPPRepresentationPositionProvider
function gameTPPRepresentationPositionProvider.new() return end

---@param props table
---@return gameTPPRepresentationPositionProvider
function gameTPPRepresentationPositionProvider.new(props) return end

---@class gameTPPRepresentationSlotListener : gameIAttachmentSlotsListener
gameTPPRepresentationSlotListener = {}

---@return gameTPPRepresentationSlotListener
function gameTPPRepresentationSlotListener.new() return end

---@param props table
---@return gameTPPRepresentationSlotListener
function gameTPPRepresentationSlotListener.new(props) return end

---@class gameTagObjectRequest : gameScriptableSystemRequest
---@field object gameObject
gameTagObjectRequest = {}

---@return gameTagObjectRequest
function gameTagObjectRequest.new() return end

---@param props table
---@return gameTagObjectRequest
function gameTagObjectRequest.new(props) return end

---@class gameTagSpawParameter : gameObjectSpawnParameter
---@field tags CName[]
gameTagSpawParameter = {}

---@return gameTagSpawParameter
function gameTagSpawParameter.new() return end

---@param props table
---@return gameTagSpawParameter
function gameTagSpawParameter.new(props) return end

---@class gameTaggedEvent : redEvent
---@field state Bool
gameTaggedEvent = {}

---@return gameTaggedEvent
function gameTaggedEvent.new() return end

---@param props table
---@return gameTaggedEvent
function gameTaggedEvent.new(props) return end

---@class gameTaggedSignalUserData : gameSignalUserData
---@field tags CName[]
gameTaggedSignalUserData = {}

---@return gameTaggedSignalUserData
function gameTaggedSignalUserData.new() return end

---@param props table
---@return gameTaggedSignalUserData
function gameTaggedSignalUserData.new(props) return end

---@param tag CName|string
function gameTaggedSignalUserData:AddTag(tag) return end

---@class gameTaggedSignalUserDataDefinition : gameSignalUserDataDefinition
---@field tags CName[]
gameTaggedSignalUserDataDefinition = {}

---@return gameTaggedSignalUserDataDefinition
function gameTaggedSignalUserDataDefinition.new() return end

---@param props table
---@return gameTaggedSignalUserDataDefinition
function gameTaggedSignalUserDataDefinition.new(props) return end

---@class gameTargetSearchFilter
gameTargetSearchFilter = {}

---@return gameTargetSearchFilter
function gameTargetSearchFilter.new() return end

---@param props table
---@return gameTargetSearchFilter
function gameTargetSearchFilter.new(props) return end

---@class gameTargetSearchQuery
---@field testedSet gameTargetingSet
---@field searchFilter gameTargetSearchFilter
---@field includeSecondaryTargets Bool
---@field ignoreInstigator Bool
---@field maxDistance Float
---@field filterObjectByDistance Bool
---@field queryTarget entEntityID
gameTargetSearchQuery = {}

---@return gameTargetSearchQuery
function gameTargetSearchQuery.new() return end

---@param props table
---@return gameTargetSearchQuery
function gameTargetSearchQuery.new(props) return end

---@param self_ gameTargetSearchQuery
---@param componentFilter gametargetingSystemScriptFilter
function gameTargetSearchQuery.SetComponentFilter(self_, componentFilter) return end

---@class gameTargetShootComponent : entIComponent
gameTargetShootComponent = {}

---@return gameTargetShootComponent
function gameTargetShootComponent.new() return end

---@param props table
---@return gameTargetShootComponent
function gameTargetShootComponent.new(props) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param shootAtPointWS Vector4
---@param maxSpread Float
---@param useForcedMissZOffset Bool
---@param forcedMissZOffset Float
---@param isInLowCover Bool
---@return Vector4
function gameTargetShootComponent:CalculateMissOffset(weaponOwner, weapon, shootAtPointWS, maxSpread, useForcedMissZOffset, forcedMissZOffset, isInLowCover) return end

---@param weaponOwner gameObject
---@return Float
function gameTargetShootComponent:GetBasicGroupCoefficient(weaponOwner) return end

---@return Float
function gameTargetShootComponent:GetLastHitTime() return end

---@return String
function gameTargetShootComponent:GetPackageName() return end

---@param weaponOwner gameObject
function gameTargetShootComponent:InsertRecentHitter(weaponOwner) return end

---@return Bool
function gameTargetShootComponent:IsDebugEnabled() return end

---@return Bool
function gameTargetShootComponent:IsTimeBetweenHitsEnabled() return end

---@param value Float
function gameTargetShootComponent:SetLastHitTime(value) return end

---@param params TimeBetweenHitsParameters
---@return Float
function gameTargetShootComponent:CalculateTimeBetweenHits(params) return end

---@param weaponOwner gameObject
---@param weaponRecord gamedataWeaponItem_Record
---@param target gameObject
---@return Float
function gameTargetShootComponent:GetCoverCoefficient(weaponOwner, weaponRecord, target) return end

---@return Float
function gameTargetShootComponent:GetDifficultyLevelCoefficient() return end

---@param weapon gameweaponObject
---@param targetPosition Vector4
---@return Float
function gameTargetShootComponent:GetDistanceCoefficient(weapon, targetPosition) return end

---@param curveName CName|string
---@param lookupValue Float
---@return Float
function gameTargetShootComponent:GetDistanceCoefficientFromCurve(curveName, lookupValue) return end

---@return gameObject
function gameTargetShootComponent:GetGameObject() return end

---@param weaponOwner gameObject
---@return Float
function gameTargetShootComponent:GetGroupCoefficient(weaponOwner) return end

---@return Float
function gameTargetShootComponent:GetHMGGroupMultiplier() return end

---@param weaponOwner gameObject
---@return Float
function gameTargetShootComponent:GetPlayersNumCoefficient(weaponOwner) return end

---@param curveName CName|string
---@param lookupValue Float
---@return Float
function gameTargetShootComponent:GetValueFromCurve(curveName, lookupValue) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param target gameObject
---@param visibilityThresholdCoefficient Float
---@return Float
function gameTargetShootComponent:GetVisibilityCoefficient(weaponOwner, weapon, target, visibilityThresholdCoefficient) return end

---@param curveName CName|string
---@param lookupValue Float
---@return Float
function gameTargetShootComponent:GetVisibilityCoefficientFromCurve(curveName, lookupValue) return end

---@param weaponOwner gameObject
---@param target gameObject
---@return Float
function gameTargetShootComponent:GetVisionBlockersCoefficient(weaponOwner, target) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param shootAtPoint Vector4
---@param maxSpread Float
---@param coefficientMultiplier Float
---@return Vector4, Bool
function gameTargetShootComponent:HandleBeingShot(weaponOwner, weapon, shootAtPoint, maxSpread, coefficientMultiplier) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param shootAtPoint Vector4
---@param maxSpread Float
---@param coefficientMultiplier Float
---@return Vector4
function gameTargetShootComponent:HandleBeingShot(weaponOwner, weapon, shootAtPoint, maxSpread, coefficientMultiplier) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param shootAtPoint Vector4
---@param maxSpread Float
---@return Vector4
function gameTargetShootComponent:HandleMissed(weaponOwner, weapon, shootAtPoint, maxSpread) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param weaponRecord gamedataWeaponItem_Record
---@param visibilityThresholdCoefficient Float
---@return Bool
function gameTargetShootComponent:ShouldBeHit(weaponOwner, weapon, weaponRecord, visibilityThresholdCoefficient) return end

---@class gameTargetingActivatorComponent : entIComponent
gameTargetingActivatorComponent = {}

---@return gameTargetingActivatorComponent
function gameTargetingActivatorComponent.new() return end

---@param props table
---@return gameTargetingActivatorComponent
function gameTargetingActivatorComponent.new(props) return end

---@class gameTargetingComponent : entIPlacedComponent
---@field isPrimary Bool
---@field isDirectional Bool
---@field aimAssistData TweakDBID[]
---@field isEnabled Bool
---@field alwaysInTestRange Bool
gameTargetingComponent = {}

---@return gameTargetingComponent
function gameTargetingComponent.new() return end

---@param props table
---@return gameTargetingComponent
function gameTargetingComponent.new(props) return end

---@return Bool
function gameTargetingComponent:IsAimAssistEnabled() return end

function gameTargetingComponent:OnTargetHit() return end

---@class gameTargetingComponentData
gameTargetingComponentData = {}

---@return gameTargetingComponentData
function gameTargetingComponentData.new() return end

---@param props table
---@return gameTargetingComponentData
function gameTargetingComponentData.new(props) return end

---@class gameTargetingLocalizedEffectComponent : entIComponent
---@field streamingDistance Float
---@field visibleTargetRange Float
gameTargetingLocalizedEffectComponent = {}

---@return gameTargetingLocalizedEffectComponent
function gameTargetingLocalizedEffectComponent.new() return end

---@param props table
---@return gameTargetingLocalizedEffectComponent
function gameTargetingLocalizedEffectComponent.new(props) return end

---@class gameTelemetryDamage
---@field attackType gamedataAttackType
---@field attackRecord TweakDBID
---@field damageAmount Float
---@field weapon gameTelemetryInventoryItem
---@field sourceEntity gameTelemetrySourceEntity
---@field hitCount Uint32
---@field distance Float
---@field time Float
gameTelemetryDamage = {}

---@return gameTelemetryDamage
function gameTelemetryDamage.new() return end

---@param props table
---@return gameTelemetryDamage
function gameTelemetryDamage.new(props) return end

---@class gameTelemetryDamageDealt
---@field situation gameTelemetryDamageSituation
---@field damage gameTelemetryDamage
---@field enemy gameTelemetryEnemy
gameTelemetryDamageDealt = {}

---@return gameTelemetryDamageDealt
function gameTelemetryDamageDealt.new() return end

---@param props table
---@return gameTelemetryDamageDealt
function gameTelemetryDamageDealt.new(props) return end

---@class gameTelemetryEnemy
---@field characterRecord TweakDBID
---@field enemyAffiliation String
---@field enemy gameObject
---@field enemyEntityID entEntityID
---@field archetype gamedataArchetypeType
---@field level Int32
gameTelemetryEnemy = {}

---@return gameTelemetryEnemy
function gameTelemetryEnemy.new() return end

---@param props table
---@return gameTelemetryEnemy
function gameTelemetryEnemy.new(props) return end

---@class gameTelemetryEnemyDown
---@field enemy gameTelemetryEnemy
---@field situation gameTelemetryDamageSituation
---@field killType gameKillType
gameTelemetryEnemyDown = {}

---@return gameTelemetryEnemyDown
function gameTelemetryEnemyDown.new() return end

---@param props table
---@return gameTelemetryEnemyDown
function gameTelemetryEnemyDown.new(props) return end

---@class gameTelemetryInventoryItem
---@field friendlyName String
---@field localizedName String
---@field itemID ItemID
---@field quality gamedataQuality
---@field itemType gamedataItemType
---@field iconic Bool
---@field itemLevel Int32
---@field isSilenced Bool
gameTelemetryInventoryItem = {}

---@return gameTelemetryInventoryItem
function gameTelemetryInventoryItem.new() return end

---@param props table
---@return gameTelemetryInventoryItem
function gameTelemetryInventoryItem.new(props) return end

---@class gameTelemetryLevelGained
---@field playerPuppet gameObject
---@field proficiencyType gamedataProficiencyType
---@field proficiencyValue Int32
---@field perkPointsAwarded Int32
---@field attributePointsAwarded Int32
---@field isDebugEvt Bool
gameTelemetryLevelGained = {}

---@return gameTelemetryLevelGained
function gameTelemetryLevelGained.new() return end

---@param props table
---@return gameTelemetryLevelGained
function gameTelemetryLevelGained.new(props) return end

---@class gameTelemetryPostMortem
---@field crashVisitId String
---@field playthroughId String
---@field crashVersion String
---@field crashPatch String
---@field timeCrash String
---@field district String
---@field zoneType String
---@field trackedQuest gameTelemetryTrackedQuest
---@field location Vector3
---@field sessionLength Float
---@field isOom Bool
gameTelemetryPostMortem = {}

---@return gameTelemetryPostMortem
function gameTelemetryPostMortem.new() return end

---@param props table
---@return gameTelemetryPostMortem
function gameTelemetryPostMortem.new(props) return end

---@class gameTelemetryPostMortemContainer : ISerializable
---@field postMortem gameTelemetryPostMortem
gameTelemetryPostMortemContainer = {}

---@return gameTelemetryPostMortemContainer
function gameTelemetryPostMortemContainer.new() return end

---@param props table
---@return gameTelemetryPostMortemContainer
function gameTelemetryPostMortemContainer.new(props) return end

---@class gameTelemetryQuickHack
---@field actionName CName
---@field titleLocKey String
---@field targetType String
---@field quickHackRecordID TweakDBID
---@field quality gamedataQuality
gameTelemetryQuickHack = {}

---@return gameTelemetryQuickHack
function gameTelemetryQuickHack.new() return end

---@param props table
---@return gameTelemetryQuickHack
function gameTelemetryQuickHack.new(props) return end

---@class gameTelemetrySourceEntity
---@field className String
---@field sourceEntityRecord TweakDBID
gameTelemetrySourceEntity = {}

---@return gameTelemetrySourceEntity
function gameTelemetrySourceEntity.new() return end

---@param props table
---@return gameTelemetrySourceEntity
function gameTelemetrySourceEntity.new(props) return end

---@class gameTelemetryTelemetrySystem : gameITelemetrySystem
gameTelemetryTelemetrySystem = {}

---@return gameTelemetryTelemetrySystem
function gameTelemetryTelemetrySystem.new() return end

---@param props table
---@return gameTelemetryTelemetrySystem
function gameTelemetryTelemetrySystem.new(props) return end

---@param owner gameObject
---@param itemID ItemID
---@return gameTelemetryInventoryItem
function gameTelemetryTelemetrySystem.GetTelemetryInventoryItemFromID(owner, itemID) return end

---@param itemData gameItemData
---@return gameTelemetryInventoryItem
function gameTelemetryTelemetrySystem.GetTelemetryInventoryItemFromdata(itemData) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogActiveCyberwareUsed(owner, itemID) return end

---@param attributeType gamedataStatType
---@param lvl Int32
function gameTelemetryTelemetrySystem:LogAttributeUpgraded(attributeType, lvl) return end

function gameTelemetryTelemetrySystem:LogBodyDisposed() return end

function gameTelemetryTelemetrySystem:LogBraindanceReset() return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogCombatGadgetUsed(owner, itemID) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogConsumableUsed(owner, itemID) return end

---@param hitEvent gameeventsHitEvent
function gameTelemetryTelemetrySystem:LogDamageByVehicle(hitEvent) return end

---@param damage gameTelemetryDamageDealt
function gameTelemetryTelemetrySystem:LogDamageDealt(damage) return end

---@param addDevPointEffectorTDBID TweakDBID|string
---@param amount Int32
---@param type gamedataDevelopmentPointType
function gameTelemetryTelemetrySystem:LogDevPointsAddedFromReward(addDevPointEffectorTDBID, amount, type) return end

---@param districtName String
---@param isNew Bool
function gameTelemetryTelemetrySystem:LogDistrictChanged(districtName, isNew) return end

---@param telemetryEnemyDown gameTelemetryEnemyDown
function gameTelemetryTelemetrySystem:LogEnemyDown(telemetryEnemyDown) return end

---@param isExiting Bool
function gameTelemetryTelemetrySystem:LogEnteringOrExitingVehicle(isExiting) return end

---@param num Int32
function gameTelemetryTelemetrySystem:LogHeadshotGGP(num) return end

---@param heatLevel Uint32
---@param reason String
---@param crimescore Uint32
function gameTelemetryTelemetrySystem:LogHeatLevelChanged(heatLevel, reason, crimescore) return end

---@param defenseType gameTelemetryHitDefenseType
function gameTelemetryTelemetrySystem:LogHitDefense(defenseType) return end

function gameTelemetryTelemetrySystem:LogInventoryMenuClosed() return end

---@param itemTDBID TweakDBID|string
---@param meanOfAcquisition String
function gameTelemetryTelemetrySystem:LogItemAcquired(itemTDBID, meanOfAcquisition) return end

---@param telemetryInventoryItem gameTelemetryInventoryItem
---@param craftingAction CName|string
function gameTelemetryTelemetrySystem:LogItemCrafting(telemetryInventoryItem, craftingAction) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogItemDisassembled(owner, itemID) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogItemDrop(owner, itemID) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogItemReward(owner, itemID) return end

---@param buyer gameObject
---@param seller gameObject
---@param itemID ItemID
---@param pricePerItem Uint32
---@param itemQuantity Uint32
---@param totalPrice Uint32
function gameTelemetryTelemetrySystem:LogItemTransaction(buyer, seller, itemID, pricePerItem, itemQuantity, totalPrice) return end

function gameTelemetryTelemetrySystem:LogLastCheckpointLoaded() return end

---@param evt gameTelemetryLevelGained
function gameTelemetryTelemetrySystem:LogLevelGained(evt) return end

---@param perkRemoved gamedataNewPerkType
function gameTelemetryTelemetrySystem:LogNewPerkRemoved(perkRemoved) return end

---@param newPerkUpgraded gamedataNewPerkType
---@param lvl Int32
---@param developementPointType gamedataDevelopmentPointType
function gameTelemetryTelemetrySystem:LogNewPerkUpgraded(newPerkUpgraded, lvl, developementPointType) return end

---@param numberOfCombatants Int32
function gameTelemetryTelemetrySystem:LogNumberOfCombatants(numberOfCombatants) return end

---@param modifiedItem gameTelemetryInventoryItem
---@param itemPart gameTelemetryInventoryItem
---@param slotID TweakDBID|string
function gameTelemetryTelemetrySystem:LogPartInstalled(modifiedItem, itemPart, slotID) return end

---@param perkUpgraded gamedataPerkType
---@param lvl Int32
function gameTelemetryTelemetrySystem:LogPerkUpgraded(perkUpgraded, lvl) return end

---@param respecCost Int32
---@param perksRemoved gamedataPerkType[]
function gameTelemetryTelemetrySystem:LogPerksRemoved(respecCost, perksRemoved) return end

function gameTelemetryTelemetrySystem:LogPhotomodeAttributeChanged() return end

---@param evt gameeventsDeathEvent
function gameTelemetryTelemetrySystem:LogPlayerDeathEvent(evt) return end

---@param dangerous Bool
function gameTelemetryTelemetrySystem:LogPlayerInDangerousArea(dangerous) return end

---@param healthIsCritical Bool
function gameTelemetryTelemetrySystem:LogPlayerReachedCriticalHealth(healthIsCritical) return end

---@param damage Int32
function gameTelemetryTelemetrySystem:LogPlayerVehicleDamageReceived(damage) return end

function gameTelemetryTelemetrySystem:LogPlayerVehicleExploded() return end

function gameTelemetryTelemetrySystem:LogPlayerVehicleImpact() return end

---@param telemetryQuickHack gameTelemetryQuickHack
function gameTelemetryTelemetrySystem:LogQuickHack(telemetryQuickHack) return end

---@param rewardName CName|string
---@param rewardTDBID TweakDBID|string
---@param rewardMoney Int32
function gameTelemetryTelemetrySystem:LogRewardGiven(rewardName, rewardTDBID, rewardMoney) return end

---@param owner gameObject
---@param itemID ItemID
function gameTelemetryTelemetrySystem:LogSkillbookUsed(owner, itemID) return end

---@param mvtType gameTelemetryMovementType
function gameTelemetryTelemetrySystem:LogSpecialMovementPerformed(mvtType) return end

---@param takedownAction CName|string
---@param target gameObject
function gameTelemetryTelemetrySystem:LogTakedown(takedownAction, target) return end

---@param vendorid TweakDBID|string
---@param isOpening Bool
function gameTelemetryTelemetrySystem:LogVendorMenuState(vendorid, isOpening) return end

---@param slotsUsed Int32
function gameTelemetryTelemetrySystem:LogWardrobeUsed(slotsUsed) return end

---@param weapon gameweaponObject
function gameTelemetryTelemetrySystem:LogWeaponAttackPerformed(weapon) return end

---@param xpRecordID TweakDBID|string
---@param amount Int32
---@param type gamedataProficiencyType
function gameTelemetryTelemetrySystem:LogXPReward(xpRecordID, amount, type) return end

function gameTelemetryTelemetrySystem:OnSettingsSave() return end

---@class gameTelemetryTrackedQuest
---@field name String
---@field objectiveName String
---@field type String
---@field distance Float
---@field questName String
---@field questType String
gameTelemetryTrackedQuest = {}

---@return gameTelemetryTrackedQuest
function gameTelemetryTrackedQuest.new() return end

---@param props table
---@return gameTelemetryTrackedQuest
function gameTelemetryTrackedQuest.new(props) return end

---@class gameTeleportationFacility : gameITeleportationFacility
gameTeleportationFacility = {}

---@return gameTeleportationFacility
function gameTeleportationFacility.new() return end

---@param props table
---@return gameTeleportationFacility
function gameTeleportationFacility.new(props) return end

---@param objectToTeleport gameObject
---@param position Vector4
---@param orientation EulerAngles
function gameTeleportationFacility:Teleport(objectToTeleport, position, orientation) return end

---@param objectToTeleport gameObject
---@param nodeRef NodeRef
function gameTeleportationFacility:TeleportToNode(objectToTeleport, nodeRef) return end

---@class gameTickableEvent : redEvent
---@field state gameTickableEventState
gameTickableEvent = {}

---@return gameTickableEvent
function gameTickableEvent.new() return end

---@param props table
---@return gameTickableEvent
function gameTickableEvent.new(props) return end

---@return Float
function gameTickableEvent:GetProgress() return end

---@return gameTickableEventState
function gameTickableEvent:GetState() return end

---@class gameTier3CameraSettings
---@field yawLeftLimit Float
---@field yawRightLimit Float
---@field pitchTopLimit Float
---@field pitchBottomLimit Float
---@field pitchSpeedMultiplier Float
---@field yawSpeedMultiplier Float
gameTier3CameraSettings = {}

---@return gameTier3CameraSettings
function gameTier3CameraSettings.new() return end

---@param props table
---@return gameTier3CameraSettings
function gameTier3CameraSettings.new(props) return end

---@class gameTierPrereq : gameIComparisonPrereq
---@field tier GameplayTier
gameTierPrereq = {}

---@return gameTierPrereq
function gameTierPrereq.new() return end

---@param props table
---@return gameTierPrereq
function gameTierPrereq.new(props) return end

---@class gameTierPrereqState : gamePrereqState
gameTierPrereqState = {}

---@return gameTierPrereqState
function gameTierPrereqState.new() return end

---@param props table
---@return gameTierPrereqState
function gameTierPrereqState.new(props) return end

---@class gameTierSaveData : ISerializable
---@field globalTiers gameGlobalTierSaveData[]
gameTierSaveData = {}

---@return gameTierSaveData
function gameTierSaveData.new() return end

---@param props table
---@return gameTierSaveData
function gameTierSaveData.new(props) return end

---@class gameTierSystem : gameITierSystem
gameTierSystem = {}

---@return gameTierSystem
function gameTierSystem.new() return end

---@param props table
---@return gameTierSystem
function gameTierSystem.new(props) return end

---@class gameTimeDilatable : gameObject
gameTimeDilatable = {}

---@return gameTimeDilatable
function gameTimeDilatable.new() return end

---@param props table
---@return gameTimeDilatable
function gameTimeDilatable.new(props) return end

---@return Float
function gameTimeDilatable:GetTimeDilationValue() return end

---@param reason CName|string
---@return Bool
function gameTimeDilatable:HasIndividualTimeDilation(reason) return end

---@return Bool
function gameTimeDilatable:IsIgnoringGlobalTimeDilation() return end

---@return Bool
function gameTimeDilatable:IsIgnoringTimeDilation() return end

---@param reason CName|string
---@param dilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param ignoreGlobalDilation Bool
function gameTimeDilatable:SetIndividualTimeDilation(reason, dilation, duration, easeInCurve, easeOutCurve, ignoreGlobalDilation) return end

---@param easeOutCurve CName|string
function gameTimeDilatable:UnsetIndividualTimeDilation(easeOutCurve) return end

---@class gameTimeDilationEvent : redEvent
gameTimeDilationEvent = {}

---@return gameTimeDilationEvent
function gameTimeDilationEvent.new() return end

---@param props table
---@return gameTimeDilationEvent
function gameTimeDilationEvent.new(props) return end

---@class gameTimeSkipFinishedEvent : redEvent
gameTimeSkipFinishedEvent = {}

---@return gameTimeSkipFinishedEvent
function gameTimeSkipFinishedEvent.new() return end

---@param props table
---@return gameTimeSkipFinishedEvent
function gameTimeSkipFinishedEvent.new(props) return end

---@class gameTimeSystem : gameITimeSystem
gameTimeSystem = {}

---@return gameTimeSystem
function gameTimeSystem.new() return end

---@param props table
---@return gameTimeSystem
function gameTimeSystem.new(props) return end

---@param reason CName|string
---@param ignoreCurves Bool
---@return Float
function gameTimeSystem:GetActiveTimeDilation(reason, ignoreCurves) return end

---@return GameTime
function gameTimeSystem:GetGameTime() return end

---@return Float
function gameTimeSystem:GetGameTimeStamp() return end

---@return EngineTime
function gameTimeSystem:GetSimTime() return end

---@return Bool
function gameTimeSystem:IsPausedState() return end

---@param reason CName|string
---@return Bool
function gameTimeSystem:IsTimeDilationActive(reason) return end

---@param seconds Float
---@return GameTime
function gameTimeSystem:RealTimeSecondsToGameTime(seconds) return end

---@param entity entEntity
---@param eventToDelay redEvent
---@param delay GameTime
---@param repeat_ Int32
---@param sendOldNoifications Bool
---@return Uint32
function gameTimeSystem:RegisterDelayedListener(entity, eventToDelay, delay, repeat_, sendOldNoifications) return end

---@param entity entEntity
---@param eventToDelay redEvent
---@param expectedHour GameTime
---@param timeout GameTime
---@param repeat_ Int32
---@return Uint32
function gameTimeSystem:RegisterIntervalListener(entity, eventToDelay, expectedHour, timeout, repeat_) return end

---@param entity entEntity
---@param eventToDelay redEvent
---@param expectedTime GameTime
---@param repeat_ Int32
---@param sendOldNoifications Bool
---@return Uint32
function gameTimeSystem:RegisterListener(entity, eventToDelay, expectedTime, repeat_, sendOldNoifications) return end

---@param systemName CName|string
---@param requestToDelay gameScriptableSystemRequest
---@param expectedHour GameTime
---@param timeout GameTime
---@param repeat_ Int32
---@return Uint32
function gameTimeSystem:RegisterScriptableSystemIntervalListener(systemName, requestToDelay, expectedHour, timeout, repeat_) return end

function gameTimeSystem:RestorePreviousIgnoreTimeDilationOnLocalPlayerZero() return end

function gameTimeSystem:SetGameTime() return end

---@param hours Int32
---@param minutes Int32
---@param seconds Int32
---@param reason CName|string
function gameTimeSystem:SetGameTimeByHMS(hours, minutes, seconds, reason) return end

---@param seconds Int32
function gameTimeSystem:SetGameTimeBySeconds(seconds) return end

---@param ignore Bool
function gameTimeSystem:SetIgnoreTimeDilationOnLocalPlayerZero(ignore) return end

---@param paused Bool
---@param source CName|string
function gameTimeSystem:SetPausedState(paused, source) return end

---@param reason CName|string
---@param dilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
---@param listener tickScriptTimeDilationListener
function gameTimeSystem:SetTimeDilation(reason, dilation, duration, easeInCurve, easeOutCurve, listener) return end

---@param reason CName|string
---@param dilation Float
---@param duration Float
---@param easeInCurve CName|string
---@param easeOutCurve CName|string
function gameTimeSystem:SetTimeDilationOnLocalPlayerZero(reason, dilation, duration, easeInCurve, easeOutCurve) return end

---@param listenerID Uint32
function gameTimeSystem:UnregisterListener(listenerID) return end

---@param reason CName|string
---@param easeOutCurve CName|string
function gameTimeSystem:UnsetTimeDilation(reason, easeOutCurve) return end

---@param reason CName|string
---@param easeOutCurve CName|string
function gameTimeSystem:UnsetTimeDilationOnLocalPlayerZero(reason, easeOutCurve) return end

---@class gameTimeSystemReplicatedState : gameIGameSystemReplicatedState
---@field paused Bool
---@field gameTime GameTime
gameTimeSystemReplicatedState = {}

---@return gameTimeSystemReplicatedState
function gameTimeSystemReplicatedState.new() return end

---@param props table
---@return gameTimeSystemReplicatedState
function gameTimeSystemReplicatedState.new(props) return end

---@class gameTppRepAttachedObjectInfo
---@field slotID TweakDBID
---@field itemID TweakDBID
gameTppRepAttachedObjectInfo = {}

---@return gameTppRepAttachedObjectInfo
function gameTppRepAttachedObjectInfo.new() return end

---@param props table
---@return gameTppRepAttachedObjectInfo
function gameTppRepAttachedObjectInfo.new(props) return end

---@class gameTrafficLaneSpanInfo
---@field laneId worldTrafficLaneUID
---@field laneX1 Float
---@field laneX2 Float
gameTrafficLaneSpanInfo = {}

---@return gameTrafficLaneSpanInfo
function gameTrafficLaneSpanInfo.new() return end

---@param props table
---@return gameTrafficLaneSpanInfo
function gameTrafficLaneSpanInfo.new(props) return end

---@class gameTrafficWorkspotTransitionData : ISerializable
---@field workspotData gameSetupWorkspotActionEvent
---@field returnPosition worldTrafficGlobalPathPosition
---@field workspotExitTangent Vector3
---@field trafficLaneReturnTangent Vector3
gameTrafficWorkspotTransitionData = {}

---@return gameTrafficWorkspotTransitionData
function gameTrafficWorkspotTransitionData.new() return end

---@param props table
---@return gameTrafficWorkspotTransitionData
function gameTrafficWorkspotTransitionData.new(props) return end

---@class gameTransactionSystem : gameITransactionSystem
gameTransactionSystem = {}

---@return gameTransactionSystem
function gameTransactionSystem.new() return end

---@param props table
---@return gameTransactionSystem
function gameTransactionSystem.new(props) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@param highPriority Bool
---@param itemObject gameItemObject
---@param plane ERenderingPlane
---@param keepWorldTransform Bool
---@param ignoreRestrictions Bool
---@param garmentAppearanceName CName|string
---@param appearanceItem ItemID
---@param dontCacheEquippedItem Bool
---@return Bool
function gameTransactionSystem:AddItemToSlot(obj, slotID, itemID, highPriority, itemObject, plane, keepWorldTransform, ignoreRestrictions, garmentAppearanceName, appearanceItem, dontCacheEquippedItem) return end

---@param obj gameObject
---@param itemID ItemID
---@param partItemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function gameTransactionSystem:AddPart(obj, itemID, partItemID, slotID) return end

---@param obj gameObject
---@param rootPartID ItemID
---@param replacementPartID ItemID
---@param slotIdForReplacement TweakDBID|string
---@return gameStatsBundleHandler
function gameTransactionSystem:CalculateTemporaryStatsBundle(obj, rootPartID, replacementPartID, slotIdForReplacement) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:CanItemBeActiveInSlot(obj, slotID, itemID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:CanPlaceItemInSlot(obj, slotID, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@param newItemID ItemID
function gameTransactionSystem:ChangeItemAppearanceByItemID(obj, itemID, newItemID) return end

---@param obj gameObject
---@param itemID ItemID
---@param newAppearanceName CName|string
function gameTransactionSystem:ChangeItemAppearanceByName(obj, itemID, newAppearanceName) return end

function gameTransactionSystem:ChangeItemAppearanceWithItemData() return end

---@param obj gameObject
---@param newSlotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:ChangeItemToSlot(obj, newSlotID, itemID) return end

---@param obj gameObject
---@return Bool
function gameTransactionSystem:ClearAllSlots(obj) return end

---@param obj gameObject
---@param slotID TweakDBID|string
function gameTransactionSystem:ClearAttachmentAppearance(obj, slotID) return end

---@param itemID ItemID
---@return ItemID
function gameTransactionSystem:CreatePreviewItemID(itemID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return ItemID
function gameTransactionSystem:CycleActiveItemInSlot(obj, slotID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param shouldDestroyEntity Bool
---@param keepWorldTransform Bool
---@param skipSendAnimEquipEvents Bool
---@return Bool
function gameTransactionSystem:DropItemFromSlot(obj, slotID, shouldDestroyEntity, keepWorldTransform, skipSendAnimEquipEvents) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param highPriority Bool
---@return Bool
function gameTransactionSystem:EquipActiveItemInSlot(obj, slotID, highPriority) return end

---@param obj gameObject
---@param itemID ItemID
---@param partItemID ItemID
---@param slotID TweakDBID|string
---@return Bool
function gameTransactionSystem:ForcePartInSlot(obj, itemID, partItemID, slotID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return ItemID
function gameTransactionSystem:GetActiveItemInSlot(obj, slotID) return end

---@param obj gameObject
---@param itemID ItemID
---@return TweakDBID[]
function gameTransactionSystem:GetAvailableSlotsOnItem(obj, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@return TweakDBID[]
function gameTransactionSystem:GetEmptySlotsOnItem(obj, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@return CName
function gameTransactionSystem:GetItemAppearance(obj, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@return gameItemData
function gameTransactionSystem:GetItemData(obj, itemID) return end

---@param id entEntityID
---@param itemID ItemID
---@return gameItemData
function gameTransactionSystem:GetItemDataByOwnerEntityId(id, itemID) return end

---@param obj gameObject
---@param itemTDBID TweakDBID|string
---@return gameItemData
function gameTransactionSystem:GetItemDataByTDBID(obj, itemTDBID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return gameItemObject
function gameTransactionSystem:GetItemInSlot(obj, slotID) return end

---@param obj gameObject
---@param itemID ItemID
---@return gameItemObject
function gameTransactionSystem:GetItemInSlotByItemID(obj, itemID) return end

---@param obj gameObject
---@return Bool, gameItemData[]
function gameTransactionSystem:GetItemList(obj) return end

---@param obj gameObject
---@param tag CName|string
---@return Bool, gameItemData[]
function gameTransactionSystem:GetItemListByTag(obj, tag) return end

---@param obj gameObject
---@param tagList CName[]|string[]
---@return Bool, gameItemData[]
function gameTransactionSystem:GetItemListByTags(obj, tagList) return end

---@param obj gameObject
---@param tagList CName[]|string[]
---@return Bool, gameItemData[]
function gameTransactionSystem:GetItemListExcludingTags(obj, tagList) return end

---@param obj gameObject
---@param tags CName[]|string[]
---@param excludedTags CName[]|string[]
---@return Bool, gameItemData[]
function gameTransactionSystem:GetItemListFilteredByTags(obj, tags, excludedTags) return end

---@param obj gameObject
---@param itemID ItemID
---@return Int32
function gameTransactionSystem:GetItemQuantity(obj, itemID) return end

---@param obj gameObject
---@param tag CName|string
---@return Int32
function gameTransactionSystem:GetItemQuantityByTag(obj, tag) return end

---@param obj gameObject
---@param itemID ItemID
---@return Int32
function gameTransactionSystem:GetItemQuantityWithDuplicates(obj, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@param slotID TweakDBID|string
---@return ItemID[]
function gameTransactionSystem:GetItemsInstallableInSlot(obj, itemID, slotID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return ItemID
function gameTransactionSystem:GetNextActiveItemInSlot(obj, slotID) return end

---@param obj gameObject
---@param tagFilters CName[]|string[]
---@return Int32
function gameTransactionSystem:GetNumItems(obj, tagFilters) return end

---@param obj gameObject
---@return Int32
function gameTransactionSystem:GetTotalItemQuantity(obj) return end

---@param obj gameObject
---@param itemID ItemID
---@return TweakDBID[]
function gameTransactionSystem:GetUsedSlotsOnItem(obj, itemID) return end

---@param entity entEntity
---@param matchUsingDefaultAppearance Bool
---@return CName[]
function gameTransactionSystem:GetVisualTags(entity, matchUsingDefaultAppearance) return end

---@param itemID ItemID
---@param owner gameObject
---@return CName[]
function gameTransactionSystem:GetVisualTagsByItemID(itemID, owner) return end

---@param obj gameObject
---@param itemID ItemID
---@param amount Int32
---@param dynamicTags CName[]|string[]
---@return Bool
function gameTransactionSystem:GiveItem(obj, itemID, amount, dynamicTags) return end

---@param obj gameObject
---@param itemQueryTDBID TweakDBID|string
---@param seed Uint64
---@return Bool
function gameTransactionSystem:GiveItemByItemArrayQuery(obj, itemQueryTDBID, seed) return end

---@param obj gameObject
---@param itemData gameItemData
---@return Bool
function gameTransactionSystem:GiveItemByItemData(obj, itemData) return end

---@param obj gameObject
---@param itemQueryTDBID TweakDBID|string
---@param amount Uint32
---@param seed Uint64
---@param telemetryLogSource String
---@return Bool
function gameTransactionSystem:GiveItemByItemQuery(obj, itemQueryTDBID, amount, seed, telemetryLogSource) return end

---@param obj gameObject
---@param tdbID TweakDBID|string
---@param amount Int32
---@return Bool
function gameTransactionSystem:GiveItemByTDBID(obj, tdbID, amount) return end

---@param obj gameObject
---@param itemList gameItemModParams[]
---@return Bool
function gameTransactionSystem:GiveItems(obj, itemList) return end

---@param target gameObject
---@param amount Int32
---@param currency CName|string
---@return Bool
function gameTransactionSystem:GiveMoney(target, amount, currency) return end

---@param obj gameObject
---@param itemData gameItemData
---@return Bool
function gameTransactionSystem:GivePreviewItemByItemData(obj, itemData) return end

---@param obj gameObject
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:GivePreviewItemByItemID(obj, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:HasItem(obj, itemID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:HasItemDataInSlot(obj, slotID, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:HasItemInAnySlot(obj, itemID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:HasItemInSlot(obj, slotID, itemID) return end

---@param obj gameObject
---@param tag CName|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:HasTag(obj, tag, itemID) return end

---@param obj gameObject
---@return Bool, TweakDBID[]
function gameTransactionSystem:InitializeSlots(obj) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return Bool
function gameTransactionSystem:IsSlotEmpty(obj, slotID) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@return Bool
function gameTransactionSystem:IsSlotEmptySpawningItem(obj, slotID) return end

---@param entity entEntity
---@param tag CName|string
---@param matchUsingDefaultAppearance Bool
---@return Bool
function gameTransactionSystem:MatchVisualTag(entity, tag, matchUsingDefaultAppearance) return end

---@param itemID ItemID
---@param owner gameObject
---@param tag CName|string
---@return Bool
function gameTransactionSystem:MatchVisualTagByItemID(itemID, owner, tag) return end

---@param owner gameObject
---@param itemID ItemID
---@param garmentAppearanceName CName|string
---@param appearanceItem ItemID
---@return Bool
function gameTransactionSystem:OnItemAddedToEquipmentSlot(owner, itemID, garmentAppearanceName, appearanceItem) return end

---@param owner gameObject
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:OnItemRemovedFromEquipmentSlot(owner, itemID) return end

---@param obj gameObject
---@param itemID ItemID
---@param newAppearanceName CName|string
function gameTransactionSystem:PrefetchItemAppearance(obj, itemID, newAppearanceName) return end

---@param obj gameObject
---@param keepWorldTransform Bool
---@return TweakDBID
function gameTransactionSystem:RefreshAttachment(obj, keepWorldTransform) return end

---@param owner gameObject
---@param callback gameAttachmentSlotsScriptCallback
---@return gameAttachmentSlotsScriptListener
function gameTransactionSystem:RegisterAttachmentSlotListener(owner, callback) return end

---@param owner gameObject
---@param callback gameInventoryScriptCallback
---@return gameInventoryScriptListener
function gameTransactionSystem:RegisterInventoryListener(owner, callback) return end

---@param obj gameObject
function gameTransactionSystem:ReinitializeStatsOnEntityItems(obj) return end

---@param owner gameObject
---@param item gameItemObject
---@return Bool
function gameTransactionSystem:ReleaseItem(owner, item) return end

---@param obj gameObject
---@return Bool
function gameTransactionSystem:RemoveAllItems(obj) return end

---@param obj gameObject
---@param itemID ItemID
---@param amount Int32
---@return Bool
function gameTransactionSystem:RemoveItem(obj, itemID, amount) return end

---@param obj gameObject
---@param tdbID TweakDBID|string
---@param amount Int32
---@param checkMultipleInstances Bool
---@return Bool
function gameTransactionSystem:RemoveItemByTDBID(obj, tdbID, amount, checkMultipleInstances) return end

---@param obj gameObject
---@param itemID ItemID
---@param shouldDestroyEntity Bool
---@param keepWorldTransform Bool
---@return Bool
function gameTransactionSystem:RemoveItemFromAnySlot(obj, itemID, shouldDestroyEntity, keepWorldTransform) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param shouldDestroyEntity Bool
---@param keepWorldTransform Bool
---@param skipSendAnimEquipEvents Bool
---@return Bool
function gameTransactionSystem:RemoveItemFromSlot(obj, slotID, shouldDestroyEntity, keepWorldTransform, skipSendAnimEquipEvents) return end

---@param obj gameObject
---@param amount Int32
---@param currency CName|string
---@return Bool
function gameTransactionSystem:RemoveMoney(obj, amount, currency) return end

---@param obj gameObject
---@param itemID ItemID
---@param slotID TweakDBID|string
---@param shouldUpdateEntity Bool
---@return ItemID
function gameTransactionSystem:RemovePart(obj, itemID, slotID, shouldUpdateEntity) return end

---@param obj gameObject
---@param itemID ItemID
function gameTransactionSystem:ResetItemAppearance(obj, itemID) return end

---@param itemQueryTDBID TweakDBID|string
---@param excludeItems TweakDBID[]|string[]
---@param uniquesOnly Bool
---@param context gameObject
---@param seed Uint64
---@return gamedataItem_Record[]
function gameTransactionSystem:RunItemArrayQuery(itemQueryTDBID, excludeItems, uniquesOnly, context, seed) return end

---@param itemQueryTDBID TweakDBID|string
---@param context gameObject
---@param seed Uint64
---@return gamedataItem_Record
function gameTransactionSystem:RunItemQuery(itemQueryTDBID, context, seed) return end

---@param seller gameObject
---@param buyer gameObject
---@param itemID ItemID
---@param amount Int32
---@param currency CName|string
---@param price Int32
---@return Bool
function gameTransactionSystem:SellItem(seller, buyer, itemID, amount, currency, price) return end

---@param seller gameObject
---@param buyer gameObject
---@param itemID ItemID
---@param amount Int32
---@param currency CName|string
---@param price Int32
---@return Bool
function gameTransactionSystem:SellItemStrict(seller, buyer, itemID, amount, currency, price) return end

---@param obj gameObject
---@param slotID TweakDBID|string
---@param itemID ItemID
---@return Bool
function gameTransactionSystem:SetActiveItemInSlot(obj, slotID, itemID) return end

---@param newOwner gameObject
---@param itemToLoot gameItemObject
---@return Bool
function gameTransactionSystem:TakeItem(newOwner, itemToLoot) return end

---@param owner gameObject
---@param item gameObject
---@param setUpAndLaunchEvent gameprojectileSetUpAndLaunchEvent
---@return Bool
function gameTransactionSystem:ThrowItem(owner, item, setUpAndLaunchEvent) return end

---@param source gameObject
---@param target gameObject
---@return Bool
function gameTransactionSystem:TransferAllItems(source, target) return end

---@param source gameObject
---@param target gameObject
---@param itemID ItemID
---@param amount Int32
---@param dynamicTags CName[]|string[]
---@param force Bool
---@return Bool
function gameTransactionSystem:TransferItem(source, target, itemID, amount, dynamicTags, force) return end

---@param source gameObject
---@param target gameObject
---@param amount Int32
---@param currency CName|string
---@return Bool
function gameTransactionSystem:TransferMoney(source, target, amount, currency) return end

---@param owner gameObject
---@param listener gameAttachmentSlotsScriptListener
function gameTransactionSystem:UnregisterAttachmentSlotListener(owner, listener) return end

---@param owner gameObject
---@param listener gameInventoryScriptListener
function gameTransactionSystem:UnregisterInventoryListener(owner, listener) return end

---@class gameTransformAnimationDefinition
---@field name CName
---@field autoStart Bool
---@field autoStartDelay Float
---@field timesToPlay Uint32
---@field looping Bool
---@field timeScale Float
---@field reverse Bool
---@field timeline gameTransformAnimationTimeline
gameTransformAnimationDefinition = {}

---@return gameTransformAnimationDefinition
function gameTransformAnimationDefinition.new() return end

---@param props table
---@return gameTransformAnimationDefinition
function gameTransformAnimationDefinition.new(props) return end

---@class gameTransformAnimationEvent : redEvent
---@field animationName CName
gameTransformAnimationEvent = {}

---@class gameTransformAnimationPauseEvent : gameTransformAnimationEvent
gameTransformAnimationPauseEvent = {}

---@return gameTransformAnimationPauseEvent
function gameTransformAnimationPauseEvent.new() return end

---@param props table
---@return gameTransformAnimationPauseEvent
function gameTransformAnimationPauseEvent.new(props) return end

---@class gameTransformAnimationPlayEvent : gameTransformAnimationEvent
---@field timeScale Float
---@field looping Bool
---@field timesPlayed Uint32
---@field useEntitySetup Bool
gameTransformAnimationPlayEvent = {}

---@return gameTransformAnimationPlayEvent
function gameTransformAnimationPlayEvent.new() return end

---@param props table
---@return gameTransformAnimationPlayEvent
function gameTransformAnimationPlayEvent.new(props) return end

---@class gameTransformAnimationResetEvent : gameTransformAnimationPlayEvent
gameTransformAnimationResetEvent = {}

---@return gameTransformAnimationResetEvent
function gameTransformAnimationResetEvent.new() return end

---@param props table
---@return gameTransformAnimationResetEvent
function gameTransformAnimationResetEvent.new(props) return end

---@class gameTransformAnimationSkipEvent : gameTransformAnimationEvent
---@field time Float
---@field skipToEnd Bool
---@field forcePlay Bool
gameTransformAnimationSkipEvent = {}

---@return gameTransformAnimationSkipEvent
function gameTransformAnimationSkipEvent.new() return end

---@param props table
---@return gameTransformAnimationSkipEvent
function gameTransformAnimationSkipEvent.new(props) return end

---@class gameTransformAnimationTimeline
---@field items gameTransformAnimationTrackItem[]
gameTransformAnimationTimeline = {}

---@return gameTransformAnimationTimeline
function gameTransformAnimationTimeline.new() return end

---@param props table
---@return gameTransformAnimationTimeline
function gameTransformAnimationTimeline.new(props) return end

---@class gameTransformAnimationTrackItem : ISerializable
---@field impl gameTransformAnimationTrackItemImpl
---@field startTime Float
---@field duration Float
gameTransformAnimationTrackItem = {}

---@return gameTransformAnimationTrackItem
function gameTransformAnimationTrackItem.new() return end

---@param props table
---@return gameTransformAnimationTrackItem
function gameTransformAnimationTrackItem.new(props) return end

---@class gameTransformAnimationTrackItemImpl : ISerializable
gameTransformAnimationTrackItemImpl = {}

---@class gameTransformAnimation_BreakEffectLoop : gameTransformAnimation_Effects
---@field effectTag CName
gameTransformAnimation_BreakEffectLoop = {}

---@return gameTransformAnimation_BreakEffectLoop
function gameTransformAnimation_BreakEffectLoop.new() return end

---@param props table
---@return gameTransformAnimation_BreakEffectLoop
function gameTransformAnimation_BreakEffectLoop.new(props) return end

---@class gameTransformAnimation_Effects : gameTransformAnimationTrackItemImpl
gameTransformAnimation_Effects = {}

---@class gameTransformAnimation_KillEffect : gameTransformAnimation_Effects
---@field effectTag CName
gameTransformAnimation_KillEffect = {}

---@return gameTransformAnimation_KillEffect
function gameTransformAnimation_KillEffect.new() return end

---@param props table
---@return gameTransformAnimation_KillEffect
function gameTransformAnimation_KillEffect.new(props) return end

---@class gameTransformAnimation_Move : gameTransformAnimationTrackItemImpl
---@field startPositionEvaluator gameTransformAnimation_Position
---@field targetPositionEvaluator gameTransformAnimation_Position
---@field movement gameTransformAnimation_Movement
gameTransformAnimation_Move = {}

---@return gameTransformAnimation_Move
function gameTransformAnimation_Move.new() return end

---@param props table
---@return gameTransformAnimation_Move
function gameTransformAnimation_Move.new(props) return end

---@class gameTransformAnimation_MoveOnSpline : gameTransformAnimationTrackItemImpl
---@field splineNode NodeRef
---@field from Float
---@field to Float
---@field rotationMode gameTransformAnimation_MoveOnSplineRotationMode
---@field movement gameTransformAnimation_Movement
gameTransformAnimation_MoveOnSpline = {}

---@return gameTransformAnimation_MoveOnSpline
function gameTransformAnimation_MoveOnSpline.new() return end

---@param props table
---@return gameTransformAnimation_MoveOnSpline
function gameTransformAnimation_MoveOnSpline.new(props) return end

---@class gameTransformAnimation_Movement : ISerializable
gameTransformAnimation_Movement = {}

---@class gameTransformAnimation_Movement_CurveSet : gameTransformAnimation_Movement
gameTransformAnimation_Movement_CurveSet = {}

---@return gameTransformAnimation_Movement_CurveSet
function gameTransformAnimation_Movement_CurveSet.new() return end

---@param props table
---@return gameTransformAnimation_Movement_CurveSet
function gameTransformAnimation_Movement_CurveSet.new(props) return end

---@class gameTransformAnimation_Movement_CustomCurve : gameTransformAnimation_Movement
---@field curve curveData
gameTransformAnimation_Movement_CustomCurve = {}

---@return gameTransformAnimation_Movement_CustomCurve
function gameTransformAnimation_Movement_CustomCurve.new() return end

---@param props table
---@return gameTransformAnimation_Movement_CustomCurve
function gameTransformAnimation_Movement_CustomCurve.new(props) return end

---@class gameTransformAnimation_Movement_PredefinedFunction : gameTransformAnimation_Movement
---@field function EasingFunction
gameTransformAnimation_Movement_PredefinedFunction = {}

---@return gameTransformAnimation_Movement_PredefinedFunction
function gameTransformAnimation_Movement_PredefinedFunction.new() return end

---@param props table
---@return gameTransformAnimation_Movement_PredefinedFunction
function gameTransformAnimation_Movement_PredefinedFunction.new(props) return end

---@class gameTransformAnimation_PlaySound : gameTransformAnimationTrackItemImpl
---@field soundName CName
---@field unique Bool
gameTransformAnimation_PlaySound = {}

---@return gameTransformAnimation_PlaySound
function gameTransformAnimation_PlaySound.new() return end

---@param props table
---@return gameTransformAnimation_PlaySound
function gameTransformAnimation_PlaySound.new(props) return end

---@class gameTransformAnimation_Position : ISerializable
gameTransformAnimation_Position = {}

---@class gameTransformAnimation_Position_InitialPosition : gameTransformAnimation_Position
---@field offset Vector3
---@field offsetInWorldSpace Bool
gameTransformAnimation_Position_InitialPosition = {}

---@return gameTransformAnimation_Position_InitialPosition
function gameTransformAnimation_Position_InitialPosition.new() return end

---@param props table
---@return gameTransformAnimation_Position_InitialPosition
function gameTransformAnimation_Position_InitialPosition.new(props) return end

---@class gameTransformAnimation_Position_LocalPosition : gameTransformAnimation_Position
---@field position Vector3
gameTransformAnimation_Position_LocalPosition = {}

---@return gameTransformAnimation_Position_LocalPosition
function gameTransformAnimation_Position_LocalPosition.new() return end

---@param props table
---@return gameTransformAnimation_Position_LocalPosition
function gameTransformAnimation_Position_LocalPosition.new(props) return end

---@class gameTransformAnimation_Position_MarkerPosition : gameTransformAnimation_Position
---@field markerNode NodeRef
---@field offset Vector3
gameTransformAnimation_Position_MarkerPosition = {}

---@return gameTransformAnimation_Position_MarkerPosition
function gameTransformAnimation_Position_MarkerPosition.new() return end

---@param props table
---@return gameTransformAnimation_Position_MarkerPosition
function gameTransformAnimation_Position_MarkerPosition.new(props) return end

---@class gameTransformAnimation_RotateFromTo : gameTransformAnimationTrackItemImpl
---@field startRotationEvaluator gameTransformAnimation_Rotation
---@field targetRotationEvaluator gameTransformAnimation_Rotation
---@field movement gameTransformAnimation_Movement
gameTransformAnimation_RotateFromTo = {}

---@return gameTransformAnimation_RotateFromTo
function gameTransformAnimation_RotateFromTo.new() return end

---@param props table
---@return gameTransformAnimation_RotateFromTo
function gameTransformAnimation_RotateFromTo.new(props) return end

---@class gameTransformAnimation_RotateOnAxis : gameTransformAnimationTrackItemImpl
---@field axis gameTransformAnimation_RotateOnAxisAxis
---@field numberOfFullRotations Float
---@field startAngle Float
---@field reverseDirection Bool
---@field movement gameTransformAnimation_Movement
gameTransformAnimation_RotateOnAxis = {}

---@return gameTransformAnimation_RotateOnAxis
function gameTransformAnimation_RotateOnAxis.new() return end

---@param props table
---@return gameTransformAnimation_RotateOnAxis
function gameTransformAnimation_RotateOnAxis.new(props) return end

---@class gameTransformAnimation_Rotation : ISerializable
gameTransformAnimation_Rotation = {}

---@class gameTransformAnimation_Rotation_CurrentRotation : gameTransformAnimation_Rotation
---@field offset Quaternion
gameTransformAnimation_Rotation_CurrentRotation = {}

---@return gameTransformAnimation_Rotation_CurrentRotation
function gameTransformAnimation_Rotation_CurrentRotation.new() return end

---@param props table
---@return gameTransformAnimation_Rotation_CurrentRotation
function gameTransformAnimation_Rotation_CurrentRotation.new(props) return end

---@class gameTransformAnimation_Rotation_InitialRotation : gameTransformAnimation_Rotation
gameTransformAnimation_Rotation_InitialRotation = {}

---@return gameTransformAnimation_Rotation_InitialRotation
function gameTransformAnimation_Rotation_InitialRotation.new() return end

---@param props table
---@return gameTransformAnimation_Rotation_InitialRotation
function gameTransformAnimation_Rotation_InitialRotation.new(props) return end

---@class gameTransformAnimation_Rotation_LocalRotation : gameTransformAnimation_Rotation
---@field rotation Quaternion
gameTransformAnimation_Rotation_LocalRotation = {}

---@return gameTransformAnimation_Rotation_LocalRotation
function gameTransformAnimation_Rotation_LocalRotation.new() return end

---@param props table
---@return gameTransformAnimation_Rotation_LocalRotation
function gameTransformAnimation_Rotation_LocalRotation.new(props) return end

---@class gameTransformAnimation_Rotation_MarkerRotation : gameTransformAnimation_Rotation
---@field markerNode NodeRef
---@field offset Vector3
gameTransformAnimation_Rotation_MarkerRotation = {}

---@return gameTransformAnimation_Rotation_MarkerRotation
function gameTransformAnimation_Rotation_MarkerRotation.new() return end

---@param props table
---@return gameTransformAnimation_Rotation_MarkerRotation
function gameTransformAnimation_Rotation_MarkerRotation.new(props) return end

---@class gameTransformAnimation_SpawnEffect : gameTransformAnimation_Effects
---@field effectName CName
---@field effectTag CName
---@field persistOnDetach Bool
gameTransformAnimation_SpawnEffect = {}

---@return gameTransformAnimation_SpawnEffect
function gameTransformAnimation_SpawnEffect.new() return end

---@param props table
---@return gameTransformAnimation_SpawnEffect
function gameTransformAnimation_SpawnEffect.new(props) return end

---@class gameTransformAnimatorComponent : entIPlacedComponent
---@field animations gameTransformAnimationDefinition[]
gameTransformAnimatorComponent = {}

---@return gameTransformAnimatorComponent
function gameTransformAnimatorComponent.new() return end

---@param props table
---@return gameTransformAnimatorComponent
function gameTransformAnimatorComponent.new(props) return end

---@class gameTransformAnimatorComponentReplicatedState : netIComponentState
gameTransformAnimatorComponentReplicatedState = {}

---@return gameTransformAnimatorComponentReplicatedState
function gameTransformAnimatorComponentReplicatedState.new() return end

---@param props table
---@return gameTransformAnimatorComponentReplicatedState
function gameTransformAnimatorComponentReplicatedState.new(props) return end

---@class gameTransformAnimatorSaveSystem : gameITransformAnimatorSaveSystem
gameTransformAnimatorSaveSystem = {}

---@return gameTransformAnimatorSaveSystem
function gameTransformAnimatorSaveSystem.new() return end

---@param props table
---@return gameTransformAnimatorSaveSystem
function gameTransformAnimatorSaveSystem.new(props) return end

---@class gameTransformsHistorySystem : gameITransformsHistorySystem
gameTransformsHistorySystem = {}

---@return gameTransformsHistorySystem
function gameTransformsHistorySystem.new() return end

---@param props table
---@return gameTransformsHistorySystem
function gameTransformsHistorySystem.new(props) return end

---@class gameTutorialBracketData
---@field bracketID CName
---@field bracketType gameTutorialBracketType
---@field anchor inkEAnchor
---@field offset Vector2
---@field size Vector2
gameTutorialBracketData = {}

---@return gameTutorialBracketData
function gameTutorialBracketData.new() return end

---@param props table
---@return gameTutorialBracketData
function gameTutorialBracketData.new(props) return end

---@class gameTutorialOverlayData
---@field widgetLibraryResource redResourceReferenceScriptToken
---@field itemName CName
gameTutorialOverlayData = {}

---@return gameTutorialOverlayData
function gameTutorialOverlayData.new() return end

---@param props table
---@return gameTutorialOverlayData
function gameTutorialOverlayData.new(props) return end

---@class gameTutorialOverlayUserData : inkUserData
---@field hideOnInput Bool
---@field overlayId Uint32
gameTutorialOverlayUserData = {}

---@return gameTutorialOverlayUserData
function gameTutorialOverlayUserData.new() return end

---@param props table
---@return gameTutorialOverlayUserData
function gameTutorialOverlayUserData.new(props) return end

---@class gameUIItemsHelper : IScriptable
gameUIItemsHelper = {}

---@return gameUIItemsHelper
function gameUIItemsHelper.new() return end

---@param props table
---@return gameUIItemsHelper
function gameUIItemsHelper.new(props) return end

---@param quality Int32
---@return gamedataQuality
function gameUIItemsHelper.IntToQuality(quality) return end

---@param quality gamedataQuality
---@return Int32
function gameUIItemsHelper.QualityEnumToInt(quality) return end

---@param quality gamedataQuality
---@return CName
function gameUIItemsHelper.QualityEnumToName(quality) return end

---@param quality gamedataQuality
---@return String
function gameUIItemsHelper.QualityEnumToString(quality) return end

---@param quality Int32
---@return CName
function gameUIItemsHelper.QualityIntToName(quality) return end

---@param quality CName|string
---@return gamedataQuality
function gameUIItemsHelper.QualityNameToEnum(quality) return end

---@param quality CName|string
---@return Int32
function gameUIItemsHelper.QualityNameToInt(quality) return end

---@param quality String
---@return Int32
function gameUIItemsHelper.QualityStringToInt(quality) return end

---@param quality String
---@return CName
function gameUIItemsHelper.QualityStringToStateName(quality) return end

---@param quality gamedataQuality
---@return Int32
function gameUIItemsHelper.QualityToInt(quality) return end

---@param quality gamedataQuality
---@return String
function gameUIItemsHelper.QualityToLocalizationKey(quality) return end

---@param itemType gamedataItemType
---@return CName
function gameUIItemsHelper.GetAmmoIconByType(itemType) return end

---@param statType gamedataStatType
---@return CName
function gameUIItemsHelper.GetBGIconNameForStat(statType) return end

---@param perkGroup gamedataPerkWeaponGroupType
---@return CName
function gameUIItemsHelper.GetBasicPerkRelevance(perkGroup) return end

---@param itemType gamedataItemType
---@return gamedataPerkWeaponGroupType
function gameUIItemsHelper.GetBasicPerkRelevanceGroup(itemType) return end

---@param slotId TweakDBID|string
---@return String
function gameUIItemsHelper.GetEmptySlotName(slotId) return end

---@param itemType gamedataItemType
---@return String
function gameUIItemsHelper.GetEvolutionWeaponType(itemType) return end

---@param damageType gamedataDamageType
---@return String
function gameUIItemsHelper.GetIconNameForDamageType(damageType) return end

---@param statType gamedataStatType
---@return CName
function gameUIItemsHelper.GetIconNameForStat(statType) return end

---@param itemID TweakDBID|string
---@param itemData gameItemData
---@return String
function gameUIItemsHelper.GetItemName(itemID, itemData) return end

---@param itemData gameInventoryItemData
---@return String
function gameUIItemsHelper.GetItemName(itemData) return end

---@param itemRecord gamedataItem_Record
---@param itemData gameItemData
---@return String
function gameUIItemsHelper.GetItemName(itemRecord, itemData) return end

---@param itemData gameItemData
---@param equipmentArea gamedataEquipmentArea
---@param itemID TweakDBID|string
---@param itemType gamedataItemType
---@param weaponEvolutionType gamedataWeaponEvolution
---@return String
function gameUIItemsHelper.GetItemTypeKey(itemData, equipmentArea, itemID, itemType, weaponEvolutionType) return end

---@param equipmentArea gamedataEquipmentArea
---@param itemID TweakDBID|string
---@param itemType gamedataItemType
---@param weaponEvolutionType gamedataWeaponEvolution
---@return String
function gameUIItemsHelper.GetItemTypeKey(equipmentArea, itemID, itemType, weaponEvolutionType) return end

---@param itemType gamedataItemType
---@param weaponEvolutionType gamedataWeaponEvolution
---@return String
function gameUIItemsHelper.GetItemTypeKey(itemType, weaponEvolutionType) return end

---@param itemType gamedataItemType
---@return String
function gameUIItemsHelper.GetItemTypeKey(itemType) return end

---@param itemID TweakDBID|string
---@param itemType gamedataItemType
---@param weaponEvolutionType gamedataWeaponEvolution
---@return String
function gameUIItemsHelper.GetItemTypeKey(itemID, itemType, weaponEvolutionType) return end

---@param itemTDBID TweakDBID|string
---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetLootingShadowIcon(itemTDBID, slotID, itemType, equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetLootingShadowIcon(equipmentArea) return end

---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetLootingShadowIcon(slotID, itemType, equipmentArea) return end

---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetLootingShadowIcon(itemType, equipmentArea) return end

---@param itemType gamedataItemType
---@return gamedataPerkWeaponGroupType
function gameUIItemsHelper.GetMasterPerkRelevanceGroup(itemType) return end

---@param item gameInventoryItemData
---@return Float
function gameUIItemsHelper.GetQualityF(item) return end

---@param itemData gameItemData
---@return Float
function gameUIItemsHelper.GetQualityF(itemData) return end

---@param qualityInt Int32
---@param isIconic Bool
---@param plusValue Float
---@return Float
function gameUIItemsHelper.GetQualityF(qualityInt, isIconic, plusValue) return end

---@param itemRecord gamedataItem_Record
---@return gameJournalOnscreen
function gameUIItemsHelper.GetShardData(itemRecord) return end

---@param itemRecord gamedataItem_Record
---@return String
function gameUIItemsHelper.GetShardName(itemRecord) return end

---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return String
function gameUIItemsHelper.GetSlotName(itemType, equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return String
function gameUIItemsHelper.GetSlotName(equipmentArea) return end

---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return String
function gameUIItemsHelper.GetSlotName(slotID, itemType, equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetSlotShadowIcon(equipmentArea) return end

---@param slotID TweakDBID|string
---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetSlotShadowIcon(slotID, itemType, equipmentArea) return end

---@param itemType gamedataItemType
---@param equipmentArea gamedataEquipmentArea
---@return CName
function gameUIItemsHelper.GetSlotShadowIcon(itemType, equipmentArea) return end

---@param type gamedataDamageType
---@return gamedataStatType
function gameUIItemsHelper.GetStatTypeByDamageType(type) return end

---@param damageType gamedataDamageType
---@return CName
function gameUIItemsHelper.GetStateNameForDamageType(damageType) return end

---@param statType gamedataStatType
---@return CName
function gameUIItemsHelper.GetStateNameForStat(statType) return end

---@param damageType gamedataDamageType
---@return CName
function gameUIItemsHelper.GetStateNameForType(damageType) return end

---@param itemID TweakDBID|string
---@param itemData gameItemData
---@param fallbackName String
---@return String
function gameUIItemsHelper.GetTooltipItemName(itemID, itemData, fallbackName) return end

---@param data InventoryTooltipData
---@return String
function gameUIItemsHelper.GetTooltipItemName(data) return end

---@param damageType gamedataDamageType
---@return TweakDBID
function gameUIItemsHelper.GetTweakDBIDForDamageType(damageType) return end

---@param evolution gamedataWeaponEvolution
---@return CName
function gameUIItemsHelper.GetWeaponEvolutionTexturePart(evolution) return end

---@param itemType gamedataItemType
---@return CName
function gameUIItemsHelper.GetWeaponTooltipIcon(itemType) return end

---@param itemType gamedataItemType
---@return CName
function gameUIItemsHelper.GetWeaponTypeIcon(itemType) return end

---@param stat gamedataStatType
---@return Bool
function gameUIItemsHelper.IsAttributeAllocationStat(stat) return end

---@param itemType gamedataItemType
---@param itemData gameItemData
---@return RarityItemType
function gameUIItemsHelper.ItemTypeToRarity(itemType, itemData) return end

---@param perkGroup gamedataPerkWeaponGroupType
---@return String
function gameUIItemsHelper.PerkWeaponGroupToText(perkGroup) return end

---@param quality gamedataQuality
---@param type RarityItemType
---@return String
function gameUIItemsHelper.QualityToDefaultString(quality, type) return end

---@param quality gamedataQuality
---@return String
function gameUIItemsHelper.QualityToTierPlusString(quality) return end

---@param quality gamedataQuality
---@return String
function gameUIItemsHelper.QualityToTierString(quality) return end

---@param itemType gamedataItemType
---@return Bool
function gameUIItemsHelper.ShouldDisplayTier(itemType) return end

---@param evolution gamedataWeaponEvolution
---@return String
function gameUIItemsHelper.WeaponEvolutionText(evolution) return end

---@class gameUILocalizationDataPackage : IScriptable
---@field floatValues Float[]
---@field intValues Int32[]
---@field nameValues CName[]
---@field statValues Float[]
---@field statNames CName[]
---@field paramsCount Int32
---@field textParams textTextParameterSet
---@field notReplacedWorkaroundEnabled Bool
gameUILocalizationDataPackage = {}

---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.new() return end

---@param props table
---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.new(props) return end

---@param uiData gamedataGameplayLogicPackageUIData_Record
---@param item gameItemData
---@param partItemData gameInnerItemData
---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.FromLogicUIDataPackage(uiData, item, partItemData) return end

---@param uiData gamedataNewPerkLevelUIData_Record
---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.FromNewPerkUIDataPackage(uiData) return end

---@param uiData gamedataPassiveProficiencyBonusUIData_Record
---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.FromPassiveUIDataPackage(uiData) return end

---@param uiData gamedataPerkLevelUIData_Record
---@return gameUILocalizationDataPackage
function gameUILocalizationDataPackage.FromPerkUIDataPackage(uiData) return end

function gameUILocalizationDataPackage:EnableNotReplacedWorkaround() return end

---@param countWorkaroud Bool
---@return Int32
function gameUILocalizationDataPackage:GetParamsCount(countWorkaroud) return end

---@param countWorkaroud Bool
---@return textTextParameterSet
function gameUILocalizationDataPackage:GetTextParams(countWorkaroud) return end

---@param countWorkaroud Bool
function gameUILocalizationDataPackage:InvalidateTextParams(countWorkaroud) return end

---@param str String
---@return Bool
function gameUILocalizationDataPackage:IsStringFormatableWith(str) return end

---@class gameUnTagObjectRequest : gameScriptableSystemRequest
---@field object gameObject
gameUnTagObjectRequest = {}

---@return gameUnTagObjectRequest
function gameUnTagObjectRequest.new() return end

---@param props table
---@return gameUnTagObjectRequest
function gameUnTagObjectRequest.new(props) return end

---@class gameUnequipByContextRequest : gamePlayerScriptableSystemRequest
---@field itemUnequipContext gameItemUnequipContexts
gameUnequipByContextRequest = {}

---@return gameUnequipByContextRequest
function gameUnequipByContextRequest.new() return end

---@param props table
---@return gameUnequipByContextRequest
function gameUnequipByContextRequest.new(props) return end

---@class gameUnequipByTDBIDRequest : gamePlayerScriptableSystemRequest
---@field itemTDBID TweakDBID
gameUnequipByTDBIDRequest = {}

---@return gameUnequipByTDBIDRequest
function gameUnequipByTDBIDRequest.new() return end

---@param props table
---@return gameUnequipByTDBIDRequest
function gameUnequipByTDBIDRequest.new(props) return end

---@class gameUniqueItemData : gameItemData
gameUniqueItemData = {}

---@return gameUniqueItemData
function gameUniqueItemData.new() return end

---@param props table
---@return gameUniqueItemData
function gameUniqueItemData.new(props) return end

---@class gameVehicleCommonCurveSet : CurveSet
gameVehicleCommonCurveSet = {}

---@return gameVehicleCommonCurveSet
function gameVehicleCommonCurveSet.new() return end

---@param props table
---@return gameVehicleCommonCurveSet
function gameVehicleCommonCurveSet.new(props) return end

---@class gameVehicleCurveSet : CurveSet
gameVehicleCurveSet = {}

---@return gameVehicleCurveSet
function gameVehicleCurveSet.new() return end

---@param props table
---@return gameVehicleCurveSet
function gameVehicleCurveSet.new(props) return end

---@class gameVehicleCurvesLibrary : entEntity
---@field curves gameVehicleCurveSet[]
---@field commonCurves gameVehicleCommonCurveSet[]
---@field bikeCurves vehicleBikeCurveSet[]
gameVehicleCurvesLibrary = {}

---@return gameVehicleCurvesLibrary
function gameVehicleCurvesLibrary.new() return end

---@param props table
---@return gameVehicleCurvesLibrary
function gameVehicleCurvesLibrary.new(props) return end

---@class gameVehicleDynamicSpawnLogic
gameVehicleDynamicSpawnLogic = {}

---@return gameVehicleDynamicSpawnLogic
function gameVehicleDynamicSpawnLogic.new() return end

---@param props table
---@return gameVehicleDynamicSpawnLogic
function gameVehicleDynamicSpawnLogic.new(props) return end

---@class gameVehicleSystem : gameIVehicleSystem
---@field restrictionTags CName[]
gameVehicleSystem = {}

---@return gameVehicleSystem
function gameVehicleSystem.new() return end

---@param props table
---@return gameVehicleSystem
function gameVehicleSystem.new(props) return end

---@return Bool
function gameVehicleSystem.IsPlayerInVehicle() return end

---@return Bool
function gameVehicleSystem.IsSummoningVehiclesRestricted() return end

---@param vehicleID entEntityID
---@return Bool
function gameVehicleSystem:CanDriverShootInCarChase(vehicleID) return end

---@param vehicleID entEntityID
---@return Bool
function gameVehicleSystem:CanPassengersShootInCarChase(vehicleID) return end

---@param vehicleID vehicleGarageVehicleID
function gameVehicleSystem:DespawnPlayerVehicle(vehicleID) return end

function gameVehicleSystem:EnableAllPlayerVehicles() return end

---@param vehicle String
---@param enable Bool
---@param despawnIfDisabling Bool
---@return Bool
function gameVehicleSystem:EnablePlayerVehicle(vehicle, enable, despawnIfDisabling) return end

---@param enable Bool
function gameVehicleSystem:EnablePlayerVehicleCollision(enable) return end

---@return vehiclePlayerVehicle[]
function gameVehicleSystem:GetPlayerUnlockedVehicles() return end

---@return vehiclePlayerVehicle[]
function gameVehicleSystem:GetPlayerVehicles() return end

---@param vehicleType gamedataVehicleType
---@return Bool
function gameVehicleSystem:IsActivePlayerVehicleOnCooldown(vehicleType) return end

---@param recordID TweakDBID|string
---@return Bool
function gameVehicleSystem:IsVehiclePlayerUnlocked(recordID) return end

function gameVehicleSystem:ResetChaseManager() return end

---@param limit Int32
function gameVehicleSystem:SetChaseManagerLimit(limit) return end

---@param value Float
function gameVehicleSystem:SetRammingAttemptDuration(value) return end

---@param value Float
function gameVehicleSystem:SetRammingUponCollisionDuration(value) return end

---@param value Float
function gameVehicleSystem:SetSuicideSpeedChancePercentage(value) return end

---@param vehicleType gamedataVehicleType
---@return Bool
function gameVehicleSystem:SpawnPlayerVehicle(vehicleType) return end

---@param vehicleID vehicleGarageVehicleID
---@param vehicleType gamedataVehicleType
---@param enable Bool
function gameVehicleSystem:TogglePlayerActiveVehicle(vehicleID, vehicleType, enable) return end

function gameVehicleSystem:ToggleSummonMode() return end

---@return CName[]
function gameVehicleSystem:GetVehicleRestrictions() return end

function gameVehicleSystem:OnVehicleSystemAttach() return end

---@class gameVendorData
---@field vendorId String
---@field entityID entEntityID
---@field isActive Bool
gameVendorData = {}

---@return gameVendorData
function gameVendorData.new() return end

---@param props table
---@return gameVendorData
function gameVendorData.new(props) return end

---@class gameVisionActivatorComponent : entIComponent
gameVisionActivatorComponent = {}

---@return gameVisionActivatorComponent
function gameVisionActivatorComponent.new() return end

---@param props table
---@return gameVisionActivatorComponent
function gameVisionActivatorComponent.new(props) return end

---@class gameVisionAppearance
---@field fill Int32
---@field outline Int32
---@field showThroughWalls Bool
---@field patternType gameVisionModePatternType
gameVisionAppearance = {}

---@return gameVisionAppearance
function gameVisionAppearance.new() return end

---@param props table
---@return gameVisionAppearance
function gameVisionAppearance.new(props) return end

---@class gameVisionAppearanceForcedEvent : redEvent
---@field state Bool
gameVisionAppearanceForcedEvent = {}

---@return gameVisionAppearanceForcedEvent
function gameVisionAppearanceForcedEvent.new() return end

---@param props table
---@return gameVisionAppearanceForcedEvent
function gameVisionAppearanceForcedEvent.new(props) return end

---@class gameVisionModeActivationEvent : redEvent
---@field activate Bool
gameVisionModeActivationEvent = {}

---@return gameVisionModeActivationEvent
function gameVisionModeActivationEvent.new() return end

---@param props table
---@return gameVisionModeActivationEvent
function gameVisionModeActivationEvent.new(props) return end

---@class gameVisionModeComponent : gameComponent
---@field defaultHighlightData HighlightEditableData
---@field forcedHighlights FocusForcedHighlightData[]
---@field activeForcedHighlight FocusForcedHighlightData
---@field currentDefaultHighlight FocusForcedHighlightData
---@field activeRevealRequests gameVisionModeSystemRevealIdentifier[]
---@field isFocusModeActive Bool
---@field wasCleanedUp Bool
---@field slaveObjectsToHighlight entEntityID[]
gameVisionModeComponent = {}

---@return gameVisionModeComponent
function gameVisionModeComponent.new() return end

---@param props table
---@return gameVisionModeComponent
function gameVisionModeComponent.new(props) return end

---@param hidden Bool
---@param type gameVisionModeType
function gameVisionModeComponent:SetHiddenInVisionMode(hidden, type) return end

---@param evt AIAIEvent
---@return Bool
function gameVisionModeComponent:OnAIAction(evt) return end

---@param evt gameeventsDeathEvent
---@return Bool
function gameVisionModeComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function gameVisionModeComponent:OnDefeated(evt) return end

---@param evt ForceReactivateHighlightsEvent
---@return Bool
function gameVisionModeComponent:OnForceReactivateHighlights(evt) return end

---@param evt ForceUpdateDefaultHighlightEvent
---@return Bool
function gameVisionModeComponent:OnForceUpdateDefultHighlight(evt) return end

---@param evt ForceVisionApperanceEvent
---@return Bool
function gameVisionModeComponent:OnForceVisionApperance(evt) return end

---@param evt HUDInstruction
---@return Bool
function gameVisionModeComponent:OnHUDInstruction(evt) return end

---@param evt RestoreRevealStateEvent
---@return Bool
function gameVisionModeComponent:OnRestoreRevealEvent(evt) return end

---@param evt gameeventsRevealObjectEvent
---@return Bool
function gameVisionModeComponent:OnRevealObject(evt) return end

---@param evt RevealQuestTargetEvent
---@return Bool
function gameVisionModeComponent:OnRevealQuestTargetEvent(evt) return end

---@param evt SetDefaultHighlightEvent
---@return Bool
function gameVisionModeComponent:OnSetForcedDefaultHighlight(evt) return end

---@param evt SetPersistentForcedHighlightEvent
---@return Bool
function gameVisionModeComponent:OnSetPersistentForcedHighlightEvent(evt) return end

---@param evt ToggleForcedHighlightEvent
---@return Bool
function gameVisionModeComponent:OnToggleForcedHighlightEvent(evt) return end

---@param evt ToggleWeakspotHighlightEvent
---@return Bool
function gameVisionModeComponent:OnToggleWeakspotHighlightEvent(evt) return end

---@param evt gameVisionRevealExpiredEvent
---@return Bool
function gameVisionModeComponent:OnVisionRevealExpiredEvent(evt) return end

---@param data FocusForcedHighlightData
function gameVisionModeComponent:AddForcedHighlight(data) return end

---@param data gameVisionModeSystemRevealIdentifier
---@return Int32
function gameVisionModeComponent:AddRevealRequest(data) return end

---@param transitionTime Float
function gameVisionModeComponent:CancelForcedVisionAppearance(transitionTime) return end

function gameVisionModeComponent:CleanUp() return end

---@return Bool
function gameVisionModeComponent:ClearAllReavealRequests() return end

---@return Bool
function gameVisionModeComponent:ClearForcedHighlights() return end

---@param data1 FocusForcedHighlightData
---@param data2 FocusForcedHighlightData
---@return Bool
function gameVisionModeComponent:CompareHighlightData(data1, data2) return end

function gameVisionModeComponent:EvaluateForcedHighLightsStack() return end

---@param data FocusForcedHighlightData
function gameVisionModeComponent:ForceVisionAppearance(data) return end

---@param data FocusForcedHighlightData
---@param apply Bool
function gameVisionModeComponent:ForwardHighlightToSlaveEntity(data, apply) return end

---@param data HighlightInstance
---@return FocusForcedHighlightData
function gameVisionModeComponent:GetDefaultHighlight(data) return end

---@return gameVisionModeComponentPS
function gameVisionModeComponent:GetMyPS() return end

---@return gameObject
function gameVisionModeComponent:GetOwner() return end

---@param data gameVisionModeSystemRevealIdentifier
---@return Int32
function gameVisionModeComponent:GetRevealRequestIndex(data) return end

---@return gameVisionModeSystem
function gameVisionModeComponent:GetVisionModeSystem() return end

---@return Bool
function gameVisionModeComponent:HasDefaultHighlight() return end

---@param data FocusForcedHighlightData
---@return Bool
function gameVisionModeComponent:HasForcedHighlightOnStack(data) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@param sourceID entEntityID
---@param sourceName CName|string
---@return Bool
function gameVisionModeComponent:HasHighlight(highlightType, outlineType, sourceID, sourceName) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@return Bool
function gameVisionModeComponent:HasHighlight(highlightType, outlineType) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@param sourceID entEntityID
---@return Bool
function gameVisionModeComponent:HasHighlight(highlightType, outlineType, sourceID) return end

---@param highlightType EFocusForcedHighlightType
---@param outlineType EFocusOutlineType
---@return Bool
function gameVisionModeComponent:HasOutlineOrFill(highlightType, outlineType) return end

---@param data gameVisionModeSystemRevealIdentifier
---@return Bool
function gameVisionModeComponent:HasRevealRequest(data) return end

---@return Bool
function gameVisionModeComponent:HasStaticDefaultHighlight() return end

---@param request1 gameVisionModeSystemRevealIdentifier
---@param request2 gameVisionModeSystemRevealIdentifier
---@return Bool
function gameVisionModeComponent:IsRequestTheSame(request1, request2) return end

---@param index Int32
---@return Bool
function gameVisionModeComponent:IsRevealRequestIndexValid(index) return end

---@return Bool
function gameVisionModeComponent:IsRevealed() return end

---@return Bool
function gameVisionModeComponent:IsTagged() return end

function gameVisionModeComponent:OnGameAttach() return end

function gameVisionModeComponent:OnGameDetach() return end

function gameVisionModeComponent:ReactivateForceHighlight() return end

---@param data FocusForcedHighlightData
---@param ignoreStackEvaluation Bool
function gameVisionModeComponent:RemoveForcedHighlight(data, ignoreStackEvaluation) return end

---@param data gameVisionModeSystemRevealIdentifier
function gameVisionModeComponent:RemoveRevealRequest(data) return end

---@param reason gameVisionModeSystemRevealIdentifier
---@param lifetime Float
function gameVisionModeComponent:RemoveRevealWithDelay(reason, lifetime) return end

function gameVisionModeComponent:RequestHUDRefresh() return end

function gameVisionModeComponent:RestoreReveal() return end

---@param reveal Bool
---@param reason gameVisionModeSystemRevealIdentifier
---@param lifetime Float
---@param onlyRevealWeakspots Bool
function gameVisionModeComponent:RevealObject(reveal, reason, lifetime, onlyRevealWeakspots) return end

---@param state ERevealState
---@param reason gameVisionModeSystemRevealIdentifier
---@param onlyRevealWeakspots Bool
function gameVisionModeComponent:SendRevealStateChangedEvent(state, reason, onlyRevealWeakspots) return end

---@param sourceName CName|string
---@param highlightData HighlightEditableData
---@param operation EToggleOperationType
function gameVisionModeComponent:ToggleForcedHighlight(sourceName, highlightData, operation) return end

---@param reveal Bool
---@param forced Bool
function gameVisionModeComponent:ToggleRevealObject(reveal, forced) return end

---@param data FocusForcedHighlightData
function gameVisionModeComponent:UpdateActiveForceHighlight(data) return end

---@param data FocusForcedHighlightData
function gameVisionModeComponent:UpdateDefaultHighlight(data) return end

---@param objectsToHighlight gameObject[]
function gameVisionModeComponent:UpdateSlaveObjectsToHighlight(objectsToHighlight) return end

---@class gameVisionModeComponentPS : gameComponentPS
---@field hideInDefaultMode Bool
---@field hideInFocusMode Bool
---@field inactive Bool
---@field questInactive Bool
---@field storedHighlightData FocusForcedHighlightPersistentData
gameVisionModeComponentPS = {}

---@return gameVisionModeComponentPS
function gameVisionModeComponentPS.new() return end

---@param props table
---@return gameVisionModeComponentPS
function gameVisionModeComponentPS.new(props) return end

---@return FocusForcedHighlightData
function gameVisionModeComponentPS:GetStoredHighlightData() return end

---@param evt SetPersistentForcedHighlightEvent
---@return EntityNotificationType
function gameVisionModeComponentPS:OnSetPersistentForcedHighlightEvent(evt) return end

---@param data FocusForcedHighlightData
function gameVisionModeComponentPS:StoreHighlightData(data) return end

---@class gameVisionModeEvent : redEvent
---@field activated Bool
---@field type gameVisionModeType
gameVisionModeEvent = {}

---@return gameVisionModeEvent
function gameVisionModeEvent.new() return end

---@param props table
---@return gameVisionModeEvent
function gameVisionModeEvent.new(props) return end

---@class gameVisionModeHideEvent : redEvent
---@field hide Bool
---@field type gameVisionModeType
gameVisionModeHideEvent = {}

---@return gameVisionModeHideEvent
function gameVisionModeHideEvent.new() return end

---@param props table
---@return gameVisionModeHideEvent
function gameVisionModeHideEvent.new(props) return end

---@class gameVisionModeMappinEvent : redEvent
---@field show Bool
gameVisionModeMappinEvent = {}

---@return gameVisionModeMappinEvent
function gameVisionModeMappinEvent.new() return end

---@param props table
---@return gameVisionModeMappinEvent
function gameVisionModeMappinEvent.new(props) return end

---@class gameVisionModePrereq : gameIPrereq
---@field type gameVisionModeType
gameVisionModePrereq = {}

---@return gameVisionModePrereq
function gameVisionModePrereq.new() return end

---@param props table
---@return gameVisionModePrereq
function gameVisionModePrereq.new(props) return end

---@class gameVisionModePrereqState : gamePrereqState
gameVisionModePrereqState = {}

---@return gameVisionModePrereqState
function gameVisionModePrereqState.new() return end

---@param props table
---@return gameVisionModePrereqState
function gameVisionModePrereqState.new(props) return end

---@class gameVisionModeSystem : gameIVisionModeSystem
gameVisionModeSystem = {}

---@return gameVisionModeSystem
function gameVisionModeSystem.new() return end

---@param props table
---@return gameVisionModeSystem
function gameVisionModeSystem.new(props) return end

---@param entity gameObject
---@param transitionTime Float
function gameVisionModeSystem:CancelForceVisionAppearance(entity, transitionTime) return end

---@param activator gameObject
---@param mode gameVisionModeType
function gameVisionModeSystem:EnterMode(activator, mode) return end

---@param entity gameObject
---@param appearance gameVisionAppearance
---@param transitionTime Float
function gameVisionModeSystem:ForceVisionAppearance(entity, appearance, transitionTime) return end

---@param revealEntityId entEntityID
---@return gameVisionModeSystemRevealIdentifier[]
function gameVisionModeSystem:GetDelayedRevealEntries(revealEntityId) return end

---@return gameScanningController
function gameVisionModeSystem:GetScanningController() return end

---@param revealEntityId entEntityID
---@param revealId gameVisionModeSystemRevealIdentifier
---@return Bool
function gameVisionModeSystem:IsDelayedRevealInProgress(revealEntityId, revealId) return end

---@param activator gameObject
---@param listener gameObject
---@return Bool
function gameVisionModeSystem:RegisterActivatorCallback(activator, listener) return end

---@param revealEntityId entEntityID
---@param revealId gameVisionModeSystemRevealIdentifier
---@param delayTime Float
function gameVisionModeSystem:RegisterDelayedReveal(revealEntityId, revealId, delayTime) return end

---@param parentId entEntityID
---@param childNodeRef NodeRef
---@param enable Bool
function gameVisionModeSystem:SetChildEntityVisionMode(parentId, childNodeRef, enable) return end

---@param id entEntityID
---@param val Bool
function gameVisionModeSystem:SetEntityVisionMode(id, val) return end

---@param activator gameObject
---@param listener gameObject
function gameVisionModeSystem:UnregisterActivatorCallback(activator, listener) return end

---@param revealEntityId entEntityID
---@param revealId gameVisionModeSystemRevealIdentifier
function gameVisionModeSystem:UnregisterDelayedReveal(revealEntityId, revealId) return end

---@class gameVisionModeSystemRevealIdentifier
---@field sourceEntityId entEntityID
---@field reason CName
gameVisionModeSystemRevealIdentifier = {}

---@return gameVisionModeSystemRevealIdentifier
function gameVisionModeSystemRevealIdentifier.new() return end

---@param props table
---@return gameVisionModeSystemRevealIdentifier
function gameVisionModeSystemRevealIdentifier.new(props) return end

---@class gameVisionModeUpdateVisuals : redEvent
---@field pulse Bool
gameVisionModeUpdateVisuals = {}

---@return gameVisionModeUpdateVisuals
function gameVisionModeUpdateVisuals.new() return end

---@param props table
---@return gameVisionModeUpdateVisuals
function gameVisionModeUpdateVisuals.new(props) return end

---@class gameVisionModeVisualEvent : redEvent
---@field group TweakDBID
---@field changedModule CName
---@field activated Bool
---@field meshComponentName CName
---@field type gameVisionModeType
gameVisionModeVisualEvent = {}

---@return gameVisionModeVisualEvent
function gameVisionModeVisualEvent.new() return end

---@param props table
---@return gameVisionModeVisualEvent
function gameVisionModeVisualEvent.new(props) return end

---@class gameVisionModuleEvent : redEvent
---@field changedModule CName
---@field activator gameObject
---@field activated Bool
gameVisionModuleEvent = {}

---@return gameVisionModuleEvent
function gameVisionModuleEvent.new() return end

---@param props table
---@return gameVisionModuleEvent
function gameVisionModuleEvent.new(props) return end

---@class gameVisionRevealExpiredEvent : redEvent
---@field revealId gameVisionModeSystemRevealIdentifier
gameVisionRevealExpiredEvent = {}

---@return gameVisionRevealExpiredEvent
function gameVisionRevealExpiredEvent.new() return end

---@param props table
---@return gameVisionRevealExpiredEvent
function gameVisionRevealExpiredEvent.new(props) return end

---@class gameVisualTagsAppearanceNamesPreset : ISerializable
---@field presets gameVisualTagsAppearanceNamesPreset_Entity[]
gameVisualTagsAppearanceNamesPreset = {}

---@return gameVisualTagsAppearanceNamesPreset
function gameVisualTagsAppearanceNamesPreset.new() return end

---@param props table
---@return gameVisualTagsAppearanceNamesPreset
function gameVisualTagsAppearanceNamesPreset.new(props) return end

---@class gameVisualTagsAppearanceNamesPreset_Entity : ISerializable
---@field entityPathHash Uint64
---@field debugEntityPath CName
---@field tagsToAppearances gameVisualTagsAppearanceNamesPreset_TagsAppearances[]
gameVisualTagsAppearanceNamesPreset_Entity = {}

---@return gameVisualTagsAppearanceNamesPreset_Entity
function gameVisualTagsAppearanceNamesPreset_Entity.new() return end

---@param props table
---@return gameVisualTagsAppearanceNamesPreset_Entity
function gameVisualTagsAppearanceNamesPreset_Entity.new(props) return end

---@class gameVisualTagsAppearanceNamesPreset_TagsAppearances : ISerializable
---@field visualTagHash CName
---@field appearanceNames CName[]
gameVisualTagsAppearanceNamesPreset_TagsAppearances = {}

---@return gameVisualTagsAppearanceNamesPreset_TagsAppearances
function gameVisualTagsAppearanceNamesPreset_TagsAppearances.new() return end

---@param props table
---@return gameVisualTagsAppearanceNamesPreset_TagsAppearances
function gameVisualTagsAppearanceNamesPreset_TagsAppearances.new(props) return end

---@class gameWardrobeSystem : gameIWardrobeSystem
gameWardrobeSystem = {}

---@return gameWardrobeSystem
function gameWardrobeSystem.new() return end

---@param props table
---@return gameWardrobeSystem
function gameWardrobeSystem.new(props) return end

---@param number Int32
---@return gameWardrobeClothingSetIndex
function gameWardrobeSystem.NumberToWardrobeClothingSetIndex(number) return end

---@param itemID ItemID
function gameWardrobeSystem.SendWardrobeAddItemRequest(itemID) return end

---@param itemID ItemID
function gameWardrobeSystem.SendWardrobeInspectItemRequest(itemID) return end

---@param slotIndex gameWardrobeClothingSetIndex
---@return Int32
function gameWardrobeSystem.WardrobeClothingSetIndexToNumber(slotIndex) return end

---@param setIndex gameWardrobeClothingSetIndex
function gameWardrobeSystem:DeleteClothingSet(setIndex) return end

---@return gameClothingSet
function gameWardrobeSystem:GetActiveClothingSet() return end

---@return gameWardrobeClothingSetIndex
function gameWardrobeSystem:GetActiveClothingSetIndex() return end

---@return gameClothingSet[]
function gameWardrobeSystem:GetClothingSets() return end

---@param equipmentArea gamedataEquipmentArea
---@param inventoryItemDataV2 IScriptable
---@return gameInventoryItemData[]
function gameWardrobeSystem:GetFilteredInventoryItemsData(equipmentArea, inventoryItemDataV2) return end

---@param equipmentArea gamedataEquipmentArea
---@return ItemID[]
function gameWardrobeSystem:GetFilteredStoredItemIDs(equipmentArea) return end

---@param item TweakDBID|string
---@return ItemID
function gameWardrobeSystem:GetStoredItemID(item) return end

---@return ItemID[]
function gameWardrobeSystem:GetStoredItemIDs() return end

---@param itemID ItemID
---@return Bool
function gameWardrobeSystem:IsItemBlacklisted(itemID) return end

---@param clothingSet gameClothingSet
function gameWardrobeSystem:PushBackClothingSet(clothingSet) return end

---@param slotIndex gameWardrobeClothingSetIndex
function gameWardrobeSystem:SetActiveClothingSetIndex(slotIndex) return end

---@param itemID ItemID
---@return Bool
function gameWardrobeSystem:StoreUniqueItemID(itemID) return end

---@param itemID ItemID
---@return Bool
function gameWardrobeSystem:StoreUniqueItemIDAndMarkNew(itemID) return end

---@class gameWasScannedPrereq : gameIPrereq
gameWasScannedPrereq = {}

---@return gameWasScannedPrereq
function gameWasScannedPrereq.new() return end

---@param props table
---@return gameWasScannedPrereq
function gameWasScannedPrereq.new(props) return end

---@class gameWasScannedPrereqState : gamePrereqState
gameWasScannedPrereqState = {}

---@return gameWasScannedPrereqState
function gameWasScannedPrereqState.new() return end

---@param props table
---@return gameWasScannedPrereqState
function gameWasScannedPrereqState.new(props) return end

---@class gameWaypoint : worldIMarker
gameWaypoint = {}

---@return gameWaypoint
function gameWaypoint.new() return end

---@param props table
---@return gameWaypoint
function gameWaypoint.new(props) return end

---@class gameWeakSpotReplicatedInfo
---@field weakSpotRecordID Uint64
---@field wsHealthValue Float
---@field LastDamageInstigator gamePuppet
gameWeakSpotReplicatedInfo = {}

---@return gameWeakSpotReplicatedInfo
function gameWeakSpotReplicatedInfo.new() return end

---@param props table
---@return gameWeakSpotReplicatedInfo
function gameWeakSpotReplicatedInfo.new(props) return end

---@class gameWeakspotComponent : entIComponent
---@field defaultPhysicalDestructionProperties gameWeakspotPhysicalDestructionProperties
gameWeakspotComponent = {}

---@return gameWeakspotComponent
function gameWeakspotComponent.new() return end

---@param props table
---@return gameWeakspotComponent
function gameWeakspotComponent.new(props) return end

---@return gameWeakspotObject[]
function gameWeakspotComponent:GetWeakspots() return end

---@class gameWeakspotComponentReplicatedState : netIComponentState
---@field WeakspotRepInfos gameWeakSpotReplicatedInfo[]
gameWeakspotComponentReplicatedState = {}

---@return gameWeakspotComponentReplicatedState
function gameWeakspotComponentReplicatedState.new() return end

---@param props table
---@return gameWeakspotComponentReplicatedState
function gameWeakspotComponentReplicatedState.new(props) return end

---@class gameWeakspotDestroyPhysicalComponentsEvent : redEvent
---@field components gameWeakspotPhysicalDestructionComponent[]
gameWeakspotDestroyPhysicalComponentsEvent = {}

---@return gameWeakspotDestroyPhysicalComponentsEvent
function gameWeakspotDestroyPhysicalComponentsEvent.new() return end

---@param props table
---@return gameWeakspotDestroyPhysicalComponentsEvent
function gameWeakspotDestroyPhysicalComponentsEvent.new(props) return end

---@class gameWeakspotDestroyedEvent : redEvent
gameWeakspotDestroyedEvent = {}

---@return gameWeakspotDestroyedEvent
function gameWeakspotDestroyedEvent.new() return end

---@param props table
---@return gameWeakspotDestroyedEvent
function gameWeakspotDestroyedEvent.new(props) return end

---@class gameWeakspotObject : gameObject
gameWeakspotObject = {}

---@return gameWeakspotObject
function gameWeakspotObject.new() return end

---@param props table
---@return gameWeakspotObject
function gameWeakspotObject.new(props) return end

---@return gamedataWeakspot_Record
function gameWeakspotObject:GetRecord() return end

---@return gameObject
function gameWeakspotObject:GetReplicationInstigator() return end

---@param instigator gameObject
function gameWeakspotObject:SetReplicationInstigator(instigator) return end

---@return Bool
function gameWeakspotObject:IsInternal() return end

---@return Bool
function gameWeakspotObject:IsInvulnerable() return end

---@class gameWeakspotPhysicalDestructionComponent
---@field componentName CName
---@field useDefaultOwnerProperties Bool
---@field destructionProperties gameWeakspotPhysicalDestructionProperties
gameWeakspotPhysicalDestructionComponent = {}

---@return gameWeakspotPhysicalDestructionComponent
function gameWeakspotPhysicalDestructionComponent.new() return end

---@param props table
---@return gameWeakspotPhysicalDestructionComponent
function gameWeakspotPhysicalDestructionComponent.new(props) return end

---@class gameWeakspotPhysicalDestructionProperties
---@field velocity Float
gameWeakspotPhysicalDestructionProperties = {}

---@return gameWeakspotPhysicalDestructionProperties
function gameWeakspotPhysicalDestructionProperties.new() return end

---@param props table
---@return gameWeakspotPhysicalDestructionProperties
function gameWeakspotPhysicalDestructionProperties.new(props) return end

---@class gameWeaponAudio : ISerializable
gameWeaponAudio = {}

---@return gameWeaponAudio
function gameWeaponAudio.new() return end

---@param props table
---@return gameWeaponAudio
function gameWeaponAudio.new(props) return end

---@class gameWeaponAudioComponent : gameaudioSoundComponentBase
gameWeaponAudioComponent = {}

---@return gameWeaponAudioComponent
function gameWeaponAudioComponent.new() return end

---@param props table
---@return gameWeaponAudioComponent
function gameWeaponAudioComponent.new(props) return end

---@class gameWeaponReplicationHistory
---@field weaponSlot TweakDBID
---@field shots gameReplicatedShotData[]
---@field latestShotId Uint32
---@field continuousAttack gameReplicatedContinuousAttack
gameWeaponReplicationHistory = {}

---@return gameWeaponReplicationHistory
function gameWeaponReplicationHistory.new() return end

---@param props table
---@return gameWeaponReplicationHistory
function gameWeaponReplicationHistory.new(props) return end

---@class gameWeaponsReplicatedState
gameWeaponsReplicatedState = {}

---@return gameWeaponsReplicatedState
function gameWeaponsReplicatedState.new() return end

---@param props table
---@return gameWeaponsReplicatedState
function gameWeaponsReplicatedState.new(props) return end

---@class gameWorkspotGameSystem : gameIWorkspotGameSystem
gameWorkspotGameSystem = {}

---@return gameWorkspotGameSystem
function gameWorkspotGameSystem.new() return end

---@param props table
---@return gameWorkspotGameSystem
function gameWorkspotGameSystem.new(props) return end

---@param deviceID entEntityID
---@return gameObject
function gameWorkspotGameSystem:GetDeviceUser(deviceID) return end

---@param actor gameObject
---@return gameExtendedWorkspotInfo
function gameWorkspotGameSystem:GetExtendedInfo(actor) return end

---@param actor gameObject
---@param animName CName|string
---@return Int32
function gameWorkspotGameSystem:GetIdOfExitAnim(actor, animName) return end

---@param actor gameObject
function gameWorkspotGameSystem:HardResetPlaybackToStart(actor) return end

---@param actor gameObject
---@param fastExit Bool
---@param slowExit Bool
---@param performNavmeshChecks Bool
---@return Bool
function gameWorkspotGameSystem:HasExitNodes(actor, fastExit, slowExit, performNavmeshChecks) return end

---@param actor gameObject
---@return Bool
function gameWorkspotGameSystem:IsActorInWorkspot(actor) return end

---@param vehicle gameObject
---@param child gameObject
---@param slotName CName|string
---@return Bool
function gameWorkspotGameSystem:IsInVehicleWorkspot(vehicle, child, slotName) return end

---@param actor gameObject
---@param reactionName CName|string
---@return Bool
function gameWorkspotGameSystem:IsReactionAvailable(actor, reactionName) return end

---@param actor gameObject
---@return Bool
function gameWorkspotGameSystem:IsWorkspotEnabled(actor) return end

---@param parent gameObject
---@param child gameObject
---@param slideTime Float
---@param animDelay Float
---@param workspotResourceContainer CName|string
---@param slotName CName|string
---@param syncronizedObjects entEntityID[]
---@param entrySlotName CName|string
---@param animVariables CName[]|string[]
---@return Bool
function gameWorkspotGameSystem:MountToVehicle(parent, child, slideTime, animDelay, workspotResourceContainer, slotName, syncronizedObjects, entrySlotName, animVariables) return end

---@param device gameObject
---@param actor gameObject
---@param workspotStateFlavourName CName|string
---@param actorDataCompName CName|string
---@param deviceDataCompName CName|string
---@param syncSlotName CName|string
---@param slideTime Float
---@param slideBehaviour gameWorkspotSlidingBehaviour
---@param callbackEventRecipient entEntity
function gameWorkspotGameSystem:PlayInDevice(device, actor, workspotStateFlavourName, actorDataCompName, deviceDataCompName, syncSlotName, slideTime, slideBehaviour, callbackEventRecipient) return end

---@param device gameObject
---@param actor gameObject
---@param allowCameraMov Bool
---@param actorDataCompName CName|string
---@param deviceDataCompName CName|string
---@param syncSlotName CName|string
---@param slideTime Float
---@param slideBehaviour gameWorkspotSlidingBehaviour
---@param callbackEventRecipient entEntity
function gameWorkspotGameSystem:PlayInDeviceSimple(device, actor, allowCameraMov, actorDataCompName, deviceDataCompName, syncSlotName, slideTime, slideBehaviour, callbackEventRecipient) return end

---@param npc gameObject
---@param master gameObject
---@param referenceEntity gameObject
---@param actorDataCompName CName|string
---@param syncSlotName CName|string
---@param slideTime Float
---@param syncOffsetSourceCompName CName|string
function gameWorkspotGameSystem:PlayNpcInWorkspot(npc, master, referenceEntity, actorDataCompName, syncSlotName, slideTime, syncOffsetSourceCompName) return end

---@param actor gameObject
function gameWorkspotGameSystem:ResetPlaybackToStart(actor) return end

---@param mode workWorkspotDebugMode
---@param entId String
function gameWorkspotGameSystem:SendDebugCommand(mode, entId) return end

---@param mode workWorkspotDebugMode
---@param obj gameObject
function gameWorkspotGameSystem:SendDebugCommandEnt(mode, obj) return end

---@param mode workWorkspotDebugMode
---@param obj gameObject
---@param redscript IScriptable
function gameWorkspotGameSystem:SendDebugCommandFunctionalTests(mode, obj, redscript) return end

---@param actor gameObject
---@param master gameObject
function gameWorkspotGameSystem:SendDynamicSyncBindSignal(actor, master) return end

---@param actor gameObject
function gameWorkspotGameSystem:SendDynamicSyncUnbindSignal(actor) return end

---@param actor gameObject
---@param eventName CName|string
---@return Bool
function gameWorkspotGameSystem:SendEventToConnectedSpots(actor, eventName) return end

---@param actor gameObject
---@param dirLS Vector3
---@param stayInWorkspotIfFailed Bool
---@param playSlowExitIfFailed Bool
---@param instant Bool
---@param tryBlendToWalk Bool
function gameWorkspotGameSystem:SendFastExitSignal(actor, dirLS, stayInWorkspotIfFailed, playSlowExitIfFailed, instant, tryBlendToWalk) return end

---@param actor gameObject
function gameWorkspotGameSystem:SendForwardSignal(actor) return end

---@param actor gameObject
---@param entryId Int32
---@param instant Bool
function gameWorkspotGameSystem:SendJumpCommandEnt(actor, entryId, instant) return end

---@param actor gameObject
---@param animName CName|string
---@param instant Bool
function gameWorkspotGameSystem:SendJumpToAnimEnt(actor, animName, instant) return end

---@param actor gameObject
---@param entryTag CName|string
---@param instant Bool
---@param deviceId entEntityID
function gameWorkspotGameSystem:SendJumpToTagCommandEnt(actor, entryTag, instant, deviceId) return end

---@param actor gameObject
function gameWorkspotGameSystem:SendPlaySignal(actor) return end

---@param actor gameObject
---@param reactionName CName|string
---@return Bool
function gameWorkspotGameSystem:SendReactionSignal(actor, reactionName) return end

---@param actor gameObject
---@param animationName CName|string
---@param dontWaitForCurrentAnimationToFinish Bool
function gameWorkspotGameSystem:SendSlowExitSignal(actor, animationName, dontWaitForCurrentAnimationToFinish) return end

---@param actor gameObject
---@param posDelta Vector4
---@param orientDelta Quaternion
function gameWorkspotGameSystem:StopInDevice(actor, posDelta, orientDelta) return end

---@param actor gameObject
function gameWorkspotGameSystem:StopNpcInWorkspot(actor) return end

---@param parent gameObject
---@param child gameObject
---@param workspotResourceContainer CName|string
---@param slotName CName|string
---@param exitSlotName CName|string
---@param activateAnimVariables CName[]|string[]
---@param deactivateAnimVariables CName[]|string[]
function gameWorkspotGameSystem:SwitchSeatVehicle(parent, child, workspotResourceContainer, slotName, exitSlotName, activateAnimVariables, deactivateAnimVariables) return end

---@param item gameItemObject
---@param owner gameObject
function gameWorkspotGameSystem:SynchronizeItemWithOwner(item, owner) return end

---@param parent gameObject
---@param child gameObject
---@param instant Bool
---@param posDelta Vector4
---@param orientDelta Quaternion
---@param exitSlotName CName|string
function gameWorkspotGameSystem:UnmountFromVehicle(parent, child, instant, posDelta, orientDelta, exitSlotName) return end

---@class gameWorldBoundaryNode : worldAreaShapeNode
gameWorldBoundaryNode = {}

---@return gameWorldBoundaryNode
function gameWorldBoundaryNode.new() return end

---@param props table
---@return gameWorldBoundaryNode
function gameWorldBoundaryNode.new(props) return end

---@class gameWorldBoundaryNodeInstance : worldAreaShapeNodeInstance
gameWorldBoundaryNodeInstance = {}

---@return gameWorldBoundaryNodeInstance
function gameWorldBoundaryNodeInstance.new() return end

---@param props table
---@return gameWorldBoundaryNodeInstance
function gameWorldBoundaryNodeInstance.new(props) return end

---@class gameWorldBoundarySystem : gameIWorldBoundarySystem
gameWorldBoundarySystem = {}

---@return gameWorldBoundarySystem
function gameWorldBoundarySystem.new() return end

---@param props table
---@return gameWorldBoundarySystem
function gameWorldBoundarySystem.new(props) return end

---@class gameWorldSpaceBlendCamera : entBaseCameraComponent
gameWorldSpaceBlendCamera = {}

---@return gameWorldSpaceBlendCamera
function gameWorldSpaceBlendCamera.new() return end

---@param props table
---@return gameWorldSpaceBlendCamera
function gameWorldSpaceBlendCamera.new(props) return end

---@class gameWrappedEntIDArray
---@field arr entEntityID[]
gameWrappedEntIDArray = {}

---@return gameWrappedEntIDArray
function gameWrappedEntIDArray.new() return end

---@param props table
---@return gameWrappedEntIDArray
function gameWrappedEntIDArray.new(props) return end

---@class gameaimAssistAimAssist
gameaimAssistAimAssist = {}

---@return gameaimAssistAimAssist
function gameaimAssistAimAssist.new() return end

---@param props table
---@return gameaimAssistAimAssist
function gameaimAssistAimAssist.new(props) return end

---@class gameaimAssistAimAssistRemotePlayer
gameaimAssistAimAssistRemotePlayer = {}

---@return gameaimAssistAimAssistRemotePlayer
function gameaimAssistAimAssistRemotePlayer.new() return end

---@param props table
---@return gameaimAssistAimAssistRemotePlayer
function gameaimAssistAimAssistRemotePlayer.new(props) return end

---@class gameaimAssistAimRequest
---@field duration Float
---@field adjustPitch Bool
---@field adjustYaw Bool
---@field endOnTargetReached Bool
---@field endOnCameraInputApplied Bool
---@field endOnTimeExceeded Bool
---@field endOnAimingStopped Bool
---@field cameraInputMagToBreak Float
---@field cameraMouseInputMagToBreak Float
---@field precision Float
---@field maxDuration Float
---@field easeIn Bool
---@field easeOut Bool
---@field checkRange Bool
---@field lookAtTarget Vector4
---@field processAsInput Bool
---@field bodyPartsTracking Bool
---@field bptMaxDot Float
---@field bptMaxSwitches Float
---@field bptMinInputMag Float
---@field bptMinResetInputMag Float
gameaimAssistAimRequest = {}

---@return gameaimAssistAimRequest
function gameaimAssistAimRequest.new() return end

---@param props table
---@return gameaimAssistAimRequest
function gameaimAssistAimRequest.new(props) return end

---@class gameaudioAcousticPortalComponent : entIPlacedComponent
---@field radius Uint8
---@field nominalRadius Uint8
---@field initialyOpen Bool
gameaudioAcousticPortalComponent = {}

---@return gameaudioAcousticPortalComponent
function gameaudioAcousticPortalComponent.new() return end

---@param props table
---@return gameaudioAcousticPortalComponent
function gameaudioAcousticPortalComponent.new(props) return end

---@class gameaudioBreathingSubSystem : gameaudioISoundComponentSubSystem
---@field metadataName CName
gameaudioBreathingSubSystem = {}

---@return gameaudioBreathingSubSystem
function gameaudioBreathingSubSystem.new() return end

---@param props table
---@return gameaudioBreathingSubSystem
function gameaudioBreathingSubSystem.new(props) return end

---@class gameaudioFlybySubSystem : gameaudioISoundComponentSubSystem
gameaudioFlybySubSystem = {}

---@return gameaudioFlybySubSystem
function gameaudioFlybySubSystem.new() return end

---@param props table
---@return gameaudioFlybySubSystem
function gameaudioFlybySubSystem.new(props) return end

---@class gameaudioIAudioSubSystem : IScriptable
gameaudioIAudioSubSystem = {}

---@class gameaudioIScanningSystem : gameIGameSystem
gameaudioIScanningSystem = {}

---@class gameaudioISoundComponentSubSystem : gameaudioIAudioSubSystem
gameaudioISoundComponentSubSystem = {}

---@class gameaudioIWeaponAudioComponentSubSystem : gameaudioIAudioSubSystem
gameaudioIWeaponAudioComponentSubSystem = {}

---@class gameaudioMeleeAudioSubSystem : gameaudioIWeaponAudioComponentSubSystem
gameaudioMeleeAudioSubSystem = {}

---@return gameaudioMeleeAudioSubSystem
function gameaudioMeleeAudioSubSystem.new() return end

---@param props table
---@return gameaudioMeleeAudioSubSystem
function gameaudioMeleeAudioSubSystem.new(props) return end

---@class gameaudioMusicSyncComponent : entIComponent
---@field notifyBeats Bool
---@field notifyBars Bool
---@field notifyGrid Bool
---@field notifyBarProgression Bool
---@field notifyBeatProgression Bool
---@field syncTrack CName
gameaudioMusicSyncComponent = {}

---@return gameaudioMusicSyncComponent
function gameaudioMusicSyncComponent.new() return end

---@param props table
---@return gameaudioMusicSyncComponent
function gameaudioMusicSyncComponent.new(props) return end

---@class gameaudioRagdollSubSystem : gameaudioISoundComponentSubSystem
---@field defaultMaterialMetadata CName
---@field customDismembermentSettings CName
---@field lookupMatrixName CName
gameaudioRagdollSubSystem = {}

---@return gameaudioRagdollSubSystem
function gameaudioRagdollSubSystem.new() return end

---@param props table
---@return gameaudioRagdollSubSystem
function gameaudioRagdollSubSystem.new(props) return end

---@class gameaudioScanningSystem : gameaudioIScanningSystem
gameaudioScanningSystem = {}

---@return gameaudioScanningSystem
function gameaudioScanningSystem.new() return end

---@param props table
---@return gameaudioScanningSystem
function gameaudioScanningSystem.new(props) return end

---@class gameaudioSoundComponent : gameaudioSoundComponentBase
---@field subSystems gameaudioSoundComponentSubSystemWrapper[]
---@field voEventOverride CName
---@field minVocalizationRepeatTime Float
---@field streamingDistance Float
gameaudioSoundComponent = {}

---@return gameaudioSoundComponent
function gameaudioSoundComponent.new() return end

---@param props table
---@return gameaudioSoundComponent
function gameaudioSoundComponent.new(props) return end

---@class gameaudioSoundComponentBase : entIPlacedComponent
---@field audioName CName
---@field applyObstruction Bool
---@field applyAcousticOcclusion Bool
---@field applyAcousticRepositioning Bool
---@field obstructionChangeTime Float
---@field maxPlayDistance Float
gameaudioSoundComponentBase = {}

---@class gameaudioSoundComponentSubSystemWrapper : ISerializable
---@field type gameaudioISoundComponentSubSystem
gameaudioSoundComponentSubSystemWrapper = {}

---@return gameaudioSoundComponentSubSystemWrapper
function gameaudioSoundComponentSubSystemWrapper.new() return end

---@param props table
---@return gameaudioSoundComponentSubSystemWrapper
function gameaudioSoundComponentSubSystemWrapper.new(props) return end

---@class gameaudioVehicleAudioComponent : gameaudioSoundComponentBase
gameaudioVehicleAudioComponent = {}

---@return gameaudioVehicleAudioComponent
function gameaudioVehicleAudioComponent.new() return end

---@param props table
---@return gameaudioVehicleAudioComponent
function gameaudioVehicleAudioComponent.new(props) return end

---@class gameaudioeventsDialogLine : redEvent
---@field data audioDialogLineEventData
gameaudioeventsDialogLine = {}

---@return gameaudioeventsDialogLine
function gameaudioeventsDialogLine.new() return end

---@param props table
---@return gameaudioeventsDialogLine
function gameaudioeventsDialogLine.new(props) return end

---@class gameaudioeventsDialogLineEnd : redEvent
gameaudioeventsDialogLineEnd = {}

---@return gameaudioeventsDialogLineEnd
function gameaudioeventsDialogLineEnd.new() return end

---@param props table
---@return gameaudioeventsDialogLineEnd
function gameaudioeventsDialogLineEnd.new(props) return end

---@class gameaudioeventsDive : redEvent
gameaudioeventsDive = {}

---@return gameaudioeventsDive
function gameaudioeventsDive.new() return end

---@param props table
---@return gameaudioeventsDive
function gameaudioeventsDive.new(props) return end

---@class gameaudioeventsDropBodyBreathingEvent : redEvent
gameaudioeventsDropBodyBreathingEvent = {}

---@return gameaudioeventsDropBodyBreathingEvent
function gameaudioeventsDropBodyBreathingEvent.new() return end

---@param props table
---@return gameaudioeventsDropBodyBreathingEvent
function gameaudioeventsDropBodyBreathingEvent.new(props) return end

---@class gameaudioeventsEmerge : redEvent
---@field oxygen Float
gameaudioeventsEmerge = {}

---@return gameaudioeventsEmerge
function gameaudioeventsEmerge.new() return end

---@param props table
---@return gameaudioeventsEmerge
function gameaudioeventsEmerge.new(props) return end

---@class gameaudioeventsEmitterEvent : redEvent
---@field emitterName CName
gameaudioeventsEmitterEvent = {}

---@class gameaudioeventsHitEvent : redEvent
---@field attackType gamedataAttackType
---@field hitPosition Vector4
---@field physicsMaterial CName
---@field damage Float
---@field isTargetPuppet Bool
---@field targetPuppetMeleeMaterial CName
---@field isTargetPuppetHead Bool
gameaudioeventsHitEvent = {}

---@return gameaudioeventsHitEvent
function gameaudioeventsHitEvent.new() return end

---@param props table
---@return gameaudioeventsHitEvent
function gameaudioeventsHitEvent.new(props) return end

---@class gameaudioeventsMusicEvent : redEvent
---@field eventName CName
gameaudioeventsMusicEvent = {}

---@return gameaudioeventsMusicEvent
function gameaudioeventsMusicEvent.new() return end

---@param props table
---@return gameaudioeventsMusicEvent
function gameaudioeventsMusicEvent.new(props) return end

---@class gameaudioeventsNotifyBreathingSubSystemStateChangeRequested : redEvent
gameaudioeventsNotifyBreathingSubSystemStateChangeRequested = {}

---@return gameaudioeventsNotifyBreathingSubSystemStateChangeRequested
function gameaudioeventsNotifyBreathingSubSystemStateChangeRequested.new() return end

---@param props table
---@return gameaudioeventsNotifyBreathingSubSystemStateChangeRequested
function gameaudioeventsNotifyBreathingSubSystemStateChangeRequested.new(props) return end

---@class gameaudioeventsNotifyFootstepMaterialContextChanged : redEvent
---@field footwareType CName
---@field surfaceFlavourName CName
gameaudioeventsNotifyFootstepMaterialContextChanged = {}

---@return gameaudioeventsNotifyFootstepMaterialContextChanged
function gameaudioeventsNotifyFootstepMaterialContextChanged.new() return end

---@param props table
---@return gameaudioeventsNotifyFootstepMaterialContextChanged
function gameaudioeventsNotifyFootstepMaterialContextChanged.new(props) return end

---@class gameaudioeventsNotifyFootstepSubSystemStateChangeRequested : redEvent
gameaudioeventsNotifyFootstepSubSystemStateChangeRequested = {}

---@return gameaudioeventsNotifyFootstepSubSystemStateChangeRequested
function gameaudioeventsNotifyFootstepSubSystemStateChangeRequested.new() return end

---@param props table
---@return gameaudioeventsNotifyFootstepSubSystemStateChangeRequested
function gameaudioeventsNotifyFootstepSubSystemStateChangeRequested.new(props) return end

---@class gameaudioeventsNotifyItemEquippedEvent : redEvent
---@field itemName CName
gameaudioeventsNotifyItemEquippedEvent = {}

---@return gameaudioeventsNotifyItemEquippedEvent
function gameaudioeventsNotifyItemEquippedEvent.new() return end

---@param props table
---@return gameaudioeventsNotifyItemEquippedEvent
function gameaudioeventsNotifyItemEquippedEvent.new(props) return end

---@class gameaudioeventsNotifyItemUnequippedEvent : redEvent
---@field itemName CName
gameaudioeventsNotifyItemUnequippedEvent = {}

---@return gameaudioeventsNotifyItemUnequippedEvent
function gameaudioeventsNotifyItemUnequippedEvent.new() return end

---@param props table
---@return gameaudioeventsNotifyItemUnequippedEvent
function gameaudioeventsNotifyItemUnequippedEvent.new(props) return end

---@class gameaudioeventsNotifySurfaceDirectionChanged : redEvent
---@field surfaceDirection gameaudioeventsSurfaceDirection
gameaudioeventsNotifySurfaceDirectionChanged = {}

---@return gameaudioeventsNotifySurfaceDirectionChanged
function gameaudioeventsNotifySurfaceDirectionChanged.new() return end

---@param props table
---@return gameaudioeventsNotifySurfaceDirectionChanged
function gameaudioeventsNotifySurfaceDirectionChanged.new(props) return end

---@class gameaudioeventsPickUpBodyBreathingEvent : redEvent
gameaudioeventsPickUpBodyBreathingEvent = {}

---@return gameaudioeventsPickUpBodyBreathingEvent
function gameaudioeventsPickUpBodyBreathingEvent.new() return end

---@param props table
---@return gameaudioeventsPickUpBodyBreathingEvent
function gameaudioeventsPickUpBodyBreathingEvent.new(props) return end

---@class gameaudioeventsPlaySound : redEvent
---@field soundName CName
---@field emitterName CName
---@field audioTag CName
---@field seekTime Float
---@field playUnique Bool
gameaudioeventsPlaySound = {}

---@return gameaudioeventsPlaySound
function gameaudioeventsPlaySound.new() return end

---@param props table
---@return gameaudioeventsPlaySound
function gameaudioeventsPlaySound.new(props) return end

---@class gameaudioeventsPlaySoundOnEmitter : gameaudioeventsEmitterEvent
---@field eventName CName
gameaudioeventsPlaySoundOnEmitter = {}

---@return gameaudioeventsPlaySoundOnEmitter
function gameaudioeventsPlaySoundOnEmitter.new() return end

---@param props table
---@return gameaudioeventsPlaySoundOnEmitter
function gameaudioeventsPlaySoundOnEmitter.new(props) return end

---@class gameaudioeventsPreFireEvent : redEvent
gameaudioeventsPreFireEvent = {}

---@return gameaudioeventsPreFireEvent
function gameaudioeventsPreFireEvent.new() return end

---@param props table
---@return gameaudioeventsPreFireEvent
function gameaudioeventsPreFireEvent.new(props) return end

---@class gameaudioeventsSetListenerOverride : redEvent
---@field enable Bool
gameaudioeventsSetListenerOverride = {}

---@return gameaudioeventsSetListenerOverride
function gameaudioeventsSetListenerOverride.new() return end

---@param props table
---@return gameaudioeventsSetListenerOverride
function gameaudioeventsSetListenerOverride.new(props) return end

---@class gameaudioeventsSetParameterOnEmitter : gameaudioeventsEmitterEvent
---@field paramName CName
---@field paramValue Float
gameaudioeventsSetParameterOnEmitter = {}

---@return gameaudioeventsSetParameterOnEmitter
function gameaudioeventsSetParameterOnEmitter.new() return end

---@param props table
---@return gameaudioeventsSetParameterOnEmitter
function gameaudioeventsSetParameterOnEmitter.new(props) return end

---@class gameaudioeventsSoundParameter : redEvent
---@field parameterName CName
---@field parameterValue Float
gameaudioeventsSoundParameter = {}

---@return gameaudioeventsSoundParameter
function gameaudioeventsSoundParameter.new() return end

---@param props table
---@return gameaudioeventsSoundParameter
function gameaudioeventsSoundParameter.new(props) return end

---@class gameaudioeventsSoundSwitch : redEvent
---@field switchName CName
---@field switchValue CName
gameaudioeventsSoundSwitch = {}

---@return gameaudioeventsSoundSwitch
function gameaudioeventsSoundSwitch.new() return end

---@param props table
---@return gameaudioeventsSoundSwitch
function gameaudioeventsSoundSwitch.new(props) return end

---@class gameaudioeventsStopDialogLine : redEvent
---@field stringId CRUID
---@field fadeOut Float
gameaudioeventsStopDialogLine = {}

---@return gameaudioeventsStopDialogLine
function gameaudioeventsStopDialogLine.new() return end

---@param props table
---@return gameaudioeventsStopDialogLine
function gameaudioeventsStopDialogLine.new(props) return end

---@class gameaudioeventsStopSound : redEvent
---@field soundName CName
gameaudioeventsStopSound = {}

---@return gameaudioeventsStopSound
function gameaudioeventsStopSound.new() return end

---@param props table
---@return gameaudioeventsStopSound
function gameaudioeventsStopSound.new(props) return end

---@class gameaudioeventsStopSoundOnEmitter : gameaudioeventsEmitterEvent
---@field soundName CName
gameaudioeventsStopSoundOnEmitter = {}

---@return gameaudioeventsStopSoundOnEmitter
function gameaudioeventsStopSoundOnEmitter.new() return end

---@param props table
---@return gameaudioeventsStopSoundOnEmitter
function gameaudioeventsStopSoundOnEmitter.new(props) return end

---@class gameaudioeventsStopTaggedSounds : redEvent
---@field audioTag CName
gameaudioeventsStopTaggedSounds = {}

---@return gameaudioeventsStopTaggedSounds
function gameaudioeventsStopTaggedSounds.new() return end

---@param props table
---@return gameaudioeventsStopTaggedSounds
function gameaudioeventsStopTaggedSounds.new(props) return end

---@class gameaudioeventsStopWeaponFire : redEvent
gameaudioeventsStopWeaponFire = {}

---@return gameaudioeventsStopWeaponFire
function gameaudioeventsStopWeaponFire.new() return end

---@param props table
---@return gameaudioeventsStopWeaponFire
function gameaudioeventsStopWeaponFire.new(props) return end

---@class gameaudioeventsSurface : redEvent
gameaudioeventsSurface = {}

---@return gameaudioeventsSurface
function gameaudioeventsSurface.new() return end

---@param props table
---@return gameaudioeventsSurface
function gameaudioeventsSurface.new(props) return end

---@class gameaudioeventsToggleAimDownSightsEvent : redEvent
---@field toggleOn Bool
gameaudioeventsToggleAimDownSightsEvent = {}

---@return gameaudioeventsToggleAimDownSightsEvent
function gameaudioeventsToggleAimDownSightsEvent.new() return end

---@param props table
---@return gameaudioeventsToggleAimDownSightsEvent
function gameaudioeventsToggleAimDownSightsEvent.new(props) return end

---@class gameaudioeventsVehicleCollision : redEvent
gameaudioeventsVehicleCollision = {}

---@return gameaudioeventsVehicleCollision
function gameaudioeventsVehicleCollision.new() return end

---@param props table
---@return gameaudioeventsVehicleCollision
function gameaudioeventsVehicleCollision.new(props) return end

---@class gameaudioeventsVoiceEvent : redEvent
---@field eventName CName
---@field gruntType audioVoGruntType
---@field gruntInterruptMode audioVoGruntInterruptMode
---@field isV Bool
gameaudioeventsVoiceEvent = {}

---@return gameaudioeventsVoiceEvent
function gameaudioeventsVoiceEvent.new() return end

---@param props table
---@return gameaudioeventsVoiceEvent
function gameaudioeventsVoiceEvent.new(props) return end

---@class gameaudioeventsVoicePlayedEvent : redEvent
---@field eventName CName
---@field gruntType audioVoGruntType
---@field isV Bool
gameaudioeventsVoicePlayedEvent = {}

---@return gameaudioeventsVoicePlayedEvent
function gameaudioeventsVoicePlayedEvent.new() return end

---@param props table
---@return gameaudioeventsVoicePlayedEvent
function gameaudioeventsVoicePlayedEvent.new(props) return end

---@class gamebbAllScriptDefinitions : IScriptable
---@field PlayerStateMachine PlayerStateMachineDef
---@field PlayerPerkData PlayerPerkDataDef
---@field PlayerQuickHackData PlayerQuickHackDataDef
---@field EffectSharedData EffectSharedDataDef
---@field FollowNPC FollowNPCDef
---@field AISquadBlackBoard AISquadBlackBoardDef
---@field Puppet PuppetDef
---@field PuppetState PuppetStateDef
---@field PuppetReaction PuppetReactionDef
---@field LocalPlayer PuppetReactionDef
---@field UIGameData UIGameDataDef
---@field UIInteractions UIInteractionsDef
---@field Weapon WeaponDataDef
---@field DeviceTakeControl DeviceTakeControlDef
---@field TaggedObjectsList TaggedObjectsListDef
---@field AdHocAnimation AdHocAnimationDef
---@field QuickMeleeData QuickMeleeDataDef
---@field Vehicle VehicleDef
---@field VehicleSummonData VehicleSummonDataDef
---@field VehiclePurchaseData VehiclePurchaseDataDef
---@field Braindance BraindanceBlackboardDef
---@field HackingMinigame HackingMinigameDef
---@field HackingData HackingDataDef
---@field AIShooting AIShootingDataDef
---@field AICover AICoverDataDef
---@field AIAction AIActionDataDef
---@field AIPrereqs AIPrereqsDataDef
---@field AIPatrol AIPatrolDef
---@field AIAlertedPatrol AIAlertedPatrolDef
---@field VendorRegister VendorRegisterBlackBoardDef
---@field AIFollowSlot AIFollowSlotDef
---@field AIActionBossData AIActionBossDataDef
---@field UI_System UI_SystemDef
---@field UI_ActiveVehicleData UI_ActiveVehicleDataDef
---@field UIWorldBoundaries UIWorldBoundariesDef
---@field UI_PlayerStats UI_PlayerStatsDef
---@field UI_EquipmentData UI_EquipmentDataDef
---@field UI_PlayerBioMonitor UI_PlayerBioMonitorDef
---@field FastTRavelSystem FastTRavelSystemDef
---@field UI_ComDevice UI_ComDeviceDef
---@field UI_Scanner UI_ScannerDef
---@field UI_ScannerModules UI_ScannerModulesDef
---@field UI_WantedBar UI_WantedBarDef
---@field UI_FastForward UI_FastForwardDef
---@field UI_HUDProgressBar UI_HUDProgressBarDef
---@field UI_HUDSignalProgressBar UI_HUDSignalProgressBarDef
---@field UI_HUDCountdownTimer UI_HUDCountdownTimerDef
---@field UI_Hotkeys UI_HotkeysDef
---@field DeviceBaseBlackboard DeviceBaseBlackboardDef
---@field TVDeviceBlackboard TVDeviceBlackboardDef
---@field ArcadeMachineBlackBoard ArcadeMachineBlackboardDef
---@field ElectricBoxBlackBoard ElectricBoxBlackboardDef
---@field LcdScreenBlackBoard LcdScreenBlackBoardDef
---@field NcartTimetableBlackboard NcartTimetableBlackboardDef
---@field IntercomBlackboard IntercomBlackboardDef
---@field ElevatorDeviceBlackboard ElevatorDeviceBlackboardDef
---@field VendingMachineDeviceBlackboard VendingMachineDeviceBlackboardDef
---@field InteractiveDeviceBlackboard InteractiveDeviceBlackboardDef
---@field MasterDeviceBaseBlackboard MasterDeviceBaseBlackboardDef
---@field ComputerDeviceBlackboard ComputerDeviceBlackboardDef
---@field DataTermDeviceBlackboard DataTermDeviceBlackboardDef
---@field NetworkBlackboard NetworkBlackboardDef
---@field StorageBlackboard StorageBlackboardDef
---@field BackdoorBlackboard BackDoorDeviceBlackboardDef
---@field ConfessionalBlackboard ConfessionalBlackboardDef
---@field JukeboxBlackboard JukeboxBlackboardDef
---@field MenuEventBlackboard MenuEventBlackboardDef
---@field NumericDisplay NumericDisplayBlackboardDef
---@field SniperNestDeviceBlackboard SniperNestDeviceBlackboardDef
---@field UI_NPCNextToTheCrosshair UI_NPCNextToTheCrosshairDef
---@field UI_NameplateData UI_NameplateDataDef
---@field UI_DamageInfo UI_DamageInfoDef
---@field UI_InterfaceOptions UI_InterfaceOptionsDef
---@field UI_CompassInfo UI_CompassInfoDef
---@field UI_ActiveWeaponData UI_ActiveWeaponDataDef
---@field UI_TargetingInfo UI_TargetingInfoDef
---@field UI_Notifications UI_NotificationsDef
---@field LeftHandCyberware LeftHandCyberwareDataDef
---@field CoverAction CoverActionDataDef
---@field UI_QuickSlotsData UI_QuickSlotsDataDef
---@field UI_VisionMode UI_VisionModeDef
---@field UI_HudTooltip UI_HudTooltipDef
---@field UI_HudButtonHelp UI_HudButtonHelpDef
---@field UI_ActivityLog UI_ActivityLogDef
---@field UI_LevelUp UI_LevelUpDef
---@field UI_Vendor UI_VendorDef
---@field UI_Briefing UI_BriefingDef
---@field UI_ItemModSystem UI_ItemModSystemDef
---@field UI_CodexSystem UI_CodexSystemDef
---@field UI_Equipment UI_EquipmentDef
---@field UI_Inventory UI_InventoryDef
---@field UI_Crafting UI_CraftingDef
---@field UI_Map UI_MapDef
---@field UI_CpoCharacterSelection UI_CpoCharacterSelectionDef
---@field UI_ChatBox UI_ChatBoxDef
---@field UI_HUDNarrationLog UI_HUDNarrationLogDef
---@field UI_NarrativePlate UI_NarrativePlateDef
---@field UI_Crosshair UI_CrosshairDef
---@field UI_ItemLog UI_ItemLogDef
---@field UI_HUDButtonHints UI_HUDButtonHintDef
---@field UI_Companion UI_CompanionDef
---@field UI_CustomQuestNotification UI_CustomQuestNotificationDef
---@field HUD_Manager HUDManagerDef
---@field UI_Hacking UI_HackingDef
---@field UI_Stealth UI_StealthDef
---@field UI_TopbarHubMenu UI_TopbarHubMenuDef
---@field UI_LocalPlayer LocalPlayerDef
---@field UI_SceneScreen UI_SceneScreenDef
---@field UI_PointOfNoReturnRewardScreen UI_PointOfNoReturnRewardScreenDef
---@field UI_MainMenu UI_MainMenuDef
---@field TokenUpgradedCyberwareBlackboard TokenUpgradedCyberwareBlackboardDef
---@field CombatGadget CombatGadgetDataDef
---@field Mines MinesDataDef
---@field DebugData DebugDataDef
---@field DeviceDebug DeviceDebugDef
---@field ChargedGrenadesBlackBoard ChargedGrenadesBlackBoardDef
---@field ChargedHealingBlackBoard ChargedHealingBlackBoardDef
---@field BlackwallDeathAnim BlackwallAnimDef
---@field CustomCentaurBlackboard CustomCentaurBlackboardDef
---@field CW_MuteArm CW_MuteArmDef
---@field PhotoMode PhotoModeDef
---@field GameplaySettings GameplaySettingsDef
---@field InputSchemes InputSchemesDef
---@field PoliceChaseParams PoliceChaseParamsDef
gamebbAllScriptDefinitions = {}

---@return gamebbAllScriptDefinitions
function gamebbAllScriptDefinitions.new() return end

---@param props table
---@return gamebbAllScriptDefinitions
function gamebbAllScriptDefinitions.new(props) return end

---@class gamebbDynArrayBlackboardStorage
gamebbDynArrayBlackboardStorage = {}

---@return gamebbDynArrayBlackboardStorage
function gamebbDynArrayBlackboardStorage.new() return end

---@param props table
---@return gamebbDynArrayBlackboardStorage
function gamebbDynArrayBlackboardStorage.new(props) return end

---@class gamebbID
---@field g CName
gamebbID = {}

---@return gamebbID
function gamebbID.new() return end

---@param props table
---@return gamebbID
function gamebbID.new(props) return end

---@class gamebbScriptDefinition : IScriptable
gamebbScriptDefinition = {}

---@return gamebbScriptDefinition
function gamebbScriptDefinition.new() return end

---@param props table
---@return gamebbScriptDefinition
function gamebbScriptDefinition.new(props) return end

---@class gamebbScriptID
---@field None gamebbID
gamebbScriptID = {}

---@return gamebbScriptID
function gamebbScriptID.new() return end

---@param props table
---@return gamebbScriptID
function gamebbScriptID.new(props) return end

---@class gamebbScriptID_Bool : gamebbScriptID
gamebbScriptID_Bool = {}

---@return gamebbScriptID_Bool
function gamebbScriptID_Bool.new() return end

---@param props table
---@return gamebbScriptID_Bool
function gamebbScriptID_Bool.new(props) return end

---@class gamebbScriptID_CName : gamebbScriptID
gamebbScriptID_CName = {}

---@return gamebbScriptID_CName
function gamebbScriptID_CName.new() return end

---@param props table
---@return gamebbScriptID_CName
function gamebbScriptID_CName.new(props) return end

---@class gamebbScriptID_EntityID : gamebbScriptID
gamebbScriptID_EntityID = {}

---@return gamebbScriptID_EntityID
function gamebbScriptID_EntityID.new() return end

---@param props table
---@return gamebbScriptID_EntityID
function gamebbScriptID_EntityID.new(props) return end

---@class gamebbScriptID_EntityPtr : gamebbScriptID
gamebbScriptID_EntityPtr = {}

---@return gamebbScriptID_EntityPtr
function gamebbScriptID_EntityPtr.new() return end

---@param props table
---@return gamebbScriptID_EntityPtr
function gamebbScriptID_EntityPtr.new(props) return end

---@class gamebbScriptID_EulerAngles : gamebbScriptID
gamebbScriptID_EulerAngles = {}

---@return gamebbScriptID_EulerAngles
function gamebbScriptID_EulerAngles.new() return end

---@param props table
---@return gamebbScriptID_EulerAngles
function gamebbScriptID_EulerAngles.new(props) return end

---@class gamebbScriptID_Float : gamebbScriptID
gamebbScriptID_Float = {}

---@return gamebbScriptID_Float
function gamebbScriptID_Float.new() return end

---@param props table
---@return gamebbScriptID_Float
function gamebbScriptID_Float.new(props) return end

---@class gamebbScriptID_Int32 : gamebbScriptID
gamebbScriptID_Int32 = {}

---@return gamebbScriptID_Int32
function gamebbScriptID_Int32.new() return end

---@param props table
---@return gamebbScriptID_Int32
function gamebbScriptID_Int32.new(props) return end

---@class gamebbScriptID_Quaternion : gamebbScriptID
gamebbScriptID_Quaternion = {}

---@return gamebbScriptID_Quaternion
function gamebbScriptID_Quaternion.new() return end

---@param props table
---@return gamebbScriptID_Quaternion
function gamebbScriptID_Quaternion.new(props) return end

---@class gamebbScriptID_String : gamebbScriptID
gamebbScriptID_String = {}

---@return gamebbScriptID_String
function gamebbScriptID_String.new() return end

---@param props table
---@return gamebbScriptID_String
function gamebbScriptID_String.new(props) return end

---@class gamebbScriptID_Uint32 : gamebbScriptID
gamebbScriptID_Uint32 = {}

---@return gamebbScriptID_Uint32
function gamebbScriptID_Uint32.new() return end

---@param props table
---@return gamebbScriptID_Uint32
function gamebbScriptID_Uint32.new(props) return end

---@class gamebbScriptID_Variant : gamebbScriptID
gamebbScriptID_Variant = {}

---@return gamebbScriptID_Variant
function gamebbScriptID_Variant.new() return end

---@param props table
---@return gamebbScriptID_Variant
function gamebbScriptID_Variant.new(props) return end

---@class gamebbScriptID_Vector2 : gamebbScriptID
gamebbScriptID_Vector2 = {}

---@return gamebbScriptID_Vector2
function gamebbScriptID_Vector2.new() return end

---@param props table
---@return gamebbScriptID_Vector2
function gamebbScriptID_Vector2.new(props) return end

---@class gamebbScriptID_Vector4 : gamebbScriptID
gamebbScriptID_Vector4 = {}

---@return gamebbScriptID_Vector4
function gamebbScriptID_Vector4.new() return end

---@param props table
---@return gamebbScriptID_Vector4
function gamebbScriptID_Vector4.new(props) return end

---@class gamecameraISettingManager : gameIGameSystem
gamecameraISettingManager = {}

---@class gamecameraSettingManager : gamecameraISettingManager
gamecameraSettingManager = {}

---@return gamecameraSettingManager
function gamecameraSettingManager.new() return end

---@param props table
---@return gamecameraSettingManager
function gamecameraSettingManager.new(props) return end

---@class gamecarryReplicatedEntitySetAttachmentToEntity : netEntityAttachmentInterface
---@field entity entEntity
---@field slot CName
---@field localTransform Transform
gamecarryReplicatedEntitySetAttachmentToEntity = {}

---@return gamecarryReplicatedEntitySetAttachmentToEntity
function gamecarryReplicatedEntitySetAttachmentToEntity.new() return end

---@param props table
---@return gamecarryReplicatedEntitySetAttachmentToEntity
function gamecarryReplicatedEntitySetAttachmentToEntity.new(props) return end

---@class gamecarryReplicatedEntitySetAttachmentToNode : netEntityAttachmentInterface
---@field localTransform Transform
gamecarryReplicatedEntitySetAttachmentToNode = {}

---@return gamecarryReplicatedEntitySetAttachmentToNode
function gamecarryReplicatedEntitySetAttachmentToNode.new() return end

---@param props table
---@return gamecarryReplicatedEntitySetAttachmentToNode
function gamecarryReplicatedEntitySetAttachmentToNode.new(props) return end

---@class gamecarryReplicatedEntitySetAttachmentToWorld : netEntityAttachmentInterface
---@field localTransform Transform
gamecarryReplicatedEntitySetAttachmentToWorld = {}

---@return gamecarryReplicatedEntitySetAttachmentToWorld
function gamecarryReplicatedEntitySetAttachmentToWorld.new() return end

---@param props table
---@return gamecarryReplicatedEntitySetAttachmentToWorld
function gamecarryReplicatedEntitySetAttachmentToWorld.new(props) return end

---@class gamecheatsystemObjCheats
---@field object gameObject
---@field flags Int32
gamecheatsystemObjCheats = {}

---@return gamecheatsystemObjCheats
function gamecheatsystemObjCheats.new() return end

---@param props table
---@return gamecheatsystemObjCheats
function gamecheatsystemObjCheats.new(props) return end

---@class gamedamageAttackData : IScriptable
---@field attackType gamedataAttackType
---@field instigator gameObject
---@field source gameObject
---@field weapon gameweaponObject
---@field attackDefinition gameIAttack
---@field attackPosition Vector4
---@field weaponCharge Float
---@field numRicochetBounces Int32
---@field numAttackSpread Int32
---@field attackTime Float
---@field triggerMode gamedataTriggerMode
---@field flags SHitFlag[]
---@field statusEffects SHitStatusEffect[]
---@field hitType gameuiHitType
---@field vehicleImpactForce Float
---@field minimumHealthPercent Float
---@field additionalCritChance Float
---@field randRoll Float
---@field hitReactionMin Int32
---@field hitReactionMax Int32
gamedamageAttackData = {}

---@return gamedamageAttackData
function gamedamageAttackData.new() return end

---@param props table
---@return gamedamageAttackData
function gamedamageAttackData.new(props) return end

---@param attackData gamedamageAttackData
---@param statsSystem gameStatsSystem
---@return Bool
function gamedamageAttackData.CanEffectCriticallyHit(attackData, statsSystem) return end

---@param attackData gamedamageAttackData
---@param statsSystem gameStatsSystem
---@return Bool
function gamedamageAttackData.CanGrenadeCriticallyHit(attackData, statsSystem) return end

---@param flags SHitFlag[]
---@param flag hitFlag
---@return Bool
function gamedamageAttackData.HasFlag(flags, flag) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsAreaOfEffect(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsDismembermentCause(attackType) return end

---@param attackData gamedamageAttackData
---@return Bool
function gamedamageAttackData.IsDoT(attackData) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsDoT(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsEffect(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsExplosion(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsHack(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsLightMelee(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsMelee(attackType) return end

---@param attackData gamedamageAttackData
---@return Bool
function gamedamageAttackData.IsPlayerInCombat(attackData) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsPressureWave(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsQuickMelee(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsRangedOnly(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsRangedOrDirect(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsRangedOrDirectOrThrown(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsReflect(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsStrongMelee(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsThrown(attackType) return end

---@param attackType gamedataAttackType
---@return Bool
function gamedamageAttackData.IsWhip(attackType) return end

---@param flag hitFlag
---@param sourceName CName|string
function gamedamageAttackData:AddFlag(flag, sourceName) return end

---@param effect TweakDBID|string
---@param stacks Float
function gamedamageAttackData:AddStatusEffect(effect, stacks) return end

function gamedamageAttackData:ClearDamage() return end

---@param tag CName|string
---@return Bool
function gamedamageAttackData:DoesAttackWeaponHaveTag(tag) return end

---@return Float
function gamedamageAttackData:GetAdditionalCritChance() return end

---@return gameIAttack
function gamedamageAttackData:GetAttackDefinition() return end

---@return Vector4
function gamedamageAttackData:GetAttackPosition() return end

---@return gamedataAttackSubtype
function gamedamageAttackData:GetAttackSubtype() return end

---@return Float
function gamedamageAttackData:GetAttackTime() return end

---@return gamedataAttackType
function gamedamageAttackData:GetAttackType() return end

---@return SHitFlag[]
function gamedamageAttackData:GetFlags() return end

---@return Int32
function gamedamageAttackData:GetHitReactionSeverityMax() return end

---@return Int32
function gamedamageAttackData:GetHitReactionSeverityMin() return end

---@return gameuiHitType
function gamedamageAttackData:GetHitType() return end

---@return gameObject
function gamedamageAttackData:GetInstigator() return end

---@return Float
function gamedamageAttackData:GetMinimumHealthPercent() return end

---@return Int32
function gamedamageAttackData:GetNumAttackSpread() return end

---@return Int32
function gamedamageAttackData:GetNumRicochetBounces() return end

---@return Float
function gamedamageAttackData:GetRandRoll() return end

---@return gameObject
function gamedamageAttackData:GetSource() return end

---@return SHitStatusEffect[]
function gamedamageAttackData:GetStatusEffects() return end

---@return gamedataTriggerMode
function gamedamageAttackData:GetTriggerMode() return end

---@return Float
function gamedamageAttackData:GetVehicleImpactForce() return end

---@return gameweaponObject
function gamedamageAttackData:GetWeapon() return end

---@return Float
function gamedamageAttackData:GetWeaponCharge() return end

---@param flag hitFlag
---@return Bool
function gamedamageAttackData:HasFlag(flag) return end

function gamedamageAttackData:PreAttack() return end

---@param flag hitFlag
---@param sourceName CName|string
function gamedamageAttackData:RemoveFlag(flag, sourceName) return end

---@param flag hitFlag
function gamedamageAttackData:RemoveFlag(flag) return end

---@param f Float
function gamedamageAttackData:SetAdditionalCritChance(f) return end

---@param a gameIAttack
function gamedamageAttackData:SetAttackDefinition(a) return end

---@param position Vector4
function gamedamageAttackData:SetAttackPosition(position) return end

---@param time Float
function gamedamageAttackData:SetAttackTime(time) return end

---@param attackTypeOverride gamedataAttackType
function gamedamageAttackData:SetAttackType(attackTypeOverride) return end

---@param i Int32
function gamedamageAttackData:SetHitReactionSeverityMax(i) return end

---@param i Int32
function gamedamageAttackData:SetHitReactionSeverityMin(i) return end

---@param h gameuiHitType
function gamedamageAttackData:SetHitType(h) return end

---@param i gameObject
function gamedamageAttackData:SetInstigator(i) return end

---@param value Float
function gamedamageAttackData:SetMinimumHealthPercent(value) return end

---@param roll Float
function gamedamageAttackData:SetRandRoll(roll) return end

---@param s gameObject
function gamedamageAttackData:SetSource(s) return end

---@param mode gamedataTriggerMode
function gamedamageAttackData:SetTriggerMode(mode) return end

---@param force Float
function gamedamageAttackData:SetVehicleImpactForce(force) return end

---@param w gameweaponObject
function gamedamageAttackData:SetWeapon(w) return end

---@param charge Float
function gamedamageAttackData:SetWeaponCharge(charge) return end

---@return Bool
function gamedamageAttackData:WasBlocked() return end

---@return Bool
function gamedamageAttackData:WasBulletBlocked() return end

---@return Bool
function gamedamageAttackData:WasBulletDeflected() return end

---@return Bool
function gamedamageAttackData:WasDeflected() return end

---@return Bool
function gamedamageAttackData:WasDeflectedAny() return end

---@class gamedamageCacheData : IScriptable
---@field targetImmortalityMode gameGodModeType
---@field TEMP_ImmortalityCached Bool
---@field chargeDamageMultiplier Float
---@field logFlags Int64
gamedamageCacheData = {}

---@return gamedamageCacheData
function gamedamageCacheData.new() return end

---@param props table
---@return gamedamageCacheData
function gamedamageCacheData.new(props) return end

---@class gamedamageDamageDebugData : IScriptable
---@field statPoolType gamedataStatPoolType
---@field damageType gamedataDamageType
---@field value Float
gamedamageDamageDebugData = {}

---@return gamedamageDamageDebugData
function gamedamageDamageDebugData.new() return end

---@param props table
---@return gamedamageDamageDebugData
function gamedamageDamageDebugData.new(props) return end

---@class gamedamageHitDebugData : IScriptable
---@field sourceHitPosition Vector4
---@field targetHitPosition Vector4
---@field attackTime Float
---@field instigator gameObject
---@field source gameObject
---@field target gameObject
---@field instigatorName CName
---@field sourceName CName
---@field targetName CName
---@field sourceAttackDebugData gameAttackDebugData
---@field sourceWeaponName CName
---@field sourceAttackName CName
---@field calculatedDamages gamedamageDamageDebugData[]
---@field appliedDamages gamedamageDamageDebugData[]
---@field hitType CName
---@field hitFlags CName
gamedamageHitDebugData = {}

---@return gamedamageHitDebugData
function gamedamageHitDebugData.new() return end

---@param props table
---@return gamedamageHitDebugData
function gamedamageHitDebugData.new(props) return end

---@class gamedamageServerHitData : IScriptable
---@field id Uint32
---@field damageInfos gameuiDamageInfo[]
---@field instigator gameObject
gamedamageServerHitData = {}

---@return gamedamageServerHitData
function gamedamageServerHitData.new() return end

---@param props table
---@return gamedamageServerHitData
function gamedamageServerHitData.new(props) return end

---@class gamedamageServerKillData : IScriptable
---@field id Uint32
---@field killInfo gameuiKillInfo
gamedamageServerKillData = {}

---@return gamedamageServerKillData
function gamedamageServerKillData.new() return end

---@param props table
---@return gamedamageServerKillData
function gamedamageServerKillData.new(props) return end

---@class gamedataAIAbilityCond_Record : gamedataAIActionSubCondition_Record
gamedataAIAbilityCond_Record = {}

---@return gamedataAIAbilityCond_Record
function gamedataAIAbilityCond_Record.new() return end

---@param props table
---@return gamedataAIAbilityCond_Record
function gamedataAIAbilityCond_Record.new(props) return end

---@return gamedataGameplayAbility_Record[]
function gamedataAIAbilityCond_Record:Abilities() return end

---@param item gamedataGameplayAbility_Record
---@return Bool
function gamedataAIAbilityCond_Record:AbilitiesContains(item) return end

---@return Int32
function gamedataAIAbilityCond_Record:GetAbilitiesCount() return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataAIAbilityCond_Record:GetAbilitiesItem(index) return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataAIAbilityCond_Record:GetAbilitiesItemHandle(index) return end

---@return gamedataAIActionTarget_Record
function gamedataAIAbilityCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAbilityCond_Record:TargetHandle() return end

---@class gamedataAIActionAND_Record : gamedataAIActionSubCondition_Record
gamedataAIActionAND_Record = {}

---@return gamedataAIActionAND_Record
function gamedataAIActionAND_Record.new() return end

---@param props table
---@return gamedataAIActionAND_Record
function gamedataAIActionAND_Record.new(props) return end

---@return gamedataAIActionSubCondition_Record[]
function gamedataAIActionAND_Record:AND() return end

---@param item gamedataAIActionSubCondition_Record
---@return Bool
function gamedataAIActionAND_Record:ANDContains(item) return end

---@return Int32
function gamedataAIActionAND_Record:GetANDCount() return end

---@param index Int32
---@return gamedataAIActionSubCondition_Record
function gamedataAIActionAND_Record:GetANDItem(index) return end

---@param index Int32
---@return gamedataAIActionSubCondition_Record
function gamedataAIActionAND_Record:GetANDItemHandle(index) return end

---@class gamedataAIActionAnimData_Record : gamedataTweakDBRecord
gamedataAIActionAnimData_Record = {}

---@return gamedataAIActionAnimData_Record
function gamedataAIActionAnimData_Record.new() return end

---@param props table
---@return gamedataAIActionAnimData_Record
function gamedataAIActionAnimData_Record.new(props) return end

---@return CName
function gamedataAIActionAnimData_Record:AnimFeature() return end

---@return gamedataAIActionAnimSlot_Record
function gamedataAIActionAnimData_Record:AnimSlot() return end

---@return gamedataAIActionAnimSlot_Record
function gamedataAIActionAnimData_Record:AnimSlotHandle() return end

---@return Int32
function gamedataAIActionAnimData_Record:AnimVariation() return end

---@return gamedataAISubAction_Record
function gamedataAIActionAnimData_Record:AnimVariationSubAction() return end

---@return gamedataAISubAction_Record
function gamedataAIActionAnimData_Record:AnimVariationSubActionHandle() return end

---@return gamedataAIActionAnimDirection_Record
function gamedataAIActionAnimData_Record:Direction() return end

---@return gamedataAIActionAnimDirection_Record
function gamedataAIActionAnimData_Record:DirectionHandle() return end

---@return Float
function gamedataAIActionAnimData_Record:MarginToPlayer() return end

---@return Bool
function gamedataAIActionAnimData_Record:RagdollOnDeath() return end

---@return Bool
function gamedataAIActionAnimData_Record:UpdateMovePolicy() return end

---@return Int32
function gamedataAIActionAnimData_Record:WeaponOverride() return end

---@class gamedataAIActionAnimDirection_Record : gamedataTweakDBRecord
gamedataAIActionAnimDirection_Record = {}

---@return gamedataAIActionAnimDirection_Record
function gamedataAIActionAnimDirection_Record.new() return end

---@param props table
---@return gamedataAIActionAnimDirection_Record
function gamedataAIActionAnimDirection_Record.new(props) return end

---@return Float
function gamedataAIActionAnimDirection_Record:DirectionAngle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionAnimDirection_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionAnimDirection_Record:TargetHandle() return end

---@class gamedataAIActionAnimSlot_Record : gamedataTweakDBRecord
gamedataAIActionAnimSlot_Record = {}

---@return gamedataAIActionAnimSlot_Record
function gamedataAIActionAnimSlot_Record.new() return end

---@param props table
---@return gamedataAIActionAnimSlot_Record
function gamedataAIActionAnimSlot_Record.new(props) return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:LoopSlide() return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:LoopSlideHandle() return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:RecoverySlide() return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:RecoverySlideHandle() return end

---@return Bool
function gamedataAIActionAnimSlot_Record:ResetRagdollOnStart() return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:StartupSlide() return end

---@return gamedataAIActionSlideData_Record
function gamedataAIActionAnimSlot_Record:StartupSlideHandle() return end

---@return Bool
function gamedataAIActionAnimSlot_Record:UseDynamicObjectsCheck() return end

---@return Bool
function gamedataAIActionAnimSlot_Record:UsePoseMatching() return end

---@return Bool
function gamedataAIActionAnimSlot_Record:UseRootMotion() return end

---@class gamedataAIActionChangeNPCState_Record : gamedataTweakDBRecord
gamedataAIActionChangeNPCState_Record = {}

---@return gamedataAIActionChangeNPCState_Record
function gamedataAIActionChangeNPCState_Record.new() return end

---@param props table
---@return gamedataAIActionChangeNPCState_Record
function gamedataAIActionChangeNPCState_Record.new(props) return end

---@return CName
function gamedataAIActionChangeNPCState_Record:DefenseMode() return end

---@return CName
function gamedataAIActionChangeNPCState_Record:HighLevelState() return end

---@return CName
function gamedataAIActionChangeNPCState_Record:HitReactionMode() return end

---@return CName
function gamedataAIActionChangeNPCState_Record:LocomotionMode() return end

---@return CName
function gamedataAIActionChangeNPCState_Record:StanceState() return end

---@return CName
function gamedataAIActionChangeNPCState_Record:UpperBodyState() return end

---@class gamedataAIActionCondition_Record : gamedataTweakDBRecord
gamedataAIActionCondition_Record = {}

---@return gamedataAIActionCondition_Record
function gamedataAIActionCondition_Record.new() return end

---@param props table
---@return gamedataAIActionCondition_Record
function gamedataAIActionCondition_Record.new(props) return end

---@return gamedataAIAbilityCond_Record[]
function gamedataAIActionCondition_Record:Ability() return end

---@param item gamedataAIAbilityCond_Record
---@return Bool
function gamedataAIActionCondition_Record:AbilityContains(item) return end

---@return gamedataAIAmmoCountCond_Record[]
function gamedataAIActionCondition_Record:AmmoCountAND() return end

---@param item gamedataAIAmmoCountCond_Record
---@return Bool
function gamedataAIActionCondition_Record:AmmoCountANDContains(item) return end

---@return gamedataAIAmmoCountCond_Record[]
function gamedataAIActionCondition_Record:AmmoCountOR() return end

---@param item gamedataAIAmmoCountCond_Record
---@return Bool
function gamedataAIActionCondition_Record:AmmoCountORContains(item) return end

---@return gamedataAIBlockCountCond_Record
function gamedataAIActionCondition_Record:BlockCount() return end

---@return gamedataAIBlockCountCond_Record
function gamedataAIActionCondition_Record:BlockCountHandle() return end

---@return gamedataAICalculateLineOfSightVector_Record[]
function gamedataAIActionCondition_Record:CalculateLineOfSightVector() return end

---@param item gamedataAICalculateLineOfSightVector_Record
---@return Bool
function gamedataAIActionCondition_Record:CalculateLineOfSightVectorContains(item) return end

---@return gamedataAICalculatePathCond_Record[]
function gamedataAIActionCondition_Record:CalculatePath() return end

---@param item gamedataAICalculatePathCond_Record
---@return Bool
function gamedataAIActionCondition_Record:CalculatePathContains(item) return end

---@return gamedataAIThrowCond_Record
function gamedataAIActionCondition_Record:CanThrow() return end

---@return gamedataAIThrowCond_Record
function gamedataAIActionCondition_Record:CanThrowHandle() return end

---@return gamedataAICommandCond_Record[]
function gamedataAIActionCondition_Record:CommandAND() return end

---@param item gamedataAICommandCond_Record
---@return Bool
function gamedataAIActionCondition_Record:CommandANDContains(item) return end

---@return gamedataAICommandCond_Record[]
function gamedataAIActionCondition_Record:CommandOR() return end

---@param item gamedataAICommandCond_Record
---@return Bool
function gamedataAIActionCondition_Record:CommandORContains(item) return end

---@return gamedataAIActionSubCondition_Record
function gamedataAIActionCondition_Record:Condition() return end

---@return gamedataAIActionSubCondition_Record
function gamedataAIActionCondition_Record:ConditionHandle() return end

---@return gamedataAICooldownCond_Record[]
function gamedataAIActionCondition_Record:Cooldown() return end

---@param item gamedataAICooldownCond_Record
---@return Bool
function gamedataAIActionCondition_Record:CooldownContains(item) return end

---@return gamedataAICoverCond_Record
function gamedataAIActionCondition_Record:Cover() return end

---@return gamedataAICoverCond_Record
function gamedataAIActionCondition_Record:CoverHandle() return end

---@return gamedataAIDodgeCountCond_Record
function gamedataAIActionCondition_Record:DodgeCount() return end

---@return gamedataAIDodgeCountCond_Record
function gamedataAIActionCondition_Record:DodgeCountHandle() return end

---@return gamedataAIFriendlyFireCond_Record
function gamedataAIActionCondition_Record:FriendlyFire() return end

---@return gamedataAIFriendlyFireCond_Record
function gamedataAIActionCondition_Record:FriendlyFireHandle() return end

---@return Int32
function gamedataAIActionCondition_Record:GetAbilityCount() return end

---@param index Int32
---@return gamedataAIAbilityCond_Record
function gamedataAIActionCondition_Record:GetAbilityItem(index) return end

---@param index Int32
---@return gamedataAIAbilityCond_Record
function gamedataAIActionCondition_Record:GetAbilityItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetAmmoCountANDCount() return end

---@param index Int32
---@return gamedataAIAmmoCountCond_Record
function gamedataAIActionCondition_Record:GetAmmoCountANDItem(index) return end

---@param index Int32
---@return gamedataAIAmmoCountCond_Record
function gamedataAIActionCondition_Record:GetAmmoCountANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetAmmoCountORCount() return end

---@param index Int32
---@return gamedataAIAmmoCountCond_Record
function gamedataAIActionCondition_Record:GetAmmoCountORItem(index) return end

---@param index Int32
---@return gamedataAIAmmoCountCond_Record
function gamedataAIActionCondition_Record:GetAmmoCountORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetCalculateLineOfSightVectorCount() return end

---@param index Int32
---@return gamedataAICalculateLineOfSightVector_Record
function gamedataAIActionCondition_Record:GetCalculateLineOfSightVectorItem(index) return end

---@param index Int32
---@return gamedataAICalculateLineOfSightVector_Record
function gamedataAIActionCondition_Record:GetCalculateLineOfSightVectorItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetCalculatePathCount() return end

---@param index Int32
---@return gamedataAICalculatePathCond_Record
function gamedataAIActionCondition_Record:GetCalculatePathItem(index) return end

---@param index Int32
---@return gamedataAICalculatePathCond_Record
function gamedataAIActionCondition_Record:GetCalculatePathItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetCommandANDCount() return end

---@param index Int32
---@return gamedataAICommandCond_Record
function gamedataAIActionCondition_Record:GetCommandANDItem(index) return end

---@param index Int32
---@return gamedataAICommandCond_Record
function gamedataAIActionCondition_Record:GetCommandANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetCommandORCount() return end

---@param index Int32
---@return gamedataAICommandCond_Record
function gamedataAIActionCondition_Record:GetCommandORItem(index) return end

---@param index Int32
---@return gamedataAICommandCond_Record
function gamedataAIActionCondition_Record:GetCommandORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetCooldownCount() return end

---@param index Int32
---@return gamedataAICooldownCond_Record
function gamedataAIActionCondition_Record:GetCooldownItem(index) return end

---@param index Int32
---@return gamedataAICooldownCond_Record
function gamedataAIActionCondition_Record:GetCooldownItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetInTacticPositionCount() return end

---@param index Int32
---@return gamedataAIInTacticPositionCond_Record
function gamedataAIActionCondition_Record:GetInTacticPositionItem(index) return end

---@param index Int32
---@return gamedataAIInTacticPositionCond_Record
function gamedataAIActionCondition_Record:GetInTacticPositionItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetInventoryANDCount() return end

---@param index Int32
---@return gamedataAIItemCond_Record
function gamedataAIActionCondition_Record:GetInventoryANDItem(index) return end

---@param index Int32
---@return gamedataAIItemCond_Record
function gamedataAIActionCondition_Record:GetInventoryANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetInventoryORCount() return end

---@param index Int32
---@return gamedataAIItemCond_Record
function gamedataAIActionCondition_Record:GetInventoryORItem(index) return end

---@param index Int32
---@return gamedataAIItemCond_Record
function gamedataAIActionCondition_Record:GetInventoryORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetLookatCount() return end

---@param index Int32
---@return gamedataAILookAtCond_Record
function gamedataAIActionCondition_Record:GetLookatItem(index) return end

---@param index Int32
---@return gamedataAILookAtCond_Record
function gamedataAIActionCondition_Record:GetLookatItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetMovementANDCount() return end

---@param index Int32
---@return gamedataAIMovementCond_Record
function gamedataAIActionCondition_Record:GetMovementANDItem(index) return end

---@param index Int32
---@return gamedataAIMovementCond_Record
function gamedataAIActionCondition_Record:GetMovementANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetMovementORCount() return end

---@param index Int32
---@return gamedataAIMovementCond_Record
function gamedataAIActionCondition_Record:GetMovementORItem(index) return end

---@param index Int32
---@return gamedataAIMovementCond_Record
function gamedataAIActionCondition_Record:GetMovementORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetReactionCount() return end

---@param index Int32
---@return gamedataAIReactionCond_Record
function gamedataAIActionCondition_Record:GetReactionItem(index) return end

---@param index Int32
---@return gamedataAIReactionCond_Record
function gamedataAIActionCondition_Record:GetReactionItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetRestrictedMovementAreaCount() return end

---@param index Int32
---@return gamedataAIRestrictedMovementAreaCond_Record
function gamedataAIActionCondition_Record:GetRestrictedMovementAreaItem(index) return end

---@param index Int32
---@return gamedataAIRestrictedMovementAreaCond_Record
function gamedataAIActionCondition_Record:GetRestrictedMovementAreaItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSignalANDCount() return end

---@param index Int32
---@return gamedataAISignalCond_Record
function gamedataAIActionCondition_Record:GetSignalANDItem(index) return end

---@param index Int32
---@return gamedataAISignalCond_Record
function gamedataAIActionCondition_Record:GetSignalANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSignalORCount() return end

---@param index Int32
---@return gamedataAISignalCond_Record
function gamedataAIActionCondition_Record:GetSignalORItem(index) return end

---@param index Int32
---@return gamedataAISignalCond_Record
function gamedataAIActionCondition_Record:GetSignalORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSlotANDCount() return end

---@param index Int32
---@return gamedataAISlotCond_Record
function gamedataAIActionCondition_Record:GetSlotANDItem(index) return end

---@param index Int32
---@return gamedataAISlotCond_Record
function gamedataAIActionCondition_Record:GetSlotANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSlotORCount() return end

---@param index Int32
---@return gamedataAISlotCond_Record
function gamedataAIActionCondition_Record:GetSlotORItem(index) return end

---@param index Int32
---@return gamedataAISlotCond_Record
function gamedataAIActionCondition_Record:GetSlotORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSpatialANDCount() return end

---@param index Int32
---@return gamedataAISpatialCond_Record
function gamedataAIActionCondition_Record:GetSpatialANDItem(index) return end

---@param index Int32
---@return gamedataAISpatialCond_Record
function gamedataAIActionCondition_Record:GetSpatialANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSpatialORCount() return end

---@param index Int32
---@return gamedataAISpatialCond_Record
function gamedataAIActionCondition_Record:GetSpatialORItem(index) return end

---@param index Int32
---@return gamedataAISpatialCond_Record
function gamedataAIActionCondition_Record:GetSpatialORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSquadANDCount() return end

---@param index Int32
---@return gamedataAISquadCond_Record
function gamedataAIActionCondition_Record:GetSquadANDItem(index) return end

---@param index Int32
---@return gamedataAISquadCond_Record
function gamedataAIActionCondition_Record:GetSquadANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetSquadORCount() return end

---@param index Int32
---@return gamedataAISquadCond_Record
function gamedataAIActionCondition_Record:GetSquadORItem(index) return end

---@param index Int32
---@return gamedataAISquadCond_Record
function gamedataAIActionCondition_Record:GetSquadORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetStatPoolANDCount() return end

---@param index Int32
---@return gamedataAIStatPoolCond_Record
function gamedataAIActionCondition_Record:GetStatPoolANDItem(index) return end

---@param index Int32
---@return gamedataAIStatPoolCond_Record
function gamedataAIActionCondition_Record:GetStatPoolANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetStatPoolORCount() return end

---@param index Int32
---@return gamedataAIStatPoolCond_Record
function gamedataAIActionCondition_Record:GetStatPoolORItem(index) return end

---@param index Int32
---@return gamedataAIStatPoolCond_Record
function gamedataAIActionCondition_Record:GetStatPoolORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetStateCount() return end

---@param index Int32
---@return gamedataAIStateCond_Record
function gamedataAIActionCondition_Record:GetStateItem(index) return end

---@param index Int32
---@return gamedataAIStateCond_Record
function gamedataAIActionCondition_Record:GetStateItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetStatusEffectANDCount() return end

---@param index Int32
---@return gamedataAIStatusEffectCond_Record
function gamedataAIActionCondition_Record:GetStatusEffectANDItem(index) return end

---@param index Int32
---@return gamedataAIStatusEffectCond_Record
function gamedataAIActionCondition_Record:GetStatusEffectANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetStatusEffectORCount() return end

---@param index Int32
---@return gamedataAIStatusEffectCond_Record
function gamedataAIActionCondition_Record:GetStatusEffectORItem(index) return end

---@param index Int32
---@return gamedataAIStatusEffectCond_Record
function gamedataAIActionCondition_Record:GetStatusEffectORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetTresspassingCount() return end

---@param index Int32
---@return gamedataAITresspassingCond_Record
function gamedataAIActionCondition_Record:GetTresspassingItem(index) return end

---@param index Int32
---@return gamedataAITresspassingCond_Record
function gamedataAIActionCondition_Record:GetTresspassingItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetVehicleANDCount() return end

---@param index Int32
---@return gamedataAIVehicleCond_Record
function gamedataAIActionCondition_Record:GetVehicleANDItem(index) return end

---@param index Int32
---@return gamedataAIVehicleCond_Record
function gamedataAIActionCondition_Record:GetVehicleANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetVehicleORCount() return end

---@param index Int32
---@return gamedataAIVehicleCond_Record
function gamedataAIActionCondition_Record:GetVehicleORItem(index) return end

---@param index Int32
---@return gamedataAIVehicleCond_Record
function gamedataAIActionCondition_Record:GetVehicleORItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetWeakSpotANDCount() return end

---@param index Int32
---@return gamedataAIWeakSpotCond_Record
function gamedataAIActionCondition_Record:GetWeakSpotANDItem(index) return end

---@param index Int32
---@return gamedataAIWeakSpotCond_Record
function gamedataAIActionCondition_Record:GetWeakSpotANDItemHandle(index) return end

---@return Int32
function gamedataAIActionCondition_Record:GetWeakSpotORCount() return end

---@param index Int32
---@return gamedataAIWeakSpotCond_Record
function gamedataAIActionCondition_Record:GetWeakSpotORItem(index) return end

---@param index Int32
---@return gamedataAIWeakSpotCond_Record
function gamedataAIActionCondition_Record:GetWeakSpotORItemHandle(index) return end

---@return gamedataAIGoToCoverCond_Record
function gamedataAIActionCondition_Record:GoToCover() return end

---@return gamedataAIGoToCoverCond_Record
function gamedataAIActionCondition_Record:GoToCoverHandle() return end

---@return gamedataAIHitCond_Record
function gamedataAIActionCondition_Record:Hit() return end

---@return gamedataAIHitCond_Record
function gamedataAIActionCondition_Record:HitHandle() return end

---@return gamedataAIInTacticPositionCond_Record[]
function gamedataAIActionCondition_Record:InTacticPosition() return end

---@param item gamedataAIInTacticPositionCond_Record
---@return Bool
function gamedataAIActionCondition_Record:InTacticPositionContains(item) return end

---@return gamedataAIItemCond_Record[]
function gamedataAIActionCondition_Record:InventoryAND() return end

---@param item gamedataAIItemCond_Record
---@return Bool
function gamedataAIActionCondition_Record:InventoryANDContains(item) return end

---@return gamedataAIItemCond_Record[]
function gamedataAIActionCondition_Record:InventoryOR() return end

---@param item gamedataAIItemCond_Record
---@return Bool
function gamedataAIActionCondition_Record:InventoryORContains(item) return end

---@return gamedataAILookAtCond_Record[]
function gamedataAIActionCondition_Record:Lookat() return end

---@param item gamedataAILookAtCond_Record
---@return Bool
function gamedataAIActionCondition_Record:LookatContains(item) return end

---@return gamedataAIMovementCond_Record[]
function gamedataAIActionCondition_Record:MovementAND() return end

---@param item gamedataAIMovementCond_Record
---@return Bool
function gamedataAIActionCondition_Record:MovementANDContains(item) return end

---@return gamedataAIMovementCond_Record[]
function gamedataAIActionCondition_Record:MovementOR() return end

---@param item gamedataAIMovementCond_Record
---@return Bool
function gamedataAIActionCondition_Record:MovementORContains(item) return end

---@return gamedataAINPCTypeCond_Record
function gamedataAIActionCondition_Record:NpcType() return end

---@return gamedataAINPCTypeCond_Record
function gamedataAIActionCondition_Record:NpcTypeHandle() return end

---@return gamedataAIOptimalDistanceCond_Record
function gamedataAIActionCondition_Record:OptimalDistance() return end

---@return gamedataAIOptimalDistanceCond_Record
function gamedataAIActionCondition_Record:OptimalDistanceHandle() return end

---@return gamedataAIPreviousAttackCond_Record
function gamedataAIActionCondition_Record:PreviousAttack() return end

---@return gamedataAIPreviousAttackCond_Record
function gamedataAIActionCondition_Record:PreviousAttackHandle() return end

---@return gamedataAIReactionCond_Record[]
function gamedataAIActionCondition_Record:Reaction() return end

---@param item gamedataAIReactionCond_Record
---@return Bool
function gamedataAIActionCondition_Record:ReactionContains(item) return end

---@return gamedataAIRestrictedMovementAreaCond_Record[]
function gamedataAIActionCondition_Record:RestrictedMovementArea() return end

---@param item gamedataAIRestrictedMovementAreaCond_Record
---@return Bool
function gamedataAIActionCondition_Record:RestrictedMovementAreaContains(item) return end

---@return gamedataAISecurityCond_Record
function gamedataAIActionCondition_Record:Security() return end

---@return gamedataAISecurityCond_Record
function gamedataAIActionCondition_Record:SecurityHandle() return end

---@return gamedataAISignalCond_Record[]
function gamedataAIActionCondition_Record:SignalAND() return end

---@param item gamedataAISignalCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SignalANDContains(item) return end

---@return gamedataAISignalCond_Record[]
function gamedataAIActionCondition_Record:SignalOR() return end

---@param item gamedataAISignalCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SignalORContains(item) return end

---@return gamedataAISlotCond_Record[]
function gamedataAIActionCondition_Record:SlotAND() return end

---@param item gamedataAISlotCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SlotANDContains(item) return end

---@return gamedataAISlotCond_Record[]
function gamedataAIActionCondition_Record:SlotOR() return end

---@param item gamedataAISlotCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SlotORContains(item) return end

---@return gamedataAISpatialCond_Record[]
function gamedataAIActionCondition_Record:SpatialAND() return end

---@param item gamedataAISpatialCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SpatialANDContains(item) return end

---@return gamedataAISpatialCond_Record[]
function gamedataAIActionCondition_Record:SpatialOR() return end

---@param item gamedataAISpatialCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SpatialORContains(item) return end

---@return gamedataAISquadCond_Record[]
function gamedataAIActionCondition_Record:SquadAND() return end

---@param item gamedataAISquadCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SquadANDContains(item) return end

---@return gamedataAISquadCond_Record[]
function gamedataAIActionCondition_Record:SquadOR() return end

---@param item gamedataAISquadCond_Record
---@return Bool
function gamedataAIActionCondition_Record:SquadORContains(item) return end

---@return gamedataAIStatPoolCond_Record[]
function gamedataAIActionCondition_Record:StatPoolAND() return end

---@param item gamedataAIStatPoolCond_Record
---@return Bool
function gamedataAIActionCondition_Record:StatPoolANDContains(item) return end

---@return gamedataAIStatPoolCond_Record[]
function gamedataAIActionCondition_Record:StatPoolOR() return end

---@param item gamedataAIStatPoolCond_Record
---@return Bool
function gamedataAIActionCondition_Record:StatPoolORContains(item) return end

---@return gamedataAIStateCond_Record[]
function gamedataAIActionCondition_Record:State() return end

---@param item gamedataAIStateCond_Record
---@return Bool
function gamedataAIActionCondition_Record:StateContains(item) return end

---@return gamedataAIStatusEffectCond_Record[]
function gamedataAIActionCondition_Record:StatusEffectAND() return end

---@param item gamedataAIStatusEffectCond_Record
---@return Bool
function gamedataAIActionCondition_Record:StatusEffectANDContains(item) return end

---@return gamedataAIStatusEffectCond_Record[]
function gamedataAIActionCondition_Record:StatusEffectOR() return end

---@param item gamedataAIStatusEffectCond_Record
---@return Bool
function gamedataAIActionCondition_Record:StatusEffectORContains(item) return end

---@return gamedataAITargetCond_Record
function gamedataAIActionCondition_Record:Target() return end

---@return gamedataAITargetCond_Record
function gamedataAIActionCondition_Record:TargetHandle() return end

---@return gamedataAITresspassingCond_Record[]
function gamedataAIActionCondition_Record:Tresspassing() return end

---@param item gamedataAITresspassingCond_Record
---@return Bool
function gamedataAIActionCondition_Record:TresspassingContains(item) return end

---@return gamedataAIValidCoversCond_Record
function gamedataAIActionCondition_Record:ValidCover() return end

---@return gamedataAIValidCoversCond_Record
function gamedataAIActionCondition_Record:ValidCoverHandle() return end

---@return gamedataAIVehicleCond_Record[]
function gamedataAIActionCondition_Record:VehicleAND() return end

---@param item gamedataAIVehicleCond_Record
---@return Bool
function gamedataAIActionCondition_Record:VehicleANDContains(item) return end

---@return gamedataAIVehicleCond_Record[]
function gamedataAIActionCondition_Record:VehicleOR() return end

---@param item gamedataAIVehicleCond_Record
---@return Bool
function gamedataAIActionCondition_Record:VehicleORContains(item) return end

---@return gamedataAIWeakSpotCond_Record[]
function gamedataAIActionCondition_Record:WeakSpotAND() return end

---@param item gamedataAIWeakSpotCond_Record
---@return Bool
function gamedataAIActionCondition_Record:WeakSpotANDContains(item) return end

---@return gamedataAIWeakSpotCond_Record[]
function gamedataAIActionCondition_Record:WeakSpotOR() return end

---@param item gamedataAIWeakSpotCond_Record
---@return Bool
function gamedataAIActionCondition_Record:WeakSpotORContains(item) return end

---@return gamedataAIHasWeapon_Record
function gamedataAIActionCondition_Record:Weapon() return end

---@return gamedataAIHasWeapon_Record
function gamedataAIActionCondition_Record:WeaponHandle() return end

---@return gamedataAIWeaponLockedOnTargetCond_Record
function gamedataAIActionCondition_Record:WeaponLockedOnTarget() return end

---@return gamedataAIWeaponLockedOnTargetCond_Record
function gamedataAIActionCondition_Record:WeaponLockedOnTargetHandle() return end

---@return gamedataAIWorkspotCond_Record
function gamedataAIActionCondition_Record:Workspot() return end

---@return gamedataAIWorkspotCond_Record
function gamedataAIActionCondition_Record:WorkspotHandle() return end

---@class gamedataAIActionCooldown_Record : gamedataTweakDBRecord
gamedataAIActionCooldown_Record = {}

---@return gamedataAIActionCooldown_Record
function gamedataAIActionCooldown_Record.new() return end

---@param props table
---@return gamedataAIActionCooldown_Record
function gamedataAIActionCooldown_Record.new(props) return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIActionCooldown_Record:ActivationCondition() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIActionCooldown_Record:ActivationConditionContains(item) return end

---@return Float
function gamedataAIActionCooldown_Record:Duration() return end

---@return Int32
function gamedataAIActionCooldown_Record:GetActivationConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionCooldown_Record:GetActivationConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionCooldown_Record:GetActivationConditionItemHandle(index) return end

---@return CName
function gamedataAIActionCooldown_Record:Name() return end

---@class gamedataAIActionLookAtData_Record : gamedataTweakDBRecord
gamedataAIActionLookAtData_Record = {}

---@return gamedataAIActionLookAtData_Record
function gamedataAIActionLookAtData_Record.new() return end

---@param props table
---@return gamedataAIActionLookAtData_Record
function gamedataAIActionLookAtData_Record.new(props) return end

---@return gamedataAIActionCondition_Record
function gamedataAIActionLookAtData_Record:ActivationCondition() return end

---@return gamedataAIActionCondition_Record
function gamedataAIActionLookAtData_Record:ActivationConditionHandle() return end

---@return Vector3
function gamedataAIActionLookAtData_Record:Offset() return end

---@return gamedataLookAtPreset_Record
function gamedataAIActionLookAtData_Record:Preset() return end

---@return gamedataLookAtPreset_Record
function gamedataAIActionLookAtData_Record:PresetHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionLookAtData_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionLookAtData_Record:TargetHandle() return end

---@return Float
function gamedataAIActionLookAtData_Record:TimeDelay() return end

---@class gamedataAIActionOR_Record : gamedataAIActionSubCondition_Record
gamedataAIActionOR_Record = {}

---@return gamedataAIActionOR_Record
function gamedataAIActionOR_Record.new() return end

---@param props table
---@return gamedataAIActionOR_Record
function gamedataAIActionOR_Record.new(props) return end

---@return Int32
function gamedataAIActionOR_Record:GetORCount() return end

---@param index Int32
---@return gamedataAIActionSubCondition_Record
function gamedataAIActionOR_Record:GetORItem(index) return end

---@param index Int32
---@return gamedataAIActionSubCondition_Record
function gamedataAIActionOR_Record:GetORItemHandle(index) return end

---@return gamedataAIActionSubCondition_Record[]
function gamedataAIActionOR_Record:OR() return end

---@param item gamedataAIActionSubCondition_Record
---@return Bool
function gamedataAIActionOR_Record:ORContains(item) return end

---@class gamedataAIActionPhase_Record : gamedataTweakDBRecord
gamedataAIActionPhase_Record = {}

---@return gamedataAIActionPhase_Record
function gamedataAIActionPhase_Record.new() return end

---@param props table
---@return gamedataAIActionPhase_Record
function gamedataAIActionPhase_Record.new(props) return end

---@return Float
function gamedataAIActionPhase_Record:AnimationDuration() return end

---@return gamedataAIActionChangeNPCState_Record
function gamedataAIActionPhase_Record:ChangeNPCState() return end

---@return gamedataAIActionChangeNPCState_Record
function gamedataAIActionPhase_Record:ChangeNPCStateHandle() return end

---@return Bool
function gamedataAIActionPhase_Record:CompleteActionWithFailureOnCondition() return end

---@return Float
function gamedataAIActionPhase_Record:ConditionSuccessDuration() return end

---@return Float
function gamedataAIActionPhase_Record:Duration() return end

---@return gamedataAISubAction_Record
function gamedataAIActionPhase_Record:DynamicDuration() return end

---@return gamedataAISubAction_Record
function gamedataAIActionPhase_Record:DynamicDurationHandle() return end

---@return Bool
function gamedataAIActionPhase_Record:ForceZeroUpdateInterval() return end

---@return Int32
function gamedataAIActionPhase_Record:GetNotRepeatPhaseConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionPhase_Record:GetNotRepeatPhaseConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionPhase_Record:GetNotRepeatPhaseConditionItemHandle(index) return end

---@return Int32
function gamedataAIActionPhase_Record:GetToNextPhaseConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionPhase_Record:GetToNextPhaseConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionPhase_Record:GetToNextPhaseConditionItemHandle(index) return end

---@return Float
function gamedataAIActionPhase_Record:MaxDuration() return end

---@return gamedataMovementPolicy_Record
function gamedataAIActionPhase_Record:MovePolicy() return end

---@return gamedataMovementPolicy_Record
function gamedataAIActionPhase_Record:MovePolicyHandle() return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIActionPhase_Record:NotRepeatPhaseCondition() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIActionPhase_Record:NotRepeatPhaseConditionContains(item) return end

---@return Int32
function gamedataAIActionPhase_Record:Repeat() return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIActionPhase_Record:ToNextPhaseCondition() return end

---@return Float
function gamedataAIActionPhase_Record:ToNextPhaseConditionCheckInterval() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIActionPhase_Record:ToNextPhaseConditionContains(item) return end

---@return Bool
function gamedataAIActionPhase_Record:UseDurationFromAnimSlot() return end

---@class gamedataAIActionSecurityAreaType_Record : gamedataTweakDBRecord
gamedataAIActionSecurityAreaType_Record = {}

---@return gamedataAIActionSecurityAreaType_Record
function gamedataAIActionSecurityAreaType_Record.new() return end

---@param props table
---@return gamedataAIActionSecurityAreaType_Record
function gamedataAIActionSecurityAreaType_Record.new(props) return end

---@return String
function gamedataAIActionSecurityAreaType_Record:EnumComment() return end

---@return CName
function gamedataAIActionSecurityAreaType_Record:EnumName() return end

---@return gamedataAIActionSecurityAreaType
function gamedataAIActionSecurityAreaType_Record:Type() return end

---@class gamedataAIActionSecurityNotificationType_Record : gamedataTweakDBRecord
gamedataAIActionSecurityNotificationType_Record = {}

---@return gamedataAIActionSecurityNotificationType_Record
function gamedataAIActionSecurityNotificationType_Record.new() return end

---@param props table
---@return gamedataAIActionSecurityNotificationType_Record
function gamedataAIActionSecurityNotificationType_Record.new(props) return end

---@return String
function gamedataAIActionSecurityNotificationType_Record:EnumComment() return end

---@return CName
function gamedataAIActionSecurityNotificationType_Record:EnumName() return end

---@return gamedataAIActionSecurityNotificationType
function gamedataAIActionSecurityNotificationType_Record:Type() return end

---@class gamedataAIActionSelector_Record : gamedataAINode_Record
gamedataAIActionSelector_Record = {}

---@return gamedataAIActionSelector_Record
function gamedataAIActionSelector_Record.new() return end

---@param props table
---@return gamedataAIActionSelector_Record
function gamedataAIActionSelector_Record.new(props) return end

---@return gamedataAIAction_Record[]
function gamedataAIActionSelector_Record:Actions() return end

---@param item gamedataAIAction_Record
---@return Bool
function gamedataAIActionSelector_Record:ActionsContains(item) return end

---@return gamedataAIAction_Record
function gamedataAIActionSelector_Record:DefaultAction() return end

---@return gamedataAIAction_Record
function gamedataAIActionSelector_Record:DefaultActionHandle() return end

---@return Bool
function gamedataAIActionSelector_Record:DisableActionsLimit() return end

---@return Bool
function gamedataAIActionSelector_Record:FailOnNodeActivationConditionFailure() return end

---@return Int32
function gamedataAIActionSelector_Record:GetActionsCount() return end

---@param index Int32
---@return gamedataAIAction_Record
function gamedataAIActionSelector_Record:GetActionsItem(index) return end

---@param index Int32
---@return gamedataAIAction_Record
function gamedataAIActionSelector_Record:GetActionsItemHandle(index) return end

---@class gamedataAIActionSequence_Record : gamedataAINode_Record
gamedataAIActionSequence_Record = {}

---@return gamedataAIActionSequence_Record
function gamedataAIActionSequence_Record.new() return end

---@param props table
---@return gamedataAIActionSequence_Record
function gamedataAIActionSequence_Record.new(props) return end

---@return gamedataAIAction_Record[]
function gamedataAIActionSequence_Record:Actions() return end

---@param item gamedataAIAction_Record
---@return Bool
function gamedataAIActionSequence_Record:ActionsContains(item) return end

---@return Bool
function gamedataAIActionSequence_Record:DisableActionsLimit() return end

---@return Bool
function gamedataAIActionSequence_Record:FailOnNodeActivationConditionFailure() return end

---@return Int32
function gamedataAIActionSequence_Record:GetActionsCount() return end

---@param index Int32
---@return gamedataAIAction_Record
function gamedataAIActionSequence_Record:GetActionsItem(index) return end

---@param index Int32
---@return gamedataAIAction_Record
function gamedataAIActionSequence_Record:GetActionsItemHandle(index) return end

---@return Bool
function gamedataAIActionSequence_Record:HasMemory() return end

---@class gamedataAIActionSlideData_Record : gamedataTweakDBRecord
gamedataAIActionSlideData_Record = {}

---@return gamedataAIActionSlideData_Record
function gamedataAIActionSlideData_Record.new() return end

---@param props table
---@return gamedataAIActionSlideData_Record
function gamedataAIActionSlideData_Record.new(props) return end

---@return Float
function gamedataAIActionSlideData_Record:DirectionAngle() return end

---@return Bool
function gamedataAIActionSlideData_Record:DisablePositionSlideAgainstNpc() return end

---@return Float
function gamedataAIActionSlideData_Record:Distance() return end

---@return Float
function gamedataAIActionSlideData_Record:Duration() return end

---@return Float
function gamedataAIActionSlideData_Record:FinalRotationAngle() return end

---@return Float
function gamedataAIActionSlideData_Record:OffsetAroundTarget() return end

---@return Float
function gamedataAIActionSlideData_Record:OffsetToTarget() return end

---@return Bool
function gamedataAIActionSlideData_Record:OverrideOffsetToTargetFromWeapon() return end

---@return Float
function gamedataAIActionSlideData_Record:PositionPredictionTime() return end

---@return Float
function gamedataAIActionSlideData_Record:PositionSpeed() return end

---@return Float
function gamedataAIActionSlideData_Record:RotationSpeed() return end

---@return Float
function gamedataAIActionSlideData_Record:SlideStartDelay() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionSlideData_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIActionSlideData_Record:TargetHandle() return end

---@return Bool
function gamedataAIActionSlideData_Record:UsePositionSlide() return end

---@return Bool
function gamedataAIActionSlideData_Record:UseRotationSlide() return end

---@return Float
function gamedataAIActionSlideData_Record:ZAlignmentCollisionThreshold() return end

---@class gamedataAIActionSmartComposite_Record : gamedataAIRecord_Record
gamedataAIActionSmartComposite_Record = {}

---@return gamedataAIActionSmartComposite_Record
function gamedataAIActionSmartComposite_Record.new() return end

---@param props table
---@return gamedataAIActionSmartComposite_Record
function gamedataAIActionSmartComposite_Record.new(props) return end

---@return Float
function gamedataAIActionSmartComposite_Record:ConditionSuccessDuration() return end

---@return Bool
function gamedataAIActionSmartComposite_Record:DisableActionsLimit() return end

---@return Bool
function gamedataAIActionSmartComposite_Record:FailOnNodeActivationConditionFailure() return end

---@return Int32
function gamedataAIActionSmartComposite_Record:GetGracefulInterruptionConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionSmartComposite_Record:GetGracefulInterruptionConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIActionSmartComposite_Record:GetGracefulInterruptionConditionItemHandle(index) return end

---@return Int32
function gamedataAIActionSmartComposite_Record:GetNodesCount() return end

---@param index Int32
---@return gamedataAINode_Record
function gamedataAIActionSmartComposite_Record:GetNodesItem(index) return end

---@param index Int32
---@return gamedataAINode_Record
function gamedataAIActionSmartComposite_Record:GetNodesItemHandle(index) return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIActionSmartComposite_Record:GracefulInterruptionCondition() return end

---@return Float
function gamedataAIActionSmartComposite_Record:GracefulInterruptionConditionCheckInterval() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIActionSmartComposite_Record:GracefulInterruptionConditionContains(item) return end

---@return gamedataAINode_Record[]
function gamedataAIActionSmartComposite_Record:Nodes() return end

---@param item gamedataAINode_Record
---@return Bool
function gamedataAIActionSmartComposite_Record:NodesContains(item) return end

---@return Int32
function gamedataAIActionSmartComposite_Record:Repeat() return end

---@return gamedataAISmartCompositeType_Record
function gamedataAIActionSmartComposite_Record:Type() return end

---@return gamedataAISmartCompositeType_Record
function gamedataAIActionSmartComposite_Record:TypeHandle() return end

---@class gamedataAIActionSubCondition_Record : gamedataTweakDBRecord
gamedataAIActionSubCondition_Record = {}

---@return gamedataAIActionSubCondition_Record
function gamedataAIActionSubCondition_Record.new() return end

---@param props table
---@return gamedataAIActionSubCondition_Record
function gamedataAIActionSubCondition_Record.new(props) return end

---@return Bool
function gamedataAIActionSubCondition_Record:Invert() return end

---@class gamedataAIActionTarget_Record : gamedataTweakDBRecord
gamedataAIActionTarget_Record = {}

---@return gamedataAIActionTarget_Record
function gamedataAIActionTarget_Record.new() return end

---@param props table
---@return gamedataAIActionTarget_Record
function gamedataAIActionTarget_Record.new(props) return end

---@return CName
function gamedataAIActionTarget_Record:BehaviorArgumentName() return end

---@return String
function gamedataAIActionTarget_Record:EnumComment() return end

---@return CName
function gamedataAIActionTarget_Record:EnumName() return end

---@return Bool
function gamedataAIActionTarget_Record:IsCoverID() return end

---@return Bool
function gamedataAIActionTarget_Record:IsObject() return end

---@return Bool
function gamedataAIActionTarget_Record:IsPosition() return end

---@return CName
function gamedataAIActionTarget_Record:TargetSlot() return end

---@return gamedataTrackingMode_Record
function gamedataAIActionTarget_Record:TrackingMode() return end

---@return gamedataTrackingMode_Record
function gamedataAIActionTarget_Record:TrackingModeHandle() return end

---@return gamedataAIActionTarget
function gamedataAIActionTarget_Record:Type() return end

---@class gamedataAIActionTicket_Record : gamedataAITicket_Record
gamedataAIActionTicket_Record = {}

---@return gamedataAIActionTicket_Record
function gamedataAIActionTicket_Record.new() return end

---@param props table
---@return gamedataAIActionTicket_Record
function gamedataAIActionTicket_Record.new(props) return end

---@class gamedataAIActionType_Record : gamedataTweakDBRecord
gamedataAIActionType_Record = {}

---@return gamedataAIActionType_Record
function gamedataAIActionType_Record.new() return end

---@param props table
---@return gamedataAIActionType_Record
function gamedataAIActionType_Record.new(props) return end

---@return String
function gamedataAIActionType_Record:EnumComment() return end

---@return CName
function gamedataAIActionType_Record:EnumName() return end

---@return gamedataAIActionType
function gamedataAIActionType_Record:Type() return end

---@class gamedataAIAction_Record : gamedataAINode_Record
gamedataAIAction_Record = {}

---@return gamedataAIAction_Record
function gamedataAIAction_Record.new() return end

---@param props table
---@return gamedataAIAction_Record
function gamedataAIAction_Record.new(props) return end

---@return gamedataGameplayAbility_Record
function gamedataAIAction_Record:Ability() return end

---@return gamedataGameplayAbility_Record
function gamedataAIAction_Record:AbilityHandle() return end

---@return Float
function gamedataAIAction_Record:AllowBlendDuration() return end

---@return Float
function gamedataAIAction_Record:AllowBlendPercCap() return end

---@return gamedataAIActionAnimData_Record
function gamedataAIAction_Record:AnimData() return end

---@return gamedataAIActionAnimData_Record
function gamedataAIAction_Record:AnimDataHandle() return end

---@return CName[]
function gamedataAIAction_Record:AnimationWrapperOverrides() return end

---@param item CName|string
---@return Bool
function gamedataAIAction_Record:AnimationWrapperOverridesContains(item) return end

---@return CName[]
function gamedataAIAction_Record:Commands() return end

---@param item CName|string
---@return Bool
function gamedataAIAction_Record:CommandsContains(item) return end

---@return Bool
function gamedataAIAction_Record:CompleteWithFailure() return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAIAction_Record:Cooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAIAction_Record:CooldownsContains(item) return end

---@return Bool
function gamedataAIAction_Record:DisableAction() return end

---@return Bool
function gamedataAIAction_Record:DisableActionInMultiplayer() return end

---@return Bool
function gamedataAIAction_Record:FailIfAnimationNotStreamedIn() return end

---@return Int32
function gamedataAIAction_Record:GetAnimationWrapperOverridesCount() return end

---@param index Int32
---@return CName
function gamedataAIAction_Record:GetAnimationWrapperOverridesItem(index) return end

---@return Int32
function gamedataAIAction_Record:GetCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAIAction_Record:GetCommandsItem(index) return end

---@return Int32
function gamedataAIAction_Record:GetCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAIAction_Record:GetCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAIAction_Record:GetCooldownsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetInitCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAIAction_Record:GetInitCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAIAction_Record:GetInitCooldownsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetLookatsCount() return end

---@param index Int32
---@return gamedataAIActionLookAtData_Record
function gamedataAIAction_Record:GetLookatsItem(index) return end

---@param index Int32
---@return gamedataAIActionLookAtData_Record
function gamedataAIAction_Record:GetLookatsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetLoopSubActionsCount() return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetLoopSubActionsItem(index) return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetLoopSubActionsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetRecoverySubActionsCount() return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetRecoverySubActionsItem(index) return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetRecoverySubActionsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetStartupSubActionsCount() return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetStartupSubActionsItem(index) return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetStartupSubActionsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetSubActionsCount() return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetSubActionsItem(index) return end

---@param index Int32
---@return gamedataAISubAction_Record
function gamedataAIAction_Record:GetSubActionsItemHandle(index) return end

---@return Int32
function gamedataAIAction_Record:GetTicketsCount() return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAIAction_Record:GetTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAIAction_Record:GetTicketsItemHandle(index) return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAIAction_Record:InitCooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAIAction_Record:InitCooldownsContains(item) return end

---@return gamedataAIActionLookAtData_Record[]
function gamedataAIAction_Record:Lookats() return end

---@param item gamedataAIActionLookAtData_Record
---@return Bool
function gamedataAIAction_Record:LookatsContains(item) return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:Loop() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:LoopEndCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:LoopEndConditionHandle() return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:LoopHandle() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:LoopRepeatCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:LoopRepeatConditionHandle() return end

---@return gamedataAISubAction_Record[]
function gamedataAIAction_Record:LoopSubActions() return end

---@param item gamedataAISubAction_Record
---@return Bool
function gamedataAIAction_Record:LoopSubActionsContains(item) return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:Recovery() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:RecoveryEndCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:RecoveryEndConditionHandle() return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:RecoveryHandle() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:RecoveryRepeatCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:RecoveryRepeatConditionHandle() return end

---@return gamedataAISubAction_Record[]
function gamedataAIAction_Record:RecoverySubActions() return end

---@param item gamedataAISubAction_Record
---@return Bool
function gamedataAIAction_Record:RecoverySubActionsContains(item) return end

---@return Bool
function gamedataAIAction_Record:RevokingTicketCompletesAction() return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:Startup() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:StartupEndCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:StartupEndConditionHandle() return end

---@return gamedataAIActionPhase_Record
function gamedataAIAction_Record:StartupHandle() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:StartupRepeatCondition() return end

---@return gamedataAIActionOR_Record
function gamedataAIAction_Record:StartupRepeatConditionHandle() return end

---@return gamedataAISubAction_Record[]
function gamedataAIAction_Record:StartupSubActions() return end

---@param item gamedataAISubAction_Record
---@return Bool
function gamedataAIAction_Record:StartupSubActionsContains(item) return end

---@return gamedataAISubAction_Record[]
function gamedataAIAction_Record:SubActions() return end

---@return Bool
function gamedataAIAction_Record:SubActionsCanCompleteAction() return end

---@param item gamedataAISubAction_Record
---@return Bool
function gamedataAIAction_Record:SubActionsContains(item) return end

---@return Float
function gamedataAIAction_Record:TicketAcknowledgeTimeout() return end

---@return gamedataAITicketType_Record[]
function gamedataAIAction_Record:Tickets() return end

---@param item gamedataAITicketType_Record
---@return Bool
function gamedataAIAction_Record:TicketsContains(item) return end

---@return Bool
function gamedataAIAction_Record:WaitForAnimationToLoad() return end

---@class gamedataAIAdditionalTraceType_Record : gamedataTweakDBRecord
gamedataAIAdditionalTraceType_Record = {}

---@return gamedataAIAdditionalTraceType_Record
function gamedataAIAdditionalTraceType_Record.new() return end

---@param props table
---@return gamedataAIAdditionalTraceType_Record
function gamedataAIAdditionalTraceType_Record.new(props) return end

---@return String
function gamedataAIAdditionalTraceType_Record:EnumComment() return end

---@return CName
function gamedataAIAdditionalTraceType_Record:EnumName() return end

---@return gamedataAIAdditionalTraceType
function gamedataAIAdditionalTraceType_Record:Type() return end

---@class gamedataAIAffiliationCond_Record : gamedataAIActionSubCondition_Record
gamedataAIAffiliationCond_Record = {}

---@return gamedataAIAffiliationCond_Record
function gamedataAIAffiliationCond_Record.new() return end

---@param props table
---@return gamedataAIAffiliationCond_Record
function gamedataAIAffiliationCond_Record.new(props) return end

---@return gamedataAffiliation_Record
function gamedataAIAffiliationCond_Record:Affiliation() return end

---@return gamedataAffiliation_Record
function gamedataAIAffiliationCond_Record:AffiliationHandle() return end

---@class gamedataAIAmmoCountCond_Record : gamedataAIActionSubCondition_Record
gamedataAIAmmoCountCond_Record = {}

---@return gamedataAIAmmoCountCond_Record
function gamedataAIAmmoCountCond_Record.new() return end

---@param props table
---@return gamedataAIAmmoCountCond_Record
function gamedataAIAmmoCountCond_Record.new(props) return end

---@return Int32
function gamedataAIAmmoCountCond_Record:Max() return end

---@return Int32
function gamedataAIAmmoCountCond_Record:Min() return end

---@return Vector2
function gamedataAIAmmoCountCond_Record:Percentage() return end

---@return gamedataAttachmentSlot_Record
function gamedataAIAmmoCountCond_Record:WeaponSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAIAmmoCountCond_Record:WeaponSlotHandle() return end

---@class gamedataAIAssignedVehicleCanReachTargetCond_Record : gamedataAIActionSubCondition_Record
gamedataAIAssignedVehicleCanReachTargetCond_Record = {}

---@return gamedataAIAssignedVehicleCanReachTargetCond_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record.new() return end

---@param props table
---@return gamedataAIAssignedVehicleCanReachTargetCond_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record.new(props) return end

---@return Float
function gamedataAIAssignedVehicleCanReachTargetCond_Record:Duration() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record:TargetHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleCanReachTargetCond_Record:VehicleHandle() return end

---@class gamedataAIAssignedVehicleInPanicDriving_Record : gamedataAIActionSubCondition_Record
gamedataAIAssignedVehicleInPanicDriving_Record = {}

---@return gamedataAIAssignedVehicleInPanicDriving_Record
function gamedataAIAssignedVehicleInPanicDriving_Record.new() return end

---@param props table
---@return gamedataAIAssignedVehicleInPanicDriving_Record
function gamedataAIAssignedVehicleInPanicDriving_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleInPanicDriving_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleInPanicDriving_Record:VehicleHandle() return end

---@class gamedataAIAssignedVehicleInRace_Record : gamedataAIActionSubCondition_Record
gamedataAIAssignedVehicleInRace_Record = {}

---@return gamedataAIAssignedVehicleInRace_Record
function gamedataAIAssignedVehicleInRace_Record.new() return end

---@param props table
---@return gamedataAIAssignedVehicleInRace_Record
function gamedataAIAssignedVehicleInRace_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleInRace_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIAssignedVehicleInRace_Record:VehicleHandle() return end

---@class gamedataAIBlockCountCond_Record : gamedataAIActionSubCondition_Record
gamedataAIBlockCountCond_Record = {}

---@return gamedataAIBlockCountCond_Record
function gamedataAIBlockCountCond_Record.new() return end

---@param props table
---@return gamedataAIBlockCountCond_Record
function gamedataAIBlockCountCond_Record.new(props) return end

---@return Int32
function gamedataAIBlockCountCond_Record:MaxBlockCount() return end

---@return Int32
function gamedataAIBlockCountCond_Record:MaxParryCount() return end

---@return Int32
function gamedataAIBlockCountCond_Record:MinBlockCount() return end

---@return Int32
function gamedataAIBlockCountCond_Record:MinParryCount() return end

---@return Int32
function gamedataAIBlockCountCond_Record:OwnerAttackBlockedCount() return end

---@return Int32
function gamedataAIBlockCountCond_Record:OwnerAttackParriedCount() return end

---@class gamedataAICalculateLineOfSightVector_Record : gamedataAIActionSubCondition_Record
gamedataAICalculateLineOfSightVector_Record = {}

---@return gamedataAICalculateLineOfSightVector_Record
function gamedataAICalculateLineOfSightVector_Record.new() return end

---@param props table
---@return gamedataAICalculateLineOfSightVector_Record
function gamedataAICalculateLineOfSightVector_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculateLineOfSightVector_Record:EndPosition() return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculateLineOfSightVector_Record:EndPositionHandle() return end

---@return Vector3
function gamedataAICalculateLineOfSightVector_Record:EndPositionOffset() return end

---@return Bool
function gamedataAICalculateLineOfSightVector_Record:IgnoreNonPenetrableObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculateLineOfSightVector_Record:StartPosition() return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculateLineOfSightVector_Record:StartPositionHandle() return end

---@return Vector3
function gamedataAICalculateLineOfSightVector_Record:StartPositionOffset() return end

---@class gamedataAICalculatePathCond_Record : gamedataAIActionSubCondition_Record
gamedataAICalculatePathCond_Record = {}

---@return gamedataAICalculatePathCond_Record
function gamedataAICalculatePathCond_Record.new() return end

---@param props table
---@return gamedataAICalculatePathCond_Record
function gamedataAICalculatePathCond_Record.new(props) return end

---@return CName[]
function gamedataAICalculatePathCond_Record:AllowedOffMeshTags() return end

---@param item CName|string
---@return Bool
function gamedataAICalculatePathCond_Record:AllowedOffMeshTagsContains(item) return end

---@return Bool
function gamedataAICalculatePathCond_Record:CheckDynamicObstacle() return end

---@return Bool
function gamedataAICalculatePathCond_Record:CheckStraightPath() return end

---@return Float
function gamedataAICalculatePathCond_Record:DirectionAngle() return end

---@return Float
function gamedataAICalculatePathCond_Record:Distance() return end

---@return Int32
function gamedataAICalculatePathCond_Record:GetAllowedOffMeshTagsCount() return end

---@param index Int32
---@return CName
function gamedataAICalculatePathCond_Record:GetAllowedOffMeshTagsItem(index) return end

---@return Vector3
function gamedataAICalculatePathCond_Record:StartPositionOffset() return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculatePathCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAICalculatePathCond_Record:TargetHandle() return end

---@return Float
function gamedataAICalculatePathCond_Record:Tolerance() return end

---@class gamedataAICanShootInCarChaseCond_Record : gamedataAIActionSubCondition_Record
gamedataAICanShootInCarChaseCond_Record = {}

---@return gamedataAICanShootInCarChaseCond_Record
function gamedataAICanShootInCarChaseCond_Record.new() return end

---@param props table
---@return gamedataAICanShootInCarChaseCond_Record
function gamedataAICanShootInCarChaseCond_Record.new(props) return end

---@class gamedataAICommandCond_Record : gamedataAIActionSubCondition_Record
gamedataAICommandCond_Record = {}

---@return gamedataAICommandCond_Record
function gamedataAICommandCond_Record.new() return end

---@param props table
---@return gamedataAICommandCond_Record
function gamedataAICommandCond_Record.new(props) return end

---@return Int32
function gamedataAICommandCond_Record:GetHasCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAICommandCond_Record:GetHasCommandsItem(index) return end

---@return Int32
function gamedataAICommandCond_Record:GetHasNewOrOverridenCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAICommandCond_Record:GetHasNewOrOverridenCommandsItem(index) return end

---@return CName[]
function gamedataAICommandCond_Record:HasCommands() return end

---@param item CName|string
---@return Bool
function gamedataAICommandCond_Record:HasCommandsContains(item) return end

---@return CName[]
function gamedataAICommandCond_Record:HasNewOrOverridenCommands() return end

---@param item CName|string
---@return Bool
function gamedataAICommandCond_Record:HasNewOrOverridenCommandsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAICommandCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAICommandCond_Record:TargetHandle() return end

---@class gamedataAICommand_Record : gamedataTweakDBRecord
gamedataAICommand_Record = {}

---@return gamedataAICommand_Record
function gamedataAICommand_Record.new() return end

---@param props table
---@return gamedataAICommand_Record
function gamedataAICommand_Record.new(props) return end

---@return Int32
function gamedataAICommand_Record:GetHasCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAICommand_Record:GetHasCommandsItem(index) return end

---@return Int32
function gamedataAICommand_Record:GetHasNewOrOverridenCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAICommand_Record:GetHasNewOrOverridenCommandsItem(index) return end

---@return CName[]
function gamedataAICommand_Record:HasCommands() return end

---@param item CName|string
---@return Bool
function gamedataAICommand_Record:HasCommandsContains(item) return end

---@return CName[]
function gamedataAICommand_Record:HasNewOrOverridenCommands() return end

---@param item CName|string
---@return Bool
function gamedataAICommand_Record:HasNewOrOverridenCommandsContains(item) return end

---@class gamedataAIComparison_Record : gamedataTweakDBRecord
gamedataAIComparison_Record = {}

---@return gamedataAIComparison_Record
function gamedataAIComparison_Record.new() return end

---@param props table
---@return gamedataAIComparison_Record
function gamedataAIComparison_Record.new(props) return end

---@return CName
function gamedataAIComparison_Record:EnumName() return end

---@return gamedataAIComparison
function gamedataAIComparison_Record:Type() return end

---@class gamedataAICooldownCond_Record : gamedataAIActionSubCondition_Record
gamedataAICooldownCond_Record = {}

---@return gamedataAICooldownCond_Record
function gamedataAICooldownCond_Record.new() return end

---@param props table
---@return gamedataAICooldownCond_Record
function gamedataAICooldownCond_Record.new(props) return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAICooldownCond_Record:Cooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAICooldownCond_Record:CooldownsContains(item) return end

---@return Int32
function gamedataAICooldownCond_Record:GetCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAICooldownCond_Record:GetCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAICooldownCond_Record:GetCooldownsItemHandle(index) return end

---@class gamedataAICoverCond_Record : gamedataAIActionSubCondition_Record
gamedataAICoverCond_Record = {}

---@return gamedataAICoverCond_Record
function gamedataAICoverCond_Record.new() return end

---@param props table
---@return gamedataAICoverCond_Record
function gamedataAICoverCond_Record.new(props) return end

---@return CName[]
function gamedataAICoverCond_Record:CheckChosenExposureMethod() return end

---@param item CName|string
---@return Bool
function gamedataAICoverCond_Record:CheckChosenExposureMethodContains(item) return end

---@return Bool
function gamedataAICoverCond_Record:CheckIfCoverTransitionRequired() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:Cover() return end

---@return CName[]
function gamedataAICoverCond_Record:CoverExposureMethods() return end

---@param item CName|string
---@return Bool
function gamedataAICoverCond_Record:CoverExposureMethodsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:CoverHandle() return end

---@return Int32
function gamedataAICoverCond_Record:CoverType() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:DesiredCover() return end

---@return Int32
function gamedataAICoverCond_Record:DesiredCoverChanged() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:DesiredCoverHandle() return end

---@return Int32
function gamedataAICoverCond_Record:GetCheckChosenExposureMethodCount() return end

---@param index Int32
---@return CName
function gamedataAICoverCond_Record:GetCheckChosenExposureMethodItem(index) return end

---@return Int32
function gamedataAICoverCond_Record:GetCoverExposureMethodsCount() return end

---@param index Int32
---@return CName
function gamedataAICoverCond_Record:GetCoverExposureMethodsItem(index) return end

---@return Int32
function gamedataAICoverCond_Record:HasAnyLastAvailableExposureMethods() return end

---@return Int32
function gamedataAICoverCond_Record:IsOwnerCrouching() return end

---@return Int32
function gamedataAICoverCond_Record:IsOwnerExposed() return end

---@return Int32
function gamedataAICoverCond_Record:IsProtectingHorizontallyAgainstTarget() return end

---@return Float
function gamedataAICoverCond_Record:MaxCoverToTargetAngle() return end

---@return Float
function gamedataAICoverCond_Record:MinCoverHealth() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:Owner() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:OwnerHandle() return end

---@return Float
function gamedataAICoverCond_Record:PredictionTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAICoverCond_Record:TargetHandle() return end

---@class gamedataAIDifficulty_Record : gamedataTweakDBRecord
gamedataAIDifficulty_Record = {}

---@return gamedataAIDifficulty_Record
function gamedataAIDifficulty_Record.new() return end

---@param props table
---@return gamedataAIDifficulty_Record
function gamedataAIDifficulty_Record.new(props) return end

---@return CName
function gamedataAIDifficulty_Record:EnumName() return end

---@return gamedataAIDifficulty
function gamedataAIDifficulty_Record:Type() return end

---@class gamedataAIDirectorEntryStartType_Record : gamedataTweakDBRecord
gamedataAIDirectorEntryStartType_Record = {}

---@return gamedataAIDirectorEntryStartType_Record
function gamedataAIDirectorEntryStartType_Record.new() return end

---@param props table
---@return gamedataAIDirectorEntryStartType_Record
function gamedataAIDirectorEntryStartType_Record.new(props) return end

---@return CName
function gamedataAIDirectorEntryStartType_Record:EnumName() return end

---@return gamedataAIDirectorEntryStartType
function gamedataAIDirectorEntryStartType_Record:Type() return end

---@class gamedataAIDirectorScheduleEntry_Record : gamedataTweakDBRecord
gamedataAIDirectorScheduleEntry_Record = {}

---@return gamedataAIDirectorScheduleEntry_Record
function gamedataAIDirectorScheduleEntry_Record.new() return end

---@param props table
---@return gamedataAIDirectorScheduleEntry_Record
function gamedataAIDirectorScheduleEntry_Record.new(props) return end

---@return Float
function gamedataAIDirectorScheduleEntry_Record:Duration() return end

---@return gamedataAIDirectorEntryStartType_Record
function gamedataAIDirectorScheduleEntry_Record:EntryStartType() return end

---@return gamedataAIDirectorEntryStartType_Record
function gamedataAIDirectorScheduleEntry_Record:EntryStartTypeHandle() return end

---@return Int32
function gamedataAIDirectorScheduleEntry_Record:GetPlansCount() return end

---@param index Int32
---@return gamedataAIDirectorSchedulePlan_Record
function gamedataAIDirectorScheduleEntry_Record:GetPlansItem(index) return end

---@param index Int32
---@return gamedataAIDirectorSchedulePlan_Record
function gamedataAIDirectorScheduleEntry_Record:GetPlansItemHandle(index) return end

---@return Int32
function gamedataAIDirectorScheduleEntry_Record:KillsLimit() return end

---@return gamedataAIDirectorSchedulePlan_Record[]
function gamedataAIDirectorScheduleEntry_Record:Plans() return end

---@param item gamedataAIDirectorSchedulePlan_Record
---@return Bool
function gamedataAIDirectorScheduleEntry_Record:PlansContains(item) return end

---@return Float
function gamedataAIDirectorScheduleEntry_Record:TensionDelta() return end

---@class gamedataAIDirectorSchedulePlanEnemyEntry_Record : gamedataTweakDBRecord
gamedataAIDirectorSchedulePlanEnemyEntry_Record = {}

---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record
function gamedataAIDirectorSchedulePlanEnemyEntry_Record.new() return end

---@param props table
---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record
function gamedataAIDirectorSchedulePlanEnemyEntry_Record.new(props) return end

---@return gamedataCharacter_Record
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:Character() return end

---@return gamedataCharacter_Record
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:CharacterHandle() return end

---@return Int32
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:GetTagsItem(index) return end

---@return Int32
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:MaxAmountConcurrently() return end

---@return Float
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:SpawnChanceFactor() return end

---@return CName[]
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataAIDirectorSchedulePlanEnemyEntry_Record:TagsContains(item) return end

---@class gamedataAIDirectorSchedulePlan_Record : gamedataTweakDBRecord
gamedataAIDirectorSchedulePlan_Record = {}

---@return gamedataAIDirectorSchedulePlan_Record
function gamedataAIDirectorSchedulePlan_Record.new() return end

---@param props table
---@return gamedataAIDirectorSchedulePlan_Record
function gamedataAIDirectorSchedulePlan_Record.new(props) return end

---@return Float
function gamedataAIDirectorSchedulePlan_Record:MinTensionToPerform() return end

---@return gamedataAIDirectorScheduleSpawningDesc_Record
function gamedataAIDirectorSchedulePlan_Record:SpawningDesc() return end

---@return gamedataAIDirectorScheduleSpawningDesc_Record
function gamedataAIDirectorSchedulePlan_Record:SpawningDescHandle() return end

---@class gamedataAIDirectorScheduleSpawningDesc_Record : gamedataTweakDBRecord
gamedataAIDirectorScheduleSpawningDesc_Record = {}

---@return gamedataAIDirectorScheduleSpawningDesc_Record
function gamedataAIDirectorScheduleSpawningDesc_Record.new() return end

---@param props table
---@return gamedataAIDirectorScheduleSpawningDesc_Record
function gamedataAIDirectorScheduleSpawningDesc_Record.new(props) return end

---@return Int32
function gamedataAIDirectorScheduleSpawningDesc_Record:EnemiesAmount() return end

---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record[]
function gamedataAIDirectorScheduleSpawningDesc_Record:Entries() return end

---@param item gamedataAIDirectorSchedulePlanEnemyEntry_Record
---@return Bool
function gamedataAIDirectorScheduleSpawningDesc_Record:EntriesContains(item) return end

---@return Int32
function gamedataAIDirectorScheduleSpawningDesc_Record:GetEntriesCount() return end

---@param index Int32
---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record
function gamedataAIDirectorScheduleSpawningDesc_Record:GetEntriesItem(index) return end

---@param index Int32
---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record
function gamedataAIDirectorScheduleSpawningDesc_Record:GetEntriesItemHandle(index) return end

---@return Float
function gamedataAIDirectorScheduleSpawningDesc_Record:SpawningAngle() return end

---@return Float
function gamedataAIDirectorScheduleSpawningDesc_Record:SpawningBigDistance() return end

---@return Float
function gamedataAIDirectorScheduleSpawningDesc_Record:SpawningMinDistance() return end

---@class gamedataAIDirectorSchedule_Record : gamedataTweakDBRecord
gamedataAIDirectorSchedule_Record = {}

---@return gamedataAIDirectorSchedule_Record
function gamedataAIDirectorSchedule_Record.new() return end

---@param props table
---@return gamedataAIDirectorSchedule_Record
function gamedataAIDirectorSchedule_Record.new(props) return end

---@return gamedataAIDirectorScheduleEntry_Record[]
function gamedataAIDirectorSchedule_Record:Entries() return end

---@param item gamedataAIDirectorScheduleEntry_Record
---@return Bool
function gamedataAIDirectorSchedule_Record:EntriesContains(item) return end

---@return Int32
function gamedataAIDirectorSchedule_Record:GetEntriesCount() return end

---@param index Int32
---@return gamedataAIDirectorScheduleEntry_Record
function gamedataAIDirectorSchedule_Record:GetEntriesItem(index) return end

---@param index Int32
---@return gamedataAIDirectorScheduleEntry_Record
function gamedataAIDirectorSchedule_Record:GetEntriesItemHandle(index) return end

---@class gamedataAIDodgeCountCond_Record : gamedataAIActionSubCondition_Record
gamedataAIDodgeCountCond_Record = {}

---@return gamedataAIDodgeCountCond_Record
function gamedataAIDodgeCountCond_Record.new() return end

---@param props table
---@return gamedataAIDodgeCountCond_Record
function gamedataAIDodgeCountCond_Record.new(props) return end

---@return Int32
function gamedataAIDodgeCountCond_Record:MaxDodgeCount() return end

---@return Int32
function gamedataAIDodgeCountCond_Record:MinDodgeCount() return end

---@return Int32
function gamedataAIDodgeCountCond_Record:OwnerAttackDodgedCount() return end

---@class gamedataAIDriverCond_Record : gamedataAIActionSubCondition_Record
gamedataAIDriverCond_Record = {}

---@return gamedataAIDriverCond_Record
function gamedataAIDriverCond_Record.new() return end

---@param props table
---@return gamedataAIDriverCond_Record
function gamedataAIDriverCond_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIDriverCond_Record:Driver() return end

---@return gamedataAIActionTarget_Record
function gamedataAIDriverCond_Record:DriverHandle() return end

---@class gamedataAIEverPerformedChase_Record : gamedataAIActionSubCondition_Record
gamedataAIEverPerformedChase_Record = {}

---@return gamedataAIEverPerformedChase_Record
function gamedataAIEverPerformedChase_Record.new() return end

---@param props table
---@return gamedataAIEverPerformedChase_Record
function gamedataAIEverPerformedChase_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIEverPerformedChase_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIEverPerformedChase_Record:VehicleHandle() return end

---@class gamedataAIExposureMethodType_Record : gamedataTweakDBRecord
gamedataAIExposureMethodType_Record = {}

---@return gamedataAIExposureMethodType_Record
function gamedataAIExposureMethodType_Record.new() return end

---@param props table
---@return gamedataAIExposureMethodType_Record
function gamedataAIExposureMethodType_Record.new(props) return end

---@return String
function gamedataAIExposureMethodType_Record:EnumComment() return end

---@return CName
function gamedataAIExposureMethodType_Record:EnumName() return end

---@return Int32
function gamedataAIExposureMethodType_Record:GetPriorityCount() return end

---@param index Int32
---@return Int32
function gamedataAIExposureMethodType_Record:GetPriorityItem(index) return end

---@return Int32[]
function gamedataAIExposureMethodType_Record:Priority() return end

---@param item Int32
---@return Bool
function gamedataAIExposureMethodType_Record:PriorityContains(item) return end

---@return gamedataAIExposureMethodType
function gamedataAIExposureMethodType_Record:Type() return end

---@class gamedataAIExtendTargetCirclingCond_Record : gamedataAIActionSubCondition_Record
gamedataAIExtendTargetCirclingCond_Record = {}

---@return gamedataAIExtendTargetCirclingCond_Record
function gamedataAIExtendTargetCirclingCond_Record.new() return end

---@param props table
---@return gamedataAIExtendTargetCirclingCond_Record
function gamedataAIExtendTargetCirclingCond_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIExtendTargetCirclingCond_Record:DestinationTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAIExtendTargetCirclingCond_Record:DestinationTargetHandle() return end

---@return Float
function gamedataAIExtendTargetCirclingCond_Record:SpreadIncreaseAngle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIExtendTargetCirclingCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIExtendTargetCirclingCond_Record:TargetHandle() return end

---@class gamedataAIFriendlyFireCond_Record : gamedataAIActionSubCondition_Record
gamedataAIFriendlyFireCond_Record = {}

---@return gamedataAIFriendlyFireCond_Record
function gamedataAIFriendlyFireCond_Record.new() return end

---@param props table
---@return gamedataAIFriendlyFireCond_Record
function gamedataAIFriendlyFireCond_Record.new(props) return end

---@return Bool
function gamedataAIFriendlyFireCond_Record:CheckPlayer() return end

---@class gamedataAIGameDifficultyCond_Record : gamedataAIActionSubCondition_Record
gamedataAIGameDifficultyCond_Record = {}

---@return gamedataAIGameDifficultyCond_Record
function gamedataAIGameDifficultyCond_Record.new() return end

---@param props table
---@return gamedataAIGameDifficultyCond_Record
function gamedataAIGameDifficultyCond_Record.new(props) return end

---@return Int32
function gamedataAIGameDifficultyCond_Record:ComparedDifficulty() return end

---@return CName
function gamedataAIGameDifficultyCond_Record:ComparisonType() return end

---@class gamedataAIGoToCoverCond_Record : gamedataAIActionSubCondition_Record
gamedataAIGoToCoverCond_Record = {}

---@return gamedataAIGoToCoverCond_Record
function gamedataAIGoToCoverCond_Record.new() return end

---@param props table
---@return gamedataAIGoToCoverCond_Record
function gamedataAIGoToCoverCond_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:Cover() return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:CoverHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:DesiredCover() return end

---@return Int32
function gamedataAIGoToCoverCond_Record:DesiredCoverChanged() return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:DesiredCoverHandle() return end

---@return Int32
function gamedataAIGoToCoverCond_Record:IsCoverSelected() return end

---@return Int32
function gamedataAIGoToCoverCond_Record:IsEnteringOrLeavingCover() return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIGoToCoverCond_Record:TargetHandle() return end

---@class gamedataAIHasWeapon_Record : gamedataAIActionSubCondition_Record
gamedataAIHasWeapon_Record = {}

---@return gamedataAIHasWeapon_Record
function gamedataAIHasWeapon_Record.new() return end

---@param props table
---@return gamedataAIHasWeapon_Record
function gamedataAIHasWeapon_Record.new(props) return end

---@return Int32
function gamedataAIHasWeapon_Record:GetItemCategoryCount() return end

---@param index Int32
---@return gamedataItemCategory_Record
function gamedataAIHasWeapon_Record:GetItemCategoryItem(index) return end

---@param index Int32
---@return gamedataItemCategory_Record
function gamedataAIHasWeapon_Record:GetItemCategoryItemHandle(index) return end

---@return Int32
function gamedataAIHasWeapon_Record:GetItemTypeCount() return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataAIHasWeapon_Record:GetItemTypeItem(index) return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataAIHasWeapon_Record:GetItemTypeItemHandle(index) return end

---@return gamedataItemCategory_Record[]
function gamedataAIHasWeapon_Record:ItemCategory() return end

---@param item gamedataItemCategory_Record
---@return Bool
function gamedataAIHasWeapon_Record:ItemCategoryContains(item) return end

---@return CName
function gamedataAIHasWeapon_Record:ItemTag() return end

---@return gamedataItemType_Record[]
function gamedataAIHasWeapon_Record:ItemType() return end

---@param item gamedataItemType_Record
---@return Bool
function gamedataAIHasWeapon_Record:ItemTypeContains(item) return end

---@class gamedataAIHitCond_Record : gamedataAIActionSubCondition_Record
gamedataAIHitCond_Record = {}

---@return gamedataAIHitCond_Record
function gamedataAIHitCond_Record.new() return end

---@param props table
---@return gamedataAIHitCond_Record
function gamedataAIHitCond_Record.new(props) return end

---@return CName
function gamedataAIHitCond_Record:AttackTag() return end

---@return Int32
function gamedataAIHitCond_Record:CumulatedDamageThreshold() return end

---@return Int32
function gamedataAIHitCond_Record:HitDirection() return end

---@return Float
function gamedataAIHitCond_Record:HitTimeout() return end

---@return Int32
function gamedataAIHitCond_Record:MaxHitSeverity() return end

---@return Int32
function gamedataAIHitCond_Record:MinHitSeverity() return end

---@return gamedataAIActionTarget_Record
function gamedataAIHitCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIHitCond_Record:TargetHandle() return end

---@return Int32
function gamedataAIHitCond_Record:TargetHitCount() return end

---@class gamedataAIInArmedVehicleCond_Record : gamedataAIActionSubCondition_Record
gamedataAIInArmedVehicleCond_Record = {}

---@return gamedataAIInArmedVehicleCond_Record
function gamedataAIInArmedVehicleCond_Record.new() return end

---@param props table
---@return gamedataAIInArmedVehicleCond_Record
function gamedataAIInArmedVehicleCond_Record.new(props) return end

---@class gamedataAIInTacticPositionCond_Record : gamedataAIActionSubCondition_Record
gamedataAIInTacticPositionCond_Record = {}

---@return gamedataAIInTacticPositionCond_Record
function gamedataAIInTacticPositionCond_Record.new() return end

---@param props table
---@return gamedataAIInTacticPositionCond_Record
function gamedataAIInTacticPositionCond_Record.new(props) return end

---@return Int32
function gamedataAIInTacticPositionCond_Record:GetTacticsCount() return end

---@param index Int32
---@return gamedataAITacticType_Record
function gamedataAIInTacticPositionCond_Record:GetTacticsItem(index) return end

---@param index Int32
---@return gamedataAITacticType_Record
function gamedataAIInTacticPositionCond_Record:GetTacticsItemHandle(index) return end

---@return gamedataAITacticType_Record[]
function gamedataAIInTacticPositionCond_Record:Tactics() return end

---@param item gamedataAITacticType_Record
---@return Bool
function gamedataAIInTacticPositionCond_Record:TacticsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAIInTacticPositionCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIInTacticPositionCond_Record:TargetHandle() return end

---@class gamedataAIIsFromDynamicSpawnSystem_Record : gamedataAIActionSubCondition_Record
gamedataAIIsFromDynamicSpawnSystem_Record = {}

---@return gamedataAIIsFromDynamicSpawnSystem_Record
function gamedataAIIsFromDynamicSpawnSystem_Record.new() return end

---@param props table
---@return gamedataAIIsFromDynamicSpawnSystem_Record
function gamedataAIIsFromDynamicSpawnSystem_Record.new(props) return end

---@class gamedataAIIsFromPreventionSystem_Record : gamedataAIActionSubCondition_Record
gamedataAIIsFromPreventionSystem_Record = {}

---@return gamedataAIIsFromPreventionSystem_Record
function gamedataAIIsFromPreventionSystem_Record.new() return end

---@param props table
---@return gamedataAIIsFromPreventionSystem_Record
function gamedataAIIsFromPreventionSystem_Record.new(props) return end

---@class gamedataAIIsHeatStage5Active_Record : gamedataAIActionSubCondition_Record
gamedataAIIsHeatStage5Active_Record = {}

---@return gamedataAIIsHeatStage5Active_Record
function gamedataAIIsHeatStage5Active_Record.new() return end

---@param props table
---@return gamedataAIIsHeatStage5Active_Record
function gamedataAIIsHeatStage5Active_Record.new(props) return end

---@class gamedataAIIsInActiveCameraCond_Record : gamedataAIActionSubCondition_Record
gamedataAIIsInActiveCameraCond_Record = {}

---@return gamedataAIIsInActiveCameraCond_Record
function gamedataAIIsInActiveCameraCond_Record.new() return end

---@param props table
---@return gamedataAIIsInActiveCameraCond_Record
function gamedataAIIsInActiveCameraCond_Record.new(props) return end

---@return Float
function gamedataAIIsInActiveCameraCond_Record:Height() return end

---@return Float
function gamedataAIIsInActiveCameraCond_Record:Radius() return end

---@return gamedataAIActionTarget_Record
function gamedataAIIsInActiveCameraCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIIsInActiveCameraCond_Record:TargetHandle() return end

---@class gamedataAIIsOnNavmeshCond_Record : gamedataAIActionSubCondition_Record
gamedataAIIsOnNavmeshCond_Record = {}

---@return gamedataAIIsOnNavmeshCond_Record
function gamedataAIIsOnNavmeshCond_Record.new() return end

---@param props table
---@return gamedataAIIsOnNavmeshCond_Record
function gamedataAIIsOnNavmeshCond_Record.new(props) return end

---@return Float
function gamedataAIIsOnNavmeshCond_Record:Radius() return end

---@return gamedataAIActionTarget_Record
function gamedataAIIsOnNavmeshCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIIsOnNavmeshCond_Record:TargetHandle() return end

---@class gamedataAIIsShootingBlockedFromPrevention_Record : gamedataAIActionSubCondition_Record
gamedataAIIsShootingBlockedFromPrevention_Record = {}

---@return gamedataAIIsShootingBlockedFromPrevention_Record
function gamedataAIIsShootingBlockedFromPrevention_Record.new() return end

---@param props table
---@return gamedataAIIsShootingBlockedFromPrevention_Record
function gamedataAIIsShootingBlockedFromPrevention_Record.new(props) return end

---@class gamedataAIItemCond_Record : gamedataAIActionSubCondition_Record
gamedataAIItemCond_Record = {}

---@return gamedataAIItemCond_Record
function gamedataAIItemCond_Record.new() return end

---@param props table
---@return gamedataAIItemCond_Record
function gamedataAIItemCond_Record.new(props) return end

---@return Bool
function gamedataAIItemCond_Record:CheckAllItemsInEquipmentGroup() return end

---@return CName
function gamedataAIItemCond_Record:EquipmentGroup() return end

---@return gamedataWeaponEvolution_Record
function gamedataAIItemCond_Record:Evolution() return end

---@return gamedataWeaponEvolution_Record
function gamedataAIItemCond_Record:EvolutionHandle() return end

---@return Int32
function gamedataAIItemCond_Record:GetTriggerModesCount() return end

---@param index Int32
---@return gamedataTriggerMode_Record
function gamedataAIItemCond_Record:GetTriggerModesItem(index) return end

---@param index Int32
---@return gamedataTriggerMode_Record
function gamedataAIItemCond_Record:GetTriggerModesItemHandle(index) return end

---@return gamedataItemCategory_Record
function gamedataAIItemCond_Record:ItemCategory() return end

---@return gamedataItemCategory_Record
function gamedataAIItemCond_Record:ItemCategoryHandle() return end

---@return gamedataItem_Record
function gamedataAIItemCond_Record:ItemID() return end

---@return gamedataItem_Record
function gamedataAIItemCond_Record:ItemIDHandle() return end

---@return CName
function gamedataAIItemCond_Record:ItemTag() return end

---@return gamedataItemType_Record
function gamedataAIItemCond_Record:ItemType() return end

---@return gamedataItemType_Record
function gamedataAIItemCond_Record:ItemTypeHandle() return end

---@return gamedataTriggerMode_Record[]
function gamedataAIItemCond_Record:TriggerModes() return end

---@param item gamedataTriggerMode_Record
---@return Bool
function gamedataAIItemCond_Record:TriggerModesContains(item) return end

---@class gamedataAILoSPositionCond_Record : gamedataAIActionSubCondition_Record
gamedataAILoSPositionCond_Record = {}

---@return gamedataAILoSPositionCond_Record
function gamedataAILoSPositionCond_Record.new() return end

---@param props table
---@return gamedataAILoSPositionCond_Record
function gamedataAILoSPositionCond_Record.new(props) return end

---@return Float
function gamedataAILoSPositionCond_Record:MaxNotFoundTime() return end

---@return Float
function gamedataAILoSPositionCond_Record:MaxRadiusXY() return end

---@return Float
function gamedataAILoSPositionCond_Record:MaxRadiusZ() return end

---@return gamedataAIActionTarget_Record
function gamedataAILoSPositionCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAILoSPositionCond_Record:TargetHandle() return end

---@return Int32
function gamedataAILoSPositionCond_Record:Type() return end

---@class gamedataAILookAtCond_Record : gamedataAIActionSubCondition_Record
gamedataAILookAtCond_Record = {}

---@return gamedataAILookAtCond_Record
function gamedataAILookAtCond_Record.new() return end

---@param props table
---@return gamedataAILookAtCond_Record
function gamedataAILookAtCond_Record.new(props) return end

---@return Int32
function gamedataAILookAtCond_Record:RightArmLookAtActive() return end

---@return gamedataAIActionTarget_Record
function gamedataAILookAtCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAILookAtCond_Record:TargetHandle() return end

---@class gamedataAIMovementCond_Record : gamedataAIActionSubCondition_Record
gamedataAIMovementCond_Record = {}

---@return gamedataAIMovementCond_Record
function gamedataAIMovementCond_Record.new() return end

---@param props table
---@return gamedataAIMovementCond_Record
function gamedataAIMovementCond_Record.new(props) return end

---@return Int32
function gamedataAIMovementCond_Record:ConstrainedByRestrictedArea() return end

---@return gamedataAIActionTarget_Record
function gamedataAIMovementCond_Record:Destination() return end

---@return gamedataAIActionTarget_Record
function gamedataAIMovementCond_Record:DestinationHandle() return end

---@return Vector2
function gamedataAIMovementCond_Record:DistanceToDestination() return end

---@return Int32
function gamedataAIMovementCond_Record:IsDestinationCalculated() return end

---@return Int32
function gamedataAIMovementCond_Record:IsDestinationChanged() return end

---@return Int32
function gamedataAIMovementCond_Record:IsEvaluated() return end

---@return Int32
function gamedataAIMovementCond_Record:IsMoving() return end

---@return Int32
function gamedataAIMovementCond_Record:IsPauseByDynamicCollision() return end

---@return Int32
function gamedataAIMovementCond_Record:IsUsingOffMeshLink() return end

---@return Int32
function gamedataAIMovementCond_Record:LineOfSightFailed() return end

---@return CName
function gamedataAIMovementCond_Record:MoveLocomotionAction() return end

---@return CName
function gamedataAIMovementCond_Record:MovementType() return end

---@return CName
function gamedataAIMovementCond_Record:OffMeshLinkType() return end

---@return Int32
function gamedataAIMovementCond_Record:PathFindingFailed() return end

---@return Vector2
function gamedataAIMovementCond_Record:Slope() return end

---@return Vector3
function gamedataAIMovementCond_Record:SpatialHintMults() return end

---@class gamedataAIMovingInCirclesCond_Record : gamedataAIActionSubCondition_Record
gamedataAIMovingInCirclesCond_Record = {}

---@return gamedataAIMovingInCirclesCond_Record
function gamedataAIMovingInCirclesCond_Record.new() return end

---@param props table
---@return gamedataAIMovingInCirclesCond_Record
function gamedataAIMovingInCirclesCond_Record.new(props) return end

---@return Float
function gamedataAIMovingInCirclesCond_Record:Range() return end

---@return gamedataAIActionTarget_Record
function gamedataAIMovingInCirclesCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIMovingInCirclesCond_Record:TargetHandle() return end

---@return Float
function gamedataAIMovingInCirclesCond_Record:Time() return end

---@class gamedataAINPCDifficultyCond_Record : gamedataAIActionSubCondition_Record
gamedataAINPCDifficultyCond_Record = {}

---@return gamedataAINPCDifficultyCond_Record
function gamedataAINPCDifficultyCond_Record.new() return end

---@param props table
---@return gamedataAINPCDifficultyCond_Record
function gamedataAINPCDifficultyCond_Record.new(props) return end

---@return Int32
function gamedataAINPCDifficultyCond_Record:ComparedDifficulty() return end

---@return CName
function gamedataAINPCDifficultyCond_Record:ComparisonType() return end

---@class gamedataAINPCRarityCond_Record : gamedataAIActionSubCondition_Record
gamedataAINPCRarityCond_Record = {}

---@return gamedataAINPCRarityCond_Record
function gamedataAINPCRarityCond_Record.new() return end

---@param props table
---@return gamedataAINPCRarityCond_Record
function gamedataAINPCRarityCond_Record.new(props) return end

---@return String
function gamedataAINPCRarityCond_Record:Rarity() return end

---@return gamedataAIActionTarget_Record
function gamedataAINPCRarityCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAINPCRarityCond_Record:TargetHandle() return end

---@class gamedataAINPCTypeCond_Record : gamedataAIActionSubCondition_Record
gamedataAINPCTypeCond_Record = {}

---@return gamedataAINPCTypeCond_Record
function gamedataAINPCTypeCond_Record.new() return end

---@param props table
---@return gamedataAINPCTypeCond_Record
function gamedataAINPCTypeCond_Record.new(props) return end

---@return gamedataNPCType_Record[]
function gamedataAINPCTypeCond_Record:AllowedNPCTypes() return end

---@param item gamedataNPCType_Record
---@return Bool
function gamedataAINPCTypeCond_Record:AllowedNPCTypesContains(item) return end

---@return Int32
function gamedataAINPCTypeCond_Record:DeviceState() return end

---@return Int32
function gamedataAINPCTypeCond_Record:GetAllowedNPCTypesCount() return end

---@param index Int32
---@return gamedataNPCType_Record
function gamedataAINPCTypeCond_Record:GetAllowedNPCTypesItem(index) return end

---@param index Int32
---@return gamedataNPCType_Record
function gamedataAINPCTypeCond_Record:GetAllowedNPCTypesItemHandle(index) return end

---@return Int32
function gamedataAINPCTypeCond_Record:GetVisualTagsCount() return end

---@param index Int32
---@return CName
function gamedataAINPCTypeCond_Record:GetVisualTagsItem(index) return end

---@return Int32
function gamedataAINPCTypeCond_Record:IsFollower() return end

---@return gamedataAIActionTarget_Record
function gamedataAINPCTypeCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAINPCTypeCond_Record:TargetHandle() return end

---@return CName[]
function gamedataAINPCTypeCond_Record:VisualTags() return end

---@param item CName|string
---@return Bool
function gamedataAINPCTypeCond_Record:VisualTagsContains(item) return end

---@class gamedataAINodeMapField_Record : gamedataTweakDBRecord
gamedataAINodeMapField_Record = {}

---@return gamedataAINodeMapField_Record
function gamedataAINodeMapField_Record.new() return end

---@param props table
---@return gamedataAINodeMapField_Record
function gamedataAINodeMapField_Record.new(props) return end

---@return Int32
function gamedataAINodeMapField_Record:ForLOD() return end

---@return gamedataAIRecord_Record
function gamedataAINodeMapField_Record:IsOverriddenBy() return end

---@return gamedataAIRecord_Record
function gamedataAINodeMapField_Record:IsOverriddenByHandle() return end

---@return gamedataAIRecord_Record
function gamedataAINodeMapField_Record:Node() return end

---@return gamedataAIRecord_Record
function gamedataAINodeMapField_Record:NodeHandle() return end

---@class gamedataAINodeMap_Record : gamedataTweakDBRecord
gamedataAINodeMap_Record = {}

---@return gamedataAINodeMap_Record
function gamedataAINodeMap_Record.new() return end

---@param props table
---@return gamedataAINodeMap_Record
function gamedataAINodeMap_Record.new(props) return end

---@return Int32
function gamedataAINodeMap_Record:GetMapCount() return end

---@param index Int32
---@return gamedataAINodeMapField_Record
function gamedataAINodeMap_Record:GetMapItem(index) return end

---@param index Int32
---@return gamedataAINodeMapField_Record
function gamedataAINodeMap_Record:GetMapItemHandle(index) return end

---@return gamedataAINodeMapField_Record[]
function gamedataAINodeMap_Record:Map() return end

---@param item gamedataAINodeMapField_Record
---@return Bool
function gamedataAINodeMap_Record:MapContains(item) return end

---@class gamedataAINode_Record : gamedataAIRecord_Record
gamedataAINode_Record = {}

---@return gamedataAINode_Record
function gamedataAINode_Record.new() return end

---@param props table
---@return gamedataAINode_Record
function gamedataAINode_Record.new(props) return end

---@return gamedataAIActionAND_Record
function gamedataAINode_Record:ActivateCondition() return end

---@return gamedataAIActionAND_Record
function gamedataAINode_Record:ActivateConditionHandle() return end

---@return gamedataAIActionCondition_Record
function gamedataAINode_Record:ActivationCondition() return end

---@return gamedataAIActionCondition_Record
function gamedataAINode_Record:ActivationConditionHandle() return end

---@return Bool
function gamedataAINode_Record:IsVirtual() return end

---@return Int32
function gamedataAINode_Record:MinLOD() return end

---@class gamedataAIOptimalDistanceCond_Record : gamedataAIActionSubCondition_Record
gamedataAIOptimalDistanceCond_Record = {}

---@return gamedataAIOptimalDistanceCond_Record
function gamedataAIOptimalDistanceCond_Record.new() return end

---@param props table
---@return gamedataAIOptimalDistanceCond_Record
function gamedataAIOptimalDistanceCond_Record.new(props) return end

---@return gamedataAIRingType_Record[]
function gamedataAIOptimalDistanceCond_Record:CheckRings() return end

---@param item gamedataAIRingType_Record
---@return Bool
function gamedataAIOptimalDistanceCond_Record:CheckRingsContains(item) return end

---@return Float
function gamedataAIOptimalDistanceCond_Record:DistanceMult() return end

---@return Float
function gamedataAIOptimalDistanceCond_Record:DistanceOffset() return end

---@return Bool
function gamedataAIOptimalDistanceCond_Record:FailWhenCloserThanCurrentRing() return end

---@return Bool
function gamedataAIOptimalDistanceCond_Record:FailWhenFurtherThantCurrentRing() return end

---@return Int32
function gamedataAIOptimalDistanceCond_Record:GetCheckRingsCount() return end

---@param index Int32
---@return gamedataAIRingType_Record
function gamedataAIOptimalDistanceCond_Record:GetCheckRingsItem(index) return end

---@param index Int32
---@return gamedataAIRingType_Record
function gamedataAIOptimalDistanceCond_Record:GetCheckRingsItemHandle(index) return end

---@return Float
function gamedataAIOptimalDistanceCond_Record:PredictionTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAIOptimalDistanceCond_Record:Source() return end

---@return gamedataAIActionTarget_Record
function gamedataAIOptimalDistanceCond_Record:SourceHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIOptimalDistanceCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIOptimalDistanceCond_Record:TargetHandle() return end

---@return Float
function gamedataAIOptimalDistanceCond_Record:ToleranceMult() return end

---@return Float
function gamedataAIOptimalDistanceCond_Record:ToleranceOffset() return end

---@class gamedataAIPatternDelay_Record : gamedataTweakDBRecord
gamedataAIPatternDelay_Record = {}

---@return gamedataAIPatternDelay_Record
function gamedataAIPatternDelay_Record.new() return end

---@param props table
---@return gamedataAIPatternDelay_Record
function gamedataAIPatternDelay_Record.new(props) return end

---@return Float
function gamedataAIPatternDelay_Record:Delay() return end

---@return Int32
function gamedataAIPatternDelay_Record:ShotNumber() return end

---@class gamedataAIPattern_Record : gamedataTweakDBRecord
gamedataAIPattern_Record = {}

---@return gamedataAIPattern_Record
function gamedataAIPattern_Record.new() return end

---@param props table
---@return gamedataAIPattern_Record
function gamedataAIPattern_Record.new(props) return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIPattern_Record:ActivationConditions() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIPattern_Record:ActivationConditionsContains(item) return end

---@return gamedataAIPatternDelay_Record[]
function gamedataAIPattern_Record:Delays() return end

---@param item gamedataAIPatternDelay_Record
---@return Bool
function gamedataAIPattern_Record:DelaysContains(item) return end

---@return Int32
function gamedataAIPattern_Record:GetActivationConditionsCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIPattern_Record:GetActivationConditionsItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIPattern_Record:GetActivationConditionsItemHandle(index) return end

---@return Int32
function gamedataAIPattern_Record:GetDelaysCount() return end

---@param index Int32
---@return gamedataAIPatternDelay_Record
function gamedataAIPattern_Record:GetDelaysItem(index) return end

---@param index Int32
---@return gamedataAIPatternDelay_Record
function gamedataAIPattern_Record:GetDelaysItemHandle(index) return end

---@return Int32
function gamedataAIPattern_Record:PatternSize() return end

---@class gamedataAIPatternsPackage_Record : gamedataTweakDBRecord
gamedataAIPatternsPackage_Record = {}

---@return gamedataAIPatternsPackage_Record
function gamedataAIPatternsPackage_Record.new() return end

---@param props table
---@return gamedataAIPatternsPackage_Record
function gamedataAIPatternsPackage_Record.new(props) return end

---@return gamedataAIActionCondition_Record[]
function gamedataAIPatternsPackage_Record:ActivationConditions() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAIPatternsPackage_Record:ActivationConditionsContains(item) return end

---@return Int32
function gamedataAIPatternsPackage_Record:GetActivationConditionsCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIPatternsPackage_Record:GetActivationConditionsItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAIPatternsPackage_Record:GetActivationConditionsItemHandle(index) return end

---@return Int32
function gamedataAIPatternsPackage_Record:GetPatternsCount() return end

---@param index Int32
---@return gamedataAIPattern_Record
function gamedataAIPatternsPackage_Record:GetPatternsItem(index) return end

---@param index Int32
---@return gamedataAIPattern_Record
function gamedataAIPatternsPackage_Record:GetPatternsItemHandle(index) return end

---@return gamedataAIPattern_Record[]
function gamedataAIPatternsPackage_Record:Patterns() return end

---@param item gamedataAIPattern_Record
---@return Bool
function gamedataAIPatternsPackage_Record:PatternsContains(item) return end

---@class gamedataAIPercentageChanceCond_Record : gamedataAIActionSubCondition_Record
gamedataAIPercentageChanceCond_Record = {}

---@return gamedataAIPercentageChanceCond_Record
function gamedataAIPercentageChanceCond_Record.new() return end

---@param props table
---@return gamedataAIPercentageChanceCond_Record
function gamedataAIPercentageChanceCond_Record.new(props) return end

---@return Int32
function gamedataAIPercentageChanceCond_Record:SuccessProbability() return end

---@class gamedataAIPreviousAttackCond_Record : gamedataAIActionSubCondition_Record
gamedataAIPreviousAttackCond_Record = {}

---@return gamedataAIPreviousAttackCond_Record
function gamedataAIPreviousAttackCond_Record.new() return end

---@param props table
---@return gamedataAIPreviousAttackCond_Record
function gamedataAIPreviousAttackCond_Record.new(props) return end

---@return Int32
function gamedataAIPreviousAttackCond_Record:GetPreviousAttackNameCount() return end

---@param index Int32
---@return CName
function gamedataAIPreviousAttackCond_Record:GetPreviousAttackNameItem(index) return end

---@return Int32
function gamedataAIPreviousAttackCond_Record:PreviousAttackDirection() return end

---@return CName[]
function gamedataAIPreviousAttackCond_Record:PreviousAttackName() return end

---@param item CName|string
---@return Bool
function gamedataAIPreviousAttackCond_Record:PreviousAttackNameContains(item) return end

---@return Float
function gamedataAIPreviousAttackCond_Record:TimeWindow() return end

---@class gamedataAIReactionCond_Record : gamedataAIActionSubCondition_Record
gamedataAIReactionCond_Record = {}

---@return gamedataAIReactionCond_Record
function gamedataAIReactionCond_Record.new() return end

---@param props table
---@return gamedataAIReactionCond_Record
function gamedataAIReactionCond_Record.new(props) return end

---@return Int32
function gamedataAIReactionCond_Record:GetStimTypeCount() return end

---@param index Int32
---@return gamedataStimType_Record
function gamedataAIReactionCond_Record:GetStimTypeItem(index) return end

---@param index Int32
---@return gamedataStimType_Record
function gamedataAIReactionCond_Record:GetStimTypeItemHandle(index) return end

---@return Bool
function gamedataAIReactionCond_Record:InvestigateController() return end

---@return gamedataReactionPreset_Record
function gamedataAIReactionCond_Record:Preset() return end

---@return gamedataReactionPreset_Record
function gamedataAIReactionCond_Record:PresetHandle() return end

---@return CName
function gamedataAIReactionCond_Record:ReactionBehaviorName() return end

---@return gamedataStimType_Record[]
function gamedataAIReactionCond_Record:StimType() return end

---@param item gamedataStimType_Record
---@return Bool
function gamedataAIReactionCond_Record:StimTypeContains(item) return end

---@return gamedataStatPool_Record
function gamedataAIReactionCond_Record:ThresholdValue() return end

---@return gamedataStatPool_Record
function gamedataAIReactionCond_Record:ThresholdValueHandle() return end

---@return Bool
function gamedataAIReactionCond_Record:ValidStimPosition() return end

---@class gamedataAIRecord_Record : gamedataTweakDBRecord
gamedataAIRecord_Record = {}

---@return gamedataAIRecord_Record
function gamedataAIRecord_Record.new() return end

---@param props table
---@return gamedataAIRecord_Record
function gamedataAIRecord_Record.new(props) return end

---@class gamedataAIRestrictedMovementAreaCond_Record : gamedataAIActionSubCondition_Record
gamedataAIRestrictedMovementAreaCond_Record = {}

---@return gamedataAIRestrictedMovementAreaCond_Record
function gamedataAIRestrictedMovementAreaCond_Record.new() return end

---@param props table
---@return gamedataAIRestrictedMovementAreaCond_Record
function gamedataAIRestrictedMovementAreaCond_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIRestrictedMovementAreaCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIRestrictedMovementAreaCond_Record:TargetHandle() return end

---@class gamedataAIRingTicket_Record : gamedataAITicket_Record
gamedataAIRingTicket_Record = {}

---@return gamedataAIRingTicket_Record
function gamedataAIRingTicket_Record.new() return end

---@param props table
---@return gamedataAIRingTicket_Record
function gamedataAIRingTicket_Record.new(props) return end

---@return gamedataAIRingType_Record
function gamedataAIRingTicket_Record:RingType() return end

---@return gamedataAIRingType_Record
function gamedataAIRingTicket_Record:RingTypeHandle() return end

---@class gamedataAIRingType_Record : gamedataTweakDBRecord
gamedataAIRingType_Record = {}

---@return gamedataAIRingType_Record
function gamedataAIRingType_Record.new() return end

---@param props table
---@return gamedataAIRingType_Record
function gamedataAIRingType_Record.new(props) return end

---@return Float
function gamedataAIRingType_Record:Distance() return end

---@return String
function gamedataAIRingType_Record:EnumComment() return end

---@return CName
function gamedataAIRingType_Record:EnumName() return end

---@return Float
function gamedataAIRingType_Record:Tolerance() return end

---@return gamedataAIRingType
function gamedataAIRingType_Record:Type() return end

---@class gamedataAIRole_Record : gamedataTweakDBRecord
gamedataAIRole_Record = {}

---@return gamedataAIRole_Record
function gamedataAIRole_Record.new() return end

---@param props table
---@return gamedataAIRole_Record
function gamedataAIRole_Record.new(props) return end

---@return String
function gamedataAIRole_Record:EnumComment() return end

---@return CName
function gamedataAIRole_Record:EnumName() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataAIRole_Record:RolePackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataAIRole_Record:RolePackageHandle() return end

---@return gamedataAIRole
function gamedataAIRole_Record:Type() return end

---@class gamedataAISectorType_Record : gamedataTweakDBRecord
gamedataAISectorType_Record = {}

---@return gamedataAISectorType_Record
function gamedataAISectorType_Record.new() return end

---@param props table
---@return gamedataAISectorType_Record
function gamedataAISectorType_Record.new(props) return end

---@return String
function gamedataAISectorType_Record:EnumComment() return end

---@return CName
function gamedataAISectorType_Record:EnumName() return end

---@class gamedataAISecurityCond_Record : gamedataAIActionSubCondition_Record
gamedataAISecurityCond_Record = {}

---@return gamedataAISecurityCond_Record
function gamedataAISecurityCond_Record.new() return end

---@param props table
---@return gamedataAISecurityCond_Record
function gamedataAISecurityCond_Record.new(props) return end

---@return gamedataAIActionSecurityAreaType_Record
function gamedataAISecurityCond_Record:AreaType() return end

---@return gamedataAIActionSecurityAreaType_Record
function gamedataAISecurityCond_Record:AreaTypeHandle() return end

---@return Int32
function gamedataAISecurityCond_Record:IsConnected() return end

---@class gamedataAISignalCond_Record : gamedataAIActionSubCondition_Record
gamedataAISignalCond_Record = {}

---@return gamedataAISignalCond_Record
function gamedataAISignalCond_Record.new() return end

---@param props table
---@return gamedataAISignalCond_Record
function gamedataAISignalCond_Record.new(props) return end

---@return CName
function gamedataAISignalCond_Record:Name() return end

---@class gamedataAISlotCond_Record : gamedataAIItemCond_Record
gamedataAISlotCond_Record = {}

---@return gamedataAISlotCond_Record
function gamedataAISlotCond_Record.new() return end

---@param props table
---@return gamedataAISlotCond_Record
function gamedataAISlotCond_Record.new(props) return end

---@return Int32
function gamedataAISlotCond_Record:CheckIfEmptySlotIsSpawningItem() return end

---@return gamedataTriggerMode_Record
function gamedataAISlotCond_Record:RequestedTriggerModes() return end

---@return gamedataTriggerMode_Record
function gamedataAISlotCond_Record:RequestedTriggerModesHandle() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISlotCond_Record:Slot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISlotCond_Record:SlotHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISlotCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISlotCond_Record:TargetHandle() return end

---@class gamedataAISmartCompositeType_Record : gamedataTweakDBRecord
gamedataAISmartCompositeType_Record = {}

---@return gamedataAISmartCompositeType_Record
function gamedataAISmartCompositeType_Record.new() return end

---@param props table
---@return gamedataAISmartCompositeType_Record
function gamedataAISmartCompositeType_Record.new(props) return end

---@return String
function gamedataAISmartCompositeType_Record:EnumComment() return end

---@return CName
function gamedataAISmartCompositeType_Record:EnumName() return end

---@return Bool
function gamedataAISmartCompositeType_Record:HasMemory() return end

---@return Bool
function gamedataAISmartCompositeType_Record:IncrementIteratorOnDeactivation() return end

---@return Bool
function gamedataAISmartCompositeType_Record:RandomizeIteratorOnReset() return end

---@return gamedataAISmartCompositeType
function gamedataAISmartCompositeType_Record:Type() return end

---@class gamedataAISpatialCond_Record : gamedataAIActionSubCondition_Record
gamedataAISpatialCond_Record = {}

---@return gamedataAISpatialCond_Record
function gamedataAISpatialCond_Record.new() return end

---@param props table
---@return gamedataAISpatialCond_Record
function gamedataAISpatialCond_Record.new(props) return end

---@return Int32
function gamedataAISpatialCond_Record:AngleDirection() return end

---@return Vector2
function gamedataAISpatialCond_Record:ConeAngle() return end

---@return Bool
function gamedataAISpatialCond_Record:ConsiderDirectionsOnly() return end

---@return Vector2
function gamedataAISpatialCond_Record:Distance() return end

---@return Float
function gamedataAISpatialCond_Record:PredictionTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:Source() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:SourceHandle() return end

---@return Vector3
function gamedataAISpatialCond_Record:SpatialHintMults() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:TargetHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:TargetOpt() return end

---@return gamedataAIActionTarget_Record
function gamedataAISpatialCond_Record:TargetOptHandle() return end

---@return Bool
function gamedataAISpatialCond_Record:UseTargetPOV() return end

---@return Vector2
function gamedataAISpatialCond_Record:ZDiff() return end

---@class gamedataAISquadANDCondition_Record : gamedataAITicketCheck_Record
gamedataAISquadANDCondition_Record = {}

---@return gamedataAISquadANDCondition_Record
function gamedataAISquadANDCondition_Record.new() return end

---@param props table
---@return gamedataAISquadANDCondition_Record
function gamedataAISquadANDCondition_Record.new(props) return end

---@return gamedataAITicketCheck_Record[]
function gamedataAISquadANDCondition_Record:AND() return end

---@param item gamedataAITicketCheck_Record
---@return Bool
function gamedataAISquadANDCondition_Record:ANDContains(item) return end

---@return Int32
function gamedataAISquadANDCondition_Record:GetANDCount() return end

---@param index Int32
---@return gamedataAITicketCheck_Record
function gamedataAISquadANDCondition_Record:GetANDItem(index) return end

---@param index Int32
---@return gamedataAITicketCheck_Record
function gamedataAISquadANDCondition_Record:GetANDItemHandle(index) return end

---@class gamedataAISquadAvoidLastFilter_Record : gamedataAITicketFilter_Record
gamedataAISquadAvoidLastFilter_Record = {}

---@return gamedataAISquadAvoidLastFilter_Record
function gamedataAISquadAvoidLastFilter_Record.new() return end

---@param props table
---@return gamedataAISquadAvoidLastFilter_Record
function gamedataAISquadAvoidLastFilter_Record.new(props) return end

---@class gamedataAISquadClosestToSectorCheck_Record : gamedataAISquadDistanceRelationToSectorCheck_Record
gamedataAISquadClosestToSectorCheck_Record = {}

---@return gamedataAISquadClosestToSectorCheck_Record
function gamedataAISquadClosestToSectorCheck_Record.new() return end

---@param props table
---@return gamedataAISquadClosestToSectorCheck_Record
function gamedataAISquadClosestToSectorCheck_Record.new(props) return end

---@class gamedataAISquadClosestToTargetCheck_Record : gamedataAISquadDistanceRelationToTargetCheck_Record
gamedataAISquadClosestToTargetCheck_Record = {}

---@return gamedataAISquadClosestToTargetCheck_Record
function gamedataAISquadClosestToTargetCheck_Record.new() return end

---@param props table
---@return gamedataAISquadClosestToTargetCheck_Record
function gamedataAISquadClosestToTargetCheck_Record.new(props) return end

---@class gamedataAISquadCond_Record : gamedataAIActionSubCondition_Record
gamedataAISquadCond_Record = {}

---@return gamedataAISquadCond_Record
function gamedataAISquadCond_Record.new() return end

---@param props table
---@return gamedataAISquadCond_Record
function gamedataAISquadCond_Record.new(props) return end

---@return Int32
function gamedataAISquadCond_Record:GetHasTicketsCount() return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadCond_Record:GetHasTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadCond_Record:GetHasTicketsItemHandle(index) return end

---@return Int32
function gamedataAISquadCond_Record:GetTicketsConditionCheckCount() return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadCond_Record:GetTicketsConditionCheckItem(index) return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadCond_Record:GetTicketsConditionCheckItemHandle(index) return end

---@return gamedataAITicketType_Record[]
function gamedataAISquadCond_Record:HasTickets() return end

---@param item gamedataAITicketType_Record
---@return Bool
function gamedataAISquadCond_Record:HasTicketsContains(item) return end

---@return gamedataAITicketType_Record[]
function gamedataAISquadCond_Record:TicketsConditionCheck() return end

---@param item gamedataAITicketType_Record
---@return Bool
function gamedataAISquadCond_Record:TicketsConditionCheckContains(item) return end

---@class gamedataAISquadContainsSelfCheck_Record : gamedataAITicketCheck_Record
gamedataAISquadContainsSelfCheck_Record = {}

---@return gamedataAISquadContainsSelfCheck_Record
function gamedataAISquadContainsSelfCheck_Record.new() return end

---@param props table
---@return gamedataAISquadContainsSelfCheck_Record
function gamedataAISquadContainsSelfCheck_Record.new(props) return end

---@class gamedataAISquadDistanceRelationToSectorCheck_Record : gamedataAITicketCheck_Record
gamedataAISquadDistanceRelationToSectorCheck_Record = {}

---@return gamedataAISquadDistanceRelationToSectorCheck_Record
function gamedataAISquadDistanceRelationToSectorCheck_Record.new() return end

---@param props table
---@return gamedataAISquadDistanceRelationToSectorCheck_Record
function gamedataAISquadDistanceRelationToSectorCheck_Record.new(props) return end

---@return Int32
function gamedataAISquadDistanceRelationToSectorCheck_Record:GetSectorsCount() return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAISquadDistanceRelationToSectorCheck_Record:GetSectorsItem(index) return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAISquadDistanceRelationToSectorCheck_Record:GetSectorsItemHandle(index) return end

---@return gamedataAISectorType_Record[]
function gamedataAISquadDistanceRelationToSectorCheck_Record:Sectors() return end

---@param item gamedataAISectorType_Record
---@return Bool
function gamedataAISquadDistanceRelationToSectorCheck_Record:SectorsContains(item) return end

---@class gamedataAISquadDistanceRelationToTargetCheck_Record : gamedataAITicketCheck_Record
gamedataAISquadDistanceRelationToTargetCheck_Record = {}

---@return gamedataAISquadDistanceRelationToTargetCheck_Record
function gamedataAISquadDistanceRelationToTargetCheck_Record.new() return end

---@param props table
---@return gamedataAISquadDistanceRelationToTargetCheck_Record
function gamedataAISquadDistanceRelationToTargetCheck_Record.new(props) return end

---@return Float
function gamedataAISquadDistanceRelationToTargetCheck_Record:RingRadius() return end

---@return gamedataAIActionTarget_Record
function gamedataAISquadDistanceRelationToTargetCheck_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISquadDistanceRelationToTargetCheck_Record:TargetHandle() return end

---@class gamedataAISquadFilterByAICondition_Record : gamedataAITicketFilter_Record
gamedataAISquadFilterByAICondition_Record = {}

---@return gamedataAISquadFilterByAICondition_Record
function gamedataAISquadFilterByAICondition_Record.new() return end

---@param props table
---@return gamedataAISquadFilterByAICondition_Record
function gamedataAISquadFilterByAICondition_Record.new(props) return end

---@return gamedataAIActionCondition_Record
function gamedataAISquadFilterByAICondition_Record:Condition() return end

---@return gamedataAIActionCondition_Record
function gamedataAISquadFilterByAICondition_Record:ConditionHandle() return end

---@class gamedataAISquadFilterOwnTargetSpotted_Record : gamedataAITicketFilter_Record
gamedataAISquadFilterOwnTargetSpotted_Record = {}

---@return gamedataAISquadFilterOwnTargetSpotted_Record
function gamedataAISquadFilterOwnTargetSpotted_Record.new() return end

---@param props table
---@return gamedataAISquadFilterOwnTargetSpotted_Record
function gamedataAISquadFilterOwnTargetSpotted_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAISquadFilterOwnTargetSpotted_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISquadFilterOwnTargetSpotted_Record:TargetHandle() return end

---@class gamedataAISquadFurthestToSectorCheck_Record : gamedataAISquadDistanceRelationToSectorCheck_Record
gamedataAISquadFurthestToSectorCheck_Record = {}

---@return gamedataAISquadFurthestToSectorCheck_Record
function gamedataAISquadFurthestToSectorCheck_Record.new() return end

---@param props table
---@return gamedataAISquadFurthestToSectorCheck_Record
function gamedataAISquadFurthestToSectorCheck_Record.new(props) return end

---@class gamedataAISquadFurthestToTargetCheck_Record : gamedataAISquadDistanceRelationToTargetCheck_Record
gamedataAISquadFurthestToTargetCheck_Record = {}

---@return gamedataAISquadFurthestToTargetCheck_Record
function gamedataAISquadFurthestToTargetCheck_Record.new() return end

---@param props table
---@return gamedataAISquadFurthestToTargetCheck_Record
function gamedataAISquadFurthestToTargetCheck_Record.new(props) return end

---@class gamedataAISquadInSectorFilter_Record : gamedataAITicketFilter_Record
gamedataAISquadInSectorFilter_Record = {}

---@return gamedataAISquadInSectorFilter_Record
function gamedataAISquadInSectorFilter_Record.new() return end

---@param props table
---@return gamedataAISquadInSectorFilter_Record
function gamedataAISquadInSectorFilter_Record.new(props) return end

---@return Int32
function gamedataAISquadInSectorFilter_Record:GetSectorsCount() return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAISquadInSectorFilter_Record:GetSectorsItem(index) return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAISquadInSectorFilter_Record:GetSectorsItemHandle(index) return end

---@return gamedataAISectorType_Record[]
function gamedataAISquadInSectorFilter_Record:Sectors() return end

---@param item gamedataAISectorType_Record
---@return Bool
function gamedataAISquadInSectorFilter_Record:SectorsContains(item) return end

---@class gamedataAISquadItemCategoryPriorityFilter_Record : gamedataAISquadItemPriorityFilter_Record
gamedataAISquadItemCategoryPriorityFilter_Record = {}

---@return gamedataAISquadItemCategoryPriorityFilter_Record
function gamedataAISquadItemCategoryPriorityFilter_Record.new() return end

---@param props table
---@return gamedataAISquadItemCategoryPriorityFilter_Record
function gamedataAISquadItemCategoryPriorityFilter_Record.new(props) return end

---@return gamedataItemCategory_Record[]
function gamedataAISquadItemCategoryPriorityFilter_Record:Categories() return end

---@param item gamedataItemCategory_Record
---@return Bool
function gamedataAISquadItemCategoryPriorityFilter_Record:CategoriesContains(item) return end

---@return Int32
function gamedataAISquadItemCategoryPriorityFilter_Record:GetCategoriesCount() return end

---@param index Int32
---@return gamedataItemCategory_Record
function gamedataAISquadItemCategoryPriorityFilter_Record:GetCategoriesItem(index) return end

---@param index Int32
---@return gamedataItemCategory_Record
function gamedataAISquadItemCategoryPriorityFilter_Record:GetCategoriesItemHandle(index) return end

---@class gamedataAISquadItemPriorityFilter_Record : gamedataAITicketFilter_Record
gamedataAISquadItemPriorityFilter_Record = {}

---@return gamedataAISquadItemPriorityFilter_Record
function gamedataAISquadItemPriorityFilter_Record.new() return end

---@param props table
---@return gamedataAISquadItemPriorityFilter_Record
function gamedataAISquadItemPriorityFilter_Record.new(props) return end

---@return Bool
function gamedataAISquadItemPriorityFilter_Record:RestoreOnFail() return end

---@class gamedataAISquadItemTypePriorityFilter_Record : gamedataAISquadItemPriorityFilter_Record
gamedataAISquadItemTypePriorityFilter_Record = {}

---@return gamedataAISquadItemTypePriorityFilter_Record
function gamedataAISquadItemTypePriorityFilter_Record.new() return end

---@param props table
---@return gamedataAISquadItemTypePriorityFilter_Record
function gamedataAISquadItemTypePriorityFilter_Record.new(props) return end

---@return Int32
function gamedataAISquadItemTypePriorityFilter_Record:GetTypesCount() return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataAISquadItemTypePriorityFilter_Record:GetTypesItem(index) return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataAISquadItemTypePriorityFilter_Record:GetTypesItemHandle(index) return end

---@return gamedataItemType_Record[]
function gamedataAISquadItemTypePriorityFilter_Record:Types() return end

---@param item gamedataItemType_Record
---@return Bool
function gamedataAISquadItemTypePriorityFilter_Record:TypesContains(item) return end

---@class gamedataAISquadJustSelfFilter_Record : gamedataAITicketFilter_Record
gamedataAISquadJustSelfFilter_Record = {}

---@return gamedataAISquadJustSelfFilter_Record
function gamedataAISquadJustSelfFilter_Record.new() return end

---@param props table
---@return gamedataAISquadJustSelfFilter_Record
function gamedataAISquadJustSelfFilter_Record.new(props) return end

---@class gamedataAISquadMembersAmountCheck_Record : gamedataAITicketCheck_Record
gamedataAISquadMembersAmountCheck_Record = {}

---@return gamedataAISquadMembersAmountCheck_Record
function gamedataAISquadMembersAmountCheck_Record.new() return end

---@param props table
---@return gamedataAISquadMembersAmountCheck_Record
function gamedataAISquadMembersAmountCheck_Record.new(props) return end

---@return Bool
function gamedataAISquadMembersAmountCheck_Record:CountSelf() return end

---@return Int32
function gamedataAISquadMembersAmountCheck_Record:MaxAmount() return end

---@return Int32
function gamedataAISquadMembersAmountCheck_Record:MinAmount() return end

---@class gamedataAISquadORCondition_Record : gamedataAITicketCheck_Record
gamedataAISquadORCondition_Record = {}

---@return gamedataAISquadORCondition_Record
function gamedataAISquadORCondition_Record.new() return end

---@param props table
---@return gamedataAISquadORCondition_Record
function gamedataAISquadORCondition_Record.new(props) return end

---@return Int32
function gamedataAISquadORCondition_Record:GetORCount() return end

---@param index Int32
---@return gamedataAITicketCheck_Record
function gamedataAISquadORCondition_Record:GetORItem(index) return end

---@param index Int32
---@return gamedataAITicketCheck_Record
function gamedataAISquadORCondition_Record:GetORItemHandle(index) return end

---@return gamedataAITicketCheck_Record[]
function gamedataAISquadORCondition_Record:OR() return end

---@param item gamedataAITicketCheck_Record
---@return Bool
function gamedataAISquadORCondition_Record:ORContains(item) return end

---@class gamedataAISquadParams_Record : gamedataTweakDBRecord
gamedataAISquadParams_Record = {}

---@return gamedataAISquadParams_Record
function gamedataAISquadParams_Record.new() return end

---@param props table
---@return gamedataAISquadParams_Record
function gamedataAISquadParams_Record.new(props) return end

---@return gamedataAITicket_Record[]
function gamedataAISquadParams_Record:AllTickets() return end

---@param item gamedataAITicket_Record
---@return Bool
function gamedataAISquadParams_Record:AllTicketsContains(item) return end

---@return Int32
function gamedataAISquadParams_Record:GetAllTicketsCount() return end

---@param index Int32
---@return gamedataAITicket_Record
function gamedataAISquadParams_Record:GetAllTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicket_Record
function gamedataAISquadParams_Record:GetAllTicketsItemHandle(index) return end

---@return Int32
function gamedataAISquadParams_Record:GetOverridenTicketsCount() return end

---@param index Int32
---@return gamedataAITicket_Record
function gamedataAISquadParams_Record:GetOverridenTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicket_Record
function gamedataAISquadParams_Record:GetOverridenTicketsItemHandle(index) return end

---@return Int32
function gamedataAISquadParams_Record:GetProhibitedTicketsCount() return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadParams_Record:GetProhibitedTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAISquadParams_Record:GetProhibitedTicketsItemHandle(index) return end

---@return gamedataAITicket_Record[]
function gamedataAISquadParams_Record:OverridenTickets() return end

---@param item gamedataAITicket_Record
---@return Bool
function gamedataAISquadParams_Record:OverridenTicketsContains(item) return end

---@return gamedataAITicketType_Record[]
function gamedataAISquadParams_Record:ProhibitedTickets() return end

---@param item gamedataAITicketType_Record
---@return Bool
function gamedataAISquadParams_Record:ProhibitedTicketsContains(item) return end

---@class gamedataAISquadSpatialForOwnTarget_Record : gamedataAITicketFilter_Record
gamedataAISquadSpatialForOwnTarget_Record = {}

---@return gamedataAISquadSpatialForOwnTarget_Record
function gamedataAISquadSpatialForOwnTarget_Record.new() return end

---@param props table
---@return gamedataAISquadSpatialForOwnTarget_Record
function gamedataAISquadSpatialForOwnTarget_Record.new(props) return end

---@return gamedataAISpatialCond_Record
function gamedataAISquadSpatialForOwnTarget_Record:Spatial() return end

---@return gamedataAISpatialCond_Record
function gamedataAISquadSpatialForOwnTarget_Record:SpatialHandle() return end

---@class gamedataAISquadType_Record : gamedataTweakDBRecord
gamedataAISquadType_Record = {}

---@return gamedataAISquadType_Record
function gamedataAISquadType_Record.new() return end

---@param props table
---@return gamedataAISquadType_Record
function gamedataAISquadType_Record.new(props) return end

---@return String
function gamedataAISquadType_Record:EnumComment() return end

---@return CName
function gamedataAISquadType_Record:EnumName() return end

---@return gamedataAISquadType
function gamedataAISquadType_Record:Type() return end

---@class gamedataAIStatPoolCond_Record : gamedataAIActionSubCondition_Record
gamedataAIStatPoolCond_Record = {}

---@return gamedataAIStatPoolCond_Record
function gamedataAIStatPoolCond_Record.new() return end

---@param props table
---@return gamedataAIStatPoolCond_Record
function gamedataAIStatPoolCond_Record.new(props) return end

---@return Int32
function gamedataAIStatPoolCond_Record:IsIncreasing() return end

---@return Vector2
function gamedataAIStatPoolCond_Record:Percentage() return end

---@return gamedataStatPool_Record
function gamedataAIStatPoolCond_Record:StatPool() return end

---@return gamedataStatPool_Record
function gamedataAIStatPoolCond_Record:StatPoolHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIStatPoolCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIStatPoolCond_Record:TargetHandle() return end

---@class gamedataAIStateCond_Record : gamedataAIActionSubCondition_Record
gamedataAIStateCond_Record = {}

---@return gamedataAIStateCond_Record
function gamedataAIStateCond_Record.new() return end

---@param props table
---@return gamedataAIStateCond_Record
function gamedataAIStateCond_Record.new(props) return end

---@return Bool
function gamedataAIStateCond_Record:CheckAllTypes() return end

---@return Int32
function gamedataAIStateCond_Record:GetInStatesCount() return end

---@param index Int32
---@return CName
function gamedataAIStateCond_Record:GetInStatesItem(index) return end

---@return CName[]
function gamedataAIStateCond_Record:InStates() return end

---@param item CName|string
---@return Bool
function gamedataAIStateCond_Record:InStatesContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAIStateCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIStateCond_Record:TargetHandle() return end

---@class gamedataAIStatusEffectCond_Record : gamedataAIActionSubCondition_Record
gamedataAIStatusEffectCond_Record = {}

---@return gamedataAIStatusEffectCond_Record
function gamedataAIStatusEffectCond_Record.new() return end

---@param props table
---@return gamedataAIStatusEffectCond_Record
function gamedataAIStatusEffectCond_Record.new(props) return end

---@return CName
function gamedataAIStatusEffectCond_Record:GameplayTag() return end

---@return gamedataStatusEffect_Record
function gamedataAIStatusEffectCond_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataAIStatusEffectCond_Record:StatusEffectHandle() return end

---@return gamedataStatusEffectType_Record
function gamedataAIStatusEffectCond_Record:StatusEffectType() return end

---@return gamedataStatusEffectType_Record
function gamedataAIStatusEffectCond_Record:StatusEffectTypeHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIStatusEffectCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIStatusEffectCond_Record:TargetHandle() return end

---@class gamedataAISubActionActivateLightPreset_Record : gamedataAISubAction_Record
gamedataAISubActionActivateLightPreset_Record = {}

---@return gamedataAISubActionActivateLightPreset_Record
function gamedataAISubActionActivateLightPreset_Record.new() return end

---@param props table
---@return gamedataAISubActionActivateLightPreset_Record
function gamedataAISubActionActivateLightPreset_Record.new(props) return end

---@return Float
function gamedataAISubActionActivateLightPreset_Record:Delay() return end

---@return gamedataLightPreset_Record
function gamedataAISubActionActivateLightPreset_Record:LightPreset() return end

---@return gamedataLightPreset_Record
function gamedataAISubActionActivateLightPreset_Record:LightPresetHandle() return end

---@class gamedataAISubActionActivateStrongArmsFX_Record : gamedataAISubAction_Record
gamedataAISubActionActivateStrongArmsFX_Record = {}

---@return gamedataAISubActionActivateStrongArmsFX_Record
function gamedataAISubActionActivateStrongArmsFX_Record.new() return end

---@param props table
---@return gamedataAISubActionActivateStrongArmsFX_Record
function gamedataAISubActionActivateStrongArmsFX_Record.new(props) return end

---@return Float
function gamedataAISubActionActivateStrongArmsFX_Record:Delay() return end

---@class gamedataAISubActionAddFact_Record : gamedataAISubAction_Record
gamedataAISubActionAddFact_Record = {}

---@return gamedataAISubActionAddFact_Record
function gamedataAISubActionAddFact_Record.new() return end

---@param props table
---@return gamedataAISubActionAddFact_Record
function gamedataAISubActionAddFact_Record.new(props) return end

---@return Float
function gamedataAISubActionAddFact_Record:Delay() return end

---@return CName
function gamedataAISubActionAddFact_Record:Name() return end

---@return Bool
function gamedataAISubActionAddFact_Record:ResetValue() return end

---@class gamedataAISubActionApplyTimeDilation_Record : gamedataAISubAction_Record
gamedataAISubActionApplyTimeDilation_Record = {}

---@return gamedataAISubActionApplyTimeDilation_Record
function gamedataAISubActionApplyTimeDilation_Record.new() return end

---@param props table
---@return gamedataAISubActionApplyTimeDilation_Record
function gamedataAISubActionApplyTimeDilation_Record.new(props) return end

---@return Float
function gamedataAISubActionApplyTimeDilation_Record:Duration() return end

---@return CName
function gamedataAISubActionApplyTimeDilation_Record:EaseIn() return end

---@return CName
function gamedataAISubActionApplyTimeDilation_Record:EaseOut() return end

---@return Float
function gamedataAISubActionApplyTimeDilation_Record:Multiplier() return end

---@return Float
function gamedataAISubActionApplyTimeDilation_Record:OverrideMultiplerWhenPlayerInTimeDilation() return end

---@return CName
function gamedataAISubActionApplyTimeDilation_Record:Reason() return end

---@class gamedataAISubActionAttackWithWeapon_Record : gamedataAISubAction_Record
gamedataAISubActionAttackWithWeapon_Record = {}

---@return gamedataAISubActionAttackWithWeapon_Record
function gamedataAISubActionAttackWithWeapon_Record.new() return end

---@param props table
---@return gamedataAISubActionAttackWithWeapon_Record
function gamedataAISubActionAttackWithWeapon_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataAISubActionAttackWithWeapon_Record:Attack() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AttackDuration() return end

---@return gamedataAttack_Record
function gamedataAISubActionAttackWithWeapon_Record:AttackHandle() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AttackInitRange() return end

---@return CName
function gamedataAISubActionAttackWithWeapon_Record:AttackName() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AttackRange() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AttackTime() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AttackWidth() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AxisLowerMargin() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:AxisUpperMargin() return end

---@return Vector3
function gamedataAISubActionAttackWithWeapon_Record:ColliderBoxSize() return end

---@return Vector3
function gamedataAISubActionAttackWithWeapon_Record:ConeDirection() return end

---@return Float
function gamedataAISubActionAttackWithWeapon_Record:ConeHalfAngle() return end

---@return Int32
function gamedataAISubActionAttackWithWeapon_Record:GetWeaponSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataAISubActionAttackWithWeapon_Record:GetWeaponSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataAISubActionAttackWithWeapon_Record:GetWeaponSlotsItemHandle(index) return end

---@return Vector3
function gamedataAISubActionAttackWithWeapon_Record:PositionOffset() return end

---@return Bool
function gamedataAISubActionAttackWithWeapon_Record:StopContinuousAttackOnDurationEnd() return end

---@return gamedataAttachmentSlot_Record[]
function gamedataAISubActionAttackWithWeapon_Record:WeaponSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataAISubActionAttackWithWeapon_Record:WeaponSlotsContains(item) return end

---@class gamedataAISubActionBlockData_Record : gamedataAISubAction_Record
gamedataAISubActionBlockData_Record = {}

---@return gamedataAISubActionBlockData_Record
function gamedataAISubActionBlockData_Record.new() return end

---@param props table
---@return gamedataAISubActionBlockData_Record
function gamedataAISubActionBlockData_Record.new(props) return end

---@class gamedataAISubActionCallReinforcements_Record : gamedataAISubAction_Record
gamedataAISubActionCallReinforcements_Record = {}

---@return gamedataAISubActionCallReinforcements_Record
function gamedataAISubActionCallReinforcements_Record.new() return end

---@param props table
---@return gamedataAISubActionCallReinforcements_Record
function gamedataAISubActionCallReinforcements_Record.new(props) return end

---@return Float
function gamedataAISubActionCallReinforcements_Record:Delay() return end

---@return Float
function gamedataAISubActionCallReinforcements_Record:Duration() return end

---@class gamedataAISubActionCallSquadSearchBackUp_Record : gamedataAISubAction_Record
gamedataAISubActionCallSquadSearchBackUp_Record = {}

---@return gamedataAISubActionCallSquadSearchBackUp_Record
function gamedataAISubActionCallSquadSearchBackUp_Record.new() return end

---@param props table
---@return gamedataAISubActionCallSquadSearchBackUp_Record
function gamedataAISubActionCallSquadSearchBackUp_Record.new(props) return end

---@return Float
function gamedataAISubActionCallSquadSearchBackUp_Record:Delay() return end

---@return Bool
function gamedataAISubActionCallSquadSearchBackUp_Record:Invert() return end

---@return Float
function gamedataAISubActionCallSquadSearchBackUp_Record:NumberOfTargets() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCallSquadSearchBackUp_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCallSquadSearchBackUp_Record:TargetHandle() return end

---@return Bool
function gamedataAISubActionCallSquadSearchBackUp_Record:UseCommsCallLogic() return end

---@class gamedataAISubActionChangeAttitude_Record : gamedataAISubAction_Record
gamedataAISubActionChangeAttitude_Record = {}

---@return gamedataAISubActionChangeAttitude_Record
function gamedataAISubActionChangeAttitude_Record.new() return end

---@param props table
---@return gamedataAISubActionChangeAttitude_Record
function gamedataAISubActionChangeAttitude_Record.new(props) return end

---@return CName
function gamedataAISubActionChangeAttitude_Record:Attitude() return end

---@return Float
function gamedataAISubActionChangeAttitude_Record:Delay() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionChangeAttitude_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionChangeAttitude_Record:TargetHandle() return end

---@class gamedataAISubActionChangeCoverSelectionPreset_Record : gamedataAISubAction_Record
gamedataAISubActionChangeCoverSelectionPreset_Record = {}

---@return gamedataAISubActionChangeCoverSelectionPreset_Record
function gamedataAISubActionChangeCoverSelectionPreset_Record.new() return end

---@param props table
---@return gamedataAISubActionChangeCoverSelectionPreset_Record
function gamedataAISubActionChangeCoverSelectionPreset_Record.new(props) return end

---@return Float
function gamedataAISubActionChangeCoverSelectionPreset_Record:ChangeThreshold() return end

---@return Float
function gamedataAISubActionChangeCoverSelectionPreset_Record:CoverDisablingDuration() return end

---@return Bool
function gamedataAISubActionChangeCoverSelectionPreset_Record:FallbackToLastSelectedPreset() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionChangeCoverSelectionPreset_Record:GatheringObjectCenter() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionChangeCoverSelectionPreset_Record:GatheringObjectCenterHandle() return end

---@return CName
function gamedataAISubActionChangeCoverSelectionPreset_Record:InitialPreset() return end

---@return CName
function gamedataAISubActionChangeCoverSelectionPreset_Record:Preset() return end

---@class gamedataAISubActionCharacterRecordEquip_Record : gamedataAISubAction_Record
gamedataAISubActionCharacterRecordEquip_Record = {}

---@return gamedataAISubActionCharacterRecordEquip_Record
function gamedataAISubActionCharacterRecordEquip_Record.new() return end

---@param props table
---@return gamedataAISubActionCharacterRecordEquip_Record
function gamedataAISubActionCharacterRecordEquip_Record.new(props) return end

---@return Float
function gamedataAISubActionCharacterRecordEquip_Record:AnimationTime() return end

---@class gamedataAISubActionCharacterRecordUnequip_Record : gamedataAISubAction_Record
gamedataAISubActionCharacterRecordUnequip_Record = {}

---@return gamedataAISubActionCharacterRecordUnequip_Record
function gamedataAISubActionCharacterRecordUnequip_Record.new() return end

---@param props table
---@return gamedataAISubActionCharacterRecordUnequip_Record
function gamedataAISubActionCharacterRecordUnequip_Record.new(props) return end

---@return Float
function gamedataAISubActionCharacterRecordUnequip_Record:AnimationTime() return end

---@return Bool
function gamedataAISubActionCharacterRecordUnequip_Record:DropItem() return end

---@class gamedataAISubActionChimeraMetalstorm_Record : gamedataAISubActionShootWithWeapon_Record
gamedataAISubActionChimeraMetalstorm_Record = {}

---@return gamedataAISubActionChimeraMetalstorm_Record
function gamedataAISubActionChimeraMetalstorm_Record.new() return end

---@param props table
---@return gamedataAISubActionChimeraMetalstorm_Record
function gamedataAISubActionChimeraMetalstorm_Record.new(props) return end

---@class gamedataAISubActionCompleteCommand_Record : gamedataAISubAction_Record
gamedataAISubActionCompleteCommand_Record = {}

---@return gamedataAISubActionCompleteCommand_Record
function gamedataAISubActionCompleteCommand_Record.new() return end

---@param props table
---@return gamedataAISubActionCompleteCommand_Record
function gamedataAISubActionCompleteCommand_Record.new(props) return end

---@return Bool
function gamedataAISubActionCompleteCommand_Record:CheckOneTimeExecutionFlag() return end

---@return CName[]
function gamedataAISubActionCompleteCommand_Record:Commands() return end

---@param item CName|string
---@return Bool
function gamedataAISubActionCompleteCommand_Record:CommandsContains(item) return end

---@return Float
function gamedataAISubActionCompleteCommand_Record:Delay() return end

---@return Int32
function gamedataAISubActionCompleteCommand_Record:GetCommandsCount() return end

---@param index Int32
---@return CName
function gamedataAISubActionCompleteCommand_Record:GetCommandsItem(index) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCompleteCommand_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCompleteCommand_Record:TargetHandle() return end

---@class gamedataAISubActionConditionalFailure_Record : gamedataAISubAction_Record
gamedataAISubActionConditionalFailure_Record = {}

---@return gamedataAISubActionConditionalFailure_Record
function gamedataAISubActionConditionalFailure_Record.new() return end

---@param props table
---@return gamedataAISubActionConditionalFailure_Record
function gamedataAISubActionConditionalFailure_Record.new(props) return end

---@return gamedataAIActionCondition_Record[]
function gamedataAISubActionConditionalFailure_Record:Condition() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAISubActionConditionalFailure_Record:ConditionContains(item) return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAISubActionConditionalFailure_Record:Cooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAISubActionConditionalFailure_Record:CooldownsContains(item) return end

---@return Float
function gamedataAISubActionConditionalFailure_Record:Delay() return end

---@return Int32
function gamedataAISubActionConditionalFailure_Record:GetConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionConditionalFailure_Record:GetConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionConditionalFailure_Record:GetConditionItemHandle(index) return end

---@return Int32
function gamedataAISubActionConditionalFailure_Record:GetCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAISubActionConditionalFailure_Record:GetCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAISubActionConditionalFailure_Record:GetCooldownsItemHandle(index) return end

---@class gamedataAISubActionCover_Record : gamedataAISubAction_Record
gamedataAISubActionCover_Record = {}

---@return gamedataAISubActionCover_Record
function gamedataAISubActionCover_Record.new() return end

---@param props table
---@return gamedataAISubActionCover_Record
function gamedataAISubActionCover_Record.new(props) return end

---@return Float
function gamedataAISubActionCover_Record:ClearLOSDistanceTolerance() return end

---@return gamedataAIActionCondition_Record[]
function gamedataAISubActionCover_Record:CommandCoverConditions() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAISubActionCover_Record:CommandCoverConditionsContains(item) return end

---@return CName[]
function gamedataAISubActionCover_Record:CoverExposureMethods() return end

---@param item CName|string
---@return Bool
function gamedataAISubActionCover_Record:CoverExposureMethodsContains(item) return end

---@return Float
function gamedataAISubActionCover_Record:DelayExposedInCoverReset() return end

---@return Int32
function gamedataAISubActionCover_Record:ExposedInCover() return end

---@return gamedataAIExposureMethodType_Record[]
function gamedataAISubActionCover_Record:ExposureMethodPriority() return end

---@param item gamedataAIExposureMethodType_Record
---@return Bool
function gamedataAISubActionCover_Record:ExposureMethodPriorityContains(item) return end

---@return Int32
function gamedataAISubActionCover_Record:GetCommandCoverConditionsCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionCover_Record:GetCommandCoverConditionsItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionCover_Record:GetCommandCoverConditionsItemHandle(index) return end

---@return Int32
function gamedataAISubActionCover_Record:GetCoverExposureMethodsCount() return end

---@param index Int32
---@return CName
function gamedataAISubActionCover_Record:GetCoverExposureMethodsItem(index) return end

---@return Int32
function gamedataAISubActionCover_Record:GetExposureMethodPriorityCount() return end

---@param index Int32
---@return gamedataAIExposureMethodType_Record
function gamedataAISubActionCover_Record:GetExposureMethodPriorityItem(index) return end

---@param index Int32
---@return gamedataAIExposureMethodType_Record
function gamedataAISubActionCover_Record:GetExposureMethodPriorityItemHandle(index) return end

---@return gamedataAIActionCooldown_Record
function gamedataAISubActionCover_Record:InsideCoverReselectionCooldown() return end

---@return gamedataAIActionCooldown_Record
function gamedataAISubActionCover_Record:InsideCoverReselectionCooldownHandle() return end

---@return Float
function gamedataAISubActionCover_Record:PrioritizeBlindFireAfterHit() return end

---@return Bool
function gamedataAISubActionCover_Record:SetCoverExposureAnim() return end

---@return Bool
function gamedataAISubActionCover_Record:SetCurrentCover() return end

---@return Int32
function gamedataAISubActionCover_Record:SetDesiredCover() return end

---@return Bool
function gamedataAISubActionCover_Record:SetInitialCoverData() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCover_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCover_Record:TargetHandle() return end

---@return Bool
function gamedataAISubActionCover_Record:UseGrenadeThrowMethods() return end

---@return Bool
function gamedataAISubActionCover_Record:UseLastAvailableExposureMethodsIfNoneAvailable() return end

---@class gamedataAISubActionCreateGameEffect_Record : gamedataAISubAction_Record
gamedataAISubActionCreateGameEffect_Record = {}

---@return gamedataAISubActionCreateGameEffect_Record
function gamedataAISubActionCreateGameEffect_Record.new() return end

---@param props table
---@return gamedataAISubActionCreateGameEffect_Record
function gamedataAISubActionCreateGameEffect_Record.new(props) return end

---@return Vector3
function gamedataAISubActionCreateGameEffect_Record:ColliderBoxSize() return end

---@return Float
function gamedataAISubActionCreateGameEffect_Record:Delay() return end

---@return Float
function gamedataAISubActionCreateGameEffect_Record:Duration() return end

---@return CName
function gamedataAISubActionCreateGameEffect_Record:EffectName() return end

---@return CName
function gamedataAISubActionCreateGameEffect_Record:EffectTag() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:PositionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:PositionObjHandle() return end

---@return Float
function gamedataAISubActionCreateGameEffect_Record:Range() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:RotationObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:RotationObjHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:TargetHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:TargetPositionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCreateGameEffect_Record:TargetPositionObjHandle() return end

---@class gamedataAISubActionCustomEffectors_Record : gamedataAISubAction_Record
gamedataAISubActionCustomEffectors_Record = {}

---@return gamedataAISubActionCustomEffectors_Record
function gamedataAISubActionCustomEffectors_Record.new() return end

---@param props table
---@return gamedataAISubActionCustomEffectors_Record
function gamedataAISubActionCustomEffectors_Record.new(props) return end

---@return Bool
function gamedataAISubActionCustomEffectors_Record:Apply() return end

---@return Float
function gamedataAISubActionCustomEffectors_Record:Delay() return end

---@return gamedataEffector_Record[]
function gamedataAISubActionCustomEffectors_Record:Effectors() return end

---@param item gamedataEffector_Record
---@return Bool
function gamedataAISubActionCustomEffectors_Record:EffectorsContains(item) return end

---@return Int32
function gamedataAISubActionCustomEffectors_Record:GetEffectorsCount() return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataAISubActionCustomEffectors_Record:GetEffectorsItem(index) return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataAISubActionCustomEffectors_Record:GetEffectorsItemHandle(index) return end

---@return Bool
function gamedataAISubActionCustomEffectors_Record:Remove() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCustomEffectors_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionCustomEffectors_Record:TargetHandle() return end

---@class gamedataAISubActionDisableAimAssist_Record : gamedataAISubAction_Record
gamedataAISubActionDisableAimAssist_Record = {}

---@return gamedataAISubActionDisableAimAssist_Record
function gamedataAISubActionDisableAimAssist_Record.new() return end

---@param props table
---@return gamedataAISubActionDisableAimAssist_Record
function gamedataAISubActionDisableAimAssist_Record.new(props) return end

---@return Float
function gamedataAISubActionDisableAimAssist_Record:Delay() return end

---@return Float
function gamedataAISubActionDisableAimAssist_Record:Duration() return end

---@return CName
function gamedataAISubActionDisableAimAssist_Record:Reason() return end

---@class gamedataAISubActionDisableCollider_Record : gamedataAISubAction_Record
gamedataAISubActionDisableCollider_Record = {}

---@return gamedataAISubActionDisableCollider_Record
function gamedataAISubActionDisableCollider_Record.new() return end

---@param props table
---@return gamedataAISubActionDisableCollider_Record
function gamedataAISubActionDisableCollider_Record.new(props) return end

---@return Float
function gamedataAISubActionDisableCollider_Record:Delay() return end

---@return Bool
function gamedataAISubActionDisableCollider_Record:Disable() return end

---@return Bool
function gamedataAISubActionDisableCollider_Record:EnableOnDeactivate() return end

---@class gamedataAISubActionDroneModifyAltitude_Record : gamedataAISubAction_Record
gamedataAISubActionDroneModifyAltitude_Record = {}

---@return gamedataAISubActionDroneModifyAltitude_Record
function gamedataAISubActionDroneModifyAltitude_Record.new() return end

---@param props table
---@return gamedataAISubActionDroneModifyAltitude_Record
function gamedataAISubActionDroneModifyAltitude_Record.new(props) return end

---@return Float
function gamedataAISubActionDroneModifyAltitude_Record:AltitudeOffset() return end

---@return Float
function gamedataAISubActionDroneModifyAltitude_Record:Delay() return end

---@class gamedataAISubActionEquipOnBody_Record : gamedataAISubActionCharacterRecordEquip_Record
gamedataAISubActionEquipOnBody_Record = {}

---@return gamedataAISubActionEquipOnBody_Record
function gamedataAISubActionEquipOnBody_Record.new() return end

---@param props table
---@return gamedataAISubActionEquipOnBody_Record
function gamedataAISubActionEquipOnBody_Record.new(props) return end

---@class gamedataAISubActionEquipOnSlot_Record : gamedataAISubActionCharacterRecordEquip_Record
gamedataAISubActionEquipOnSlot_Record = {}

---@return gamedataAISubActionEquipOnSlot_Record
function gamedataAISubActionEquipOnSlot_Record.new() return end

---@param props table
---@return gamedataAISubActionEquipOnSlot_Record
function gamedataAISubActionEquipOnSlot_Record.new(props) return end

---@return Bool
function gamedataAISubActionEquipOnSlot_Record:CacheEquippedItem() return end

---@return Bool
function gamedataAISubActionEquipOnSlot_Record:UseItemSpawnDelayFromWeapon() return end

---@class gamedataAISubActionFailIfFriendlyFire_Record : gamedataAISubAction_Record
gamedataAISubActionFailIfFriendlyFire_Record = {}

---@return gamedataAISubActionFailIfFriendlyFire_Record
function gamedataAISubActionFailIfFriendlyFire_Record.new() return end

---@param props table
---@return gamedataAISubActionFailIfFriendlyFire_Record
function gamedataAISubActionFailIfFriendlyFire_Record.new(props) return end

---@return Bool
function gamedataAISubActionFailIfFriendlyFire_Record:CheckOnlyFirstFrame() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFailIfFriendlyFire_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFailIfFriendlyFire_Record:TargetHandle() return end

---@class gamedataAISubActionFail_Record : gamedataAISubAction_Record
gamedataAISubActionFail_Record = {}

---@return gamedataAISubActionFail_Record
function gamedataAISubActionFail_Record.new() return end

---@param props table
---@return gamedataAISubActionFail_Record
function gamedataAISubActionFail_Record.new(props) return end

---@class gamedataAISubActionFastExitWorkspot_Record : gamedataAISubAction_Record
gamedataAISubActionFastExitWorkspot_Record = {}

---@return gamedataAISubActionFastExitWorkspot_Record
function gamedataAISubActionFastExitWorkspot_Record.new() return end

---@param props table
---@return gamedataAISubActionFastExitWorkspot_Record
function gamedataAISubActionFastExitWorkspot_Record.new(props) return end

---@return Float
function gamedataAISubActionFastExitWorkspot_Record:Delay() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFastExitWorkspot_Record:DestinationObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFastExitWorkspot_Record:DestinationObjHandle() return end

---@return Bool
function gamedataAISubActionFastExitWorkspot_Record:PlaySlowExitIfFailed() return end

---@return Bool
function gamedataAISubActionFastExitWorkspot_Record:StayInWorkspotIfFailed() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFastExitWorkspot_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionFastExitWorkspot_Record:TargetHandle() return end

---@class gamedataAISubActionForceDeath_Record : gamedataAISubAction_Record
gamedataAISubActionForceDeath_Record = {}

---@return gamedataAISubActionForceDeath_Record
function gamedataAISubActionForceDeath_Record.new() return end

---@param props table
---@return gamedataAISubActionForceDeath_Record
function gamedataAISubActionForceDeath_Record.new(props) return end

---@return Float
function gamedataAISubActionForceDeath_Record:Delay() return end

---@return Int32
function gamedataAISubActionForceDeath_Record:HitBodyPart() return end

---@return Int32
function gamedataAISubActionForceDeath_Record:HitDirection() return end

---@return Int32
function gamedataAISubActionForceDeath_Record:HitIntensity() return end

---@return Int32
function gamedataAISubActionForceDeath_Record:HitSource() return end

---@class gamedataAISubActionForceEquip_Record : gamedataAISubAction_Record
gamedataAISubActionForceEquip_Record = {}

---@return gamedataAISubActionForceEquip_Record
function gamedataAISubActionForceEquip_Record.new() return end

---@param props table
---@return gamedataAISubActionForceEquip_Record
function gamedataAISubActionForceEquip_Record.new(props) return end

---@return Float
function gamedataAISubActionForceEquip_Record:AnimationTime() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionForceEquip_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionForceEquip_Record:AttachmentSlotHandle() return end

---@return Float
function gamedataAISubActionForceEquip_Record:Delay() return end

---@return Bool
function gamedataAISubActionForceEquip_Record:EquipDespiteInterruption() return end

---@return gamedataItemCategory_Record
function gamedataAISubActionForceEquip_Record:ItemCategory() return end

---@return gamedataItemCategory_Record
function gamedataAISubActionForceEquip_Record:ItemCategoryHandle() return end

---@return gamedataItem_Record
function gamedataAISubActionForceEquip_Record:ItemID() return end

---@return gamedataItem_Record
function gamedataAISubActionForceEquip_Record:ItemIDHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionForceEquip_Record:ItemObject() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionForceEquip_Record:ItemObjectHandle() return end

---@return CName
function gamedataAISubActionForceEquip_Record:ItemTag() return end

---@return gamedataItemType_Record
function gamedataAISubActionForceEquip_Record:ItemType() return end

---@return gamedataItemType_Record
function gamedataAISubActionForceEquip_Record:ItemTypeHandle() return end

---@class gamedataAISubActionForceHitReaction_Record : gamedataAISubAction_Record
gamedataAISubActionForceHitReaction_Record = {}

---@return gamedataAISubActionForceHitReaction_Record
function gamedataAISubActionForceHitReaction_Record.new() return end

---@param props table
---@return gamedataAISubActionForceHitReaction_Record
function gamedataAISubActionForceHitReaction_Record.new(props) return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:AnimVariation() return end

---@return Float
function gamedataAISubActionForceHitReaction_Record:Delay() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:HitBodyPart() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:HitDirection() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:HitIntensity() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:HitSource() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:HitType() return end

---@return Int32
function gamedataAISubActionForceHitReaction_Record:Stance() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionForceHitReaction_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionForceHitReaction_Record:TargetHandle() return end

---@class gamedataAISubActionForceUnequip_Record : gamedataAISubAction_Record
gamedataAISubActionForceUnequip_Record = {}

---@return gamedataAISubActionForceUnequip_Record
function gamedataAISubActionForceUnequip_Record.new() return end

---@param props table
---@return gamedataAISubActionForceUnequip_Record
function gamedataAISubActionForceUnequip_Record.new(props) return end

---@return Float
function gamedataAISubActionForceUnequip_Record:AnimationTime() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionForceUnequip_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionForceUnequip_Record:AttachmentSlotHandle() return end

---@return Float
function gamedataAISubActionForceUnequip_Record:Delay() return end

---@return Bool
function gamedataAISubActionForceUnequip_Record:DropItem() return end

---@return Bool
function gamedataAISubActionForceUnequip_Record:GenerateLootAfterDrop() return end

---@return Bool
function gamedataAISubActionForceUnequip_Record:UnequipDespiteInterruption() return end

---@class gamedataAISubActionGameplayLogicPackage_Record : gamedataAISubAction_Record
gamedataAISubActionGameplayLogicPackage_Record = {}

---@return gamedataAISubActionGameplayLogicPackage_Record
function gamedataAISubActionGameplayLogicPackage_Record.new() return end

---@param props table
---@return gamedataAISubActionGameplayLogicPackage_Record
function gamedataAISubActionGameplayLogicPackage_Record.new(props) return end

---@return Int32
function gamedataAISubActionGameplayLogicPackage_Record:GetPackagesCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataAISubActionGameplayLogicPackage_Record:GetPackagesItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataAISubActionGameplayLogicPackage_Record:GetPackagesItemHandle(index) return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataAISubActionGameplayLogicPackage_Record:Packages() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataAISubActionGameplayLogicPackage_Record:PackagesContains(item) return end

---@class gamedataAISubActionGeneratePointOfInterestTarget_Record : gamedataAISubAction_Record
gamedataAISubActionGeneratePointOfInterestTarget_Record = {}

---@return gamedataAISubActionGeneratePointOfInterestTarget_Record
function gamedataAISubActionGeneratePointOfInterestTarget_Record.new() return end

---@param props table
---@return gamedataAISubActionGeneratePointOfInterestTarget_Record
function gamedataAISubActionGeneratePointOfInterestTarget_Record.new(props) return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ChoosingClosestThreatChanceWeight() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ChoosingFriendlyTargetChanceWeight() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ChoosingRandomPointChanceWeight() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ChoosingSquadMateChanceWeight() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ClosestThreatDurationRange() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:ClosestThreatWatchingMaxAngle() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:FriendlyTargetDurationRange() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:FriendlyTargetWatchingMaxAngle() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:RandomPointDurationRange() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:RandomPointYRotationAngleRange() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:RandomPointZRotationAngleRange() return end

---@return Vector2
function gamedataAISubActionGeneratePointOfInterestTarget_Record:SquadMateDurationRange() return end

---@return Float
function gamedataAISubActionGeneratePointOfInterestTarget_Record:SquadMateWatchingMaxAngle() return end

---@class gamedataAISubActionHitData_Record : gamedataAISubAction_Record
gamedataAISubActionHitData_Record = {}

---@return gamedataAISubActionHitData_Record
function gamedataAISubActionHitData_Record.new() return end

---@param props table
---@return gamedataAISubActionHitData_Record
function gamedataAISubActionHitData_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionHitData_Record:DirectionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionHitData_Record:DirectionObjHandle() return end

---@return Bool
function gamedataAISubActionHitData_Record:OverrideHitDirection() return end

---@class gamedataAISubActionInAir_Record : gamedataAISubAction_Record
gamedataAISubActionInAir_Record = {}

---@return gamedataAISubActionInAir_Record
function gamedataAISubActionInAir_Record.new() return end

---@param props table
---@return gamedataAISubActionInAir_Record
function gamedataAISubActionInAir_Record.new(props) return end

---@return Float
function gamedataAISubActionInAir_Record:Delay() return end

---@class gamedataAISubActionInitialReaction_Record : gamedataAISubAction_Record
gamedataAISubActionInitialReaction_Record = {}

---@return gamedataAISubActionInitialReaction_Record
function gamedataAISubActionInitialReaction_Record.new() return end

---@param props table
---@return gamedataAISubActionInitialReaction_Record
function gamedataAISubActionInitialReaction_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionInitialReaction_Record:DirectionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionInitialReaction_Record:DirectionObjHandle() return end

---@class gamedataAISubActionLeaveCover_Record : gamedataAISubAction_Record
gamedataAISubActionLeaveCover_Record = {}

---@return gamedataAISubActionLeaveCover_Record
function gamedataAISubActionLeaveCover_Record.new() return end

---@param props table
---@return gamedataAISubActionLeaveCover_Record
function gamedataAISubActionLeaveCover_Record.new(props) return end

---@return Int32
function gamedataAISubActionLeaveCover_Record:CheckExposure() return end

---@return Float
function gamedataAISubActionLeaveCover_Record:Delay() return end

---@class gamedataAISubActionMeleeAttackAttemptEvent_Record : gamedataAISubAction_Record
gamedataAISubActionMeleeAttackAttemptEvent_Record = {}

---@return gamedataAISubActionMeleeAttackAttemptEvent_Record
function gamedataAISubActionMeleeAttackAttemptEvent_Record.new() return end

---@param props table
---@return gamedataAISubActionMeleeAttackAttemptEvent_Record
function gamedataAISubActionMeleeAttackAttemptEvent_Record.new(props) return end

---@return Bool
function gamedataAISubActionMeleeAttackAttemptEvent_Record:IsWindUp() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionMeleeAttackAttemptEvent_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionMeleeAttackAttemptEvent_Record:TargetHandle() return end

---@class gamedataAISubActionMeleeAttackManager_Record : gamedataAISubAction_Record
gamedataAISubActionMeleeAttackManager_Record = {}

---@return gamedataAISubActionMeleeAttackManager_Record
function gamedataAISubActionMeleeAttackManager_Record.new() return end

---@param props table
---@return gamedataAISubActionMeleeAttackManager_Record
function gamedataAISubActionMeleeAttackManager_Record.new(props) return end

---@return Float
function gamedataAISubActionMeleeAttackManager_Record:FxDelay() return end

---@return CName
function gamedataAISubActionMeleeAttackManager_Record:Name() return end

---@return Bool
function gamedataAISubActionMeleeAttackManager_Record:SendFriendlyFireWarning() return end

---@return Bool
function gamedataAISubActionMeleeAttackManager_Record:SpawnTrail() return end

---@return Bool
function gamedataAISubActionMeleeAttackManager_Record:SpawnWeaponFX() return end

---@return Float
function gamedataAISubActionMeleeAttackManager_Record:TrailDelay() return end

---@return Float
function gamedataAISubActionMeleeAttackManager_Record:TrailDuration() return end

---@return Float
function gamedataAISubActionMeleeAttackManager_Record:WarningDelay() return end

---@class gamedataAISubActionMissileRainCircular_Record : gamedataAISubActionShootWithWeapon_Record
gamedataAISubActionMissileRainCircular_Record = {}

---@return gamedataAISubActionMissileRainCircular_Record
function gamedataAISubActionMissileRainCircular_Record.new() return end

---@param props table
---@return gamedataAISubActionMissileRainCircular_Record
function gamedataAISubActionMissileRainCircular_Record.new(props) return end

---@return Float
function gamedataAISubActionMissileRainCircular_Record:MaxRadius() return end

---@return Float
function gamedataAISubActionMissileRainCircular_Record:MinRadius() return end

---@return Int32
function gamedataAISubActionMissileRainCircular_Record:MissilesPerLaunch() return end

---@class gamedataAISubActionMissileRainGrid_Record : gamedataAISubActionShootWithWeapon_Record
gamedataAISubActionMissileRainGrid_Record = {}

---@return gamedataAISubActionMissileRainGrid_Record
function gamedataAISubActionMissileRainGrid_Record.new() return end

---@param props table
---@return gamedataAISubActionMissileRainGrid_Record
function gamedataAISubActionMissileRainGrid_Record.new(props) return end

---@return Int32
function gamedataAISubActionMissileRainGrid_Record:GetMissileOffsetsCount() return end

---@param index Int32
---@return Vector3
function gamedataAISubActionMissileRainGrid_Record:GetMissileOffsetsItem(index) return end

---@return Vector3[]
function gamedataAISubActionMissileRainGrid_Record:MissileOffsets() return end

---@param item Vector3
---@return Bool
function gamedataAISubActionMissileRainGrid_Record:MissileOffsetsContains(item) return end

---@class gamedataAISubActionModifyStatPool_Record : gamedataAISubAction_Record
gamedataAISubActionModifyStatPool_Record = {}

---@return gamedataAISubActionModifyStatPool_Record
function gamedataAISubActionModifyStatPool_Record.new() return end

---@param props table
---@return gamedataAISubActionModifyStatPool_Record
function gamedataAISubActionModifyStatPool_Record.new(props) return end

---@return Float
function gamedataAISubActionModifyStatPool_Record:Amount() return end

---@return Float
function gamedataAISubActionModifyStatPool_Record:Delay() return end

---@return Bool
function gamedataAISubActionModifyStatPool_Record:Perc() return end

---@return gamedataStatPool_Record
function gamedataAISubActionModifyStatPool_Record:StatPool() return end

---@return gamedataStatPool_Record
function gamedataAISubActionModifyStatPool_Record:StatPoolHandle() return end

---@class gamedataAISubActionMountVehicle_Record : gamedataAISubAction_Record
gamedataAISubActionMountVehicle_Record = {}

---@return gamedataAISubActionMountVehicle_Record
function gamedataAISubActionMountVehicle_Record.new() return end

---@param props table
---@return gamedataAISubActionMountVehicle_Record
function gamedataAISubActionMountVehicle_Record.new(props) return end

---@return Bool
function gamedataAISubActionMountVehicle_Record:IgnoreFlatTires() return end

---@return Bool
function gamedataAISubActionMountVehicle_Record:MountInstantly() return end

---@return gamedataVehicleSeat_Record
function gamedataAISubActionMountVehicle_Record:Slot() return end

---@return gamedataVehicleSeat_Record
function gamedataAISubActionMountVehicle_Record:SlotHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionMountVehicle_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionMountVehicle_Record:VehicleHandle() return end

---@class gamedataAISubActionPlaySound_Record : gamedataAISubAction_Record
gamedataAISubActionPlaySound_Record = {}

---@return gamedataAISubActionPlaySound_Record
function gamedataAISubActionPlaySound_Record.new() return end

---@param props table
---@return gamedataAISubActionPlaySound_Record
function gamedataAISubActionPlaySound_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionPlaySound_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionPlaySound_Record:AttachmentSlotHandle() return end

---@return Float
function gamedataAISubActionPlaySound_Record:Delay() return end

---@return CName
function gamedataAISubActionPlaySound_Record:Name() return end

---@class gamedataAISubActionPlayVoiceOver_Record : gamedataAISubAction_Record
gamedataAISubActionPlayVoiceOver_Record = {}

---@return gamedataAISubActionPlayVoiceOver_Record
function gamedataAISubActionPlayVoiceOver_Record.new() return end

---@param props table
---@return gamedataAISubActionPlayVoiceOver_Record
function gamedataAISubActionPlayVoiceOver_Record.new(props) return end

---@return gamedataAIActionCondition_Record
function gamedataAISubActionPlayVoiceOver_Record:Condition() return end

---@return gamedataAIActionCondition_Record
function gamedataAISubActionPlayVoiceOver_Record:ConditionHandle() return end

---@return gamedataAIActionCooldown_Record
function gamedataAISubActionPlayVoiceOver_Record:Cooldown() return end

---@return gamedataAIActionCooldown_Record
function gamedataAISubActionPlayVoiceOver_Record:CooldownHandle() return end

---@return Float
function gamedataAISubActionPlayVoiceOver_Record:Delay() return end

---@return CName
function gamedataAISubActionPlayVoiceOver_Record:Name() return end

---@return Bool
function gamedataAISubActionPlayVoiceOver_Record:Repeat() return end

---@return Bool
function gamedataAISubActionPlayVoiceOver_Record:SendEventToSquadmates() return end

---@return Bool
function gamedataAISubActionPlayVoiceOver_Record:SetSelfAsAnsweringEntity() return end

---@class gamedataAISubActionQueueAIEvent_Record : gamedataAISubAction_Record
gamedataAISubActionQueueAIEvent_Record = {}

---@return gamedataAISubActionQueueAIEvent_Record
function gamedataAISubActionQueueAIEvent_Record.new() return end

---@param props table
---@return gamedataAISubActionQueueAIEvent_Record
function gamedataAISubActionQueueAIEvent_Record.new(props) return end

---@return Float
function gamedataAISubActionQueueAIEvent_Record:Delay() return end

---@return CName
function gamedataAISubActionQueueAIEvent_Record:Name() return end

---@class gamedataAISubActionQueueCommunicationEvent_Record : gamedataAISubAction_Record
gamedataAISubActionQueueCommunicationEvent_Record = {}

---@return gamedataAISubActionQueueCommunicationEvent_Record
function gamedataAISubActionQueueCommunicationEvent_Record.new() return end

---@param props table
---@return gamedataAISubActionQueueCommunicationEvent_Record
function gamedataAISubActionQueueCommunicationEvent_Record.new(props) return end

---@return Float
function gamedataAISubActionQueueCommunicationEvent_Record:Delay() return end

---@return CName
function gamedataAISubActionQueueCommunicationEvent_Record:Name() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionQueueCommunicationEvent_Record:TargetListener() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionQueueCommunicationEvent_Record:TargetListenerHandle() return end

---@class gamedataAISubActionQuickHack_Record : gamedataAISubAction_Record
gamedataAISubActionQuickHack_Record = {}

---@return gamedataAISubActionQuickHack_Record
function gamedataAISubActionQuickHack_Record.new() return end

---@param props table
---@return gamedataAISubActionQuickHack_Record
function gamedataAISubActionQuickHack_Record.new(props) return end

---@return gamedataObjectAction_Record
function gamedataAISubActionQuickHack_Record:ActionResult() return end

---@return gamedataObjectAction_Record
function gamedataAISubActionQuickHack_Record:ActionResultHandle() return end

---@return Bool
function gamedataAISubActionQuickHack_Record:EstablishContactOnly() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionQuickHack_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionQuickHack_Record:TargetHandle() return end

---@class gamedataAISubActionRandomize_Record : gamedataAISubAction_Record
gamedataAISubActionRandomize_Record = {}

---@return gamedataAISubActionRandomize_Record
function gamedataAISubActionRandomize_Record.new() return end

---@param props table
---@return gamedataAISubActionRandomize_Record
function gamedataAISubActionRandomize_Record.new(props) return end

---@return Int32[]
function gamedataAISubActionRandomize_Record:AnimVariationRandomize() return end

---@param item Int32
---@return Bool
function gamedataAISubActionRandomize_Record:AnimVariationRandomizeContains(item) return end

---@return Int32
function gamedataAISubActionRandomize_Record:GetAnimVariationRandomizeCount() return end

---@param index Int32
---@return Int32
function gamedataAISubActionRandomize_Record:GetAnimVariationRandomizeItem(index) return end

---@class gamedataAISubActionRegisterActionName_Record : gamedataAISubAction_Record
gamedataAISubActionRegisterActionName_Record = {}

---@return gamedataAISubActionRegisterActionName_Record
function gamedataAISubActionRegisterActionName_Record.new() return end

---@param props table
---@return gamedataAISubActionRegisterActionName_Record
function gamedataAISubActionRegisterActionName_Record.new(props) return end

---@return CName
function gamedataAISubActionRegisterActionName_Record:ActionName() return end

---@class gamedataAISubActionReloadWeapon_Record : gamedataAISubAction_Record
gamedataAISubActionReloadWeapon_Record = {}

---@return gamedataAISubActionReloadWeapon_Record
function gamedataAISubActionReloadWeapon_Record.new() return end

---@param props table
---@return gamedataAISubActionReloadWeapon_Record
function gamedataAISubActionReloadWeapon_Record.new(props) return end

---@return Float
function gamedataAISubActionReloadWeapon_Record:Duration() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionReloadWeapon_Record:WeaponSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionReloadWeapon_Record:WeaponSlotHandle() return end

---@class gamedataAISubActionScaleDurationWithDistance_Record : gamedataAISubAction_Record
gamedataAISubActionScaleDurationWithDistance_Record = {}

---@return gamedataAISubActionScaleDurationWithDistance_Record
function gamedataAISubActionScaleDurationWithDistance_Record.new() return end

---@param props table
---@return gamedataAISubActionScaleDurationWithDistance_Record
function gamedataAISubActionScaleDurationWithDistance_Record.new(props) return end

---@return Vector2
function gamedataAISubActionScaleDurationWithDistance_Record:DistanceRange() return end

---@return Vector2
function gamedataAISubActionScaleDurationWithDistance_Record:ScaleDistanceToTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionScaleDurationWithDistance_Record:Source() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionScaleDurationWithDistance_Record:SourceHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionScaleDurationWithDistance_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionScaleDurationWithDistance_Record:TargetHandle() return end

---@class gamedataAISubActionSecuritySystemNotification_Record : gamedataAISubAction_Record
gamedataAISubActionSecuritySystemNotification_Record = {}

---@return gamedataAISubActionSecuritySystemNotification_Record
function gamedataAISubActionSecuritySystemNotification_Record.new() return end

---@param props table
---@return gamedataAISubActionSecuritySystemNotification_Record
function gamedataAISubActionSecuritySystemNotification_Record.new(props) return end

---@return gamedataAIActionSecurityNotificationType_Record
function gamedataAISubActionSecuritySystemNotification_Record:NotificationType() return end

---@return gamedataAIActionSecurityNotificationType_Record
function gamedataAISubActionSecuritySystemNotification_Record:NotificationTypeHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSecuritySystemNotification_Record:Threat() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSecuritySystemNotification_Record:ThreatHandle() return end

---@class gamedataAISubActionSendSignal_Record : gamedataAISubAction_Record
gamedataAISubActionSendSignal_Record = {}

---@return gamedataAISubActionSendSignal_Record
function gamedataAISubActionSendSignal_Record.new() return end

---@param props table
---@return gamedataAISubActionSendSignal_Record
function gamedataAISubActionSendSignal_Record.new(props) return end

---@return Float
function gamedataAISubActionSendSignal_Record:Delay() return end

---@return Float
function gamedataAISubActionSendSignal_Record:Duration() return end

---@return CName
function gamedataAISubActionSendSignal_Record:Name() return end

---@class gamedataAISubActionSetEquipPrimaryWeapons_Record : gamedataAISubActionCharacterRecordEquip_Record
gamedataAISubActionSetEquipPrimaryWeapons_Record = {}

---@return gamedataAISubActionSetEquipPrimaryWeapons_Record
function gamedataAISubActionSetEquipPrimaryWeapons_Record.new() return end

---@param props table
---@return gamedataAISubActionSetEquipPrimaryWeapons_Record
function gamedataAISubActionSetEquipPrimaryWeapons_Record.new(props) return end

---@class gamedataAISubActionSetEquipSecondaryWeapons_Record : gamedataAISubActionCharacterRecordEquip_Record
gamedataAISubActionSetEquipSecondaryWeapons_Record = {}

---@return gamedataAISubActionSetEquipSecondaryWeapons_Record
function gamedataAISubActionSetEquipSecondaryWeapons_Record.new() return end

---@param props table
---@return gamedataAISubActionSetEquipSecondaryWeapons_Record
function gamedataAISubActionSetEquipSecondaryWeapons_Record.new(props) return end

---@class gamedataAISubActionSetInfluenceMap_Record : gamedataAISubAction_Record
gamedataAISubActionSetInfluenceMap_Record = {}

---@return gamedataAISubActionSetInfluenceMap_Record
function gamedataAISubActionSetInfluenceMap_Record.new() return end

---@param props table
---@return gamedataAISubActionSetInfluenceMap_Record
function gamedataAISubActionSetInfluenceMap_Record.new(props) return end

---@return Float
function gamedataAISubActionSetInfluenceMap_Record:Delay() return end

---@return Vector2
function gamedataAISubActionSetInfluenceMap_Record:Lerp() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetInfluenceMap_Record:PositionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetInfluenceMap_Record:PositionObjHandle() return end

---@return Float
function gamedataAISubActionSetInfluenceMap_Record:Radius() return end

---@return Bool
function gamedataAISubActionSetInfluenceMap_Record:Threat() return end

---@class gamedataAISubActionSetInt_Record : gamedataAISubAction_Record
gamedataAISubActionSetInt_Record = {}

---@return gamedataAISubActionSetInt_Record
function gamedataAISubActionSetInt_Record.new() return end

---@param props table
---@return gamedataAISubActionSetInt_Record
function gamedataAISubActionSetInt_Record.new(props) return end

---@return Float
function gamedataAISubActionSetInt_Record:Delay() return end

---@return CName
function gamedataAISubActionSetInt_Record:Name() return end

---@return Int32
function gamedataAISubActionSetInt_Record:Value() return end

---@class gamedataAISubActionSetItemAsTarget_Record : gamedataAISubActionSetTargetByTag_Record
gamedataAISubActionSetItemAsTarget_Record = {}

---@return gamedataAISubActionSetItemAsTarget_Record
function gamedataAISubActionSetItemAsTarget_Record.new() return end

---@param props table
---@return gamedataAISubActionSetItemAsTarget_Record
function gamedataAISubActionSetItemAsTarget_Record.new(props) return end

---@return gamedataItemCategory_Record
function gamedataAISubActionSetItemAsTarget_Record:ItemCategory() return end

---@return gamedataItemCategory_Record
function gamedataAISubActionSetItemAsTarget_Record:ItemCategoryHandle() return end

---@return gamedataItemType_Record
function gamedataAISubActionSetItemAsTarget_Record:ItemType() return end

---@return gamedataItemType_Record
function gamedataAISubActionSetItemAsTarget_Record:ItemTypeHandle() return end

---@class gamedataAISubActionSetStimSource_Record : gamedataAISubAction_Record
gamedataAISubActionSetStimSource_Record = {}

---@return gamedataAISubActionSetStimSource_Record
function gamedataAISubActionSetStimSource_Record.new() return end

---@param props table
---@return gamedataAISubActionSetStimSource_Record
function gamedataAISubActionSetStimSource_Record.new(props) return end

---@return Float
function gamedataAISubActionSetStimSource_Record:Delay() return end

---@return Bool
function gamedataAISubActionSetStimSource_Record:RevertStimSourceDirection() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetStimSource_Record:StimTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetStimSource_Record:StimTargetHandle() return end

---@return Bool
function gamedataAISubActionSetStimSource_Record:UseInvestigateData() return end

---@class gamedataAISubActionSetTargetByTag_Record : gamedataAISubAction_Record
gamedataAISubActionSetTargetByTag_Record = {}

---@return gamedataAISubActionSetTargetByTag_Record
function gamedataAISubActionSetTargetByTag_Record.new() return end

---@param props table
---@return gamedataAISubActionSetTargetByTag_Record
function gamedataAISubActionSetTargetByTag_Record.new(props) return end

---@return CName[]
function gamedataAISubActionSetTargetByTag_Record:AllowedOffMeshTags() return end

---@param item CName|string
---@return Bool
function gamedataAISubActionSetTargetByTag_Record:AllowedOffMeshTagsContains(item) return end

---@return Int32
function gamedataAISubActionSetTargetByTag_Record:AvoidSelectingSameTargetMethod() return end

---@return Bool
function gamedataAISubActionSetTargetByTag_Record:BlockLoSByNonPenetrableObj() return end

---@return Float
function gamedataAISubActionSetTargetByTag_Record:Delay() return end

---@return Int32
function gamedataAISubActionSetTargetByTag_Record:GetAllowedOffMeshTagsCount() return end

---@param index Int32
---@return CName
function gamedataAISubActionSetTargetByTag_Record:GetAllowedOffMeshTagsItem(index) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:LineOfSightTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:LineOfSightTargetHandle() return end

---@return Vector2
function gamedataAISubActionSetTargetByTag_Record:RangeFromObj() return end

---@return Vector2
function gamedataAISubActionSetTargetByTag_Record:RangeFromOwner() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:RangeObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:RangeObjHandle() return end

---@return CName
function gamedataAISubActionSetTargetByTag_Record:SelectionMethod() return end

---@return CName
function gamedataAISubActionSetTargetByTag_Record:Tag() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetTargetByTag_Record:TargetHandle() return end

---@class gamedataAISubActionSetTopThreatPersistance_Record : gamedataAISubAction_Record
gamedataAISubActionSetTopThreatPersistance_Record = {}

---@return gamedataAISubActionSetTopThreatPersistance_Record
function gamedataAISubActionSetTopThreatPersistance_Record.new() return end

---@param props table
---@return gamedataAISubActionSetTopThreatPersistance_Record
function gamedataAISubActionSetTopThreatPersistance_Record.new(props) return end

---@return gamedataAIThreatPersistenceSource_Record
function gamedataAISubActionSetTopThreatPersistance_Record:Source() return end

---@return gamedataAIThreatPersistenceSource_Record
function gamedataAISubActionSetTopThreatPersistance_Record:SourceHandle() return end

---@class gamedataAISubActionSetUnequipPrimaryWeapons_Record : gamedataAISubActionCharacterRecordUnequip_Record
gamedataAISubActionSetUnequipPrimaryWeapons_Record = {}

---@return gamedataAISubActionSetUnequipPrimaryWeapons_Record
function gamedataAISubActionSetUnequipPrimaryWeapons_Record.new() return end

---@param props table
---@return gamedataAISubActionSetUnequipPrimaryWeapons_Record
function gamedataAISubActionSetUnequipPrimaryWeapons_Record.new(props) return end

---@class gamedataAISubActionSetUnequipSecondaryWeapons_Record : gamedataAISubActionCharacterRecordUnequip_Record
gamedataAISubActionSetUnequipSecondaryWeapons_Record = {}

---@return gamedataAISubActionSetUnequipSecondaryWeapons_Record
function gamedataAISubActionSetUnequipSecondaryWeapons_Record.new() return end

---@param props table
---@return gamedataAISubActionSetUnequipSecondaryWeapons_Record
function gamedataAISubActionSetUnequipSecondaryWeapons_Record.new(props) return end

---@class gamedataAISubActionSetWaypointByTag_Record : gamedataAISubActionSetTargetByTag_Record
gamedataAISubActionSetWaypointByTag_Record = {}

---@return gamedataAISubActionSetWaypointByTag_Record
function gamedataAISubActionSetWaypointByTag_Record.new() return end

---@param props table
---@return gamedataAISubActionSetWaypointByTag_Record
function gamedataAISubActionSetWaypointByTag_Record.new(props) return end

---@class gamedataAISubActionSetWorldPosition_Record : gamedataAISubAction_Record
gamedataAISubActionSetWorldPosition_Record = {}

---@return gamedataAISubActionSetWorldPosition_Record
function gamedataAISubActionSetWorldPosition_Record.new() return end

---@param props table
---@return gamedataAISubActionSetWorldPosition_Record
function gamedataAISubActionSetWorldPosition_Record.new(props) return end

---@return Bool
function gamedataAISubActionSetWorldPosition_Record:CheckForNavmesh() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetWorldPosition_Record:CustomPositionTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetWorldPosition_Record:CustomPositionTargetHandle() return end

---@return Vector3
function gamedataAISubActionSetWorldPosition_Record:MaxOffsetFromTarget() return end

---@return Vector3
function gamedataAISubActionSetWorldPosition_Record:MinOffsetFromTarget() return end

---@return Bool
function gamedataAISubActionSetWorldPosition_Record:RandomizePoint() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetWorldPosition_Record:ReferenceTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionSetWorldPosition_Record:ReferenceTargetHandle() return end

---@return Bool
function gamedataAISubActionSetWorldPosition_Record:UseLocalSpace() return end

---@class gamedataAISubActionShootFromCar_Record : gamedataAISubAction_Record
gamedataAISubActionShootFromCar_Record = {}

---@return gamedataAISubActionShootFromCar_Record
function gamedataAISubActionShootFromCar_Record.new() return end

---@param props table
---@return gamedataAISubActionShootFromCar_Record
function gamedataAISubActionShootFromCar_Record.new(props) return end

---@return Float
function gamedataAISubActionShootFromCar_Record:Delay() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootFromCar_Record:Instigator() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootFromCar_Record:InstigatorHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootFromCar_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootFromCar_Record:TargetHandle() return end

---@class gamedataAISubActionShootToPoint_Record : gamedataAISubActionShootWithWeapon_Record
gamedataAISubActionShootToPoint_Record = {}

---@return gamedataAISubActionShootToPoint_Record
function gamedataAISubActionShootToPoint_Record.new() return end

---@param props table
---@return gamedataAISubActionShootToPoint_Record
function gamedataAISubActionShootToPoint_Record.new(props) return end

---@return Int32
function gamedataAISubActionShootToPoint_Record:GetPointPositionCount() return end

---@param index Int32
---@return Vector3
function gamedataAISubActionShootToPoint_Record:GetPointPositionItem(index) return end

---@return Int32
function gamedataAISubActionShootToPoint_Record:GetWaypointTagCount() return end

---@param index Int32
---@return CName
function gamedataAISubActionShootToPoint_Record:GetWaypointTagItem(index) return end

---@return Vector3[]
function gamedataAISubActionShootToPoint_Record:PointPosition() return end

---@param item Vector3
---@return Bool
function gamedataAISubActionShootToPoint_Record:PointPositionContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:PositionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:PositionObjHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:RotationObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:RotationObjHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:TargetPositionObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootToPoint_Record:TargetPositionObjHandle() return end

---@return CName[]
function gamedataAISubActionShootToPoint_Record:WaypointTag() return end

---@param item CName|string
---@return Bool
function gamedataAISubActionShootToPoint_Record:WaypointTagContains(item) return end

---@class gamedataAISubActionShootWithWeapon_Record : gamedataAISubAction_Record
gamedataAISubActionShootWithWeapon_Record = {}

---@return gamedataAISubActionShootWithWeapon_Record
function gamedataAISubActionShootWithWeapon_Record.new() return end

---@param props table
---@return gamedataAISubActionShootWithWeapon_Record
function gamedataAISubActionShootWithWeapon_Record.new(props) return end

---@return Float
function gamedataAISubActionShootWithWeapon_Record:AimingDelay() return end

---@return Float
function gamedataAISubActionShootWithWeapon_Record:Delay() return end

---@return CName
function gamedataAISubActionShootWithWeapon_Record:DualWieldShootingStyle() return end

---@return Int32
function gamedataAISubActionShootWithWeapon_Record:GetPauseConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionShootWithWeapon_Record:GetPauseConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataAISubActionShootWithWeapon_Record:GetPauseConditionItemHandle(index) return end

---@return Int32
function gamedataAISubActionShootWithWeapon_Record:GetShootingPatternPackagesCount() return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataAISubActionShootWithWeapon_Record:GetShootingPatternPackagesItem(index) return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataAISubActionShootWithWeapon_Record:GetShootingPatternPackagesItemHandle(index) return end

---@return Int32
function gamedataAISubActionShootWithWeapon_Record:GetWeaponSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataAISubActionShootWithWeapon_Record:GetWeaponSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataAISubActionShootWithWeapon_Record:GetWeaponSlotsItemHandle(index) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootWithWeapon_Record:Instigator() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootWithWeapon_Record:InstigatorHandle() return end

---@return Int32
function gamedataAISubActionShootWithWeapon_Record:MaxNumberOfShots() return end

---@return Int32
function gamedataAISubActionShootWithWeapon_Record:NumberOfShots() return end

---@return gamedataAIActionCondition_Record[]
function gamedataAISubActionShootWithWeapon_Record:PauseCondition() return end

---@return Float
function gamedataAISubActionShootWithWeapon_Record:PauseConditionCheckInterval() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataAISubActionShootWithWeapon_Record:PauseConditionContains(item) return end

---@return Float
function gamedataAISubActionShootWithWeapon_Record:PredictionTime() return end

---@return gamedataRangedAttack_Record
function gamedataAISubActionShootWithWeapon_Record:RangedAttack() return end

---@return gamedataRangedAttack_Record
function gamedataAISubActionShootWithWeapon_Record:RangedAttackHandle() return end

---@return gamedataAIPatternsPackage_Record[]
function gamedataAISubActionShootWithWeapon_Record:ShootingPatternPackages() return end

---@param item gamedataAIPatternsPackage_Record
---@return Bool
function gamedataAISubActionShootWithWeapon_Record:ShootingPatternPackagesContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootWithWeapon_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionShootWithWeapon_Record:TargetHandle() return end

---@return Vector3
function gamedataAISubActionShootWithWeapon_Record:TargetOffset() return end

---@return Float
function gamedataAISubActionShootWithWeapon_Record:TbhCoefficient() return end

---@return gamedataTriggerMode_Record
function gamedataAISubActionShootWithWeapon_Record:TriggerMode() return end

---@return gamedataTriggerMode_Record
function gamedataAISubActionShootWithWeapon_Record:TriggerModeHandle() return end

---@return CName
function gamedataAISubActionShootWithWeapon_Record:WeaponCustomEvent() return end

---@return gamedataAttachmentSlot_Record[]
function gamedataAISubActionShootWithWeapon_Record:WeaponSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataAISubActionShootWithWeapon_Record:WeaponSlotsContains(item) return end

---@class gamedataAISubActionSpawnFX_Record : gamedataAISubAction_Record
gamedataAISubActionSpawnFX_Record = {}

---@return gamedataAISubActionSpawnFX_Record
function gamedataAISubActionSpawnFX_Record.new() return end

---@param props table
---@return gamedataAISubActionSpawnFX_Record
function gamedataAISubActionSpawnFX_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionSpawnFX_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionSpawnFX_Record:AttachmentSlotHandle() return end

---@return Float
function gamedataAISubActionSpawnFX_Record:Delay() return end

---@return CName
function gamedataAISubActionSpawnFX_Record:Name() return end

---@class gamedataAISubActionSquadSync_Record : gamedataAISubAction_Record
gamedataAISubActionSquadSync_Record = {}

---@return gamedataAISubActionSquadSync_Record
function gamedataAISubActionSquadSync_Record.new() return end

---@param props table
---@return gamedataAISubActionSquadSync_Record
function gamedataAISubActionSquadSync_Record.new(props) return end

---@return Bool
function gamedataAISubActionSquadSync_Record:Pull() return end

---@return gamedataAISquadType_Record
function gamedataAISubActionSquadSync_Record:SquadType() return end

---@return gamedataAISquadType_Record
function gamedataAISubActionSquadSync_Record:SquadTypeHandle() return end

---@class gamedataAISubActionStartCooldown_Record : gamedataAISubAction_Record
gamedataAISubActionStartCooldown_Record = {}

---@return gamedataAISubActionStartCooldown_Record
function gamedataAISubActionStartCooldown_Record.new() return end

---@param props table
---@return gamedataAISubActionStartCooldown_Record
function gamedataAISubActionStartCooldown_Record.new(props) return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAISubActionStartCooldown_Record:Cooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAISubActionStartCooldown_Record:CooldownsContains(item) return end

---@return Float
function gamedataAISubActionStartCooldown_Record:Delay() return end

---@return Int32
function gamedataAISubActionStartCooldown_Record:GetCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAISubActionStartCooldown_Record:GetCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAISubActionStartCooldown_Record:GetCooldownsItemHandle(index) return end

---@return Float
function gamedataAISubActionStartCooldown_Record:MinActionDuration() return end

---@class gamedataAISubActionStatusEffect_Record : gamedataAISubAction_Record
gamedataAISubActionStatusEffect_Record = {}

---@return gamedataAISubActionStatusEffect_Record
function gamedataAISubActionStatusEffect_Record.new() return end

---@param props table
---@return gamedataAISubActionStatusEffect_Record
function gamedataAISubActionStatusEffect_Record.new(props) return end

---@return Bool
function gamedataAISubActionStatusEffect_Record:Apply() return end

---@return Float
function gamedataAISubActionStatusEffect_Record:Delay() return end

---@return Int32
function gamedataAISubActionStatusEffect_Record:GetStatusEffectsCount() return end

---@param index Int32
---@return gamedataStatusEffect_Record
function gamedataAISubActionStatusEffect_Record:GetStatusEffectsItem(index) return end

---@param index Int32
---@return gamedataStatusEffect_Record
function gamedataAISubActionStatusEffect_Record:GetStatusEffectsItemHandle(index) return end

---@return Bool
function gamedataAISubActionStatusEffect_Record:Remove() return end

---@return gamedataStatusEffect_Record[]
function gamedataAISubActionStatusEffect_Record:StatusEffects() return end

---@param item gamedataStatusEffect_Record
---@return Bool
function gamedataAISubActionStatusEffect_Record:StatusEffectsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionStatusEffect_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionStatusEffect_Record:TargetHandle() return end

---@class gamedataAISubActionThrowItem_Record : gamedataAISubAction_Record
gamedataAISubActionThrowItem_Record = {}

---@return gamedataAISubActionThrowItem_Record
function gamedataAISubActionThrowItem_Record.new() return end

---@param props table
---@return gamedataAISubActionThrowItem_Record
function gamedataAISubActionThrowItem_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionThrowItem_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionThrowItem_Record:AttachmentSlotHandle() return end

---@return Bool
function gamedataAISubActionThrowItem_Record:CheckThrowQuery() return end

---@return Float
function gamedataAISubActionThrowItem_Record:Delay() return end

---@return Bool
function gamedataAISubActionThrowItem_Record:DropItemOnInterruption() return end

---@return Float
function gamedataAISubActionThrowItem_Record:PositionPredictionTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionThrowItem_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionThrowItem_Record:TargetHandle() return end

---@return Float
function gamedataAISubActionThrowItem_Record:ThrowAngle() return end

---@return CName
function gamedataAISubActionThrowItem_Record:ThrowType() return end

---@return Float
function gamedataAISubActionThrowItem_Record:TrajectoryGravity() return end

---@class gamedataAISubActionTriggerItemActivation_Record : gamedataAISubAction_Record
gamedataAISubActionTriggerItemActivation_Record = {}

---@return gamedataAISubActionTriggerItemActivation_Record
function gamedataAISubActionTriggerItemActivation_Record.new() return end

---@param props table
---@return gamedataAISubActionTriggerItemActivation_Record
function gamedataAISubActionTriggerItemActivation_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionTriggerItemActivation_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAISubActionTriggerItemActivation_Record:AttachmentSlotHandle() return end

---@return Float
function gamedataAISubActionTriggerItemActivation_Record:Delay() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerItemActivation_Record:Instigator() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerItemActivation_Record:InstigatorHandle() return end

---@class gamedataAISubActionTriggerStim_Record : gamedataAISubAction_Record
gamedataAISubActionTriggerStim_Record = {}

---@return gamedataAISubActionTriggerStim_Record
function gamedataAISubActionTriggerStim_Record.new() return end

---@param props table
---@return gamedataAISubActionTriggerStim_Record
function gamedataAISubActionTriggerStim_Record.new(props) return end

---@return Float
function gamedataAISubActionTriggerStim_Record:Delay() return end

---@return Bool
function gamedataAISubActionTriggerStim_Record:Direct() return end

---@return Bool
function gamedataAISubActionTriggerStim_Record:PurelyDirect() return end

---@return Float
function gamedataAISubActionTriggerStim_Record:Radius() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerStim_Record:StimSource() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerStim_Record:StimSourceHandle() return end

---@return gamedataStimType_Record
function gamedataAISubActionTriggerStim_Record:StimType() return end

---@return gamedataStimType_Record
function gamedataAISubActionTriggerStim_Record:StimTypeHandle() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerStim_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionTriggerStim_Record:TargetHandle() return end

---@class gamedataAISubActionUnequipOnSlot_Record : gamedataAISubActionCharacterRecordUnequip_Record
gamedataAISubActionUnequipOnSlot_Record = {}

---@return gamedataAISubActionUnequipOnSlot_Record
function gamedataAISubActionUnequipOnSlot_Record.new() return end

---@param props table
---@return gamedataAISubActionUnequipOnSlot_Record
function gamedataAISubActionUnequipOnSlot_Record.new(props) return end

---@return Bool
function gamedataAISubActionUnequipOnSlot_Record:UseItemSpawnDelayFromWeapon() return end

---@class gamedataAISubActionUpdateFriendlyFireParams_Record : gamedataAISubAction_Record
gamedataAISubActionUpdateFriendlyFireParams_Record = {}

---@return gamedataAISubActionUpdateFriendlyFireParams_Record
function gamedataAISubActionUpdateFriendlyFireParams_Record.new() return end

---@param props table
---@return gamedataAISubActionUpdateFriendlyFireParams_Record
function gamedataAISubActionUpdateFriendlyFireParams_Record.new(props) return end

---@return Bool
function gamedataAISubActionUpdateFriendlyFireParams_Record:UpdateOnDeactivate() return end

---@class gamedataAISubActionUseSensePreset_Record : gamedataAISubAction_Record
gamedataAISubActionUseSensePreset_Record = {}

---@return gamedataAISubActionUseSensePreset_Record
function gamedataAISubActionUseSensePreset_Record.new() return end

---@param props table
---@return gamedataAISubActionUseSensePreset_Record
function gamedataAISubActionUseSensePreset_Record.new(props) return end

---@return Float
function gamedataAISubActionUseSensePreset_Record:Delay() return end

---@return gamedataSensePreset_Record
function gamedataAISubActionUseSensePreset_Record:SensePreset() return end

---@return gamedataSensePreset_Record
function gamedataAISubActionUseSensePreset_Record:SensePresetHandle() return end

---@class gamedataAISubActionWorkspot_Record : gamedataAISubAction_Record
gamedataAISubActionWorkspot_Record = {}

---@return gamedataAISubActionWorkspot_Record
function gamedataAISubActionWorkspot_Record.new() return end

---@param props table
---@return gamedataAISubActionWorkspot_Record
function gamedataAISubActionWorkspot_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionWorkspot_Record:WorkspotObject() return end

---@return gamedataAIActionTarget_Record
function gamedataAISubActionWorkspot_Record:WorkspotObjectHandle() return end

---@class gamedataAISubAction_Record : gamedataTweakDBRecord
gamedataAISubAction_Record = {}

---@return gamedataAISubAction_Record
function gamedataAISubAction_Record.new() return end

---@param props table
---@return gamedataAISubAction_Record
function gamedataAISubAction_Record.new(props) return end

---@class gamedataAITacticTicket_Record : gamedataAITicket_Record
gamedataAITacticTicket_Record = {}

---@return gamedataAITacticTicket_Record
function gamedataAITacticTicket_Record.new() return end

---@param props table
---@return gamedataAITacticTicket_Record
function gamedataAITacticTicket_Record.new(props) return end

---@return Int32
function gamedataAITacticTicket_Record:GetSectorsCount() return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAITacticTicket_Record:GetSectorsItem(index) return end

---@param index Int32
---@return gamedataAISectorType_Record
function gamedataAITacticTicket_Record:GetSectorsItemHandle(index) return end

---@return Bool
function gamedataAITacticTicket_Record:OffensiveTactic() return end

---@return gamedataAISectorType_Record[]
function gamedataAITacticTicket_Record:Sectors() return end

---@param item gamedataAISectorType_Record
---@return Bool
function gamedataAITacticTicket_Record:SectorsContains(item) return end

---@return Float
function gamedataAITacticTicket_Record:TacticTimeout() return end

---@class gamedataAITacticType_Record : gamedataTweakDBRecord
gamedataAITacticType_Record = {}

---@return gamedataAITacticType_Record
function gamedataAITacticType_Record.new() return end

---@param props table
---@return gamedataAITacticType_Record
function gamedataAITacticType_Record.new(props) return end

---@return String
function gamedataAITacticType_Record:EnumComment() return end

---@return CName
function gamedataAITacticType_Record:EnumName() return end

---@return gamedataAITacticType
function gamedataAITacticType_Record:Type() return end

---@class gamedataAITargetCond_Record : gamedataAIActionSubCondition_Record
gamedataAITargetCond_Record = {}

---@return gamedataAITargetCond_Record
function gamedataAITargetCond_Record.new() return end

---@param props table
---@return gamedataAITargetCond_Record
function gamedataAITargetCond_Record.new(props) return end

---@return Int32
function gamedataAITargetCond_Record:Attitude() return end

---@return Int32
function gamedataAITargetCond_Record:InvalidExpectation() return end

---@return Int32
function gamedataAITargetCond_Record:IsActive() return end

---@return Int32
function gamedataAITargetCond_Record:IsAlive() return end

---@return gamedataAIAdditionalTraceType_Record
function gamedataAITargetCond_Record:IsCombatTargetVisibleFrom() return end

---@return gamedataAIAdditionalTraceType_Record
function gamedataAITargetCond_Record:IsCombatTargetVisibleFromHandle() return end

---@return Int32
function gamedataAITargetCond_Record:IsMoving() return end

---@return Int32
function gamedataAITargetCond_Record:IsVisible() return end

---@return Float
function gamedataAITargetCond_Record:MaxVisibilityToTargetDistance() return end

---@return Float
function gamedataAITargetCond_Record:MinAccuracySharedValue() return end

---@return Float
function gamedataAITargetCond_Record:MinAccuracyValue() return end

---@return Float
function gamedataAITargetCond_Record:MinDetectionValue() return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetCond_Record:TargetHandle() return end

---@class gamedataAITargetInPreventionFreeArea_Record : gamedataAIActionSubCondition_Record
gamedataAITargetInPreventionFreeArea_Record = {}

---@return gamedataAITargetInPreventionFreeArea_Record
function gamedataAITargetInPreventionFreeArea_Record.new() return end

---@param props table
---@return gamedataAITargetInPreventionFreeArea_Record
function gamedataAITargetInPreventionFreeArea_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetInPreventionFreeArea_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetInPreventionFreeArea_Record:TargetHandle() return end

---@class gamedataAITargetInUnmountingRangeCond_Record : gamedataAIActionSubCondition_Record
gamedataAITargetInUnmountingRangeCond_Record = {}

---@return gamedataAITargetInUnmountingRangeCond_Record
function gamedataAITargetInUnmountingRangeCond_Record.new() return end

---@param props table
---@return gamedataAITargetInUnmountingRangeCond_Record
function gamedataAITargetInUnmountingRangeCond_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetInUnmountingRangeCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAITargetInUnmountingRangeCond_Record:TargetHandle() return end

---@class gamedataAIThreatPersistenceSource_Record : gamedataTweakDBRecord
gamedataAIThreatPersistenceSource_Record = {}

---@return gamedataAIThreatPersistenceSource_Record
function gamedataAIThreatPersistenceSource_Record.new() return end

---@param props table
---@return gamedataAIThreatPersistenceSource_Record
function gamedataAIThreatPersistenceSource_Record.new(props) return end

---@return String
function gamedataAIThreatPersistenceSource_Record:EnumComment() return end

---@return CName
function gamedataAIThreatPersistenceSource_Record:EnumName() return end

---@return Int32
function gamedataAIThreatPersistenceSource_Record:EnumValue() return end

---@return gamedataAIThreatPersistenceSource
function gamedataAIThreatPersistenceSource_Record:Type() return end

---@class gamedataAIThrowCond_Record : gamedataAIActionSubCondition_Record
gamedataAIThrowCond_Record = {}

---@return gamedataAIThrowCond_Record
function gamedataAIThrowCond_Record.new() return end

---@param props table
---@return gamedataAIThrowCond_Record
function gamedataAIThrowCond_Record.new(props) return end

---@return Float
function gamedataAIThrowCond_Record:ClearLOSDistanceTolerance() return end

---@return Float
function gamedataAIThrowCond_Record:PredictionTime() return end

---@return gamedataAIActionTarget_Record
function gamedataAIThrowCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIThrowCond_Record:TargetHandle() return end

---@return Float
function gamedataAIThrowCond_Record:ThrowAngle() return end

---@return gamedataAttachmentSlot_Record
function gamedataAIThrowCond_Record:WeaponSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAIThrowCond_Record:WeaponSlotHandle() return end

---@class gamedataAITicketCheck_Record : gamedataAITicketCondition_Record
gamedataAITicketCheck_Record = {}

---@return gamedataAITicketCheck_Record
function gamedataAITicketCheck_Record.new() return end

---@param props table
---@return gamedataAITicketCheck_Record
function gamedataAITicketCheck_Record.new(props) return end

---@return Bool
function gamedataAITicketCheck_Record:OptionalFastExit() return end

---@class gamedataAITicketCondition_Record : gamedataTweakDBRecord
gamedataAITicketCondition_Record = {}

---@return gamedataAITicketCondition_Record
function gamedataAITicketCondition_Record.new() return end

---@param props table
---@return gamedataAITicketCondition_Record
function gamedataAITicketCondition_Record.new(props) return end

---@return Bool
function gamedataAITicketCondition_Record:Invert() return end

---@class gamedataAITicketFilter_Record : gamedataAITicketCondition_Record
gamedataAITicketFilter_Record = {}

---@return gamedataAITicketFilter_Record
function gamedataAITicketFilter_Record.new() return end

---@param props table
---@return gamedataAITicketFilter_Record
function gamedataAITicketFilter_Record.new(props) return end

---@return Bool
function gamedataAITicketFilter_Record:ResetMembers() return end

---@return Bool
function gamedataAITicketFilter_Record:ResetMembersIncludingUnwillings() return end

---@return Bool
function gamedataAITicketFilter_Record:SkipSelfOnce() return end

---@class gamedataAITicketType_Record : gamedataTweakDBRecord
gamedataAITicketType_Record = {}

---@return gamedataAITicketType_Record
function gamedataAITicketType_Record.new() return end

---@param props table
---@return gamedataAITicketType_Record
function gamedataAITicketType_Record.new(props) return end

---@return String
function gamedataAITicketType_Record:EnumComment() return end

---@return CName
function gamedataAITicketType_Record:EnumName() return end

---@return gamedataAITicketType
function gamedataAITicketType_Record:Type() return end

---@class gamedataAITicket_Record : gamedataTweakDBRecord
gamedataAITicket_Record = {}

---@return gamedataAITicket_Record
function gamedataAITicket_Record.new() return end

---@param props table
---@return gamedataAITicket_Record
function gamedataAITicket_Record.new(props) return end

---@return gamedataAITicketCondition_Record[]
function gamedataAITicket_Record:ActivationCondition() return end

---@param item gamedataAITicketCondition_Record
---@return Bool
function gamedataAITicket_Record:ActivationConditionContains(item) return end

---@return Float
function gamedataAITicket_Record:ConditionSuccessDuration() return end

---@return gamedataAIActionCooldown_Record[]
function gamedataAITicket_Record:Cooldowns() return end

---@param item gamedataAIActionCooldown_Record
---@return Bool
function gamedataAITicket_Record:CooldownsContains(item) return end

---@return gamedataAITicketCondition_Record[]
function gamedataAITicket_Record:DeactivationCondition() return end

---@return Float
function gamedataAITicket_Record:DeactivationConditionCheckInterval() return end

---@param item gamedataAITicketCondition_Record
---@return Bool
function gamedataAITicket_Record:DeactivationConditionContains(item) return end

---@return gamedataAIDifficulty_Record
function gamedataAITicket_Record:Difficulty() return end

---@return gamedataAIComparison_Record
function gamedataAITicket_Record:DifficultyComparisonOp() return end

---@return gamedataAIComparison_Record
function gamedataAITicket_Record:DifficultyComparisonOpHandle() return end

---@return gamedataAIDifficulty_Record
function gamedataAITicket_Record:DifficultyHandle() return end

---@return Int32
function gamedataAITicket_Record:GetActivationConditionCount() return end

---@param index Int32
---@return gamedataAITicketCondition_Record
function gamedataAITicket_Record:GetActivationConditionItem(index) return end

---@param index Int32
---@return gamedataAITicketCondition_Record
function gamedataAITicket_Record:GetActivationConditionItemHandle(index) return end

---@return Int32
function gamedataAITicket_Record:GetCooldownsCount() return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAITicket_Record:GetCooldownsItem(index) return end

---@param index Int32
---@return gamedataAIActionCooldown_Record
function gamedataAITicket_Record:GetCooldownsItemHandle(index) return end

---@return Int32
function gamedataAITicket_Record:GetDeactivationConditionCount() return end

---@param index Int32
---@return gamedataAITicketCondition_Record
function gamedataAITicket_Record:GetDeactivationConditionItem(index) return end

---@param index Int32
---@return gamedataAITicketCondition_Record
function gamedataAITicket_Record:GetDeactivationConditionItemHandle(index) return end

---@return Int32
function gamedataAITicket_Record:GetSyncWithTicketsCount() return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAITicket_Record:GetSyncWithTicketsItem(index) return end

---@param index Int32
---@return gamedataAITicketType_Record
function gamedataAITicket_Record:GetSyncWithTicketsItemHandle(index) return end

---@return Int32
function gamedataAITicket_Record:MaxNumberOfTickets() return end

---@return Float
function gamedataAITicket_Record:MaxTicketDesyncTime() return end

---@return Int32
function gamedataAITicket_Record:MinNumberOfTickets() return end

---@return Float
function gamedataAITicket_Record:MinTicketDesyncTime() return end

---@return Float
function gamedataAITicket_Record:PercentageNumberOfTickets() return end

---@return Bool
function gamedataAITicket_Record:ReleaseAll() return end

---@return Bool
function gamedataAITicket_Record:RevokeOnTimeout() return end

---@return Bool
function gamedataAITicket_Record:ScaleNumberOfTicketsFromWorkspots() return end

---@return Bool
function gamedataAITicket_Record:StartCooldownOnFailure() return end

---@return Float
function gamedataAITicket_Record:SyncTimeout() return end

---@return gamedataAITicketType_Record[]
function gamedataAITicket_Record:SyncWithTickets() return end

---@param item gamedataAITicketType_Record
---@return Bool
function gamedataAITicket_Record:SyncWithTicketsContains(item) return end

---@return gamedataAITicketType_Record
function gamedataAITicket_Record:TicketType() return end

---@return gamedataAITicketType_Record
function gamedataAITicket_Record:TicketTypeHandle() return end

---@return Float
function gamedataAITicket_Record:Timeout() return end

---@class gamedataAITresspassingCond_Record : gamedataAIActionSubCondition_Record
gamedataAITresspassingCond_Record = {}

---@return gamedataAITresspassingCond_Record
function gamedataAITresspassingCond_Record.new() return end

---@param props table
---@return gamedataAITresspassingCond_Record
function gamedataAITresspassingCond_Record.new(props) return end

---@return Bool
function gamedataAITresspassingCond_Record:CheckSafeArea() return end

---@return gamedataAIActionTarget_Record
function gamedataAITresspassingCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAITresspassingCond_Record:TargetHandle() return end

---@class gamedataAIValidCoversCond_Record : gamedataAIActionSubCondition_Record
gamedataAIValidCoversCond_Record = {}

---@return gamedataAIValidCoversCond_Record
function gamedataAIValidCoversCond_Record.new() return end

---@param props table
---@return gamedataAIValidCoversCond_Record
function gamedataAIValidCoversCond_Record.new(props) return end

---@return Bool
function gamedataAIValidCoversCond_Record:CheckCurrentlyActiveRing() return end

---@return Int32
function gamedataAIValidCoversCond_Record:CoversWithLOS() return end

---@return Int32
function gamedataAIValidCoversCond_Record:GetLimitToRingsCount() return end

---@param index Int32
---@return gamedataAIRingType_Record
function gamedataAIValidCoversCond_Record:GetLimitToRingsItem(index) return end

---@param index Int32
---@return gamedataAIRingType_Record
function gamedataAIValidCoversCond_Record:GetLimitToRingsItemHandle(index) return end

---@return gamedataAIRingType_Record[]
function gamedataAIValidCoversCond_Record:LimitToRings() return end

---@param item gamedataAIRingType_Record
---@return Bool
function gamedataAIValidCoversCond_Record:LimitToRingsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAIValidCoversCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIValidCoversCond_Record:TargetHandle() return end

---@class gamedataAIVehicleCond_Record : gamedataAIActionSubCondition_Record
gamedataAIVehicleCond_Record = {}

---@return gamedataAIVehicleCond_Record
function gamedataAIVehicleCond_Record.new() return end

---@param props table
---@return gamedataAIVehicleCond_Record
function gamedataAIVehicleCond_Record.new(props) return end

---@return Vector2
function gamedataAIVehicleCond_Record:ActivePassangers() return end

---@return Vector2
function gamedataAIVehicleCond_Record:CurrentSpeed() return end

---@return Int32
function gamedataAIVehicleCond_Record:DriverCheck() return end

---@return gamedataVehicleSeat_Record[]
function gamedataAIVehicleCond_Record:FreeSlots() return end

---@param item gamedataVehicleSeat_Record
---@return Bool
function gamedataAIVehicleCond_Record:FreeSlotsContains(item) return end

---@return Int32
function gamedataAIVehicleCond_Record:GetFreeSlotsCount() return end

---@param index Int32
---@return gamedataVehicleSeat_Record
function gamedataAIVehicleCond_Record:GetFreeSlotsItem(index) return end

---@param index Int32
---@return gamedataVehicleSeat_Record
function gamedataAIVehicleCond_Record:GetFreeSlotsItemHandle(index) return end

---@return Int32
function gamedataAIVehicleCond_Record:GetHasTagsCount() return end

---@param index Int32
---@return CName
function gamedataAIVehicleCond_Record:GetHasTagsItem(index) return end

---@return CName[]
function gamedataAIVehicleCond_Record:HasTags() return end

---@param item CName|string
---@return Bool
function gamedataAIVehicleCond_Record:HasTagsContains(item) return end

---@return gamedataAIActionTarget_Record
function gamedataAIVehicleCond_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVehicleCond_Record:VehicleHandle() return end

---@class gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record : gamedataAIActionSubCondition_Record
gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record = {}

---@return gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record
function gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record.new() return end

---@param props table
---@return gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record
function gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record.new(props) return end

---@return gamedataAIActionTarget_Record
function gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record:Vehicle() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record:VehicleHandle() return end

---@class gamedataAIVelocitiesDotCond_Record : gamedataAIActionSubCondition_Record
gamedataAIVelocitiesDotCond_Record = {}

---@return gamedataAIVelocitiesDotCond_Record
function gamedataAIVelocitiesDotCond_Record.new() return end

---@param props table
---@return gamedataAIVelocitiesDotCond_Record
function gamedataAIVelocitiesDotCond_Record.new(props) return end

---@return Vector2
function gamedataAIVelocitiesDotCond_Record:DotRange() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocitiesDotCond_Record:FirstTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocitiesDotCond_Record:FirstTargetHandle() return end

---@return Float
function gamedataAIVelocitiesDotCond_Record:FirstTimePeriod() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocitiesDotCond_Record:SecondTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocitiesDotCond_Record:SecondTargetHandle() return end

---@return Float
function gamedataAIVelocitiesDotCond_Record:SecondTimePeriod() return end

---@class gamedataAIVelocityCond_Record : gamedataAIActionSubCondition_Record
gamedataAIVelocityCond_Record = {}

---@return gamedataAIVelocityCond_Record
function gamedataAIVelocityCond_Record.new() return end

---@param props table
---@return gamedataAIVelocityCond_Record
function gamedataAIVelocityCond_Record.new(props) return end

---@return Vector2
function gamedataAIVelocityCond_Record:Range() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityCond_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityCond_Record:TargetHandle() return end

---@return Float
function gamedataAIVelocityCond_Record:TimePeriod() return end

---@class gamedataAIVelocityDotCond_Record : gamedataAIActionSubCondition_Record
gamedataAIVelocityDotCond_Record = {}

---@return gamedataAIVelocityDotCond_Record
function gamedataAIVelocityDotCond_Record.new() return end

---@param props table
---@return gamedataAIVelocityDotCond_Record
function gamedataAIVelocityDotCond_Record.new(props) return end

---@return Vector2
function gamedataAIVelocityDotCond_Record:DotRange() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityDotCond_Record:PositionTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityDotCond_Record:PositionTargetHandle() return end

---@return Float
function gamedataAIVelocityDotCond_Record:TimePeriod() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityDotCond_Record:VelocityTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataAIVelocityDotCond_Record:VelocityTargetHandle() return end

---@class gamedataAIWeakSpotCond_Record : gamedataAIActionSubCondition_Record
gamedataAIWeakSpotCond_Record = {}

---@return gamedataAIWeakSpotCond_Record
function gamedataAIWeakSpotCond_Record.new() return end

---@param props table
---@return gamedataAIWeakSpotCond_Record
function gamedataAIWeakSpotCond_Record.new(props) return end

---@return Bool
function gamedataAIWeakSpotCond_Record:IncludeDestroyed() return end

---@return gamedataWeakspot_Record
function gamedataAIWeakSpotCond_Record:Weakspot() return end

---@return gamedataWeakspot_Record
function gamedataAIWeakSpotCond_Record:WeakspotHandle() return end

---@class gamedataAIWeaponLockedOnTargetCond_Record : gamedataAIActionSubCondition_Record
gamedataAIWeaponLockedOnTargetCond_Record = {}

---@return gamedataAIWeaponLockedOnTargetCond_Record
function gamedataAIWeaponLockedOnTargetCond_Record.new() return end

---@param props table
---@return gamedataAIWeaponLockedOnTargetCond_Record
function gamedataAIWeaponLockedOnTargetCond_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataAIWeaponLockedOnTargetCond_Record:WeaponSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataAIWeaponLockedOnTargetCond_Record:WeaponSlotHandle() return end

---@class gamedataAIWorkspotCond_Record : gamedataAIActionSubCondition_Record
gamedataAIWorkspotCond_Record = {}

---@return gamedataAIWorkspotCond_Record
function gamedataAIWorkspotCond_Record.new() return end

---@param props table
---@return gamedataAIWorkspotCond_Record
function gamedataAIWorkspotCond_Record.new(props) return end

---@return Int32
function gamedataAIWorkspotCond_Record:IsInWorkspot() return end

---@return gamedataAIActionTarget_Record
function gamedataAIWorkspotCond_Record:WorkspotObj() return end

---@return gamedataAIActionTarget_Record
function gamedataAIWorkspotCond_Record:WorkspotObjHandle() return end

---@class gamedataAbsoluteZLimiterCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataAbsoluteZLimiterCoverSelectionParameters_Record = {}

---@return gamedataAbsoluteZLimiterCoverSelectionParameters_Record
function gamedataAbsoluteZLimiterCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataAbsoluteZLimiterCoverSelectionParameters_Record
function gamedataAbsoluteZLimiterCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataAbsoluteZLimiterCoverSelectionParameters_Record:ZLimit() return end

---@class gamedataAccelerateTowardsParameters_Record : gamedataTweakDBRecord
gamedataAccelerateTowardsParameters_Record = {}

---@return gamedataAccelerateTowardsParameters_Record
function gamedataAccelerateTowardsParameters_Record.new() return end

---@param props table
---@return gamedataAccelerateTowardsParameters_Record
function gamedataAccelerateTowardsParameters_Record.new(props) return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:AccelerationSpeed() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:Accuracy() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:DecelerateTowardsTargetPositionDistance() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:DiffForMaxRotation() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:MaxRotationSpeed() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:MaxSpeed() return end

---@return Float
function gamedataAccelerateTowardsParameters_Record:MinRotationSpeed() return end

---@class gamedataAccuracy_Record : gamedataTweakDBRecord
gamedataAccuracy_Record = {}

---@return gamedataAccuracy_Record
function gamedataAccuracy_Record.new() return end

---@param props table
---@return gamedataAccuracy_Record
function gamedataAccuracy_Record.new(props) return end

---@return Float
function gamedataAccuracy_Record:AccuracyDropCooldown() return end

---@return Float
function gamedataAccuracy_Record:MinDistanceToRunCooldown() return end

---@class gamedataAchievement_Record : gamedataTweakDBRecord
gamedataAchievement_Record = {}

---@return gamedataAchievement_Record
function gamedataAchievement_Record.new() return end

---@param props table
---@return gamedataAchievement_Record
function gamedataAchievement_Record.new(props) return end

---@return CName
function gamedataAchievement_Record:DisplayName() return end

---@return CName
function gamedataAchievement_Record:EnumName() return end

---@return String
function gamedataAchievement_Record:GOGKey() return end

---@return Int32
function gamedataAchievement_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataAchievement_Record:GetTagsItem(index) return end

---@return String
function gamedataAchievement_Record:LocalizedDescription() return end

---@return Int32
function gamedataAchievement_Record:PS4Key() return end

---@return String
function gamedataAchievement_Record:SteamKey() return end

---@return CName[]
function gamedataAchievement_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataAchievement_Record:TagsContains(item) return end

---@return gamedataAchievement
function gamedataAchievement_Record:Type() return end

---@return String
function gamedataAchievement_Record:XB1Key() return end

---@class gamedataActionMapField_Record : gamedataTweakDBRecord
gamedataActionMapField_Record = {}

---@return gamedataActionMapField_Record
function gamedataActionMapField_Record.new() return end

---@param props table
---@return gamedataActionMapField_Record
function gamedataActionMapField_Record.new(props) return end

---@return gamedataItemType_Record
function gamedataActionMapField_Record:ItemType() return end

---@return gamedataItemType_Record
function gamedataActionMapField_Record:ItemTypeHandle() return end

---@return gamedataAINodeMap_Record
function gamedataActionMapField_Record:Map() return end

---@return gamedataAINodeMap_Record
function gamedataActionMapField_Record:MapHandle() return end

---@class gamedataActionMap_Record : gamedataTweakDBRecord
gamedataActionMap_Record = {}

---@return gamedataActionMap_Record
function gamedataActionMap_Record.new() return end

---@param props table
---@return gamedataActionMap_Record
function gamedataActionMap_Record.new(props) return end

---@return gamedataAINodeMap_Record
function gamedataActionMap_Record:DefaultMap() return end

---@return gamedataAINodeMap_Record
function gamedataActionMap_Record:DefaultMapHandle() return end

---@return Int32
function gamedataActionMap_Record:GetMapCount() return end

---@param index Int32
---@return gamedataActionMapField_Record
function gamedataActionMap_Record:GetMapItem(index) return end

---@param index Int32
---@return gamedataActionMapField_Record
function gamedataActionMap_Record:GetMapItemHandle(index) return end

---@return gamedataActionMapField_Record[]
function gamedataActionMap_Record:Map() return end

---@param item gamedataActionMapField_Record
---@return Bool
function gamedataActionMap_Record:MapContains(item) return end

---@class gamedataActionPayment_Record : gamedataObjectAction_Record
gamedataActionPayment_Record = {}

---@return gamedataActionPayment_Record
function gamedataActionPayment_Record.new() return end

---@param props table
---@return gamedataActionPayment_Record
function gamedataActionPayment_Record.new(props) return end

---@class gamedataActionRestrictionGroup_Record : gamedataTweakDBRecord
gamedataActionRestrictionGroup_Record = {}

---@return gamedataActionRestrictionGroup_Record
function gamedataActionRestrictionGroup_Record.new() return end

---@param props table
---@return gamedataActionRestrictionGroup_Record
function gamedataActionRestrictionGroup_Record.new(props) return end

---@return String[]
function gamedataActionRestrictionGroup_Record:AllowedActionNames() return end

---@param item String
---@return Bool
function gamedataActionRestrictionGroup_Record:AllowedActionNamesContains(item) return end

---@return String[]
function gamedataActionRestrictionGroup_Record:DisallowedActionNames() return end

---@param item String
---@return Bool
function gamedataActionRestrictionGroup_Record:DisallowedActionNamesContains(item) return end

---@return Int32
function gamedataActionRestrictionGroup_Record:GetAllowedActionNamesCount() return end

---@param index Int32
---@return String
function gamedataActionRestrictionGroup_Record:GetAllowedActionNamesItem(index) return end

---@return Int32
function gamedataActionRestrictionGroup_Record:GetDisallowedActionNamesCount() return end

---@param index Int32
---@return String
function gamedataActionRestrictionGroup_Record:GetDisallowedActionNamesItem(index) return end

---@return String
function gamedataActionRestrictionGroup_Record:InactiveReason() return end

---@class gamedataActionTargetInDistancePrereq_Record : gamedataIPrereq_Record
gamedataActionTargetInDistancePrereq_Record = {}

---@return gamedataActionTargetInDistancePrereq_Record
function gamedataActionTargetInDistancePrereq_Record.new() return end

---@param props table
---@return gamedataActionTargetInDistancePrereq_Record
function gamedataActionTargetInDistancePrereq_Record.new(props) return end

---@return Float
function gamedataActionTargetInDistancePrereq_Record:Distance() return end

---@return gamedataStat_Record
function gamedataActionTargetInDistancePrereq_Record:DistanceStat() return end

---@return gamedataStat_Record
function gamedataActionTargetInDistancePrereq_Record:DistanceStatHandle() return end

---@return Bool
function gamedataActionTargetInDistancePrereq_Record:Invert() return end

---@return gamedataAIActionTarget_Record
function gamedataActionTargetInDistancePrereq_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataActionTargetInDistancePrereq_Record:TargetHandle() return end

---@class gamedataActionTargetPrereq_Record : gamedataIPrereq_Record
gamedataActionTargetPrereq_Record = {}

---@return gamedataActionTargetPrereq_Record
function gamedataActionTargetPrereq_Record.new() return end

---@param props table
---@return gamedataActionTargetPrereq_Record
function gamedataActionTargetPrereq_Record.new(props) return end

---@return Bool
function gamedataActionTargetPrereq_Record:Invert() return end

---@return gamedataAIActionTarget_Record
function gamedataActionTargetPrereq_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataActionTargetPrereq_Record:TargetHandle() return end

---@class gamedataActionWidgetDefinition_Record : gamedataWidgetDefinition_Record
gamedataActionWidgetDefinition_Record = {}

---@return gamedataActionWidgetDefinition_Record
function gamedataActionWidgetDefinition_Record.new() return end

---@param props table
---@return gamedataActionWidgetDefinition_Record
function gamedataActionWidgetDefinition_Record.new(props) return end

---@class gamedataAddDevelopmentPointEffector_Record : gamedataEffector_Record
gamedataAddDevelopmentPointEffector_Record = {}

---@return gamedataAddDevelopmentPointEffector_Record
function gamedataAddDevelopmentPointEffector_Record.new() return end

---@param props table
---@return gamedataAddDevelopmentPointEffector_Record
function gamedataAddDevelopmentPointEffector_Record.new(props) return end

---@return Int32
function gamedataAddDevelopmentPointEffector_Record:AmountOfPoints() return end

---@return String
function gamedataAddDevelopmentPointEffector_Record:PointsType() return end

---@class gamedataAddHitFlagToAttackEffector_Record : gamedataEffector_Record
gamedataAddHitFlagToAttackEffector_Record = {}

---@return gamedataAddHitFlagToAttackEffector_Record
function gamedataAddHitFlagToAttackEffector_Record.new() return end

---@param props table
---@return gamedataAddHitFlagToAttackEffector_Record
function gamedataAddHitFlagToAttackEffector_Record.new(props) return end

---@return String
function gamedataAddHitFlagToAttackEffector_Record:HitFlag() return end

---@class gamedataAddItemsEffector_Record : gamedataEffector_Record
gamedataAddItemsEffector_Record = {}

---@return gamedataAddItemsEffector_Record
function gamedataAddItemsEffector_Record.new() return end

---@param props table
---@return gamedataAddItemsEffector_Record
function gamedataAddItemsEffector_Record.new(props) return end

---@return Int32
function gamedataAddItemsEffector_Record:GetItemsToAddCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataAddItemsEffector_Record:GetItemsToAddItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataAddItemsEffector_Record:GetItemsToAddItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataAddItemsEffector_Record:ItemsToAdd() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataAddItemsEffector_Record:ItemsToAddContains(item) return end

---@class gamedataAddStatusEffectToAttackEffector_Record : gamedataEffector_Record
gamedataAddStatusEffectToAttackEffector_Record = {}

---@return gamedataAddStatusEffectToAttackEffector_Record
function gamedataAddStatusEffectToAttackEffector_Record.new() return end

---@param props table
---@return gamedataAddStatusEffectToAttackEffector_Record
function gamedataAddStatusEffectToAttackEffector_Record.new(props) return end

---@return gamedataStatModifier_Record[]
function gamedataAddStatusEffectToAttackEffector_Record:ApplicationChance() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataAddStatusEffectToAttackEffector_Record:ApplicationChanceContains(item) return end

---@return Int32
function gamedataAddStatusEffectToAttackEffector_Record:GetApplicationChanceCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAddStatusEffectToAttackEffector_Record:GetApplicationChanceItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAddStatusEffectToAttackEffector_Record:GetApplicationChanceItemHandle(index) return end

---@return Bool
function gamedataAddStatusEffectToAttackEffector_Record:IsRandom() return end

---@return Float
function gamedataAddStatusEffectToAttackEffector_Record:Stacks() return end

---@return gamedataStatusEffect_Record
function gamedataAddStatusEffectToAttackEffector_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataAddStatusEffectToAttackEffector_Record:StatusEffectHandle() return end

---@class gamedataAddStatusEffectToAttackEffector_inline0_Record : gamedataConstantStatModifier_Record
gamedataAddStatusEffectToAttackEffector_inline0_Record = {}

---@return gamedataAddStatusEffectToAttackEffector_inline0_Record
function gamedataAddStatusEffectToAttackEffector_inline0_Record.new() return end

---@param props table
---@return gamedataAddStatusEffectToAttackEffector_inline0_Record
function gamedataAddStatusEffectToAttackEffector_inline0_Record.new(props) return end

---@class gamedataAdvertisementFormatDef_Record : gamedataTweakDBRecord
gamedataAdvertisementFormatDef_Record = {}

---@return gamedataAdvertisementFormatDef_Record
function gamedataAdvertisementFormatDef_Record.new() return end

---@param props table
---@return gamedataAdvertisementFormatDef_Record
function gamedataAdvertisementFormatDef_Record.new(props) return end

---@return String
function gamedataAdvertisementFormatDef_Record:Format() return end

---@return String
function gamedataAdvertisementFormatDef_Record:LibraryName() return end

---@return CName
function gamedataAdvertisementFormatDef_Record:LocalizationKeyOverride() return end

---@class gamedataAdvertisementFormatsEnum_Record : gamedataTweakDBRecord
gamedataAdvertisementFormatsEnum_Record = {}

---@return gamedataAdvertisementFormatsEnum_Record
function gamedataAdvertisementFormatsEnum_Record.new() return end

---@param props table
---@return gamedataAdvertisementFormatsEnum_Record
function gamedataAdvertisementFormatsEnum_Record.new(props) return end

---@return String
function gamedataAdvertisementFormatsEnum_Record:EnumComment() return end

---@return CName
function gamedataAdvertisementFormatsEnum_Record:EnumName() return end

---@class gamedataAdvertisementGroup_Record : gamedataTweakDBRecord
gamedataAdvertisementGroup_Record = {}

---@return gamedataAdvertisementGroup_Record
function gamedataAdvertisementGroup_Record.new() return end

---@param props table
---@return gamedataAdvertisementGroup_Record
function gamedataAdvertisementGroup_Record.new(props) return end

---@return Vector3
function gamedataAdvertisementGroup_Record:AdvertTintColor() return end

---@return gamedataAdvertisement_Record[]
function gamedataAdvertisementGroup_Record:Advertisements() return end

---@param item gamedataAdvertisement_Record
---@return Bool
function gamedataAdvertisementGroup_Record:AdvertisementsContains(item) return end

---@return redResourceReferenceScriptToken
function gamedataAdvertisementGroup_Record:FallbackAtlasResource() return end

---@return Int32
function gamedataAdvertisementGroup_Record:GetAdvertisementsCount() return end

---@param index Int32
---@return gamedataAdvertisement_Record
function gamedataAdvertisementGroup_Record:GetAdvertisementsItem(index) return end

---@param index Int32
---@return gamedataAdvertisement_Record
function gamedataAdvertisementGroup_Record:GetAdvertisementsItemHandle(index) return end

---@return Int32
function gamedataAdvertisementGroup_Record:GetIncludedGroupsCount() return end

---@param index Int32
---@return gamedataAdvertisementGroup_Record
function gamedataAdvertisementGroup_Record:GetIncludedGroupsItem(index) return end

---@param index Int32
---@return gamedataAdvertisementGroup_Record
function gamedataAdvertisementGroup_Record:GetIncludedGroupsItemHandle(index) return end

---@return gamedataAdvertisementGroup_Record[]
function gamedataAdvertisementGroup_Record:IncludedGroups() return end

---@param item gamedataAdvertisementGroup_Record
---@return Bool
function gamedataAdvertisementGroup_Record:IncludedGroupsContains(item) return end

---@return Vector3
function gamedataAdvertisementGroup_Record:LightTintColor() return end

---@class gamedataAdvertisement_Record : gamedataTweakDBRecord
gamedataAdvertisement_Record = {}

---@return gamedataAdvertisement_Record
function gamedataAdvertisement_Record.new() return end

---@param props table
---@return gamedataAdvertisement_Record
function gamedataAdvertisement_Record.new(props) return end

---@return gamedataAdvertisementFormatDef_Record[]
function gamedataAdvertisement_Record:Definitions() return end

---@param item gamedataAdvertisementFormatDef_Record
---@return Bool
function gamedataAdvertisement_Record:DefinitionsContains(item) return end

---@return Int32
function gamedataAdvertisement_Record:GetDefinitionsCount() return end

---@param index Int32
---@return gamedataAdvertisementFormatDef_Record
function gamedataAdvertisement_Record:GetDefinitionsItem(index) return end

---@param index Int32
---@return gamedataAdvertisementFormatDef_Record
function gamedataAdvertisement_Record:GetDefinitionsItemHandle(index) return end

---@return CName
function gamedataAdvertisement_Record:LocalizationKey() return end

---@return redResourceReferenceScriptToken
function gamedataAdvertisement_Record:Resource() return end

---@class gamedataAffiliation_Record : gamedataTweakDBRecord
gamedataAffiliation_Record = {}

---@return gamedataAffiliation_Record
function gamedataAffiliation_Record.new() return end

---@param props table
---@return gamedataAffiliation_Record
function gamedataAffiliation_Record.new(props) return end

---@return CName[]
function gamedataAffiliation_Record:AnimWrappers() return end

---@param item CName|string
---@return Bool
function gamedataAffiliation_Record:AnimWrappersContains(item) return end

---@return String
function gamedataAffiliation_Record:EnumComment() return end

---@return CName
function gamedataAffiliation_Record:EnumName() return end

---@return Int32
function gamedataAffiliation_Record:GetAnimWrappersCount() return end

---@param index Int32
---@return CName
function gamedataAffiliation_Record:GetAnimWrappersItem(index) return end

---@return CName
function gamedataAffiliation_Record:IconPath() return end

---@return CName
function gamedataAffiliation_Record:LocalizedName() return end

---@return gamedataAffiliation
function gamedataAffiliation_Record:Type() return end

---@class gamedataAimAssistAimSnap_Record : gamedataTweakDBRecord
gamedataAimAssistAimSnap_Record = {}

---@return gamedataAimAssistAimSnap_Record
function gamedataAimAssistAimSnap_Record.new() return end

---@param props table
---@return gamedataAimAssistAimSnap_Record
function gamedataAimAssistAimSnap_Record.new(props) return end

---@return Bool
function gamedataAimAssistAimSnap_Record:AdjustPitch() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:AdjustYaw() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:AffectedByRecoil() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:BodyPartsTracking() return end

---@return Float
function gamedataAimAssistAimSnap_Record:BptMaxDot() return end

---@return Float
function gamedataAimAssistAimSnap_Record:BptMaxSwitches() return end

---@return Float
function gamedataAimAssistAimSnap_Record:BptMinInputMag() return end

---@return Float
function gamedataAimAssistAimSnap_Record:BptMinMouseInputMag() return end

---@return Float
function gamedataAimAssistAimSnap_Record:BptMinResetInputMag() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:BreakOnDistance() return end

---@return Float
function gamedataAimAssistAimSnap_Record:CameraInputMagToBreak() return end

---@return Float
function gamedataAimAssistAimSnap_Record:CameraMouseInputMagToBreak() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:CancelWithRecoil() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:CheckRange() return end

---@return Float
function gamedataAimAssistAimSnap_Record:Duration() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EaseIn() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EaseOut() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EndOnAimingStopped() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EndOnCameraInputApplied() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EndOnTargetReached() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EndOnTimeExceeded() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:EvaluateTargets() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:IgnoreInputType() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:IsEnabled() return end

---@return Float
function gamedataAimAssistAimSnap_Record:MaxDistance() return end

---@return Float
function gamedataAimAssistAimSnap_Record:MaxDuration() return end

---@return Float
function gamedataAimAssistAimSnap_Record:MinDistance() return end

---@return Float
function gamedataAimAssistAimSnap_Record:Precision() return end

---@return Float
function gamedataAimAssistAimSnap_Record:TargetAngleDistanceFactor() return end

---@return Bool
function gamedataAimAssistAimSnap_Record:TargetCycling() return end

---@class gamedataAimAssistBulletMagnetism_Record : gamedataTweakDBRecord
gamedataAimAssistBulletMagnetism_Record = {}

---@return gamedataAimAssistBulletMagnetism_Record
function gamedataAimAssistBulletMagnetism_Record.new() return end

---@param props table
---@return gamedataAimAssistBulletMagnetism_Record
function gamedataAimAssistBulletMagnetism_Record.new(props) return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:DeadReckoningSearchAnglePitch() return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:DeadReckoningSearchAngleYaw() return end

---@return Bool
function gamedataAimAssistBulletMagnetism_Record:IsEnabled() return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:MagPointOffset() return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:TargetHighAngularVelocity() return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:TargetSearchAnglePitch() return end

---@return Float
function gamedataAimAssistBulletMagnetism_Record:TargetSearchAngleYaw() return end

---@class gamedataAimAssistCommon_Record : gamedataTweakDBRecord
gamedataAimAssistCommon_Record = {}

---@return gamedataAimAssistCommon_Record
function gamedataAimAssistCommon_Record.new() return end

---@param props table
---@return gamedataAimAssistCommon_Record
function gamedataAimAssistCommon_Record.new(props) return end

---@return gamedataAimAssistType_Record
function gamedataAimAssistCommon_Record:AimAssistType() return end

---@return gamedataAimAssistType_Record
function gamedataAimAssistCommon_Record:AimAssistTypeHandle() return end

---@return Float
function gamedataAimAssistCommon_Record:AngleDistUnit() return end

---@return Float
function gamedataAimAssistCommon_Record:AngleDistUnitWeight() return end

---@return Float
function gamedataAimAssistCommon_Record:AngleProximityBonus() return end

---@return Float
function gamedataAimAssistCommon_Record:AngleProximityThreshold() return end

---@return EulerAngles
function gamedataAimAssistCommon_Record:FirstPassAngleRange() return end

---@return Bool
function gamedataAimAssistCommon_Record:ForceSoftLockMinimumWeight() return end

---@return Bool
function gamedataAimAssistCommon_Record:IsEnabled() return end

---@return Bool
function gamedataAimAssistCommon_Record:IsEnabledForMouse() return end

---@return Float
function gamedataAimAssistCommon_Record:PastTargetWeight() return end

---@return Bool
function gamedataAimAssistCommon_Record:PrimaryComponentsOnly() return end

---@return Float
function gamedataAimAssistCommon_Record:RecentInputTime() return end

---@return Float
function gamedataAimAssistCommon_Record:RotatingAwayFromPastTargetPenalty() return end

---@return EulerAngles
function gamedataAimAssistCommon_Record:SoftLockBrakeAngle() return end

---@return Float
function gamedataAimAssistCommon_Record:SoftLockTargetLostTimeOut() return end

---@return Float
function gamedataAimAssistCommon_Record:SoftLockTargetWeight() return end

---@return Float
function gamedataAimAssistCommon_Record:TargetAcquisitionDelayTime() return end

---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataAimAssistCommon_Record:TargetFilter() return end

---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataAimAssistCommon_Record:TargetFilterHandle() return end

---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataAimAssistCommon_Record:TargetFilterPriority() return end

---@return Float
function gamedataAimAssistCommon_Record:TargetFilterPriorityBonus() return end

---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataAimAssistCommon_Record:TargetFilterPriorityHandle() return end

---@return Float
function gamedataAimAssistCommon_Record:TargetLostTimeOut() return end

---@return Float
function gamedataAimAssistCommon_Record:WorldDistUnit() return end

---@return Float
function gamedataAimAssistCommon_Record:WorldDistUnitWeight() return end

---@return Float
function gamedataAimAssistCommon_Record:WorldProximityBonus() return end

---@return Float
function gamedataAimAssistCommon_Record:WorldProximityThreshold() return end

---@class gamedataAimAssistConfigPreset_Record : gamedataTweakDBRecord
gamedataAimAssistConfigPreset_Record = {}

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistConfigPreset_Record.new() return end

---@param props table
---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistConfigPreset_Record.new(props) return end

---@return gamedataAimAssistAimSnap_Record
function gamedataAimAssistConfigPreset_Record:AimSnapParams() return end

---@return gamedataAimAssistAimSnap_Record
function gamedataAimAssistConfigPreset_Record:AimSnapParamsHandle() return end

---@return gamedataAimAssistBulletMagnetism_Record
function gamedataAimAssistConfigPreset_Record:BulletMagnetismParams() return end

---@return gamedataAimAssistBulletMagnetism_Record
function gamedataAimAssistConfigPreset_Record:BulletMagnetismParamsHandle() return end

---@return gamedataAimAssistCommon_Record
function gamedataAimAssistConfigPreset_Record:CommonParams() return end

---@return gamedataAimAssistCommon_Record
function gamedataAimAssistConfigPreset_Record:CommonParamsHandle() return end

---@return gamedataAimAssistFinishing_Record
function gamedataAimAssistConfigPreset_Record:FinishingParams() return end

---@return gamedataAimAssistFinishing_Record
function gamedataAimAssistConfigPreset_Record:FinishingParamsHandle() return end

---@return gamedataAimAssistMagnetism_Record
function gamedataAimAssistConfigPreset_Record:MagnetismParams() return end

---@return gamedataAimAssistMagnetism_Record
function gamedataAimAssistConfigPreset_Record:MagnetismParamsHandle() return end

---@return gamedataAimAssistMelee_Record
function gamedataAimAssistConfigPreset_Record:MeleeParams() return end

---@return gamedataAimAssistMelee_Record
function gamedataAimAssistConfigPreset_Record:MeleeParamsHandle() return end

---@class gamedataAimAssistFinishing_Record : gamedataTweakDBRecord
gamedataAimAssistFinishing_Record = {}

---@return gamedataAimAssistFinishing_Record
function gamedataAimAssistFinishing_Record.new() return end

---@param props table
---@return gamedataAimAssistFinishing_Record
function gamedataAimAssistFinishing_Record.new(props) return end

---@return Float
function gamedataAimAssistFinishing_Record:InputHistoryTime() return end

---@return Bool
function gamedataAimAssistFinishing_Record:IsEnabled() return end

---@return Float
function gamedataAimAssistFinishing_Record:MaxCorrectionAngle() return end

---@return Float
function gamedataAimAssistFinishing_Record:MaxCorrectionPitch() return end

---@return Float
function gamedataAimAssistFinishing_Record:MaxCorrectionYaw() return end

---@return Float
function gamedataAimAssistFinishing_Record:MaxTime() return end

---@return Float
function gamedataAimAssistFinishing_Record:VelocityDecreaseActivationFactor() return end

---@class gamedataAimAssistMagnetism_Record : gamedataTweakDBRecord
gamedataAimAssistMagnetism_Record = {}

---@return gamedataAimAssistMagnetism_Record
function gamedataAimAssistMagnetism_Record.new() return end

---@param props table
---@return gamedataAimAssistMagnetism_Record
function gamedataAimAssistMagnetism_Record.new(props) return end

---@return Float
function gamedataAimAssistMagnetism_Record:BlendOffTime() return end

---@return Float
function gamedataAimAssistMagnetism_Record:BlendOnTime() return end

---@return Bool
function gamedataAimAssistMagnetism_Record:CheckWeaponEffectiveRange() return end

---@return Bool
function gamedataAimAssistMagnetism_Record:DisableWithNoInput() return end

---@return CName
function gamedataAimAssistMagnetism_Record:DistanceMultiplier() return end

---@return Float
function gamedataAimAssistMagnetism_Record:FullStickThreshold() return end

---@return Float
function gamedataAimAssistMagnetism_Record:FullStickYawAngleDisable() return end

---@return Bool
function gamedataAimAssistMagnetism_Record:IsEnabled() return end

---@return Vector2
function gamedataAimAssistMagnetism_Record:MaxStrength() return end

---@return Float
function gamedataAimAssistMagnetism_Record:MaxTimeTillOffTarget() return end

---@return Float
function gamedataAimAssistMagnetism_Record:MinTimeTillOffTarget() return end

---@return Float
function gamedataAimAssistMagnetism_Record:PitchBoundAdditiveForYawMagnetism() return end

---@return Float
function gamedataAimAssistMagnetism_Record:SoftLockBlendInTime() return end

---@return Float
function gamedataAimAssistMagnetism_Record:SoftLockMinimumMagnetism() return end

---@return Float
function gamedataAimAssistMagnetism_Record:SoftLockTimeToReach() return end

---@return CName
function gamedataAimAssistMagnetism_Record:StickInputMagMultiplier() return end

---@return Bool
function gamedataAimAssistMagnetism_Record:TargetLostBlendOut() return end

---@return Bool
function gamedataAimAssistMagnetism_Record:TrackedTargetAutoTargeting() return end

---@return Float
function gamedataAimAssistMagnetism_Record:YawBoundAdditiveForPitchMagnetism() return end

---@class gamedataAimAssistMelee_Record : gamedataTweakDBRecord
gamedataAimAssistMelee_Record = {}

---@return gamedataAimAssistMelee_Record
function gamedataAimAssistMelee_Record.new() return end

---@param props table
---@return gamedataAimAssistMelee_Record
function gamedataAimAssistMelee_Record.new(props) return end

---@return Bool
function gamedataAimAssistMelee_Record:AimSnapOnAim() return end

---@return Bool
function gamedataAimAssistMelee_Record:AimSnapOnAttack() return end

---@return Bool
function gamedataAimAssistMelee_Record:AimSnapOnBlockHit() return end

---@return Bool
function gamedataAimAssistMelee_Record:AimSnapOnHit() return end

---@return Bool
function gamedataAimAssistMelee_Record:AimSnapOnThrow() return end

---@return Float
function gamedataAimAssistMelee_Record:MoveToTargetDistanceIntoAttackRange() return end

---@return Int32
function gamedataAimAssistMelee_Record:MoveToTargetEnabledAttacks() return end

---@return Float
function gamedataAimAssistMelee_Record:MoveToTargetSearchDistance() return end

---@class gamedataAimAssistSettings_Record : gamedataTweakDBRecord
gamedataAimAssistSettings_Record = {}

---@return gamedataAimAssistSettings_Record
function gamedataAimAssistSettings_Record.new() return end

---@param props table
---@return gamedataAimAssistSettings_Record
function gamedataAimAssistSettings_Record.new(props) return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:Heavy() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:HeavyHandle() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:Light() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:LightHandle() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:Off() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:OffHandle() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:Standard() return end

---@return gamedataAimAssistConfigPreset_Record
function gamedataAimAssistSettings_Record:StandardHandle() return end

---@class gamedataAimAssistTargetData_Record : gamedataTweakDBRecord
gamedataAimAssistTargetData_Record = {}

---@return gamedataAimAssistTargetData_Record
function gamedataAimAssistTargetData_Record.new() return end

---@param props table
---@return gamedataAimAssistTargetData_Record
function gamedataAimAssistTargetData_Record.new(props) return end

---@return Float
function gamedataAimAssistTargetData_Record:AimSnapAngle() return end

---@return Float
function gamedataAimAssistTargetData_Record:AimSnapPriorityWeight() return end

---@return gamedataAimAssistType_Record[]
function gamedataAimAssistTargetData_Record:Filters() return end

---@param item gamedataAimAssistType_Record
---@return Bool
function gamedataAimAssistTargetData_Record:FiltersContains(item) return end

---@return Int32
function gamedataAimAssistTargetData_Record:GetFiltersCount() return end

---@param index Int32
---@return gamedataAimAssistType_Record
function gamedataAimAssistTargetData_Record:GetFiltersItem(index) return end

---@param index Int32
---@return gamedataAimAssistType_Record
function gamedataAimAssistTargetData_Record:GetFiltersItemHandle(index) return end

---@return Float
function gamedataAimAssistTargetData_Record:HeightDown() return end

---@return Float
function gamedataAimAssistTargetData_Record:HeightUp() return end

---@return Bool
function gamedataAimAssistTargetData_Record:IsForAimMagnetisim() return end

---@return Bool
function gamedataAimAssistTargetData_Record:IsForAimSnap() return end

---@return Float
function gamedataAimAssistTargetData_Record:MagnetismPriorityWeight() return end

---@return Float
function gamedataAimAssistTargetData_Record:Width() return end

---@class gamedataAimAssistType_Record : gamedataTweakDBRecord
gamedataAimAssistType_Record = {}

---@return gamedataAimAssistType_Record
function gamedataAimAssistType_Record.new() return end

---@param props table
---@return gamedataAimAssistType_Record
function gamedataAimAssistType_Record.new(props) return end

---@return String
function gamedataAimAssistType_Record:EnumComment() return end

---@return CName
function gamedataAimAssistType_Record:EnumName() return end

---@return gamedataAimAssistType
function gamedataAimAssistType_Record:Type() return end

---@class gamedataAngleDistanceCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataAngleDistanceCoverSelectionParameters_Record = {}

---@return gamedataAngleDistanceCoverSelectionParameters_Record
function gamedataAngleDistanceCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataAngleDistanceCoverSelectionParameters_Record
function gamedataAngleDistanceCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:AngleDistanceScore() return end

---@return Int32
function gamedataAngleDistanceCoverSelectionParameters_Record:ClosestThreatsAmountToIgnoreDistanceCheck() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:CoverLowerMinVerticalAngle() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:CoverProtectionAngleMul() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:MaximumDistance() return end

---@return Int32
function gamedataAngleDistanceCoverSelectionParameters_Record:MinThreatsAmountToCheckDistance() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:ShootingSpotLowerMinVerticalAngle() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:ThreatPredictionTime() return end

---@return Float
function gamedataAngleDistanceCoverSelectionParameters_Record:VerticalAngleCooldown() return end

---@class gamedataAngleRange_Record : gamedataSenseShape_Record
gamedataAngleRange_Record = {}

---@return gamedataAngleRange_Record
function gamedataAngleRange_Record.new() return end

---@param props table
---@return gamedataAngleRange_Record
function gamedataAngleRange_Record.new(props) return end

---@return Float
function gamedataAngleRange_Record:Angle() return end

---@return Float
function gamedataAngleRange_Record:HalfHeight() return end

---@return Vector3
function gamedataAngleRange_Record:Position() return end

---@return Float
function gamedataAngleRange_Record:Range() return end

---@class gamedataAppearance_Record : gamedataTweakDBRecord
gamedataAppearance_Record = {}

---@return gamedataAppearance_Record
function gamedataAppearance_Record.new() return end

---@param props table
---@return gamedataAppearance_Record
function gamedataAppearance_Record.new(props) return end

---@return Int32
function gamedataAppearance_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataAppearance_Record:GetTagsItem(index) return end

---@return CName[]
function gamedataAppearance_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataAppearance_Record:TagsContains(item) return end

---@class gamedataApperanceToEthnicitiesMap_Record : gamedataTweakDBRecord
gamedataApperanceToEthnicitiesMap_Record = {}

---@return gamedataApperanceToEthnicitiesMap_Record
function gamedataApperanceToEthnicitiesMap_Record.new() return end

---@param props table
---@return gamedataApperanceToEthnicitiesMap_Record
function gamedataApperanceToEthnicitiesMap_Record.new(props) return end

---@return Int32
function gamedataApperanceToEthnicitiesMap_Record:GetMapCount() return end

---@param index Int32
---@return gamedataApperanceToEthnicities_Record
function gamedataApperanceToEthnicitiesMap_Record:GetMapItem(index) return end

---@param index Int32
---@return gamedataApperanceToEthnicities_Record
function gamedataApperanceToEthnicitiesMap_Record:GetMapItemHandle(index) return end

---@return gamedataApperanceToEthnicities_Record[]
function gamedataApperanceToEthnicitiesMap_Record:Map() return end

---@param item gamedataApperanceToEthnicities_Record
---@return Bool
function gamedataApperanceToEthnicitiesMap_Record:MapContains(item) return end

---@class gamedataApperanceToEthnicities_Record : gamedataTweakDBRecord
gamedataApperanceToEthnicities_Record = {}

---@return gamedataApperanceToEthnicities_Record
function gamedataApperanceToEthnicities_Record.new() return end

---@param props table
---@return gamedataApperanceToEthnicities_Record
function gamedataApperanceToEthnicities_Record.new(props) return end

---@return CName
function gamedataApperanceToEthnicities_Record:AppearanceName() return end

---@return gamedataEthnicNames_Record[]
function gamedataApperanceToEthnicities_Record:Ethnicities() return end

---@param item gamedataEthnicNames_Record
---@return Bool
function gamedataApperanceToEthnicities_Record:EthnicitiesContains(item) return end

---@return Int32
function gamedataApperanceToEthnicities_Record:GetEthnicitiesCount() return end

---@param index Int32
---@return gamedataEthnicNames_Record
function gamedataApperanceToEthnicities_Record:GetEthnicitiesItem(index) return end

---@param index Int32
---@return gamedataEthnicNames_Record
function gamedataApperanceToEthnicities_Record:GetEthnicitiesItemHandle(index) return end

---@class gamedataApplyEffectorEffector_Record : gamedataEffector_Record
gamedataApplyEffectorEffector_Record = {}

---@return gamedataApplyEffectorEffector_Record
function gamedataApplyEffectorEffector_Record.new() return end

---@param props table
---@return gamedataApplyEffectorEffector_Record
function gamedataApplyEffectorEffector_Record.new(props) return end

---@return CName
function gamedataApplyEffectorEffector_Record:ApplicationTarget() return end

---@return gamedataEffector_Record
function gamedataApplyEffectorEffector_Record:EffectorToApply() return end

---@return gamedataEffector_Record
function gamedataApplyEffectorEffector_Record:EffectorToApplyHandle() return end

---@class gamedataApplyLightPresetEffector_Record : gamedataEffector_Record
gamedataApplyLightPresetEffector_Record = {}

---@return gamedataApplyLightPresetEffector_Record
function gamedataApplyLightPresetEffector_Record.new() return end

---@param props table
---@return gamedataApplyLightPresetEffector_Record
function gamedataApplyLightPresetEffector_Record.new(props) return end

---@return gamedataLightPreset_Record
function gamedataApplyLightPresetEffector_Record:LightPreset() return end

---@return gamedataLightPreset_Record
function gamedataApplyLightPresetEffector_Record:LightPresetHandle() return end

---@class gamedataApplyStatGroupEffector_Record : gamedataEffector_Record
gamedataApplyStatGroupEffector_Record = {}

---@return gamedataApplyStatGroupEffector_Record
function gamedataApplyStatGroupEffector_Record.new() return end

---@param props table
---@return gamedataApplyStatGroupEffector_Record
function gamedataApplyStatGroupEffector_Record.new(props) return end

---@return CName
function gamedataApplyStatGroupEffector_Record:ApplicationTarget() return end

---@return Bool
function gamedataApplyStatGroupEffector_Record:RemoveWithEffector() return end

---@return gamedataStatModifierGroup_Record
function gamedataApplyStatGroupEffector_Record:StatGroup() return end

---@return gamedataStatModifierGroup_Record
function gamedataApplyStatGroupEffector_Record:StatGroupHandle() return end

---@class gamedataApplyStatusEffectByChanceEffector_Record : gamedataApplyStatusEffectEffector_Record
gamedataApplyStatusEffectByChanceEffector_Record = {}

---@return gamedataApplyStatusEffectByChanceEffector_Record
function gamedataApplyStatusEffectByChanceEffector_Record.new() return end

---@param props table
---@return gamedataApplyStatusEffectByChanceEffector_Record
function gamedataApplyStatusEffectByChanceEffector_Record.new(props) return end

---@return gamedataStatModifier_Record[]
function gamedataApplyStatusEffectByChanceEffector_Record:EffectorChance() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataApplyStatusEffectByChanceEffector_Record:EffectorChanceContains(item) return end

---@return Int32
function gamedataApplyStatusEffectByChanceEffector_Record:GetEffectorChanceCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataApplyStatusEffectByChanceEffector_Record:GetEffectorChanceItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataApplyStatusEffectByChanceEffector_Record:GetEffectorChanceItemHandle(index) return end

---@class gamedataApplyStatusEffectByChanceEffector_inline0_Record : gamedataConstantStatModifier_Record
gamedataApplyStatusEffectByChanceEffector_inline0_Record = {}

---@return gamedataApplyStatusEffectByChanceEffector_inline0_Record
function gamedataApplyStatusEffectByChanceEffector_inline0_Record.new() return end

---@param props table
---@return gamedataApplyStatusEffectByChanceEffector_inline0_Record
function gamedataApplyStatusEffectByChanceEffector_inline0_Record.new(props) return end

---@class gamedataApplyStatusEffectEffector_Record : gamedataEffector_Record
gamedataApplyStatusEffectEffector_Record = {}

---@return gamedataApplyStatusEffectEffector_Record
function gamedataApplyStatusEffectEffector_Record.new() return end

---@param props table
---@return gamedataApplyStatusEffectEffector_Record
function gamedataApplyStatusEffectEffector_Record.new(props) return end

---@return CName
function gamedataApplyStatusEffectEffector_Record:ApplicationTarget() return end

---@return Float
function gamedataApplyStatusEffectEffector_Record:Count() return end

---@return String
function gamedataApplyStatusEffectEffector_Record:Instigator() return end

---@return Bool
function gamedataApplyStatusEffectEffector_Record:Inverted() return end

---@return Bool
function gamedataApplyStatusEffectEffector_Record:RemoveWithEffector() return end

---@return gamedataStatusEffect_Record
function gamedataApplyStatusEffectEffector_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataApplyStatusEffectEffector_Record:StatusEffectHandle() return end

---@return Bool
function gamedataApplyStatusEffectEffector_Record:UseCountWhenRemoving() return end

---@class gamedataArcadeBackgroundLayer_Record : gamedataTweakDBRecord
gamedataArcadeBackgroundLayer_Record = {}

---@return gamedataArcadeBackgroundLayer_Record
function gamedataArcadeBackgroundLayer_Record.new() return end

---@param props table
---@return gamedataArcadeBackgroundLayer_Record
function gamedataArcadeBackgroundLayer_Record.new(props) return end

---@return Int32
function gamedataArcadeBackgroundLayer_Record:GetImageTexturePartListCount() return end

---@param index Int32
---@return CName
function gamedataArcadeBackgroundLayer_Record:GetImageTexturePartListItem(index) return end

---@return redResourceReferenceScriptToken
function gamedataArcadeBackgroundLayer_Record:ImageTextureAtlas() return end

---@return CName[]
function gamedataArcadeBackgroundLayer_Record:ImageTexturePartList() return end

---@param item CName|string
---@return Bool
function gamedataArcadeBackgroundLayer_Record:ImageTexturePartListContains(item) return end

---@class gamedataArcadeCollidableObject_Record : gamedataArcadeObject_Record
gamedataArcadeCollidableObject_Record = {}

---@return gamedataArcadeCollidableObject_Record
function gamedataArcadeCollidableObject_Record.new() return end

---@param props table
---@return gamedataArcadeCollidableObject_Record
function gamedataArcadeCollidableObject_Record.new(props) return end

---@return Vector2
function gamedataArcadeCollidableObject_Record:BoundingShapeRelativeArea() return end

---@class gamedataArcadeGameplay_Record : gamedataTweakDBRecord
gamedataArcadeGameplay_Record = {}

---@return gamedataArcadeGameplay_Record
function gamedataArcadeGameplay_Record.new() return end

---@param props table
---@return gamedataArcadeGameplay_Record
function gamedataArcadeGameplay_Record.new(props) return end

---@return CName
function gamedataArcadeGameplay_Record:ArcadeGameplayPausedSFX() return end

---@return CName
function gamedataArcadeGameplay_Record:ArcadeGameplaySilentBackgroundMusic() return end

---@class gamedataArcadeMenu_Record : gamedataTweakDBRecord
gamedataArcadeMenu_Record = {}

---@return gamedataArcadeMenu_Record
function gamedataArcadeMenu_Record.new() return end

---@param props table
---@return gamedataArcadeMenu_Record
function gamedataArcadeMenu_Record.new(props) return end

---@return CName
function gamedataArcadeMenu_Record:ArcadeMenuOptionClickedSFX() return end

---@return CName
function gamedataArcadeMenu_Record:ArcadeMenuOptionSelectedSFX() return end

---@class gamedataArcadeMinigameDataList_Record : gamedataTweakDBRecord
gamedataArcadeMinigameDataList_Record = {}

---@return gamedataArcadeMinigameDataList_Record
function gamedataArcadeMinigameDataList_Record.new() return end

---@param props table
---@return gamedataArcadeMinigameDataList_Record
function gamedataArcadeMinigameDataList_Record.new(props) return end

---@return gamedataArcadeMinigameData_Record[]
function gamedataArcadeMinigameDataList_Record:Data() return end

---@param item gamedataArcadeMinigameData_Record
---@return Bool
function gamedataArcadeMinigameDataList_Record:DataContains(item) return end

---@return Int32
function gamedataArcadeMinigameDataList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataArcadeMinigameData_Record
function gamedataArcadeMinigameDataList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataArcadeMinigameData_Record
function gamedataArcadeMinigameDataList_Record:GetDataItemHandle(index) return end

---@class gamedataArcadeMinigameData_Record : gamedataTweakDBRecord
gamedataArcadeMinigameData_Record = {}

---@return gamedataArcadeMinigameData_Record
function gamedataArcadeMinigameData_Record.new() return end

---@param props table
---@return gamedataArcadeMinigameData_Record
function gamedataArcadeMinigameData_Record.new(props) return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeGameplayScreenTDBID() return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeMenuScreenTDBID() return end

---@return redResourceReferenceScriptToken[]
function gamedataArcadeMinigameData_Record:ArcadePermanentResourceList() return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeScoreboardScreenTDBID() return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeStartBackgroundMusic() return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeStopBackgroundMusic() return end

---@return CName
function gamedataArcadeMinigameData_Record:ArcadeStopSFXs() return end

---@return Int32
function gamedataArcadeMinigameData_Record:GetArcadePermanentResourceListCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataArcadeMinigameData_Record:GetArcadePermanentResourceListItem(index) return end

---@class gamedataArcadeObject_Record : gamedataTweakDBRecord
gamedataArcadeObject_Record = {}

---@return gamedataArcadeObject_Record
function gamedataArcadeObject_Record.new() return end

---@param props table
---@return gamedataArcadeObject_Record
function gamedataArcadeObject_Record.new(props) return end

---@return CName
function gamedataArcadeObject_Record:Animation() return end

---@return Vector2
function gamedataArcadeObject_Record:ImageAnchorPoint() return end

---@return redResourceReferenceScriptToken
function gamedataArcadeObject_Record:ImageTextureAtlas() return end

---@return CName
function gamedataArcadeObject_Record:ImageTexturePart() return end

---@return CName
function gamedataArcadeObject_Record:Name() return end

---@class gamedataArcadeScoreboardEntry_Record : gamedataTweakDBRecord
gamedataArcadeScoreboardEntry_Record = {}

---@return gamedataArcadeScoreboardEntry_Record
function gamedataArcadeScoreboardEntry_Record.new() return end

---@param props table
---@return gamedataArcadeScoreboardEntry_Record
function gamedataArcadeScoreboardEntry_Record.new(props) return end

---@return String
function gamedataArcadeScoreboardEntry_Record:Name() return end

---@return Float
function gamedataArcadeScoreboardEntry_Record:Score() return end

---@class gamedataArcadeScoreboard_Record : gamedataTweakDBRecord
gamedataArcadeScoreboard_Record = {}

---@return gamedataArcadeScoreboard_Record
function gamedataArcadeScoreboard_Record.new() return end

---@param props table
---@return gamedataArcadeScoreboard_Record
function gamedataArcadeScoreboard_Record.new(props) return end

---@return gamedataArcadeScoreboardEntry_Record[]
function gamedataArcadeScoreboard_Record:ArcadeScoreboardEntryList() return end

---@param item gamedataArcadeScoreboardEntry_Record
---@return Bool
function gamedataArcadeScoreboard_Record:ArcadeScoreboardEntryListContains(item) return end

---@return CName
function gamedataArcadeScoreboard_Record:ArcadeScoreboardHighScoreSFX() return end

---@return CName[]
function gamedataArcadeScoreboard_Record:ArcadeScoreboardQuestFactList() return end

---@param item CName|string
---@return Bool
function gamedataArcadeScoreboard_Record:ArcadeScoreboardQuestFactListContains(item) return end

---@return Int32
function gamedataArcadeScoreboard_Record:GetArcadeScoreboardEntryListCount() return end

---@param index Int32
---@return gamedataArcadeScoreboardEntry_Record
function gamedataArcadeScoreboard_Record:GetArcadeScoreboardEntryListItem(index) return end

---@param index Int32
---@return gamedataArcadeScoreboardEntry_Record
function gamedataArcadeScoreboard_Record:GetArcadeScoreboardEntryListItemHandle(index) return end

---@return Int32
function gamedataArcadeScoreboard_Record:GetArcadeScoreboardQuestFactListCount() return end

---@param index Int32
---@return CName
function gamedataArcadeScoreboard_Record:GetArcadeScoreboardQuestFactListItem(index) return end

---@class gamedataArcadeSpawnableID_Record : gamedataTweakDBRecord
gamedataArcadeSpawnableID_Record = {}

---@return gamedataArcadeSpawnableID_Record
function gamedataArcadeSpawnableID_Record.new() return end

---@param props table
---@return gamedataArcadeSpawnableID_Record
function gamedataArcadeSpawnableID_Record.new(props) return end

---@return CName
function gamedataArcadeSpawnableID_Record:Id() return end

---@return Float
function gamedataArcadeSpawnableID_Record:Probability() return end

---@class gamedataArcadeSpawnableObject_Record : gamedataTweakDBRecord
gamedataArcadeSpawnableObject_Record = {}

---@return gamedataArcadeSpawnableObject_Record
function gamedataArcadeSpawnableObject_Record.new() return end

---@param props table
---@return gamedataArcadeSpawnableObject_Record
function gamedataArcadeSpawnableObject_Record.new(props) return end

---@return gamedataArcadeObject_Record
function gamedataArcadeSpawnableObject_Record:Object() return end

---@return gamedataArcadeObject_Record
function gamedataArcadeSpawnableObject_Record:ObjectHandle() return end

---@return Float
function gamedataArcadeSpawnableObject_Record:Probability() return end

---@class gamedataArchetypeData_Record : gamedataTweakDBRecord
gamedataArchetypeData_Record = {}

---@return gamedataArchetypeData_Record
function gamedataArchetypeData_Record.new() return end

---@param props table
---@return gamedataArchetypeData_Record
function gamedataArchetypeData_Record.new(props) return end

---@return gamedataGameplayAbilityGroup_Record[]
function gamedataArchetypeData_Record:AbilityGroups() return end

---@param item gamedataGameplayAbilityGroup_Record
---@return Bool
function gamedataArchetypeData_Record:AbilityGroupsContains(item) return end

---@return Int32
function gamedataArchetypeData_Record:GetAbilityGroupsCount() return end

---@param index Int32
---@return gamedataGameplayAbilityGroup_Record
function gamedataArchetypeData_Record:GetAbilityGroupsItem(index) return end

---@param index Int32
---@return gamedataGameplayAbilityGroup_Record
function gamedataArchetypeData_Record:GetAbilityGroupsItemHandle(index) return end

---@return Int32
function gamedataArchetypeData_Record:GetShootingPatternPackagesCount() return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataArchetypeData_Record:GetShootingPatternPackagesItem(index) return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataArchetypeData_Record:GetShootingPatternPackagesItemHandle(index) return end

---@return Int32
function gamedataArchetypeData_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataArchetypeData_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataArchetypeData_Record:GetStatModifierGroupsItemHandle(index) return end

---@return gamedataAIPatternsPackage_Record[]
function gamedataArchetypeData_Record:ShootingPatternPackages() return end

---@param item gamedataAIPatternsPackage_Record
---@return Bool
function gamedataArchetypeData_Record:ShootingPatternPackagesContains(item) return end

---@return gamedataStatModifierGroup_Record[]
function gamedataArchetypeData_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataArchetypeData_Record:StatModifierGroupsContains(item) return end

---@return gamedataArchetypeType_Record
function gamedataArchetypeData_Record:Type() return end

---@return gamedataArchetypeType_Record
function gamedataArchetypeData_Record:TypeHandle() return end

---@class gamedataArchetypeType_Record : gamedataTweakDBRecord
gamedataArchetypeType_Record = {}

---@return gamedataArchetypeType_Record
function gamedataArchetypeType_Record.new() return end

---@param props table
---@return gamedataArchetypeType_Record
function gamedataArchetypeType_Record.new(props) return end

---@return String
function gamedataArchetypeType_Record:EnumComment() return end

---@return CName
function gamedataArchetypeType_Record:EnumName() return end

---@return CName
function gamedataArchetypeType_Record:LocalizedName() return end

---@return gamedataArchetypeType
function gamedataArchetypeType_Record:Type() return end

---@class gamedataAttachableObject_Record : gamedataSpawnableObject_Record
gamedataAttachableObject_Record = {}

---@return gamedataAttachableObject_Record
function gamedataAttachableObject_Record.new() return end

---@param props table
---@return gamedataAttachableObject_Record
function gamedataAttachableObject_Record.new(props) return end

---@class gamedataAttachmentSlot_Record : gamedataTweakDBRecord
gamedataAttachmentSlot_Record = {}

---@return gamedataAttachmentSlot_Record
function gamedataAttachmentSlot_Record.new() return end

---@param props table
---@return gamedataAttachmentSlot_Record
function gamedataAttachmentSlot_Record.new(props) return end

---@return Vector3
function gamedataAttachmentSlot_Record:CustomOffset() return end

---@return String
function gamedataAttachmentSlot_Record:EntitySlotName() return end

---@return Int32
function gamedataAttachmentSlot_Record:GetTagsForActiveItemCyclingCount() return end

---@param index Int32
---@return CName
function gamedataAttachmentSlot_Record:GetTagsForActiveItemCyclingItem(index) return end

---@return String
function gamedataAttachmentSlot_Record:LocalizedName() return end

---@return CName[]
function gamedataAttachmentSlot_Record:TagsForActiveItemCycling() return end

---@param item CName|string
---@return Bool
function gamedataAttachmentSlot_Record:TagsForActiveItemCyclingContains(item) return end

---@class gamedataAttackDirection_Record : gamedataTweakDBRecord
gamedataAttackDirection_Record = {}

---@return gamedataAttackDirection_Record
function gamedataAttackDirection_Record.new() return end

---@param props table
---@return gamedataAttackDirection_Record
function gamedataAttackDirection_Record.new(props) return end

---@return gamedataMeleeAttackDirection_Record
function gamedataAttackDirection_Record:Direction() return end

---@return gamedataMeleeAttackDirection_Record
function gamedataAttackDirection_Record:DirectionHandle() return end

---@return Vector3
function gamedataAttackDirection_Record:EndPosition() return end

---@return Bool
function gamedataAttackDirection_Record:IsThrust() return end

---@return Vector3
function gamedataAttackDirection_Record:MiddlePosition() return end

---@return Vector3
function gamedataAttackDirection_Record:StartPosition() return end

---@return Bool
function gamedataAttackDirection_Record:UseMiddlePosition() return end

---@class gamedataAttackSubtype_Record : gamedataTweakDBRecord
gamedataAttackSubtype_Record = {}

---@return gamedataAttackSubtype_Record
function gamedataAttackSubtype_Record.new() return end

---@param props table
---@return gamedataAttackSubtype_Record
function gamedataAttackSubtype_Record.new(props) return end

---@return String
function gamedataAttackSubtype_Record:EnumComment() return end

---@return CName
function gamedataAttackSubtype_Record:EnumName() return end

---@return gamedataAttackSubtype
function gamedataAttackSubtype_Record:Type() return end

---@class gamedataAttackType_Record : gamedataTweakDBRecord
gamedataAttackType_Record = {}

---@return gamedataAttackType_Record
function gamedataAttackType_Record.new() return end

---@param props table
---@return gamedataAttackType_Record
function gamedataAttackType_Record.new(props) return end

---@return String
function gamedataAttackType_Record:Comment() return end

---@return String
function gamedataAttackType_Record:Name() return end

---@return gamedataAttackType
function gamedataAttackType_Record:Type() return end

---@class gamedataAttack_GameEffect_Record : gamedataAttack_Record
gamedataAttack_GameEffect_Record = {}

---@return gamedataAttack_GameEffect_Record
function gamedataAttack_GameEffect_Record.new() return end

---@param props table
---@return gamedataAttack_GameEffect_Record
function gamedataAttack_GameEffect_Record.new(props) return end

---@return CName
function gamedataAttack_GameEffect_Record:AttackTag() return end

---@return Float
function gamedataAttack_GameEffect_Record:AudioAttackIndex() return end

---@return CName
function gamedataAttack_GameEffect_Record:AudioTag() return end

---@return CName
function gamedataAttack_GameEffect_Record:EffectName() return end

---@return CName
function gamedataAttack_GameEffect_Record:EffectTag() return end

---@return gamedataAttack_GameEffect_Record
function gamedataAttack_GameEffect_Record:ExplosionAttack() return end

---@return gamedataAttack_GameEffect_Record
function gamedataAttack_GameEffect_Record:ExplosionAttackHandle() return end

---@class gamedataAttack_Landing_Record : gamedataAttack_GameEffect_Record
gamedataAttack_Landing_Record = {}

---@return gamedataAttack_Landing_Record
function gamedataAttack_Landing_Record.new() return end

---@param props table
---@return gamedataAttack_Landing_Record
function gamedataAttack_Landing_Record.new(props) return end

---@return gamedataLandingFxPackage_Record
function gamedataAttack_Landing_Record:FxPackage() return end

---@return gamedataLandingFxPackage_Record
function gamedataAttack_Landing_Record:FxPackageHandle() return end

---@class gamedataAttack_Melee_Record : gamedataAttack_GameEffect_Record
gamedataAttack_Melee_Record = {}

---@return gamedataAttack_Melee_Record
function gamedataAttack_Melee_Record.new() return end

---@param props table
---@return gamedataAttack_Melee_Record
function gamedataAttack_Melee_Record.new(props) return end

---@return Float
function gamedataAttack_Melee_Record:ActiveDuration() return end

---@return Float
function gamedataAttack_Melee_Record:ActiveHitDuration() return end

---@return gamedataAttackDirection_Record
function gamedataAttack_Melee_Record:AttackDirection() return end

---@return gamedataAttackDirection_Record
function gamedataAttack_Melee_Record:AttackDirectionHandle() return end

---@return Float
function gamedataAttack_Melee_Record:AttackEffectDelay() return end

---@return Float
function gamedataAttack_Melee_Record:AttackEffectDuration() return end

---@return gamedataAttackSubtype_Record
function gamedataAttack_Melee_Record:AttackSubtype() return end

---@return gamedataAttackSubtype_Record
function gamedataAttack_Melee_Record:AttackSubtypeHandle() return end

---@return Float
function gamedataAttack_Melee_Record:AttackWindowClosed() return end

---@return Float
function gamedataAttack_Melee_Record:AttackWindowOpen() return end

---@return Float
function gamedataAttack_Melee_Record:BlockCostFactor() return end

---@return Float
function gamedataAttack_Melee_Record:BlockTransitionTime() return end

---@return Float
function gamedataAttack_Melee_Record:CameraSpaceImpulse() return end

---@return Bool
function gamedataAttack_Melee_Record:CanSkipBlock() return end

---@return Bool
function gamedataAttack_Melee_Record:DontScaleWithAttackSpeed() return end

---@return Float
function gamedataAttack_Melee_Record:Duration() return end

---@return Bool
function gamedataAttack_Melee_Record:EnableAdjustingPlayerPositionToTarget() return end

---@return Float
function gamedataAttack_Melee_Record:ForwardImpulse() return end

---@return Bool
function gamedataAttack_Melee_Record:HasDeflectAnim() return end

---@return Bool
function gamedataAttack_Melee_Record:HasHitAnim() return end

---@return Float
function gamedataAttack_Melee_Record:HoldTransitionTime() return end

---@return Float
function gamedataAttack_Melee_Record:IdleTransitionTime() return end

---@return Vector3
function gamedataAttack_Melee_Record:IkOffset() return end

---@return CName
function gamedataAttack_Melee_Record:ImpactFxSlot() return end

---@return Float
function gamedataAttack_Melee_Record:ImpulseDelay() return end

---@return Bool
function gamedataAttack_Melee_Record:IncrementsCombo() return end

---@return Float
function gamedataAttack_Melee_Record:Radius() return end

---@return Float
function gamedataAttack_Melee_Record:RecoverDuration() return end

---@return Float
function gamedataAttack_Melee_Record:RecoverHitDuration() return end

---@return Float
function gamedataAttack_Melee_Record:SpawnDistance() return end

---@return Float
function gamedataAttack_Melee_Record:StandUpDelay() return end

---@return Float
function gamedataAttack_Melee_Record:StartupDuration() return end

---@return String
function gamedataAttack_Melee_Record:TrailAttackSide() return end

---@return Float
function gamedataAttack_Melee_Record:TrailStartDelay() return end

---@return Float
function gamedataAttack_Melee_Record:TrailStopDelay() return end

---@return Float
function gamedataAttack_Melee_Record:UpImpulse() return end

---@return Bool
function gamedataAttack_Melee_Record:UseAdjustmentInsteadOfImpulse() return end

---@return CName
function gamedataAttack_Melee_Record:VfxName() return end

---@return Float
function gamedataAttack_Melee_Record:WeaponChargeCost() return end

---@class gamedataAttack_Projectile_Record : gamedataAttack_Record
gamedataAttack_Projectile_Record = {}

---@return gamedataAttack_Projectile_Record
function gamedataAttack_Projectile_Record.new() return end

---@param props table
---@return gamedataAttack_Projectile_Record
function gamedataAttack_Projectile_Record.new(props) return end

---@return gamedataAttack_GameEffect_Record
function gamedataAttack_Projectile_Record:ExplosionAttack() return end

---@return gamedataAttack_GameEffect_Record
function gamedataAttack_Projectile_Record:ExplosionAttackHandle() return end

---@return CName
function gamedataAttack_Projectile_Record:ProjectileTemplateName() return end

---@class gamedataAttack_Record : gamedataTweakDBRecord
gamedataAttack_Record = {}

---@return gamedataAttack_Record
function gamedataAttack_Record.new() return end

---@param props table
---@return gamedataAttack_Record
function gamedataAttack_Record.new(props) return end

---@return CName
function gamedataAttack_Record:AttackName() return end

---@return gamedataAttackType_Record
function gamedataAttack_Record:AttackType() return end

---@return gamedataAttackType_Record
function gamedataAttack_Record:AttackTypeHandle() return end

---@return CName
function gamedataAttack_Record:ClassName() return end

---@return gamedataDamageType_Record
function gamedataAttack_Record:DamageType() return end

---@return gamedataDamageType_Record
function gamedataAttack_Record:DamageTypeHandle() return end

---@return Float
function gamedataAttack_Record:ExplosionDamageVSVehicles() return end

---@return Int32
function gamedataAttack_Record:GetHitFlagsCount() return end

---@param index Int32
---@return String
function gamedataAttack_Record:GetHitFlagsItem(index) return end

---@return Int32
function gamedataAttack_Record:GetStaminaCostCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAttack_Record:GetStaminaCostItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAttack_Record:GetStaminaCostItemHandle(index) return end

---@return Int32
function gamedataAttack_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAttack_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataAttack_Record:GetStatModifiersItemHandle(index) return end

---@return Int32
function gamedataAttack_Record:GetStatusEffectsCount() return end

---@param index Int32
---@return gamedataStatusEffectAttackData_Record
function gamedataAttack_Record:GetStatusEffectsItem(index) return end

---@param index Int32
---@return gamedataStatusEffectAttackData_Record
function gamedataAttack_Record:GetStatusEffectsItemHandle(index) return end

---@return String[]
function gamedataAttack_Record:HitFlags() return end

---@param item String
---@return Bool
function gamedataAttack_Record:HitFlagsContains(item) return end

---@return Int32
function gamedataAttack_Record:HitReactionSeverityMax() return end

---@return Int32
function gamedataAttack_Record:HitReactionSeverityMin() return end

---@return Float
function gamedataAttack_Record:PlayerIncomingDamageMultiplier() return end

---@return Float
function gamedataAttack_Record:Range() return end

---@return gamedataStatModifier_Record[]
function gamedataAttack_Record:StaminaCost() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataAttack_Record:StaminaCostContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataAttack_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataAttack_Record:StatModifiersContains(item) return end

---@return gamedataStatusEffectAttackData_Record[]
function gamedataAttack_Record:StatusEffects() return end

---@param item gamedataStatusEffectAttackData_Record
---@return Bool
function gamedataAttack_Record:StatusEffectsContains(item) return end

---@return Bool
function gamedataAttack_Record:UseDefaultAimData() return end

---@return String
function gamedataAttack_Record:UserDataPath() return end

---@return Float
function gamedataAttack_Record:Velocity() return end

---@class gamedataAttitudeGroup_Record : gamedataTweakDBRecord
gamedataAttitudeGroup_Record = {}

---@return gamedataAttitudeGroup_Record
function gamedataAttitudeGroup_Record.new() return end

---@param props table
---@return gamedataAttitudeGroup_Record
function gamedataAttitudeGroup_Record.new(props) return end

---@return String
function gamedataAttitudeGroup_Record:AttitudeToSelf() return end

---@return String
function gamedataAttitudeGroup_Record:DefaultAttitude() return end

---@return Bool
function gamedataAttitudeGroup_Record:IsState() return end

---@return CName
function gamedataAttitudeGroup_Record:Name() return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitudeGroup_Record:Parent() return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitudeGroup_Record:ParentHandle() return end

---@class gamedataAttitude_Record : gamedataTweakDBRecord
gamedataAttitude_Record = {}

---@return gamedataAttitude_Record
function gamedataAttitude_Record.new() return end

---@param props table
---@return gamedataAttitude_Record
function gamedataAttitude_Record.new(props) return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitude_Record:Group1() return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitude_Record:Group1Handle() return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitude_Record:Group2() return end

---@return gamedataAttitudeGroup_Record
function gamedataAttitude_Record:Group2Handle() return end

---@return String
function gamedataAttitude_Record:Value() return end

---@class gamedataAttributeData_Record : gamedataTweakDBRecord
gamedataAttributeData_Record = {}

---@return gamedataAttributeData_Record
function gamedataAttributeData_Record.new() return end

---@param props table
---@return gamedataAttributeData_Record
function gamedataAttributeData_Record.new(props) return end

---@return gamedataUIIcon_Record
function gamedataAttributeData_Record:AttrIcon() return end

---@return gamedataUIIcon_Record
function gamedataAttributeData_Record:AttrIconHandle() return end

---@return gamedataAttribute_Record
function gamedataAttributeData_Record:Attribute() return end

---@return gamedataAttribute_Record
function gamedataAttributeData_Record:AttributeHandle() return end

---@return String
function gamedataAttributeData_Record:EnumComment() return end

---@return CName
function gamedataAttributeData_Record:EnumName() return end

---@return Int32
function gamedataAttributeData_Record:GetPerksCount() return end

---@param index Int32
---@return gamedataNewPerk_Record
function gamedataAttributeData_Record:GetPerksItem(index) return end

---@param index Int32
---@return gamedataNewPerk_Record
function gamedataAttributeData_Record:GetPerksItemHandle(index) return end

---@return String
function gamedataAttributeData_Record:Loc_desc_key() return end

---@return String
function gamedataAttributeData_Record:Loc_name_key() return end

---@return gamedataNewPerk_Record[]
function gamedataAttributeData_Record:Perks() return end

---@param item gamedataNewPerk_Record
---@return Bool
function gamedataAttributeData_Record:PerksContains(item) return end

---@return gamedataAttributeDataType
function gamedataAttributeData_Record:Type() return end

---@class gamedataAttribute_Record : gamedataStat_Record
gamedataAttribute_Record = {}

---@return gamedataAttribute_Record
function gamedataAttribute_Record.new() return end

---@param props table
---@return gamedataAttribute_Record
function gamedataAttribute_Record.new(props) return end

---@return Int32
function gamedataAttribute_Record:GetProficienciesCount() return end

---@param index Int32
---@return gamedataProficiency_Record
function gamedataAttribute_Record:GetProficienciesItem(index) return end

---@param index Int32
---@return gamedataProficiency_Record
function gamedataAttribute_Record:GetProficienciesItemHandle(index) return end

---@return gamedataProficiency_Record[]
function gamedataAttribute_Record:Proficiencies() return end

---@param item gamedataProficiency_Record
---@return Bool
function gamedataAttribute_Record:ProficienciesContains(item) return end

---@class gamedataAvoidLineOfSightSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataAvoidLineOfSightSelectionParameters_Record = {}

---@return gamedataAvoidLineOfSightSelectionParameters_Record
function gamedataAvoidLineOfSightSelectionParameters_Record.new() return end

---@param props table
---@return gamedataAvoidLineOfSightSelectionParameters_Record
function gamedataAvoidLineOfSightSelectionParameters_Record.new(props) return end

---@return Float
function gamedataAvoidLineOfSightSelectionParameters_Record:Angle() return end

---@return Float
function gamedataAvoidLineOfSightSelectionParameters_Record:Distance() return end

---@return Float
function gamedataAvoidLineOfSightSelectionParameters_Record:Height() return end

---@return Float
function gamedataAvoidLineOfSightSelectionParameters_Record:Multiplier() return end

---@class gamedataBaseDrivingParameters_Record : gamedataTweakDBRecord
gamedataBaseDrivingParameters_Record = {}

---@return gamedataBaseDrivingParameters_Record
function gamedataBaseDrivingParameters_Record.new() return end

---@param props table
---@return gamedataBaseDrivingParameters_Record
function gamedataBaseDrivingParameters_Record.new(props) return end

---@return gamedataVehiclePIDSettings_Record
function gamedataBaseDrivingParameters_Record:Accel() return end

---@return gamedataVehiclePIDSettings_Record
function gamedataBaseDrivingParameters_Record:AccelHandle() return end

---@return gamedataVehicleAIBoostSettings_Record
function gamedataBaseDrivingParameters_Record:BoostStats() return end

---@return gamedataVehicleAIBoostSettings_Record
function gamedataBaseDrivingParameters_Record:BoostStatsHandle() return end

---@return gamedataVehiclePIDSettings_Record
function gamedataBaseDrivingParameters_Record:Brake() return end

---@return gamedataVehiclePIDSettings_Record
function gamedataBaseDrivingParameters_Record:BrakeHandle() return end

---@return gamedataVehicleAIPanicDrivingSettings_Record
function gamedataBaseDrivingParameters_Record:Panic() return end

---@return gamedataVehicleAIPanicDrivingSettings_Record
function gamedataBaseDrivingParameters_Record:PanicHandle() return end

---@return gamedataVehicleSteeringSettings_Record
function gamedataBaseDrivingParameters_Record:Steering() return end

---@return gamedataVehicleSteeringSettings_Record
function gamedataBaseDrivingParameters_Record:SteeringHandle() return end

---@return gamedataVehicleSteeringSettings_Record
function gamedataBaseDrivingParameters_Record:SteeringReverse() return end

---@return gamedataVehicleSteeringSettings_Record
function gamedataBaseDrivingParameters_Record:SteeringReverseHandle() return end

---@return gamedataVehicleStoppingSettings_Record
function gamedataBaseDrivingParameters_Record:Stopping() return end

---@return gamedataVehicleStoppingSettings_Record
function gamedataBaseDrivingParameters_Record:StoppingHandle() return end

---@return gamedataVehicleAITractionEstimation_Record
function gamedataBaseDrivingParameters_Record:Traction() return end

---@return gamedataVehicleAITractionEstimation_Record
function gamedataBaseDrivingParameters_Record:TractionHandle() return end

---@return gamedataVehicleAIVisionSettings_Record
function gamedataBaseDrivingParameters_Record:Vision() return end

---@return gamedataVehicleAIVisionSettings_Record
function gamedataBaseDrivingParameters_Record:VisionHandle() return end

---@class gamedataBaseObject_Record : gamedataTweakDBRecord
gamedataBaseObject_Record = {}

---@return gamedataBaseObject_Record
function gamedataBaseObject_Record.new() return end

---@param props table
---@return gamedataBaseObject_Record
function gamedataBaseObject_Record.new(props) return end

---@return gamedataEffector_Record[]
function gamedataBaseObject_Record:Effectors() return end

---@param item gamedataEffector_Record
---@return Bool
function gamedataBaseObject_Record:EffectorsContains(item) return end

---@return Int32
function gamedataBaseObject_Record:GetEffectorsCount() return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataBaseObject_Record:GetEffectorsItem(index) return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataBaseObject_Record:GetEffectorsItemHandle(index) return end

---@return Int32
function gamedataBaseObject_Record:GetObjectActionsCount() return end

---@param index Int32
---@return gamedataObjectAction_Record
function gamedataBaseObject_Record:GetObjectActionsItem(index) return end

---@param index Int32
---@return gamedataObjectAction_Record
function gamedataBaseObject_Record:GetObjectActionsItemHandle(index) return end

---@return Int32
function gamedataBaseObject_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataBaseObject_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataBaseObject_Record:GetStatModifierGroupsItemHandle(index) return end

---@return Int32
function gamedataBaseObject_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataBaseObject_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataBaseObject_Record:GetStatModifiersItemHandle(index) return end

---@return Int32
function gamedataBaseObject_Record:GetStatPoolsCount() return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataBaseObject_Record:GetStatPoolsItem(index) return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataBaseObject_Record:GetStatPoolsItemHandle(index) return end

---@return Int32
function gamedataBaseObject_Record:GetWeakspotsCount() return end

---@param index Int32
---@return gamedataWeakspot_Record
function gamedataBaseObject_Record:GetWeakspotsItem(index) return end

---@param index Int32
---@return gamedataWeakspot_Record
function gamedataBaseObject_Record:GetWeakspotsItemHandle(index) return end

---@return gamedataObjectAction_Record[]
function gamedataBaseObject_Record:ObjectActions() return end

---@param item gamedataObjectAction_Record
---@return Bool
function gamedataBaseObject_Record:ObjectActionsContains(item) return end

---@return Bool
function gamedataBaseObject_Record:Savable() return end

---@return gamedataStatModifierGroup_Record[]
function gamedataBaseObject_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataBaseObject_Record:StatModifierGroupsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataBaseObject_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataBaseObject_Record:StatModifiersContains(item) return end

---@return gamedataStatPool_Record[]
function gamedataBaseObject_Record:StatPools() return end

---@param item gamedataStatPool_Record
---@return Bool
function gamedataBaseObject_Record:StatPoolsContains(item) return end

---@return gamedataWeakspot_Record[]
function gamedataBaseObject_Record:Weakspots() return end

---@param item gamedataWeakspot_Record
---@return Bool
function gamedataBaseObject_Record:WeakspotsContains(item) return end

---@class gamedataBaseSign_Record : gamedataTweakDBRecord
gamedataBaseSign_Record = {}

---@return gamedataBaseSign_Record
function gamedataBaseSign_Record.new() return end

---@param props table
---@return gamedataBaseSign_Record
function gamedataBaseSign_Record.new(props) return end

---@return Bool
function gamedataBaseSign_Record:IsUnique() return end

---@return redResourceReferenceScriptToken
function gamedataBaseSign_Record:Resource() return end

---@return CName
function gamedataBaseSign_Record:StyleStateName() return end

---@class gamedataBase_MappinDefinition_Record : gamedataTweakDBRecord
gamedataBase_MappinDefinition_Record = {}

---@return gamedataBase_MappinDefinition_Record
function gamedataBase_MappinDefinition_Record.new() return end

---@param props table
---@return gamedataBase_MappinDefinition_Record
function gamedataBase_MappinDefinition_Record.new(props) return end

---@return Bool
function gamedataBase_MappinDefinition_Record:ShowInWorld() return end

---@return Bool
function gamedataBase_MappinDefinition_Record:ShowOnMap() return end

---@return Bool
function gamedataBase_MappinDefinition_Record:ShowOnMinimap() return end

---@return Float
function gamedataBase_MappinDefinition_Record:VisibilityRange() return end

---@class gamedataBounce_Record : gamedataProjectileCollision_Record
gamedataBounce_Record = {}

---@return gamedataBounce_Record
function gamedataBounce_Record.new() return end

---@param props table
---@return gamedataBounce_Record
function gamedataBounce_Record.new(props) return end

---@class gamedataBountyDrawTable_Record : gamedataTweakDBRecord
gamedataBountyDrawTable_Record = {}

---@return gamedataBountyDrawTable_Record
function gamedataBountyDrawTable_Record.new() return end

---@param props table
---@return gamedataBountyDrawTable_Record
function gamedataBountyDrawTable_Record.new(props) return end

---@return gamedataBounty_Record[]
function gamedataBountyDrawTable_Record:BountyChoices() return end

---@param item gamedataBounty_Record
---@return Bool
function gamedataBountyDrawTable_Record:BountyChoicesContains(item) return end

---@return Int32
function gamedataBountyDrawTable_Record:GetBountyChoicesCount() return end

---@param index Int32
---@return gamedataBounty_Record
function gamedataBountyDrawTable_Record:GetBountyChoicesItem(index) return end

---@param index Int32
---@return gamedataBounty_Record
function gamedataBountyDrawTable_Record:GetBountyChoicesItemHandle(index) return end

---@class gamedataBounty_Record : gamedataTweakDBRecord
gamedataBounty_Record = {}

---@return gamedataBounty_Record
function gamedataBounty_Record.new() return end

---@param props table
---@return gamedataBounty_Record
function gamedataBounty_Record.new(props) return end

---@return gamedataAffiliation_Record
function gamedataBounty_Record:BountySetter() return end

---@return gamedataAffiliation_Record
function gamedataBounty_Record:BountySetterHandle() return end

---@return Float
function gamedataBounty_Record:DrawWeight() return end

---@return Int32
function gamedataBounty_Record:GetTransgressionsCount() return end

---@param index Int32
---@return gamedataTransgression_Record
function gamedataBounty_Record:GetTransgressionsItem(index) return end

---@param index Int32
---@return gamedataTransgression_Record
function gamedataBounty_Record:GetTransgressionsItemHandle(index) return end

---@return Int32
function gamedataBounty_Record:GetVisualTagsFilterCount() return end

---@param index Int32
---@return CName
function gamedataBounty_Record:GetVisualTagsFilterItem(index) return end

---@return gamedataRewardBase_Record
function gamedataBounty_Record:Reward() return end

---@return gamedataRewardBase_Record
function gamedataBounty_Record:RewardHandle() return end

---@return gamedataTransgression_Record[]
function gamedataBounty_Record:Transgressions() return end

---@param item gamedataTransgression_Record
---@return Bool
function gamedataBounty_Record:TransgressionsContains(item) return end

---@return CName[]
function gamedataBounty_Record:VisualTagsFilter() return end

---@param item CName|string
---@return Bool
function gamedataBounty_Record:VisualTagsFilterContains(item) return end

---@return Int32
function gamedataBounty_Record:WantedStars() return end

---@class gamedataBox_Record : gamedataSenseShape_Record
gamedataBox_Record = {}

---@return gamedataBox_Record
function gamedataBox_Record.new() return end

---@param props table
---@return gamedataBox_Record
function gamedataBox_Record.new(props) return end

---@return Vector3
function gamedataBox_Record:Max() return end

---@return Vector3
function gamedataBox_Record:Min() return end

---@class gamedataBroadcastStimEffector_Record : gamedataContinuousEffector_Record
gamedataBroadcastStimEffector_Record = {}

---@return gamedataBroadcastStimEffector_Record
function gamedataBroadcastStimEffector_Record.new() return end

---@param props table
---@return gamedataBroadcastStimEffector_Record
function gamedataBroadcastStimEffector_Record.new(props) return end

---@return Float
function gamedataBroadcastStimEffector_Record:Radius() return end

---@return gamedataStimType_Record
function gamedataBroadcastStimEffector_Record:Type() return end

---@return gamedataStimType_Record
function gamedataBroadcastStimEffector_Record:TypeHandle() return end

---@class gamedataBuildAttributeSet_Record : gamedataTweakDBRecord
gamedataBuildAttributeSet_Record = {}

---@return gamedataBuildAttributeSet_Record
function gamedataBuildAttributeSet_Record.new() return end

---@param props table
---@return gamedataBuildAttributeSet_Record
function gamedataBuildAttributeSet_Record.new(props) return end

---@return gamedataBuildAttribute_Record[]
function gamedataBuildAttributeSet_Record:Attributes() return end

---@param item gamedataBuildAttribute_Record
---@return Bool
function gamedataBuildAttributeSet_Record:AttributesContains(item) return end

---@return Int32
function gamedataBuildAttributeSet_Record:GetAttributesCount() return end

---@param index Int32
---@return gamedataBuildAttribute_Record
function gamedataBuildAttributeSet_Record:GetAttributesItem(index) return end

---@param index Int32
---@return gamedataBuildAttribute_Record
function gamedataBuildAttributeSet_Record:GetAttributesItemHandle(index) return end

---@class gamedataBuildAttribute_Record : gamedataTweakDBRecord
gamedataBuildAttribute_Record = {}

---@return gamedataBuildAttribute_Record
function gamedataBuildAttribute_Record.new() return end

---@param props table
---@return gamedataBuildAttribute_Record
function gamedataBuildAttribute_Record.new(props) return end

---@return gamedataAttribute_Record
function gamedataBuildAttribute_Record:Attribute() return end

---@return gamedataAttribute_Record
function gamedataBuildAttribute_Record:AttributeHandle() return end

---@return Int32
function gamedataBuildAttribute_Record:Level() return end

---@class gamedataBuildCyberwareSet_Record : gamedataTweakDBRecord
gamedataBuildCyberwareSet_Record = {}

---@return gamedataBuildCyberwareSet_Record
function gamedataBuildCyberwareSet_Record.new() return end

---@param props table
---@return gamedataBuildCyberwareSet_Record
function gamedataBuildCyberwareSet_Record.new(props) return end

---@return gamedataBuildCyberware_Record[]
function gamedataBuildCyberwareSet_Record:Cyberware() return end

---@param item gamedataBuildCyberware_Record
---@return Bool
function gamedataBuildCyberwareSet_Record:CyberwareContains(item) return end

---@return Int32
function gamedataBuildCyberwareSet_Record:GetCyberwareCount() return end

---@param index Int32
---@return gamedataBuildCyberware_Record
function gamedataBuildCyberwareSet_Record:GetCyberwareItem(index) return end

---@param index Int32
---@return gamedataBuildCyberware_Record
function gamedataBuildCyberwareSet_Record:GetCyberwareItemHandle(index) return end

---@return Int32
function gamedataBuildCyberwareSet_Record:GetProgramsCount() return end

---@param index Int32
---@return gamedataBuildProgram_Record
function gamedataBuildCyberwareSet_Record:GetProgramsItem(index) return end

---@param index Int32
---@return gamedataBuildProgram_Record
function gamedataBuildCyberwareSet_Record:GetProgramsItemHandle(index) return end

---@return gamedataBuildProgram_Record[]
function gamedataBuildCyberwareSet_Record:Programs() return end

---@param item gamedataBuildProgram_Record
---@return Bool
function gamedataBuildCyberwareSet_Record:ProgramsContains(item) return end

---@class gamedataBuildCyberware_Record : gamedataTweakDBRecord
gamedataBuildCyberware_Record = {}

---@return gamedataBuildCyberware_Record
function gamedataBuildCyberware_Record.new() return end

---@param props table
---@return gamedataBuildCyberware_Record
function gamedataBuildCyberware_Record.new(props) return end

---@return gamedataItem_Record
function gamedataBuildCyberware_Record:Cyberware() return end

---@return gamedataItem_Record
function gamedataBuildCyberware_Record:CyberwareHandle() return end

---@class gamedataBuildEquipmentSet_Record : gamedataTweakDBRecord
gamedataBuildEquipmentSet_Record = {}

---@return gamedataBuildEquipmentSet_Record
function gamedataBuildEquipmentSet_Record.new() return end

---@param props table
---@return gamedataBuildEquipmentSet_Record
function gamedataBuildEquipmentSet_Record.new(props) return end

---@return gamedataBuildEquipment_Record[]
function gamedataBuildEquipmentSet_Record:Equipment() return end

---@param item gamedataBuildEquipment_Record
---@return Bool
function gamedataBuildEquipmentSet_Record:EquipmentContains(item) return end

---@return Int32
function gamedataBuildEquipmentSet_Record:GetEquipmentCount() return end

---@param index Int32
---@return gamedataBuildEquipment_Record
function gamedataBuildEquipmentSet_Record:GetEquipmentItem(index) return end

---@param index Int32
---@return gamedataBuildEquipment_Record
function gamedataBuildEquipmentSet_Record:GetEquipmentItemHandle(index) return end

---@class gamedataBuildEquipment_Record : gamedataTweakDBRecord
gamedataBuildEquipment_Record = {}

---@return gamedataBuildEquipment_Record
function gamedataBuildEquipment_Record.new() return end

---@param props table
---@return gamedataBuildEquipment_Record
function gamedataBuildEquipment_Record.new(props) return end

---@return gamedataItem_Record
function gamedataBuildEquipment_Record:Equipment() return end

---@return gamedataItem_Record
function gamedataBuildEquipment_Record:EquipmentHandle() return end

---@class gamedataBuildNewPerk_Record : gamedataTweakDBRecord
gamedataBuildNewPerk_Record = {}

---@return gamedataBuildNewPerk_Record
function gamedataBuildNewPerk_Record.new() return end

---@param props table
---@return gamedataBuildNewPerk_Record
function gamedataBuildNewPerk_Record.new(props) return end

---@return Bool
function gamedataBuildNewPerk_Record:IsActive() return end

---@return Int32
function gamedataBuildNewPerk_Record:Level() return end

---@return gamedataNewPerk_Record
function gamedataBuildNewPerk_Record:Perk() return end

---@return gamedataNewPerk_Record
function gamedataBuildNewPerk_Record:PerkHandle() return end

---@class gamedataBuildPerkSet_Record : gamedataTweakDBRecord
gamedataBuildPerkSet_Record = {}

---@return gamedataBuildPerkSet_Record
function gamedataBuildPerkSet_Record.new() return end

---@param props table
---@return gamedataBuildPerkSet_Record
function gamedataBuildPerkSet_Record.new(props) return end

---@return Int32
function gamedataBuildPerkSet_Record:GetPerksCount() return end

---@param index Int32
---@return gamedataBuildPerk_Record
function gamedataBuildPerkSet_Record:GetPerksItem(index) return end

---@param index Int32
---@return gamedataBuildPerk_Record
function gamedataBuildPerkSet_Record:GetPerksItemHandle(index) return end

---@return gamedataBuildPerk_Record[]
function gamedataBuildPerkSet_Record:Perks() return end

---@param item gamedataBuildPerk_Record
---@return Bool
function gamedataBuildPerkSet_Record:PerksContains(item) return end

---@class gamedataBuildPerk_Record : gamedataTweakDBRecord
gamedataBuildPerk_Record = {}

---@return gamedataBuildPerk_Record
function gamedataBuildPerk_Record.new() return end

---@param props table
---@return gamedataBuildPerk_Record
function gamedataBuildPerk_Record.new(props) return end

---@return Bool
function gamedataBuildPerk_Record:IsActive() return end

---@return Int32
function gamedataBuildPerk_Record:Level() return end

---@return gamedataPerk_Record
function gamedataBuildPerk_Record:Perk() return end

---@return gamedataPerk_Record
function gamedataBuildPerk_Record:PerkHandle() return end

---@class gamedataBuildProficiencySet_Record : gamedataTweakDBRecord
gamedataBuildProficiencySet_Record = {}

---@return gamedataBuildProficiencySet_Record
function gamedataBuildProficiencySet_Record.new() return end

---@param props table
---@return gamedataBuildProficiencySet_Record
function gamedataBuildProficiencySet_Record.new(props) return end

---@return Int32
function gamedataBuildProficiencySet_Record:GetProficienciesCount() return end

---@param index Int32
---@return gamedataBuildProficiency_Record
function gamedataBuildProficiencySet_Record:GetProficienciesItem(index) return end

---@param index Int32
---@return gamedataBuildProficiency_Record
function gamedataBuildProficiencySet_Record:GetProficienciesItemHandle(index) return end

---@return gamedataBuildProficiency_Record[]
function gamedataBuildProficiencySet_Record:Proficiencies() return end

---@param item gamedataBuildProficiency_Record
---@return Bool
function gamedataBuildProficiencySet_Record:ProficienciesContains(item) return end

---@class gamedataBuildProficiency_Record : gamedataTweakDBRecord
gamedataBuildProficiency_Record = {}

---@return gamedataBuildProficiency_Record
function gamedataBuildProficiency_Record.new() return end

---@param props table
---@return gamedataBuildProficiency_Record
function gamedataBuildProficiency_Record.new(props) return end

---@return Int32
function gamedataBuildProficiency_Record:Level() return end

---@return gamedataProficiency_Record
function gamedataBuildProficiency_Record:Proficiency() return end

---@return gamedataProficiency_Record
function gamedataBuildProficiency_Record:ProficiencyHandle() return end

---@class gamedataBuildProgram_Record : gamedataTweakDBRecord
gamedataBuildProgram_Record = {}

---@return gamedataBuildProgram_Record
function gamedataBuildProgram_Record.new() return end

---@param props table
---@return gamedataBuildProgram_Record
function gamedataBuildProgram_Record.new(props) return end

---@return gamedataItem_Record
function gamedataBuildProgram_Record:Program() return end

---@return gamedataItem_Record
function gamedataBuildProgram_Record:ProgramHandle() return end

---@class gamedataCPOItemCategoryBase_Record : gamedataTweakDBRecord
gamedataCPOItemCategoryBase_Record = {}

---@return gamedataCPOItemCategoryBase_Record
function gamedataCPOItemCategoryBase_Record.new() return end

---@param props table
---@return gamedataCPOItemCategoryBase_Record
function gamedataCPOItemCategoryBase_Record.new(props) return end

---@class gamedataCPOLoadoutBase_Record : gamedataTweakDBRecord
gamedataCPOLoadoutBase_Record = {}

---@return gamedataCPOLoadoutBase_Record
function gamedataCPOLoadoutBase_Record.new() return end

---@param props table
---@return gamedataCPOLoadoutBase_Record
function gamedataCPOLoadoutBase_Record.new(props) return end

---@return String
function gamedataCPOLoadoutBase_Record:DisplayName() return end

---@return Int32
function gamedataCPOLoadoutBase_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataCPOLoadoutBase_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataCPOLoadoutBase_Record:GetItemsItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataCPOLoadoutBase_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataCPOLoadoutBase_Record:ItemsContains(item) return end

---@class gamedataCarriableObject_Record : gamedataSpawnableObject_Record
gamedataCarriableObject_Record = {}

---@return gamedataCarriableObject_Record
function gamedataCarriableObject_Record.new() return end

---@param props table
---@return gamedataCarriableObject_Record
function gamedataCarriableObject_Record.new(props) return end

---@class gamedataChannelData_Record : gamedataTweakDBRecord
gamedataChannelData_Record = {}

---@return gamedataChannelData_Record
function gamedataChannelData_Record.new() return end

---@param props table
---@return gamedataChannelData_Record
function gamedataChannelData_Record.new(props) return end

---@return CName
function gamedataChannelData_Record:AudioEvent() return end

---@return CName
function gamedataChannelData_Record:ChannelWidget() return end

---@return String
function gamedataChannelData_Record:DynamicTexturePath() return end

---@return String
function gamedataChannelData_Record:LocalizedName() return end

---@return Int32
function gamedataChannelData_Record:OrderID() return end

---@return String
function gamedataChannelData_Record:OverlayWidgetPath() return end

---@class gamedataCharacterEntry_Record : gamedataTweakDBRecord
gamedataCharacterEntry_Record = {}

---@return gamedataCharacterEntry_Record
function gamedataCharacterEntry_Record.new() return end

---@param props table
---@return gamedataCharacterEntry_Record
function gamedataCharacterEntry_Record.new(props) return end

---@return Int32
function gamedataCharacterEntry_Record:Id() return end

---@return CName
function gamedataCharacterEntry_Record:Name() return end

---@class gamedataCharacterList_Record : gamedataTweakDBRecord
gamedataCharacterList_Record = {}

---@return gamedataCharacterList_Record
function gamedataCharacterList_Record.new() return end

---@param props table
---@return gamedataCharacterList_Record
function gamedataCharacterList_Record.new(props) return end

---@return gamedataCharacterEntry_Record[]
function gamedataCharacterList_Record:Entries() return end

---@param item gamedataCharacterEntry_Record
---@return Bool
function gamedataCharacterList_Record:EntriesContains(item) return end

---@return Int32
function gamedataCharacterList_Record:GetEntriesCount() return end

---@param index Int32
---@return gamedataCharacterEntry_Record
function gamedataCharacterList_Record:GetEntriesItem(index) return end

---@param index Int32
---@return gamedataCharacterEntry_Record
function gamedataCharacterList_Record:GetEntriesItemHandle(index) return end

---@class gamedataCharacter_Record : gamedataSpawnableObject_Record
gamedataCharacter_Record = {}

---@return gamedataCharacter_Record
function gamedataCharacter_Record.new() return end

---@param props table
---@return gamedataCharacter_Record
function gamedataCharacter_Record.new(props) return end

---@return gamedataGameplayAbility_Record[]
function gamedataCharacter_Record:Abilities() return end

---@param item gamedataGameplayAbility_Record
---@return Bool
function gamedataCharacter_Record:AbilitiesContains(item) return end

---@return gamedataActionMap_Record
function gamedataCharacter_Record:ActionMap() return end

---@return gamedataActionMap_Record
function gamedataCharacter_Record:ActionMapHandle() return end

---@return gamedataAffiliation_Record
function gamedataCharacter_Record:Affiliation() return end

---@return gamedataAffiliation_Record
function gamedataCharacter_Record:AffiliationHandle() return end

---@return CName
function gamedataCharacter_Record:AlternativeDisplayName() return end

---@return CName
function gamedataCharacter_Record:AlternativeFullDisplayName() return end

---@return gamedataArchetypeData_Record
function gamedataCharacter_Record:ArchetypeData() return end

---@return gamedataArchetypeData_Record
function gamedataCharacter_Record:ArchetypeDataHandle() return end

---@return CName
function gamedataCharacter_Record:ArchetypeName() return end

---@return gamedataAttachmentSlot_Record[]
function gamedataCharacter_Record:AttachmentSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataCharacter_Record:AttachmentSlotsContains(item) return end

---@return CName
function gamedataCharacter_Record:AudioMeleeMaterial() return end

---@return CName
function gamedataCharacter_Record:AudioResourceName() return end

---@return CName
function gamedataCharacter_Record:BaseAttitudeGroup() return end

---@return Float[]
function gamedataCharacter_Record:BossHealthBarThresholds() return end

---@param item Float
---@return Bool
function gamedataCharacter_Record:BossHealthBarThresholdsContains(item) return end

---@return gamedataBountyDrawTable_Record
function gamedataCharacter_Record:BountyDrawTable() return end

---@return gamedataBountyDrawTable_Record
function gamedataCharacter_Record:BountyDrawTableHandle() return end

---@return Bool
function gamedataCharacter_Record:CanHaveGenericTalk() return end

---@return gamedataNPCType_Record
function gamedataCharacter_Record:CharacterType() return end

---@return gamedataNPCType_Record
function gamedataCharacter_Record:CharacterTypeHandle() return end

---@return CName
function gamedataCharacter_Record:CommunitySquad() return end

---@return gamedataContentAssignment_Record
function gamedataCharacter_Record:ContentAssignment() return end

---@return gamedataContentAssignment_Record
function gamedataCharacter_Record:ContentAssignmentHandle() return end

---@return String
function gamedataCharacter_Record:CpoCharacterBuild() return end

---@return CName
function gamedataCharacter_Record:CpoClassName() return end

---@return CName[]
function gamedataCharacter_Record:CrowdAppearanceNames() return end

---@param item CName|string
---@return Bool
function gamedataCharacter_Record:CrowdAppearanceNamesContains(item) return end

---@return gamedataCrowdSettingsPackageBase_Record
function gamedataCharacter_Record:CrowdMemberSettings() return end

---@return gamedataCrowdSettingsPackageBase_Record
function gamedataCharacter_Record:CrowdMemberSettingsHandle() return end

---@return gamedataCrosshair_Record
function gamedataCharacter_Record:DefaultCrosshair() return end

---@return gamedataCrosshair_Record
function gamedataCharacter_Record:DefaultCrosshairHandle() return end

---@return gamedataNPCEquipmentItem_Record
function gamedataCharacter_Record:DefaultEquipment() return end

---@return gamedataNPCEquipmentItem_Record
function gamedataCharacter_Record:DefaultEquipmentHandle() return end

---@return Bool
function gamedataCharacter_Record:DespawnChildCommunityWhenPlayerInVehicle() return end

---@return String
function gamedataCharacter_Record:DevNotes() return end

---@return Bool
function gamedataCharacter_Record:DisableDefeatedState() return end

---@return CName
function gamedataCharacter_Record:DisplayDescription() return end

---@return CName
function gamedataCharacter_Record:DisplayName() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataCharacter_Record:Driving() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataCharacter_Record:DrivingHandle() return end

---@return Float
function gamedataCharacter_Record:DropsAmmoOnDeathChance() return end

---@return Bool
function gamedataCharacter_Record:DropsControlledLoot() return end

---@return Bool
function gamedataCharacter_Record:DropsMoneyOnDeath() return end

---@return Bool
function gamedataCharacter_Record:DropsWeaponOnDeath() return end

---@return Bool
function gamedataCharacter_Record:EnableSensesOnStart() return end

---@return gamedataEquipmentArea_Record[]
function gamedataCharacter_Record:EquipmentAreas() return end

---@param item gamedataEquipmentArea_Record
---@return Bool
function gamedataCharacter_Record:EquipmentAreasContains(item) return end

---@return Bool
function gamedataCharacter_Record:ForceCanHaveGenericTalk() return end

---@return Float
function gamedataCharacter_Record:ForcedTBHZOffset() return end

---@return CName
function gamedataCharacter_Record:FullDisplayName() return end

---@return gamedataGenderEntity_Record[]
function gamedataCharacter_Record:Genders() return end

---@param item gamedataGenderEntity_Record
---@return Bool
function gamedataCharacter_Record:GendersContains(item) return end

---@return Int32
function gamedataCharacter_Record:GetAbilitiesCount() return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataCharacter_Record:GetAbilitiesItem(index) return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataCharacter_Record:GetAbilitiesItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetAttachmentSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataCharacter_Record:GetAttachmentSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataCharacter_Record:GetAttachmentSlotsItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetBossHealthBarThresholdsCount() return end

---@param index Int32
---@return Float
function gamedataCharacter_Record:GetBossHealthBarThresholdsItem(index) return end

---@return Int32
function gamedataCharacter_Record:GetCrowdAppearanceNamesCount() return end

---@param index Int32
---@return CName
function gamedataCharacter_Record:GetCrowdAppearanceNamesItem(index) return end

---@return Int32
function gamedataCharacter_Record:GetEquipmentAreasCount() return end

---@param index Int32
---@return gamedataEquipmentArea_Record
function gamedataCharacter_Record:GetEquipmentAreasItem(index) return end

---@param index Int32
---@return gamedataEquipmentArea_Record
function gamedataCharacter_Record:GetEquipmentAreasItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetGendersCount() return end

---@param index Int32
---@return gamedataGenderEntity_Record
function gamedataCharacter_Record:GetGendersItem(index) return end

---@param index Int32
---@return gamedataGenderEntity_Record
function gamedataCharacter_Record:GetGendersItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetItemGroupsCount() return end

---@param index Int32
---@return gamedataInventoryItemGroup_Record
function gamedataCharacter_Record:GetItemGroupsItem(index) return end

---@param index Int32
---@return gamedataInventoryItemGroup_Record
function gamedataCharacter_Record:GetItemGroupsItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataCharacter_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataCharacter_Record:GetItemsItemHandle(index) return end

---@return Int32
function gamedataCharacter_Record:GetOnSpawnGLPsCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataCharacter_Record:GetOnSpawnGLPsItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataCharacter_Record:GetOnSpawnGLPsItemHandle(index) return end

---@return CName
function gamedataCharacter_Record:GlobalSquad() return end

---@return Bool
function gamedataCharacter_Record:HasDirectionalStarts() return end

---@return Bool
function gamedataCharacter_Record:HideUIDetection() return end

---@return Bool
function gamedataCharacter_Record:HideUIElements() return end

---@return redResourceReferenceScriptToken
function gamedataCharacter_Record:HolocallInitializerPath() return end

---@return gamedataAIActionSmartComposite_Record
function gamedataCharacter_Record:IdleActions() return end

---@return gamedataAIActionSmartComposite_Record
function gamedataCharacter_Record:IdleActionsHandle() return end

---@return Bool
function gamedataCharacter_Record:IgnoreDetectionForAudioCue() return end

---@return Bool
function gamedataCharacter_Record:IsBumpable() return end

---@return Bool
function gamedataCharacter_Record:IsChild() return end

---@return Bool
function gamedataCharacter_Record:IsCrowd() return end

---@return Bool
function gamedataCharacter_Record:IsLightCrowd() return end

---@return gamedataInventoryItemGroup_Record[]
function gamedataCharacter_Record:ItemGroups() return end

---@param item gamedataInventoryItemGroup_Record
---@return Bool
function gamedataCharacter_Record:ItemGroupsContains(item) return end

---@return gamedataInventoryItem_Record[]
function gamedataCharacter_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataCharacter_Record:ItemsContains(item) return end

---@return CName
function gamedataCharacter_Record:LootBagEntity() return end

---@return gamedataLootTable_Record
function gamedataCharacter_Record:LootDrop() return end

---@return gamedataLootTable_Record
function gamedataCharacter_Record:LootDropHandle() return end

---@return gamedataLootInjectionSettings_Record
function gamedataCharacter_Record:LootInjectionParams() return end

---@return gamedataLootInjectionSettings_Record
function gamedataCharacter_Record:LootInjectionParamsHandle() return end

---@return gamedataMinigame_Def_Record
function gamedataCharacter_Record:MinigameInstance() return end

---@return gamedataMinigame_Def_Record
function gamedataCharacter_Record:MinigameInstanceHandle() return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataCharacter_Record:OnSpawnGLPs() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataCharacter_Record:OnSpawnGLPsContains(item) return end

---@return gamedataNPCEquipmentGroup_Record
function gamedataCharacter_Record:PrimaryEquipment() return end

---@return gamedataNPCEquipmentGroup_Record
function gamedataCharacter_Record:PrimaryEquipmentHandle() return end

---@return gamedataNPCQuestAffiliation_Record
function gamedataCharacter_Record:Quest() return end

---@return gamedataNPCQuestAffiliation_Record
function gamedataCharacter_Record:QuestHandle() return end

---@return gamedataNPCRarity_Record
function gamedataCharacter_Record:Rarity() return end

---@return gamedataNPCRarity_Record
function gamedataCharacter_Record:RarityHandle() return end

---@return gamedataReactionPreset_Record
function gamedataCharacter_Record:ReactionPreset() return end

---@return gamedataReactionPreset_Record
function gamedataCharacter_Record:ReactionPresetHandle() return end

---@return gamedataScannerModuleVisibilityPreset_Record
function gamedataCharacter_Record:ScannerModulePreset() return end

---@return gamedataScannerModuleVisibilityPreset_Record
function gamedataCharacter_Record:ScannerModulePresetHandle() return end

---@return gamedataNPCEquipmentGroup_Record
function gamedataCharacter_Record:SecondaryEquipment() return end

---@return gamedataNPCEquipmentGroup_Record
function gamedataCharacter_Record:SecondaryEquipmentHandle() return end

---@return CName
function gamedataCharacter_Record:SecuritySquad() return end

---@return gamedataSensePreset_Record
function gamedataCharacter_Record:SensePreset() return end

---@return gamedataSensePreset_Record
function gamedataCharacter_Record:SensePresetHandle() return end

---@return Bool
function gamedataCharacter_Record:SkipDisplayArchetype() return end

---@return gamedataAISquadParams_Record
function gamedataCharacter_Record:SquadParamsID() return end

---@return gamedataAISquadParams_Record
function gamedataCharacter_Record:SquadParamsIDHandle() return end

---@return CName
function gamedataCharacter_Record:StateMachineName() return end

---@return Bool
function gamedataCharacter_Record:StaticCommunityAppearancesDistributionEnabled() return end

---@return gamedataThreatTrackingPresetBase_Record
function gamedataCharacter_Record:ThreatTrackingPreset() return end

---@return gamedataThreatTrackingPresetBase_Record
function gamedataCharacter_Record:ThreatTrackingPresetHandle() return end

---@return gamedataUINameplate_Record
function gamedataCharacter_Record:UiNameplate() return end

---@return gamedataUINameplate_Record
function gamedataCharacter_Record:UiNameplateHandle() return end

---@return Bool
function gamedataCharacter_Record:UseForcedTBHZOffset() return end

---@return gamedataVendor_Record
function gamedataCharacter_Record:VendorID() return end

---@return gamedataVendor_Record
function gamedataCharacter_Record:VendorIDHandle() return end

---@return CName
function gamedataCharacter_Record:VoiceTag() return end

---@class gamedataChatterHelperRadius_Record : gamedataTweakDBRecord
gamedataChatterHelperRadius_Record = {}

---@return gamedataChatterHelperRadius_Record
function gamedataChatterHelperRadius_Record.new() return end

---@param props table
---@return gamedataChatterHelperRadius_Record
function gamedataChatterHelperRadius_Record.new(props) return end

---@return Float
function gamedataChatterHelperRadius_Record:MaxDistanceToOtherPlayer() return end

---@return Float
function gamedataChatterHelperRadius_Record:MinDistanceToOtherPlayer() return end

---@class gamedataCheckType_Record : gamedataTweakDBRecord
gamedataCheckType_Record = {}

---@return gamedataCheckType_Record
function gamedataCheckType_Record.new() return end

---@param props table
---@return gamedataCheckType_Record
function gamedataCheckType_Record.new(props) return end

---@return String
function gamedataCheckType_Record:EnumComment() return end

---@return String
function gamedataCheckType_Record:EnumName() return end

---@return gamedataCheckType
function gamedataCheckType_Record:Type() return end

---@class gamedataChoiceCaptionIconPart_Record : gamedataChoiceCaptionPart_Record
gamedataChoiceCaptionIconPart_Record = {}

---@return gamedataChoiceCaptionIconPart_Record
function gamedataChoiceCaptionIconPart_Record.new() return end

---@param props table
---@return gamedataChoiceCaptionIconPart_Record
function gamedataChoiceCaptionIconPart_Record.new(props) return end

---@return String
function gamedataChoiceCaptionIconPart_Record:Comment() return end

---@return CName
function gamedataChoiceCaptionIconPart_Record:EnumName() return end

---@return gamedataMappinVariant_Record
function gamedataChoiceCaptionIconPart_Record:MappinVariant() return end

---@return gamedataMappinVariant_Record
function gamedataChoiceCaptionIconPart_Record:MappinVariantHandle() return end

---@return gamedataUIIcon_Record
function gamedataChoiceCaptionIconPart_Record:TexturePartID() return end

---@return gamedataUIIcon_Record
function gamedataChoiceCaptionIconPart_Record:TexturePartIDHandle() return end

---@class gamedataChoiceCaptionPartType_Record : gamedataTweakDBRecord
gamedataChoiceCaptionPartType_Record = {}

---@return gamedataChoiceCaptionPartType_Record
function gamedataChoiceCaptionPartType_Record.new() return end

---@param props table
---@return gamedataChoiceCaptionPartType_Record
function gamedataChoiceCaptionPartType_Record.new(props) return end

---@return String
function gamedataChoiceCaptionPartType_Record:Comment() return end

---@return CName
function gamedataChoiceCaptionPartType_Record:EnumName() return end

---@return gamedataChoiceCaptionPartType
function gamedataChoiceCaptionPartType_Record:Type() return end

---@class gamedataChoiceCaptionPart_Record : gamedataTweakDBRecord
gamedataChoiceCaptionPart_Record = {}

---@return gamedataChoiceCaptionPart_Record
function gamedataChoiceCaptionPart_Record.new() return end

---@param props table
---@return gamedataChoiceCaptionPart_Record
function gamedataChoiceCaptionPart_Record.new(props) return end

---@return gamedataChoiceCaptionPartType_Record
function gamedataChoiceCaptionPart_Record:PartType() return end

---@return gamedataChoiceCaptionPartType_Record
function gamedataChoiceCaptionPart_Record:PartTypeHandle() return end

---@class gamedataChoiceCaptionTagPart_Record : gamedataChoiceCaptionPart_Record
gamedataChoiceCaptionTagPart_Record = {}

---@return gamedataChoiceCaptionTagPart_Record
function gamedataChoiceCaptionTagPart_Record.new() return end

---@param props table
---@return gamedataChoiceCaptionTagPart_Record
function gamedataChoiceCaptionTagPart_Record.new(props) return end

---@return String
function gamedataChoiceCaptionTagPart_Record:TagLocId() return end

---@class gamedataClearLineOfSightCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataClearLineOfSightCoverSelectionParameters_Record = {}

---@return gamedataClearLineOfSightCoverSelectionParameters_Record
function gamedataClearLineOfSightCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataClearLineOfSightCoverSelectionParameters_Record
function gamedataClearLineOfSightCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataClearLineOfSightCoverSelectionParameters_Record:ClearLOSDistanceTolerance() return end

---@return Float
function gamedataClearLineOfSightCoverSelectionParameters_Record:Cooldown() return end

---@return Float
function gamedataClearLineOfSightCoverSelectionParameters_Record:Multiplier() return end

---@return Int32
function gamedataClearLineOfSightCoverSelectionParameters_Record:PreferredActionCount() return end

---@class gamedataClosestToOwnerCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataClosestToOwnerCoverSelectionParameters_Record = {}

---@return gamedataClosestToOwnerCoverSelectionParameters_Record
function gamedataClosestToOwnerCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataClosestToOwnerCoverSelectionParameters_Record
function gamedataClosestToOwnerCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataClosestToOwnerCoverSelectionParameters_Record:DistanceToOwnerMultiplier() return end

---@return Float
function gamedataClosestToOwnerCoverSelectionParameters_Record:PreferredOwnerDistance() return end

---@class gamedataClothing_Record : gamedataItem_Record
gamedataClothing_Record = {}

---@return gamedataClothing_Record
function gamedataClothing_Record.new() return end

---@param props table
---@return gamedataClothing_Record
function gamedataClothing_Record.new(props) return end

---@class gamedataClothing_inline0_Record : gamedataConstantStatModifier_Record
gamedataClothing_inline0_Record = {}

---@return gamedataClothing_inline0_Record
function gamedataClothing_inline0_Record.new() return end

---@param props table
---@return gamedataClothing_inline0_Record
function gamedataClothing_inline0_Record.new(props) return end

---@class gamedataCodexRecordPart_Record : gamedataTweakDBRecord
gamedataCodexRecordPart_Record = {}

---@return gamedataCodexRecordPart_Record
function gamedataCodexRecordPart_Record.new() return end

---@param props table
---@return gamedataCodexRecordPart_Record
function gamedataCodexRecordPart_Record.new(props) return end

---@return String
function gamedataCodexRecordPart_Record:PartContent() return end

---@return CName
function gamedataCodexRecordPart_Record:PartName() return end

---@class gamedataCodexRecord_Record : gamedataTweakDBRecord
gamedataCodexRecord_Record = {}

---@return gamedataCodexRecord_Record
function gamedataCodexRecord_Record.new() return end

---@param props table
---@return gamedataCodexRecord_Record
function gamedataCodexRecord_Record.new(props) return end

---@return Int32
function gamedataCodexRecord_Record:GetRecordContentCount() return end

---@param index Int32
---@return gamedataCodexRecordPart_Record
function gamedataCodexRecord_Record:GetRecordContentItem(index) return end

---@param index Int32
---@return gamedataCodexRecordPart_Record
function gamedataCodexRecord_Record:GetRecordContentItemHandle(index) return end

---@return Int32
function gamedataCodexRecord_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataCodexRecord_Record:GetTagsItem(index) return end

---@return gamedataCodexRecordPart_Record[]
function gamedataCodexRecord_Record:RecordContent() return end

---@param item gamedataCodexRecordPart_Record
---@return Bool
function gamedataCodexRecord_Record:RecordContentContains(item) return end

---@return CName[]
function gamedataCodexRecord_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataCodexRecord_Record:TagsContains(item) return end

---@return CName
function gamedataCodexRecord_Record:UnlockPrereq() return end

---@return Bool
function gamedataCodexRecord_Record:UnlockedFromStart() return end

---@class gamedataCodex_Record : gamedataTweakDBRecord
gamedataCodex_Record = {}

---@return gamedataCodex_Record
function gamedataCodex_Record.new() return end

---@param props table
---@return gamedataCodex_Record
function gamedataCodex_Record.new(props) return end

---@return gamedataCodexRecord_Record[]
function gamedataCodex_Record:Entries() return end

---@param item gamedataCodexRecord_Record
---@return Bool
function gamedataCodex_Record:EntriesContains(item) return end

---@return Int32
function gamedataCodex_Record:GetEntriesCount() return end

---@param index Int32
---@return gamedataCodexRecord_Record
function gamedataCodex_Record:GetEntriesItem(index) return end

---@param index Int32
---@return gamedataCodexRecord_Record
function gamedataCodex_Record:GetEntriesItemHandle(index) return end

---@class gamedataCombinedStatModifier_Record : gamedataStatModifier_Record
gamedataCombinedStatModifier_Record = {}

---@return gamedataCombinedStatModifier_Record
function gamedataCombinedStatModifier_Record.new() return end

---@param props table
---@return gamedataCombinedStatModifier_Record
function gamedataCombinedStatModifier_Record.new(props) return end

---@return CName
function gamedataCombinedStatModifier_Record:OpSymbol() return end

---@return CName
function gamedataCombinedStatModifier_Record:RefObject() return end

---@return gamedataStat_Record
function gamedataCombinedStatModifier_Record:RefStat() return end

---@return gamedataStat_Record
function gamedataCombinedStatModifier_Record:RefStatHandle() return end

---@return Float
function gamedataCombinedStatModifier_Record:Value() return end

---@class gamedataCompanionDistancePreset_Record : gamedataTweakDBRecord
gamedataCompanionDistancePreset_Record = {}

---@return gamedataCompanionDistancePreset_Record
function gamedataCompanionDistancePreset_Record.new() return end

---@param props table
---@return gamedataCompanionDistancePreset_Record
function gamedataCompanionDistancePreset_Record.new(props) return end

---@return Float
function gamedataCompanionDistancePreset_Record:Distance() return end

---@return String
function gamedataCompanionDistancePreset_Record:EnumComment() return end

---@return CName
function gamedataCompanionDistancePreset_Record:EnumName() return end

---@return Float
function gamedataCompanionDistancePreset_Record:Tolerance() return end

---@return gamedataCompanionDistancePreset
function gamedataCompanionDistancePreset_Record:Type() return end

---@class gamedataComplexValueNode : gamedataValueDataNode
---@field data String[]
gamedataComplexValueNode = {}

---@return gamedataComplexValueNode
function gamedataComplexValueNode.new() return end

---@param props table
---@return gamedataComplexValueNode
function gamedataComplexValueNode.new(props) return end

---@class gamedataCompoundSelectionPreset_Record : gamedataTweakDBRecord
gamedataCompoundSelectionPreset_Record = {}

---@return gamedataCompoundSelectionPreset_Record
function gamedataCompoundSelectionPreset_Record.new() return end

---@param props table
---@return gamedataCompoundSelectionPreset_Record
function gamedataCompoundSelectionPreset_Record.new(props) return end

---@return Float
function gamedataCompoundSelectionPreset_Record:GatherRadius() return end

---@return Int32
function gamedataCompoundSelectionPreset_Record:GetPresetsCount() return end

---@param index Int32
---@return String
function gamedataCompoundSelectionPreset_Record:GetPresetsItem(index) return end

---@return String[]
function gamedataCompoundSelectionPreset_Record:Presets() return end

---@param item String
---@return Bool
function gamedataCompoundSelectionPreset_Record:PresetsContains(item) return end

---@class gamedataComputerScreenType_Record : gamedataDeviceScreenType_Record
gamedataComputerScreenType_Record = {}

---@return gamedataComputerScreenType_Record
function gamedataComputerScreenType_Record.new() return end

---@param props table
---@return gamedataComputerScreenType_Record
function gamedataComputerScreenType_Record.new(props) return end

---@class gamedataComputerStyleUIDefinition_Record : gamedataTweakDBRecord
gamedataComputerStyleUIDefinition_Record = {}

---@return gamedataComputerStyleUIDefinition_Record
function gamedataComputerStyleUIDefinition_Record.new() return end

---@param props table
---@return gamedataComputerStyleUIDefinition_Record
function gamedataComputerStyleUIDefinition_Record.new(props) return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:BannerWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:BannerWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:FileThumbnailWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:FileThumbnailWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:FileWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:FileWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:KeypadWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:KeypadWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MailThumbnailWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MailThumbnailWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MailWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MailWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MainMenuButtonWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MainMenuButtonWidgetHandle() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MenuButtonWidget() return end

---@return gamedataWidgetDefinition_Record
function gamedataComputerStyleUIDefinition_Record:MenuButtonWidgetHandle() return end

---@class gamedataComputerUIStyle_Record : gamedataTweakDBRecord
gamedataComputerUIStyle_Record = {}

---@return gamedataComputerUIStyle_Record
function gamedataComputerUIStyle_Record.new() return end

---@param props table
---@return gamedataComputerUIStyle_Record
function gamedataComputerUIStyle_Record.new(props) return end

---@return String
function gamedataComputerUIStyle_Record:EnumComment() return end

---@return CName
function gamedataComputerUIStyle_Record:EnumName() return end

---@return gamedataComputerUIStyle
function gamedataComputerUIStyle_Record:Type() return end

---@class gamedataCone_Record : gamedataSenseShape_Record
gamedataCone_Record = {}

---@return gamedataCone_Record
function gamedataCone_Record.new() return end

---@param props table
---@return gamedataCone_Record
function gamedataCone_Record.new(props) return end

---@return Vector3
function gamedataCone_Record:Position1() return end

---@return Vector3
function gamedataCone_Record:Position2() return end

---@return Float
function gamedataCone_Record:Radius1() return end

---@return Float
function gamedataCone_Record:Radius2() return end

---@class gamedataConstantStatModifier_Record : gamedataStatModifier_Record
gamedataConstantStatModifier_Record = {}

---@return gamedataConstantStatModifier_Record
function gamedataConstantStatModifier_Record.new() return end

---@param props table
---@return gamedataConstantStatModifier_Record
function gamedataConstantStatModifier_Record.new(props) return end

---@return Float
function gamedataConstantStatModifier_Record:Value() return end

---@class gamedataConsumableBaseName_Record : gamedataTweakDBRecord
gamedataConsumableBaseName_Record = {}

---@return gamedataConsumableBaseName_Record
function gamedataConsumableBaseName_Record.new() return end

---@param props table
---@return gamedataConsumableBaseName_Record
function gamedataConsumableBaseName_Record.new(props) return end

---@return CName
function gamedataConsumableBaseName_Record:EnumComment() return end

---@return CName
function gamedataConsumableBaseName_Record:EnumName() return end

---@return gamedataConsumableBaseName
function gamedataConsumableBaseName_Record:Type() return end

---@class gamedataConsumableChargesPrereq_Record : gamedataStatPoolPrereq_Record
gamedataConsumableChargesPrereq_Record = {}

---@return gamedataConsumableChargesPrereq_Record
function gamedataConsumableChargesPrereq_Record.new() return end

---@param props table
---@return gamedataConsumableChargesPrereq_Record
function gamedataConsumableChargesPrereq_Record.new(props) return end

---@class gamedataConsumableItem_Record : gamedataItem_Record
gamedataConsumableItem_Record = {}

---@return gamedataConsumableItem_Record
function gamedataConsumableItem_Record.new() return end

---@param props table
---@return gamedataConsumableItem_Record
function gamedataConsumableItem_Record.new(props) return end

---@return CName
function gamedataConsumableItem_Record:AtlasIcon() return end

---@return Float
function gamedataConsumableItem_Record:CastPoint() return end

---@return gamedataConsumableBaseName_Record
function gamedataConsumableItem_Record:ConsumableBaseName() return end

---@return gamedataConsumableBaseName_Record
function gamedataConsumableItem_Record:ConsumableBaseNameHandle() return end

---@return gamedataConsumableType_Record
function gamedataConsumableItem_Record:ConsumableType() return end

---@return gamedataConsumableType_Record
function gamedataConsumableItem_Record:ConsumableTypeHandle() return end

---@return Float
function gamedataConsumableItem_Record:CycleDuration() return end

---@return Float
function gamedataConsumableItem_Record:InitBlendDuration() return end

---@return Float
function gamedataConsumableItem_Record:RemovePoint() return end

---@class gamedataConsumableType_Record : gamedataTweakDBRecord
gamedataConsumableType_Record = {}

---@return gamedataConsumableType_Record
function gamedataConsumableType_Record.new() return end

---@param props table
---@return gamedataConsumableType_Record
function gamedataConsumableType_Record.new(props) return end

---@return CName
function gamedataConsumableType_Record:EnumComment() return end

---@return CName
function gamedataConsumableType_Record:EnumName() return end

---@return gamedataConsumableType
function gamedataConsumableType_Record:Type() return end

---@class gamedataContainerType_Record : gamedataTweakDBRecord
gamedataContainerType_Record = {}

---@return gamedataContainerType_Record
function gamedataContainerType_Record.new() return end

---@param props table
---@return gamedataContainerType_Record
function gamedataContainerType_Record.new(props) return end

---@return String
function gamedataContainerType_Record:EnumComment() return end

---@return String
function gamedataContainerType_Record:EnumName() return end

---@return gamedataContainerType
function gamedataContainerType_Record:Type() return end

---@class gamedataContentAssignment_Record : gamedataTweakDBRecord
gamedataContentAssignment_Record = {}

---@return gamedataContentAssignment_Record
function gamedataContentAssignment_Record.new() return end

---@param props table
---@return gamedataContentAssignment_Record
function gamedataContentAssignment_Record.new(props) return end

---@return gamedataStatModifier_Record
function gamedataContentAssignment_Record:PowerLevelMod() return end

---@return gamedataStatModifier_Record
function gamedataContentAssignment_Record:PowerLevelModHandle() return end

---@return gamedataNPCQuestAffiliation_Record
function gamedataContentAssignment_Record:QuestType() return end

---@return gamedataNPCQuestAffiliation_Record
function gamedataContentAssignment_Record:QuestTypeHandle() return end

---@class gamedataContinuousAttackEffector_Record : gamedataContinuousEffector_Record
gamedataContinuousAttackEffector_Record = {}

---@return gamedataContinuousAttackEffector_Record
function gamedataContinuousAttackEffector_Record.new() return end

---@param props table
---@return gamedataContinuousAttackEffector_Record
function gamedataContinuousAttackEffector_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataContinuousAttackEffector_Record:AttackRecord() return end

---@return gamedataAttack_Record
function gamedataContinuousAttackEffector_Record:AttackRecordHandle() return end

---@class gamedataContinuousEffector_Record : gamedataEffector_Record
gamedataContinuousEffector_Record = {}

---@return gamedataContinuousEffector_Record
function gamedataContinuousEffector_Record.new() return end

---@param props table
---@return gamedataContinuousEffector_Record
function gamedataContinuousEffector_Record.new(props) return end

---@return Float
function gamedataContinuousEffector_Record:DelayTime() return end

---@return gamedataEffectorTimeDilationDriver_Record
function gamedataContinuousEffector_Record:TimeDilationDriver() return end

---@return gamedataEffectorTimeDilationDriver_Record
function gamedataContinuousEffector_Record:TimeDilationDriverHandle() return end

---@class gamedataControlledLootSet_Record : gamedataTweakDBRecord
gamedataControlledLootSet_Record = {}

---@return gamedataControlledLootSet_Record
function gamedataControlledLootSet_Record.new() return end

---@param props table
---@return gamedataControlledLootSet_Record
function gamedataControlledLootSet_Record.new(props) return end

---@return Bool
function gamedataControlledLootSet_Record:BlocksFromNPCs() return end

---@return Bool
function gamedataControlledLootSet_Record:BlocksInContainers() return end

---@return Float
function gamedataControlledLootSet_Record:ChanceBase() return end

---@return Float
function gamedataControlledLootSet_Record:ChanceIncreasePerAttempt() return end

---@return Float
function gamedataControlledLootSet_Record:ChanceMax() return end

---@return Bool
function gamedataControlledLootSet_Record:DropsFromNPCs() return end

---@return Bool
function gamedataControlledLootSet_Record:DropsInContainers() return end

---@return gamedataContainerType_Record[]
function gamedataControlledLootSet_Record:ExcludedContainerTypes() return end

---@param item gamedataContainerType_Record
---@return Bool
function gamedataControlledLootSet_Record:ExcludedContainerTypesContains(item) return end

---@return Int32
function gamedataControlledLootSet_Record:GetExcludedContainerTypesCount() return end

---@param index Int32
---@return gamedataContainerType_Record
function gamedataControlledLootSet_Record:GetExcludedContainerTypesItem(index) return end

---@param index Int32
---@return gamedataContainerType_Record
function gamedataControlledLootSet_Record:GetExcludedContainerTypesItemHandle(index) return end

---@return Int32
function gamedataControlledLootSet_Record:GetLootItemsCount() return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataControlledLootSet_Record:GetLootItemsItem(index) return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataControlledLootSet_Record:GetLootItemsItemHandle(index) return end

---@return Int32
function gamedataControlledLootSet_Record:GetReplacementLootItemsCount() return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataControlledLootSet_Record:GetReplacementLootItemsItem(index) return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataControlledLootSet_Record:GetReplacementLootItemsItemHandle(index) return end

---@return Int32
function gamedataControlledLootSet_Record:GetReplacementQueriesCount() return end

---@param index Int32
---@return gamedataItemQueryElement_Record
function gamedataControlledLootSet_Record:GetReplacementQueriesItem(index) return end

---@param index Int32
---@return gamedataItemQueryElement_Record
function gamedataControlledLootSet_Record:GetReplacementQueriesItemHandle(index) return end

---@return Bool
function gamedataControlledLootSet_Record:ItemsInSetShareDropCount() return end

---@return gamedataLootItem_Record[]
function gamedataControlledLootSet_Record:LootItems() return end

---@param item gamedataLootItem_Record
---@return Bool
function gamedataControlledLootSet_Record:LootItemsContains(item) return end

---@return Int32
function gamedataControlledLootSet_Record:MaxDrops() return end

---@return Bool
function gamedataControlledLootSet_Record:MaxDropsGloballyShared() return end

---@return Float
function gamedataControlledLootSet_Record:MaxDropsPerLevel() return end

---@return gamedataIPrereq_Record
function gamedataControlledLootSet_Record:NpcPrereqID() return end

---@return gamedataIPrereq_Record
function gamedataControlledLootSet_Record:NpcPrereqIDHandle() return end

---@return gamedataIPrereq_Record
function gamedataControlledLootSet_Record:PlayerPrereqID() return end

---@return gamedataIPrereq_Record
function gamedataControlledLootSet_Record:PlayerPrereqIDHandle() return end

---@return Float
function gamedataControlledLootSet_Record:ProgressionBasedChanceBonus() return end

---@return Float
function gamedataControlledLootSet_Record:ProgressionBasedThreshold() return end

---@return gamedataLootItem_Record[]
function gamedataControlledLootSet_Record:ReplacementLootItems() return end

---@param item gamedataLootItem_Record
---@return Bool
function gamedataControlledLootSet_Record:ReplacementLootItemsContains(item) return end

---@return gamedataItemQueryElement_Record[]
function gamedataControlledLootSet_Record:ReplacementQueries() return end

---@param item gamedataItemQueryElement_Record
---@return Bool
function gamedataControlledLootSet_Record:ReplacementQueriesContains(item) return end

---@return Bool
function gamedataControlledLootSet_Record:RollOverDropsPerLevel() return end

---@class gamedataControlledLootTable_Record : gamedataTweakDBRecord
gamedataControlledLootTable_Record = {}

---@return gamedataControlledLootTable_Record
function gamedataControlledLootTable_Record.new() return end

---@param props table
---@return gamedataControlledLootTable_Record
function gamedataControlledLootTable_Record.new(props) return end

---@return gamedataControlledLootSet_Record[]
function gamedataControlledLootTable_Record:ControlledLootSets() return end

---@param item gamedataControlledLootSet_Record
---@return Bool
function gamedataControlledLootTable_Record:ControlledLootSetsContains(item) return end

---@return Int32
function gamedataControlledLootTable_Record:GetControlledLootSetsCount() return end

---@param index Int32
---@return gamedataControlledLootSet_Record
function gamedataControlledLootTable_Record:GetControlledLootSetsItem(index) return end

---@param index Int32
---@return gamedataControlledLootSet_Record
function gamedataControlledLootTable_Record:GetControlledLootSetsItemHandle(index) return end

---@return Int32
function gamedataControlledLootTable_Record:MaxDropsPerAttempt() return end

---@class gamedataConvertDamageToStatPoolEffector_Record : gamedataEffector_Record
gamedataConvertDamageToStatPoolEffector_Record = {}

---@return gamedataConvertDamageToStatPoolEffector_Record
function gamedataConvertDamageToStatPoolEffector_Record.new() return end

---@param props table
---@return gamedataConvertDamageToStatPoolEffector_Record
function gamedataConvertDamageToStatPoolEffector_Record.new(props) return end

---@return CName
function gamedataConvertDamageToStatPoolEffector_Record:OpSymbol() return end

---@return gamedataStatPool_Record
function gamedataConvertDamageToStatPoolEffector_Record:StatPoolType() return end

---@return gamedataStatPool_Record
function gamedataConvertDamageToStatPoolEffector_Record:StatPoolTypeHandle() return end

---@return Float
function gamedataConvertDamageToStatPoolEffector_Record:Value() return end

---@class gamedataCooldownType_Record : gamedataTweakDBRecord
gamedataCooldownType_Record = {}

---@return gamedataCooldownType_Record
function gamedataCooldownType_Record.new() return end

---@param props table
---@return gamedataCooldownType_Record
function gamedataCooldownType_Record.new(props) return end

---@return CName
function gamedataCooldownType_Record:Type() return end

---@class gamedataCooldown_Record : gamedataTweakDBRecord
gamedataCooldown_Record = {}

---@return gamedataCooldown_Record
function gamedataCooldown_Record.new() return end

---@param props table
---@return gamedataCooldown_Record
function gamedataCooldown_Record.new(props) return end

---@return Float
function gamedataCooldown_Record:Duration() return end

---@return Int32
function gamedataCooldown_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataCooldown_Record:GetTagsItem(index) return end

---@return Bool
function gamedataCooldown_Record:Modifiable() return end

---@return CName[]
function gamedataCooldown_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataCooldown_Record:TagsContains(item) return end

---@return gamedataCooldownType_Record
function gamedataCooldown_Record:Type() return end

---@return gamedataCooldownType_Record
function gamedataCooldown_Record:TypeHandle() return end

---@class gamedataCoverHealthCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataCoverHealthCoverSelectionParameters_Record = {}

---@return gamedataCoverHealthCoverSelectionParameters_Record
function gamedataCoverHealthCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataCoverHealthCoverSelectionParameters_Record
function gamedataCoverHealthCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataCoverHealthCoverSelectionParameters_Record:HpMultiplier() return end

---@class gamedataCoverSelectionParameters_Record : gamedataTweakDBRecord
gamedataCoverSelectionParameters_Record = {}

---@return gamedataCoverSelectionParameters_Record
function gamedataCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataCoverSelectionParameters_Record
function gamedataCoverSelectionParameters_Record.new(props) return end

---@return Bool
function gamedataCoverSelectionParameters_Record:ScoreOnlyForCombatTarget() return end

---@return Bool
function gamedataCoverSelectionParameters_Record:VaidateOnlyForCombatTarget() return end

---@class gamedataCoverSelectionPreset_Record : gamedataTweakDBRecord
gamedataCoverSelectionPreset_Record = {}

---@return gamedataCoverSelectionPreset_Record
function gamedataCoverSelectionPreset_Record.new() return end

---@param props table
---@return gamedataCoverSelectionPreset_Record
function gamedataCoverSelectionPreset_Record.new(props) return end

---@return gamedataAIRingType_Record
function gamedataCoverSelectionPreset_Record:CombatRing() return end

---@return gamedataAIRingType_Record
function gamedataCoverSelectionPreset_Record:CombatRingHandle() return end

---@return Float
function gamedataCoverSelectionPreset_Record:DismissedCoverTimer() return end

---@return String[]
function gamedataCoverSelectionPreset_Record:Filtering() return end

---@param item String
---@return Bool
function gamedataCoverSelectionPreset_Record:FilteringContains(item) return end

---@return Float
function gamedataCoverSelectionPreset_Record:GatherRadius() return end

---@return Int32
function gamedataCoverSelectionPreset_Record:GetFilteringCount() return end

---@param index Int32
---@return String
function gamedataCoverSelectionPreset_Record:GetFilteringItem(index) return end

---@return Int32
function gamedataCoverSelectionPreset_Record:GetPostFilteringCount() return end

---@param index Int32
---@return String
function gamedataCoverSelectionPreset_Record:GetPostFilteringItem(index) return end

---@return Int32
function gamedataCoverSelectionPreset_Record:GetScoringCount() return end

---@param index Int32
---@return String
function gamedataCoverSelectionPreset_Record:GetScoringItem(index) return end

---@return String[]
function gamedataCoverSelectionPreset_Record:PostFiltering() return end

---@param item String
---@return Bool
function gamedataCoverSelectionPreset_Record:PostFilteringContains(item) return end

---@return String[]
function gamedataCoverSelectionPreset_Record:Scoring() return end

---@param item String
---@return Bool
function gamedataCoverSelectionPreset_Record:ScoringContains(item) return end

---@return Bool
function gamedataCoverSelectionPreset_Record:UsesLineOfSight() return end

---@class gamedataCoverTypeCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataCoverTypeCoverSelectionParameters_Record = {}

---@return gamedataCoverTypeCoverSelectionParameters_Record
function gamedataCoverTypeCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataCoverTypeCoverSelectionParameters_Record
function gamedataCoverTypeCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataCoverTypeCoverSelectionParameters_Record:CoverScore() return end

---@return Float
function gamedataCoverTypeCoverSelectionParameters_Record:MaxScore() return end

---@return Float
function gamedataCoverTypeCoverSelectionParameters_Record:ShootingSpotScore() return end

---@class gamedataCrackAction_Record : gamedataItemAction_Record
gamedataCrackAction_Record = {}

---@return gamedataCrackAction_Record
function gamedataCrackAction_Record.new() return end

---@param props table
---@return gamedataCrackAction_Record
function gamedataCrackAction_Record.new(props) return end

---@return gamedataEffector_Record
function gamedataCrackAction_Record:Effector() return end

---@return gamedataEffector_Record
function gamedataCrackAction_Record:EffectorHandle() return end

---@class gamedataCraftable_Record : gamedataTweakDBRecord
gamedataCraftable_Record = {}

---@return gamedataCraftable_Record
function gamedataCraftable_Record.new() return end

---@param props table
---@return gamedataCraftable_Record
function gamedataCraftable_Record.new(props) return end

---@return gamedataItem_Record[]
function gamedataCraftable_Record:CraftableItem() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataCraftable_Record:CraftableItemContains(item) return end

---@return Int32
function gamedataCraftable_Record:GetCraftableItemCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataCraftable_Record:GetCraftableItemItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataCraftable_Record:GetCraftableItemItemHandle(index) return end

---@class gamedataCraftingPackage_Record : gamedataTweakDBRecord
gamedataCraftingPackage_Record = {}

---@return gamedataCraftingPackage_Record
function gamedataCraftingPackage_Record.new() return end

---@param props table
---@return gamedataCraftingPackage_Record
function gamedataCraftingPackage_Record.new(props) return end

---@return Float
function gamedataCraftingPackage_Record:CraftingExpModifier() return end

---@return gamedataRecipeElement_Record[]
function gamedataCraftingPackage_Record:CraftingRecipe() return end

---@param item gamedataRecipeElement_Record
---@return Bool
function gamedataCraftingPackage_Record:CraftingRecipeContains(item) return end

---@return Int32
function gamedataCraftingPackage_Record:GetCraftingRecipeCount() return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataCraftingPackage_Record:GetCraftingRecipeItem(index) return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataCraftingPackage_Record:GetCraftingRecipeItemHandle(index) return end

---@return Float
function gamedataCraftingPackage_Record:OvercraftPenaltyModifier() return end

---@class gamedataCraftingResult_Record : gamedataTweakDBRecord
gamedataCraftingResult_Record = {}

---@return gamedataCraftingResult_Record
function gamedataCraftingResult_Record.new() return end

---@param props table
---@return gamedataCraftingResult_Record
function gamedataCraftingResult_Record.new(props) return end

---@return Int32
function gamedataCraftingResult_Record:Amount() return end

---@return gamedataItem_Record
function gamedataCraftingResult_Record:Item() return end

---@return gamedataItem_Record
function gamedataCraftingResult_Record:ItemHandle() return end

---@class gamedataCrosshair_Record : gamedataTweakDBRecord
gamedataCrosshair_Record = {}

---@return gamedataCrosshair_Record
function gamedataCrosshair_Record.new() return end

---@param props table
---@return gamedataCrosshair_Record
function gamedataCrosshair_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataCrosshair_Record:WidgetResourcePath() return end

---@class gamedataCrowdSettingsPackageBase_Record : gamedataTweakDBRecord
gamedataCrowdSettingsPackageBase_Record = {}

---@return gamedataCrowdSettingsPackageBase_Record
function gamedataCrowdSettingsPackageBase_Record.new() return end

---@param props table
---@return gamedataCrowdSettingsPackageBase_Record
function gamedataCrowdSettingsPackageBase_Record.new(props) return end

---@return Int32
function gamedataCrowdSettingsPackageBase_Record:GetSpecsCount() return end

---@param index Int32
---@return gamedataCrowdSlotMovementPatternBase_Record
function gamedataCrowdSettingsPackageBase_Record:GetSpecsItem(index) return end

---@param index Int32
---@return gamedataCrowdSlotMovementPatternBase_Record
function gamedataCrowdSettingsPackageBase_Record:GetSpecsItemHandle(index) return end

---@return gamedataCrowdSlotMovementPatternBase_Record[]
function gamedataCrowdSettingsPackageBase_Record:Specs() return end

---@param item gamedataCrowdSlotMovementPatternBase_Record
---@return Bool
function gamedataCrowdSettingsPackageBase_Record:SpecsContains(item) return end

---@class gamedataCrowdSlotMovementPatternBase_Record : gamedataTweakDBRecord
gamedataCrowdSlotMovementPatternBase_Record = {}

---@return gamedataCrowdSlotMovementPatternBase_Record
function gamedataCrowdSlotMovementPatternBase_Record.new() return end

---@param props table
---@return gamedataCrowdSlotMovementPatternBase_Record
function gamedataCrowdSlotMovementPatternBase_Record.new(props) return end

---@return CName
function gamedataCrowdSlotMovementPatternBase_Record:Name() return end

---@return gamedataCrowdSlotMovementSettingsBase_Record
function gamedataCrowdSlotMovementPatternBase_Record:Settings() return end

---@return gamedataCrowdSlotMovementSettingsBase_Record
function gamedataCrowdSlotMovementPatternBase_Record:SettingsHandle() return end

---@class gamedataCrowdSlotMovementSettingsBase_Record : gamedataTweakDBRecord
gamedataCrowdSlotMovementSettingsBase_Record = {}

---@return gamedataCrowdSlotMovementSettingsBase_Record
function gamedataCrowdSlotMovementSettingsBase_Record.new() return end

---@param props table
---@return gamedataCrowdSlotMovementSettingsBase_Record
function gamedataCrowdSlotMovementSettingsBase_Record.new(props) return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:AbsoluteFrontClamp() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:Acceleration() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:AccelerationFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:AvoidanceReserve() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BaseRadius() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BrakePressureFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BumpTriggerMaxDistanceNPC() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BumpTriggerMaxDistancePlayer() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BumpTriggerMinSpeed() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BumpTriggerRadiusFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:BumpTriggerSpeedFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:CurveFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:CurveLimit() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:Deceleration() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:DirectionSmoothFactor() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:DirectionStage() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:DropItems() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:FenceGapReserve() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnoreCars() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnoreLights() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnorePedestrians() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnorePlayer() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnoreRules() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnoreSpeedLimitations() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:IgnoreStatics() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:LaneObstacleBuffer() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:Length() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxAnimScale() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxDeviationFromPath() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxLightDelay() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxSpeed() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxSpeedTolerance() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MaxStopSpeed() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MinAnimScale() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MinLightDelay() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MinSpeed() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:MinStopSpeed() return end

---@return Int32
function gamedataCrowdSlotMovementSettingsBase_Record:MoveSpeedType() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:OverlapTolerance() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:PredictSpecialVehicles() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:RadiusBottomClamp() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:RadiusSmoothFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:RadiusTopClamp() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:ReachFactor() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:RotationSpeed() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:SoftAdheranceMax() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:SoftAdheranceMin() return end

---@return Bool
function gamedataCrowdSlotMovementSettingsBase_Record:SpeedStage() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:StopReserve() return end

---@return Float
function gamedataCrowdSlotMovementSettingsBase_Record:SurroundDistance() return end

---@class gamedataCurrencyReward_Record : gamedataTweakDBRecord
gamedataCurrencyReward_Record = {}

---@return gamedataCurrencyReward_Record
function gamedataCurrencyReward_Record.new() return end

---@param props table
---@return gamedataCurrencyReward_Record
function gamedataCurrencyReward_Record.new(props) return end

---@return gamedataItem_Record
function gamedataCurrencyReward_Record:Currency() return end

---@return gamedataItem_Record
function gamedataCurrencyReward_Record:CurrencyHandle() return end

---@return Int32
function gamedataCurrencyReward_Record:GetQuantityModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataCurrencyReward_Record:GetQuantityModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataCurrencyReward_Record:GetQuantityModifiersItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataCurrencyReward_Record:QuantityModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataCurrencyReward_Record:QuantityModifiersContains(item) return end

---@class gamedataCurrencyReward_inline0_Record : gamedataConstantStatModifier_Record
gamedataCurrencyReward_inline0_Record = {}

---@return gamedataCurrencyReward_inline0_Record
function gamedataCurrencyReward_inline0_Record.new() return end

---@param props table
---@return gamedataCurrencyReward_inline0_Record
function gamedataCurrencyReward_inline0_Record.new(props) return end

---@class gamedataCurveStatModifier_Record : gamedataStatModifier_Record
gamedataCurveStatModifier_Record = {}

---@return gamedataCurveStatModifier_Record
function gamedataCurveStatModifier_Record.new() return end

---@param props table
---@return gamedataCurveStatModifier_Record
function gamedataCurveStatModifier_Record.new(props) return end

---@return String
function gamedataCurveStatModifier_Record:Column() return end

---@return String
function gamedataCurveStatModifier_Record:Id() return end

---@return CName
function gamedataCurveStatModifier_Record:RefObject() return end

---@return gamedataStat_Record
function gamedataCurveStatModifier_Record:RefStat() return end

---@return gamedataStat_Record
function gamedataCurveStatModifier_Record:RefStatHandle() return end

---@class gamedataCurve_Record : gamedataTweakDBRecord
gamedataCurve_Record = {}

---@return gamedataCurve_Record
function gamedataCurve_Record.new() return end

---@param props table
---@return gamedataCurve_Record
function gamedataCurve_Record.new(props) return end

---@return CName
function gamedataCurve_Record:CurveName() return end

---@return CName
function gamedataCurve_Record:CurveSetName() return end

---@class gamedataCurves_Record : gamedataTweakDBRecord
gamedataCurves_Record = {}

---@return gamedataCurves_Record
function gamedataCurves_Record.new() return end

---@param props table
---@return gamedataCurves_Record
function gamedataCurves_Record.new(props) return end

---@return gamedataCurve_Record[]
function gamedataCurves_Record:Curves() return end

---@param item gamedataCurve_Record
---@return Bool
function gamedataCurves_Record:CurvesContains(item) return end

---@return Int32
function gamedataCurves_Record:GetCurvesCount() return end

---@param index Int32
---@return gamedataCurve_Record
function gamedataCurves_Record:GetCurvesItem(index) return end

---@param index Int32
---@return gamedataCurve_Record
function gamedataCurves_Record:GetCurvesItemHandle(index) return end

---@class gamedataCyberwareArea_Record : gamedataEquipmentArea_Record
gamedataCyberwareArea_Record = {}

---@return gamedataCyberwareArea_Record
function gamedataCyberwareArea_Record.new() return end

---@param props table
---@return gamedataCyberwareArea_Record
function gamedataCyberwareArea_Record.new(props) return end

---@return Int32
function gamedataCyberwareArea_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataCyberwareArea_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataCyberwareArea_Record:GetStatModifierGroupsItemHandle(index) return end

---@return gamedataStatModifierGroup_Record[]
function gamedataCyberwareArea_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataCyberwareArea_Record:StatModifierGroupsContains(item) return end

---@class gamedataDPadUIData_Record : gamedataTweakDBRecord
gamedataDPadUIData_Record = {}

---@return gamedataDPadUIData_Record
function gamedataDPadUIData_Record.new() return end

---@param props table
---@return gamedataDPadUIData_Record
function gamedataDPadUIData_Record.new(props) return end

---@return Int32
function gamedataDPadUIData_Record:GetRestrictionTagsCount() return end

---@param index Int32
---@return CName
function gamedataDPadUIData_Record:GetRestrictionTagsItem(index) return end

---@return CName[]
function gamedataDPadUIData_Record:RestrictionTags() return end

---@param item CName|string
---@return Bool
function gamedataDPadUIData_Record:RestrictionTagsContains(item) return end

---@class gamedataDamageType_Record : gamedataTweakDBRecord
gamedataDamageType_Record = {}

---@return gamedataDamageType_Record
function gamedataDamageType_Record.new() return end

---@param props table
---@return gamedataDamageType_Record
function gamedataDamageType_Record.new(props) return end

---@return gamedataStat_Record
function gamedataDamageType_Record:AssociatedStat() return end

---@return gamedataStat_Record
function gamedataDamageType_Record:AssociatedStatHandle() return end

---@return gamedataDamageType
function gamedataDamageType_Record:DamageType() return end

---@return String
function gamedataDamageType_Record:EnumName() return end

---@return Int32
function gamedataDamageType_Record:GetResistancesCount() return end

---@param index Int32
---@return gamedataStatDistributionData_Record
function gamedataDamageType_Record:GetResistancesItem(index) return end

---@param index Int32
---@return gamedataStatDistributionData_Record
function gamedataDamageType_Record:GetResistancesItemHandle(index) return end

---@return Int32
function gamedataDamageType_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataDamageType_Record:GetTagsItem(index) return end

---@return gamedataStatDistributionData_Record[]
function gamedataDamageType_Record:Resistances() return end

---@param item gamedataStatDistributionData_Record
---@return Bool
function gamedataDamageType_Record:ResistancesContains(item) return end

---@return CName[]
function gamedataDamageType_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataDamageType_Record:TagsContains(item) return end

---@class gamedataDataNode : ISerializable
---@field nodeType gamedataDataNodeType
---@field fileName String
---@field parent gamedataDataNode
gamedataDataNode = {}

---@class gamedataDefenseMode_Record : gamedataTweakDBRecord
gamedataDefenseMode_Record = {}

---@return gamedataDefenseMode_Record
function gamedataDefenseMode_Record.new() return end

---@param props table
---@return gamedataDefenseMode_Record
function gamedataDefenseMode_Record.new(props) return end

---@return String
function gamedataDefenseMode_Record:Comment() return end

---@return CName
function gamedataDefenseMode_Record:EnumName() return end

---@return gamedataDefenseMode
function gamedataDefenseMode_Record:Type() return end

---@class gamedataDestructibleObject_Record : gamedataBaseObject_Record
gamedataDestructibleObject_Record = {}

---@return gamedataDestructibleObject_Record
function gamedataDestructibleObject_Record.new() return end

---@param props table
---@return gamedataDestructibleObject_Record
function gamedataDestructibleObject_Record.new(props) return end

---@class gamedataDetectionCurve_Record : gamedataTweakDBRecord
gamedataDetectionCurve_Record = {}

---@return gamedataDetectionCurve_Record
function gamedataDetectionCurve_Record.new() return end

---@param props table
---@return gamedataDetectionCurve_Record
function gamedataDetectionCurve_Record.new(props) return end

---@return Int32
function gamedataDetectionCurve_Record:GetStatesCount() return end

---@param index Int32
---@return CName
function gamedataDetectionCurve_Record:GetStatesItem(index) return end

---@return Float
function gamedataDetectionCurve_Record:MaxDistance() return end

---@return CName
function gamedataDetectionCurve_Record:Name() return end

---@return CName[]
function gamedataDetectionCurve_Record:States() return end

---@param item CName|string
---@return Bool
function gamedataDetectionCurve_Record:StatesContains(item) return end

---@class gamedataDevelopmentPoint_Record : gamedataTweakDBRecord
gamedataDevelopmentPoint_Record = {}

---@return gamedataDevelopmentPoint_Record
function gamedataDevelopmentPoint_Record.new() return end

---@param props table
---@return gamedataDevelopmentPoint_Record
function gamedataDevelopmentPoint_Record.new(props) return end

---@return String
function gamedataDevelopmentPoint_Record:EnumComment() return end

---@return CName
function gamedataDevelopmentPoint_Record:EnumName() return end

---@return gamedataDevelopmentPointType
function gamedataDevelopmentPoint_Record:Type() return end

---@class gamedataDeviceAreaAttack_Record : gamedataAttack_GameEffect_Record
gamedataDeviceAreaAttack_Record = {}

---@return gamedataDeviceAreaAttack_Record
function gamedataDeviceAreaAttack_Record.new() return end

---@param props table
---@return gamedataDeviceAreaAttack_Record
function gamedataDeviceAreaAttack_Record.new(props) return end

---@class gamedataDeviceContentAssignment_Record : gamedataContentAssignment_Record
gamedataDeviceContentAssignment_Record = {}

---@return gamedataDeviceContentAssignment_Record
function gamedataDeviceContentAssignment_Record.new() return end

---@param props table
---@return gamedataDeviceContentAssignment_Record
function gamedataDeviceContentAssignment_Record.new(props) return end

---@class gamedataDeviceFX_Record : gamedataTweakDBRecord
gamedataDeviceFX_Record = {}

---@return gamedataDeviceFX_Record
function gamedataDeviceFX_Record.new() return end

---@param props table
---@return gamedataDeviceFX_Record
function gamedataDeviceFX_Record.new(props) return end

---@return Float
function gamedataDeviceFX_Record:IdleEffectLength() return end

---@return Float
function gamedataDeviceFX_Record:ScanGameEffectLength() return end

---@return Float
function gamedataDeviceFX_Record:VisionConeEffectLength() return end

---@class gamedataDeviceHackCategory_Record : gamedataTweakDBRecord
gamedataDeviceHackCategory_Record = {}

---@return gamedataDeviceHackCategory_Record
function gamedataDeviceHackCategory_Record.new() return end

---@param props table
---@return gamedataDeviceHackCategory_Record
function gamedataDeviceHackCategory_Record.new(props) return end

---@return String
function gamedataDeviceHackCategory_Record:EnumComment() return end

---@return CName
function gamedataDeviceHackCategory_Record:EnumName() return end

---@return String
function gamedataDeviceHackCategory_Record:LocalizedDescription() return end

---@return gamedataDeviceHackCategory
function gamedataDeviceHackCategory_Record:Type() return end

---@class gamedataDeviceHackTier_Record : gamedataTweakDBRecord
gamedataDeviceHackTier_Record = {}

---@return gamedataDeviceHackTier_Record
function gamedataDeviceHackTier_Record.new() return end

---@param props table
---@return gamedataDeviceHackTier_Record
function gamedataDeviceHackTier_Record.new(props) return end

---@return String
function gamedataDeviceHackTier_Record:EnumComment() return end

---@return CName
function gamedataDeviceHackTier_Record:EnumName() return end

---@return String
function gamedataDeviceHackTier_Record:LocalizedDescription() return end

---@return gamedataDeviceHackTier
function gamedataDeviceHackTier_Record:Type() return end

---@class gamedataDeviceScreenType_Record : gamedataTweakDBRecord
gamedataDeviceScreenType_Record = {}

---@return gamedataDeviceScreenType_Record
function gamedataDeviceScreenType_Record.new() return end

---@param props table
---@return gamedataDeviceScreenType_Record
function gamedataDeviceScreenType_Record.new(props) return end

---@return gamedataWidgetRatio_Record
function gamedataDeviceScreenType_Record:ContentRatio() return end

---@return gamedataWidgetRatio_Record
function gamedataDeviceScreenType_Record:ContentRatioHandle() return end

---@return redResourceReferenceScriptToken
function gamedataDeviceScreenType_Record:LibraryPath() return end

---@return gamedataWidgetRatio_Record
function gamedataDeviceScreenType_Record:Ratio() return end

---@return gamedataWidgetRatio_Record
function gamedataDeviceScreenType_Record:RatioHandle() return end

---@class gamedataDeviceUIDefinition_Record : gamedataTweakDBRecord
gamedataDeviceUIDefinition_Record = {}

---@return gamedataDeviceUIDefinition_Record
function gamedataDeviceUIDefinition_Record.new() return end

---@param props table
---@return gamedataDeviceUIDefinition_Record
function gamedataDeviceUIDefinition_Record.new(props) return end

---@return gamedataComputerScreenType_Record
function gamedataDeviceUIDefinition_Record:ComputerScreenType() return end

---@return gamedataComputerScreenType_Record
function gamedataDeviceUIDefinition_Record:ComputerScreenTypeHandle() return end

---@return gamedataTerminalScreenType_Record
function gamedataDeviceUIDefinition_Record:TerminalScreenType() return end

---@return gamedataTerminalScreenType_Record
function gamedataDeviceUIDefinition_Record:TerminalScreenTypeHandle() return end

---@class gamedataDeviceWidgetDefinition_Record : gamedataWidgetDefinition_Record
gamedataDeviceWidgetDefinition_Record = {}

---@return gamedataDeviceWidgetDefinition_Record
function gamedataDeviceWidgetDefinition_Record.new() return end

---@param props table
---@return gamedataDeviceWidgetDefinition_Record
function gamedataDeviceWidgetDefinition_Record.new(props) return end

---@class gamedataDevice_Record : gamedataBaseObject_Record
gamedataDevice_Record = {}

---@return gamedataDevice_Record
function gamedataDevice_Record.new() return end

---@param props table
---@return gamedataDevice_Record
function gamedataDevice_Record.new(props) return end

---@return CName
function gamedataDevice_Record:AudioResourceName() return end

---@return Int32
function gamedataDevice_Record:GetRPGActionsCount() return end

---@param index Int32
---@return gamedataRPGAction_Record
function gamedataDevice_Record:GetRPGActionsItem(index) return end

---@param index Int32
---@return gamedataRPGAction_Record
function gamedataDevice_Record:GetRPGActionsItemHandle(index) return end

---@return gamedataRPGAction_Record[]
function gamedataDevice_Record:RPGActions() return end

---@param item gamedataRPGAction_Record
---@return Bool
function gamedataDevice_Record:RPGActionsContains(item) return end

---@class gamedataDisassemblingResult_Record : gamedataTweakDBRecord
gamedataDisassemblingResult_Record = {}

---@return gamedataDisassemblingResult_Record
function gamedataDisassemblingResult_Record.new() return end

---@param props table
---@return gamedataDisassemblingResult_Record
function gamedataDisassemblingResult_Record.new(props) return end

---@return Int32
function gamedataDisassemblingResult_Record:GetIngredientsCount() return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataDisassemblingResult_Record:GetIngredientsItem(index) return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataDisassemblingResult_Record:GetIngredientsItemHandle(index) return end

---@return gamedataRecipeElement_Record[]
function gamedataDisassemblingResult_Record:Ingredients() return end

---@param item gamedataRecipeElement_Record
---@return Bool
function gamedataDisassemblingResult_Record:IngredientsContains(item) return end

---@class gamedataDistanceFromOthersCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataDistanceFromOthersCoverSelectionParameters_Record = {}

---@return gamedataDistanceFromOthersCoverSelectionParameters_Record
function gamedataDistanceFromOthersCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataDistanceFromOthersCoverSelectionParameters_Record
function gamedataDistanceFromOthersCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataDistanceFromOthersCoverSelectionParameters_Record:DistanceScoreMultiplier() return end

---@return Float
function gamedataDistanceFromOthersCoverSelectionParameters_Record:MinimalDistance() return end

---@return Float
function gamedataDistanceFromOthersCoverSelectionParameters_Record:MinimalPreferredDistance() return end

---@class gamedataDistrictPrereq_Record : gamedataIPrereq_Record
gamedataDistrictPrereq_Record = {}

---@return gamedataDistrictPrereq_Record
function gamedataDistrictPrereq_Record.new() return end

---@param props table
---@return gamedataDistrictPrereq_Record
function gamedataDistrictPrereq_Record.new(props) return end

---@return gamedataDistrict_Record
function gamedataDistrictPrereq_Record:District() return end

---@return gamedataDistrict_Record
function gamedataDistrictPrereq_Record:DistrictHandle() return end

---@class gamedataDistrictPreventionData_Record : gamedataTweakDBRecord
gamedataDistrictPreventionData_Record = {}

---@return gamedataDistrictPreventionData_Record
function gamedataDistrictPreventionData_Record.new() return end

---@param props table
---@return gamedataDistrictPreventionData_Record
function gamedataDistrictPreventionData_Record.new(props) return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat1() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat1Handle() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat2() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat2Handle() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat3() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat3Handle() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat4() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat4Handle() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat5() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Heat5Handle() return end

---@return Int32
function gamedataDistrictPreventionData_Record:InputLockOverrideThreshold() return end

---@return Float
function gamedataDistrictPreventionData_Record:InputLockTime() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:Recon() return end

---@return gamedataPreventionHeatData_Record
function gamedataDistrictPreventionData_Record:ReconHandle() return end

---@return Float
function gamedataDistrictPreventionData_Record:SpawnOriginMaxDistance() return end

---@class gamedataDistrict_Record : gamedataTweakDBRecord
gamedataDistrict_Record = {}

---@return gamedataDistrict_Record
function gamedataDistrict_Record.new() return end

---@param props table
---@return gamedataDistrict_Record
function gamedataDistrict_Record.new(props) return end

---@return Float
function gamedataDistrict_Record:CrimeMultiplier() return end

---@return String
function gamedataDistrict_Record:EnumComment() return end

---@return String
function gamedataDistrict_Record:EnumName() return end

---@return Float
function gamedataDistrict_Record:ExplosiveDeviceStimRangeMultiplier() return end

---@return gamedataAffiliation_Record[]
function gamedataDistrict_Record:Gangs() return end

---@param item gamedataAffiliation_Record
---@return Bool
function gamedataDistrict_Record:GangsContains(item) return end

---@return Int32
function gamedataDistrict_Record:GetGangsCount() return end

---@param index Int32
---@return gamedataAffiliation_Record
function gamedataDistrict_Record:GetGangsItem(index) return end

---@param index Int32
---@return gamedataAffiliation_Record
function gamedataDistrict_Record:GetGangsItemHandle(index) return end

---@return Float
function gamedataDistrict_Record:GunShotStimRange() return end

---@return Bool
function gamedataDistrict_Record:IsQuestDistrict() return end

---@return String
function gamedataDistrict_Record:LocalizedName() return end

---@return gamedataDistrict_Record
function gamedataDistrict_Record:ParentDistrict() return end

---@return gamedataDistrict_Record
function gamedataDistrict_Record:ParentDistrictHandle() return end

---@return CName
function gamedataDistrict_Record:PoliceRadioSceneEntryPoint() return end

---@return gamedataDistrictPreventionData_Record
function gamedataDistrict_Record:PreventionPreset() return end

---@return gamedataDistrictPreventionData_Record
function gamedataDistrict_Record:PreventionPresetHandle() return end

---@return gamedataDistrict
function gamedataDistrict_Record:Type() return end

---@return CName
function gamedataDistrict_Record:UiIcon() return end

---@return CName
function gamedataDistrict_Record:UiState() return end

---@class gamedataDriveHelperType_Record : gamedataTweakDBRecord
gamedataDriveHelperType_Record = {}

---@return gamedataDriveHelperType_Record
function gamedataDriveHelperType_Record.new() return end

---@param props table
---@return gamedataDriveHelperType_Record
function gamedataDriveHelperType_Record.new(props) return end

---@return CName
function gamedataDriveHelperType_Record:EnumName() return end

---@class gamedataDriveHelper_Record : gamedataTweakDBRecord
gamedataDriveHelper_Record = {}

---@return gamedataDriveHelper_Record
function gamedataDriveHelper_Record.new() return end

---@param props table
---@return gamedataDriveHelper_Record
function gamedataDriveHelper_Record.new(props) return end

---@return gamedataDriveHelperType_Record
function gamedataDriveHelper_Record:Type() return end

---@return gamedataDriveHelperType_Record
function gamedataDriveHelper_Record:TypeHandle() return end

---@class gamedataDriveWheelsAccelerateNoise_Record : gamedataDriveHelper_Record
gamedataDriveWheelsAccelerateNoise_Record = {}

---@return gamedataDriveWheelsAccelerateNoise_Record
function gamedataDriveWheelsAccelerateNoise_Record.new() return end

---@param props table
---@return gamedataDriveWheelsAccelerateNoise_Record
function gamedataDriveWheelsAccelerateNoise_Record.new(props) return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:AccelerationBoost() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:AccelerationBoostMaxSpeed() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:AccelerationBoostReverse() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:AccelerationNoiseMaxSpeed() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:MaxApplyTime() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:MaxForcesDifference() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:MinApplyTime() return end

---@return Float
function gamedataDriveWheelsAccelerateNoise_Record:MinForcesDifference() return end

---@class gamedataDriverCombatType_Record : gamedataTweakDBRecord
gamedataDriverCombatType_Record = {}

---@return gamedataDriverCombatType_Record
function gamedataDriverCombatType_Record.new() return end

---@param props table
---@return gamedataDriverCombatType_Record
function gamedataDriverCombatType_Record.new(props) return end

---@return String
function gamedataDriverCombatType_Record:EnumComment() return end

---@return String
function gamedataDriverCombatType_Record:EnumName() return end

---@return gamedataDriverCombatType
function gamedataDriverCombatType_Record:Type() return end

---@class gamedataDroneAnimationSetup_Record : gamedataTweakDBRecord
gamedataDroneAnimationSetup_Record = {}

---@return gamedataDroneAnimationSetup_Record
function gamedataDroneAnimationSetup_Record.new() return end

---@param props table
---@return gamedataDroneAnimationSetup_Record
function gamedataDroneAnimationSetup_Record.new(props) return end

---@return Float
function gamedataDroneAnimationSetup_Record:Mass() return end

---@return Float
function gamedataDroneAnimationSetup_Record:MassNormalizedCoefficient() return end

---@return Float
function gamedataDroneAnimationSetup_Record:PseudoAcceleration() return end

---@return Float
function gamedataDroneAnimationSetup_Record:SizeBack() return end

---@return Float
function gamedataDroneAnimationSetup_Record:SizeFront() return end

---@return Float
function gamedataDroneAnimationSetup_Record:SizeLeft() return end

---@return Float
function gamedataDroneAnimationSetup_Record:SizeRight() return end

---@return Float
function gamedataDroneAnimationSetup_Record:SpeedIdleThreshold() return end

---@return Float
function gamedataDroneAnimationSetup_Record:StartingRecoveryBalance() return end

---@return Float
function gamedataDroneAnimationSetup_Record:TiltAngleOnSpeed() return end

---@return Float
function gamedataDroneAnimationSetup_Record:TurnInertiaDamping() return end

---@return Float
function gamedataDroneAnimationSetup_Record:WalkTiltCoefficient() return end

---@class gamedataDynamicDownforceHelper_Record : gamedataDriveHelper_Record
gamedataDynamicDownforceHelper_Record = {}

---@return gamedataDynamicDownforceHelper_Record
function gamedataDynamicDownforceHelper_Record.new() return end

---@param props table
---@return gamedataDynamicDownforceHelper_Record
function gamedataDynamicDownforceHelper_Record.new(props) return end

---@return Float
function gamedataDynamicDownforceHelper_Record:MaxSpeed() return end

---@return Float
function gamedataDynamicDownforceHelper_Record:MaxSpeedFactorAir() return end

---@return Float
function gamedataDynamicDownforceHelper_Record:MaxSpeedFactorGround() return end

---@return Float
function gamedataDynamicDownforceHelper_Record:MinSpeed() return end

---@class gamedataDynamicVehicleData_Record : gamedataTweakDBRecord
gamedataDynamicVehicleData_Record = {}

---@return gamedataDynamicVehicleData_Record
function gamedataDynamicVehicleData_Record.new() return end

---@param props table
---@return gamedataDynamicVehicleData_Record
function gamedataDynamicVehicleData_Record.new(props) return end

---@return Int32
function gamedataDynamicVehicleData_Record:GetUnitRecordsPoolCount() return end

---@param index Int32
---@return gamedataWeightedCharacter_Record
function gamedataDynamicVehicleData_Record:GetUnitRecordsPoolItem(index) return end

---@param index Int32
---@return gamedataWeightedCharacter_Record
function gamedataDynamicVehicleData_Record:GetUnitRecordsPoolItemHandle(index) return end

---@return gamedataWeightedCharacter_Record[]
function gamedataDynamicVehicleData_Record:UnitRecordsPool() return end

---@param item gamedataWeightedCharacter_Record
---@return Bool
function gamedataDynamicVehicleData_Record:UnitRecordsPoolContains(item) return end

---@return gamedataVehicle_Record
function gamedataDynamicVehicleData_Record:VehicleRecord() return end

---@return gamedataVehicle_Record
function gamedataDynamicVehicleData_Record:VehicleRecordHandle() return end

---@class gamedataEffectorTimeDilationDriver_Record : gamedataTweakDBRecord
gamedataEffectorTimeDilationDriver_Record = {}

---@return gamedataEffectorTimeDilationDriver_Record
function gamedataEffectorTimeDilationDriver_Record.new() return end

---@param props table
---@return gamedataEffectorTimeDilationDriver_Record
function gamedataEffectorTimeDilationDriver_Record.new(props) return end

---@return String
function gamedataEffectorTimeDilationDriver_Record:EnumComment() return end

---@return String
function gamedataEffectorTimeDilationDriver_Record:EnumName() return end

---@return gamedataEffectorTimeDilationDriver
function gamedataEffectorTimeDilationDriver_Record:Type() return end

---@class gamedataEffector_Record : gamedataTweakDBRecord
gamedataEffector_Record = {}

---@return gamedataEffector_Record
function gamedataEffector_Record.new() return end

---@param props table
---@return gamedataEffector_Record
function gamedataEffector_Record.new(props) return end

---@return CName
function gamedataEffector_Record:EffectorClassName() return end

---@return Int32
function gamedataEffector_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataEffector_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataEffector_Record:GetStatModifierGroupsItemHandle(index) return end

---@return gamedataIPrereq_Record
function gamedataEffector_Record:PrereqRecord() return end

---@return gamedataIPrereq_Record
function gamedataEffector_Record:PrereqRecordHandle() return end

---@return Bool
function gamedataEffector_Record:RemoveAfterActionCall() return end

---@return Bool
function gamedataEffector_Record:RemoveAfterPrereqCheck() return end

---@return gamedataStatModifierGroup_Record[]
function gamedataEffector_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataEffector_Record:StatModifierGroupsContains(item) return end

---@class gamedataEnvLight_Record : gamedataTweakDBRecord
gamedataEnvLight_Record = {}

---@return gamedataEnvLight_Record
function gamedataEnvLight_Record.new() return end

---@param props table
---@return gamedataEnvLight_Record
function gamedataEnvLight_Record.new(props) return end

---@return Int32[]
function gamedataEnvLight_Record:Color() return end

---@param item Int32
---@return Bool
function gamedataEnvLight_Record:ColorContains(item) return end

---@return Int32
function gamedataEnvLight_Record:GetColorCount() return end

---@param index Int32
---@return Int32
function gamedataEnvLight_Record:GetColorItem(index) return end

---@return Float
function gamedataEnvLight_Record:Intensity() return end

---@return Float
function gamedataEnvLight_Record:Radius() return end

---@return Float
function gamedataEnvLight_Record:Temperature() return end

---@class gamedataEquipSlot_Record : gamedataTweakDBRecord
gamedataEquipSlot_Record = {}

---@return gamedataEquipSlot_Record
function gamedataEquipSlot_Record.new() return end

---@param props table
---@return gamedataEquipSlot_Record
function gamedataEquipSlot_Record.new(props) return end

---@return Int32
function gamedataEquipSlot_Record:GetOnInsertionCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataEquipSlot_Record:GetOnInsertionItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataEquipSlot_Record:GetOnInsertionItemHandle(index) return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataEquipSlot_Record:OnInsertion() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataEquipSlot_Record:OnInsertionContains(item) return end

---@return gamedataIPrereq_Record
function gamedataEquipSlot_Record:UnlockPrereqRecord() return end

---@return gamedataIPrereq_Record
function gamedataEquipSlot_Record:UnlockPrereqRecordHandle() return end

---@return Bool
function gamedataEquipSlot_Record:VisibleWhenLocked() return end

---@class gamedataEquipmentArea_Record : gamedataTweakDBRecord
gamedataEquipmentArea_Record = {}

---@return gamedataEquipmentArea_Record
function gamedataEquipmentArea_Record.new() return end

---@param props table
---@return gamedataEquipmentArea_Record
function gamedataEquipmentArea_Record.new(props) return end

---@return String
function gamedataEquipmentArea_Record:EnumComment() return end

---@return CName
function gamedataEquipmentArea_Record:EnumName() return end

---@return gamedataEquipSlot_Record[]
function gamedataEquipmentArea_Record:EquipSlots() return end

---@param item gamedataEquipSlot_Record
---@return Bool
function gamedataEquipmentArea_Record:EquipSlotsContains(item) return end

---@return Int32
function gamedataEquipmentArea_Record:GetEquipSlotsCount() return end

---@param index Int32
---@return gamedataEquipSlot_Record
function gamedataEquipmentArea_Record:GetEquipSlotsItem(index) return end

---@param index Int32
---@return gamedataEquipSlot_Record
function gamedataEquipmentArea_Record:GetEquipSlotsItemHandle(index) return end

---@return String
function gamedataEquipmentArea_Record:LocalizedName() return end

---@return gamedataEquipmentArea
function gamedataEquipmentArea_Record:Type() return end

---@class gamedataEquipmentMovementSound_Record : gamedataTweakDBRecord
gamedataEquipmentMovementSound_Record = {}

---@return gamedataEquipmentMovementSound_Record
function gamedataEquipmentMovementSound_Record.new() return end

---@param props table
---@return gamedataEquipmentMovementSound_Record
function gamedataEquipmentMovementSound_Record.new(props) return end

---@return CName
function gamedataEquipmentMovementSound_Record:AudioMovementName() return end

---@return Float
function gamedataEquipmentMovementSound_Record:Priority() return end

---@class gamedataEthnicNames_Record : gamedataTweakDBRecord
gamedataEthnicNames_Record = {}

---@return gamedataEthnicNames_Record
function gamedataEthnicNames_Record.new() return end

---@param props table
---@return gamedataEthnicNames_Record
function gamedataEthnicNames_Record.new(props) return end

---@return CName
function gamedataEthnicNames_Record:DisplayName() return end

---@return gamedataEthnicity_Record
function gamedataEthnicNames_Record:Ethnicity() return end

---@return gamedataEthnicity_Record
function gamedataEthnicNames_Record:EthnicityHandle() return end

---@return gamedataGender_Record
function gamedataEthnicNames_Record:Gender() return end

---@return gamedataGender_Record
function gamedataEthnicNames_Record:GenderHandle() return end

---@return Int32
function gamedataEthnicNames_Record:GetNamesCount() return end

---@param index Int32
---@return CName
function gamedataEthnicNames_Record:GetNamesItem(index) return end

---@return Int32
function gamedataEthnicNames_Record:GetSurnamesCount() return end

---@param index Int32
---@return CName
function gamedataEthnicNames_Record:GetSurnamesItem(index) return end

---@return Int32
function gamedataEthnicNames_Record:GetVisualTagsCount() return end

---@param index Int32
---@return CName
function gamedataEthnicNames_Record:GetVisualTagsItem(index) return end

---@return CName
function gamedataEthnicNames_Record:NameOrderFormat() return end

---@return CName[]
function gamedataEthnicNames_Record:Names() return end

---@param item CName|string
---@return Bool
function gamedataEthnicNames_Record:NamesContains(item) return end

---@return CName[]
function gamedataEthnicNames_Record:Surnames() return end

---@param item CName|string
---@return Bool
function gamedataEthnicNames_Record:SurnamesContains(item) return end

---@return CName[]
function gamedataEthnicNames_Record:VisualTags() return end

---@param item CName|string
---@return Bool
function gamedataEthnicNames_Record:VisualTagsContains(item) return end

---@class gamedataEthnicity_Record : gamedataTweakDBRecord
gamedataEthnicity_Record = {}

---@return gamedataEthnicity_Record
function gamedataEthnicity_Record.new() return end

---@param props table
---@return gamedataEthnicity_Record
function gamedataEthnicity_Record.new(props) return end

---@return String
function gamedataEthnicity_Record:Comment() return end

---@return CName
function gamedataEthnicity_Record:EnumName() return end

---@return gamedataEthnicity
function gamedataEthnicity_Record:Type() return end

---@class gamedataFacialPreset_Record : gamedataTweakDBRecord
gamedataFacialPreset_Record = {}

---@return gamedataFacialPreset_Record
function gamedataFacialPreset_Record.new() return end

---@param props table
---@return gamedataFacialPreset_Record
function gamedataFacialPreset_Record.new(props) return end

---@return Bool
function gamedataFacialPreset_Record:EyesBlendAdditive() return end

---@return Bool
function gamedataFacialPreset_Record:LowerFaceBlendAdditive() return end

---@return CName
function gamedataFacialPreset_Record:ProfileName() return end

---@return Bool
function gamedataFacialPreset_Record:UpperFaceBlendAdditive() return end

---@class gamedataFastTravelBinkData_Record : gamedataTweakDBRecord
gamedataFastTravelBinkData_Record = {}

---@return gamedataFastTravelBinkData_Record
function gamedataFastTravelBinkData_Record.new() return end

---@param props table
---@return gamedataFastTravelBinkData_Record
function gamedataFastTravelBinkData_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataFastTravelBinkData_Record:BinkPath() return end

---@return gamedataDistrict_Record
function gamedataFastTravelBinkData_Record:District() return end

---@return gamedataDistrict_Record
function gamedataFastTravelBinkData_Record:DistrictHandle() return end

---@return gamedataTime_Record
function gamedataFastTravelBinkData_Record:Time() return end

---@return gamedataTime_Record
function gamedataFastTravelBinkData_Record:TimeHandle() return end

---@return gamedataWeather_Record
function gamedataFastTravelBinkData_Record:Weather() return end

---@return gamedataWeather_Record
function gamedataFastTravelBinkData_Record:WeatherHandle() return end

---@class gamedataFastTravelBinksGroup_Record : gamedataTweakDBRecord
gamedataFastTravelBinksGroup_Record = {}

---@return gamedataFastTravelBinksGroup_Record
function gamedataFastTravelBinksGroup_Record.new() return end

---@param props table
---@return gamedataFastTravelBinksGroup_Record
function gamedataFastTravelBinksGroup_Record.new(props) return end

---@return gamedataFastTravelBinkData_Record[]
function gamedataFastTravelBinksGroup_Record:BinksData() return end

---@param item gamedataFastTravelBinkData_Record
---@return Bool
function gamedataFastTravelBinksGroup_Record:BinksDataContains(item) return end

---@return Int32
function gamedataFastTravelBinksGroup_Record:GetBinksDataCount() return end

---@param index Int32
---@return gamedataFastTravelBinkData_Record
function gamedataFastTravelBinksGroup_Record:GetBinksDataItem(index) return end

---@param index Int32
---@return gamedataFastTravelBinkData_Record
function gamedataFastTravelBinksGroup_Record:GetBinksDataItemHandle(index) return end

---@class gamedataFastTravelPoint_Record : gamedataTweakDBRecord
gamedataFastTravelPoint_Record = {}

---@return gamedataFastTravelPoint_Record
function gamedataFastTravelPoint_Record.new() return end

---@param props table
---@return gamedataFastTravelPoint_Record
function gamedataFastTravelPoint_Record.new(props) return end

---@return String
function gamedataFastTravelPoint_Record:Description() return end

---@return String
function gamedataFastTravelPoint_Record:DisplayName() return end

---@return gamedataDistrict_Record
function gamedataFastTravelPoint_Record:District() return end

---@return gamedataDistrict_Record
function gamedataFastTravelPoint_Record:DistrictHandle() return end

---@return Bool
function gamedataFastTravelPoint_Record:ShowInWorld() return end

---@return Bool
function gamedataFastTravelPoint_Record:ShowOnWorldMap() return end

---@class gamedataFastTravelScreenDataGroup_Record : gamedataTweakDBRecord
gamedataFastTravelScreenDataGroup_Record = {}

---@return gamedataFastTravelScreenDataGroup_Record
function gamedataFastTravelScreenDataGroup_Record.new() return end

---@param props table
---@return gamedataFastTravelScreenDataGroup_Record
function gamedataFastTravelScreenDataGroup_Record.new(props) return end

---@return Int32
function gamedataFastTravelScreenDataGroup_Record:GetScreensDataCount() return end

---@param index Int32
---@return gamedataFastTravelScreenData_Record
function gamedataFastTravelScreenDataGroup_Record:GetScreensDataItem(index) return end

---@param index Int32
---@return gamedataFastTravelScreenData_Record
function gamedataFastTravelScreenDataGroup_Record:GetScreensDataItemHandle(index) return end

---@return gamedataFastTravelScreenData_Record[]
function gamedataFastTravelScreenDataGroup_Record:ScreensData() return end

---@param item gamedataFastTravelScreenData_Record
---@return Bool
function gamedataFastTravelScreenDataGroup_Record:ScreensDataContains(item) return end

---@class gamedataFastTravelScreenData_Record : gamedataTweakDBRecord
gamedataFastTravelScreenData_Record = {}

---@return gamedataFastTravelScreenData_Record
function gamedataFastTravelScreenData_Record.new() return end

---@param props table
---@return gamedataFastTravelScreenData_Record
function gamedataFastTravelScreenData_Record.new(props) return end

---@return gamedataDistrict_Record
function gamedataFastTravelScreenData_Record:District() return end

---@return gamedataDistrict_Record
function gamedataFastTravelScreenData_Record:DistrictHandle() return end

---@return redResourceReferenceScriptToken
function gamedataFastTravelScreenData_Record:ExtendingResourcePath() return end

---@return Bool
function gamedataFastTravelScreenData_Record:IsBase() return end

---@return redResourceReferenceScriptToken
function gamedataFastTravelScreenData_Record:ResourcePath() return end

---@return gamedataTime_Record
function gamedataFastTravelScreenData_Record:Time() return end

---@return gamedataTime_Record
function gamedataFastTravelScreenData_Record:TimeHandle() return end

---@return gamedataWeather_Record
function gamedataFastTravelScreenData_Record:Weather() return end

---@return gamedataWeather_Record
function gamedataFastTravelScreenData_Record:WeatherHandle() return end

---@class gamedataFastTravelSystem_Record : gamedataTweakDBRecord
gamedataFastTravelSystem_Record = {}

---@return gamedataFastTravelSystem_Record
function gamedataFastTravelSystem_Record.new() return end

---@param props table
---@return gamedataFastTravelSystem_Record
function gamedataFastTravelSystem_Record.new(props) return end

---@return Int32
function gamedataFastTravelSystem_Record:FastTravelPointsTotal() return end

---@class gamedataFileNode : gamedataDataNode
---@field packageName String
---@field packageDependencies gamedataPackageNode[]
---@field package gamedataPackageNode
---@field variables gamedataVariableNode[]
---@field groups gamedataGroupNode[]
gamedataFileNode = {}

---@return gamedataFileNode
function gamedataFileNode.new() return end

---@param props table
---@return gamedataFileNode
function gamedataFileNode.new(props) return end

---@class gamedataFocusClue_Record : gamedataScannableData_Record
gamedataFocusClue_Record = {}

---@return gamedataFocusClue_Record
function gamedataFocusClue_Record.new() return end

---@param props table
---@return gamedataFocusClue_Record
function gamedataFocusClue_Record.new(props) return end

---@class gamedataFootstep_Record : gamedataTweakDBRecord
gamedataFootstep_Record = {}

---@return gamedataFootstep_Record
function gamedataFootstep_Record.new() return end

---@param props table
---@return gamedataFootstep_Record
function gamedataFootstep_Record.new(props) return end

---@return CName
function gamedataFootstep_Record:FootstepEntityLeft() return end

---@return CName
function gamedataFootstep_Record:FootstepEntityRight() return end

---@return Float
function gamedataFootstep_Record:TimeToFade() return end

---@class gamedataForceDismembermentEffector_Record : gamedataEffector_Record
gamedataForceDismembermentEffector_Record = {}

---@return gamedataForceDismembermentEffector_Record
function gamedataForceDismembermentEffector_Record.new() return end

---@param props table
---@return gamedataForceDismembermentEffector_Record
function gamedataForceDismembermentEffector_Record.new(props) return end

---@return String
function gamedataForceDismembermentEffector_Record:BodyPart() return end

---@return Float
function gamedataForceDismembermentEffector_Record:DismembermentChance() return end

---@return Bool
function gamedataForceDismembermentEffector_Record:IsCritical() return end

---@return Bool
function gamedataForceDismembermentEffector_Record:ShouldKillNPC() return end

---@return Bool
function gamedataForceDismembermentEffector_Record:SkipDeathAnim() return end

---@return String
function gamedataForceDismembermentEffector_Record:WoundType() return end

---@class gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record = {}

---@return gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record:AngleDistanceScore() return end

---@return Float
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record:CoverProtectionAngleMul() return end

---@return Bool
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record:MaxScoreIfInRange() return end

---@return Float
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record:MinDot() return end

---@return Float
function gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record:PositionChangeThreshold() return end

---@class gamedataFriendlyTargetDistanceCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataFriendlyTargetDistanceCoverSelectionParameters_Record = {}

---@return gamedataFriendlyTargetDistanceCoverSelectionParameters_Record
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataFriendlyTargetDistanceCoverSelectionParameters_Record
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:DistanceToFriendlyTargetMultiplier() return end

---@return Float
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:FriendlyTargetMaxDistance() return end

---@return Float
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:FriendlyTargetMinDistance() return end

---@return Float
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:FriendlyTargetPreferredDistance() return end

---@return Float
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:FriendlyTargetZLimit() return end

---@return Vector3
function gamedataFriendlyTargetDistanceCoverSelectionParameters_Record:SpatialHintMults() return end

---@class gamedataFxActionType_Record : gamedataTweakDBRecord
gamedataFxActionType_Record = {}

---@return gamedataFxActionType_Record
function gamedataFxActionType_Record.new() return end

---@param props table
---@return gamedataFxActionType_Record
function gamedataFxActionType_Record.new(props) return end

---@return String
function gamedataFxActionType_Record:EnumComment() return end

---@return CName
function gamedataFxActionType_Record:EnumName() return end

---@return gamedataFxActionType
function gamedataFxActionType_Record:Type() return end

---@class gamedataFxAction_Record : gamedataTweakDBRecord
gamedataFxAction_Record = {}

---@return gamedataFxAction_Record
function gamedataFxAction_Record.new() return end

---@param props table
---@return gamedataFxAction_Record
function gamedataFxAction_Record.new(props) return end

---@return String
function gamedataFxAction_Record:EnumComment() return end

---@return CName
function gamedataFxAction_Record:EnumName() return end

---@return gamedataFxAction
function gamedataFxAction_Record:Type() return end

---@class gamedataGOGReward_Record : gamedataTweakDBRecord
gamedataGOGReward_Record = {}

---@return gamedataGOGReward_Record
function gamedataGOGReward_Record.new() return end

---@param props table
---@return gamedataGOGReward_Record
function gamedataGOGReward_Record.new(props) return end

---@return CName
function gamedataGOGReward_Record:Description() return end

---@return CName
function gamedataGOGReward_Record:DisplayName() return end

---@return CName
function gamedataGOGReward_Record:Group() return end

---@return CName
function gamedataGOGReward_Record:IconsAtlasSlot() return end

---@return Int32
function gamedataGOGReward_Record:RewardToken() return end

---@return CName
function gamedataGOGReward_Record:SlotType() return end

---@class gamedataGadget_Record : gamedataWeaponItem_Record
gamedataGadget_Record = {}

---@return gamedataGadget_Record
function gamedataGadget_Record.new() return end

---@param props table
---@return gamedataGadget_Record
function gamedataGadget_Record.new(props) return end

---@class gamedataGameplayAbilityGroup_Record : gamedataTweakDBRecord
gamedataGameplayAbilityGroup_Record = {}

---@return gamedataGameplayAbilityGroup_Record
function gamedataGameplayAbilityGroup_Record.new() return end

---@param props table
---@return gamedataGameplayAbilityGroup_Record
function gamedataGameplayAbilityGroup_Record.new(props) return end

---@return gamedataGameplayAbility_Record[]
function gamedataGameplayAbilityGroup_Record:Abilities() return end

---@param item gamedataGameplayAbility_Record
---@return Bool
function gamedataGameplayAbilityGroup_Record:AbilitiesContains(item) return end

---@return Int32
function gamedataGameplayAbilityGroup_Record:GetAbilitiesCount() return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataGameplayAbilityGroup_Record:GetAbilitiesItem(index) return end

---@param index Int32
---@return gamedataGameplayAbility_Record
function gamedataGameplayAbilityGroup_Record:GetAbilitiesItemHandle(index) return end

---@class gamedataGameplayAbility_Record : gamedataTweakDBRecord
gamedataGameplayAbility_Record = {}

---@return gamedataGameplayAbility_Record
function gamedataGameplayAbility_Record.new() return end

---@param props table
---@return gamedataGameplayAbility_Record
function gamedataGameplayAbility_Record.new(props) return end

---@return gamedataGameplayLogicPackage_Record
function gamedataGameplayAbility_Record:AbilityPackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataGameplayAbility_Record:AbilityPackageHandle() return end

---@return Int32
function gamedataGameplayAbility_Record:GetPrereqsForUseCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataGameplayAbility_Record:GetPrereqsForUseItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataGameplayAbility_Record:GetPrereqsForUseItemHandle(index) return end

---@return CName
function gamedataGameplayAbility_Record:Loc_key_desc() return end

---@return CName
function gamedataGameplayAbility_Record:Loc_key_name() return end

---@return gamedataIPrereq_Record[]
function gamedataGameplayAbility_Record:PrereqsForUse() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataGameplayAbility_Record:PrereqsForUseContains(item) return end

---@return Bool
function gamedataGameplayAbility_Record:ShowInCodex() return end

---@class gamedataGameplayLogicPackageUIData_Record : gamedataTweakDBRecord
gamedataGameplayLogicPackageUIData_Record = {}

---@return gamedataGameplayLogicPackageUIData_Record
function gamedataGameplayLogicPackageUIData_Record.new() return end

---@param props table
---@return gamedataGameplayLogicPackageUIData_Record
function gamedataGameplayLogicPackageUIData_Record.new(props) return end

---@return Float[]
function gamedataGameplayLogicPackageUIData_Record:FloatValues() return end

---@param item Float
---@return Bool
function gamedataGameplayLogicPackageUIData_Record:FloatValuesContains(item) return end

---@return Int32
function gamedataGameplayLogicPackageUIData_Record:GetFloatValuesCount() return end

---@param index Int32
---@return Float
function gamedataGameplayLogicPackageUIData_Record:GetFloatValuesItem(index) return end

---@return Int32
function gamedataGameplayLogicPackageUIData_Record:GetIntValuesCount() return end

---@param index Int32
---@return Int32
function gamedataGameplayLogicPackageUIData_Record:GetIntValuesItem(index) return end

---@return Int32
function gamedataGameplayLogicPackageUIData_Record:GetNameValuesCount() return end

---@param index Int32
---@return CName
function gamedataGameplayLogicPackageUIData_Record:GetNameValuesItem(index) return end

---@return Int32
function gamedataGameplayLogicPackageUIData_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataGameplayLogicPackageUIData_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataGameplayLogicPackageUIData_Record:GetStatsItemHandle(index) return end

---@return CName
function gamedataGameplayLogicPackageUIData_Record:IconPath() return end

---@return Int32[]
function gamedataGameplayLogicPackageUIData_Record:IntValues() return end

---@param item Int32
---@return Bool
function gamedataGameplayLogicPackageUIData_Record:IntValuesContains(item) return end

---@return String
function gamedataGameplayLogicPackageUIData_Record:LocalizedDescription() return end

---@return String
function gamedataGameplayLogicPackageUIData_Record:LocalizedName() return end

---@return CName[]
function gamedataGameplayLogicPackageUIData_Record:NameValues() return end

---@param item CName|string
---@return Bool
function gamedataGameplayLogicPackageUIData_Record:NameValuesContains(item) return end

---@return gamedataStat_Record[]
function gamedataGameplayLogicPackageUIData_Record:Stats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataGameplayLogicPackageUIData_Record:StatsContains(item) return end

---@class gamedataGameplayLogicPackage_Record : gamedataTweakDBRecord
gamedataGameplayLogicPackage_Record = {}

---@return gamedataGameplayLogicPackage_Record
function gamedataGameplayLogicPackage_Record.new() return end

---@param props table
---@return gamedataGameplayLogicPackage_Record
function gamedataGameplayLogicPackage_Record.new(props) return end

---@return CName[]
function gamedataGameplayLogicPackage_Record:AnimationWrapperOverrides() return end

---@param item CName|string
---@return Bool
function gamedataGameplayLogicPackage_Record:AnimationWrapperOverridesContains(item) return end

---@return gamedataEffector_Record[]
function gamedataGameplayLogicPackage_Record:Effectors() return end

---@param item gamedataEffector_Record
---@return Bool
function gamedataGameplayLogicPackage_Record:EffectorsContains(item) return end

---@return Int32
function gamedataGameplayLogicPackage_Record:GetAnimationWrapperOverridesCount() return end

---@param index Int32
---@return CName
function gamedataGameplayLogicPackage_Record:GetAnimationWrapperOverridesItem(index) return end

---@return Int32
function gamedataGameplayLogicPackage_Record:GetEffectorsCount() return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataGameplayLogicPackage_Record:GetEffectorsItem(index) return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataGameplayLogicPackage_Record:GetEffectorsItemHandle(index) return end

---@return Int32
function gamedataGameplayLogicPackage_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataGameplayLogicPackage_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataGameplayLogicPackage_Record:GetItemsItemHandle(index) return end

---@return Int32
function gamedataGameplayLogicPackage_Record:GetStatPoolsCount() return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataGameplayLogicPackage_Record:GetStatPoolsItem(index) return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataGameplayLogicPackage_Record:GetStatPoolsItemHandle(index) return end

---@return Int32
function gamedataGameplayLogicPackage_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataGameplayLogicPackage_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataGameplayLogicPackage_Record:GetStatsItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataGameplayLogicPackage_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataGameplayLogicPackage_Record:ItemsContains(item) return end

---@return CName
function gamedataGameplayLogicPackage_Record:Prereq() return end

---@return Bool
function gamedataGameplayLogicPackage_Record:Stackable() return end

---@return gamedataStatPool_Record[]
function gamedataGameplayLogicPackage_Record:StatPools() return end

---@param item gamedataStatPool_Record
---@return Bool
function gamedataGameplayLogicPackage_Record:StatPoolsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataGameplayLogicPackage_Record:Stats() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataGameplayLogicPackage_Record:StatsContains(item) return end

---@return gamedataGameplayLogicPackageUIData_Record
function gamedataGameplayLogicPackage_Record:UIData() return end

---@return gamedataGameplayLogicPackageUIData_Record
function gamedataGameplayLogicPackage_Record:UIDataHandle() return end

---@class gamedataGameplayRestrictionStatusEffect_Record : gamedataStatusEffect_Record
gamedataGameplayRestrictionStatusEffect_Record = {}

---@return gamedataGameplayRestrictionStatusEffect_Record
function gamedataGameplayRestrictionStatusEffect_Record.new() return end

---@param props table
---@return gamedataGameplayRestrictionStatusEffect_Record
function gamedataGameplayRestrictionStatusEffect_Record.new(props) return end

---@return gamedataActionRestrictionGroup_Record
function gamedataGameplayRestrictionStatusEffect_Record:ActionRestriction() return end

---@return gamedataActionRestrictionGroup_Record
function gamedataGameplayRestrictionStatusEffect_Record:ActionRestrictionHandle() return end

---@class gamedataGameplayTagsPrereq_Record : gamedataIPrereq_Record
gamedataGameplayTagsPrereq_Record = {}

---@return gamedataGameplayTagsPrereq_Record
function gamedataGameplayTagsPrereq_Record.new() return end

---@param props table
---@return gamedataGameplayTagsPrereq_Record
function gamedataGameplayTagsPrereq_Record.new(props) return end

---@return CName[]
function gamedataGameplayTagsPrereq_Record:AllowedTags() return end

---@param item CName|string
---@return Bool
function gamedataGameplayTagsPrereq_Record:AllowedTagsContains(item) return end

---@return Int32
function gamedataGameplayTagsPrereq_Record:GetAllowedTagsCount() return end

---@param index Int32
---@return CName
function gamedataGameplayTagsPrereq_Record:GetAllowedTagsItem(index) return end

---@return Bool
function gamedataGameplayTagsPrereq_Record:Invert() return end

---@class gamedataGenderEntity_Record : gamedataTweakDBRecord
gamedataGenderEntity_Record = {}

---@return gamedataGenderEntity_Record
function gamedataGenderEntity_Record.new() return end

---@param props table
---@return gamedataGenderEntity_Record
function gamedataGenderEntity_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataGenderEntity_Record:Entity() return end

---@return gamedataGender_Record
function gamedataGenderEntity_Record:Gender() return end

---@return gamedataGender_Record
function gamedataGenderEntity_Record:GenderHandle() return end

---@return Int32
function gamedataGenderEntity_Record:GetMultiplayerEntitiesCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataGenderEntity_Record:GetMultiplayerEntitiesItem(index) return end

---@return Bool
function gamedataGenderEntity_Record:Initial() return end

---@return redResourceReferenceScriptToken[]
function gamedataGenderEntity_Record:MultiplayerEntities() return end

---@class gamedataGender_Record : gamedataTweakDBRecord
gamedataGender_Record = {}

---@return gamedataGender_Record
function gamedataGender_Record.new() return end

---@param props table
---@return gamedataGender_Record
function gamedataGender_Record.new(props) return end

---@return String
function gamedataGender_Record:Comment() return end

---@return CName
function gamedataGender_Record:EnumName() return end

---@return gamedataGender
function gamedataGender_Record:Type() return end

---@class gamedataGenericHighwaySign_Record : gamedataBaseSign_Record
gamedataGenericHighwaySign_Record = {}

---@return gamedataGenericHighwaySign_Record
function gamedataGenericHighwaySign_Record.new() return end

---@param props table
---@return gamedataGenericHighwaySign_Record
function gamedataGenericHighwaySign_Record.new(props) return end

---@return String
function gamedataGenericHighwaySign_Record:DistrictName() return end

---@return CName
function gamedataGenericHighwaySign_Record:IconName() return end

---@return String
function gamedataGenericHighwaySign_Record:SubDistrictName() return end

---@class gamedataGenericMetroSign_Record : gamedataBaseSign_Record
gamedataGenericMetroSign_Record = {}

---@return gamedataGenericMetroSign_Record
function gamedataGenericMetroSign_Record.new() return end

---@param props table
---@return gamedataGenericMetroSign_Record
function gamedataGenericMetroSign_Record.new(props) return end

---@return Int32
function gamedataGenericMetroSign_Record:GetMetroLineNameCount() return end

---@param index Int32
---@return CName
function gamedataGenericMetroSign_Record:GetMetroLineNameItem(index) return end

---@return CName
function gamedataGenericMetroSign_Record:IconName() return end

---@return CName[]
function gamedataGenericMetroSign_Record:MetroLineName() return end

---@param item CName|string
---@return Bool
function gamedataGenericMetroSign_Record:MetroLineNameContains(item) return end

---@return String
function gamedataGenericMetroSign_Record:StationName() return end

---@return String
function gamedataGenericMetroSign_Record:SubDistrictName() return end

---@class gamedataGenericStreetNameSign_Record : gamedataBaseSign_Record
gamedataGenericStreetNameSign_Record = {}

---@return gamedataGenericStreetNameSign_Record
function gamedataGenericStreetNameSign_Record.new() return end

---@param props table
---@return gamedataGenericStreetNameSign_Record
function gamedataGenericStreetNameSign_Record.new(props) return end

---@return String
function gamedataGenericStreetNameSign_Record:DistrictName() return end

---@return String
function gamedataGenericStreetNameSign_Record:StreetName() return end

---@return String
function gamedataGenericStreetNameSign_Record:SubDistrictName() return end

---@class gamedataGrenadeDeliveryMethodType_Record : gamedataTweakDBRecord
gamedataGrenadeDeliveryMethodType_Record = {}

---@return gamedataGrenadeDeliveryMethodType_Record
function gamedataGrenadeDeliveryMethodType_Record.new() return end

---@param props table
---@return gamedataGrenadeDeliveryMethodType_Record
function gamedataGrenadeDeliveryMethodType_Record.new(props) return end

---@return String
function gamedataGrenadeDeliveryMethodType_Record:EnumComment() return end

---@return CName
function gamedataGrenadeDeliveryMethodType_Record:EnumName() return end

---@return gamedataGrenadeDeliveryMethodType
function gamedataGrenadeDeliveryMethodType_Record:Type() return end

---@class gamedataGrenadeDeliveryMethod_Record : gamedataTweakDBRecord
gamedataGrenadeDeliveryMethod_Record = {}

---@return gamedataGrenadeDeliveryMethod_Record
function gamedataGrenadeDeliveryMethod_Record.new() return end

---@param props table
---@return gamedataGrenadeDeliveryMethod_Record
function gamedataGrenadeDeliveryMethod_Record.new(props) return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:AccelerationZ() return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:Bounciness() return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:DetonationTimer() return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:InitialQuickThrowVelocity() return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:InitialVelocity() return end

---@return Float
function gamedataGrenadeDeliveryMethod_Record:TrackingRadius() return end

---@return gamedataGrenadeDeliveryMethodType_Record
function gamedataGrenadeDeliveryMethod_Record:Type() return end

---@return gamedataGrenadeDeliveryMethodType_Record
function gamedataGrenadeDeliveryMethod_Record:TypeHandle() return end

---@class gamedataGrenade_Record : gamedataGadget_Record
gamedataGrenade_Record = {}

---@return gamedataGrenade_Record
function gamedataGrenade_Record.new() return end

---@param props table
---@return gamedataGrenade_Record
function gamedataGrenade_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:AdditionalAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:AdditionalAttackHandle() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:Attack() return end

---@return Float
function gamedataGrenade_Record:AttackDuration() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:AttackHandle() return end

---@return Float
function gamedataGrenade_Record:AttackRadius() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:DeepWaterAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:DeepWaterAttackHandle() return end

---@return Float
function gamedataGrenade_Record:DeepWaterDepth() return end

---@return gamedataGrenadeDeliveryMethod_Record
function gamedataGrenade_Record:DeliveryMethod() return end

---@return gamedataGrenadeDeliveryMethod_Record
function gamedataGrenade_Record:DeliveryMethodHandle() return end

---@return String
function gamedataGrenade_Record:DetonationRumbleName() return end

---@return String
function gamedataGrenade_Record:DetonationSound() return end

---@return Float
function gamedataGrenade_Record:DetonationStimRadius() return end

---@return gamedataStimType_Record
function gamedataGrenade_Record:DetonationStimType() return end

---@return gamedataStimType_Record
function gamedataGrenade_Record:DetonationStimTypeHandle() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:EnemyAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:EnemyAttackHandle() return end

---@return Float
function gamedataGrenade_Record:EnhancedAttackDurationFromPerk() return end

---@return Float
function gamedataGrenade_Record:EnhancedAttackRadiusFromPerk() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:EnhancedPerkAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:EnhancedPerkAttackHandle() return end

---@return Int32
function gamedataGrenade_Record:GetRotationAxesSpeedsCount() return end

---@param index Int32
---@return Float
function gamedataGrenade_Record:GetRotationAxesSpeedsItem(index) return end

---@return Int32
function gamedataGrenade_Record:GetRotationAxesXCount() return end

---@param index Int32
---@return Float
function gamedataGrenade_Record:GetRotationAxesXItem(index) return end

---@return Int32
function gamedataGrenade_Record:GetRotationAxesYCount() return end

---@param index Int32
---@return Float
function gamedataGrenade_Record:GetRotationAxesYItem(index) return end

---@return Int32
function gamedataGrenade_Record:GetRotationAxesZCount() return end

---@param index Int32
---@return Float
function gamedataGrenade_Record:GetRotationAxesZItem(index) return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:NpcHitReactionAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:NpcHitReactionAttackHandle() return end

---@return Int32
function gamedataGrenade_Record:RandomRotationAxes() return end

---@return Bool
function gamedataGrenade_Record:ReleaseOnDetonation() return end

---@return Bool
function gamedataGrenade_Record:RemoveMeshOnDetonation() return end

---@return Float[]
function gamedataGrenade_Record:RotationAxesSpeeds() return end

---@param item Float
---@return Bool
function gamedataGrenade_Record:RotationAxesSpeedsContains(item) return end

---@return Float[]
function gamedataGrenade_Record:RotationAxesX() return end

---@param item Float
---@return Bool
function gamedataGrenade_Record:RotationAxesXContains(item) return end

---@return Float[]
function gamedataGrenade_Record:RotationAxesY() return end

---@param item Float
---@return Bool
function gamedataGrenade_Record:RotationAxesYContains(item) return end

---@return Float[]
function gamedataGrenade_Record:RotationAxesZ() return end

---@param item Float
---@return Bool
function gamedataGrenade_Record:RotationAxesZContains(item) return end

---@return Float
function gamedataGrenade_Record:RotationSpeedMax() return end

---@return Float
function gamedataGrenade_Record:RotationSpeedMin() return end

---@return Int32
function gamedataGrenade_Record:Seed() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:ShallowWaterAttack() return end

---@return gamedataAttack_Record
function gamedataGrenade_Record:ShallowWaterAttackHandle() return end

---@return Float
function gamedataGrenade_Record:ShallowWaterDepth() return end

---@return Float
function gamedataGrenade_Record:ShootCollisionEnableDelay() return end

---@return Float
function gamedataGrenade_Record:SinkingDepth() return end

---@return Float
function gamedataGrenade_Record:SinkingDetonationDelay() return end

---@return Bool
function gamedataGrenade_Record:SpawnFxAtWaterSurface() return end

---@return String
function gamedataGrenade_Record:UnderwaterDetonationRumbleName() return end

---@return Float
function gamedataGrenade_Record:UnderwaterDetonationStimRadius() return end

---@return Bool
function gamedataGrenade_Record:UseSeed() return end

---@return Float
function gamedataGrenade_Record:WaterDetonationImpulseRadiusCoef() return end

---@return Float
function gamedataGrenade_Record:WaterDetonationImpulseStrength() return end

---@return Float
function gamedataGrenade_Record:WaterSurfaceImpactImpulseRadius() return end

---@return Float
function gamedataGrenade_Record:WaterSurfaceImpactImpulseStrength() return end

---@class gamedataGroupNode : gamedataDataNode
---@field name String
---@field base String
---@field schema String
---@field isInline Bool
---@field baseGroup gamedataGroupNode
---@field schemaGroup gamedataGroupNode
---@field package gamedataPackageNode
---@field fileNode gamedataFileNode
---@field inlineGroupId Uint32
---@field inheritanceState gamedataGroupNodeInheritanceState
---@field serializedVariables gamedataGroupNodeGroupVariable[]
---@field tags CName[]
gamedataGroupNode = {}

---@return gamedataGroupNode
function gamedataGroupNode.new() return end

---@param props table
---@return gamedataGroupNode
function gamedataGroupNode.new(props) return end

---@class gamedataGroupNodeGroupVariable
---@field node gamedataVariableNode
---@field deriveInfo gamedataGroupNodeGroupVariableDeriveInfo
---@field flattened Bool
---@field flatId TweakDBID
gamedataGroupNodeGroupVariable = {}

---@return gamedataGroupNodeGroupVariable
function gamedataGroupNodeGroupVariable.new() return end

---@param props table
---@return gamedataGroupNodeGroupVariable
function gamedataGroupNodeGroupVariable.new(props) return end

---@class gamedataHUD_Preset_Entry_Record : gamedataTweakDBRecord
gamedataHUD_Preset_Entry_Record = {}

---@return gamedataHUD_Preset_Entry_Record
function gamedataHUD_Preset_Entry_Record.new() return end

---@param props table
---@return gamedataHUD_Preset_Entry_Record
function gamedataHUD_Preset_Entry_Record.new(props) return end

---@return Int32
function gamedataHUD_Preset_Entry_Record:GetHudEntriesCount() return end

---@param index Int32
---@return CName
function gamedataHUD_Preset_Entry_Record:GetHudEntriesItem(index) return end

---@return CName[]
function gamedataHUD_Preset_Entry_Record:HudEntries() return end

---@param item CName|string
---@return Bool
function gamedataHUD_Preset_Entry_Record:HudEntriesContains(item) return end

---@class gamedataHackCategory_Record : gamedataTweakDBRecord
gamedataHackCategory_Record = {}

---@return gamedataHackCategory_Record
function gamedataHackCategory_Record.new() return end

---@param props table
---@return gamedataHackCategory_Record
function gamedataHackCategory_Record.new(props) return end

---@return String
function gamedataHackCategory_Record:EnumComment() return end

---@return CName
function gamedataHackCategory_Record:EnumName() return end

---@return String
function gamedataHackCategory_Record:LocalizedDescription() return end

---@return gamedataHackCategory
function gamedataHackCategory_Record:Type() return end

---@class gamedataHackingMiniGame_Record : gamedataTweakDBRecord
gamedataHackingMiniGame_Record = {}

---@return gamedataHackingMiniGame_Record
function gamedataHackingMiniGame_Record.new() return end

---@param props table
---@return gamedataHackingMiniGame_Record
function gamedataHackingMiniGame_Record.new(props) return end

---@return gamedataTrap_Record[]
function gamedataHackingMiniGame_Record:AllowedTraps() return end

---@param item gamedataTrap_Record
---@return Bool
function gamedataHackingMiniGame_Record:AllowedTrapsContains(item) return end

---@return Int32
function gamedataHackingMiniGame_Record:BufferModifier() return end

---@return Int32
function gamedataHackingMiniGame_Record:Dimension() return end

---@return Int32
function gamedataHackingMiniGame_Record:EnemyNetrunnerLevel() return end

---@return Int32
function gamedataHackingMiniGame_Record:GameType() return end

---@return Int32
function gamedataHackingMiniGame_Record:GetAllowedTrapsCount() return end

---@param index Int32
---@return gamedataTrap_Record
function gamedataHackingMiniGame_Record:GetAllowedTrapsItem(index) return end

---@param index Int32
---@return gamedataTrap_Record
function gamedataHackingMiniGame_Record:GetAllowedTrapsItemHandle(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetPredefinedBasicAccessCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetPredefinedBasicAccessItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetPredefinedCyberdeckProgramsCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetPredefinedCyberdeckProgramsItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetPredefinedEnemyProgramsCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetPredefinedEnemyProgramsItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetPredefinedGridCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetPredefinedGridItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetPredefinedNetworkProgramsCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetPredefinedNetworkProgramsItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetSymbolProbabilitiesAlternativeCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetSymbolProbabilitiesAlternativeItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetSymbolProbabilitiesCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetSymbolProbabilitiesItem(index) return end

---@return Int32
function gamedataHackingMiniGame_Record:GetSymbolsCount() return end

---@param index Int32
---@return String
function gamedataHackingMiniGame_Record:GetSymbolsItem(index) return end

---@return Bool
function gamedataHackingMiniGame_Record:HasEnemyNetrunner() return end

---@return Bool
function gamedataHackingMiniGame_Record:HasHiddenCells() return end

---@return Bool
function gamedataHackingMiniGame_Record:HasInitialTimer() return end

---@return Int32
function gamedataHackingMiniGame_Record:HiddenCellsProbability() return end

---@return Int32
function gamedataHackingMiniGame_Record:InitialTimer() return end

---@return Int32
function gamedataHackingMiniGame_Record:NetworkLevel() return end

---@return Bool
function gamedataHackingMiniGame_Record:Officer() return end

---@return String[]
function gamedataHackingMiniGame_Record:PredefinedBasicAccess() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:PredefinedBasicAccessContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:PredefinedCyberdeckPrograms() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:PredefinedCyberdeckProgramsContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:PredefinedEnemyPrograms() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:PredefinedEnemyProgramsContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:PredefinedGrid() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:PredefinedGridContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:PredefinedNetworkPrograms() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:PredefinedNetworkProgramsContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:SymbolProbabilities() return end

---@return String[]
function gamedataHackingMiniGame_Record:SymbolProbabilitiesAlternative() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:SymbolProbabilitiesAlternativeContains(item) return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:SymbolProbabilitiesContains(item) return end

---@return String[]
function gamedataHackingMiniGame_Record:Symbols() return end

---@param item String
---@return Bool
function gamedataHackingMiniGame_Record:SymbolsContains(item) return end

---@class gamedataHandbrakeFrictionModifier_Record : gamedataDriveHelper_Record
gamedataHandbrakeFrictionModifier_Record = {}

---@return gamedataHandbrakeFrictionModifier_Record
function gamedataHandbrakeFrictionModifier_Record.new() return end

---@param props table
---@return gamedataHandbrakeFrictionModifier_Record
function gamedataHandbrakeFrictionModifier_Record.new(props) return end

---@return Float
function gamedataHandbrakeFrictionModifier_Record:AdditionalBrakeForLongUse() return end

---@return Float
function gamedataHandbrakeFrictionModifier_Record:BlendOutTime() return end

---@return Float
function gamedataHandbrakeFrictionModifier_Record:PostHandbrakeTractionBoost() return end

---@return Float
function gamedataHandbrakeFrictionModifier_Record:RearWheelsLatFrictionCoef() return end

---@return Float
function gamedataHandbrakeFrictionModifier_Record:RearWheelsLongFrictionCoef() return end

---@class gamedataHandicapLootList_Record : gamedataTweakDBRecord
gamedataHandicapLootList_Record = {}

---@return gamedataHandicapLootList_Record
function gamedataHandicapLootList_Record.new() return end

---@param props table
---@return gamedataHandicapLootList_Record
function gamedataHandicapLootList_Record.new(props) return end

---@return Int32
function gamedataHandicapLootList_Record:GetLootCount() return end

---@param index Int32
---@return gamedataHandicapLootPreset_Record
function gamedataHandicapLootList_Record:GetLootItem(index) return end

---@param index Int32
---@return gamedataHandicapLootPreset_Record
function gamedataHandicapLootList_Record:GetLootItemHandle(index) return end

---@return gamedataHandicapLootPreset_Record[]
function gamedataHandicapLootList_Record:Loot() return end

---@param item gamedataHandicapLootPreset_Record
---@return Bool
function gamedataHandicapLootList_Record:LootContains(item) return end

---@class gamedataHandicapLootPreset_Record : gamedataTweakDBRecord
gamedataHandicapLootPreset_Record = {}

---@return gamedataHandicapLootPreset_Record
function gamedataHandicapLootPreset_Record.new() return end

---@param props table
---@return gamedataHandicapLootPreset_Record
function gamedataHandicapLootPreset_Record.new(props) return end

---@return Int32
function gamedataHandicapLootPreset_Record:HandicapLimit() return end

---@return Int32
function gamedataHandicapLootPreset_Record:HandicapMaxQty() return end

---@return Int32
function gamedataHandicapLootPreset_Record:HandicapMinQty() return end

---@return gamedataItem_Record
function gamedataHandicapLootPreset_Record:Item() return end

---@return gamedataItem_Record
function gamedataHandicapLootPreset_Record:ItemHandle() return end

---@class gamedataHitPrereqConditionType_Record : gamedataTweakDBRecord
gamedataHitPrereqConditionType_Record = {}

---@return gamedataHitPrereqConditionType_Record
function gamedataHitPrereqConditionType_Record.new() return end

---@param props table
---@return gamedataHitPrereqConditionType_Record
function gamedataHitPrereqConditionType_Record.new(props) return end

---@return CName
function gamedataHitPrereqConditionType_Record:EnumComment() return end

---@return CName
function gamedataHitPrereqConditionType_Record:EnumName() return end

---@return gamedataHitPrereqConditionType
function gamedataHitPrereqConditionType_Record:Type() return end

---@class gamedataHitPrereqCondition_Record : gamedataTweakDBRecord
gamedataHitPrereqCondition_Record = {}

---@return gamedataHitPrereqCondition_Record
function gamedataHitPrereqCondition_Record.new() return end

---@param props table
---@return gamedataHitPrereqCondition_Record
function gamedataHitPrereqCondition_Record.new(props) return end

---@return Bool
function gamedataHitPrereqCondition_Record:Invert() return end

---@return Bool
function gamedataHitPrereqCondition_Record:OnlyOncePerShot() return end

---@return gamedataHitPrereqConditionType_Record
function gamedataHitPrereqCondition_Record:Type() return end

---@return gamedataHitPrereqConditionType_Record
function gamedataHitPrereqCondition_Record:TypeHandle() return end

---@class gamedataHitPrereq_Record : gamedataIPrereq_Record
gamedataHitPrereq_Record = {}

---@return gamedataHitPrereq_Record
function gamedataHitPrereq_Record.new() return end

---@param props table
---@return gamedataHitPrereq_Record
function gamedataHitPrereq_Record.new(props) return end

---@return String
function gamedataHitPrereq_Record:CallbackType() return end

---@return gamedataHitPrereqCondition_Record[]
function gamedataHitPrereq_Record:Conditions() return end

---@param item gamedataHitPrereqCondition_Record
---@return Bool
function gamedataHitPrereq_Record:ConditionsContains(item) return end

---@return Int32
function gamedataHitPrereq_Record:GetConditionsCount() return end

---@param index Int32
---@return gamedataHitPrereqCondition_Record
function gamedataHitPrereq_Record:GetConditionsItem(index) return end

---@param index Int32
---@return gamedataHitPrereqCondition_Record
function gamedataHitPrereq_Record:GetConditionsItemHandle(index) return end

---@return Bool
function gamedataHitPrereq_Record:IgnoreSelfInflictedPressureWave() return end

---@return Bool
function gamedataHitPrereq_Record:IsSynchronous() return end

---@return String
function gamedataHitPrereq_Record:PipelineStage() return end

---@return String
function gamedataHitPrereq_Record:PipelineType() return end

---@class gamedataHomingGDM_Record : gamedataGrenadeDeliveryMethod_Record
gamedataHomingGDM_Record = {}

---@return gamedataHomingGDM_Record
function gamedataHomingGDM_Record.new() return end

---@param props table
---@return gamedataHomingGDM_Record
function gamedataHomingGDM_Record.new(props) return end

---@return gamedataAccelerateTowardsParameters_Record
function gamedataHomingGDM_Record:FlyToTargetParameters() return end

---@return gamedataAccelerateTowardsParameters_Record
function gamedataHomingGDM_Record:FlyToTargetParametersHandle() return end

---@return gamedataAccelerateTowardsParameters_Record
function gamedataHomingGDM_Record:FlyUpParameters() return end

---@return gamedataAccelerateTowardsParameters_Record
function gamedataHomingGDM_Record:FlyUpParametersHandle() return end

---@return Float
function gamedataHomingGDM_Record:FreezeDelay() return end

---@return Float
function gamedataHomingGDM_Record:FreezeDelayAfterBounce() return end

---@return Float
function gamedataHomingGDM_Record:FreezeDuration() return end

---@return Float
function gamedataHomingGDM_Record:LockOnAltitude() return end

---@return Float
function gamedataHomingGDM_Record:LockOnDelay() return end

---@return Float
function gamedataHomingGDM_Record:LockOnFailDetonationDelay() return end

---@class gamedataHomingParameters_Record : gamedataTweakDBRecord
gamedataHomingParameters_Record = {}

---@return gamedataHomingParameters_Record
function gamedataHomingParameters_Record.new() return end

---@param props table
---@return gamedataHomingParameters_Record
function gamedataHomingParameters_Record.new(props) return end

---@return Float
function gamedataHomingParameters_Record:Accuracy() return end

---@return Float
function gamedataHomingParameters_Record:AngleInHitPlane() return end

---@return Float
function gamedataHomingParameters_Record:AngleInVerticalPlane() return end

---@return Float
function gamedataHomingParameters_Record:AngleInterpolationDuration() return end

---@return Float
function gamedataHomingParameters_Record:BendFactor() return end

---@return Float
function gamedataHomingParameters_Record:BendTimeRatio() return end

---@return Float
function gamedataHomingParameters_Record:EndLeanAngle() return end

---@return Float
function gamedataHomingParameters_Record:HalfLeanAngle() return end

---@return Float
function gamedataHomingParameters_Record:InterpolationTimeRatio() return end

---@return Float
function gamedataHomingParameters_Record:LinearTimeRatio() return end

---@return Float
function gamedataHomingParameters_Record:ReturnTimeMargin() return end

---@return Bool
function gamedataHomingParameters_Record:ShouldRotate() return end

---@return Float
function gamedataHomingParameters_Record:SnapRadius() return end

---@return Float
function gamedataHomingParameters_Record:StartVelocity() return end

---@class gamedataHudEnhancer_Record : gamedataTweakDBRecord
gamedataHudEnhancer_Record = {}

---@return gamedataHudEnhancer_Record
function gamedataHudEnhancer_Record.new() return end

---@param props table
---@return gamedataHudEnhancer_Record
function gamedataHudEnhancer_Record.new(props) return end

---@return Float
function gamedataHudEnhancer_Record:Distance() return end

---@class gamedataIPrereq_Record : gamedataTweakDBRecord
gamedataIPrereq_Record = {}

---@return gamedataIPrereq_Record
function gamedataIPrereq_Record.new() return end

---@param props table
---@return gamedataIPrereq_Record
function gamedataIPrereq_Record.new(props) return end

---@return CName
function gamedataIPrereq_Record:PrereqClassName() return end

---@class gamedataIconsGeneratorContext_Record : gamedataTweakDBRecord
gamedataIconsGeneratorContext_Record = {}

---@return gamedataIconsGeneratorContext_Record
function gamedataIconsGeneratorContext_Record.new() return end

---@param props table
---@return gamedataIconsGeneratorContext_Record
function gamedataIconsGeneratorContext_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataIconsGeneratorContext_Record:FemalePlayerAnimSet() return end

---@return redResourceReferenceScriptToken
function gamedataIconsGeneratorContext_Record:MalePlayerAnimSet() return end

---@class gamedataImprovementRelation_Record : gamedataTweakDBRecord
gamedataImprovementRelation_Record = {}

---@return gamedataImprovementRelation_Record
function gamedataImprovementRelation_Record.new() return end

---@param props table
---@return gamedataImprovementRelation_Record
function gamedataImprovementRelation_Record.new(props) return end

---@return String
function gamedataImprovementRelation_Record:EnumComment() return end

---@return CName
function gamedataImprovementRelation_Record:EnumName() return end

---@return gamedataImprovementRelation
function gamedataImprovementRelation_Record:Type() return end

---@class gamedataInAirGravityModifier_Record : gamedataDriveHelper_Record
gamedataInAirGravityModifier_Record = {}

---@return gamedataInAirGravityModifier_Record
function gamedataInAirGravityModifier_Record.new() return end

---@param props table
---@return gamedataInAirGravityModifier_Record
function gamedataInAirGravityModifier_Record.new(props) return end

---@return Float
function gamedataInAirGravityModifier_Record:BaseAddedGravity() return end

---@return Float
function gamedataInAirGravityModifier_Record:DriveSpeedAddedGravity() return end

---@return Float
function gamedataInAirGravityModifier_Record:MaxDriveSpeed() return end

---@return Float
function gamedataInAirGravityModifier_Record:MinDriveSpeed() return end

---@return Float
function gamedataInAirGravityModifier_Record:SmoothingFactor() return end

---@return Float
function gamedataInAirGravityModifier_Record:ZVelReductionEnd() return end

---@return Float
function gamedataInAirGravityModifier_Record:ZVelReductionStart() return end

---@class gamedataInitLoadingScreen_Record : gamedataTweakDBRecord
gamedataInitLoadingScreen_Record = {}

---@return gamedataInitLoadingScreen_Record
function gamedataInitLoadingScreen_Record.new() return end

---@param props table
---@return gamedataInitLoadingScreen_Record
function gamedataInitLoadingScreen_Record.new(props) return end

---@return CName
function gamedataInitLoadingScreen_Record:FirstAnimLibraryName() return end

---@return CName
function gamedataInitLoadingScreen_Record:FirstAnimName() return end

---@return Bool
function gamedataInitLoadingScreen_Record:IsBase() return end

---@return redResourceReferenceScriptToken
function gamedataInitLoadingScreen_Record:LoadingScreenResource() return end

---@return CName
function gamedataInitLoadingScreen_Record:LoopAnimName() return end

---@return CName
function gamedataInitLoadingScreen_Record:MainMenuAnimName() return end

---@return CName
function gamedataInitLoadingScreen_Record:MainMenuLibraryName() return end

---@return CName
function gamedataInitLoadingScreen_Record:MainMenuLoopAnimName() return end

---@return redResourceReferenceScriptToken
function gamedataInitLoadingScreen_Record:MainMenuResource() return end

---@return CName
function gamedataInitLoadingScreen_Record:SecondAnimLibraryName() return end

---@return CName
function gamedataInitLoadingScreen_Record:SecondAnimName() return end

---@return CName
function gamedataInitLoadingScreen_Record:ThirdAnimLibraryName() return end

---@return CName
function gamedataInitLoadingScreen_Record:ThirdAnimName() return end

---@return CName
function gamedataInitLoadingScreen_Record:VoTrackAnimName() return end

---@class gamedataInteractionBase_Record : gamedataTweakDBRecord
gamedataInteractionBase_Record = {}

---@return gamedataInteractionBase_Record
function gamedataInteractionBase_Record.new() return end

---@param props table
---@return gamedataInteractionBase_Record
function gamedataInteractionBase_Record.new(props) return end

---@return String
function gamedataInteractionBase_Record:Action() return end

---@return CName
function gamedataInteractionBase_Record:Caption() return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataInteractionBase_Record:CaptionIcon() return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataInteractionBase_Record:CaptionIconHandle() return end

---@return CName
function gamedataInteractionBase_Record:Description() return end

---@return String
function gamedataInteractionBase_Record:Name() return end

---@return String
function gamedataInteractionBase_Record:PrereqID() return end

---@class gamedataInteractionMountBase_Record : gamedataInteractionBase_Record
gamedataInteractionMountBase_Record = {}

---@return gamedataInteractionMountBase_Record
function gamedataInteractionMountBase_Record.new() return end

---@param props table
---@return gamedataInteractionMountBase_Record
function gamedataInteractionMountBase_Record.new(props) return end

---@return CName
function gamedataInteractionMountBase_Record:Tag() return end

---@return CName
function gamedataInteractionMountBase_Record:VehicleMountSlot() return end

---@class gamedataInventoryItemGroup_Record : gamedataTweakDBRecord
gamedataInventoryItemGroup_Record = {}

---@return gamedataInventoryItemGroup_Record
function gamedataInventoryItemGroup_Record.new() return end

---@param props table
---@return gamedataInventoryItemGroup_Record
function gamedataInventoryItemGroup_Record.new(props) return end

---@return Int32
function gamedataInventoryItemGroup_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataInventoryItemGroup_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataInventoryItemGroup_Record:GetItemsItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataInventoryItemGroup_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataInventoryItemGroup_Record:ItemsContains(item) return end

---@class gamedataInventoryItemSet_Record : gamedataTweakDBRecord
gamedataInventoryItemSet_Record = {}

---@return gamedataInventoryItemSet_Record
function gamedataInventoryItemSet_Record.new() return end

---@param props table
---@return gamedataInventoryItemSet_Record
function gamedataInventoryItemSet_Record.new(props) return end

---@return Int32
function gamedataInventoryItemSet_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataInventoryItemSet_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataInventoryItemSet_Record:GetItemsItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataInventoryItemSet_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataInventoryItemSet_Record:ItemsContains(item) return end

---@class gamedataInventoryItem_Record : gamedataTweakDBRecord
gamedataInventoryItem_Record = {}

---@return gamedataInventoryItem_Record
function gamedataInventoryItem_Record.new() return end

---@param props table
---@return gamedataInventoryItem_Record
function gamedataInventoryItem_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataInventoryItem_Record:ActiveForSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataInventoryItem_Record:ActiveForSlotHandle() return end

---@return Float
function gamedataInventoryItem_Record:ChanceInCrowd() return end

---@return gamedataAttachmentSlot_Record
function gamedataInventoryItem_Record:EquipSlot_DEPRECATED() return end

---@return gamedataAttachmentSlot_Record
function gamedataInventoryItem_Record:EquipSlot_DEPRECATEDHandle() return end

---@return gamedataItem_Record
function gamedataInventoryItem_Record:Item() return end

---@return gamedataItem_Record
function gamedataInventoryItem_Record:ItemHandle() return end

---@return Int32
function gamedataInventoryItem_Record:Quantity() return end

---@class gamedataIsHackable_Record : gamedataTweakDBRecord
gamedataIsHackable_Record = {}

---@return gamedataIsHackable_Record
function gamedataIsHackable_Record.new() return end

---@param props table
---@return gamedataIsHackable_Record
function gamedataIsHackable_Record.new(props) return end

---@return String
function gamedataIsHackable_Record:EnumComment() return end

---@return String
function gamedataIsHackable_Record:EnumName() return end

---@return gamedataIsHackable
function gamedataIsHackable_Record:Type() return end

---@class gamedataItemAction_Record : gamedataObjectAction_Record
gamedataItemAction_Record = {}

---@return gamedataItemAction_Record
function gamedataItemAction_Record.new() return end

---@param props table
---@return gamedataItemAction_Record
function gamedataItemAction_Record.new(props) return end

---@return Bool
function gamedataItemAction_Record:IsDefaultLootChoice() return end

---@return Bool
function gamedataItemAction_Record:RemoveAfterUse() return end

---@class gamedataItemArrayQuery_Record : gamedataItemQuery_Record
gamedataItemArrayQuery_Record = {}

---@return gamedataItemArrayQuery_Record
function gamedataItemArrayQuery_Record.new() return end

---@param props table
---@return gamedataItemArrayQuery_Record
function gamedataItemArrayQuery_Record.new(props) return end

---@return Int32
function gamedataItemArrayQuery_Record:MaxItems() return end

---@return Int32
function gamedataItemArrayQuery_Record:MinItems() return end

---@class gamedataItemBlueprintElement_Record : gamedataTweakDBRecord
gamedataItemBlueprintElement_Record = {}

---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprintElement_Record.new() return end

---@param props table
---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprintElement_Record.new(props) return end

---@return gamedataItemBlueprintElement_Record[]
function gamedataItemBlueprintElement_Record:ChildElements() return end

---@param item gamedataItemBlueprintElement_Record
---@return Bool
function gamedataItemBlueprintElement_Record:ChildElementsContains(item) return end

---@return Int32
function gamedataItemBlueprintElement_Record:GetChildElementsCount() return end

---@param index Int32
---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprintElement_Record:GetChildElementsItem(index) return end

---@param index Int32
---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprintElement_Record:GetChildElementsItemHandle(index) return end

---@return gamedataIPrereq_Record
function gamedataItemBlueprintElement_Record:PrereqID() return end

---@return gamedataIPrereq_Record
function gamedataItemBlueprintElement_Record:PrereqIDHandle() return end

---@return gamedataAttachmentSlot_Record
function gamedataItemBlueprintElement_Record:Slot() return end

---@return gamedataAttachmentSlot_Record
function gamedataItemBlueprintElement_Record:SlotHandle() return end

---@class gamedataItemBlueprint_Record : gamedataTweakDBRecord
gamedataItemBlueprint_Record = {}

---@return gamedataItemBlueprint_Record
function gamedataItemBlueprint_Record.new() return end

---@param props table
---@return gamedataItemBlueprint_Record
function gamedataItemBlueprint_Record.new(props) return end

---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprint_Record:RootElement() return end

---@return gamedataItemBlueprintElement_Record
function gamedataItemBlueprint_Record:RootElementHandle() return end

---@class gamedataItemCategory_Record : gamedataTweakDBRecord
gamedataItemCategory_Record = {}

---@return gamedataItemCategory_Record
function gamedataItemCategory_Record.new() return end

---@param props table
---@return gamedataItemCategory_Record
function gamedataItemCategory_Record.new(props) return end

---@return CName
function gamedataItemCategory_Record:LocalizedCategory() return end

---@return CName
function gamedataItemCategory_Record:Name() return end

---@return gamedataItemCategory
function gamedataItemCategory_Record:Type() return end

---@class gamedataItemCost_Record : gamedataObjectActionCost_Record
gamedataItemCost_Record = {}

---@return gamedataItemCost_Record
function gamedataItemCost_Record.new() return end

---@param props table
---@return gamedataItemCost_Record
function gamedataItemCost_Record.new(props) return end

---@return gamedataItem_Record
function gamedataItemCost_Record:Item() return end

---@return gamedataItem_Record
function gamedataItemCost_Record:ItemHandle() return end

---@class gamedataItemCreationPrereq_Record : gamedataStatPrereq_Record
gamedataItemCreationPrereq_Record = {}

---@return gamedataItemCreationPrereq_Record
function gamedataItemCreationPrereq_Record.new() return end

---@param props table
---@return gamedataItemCreationPrereq_Record
function gamedataItemCreationPrereq_Record.new(props) return end

---@class gamedataItemDropSettings_Record : gamedataTweakDBRecord
gamedataItemDropSettings_Record = {}

---@return gamedataItemDropSettings_Record
function gamedataItemDropSettings_Record.new() return end

---@param props table
---@return gamedataItemDropSettings_Record
function gamedataItemDropSettings_Record.new(props) return end

---@return Float
function gamedataItemDropSettings_Record:DesiredAngularVelocity() return end

---@return Float
function gamedataItemDropSettings_Record:DesiredInitialRotation() return end

---@class gamedataItemList_Record : gamedataTweakDBRecord
gamedataItemList_Record = {}

---@return gamedataItemList_Record
function gamedataItemList_Record.new() return end

---@param props table
---@return gamedataItemList_Record
function gamedataItemList_Record.new(props) return end

---@return Int32
function gamedataItemList_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItemList_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItemList_Record:GetItemsItemHandle(index) return end

---@return gamedataItem_Record[]
function gamedataItemList_Record:Items() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataItemList_Record:ItemsContains(item) return end

---@class gamedataItemPartConnection_Record : gamedataTweakDBRecord
gamedataItemPartConnection_Record = {}

---@return gamedataItemPartConnection_Record
function gamedataItemPartConnection_Record.new() return end

---@param props table
---@return gamedataItemPartConnection_Record
function gamedataItemPartConnection_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataItemPartConnection_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataItemPartConnection_Record:AttachmentSlotHandle() return end

---@return Int32
function gamedataItemPartConnection_Record:Child() return end

---@return Int32
function gamedataItemPartConnection_Record:Parent() return end

---@class gamedataItemPartListElement_Record : gamedataTweakDBRecord
gamedataItemPartListElement_Record = {}

---@return gamedataItemPartListElement_Record
function gamedataItemPartListElement_Record.new() return end

---@param props table
---@return gamedataItemPartListElement_Record
function gamedataItemPartListElement_Record.new(props) return end

---@return Int32
function gamedataItemPartListElement_Record:GetStatModifierWeightCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItemPartListElement_Record:GetStatModifierWeightItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItemPartListElement_Record:GetStatModifierWeightItemHandle(index) return end

---@return gamedataItem_Record
function gamedataItemPartListElement_Record:Item() return end

---@return gamedataItem_Record
function gamedataItemPartListElement_Record:ItemHandle() return end

---@return gamedataStatModifier_Record[]
function gamedataItemPartListElement_Record:StatModifierWeight() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataItemPartListElement_Record:StatModifierWeightContains(item) return end

---@return Float
function gamedataItemPartListElement_Record:Weight() return end

---@class gamedataItemQueryElement_Record : gamedataLootTableElement_Record
gamedataItemQueryElement_Record = {}

---@return gamedataItemQueryElement_Record
function gamedataItemQueryElement_Record.new() return end

---@param props table
---@return gamedataItemQueryElement_Record
function gamedataItemQueryElement_Record.new(props) return end

---@return gamedataItemQuery_Record
function gamedataItemQueryElement_Record:Query() return end

---@return gamedataItemQuery_Record
function gamedataItemQueryElement_Record:QueryHandle() return end

---@class gamedataItemQuery_Record : gamedataQuery_Record
gamedataItemQuery_Record = {}

---@return gamedataItemQuery_Record
function gamedataItemQuery_Record.new() return end

---@param props table
---@return gamedataItemQuery_Record
function gamedataItemQuery_Record.new(props) return end

---@return Bool
function gamedataItemQuery_Record:ExcludeUnlocked() return end

---@return Int32
function gamedataItemQuery_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataItemQuery_Record:GetTagsItem(index) return end

---@return Int32
function gamedataItemQuery_Record:GetTagsToExcludeCount() return end

---@param index Int32
---@return CName
function gamedataItemQuery_Record:GetTagsToExcludeItem(index) return end

---@return Bool
function gamedataItemQuery_Record:LevelBasedQuality() return end

---@return Int32
function gamedataItemQuery_Record:QualityLevelModifier() return end

---@return CName[]
function gamedataItemQuery_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataItemQuery_Record:TagsContains(item) return end

---@return CName[]
function gamedataItemQuery_Record:TagsToExclude() return end

---@param item CName|string
---@return Bool
function gamedataItemQuery_Record:TagsToExcludeContains(item) return end

---@class gamedataItemRecipe_Record : gamedataItem_Record
gamedataItemRecipe_Record = {}

---@return gamedataItemRecipe_Record
function gamedataItemRecipe_Record.new() return end

---@param props table
---@return gamedataItemRecipe_Record
function gamedataItemRecipe_Record.new(props) return end

---@return gamedataCraftingResult_Record
function gamedataItemRecipe_Record:CraftingResult() return end

---@return gamedataCraftingResult_Record
function gamedataItemRecipe_Record:CraftingResultHandle() return end

---@return Int32
function gamedataItemRecipe_Record:GetHideOnItemsAddedCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItemRecipe_Record:GetHideOnItemsAddedItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItemRecipe_Record:GetHideOnItemsAddedItemHandle(index) return end

---@return gamedataItem_Record[]
function gamedataItemRecipe_Record:HideOnItemsAdded() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataItemRecipe_Record:HideOnItemsAddedContains(item) return end

---@class gamedataItemRequiredSlot_Record : gamedataTweakDBRecord
gamedataItemRequiredSlot_Record = {}

---@return gamedataItemRequiredSlot_Record
function gamedataItemRequiredSlot_Record.new() return end

---@param props table
---@return gamedataItemRequiredSlot_Record
function gamedataItemRequiredSlot_Record.new(props) return end

---@return gamedataAttachmentSlot_Record
function gamedataItemRequiredSlot_Record:AttachmentSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataItemRequiredSlot_Record:AttachmentSlotHandle() return end

---@return Int32
function gamedataItemRequiredSlot_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataItemRequiredSlot_Record:GetTagsItem(index) return end

---@return CName[]
function gamedataItemRequiredSlot_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataItemRequiredSlot_Record:TagsContains(item) return end

---@class gamedataItemStructure_Record : gamedataTweakDBRecord
gamedataItemStructure_Record = {}

---@return gamedataItemStructure_Record
function gamedataItemStructure_Record.new() return end

---@param props table
---@return gamedataItemStructure_Record
function gamedataItemStructure_Record.new(props) return end

---@return CName
function gamedataItemStructure_Record:EnumComment() return end

---@return CName
function gamedataItemStructure_Record:EnumName() return end

---@return gamedataItemStructure
function gamedataItemStructure_Record:Type() return end

---@class gamedataItemType_Record : gamedataTweakDBRecord
gamedataItemType_Record = {}

---@return gamedataItemType_Record
function gamedataItemType_Record.new() return end

---@param props table
---@return gamedataItemType_Record
function gamedataItemType_Record.new(props) return end

---@return Int32
function gamedataItemType_Record:AnimFeatureIndex() return end

---@return CName
function gamedataItemType_Record:LocalizedType() return end

---@return CName
function gamedataItemType_Record:Name() return end

---@return gamedataItemType
function gamedataItemType_Record:Type() return end

---@class gamedataItem_Record : gamedataBaseObject_Record
gamedataItem_Record = {}

---@return gamedataItem_Record
function gamedataItem_Record.new() return end

---@param props table
---@return gamedataItem_Record
function gamedataItem_Record.new(props) return end

---@return CName
function gamedataItem_Record:AnimFeatureName() return end

---@return CName
function gamedataItem_Record:AnimName() return end

---@return redResourceReferenceScriptToken
function gamedataItem_Record:AnimSetResource() return end

---@return CName[]
function gamedataItem_Record:AnimationParameters() return end

---@param item CName|string
---@return Bool
function gamedataItem_Record:AnimationParametersContains(item) return end

---@return CName
function gamedataItem_Record:AppearanceName() return end

---@return CName
function gamedataItem_Record:AppearanceResourceName() return end

---@return gamedataItemsFactoryAppearanceSuffixBase_Record[]
function gamedataItem_Record:AppearanceSuffixes() return end

---@param item gamedataItemsFactoryAppearanceSuffixBase_Record
---@return Bool
function gamedataItem_Record:AppearanceSuffixesContains(item) return end

---@return Bool[]
function gamedataItem_Record:AppearanceSuffixesOwnerOverride() return end

---@param item Bool
---@return Bool
function gamedataItem_Record:AppearanceSuffixesOwnerOverrideContains(item) return end

---@return gamedataAttachmentSlot_Record[]
function gamedataItem_Record:AttachmentSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataItem_Record:AttachmentSlotsContains(item) return end

---@return CName
function gamedataItem_Record:AudioName() return end

---@return CName
function gamedataItem_Record:AudioSwitchName() return end

---@return CName
function gamedataItem_Record:AudioSwitchValue() return end

---@return gamedataItemBlueprint_Record
function gamedataItem_Record:Blueprint() return end

---@return gamedataItemBlueprint_Record
function gamedataItem_Record:BlueprintHandle() return end

---@return gamedataStatModifier_Record[]
function gamedataItem_Record:BuyPrice() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataItem_Record:BuyPriceContains(item) return end

---@return Vector3
function gamedataItem_Record:CameraForward() return end

---@return Vector3
function gamedataItem_Record:CameraUp() return end

---@return gamedataItemPartConnection_Record[]
function gamedataItem_Record:Connections() return end

---@param item gamedataItemPartConnection_Record
---@return Bool
function gamedataItem_Record:ConnectionsContains(item) return end

---@return gamedataItem_Record
function gamedataItem_Record:Counterpart() return end

---@return gamedataItem_Record
function gamedataItem_Record:CounterpartHandle() return end

---@return gamedataCPOItemCategoryBase_Record
function gamedataItem_Record:CpoItemCategory() return end

---@return gamedataCPOItemCategoryBase_Record
function gamedataItem_Record:CpoItemCategoryHandle() return end

---@return gamedataCraftingPackage_Record
function gamedataItem_Record:CraftingData() return end

---@return gamedataCraftingPackage_Record
function gamedataItem_Record:CraftingDataHandle() return end

---@return gamedataCrosshair_Record
function gamedataItem_Record:Crosshair() return end

---@return gamedataCrosshair_Record
function gamedataItem_Record:CrosshairHandle() return end

---@return Bool
function gamedataItem_Record:Deprecated() return end

---@return CName
function gamedataItem_Record:DisplayName() return end

---@return CName
function gamedataItem_Record:DropObject() return end

---@return gamedataItemDropSettings_Record
function gamedataItem_Record:DropSettings() return end

---@return gamedataItemDropSettings_Record
function gamedataItem_Record:DropSettingsHandle() return end

---@return Bool
function gamedataItem_Record:EnableNpcRPGData() return end

---@return CName
function gamedataItem_Record:EntityName() return end

---@return gamedataEquipmentArea_Record
function gamedataItem_Record:EquipArea() return end

---@return gamedataEquipmentArea_Record
function gamedataItem_Record:EquipAreaHandle() return end

---@return gamedataEquipmentArea_Record[]
function gamedataItem_Record:EquipAreas() return end

---@param item gamedataEquipmentArea_Record
---@return Bool
function gamedataItem_Record:EquipAreasContains(item) return end

---@return gamedataIPrereq_Record[]
function gamedataItem_Record:EquipPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataItem_Record:EquipPrereqsContains(item) return end

---@return CName
function gamedataItem_Record:EquipSoundMetadata() return end

---@return gamedataItem_Record
function gamedataItem_Record:Equivalent() return end

---@return gamedataItem_Record
function gamedataItem_Record:EquivalentHandle() return end

---@return String
function gamedataItem_Record:FriendlyName() return end

---@return gamedataGameplayRestrictionStatusEffect_Record[]
function gamedataItem_Record:GameplayRestrictions() return end

---@param item gamedataGameplayRestrictionStatusEffect_Record
---@return Bool
function gamedataItem_Record:GameplayRestrictionsContains(item) return end

---@return Int32
function gamedataItem_Record:GarmentOffset() return end

---@return Int32
function gamedataItem_Record:GetAnimationParametersCount() return end

---@param index Int32
---@return CName
function gamedataItem_Record:GetAnimationParametersItem(index) return end

---@return Int32
function gamedataItem_Record:GetAppearanceSuffixesCount() return end

---@param index Int32
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItem_Record:GetAppearanceSuffixesItem(index) return end

---@param index Int32
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItem_Record:GetAppearanceSuffixesItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetAppearanceSuffixesOwnerOverrideCount() return end

---@param index Int32
---@return Bool
function gamedataItem_Record:GetAppearanceSuffixesOwnerOverrideItem(index) return end

---@return Int32
function gamedataItem_Record:GetAttachmentSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataItem_Record:GetAttachmentSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataItem_Record:GetAttachmentSlotsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetBuyPriceCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItem_Record:GetBuyPriceItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItem_Record:GetBuyPriceItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetConnectionsCount() return end

---@param index Int32
---@return gamedataItemPartConnection_Record
function gamedataItem_Record:GetConnectionsItem(index) return end

---@param index Int32
---@return gamedataItemPartConnection_Record
function gamedataItem_Record:GetConnectionsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetEquipAreasCount() return end

---@param index Int32
---@return gamedataEquipmentArea_Record
function gamedataItem_Record:GetEquipAreasItem(index) return end

---@param index Int32
---@return gamedataEquipmentArea_Record
function gamedataItem_Record:GetEquipAreasItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetEquipPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataItem_Record:GetEquipPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataItem_Record:GetEquipPrereqsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetGameplayRestrictionsCount() return end

---@param index Int32
---@return gamedataGameplayRestrictionStatusEffect_Record
function gamedataItem_Record:GetGameplayRestrictionsItem(index) return end

---@param index Int32
---@return gamedataGameplayRestrictionStatusEffect_Record
function gamedataItem_Record:GetGameplayRestrictionsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetHairSkinnedMeshComponentsCount() return end

---@param index Int32
---@return CName
function gamedataItem_Record:GetHairSkinnedMeshComponentsItem(index) return end

---@return Int32
function gamedataItem_Record:GetOnAttachCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnAttachItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnAttachItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetOnEquipCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnEquipItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnEquipItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetOnLootedCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnLootedItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataItem_Record:GetOnLootedItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetPartsCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItem_Record:GetPartsItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataItem_Record:GetPartsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetPlacementSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataItem_Record:GetPlacementSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataItem_Record:GetPlacementSlotsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetPreviewBBoxOverrideCount() return end

---@param index Int32
---@return Vector3
function gamedataItem_Record:GetPreviewBBoxOverrideItem(index) return end

---@return Int32
function gamedataItem_Record:GetRequiredSlotsCount() return end

---@param index Int32
---@return gamedataItemRequiredSlot_Record
function gamedataItem_Record:GetRequiredSlotsItem(index) return end

---@param index Int32
---@return gamedataItemRequiredSlot_Record
function gamedataItem_Record:GetRequiredSlotsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetSellPriceCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItem_Record:GetSellPriceItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataItem_Record:GetSellPriceItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetSlotPartListCount() return end

---@param index Int32
---@return gamedataSlotItemPartListElement_Record
function gamedataItem_Record:GetSlotPartListItem(index) return end

---@param index Int32
---@return gamedataSlotItemPartListElement_Record
function gamedataItem_Record:GetSlotPartListItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetSlotPartListPresetCount() return end

---@param index Int32
---@return gamedataSlotItemPartPreset_Record
function gamedataItem_Record:GetSlotPartListPresetItem(index) return end

---@param index Int32
---@return gamedataSlotItemPartPreset_Record
function gamedataItem_Record:GetSlotPartListPresetItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataItem_Record:GetTagsItem(index) return end

---@return Int32
function gamedataItem_Record:GetVariantsCount() return end

---@param index Int32
---@return gamedataRandomVariant_Record
function gamedataItem_Record:GetVariantsItem(index) return end

---@param index Int32
---@return gamedataRandomVariant_Record
function gamedataItem_Record:GetVariantsItemHandle(index) return end

---@return Int32
function gamedataItem_Record:GetVisualTagsCount() return end

---@param index Int32
---@return CName
function gamedataItem_Record:GetVisualTagsItem(index) return end

---@return CName[]
function gamedataItem_Record:HairSkinnedMeshComponents() return end

---@param item CName|string
---@return Bool
function gamedataItem_Record:HairSkinnedMeshComponentsContains(item) return end

---@return gamedataUIIcon_Record
function gamedataItem_Record:Icon() return end

---@return gamedataUIIcon_Record
function gamedataItem_Record:IconHandle() return end

---@return String
function gamedataItem_Record:IconPath() return end

---@return Bool
function gamedataItem_Record:IsCached() return end

---@return Bool
function gamedataItem_Record:IsCoreCW() return end

---@return Bool
function gamedataItem_Record:IsCustomizable() return end

---@return Bool
function gamedataItem_Record:IsGarment() return end

---@return Bool
function gamedataItem_Record:IsPart() return end

---@return Bool
function gamedataItem_Record:IsSingleInstance() return end

---@return gamedataItemCategory_Record
function gamedataItem_Record:ItemCategory() return end

---@return gamedataItemCategory_Record
function gamedataItem_Record:ItemCategoryHandle() return end

---@return gamedataItemAction_Record
function gamedataItem_Record:ItemSecondaryAction() return end

---@return gamedataItemAction_Record
function gamedataItem_Record:ItemSecondaryActionHandle() return end

---@return gamedataItemStructure_Record
function gamedataItem_Record:ItemStructure() return end

---@return gamedataItemStructure_Record
function gamedataItem_Record:ItemStructureHandle() return end

---@return gamedataItemType_Record
function gamedataItem_Record:ItemType() return end

---@return gamedataItemType_Record
function gamedataItem_Record:ItemTypeHandle() return end

---@return CName
function gamedataItem_Record:LocalizedDescription() return end

---@return String
function gamedataItem_Record:LocalizedName() return end

---@return Float
function gamedataItem_Record:Mass() return end

---@return gamedataMinigame_Def_Record
function gamedataItem_Record:MinigameInstance() return end

---@return gamedataMinigame_Def_Record
function gamedataItem_Record:MinigameInstanceHandle() return end

---@return CName
function gamedataItem_Record:MovementPattern() return end

---@return gamedataEquipmentMovementSound_Record
function gamedataItem_Record:MovementSound() return end

---@return gamedataEquipmentMovementSound_Record
function gamedataItem_Record:MovementSoundHandle() return end

---@return gamedataItem_Record
function gamedataItem_Record:NextUpgradeItem() return end

---@return gamedataItem_Record
function gamedataItem_Record:NextUpgradeItemHandle() return end

---@return gamedataRPGDataPackage_Record
function gamedataItem_Record:NpcRPGData() return end

---@return gamedataRPGDataPackage_Record
function gamedataItem_Record:NpcRPGDataHandle() return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataItem_Record:OnAttach() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataItem_Record:OnAttachContains(item) return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataItem_Record:OnEquip() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataItem_Record:OnEquipContains(item) return end

---@return gamedataStatsList_Record
function gamedataItem_Record:OnEquipStats() return end

---@return gamedataStatsList_Record
function gamedataItem_Record:OnEquipStatsHandle() return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataItem_Record:OnLooted() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataItem_Record:OnLootedContains(item) return end

---@return gamedataParentAttachmentType_Record
function gamedataItem_Record:ParentAttachmentType() return end

---@return gamedataParentAttachmentType_Record
function gamedataItem_Record:ParentAttachmentTypeHandle() return end

---@return gamedataItem_Record[]
function gamedataItem_Record:Parts() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataItem_Record:PartsContains(item) return end

---@return gamedataAttachmentSlot_Record[]
function gamedataItem_Record:PlacementSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataItem_Record:PlacementSlotsContains(item) return end

---@return Bool
function gamedataItem_Record:PowerLevelDeterminedByParent() return end

---@return Vector3[]
function gamedataItem_Record:PreviewBBoxOverride() return end

---@param item Vector3
---@return Bool
function gamedataItem_Record:PreviewBBoxOverrideContains(item) return end

---@return gamedataQuality_Record
function gamedataItem_Record:Quality() return end

---@return gamedataQuality_Record
function gamedataItem_Record:QualityHandle() return end

---@return Bool
function gamedataItem_Record:QualityRestrictedByParent() return end

---@return Bool
function gamedataItem_Record:ReplicateWhenNotActive() return end

---@return gamedataItemRequiredSlot_Record[]
function gamedataItem_Record:RequiredSlots() return end

---@param item gamedataItemRequiredSlot_Record
---@return Bool
function gamedataItem_Record:RequiredSlotsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataItem_Record:SellPrice() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataItem_Record:SellPriceContains(item) return end

---@return gamedataItem_Record
function gamedataItem_Record:SideUpgradeItem() return end

---@return gamedataItem_Record
function gamedataItem_Record:SideUpgradeItemHandle() return end

---@return gamedataSlotItemPartListElement_Record[]
function gamedataItem_Record:SlotPartList() return end

---@param item gamedataSlotItemPartListElement_Record
---@return Bool
function gamedataItem_Record:SlotPartListContains(item) return end

---@return gamedataSlotItemPartPreset_Record[]
function gamedataItem_Record:SlotPartListPreset() return end

---@param item gamedataSlotItemPartPreset_Record
---@return Bool
function gamedataItem_Record:SlotPartListPresetContains(item) return end

---@return CName
function gamedataItem_Record:StateMachineName() return end

---@return CName[]
function gamedataItem_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataItem_Record:TagsContains(item) return end

---@return Float
function gamedataItem_Record:UpgradeCostMult() return end

---@return Bool
function gamedataItem_Record:UseHeadgearGarmentAggregator() return end

---@return Bool
function gamedataItem_Record:UseNewSpawnMethod() return end

---@return Bool
function gamedataItem_Record:UsesVariants() return end

---@return gamedataRandomVariant_Record[]
function gamedataItem_Record:Variants() return end

---@param item gamedataRandomVariant_Record
---@return Bool
function gamedataItem_Record:VariantsContains(item) return end

---@return CName[]
function gamedataItem_Record:VisualTags() return end

---@param item CName|string
---@return Bool
function gamedataItem_Record:VisualTagsContains(item) return end

---@class gamedataItemsFactoryAppearanceSuffixBase_Record : gamedataTweakDBRecord
gamedataItemsFactoryAppearanceSuffixBase_Record = {}

---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItemsFactoryAppearanceSuffixBase_Record.new() return end

---@param props table
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItemsFactoryAppearanceSuffixBase_Record.new(props) return end

---@return Bool
function gamedataItemsFactoryAppearanceSuffixBase_Record:InstantSwitch() return end

---@return CName
function gamedataItemsFactoryAppearanceSuffixBase_Record:ScriptedFunction() return end

---@return CName
function gamedataItemsFactoryAppearanceSuffixBase_Record:ScriptedSystem() return end

---@class gamedataItemsFactoryAppearanceSuffixOrder_Record : gamedataTweakDBRecord
gamedataItemsFactoryAppearanceSuffixOrder_Record = {}

---@return gamedataItemsFactoryAppearanceSuffixOrder_Record
function gamedataItemsFactoryAppearanceSuffixOrder_Record.new() return end

---@param props table
---@return gamedataItemsFactoryAppearanceSuffixOrder_Record
function gamedataItemsFactoryAppearanceSuffixOrder_Record.new(props) return end

---@return gamedataItemsFactoryAppearanceSuffixBase_Record[]
function gamedataItemsFactoryAppearanceSuffixOrder_Record:AppearanceSuffixes() return end

---@param item gamedataItemsFactoryAppearanceSuffixBase_Record
---@return Bool
function gamedataItemsFactoryAppearanceSuffixOrder_Record:AppearanceSuffixesContains(item) return end

---@return Int32
function gamedataItemsFactoryAppearanceSuffixOrder_Record:GetAppearanceSuffixesCount() return end

---@param index Int32
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItemsFactoryAppearanceSuffixOrder_Record:GetAppearanceSuffixesItem(index) return end

---@param index Int32
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataItemsFactoryAppearanceSuffixOrder_Record:GetAppearanceSuffixesItemHandle(index) return end

---@class gamedataJournalIcon_Record : gamedataUIIcon_Record
gamedataJournalIcon_Record = {}

---@return gamedataJournalIcon_Record
function gamedataJournalIcon_Record.new() return end

---@param props table
---@return gamedataJournalIcon_Record
function gamedataJournalIcon_Record.new(props) return end

---@class gamedataKeepCurrentCoverCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataKeepCurrentCoverCoverSelectionParameters_Record = {}

---@return gamedataKeepCurrentCoverCoverSelectionParameters_Record
function gamedataKeepCurrentCoverCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataKeepCurrentCoverCoverSelectionParameters_Record
function gamedataKeepCurrentCoverCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataKeepCurrentCoverCoverSelectionParameters_Record:KeepCoverBonus() return end

---@class gamedataKnifeThrowDelivery_Record : gamedataGrenadeDeliveryMethod_Record
gamedataKnifeThrowDelivery_Record = {}

---@return gamedataKnifeThrowDelivery_Record
function gamedataKnifeThrowDelivery_Record.new() return end

---@param props table
---@return gamedataKnifeThrowDelivery_Record
function gamedataKnifeThrowDelivery_Record.new(props) return end

---@class gamedataLCDScreen_Record : gamedataBaseSign_Record
gamedataLCDScreen_Record = {}

---@return gamedataLCDScreen_Record
function gamedataLCDScreen_Record.new() return end

---@param props table
---@return gamedataLCDScreen_Record
function gamedataLCDScreen_Record.new(props) return end

---@return gamedataScreenMessageData_Record
function gamedataLCDScreen_Record:Message() return end

---@return gamedataScreenMessageData_Record
function gamedataLCDScreen_Record:MessageHandle() return end

---@class gamedataLandingFxMaterial_Record : gamedataTweakDBRecord
gamedataLandingFxMaterial_Record = {}

---@return gamedataLandingFxMaterial_Record
function gamedataLandingFxMaterial_Record.new() return end

---@param props table
---@return gamedataLandingFxMaterial_Record
function gamedataLandingFxMaterial_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataLandingFxMaterial_Record:Effect() return end

---@return gamedataMaterial_Record
function gamedataLandingFxMaterial_Record:Material() return end

---@return gamedataMaterial_Record
function gamedataLandingFxMaterial_Record:MaterialHandle() return end

---@class gamedataLandingFxPackage_Record : gamedataTweakDBRecord
gamedataLandingFxPackage_Record = {}

---@return gamedataLandingFxPackage_Record
function gamedataLandingFxPackage_Record.new() return end

---@param props table
---@return gamedataLandingFxPackage_Record
function gamedataLandingFxPackage_Record.new(props) return end

---@return Int32
function gamedataLandingFxPackage_Record:GetMaterialsCount() return end

---@param index Int32
---@return gamedataLandingFxMaterial_Record
function gamedataLandingFxPackage_Record:GetMaterialsItem(index) return end

---@param index Int32
---@return gamedataLandingFxMaterial_Record
function gamedataLandingFxPackage_Record:GetMaterialsItemHandle(index) return end

---@return gamedataLandingFxMaterial_Record[]
function gamedataLandingFxPackage_Record:Materials() return end

---@param item gamedataLandingFxMaterial_Record
---@return Bool
function gamedataLandingFxPackage_Record:MaterialsContains(item) return end

---@class gamedataLayout_Record : gamedataTweakDBRecord
gamedataLayout_Record = {}

---@return gamedataLayout_Record
function gamedataLayout_Record.new() return end

---@param props table
---@return gamedataLayout_Record
function gamedataLayout_Record.new(props) return end

---@return CName
function gamedataLayout_Record:EnumName() return end

---@return redResourceReferenceScriptToken
function gamedataLayout_Record:LibraryPath() return end

---@class gamedataLifePath_Record : gamedataTweakDBRecord
gamedataLifePath_Record = {}

---@return gamedataLifePath_Record
function gamedataLifePath_Record.new() return end

---@param props table
---@return gamedataLifePath_Record
function gamedataLifePath_Record.new(props) return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataLifePath_Record:CaptionIcon() return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataLifePath_Record:CaptionIconHandle() return end

---@return CName
function gamedataLifePath_Record:DisplayName() return end

---@return String
function gamedataLifePath_Record:EnumComment() return end

---@return CName
function gamedataLifePath_Record:EnumName() return end

---@return CName
function gamedataLifePath_Record:NewGameSpawnTag() return end

---@return gamedataLifePath
function gamedataLifePath_Record:Type() return end

---@class gamedataLightPreset
---@field lightSourcesName CName
---@field preset TweakDBID
gamedataLightPreset = {}

---@return gamedataLightPreset
function gamedataLightPreset.new() return end

---@param props table
---@return gamedataLightPreset
function gamedataLightPreset.new(props) return end

---@class gamedataLightPreset_Record : gamedataTweakDBRecord
gamedataLightPreset_Record = {}

---@return gamedataLightPreset_Record
function gamedataLightPreset_Record.new() return end

---@param props table
---@return gamedataLightPreset_Record
function gamedataLightPreset_Record.new(props) return end

---@return Int32[]
function gamedataLightPreset_Record:ColorMax() return end

---@param item Int32
---@return Bool
function gamedataLightPreset_Record:ColorMaxContains(item) return end

---@return Int32[]
function gamedataLightPreset_Record:ColorMin() return end

---@param item Int32
---@return Bool
function gamedataLightPreset_Record:ColorMinContains(item) return end

---@return CName
function gamedataLightPreset_Record:Curve() return end

---@return Float
function gamedataLightPreset_Record:Duration() return end

---@return Bool
function gamedataLightPreset_Record:Force() return end

---@return Int32
function gamedataLightPreset_Record:GetColorMaxCount() return end

---@param index Int32
---@return Int32
function gamedataLightPreset_Record:GetColorMaxItem(index) return end

---@return Int32
function gamedataLightPreset_Record:GetColorMinCount() return end

---@param index Int32
---@return Int32
function gamedataLightPreset_Record:GetColorMinItem(index) return end

---@return Bool
function gamedataLightPreset_Record:Loop() return end

---@return Bool
function gamedataLightPreset_Record:On() return end

---@return Bool
function gamedataLightPreset_Record:OverrideColorMin() return end

---@return Float
function gamedataLightPreset_Record:Strength() return end

---@return Float
function gamedataLightPreset_Record:Time() return end

---@class gamedataLinearAccuracy_Record : gamedataAccuracy_Record
gamedataLinearAccuracy_Record = {}

---@return gamedataLinearAccuracy_Record
function gamedataLinearAccuracy_Record.new() return end

---@param props table
---@return gamedataLinearAccuracy_Record
function gamedataLinearAccuracy_Record.new(props) return end

---@return Float
function gamedataLinearAccuracy_Record:Duration() return end

---@class gamedataLoadingTipsGroup_Record : gamedataTweakDBRecord
gamedataLoadingTipsGroup_Record = {}

---@return gamedataLoadingTipsGroup_Record
function gamedataLoadingTipsGroup_Record.new() return end

---@param props table
---@return gamedataLoadingTipsGroup_Record
function gamedataLoadingTipsGroup_Record.new(props) return end

---@return Int32
function gamedataLoadingTipsGroup_Record:GetHintLocalizationKeysCount() return end

---@param index Int32
---@return CName
function gamedataLoadingTipsGroup_Record:GetHintLocalizationKeysItem(index) return end

---@return CName[]
function gamedataLoadingTipsGroup_Record:HintLocalizationKeys() return end

---@param item CName|string
---@return Bool
function gamedataLoadingTipsGroup_Record:HintLocalizationKeysContains(item) return end

---@return CName
function gamedataLoadingTipsGroup_Record:UnlockingFact() return end

---@class gamedataLocomotionMode_Record : gamedataTweakDBRecord
gamedataLocomotionMode_Record = {}

---@return gamedataLocomotionMode_Record
function gamedataLocomotionMode_Record.new() return end

---@param props table
---@return gamedataLocomotionMode_Record
function gamedataLocomotionMode_Record.new(props) return end

---@return String
function gamedataLocomotionMode_Record:Comment() return end

---@return CName
function gamedataLocomotionMode_Record:EnumName() return end

---@return gamedataLocomotionMode
function gamedataLocomotionMode_Record:Type() return end

---@class gamedataLookAtPart_Record : gamedataTweakDBRecord
gamedataLookAtPart_Record = {}

---@return gamedataLookAtPart_Record
function gamedataLookAtPart_Record.new() return end

---@param props table
---@return gamedataLookAtPart_Record
function gamedataLookAtPart_Record.new(props) return end

---@return Int32
function gamedataLookAtPart_Record:Mode() return end

---@return CName
function gamedataLookAtPart_Record:PartName() return end

---@return Float
function gamedataLookAtPart_Record:Suppress() return end

---@return Float
function gamedataLookAtPart_Record:Weight() return end

---@class gamedataLookAtPreset_Record : gamedataTweakDBRecord
gamedataLookAtPreset_Record = {}

---@return gamedataLookAtPreset_Record
function gamedataLookAtPreset_Record.new() return end

---@param props table
---@return gamedataLookAtPreset_Record
function gamedataLookAtPreset_Record.new(props) return end

---@return Bool
function gamedataLookAtPreset_Record:AttachLeftHandtoRightHand() return end

---@return Bool
function gamedataLookAtPreset_Record:AttachRightHandtoLeftHand() return end

---@return Float
function gamedataLookAtPreset_Record:BackLimitDegrees() return end

---@return CName
function gamedataLookAtPreset_Record:BodyPart() return end

---@return Bool
function gamedataLookAtPreset_Record:CalculatePositionInParentSpace() return end

---@return Float
function gamedataLookAtPreset_Record:FollowingSpeedFactorOverride() return end

---@return Int32
function gamedataLookAtPreset_Record:GetLookAtPartsCount() return end

---@param index Int32
---@return gamedataLookAtPart_Record
function gamedataLookAtPreset_Record:GetLookAtPartsItem(index) return end

---@param index Int32
---@return gamedataLookAtPart_Record
function gamedataLookAtPreset_Record:GetLookAtPartsItemHandle(index) return end

---@return Float
function gamedataLookAtPreset_Record:HardLimitDegrees() return end

---@return Float
function gamedataLookAtPreset_Record:HardLimitDistance() return end

---@return Bool
function gamedataLookAtPreset_Record:HasOutTransition() return end

---@return gamedataLookAtPart_Record[]
function gamedataLookAtPreset_Record:LookAtParts() return end

---@param item gamedataLookAtPart_Record
---@return Bool
function gamedataLookAtPreset_Record:LookAtPartsContains(item) return end

---@return Int32
function gamedataLookAtPreset_Record:Mode() return end

---@return Float
function gamedataLookAtPreset_Record:OutTransitionSpeed() return end

---@return Int32
function gamedataLookAtPreset_Record:Priority() return end

---@return Float
function gamedataLookAtPreset_Record:SoftLimitDegrees() return end

---@return Float
function gamedataLookAtPreset_Record:Suppress() return end

---@return Float
function gamedataLookAtPreset_Record:TransitionSpeed() return end

---@class gamedataLootInjectionSettings_Record : gamedataTweakDBRecord
gamedataLootInjectionSettings_Record = {}

---@return gamedataLootInjectionSettings_Record
function gamedataLootInjectionSettings_Record.new() return end

---@param props table
---@return gamedataLootInjectionSettings_Record
function gamedataLootInjectionSettings_Record.new(props) return end

---@return Float
function gamedataLootInjectionSettings_Record:BrokenChance() return end

---@return Float
function gamedataLootInjectionSettings_Record:BrokenOverrideChance() return end

---@return Int32
function gamedataLootInjectionSettings_Record:GetStatsExlcudingBrokenCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataLootInjectionSettings_Record:GetStatsExlcudingBrokenItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataLootInjectionSettings_Record:GetStatsExlcudingBrokenItemHandle(index) return end

---@return Int32
function gamedataLootInjectionSettings_Record:GetTagsExcludingBrokenCount() return end

---@param index Int32
---@return CName
function gamedataLootInjectionSettings_Record:GetTagsExcludingBrokenItem(index) return end

---@return gamedataLootTable_Record
function gamedataLootInjectionSettings_Record:InjectedLoot() return end

---@return gamedataLootTable_Record
function gamedataLootInjectionSettings_Record:InjectedLootHandle() return end

---@return gamedataStat_Record[]
function gamedataLootInjectionSettings_Record:StatsExlcudingBroken() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataLootInjectionSettings_Record:StatsExlcudingBrokenContains(item) return end

---@return CName[]
function gamedataLootInjectionSettings_Record:TagsExcludingBroken() return end

---@param item CName|string
---@return Bool
function gamedataLootInjectionSettings_Record:TagsExcludingBrokenContains(item) return end

---@class gamedataLootItem_Record : gamedataLootTableElement_Record
gamedataLootItem_Record = {}

---@return gamedataLootItem_Record
function gamedataLootItem_Record.new() return end

---@param props table
---@return gamedataLootItem_Record
function gamedataLootItem_Record.new(props) return end

---@return gamedataItem_Record
function gamedataLootItem_Record:ItemID() return end

---@return gamedataItem_Record
function gamedataLootItem_Record:ItemIDHandle() return end

---@class gamedataLootTableElement_Record : gamedataTweakDBRecord
gamedataLootTableElement_Record = {}

---@return gamedataLootTableElement_Record
function gamedataLootTableElement_Record.new() return end

---@param props table
---@return gamedataLootTableElement_Record
function gamedataLootTableElement_Record.new(props) return end

---@return Float
function gamedataLootTableElement_Record:DropChance() return end

---@return Int32
function gamedataLootTableElement_Record:DropCountMax() return end

---@return Int32
function gamedataLootTableElement_Record:DropCountMin() return end

---@return Int32
function gamedataLootTableElement_Record:GetQuantityModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataLootTableElement_Record:GetQuantityModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataLootTableElement_Record:GetQuantityModifiersItemHandle(index) return end

---@return Int32
function gamedataLootTableElement_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataLootTableElement_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataLootTableElement_Record:GetStatModifiersItemHandle(index) return end

---@return gamedataIPrereq_Record
function gamedataLootTableElement_Record:PlayerPrereqID() return end

---@return gamedataIPrereq_Record
function gamedataLootTableElement_Record:PlayerPrereqIDHandle() return end

---@return gamedataStatModifier_Record[]
function gamedataLootTableElement_Record:QuantityModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataLootTableElement_Record:QuantityModifiersContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataLootTableElement_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataLootTableElement_Record:StatModifiersContains(item) return end

---@class gamedataLootTable_Record : gamedataTweakDBRecord
gamedataLootTable_Record = {}

---@return gamedataLootTable_Record
function gamedataLootTable_Record.new() return end

---@param props table
---@return gamedataLootTable_Record
function gamedataLootTable_Record.new(props) return end

---@return Int32
function gamedataLootTable_Record:GetLootItemsCount() return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataLootTable_Record:GetLootItemsItem(index) return end

---@param index Int32
---@return gamedataLootItem_Record
function gamedataLootTable_Record:GetLootItemsItemHandle(index) return end

---@return Int32
function gamedataLootTable_Record:GetLootTableInclusionsCount() return end

---@param index Int32
---@return gamedataLootTable_Record
function gamedataLootTable_Record:GetLootTableInclusionsItem(index) return end

---@param index Int32
---@return gamedataLootTable_Record
function gamedataLootTable_Record:GetLootTableInclusionsItemHandle(index) return end

---@return Int32
function gamedataLootTable_Record:GetQueriesCount() return end

---@param index Int32
---@return gamedataItemQueryElement_Record
function gamedataLootTable_Record:GetQueriesItem(index) return end

---@param index Int32
---@return gamedataItemQueryElement_Record
function gamedataLootTable_Record:GetQueriesItemHandle(index) return end

---@return String
function gamedataLootTable_Record:LootGenerationType() return end

---@return gamedataLootItem_Record[]
function gamedataLootTable_Record:LootItems() return end

---@param item gamedataLootItem_Record
---@return Bool
function gamedataLootTable_Record:LootItemsContains(item) return end

---@return gamedataLootTable_Record[]
function gamedataLootTable_Record:LootTableInclusions() return end

---@param item gamedataLootTable_Record
---@return Bool
function gamedataLootTable_Record:LootTableInclusionsContains(item) return end

---@return Int32
function gamedataLootTable_Record:MaxItemsToLoot() return end

---@return Int32
function gamedataLootTable_Record:MinItemsToLoot() return end

---@return gamedataItemQueryElement_Record[]
function gamedataLootTable_Record:Queries() return end

---@param item gamedataItemQueryElement_Record
---@return Bool
function gamedataLootTable_Record:QueriesContains(item) return end

---@class gamedataMappinClampingSettings_Record : gamedataTweakDBRecord
gamedataMappinClampingSettings_Record = {}

---@return gamedataMappinClampingSettings_Record
function gamedataMappinClampingSettings_Record.new() return end

---@param props table
---@return gamedataMappinClampingSettings_Record
function gamedataMappinClampingSettings_Record.new(props) return end

---@return Float
function gamedataMappinClampingSettings_Record:ClampSmoothing() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:ClampingRectangleLeftAndTop() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:ClampingRectangleRightAndBottom() return end

---@return Bool
function gamedataMappinClampingSettings_Record:CustomBottomLeftEllipse() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomBottomLeftEllipseOffset() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomBottomLeftEllipseSize() return end

---@return Bool
function gamedataMappinClampingSettings_Record:CustomBottomRightEllipse() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomBottomRightEllipseOffset() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomBottomRightEllipseSize() return end

---@return Bool
function gamedataMappinClampingSettings_Record:CustomTopLeftEllipse() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomTopLeftEllipseOffset() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomTopLeftEllipseSize() return end

---@return Bool
function gamedataMappinClampingSettings_Record:CustomTopRightEllipse() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomTopRightEllipseOffset() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:CustomTopRightEllipseSize() return end

---@return Bool
function gamedataMappinClampingSettings_Record:DisableBottomLeftEllipse() return end

---@return Bool
function gamedataMappinClampingSettings_Record:DisableBottomRightEllipse() return end

---@return Bool
function gamedataMappinClampingSettings_Record:DisableTopLeftEllipse() return end

---@return Bool
function gamedataMappinClampingSettings_Record:DisableTopRightEllipse() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:EllipseOffset() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:EllipseShapeSize() return end

---@return Vector2
function gamedataMappinClampingSettings_Record:EllipseSize() return end

---@return Float
function gamedataMappinClampingSettings_Record:MinimumClampPercent() return end

---@return Bool
function gamedataMappinClampingSettings_Record:UseEllipseShape() return end

---@return Bool
function gamedataMappinClampingSettings_Record:UseSpecialShapeLogic() return end

---@class gamedataMappinDefinition_Record : gamedataBase_MappinDefinition_Record
gamedataMappinDefinition_Record = {}

---@return gamedataMappinDefinition_Record
function gamedataMappinDefinition_Record.new() return end

---@param props table
---@return gamedataMappinDefinition_Record
function gamedataMappinDefinition_Record.new(props) return end

---@return Int32
function gamedataMappinDefinition_Record:GetPossibleVariantsCount() return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinDefinition_Record:GetPossibleVariantsItem(index) return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinDefinition_Record:GetPossibleVariantsItemHandle(index) return end

---@return gamedataMappinVariant_Record[]
function gamedataMappinDefinition_Record:PossibleVariants() return end

---@param item gamedataMappinVariant_Record
---@return Bool
function gamedataMappinDefinition_Record:PossibleVariantsContains(item) return end

---@class gamedataMappinPhaseDefinition_Record : gamedataTweakDBRecord
gamedataMappinPhaseDefinition_Record = {}

---@return gamedataMappinPhaseDefinition_Record
function gamedataMappinPhaseDefinition_Record.new() return end

---@param props table
---@return gamedataMappinPhaseDefinition_Record
function gamedataMappinPhaseDefinition_Record.new(props) return end

---@return gamedataMappinPhase_Record
function gamedataMappinPhaseDefinition_Record:Phase() return end

---@return gamedataMappinPhase_Record
function gamedataMappinPhaseDefinition_Record:PhaseHandle() return end

---@return gamedataMappinVariant_Record
function gamedataMappinPhaseDefinition_Record:Variant() return end

---@return gamedataMappinVariant_Record
function gamedataMappinPhaseDefinition_Record:VariantHandle() return end

---@class gamedataMappinPhase_Record : gamedataTweakDBRecord
gamedataMappinPhase_Record = {}

---@return gamedataMappinPhase_Record
function gamedataMappinPhase_Record.new() return end

---@param props table
---@return gamedataMappinPhase_Record
function gamedataMappinPhase_Record.new(props) return end

---@return String
function gamedataMappinPhase_Record:EnumComment() return end

---@return CName
function gamedataMappinPhase_Record:EnumName() return end

---@return gamedataMappinPhase
function gamedataMappinPhase_Record:Type() return end

---@class gamedataMappinUICustomOpacityParams_Record : gamedataTweakDBRecord
gamedataMappinUICustomOpacityParams_Record = {}

---@return gamedataMappinUICustomOpacityParams_Record
function gamedataMappinUICustomOpacityParams_Record.new() return end

---@param props table
---@return gamedataMappinUICustomOpacityParams_Record
function gamedataMappinUICustomOpacityParams_Record.new(props) return end

---@return Float
function gamedataMappinUICustomOpacityParams_Record:DistanceWhenFullyHidden() return end

---@return Float
function gamedataMappinUICustomOpacityParams_Record:DistanceWhenFullyVisible() return end

---@return Float
function gamedataMappinUICustomOpacityParams_Record:VisibilityConeEndAngle() return end

---@return Float
function gamedataMappinUICustomOpacityParams_Record:VisibilityConeMaximumOpacity() return end

---@return Float
function gamedataMappinUICustomOpacityParams_Record:VisibilityConeStartAngle() return end

---@class gamedataMappinUIFilterGroup_Record : gamedataTweakDBRecord
gamedataMappinUIFilterGroup_Record = {}

---@return gamedataMappinUIFilterGroup_Record
function gamedataMappinUIFilterGroup_Record.new() return end

---@param props table
---@return gamedataMappinUIFilterGroup_Record
function gamedataMappinUIFilterGroup_Record.new(props) return end

---@return CName
function gamedataMappinUIFilterGroup_Record:FilterName() return end

---@return gamedataWorldMapFilter_Record
function gamedataMappinUIFilterGroup_Record:FilterType() return end

---@return gamedataWorldMapFilter_Record
function gamedataMappinUIFilterGroup_Record:FilterTypeHandle() return end

---@return Int32
function gamedataMappinUIFilterGroup_Record:GetMappinsCount() return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinUIFilterGroup_Record:GetMappinsItem(index) return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinUIFilterGroup_Record:GetMappinsItemHandle(index) return end

---@return gamedataMappinVariant_Record[]
function gamedataMappinUIFilterGroup_Record:Mappins() return end

---@param item gamedataMappinVariant_Record
---@return Bool
function gamedataMappinUIFilterGroup_Record:MappinsContains(item) return end

---@return Bool
function gamedataMappinUIFilterGroup_Record:ShouldCollectMappins() return end

---@class gamedataMappinUIGlobalProfile_Record : gamedataTweakDBRecord
gamedataMappinUIGlobalProfile_Record = {}

---@return gamedataMappinUIGlobalProfile_Record
function gamedataMappinUIGlobalProfile_Record.new() return end

---@param props table
---@return gamedataMappinUIGlobalProfile_Record
function gamedataMappinUIGlobalProfile_Record.new(props) return end

---@return Float
function gamedataMappinUIGlobalProfile_Record:CompletedPOIOpacity() return end

---@return Int32
function gamedataMappinUIGlobalProfile_Record:GetNameplateVisibleInTierCount() return end

---@param index Int32
---@return Bool
function gamedataMappinUIGlobalProfile_Record:GetNameplateVisibleInTierItem(index) return end

---@return Float
function gamedataMappinUIGlobalProfile_Record:GpsPortalIconScale() return end

---@return Bool
function gamedataMappinUIGlobalProfile_Record:NameplateVisibleInBraindance() return end

---@return Bool[]
function gamedataMappinUIGlobalProfile_Record:NameplateVisibleInTier() return end

---@param item Bool
---@return Bool
function gamedataMappinUIGlobalProfile_Record:NameplateVisibleInTierContains(item) return end

---@return Float
function gamedataMappinUIGlobalProfile_Record:VerticalRelationTolerance() return end

---@return Float
function gamedataMappinUIGlobalProfile_Record:VerticalRelationVisibleRangeMax() return end

---@return Float
function gamedataMappinUIGlobalProfile_Record:VerticalRelationVisibleRangeMin() return end

---@class gamedataMappinUIParamGroup_Record : gamedataTweakDBRecord
gamedataMappinUIParamGroup_Record = {}

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIParamGroup_Record.new() return end

---@param props table
---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIParamGroup_Record.new(props) return end

---@return Float
function gamedataMappinUIParamGroup_Record:MaxFactor() return end

---@return Float
function gamedataMappinUIParamGroup_Record:MaxValue() return end

---@return Float
function gamedataMappinUIParamGroup_Record:MinFactor() return end

---@return Float
function gamedataMappinUIParamGroup_Record:MinValue() return end

---@return Bool
function gamedataMappinUIParamGroup_Record:Quadratic() return end

---@return Float
function gamedataMappinUIParamGroup_Record:QuadraticPeakMultiplier() return end

---@return Float
function gamedataMappinUIParamGroup_Record:ValueOffset() return end

---@class gamedataMappinUIPreventionSettings_Record : gamedataTweakDBRecord
gamedataMappinUIPreventionSettings_Record = {}

---@return gamedataMappinUIPreventionSettings_Record
function gamedataMappinUIPreventionSettings_Record.new() return end

---@param props table
---@return gamedataMappinUIPreventionSettings_Record
function gamedataMappinUIPreventionSettings_Record.new(props) return end

---@return Float
function gamedataMappinUIPreventionSettings_Record:PreventionDetectionThresholdForVisionCone() return end

---@return Float
function gamedataMappinUIPreventionSettings_Record:PreventionMappinMaxDistance() return end

---@return Float
function gamedataMappinUIPreventionSettings_Record:PreventionVehicleMappinMaxDistance() return end

---@class gamedataMappinUIRuntimeProfile_Record : gamedataTweakDBRecord
gamedataMappinUIRuntimeProfile_Record = {}

---@return gamedataMappinUIRuntimeProfile_Record
function gamedataMappinUIRuntimeProfile_Record.new() return end

---@param props table
---@return gamedataMappinUIRuntimeProfile_Record
function gamedataMappinUIRuntimeProfile_Record.new(props) return end

---@return Vector2
function gamedataMappinUIRuntimeProfile_Record:ClampEllipseSize() return end

---@return Vector2
function gamedataMappinUIRuntimeProfile_Record:ClampRectMargin() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:ClampX() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:ClampY() return end

---@return gamedataMappinClampingSettings_Record
function gamedataMappinUIRuntimeProfile_Record:ClampingParams() return end

---@return gamedataMappinClampingSettings_Record
function gamedataMappinUIRuntimeProfile_Record:ClampingParamsHandle() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:DynamicClamping() return end

---@return Int32
function gamedataMappinUIRuntimeProfile_Record:GetVisibleInTierCount() return end

---@param index Int32
---@return Bool
function gamedataMappinUIRuntimeProfile_Record:GetVisibleInTierItem(index) return end

---@return Float
function gamedataMappinUIRuntimeProfile_Record:HoverRadius() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:IsLoot() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:KeepNameplate() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityAngleParams() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityAngleParamsHandle() return end

---@return gamedataMappinUICustomOpacityParams_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityCustomParams() return end

---@return gamedataMappinUICustomOpacityParams_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityCustomParamsHandle() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityDistanceParams() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:OpacityDistanceParamsHandle() return end

---@return Int32
function gamedataMappinUIRuntimeProfile_Record:Priority() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:ScaleByDistance() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:ScaleDistanceParams() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:ScaleDistanceParamsHandle() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:ScaleDistanceScanningParams() return end

---@return gamedataMappinUIParamGroup_Record
function gamedataMappinUIRuntimeProfile_Record:ScaleDistanceScanningParamsHandle() return end

---@return Vector2
function gamedataMappinUIRuntimeProfile_Record:ScreenOffset() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:ShowDistance() return end

---@return Float
function gamedataMappinUIRuntimeProfile_Record:ShowDistanceMinRange() return end

---@return Float
function gamedataMappinUIRuntimeProfile_Record:ShowNameMinRange() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:ShowTrackedIcon() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:UseQuestProperties() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:VisibleInBraindance() return end

---@return Bool
function gamedataMappinUIRuntimeProfile_Record:VisibleInScanning() return end

---@return Bool[]
function gamedataMappinUIRuntimeProfile_Record:VisibleInTier() return end

---@param item Bool
---@return Bool
function gamedataMappinUIRuntimeProfile_Record:VisibleInTierContains(item) return end

---@return Vector3
function gamedataMappinUIRuntimeProfile_Record:WorldOffset() return end

---@class gamedataMappinUISettings_Record : gamedataMappinUIRuntimeProfile_Record
gamedataMappinUISettings_Record = {}

---@return gamedataMappinUISettings_Record
function gamedataMappinUISettings_Record.new() return end

---@param props table
---@return gamedataMappinUISettings_Record
function gamedataMappinUISettings_Record.new(props) return end

---@return Float
function gamedataMappinUISettings_Record:CompletedPOIOpacity() return end

---@return Bool
function gamedataMappinUISettings_Record:ShowInTier3() return end

---@class gamedataMappinUISpawnProfile_Record : gamedataTweakDBRecord
gamedataMappinUISpawnProfile_Record = {}

---@return gamedataMappinUISpawnProfile_Record
function gamedataMappinUISpawnProfile_Record.new() return end

---@param props table
---@return gamedataMappinUISpawnProfile_Record
function gamedataMappinUISpawnProfile_Record.new(props) return end

---@return Float
function gamedataMappinUISpawnProfile_Record:DespawnDistance() return end

---@return Float
function gamedataMappinUISpawnProfile_Record:SpawnDistance() return end

---@class gamedataMappinVariant_Record : gamedataTweakDBRecord
gamedataMappinVariant_Record = {}

---@return gamedataMappinVariant_Record
function gamedataMappinVariant_Record.new() return end

---@param props table
---@return gamedataMappinVariant_Record
function gamedataMappinVariant_Record.new(props) return end

---@return String
function gamedataMappinVariant_Record:EnumComment() return end

---@return CName
function gamedataMappinVariant_Record:EnumName() return end

---@return gamedataMappinVariant
function gamedataMappinVariant_Record:Type() return end

---@class gamedataMappinsGroup_Record : gamedataTweakDBRecord
gamedataMappinsGroup_Record = {}

---@return gamedataMappinsGroup_Record
function gamedataMappinsGroup_Record.new() return end

---@param props table
---@return gamedataMappinsGroup_Record
function gamedataMappinsGroup_Record.new(props) return end

---@return Int32
function gamedataMappinsGroup_Record:GetMappinsCount() return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinsGroup_Record:GetMappinsItem(index) return end

---@param index Int32
---@return gamedataMappinVariant_Record
function gamedataMappinsGroup_Record:GetMappinsItemHandle(index) return end

---@return CName
function gamedataMappinsGroup_Record:GroupName() return end

---@return gamedataMappinVariant_Record[]
function gamedataMappinsGroup_Record:Mappins() return end

---@param item gamedataMappinVariant_Record
---@return Bool
function gamedataMappinsGroup_Record:MappinsContains(item) return end

---@return CName
function gamedataMappinsGroup_Record:WidgetState() return end

---@class gamedataMaterialFx_Record : gamedataTweakDBRecord
gamedataMaterialFx_Record = {}

---@return gamedataMaterialFx_Record
function gamedataMaterialFx_Record.new() return end

---@param props table
---@return gamedataMaterialFx_Record
function gamedataMaterialFx_Record.new(props) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_decalCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_decalItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_dismemberment_piercingCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_dismemberment_piercingItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_main_effectCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_main_effectItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_pierce_decalCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_pierce_decalItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_pierce_effectCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_pierce_effectItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_pierce_splatter_farCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_pierce_splatter_farItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_pierce_splatter_nearCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_pierce_splatter_nearItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_reflected_effectCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_reflected_effectItem(index) return end

---@return Int32
function gamedataMaterialFx_Record:GetImpact_underwater_effectCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataMaterialFx_Record:GetImpact_underwater_effectItem(index) return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_decal() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_dismemberment_piercing() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_main_effect() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_pierce_decal() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_pierce_effect() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_pierce_splatter_far() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_pierce_splatter_near() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_reflected_effect() return end

---@return redResourceReferenceScriptToken[]
function gamedataMaterialFx_Record:Impact_underwater_effect() return end

---@return Bool
function gamedataMaterialFx_Record:Pierce_enter() return end

---@return Bool
function gamedataMaterialFx_Record:Pierce_exit() return end

---@return Float
function gamedataMaterialFx_Record:Pierce_far_distance() return end

---@return Float
function gamedataMaterialFx_Record:Pierce_near_distance() return end

---@return Float
function gamedataMaterialFx_Record:Reflected_angle_max() return end

---@class gamedataMaterial_Record : gamedataTweakDBRecord
gamedataMaterial_Record = {}

---@return gamedataMaterial_Record
function gamedataMaterial_Record.new() return end

---@param props table
---@return gamedataMaterial_Record
function gamedataMaterial_Record.new(props) return end

---@return CName
function gamedataMaterial_Record:Name() return end

---@class gamedataMeleeAttackDirection_Record : gamedataTweakDBRecord
gamedataMeleeAttackDirection_Record = {}

---@return gamedataMeleeAttackDirection_Record
function gamedataMeleeAttackDirection_Record.new() return end

---@param props table
---@return gamedataMeleeAttackDirection_Record
function gamedataMeleeAttackDirection_Record.new(props) return end

---@return String
function gamedataMeleeAttackDirection_Record:EnumComment() return end

---@return CName
function gamedataMeleeAttackDirection_Record:EnumName() return end

---@return gamedataMeleeAttackDirection
function gamedataMeleeAttackDirection_Record:Type() return end

---@class gamedataMetaQuest_Record : gamedataTweakDBRecord
gamedataMetaQuest_Record = {}

---@return gamedataMetaQuest_Record
function gamedataMetaQuest_Record.new() return end

---@param props table
---@return gamedataMetaQuest_Record
function gamedataMetaQuest_Record.new(props) return end

---@return String
function gamedataMetaQuest_Record:EnumComment() return end

---@return String
function gamedataMetaQuest_Record:EnumName() return end

---@return gamedataMetaQuest
function gamedataMetaQuest_Record:Type() return end

---@class gamedataMiniGame_AllSymbols_Record : gamedataTweakDBRecord
gamedataMiniGame_AllSymbols_Record = {}

---@return gamedataMiniGame_AllSymbols_Record
function gamedataMiniGame_AllSymbols_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_Record
function gamedataMiniGame_AllSymbols_Record.new(props) return end

---@return Int32
function gamedataMiniGame_AllSymbols_Record:GetSymbolsWithRarityCount() return end

---@param index Int32
---@return gamedataMiniGame_SymbolsWithRarity_Record
function gamedataMiniGame_AllSymbols_Record:GetSymbolsWithRarityItem(index) return end

---@param index Int32
---@return gamedataMiniGame_SymbolsWithRarity_Record
function gamedataMiniGame_AllSymbols_Record:GetSymbolsWithRarityItemHandle(index) return end

---@return gamedataMiniGame_SymbolsWithRarity_Record[]
function gamedataMiniGame_AllSymbols_Record:SymbolsWithRarity() return end

---@param item gamedataMiniGame_SymbolsWithRarity_Record
---@return Bool
function gamedataMiniGame_AllSymbols_Record:SymbolsWithRarityContains(item) return end

---@class gamedataMiniGame_AllSymbols_inline0_Record : gamedataMiniGame_SymbolsWithRarity_Record
gamedataMiniGame_AllSymbols_inline0_Record = {}

---@return gamedataMiniGame_AllSymbols_inline0_Record
function gamedataMiniGame_AllSymbols_inline0_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_inline0_Record
function gamedataMiniGame_AllSymbols_inline0_Record.new(props) return end

---@class gamedataMiniGame_AllSymbols_inline1_Record : gamedataMiniGame_SymbolsWithRarity_Record
gamedataMiniGame_AllSymbols_inline1_Record = {}

---@return gamedataMiniGame_AllSymbols_inline1_Record
function gamedataMiniGame_AllSymbols_inline1_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_inline1_Record
function gamedataMiniGame_AllSymbols_inline1_Record.new(props) return end

---@class gamedataMiniGame_AllSymbols_inline2_Record : gamedataMiniGame_SymbolsWithRarity_Record
gamedataMiniGame_AllSymbols_inline2_Record = {}

---@return gamedataMiniGame_AllSymbols_inline2_Record
function gamedataMiniGame_AllSymbols_inline2_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_inline2_Record
function gamedataMiniGame_AllSymbols_inline2_Record.new(props) return end

---@class gamedataMiniGame_AllSymbols_inline3_Record : gamedataMiniGame_SymbolsWithRarity_Record
gamedataMiniGame_AllSymbols_inline3_Record = {}

---@return gamedataMiniGame_AllSymbols_inline3_Record
function gamedataMiniGame_AllSymbols_inline3_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_inline3_Record
function gamedataMiniGame_AllSymbols_inline3_Record.new(props) return end

---@class gamedataMiniGame_AllSymbols_inline4_Record : gamedataMiniGame_SymbolsWithRarity_Record
gamedataMiniGame_AllSymbols_inline4_Record = {}

---@return gamedataMiniGame_AllSymbols_inline4_Record
function gamedataMiniGame_AllSymbols_inline4_Record.new() return end

---@param props table
---@return gamedataMiniGame_AllSymbols_inline4_Record
function gamedataMiniGame_AllSymbols_inline4_Record.new(props) return end

---@class gamedataMiniGame_SymbolsWithRarity_Record : gamedataTweakDBRecord
gamedataMiniGame_SymbolsWithRarity_Record = {}

---@return gamedataMiniGame_SymbolsWithRarity_Record
function gamedataMiniGame_SymbolsWithRarity_Record.new() return end

---@param props table
---@return gamedataMiniGame_SymbolsWithRarity_Record
function gamedataMiniGame_SymbolsWithRarity_Record.new(props) return end

---@return String
function gamedataMiniGame_SymbolsWithRarity_Record:Name() return end

---@return Float
function gamedataMiniGame_SymbolsWithRarity_Record:Probability() return end

---@return String
function gamedataMiniGame_SymbolsWithRarity_Record:Symbol() return end

---@class gamedataMiniGame_Trap_Record : gamedataTweakDBRecord
gamedataMiniGame_Trap_Record = {}

---@return gamedataMiniGame_Trap_Record
function gamedataMiniGame_Trap_Record.new() return end

---@param props table
---@return gamedataMiniGame_Trap_Record
function gamedataMiniGame_Trap_Record.new(props) return end

---@return Bool
function gamedataMiniGame_Trap_Record:NegativeTrap() return end

---@return Float
function gamedataMiniGame_Trap_Record:SpawnProbability() return end

---@return CName
function gamedataMiniGame_Trap_Record:TrapDescription() return end

---@return gamedataUIIcon_Record
function gamedataMiniGame_Trap_Record:TrapIcon() return end

---@return gamedataUIIcon_Record
function gamedataMiniGame_Trap_Record:TrapIconHandle() return end

---@return CName
function gamedataMiniGame_Trap_Record:TrapName() return end

---@return gamedataMinigameTrapType_Record
function gamedataMiniGame_Trap_Record:TrapType() return end

---@return gamedataMinigameTrapType_Record
function gamedataMiniGame_Trap_Record:TrapTypeHandle() return end

---@class gamedataMinigameActionType_Record : gamedataTweakDBRecord
gamedataMinigameActionType_Record = {}

---@return gamedataMinigameActionType_Record
function gamedataMinigameActionType_Record.new() return end

---@param props table
---@return gamedataMinigameActionType_Record
function gamedataMinigameActionType_Record.new(props) return end

---@return String
function gamedataMinigameActionType_Record:EnumComment() return end

---@return CName
function gamedataMinigameActionType_Record:EnumName() return end

---@return gamedataMinigameActionType
function gamedataMinigameActionType_Record:Type() return end

---@class gamedataMinigameAction_Record : gamedataObjectAction_Record
gamedataMinigameAction_Record = {}

---@return gamedataMinigameAction_Record
function gamedataMinigameAction_Record.new() return end

---@param props table
---@return gamedataMinigameAction_Record
function gamedataMinigameAction_Record.new(props) return end

---@return gamedataMinigameCategory_Record
function gamedataMinigameAction_Record:Category() return end

---@return gamedataMinigameCategory_Record
function gamedataMinigameAction_Record:CategoryHandle() return end

---@return Float
function gamedataMinigameAction_Record:Complexity() return end

---@return Float
function gamedataMinigameAction_Record:Duration() return end

---@return CName
function gamedataMinigameAction_Record:FactName() return end

---@return Int32
function gamedataMinigameAction_Record:FactValue() return end

---@return String
function gamedataMinigameAction_Record:JournalEntry() return end

---@return Float
function gamedataMinigameAction_Record:MemoryCost() return end

---@return gamedataRewardBase_Record
function gamedataMinigameAction_Record:Reward() return end

---@return gamedataRewardBase_Record
function gamedataMinigameAction_Record:RewardHandle() return end

---@return Bool
function gamedataMinigameAction_Record:ShowPopup() return end

---@return gamedataMinigameActionType_Record
function gamedataMinigameAction_Record:Type() return end

---@return gamedataMinigameActionType_Record
function gamedataMinigameAction_Record:TypeHandle() return end

---@class gamedataMinigameCategory_Record : gamedataTweakDBRecord
gamedataMinigameCategory_Record = {}

---@return gamedataMinigameCategory_Record
function gamedataMinigameCategory_Record.new() return end

---@param props table
---@return gamedataMinigameCategory_Record
function gamedataMinigameCategory_Record.new(props) return end

---@return String
function gamedataMinigameCategory_Record:EnumComment() return end

---@return CName
function gamedataMinigameCategory_Record:EnumName() return end

---@return gamedataMinigameCategory
function gamedataMinigameCategory_Record:Type() return end

---@class gamedataMinigameTrapType_Record : gamedataTweakDBRecord
gamedataMinigameTrapType_Record = {}

---@return gamedataMinigameTrapType_Record
function gamedataMinigameTrapType_Record.new() return end

---@param props table
---@return gamedataMinigameTrapType_Record
function gamedataMinigameTrapType_Record.new(props) return end

---@return String
function gamedataMinigameTrapType_Record:EnumComment() return end

---@return CName
function gamedataMinigameTrapType_Record:EnumName() return end

---@return gamedataMinigameTrapType
function gamedataMinigameTrapType_Record:Type() return end

---@class gamedataMinigame_Def_Record : gamedataTweakDBRecord
gamedataMinigame_Def_Record = {}

---@return gamedataMinigame_Def_Record
function gamedataMinigame_Def_Record.new() return end

---@param props table
---@return gamedataMinigame_Def_Record
function gamedataMinigame_Def_Record.new(props) return end

---@return gamedataProgram_Record[]
function gamedataMinigame_Def_Record:AdditionalProgramsList() return end

---@param item gamedataProgram_Record
---@return Bool
function gamedataMinigame_Def_Record:AdditionalProgramsListContains(item) return end

---@return CName
function gamedataMinigame_Def_Record:BufferFullExitText() return end

---@return Int32
function gamedataMinigame_Def_Record:BufferSize() return end

---@return CName
function gamedataMinigame_Def_Record:CanceledExitText() return end

---@return gamedataMiniGame_Trap_Record
function gamedataMinigame_Def_Record:DefaultTrap() return end

---@return gamedataMiniGame_Trap_Record
function gamedataMinigame_Def_Record:DefaultTrapHandle() return end

---@return Float
function gamedataMinigame_Def_Record:ExtraDifficulty() return end

---@return CName
function gamedataMinigame_Def_Record:FailExitText() return end

---@return gamedataProgram_Record[]
function gamedataMinigame_Def_Record:ForbiddenProgramsList() return end

---@param item gamedataProgram_Record
---@return Bool
function gamedataMinigame_Def_Record:ForbiddenProgramsListContains(item) return end

---@return CName
function gamedataMinigame_Def_Record:GenericExitText() return end

---@return Int32
function gamedataMinigame_Def_Record:GetAdditionalProgramsListCount() return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetAdditionalProgramsListItem(index) return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetAdditionalProgramsListItemHandle(index) return end

---@return Int32
function gamedataMinigame_Def_Record:GetForbiddenProgramsListCount() return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetForbiddenProgramsListItem(index) return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetForbiddenProgramsListItemHandle(index) return end

---@return Int32
function gamedataMinigame_Def_Record:GetGridSymbolsCount() return end

---@param index Int32
---@return gamedataRowSymbols_Record
function gamedataMinigame_Def_Record:GetGridSymbolsItem(index) return end

---@param index Int32
---@return gamedataRowSymbols_Record
function gamedataMinigame_Def_Record:GetGridSymbolsItemHandle(index) return end

---@return Int32
function gamedataMinigame_Def_Record:GetGridTrapsCount() return end

---@param index Int32
---@return gamedataRowTraps_Record
function gamedataMinigame_Def_Record:GetGridTrapsItem(index) return end

---@param index Int32
---@return gamedataRowTraps_Record
function gamedataMinigame_Def_Record:GetGridTrapsItemHandle(index) return end

---@return Int32
function gamedataMinigame_Def_Record:GetOverrideProgramsListCount() return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetOverrideProgramsListItem(index) return end

---@param index Int32
---@return gamedataProgram_Record
function gamedataMinigame_Def_Record:GetOverrideProgramsListItemHandle(index) return end

---@return CName
function gamedataMinigame_Def_Record:GreatSuccessExitText() return end

---@return Int32
function gamedataMinigame_Def_Record:GridSize() return end

---@return gamedataRowSymbols_Record[]
function gamedataMinigame_Def_Record:GridSymbols() return end

---@param item gamedataRowSymbols_Record
---@return Bool
function gamedataMinigame_Def_Record:GridSymbolsContains(item) return end

---@return gamedataRowTraps_Record[]
function gamedataMinigame_Def_Record:GridTraps() return end

---@param item gamedataRowTraps_Record
---@return Bool
function gamedataMinigame_Def_Record:GridTrapsContains(item) return end

---@return Bool
function gamedataMinigame_Def_Record:NoTraps() return end

---@return Float
function gamedataMinigame_Def_Record:OverlapProbability() return end

---@return gamedataProgram_Record[]
function gamedataMinigame_Def_Record:OverrideProgramsList() return end

---@param item gamedataProgram_Record
---@return Bool
function gamedataMinigame_Def_Record:OverrideProgramsListContains(item) return end

---@return Bool
function gamedataMinigame_Def_Record:SaveSeed() return end

---@return CName
function gamedataMinigame_Def_Record:SuccessExitText() return end

---@return Float
function gamedataMinigame_Def_Record:TimeLimit() return end

---@return CName
function gamedataMinigame_Def_Record:TimeOutExitText() return end

---@return Float
function gamedataMinigame_Def_Record:TrapsProbability() return end

---@return Bool
function gamedataMinigame_Def_Record:UseProgression() return end

---@class gamedataModifyAttackCritChanceEffector_Record : gamedataEffector_Record
gamedataModifyAttackCritChanceEffector_Record = {}

---@return gamedataModifyAttackCritChanceEffector_Record
function gamedataModifyAttackCritChanceEffector_Record.new() return end

---@param props table
---@return gamedataModifyAttackCritChanceEffector_Record
function gamedataModifyAttackCritChanceEffector_Record.new(props) return end

---@return gamedataStatModifier_Record[]
function gamedataModifyAttackCritChanceEffector_Record:CritChance() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataModifyAttackCritChanceEffector_Record:CritChanceContains(item) return end

---@return Int32
function gamedataModifyAttackCritChanceEffector_Record:GetCritChanceCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataModifyAttackCritChanceEffector_Record:GetCritChanceItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataModifyAttackCritChanceEffector_Record:GetCritChanceItemHandle(index) return end

---@class gamedataModifyStatPoolCustomLimitEffector_Record : gamedataEffector_Record
gamedataModifyStatPoolCustomLimitEffector_Record = {}

---@return gamedataModifyStatPoolCustomLimitEffector_Record
function gamedataModifyStatPoolCustomLimitEffector_Record.new() return end

---@param props table
---@return gamedataModifyStatPoolCustomLimitEffector_Record
function gamedataModifyStatPoolCustomLimitEffector_Record.new(props) return end

---@return gamedataStatPool_Record
function gamedataModifyStatPoolCustomLimitEffector_Record:StatPoolType() return end

---@return gamedataStatPool_Record
function gamedataModifyStatPoolCustomLimitEffector_Record:StatPoolTypeHandle() return end

---@return Bool
function gamedataModifyStatPoolCustomLimitEffector_Record:UsePercent() return end

---@return Float
function gamedataModifyStatPoolCustomLimitEffector_Record:Value() return end

---@class gamedataModifyStatPoolModifierEffector_Record : gamedataEffector_Record
gamedataModifyStatPoolModifierEffector_Record = {}

---@return gamedataModifyStatPoolModifierEffector_Record
function gamedataModifyStatPoolModifierEffector_Record.new() return end

---@param props table
---@return gamedataModifyStatPoolModifierEffector_Record
function gamedataModifyStatPoolModifierEffector_Record.new(props) return end

---@return String
function gamedataModifyStatPoolModifierEffector_Record:ModificationType() return end

---@return gamedataPoolValueModifier_Record
function gamedataModifyStatPoolModifierEffector_Record:PoolModifier() return end

---@return gamedataPoolValueModifier_Record
function gamedataModifyStatPoolModifierEffector_Record:PoolModifierHandle() return end

---@return String
function gamedataModifyStatPoolModifierEffector_Record:StatPoolType() return end

---@class gamedataModifyStatPoolValueEffector_Record : gamedataEffector_Record
gamedataModifyStatPoolValueEffector_Record = {}

---@return gamedataModifyStatPoolValueEffector_Record
function gamedataModifyStatPoolValueEffector_Record.new() return end

---@param props table
---@return gamedataModifyStatPoolValueEffector_Record
function gamedataModifyStatPoolValueEffector_Record.new(props) return end

---@return Int32
function gamedataModifyStatPoolValueEffector_Record:GetStatPoolUpdatesCount() return end

---@param index Int32
---@return gamedataStatPoolUpdate_Record
function gamedataModifyStatPoolValueEffector_Record:GetStatPoolUpdatesItem(index) return end

---@param index Int32
---@return gamedataStatPoolUpdate_Record
function gamedataModifyStatPoolValueEffector_Record:GetStatPoolUpdatesItemHandle(index) return end

---@return Bool
function gamedataModifyStatPoolValueEffector_Record:SetValue() return end

---@return gamedataStatPoolUpdate_Record[]
function gamedataModifyStatPoolValueEffector_Record:StatPoolUpdates() return end

---@param item gamedataStatPoolUpdate_Record
---@return Bool
function gamedataModifyStatPoolValueEffector_Record:StatPoolUpdatesContains(item) return end

---@return Bool
function gamedataModifyStatPoolValueEffector_Record:UsePercent() return end

---@class gamedataMovementParam_Record : gamedataTweakDBRecord
gamedataMovementParam_Record = {}

---@return gamedataMovementParam_Record
function gamedataMovementParam_Record.new() return end

---@param props table
---@return gamedataMovementParam_Record
function gamedataMovementParam_Record.new(props) return end

---@return Float
function gamedataMovementParam_Record:Acceleration() return end

---@return Float
function gamedataMovementParam_Record:Deceleration() return end

---@return String
function gamedataMovementParam_Record:EnumComment() return end

---@return CName
function gamedataMovementParam_Record:EnumName() return end

---@return Float
function gamedataMovementParam_Record:MaxSpeed() return end

---@return Float
function gamedataMovementParam_Record:RotationSpeed() return end

---@return gamedataMovementType
function gamedataMovementParam_Record:Type() return end

---@class gamedataMovementParams_Record : gamedataTweakDBRecord
gamedataMovementParams_Record = {}

---@return gamedataMovementParams_Record
function gamedataMovementParams_Record.new() return end

---@param props table
---@return gamedataMovementParams_Record
function gamedataMovementParams_Record.new(props) return end

---@return Int32
function gamedataMovementParams_Record:GetParamsCount() return end

---@param index Int32
---@return gamedataMovementParam_Record
function gamedataMovementParams_Record:GetParamsItem(index) return end

---@param index Int32
---@return gamedataMovementParam_Record
function gamedataMovementParams_Record:GetParamsItemHandle(index) return end

---@return gamedataMovementParam_Record[]
function gamedataMovementParams_Record:Params() return end

---@param item gamedataMovementParam_Record
---@return Bool
function gamedataMovementParams_Record:ParamsContains(item) return end

---@class gamedataMovementPolicyTagList_Record : gamedataTweakDBRecord
gamedataMovementPolicyTagList_Record = {}

---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicyTagList_Record.new() return end

---@param props table
---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicyTagList_Record.new(props) return end

---@return gamedataAIActionCondition_Record
function gamedataMovementPolicyTagList_Record:Condition() return end

---@return gamedataAIActionCondition_Record
function gamedataMovementPolicyTagList_Record:ConditionHandle() return end

---@return Int32
function gamedataMovementPolicyTagList_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataMovementPolicyTagList_Record:GetTagsItem(index) return end

---@return CName[]
function gamedataMovementPolicyTagList_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataMovementPolicyTagList_Record:TagsContains(item) return end

---@class gamedataMovementPolicy_Record : gamedataTweakDBRecord
gamedataMovementPolicy_Record = {}

---@return gamedataMovementPolicy_Record
function gamedataMovementPolicy_Record.new() return end

---@param props table
---@return gamedataMovementPolicy_Record
function gamedataMovementPolicy_Record.new(props) return end

---@return gamedataMovementPolicyTagList_Record[]
function gamedataMovementPolicy_Record:AllowedTags() return end

---@param item gamedataMovementPolicyTagList_Record
---@return Bool
function gamedataMovementPolicy_Record:AllowedTagsContains(item) return end

---@return Bool
function gamedataMovementPolicy_Record:AvoidObstacleWithinTolerance() return end

---@return Bool
function gamedataMovementPolicy_Record:AvoidSafeArea() return end

---@return Bool
function gamedataMovementPolicy_Record:AvoidThreat() return end

---@return Float
function gamedataMovementPolicy_Record:AvoidThreatCost() return end

---@return Bool
function gamedataMovementPolicy_Record:AvoidThreatIgnoringDirection() return end

---@return Float
function gamedataMovementPolicy_Record:AvoidThreatRange() return end

---@return gamedataMovementPolicyTagList_Record[]
function gamedataMovementPolicy_Record:BlockedTags() return end

---@param item gamedataMovementPolicyTagList_Record
---@return Bool
function gamedataMovementPolicy_Record:BlockedTagsContains(item) return end

---@return Bool
function gamedataMovementPolicy_Record:CalculateStartTangent() return end

---@return CName
function gamedataMovementPolicy_Record:CirclingDirection() return end

---@return Float
function gamedataMovementPolicy_Record:DeadAngle() return end

---@return CName
function gamedataMovementPolicy_Record:DebugName() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:DestinationOrientationPosition() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:DestinationOrientationPositionHandle() return end

---@return Float
function gamedataMovementPolicy_Record:Distance() return end

---@return Bool
function gamedataMovementPolicy_Record:DontUseStart() return end

---@return Bool
function gamedataMovementPolicy_Record:DontUseStop() return end

---@return Float
function gamedataMovementPolicy_Record:DynamicTargetUpdateDistance() return end

---@return Float
function gamedataMovementPolicy_Record:DynamicTargetUpdateTimer() return end

---@return Int32
function gamedataMovementPolicy_Record:GetAllowedTagsCount() return end

---@param index Int32
---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicy_Record:GetAllowedTagsItem(index) return end

---@param index Int32
---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicy_Record:GetAllowedTagsItemHandle(index) return end

---@return Int32
function gamedataMovementPolicy_Record:GetBlockedTagsCount() return end

---@param index Int32
---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicy_Record:GetBlockedTagsItem(index) return end

---@param index Int32
---@return gamedataMovementPolicyTagList_Record
function gamedataMovementPolicy_Record:GetBlockedTagsItemHandle(index) return end

---@return Bool
function gamedataMovementPolicy_Record:GetOutOfWay() return end

---@return Bool
function gamedataMovementPolicy_Record:IgnoreCollisionAvoidance() return end

---@return Bool
function gamedataMovementPolicy_Record:IgnoreLoSPrecheck() return end

---@return Bool
function gamedataMovementPolicy_Record:IgnoreNavigation() return end

---@return Bool
function gamedataMovementPolicy_Record:IgnoreRestrictedMovementArea() return end

---@return Bool
function gamedataMovementPolicy_Record:IgnoreSpotReservation() return end

---@return CName
function gamedataMovementPolicy_Record:KeepLineOfSight() return end

---@return CName
function gamedataMovementPolicy_Record:LineOfSightPointPreference() return end

---@return Float
function gamedataMovementPolicy_Record:MaxPathLength() return end

---@return CName
function gamedataMovementPolicy_Record:MaxPathLengthToDirectDistanceRatioCurve() return end

---@return Float
function gamedataMovementPolicy_Record:MinDistance() return end

---@return CName
function gamedataMovementPolicy_Record:MovementType() return end

---@return gamedataAIRingType_Record
function gamedataMovementPolicy_Record:Ring() return end

---@return Float
function gamedataMovementPolicy_Record:RingDistanceMult() return end

---@return Float
function gamedataMovementPolicy_Record:RingDistanceOffset() return end

---@return gamedataAIRingType_Record
function gamedataMovementPolicy_Record:RingHandle() return end

---@return Float
function gamedataMovementPolicy_Record:RingToleranceMult() return end

---@return Float
function gamedataMovementPolicy_Record:RingToleranceOffset() return end

---@return Vector3
function gamedataMovementPolicy_Record:SpatialHintMults() return end

---@return Bool
function gamedataMovementPolicy_Record:StopOnObstacle() return end

---@return Float
function gamedataMovementPolicy_Record:StrafingPredictionTime() return end

---@return Float
function gamedataMovementPolicy_Record:StrafingPredictionVelocityMax() return end

---@return Float
function gamedataMovementPolicy_Record:StrafingRotationOffset() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:StrafingTarget() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:StrafingTargetHandle() return end

---@return Bool
function gamedataMovementPolicy_Record:SymmetricAnglesScores() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:Target() return end

---@return gamedataAIActionTarget_Record
function gamedataMovementPolicy_Record:TargetHandle() return end

---@return Float
function gamedataMovementPolicy_Record:Tolerance() return end

---@return Bool
function gamedataMovementPolicy_Record:UseFollowSlots() return end

---@return Bool
function gamedataMovementPolicy_Record:UseOffMeshAllowedTags() return end

---@return Bool
function gamedataMovementPolicy_Record:UseOffMeshBlockedTags() return end

---@return Float
function gamedataMovementPolicy_Record:ZDiff() return end

---@class gamedataMultiPrereq_Record : gamedataIPrereq_Record
gamedataMultiPrereq_Record = {}

---@return gamedataMultiPrereq_Record
function gamedataMultiPrereq_Record.new() return end

---@param props table
---@return gamedataMultiPrereq_Record
function gamedataMultiPrereq_Record.new(props) return end

---@return CName
function gamedataMultiPrereq_Record:AggregationType() return end

---@return Int32
function gamedataMultiPrereq_Record:GetNestedPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataMultiPrereq_Record:GetNestedPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataMultiPrereq_Record:GetNestedPrereqsItemHandle(index) return end

---@return gamedataIPrereq_Record[]
function gamedataMultiPrereq_Record:NestedPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataMultiPrereq_Record:NestedPrereqsContains(item) return end

---@class gamedataMutablePoolValueModifier_Record : gamedataPoolValueModifier_Record
gamedataMutablePoolValueModifier_Record = {}

---@return gamedataMutablePoolValueModifier_Record
function gamedataMutablePoolValueModifier_Record.new() return end

---@param props table
---@return gamedataMutablePoolValueModifier_Record
function gamedataMutablePoolValueModifier_Record.new(props) return end

---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:DelayOnChangeMod() return end

---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:DelayOnChangeModHandle() return end

---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:EnabledMod() return end

---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:EnabledModHandle() return end

---@return Int32
function gamedataMutablePoolValueModifier_Record:GetRangeBeginModsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetRangeBeginModsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetRangeBeginModsItemHandle(index) return end

---@return Int32
function gamedataMutablePoolValueModifier_Record:GetRangeEndModsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetRangeEndModsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetRangeEndModsItemHandle(index) return end

---@return Int32
function gamedataMutablePoolValueModifier_Record:GetStartDelayModsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetStartDelayModsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetStartDelayModsItemHandle(index) return end

---@return Int32
function gamedataMutablePoolValueModifier_Record:GetValuePerSecModsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetValuePerSecModsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataMutablePoolValueModifier_Record:GetValuePerSecModsItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataMutablePoolValueModifier_Record:RangeBeginMods() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataMutablePoolValueModifier_Record:RangeBeginModsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataMutablePoolValueModifier_Record:RangeEndMods() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataMutablePoolValueModifier_Record:RangeEndModsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataMutablePoolValueModifier_Record:StartDelayMods() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataMutablePoolValueModifier_Record:StartDelayModsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataMutablePoolValueModifier_Record:ValuePerSecMods() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataMutablePoolValueModifier_Record:ValuePerSecModsContains(item) return end

---@class gamedataNPCBehaviorState_Record : gamedataTweakDBRecord
gamedataNPCBehaviorState_Record = {}

---@return gamedataNPCBehaviorState_Record
function gamedataNPCBehaviorState_Record.new() return end

---@param props table
---@return gamedataNPCBehaviorState_Record
function gamedataNPCBehaviorState_Record.new(props) return end

---@return String
function gamedataNPCBehaviorState_Record:Comment() return end

---@return CName
function gamedataNPCBehaviorState_Record:EnumName() return end

---@return gamedataNPCBehaviorState
function gamedataNPCBehaviorState_Record:Type() return end

---@class gamedataNPCEquipmentGroupEntry_Record : gamedataTweakDBRecord
gamedataNPCEquipmentGroupEntry_Record = {}

---@return gamedataNPCEquipmentGroupEntry_Record
function gamedataNPCEquipmentGroupEntry_Record.new() return end

---@param props table
---@return gamedataNPCEquipmentGroupEntry_Record
function gamedataNPCEquipmentGroupEntry_Record.new(props) return end

---@class gamedataNPCEquipmentGroup_Record : gamedataTweakDBRecord
gamedataNPCEquipmentGroup_Record = {}

---@return gamedataNPCEquipmentGroup_Record
function gamedataNPCEquipmentGroup_Record.new() return end

---@param props table
---@return gamedataNPCEquipmentGroup_Record
function gamedataNPCEquipmentGroup_Record.new(props) return end

---@return gamedataNPCEquipmentGroupEntry_Record[]
function gamedataNPCEquipmentGroup_Record:EquipmentItems() return end

---@param item gamedataNPCEquipmentGroupEntry_Record
---@return Bool
function gamedataNPCEquipmentGroup_Record:EquipmentItemsContains(item) return end

---@return Int32
function gamedataNPCEquipmentGroup_Record:GetEquipmentItemsCount() return end

---@param index Int32
---@return gamedataNPCEquipmentGroupEntry_Record
function gamedataNPCEquipmentGroup_Record:GetEquipmentItemsItem(index) return end

---@param index Int32
---@return gamedataNPCEquipmentGroupEntry_Record
function gamedataNPCEquipmentGroup_Record:GetEquipmentItemsItemHandle(index) return end

---@class gamedataNPCEquipmentItemPool_Record : gamedataNPCEquipmentGroupEntry_Record
gamedataNPCEquipmentItemPool_Record = {}

---@return gamedataNPCEquipmentItemPool_Record
function gamedataNPCEquipmentItemPool_Record.new() return end

---@param props table
---@return gamedataNPCEquipmentItemPool_Record
function gamedataNPCEquipmentItemPool_Record.new(props) return end

---@return Int32
function gamedataNPCEquipmentItemPool_Record:GetPoolCount() return end

---@param index Int32
---@return gamedataNPCEquipmentItemsPoolEntry_Record
function gamedataNPCEquipmentItemPool_Record:GetPoolItem(index) return end

---@param index Int32
---@return gamedataNPCEquipmentItemsPoolEntry_Record
function gamedataNPCEquipmentItemPool_Record:GetPoolItemHandle(index) return end

---@return gamedataNPCEquipmentItemsPoolEntry_Record[]
function gamedataNPCEquipmentItemPool_Record:Pool() return end

---@param item gamedataNPCEquipmentItemsPoolEntry_Record
---@return Bool
function gamedataNPCEquipmentItemPool_Record:PoolContains(item) return end

---@class gamedataNPCEquipmentItem_Record : gamedataNPCEquipmentGroupEntry_Record
gamedataNPCEquipmentItem_Record = {}

---@return gamedataNPCEquipmentItem_Record
function gamedataNPCEquipmentItem_Record.new() return end

---@param props table
---@return gamedataNPCEquipmentItem_Record
function gamedataNPCEquipmentItem_Record.new(props) return end

---@return gamedataAIActionCondition_Record[]
function gamedataNPCEquipmentItem_Record:EquipCondition() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataNPCEquipmentItem_Record:EquipConditionContains(item) return end

---@return gamedataAttachmentSlot_Record
function gamedataNPCEquipmentItem_Record:EquipSlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataNPCEquipmentItem_Record:EquipSlotHandle() return end

---@return Int32
function gamedataNPCEquipmentItem_Record:GetEquipConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataNPCEquipmentItem_Record:GetEquipConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataNPCEquipmentItem_Record:GetEquipConditionItemHandle(index) return end

---@return Int32
function gamedataNPCEquipmentItem_Record:GetUnequipConditionCount() return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataNPCEquipmentItem_Record:GetUnequipConditionItem(index) return end

---@param index Int32
---@return gamedataAIActionCondition_Record
function gamedataNPCEquipmentItem_Record:GetUnequipConditionItemHandle(index) return end

---@return gamedataItem_Record
function gamedataNPCEquipmentItem_Record:Item() return end

---@return gamedataItem_Record
function gamedataNPCEquipmentItem_Record:ItemHandle() return end

---@return gamedataAttachmentSlot_Record
function gamedataNPCEquipmentItem_Record:OnBodySlot() return end

---@return gamedataAttachmentSlot_Record
function gamedataNPCEquipmentItem_Record:OnBodySlotHandle() return end

---@return gamedataAIActionCondition_Record[]
function gamedataNPCEquipmentItem_Record:UnequipCondition() return end

---@param item gamedataAIActionCondition_Record
---@return Bool
function gamedataNPCEquipmentItem_Record:UnequipConditionContains(item) return end

---@class gamedataNPCEquipmentItemsPoolEntry_Record : gamedataTweakDBRecord
gamedataNPCEquipmentItemsPoolEntry_Record = {}

---@return gamedataNPCEquipmentItemsPoolEntry_Record
function gamedataNPCEquipmentItemsPoolEntry_Record.new() return end

---@param props table
---@return gamedataNPCEquipmentItemsPoolEntry_Record
function gamedataNPCEquipmentItemsPoolEntry_Record.new(props) return end

---@return Int32
function gamedataNPCEquipmentItemsPoolEntry_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataNPCEquipmentItem_Record
function gamedataNPCEquipmentItemsPoolEntry_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataNPCEquipmentItem_Record
function gamedataNPCEquipmentItemsPoolEntry_Record:GetItemsItemHandle(index) return end

---@return gamedataNPCEquipmentItem_Record[]
function gamedataNPCEquipmentItemsPoolEntry_Record:Items() return end

---@param item gamedataNPCEquipmentItem_Record
---@return Bool
function gamedataNPCEquipmentItemsPoolEntry_Record:ItemsContains(item) return end

---@return Int32
function gamedataNPCEquipmentItemsPoolEntry_Record:MinLevel() return end

---@return Float
function gamedataNPCEquipmentItemsPoolEntry_Record:Weight() return end

---@class gamedataNPCHighLevelState_Record : gamedataTweakDBRecord
gamedataNPCHighLevelState_Record = {}

---@return gamedataNPCHighLevelState_Record
function gamedataNPCHighLevelState_Record.new() return end

---@param props table
---@return gamedataNPCHighLevelState_Record
function gamedataNPCHighLevelState_Record.new(props) return end

---@return String
function gamedataNPCHighLevelState_Record:Comment() return end

---@return CName
function gamedataNPCHighLevelState_Record:EnumName() return end

---@return gamedataNPCHighLevelState
function gamedataNPCHighLevelState_Record:Type() return end

---@class gamedataNPCQuestAffiliation_Record : gamedataTweakDBRecord
gamedataNPCQuestAffiliation_Record = {}

---@return gamedataNPCQuestAffiliation_Record
function gamedataNPCQuestAffiliation_Record.new() return end

---@param props table
---@return gamedataNPCQuestAffiliation_Record
function gamedataNPCQuestAffiliation_Record.new(props) return end

---@return String
function gamedataNPCQuestAffiliation_Record:EnumComment() return end

---@return CName
function gamedataNPCQuestAffiliation_Record:EnumName() return end

---@return gamedataNPCQuestAffiliation
function gamedataNPCQuestAffiliation_Record:Type() return end

---@class gamedataNPCRarity_Record : gamedataTweakDBRecord
gamedataNPCRarity_Record = {}

---@return gamedataNPCRarity_Record
function gamedataNPCRarity_Record.new() return end

---@param props table
---@return gamedataNPCRarity_Record
function gamedataNPCRarity_Record.new(props) return end

---@return String
function gamedataNPCRarity_Record:EnumComment() return end

---@return CName
function gamedataNPCRarity_Record:EnumName() return end

---@return Int32
function gamedataNPCRarity_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataNPCRarity_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataNPCRarity_Record:GetStatModifiersItemHandle(index) return end

---@return Bool
function gamedataNPCRarity_Record:NotAvailableDynamically() return end

---@return Float
function gamedataNPCRarity_Record:RarityValue() return end

---@return gamedataStatModifier_Record[]
function gamedataNPCRarity_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataNPCRarity_Record:StatModifiersContains(item) return end

---@return gamedataNPCRarity
function gamedataNPCRarity_Record:Type() return end

---@class gamedataNPCStanceState_Record : gamedataTweakDBRecord
gamedataNPCStanceState_Record = {}

---@return gamedataNPCStanceState_Record
function gamedataNPCStanceState_Record.new() return end

---@param props table
---@return gamedataNPCStanceState_Record
function gamedataNPCStanceState_Record.new(props) return end

---@return String
function gamedataNPCStanceState_Record:Comment() return end

---@return CName
function gamedataNPCStanceState_Record:EnumName() return end

---@return gamedataNPCStanceState
function gamedataNPCStanceState_Record:Type() return end

---@class gamedataNPCTypePrereq_Record : gamedataIPrereq_Record
gamedataNPCTypePrereq_Record = {}

---@return gamedataNPCTypePrereq_Record
function gamedataNPCTypePrereq_Record.new() return end

---@param props table
---@return gamedataNPCTypePrereq_Record
function gamedataNPCTypePrereq_Record.new(props) return end

---@return gamedataNPCType_Record[]
function gamedataNPCTypePrereq_Record:AllowedTypes() return end

---@param item gamedataNPCType_Record
---@return Bool
function gamedataNPCTypePrereq_Record:AllowedTypesContains(item) return end

---@return Int32
function gamedataNPCTypePrereq_Record:GetAllowedTypesCount() return end

---@param index Int32
---@return gamedataNPCType_Record
function gamedataNPCTypePrereq_Record:GetAllowedTypesItem(index) return end

---@param index Int32
---@return gamedataNPCType_Record
function gamedataNPCTypePrereq_Record:GetAllowedTypesItemHandle(index) return end

---@return Bool
function gamedataNPCTypePrereq_Record:Invert() return end

---@class gamedataNPCType_Record : gamedataTweakDBRecord
gamedataNPCType_Record = {}

---@return gamedataNPCType_Record
function gamedataNPCType_Record.new() return end

---@param props table
---@return gamedataNPCType_Record
function gamedataNPCType_Record.new(props) return end

---@return String
function gamedataNPCType_Record:EnumComment() return end

---@return CName
function gamedataNPCType_Record:EnumName() return end

---@return gamedataNPCType
function gamedataNPCType_Record:Type() return end

---@class gamedataNPCUpperBodyState_Record : gamedataTweakDBRecord
gamedataNPCUpperBodyState_Record = {}

---@return gamedataNPCUpperBodyState_Record
function gamedataNPCUpperBodyState_Record.new() return end

---@param props table
---@return gamedataNPCUpperBodyState_Record
function gamedataNPCUpperBodyState_Record.new(props) return end

---@return String
function gamedataNPCUpperBodyState_Record:Comment() return end

---@return CName
function gamedataNPCUpperBodyState_Record:EnumName() return end

---@return gamedataNPCUpperBodyState
function gamedataNPCUpperBodyState_Record:Type() return end

---@class gamedataNetworkPingingParameteres_Record : gamedataTweakDBRecord
gamedataNetworkPingingParameteres_Record = {}

---@return gamedataNetworkPingingParameteres_Record
function gamedataNetworkPingingParameteres_Record.new() return end

---@param props table
---@return gamedataNetworkPingingParameteres_Record
function gamedataNetworkPingingParameteres_Record.new(props) return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:AllowSimultanousPinging() return end

---@return Int32
function gamedataNetworkPingingParameteres_Record:AmmountOfIntervals() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:DirectPingDuration() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:ForceInstantBeamKill() return end

---@return Int32
function gamedataNetworkPingingParameteres_Record:MaxFreePingLinks() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:NetworkRevealDuration() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:PingRange() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:PulseRange() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:PulseRealObjects() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:QuickHacksExposedByDefaul() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:ReavealNetworkOnMaster() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:RevealLinksAfterLeavingFocusDuration() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:RevealMaster() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:RevealMasterAfterLeavingFocusDuration() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:RevealSlave() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:ShouldNetworkElementsPersistAfterFocus() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:ShouldRevealNetworkAfterPulse() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:ShowOnlyTargetQuickHacks() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:SpacePingAppearModifier() return end

---@return Float
function gamedataNetworkPingingParameteres_Record:SpacePingDuration() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:SuppressPingIfBackdoorsFound() return end

---@return Bool
function gamedataNetworkPingingParameteres_Record:UsePulse() return end

---@return gamedataVirtualNetwork_Record
function gamedataNetworkPingingParameteres_Record:VirtualNetwork() return end

---@return gamedataVirtualNetwork_Record
function gamedataNetworkPingingParameteres_Record:VirtualNetworkHandle() return end

---@class gamedataNetworkPresetBinderParameters_Record : gamedataTweakDBRecord
gamedataNetworkPresetBinderParameters_Record = {}

---@return gamedataNetworkPresetBinderParameters_Record
function gamedataNetworkPresetBinderParameters_Record.new() return end

---@param props table
---@return gamedataNetworkPresetBinderParameters_Record
function gamedataNetworkPresetBinderParameters_Record.new(props) return end

---@return gamedataNetworkPingingParameteres_Record
function gamedataNetworkPresetBinderParameters_Record:PingPresetID() return end

---@return gamedataNetworkPingingParameteres_Record
function gamedataNetworkPresetBinderParameters_Record:PingPresetIDHandle() return end

---@class gamedataNewPerkCategory_Record : gamedataTweakDBRecord
gamedataNewPerkCategory_Record = {}

---@return gamedataNewPerkCategory_Record
function gamedataNewPerkCategory_Record.new() return end

---@param props table
---@return gamedataNewPerkCategory_Record
function gamedataNewPerkCategory_Record.new(props) return end

---@return String
function gamedataNewPerkCategory_Record:EnumComment() return end

---@return String
function gamedataNewPerkCategory_Record:EnumName() return end

---@return gamedataNewPerkCategoryType
function gamedataNewPerkCategory_Record:Type() return end

---@class gamedataNewPerkLevelData_Record : gamedataTweakDBRecord
gamedataNewPerkLevelData_Record = {}

---@return gamedataNewPerkLevelData_Record
function gamedataNewPerkLevelData_Record.new() return end

---@param props table
---@return gamedataNewPerkLevelData_Record
function gamedataNewPerkLevelData_Record.new(props) return end

---@return gamedataGameplayLogicPackage_Record
function gamedataNewPerkLevelData_Record:DataPackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataNewPerkLevelData_Record:DataPackageHandle() return end

---@return String
function gamedataNewPerkLevelData_Record:Loc_desc_key() return end

---@return String
function gamedataNewPerkLevelData_Record:Loc_name_key() return end

---@return Int32
function gamedataNewPerkLevelData_Record:PointsCost() return end

---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerkLevelData_Record:UiData() return end

---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerkLevelData_Record:UiDataHandle() return end

---@class gamedataNewPerkLevelUIData_Record : gamedataTweakDBRecord
gamedataNewPerkLevelUIData_Record = {}

---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerkLevelUIData_Record.new() return end

---@param props table
---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerkLevelUIData_Record.new(props) return end

---@return Float[]
function gamedataNewPerkLevelUIData_Record:FloatValues() return end

---@param item Float
---@return Bool
function gamedataNewPerkLevelUIData_Record:FloatValuesContains(item) return end

---@return Int32
function gamedataNewPerkLevelUIData_Record:GetFloatValuesCount() return end

---@param index Int32
---@return Float
function gamedataNewPerkLevelUIData_Record:GetFloatValuesItem(index) return end

---@return Int32
function gamedataNewPerkLevelUIData_Record:GetIntValuesCount() return end

---@param index Int32
---@return Int32
function gamedataNewPerkLevelUIData_Record:GetIntValuesItem(index) return end

---@return Int32
function gamedataNewPerkLevelUIData_Record:GetNameValuesCount() return end

---@param index Int32
---@return CName
function gamedataNewPerkLevelUIData_Record:GetNameValuesItem(index) return end

---@return Int32[]
function gamedataNewPerkLevelUIData_Record:IntValues() return end

---@param item Int32
---@return Bool
function gamedataNewPerkLevelUIData_Record:IntValuesContains(item) return end

---@return CName[]
function gamedataNewPerkLevelUIData_Record:NameValues() return end

---@param item CName|string
---@return Bool
function gamedataNewPerkLevelUIData_Record:NameValuesContains(item) return end

---@class gamedataNewPerkSlot_Record : gamedataTweakDBRecord
gamedataNewPerkSlot_Record = {}

---@return gamedataNewPerkSlot_Record
function gamedataNewPerkSlot_Record.new() return end

---@param props table
---@return gamedataNewPerkSlot_Record
function gamedataNewPerkSlot_Record.new(props) return end

---@return String
function gamedataNewPerkSlot_Record:EnumComment() return end

---@return CName
function gamedataNewPerkSlot_Record:EnumName() return end

---@return gamedataNewPerkSlotType
function gamedataNewPerkSlot_Record:Type() return end

---@class gamedataNewPerkTier_Record : gamedataTweakDBRecord
gamedataNewPerkTier_Record = {}

---@return gamedataNewPerkTier_Record
function gamedataNewPerkTier_Record.new() return end

---@param props table
---@return gamedataNewPerkTier_Record
function gamedataNewPerkTier_Record.new(props) return end

---@return String
function gamedataNewPerkTier_Record:EnumComment() return end

---@return CName
function gamedataNewPerkTier_Record:EnumName() return end

---@return String
function gamedataNewPerkTier_Record:Loc_name_key() return end

---@return Int32
function gamedataNewPerkTier_Record:RequiredAttributePoints() return end

---@return gamedataNewPerkTierType
function gamedataNewPerkTier_Record:Type() return end

---@class gamedataNewPerk_Record : gamedataTweakDBRecord
gamedataNewPerk_Record = {}

---@return gamedataNewPerk_Record
function gamedataNewPerk_Record.new() return end

---@param props table
---@return gamedataNewPerk_Record
function gamedataNewPerk_Record.new(props) return end

---@return gamedataAttributeData_Record
function gamedataNewPerk_Record:Attribute() return end

---@return gamedataAttributeData_Record
function gamedataNewPerk_Record:AttributeHandle() return end

---@return redResourceReferenceScriptToken
function gamedataNewPerk_Record:BinkPath() return end

---@return gamedataNewPerkCategory_Record
function gamedataNewPerk_Record:Category() return end

---@return gamedataNewPerkCategory_Record
function gamedataNewPerk_Record:CategoryHandle() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataNewPerk_Record:DataPackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataNewPerk_Record:DataPackageHandle() return end

---@return String
function gamedataNewPerk_Record:EnumComment() return end

---@return CName
function gamedataNewPerk_Record:EnumName() return end

---@return Int32
function gamedataNewPerk_Record:GetLevelsCount() return end

---@param index Int32
---@return gamedataNewPerkLevelData_Record
function gamedataNewPerk_Record:GetLevelsItem(index) return end

---@param index Int32
---@return gamedataNewPerkLevelData_Record
function gamedataNewPerk_Record:GetLevelsItemHandle(index) return end

---@return Int32
function gamedataNewPerk_Record:GetRequiresPerksCount() return end

---@param index Int32
---@return gamedataNewPerk_Record
function gamedataNewPerk_Record:GetRequiresPerksItem(index) return end

---@param index Int32
---@return gamedataNewPerk_Record
function gamedataNewPerk_Record:GetRequiresPerksItemHandle(index) return end

---@return CName
function gamedataNewPerk_Record:IconPath() return end

---@return gamedataNewPerkLevelData_Record[]
function gamedataNewPerk_Record:Levels() return end

---@param item gamedataNewPerkLevelData_Record
---@return Bool
function gamedataNewPerk_Record:LevelsContains(item) return end

---@return String
function gamedataNewPerk_Record:Loc_desc_key() return end

---@return String
function gamedataNewPerk_Record:Loc_name_key() return end

---@return gamedataUIIcon_Record
function gamedataNewPerk_Record:PerkIcon() return end

---@return gamedataUIIcon_Record
function gamedataNewPerk_Record:PerkIconHandle() return end

---@return gamedataPerkWeaponGroup_Record
function gamedataNewPerk_Record:PerkWeaponGroup() return end

---@return gamedataPerkWeaponGroup_Record
function gamedataNewPerk_Record:PerkWeaponGroupHandle() return end

---@return gamedataIPrereq_Record
function gamedataNewPerk_Record:Requirement() return end

---@return gamedataIPrereq_Record
function gamedataNewPerk_Record:RequirementHandle() return end

---@return gamedataNewPerk_Record[]
function gamedataNewPerk_Record:RequiresPerks() return end

---@param item gamedataNewPerk_Record
---@return Bool
function gamedataNewPerk_Record:RequiresPerksContains(item) return end

---@return gamedataNewPerkSlot_Record
function gamedataNewPerk_Record:Slot() return end

---@return gamedataNewPerkSlot_Record
function gamedataNewPerk_Record:SlotHandle() return end

---@return gamedataStatusEffect_Record
function gamedataNewPerk_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataNewPerk_Record:StatusEffectHandle() return end

---@return gamedataNewPerkTier_Record
function gamedataNewPerk_Record:Tier() return end

---@return gamedataNewPerkTier_Record
function gamedataNewPerk_Record:TierHandle() return end

---@return gamedataNewPerkType
function gamedataNewPerk_Record:Type() return end

---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerk_Record:UiData() return end

---@return gamedataNewPerkLevelUIData_Record
function gamedataNewPerk_Record:UiDataHandle() return end

---@class gamedataNewSkillsProficiency_Record : gamedataProficiency_Record
gamedataNewSkillsProficiency_Record = {}

---@return gamedataNewSkillsProficiency_Record
function gamedataNewSkillsProficiency_Record.new() return end

---@param props table
---@return gamedataNewSkillsProficiency_Record
function gamedataNewSkillsProficiency_Record.new(props) return end

---@class gamedataNewsFeedTitle_Record : gamedataTweakDBRecord
gamedataNewsFeedTitle_Record = {}

---@return gamedataNewsFeedTitle_Record
function gamedataNewsFeedTitle_Record.new() return end

---@param props table
---@return gamedataNewsFeedTitle_Record
function gamedataNewsFeedTitle_Record.new(props) return end

---@return Int32
function gamedataNewsFeedTitle_Record:GetTitlesListCount() return end

---@param index Int32
---@return CName
function gamedataNewsFeedTitle_Record:GetTitlesListItem(index) return end

---@return CName[]
function gamedataNewsFeedTitle_Record:TitlesList() return end

---@param item CName|string
---@return Bool
function gamedataNewsFeedTitle_Record:TitlesListContains(item) return end

---@class gamedataNonLinearAccuracy_Record : gamedataAccuracy_Record
gamedataNonLinearAccuracy_Record = {}

---@return gamedataNonLinearAccuracy_Record
function gamedataNonLinearAccuracy_Record.new() return end

---@param props table
---@return gamedataNonLinearAccuracy_Record
function gamedataNonLinearAccuracy_Record.new(props) return end

---@return Float
function gamedataNonLinearAccuracy_Record:Exponent() return end

---@return Float
function gamedataNonLinearAccuracy_Record:TimeFactor() return end

---@class gamedataNumberPlate_Record : gamedataLCDScreen_Record
gamedataNumberPlate_Record = {}

---@return gamedataNumberPlate_Record
function gamedataNumberPlate_Record.new() return end

---@param props table
---@return gamedataNumberPlate_Record
function gamedataNumberPlate_Record.new(props) return end

---@class gamedataObjectActionCost_Record : gamedataTweakDBRecord
gamedataObjectActionCost_Record = {}

---@return gamedataObjectActionCost_Record
function gamedataObjectActionCost_Record.new() return end

---@param props table
---@return gamedataObjectActionCost_Record
function gamedataObjectActionCost_Record.new(props) return end

---@return gamedataStatModifier_Record[]
function gamedataObjectActionCost_Record:CostMods() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataObjectActionCost_Record:CostModsContains(item) return end

---@return Int32
function gamedataObjectActionCost_Record:GetCostModsCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectActionCost_Record:GetCostModsItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectActionCost_Record:GetCostModsItemHandle(index) return end

---@class gamedataObjectActionEffect_Record : gamedataTweakDBRecord
gamedataObjectActionEffect_Record = {}

---@return gamedataObjectActionEffect_Record
function gamedataObjectActionEffect_Record.new() return end

---@param props table
---@return gamedataObjectActionEffect_Record
function gamedataObjectActionEffect_Record.new(props) return end

---@return gamedataEffector_Record
function gamedataObjectActionEffect_Record:EffectorToTrigger() return end

---@return gamedataEffector_Record
function gamedataObjectActionEffect_Record:EffectorToTriggerHandle() return end

---@return gamedataObjectActionReference_Record
function gamedataObjectActionEffect_Record:Recipient() return end

---@return gamedataObjectActionReference_Record
function gamedataObjectActionEffect_Record:RecipientHandle() return end

---@return gamedataStatusEffect_Record
function gamedataObjectActionEffect_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataObjectActionEffect_Record:StatusEffectHandle() return end

---@class gamedataObjectActionGameplayCategory_Record : gamedataScannableData_Record
gamedataObjectActionGameplayCategory_Record = {}

---@return gamedataObjectActionGameplayCategory_Record
function gamedataObjectActionGameplayCategory_Record.new() return end

---@param props table
---@return gamedataObjectActionGameplayCategory_Record
function gamedataObjectActionGameplayCategory_Record.new(props) return end

---@class gamedataObjectActionPrereq_Record : gamedataTweakDBRecord
gamedataObjectActionPrereq_Record = {}

---@return gamedataObjectActionPrereq_Record
function gamedataObjectActionPrereq_Record.new() return end

---@param props table
---@return gamedataObjectActionPrereq_Record
function gamedataObjectActionPrereq_Record.new(props) return end

---@return gamedataIPrereq_Record[]
function gamedataObjectActionPrereq_Record:FailureConditionPrereq() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataObjectActionPrereq_Record:FailureConditionPrereqContains(item) return end

---@return String
function gamedataObjectActionPrereq_Record:FailureExplanation() return end

---@return Int32
function gamedataObjectActionPrereq_Record:GetFailureConditionPrereqCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectActionPrereq_Record:GetFailureConditionPrereqItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectActionPrereq_Record:GetFailureConditionPrereqItemHandle(index) return end

---@class gamedataObjectActionReference_Record : gamedataTweakDBRecord
gamedataObjectActionReference_Record = {}

---@return gamedataObjectActionReference_Record
function gamedataObjectActionReference_Record.new() return end

---@param props table
---@return gamedataObjectActionReference_Record
function gamedataObjectActionReference_Record.new(props) return end

---@return String
function gamedataObjectActionReference_Record:EnumComment() return end

---@return CName
function gamedataObjectActionReference_Record:EnumName() return end

---@return gamedataObjectActionReference
function gamedataObjectActionReference_Record:Type() return end

---@class gamedataObjectActionType_Record : gamedataTweakDBRecord
gamedataObjectActionType_Record = {}

---@return gamedataObjectActionType_Record
function gamedataObjectActionType_Record.new() return end

---@param props table
---@return gamedataObjectActionType_Record
function gamedataObjectActionType_Record.new(props) return end

---@return String
function gamedataObjectActionType_Record:EnumComment() return end

---@return CName
function gamedataObjectActionType_Record:EnumName() return end

---@return gamedataObjectActionType
function gamedataObjectActionType_Record:Type() return end

---@class gamedataObjectAction_Record : gamedataTweakDBRecord
gamedataObjectAction_Record = {}

---@return gamedataObjectAction_Record
function gamedataObjectAction_Record.new() return end

---@param props table
---@return gamedataObjectAction_Record
function gamedataObjectAction_Record.new(props) return end

---@return CName
function gamedataObjectAction_Record:ActionName() return end

---@return gamedataStatModifier_Record[]
function gamedataObjectAction_Record:ActivationTime() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataObjectAction_Record:ActivationTimeContains(item) return end

---@return gamedataObjectActionEffect_Record[]
function gamedataObjectAction_Record:CompletionEffects() return end

---@param item gamedataObjectActionEffect_Record
---@return Bool
function gamedataObjectAction_Record:CompletionEffectsContains(item) return end

---@return gamedataCooldown_Record
function gamedataObjectAction_Record:Cooldown() return end

---@return gamedataCooldown_Record
function gamedataObjectAction_Record:CooldownHandle() return end

---@return gamedataObjectActionCost_Record[]
function gamedataObjectAction_Record:Costs() return end

---@param item gamedataObjectActionCost_Record
---@return Bool
function gamedataObjectAction_Record:CostsContains(item) return end

---@return gamedataDeviceHackCategory_Record
function gamedataObjectAction_Record:DeviceHackCategory() return end

---@return gamedataDeviceHackCategory_Record
function gamedataObjectAction_Record:DeviceHackCategoryHandle() return end

---@return gamedataStatModifier_Record[]
function gamedataObjectAction_Record:DurationTime() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataObjectAction_Record:DurationTimeContains(item) return end

---@return gamedataObjectActionGameplayCategory_Record
function gamedataObjectAction_Record:GameplayCategory() return end

---@return gamedataObjectActionGameplayCategory_Record
function gamedataObjectAction_Record:GameplayCategoryHandle() return end

---@return Int32
function gamedataObjectAction_Record:GetActivationTimeCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectAction_Record:GetActivationTimeItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectAction_Record:GetActivationTimeItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetCompletionEffectsCount() return end

---@param index Int32
---@return gamedataObjectActionEffect_Record
function gamedataObjectAction_Record:GetCompletionEffectsItem(index) return end

---@param index Int32
---@return gamedataObjectActionEffect_Record
function gamedataObjectAction_Record:GetCompletionEffectsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetCostsCount() return end

---@param index Int32
---@return gamedataObjectActionCost_Record
function gamedataObjectAction_Record:GetCostsItem(index) return end

---@param index Int32
---@return gamedataObjectActionCost_Record
function gamedataObjectAction_Record:GetCostsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetDurationTimeCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectAction_Record:GetDurationTimeItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataObjectAction_Record:GetDurationTimeItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetInstigatorActivePrereqsCount() return end

---@param index Int32
---@return gamedataObjectActionPrereq_Record
function gamedataObjectAction_Record:GetInstigatorActivePrereqsItem(index) return end

---@param index Int32
---@return gamedataObjectActionPrereq_Record
function gamedataObjectAction_Record:GetInstigatorActivePrereqsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetInstigatorPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectAction_Record:GetInstigatorPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectAction_Record:GetInstigatorPrereqsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetRewardsCount() return end

---@param index Int32
---@return gamedataRewardBase_Record
function gamedataObjectAction_Record:GetRewardsItem(index) return end

---@param index Int32
---@return gamedataRewardBase_Record
function gamedataObjectAction_Record:GetRewardsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetStartEffectsCount() return end

---@param index Int32
---@return gamedataObjectActionEffect_Record
function gamedataObjectAction_Record:GetStartEffectsItem(index) return end

---@param index Int32
---@return gamedataObjectActionEffect_Record
function gamedataObjectAction_Record:GetStartEffectsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetTargetActivePrereqsCount() return end

---@param index Int32
---@return gamedataObjectActionPrereq_Record
function gamedataObjectAction_Record:GetTargetActivePrereqsItem(index) return end

---@param index Int32
---@return gamedataObjectActionPrereq_Record
function gamedataObjectAction_Record:GetTargetActivePrereqsItemHandle(index) return end

---@return Int32
function gamedataObjectAction_Record:GetTargetPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectAction_Record:GetTargetPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataObjectAction_Record:GetTargetPrereqsItemHandle(index) return end

---@return gamedataHackCategory_Record
function gamedataObjectAction_Record:HackCategory() return end

---@return gamedataHackCategory_Record
function gamedataObjectAction_Record:HackCategoryHandle() return end

---@return gamedataDeviceHackTier_Record
function gamedataObjectAction_Record:HackTier() return end

---@return gamedataDeviceHackTier_Record
function gamedataObjectAction_Record:HackTierHandle() return end

---@return gamedataObjectActionPrereq_Record[]
function gamedataObjectAction_Record:InstigatorActivePrereqs() return end

---@param item gamedataObjectActionPrereq_Record
---@return Bool
function gamedataObjectAction_Record:InstigatorActivePrereqsContains(item) return end

---@return gamedataIPrereq_Record[]
function gamedataObjectAction_Record:InstigatorPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataObjectAction_Record:InstigatorPrereqsContains(item) return end

---@return CName
function gamedataObjectAction_Record:InteractionLayer() return end

---@return gamedataObjectActionType_Record
function gamedataObjectAction_Record:ObjectActionType() return end

---@return gamedataObjectActionType_Record
function gamedataObjectAction_Record:ObjectActionTypeHandle() return end

---@return gamedataInteractionBase_Record
function gamedataObjectAction_Record:ObjectActionUI() return end

---@return gamedataInteractionBase_Record
function gamedataObjectAction_Record:ObjectActionUIHandle() return end

---@return Float
function gamedataObjectAction_Record:Priority() return end

---@return gamedataRewardBase_Record[]
function gamedataObjectAction_Record:Rewards() return end

---@param item gamedataRewardBase_Record
---@return Bool
function gamedataObjectAction_Record:RewardsContains(item) return end

---@return gamedataObjectActionEffect_Record[]
function gamedataObjectAction_Record:StartEffects() return end

---@param item gamedataObjectActionEffect_Record
---@return Bool
function gamedataObjectAction_Record:StartEffectsContains(item) return end

---@return gamedataObjectActionPrereq_Record[]
function gamedataObjectAction_Record:TargetActivePrereqs() return end

---@param item gamedataObjectActionPrereq_Record
---@return Bool
function gamedataObjectAction_Record:TargetActivePrereqsContains(item) return end

---@return gamedataIPrereq_Record[]
function gamedataObjectAction_Record:TargetPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataObjectAction_Record:TargetPrereqsContains(item) return end

---@class gamedataOffMeshLinkTag_Record : gamedataTweakDBRecord
gamedataOffMeshLinkTag_Record = {}

---@return gamedataOffMeshLinkTag_Record
function gamedataOffMeshLinkTag_Record.new() return end

---@param props table
---@return gamedataOffMeshLinkTag_Record
function gamedataOffMeshLinkTag_Record.new(props) return end

---@return Int32
function gamedataOffMeshLinkTag_Record:GetPrerequisitesCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataOffMeshLinkTag_Record:GetPrerequisitesItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataOffMeshLinkTag_Record:GetPrerequisitesItemHandle(index) return end

---@return Bool
function gamedataOffMeshLinkTag_Record:IsAllowed() return end

---@return gamedataIPrereq_Record[]
function gamedataOffMeshLinkTag_Record:Prerequisites() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataOffMeshLinkTag_Record:PrerequisitesContains(item) return end

---@return CName
function gamedataOffMeshLinkTag_Record:Tag() return end

---@class gamedataOutput_Record : gamedataTweakDBRecord
gamedataOutput_Record = {}

---@return gamedataOutput_Record
function gamedataOutput_Record.new() return end

---@param props table
---@return gamedataOutput_Record
function gamedataOutput_Record.new(props) return end

---@return Float
function gamedataOutput_Record:AIPriority() return end

---@return String
function gamedataOutput_Record:OutputName() return end

---@return Int32
function gamedataOutput_Record:Priority() return end

---@return gamedataOutput
function gamedataOutput_Record:Type() return end

---@class gamedataOverrideRangedAttackPackageEffector_Record : gamedataEffector_Record
gamedataOverrideRangedAttackPackageEffector_Record = {}

---@return gamedataOverrideRangedAttackPackageEffector_Record
function gamedataOverrideRangedAttackPackageEffector_Record.new() return end

---@param props table
---@return gamedataOverrideRangedAttackPackageEffector_Record
function gamedataOverrideRangedAttackPackageEffector_Record.new(props) return end

---@return gamedataRangedAttackPackage_Record
function gamedataOverrideRangedAttackPackageEffector_Record:AttackPackage() return end

---@return gamedataRangedAttackPackage_Record
function gamedataOverrideRangedAttackPackageEffector_Record:AttackPackageHandle() return end

---@class gamedataOwnerAngleCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataOwnerAngleCoverSelectionParameters_Record = {}

---@return gamedataOwnerAngleCoverSelectionParameters_Record
function gamedataOwnerAngleCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataOwnerAngleCoverSelectionParameters_Record
function gamedataOwnerAngleCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataOwnerAngleCoverSelectionParameters_Record:MaxAngle() return end

---@return Float
function gamedataOwnerAngleCoverSelectionParameters_Record:MinAngle() return end

---@class gamedataOwnerDistanceCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataOwnerDistanceCoverSelectionParameters_Record = {}

---@return gamedataOwnerDistanceCoverSelectionParameters_Record
function gamedataOwnerDistanceCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataOwnerDistanceCoverSelectionParameters_Record
function gamedataOwnerDistanceCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataOwnerDistanceCoverSelectionParameters_Record:DistanceToOwnerMultiplier() return end

---@return Float
function gamedataOwnerDistanceCoverSelectionParameters_Record:OwnerMaxDistance() return end

---@return Float
function gamedataOwnerDistanceCoverSelectionParameters_Record:OwnerMinDistance() return end

---@return Float
function gamedataOwnerDistanceCoverSelectionParameters_Record:OwnerPreferredDistance() return end

---@class gamedataOwnerThreatCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataOwnerThreatCoverSelectionParameters_Record = {}

---@return gamedataOwnerThreatCoverSelectionParameters_Record
function gamedataOwnerThreatCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataOwnerThreatCoverSelectionParameters_Record
function gamedataOwnerThreatCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataOwnerThreatCoverSelectionParameters_Record:OwnerThreatCoverAngle() return end

---@class gamedataPackageNode : ISerializable
---@field name String
---@field serializedVariables gamedataVariableNode[]
---@field serializedGroups gamedataGroupNode[]
---@field files gamedataFileNode[]
gamedataPackageNode = {}

---@return gamedataPackageNode
function gamedataPackageNode.new() return end

---@param props table
---@return gamedataPackageNode
function gamedataPackageNode.new(props) return end

---@class gamedataParentAttachmentType_Record : gamedataTweakDBRecord
gamedataParentAttachmentType_Record = {}

---@return gamedataParentAttachmentType_Record
function gamedataParentAttachmentType_Record.new() return end

---@param props table
---@return gamedataParentAttachmentType_Record
function gamedataParentAttachmentType_Record.new(props) return end

---@return String
function gamedataParentAttachmentType_Record:Name() return end

---@return gamedataParentAttachmentType
function gamedataParentAttachmentType_Record:Type() return end

---@class gamedataParticleDamage_Record : gamedataTweakDBRecord
gamedataParticleDamage_Record = {}

---@return gamedataParticleDamage_Record
function gamedataParticleDamage_Record.new() return end

---@param props table
---@return gamedataParticleDamage_Record
function gamedataParticleDamage_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataParticleDamage_Record:Attack() return end

---@return gamedataAttack_Record
function gamedataParticleDamage_Record:AttackHandle() return end

---@return Float
function gamedataParticleDamage_Record:Cooldown() return end

---@return redResourceReferenceScriptToken
function gamedataParticleDamage_Record:ParticlePath() return end

---@class gamedataPassiveProficiencyBonusUIData_Record : gamedataTweakDBRecord
gamedataPassiveProficiencyBonusUIData_Record = {}

---@return gamedataPassiveProficiencyBonusUIData_Record
function gamedataPassiveProficiencyBonusUIData_Record.new() return end

---@param props table
---@return gamedataPassiveProficiencyBonusUIData_Record
function gamedataPassiveProficiencyBonusUIData_Record.new(props) return end

---@return Float[]
function gamedataPassiveProficiencyBonusUIData_Record:FloatValues() return end

---@param item Float
---@return Bool
function gamedataPassiveProficiencyBonusUIData_Record:FloatValuesContains(item) return end

---@return Int32
function gamedataPassiveProficiencyBonusUIData_Record:GetFloatValuesCount() return end

---@param index Int32
---@return Float
function gamedataPassiveProficiencyBonusUIData_Record:GetFloatValuesItem(index) return end

---@return Int32
function gamedataPassiveProficiencyBonusUIData_Record:GetIntValuesCount() return end

---@param index Int32
---@return Int32
function gamedataPassiveProficiencyBonusUIData_Record:GetIntValuesItem(index) return end

---@return Int32
function gamedataPassiveProficiencyBonusUIData_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataPassiveProficiencyBonusUIData_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataPassiveProficiencyBonusUIData_Record:GetStatsItemHandle(index) return end

---@return Int32[]
function gamedataPassiveProficiencyBonusUIData_Record:IntValues() return end

---@param item Int32
---@return Bool
function gamedataPassiveProficiencyBonusUIData_Record:IntValuesContains(item) return end

---@return CName
function gamedataPassiveProficiencyBonusUIData_Record:Loc_desc_key() return end

---@return CName
function gamedataPassiveProficiencyBonusUIData_Record:Loc_name_key() return end

---@return gamedataStat_Record[]
function gamedataPassiveProficiencyBonusUIData_Record:Stats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataPassiveProficiencyBonusUIData_Record:StatsContains(item) return end

---@class gamedataPassiveProficiencyBonus_Record : gamedataTweakDBRecord
gamedataPassiveProficiencyBonus_Record = {}

---@return gamedataPassiveProficiencyBonus_Record
function gamedataPassiveProficiencyBonus_Record.new() return end

---@param props table
---@return gamedataPassiveProficiencyBonus_Record
function gamedataPassiveProficiencyBonus_Record.new(props) return end

---@return gamedataEffector_Record
function gamedataPassiveProficiencyBonus_Record:EffectorToTrigger() return end

---@return gamedataEffector_Record
function gamedataPassiveProficiencyBonus_Record:EffectorToTriggerHandle() return end

---@return gamedataStatModifierGroup_Record
function gamedataPassiveProficiencyBonus_Record:StatGroup() return end

---@return gamedataStatModifierGroup_Record
function gamedataPassiveProficiencyBonus_Record:StatGroupHandle() return end

---@return gamedataPassiveProficiencyBonusUIData_Record
function gamedataPassiveProficiencyBonus_Record:UiData() return end

---@return gamedataPassiveProficiencyBonusUIData_Record
function gamedataPassiveProficiencyBonus_Record:UiDataHandle() return end

---@class gamedataPathLengthCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataPathLengthCoverSelectionParameters_Record = {}

---@return gamedataPathLengthCoverSelectionParameters_Record
function gamedataPathLengthCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataPathLengthCoverSelectionParameters_Record
function gamedataPathLengthCoverSelectionParameters_Record.new(props) return end

---@return Bool
function gamedataPathLengthCoverSelectionParameters_Record:DoorInvalidatesPath() return end

---@return Float
function gamedataPathLengthCoverSelectionParameters_Record:MaximumRatio() return end

---@return Float
function gamedataPathLengthCoverSelectionParameters_Record:MinPathLengthToPerform() return end

---@return Float
function gamedataPathLengthCoverSelectionParameters_Record:Multiplier() return end

---@return Bool
function gamedataPathLengthCoverSelectionParameters_Record:UseFriendlyTargetAsStart() return end

---@class gamedataPathSecurityCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataPathSecurityCoverSelectionParameters_Record = {}

---@return gamedataPathSecurityCoverSelectionParameters_Record
function gamedataPathSecurityCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataPathSecurityCoverSelectionParameters_Record
function gamedataPathSecurityCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataPathSecurityCoverSelectionParameters_Record:Multiplier() return end

---@return Float
function gamedataPathSecurityCoverSelectionParameters_Record:PathSampleDist() return end

---@return Float
function gamedataPathSecurityCoverSelectionParameters_Record:ThreatHalfSightAngle() return end

---@return Float
function gamedataPathSecurityCoverSelectionParameters_Record:ThreatSightRange() return end

---@class gamedataPerkArea_Record : gamedataTweakDBRecord
gamedataPerkArea_Record = {}

---@return gamedataPerkArea_Record
function gamedataPerkArea_Record.new() return end

---@param props table
---@return gamedataPerkArea_Record
function gamedataPerkArea_Record.new(props) return end

---@return gamedataCurve_Record
function gamedataPerkArea_Record:Curve() return end

---@return gamedataCurve_Record
function gamedataPerkArea_Record:CurveHandle() return end

---@return String
function gamedataPerkArea_Record:DisplayName() return end

---@return String
function gamedataPerkArea_Record:EnumComment() return end

---@return CName
function gamedataPerkArea_Record:EnumName() return end

---@return Int32
function gamedataPerkArea_Record:GetPerksCount() return end

---@param index Int32
---@return gamedataPerk_Record
function gamedataPerkArea_Record:GetPerksItem(index) return end

---@param index Int32
---@return gamedataPerk_Record
function gamedataPerkArea_Record:GetPerksItemHandle(index) return end

---@return String
function gamedataPerkArea_Record:Loc_desc_key() return end

---@return String
function gamedataPerkArea_Record:Loc_name_key() return end

---@return gamedataStatPrereq_Record
function gamedataPerkArea_Record:MasteryLevel() return end

---@return gamedataStatPrereq_Record
function gamedataPerkArea_Record:MasteryLevelHandle() return end

---@return Int32
function gamedataPerkArea_Record:MaxLevel() return end

---@return Int32
function gamedataPerkArea_Record:MinLevel() return end

---@return gamedataPerk_Record[]
function gamedataPerkArea_Record:Perks() return end

---@param item gamedataPerk_Record
---@return Bool
function gamedataPerkArea_Record:PerksContains(item) return end

---@return gamedataProficiency_Record
function gamedataPerkArea_Record:Proficiency() return end

---@return gamedataProficiency_Record
function gamedataPerkArea_Record:ProficiencyHandle() return end

---@return gamedataIPrereq_Record
function gamedataPerkArea_Record:Requirement() return end

---@return gamedataIPrereq_Record
function gamedataPerkArea_Record:RequirementHandle() return end

---@return gamedataPerkArea
function gamedataPerkArea_Record:Type() return end

---@class gamedataPerkLevelData_Record : gamedataTweakDBRecord
gamedataPerkLevelData_Record = {}

---@return gamedataPerkLevelData_Record
function gamedataPerkLevelData_Record.new() return end

---@param props table
---@return gamedataPerkLevelData_Record
function gamedataPerkLevelData_Record.new(props) return end

---@return gamedataGameplayLogicPackage_Record
function gamedataPerkLevelData_Record:DataPackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataPerkLevelData_Record:DataPackageHandle() return end

---@return String
function gamedataPerkLevelData_Record:Loc_desc_key() return end

---@return String
function gamedataPerkLevelData_Record:Loc_name_key() return end

---@return gamedataPerkLevelUIData_Record
function gamedataPerkLevelData_Record:UiData() return end

---@return gamedataPerkLevelUIData_Record
function gamedataPerkLevelData_Record:UiDataHandle() return end

---@class gamedataPerkLevelUIData_Record : gamedataTweakDBRecord
gamedataPerkLevelUIData_Record = {}

---@return gamedataPerkLevelUIData_Record
function gamedataPerkLevelUIData_Record.new() return end

---@param props table
---@return gamedataPerkLevelUIData_Record
function gamedataPerkLevelUIData_Record.new(props) return end

---@return Float[]
function gamedataPerkLevelUIData_Record:FloatValues() return end

---@param item Float
---@return Bool
function gamedataPerkLevelUIData_Record:FloatValuesContains(item) return end

---@return Int32
function gamedataPerkLevelUIData_Record:GetFloatValuesCount() return end

---@param index Int32
---@return Float
function gamedataPerkLevelUIData_Record:GetFloatValuesItem(index) return end

---@return Int32
function gamedataPerkLevelUIData_Record:GetIntValuesCount() return end

---@param index Int32
---@return Int32
function gamedataPerkLevelUIData_Record:GetIntValuesItem(index) return end

---@return Int32
function gamedataPerkLevelUIData_Record:GetNameValuesCount() return end

---@param index Int32
---@return CName
function gamedataPerkLevelUIData_Record:GetNameValuesItem(index) return end

---@return Int32[]
function gamedataPerkLevelUIData_Record:IntValues() return end

---@param item Int32
---@return Bool
function gamedataPerkLevelUIData_Record:IntValuesContains(item) return end

---@return CName[]
function gamedataPerkLevelUIData_Record:NameValues() return end

---@param item CName|string
---@return Bool
function gamedataPerkLevelUIData_Record:NameValuesContains(item) return end

---@class gamedataPerkPrereq_Record : gamedataIPrereq_Record
gamedataPerkPrereq_Record = {}

---@return gamedataPerkPrereq_Record
function gamedataPerkPrereq_Record.new() return end

---@param props table
---@return gamedataPerkPrereq_Record
function gamedataPerkPrereq_Record.new(props) return end

---@return String
function gamedataPerkPrereq_Record:Perk() return end

---@class gamedataPerkUtility_Record : gamedataTweakDBRecord
gamedataPerkUtility_Record = {}

---@return gamedataPerkUtility_Record
function gamedataPerkUtility_Record.new() return end

---@param props table
---@return gamedataPerkUtility_Record
function gamedataPerkUtility_Record.new(props) return end

---@return String
function gamedataPerkUtility_Record:EnumComment() return end

---@return String
function gamedataPerkUtility_Record:EnumName() return end

---@return gamedataPerkUtility
function gamedataPerkUtility_Record:UtilityType() return end

---@class gamedataPerkWeaponGroup_Record : gamedataTweakDBRecord
gamedataPerkWeaponGroup_Record = {}

---@return gamedataPerkWeaponGroup_Record
function gamedataPerkWeaponGroup_Record.new() return end

---@param props table
---@return gamedataPerkWeaponGroup_Record
function gamedataPerkWeaponGroup_Record.new(props) return end

---@return String
function gamedataPerkWeaponGroup_Record:EnumComment() return end

---@return String
function gamedataPerkWeaponGroup_Record:EnumName() return end

---@return gamedataPerkWeaponGroupType
function gamedataPerkWeaponGroup_Record:Type() return end

---@class gamedataPerk_Record : gamedataTweakDBRecord
gamedataPerk_Record = {}

---@return gamedataPerk_Record
function gamedataPerk_Record.new() return end

---@param props table
---@return gamedataPerk_Record
function gamedataPerk_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataPerk_Record:BinkPath() return end

---@return String
function gamedataPerk_Record:DisplayName() return end

---@return String
function gamedataPerk_Record:EnumComment() return end

---@return CName
function gamedataPerk_Record:EnumName() return end

---@return Int32
function gamedataPerk_Record:GetLevelsCount() return end

---@param index Int32
---@return gamedataPerkLevelData_Record
function gamedataPerk_Record:GetLevelsItem(index) return end

---@param index Int32
---@return gamedataPerkLevelData_Record
function gamedataPerk_Record:GetLevelsItemHandle(index) return end

---@return CName
function gamedataPerk_Record:IconPath() return end

---@return gamedataPerkLevelData_Record[]
function gamedataPerk_Record:Levels() return end

---@param item gamedataPerkLevelData_Record
---@return Bool
function gamedataPerk_Record:LevelsContains(item) return end

---@return String
function gamedataPerk_Record:Loc_desc_key() return end

---@return String
function gamedataPerk_Record:Loc_name_key() return end

---@return gamedataUIIcon_Record
function gamedataPerk_Record:PerkIcon() return end

---@return gamedataUIIcon_Record
function gamedataPerk_Record:PerkIconHandle() return end

---@return gamedataPerkType
function gamedataPerk_Record:Type() return end

---@return gamedataPerkUtility_Record
function gamedataPerk_Record:Utility() return end

---@return gamedataPerkUtility_Record
function gamedataPerk_Record:UtilityHandle() return end

---@class gamedataPersistentLootTable_Record : gamedataLootTable_Record
gamedataPersistentLootTable_Record = {}

---@return gamedataPersistentLootTable_Record
function gamedataPersistentLootTable_Record.new() return end

---@param props table
---@return gamedataPersistentLootTable_Record
function gamedataPersistentLootTable_Record.new(props) return end

---@class gamedataPhotoModeBackground_Record : gamedataPhotoModeItem_Record
gamedataPhotoModeBackground_Record = {}

---@return gamedataPhotoModeBackground_Record
function gamedataPhotoModeBackground_Record.new() return end

---@param props table
---@return gamedataPhotoModeBackground_Record
function gamedataPhotoModeBackground_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataPhotoModeBackground_Record:TextureName() return end

---@class gamedataPhotoModeEffect_Record : gamedataPhotoModeItem_Record
gamedataPhotoModeEffect_Record = {}

---@return gamedataPhotoModeEffect_Record
function gamedataPhotoModeEffect_Record.new() return end

---@param props table
---@return gamedataPhotoModeEffect_Record
function gamedataPhotoModeEffect_Record.new(props) return end

---@return CName
function gamedataPhotoModeEffect_Record:HdrLutPath() return end

---@return CName
function gamedataPhotoModeEffect_Record:LutPath() return end

---@class gamedataPhotoModeFace_Record : gamedataPhotoModeItem_Record
gamedataPhotoModeFace_Record = {}

---@return gamedataPhotoModeFace_Record
function gamedataPhotoModeFace_Record.new() return end

---@param props table
---@return gamedataPhotoModeFace_Record
function gamedataPhotoModeFace_Record.new(props) return end

---@return Int32
function gamedataPhotoModeFace_Record:FaceId() return end

---@class gamedataPhotoModeFrame_Record : gamedataPhotoModeItem_Record
gamedataPhotoModeFrame_Record = {}

---@return gamedataPhotoModeFrame_Record
function gamedataPhotoModeFrame_Record.new() return end

---@param props table
---@return gamedataPhotoModeFrame_Record
function gamedataPhotoModeFrame_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataPhotoModeFrame_Record:AtlasName() return end

---@return Int32[]
function gamedataPhotoModeFrame_Record:Color() return end

---@param item Int32
---@return Bool
function gamedataPhotoModeFrame_Record:ColorContains(item) return end

---@return Bool
function gamedataPhotoModeFrame_Record:FlipHorizontal() return end

---@return Bool
function gamedataPhotoModeFrame_Record:FlipVertical() return end

---@return Int32
function gamedataPhotoModeFrame_Record:GetColorCount() return end

---@param index Int32
---@return Int32
function gamedataPhotoModeFrame_Record:GetColorItem(index) return end

---@return Int32
function gamedataPhotoModeFrame_Record:GetImagePartsNamesCount() return end

---@param index Int32
---@return CName
function gamedataPhotoModeFrame_Record:GetImagePartsNamesItem(index) return end

---@return CName[]
function gamedataPhotoModeFrame_Record:ImagePartsNames() return end

---@param item CName|string
---@return Bool
function gamedataPhotoModeFrame_Record:ImagePartsNamesContains(item) return end

---@return CName
function gamedataPhotoModeFrame_Record:LibraryItemName() return end

---@class gamedataPhotoModeItem_Record : gamedataTweakDBRecord
gamedataPhotoModeItem_Record = {}

---@return gamedataPhotoModeItem_Record
function gamedataPhotoModeItem_Record.new() return end

---@param props table
---@return gamedataPhotoModeItem_Record
function gamedataPhotoModeItem_Record.new(props) return end

---@return CName
function gamedataPhotoModeItem_Record:DisplayName() return end

---@return Bool
function gamedataPhotoModeItem_Record:Locked() return end

---@class gamedataPhotoModePoseCategory_Record : gamedataTweakDBRecord
gamedataPhotoModePoseCategory_Record = {}

---@return gamedataPhotoModePoseCategory_Record
function gamedataPhotoModePoseCategory_Record.new() return end

---@param props table
---@return gamedataPhotoModePoseCategory_Record
function gamedataPhotoModePoseCategory_Record.new(props) return end

---@return CName
function gamedataPhotoModePoseCategory_Record:CategoryName() return end

---@return CName
function gamedataPhotoModePoseCategory_Record:DisplayName() return end

---@class gamedataPhotoModePose_Record : gamedataPhotoModeItem_Record
gamedataPhotoModePose_Record = {}

---@return gamedataPhotoModePose_Record
function gamedataPhotoModePose_Record.new() return end

---@param props table
---@return gamedataPhotoModePose_Record
function gamedataPhotoModePose_Record.new(props) return end

---@return CName
function gamedataPhotoModePose_Record:AcceptedWeaponConfig() return end

---@return Bool
function gamedataPhotoModePose_Record:AllowMoveUpDown() return end

---@return CName
function gamedataPhotoModePose_Record:AnimationName() return end

---@return Float
function gamedataPhotoModePose_Record:AnimationTime() return end

---@return CName
function gamedataPhotoModePose_Record:Category() return end

---@return CName[]
function gamedataPhotoModePose_Record:DisableLookAtForGarmentTags() return end

---@param item CName|string
---@return Bool
function gamedataPhotoModePose_Record:DisableLookAtForGarmentTagsContains(item) return end

---@return CName[]
function gamedataPhotoModePose_Record:FilterOutForGarmentTags() return end

---@param item CName|string
---@return Bool
function gamedataPhotoModePose_Record:FilterOutForGarmentTagsContains(item) return end

---@return Int32
function gamedataPhotoModePose_Record:GetDisableLookAtForGarmentTagsCount() return end

---@param index Int32
---@return CName
function gamedataPhotoModePose_Record:GetDisableLookAtForGarmentTagsItem(index) return end

---@return Int32
function gamedataPhotoModePose_Record:GetFilterOutForGarmentTagsCount() return end

---@param index Int32
---@return CName
function gamedataPhotoModePose_Record:GetFilterOutForGarmentTagsItem(index) return end

---@return CName
function gamedataPhotoModePose_Record:LookAtPreset() return end

---@return Float
function gamedataPhotoModePose_Record:PoseSize() return end

---@return CName
function gamedataPhotoModePose_Record:PoseStateConfig() return end

---@return Vector3
function gamedataPhotoModePose_Record:PositionOffset() return end

---@return Vector3
function gamedataPhotoModePose_Record:Rotation() return end

---@class gamedataPhotoModeSticker_Record : gamedataPhotoModeItem_Record
gamedataPhotoModeSticker_Record = {}

---@return gamedataPhotoModeSticker_Record
function gamedataPhotoModeSticker_Record.new() return end

---@param props table
---@return gamedataPhotoModeSticker_Record
function gamedataPhotoModeSticker_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataPhotoModeSticker_Record:AtlasName() return end

---@return CName
function gamedataPhotoModeSticker_Record:ImagePartName() return end

---@class gamedataPierce_Record : gamedataProjectileCollision_Record
gamedataPierce_Record = {}

---@return gamedataPierce_Record
function gamedataPierce_Record.new() return end

---@param props table
---@return gamedataPierce_Record
function gamedataPierce_Record.new(props) return end

---@class gamedataPing_Record : gamedataTweakDBRecord
gamedataPing_Record = {}

---@return gamedataPing_Record
function gamedataPing_Record.new() return end

---@param props table
---@return gamedataPing_Record
function gamedataPing_Record.new(props) return end

---@return String
function gamedataPing_Record:EnumComment() return end

---@return CName
function gamedataPing_Record:EnumName() return end

---@return Float
function gamedataPing_Record:LifeSpan() return end

---@return Int32
function gamedataPing_Record:MaxCount() return end

---@return CName
function gamedataPing_Record:MinimapIconName() return end

---@return gamedataPingType
function gamedataPing_Record:Type() return end

---@return CName
function gamedataPing_Record:VoTriggerName() return end

---@return CName
function gamedataPing_Record:WorldIconName() return end

---@class gamedataPlayerBuild_Record : gamedataTweakDBRecord
gamedataPlayerBuild_Record = {}

---@return gamedataPlayerBuild_Record
function gamedataPlayerBuild_Record.new() return end

---@param props table
---@return gamedataPlayerBuild_Record
function gamedataPlayerBuild_Record.new(props) return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataPlayerBuild_Record:CaptionIcon() return end

---@return gamedataChoiceCaptionIconPart_Record
function gamedataPlayerBuild_Record:CaptionIconHandle() return end

---@return CName
function gamedataPlayerBuild_Record:DisplayName() return end

---@return String
function gamedataPlayerBuild_Record:EnumComment() return end

---@return CName
function gamedataPlayerBuild_Record:EnumName() return end

---@return Int32
function gamedataPlayerBuild_Record:GetProficienciesCount() return end

---@param index Int32
---@return gamedataProficiency_Record
function gamedataPlayerBuild_Record:GetProficienciesItem(index) return end

---@param index Int32
---@return gamedataProficiency_Record
function gamedataPlayerBuild_Record:GetProficienciesItemHandle(index) return end

---@return gamedataProficiency_Record[]
function gamedataPlayerBuild_Record:Proficiencies() return end

---@param item gamedataProficiency_Record
---@return Bool
function gamedataPlayerBuild_Record:ProficienciesContains(item) return end

---@return gamedataPlayerBuild
function gamedataPlayerBuild_Record:Type() return end

---@class gamedataPlayerIsNewPerkBoughtPrereq_Record : gamedataIPrereq_Record
gamedataPlayerIsNewPerkBoughtPrereq_Record = {}

---@return gamedataPlayerIsNewPerkBoughtPrereq_Record
function gamedataPlayerIsNewPerkBoughtPrereq_Record.new() return end

---@param props table
---@return gamedataPlayerIsNewPerkBoughtPrereq_Record
function gamedataPlayerIsNewPerkBoughtPrereq_Record.new(props) return end

---@return Bool
function gamedataPlayerIsNewPerkBoughtPrereq_Record:Invert() return end

---@return Int32
function gamedataPlayerIsNewPerkBoughtPrereq_Record:Level() return end

---@return String
function gamedataPlayerIsNewPerkBoughtPrereq_Record:PerkType() return end

---@class gamedataPlayerPossesion_Record : gamedataTweakDBRecord
gamedataPlayerPossesion_Record = {}

---@return gamedataPlayerPossesion_Record
function gamedataPlayerPossesion_Record.new() return end

---@param props table
---@return gamedataPlayerPossesion_Record
function gamedataPlayerPossesion_Record.new(props) return end

---@return String
function gamedataPlayerPossesion_Record:EnumComment() return end

---@return String
function gamedataPlayerPossesion_Record:EnumName() return end

---@return gamedataPlayerPossesion
function gamedataPlayerPossesion_Record:Type() return end

---@class gamedataPoolValueModifier_Record : gamedataTweakDBRecord
gamedataPoolValueModifier_Record = {}

---@return gamedataPoolValueModifier_Record
function gamedataPoolValueModifier_Record.new() return end

---@param props table
---@return gamedataPoolValueModifier_Record
function gamedataPoolValueModifier_Record.new(props) return end

---@return Bool
function gamedataPoolValueModifier_Record:DelayOnChange() return end

---@return Bool
function gamedataPoolValueModifier_Record:Enabled() return end

---@return Float
function gamedataPoolValueModifier_Record:RangeBegin() return end

---@return Float
function gamedataPoolValueModifier_Record:RangeEnd() return end

---@return Float
function gamedataPoolValueModifier_Record:StartDelay() return end

---@return Bool
function gamedataPoolValueModifier_Record:UsingPointValues() return end

---@return Float
function gamedataPoolValueModifier_Record:ValuePerSec() return end

---@class gamedataPrereqCheck_Record : gamedataTweakDBRecord
gamedataPrereqCheck_Record = {}

---@return gamedataPrereqCheck_Record
function gamedataPrereqCheck_Record.new() return end

---@param props table
---@return gamedataPrereqCheck_Record
function gamedataPrereqCheck_Record.new(props) return end

---@return String
function gamedataPrereqCheck_Record:ComparisonType() return end

---@return String
function gamedataPrereqCheck_Record:ContextObject() return end

---@return String
function gamedataPrereqCheck_Record:PrereqType() return end

---@return Float
function gamedataPrereqCheck_Record:ValueToCompare() return end

---@class gamedataPrereq_Record : gamedataTweakDBRecord
gamedataPrereq_Record = {}

---@return gamedataPrereq_Record
function gamedataPrereq_Record.new() return end

---@param props table
---@return gamedataPrereq_Record
function gamedataPrereq_Record.new(props) return end

---@return Bool
function gamedataPrereq_Record:AndValues() return end

---@return gamedataPrereqCheck_Record[]
function gamedataPrereq_Record:Checks() return end

---@param item gamedataPrereqCheck_Record
---@return Bool
function gamedataPrereq_Record:ChecksContains(item) return end

---@return String
function gamedataPrereq_Record:DevNotes() return end

---@return Int32
function gamedataPrereq_Record:GetChecksCount() return end

---@param index Int32
---@return gamedataPrereqCheck_Record
function gamedataPrereq_Record:GetChecksItem(index) return end

---@param index Int32
---@return gamedataPrereqCheck_Record
function gamedataPrereq_Record:GetChecksItemHandle(index) return end

---@return String
function gamedataPrereq_Record:Name() return end

---@class gamedataPresetMapper_Record : gamedataTweakDBRecord
gamedataPresetMapper_Record = {}

---@return gamedataPresetMapper_Record
function gamedataPresetMapper_Record.new() return end

---@param props table
---@return gamedataPresetMapper_Record
function gamedataPresetMapper_Record.new(props) return end

---@return String
function gamedataPresetMapper_Record:MappingName() return end

---@return gamedataReactionPreset_Record
function gamedataPresetMapper_Record:Preset() return end

---@return gamedataReactionPreset_Record
function gamedataPresetMapper_Record:PresetHandle() return end

---@class gamedataPreventionAttackTypeData_Record : gamedataTweakDBRecord
gamedataPreventionAttackTypeData_Record = {}

---@return gamedataPreventionAttackTypeData_Record
function gamedataPreventionAttackTypeData_Record.new() return end

---@param props table
---@return gamedataPreventionAttackTypeData_Record
function gamedataPreventionAttackTypeData_Record.new(props) return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Explosion() return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Hack() return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Indirect() return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Kill() return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Melee() return end

---@return Float
function gamedataPreventionAttackTypeData_Record:Ranged() return end

---@class gamedataPreventionFallbackUnitData_Record : gamedataTweakDBRecord
gamedataPreventionFallbackUnitData_Record = {}

---@return gamedataPreventionFallbackUnitData_Record
function gamedataPreventionFallbackUnitData_Record.new() return end

---@param props table
---@return gamedataPreventionFallbackUnitData_Record
function gamedataPreventionFallbackUnitData_Record.new(props) return end

---@return gamedataCharacter_Record
function gamedataPreventionFallbackUnitData_Record:CharacterRecord() return end

---@return gamedataCharacter_Record
function gamedataPreventionFallbackUnitData_Record:CharacterRecordHandle() return end

---@return Float
function gamedataPreventionFallbackUnitData_Record:MinSpawnRange() return end

---@return Int32
function gamedataPreventionFallbackUnitData_Record:UnitsCount() return end

---@class gamedataPreventionHeatDataMatrix_Record : gamedataTweakDBRecord
gamedataPreventionHeatDataMatrix_Record = {}

---@return gamedataPreventionHeatDataMatrix_Record
function gamedataPreventionHeatDataMatrix_Record.new() return end

---@param props table
---@return gamedataPreventionHeatDataMatrix_Record
function gamedataPreventionHeatDataMatrix_Record.new(props) return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat0() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat0Handle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat1() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat1Handle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat2() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat2Handle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat3() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat3Handle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat4() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat4Handle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat5() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Heat5Handle() return end

---@return gamedataPreventionMinimapData_Record
function gamedataPreventionHeatDataMatrix_Record:MinimapData() return end

---@return gamedataPreventionMinimapData_Record
function gamedataPreventionHeatDataMatrix_Record:MinimapDataHandle() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:Recon() return end

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatDataMatrix_Record:ReconHandle() return end

---@class gamedataPreventionHeatData_Record : gamedataTweakDBRecord
gamedataPreventionHeatData_Record = {}

---@return gamedataPreventionHeatData_Record
function gamedataPreventionHeatData_Record.new() return end

---@param props table
---@return gamedataPreventionHeatData_Record
function gamedataPreventionHeatData_Record.new(props) return end

---@return gamedataVehicle_Record
function gamedataPreventionHeatData_Record:AvRecord() return end

---@return gamedataVehicle_Record
function gamedataPreventionHeatData_Record:AvRecordHandle() return end

---@return Vector2
function gamedataPreventionHeatData_Record:AvSpawnAngleRange() return end

---@return Vector2
function gamedataPreventionHeatData_Record:AvSpawnDistanceRange() return end

---@return Float
function gamedataPreventionHeatData_Record:CrimeScoreMultiplier() return end

---@return gamedataPreventionFallbackUnitData_Record
function gamedataPreventionHeatData_Record:FallbackUnitData() return end

---@return gamedataPreventionFallbackUnitData_Record
function gamedataPreventionHeatData_Record:FallbackUnitDataHandle() return end

---@return Int32
function gamedataPreventionHeatData_Record:GetQuestVehicleRecordPoolCount() return end

---@param index Int32
---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionHeatData_Record:GetQuestVehicleRecordPoolItem(index) return end

---@param index Int32
---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionHeatData_Record:GetQuestVehicleRecordPoolItemHandle(index) return end

---@return Int32
function gamedataPreventionHeatData_Record:GetUnitRecordsPoolCount() return end

---@param index Int32
---@return gamedataPreventionUnitPoolData_Record
function gamedataPreventionHeatData_Record:GetUnitRecordsPoolItem(index) return end

---@param index Int32
---@return gamedataPreventionUnitPoolData_Record
function gamedataPreventionHeatData_Record:GetUnitRecordsPoolItemHandle(index) return end

---@return Int32
function gamedataPreventionHeatData_Record:GetVehicleRecordPoolCount() return end

---@param index Int32
---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionHeatData_Record:GetVehicleRecordPoolItem(index) return end

---@param index Int32
---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionHeatData_Record:GetVehicleRecordPoolItemHandle(index) return end

---@return gamedataPreventionVehiclePoolData_Record[]
function gamedataPreventionHeatData_Record:QuestVehicleRecordPool() return end

---@param item gamedataPreventionVehiclePoolData_Record
---@return Bool
function gamedataPreventionHeatData_Record:QuestVehicleRecordPoolContains(item) return end

---@return Vector2
function gamedataPreventionHeatData_Record:RoadblockadeSpawnRange() return end

---@return Float
function gamedataPreventionHeatData_Record:SpawnInterval() return end

---@return Vector2
function gamedataPreventionHeatData_Record:SpawnRange() return end

---@return gamedataPreventionUnitPoolData_Record[]
function gamedataPreventionHeatData_Record:UnitRecordsPool() return end

---@param item gamedataPreventionUnitPoolData_Record
---@return Bool
function gamedataPreventionHeatData_Record:UnitRecordsPoolContains(item) return end

---@return Int32
function gamedataPreventionHeatData_Record:UnitsCount() return end

---@return Int32
function gamedataPreventionHeatData_Record:VehicleCount() return end

---@return gamedataPreventionVehiclePoolData_Record[]
function gamedataPreventionHeatData_Record:VehicleRecordPool() return end

---@param item gamedataPreventionVehiclePoolData_Record
---@return Bool
function gamedataPreventionHeatData_Record:VehicleRecordPoolContains(item) return end

---@return Vector2
function gamedataPreventionHeatData_Record:VehicleSpawnAngleRange() return end

---@return Vector2
function gamedataPreventionHeatData_Record:VehicleSpawnDistanceRange() return end

---@class gamedataPreventionHeatTable_Record : gamedataTweakDBRecord
gamedataPreventionHeatTable_Record = {}

---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatTable_Record.new() return end

---@param props table
---@return gamedataPreventionHeatTable_Record
function gamedataPreventionHeatTable_Record.new(props) return end

---@return Float
function gamedataPreventionHeatTable_Record:AvCooldown() return end

---@return Float
function gamedataPreventionHeatTable_Record:AvMaxDistanceForNewRequest() return end

---@return Float
function gamedataPreventionHeatTable_Record:AvMinDistToSpawnedAV() return end

---@return Int32
function gamedataPreventionHeatTable_Record:AvSpawnPointsPerRequest() return end

---@return Vector2
function gamedataPreventionHeatTable_Record:AvSpawnRange() return end

---@return Float
function gamedataPreventionHeatTable_Record:CivVehicleCrimeScoreMultiplier() return end

---@return Float
function gamedataPreventionHeatTable_Record:CrimeAreaRadius() return end

---@return String
function gamedataPreventionHeatTable_Record:DisplayName() return end

---@return Float
function gamedataPreventionHeatTable_Record:FallbackMaxDistanceForHeight() return end

---@return Float
function gamedataPreventionHeatTable_Record:FallbackMaxDistanceToRoad() return end

---@return Float
function gamedataPreventionHeatTable_Record:FallbackMaxHeightDifference() return end

---@return Int32
function gamedataPreventionHeatTable_Record:FallbackVehicleSpawnFailedAttempts() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopDurationInGoodSpot() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopHackDuration() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopPlayerVehicleMaxtacDistance() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopTimeToHack() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopTimeToHack2() return end

---@return Float
function gamedataPreventionHeatTable_Record:HackLoopTimeToHack3() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatCrimeScoreResetTime() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatExplosionCiv() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatExplosionPolice() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatHijackVehicle() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatKillCiv() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatKillMaxTac() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatKillPolice() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatMeleAttackCiv() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatMeleAttackPolice() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatQuickHackCiv() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatQuickHackPolice() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatRangeAttackCiv() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatRangeAttackPolice() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatShootMaxTac() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatStealPoliceVehicle() return end

---@return Float
function gamedataPreventionHeatTable_Record:HeatThresholdCapacity() return end

---@return Float
function gamedataPreventionHeatTable_Record:IdleStateTransitionDelay() return end

---@return Float
function gamedataPreventionHeatTable_Record:IntroRadioStateTransitionDelay() return end

---@return Bool
function gamedataPreventionHeatTable_Record:IsVehicleHackingLoopEnabled() return end

---@return Int32
function gamedataPreventionHeatTable_Record:MaxUnitCount() return end

---@return Int32
function gamedataPreventionHeatTable_Record:MaxUnitFallbackCount() return end

---@return Float
function gamedataPreventionHeatTable_Record:PoliceVehicleCrimeScoreMultiplier() return end

---@return Float
function gamedataPreventionHeatTable_Record:RoadblockT1Cooldown() return end

---@return Int32
function gamedataPreventionHeatTable_Record:RoadblockT1TicketAmount() return end

---@return Float
function gamedataPreventionHeatTable_Record:RoadblockT2Cooldown() return end

---@return Int32
function gamedataPreventionHeatTable_Record:RoadblockT2TicketAmount() return end

---@return Float
function gamedataPreventionHeatTable_Record:RoadblockT3Cooldown() return end

---@return Int32
function gamedataPreventionHeatTable_Record:RoadblockT3TicketAmount() return end

---@return Int32
function gamedataPreventionHeatTable_Record:SpawnedEngagedCars() return end

---@return Int32
function gamedataPreventionHeatTable_Record:SpawnedSupportCars() return end

---@return Float
function gamedataPreventionHeatTable_Record:StateBlinkingStarTime() return end

---@return Float
function gamedataPreventionHeatTable_Record:StateBufferTimer() return end

---@return Float
function gamedataPreventionHeatTable_Record:StateGreyStarTime() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy0() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy0Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy1() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy1Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy2() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy2Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy3() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy3Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy4() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy4Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy5() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy5Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy6() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy6Handle() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy7() return end

---@return gamedataStrategyData_Record
function gamedataPreventionHeatTable_Record:Strategy7Handle() return end

---@return Float
function gamedataPreventionHeatTable_Record:TimeBetweenAVSpawnsAfterEncounter() return end

---@return Float
function gamedataPreventionHeatTable_Record:VehicleSpawnCooldown() return end

---@return Float
function gamedataPreventionHeatTable_Record:VehicleTicketCooldown() return end

---@return Int32
function gamedataPreventionHeatTable_Record:VehicleTicketsAmount() return end

---@class gamedataPreventionMinimapData_Record : gamedataTweakDBRecord
gamedataPreventionMinimapData_Record = {}

---@return gamedataPreventionMinimapData_Record
function gamedataPreventionMinimapData_Record.new() return end

---@param props table
---@return gamedataPreventionMinimapData_Record
function gamedataPreventionMinimapData_Record.new(props) return end

---@return Float
function gamedataPreventionMinimapData_Record:MaxRadius() return end

---@return Float
function gamedataPreventionMinimapData_Record:MaxSpeed() return end

---@return Float
function gamedataPreventionMinimapData_Record:MinRadius() return end

---@return Float
function gamedataPreventionMinimapData_Record:MinSpeed() return end

---@class gamedataPreventionUnitPoolData_Record : gamedataTweakDBRecord
gamedataPreventionUnitPoolData_Record = {}

---@return gamedataPreventionUnitPoolData_Record
function gamedataPreventionUnitPoolData_Record.new() return end

---@param props table
---@return gamedataPreventionUnitPoolData_Record
function gamedataPreventionUnitPoolData_Record.new(props) return end

---@return gamedataCharacter_Record
function gamedataPreventionUnitPoolData_Record:CharacterRecord() return end

---@return gamedataCharacter_Record
function gamedataPreventionUnitPoolData_Record:CharacterRecordHandle() return end

---@return Float
function gamedataPreventionUnitPoolData_Record:Weight() return end

---@class gamedataPreventionVehiclePoolData_Record : gamedataTweakDBRecord
gamedataPreventionVehiclePoolData_Record = {}

---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionVehiclePoolData_Record.new() return end

---@param props table
---@return gamedataPreventionVehiclePoolData_Record
function gamedataPreventionVehiclePoolData_Record.new(props) return end

---@return gamedataVehicle_Record
function gamedataPreventionVehiclePoolData_Record:VehicleRecord() return end

---@return gamedataVehicle_Record
function gamedataPreventionVehiclePoolData_Record:VehicleRecordHandle() return end

---@return Float
function gamedataPreventionVehiclePoolData_Record:Weight() return end

---@class gamedataProficiency_Record : gamedataTweakDBRecord
gamedataProficiency_Record = {}

---@return gamedataProficiency_Record
function gamedataProficiency_Record.new() return end

---@param props table
---@return gamedataProficiency_Record
function gamedataProficiency_Record.new(props) return end

---@return CName
function gamedataProficiency_Record:CurveName() return end

---@return CName
function gamedataProficiency_Record:CurveSetName() return end

---@return String
function gamedataProficiency_Record:DisplayName() return end

---@return String
function gamedataProficiency_Record:EnumComment() return end

---@return CName
function gamedataProficiency_Record:EnumName() return end

---@return Int32
function gamedataProficiency_Record:GetPackagesCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataProficiency_Record:GetPackagesItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataProficiency_Record:GetPackagesItemHandle(index) return end

---@return Int32
function gamedataProficiency_Record:GetPassiveBonusesCount() return end

---@param index Int32
---@return gamedataPassiveProficiencyBonus_Record
function gamedataProficiency_Record:GetPassiveBonusesItem(index) return end

---@param index Int32
---@return gamedataPassiveProficiencyBonus_Record
function gamedataProficiency_Record:GetPassiveBonusesItemHandle(index) return end

---@return Int32
function gamedataProficiency_Record:GetPerkAreasCount() return end

---@param index Int32
---@return gamedataPerkArea_Record
function gamedataProficiency_Record:GetPerkAreasItem(index) return end

---@param index Int32
---@return gamedataPerkArea_Record
function gamedataProficiency_Record:GetPerkAreasItemHandle(index) return end

---@return CName
function gamedataProficiency_Record:IconPath() return end

---@return String
function gamedataProficiency_Record:Loc_desc_key() return end

---@return String
function gamedataProficiency_Record:Loc_name_key() return end

---@return Int32
function gamedataProficiency_Record:MaxLevel() return end

---@return Int32
function gamedataProficiency_Record:MinLevel() return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataProficiency_Record:Packages() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataProficiency_Record:PackagesContains(item) return end

---@return gamedataPassiveProficiencyBonus_Record[]
function gamedataProficiency_Record:PassiveBonuses() return end

---@param item gamedataPassiveProficiencyBonus_Record
---@return Bool
function gamedataProficiency_Record:PassiveBonusesContains(item) return end

---@return gamedataPerkArea_Record[]
function gamedataProficiency_Record:PerkAreas() return end

---@param item gamedataPerkArea_Record
---@return Bool
function gamedataProficiency_Record:PerkAreasContains(item) return end

---@return gamedataStat_Record
function gamedataProficiency_Record:TiedAttribute() return end

---@return gamedataStat_Record
function gamedataProficiency_Record:TiedAttributeHandle() return end

---@return gamedataTrait_Record
function gamedataProficiency_Record:Trait() return end

---@return gamedataTrait_Record
function gamedataProficiency_Record:TraitHandle() return end

---@return gamedataProficiencyType
function gamedataProficiency_Record:Type() return end

---@class gamedataProgram_Record : gamedataTweakDBRecord
gamedataProgram_Record = {}

---@return gamedataProgram_Record
function gamedataProgram_Record.new() return end

---@param props table
---@return gamedataProgram_Record
function gamedataProgram_Record.new(props) return end

---@return Int32[]
function gamedataProgram_Record:CharactersChain() return end

---@param item Int32
---@return Bool
function gamedataProgram_Record:CharactersChainContains(item) return end

---@return Int32
function gamedataProgram_Record:GetCharactersChainCount() return end

---@param index Int32
---@return Int32
function gamedataProgram_Record:GetCharactersChainItem(index) return end

---@return gamedataObjectAction_Record
function gamedataProgram_Record:Program() return end

---@return gamedataObjectAction_Record
function gamedataProgram_Record:ProgramHandle() return end

---@return CName
function gamedataProgram_Record:ProgramName() return end

---@class gamedataProgressionBuild_Record : gamedataTweakDBRecord
gamedataProgressionBuild_Record = {}

---@return gamedataProgressionBuild_Record
function gamedataProgressionBuild_Record.new() return end

---@param props table
---@return gamedataProgressionBuild_Record
function gamedataProgressionBuild_Record.new(props) return end

---@return gamedataBuildAttributeSet_Record
function gamedataProgressionBuild_Record:AttributeSet() return end

---@return gamedataBuildAttributeSet_Record
function gamedataProgressionBuild_Record:AttributeSetHandle() return end

---@return gamedataCraftable_Record
function gamedataProgressionBuild_Record:CraftBook() return end

---@return gamedataCraftable_Record
function gamedataProgressionBuild_Record:CraftBookHandle() return end

---@return gamedataBuildCyberwareSet_Record
function gamedataProgressionBuild_Record:CyberwareSet() return end

---@return gamedataBuildCyberwareSet_Record
function gamedataProgressionBuild_Record:CyberwareSetHandle() return end

---@return String
function gamedataProgressionBuild_Record:EnumComment() return end

---@return CName
function gamedataProgressionBuild_Record:EnumName() return end

---@return gamedataBuildEquipmentSet_Record
function gamedataProgressionBuild_Record:EquipmentSet() return end

---@return gamedataBuildEquipmentSet_Record
function gamedataProgressionBuild_Record:EquipmentSetHandle() return end

---@return Int32
function gamedataProgressionBuild_Record:GetInventoryLayoutCount() return end

---@param index Int32
---@return gamedataCPOItemCategoryBase_Record
function gamedataProgressionBuild_Record:GetInventoryLayoutItem(index) return end

---@param index Int32
---@return gamedataCPOItemCategoryBase_Record
function gamedataProgressionBuild_Record:GetInventoryLayoutItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetPerkSetsCount() return end

---@param index Int32
---@return gamedataBuildPerkSet_Record
function gamedataProgressionBuild_Record:GetPerkSetsItem(index) return end

---@param index Int32
---@return gamedataBuildPerkSet_Record
function gamedataProgressionBuild_Record:GetPerkSetsItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingAttributesCount() return end

---@param index Int32
---@return gamedataBuildAttribute_Record
function gamedataProgressionBuild_Record:GetStartingAttributesItem(index) return end

---@param index Int32
---@return gamedataBuildAttribute_Record
function gamedataProgressionBuild_Record:GetStartingAttributesItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingCyberwareCount() return end

---@param index Int32
---@return gamedataBuildCyberware_Record
function gamedataProgressionBuild_Record:GetStartingCyberwareItem(index) return end

---@param index Int32
---@return gamedataBuildCyberware_Record
function gamedataProgressionBuild_Record:GetStartingCyberwareItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingEquipmentCount() return end

---@param index Int32
---@return gamedataBuildEquipment_Record
function gamedataProgressionBuild_Record:GetStartingEquipmentItem(index) return end

---@param index Int32
---@return gamedataBuildEquipment_Record
function gamedataProgressionBuild_Record:GetStartingEquipmentItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataProgressionBuild_Record:GetStartingItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataProgressionBuild_Record:GetStartingItemsItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingNewPerksCount() return end

---@param index Int32
---@return gamedataBuildNewPerk_Record
function gamedataProgressionBuild_Record:GetStartingNewPerksItem(index) return end

---@param index Int32
---@return gamedataBuildNewPerk_Record
function gamedataProgressionBuild_Record:GetStartingNewPerksItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingPerksCount() return end

---@param index Int32
---@return gamedataBuildPerk_Record
function gamedataProgressionBuild_Record:GetStartingPerksItem(index) return end

---@param index Int32
---@return gamedataBuildPerk_Record
function gamedataProgressionBuild_Record:GetStartingPerksItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingProficienciesCount() return end

---@param index Int32
---@return gamedataBuildProficiency_Record
function gamedataProgressionBuild_Record:GetStartingProficienciesItem(index) return end

---@param index Int32
---@return gamedataBuildProficiency_Record
function gamedataProgressionBuild_Record:GetStartingProficienciesItemHandle(index) return end

---@return Int32
function gamedataProgressionBuild_Record:GetStartingProgramsCount() return end

---@param index Int32
---@return gamedataBuildProgram_Record
function gamedataProgressionBuild_Record:GetStartingProgramsItem(index) return end

---@param index Int32
---@return gamedataBuildProgram_Record
function gamedataProgressionBuild_Record:GetStartingProgramsItemHandle(index) return end

---@return gamedataCPOItemCategoryBase_Record[]
function gamedataProgressionBuild_Record:InventoryLayout() return end

---@param item gamedataCPOItemCategoryBase_Record
---@return Bool
function gamedataProgressionBuild_Record:InventoryLayoutContains(item) return end

---@return gamedataInventoryItemSet_Record
function gamedataProgressionBuild_Record:InventorySet() return end

---@return gamedataInventoryItemSet_Record
function gamedataProgressionBuild_Record:InventorySetHandle() return end

---@return gamedataLifePath_Record
function gamedataProgressionBuild_Record:LifePath() return end

---@return gamedataLifePath_Record
function gamedataProgressionBuild_Record:LifePathHandle() return end

---@return gamedataBuildPerkSet_Record
function gamedataProgressionBuild_Record:PerkSet() return end

---@return gamedataBuildPerkSet_Record
function gamedataProgressionBuild_Record:PerkSetHandle() return end

---@return gamedataBuildPerkSet_Record[]
function gamedataProgressionBuild_Record:PerkSets() return end

---@param item gamedataBuildPerkSet_Record
---@return Bool
function gamedataProgressionBuild_Record:PerkSetsContains(item) return end

---@return gamedataBuildProficiencySet_Record
function gamedataProgressionBuild_Record:ProficiencySet() return end

---@return gamedataBuildProficiencySet_Record
function gamedataProgressionBuild_Record:ProficiencySetHandle() return end

---@return Bool
function gamedataProgressionBuild_Record:RandomizeClothing() return end

---@return gamedataBuildAttribute_Record[]
function gamedataProgressionBuild_Record:StartingAttributes() return end

---@param item gamedataBuildAttribute_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingAttributesContains(item) return end

---@return gamedataBuildCyberware_Record[]
function gamedataProgressionBuild_Record:StartingCyberware() return end

---@param item gamedataBuildCyberware_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingCyberwareContains(item) return end

---@return gamedataBuildEquipment_Record[]
function gamedataProgressionBuild_Record:StartingEquipment() return end

---@param item gamedataBuildEquipment_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingEquipmentContains(item) return end

---@return gamedataInventoryItem_Record[]
function gamedataProgressionBuild_Record:StartingItems() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingItemsContains(item) return end

---@return gamedataBuildNewPerk_Record[]
function gamedataProgressionBuild_Record:StartingNewPerks() return end

---@param item gamedataBuildNewPerk_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingNewPerksContains(item) return end

---@return gamedataBuildPerk_Record[]
function gamedataProgressionBuild_Record:StartingPerks() return end

---@param item gamedataBuildPerk_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingPerksContains(item) return end

---@return gamedataBuildProficiency_Record[]
function gamedataProgressionBuild_Record:StartingProficiencies() return end

---@param item gamedataBuildProficiency_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingProficienciesContains(item) return end

---@return gamedataBuildProgram_Record[]
function gamedataProgressionBuild_Record:StartingPrograms() return end

---@param item gamedataBuildProgram_Record
---@return Bool
function gamedataProgressionBuild_Record:StartingProgramsContains(item) return end

---@return gamedataBuildType
function gamedataProgressionBuild_Record:Type() return end

---@class gamedataProjectileCollision_Record : gamedataTweakDBRecord
gamedataProjectileCollision_Record = {}

---@return gamedataProjectileCollision_Record
function gamedataProjectileCollision_Record.new() return end

---@param props table
---@return gamedataProjectileCollision_Record
function gamedataProjectileCollision_Record.new(props) return end

---@return Bool
function gamedataProjectileCollision_Record:CanStopAndStickOnHardSurfaces() return end

---@return Float
function gamedataProjectileCollision_Record:EnergyLossFactor() return end

---@return gamedataProjectileOnCollisionAction_Record
function gamedataProjectileCollision_Record:Type() return end

---@return gamedataProjectileOnCollisionAction_Record
function gamedataProjectileCollision_Record:TypeHandle() return end

---@class gamedataProjectileLaunchMode_Record : gamedataTweakDBRecord
gamedataProjectileLaunchMode_Record = {}

---@return gamedataProjectileLaunchMode_Record
function gamedataProjectileLaunchMode_Record.new() return end

---@param props table
---@return gamedataProjectileLaunchMode_Record
function gamedataProjectileLaunchMode_Record.new(props) return end

---@return String
function gamedataProjectileLaunchMode_Record:EnumComment() return end

---@return CName
function gamedataProjectileLaunchMode_Record:EnumName() return end

---@return gamedataProjectileLaunchMode
function gamedataProjectileLaunchMode_Record:Type() return end

---@class gamedataProjectileLaunch_Record : gamedataTweakDBRecord
gamedataProjectileLaunch_Record = {}

---@return gamedataProjectileLaunch_Record
function gamedataProjectileLaunch_Record.new() return end

---@param props table
---@return gamedataProjectileLaunch_Record
function gamedataProjectileLaunch_Record.new(props) return end

---@return Bool
function gamedataProjectileLaunch_Record:ApplyAdditiveProjectileSpiraling() return end

---@return Bool
function gamedataProjectileLaunch_Record:CanTrackDevices() return end

---@return gamedataProjectileLaunchMode_Record
function gamedataProjectileLaunch_Record:Type() return end

---@return gamedataProjectileLaunchMode_Record
function gamedataProjectileLaunch_Record:TypeHandle() return end

---@class gamedataProjectileOnCollisionAction_Record : gamedataTweakDBRecord
gamedataProjectileOnCollisionAction_Record = {}

---@return gamedataProjectileOnCollisionAction_Record
function gamedataProjectileOnCollisionAction_Record.new() return end

---@param props table
---@return gamedataProjectileOnCollisionAction_Record
function gamedataProjectileOnCollisionAction_Record.new(props) return end

---@return String
function gamedataProjectileOnCollisionAction_Record:EnumComment() return end

---@return CName
function gamedataProjectileOnCollisionAction_Record:EnumName() return end

---@return gamedataProjectileOnCollisionAction
function gamedataProjectileOnCollisionAction_Record:Type() return end

---@class gamedataProp_Record : gamedataSpawnableObject_Record
gamedataProp_Record = {}

---@return gamedataProp_Record
function gamedataProp_Record.new() return end

---@param props table
---@return gamedataProp_Record
function gamedataProp_Record.new(props) return end

---@return String
function gamedataProp_Record:FriendlyName() return end

---@class gamedataPropagateStatusEffectInAreaEffector_Record : gamedataEffector_Record
gamedataPropagateStatusEffectInAreaEffector_Record = {}

---@return gamedataPropagateStatusEffectInAreaEffector_Record
function gamedataPropagateStatusEffectInAreaEffector_Record.new() return end

---@param props table
---@return gamedataPropagateStatusEffectInAreaEffector_Record
function gamedataPropagateStatusEffectInAreaEffector_Record.new(props) return end

---@return CName
function gamedataPropagateStatusEffectInAreaEffector_Record:ApplicationTarget() return end

---@return Float
function gamedataPropagateStatusEffectInAreaEffector_Record:Duration() return end

---@return Bool
function gamedataPropagateStatusEffectInAreaEffector_Record:PropagateToInstigator() return end

---@return Float
function gamedataPropagateStatusEffectInAreaEffector_Record:Range() return end

---@return gamedataStatusEffect_Record
function gamedataPropagateStatusEffectInAreaEffector_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataPropagateStatusEffectInAreaEffector_Record:StatusEffectHandle() return end

---@class gamedataPurchaseOffer_Record : gamedataTweakDBRecord
gamedataPurchaseOffer_Record = {}

---@return gamedataPurchaseOffer_Record
function gamedataPurchaseOffer_Record.new() return end

---@param props table
---@return gamedataPurchaseOffer_Record
function gamedataPurchaseOffer_Record.new(props) return end

---@return String
function gamedataPurchaseOffer_Record:Name() return end

---@return gamedataJournalIcon_Record
function gamedataPurchaseOffer_Record:PreviewImage() return end

---@return gamedataJournalIcon_Record
function gamedataPurchaseOffer_Record:PreviewImageHandle() return end

---@return gamedataValueAssignment_Record
function gamedataPurchaseOffer_Record:Price() return end

---@return gamedataValueAssignment_Record
function gamedataPurchaseOffer_Record:PriceHandle() return end

---@class gamedataQuality_Record : gamedataTweakDBRecord
gamedataQuality_Record = {}

---@return gamedataQuality_Record
function gamedataQuality_Record.new() return end

---@param props table
---@return gamedataQuality_Record
function gamedataQuality_Record.new(props) return end

---@return Int32
function gamedataQuality_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataQuality_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataQuality_Record:GetStatModifiersItemHandle(index) return end

---@return String
function gamedataQuality_Record:Name() return end

---@return gamedataStatModifier_Record[]
function gamedataQuality_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataQuality_Record:StatModifiersContains(item) return end

---@return gamedataQuality
function gamedataQuality_Record:Type() return end

---@return Int32
function gamedataQuality_Record:Value() return end

---@class gamedataQuery_Record : gamedataTweakDBRecord
gamedataQuery_Record = {}

---@return gamedataQuery_Record
function gamedataQuery_Record.new() return end

---@param props table
---@return gamedataQuery_Record
function gamedataQuery_Record.new(props) return end

---@return CName
function gamedataQuery_Record:RecordType() return end

---@class gamedataQuestRestrictionMode_Record : gamedataTweakDBRecord
gamedataQuestRestrictionMode_Record = {}

---@return gamedataQuestRestrictionMode_Record
function gamedataQuestRestrictionMode_Record.new() return end

---@param props table
---@return gamedataQuestRestrictionMode_Record
function gamedataQuestRestrictionMode_Record.new(props) return end

---@return Int32
function gamedataQuestRestrictionMode_Record:GetInjectedActionsCount() return end

---@param index Int32
---@return CName
function gamedataQuestRestrictionMode_Record:GetInjectedActionsItem(index) return end

---@return CName[]
function gamedataQuestRestrictionMode_Record:InjectedActions() return end

---@param item CName|string
---@return Bool
function gamedataQuestRestrictionMode_Record:InjectedActionsContains(item) return end

---@class gamedataQuestSystemSetup_Record : gamedataTweakDBRecord
gamedataQuestSystemSetup_Record = {}

---@return gamedataQuestSystemSetup_Record
function gamedataQuestSystemSetup_Record.new() return end

---@param props table
---@return gamedataQuestSystemSetup_Record
function gamedataQuestSystemSetup_Record.new(props) return end

---@return Float
function gamedataQuestSystemSetup_Record:ContentTokenMinimalCooldownWhenBlocking() return end

---@return Float
function gamedataQuestSystemSetup_Record:ContentTokenSpawnMaxCooldown() return end

---@return Float
function gamedataQuestSystemSetup_Record:ContentTokenSpawnMinCooldown() return end

---@return Int32
function gamedataQuestSystemSetup_Record:ContentTokenStackMaxSize() return end

---@return String[]
function gamedataQuestSystemSetup_Record:CustomTooltipActions() return end

---@param item String
---@return Bool
function gamedataQuestSystemSetup_Record:CustomTooltipActionsContains(item) return end

---@return Int32
function gamedataQuestSystemSetup_Record:GetCustomTooltipActionsCount() return end

---@param index Int32
---@return String
function gamedataQuestSystemSetup_Record:GetCustomTooltipActionsItem(index) return end

---@class gamedataRPGAction_Record : gamedataTweakDBRecord
gamedataRPGAction_Record = {}

---@return gamedataRPGAction_Record
function gamedataRPGAction_Record.new() return end

---@param props table
---@return gamedataRPGAction_Record
function gamedataRPGAction_Record.new(props) return end

---@return CName
function gamedataRPGAction_Record:ActionName() return end

---@return Int32
function gamedataRPGAction_Record:GetPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataRPGAction_Record:GetPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataRPGAction_Record:GetPrereqsItemHandle(index) return end

---@return gamedataIPrereq_Record[]
function gamedataRPGAction_Record:Prereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataRPGAction_Record:PrereqsContains(item) return end

---@return gamedataRewardBase_Record
function gamedataRPGAction_Record:Reward() return end

---@return gamedataRewardBase_Record
function gamedataRPGAction_Record:RewardHandle() return end

---@class gamedataRPGDataPackage_Record : gamedataTweakDBRecord
gamedataRPGDataPackage_Record = {}

---@return gamedataRPGDataPackage_Record
function gamedataRPGDataPackage_Record.new() return end

---@param props table
---@return gamedataRPGDataPackage_Record
function gamedataRPGDataPackage_Record.new(props) return end

---@return gamedataEffector_Record[]
function gamedataRPGDataPackage_Record:Effectors() return end

---@param item gamedataEffector_Record
---@return Bool
function gamedataRPGDataPackage_Record:EffectorsContains(item) return end

---@return Int32
function gamedataRPGDataPackage_Record:GetEffectorsCount() return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataRPGDataPackage_Record:GetEffectorsItem(index) return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataRPGDataPackage_Record:GetEffectorsItemHandle(index) return end

---@return Int32
function gamedataRPGDataPackage_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataRPGDataPackage_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataRPGDataPackage_Record:GetStatModifierGroupsItemHandle(index) return end

---@return Int32
function gamedataRPGDataPackage_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRPGDataPackage_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRPGDataPackage_Record:GetStatModifiersItemHandle(index) return end

---@return Int32
function gamedataRPGDataPackage_Record:GetStatPoolsCount() return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataRPGDataPackage_Record:GetStatPoolsItem(index) return end

---@param index Int32
---@return gamedataStatPool_Record
function gamedataRPGDataPackage_Record:GetStatPoolsItemHandle(index) return end

---@return gamedataStatModifierGroup_Record[]
function gamedataRPGDataPackage_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataRPGDataPackage_Record:StatModifierGroupsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataRPGDataPackage_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataRPGDataPackage_Record:StatModifiersContains(item) return end

---@return gamedataStatPool_Record[]
function gamedataRPGDataPackage_Record:StatPools() return end

---@param item gamedataStatPool_Record
---@return Bool
function gamedataRPGDataPackage_Record:StatPoolsContains(item) return end

---@class gamedataRaceCheckpoint_Record : gamedataLCDScreen_Record
gamedataRaceCheckpoint_Record = {}

---@return gamedataRaceCheckpoint_Record
function gamedataRaceCheckpoint_Record.new() return end

---@param props table
---@return gamedataRaceCheckpoint_Record
function gamedataRaceCheckpoint_Record.new(props) return end

---@class gamedataRadioStation_Record : gamedataTweakDBRecord
gamedataRadioStation_Record = {}

---@return gamedataRadioStation_Record
function gamedataRadioStation_Record.new() return end

---@param props table
---@return gamedataRadioStation_Record
function gamedataRadioStation_Record.new(props) return end

---@return String
function gamedataRadioStation_Record:DisplayName() return end

---@return gamedataUIIcon_Record
function gamedataRadioStation_Record:Icon() return end

---@return gamedataUIIcon_Record
function gamedataRadioStation_Record:IconHandle() return end

---@return Int32
function gamedataRadioStation_Record:Index() return end

---@class gamedataRandomNewsFeedBatch_Record : gamedataTweakDBRecord
gamedataRandomNewsFeedBatch_Record = {}

---@return gamedataRandomNewsFeedBatch_Record
function gamedataRandomNewsFeedBatch_Record.new() return end

---@param props table
---@return gamedataRandomNewsFeedBatch_Record
function gamedataRandomNewsFeedBatch_Record.new(props) return end

---@return CName[]
function gamedataRandomNewsFeedBatch_Record:FeedList() return end

---@param item CName|string
---@return Bool
function gamedataRandomNewsFeedBatch_Record:FeedListContains(item) return end

---@return Int32
function gamedataRandomNewsFeedBatch_Record:GetFeedListCount() return end

---@param index Int32
---@return CName
function gamedataRandomNewsFeedBatch_Record:GetFeedListItem(index) return end

---@class gamedataRandomPassengerEntry_Record : gamedataTweakDBRecord
gamedataRandomPassengerEntry_Record = {}

---@return gamedataRandomPassengerEntry_Record
function gamedataRandomPassengerEntry_Record.new() return end

---@param props table
---@return gamedataRandomPassengerEntry_Record
function gamedataRandomPassengerEntry_Record.new(props) return end

---@return gamedataWeightedCharacter_Record[]
function gamedataRandomPassengerEntry_Record:CharacterRecords() return end

---@param item gamedataWeightedCharacter_Record
---@return Bool
function gamedataRandomPassengerEntry_Record:CharacterRecordsContains(item) return end

---@return Int32
function gamedataRandomPassengerEntry_Record:GetCharacterRecordsCount() return end

---@param index Int32
---@return gamedataWeightedCharacter_Record
function gamedataRandomPassengerEntry_Record:GetCharacterRecordsItem(index) return end

---@param index Int32
---@return gamedataWeightedCharacter_Record
function gamedataRandomPassengerEntry_Record:GetCharacterRecordsItemHandle(index) return end

---@return Int32
function gamedataRandomPassengerEntry_Record:GetValidSlotNamesCount() return end

---@param index Int32
---@return CName
function gamedataRandomPassengerEntry_Record:GetValidSlotNamesItem(index) return end

---@return Float
function gamedataRandomPassengerEntry_Record:Probability() return end

---@return CName
function gamedataRandomPassengerEntry_Record:Role() return end

---@return CName[]
function gamedataRandomPassengerEntry_Record:ValidSlotNames() return end

---@param item CName|string
---@return Bool
function gamedataRandomPassengerEntry_Record:ValidSlotNamesContains(item) return end

---@class gamedataRandomRatioCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataRandomRatioCoverSelectionParameters_Record = {}

---@return gamedataRandomRatioCoverSelectionParameters_Record
function gamedataRandomRatioCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataRandomRatioCoverSelectionParameters_Record
function gamedataRandomRatioCoverSelectionParameters_Record.new(props) return end

---@class gamedataRandomStatModifier_Record : gamedataStatModifier_Record
gamedataRandomStatModifier_Record = {}

---@return gamedataRandomStatModifier_Record
function gamedataRandomStatModifier_Record.new() return end

---@param props table
---@return gamedataRandomStatModifier_Record
function gamedataRandomStatModifier_Record.new(props) return end

---@return Float
function gamedataRandomStatModifier_Record:Max() return end

---@return Float
function gamedataRandomStatModifier_Record:Min() return end

---@return Bool
function gamedataRandomStatModifier_Record:UseControlledRandom() return end

---@class gamedataRandomVariant_Record : gamedataTweakDBRecord
gamedataRandomVariant_Record = {}

---@return gamedataRandomVariant_Record
function gamedataRandomVariant_Record.new() return end

---@param props table
---@return gamedataRandomVariant_Record
function gamedataRandomVariant_Record.new(props) return end

---@return Int32
function gamedataRandomVariant_Record:GetStatModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataRandomVariant_Record:GetStatModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataRandomVariant_Record:GetStatModifierGroupsItemHandle(index) return end

---@return Int32
function gamedataRandomVariant_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRandomVariant_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRandomVariant_Record:GetStatModifiersItemHandle(index) return end

---@return Int32
function gamedataRandomVariant_Record:GetVariantPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataRandomVariant_Record:GetVariantPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataRandomVariant_Record:GetVariantPrereqsItemHandle(index) return end

---@return gamedataStatModifierGroup_Record[]
function gamedataRandomVariant_Record:StatModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataRandomVariant_Record:StatModifierGroupsContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataRandomVariant_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataRandomVariant_Record:StatModifiersContains(item) return end

---@return gamedataIPrereq_Record[]
function gamedataRandomVariant_Record:VariantPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataRandomVariant_Record:VariantPrereqsContains(item) return end

---@return Float
function gamedataRandomVariant_Record:Weight() return end

---@class gamedataRangedAttackPackage_Record : gamedataTweakDBRecord
gamedataRangedAttackPackage_Record = {}

---@return gamedataRangedAttackPackage_Record
function gamedataRangedAttackPackage_Record.new() return end

---@param props table
---@return gamedataRangedAttackPackage_Record
function gamedataRangedAttackPackage_Record.new(props) return end

---@return gamedataRangedAttack_Record
function gamedataRangedAttackPackage_Record:ChargeFire() return end

---@return gamedataRangedAttack_Record
function gamedataRangedAttackPackage_Record:ChargeFireHandle() return end

---@return gamedataRangedAttack_Record
function gamedataRangedAttackPackage_Record:DefaultFire() return end

---@return gamedataRangedAttack_Record
function gamedataRangedAttackPackage_Record:DefaultFireHandle() return end

---@class gamedataRangedAttack_Record : gamedataTweakDBRecord
gamedataRangedAttack_Record = {}

---@return gamedataRangedAttack_Record
function gamedataRangedAttack_Record.new() return end

---@param props table
---@return gamedataRangedAttack_Record
function gamedataRangedAttack_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:NPCAttack() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:NPCAttackHandle() return end

---@return gamedataAttack_Projectile_Record
function gamedataRangedAttack_Record:NPCTimeDilated() return end

---@return gamedataAttack_Projectile_Record
function gamedataRangedAttack_Record:NPCTimeDilatedHandle() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:PlayerAttack() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:PlayerAttackHandle() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:PlayerTimeDilated() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:PlayerTimeDilatedHandle() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:SecondaryPlayerAttack() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:SecondaryPlayerAttackHandle() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:SecondaryPlayerTimeDilated() return end

---@return gamedataAttack_Record
function gamedataRangedAttack_Record:SecondaryPlayerTimeDilatedHandle() return end

---@class gamedataReactionLimit_Record : gamedataTweakDBRecord
gamedataReactionLimit_Record = {}

---@return gamedataReactionLimit_Record
function gamedataReactionLimit_Record.new() return end

---@param props table
---@return gamedataReactionLimit_Record
function gamedataReactionLimit_Record.new(props) return end

---@return Int32
function gamedataReactionLimit_Record:Limit() return end

---@return CName
function gamedataReactionLimit_Record:Name() return end

---@class gamedataReactionPresetCivilian_Record : gamedataReactionPreset_Record
gamedataReactionPresetCivilian_Record = {}

---@return gamedataReactionPresetCivilian_Record
function gamedataReactionPresetCivilian_Record.new() return end

---@param props table
---@return gamedataReactionPresetCivilian_Record
function gamedataReactionPresetCivilian_Record.new(props) return end

---@class gamedataReactionPresetCorpo_Record : gamedataReactionPreset_Record
gamedataReactionPresetCorpo_Record = {}

---@return gamedataReactionPresetCorpo_Record
function gamedataReactionPresetCorpo_Record.new() return end

---@param props table
---@return gamedataReactionPresetCorpo_Record
function gamedataReactionPresetCorpo_Record.new(props) return end

---@class gamedataReactionPresetGanger_Record : gamedataReactionPreset_Record
gamedataReactionPresetGanger_Record = {}

---@return gamedataReactionPresetGanger_Record
function gamedataReactionPresetGanger_Record.new() return end

---@param props table
---@return gamedataReactionPresetGanger_Record
function gamedataReactionPresetGanger_Record.new(props) return end

---@class gamedataReactionPresetMechanical_Record : gamedataReactionPreset_Record
gamedataReactionPresetMechanical_Record = {}

---@return gamedataReactionPresetMechanical_Record
function gamedataReactionPresetMechanical_Record.new() return end

---@param props table
---@return gamedataReactionPresetMechanical_Record
function gamedataReactionPresetMechanical_Record.new(props) return end

---@class gamedataReactionPresetNoReaction_Record : gamedataReactionPreset_Record
gamedataReactionPresetNoReaction_Record = {}

---@return gamedataReactionPresetNoReaction_Record
function gamedataReactionPresetNoReaction_Record.new() return end

---@param props table
---@return gamedataReactionPresetNoReaction_Record
function gamedataReactionPresetNoReaction_Record.new(props) return end

---@class gamedataReactionPresetPolice_Record : gamedataReactionPreset_Record
gamedataReactionPresetPolice_Record = {}

---@return gamedataReactionPresetPolice_Record
function gamedataReactionPresetPolice_Record.new() return end

---@param props table
---@return gamedataReactionPresetPolice_Record
function gamedataReactionPresetPolice_Record.new(props) return end

---@class gamedataReactionPreset_Record : gamedataTweakDBRecord
gamedataReactionPreset_Record = {}

---@return gamedataReactionPreset_Record
function gamedataReactionPreset_Record.new() return end

---@param props table
---@return gamedataReactionPreset_Record
function gamedataReactionPreset_Record.new(props) return end

---@return Float
function gamedataReactionPreset_Record:AggressiveThreshold() return end

---@return String
function gamedataReactionPreset_Record:EnumComment() return end

---@return CName
function gamedataReactionPreset_Record:EnumName() return end

---@return Float
function gamedataReactionPreset_Record:FearThreshold() return end

---@return Int32
function gamedataReactionPreset_Record:GetPresetMapperCount() return end

---@param index Int32
---@return gamedataPresetMapper_Record
function gamedataReactionPreset_Record:GetPresetMapperItem(index) return end

---@param index Int32
---@return gamedataPresetMapper_Record
function gamedataReactionPreset_Record:GetPresetMapperItemHandle(index) return end

---@return Int32
function gamedataReactionPreset_Record:GetRulesCount() return end

---@param index Int32
---@return gamedataRule_Record
function gamedataReactionPreset_Record:GetRulesItem(index) return end

---@param index Int32
---@return gamedataRule_Record
function gamedataReactionPreset_Record:GetRulesItemHandle(index) return end

---@return Int32
function gamedataReactionPreset_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataReactionPreset_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataReactionPreset_Record:GetStatModifiersItemHandle(index) return end

---@return Bool
function gamedataReactionPreset_Record:IsAggressive() return end

---@return gamedataPresetMapper_Record[]
function gamedataReactionPreset_Record:PresetMapper() return end

---@param item gamedataPresetMapper_Record
---@return Bool
function gamedataReactionPreset_Record:PresetMapperContains(item) return end

---@return String
function gamedataReactionPreset_Record:ReactionGroup() return end

---@return gamedataRule_Record[]
function gamedataReactionPreset_Record:Rules() return end

---@param item gamedataRule_Record
---@return Bool
function gamedataReactionPreset_Record:RulesContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataReactionPreset_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataReactionPreset_Record:StatModifiersContains(item) return end

---@return gamedataReactionPresetType
function gamedataReactionPreset_Record:Type() return end

---@class gamedataRearWheelsFrictionModifier_Record : gamedataDriveHelper_Record
gamedataRearWheelsFrictionModifier_Record = {}

---@return gamedataRearWheelsFrictionModifier_Record
function gamedataRearWheelsFrictionModifier_Record.new() return end

---@param props table
---@return gamedataRearWheelsFrictionModifier_Record
function gamedataRearWheelsFrictionModifier_Record.new(props) return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MaxHelperAcceleration() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MaxLatSlipRatio() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MaxLongSlipRatio() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MaxSpeed() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MinLatFrictionCoef() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MinLatSlipRatio() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MinLongFrictionCoef() return end

---@return Float
function gamedataRearWheelsFrictionModifier_Record:MinLongSlipRatio() return end

---@class gamedataRecipeElement_Record : gamedataTweakDBRecord
gamedataRecipeElement_Record = {}

---@return gamedataRecipeElement_Record
function gamedataRecipeElement_Record.new() return end

---@param props table
---@return gamedataRecipeElement_Record
function gamedataRecipeElement_Record.new(props) return end

---@return Int32
function gamedataRecipeElement_Record:Amount() return end

---@return gamedataItem_Record
function gamedataRecipeElement_Record:Ingredient() return end

---@return gamedataItem_Record
function gamedataRecipeElement_Record:IngredientHandle() return end

---@class gamedataRecipeItem_Record : gamedataItem_Record
gamedataRecipeItem_Record = {}

---@return gamedataRecipeItem_Record
function gamedataRecipeItem_Record.new() return end

---@param props table
---@return gamedataRecipeItem_Record
function gamedataRecipeItem_Record.new(props) return end

---@return gamedataItem_Record[]
function gamedataRecipeItem_Record:CraftableItems() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataRecipeItem_Record:CraftableItemsContains(item) return end

---@return Int32
function gamedataRecipeItem_Record:GetCraftableItemsCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRecipeItem_Record:GetCraftableItemsItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRecipeItem_Record:GetCraftableItemsItemHandle(index) return end

---@class gamedataRegularGDM_Record : gamedataGrenadeDeliveryMethod_Record
gamedataRegularGDM_Record = {}

---@return gamedataRegularGDM_Record
function gamedataRegularGDM_Record.new() return end

---@param props table
---@return gamedataRegularGDM_Record
function gamedataRegularGDM_Record.new(props) return end

---@class gamedataRegular_Record : gamedataProjectileLaunch_Record
gamedataRegular_Record = {}

---@return gamedataRegular_Record
function gamedataRegular_Record.new() return end

---@param props table
---@return gamedataRegular_Record
function gamedataRegular_Record.new(props) return end

---@return Float
function gamedataRegular_Record:StartVelocity() return end

---@return Float
function gamedataRegular_Record:StartVelocityCharged() return end

---@class gamedataRemoveAllModifiersEffector_Record : gamedataEffector_Record
gamedataRemoveAllModifiersEffector_Record = {}

---@return gamedataRemoveAllModifiersEffector_Record
function gamedataRemoveAllModifiersEffector_Record.new() return end

---@param props table
---@return gamedataRemoveAllModifiersEffector_Record
function gamedataRemoveAllModifiersEffector_Record.new(props) return end

---@return CName
function gamedataRemoveAllModifiersEffector_Record:ApplicationTarget() return end

---@return gamedataStat_Record
function gamedataRemoveAllModifiersEffector_Record:StatType() return end

---@return gamedataStat_Record
function gamedataRemoveAllModifiersEffector_Record:StatTypeHandle() return end

---@class gamedataRewardBase_Record : gamedataTweakDBRecord
gamedataRewardBase_Record = {}

---@return gamedataRewardBase_Record
function gamedataRewardBase_Record.new() return end

---@param props table
---@return gamedataRewardBase_Record
function gamedataRewardBase_Record.new(props) return end

---@return gamedataAchievement_Record[]
function gamedataRewardBase_Record:Achievement() return end

---@param item gamedataAchievement_Record
---@return Bool
function gamedataRewardBase_Record:AchievementContains(item) return end

---@return gamedataContentAssignment_Record
function gamedataRewardBase_Record:ContentAssignment() return end

---@return gamedataContentAssignment_Record
function gamedataRewardBase_Record:ContentAssignmentHandle() return end

---@return gamedataCurrencyReward_Record[]
function gamedataRewardBase_Record:CurrencyPackage() return end

---@param item gamedataCurrencyReward_Record
---@return Bool
function gamedataRewardBase_Record:CurrencyPackageContains(item) return end

---@return gamedataXPPoints_Record[]
function gamedataRewardBase_Record:Experience() return end

---@param item gamedataXPPoints_Record
---@return Bool
function gamedataRewardBase_Record:ExperienceContains(item) return end

---@return Int32
function gamedataRewardBase_Record:GetAchievementCount() return end

---@param index Int32
---@return gamedataAchievement_Record
function gamedataRewardBase_Record:GetAchievementItem(index) return end

---@param index Int32
---@return gamedataAchievement_Record
function gamedataRewardBase_Record:GetAchievementItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetCurrencyPackageCount() return end

---@param index Int32
---@return gamedataCurrencyReward_Record
function gamedataRewardBase_Record:GetCurrencyPackageItem(index) return end

---@param index Int32
---@return gamedataCurrencyReward_Record
function gamedataRewardBase_Record:GetCurrencyPackageItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetExperienceCount() return end

---@param index Int32
---@return gamedataXPPoints_Record
function gamedataRewardBase_Record:GetExperienceItem(index) return end

---@param index Int32
---@return gamedataXPPoints_Record
function gamedataRewardBase_Record:GetExperienceItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataRewardBase_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataInventoryItem_Record
function gamedataRewardBase_Record:GetItemsItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetPhotoModeItemCount() return end

---@param index Int32
---@return gamedataPhotoModeItem_Record
function gamedataRewardBase_Record:GetPhotoModeItemItem(index) return end

---@param index Int32
---@return gamedataPhotoModeItem_Record
function gamedataRewardBase_Record:GetPhotoModeItemItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetRecipesCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRewardBase_Record:GetRecipesItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRewardBase_Record:GetRecipesItemHandle(index) return end

---@return Int32
function gamedataRewardBase_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRewardBase_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataRewardBase_Record:GetStatModifiersItemHandle(index) return end

---@return gamedataInventoryItem_Record[]
function gamedataRewardBase_Record:Items() return end

---@param item gamedataInventoryItem_Record
---@return Bool
function gamedataRewardBase_Record:ItemsContains(item) return end

---@return String
function gamedataRewardBase_Record:Name() return end

---@return gamedataPhotoModeItem_Record[]
function gamedataRewardBase_Record:PhotoModeItem() return end

---@param item gamedataPhotoModeItem_Record
---@return Bool
function gamedataRewardBase_Record:PhotoModeItemContains(item) return end

---@return gamedataItem_Record[]
function gamedataRewardBase_Record:Recipes() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataRewardBase_Record:RecipesContains(item) return end

---@return gamedataStatModifier_Record[]
function gamedataRewardBase_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataRewardBase_Record:StatModifiersContains(item) return end

---@class gamedataRewardBase_inline0_Record : gamedataConstantStatModifier_Record
gamedataRewardBase_inline0_Record = {}

---@return gamedataRewardBase_inline0_Record
function gamedataRewardBase_inline0_Record.new() return end

---@param props table
---@return gamedataRewardBase_inline0_Record
function gamedataRewardBase_inline0_Record.new(props) return end

---@class gamedataRewardSet_Record : gamedataTweakDBRecord
gamedataRewardSet_Record = {}

---@return gamedataRewardSet_Record
function gamedataRewardSet_Record.new() return end

---@param props table
---@return gamedataRewardSet_Record
function gamedataRewardSet_Record.new(props) return end

---@return Int32
function gamedataRewardSet_Record:GetRewardItemsCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRewardSet_Record:GetRewardItemsItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataRewardSet_Record:GetRewardItemsItemHandle(index) return end

---@return gamedataItem_Record[]
function gamedataRewardSet_Record:RewardItems() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataRewardSet_Record:RewardItemsContains(item) return end

---@class gamedataRigs_Record : gamedataTweakDBRecord
gamedataRigs_Record = {}

---@return gamedataRigs_Record
function gamedataRigs_Record.new() return end

---@param props table
---@return gamedataRigs_Record
function gamedataRigs_Record.new(props) return end

---@return Int32
function gamedataRigs_Record:GetRigsResRefsCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataRigs_Record:GetRigsResRefsItem(index) return end

---@return redResourceReferenceScriptToken[]
function gamedataRigs_Record:RigsResRefs() return end

---@class gamedataRoachRaceBackgroundObject_Record : gamedataArcadeObject_Record
gamedataRoachRaceBackgroundObject_Record = {}

---@return gamedataRoachRaceBackgroundObject_Record
function gamedataRoachRaceBackgroundObject_Record.new() return end

---@param props table
---@return gamedataRoachRaceBackgroundObject_Record
function gamedataRoachRaceBackgroundObject_Record.new(props) return end

---@return Float
function gamedataRoachRaceBackgroundObject_Record:Position() return end

---@return Float
function gamedataRoachRaceBackgroundObject_Record:Probability() return end

---@class gamedataRoachRaceBackground_Record : gamedataTweakDBRecord
gamedataRoachRaceBackground_Record = {}

---@return gamedataRoachRaceBackground_Record
function gamedataRoachRaceBackground_Record.new() return end

---@param props table
---@return gamedataRoachRaceBackground_Record
function gamedataRoachRaceBackground_Record.new(props) return end

---@return Int32
function gamedataRoachRaceBackground_Record:GetLayerListCount() return end

---@param index Int32
---@return gamedataArcadeBackgroundLayer_Record
function gamedataRoachRaceBackground_Record:GetLayerListItem(index) return end

---@param index Int32
---@return gamedataArcadeBackgroundLayer_Record
function gamedataRoachRaceBackground_Record:GetLayerListItemHandle(index) return end

---@return Int32
function gamedataRoachRaceBackground_Record:GetObjectListCount() return end

---@param index Int32
---@return gamedataRoachRaceBackgroundObject_Record
function gamedataRoachRaceBackground_Record:GetObjectListItem(index) return end

---@param index Int32
---@return gamedataRoachRaceBackgroundObject_Record
function gamedataRoachRaceBackground_Record:GetObjectListItemHandle(index) return end

---@return Bool
function gamedataRoachRaceBackground_Record:IsSunAndMoonVisible() return end

---@return gamedataArcadeBackgroundLayer_Record[]
function gamedataRoachRaceBackground_Record:LayerList() return end

---@param item gamedataArcadeBackgroundLayer_Record
---@return Bool
function gamedataRoachRaceBackground_Record:LayerListContains(item) return end

---@return gamedataRoachRaceBackgroundObject_Record[]
function gamedataRoachRaceBackground_Record:ObjectList() return end

---@param item gamedataRoachRaceBackgroundObject_Record
---@return Bool
function gamedataRoachRaceBackground_Record:ObjectListContains(item) return end

---@return CName
function gamedataRoachRaceBackground_Record:StartSFX() return end

---@return CName
function gamedataRoachRaceBackground_Record:StopSFX() return end

---@class gamedataRoachRaceLevelList_Record : gamedataTweakDBRecord
gamedataRoachRaceLevelList_Record = {}

---@return gamedataRoachRaceLevelList_Record
function gamedataRoachRaceLevelList_Record.new() return end

---@param props table
---@return gamedataRoachRaceLevelList_Record
function gamedataRoachRaceLevelList_Record.new(props) return end

---@return gamedataRoachRaceLevel_Record[]
function gamedataRoachRaceLevelList_Record:Data() return end

---@param item gamedataRoachRaceLevel_Record
---@return Bool
function gamedataRoachRaceLevelList_Record:DataContains(item) return end

---@return Int32
function gamedataRoachRaceLevelList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataRoachRaceLevel_Record
function gamedataRoachRaceLevelList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataRoachRaceLevel_Record
function gamedataRoachRaceLevelList_Record:GetDataItemHandle(index) return end

---@class gamedataRoachRaceLevel_Record : gamedataTweakDBRecord
gamedataRoachRaceLevel_Record = {}

---@return gamedataRoachRaceLevel_Record
function gamedataRoachRaceLevel_Record.new() return end

---@param props table
---@return gamedataRoachRaceLevel_Record
function gamedataRoachRaceLevel_Record.new(props) return end

---@return gamedataRoachRaceBackground_Record
function gamedataRoachRaceLevel_Record:Background() return end

---@return gamedataRoachRaceBackground_Record
function gamedataRoachRaceLevel_Record:BackgroundHandle() return end

---@return Float
function gamedataRoachRaceLevel_Record:Duration() return end

---@return Int32
function gamedataRoachRaceLevel_Record:GetObstacleListCount() return end

---@param index Int32
---@return gamedataRoachRaceObstacle_Record
function gamedataRoachRaceLevel_Record:GetObstacleListItem(index) return end

---@param index Int32
---@return gamedataRoachRaceObstacle_Record
function gamedataRoachRaceLevel_Record:GetObstacleListItemHandle(index) return end

---@return Int32
function gamedataRoachRaceLevel_Record:GetObstacleTexturePartMapCount() return end

---@param index Int32
---@return gamedataRoachRaceObstacleTexturePartPair_Record
function gamedataRoachRaceLevel_Record:GetObstacleTexturePartMapItem(index) return end

---@param index Int32
---@return gamedataRoachRaceObstacleTexturePartPair_Record
function gamedataRoachRaceLevel_Record:GetObstacleTexturePartMapItemHandle(index) return end

---@return Int32
function gamedataRoachRaceLevel_Record:GetPreLoadedResourceListCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataRoachRaceLevel_Record:GetPreLoadedResourceListItem(index) return end

---@return gamedataRoachRaceObstacle_Record[]
function gamedataRoachRaceLevel_Record:ObstacleList() return end

---@param item gamedataRoachRaceObstacle_Record
---@return Bool
function gamedataRoachRaceLevel_Record:ObstacleListContains(item) return end

---@return gamedataRoachRaceObstacleTexturePartPair_Record[]
function gamedataRoachRaceLevel_Record:ObstacleTexturePartMap() return end

---@param item gamedataRoachRaceObstacleTexturePartPair_Record
---@return Bool
function gamedataRoachRaceLevel_Record:ObstacleTexturePartMapContains(item) return end

---@return redResourceReferenceScriptToken[]
function gamedataRoachRaceLevel_Record:PreLoadedResourceList() return end

---@class gamedataRoachRaceMovement_Record : gamedataTweakDBRecord
gamedataRoachRaceMovement_Record = {}

---@return gamedataRoachRaceMovement_Record
function gamedataRoachRaceMovement_Record.new() return end

---@param props table
---@return gamedataRoachRaceMovement_Record
function gamedataRoachRaceMovement_Record.new(props) return end

---@return Int32
function gamedataRoachRaceMovement_Record:GetRangeCount() return end

---@param index Int32
---@return Float
function gamedataRoachRaceMovement_Record:GetRangeItem(index) return end

---@return CName
function gamedataRoachRaceMovement_Record:Name() return end

---@return Float[]
function gamedataRoachRaceMovement_Record:Range() return end

---@param item Float
---@return Bool
function gamedataRoachRaceMovement_Record:RangeContains(item) return end

---@return Bool
function gamedataRoachRaceMovement_Record:UsingRange() return end

---@return Float
function gamedataRoachRaceMovement_Record:Value() return end

---@class gamedataRoachRaceObject_Record : gamedataArcadeObject_Record
gamedataRoachRaceObject_Record = {}

---@return gamedataRoachRaceObject_Record
function gamedataRoachRaceObject_Record.new() return end

---@param props table
---@return gamedataRoachRaceObject_Record
function gamedataRoachRaceObject_Record.new(props) return end

---@return Vector2
function gamedataRoachRaceObject_Record:BoundingRectangleRelativeArea() return end

---@return Int32
function gamedataRoachRaceObject_Record:GetPositionRangeCount() return end

---@param index Int32
---@return Float
function gamedataRoachRaceObject_Record:GetPositionRangeItem(index) return end

---@return Float
function gamedataRoachRaceObject_Record:Position() return end

---@return Float[]
function gamedataRoachRaceObject_Record:PositionRange() return end

---@param item Float
---@return Bool
function gamedataRoachRaceObject_Record:PositionRangeContains(item) return end

---@return Float
function gamedataRoachRaceObject_Record:Probability() return end

---@return Float
function gamedataRoachRaceObject_Record:Score() return end

---@return CName
function gamedataRoachRaceObject_Record:SpawnSFX() return end

---@return Bool
function gamedataRoachRaceObject_Record:UsingPositionRange() return end

---@class gamedataRoachRaceObstacleTexturePartPair_Record : gamedataTweakDBRecord
gamedataRoachRaceObstacleTexturePartPair_Record = {}

---@return gamedataRoachRaceObstacleTexturePartPair_Record
function gamedataRoachRaceObstacleTexturePartPair_Record.new() return end

---@param props table
---@return gamedataRoachRaceObstacleTexturePartPair_Record
function gamedataRoachRaceObstacleTexturePartPair_Record.new(props) return end

---@return CName
function gamedataRoachRaceObstacleTexturePartPair_Record:ImageTexturePart() return end

---@return CName
function gamedataRoachRaceObstacleTexturePartPair_Record:Name() return end

---@class gamedataRoachRaceObstacle_Record : gamedataRoachRaceObject_Record
gamedataRoachRaceObstacle_Record = {}

---@return gamedataRoachRaceObstacle_Record
function gamedataRoachRaceObstacle_Record.new() return end

---@param props table
---@return gamedataRoachRaceObstacle_Record
function gamedataRoachRaceObstacle_Record.new(props) return end

---@return Int32
function gamedataRoachRaceObstacle_Record:GetVelocityMultiplierRangeCount() return end

---@param index Int32
---@return Vector2
function gamedataRoachRaceObstacle_Record:GetVelocityMultiplierRangeItem(index) return end

---@return gamedataRoachRaceMovement_Record
function gamedataRoachRaceObstacle_Record:Movement() return end

---@return gamedataRoachRaceMovement_Record
function gamedataRoachRaceObstacle_Record:MovementHandle() return end

---@return Bool
function gamedataRoachRaceObstacle_Record:UsingVelocityMultiplierRange() return end

---@return Vector2
function gamedataRoachRaceObstacle_Record:Velocity() return end

---@return Vector2[]
function gamedataRoachRaceObstacle_Record:VelocityMultiplierRange() return end

---@param item Vector2
---@return Bool
function gamedataRoachRaceObstacle_Record:VelocityMultiplierRangeContains(item) return end

---@class gamedataRoachRacePowerUpList_Record : gamedataTweakDBRecord
gamedataRoachRacePowerUpList_Record = {}

---@return gamedataRoachRacePowerUpList_Record
function gamedataRoachRacePowerUpList_Record.new() return end

---@param props table
---@return gamedataRoachRacePowerUpList_Record
function gamedataRoachRacePowerUpList_Record.new(props) return end

---@return gamedataRoachRaceObject_Record[]
function gamedataRoachRacePowerUpList_Record:Data() return end

---@param item gamedataRoachRaceObject_Record
---@return Bool
function gamedataRoachRacePowerUpList_Record:DataContains(item) return end

---@return Int32
function gamedataRoachRacePowerUpList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataRoachRaceObject_Record
function gamedataRoachRacePowerUpList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataRoachRaceObject_Record
function gamedataRoachRacePowerUpList_Record:GetDataItemHandle(index) return end

---@class gamedataRotationLimiter_Record : gamedataDriveHelper_Record
gamedataRotationLimiter_Record = {}

---@return gamedataRotationLimiter_Record
function gamedataRotationLimiter_Record.new() return end

---@param props table
---@return gamedataRotationLimiter_Record
function gamedataRotationLimiter_Record.new(props) return end

---@return Float
function gamedataRotationLimiter_Record:DriftExceededAngle() return end

---@return Float
function gamedataRotationLimiter_Record:DriftFullAngleBegin() return end

---@return Float
function gamedataRotationLimiter_Record:DriftFullAngleEnd() return end

---@return Float
function gamedataRotationLimiter_Record:DriftLimit() return end

---@return Float
function gamedataRotationLimiter_Record:DriftLimitMaxVel() return end

---@return Float
function gamedataRotationLimiter_Record:DriftLimitStartVel() return end

---@return Float
function gamedataRotationLimiter_Record:HandbrakeLimit() return end

---@return Float
function gamedataRotationLimiter_Record:MaxAngularSpeedRad() return end

---@return Float
function gamedataRotationLimiter_Record:SmoothingTime() return end

---@class gamedataRowSymbols_Record : gamedataTweakDBRecord
gamedataRowSymbols_Record = {}

---@return gamedataRowSymbols_Record
function gamedataRowSymbols_Record.new() return end

---@param props table
---@return gamedataRowSymbols_Record
function gamedataRowSymbols_Record.new(props) return end

---@return Int32
function gamedataRowSymbols_Record:GetSymbolsCount() return end

---@param index Int32
---@return Int32
function gamedataRowSymbols_Record:GetSymbolsItem(index) return end

---@return Int32[]
function gamedataRowSymbols_Record:Symbols() return end

---@param item Int32
---@return Bool
function gamedataRowSymbols_Record:SymbolsContains(item) return end

---@class gamedataRowTraps_Record : gamedataTweakDBRecord
gamedataRowTraps_Record = {}

---@return gamedataRowTraps_Record
function gamedataRowTraps_Record.new() return end

---@param props table
---@return gamedataRowTraps_Record
function gamedataRowTraps_Record.new(props) return end

---@return Int32
function gamedataRowTraps_Record:GetTrapsCount() return end

---@param index Int32
---@return Int32
function gamedataRowTraps_Record:GetTrapsItem(index) return end

---@return Int32[]
function gamedataRowTraps_Record:Traps() return end

---@param item Int32
---@return Bool
function gamedataRowTraps_Record:TrapsContains(item) return end

---@class gamedataRule_Record : gamedataTweakDBRecord
gamedataRule_Record = {}

---@return gamedataRule_Record
function gamedataRule_Record.new() return end

---@param props table
---@return gamedataRule_Record
function gamedataRule_Record.new(props) return end

---@return Float
function gamedataRule_Record:Cooldown() return end

---@return gamedataOutput_Record
function gamedataRule_Record:Output() return end

---@return gamedataOutput_Record
function gamedataRule_Record:OutputHandle() return end

---@return gamedataStimType_Record
function gamedataRule_Record:Stimulus() return end

---@return gamedataStimType_Record
function gamedataRule_Record:StimulusHandle() return end

---@return CName
function gamedataRule_Record:WorkspotOutput() return end

---@class gamedataScannableData_Record : gamedataTweakDBRecord
gamedataScannableData_Record = {}

---@return gamedataScannableData_Record
function gamedataScannableData_Record.new() return end

---@param props table
---@return gamedataScannableData_Record
function gamedataScannableData_Record.new(props) return end

---@return String
function gamedataScannableData_Record:FriendlyName() return end

---@return CName
function gamedataScannableData_Record:IconName() return end

---@return gamedataUIIcon_Record
function gamedataScannableData_Record:IconRecord() return end

---@return gamedataUIIcon_Record
function gamedataScannableData_Record:IconRecordHandle() return end

---@return CName
function gamedataScannableData_Record:LocalizedDescription() return end

---@return CName
function gamedataScannableData_Record:LocalizedName() return end

---@class gamedataScannerModuleVisibilityPreset_Record : gamedataTweakDBRecord
gamedataScannerModuleVisibilityPreset_Record = {}

---@return gamedataScannerModuleVisibilityPreset_Record
function gamedataScannerModuleVisibilityPreset_Record.new() return end

---@param props table
---@return gamedataScannerModuleVisibilityPreset_Record
function gamedataScannerModuleVisibilityPreset_Record.new(props) return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShoulShowName() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowAttitude() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowBounty() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowFaction() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowHealth() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowLevel() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowNetworkStatus() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowQuestClues() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowRarity() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowResistances() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowSquadInfo() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowVulnerabilities() return end

---@return Bool
function gamedataScannerModuleVisibilityPreset_Record:ShouldShowWeaponData() return end

---@class gamedataSceneCameraDoF_Record : gamedataTweakDBRecord
gamedataSceneCameraDoF_Record = {}

---@return gamedataSceneCameraDoF_Record
function gamedataSceneCameraDoF_Record.new() return end

---@param props table
---@return gamedataSceneCameraDoF_Record
function gamedataSceneCameraDoF_Record.new(props) return end

---@return Float
function gamedataSceneCameraDoF_Record:DofFarBlur() return end

---@return Float
function gamedataSceneCameraDoF_Record:DofFarFocus() return end

---@return Float
function gamedataSceneCameraDoF_Record:DofIntensity() return end

---@return Float
function gamedataSceneCameraDoF_Record:DofNearBlur() return end

---@return Float
function gamedataSceneCameraDoF_Record:DofNearFocus() return end

---@return CName
function gamedataSceneCameraDoF_Record:ProfileName() return end

---@return Bool
function gamedataSceneCameraDoF_Record:UseFarPlane() return end

---@return Bool
function gamedataSceneCameraDoF_Record:UseNearPlane() return end

---@class gamedataSceneInterruptionScenarios_Record : gamedataTweakDBRecord
gamedataSceneInterruptionScenarios_Record = {}

---@return gamedataSceneInterruptionScenarios_Record
function gamedataSceneInterruptionScenarios_Record.new() return end

---@param props table
---@return gamedataSceneInterruptionScenarios_Record
function gamedataSceneInterruptionScenarios_Record.new(props) return end

---@return Int32
function gamedataSceneInterruptionScenarios_Record:GetScenarioNamesCount() return end

---@param index Int32
---@return CName
function gamedataSceneInterruptionScenarios_Record:GetScenarioNamesItem(index) return end

---@return CName[]
function gamedataSceneInterruptionScenarios_Record:ScenarioNames() return end

---@param item CName|string
---@return Bool
function gamedataSceneInterruptionScenarios_Record:ScenarioNamesContains(item) return end

---@class gamedataSceneResources_Record : gamedataTweakDBRecord
gamedataSceneResources_Record = {}

---@return gamedataSceneResources_Record
function gamedataSceneResources_Record.new() return end

---@param props table
---@return gamedataSceneResources_Record
function gamedataSceneResources_Record.new(props) return end

---@return Int32
function gamedataSceneResources_Record:GetResRefsCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataSceneResources_Record:GetResRefsItem(index) return end

---@return redResourceReferenceScriptToken[]
function gamedataSceneResources_Record:ResRefs() return end

---@class gamedataScreenMessageData_Record : gamedataTweakDBRecord
gamedataScreenMessageData_Record = {}

---@return gamedataScreenMessageData_Record
function gamedataScreenMessageData_Record.new() return end

---@param props table
---@return gamedataScreenMessageData_Record
function gamedataScreenMessageData_Record.new(props) return end

---@return Bool
function gamedataScreenMessageData_Record:AutoScroll() return end

---@return Int32[]
function gamedataScreenMessageData_Record:BackgroundColor() return end

---@param item Int32
---@return Bool
function gamedataScreenMessageData_Record:BackgroundColorContains(item) return end

---@return Float
function gamedataScreenMessageData_Record:BackgroundOpacity() return end

---@return gamedataUIIcon_Record
function gamedataScreenMessageData_Record:BackgroundTextureID() return end

---@return gamedataUIIcon_Record
function gamedataScreenMessageData_Record:BackgroundTextureIDHandle() return end

---@return Float
function gamedataScreenMessageData_Record:BottomMargin() return end

---@return String
function gamedataScreenMessageData_Record:FontPath() return end

---@return Int32
function gamedataScreenMessageData_Record:FontSize() return end

---@return CName
function gamedataScreenMessageData_Record:FontStyle() return end

---@return String
function gamedataScreenMessageData_Record:FriendlyName() return end

---@return Int32
function gamedataScreenMessageData_Record:GetBackgroundColorCount() return end

---@param index Int32
---@return Int32
function gamedataScreenMessageData_Record:GetBackgroundColorItem(index) return end

---@return Int32
function gamedataScreenMessageData_Record:GetTextColorCount() return end

---@param index Int32
---@return Int32
function gamedataScreenMessageData_Record:GetTextColorItem(index) return end

---@return Float
function gamedataScreenMessageData_Record:LeftMargin() return end

---@return CName
function gamedataScreenMessageData_Record:LocalizedDescription() return end

---@return CName
function gamedataScreenMessageData_Record:LocalizedName() return end

---@return gamedataScreenMessagesList_Record
function gamedataScreenMessageData_Record:MessageGroup() return end

---@return gamedataScreenMessagesList_Record
function gamedataScreenMessageData_Record:MessageGroupHandle() return end

---@return Float
function gamedataScreenMessageData_Record:RightMargin() return end

---@return Float
function gamedataScreenMessageData_Record:ScrollSpeed() return end

---@return Int32[]
function gamedataScreenMessageData_Record:TextColor() return end

---@param item Int32
---@return Bool
function gamedataScreenMessageData_Record:TextColorContains(item) return end

---@return CName
function gamedataScreenMessageData_Record:TextHorizontalAlignment() return end

---@return CName
function gamedataScreenMessageData_Record:TextVerticalAlignment() return end

---@return Float
function gamedataScreenMessageData_Record:TopMargin() return end

---@class gamedataScreenMessagesList_Record : gamedataTweakDBRecord
gamedataScreenMessagesList_Record = {}

---@return gamedataScreenMessagesList_Record
function gamedataScreenMessagesList_Record.new() return end

---@param props table
---@return gamedataScreenMessagesList_Record
function gamedataScreenMessagesList_Record.new(props) return end

---@return Int32
function gamedataScreenMessagesList_Record:GetMessagesCount() return end

---@param index Int32
---@return gamedataScreenMessageData_Record
function gamedataScreenMessagesList_Record:GetMessagesItem(index) return end

---@param index Int32
---@return gamedataScreenMessageData_Record
function gamedataScreenMessagesList_Record:GetMessagesItemHandle(index) return end

---@return gamedataScreenMessageData_Record[]
function gamedataScreenMessagesList_Record:Messages() return end

---@param item gamedataScreenMessageData_Record
---@return Bool
function gamedataScreenMessagesList_Record:MessagesContains(item) return end

---@class gamedataSearchFilterMaskTypeCond_Record : gamedataSearchFilterMaskTypeCondition_Record
gamedataSearchFilterMaskTypeCond_Record = {}

---@return gamedataSearchFilterMaskTypeCond_Record
function gamedataSearchFilterMaskTypeCond_Record.new() return end

---@param props table
---@return gamedataSearchFilterMaskTypeCond_Record
function gamedataSearchFilterMaskTypeCond_Record.new(props) return end

---@return Int32
function gamedataSearchFilterMaskTypeCond_Record:GetValuesCount() return end

---@param index Int32
---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskTypeCond_Record:GetValuesItem(index) return end

---@param index Int32
---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskTypeCond_Record:GetValuesItemHandle(index) return end

---@return CName
function gamedataSearchFilterMaskTypeCond_Record:OpType() return end

---@return gamedataSearchFilterMaskType_Record[]
function gamedataSearchFilterMaskTypeCond_Record:Values() return end

---@param item gamedataSearchFilterMaskType_Record
---@return Bool
function gamedataSearchFilterMaskTypeCond_Record:ValuesContains(item) return end

---@class gamedataSearchFilterMaskTypeCondition_Record : gamedataTweakDBRecord
gamedataSearchFilterMaskTypeCondition_Record = {}

---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataSearchFilterMaskTypeCondition_Record.new() return end

---@param props table
---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataSearchFilterMaskTypeCondition_Record.new(props) return end

---@class gamedataSearchFilterMaskTypeValue_Record : gamedataSearchFilterMaskTypeCondition_Record
gamedataSearchFilterMaskTypeValue_Record = {}

---@return gamedataSearchFilterMaskTypeValue_Record
function gamedataSearchFilterMaskTypeValue_Record.new() return end

---@param props table
---@return gamedataSearchFilterMaskTypeValue_Record
function gamedataSearchFilterMaskTypeValue_Record.new(props) return end

---@return Int32
function gamedataSearchFilterMaskTypeValue_Record:GetValuesCount() return end

---@param index Int32
---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskTypeValue_Record:GetValuesItem(index) return end

---@param index Int32
---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskTypeValue_Record:GetValuesItemHandle(index) return end

---@return CName
function gamedataSearchFilterMaskTypeValue_Record:OpType() return end

---@return gamedataSearchFilterMaskType_Record[]
function gamedataSearchFilterMaskTypeValue_Record:Values() return end

---@param item gamedataSearchFilterMaskType_Record
---@return Bool
function gamedataSearchFilterMaskTypeValue_Record:ValuesContains(item) return end

---@class gamedataSearchFilterMaskType_Record : gamedataTweakDBRecord
gamedataSearchFilterMaskType_Record = {}

---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskType_Record.new() return end

---@param props table
---@return gamedataSearchFilterMaskType_Record
function gamedataSearchFilterMaskType_Record.new(props) return end

---@return String
function gamedataSearchFilterMaskType_Record:EnumComment() return end

---@return CName
function gamedataSearchFilterMaskType_Record:EnumName() return end

---@return gamedataSearchFilterMaskType
function gamedataSearchFilterMaskType_Record:Type() return end

---@class gamedataSeatState_Record : gamedataTweakDBRecord
gamedataSeatState_Record = {}

---@return gamedataSeatState_Record
function gamedataSeatState_Record.new() return end

---@param props table
---@return gamedataSeatState_Record
function gamedataSeatState_Record.new(props) return end

---@return Bool
function gamedataSeatState_Record:DisableInteraction() return end

---@return Bool
function gamedataSeatState_Record:EnableInteraction() return end

---@return Bool
function gamedataSeatState_Record:ForceClose() return end

---@return Bool
function gamedataSeatState_Record:ForceLock() return end

---@return Bool
function gamedataSeatState_Record:ForceOpen() return end

---@return Bool
function gamedataSeatState_Record:ForceUnlock() return end

---@return Bool
function gamedataSeatState_Record:QuestLock() return end

---@class gamedataSectorSelector_Record : gamedataTweakDBRecord
gamedataSectorSelector_Record = {}

---@return gamedataSectorSelector_Record
function gamedataSectorSelector_Record.new() return end

---@param props table
---@return gamedataSectorSelector_Record
function gamedataSectorSelector_Record.new(props) return end

---@return Bool
function gamedataSectorSelector_Record:DefensiveSelection() return end

---@return Bool
function gamedataSectorSelector_Record:HomeBackLeft() return end

---@return Bool
function gamedataSectorSelector_Record:HomeBackMid() return end

---@return Bool
function gamedataSectorSelector_Record:HomeBackRight() return end

---@return Bool
function gamedataSectorSelector_Record:HomeLeft() return end

---@return Bool
function gamedataSectorSelector_Record:HomeMid() return end

---@return Bool
function gamedataSectorSelector_Record:HomeRight() return end

---@return Bool
function gamedataSectorSelector_Record:TargetBackLeft() return end

---@return Bool
function gamedataSectorSelector_Record:TargetBackMid() return end

---@return Bool
function gamedataSectorSelector_Record:TargetBackRight() return end

---@return Bool
function gamedataSectorSelector_Record:TargetLeft() return end

---@return Bool
function gamedataSectorSelector_Record:TargetMid() return end

---@return Bool
function gamedataSectorSelector_Record:TargetRight() return end

---@class gamedataSenseObjectType_Record : gamedataTweakDBRecord
gamedataSenseObjectType_Record = {}

---@return gamedataSenseObjectType_Record
function gamedataSenseObjectType_Record.new() return end

---@param props table
---@return gamedataSenseObjectType_Record
function gamedataSenseObjectType_Record.new(props) return end

---@return String
function gamedataSenseObjectType_Record:EnumComment() return end

---@return CName
function gamedataSenseObjectType_Record:EnumName() return end

---@return gamedataSenseObjectType
function gamedataSenseObjectType_Record:Type() return end

---@class gamedataSensePreset_Record : gamedataTweakDBRecord
gamedataSensePreset_Record = {}

---@return gamedataSensePreset_Record
function gamedataSensePreset_Record.new() return end

---@param props table
---@return gamedataSensePreset_Record
function gamedataSensePreset_Record.new(props) return end

---@return gamedataDetectionCurve_Record[]
function gamedataSensePreset_Record:Curves() return end

---@param item gamedataDetectionCurve_Record
---@return Bool
function gamedataSensePreset_Record:CurvesContains(item) return end

---@return CName
function gamedataSensePreset_Record:DayNightCurve() return end

---@return Float
function gamedataSensePreset_Record:DetectionCoolDownTime() return end

---@return Float
function gamedataSensePreset_Record:DetectionDifficultyModifierEasy() return end

---@return Float
function gamedataSensePreset_Record:DetectionDifficultyModifierHard() return end

---@return Float
function gamedataSensePreset_Record:DetectionDifficultyModifierNormal() return end

---@return Float
function gamedataSensePreset_Record:DetectionDifficultyModifierVeryHard() return end

---@return Float
function gamedataSensePreset_Record:DetectionDropFactor() return end

---@return Float
function gamedataSensePreset_Record:DetectionFactor() return end

---@return Float
function gamedataSensePreset_Record:DetectionPartCoolDownTime() return end

---@return Int32
function gamedataSensePreset_Record:GetCurvesCount() return end

---@param index Int32
---@return gamedataDetectionCurve_Record
function gamedataSensePreset_Record:GetCurvesItem(index) return end

---@param index Int32
---@return gamedataDetectionCurve_Record
function gamedataSensePreset_Record:GetCurvesItemHandle(index) return end

---@return Int32
function gamedataSensePreset_Record:GetMaterialCurvesCount() return end

---@param index Int32
---@return gamedataDetectionCurve_Record
function gamedataSensePreset_Record:GetMaterialCurvesItem(index) return end

---@param index Int32
---@return gamedataDetectionCurve_Record
function gamedataSensePreset_Record:GetMaterialCurvesItemHandle(index) return end

---@return Int32
function gamedataSensePreset_Record:GetShapesCount() return end

---@param index Int32
---@return gamedataSenseShape_Record
function gamedataSensePreset_Record:GetShapesItem(index) return end

---@param index Int32
---@return gamedataSenseShape_Record
function gamedataSensePreset_Record:GetShapesItemHandle(index) return end

---@return Bool
function gamedataSensePreset_Record:IgnorePhysicsTest() return end

---@return gamedataDetectionCurve_Record[]
function gamedataSensePreset_Record:MaterialCurves() return end

---@param item gamedataDetectionCurve_Record
---@return Bool
function gamedataSensePreset_Record:MaterialCurvesContains(item) return end

---@return gamedataSenseShape_Record[]
function gamedataSensePreset_Record:Shapes() return end

---@param item gamedataSenseShape_Record
---@return Bool
function gamedataSensePreset_Record:ShapesContains(item) return end

---@return Bool
function gamedataSensePreset_Record:UseZCorrection() return end

---@class gamedataSenseShape_Record : gamedataTweakDBRecord
gamedataSenseShape_Record = {}

---@return gamedataSenseShape_Record
function gamedataSenseShape_Record.new() return end

---@param props table
---@return gamedataSenseShape_Record
function gamedataSenseShape_Record.new(props) return end

---@return Float
function gamedataSenseShape_Record:DetectionMultiplier() return end

---@return CName
function gamedataSenseShape_Record:Name() return end

---@class gamedataSetAttackHitTypeEffector_Record : gamedataEffector_Record
gamedataSetAttackHitTypeEffector_Record = {}

---@return gamedataSetAttackHitTypeEffector_Record
function gamedataSetAttackHitTypeEffector_Record.new() return end

---@param props table
---@return gamedataSetAttackHitTypeEffector_Record
function gamedataSetAttackHitTypeEffector_Record.new(props) return end

---@return CName
function gamedataSetAttackHitTypeEffector_Record:HitType() return end

---@class gamedataShooterAI_Record : gamedataShooterObject_Record
gamedataShooterAI_Record = {}

---@return gamedataShooterAI_Record
function gamedataShooterAI_Record.new() return end

---@param props table
---@return gamedataShooterAI_Record
function gamedataShooterAI_Record.new(props) return end

---@return Float
function gamedataShooterAI_Record:CollisionDelay() return end

---@return Float
function gamedataShooterAI_Record:Health() return end

---@return String
function gamedataShooterAI_Record:LibraryWidget() return end

---@return Float
function gamedataShooterAI_Record:MoveSpeed() return end

---@return CName
function gamedataShooterAI_Record:SfxDamage() return end

---@return CName
function gamedataShooterAI_Record:SfxDead() return end

---@class gamedataShooterBackground_Record : gamedataTweakDBRecord
gamedataShooterBackground_Record = {}

---@return gamedataShooterBackground_Record
function gamedataShooterBackground_Record.new() return end

---@param props table
---@return gamedataShooterBackground_Record
function gamedataShooterBackground_Record.new(props) return end

---@return Int32
function gamedataShooterBackground_Record:GetLayerListCount() return end

---@param index Int32
---@return gamedataShooterLayerInfo_Record
function gamedataShooterBackground_Record:GetLayerListItem(index) return end

---@param index Int32
---@return gamedataShooterLayerInfo_Record
function gamedataShooterBackground_Record:GetLayerListItemHandle(index) return end

---@return gamedataShooterLayerInfo_Record[]
function gamedataShooterBackground_Record:LayerList() return end

---@param item gamedataShooterLayerInfo_Record
---@return Bool
function gamedataShooterBackground_Record:LayerListContains(item) return end

---@return CName
function gamedataShooterBackground_Record:StartSFX() return end

---@return CName
function gamedataShooterBackground_Record:StopSFX() return end

---@class gamedataShooterBasilisk_Record : gamedataShooterBossAI_Record
gamedataShooterBasilisk_Record = {}

---@return gamedataShooterBasilisk_Record
function gamedataShooterBasilisk_Record.new() return end

---@param props table
---@return gamedataShooterBasilisk_Record
function gamedataShooterBasilisk_Record.new(props) return end

---@return Float
function gamedataShooterBasilisk_Record:CannonCoolDown() return end

---@return Int32
function gamedataShooterBasilisk_Record:CannonCount() return end

---@return Float
function gamedataShooterBasilisk_Record:CannonFireRate() return end

---@return Float
function gamedataShooterBasilisk_Record:CannonHealthPercent() return end

---@return Float
function gamedataShooterBasilisk_Record:CannonMoveDistance() return end

---@return Int32
function gamedataShooterBasilisk_Record:EnragedCannonCount() return end

---@return Int32
function gamedataShooterBasilisk_Record:EnragedMissileCount() return end

---@return Int32
function gamedataShooterBasilisk_Record:EnragedTurretBulletCount() return end

---@return Float
function gamedataShooterBasilisk_Record:EnragedTurretInterval() return end

---@return Float
function gamedataShooterBasilisk_Record:MissileCoolDown() return end

---@return Int32
function gamedataShooterBasilisk_Record:MissileCount() return end

---@return Float
function gamedataShooterBasilisk_Record:MissileEnhancedSpeed() return end

---@return Float
function gamedataShooterBasilisk_Record:MissileExplosionRange() return end

---@return Float
function gamedataShooterBasilisk_Record:MissileHealthPercent() return end

---@return Float
function gamedataShooterBasilisk_Record:MissileOffset() return end

---@return Float
function gamedataShooterBasilisk_Record:MissleFireRate() return end

---@return Float
function gamedataShooterBasilisk_Record:RammingSpeed() return end

---@return Float
function gamedataShooterBasilisk_Record:RammingSpeedTime() return end

---@return CName
function gamedataShooterBasilisk_Record:SfxDud() return end

---@return CName
function gamedataShooterBasilisk_Record:SfxExplosion() return end

---@return Int32
function gamedataShooterBasilisk_Record:TurretBulletCount() return end

---@return Float
function gamedataShooterBasilisk_Record:TurretHealthPercent() return end

---@return Float
function gamedataShooterBasilisk_Record:TurretInterval() return end

---@class gamedataShooterBossAI_Record : gamedataShooterAI_Record
gamedataShooterBossAI_Record = {}

---@return gamedataShooterBossAI_Record
function gamedataShooterBossAI_Record.new() return end

---@param props table
---@return gamedataShooterBossAI_Record
function gamedataShooterBossAI_Record.new(props) return end

---@return Int32
function gamedataShooterBossAI_Record:HealthThreshold() return end

---@return Float
function gamedataShooterBossAI_Record:IdleDuration() return end

---@class gamedataShooterBulletList_Record : gamedataTweakDBRecord
gamedataShooterBulletList_Record = {}

---@return gamedataShooterBulletList_Record
function gamedataShooterBulletList_Record.new() return end

---@param props table
---@return gamedataShooterBulletList_Record
function gamedataShooterBulletList_Record.new(props) return end

---@return gamedataShooterBullet_Record[]
function gamedataShooterBulletList_Record:Data() return end

---@param item gamedataShooterBullet_Record
---@return Bool
function gamedataShooterBulletList_Record:DataContains(item) return end

---@return Int32
function gamedataShooterBulletList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataShooterBullet_Record
function gamedataShooterBulletList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataShooterBullet_Record
function gamedataShooterBulletList_Record:GetDataItemHandle(index) return end

---@class gamedataShooterBullet_Record : gamedataShooterObject_Record
gamedataShooterBullet_Record = {}

---@return gamedataShooterBullet_Record
function gamedataShooterBullet_Record.new() return end

---@param props table
---@return gamedataShooterBullet_Record
function gamedataShooterBullet_Record.new(props) return end

---@return Float
function gamedataShooterBullet_Record:Damage() return end

---@return Float
function gamedataShooterBullet_Record:ExplosionRange() return end

---@return String
function gamedataShooterBullet_Record:LibraryWidget() return end

---@return Float
function gamedataShooterBullet_Record:Scale() return end

---@return Float
function gamedataShooterBullet_Record:SpecialValue() return end

---@return Float
function gamedataShooterBullet_Record:Speed() return end

---@return Float
function gamedataShooterBullet_Record:Value() return end

---@class gamedataShooterFlyingDrone_Record : gamedataShooterProjectileAI_Record
gamedataShooterFlyingDrone_Record = {}

---@return gamedataShooterFlyingDrone_Record
function gamedataShooterFlyingDrone_Record.new() return end

---@param props table
---@return gamedataShooterFlyingDrone_Record
function gamedataShooterFlyingDrone_Record.new(props) return end

---@return Float
function gamedataShooterFlyingDrone_Record:Bobbing() return end

---@return Float
function gamedataShooterFlyingDrone_Record:DetectionRange() return end

---@return Float
function gamedataShooterFlyingDrone_Record:FireRate() return end

---@class gamedataShooterGameplay_Record : gamedataArcadeGameplay_Record
gamedataShooterGameplay_Record = {}

---@return gamedataShooterGameplay_Record
function gamedataShooterGameplay_Record.new() return end

---@param props table
---@return gamedataShooterGameplay_Record
function gamedataShooterGameplay_Record.new(props) return end

---@return CName
function gamedataShooterGameplay_Record:ArcadeShooterGameplayMusic() return end

---@return CName
function gamedataShooterGameplay_Record:ArcadeShooterMenuMusic() return end

---@return CName
function gamedataShooterGameplay_Record:ArcadeShooterStartMusic() return end

---@return CName
function gamedataShooterGameplay_Record:ArcadeShooterStopMusic() return end

---@return CName
function gamedataShooterGameplay_Record:AttackDroneTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:BarrelTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:BasiliskTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:FlyingDroneTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:LandMineTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:MeatheadTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:MeleeTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:NinjaTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:PickUpTransporterTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:PlayerTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:PowerupDroneTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:RangeGrenadeTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:RangeTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:RescueTransporterTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:ShieldDroneTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:SpiderDroneTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:TransporterTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:VipPlatTDBID() return end

---@return CName
function gamedataShooterGameplay_Record:VipTDBID() return end

---@class gamedataShooterLayerInfo_Record : gamedataTweakDBRecord
gamedataShooterLayerInfo_Record = {}

---@return gamedataShooterLayerInfo_Record
function gamedataShooterLayerInfo_Record.new() return end

---@param props table
---@return gamedataShooterLayerInfo_Record
function gamedataShooterLayerInfo_Record.new(props) return end

---@return CName
function gamedataShooterLayerInfo_Record:ImageName() return end

---@return redResourceReferenceScriptToken
function gamedataShooterLayerInfo_Record:ImageTextureAtlas() return end

---@return CName
function gamedataShooterLayerInfo_Record:ImageTexturePart() return end

---@class gamedataShooterLevelList_Record : gamedataTweakDBRecord
gamedataShooterLevelList_Record = {}

---@return gamedataShooterLevelList_Record
function gamedataShooterLevelList_Record.new() return end

---@param props table
---@return gamedataShooterLevelList_Record
function gamedataShooterLevelList_Record.new(props) return end

---@return gamedataShooterLevel_Record[]
function gamedataShooterLevelList_Record:Data() return end

---@param item gamedataShooterLevel_Record
---@return Bool
function gamedataShooterLevelList_Record:DataContains(item) return end

---@return Int32
function gamedataShooterLevelList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataShooterLevel_Record
function gamedataShooterLevelList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataShooterLevel_Record
function gamedataShooterLevelList_Record:GetDataItemHandle(index) return end

---@class gamedataShooterLevel_Record : gamedataTweakDBRecord
gamedataShooterLevel_Record = {}

---@return gamedataShooterLevel_Record
function gamedataShooterLevel_Record.new() return end

---@param props table
---@return gamedataShooterLevel_Record
function gamedataShooterLevel_Record.new(props) return end

---@return gamedataShooterBackground_Record
function gamedataShooterLevel_Record:Background() return end

---@return gamedataShooterBackground_Record
function gamedataShooterLevel_Record:BackgroundHandle() return end

---@return Int32
function gamedataShooterLevel_Record:GetPreLoadedResourceListCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataShooterLevel_Record:GetPreLoadedResourceListItem(index) return end

---@return Int32
function gamedataShooterLevel_Record:LevelNumber() return end

---@return String
function gamedataShooterLevel_Record:LevelWidget() return end

---@return String
function gamedataShooterLevel_Record:PlatformLibrary() return end

---@return redResourceReferenceScriptToken[]
function gamedataShooterLevel_Record:PreLoadedResourceList() return end

---@return String
function gamedataShooterLevel_Record:VariantType() return end

---@class gamedataShooterMeathead_Record : gamedataShooterBossAI_Record
gamedataShooterMeathead_Record = {}

---@return gamedataShooterMeathead_Record
function gamedataShooterMeathead_Record.new() return end

---@param props table
---@return gamedataShooterMeathead_Record
function gamedataShooterMeathead_Record.new(props) return end

---@return Float
function gamedataShooterMeathead_Record:BarrelCoolDown() return end

---@return Int32
function gamedataShooterMeathead_Record:BarrelCount() return end

---@return Float
function gamedataShooterMeathead_Record:BarrelExplosionRange() return end

---@return Float
function gamedataShooterMeathead_Record:BarrelThrowRate() return end

---@return Float
function gamedataShooterMeathead_Record:DebrisCoolDown() return end

---@return Int32
function gamedataShooterMeathead_Record:DebrisCount() return end

---@return Float
function gamedataShooterMeathead_Record:DebrisOffset() return end

---@return Float
function gamedataShooterMeathead_Record:DebrisSpawnRate() return end

---@return Int32
function gamedataShooterMeathead_Record:EnragedBarrelCount() return end

---@return Int32
function gamedataShooterMeathead_Record:EnragedDebrisCount() return end

---@return Int32
function gamedataShooterMeathead_Record:EnragedLeapCount() return end

---@return Float
function gamedataShooterMeathead_Record:LeapCoolDown() return end

---@return Int32
function gamedataShooterMeathead_Record:LeapCount() return end

---@return Float
function gamedataShooterMeathead_Record:LeapInterval() return end

---@return Float
function gamedataShooterMeathead_Record:LeapSpeed() return end

---@class gamedataShooterMelee_Record : gamedataShooterAI_Record
gamedataShooterMelee_Record = {}

---@return gamedataShooterMelee_Record
function gamedataShooterMelee_Record.new() return end

---@param props table
---@return gamedataShooterMelee_Record
function gamedataShooterMelee_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:AnimalVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:AnimalVariant2() return end

---@return Float
function gamedataShooterMelee_Record:DetectionRange() return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:TigerVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:TigerVariant2() return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:WraithVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterMelee_Record:WraithVariant2() return end

---@class gamedataShooterNPCDrone_Record : gamedataShooterAI_Record
gamedataShooterNPCDrone_Record = {}

---@return gamedataShooterNPCDrone_Record
function gamedataShooterNPCDrone_Record.new() return end

---@param props table
---@return gamedataShooterNPCDrone_Record
function gamedataShooterNPCDrone_Record.new(props) return end

---@return Float
function gamedataShooterNPCDrone_Record:Bobbing() return end

---@return Float
function gamedataShooterNPCDrone_Record:Duration() return end

---@return Float
function gamedataShooterNPCDrone_Record:FireRate() return end

---@class gamedataShooterNinja_Record : gamedataShooterBossAI_Record
gamedataShooterNinja_Record = {}

---@return gamedataShooterNinja_Record
function gamedataShooterNinja_Record.new() return end

---@param props table
---@return gamedataShooterNinja_Record
function gamedataShooterNinja_Record.new(props) return end

---@return Float
function gamedataShooterNinja_Record:ChargeCoolDown() return end

---@return Float
function gamedataShooterNinja_Record:DashChargeRate() return end

---@return Int32
function gamedataShooterNinja_Record:DashCount() return end

---@return Int32
function gamedataShooterNinja_Record:EnragedDashCount() return end

---@return Int32
function gamedataShooterNinja_Record:EnragedWaveCount() return end

---@return Float
function gamedataShooterNinja_Record:FireRate() return end

---@return Float
function gamedataShooterNinja_Record:WaveCoolDown() return end

---@return Int32
function gamedataShooterNinja_Record:WaveCount() return end

---@class gamedataShooterObject_Record : gamedataArcadeObject_Record
gamedataShooterObject_Record = {}

---@return gamedataShooterObject_Record
function gamedataShooterObject_Record.new() return end

---@param props table
---@return gamedataShooterObject_Record
function gamedataShooterObject_Record.new(props) return end

---@return Float
function gamedataShooterObject_Record:Gravity() return end

---@return Float
function gamedataShooterObject_Record:Max_gravity() return end

---@return Float
function gamedataShooterObject_Record:Score() return end

---@class gamedataShooterPickUpTransporter_Record : gamedataShooterAI_Record
gamedataShooterPickUpTransporter_Record = {}

---@return gamedataShooterPickUpTransporter_Record
function gamedataShooterPickUpTransporter_Record.new() return end

---@param props table
---@return gamedataShooterPickUpTransporter_Record
function gamedataShooterPickUpTransporter_Record.new(props) return end

---@return Float
function gamedataShooterPickUpTransporter_Record:PickUpTime() return end

---@class gamedataShooterPlayerData_Record : gamedataTweakDBRecord
gamedataShooterPlayerData_Record = {}

---@return gamedataShooterPlayerData_Record
function gamedataShooterPlayerData_Record.new() return end

---@param props table
---@return gamedataShooterPlayerData_Record
function gamedataShooterPlayerData_Record.new(props) return end

---@return Float
function gamedataShooterPlayerData_Record:AnalogThreshold() return end

---@return redResourceReferenceScriptToken
function gamedataShooterPlayerData_Record:ArTextureAtlas() return end

---@return Float
function gamedataShooterPlayerData_Record:BaseMemberFollowDelay() return end

---@return Float
function gamedataShooterPlayerData_Record:ColliderAnchorPointOffset() return end

---@return Float
function gamedataShooterPlayerData_Record:CutSceneDelay() return end

---@return CName
function gamedataShooterPlayerData_Record:DefaultWeapon() return end

---@return Float
function gamedataShooterPlayerData_Record:EndMoveLerpTime() return end

---@return Float
function gamedataShooterPlayerData_Record:FadeTime() return end

---@return Float
function gamedataShooterPlayerData_Record:Gravity() return end

---@return Float
function gamedataShooterPlayerData_Record:InvincibleTime() return end

---@return Vector2
function gamedataShooterPlayerData_Record:JumpSize() return end

---@return Float
function gamedataShooterPlayerData_Record:JumpSpeed() return end

---@return redResourceReferenceScriptToken
function gamedataShooterPlayerData_Record:LmgTextureAtlas() return end

---@return redResourceReferenceScriptToken
function gamedataShooterPlayerData_Record:LsTextureAtlas() return end

---@return Int32
function gamedataShooterPlayerData_Record:MaxHealth() return end

---@return Float
function gamedataShooterPlayerData_Record:MinOpacity() return end

---@return redResourceReferenceScriptToken
function gamedataShooterPlayerData_Record:MlTextureAtlas() return end

---@return Float
function gamedataShooterPlayerData_Record:MovementSpeed() return end

---@return Vector2
function gamedataShooterPlayerData_Record:ProneSize() return end

---@return CName
function gamedataShooterPlayerData_Record:SfxDamage() return end

---@return CName
function gamedataShooterPlayerData_Record:SfxDead() return end

---@return CName
function gamedataShooterPlayerData_Record:SfxJump() return end

---@return redResourceReferenceScriptToken
function gamedataShooterPlayerData_Record:SgTextureAtlas() return end

---@return Float
function gamedataShooterPlayerData_Record:SquadDistanceCap() return end

---@return Float
function gamedataShooterPlayerData_Record:StartMoveLerpTime() return end

---@class gamedataShooterPowerUpList_Record : gamedataTweakDBRecord
gamedataShooterPowerUpList_Record = {}

---@return gamedataShooterPowerUpList_Record
function gamedataShooterPowerUpList_Record.new() return end

---@param props table
---@return gamedataShooterPowerUpList_Record
function gamedataShooterPowerUpList_Record.new(props) return end

---@return gamedataShooterPowerup_Record[]
function gamedataShooterPowerUpList_Record:Data() return end

---@param item gamedataShooterPowerup_Record
---@return Bool
function gamedataShooterPowerUpList_Record:DataContains(item) return end

---@return Int32
function gamedataShooterPowerUpList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataShooterPowerup_Record
function gamedataShooterPowerUpList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataShooterPowerup_Record
function gamedataShooterPowerUpList_Record:GetDataItemHandle(index) return end

---@class gamedataShooterPowerup_Record : gamedataShooterObject_Record
gamedataShooterPowerup_Record = {}

---@return gamedataShooterPowerup_Record
function gamedataShooterPowerup_Record.new() return end

---@param props table
---@return gamedataShooterPowerup_Record
function gamedataShooterPowerup_Record.new(props) return end

---@return String
function gamedataShooterPowerup_Record:LibraryWidget() return end

---@return Float
function gamedataShooterPowerup_Record:Scale() return end

---@return CName
function gamedataShooterPowerup_Record:SfxPick() return end

---@return Float
function gamedataShooterPowerup_Record:Value() return end

---@class gamedataShooterProjectileAI_Record : gamedataShooterAI_Record
gamedataShooterProjectileAI_Record = {}

---@return gamedataShooterProjectileAI_Record
function gamedataShooterProjectileAI_Record.new() return end

---@param props table
---@return gamedataShooterProjectileAI_Record
function gamedataShooterProjectileAI_Record.new(props) return end

---@return Float
function gamedataShooterProjectileAI_Record:FireDelay() return end

---@class gamedataShooterProp_Record : gamedataShooterAI_Record
gamedataShooterProp_Record = {}

---@return gamedataShooterProp_Record
function gamedataShooterProp_Record.new() return end

---@param props table
---@return gamedataShooterProp_Record
function gamedataShooterProp_Record.new(props) return end

---@return Float
function gamedataShooterProp_Record:ExplosionDamage() return end

---@return Float
function gamedataShooterProp_Record:ExplosionRange() return end

---@class gamedataShooterRangeGrenade_Record : gamedataShooterProjectileAI_Record
gamedataShooterRangeGrenade_Record = {}

---@return gamedataShooterRangeGrenade_Record
function gamedataShooterRangeGrenade_Record.new() return end

---@param props table
---@return gamedataShooterRangeGrenade_Record
function gamedataShooterRangeGrenade_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:AnimalVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:AnimalVariant2() return end

---@return Float
function gamedataShooterRangeGrenade_Record:DetectionRange() return end

---@return Float
function gamedataShooterRangeGrenade_Record:FireRate() return end

---@return Float
function gamedataShooterRangeGrenade_Record:HeliDetectionRange() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:TigerVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:TigerVariant2() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:WraithVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRangeGrenade_Record:WraithVariant2() return end

---@class gamedataShooterRange_Record : gamedataShooterProjectileAI_Record
gamedataShooterRange_Record = {}

---@return gamedataShooterRange_Record
function gamedataShooterRange_Record.new() return end

---@param props table
---@return gamedataShooterRange_Record
function gamedataShooterRange_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:AnimalVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:AnimalVariant2() return end

---@return Float
function gamedataShooterRange_Record:DetectionRange() return end

---@return Float
function gamedataShooterRange_Record:FireRate() return end

---@return Float
function gamedataShooterRange_Record:HeliDetectionRange() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:TigerVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:TigerVariant2() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:WraithVariant() return end

---@return redResourceReferenceScriptToken
function gamedataShooterRange_Record:WraithVariant2() return end

---@class gamedataShooterRescueTransporter_Record : gamedataShooterAI_Record
gamedataShooterRescueTransporter_Record = {}

---@return gamedataShooterRescueTransporter_Record
function gamedataShooterRescueTransporter_Record.new() return end

---@param props table
---@return gamedataShooterRescueTransporter_Record
function gamedataShooterRescueTransporter_Record.new(props) return end

---@class gamedataShooterSpiderDrone_Record : gamedataShooterAI_Record
gamedataShooterSpiderDrone_Record = {}

---@return gamedataShooterSpiderDrone_Record
function gamedataShooterSpiderDrone_Record.new() return end

---@param props table
---@return gamedataShooterSpiderDrone_Record
function gamedataShooterSpiderDrone_Record.new(props) return end

---@return Float
function gamedataShooterSpiderDrone_Record:AttackDistance() return end

---@return Float
function gamedataShooterSpiderDrone_Record:AttackSpeed() return end

---@class gamedataShooterTransporter_Record : gamedataShooterAI_Record
gamedataShooterTransporter_Record = {}

---@return gamedataShooterTransporter_Record
function gamedataShooterTransporter_Record.new() return end

---@param props table
---@return gamedataShooterTransporter_Record
function gamedataShooterTransporter_Record.new(props) return end

---@return Float
function gamedataShooterTransporter_Record:DropSpeed() return end

---@class gamedataShooterVFXList_Record : gamedataTweakDBRecord
gamedataShooterVFXList_Record = {}

---@return gamedataShooterVFXList_Record
function gamedataShooterVFXList_Record.new() return end

---@param props table
---@return gamedataShooterVFXList_Record
function gamedataShooterVFXList_Record.new(props) return end

---@return gamedataShooterVFX_Record[]
function gamedataShooterVFXList_Record:Data() return end

---@param item gamedataShooterVFX_Record
---@return Bool
function gamedataShooterVFXList_Record:DataContains(item) return end

---@return Int32
function gamedataShooterVFXList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataShooterVFX_Record
function gamedataShooterVFXList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataShooterVFX_Record
function gamedataShooterVFXList_Record:GetDataItemHandle(index) return end

---@class gamedataShooterVFX_Record : gamedataShooterObject_Record
gamedataShooterVFX_Record = {}

---@return gamedataShooterVFX_Record
function gamedataShooterVFX_Record.new() return end

---@param props table
---@return gamedataShooterVFX_Record
function gamedataShooterVFX_Record.new(props) return end

---@return Bool
function gamedataShooterVFX_Record:AllowCollision() return end

---@return Bool
function gamedataShooterVFX_Record:AllowLoop() return end

---@return Bool
function gamedataShooterVFX_Record:AllowSelfReset() return end

---@return String
function gamedataShooterVFX_Record:LibraryWidget() return end

---@class gamedataShooterVIP_Record : gamedataShooterAI_Record
gamedataShooterVIP_Record = {}

---@return gamedataShooterVIP_Record
function gamedataShooterVIP_Record.new() return end

---@param props table
---@return gamedataShooterVIP_Record
function gamedataShooterVIP_Record.new(props) return end

---@return Float
function gamedataShooterVIP_Record:SpawnDuration() return end

---@class gamedataShooterWeaponData_Record : gamedataTweakDBRecord
gamedataShooterWeaponData_Record = {}

---@return gamedataShooterWeaponData_Record
function gamedataShooterWeaponData_Record.new() return end

---@param props table
---@return gamedataShooterWeaponData_Record
function gamedataShooterWeaponData_Record.new(props) return end

---@return Float
function gamedataShooterWeaponData_Record:Cooldown() return end

---@return redResourceReferenceScriptToken
function gamedataShooterWeaponData_Record:ImageTextureAtlas() return end

---@return CName
function gamedataShooterWeaponData_Record:ImageTexturePart() return end

---@return Float
function gamedataShooterWeaponData_Record:Interval() return end

---@return CName
function gamedataShooterWeaponData_Record:Name() return end

---@return Int32
function gamedataShooterWeaponData_Record:Rounds() return end

---@return CName
function gamedataShooterWeaponData_Record:SfxShoot() return end

---@return Float
function gamedataShooterWeaponData_Record:SpecialValue() return end

---@return redResourceReferenceScriptToken
function gamedataShooterWeaponData_Record:UpgradedBulletTextureAtlas() return end

---@return CName
function gamedataShooterWeaponData_Record:UpgradedBulletTexturePart() return end

---@return Float
function gamedataShooterWeaponData_Record:UpgradedValue() return end

---@return Float
function gamedataShooterWeaponData_Record:Value() return end

---@class gamedataShooterWeaponList_Record : gamedataTweakDBRecord
gamedataShooterWeaponList_Record = {}

---@return gamedataShooterWeaponList_Record
function gamedataShooterWeaponList_Record.new() return end

---@param props table
---@return gamedataShooterWeaponList_Record
function gamedataShooterWeaponList_Record.new(props) return end

---@return gamedataShooterWeaponData_Record[]
function gamedataShooterWeaponList_Record:Data() return end

---@param item gamedataShooterWeaponData_Record
---@return Bool
function gamedataShooterWeaponList_Record:DataContains(item) return end

---@return Int32
function gamedataShooterWeaponList_Record:GetDataCount() return end

---@param index Int32
---@return gamedataShooterWeaponData_Record
function gamedataShooterWeaponList_Record:GetDataItem(index) return end

---@param index Int32
---@return gamedataShooterWeaponData_Record
function gamedataShooterWeaponList_Record:GetDataItemHandle(index) return end

---@class gamedataSimpleValueNode : gamedataValueDataNode
---@field type gamedataSimpleValueNodeValueType
---@field data String
gamedataSimpleValueNode = {}

---@return gamedataSimpleValueNode
function gamedataSimpleValueNode.new() return end

---@param props table
---@return gamedataSimpleValueNode
function gamedataSimpleValueNode.new(props) return end

---@class gamedataSlotItemPartElement_Record : gamedataTweakDBRecord
gamedataSlotItemPartElement_Record = {}

---@return gamedataSlotItemPartElement_Record
function gamedataSlotItemPartElement_Record.new() return end

---@param props table
---@return gamedataSlotItemPartElement_Record
function gamedataSlotItemPartElement_Record.new(props) return end

---@return gamedataItem_Record
function gamedataSlotItemPartElement_Record:Item() return end

---@return gamedataItem_Record
function gamedataSlotItemPartElement_Record:ItemHandle() return end

---@return Float
function gamedataSlotItemPartElement_Record:Weight() return end

---@class gamedataSlotItemPartListElement_Record : gamedataTweakDBRecord
gamedataSlotItemPartListElement_Record = {}

---@return gamedataSlotItemPartListElement_Record
function gamedataSlotItemPartListElement_Record.new() return end

---@param props table
---@return gamedataSlotItemPartListElement_Record
function gamedataSlotItemPartListElement_Record.new(props) return end

---@return Int32
function gamedataSlotItemPartListElement_Record:GetItemPartListCount() return end

---@param index Int32
---@return gamedataItemPartListElement_Record
function gamedataSlotItemPartListElement_Record:GetItemPartListItem(index) return end

---@param index Int32
---@return gamedataItemPartListElement_Record
function gamedataSlotItemPartListElement_Record:GetItemPartListItemHandle(index) return end

---@return gamedataItemPartListElement_Record[]
function gamedataSlotItemPartListElement_Record:ItemPartList() return end

---@param item gamedataItemPartListElement_Record
---@return Bool
function gamedataSlotItemPartListElement_Record:ItemPartListContains(item) return end

---@return String
function gamedataSlotItemPartListElement_Record:OptionalProbabilityCurveName() return end

---@return gamedataAttachmentSlot_Record
function gamedataSlotItemPartListElement_Record:Slot() return end

---@return gamedataAttachmentSlot_Record
function gamedataSlotItemPartListElement_Record:SlotHandle() return end

---@class gamedataSlotItemPartPreset_Record : gamedataTweakDBRecord
gamedataSlotItemPartPreset_Record = {}

---@return gamedataSlotItemPartPreset_Record
function gamedataSlotItemPartPreset_Record.new() return end

---@param props table
---@return gamedataSlotItemPartPreset_Record
function gamedataSlotItemPartPreset_Record.new(props) return end

---@return Int32
function gamedataSlotItemPartPreset_Record:GetItemPartListCount() return end

---@param index Int32
---@return gamedataItemPartListElement_Record
function gamedataSlotItemPartPreset_Record:GetItemPartListItem(index) return end

---@param index Int32
---@return gamedataItemPartListElement_Record
function gamedataSlotItemPartPreset_Record:GetItemPartListItemHandle(index) return end

---@return gamedataItemPartListElement_Record[]
function gamedataSlotItemPartPreset_Record:ItemPartList() return end

---@param item gamedataItemPartListElement_Record
---@return Bool
function gamedataSlotItemPartPreset_Record:ItemPartListContains(item) return end

---@return gamedataItem_Record
function gamedataSlotItemPartPreset_Record:ItemPartPreset() return end

---@return gamedataItem_Record
function gamedataSlotItemPartPreset_Record:ItemPartPresetHandle() return end

---@return gamedataAttachmentSlot_Record
function gamedataSlotItemPartPreset_Record:Slot() return end

---@return gamedataAttachmentSlot_Record
function gamedataSlotItemPartPreset_Record:SlotHandle() return end

---@class gamedataSmartGunHandlerParams_Record : gamedataTweakDBRecord
gamedataSmartGunHandlerParams_Record = {}

---@return gamedataSmartGunHandlerParams_Record
function gamedataSmartGunHandlerParams_Record.new() return end

---@param props table
---@return gamedataSmartGunHandlerParams_Record
function gamedataSmartGunHandlerParams_Record.new(props) return end

---@return gamedataAimAssistTargetData_Record[]
function gamedataSmartGunHandlerParams_Record:Blacklist() return end

---@param item gamedataAimAssistTargetData_Record
---@return Bool
function gamedataSmartGunHandlerParams_Record:BlacklistContains(item) return end

---@return Int32
function gamedataSmartGunHandlerParams_Record:GetBlacklistCount() return end

---@param index Int32
---@return gamedataAimAssistTargetData_Record
function gamedataSmartGunHandlerParams_Record:GetBlacklistItem(index) return end

---@param index Int32
---@return gamedataAimAssistTargetData_Record
function gamedataSmartGunHandlerParams_Record:GetBlacklistItemHandle(index) return end

---@class gamedataSmartGunMissParams_Record : gamedataTweakDBRecord
gamedataSmartGunMissParams_Record = {}

---@return gamedataSmartGunMissParams_Record
function gamedataSmartGunMissParams_Record.new() return end

---@param props table
---@return gamedataSmartGunMissParams_Record
function gamedataSmartGunMissParams_Record.new(props) return end

---@return Float
function gamedataSmartGunMissParams_Record:AreaToIgnoreHalfYaw() return end

---@return Float
function gamedataSmartGunMissParams_Record:Gravity() return end

---@return Float
function gamedataSmartGunMissParams_Record:MaxMissAnglePitch() return end

---@return Float
function gamedataSmartGunMissParams_Record:MaxMissAngleYaw() return end

---@return Float
function gamedataSmartGunMissParams_Record:MinMissAnglePitch() return end

---@return Float
function gamedataSmartGunMissParams_Record:MinMissAngleYaw() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralCycleTimeMax() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralCycleTimeMin() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRadius() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRampDownDistanceEnd() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRampDownDistanceStart() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRampDownFactor() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRampUpDistanceEnd() return end

---@return Float
function gamedataSmartGunMissParams_Record:SpiralRampUpDistanceStart() return end

---@return Bool
function gamedataSmartGunMissParams_Record:SpiralRandomizePhase() return end

---@class gamedataSmartGunTargetSortConfigurations_Record : gamedataTweakDBRecord
gamedataSmartGunTargetSortConfigurations_Record = {}

---@return gamedataSmartGunTargetSortConfigurations_Record
function gamedataSmartGunTargetSortConfigurations_Record.new() return end

---@param props table
---@return gamedataSmartGunTargetSortConfigurations_Record
function gamedataSmartGunTargetSortConfigurations_Record.new(props) return end

---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortConfigurations_Record:AdsConfig() return end

---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortConfigurations_Record:AdsConfigHandle() return end

---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortConfigurations_Record:HipConfig() return end

---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortConfigurations_Record:HipConfigHandle() return end

---@class gamedataSmartGunTargetSortData_Record : gamedataTweakDBRecord
gamedataSmartGunTargetSortData_Record = {}

---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortData_Record.new() return end

---@param props table
---@return gamedataSmartGunTargetSortData_Record
function gamedataSmartGunTargetSortData_Record.new(props) return end

---@return Float
function gamedataSmartGunTargetSortData_Record:AngleDistUnitSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:AngleDistUnitWeightSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:AngleProximityBonusSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:AngleProximityThresholdSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:PreviouslyLockedBonusSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:WorldDistUnitSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:WorldDistUnitWeightSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:WorldProximityBonusSq() return end

---@return Float
function gamedataSmartGunTargetSortData_Record:WorldProximityThresholdSq() return end

---@class gamedataSpawnableObjectPriority_Record : gamedataTweakDBRecord
gamedataSpawnableObjectPriority_Record = {}

---@return gamedataSpawnableObjectPriority_Record
function gamedataSpawnableObjectPriority_Record.new() return end

---@param props table
---@return gamedataSpawnableObjectPriority_Record
function gamedataSpawnableObjectPriority_Record.new(props) return end

---@return String
function gamedataSpawnableObjectPriority_Record:EnumComment() return end

---@return CName
function gamedataSpawnableObjectPriority_Record:EnumName() return end

---@return gamedataSpawnableObjectPriority
function gamedataSpawnableObjectPriority_Record:Type() return end

---@class gamedataSpawnableObject_Record : gamedataBaseObject_Record
gamedataSpawnableObject_Record = {}

---@return gamedataSpawnableObject_Record
function gamedataSpawnableObject_Record.new() return end

---@param props table
---@return gamedataSpawnableObject_Record
function gamedataSpawnableObject_Record.new(props) return end

---@return CName
function gamedataSpawnableObject_Record:AppearanceName() return end

---@return redResourceReferenceScriptToken
function gamedataSpawnableObject_Record:EntityTemplatePath() return end

---@return Int32
function gamedataSpawnableObject_Record:GetMultiplayerTemplatePathsCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataSpawnableObject_Record:GetMultiplayerTemplatePathsItem(index) return end

---@return Int32
function gamedataSpawnableObject_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataSpawnableObject_Record:GetTagsItem(index) return end

---@return Int32
function gamedataSpawnableObject_Record:GetVisualTagsCount() return end

---@param index Int32
---@return CName
function gamedataSpawnableObject_Record:GetVisualTagsItem(index) return end

---@return redResourceReferenceScriptToken[]
function gamedataSpawnableObject_Record:MultiplayerTemplatePaths() return end

---@return CName
function gamedataSpawnableObject_Record:PersistentName() return end

---@return gamedataSpawnableObjectPriority_Record
function gamedataSpawnableObject_Record:Priority() return end

---@return gamedataSpawnableObjectPriority_Record
function gamedataSpawnableObject_Record:PriorityHandle() return end

---@return CName[]
function gamedataSpawnableObject_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataSpawnableObject_Record:TagsContains(item) return end

---@return CName[]
function gamedataSpawnableObject_Record:VisualTags() return end

---@param item CName|string
---@return Bool
function gamedataSpawnableObject_Record:VisualTagsContains(item) return end

---@class gamedataSpreadAreaEffector_Record : gamedataEffector_Record
gamedataSpreadAreaEffector_Record = {}

---@return gamedataSpreadAreaEffector_Record
function gamedataSpreadAreaEffector_Record.new() return end

---@param props table
---@return gamedataSpreadAreaEffector_Record
function gamedataSpreadAreaEffector_Record.new(props) return end

---@return Int32
function gamedataSpreadAreaEffector_Record:GetObjectActionsCount() return end

---@param index Int32
---@return gamedataObjectAction_Record
function gamedataSpreadAreaEffector_Record:GetObjectActionsItem(index) return end

---@param index Int32
---@return gamedataObjectAction_Record
function gamedataSpreadAreaEffector_Record:GetObjectActionsItemHandle(index) return end

---@return Int32
function gamedataSpreadAreaEffector_Record:MaxTargetNum() return end

---@return gamedataObjectAction_Record[]
function gamedataSpreadAreaEffector_Record:ObjectActions() return end

---@param item gamedataObjectAction_Record
---@return Bool
function gamedataSpreadAreaEffector_Record:ObjectActionsContains(item) return end

---@return Float
function gamedataSpreadAreaEffector_Record:Range() return end

---@class gamedataSpreadEffector_Record : gamedataEffector_Record
gamedataSpreadEffector_Record = {}

---@return gamedataSpreadEffector_Record
function gamedataSpreadEffector_Record.new() return end

---@param props table
---@return gamedataSpreadEffector_Record
function gamedataSpreadEffector_Record.new(props) return end

---@return CName
function gamedataSpreadEffector_Record:EffectTag() return end

---@return gamedataObjectAction_Record
function gamedataSpreadEffector_Record:ObjectAction() return end

---@return gamedataObjectAction_Record
function gamedataSpreadEffector_Record:ObjectActionHandle() return end

---@return Bool
function gamedataSpreadEffector_Record:SpreadToAllTargetsInTheArea() return end

---@class gamedataSpreadInitEffector_Record : gamedataEffector_Record
gamedataSpreadInitEffector_Record = {}

---@return gamedataSpreadInitEffector_Record
function gamedataSpreadInitEffector_Record.new() return end

---@param props table
---@return gamedataSpreadInitEffector_Record
function gamedataSpreadInitEffector_Record.new(props) return end

---@return Bool
function gamedataSpreadInitEffector_Record:ApplyOverclock() return end

---@return Int32
function gamedataSpreadInitEffector_Record:BonusJumps() return end

---@return gamedataObjectAction_Record
function gamedataSpreadInitEffector_Record:ObjectAction() return end

---@return gamedataObjectAction_Record
function gamedataSpreadInitEffector_Record:ObjectActionHandle() return end

---@return Int32
function gamedataSpreadInitEffector_Record:SpreadCount() return end

---@return Int32
function gamedataSpreadInitEffector_Record:SpreadDistance() return end

---@class gamedataSquadBackyardBase_Record : gamedataTweakDBRecord
gamedataSquadBackyardBase_Record = {}

---@return gamedataSquadBackyardBase_Record
function gamedataSquadBackyardBase_Record.new() return end

---@param props table
---@return gamedataSquadBackyardBase_Record
function gamedataSquadBackyardBase_Record.new(props) return end

---@return Float
function gamedataSquadBackyardBase_Record:PaddingFrom() return end

---@return Float
function gamedataSquadBackyardBase_Record:PaddingTo() return end

---@class gamedataSquadBase_Record : gamedataTweakDBRecord
gamedataSquadBase_Record = {}

---@return gamedataSquadBase_Record
function gamedataSquadBase_Record.new() return end

---@param props table
---@return gamedataSquadBase_Record
function gamedataSquadBase_Record.new(props) return end

---@return gamedataSquadBackyardBase_Record
function gamedataSquadBase_Record:DefensiveBackyard() return end

---@return gamedataSquadBackyardBase_Record
function gamedataSquadBase_Record:DefensiveBackyardHandle() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:DefensiveLeftFence() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:DefensiveLeftFenceHandle() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:DefensiveRightFence() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:DefensiveRightFenceHandle() return end

---@return Bool
function gamedataSquadBase_Record:HasActiveAlley() return end

---@return gamedataSquadBackyardBase_Record
function gamedataSquadBase_Record:OffensiveBackyard() return end

---@return gamedataSquadBackyardBase_Record
function gamedataSquadBase_Record:OffensiveBackyardHandle() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:OffensiveLeftFence() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:OffensiveLeftFenceHandle() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:OffensiveRightFence() return end

---@return gamedataSquadFenceBase_Record
function gamedataSquadBase_Record:OffensiveRightFenceHandle() return end

---@return CName
function gamedataSquadBase_Record:ScriptHandler() return end

---@return CName
function gamedataSquadBase_Record:SquadParams() return end

---@class gamedataSquadFenceBase_Record : gamedataTweakDBRecord
gamedataSquadFenceBase_Record = {}

---@return gamedataSquadFenceBase_Record
function gamedataSquadFenceBase_Record.new() return end

---@param props table
---@return gamedataSquadFenceBase_Record
function gamedataSquadFenceBase_Record.new(props) return end

---@return Float
function gamedataSquadFenceBase_Record:PaddingInnerFence() return end

---@return Float
function gamedataSquadFenceBase_Record:PaddingOuterFence() return end

---@class gamedataSquadInstance_Record : gamedataTweakDBRecord
gamedataSquadInstance_Record = {}

---@return gamedataSquadInstance_Record
function gamedataSquadInstance_Record.new() return end

---@param props table
---@return gamedataSquadInstance_Record
function gamedataSquadInstance_Record.new(props) return end

---@return CName
function gamedataSquadInstance_Record:SquadName() return end

---@return CName
function gamedataSquadInstance_Record:SquadTemplate() return end

---@class gamedataStatChangedPrereq_Record : gamedataIPrereq_Record
gamedataStatChangedPrereq_Record = {}

---@return gamedataStatChangedPrereq_Record
function gamedataStatChangedPrereq_Record.new() return end

---@param props table
---@return gamedataStatChangedPrereq_Record
function gamedataStatChangedPrereq_Record.new(props) return end

---@return CName
function gamedataStatChangedPrereq_Record:ChangeType() return end

---@return CName
function gamedataStatChangedPrereq_Record:ObjectToCheck() return end

---@return CName
function gamedataStatChangedPrereq_Record:StatType() return end

---@class gamedataStatDistributionData_Record : gamedataTweakDBRecord
gamedataStatDistributionData_Record = {}

---@return gamedataStatDistributionData_Record
function gamedataStatDistributionData_Record.new() return end

---@param props table
---@return gamedataStatDistributionData_Record
function gamedataStatDistributionData_Record.new(props) return end

---@return gamedataStat_Record
function gamedataStatDistributionData_Record:StatType() return end

---@return gamedataStat_Record
function gamedataStatDistributionData_Record:StatTypeHandle() return end

---@return Float
function gamedataStatDistributionData_Record:Value() return end

---@class gamedataStatModifierGroup_Record : gamedataTweakDBRecord
gamedataStatModifierGroup_Record = {}

---@return gamedataStatModifierGroup_Record
function gamedataStatModifierGroup_Record.new() return end

---@param props table
---@return gamedataStatModifierGroup_Record
function gamedataStatModifierGroup_Record.new(props) return end

---@return Bool
function gamedataStatModifierGroup_Record:DrawBasedOnStatType() return end

---@return Int32
function gamedataStatModifierGroup_Record:GetRelatedModifierGroupsCount() return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataStatModifierGroup_Record:GetRelatedModifierGroupsItem(index) return end

---@param index Int32
---@return gamedataStatModifierGroup_Record
function gamedataStatModifierGroup_Record:GetRelatedModifierGroupsItemHandle(index) return end

---@return Int32
function gamedataStatModifierGroup_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatModifierGroup_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatModifierGroup_Record:GetStatModifiersItemHandle(index) return end

---@return Bool
function gamedataStatModifierGroup_Record:OptimiseCombinedModifiers() return end

---@return gamedataStatModifierGroup_Record[]
function gamedataStatModifierGroup_Record:RelatedModifierGroups() return end

---@param item gamedataStatModifierGroup_Record
---@return Bool
function gamedataStatModifierGroup_Record:RelatedModifierGroupsContains(item) return end

---@return Bool
function gamedataStatModifierGroup_Record:SaveBasedOnStatType() return end

---@return gamedataStatModifier_Record[]
function gamedataStatModifierGroup_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataStatModifierGroup_Record:StatModifiersContains(item) return end

---@return Int32
function gamedataStatModifierGroup_Record:StatModsLimit() return end

---@return gamedataStatModifier_Record
function gamedataStatModifierGroup_Record:StatModsLimitModifier() return end

---@return gamedataStatModifier_Record
function gamedataStatModifierGroup_Record:StatModsLimitModifierHandle() return end

---@class gamedataStatModifier_Record : gamedataTweakDBRecord
gamedataStatModifier_Record = {}

---@return gamedataStatModifier_Record
function gamedataStatModifier_Record.new() return end

---@param props table
---@return gamedataStatModifier_Record
function gamedataStatModifier_Record.new(props) return end

---@return CName
function gamedataStatModifier_Record:ModifierType() return end

---@return gamedataStat_Record
function gamedataStatModifier_Record:StatType() return end

---@return gamedataStat_Record
function gamedataStatModifier_Record:StatTypeHandle() return end

---@class gamedataStatPoolCost_Record : gamedataObjectActionCost_Record
gamedataStatPoolCost_Record = {}

---@return gamedataStatPoolCost_Record
function gamedataStatPoolCost_Record.new() return end

---@param props table
---@return gamedataStatPoolCost_Record
function gamedataStatPoolCost_Record.new(props) return end

---@return gamedataStatPool_Record
function gamedataStatPoolCost_Record:StatPool() return end

---@return gamedataStatPool_Record
function gamedataStatPoolCost_Record:StatPoolHandle() return end

---@class gamedataStatPoolDistributionData_Record : gamedataTweakDBRecord
gamedataStatPoolDistributionData_Record = {}

---@return gamedataStatPoolDistributionData_Record
function gamedataStatPoolDistributionData_Record.new() return end

---@param props table
---@return gamedataStatPoolDistributionData_Record
function gamedataStatPoolDistributionData_Record.new(props) return end

---@return gamedataStatPool_Record
function gamedataStatPoolDistributionData_Record:StatPoolType() return end

---@return gamedataStatPool_Record
function gamedataStatPoolDistributionData_Record:StatPoolTypeHandle() return end

---@return Float
function gamedataStatPoolDistributionData_Record:Value() return end

---@class gamedataStatPoolPrereq_Record : gamedataIPrereq_Record
gamedataStatPoolPrereq_Record = {}

---@return gamedataStatPoolPrereq_Record
function gamedataStatPoolPrereq_Record.new() return end

---@param props table
---@return gamedataStatPoolPrereq_Record
function gamedataStatPoolPrereq_Record.new(props) return end

---@return Bool
function gamedataStatPoolPrereq_Record:ComparePercentage() return end

---@return CName
function gamedataStatPoolPrereq_Record:ComparisonType() return end

---@return Int32
function gamedataStatPoolPrereq_Record:GetValueToCheckCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPoolPrereq_Record:GetValueToCheckItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPoolPrereq_Record:GetValueToCheckItemHandle(index) return end

---@return Bool
function gamedataStatPoolPrereq_Record:ListenConstantly() return end

---@return CName
function gamedataStatPoolPrereq_Record:ObjectToCheck() return end

---@return Bool
function gamedataStatPoolPrereq_Record:SkipOnApply() return end

---@return CName
function gamedataStatPoolPrereq_Record:StatPoolType() return end

---@return gamedataStatModifier_Record[]
function gamedataStatPoolPrereq_Record:ValueToCheck() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataStatPoolPrereq_Record:ValueToCheckContains(item) return end

---@class gamedataStatPoolUpdate_Record : gamedataTweakDBRecord
gamedataStatPoolUpdate_Record = {}

---@return gamedataStatPoolUpdate_Record
function gamedataStatPoolUpdate_Record.new() return end

---@param props table
---@return gamedataStatPoolUpdate_Record
function gamedataStatPoolUpdate_Record.new(props) return end

---@return Int32
function gamedataStatPoolUpdate_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPoolUpdate_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPoolUpdate_Record:GetStatModifiersItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataStatPoolUpdate_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataStatPoolUpdate_Record:StatModifiersContains(item) return end

---@return gamedataStatPool_Record
function gamedataStatPoolUpdate_Record:StatPoolType() return end

---@return gamedataStatPool_Record
function gamedataStatPoolUpdate_Record:StatPoolTypeHandle() return end

---@return Float
function gamedataStatPoolUpdate_Record:StatPoolValue() return end

---@class gamedataStatPool_Record : gamedataTweakDBRecord
gamedataStatPool_Record = {}

---@return gamedataStatPool_Record
function gamedataStatPool_Record.new() return end

---@param props table
---@return gamedataStatPool_Record
function gamedataStatPool_Record.new(props) return end

---@return gamedataPoolValueModifier_Record
function gamedataStatPool_Record:Decay() return end

---@return gamedataPoolValueModifier_Record
function gamedataStatPool_Record:DecayHandle() return end

---@return Bool
function gamedataStatPool_Record:EnableDefeated() return end

---@return String
function gamedataStatPool_Record:EnumComment() return end

---@return CName
function gamedataStatPool_Record:EnumName() return end

---@return Float
function gamedataStatPool_Record:InitialValue() return end

---@return gamedataPoolValueModifier_Record
function gamedataStatPool_Record:Regen() return end

---@return gamedataPoolValueModifier_Record
function gamedataStatPool_Record:RegenHandle() return end

---@return Bool
function gamedataStatPool_Record:Savable() return end

---@return gamedataStat_Record
function gamedataStatPool_Record:Stat() return end

---@return gamedataStat_Record
function gamedataStatPool_Record:StatHandle() return end

---@return gamedataStatPoolType
function gamedataStatPool_Record:StatPoolType() return end

---@class gamedataStatPrereq_Record : gamedataIPrereq_Record
gamedataStatPrereq_Record = {}

---@return gamedataStatPrereq_Record
function gamedataStatPrereq_Record.new() return end

---@param props table
---@return gamedataStatPrereq_Record
function gamedataStatPrereq_Record.new(props) return end

---@return CName
function gamedataStatPrereq_Record:ComparisonType() return end

---@return Int32
function gamedataStatPrereq_Record:GetStatModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPrereq_Record:GetStatModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatPrereq_Record:GetStatModifiersItemHandle(index) return end

---@return Bool
function gamedataStatPrereq_Record:NotifyOnAnyChange() return end

---@return Bool
function gamedataStatPrereq_Record:NotifyOnlyOnStateFulfilled() return end

---@return CName
function gamedataStatPrereq_Record:ObjectToCheck() return end

---@return gamedataStatModifier_Record[]
function gamedataStatPrereq_Record:StatModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataStatPrereq_Record:StatModifiersContains(item) return end

---@return CName
function gamedataStatPrereq_Record:StatType() return end

---@return Float
function gamedataStatPrereq_Record:ValueToCheck() return end

---@class gamedataStat_Record : gamedataTweakDBRecord
gamedataStat_Record = {}

---@return gamedataStat_Record
function gamedataStat_Record.new() return end

---@param props table
---@return gamedataStat_Record
function gamedataStat_Record.new(props) return end

---@return Bool
function gamedataStat_Record:CanBeForcedByQuests() return end

---@return Int32
function gamedataStat_Record:DecimalPlaces() return end

---@return Bool
function gamedataStat_Record:DisplayPercent() return end

---@return Bool
function gamedataStat_Record:DisplayPlus() return end

---@return String
function gamedataStat_Record:EnumComment() return end

---@return String
function gamedataStat_Record:EnumName() return end

---@return CName[]
function gamedataStat_Record:Flags() return end

---@param item CName|string
---@return Bool
function gamedataStat_Record:FlagsContains(item) return end

---@return Int32
function gamedataStat_Record:GetFlagsCount() return end

---@param index Int32
---@return CName
function gamedataStat_Record:GetFlagsItem(index) return end

---@return Int32
function gamedataStat_Record:GetSubstatsCount() return end

---@param index Int32
---@return gamedataSubstat_Record
function gamedataStat_Record:GetSubstatsItem(index) return end

---@param index Int32
---@return gamedataSubstat_Record
function gamedataStat_Record:GetSubstatsItemHandle(index) return end

---@return Int32
function gamedataStat_Record:GetThemesCount() return end

---@param index Int32
---@return CName
function gamedataStat_Record:GetThemesItem(index) return end

---@return gamedataImprovementRelation_Record
function gamedataStat_Record:ImprovementRelation() return end

---@return gamedataImprovementRelation_Record
function gamedataStat_Record:ImprovementRelationHandle() return end

---@return Bool
function gamedataStat_Record:InMeters() return end

---@return Bool
function gamedataStat_Record:InSeconds() return end

---@return Bool
function gamedataStat_Record:InSpeed() return end

---@return String
function gamedataStat_Record:LocalizedDescription() return end

---@return String
function gamedataStat_Record:LocalizedName() return end

---@return String
function gamedataStat_Record:LocalizedStatDisplay() return end

---@return Float
function gamedataStat_Record:Max() return end

---@return Float
function gamedataStat_Record:Min() return end

---@return Bool
function gamedataStat_Record:MultiplyBy100InText() return end

---@return Bool
function gamedataStat_Record:RoundValue() return end

---@return gamedataStatType
function gamedataStat_Record:StatType() return end

---@return gamedataSubstat_Record[]
function gamedataStat_Record:Substats() return end

---@param item gamedataSubstat_Record
---@return Bool
function gamedataStat_Record:SubstatsContains(item) return end

---@return CName[]
function gamedataStat_Record:Themes() return end

---@param item CName|string
---@return Bool
function gamedataStat_Record:ThemesContains(item) return end

---@class gamedataStatsArray_Record : gamedataTweakDBRecord
gamedataStatsArray_Record = {}

---@return gamedataStatsArray_Record
function gamedataStatsArray_Record.new() return end

---@param props table
---@return gamedataStatsArray_Record
function gamedataStatsArray_Record.new(props) return end

---@return gamedataStat_Record[]
function gamedataStatsArray_Record:AdditionalStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatsArray_Record:AdditionalStatsContains(item) return end

---@return CName
function gamedataStatsArray_Record:ArrayName() return end

---@return gamedataStat_Record[]
function gamedataStatsArray_Record:EnumStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatsArray_Record:EnumStatsContains(item) return end

---@return Int32
function gamedataStatsArray_Record:GetAdditionalStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsArray_Record:GetAdditionalStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsArray_Record:GetAdditionalStatsItemHandle(index) return end

---@return Int32
function gamedataStatsArray_Record:GetEnumStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsArray_Record:GetEnumStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsArray_Record:GetEnumStatsItemHandle(index) return end

---@class gamedataStatsFolder_Record : gamedataTweakDBRecord
gamedataStatsFolder_Record = {}

---@return gamedataStatsFolder_Record
function gamedataStatsFolder_Record.new() return end

---@param props table
---@return gamedataStatsFolder_Record
function gamedataStatsFolder_Record.new(props) return end

---@return gamedataStatsArray_Record[]
function gamedataStatsFolder_Record:Arrays() return end

---@param item gamedataStatsArray_Record
---@return Bool
function gamedataStatsFolder_Record:ArraysContains(item) return end

---@return gamedataStatsFolder_Record[]
function gamedataStatsFolder_Record:Folders() return end

---@param item gamedataStatsFolder_Record
---@return Bool
function gamedataStatsFolder_Record:FoldersContains(item) return end

---@return Int32
function gamedataStatsFolder_Record:GetArraysCount() return end

---@param index Int32
---@return gamedataStatsArray_Record
function gamedataStatsFolder_Record:GetArraysItem(index) return end

---@param index Int32
---@return gamedataStatsArray_Record
function gamedataStatsFolder_Record:GetArraysItemHandle(index) return end

---@return Int32
function gamedataStatsFolder_Record:GetFoldersCount() return end

---@param index Int32
---@return gamedataStatsFolder_Record
function gamedataStatsFolder_Record:GetFoldersItem(index) return end

---@param index Int32
---@return gamedataStatsFolder_Record
function gamedataStatsFolder_Record:GetFoldersItemHandle(index) return end

---@return Int32
function gamedataStatsFolder_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsFolder_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsFolder_Record:GetStatsItemHandle(index) return end

---@return gamedataStat_Record[]
function gamedataStatsFolder_Record:Stats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatsFolder_Record:StatsContains(item) return end

---@class gamedataStatsList_Record : gamedataTweakDBRecord
gamedataStatsList_Record = {}

---@return gamedataStatsList_Record
function gamedataStatsList_Record.new() return end

---@param props table
---@return gamedataStatsList_Record
function gamedataStatsList_Record.new(props) return end

---@return Int32
function gamedataStatsList_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsList_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatsList_Record:GetStatsItemHandle(index) return end

---@return gamedataStat_Record[]
function gamedataStatsList_Record:Stats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatsList_Record:StatsContains(item) return end

---@class gamedataStatusEffectAIBehaviorFlag_Record : gamedataTweakDBRecord
gamedataStatusEffectAIBehaviorFlag_Record = {}

---@return gamedataStatusEffectAIBehaviorFlag_Record
function gamedataStatusEffectAIBehaviorFlag_Record.new() return end

---@param props table
---@return gamedataStatusEffectAIBehaviorFlag_Record
function gamedataStatusEffectAIBehaviorFlag_Record.new(props) return end

---@return String
function gamedataStatusEffectAIBehaviorFlag_Record:EnumComment() return end

---@return CName
function gamedataStatusEffectAIBehaviorFlag_Record:EnumName() return end

---@return gamedataStatusEffectAIBehaviorFlag
function gamedataStatusEffectAIBehaviorFlag_Record:Type() return end

---@class gamedataStatusEffectAIBehaviorType_Record : gamedataTweakDBRecord
gamedataStatusEffectAIBehaviorType_Record = {}

---@return gamedataStatusEffectAIBehaviorType_Record
function gamedataStatusEffectAIBehaviorType_Record.new() return end

---@param props table
---@return gamedataStatusEffectAIBehaviorType_Record
function gamedataStatusEffectAIBehaviorType_Record.new(props) return end

---@return String
function gamedataStatusEffectAIBehaviorType_Record:EnumComment() return end

---@return CName
function gamedataStatusEffectAIBehaviorType_Record:EnumName() return end

---@return gamedataStatusEffectAIBehaviorType
function gamedataStatusEffectAIBehaviorType_Record:Type() return end

---@class gamedataStatusEffectAIData_Record : gamedataTweakDBRecord
gamedataStatusEffectAIData_Record = {}

---@return gamedataStatusEffectAIData_Record
function gamedataStatusEffectAIData_Record.new() return end

---@param props table
---@return gamedataStatusEffectAIData_Record
function gamedataStatusEffectAIData_Record.new(props) return end

---@return gamedataIPrereq_Record[]
function gamedataStatusEffectAIData_Record:ActivationPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataStatusEffectAIData_Record:ActivationPrereqsContains(item) return end

---@return Bool
function gamedataStatusEffectAIData_Record:AllowDelayStatusEffectSignalIfSamePriorityExecuting() return end

---@return gamedataStatusEffectAIBehaviorFlag_Record
function gamedataStatusEffectAIData_Record:BehaviorEventFlag() return end

---@return gamedataStatusEffectAIBehaviorFlag_Record
function gamedataStatusEffectAIData_Record:BehaviorEventFlagHandle() return end

---@return gamedataStatModifier_Record[]
function gamedataStatusEffectAIData_Record:BehaviorSignalResendDelay() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataStatusEffectAIData_Record:BehaviorSignalResendDelayContains(item) return end

---@return gamedataStatusEffectAIBehaviorType_Record
function gamedataStatusEffectAIData_Record:BehaviorType() return end

---@return gamedataStatusEffectAIBehaviorType_Record
function gamedataStatusEffectAIData_Record:BehaviorTypeHandle() return end

---@return CName
function gamedataStatusEffectAIData_Record:BehaviourName() return end

---@return Int32
function gamedataStatusEffectAIData_Record:GetActivationPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataStatusEffectAIData_Record:GetActivationPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataStatusEffectAIData_Record:GetActivationPrereqsItemHandle(index) return end

---@return Int32
function gamedataStatusEffectAIData_Record:GetBehaviorSignalResendDelayCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatusEffectAIData_Record:GetBehaviorSignalResendDelayItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataStatusEffectAIData_Record:GetBehaviorSignalResendDelayItemHandle(index) return end

---@return Int32
function gamedataStatusEffectAIData_Record:GetStimulisCount() return end

---@param index Int32
---@return gamedataStim_Record
function gamedataStatusEffectAIData_Record:GetStimulisItem(index) return end

---@param index Int32
---@return gamedataStim_Record
function gamedataStatusEffectAIData_Record:GetStimulisItemHandle(index) return end

---@return Float
function gamedataStatusEffectAIData_Record:Priority() return end

---@return gamedataSensePreset_Record
function gamedataStatusEffectAIData_Record:SensePreset() return end

---@return gamedataSensePreset_Record
function gamedataStatusEffectAIData_Record:SensePresetHandle() return end

---@return Bool
function gamedataStatusEffectAIData_Record:ShouldDelayStatusEffectApplication() return end

---@return Bool
function gamedataStatusEffectAIData_Record:ShouldProcessAIDataOnReapplication() return end

---@return Float
function gamedataStatusEffectAIData_Record:StimRangeMultiplier() return end

---@return gamedataStim_Record[]
function gamedataStatusEffectAIData_Record:Stimulis() return end

---@param item gamedataStim_Record
---@return Bool
function gamedataStatusEffectAIData_Record:StimulisContains(item) return end

---@return Bool
function gamedataStatusEffectAIData_Record:UpdateSenses() return end

---@class gamedataStatusEffectAttackData_Record : gamedataTweakDBRecord
gamedataStatusEffectAttackData_Record = {}

---@return gamedataStatusEffectAttackData_Record
function gamedataStatusEffectAttackData_Record.new() return end

---@param props table
---@return gamedataStatusEffectAttackData_Record
function gamedataStatusEffectAttackData_Record.new(props) return end

---@return Bool
function gamedataStatusEffectAttackData_Record:ApplyImmediately() return end

---@return gamedataStatPool_Record
function gamedataStatusEffectAttackData_Record:ResistPool() return end

---@return gamedataStatPool_Record
function gamedataStatusEffectAttackData_Record:ResistPoolHandle() return end

---@return Float
function gamedataStatusEffectAttackData_Record:StacksToApply() return end

---@return gamedataStatusEffect_Record
function gamedataStatusEffectAttackData_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataStatusEffectAttackData_Record:StatusEffectHandle() return end

---@class gamedataStatusEffectFX_Record : gamedataTweakDBRecord
gamedataStatusEffectFX_Record = {}

---@return gamedataStatusEffectFX_Record
function gamedataStatusEffectFX_Record.new() return end

---@param props table
---@return gamedataStatusEffectFX_Record
function gamedataStatusEffectFX_Record.new(props) return end

---@return CName
function gamedataStatusEffectFX_Record:Name() return end

---@return Bool
function gamedataStatusEffectFX_Record:ShouldReapply() return end

---@class gamedataStatusEffectPlayerData_Record : gamedataTweakDBRecord
gamedataStatusEffectPlayerData_Record = {}

---@return gamedataStatusEffectPlayerData_Record
function gamedataStatusEffectPlayerData_Record.new() return end

---@param props table
---@return gamedataStatusEffectPlayerData_Record
function gamedataStatusEffectPlayerData_Record.new(props) return end

---@return Float
function gamedataStatusEffectPlayerData_Record:AirRecoveryAnimDuration() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:BlockMovement() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:CameraInputInterference() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:CameraShakeStrength() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:DisableCrouch() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:DisableDodge() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:DisableJump() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:DisableSprint() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:ForceSafeWeapon() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:ForceUnequipWeapon() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:ImpulseDistance() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:JamWeapon() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:LandAnimDuration() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:Priority() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:RecoveryAnimDuration() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:RotateToSource() return end

---@return Bool
function gamedataStatusEffectPlayerData_Record:ScaleImpulseDistance() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:StartupAnimDuration() return end

---@return Float
function gamedataStatusEffectPlayerData_Record:StartupAnimInterruptPoint() return end

---@return gamedataStatusEffectVariation_Record
function gamedataStatusEffectPlayerData_Record:StatusEffectVariation() return end

---@return gamedataStatusEffectVariation_Record
function gamedataStatusEffectPlayerData_Record:StatusEffectVariationHandle() return end

---@class gamedataStatusEffectPrereq_Record : gamedataIPrereq_Record
gamedataStatusEffectPrereq_Record = {}

---@return gamedataStatusEffectPrereq_Record
function gamedataStatusEffectPrereq_Record.new() return end

---@param props table
---@return gamedataStatusEffectPrereq_Record
function gamedataStatusEffectPrereq_Record.new(props) return end

---@return gamedataCheckType_Record
function gamedataStatusEffectPrereq_Record:CheckType() return end

---@return gamedataCheckType_Record
function gamedataStatusEffectPrereq_Record:CheckTypeHandle() return end

---@return Bool
function gamedataStatusEffectPrereq_Record:Invert() return end

---@return CName
function gamedataStatusEffectPrereq_Record:ObjectToCheck() return end

---@return gamedataStatusEffect_Record
function gamedataStatusEffectPrereq_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataStatusEffectPrereq_Record:StatusEffectHandle() return end

---@return CName
function gamedataStatusEffectPrereq_Record:TagToCheck() return end

---@class gamedataStatusEffectType_Record : gamedataTweakDBRecord
gamedataStatusEffectType_Record = {}

---@return gamedataStatusEffectType_Record
function gamedataStatusEffectType_Record.new() return end

---@param props table
---@return gamedataStatusEffectType_Record
function gamedataStatusEffectType_Record.new(props) return end

---@return String
function gamedataStatusEffectType_Record:EnumComment() return end

---@return String
function gamedataStatusEffectType_Record:EnumName() return end

---@return gamedataStatusEffectType
function gamedataStatusEffectType_Record:Type() return end

---@class gamedataStatusEffectUIData_Record : gamedataTweakDBRecord
gamedataStatusEffectUIData_Record = {}

---@return gamedataStatusEffectUIData_Record
function gamedataStatusEffectUIData_Record.new() return end

---@param props table
---@return gamedataStatusEffectUIData_Record
function gamedataStatusEffectUIData_Record.new(props) return end

---@return String
function gamedataStatusEffectUIData_Record:Description() return end

---@return String
function gamedataStatusEffectUIData_Record:DisplayName() return end

---@return Float[]
function gamedataStatusEffectUIData_Record:FloatValues() return end

---@param item Float
---@return Bool
function gamedataStatusEffectUIData_Record:FloatValuesContains(item) return end

---@return String
function gamedataStatusEffectUIData_Record:FluffText() return end

---@return Int32
function gamedataStatusEffectUIData_Record:GetFloatValuesCount() return end

---@param index Int32
---@return Float
function gamedataStatusEffectUIData_Record:GetFloatValuesItem(index) return end

---@return Int32
function gamedataStatusEffectUIData_Record:GetIntValuesCount() return end

---@param index Int32
---@return Int32
function gamedataStatusEffectUIData_Record:GetIntValuesItem(index) return end

---@return Int32
function gamedataStatusEffectUIData_Record:GetNameValuesCount() return end

---@param index Int32
---@return CName
function gamedataStatusEffectUIData_Record:GetNameValuesItem(index) return end

---@return Int32
function gamedataStatusEffectUIData_Record:GetStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatusEffectUIData_Record:GetStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatusEffectUIData_Record:GetStatsItemHandle(index) return end

---@return String
function gamedataStatusEffectUIData_Record:IconPath() return end

---@return Int32[]
function gamedataStatusEffectUIData_Record:IntValues() return end

---@param item Int32
---@return Bool
function gamedataStatusEffectUIData_Record:IntValuesContains(item) return end

---@return CName[]
function gamedataStatusEffectUIData_Record:NameValues() return end

---@param item CName|string
---@return Bool
function gamedataStatusEffectUIData_Record:NameValuesContains(item) return end

---@return Float
function gamedataStatusEffectUIData_Record:Priority() return end

---@return gamedataStat_Record[]
function gamedataStatusEffectUIData_Record:Stats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatusEffectUIData_Record:StatsContains(item) return end

---@class gamedataStatusEffectVariation_Record : gamedataTweakDBRecord
gamedataStatusEffectVariation_Record = {}

---@return gamedataStatusEffectVariation_Record
function gamedataStatusEffectVariation_Record.new() return end

---@param props table
---@return gamedataStatusEffectVariation_Record
function gamedataStatusEffectVariation_Record.new(props) return end

---@return String
function gamedataStatusEffectVariation_Record:EnumComment() return end

---@return CName
function gamedataStatusEffectVariation_Record:EnumName() return end

---@return gamedataStatusEffectVariation
function gamedataStatusEffectVariation_Record:Type() return end

---@class gamedataStatusEffect_Record : gamedataTweakDBRecord
gamedataStatusEffect_Record = {}

---@return gamedataStatusEffect_Record
function gamedataStatusEffect_Record.new() return end

---@param props table
---@return gamedataStatusEffect_Record
function gamedataStatusEffect_Record.new(props) return end

---@return gamedataStatusEffectAIData_Record
function gamedataStatusEffect_Record:AIData() return end

---@return gamedataStatusEffectAIData_Record
function gamedataStatusEffect_Record:AIDataHandle() return end

---@return CName
function gamedataStatusEffect_Record:AdditionalParam() return end

---@return CName[]
function gamedataStatusEffect_Record:DebugTags() return end

---@param item CName|string
---@return Bool
function gamedataStatusEffect_Record:DebugTagsContains(item) return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:Duration() return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:DurationHandle() return end

---@return Bool
function gamedataStatusEffect_Record:DynamicDuration() return end

---@return CName[]
function gamedataStatusEffect_Record:GameplayTags() return end

---@param item CName|string
---@return Bool
function gamedataStatusEffect_Record:GameplayTagsContains(item) return end

---@return Int32
function gamedataStatusEffect_Record:GetDebugTagsCount() return end

---@param index Int32
---@return CName
function gamedataStatusEffect_Record:GetDebugTagsItem(index) return end

---@return Int32
function gamedataStatusEffect_Record:GetGameplayTagsCount() return end

---@param index Int32
---@return CName
function gamedataStatusEffect_Record:GetGameplayTagsItem(index) return end

---@return Int32
function gamedataStatusEffect_Record:GetImmunityStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatusEffect_Record:GetImmunityStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataStatusEffect_Record:GetImmunityStatsItemHandle(index) return end

---@return Int32
function gamedataStatusEffect_Record:GetPackagesCount() return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataStatusEffect_Record:GetPackagesItem(index) return end

---@param index Int32
---@return gamedataGameplayLogicPackage_Record
function gamedataStatusEffect_Record:GetPackagesItemHandle(index) return end

---@return Int32
function gamedataStatusEffect_Record:GetSFXCount() return end

---@param index Int32
---@return gamedataStatusEffectFX_Record
function gamedataStatusEffect_Record:GetSFXItem(index) return end

---@param index Int32
---@return gamedataStatusEffectFX_Record
function gamedataStatusEffect_Record:GetSFXItemHandle(index) return end

---@return Int32
function gamedataStatusEffect_Record:GetVFXCount() return end

---@param index Int32
---@return gamedataStatusEffectFX_Record
function gamedataStatusEffect_Record:GetVFXItem(index) return end

---@param index Int32
---@return gamedataStatusEffectFX_Record
function gamedataStatusEffect_Record:GetVFXItemHandle(index) return end

---@return gamedataStat_Record[]
function gamedataStatusEffect_Record:ImmunityStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataStatusEffect_Record:ImmunityStatsContains(item) return end

---@return Bool
function gamedataStatusEffect_Record:IsAffectedByTimeDilationNPC() return end

---@return Bool
function gamedataStatusEffect_Record:IsAffectedByTimeDilationPlayer() return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:MaxStacks() return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:MaxStacksHandle() return end

---@return gamedataGameplayLogicPackage_Record[]
function gamedataStatusEffect_Record:Packages() return end

---@param item gamedataGameplayLogicPackage_Record
---@return Bool
function gamedataStatusEffect_Record:PackagesContains(item) return end

---@return gamedataStatusEffectPlayerData_Record
function gamedataStatusEffect_Record:PlayerData() return end

---@return gamedataStatusEffectPlayerData_Record
function gamedataStatusEffect_Record:PlayerDataHandle() return end

---@return Bool
function gamedataStatusEffect_Record:ReapplyPackagesOnMaxStacks() return end

---@return Bool
function gamedataStatusEffect_Record:RemoveAllStacksWhenDurationEnds() return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:RemoveAllStacksWhenDurationEndsStatModifiers() return end

---@return gamedataStatModifierGroup_Record
function gamedataStatusEffect_Record:RemoveAllStacksWhenDurationEndsStatModifiersHandle() return end

---@return Bool
function gamedataStatusEffect_Record:RemoveOnStoryTier() return end

---@return Bool
function gamedataStatusEffect_Record:Replicated() return end

---@return gamedataStatusEffectFX_Record[]
function gamedataStatusEffect_Record:SFX() return end

---@param item gamedataStatusEffectFX_Record
---@return Bool
function gamedataStatusEffect_Record:SFXContains(item) return end

---@return Bool
function gamedataStatusEffect_Record:Savable() return end

---@return gamedataStatusEffectType_Record
function gamedataStatusEffect_Record:StatusEffectType() return end

---@return gamedataStatusEffectType_Record
function gamedataStatusEffect_Record:StatusEffectTypeHandle() return end

---@return Bool
function gamedataStatusEffect_Record:StopActiveSfxOnDeactivate() return end

---@return gamedataStatusEffectUIData_Record
function gamedataStatusEffect_Record:UiData() return end

---@return gamedataStatusEffectUIData_Record
function gamedataStatusEffect_Record:UiDataHandle() return end

---@return gamedataStatusEffectFX_Record[]
function gamedataStatusEffect_Record:VFX() return end

---@param item gamedataStatusEffectFX_Record
---@return Bool
function gamedataStatusEffect_Record:VFXContains(item) return end

---@class gamedataStatusEffect_inline0_Record : gamedataStatModifierGroup_Record
gamedataStatusEffect_inline0_Record = {}

---@return gamedataStatusEffect_inline0_Record
function gamedataStatusEffect_inline0_Record.new() return end

---@param props table
---@return gamedataStatusEffect_inline0_Record
function gamedataStatusEffect_inline0_Record.new(props) return end

---@class gamedataStatusEffect_inline1_Record : gamedataConstantStatModifier_Record
gamedataStatusEffect_inline1_Record = {}

---@return gamedataStatusEffect_inline1_Record
function gamedataStatusEffect_inline1_Record.new() return end

---@param props table
---@return gamedataStatusEffect_inline1_Record
function gamedataStatusEffect_inline1_Record.new(props) return end

---@class gamedataStickyGDM_Record : gamedataGrenadeDeliveryMethod_Record
gamedataStickyGDM_Record = {}

---@return gamedataStickyGDM_Record
function gamedataStickyGDM_Record.new() return end

---@param props table
---@return gamedataStickyGDM_Record
function gamedataStickyGDM_Record.new(props) return end

---@class gamedataStimPriority_Record : gamedataTweakDBRecord
gamedataStimPriority_Record = {}

---@return gamedataStimPriority_Record
function gamedataStimPriority_Record.new() return end

---@param props table
---@return gamedataStimPriority_Record
function gamedataStimPriority_Record.new(props) return end

---@return String
function gamedataStimPriority_Record:Comment() return end

---@return CName
function gamedataStimPriority_Record:EnumName() return end

---@return gamedataStimPriority
function gamedataStimPriority_Record:Type() return end

---@class gamedataStimPropagation_Record : gamedataTweakDBRecord
gamedataStimPropagation_Record = {}

---@return gamedataStimPropagation_Record
function gamedataStimPropagation_Record.new() return end

---@param props table
---@return gamedataStimPropagation_Record
function gamedataStimPropagation_Record.new(props) return end

---@return String
function gamedataStimPropagation_Record:Comment() return end

---@return CName
function gamedataStimPropagation_Record:EnumName() return end

---@return gamedataStimPropagation
function gamedataStimPropagation_Record:Type() return end

---@class gamedataStimTargets_Record : gamedataTweakDBRecord
gamedataStimTargets_Record = {}

---@return gamedataStimTargets_Record
function gamedataStimTargets_Record.new() return end

---@param props table
---@return gamedataStimTargets_Record
function gamedataStimTargets_Record.new(props) return end

---@return String
function gamedataStimTargets_Record:Comment() return end

---@return CName
function gamedataStimTargets_Record:EnumName() return end

---@return gamedataStimTargets
function gamedataStimTargets_Record:Type() return end

---@class gamedataStimType_Record : gamedataTweakDBRecord
gamedataStimType_Record = {}

---@return gamedataStimType_Record
function gamedataStimType_Record.new() return end

---@param props table
---@return gamedataStimType_Record
function gamedataStimType_Record.new(props) return end

---@return String
function gamedataStimType_Record:Comment() return end

---@return CName
function gamedataStimType_Record:EnumName() return end

---@return gamedataStimType
function gamedataStimType_Record:Type() return end

---@class gamedataStim_Record : gamedataTweakDBRecord
gamedataStim_Record = {}

---@return gamedataStim_Record
function gamedataStim_Record.new() return end

---@param props table
---@return gamedataStim_Record
function gamedataStim_Record.new(props) return end

---@return Float
function gamedataStim_Record:Aggressive() return end

---@return CName
function gamedataStim_Record:Category() return end

---@return Float
function gamedataStim_Record:Fear() return end

---@return Int32
function gamedataStim_Record:GetTagsCount() return end

---@param index Int32
---@return CName
function gamedataStim_Record:GetTagsItem(index) return end

---@return Float
function gamedataStim_Record:Interval() return end

---@return Bool
function gamedataStim_Record:IsReactionStim() return end

---@return gamedataStimPriority_Record
function gamedataStim_Record:Priority() return end

---@return gamedataStimPriority_Record
function gamedataStim_Record:PriorityHandle() return end

---@return gamedataStimPropagation_Record
function gamedataStim_Record:Propagation() return end

---@return gamedataStimPropagation_Record
function gamedataStim_Record:PropagationHandle() return end

---@return Float
function gamedataStim_Record:Radius() return end

---@return CName[]
function gamedataStim_Record:Tags() return end

---@param item CName|string
---@return Bool
function gamedataStim_Record:TagsContains(item) return end

---@return gamedataStimTargets_Record
function gamedataStim_Record:Targets() return end

---@return gamedataStimTargets_Record
function gamedataStim_Record:TargetsHandle() return end

---@return gamedataStimType_Record
function gamedataStim_Record:Type() return end

---@return gamedataStimType_Record
function gamedataStim_Record:TypeHandle() return end

---@class gamedataStopAndStickPerpendicular_Record : gamedataProjectileCollision_Record
gamedataStopAndStickPerpendicular_Record = {}

---@return gamedataStopAndStickPerpendicular_Record
function gamedataStopAndStickPerpendicular_Record.new() return end

---@param props table
---@return gamedataStopAndStickPerpendicular_Record
function gamedataStopAndStickPerpendicular_Record.new(props) return end

---@class gamedataStopAndStick_Record : gamedataProjectileCollision_Record
gamedataStopAndStick_Record = {}

---@return gamedataStopAndStick_Record
function gamedataStopAndStick_Record.new() return end

---@param props table
---@return gamedataStopAndStick_Record
function gamedataStopAndStick_Record.new(props) return end

---@class gamedataStop_Record : gamedataProjectileCollision_Record
gamedataStop_Record = {}

---@return gamedataStop_Record
function gamedataStop_Record.new() return end

---@param props table
---@return gamedataStop_Record
function gamedataStop_Record.new(props) return end

---@class gamedataStrategyData_Record : gamedataTweakDBRecord
gamedataStrategyData_Record = {}

---@return gamedataStrategyData_Record
function gamedataStrategyData_Record.new() return end

---@param props table
---@return gamedataStrategyData_Record
function gamedataStrategyData_Record.new(props) return end

---@return Float
function gamedataStrategyData_Record:MinDirectDistance() return end

---@return Vector2
function gamedataStrategyData_Record:MinDistanceBetweenSpawningVehicles() return end

---@return Vector2
function gamedataStrategyData_Record:PlayerToIntersectionDistance() return end

---@return Vector2
function gamedataStrategyData_Record:VehicleSpawnAngleRange() return end

---@return Vector2
function gamedataStrategyData_Record:VehicleSpawnDistanceRange() return end

---@return Vector2
function gamedataStrategyData_Record:VehicleSpawnDistanceRangeHighway() return end

---@return Vector2
function gamedataStrategyData_Record:VehicleSpawnDistanceRangeOnFoot() return end

---@class gamedataStreetCredTier_Record : gamedataTweakDBRecord
gamedataStreetCredTier_Record = {}

---@return gamedataStreetCredTier_Record
function gamedataStreetCredTier_Record.new() return end

---@param props table
---@return gamedataStreetCredTier_Record
function gamedataStreetCredTier_Record.new(props) return end

---@return Int32
function gamedataStreetCredTier_Record:StreetCredRequirement() return end

---@class gamedataStreetSign_Record : gamedataBaseSign_Record
gamedataStreetSign_Record = {}

---@return gamedataStreetSign_Record
function gamedataStreetSign_Record.new() return end

---@param props table
---@return gamedataStreetSign_Record
function gamedataStreetSign_Record.new(props) return end

---@class gamedataSubCharacter_Record : gamedataCharacter_Record
gamedataSubCharacter_Record = {}

---@return gamedataSubCharacter_Record
function gamedataSubCharacter_Record.new() return end

---@param props table
---@return gamedataSubCharacter_Record
function gamedataSubCharacter_Record.new(props) return end

---@return String
function gamedataSubCharacter_Record:EnumComment() return end

---@return CName
function gamedataSubCharacter_Record:EnumName() return end

---@return Int32
function gamedataSubCharacter_Record:GetStartingEquippedItemsCount() return end

---@param index Int32
---@return gamedataItem_Record
function gamedataSubCharacter_Record:GetStartingEquippedItemsItem(index) return end

---@param index Int32
---@return gamedataItem_Record
function gamedataSubCharacter_Record:GetStartingEquippedItemsItemHandle(index) return end

---@return Bool
function gamedataSubCharacter_Record:IsPrevention() return end

---@return CName
function gamedataSubCharacter_Record:ReferenceName() return end

---@return gamedataItem_Record[]
function gamedataSubCharacter_Record:StartingEquippedItems() return end

---@param item gamedataItem_Record
---@return Bool
function gamedataSubCharacter_Record:StartingEquippedItemsContains(item) return end

---@return gamedataSubCharacter
function gamedataSubCharacter_Record:Type() return end

---@class gamedataSubStatModifier_Record : gamedataStatModifier_Record
gamedataSubStatModifier_Record = {}

---@return gamedataSubStatModifier_Record
function gamedataSubStatModifier_Record.new() return end

---@param props table
---@return gamedataSubStatModifier_Record
function gamedataSubStatModifier_Record.new(props) return end

---@return CName
function gamedataSubStatModifier_Record:RefObject() return end

---@return gamedataStat_Record
function gamedataSubStatModifier_Record:RefStat() return end

---@return gamedataStat_Record
function gamedataSubStatModifier_Record:RefStatHandle() return end

---@class gamedataSubstat_Record : gamedataStat_Record
gamedataSubstat_Record = {}

---@return gamedataSubstat_Record
function gamedataSubstat_Record.new() return end

---@param props table
---@return gamedataSubstat_Record
function gamedataSubstat_Record.new(props) return end

---@return CName
function gamedataSubstat_Record:ModifierType() return end

---@class gamedataTDBIDHelper
gamedataTDBIDHelper = {}

---@return gamedataTDBIDHelper
function gamedataTDBIDHelper.new() return end

---@param props table
---@return gamedataTDBIDHelper
function gamedataTDBIDHelper.new(props) return end

---@param tdbID TweakDBID|string
---@return Bool
function gamedataTDBIDHelper.OpenRecordInVSCode(tdbID) return end

---@param toAppend TweakDBID|string
---@return TweakDBID
function gamedataTDBIDHelper:Append(toAppend) return end

---@param str String
---@return TweakDBID
function gamedataTDBIDHelper:Create(str) return end

---@param tdbID TweakDBID|string
---@return Bool
function gamedataTDBIDHelper:IsValid(tdbID) return end

---@return TweakDBID
function gamedataTDBIDHelper:None() return end

---@param toPrepend TweakDBID|string
---@return TweakDBID
function gamedataTDBIDHelper:Prepend(toPrepend) return end

---@param tdbID TweakDBID|string
---@return Uint64
function gamedataTDBIDHelper:ToNumber(tdbID) return end

---@param tdbID TweakDBID|string
---@return String
function gamedataTDBIDHelper:ToStringDEBUG(tdbID) return end

---@class gamedataTPPCameraSetup_Record : gamedataTweakDBRecord
gamedataTPPCameraSetup_Record = {}

---@return gamedataTPPCameraSetup_Record
function gamedataTPPCameraSetup_Record.new() return end

---@param props table
---@return gamedataTPPCameraSetup_Record
function gamedataTPPCameraSetup_Record.new(props) return end

---@return Float
function gamedataTPPCameraSetup_Record:Auto_center_speed_threshold() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_acc_mod_multiplier() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_acc_mod_reaction_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_base() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_dec_mod_reaction_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_length_min_value() return end

---@return Int32
function gamedataTPPCameraSetup_Record:Boom_length_no_accumulated_acc_impulses() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_pitch_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Boom_yaw_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_centric_vertical_offset() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_collision_sweep_big_sphere_radius() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_collision_sweep_small_sphere_radius() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_transition_min_boom_length() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_transition_time_activation() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_transition_time_deactivation() return end

---@return Float
function gamedataTPPCameraSetup_Record:Camera_transition_time_deactivation_quick() return end

---@return redResourceReferenceScriptToken
function gamedataTPPCameraSetup_Record:CurvesPath() return end

---@return Float
function gamedataTPPCameraSetup_Record:Debug_boom_length() return end

---@return Float
function gamedataTPPCameraSetup_Record:Debug_boom_pitch() return end

---@return Float
function gamedataTPPCameraSetup_Record:Debug_boom_roll() return end

---@return Float
function gamedataTPPCameraSetup_Record:Debug_boom_yaw() return end

---@return Float
function gamedataTPPCameraSetup_Record:Debug_fov() return end

---@return Bool
function gamedataTPPCameraSetup_Record:Debug_static_camera() return end

---@return Bool
function gamedataTPPCameraSetup_Record:Enable_camera_auto_center() return end

---@return Float
function gamedataTPPCameraSetup_Record:Fov_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Gear_changing_boom_modifier() return end

---@return Float
function gamedataTPPCameraSetup_Record:Gear_changing_fov_modifier() return end

---@return Float
function gamedataTPPCameraSetup_Record:Gear_changing_pitch_modifier() return end

---@return Float
function gamedataTPPCameraSetup_Record:Manual_control_reset_timeout() return end

---@return Vector3
function gamedataTPPCameraSetup_Record:Pivot() return end

---@return Float
function gamedataTPPCameraSetup_Record:Pivot_x_offset_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Pivot_z_offset_lerp_speed() return end

---@return Float
function gamedataTPPCameraSetup_Record:Reverse_camera_speed_threshold() return end

---@return Float
function gamedataTPPCameraSetup_Record:Shake_frequency() return end

---@return Float
function gamedataTPPCameraSetup_Record:Shake_max_pitch() return end

---@return Float
function gamedataTPPCameraSetup_Record:Shake_max_roll() return end

---@return Float
function gamedataTPPCameraSetup_Record:Shake_max_yaw() return end

---@class gamedataTPPLookAtPresets_Record : gamedataTweakDBRecord
gamedataTPPLookAtPresets_Record = {}

---@return gamedataTPPLookAtPresets_Record
function gamedataTPPLookAtPresets_Record.new() return end

---@param props table
---@return gamedataTPPLookAtPresets_Record
function gamedataTPPLookAtPresets_Record.new(props) return end

---@return Int32
function gamedataTPPLookAtPresets_Record:GetNoWeaponPresetsCount() return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetNoWeaponPresetsItem(index) return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetNoWeaponPresetsItemHandle(index) return end

---@return Int32
function gamedataTPPLookAtPresets_Record:GetReloadPresetsCount() return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetReloadPresetsItem(index) return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetReloadPresetsItemHandle(index) return end

---@return Int32
function gamedataTPPLookAtPresets_Record:GetWeaponReadyPresetsCount() return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetWeaponReadyPresetsItem(index) return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetWeaponReadyPresetsItemHandle(index) return end

---@return Int32
function gamedataTPPLookAtPresets_Record:GetWeaponSafePresetsCount() return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetWeaponSafePresetsItem(index) return end

---@param index Int32
---@return gamedataLookAtPreset_Record
function gamedataTPPLookAtPresets_Record:GetWeaponSafePresetsItemHandle(index) return end

---@return gamedataLookAtPreset_Record[]
function gamedataTPPLookAtPresets_Record:NoWeaponPresets() return end

---@param item gamedataLookAtPreset_Record
---@return Bool
function gamedataTPPLookAtPresets_Record:NoWeaponPresetsContains(item) return end

---@return gamedataLookAtPreset_Record[]
function gamedataTPPLookAtPresets_Record:ReloadPresets() return end

---@param item gamedataLookAtPreset_Record
---@return Bool
function gamedataTPPLookAtPresets_Record:ReloadPresetsContains(item) return end

---@return gamedataLookAtPreset_Record[]
function gamedataTPPLookAtPresets_Record:WeaponReadyPresets() return end

---@param item gamedataLookAtPreset_Record
---@return Bool
function gamedataTPPLookAtPresets_Record:WeaponReadyPresetsContains(item) return end

---@return gamedataLookAtPreset_Record[]
function gamedataTPPLookAtPresets_Record:WeaponSafePresets() return end

---@param item gamedataLookAtPreset_Record
---@return Bool
function gamedataTPPLookAtPresets_Record:WeaponSafePresetsContains(item) return end

---@class gamedataTVBase_Record : gamedataDevice_Record
gamedataTVBase_Record = {}

---@return gamedataTVBase_Record
function gamedataTVBase_Record.new() return end

---@param props table
---@return gamedataTVBase_Record
function gamedataTVBase_Record.new(props) return end

---@return gamedataChannelData_Record[]
function gamedataTVBase_Record:Channels() return end

---@param item gamedataChannelData_Record
---@return Bool
function gamedataTVBase_Record:ChannelsContains(item) return end

---@return Int32
function gamedataTVBase_Record:GetChannelsCount() return end

---@param index Int32
---@return gamedataChannelData_Record
function gamedataTVBase_Record:GetChannelsItem(index) return end

---@param index Int32
---@return gamedataChannelData_Record
function gamedataTVBase_Record:GetChannelsItemHandle(index) return end

---@class gamedataTacticLimiterCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataTacticLimiterCoverSelectionParameters_Record = {}

---@return gamedataTacticLimiterCoverSelectionParameters_Record
function gamedataTacticLimiterCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataTacticLimiterCoverSelectionParameters_Record
function gamedataTacticLimiterCoverSelectionParameters_Record.new(props) return end

---@return Float
function gamedataTacticLimiterCoverSelectionParameters_Record:AddUtilityValue() return end

---@class gamedataTankArrangement_Record : gamedataTweakDBRecord
gamedataTankArrangement_Record = {}

---@return gamedataTankArrangement_Record
function gamedataTankArrangement_Record.new() return end

---@param props table
---@return gamedataTankArrangement_Record
function gamedataTankArrangement_Record.new(props) return end

---@return Int32[]
function gamedataTankArrangement_Record:Arrangement() return end

---@param item Int32
---@return Bool
function gamedataTankArrangement_Record:ArrangementContains(item) return end

---@return Int32
function gamedataTankArrangement_Record:GetArrangementCount() return end

---@param index Int32
---@return Int32
function gamedataTankArrangement_Record:GetArrangementItem(index) return end

---@return Int32
function gamedataTankArrangement_Record:GetSpawnableObjectIDListCount() return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankArrangement_Record:GetSpawnableObjectIDListItem(index) return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankArrangement_Record:GetSpawnableObjectIDListItemHandle(index) return end

---@return Int32
function gamedataTankArrangement_Record:GetSpawnableReplacementObjectCountCount() return end

---@param index Int32
---@return Int32
function gamedataTankArrangement_Record:GetSpawnableReplacementObjectCountItem(index) return end

---@return Int32
function gamedataTankArrangement_Record:GetSpawnableReplacementObjectIDListCount() return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankArrangement_Record:GetSpawnableReplacementObjectIDListItem(index) return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankArrangement_Record:GetSpawnableReplacementObjectIDListItemHandle(index) return end

---@return gamedataArcadeSpawnableID_Record[]
function gamedataTankArrangement_Record:SpawnableObjectIDList() return end

---@param item gamedataArcadeSpawnableID_Record
---@return Bool
function gamedataTankArrangement_Record:SpawnableObjectIDListContains(item) return end

---@return Int32[]
function gamedataTankArrangement_Record:SpawnableReplacementObjectCount() return end

---@param item Int32
---@return Bool
function gamedataTankArrangement_Record:SpawnableReplacementObjectCountContains(item) return end

---@return gamedataArcadeSpawnableID_Record[]
function gamedataTankArrangement_Record:SpawnableReplacementObjectIDList() return end

---@param item gamedataArcadeSpawnableID_Record
---@return Bool
function gamedataTankArrangement_Record:SpawnableReplacementObjectIDListContains(item) return end

---@class gamedataTankBackgroundData_Record : gamedataTweakDBRecord
gamedataTankBackgroundData_Record = {}

---@return gamedataTankBackgroundData_Record
function gamedataTankBackgroundData_Record.new() return end

---@param props table
---@return gamedataTankBackgroundData_Record
function gamedataTankBackgroundData_Record.new(props) return end

---@return gamedataArcadeBackgroundLayer_Record[]
function gamedataTankBackgroundData_Record:BackgroundLayerList() return end

---@param item gamedataArcadeBackgroundLayer_Record
---@return Bool
function gamedataTankBackgroundData_Record:BackgroundLayerListContains(item) return end

---@return CName
function gamedataTankBackgroundData_Record:DecorationSpawnerTDBID() return end

---@return Int32
function gamedataTankBackgroundData_Record:GetBackgroundLayerListCount() return end

---@param index Int32
---@return gamedataArcadeBackgroundLayer_Record
function gamedataTankBackgroundData_Record:GetBackgroundLayerListItem(index) return end

---@param index Int32
---@return gamedataArcadeBackgroundLayer_Record
function gamedataTankBackgroundData_Record:GetBackgroundLayerListItemHandle(index) return end

---@class gamedataTankDecorationSpawnerData_Record : gamedataTweakDBRecord
gamedataTankDecorationSpawnerData_Record = {}

---@return gamedataTankDecorationSpawnerData_Record
function gamedataTankDecorationSpawnerData_Record.new() return end

---@param props table
---@return gamedataTankDecorationSpawnerData_Record
function gamedataTankDecorationSpawnerData_Record.new(props) return end

---@return Int32
function gamedataTankDecorationSpawnerData_Record:GetLevelListCount() return end

---@param index Int32
---@return gamedataTankLevelObject_Record
function gamedataTankDecorationSpawnerData_Record:GetLevelListItem(index) return end

---@param index Int32
---@return gamedataTankLevelObject_Record
function gamedataTankDecorationSpawnerData_Record:GetLevelListItemHandle(index) return end

---@return gamedataTankLevelObject_Record[]
function gamedataTankDecorationSpawnerData_Record:LevelList() return end

---@param item gamedataTankLevelObject_Record
---@return Bool
function gamedataTankDecorationSpawnerData_Record:LevelListContains(item) return end

---@return Float
function gamedataTankDecorationSpawnerData_Record:SpawnTime() return end

---@class gamedataTankDestroyableObject_Record : gamedataArcadeCollidableObject_Record
gamedataTankDestroyableObject_Record = {}

---@return gamedataTankDestroyableObject_Record
function gamedataTankDestroyableObject_Record.new() return end

---@param props table
---@return gamedataTankDestroyableObject_Record
function gamedataTankDestroyableObject_Record.new(props) return end

---@return Float
function gamedataTankDestroyableObject_Record:DropProbability() return end

---@return Int32
function gamedataTankDestroyableObject_Record:Health() return end

---@return Float
function gamedataTankDestroyableObject_Record:RammingInvincibilityTime() return end

---@return Float
function gamedataTankDestroyableObject_Record:Score() return end

---@return Float
function gamedataTankDestroyableObject_Record:ScoreMultiplier() return end

---@class gamedataTankEnemySpawnerData_Record : gamedataTweakDBRecord
gamedataTankEnemySpawnerData_Record = {}

---@return gamedataTankEnemySpawnerData_Record
function gamedataTankEnemySpawnerData_Record.new() return end

---@param props table
---@return gamedataTankEnemySpawnerData_Record
function gamedataTankEnemySpawnerData_Record.new(props) return end

---@return gamedataTankEnemy_Record[]
function gamedataTankEnemySpawnerData_Record:EnemyList() return end

---@param item gamedataTankEnemy_Record
---@return Bool
function gamedataTankEnemySpawnerData_Record:EnemyListContains(item) return end

---@return Int32
function gamedataTankEnemySpawnerData_Record:GetEnemyListCount() return end

---@param index Int32
---@return gamedataTankEnemy_Record
function gamedataTankEnemySpawnerData_Record:GetEnemyListItem(index) return end

---@param index Int32
---@return gamedataTankEnemy_Record
function gamedataTankEnemySpawnerData_Record:GetEnemyListItemHandle(index) return end

---@return Int32
function gamedataTankEnemySpawnerData_Record:GetLevelListCount() return end

---@param index Int32
---@return gamedataTankLevelSpawnableArrangement_Record
function gamedataTankEnemySpawnerData_Record:GetLevelListItem(index) return end

---@param index Int32
---@return gamedataTankLevelSpawnableArrangement_Record
function gamedataTankEnemySpawnerData_Record:GetLevelListItemHandle(index) return end

---@return gamedataTankLevelSpawnableArrangement_Record[]
function gamedataTankEnemySpawnerData_Record:LevelList() return end

---@param item gamedataTankLevelSpawnableArrangement_Record
---@return Bool
function gamedataTankEnemySpawnerData_Record:LevelListContains(item) return end

---@return CName
function gamedataTankEnemySpawnerData_Record:ProjectileSpawnerTDBID() return end

---@return Float
function gamedataTankEnemySpawnerData_Record:SpawnTime() return end

---@class gamedataTankEnemy_Record : gamedataTankDestroyableObject_Record
gamedataTankEnemy_Record = {}

---@return gamedataTankEnemy_Record
function gamedataTankEnemy_Record.new() return end

---@param props table
---@return gamedataTankEnemy_Record
function gamedataTankEnemy_Record.new(props) return end

---@return Vector2
function gamedataTankEnemy_Record:HeadAnchorPoint() return end

---@return Vector2
function gamedataTankEnemy_Record:HeadParentTranslation() return end

---@return redResourceReferenceScriptToken
function gamedataTankEnemy_Record:HeadTextureAtlas() return end

---@return CName
function gamedataTankEnemy_Record:HeadTexturePart() return end

---@return Bool
function gamedataTankEnemy_Record:IsTracker() return end

---@return Int32
function gamedataTankEnemy_Record:RammingDamage() return end

---@return Float
function gamedataTankEnemy_Record:Velocity() return end

---@return gamedataTankWeapon_Record
function gamedataTankEnemy_Record:Weapon() return end

---@return gamedataTankWeapon_Record
function gamedataTankEnemy_Record:WeaponHandle() return end

---@class gamedataTankGameplayData_Record : gamedataTweakDBRecord
gamedataTankGameplayData_Record = {}

---@return gamedataTankGameplayData_Record
function gamedataTankGameplayData_Record.new() return end

---@param props table
---@return gamedataTankGameplayData_Record
function gamedataTankGameplayData_Record.new(props) return end

---@return Int32
function gamedataTankGameplayData_Record:GetLevelListCount() return end

---@param index Int32
---@return gamedataTankLevelGameplay_Record
function gamedataTankGameplayData_Record:GetLevelListItem(index) return end

---@param index Int32
---@return gamedataTankLevelGameplay_Record
function gamedataTankGameplayData_Record:GetLevelListItemHandle(index) return end

---@return Int32
function gamedataTankGameplayData_Record:GetScoreMultiplierBreakpointListCount() return end

---@param index Int32
---@return gamedataTankScoreMultiplierBreakpoint_Record
function gamedataTankGameplayData_Record:GetScoreMultiplierBreakpointListItem(index) return end

---@param index Int32
---@return gamedataTankScoreMultiplierBreakpoint_Record
function gamedataTankGameplayData_Record:GetScoreMultiplierBreakpointListItemHandle(index) return end

---@return gamedataTankLevelGameplay_Record[]
function gamedataTankGameplayData_Record:LevelList() return end

---@param item gamedataTankLevelGameplay_Record
---@return Bool
function gamedataTankGameplayData_Record:LevelListContains(item) return end

---@return gamedataTankScoreMultiplierBreakpoint_Record[]
function gamedataTankGameplayData_Record:ScoreMultiplierBreakpointList() return end

---@param item gamedataTankScoreMultiplierBreakpoint_Record
---@return Bool
function gamedataTankGameplayData_Record:ScoreMultiplierBreakpointListContains(item) return end

---@return Float
function gamedataTankGameplayData_Record:ScoreMultiplierDecayBlockedTime() return end

---@return Float
function gamedataTankGameplayData_Record:ScoreMultiplierDecayRate() return end

---@return Vector2
function gamedataTankGameplayData_Record:WorldVelocity() return end

---@class gamedataTankGameplay_Record : gamedataArcadeGameplay_Record
gamedataTankGameplay_Record = {}

---@return gamedataTankGameplay_Record
function gamedataTankGameplay_Record.new() return end

---@param props table
---@return gamedataTankGameplay_Record
function gamedataTankGameplay_Record.new(props) return end

---@return CName
function gamedataTankGameplay_Record:BackgroundTDBID() return end

---@return CName
function gamedataTankGameplay_Record:EnemySpawnerTDBID() return end

---@return gamedataTankGameplayData_Record
function gamedataTankGameplay_Record:GameplayData() return end

---@return gamedataTankGameplayData_Record
function gamedataTankGameplay_Record:GameplayDataHandle() return end

---@return CName
function gamedataTankGameplay_Record:ObstacleSpawnerTDBID() return end

---@return CName
function gamedataTankGameplay_Record:PickupSpawnerTDBID() return end

---@return CName
function gamedataTankGameplay_Record:PlayerTDBID() return end

---@class gamedataTankLevelGameplay_Record : gamedataTweakDBRecord
gamedataTankLevelGameplay_Record = {}

---@return gamedataTankLevelGameplay_Record
function gamedataTankLevelGameplay_Record.new() return end

---@param props table
---@return gamedataTankLevelGameplay_Record
function gamedataTankLevelGameplay_Record.new(props) return end

---@return Float
function gamedataTankLevelGameplay_Record:Duration() return end

---@return Int32
function gamedataTankLevelGameplay_Record:GetPreLoadedResourceListCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataTankLevelGameplay_Record:GetPreLoadedResourceListItem(index) return end

---@return redResourceReferenceScriptToken[]
function gamedataTankLevelGameplay_Record:PreLoadedResourceList() return end

---@return CName
function gamedataTankLevelGameplay_Record:StartSFX() return end

---@class gamedataTankLevelObjectID_Record : gamedataTweakDBRecord
gamedataTankLevelObjectID_Record = {}

---@return gamedataTankLevelObjectID_Record
function gamedataTankLevelObjectID_Record.new() return end

---@param props table
---@return gamedataTankLevelObjectID_Record
function gamedataTankLevelObjectID_Record.new(props) return end

---@return Int32
function gamedataTankLevelObjectID_Record:GetObjectListCount() return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankLevelObjectID_Record:GetObjectListItem(index) return end

---@param index Int32
---@return gamedataArcadeSpawnableID_Record
function gamedataTankLevelObjectID_Record:GetObjectListItemHandle(index) return end

---@return gamedataArcadeSpawnableID_Record[]
function gamedataTankLevelObjectID_Record:ObjectList() return end

---@param item gamedataArcadeSpawnableID_Record
---@return Bool
function gamedataTankLevelObjectID_Record:ObjectListContains(item) return end

---@class gamedataTankLevelObject_Record : gamedataTweakDBRecord
gamedataTankLevelObject_Record = {}

---@return gamedataTankLevelObject_Record
function gamedataTankLevelObject_Record.new() return end

---@param props table
---@return gamedataTankLevelObject_Record
function gamedataTankLevelObject_Record.new(props) return end

---@return Int32
function gamedataTankLevelObject_Record:GetObjectListCount() return end

---@param index Int32
---@return gamedataArcadeSpawnableObject_Record
function gamedataTankLevelObject_Record:GetObjectListItem(index) return end

---@param index Int32
---@return gamedataArcadeSpawnableObject_Record
function gamedataTankLevelObject_Record:GetObjectListItemHandle(index) return end

---@return gamedataArcadeSpawnableObject_Record[]
function gamedataTankLevelObject_Record:ObjectList() return end

---@param item gamedataArcadeSpawnableObject_Record
---@return Bool
function gamedataTankLevelObject_Record:ObjectListContains(item) return end

---@class gamedataTankLevelSpawnableArrangement_Record : gamedataTweakDBRecord
gamedataTankLevelSpawnableArrangement_Record = {}

---@return gamedataTankLevelSpawnableArrangement_Record
function gamedataTankLevelSpawnableArrangement_Record.new() return end

---@param props table
---@return gamedataTankLevelSpawnableArrangement_Record
function gamedataTankLevelSpawnableArrangement_Record.new(props) return end

---@return gamedataTankSpawnableArrangement_Record[]
function gamedataTankLevelSpawnableArrangement_Record:ArrangementList() return end

---@param item gamedataTankSpawnableArrangement_Record
---@return Bool
function gamedataTankLevelSpawnableArrangement_Record:ArrangementListContains(item) return end

---@return Int32
function gamedataTankLevelSpawnableArrangement_Record:GetArrangementListCount() return end

---@param index Int32
---@return gamedataTankSpawnableArrangement_Record
function gamedataTankLevelSpawnableArrangement_Record:GetArrangementListItem(index) return end

---@param index Int32
---@return gamedataTankSpawnableArrangement_Record
function gamedataTankLevelSpawnableArrangement_Record:GetArrangementListItemHandle(index) return end

---@class gamedataTankObstacleSpawnerData_Record : gamedataTweakDBRecord
gamedataTankObstacleSpawnerData_Record = {}

---@return gamedataTankObstacleSpawnerData_Record
function gamedataTankObstacleSpawnerData_Record.new() return end

---@param props table
---@return gamedataTankObstacleSpawnerData_Record
function gamedataTankObstacleSpawnerData_Record.new(props) return end

---@return Int32
function gamedataTankObstacleSpawnerData_Record:GetLevelListCount() return end

---@param index Int32
---@return gamedataTankLevelObjectID_Record
function gamedataTankObstacleSpawnerData_Record:GetLevelListItem(index) return end

---@param index Int32
---@return gamedataTankLevelObjectID_Record
function gamedataTankObstacleSpawnerData_Record:GetLevelListItemHandle(index) return end

---@return Int32
function gamedataTankObstacleSpawnerData_Record:GetObstacleListCount() return end

---@param index Int32
---@return gamedataTankDestroyableObject_Record
function gamedataTankObstacleSpawnerData_Record:GetObstacleListItem(index) return end

---@param index Int32
---@return gamedataTankDestroyableObject_Record
function gamedataTankObstacleSpawnerData_Record:GetObstacleListItemHandle(index) return end

---@return gamedataTankLevelObjectID_Record[]
function gamedataTankObstacleSpawnerData_Record:LevelList() return end

---@param item gamedataTankLevelObjectID_Record
---@return Bool
function gamedataTankObstacleSpawnerData_Record:LevelListContains(item) return end

---@return gamedataTankDestroyableObject_Record[]
function gamedataTankObstacleSpawnerData_Record:ObstacleList() return end

---@param item gamedataTankDestroyableObject_Record
---@return Bool
function gamedataTankObstacleSpawnerData_Record:ObstacleListContains(item) return end

---@return Float
function gamedataTankObstacleSpawnerData_Record:SpawnTime() return end

---@class gamedataTankPickupSpawnerData_Record : gamedataTweakDBRecord
gamedataTankPickupSpawnerData_Record = {}

---@return gamedataTankPickupSpawnerData_Record
function gamedataTankPickupSpawnerData_Record.new() return end

---@param props table
---@return gamedataTankPickupSpawnerData_Record
function gamedataTankPickupSpawnerData_Record.new(props) return end

---@return Int32
function gamedataTankPickupSpawnerData_Record:GetPickupListCount() return end

---@param index Int32
---@return gamedataTankPickup_Record
function gamedataTankPickupSpawnerData_Record:GetPickupListItem(index) return end

---@param index Int32
---@return gamedataTankPickup_Record
function gamedataTankPickupSpawnerData_Record:GetPickupListItemHandle(index) return end

---@return gamedataTankPickup_Record[]
function gamedataTankPickupSpawnerData_Record:PickupList() return end

---@param item gamedataTankPickup_Record
---@return Bool
function gamedataTankPickupSpawnerData_Record:PickupListContains(item) return end

---@class gamedataTankPickup_Record : gamedataArcadeCollidableObject_Record
gamedataTankPickup_Record = {}

---@return gamedataTankPickup_Record
function gamedataTankPickup_Record.new() return end

---@param props table
---@return gamedataTankPickup_Record
function gamedataTankPickup_Record.new(props) return end

---@return CName
function gamedataTankPickup_Record:PickupLocKey() return end

---@return Int32
function gamedataTankPickup_Record:Value() return end

---@class gamedataTankPlayerData_Record : gamedataTweakDBRecord
gamedataTankPlayerData_Record = {}

---@return gamedataTankPlayerData_Record
function gamedataTankPlayerData_Record.new() return end

---@param props table
---@return gamedataTankPlayerData_Record
function gamedataTankPlayerData_Record.new(props) return end

---@return Float
function gamedataTankPlayerData_Record:FlatlinedScorePenalty() return end

---@return Int32
function gamedataTankPlayerData_Record:GetWeaponLevelListCount() return end

---@param index Int32
---@return gamedataTankPlayerWeaponLevel_Record
function gamedataTankPlayerData_Record:GetWeaponLevelListItem(index) return end

---@param index Int32
---@return gamedataTankPlayerWeaponLevel_Record
function gamedataTankPlayerData_Record:GetWeaponLevelListItemHandle(index) return end

---@return Float
function gamedataTankPlayerData_Record:InvincibilityTime() return end

---@return Int32
function gamedataTankPlayerData_Record:MaxAEAMS() return end

---@return Int32
function gamedataTankPlayerData_Record:MaxHealth() return end

---@return Int32
function gamedataTankPlayerData_Record:MaxLives() return end

---@return CName
function gamedataTankPlayerData_Record:ProjectileSpawnerTDBID() return end

---@return Int32
function gamedataTankPlayerData_Record:RammingDamage() return end

---@return Vector2
function gamedataTankPlayerData_Record:Velocity() return end

---@return gamedataTankPlayerWeaponLevel_Record[]
function gamedataTankPlayerData_Record:WeaponLevelList() return end

---@param item gamedataTankPlayerWeaponLevel_Record
---@return Bool
function gamedataTankPlayerData_Record:WeaponLevelListContains(item) return end

---@class gamedataTankPlayerWeaponLevel_Record : gamedataTweakDBRecord
gamedataTankPlayerWeaponLevel_Record = {}

---@return gamedataTankPlayerWeaponLevel_Record
function gamedataTankPlayerWeaponLevel_Record.new() return end

---@param props table
---@return gamedataTankPlayerWeaponLevel_Record
function gamedataTankPlayerWeaponLevel_Record.new(props) return end

---@return Int32
function gamedataTankPlayerWeaponLevel_Record:GetWeaponListCount() return end

---@param index Int32
---@return gamedataTankWeapon_Record
function gamedataTankPlayerWeaponLevel_Record:GetWeaponListItem(index) return end

---@param index Int32
---@return gamedataTankWeapon_Record
function gamedataTankPlayerWeaponLevel_Record:GetWeaponListItemHandle(index) return end

---@return gamedataTankWeapon_Record[]
function gamedataTankPlayerWeaponLevel_Record:WeaponList() return end

---@param item gamedataTankWeapon_Record
---@return Bool
function gamedataTankPlayerWeaponLevel_Record:WeaponListContains(item) return end

---@class gamedataTankProjectileSpawnerData_Record : gamedataTweakDBRecord
gamedataTankProjectileSpawnerData_Record = {}

---@return gamedataTankProjectileSpawnerData_Record
function gamedataTankProjectileSpawnerData_Record.new() return end

---@param props table
---@return gamedataTankProjectileSpawnerData_Record
function gamedataTankProjectileSpawnerData_Record.new(props) return end

---@return Int32
function gamedataTankProjectileSpawnerData_Record:GetProjectileListCount() return end

---@param index Int32
---@return gamedataTankProjectile_Record
function gamedataTankProjectileSpawnerData_Record:GetProjectileListItem(index) return end

---@param index Int32
---@return gamedataTankProjectile_Record
function gamedataTankProjectileSpawnerData_Record:GetProjectileListItemHandle(index) return end

---@return gamedataTankProjectile_Record[]
function gamedataTankProjectileSpawnerData_Record:ProjectileList() return end

---@param item gamedataTankProjectile_Record
---@return Bool
function gamedataTankProjectileSpawnerData_Record:ProjectileListContains(item) return end

---@class gamedataTankProjectile_Record : gamedataArcadeCollidableObject_Record
gamedataTankProjectile_Record = {}

---@return gamedataTankProjectile_Record
function gamedataTankProjectile_Record.new() return end

---@param props table
---@return gamedataTankProjectile_Record
function gamedataTankProjectile_Record.new(props) return end

---@return Int32
function gamedataTankProjectile_Record:Damage() return end

---@return Float
function gamedataTankProjectile_Record:Velocity() return end

---@class gamedataTankScoreMultiplierBreakpoint_Record : gamedataTweakDBRecord
gamedataTankScoreMultiplierBreakpoint_Record = {}

---@return gamedataTankScoreMultiplierBreakpoint_Record
function gamedataTankScoreMultiplierBreakpoint_Record.new() return end

---@param props table
---@return gamedataTankScoreMultiplierBreakpoint_Record
function gamedataTankScoreMultiplierBreakpoint_Record.new(props) return end

---@return Float
function gamedataTankScoreMultiplierBreakpoint_Record:Percentage() return end

---@return Float
function gamedataTankScoreMultiplierBreakpoint_Record:Value() return end

---@class gamedataTankSpawnableArrangement_Record : gamedataTweakDBRecord
gamedataTankSpawnableArrangement_Record = {}

---@return gamedataTankSpawnableArrangement_Record
function gamedataTankSpawnableArrangement_Record.new() return end

---@param props table
---@return gamedataTankSpawnableArrangement_Record
function gamedataTankSpawnableArrangement_Record.new(props) return end

---@return Int32
function gamedataTankSpawnableArrangement_Record:ColumnCount() return end

---@return CName
function gamedataTankSpawnableArrangement_Record:Displacement() return end

---@return Int32
function gamedataTankSpawnableArrangement_Record:GetObjectArrangementListCount() return end

---@param index Int32
---@return gamedataTankArrangement_Record
function gamedataTankSpawnableArrangement_Record:GetObjectArrangementListItem(index) return end

---@param index Int32
---@return gamedataTankArrangement_Record
function gamedataTankSpawnableArrangement_Record:GetObjectArrangementListItemHandle(index) return end

---@return gamedataTankArrangement_Record[]
function gamedataTankSpawnableArrangement_Record:ObjectArrangementList() return end

---@param item gamedataTankArrangement_Record
---@return Bool
function gamedataTankSpawnableArrangement_Record:ObjectArrangementListContains(item) return end

---@return Float
function gamedataTankSpawnableArrangement_Record:Probability() return end

---@return Vector2
function gamedataTankSpawnableArrangement_Record:Slot() return end

---@class gamedataTankWeapon_Record : gamedataArcadeObject_Record
gamedataTankWeapon_Record = {}

---@return gamedataTankWeapon_Record
function gamedataTankWeapon_Record.new() return end

---@param props table
---@return gamedataTankWeapon_Record
function gamedataTankWeapon_Record.new(props) return end

---@return Float
function gamedataTankWeapon_Record:ChargingTime() return end

---@return Int32
function gamedataTankWeapon_Record:GetRotationCount() return end

---@param index Int32
---@return Vector2
function gamedataTankWeapon_Record:GetRotationItem(index) return end

---@return Int32
function gamedataTankWeapon_Record:PerBurstProjectileCount() return end

---@return Float
function gamedataTankWeapon_Record:PerBurstProjectileSpawnInterval() return end

---@return CName
function gamedataTankWeapon_Record:ProjectileID() return end

---@return Float
function gamedataTankWeapon_Record:Rof() return end

---@return Vector2[]
function gamedataTankWeapon_Record:Rotation() return end

---@param item Vector2
---@return Bool
function gamedataTankWeapon_Record:RotationContains(item) return end

---@class gamedataTemporalPrereq_Record : gamedataIPrereq_Record
gamedataTemporalPrereq_Record = {}

---@return gamedataTemporalPrereq_Record
function gamedataTemporalPrereq_Record.new() return end

---@param props table
---@return gamedataTemporalPrereq_Record
function gamedataTemporalPrereq_Record.new(props) return end

---@return Float
function gamedataTemporalPrereq_Record:Duration() return end

---@class gamedataTerminalScreenType_Record : gamedataDeviceScreenType_Record
gamedataTerminalScreenType_Record = {}

---@return gamedataTerminalScreenType_Record
function gamedataTerminalScreenType_Record.new() return end

---@param props table
---@return gamedataTerminalScreenType_Record
function gamedataTerminalScreenType_Record.new(props) return end

---@class gamedataThreatDistanceCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataThreatDistanceCoverSelectionParameters_Record = {}

---@return gamedataThreatDistanceCoverSelectionParameters_Record
function gamedataThreatDistanceCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataThreatDistanceCoverSelectionParameters_Record
function gamedataThreatDistanceCoverSelectionParameters_Record.new(props) return end

---@return Bool
function gamedataThreatDistanceCoverSelectionParameters_Record:AllowNegativeThreatMaxDistanceScoring() return end

---@return Bool
function gamedataThreatDistanceCoverSelectionParameters_Record:CheckThreatDestination() return end

---@return Bool
function gamedataThreatDistanceCoverSelectionParameters_Record:CheckThreatPath() return end

---@return Float
function gamedataThreatDistanceCoverSelectionParameters_Record:DistanceToThreatMultiplier() return end

---@return Float
function gamedataThreatDistanceCoverSelectionParameters_Record:ThreatMaxDistance() return end

---@return Float
function gamedataThreatDistanceCoverSelectionParameters_Record:ThreatMinDistance() return end

---@return Float
function gamedataThreatDistanceCoverSelectionParameters_Record:ThreatPredictionTime() return end

---@return Float
function gamedataThreatDistanceCoverSelectionParameters_Record:ThreatPreferredDistance() return end

---@return Bool
function gamedataThreatDistanceCoverSelectionParameters_Record:UseThreatMaxDistanceFiltering() return end

---@class gamedataThreatTrackingPresetBase_Record : gamedataTweakDBRecord
gamedataThreatTrackingPresetBase_Record = {}

---@return gamedataThreatTrackingPresetBase_Record
function gamedataThreatTrackingPresetBase_Record.new() return end

---@param props table
---@return gamedataThreatTrackingPresetBase_Record
function gamedataThreatTrackingPresetBase_Record.new(props) return end

---@return gamedataAccuracy_Record
function gamedataThreatTrackingPresetBase_Record:BaseAccuracy() return end

---@return gamedataAccuracy_Record
function gamedataThreatTrackingPresetBase_Record:BaseAccuracyHandle() return end

---@return Float
function gamedataThreatTrackingPresetBase_Record:BaseDroppingThreatCooldown() return end

---@return gamedataAccuracy_Record
function gamedataThreatTrackingPresetBase_Record:BeliefAccuracy() return end

---@return gamedataAccuracy_Record
function gamedataThreatTrackingPresetBase_Record:BeliefAccuracyHandle() return end

---@return Float
function gamedataThreatTrackingPresetBase_Record:DroppingCooldownPerHit() return end

---@return Float
function gamedataThreatTrackingPresetBase_Record:DroppingCooldownPerSecondWhileVisible() return end

---@return Float
function gamedataThreatTrackingPresetBase_Record:MaximumDroppingCooldownValue() return end

---@return Vector2
function gamedataThreatTrackingPresetBase_Record:MountedHysteresisThreatDrop() return end

---@return Bool
function gamedataThreatTrackingPresetBase_Record:MoveBeliefOnlyIfVisible() return end

---@return Float
function gamedataThreatTrackingPresetBase_Record:VisibleBeliefSpeedMultiplier() return end

---@class gamedataThumbnailWidgetDefinition_Record : gamedataWidgetDefinition_Record
gamedataThumbnailWidgetDefinition_Record = {}

---@return gamedataThumbnailWidgetDefinition_Record
function gamedataThumbnailWidgetDefinition_Record.new() return end

---@param props table
---@return gamedataThumbnailWidgetDefinition_Record
function gamedataThumbnailWidgetDefinition_Record.new(props) return end

---@class gamedataTime_Record : gamedataTweakDBRecord
gamedataTime_Record = {}

---@return gamedataTime_Record
function gamedataTime_Record.new() return end

---@param props table
---@return gamedataTime_Record
function gamedataTime_Record.new(props) return end

---@return String
function gamedataTime_Record:EnumComment() return end

---@return CName
function gamedataTime_Record:EnumName() return end

---@class gamedataTrackingMode_Record : gamedataTweakDBRecord
gamedataTrackingMode_Record = {}

---@return gamedataTrackingMode_Record
function gamedataTrackingMode_Record.new() return end

---@param props table
---@return gamedataTrackingMode_Record
function gamedataTrackingMode_Record.new(props) return end

---@return String
function gamedataTrackingMode_Record:EnumComment() return end

---@return String
function gamedataTrackingMode_Record:EnumName() return end

---@return gamedataTrackingMode
function gamedataTrackingMode_Record:Type() return end

---@class gamedataTracking_Record : gamedataProjectileLaunch_Record
gamedataTracking_Record = {}

---@return gamedataTracking_Record
function gamedataTracking_Record.new() return end

---@param props table
---@return gamedataTracking_Record
function gamedataTracking_Record.new(props) return end

---@return Float
function gamedataTracking_Record:AngleInterpolationDuration() return end

---@return Float
function gamedataTracking_Record:BendFactor() return end

---@return Float
function gamedataTracking_Record:BendTimeRatio() return end

---@return Float
function gamedataTracking_Record:EndLeanAngle() return end

---@return Float
function gamedataTracking_Record:HalfLeanAngle() return end

---@return Float
function gamedataTracking_Record:InterpolationTimeRatio() return end

---@return Float
function gamedataTracking_Record:LinearTimeRatio() return end

---@return Float
function gamedataTracking_Record:ReturnTimeMargin() return end

---@class gamedataTraitData_Record : gamedataTweakDBRecord
gamedataTraitData_Record = {}

---@return gamedataTraitData_Record
function gamedataTraitData_Record.new() return end

---@param props table
---@return gamedataTraitData_Record
function gamedataTraitData_Record.new(props) return end

---@return gamedataGameplayLogicPackage_Record
function gamedataTraitData_Record:DataPackage() return end

---@return gamedataGameplayLogicPackage_Record
function gamedataTraitData_Record:DataPackageHandle() return end

---@return String
function gamedataTraitData_Record:Loc_desc_key() return end

---@return String
function gamedataTraitData_Record:Loc_name_key() return end

---@return gamedataStatusEffect_Record
function gamedataTraitData_Record:StatusEffect() return end

---@return gamedataStatusEffect_Record
function gamedataTraitData_Record:StatusEffectHandle() return end

---@class gamedataTrait_Record : gamedataTweakDBRecord
gamedataTrait_Record = {}

---@return gamedataTrait_Record
function gamedataTrait_Record.new() return end

---@param props table
---@return gamedataTrait_Record
function gamedataTrait_Record.new(props) return end

---@return gamedataTraitData_Record
function gamedataTrait_Record:BaseTraitData() return end

---@return gamedataTraitData_Record
function gamedataTrait_Record:BaseTraitDataHandle() return end

---@return String
function gamedataTrait_Record:EnumComment() return end

---@return CName
function gamedataTrait_Record:EnumName() return end

---@return gamedataTraitData_Record
function gamedataTrait_Record:InfiniteTraitData() return end

---@return gamedataTraitData_Record
function gamedataTrait_Record:InfiniteTraitDataHandle() return end

---@return String
function gamedataTrait_Record:Loc_desc_key() return end

---@return String
function gamedataTrait_Record:Loc_name_key() return end

---@return gamedataIPrereq_Record
function gamedataTrait_Record:Requirement() return end

---@return gamedataIPrereq_Record
function gamedataTrait_Record:RequirementHandle() return end

---@return gamedataUIIcon_Record
function gamedataTrait_Record:TraitIcon() return end

---@return gamedataUIIcon_Record
function gamedataTrait_Record:TraitIconHandle() return end

---@return gamedataTraitType
function gamedataTrait_Record:Type() return end

---@class gamedataTransgression_Record : gamedataTweakDBRecord
gamedataTransgression_Record = {}

---@return gamedataTransgression_Record
function gamedataTransgression_Record.new() return end

---@param props table
---@return gamedataTransgression_Record
function gamedataTransgression_Record.new(props) return end

---@return Float
function gamedataTransgression_Record:DrawWeight() return end

---@return String
function gamedataTransgression_Record:LocalizedDescription() return end

---@return Float
function gamedataTransgression_Record:Severity() return end

---@class gamedataTrapType_Record : gamedataTweakDBRecord
gamedataTrapType_Record = {}

---@return gamedataTrapType_Record
function gamedataTrapType_Record.new() return end

---@param props table
---@return gamedataTrapType_Record
function gamedataTrapType_Record.new(props) return end

---@return CName
function gamedataTrapType_Record:EnumName() return end

---@class gamedataTrap_Record : gamedataTweakDBRecord
gamedataTrap_Record = {}

---@return gamedataTrap_Record
function gamedataTrap_Record.new() return end

---@param props table
---@return gamedataTrap_Record
function gamedataTrap_Record.new(props) return end

---@return String
function gamedataTrap_Record:Name() return end

---@return Float
function gamedataTrap_Record:Probability() return end

---@return gamedataTrapType_Record
function gamedataTrap_Record:Type() return end

---@return gamedataTrapType_Record
function gamedataTrap_Record:TypeHandle() return end

---@class gamedataTriggerAttackEffector_Record : gamedataEffector_Record
gamedataTriggerAttackEffector_Record = {}

---@return gamedataTriggerAttackEffector_Record
function gamedataTriggerAttackEffector_Record.new() return end

---@param props table
---@return gamedataTriggerAttackEffector_Record
function gamedataTriggerAttackEffector_Record.new(props) return end

---@return gamedataAttack_Record
function gamedataTriggerAttackEffector_Record:AttackRecord() return end

---@return gamedataAttack_Record
function gamedataTriggerAttackEffector_Record:AttackRecordHandle() return end

---@class gamedataTriggerHackingMinigameEffector_Record : gamedataEffector_Record
gamedataTriggerHackingMinigameEffector_Record = {}

---@return gamedataTriggerHackingMinigameEffector_Record
function gamedataTriggerHackingMinigameEffector_Record.new() return end

---@param props table
---@return gamedataTriggerHackingMinigameEffector_Record
function gamedataTriggerHackingMinigameEffector_Record.new(props) return end

---@return String
function gamedataTriggerHackingMinigameEffector_Record:JournalEntry() return end

---@return gamedataRewardBase_Record
function gamedataTriggerHackingMinigameEffector_Record:Reward() return end

---@return gamedataRewardBase_Record
function gamedataTriggerHackingMinigameEffector_Record:RewardHandle() return end

---@class gamedataTriggerMode_Record : gamedataTweakDBRecord
gamedataTriggerMode_Record = {}

---@return gamedataTriggerMode_Record
function gamedataTriggerMode_Record.new() return end

---@param props table
---@return gamedataTriggerMode_Record
function gamedataTriggerMode_Record.new(props) return end

---@return String
function gamedataTriggerMode_Record:Name() return end

---@return gamedataTriggerMode
function gamedataTriggerMode_Record:Type() return end

---@class gamedataTweakDBInterface : IScriptable
gamedataTweakDBInterface = {}

---@return gamedataTweakDBInterface
function gamedataTweakDBInterface.new() return end

---@param props table
---@return gamedataTweakDBInterface
function gamedataTweakDBInterface.new(props) return end

---@param path TweakDBID|string
---@return gamedataAIAbilityCond_Record
function gamedataTweakDBInterface:GetAIAbilityCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionAND_Record
function gamedataTweakDBInterface:GetAIActionANDRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionAnimData_Record
function gamedataTweakDBInterface:GetAIActionAnimDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionAnimDirection_Record
function gamedataTweakDBInterface:GetAIActionAnimDirectionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionAnimSlot_Record
function gamedataTweakDBInterface:GetAIActionAnimSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionChangeNPCState_Record
function gamedataTweakDBInterface:GetAIActionChangeNPCStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionCondition_Record
function gamedataTweakDBInterface:GetAIActionConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionCooldown_Record
function gamedataTweakDBInterface:GetAIActionCooldownRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionLookAtData_Record
function gamedataTweakDBInterface:GetAIActionLookAtDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionOR_Record
function gamedataTweakDBInterface:GetAIActionORRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionPhase_Record
function gamedataTweakDBInterface:GetAIActionPhaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAction_Record
function gamedataTweakDBInterface:GetAIActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSecurityAreaType_Record
function gamedataTweakDBInterface:GetAIActionSecurityAreaTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSecurityNotificationType_Record
function gamedataTweakDBInterface:GetAIActionSecurityNotificationTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSelector_Record
function gamedataTweakDBInterface:GetAIActionSelectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSequence_Record
function gamedataTweakDBInterface:GetAIActionSequenceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSlideData_Record
function gamedataTweakDBInterface:GetAIActionSlideDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSmartComposite_Record
function gamedataTweakDBInterface:GetAIActionSmartCompositeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionSubCondition_Record
function gamedataTweakDBInterface:GetAIActionSubConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionTarget_Record
function gamedataTweakDBInterface:GetAIActionTargetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionTicket_Record
function gamedataTweakDBInterface:GetAIActionTicketRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIActionType_Record
function gamedataTweakDBInterface:GetAIActionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAdditionalTraceType_Record
function gamedataTweakDBInterface:GetAIAdditionalTraceTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAffiliationCond_Record
function gamedataTweakDBInterface:GetAIAffiliationCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAmmoCountCond_Record
function gamedataTweakDBInterface:GetAIAmmoCountCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAssignedVehicleCanReachTargetCond_Record
function gamedataTweakDBInterface:GetAIAssignedVehicleCanReachTargetCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAssignedVehicleInPanicDriving_Record
function gamedataTweakDBInterface:GetAIAssignedVehicleInPanicDrivingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIAssignedVehicleInRace_Record
function gamedataTweakDBInterface:GetAIAssignedVehicleInRaceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIBlockCountCond_Record
function gamedataTweakDBInterface:GetAIBlockCountCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICalculateLineOfSightVector_Record
function gamedataTweakDBInterface:GetAICalculateLineOfSightVectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICalculatePathCond_Record
function gamedataTweakDBInterface:GetAICalculatePathCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICanShootInCarChaseCond_Record
function gamedataTweakDBInterface:GetAICanShootInCarChaseCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICommandCond_Record
function gamedataTweakDBInterface:GetAICommandCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICommand_Record
function gamedataTweakDBInterface:GetAICommandRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIComparison_Record
function gamedataTweakDBInterface:GetAIComparisonRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICooldownCond_Record
function gamedataTweakDBInterface:GetAICooldownCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAICoverCond_Record
function gamedataTweakDBInterface:GetAICoverCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDifficulty_Record
function gamedataTweakDBInterface:GetAIDifficultyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorEntryStartType_Record
function gamedataTweakDBInterface:GetAIDirectorEntryStartTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorScheduleEntry_Record
function gamedataTweakDBInterface:GetAIDirectorScheduleEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorSchedulePlanEnemyEntry_Record
function gamedataTweakDBInterface:GetAIDirectorSchedulePlanEnemyEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorSchedulePlan_Record
function gamedataTweakDBInterface:GetAIDirectorSchedulePlanRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorSchedule_Record
function gamedataTweakDBInterface:GetAIDirectorScheduleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDirectorScheduleSpawningDesc_Record
function gamedataTweakDBInterface:GetAIDirectorScheduleSpawningDescRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDodgeCountCond_Record
function gamedataTweakDBInterface:GetAIDodgeCountCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIDriverCond_Record
function gamedataTweakDBInterface:GetAIDriverCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIEverPerformedChase_Record
function gamedataTweakDBInterface:GetAIEverPerformedChaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIExposureMethodType_Record
function gamedataTweakDBInterface:GetAIExposureMethodTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIExtendTargetCirclingCond_Record
function gamedataTweakDBInterface:GetAIExtendTargetCirclingCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIFriendlyFireCond_Record
function gamedataTweakDBInterface:GetAIFriendlyFireCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIGameDifficultyCond_Record
function gamedataTweakDBInterface:GetAIGameDifficultyCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIGoToCoverCond_Record
function gamedataTweakDBInterface:GetAIGoToCoverCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIHasWeapon_Record
function gamedataTweakDBInterface:GetAIHasWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIHitCond_Record
function gamedataTweakDBInterface:GetAIHitCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIInArmedVehicleCond_Record
function gamedataTweakDBInterface:GetAIInArmedVehicleCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIInTacticPositionCond_Record
function gamedataTweakDBInterface:GetAIInTacticPositionCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsFromDynamicSpawnSystem_Record
function gamedataTweakDBInterface:GetAIIsFromDynamicSpawnSystemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsFromPreventionSystem_Record
function gamedataTweakDBInterface:GetAIIsFromPreventionSystemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsHeatStage5Active_Record
function gamedataTweakDBInterface:GetAIIsHeatStage5ActiveRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsInActiveCameraCond_Record
function gamedataTweakDBInterface:GetAIIsInActiveCameraCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsOnNavmeshCond_Record
function gamedataTweakDBInterface:GetAIIsOnNavmeshCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIIsShootingBlockedFromPrevention_Record
function gamedataTweakDBInterface:GetAIIsShootingBlockedFromPreventionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIItemCond_Record
function gamedataTweakDBInterface:GetAIItemCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAILoSPositionCond_Record
function gamedataTweakDBInterface:GetAILoSPositionCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAILookAtCond_Record
function gamedataTweakDBInterface:GetAILookAtCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIMovementCond_Record
function gamedataTweakDBInterface:GetAIMovementCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIMovingInCirclesCond_Record
function gamedataTweakDBInterface:GetAIMovingInCirclesCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINPCDifficultyCond_Record
function gamedataTweakDBInterface:GetAINPCDifficultyCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINPCRarityCond_Record
function gamedataTweakDBInterface:GetAINPCRarityCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINPCTypeCond_Record
function gamedataTweakDBInterface:GetAINPCTypeCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINodeMapField_Record
function gamedataTweakDBInterface:GetAINodeMapFieldRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINodeMap_Record
function gamedataTweakDBInterface:GetAINodeMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAINode_Record
function gamedataTweakDBInterface:GetAINodeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIOptimalDistanceCond_Record
function gamedataTweakDBInterface:GetAIOptimalDistanceCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIPatternDelay_Record
function gamedataTweakDBInterface:GetAIPatternDelayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIPattern_Record
function gamedataTweakDBInterface:GetAIPatternRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIPatternsPackage_Record
function gamedataTweakDBInterface:GetAIPatternsPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIPercentageChanceCond_Record
function gamedataTweakDBInterface:GetAIPercentageChanceCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIPreviousAttackCond_Record
function gamedataTweakDBInterface:GetAIPreviousAttackCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIReactionCond_Record
function gamedataTweakDBInterface:GetAIReactionCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIRecord_Record
function gamedataTweakDBInterface:GetAIRecordRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIRestrictedMovementAreaCond_Record
function gamedataTweakDBInterface:GetAIRestrictedMovementAreaCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIRingTicket_Record
function gamedataTweakDBInterface:GetAIRingTicketRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIRingType_Record
function gamedataTweakDBInterface:GetAIRingTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIRole_Record
function gamedataTweakDBInterface:GetAIRoleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISectorType_Record
function gamedataTweakDBInterface:GetAISectorTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISecurityCond_Record
function gamedataTweakDBInterface:GetAISecurityCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISignalCond_Record
function gamedataTweakDBInterface:GetAISignalCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISlotCond_Record
function gamedataTweakDBInterface:GetAISlotCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISmartCompositeType_Record
function gamedataTweakDBInterface:GetAISmartCompositeTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISpatialCond_Record
function gamedataTweakDBInterface:GetAISpatialCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadANDCondition_Record
function gamedataTweakDBInterface:GetAISquadANDConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadAvoidLastFilter_Record
function gamedataTweakDBInterface:GetAISquadAvoidLastFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadClosestToSectorCheck_Record
function gamedataTweakDBInterface:GetAISquadClosestToSectorCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadClosestToTargetCheck_Record
function gamedataTweakDBInterface:GetAISquadClosestToTargetCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadCond_Record
function gamedataTweakDBInterface:GetAISquadCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadContainsSelfCheck_Record
function gamedataTweakDBInterface:GetAISquadContainsSelfCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadDistanceRelationToSectorCheck_Record
function gamedataTweakDBInterface:GetAISquadDistanceRelationToSectorCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadDistanceRelationToTargetCheck_Record
function gamedataTweakDBInterface:GetAISquadDistanceRelationToTargetCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadFilterByAICondition_Record
function gamedataTweakDBInterface:GetAISquadFilterByAIConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadFilterOwnTargetSpotted_Record
function gamedataTweakDBInterface:GetAISquadFilterOwnTargetSpottedRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadFurthestToSectorCheck_Record
function gamedataTweakDBInterface:GetAISquadFurthestToSectorCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadFurthestToTargetCheck_Record
function gamedataTweakDBInterface:GetAISquadFurthestToTargetCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadInSectorFilter_Record
function gamedataTweakDBInterface:GetAISquadInSectorFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadItemCategoryPriorityFilter_Record
function gamedataTweakDBInterface:GetAISquadItemCategoryPriorityFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadItemPriorityFilter_Record
function gamedataTweakDBInterface:GetAISquadItemPriorityFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadItemTypePriorityFilter_Record
function gamedataTweakDBInterface:GetAISquadItemTypePriorityFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadJustSelfFilter_Record
function gamedataTweakDBInterface:GetAISquadJustSelfFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadMembersAmountCheck_Record
function gamedataTweakDBInterface:GetAISquadMembersAmountCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadORCondition_Record
function gamedataTweakDBInterface:GetAISquadORConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadParams_Record
function gamedataTweakDBInterface:GetAISquadParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadSpatialForOwnTarget_Record
function gamedataTweakDBInterface:GetAISquadSpatialForOwnTargetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISquadType_Record
function gamedataTweakDBInterface:GetAISquadTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIStatPoolCond_Record
function gamedataTweakDBInterface:GetAIStatPoolCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIStateCond_Record
function gamedataTweakDBInterface:GetAIStateCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIStatusEffectCond_Record
function gamedataTweakDBInterface:GetAIStatusEffectCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionActivateLightPreset_Record
function gamedataTweakDBInterface:GetAISubActionActivateLightPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionActivateStrongArmsFX_Record
function gamedataTweakDBInterface:GetAISubActionActivateStrongArmsFXRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionAddFact_Record
function gamedataTweakDBInterface:GetAISubActionAddFactRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionApplyTimeDilation_Record
function gamedataTweakDBInterface:GetAISubActionApplyTimeDilationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionAttackWithWeapon_Record
function gamedataTweakDBInterface:GetAISubActionAttackWithWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionBlockData_Record
function gamedataTweakDBInterface:GetAISubActionBlockDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCallReinforcements_Record
function gamedataTweakDBInterface:GetAISubActionCallReinforcementsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCallSquadSearchBackUp_Record
function gamedataTweakDBInterface:GetAISubActionCallSquadSearchBackUpRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionChangeAttitude_Record
function gamedataTweakDBInterface:GetAISubActionChangeAttitudeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionChangeCoverSelectionPreset_Record
function gamedataTweakDBInterface:GetAISubActionChangeCoverSelectionPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCharacterRecordEquip_Record
function gamedataTweakDBInterface:GetAISubActionCharacterRecordEquipRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCharacterRecordUnequip_Record
function gamedataTweakDBInterface:GetAISubActionCharacterRecordUnequipRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionChimeraMetalstorm_Record
function gamedataTweakDBInterface:GetAISubActionChimeraMetalstormRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCompleteCommand_Record
function gamedataTweakDBInterface:GetAISubActionCompleteCommandRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionConditionalFailure_Record
function gamedataTweakDBInterface:GetAISubActionConditionalFailureRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCover_Record
function gamedataTweakDBInterface:GetAISubActionCoverRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCreateGameEffect_Record
function gamedataTweakDBInterface:GetAISubActionCreateGameEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionCustomEffectors_Record
function gamedataTweakDBInterface:GetAISubActionCustomEffectorsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionDisableAimAssist_Record
function gamedataTweakDBInterface:GetAISubActionDisableAimAssistRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionDisableCollider_Record
function gamedataTweakDBInterface:GetAISubActionDisableColliderRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionDroneModifyAltitude_Record
function gamedataTweakDBInterface:GetAISubActionDroneModifyAltitudeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionEquipOnBody_Record
function gamedataTweakDBInterface:GetAISubActionEquipOnBodyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionEquipOnSlot_Record
function gamedataTweakDBInterface:GetAISubActionEquipOnSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionFailIfFriendlyFire_Record
function gamedataTweakDBInterface:GetAISubActionFailIfFriendlyFireRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionFail_Record
function gamedataTweakDBInterface:GetAISubActionFailRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionFastExitWorkspot_Record
function gamedataTweakDBInterface:GetAISubActionFastExitWorkspotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionForceDeath_Record
function gamedataTweakDBInterface:GetAISubActionForceDeathRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionForceEquip_Record
function gamedataTweakDBInterface:GetAISubActionForceEquipRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionForceHitReaction_Record
function gamedataTweakDBInterface:GetAISubActionForceHitReactionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionForceUnequip_Record
function gamedataTweakDBInterface:GetAISubActionForceUnequipRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionGameplayLogicPackage_Record
function gamedataTweakDBInterface:GetAISubActionGameplayLogicPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionGeneratePointOfInterestTarget_Record
function gamedataTweakDBInterface:GetAISubActionGeneratePointOfInterestTargetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionHitData_Record
function gamedataTweakDBInterface:GetAISubActionHitDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionInAir_Record
function gamedataTweakDBInterface:GetAISubActionInAirRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionInitialReaction_Record
function gamedataTweakDBInterface:GetAISubActionInitialReactionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionLeaveCover_Record
function gamedataTweakDBInterface:GetAISubActionLeaveCoverRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionMeleeAttackAttemptEvent_Record
function gamedataTweakDBInterface:GetAISubActionMeleeAttackAttemptEventRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionMeleeAttackManager_Record
function gamedataTweakDBInterface:GetAISubActionMeleeAttackManagerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionMissileRainCircular_Record
function gamedataTweakDBInterface:GetAISubActionMissileRainCircularRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionMissileRainGrid_Record
function gamedataTweakDBInterface:GetAISubActionMissileRainGridRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionModifyStatPool_Record
function gamedataTweakDBInterface:GetAISubActionModifyStatPoolRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionMountVehicle_Record
function gamedataTweakDBInterface:GetAISubActionMountVehicleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionPlaySound_Record
function gamedataTweakDBInterface:GetAISubActionPlaySoundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionPlayVoiceOver_Record
function gamedataTweakDBInterface:GetAISubActionPlayVoiceOverRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionQueueAIEvent_Record
function gamedataTweakDBInterface:GetAISubActionQueueAIEventRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionQueueCommunicationEvent_Record
function gamedataTweakDBInterface:GetAISubActionQueueCommunicationEventRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionQuickHack_Record
function gamedataTweakDBInterface:GetAISubActionQuickHackRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionRandomize_Record
function gamedataTweakDBInterface:GetAISubActionRandomizeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubAction_Record
function gamedataTweakDBInterface:GetAISubActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionRegisterActionName_Record
function gamedataTweakDBInterface:GetAISubActionRegisterActionNameRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionReloadWeapon_Record
function gamedataTweakDBInterface:GetAISubActionReloadWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionScaleDurationWithDistance_Record
function gamedataTweakDBInterface:GetAISubActionScaleDurationWithDistanceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSecuritySystemNotification_Record
function gamedataTweakDBInterface:GetAISubActionSecuritySystemNotificationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSendSignal_Record
function gamedataTweakDBInterface:GetAISubActionSendSignalRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetEquipPrimaryWeapons_Record
function gamedataTweakDBInterface:GetAISubActionSetEquipPrimaryWeaponsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetEquipSecondaryWeapons_Record
function gamedataTweakDBInterface:GetAISubActionSetEquipSecondaryWeaponsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetInfluenceMap_Record
function gamedataTweakDBInterface:GetAISubActionSetInfluenceMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetInt_Record
function gamedataTweakDBInterface:GetAISubActionSetIntRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetItemAsTarget_Record
function gamedataTweakDBInterface:GetAISubActionSetItemAsTargetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetStimSource_Record
function gamedataTweakDBInterface:GetAISubActionSetStimSourceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetTargetByTag_Record
function gamedataTweakDBInterface:GetAISubActionSetTargetByTagRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetTopThreatPersistance_Record
function gamedataTweakDBInterface:GetAISubActionSetTopThreatPersistanceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetUnequipPrimaryWeapons_Record
function gamedataTweakDBInterface:GetAISubActionSetUnequipPrimaryWeaponsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetUnequipSecondaryWeapons_Record
function gamedataTweakDBInterface:GetAISubActionSetUnequipSecondaryWeaponsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetWaypointByTag_Record
function gamedataTweakDBInterface:GetAISubActionSetWaypointByTagRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSetWorldPosition_Record
function gamedataTweakDBInterface:GetAISubActionSetWorldPositionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionShootFromCar_Record
function gamedataTweakDBInterface:GetAISubActionShootFromCarRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionShootToPoint_Record
function gamedataTweakDBInterface:GetAISubActionShootToPointRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionShootWithWeapon_Record
function gamedataTweakDBInterface:GetAISubActionShootWithWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSpawnFX_Record
function gamedataTweakDBInterface:GetAISubActionSpawnFXRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionSquadSync_Record
function gamedataTweakDBInterface:GetAISubActionSquadSyncRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionStartCooldown_Record
function gamedataTweakDBInterface:GetAISubActionStartCooldownRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionStatusEffect_Record
function gamedataTweakDBInterface:GetAISubActionStatusEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionThrowItem_Record
function gamedataTweakDBInterface:GetAISubActionThrowItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionTriggerItemActivation_Record
function gamedataTweakDBInterface:GetAISubActionTriggerItemActivationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionTriggerStim_Record
function gamedataTweakDBInterface:GetAISubActionTriggerStimRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionUnequipOnSlot_Record
function gamedataTweakDBInterface:GetAISubActionUnequipOnSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionUpdateFriendlyFireParams_Record
function gamedataTweakDBInterface:GetAISubActionUpdateFriendlyFireParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionUseSensePreset_Record
function gamedataTweakDBInterface:GetAISubActionUseSensePresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAISubActionWorkspot_Record
function gamedataTweakDBInterface:GetAISubActionWorkspotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITacticTicket_Record
function gamedataTweakDBInterface:GetAITacticTicketRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITacticType_Record
function gamedataTweakDBInterface:GetAITacticTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITargetCond_Record
function gamedataTweakDBInterface:GetAITargetCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITargetInPreventionFreeArea_Record
function gamedataTweakDBInterface:GetAITargetInPreventionFreeAreaRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITargetInUnmountingRangeCond_Record
function gamedataTweakDBInterface:GetAITargetInUnmountingRangeCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIThreatPersistenceSource_Record
function gamedataTweakDBInterface:GetAIThreatPersistenceSourceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIThrowCond_Record
function gamedataTweakDBInterface:GetAIThrowCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITicketCheck_Record
function gamedataTweakDBInterface:GetAITicketCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITicketCondition_Record
function gamedataTweakDBInterface:GetAITicketConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITicketFilter_Record
function gamedataTweakDBInterface:GetAITicketFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITicket_Record
function gamedataTweakDBInterface:GetAITicketRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITicketType_Record
function gamedataTweakDBInterface:GetAITicketTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAITresspassingCond_Record
function gamedataTweakDBInterface:GetAITresspassingCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIValidCoversCond_Record
function gamedataTweakDBInterface:GetAIValidCoversCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIVehicleCond_Record
function gamedataTweakDBInterface:GetAIVehicleCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record
function gamedataTweakDBInterface:GetAIVehicleInsideInnerAreaOfAreaSpeedLimiterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIVelocitiesDotCond_Record
function gamedataTweakDBInterface:GetAIVelocitiesDotCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIVelocityCond_Record
function gamedataTweakDBInterface:GetAIVelocityCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIVelocityDotCond_Record
function gamedataTweakDBInterface:GetAIVelocityDotCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIWeakSpotCond_Record
function gamedataTweakDBInterface:GetAIWeakSpotCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIWeaponLockedOnTargetCond_Record
function gamedataTweakDBInterface:GetAIWeaponLockedOnTargetCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAIWorkspotCond_Record
function gamedataTweakDBInterface:GetAIWorkspotCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAbsoluteZLimiterCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetAbsoluteZLimiterCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAccelerateTowardsParameters_Record
function gamedataTweakDBInterface:GetAccelerateTowardsParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAccuracy_Record
function gamedataTweakDBInterface:GetAccuracyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAchievement_Record
function gamedataTweakDBInterface:GetAchievementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionMapField_Record
function gamedataTweakDBInterface:GetActionMapFieldRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionMap_Record
function gamedataTweakDBInterface:GetActionMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionPayment_Record
function gamedataTweakDBInterface:GetActionPaymentRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionRestrictionGroup_Record
function gamedataTweakDBInterface:GetActionRestrictionGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionTargetInDistancePrereq_Record
function gamedataTweakDBInterface:GetActionTargetInDistancePrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionTargetPrereq_Record
function gamedataTweakDBInterface:GetActionTargetPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataActionWidgetDefinition_Record
function gamedataTweakDBInterface:GetActionWidgetDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAddDevelopmentPointEffector_Record
function gamedataTweakDBInterface:GetAddDevelopmentPointEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAddHitFlagToAttackEffector_Record
function gamedataTweakDBInterface:GetAddHitFlagToAttackEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAddItemsEffector_Record
function gamedataTweakDBInterface:GetAddItemsEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAddStatusEffectToAttackEffector_Record
function gamedataTweakDBInterface:GetAddStatusEffectToAttackEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAddStatusEffectToAttackEffector_inline0_Record
function gamedataTweakDBInterface:GetAddStatusEffectToAttackEffector_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataAdvertisementFormatDef_Record
function gamedataTweakDBInterface:GetAdvertisementFormatDefRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAdvertisementFormatsEnum_Record
function gamedataTweakDBInterface:GetAdvertisementFormatsEnumRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAdvertisementGroup_Record
function gamedataTweakDBInterface:GetAdvertisementGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAdvertisement_Record
function gamedataTweakDBInterface:GetAdvertisementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAffiliation_Record
function gamedataTweakDBInterface:GetAffiliationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistAimSnap_Record
function gamedataTweakDBInterface:GetAimAssistAimSnapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistBulletMagnetism_Record
function gamedataTweakDBInterface:GetAimAssistBulletMagnetismRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistCommon_Record
function gamedataTweakDBInterface:GetAimAssistCommonRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistConfigPreset_Record
function gamedataTweakDBInterface:GetAimAssistConfigPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistFinishing_Record
function gamedataTweakDBInterface:GetAimAssistFinishingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistMagnetism_Record
function gamedataTweakDBInterface:GetAimAssistMagnetismRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistMelee_Record
function gamedataTweakDBInterface:GetAimAssistMeleeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistSettings_Record
function gamedataTweakDBInterface:GetAimAssistSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistTargetData_Record
function gamedataTweakDBInterface:GetAimAssistTargetDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAimAssistType_Record
function gamedataTweakDBInterface:GetAimAssistTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAngleDistanceCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetAngleDistanceCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAngleRange_Record
function gamedataTweakDBInterface:GetAngleRangeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAppearance_Record
function gamedataTweakDBInterface:GetAppearanceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApperanceToEthnicitiesMap_Record
function gamedataTweakDBInterface:GetApperanceToEthnicitiesMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApperanceToEthnicities_Record
function gamedataTweakDBInterface:GetApperanceToEthnicitiesRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApplyEffectorEffector_Record
function gamedataTweakDBInterface:GetApplyEffectorEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApplyLightPresetEffector_Record
function gamedataTweakDBInterface:GetApplyLightPresetEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApplyStatGroupEffector_Record
function gamedataTweakDBInterface:GetApplyStatGroupEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApplyStatusEffectByChanceEffector_Record
function gamedataTweakDBInterface:GetApplyStatusEffectByChanceEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataApplyStatusEffectByChanceEffector_inline0_Record
function gamedataTweakDBInterface:GetApplyStatusEffectByChanceEffector_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataApplyStatusEffectEffector_Record
function gamedataTweakDBInterface:GetApplyStatusEffectEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeBackgroundLayer_Record
function gamedataTweakDBInterface:GetArcadeBackgroundLayerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeCollidableObject_Record
function gamedataTweakDBInterface:GetArcadeCollidableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeGameplay_Record
function gamedataTweakDBInterface:GetArcadeGameplayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeMenu_Record
function gamedataTweakDBInterface:GetArcadeMenuRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeMinigameDataList_Record
function gamedataTweakDBInterface:GetArcadeMinigameDataListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeMinigameData_Record
function gamedataTweakDBInterface:GetArcadeMinigameDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeObject_Record
function gamedataTweakDBInterface:GetArcadeObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeScoreboardEntry_Record
function gamedataTweakDBInterface:GetArcadeScoreboardEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeScoreboard_Record
function gamedataTweakDBInterface:GetArcadeScoreboardRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeSpawnableID_Record
function gamedataTweakDBInterface:GetArcadeSpawnableIDRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArcadeSpawnableObject_Record
function gamedataTweakDBInterface:GetArcadeSpawnableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArchetypeData_Record
function gamedataTweakDBInterface:GetArchetypeDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataArchetypeType_Record
function gamedataTweakDBInterface:GetArchetypeTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttachableObject_Record
function gamedataTweakDBInterface:GetAttachableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttachmentSlot_Record
function gamedataTweakDBInterface:GetAttachmentSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttackDirection_Record
function gamedataTweakDBInterface:GetAttackDirectionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttack_Record
function gamedataTweakDBInterface:GetAttackRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttackSubtype_Record
function gamedataTweakDBInterface:GetAttackSubtypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttackType_Record
function gamedataTweakDBInterface:GetAttackTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttack_GameEffect_Record
function gamedataTweakDBInterface:GetAttack_GameEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttack_Landing_Record
function gamedataTweakDBInterface:GetAttack_LandingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttack_Melee_Record
function gamedataTweakDBInterface:GetAttack_MeleeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttack_Projectile_Record
function gamedataTweakDBInterface:GetAttack_ProjectileRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttitudeGroup_Record
function gamedataTweakDBInterface:GetAttitudeGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttitude_Record
function gamedataTweakDBInterface:GetAttitudeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttributeData_Record
function gamedataTweakDBInterface:GetAttributeDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAttribute_Record
function gamedataTweakDBInterface:GetAttributeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataAvoidLineOfSightSelectionParameters_Record
function gamedataTweakDBInterface:GetAvoidLineOfSightSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBaseDrivingParameters_Record
function gamedataTweakDBInterface:GetBaseDrivingParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBaseObject_Record
function gamedataTweakDBInterface:GetBaseObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBaseSign_Record
function gamedataTweakDBInterface:GetBaseSignRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBase_MappinDefinition_Record
function gamedataTweakDBInterface:GetBase_MappinDefinitionRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Bool
---@return Bool
function gamedataTweakDBInterface:GetBool(path, defaultValue) return end

---@param path TweakDBID|string
---@return Bool[]
function gamedataTweakDBInterface:GetBoolArray(path) return end

---@param path TweakDBID|string
---@return Bool[]
function gamedataTweakDBInterface:GetBoolArrayDefault(path) return end

---@param path TweakDBID|string
---@return Bool
function gamedataTweakDBInterface:GetBoolDefault(path) return end

---@param path TweakDBID|string
---@return gamedataBounce_Record
function gamedataTweakDBInterface:GetBounceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBountyDrawTable_Record
function gamedataTweakDBInterface:GetBountyDrawTableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBounty_Record
function gamedataTweakDBInterface:GetBountyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBox_Record
function gamedataTweakDBInterface:GetBoxRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBroadcastStimEffector_Record
function gamedataTweakDBInterface:GetBroadcastStimEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildAttribute_Record
function gamedataTweakDBInterface:GetBuildAttributeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildAttributeSet_Record
function gamedataTweakDBInterface:GetBuildAttributeSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildCyberware_Record
function gamedataTweakDBInterface:GetBuildCyberwareRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildCyberwareSet_Record
function gamedataTweakDBInterface:GetBuildCyberwareSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildEquipment_Record
function gamedataTweakDBInterface:GetBuildEquipmentRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildEquipmentSet_Record
function gamedataTweakDBInterface:GetBuildEquipmentSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildNewPerk_Record
function gamedataTweakDBInterface:GetBuildNewPerkRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildPerk_Record
function gamedataTweakDBInterface:GetBuildPerkRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildPerkSet_Record
function gamedataTweakDBInterface:GetBuildPerkSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildProficiency_Record
function gamedataTweakDBInterface:GetBuildProficiencyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildProficiencySet_Record
function gamedataTweakDBInterface:GetBuildProficiencySetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataBuildProgram_Record
function gamedataTweakDBInterface:GetBuildProgramRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue CName|string
---@return CName
function gamedataTweakDBInterface:GetCName(path, defaultValue) return end

---@param path TweakDBID|string
---@return CName[]
function gamedataTweakDBInterface:GetCNameArray(path) return end

---@param path TweakDBID|string
---@return CName[]
function gamedataTweakDBInterface:GetCNameArrayDefault(path) return end

---@param path TweakDBID|string
---@return CName
function gamedataTweakDBInterface:GetCNameDefault(path) return end

---@param path TweakDBID|string
---@return gamedataCPOItemCategoryBase_Record
function gamedataTweakDBInterface:GetCPOItemCategoryBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCPOLoadoutBase_Record
function gamedataTweakDBInterface:GetCPOLoadoutBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCarriableObject_Record
function gamedataTweakDBInterface:GetCarriableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChannelData_Record
function gamedataTweakDBInterface:GetChannelDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCharacterEntry_Record
function gamedataTweakDBInterface:GetCharacterEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCharacterList_Record
function gamedataTweakDBInterface:GetCharacterListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCharacter_Record
function gamedataTweakDBInterface:GetCharacterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChatterHelperRadius_Record
function gamedataTweakDBInterface:GetChatterHelperRadiusRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCheckType_Record
function gamedataTweakDBInterface:GetCheckTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChoiceCaptionIconPart_Record
function gamedataTweakDBInterface:GetChoiceCaptionIconPartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChoiceCaptionPart_Record
function gamedataTweakDBInterface:GetChoiceCaptionPartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChoiceCaptionPartType_Record
function gamedataTweakDBInterface:GetChoiceCaptionPartTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataChoiceCaptionTagPart_Record
function gamedataTweakDBInterface:GetChoiceCaptionTagPartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataClearLineOfSightCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetClearLineOfSightCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataClosestToOwnerCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetClosestToOwnerCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataClothing_Record
function gamedataTweakDBInterface:GetClothingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataClothing_inline0_Record
function gamedataTweakDBInterface:GetClothing_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataCodex_Record
function gamedataTweakDBInterface:GetCodexRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCodexRecordPart_Record
function gamedataTweakDBInterface:GetCodexRecordPartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCodexRecord_Record
function gamedataTweakDBInterface:GetCodexRecordRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Color
---@return Color
function gamedataTweakDBInterface:GetColor(path, defaultValue) return end

---@param path TweakDBID|string
---@return Color[]
function gamedataTweakDBInterface:GetColorArray(path) return end

---@param path TweakDBID|string
---@return Color[]
function gamedataTweakDBInterface:GetColorArrayDefault(path) return end

---@param path TweakDBID|string
---@return Color
function gamedataTweakDBInterface:GetColorDefault(path) return end

---@param path TweakDBID|string
---@return gamedataCombinedStatModifier_Record
function gamedataTweakDBInterface:GetCombinedStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCompanionDistancePreset_Record
function gamedataTweakDBInterface:GetCompanionDistancePresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCompoundSelectionPreset_Record
function gamedataTweakDBInterface:GetCompoundSelectionPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataComputerScreenType_Record
function gamedataTweakDBInterface:GetComputerScreenTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataComputerStyleUIDefinition_Record
function gamedataTweakDBInterface:GetComputerStyleUIDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataComputerUIStyle_Record
function gamedataTweakDBInterface:GetComputerUIStyleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCone_Record
function gamedataTweakDBInterface:GetConeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConstantStatModifier_Record
function gamedataTweakDBInterface:GetConstantStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConsumableBaseName_Record
function gamedataTweakDBInterface:GetConsumableBaseNameRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConsumableChargesPrereq_Record
function gamedataTweakDBInterface:GetConsumableChargesPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConsumableItem_Record
function gamedataTweakDBInterface:GetConsumableItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConsumableType_Record
function gamedataTweakDBInterface:GetConsumableTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataContainerType_Record
function gamedataTweakDBInterface:GetContainerTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataContentAssignment_Record
function gamedataTweakDBInterface:GetContentAssignmentRecord(path) return end

---@param path TweakDBID|string
---@return gamedataContinuousAttackEffector_Record
function gamedataTweakDBInterface:GetContinuousAttackEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataContinuousEffector_Record
function gamedataTweakDBInterface:GetContinuousEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataControlledLootSet_Record
function gamedataTweakDBInterface:GetControlledLootSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataControlledLootTable_Record
function gamedataTweakDBInterface:GetControlledLootTableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataConvertDamageToStatPoolEffector_Record
function gamedataTweakDBInterface:GetConvertDamageToStatPoolEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCooldown_Record
function gamedataTweakDBInterface:GetCooldownRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCooldownType_Record
function gamedataTweakDBInterface:GetCooldownTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCoverHealthCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetCoverHealthCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCoverSelectionPreset_Record
function gamedataTweakDBInterface:GetCoverSelectionPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCoverTypeCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetCoverTypeCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCrackAction_Record
function gamedataTweakDBInterface:GetCrackActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCraftable_Record
function gamedataTweakDBInterface:GetCraftableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCraftingPackage_Record
function gamedataTweakDBInterface:GetCraftingPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCraftingResult_Record
function gamedataTweakDBInterface:GetCraftingResultRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCrosshair_Record
function gamedataTweakDBInterface:GetCrosshairRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCrowdSettingsPackageBase_Record
function gamedataTweakDBInterface:GetCrowdSettingsPackageBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCrowdSlotMovementPatternBase_Record
function gamedataTweakDBInterface:GetCrowdSlotMovementPatternBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCrowdSlotMovementSettingsBase_Record
function gamedataTweakDBInterface:GetCrowdSlotMovementSettingsBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCurrencyReward_Record
function gamedataTweakDBInterface:GetCurrencyRewardRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCurrencyReward_inline0_Record
function gamedataTweakDBInterface:GetCurrencyReward_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataCurve_Record
function gamedataTweakDBInterface:GetCurveRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCurveStatModifier_Record
function gamedataTweakDBInterface:GetCurveStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCurves_Record
function gamedataTweakDBInterface:GetCurvesRecord(path) return end

---@param path TweakDBID|string
---@return gamedataCyberwareArea_Record
function gamedataTweakDBInterface:GetCyberwareAreaRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDPadUIData_Record
function gamedataTweakDBInterface:GetDPadUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDamageType_Record
function gamedataTweakDBInterface:GetDamageTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDefenseMode_Record
function gamedataTweakDBInterface:GetDefenseModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDestructibleObject_Record
function gamedataTweakDBInterface:GetDestructibleObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDetectionCurve_Record
function gamedataTweakDBInterface:GetDetectionCurveRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDevelopmentPoint_Record
function gamedataTweakDBInterface:GetDevelopmentPointRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceAreaAttack_Record
function gamedataTweakDBInterface:GetDeviceAreaAttackRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceContentAssignment_Record
function gamedataTweakDBInterface:GetDeviceContentAssignmentRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceFX_Record
function gamedataTweakDBInterface:GetDeviceFXRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceHackCategory_Record
function gamedataTweakDBInterface:GetDeviceHackCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceHackTier_Record
function gamedataTweakDBInterface:GetDeviceHackTierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDevice_Record
function gamedataTweakDBInterface:GetDeviceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceScreenType_Record
function gamedataTweakDBInterface:GetDeviceScreenTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceUIDefinition_Record
function gamedataTweakDBInterface:GetDeviceUIDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDeviceWidgetDefinition_Record
function gamedataTweakDBInterface:GetDeviceWidgetDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDisassemblingResult_Record
function gamedataTweakDBInterface:GetDisassemblingResultRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDistanceFromOthersCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetDistanceFromOthersCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDistrictPrereq_Record
function gamedataTweakDBInterface:GetDistrictPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDistrictPreventionData_Record
function gamedataTweakDBInterface:GetDistrictPreventionDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDistrict_Record
function gamedataTweakDBInterface:GetDistrictRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDriveHelper_Record
function gamedataTweakDBInterface:GetDriveHelperRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDriveHelperType_Record
function gamedataTweakDBInterface:GetDriveHelperTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDriveWheelsAccelerateNoise_Record
function gamedataTweakDBInterface:GetDriveWheelsAccelerateNoiseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDriverCombatType_Record
function gamedataTweakDBInterface:GetDriverCombatTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDroneAnimationSetup_Record
function gamedataTweakDBInterface:GetDroneAnimationSetupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDynamicDownforceHelper_Record
function gamedataTweakDBInterface:GetDynamicDownforceHelperRecord(path) return end

---@param path TweakDBID|string
---@return gamedataDynamicVehicleData_Record
function gamedataTweakDBInterface:GetDynamicVehicleDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEffector_Record
function gamedataTweakDBInterface:GetEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEffectorTimeDilationDriver_Record
function gamedataTweakDBInterface:GetEffectorTimeDilationDriverRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEnvLight_Record
function gamedataTweakDBInterface:GetEnvLightRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEquipSlot_Record
function gamedataTweakDBInterface:GetEquipSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEquipmentArea_Record
function gamedataTweakDBInterface:GetEquipmentAreaRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEquipmentMovementSound_Record
function gamedataTweakDBInterface:GetEquipmentMovementSoundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEthnicNames_Record
function gamedataTweakDBInterface:GetEthnicNamesRecord(path) return end

---@param path TweakDBID|string
---@return gamedataEthnicity_Record
function gamedataTweakDBInterface:GetEthnicityRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue EulerAngles
---@return EulerAngles
function gamedataTweakDBInterface:GetEulerAngles(path, defaultValue) return end

---@param path TweakDBID|string
---@return EulerAngles[]
function gamedataTweakDBInterface:GetEulerAnglesArray(path) return end

---@param path TweakDBID|string
---@return EulerAngles[]
function gamedataTweakDBInterface:GetEulerAnglesArrayDefault(path) return end

---@param path TweakDBID|string
---@return EulerAngles
function gamedataTweakDBInterface:GetEulerAnglesDefault(path) return end

---@param path TweakDBID|string
---@return gamedataFacialPreset_Record
function gamedataTweakDBInterface:GetFacialPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelBinkData_Record
function gamedataTweakDBInterface:GetFastTravelBinkDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelBinksGroup_Record
function gamedataTweakDBInterface:GetFastTravelBinksGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelPoint_Record
function gamedataTweakDBInterface:GetFastTravelPointRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelScreenDataGroup_Record
function gamedataTweakDBInterface:GetFastTravelScreenDataGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelScreenData_Record
function gamedataTweakDBInterface:GetFastTravelScreenDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFastTravelSystem_Record
function gamedataTweakDBInterface:GetFastTravelSystemRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Float
---@return Float
function gamedataTweakDBInterface:GetFloat(path, defaultValue) return end

---@param path TweakDBID|string
---@return Float[]
function gamedataTweakDBInterface:GetFloatArray(path) return end

---@param path TweakDBID|string
---@return Float[]
function gamedataTweakDBInterface:GetFloatArrayDefault(path) return end

---@param path TweakDBID|string
---@return Float
function gamedataTweakDBInterface:GetFloatDefault(path) return end

---@param path TweakDBID|string
---@return gamedataFocusClue_Record
function gamedataTweakDBInterface:GetFocusClueRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFootstep_Record
function gamedataTweakDBInterface:GetFootstepRecord(path) return end

---@param path TweakDBID|string
---@return gamedataForceDismembermentEffector_Record
function gamedataTweakDBInterface:GetForceDismembermentEffectorRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue TweakDBID|string
---@return TweakDBID
function gamedataTweakDBInterface:GetForeignKey(path, defaultValue) return end

---@param path TweakDBID|string
---@return TweakDBID[]
function gamedataTweakDBInterface:GetForeignKeyArray(path) return end

---@param path TweakDBID|string
---@return TweakDBID[]
function gamedataTweakDBInterface:GetForeignKeyArrayDefault(path) return end

---@param path TweakDBID|string
---@return TweakDBID
function gamedataTweakDBInterface:GetForeignKeyDefault(path) return end

---@param path TweakDBID|string
---@return gamedataFriendlyTargetAngleDistanceCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetFriendlyTargetAngleDistanceCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFriendlyTargetDistanceCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetFriendlyTargetDistanceCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFxAction_Record
function gamedataTweakDBInterface:GetFxActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataFxActionType_Record
function gamedataTweakDBInterface:GetFxActionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGOGReward_Record
function gamedataTweakDBInterface:GetGOGRewardRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGadget_Record
function gamedataTweakDBInterface:GetGadgetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayAbilityGroup_Record
function gamedataTweakDBInterface:GetGameplayAbilityGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayAbility_Record
function gamedataTweakDBInterface:GetGameplayAbilityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayLogicPackage_Record
function gamedataTweakDBInterface:GetGameplayLogicPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayLogicPackageUIData_Record
function gamedataTweakDBInterface:GetGameplayLogicPackageUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayRestrictionStatusEffect_Record
function gamedataTweakDBInterface:GetGameplayRestrictionStatusEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGameplayTagsPrereq_Record
function gamedataTweakDBInterface:GetGameplayTagsPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGenderEntity_Record
function gamedataTweakDBInterface:GetGenderEntityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGender_Record
function gamedataTweakDBInterface:GetGenderRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGenericHighwaySign_Record
function gamedataTweakDBInterface:GetGenericHighwaySignRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGenericMetroSign_Record
function gamedataTweakDBInterface:GetGenericMetroSignRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGenericStreetNameSign_Record
function gamedataTweakDBInterface:GetGenericStreetNameSignRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGrenadeDeliveryMethod_Record
function gamedataTweakDBInterface:GetGrenadeDeliveryMethodRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGrenadeDeliveryMethodType_Record
function gamedataTweakDBInterface:GetGrenadeDeliveryMethodTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataGrenade_Record
function gamedataTweakDBInterface:GetGrenadeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHUD_Preset_Entry_Record
function gamedataTweakDBInterface:GetHUD_Preset_EntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHackCategory_Record
function gamedataTweakDBInterface:GetHackCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHackingMiniGame_Record
function gamedataTweakDBInterface:GetHackingMiniGameRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHandbrakeFrictionModifier_Record
function gamedataTweakDBInterface:GetHandbrakeFrictionModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHandicapLootList_Record
function gamedataTweakDBInterface:GetHandicapLootListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHandicapLootPreset_Record
function gamedataTweakDBInterface:GetHandicapLootPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHitPrereqCondition_Record
function gamedataTweakDBInterface:GetHitPrereqConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHitPrereqConditionType_Record
function gamedataTweakDBInterface:GetHitPrereqConditionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHitPrereq_Record
function gamedataTweakDBInterface:GetHitPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHomingGDM_Record
function gamedataTweakDBInterface:GetHomingGDMRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHomingParameters_Record
function gamedataTweakDBInterface:GetHomingParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataHudEnhancer_Record
function gamedataTweakDBInterface:GetHudEnhancerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataIPrereq_Record
function gamedataTweakDBInterface:GetIPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataIconsGeneratorContext_Record
function gamedataTweakDBInterface:GetIconsGeneratorContextRecord(path) return end

---@param path TweakDBID|string
---@return gamedataImprovementRelation_Record
function gamedataTweakDBInterface:GetImprovementRelationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInAirGravityModifier_Record
function gamedataTweakDBInterface:GetInAirGravityModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInitLoadingScreen_Record
function gamedataTweakDBInterface:GetInitLoadingScreenRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Int32
---@return Int32
function gamedataTweakDBInterface:GetInt(path, defaultValue) return end

---@param path TweakDBID|string
---@return Int32[]
function gamedataTweakDBInterface:GetIntArray(path) return end

---@param path TweakDBID|string
---@return Int32[]
function gamedataTweakDBInterface:GetIntArrayDefault(path) return end

---@param path TweakDBID|string
---@return Int32
function gamedataTweakDBInterface:GetIntDefault(path) return end

---@param path TweakDBID|string
---@return gamedataInteractionBase_Record
function gamedataTweakDBInterface:GetInteractionBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInteractionMountBase_Record
function gamedataTweakDBInterface:GetInteractionMountBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInventoryItemGroup_Record
function gamedataTweakDBInterface:GetInventoryItemGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInventoryItem_Record
function gamedataTweakDBInterface:GetInventoryItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataInventoryItemSet_Record
function gamedataTweakDBInterface:GetInventoryItemSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataIsHackable_Record
function gamedataTweakDBInterface:GetIsHackableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemAction_Record
function gamedataTweakDBInterface:GetItemActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemArrayQuery_Record
function gamedataTweakDBInterface:GetItemArrayQueryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemBlueprintElement_Record
function gamedataTweakDBInterface:GetItemBlueprintElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemBlueprint_Record
function gamedataTweakDBInterface:GetItemBlueprintRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemCategory_Record
function gamedataTweakDBInterface:GetItemCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemCost_Record
function gamedataTweakDBInterface:GetItemCostRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemCreationPrereq_Record
function gamedataTweakDBInterface:GetItemCreationPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemDropSettings_Record
function gamedataTweakDBInterface:GetItemDropSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemList_Record
function gamedataTweakDBInterface:GetItemListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemPartConnection_Record
function gamedataTweakDBInterface:GetItemPartConnectionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemPartListElement_Record
function gamedataTweakDBInterface:GetItemPartListElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemQueryElement_Record
function gamedataTweakDBInterface:GetItemQueryElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemQuery_Record
function gamedataTweakDBInterface:GetItemQueryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemRecipe_Record
function gamedataTweakDBInterface:GetItemRecipeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItem_Record
function gamedataTweakDBInterface:GetItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemRequiredSlot_Record
function gamedataTweakDBInterface:GetItemRequiredSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemStructure_Record
function gamedataTweakDBInterface:GetItemStructureRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemType_Record
function gamedataTweakDBInterface:GetItemTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemsFactoryAppearanceSuffixBase_Record
function gamedataTweakDBInterface:GetItemsFactoryAppearanceSuffixBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataItemsFactoryAppearanceSuffixOrder_Record
function gamedataTweakDBInterface:GetItemsFactoryAppearanceSuffixOrderRecord(path) return end

---@param path TweakDBID|string
---@return gamedataJournalIcon_Record
function gamedataTweakDBInterface:GetJournalIconRecord(path) return end

---@param path TweakDBID|string
---@return gamedataKeepCurrentCoverCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetKeepCurrentCoverCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataKnifeThrowDelivery_Record
function gamedataTweakDBInterface:GetKnifeThrowDeliveryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLCDScreen_Record
function gamedataTweakDBInterface:GetLCDScreenRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLandingFxMaterial_Record
function gamedataTweakDBInterface:GetLandingFxMaterialRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLandingFxPackage_Record
function gamedataTweakDBInterface:GetLandingFxPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLayout_Record
function gamedataTweakDBInterface:GetLayoutRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLifePath_Record
function gamedataTweakDBInterface:GetLifePathRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLightPreset_Record
function gamedataTweakDBInterface:GetLightPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLinearAccuracy_Record
function gamedataTweakDBInterface:GetLinearAccuracyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLoadingTipsGroup_Record
function gamedataTweakDBInterface:GetLoadingTipsGroupRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue CName|string
---@return CName
function gamedataTweakDBInterface:GetLocKey(path, defaultValue) return end

---@param path TweakDBID|string
---@return CName[]
function gamedataTweakDBInterface:GetLocKeyArray(path) return end

---@param path TweakDBID|string
---@return CName[]
function gamedataTweakDBInterface:GetLocKeyArrayDefault(path) return end

---@param path TweakDBID|string
---@return CName
function gamedataTweakDBInterface:GetLocKeyDefault(path) return end

---@param path TweakDBID|string
---@return gamedataLocomotionMode_Record
function gamedataTweakDBInterface:GetLocomotionModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLookAtPart_Record
function gamedataTweakDBInterface:GetLookAtPartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLookAtPreset_Record
function gamedataTweakDBInterface:GetLookAtPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLootInjectionSettings_Record
function gamedataTweakDBInterface:GetLootInjectionSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLootItem_Record
function gamedataTweakDBInterface:GetLootItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLootTableElement_Record
function gamedataTweakDBInterface:GetLootTableElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataLootTable_Record
function gamedataTweakDBInterface:GetLootTableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinClampingSettings_Record
function gamedataTweakDBInterface:GetMappinClampingSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinDefinition_Record
function gamedataTweakDBInterface:GetMappinDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinPhaseDefinition_Record
function gamedataTweakDBInterface:GetMappinPhaseDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinPhase_Record
function gamedataTweakDBInterface:GetMappinPhaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUICustomOpacityParams_Record
function gamedataTweakDBInterface:GetMappinUICustomOpacityParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUIFilterGroup_Record
function gamedataTweakDBInterface:GetMappinUIFilterGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUIGlobalProfile_Record
function gamedataTweakDBInterface:GetMappinUIGlobalProfileRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUIParamGroup_Record
function gamedataTweakDBInterface:GetMappinUIParamGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUIPreventionSettings_Record
function gamedataTweakDBInterface:GetMappinUIPreventionSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUIRuntimeProfile_Record
function gamedataTweakDBInterface:GetMappinUIRuntimeProfileRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUISettings_Record
function gamedataTweakDBInterface:GetMappinUISettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinUISpawnProfile_Record
function gamedataTweakDBInterface:GetMappinUISpawnProfileRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinVariant_Record
function gamedataTweakDBInterface:GetMappinVariantRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMappinsGroup_Record
function gamedataTweakDBInterface:GetMappinsGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMaterialFx_Record
function gamedataTweakDBInterface:GetMaterialFxRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMaterial_Record
function gamedataTweakDBInterface:GetMaterialRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMeleeAttackDirection_Record
function gamedataTweakDBInterface:GetMeleeAttackDirectionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMetaQuest_Record
function gamedataTweakDBInterface:GetMetaQuestRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbolsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_inline0_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbols_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_inline1_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbols_inline1Record(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_inline2_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbols_inline2Record(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_inline3_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbols_inline3Record(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_AllSymbols_inline4_Record
function gamedataTweakDBInterface:GetMiniGame_AllSymbols_inline4Record(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_SymbolsWithRarity_Record
function gamedataTweakDBInterface:GetMiniGame_SymbolsWithRarityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMiniGame_Trap_Record
function gamedataTweakDBInterface:GetMiniGame_TrapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMinigameAction_Record
function gamedataTweakDBInterface:GetMinigameActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMinigameActionType_Record
function gamedataTweakDBInterface:GetMinigameActionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMinigameCategory_Record
function gamedataTweakDBInterface:GetMinigameCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMinigameTrapType_Record
function gamedataTweakDBInterface:GetMinigameTrapTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMinigame_Def_Record
function gamedataTweakDBInterface:GetMinigame_DefRecord(path) return end

---@param path TweakDBID|string
---@return gamedataModifyAttackCritChanceEffector_Record
function gamedataTweakDBInterface:GetModifyAttackCritChanceEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataModifyStatPoolCustomLimitEffector_Record
function gamedataTweakDBInterface:GetModifyStatPoolCustomLimitEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataModifyStatPoolModifierEffector_Record
function gamedataTweakDBInterface:GetModifyStatPoolModifierEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataModifyStatPoolValueEffector_Record
function gamedataTweakDBInterface:GetModifyStatPoolValueEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMovementParam_Record
function gamedataTweakDBInterface:GetMovementParamRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMovementParams_Record
function gamedataTweakDBInterface:GetMovementParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMovementPolicy_Record
function gamedataTweakDBInterface:GetMovementPolicyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMovementPolicyTagList_Record
function gamedataTweakDBInterface:GetMovementPolicyTagListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMultiPrereq_Record
function gamedataTweakDBInterface:GetMultiPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataMutablePoolValueModifier_Record
function gamedataTweakDBInterface:GetMutablePoolValueModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCBehaviorState_Record
function gamedataTweakDBInterface:GetNPCBehaviorStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCEquipmentGroupEntry_Record
function gamedataTweakDBInterface:GetNPCEquipmentGroupEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCEquipmentGroup_Record
function gamedataTweakDBInterface:GetNPCEquipmentGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCEquipmentItemPool_Record
function gamedataTweakDBInterface:GetNPCEquipmentItemPoolRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCEquipmentItem_Record
function gamedataTweakDBInterface:GetNPCEquipmentItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCEquipmentItemsPoolEntry_Record
function gamedataTweakDBInterface:GetNPCEquipmentItemsPoolEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCHighLevelState_Record
function gamedataTweakDBInterface:GetNPCHighLevelStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCQuestAffiliation_Record
function gamedataTweakDBInterface:GetNPCQuestAffiliationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCRarity_Record
function gamedataTweakDBInterface:GetNPCRarityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCStanceState_Record
function gamedataTweakDBInterface:GetNPCStanceStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCTypePrereq_Record
function gamedataTweakDBInterface:GetNPCTypePrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCType_Record
function gamedataTweakDBInterface:GetNPCTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNPCUpperBodyState_Record
function gamedataTweakDBInterface:GetNPCUpperBodyStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNetworkPingingParameteres_Record
function gamedataTweakDBInterface:GetNetworkPingingParameteresRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNetworkPresetBinderParameters_Record
function gamedataTweakDBInterface:GetNetworkPresetBinderParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerkCategory_Record
function gamedataTweakDBInterface:GetNewPerkCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerkLevelData_Record
function gamedataTweakDBInterface:GetNewPerkLevelDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerkLevelUIData_Record
function gamedataTweakDBInterface:GetNewPerkLevelUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerk_Record
function gamedataTweakDBInterface:GetNewPerkRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerkSlot_Record
function gamedataTweakDBInterface:GetNewPerkSlotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewPerkTier_Record
function gamedataTweakDBInterface:GetNewPerkTierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewSkillsProficiency_Record
function gamedataTweakDBInterface:GetNewSkillsProficiencyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNewsFeedTitle_Record
function gamedataTweakDBInterface:GetNewsFeedTitleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNonLinearAccuracy_Record
function gamedataTweakDBInterface:GetNonLinearAccuracyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataNumberPlate_Record
function gamedataTweakDBInterface:GetNumberPlateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionCost_Record
function gamedataTweakDBInterface:GetObjectActionCostRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionEffect_Record
function gamedataTweakDBInterface:GetObjectActionEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionGameplayCategory_Record
function gamedataTweakDBInterface:GetObjectActionGameplayCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionPrereq_Record
function gamedataTweakDBInterface:GetObjectActionPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectAction_Record
function gamedataTweakDBInterface:GetObjectActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionReference_Record
function gamedataTweakDBInterface:GetObjectActionReferenceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataObjectActionType_Record
function gamedataTweakDBInterface:GetObjectActionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOffMeshLinkTag_Record
function gamedataTweakDBInterface:GetOffMeshLinkTagRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOutput_Record
function gamedataTweakDBInterface:GetOutputRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOverrideRangedAttackPackageEffector_Record
function gamedataTweakDBInterface:GetOverrideRangedAttackPackageEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOwnerAngleCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetOwnerAngleCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOwnerDistanceCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetOwnerDistanceCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataOwnerThreatCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetOwnerThreatCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataParentAttachmentType_Record
function gamedataTweakDBInterface:GetParentAttachmentTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataParticleDamage_Record
function gamedataTweakDBInterface:GetParticleDamageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPassiveProficiencyBonus_Record
function gamedataTweakDBInterface:GetPassiveProficiencyBonusRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPassiveProficiencyBonusUIData_Record
function gamedataTweakDBInterface:GetPassiveProficiencyBonusUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPathLengthCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetPathLengthCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPathSecurityCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetPathSecurityCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkArea_Record
function gamedataTweakDBInterface:GetPerkAreaRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkLevelData_Record
function gamedataTweakDBInterface:GetPerkLevelDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkLevelUIData_Record
function gamedataTweakDBInterface:GetPerkLevelUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkPrereq_Record
function gamedataTweakDBInterface:GetPerkPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerk_Record
function gamedataTweakDBInterface:GetPerkRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkUtility_Record
function gamedataTweakDBInterface:GetPerkUtilityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPerkWeaponGroup_Record
function gamedataTweakDBInterface:GetPerkWeaponGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPersistentLootTable_Record
function gamedataTweakDBInterface:GetPersistentLootTableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeBackground_Record
function gamedataTweakDBInterface:GetPhotoModeBackgroundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeEffect_Record
function gamedataTweakDBInterface:GetPhotoModeEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeFace_Record
function gamedataTweakDBInterface:GetPhotoModeFaceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeFrame_Record
function gamedataTweakDBInterface:GetPhotoModeFrameRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeItem_Record
function gamedataTweakDBInterface:GetPhotoModeItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModePoseCategory_Record
function gamedataTweakDBInterface:GetPhotoModePoseCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModePose_Record
function gamedataTweakDBInterface:GetPhotoModePoseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPhotoModeSticker_Record
function gamedataTweakDBInterface:GetPhotoModeStickerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPierce_Record
function gamedataTweakDBInterface:GetPierceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPing_Record
function gamedataTweakDBInterface:GetPingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPlayerBuild_Record
function gamedataTweakDBInterface:GetPlayerBuildRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPlayerIsNewPerkBoughtPrereq_Record
function gamedataTweakDBInterface:GetPlayerIsNewPerkBoughtPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPlayerPossesion_Record
function gamedataTweakDBInterface:GetPlayerPossesionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPoolValueModifier_Record
function gamedataTweakDBInterface:GetPoolValueModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPrereqCheck_Record
function gamedataTweakDBInterface:GetPrereqCheckRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPrereq_Record
function gamedataTweakDBInterface:GetPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPresetMapper_Record
function gamedataTweakDBInterface:GetPresetMapperRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionAttackTypeData_Record
function gamedataTweakDBInterface:GetPreventionAttackTypeDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionFallbackUnitData_Record
function gamedataTweakDBInterface:GetPreventionFallbackUnitDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionHeatDataMatrix_Record
function gamedataTweakDBInterface:GetPreventionHeatDataMatrixRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionHeatData_Record
function gamedataTweakDBInterface:GetPreventionHeatDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionHeatTable_Record
function gamedataTweakDBInterface:GetPreventionHeatTableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionMinimapData_Record
function gamedataTweakDBInterface:GetPreventionMinimapDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionUnitPoolData_Record
function gamedataTweakDBInterface:GetPreventionUnitPoolDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPreventionVehiclePoolData_Record
function gamedataTweakDBInterface:GetPreventionVehiclePoolDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProficiency_Record
function gamedataTweakDBInterface:GetProficiencyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProgram_Record
function gamedataTweakDBInterface:GetProgramRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProgressionBuild_Record
function gamedataTweakDBInterface:GetProgressionBuildRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProjectileCollision_Record
function gamedataTweakDBInterface:GetProjectileCollisionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProjectileLaunchMode_Record
function gamedataTweakDBInterface:GetProjectileLaunchModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProjectileLaunch_Record
function gamedataTweakDBInterface:GetProjectileLaunchRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProjectileOnCollisionAction_Record
function gamedataTweakDBInterface:GetProjectileOnCollisionActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataProp_Record
function gamedataTweakDBInterface:GetPropRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPropagateStatusEffectInAreaEffector_Record
function gamedataTweakDBInterface:GetPropagateStatusEffectInAreaEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataPurchaseOffer_Record
function gamedataTweakDBInterface:GetPurchaseOfferRecord(path) return end

---@param path TweakDBID|string
---@return gamedataQuality_Record
function gamedataTweakDBInterface:GetQualityRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Quaternion
---@return Quaternion
function gamedataTweakDBInterface:GetQuaternion(path, defaultValue) return end

---@param path TweakDBID|string
---@return Quaternion[]
function gamedataTweakDBInterface:GetQuaternionArray(path) return end

---@param path TweakDBID|string
---@return Quaternion[]
function gamedataTweakDBInterface:GetQuaternionArrayDefault(path) return end

---@param path TweakDBID|string
---@return Quaternion
function gamedataTweakDBInterface:GetQuaternionDefault(path) return end

---@param path TweakDBID|string
---@return gamedataQuery_Record
function gamedataTweakDBInterface:GetQueryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataQuestRestrictionMode_Record
function gamedataTweakDBInterface:GetQuestRestrictionModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataQuestSystemSetup_Record
function gamedataTweakDBInterface:GetQuestSystemSetupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRPGAction_Record
function gamedataTweakDBInterface:GetRPGActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRPGDataPackage_Record
function gamedataTweakDBInterface:GetRPGDataPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRaceCheckpoint_Record
function gamedataTweakDBInterface:GetRaceCheckpointRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRadioStation_Record
function gamedataTweakDBInterface:GetRadioStationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRandomNewsFeedBatch_Record
function gamedataTweakDBInterface:GetRandomNewsFeedBatchRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRandomPassengerEntry_Record
function gamedataTweakDBInterface:GetRandomPassengerEntryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRandomRatioCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetRandomRatioCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRandomStatModifier_Record
function gamedataTweakDBInterface:GetRandomStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRandomVariant_Record
function gamedataTweakDBInterface:GetRandomVariantRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRangedAttackPackage_Record
function gamedataTweakDBInterface:GetRangedAttackPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRangedAttack_Record
function gamedataTweakDBInterface:GetRangedAttackRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionLimit_Record
function gamedataTweakDBInterface:GetReactionLimitRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetCivilian_Record
function gamedataTweakDBInterface:GetReactionPresetCivilianRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetCorpo_Record
function gamedataTweakDBInterface:GetReactionPresetCorpoRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetGanger_Record
function gamedataTweakDBInterface:GetReactionPresetGangerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetMechanical_Record
function gamedataTweakDBInterface:GetReactionPresetMechanicalRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetNoReaction_Record
function gamedataTweakDBInterface:GetReactionPresetNoReactionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPresetPolice_Record
function gamedataTweakDBInterface:GetReactionPresetPoliceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataReactionPreset_Record
function gamedataTweakDBInterface:GetReactionPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRearWheelsFrictionModifier_Record
function gamedataTweakDBInterface:GetRearWheelsFrictionModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRecipeElement_Record
function gamedataTweakDBInterface:GetRecipeElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRecipeItem_Record
function gamedataTweakDBInterface:GetRecipeItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRegularGDM_Record
function gamedataTweakDBInterface:GetRegularGDMRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRegular_Record
function gamedataTweakDBInterface:GetRegularRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRemoveAllModifiersEffector_Record
function gamedataTweakDBInterface:GetRemoveAllModifiersEffectorRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue redResourceReferenceScriptToken
---@return redResourceReferenceScriptToken
function gamedataTweakDBInterface:GetResRef(path, defaultValue) return end

---@param path TweakDBID|string
---@return redResourceReferenceScriptToken[]
function gamedataTweakDBInterface:GetResRefArray(path) return end

---@param path TweakDBID|string
---@return redResourceReferenceScriptToken[]
function gamedataTweakDBInterface:GetResRefArrayDefault(path) return end

---@param path TweakDBID|string
---@return redResourceReferenceScriptToken
function gamedataTweakDBInterface:GetResRefDefault(path) return end

---@param path TweakDBID|string
---@return gamedataRewardBase_Record
function gamedataTweakDBInterface:GetRewardBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRewardBase_inline0_Record
function gamedataTweakDBInterface:GetRewardBase_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataRewardSet_Record
function gamedataTweakDBInterface:GetRewardSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRigs_Record
function gamedataTweakDBInterface:GetRigsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceBackgroundObject_Record
function gamedataTweakDBInterface:GetRoachRaceBackgroundObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceBackground_Record
function gamedataTweakDBInterface:GetRoachRaceBackgroundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceLevelList_Record
function gamedataTweakDBInterface:GetRoachRaceLevelListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceLevel_Record
function gamedataTweakDBInterface:GetRoachRaceLevelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceMovement_Record
function gamedataTweakDBInterface:GetRoachRaceMovementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceObject_Record
function gamedataTweakDBInterface:GetRoachRaceObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceObstacle_Record
function gamedataTweakDBInterface:GetRoachRaceObstacleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRaceObstacleTexturePartPair_Record
function gamedataTweakDBInterface:GetRoachRaceObstacleTexturePartPairRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRoachRacePowerUpList_Record
function gamedataTweakDBInterface:GetRoachRacePowerUpListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRotationLimiter_Record
function gamedataTweakDBInterface:GetRotationLimiterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRowSymbols_Record
function gamedataTweakDBInterface:GetRowSymbolsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRowTraps_Record
function gamedataTweakDBInterface:GetRowTrapsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataRule_Record
function gamedataTweakDBInterface:GetRuleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataScannableData_Record
function gamedataTweakDBInterface:GetScannableDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataScannerModuleVisibilityPreset_Record
function gamedataTweakDBInterface:GetScannerModuleVisibilityPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSceneCameraDoF_Record
function gamedataTweakDBInterface:GetSceneCameraDoFRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSceneInterruptionScenarios_Record
function gamedataTweakDBInterface:GetSceneInterruptionScenariosRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSceneResources_Record
function gamedataTweakDBInterface:GetSceneResourcesRecord(path) return end

---@param path TweakDBID|string
---@return gamedataScreenMessageData_Record
function gamedataTweakDBInterface:GetScreenMessageDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataScreenMessagesList_Record
function gamedataTweakDBInterface:GetScreenMessagesListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSearchFilterMaskTypeCond_Record
function gamedataTweakDBInterface:GetSearchFilterMaskTypeCondRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSearchFilterMaskTypeCondition_Record
function gamedataTweakDBInterface:GetSearchFilterMaskTypeConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSearchFilterMaskType_Record
function gamedataTweakDBInterface:GetSearchFilterMaskTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSearchFilterMaskTypeValue_Record
function gamedataTweakDBInterface:GetSearchFilterMaskTypeValueRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSeatState_Record
function gamedataTweakDBInterface:GetSeatStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSectorSelector_Record
function gamedataTweakDBInterface:GetSectorSelectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSenseObjectType_Record
function gamedataTweakDBInterface:GetSenseObjectTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSensePreset_Record
function gamedataTweakDBInterface:GetSensePresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSenseShape_Record
function gamedataTweakDBInterface:GetSenseShapeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSetAttackHitTypeEffector_Record
function gamedataTweakDBInterface:GetSetAttackHitTypeEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterAI_Record
function gamedataTweakDBInterface:GetShooterAIRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterBackground_Record
function gamedataTweakDBInterface:GetShooterBackgroundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterBasilisk_Record
function gamedataTweakDBInterface:GetShooterBasiliskRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterBossAI_Record
function gamedataTweakDBInterface:GetShooterBossAIRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterBulletList_Record
function gamedataTweakDBInterface:GetShooterBulletListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterBullet_Record
function gamedataTweakDBInterface:GetShooterBulletRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterFlyingDrone_Record
function gamedataTweakDBInterface:GetShooterFlyingDroneRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterGameplay_Record
function gamedataTweakDBInterface:GetShooterGameplayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterLayerInfo_Record
function gamedataTweakDBInterface:GetShooterLayerInfoRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterLevelList_Record
function gamedataTweakDBInterface:GetShooterLevelListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterLevel_Record
function gamedataTweakDBInterface:GetShooterLevelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterMeathead_Record
function gamedataTweakDBInterface:GetShooterMeatheadRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterMelee_Record
function gamedataTweakDBInterface:GetShooterMeleeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterNPCDrone_Record
function gamedataTweakDBInterface:GetShooterNPCDroneRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterNinja_Record
function gamedataTweakDBInterface:GetShooterNinjaRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterObject_Record
function gamedataTweakDBInterface:GetShooterObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterPickUpTransporter_Record
function gamedataTweakDBInterface:GetShooterPickUpTransporterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterPlayerData_Record
function gamedataTweakDBInterface:GetShooterPlayerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterPowerUpList_Record
function gamedataTweakDBInterface:GetShooterPowerUpListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterPowerup_Record
function gamedataTweakDBInterface:GetShooterPowerupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterProjectileAI_Record
function gamedataTweakDBInterface:GetShooterProjectileAIRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterProp_Record
function gamedataTweakDBInterface:GetShooterPropRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterRangeGrenade_Record
function gamedataTweakDBInterface:GetShooterRangeGrenadeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterRange_Record
function gamedataTweakDBInterface:GetShooterRangeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterRescueTransporter_Record
function gamedataTweakDBInterface:GetShooterRescueTransporterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterSpiderDrone_Record
function gamedataTweakDBInterface:GetShooterSpiderDroneRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterTransporter_Record
function gamedataTweakDBInterface:GetShooterTransporterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterVFXList_Record
function gamedataTweakDBInterface:GetShooterVFXListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterVFX_Record
function gamedataTweakDBInterface:GetShooterVFXRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterVIP_Record
function gamedataTweakDBInterface:GetShooterVIPRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterWeaponData_Record
function gamedataTweakDBInterface:GetShooterWeaponDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataShooterWeaponList_Record
function gamedataTweakDBInterface:GetShooterWeaponListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSlotItemPartElement_Record
function gamedataTweakDBInterface:GetSlotItemPartElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSlotItemPartListElement_Record
function gamedataTweakDBInterface:GetSlotItemPartListElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSlotItemPartPreset_Record
function gamedataTweakDBInterface:GetSlotItemPartPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSmartGunHandlerParams_Record
function gamedataTweakDBInterface:GetSmartGunHandlerParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSmartGunMissParams_Record
function gamedataTweakDBInterface:GetSmartGunMissParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSmartGunTargetSortConfigurations_Record
function gamedataTweakDBInterface:GetSmartGunTargetSortConfigurationsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSmartGunTargetSortData_Record
function gamedataTweakDBInterface:GetSmartGunTargetSortDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSpawnableObjectPriority_Record
function gamedataTweakDBInterface:GetSpawnableObjectPriorityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSpawnableObject_Record
function gamedataTweakDBInterface:GetSpawnableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSpreadAreaEffector_Record
function gamedataTweakDBInterface:GetSpreadAreaEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSpreadEffector_Record
function gamedataTweakDBInterface:GetSpreadEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSpreadInitEffector_Record
function gamedataTweakDBInterface:GetSpreadInitEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSquadBackyardBase_Record
function gamedataTweakDBInterface:GetSquadBackyardBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSquadBase_Record
function gamedataTweakDBInterface:GetSquadBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSquadFenceBase_Record
function gamedataTweakDBInterface:GetSquadFenceBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSquadInstance_Record
function gamedataTweakDBInterface:GetSquadInstanceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatChangedPrereq_Record
function gamedataTweakDBInterface:GetStatChangedPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatDistributionData_Record
function gamedataTweakDBInterface:GetStatDistributionDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatModifierGroup_Record
function gamedataTweakDBInterface:GetStatModifierGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatModifier_Record
function gamedataTweakDBInterface:GetStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPoolCost_Record
function gamedataTweakDBInterface:GetStatPoolCostRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPoolDistributionData_Record
function gamedataTweakDBInterface:GetStatPoolDistributionDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPoolPrereq_Record
function gamedataTweakDBInterface:GetStatPoolPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPool_Record
function gamedataTweakDBInterface:GetStatPoolRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPoolUpdate_Record
function gamedataTweakDBInterface:GetStatPoolUpdateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatPrereq_Record
function gamedataTweakDBInterface:GetStatPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStat_Record
function gamedataTweakDBInterface:GetStatRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatsArray_Record
function gamedataTweakDBInterface:GetStatsArrayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatsFolder_Record
function gamedataTweakDBInterface:GetStatsFolderRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatsList_Record
function gamedataTweakDBInterface:GetStatsListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectAIBehaviorFlag_Record
function gamedataTweakDBInterface:GetStatusEffectAIBehaviorFlagRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectAIBehaviorType_Record
function gamedataTweakDBInterface:GetStatusEffectAIBehaviorTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectAIData_Record
function gamedataTweakDBInterface:GetStatusEffectAIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectAttackData_Record
function gamedataTweakDBInterface:GetStatusEffectAttackDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectFX_Record
function gamedataTweakDBInterface:GetStatusEffectFXRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectPlayerData_Record
function gamedataTweakDBInterface:GetStatusEffectPlayerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectPrereq_Record
function gamedataTweakDBInterface:GetStatusEffectPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffect_Record
function gamedataTweakDBInterface:GetStatusEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectType_Record
function gamedataTweakDBInterface:GetStatusEffectTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectUIData_Record
function gamedataTweakDBInterface:GetStatusEffectUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffectVariation_Record
function gamedataTweakDBInterface:GetStatusEffectVariationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffect_inline0_Record
function gamedataTweakDBInterface:GetStatusEffect_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedataStatusEffect_inline1_Record
function gamedataTweakDBInterface:GetStatusEffect_inline1Record(path) return end

---@param path TweakDBID|string
---@return gamedataStickyGDM_Record
function gamedataTweakDBInterface:GetStickyGDMRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStimPriority_Record
function gamedataTweakDBInterface:GetStimPriorityRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStimPropagation_Record
function gamedataTweakDBInterface:GetStimPropagationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStim_Record
function gamedataTweakDBInterface:GetStimRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStimTargets_Record
function gamedataTweakDBInterface:GetStimTargetsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStimType_Record
function gamedataTweakDBInterface:GetStimTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStopAndStickPerpendicular_Record
function gamedataTweakDBInterface:GetStopAndStickPerpendicularRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStopAndStick_Record
function gamedataTweakDBInterface:GetStopAndStickRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStop_Record
function gamedataTweakDBInterface:GetStopRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStrategyData_Record
function gamedataTweakDBInterface:GetStrategyDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStreetCredTier_Record
function gamedataTweakDBInterface:GetStreetCredTierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataStreetSign_Record
function gamedataTweakDBInterface:GetStreetSignRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue String
---@return String
function gamedataTweakDBInterface:GetString(path, defaultValue) return end

---@param path TweakDBID|string
---@return String[]
function gamedataTweakDBInterface:GetStringArray(path) return end

---@param path TweakDBID|string
---@return String[]
function gamedataTweakDBInterface:GetStringArrayDefault(path) return end

---@param path TweakDBID|string
---@return String
function gamedataTweakDBInterface:GetStringDefault(path) return end

---@param path TweakDBID|string
---@return gamedataSubCharacter_Record
function gamedataTweakDBInterface:GetSubCharacterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSubStatModifier_Record
function gamedataTweakDBInterface:GetSubStatModifierRecord(path) return end

---@param path TweakDBID|string
---@return gamedataSubstat_Record
function gamedataTweakDBInterface:GetSubstatRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTPPCameraSetup_Record
function gamedataTweakDBInterface:GetTPPCameraSetupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTPPLookAtPresets_Record
function gamedataTweakDBInterface:GetTPPLookAtPresetsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTVBase_Record
function gamedataTweakDBInterface:GetTVBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTacticLimiterCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetTacticLimiterCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankArrangement_Record
function gamedataTweakDBInterface:GetTankArrangementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankBackgroundData_Record
function gamedataTweakDBInterface:GetTankBackgroundDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankDecorationSpawnerData_Record
function gamedataTweakDBInterface:GetTankDecorationSpawnerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankDestroyableObject_Record
function gamedataTweakDBInterface:GetTankDestroyableObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankEnemy_Record
function gamedataTweakDBInterface:GetTankEnemyRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankEnemySpawnerData_Record
function gamedataTweakDBInterface:GetTankEnemySpawnerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankGameplayData_Record
function gamedataTweakDBInterface:GetTankGameplayDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankGameplay_Record
function gamedataTweakDBInterface:GetTankGameplayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankLevelGameplay_Record
function gamedataTweakDBInterface:GetTankLevelGameplayRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankLevelObjectID_Record
function gamedataTweakDBInterface:GetTankLevelObjectIDRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankLevelObject_Record
function gamedataTweakDBInterface:GetTankLevelObjectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankLevelSpawnableArrangement_Record
function gamedataTweakDBInterface:GetTankLevelSpawnableArrangementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankObstacleSpawnerData_Record
function gamedataTweakDBInterface:GetTankObstacleSpawnerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankPickup_Record
function gamedataTweakDBInterface:GetTankPickupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankPickupSpawnerData_Record
function gamedataTweakDBInterface:GetTankPickupSpawnerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankPlayerData_Record
function gamedataTweakDBInterface:GetTankPlayerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankPlayerWeaponLevel_Record
function gamedataTweakDBInterface:GetTankPlayerWeaponLevelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankProjectile_Record
function gamedataTweakDBInterface:GetTankProjectileRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankProjectileSpawnerData_Record
function gamedataTweakDBInterface:GetTankProjectileSpawnerDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankScoreMultiplierBreakpoint_Record
function gamedataTweakDBInterface:GetTankScoreMultiplierBreakpointRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankSpawnableArrangement_Record
function gamedataTweakDBInterface:GetTankSpawnableArrangementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTankWeapon_Record
function gamedataTweakDBInterface:GetTankWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTemporalPrereq_Record
function gamedataTweakDBInterface:GetTemporalPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTerminalScreenType_Record
function gamedataTweakDBInterface:GetTerminalScreenTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataThreatDistanceCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetThreatDistanceCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataThreatTrackingPresetBase_Record
function gamedataTweakDBInterface:GetThreatTrackingPresetBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataThumbnailWidgetDefinition_Record
function gamedataTweakDBInterface:GetThumbnailWidgetDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTime_Record
function gamedataTweakDBInterface:GetTimeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTrackingMode_Record
function gamedataTweakDBInterface:GetTrackingModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTracking_Record
function gamedataTweakDBInterface:GetTrackingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTraitData_Record
function gamedataTweakDBInterface:GetTraitDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTrait_Record
function gamedataTweakDBInterface:GetTraitRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTransgression_Record
function gamedataTweakDBInterface:GetTransgressionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTrap_Record
function gamedataTweakDBInterface:GetTrapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTrapType_Record
function gamedataTweakDBInterface:GetTrapTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTriggerAttackEffector_Record
function gamedataTweakDBInterface:GetTriggerAttackEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTriggerHackingMinigameEffector_Record
function gamedataTweakDBInterface:GetTriggerHackingMinigameEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataTriggerMode_Record
function gamedataTweakDBInterface:GetTriggerModeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIAnimation_Record
function gamedataTweakDBInterface:GetUIAnimationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUICharacterCreationAttribute_Record
function gamedataTweakDBInterface:GetUICharacterCreationAttributeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUICharacterCreationAttributesPreset_Record
function gamedataTweakDBInterface:GetUICharacterCreationAttributesPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUICharacterCustomizationResourcePaths_Record
function gamedataTweakDBInterface:GetUICharacterCustomizationResourcePathsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUICondition_Record
function gamedataTweakDBInterface:GetUIConditionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIElement_Record
function gamedataTweakDBInterface:GetUIElementRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIIconCensorFlag_Record
function gamedataTweakDBInterface:GetUIIconCensorFlagRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIIconCensorship_Record
function gamedataTweakDBInterface:GetUIIconCensorshipRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIIconPool_Record
function gamedataTweakDBInterface:GetUIIconPoolRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIIcon_Record
function gamedataTweakDBInterface:GetUIIconRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUINameplateDisplayType_Record
function gamedataTweakDBInterface:GetUINameplateDisplayTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUINameplate_Record
function gamedataTweakDBInterface:GetUINameplateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUIStatsMap_Record
function gamedataTweakDBInterface:GetUIStatsMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUncontrolledMovementEffector_Record
function gamedataTweakDBInterface:GetUncontrolledMovementEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUpgradingData_Record
function gamedataTweakDBInterface:GetUpgradingDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUphillDriveHelper_Record
function gamedataTweakDBInterface:GetUphillDriveHelperRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUseConsumableEffector_Record
function gamedataTweakDBInterface:GetUseConsumableEffectorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataUtilityLossCoverSelectionParameters_Record
function gamedataTweakDBInterface:GetUtilityLossCoverSelectionParametersRecord(path) return end

---@param path TweakDBID|string
---@return gamedataValueAssignment_Record
function gamedataTweakDBInterface:GetValueAssignmentRecord(path) return end

---@param path TweakDBID|string
---@param defaultValue Vector2
---@return Vector2
function gamedataTweakDBInterface:GetVector2(path, defaultValue) return end

---@param path TweakDBID|string
---@return Vector2[]
function gamedataTweakDBInterface:GetVector2Array(path) return end

---@param path TweakDBID|string
---@return Vector2[]
function gamedataTweakDBInterface:GetVector2ArrayDefault(path) return end

---@param path TweakDBID|string
---@return Vector2
function gamedataTweakDBInterface:GetVector2Default(path) return end

---@param path TweakDBID|string
---@param defaultValue Vector3
---@return Vector3
function gamedataTweakDBInterface:GetVector3(path, defaultValue) return end

---@param path TweakDBID|string
---@return Vector3[]
function gamedataTweakDBInterface:GetVector3Array(path) return end

---@param path TweakDBID|string
---@return Vector3[]
function gamedataTweakDBInterface:GetVector3ArrayDefault(path) return end

---@param path TweakDBID|string
---@return Vector3
function gamedataTweakDBInterface:GetVector3Default(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAIBoostSettings_Record
function gamedataTweakDBInterface:GetVehicleAIBoostSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAIPanicDrivingSettings_Record
function gamedataTweakDBInterface:GetVehicleAIPanicDrivingSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAITractionEstimation_Record
function gamedataTweakDBInterface:GetVehicleAITractionEstimationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAIVisionSettings_Record
function gamedataTweakDBInterface:GetVehicleAIVisionSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAirControlAxis_Record
function gamedataTweakDBInterface:GetVehicleAirControlAxisRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleAirControl_Record
function gamedataTweakDBInterface:GetVehicleAirControlRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleBehaviorData_Record
function gamedataTweakDBInterface:GetVehicleBehaviorDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleBurnOut_Record
function gamedataTweakDBInterface:GetVehicleBurnOutRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleCameraManager_Record
function gamedataTweakDBInterface:GetVehicleCameraManagerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDataPackage_Record
function gamedataTweakDBInterface:GetVehicleDataPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDefaultState_Record
function gamedataTweakDBInterface:GetVehicleDefaultStateRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDeformablePart_Record
function gamedataTweakDBInterface:GetVehicleDeformablePartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDeformableZone_Record
function gamedataTweakDBInterface:GetVehicleDeformableZoneRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDestructibleGlass_Record
function gamedataTweakDBInterface:GetVehicleDestructibleGlassRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDestructibleLight_Record
function gamedataTweakDBInterface:GetVehicleDestructibleLightRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDestructibleWheel_Record
function gamedataTweakDBInterface:GetVehicleDestructibleWheelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDestructionPointDamper_Record
function gamedataTweakDBInterface:GetVehicleDestructionPointDamperRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDestruction_Record
function gamedataTweakDBInterface:GetVehicleDestructionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDetachablePart_Record
function gamedataTweakDBInterface:GetVehicleDetachablePartRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDiscountSettings_Record
function gamedataTweakDBInterface:GetVehicleDiscountSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDoorDetachRule_Record
function gamedataTweakDBInterface:GetVehicleDoorDetachRuleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleDriveModelData_Record
function gamedataTweakDBInterface:GetVehicleDriveModelDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleEngineData_Record
function gamedataTweakDBInterface:GetVehicleEngineDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFPPCameraParams_Record
function gamedataTweakDBInterface:GetVehicleFPPCameraParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFlatTireSimParams_Record
function gamedataTweakDBInterface:GetVehicleFlatTireSimParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFlatTireSimulation_Record
function gamedataTweakDBInterface:GetVehicleFlatTireSimulationRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxCollisionMaterial_Record
function gamedataTweakDBInterface:GetVehicleFxCollisionMaterialRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxCollision_Record
function gamedataTweakDBInterface:GetVehicleFxCollisionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataTweakDBInterface:GetVehicleFxWheelsDecalsMaterialRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record
function gamedataTweakDBInterface:GetVehicleFxWheelsDecalsMaterialSmearRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxWheelsDecals_Record
function gamedataTweakDBInterface:GetVehicleFxWheelsDecalsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataTweakDBInterface:GetVehicleFxWheelsParticlesMaterialRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleFxWheelsParticles_Record
function gamedataTweakDBInterface:GetVehicleFxWheelsParticlesRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleGear_Record
function gamedataTweakDBInterface:GetVehicleGearRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleImpactTraffic_Record
function gamedataTweakDBInterface:GetVehicleImpactTrafficRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleManufacturer_Record
function gamedataTweakDBInterface:GetVehicleManufacturerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleModel_Record
function gamedataTweakDBInterface:GetVehicleModelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleOffer_Record
function gamedataTweakDBInterface:GetVehicleOfferRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehiclePIDSettings_Record
function gamedataTweakDBInterface:GetVehiclePIDSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataTweakDBInterface:GetVehicleProceduralFPPCameraParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicle_Record
function gamedataTweakDBInterface:GetVehicleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleSeat_Record
function gamedataTweakDBInterface:GetVehicleSeatRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleSeatSet_Record
function gamedataTweakDBInterface:GetVehicleSeatSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleSteeringSettings_Record
function gamedataTweakDBInterface:GetVehicleSteeringSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleStoppingSettings_Record
function gamedataTweakDBInterface:GetVehicleStoppingSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleSurfaceBinding_Record
function gamedataTweakDBInterface:GetVehicleSurfaceBindingRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleSurfaceType_Record
function gamedataTweakDBInterface:GetVehicleSurfaceTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleTPPCameraParams_Record
function gamedataTweakDBInterface:GetVehicleTPPCameraParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleTPPCameraPresetParams_Record
function gamedataTweakDBInterface:GetVehicleTPPCameraPresetParamsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleTrafficSuspension_Record
function gamedataTweakDBInterface:GetVehicleTrafficSuspensionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleType_Record
function gamedataTweakDBInterface:GetVehicleTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleUIData_Record
function gamedataTweakDBInterface:GetVehicleUIDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleUnlockType_Record
function gamedataTweakDBInterface:GetVehicleUnlockTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleVisualDestruction_Record
function gamedataTweakDBInterface:GetVehicleVisualDestructionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWater_Record
function gamedataTweakDBInterface:GetVehicleWaterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWeapon_Record
function gamedataTweakDBInterface:GetVehicleWeaponRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataTweakDBInterface:GetVehicleWheelDimensionsPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDimensionsSetup_Record
function gamedataTweakDBInterface:GetVehicleWheelDimensionsSetupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataTweakDBInterface:GetVehicleWheelDrivingPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDrivingSetup_Record
function gamedataTweakDBInterface:GetVehicleWheelDrivingSetupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDrivingSetup_2_Record
function gamedataTweakDBInterface:GetVehicleWheelDrivingSetup_2Record(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelDrivingSetup_4_Record
function gamedataTweakDBInterface:GetVehicleWheelDrivingSetup_4Record(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelRole_Record
function gamedataTweakDBInterface:GetVehicleWheelRoleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelsFrictionMap_Record
function gamedataTweakDBInterface:GetVehicleWheelsFrictionMapRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataTweakDBInterface:GetVehicleWheelsFrictionPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorCraftable_Record
function gamedataTweakDBInterface:GetVendorCraftableRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorExperience_Record
function gamedataTweakDBInterface:GetVendorExperienceRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorItemQuery_Record
function gamedataTweakDBInterface:GetVendorItemQueryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorItem_Record
function gamedataTweakDBInterface:GetVendorItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorProgressionBasedStock_Record
function gamedataTweakDBInterface:GetVendorProgressionBasedStockRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendor_Record
function gamedataTweakDBInterface:GetVendorRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorType_Record
function gamedataTweakDBInterface:GetVendorTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVendorWare_Record
function gamedataTweakDBInterface:GetVendorWareRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVirtualNetworkPath_Record
function gamedataTweakDBInterface:GetVirtualNetworkPathRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVirtualNetwork_Record
function gamedataTweakDBInterface:GetVirtualNetworkRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVisionGroup_Record
function gamedataTweakDBInterface:GetVisionGroupRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVisionModuleBase_Record
function gamedataTweakDBInterface:GetVisionModuleBaseRecord(path) return end

---@param path TweakDBID|string
---@return gamedataVisualTagsPrereq_Record
function gamedataTweakDBInterface:GetVisualTagsPrereqRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeakspot_Record
function gamedataTweakDBInterface:GetWeakspotRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponEvolution_Record
function gamedataTweakDBInterface:GetWeaponEvolutionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponFxPackage_Record
function gamedataTweakDBInterface:GetWeaponFxPackageRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponItem_Record
function gamedataTweakDBInterface:GetWeaponItemRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponManufacturer_Record
function gamedataTweakDBInterface:GetWeaponManufacturerRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponSafeModeBound_Record
function gamedataTweakDBInterface:GetWeaponSafeModeBoundRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponSafeModeBounds_Record
function gamedataTweakDBInterface:GetWeaponSafeModeBoundsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponVFXAction_Record
function gamedataTweakDBInterface:GetWeaponVFXActionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponVFXSet_Record
function gamedataTweakDBInterface:GetWeaponVFXSetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeaponsTooltipData_Record
function gamedataTweakDBInterface:GetWeaponsTooltipDataRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeatherPreset_Record
function gamedataTweakDBInterface:GetWeatherPresetRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeather_Record
function gamedataTweakDBInterface:GetWeatherRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWebsite_Record
function gamedataTweakDBInterface:GetWebsiteRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWeightedCharacter_Record
function gamedataTweakDBInterface:GetWeightedCharacterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWidgetDefinition_Record
function gamedataTweakDBInterface:GetWidgetDefinitionRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWidgetRatio_Record
function gamedataTweakDBInterface:GetWidgetRatioRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWidgetStyle_Record
function gamedataTweakDBInterface:GetWidgetStyleRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorkspotActionType_Record
function gamedataTweakDBInterface:GetWorkspotActionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorkspotCategory_Record
function gamedataTweakDBInterface:GetWorkspotCategoryRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorkspotReactionType_Record
function gamedataTweakDBInterface:GetWorkspotReactionTypeRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorkspotStatusEffect_Record
function gamedataTweakDBInterface:GetWorkspotStatusEffectRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorldMapFilter_Record
function gamedataTweakDBInterface:GetWorldMapFilterRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorldMapFiltersList_Record
function gamedataTweakDBInterface:GetWorldMapFiltersListRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataTweakDBInterface:GetWorldMapFreeCameraSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorldMapSettings_Record
function gamedataTweakDBInterface:GetWorldMapSettingsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataWorldMapZoomLevel_Record
function gamedataTweakDBInterface:GetWorldMapZoomLevelRecord(path) return end

---@param path TweakDBID|string
---@return gamedataXPPoints_Record
function gamedataTweakDBInterface:GetXPPointsRecord(path) return end

---@param path TweakDBID|string
---@return gamedataXPPoints_inline0_Record
function gamedataTweakDBInterface:GetXPPoints_inline0Record(path) return end

---@param path TweakDBID|string
---@return gamedatadevice_gameplay_role_Record
function gamedataTweakDBInterface:Getdevice_gameplay_roleRecord(path) return end

---@param path TweakDBID|string
---@return gamedatadevice_role_action_desctiption_Record
function gamedataTweakDBInterface:Getdevice_role_action_desctiptionRecord(path) return end

---@param path TweakDBID|string
---@return gamedatadevice_scanning_data_Record
function gamedataTweakDBInterface:Getdevice_scanning_dataRecord(path) return end

---@param path TweakDBID|string
---@return gamedatanpc_scanning_data_Record
function gamedataTweakDBInterface:Getnpc_scanning_dataRecord(path) return end

---@class gamedataTweakDBRecord : IScriptable
gamedataTweakDBRecord = {}

---@return gamedataTweakDBRecord
function gamedataTweakDBRecord.new() return end

---@param props table
---@return gamedataTweakDBRecord
function gamedataTweakDBRecord.new(props) return end

---@return TweakDBID
function gamedataTweakDBRecord:GetID() return end

---@return TweakDBID
function gamedataTweakDBRecord:GetRecordID() return end

---@class gamedataUIAnimation_Record : gamedataTweakDBRecord
gamedataUIAnimation_Record = {}

---@return gamedataUIAnimation_Record
function gamedataUIAnimation_Record.new() return end

---@param props table
---@return gamedataUIAnimation_Record
function gamedataUIAnimation_Record.new(props) return end

---@return CName
function gamedataUIAnimation_Record:AnimationName() return end

---@return Bool
function gamedataUIAnimation_Record:Loop() return end

---@return gamedataMappinUIRuntimeProfile_Record
function gamedataUIAnimation_Record:Profile() return end

---@return gamedataMappinUIRuntimeProfile_Record
function gamedataUIAnimation_Record:ProfileHandle() return end

---@return redResourceReferenceScriptToken
function gamedataUIAnimation_Record:WidgetResource() return end

---@class gamedataUICharacterCreationAttribute_Record : gamedataTweakDBRecord
gamedataUICharacterCreationAttribute_Record = {}

---@return gamedataUICharacterCreationAttribute_Record
function gamedataUICharacterCreationAttribute_Record.new() return end

---@param props table
---@return gamedataUICharacterCreationAttribute_Record
function gamedataUICharacterCreationAttribute_Record.new(props) return end

---@return gamedataStat_Record
function gamedataUICharacterCreationAttribute_Record:Attribute() return end

---@return gamedataStat_Record
function gamedataUICharacterCreationAttribute_Record:AttributeHandle() return end

---@return String
function gamedataUICharacterCreationAttribute_Record:Description() return end

---@return CName
function gamedataUICharacterCreationAttribute_Record:IconPath() return end

---@return String
function gamedataUICharacterCreationAttribute_Record:Shortcut() return end

---@return Float
function gamedataUICharacterCreationAttribute_Record:Value() return end

---@class gamedataUICharacterCreationAttributesPreset_Record : gamedataTweakDBRecord
gamedataUICharacterCreationAttributesPreset_Record = {}

---@return gamedataUICharacterCreationAttributesPreset_Record
function gamedataUICharacterCreationAttributesPreset_Record.new() return end

---@param props table
---@return gamedataUICharacterCreationAttributesPreset_Record
function gamedataUICharacterCreationAttributesPreset_Record.new(props) return end

---@return gamedataUICharacterCreationAttribute_Record[]
function gamedataUICharacterCreationAttributesPreset_Record:Attributes() return end

---@param item gamedataUICharacterCreationAttribute_Record
---@return Bool
function gamedataUICharacterCreationAttributesPreset_Record:AttributesContains(item) return end

---@return Int32
function gamedataUICharacterCreationAttributesPreset_Record:GetAttributesCount() return end

---@param index Int32
---@return gamedataUICharacterCreationAttribute_Record
function gamedataUICharacterCreationAttributesPreset_Record:GetAttributesItem(index) return end

---@param index Int32
---@return gamedataUICharacterCreationAttribute_Record
function gamedataUICharacterCreationAttributesPreset_Record:GetAttributesItemHandle(index) return end

---@class gamedataUICharacterCustomizationResourcePaths_Record : gamedataTweakDBRecord
gamedataUICharacterCustomizationResourcePaths_Record = {}

---@return gamedataUICharacterCustomizationResourcePaths_Record
function gamedataUICharacterCustomizationResourcePaths_Record.new() return end

---@param props table
---@return gamedataUICharacterCustomizationResourcePaths_Record
function gamedataUICharacterCustomizationResourcePaths_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataUICharacterCustomizationResourcePaths_Record:FemalePath() return end

---@return redResourceReferenceScriptToken
function gamedataUICharacterCustomizationResourcePaths_Record:MalePath() return end

---@class gamedataUICondition_Record : gamedataTweakDBRecord
gamedataUICondition_Record = {}

---@return gamedataUICondition_Record
function gamedataUICondition_Record.new() return end

---@param props table
---@return gamedataUICondition_Record
function gamedataUICondition_Record.new(props) return end

---@return String
function gamedataUICondition_Record:EnumComment() return end

---@return CName
function gamedataUICondition_Record:EnumName() return end

---@return Bool
function gamedataUICondition_Record:IsCustom() return end

---@return gamedataUICondition
function gamedataUICondition_Record:Type() return end

---@class gamedataUIElement_Record : gamedataTweakDBRecord
gamedataUIElement_Record = {}

---@return gamedataUIElement_Record
function gamedataUIElement_Record.new() return end

---@param props table
---@return gamedataUIElement_Record
function gamedataUIElement_Record.new(props) return end

---@return gamedataUICondition_Record[]
function gamedataUIElement_Record:CustomConditions() return end

---@param item gamedataUICondition_Record
---@return Bool
function gamedataUIElement_Record:CustomConditionsContains(item) return end

---@return Int32
function gamedataUIElement_Record:GetCustomConditionsCount() return end

---@param index Int32
---@return gamedataUICondition_Record
function gamedataUIElement_Record:GetCustomConditionsItem(index) return end

---@param index Int32
---@return gamedataUICondition_Record
function gamedataUIElement_Record:GetCustomConditionsItemHandle(index) return end

---@class gamedataUIIconCensorFlag_Record : gamedataTweakDBRecord
gamedataUIIconCensorFlag_Record = {}

---@return gamedataUIIconCensorFlag_Record
function gamedataUIIconCensorFlag_Record.new() return end

---@param props table
---@return gamedataUIIconCensorFlag_Record
function gamedataUIIconCensorFlag_Record.new(props) return end

---@return String
function gamedataUIIconCensorFlag_Record:EnumComment() return end

---@return CName
function gamedataUIIconCensorFlag_Record:EnumName() return end

---@return gamedataUIIconCensorFlag
function gamedataUIIconCensorFlag_Record:Type() return end

---@class gamedataUIIconCensorship_Record : gamedataTweakDBRecord
gamedataUIIconCensorship_Record = {}

---@return gamedataUIIconCensorship_Record
function gamedataUIIconCensorship_Record.new() return end

---@param props table
---@return gamedataUIIconCensorship_Record
function gamedataUIIconCensorship_Record.new(props) return end

---@return gamedataUIIconCensorFlag_Record[]
function gamedataUIIconCensorship_Record:CensorFlags() return end

---@param item gamedataUIIconCensorFlag_Record
---@return Bool
function gamedataUIIconCensorship_Record:CensorFlagsContains(item) return end

---@return gamedataUIIcon_Record
function gamedataUIIconCensorship_Record:CensoredIcon() return end

---@return gamedataUIIcon_Record
function gamedataUIIconCensorship_Record:CensoredIconHandle() return end

---@return Int32
function gamedataUIIconCensorship_Record:GetCensorFlagsCount() return end

---@param index Int32
---@return gamedataUIIconCensorFlag_Record
function gamedataUIIconCensorship_Record:GetCensorFlagsItem(index) return end

---@param index Int32
---@return gamedataUIIconCensorFlag_Record
function gamedataUIIconCensorship_Record:GetCensorFlagsItemHandle(index) return end

---@return gamedataUIIcon_Record
function gamedataUIIconCensorship_Record:Replacer() return end

---@return gamedataUIIcon_Record
function gamedataUIIconCensorship_Record:ReplacerHandle() return end

---@class gamedataUIIconPool_Record : gamedataTweakDBRecord
gamedataUIIconPool_Record = {}

---@return gamedataUIIconPool_Record
function gamedataUIIconPool_Record.new() return end

---@param props table
---@return gamedataUIIconPool_Record
function gamedataUIIconPool_Record.new(props) return end

---@return Int32
function gamedataUIIconPool_Record:GetIconsCount() return end

---@param index Int32
---@return gamedataUIIcon_Record
function gamedataUIIconPool_Record:GetIconsItem(index) return end

---@param index Int32
---@return gamedataUIIcon_Record
function gamedataUIIconPool_Record:GetIconsItemHandle(index) return end

---@return gamedataUIIcon_Record[]
function gamedataUIIconPool_Record:Icons() return end

---@param item gamedataUIIcon_Record
---@return Bool
function gamedataUIIconPool_Record:IconsContains(item) return end

---@class gamedataUIIcon_Record : gamedataTweakDBRecord
gamedataUIIcon_Record = {}

---@return gamedataUIIcon_Record
function gamedataUIIcon_Record.new() return end

---@param props table
---@return gamedataUIIcon_Record
function gamedataUIIcon_Record.new(props) return end

---@return CName
function gamedataUIIcon_Record:AtlasPartName() return end

---@return redResourceReferenceScriptToken
function gamedataUIIcon_Record:AtlasResourcePath() return end

---@class gamedataUINameplateDisplayType_Record : gamedataTweakDBRecord
gamedataUINameplateDisplayType_Record = {}

---@return gamedataUINameplateDisplayType_Record
function gamedataUINameplateDisplayType_Record.new() return end

---@param props table
---@return gamedataUINameplateDisplayType_Record
function gamedataUINameplateDisplayType_Record.new(props) return end

---@return String
function gamedataUINameplateDisplayType_Record:Comment() return end

---@return CName
function gamedataUINameplateDisplayType_Record:EnumName() return end

---@return gamedataUINameplateDisplayType
function gamedataUINameplateDisplayType_Record:Type() return end

---@class gamedataUINameplate_Record : gamedataTweakDBRecord
gamedataUINameplate_Record = {}

---@return gamedataUINameplate_Record
function gamedataUINameplate_Record.new() return end

---@param props table
---@return gamedataUINameplate_Record
function gamedataUINameplate_Record.new(props) return end

---@return Bool
function gamedataUINameplate_Record:Enabled() return end

---@return Vector3
function gamedataUINameplate_Record:Position() return end

---@return CName
function gamedataUINameplate_Record:Slot() return end

---@return gamedataUINameplateDisplayType_Record
function gamedataUINameplate_Record:Type() return end

---@return gamedataUINameplateDisplayType_Record
function gamedataUINameplate_Record:TypeHandle() return end

---@class gamedataUIStatsMap_Record : gamedataTweakDBRecord
gamedataUIStatsMap_Record = {}

---@return gamedataUIStatsMap_Record
function gamedataUIStatsMap_Record.new() return end

---@param props table
---@return gamedataUIStatsMap_Record
function gamedataUIStatsMap_Record.new(props) return end

---@return Int32
function gamedataUIStatsMap_Record:GetPrimaryStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetPrimaryStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetPrimaryStatsItemHandle(index) return end

---@return Int32
function gamedataUIStatsMap_Record:GetSecondaryStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetSecondaryStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetSecondaryStatsItemHandle(index) return end

---@return Int32
function gamedataUIStatsMap_Record:GetStatsToCompareCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetStatsToCompareItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetStatsToCompareItemHandle(index) return end

---@return Int32
function gamedataUIStatsMap_Record:GetTooltipStatsCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetTooltipStatsItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataUIStatsMap_Record:GetTooltipStatsItemHandle(index) return end

---@return Int32
function gamedataUIStatsMap_Record:GetTypesToCompareWithCount() return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataUIStatsMap_Record:GetTypesToCompareWithItem(index) return end

---@param index Int32
---@return gamedataItemType_Record
function gamedataUIStatsMap_Record:GetTypesToCompareWithItemHandle(index) return end

---@return gamedataStat_Record[]
function gamedataUIStatsMap_Record:PrimaryStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataUIStatsMap_Record:PrimaryStatsContains(item) return end

---@return gamedataStat_Record[]
function gamedataUIStatsMap_Record:SecondaryStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataUIStatsMap_Record:SecondaryStatsContains(item) return end

---@return gamedataStat_Record[]
function gamedataUIStatsMap_Record:StatsToCompare() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataUIStatsMap_Record:StatsToCompareContains(item) return end

---@return gamedataStat_Record[]
function gamedataUIStatsMap_Record:TooltipStats() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataUIStatsMap_Record:TooltipStatsContains(item) return end

---@return gamedataItemType_Record[]
function gamedataUIStatsMap_Record:TypesToCompareWith() return end

---@param item gamedataItemType_Record
---@return Bool
function gamedataUIStatsMap_Record:TypesToCompareWithContains(item) return end

---@class gamedataUncontrolledMovementEffector_Record : gamedataEffector_Record
gamedataUncontrolledMovementEffector_Record = {}

---@return gamedataUncontrolledMovementEffector_Record
function gamedataUncontrolledMovementEffector_Record.new() return end

---@param props table
---@return gamedataUncontrolledMovementEffector_Record
function gamedataUncontrolledMovementEffector_Record.new(props) return end

---@return CName
function gamedataUncontrolledMovementEffector_Record:DebugSourceName() return end

---@return Float
function gamedataUncontrolledMovementEffector_Record:RagdollNoGroundThreshold() return end

---@return Bool
function gamedataUncontrolledMovementEffector_Record:RagdollOnCollision() return end

---@class gamedataUpgradingData_Record : gamedataTweakDBRecord
gamedataUpgradingData_Record = {}

---@return gamedataUpgradingData_Record
function gamedataUpgradingData_Record.new() return end

---@param props table
---@return gamedataUpgradingData_Record
function gamedataUpgradingData_Record.new(props) return end

---@return Int32
function gamedataUpgradingData_Record:GetIngredientsCount() return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataUpgradingData_Record:GetIngredientsItem(index) return end

---@param index Int32
---@return gamedataRecipeElement_Record
function gamedataUpgradingData_Record:GetIngredientsItemHandle(index) return end

---@return gamedataRecipeElement_Record[]
function gamedataUpgradingData_Record:Ingredients() return end

---@param item gamedataRecipeElement_Record
---@return Bool
function gamedataUpgradingData_Record:IngredientsContains(item) return end

---@class gamedataUphillDriveHelper_Record : gamedataDriveHelper_Record
gamedataUphillDriveHelper_Record = {}

---@return gamedataUphillDriveHelper_Record
function gamedataUphillDriveHelper_Record.new() return end

---@param props table
---@return gamedataUphillDriveHelper_Record
function gamedataUphillDriveHelper_Record.new(props) return end

---@return Float
function gamedataUphillDriveHelper_Record:SlopeCompensationFactor() return end

---@return Float
function gamedataUphillDriveHelper_Record:SlopeCompensationMaxAngle() return end

---@class gamedataUseConsumableEffector_Record : gamedataEffector_Record
gamedataUseConsumableEffector_Record = {}

---@return gamedataUseConsumableEffector_Record
function gamedataUseConsumableEffector_Record.new() return end

---@param props table
---@return gamedataUseConsumableEffector_Record
function gamedataUseConsumableEffector_Record.new(props) return end

---@class gamedataUtilityLossCoverSelectionParameters_Record : gamedataCoverSelectionParameters_Record
gamedataUtilityLossCoverSelectionParameters_Record = {}

---@return gamedataUtilityLossCoverSelectionParameters_Record
function gamedataUtilityLossCoverSelectionParameters_Record.new() return end

---@param props table
---@return gamedataUtilityLossCoverSelectionParameters_Record
function gamedataUtilityLossCoverSelectionParameters_Record.new(props) return end

---@return Int32
function gamedataUtilityLossCoverSelectionParameters_Record:HitsTakenToClearScoreCover() return end

---@return Int32
function gamedataUtilityLossCoverSelectionParameters_Record:HitsTakenToClearScoreInIdle() return end

---@return Int32
function gamedataUtilityLossCoverSelectionParameters_Record:HitsTakenToClearScoreShootingSpot() return end

---@return Float
function gamedataUtilityLossCoverSelectionParameters_Record:UtilityLossMultiplier() return end

---@return Float
function gamedataUtilityLossCoverSelectionParameters_Record:UtilityLossTimeoutCover() return end

---@return Float
function gamedataUtilityLossCoverSelectionParameters_Record:UtilityLossTimeoutInIdle() return end

---@return Float
function gamedataUtilityLossCoverSelectionParameters_Record:UtilityLossTimeoutShootingSpot() return end

---@class gamedataValueAssignment_Record : gamedataContentAssignment_Record
gamedataValueAssignment_Record = {}

---@return gamedataValueAssignment_Record
function gamedataValueAssignment_Record.new() return end

---@param props table
---@return gamedataValueAssignment_Record
function gamedataValueAssignment_Record.new(props) return end

---@return Int32
function gamedataValueAssignment_Record:OverrideValue() return end

---@class gamedataValueDataNode : gamedataDataNode
gamedataValueDataNode = {}

---@class gamedataValueNode : gamedataDataNode
---@field data gamedataValueDataNode
---@field group gamedataGroupNode
gamedataValueNode = {}

---@return gamedataValueNode
function gamedataValueNode.new() return end

---@param props table
---@return gamedataValueNode
function gamedataValueNode.new(props) return end

---@class gamedataVariableNode : gamedataDataNode
---@field hashedName CName
---@field type String
---@field name String
---@field isForeignKey Bool
---@field isArray Bool
---@field hasArrayValues Bool
---@field isAddition Bool
---@field typeEnum gamedataTweakDBType
---@field values gamedataVariableNodeVariableValue[]
gamedataVariableNode = {}

---@return gamedataVariableNode
function gamedataVariableNode.new() return end

---@param props table
---@return gamedataVariableNode
function gamedataVariableNode.new(props) return end

---@class gamedataVariableNodeVariableValue
---@field node gamedataValueNode
---@field deriveInfo gamedataVariableNodeVariableValueDeriveInfo
gamedataVariableNodeVariableValue = {}

---@return gamedataVariableNodeVariableValue
function gamedataVariableNodeVariableValue.new() return end

---@param props table
---@return gamedataVariableNodeVariableValue
function gamedataVariableNodeVariableValue.new(props) return end

---@class gamedataVehicleAIBoostSettings_Record : gamedataTweakDBRecord
gamedataVehicleAIBoostSettings_Record = {}

---@return gamedataVehicleAIBoostSettings_Record
function gamedataVehicleAIBoostSettings_Record.new() return end

---@param props table
---@return gamedataVehicleAIBoostSettings_Record
function gamedataVehicleAIBoostSettings_Record.new(props) return end

---@return Float
function gamedataVehicleAIBoostSettings_Record:MaxLatTractionBoost() return end

---@return Float
function gamedataVehicleAIBoostSettings_Record:MaxLongTractionBoost() return end

---@return Float
function gamedataVehicleAIBoostSettings_Record:MaxTorqueBoost() return end

---@class gamedataVehicleAIPanicDrivingSettings_Record : gamedataTweakDBRecord
gamedataVehicleAIPanicDrivingSettings_Record = {}

---@return gamedataVehicleAIPanicDrivingSettings_Record
function gamedataVehicleAIPanicDrivingSettings_Record.new() return end

---@param props table
---@return gamedataVehicleAIPanicDrivingSettings_Record
function gamedataVehicleAIPanicDrivingSettings_Record.new(props) return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:BasePanicSpeedIncrease() return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:BoostMaxSpeed() return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:BoostMinSpeed() return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:CurvatureLookupRange() return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:PerLaneSpeedIncrease() return end

---@return Float
function gamedataVehicleAIPanicDrivingSettings_Record:TopSpeed() return end

---@class gamedataVehicleAITractionEstimation_Record : gamedataTweakDBRecord
gamedataVehicleAITractionEstimation_Record = {}

---@return gamedataVehicleAITractionEstimation_Record
function gamedataVehicleAITractionEstimation_Record.new() return end

---@param props table
---@return gamedataVehicleAITractionEstimation_Record
function gamedataVehicleAITractionEstimation_Record.new(props) return end

---@return Float
function gamedataVehicleAITractionEstimation_Record:BrakingAccelFactor() return end

---@return Float
function gamedataVehicleAITractionEstimation_Record:ForwardAccelFactor() return end

---@return Float
function gamedataVehicleAITractionEstimation_Record:TurningAccelFactor() return end

---@class gamedataVehicleAIVisionSettings_Record : gamedataTweakDBRecord
gamedataVehicleAIVisionSettings_Record = {}

---@return gamedataVehicleAIVisionSettings_Record
function gamedataVehicleAIVisionSettings_Record.new() return end

---@param props table
---@return gamedataVehicleAIVisionSettings_Record
function gamedataVehicleAIVisionSettings_Record.new(props) return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:MaxDistance() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:MaxStraightPathExtension() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:MinDistance() return end

---@return Int32
function gamedataVehicleAIVisionSettings_Record:NumSweeps() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:OffsetSmoothingFastChangeSpeed() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:OffsetSmoothingReturnToNeutralSpeed() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:SideOverlapForwardOffset() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:SideOverlapLateralScale() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:SideOverlapLongitudinalScale() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:SpeedLimitDeceleration() return end

---@return Float
function gamedataVehicleAIVisionSettings_Record:SpeedLimitSafetyMargin() return end

---@return Bool
function gamedataVehicleAIVisionSettings_Record:UseSpeedLimit() return end

---@class gamedataVehicleAirControlAxis_Record : gamedataTweakDBRecord
gamedataVehicleAirControlAxis_Record = {}

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControlAxis_Record.new() return end

---@param props table
---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControlAxis_Record.new(props) return end

---@return Float
function gamedataVehicleAirControlAxis_Record:AngleCorrectionFactorMax() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:AngleCorrectionFactorMin() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:AngleCorrectionThresholdMax() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:AngleCorrectionThresholdMin() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:BrakeMultiplierWhenNoInput() return end

---@return CName
function gamedataVehicleAirControlAxis_Record:ControlAxis() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:MaxAngleCompensation() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:MaxAngleToCompensateThreshold() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:MaxVelocityCompensation() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:Multiplier() return end

---@return Bool
function gamedataVehicleAirControlAxis_Record:StabilizeAxis() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:VelocityDampingFactorMax() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:VelocityDampingFactorMin() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:VelocityDampingThresholdMax() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:VelocityDampingThresholdMin() return end

---@return Float
function gamedataVehicleAirControlAxis_Record:ZeroAngleThreshold() return end

---@class gamedataVehicleAirControl_Record : gamedataTweakDBRecord
gamedataVehicleAirControl_Record = {}

---@return gamedataVehicleAirControl_Record
function gamedataVehicleAirControl_Record.new() return end

---@param props table
---@return gamedataVehicleAirControl_Record
function gamedataVehicleAirControl_Record.new(props) return end

---@return Float[]
function gamedataVehicleAirControl_Record:AnglePID() return end

---@param item Float
---@return Bool
function gamedataVehicleAirControl_Record:AnglePIDContains(item) return end

---@return Float[]
function gamedataVehicleAirControl_Record:FlippedOverRecoveryPID() return end

---@param item Float
---@return Bool
function gamedataVehicleAirControl_Record:FlippedOverRecoveryPIDContains(item) return end

---@return Int32
function gamedataVehicleAirControl_Record:GetAnglePIDCount() return end

---@param index Int32
---@return Float
function gamedataVehicleAirControl_Record:GetAnglePIDItem(index) return end

---@return Int32
function gamedataVehicleAirControl_Record:GetFlippedOverRecoveryPIDCount() return end

---@param index Int32
---@return Float
function gamedataVehicleAirControl_Record:GetFlippedOverRecoveryPIDItem(index) return end

---@return Int32
function gamedataVehicleAirControl_Record:GetVelocityPIDCount() return end

---@param index Int32
---@return Float
function gamedataVehicleAirControl_Record:GetVelocityPIDItem(index) return end

---@return Float
function gamedataVehicleAirControl_Record:MassReference() return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:Pitch() return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:PitchHandle() return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:Roll() return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:RollHandle() return end

---@return Float[]
function gamedataVehicleAirControl_Record:VelocityPID() return end

---@param item Float
---@return Bool
function gamedataVehicleAirControl_Record:VelocityPIDContains(item) return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:Yaw() return end

---@return gamedataVehicleAirControlAxis_Record
function gamedataVehicleAirControl_Record:YawHandle() return end

---@class gamedataVehicleBehaviorData_Record : gamedataTweakDBRecord
gamedataVehicleBehaviorData_Record = {}

---@return gamedataVehicleBehaviorData_Record
function gamedataVehicleBehaviorData_Record.new() return end

---@param props table
---@return gamedataVehicleBehaviorData_Record
function gamedataVehicleBehaviorData_Record.new(props) return end

---@return Float
function gamedataVehicleBehaviorData_Record:ReadyToParkDistance() return end

---@class gamedataVehicleBurnOut_Record : gamedataTweakDBRecord
gamedataVehicleBurnOut_Record = {}

---@return gamedataVehicleBurnOut_Record
function gamedataVehicleBurnOut_Record.new() return end

---@param props table
---@return gamedataVehicleBurnOut_Record
function gamedataVehicleBurnOut_Record.new(props) return end

---@return Float
function gamedataVehicleBurnOut_Record:BurnOutGripBonus() return end

---@return Float
function gamedataVehicleBurnOut_Record:GripBonusMaxLaunchSpeed() return end

---@return Float
function gamedataVehicleBurnOut_Record:GripBonusMaxSpeedMultiplier() return end

---@return Float
function gamedataVehicleBurnOut_Record:LateralAccelForwardSpeedMaxDecimation() return end

---@return Float
function gamedataVehicleBurnOut_Record:LateralForceMaxAcceleration() return end

---@return Float
function gamedataVehicleBurnOut_Record:LateralForceMaxSpeed() return end

---@return Float
function gamedataVehicleBurnOut_Record:LateralSlipRatioInfluence() return end

---@return Float
function gamedataVehicleBurnOut_Record:MaxBrakeForceModifier() return end

---@return Float
function gamedataVehicleBurnOut_Record:MaxDriveWheelSlipRatio() return end

---@return Float
function gamedataVehicleBurnOut_Record:MaxLateralAccelSlipRatioMultipler() return end

---@return Float
function gamedataVehicleBurnOut_Record:MaxLongFrictionSlipRatioMultipler() return end

---@return Float
function gamedataVehicleBurnOut_Record:MaxSpeedToInitiateBurnOut() return end

---@return Float
function gamedataVehicleBurnOut_Record:MinBrakeForceModifier() return end

---@return Float
function gamedataVehicleBurnOut_Record:MinLongFrictionCoeff() return end

---@return Float
function gamedataVehicleBurnOut_Record:MinLongFrictionSlipRatioScaled() return end

---@class gamedataVehicleCameraManager_Record : gamedataTweakDBRecord
gamedataVehicleCameraManager_Record = {}

---@return gamedataVehicleCameraManager_Record
function gamedataVehicleCameraManager_Record.new() return end

---@param props table
---@return gamedataVehicleCameraManager_Record
function gamedataVehicleCameraManager_Record.new(props) return end

---@return Bool
function gamedataVehicleCameraManager_Record:AllowCameraReset() return end

---@return Vector3
function gamedataVehicleCameraManager_Record:CamCollisionOBBIncrease() return end

---@return Float
function gamedataVehicleCameraManager_Record:CameraBlendTime() return end

---@class gamedataVehicleDataPackage_Record : gamedataTweakDBRecord
gamedataVehicleDataPackage_Record = {}

---@return gamedataVehicleDataPackage_Record
function gamedataVehicleDataPackage_Record.new() return end

---@param props table
---@return gamedataVehicleDataPackage_Record
function gamedataVehicleDataPackage_Record.new(props) return end

---@return CName[]
function gamedataVehicleDataPackage_Record:AdditionalAnimFeatures() return end

---@param item CName|string
---@return Bool
function gamedataVehicleDataPackage_Record:AdditionalAnimFeaturesContains(item) return end

---@return CName[]
function gamedataVehicleDataPackage_Record:AnimVars() return end

---@param item CName|string
---@return Bool
function gamedataVehicleDataPackage_Record:AnimVarsContains(item) return end

---@return Bool
function gamedataVehicleDataPackage_Record:BarnDoorsTailgate() return end

---@return Float
function gamedataVehicleDataPackage_Record:Body_dump_close_trunk_delay() return end

---@return CName[]
function gamedataVehicleDataPackage_Record:BoneNames() return end

---@param item CName|string
---@return Bool
function gamedataVehicleDataPackage_Record:BoneNamesContains(item) return end

---@return Bool
function gamedataVehicleDataPackage_Record:CanStoreBody() return end

---@return Float
function gamedataVehicleDataPackage_Record:CombatEntering() return end

---@return Bool
function gamedataVehicleDataPackage_Record:DisableSwitchSeats() return end

---@return gamedataDriverCombatType_Record
function gamedataVehicleDataPackage_Record:DriverCombat() return end

---@return gamedataDriverCombatType_Record
function gamedataVehicleDataPackage_Record:DriverCombatHandle() return end

---@return Float
function gamedataVehicleDataPackage_Record:Entering() return end

---@return Float
function gamedataVehicleDataPackage_Record:ExitDelay() return end

---@return CName
function gamedataVehicleDataPackage_Record:FppCameraOverride() return end

---@return Float
function gamedataVehicleDataPackage_Record:FromCombat() return end

---@return Int32
function gamedataVehicleDataPackage_Record:GetAdditionalAnimFeaturesCount() return end

---@param index Int32
---@return CName
function gamedataVehicleDataPackage_Record:GetAdditionalAnimFeaturesItem(index) return end

---@return Int32
function gamedataVehicleDataPackage_Record:GetAnimVarsCount() return end

---@param index Int32
---@return CName
function gamedataVehicleDataPackage_Record:GetAnimVarsItem(index) return end

---@return Int32
function gamedataVehicleDataPackage_Record:GetBoneNamesCount() return end

---@param index Int32
---@return CName
function gamedataVehicleDataPackage_Record:GetBoneNamesItem(index) return end

---@return Bool
function gamedataVehicleDataPackage_Record:HasSpoiler() return end

---@return Bool
function gamedataVehicleDataPackage_Record:HasTurboCharger() return end

---@return Float
function gamedataVehicleDataPackage_Record:Immediate_open_close_duration() return end

---@return Bool
function gamedataVehicleDataPackage_Record:InteractiveHood() return end

---@return Bool
function gamedataVehicleDataPackage_Record:InteractiveTrunk() return end

---@return Float
function gamedataVehicleDataPackage_Record:KnockOffForce() return end

---@return Float
function gamedataVehicleDataPackage_Record:Normal_open() return end

---@return Float
function gamedataVehicleDataPackage_Record:Open_close_duration() return end

---@return Float
function gamedataVehicleDataPackage_Record:ParkingAngle() return end

---@return CName
function gamedataVehicleDataPackage_Record:SeatingTemplateOverride() return end

---@return Float
function gamedataVehicleDataPackage_Record:SlideDuration() return end

---@return Bool
function gamedataVehicleDataPackage_Record:SlidingRearDoors() return end

---@return Float
function gamedataVehicleDataPackage_Record:SpeedToClose() return end

---@return Float
function gamedataVehicleDataPackage_Record:SpoilerSpeedToDeploy() return end

---@return Float
function gamedataVehicleDataPackage_Record:SpoilerSpeedToRetract() return end

---@return Float
function gamedataVehicleDataPackage_Record:Stealing() return end

---@return Float
function gamedataVehicleDataPackage_Record:Stealing_open() return end

---@return Float
function gamedataVehicleDataPackage_Record:SwitchSeats() return end

---@return Float
function gamedataVehicleDataPackage_Record:TireOnVehicleDamageImpulseScalor() return end

---@return Float
function gamedataVehicleDataPackage_Record:ToCombat() return end

---@return Bool
function gamedataVehicleDataPackage_Record:UseAuxiliary() return end

---@return gamedataVehicleSeatSet_Record
function gamedataVehicleDataPackage_Record:VehSeatSet() return end

---@return gamedataVehicleSeatSet_Record
function gamedataVehicleDataPackage_Record:VehSeatSetHandle() return end

---@return Float
function gamedataVehicleDataPackage_Record:WheelBumperLengthScalor() return end

---@return Float
function gamedataVehicleDataPackage_Record:WheelBumperVertOffsetScalor() return end

---@return Float
function gamedataVehicleDataPackage_Record:WheelBumperWidthScalor() return end

---@class gamedataVehicleDefaultState_Record : gamedataTweakDBRecord
gamedataVehicleDefaultState_Record = {}

---@return gamedataVehicleDefaultState_Record
function gamedataVehicleDefaultState_Record.new() return end

---@param props table
---@return gamedataVehicleDefaultState_Record
function gamedataVehicleDefaultState_Record.new(props) return end

---@return Bool
function gamedataVehicleDefaultState_Record:CloseAll() return end

---@return Bool
function gamedataVehicleDefaultState_Record:DefaultLightToggle() return end

---@return Bool
function gamedataVehicleDefaultState_Record:DisableAllInteractions() return end

---@return Int32
function gamedataVehicleDefaultState_Record:GetLightToggleComponentsCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDefaultState_Record:GetLightToggleComponentsItem(index) return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Hood() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:HoodHandle() return end

---@return Int32[]
function gamedataVehicleDefaultState_Record:LightToggleComponents() return end

---@param item Int32
---@return Bool
function gamedataVehicleDefaultState_Record:LightToggleComponentsContains(item) return end

---@return Bool
function gamedataVehicleDefaultState_Record:LockAll() return end

---@return Bool
function gamedataVehicleDefaultState_Record:OpenAll() return end

---@return Bool
function gamedataVehicleDefaultState_Record:QuestLockAll() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_back_left() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_back_leftHandle() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_back_right() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_back_rightHandle() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_front_left() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_front_leftHandle() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_front_right() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Seat_front_rightHandle() return end

---@return Bool
function gamedataVehicleDefaultState_Record:SirenLight() return end

---@return Bool
function gamedataVehicleDefaultState_Record:SirenSounds() return end

---@return Bool
function gamedataVehicleDefaultState_Record:SpawnDestroyed() return end

---@return Bool
function gamedataVehicleDefaultState_Record:Thrusters() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:Trunk() return end

---@return gamedataSeatState_Record
function gamedataVehicleDefaultState_Record:TrunkHandle() return end

---@class gamedataVehicleDeformablePart_Record : gamedataTweakDBRecord
gamedataVehicleDeformablePart_Record = {}

---@return gamedataVehicleDeformablePart_Record
function gamedataVehicleDeformablePart_Record.new() return end

---@param props table
---@return gamedataVehicleDeformablePart_Record
function gamedataVehicleDeformablePart_Record.new(props) return end

---@return CName
function gamedataVehicleDeformablePart_Record:Component() return end

---@return Int32
function gamedataVehicleDeformablePart_Record:GetZonesCount() return end

---@param index Int32
---@return gamedataVehicleDeformableZone_Record
function gamedataVehicleDeformablePart_Record:GetZonesItem(index) return end

---@param index Int32
---@return gamedataVehicleDeformableZone_Record
function gamedataVehicleDeformablePart_Record:GetZonesItemHandle(index) return end

---@return gamedataVehicleDeformableZone_Record[]
function gamedataVehicleDeformablePart_Record:Zones() return end

---@param item gamedataVehicleDeformableZone_Record
---@return Bool
function gamedataVehicleDeformablePart_Record:ZonesContains(item) return end

---@class gamedataVehicleDeformableZone_Record : gamedataTweakDBRecord
gamedataVehicleDeformableZone_Record = {}

---@return gamedataVehicleDeformableZone_Record
function gamedataVehicleDeformableZone_Record.new() return end

---@param props table
---@return gamedataVehicleDeformableZone_Record
function gamedataVehicleDeformableZone_Record.new(props) return end

---@return Int32
function gamedataVehicleDeformableZone_Record:GetGridCellsCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDeformableZone_Record:GetGridCellsItem(index) return end

---@return Int32
function gamedataVehicleDeformableZone_Record:GetShapesCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDeformableZone_Record:GetShapesItem(index) return end

---@return Int32[]
function gamedataVehicleDeformableZone_Record:GridCells() return end

---@param item Int32
---@return Bool
function gamedataVehicleDeformableZone_Record:GridCellsContains(item) return end

---@return Int32[]
function gamedataVehicleDeformableZone_Record:Shapes() return end

---@param item Int32
---@return Bool
function gamedataVehicleDeformableZone_Record:ShapesContains(item) return end

---@class gamedataVehicleDestructibleGlass_Record : gamedataTweakDBRecord
gamedataVehicleDestructibleGlass_Record = {}

---@return gamedataVehicleDestructibleGlass_Record
function gamedataVehicleDestructibleGlass_Record.new() return end

---@param props table
---@return gamedataVehicleDestructibleGlass_Record
function gamedataVehicleDestructibleGlass_Record.new(props) return end

---@return CName
function gamedataVehicleDestructibleGlass_Record:Broken() return end

---@return CName
function gamedataVehicleDestructibleGlass_Record:Component() return end

---@return CName
function gamedataVehicleDestructibleGlass_Record:Effect() return end

---@return Int32
function gamedataVehicleDestructibleGlass_Record:GetGridCellsCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDestructibleGlass_Record:GetGridCellsItem(index) return end

---@return Int32[]
function gamedataVehicleDestructibleGlass_Record:GridCells() return end

---@param item Int32
---@return Bool
function gamedataVehicleDestructibleGlass_Record:GridCellsContains(item) return end

---@return Bool
function gamedataVehicleDestructibleGlass_Record:IsWindshield() return end

---@return Float
function gamedataVehicleDestructibleGlass_Record:Threshold() return end

---@class gamedataVehicleDestructibleLight_Record : gamedataTweakDBRecord
gamedataVehicleDestructibleLight_Record = {}

---@return gamedataVehicleDestructibleLight_Record
function gamedataVehicleDestructibleLight_Record.new() return end

---@param props table
---@return gamedataVehicleDestructibleLight_Record
function gamedataVehicleDestructibleLight_Record.new(props) return end

---@return CName
function gamedataVehicleDestructibleLight_Record:Component() return end

---@return Int32
function gamedataVehicleDestructibleLight_Record:GetGridCellsCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDestructibleLight_Record:GetGridCellsItem(index) return end

---@return Int32[]
function gamedataVehicleDestructibleLight_Record:GridCells() return end

---@param item Int32
---@return Bool
function gamedataVehicleDestructibleLight_Record:GridCellsContains(item) return end

---@return Float
function gamedataVehicleDestructibleLight_Record:Threshold() return end

---@class gamedataVehicleDestructibleWheel_Record : gamedataTweakDBRecord
gamedataVehicleDestructibleWheel_Record = {}

---@return gamedataVehicleDestructibleWheel_Record
function gamedataVehicleDestructibleWheel_Record.new() return end

---@param props table
---@return gamedataVehicleDestructibleWheel_Record
function gamedataVehicleDestructibleWheel_Record.new(props) return end

---@return CName
function gamedataVehicleDestructibleWheel_Record:Flat() return end

---@return Int32
function gamedataVehicleDestructibleWheel_Record:HitsToFlatten() return end

---@return CName
function gamedataVehicleDestructibleWheel_Record:Intact() return end

---@return Int32
function gamedataVehicleDestructibleWheel_Record:LinkedTire() return end

---@return CName
function gamedataVehicleDestructibleWheel_Record:Name() return end

---@class gamedataVehicleDestructionPointDamper_Record : gamedataTweakDBRecord
gamedataVehicleDestructionPointDamper_Record = {}

---@return gamedataVehicleDestructionPointDamper_Record
function gamedataVehicleDestructionPointDamper_Record.new() return end

---@param props table
---@return gamedataVehicleDestructionPointDamper_Record
function gamedataVehicleDestructionPointDamper_Record.new(props) return end

---@return Float
function gamedataVehicleDestructionPointDamper_Record:DampValue() return end

---@return Float
function gamedataVehicleDestructionPointDamper_Record:PointFragility() return end

---@return Int32
function gamedataVehicleDestructionPointDamper_Record:PointIndex() return end

---@class gamedataVehicleDestruction_Record : gamedataTweakDBRecord
gamedataVehicleDestruction_Record = {}

---@return gamedataVehicleDestruction_Record
function gamedataVehicleDestruction_Record.new() return end

---@param props table
---@return gamedataVehicleDestruction_Record
function gamedataVehicleDestruction_Record.new(props) return end

---@return Vector3
function gamedataVehicleDestruction_Record:ChargePortCenter() return end

---@return Float
function gamedataVehicleDestruction_Record:ChargePortRadius() return end

---@return Float
function gamedataVehicleDestruction_Record:DamageExponent() return end

---@return Float
function gamedataVehicleDestruction_Record:DamageThreshold() return end

---@return gamedataVehicleDeformablePart_Record[]
function gamedataVehicleDestruction_Record:DeformableParts() return end

---@param item gamedataVehicleDeformablePart_Record
---@return Bool
function gamedataVehicleDestruction_Record:DeformablePartsContains(item) return end

---@return gamedataVehicleDetachablePart_Record[]
function gamedataVehicleDestruction_Record:DetachableParts() return end

---@param item gamedataVehicleDetachablePart_Record
---@return Bool
function gamedataVehicleDestruction_Record:DetachablePartsContains(item) return end

---@return redResourceReferenceScriptToken
function gamedataVehicleDestruction_Record:DetachedPartExplosionEffect() return end

---@return gamedataVehicleDoorDetachRule_Record[]
function gamedataVehicleDestruction_Record:DoorDetachRules() return end

---@param item gamedataVehicleDoorDetachRule_Record
---@return Bool
function gamedataVehicleDestruction_Record:DoorDetachRulesContains(item) return end

---@return Bool
function gamedataVehicleDestruction_Record:EnableOnHit() return end

---@return Float
function gamedataVehicleDestruction_Record:ForcePropagationFalloff() return end

---@return Int32
function gamedataVehicleDestruction_Record:GetDeformablePartsCount() return end

---@param index Int32
---@return gamedataVehicleDeformablePart_Record
function gamedataVehicleDestruction_Record:GetDeformablePartsItem(index) return end

---@param index Int32
---@return gamedataVehicleDeformablePart_Record
function gamedataVehicleDestruction_Record:GetDeformablePartsItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetDetachablePartsCount() return end

---@param index Int32
---@return gamedataVehicleDetachablePart_Record
function gamedataVehicleDestruction_Record:GetDetachablePartsItem(index) return end

---@param index Int32
---@return gamedataVehicleDetachablePart_Record
function gamedataVehicleDestruction_Record:GetDetachablePartsItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetDoorDetachRulesCount() return end

---@param index Int32
---@return gamedataVehicleDoorDetachRule_Record
function gamedataVehicleDestruction_Record:GetDoorDetachRulesItem(index) return end

---@param index Int32
---@return gamedataVehicleDoorDetachRule_Record
function gamedataVehicleDestruction_Record:GetDoorDetachRulesItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetGlassCount() return end

---@param index Int32
---@return gamedataVehicleDestructibleGlass_Record
function gamedataVehicleDestruction_Record:GetGlassItem(index) return end

---@param index Int32
---@return gamedataVehicleDestructibleGlass_Record
function gamedataVehicleDestruction_Record:GetGlassItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetLightsCount() return end

---@param index Int32
---@return gamedataVehicleDestructibleLight_Record
function gamedataVehicleDestruction_Record:GetLightsItem(index) return end

---@param index Int32
---@return gamedataVehicleDestructibleLight_Record
function gamedataVehicleDestruction_Record:GetLightsItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetPointDampersCount() return end

---@param index Int32
---@return gamedataVehicleDestructionPointDamper_Record
function gamedataVehicleDestruction_Record:GetPointDampersItem(index) return end

---@param index Int32
---@return gamedataVehicleDestructionPointDamper_Record
function gamedataVehicleDestruction_Record:GetPointDampersItemHandle(index) return end

---@return Int32
function gamedataVehicleDestruction_Record:GetWheelsCount() return end

---@param index Int32
---@return gamedataVehicleDestructibleWheel_Record
function gamedataVehicleDestruction_Record:GetWheelsItem(index) return end

---@param index Int32
---@return gamedataVehicleDestructibleWheel_Record
function gamedataVehicleDestruction_Record:GetWheelsItemHandle(index) return end

---@return gamedataVehicleDestructibleGlass_Record[]
function gamedataVehicleDestruction_Record:Glass() return end

---@param item gamedataVehicleDestructibleGlass_Record
---@return Bool
function gamedataVehicleDestruction_Record:GlassContains(item) return end

---@return Vector3
function gamedataVehicleDestruction_Record:GridDimensions() return end

---@return Vector3
function gamedataVehicleDestruction_Record:GridLocalOffset() return end

---@return gamedataVehicleDestructibleLight_Record[]
function gamedataVehicleDestruction_Record:Lights() return end

---@param item gamedataVehicleDestructibleLight_Record
---@return Bool
function gamedataVehicleDestruction_Record:LightsContains(item) return end

---@return Float
function gamedataVehicleDestruction_Record:OnHitVelocity() return end

---@return gamedataVehicleDestructionPointDamper_Record[]
function gamedataVehicleDestruction_Record:PointDampers() return end

---@param item gamedataVehicleDestructionPointDamper_Record
---@return Bool
function gamedataVehicleDestruction_Record:PointDampersContains(item) return end

---@return Vector3
function gamedataVehicleDestruction_Record:VehicleDimensions() return end

---@return Float
function gamedataVehicleDestruction_Record:VelocityValueMaxDamage() return end

---@return Float
function gamedataVehicleDestruction_Record:VelocityValueMinDamage() return end

---@return gamedataVehicleDestructibleWheel_Record[]
function gamedataVehicleDestruction_Record:Wheels() return end

---@param item gamedataVehicleDestructibleWheel_Record
---@return Bool
function gamedataVehicleDestruction_Record:WheelsContains(item) return end

---@class gamedataVehicleDetachablePart_Record : gamedataTweakDBRecord
gamedataVehicleDetachablePart_Record = {}

---@return gamedataVehicleDetachablePart_Record
function gamedataVehicleDetachablePart_Record.new() return end

---@param props table
---@return gamedataVehicleDetachablePart_Record
function gamedataVehicleDetachablePart_Record.new(props) return end

---@return CName[]
function gamedataVehicleDetachablePart_Record:Components() return end

---@param item CName|string
---@return Bool
function gamedataVehicleDetachablePart_Record:ComponentsContains(item) return end

---@return Int32
function gamedataVehicleDetachablePart_Record:GetComponentsCount() return end

---@param index Int32
---@return CName
function gamedataVehicleDetachablePart_Record:GetComponentsItem(index) return end

---@return Int32
function gamedataVehicleDetachablePart_Record:GetGridCellsCount() return end

---@param index Int32
---@return Int32
function gamedataVehicleDetachablePart_Record:GetGridCellsItem(index) return end

---@return Int32[]
function gamedataVehicleDetachablePart_Record:GridCells() return end

---@param item Int32
---@return Bool
function gamedataVehicleDetachablePart_Record:GridCellsContains(item) return end

---@return CName
function gamedataVehicleDetachablePart_Record:Name() return end

---@return Bool
function gamedataVehicleDetachablePart_Record:SpawnsExplosionEffect() return end

---@return Float
function gamedataVehicleDetachablePart_Record:Threshold() return end

---@class gamedataVehicleDiscountSettings_Record : gamedataTweakDBRecord
gamedataVehicleDiscountSettings_Record = {}

---@return gamedataVehicleDiscountSettings_Record
function gamedataVehicleDiscountSettings_Record.new() return end

---@param props table
---@return gamedataVehicleDiscountSettings_Record
function gamedataVehicleDiscountSettings_Record.new(props) return end

---@return CName
function gamedataVehicleDiscountSettings_Record:DiscountFact() return end

---@return Float[]
function gamedataVehicleDiscountSettings_Record:DiscountValues() return end

---@param item Float
---@return Bool
function gamedataVehicleDiscountSettings_Record:DiscountValuesContains(item) return end

---@return Int32
function gamedataVehicleDiscountSettings_Record:GetDiscountValuesCount() return end

---@param index Int32
---@return Float
function gamedataVehicleDiscountSettings_Record:GetDiscountValuesItem(index) return end

---@class gamedataVehicleDoorDetachRule_Record : gamedataTweakDBRecord
gamedataVehicleDoorDetachRule_Record = {}

---@return gamedataVehicleDoorDetachRule_Record
function gamedataVehicleDoorDetachRule_Record.new() return end

---@param props table
---@return gamedataVehicleDoorDetachRule_Record
function gamedataVehicleDoorDetachRule_Record.new(props) return end

---@return CName
function gamedataVehicleDoorDetachRule_Record:ComponentToQuery() return end

---@return Int32
function gamedataVehicleDoorDetachRule_Record:DoorEnumIndex() return end

---@return Int32
function gamedataVehicleDoorDetachRule_Record:GetPartsToDetachCount() return end

---@param index Int32
---@return CName
function gamedataVehicleDoorDetachRule_Record:GetPartsToDetachItem(index) return end

---@return CName[]
function gamedataVehicleDoorDetachRule_Record:PartsToDetach() return end

---@param item CName|string
---@return Bool
function gamedataVehicleDoorDetachRule_Record:PartsToDetachContains(item) return end

---@class gamedataVehicleDriveModelData_Record : gamedataTweakDBRecord
gamedataVehicleDriveModelData_Record = {}

---@return gamedataVehicleDriveModelData_Record
function gamedataVehicleDriveModelData_Record.new() return end

---@param props table
---@return gamedataVehicleDriveModelData_Record
function gamedataVehicleDriveModelData_Record.new(props) return end

---@return Float
function gamedataVehicleDriveModelData_Record:AirResistanceFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:AntiSwaybarDampingScalor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BankBodyFBTanMultiplier() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BankBodyLRTanMultiplier() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleDriveModelData_Record:BikeCurvesPath() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BikeMaxTilt() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BikeTiltCustomSpeed() return end

---@return Float[]
function gamedataVehicleDriveModelData_Record:BikeTiltPID() return end

---@param item Float
---@return Bool
function gamedataVehicleDriveModelData_Record:BikeTiltPIDContains(item) return end

---@return Float
function gamedataVehicleDriveModelData_Record:BikeTiltReturnSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BikeTiltSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BodyFriction() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BrakingEstimationMagicFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:BrakingFrictionFactor() return end

---@return gamedataVehicleBurnOut_Record
function gamedataVehicleDriveModelData_Record:BurnOut() return end

---@return gamedataVehicleBurnOut_Record
function gamedataVehicleDriveModelData_Record:BurnOutHandle() return end

---@return Vector3
function gamedataVehicleDriveModelData_Record:Center_of_mass_offset() return end

---@return Float
function gamedataVehicleDriveModelData_Record:Chassis_mass() return end

---@return Float
function gamedataVehicleDriveModelData_Record:DifferentialOvershootFactor() return end

---@return gamedataDriveHelper_Record[]
function gamedataVehicleDriveModelData_Record:DriveHelpers() return end

---@param item gamedataDriveHelper_Record
---@return Bool
function gamedataVehicleDriveModelData_Record:DriveHelpersContains(item) return end

---@return gamedataVehicleFlatTireSimulation_Record
function gamedataVehicleDriveModelData_Record:FlatTireSim() return end

---@return gamedataVehicleFlatTireSimulation_Record
function gamedataVehicleDriveModelData_Record:FlatTireSimHandle() return end

---@return Float
function gamedataVehicleDriveModelData_Record:ForwardWeightTransferFactor() return end

---@return Int32
function gamedataVehicleDriveModelData_Record:GetBikeTiltPIDCount() return end

---@param index Int32
---@return Float
function gamedataVehicleDriveModelData_Record:GetBikeTiltPIDItem(index) return end

---@return Int32
function gamedataVehicleDriveModelData_Record:GetDriveHelpersCount() return end

---@param index Int32
---@return gamedataDriveHelper_Record
function gamedataVehicleDriveModelData_Record:GetDriveHelpersItem(index) return end

---@param index Int32
---@return gamedataDriveHelper_Record
function gamedataVehicleDriveModelData_Record:GetDriveHelpersItemHandle(index) return end

---@return Int32
function gamedataVehicleDriveModelData_Record:GetTankSpringsLocalPositionsCount() return end

---@param index Int32
---@return Vector2
function gamedataVehicleDriveModelData_Record:GetTankSpringsLocalPositionsItem(index) return end

---@return Float
function gamedataVehicleDriveModelData_Record:HandbrakeBrakingTorque() return end

---@return Float
function gamedataVehicleDriveModelData_Record:LowVelStoppingDeceleration() return end

---@return Float
function gamedataVehicleDriveModelData_Record:MaxWheelTurnDeg() return end

---@return Vector3
function gamedataVehicleDriveModelData_Record:MomentOfInertia() return end

---@return Vector3
function gamedataVehicleDriveModelData_Record:MomentOfInertiaScale() return end

---@return Float
function gamedataVehicleDriveModelData_Record:PerfectSteeringFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SideWeightTransferFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlipAngleCurveScale() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlipAngleMinSpeedThreshold() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlipRatioCurveScale() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlipRatioMinSpeedThreshold() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlopeTractionReductionBegin() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlopeTractionReductionFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SlopeTractionReductionMax() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SmoothWheelContactDecreaseTime() return end

---@return Float
function gamedataVehicleDriveModelData_Record:SmoothWheelContactIncreseTime() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankAcceleration() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankCTOD() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankCTOI() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankCTOP() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankDeceleration() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankGravityMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankMaxSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankSpringDamping() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankSpringDistance() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankSpringRadius() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankSpringStiffness() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankSpringVerticalOffset() return end

---@return Vector2[]
function gamedataVehicleDriveModelData_Record:TankSpringsLocalPositions() return end

---@param item Vector2
---@return Bool
function gamedataVehicleDriveModelData_Record:TankSpringsLocalPositionsContains(item) return end

---@return Float
function gamedataVehicleDriveModelData_Record:TankTurningSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:Total_mass() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateBaseSpeedThreshold() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateInputDiffForFastChange() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateInputDiffForSlowChange() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateInputDiffProgressionPow() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateInputFastChangeSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateInputSlowChangeSpeed() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMaxSpeedThreshold() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMaxSpeedTurnChangeMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMaxSpeedTurnMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMidSpeedThreshold() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMidSpeedTurnChangeMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurnUpdateMidSpeedTurnMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurningRollFactor() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurningRollFactorWeakContactMul() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurningRollFactorWeakContactThresholdMax() return end

---@return Float
function gamedataVehicleDriveModelData_Record:TurningRollFactorWeakContactThresholdMin() return end

---@return Bool
function gamedataVehicleDriveModelData_Record:UseAlternativeTurnUpdate() return end

---@return gamedataVehicleWater_Record
function gamedataVehicleDriveModelData_Record:WaterParams() return end

---@return gamedataVehicleWater_Record
function gamedataVehicleDriveModelData_Record:WaterParamsHandle() return end

---@return gamedataVehicleWheelDrivingSetup_Record
function gamedataVehicleDriveModelData_Record:WheelSetup() return end

---@return gamedataVehicleWheelDrivingSetup_Record
function gamedataVehicleDriveModelData_Record:WheelSetupHandle() return end

---@return Float
function gamedataVehicleDriveModelData_Record:WheelTurnMaxAddPerSecond() return end

---@return Float
function gamedataVehicleDriveModelData_Record:WheelTurnMaxSubPerSecond() return end

---@return gamedataVehicleWheelsFrictionMap_Record
function gamedataVehicleDriveModelData_Record:WheelsFrictionMap() return end

---@return gamedataVehicleWheelsFrictionMap_Record
function gamedataVehicleDriveModelData_Record:WheelsFrictionMapHandle() return end

---@class gamedataVehicleEngineData_Record : gamedataTweakDBRecord
gamedataVehicleEngineData_Record = {}

---@return gamedataVehicleEngineData_Record
function gamedataVehicleEngineData_Record.new() return end

---@param props table
---@return gamedataVehicleEngineData_Record
function gamedataVehicleEngineData_Record.new(props) return end

---@return Float
function gamedataVehicleEngineData_Record:EngineMaxTorque() return end

---@return Bool
function gamedataVehicleEngineData_Record:FastR1GearChange() return end

---@return Float
function gamedataVehicleEngineData_Record:FinalGearTorqueDecimationScalor() return end

---@return Float
function gamedataVehicleEngineData_Record:FlyWheelMomentOfInertia() return end

---@return Bool
function gamedataVehicleEngineData_Record:ForceReverseRPMToMin() return end

---@return Float
function gamedataVehicleEngineData_Record:GearChangeCooldown() return end

---@return Float
function gamedataVehicleEngineData_Record:GearChangeTime() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleEngineData_Record:GearCurvesPath() return end

---@return gamedataVehicleGear_Record[]
function gamedataVehicleEngineData_Record:Gears() return end

---@param item gamedataVehicleGear_Record
---@return Bool
function gamedataVehicleEngineData_Record:GearsContains(item) return end

---@return Int32
function gamedataVehicleEngineData_Record:GetGearsCount() return end

---@param index Int32
---@return gamedataVehicleGear_Record
function gamedataVehicleEngineData_Record:GetGearsItem(index) return end

---@param index Int32
---@return gamedataVehicleGear_Record
function gamedataVehicleEngineData_Record:GetGearsItemHandle(index) return end

---@return Float
function gamedataVehicleEngineData_Record:MaxRPM() return end

---@return Float
function gamedataVehicleEngineData_Record:MinRPM() return end

---@return Float
function gamedataVehicleEngineData_Record:ResistanceTorque() return end

---@return Float
function gamedataVehicleEngineData_Record:ReverseDirDelay() return end

---@return Float
function gamedataVehicleEngineData_Record:WheelsResistanceRatio() return end

---@class gamedataVehicleFPPCameraParams_Record : gamedataTweakDBRecord
gamedataVehicleFPPCameraParams_Record = {}

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicleFPPCameraParams_Record.new() return end

---@param props table
---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicleFPPCameraParams_Record.new(props) return end

---@return Bool
function gamedataVehicleFPPCameraParams_Record:Enable_rear_view() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Forward_offset_value() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Is_forward_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Is_paralax() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Is_pitch_off() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Is_yaw_off() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_offset_vertical() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_pitch_forward_down_ratio() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_pitch_forward_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_yaw_left_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_yaw_left_up_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_yaw_offset_active_angle() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_yaw_right_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Lookat_yaw_right_up_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Paralax_forward_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Paralax_radius() return end

---@return Vector3
function gamedataVehicleFPPCameraParams_Record:Rear_view_offset() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Rear_view_pitch_threshold() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Rear_view_yaw_threshold() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Upperbody_pitch_weight() return end

---@return Float
function gamedataVehicleFPPCameraParams_Record:Upperbody_yaw_weight() return end

---@class gamedataVehicleFlatTireSimParams_Record : gamedataTweakDBRecord
gamedataVehicleFlatTireSimParams_Record = {}

---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimParams_Record.new() return end

---@param props table
---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimParams_Record.new(props) return end

---@return Float
function gamedataVehicleFlatTireSimParams_Record:BlowOutImpulse() return end

---@return Float
function gamedataVehicleFlatTireSimParams_Record:LateralFrictionDecimation() return end

---@return Float
function gamedataVehicleFlatTireSimParams_Record:LongitudinalFrictionDecimation() return end

---@return Float
function gamedataVehicleFlatTireSimParams_Record:RotationResistanceTorque() return end

---@class gamedataVehicleFlatTireSimulation_Record : gamedataTweakDBRecord
gamedataVehicleFlatTireSimulation_Record = {}

---@return gamedataVehicleFlatTireSimulation_Record
function gamedataVehicleFlatTireSimulation_Record.new() return end

---@param props table
---@return gamedataVehicleFlatTireSimulation_Record
function gamedataVehicleFlatTireSimulation_Record.new(props) return end

---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimulation_Record:Front() return end

---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimulation_Record:FrontHandle() return end

---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimulation_Record:Rear() return end

---@return gamedataVehicleFlatTireSimParams_Record
function gamedataVehicleFlatTireSimulation_Record:RearHandle() return end

---@class gamedataVehicleFxCollisionMaterial_Record : gamedataTweakDBRecord
gamedataVehicleFxCollisionMaterial_Record = {}

---@return gamedataVehicleFxCollisionMaterial_Record
function gamedataVehicleFxCollisionMaterial_Record.new() return end

---@param props table
---@return gamedataVehicleFxCollisionMaterial_Record
function gamedataVehicleFxCollisionMaterial_Record.new(props) return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxCollisionMaterial_Record:Impact_decal() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxCollisionMaterial_Record:Impact_particles() return end

---@return gamedataMaterial_Record
function gamedataVehicleFxCollisionMaterial_Record:Material() return end

---@return gamedataMaterial_Record
function gamedataVehicleFxCollisionMaterial_Record:MaterialHandle() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxCollisionMaterial_Record:Scratch_decal() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxCollisionMaterial_Record:Scratch_particles() return end

---@class gamedataVehicleFxCollision_Record : gamedataTweakDBRecord
gamedataVehicleFxCollision_Record = {}

---@return gamedataVehicleFxCollision_Record
function gamedataVehicleFxCollision_Record.new() return end

---@param props table
---@return gamedataVehicleFxCollision_Record
function gamedataVehicleFxCollision_Record.new(props) return end

---@return Int32
function gamedataVehicleFxCollision_Record:GetMaterialsCount() return end

---@param index Int32
---@return gamedataVehicleFxCollisionMaterial_Record
function gamedataVehicleFxCollision_Record:GetMaterialsItem(index) return end

---@param index Int32
---@return gamedataVehicleFxCollisionMaterial_Record
function gamedataVehicleFxCollision_Record:GetMaterialsItemHandle(index) return end

---@return gamedataVehicleFxCollisionMaterial_Record[]
function gamedataVehicleFxCollision_Record:Materials() return end

---@param item gamedataVehicleFxCollisionMaterial_Record
---@return Bool
function gamedataVehicleFxCollision_Record:MaterialsContains(item) return end

---@class gamedataVehicleFxWheelsDecalsMaterialSmear_Record : gamedataVehicleFxWheelsDecalsMaterial_Record
gamedataVehicleFxWheelsDecalsMaterialSmear_Record = {}

---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record
function gamedataVehicleFxWheelsDecalsMaterialSmear_Record.new() return end

---@param props table
---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record
function gamedataVehicleFxWheelsDecalsMaterialSmear_Record.new(props) return end

---@return Float
function gamedataVehicleFxWheelsDecalsMaterialSmear_Record:Distance() return end

---@class gamedataVehicleFxWheelsDecalsMaterial_Record : gamedataTweakDBRecord
gamedataVehicleFxWheelsDecalsMaterial_Record = {}

---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecalsMaterial_Record.new() return end

---@param props table
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecalsMaterial_Record.new(props) return end

---@return gamedataMaterial_Record
function gamedataVehicleFxWheelsDecalsMaterial_Record:Material() return end

---@return gamedataMaterial_Record
function gamedataVehicleFxWheelsDecalsMaterial_Record:MaterialHandle() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxWheelsDecalsMaterial_Record:Skid_marks_decal() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxWheelsDecalsMaterial_Record:Tire_tracks_decal() return end

---@class gamedataVehicleFxWheelsDecals_Record : gamedataTweakDBRecord
gamedataVehicleFxWheelsDecals_Record = {}

---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicleFxWheelsDecals_Record.new() return end

---@param props table
---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicleFxWheelsDecals_Record.new(props) return end

---@return Int32
function gamedataVehicleFxWheelsDecals_Record:GetMaterialsCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetMaterialsItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetMaterialsItemHandle(index) return end

---@return Int32
function gamedataVehicleFxWheelsDecals_Record:GetRain_material_overridesCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetRain_material_overridesItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetRain_material_overridesItemHandle(index) return end

---@return Int32
function gamedataVehicleFxWheelsDecals_Record:GetSmear_materialsCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record
function gamedataVehicleFxWheelsDecals_Record:GetSmear_materialsItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record
function gamedataVehicleFxWheelsDecals_Record:GetSmear_materialsItemHandle(index) return end

---@return Int32
function gamedataVehicleFxWheelsDecals_Record:GetWet_material_overridesCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetWet_material_overridesItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsDecalsMaterial_Record
function gamedataVehicleFxWheelsDecals_Record:GetWet_material_overridesItemHandle(index) return end

---@return gamedataVehicleFxWheelsDecalsMaterial_Record[]
function gamedataVehicleFxWheelsDecals_Record:Materials() return end

---@param item gamedataVehicleFxWheelsDecalsMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsDecals_Record:MaterialsContains(item) return end

---@return gamedataVehicleFxWheelsDecalsMaterial_Record[]
function gamedataVehicleFxWheelsDecals_Record:Rain_material_overrides() return end

---@param item gamedataVehicleFxWheelsDecalsMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsDecals_Record:Rain_material_overridesContains(item) return end

---@return gamedataVehicleFxWheelsDecalsMaterialSmear_Record[]
function gamedataVehicleFxWheelsDecals_Record:Smear_materials() return end

---@param item gamedataVehicleFxWheelsDecalsMaterialSmear_Record
---@return Bool
function gamedataVehicleFxWheelsDecals_Record:Smear_materialsContains(item) return end

---@return gamedataVehicleFxWheelsDecalsMaterial_Record[]
function gamedataVehicleFxWheelsDecals_Record:Wet_material_overrides() return end

---@param item gamedataVehicleFxWheelsDecalsMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsDecals_Record:Wet_material_overridesContains(item) return end

---@class gamedataVehicleFxWheelsParticlesMaterial_Record : gamedataTweakDBRecord
gamedataVehicleFxWheelsParticlesMaterial_Record = {}

---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticlesMaterial_Record.new() return end

---@param props table
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticlesMaterial_Record.new(props) return end

---@return gamedataMaterial_Record
function gamedataVehicleFxWheelsParticlesMaterial_Record:Material() return end

---@return gamedataMaterial_Record
function gamedataVehicleFxWheelsParticlesMaterial_Record:MaterialHandle() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxWheelsParticlesMaterial_Record:Skid_marks_particles() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleFxWheelsParticlesMaterial_Record:Tire_tracks_particles() return end

---@class gamedataVehicleFxWheelsParticles_Record : gamedataTweakDBRecord
gamedataVehicleFxWheelsParticles_Record = {}

---@return gamedataVehicleFxWheelsParticles_Record
function gamedataVehicleFxWheelsParticles_Record.new() return end

---@param props table
---@return gamedataVehicleFxWheelsParticles_Record
function gamedataVehicleFxWheelsParticles_Record.new(props) return end

---@return Int32
function gamedataVehicleFxWheelsParticles_Record:GetMaterialsCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetMaterialsItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetMaterialsItemHandle(index) return end

---@return Int32
function gamedataVehicleFxWheelsParticles_Record:GetRain_material_overridesCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetRain_material_overridesItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetRain_material_overridesItemHandle(index) return end

---@return Int32
function gamedataVehicleFxWheelsParticles_Record:GetWet_material_overridesCount() return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetWet_material_overridesItem(index) return end

---@param index Int32
---@return gamedataVehicleFxWheelsParticlesMaterial_Record
function gamedataVehicleFxWheelsParticles_Record:GetWet_material_overridesItemHandle(index) return end

---@return gamedataVehicleFxWheelsParticlesMaterial_Record[]
function gamedataVehicleFxWheelsParticles_Record:Materials() return end

---@param item gamedataVehicleFxWheelsParticlesMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsParticles_Record:MaterialsContains(item) return end

---@return gamedataVehicleFxWheelsParticlesMaterial_Record[]
function gamedataVehicleFxWheelsParticles_Record:Rain_material_overrides() return end

---@param item gamedataVehicleFxWheelsParticlesMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsParticles_Record:Rain_material_overridesContains(item) return end

---@return gamedataVehicleFxWheelsParticlesMaterial_Record[]
function gamedataVehicleFxWheelsParticles_Record:Wet_material_overrides() return end

---@param item gamedataVehicleFxWheelsParticlesMaterial_Record
---@return Bool
function gamedataVehicleFxWheelsParticles_Record:Wet_material_overridesContains(item) return end

---@class gamedataVehicleGear_Record : gamedataTweakDBRecord
gamedataVehicleGear_Record = {}

---@return gamedataVehicleGear_Record
function gamedataVehicleGear_Record.new() return end

---@param props table
---@return gamedataVehicleGear_Record
function gamedataVehicleGear_Record.new(props) return end

---@return Float
function gamedataVehicleGear_Record:MaxEngineRPM() return end

---@return Float
function gamedataVehicleGear_Record:MaxSpeed() return end

---@return Float
function gamedataVehicleGear_Record:MinEngineRPM() return end

---@return Float
function gamedataVehicleGear_Record:MinSpeed() return end

---@return Float
function gamedataVehicleGear_Record:TorqueMultiplier() return end

---@class gamedataVehicleImpactTraffic_Record : gamedataTweakDBRecord
gamedataVehicleImpactTraffic_Record = {}

---@return gamedataVehicleImpactTraffic_Record
function gamedataVehicleImpactTraffic_Record.new() return end

---@param props table
---@return gamedataVehicleImpactTraffic_Record
function gamedataVehicleImpactTraffic_Record.new(props) return end

---@return Float
function gamedataVehicleImpactTraffic_Record:MaxThreshold() return end

---@return Float
function gamedataVehicleImpactTraffic_Record:MaxTimerStunned() return end

---@return Float
function gamedataVehicleImpactTraffic_Record:MinThreshold() return end

---@class gamedataVehicleManufacturer_Record : gamedataTweakDBRecord
gamedataVehicleManufacturer_Record = {}

---@return gamedataVehicleManufacturer_Record
function gamedataVehicleManufacturer_Record.new() return end

---@param props table
---@return gamedataVehicleManufacturer_Record
function gamedataVehicleManufacturer_Record.new(props) return end

---@return String
function gamedataVehicleManufacturer_Record:EnumComment() return end

---@return String
function gamedataVehicleManufacturer_Record:EnumName() return end

---@return gamedataVehicleManufacturer
function gamedataVehicleManufacturer_Record:Type() return end

---@class gamedataVehicleModel_Record : gamedataTweakDBRecord
gamedataVehicleModel_Record = {}

---@return gamedataVehicleModel_Record
function gamedataVehicleModel_Record.new() return end

---@param props table
---@return gamedataVehicleModel_Record
function gamedataVehicleModel_Record.new(props) return end

---@return String
function gamedataVehicleModel_Record:EnumComment() return end

---@return String
function gamedataVehicleModel_Record:EnumName() return end

---@return gamedataVehicleModel
function gamedataVehicleModel_Record:Type() return end

---@class gamedataVehicleOffer_Record : gamedataPurchaseOffer_Record
gamedataVehicleOffer_Record = {}

---@return gamedataVehicleOffer_Record
function gamedataVehicleOffer_Record.new() return end

---@param props table
---@return gamedataVehicleOffer_Record
function gamedataVehicleOffer_Record.new(props) return end

---@return CName
function gamedataVehicleOffer_Record:AvailabilityFact() return end

---@return CName
function gamedataVehicleOffer_Record:BrandName() return end

---@return String
function gamedataVehicleOffer_Record:Description() return end

---@return Bool
function gamedataVehicleOffer_Record:DiscountApplicable() return end

---@return Bool
function gamedataVehicleOffer_Record:HasMachineGun() return end

---@return Bool
function gamedataVehicleOffer_Record:HasRocketLauncher() return end

---@return CName
function gamedataVehicleOffer_Record:OwnershipFact() return end

---@return gamedataVehicleUnlockType_Record
function gamedataVehicleOffer_Record:UnlockType() return end

---@return gamedataVehicleUnlockType_Record
function gamedataVehicleOffer_Record:UnlockTypeHandle() return end

---@class gamedataVehiclePIDSettings_Record : gamedataTweakDBRecord
gamedataVehiclePIDSettings_Record = {}

---@return gamedataVehiclePIDSettings_Record
function gamedataVehiclePIDSettings_Record.new() return end

---@param props table
---@return gamedataVehiclePIDSettings_Record
function gamedataVehiclePIDSettings_Record.new(props) return end

---@return Float
function gamedataVehiclePIDSettings_Record:D() return end

---@return Float
function gamedataVehiclePIDSettings_Record:I() return end

---@return Float
function gamedataVehiclePIDSettings_Record:IntegratorClampingLimit() return end

---@return Float
function gamedataVehiclePIDSettings_Record:OutputSaturationLimit() return end

---@return Float
function gamedataVehiclePIDSettings_Record:P() return end

---@class gamedataVehicleProceduralFPPCameraParams_Record : gamedataTweakDBRecord
gamedataVehicleProceduralFPPCameraParams_Record = {}

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicleProceduralFPPCameraParams_Record.new() return end

---@param props table
---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicleProceduralFPPCameraParams_Record.new(props) return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:DirectionFollowMaxVelocity() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:DisplacementThresholdForward() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:ForwardDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:HeightDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:ImpactBlendSpeed() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:ImpactDamperDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:ImpactStrengthCoef() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:ImpactThreshold() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxAccelerationTiltAngle() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementBackward() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementDown() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementForward() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementLeft() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementRight() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxDisplacementUp() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxPitchCorrectionDown() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxPitchCorrectionUP() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxRollCorrection() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:MaxSlowdownTiltAngle() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:PitchCorrectionDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:RollCorrectionDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:SideDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:SmoothSpeedDampFactor() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:SteeringAngleLeft() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:SteeringAngleRight() return end

---@return Float
function gamedataVehicleProceduralFPPCameraParams_Record:SteeringDampFactor() return end

---@class gamedataVehicleSeatSet_Record : gamedataTweakDBRecord
gamedataVehicleSeatSet_Record = {}

---@return gamedataVehicleSeatSet_Record
function gamedataVehicleSeatSet_Record.new() return end

---@param props table
---@return gamedataVehicleSeatSet_Record
function gamedataVehicleSeatSet_Record.new(props) return end

---@return Int32
function gamedataVehicleSeatSet_Record:GetVehSeatsCount() return end

---@param index Int32
---@return gamedataVehicleSeat_Record
function gamedataVehicleSeatSet_Record:GetVehSeatsItem(index) return end

---@param index Int32
---@return gamedataVehicleSeat_Record
function gamedataVehicleSeatSet_Record:GetVehSeatsItemHandle(index) return end

---@return gamedataVehicleSeat_Record[]
function gamedataVehicleSeatSet_Record:VehSeats() return end

---@param item gamedataVehicleSeat_Record
---@return Bool
function gamedataVehicleSeatSet_Record:VehSeatsContains(item) return end

---@class gamedataVehicleSeat_Record : gamedataTweakDBRecord
gamedataVehicleSeat_Record = {}

---@return gamedataVehicleSeat_Record
function gamedataVehicleSeat_Record.new() return end

---@param props table
---@return gamedataVehicleSeat_Record
function gamedataVehicleSeat_Record.new(props) return end

---@return CName
function gamedataVehicleSeat_Record:SeatName() return end

---@class gamedataVehicleSteeringSettings_Record : gamedataTweakDBRecord
gamedataVehicleSteeringSettings_Record = {}

---@return gamedataVehicleSteeringSettings_Record
function gamedataVehicleSteeringSettings_Record.new() return end

---@param props table
---@return gamedataVehicleSteeringSettings_Record
function gamedataVehicleSteeringSettings_Record.new(props) return end

---@return Float
function gamedataVehicleSteeringSettings_Record:ErrorMagnitudeForFullSteering() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:ErrorMagnitudeForMildSteering() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:FullSteeringSpeed() return end

---@return Bool
function gamedataVehicleSteeringSettings_Record:IncreaseSteeringDistForAvoidance() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:MaxTargetDistance() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:MildSteeringSpeed() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:MinTargetDistance() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:SpeedForMaxDistance() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:SpeedForMinDistance() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:VehicleMaxTurnSpeed() return end

---@return Float
function gamedataVehicleSteeringSettings_Record:VehicleMinTurnSpeed() return end

---@class gamedataVehicleStoppingSettings_Record : gamedataTweakDBRecord
gamedataVehicleStoppingSettings_Record = {}

---@return gamedataVehicleStoppingSettings_Record
function gamedataVehicleStoppingSettings_Record.new() return end

---@param props table
---@return gamedataVehicleStoppingSettings_Record
function gamedataVehicleStoppingSettings_Record.new(props) return end

---@return Float
function gamedataVehicleStoppingSettings_Record:DecreaseMul() return end

---@return Float
function gamedataVehicleStoppingSettings_Record:ErrorMagnitudeForFullBrakingChange() return end

---@return Float
function gamedataVehicleStoppingSettings_Record:ErrorMagnitudeForMildBrakingChange() return end

---@return Float
function gamedataVehicleStoppingSettings_Record:FullBrakingChangeSpeed() return end

---@return Float
function gamedataVehicleStoppingSettings_Record:MildBrakingChangeSpeed() return end

---@class gamedataVehicleSurfaceBinding_Record : gamedataTweakDBRecord
gamedataVehicleSurfaceBinding_Record = {}

---@return gamedataVehicleSurfaceBinding_Record
function gamedataVehicleSurfaceBinding_Record.new() return end

---@param props table
---@return gamedataVehicleSurfaceBinding_Record
function gamedataVehicleSurfaceBinding_Record.new(props) return end

---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleSurfaceBinding_Record:FrictionPreset() return end

---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleSurfaceBinding_Record:FrictionPresetHandle() return end

---@return gamedataVehicleSurfaceType_Record
function gamedataVehicleSurfaceBinding_Record:SurfaceType() return end

---@return gamedataVehicleSurfaceType_Record
function gamedataVehicleSurfaceBinding_Record:SurfaceTypeHandle() return end

---@class gamedataVehicleSurfaceType_Record : gamedataTweakDBRecord
gamedataVehicleSurfaceType_Record = {}

---@return gamedataVehicleSurfaceType_Record
function gamedataVehicleSurfaceType_Record.new() return end

---@param props table
---@return gamedataVehicleSurfaceType_Record
function gamedataVehicleSurfaceType_Record.new(props) return end

---@return String
function gamedataVehicleSurfaceType_Record:DisplayName() return end

---@return Int32
function gamedataVehicleSurfaceType_Record:GetMaterialNamesCount() return end

---@param index Int32
---@return CName
function gamedataVehicleSurfaceType_Record:GetMaterialNamesItem(index) return end

---@return CName[]
function gamedataVehicleSurfaceType_Record:MaterialNames() return end

---@param item CName|string
---@return Bool
function gamedataVehicleSurfaceType_Record:MaterialNamesContains(item) return end

---@class gamedataVehicleTPPCameraParams_Record : gamedataTweakDBRecord
gamedataVehicleTPPCameraParams_Record = {}

---@return gamedataVehicleTPPCameraParams_Record
function gamedataVehicleTPPCameraParams_Record.new() return end

---@param props table
---@return gamedataVehicleTPPCameraParams_Record
function gamedataVehicleTPPCameraParams_Record.new(props) return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:AirFlowDistortion() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:AutoCenterMaxSpeedThreshold() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:AutoCenterSpeed() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:CameraBoomExtensionSpeed() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:CameraMaxPitch() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:CameraMinPitch() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:CameraSphereRadius() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:CollisionDetection() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensation() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationAngle() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationAngleSmooth() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationAngularVelocityMin() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationSpeedCoef() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationSpeedMax() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:DrivingDirectionCompensationSpeedMin() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:ElasticBoomAcceleration() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:ElasticBoomAccelerationExpansionLength() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:ElasticBoomForwardAccelerationCoef() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:ElasticBoomSpeedExpansionLength() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:ElasticBoomSpeedExpansionSpeedMax() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:ElasticBoomSpeedExpansionSpeedMin() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:ElasticBoomVelocity() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:Fov() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:HeadLookAtCenterYawThreshold() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:HeadLookAtMaxPitchDown() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:HeadLookAtMaxPitchUp() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:HeadLookAtMaxYaw() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:HeadLookAtRotationSpeed() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:InverseCameraInputBreakThreshold() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:LockedCamera() return end

---@return Bool
function gamedataVehicleTPPCameraParams_Record:SlopeAdjustement() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirDampFactor() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirFallCoef() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirPitchMax() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirPitchMin() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirRaiseCoef() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirSpeedMax() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionInAirStrength() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionOnGroundPitchMax() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionOnGroundPitchMin() return end

---@return Float
function gamedataVehicleTPPCameraParams_Record:SlopeCorrectionOnGroundStrength() return end

---@class gamedataVehicleTPPCameraPresetParams_Record : gamedataTweakDBRecord
gamedataVehicleTPPCameraPresetParams_Record = {}

---@return gamedataVehicleTPPCameraPresetParams_Record
function gamedataVehicleTPPCameraPresetParams_Record.new() return end

---@param props table
---@return gamedataVehicleTPPCameraPresetParams_Record
function gamedataVehicleTPPCameraPresetParams_Record.new(props) return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:AirFlowDistortionSizeHorizontal() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:AirFlowDistortionSizeVertical() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:AirFlowDistortionSpeedMax() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:AirFlowDistortionSpeedMin() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:BaseBoomLength() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:BoomLengthOffset() return end

---@return Float
function gamedataVehicleTPPCameraPresetParams_Record:DefaultRotationPitch() return end

---@return CName
function gamedataVehicleTPPCameraPresetParams_Record:Distance() return end

---@return CName
function gamedataVehicleTPPCameraPresetParams_Record:Height() return end

---@return Vector3
function gamedataVehicleTPPCameraPresetParams_Record:LookAtOffset() return end

---@class gamedataVehicleTrafficSuspension_Record : gamedataTweakDBRecord
gamedataVehicleTrafficSuspension_Record = {}

---@return gamedataVehicleTrafficSuspension_Record
function gamedataVehicleTrafficSuspension_Record.new() return end

---@param props table
---@return gamedataVehicleTrafficSuspension_Record
function gamedataVehicleTrafficSuspension_Record.new(props) return end

---@return Float
function gamedataVehicleTrafficSuspension_Record:LatDampingRatio() return end

---@return Float
function gamedataVehicleTrafficSuspension_Record:LatPeriod() return end

---@return Float
function gamedataVehicleTrafficSuspension_Record:LongDampingRatio() return end

---@return Float
function gamedataVehicleTrafficSuspension_Record:LongPeriod() return end

---@class gamedataVehicleType_Record : gamedataTweakDBRecord
gamedataVehicleType_Record = {}

---@return gamedataVehicleType_Record
function gamedataVehicleType_Record.new() return end

---@param props table
---@return gamedataVehicleType_Record
function gamedataVehicleType_Record.new(props) return end

---@return String
function gamedataVehicleType_Record:EnumComment() return end

---@return String
function gamedataVehicleType_Record:EnumName() return end

---@return gamedataVehicleType
function gamedataVehicleType_Record:Type() return end

---@class gamedataVehicleUIData_Record : gamedataTweakDBRecord
gamedataVehicleUIData_Record = {}

---@return gamedataVehicleUIData_Record
function gamedataVehicleUIData_Record.new() return end

---@param props table
---@return gamedataVehicleUIData_Record
function gamedataVehicleUIData_Record.new(props) return end

---@return String
function gamedataVehicleUIData_Record:DriveLayout() return end

---@return Float
function gamedataVehicleUIData_Record:Horsepower() return end

---@return String
function gamedataVehicleUIData_Record:Info() return end

---@return Float
function gamedataVehicleUIData_Record:Mass() return end

---@return String
function gamedataVehicleUIData_Record:ProductionYear() return end

---@class gamedataVehicleUnlockType_Record : gamedataTweakDBRecord
gamedataVehicleUnlockType_Record = {}

---@return gamedataVehicleUnlockType_Record
function gamedataVehicleUnlockType_Record.new() return end

---@param props table
---@return gamedataVehicleUnlockType_Record
function gamedataVehicleUnlockType_Record.new(props) return end

---@return String
function gamedataVehicleUnlockType_Record:EnumComment() return end

---@return String
function gamedataVehicleUnlockType_Record:EnumName() return end

---@return gamedataVehicleUnlockType
function gamedataVehicleUnlockType_Record:Type() return end

---@class gamedataVehicleVisualDestruction_Record : gamedataTweakDBRecord
gamedataVehicleVisualDestruction_Record = {}

---@return gamedataVehicleVisualDestruction_Record
function gamedataVehicleVisualDestruction_Record.new() return end

---@param props table
---@return gamedataVehicleVisualDestruction_Record
function gamedataVehicleVisualDestruction_Record.new(props) return end

---@return Float
function gamedataVehicleVisualDestruction_Record:Back() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:BackLeft() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:BackRight() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:Front() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:FrontLeft() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:FrontRight() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:Left() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:Right() return end

---@return Float
function gamedataVehicleVisualDestruction_Record:Roof() return end

---@return Bool
function gamedataVehicleVisualDestruction_Record:SetVisualDestruction() return end

---@class gamedataVehicleWater_Record : gamedataTweakDBRecord
gamedataVehicleWater_Record = {}

---@return gamedataVehicleWater_Record
function gamedataVehicleWater_Record.new() return end

---@param props table
---@return gamedataVehicleWater_Record
function gamedataVehicleWater_Record.new(props) return end

---@return Float
function gamedataVehicleWater_Record:AngularDampingCoef() return end

---@return Float
function gamedataVehicleWater_Record:BuoyancyCoef() return end

---@return Float
function gamedataVehicleWater_Record:DepthThresholdForFallFx() return end

---@return Bool
function gamedataVehicleWater_Record:DisableAirControl() return end

---@return Bool
function gamedataVehicleWater_Record:DisableEngine() return end

---@return Float
function gamedataVehicleWater_Record:ImpulseOverhangDistance() return end

---@return Float
function gamedataVehicleWater_Record:ImpulseRadius() return end

---@return Float
function gamedataVehicleWater_Record:ImpulseStrength() return end

---@return Float
function gamedataVehicleWater_Record:ImpulseStrengthFallMultiplierMax() return end

---@return Float
function gamedataVehicleWater_Record:ImpulseStrengthFallMultiplierMin() return end

---@return Float
function gamedataVehicleWater_Record:LinearDampingCoef() return end

---@return Float
function gamedataVehicleWater_Record:MaxVehicleSpeed() return end

---@return Float
function gamedataVehicleWater_Record:MinDistanceBetweenFx() return end

---@return Float
function gamedataVehicleWater_Record:MinDistanceBetweenImpulses() return end

---@return Float
function gamedataVehicleWater_Record:MinSpeedToApplyImpulses() return end

---@return CName
function gamedataVehicleWater_Record:ParamVehicleSpeed() return end

---@return Float
function gamedataVehicleWater_Record:SubmergedThreshold() return end

---@return Float
function gamedataVehicleWater_Record:VerticalVelocityThresholdForFallFx() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleWater_Record:Vfx_impact_water() return end

---@class gamedataVehicleWeapon_Record : gamedataTweakDBRecord
gamedataVehicleWeapon_Record = {}

---@return gamedataVehicleWeapon_Record
function gamedataVehicleWeapon_Record.new() return end

---@param props table
---@return gamedataVehicleWeapon_Record
function gamedataVehicleWeapon_Record.new(props) return end

---@return Float
function gamedataVehicleWeapon_Record:AttackRange() return end

---@return Bool
function gamedataVehicleWeapon_Record:CanFriendlyFire() return end

---@return Float
function gamedataVehicleWeapon_Record:CycleTime() return end

---@return Bool
function gamedataVehicleWeapon_Record:GenericShoot() return end

---@return Bool
function gamedataVehicleWeapon_Record:GenericTick() return end

---@return gamedataItem_Record
function gamedataVehicleWeapon_Record:Item() return end

---@return gamedataItem_Record
function gamedataVehicleWeapon_Record:ItemHandle() return end

---@return Float
function gamedataVehicleWeapon_Record:MaxPitch() return end

---@return Float
function gamedataVehicleWeapon_Record:MaxYaw() return end

---@return Float
function gamedataVehicleWeapon_Record:MinPitch() return end

---@return Float
function gamedataVehicleWeapon_Record:MinYaw() return end

---@return Float
function gamedataVehicleWeapon_Record:SingleProjectileCycleTime() return end

---@return Int32
function gamedataVehicleWeapon_Record:SingleShotProjectiles() return end

---@return gamedataAttachmentSlot_Record
function gamedataVehicleWeapon_Record:Slot() return end

---@return gamedataAttachmentSlot_Record
function gamedataVehicleWeapon_Record:SlotHandle() return end

---@return Float
function gamedataVehicleWeapon_Record:Spread() return end

---@return CName
function gamedataVehicleWeapon_Record:WeaponShootAnimEvent() return end

---@return Int32
function gamedataVehicleWeapon_Record:WholeBurstProjectiles() return end

---@class gamedataVehicleWheelDimensionsPreset_Record : gamedataTweakDBRecord
gamedataVehicleWheelDimensionsPreset_Record = {}

---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsPreset_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsPreset_Record.new(props) return end

---@return Float
function gamedataVehicleWheelDimensionsPreset_Record:RimRadius() return end

---@return Float
function gamedataVehicleWheelDimensionsPreset_Record:TireRadius() return end

---@return Float
function gamedataVehicleWheelDimensionsPreset_Record:TireWidth() return end

---@return Float
function gamedataVehicleWheelDimensionsPreset_Record:WheelOffset() return end

---@class gamedataVehicleWheelDimensionsSetup_Record : gamedataTweakDBRecord
gamedataVehicleWheelDimensionsSetup_Record = {}

---@return gamedataVehicleWheelDimensionsSetup_Record
function gamedataVehicleWheelDimensionsSetup_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDimensionsSetup_Record
function gamedataVehicleWheelDimensionsSetup_Record.new(props) return end

---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsSetup_Record:BackPreset() return end

---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsSetup_Record:BackPresetHandle() return end

---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsSetup_Record:FrontPreset() return end

---@return gamedataVehicleWheelDimensionsPreset_Record
function gamedataVehicleWheelDimensionsSetup_Record:FrontPresetHandle() return end

---@class gamedataVehicleWheelDrivingPreset_Record : gamedataTweakDBRecord
gamedataVehicleWheelDrivingPreset_Record = {}

---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingPreset_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingPreset_Record.new(props) return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:ExtremeCompressionEventScalor() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:FrictionMulLateral() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:FrictionMulLongitudinal() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:LogicalSuspensionCompressionLength() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:Mass() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:MaxBrakingTorque() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringBoundDampingLowRate() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringDamping() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringDampingHighRateCompression() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringDampingLowRateCompression() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringReboundDamping() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringReboundDampingLowRate() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SpringStiffness() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SwaybarDisplacementLimit() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SwaybarLengthScalar() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:SwaybarStiffness() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:TenderSpringLength() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:TireFrictionCoef() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:TireLateralSlipEffectsMul() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:TireLongitudinalSlipEffectsMul() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:TireRollingResistanceCoef() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:VisualSuspensionCompressionLength() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:VisualSuspensionDroop() return end

---@return Float
function gamedataVehicleWheelDrivingPreset_Record:WheelsVerticalOffset() return end

---@class gamedataVehicleWheelDrivingSetup_2_Record : gamedataVehicleWheelDrivingSetup_Record
gamedataVehicleWheelDrivingSetup_2_Record = {}

---@return gamedataVehicleWheelDrivingSetup_2_Record
function gamedataVehicleWheelDrivingSetup_2_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDrivingSetup_2_Record
function gamedataVehicleWheelDrivingSetup_2_Record.new(props) return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_2_Record:B() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_2_Record:BHandle() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_2_Record:F() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_2_Record:FHandle() return end

---@class gamedataVehicleWheelDrivingSetup_4_Record : gamedataVehicleWheelDrivingSetup_Record
gamedataVehicleWheelDrivingSetup_4_Record = {}

---@return gamedataVehicleWheelDrivingSetup_4_Record
function gamedataVehicleWheelDrivingSetup_4_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDrivingSetup_4_Record
function gamedataVehicleWheelDrivingSetup_4_Record.new(props) return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:LB() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:LBHandle() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:LF() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:LFHandle() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:RB() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:RBHandle() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:RF() return end

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelDrivingSetup_4_Record:RFHandle() return end

---@class gamedataVehicleWheelDrivingSetup_Record : gamedataTweakDBRecord
gamedataVehicleWheelDrivingSetup_Record = {}

---@return gamedataVehicleWheelDrivingSetup_Record
function gamedataVehicleWheelDrivingSetup_Record.new() return end

---@param props table
---@return gamedataVehicleWheelDrivingSetup_Record
function gamedataVehicleWheelDrivingSetup_Record.new(props) return end

---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingSetup_Record:BackPreset() return end

---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingSetup_Record:BackPresetHandle() return end

---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingSetup_Record:FrontPreset() return end

---@return gamedataVehicleWheelDrivingPreset_Record
function gamedataVehicleWheelDrivingSetup_Record:FrontPresetHandle() return end

---@class gamedataVehicleWheelRole_Record : gamedataTweakDBRecord
gamedataVehicleWheelRole_Record = {}

---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelRole_Record.new() return end

---@param props table
---@return gamedataVehicleWheelRole_Record
function gamedataVehicleWheelRole_Record.new(props) return end

---@return Bool
function gamedataVehicleWheelRole_Record:IsDrive() return end

---@return Bool
function gamedataVehicleWheelRole_Record:IsHandBrake() return end

---@return Bool
function gamedataVehicleWheelRole_Record:IsMainBrake() return end

---@class gamedataVehicleWheelsFrictionMap_Record : gamedataTweakDBRecord
gamedataVehicleWheelsFrictionMap_Record = {}

---@return gamedataVehicleWheelsFrictionMap_Record
function gamedataVehicleWheelsFrictionMap_Record.new() return end

---@param props table
---@return gamedataVehicleWheelsFrictionMap_Record
function gamedataVehicleWheelsFrictionMap_Record.new(props) return end

---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleWheelsFrictionMap_Record:DefaultFrictionPreset() return end

---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleWheelsFrictionMap_Record:DefaultFrictionPresetHandle() return end

---@return Int32
function gamedataVehicleWheelsFrictionMap_Record:GetSurfacesCount() return end

---@param index Int32
---@return gamedataVehicleSurfaceBinding_Record
function gamedataVehicleWheelsFrictionMap_Record:GetSurfacesItem(index) return end

---@param index Int32
---@return gamedataVehicleSurfaceBinding_Record
function gamedataVehicleWheelsFrictionMap_Record:GetSurfacesItemHandle(index) return end

---@return gamedataVehicleSurfaceBinding_Record[]
function gamedataVehicleWheelsFrictionMap_Record:Surfaces() return end

---@param item gamedataVehicleSurfaceBinding_Record
---@return Bool
function gamedataVehicleWheelsFrictionMap_Record:SurfacesContains(item) return end

---@class gamedataVehicleWheelsFrictionPreset_Record : gamedataTweakDBRecord
gamedataVehicleWheelsFrictionPreset_Record = {}

---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleWheelsFrictionPreset_Record.new() return end

---@param props table
---@return gamedataVehicleWheelsFrictionPreset_Record
function gamedataVehicleWheelsFrictionPreset_Record.new(props) return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:AudioMaterialCoeff() return end

---@return String
function gamedataVehicleWheelsFrictionPreset_Record:DisplayName() return end

---@return redResourceReferenceScriptToken
function gamedataVehicleWheelsFrictionPreset_Record:FrictionCurveSet() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:FrictionLatMultiplier() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:FrictionLongMultiplier() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:LooseSurfaceLatResistanceCoeff() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:LooseSurfaceLatSpeedMax() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:LooseSurfaceLongDriveResistanceCoeff() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:LooseSurfaceLongNonDriveResistanceCoeff() return end

---@return Float
function gamedataVehicleWheelsFrictionPreset_Record:LooseSurfaceLongSpeedMax() return end

---@class gamedataVehicle_Record : gamedataSpawnableObject_Record
gamedataVehicle_Record = {}

---@return gamedataVehicle_Record
function gamedataVehicle_Record.new() return end

---@param props table
---@return gamedataVehicle_Record
function gamedataVehicle_Record.new(props) return end

---@return gamedataAffiliation_Record
function gamedataVehicle_Record:Affiliation() return end

---@return gamedataAffiliation_Record
function gamedataVehicle_Record:AffiliationHandle() return end

---@return CName
function gamedataVehicle_Record:ArchetypeName() return end

---@return gamedataAttachmentSlot_Record[]
function gamedataVehicle_Record:AttachmentSlots() return end

---@param item gamedataAttachmentSlot_Record
---@return Bool
function gamedataVehicle_Record:AttachmentSlotsContains(item) return end

---@return CName
function gamedataVehicle_Record:AudioResourceName() return end

---@return Float
function gamedataVehicle_Record:BlockadeLeftPassengerOffset() return end

---@return Float
function gamedataVehicle_Record:BlockadeRightPassengerOffset() return end

---@return Int32[]
function gamedataVehicle_Record:BrakelightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:BrakelightColorContains(item) return end

---@return gamedataVehicleCameraManager_Record
function gamedataVehicle_Record:CameraManagerParams() return end

---@return gamedataVehicleCameraManager_Record
function gamedataVehicle_Record:CameraManagerParamsHandle() return end

---@return gamedataCrowdSettingsPackageBase_Record
function gamedataVehicle_Record:CrowdMemberSettings() return end

---@return gamedataCrowdSettingsPackageBase_Record
function gamedataVehicle_Record:CrowdMemberSettingsHandle() return end

---@return redResourceReferenceScriptToken
function gamedataVehicle_Record:CurvesPath() return end

---@return String
function gamedataVehicle_Record:DebugStatusString() return end

---@return CName
function gamedataVehicle_Record:DestroyedAppearance() return end

---@return gamedataVehicleDestruction_Record
function gamedataVehicle_Record:Destruction() return end

---@return gamedataVehicleDestruction_Record
function gamedataVehicle_Record:DestructionHandle() return end

---@return CName
function gamedataVehicle_Record:DisplayName() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:Driving() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingHandle() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsGeneric() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsGenericHandle() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsPanic() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsPanicHandle() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsRace() return end

---@return gamedataBaseDrivingParameters_Record
function gamedataVehicle_Record:DrivingParamsRaceHandle() return end

---@return Bool
function gamedataVehicle_Record:EnableDestruction() return end

---@return gamedataVehicleFxCollision_Record
function gamedataVehicle_Record:FxCollision() return end

---@return gamedataVehicleFxCollision_Record
function gamedataVehicle_Record:FxCollisionHandle() return end

---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicle_Record:FxWheelsDecals() return end

---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicle_Record:FxWheelsDecalsFrontOverride() return end

---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicle_Record:FxWheelsDecalsFrontOverrideHandle() return end

---@return gamedataVehicleFxWheelsDecals_Record
function gamedataVehicle_Record:FxWheelsDecalsHandle() return end

---@return gamedataVehicleFxWheelsParticles_Record
function gamedataVehicle_Record:FxWheelsParticles() return end

---@return gamedataVehicleFxWheelsParticles_Record
function gamedataVehicle_Record:FxWheelsParticlesHandle() return end

---@return Int32
function gamedataVehicle_Record:GetAttachmentSlotsCount() return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataVehicle_Record:GetAttachmentSlotsItem(index) return end

---@param index Int32
---@return gamedataAttachmentSlot_Record
function gamedataVehicle_Record:GetAttachmentSlotsItemHandle(index) return end

---@return Int32
function gamedataVehicle_Record:GetBrakelightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetBrakelightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetHeadlightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetHeadlightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetInteriorColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetInteriorColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetInteriorDamageColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetInteriorDamageColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetLeftBlinkerlightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetLeftBlinkerlightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetPreventionPassengersCount() return end

---@param index Int32
---@return gamedataCharacter_Record
function gamedataVehicle_Record:GetPreventionPassengersItem(index) return end

---@param index Int32
---@return gamedataCharacter_Record
function gamedataVehicle_Record:GetPreventionPassengersItemHandle(index) return end

---@return Int32
function gamedataVehicle_Record:GetQueryOnlyExceptionsCount() return end

---@param index Int32
---@return CName
function gamedataVehicle_Record:GetQueryOnlyExceptionsItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetRandomPassengersCount() return end

---@param index Int32
---@return gamedataRandomPassengerEntry_Record
function gamedataVehicle_Record:GetRandomPassengersItem(index) return end

---@param index Int32
---@return gamedataRandomPassengerEntry_Record
function gamedataVehicle_Record:GetRandomPassengersItemHandle(index) return end

---@return Int32
function gamedataVehicle_Record:GetReverselightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetReverselightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetRightBLinkerlightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetRightBLinkerlightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetTppCameraPresetsCount() return end

---@param index Int32
---@return gamedataVehicleTPPCameraPresetParams_Record
function gamedataVehicle_Record:GetTppCameraPresetsItem(index) return end

---@param index Int32
---@return gamedataVehicleTPPCameraPresetParams_Record
function gamedataVehicle_Record:GetTppCameraPresetsItemHandle(index) return end

---@return Int32
function gamedataVehicle_Record:GetUtilityLightColorCount() return end

---@param index Int32
---@return Int32
function gamedataVehicle_Record:GetUtilityLightColorItem(index) return end

---@return Int32
function gamedataVehicle_Record:GetWeaponsCount() return end

---@param index Int32
---@return gamedataVehicleWeapon_Record
function gamedataVehicle_Record:GetWeaponsItem(index) return end

---@param index Int32
---@return gamedataVehicleWeapon_Record
function gamedataVehicle_Record:GetWeaponsItemHandle(index) return end

---@return Int32[]
function gamedataVehicle_Record:HeadlightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:HeadlightColorContains(item) return end

---@return Float
function gamedataVehicle_Record:HitCooldown() return end

---@return gamedataUIIcon_Record
function gamedataVehicle_Record:Icon() return end

---@return gamedataUIIcon_Record
function gamedataVehicle_Record:IconHandle() return end

---@return Int32[]
function gamedataVehicle_Record:InteriorColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:InteriorColorContains(item) return end

---@return Int32[]
function gamedataVehicle_Record:InteriorDamageColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:InteriorDamageColorContains(item) return end

---@return Bool
function gamedataVehicle_Record:IsArmoredVehicle() return end

---@return gamedataIsHackable_Record
function gamedataVehicle_Record:IsHackable() return end

---@return gamedataIsHackable_Record
function gamedataVehicle_Record:IsHackableHandle() return end

---@return Float
function gamedataVehicle_Record:LeftBackCamber() return end

---@return Vector3
function gamedataVehicle_Record:LeftBackCamberOffset() return end

---@return Int32[]
function gamedataVehicle_Record:LeftBlinkerlightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:LeftBlinkerlightColorContains(item) return end

---@return Float
function gamedataVehicle_Record:LeftFrontCamber() return end

---@return Vector3
function gamedataVehicle_Record:LeftFrontCamberOffset() return end

---@return gamedataVehicleManufacturer_Record
function gamedataVehicle_Record:Manufacturer() return end

---@return gamedataVehicleManufacturer_Record
function gamedataVehicle_Record:ManufacturerHandle() return end

---@return Int32
function gamedataVehicle_Record:MaxVehiclePassengersCount() return end

---@return Int32
function gamedataVehicle_Record:MinVehiclePassengersCount() return end

---@return gamedataVehicleModel_Record
function gamedataVehicle_Record:Model() return end

---@return gamedataVehicleModel_Record
function gamedataVehicle_Record:ModelHandle() return end

---@return String
function gamedataVehicle_Record:Player_audio_resource() return end

---@return gamedataCharacter_Record[]
function gamedataVehicle_Record:PreventionPassengers() return end

---@param item gamedataCharacter_Record
---@return Bool
function gamedataVehicle_Record:PreventionPassengersContains(item) return end

---@return CName[]
function gamedataVehicle_Record:QueryOnlyExceptions() return end

---@param item CName|string
---@return Bool
function gamedataVehicle_Record:QueryOnlyExceptionsContains(item) return end

---@return gamedataRandomPassengerEntry_Record[]
function gamedataVehicle_Record:RandomPassengers() return end

---@param item gamedataRandomPassengerEntry_Record
---@return Bool
function gamedataVehicle_Record:RandomPassengersContains(item) return end

---@return Int32[]
function gamedataVehicle_Record:ReverselightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:ReverselightColorContains(item) return end

---@return Int32[]
function gamedataVehicle_Record:RightBLinkerlightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:RightBLinkerlightColorContains(item) return end

---@return Float
function gamedataVehicle_Record:RightBackCamber() return end

---@return Vector3
function gamedataVehicle_Record:RightBackCamberOffset() return end

---@return Float
function gamedataVehicle_Record:RightFrontCamber() return end

---@return Vector3
function gamedataVehicle_Record:RightFrontCamberOffset() return end

---@return gamedataVehicleTPPCameraParams_Record
function gamedataVehicle_Record:TppCameraParams() return end

---@return gamedataVehicleTPPCameraParams_Record
function gamedataVehicle_Record:TppCameraParamsHandle() return end

---@return gamedataVehicleTPPCameraPresetParams_Record[]
function gamedataVehicle_Record:TppCameraPresets() return end

---@param item gamedataVehicleTPPCameraPresetParams_Record
---@return Bool
function gamedataVehicle_Record:TppCameraPresetsContains(item) return end

---@return gamedataVehicleTrafficSuspension_Record
function gamedataVehicle_Record:TrafficSuspension() return end

---@return gamedataVehicleTrafficSuspension_Record
function gamedataVehicle_Record:TrafficSuspensionHandle() return end

---@return String
function gamedataVehicle_Record:Traffic_audio_resource() return end

---@return gamedataVehicleType_Record
function gamedataVehicle_Record:Type() return end

---@return gamedataVehicleType_Record
function gamedataVehicle_Record:TypeHandle() return end

---@return Vector3
function gamedataVehicle_Record:UnmountOffsetPosition() return end

---@return Bool
function gamedataVehicle_Record:UsesSecondaryHoodEmitter() return end

---@return Int32[]
function gamedataVehicle_Record:UtilityLightColor() return end

---@param item Int32
---@return Bool
function gamedataVehicle_Record:UtilityLightColorContains(item) return end

---@return gamedataVehicleAirControl_Record
function gamedataVehicle_Record:VehAirControl() return end

---@return gamedataVehicleAirControl_Record
function gamedataVehicle_Record:VehAirControlAI() return end

---@return gamedataVehicleAirControl_Record
function gamedataVehicle_Record:VehAirControlAIHandle() return end

---@return gamedataVehicleAirControl_Record
function gamedataVehicle_Record:VehAirControlHandle() return end

---@return gamedataVehicleBehaviorData_Record
function gamedataVehicle_Record:VehBehaviorData() return end

---@return gamedataVehicleBehaviorData_Record
function gamedataVehicle_Record:VehBehaviorDataHandle() return end

---@return gamedataVehicleDataPackage_Record
function gamedataVehicle_Record:VehDataPackage() return end

---@return gamedataVehicleDataPackage_Record
function gamedataVehicle_Record:VehDataPackageHandle() return end

---@return gamedataVehicleDefaultState_Record
function gamedataVehicle_Record:VehDefaultState() return end

---@return gamedataVehicleDefaultState_Record
function gamedataVehicle_Record:VehDefaultStateHandle() return end

---@return gamedataVehicleDriveModelData_Record
function gamedataVehicle_Record:VehDriveModelData() return end

---@return gamedataVehicleDriveModelData_Record
function gamedataVehicle_Record:VehDriveModelDataAI() return end

---@return gamedataVehicleDriveModelData_Record
function gamedataVehicle_Record:VehDriveModelDataAIHandle() return end

---@return gamedataVehicleDriveModelData_Record
function gamedataVehicle_Record:VehDriveModelDataHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehDriverCombat_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehDriverCombat_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehDriverCombat_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehDriverCombat_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehDriver_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehDriver_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehDriver_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehDriver_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleEngineData_Record
function gamedataVehicle_Record:VehEngineData() return end

---@return gamedataVehicleEngineData_Record
function gamedataVehicle_Record:VehEngineDataHandle() return end

---@return gamedataVehicleImpactTraffic_Record
function gamedataVehicle_Record:VehImpactTraffic() return end

---@return gamedataVehicleImpactTraffic_Record
function gamedataVehicle_Record:VehImpactTrafficHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatL_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatL_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatL_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatL_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatR_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatR_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatR_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassCombatR_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassL_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassL_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassL_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassL_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassR_FPPCameraParams() return end

---@return gamedataVehicleFPPCameraParams_Record
function gamedataVehicle_Record:VehPassR_FPPCameraParamsHandle() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassR_ProceduralFPPCameraParams() return end

---@return gamedataVehicleProceduralFPPCameraParams_Record
function gamedataVehicle_Record:VehPassR_ProceduralFPPCameraParamsHandle() return end

---@return gamedataVehicleWheelDimensionsSetup_Record
function gamedataVehicle_Record:VehWheelDimensionsSetup() return end

---@return gamedataVehicleWheelDimensionsSetup_Record
function gamedataVehicle_Record:VehWheelDimensionsSetupHandle() return end

---@return gamedataVehicleUIData_Record
function gamedataVehicle_Record:VehicleUIData() return end

---@return gamedataVehicleUIData_Record
function gamedataVehicle_Record:VehicleUIDataHandle() return end

---@return gamedataVehicleVisualDestruction_Record
function gamedataVehicle_Record:VisualDestruction() return end

---@return gamedataVehicleVisualDestruction_Record
function gamedataVehicle_Record:VisualDestructionHandle() return end

---@return gamedataWeaponSafeModeBounds_Record
function gamedataVehicle_Record:WeaponSafeModeBounds() return end

---@return gamedataWeaponSafeModeBounds_Record
function gamedataVehicle_Record:WeaponSafeModeBoundsHandle() return end

---@return gamedataVehicleWeapon_Record[]
function gamedataVehicle_Record:Weapons() return end

---@param item gamedataVehicleWeapon_Record
---@return Bool
function gamedataVehicle_Record:WeaponsContains(item) return end

---@return redResourceReferenceScriptToken
function gamedataVehicle_Record:WidgetStyleSheetPath() return end

---@class gamedataVendorCraftable_Record : gamedataVendorWare_Record
gamedataVendorCraftable_Record = {}

---@return gamedataVendorCraftable_Record
function gamedataVendorCraftable_Record.new() return end

---@param props table
---@return gamedataVendorCraftable_Record
function gamedataVendorCraftable_Record.new(props) return end

---@return gamedataCraftable_Record
function gamedataVendorCraftable_Record:Craftbook() return end

---@return gamedataCraftable_Record
function gamedataVendorCraftable_Record:CraftbookHandle() return end

---@class gamedataVendorExperience_Record : gamedataVendorWare_Record
gamedataVendorExperience_Record = {}

---@return gamedataVendorExperience_Record
function gamedataVendorExperience_Record.new() return end

---@param props table
---@return gamedataVendorExperience_Record
function gamedataVendorExperience_Record.new(props) return end

---@return Int32
function gamedataVendorExperience_Record:GetPricePerPointCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataVendorExperience_Record:GetPricePerPointItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataVendorExperience_Record:GetPricePerPointItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataVendorExperience_Record:PricePerPoint() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataVendorExperience_Record:PricePerPointContains(item) return end

---@return gamedataProficiency_Record
function gamedataVendorExperience_Record:Proficiency() return end

---@return gamedataProficiency_Record
function gamedataVendorExperience_Record:ProficiencyHandle() return end

---@class gamedataVendorItemQuery_Record : gamedataVendorWare_Record
gamedataVendorItemQuery_Record = {}

---@return gamedataVendorItemQuery_Record
function gamedataVendorItemQuery_Record.new() return end

---@param props table
---@return gamedataVendorItemQuery_Record
function gamedataVendorItemQuery_Record.new(props) return end

---@return gamedataItemArrayQuery_Record
function gamedataVendorItemQuery_Record:Query() return end

---@return gamedataItemArrayQuery_Record
function gamedataVendorItemQuery_Record:QueryHandle() return end

---@return Bool
function gamedataVendorItemQuery_Record:UniquesOnly() return end

---@class gamedataVendorItem_Record : gamedataVendorWare_Record
gamedataVendorItem_Record = {}

---@return gamedataVendorItem_Record
function gamedataVendorItem_Record.new() return end

---@param props table
---@return gamedataVendorItem_Record
function gamedataVendorItem_Record.new(props) return end

---@return gamedataItem_Record
function gamedataVendorItem_Record:Item() return end

---@return gamedataItem_Record
function gamedataVendorItem_Record:ItemHandle() return end

---@class gamedataVendorProgressionBasedStock_Record : gamedataTweakDBRecord
gamedataVendorProgressionBasedStock_Record = {}

---@return gamedataVendorProgressionBasedStock_Record
function gamedataVendorProgressionBasedStock_Record.new() return end

---@param props table
---@return gamedataVendorProgressionBasedStock_Record
function gamedataVendorProgressionBasedStock_Record.new(props) return end

---@return Int32
function gamedataVendorProgressionBasedStock_Record:GetItemsCount() return end

---@param index Int32
---@return gamedataVendorItem_Record
function gamedataVendorProgressionBasedStock_Record:GetItemsItem(index) return end

---@param index Int32
---@return gamedataVendorItem_Record
function gamedataVendorProgressionBasedStock_Record:GetItemsItemHandle(index) return end

---@return gamedataVendorItem_Record[]
function gamedataVendorProgressionBasedStock_Record:Items() return end

---@param item gamedataVendorItem_Record
---@return Bool
function gamedataVendorProgressionBasedStock_Record:ItemsContains(item) return end

---@class gamedataVendorType_Record : gamedataTweakDBRecord
gamedataVendorType_Record = {}

---@return gamedataVendorType_Record
function gamedataVendorType_Record.new() return end

---@param props table
---@return gamedataVendorType_Record
function gamedataVendorType_Record.new(props) return end

---@return String
function gamedataVendorType_Record:EnumComment() return end

---@return CName
function gamedataVendorType_Record:EnumName() return end

---@return gamedataVendorType
function gamedataVendorType_Record:Type() return end

---@class gamedataVendorWare_Record : gamedataTweakDBRecord
gamedataVendorWare_Record = {}

---@return gamedataVendorWare_Record
function gamedataVendorWare_Record.new() return end

---@param props table
---@return gamedataVendorWare_Record
function gamedataVendorWare_Record.new(props) return end

---@return gamedataIPrereq_Record
function gamedataVendorWare_Record:AvailabilityPrereq() return end

---@return gamedataIPrereq_Record
function gamedataVendorWare_Record:AvailabilityPrereqHandle() return end

---@return CName
function gamedataVendorWare_Record:ForceQuality() return end

---@return gamedataIPrereq_Record[]
function gamedataVendorWare_Record:GenerationPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataVendorWare_Record:GenerationPrereqsContains(item) return end

---@return Int32
function gamedataVendorWare_Record:GetGenerationPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendorWare_Record:GetGenerationPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendorWare_Record:GetGenerationPrereqsItemHandle(index) return end

---@return Int32
function gamedataVendorWare_Record:GetQuantityCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataVendorWare_Record:GetQuantityItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataVendorWare_Record:GetQuantityItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataVendorWare_Record:Quantity() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataVendorWare_Record:QuantityContains(item) return end

---@class gamedataVendor_Record : gamedataTweakDBRecord
gamedataVendor_Record = {}

---@return gamedataVendor_Record
function gamedataVendor_Record.new() return end

---@param props table
---@return gamedataVendor_Record
function gamedataVendor_Record.new(props) return end

---@return gamedataIPrereq_Record[]
function gamedataVendor_Record:AccessPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataVendor_Record:AccessPrereqsContains(item) return end

---@return gamedataVendorCraftable_Record[]
function gamedataVendor_Record:Craftbooks() return end

---@param item gamedataVendorCraftable_Record
---@return Bool
function gamedataVendor_Record:CraftbooksContains(item) return end

---@return CName[]
function gamedataVendor_Record:CustomerFilterTags() return end

---@param item CName|string
---@return Bool
function gamedataVendor_Record:CustomerFilterTagsContains(item) return end

---@return CName[]
function gamedataVendor_Record:CustomerInverseFilterTags() return end

---@param item CName|string
---@return Bool
function gamedataVendor_Record:CustomerInverseFilterTagsContains(item) return end

---@return gamedataVendorExperience_Record[]
function gamedataVendor_Record:ExperienceStock() return end

---@param item gamedataVendorExperience_Record
---@return Bool
function gamedataVendor_Record:ExperienceStockContains(item) return end

---@return gamedataAffiliation_Record
function gamedataVendor_Record:Faction() return end

---@return gamedataAffiliation_Record
function gamedataVendor_Record:FactionHandle() return end

---@return Int32
function gamedataVendor_Record:GetAccessPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendor_Record:GetAccessPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendor_Record:GetAccessPrereqsItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetCraftbooksCount() return end

---@param index Int32
---@return gamedataVendorCraftable_Record
function gamedataVendor_Record:GetCraftbooksItem(index) return end

---@param index Int32
---@return gamedataVendorCraftable_Record
function gamedataVendor_Record:GetCraftbooksItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetCustomerFilterTagsCount() return end

---@param index Int32
---@return CName
function gamedataVendor_Record:GetCustomerFilterTagsItem(index) return end

---@return Int32
function gamedataVendor_Record:GetCustomerInverseFilterTagsCount() return end

---@param index Int32
---@return CName
function gamedataVendor_Record:GetCustomerInverseFilterTagsItem(index) return end

---@return Int32
function gamedataVendor_Record:GetExperienceStockCount() return end

---@param index Int32
---@return gamedataVendorExperience_Record
function gamedataVendor_Record:GetExperienceStockItem(index) return end

---@param index Int32
---@return gamedataVendorExperience_Record
function gamedataVendor_Record:GetExperienceStockItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetItemQueriesCount() return end

---@param index Int32
---@return gamedataVendorItemQuery_Record
function gamedataVendor_Record:GetItemQueriesItem(index) return end

---@param index Int32
---@return gamedataVendorItemQuery_Record
function gamedataVendor_Record:GetItemQueriesItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetItemStockCount() return end

---@param index Int32
---@return gamedataVendorItem_Record
function gamedataVendor_Record:GetItemStockItem(index) return end

---@param index Int32
---@return gamedataVendorItem_Record
function gamedataVendor_Record:GetItemStockItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetMapVisibilityPrereqsCount() return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendor_Record:GetMapVisibilityPrereqsItem(index) return end

---@param index Int32
---@return gamedataIPrereq_Record
function gamedataVendor_Record:GetMapVisibilityPrereqsItemHandle(index) return end

---@return Int32
function gamedataVendor_Record:GetVendorFilterTagsCount() return end

---@param index Int32
---@return CName
function gamedataVendor_Record:GetVendorFilterTagsItem(index) return end

---@return Int32
function gamedataVendor_Record:GetVendorInverseFilterTagsCount() return end

---@param index Int32
---@return CName
function gamedataVendor_Record:GetVendorInverseFilterTagsItem(index) return end

---@return Float
function gamedataVendor_Record:InGameTimeToRestock() return end

---@return gamedataVendorItemQuery_Record[]
function gamedataVendor_Record:ItemQueries() return end

---@param item gamedataVendorItemQuery_Record
---@return Bool
function gamedataVendor_Record:ItemQueriesContains(item) return end

---@return gamedataVendorItem_Record[]
function gamedataVendor_Record:ItemStock() return end

---@param item gamedataVendorItem_Record
---@return Bool
function gamedataVendor_Record:ItemStockContains(item) return end

---@return String
function gamedataVendor_Record:LocalizedDescription() return end

---@return String
function gamedataVendor_Record:LocalizedName() return end

---@return gamedataIPrereq_Record[]
function gamedataVendor_Record:MapVisibilityPrereqs() return end

---@param item gamedataIPrereq_Record
---@return Bool
function gamedataVendor_Record:MapVisibilityPrereqsContains(item) return end

---@return CName[]
function gamedataVendor_Record:VendorFilterTags() return end

---@param item CName|string
---@return Bool
function gamedataVendor_Record:VendorFilterTagsContains(item) return end

---@return CName[]
function gamedataVendor_Record:VendorInverseFilterTags() return end

---@param item CName|string
---@return Bool
function gamedataVendor_Record:VendorInverseFilterTagsContains(item) return end

---@return gamedataVendorType_Record
function gamedataVendor_Record:VendorType() return end

---@return gamedataVendorType_Record
function gamedataVendor_Record:VendorTypeHandle() return end

---@class gamedataVirtualNetworkPath_Record : gamedataTweakDBRecord
gamedataVirtualNetworkPath_Record = {}

---@return gamedataVirtualNetworkPath_Record
function gamedataVirtualNetworkPath_Record.new() return end

---@param props table
---@return gamedataVirtualNetworkPath_Record
function gamedataVirtualNetworkPath_Record.new(props) return end

---@return Int32
function gamedataVirtualNetworkPath_Record:GetPointsCount() return end

---@param index Int32
---@return Vector3
function gamedataVirtualNetworkPath_Record:GetPointsItem(index) return end

---@return Vector3[]
function gamedataVirtualNetworkPath_Record:Points() return end

---@param item Vector3
---@return Bool
function gamedataVirtualNetworkPath_Record:PointsContains(item) return end

---@class gamedataVirtualNetwork_Record : gamedataTweakDBRecord
gamedataVirtualNetwork_Record = {}

---@return gamedataVirtualNetwork_Record
function gamedataVirtualNetwork_Record.new() return end

---@param props table
---@return gamedataVirtualNetwork_Record
function gamedataVirtualNetwork_Record.new(props) return end

---@return Int32
function gamedataVirtualNetwork_Record:GetPathsCount() return end

---@param index Int32
---@return gamedataVirtualNetworkPath_Record
function gamedataVirtualNetwork_Record:GetPathsItem(index) return end

---@param index Int32
---@return gamedataVirtualNetworkPath_Record
function gamedataVirtualNetwork_Record:GetPathsItemHandle(index) return end

---@return Float
function gamedataVirtualNetwork_Record:MinDistanceToOther() return end

---@return Float
function gamedataVirtualNetwork_Record:OffsetMultiplier() return end

---@return gamedataVirtualNetworkPath_Record[]
function gamedataVirtualNetwork_Record:Paths() return end

---@param item gamedataVirtualNetworkPath_Record
---@return Bool
function gamedataVirtualNetwork_Record:PathsContains(item) return end

---@return Float
function gamedataVirtualNetwork_Record:Scale() return end

---@return Vector3
function gamedataVirtualNetwork_Record:SegmentMarker() return end

---@class gamedataVisionGroup_Record : gamedataTweakDBRecord
gamedataVisionGroup_Record = {}

---@return gamedataVisionGroup_Record
function gamedataVisionGroup_Record.new() return end

---@param props table
---@return gamedataVisionGroup_Record
function gamedataVisionGroup_Record.new(props) return end

---@return CName
function gamedataVisionGroup_Record:GroupName() return end

---@return Float
function gamedataVisionGroup_Record:Range() return end

---@class gamedataVisionModuleBase_Record : gamedataTweakDBRecord
gamedataVisionModuleBase_Record = {}

---@return gamedataVisionModuleBase_Record
function gamedataVisionModuleBase_Record.new() return end

---@param props table
---@return gamedataVisionModuleBase_Record
function gamedataVisionModuleBase_Record.new(props) return end

---@return Int32
function gamedataVisionModuleBase_Record:Default_color() return end

---@return CName
function gamedataVisionModuleBase_Record:Default_cue() return end

---@return Bool
function gamedataVisionModuleBase_Record:Default_seeThroughWalls() return end

---@return Int32
function gamedataVisionModuleBase_Record:Focus_color() return end

---@return CName
function gamedataVisionModuleBase_Record:Focus_cue() return end

---@return Bool
function gamedataVisionModuleBase_Record:Focus_seeThroughWalls() return end

---@return gamedataVisionGroup_Record
function gamedataVisionModuleBase_Record:Group() return end

---@return gamedataVisionGroup_Record
function gamedataVisionModuleBase_Record:GroupHandle() return end

---@return Float
function gamedataVisionModuleBase_Record:Heavy_act_delay() return end

---@return Float
function gamedataVisionModuleBase_Record:Heavy_act_duration() return end

---@return CName
function gamedataVisionModuleBase_Record:Heavy_act_mode() return end

---@return CName
function gamedataVisionModuleBase_Record:Heavy_act_type() return end

---@return Float
function gamedataVisionModuleBase_Record:Heavy_deact_delay() return end

---@return Float
function gamedataVisionModuleBase_Record:Heavy_deact_duration() return end

---@return CName
function gamedataVisionModuleBase_Record:Heavy_deact_mode() return end

---@return CName
function gamedataVisionModuleBase_Record:Heavy_deact_type() return end

---@return Float
function gamedataVisionModuleBase_Record:Light_act_delay() return end

---@return Float
function gamedataVisionModuleBase_Record:Light_act_duration() return end

---@return CName
function gamedataVisionModuleBase_Record:Light_act_mode() return end

---@return CName
function gamedataVisionModuleBase_Record:Light_act_type() return end

---@return Float
function gamedataVisionModuleBase_Record:Light_deact_delay() return end

---@return Float
function gamedataVisionModuleBase_Record:Light_deact_duration() return end

---@return CName
function gamedataVisionModuleBase_Record:Light_deact_mode() return end

---@return CName
function gamedataVisionModuleBase_Record:Light_deact_type() return end

---@return CName
function gamedataVisionModuleBase_Record:ObjectPrereq() return end

---@return CName
function gamedataVisionModuleBase_Record:Prereq() return end

---@class gamedataVisualTagsPrereq_Record : gamedataIPrereq_Record
gamedataVisualTagsPrereq_Record = {}

---@return gamedataVisualTagsPrereq_Record
function gamedataVisualTagsPrereq_Record.new() return end

---@param props table
---@return gamedataVisualTagsPrereq_Record
function gamedataVisualTagsPrereq_Record.new(props) return end

---@return CName[]
function gamedataVisualTagsPrereq_Record:AllowedTags() return end

---@param item CName|string
---@return Bool
function gamedataVisualTagsPrereq_Record:AllowedTagsContains(item) return end

---@return Int32
function gamedataVisualTagsPrereq_Record:GetAllowedTagsCount() return end

---@param index Int32
---@return CName
function gamedataVisualTagsPrereq_Record:GetAllowedTagsItem(index) return end

---@return Bool
function gamedataVisualTagsPrereq_Record:Invert() return end

---@class gamedataWeakspot_Record : gamedataSpawnableObject_Record
gamedataWeakspot_Record = {}

---@return gamedataWeakspot_Record
function gamedataWeakspot_Record.new() return end

---@param props table
---@return gamedataWeakspot_Record
function gamedataWeakspot_Record.new(props) return end

---@return CName[]
function gamedataWeakspot_Record:GameplayTags() return end

---@param item CName|string
---@return Bool
function gamedataWeakspot_Record:GameplayTagsContains(item) return end

---@return Int32
function gamedataWeakspot_Record:GetGameplayTagsCount() return end

---@param index Int32
---@return CName
function gamedataWeakspot_Record:GetGameplayTagsItem(index) return end

---@return Int32
function gamedataWeakspot_Record:GetOnDestroyedEffectorsCount() return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataWeakspot_Record:GetOnDestroyedEffectorsItem(index) return end

---@param index Int32
---@return gamedataEffector_Record
function gamedataWeakspot_Record:GetOnDestroyedEffectorsItemHandle(index) return end

---@return Int32
function gamedataWeakspot_Record:GetValidCharacterAppearancesCount() return end

---@param index Int32
---@return CName
function gamedataWeakspot_Record:GetValidCharacterAppearancesItem(index) return end

---@return gamedataEffector_Record[]
function gamedataWeakspot_Record:OnDestroyedEffectors() return end

---@param item gamedataEffector_Record
---@return Bool
function gamedataWeakspot_Record:OnDestroyedEffectorsContains(item) return end

---@return gamedataAttachmentSlot_Record
function gamedataWeakspot_Record:SlotToAttach() return end

---@return gamedataAttachmentSlot_Record
function gamedataWeakspot_Record:SlotToAttachHandle() return end

---@return CName[]
function gamedataWeakspot_Record:ValidCharacterAppearances() return end

---@param item CName|string
---@return Bool
function gamedataWeakspot_Record:ValidCharacterAppearancesContains(item) return end

---@class gamedataWeaponEvolution_Record : gamedataTweakDBRecord
gamedataWeaponEvolution_Record = {}

---@return gamedataWeaponEvolution_Record
function gamedataWeaponEvolution_Record.new() return end

---@param props table
---@return gamedataWeaponEvolution_Record
function gamedataWeaponEvolution_Record.new(props) return end

---@return String
function gamedataWeaponEvolution_Record:Name() return end

---@return gamedataWeaponEvolution
function gamedataWeaponEvolution_Record:Type() return end

---@class gamedataWeaponFxPackage_Record : gamedataTweakDBRecord
gamedataWeaponFxPackage_Record = {}

---@return gamedataWeaponFxPackage_Record
function gamedataWeaponFxPackage_Record.new() return end

---@param props table
---@return gamedataWeaponFxPackage_Record
function gamedataWeaponFxPackage_Record.new(props) return end

---@return redResourceReferenceScriptToken[]
function gamedataWeaponFxPackage_Record:Character_pseudo_piercing() return end

---@return redResourceReferenceScriptToken[]
function gamedataWeaponFxPackage_Record:Character_surrounding_decals() return end

---@return Int32
function gamedataWeaponFxPackage_Record:GetCharacter_pseudo_piercingCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:GetCharacter_pseudo_piercingItem(index) return end

---@return Int32
function gamedataWeaponFxPackage_Record:GetCharacter_surrounding_decalsCount() return end

---@param index Int32
---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:GetCharacter_surrounding_decalsItem(index) return end

---@return Int32
function gamedataWeaponFxPackage_Record:GetVfx_impact_add_namesCount() return end

---@param index Int32
---@return CName
function gamedataWeaponFxPackage_Record:GetVfx_impact_add_namesItem(index) return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:NPC_vfx_hitscan_trail() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:NPC_vfx_hitscan_trail_chemical() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:NPC_vfx_hitscan_trail_electric() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:NPC_vfx_hitscan_trail_thermal() return end

---@return gamedataWeaponVFXSet_Record
function gamedataWeaponFxPackage_Record:Npc_vfx_set() return end

---@return gamedataWeaponVFXSet_Record
function gamedataWeaponFxPackage_Record:Npc_vfx_setHandle() return end

---@return gamedataWeaponVFXSet_Record
function gamedataWeaponFxPackage_Record:Player_vfx_set() return end

---@return gamedataWeaponVFXSet_Record
function gamedataWeaponFxPackage_Record:Player_vfx_setHandle() return end

---@return Bool
function gamedataWeaponFxPackage_Record:PreloadWaterEffects() return end

---@return CName
function gamedataWeaponFxPackage_Record:Sfx_impact_context() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_extra_hit() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_ground_throw() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail_chemical() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail_electric() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail_ricochet() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail_slowmo() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_hitscan_trail_thermal() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_impact_add() return end

---@return Bool
function gamedataWeaponFxPackage_Record:Vfx_impact_add_enable() return end

---@return CName[]
function gamedataWeaponFxPackage_Record:Vfx_impact_add_names() return end

---@param item CName|string
---@return Bool
function gamedataWeaponFxPackage_Record:Vfx_impact_add_namesContains(item) return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_add_names_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_asphalt() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_asphaltHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_asphalt_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_brick() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_brickHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_brick_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_camouflage() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_camouflageHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_camouflage_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cardboard() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cardboardHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_cardboard_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_carpet() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_carpetHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_carpet_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_carpet_techpiercable() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_carpet_techpiercableHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_carpet_techpiercable_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_ceramic() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_ceramicHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_ceramic_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_armor() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_armorHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_armor_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_cyberflesh() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_cyberfleshHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_cyberflesh_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_flesh() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_fleshHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_flesh_head() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_flesh_headHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_flesh_head_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_flesh_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_metal() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_metalHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_metal_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_vr() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_character_vrHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_character_vr_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_concrete() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_concreteHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_concrete_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_concrete_water_puddles() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_concrete_water_puddlesHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_concrete_water_puddles_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_flesh() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_fleshHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_flesh_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metal() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metalHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metal_head() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metal_headHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metal_head_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_cyberware_metal_material() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_impact_damage_chemical() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_impact_damage_electric() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_impact_damage_thermal() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_default() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_defaultHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_dirt() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_dirtHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_dirt_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_fabrics() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_fabricsHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_fabrics_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_flesh() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_fleshHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_flesh_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_food() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_foodHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_food_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_leather() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_leatherHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_leather_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_upholstery() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_upholsteryHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_furniture_upholstery_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glassHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_bulletproof() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_bulletproofHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_bulletproof_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_car() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_carHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_car_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_car_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_car_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_dst() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_dstHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_dst_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_electronics() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_electronicsHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_electronics_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_opaque() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_opaqueHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_opaque_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_semitransparent() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_semitransparentHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_glass_semitransparent_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_grass() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_grassHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_grass_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leather() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leatherHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_leather_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leaves() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leavesHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_leaves_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leaves_semitransparent() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_leaves_semitransparentHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_leaves_semitransparent_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_linoleum() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_linoleumHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_linoleum_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_meat() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_meatHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_meat_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_meatbag() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_meatbagHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_meatbag_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metalHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_carHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_electronics() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_electronicsHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_electronics_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_electronics_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_electronics_tppHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_steam() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_steamHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_steam_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_water() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_waterHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_pipe_water_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_ricochet() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_ricochetHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_ricochet_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_ricochet_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_ricochet_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_car_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_catwalk() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_catwalkHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_catwalk_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_heavypiercable() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_heavypiercableHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_heavypiercable_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_hollow() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_hollowHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_hollow_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_painted() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_paintedHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_painted_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_steam() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_steamHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_steam_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_water() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_waterHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_pipe_water_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_ricochet() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_ricochetHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_ricochet_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_road() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_roadHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_road_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_semitransparent() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_semitransparentHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_semitransparent_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_techpiercable() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_techpiercableHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_techpiercable_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_transparent() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_transparentHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_metal_transparent_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_mud() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_mudHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_mud_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_neon() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_neonHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_neon_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_paper() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_paperHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_paper_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plaster() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plasterHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plaster_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plasticHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_carHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_electronics() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_electronicsHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_electronics_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_electronics_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_electronics_tppHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_car_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_electronics() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_electronicsHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_electronics_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_road() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_roadHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plastic_road_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plexiglass() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_plexiglassHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_plexiglass_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_rubber() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_rubberHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_rubber_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_sand() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_sandHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_sand_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_stone() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_stoneHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_stone_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tiles() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tilesHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_tiles_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tire_car() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tire_carHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_tire_car_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tire_car_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_tire_car_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_trash() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_trashHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_trash_bag() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_trash_bagHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_trash_bag_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_trash_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_upholstery_car() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_upholstery_carHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_upholstery_car_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_upholstery_car_tpp() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_upholstery_car_tppHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_vehicle_chassis() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_vehicle_chassisHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_vehicle_chassis_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_water() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_waterHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_water_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_woodHandle() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_bamboo_poles() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_bamboo_polesHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_bamboo_poles_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_crown() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_crownHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_crown_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_hedge() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_hedgeHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_hedge_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_material() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_tree() return end

---@return gamedataMaterialFx_Record
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_treeHandle() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_impact_wood_tree_material() return end

---@return CName
function gamedataWeaponFxPackage_Record:Vfx_projectile_trail_name() return end

---@return redResourceReferenceScriptToken
function gamedataWeaponFxPackage_Record:Vfx_ricochet() return end

---@return Int32
function gamedataWeaponFxPackage_Record:WaterImpulseFrames() return end

---@return Float
function gamedataWeaponFxPackage_Record:WaterImpulseRadius() return end

---@return Float
function gamedataWeaponFxPackage_Record:WaterImpulseStrength() return end

---@class gamedataWeaponItem_Record : gamedataItem_Record
gamedataWeaponItem_Record = {}

---@return gamedataWeaponItem_Record
function gamedataWeaponItem_Record.new() return end

---@param props table
---@return gamedataWeaponItem_Record
function gamedataWeaponItem_Record.new(props) return end

---@return gamedataItem_Record
function gamedataWeaponItem_Record:Ammo() return end

---@return gamedataItem_Record
function gamedataWeaponItem_Record:AmmoHandle() return end

---@return gamedataAttack_Record[]
function gamedataWeaponItem_Record:Attacks() return end

---@param item gamedataAttack_Record
---@return Bool
function gamedataWeaponItem_Record:AttacksContains(item) return end

---@return CName
function gamedataWeaponItem_Record:AudioWeaponConfiguration() return end

---@return Float
function gamedataWeaponItem_Record:BaseEmptyReloadTime() return end

---@return Float
function gamedataWeaponItem_Record:BaseReloadTime() return end

---@return gamedataDamageType_Record
function gamedataWeaponItem_Record:DamageType() return end

---@return gamedataDamageType_Record
function gamedataWeaponItem_Record:DamageTypeHandle() return end

---@return CName
function gamedataWeaponItem_Record:EffectiveRangeCurve() return end

---@return CName
function gamedataWeaponItem_Record:EffectiveRangeFalloffCurve() return end

---@return gamedataWeaponEvolution_Record
function gamedataWeaponItem_Record:Evolution() return end

---@return gamedataWeaponEvolution_Record
function gamedataWeaponItem_Record:EvolutionHandle() return end

---@return Int32
function gamedataWeaponItem_Record:ForcedMinHitReaction() return end

---@return gamedataWeaponFxPackage_Record
function gamedataWeaponItem_Record:FxPackage() return end

---@return gamedataWeaponFxPackage_Record
function gamedataWeaponItem_Record:FxPackageHandle() return end

---@return gamedataWeaponFxPackage_Record
function gamedataWeaponItem_Record:FxPackageQuickMelee() return end

---@return gamedataWeaponFxPackage_Record
function gamedataWeaponItem_Record:FxPackageQuickMeleeHandle() return end

---@return CName
function gamedataWeaponItem_Record:GameplayDescription() return end

---@return Int32
function gamedataWeaponItem_Record:GetAttacksCount() return end

---@param index Int32
---@return gamedataAttack_Record
function gamedataWeaponItem_Record:GetAttacksItem(index) return end

---@param index Int32
---@return gamedataAttack_Record
function gamedataWeaponItem_Record:GetAttacksItemHandle(index) return end

---@return Int32
function gamedataWeaponItem_Record:GetShootingPatternPackagesCount() return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataWeaponItem_Record:GetShootingPatternPackagesItem(index) return end

---@param index Int32
---@return gamedataAIPatternsPackage_Record
function gamedataWeaponItem_Record:GetShootingPatternPackagesItemHandle(index) return end

---@return Int32
function gamedataWeaponItem_Record:GetTriggerModesCount() return end

---@param index Int32
---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:GetTriggerModesItem(index) return end

---@param index Int32
---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:GetTriggerModesItemHandle(index) return end

---@return gamedataItem_Record
function gamedataWeaponItem_Record:HolsteredItem() return end

---@return gamedataItem_Record
function gamedataWeaponItem_Record:HolsteredItemHandle() return end

---@return gamedataUIIcon_Record
function gamedataWeaponItem_Record:HudIcon() return end

---@return gamedataUIIcon_Record
function gamedataWeaponItem_Record:HudIconHandle() return end

---@return Vector3
function gamedataWeaponItem_Record:IkOffset() return end

---@return Bool
function gamedataWeaponItem_Record:IsIKEnabled() return end

---@return gamedataWeaponManufacturer_Record
function gamedataWeaponItem_Record:Manufacturer() return end

---@return gamedataWeaponManufacturer_Record
function gamedataWeaponItem_Record:ManufacturerHandle() return end

---@return CName
function gamedataWeaponItem_Record:NPCAnimWrapperWeightOverride() return end

---@return CName
function gamedataWeaponItem_Record:PreviewEffectName() return end

---@return CName
function gamedataWeaponItem_Record:PreviewEffectTag() return end

---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:PrimaryTriggerMode() return end

---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:PrimaryTriggerModeHandle() return end

---@return CName
function gamedataWeaponItem_Record:ProjectileEaseOutCurveName() return end

---@return gamedataRangedAttackPackage_Record
function gamedataWeaponItem_Record:RangedAttacks() return end

---@return gamedataRangedAttackPackage_Record
function gamedataWeaponItem_Record:RangedAttacksHandle() return end

---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:SecondaryTriggerMode() return end

---@return gamedataTriggerMode_Record
function gamedataWeaponItem_Record:SecondaryTriggerModeHandle() return end

---@return gamedataAIPatternsPackage_Record[]
function gamedataWeaponItem_Record:ShootingPatternPackages() return end

---@param item gamedataAIPatternsPackage_Record
---@return Bool
function gamedataWeaponItem_Record:ShootingPatternPackagesContains(item) return end

---@return CName
function gamedataWeaponItem_Record:TriggerEffectName() return end

---@return gamedataTriggerMode_Record[]
function gamedataWeaponItem_Record:TriggerModes() return end

---@param item gamedataTriggerMode_Record
---@return Bool
function gamedataWeaponItem_Record:TriggerModesContains(item) return end

---@return Float
function gamedataWeaponItem_Record:UninterruptibleEmptyReloadStart() return end

---@return Float
function gamedataWeaponItem_Record:UninterruptibleReloadStart() return end

---@return Bool
function gamedataWeaponItem_Record:UseForcedTBHZOffset() return end

---@return Bool
function gamedataWeaponItem_Record:UseShootVFXOnlyOnFirstShot() return end

---@class gamedataWeaponManufacturer_Record : gamedataTweakDBRecord
gamedataWeaponManufacturer_Record = {}

---@return gamedataWeaponManufacturer_Record
function gamedataWeaponManufacturer_Record.new() return end

---@param props table
---@return gamedataWeaponManufacturer_Record
function gamedataWeaponManufacturer_Record.new(props) return end

---@return String
function gamedataWeaponManufacturer_Record:Name() return end

---@return gamedataWeaponManufacturer
function gamedataWeaponManufacturer_Record:Type() return end

---@class gamedataWeaponSafeModeBound_Record : gamedataTweakDBRecord
gamedataWeaponSafeModeBound_Record = {}

---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBound_Record.new() return end

---@param props table
---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBound_Record.new(props) return end

---@return Float
function gamedataWeaponSafeModeBound_Record:PitchMax() return end

---@return Float
function gamedataWeaponSafeModeBound_Record:PitchMin() return end

---@return Float
function gamedataWeaponSafeModeBound_Record:YawMax() return end

---@return Float
function gamedataWeaponSafeModeBound_Record:YawMin() return end

---@class gamedataWeaponSafeModeBounds_Record : gamedataTweakDBRecord
gamedataWeaponSafeModeBounds_Record = {}

---@return gamedataWeaponSafeModeBounds_Record
function gamedataWeaponSafeModeBounds_Record.new() return end

---@param props table
---@return gamedataWeaponSafeModeBounds_Record
function gamedataWeaponSafeModeBounds_Record.new(props) return end

---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBounds_Record:BackBound() return end

---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBounds_Record:BackBoundHandle() return end

---@return Bool
function gamedataWeaponSafeModeBounds_Record:EnableSafeModeBounds() return end

---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBounds_Record:WindshieldBound() return end

---@return gamedataWeaponSafeModeBound_Record
function gamedataWeaponSafeModeBounds_Record:WindshieldBoundHandle() return end

---@class gamedataWeaponVFXAction_Record : gamedataTweakDBRecord
gamedataWeaponVFXAction_Record = {}

---@return gamedataWeaponVFXAction_Record
function gamedataWeaponVFXAction_Record.new() return end

---@param props table
---@return gamedataWeaponVFXAction_Record
function gamedataWeaponVFXAction_Record.new(props) return end

---@return gamedataFxAction_Record
function gamedataWeaponVFXAction_Record:FxAction() return end

---@return gamedataFxAction_Record
function gamedataWeaponVFXAction_Record:FxActionHandle() return end

---@return gamedataFxActionType_Record
function gamedataWeaponVFXAction_Record:FxActionType() return end

---@return gamedataFxActionType_Record
function gamedataWeaponVFXAction_Record:FxActionTypeHandle() return end

---@return CName
function gamedataWeaponVFXAction_Record:FxName() return end

---@class gamedataWeaponVFXSet_Record : gamedataTweakDBRecord
gamedataWeaponVFXSet_Record = {}

---@return gamedataWeaponVFXSet_Record
function gamedataWeaponVFXSet_Record.new() return end

---@param props table
---@return gamedataWeaponVFXSet_Record
function gamedataWeaponVFXSet_Record.new(props) return end

---@return gamedataWeaponVFXAction_Record[]
function gamedataWeaponVFXSet_Record:Actions() return end

---@param item gamedataWeaponVFXAction_Record
---@return Bool
function gamedataWeaponVFXSet_Record:ActionsContains(item) return end

---@return Int32
function gamedataWeaponVFXSet_Record:GetActionsCount() return end

---@param index Int32
---@return gamedataWeaponVFXAction_Record
function gamedataWeaponVFXSet_Record:GetActionsItem(index) return end

---@param index Int32
---@return gamedataWeaponVFXAction_Record
function gamedataWeaponVFXSet_Record:GetActionsItemHandle(index) return end

---@class gamedataWeaponsTooltipData_Record : gamedataTweakDBRecord
gamedataWeaponsTooltipData_Record = {}

---@return gamedataWeaponsTooltipData_Record
function gamedataWeaponsTooltipData_Record.new() return end

---@param props table
---@return gamedataWeaponsTooltipData_Record
function gamedataWeaponsTooltipData_Record.new(props) return end

---@return Int32
function gamedataWeaponsTooltipData_Record:GetMaxStatsValueCount() return end

---@param index Int32
---@return Float
function gamedataWeaponsTooltipData_Record:GetMaxStatsValueItem(index) return end

---@return Int32
function gamedataWeaponsTooltipData_Record:GetStatsToCompareCount() return end

---@param index Int32
---@return gamedataStat_Record
function gamedataWeaponsTooltipData_Record:GetStatsToCompareItem(index) return end

---@param index Int32
---@return gamedataStat_Record
function gamedataWeaponsTooltipData_Record:GetStatsToCompareItemHandle(index) return end

---@return Float[]
function gamedataWeaponsTooltipData_Record:MaxStatsValue() return end

---@param item Float
---@return Bool
function gamedataWeaponsTooltipData_Record:MaxStatsValueContains(item) return end

---@return gamedataStat_Record[]
function gamedataWeaponsTooltipData_Record:StatsToCompare() return end

---@param item gamedataStat_Record
---@return Bool
function gamedataWeaponsTooltipData_Record:StatsToCompareContains(item) return end

---@class gamedataWeatherPreset_Record : gamedataSpawnableObject_Record
gamedataWeatherPreset_Record = {}

---@return gamedataWeatherPreset_Record
function gamedataWeatherPreset_Record.new() return end

---@param props table
---@return gamedataWeatherPreset_Record
function gamedataWeatherPreset_Record.new(props) return end

---@return CName
function gamedataWeatherPreset_Record:Name() return end

---@class gamedataWeather_Record : gamedataTweakDBRecord
gamedataWeather_Record = {}

---@return gamedataWeather_Record
function gamedataWeather_Record.new() return end

---@param props table
---@return gamedataWeather_Record
function gamedataWeather_Record.new(props) return end

---@return String
function gamedataWeather_Record:EnumComment() return end

---@return CName
function gamedataWeather_Record:EnumName() return end

---@class gamedataWebsite_Record : gamedataTweakDBRecord
gamedataWebsite_Record = {}

---@return gamedataWebsite_Record
function gamedataWebsite_Record.new() return end

---@param props table
---@return gamedataWebsite_Record
function gamedataWebsite_Record.new(props) return end

---@return String
function gamedataWebsite_Record:Url() return end

---@return redResourceReferenceScriptToken
function gamedataWebsite_Record:WidgetPath() return end

---@class gamedataWeightedCharacter_Record : gamedataTweakDBRecord
gamedataWeightedCharacter_Record = {}

---@return gamedataWeightedCharacter_Record
function gamedataWeightedCharacter_Record.new() return end

---@param props table
---@return gamedataWeightedCharacter_Record
function gamedataWeightedCharacter_Record.new(props) return end

---@return gamedataCharacter_Record
function gamedataWeightedCharacter_Record:Character() return end

---@return gamedataCharacter_Record
function gamedataWeightedCharacter_Record:CharacterHandle() return end

---@return Float
function gamedataWeightedCharacter_Record:Weight() return end

---@class gamedataWidgetDefinition_Record : gamedataTweakDBRecord
gamedataWidgetDefinition_Record = {}

---@return gamedataWidgetDefinition_Record
function gamedataWidgetDefinition_Record.new() return end

---@param props table
---@return gamedataWidgetDefinition_Record
function gamedataWidgetDefinition_Record.new(props) return end

---@return Int32
function gamedataWidgetDefinition_Record:GetRatiosCount() return end

---@param index Int32
---@return gamedataWidgetRatio_Record
function gamedataWidgetDefinition_Record:GetRatiosItem(index) return end

---@param index Int32
---@return gamedataWidgetRatio_Record
function gamedataWidgetDefinition_Record:GetRatiosItemHandle(index) return end

---@return Int32
function gamedataWidgetDefinition_Record:GetStylesCount() return end

---@param index Int32
---@return gamedataWidgetStyle_Record
function gamedataWidgetDefinition_Record:GetStylesItem(index) return end

---@param index Int32
---@return gamedataWidgetStyle_Record
function gamedataWidgetDefinition_Record:GetStylesItemHandle(index) return end

---@return String
function gamedataWidgetDefinition_Record:LibraryID() return end

---@return redResourceReferenceScriptToken
function gamedataWidgetDefinition_Record:LibraryPath() return end

---@return gamedataWidgetRatio_Record[]
function gamedataWidgetDefinition_Record:Ratios() return end

---@param item gamedataWidgetRatio_Record
---@return Bool
function gamedataWidgetDefinition_Record:RatiosContains(item) return end

---@return gamedataWidgetStyle_Record[]
function gamedataWidgetDefinition_Record:Styles() return end

---@param item gamedataWidgetStyle_Record
---@return Bool
function gamedataWidgetDefinition_Record:StylesContains(item) return end

---@return Bool
function gamedataWidgetDefinition_Record:UseContentRatio() return end

---@class gamedataWidgetRatio_Record : gamedataTweakDBRecord
gamedataWidgetRatio_Record = {}

---@return gamedataWidgetRatio_Record
function gamedataWidgetRatio_Record.new() return end

---@param props table
---@return gamedataWidgetRatio_Record
function gamedataWidgetRatio_Record.new(props) return end

---@return String
function gamedataWidgetRatio_Record:EnumName() return end

---@class gamedataWidgetStyle_Record : gamedataTweakDBRecord
gamedataWidgetStyle_Record = {}

---@return gamedataWidgetStyle_Record
function gamedataWidgetStyle_Record.new() return end

---@param props table
---@return gamedataWidgetStyle_Record
function gamedataWidgetStyle_Record.new(props) return end

---@return String
function gamedataWidgetStyle_Record:EnumName() return end

---@return gamedataWidgetStyle
function gamedataWidgetStyle_Record:Type() return end

---@class gamedataWorkspotActionType_Record : gamedataTweakDBRecord
gamedataWorkspotActionType_Record = {}

---@return gamedataWorkspotActionType_Record
function gamedataWorkspotActionType_Record.new() return end

---@param props table
---@return gamedataWorkspotActionType_Record
function gamedataWorkspotActionType_Record.new(props) return end

---@return String
function gamedataWorkspotActionType_Record:Comment() return end

---@return CName
function gamedataWorkspotActionType_Record:EnumName() return end

---@return gamedataWorkspotActionType
function gamedataWorkspotActionType_Record:Type() return end

---@class gamedataWorkspotCategory_Record : gamedataTweakDBRecord
gamedataWorkspotCategory_Record = {}

---@return gamedataWorkspotCategory_Record
function gamedataWorkspotCategory_Record.new() return end

---@param props table
---@return gamedataWorkspotCategory_Record
function gamedataWorkspotCategory_Record.new(props) return end

---@return String
function gamedataWorkspotCategory_Record:Comment() return end

---@return CName
function gamedataWorkspotCategory_Record:EnumName() return end

---@return gamedataWorkspotCategory
function gamedataWorkspotCategory_Record:Type() return end

---@class gamedataWorkspotReactionType_Record : gamedataTweakDBRecord
gamedataWorkspotReactionType_Record = {}

---@return gamedataWorkspotReactionType_Record
function gamedataWorkspotReactionType_Record.new() return end

---@param props table
---@return gamedataWorkspotReactionType_Record
function gamedataWorkspotReactionType_Record.new(props) return end

---@return CName
function gamedataWorkspotReactionType_Record:EnumName() return end

---@return gamedataWorkspotReactionType
function gamedataWorkspotReactionType_Record:Type() return end

---@class gamedataWorkspotStatusEffect_Record : gamedataStatusEffect_Record
gamedataWorkspotStatusEffect_Record = {}

---@return gamedataWorkspotStatusEffect_Record
function gamedataWorkspotStatusEffect_Record.new() return end

---@param props table
---@return gamedataWorkspotStatusEffect_Record
function gamedataWorkspotStatusEffect_Record.new(props) return end

---@class gamedataWorldMapFilter_Record : gamedataTweakDBRecord
gamedataWorldMapFilter_Record = {}

---@return gamedataWorldMapFilter_Record
function gamedataWorldMapFilter_Record.new() return end

---@param props table
---@return gamedataWorldMapFilter_Record
function gamedataWorldMapFilter_Record.new(props) return end

---@return String
function gamedataWorldMapFilter_Record:EnumComment() return end

---@return CName
function gamedataWorldMapFilter_Record:EnumName() return end

---@return gamedataWorldMapFilter
function gamedataWorldMapFilter_Record:Type() return end

---@class gamedataWorldMapFiltersList_Record : gamedataTweakDBRecord
gamedataWorldMapFiltersList_Record = {}

---@return gamedataWorldMapFiltersList_Record
function gamedataWorldMapFiltersList_Record.new() return end

---@param props table
---@return gamedataWorldMapFiltersList_Record
function gamedataWorldMapFiltersList_Record.new(props) return end

---@return Int32
function gamedataWorldMapFiltersList_Record:GetListCount() return end

---@param index Int32
---@return gamedataMappinUIFilterGroup_Record
function gamedataWorldMapFiltersList_Record:GetListItem(index) return end

---@param index Int32
---@return gamedataMappinUIFilterGroup_Record
function gamedataWorldMapFiltersList_Record:GetListItemHandle(index) return end

---@return gamedataMappinUIFilterGroup_Record[]
function gamedataWorldMapFiltersList_Record:List() return end

---@param item gamedataMappinUIFilterGroup_Record
---@return Bool
function gamedataWorldMapFiltersList_Record:ListContains(item) return end

---@class gamedataWorldMapFreeCameraSettings_Record : gamedataTweakDBRecord
gamedataWorldMapFreeCameraSettings_Record = {}

---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapFreeCameraSettings_Record.new() return end

---@param props table
---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapFreeCameraSettings_Record.new(props) return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:FovMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:FovMin() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:IconScaleMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:IconScaleMin() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:MousePanStrength() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:MouseRotateStrength() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:MouseZoomSpeedMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:MouseZoomSpeedMin() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:PanSpeedMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:PanSpeedMin() return end

---@return Bool
function gamedataWorldMapFreeCameraSettings_Record:PitchRelativeToZoom() return end

---@return EulerAngles
function gamedataWorldMapFreeCameraSettings_Record:RotationDefault() return end

---@return EulerAngles
function gamedataWorldMapFreeCameraSettings_Record:RotationMax() return end

---@return EulerAngles
function gamedataWorldMapFreeCameraSettings_Record:RotationMin() return end

---@return EulerAngles
function gamedataWorldMapFreeCameraSettings_Record:RotationSpeed() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomDefault() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomDefaultInFastTravel() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomMin() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomSpeed() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomSpeedMax() return end

---@return Float
function gamedataWorldMapFreeCameraSettings_Record:ZoomSpeedMin() return end

---@class gamedataWorldMapSettings_Record : gamedataTweakDBRecord
gamedataWorldMapSettings_Record = {}

---@return gamedataWorldMapSettings_Record
function gamedataWorldMapSettings_Record.new() return end

---@param props table
---@return gamedataWorldMapSettings_Record
function gamedataWorldMapSettings_Record.new(props) return end

---@return Float
function gamedataWorldMapSettings_Record:CameraModeTransitionTime() return end

---@return Vector2
function gamedataWorldMapSettings_Record:CursorBoundaryMax() return end

---@return Vector2
function gamedataWorldMapSettings_Record:CursorBoundaryMin() return end

---@return Bool
function gamedataWorldMapSettings_Record:EnableGroupTransitionAnimations() return end

---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapSettings_Record:FreeCamera() return end

---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapSettings_Record:FreeCameraHandle() return end

---@return Int32
function gamedataWorldMapSettings_Record:GetZoomLevelsCount() return end

---@param index Int32
---@return gamedataWorldMapZoomLevel_Record
function gamedataWorldMapSettings_Record:GetZoomLevelsItem(index) return end

---@param index Int32
---@return gamedataWorldMapZoomLevel_Record
function gamedataWorldMapSettings_Record:GetZoomLevelsItemHandle(index) return end

---@return Float
function gamedataWorldMapSettings_Record:MouseZoomTransitionTime() return end

---@return Float
function gamedataWorldMapSettings_Record:NCPDEventsVisibilityRange() return end

---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapSettings_Record:TopDownCamera() return end

---@return gamedataWorldMapFreeCameraSettings_Record
function gamedataWorldMapSettings_Record:TopDownCameraHandle() return end

---@return gamedataWorldMapZoomLevel_Record[]
function gamedataWorldMapSettings_Record:ZoomLevels() return end

---@param item gamedataWorldMapZoomLevel_Record
---@return Bool
function gamedataWorldMapSettings_Record:ZoomLevelsContains(item) return end

---@return Float
function gamedataWorldMapSettings_Record:ZoomToEnabledAtMinimumZoom() return end

---@return Float
function gamedataWorldMapSettings_Record:ZoomToZoomValue() return end

---@return Float
function gamedataWorldMapSettings_Record:ZoomTransitionTime() return end

---@class gamedataWorldMapZoomLevel_Record : gamedataTweakDBRecord
gamedataWorldMapZoomLevel_Record = {}

---@return gamedataWorldMapZoomLevel_Record
function gamedataWorldMapZoomLevel_Record.new() return end

---@param props table
---@return gamedataWorldMapZoomLevel_Record
function gamedataWorldMapZoomLevel_Record.new(props) return end

---@return Bool
function gamedataWorldMapZoomLevel_Record:CanChangeFilters() return end

---@return Float
function gamedataWorldMapZoomLevel_Record:Fov() return end

---@return Int32
function gamedataWorldMapZoomLevel_Record:GetMappinFilterGroupsCount() return end

---@param index Int32
---@return gamedataMappinUIFilterGroup_Record
function gamedataWorldMapZoomLevel_Record:GetMappinFilterGroupsItem(index) return end

---@param index Int32
---@return gamedataMappinUIFilterGroup_Record
function gamedataWorldMapZoomLevel_Record:GetMappinFilterGroupsItemHandle(index) return end

---@return Float
function gamedataWorldMapZoomLevel_Record:IconScale() return end

---@return gamedataMappinUIFilterGroup_Record[]
function gamedataWorldMapZoomLevel_Record:MappinFilterGroups() return end

---@param item gamedataMappinUIFilterGroup_Record
---@return Bool
function gamedataWorldMapZoomLevel_Record:MappinFilterGroupsContains(item) return end

---@return Float
function gamedataWorldMapZoomLevel_Record:PanSpeed() return end

---@return EulerAngles
function gamedataWorldMapZoomLevel_Record:Rotation() return end

---@return Bool
function gamedataWorldMapZoomLevel_Record:ShowDistricts() return end

---@return Bool
function gamedataWorldMapZoomLevel_Record:ShowSubDistricts() return end

---@return Float
function gamedataWorldMapZoomLevel_Record:Zoom() return end

---@class gamedataXPPoints_Record : gamedataTweakDBRecord
gamedataXPPoints_Record = {}

---@return gamedataXPPoints_Record
function gamedataXPPoints_Record.new() return end

---@param props table
---@return gamedataXPPoints_Record
function gamedataXPPoints_Record.new(props) return end

---@return Int32
function gamedataXPPoints_Record:GetQuantityModifiersCount() return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataXPPoints_Record:GetQuantityModifiersItem(index) return end

---@param index Int32
---@return gamedataStatModifier_Record
function gamedataXPPoints_Record:GetQuantityModifiersItemHandle(index) return end

---@return gamedataStatModifier_Record[]
function gamedataXPPoints_Record:QuantityModifiers() return end

---@param item gamedataStatModifier_Record
---@return Bool
function gamedataXPPoints_Record:QuantityModifiersContains(item) return end

---@return gamedataProficiency_Record
function gamedataXPPoints_Record:Type() return end

---@return gamedataProficiency_Record
function gamedataXPPoints_Record:TypeHandle() return end

---@class gamedataXPPoints_inline0_Record : gamedataConstantStatModifier_Record
gamedataXPPoints_inline0_Record = {}

---@return gamedataXPPoints_inline0_Record
function gamedataXPPoints_inline0_Record.new() return end

---@param props table
---@return gamedataXPPoints_inline0_Record
function gamedataXPPoints_inline0_Record.new(props) return end

---@class gamedatadevice_gameplay_role_Record : gamedataScannableData_Record
gamedatadevice_gameplay_role_Record = {}

---@return gamedatadevice_gameplay_role_Record
function gamedatadevice_gameplay_role_Record.new() return end

---@param props table
---@return gamedatadevice_gameplay_role_Record
function gamedatadevice_gameplay_role_Record.new(props) return end

---@class gamedatadevice_role_action_desctiption_Record : gamedataScannableData_Record
gamedatadevice_role_action_desctiption_Record = {}

---@return gamedatadevice_role_action_desctiption_Record
function gamedatadevice_role_action_desctiption_Record.new() return end

---@param props table
---@return gamedatadevice_role_action_desctiption_Record
function gamedatadevice_role_action_desctiption_Record.new(props) return end

---@class gamedatadevice_scanning_data_Record : gamedataScannableData_Record
gamedatadevice_scanning_data_Record = {}

---@return gamedatadevice_scanning_data_Record
function gamedatadevice_scanning_data_Record.new() return end

---@param props table
---@return gamedatadevice_scanning_data_Record
function gamedatadevice_scanning_data_Record.new(props) return end

---@class gamedatanpc_scanning_data_Record : gamedataScannableData_Record
gamedatanpc_scanning_data_Record = {}

---@return gamedatanpc_scanning_data_Record
function gamedatanpc_scanning_data_Record.new() return end

---@param props table
---@return gamedatanpc_scanning_data_Record
function gamedatanpc_scanning_data_Record.new(props) return end

---@class gamedebugFailure : ISerializable
---@field id gamedebugFailureId
---@field time Float
---@field message String
---@field path gameDebugPath
---@field previous gamedebugFailure
---@field cause gamedebugFailure
gamedebugFailure = {}

---@return gamedebugFailure
function gamedebugFailure.new() return end

---@param props table
---@return gamedebugFailure
function gamedebugFailure.new(props) return end

---@class gamedebugFailureId
---@field threadId Uint32
---@field unsignedId Uint32
gamedebugFailureId = {}

---@return gamedebugFailureId
function gamedebugFailureId.new() return end

---@param props table
---@return gamedebugFailureId
function gamedebugFailureId.new(props) return end

---@class gamedeviceAction : redEvent
---@field actionName CName
---@field clearanceLevel Int32
---@field localizedObjectName String
gamedeviceAction = {}

---@return gamedeviceAction
function gamedeviceAction.new() return end

---@param props table
---@return gamedeviceAction
function gamedeviceAction.new(props) return end

---@return String
function gamedeviceAction:GetCurrentDisplayString() return end

---@return CName
function gamedeviceAction:GetDeviceClassName() return end

---@return gamePersistentID
function gamedeviceAction:GetPersistentID() return end

---@return gamedeviceActionProperty[]
function gamedeviceAction:GetProperties() return end

---@param ps gamePersistentState
function gamedeviceAction:SetUp(ps) return end

---@class gamedeviceActionProperty : IScriptable
---@field name CName
---@field typeName CName
---@field first Variant
---@field second Variant
---@field third Variant
---@field flags gamedeviceActionPropertyFlags
gamedeviceActionProperty = {}

---@return gamedeviceActionProperty
function gamedeviceActionProperty.new() return end

---@param props table
---@return gamedeviceActionProperty
function gamedeviceActionProperty.new(props) return end

---@class gamedeviceClearance : IScriptable
---@field min Int32
---@field max Int32
gamedeviceClearance = {}

---@return gamedeviceClearance
function gamedeviceClearance.new() return end

---@param props table
---@return gamedeviceClearance
function gamedeviceClearance.new(props) return end

---@param min Int32
---@param max Int32
---@return gamedeviceClearance
function gamedeviceClearance.CreateClearance(min, max) return end

---@return Int32
function gamedeviceClearance.GetMaxClearanceLevel() return end

---@return Int32
function gamedeviceClearance.GetMinClearanceLevel() return end

---@param clearance gamedeviceClearance
---@param clearanceLevel Int32
---@return Bool
function gamedeviceClearance.IsInRange(clearance, clearanceLevel) return end

---@param clearance gamedeviceClearance
---@return Int32, Int32
function gamedeviceClearance.ReadValues(clearance) return end

---@class gamedeviceComputerUIData
---@field mails gamedeviceGenericDataContent[]
---@field files gamedeviceGenericDataContent[]
gamedeviceComputerUIData = {}

---@return gamedeviceComputerUIData
function gamedeviceComputerUIData.new() return end

---@param props table
---@return gamedeviceComputerUIData
function gamedeviceComputerUIData.new(props) return end

---@class gamedeviceDataElement
---@field owner String
---@field date String
---@field title String
---@field content String
---@field videoPath redResourceReferenceScriptToken
---@field journalPath gameJournalPath
---@field documentName CName
---@field questInfo gamedeviceQuestInfo
---@field isEncrypted Bool
---@field wasRead Bool
---@field isEnabled Bool
gamedeviceDataElement = {}

---@return gamedeviceDataElement
function gamedeviceDataElement.new() return end

---@param props table
---@return gamedeviceDataElement
function gamedeviceDataElement.new(props) return end

---@class gamedeviceGenericDataContent
---@field name String
---@field content gamedeviceDataElement[]
gamedeviceGenericDataContent = {}

---@return gamedeviceGenericDataContent
function gamedeviceGenericDataContent.new() return end

---@param props table
---@return gamedeviceGenericDataContent
function gamedeviceGenericDataContent.new(props) return end

---@class gamedeviceQuestInfo
---@field isHighlighted Bool
---@field factName CName
gamedeviceQuestInfo = {}

---@return gamedeviceQuestInfo
function gamedeviceQuestInfo.new() return end

---@param props table
---@return gamedeviceQuestInfo
function gamedeviceQuestInfo.new(props) return end

---@class gamedeviceUIScreenDefinition
---@field screenType TweakDBID
gamedeviceUIScreenDefinition = {}

---@return gamedeviceUIScreenDefinition
function gamedeviceUIScreenDefinition.new() return end

---@param props table
---@return gamedeviceUIScreenDefinition
function gamedeviceUIScreenDefinition.new(props) return end

---@class gameeventsApplyStatusEffectEvent : gameeventsStatusEffectEvent
---@field isNewApplication Bool
---@field instigatorEntityID entEntityID
---@field proxyEntityID entEntityID
---@field isAppliedOnSpawn Bool
gameeventsApplyStatusEffectEvent = {}

---@return gameeventsApplyStatusEffectEvent
function gameeventsApplyStatusEffectEvent.new() return end

---@param props table
---@return gameeventsApplyStatusEffectEvent
function gameeventsApplyStatusEffectEvent.new(props) return end

---@class gameeventsAttitudeChangedEvent : redEvent
---@field otherAgent gameAttitudeAgent
---@field attitude EAIAttitude
gameeventsAttitudeChangedEvent = {}

---@class gameeventsAttitudeGroupChangedEvent : redEvent
gameeventsAttitudeGroupChangedEvent = {}

---@class gameeventsCameraShakeEvent : redEvent
---@field shakeStrength Float
gameeventsCameraShakeEvent = {}

---@return gameeventsCameraShakeEvent
function gameeventsCameraShakeEvent.new() return end

---@param props table
---@return gameeventsCameraShakeEvent
function gameeventsCameraShakeEvent.new(props) return end

---@class gameeventsCloseByEvent : redEvent
---@field position Vector4
---@field forward Vector4
---@field instigator gameObject
---@field attackData gamedamageAttackData
gameeventsCloseByEvent = {}

---@return gameeventsCloseByEvent
function gameeventsCloseByEvent.new() return end

---@param props table
---@return gameeventsCloseByEvent
function gameeventsCloseByEvent.new(props) return end

---@class gameeventsCoverHitEvent : gameeventsHitEvent
---@field cover gameObject
gameeventsCoverHitEvent = {}

---@return gameeventsCoverHitEvent
function gameeventsCoverHitEvent.new() return end

---@param props table
---@return gameeventsCoverHitEvent
function gameeventsCoverHitEvent.new(props) return end

---@class gameeventsDamageBlockedByNanoTechPlatesEvent : redEvent
---@field hitEvent gameeventsHitEvent
gameeventsDamageBlockedByNanoTechPlatesEvent = {}

---@return gameeventsDamageBlockedByNanoTechPlatesEvent
function gameeventsDamageBlockedByNanoTechPlatesEvent.new() return end

---@param props table
---@return gameeventsDamageBlockedByNanoTechPlatesEvent
function gameeventsDamageBlockedByNanoTechPlatesEvent.new(props) return end

---@class gameeventsDamageReceivedEvent : redEvent
---@field hitEvent gameeventsHitEvent
---@field totalDamageReceived Float
gameeventsDamageReceivedEvent = {}

---@return gameeventsDamageReceivedEvent
function gameeventsDamageReceivedEvent.new() return end

---@param props table
---@return gameeventsDamageReceivedEvent
function gameeventsDamageReceivedEvent.new(props) return end

---@class gameeventsDeathDirectionEvent : redEvent
---@field direction gameeventsDeathDirection
gameeventsDeathDirectionEvent = {}

---@return gameeventsDeathDirectionEvent
function gameeventsDeathDirectionEvent.new() return end

---@param props table
---@return gameeventsDeathDirectionEvent
function gameeventsDeathDirectionEvent.new(props) return end

---@class gameeventsDeathEvent : redEvent
---@field instigator gameObject
gameeventsDeathEvent = {}

---@return gameeventsDeathEvent
function gameeventsDeathEvent.new() return end

---@param props table
---@return gameeventsDeathEvent
function gameeventsDeathEvent.new(props) return end

---@class gameeventsDeathParamsEvent : redEvent
---@field noAnimation Bool
---@field noRagdoll Bool
gameeventsDeathParamsEvent = {}

---@return gameeventsDeathParamsEvent
function gameeventsDeathParamsEvent.new() return end

---@param props table
---@return gameeventsDeathParamsEvent
function gameeventsDeathParamsEvent.new(props) return end

---@class gameeventsDefeatedEvent : redEvent
gameeventsDefeatedEvent = {}

---@return gameeventsDefeatedEvent
function gameeventsDefeatedEvent.new() return end

---@param props table
---@return gameeventsDefeatedEvent
function gameeventsDefeatedEvent.new(props) return end

---@class gameeventsDeviceEndPlayerCameraControlEvent : redEvent
gameeventsDeviceEndPlayerCameraControlEvent = {}

---@return gameeventsDeviceEndPlayerCameraControlEvent
function gameeventsDeviceEndPlayerCameraControlEvent.new() return end

---@param props table
---@return gameeventsDeviceEndPlayerCameraControlEvent
function gameeventsDeviceEndPlayerCameraControlEvent.new(props) return end

---@class gameeventsDeviceRegisterCameraControlOnPuppetEvent : redEvent
---@field component gameDeviceCameraControlComponent
---@field register Bool
gameeventsDeviceRegisterCameraControlOnPuppetEvent = {}

---@return gameeventsDeviceRegisterCameraControlOnPuppetEvent
function gameeventsDeviceRegisterCameraControlOnPuppetEvent.new() return end

---@param props table
---@return gameeventsDeviceRegisterCameraControlOnPuppetEvent
function gameeventsDeviceRegisterCameraControlOnPuppetEvent.new(props) return end

---@class gameeventsDeviceStartPlayerCameraControlEvent : redEvent
---@field playerController gameObject
---@field initialRotation Vector4
---@field minYaw Float
---@field maxYaw Float
---@field minPitch Float
---@field maxPitch Float
gameeventsDeviceStartPlayerCameraControlEvent = {}

---@return gameeventsDeviceStartPlayerCameraControlEvent
function gameeventsDeviceStartPlayerCameraControlEvent.new() return end

---@param props table
---@return gameeventsDeviceStartPlayerCameraControlEvent
function gameeventsDeviceStartPlayerCameraControlEvent.new(props) return end

---@class gameeventsDropItemEvent : redEvent
---@field slotId TweakDBID
gameeventsDropItemEvent = {}

---@return gameeventsDropItemEvent
function gameeventsDropItemEvent.new() return end

---@param props table
---@return gameeventsDropItemEvent
function gameeventsDropItemEvent.new(props) return end

---@class gameeventsEndTakedownEvent : redEvent
gameeventsEndTakedownEvent = {}

---@return gameeventsEndTakedownEvent
function gameeventsEndTakedownEvent.new() return end

---@param props table
---@return gameeventsEndTakedownEvent
function gameeventsEndTakedownEvent.new(props) return end

---@class gameeventsEvaluateLootQualityEvent : redEvent
gameeventsEvaluateLootQualityEvent = {}

---@return gameeventsEvaluateLootQualityEvent
function gameeventsEvaluateLootQualityEvent.new() return end

---@param props table
---@return gameeventsEvaluateLootQualityEvent
function gameeventsEvaluateLootQualityEvent.new(props) return end

---@class gameeventsHighLevelStateDataEvent : redEvent
---@field currentHighLevelState gamedataNPCHighLevelState
---@field currentNPCEntityID entEntityID
gameeventsHighLevelStateDataEvent = {}

---@return gameeventsHighLevelStateDataEvent
function gameeventsHighLevelStateDataEvent.new() return end

---@param props table
---@return gameeventsHighLevelStateDataEvent
function gameeventsHighLevelStateDataEvent.new(props) return end

---@class gameeventsHitEvent : redEvent
---@field attackData gamedamageAttackData
---@field target gameObject
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field hitComponent entIPlacedComponent
---@field hitColliderTag CName
---@field hitRepresentationResult gameQueryResult
---@field attackPentration Float
---@field hasPiercedTechSurface Bool
---@field attackComputed gameAttackComputed
---@field wasAliveBeforeHit Bool
---@field projectionPipeline Bool
gameeventsHitEvent = {}

---@return gameeventsHitEvent
function gameeventsHitEvent.new() return end

---@param props table
---@return gameeventsHitEvent
function gameeventsHitEvent.new(props) return end

---@class gameeventsKillRewardEvent : redEvent
---@field victim gameObject
---@field killType gameKillType
gameeventsKillRewardEvent = {}

---@return gameeventsKillRewardEvent
function gameeventsKillRewardEvent.new() return end

---@param props table
---@return gameeventsKillRewardEvent
function gameeventsKillRewardEvent.new(props) return end

---@class gameeventsLootedItemEvent : redEvent
---@field itemID ItemID
gameeventsLootedItemEvent = {}

---@return gameeventsLootedItemEvent
function gameeventsLootedItemEvent.new() return end

---@param props table
---@return gameeventsLootedItemEvent
function gameeventsLootedItemEvent.new(props) return end

---@class gameeventsMissEvent : redEvent
---@field attackData gamedamageAttackData
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field attackPentration Float
---@field hasPiercedTechSurface Bool
---@field attackComputed gameAttackComputed
gameeventsMissEvent = {}

---@return gameeventsMissEvent
function gameeventsMissEvent.new() return end

---@param props table
---@return gameeventsMissEvent
function gameeventsMissEvent.new(props) return end

---@class gameeventsMuppetUseLoadoutEvent : redEvent
---@field adout gamedataCPOLoadoutBase_Record
gameeventsMuppetUseLoadoutEvent = {}

---@return gameeventsMuppetUseLoadoutEvent
function gameeventsMuppetUseLoadoutEvent.new() return end

---@param props table
---@return gameeventsMuppetUseLoadoutEvent
function gameeventsMuppetUseLoadoutEvent.new(props) return end

---@class gameeventsObjectMarkerVisibilityUpdated : redEvent
---@field canHaveObjectMarker Bool
---@field isVisible Bool
gameeventsObjectMarkerVisibilityUpdated = {}

---@return gameeventsObjectMarkerVisibilityUpdated
function gameeventsObjectMarkerVisibilityUpdated.new() return end

---@param props table
---@return gameeventsObjectMarkerVisibilityUpdated
function gameeventsObjectMarkerVisibilityUpdated.new(props) return end

---@class gameeventsPotentialDeathEvent : redEvent
---@field instigator gameObject
gameeventsPotentialDeathEvent = {}

---@return gameeventsPotentialDeathEvent
function gameeventsPotentialDeathEvent.new() return end

---@param props table
---@return gameeventsPotentialDeathEvent
function gameeventsPotentialDeathEvent.new(props) return end

---@class gameeventsProjectedHitEvent : gameeventsHitEvent
gameeventsProjectedHitEvent = {}

---@return gameeventsProjectedHitEvent
function gameeventsProjectedHitEvent.new() return end

---@param props table
---@return gameeventsProjectedHitEvent
function gameeventsProjectedHitEvent.new(props) return end

---@class gameeventsProperlySeenByPlayerEvent : redEvent
gameeventsProperlySeenByPlayerEvent = {}

---@return gameeventsProperlySeenByPlayerEvent
function gameeventsProperlySeenByPlayerEvent.new() return end

---@param props table
---@return gameeventsProperlySeenByPlayerEvent
function gameeventsProperlySeenByPlayerEvent.new(props) return end

---@class gameeventsQuickItemsEvent : redEvent
---@field questName CName
gameeventsQuickItemsEvent = {}

---@return gameeventsQuickItemsEvent
function gameeventsQuickItemsEvent.new() return end

---@param props table
---@return gameeventsQuickItemsEvent
function gameeventsQuickItemsEvent.new(props) return end

---@class gameeventsReactionChangeRequestEvent : redEvent
---@field reactionPresetRecord gamedataReactionPreset_Record
gameeventsReactionChangeRequestEvent = {}

---@class gameeventsRefreshVisibility : redEvent
gameeventsRefreshVisibility = {}

---@return gameeventsRefreshVisibility
function gameeventsRefreshVisibility.new() return end

---@param props table
---@return gameeventsRefreshVisibility
function gameeventsRefreshVisibility.new(props) return end

---@class gameeventsReloadLootEvent : redEvent
gameeventsReloadLootEvent = {}

---@return gameeventsReloadLootEvent
function gameeventsReloadLootEvent.new() return end

---@param props table
---@return gameeventsReloadLootEvent
function gameeventsReloadLootEvent.new(props) return end

---@class gameeventsRemoveStatusEffect : gameeventsStatusEffectEvent
---@field isFinalRemoval Bool
gameeventsRemoveStatusEffect = {}

---@return gameeventsRemoveStatusEffect
function gameeventsRemoveStatusEffect.new() return end

---@param props table
---@return gameeventsRemoveStatusEffect
function gameeventsRemoveStatusEffect.new(props) return end

---@class gameeventsResurrectEvent : redEvent
gameeventsResurrectEvent = {}

---@return gameeventsResurrectEvent
function gameeventsResurrectEvent.new() return end

---@param props table
---@return gameeventsResurrectEvent
function gameeventsResurrectEvent.new(props) return end

---@class gameeventsRevealObjectEvent : redEvent
---@field reveal Bool
---@field reason gameVisionModeSystemRevealIdentifier
---@field lifetime Float
gameeventsRevealObjectEvent = {}

---@return gameeventsRevealObjectEvent
function gameeventsRevealObjectEvent.new() return end

---@param props table
---@return gameeventsRevealObjectEvent
function gameeventsRevealObjectEvent.new(props) return end

---@class gameeventsSquadStartedCombatEvent : redEvent
---@field started Bool
gameeventsSquadStartedCombatEvent = {}

---@return gameeventsSquadStartedCombatEvent
function gameeventsSquadStartedCombatEvent.new() return end

---@param props table
---@return gameeventsSquadStartedCombatEvent
function gameeventsSquadStartedCombatEvent.new(props) return end

---@class gameeventsStanceStateChangeEvent : redEvent
---@field state gamedataNPCStanceState
gameeventsStanceStateChangeEvent = {}

---@return gameeventsStanceStateChangeEvent
function gameeventsStanceStateChangeEvent.new() return end

---@param props table
---@return gameeventsStanceStateChangeEvent
function gameeventsStanceStateChangeEvent.new(props) return end

---@class gameeventsStartFinisherEvent : redEvent
---@field target gameObject
---@field slideTime Float
---@field actionName CName
---@field isBossFinisher Bool
gameeventsStartFinisherEvent = {}

---@return gameeventsStartFinisherEvent
function gameeventsStartFinisherEvent.new() return end

---@param props table
---@return gameeventsStartFinisherEvent
function gameeventsStartFinisherEvent.new(props) return end

---@class gameeventsStartTakedownEvent : redEvent
---@field target gameObject
---@field slideTime Float
---@field actionName CName
gameeventsStartTakedownEvent = {}

---@return gameeventsStartTakedownEvent
function gameeventsStartTakedownEvent.new() return end

---@param props table
---@return gameeventsStartTakedownEvent
function gameeventsStartTakedownEvent.new(props) return end

---@class gameeventsStatusEffectEvent : redEvent
---@field staticData gamedataStatusEffect_Record
---@field stackCount Uint32
gameeventsStatusEffectEvent = {}

---@class gameeventsStealthMappinCheckLootEvent : redEvent
gameeventsStealthMappinCheckLootEvent = {}

---@return gameeventsStealthMappinCheckLootEvent
function gameeventsStealthMappinCheckLootEvent.new() return end

---@param props table
---@return gameeventsStealthMappinCheckLootEvent
function gameeventsStealthMappinCheckLootEvent.new(props) return end

---@class gameeventsTargetDamageEvent : gameeventsTargetHitEvent
---@field damage Float
gameeventsTargetDamageEvent = {}

---@return gameeventsTargetDamageEvent
function gameeventsTargetDamageEvent.new() return end

---@param props table
---@return gameeventsTargetDamageEvent
function gameeventsTargetDamageEvent.new(props) return end

---@class gameeventsTargetHitEvent : gameeventsHitEvent
gameeventsTargetHitEvent = {}

---@return gameeventsTargetHitEvent
function gameeventsTargetHitEvent.new() return end

---@param props table
---@return gameeventsTargetHitEvent
function gameeventsTargetHitEvent.new(props) return end

---@class gameeventsToggleMinimapVisibilityEvent : redEvent
---@field show Bool
gameeventsToggleMinimapVisibilityEvent = {}

---@return gameeventsToggleMinimapVisibilityEvent
function gameeventsToggleMinimapVisibilityEvent.new() return end

---@param props table
---@return gameeventsToggleMinimapVisibilityEvent
function gameeventsToggleMinimapVisibilityEvent.new(props) return end

---@class gameeventsToggleStealthMappinVisibilityEvent : redEvent
---@field show Bool
gameeventsToggleStealthMappinVisibilityEvent = {}

---@return gameeventsToggleStealthMappinVisibilityEvent
function gameeventsToggleStealthMappinVisibilityEvent.new() return end

---@param props table
---@return gameeventsToggleStealthMappinVisibilityEvent
function gameeventsToggleStealthMappinVisibilityEvent.new(props) return end

---@class gameeventsUnconsciousEvent : redEvent
gameeventsUnconsciousEvent = {}

---@return gameeventsUnconsciousEvent
function gameeventsUnconsciousEvent.new() return end

---@param props table
---@return gameeventsUnconsciousEvent
function gameeventsUnconsciousEvent.new(props) return end

---@class gameeventsUserEnteredCoverEvent : redEvent
---@field actionsPoints WorldTransform[]
gameeventsUserEnteredCoverEvent = {}

---@return gameeventsUserEnteredCoverEvent
function gameeventsUserEnteredCoverEvent.new() return end

---@param props table
---@return gameeventsUserEnteredCoverEvent
function gameeventsUserEnteredCoverEvent.new(props) return end

---@class gameeventsUserLeftCoverEvent : redEvent
gameeventsUserLeftCoverEvent = {}

---@return gameeventsUserLeftCoverEvent
function gameeventsUserLeftCoverEvent.new() return end

---@param props table
---@return gameeventsUserLeftCoverEvent
function gameeventsUserLeftCoverEvent.new(props) return end

---@class gameeventsVehicleDestructionEvent : redEvent
---@field attackData gamedamageAttackData
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field hitComponent entIPlacedComponent
gameeventsVehicleDestructionEvent = {}

---@return gameeventsVehicleDestructionEvent
function gameeventsVehicleDestructionEvent.new() return end

---@param props table
---@return gameeventsVehicleDestructionEvent
function gameeventsVehicleDestructionEvent.new(props) return end

---@class gameeventsVehicleHitEvent : gameeventsHitEvent
---@field vehicleVelocity Vector4
---@field preyVelocity Vector4
gameeventsVehicleHitEvent = {}

---@return gameeventsVehicleHitEvent
function gameeventsVehicleHitEvent.new() return end

---@param props table
---@return gameeventsVehicleHitEvent
function gameeventsVehicleHitEvent.new(props) return end

---@class gameeventsVehicleMeleeCleaveEvent : redEvent
---@field attackData gamedamageAttackData
---@field hitPosition Vector4
---@field hitDirection Vector4
---@field hitComponent entIPlacedComponent
gameeventsVehicleMeleeCleaveEvent = {}

---@return gameeventsVehicleMeleeCleaveEvent
function gameeventsVehicleMeleeCleaveEvent.new() return end

---@param props table
---@return gameeventsVehicleMeleeCleaveEvent
function gameeventsVehicleMeleeCleaveEvent.new(props) return end

---@class gamegpsGPSSystem : gamegpsIGPSSystem
gamegpsGPSSystem = {}

---@return gamegpsGPSSystem
function gamegpsGPSSystem.new() return end

---@param props table
---@return gamegpsGPSSystem
function gamegpsGPSSystem.new(props) return end

---@class gamegpsIGPSSystem : gameIGameSystem
gamegpsIGPSSystem = {}

---@class gamegpsSettings
---@field lineEffectOnFoot worldEffect
---@field lineEffectVehicle worldEffect
---@field fixedPathOffset Vector3
---@field fixedPortalMappinOffset Vector3
---@field pathRefreshTimeInterval Float
---@field lastPlayerNavmeshPositionRefreshTimeIntervalSecs Float
---@field maxPathDisplayLength Float
gamegpsSettings = {}

---@return gamegpsSettings
function gamegpsSettings.new() return end

---@param props table
---@return gamegpsSettings
function gamegpsSettings.new(props) return end

---@class gamegraphCGraphResource : CResource
gamegraphCGraphResource = {}

---@return gamegraphCGraphResource
function gamegraphCGraphResource.new() return end

---@param props table
---@return gamegraphCGraphResource
function gamegraphCGraphResource.new(props) return end

---@class gamegraphCNode : ISerializable
gamegraphCNode = {}

---@return gamegraphCNode
function gamegraphCNode.new() return end

---@param props table
---@return gamegraphCNode
function gamegraphCNode.new(props) return end

---@class gamehelperGameObjectEffectHelper : IScriptable
gamehelperGameObjectEffectHelper = {}

---@return gamehelperGameObjectEffectHelper
function gamehelperGameObjectEffectHelper.new() return end

---@param props table
---@return gamehelperGameObjectEffectHelper
function gamehelperGameObjectEffectHelper.new(props) return end

---@param obj gameObject
---@param actionType gamedataFxActionType
---@param fxName CName|string
---@param fxBlackboard worldEffectBlackboard
---@param startOnlyIfNotStarted Bool
function gamehelperGameObjectEffectHelper.ActivateEffectAction(obj, actionType, fxName, fxBlackboard, startOnlyIfNotStarted) return end

---@param obj gameObject
---@param effectName CName|string
function gamehelperGameObjectEffectHelper.BreakEffectLoopEvent(obj, effectName) return end

---@param obj gameObject
---@param effectName CName|string
---@param shouldPersist Bool
---@param blackboard worldEffectBlackboard
---@param startOnlyIfNotStarted Bool
function gamehelperGameObjectEffectHelper.StartEffectEvent(obj, effectName, shouldPersist, blackboard, startOnlyIfNotStarted) return end

---@param obj gameObject
---@param effectName CName|string
function gamehelperGameObjectEffectHelper.StopEffectEvent(obj, effectName) return end

---@class gamehelperStimBroadcasterComponentHelper : IScriptable
gamehelperStimBroadcasterComponentHelper = {}

---@return gamehelperStimBroadcasterComponentHelper
function gamehelperStimBroadcasterComponentHelper.new() return end

---@param props table
---@return gamehelperStimBroadcasterComponentHelper
function gamehelperStimBroadcasterComponentHelper.new(props) return end

---@param owner gameObject
---@param stimType gamedataStimType
---@param radius Float
---@param investigateData senseStimInvestigateData
---@param propagationChange Bool
---@return senseStimuliEvent
function gamehelperStimBroadcasterComponentHelper.CreateStimEvent(owner, stimType, radius, investigateData, propagationChange) return end

---@param owner gameObject
---@param stimuli senseStimuliEvent
---@param isCrowd Bool
---@param isSurveillanceCamera Bool
---@param invalidDistraction Bool
---@param targets gameNPCstubData[]
---@return Bool
function gamehelperStimBroadcasterComponentHelper.ProcessSingleStimuliBroadcast(owner, stimuli, isCrowd, isSurveillanceCamera, invalidDistraction, targets) return end

---@class gamehitRepresentationEventsResetAllScaleMultipliers : redEvent
gamehitRepresentationEventsResetAllScaleMultipliers = {}

---@return gamehitRepresentationEventsResetAllScaleMultipliers
function gamehitRepresentationEventsResetAllScaleMultipliers.new() return end

---@param props table
---@return gamehitRepresentationEventsResetAllScaleMultipliers
function gamehitRepresentationEventsResetAllScaleMultipliers.new(props) return end

---@class gamehitRepresentationEventsResetMultipleScaleMultipliers : redEvent
---@field shapeNames CName[]
gamehitRepresentationEventsResetMultipleScaleMultipliers = {}

---@return gamehitRepresentationEventsResetMultipleScaleMultipliers
function gamehitRepresentationEventsResetMultipleScaleMultipliers.new() return end

---@param props table
---@return gamehitRepresentationEventsResetMultipleScaleMultipliers
function gamehitRepresentationEventsResetMultipleScaleMultipliers.new(props) return end

---@class gamehitRepresentationEventsResetSingleScaleMultiplier : redEvent
---@field shapeName CName
gamehitRepresentationEventsResetSingleScaleMultiplier = {}

---@return gamehitRepresentationEventsResetSingleScaleMultiplier
function gamehitRepresentationEventsResetSingleScaleMultiplier.new() return end

---@param props table
---@return gamehitRepresentationEventsResetSingleScaleMultiplier
function gamehitRepresentationEventsResetSingleScaleMultiplier.new(props) return end

---@class gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes : redEvent
---@field scaleMultipliers Vector4[]
---@field shapeNames CName[]
gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes = {}

---@return gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes
function gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes.new() return end

---@param props table
---@return gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes
function gamehitRepresentationEventsSetMultipleScaleMultipliers_MultipleShapes.new(props) return end

---@class gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes : redEvent
---@field scaleMultiplier Vector4
gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes = {}

---@return gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes
function gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes.new() return end

---@param props table
---@return gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes
function gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes.new(props) return end

---@class gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes : gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes
---@field shapeNames CName[]
gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes = {}

---@return gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes
function gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes.new() return end

---@param props table
---@return gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes
function gamehitRepresentationEventsSetSingleScaleMultiplier_MultipleShapes.new(props) return end

---@class gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape : gamehitRepresentationEventsSetSingleScaleMultiplier_AllShapes
---@field shapeName CName
gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape = {}

---@return gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape
function gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape.new() return end

---@param props table
---@return gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape
function gamehitRepresentationEventsSetSingleScaleMultiplier_SingleShape.new(props) return end

---@class gamehitRepresentationEventsToggleHitShapeEvent : redEvent
---@field enable Bool
---@field hitShapeName CName
---@field hierarchical Bool
gamehitRepresentationEventsToggleHitShapeEvent = {}

---@return gamehitRepresentationEventsToggleHitShapeEvent
function gamehitRepresentationEventsToggleHitShapeEvent.new() return end

---@param props table
---@return gamehitRepresentationEventsToggleHitShapeEvent
function gamehitRepresentationEventsToggleHitShapeEvent.new(props) return end

---@class gameinfluenceBumpAgent : ISerializable
gameinfluenceBumpAgent = {}

---@return gameinfluenceBumpAgent
function gameinfluenceBumpAgent.new() return end

---@param props table
---@return gameinfluenceBumpAgent
function gameinfluenceBumpAgent.new(props) return end

---@class gameinfluenceBumpComponent : entIPlacedComponent
---@field isPlayerControlled Bool
---@field movementSpreadDistance Float
---@field movementSpreadRadius Float
---@field distanceToReactBack Float
---@field distanceToReactFront Float
---@field reactionSettings gameinfluenceBumpReactionSetting[]
---@field autoPlayBumpAnimation Bool
---@field isEnabled Bool
---@field isBumpable Bool
gameinfluenceBumpComponent = {}

---@return gameinfluenceBumpComponent
function gameinfluenceBumpComponent.new() return end

---@param props table
---@return gameinfluenceBumpComponent
function gameinfluenceBumpComponent.new(props) return end

---@param puppet ScriptedPuppet
function gameinfluenceBumpComponent.ToggleComponentOn(puppet) return end

---@param policy AIinfluenceEBumpPolicy
function gameinfluenceBumpComponent:SetBumpPolicy(policy) return end

function gameinfluenceBumpComponent:OnAttach() return end

function gameinfluenceBumpComponent:ToggleComponentOn() return end

---@class gameinfluenceBumpReactionSetting : ISerializable
---@field reaction gameinteractionsBumpIntensity
---@field maxVelocity Float
gameinfluenceBumpReactionSetting = {}

---@return gameinfluenceBumpReactionSetting
function gameinfluenceBumpReactionSetting.new() return end

---@param props table
---@return gameinfluenceBumpReactionSetting
function gameinfluenceBumpReactionSetting.new(props) return end

---@class gameinfluenceComponent : entIPlacedComponent
---@field isEnabled Bool
gameinfluenceComponent = {}

---@return gameinfluenceComponent
function gameinfluenceComponent.new() return end

---@param props table
---@return gameinfluenceComponent
function gameinfluenceComponent.new(props) return end

---@param startPoint Vector4
---@param endPoint Vector4
---@param ignoredObject gameObject
---@return gameinfluenceTestLineResult
function gameinfluenceComponent:IsLineEmpty(startPoint, endPoint, ignoredObject) return end

---@param startPoint Vector4
---@param ignoredObject gameObject
---@return gameinfluenceCollisionTestOutcome
function gameinfluenceComponent:IsPositionEmpty(startPoint, ignoredObject) return end

function gameinfluenceComponent:PerformVehicleDepenetration() return end

---@param radius Float
function gameinfluenceComponent:SetReservationRadius(radius) return end

---@class gameinfluenceHeatAgent : gameinfluenceIAgent
---@field timeToNextUpdate Float
---@field heatRadius Float
---@field heatValue Float
gameinfluenceHeatAgent = {}

---@return gameinfluenceHeatAgent
function gameinfluenceHeatAgent.new() return end

---@param props table
---@return gameinfluenceHeatAgent
function gameinfluenceHeatAgent.new(props) return end

---@class gameinfluenceHeatAgentComponent : entIPlacedComponent
gameinfluenceHeatAgentComponent = {}

---@return gameinfluenceHeatAgentComponent
function gameinfluenceHeatAgentComponent.new() return end

---@param props table
---@return gameinfluenceHeatAgentComponent
function gameinfluenceHeatAgentComponent.new(props) return end

---@class gameinfluenceIAgent
gameinfluenceIAgent = {}

---@class gameinfluenceISystem : gameIGameSystem
gameinfluenceISystem = {}

---@class gameinfluenceObstacleAgent : gameinfluenceIAgent
---@field useMeshes Bool
---@field radius Float
gameinfluenceObstacleAgent = {}

---@return gameinfluenceObstacleAgent
function gameinfluenceObstacleAgent.new() return end

---@param props table
---@return gameinfluenceObstacleAgent
function gameinfluenceObstacleAgent.new(props) return end

---@class gameinfluenceObstacleComponent : entIPlacedComponent
---@field boundingBoxType gameinfluenceEBoundingBoxType
---@field customBoundingBox Box
---@field obstacleAgent gameinfluenceObstacleAgent
---@field isEnabled Bool
gameinfluenceObstacleComponent = {}

---@return gameinfluenceObstacleComponent
function gameinfluenceObstacleComponent.new() return end

---@param props table
---@return gameinfluenceObstacleComponent
function gameinfluenceObstacleComponent.new(props) return end

---@return Box
function gameinfluenceObstacleComponent:GetBoundingBox() return end

---@param boundingBox Box
function gameinfluenceObstacleComponent:SetBoundingBox(boundingBox) return end

---@class gameinfluenceReservationAgent : gameinfluenceIAgent
---@field radius Float
gameinfluenceReservationAgent = {}

---@return gameinfluenceReservationAgent
function gameinfluenceReservationAgent.new() return end

---@param props table
---@return gameinfluenceReservationAgent
function gameinfluenceReservationAgent.new(props) return end

---@class gameinfluenceSeparationAgent : gameinfluenceIAgent
---@field radius Float
gameinfluenceSeparationAgent = {}

---@return gameinfluenceSeparationAgent
function gameinfluenceSeparationAgent.new() return end

---@param props table
---@return gameinfluenceSeparationAgent
function gameinfluenceSeparationAgent.new(props) return end

---@class gameinfluenceSystem : gameinfluenceISystem
gameinfluenceSystem = {}

---@return gameinfluenceSystem
function gameinfluenceSystem.new() return end

---@param props table
---@return gameinfluenceSystem
function gameinfluenceSystem.new(props) return end

---@param position Vector4
---@param radius Float
function gameinfluenceSystem:SetSearchValue(position, radius) return end

---@param position Vector4
---@param radius Float
---@param minValue Float
---@param maxValue Float
function gameinfluenceSystem:SetSearchValueLerp(position, radius, minValue, maxValue) return end

---@param position Vector4
---@param radius Float
---@param owner gamePuppet
function gameinfluenceSystem:SetSearchValueSquad(position, radius, owner) return end

---@class gameinputActionDisplayData
---@field name CName
---@field isHold Bool
---@field inputDisplayPad String
---@field inputDisplayKeyboard String
gameinputActionDisplayData = {}

---@return gameinputActionDisplayData
function gameinputActionDisplayData.new() return end

---@param props table
---@return gameinputActionDisplayData
function gameinputActionDisplayData.new(props) return end

---@class gameinputContextDisplayData
---@field name CName
---@field actions gameinputActionDisplayData[]
gameinputContextDisplayData = {}

---@return gameinputContextDisplayData
function gameinputContextDisplayData.new() return end

---@param props table
---@return gameinputContextDisplayData
function gameinputContextDisplayData.new(props) return end

---@class gameinputScriptListenerAction
gameinputScriptListenerAction = {}

---@return gameinputScriptListenerAction
function gameinputScriptListenerAction.new() return end

---@param props table
---@return gameinputScriptListenerAction
function gameinputScriptListenerAction.new(props) return end

---@param me gameinputScriptListenerAction
---@return Int32[]
function gameinputScriptListenerAction.GetKey(me) return end

---@param me gameinputScriptListenerAction
---@return CName
function gameinputScriptListenerAction.GetName(me) return end

---@param me gameinputScriptListenerAction
---@return gameinputActionType
function gameinputScriptListenerAction.GetType(me) return end

---@param me gameinputScriptListenerAction
---@return Float
function gameinputScriptListenerAction.GetValue(me) return end

---@param me gameinputScriptListenerAction
---@param name CName|string
---@return Bool
function gameinputScriptListenerAction.IsAction(me, name) return end

---@param me gameinputScriptListenerAction
---@return Bool
function gameinputScriptListenerAction.IsAxisChangeAction(me) return end

---@param me gameinputScriptListenerAction
---@return Bool
function gameinputScriptListenerAction.IsButton(me) return end

---@param me gameinputScriptListenerAction
---@return Bool
function gameinputScriptListenerAction.IsButtonJustPressed(me) return end

---@param me gameinputScriptListenerAction
---@return Bool
function gameinputScriptListenerAction.IsButtonJustReleased(me) return end

---@param me gameinputScriptListenerAction
---@return Bool
function gameinputScriptListenerAction.IsRelativeChangeAction(me) return end

---@class gameinputScriptListenerActionConsumer
gameinputScriptListenerActionConsumer = {}

---@return gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.new() return end

---@param props table
---@return gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.new(props) return end

---@param me gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.AxisWaitForZero(me) return end

---@param me gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.Consume(me) return end

---@param me gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.ConsumeSingleAction(me) return end

---@param me gameinputScriptListenerActionConsumer
function gameinputScriptListenerActionConsumer.DontSendReleaseEvent(me) return end

---@class gameinteractionsActiveLayerData
---@field activator gameObject
---@field linkedLayersName CName
---@field layerName CName
gameinteractionsActiveLayerData = {}

---@return gameinteractionsActiveLayerData
function gameinteractionsActiveLayerData.new() return end

---@param props table
---@return gameinteractionsActiveLayerData
function gameinteractionsActiveLayerData.new(props) return end

---@class gameinteractionsAlwaysSamePredicate : gameinteractionsIPredicateType
---@field priority Float
gameinteractionsAlwaysSamePredicate = {}

---@return gameinteractionsAlwaysSamePredicate
function gameinteractionsAlwaysSamePredicate.new() return end

---@param props table
---@return gameinteractionsAlwaysSamePredicate
function gameinteractionsAlwaysSamePredicate.new(props) return end

---@class gameinteractionsAttemptedChoice
---@field choiceIdx Int32
---@field visualizerType gameinteractionsvisEVisualizerType
---@field isSuccess Bool
---@field choice gameinteractionsChoice
gameinteractionsAttemptedChoice = {}

---@return gameinteractionsAttemptedChoice
function gameinteractionsAttemptedChoice.new() return end

---@param props table
---@return gameinteractionsAttemptedChoice
function gameinteractionsAttemptedChoice.new(props) return end

---@class gameinteractionsBumpEvent : redEvent
---@field side gameinteractionsBumpSide
---@field sourceLocation gameinteractionsBumpLocation
---@field direction Vector4
---@field sourcePosition Vector4
---@field sourceSquaredDistance Float
---@field sourceSpeed Float
---@field sourceRadius Float
---@field isMounted Bool
---@field vehicleEntityID entEntityID
gameinteractionsBumpEvent = {}

---@return gameinteractionsBumpEvent
function gameinteractionsBumpEvent.new() return end

---@param props table
---@return gameinteractionsBumpEvent
function gameinteractionsBumpEvent.new(props) return end

---@class gameinteractionsCAabbDefinition : gameinteractionsIShapeDefinition
---@field min Vector4
---@field max Vector4
gameinteractionsCAabbDefinition = {}

---@return gameinteractionsCAabbDefinition
function gameinteractionsCAabbDefinition.new() return end

---@param props table
---@return gameinteractionsCAabbDefinition
function gameinteractionsCAabbDefinition.new(props) return end

---@class gameinteractionsCFunctorDefinition : gameinteractionsIFunctorDefinition
---@field predicate gameinteractionsCPredicateDefinition
---@field unaryOperator gameinteractionsEUnaryOperator
gameinteractionsCFunctorDefinition = {}

---@return gameinteractionsCFunctorDefinition
function gameinteractionsCFunctorDefinition.new() return end

---@param props table
---@return gameinteractionsCFunctorDefinition
function gameinteractionsCFunctorDefinition.new(props) return end

---@class gameinteractionsCHotSpotAreaFilterDefinition : gameinteractionsNodeDefinition
---@field slotName CName
---@field transform Transform
---@field functor gameinteractionsCFunctorDefinition
---@field shapes gameinteractionsIShapeDefinition[]
---@field negativeShapes gameinteractionsIShapeDefinition[]
gameinteractionsCHotSpotAreaFilterDefinition = {}

---@return gameinteractionsCHotSpotAreaFilterDefinition
function gameinteractionsCHotSpotAreaFilterDefinition.new() return end

---@param props table
---@return gameinteractionsCHotSpotAreaFilterDefinition
function gameinteractionsCHotSpotAreaFilterDefinition.new(props) return end

---@class gameinteractionsCHotSpotDefinition
---@field suppressor Bool
---@field layersDefinition gameinteractionsCLinkedLayersDefinition[]
gameinteractionsCHotSpotDefinition = {}

---@return gameinteractionsCHotSpotDefinition
function gameinteractionsCHotSpotDefinition.new() return end

---@param props table
---@return gameinteractionsCHotSpotDefinition
function gameinteractionsCHotSpotDefinition.new(props) return end

---@class gameinteractionsCHotSpotGameLogicFilterDefinition : ISerializable
---@field hotSpotPrereq gameIPrereq
---@field activatorPrereq gameIPrereq
---@field scriptedConditionClass gameinteractionsInteractionScriptedCondition
gameinteractionsCHotSpotGameLogicFilterDefinition = {}

---@return gameinteractionsCHotSpotGameLogicFilterDefinition
function gameinteractionsCHotSpotGameLogicFilterDefinition.new() return end

---@param props table
---@return gameinteractionsCHotSpotGameLogicFilterDefinition
function gameinteractionsCHotSpotGameLogicFilterDefinition.new(props) return end

---@class gameinteractionsCHotSpotLayerDefinition : gameinteractionsNodeDefinition
---@field enabled Bool
---@field tag CName
---@field group gameinteractionsEGroupType
---@field priorityMultiplier Float
---@field areaFilterDefinition gameinteractionsCHotSpotAreaFilterDefinition
---@field gameLogicFilterDefinition gameinteractionsCHotSpotGameLogicFilterDefinition
gameinteractionsCHotSpotLayerDefinition = {}

---@return gameinteractionsCHotSpotLayerDefinition
function gameinteractionsCHotSpotLayerDefinition.new() return end

---@param props table
---@return gameinteractionsCHotSpotLayerDefinition
function gameinteractionsCHotSpotLayerDefinition.new(props) return end

---@class gameinteractionsCLinkedLayersDefinition : gameinteractionsNodeDefinition
---@field layersDefinitions gameinteractionsCHotSpotLayerDefinition[]
---@field visualizerDefinition gameinteractionsvisIVisualizerDefinition
---@field tag CName
gameinteractionsCLinkedLayersDefinition = {}

---@return gameinteractionsCLinkedLayersDefinition
function gameinteractionsCLinkedLayersDefinition.new() return end

---@param props table
---@return gameinteractionsCLinkedLayersDefinition
function gameinteractionsCLinkedLayersDefinition.new(props) return end

---@class gameinteractionsCManager : gameinteractionsIManager
gameinteractionsCManager = {}

---@return gameinteractionsCManager
function gameinteractionsCManager.new() return end

---@param props table
---@return gameinteractionsCManager
function gameinteractionsCManager.new(props) return end

---@return Bool
function gameinteractionsCManager:AreSceneInteractionsBlocked() return end

---@param activatorOwner gameObject
---@param hotSpotOwner gameObject
---@return Bool
function gameinteractionsCManager:IsInteractionLookAtTarget(activatorOwner, hotSpotOwner) return end

---@param blockAllInteractions Bool
function gameinteractionsCManager:SetBlockAllInteractions(blockAllInteractions) return end

---@class gameinteractionsCOrientedBoxDefinition : gameinteractionsIShapeDefinition
---@field position Vector4
---@field forward Vector4
---@field right Vector4
---@field up Vector4
gameinteractionsCOrientedBoxDefinition = {}

---@return gameinteractionsCOrientedBoxDefinition
function gameinteractionsCOrientedBoxDefinition.new() return end

---@param props table
---@return gameinteractionsCOrientedBoxDefinition
function gameinteractionsCOrientedBoxDefinition.new(props) return end

---@class gameinteractionsCPredicateDefinition
---@field predicateType gameinteractionsIPredicateType
---@field binaryOperator gameinteractionsEBinaryOperator
---@field functor1DataDefinition gameinteractionsCFunctorDefinition
---@field functor2DataDefinition gameinteractionsCFunctorDefinition
gameinteractionsCPredicateDefinition = {}

---@return gameinteractionsCPredicateDefinition
function gameinteractionsCPredicateDefinition.new() return end

---@param props table
---@return gameinteractionsCPredicateDefinition
function gameinteractionsCPredicateDefinition.new(props) return end

---@class gameinteractionsCSharedDataDefinition
---@field defaultChoices String[]
---@field visualizer gameuiIChoiceVisualizer
gameinteractionsCSharedDataDefinition = {}

---@return gameinteractionsCSharedDataDefinition
function gameinteractionsCSharedDataDefinition.new() return end

---@param props table
---@return gameinteractionsCSharedDataDefinition
function gameinteractionsCSharedDataDefinition.new(props) return end

---@class gameinteractionsCSphereDefinition : gameinteractionsIShapeDefinition
---@field position Vector4
---@field radius Float
gameinteractionsCSphereDefinition = {}

---@return gameinteractionsCSphereDefinition
function gameinteractionsCSphereDefinition.new() return end

---@param props table
---@return gameinteractionsCSphereDefinition
function gameinteractionsCSphereDefinition.new(props) return end

---@class gameinteractionsChoice
---@field caption String
---@field captionParts gameinteractionsChoiceCaption
---@field data Variant[]
---@field choiceMetaData gameinteractionsChoiceMetaData
---@field lookAtDescriptor gameinteractionsChoiceLookAtDescriptor
gameinteractionsChoice = {}

---@return gameinteractionsChoice
function gameinteractionsChoice.new() return end

---@param props table
---@return gameinteractionsChoice
function gameinteractionsChoice.new(props) return end

---@class gameinteractionsChoiceCaption
---@field parts gameinteractionsChoiceCaptionPart[]
gameinteractionsChoiceCaption = {}

---@return gameinteractionsChoiceCaption
function gameinteractionsChoiceCaption.new() return end

---@param props table
---@return gameinteractionsChoiceCaption
function gameinteractionsChoiceCaption.new(props) return end

---@param self_ gameinteractionsChoiceCaption
---@param record gamedataChoiceCaptionPart_Record
function gameinteractionsChoiceCaption.AddPartFromRecord(self_, record) return end

---@param self_ gameinteractionsChoiceCaption
---@param recordId gamedataTDBIDHelper
function gameinteractionsChoiceCaption.AddPartFromRecordID(self_, recordId) return end

---@param self_ gameinteractionsChoiceCaption
---@param part gameinteractionsChoiceCaptionScriptPart
function gameinteractionsChoiceCaption.AddScriptPart(self_, part) return end

---@param self_ gameinteractionsChoiceCaption
---@param tag String
function gameinteractionsChoiceCaption.AddTagPart(self_, tag) return end

---@param self_ gameinteractionsChoiceCaption
---@param text String
function gameinteractionsChoiceCaption.AddTextPart(self_, text) return end

---@param self_ gameinteractionsChoiceCaption
function gameinteractionsChoiceCaption.Clear(self_) return end

---@class gameinteractionsChoiceCaptionBluelinePart : gameinteractionsChoiceCaptionPart
---@field blueline gameinteractionsvisBluelineDescription
gameinteractionsChoiceCaptionBluelinePart = {}

---@return gameinteractionsChoiceCaptionBluelinePart
function gameinteractionsChoiceCaptionBluelinePart.new() return end

---@param props table
---@return gameinteractionsChoiceCaptionBluelinePart
function gameinteractionsChoiceCaptionBluelinePart.new(props) return end

---@class gameinteractionsChoiceCaptionIconPart : gameinteractionsChoiceCaptionPart
---@field iconRecord gamedataChoiceCaptionIconPart_Record
gameinteractionsChoiceCaptionIconPart = {}

---@return gameinteractionsChoiceCaptionIconPart
function gameinteractionsChoiceCaptionIconPart.new() return end

---@param props table
---@return gameinteractionsChoiceCaptionIconPart
function gameinteractionsChoiceCaptionIconPart.new(props) return end

---@class gameinteractionsChoiceCaptionPart : IScriptable
gameinteractionsChoiceCaptionPart = {}

---@return gamedataChoiceCaptionPartType
function gameinteractionsChoiceCaptionPart:GetType() return end

---@class gameinteractionsChoiceCaptionScriptPart : gameinteractionsChoiceCaptionPart
gameinteractionsChoiceCaptionScriptPart = {}

---@return gameinteractionsChoiceCaptionScriptPart
function gameinteractionsChoiceCaptionScriptPart.new() return end

---@param props table
---@return gameinteractionsChoiceCaptionScriptPart
function gameinteractionsChoiceCaptionScriptPart.new(props) return end

---@return gamedataChoiceCaptionPartType
function gameinteractionsChoiceCaptionScriptPart:GetPartType() return end

---@class gameinteractionsChoiceCaptionStringPart : gameinteractionsChoiceCaptionPart
---@field content String
gameinteractionsChoiceCaptionStringPart = {}

---@return gameinteractionsChoiceCaptionStringPart
function gameinteractionsChoiceCaptionStringPart.new() return end

---@param props table
---@return gameinteractionsChoiceCaptionStringPart
function gameinteractionsChoiceCaptionStringPart.new(props) return end

---@class gameinteractionsChoiceEvent : gameinteractionsInteractionBaseEvent
---@field choice gameinteractionsChoice
---@field actionType gameinputActionType
gameinteractionsChoiceEvent = {}

---@return gameinteractionsChoiceEvent
function gameinteractionsChoiceEvent.new() return end

---@param props table
---@return gameinteractionsChoiceEvent
function gameinteractionsChoiceEvent.new(props) return end

---@class gameinteractionsChoiceLookAtDescriptor
---@field type gameinteractionsChoiceLookAtType
---@field slotName CName
---@field offset Vector3
---@field orbId gameinteractionsOrbID
gameinteractionsChoiceLookAtDescriptor = {}

---@return gameinteractionsChoiceLookAtDescriptor
function gameinteractionsChoiceLookAtDescriptor.new() return end

---@param props table
---@return gameinteractionsChoiceLookAtDescriptor
function gameinteractionsChoiceLookAtDescriptor.new(props) return end

---@class gameinteractionsChoiceMetaData
---@field tweakDBName String
---@field tweakDBID TweakDBID
---@field type gameinteractionsChoiceTypeWrapper
gameinteractionsChoiceMetaData = {}

---@return gameinteractionsChoiceMetaData
function gameinteractionsChoiceMetaData.new() return end

---@param props table
---@return gameinteractionsChoiceMetaData
function gameinteractionsChoiceMetaData.new(props) return end

---@param metaData gameinteractionsChoiceMetaData
---@return gamedataInteractionBase_Record
function gameinteractionsChoiceMetaData.GetTweakData(metaData) return end

---@class gameinteractionsChoiceTypeWrapper
---@field properties Uint32
gameinteractionsChoiceTypeWrapper = {}

---@return gameinteractionsChoiceTypeWrapper
function gameinteractionsChoiceTypeWrapper.new() return end

---@param props table
---@return gameinteractionsChoiceTypeWrapper
function gameinteractionsChoiceTypeWrapper.new(props) return end

---@param context gameinteractionsChoiceTypeWrapper
---@param type gameinteractionsChoiceType
function gameinteractionsChoiceTypeWrapper.ClearType(context, type) return end

---@param context gameinteractionsChoiceTypeWrapper
---@param type gameinteractionsChoiceType
---@return Bool
function gameinteractionsChoiceTypeWrapper.IsType(context, type) return end

---@param context gameinteractionsChoiceTypeWrapper
---@param type gameinteractionsChoiceType
function gameinteractionsChoiceTypeWrapper.SetType(context, type) return end

---@class gameinteractionsComponent : entIPlacedComponent
---@field definitionResource gameinteractionsInteractionDescriptorResource
---@field interactionRootOffset Vector3
---@field layerOverrides gameinteractionsInteractionDefinitionOverrider[]
---@field layerOverridesTemp gameinteractionsInteractionDefinitionOverrider[]
---@field isEnabled Bool
gameinteractionsComponent = {}

---@return gameinteractionsComponent
function gameinteractionsComponent.new() return end

---@param props table
---@return gameinteractionsComponent
function gameinteractionsComponent.new(props) return end

---@param layerName CName|string
---@return Bool, gameinteractionsActiveLayerData[]
function gameinteractionsComponent:GetActivatorsForLayer(layerName) return end

---@return Bool, gameinteractionsActiveLayerData[]
function gameinteractionsComponent:GetActiveInputLayers() return end

---@param layer CName|string
---@param deactivate Bool
function gameinteractionsComponent:ResetChoices(layer, deactivate) return end

---@param choices gameinteractionsChoice[]
---@param layer CName|string
function gameinteractionsComponent:SetChoices(choices, layer) return end

---@param choice gameinteractionsChoice
---@param layer CName|string
function gameinteractionsComponent:SetSingleChoice(choice, layer) return end

---@class gameinteractionsConeDefinition : gameinteractionsIShapeDefinition
---@field pos1 Vector4
---@field pos2 Vector4
---@field radius1 Float
---@field radius2 Float
gameinteractionsConeDefinition = {}

---@return gameinteractionsConeDefinition
function gameinteractionsConeDefinition.new() return end

---@param props table
---@return gameinteractionsConeDefinition
function gameinteractionsConeDefinition.new(props) return end

---@class gameinteractionsContainedInShapesPredicate : gameinteractionsIPredicateType
---@field useCameraPosition Bool
gameinteractionsContainedInShapesPredicate = {}

---@return gameinteractionsContainedInShapesPredicate
function gameinteractionsContainedInShapesPredicate.new() return end

---@param props table
---@return gameinteractionsContainedInShapesPredicate
function gameinteractionsContainedInShapesPredicate.new(props) return end

---@class gameinteractionsCrosswalkEvent : redEvent
---@field trafficLightColor worldTrafficLightColor
---@field oldTrafficLightColor worldTrafficLightColor
---@field totalDistance Float
---@field distanceLeft Float
gameinteractionsCrosswalkEvent = {}

---@return gameinteractionsCrosswalkEvent
function gameinteractionsCrosswalkEvent.new() return end

---@param props table
---@return gameinteractionsCrosswalkEvent
function gameinteractionsCrosswalkEvent.new(props) return end

---@class gameinteractionsDistanceFromScreenCenterPredicate : gameinteractionsIPredicateType
---@field height Float
---@field width Float
---@field curvature Float
---@field maxPriorityBoundsFactor Float
gameinteractionsDistanceFromScreenCenterPredicate = {}

---@return gameinteractionsDistanceFromScreenCenterPredicate
function gameinteractionsDistanceFromScreenCenterPredicate.new() return end

---@param props table
---@return gameinteractionsDistanceFromScreenCenterPredicate
function gameinteractionsDistanceFromScreenCenterPredicate.new(props) return end

---@class gameinteractionsEnableClientSideInteractionEvent : redEvent
gameinteractionsEnableClientSideInteractionEvent = {}

---@return gameinteractionsEnableClientSideInteractionEvent
function gameinteractionsEnableClientSideInteractionEvent.new() return end

---@param props table
---@return gameinteractionsEnableClientSideInteractionEvent
function gameinteractionsEnableClientSideInteractionEvent.new(props) return end

---@class gameinteractionsHotSpotActivationResult
---@field priority Float
gameinteractionsHotSpotActivationResult = {}

---@return gameinteractionsHotSpotActivationResult
function gameinteractionsHotSpotActivationResult.new() return end

---@param props table
---@return gameinteractionsHotSpotActivationResult
function gameinteractionsHotSpotActivationResult.new(props) return end

---@class gameinteractionsIFunctorDefinition : ISerializable
gameinteractionsIFunctorDefinition = {}

---@class gameinteractionsIManager : gameIGameSystem
gameinteractionsIManager = {}

---@class gameinteractionsIPredicateType : ISerializable
gameinteractionsIPredicateType = {}

---@class gameinteractionsIShapeDefinition : ISerializable
gameinteractionsIShapeDefinition = {}

---@class gameinteractionsInteractionActivationEvent : gameinteractionsInteractionBaseEvent
---@field eventType gameinteractionsEInteractionEventType
gameinteractionsInteractionActivationEvent = {}

---@return gameinteractionsInteractionActivationEvent
function gameinteractionsInteractionActivationEvent.new() return end

---@param props table
---@return gameinteractionsInteractionActivationEvent
function gameinteractionsInteractionActivationEvent.new(props) return end

---@return Bool
function gameinteractionsInteractionActivationEvent:IsInputLayerEvent() return end

---@class gameinteractionsInteractionBaseEvent : redEvent
---@field hotspot gameObject
---@field activator gameObject
---@field layerData gameinteractionsLayerData
gameinteractionsInteractionBaseEvent = {}

---@return gameinteractionsInteractionBaseEvent
function gameinteractionsInteractionBaseEvent.new() return end

---@param props table
---@return gameinteractionsInteractionBaseEvent
function gameinteractionsInteractionBaseEvent.new(props) return end

---@class gameinteractionsInteractionDefinitionOverrider
---@field tag CName
---@field shapes gameinteractionsIShapeDefinition[]
---@field negativeShapes gameinteractionsIShapeDefinition[]
---@field priorityMultiplier Float
gameinteractionsInteractionDefinitionOverrider = {}

---@return gameinteractionsInteractionDefinitionOverrider
function gameinteractionsInteractionDefinitionOverrider.new() return end

---@param props table
---@return gameinteractionsInteractionDefinitionOverrider
function gameinteractionsInteractionDefinitionOverrider.new(props) return end

---@class gameinteractionsInteractionDescriptorResource : CResource
---@field definition gameinteractionsCHotSpotDefinition
gameinteractionsInteractionDescriptorResource = {}

---@return gameinteractionsInteractionDescriptorResource
function gameinteractionsInteractionDescriptorResource.new() return end

---@param props table
---@return gameinteractionsInteractionDescriptorResource
function gameinteractionsInteractionDescriptorResource.new(props) return end

---@class gameinteractionsInteractionScriptedCondition : IScriptable
gameinteractionsInteractionScriptedCondition = {}

---@return gameinteractionsInteractionScriptedCondition
function gameinteractionsInteractionScriptedCondition.new() return end

---@param props table
---@return gameinteractionsInteractionScriptedCondition
function gameinteractionsInteractionScriptedCondition.new(props) return end

---@class gameinteractionsLayerActivatedPredicate : gameinteractionsIPredicateType
---@field linkedLayersName CName
---@field layerName CName
gameinteractionsLayerActivatedPredicate = {}

---@return gameinteractionsLayerActivatedPredicate
function gameinteractionsLayerActivatedPredicate.new() return end

---@param props table
---@return gameinteractionsLayerActivatedPredicate
function gameinteractionsLayerActivatedPredicate.new(props) return end

---@class gameinteractionsLayerData
---@field tag CName
gameinteractionsLayerData = {}

---@return gameinteractionsLayerData
function gameinteractionsLayerData.new() return end

---@param props table
---@return gameinteractionsLayerData
function gameinteractionsLayerData.new(props) return end

---@class gameinteractionsLookAtPredicate : gameinteractionsIPredicateType
---@field testTarget gameinteractionsELookAtTarget
---@field testType gameinteractionsELookAtTest
---@field stopOnTransparent Bool
gameinteractionsLookAtPredicate = {}

---@return gameinteractionsLookAtPredicate
function gameinteractionsLookAtPredicate.new() return end

---@param props table
---@return gameinteractionsLookAtPredicate
function gameinteractionsLookAtPredicate.new(props) return end

---@class gameinteractionsLootChoiceActionWrapper
---@field removeItem Bool
---@field itemId ItemID
---@field action CName
gameinteractionsLootChoiceActionWrapper = {}

---@return gameinteractionsLootChoiceActionWrapper
function gameinteractionsLootChoiceActionWrapper.new() return end

---@param props table
---@return gameinteractionsLootChoiceActionWrapper
function gameinteractionsLootChoiceActionWrapper.new(props) return end

---@param wrapper gameinteractionsLootChoiceActionWrapper
---@return Bool
function gameinteractionsLootChoiceActionWrapper.IsHandledByCode(wrapper) return end

---@param wrapper gameinteractionsLootChoiceActionWrapper
---@return Bool
function gameinteractionsLootChoiceActionWrapper.IsIllegal(wrapper) return end

---@param wrapper gameinteractionsLootChoiceActionWrapper
---@return Bool
function gameinteractionsLootChoiceActionWrapper.IsValid(wrapper) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return gameinteractionsLootChoiceActionWrapper
function gameinteractionsLootChoiceActionWrapper.Unwrap(choiceEvent) return end

---@class gameinteractionsLootVisualiserControlWrapper
gameinteractionsLootVisualiserControlWrapper = {}

---@return gameinteractionsLootVisualiserControlWrapper
function gameinteractionsLootVisualiserControlWrapper.new() return end

---@param props table
---@return gameinteractionsLootVisualiserControlWrapper
function gameinteractionsLootVisualiserControlWrapper.new(props) return end

---@param wrapper gameinteractionsLootVisualiserControlWrapper
---@param controlOperation gameinteractionsELootVisualiserControlOperation
---@param value Bool
function gameinteractionsLootVisualiserControlWrapper.AddOperation(wrapper, controlOperation, value) return end

---@param wrapper gameinteractionsLootVisualiserControlWrapper
---@return gameinteractionsSetChoicesEvent
function gameinteractionsLootVisualiserControlWrapper.Wrap(wrapper) return end

---@class gameinteractionsMultipleSetEnableEvent : redEvent
---@field enable Bool[]
---@field layer CName[]
---@field linkedLayers CName[]
gameinteractionsMultipleSetEnableEvent = {}

---@return gameinteractionsMultipleSetEnableEvent
function gameinteractionsMultipleSetEnableEvent.new() return end

---@param props table
---@return gameinteractionsMultipleSetEnableEvent
function gameinteractionsMultipleSetEnableEvent.new(props) return end

---@param enable Bool
---@param layer CName|string
---@param linkedLayers CName|string
function gameinteractionsMultipleSetEnableEvent:PushBack(enable, layer, linkedLayers) return end

---@class gameinteractionsNodeDefinition : IScriptable
gameinteractionsNodeDefinition = {}

---@class gameinteractionsOnScreenTestPredicate : gameinteractionsIPredicateType
gameinteractionsOnScreenTestPredicate = {}

---@return gameinteractionsOnScreenTestPredicate
function gameinteractionsOnScreenTestPredicate.new() return end

---@param props table
---@return gameinteractionsOnScreenTestPredicate
function gameinteractionsOnScreenTestPredicate.new(props) return end

---@class gameinteractionsOrbActivationPredicate : gameinteractionsIPredicateType
gameinteractionsOrbActivationPredicate = {}

---@return gameinteractionsOrbActivationPredicate
function gameinteractionsOrbActivationPredicate.new() return end

---@param props table
---@return gameinteractionsOrbActivationPredicate
function gameinteractionsOrbActivationPredicate.new(props) return end

---@class gameinteractionsOrbID
---@field id Uint32
gameinteractionsOrbID = {}

---@return gameinteractionsOrbID
function gameinteractionsOrbID.new() return end

---@param props table
---@return gameinteractionsOrbID
function gameinteractionsOrbID.new(props) return end

---@class gameinteractionsPieDefinition : gameinteractionsIShapeDefinition
---@field center Vector4
---@field baseLength Float
---@field halfExtentZ Float
---@field radius Float
---@field angle Float
gameinteractionsPieDefinition = {}

---@return gameinteractionsPieDefinition
function gameinteractionsPieDefinition.new() return end

---@param props table
---@return gameinteractionsPieDefinition
function gameinteractionsPieDefinition.new(props) return end

---@class gameinteractionsPublisherActivationEvent : gameinteractionsPublisherBaseEvent
gameinteractionsPublisherActivationEvent = {}

---@return gameinteractionsPublisherActivationEvent
function gameinteractionsPublisherActivationEvent.new() return end

---@param props table
---@return gameinteractionsPublisherActivationEvent
function gameinteractionsPublisherActivationEvent.new(props) return end

---@class gameinteractionsPublisherBaseEvent
gameinteractionsPublisherBaseEvent = {}

---@class gameinteractionsPublisherChoiceEvent : gameinteractionsPublisherBaseEvent
gameinteractionsPublisherChoiceEvent = {}

---@return gameinteractionsPublisherChoiceEvent
function gameinteractionsPublisherChoiceEvent.new() return end

---@param props table
---@return gameinteractionsPublisherChoiceEvent
function gameinteractionsPublisherChoiceEvent.new(props) return end

---@class gameinteractionsReactionComponent : entIComponent
---@field reactions gameinteractionsReactionData[]
---@field triggerAutomatically Bool
gameinteractionsReactionComponent = {}

---@return gameinteractionsReactionComponent
function gameinteractionsReactionComponent.new() return end

---@param props table
---@return gameinteractionsReactionComponent
function gameinteractionsReactionComponent.new(props) return end

function gameinteractionsReactionComponent:GetReactionIndex() return end

function gameinteractionsReactionComponent:GetRequiredItems() return end

function gameinteractionsReactionComponent:PerformReaction() return end

function gameinteractionsReactionComponent:PerformReactionWithIK() return end

function gameinteractionsReactionComponent:SetCanceled() return end

function gameinteractionsReactionComponent:SetFinished() return end

---@class gameinteractionsReactionData : IScriptable
---@field choiceName CName
---@field startDuration Float
---@field endDuration Float
---@field interactionDuration Float
---@field interactionType CName
---@field requiredEquips gameEquipParam[]
---@field interactionPoint Transform
---@field useIK Bool
---@field IKPoint Vector4
gameinteractionsReactionData = {}

---@return gameinteractionsReactionData
function gameinteractionsReactionData.new() return end

---@param props table
---@return gameinteractionsReactionData
function gameinteractionsReactionData.new(props) return end

---@class gameinteractionsReactionEvent : redEvent
---@field interactionType CName
---@field interactionItems gameEquipParam[]
---@field state gameinteractionsReactionState
gameinteractionsReactionEvent = {}

---@return gameinteractionsReactionEvent
function gameinteractionsReactionEvent.new() return end

---@param props table
---@return gameinteractionsReactionEvent
function gameinteractionsReactionEvent.new(props) return end

---@class gameinteractionsResetChoicesEvent : redEvent
---@field layer CName
gameinteractionsResetChoicesEvent = {}

---@return gameinteractionsResetChoicesEvent
function gameinteractionsResetChoicesEvent.new() return end

---@param props table
---@return gameinteractionsResetChoicesEvent
function gameinteractionsResetChoicesEvent.new(props) return end

---@class gameinteractionsSetChoicesEvent : redEvent
---@field choices gameinteractionsChoice[]
---@field layer CName
gameinteractionsSetChoicesEvent = {}

---@return gameinteractionsSetChoicesEvent
function gameinteractionsSetChoicesEvent.new() return end

---@param props table
---@return gameinteractionsSetChoicesEvent
function gameinteractionsSetChoicesEvent.new(props) return end

---@class gameinteractionsSetEnableEvent : redEvent
---@field enable Bool
---@field linkedLayers CName
---@field layer CName
gameinteractionsSetEnableEvent = {}

---@return gameinteractionsSetEnableEvent
function gameinteractionsSetEnableEvent.new() return end

---@param props table
---@return gameinteractionsSetEnableEvent
function gameinteractionsSetEnableEvent.new(props) return end

---@class gameinteractionsSuppressedPredicate : gameinteractionsIPredicateType
gameinteractionsSuppressedPredicate = {}

---@return gameinteractionsSuppressedPredicate
function gameinteractionsSuppressedPredicate.new() return end

---@param props table
---@return gameinteractionsSuppressedPredicate
function gameinteractionsSuppressedPredicate.new(props) return end

---@class gameinteractionsTargetFilterResult_Logical : gametargetingSystemTargetFilterResult
gameinteractionsTargetFilterResult_Logical = {}

---@return gameinteractionsTargetFilterResult_Logical
function gameinteractionsTargetFilterResult_Logical.new() return end

---@param props table
---@return gameinteractionsTargetFilterResult_Logical
function gameinteractionsTargetFilterResult_Logical.new(props) return end

---@class gameinteractionsTargetFilter_Logical : gametargetingSystemTargetFilter_Closest
gameinteractionsTargetFilter_Logical = {}

---@return gameinteractionsTargetFilter_Logical
function gameinteractionsTargetFilter_Logical.new() return end

---@param props table
---@return gameinteractionsTargetFilter_Logical
function gameinteractionsTargetFilter_Logical.new(props) return end

---@class gameinteractionsVisibleTargetPredicate : gameinteractionsIPredicateType
---@field stopOnTransparent Bool
gameinteractionsVisibleTargetPredicate = {}

---@return gameinteractionsVisibleTargetPredicate
function gameinteractionsVisibleTargetPredicate.new() return end

---@param props table
---@return gameinteractionsVisibleTargetPredicate
function gameinteractionsVisibleTargetPredicate.new(props) return end

---@class gameinteractionsvisBluelineDescription : IScriptable
---@field parts gameinteractionsvisBluelinePart[]
---@field logicOperator ELogicOperator
gameinteractionsvisBluelineDescription = {}

---@return gameinteractionsvisBluelineDescription
function gameinteractionsvisBluelineDescription.new() return end

---@param props table
---@return gameinteractionsvisBluelineDescription
function gameinteractionsvisBluelineDescription.new(props) return end

---@class gameinteractionsvisBluelinePart : IScriptable
---@field passed Bool
---@field captionIconRecordId TweakDBID
gameinteractionsvisBluelinePart = {}

---@return gameinteractionsvisBluelinePart
function gameinteractionsvisBluelinePart.new() return end

---@param props table
---@return gameinteractionsvisBluelinePart
function gameinteractionsvisBluelinePart.new(props) return end

---@class gameinteractionsvisDeviceVisualizerDefinition : gameinteractionsvisIVisualizerDefinition
---@field interactionType gameinteractionsvisInteractionType
---@field displayNameOverride String
---@field useDefaultActionMapping Bool
---@field createMappin Bool
---@field isDynamic Bool
---@field timeProvider gameinteractionsvisIVisualizerTimeProvider
gameinteractionsvisDeviceVisualizerDefinition = {}

---@return gameinteractionsvisDeviceVisualizerDefinition
function gameinteractionsvisDeviceVisualizerDefinition.new() return end

---@param props table
---@return gameinteractionsvisDeviceVisualizerDefinition
function gameinteractionsvisDeviceVisualizerDefinition.new(props) return end

---@class gameinteractionsvisDeviceVisualizerFamily : gameinteractionsvisFamilyBase
gameinteractionsvisDeviceVisualizerFamily = {}

---@return gameinteractionsvisDeviceVisualizerFamily
function gameinteractionsvisDeviceVisualizerFamily.new() return end

---@param props table
---@return gameinteractionsvisDeviceVisualizerFamily
function gameinteractionsvisDeviceVisualizerFamily.new(props) return end

---@class gameinteractionsvisDeviceVisualizerLogic : gameinteractionsvisIGroupedVisualizerLogic
gameinteractionsvisDeviceVisualizerLogic = {}

---@return gameinteractionsvisDeviceVisualizerLogic
function gameinteractionsvisDeviceVisualizerLogic.new() return end

---@param props table
---@return gameinteractionsvisDeviceVisualizerLogic
function gameinteractionsvisDeviceVisualizerLogic.new(props) return end

---@class gameinteractionsvisDialogChoiceHubs
---@field choiceHubs gameinteractionsvisListChoiceHubData[]
gameinteractionsvisDialogChoiceHubs = {}

---@return gameinteractionsvisDialogChoiceHubs
function gameinteractionsvisDialogChoiceHubs.new() return end

---@param props table
---@return gameinteractionsvisDialogChoiceHubs
function gameinteractionsvisDialogChoiceHubs.new(props) return end

---@class gameinteractionsvisDialogVisualizerDefinition : gameinteractionsvisIVisualizerDefinition
---@field displayNameOverride String
---@field useLookAt Bool
---@field disableAfterSelectingChoice Bool
---@field timeProvider gameinteractionsvisIVisualizerTimeProvider
---@field hubPriority Uint8
gameinteractionsvisDialogVisualizerDefinition = {}

---@return gameinteractionsvisDialogVisualizerDefinition
function gameinteractionsvisDialogVisualizerDefinition.new() return end

---@param props table
---@return gameinteractionsvisDialogVisualizerDefinition
function gameinteractionsvisDialogVisualizerDefinition.new(props) return end

---@class gameinteractionsvisDialogVisualizerFamily : gameinteractionsvisFamilyBase
gameinteractionsvisDialogVisualizerFamily = {}

---@return gameinteractionsvisDialogVisualizerFamily
function gameinteractionsvisDialogVisualizerFamily.new() return end

---@param props table
---@return gameinteractionsvisDialogVisualizerFamily
function gameinteractionsvisDialogVisualizerFamily.new(props) return end

---@class gameinteractionsvisDialogVisualizerLogic : gameinteractionsvisIGroupedVisualizerLogic
gameinteractionsvisDialogVisualizerLogic = {}

---@return gameinteractionsvisDialogVisualizerLogic
function gameinteractionsvisDialogVisualizerLogic.new() return end

---@param props table
---@return gameinteractionsvisDialogVisualizerLogic
function gameinteractionsvisDialogVisualizerLogic.new(props) return end

---@class gameinteractionsvisFamilyBase
gameinteractionsvisFamilyBase = {}

---@class gameinteractionsvisIGroupedVisualizerLogic : gameinteractionsvisIVisualizerLogicInterface
gameinteractionsvisIGroupedVisualizerLogic = {}

---@class gameinteractionsvisIVisualizerDefinition : ISerializable
---@field flags gameinteractionsvisEVisualizerDefinitionFlags
gameinteractionsvisIVisualizerDefinition = {}

---@class gameinteractionsvisIVisualizerLogicInterface : ISerializable
gameinteractionsvisIVisualizerLogicInterface = {}

---@class gameinteractionsvisIVisualizerTimeProvider : IScriptable
gameinteractionsvisIVisualizerTimeProvider = {}

---@return Float
function gameinteractionsvisIVisualizerTimeProvider:GetCurrentProgress() return end

---@return Float
function gameinteractionsvisIVisualizerTimeProvider:GetDuration() return end

---@class gameinteractionsvisInteractionChoiceData
---@field inputAction CName
---@field rawInputKey EInputKey
---@field isHoldAction Bool
---@field localizedName String
---@field type gameinteractionsChoiceTypeWrapper
---@field data Variant[]
---@field captionParts gameinteractionsChoiceCaption
gameinteractionsvisInteractionChoiceData = {}

---@return gameinteractionsvisInteractionChoiceData
function gameinteractionsvisInteractionChoiceData.new() return end

---@param props table
---@return gameinteractionsvisInteractionChoiceData
function gameinteractionsvisInteractionChoiceData.new(props) return end

---@class gameinteractionsvisInteractionChoiceHubData
---@field id Int32
---@field flags gameinteractionsvisEVisualizerDefinitionFlags
---@field active Bool
---@field title String
---@field choices gameinteractionsvisInteractionChoiceData[]
---@field timeProvider gameinteractionsvisIVisualizerTimeProvider
gameinteractionsvisInteractionChoiceHubData = {}

---@return gameinteractionsvisInteractionChoiceHubData
function gameinteractionsvisInteractionChoiceHubData.new() return end

---@param props table
---@return gameinteractionsvisInteractionChoiceHubData
function gameinteractionsvisInteractionChoiceHubData.new(props) return end

---@class gameinteractionsvisInteractionDisplayData
---@field putAction CName
---@field wInputKey EInputKey
---@field HoldAction Bool
---@field calizedName String
---@field pe gameinteractionsChoiceTypeWrapper
---@field oice gameinteractionsChoice
gameinteractionsvisInteractionDisplayData = {}

---@return gameinteractionsvisInteractionDisplayData
function gameinteractionsvisInteractionDisplayData.new() return end

---@param props table
---@return gameinteractionsvisInteractionDisplayData
function gameinteractionsvisInteractionDisplayData.new(props) return end

---@class gameinteractionsvisListChoiceData
---@field localizedName String
---@field type gameinteractionsChoiceTypeWrapper
---@field inputActionName CName
---@field captionParts gameinteractionsChoiceCaption
---@field timeProvider gameinteractionsvisIVisualizerTimeProvider
gameinteractionsvisListChoiceData = {}

---@return gameinteractionsvisListChoiceData
function gameinteractionsvisListChoiceData.new() return end

---@param props table
---@return gameinteractionsvisListChoiceData
function gameinteractionsvisListChoiceData.new(props) return end

---@class gameinteractionsvisListChoiceHubData
---@field id Int32
---@field activityState gameinteractionsvisEVisualizerActivityState
---@field flags gameinteractionsvisEVisualizerDefinitionFlags
---@field isPhoneLockActive Bool
---@field title String
---@field choices gameinteractionsvisListChoiceData[]
---@field timeProvider gameinteractionsvisIVisualizerTimeProvider
---@field hubPriority Uint8
gameinteractionsvisListChoiceHubData = {}

---@return gameinteractionsvisListChoiceHubData
function gameinteractionsvisListChoiceHubData.new() return end

---@param props table
---@return gameinteractionsvisListChoiceHubData
function gameinteractionsvisListChoiceHubData.new(props) return end

---@class gameinteractionsvisLootData
---@field isActive Bool
---@field isListOpen Bool
---@field e3hack_isWeapon Bool
---@field currentIndex Int32
---@field title String
---@field choices gameinteractionsvisInteractionChoiceData[]
---@field itemIDs ItemID[]
---@field ownerId entEntityID
---@field isLocked Bool
gameinteractionsvisLootData = {}

---@return gameinteractionsvisLootData
function gameinteractionsvisLootData.new() return end

---@param props table
---@return gameinteractionsvisLootData
function gameinteractionsvisLootData.new(props) return end

---@class gameinteractionsvisLootVisualizerDefinition : gameinteractionsvisIVisualizerDefinition
gameinteractionsvisLootVisualizerDefinition = {}

---@return gameinteractionsvisLootVisualizerDefinition
function gameinteractionsvisLootVisualizerDefinition.new() return end

---@param props table
---@return gameinteractionsvisLootVisualizerDefinition
function gameinteractionsvisLootVisualizerDefinition.new(props) return end

---@class gameinteractionsvisLootVisualizerFamily : gameinteractionsvisFamilyBase
gameinteractionsvisLootVisualizerFamily = {}

---@return gameinteractionsvisLootVisualizerFamily
function gameinteractionsvisLootVisualizerFamily.new() return end

---@param props table
---@return gameinteractionsvisLootVisualizerFamily
function gameinteractionsvisLootVisualizerFamily.new(props) return end

---@class gameinteractionsvisLootVisualizerLogic : gameinteractionsvisIVisualizerLogicInterface
gameinteractionsvisLootVisualizerLogic = {}

---@return gameinteractionsvisLootVisualizerLogic
function gameinteractionsvisLootVisualizerLogic.new() return end

---@param props table
---@return gameinteractionsvisLootVisualizerLogic
function gameinteractionsvisLootVisualizerLogic.new(props) return end

---@class gameinteractionsvisVisualizersInfo
---@field activeVisId Int32
---@field visIds Int32[]
gameinteractionsvisVisualizersInfo = {}

---@return gameinteractionsvisVisualizersInfo
function gameinteractionsvisVisualizersInfo.new() return end

---@param props table
---@return gameinteractionsvisVisualizersInfo
function gameinteractionsvisVisualizersInfo.new(props) return end

---@class gamemappinsCommonVariant : gamemappinsIPointOfInterestVariant
---@field variant gamedataMappinVariant
gamemappinsCommonVariant = {}

---@return gamemappinsCommonVariant
function gamemappinsCommonVariant.new() return end

---@param props table
---@return gamemappinsCommonVariant
function gamemappinsCommonVariant.new(props) return end

---@class gamemappinsCustomPositionMappin : gamemappinsRuntimeMappin
gamemappinsCustomPositionMappin = {}

---@return gamemappinsCustomPositionMappin
function gamemappinsCustomPositionMappin.new() return end

---@param props table
---@return gamemappinsCustomPositionMappin
function gamemappinsCustomPositionMappin.new(props) return end

---@class gamemappinsDistrictEnteredEvent : gameScriptableSystemRequest
---@field entered Bool
---@field sendNewLocationNotification Bool
---@field district TweakDBID
gamemappinsDistrictEnteredEvent = {}

---@return gamemappinsDistrictEnteredEvent
function gamemappinsDistrictEnteredEvent.new() return end

---@param props table
---@return gamemappinsDistrictEnteredEvent
function gamemappinsDistrictEnteredEvent.new(props) return end

---@class gamemappinsDynamicQuestMappinRepInfo
---@field journalPathHash Uint32
---@field entity entEntity
gamemappinsDynamicQuestMappinRepInfo = {}

---@return gamemappinsDynamicQuestMappinRepInfo
function gamemappinsDynamicQuestMappinRepInfo.new() return end

---@param props table
---@return gamemappinsDynamicQuestMappinRepInfo
function gamemappinsDynamicQuestMappinRepInfo.new(props) return end

---@class gamemappinsFastTravelMappin : gamemappinsRuntimeMappin
gamemappinsFastTravelMappin = {}

---@return gamemappinsFastTravelMappin
function gamemappinsFastTravelMappin.new() return end

---@param props table
---@return gamemappinsFastTravelMappin
function gamemappinsFastTravelMappin.new(props) return end

---@return gameFastTravelPointData
function gamemappinsFastTravelMappin:GetPointData() return end

---@class gamemappinsGrenadeMappin : gamemappinsRuntimeMappin
gamemappinsGrenadeMappin = {}

---@return gamemappinsGrenadeMappin
function gamemappinsGrenadeMappin.new() return end

---@param props table
---@return gamemappinsGrenadeMappin
function gamemappinsGrenadeMappin.new(props) return end

---@class gamemappinsIArea : gamemappinsIVisualObject
gamemappinsIArea = {}

---@return entEntityID
function gamemappinsIArea:GetEntityID() return end

---@return CName
function gamemappinsIArea:GetType() return end

---@class gamemappinsIMappin : gamemappinsIVisualObject
gamemappinsIMappin = {}

---@return String
function gamemappinsIMappin:GetDisplayName() return end

---@return Float
function gamemappinsIMappin:GetDistanceToPlayer() return end

---@return entEntityID
function gamemappinsIMappin:GetEntityID() return end

---@return gameNewMappinID
function gamemappinsIMappin:GetNewMappinID() return end

---@return gamedataMappinPhase
function gamemappinsIMappin:GetPhase() return end

---@return gamemappinsMappinScriptData
function gamemappinsIMappin:GetScriptData() return end

---@return gamedataMappinVariant
function gamemappinsIMappin:GetVariant() return end

---@return gamemappinsVerticalPositioning
function gamemappinsIMappin:GetVerticalRelationToPlayer() return end

---@return Vector4
function gamemappinsIMappin:GetWorldPosition() return end

---@return Bool
function gamemappinsIMappin:IsActive() return end

---@return Bool
function gamemappinsIMappin:IsPlayerTracked() return end

---@return Bool
function gamemappinsIMappin:IsQuestAreaMappin() return end

---@return Bool
function gamemappinsIMappin:IsQuestEntityMappin() return end

---@return Bool
function gamemappinsIMappin:IsQuestImportant() return end

---@return Bool
function gamemappinsIMappin:IsQuestMappin() return end

---@return Bool
function gamemappinsIMappin:IsQuestNPCMappin() return end

---@return Bool
function gamemappinsIMappin:IsQuestPath() return end

---@return Bool
function gamemappinsIMappin:IsStatic() return end

---@return Bool
function gamemappinsIMappin:IsVisible() return end

---@return Bool
function gamemappinsIMappin:IsVisited() return end

---@class gamemappinsIMappinData
gamemappinsIMappinData = {}

---@return gamemappinsIMappinData
function gamemappinsIMappinData.new() return end

---@param props table
---@return gamemappinsIMappinData
function gamemappinsIMappinData.new(props) return end

---@class gamemappinsIMappinSystem : gameIReplicatedGameSystem
gamemappinsIMappinSystem = {}

---@class gamemappinsIMappinUpdateData
gamemappinsIMappinUpdateData = {}

---@class gamemappinsIMappinVolume : ISerializable
gamemappinsIMappinVolume = {}

---@class gamemappinsIPointOfInterestVariant : ISerializable
gamemappinsIPointOfInterestVariant = {}

---@class gamemappinsIRuntimeMappinData
gamemappinsIRuntimeMappinData = {}

---@class gamemappinsIVisualObject : IScriptable
gamemappinsIVisualObject = {}

---@class gamemappinsInteractionMappin : gamemappinsRuntimeMappin
gamemappinsInteractionMappin = {}

---@return gamemappinsInteractionMappin
function gamemappinsInteractionMappin.new() return end

---@param props table
---@return gamemappinsInteractionMappin
function gamemappinsInteractionMappin.new(props) return end

---@return TweakDBID
function gamemappinsInteractionMappin:GetIconRecordID() return end

---@class gamemappinsInteractionMappinInitialData : gamemappinsMappinData
gamemappinsInteractionMappinInitialData = {}

---@return gamemappinsInteractionMappinInitialData
function gamemappinsInteractionMappinInitialData.new() return end

---@param props table
---@return gamemappinsInteractionMappinInitialData
function gamemappinsInteractionMappinInitialData.new(props) return end

---@class gamemappinsInteractionMappinUpdateData : gamemappinsIMappinUpdateData
gamemappinsInteractionMappinUpdateData = {}

---@return gamemappinsInteractionMappinUpdateData
function gamemappinsInteractionMappinUpdateData.new() return end

---@param props table
---@return gamemappinsInteractionMappinUpdateData
function gamemappinsInteractionMappinUpdateData.new(props) return end

---@class gamemappinsMappinComponent : entIPlacedComponent
---@field data gamemappinsMappinData
gamemappinsMappinComponent = {}

---@return gamemappinsMappinComponent
function gamemappinsMappinComponent.new() return end

---@param props table
---@return gamemappinsMappinComponent
function gamemappinsMappinComponent.new(props) return end

---@class gamemappinsMappinData : gamemappinsIMappinData
---@field mappinType TweakDBID
---@field variant gamedataMappinVariant
---@field active Bool
---@field debugCaption String
---@field localizedCaption LocalizationString
---@field visibleThroughWalls Bool
---@field scriptData gamemappinsMappinScriptData
gamemappinsMappinData = {}

---@return gamemappinsMappinData
function gamemappinsMappinData.new() return end

---@param props table
---@return gamemappinsMappinData
function gamemappinsMappinData.new(props) return end

---@class gamemappinsMappinEntry
---@field id gameNewMappinID
---@field type CName
---@field worldPosition Vector4
gamemappinsMappinEntry = {}

---@return gamemappinsMappinEntry
function gamemappinsMappinEntry.new() return end

---@param props table
---@return gamemappinsMappinEntry
function gamemappinsMappinEntry.new(props) return end

---@class gamemappinsMappinScriptData : IScriptable
---@field statPoolType gamedataStatPoolType
gamemappinsMappinScriptData = {}

---@return gamemappinsMappinScriptData
function gamemappinsMappinScriptData.new() return end

---@param props table
---@return gamemappinsMappinScriptData
function gamemappinsMappinScriptData.new(props) return end

---@class gamemappinsMappinSystem : gamemappinsIMappinSystem
gamemappinsMappinSystem = {}

---@return gamemappinsMappinSystem
function gamemappinsMappinSystem.new() return end

---@param props table
---@return gamemappinsMappinSystem
function gamemappinsMappinSystem.new(props) return end

---@param id gameNewMappinID
---@param newVariant gamedataMappinVariant
function gamemappinsMappinSystem:ChangeMappinVariant(id, newVariant) return end

function gamemappinsMappinSystem:DebugDiscoverAllPoiMappins() return end

---@param phaseEntry gameJournalEntry
---@param objectiveEntry gameJournalEntry
---@return gamemappinsIMappin
function gamemappinsMappinSystem:GetMappinFromObjective(phaseEntry, objectiveEntry) return end

---@param questEntry gameJournalEntry
---@return gamemappinsIMappin
function gamemappinsMappinSystem:GetMappinFromQuest(questEntry) return end

---@param targetType gamemappinsMappinTargetType
---@return gamemappinsMappinEntry[]
function gamemappinsMappinSystem:GetMappins(targetType) return end

---@param hash Uint32
---@return Bool, Uint16, Uint16, Bool
function gamemappinsMappinSystem:GetPointOfInterestMappinSavedState(hash) return end

---@param mappinHash Uint32
---@return Bool, Vector3
function gamemappinsMappinSystem:GetQuestMappinPosition(mappinHash) return end

---@param objectiveHash Uint32
---@return Bool, Vector3[]
function gamemappinsMappinSystem:GetQuestMappinPositionsByObjective(objectiveHash) return end

---@param evt entAreaEnteredEvent
function gamemappinsMappinSystem:OnAreaEntered(evt) return end

---@param obj gameObject
---@param triggerId entEntityID
function gamemappinsMappinSystem:OnAreaExited(obj, triggerId) return end

---@param entityID entEntityID
---@param areaType CName|string
function gamemappinsMappinSystem:OnAreaTypeChanged(entityID, areaType) return end

---@param data gamemappinsMappinData
---@param fastTravelData gameFastTravelPointData
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterFastTravelMappin(data, fastTravelData) return end

---@param data gamemappinsMappinData
---@param grenadeObject gameObject
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterGrenadeMappin(data, grenadeObject) return end

---@param data gamemappinsMappinData
---@param position Vector4
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterMappin(data, position) return end

---@param data gamemappinsMappinData
---@param object gameObject
---@param slotName CName|string
---@param offset Vector3
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterMappinWithObject(data, object, slotName, offset) return end

---@param data gamemappinsMappinData
---@param playerObject gameObject
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterRemotePlayerMappin(data, playerObject) return end

---@param data gamemappinsMappinData
---@param object gameObject
---@param slotName CName|string
---@param offset Vector3
---@return gameNewMappinID
function gamemappinsMappinSystem:RegisterVehicleMappin(data, object, slotName, offset) return end

---@param id gameNewMappinID
---@param active Bool
function gamemappinsMappinSystem:SetMappinActive(id, active) return end

---@param id gameNewMappinID
---@param caption String
function gamemappinsMappinSystem:SetMappinDebugCaption(id, caption) return end

---@param id gameNewMappinID
---@param position Vector4
function gamemappinsMappinSystem:SetMappinPosition(id, position) return end

---@param id gameNewMappinID
---@param scriptData gamemappinsMappinScriptData
function gamemappinsMappinSystem:SetMappinScriptData(id, scriptData) return end

---@param mappinID gameNewMappinID
---@param targetMappinID gameNewMappinID
function gamemappinsMappinSystem:SetMappinTrackingAlternative(mappinID, targetMappinID) return end

---@param id gameNewMappinID
function gamemappinsMappinSystem:UnregisterMappin(id) return end

---@param locationName String
---@param isNewLocation Bool
function gamemappinsMappinSystem:UpdateCurrentLocationName(locationName, isNewLocation) return end

---@class gamemappinsMappinSystemReplicatedState : gameIGameSystemReplicatedState
---@field mappinState gameNewMappinID[]
---@field mappinWithJournalState Uint32[]
gamemappinsMappinSystemReplicatedState = {}

---@return gamemappinsMappinSystemReplicatedState
function gamemappinsMappinSystemReplicatedState.new() return end

---@param props table
---@return gamemappinsMappinSystemReplicatedState
function gamemappinsMappinSystemReplicatedState.new(props) return end

---@class gamemappinsOutlineArea : gamemappinsIArea
gamemappinsOutlineArea = {}

---@return gamemappinsOutlineArea
function gamemappinsOutlineArea.new() return end

---@param props table
---@return gamemappinsOutlineArea
function gamemappinsOutlineArea.new(props) return end

---@class gamemappinsOutlineMappinVolume : gamemappinsIMappinVolume
---@field height Float
---@field outlinePoints Vector2[]
gamemappinsOutlineMappinVolume = {}

---@return gamemappinsOutlineMappinVolume
function gamemappinsOutlineMappinVolume.new() return end

---@param props table
---@return gamemappinsOutlineMappinVolume
function gamemappinsOutlineMappinVolume.new(props) return end

---@class gamemappinsPhaseVariant : gamemappinsIPointOfInterestVariant
---@field phase gamedataMappinPhase
---@field variant gamedataMappinVariant
gamemappinsPhaseVariant = {}

---@return gamemappinsPhaseVariant
function gamemappinsPhaseVariant.new() return end

---@param props table
---@return gamemappinsPhaseVariant
function gamemappinsPhaseVariant.new(props) return end

---@class gamemappinsPingSystemMappin : gamemappinsRuntimeMappin
---@field pingType gamedataPingType
gamemappinsPingSystemMappin = {}

---@return gamemappinsPingSystemMappin
function gamemappinsPingSystemMappin.new() return end

---@param props table
---@return gamemappinsPingSystemMappin
function gamemappinsPingSystemMappin.new(props) return end

---@return String
function gamemappinsPingSystemMappin:ResolveIconState() return end

---@class gamemappinsPointOfInterestMappin : gamemappinsIMappin
gamemappinsPointOfInterestMappin = {}

---@return gamemappinsPointOfInterestMappin
function gamemappinsPointOfInterestMappin.new() return end

---@param props table
---@return gamemappinsPointOfInterestMappin
function gamemappinsPointOfInterestMappin.new(props) return end

---@return TweakDBID
function gamemappinsPointOfInterestMappin:GetCharacterRecordID() return end

---@return Uint32
function gamemappinsPointOfInterestMappin:GetJournalPathHash() return end

---@return Uint32
function gamemappinsPointOfInterestMappin:GetJournalQuestPathHash() return end

---@return CName
function gamemappinsPointOfInterestMappin:GetSlotName() return end

---@return Bool
function gamemappinsPointOfInterestMappin:IsInsideSecurityAreaTrigger() return end

---@class gamemappinsPointOfInterestMappinData : gamemappinsIMappinData
---@field typedVariant gamemappinsIPointOfInterestVariant
---@field active Bool
---@field slotName CName
---@field slotOffset Vector3
---@field dynamicMappinRadius Float
---@field staticMappinDef TweakDBID
---@field dynamicMappinDef TweakDBID
gamemappinsPointOfInterestMappinData = {}

---@return gamemappinsPointOfInterestMappinData
function gamemappinsPointOfInterestMappinData.new() return end

---@param props table
---@return gamemappinsPointOfInterestMappinData
function gamemappinsPointOfInterestMappinData.new(props) return end

---@class gamemappinsQuestMappin : gamemappinsIMappin
gamemappinsQuestMappin = {}

---@return gamemappinsQuestMappin
function gamemappinsQuestMappin.new() return end

---@param props table
---@return gamemappinsQuestMappin
function gamemappinsQuestMappin.new(props) return end

---@return Uint32
function gamemappinsQuestMappin:GetJournalPathHash() return end

---@return Bool
function gamemappinsQuestMappin:GetOwnerObjectMarkerVisibility() return end

---@return TweakDBID
function gamemappinsQuestMappin:GetUIAnimationRecordID() return end

---@return Bool
function gamemappinsQuestMappin:IsInsideTrigger() return end

---@return Bool
function gamemappinsQuestMappin:IsUIAnimation() return end

---@class gamemappinsQuestMappinManagerReplicatedState
---@field dynamicQuestMappinRepInfo gamemappinsDynamicQuestMappinRepInfo[]
gamemappinsQuestMappinManagerReplicatedState = {}

---@return gamemappinsQuestMappinManagerReplicatedState
function gamemappinsQuestMappinManagerReplicatedState.new() return end

---@param props table
---@return gamemappinsQuestMappinManagerReplicatedState
function gamemappinsQuestMappinManagerReplicatedState.new(props) return end

---@class gamemappinsRemotePlayerMappin : gamemappinsRuntimeMappin
---@field hasMissionData Bool
---@field vitals Int32
gamemappinsRemotePlayerMappin = {}

---@return gamemappinsRemotePlayerMappin
function gamemappinsRemotePlayerMappin.new() return end

---@param props table
---@return gamemappinsRemotePlayerMappin
function gamemappinsRemotePlayerMappin.new(props) return end

---@class gamemappinsRuntimeGenericMappinData : gamemappinsIRuntimeMappinData
gamemappinsRuntimeGenericMappinData = {}

---@return gamemappinsRuntimeGenericMappinData
function gamemappinsRuntimeGenericMappinData.new() return end

---@param props table
---@return gamemappinsRuntimeGenericMappinData
function gamemappinsRuntimeGenericMappinData.new(props) return end

---@class gamemappinsRuntimeInteractionMappinData : gamemappinsIRuntimeMappinData
gamemappinsRuntimeInteractionMappinData = {}

---@return gamemappinsRuntimeInteractionMappinData
function gamemappinsRuntimeInteractionMappinData.new() return end

---@param props table
---@return gamemappinsRuntimeInteractionMappinData
function gamemappinsRuntimeInteractionMappinData.new(props) return end

---@class gamemappinsRuntimeMappin : gamemappinsIMappin
gamemappinsRuntimeMappin = {}

---@return gamemappinsRuntimeMappin
function gamemappinsRuntimeMappin.new() return end

---@param props table
---@return gamemappinsRuntimeMappin
function gamemappinsRuntimeMappin.new(props) return end

---@param visible Bool
function gamemappinsRuntimeMappin:EnableVisibilityThroughWalls(visible) return end

---@return Bool
function gamemappinsRuntimeMappin:GetOwnerObjectMarkerPossibility() return end

---@class gamemappinsRuntimePointOfInterestMappinData : gamemappinsIRuntimeMappinData
gamemappinsRuntimePointOfInterestMappinData = {}

---@return gamemappinsRuntimePointOfInterestMappinData
function gamemappinsRuntimePointOfInterestMappinData.new() return end

---@param props table
---@return gamemappinsRuntimePointOfInterestMappinData
function gamemappinsRuntimePointOfInterestMappinData.new(props) return end

---@class gamemappinsRuntimeQuestMappinData : gamemappinsIRuntimeMappinData
gamemappinsRuntimeQuestMappinData = {}

---@return gamemappinsRuntimeQuestMappinData
function gamemappinsRuntimeQuestMappinData.new() return end

---@param props table
---@return gamemappinsRuntimeQuestMappinData
function gamemappinsRuntimeQuestMappinData.new(props) return end

---@class gamemappinsSenseCone
---@field length Float
---@field width Float
---@field angleDegrees Float
---@field position1 Vector4
---@field position2 Vector4
gamemappinsSenseCone = {}

---@return gamemappinsSenseCone
function gamemappinsSenseCone.new() return end

---@param props table
---@return gamemappinsSenseCone
function gamemappinsSenseCone.new(props) return end

---@class gamemappinsStealthMappin : gamemappinsRuntimeMappin
gamemappinsStealthMappin = {}

---@return gamemappinsStealthMappin
function gamemappinsStealthMappin.new() return end

---@param props table
---@return gamemappinsStealthMappin
function gamemappinsStealthMappin.new(props) return end

---@return Bool
function gamemappinsStealthMappin:CanSeePlayer() return end

---@return Bool
function gamemappinsStealthMappin:DetectionProgressDecreases() return end

---@return Bool
function gamemappinsStealthMappin:DetectionProgressIncreases() return end

---@return gamedataArchetypeType
function gamemappinsStealthMappin:GetArchetype() return end

---@return EAIAttitude
function gamemappinsStealthMappin:GetAttitudeTowardsPlayer() return end

---@return Float
function gamemappinsStealthMappin:GetDetectionProgress() return end

---@return gameObject
function gamemappinsStealthMappin:GetGameObject() return end

---@return gamedataNPCHighLevelState
function gamemappinsStealthMappin:GetHighLevelState() return end

---@return Uint32
function gamemappinsStealthMappin:GetHighestLootQuality() return end

---@return Bool
function gamemappinsStealthMappin:GetIsDetectionGrowing() return end

---@return Uint32
function gamemappinsStealthMappin:GetNPCLevel() return end

---@return Uint32
function gamemappinsStealthMappin:GetNumberOfCombatants() return end

---@return Uint32
function gamemappinsStealthMappin:GetNumberOfShotAttempts() return end

---@return Bool
function gamemappinsStealthMappin:GetObjectMarkersEnabled() return end

function gamemappinsStealthMappin:GetPrevDetectionProgress() return end

function gamemappinsStealthMappin:GetPrevThreatAccuracy() return end

---@return gamedataNPCRarity
function gamemappinsStealthMappin:GetRarity() return end

---@return gameReprimandMappinAnimationState
function gamemappinsStealthMappin:GetReprimandAnimationState() return end

---@return gamemappinsSenseCone
function gamemappinsStealthMappin:GetSenseCone() return end

---@return Float
function gamemappinsStealthMappin:GetStatusEffectCurrentPriority() return end

---@return String
function gamemappinsStealthMappin:GetStatusEffectIconPath() return end

---@return Float
function gamemappinsStealthMappin:GetStatusEffectTimeRemaining() return end

---@return gameEnemyStealthAwarenessState
function gamemappinsStealthMappin:GetStealthAwarenessState() return end

---@return Float
function gamemappinsStealthMappin:GetThreatAccuracy() return end

---@return Bool
function gamemappinsStealthMappin:HasBeenSeen() return end

---@return Bool
function gamemappinsStealthMappin:HasHackingStatusEffect() return end

---@return Bool
function gamemappinsStealthMappin:HasItems() return end

---@return Bool
function gamemappinsStealthMappin:HasLootProcessed() return end

---@return Bool
function gamemappinsStealthMappin:HideUIDetection() return end

---@return Bool
function gamemappinsStealthMappin:IsAggressive() return end

---@return Bool
function gamemappinsStealthMappin:IsAlive() return end

---@return Bool
function gamemappinsStealthMappin:IsCombatNPC() return end

---@return Bool
function gamemappinsStealthMappin:IsCrowdNPC() return end

---@return Bool
function gamemappinsStealthMappin:IsDevice() return end

---@return Bool
function gamemappinsStealthMappin:IsFriendlyFromHack() return end

---@return Bool
function gamemappinsStealthMappin:IsHiddenByQuestIn3D() return end

---@return Bool
function gamemappinsStealthMappin:IsHiddenByQuestOnMinimap() return end

---@return Bool
function gamemappinsStealthMappin:IsHighlighted() return end

---@return Bool
function gamemappinsStealthMappin:IsInCombat() return end

---@return Bool
function gamemappinsStealthMappin:IsNetrunner() return end

---@return Bool
function gamemappinsStealthMappin:IsPlayerInHostileZone() return end

---@return Bool
function gamemappinsStealthMappin:IsPlayerInterestingFromSecuritySystemPOV() return end

---@return Bool
function gamemappinsStealthMappin:IsPlayerWanted() return end

---@return Bool
function gamemappinsStealthMappin:IsPrevention() return end

---@return Bool
function gamemappinsStealthMappin:IsScanned() return end

---@return Bool
function gamemappinsStealthMappin:IsSquadInCombat() return end

---@return Bool
function gamemappinsStealthMappin:IsTagged() return end

---@return Bool
function gamemappinsStealthMappin:IsTarget() return end

---@return Bool
function gamemappinsStealthMappin:IsUsingSenseCone() return end

---@param isPulsing Bool
function gamemappinsStealthMappin:SetIsPulsing(isPulsing) return end

---@param state gameEnemyStealthAwarenessState
function gamemappinsStealthMappin:SetStealthAwarenessState(state) return end

---@param isVisible Bool
function gamemappinsStealthMappin:SetVisibleIn3D(isVisible) return end

---@param isVisible Bool
function gamemappinsStealthMappin:SetVisibleOnMinimap(isVisible) return end

---@return Bool
function gamemappinsStealthMappin:ThreatAccuracyDecreases() return end

---@return Bool
function gamemappinsStealthMappin:ThreatAccuracyIncreases() return end

function gamemappinsStealthMappin:UnregisterMappin() return end

---@param threshold Float
function gamemappinsStealthMappin:UpdateCombatToAwareThreshold(threshold) return end

---@param isCombatant Bool
function gamemappinsStealthMappin:UpdateCombatantState(isCombatant) return end

---@param threshold Float
function gamemappinsStealthMappin:UpdateObjectMarkerThreshold(threshold) return end

---@param canHaveObjectMarker Bool
---@param isVisible Bool
function gamemappinsStealthMappin:UpdateObjectMarkerVisibility(canHaveObjectMarker, isVisible) return end

function gamemappinsStealthMappin:UpdateSenseCone() return end

---@param available Bool
function gamemappinsStealthMappin:UpdateSenseConeAvailable(available) return end

---@return Bool
function gamemappinsStealthMappin:WasDetectionAboveZero() return end

---@return Bool
function gamemappinsStealthMappin:WillReprimand() return end

---@class gamemappinsStealthMappinStatsListener : gameIStatsListener
gamemappinsStealthMappinStatsListener = {}

---@return gamemappinsStealthMappinStatsListener
function gamemappinsStealthMappinStatsListener.new() return end

---@param props table
---@return gamemappinsStealthMappinStatsListener
function gamemappinsStealthMappinStatsListener.new(props) return end

---@class gamemappinsVehicleMappin : gamemappinsRuntimeMappin
gamemappinsVehicleMappin = {}

---@return gamemappinsVehicleMappin
function gamemappinsVehicleMappin.new() return end

---@param props table
---@return gamemappinsVehicleMappin
function gamemappinsVehicleMappin.new(props) return end

---@return Bool
function gamemappinsVehicleMappin:CanSeePlayer() return end

---@return Float
function gamemappinsVehicleMappin:GetPlayerDetectionValue() return end

---@return vehicleBaseObject
function gamemappinsVehicleMappin:GetVehicle() return end

---@param active Bool
function gamemappinsVehicleMappin:SetActive(active) return end

---@class gamemountingIMountingFacility : gameIGameSystem
gamemountingIMountingFacility = {}

---@param info gamemountingMountingInfo
---@return Bool
function gamemountingIMountingFacility.InfoHasChild(info) return end

---@param info gamemountingMountingInfo
---@return Bool
function gamemountingIMountingFacility.InfoHasParent(info) return end

---@param info gamemountingMountingInfo
---@return Bool
function gamemountingIMountingFacility.InfoIsComplete(info) return end

---@param relationship gamemountingMountingRelationship
---@return gameObject
function gamemountingIMountingFacility.RelationshipGetOtherObject(relationship) return end

---@param slotId gamemountingMountingSlotId
---@return Bool
function gamemountingIMountingFacility.SlotIsValid(slotId) return end

---@param child entEntityID
---@param parent entEntityID
---@param slotId gamemountingMountingSlotId
---@return gamemountingMountingInfo[]
function gamemountingIMountingFacility:GetMountingInfoMultipleWithIds(child, parent, slotId) return end

---@param child gameObject
---@param parent gameObject
---@param slotId gamemountingMountingSlotId
---@return gamemountingMountingInfo[]
function gamemountingIMountingFacility:GetMountingInfoMultipleWithObjects(child, parent, slotId) return end

---@param child entEntityID
---@param parent entEntityID
---@param slotId gamemountingMountingSlotId
---@return gamemountingMountingInfo
function gamemountingIMountingFacility:GetMountingInfoSingleWithIds(child, parent, slotId) return end

---@param child gameObject
---@param parent gameObject
---@param slotId gamemountingMountingSlotId
---@return gamemountingMountingInfo
function gamemountingIMountingFacility:GetMountingInfoSingleWithObjects(child, parent, slotId) return end

---@param child entEntityID
---@return Bool
function gamemountingIMountingFacility:IsMountedToAnything(child) return end

---@param mountEvent gamemountingMountingRequest
function gamemountingIMountingFacility:Mount(mountEvent) return end

---@param unmountEvent gamemountingUnmountingRequest
function gamemountingIMountingFacility:Unmount(unmountEvent) return end

---@class gamemountingIMountingPublisher : gameIGameSystem
gamemountingIMountingPublisher = {}

---@class gamemountingMountableComponent : entIComponent
gamemountingMountableComponent = {}

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function gamemountingMountableComponent.IsInteractionAcceptable(choiceEvent) return end

---@class gamemountingMountingEvent : redEvent
---@field request gamemountingMountingRequest
---@field relationship gamemountingMountingRelationship
gamemountingMountingEvent = {}

---@return gamemountingMountingEvent
function gamemountingMountingEvent.new() return end

---@param props table
---@return gamemountingMountingEvent
function gamemountingMountingEvent.new(props) return end

---@class gamemountingMountingFacility : gamemountingIMountingFacility
gamemountingMountingFacility = {}

---@return gamemountingMountingFacility
function gamemountingMountingFacility.new() return end

---@param props table
---@return gamemountingMountingFacility
function gamemountingMountingFacility.new(props) return end

---@class gamemountingMountingFacilitySharedState : ISerializable
---@field children entEntity[]
---@field parents entEntity[]
---@field slotIds gamemountingMountingSlotId[]
---@field parentTypes gameMountingObjectType[]
---@field childTypes gameMountingObjectType[]
gamemountingMountingFacilitySharedState = {}

---@return gamemountingMountingFacilitySharedState
function gamemountingMountingFacilitySharedState.new() return end

---@param props table
---@return gamemountingMountingFacilitySharedState
function gamemountingMountingFacilitySharedState.new(props) return end

---@class gamemountingMountingInfo
---@field childId entEntityID
---@field parentId entEntityID
---@field slotId gamemountingMountingSlotId
gamemountingMountingInfo = {}

---@return gamemountingMountingInfo
function gamemountingMountingInfo.new() return end

---@param props table
---@return gamemountingMountingInfo
function gamemountingMountingInfo.new(props) return end

---@class gamemountingMountingPublisher : gamemountingIMountingPublisher
gamemountingMountingPublisher = {}

---@return gamemountingMountingPublisher
function gamemountingMountingPublisher.new() return end

---@param props table
---@return gamemountingMountingPublisher
function gamemountingMountingPublisher.new(props) return end

---@class gamemountingMountingRelationship
---@field otherMountableType gameMountingObjectType
---@field otherMountableSubType gameMountingObjectSubType
---@field otherObject gameObject
---@field relationshipType gameMountingRelationshipType
---@field slotId gamemountingMountingSlotId
gamemountingMountingRelationship = {}

---@return gamemountingMountingRelationship
function gamemountingMountingRelationship.new() return end

---@param props table
---@return gamemountingMountingRelationship
function gamemountingMountingRelationship.new(props) return end

---@class gamemountingMountingRequest : IScriptable
---@field lowLevelMountingInfo gamemountingMountingInfo
---@field preservePositionAfterMounting Bool
---@field mountData gameMountEventData
gamemountingMountingRequest = {}

---@return gamemountingMountingRequest
function gamemountingMountingRequest.new() return end

---@param props table
---@return gamemountingMountingRequest
function gamemountingMountingRequest.new(props) return end

---@class gamemountingMountingSlotId
---@field id CName
gamemountingMountingSlotId = {}

---@return gamemountingMountingSlotId
function gamemountingMountingSlotId.new() return end

---@param props table
---@return gamemountingMountingSlotId
function gamemountingMountingSlotId.new(props) return end

---@class gamemountingUnmountingEvent : redEvent
---@field request gamemountingUnmountingRequest
---@field relationship gamemountingMountingRelationship
gamemountingUnmountingEvent = {}

---@return gamemountingUnmountingEvent
function gamemountingUnmountingEvent.new() return end

---@param props table
---@return gamemountingUnmountingEvent
function gamemountingUnmountingEvent.new(props) return end

---@class gamemountingUnmountingRequest : IScriptable
---@field lowLevelMountingInfo gamemountingMountingInfo
---@field mountData gameMountEventData
---@field delay Float
gamemountingUnmountingRequest = {}

---@return gamemountingUnmountingRequest
function gamemountingUnmountingRequest.new() return end

---@param props table
---@return gamemountingUnmountingRequest
function gamemountingUnmountingRequest.new(props) return end

---@class gameplayeractionsAttachSlotListener : gameIAttachmentSlotsListener
gameplayeractionsAttachSlotListener = {}

---@return gameplayeractionsAttachSlotListener
function gameplayeractionsAttachSlotListener.new() return end

---@param props table
---@return gameplayeractionsAttachSlotListener
function gameplayeractionsAttachSlotListener.new(props) return end

---@class gameprojectileAccelerateTowardsTrajectoryParams : gameprojectileTrajectoryParams
---@field accelerationSpeed Float
---@field maxSpeed Float
---@field decelerateTowardsTargetPositionDistance Float
---@field maxRotationSpeed Float
---@field minRotationSpeed Float
---@field diffForMaxRotation Float
---@field target gameObject
---@field targetComponent entIPlacedComponent
---@field targetPosition Vector4
---@field targetOffset Vector4
---@field accuracy Float
gameprojectileAccelerateTowardsTrajectoryParams = {}

---@return gameprojectileAccelerateTowardsTrajectoryParams
function gameprojectileAccelerateTowardsTrajectoryParams.new() return end

---@param props table
---@return gameprojectileAccelerateTowardsTrajectoryParams
function gameprojectileAccelerateTowardsTrajectoryParams.new(props) return end

---@class gameprojectileAcceleratedMovementEvent : gameprojectileLinearMovementEvent
gameprojectileAcceleratedMovementEvent = {}

---@return gameprojectileAcceleratedMovementEvent
function gameprojectileAcceleratedMovementEvent.new() return end

---@param props table
---@return gameprojectileAcceleratedMovementEvent
function gameprojectileAcceleratedMovementEvent.new(props) return end

---@class gameprojectileBroadPhaseHitEvent : redEvent
---@field traceResult physicsTraceResult
---@field position Vector4
---@field hitObject entEntity
---@field hitComponent entIComponent
gameprojectileBroadPhaseHitEvent = {}

---@return gameprojectileBroadPhaseHitEvent
function gameprojectileBroadPhaseHitEvent.new() return end

---@param props table
---@return gameprojectileBroadPhaseHitEvent
function gameprojectileBroadPhaseHitEvent.new(props) return end

---@class gameprojectileCollisionEvaluator : IScriptable
gameprojectileCollisionEvaluator = {}

---@return gameprojectileCollisionEvaluator
function gameprojectileCollisionEvaluator.new() return end

---@param props table
---@return gameprojectileCollisionEvaluator
function gameprojectileCollisionEvaluator.new(props) return end

---@class gameprojectileCollisionEvaluatorParams : IScriptable
---@field target gameObject
---@field isPiercableSurface Bool
---@field isWaterSurface Bool
---@field isAutoBounceSurface Bool
---@field angle Float
---@field numBounces Uint32
---@field position Vector4
---@field projectilePenetration CName
---@field isTechPiercing Bool
---@field isDestructible Bool
gameprojectileCollisionEvaluatorParams = {}

---@return gameprojectileCollisionEvaluatorParams
function gameprojectileCollisionEvaluatorParams.new() return end

---@param props table
---@return gameprojectileCollisionEvaluatorParams
function gameprojectileCollisionEvaluatorParams.new(props) return end

---@class gameprojectileComponent : entIPlacedComponent
---@field onCollisionAction gameprojectileOnCollisionAction
---@field useSweepCollision Bool
---@field collisionsFilterClosest Bool
---@field sweepCollisionRadius Float
---@field rotationOffset Quaternion
---@field deriveOwnerVelocity Bool
---@field derivedVelocityParams gameprojectileVelocityParams
---@field filterData physicsFilterData
---@field queryPreset physicsQueryPreset
---@field previewEffect worldEffect
---@field bouncePreviewEffect worldEffect
---@field explosionPreviewEffect worldEffect
---@field explosionPreviewTime Float
---@field gameEffectRef gameEffectRef
gameprojectileComponent = {}

---@return gameprojectileComponent
function gameprojectileComponent.new() return end

---@param props table
---@return gameprojectileComponent
function gameprojectileComponent.new(props) return end

---@param params gameprojectileAccelerateTowardsTrajectoryParams
function gameprojectileComponent:AddAccelerateTowards(params) return end

---@param axis Vector4
---@param value Float
function gameprojectileComponent:AddAxisRotation(axis, value) return end

---@param params gameprojectileFollowTrajectoryParams
function gameprojectileComponent:AddFollow(params) return end

---@param params gameprojectileFollowCurveTrajectoryParams
function gameprojectileComponent:AddFollowCurve(params) return end

---@param entityID entEntityID
function gameprojectileComponent:AddIgnoredEntity(entityID) return end

---@param params gameprojectileLinearTrajectoryParams
function gameprojectileComponent:AddLinear(params) return end

---@param params gameprojectileParabolicTrajectoryParams
function gameprojectileComponent:AddParabolic(params) return end

function gameprojectileComponent:ClearIgnoredEntities() return end

function gameprojectileComponent:ClearTrajectories() return end

---@return gameEffectInstance
function gameprojectileComponent:GetGameEffectInstance() return end

---@return Vector4
function gameprojectileComponent:GetPrintVelocity() return end

---@return gameObject
function gameprojectileComponent:GetProjectileOwner() return end

---@return CName
function gameprojectileComponent:GetTrailVFXName() return end

---@return Float
function gameprojectileComponent:GetTrailVFXScale() return end

---@return Bool
function gameprojectileComponent:IsTrajectoryEmpty() return end

---@param enable Bool
function gameprojectileComponent:LockOrientation(enable) return end

---@param key CName|string
---@param value String
function gameprojectileComponent:LogDebugVariable(key, value) return end

---@param entityID entEntityID
function gameprojectileComponent:RemoveIgnoredEntity(entityID) return end

---@param cooldown Float
function gameprojectileComponent:SetCollisionCooldown(cooldown) return end

---@param collisionEvaluator gameprojectileScriptCollisionEvaluator
function gameprojectileComponent:SetCollisionEvaluator(collisionEvaluator) return end

---@param depth Float
function gameprojectileComponent:SetDeactivationDepth(depth) return end

---@param transform Transform
function gameprojectileComponent:SetDesiredTransform(transform) return end

---@param energyLossFactor Float
---@param puppetEnergyLossFactor Float
function gameprojectileComponent:SetEnergyLossFactor(energyLossFactor, puppetEnergyLossFactor) return end

function gameprojectileComponent:SetEnergyLossFactor() return end

---@param explosionRadius Float
function gameprojectileComponent:SetExplosionVisualRadius(explosionRadius) return end

---@param action gameprojectileOnCollisionAction
function gameprojectileComponent:SetOnCollisionAction(action) return end

---@param params gameprojectileSpiralParams
function gameprojectileComponent:SetSpiral(params) return end

---@param wasStopped Bool
function gameprojectileComponent:SetWasTrajectoryStopped(wasStopped) return end

---@param params gameprojectileSlideTrajectoryParams
function gameprojectileComponent:Slide(params) return end

function gameprojectileComponent:SpawnTrailVFX() return end

---@param enabled Bool
function gameprojectileComponent:ToggleAxisRotation(enabled) return end

---@class gameprojectileFollowCurveTrajectoryParams : gameprojectileTrajectoryParams
---@field target gameObject
---@field componentName CName
---@field targetComponent entIPlacedComponent
---@field targetSlotName CName
---@field targetPosition Vector4
---@field startVelocity Float
---@field linearTimeRatio Float
---@field interpolationTimeRatio Float
---@field returnTimeMargin Float
---@field bendTimeRatio Float
---@field bendFactor Float
---@field angleInHitPlane Float
---@field angleInVerticalPlane Float
---@field shouldRotate Bool
---@field halfLeanAngle Float
---@field endLeanAngle Float
---@field angleInterpolationDuration Float
---@field snapRadius Float
---@field accuracy Float
---@field offset Vector4
---@field offsetInPlane Vector3
---@field sendFollowEvent Bool
---@field startVelocityDirectionCheck Bool
gameprojectileFollowCurveTrajectoryParams = {}

---@return gameprojectileFollowCurveTrajectoryParams
function gameprojectileFollowCurveTrajectoryParams.new() return end

---@param props table
---@return gameprojectileFollowCurveTrajectoryParams
function gameprojectileFollowCurveTrajectoryParams.new(props) return end

---@class gameprojectileFollowEvent : redEvent
---@field followObject gameObject
gameprojectileFollowEvent = {}

---@return gameprojectileFollowEvent
function gameprojectileFollowEvent.new() return end

---@param props table
---@return gameprojectileFollowEvent
function gameprojectileFollowEvent.new(props) return end

---@class gameprojectileFollowTrajectoryParams : gameprojectileTrajectoryParams
---@field startVel Float
---@field target gameObject
---@field targetComponent entIPlacedComponent
---@field accuracy Float
---@field targetOffset Vector4
gameprojectileFollowTrajectoryParams = {}

---@return gameprojectileFollowTrajectoryParams
function gameprojectileFollowTrajectoryParams.new() return end

---@param props table
---@return gameprojectileFollowTrajectoryParams
function gameprojectileFollowTrajectoryParams.new(props) return end

---@class gameprojectileForceActivationEvent : redEvent
gameprojectileForceActivationEvent = {}

---@return gameprojectileForceActivationEvent
function gameprojectileForceActivationEvent.new() return end

---@param props table
---@return gameprojectileForceActivationEvent
function gameprojectileForceActivationEvent.new(props) return end

---@class gameprojectileForwardEventToProjectileEvent : redEvent
---@field eventToForward redEvent
gameprojectileForwardEventToProjectileEvent = {}

---@return gameprojectileForwardEventToProjectileEvent
function gameprojectileForwardEventToProjectileEvent.new() return end

---@param props table
---@return gameprojectileForwardEventToProjectileEvent
function gameprojectileForwardEventToProjectileEvent.new(props) return end

---@class gameprojectileHitEvent : redEvent
---@field hitInstances gameprojectileHitInstance[]
gameprojectileHitEvent = {}

---@return gameprojectileHitEvent
function gameprojectileHitEvent.new() return end

---@param props table
---@return gameprojectileHitEvent
function gameprojectileHitEvent.new(props) return end

---@class gameprojectileHitInstance
---@field traceResult physicsTraceResult
---@field position Vector4
---@field projectilePosition Vector4
---@field projectileSourcePosition Vector4
---@field forward Vector4
---@field velocity Vector4
---@field hitObject entEntity
---@field hitWeakspot gameWeakspotObject
---@field hitRepresentationResult gameQueryResult
---@field numRicochetBounces Int32
---@field isWaterSurfaceImpact Bool
---@field hitThroughWaterSurface Bool
gameprojectileHitInstance = {}

---@return gameprojectileHitInstance
function gameprojectileHitInstance.new() return end

---@param props table
---@return gameprojectileHitInstance
function gameprojectileHitInstance.new(props) return end

---@class gameprojectileLaunchEvent : redEvent
---@field launchParams gameprojectileLaunchParams
---@field owner gameObject
---@field weapon gameObject
---@field projectileParams gameprojectileWeaponParams
gameprojectileLaunchEvent = {}

---@return gameprojectileLaunchEvent
function gameprojectileLaunchEvent.new() return end

---@param props table
---@return gameprojectileLaunchEvent
function gameprojectileLaunchEvent.new(props) return end

---@class gameprojectileLaunchParams
---@field launchMode gameprojectileELaunchMode
---@field logicalPositionProvider entIPositionProvider
---@field logicalOrientationProvider entIOrientationProvider
---@field visualPositionProvider entIPositionProvider
---@field visualOrientationProvider entIOrientationProvider
---@field ownerVelocityProvider entIVelocityProvider
gameprojectileLaunchParams = {}

---@return gameprojectileLaunchParams
function gameprojectileLaunchParams.new() return end

---@param props table
---@return gameprojectileLaunchParams
function gameprojectileLaunchParams.new(props) return end

---@class gameprojectileLinearMovementEvent : redEvent
---@field targetPosition Vector4
gameprojectileLinearMovementEvent = {}

---@return gameprojectileLinearMovementEvent
function gameprojectileLinearMovementEvent.new() return end

---@param props table
---@return gameprojectileLinearMovementEvent
function gameprojectileLinearMovementEvent.new(props) return end

---@class gameprojectileLinearTrajectoryParams : gameprojectileTrajectoryParams
---@field startVel Float
---@field acceleration Float
gameprojectileLinearTrajectoryParams = {}

---@return gameprojectileLinearTrajectoryParams
function gameprojectileLinearTrajectoryParams.new() return end

---@param props table
---@return gameprojectileLinearTrajectoryParams
function gameprojectileLinearTrajectoryParams.new(props) return end

---@class gameprojectileParabolicTrajectoryParams : gameprojectileTrajectoryParams
gameprojectileParabolicTrajectoryParams = {}

---@return gameprojectileParabolicTrajectoryParams
function gameprojectileParabolicTrajectoryParams.new() return end

---@param props table
---@return gameprojectileParabolicTrajectoryParams
function gameprojectileParabolicTrajectoryParams.new(props) return end

---@param accel Vector4
---@param target Vector4
---@param angle Float
---@param zVelocityClamp Float
---@return gameprojectileParabolicTrajectoryParams
function gameprojectileParabolicTrajectoryParams.GetAccelTargetAngleParabolicParams(accel, target, angle, zVelocityClamp) return end

---@param accel Vector4
---@param vel Float
---@param zVelocityClamp Float
---@return gameprojectileParabolicTrajectoryParams
function gameprojectileParabolicTrajectoryParams.GetAccelVelParabolicParams(accel, vel, zVelocityClamp) return end

---@param target Vector4
---@param vel Float
---@param zVelocityClamp Float
---@return gameprojectileParabolicTrajectoryParams
function gameprojectileParabolicTrajectoryParams.GetVelTargetParabolicParams(target, vel, zVelocityClamp) return end

---@class gameprojectileProjectilePreviewEvent : gameprojectileSpawnerPreviewEvent
---@field visualOffset Transform
gameprojectileProjectilePreviewEvent = {}

---@return gameprojectileProjectilePreviewEvent
function gameprojectileProjectilePreviewEvent.new() return end

---@param props table
---@return gameprojectileProjectilePreviewEvent
function gameprojectileProjectilePreviewEvent.new(props) return end

---@class gameprojectileScriptCollisionEvaluator : gameprojectileCollisionEvaluator
gameprojectileScriptCollisionEvaluator = {}

---@return gameprojectileScriptCollisionEvaluator
function gameprojectileScriptCollisionEvaluator.new() return end

---@param props table
---@return gameprojectileScriptCollisionEvaluator
function gameprojectileScriptCollisionEvaluator.new(props) return end

---@param defaultOnCollisionAction gameprojectileOnCollisionAction
---@param params gameprojectileCollisionEvaluatorParams
---@return gameprojectileOnCollisionAction
function gameprojectileScriptCollisionEvaluator:EvaluateCollision(defaultOnCollisionAction, params) return end

---@class gameprojectileSetUpAndLaunchEvent : gameprojectileLaunchEvent
---@field trajectoryParams gameprojectileTrajectoryParams
---@field lerpMultiplier Float
gameprojectileSetUpAndLaunchEvent = {}

---@return gameprojectileSetUpAndLaunchEvent
function gameprojectileSetUpAndLaunchEvent.new() return end

---@param props table
---@return gameprojectileSetUpAndLaunchEvent
function gameprojectileSetUpAndLaunchEvent.new(props) return end

---@class gameprojectileSetUpEvent : redEvent
---@field owner gameObject
---@field weapon gameObject
---@field trajectoryParams gameprojectileTrajectoryParams
---@field lerpMultiplier Float
gameprojectileSetUpEvent = {}

---@return gameprojectileSetUpEvent
function gameprojectileSetUpEvent.new() return end

---@param props table
---@return gameprojectileSetUpEvent
function gameprojectileSetUpEvent.new(props) return end

---@class gameprojectileShootEvent : gameprojectileSetUpEvent
---@field localToWorld Matrix
---@field startPoint Vector4
---@field startVelocity Vector4
---@field weaponVelocity Vector4
---@field params gameprojectileWeaponParams
gameprojectileShootEvent = {}

---@return gameprojectileShootEvent
function gameprojectileShootEvent.new() return end

---@param props table
---@return gameprojectileShootEvent
function gameprojectileShootEvent.new(props) return end

---@class gameprojectileShootTargetEvent : gameprojectileShootEvent
gameprojectileShootTargetEvent = {}

---@return gameprojectileShootTargetEvent
function gameprojectileShootTargetEvent.new() return end

---@param props table
---@return gameprojectileShootTargetEvent
function gameprojectileShootTargetEvent.new(props) return end

---@class gameprojectileSlideTrajectoryParams : gameprojectileTrajectoryParams
---@field stickiness Float
---@field constAccel Vector4
gameprojectileSlideTrajectoryParams = {}

---@return gameprojectileSlideTrajectoryParams
function gameprojectileSlideTrajectoryParams.new() return end

---@param props table
---@return gameprojectileSlideTrajectoryParams
function gameprojectileSlideTrajectoryParams.new(props) return end

---@class gameprojectileSpawnComponent : entIPlacedComponent
---@field spawnOffset Vector3
---@field projectileTemplates CName[]
---@field slotName CName
gameprojectileSpawnComponent = {}

---@return gameprojectileSpawnComponent
function gameprojectileSpawnComponent.new() return end

---@param props table
---@return gameprojectileSpawnComponent
function gameprojectileSpawnComponent.new(props) return end

---@param templateID Uint32
function gameprojectileSpawnComponent:Spawn(templateID) return end

---@class gameprojectileSpawnerAttachEvent : redEvent
---@field owner gameObject
gameprojectileSpawnerAttachEvent = {}

---@return gameprojectileSpawnerAttachEvent
function gameprojectileSpawnerAttachEvent.new() return end

---@param props table
---@return gameprojectileSpawnerAttachEvent
function gameprojectileSpawnerAttachEvent.new(props) return end

---@class gameprojectileSpawnerAttachExistingEvent : redEvent
---@field projectile gameObject
---@field owner gameObject
gameprojectileSpawnerAttachExistingEvent = {}

---@return gameprojectileSpawnerAttachExistingEvent
function gameprojectileSpawnerAttachExistingEvent.new() return end

---@param props table
---@return gameprojectileSpawnerAttachExistingEvent
function gameprojectileSpawnerAttachExistingEvent.new(props) return end

---@class gameprojectileSpawnerLaunchEvent : redEvent
---@field launchParams gameprojectileLaunchParams
---@field templateName CName
---@field appearance CName
---@field owner gameObject
---@field projectileParams gameprojectileWeaponParams
gameprojectileSpawnerLaunchEvent = {}

---@return gameprojectileSpawnerLaunchEvent
function gameprojectileSpawnerLaunchEvent.new() return end

---@param props table
---@return gameprojectileSpawnerLaunchEvent
function gameprojectileSpawnerLaunchEvent.new(props) return end

---@class gameprojectileSpawnerPreviewEvent : redEvent
---@field previewActive Bool
gameprojectileSpawnerPreviewEvent = {}

---@return gameprojectileSpawnerPreviewEvent
function gameprojectileSpawnerPreviewEvent.new() return end

---@param props table
---@return gameprojectileSpawnerPreviewEvent
function gameprojectileSpawnerPreviewEvent.new(props) return end

---@class gameprojectileSpiralParams : IScriptable
---@field enabled Bool
---@field radius Float
---@field cycleTimeMin Float
---@field cycleTimeMax Float
---@field rampUpDistanceStart Float
---@field rampUpDistanceEnd Float
---@field rampDownDistanceStart Float
---@field rampDownDistanceEnd Float
---@field rampDownFactor Float
---@field randomizePhase Bool
---@field randomizeDirection Bool
gameprojectileSpiralParams = {}

---@return gameprojectileSpiralParams
function gameprojectileSpiralParams.new() return end

---@param props table
---@return gameprojectileSpiralParams
function gameprojectileSpiralParams.new(props) return end

---@class gameprojectileTickEvent : redEvent
---@field deltaTime Float
---@field position Vector4
gameprojectileTickEvent = {}

---@return gameprojectileTickEvent
function gameprojectileTickEvent.new() return end

---@param props table
---@return gameprojectileTickEvent
function gameprojectileTickEvent.new(props) return end

---@class gameprojectileTrajectoryParams : IScriptable
gameprojectileTrajectoryParams = {}

---@class gameprojectileVelocityParams
---@field xFactor Float
---@field yFactor Float
---@field zFactor Float
gameprojectileVelocityParams = {}

---@return gameprojectileVelocityParams
function gameprojectileVelocityParams.new() return end

---@param props table
---@return gameprojectileVelocityParams
function gameprojectileVelocityParams.new(props) return end

---@class gameprojectileWeaponParams
---@field targetPosition Vector4
---@field smartGunSpreadOnHitPlane Vector3
---@field charge Float
---@field trackedTargetComponent entIPlacedComponent
---@field smartGunAccuracy Float
---@field smartGunIsProjectileGuided Bool
---@field hitPlaneOffset Vector4
---@field shootingOffset Float
---@field ignoreWeaponOwnerCollision Bool
---@field ignoreMountedVehicleCollision Bool
---@field ricochetData gameRicochetData
---@field range Float
gameprojectileWeaponParams = {}

---@return gameprojectileWeaponParams
function gameprojectileWeaponParams.new() return end

---@param props table
---@return gameprojectileWeaponParams
function gameprojectileWeaponParams.new(props) return end

---@param self_ gameprojectileWeaponParams
---@param entityID entEntityID
function gameprojectileWeaponParams.AddObjectToIgnoreCollisionWith(self_, entityID) return end

---@class gamesmartGunSmartGunLockEvent : redEvent
---@field locked Bool
---@field lockedOnByPlayer Bool
gamesmartGunSmartGunLockEvent = {}

---@return gamesmartGunSmartGunLockEvent
function gamesmartGunSmartGunLockEvent.new() return end

---@param props table
---@return gamesmartGunSmartGunLockEvent
function gamesmartGunSmartGunLockEvent.new(props) return end

---@class gamesmartGunUIParameters : IScriptable
---@field targets gamesmartGunUITargetParameters[]
---@field sight gamesmartGunUISightParameters
---@field crosshairPos Vector2
---@field hasRequiredCyberware Bool
---@field timeToRemoveOccludedTarget Float
---@field timeToLock Float
---@field timeToUnlock Float
---@field smartAudioEvents CName[]
---@field smartAudioEventsDelays Float[]
gamesmartGunUIParameters = {}

---@return gamesmartGunUIParameters
function gamesmartGunUIParameters.new() return end

---@param props table
---@return gamesmartGunUIParameters
function gamesmartGunUIParameters.new(props) return end

---@class gamesmartGunUISightParameters
---@field center Vector2
---@field targetableRegionSize Vector2
---@field reticleSize Vector2
gamesmartGunUISightParameters = {}

---@return gamesmartGunUISightParameters
function gamesmartGunUISightParameters.new() return end

---@param props table
---@return gamesmartGunUISightParameters
function gamesmartGunUISightParameters.new(props) return end

---@class gamesmartGunUITargetParameters
---@field pos Vector2
---@field state gamesmartGunTargetState
---@field distance Float
---@field accuracy Float
---@field isLocked Bool
---@field timeLocking Float
---@field timeUnlocking Float
---@field entityID entEntityID
---@field attachedBoneName CName
gamesmartGunUITargetParameters = {}

---@return gamesmartGunUITargetParameters
function gamesmartGunUITargetParameters.new() return end

---@param props table
---@return gamesmartGunUITargetParameters
function gamesmartGunUITargetParameters.new(props) return end

---@class gamestateMachineActionParameterBool
---@field name CName
---@field value Bool
gamestateMachineActionParameterBool = {}

---@return gamestateMachineActionParameterBool
function gamestateMachineActionParameterBool.new() return end

---@param props table
---@return gamestateMachineActionParameterBool
function gamestateMachineActionParameterBool.new(props) return end

---@class gamestateMachineActionParameterCName
---@field name CName
---@field value CName
gamestateMachineActionParameterCName = {}

---@return gamestateMachineActionParameterCName
function gamestateMachineActionParameterCName.new() return end

---@param props table
---@return gamestateMachineActionParameterCName
function gamestateMachineActionParameterCName.new(props) return end

---@class gamestateMachineActionParameterDouble
---@field name CName
---@field value Double
gamestateMachineActionParameterDouble = {}

---@return gamestateMachineActionParameterDouble
function gamestateMachineActionParameterDouble.new() return end

---@param props table
---@return gamestateMachineActionParameterDouble
function gamestateMachineActionParameterDouble.new(props) return end

---@class gamestateMachineActionParameterFloat
---@field name CName
---@field value Float
gamestateMachineActionParameterFloat = {}

---@return gamestateMachineActionParameterFloat
function gamestateMachineActionParameterFloat.new() return end

---@param props table
---@return gamestateMachineActionParameterFloat
function gamestateMachineActionParameterFloat.new(props) return end

---@class gamestateMachineActionParameterIScriptable
---@field name CName
---@field value IScriptable
gamestateMachineActionParameterIScriptable = {}

---@return gamestateMachineActionParameterIScriptable
function gamestateMachineActionParameterIScriptable.new() return end

---@param props table
---@return gamestateMachineActionParameterIScriptable
function gamestateMachineActionParameterIScriptable.new(props) return end

---@class gamestateMachineActionParameterInt
---@field name CName
---@field value Int32
gamestateMachineActionParameterInt = {}

---@return gamestateMachineActionParameterInt
function gamestateMachineActionParameterInt.new() return end

---@param props table
---@return gamestateMachineActionParameterInt
function gamestateMachineActionParameterInt.new(props) return end

---@class gamestateMachineActionParameterTweakDBID
---@field name CName
---@field value TweakDBID
gamestateMachineActionParameterTweakDBID = {}

---@return gamestateMachineActionParameterTweakDBID
function gamestateMachineActionParameterTweakDBID.new() return end

---@param props table
---@return gamestateMachineActionParameterTweakDBID
function gamestateMachineActionParameterTweakDBID.new(props) return end

---@class gamestateMachineActionParameterVector
---@field name CName
---@field value Vector4
gamestateMachineActionParameterVector = {}

---@return gamestateMachineActionParameterVector
function gamestateMachineActionParameterVector.new() return end

---@param props table
---@return gamestateMachineActionParameterVector
function gamestateMachineActionParameterVector.new(props) return end

---@class gamestateMachineActionParameterWeakIScriptable
---@field name CName
---@field value IScriptable
gamestateMachineActionParameterWeakIScriptable = {}

---@return gamestateMachineActionParameterWeakIScriptable
function gamestateMachineActionParameterWeakIScriptable.new() return end

---@param props table
---@return gamestateMachineActionParameterWeakIScriptable
function gamestateMachineActionParameterWeakIScriptable.new(props) return end

---@class gamestateMachineComponent : gamePlayerControlledComponent
---@field packageName String
gamestateMachineComponent = {}

---@return gamestateMachineComponent
function gamestateMachineComponent.new() return end

---@param props table
---@return gamestateMachineComponent
function gamestateMachineComponent.new(props) return end

---@param stateMachineName CName|string
---@param instanceData gamestateMachineStateMachineInstanceData
---@param owner entEntity
---@param tryHotSwap Bool
function gamestateMachineComponent:AddStateMachine(stateMachineName, instanceData, owner, tryHotSwap) return end

---@return gamestateMachineStateSnapshotsContainer
function gamestateMachineComponent:GetSnapshotContainer() return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@return Bool
function gamestateMachineComponent:IsStateMachinePresent(stateMachineIdentifier) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
function gamestateMachineComponent:RemoveStateMachine(stateMachineIdentifier) return end

---@param evt RipOff
---@return Bool
function gamestateMachineComponent:OnRipOff(evt) return end

---@param evt gameeventsStartFinisherEvent
---@return Bool
function gamestateMachineComponent:OnStartFinisherEvent(evt) return end

---@param mountingEvent gamemountingMountingEvent
---@return Bool
function gamestateMachineComponent:OnStartMountingEvent(mountingEvent) return end

---@param startTakedownEvent gameeventsStartTakedownEvent
---@return Bool
function gamestateMachineComponent:OnStartTakedownEvent(startTakedownEvent) return end

---@param unmountingEvent gamemountingUnmountingEvent
---@return Bool
function gamestateMachineComponent:OnStartUnmountingEvent(unmountingEvent) return end

---@param mountingEvent gamemountingMountingEvent
---@param ownerEntity entEntity
function gamestateMachineComponent:MountAsChild(mountingEvent, ownerEntity) return end

---@param mountingEvent gamemountingMountingEvent
---@param ownerEntity entEntity
function gamestateMachineComponent:MountFromParent(mountingEvent, ownerEntity) return end

---@param unmountingEvent gamemountingUnmountingEvent
---@param ownerEntity entEntity
function gamestateMachineComponent:UnmountChild(unmountingEvent, ownerEntity) return end

---@param unmountingEvent gamemountingUnmountingEvent
---@param ownerEntity entEntity
function gamestateMachineComponent:UnmountFromParent(unmountingEvent, ownerEntity) return end

---@class gamestateMachineComponentReplicatedState : netIComponentState
---@field stateContext gamestateMachineStateContext
---@field enterLadderParameter gamestateMachineparameterTypeLadderDescription
---@field exitLadderParameter Bool
gamestateMachineComponentReplicatedState = {}

---@return gamestateMachineComponentReplicatedState
function gamestateMachineComponentReplicatedState.new() return end

---@param props table
---@return gamestateMachineComponentReplicatedState
function gamestateMachineComponentReplicatedState.new(props) return end

---@param slotID TweakDBID|string
---@param activeItemID ItemID
function gamestateMachineComponentReplicatedState:MP(slotID, activeItemID) return end

---@param slotID TweakDBID|string
---@param activeItemID ItemID
function gamestateMachineComponentReplicatedState:MP(slotID, activeItemID) return end

---@class gamestateMachineConsumableParameterBool : gamestateMachineActionParameterBool
---@field consumed Bool
gamestateMachineConsumableParameterBool = {}

---@return gamestateMachineConsumableParameterBool
function gamestateMachineConsumableParameterBool.new() return end

---@param props table
---@return gamestateMachineConsumableParameterBool
function gamestateMachineConsumableParameterBool.new(props) return end

---@class gamestateMachineConsumableParameterCName : gamestateMachineActionParameterCName
---@field consumed Bool
gamestateMachineConsumableParameterCName = {}

---@return gamestateMachineConsumableParameterCName
function gamestateMachineConsumableParameterCName.new() return end

---@param props table
---@return gamestateMachineConsumableParameterCName
function gamestateMachineConsumableParameterCName.new(props) return end

---@class gamestateMachineConsumableParameterDouble : gamestateMachineActionParameterDouble
---@field consumed Bool
gamestateMachineConsumableParameterDouble = {}

---@return gamestateMachineConsumableParameterDouble
function gamestateMachineConsumableParameterDouble.new() return end

---@param props table
---@return gamestateMachineConsumableParameterDouble
function gamestateMachineConsumableParameterDouble.new(props) return end

---@class gamestateMachineConsumableParameterFloat : gamestateMachineActionParameterFloat
---@field consumed Bool
gamestateMachineConsumableParameterFloat = {}

---@return gamestateMachineConsumableParameterFloat
function gamestateMachineConsumableParameterFloat.new() return end

---@param props table
---@return gamestateMachineConsumableParameterFloat
function gamestateMachineConsumableParameterFloat.new(props) return end

---@class gamestateMachineConsumableParameterIScriptable : gamestateMachineActionParameterIScriptable
---@field consumed Bool
gamestateMachineConsumableParameterIScriptable = {}

---@return gamestateMachineConsumableParameterIScriptable
function gamestateMachineConsumableParameterIScriptable.new() return end

---@param props table
---@return gamestateMachineConsumableParameterIScriptable
function gamestateMachineConsumableParameterIScriptable.new(props) return end

---@class gamestateMachineConsumableParameterInt : gamestateMachineActionParameterInt
---@field consumed Bool
gamestateMachineConsumableParameterInt = {}

---@return gamestateMachineConsumableParameterInt
function gamestateMachineConsumableParameterInt.new() return end

---@param props table
---@return gamestateMachineConsumableParameterInt
function gamestateMachineConsumableParameterInt.new(props) return end

---@class gamestateMachineConsumableParameterTweakDBID : gamestateMachineActionParameterTweakDBID
---@field consumed Bool
gamestateMachineConsumableParameterTweakDBID = {}

---@return gamestateMachineConsumableParameterTweakDBID
function gamestateMachineConsumableParameterTweakDBID.new() return end

---@param props table
---@return gamestateMachineConsumableParameterTweakDBID
function gamestateMachineConsumableParameterTweakDBID.new(props) return end

---@class gamestateMachineConsumableParameterVector : gamestateMachineActionParameterVector
---@field consumed Bool
gamestateMachineConsumableParameterVector = {}

---@return gamestateMachineConsumableParameterVector
function gamestateMachineConsumableParameterVector.new() return end

---@param props table
---@return gamestateMachineConsumableParameterVector
function gamestateMachineConsumableParameterVector.new(props) return end

---@class gamestateMachineConsumableParameterWeakIScriptable : gamestateMachineActionParameterWeakIScriptable
---@field consumed Bool
gamestateMachineConsumableParameterWeakIScriptable = {}

---@return gamestateMachineConsumableParameterWeakIScriptable
function gamestateMachineConsumableParameterWeakIScriptable.new() return end

---@param props table
---@return gamestateMachineConsumableParameterWeakIScriptable
function gamestateMachineConsumableParameterWeakIScriptable.new(props) return end

---@class gamestateMachineFunctor : IScriptable
gamestateMachineFunctor = {}

---@return gamestateMachineFunctor
function gamestateMachineFunctor.new() return end

---@param props table
---@return gamestateMachineFunctor
function gamestateMachineFunctor.new(props) return end

---@param enable Bool
function gamestateMachineFunctor:EnableOnEnterCondition(enable) return end

---@return Float
function gamestateMachineFunctor:GetInStateTime() return end

---@return CName
function gamestateMachineFunctor:GetStateMachineName() return end

---@return CName
function gamestateMachineFunctor:GetStateName() return end

---@param parameterName String
---@return Bool[]
function gamestateMachineFunctor:GetStaticBoolArrayParameter(parameterName) return end

---@param parameterName String
---@return gamestateMachineResultBool
function gamestateMachineFunctor:GetStaticBoolParameter(parameterName) return end

---@param parameterName String
---@param defaultVal Bool
---@return Bool
function gamestateMachineFunctor:GetStaticBoolParameterDefault(parameterName, defaultVal) return end

---@param parameterName String
---@return CName[]
function gamestateMachineFunctor:GetStaticCNameArrayParameter(parameterName) return end

---@param parameterName String
---@return gamestateMachineResultCName
function gamestateMachineFunctor:GetStaticCNameParameter(parameterName) return end

---@param parameterName String
---@param defaultVal CName|string
---@return CName
function gamestateMachineFunctor:GetStaticCNameParameterDefault(parameterName, defaultVal) return end

---@param parameterName String
---@return Float[]
function gamestateMachineFunctor:GetStaticFloatArrayParameter(parameterName) return end

---@param parameterName String
---@return gamestateMachineResultFloat
function gamestateMachineFunctor:GetStaticFloatParameter(parameterName) return end

---@param parameterName String
---@param defaultVal Float
---@return Float
function gamestateMachineFunctor:GetStaticFloatParameterDefault(parameterName, defaultVal) return end

---@param parameterName String
---@return Int32[]
function gamestateMachineFunctor:GetStaticIntArrayParameter(parameterName) return end

---@param parameterName String
---@return gamestateMachineResultInt
function gamestateMachineFunctor:GetStaticIntParameter(parameterName) return end

---@param parameterName String
---@param defaultVal Int32
---@return Int32
function gamestateMachineFunctor:GetStaticIntParameterDefault(parameterName, defaultVal) return end

---@param parameterName String
---@return String[]
function gamestateMachineFunctor:GetStaticStringArrayParameter(parameterName) return end

---@param parameterName String
---@return gamestateMachineResultString
function gamestateMachineFunctor:GetStaticStringParameter(parameterName) return end

---@param parameterName String
---@param defaultVal String
---@return String
function gamestateMachineFunctor:GetStaticStringParameterDefault(parameterName, defaultVal) return end

---@return Bool
function gamestateMachineFunctor:IsOnEnterConditionEnabled() return end

---@param flavourName CName|string
function gamestateMachineFunctor:SetFlavour(flavourName) return end

---@class gamestateMachineGameScriptInterface : gamestateMachineScriptInterface
gamestateMachineGameScriptInterface = {}

---@return gamestateMachineGameScriptInterface
function gamestateMachineGameScriptInterface.new() return end

---@param props table
---@return gamestateMachineGameScriptInterface
function gamestateMachineGameScriptInterface.new(props) return end

---@param position Vector4
---@param radius Float
---@param strength Float
---@param numFrames Uint32
function gamestateMachineGameScriptInterface.CreateWaterImpulse(position, radius, strength, numFrames) return end

---@param item gameItemObject
---@param eventName CName|string
function gamestateMachineGameScriptInterface.PushAnimationEventToItem(item, eventName) return end

---@param settingId CName|string
---@return Bool
function gamestateMachineGameScriptInterface:ActivateCameraSetting(settingId) return end

---@param capsuleHeight Float
---@param capsuleRadius Float
---@return Bool
function gamestateMachineGameScriptInterface:CanCapsuleFit(capsuleHeight, capsuleRadius) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function gamestateMachineGameScriptInterface:CanEnterInteraction(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function gamestateMachineGameScriptInterface:CanEquipItem(stateContext) return end

---@return AINavigationSystem
function gamestateMachineGameScriptInterface:GetAINavigationSystem() return end

---@return gameAchievementSystem
function gamestateMachineGameScriptInterface:GetAchievementSystem() return end

---@param actionName CName|string
---@return Uint32
function gamestateMachineGameScriptInterface:GetActionPressCount(actionName) return end

---@param actionName CName|string
---@return Float
function gamestateMachineGameScriptInterface:GetActionPrevStateTime(actionName) return end

---@param actionName CName|string
---@return Float
function gamestateMachineGameScriptInterface:GetActionStateTime(actionName) return end

---@param actionName CName|string
---@return Float
function gamestateMachineGameScriptInterface:GetActionValue(actionName) return end

---@return gameActivityLogSystem
function gamestateMachineGameScriptInterface:GetActivityLogSystem() return end

---@return gameCAttitudeManager
function gamestateMachineGameScriptInterface:GetAttitudeSystem() return end

---@return gameGameAudioSystem
function gamestateMachineGameScriptInterface:GetAudioSystem() return end

---@return gameBlackboardSystem
function gamestateMachineGameScriptInterface:GetBlackboardSystem() return end

---@return gameCameraSystem
function gamestateMachineGameScriptInterface:GetCameraSystem() return end

---@return Transform
function gamestateMachineGameScriptInterface:GetCameraWorldTransform() return end

---@return gameuiICharacterCustomizationSystem
function gamestateMachineGameScriptInterface:GetCharacterCustomizationSystem() return end

---@return physicsControllerHit[]
function gamestateMachineGameScriptInterface:GetCollisionReport() return end

---@return gameICombatQueriesSystem
function gamestateMachineGameScriptInterface:GetCombatQueriesSystem() return end

---@return gameCommunitySystem
function gamestateMachineGameScriptInterface:GetCommunitySystem() return end

---@return gameCompanionSystem
function gamestateMachineGameScriptInterface:GetCompanionSystem() return end

---@return gameICooldownSystem
function gamestateMachineGameScriptInterface:GetCooldownSystem() return end

---@return AISmartCoverManager
function gamestateMachineGameScriptInterface:GetCoverManager() return end

---@return gameDamageSystem
function gamestateMachineGameScriptInterface:GetDamageSystem() return end

---@return gameDebugCheatsSystem
function gamestateMachineGameScriptInterface:GetDebugCheatsSystem() return end

---@return gameIDebugDrawHistorySystem
function gamestateMachineGameScriptInterface:GetDebugDrawHistorySystem() return end

---@return gameDebugPlayerBreadcrumbs
function gamestateMachineGameScriptInterface:GetDebugPlayerBreadcrumbs() return end

---@return gameDebugVisualizerSystem
function gamestateMachineGameScriptInterface:GetDebugVisualizerSystem() return end

---@return gameDelaySystem
function gamestateMachineGameScriptInterface:GetDelaySystem() return end

---@return gameDeviceSystem
function gamestateMachineGameScriptInterface:GetDeviceSystem() return end

---@return gameDynamicSpawnSystem
function gamestateMachineGameScriptInterface:GetDynamicSpawnSystem() return end

---@return gameEffectorSystem
function gamestateMachineGameScriptInterface:GetEffectorSystem() return end

---@return gameEntitySpawnerEventsBroadcasterImpl
function gamestateMachineGameScriptInterface:GetEntitySpawnerEventsBroadcaster() return end

---@return gameFxSystem
function gamestateMachineGameScriptInterface:GetFxSystem() return end

---@return ScriptGameInstance
function gamestateMachineGameScriptInterface:GetGame() return end

---@return gameEffectSystem
function gamestateMachineGameScriptInterface:GetGameEffectSystem() return end

---@return gameIGameRulesSystem
function gamestateMachineGameScriptInterface:GetGameRulesSystem() return end

---@return gameGameTagSystem
function gamestateMachineGameScriptInterface:GetGameTagSystem() return end

---@return gameuiGamepadLightController
function gamestateMachineGameScriptInterface:GetGamepadLightController() return end

---@return gameGameplayLogicPackageSystem
function gamestateMachineGameScriptInterface:GetGameplayLogicPackageSystem() return end

---@return gameGodModeSystem
function gamestateMachineGameScriptInterface:GetGodModeSystem() return end

---@return gameinfluenceSystem
function gamestateMachineGameScriptInterface:GetInfluenceMapSystem() return end

---@return Float
function gamestateMachineGameScriptInterface:GetInputHeading() return end

---@return gameinteractionsCManager
function gamestateMachineGameScriptInterface:GetInteractionManager() return end

---@return gameInventoryManager
function gamestateMachineGameScriptInterface:GetInventoryManager() return end

---@param slotName TweakDBID|string
---@return ItemID
function gamestateMachineGameScriptInterface:GetItemIdInSlot(slotName) return end

---@return gameJournalManager
function gamestateMachineGameScriptInterface:GetJournalManager() return end

---@return gameLevelAssignmentSystem
function gamestateMachineGameScriptInterface:GetLevelAssignmentSystem() return end

---@return gameLocationManager
function gamestateMachineGameScriptInterface:GetLocationManager() return end

---@return gameLootManager
function gamestateMachineGameScriptInterface:GetLootManager() return end

---@return gamemappinsMappinSystem
function gamestateMachineGameScriptInterface:GetMappinSystem() return end

---@param attackRecord gamedataAttack_Melee_Record
---@param staminaCost Float
---@param attackSpeed Float
---@return gameMeleeAttackData
function gamestateMachineGameScriptInterface:GetMeleeAttackData(attackRecord, staminaCost, attackSpeed) return end

---@return gameMinimapSystem
function gamestateMachineGameScriptInterface:GetMinimapSystem() return end

function gamestateMachineGameScriptInterface:GetModdingSystem() return end

---@return gamemountingIMountingFacility
function gamestateMachineGameScriptInterface:GetMountingFacility() return end

---@param child gameObject
---@return gamemountingMountingInfo
function gamestateMachineGameScriptInterface:GetMountingInfo(child) return end

---@param targetingComponent entIPlacedComponent
---@return gameObject
function gamestateMachineGameScriptInterface:GetObjectFromComponent(targetingComponent) return end

---@return gameObjectPoolSystem
function gamestateMachineGameScriptInterface:GetObjectPoolSystem() return end

---@return gameIOnlineSystem
function gamestateMachineGameScriptInterface:GetOnlineSystem() return end

---@return Vector4
function gamestateMachineGameScriptInterface:GetOwnerForward() return end

---@return Vector4
function gamestateMachineGameScriptInterface:GetOwnerMovingDirection() return end

---@param parameterType physicsStateValue
---@return Float
function gamestateMachineGameScriptInterface:GetOwnerStateVectorParameterFloat(parameterType) return end

---@param parameterType physicsStateValue
---@return Vector4
function gamestateMachineGameScriptInterface:GetOwnerStateVectorParameterVector(parameterType) return end

---@return Transform
function gamestateMachineGameScriptInterface:GetOwnerTransform() return end

---@return gamePersistencySystem
function gamestateMachineGameScriptInterface:GetPersistencySystem() return end

---@return gamePhotoModeSystem
function gamestateMachineGameScriptInterface:GetPhotoModeSystem() return end

---@return gamePingSystem
function gamestateMachineGameScriptInterface:GetPingSystem() return end

---@return gameIPlayerManager
function gamestateMachineGameScriptInterface:GetPlayerManagerSystem() return end

---@return cpPlayerSystem
function gamestateMachineGameScriptInterface:GetPlayerSystem() return end

---@return gamePoliceRadioSystem
function gamestateMachineGameScriptInterface:GetPoliceRadioSystem() return end

---@return gamePrereqManager
function gamestateMachineGameScriptInterface:GetPrereqManager() return end

---@return gamePreventionSpawnSystem
function gamestateMachineGameScriptInterface:GetPreventionSpawnSystem() return end

---@return questQuestsSystem
function gamestateMachineGameScriptInterface:GetQuestsSystem() return end

function gamestateMachineGameScriptInterface:GetRazerChromaEffectsSystem() return end

---@return AIGuardAreaManager
function gamestateMachineGameScriptInterface:GetRestrictMovementAreaManager() return end

---@param slot gamemountingMountingSlotId
---@param parent gameObject
---@param occupantSlotComponentName CName|string
---@return gameMountingSlotRole
function gamestateMachineGameScriptInterface:GetRoleForSlot(slot, parent, occupantSlotComponentName) return end

---@return AISafeAreaManager
function gamestateMachineGameScriptInterface:GetSafeAreaManager() return end

---@return scnISceneSystem
function gamestateMachineGameScriptInterface:GetSceneSystem() return end

---@param name CName|string
---@return gameScriptableSystem
function gamestateMachineGameScriptInterface:GetScriptableSystem(name) return end

---@return gameScriptableSystemsContainer
function gamestateMachineGameScriptInterface:GetScriptableSystemsContainer() return end

---@return gameScriptsDebugOverlaySystem
function gamestateMachineGameScriptInterface:GetScriptsDebugOverlaySystem() return end

---@return senseCSenseManager
function gamestateMachineGameScriptInterface:GetSenseManager() return end

---@return gameSpatialQueriesSystem
function gamestateMachineGameScriptInterface:GetSpatialQueriesSystem() return end

---@return gameStatPoolsSystem
function gamestateMachineGameScriptInterface:GetStatPoolsSystem() return end

---@param stateVectorParameter physicsStateValue
---@return Variant
function gamestateMachineGameScriptInterface:GetStateVectorParameter(stateVectorParameter) return end

---@return gameStatsDataSystem
function gamestateMachineGameScriptInterface:GetStatsDataSystem() return end

---@return gameStatsSystem
function gamestateMachineGameScriptInterface:GetStatsSystem() return end

---@return gameStatusEffectSystem
function gamestateMachineGameScriptInterface:GetStatusEffectSystem() return end

---@return gameuiSubtitleHandlerSystem
function gamestateMachineGameScriptInterface:GetSubtitleHandlerSystem() return end

---@return gametargetingTargetingSystem
function gamestateMachineGameScriptInterface:GetTargetingSystem() return end

---@return gameTelemetryTelemetrySystem
function gamestateMachineGameScriptInterface:GetTelemetrySystem() return end

---@return gameTeleportationFacility
function gamestateMachineGameScriptInterface:GetTeleportationFacility() return end

---@return gameTimeSystem
function gamestateMachineGameScriptInterface:GetTimeSystem() return end

---@return gameTransactionSystem
function gamestateMachineGameScriptInterface:GetTransactionSystem() return end

---@return gameuiGameSystemUI
function gamestateMachineGameScriptInterface:GetUISystem() return end

---@return gameVehicleSystem
function gamestateMachineGameScriptInterface:GetVehicleSystem() return end

---@return gameVisionModeSystem
function gamestateMachineGameScriptInterface:GetVisionModeSystem() return end

function gamestateMachineGameScriptInterface:GetWardrobeSystem() return end

---@return gameIWatchdogSystem
function gamestateMachineGameScriptInterface:GetWatchdogSystem() return end

---@param puppetPosition Vector4
---@param referencePosition Vector4
---@return Bool, Float
function gamestateMachineGameScriptInterface:GetWaterLevel(puppetPosition, referencePosition) return end

---@return gameWorkspotGameSystem
function gamestateMachineGameScriptInterface:GetWorkspotSystem() return end

---@return moveSecureFootingResult
function gamestateMachineGameScriptInterface:HasSecureFooting() return end

---@param flag gamedataStatType
---@return Bool
function gamestateMachineGameScriptInterface:HasStatFlag(flag) return end

---@param flag gamedataStatType
---@param owner gameObject
---@return Bool
function gamestateMachineGameScriptInterface:HasStatFlagOwner(flag, owner) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsActionHeld(actionName) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsActionJustHeld(actionName) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsActionJustPressed(actionName) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsActionJustReleased(actionName) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsActionJustTapped(actionName) return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsAxisChangeAction(actionName) return end

---@param child gameObject
---@param parent gameObject
---@return Bool
function gamestateMachineGameScriptInterface:IsDriverInVehicle(child, parent) return end

---@param objectId entEntityID
---@return Bool
function gamestateMachineGameScriptInterface:IsEntityInCombat(objectId) return end

---@return Bool
function gamestateMachineGameScriptInterface:IsFalling() return end

---@param object gameObject
---@return Bool
function gamestateMachineGameScriptInterface:IsMountedToObject(object) return end

---@return Bool
function gamestateMachineGameScriptInterface:IsMoveInputConsiderable() return end

---@return Bool
function gamestateMachineGameScriptInterface:IsOnGround() return end

---@return Bool
function gamestateMachineGameScriptInterface:IsOnMovingPlatform() return end

---@param child gameObject
---@param parent gameObject
---@return Bool
function gamestateMachineGameScriptInterface:IsPassengerInVehicle(child, parent) return end

---@return Bool
function gamestateMachineGameScriptInterface:IsPlayerInBraindance() return end

---@param actionName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:IsRelativeChangeAction(actionName) return end

---@return Bool
function gamestateMachineGameScriptInterface:IsSceneAnimationActive() return end

---@param triggerMode gamedataTriggerMode
---@return Bool
function gamestateMachineGameScriptInterface:IsTriggerModeActive(triggerMode) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:LocomotionOverlapTest(primitiveDimension, position, rotation) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param excludedEntity entEntity
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:LocomotionOverlapTestExcludeEntity(primitiveDimension, position, rotation, excludedEntity) return end

---@param start Vector4
---@param end_ Vector4
---@return physicsTraceResult
function gamestateMachineGameScriptInterface:LocomotionRaycastTest(start, end_) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param direction Vector4
---@param distance Float
---@param assumeInitialPositionClear Bool
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:LocomotionSweepTest(primitiveDimension, position, rotation, direction, distance, assumeInitialPositionClear) return end

---@param prereqName TweakDBID|string
---@return Bool
function gamestateMachineGameScriptInterface:MeetsPrerequisites(prereqName) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param queryPreset CName|string
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:Overlap(primitiveDimension, position, rotation, queryPreset) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param queryPreset CName|string
---@return physicsTraceResult[]
function gamestateMachineGameScriptInterface:OverlapMultipleHits(primitiveDimension, position, rotation, queryPreset) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param queryGroup CName|string
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:OverlapWithASingleGroup(primitiveDimension, position, rotation, queryGroup) return end

---@param eventName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:PushAnimationEvent(eventName) return end

---@param start Vector4
---@param end_ Vector4
---@param queryPreset CName|string
---@return physicsTraceResult
function gamestateMachineGameScriptInterface:Raycast(start, end_, queryPreset) return end

---@param start Vector4
---@param end_ Vector4
---@param queryPreset CName|string
---@return physicsTraceResult[]
function gamestateMachineGameScriptInterface:RaycastMultipleHits(start, end_, queryPreset) return end

---@param start Vector4
---@param end_ Vector4
---@param queryGroup CName|string
---@return physicsTraceResult
function gamestateMachineGameScriptInterface:RaycastWithASingleGroup(start, end_, queryGroup) return end

---@param slotName TweakDBID|string
---@param itemId ItemID
function gamestateMachineGameScriptInterface:RequestWeaponEquipOnServer(slotName, itemId) return end

---@param key CName|string
---@param value Bool
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterBool(key, value) return end

---@param key CName|string
---@param value animAnimFeature
---@param owner gameObject
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterFeature(key, value, owner) return end

---@param key CName|string
---@param value Float
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterFloat(key, value) return end

---@param key CName|string
---@param value Int32
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterInt(key, value) return end

---@param key CName|string
---@param value Quaternion
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterQuaternion(key, value) return end

---@param key CName|string
---@param value Vector4
---@return Bool
function gamestateMachineGameScriptInterface:SetAnimationParameterVector(key, value) return end

---@param curveName CName|string
---@return Bool
function gamestateMachineGameScriptInterface:SetCameraTimeDilationCurve(curveName) return end

---@param actionName CName|string
---@param visibility Bool
---@return Bool
function gamestateMachineGameScriptInterface:SetComponentVisibility(actionName, visibility) return end

---@param stateVectorParameter physicsStateValue
---@param value Variant
---@return Bool
function gamestateMachineGameScriptInterface:SetStateVectorParameter(stateVectorParameter, value) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param direction Vector4
---@param distance Float
---@param queryPreset CName|string
---@param assumeInitialPositionClear Bool
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:Sweep(primitiveDimension, position, rotation, direction, distance, queryPreset, assumeInitialPositionClear) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param direction Vector4
---@param distance Float
---@param queryPreset CName|string
---@return physicsTraceResult[]
function gamestateMachineGameScriptInterface:SweepMultipleHits(primitiveDimension, position, rotation, direction, distance, queryPreset) return end

---@param primitiveDimension Vector4
---@param position Vector4
---@param rotation EulerAngles
---@param direction Vector4
---@param distance Float
---@param queryGroup CName|string
---@param assumeInitialPositionClear Bool
---@return Bool, physicsTraceResult
function gamestateMachineGameScriptInterface:SweepWithASingleGroup(primitiveDimension, position, rotation, direction, distance, queryGroup, assumeInitialPositionClear) return end

---@return Bool
function gamestateMachineGameScriptInterface:TEMP_WeaponStopFiring() return end

---@param point Vector4
---@param object gameObject
---@return Vector4
function gamestateMachineGameScriptInterface:TransformInvPointFromObject(point, object) return end

---@class gamestateMachineIStateActionDefinition : ISerializable
gamestateMachineIStateActionDefinition = {}

---@class gamestateMachineIStateMachineBody : ISerializable
gamestateMachineIStateMachineBody = {}

---@class gamestateMachineResultBool
---@field value Bool
---@field valid Bool
gamestateMachineResultBool = {}

---@return gamestateMachineResultBool
function gamestateMachineResultBool.new() return end

---@param props table
---@return gamestateMachineResultBool
function gamestateMachineResultBool.new(props) return end

---@class gamestateMachineResultCName
---@field value CName
---@field valid Bool
gamestateMachineResultCName = {}

---@return gamestateMachineResultCName
function gamestateMachineResultCName.new() return end

---@param props table
---@return gamestateMachineResultCName
function gamestateMachineResultCName.new(props) return end

---@class gamestateMachineResultFloat
---@field value Float
---@field valid Bool
gamestateMachineResultFloat = {}

---@return gamestateMachineResultFloat
function gamestateMachineResultFloat.new() return end

---@param props table
---@return gamestateMachineResultFloat
function gamestateMachineResultFloat.new(props) return end

---@class gamestateMachineResultInt
---@field value Int32
---@field valid Bool
gamestateMachineResultInt = {}

---@return gamestateMachineResultInt
function gamestateMachineResultInt.new() return end

---@param props table
---@return gamestateMachineResultInt
function gamestateMachineResultInt.new(props) return end

---@class gamestateMachineResultString
---@field value String
---@field valid Bool
gamestateMachineResultString = {}

---@return gamestateMachineResultString
function gamestateMachineResultString.new() return end

---@param props table
---@return gamestateMachineResultString
function gamestateMachineResultString.new(props) return end

---@class gamestateMachineResultVector
---@field value Vector4
---@field valid Bool
gamestateMachineResultVector = {}

---@return gamestateMachineResultVector
function gamestateMachineResultVector.new() return end

---@param props table
---@return gamestateMachineResultVector
function gamestateMachineResultVector.new(props) return end

---@class gamestateMachineScriptInterface : IScriptable
---@field owner gameObject
---@field executionOwner gameObject
---@field localBlackboard gameIBlackboard
---@field ownerEntityID entEntityID
---@field executionOwnerEntityID entEntityID
---@field stateMachineBBDef gamebbScriptDefinition
gamestateMachineScriptInterface = {}

---@return gamestateMachineScriptInterface
function gamestateMachineScriptInterface.new() return end

---@param props table
---@return gamestateMachineScriptInterface
function gamestateMachineScriptInterface.new(props) return end

---@return Float
function gamestateMachineScriptInterface:GetNow() return end

---@class gamestateMachineSnapshotResult
---@field snapshot gamestateMachineStateSnapshot
---@field valid Bool
gamestateMachineSnapshotResult = {}

---@return gamestateMachineSnapshotResult
function gamestateMachineSnapshotResult.new() return end

---@param props table
---@return gamestateMachineSnapshotResult
function gamestateMachineSnapshotResult.new(props) return end

---@class gamestateMachineState : graphGraphNodeDefinition
gamestateMachineState = {}

---@return gamestateMachineState
function gamestateMachineState.new() return end

---@param props table
---@return gamestateMachineState
function gamestateMachineState.new(props) return end

---@class gamestateMachineStateActionDefinition : gamestateMachineIStateActionDefinition
gamestateMachineStateActionDefinition = {}

---@return gamestateMachineStateActionDefinition
function gamestateMachineStateActionDefinition.new() return end

---@param props table
---@return gamestateMachineStateActionDefinition
function gamestateMachineStateActionDefinition.new(props) return end

---@class gamestateMachineStateContext
---@field snapshot gamestateMachineStateSnapshotsContainer
---@field permanentParameters gamestateMachineStateContextParameters
gamestateMachineStateContext = {}

---@return gamestateMachineStateContext
function gamestateMachineStateContext.new() return end

---@param props table
---@return gamestateMachineStateContext
function gamestateMachineStateContext.new(props) return end

---@class gamestateMachineStateContextConsumableParameters
---@field boolParameters gamestateMachineConsumableParameterBool[]
---@field intParameters gamestateMachineConsumableParameterInt[]
---@field floatParameters gamestateMachineConsumableParameterFloat[]
---@field doubleParameters gamestateMachineConsumableParameterDouble[]
---@field vectorParameters gamestateMachineConsumableParameterVector[]
---@field CNameParameters gamestateMachineConsumableParameterCName[]
---@field IScriptableParameters gamestateMachineConsumableParameterIScriptable[]
---@field weakIScriptableParameters gamestateMachineConsumableParameterWeakIScriptable[]
---@field tweakDBIDParameters gamestateMachineConsumableParameterTweakDBID[]
gamestateMachineStateContextConsumableParameters = {}

---@return gamestateMachineStateContextConsumableParameters
function gamestateMachineStateContextConsumableParameters.new() return end

---@param props table
---@return gamestateMachineStateContextConsumableParameters
function gamestateMachineStateContextConsumableParameters.new(props) return end

---@class gamestateMachineStateContextParameters
---@field boolParameters gamestateMachineActionParameterBool[]
---@field intParameters gamestateMachineActionParameterInt[]
---@field floatParameters gamestateMachineActionParameterFloat[]
---@field doubleParameters gamestateMachineActionParameterDouble[]
---@field vectorParameters gamestateMachineActionParameterVector[]
---@field CNameParameters gamestateMachineActionParameterCName[]
---@field IScriptableParameters gamestateMachineActionParameterIScriptable[]
---@field tweakDBIDParameters gamestateMachineActionParameterTweakDBID[]
gamestateMachineStateContextParameters = {}

---@return gamestateMachineStateContextParameters
function gamestateMachineStateContextParameters.new() return end

---@param props table
---@return gamestateMachineStateContextParameters
function gamestateMachineStateContextParameters.new(props) return end

---@class gamestateMachineStateContextScript : IScriptable
gamestateMachineStateContextScript = {}

---@return gamestateMachineStateContextScript
function gamestateMachineStateContextScript.new() return end

---@param props table
---@return gamestateMachineStateContextScript
function gamestateMachineStateContextScript.new(props) return end

---@param parameterName CName|string
---@param isPermanent Bool
---@return Bool
function gamestateMachineStateContextScript:GetBoolParameter(parameterName, isPermanent) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:GetConditionBool(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultBool
function gamestateMachineStateContextScript:GetConditionBoolParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultCName
function gamestateMachineStateContextScript:GetConditionCNameParameter(parameterName) return end

---@param parameterName CName|string
---@return Float
function gamestateMachineStateContextScript:GetConditionFloat(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultFloat
function gamestateMachineStateContextScript:GetConditionFloatParameter(parameterName) return end

---@param parameterName CName|string
---@return Int32
function gamestateMachineStateContextScript:GetConditionInt(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultInt
function gamestateMachineStateContextScript:GetConditionIntParameter(parameterName) return end

---@param parameterName CName|string
---@return IScriptable
function gamestateMachineStateContextScript:GetConditionScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return TweakDBID
function gamestateMachineStateContextScript:GetConditionTweakDBIDParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultVector
function gamestateMachineStateContextScript:GetConditionVectorParameter(parameterName) return end

---@param parameterName CName|string
---@return IScriptable
function gamestateMachineStateContextScript:GetConditionWeakScriptableParameter(parameterName) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@return CName[]
function gamestateMachineStateContextScript:GetCurrentStates(stateMachineIdentifier) return end

function gamestateMachineStateContextScript:GetCurrentStatesWithIdentifier() return end

---@param parameterName CName|string
---@param isPermanent Bool
---@return Float
function gamestateMachineStateContextScript:GetFloatParameter(parameterName, isPermanent) return end

---@param parameterName CName|string
---@param isPermanent Bool
---@return Int32
function gamestateMachineStateContextScript:GetIntParameter(parameterName, isPermanent) return end

---@param parameterName CName|string
---@return gamestateMachineResultBool
function gamestateMachineStateContextScript:GetPermanentBoolParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultCName
function gamestateMachineStateContextScript:GetPermanentCNameParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultFloat
function gamestateMachineStateContextScript:GetPermanentFloatParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultInt
function gamestateMachineStateContextScript:GetPermanentIntParameter(parameterName) return end

---@param parameterName CName|string
---@return IScriptable
function gamestateMachineStateContextScript:GetPermanentScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return TweakDBID
function gamestateMachineStateContextScript:GetPermanentTweakDBIDParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultVector
function gamestateMachineStateContextScript:GetPermanentVectorParameter(parameterName) return end

---@param stateMachineName CName|string
---@return CName
function gamestateMachineStateContextScript:GetStateMachineCurrentState(stateMachineName) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@return CName
function gamestateMachineStateContextScript:GetStateMachineCurrentStateWithIdentifier(stateMachineIdentifier) return end

---@param parameterName CName|string
---@return gamestateMachineResultBool
function gamestateMachineStateContextScript:GetTemporaryBoolParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultCName
function gamestateMachineStateContextScript:GetTemporaryCNameParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultFloat
function gamestateMachineStateContextScript:GetTemporaryFloatParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultInt
function gamestateMachineStateContextScript:GetTemporaryIntParameter(parameterName) return end

---@param parameterName CName|string
---@return IScriptable
function gamestateMachineStateContextScript:GetTemporaryScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return TweakDBID
function gamestateMachineStateContextScript:GetTemporaryTweakDBIDParameter(parameterName) return end

---@param parameterName CName|string
---@return gamestateMachineResultVector
function gamestateMachineStateContextScript:GetTemporaryVectorParameter(parameterName) return end

---@param parameterName CName|string
---@param isPermanent Bool
---@return Vector4
function gamestateMachineStateContextScript:GetVectorParameter(parameterName, isPermanent) return end

---@param stateMachineName CName|string
---@param stateName CName|string
---@return Bool
function gamestateMachineStateContextScript:IsStateActive(stateMachineName, stateName) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@param stateName CName|string
---@return Bool
function gamestateMachineStateContextScript:IsStateActiveWithIdentifier(stateMachineIdentifier, stateName) return end

---@param stateMachineName CName|string
---@param stateName CName|string
---@return Bool
function gamestateMachineStateContextScript:IsStateJustBecomeActive(stateMachineName, stateName) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@param stateName CName|string
---@return Bool
function gamestateMachineStateContextScript:IsStateJustBecomeActiveWithIdentifier(stateMachineIdentifier, stateName) return end

---@param stateMachineName CName|string
---@return Bool
function gamestateMachineStateContextScript:IsStateMachineActive(stateMachineName) return end

---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@return Bool
function gamestateMachineStateContextScript:IsStateMachineActiveWithIdentifier(stateMachineIdentifier) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionBoolParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionCNameParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionFloatParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionIntParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionTweakDBIDParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionVectorParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemoveConditionWeakScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentBoolParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentCNameParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentFloatParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentIntParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentScriptableParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentTweakDBIDParameter(parameterName) return end

---@param parameterName CName|string
---@return Bool
function gamestateMachineStateContextScript:RemovePermanentVectorParameter(parameterName) return end

---@param parameterName CName|string
---@param value Bool
---@param force Bool
function gamestateMachineStateContextScript:SetConditionBoolParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value CName|string
---@param force Bool
function gamestateMachineStateContextScript:SetConditionCNameParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Float
---@param force Bool
function gamestateMachineStateContextScript:SetConditionFloatParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Int32
---@param force Bool
function gamestateMachineStateContextScript:SetConditionIntParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value IScriptable
---@param force Bool
function gamestateMachineStateContextScript:SetConditionScriptableParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value TweakDBID|string
---@param force Bool
function gamestateMachineStateContextScript:SetConditionTweakDBIDParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Vector4
---@param force Bool
function gamestateMachineStateContextScript:SetConditionVectorParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value IScriptable
---@param force Bool
function gamestateMachineStateContextScript:SetConditionWeakScriptableParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Bool
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentBoolParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value CName|string
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentCNameParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Float
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentFloatParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Int32
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentIntParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value IScriptable
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentScriptableParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value TweakDBID|string
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentTweakDBIDParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Vector4
---@param force Bool
function gamestateMachineStateContextScript:SetPermanentVectorParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Bool
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryBoolParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value CName|string
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryCNameParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Float
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryFloatParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Int32
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryIntParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value IScriptable
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryScriptableParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value TweakDBID|string
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryTweakDBIDParameter(parameterName, value, force) return end

---@param parameterName CName|string
---@param value Vector4
---@param force Bool
function gamestateMachineStateContextScript:SetTemporaryVectorParameter(parameterName, value, force) return end

---@class gamestateMachineStateDefinition : graphGraphNodeDefinition
gamestateMachineStateDefinition = {}

---@return gamestateMachineStateDefinition
function gamestateMachineStateDefinition.new() return end

---@param props table
---@return gamestateMachineStateDefinition
function gamestateMachineStateDefinition.new(props) return end

---@class gamestateMachineStateDefinitionSocketDefinition : graphGraphSocketDefinition
gamestateMachineStateDefinitionSocketDefinition = {}

---@return gamestateMachineStateDefinitionSocketDefinition
function gamestateMachineStateDefinitionSocketDefinition.new() return end

---@param props table
---@return gamestateMachineStateDefinitionSocketDefinition
function gamestateMachineStateDefinitionSocketDefinition.new(props) return end

---@class gamestateMachineStateMachine : graphGraphDefinition
gamestateMachineStateMachine = {}

---@return gamestateMachineStateMachine
function gamestateMachineStateMachine.new() return end

---@param props table
---@return gamestateMachineStateMachine
function gamestateMachineStateMachine.new(props) return end

---@class gamestateMachineStateMachineBody : gamestateMachineIStateMachineBody
gamestateMachineStateMachineBody = {}

---@return gamestateMachineStateMachineBody
function gamestateMachineStateMachineBody.new() return end

---@param props table
---@return gamestateMachineStateMachineBody
function gamestateMachineStateMachineBody.new(props) return end

---@class gamestateMachineStateMachineBodyLocomotionTier1 : gamestateMachineStateMachineBody
gamestateMachineStateMachineBodyLocomotionTier1 = {}

---@return gamestateMachineStateMachineBodyLocomotionTier1
function gamestateMachineStateMachineBodyLocomotionTier1.new() return end

---@param props table
---@return gamestateMachineStateMachineBodyLocomotionTier1
function gamestateMachineStateMachineBodyLocomotionTier1.new(props) return end

---@class gamestateMachineStateMachineDefinition : graphGraphDefinition
gamestateMachineStateMachineDefinition = {}

---@return gamestateMachineStateMachineDefinition
function gamestateMachineStateMachineDefinition.new() return end

---@param props table
---@return gamestateMachineStateMachineDefinition
function gamestateMachineStateMachineDefinition.new(props) return end

---@class gamestateMachineStateMachineIdentifier
---@field definitionName CName
---@field referenceName CName
gamestateMachineStateMachineIdentifier = {}

---@return gamestateMachineStateMachineIdentifier
function gamestateMachineStateMachineIdentifier.new() return end

---@param props table
---@return gamestateMachineStateMachineIdentifier
function gamestateMachineStateMachineIdentifier.new(props) return end

---@class gamestateMachineStateMachineInstanceData
---@field referenceName CName
---@field priority Uint32
---@field initData IScriptable
gamestateMachineStateMachineInstanceData = {}

---@return gamestateMachineStateMachineInstanceData
function gamestateMachineStateMachineInstanceData.new() return end

---@param props table
---@return gamestateMachineStateMachineInstanceData
function gamestateMachineStateMachineInstanceData.new(props) return end

---@class gamestateMachineStateMachineListDefinition : IScriptable
---@field stateMachinesStorage gamestateMachineStateMachineDefinition[]
gamestateMachineStateMachineListDefinition = {}

---@return gamestateMachineStateMachineListDefinition
function gamestateMachineStateMachineListDefinition.new() return end

---@param props table
---@return gamestateMachineStateMachineListDefinition
function gamestateMachineStateMachineListDefinition.new(props) return end

---@class gamestateMachineStateMachineResource : graphGraphResource
gamestateMachineStateMachineResource = {}

---@return gamestateMachineStateMachineResource
function gamestateMachineStateMachineResource.new() return end

---@param props table
---@return gamestateMachineStateMachineResource
function gamestateMachineStateMachineResource.new(props) return end

---@class gamestateMachineStateSnapshot
---@field stateMachineName CName
---@field stateName CName
---@field instanceData gamestateMachineStateMachineInstanceData
---@field running Bool
---@field logicalOwnerIsAWeapon Bool
---@field transitionJustHappened Bool
gamestateMachineStateSnapshot = {}

---@return gamestateMachineStateSnapshot
function gamestateMachineStateSnapshot.new() return end

---@param props table
---@return gamestateMachineStateSnapshot
function gamestateMachineStateSnapshot.new(props) return end

---@class gamestateMachineStateSnapshotsContainer
---@field snapshot gamestateMachineStateSnapshot[]
gamestateMachineStateSnapshotsContainer = {}

---@return gamestateMachineStateSnapshotsContainer
function gamestateMachineStateSnapshotsContainer.new() return end

---@param props table
---@return gamestateMachineStateSnapshotsContainer
function gamestateMachineStateSnapshotsContainer.new(props) return end

---@param self_ gamestateMachineStateSnapshotsContainer
---@param stateMachineIdentifier gamestateMachineStateMachineIdentifier
---@return gamestateMachineSnapshotResult
function gamestateMachineStateSnapshotsContainer.GetSnapshot(self_, stateMachineIdentifier) return end

---@class gamestateMachineStateSocketDefinition : graphGraphSocketDefinition
gamestateMachineStateSocketDefinition = {}

---@return gamestateMachineStateSocketDefinition
function gamestateMachineStateSocketDefinition.new() return end

---@param props table
---@return gamestateMachineStateSocketDefinition
function gamestateMachineStateSocketDefinition.new(props) return end

---@class gamestateMachineTransition : graphGraphConnectionDefinition
---@field transitionCondition gamestateMachineFunctor
gamestateMachineTransition = {}

---@return gamestateMachineTransition
function gamestateMachineTransition.new() return end

---@param props table
---@return gamestateMachineTransition
function gamestateMachineTransition.new(props) return end

---@class gamestateMachineTransitionDefinition : graphGraphConnectionDefinition
---@field priority Float
gamestateMachineTransitionDefinition = {}

---@return gamestateMachineTransitionDefinition
function gamestateMachineTransitionDefinition.new() return end

---@param props table
---@return gamestateMachineTransitionDefinition
function gamestateMachineTransitionDefinition.new(props) return end

---@class gamestateMachineeventAddOnDemandStateMachine : redEvent
---@field stateMachineName CName
---@field instanceData gamestateMachineStateMachineInstanceData
---@field tryHotSwap Bool
---@field owner gameObject
gamestateMachineeventAddOnDemandStateMachine = {}

---@return gamestateMachineeventAddOnDemandStateMachine
function gamestateMachineeventAddOnDemandStateMachine.new() return end

---@param props table
---@return gamestateMachineeventAddOnDemandStateMachine
function gamestateMachineeventAddOnDemandStateMachine.new(props) return end

---@class gamestateMachineeventBaseEvent : redEvent
---@field id CName
gamestateMachineeventBaseEvent = {}

---@class gamestateMachineeventDrawClimbDebug : redEvent
gamestateMachineeventDrawClimbDebug = {}

---@return gamestateMachineeventDrawClimbDebug
function gamestateMachineeventDrawClimbDebug.new() return end

---@param props table
---@return gamestateMachineeventDrawClimbDebug
function gamestateMachineeventDrawClimbDebug.new(props) return end

---@class gamestateMachineeventDrawVaultDebug : gamestateMachineeventDrawClimbDebug
gamestateMachineeventDrawVaultDebug = {}

---@return gamestateMachineeventDrawVaultDebug
function gamestateMachineeventDrawVaultDebug.new() return end

---@param props table
---@return gamestateMachineeventDrawVaultDebug
function gamestateMachineeventDrawVaultDebug.new(props) return end

---@class gamestateMachineeventImpulse : gamestateMachineeventBaseEvent
---@field impulse Vector4
gamestateMachineeventImpulse = {}

---@return gamestateMachineeventImpulse
function gamestateMachineeventImpulse.new() return end

---@param props table
---@return gamestateMachineeventImpulse
function gamestateMachineeventImpulse.new(props) return end

---@class gamestateMachineeventPostponedParameterBase : gamestateMachineeventBaseEvent
---@field aspect gamestateMachineParameterAspect
gamestateMachineeventPostponedParameterBase = {}

---@class gamestateMachineeventPostponedParameterBool : gamestateMachineeventPostponedParameterBase
---@field value Bool
gamestateMachineeventPostponedParameterBool = {}

---@return gamestateMachineeventPostponedParameterBool
function gamestateMachineeventPostponedParameterBool.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterBool
function gamestateMachineeventPostponedParameterBool.new(props) return end

---@class gamestateMachineeventPostponedParameterCName : gamestateMachineeventPostponedParameterBase
---@field value CName
gamestateMachineeventPostponedParameterCName = {}

---@return gamestateMachineeventPostponedParameterCName
function gamestateMachineeventPostponedParameterCName.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterCName
function gamestateMachineeventPostponedParameterCName.new(props) return end

---@class gamestateMachineeventPostponedParameterFloat : gamestateMachineeventPostponedParameterBase
---@field value Float
gamestateMachineeventPostponedParameterFloat = {}

---@return gamestateMachineeventPostponedParameterFloat
function gamestateMachineeventPostponedParameterFloat.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterFloat
function gamestateMachineeventPostponedParameterFloat.new(props) return end

---@class gamestateMachineeventPostponedParameterInt : gamestateMachineeventPostponedParameterBase
---@field value Int32
gamestateMachineeventPostponedParameterInt = {}

---@return gamestateMachineeventPostponedParameterInt
function gamestateMachineeventPostponedParameterInt.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterInt
function gamestateMachineeventPostponedParameterInt.new(props) return end

---@class gamestateMachineeventPostponedParameterScriptable : gamestateMachineeventPostponedParameterBase
---@field value IScriptable
gamestateMachineeventPostponedParameterScriptable = {}

---@return gamestateMachineeventPostponedParameterScriptable
function gamestateMachineeventPostponedParameterScriptable.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterScriptable
function gamestateMachineeventPostponedParameterScriptable.new(props) return end

---@class gamestateMachineeventPostponedParameterVector : gamestateMachineeventPostponedParameterBase
---@field value Vector4
gamestateMachineeventPostponedParameterVector = {}

---@return gamestateMachineeventPostponedParameterVector
function gamestateMachineeventPostponedParameterVector.new() return end

---@param props table
---@return gamestateMachineeventPostponedParameterVector
function gamestateMachineeventPostponedParameterVector.new(props) return end

---@class gamestateMachineeventRemoveOnDemandStateMachine : redEvent
---@field stateMachineIdentifier gamestateMachineStateMachineIdentifier
gamestateMachineeventRemoveOnDemandStateMachine = {}

---@return gamestateMachineeventRemoveOnDemandStateMachine
function gamestateMachineeventRemoveOnDemandStateMachine.new() return end

---@param props table
---@return gamestateMachineeventRemoveOnDemandStateMachine
function gamestateMachineeventRemoveOnDemandStateMachine.new(props) return end

---@class gamestateMachineeventResetPhysicalRepresentation : redEvent
gamestateMachineeventResetPhysicalRepresentation = {}

---@return gamestateMachineeventResetPhysicalRepresentation
function gamestateMachineeventResetPhysicalRepresentation.new() return end

---@param props table
---@return gamestateMachineeventResetPhysicalRepresentation
function gamestateMachineeventResetPhysicalRepresentation.new(props) return end

---@class gamestateMachineeventResetStateMachine : redEvent
---@field stateMachineIdentifier gamestateMachineStateMachineIdentifier
gamestateMachineeventResetStateMachine = {}

---@return gamestateMachineeventResetStateMachine
function gamestateMachineeventResetStateMachine.new() return end

---@param props table
---@return gamestateMachineeventResetStateMachine
function gamestateMachineeventResetStateMachine.new(props) return end

---@class gamestateMachineeventStartStateMachine : redEvent
---@field stateMachineIdentifier gamestateMachineStateMachineIdentifier
gamestateMachineeventStartStateMachine = {}

---@return gamestateMachineeventStartStateMachine
function gamestateMachineeventStartStateMachine.new() return end

---@param props table
---@return gamestateMachineeventStartStateMachine
function gamestateMachineeventStartStateMachine.new(props) return end

---@class gamestateMachineeventStopStateMachine : redEvent
---@field stateMachineIdentifier gamestateMachineStateMachineIdentifier
gamestateMachineeventStopStateMachine = {}

---@return gamestateMachineeventStopStateMachine
function gamestateMachineeventStopStateMachine.new() return end

---@param props table
---@return gamestateMachineeventStopStateMachine
function gamestateMachineeventStopStateMachine.new(props) return end

---@class gamestateMachineeventTeleport : redEvent
gamestateMachineeventTeleport = {}

---@return gamestateMachineeventTeleport
function gamestateMachineeventTeleport.new() return end

---@param props table
---@return gamestateMachineeventTeleport
function gamestateMachineeventTeleport.new(props) return end

---@class gamestateMachineparameterTypeActionLocomotionBraindanceParameters : gamestateMachineparameterTypeActionLocomotionParameters
gamestateMachineparameterTypeActionLocomotionBraindanceParameters = {}

---@return gamestateMachineparameterTypeActionLocomotionBraindanceParameters
function gamestateMachineparameterTypeActionLocomotionBraindanceParameters.new() return end

---@param props table
---@return gamestateMachineparameterTypeActionLocomotionBraindanceParameters
function gamestateMachineparameterTypeActionLocomotionBraindanceParameters.new(props) return end

---@param val Float
function gamestateMachineparameterTypeActionLocomotionBraindanceParameters:SetLowerMovementLimit(val) return end

---@param val Float
function gamestateMachineparameterTypeActionLocomotionBraindanceParameters:SetUpperMovementLimit(val) return end

---@class gamestateMachineparameterTypeActionLocomotionParameters : IScriptable
---@field imperfectTurn Bool
---@field speedBoostInputRequired Bool
---@field speedBoostMultiplyByDot Bool
---@field useCameraHeadingForMovement Bool
---@field validImperfectTurn Bool
---@field validSpeedBoostInputRequired Bool
---@field validSpeedBoostMultiplyByDot Bool
---@field validUseCameraHeadingForMovement Bool
---@field doJump Bool
---@field doSpeedBoost Bool
gamestateMachineparameterTypeActionLocomotionParameters = {}

---@return gamestateMachineparameterTypeActionLocomotionParameters
function gamestateMachineparameterTypeActionLocomotionParameters.new() return end

---@param props table
---@return gamestateMachineparameterTypeActionLocomotionParameters
function gamestateMachineparameterTypeActionLocomotionParameters.new(props) return end

---@param defaultValue Float
---@return Float
function gamestateMachineparameterTypeActionLocomotionParameters:GetCapsuleHeight(defaultValue) return end

---@param defaultValue Float
---@return Float
function gamestateMachineparameterTypeActionLocomotionParameters:GetCapsuleRadius(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetDoJump(defaultValue) return end

function gamestateMachineparameterTypeActionLocomotionParameters:GetDoSpeedBoost() return end

---@param defaultValue Float
---@return Float
function gamestateMachineparameterTypeActionLocomotionParameters:GetDownwardsGravity(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetIgnoreSlope(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetImperfectTurn(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetSpeedBoostInputRequired(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetSpeedBoostMultiplyByDot(defaultValue) return end

---@param defaultValue Float
---@return Float
function gamestateMachineparameterTypeActionLocomotionParameters:GetUpwardsGravity(defaultValue) return end

---@param defaultValue Bool
---@return Bool
function gamestateMachineparameterTypeActionLocomotionParameters:GetUseCameraHeadingForMovement(defaultValue) return end

---@param value Float
function gamestateMachineparameterTypeActionLocomotionParameters:SetCapsuleHeight(value) return end

---@param value Float
function gamestateMachineparameterTypeActionLocomotionParameters:SetCapsuleRadius(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetDoJump(value) return end

function gamestateMachineparameterTypeActionLocomotionParameters:SetDoSpeedBoost() return end

---@param value Float
function gamestateMachineparameterTypeActionLocomotionParameters:SetDownwardsGravity(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetIgnoreSlope(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetImperfectTurn(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetSpeedBoostInputRequired(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetSpeedBoostMultiplyByDot(value) return end

---@param value Float
function gamestateMachineparameterTypeActionLocomotionParameters:SetUpwardsGravity(value) return end

---@param value Bool
function gamestateMachineparameterTypeActionLocomotionParameters:SetUseCameraHeadingForMovement(value) return end

---@class gamestateMachineparameterTypeActionLocomotionSwimmingParameters : gamestateMachineparameterTypeActionLocomotionParameters
gamestateMachineparameterTypeActionLocomotionSwimmingParameters = {}

---@return gamestateMachineparameterTypeActionLocomotionSwimmingParameters
function gamestateMachineparameterTypeActionLocomotionSwimmingParameters.new() return end

---@param props table
---@return gamestateMachineparameterTypeActionLocomotionSwimmingParameters
function gamestateMachineparameterTypeActionLocomotionSwimmingParameters.new(props) return end

---@param val Float
function gamestateMachineparameterTypeActionLocomotionSwimmingParameters:SetBuoyancyLineFraction(val) return end

---@param val Float
function gamestateMachineparameterTypeActionLocomotionSwimmingParameters:SetDragCoefficient(val) return end

---@class gamestateMachineparameterTypeAdjustTransform : IScriptable
---@field position Vector4
---@field rotation Quaternion
gamestateMachineparameterTypeAdjustTransform = {}

---@return gamestateMachineparameterTypeAdjustTransform
function gamestateMachineparameterTypeAdjustTransform.new() return end

---@param props table
---@return gamestateMachineparameterTypeAdjustTransform
function gamestateMachineparameterTypeAdjustTransform.new(props) return end

---@param value Vector4
function gamestateMachineparameterTypeAdjustTransform:SetPosition(value) return end

---@param value Quaternion
function gamestateMachineparameterTypeAdjustTransform:SetRotation(value) return end

---@class gamestateMachineparameterTypeAdjustTransformWithDurations : gamestateMachineparameterTypeAdjustTransform
gamestateMachineparameterTypeAdjustTransformWithDurations = {}

---@return gamestateMachineparameterTypeAdjustTransformWithDurations
function gamestateMachineparameterTypeAdjustTransformWithDurations.new() return end

---@param props table
---@return gamestateMachineparameterTypeAdjustTransformWithDurations
function gamestateMachineparameterTypeAdjustTransformWithDurations.new(props) return end

---@param value CName|string
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetCurve(value) return end

---@param value Float
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetDistanceRadius(value) return end

---@param value Float
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetGravity(value) return end

---@param value Float
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetRotationDuration(value) return end

---@param value Float
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetSlideDuration(value) return end

---@param value gameObject
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetTarget(value) return end

---@param value Bool
function gamestateMachineparameterTypeAdjustTransformWithDurations:SetUseParabolicMotion(value) return end

---@class gamestateMachineparameterTypeClimbParameters : gamestateMachineparameterTypeClimbParametersBase
gamestateMachineparameterTypeClimbParameters = {}

---@return gamestateMachineparameterTypeClimbParameters
function gamestateMachineparameterTypeClimbParameters.new() return end

---@param props table
---@return gamestateMachineparameterTypeClimbParameters
function gamestateMachineparameterTypeClimbParameters.new(props) return end

---@param val Int32
function gamestateMachineparameterTypeClimbParameters:SetClimbType(val) return end

---@param val entEntity
function gamestateMachineparameterTypeClimbParameters:SetClimbedEntity(val) return end

---@param val Float
function gamestateMachineparameterTypeClimbParameters:SetHorizontalDuration(val) return end

---@param val Float
function gamestateMachineparameterTypeClimbParameters:SetVerticalDuration(val) return end

---@class gamestateMachineparameterTypeClimbParametersBase : IScriptable
gamestateMachineparameterTypeClimbParametersBase = {}

---@return gamestateMachineparameterTypeClimbParametersBase
function gamestateMachineparameterTypeClimbParametersBase.new() return end

---@param props table
---@return gamestateMachineparameterTypeClimbParametersBase
function gamestateMachineparameterTypeClimbParametersBase.new(props) return end

---@param val CName|string
function gamestateMachineparameterTypeClimbParametersBase:SetAnimationNameApproach(val) return end

---@param val Vector4
function gamestateMachineparameterTypeClimbParametersBase:SetObstacleFrontEdgeNormal(val) return end

---@param val Vector4
function gamestateMachineparameterTypeClimbParametersBase:SetObstacleFrontEdgePosition(val) return end

---@param val Vector4
function gamestateMachineparameterTypeClimbParametersBase:SetObstacleHorizontalDestination(val) return end

---@param val Vector4
function gamestateMachineparameterTypeClimbParametersBase:SetObstacleSurfaceNormal(val) return end

---@param val Vector4
function gamestateMachineparameterTypeClimbParametersBase:SetObstacleVerticalDestination(val) return end

---@class gamestateMachineparameterTypeInteractionDescription : IScriptable
---@field interactionEntity entEntity
---@field interactionType CName
gamestateMachineparameterTypeInteractionDescription = {}

---@return gamestateMachineparameterTypeInteractionDescription
function gamestateMachineparameterTypeInteractionDescription.new() return end

---@param props table
---@return gamestateMachineparameterTypeInteractionDescription
function gamestateMachineparameterTypeInteractionDescription.new(props) return end

---@class gamestateMachineparameterTypeItemEquipRequest : IScriptable
---@field slotId TweakDBID
---@field itemId ItemID
---@field startingRenderingPlane ERenderingPlane
gamestateMachineparameterTypeItemEquipRequest = {}

---@return gamestateMachineparameterTypeItemEquipRequest
function gamestateMachineparameterTypeItemEquipRequest.new() return end

---@param props table
---@return gamestateMachineparameterTypeItemEquipRequest
function gamestateMachineparameterTypeItemEquipRequest.new(props) return end

---@class gamestateMachineparameterTypeItemUnequipRequest : IScriptable
---@field slotId TweakDBID
---@field itemId ItemID
---@field instant Bool
gamestateMachineparameterTypeItemUnequipRequest = {}

---@return gamestateMachineparameterTypeItemUnequipRequest
function gamestateMachineparameterTypeItemUnequipRequest.new() return end

---@param props table
---@return gamestateMachineparameterTypeItemUnequipRequest
function gamestateMachineparameterTypeItemUnequipRequest.new(props) return end

---@class gamestateMachineparameterTypeLadderDescription : IScriptable
---@field position Vector4
---@field normal Vector4
---@field up Vector4
---@field topHeightFromPosition Float
---@field exitStepTop Float
---@field verticalStepTop Float
---@field exitStepBottom Float
---@field verticalStepBottom Float
---@field exitStepJump Float
---@field verticalStepJump Float
---@field enterOffset Float
gamestateMachineparameterTypeLadderDescription = {}

---@return gamestateMachineparameterTypeLadderDescription
function gamestateMachineparameterTypeLadderDescription.new() return end

---@param props table
---@return gamestateMachineparameterTypeLadderDescription
function gamestateMachineparameterTypeLadderDescription.new(props) return end

---@class gamestateMachineparameterTypeRequestItem : IScriptable
---@field requests gameEquipParam[]
gamestateMachineparameterTypeRequestItem = {}

---@return gamestateMachineparameterTypeRequestItem
function gamestateMachineparameterTypeRequestItem.new() return end

---@param props table
---@return gamestateMachineparameterTypeRequestItem
function gamestateMachineparameterTypeRequestItem.new(props) return end

---@class gamestateMachineparameterTypeRequestReload : IScriptable
---@field item gameItemObject
gamestateMachineparameterTypeRequestReload = {}

---@return gamestateMachineparameterTypeRequestReload
function gamestateMachineparameterTypeRequestReload.new() return end

---@param props table
---@return gamestateMachineparameterTypeRequestReload
function gamestateMachineparameterTypeRequestReload.new(props) return end

---@class gamestateMachineparameterTypeVaultParameters : gamestateMachineparameterTypeClimbParametersBase
gamestateMachineparameterTypeVaultParameters = {}

---@return gamestateMachineparameterTypeVaultParameters
function gamestateMachineparameterTypeVaultParameters.new() return end

---@param props table
---@return gamestateMachineparameterTypeVaultParameters
function gamestateMachineparameterTypeVaultParameters.new(props) return end

---@param val Float
function gamestateMachineparameterTypeVaultParameters:SetMinSpeed(val) return end

---@param val Float
function gamestateMachineparameterTypeVaultParameters:SetObstacleDepth(val) return end

---@param val Vector4
function gamestateMachineparameterTypeVaultParameters:SetObstacleDestination(val) return end

---@class gamestateMachineplayeractionsActionCharge : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionCharge = {}

---@return gamestateMachineplayeractionsActionCharge
function gamestateMachineplayeractionsActionCharge.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionCharge
function gamestateMachineplayeractionsActionCharge.new(props) return end

---@class gamestateMachineplayeractionsActionChargeMax : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionChargeMax = {}

---@return gamestateMachineplayeractionsActionChargeMax
function gamestateMachineplayeractionsActionChargeMax.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionChargeMax
function gamestateMachineplayeractionsActionChargeMax.new(props) return end

---@class gamestateMachineplayeractionsActionChargeReady : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionChargeReady = {}

---@return gamestateMachineplayeractionsActionChargeReady
function gamestateMachineplayeractionsActionChargeReady.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionChargeReady
function gamestateMachineplayeractionsActionChargeReady.new(props) return end

---@class gamestateMachineplayeractionsActionCycleTriggerMode : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionCycleTriggerMode = {}

---@return gamestateMachineplayeractionsActionCycleTriggerMode
function gamestateMachineplayeractionsActionCycleTriggerMode.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionCycleTriggerMode
function gamestateMachineplayeractionsActionCycleTriggerMode.new(props) return end

---@class gamestateMachineplayeractionsActionDischarge : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionDischarge = {}

---@return gamestateMachineplayeractionsActionDischarge
function gamestateMachineplayeractionsActionDischarge.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionDischarge
function gamestateMachineplayeractionsActionDischarge.new(props) return end

---@class gamestateMachineplayeractionsActionProjectileAttach : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsActionProjectileAttach = {}

---@return gamestateMachineplayeractionsActionProjectileAttach
function gamestateMachineplayeractionsActionProjectileAttach.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionProjectileAttach
function gamestateMachineplayeractionsActionProjectileAttach.new(props) return end

---@class gamestateMachineplayeractionsActionProjectileDetach : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsActionProjectileDetach = {}

---@return gamestateMachineplayeractionsActionProjectileDetach
function gamestateMachineplayeractionsActionProjectileDetach.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionProjectileDetach
function gamestateMachineplayeractionsActionProjectileDetach.new(props) return end

---@class gamestateMachineplayeractionsActionProjectileShowPreview : gamestateMachineplayeractionsActionCharge
gamestateMachineplayeractionsActionProjectileShowPreview = {}

---@return gamestateMachineplayeractionsActionProjectileShowPreview
function gamestateMachineplayeractionsActionProjectileShowPreview.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionProjectileShowPreview
function gamestateMachineplayeractionsActionProjectileShowPreview.new(props) return end

---@class gamestateMachineplayeractionsActionReady : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionReady = {}

---@return gamestateMachineplayeractionsActionReady
function gamestateMachineplayeractionsActionReady.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionReady
function gamestateMachineplayeractionsActionReady.new(props) return end

---@class gamestateMachineplayeractionsActionReload : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionReload = {}

---@return gamestateMachineplayeractionsActionReload
function gamestateMachineplayeractionsActionReload.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionReload
function gamestateMachineplayeractionsActionReload.new(props) return end

---@class gamestateMachineplayeractionsActionShoot : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionShoot = {}

---@return gamestateMachineplayeractionsActionShoot
function gamestateMachineplayeractionsActionShoot.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionShoot
function gamestateMachineplayeractionsActionShoot.new(props) return end

---@class gamestateMachineplayeractionsActionWindup : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsActionWindup = {}

---@return gamestateMachineplayeractionsActionWindup
function gamestateMachineplayeractionsActionWindup.new() return end

---@param props table
---@return gamestateMachineplayeractionsActionWindup
function gamestateMachineplayeractionsActionWindup.new(props) return end

---@class gamestateMachineplayeractionsClimb : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsClimb = {}

---@return gamestateMachineplayeractionsClimb
function gamestateMachineplayeractionsClimb.new() return end

---@param props table
---@return gamestateMachineplayeractionsClimb
function gamestateMachineplayeractionsClimb.new(props) return end

---@class gamestateMachineplayeractionsEquipItem : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsEquipItem = {}

---@return gamestateMachineplayeractionsEquipItem
function gamestateMachineplayeractionsEquipItem.new() return end

---@param props table
---@return gamestateMachineplayeractionsEquipItem
function gamestateMachineplayeractionsEquipItem.new(props) return end

---@class gamestateMachineplayeractionsHighLevelAiControlled : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsHighLevelAiControlled = {}

---@return gamestateMachineplayeractionsHighLevelAiControlled
function gamestateMachineplayeractionsHighLevelAiControlled.new() return end

---@param props table
---@return gamestateMachineplayeractionsHighLevelAiControlled
function gamestateMachineplayeractionsHighLevelAiControlled.new(props) return end

---@class gamestateMachineplayeractionsLocomotionAir : gamestateMachineplayeractionsLocomotionSimple
gamestateMachineplayeractionsLocomotionAir = {}

---@return gamestateMachineplayeractionsLocomotionAir
function gamestateMachineplayeractionsLocomotionAir.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionAir
function gamestateMachineplayeractionsLocomotionAir.new(props) return end

---@class gamestateMachineplayeractionsLocomotionBase : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsLocomotionBase = {}

---@return gamestateMachineplayeractionsLocomotionBase
function gamestateMachineplayeractionsLocomotionBase.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionBase
function gamestateMachineplayeractionsLocomotionBase.new(props) return end

---@class gamestateMachineplayeractionsLocomotionBraindance : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionBraindance = {}

---@return gamestateMachineplayeractionsLocomotionBraindance
function gamestateMachineplayeractionsLocomotionBraindance.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionBraindance
function gamestateMachineplayeractionsLocomotionBraindance.new(props) return end

---@class gamestateMachineplayeractionsLocomotionForceFreeze : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionForceFreeze = {}

---@return gamestateMachineplayeractionsLocomotionForceFreeze
function gamestateMachineplayeractionsLocomotionForceFreeze.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionForceFreeze
function gamestateMachineplayeractionsLocomotionForceFreeze.new(props) return end

---@class gamestateMachineplayeractionsLocomotionForceIdle : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionForceIdle = {}

---@return gamestateMachineplayeractionsLocomotionForceIdle
function gamestateMachineplayeractionsLocomotionForceIdle.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionForceIdle
function gamestateMachineplayeractionsLocomotionForceIdle.new(props) return end

---@class gamestateMachineplayeractionsLocomotionLadder : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionLadder = {}

---@return gamestateMachineplayeractionsLocomotionLadder
function gamestateMachineplayeractionsLocomotionLadder.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionLadder
function gamestateMachineplayeractionsLocomotionLadder.new(props) return end

---@class gamestateMachineplayeractionsLocomotionSimple : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionSimple = {}

---@return gamestateMachineplayeractionsLocomotionSimple
function gamestateMachineplayeractionsLocomotionSimple.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionSimple
function gamestateMachineplayeractionsLocomotionSimple.new(props) return end

---@class gamestateMachineplayeractionsLocomotionStart : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsLocomotionStart = {}

---@return gamestateMachineplayeractionsLocomotionStart
function gamestateMachineplayeractionsLocomotionStart.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionStart
function gamestateMachineplayeractionsLocomotionStart.new(props) return end

---@class gamestateMachineplayeractionsLocomotionSwimmingDiving : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionSwimmingDiving = {}

---@return gamestateMachineplayeractionsLocomotionSwimmingDiving
function gamestateMachineplayeractionsLocomotionSwimmingDiving.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionSwimmingDiving
function gamestateMachineplayeractionsLocomotionSwimmingDiving.new(props) return end

---@class gamestateMachineplayeractionsLocomotionSwimmingStart : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsLocomotionSwimmingStart = {}

---@return gamestateMachineplayeractionsLocomotionSwimmingStart
function gamestateMachineplayeractionsLocomotionSwimmingStart.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionSwimmingStart
function gamestateMachineplayeractionsLocomotionSwimmingStart.new(props) return end

---@class gamestateMachineplayeractionsLocomotionSwimmingSurface : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionSwimmingSurface = {}

---@return gamestateMachineplayeractionsLocomotionSwimmingSurface
function gamestateMachineplayeractionsLocomotionSwimmingSurface.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionSwimmingSurface
function gamestateMachineplayeractionsLocomotionSwimmingSurface.new(props) return end

---@class gamestateMachineplayeractionsLocomotionWallRun : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsLocomotionWallRun = {}

---@return gamestateMachineplayeractionsLocomotionWallRun
function gamestateMachineplayeractionsLocomotionWallRun.new() return end

---@param props table
---@return gamestateMachineplayeractionsLocomotionWallRun
function gamestateMachineplayeractionsLocomotionWallRun.new(props) return end

---@class gamestateMachineplayeractionsUpperBodyBase : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsUpperBodyBase = {}

---@return gamestateMachineplayeractionsUpperBodyBase
function gamestateMachineplayeractionsUpperBodyBase.new() return end

---@param props table
---@return gamestateMachineplayeractionsUpperBodyBase
function gamestateMachineplayeractionsUpperBodyBase.new(props) return end

---@class gamestateMachineplayeractionsVault : gamestateMachineplayeractionsLocomotionBase
gamestateMachineplayeractionsVault = {}

---@return gamestateMachineplayeractionsVault
function gamestateMachineplayeractionsVault.new() return end

---@param props table
---@return gamestateMachineplayeractionsVault
function gamestateMachineplayeractionsVault.new(props) return end

---@class gamestateMachineplayeractionsVehicleDrive : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsVehicleDrive = {}

---@return gamestateMachineplayeractionsVehicleDrive
function gamestateMachineplayeractionsVehicleDrive.new() return end

---@param props table
---@return gamestateMachineplayeractionsVehicleDrive
function gamestateMachineplayeractionsVehicleDrive.new(props) return end

---@class gamestateMachineplayeractionsVehicleExiting : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsVehicleExiting = {}

---@return gamestateMachineplayeractionsVehicleExiting
function gamestateMachineplayeractionsVehicleExiting.new() return end

---@param props table
---@return gamestateMachineplayeractionsVehicleExiting
function gamestateMachineplayeractionsVehicleExiting.new(props) return end

---@class gamestateMachineplayeractionsWeaponActionBase : gamestateMachineStateActionDefinition
gamestateMachineplayeractionsWeaponActionBase = {}

---@return gamestateMachineplayeractionsWeaponActionBase
function gamestateMachineplayeractionsWeaponActionBase.new() return end

---@param props table
---@return gamestateMachineplayeractionsWeaponActionBase
function gamestateMachineplayeractionsWeaponActionBase.new(props) return end

---@class gamestateMachineplayeractionsWeaponStart : gamestateMachineplayeractionsWeaponActionBase
gamestateMachineplayeractionsWeaponStart = {}

---@return gamestateMachineplayeractionsWeaponStart
function gamestateMachineplayeractionsWeaponStart.new() return end

---@param props table
---@return gamestateMachineplayeractionsWeaponStart
function gamestateMachineplayeractionsWeaponStart.new(props) return end

---@class gametargetingSystemEntityTargetedEvent : redEvent
---@field targetingEntity entEntity
gametargetingSystemEntityTargetedEvent = {}

---@return gametargetingSystemEntityTargetedEvent
function gametargetingSystemEntityTargetedEvent.new() return end

---@param props table
---@return gametargetingSystemEntityTargetedEvent
function gametargetingSystemEntityTargetedEvent.new(props) return end

---@class gametargetingSystemEntityUntargetedEvent : redEvent
---@field targetingEntity entEntity
gametargetingSystemEntityUntargetedEvent = {}

---@return gametargetingSystemEntityUntargetedEvent
function gametargetingSystemEntityUntargetedEvent.new() return end

---@param props table
---@return gametargetingSystemEntityUntargetedEvent
function gametargetingSystemEntityUntargetedEvent.new(props) return end

---@class gametargetingSystemHitInfo
---@field queryMask Uint64
---@field entityId entEntityID
---@field entity entEntity
---@field component entIComponent
---@field aimStartPosition Vector4
---@field closestHitPosition Vector4
---@field isTransparent Bool
gametargetingSystemHitInfo = {}

---@return gametargetingSystemHitInfo
function gametargetingSystemHitInfo.new() return end

---@param props table
---@return gametargetingSystemHitInfo
function gametargetingSystemHitInfo.new(props) return end

---@param self_ gametargetingSystemHitInfo
---@return Bool
function gametargetingSystemHitInfo.IsValid(self_) return end

---@class gametargetingSystemLookAtObjectChangedEvent : redEvent
---@field lookatObject gameObject
gametargetingSystemLookAtObjectChangedEvent = {}

---@return gametargetingSystemLookAtObjectChangedEvent
function gametargetingSystemLookAtObjectChangedEvent.new() return end

---@param props table
---@return gametargetingSystemLookAtObjectChangedEvent
function gametargetingSystemLookAtObjectChangedEvent.new(props) return end

---@class gametargetingSystemObjectLookedAtEvent : redEvent
---@field ownerID entEntityID
---@field state Bool
gametargetingSystemObjectLookedAtEvent = {}

---@return gametargetingSystemObjectLookedAtEvent
function gametargetingSystemObjectLookedAtEvent.new() return end

---@param props table
---@return gametargetingSystemObjectLookedAtEvent
function gametargetingSystemObjectLookedAtEvent.new(props) return end

---@class gametargetingSystemTargetFilter : IScriptable
gametargetingSystemTargetFilter = {}

---@return entIComponent
function gametargetingSystemTargetFilter:GetHitComponent() return end

---@return entEntityID
function gametargetingSystemTargetFilter:GetHitEntityID() return end

---@class gametargetingSystemTargetFilterResult : IScriptable
---@field hitEntId entEntityID
---@field hitComponent entIComponent
gametargetingSystemTargetFilterResult = {}

---@return gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilterResult.new() return end

---@param props table
---@return gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilterResult.new(props) return end

---@return gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilterResult:OnClone() return end

function gametargetingSystemTargetFilterResult:OnReset() return end

---@class gametargetingSystemTargetFilterTicket
gametargetingSystemTargetFilterTicket = {}

---@return gametargetingSystemTargetFilterTicket
function gametargetingSystemTargetFilterTicket.new() return end

---@param props table
---@return gametargetingSystemTargetFilterTicket
function gametargetingSystemTargetFilterTicket.new(props) return end

---@class gametargetingSystemTargetFilter_Closest : gametargetingSystemTargetFilter
gametargetingSystemTargetFilter_Closest = {}

---@return gametargetingSystemTargetFilter_Closest
function gametargetingSystemTargetFilter_Closest.new() return end

---@param props table
---@return gametargetingSystemTargetFilter_Closest
function gametargetingSystemTargetFilter_Closest.new(props) return end

---@class gametargetingSystemTargetFilter_ClosestOpaque : gametargetingSystemTargetFilter_Closest
gametargetingSystemTargetFilter_ClosestOpaque = {}

---@return gametargetingSystemTargetFilter_ClosestOpaque
function gametargetingSystemTargetFilter_ClosestOpaque.new() return end

---@param props table
---@return gametargetingSystemTargetFilter_ClosestOpaque
function gametargetingSystemTargetFilter_ClosestOpaque.new(props) return end

---@class gametargetingSystemTargetFilter_Script : gametargetingSystemTargetFilter
gametargetingSystemTargetFilter_Script = {}

---@return gametargetingSystemTargetFilter_Script
function gametargetingSystemTargetFilter_Script.new() return end

---@param props table
---@return gametargetingSystemTargetFilter_Script
function gametargetingSystemTargetFilter_Script.new(props) return end

---@return physicsQueryFilter
function gametargetingSystemTargetFilter_Script:GetFilter() return end

---@return Uint64
function gametargetingSystemTargetFilter_Script:GetFilterMask() return end

---@param destination gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilter_Script:GetResult(destination) return end

---@param queryFilter physicsQueryFilter
function gametargetingSystemTargetFilter_Script:SetFilter(queryFilter) return end

---@param mask Uint64
---@return Bool
function gametargetingSystemTargetFilter_Script:TestFilterMask(mask) return end

---@return gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilter_Script:CreateFilterResult() return end

---@param hitInfo gametargetingSystemHitInfo
---@param workingState gametargetingSystemTargetFilterResult
function gametargetingSystemTargetFilter_Script:Filter(hitInfo, workingState) return end

function gametargetingSystemTargetFilter_Script:PostFilter() return end

---@param defaultPos Vector4
function gametargetingSystemTargetFilter_Script:PreFilter(defaultPos) return end

---@class gametargetingTargetPartInfo
gametargetingTargetPartInfo = {}

---@return gametargetingTargetPartInfo
function gametargetingTargetPartInfo.new() return end

---@param props table
---@return gametargetingTargetPartInfo
function gametargetingTargetPartInfo.new(props) return end

---@param self_ gametargetingTargetPartInfo
---@return gameTargetingComponent
function gametargetingTargetPartInfo.GetComponent(self_) return end

---@param self_ gametargetingTargetPartInfo
---@return EulerAngles
function gametargetingTargetPartInfo.GetPlayerAngleDistance(self_) return end

---@class gametargetingTargetingSystem : gameITargetingSystem
gametargetingTargetingSystem = {}

---@return gametargetingTargetingSystem
function gametargetingTargetingSystem.new() return end

---@param props table
---@return gametargetingTargetingSystem
function gametargetingTargetingSystem.new(props) return end

---@param entity gameObject
function gametargetingTargetingSystem:AddIgnoredCollisionEntities(entity) return end

---@param instigator gameObject
---@param ignoredEntityId entEntityID
function gametargetingTargetingSystem:AddIgnoredLookAtEntity(instigator, ignoredEntityId) return end

---@param instigator gameObject
function gametargetingTargetingSystem:AimSnap(instigator) return end

---@param instigator gameObject
function gametargetingTargetingSystem:BreakAimSnap(instigator) return end

---@param instigator gameObject
function gametargetingTargetingSystem:BreakLookAt(instigator) return end

---@param owner gameObject
---@return TweakDBID
function gametargetingTargetingSystem:GetAimAssistConfig(owner) return end

---@param shootStartPosition Vector4
---@param shootStartForward Vector4
---@param target gameObject
---@param componentFilter gametargetingSystemScriptFilter
---@return gameTargetingComponent
function gametargetingTargetingSystem:GetBestComponentOnTargetObject(shootStartPosition, shootStartForward, target, componentFilter) return end

---@param instigator gameObject
---@param query gameTargetSearchQuery
---@return entIPlacedComponent, EulerAngles
function gametargetingTargetingSystem:GetComponentClosestToCrosshair(instigator, query) return end

---@param instigator gameObject
---@return Vector4, Vector4
function gametargetingTargetingSystem:GetCrosshairData(instigator) return end

---@param instigator gameObject
---@return Vector4
function gametargetingTargetingSystem:GetCurrentSpread(instigator) return end

---@param instigator gameObject
---@return Vector4, Vector4
function gametargetingTargetingSystem:GetDefaultCrosshairData(instigator) return end

---@param instigator gameObject
---@param orientationEntitySpace Quaternion
---@return entIOrientationProvider
function gametargetingTargetingSystem:GetDefaultCrosshairOrientationProvider(instigator, orientationEntitySpace) return end

---@param instigator gameObject
---@param offsetEntitySpace Vector3
---@return entIPositionProvider
function gametargetingTargetingSystem:GetDefaultCrosshairPositionProvider(instigator, offsetEntitySpace) return end

---@param instigator gameObject
---@param withLOS Bool
---@param ignoreTranparent Bool
---@return entIComponent
function gametargetingTargetingSystem:GetLookAtComponent(instigator, withLOS, ignoreTranparent) return end

---@param instigator gameObject
---@param withLOS Bool
---@param ignoreTranparent Bool
---@return gameObject
function gametargetingTargetingSystem:GetLookAtObject(instigator, withLOS, ignoreTranparent) return end

---@param instigator gameObject
---@param withLOS Bool
---@param ignoreTranparent Bool
---@return Vector4
function gametargetingTargetingSystem:GetLookAtPosition(instigator, withLOS, ignoreTranparent) return end

---@param instigator gameObject
---@param query gameTargetSearchQuery
---@return gameObject, EulerAngles
function gametargetingTargetingSystem:GetObjectClosestToCrosshair(instigator, query) return end

---@param instigator gameObject
---@param targetComponent entIPlacedComponent
---@param orientationEntitySpace Quaternion
---@return entIOrientationProvider
function gametargetingTargetingSystem:GetOrientationFromCrosshairToTargetOrientationProvider(instigator, targetComponent, orientationEntitySpace) return end

---@return gamePuppetBlackboardUpdater
function gametargetingTargetingSystem:GetPuppetBlackboardUpdater() return end

---@param instigator gameObject
---@param query gameTargetSearchQuery
---@param position Vector4
---@param targetPartInfo gametargetingTargetPartInfo
---@return gameObject
function gametargetingTargetingSystem:GetTargetClosestByDistance(instigator, query, position, targetPartInfo) return end

---@param instigator gameObject
---@param query gameTargetSearchQuery
---@return Bool, gametargetingTargetPartInfo[]
function gametargetingTargetingSystem:GetTargetParts(instigator, query) return end

---@param instigator gameObject
---@param object gameObject
---@return gameTargetingSet
function gametargetingTargetingSystem:GetTargetingSet(instigator, object) return end

---@param instigator gameObject
---@return gameTargetingComponent
function gametargetingTargetingSystem:GetTrackedTargetComponent(instigator) return end

---@param instigator gameObject
---@return gameObject
function gametargetingTargetingSystem:GetTrackedTargetObject(instigator) return end

---@param instigator gameObject
---@return Bool
function gametargetingTargetingSystem:HasAimSnapActive(instigator) return end

---@param instigator gameObject
---@param distance Float
---@return Bool
function gametargetingTargetingSystem:IsAnyActiveVehicleVisible(instigator, distance) return end

---@param instigator gameObject
---@param distance Float
---@return Bool
function gametargetingTargetingSystem:IsAnyEnemyOrSensorVisible(instigator, distance) return end

---@param instigator gameObject
---@param distance Float
---@return Bool
function gametargetingTargetingSystem:IsAnyEnemyVisible(instigator, distance) return end

---@param instigator gameObject
---@param target gameObject
---@return Bool
function gametargetingTargetingSystem:IsVisibleTarget(instigator, target) return end

---@param instigator gameObject
---@return gameaimAssistAimRequest
function gametargetingTargetingSystem:LookAt(instigator) return end

---@param instigator gameObject
function gametargetingTargetingSystem:OnAimStartBegin(instigator) return end

---@param instigator gameObject
function gametargetingTargetingSystem:OnAimStartEnd(instigator) return end

---@param instigator gameObject
function gametargetingTargetingSystem:OnAimStop(instigator) return end

---@param instigator gameObject
---@param filter gametargetingSystemTargetFilter
function gametargetingTargetingSystem:ProcessLookAtFilter(instigator, filter) return end

---@param instigator gameObject
---@param filter gametargetingSystemTargetFilter
---@return gametargetingSystemTargetFilterTicket
function gametargetingTargetingSystem:RegisterLookAtFilter(instigator, filter) return end

---@param entity gameObject
function gametargetingTargetingSystem:RemoveIgnoredCollisionEntities(entity) return end

---@param instigator gameObject
---@param ignoredEntityId entEntityID
function gametargetingTargetingSystem:RemoveIgnoredLookAtEntity(instigator, ignoredEntityId) return end

---@param owner gameObject
---@param presetId TweakDBID|string
function gametargetingTargetingSystem:SetAimAssistConfig(owner, presetId) return end

---@param instigator gameObject
---@param isFast Bool
function gametargetingTargetingSystem:SetIsMovingFast(instigator, isFast) return end

---@param instigator gameObject
---@param filterTicket gametargetingSystemTargetFilterTicket
function gametargetingTargetingSystem:UnregisterLookAtFilter(instigator, filterTicket) return end

---@class gametimeLogicController : IVehicleModuleController
---@field gametimeTextWidget inkTextWidgetReference
---@field gametimeBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field vehicle vehicleBaseObject
---@field parent vehicleUIGameController
gametimeLogicController = {}

---@return gametimeLogicController
function gametimeLogicController.new() return end

---@param props table
---@return gametimeLogicController
function gametimeLogicController.new(props) return end

---@return Bool
function gametimeLogicController:OnUninitialize() return end

---@param time String
function gametimeLogicController:OnGameTimeChanged(time) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function gametimeLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function gametimeLogicController:UnregisterCallbacks() return end

---@class gameuiAccessPointMiniGameStatus : redEvent
---@field minigameState gameuiHackingMinigameState
gameuiAccessPointMiniGameStatus = {}

---@return gameuiAccessPointMiniGameStatus
function gameuiAccessPointMiniGameStatus.new() return end

---@param props table
---@return gameuiAccessPointMiniGameStatus
function gameuiAccessPointMiniGameStatus.new(props) return end

---@class gameuiAddInputGroupEvent : redEvent
---@field groupId CName
---@field data gameuiInputHintGroupData
---@field targetHintContainer CName
gameuiAddInputGroupEvent = {}

---@return gameuiAddInputGroupEvent
function gameuiAddInputGroupEvent.new() return end

---@param props table
---@return gameuiAddInputGroupEvent
function gameuiAddInputGroupEvent.new(props) return end

---@class gameuiAdvertGlitchEvent : redEvent
---@field glitchValue Float
gameuiAdvertGlitchEvent = {}

---@return gameuiAdvertGlitchEvent
function gameuiAdvertGlitchEvent.new() return end

---@param props table
---@return gameuiAdvertGlitchEvent
function gameuiAdvertGlitchEvent.new(props) return end

---@param glitchTime Float
function gameuiAdvertGlitchEvent:SetGlitchTime(glitchTime) return end

---@param shouldGlitch Float
function gameuiAdvertGlitchEvent:SetShouldGlitch(shouldGlitch) return end

---@class gameuiAdvertLightColorPickerController : inkWidgetLogicController
---@field lightColor Color
gameuiAdvertLightColorPickerController = {}

---@return gameuiAdvertLightColorPickerController
function gameuiAdvertLightColorPickerController.new() return end

---@param props table
---@return gameuiAdvertLightColorPickerController
function gameuiAdvertLightColorPickerController.new(props) return end

---@class gameuiAdvertTranslationController : gameuiWidgetGameController
---@field advertText inkTextWidgetReference
gameuiAdvertTranslationController = {}

---@return gameuiAdvertTranslationController
function gameuiAdvertTranslationController.new() return end

---@param props table
---@return gameuiAdvertTranslationController
function gameuiAdvertTranslationController.new(props) return end

---@class gameuiAppearanceInfo : gameuiCharacterCustomizationInfo
---@field resource appearanceAppearanceResource
---@field definitions gameuiIndexedAppearanceDefinition[]
---@field useThumbnails Bool
gameuiAppearanceInfo = {}

---@return gameuiAppearanceInfo
function gameuiAppearanceInfo.new() return end

---@param props table
---@return gameuiAppearanceInfo
function gameuiAppearanceInfo.new(props) return end

---@class gameuiAttachmentSlotsListener : gameIAttachmentSlotsListener
gameuiAttachmentSlotsListener = {}

---@return gameuiAttachmentSlotsListener
function gameuiAttachmentSlotsListener.new() return end

---@param props table
---@return gameuiAttachmentSlotsListener
function gameuiAttachmentSlotsListener.new(props) return end

---@class gameuiAugmentedRealitySignGameController : gameuiWidgetGameController
gameuiAugmentedRealitySignGameController = {}

---@return gameuiAugmentedRealitySignGameController
function gameuiAugmentedRealitySignGameController.new() return end

---@param props table
---@return gameuiAugmentedRealitySignGameController
function gameuiAugmentedRealitySignGameController.new(props) return end

---@class gameuiAuthorisationNotificationViewData : gameuiGenericNotificationViewData
---@field authType gameuiAuthorisationNotificationType
gameuiAuthorisationNotificationViewData = {}

---@return gameuiAuthorisationNotificationViewData
function gameuiAuthorisationNotificationViewData.new() return end

---@param props table
---@return gameuiAuthorisationNotificationViewData
function gameuiAuthorisationNotificationViewData.new(props) return end

---@class gameuiBackpackMainGameController : gameuiMenuGameController
---@field commonCraftingMaterialsGrid inkCompoundWidgetReference
---@field hackingCraftingMaterialsGrid inkCompoundWidgetReference
---@field filterButtonsGrid inkCompoundWidgetReference
---@field virtualItemsGrid inkVirtualCompoundWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field sortingButton inkWidgetReference
---@field sortingDropdown inkWidgetReference
---@field itemsListScrollAreaContainer inkWidgetReference
---@field itemNotificationRoot inkWidgetReference
---@field virtualBackpackItemsListController inkGridController
---@field TooltipsManager gameuiTooltipsManager
---@field buttonHintsController ButtonHints
---@field itemTypeSorting gamedataItemType[]
---@field InventoryManager InventoryDataManagerV2
---@field player PlayerPuppet
---@field itemDropQueueItems ItemID[]
---@field itemDropQueue gameItemModParams[]
---@field craftingMaterialsListItems CrafringMaterialItemController[]
---@field DisassembleCallback UI_CraftingDef
---@field DisassembleBlackboard gameIBlackboard
---@field DisassembleBBID redCallbackObject
---@field EquippedCallback UI_EquipmentDef
---@field EquippedBlackboard gameIBlackboard
---@field EquippedBBID redCallbackObject
---@field InventoryCallback UI_InventoryDef
---@field InventoryBlackboard gameIBlackboard
---@field InventoryBBID redCallbackObject
---@field menuEventDispatcher inkMenuEventDispatcher
---@field activeFilter BackpackFilterButtonController
---@field filterSpawnRequests inkAsyncSpawnRequest[]
---@field backpackItemsDataSource inkScriptableDataSourceWrapper
---@field backpackItemsDataView BackpackDataView
---@field comparisonResolver InventoryItemPreferredComparisonResolver
---@field backpackInventoryListenerCallback BackpackInventoryListenerCallback
---@field backpackInventoryListener gameInventoryScriptListener
---@field backpackItemsClassifier ItemDisplayTemplateClassifier
---@field backpackItemsPositionProvider ItemPositionProvider
---@field equipSlotChooserPopupToken inkGameNotificationToken
---@field quantityPickerPopupToken inkGameNotificationToken
---@field equipRequested Bool
---@field psmBlackboard gameIBlackboard
---@field playerState gamePSMVehicle
---@field uiScriptableSystem UIScriptableSystem
---@field uiInventorySystem UIInventoryScriptableSystem
---@field itemDisplayContext ItemDisplayContextData
---@field comparedItemDisplayContext ItemDisplayContextData
---@field confirmationPopupToken inkGameNotificationToken
---@field lastItemHoverOverEvent ItemDisplayHoverOverEvent
---@field isComparisonDisabled Bool
---@field immediateNotificationListener BakcpackImmediateNotificationListener
---@field virtualWidgets inkScriptWeakHashMap
---@field allWidgets inkScriptWeakHashMap
---@field itemPreviewPopupToken inkGameNotificationToken
---@field afterCloseRequest Bool
gameuiBackpackMainGameController = {}

---@return gameuiBackpackMainGameController
function gameuiBackpackMainGameController.new() return end

---@param props table
---@return gameuiBackpackMainGameController
function gameuiBackpackMainGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function gameuiBackpackMainGameController:OnBack(userData) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiBackpackMainGameController:OnBackpacEquipSlotChooserClosed(data) return end

---@param userData IScriptable
---@return Bool
function gameuiBackpackMainGameController:OnCloseMenu(userData) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiBackpackMainGameController:OnConfirmationPopupClosed(data) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnCraftingMaterialHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnCraftingMaterialHoverOver(evt) return end

---@param widget inkWidget
---@param callbackData BackpackCraftingMaterialItemCallbackData
---@return Bool
function gameuiBackpackMainGameController:OnCraftingMaterialItemSpawned(widget, callbackData) return end

---@param value Variant
---@return Bool
function gameuiBackpackMainGameController:OnDisassembleComplete(value) return end

---@param evt DropdownItemClickedEvent
---@return Bool
function gameuiBackpackMainGameController:OnDropdownItemClickedEvent(evt) return end

---@param widget inkWidget
---@param callbackData BackpackFilterButtonSpawnedCallbackData
---@return Bool
function gameuiBackpackMainGameController:OnFilterButtonSpawned(widget, callbackData) return end

---@return Bool
function gameuiBackpackMainGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function gameuiBackpackMainGameController:OnInventoryItemRemoved(value) return end

---@param evt ItemDisplayClickEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemDisplayClick(evt) return end

---@param evt ItemDisplayHoldEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemDisplayHold(evt) return end

---@param evt ItemDisplayHoverOutEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemDisplayHoverOut(evt) return end

---@param evt ItemDisplayHoverOverEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemDisplayHoverOver(evt) return end

---@param value Variant
---@return Bool
function gameuiBackpackMainGameController:OnItemEquipped(value) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemFilterClick(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemFilterHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnItemFilterHoverOver(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiBackpackMainGameController:OnItemPreviewPopup(data) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiBackpackMainGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiBackpackMainGameController:OnPlayerDetach(playerPuppet) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnPostOnRelease(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiBackpackMainGameController:OnQuantityPickerPopupClosed(data) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiBackpackMainGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBackpackMainGameController:OnSortingButtonClicked(evt) return end

---@return Bool
function gameuiBackpackMainGameController:OnUninitialize() return end

---@param item gameItemModParams
function gameuiBackpackMainGameController:AddToDropQueue(item) return end

function gameuiBackpackMainGameController:ClearCraftingMaterials() return end

---@param craftingMaterial CachedCraftingMaterial
---@param gridList inkCompoundWidgetReference
function gameuiBackpackMainGameController:CreateCraftingMaterialItem(craftingMaterial, gridList) return end

---@return UIMenuNotificationType
function gameuiBackpackMainGameController:DetermineUIMenuNotificationType() return end

---@param itemData UIInventoryItem
function gameuiBackpackMainGameController:EquipItem(itemData) return end

---@param inventoryItem UIInventoryItem
---@return IngredientData[]
function gameuiBackpackMainGameController:GetDisassemblyResult(inventoryItem) return end

---@param itemID ItemID
---@return gameItemModParams
function gameuiBackpackMainGameController:GetDropQueueItem(itemID) return end

function gameuiBackpackMainGameController:HideDisassemblyHighlight() return end

---@param inventoryItem UIInventoryItem
function gameuiBackpackMainGameController:HighlightDisassemblyResults(inventoryItem) return end

function gameuiBackpackMainGameController:InvalidateItemTooltipEvent() return end

---@param itemData gameItemData
---@return Bool
function gameuiBackpackMainGameController:IsEquippable(itemData) return end

---@param itemData UIInventoryItem
function gameuiBackpackMainGameController:NewShowItemHints(itemData) return end

---@param message ItemDisplayNotificationMessage
---@param id Uint64
---@param data IScriptable
function gameuiBackpackMainGameController:OnBakcpackItemDisplayNotification(message, id, data) return end

---@param itemData UIInventoryItem
---@param widget inkWidget
---@param iconErrorInfo DEBUG_IconErrorInfo
function gameuiBackpackMainGameController:OnInventoryRequestTooltip(itemData, widget, iconErrorInfo) return end

---@param data QuantityPickerPopupCloseData
function gameuiBackpackMainGameController:OnQuantityPickerDisassembly(data) return end

---@param data QuantityPickerPopupCloseData
function gameuiBackpackMainGameController:OnQuantityPickerDrop(data) return end

---@param itemData UIInventoryItem
function gameuiBackpackMainGameController:OpenBackpackEquipSlotChooser(itemData) return end

---@param inventoryItem UIInventoryItem
function gameuiBackpackMainGameController:OpenConfirmationPopup(inventoryItem) return end

---@param itemData UIInventoryItem
---@param actionType QuantityPickerActionType
function gameuiBackpackMainGameController:OpenQuantityPicker(itemData, actionType) return end

function gameuiBackpackMainGameController:PopulateCraftingMaterials() return end

function gameuiBackpackMainGameController:PopulateInventory() return end

---@param filters ItemFilterCategory[]
function gameuiBackpackMainGameController:RefreshFilterButtons(filters) return end

function gameuiBackpackMainGameController:RefreshUI() return end

function gameuiBackpackMainGameController:RegisterToBB() return end

---@param itemID ItemID
function gameuiBackpackMainGameController:RequestItemInspected(itemID) return end

function gameuiBackpackMainGameController:ResetVirtualGrid() return end

function gameuiBackpackMainGameController:SetInventoryItemButtonHintsHoverOut() return end

---@param displayingData gameInventoryItemData
function gameuiBackpackMainGameController:SetInventoryItemButtonHintsHoverOver(displayingData) return end

---@param message String
function gameuiBackpackMainGameController:SetWarningMessage(message) return end

function gameuiBackpackMainGameController:SetupDropdown() return end

function gameuiBackpackMainGameController:SetupVirtualGrid() return end

---@param type UIMenuNotificationType
function gameuiBackpackMainGameController:ShowNotification(type) return end

function gameuiBackpackMainGameController:UnregisterFromBB() return end

---@param materialID ItemID
---@param skipAnim Bool
function gameuiBackpackMainGameController:UpdateCraftingMaterial(materialID, skipAnim) return end

function gameuiBackpackMainGameController:UpdateQuantites() return end

---@class gameuiBaseBunkerComputerGameController : gameuiWidgetGameController
gameuiBaseBunkerComputerGameController = {}

---@return gameuiBaseBunkerComputerGameController
function gameuiBaseBunkerComputerGameController.new() return end

---@param props table
---@return gameuiBaseBunkerComputerGameController
function gameuiBaseBunkerComputerGameController.new(props) return end

---@param timerName CName|string
---@param time Float
function gameuiBaseBunkerComputerGameController:AddTimer(timerName, time) return end

---@param fact CName|string
function gameuiBaseBunkerComputerGameController:ListenToFact(fact) return end

---@param timerName CName|string
function gameuiBaseBunkerComputerGameController:ResetTimer(timerName) return end

---@class gameuiBaseCharacterCreationController : gameuiMenuGameController
---@field eventDispatcher inkMenuEventDispatcher
---@field characterCustomizationState gameuiICharacterCustomizationState
---@field nextPageHitArea inkWidgetReference
gameuiBaseCharacterCreationController = {}

---@return gameuiBaseCharacterCreationController
function gameuiBaseCharacterCreationController.new() return end

---@param props table
---@return gameuiBaseCharacterCreationController
function gameuiBaseCharacterCreationController.new(props) return end

---@return gameuiICharacterCustomizationSystem
function gameuiBaseCharacterCreationController:GetCharacterCustomizationSystem() return end

---@param slotName CName|string
---@param delayed Bool
function gameuiBaseCharacterCreationController:RequestCameraChange(slotName, delayed) return end

---@return Bool
function gameuiBaseCharacterCreationController:WaitForRunningInstalations() return end

---@param evt inkPointerEvent
---@return Bool
function gameuiBaseCharacterCreationController:OnButtonRelease(evt) return end

---@return Bool
function gameuiBaseCharacterCreationController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function gameuiBaseCharacterCreationController:OnRelease(e) return end

---@param d inkMenuEventDispatcher
---@return Bool
function gameuiBaseCharacterCreationController:OnSetMenuEventDispatcher(d) return end

---@param evt inkShowEngagementScreen
---@return Bool
function gameuiBaseCharacterCreationController:OnShowEngagementScreen(evt) return end

---@return Bool
function gameuiBaseCharacterCreationController:OnUninitialize() return end

function gameuiBaseCharacterCreationController:NextMenu() return end

function gameuiBaseCharacterCreationController:PriorMenu() return end

---@class gameuiBaseDirectionalIndicatorPartLogicController : inkWidgetLogicController
---@field defaultForwardFovRange Float
---@field adjustedForwardFovRange Float
gameuiBaseDirectionalIndicatorPartLogicController = {}

---@return gameuiBaseDirectionalIndicatorPartLogicController
function gameuiBaseDirectionalIndicatorPartLogicController.new() return end

---@param props table
---@return gameuiBaseDirectionalIndicatorPartLogicController
function gameuiBaseDirectionalIndicatorPartLogicController.new(props) return end

---@return Float
function gameuiBaseDirectionalIndicatorPartLogicController:GetAngleDegrees() return end

---@return Vector4
function gameuiBaseDirectionalIndicatorPartLogicController:GetPlayerPosition() return end

---@return entEntity
function gameuiBaseDirectionalIndicatorPartLogicController:GetSourceEntity() return end

---@return entEntityID
function gameuiBaseDirectionalIndicatorPartLogicController:GetSourceEntityID() return end

---@return Vector4
function gameuiBaseDirectionalIndicatorPartLogicController:GetSourcePosition() return end

---@class gameuiBaseGOGProfileController : gameuiWidgetGameController
gameuiBaseGOGProfileController = {}

---@return gameuiBaseGOGProfileController
function gameuiBaseGOGProfileController.new() return end

---@param props table
---@return gameuiBaseGOGProfileController
function gameuiBaseGOGProfileController.new(props) return end

---@return Bool
function gameuiBaseGOGProfileController:CanSignOut() return end

---@param url String
function gameuiBaseGOGProfileController:OpenProfileUrl(url) return end

function gameuiBaseGOGProfileController:RequestStop() return end

---@class gameuiBaseGOGRegisterController : inkWidgetLogicController
gameuiBaseGOGRegisterController = {}

---@return gameuiBaseGOGRegisterController
function gameuiBaseGOGRegisterController.new() return end

---@param props table
---@return gameuiBaseGOGRegisterController
function gameuiBaseGOGRegisterController.new(props) return end

---@param widget inkImageWidget
---@param qrCodePNGBlob Uint8[]
function gameuiBaseGOGRegisterController:SetupQRCodeWidget(widget, qrCodePNGBlob) return end

---@class gameuiBaseGarmentItemPreviewGameController : gameuiInventoryPuppetPreviewGameController
---@field placementSlot TweakDBID
---@field givenItem ItemID
---@field initialItem ItemID
gameuiBaseGarmentItemPreviewGameController = {}

---@return gameuiBaseGarmentItemPreviewGameController
function gameuiBaseGarmentItemPreviewGameController.new() return end

---@param props table
---@return gameuiBaseGarmentItemPreviewGameController
function gameuiBaseGarmentItemPreviewGameController.new(props) return end

---@return Bool
function gameuiBaseGarmentItemPreviewGameController:OnUninitialize() return end

function gameuiBaseGarmentItemPreviewGameController:ClearViewData() return end

---@return Bool
function gameuiBaseGarmentItemPreviewGameController:IsBuildCensored() return end

---@param itemID ItemID
function gameuiBaseGarmentItemPreviewGameController:SetViewData(itemID) return end

---@class gameuiBaseItemDataSource : inkAbstractDataSourceWrapper
gameuiBaseItemDataSource = {}

---@return gameuiBaseItemDataSource
function gameuiBaseItemDataSource.new() return end

---@param props table
---@return gameuiBaseItemDataSource
function gameuiBaseItemDataSource.new(props) return end

---@param index Uint32
---@return gameItemData
function gameuiBaseItemDataSource:GetItem(index) return end

---@param data gameItemData
---@return Bool
function gameuiBaseItemDataSource:HasItem(data) return end

---@class gameuiBaseMenuGameController : gameuiWidgetGameController
---@field puppetSceneInfos gameuiBaseMenuGameControllerPuppetSceneInfo[]
gameuiBaseMenuGameController = {}

---@return gameuiBaseMenuGameController
function gameuiBaseMenuGameController.new() return end

---@param props table
---@return gameuiBaseMenuGameController
function gameuiBaseMenuGameController.new(props) return end

---@param sceneName CName|string
---@return gamePuppet
function gameuiBaseMenuGameController:GetPuppet(sceneName) return end

---@param eventName CName|string
---@param userData IScriptable
function gameuiBaseMenuGameController:SpawnMenuInstanceDataEvent(eventName, userData) return end

---@param eventName CName|string
function gameuiBaseMenuGameController:SpawnMenuInstanceEvent(eventName) return end

---@class gameuiBaseMenuGameControllerPuppetSceneInfo
---@field sceneName CName
---@field markerRef NodeRef
---@field prefabRef NodeRef
---@field entityTemplate entEntityTemplate
---@field puppetRecordId TweakDBID
---@field gender gameuiBaseMenuGameControllerPuppetGenderInfo
gameuiBaseMenuGameControllerPuppetSceneInfo = {}

---@return gameuiBaseMenuGameControllerPuppetSceneInfo
function gameuiBaseMenuGameControllerPuppetSceneInfo.new() return end

---@param props table
---@return gameuiBaseMenuGameControllerPuppetSceneInfo
function gameuiBaseMenuGameControllerPuppetSceneInfo.new(props) return end

---@class gameuiBaseMinimapMappinController : gameuiMappinBaseController
---@field iconOrientation gameuiEIconOrientation
---@field fixedOrientationWidget inkWidgetReference
---@field clampArrowWidget inkWidgetReference
---@field mappin gamemappinsIMappin
---@field root inkWidget
---@field aboveWidget inkWidget
---@field belowWidget inkWidget
gameuiBaseMinimapMappinController = {}

---@return gameuiBaseMinimapMappinController
function gameuiBaseMinimapMappinController.new() return end

---@param props table
---@return gameuiBaseMinimapMappinController
function gameuiBaseMinimapMappinController.new(props) return end

---@return Bool
function gameuiBaseMinimapMappinController:IsForceHide() return end

---@return Bool
function gameuiBaseMinimapMappinController:IsForceShow() return end

---@param value Bool
function gameuiBaseMinimapMappinController:LockIconRotation(value) return end

---@param value Bool
function gameuiBaseMinimapMappinController:SetForceHide(value) return end

---@param value Bool
function gameuiBaseMinimapMappinController:SetForceShow(value) return end

---@return Bool
function gameuiBaseMinimapMappinController:OnInitialize() return end

---@return Bool
function gameuiBaseMinimapMappinController:OnIntro() return end

---@return Bool
function gameuiBaseMinimapMappinController:OnUpdate() return end

function gameuiBaseMinimapMappinController:Initialize() return end

function gameuiBaseMinimapMappinController:Intro() return end

---@return Bool
function gameuiBaseMinimapMappinController:KeepIconOnClamping() return end

function gameuiBaseMinimapMappinController:Update() return end

function gameuiBaseMinimapMappinController:UpdateAboveBelowVerticalRelation() return end

function gameuiBaseMinimapMappinController:UpdateClamping() return end

---@class gameuiBaseUIData
---@field id Int64
gameuiBaseUIData = {}

---@class gameuiBaseVehicleHUDGameController : gameuiHUDGameController
---@field mounted Bool
gameuiBaseVehicleHUDGameController = {}

---@return gameuiBaseVehicleHUDGameController
function gameuiBaseVehicleHUDGameController.new() return end

---@param props table
---@return gameuiBaseVehicleHUDGameController
function gameuiBaseVehicleHUDGameController.new(props) return end

---@return Bool
function gameuiBaseVehicleHUDGameController:OnVehicleMounted() return end

---@return Bool
function gameuiBaseVehicleHUDGameController:OnVehicleUnmounted() return end

---@class gameuiBaseWorldMapMappinController : gameuiInteractionMappinController
---@field selected Bool
---@field inZoomLevel Bool
---@field inCustomFilter Bool
---@field hasCustomFilter Bool
---@field isFastTravelEnabled Bool
---@field isVisibleInFilterAndZoom Bool
---@field groupState gameuiMappinGroupState
---@field collectionCount Uint8
---@field groupContainerWidget inkWidgetReference
---@field groupCountTextWidget inkTextWidgetReference
---@field mappin gamemappinsIMappin
---@field isCompletedPhase Bool
---@field resetStateWhenUntracked Bool
---@field isNewAnim inkanimProxy
---@field fadeAnim inkanimProxy
---@field selectAnim inkanimProxy
---@field fadeInOutDelay Float
gameuiBaseWorldMapMappinController = {}

---@return gameuiBaseWorldMapMappinController
function gameuiBaseWorldMapMappinController.new() return end

---@param props table
---@return gameuiBaseWorldMapMappinController
function gameuiBaseWorldMapMappinController.new(props) return end

---@return Bool
function gameuiBaseWorldMapMappinController:IsCollection() return end

---@return Bool
function gameuiBaseWorldMapMappinController:IsGrouped() return end

---@return Bool
function gameuiBaseWorldMapMappinController:IsInCollection() return end

---@return Bool
function gameuiBaseWorldMapMappinController:OnFiltersChanged() return end

---@return Bool
function gameuiBaseWorldMapMappinController:OnInitialize() return end

---@return Bool
function gameuiBaseWorldMapMappinController:OnIntro() return end

---@return Bool
function gameuiBaseWorldMapMappinController:OnUpdate() return end

---@return Bool
function gameuiBaseWorldMapMappinController:CanSelectMappin() return end

---@return CName
function gameuiBaseWorldMapMappinController:ComputeRootState() return end

---@return Float, Bool
function gameuiBaseWorldMapMappinController:GetDesiredOpacityAndInteractivity() return end

---@return gamedataMappinVariant
function gameuiBaseWorldMapMappinController:GetMappinVariant() return end

---@param opacity Float
function gameuiBaseWorldMapMappinController:PlayFadeAnimation(opacity) return end

function gameuiBaseWorldMapMappinController:PlayHideShowAnim() return end

function gameuiBaseWorldMapMappinController:SelectMappin() return end

function gameuiBaseWorldMapMappinController:StopFadeAnimation() return end

function gameuiBaseWorldMapMappinController:UnselectMappin() return end

function gameuiBaseWorldMapMappinController:Update() return end

function gameuiBaseWorldMapMappinController:UpdateIcon() return end

function gameuiBaseWorldMapMappinController:UpdateIsNew() return end

function gameuiBaseWorldMapMappinController:UpdateVisibility() return end

---@class gameuiBinkResource
---@field video Bink
gameuiBinkResource = {}

---@return gameuiBinkResource
function gameuiBinkResource.new() return end

---@param props table
---@return gameuiBinkResource
function gameuiBinkResource.new(props) return end

---@param self_ gameuiBinkResource
---@return redResourceReferenceScriptToken
function gameuiBinkResource.GetPath(self_) return end

---@param self_ gameuiBinkResource
---@return Bool
function gameuiBinkResource.IsValid(self_) return end

---@class gameuiBodyControllerCustomizationStateUpdater : gameuiICustomizationStateUpdater
gameuiBodyControllerCustomizationStateUpdater = {}

---@return gameuiBodyControllerCustomizationStateUpdater
function gameuiBodyControllerCustomizationStateUpdater.new() return end

---@param props table
---@return gameuiBodyControllerCustomizationStateUpdater
function gameuiBodyControllerCustomizationStateUpdater.new(props) return end

---@class gameuiBodyPartsControllerCustomizationStateUpdater : gameuiICustomizationStateUpdater
gameuiBodyPartsControllerCustomizationStateUpdater = {}

---@return gameuiBodyPartsControllerCustomizationStateUpdater
function gameuiBodyPartsControllerCustomizationStateUpdater.new() return end

---@param props table
---@return gameuiBodyPartsControllerCustomizationStateUpdater
function gameuiBodyPartsControllerCustomizationStateUpdater.new(props) return end

---@class gameuiBraindanceClueDescriptor
---@field mode gameuiEClueDescriptorMode
---@field layer gameuiEBraindanceLayer
---@field startTime Float
---@field endTime Float
---@field clueName CName
gameuiBraindanceClueDescriptor = {}

---@return gameuiBraindanceClueDescriptor
function gameuiBraindanceClueDescriptor.new() return end

---@param props table
---@return gameuiBraindanceClueDescriptor
function gameuiBraindanceClueDescriptor.new(props) return end

---@class gameuiBriefingGameController : gameuiWidgetGameController
---@field briefingPlayerType questBriefingPlayerType
gameuiBriefingGameController = {}

---@return gameuiBriefingGameController
function gameuiBriefingGameController.new() return end

---@param props table
---@return gameuiBriefingGameController
function gameuiBriefingGameController.new(props) return end

---@class gameuiBuffInfo
---@field buffID TweakDBID
---@field timeRemaining Float
---@field timeTotal Float
---@field stackCount Uint32
gameuiBuffInfo = {}

---@return gameuiBuffInfo
function gameuiBuffInfo.new() return end

---@param props table
---@return gameuiBuffInfo
function gameuiBuffInfo.new(props) return end

---@class gameuiCasinoChips : gameObject
---@field digitNames CName[]
---@field flippedDigitNames CName[]
gameuiCasinoChips = {}

---@return gameuiCasinoChips
function gameuiCasinoChips.new() return end

---@param props table
---@return gameuiCasinoChips
function gameuiCasinoChips.new(props) return end

---@class gameuiCensorshipInfo
---@field censorFlag CensorshipFlags
---@field censorFlagAction gameuiCharacterCustomizationActionType
gameuiCensorshipInfo = {}

---@return gameuiCensorshipInfo
function gameuiCensorshipInfo.new() return end

---@param props table
---@return gameuiCensorshipInfo
function gameuiCensorshipInfo.new(props) return end

---@class gameuiChangeCameraControlHintVisibilityEvent : redEvent
---@field visible Bool
gameuiChangeCameraControlHintVisibilityEvent = {}

---@return gameuiChangeCameraControlHintVisibilityEvent
function gameuiChangeCameraControlHintVisibilityEvent.new() return end

---@param props table
---@return gameuiChangeCameraControlHintVisibilityEvent
function gameuiChangeCameraControlHintVisibilityEvent.new(props) return end

---@class gameuiCharacterCreationPuppetPreviewGameController : gameuiPuppetPreviewGameController
---@field maleSceneName CName
---@field femaleSceneName CName
---@field maleCamera01Ref NodeRef
---@field femaleCamera01Ref NodeRef
---@field root inkCompoundWidgetReference
---@field image inkImageWidgetReference
---@field animLib inkWidgetLibraryReference
---@field animName CName
---@field characterCustomizationSystem gameuiICharacterCustomizationSystem
gameuiCharacterCreationPuppetPreviewGameController = {}

---@return gameuiCharacterCreationPuppetPreviewGameController
function gameuiCharacterCreationPuppetPreviewGameController.new() return end

---@param props table
---@return gameuiCharacterCreationPuppetPreviewGameController
function gameuiCharacterCreationPuppetPreviewGameController.new(props) return end

---@return Bool
function gameuiCharacterCreationPuppetPreviewGameController:OnInitialize() return end

---@param index Uint32
---@param slotName CName|string
---@return Bool
function gameuiCharacterCreationPuppetPreviewGameController:OnSetCameraSetupEvent(index, slotName) return end

---@return Bool
function gameuiCharacterCreationPuppetPreviewGameController:OnUninitialize() return end

---@return AnimFeature_Paperdoll
function gameuiCharacterCreationPuppetPreviewGameController:GetAnimFeature() return end

---@class gameuiCharacterCustomizationAction
---@field type gameuiCharacterCustomizationActionType
---@field params String
---@field applyToUISlot Bool
---@field applyImmediately Bool
gameuiCharacterCustomizationAction = {}

---@return gameuiCharacterCustomizationAction
function gameuiCharacterCustomizationAction.new() return end

---@param props table
---@return gameuiCharacterCustomizationAction
function gameuiCharacterCustomizationAction.new(props) return end

---@class gameuiCharacterCustomizationArmCyberwareController : gameuiCharacterCustomizationBodyPartsController
---@field defaultGroupName CName
---@field additionalCyberArmAppearances appearanceAppearanceResource[]
gameuiCharacterCustomizationArmCyberwareController = {}

---@return gameuiCharacterCustomizationArmCyberwareController
function gameuiCharacterCustomizationArmCyberwareController.new() return end

---@param props table
---@return gameuiCharacterCustomizationArmCyberwareController
function gameuiCharacterCustomizationArmCyberwareController.new(props) return end

---@class gameuiCharacterCustomizationAttribute
---@field type gamedataStatType
---@field value Uint32
gameuiCharacterCustomizationAttribute = {}

---@return gameuiCharacterCustomizationAttribute
function gameuiCharacterCustomizationAttribute.new() return end

---@param props table
---@return gameuiCharacterCustomizationAttribute
function gameuiCharacterCustomizationAttribute.new(props) return end

---@class gameuiCharacterCustomizationBeardController : gameuiCharacterCustomizationHeadPartsController
gameuiCharacterCustomizationBeardController = {}

---@return gameuiCharacterCustomizationBeardController
function gameuiCharacterCustomizationBeardController.new() return end

---@param props table
---@return gameuiCharacterCustomizationBeardController
function gameuiCharacterCustomizationBeardController.new(props) return end

---@class gameuiCharacterCustomizationBodyController : gameuiICharacterCustomizationBodyController
gameuiCharacterCustomizationBodyController = {}

---@return gameuiCharacterCustomizationBodyController
function gameuiCharacterCustomizationBodyController.new() return end

---@param props table
---@return gameuiCharacterCustomizationBodyController
function gameuiCharacterCustomizationBodyController.new(props) return end

---@class gameuiCharacterCustomizationBodyPartsController : gameuiICharacterCustomizationBodyPartsController
---@field isHiddenInFpp Bool
gameuiCharacterCustomizationBodyPartsController = {}

---@class gameuiCharacterCustomizationBrokenNoseController : gameuiICharacterCustomizationComponent
---@field stage1App gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance
---@field stage2App gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance
---@field finalSceneGroup CName
gameuiCharacterCustomizationBrokenNoseController = {}

---@return gameuiCharacterCustomizationBrokenNoseController
function gameuiCharacterCustomizationBrokenNoseController.new() return end

---@param props table
---@return gameuiCharacterCustomizationBrokenNoseController
function gameuiCharacterCustomizationBrokenNoseController.new(props) return end

---@class gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance
---@field resource appearanceAppearanceResource
---@field definition CName
gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance = {}

---@return gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance
function gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance.new() return end

---@param props table
---@return gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance
function gameuiCharacterCustomizationBrokenNoseControllerBrokenNoseAppearance.new(props) return end

---@class gameuiCharacterCustomizationFaceController : gameuiCharacterCustomizationHeadPartsController
gameuiCharacterCustomizationFaceController = {}

---@return gameuiCharacterCustomizationFaceController
function gameuiCharacterCustomizationFaceController.new() return end

---@param props table
---@return gameuiCharacterCustomizationFaceController
function gameuiCharacterCustomizationFaceController.new(props) return end

---@class gameuiCharacterCustomizationFeetController : gameuiCharacterCustomizationBodyPartsController
---@field liftedFeetGroupName CName
---@field flatFeetGroupName CName
gameuiCharacterCustomizationFeetController = {}

---@return gameuiCharacterCustomizationFeetController
function gameuiCharacterCustomizationFeetController.new() return end

---@param props table
---@return gameuiCharacterCustomizationFeetController
function gameuiCharacterCustomizationFeetController.new(props) return end

---@class gameuiCharacterCustomizationGenitalsController : gameuiCharacterCustomizationBodyPartsController
---@field upperBodyGroupName CName
---@field bottomBodyGroupName CName
---@field forceHideGenitals Bool
gameuiCharacterCustomizationGenitalsController = {}

---@return gameuiCharacterCustomizationGenitalsController
function gameuiCharacterCustomizationGenitalsController.new() return end

---@param props table
---@return gameuiCharacterCustomizationGenitalsController
function gameuiCharacterCustomizationGenitalsController.new(props) return end

---@class gameuiCharacterCustomizationHairstyleController : gameuiCharacterCustomizationHeadPartsController
gameuiCharacterCustomizationHairstyleController = {}

---@return gameuiCharacterCustomizationHairstyleController
function gameuiCharacterCustomizationHairstyleController.new() return end

---@param props table
---@return gameuiCharacterCustomizationHairstyleController
function gameuiCharacterCustomizationHairstyleController.new(props) return end

---@class gameuiCharacterCustomizationHeadPartsController : gameuiCharacterCustomizationBodyPartsController
---@field groupName CName
gameuiCharacterCustomizationHeadPartsController = {}

---@class gameuiCharacterCustomizationInfo : IScriptable
---@field name CName
---@field uiSlot CName
---@field localizedName String
---@field defaultIndex Int32
---@field index Int32
---@field hidden Bool
---@field enabled Bool
---@field link CName
---@field linkController Bool
---@field editTags gameuiCharacterCustomizationEditTag[]
---@field censorFlag CensorshipFlags
---@field censorFlagAction gameuiCharacterCustomizationActionType
---@field onDeactivateActions gameuiCharacterCustomizationAction[]
gameuiCharacterCustomizationInfo = {}

---@class gameuiCharacterCustomizationInfoResource : CResource
---@field version Uint32
---@field headCustomizationOptions gameuiCharacterCustomizationInfo[]
---@field bodyCustomizationOptions gameuiCharacterCustomizationInfo[]
---@field armsCustomizationOptions gameuiCharacterCustomizationInfo[]
---@field armsGroups gameuiOptionsGroup[]
---@field headGroups gameuiOptionsGroup[]
---@field bodyGroups gameuiOptionsGroup[]
---@field perspectiveInfo gameuiPerspectiveInfo[]
---@field uiPresets gameuiCharacterCustomizationUiPresetInfo[]
---@field excludedFromRandomize CName[]
---@field versionUpdateInfo gameuiCharacterCustomizationVersionUpdateInfo[]
gameuiCharacterCustomizationInfoResource = {}

---@return gameuiCharacterCustomizationInfoResource
function gameuiCharacterCustomizationInfoResource.new() return end

---@param props table
---@return gameuiCharacterCustomizationInfoResource
function gameuiCharacterCustomizationInfoResource.new(props) return end

---@class gameuiCharacterCustomizationNailsController : gameuiCharacterCustomizationBodyPartsController
---@field nailsGroupName CName
gameuiCharacterCustomizationNailsController = {}

---@return gameuiCharacterCustomizationNailsController
function gameuiCharacterCustomizationNailsController.new() return end

---@param props table
---@return gameuiCharacterCustomizationNailsController
function gameuiCharacterCustomizationNailsController.new(props) return end

---@class gameuiCharacterCustomizationOption : IScriptable
---@field info gameuiCharacterCustomizationInfo
---@field bodyPart gameuiCharacterCustomizationPart
---@field prevIndex Uint32
---@field currIndex Uint32
---@field isActive Bool
---@field isCensored Bool
---@field isEditable Bool
gameuiCharacterCustomizationOption = {}

---@class gameuiCharacterCustomizationOptionImpl : gameuiCharacterCustomizationOption
gameuiCharacterCustomizationOptionImpl = {}

---@return gameuiCharacterCustomizationOptionImpl
function gameuiCharacterCustomizationOptionImpl.new() return end

---@param props table
---@return gameuiCharacterCustomizationOptionImpl
function gameuiCharacterCustomizationOptionImpl.new(props) return end

---@class gameuiCharacterCustomizationOptionVersionPrereq
---@field optionName CName
---@field definitionName CName
gameuiCharacterCustomizationOptionVersionPrereq = {}

---@return gameuiCharacterCustomizationOptionVersionPrereq
function gameuiCharacterCustomizationOptionVersionPrereq.new() return end

---@param props table
---@return gameuiCharacterCustomizationOptionVersionPrereq
function gameuiCharacterCustomizationOptionVersionPrereq.new(props) return end

---@class gameuiCharacterCustomizationOptionVersionUpdateInfo
---@field curOptionNames CName[]
---@field curDefintionName CName
---@field optionPrereqs gameuiCharacterCustomizationOptionVersionPrereq[]
---@field newOptionName CName
---@field newDefinitionName CName
---@field replaceCurOption Bool
gameuiCharacterCustomizationOptionVersionUpdateInfo = {}

---@return gameuiCharacterCustomizationOptionVersionUpdateInfo
function gameuiCharacterCustomizationOptionVersionUpdateInfo.new() return end

---@param props table
---@return gameuiCharacterCustomizationOptionVersionUpdateInfo
function gameuiCharacterCustomizationOptionVersionUpdateInfo.new(props) return end

---@class gameuiCharacterCustomizationPersonalLinkController : gameuiICharacterCustomizationComponent
---@field simpleLinkGroup CName
gameuiCharacterCustomizationPersonalLinkController = {}

---@return gameuiCharacterCustomizationPersonalLinkController
function gameuiCharacterCustomizationPersonalLinkController.new() return end

---@param props table
---@return gameuiCharacterCustomizationPersonalLinkController
function gameuiCharacterCustomizationPersonalLinkController.new(props) return end

---@class gameuiCharacterCustomizationPreset : CResource
---@field isMale Bool
---@field bodyGroups gameuiCustomizationGroup[]
---@field headGroups gameuiCustomizationGroup[]
---@field armsGroups gameuiCustomizationGroup[]
---@field perspectiveInfo gameuiPerspectiveInfo[]
---@field tags redTagList
---@field version Uint32
gameuiCharacterCustomizationPreset = {}

---@return gameuiCharacterCustomizationPreset
function gameuiCharacterCustomizationPreset.new() return end

---@param props table
---@return gameuiCharacterCustomizationPreset
function gameuiCharacterCustomizationPreset.new(props) return end

---@class gameuiCharacterCustomizationState : gameuiICharacterCustomizationState
gameuiCharacterCustomizationState = {}

---@return gameuiCharacterCustomizationState
function gameuiCharacterCustomizationState.new() return end

---@param props table
---@return gameuiCharacterCustomizationState
function gameuiCharacterCustomizationState.new(props) return end

---@class gameuiCharacterCustomizationSystem : gameuiICharacterCustomizationSystem
gameuiCharacterCustomizationSystem = {}

---@return gameuiCharacterCustomizationSystem
function gameuiCharacterCustomizationSystem.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem
function gameuiCharacterCustomizationSystem.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent : redEvent
---@field pairs gameuiSwitchPair[]
gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent = {}

---@return gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent
function gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent
function gameuiCharacterCustomizationSystem_OnAppearanceSwitchedEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent : redEvent
gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent = {}

---@return gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent
function gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent
function gameuiCharacterCustomizationSystem_OnCancelFinalizedStateUpdateEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent : redEvent
gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent = {}

---@return gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent
function gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent
function gameuiCharacterCustomizationSystem_OnInitializeOptionsListEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent : redEvent
---@field option gameuiCharacterCustomizationOption
gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent = {}

---@return gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent
function gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent
function gameuiCharacterCustomizationSystem_OnOptionUpdatedEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnPresetAppliedEvent : redEvent
gameuiCharacterCustomizationSystem_OnPresetAppliedEvent = {}

---@return gameuiCharacterCustomizationSystem_OnPresetAppliedEvent
function gameuiCharacterCustomizationSystem_OnPresetAppliedEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnPresetAppliedEvent
function gameuiCharacterCustomizationSystem_OnPresetAppliedEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent : redEvent
gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent = {}

---@return gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent
function gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent
function gameuiCharacterCustomizationSystem_OnRandomizeCompleteEvent.new(props) return end

---@class gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent : redEvent
gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent = {}

---@return gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent
function gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent.new() return end

---@param props table
---@return gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent
function gameuiCharacterCustomizationSystem_OnReFinalizeStateCompleteEvent.new(props) return end

---@class gameuiCharacterCustomizationUiPreset : CResource
---@field isMaleVO Bool
---@field values gameuiCharacterCustomizationUiPresetValue[]
gameuiCharacterCustomizationUiPreset = {}

---@return gameuiCharacterCustomizationUiPreset
function gameuiCharacterCustomizationUiPreset.new() return end

---@param props table
---@return gameuiCharacterCustomizationUiPreset
function gameuiCharacterCustomizationUiPreset.new(props) return end

---@class gameuiCharacterCustomizationUiPresetInfo
---@field name CName
---@field resource gameuiCharacterCustomizationUiPreset
gameuiCharacterCustomizationUiPresetInfo = {}

---@return gameuiCharacterCustomizationUiPresetInfo
function gameuiCharacterCustomizationUiPresetInfo.new() return end

---@param props table
---@return gameuiCharacterCustomizationUiPresetInfo
function gameuiCharacterCustomizationUiPresetInfo.new(props) return end

---@class gameuiCharacterCustomizationUiPresetValue
---@field optionName CName
---@field isActive Bool
---@field value Uint32
gameuiCharacterCustomizationUiPresetValue = {}

---@return gameuiCharacterCustomizationUiPresetValue
function gameuiCharacterCustomizationUiPresetValue.new() return end

---@param props table
---@return gameuiCharacterCustomizationUiPresetValue
function gameuiCharacterCustomizationUiPresetValue.new(props) return end

---@class gameuiCharacterCustomizationVersionUpdateInfo
---@field newVersion Uint32
---@field optionUpdates gameuiCharacterCustomizationOptionVersionUpdateInfo[]
gameuiCharacterCustomizationVersionUpdateInfo = {}

---@return gameuiCharacterCustomizationVersionUpdateInfo
function gameuiCharacterCustomizationVersionUpdateInfo.new() return end

---@param props table
---@return gameuiCharacterCustomizationVersionUpdateInfo
function gameuiCharacterCustomizationVersionUpdateInfo.new(props) return end

---@class gameuiCharacterReplicaInitializedEvent : redEvent
gameuiCharacterReplicaInitializedEvent = {}

---@return gameuiCharacterReplicaInitializedEvent
function gameuiCharacterReplicaInitializedEvent.new() return end

---@param props table
---@return gameuiCharacterReplicaInitializedEvent
function gameuiCharacterReplicaInitializedEvent.new(props) return end

---@class gameuiCharactersChain
---@field rarities Uint32[]
---@field matchedValues Uint32
---@field ownerId Int32
---@field isFulfilled Bool
---@field isPossible Bool
gameuiCharactersChain = {}

---@return gameuiCharactersChain
function gameuiCharactersChain.new() return end

---@param props table
---@return gameuiCharactersChain
function gameuiCharactersChain.new(props) return end

---@class gameuiChatBoxGameController : gameuiHUDGameController
---@field player gamePuppetBase
---@field chatBoxBlackboardId redCallbackObject
---@field chatBox inkWidgetReference
---@field enteredText inkTextInputWidgetReference
---@field chatBoxOpen Bool
---@field recentChatsShown inkWidget[]
---@field recentContainer inkVerticalPanelWidget
---@field historyContainer inkVerticalPanelWidget
---@field chatHistory gameuiChatBoxText[]
---@field lastChatId Int32
---@field maxChatsDisplayed Int32
---@field maxChatHistory Int32
gameuiChatBoxGameController = {}

---@return gameuiChatBoxGameController
function gameuiChatBoxGameController.new() return end

---@param props table
---@return gameuiChatBoxGameController
function gameuiChatBoxGameController.new(props) return end

---@param enteredText inkTextInputWidget
function gameuiChatBoxGameController:SetMaxEnteredChars(enteredText) return end

---@param isChatBoxContext Bool
function gameuiChatBoxGameController:UpdateInputContext(isChatBoxContext) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function gameuiChatBoxGameController:OnAction(action, consumer) return end

---@param value Variant
---@return Bool
function gameuiChatBoxGameController:OnChatAdded(value) return end

---@param chatItem inkWidget
---@return Bool
function gameuiChatBoxGameController:OnHideRecentChat(chatItem) return end

---@return Bool
function gameuiChatBoxGameController:OnInitialize() return end

---@return Bool
function gameuiChatBoxGameController:OnUninitialize() return end

---@param chatBoxText gameuiChatBoxText
function gameuiChatBoxGameController:DisplayChat(chatBoxText) return end

---@param chatBoxText gameuiChatBoxText
function gameuiChatBoxGameController:DisplayHistory(chatBoxText) return end

function gameuiChatBoxGameController:SendChat() return end

---@param show Bool
function gameuiChatBoxGameController:ShowChatBox(show) return end

function gameuiChatBoxGameController:ShowHistory() return end

---@class gameuiChatBoxText
---@field text String
---@field id Int32
---@field color Color
gameuiChatBoxText = {}

---@return gameuiChatBoxText
function gameuiChatBoxText.new() return end

---@param props table
---@return gameuiChatBoxText
function gameuiChatBoxText.new(props) return end

---@class gameuiCompassWidgetGameController : gameuiHUDGameController
---@field compassWidget inkWidgetReference
gameuiCompassWidgetGameController = {}

---@return gameuiCompassWidgetGameController
function gameuiCompassWidgetGameController.new() return end

---@param props table
---@return gameuiCompassWidgetGameController
function gameuiCompassWidgetGameController.new(props) return end

---@class gameuiContextChangedEvent : redEvent
---@field oldContext gameuiContext
---@field newContext gameuiContext
gameuiContextChangedEvent = {}

---@return gameuiContextChangedEvent
function gameuiContextChangedEvent.new() return end

---@param props table
---@return gameuiContextChangedEvent
function gameuiContextChangedEvent.new(props) return end

---@class gameuiControllerSettingsGameController : gameuiMenuGameController
---@field defaultWidgets inkWidgetReference[]
---@field southpawWidgets inkWidgetReference[]
---@field legacyWidgets inkWidgetReference[]
---@field generalInputPanel inkWidgetReference
---@field vehicleInputPanel inkWidgetReference
---@field vehicleCombatInputPanel inkWidgetReference
---@field selectorWidget inkWidgetReference
---@field schemeLegacyRef inkWidgetReference
---@field schemeAgileRef inkWidgetReference
---@field schemeAlternativeRef inkWidgetReference
---@field inputSettingSelectorRef inkWidgetReference
---@field inputSettingGroupName CName
---@field inputSettingVarName CName
---@field buttonHintsManagerRef inkWidgetReference
---@field buttonHintsController ButtonHints
---@field selectorCtrl inkListController
---@field inputPanel inkWidgetReference[]
---@field currentTab Int32
---@field inputSettingSelector SettingsSelectorControllerListString
---@field inputSettingsListener InputSettingsVarListener
---@field settings userSettingsUserSettings
---@field inputSettingGroup userSettingsGroup
---@field inputSettingVar userSettingsVar
gameuiControllerSettingsGameController = {}

---@return gameuiControllerSettingsGameController
function gameuiControllerSettingsGameController.new() return end

---@param props table
---@return gameuiControllerSettingsGameController
function gameuiControllerSettingsGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiControllerSettingsGameController:OnButtonRelease(evt) return end

---@return Bool
function gameuiControllerSettingsGameController:OnInitialize() return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function gameuiControllerSettingsGameController:OnMenuChanged(index, target) return end

---@return Bool
function gameuiControllerSettingsGameController:OnUninitialize() return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function gameuiControllerSettingsGameController:OnVarModified(groupPath, varName, varType, reason) return end

function gameuiControllerSettingsGameController:PopulatePanelsList() return end

function gameuiControllerSettingsGameController:RefreshInputsVisiblity() return end

---@class gameuiCooldownGameController : gameuiWidgetGameController
---@field maxCooldowns Int32
---@field cooldownTitle inkWidgetReference
---@field cooldownContainer inkCompoundWidgetReference
---@field poolHolder inkCompoundWidgetReference
---@field mode ECooldownGameControllerMode
---@field effectTypes gamedataStatusEffectType[]
---@field cooldownPool SingleCooldownManager[]
---@field matchBuffer SingleCooldownManager[]
---@field buffsCallback redCallbackObject
---@field debuffsCallback redCallbackObject
---@field blackboardDef UI_PlayerBioMonitorDef
---@field blackboard gameIBlackboard
gameuiCooldownGameController = {}

---@return gameuiCooldownGameController
function gameuiCooldownGameController.new() return end

---@param props table
---@return gameuiCooldownGameController
function gameuiCooldownGameController.new(props) return end

---@param buffList gameuiBuffInfo[]
---@return Bool
function gameuiCooldownGameController:OnCooldownUpdate(buffList) return end

---@param v Variant
---@return Bool
function gameuiCooldownGameController:OnEffectUpdate(v) return end

---@return Bool
function gameuiCooldownGameController:OnInitialize() return end

---@return Bool
function gameuiCooldownGameController:OnUninitialize() return end

---@param buffs gameuiBuffInfo[]
function gameuiCooldownGameController:GetBuffs(buffs) return end

---@param debuffs gameuiBuffInfo[]
function gameuiCooldownGameController:GetDebuffs(debuffs) return end

---@return ScriptGameInstance
function gameuiCooldownGameController:GetInstance() return end

---@param buffList UIBuffInfo[]
function gameuiCooldownGameController:ParseBuffList(buffList) return end

---@param buffData UIBuffInfo
function gameuiCooldownGameController:RequestCooldownVisualization(buffData) return end

---@class gameuiCreditsController : gameuiWidgetGameController
---@field creditsResourcePS4 inkCreditsResource
---@field creditsResourceXBOXPC inkCreditsResource
---@field scrollingSpeed Float
---@field fastforwardScrollingSpeed Float
---@field sectionsContainer inkCompoundWidgetReference
---@field singleTextWidget inkTextWidgetReference
---@field speakerNameTextWidget inkTextWidgetReference
---@field exitTooltipContainer inkCompoundWidgetReference
---@field swapBackgroundVideoAnimName CName
---@field singleAnimName CName
---@field openVideoScreenAnimName CName
---@field closeVideoScreenAnimName CName
---@field headerLibraryID CName
---@field boldLibraryID CName
---@field basicLibraryID CName
---@field basicTranslatableLibraryID CName
---@field topCreditsMargin Float
---@field bottomCreditsMargin Float
---@field startPosition Float
---@field subtitlesContainer inkCompoundWidgetReference
---@field subtitlesLibraryPath CResource
---@field shouldShowRewardPrompt Bool
---@field isInFinalBoardsMode Bool
---@field isPreVideoFinished Bool
---@field isEp1CreditsImplementation Bool
---@field exitNotificationDisplayTime Float
gameuiCreditsController = {}

---@return gameuiCreditsController
function gameuiCreditsController.new() return end

---@param props table
---@return gameuiCreditsController
function gameuiCreditsController.new(props) return end

---@class gameuiCreditsPositionController : inkWidgetLogicController
---@field titleText inkTextWidgetReference
---@field namesText inkTextWidgetReference
gameuiCreditsPositionController = {}

---@return gameuiCreditsPositionController
function gameuiCreditsPositionController.new() return end

---@param props table
---@return gameuiCreditsPositionController
function gameuiCreditsPositionController.new(props) return end

---@class gameuiCreditsSectionController : inkWidgetLogicController
---@field sectionName inkTextWidgetReference
gameuiCreditsSectionController = {}

---@return gameuiCreditsSectionController
function gameuiCreditsSectionController.new() return end

---@param props table
---@return gameuiCreditsSectionController
function gameuiCreditsSectionController.new(props) return end

---@class gameuiCrosshairBaseGameController : gameuiWidgetGameController
---@field details inkWidgetReference
---@field isActive Bool
---@field rootWidget inkWidget
---@field psmBlackboard gameIBlackboard
---@field targetBB gameIBlackboard
---@field weaponBB gameIBlackboard
---@field targetEntity entEntity
---@field raycastTargetEntity entEntity
---@field playerPuppet gameObject
---@field crosshairState gamePSMCrosshairStates
---@field visionState gamePSMVision
---@field crosshairStateBlackboardId redCallbackObject
---@field bulletSpreedBlackboardId redCallbackObject
---@field isTargetDead Bool
---@field lastGUIStateUpdateFrame Uint64
---@field currentAimTargetBBID redCallbackObject
---@field currentRaycastTargetBBID redCallbackObject
---@field targetDistanceBBID redCallbackObject
---@field targetAttitudeBBID redCallbackObject
---@field healthListener CrosshairHealthChangeListener
---@field deadEyeWidget inkWidgetReference
---@field deadEyeAnimProxy inkanimProxy
---@field hasDeadEye Bool
---@field staminaChangedCallback redCallbackObject
---@field staminaListener CrosshairStaminaListener
gameuiCrosshairBaseGameController = {}

---@return gameuiCrosshairBaseGameController
function gameuiCrosshairBaseGameController.new() return end

---@param props table
---@return gameuiCrosshairBaseGameController
function gameuiCrosshairBaseGameController.new(props) return end

---@return gameItemObject
function gameuiCrosshairBaseGameController:GetWeaponItemObject() return end

---@return gameIBlackboard
function gameuiCrosshairBaseGameController:GetWeaponLocalBlackboard() return end

---@return ItemID
function gameuiCrosshairBaseGameController:GetWeaponRecordID() return end

---@param distanceToTarget Float
---@return Bool
function gameuiCrosshairBaseGameController:IsTargetWithinWeaponEffectiveRange(distanceToTarget) return end

---@param spread Vector2
---@return Bool
function gameuiCrosshairBaseGameController:OnBulletSpreadChanged(spread) return end

---@param entId entEntityID
---@return Bool
function gameuiCrosshairBaseGameController:OnCurrentAimTarget(entId) return end

---@param id entEntityID
---@return Bool
function gameuiCrosshairBaseGameController:OnCurrentRaycastTarget(id) return end

---@param anim inkanimProxy
---@return Bool
function gameuiCrosshairBaseGameController:OnDeadEyeAnimFinished(anim) return end

---@return Bool
function gameuiCrosshairBaseGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function gameuiCrosshairBaseGameController:OnNPCStatsChanged(value) return end

---@param value Int32
---@return Bool
function gameuiCrosshairBaseGameController:OnPSMCrosshairStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiCrosshairBaseGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiCrosshairBaseGameController:OnPlayerDetach(playerPuppet) return end

---@return Bool
function gameuiCrosshairBaseGameController:OnPreIntro() return end

---@return Bool
function gameuiCrosshairBaseGameController:OnPreOutro() return end

---@param evt RefreshCrosshairEvent
---@return Bool
function gameuiCrosshairBaseGameController:OnRefreshCrosshairEvent(evt) return end

---@param attitude Int32
---@return Bool
function gameuiCrosshairBaseGameController:OnTargetAttitudeChanged(attitude) return end

---@param distance Float
---@return Bool
function gameuiCrosshairBaseGameController:OnTargetDistanceChanged(distance) return end

---@return Bool
function gameuiCrosshairBaseGameController:OnUninitialize() return end

---@param state CName|string
---@param aimedAtEntity entEntity
function gameuiCrosshairBaseGameController:ApplyCrosshairGUIState(state, aimedAtEntity) return end

---@return gamePSMCrosshairStates
function gameuiCrosshairBaseGameController:GetCrosshairState() return end

---@return CName
function gameuiCrosshairBaseGameController:GetCurrentCrosshairGUIState() return end

---@return Float
function gameuiCrosshairBaseGameController:GetDistanceToTarget() return end

---@return ScriptGameInstance
function gameuiCrosshairBaseGameController:GetGame() return end

---@param firstEquip Bool
---@return inkanimProxy
function gameuiCrosshairBaseGameController:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function gameuiCrosshairBaseGameController:GetOutroAnimation() return end

---@return gameIBlackboard
function gameuiCrosshairBaseGameController:GetUIActiveWeaponBlackboard() return end

---@return gamePSMVision
function gameuiCrosshairBaseGameController:GetVisionState() return end

function gameuiCrosshairBaseGameController:HandleDeadEye() return end

---@return Bool
function gameuiCrosshairBaseGameController:IsActive() return end

---@param oldState gamePSMCrosshairStates
---@param newState gamePSMCrosshairStates
function gameuiCrosshairBaseGameController:OnCrosshairStateChange(oldState, newState) return end

function gameuiCrosshairBaseGameController:OnState_Aim() return end

function gameuiCrosshairBaseGameController:OnState_GrenadeCharging() return end

function gameuiCrosshairBaseGameController:OnState_HipFire() return end

function gameuiCrosshairBaseGameController:OnState_LeftHandCyberware() return end

function gameuiCrosshairBaseGameController:OnState_Reload() return end

function gameuiCrosshairBaseGameController:OnState_ReloadDriverCombatMountedWeapons() return end

function gameuiCrosshairBaseGameController:OnState_Safe() return end

function gameuiCrosshairBaseGameController:OnState_Scanning() return end

function gameuiCrosshairBaseGameController:OnState_Sprint() return end

function gameuiCrosshairBaseGameController:QueueCrosshairRefresh() return end

---@param register Bool
function gameuiCrosshairBaseGameController:RegisterTargetCallbacks(register) return end

---@param force Bool
function gameuiCrosshairBaseGameController:UpdateCrosshairGUIState(force) return end

function gameuiCrosshairBaseGameController:UpdateCrosshairState() return end

---@param value Bool
function gameuiCrosshairBaseGameController:UpdateTPPDriverCombatCrosshair(value) return end

---@class gameuiCrosshairBaseMelee : gameuiCrosshairBaseGameController
---@field meleeStateBlackboardId redCallbackObject
gameuiCrosshairBaseMelee = {}

---@return gameuiCrosshairBaseMelee
function gameuiCrosshairBaseMelee.new() return end

---@param props table
---@return gameuiCrosshairBaseMelee
function gameuiCrosshairBaseMelee.new(props) return end

---@param value Int32
---@return Bool
function gameuiCrosshairBaseMelee:OnGamePSMMeleeWeapon(value) return end

---@return Bool
function gameuiCrosshairBaseMelee:OnPreIntro() return end

---@return Bool
function gameuiCrosshairBaseMelee:OnPreOutro() return end

---@param value gamePSMMeleeWeapon
function gameuiCrosshairBaseMelee:OnMeleeState_Update(value) return end

---@class gameuiCrosshairContainerController : gameuiHUDGameController
---@field defaultCrosshair TweakDBID
---@field bbUIData gameIBlackboard
---@field bbWeaponInfo gameIBlackboard
---@field bbPlayerTierEventId redCallbackObject
---@field bbWeaponEventId redCallbackObject
---@field interactionBlackboardId redCallbackObject
---@field visionStateBlackboardId redCallbackObject
---@field psmVehicleInTPPBlackboardId redCallbackObject
---@field rootWidget inkCanvasWidget
---@field fadeOutAnimation inkanimDefinition
---@field fadeInAnimation inkanimDefinition
---@field sceneTier GameplayTier
---@field isUnarmed Bool
---@field fadeOutValue Float
---@field wasLastInteractionWithDevice Bool
---@field CombatStateBlackboardId redCallbackObject
---@field hiddenAnimProxy inkanimProxy
---@field Player PlayerPuppet
---@field HiddenTextCanvas inkWidgetReference
gameuiCrosshairContainerController = {}

---@return gameuiCrosshairContainerController
function gameuiCrosshairContainerController.new() return end

---@param props table
---@return gameuiCrosshairContainerController
function gameuiCrosshairContainerController.new(props) return end

---@return gameuiCrosshairBaseGameController
function gameuiCrosshairContainerController:GetActiveCrosshairGameController() return end

---@return inkWidget
function gameuiCrosshairContainerController:GetActiveCrosshairWidget() return end

---@return Bool
function gameuiCrosshairContainerController:OnInitialize() return end

---@param value Variant
---@return Bool
function gameuiCrosshairContainerController:OnInteractionStateChange(value) return end

---@param value Bool
---@return Bool
function gameuiCrosshairContainerController:OnPSMVehicleInTPPChanged(value) return end

---@param value Int32
---@return Bool
function gameuiCrosshairContainerController:OnPSMVisionStateChanged(value) return end

---@param playerGameObject gameObject
---@return Bool
function gameuiCrosshairContainerController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function gameuiCrosshairContainerController:OnPlayerDetach(playerGameObject) return end

---@param argTier Int32
---@return Bool
function gameuiCrosshairContainerController:OnSceneTierChange(argTier) return end

---@return Bool
function gameuiCrosshairContainerController:OnUninitialize() return end

---@param value Variant
---@return Bool
function gameuiCrosshairContainerController:OnWeaponSwap(value) return end

function gameuiCrosshairContainerController:CreateAnimations() return end

---@param playerPuppet gameObject
function gameuiCrosshairContainerController:RegisterPSMListeners(playerPuppet) return end

---@param playerPuppet gameObject
function gameuiCrosshairContainerController:UnregisterPSMListeners(playerPuppet) return end

---@class gameuiCurrencyUpdateNotificationViewData : gameuiGenericNotificationViewData
---@field diff Int32
---@field total Uint32
gameuiCurrencyUpdateNotificationViewData = {}

---@return gameuiCurrencyUpdateNotificationViewData
function gameuiCurrencyUpdateNotificationViewData.new() return end

---@param props table
---@return gameuiCurrencyUpdateNotificationViewData
function gameuiCurrencyUpdateNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiCurrencyUpdateNotificationViewData:CanMerge(data) return end

---@class gameuiCustomizationAppearance : gameuiCensorshipInfo
---@field name CName
---@field resource appearanceAppearanceResource
---@field definition CName
gameuiCustomizationAppearance = {}

---@return gameuiCustomizationAppearance
function gameuiCustomizationAppearance.new() return end

---@param props table
---@return gameuiCustomizationAppearance
function gameuiCustomizationAppearance.new(props) return end

---@class gameuiCustomizationGroup
---@field name CName
---@field customization gameuiCustomizationAppearance[]
---@field morphs gameuiCustomizationMorph[]
gameuiCustomizationGroup = {}

---@return gameuiCustomizationGroup
function gameuiCustomizationGroup.new() return end

---@param props table
---@return gameuiCustomizationGroup
function gameuiCustomizationGroup.new(props) return end

---@class gameuiCustomizationMorph : gameuiCensorshipInfo
---@field regionName CName
---@field targetName CName
gameuiCustomizationMorph = {}

---@return gameuiCustomizationMorph
function gameuiCustomizationMorph.new() return end

---@param props table
---@return gameuiCustomizationMorph
function gameuiCustomizationMorph.new(props) return end

---@class gameuiCyberspaceMappinsContainerController : gameuiMappinsContainerController
gameuiCyberspaceMappinsContainerController = {}

---@return gameuiCyberspaceMappinsContainerController
function gameuiCyberspaceMappinsContainerController.new() return end

---@param props table
---@return gameuiCyberspaceMappinsContainerController
function gameuiCyberspaceMappinsContainerController.new(props) return end

---@param mappin gamemappinsIMappin
---@param mappinVariant gamedataMappinVariant
---@param customData gameuiMappinControllerCustomData
---@return gameuiMappinUIProfile
function gameuiCyberspaceMappinsContainerController:CreateMappinUIProfile(mappin, mappinVariant, customData) return end

---@class gameuiCyberspaceUIObject : gameObject
---@field slotName CName
---@field mappinType gameuiCyberspaceElementType
---@field caption String
gameuiCyberspaceUIObject = {}

---@return gameuiCyberspaceUIObject
function gameuiCyberspaceUIObject.new() return end

---@param props table
---@return gameuiCyberspaceUIObject
function gameuiCyberspaceUIObject.new(props) return end

---@class gameuiCyberwareBreachGameController : gameuiWidgetGameController
---@field strokeHealthDepleation inkWidgetReference
---@field adjustedScreenPosition Vector2
---@field maxHealth Float
---@field currentHealth Float
---@field lastHealth Float
---@field currentSway Vector2
---@field breachCanvasWRef inkWidgetReference
---@field strokeFgRef inkBorderWidgetReference
---@field strokeBgRef inkBorderWidgetReference
---@field waveStrokeRef inkBorderWidgetReference
---@field fillRef inkWidgetReference
---@field textScaleWidgetRef inkCompoundWidgetReference
---@field xTextRef inkTextWidgetReference
---@field yTextRef inkTextWidgetReference
---@field errorTextRef inkTextWidgetReference
---@field strokeThicknessPercent Float
---@field minThickness Float
---@field maxThickness Float
---@field minTextScale Float
---@field maxTextScale Float
---@field maxRadius Float
---@field minRadiusForFluff Float
---@field previousAlmostTimeout Bool
---@field cwBreachCallbackHandle redCallbackObject
---@field weaponSwayCallbackHandle redCallbackObject
---@field introAnimationProxy inkanimProxy
---@field showAnimationProxy inkanimProxy
---@field timeoutAnimationProxy inkanimProxy
gameuiCyberwareBreachGameController = {}

---@return gameuiCyberwareBreachGameController
function gameuiCyberwareBreachGameController.new() return end

---@param props table
---@return gameuiCyberwareBreachGameController
function gameuiCyberwareBreachGameController.new(props) return end

---@param moveSpeed Float
function gameuiCyberwareBreachGameController:BeginMoveAnim(moveSpeed) return end

---@param sizeSpeed Float
function gameuiCyberwareBreachGameController:BeginSizeAnim(sizeSpeed) return end

---@return Float
function gameuiCyberwareBreachGameController:GetMoveAnimPercent() return end

---@return Float
function gameuiCyberwareBreachGameController:GetSizeAnimPercent() return end

---@param fireCallback Bool
function gameuiCyberwareBreachGameController:GotoEndAndStopMoveAnim(fireCallback) return end

---@param fireCallback Bool
function gameuiCyberwareBreachGameController:GotoEndAndStopSizeAnim(fireCallback) return end

function gameuiCyberwareBreachGameController:ResetCodeAnims() return end

function gameuiCyberwareBreachGameController:UpdateHealthDepletion() return end

---@param value Variant
---@return Bool
function gameuiCyberwareBreachGameController:OnBreachDataChanged(value) return end

---@return Bool
function gameuiCyberwareBreachGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiCyberwareBreachGameController:OnIntroAnimationFinished(proxy) return end

---@return Bool
function gameuiCyberwareBreachGameController:OnMoveAnimationFinished() return end

---@return Bool
function gameuiCyberwareBreachGameController:OnResizeAnimationFinished() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiCyberwareBreachGameController:OnShowAnimationFinished(proxy) return end

---@param pos Vector2
---@return Bool
function gameuiCyberwareBreachGameController:OnSway(pos) return end

---@return Bool
function gameuiCyberwareBreachGameController:OnUninitialize() return end

---@param screenPosition Vector2
---@param radius Float
function gameuiCyberwareBreachGameController:ChangeFluff(screenPosition, radius) return end

---@param health Float
---@param givenMaxHealth Float
---@param fireTransition Bool
function gameuiCyberwareBreachGameController:ChangeHealth(health, givenMaxHealth, fireTransition) return end

---@param screenPosition Vector2
function gameuiCyberwareBreachGameController:ChangeScreenPosition(screenPosition) return end

---@param radius Float
function gameuiCyberwareBreachGameController:ChangeScreenSize(radius) return end

---@param startValue Float
---@param endValue Float
---@param ratio Float
---@return Float
function gameuiCyberwareBreachGameController:InterpolateValues(startValue, endValue, ratio) return end

---@param ignoreSizeAnim Bool
---@return Bool
function gameuiCyberwareBreachGameController:IsAnyIntroAnimPlaying(ignoreSizeAnim) return end

function gameuiCyberwareBreachGameController:PlayIntroAnimation() return end

function gameuiCyberwareBreachGameController:PlayShowAnimation() return end

function gameuiCyberwareBreachGameController:PlayTimeoutAnimation() return end

function gameuiCyberwareBreachGameController:RegisterBlackboardCallbacks() return end

function gameuiCyberwareBreachGameController:StopAllAnimations() return end

function gameuiCyberwareBreachGameController:UnregisterBlackboardCallbacks() return end

---@param visible Bool
function gameuiCyberwareBreachGameController:UpdateState(visible) return end

---@class gameuiDamageIndicatorGameController : gameuiHUDGameController
---@field maxVisibleParts Uint8
gameuiDamageIndicatorGameController = {}

---@return gameuiDamageIndicatorGameController
function gameuiDamageIndicatorGameController.new() return end

---@param props table
---@return gameuiDamageIndicatorGameController
function gameuiDamageIndicatorGameController.new(props) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function gameuiDamageIndicatorGameController:ShouldShowDamage(evt) return end

---@class gameuiDamageIndicatorPartLogicController : gameuiBaseDirectionalIndicatorPartLogicController
---@field maxDistanceForSharedIndicators Float
---@field arrowFrontWidget inkImageWidgetReference
---@field arrowBigWidget inkImageWidgetReference
---@field damageThreshold Float
---@field root inkWidget
---@field animProxy inkanimProxy
---@field damageTaken Float
---@field continuous Bool
---@field revengeActive Bool
gameuiDamageIndicatorPartLogicController = {}

---@return gameuiDamageIndicatorPartLogicController
function gameuiDamageIndicatorPartLogicController.new() return end

---@param props table
---@return gameuiDamageIndicatorPartLogicController
function gameuiDamageIndicatorPartLogicController.new(props) return end

function gameuiDamageIndicatorPartLogicController:ResetMinimumOpacity() return end

---@param continuous Bool
function gameuiDamageIndicatorPartLogicController:SetContinuous(continuous) return end

---@param opacity Float
function gameuiDamageIndicatorPartLogicController:SetMinimumOpacity(opacity) return end

function gameuiDamageIndicatorPartLogicController:SetReadyToRemove() return end

---@param showing Bool
function gameuiDamageIndicatorPartLogicController:SetShowingDamage(showing) return end

---@return Bool
function gameuiDamageIndicatorPartLogicController:OnInitialize() return end

---@param e inkanimProxy
---@return Bool
function gameuiDamageIndicatorPartLogicController:OnOutroComplete(e) return end

---@param evt gameweaponeventsAIAttackAttemptEvent
function gameuiDamageIndicatorPartLogicController:AddAttackAttempt(evt) return end

---@param evt gameeventsDamageReceivedEvent
function gameuiDamageIndicatorPartLogicController:AddIncomingDamage(evt) return end

function gameuiDamageIndicatorPartLogicController:InitPart() return end

---@param animName CName|string
---@param callback CName|string
function gameuiDamageIndicatorPartLogicController:PlayAnim(animName, callback) return end

function gameuiDamageIndicatorPartLogicController:Reset() return end

function gameuiDamageIndicatorPartLogicController:ResetRevenge() return end

function gameuiDamageIndicatorPartLogicController:StopContinuousEffect() return end

---@class gameuiDamageInfo
---@field hitPosition Vector4
---@field damageValue Float
---@field damageType gamedataDamageType
---@field hitType gameuiHitType
---@field entityHit gameObject
---@field instigator gameObject
---@field userData gameuiDamageInfoUserData
gameuiDamageInfo = {}

---@return gameuiDamageInfo
function gameuiDamageInfo.new() return end

---@param props table
---@return gameuiDamageInfo
function gameuiDamageInfo.new(props) return end

---@class gameuiDamageInfoUserData : IScriptable
---@field flags SHitFlag[]
---@field hitShapeType EHitShapeType
gameuiDamageInfoUserData = {}

---@return gameuiDamageInfoUserData
function gameuiDamageInfoUserData.new() return end

---@param props table
---@return gameuiDamageInfoUserData
function gameuiDamageInfoUserData.new(props) return end

---@class gameuiDeathMenuGameController : gameuiMenuItemListGameController
---@field buttonHintsManagerRef inkWidgetReference
---@field buttonHintsController ButtonHints
---@field animIntro inkanimProxy
---@field axisInputReceived Bool
---@field dpadInputReceived Bool
gameuiDeathMenuGameController = {}

---@return gameuiDeathMenuGameController
function gameuiDeathMenuGameController.new() return end

---@param props table
---@return gameuiDeathMenuGameController
function gameuiDeathMenuGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function gameuiDeathMenuGameController:OnGlobalRelease(e) return end

---@return Bool
function gameuiDeathMenuGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiDeathMenuGameController:OnIntroFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function gameuiDeathMenuGameController:OnListRelease(e) return end

---@param userData IScriptable
---@return Bool
function gameuiDeathMenuGameController:OnSetUserData(userData) return end

---@return Bool
function gameuiDeathMenuGameController:OnUninitialize() return end

---@param data PauseMenuListItemData
---@return Bool
function gameuiDeathMenuGameController:HandleMenuItemActivate(data) return end

function gameuiDeathMenuGameController:PopulateMenuItemList() return end

---@return Bool
function gameuiDeathMenuGameController:ShouldAllowExitGameMenuItem() return end

---@class gameuiDelayedNextVOEvt : redEvent
gameuiDelayedNextVOEvt = {}

---@return gameuiDelayedNextVOEvt
function gameuiDelayedNextVOEvt.new() return end

---@param props table
---@return gameuiDelayedNextVOEvt
function gameuiDelayedNextVOEvt.new(props) return end

---@class gameuiDeleteInputGroupEvent : redEvent
---@field groupId CName
---@field targetHintContainer CName
gameuiDeleteInputGroupEvent = {}

---@return gameuiDeleteInputGroupEvent
function gameuiDeleteInputGroupEvent.new() return end

---@param props table
---@return gameuiDeleteInputGroupEvent
function gameuiDeleteInputGroupEvent.new(props) return end

---@class gameuiDeleteInputHintBySourceEvent : redEvent
---@field source CName
---@field targetHintContainer CName
gameuiDeleteInputHintBySourceEvent = {}

---@return gameuiDeleteInputHintBySourceEvent
function gameuiDeleteInputHintBySourceEvent.new() return end

---@param props table
---@return gameuiDeleteInputHintBySourceEvent
function gameuiDeleteInputHintBySourceEvent.new(props) return end

---@class gameuiDetectionParams
---@field detectionProgress Float
gameuiDetectionParams = {}

---@return gameuiDetectionParams
function gameuiDetectionParams.new() return end

---@param props table
---@return gameuiDetectionParams
function gameuiDetectionParams.new(props) return end

---@class gameuiDialogListChoiceVisualizer : gameuiIChoiceVisualizer
gameuiDialogListChoiceVisualizer = {}

---@return gameuiDialogListChoiceVisualizer
function gameuiDialogListChoiceVisualizer.new() return end

---@param props table
---@return gameuiDialogListChoiceVisualizer
function gameuiDialogListChoiceVisualizer.new(props) return end

---@class gameuiDistrictTriggerData
---@field district gamedataDistrict
---@field triggerName CName
gameuiDistrictTriggerData = {}

---@return gameuiDistrictTriggerData
function gameuiDistrictTriggerData.new() return end

---@param props table
---@return gameuiDistrictTriggerData
function gameuiDistrictTriggerData.new(props) return end

---@class gameuiDriverCombatCrosshairReticleData
---@field state gameuiDriverCombatCrosshairReticleDataState
---@field opacity Float
gameuiDriverCombatCrosshairReticleData = {}

---@return gameuiDriverCombatCrosshairReticleData
function gameuiDriverCombatCrosshairReticleData.new() return end

---@param props table
---@return gameuiDriverCombatCrosshairReticleData
function gameuiDriverCombatCrosshairReticleData.new(props) return end

---@class gameuiDriverCombatHUDGameController : gameuiHUDGameController
---@field inWeaponizedVehicle Bool
---@field inDriverCombat Bool
---@field inReloadState Bool
---@field inSafeState Bool
---@field crosshairBrackets inkWidgetReference
---@field crosshairBracketsFlairLeft inkWidgetReference
---@field crosshairBracketsFlairRight inkWidgetReference
---@field bracketsTransitionDetailsWidgetList inkWidgetReference[]
---@field crosshairBracketsMinSize Vector2
---@field crosshairBracketsInstantSnapValue Float
---@field crosshairBracketsInOutTransitionTime Float
---@field crosshairBracketsIntroSizeMultiplier Float
---@field crosshairBracketsTrail inkWidgetReference
---@field crosshairBracketsTrailTransitionTime Float
---@field crosshairReducedOpacity Float
---@field unifomSafeZone Float
---@field player gameObject
---@field psmBlackboard gameIBlackboard
---@field psmWeaponCallback redCallbackObject
---@field uiActiveVehicleFPPRearviewCameraActivatedCallback redCallbackObject
---@field reloadingAnimProxy inkanimProxy
---@field vehicleFPPRearviewCamera inkWidgetReference
---@field vehicleManufacturer inkImageWidgetReference
---@field debugTuningStatusText inkTextWidgetReference
gameuiDriverCombatHUDGameController = {}

---@return gameuiDriverCombatHUDGameController
function gameuiDriverCombatHUDGameController.new() return end

---@param props table
---@return gameuiDriverCombatHUDGameController
function gameuiDriverCombatHUDGameController.new(props) return end

function gameuiDriverCombatHUDGameController:Reset() return end

function gameuiDriverCombatHUDGameController:UpdateCrosshairVisibility() return end

---@return Bool
function gameuiDriverCombatHUDGameController:OnInitialize() return end

---@param evt gamemountingMountingEvent
---@return Bool
function gameuiDriverCombatHUDGameController:OnMountingEvent(evt) return end

---@param value Int32
---@return Bool
function gameuiDriverCombatHUDGameController:OnPSMWeaponStateChanged(value) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatHUDGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatHUDGameController:OnPlayerDetach(player) return end

---@param anim inkanimProxy
---@return Bool
function gameuiDriverCombatHUDGameController:OnReloadingIntroFinished(anim) return end

---@param value Bool
---@return Bool
function gameuiDriverCombatHUDGameController:OnUIActiveVehicleFPPRearviewCameraActivated(value) return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function gameuiDriverCombatHUDGameController:OnUnmountingEvent(evt) return end

function gameuiDriverCombatHUDGameController:LocalReset() return end

---@param mountingInfo gamemountingMountingInfo
---@param isMounting Bool
function gameuiDriverCombatHUDGameController:UpdateVehicleData(mountingInfo, isMounting) return end

---@class gameuiDriverCombatMountedMissileLauncherCrosshairGameController : gameuiCrosshairBaseGameController
---@field lockingAnimationWidget inkWidgetReference
---@field lockingAnimationProxy inkanimProxy
---@field psmTrackedTargetChangedCallback redCallbackObject
---@field currentTarget entIPlacedComponent
gameuiDriverCombatMountedMissileLauncherCrosshairGameController = {}

---@return gameuiDriverCombatMountedMissileLauncherCrosshairGameController
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController.new() return end

---@param props table
---@return gameuiDriverCombatMountedMissileLauncherCrosshairGameController
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController.new(props) return end

---@param value Variant
---@return Bool
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:OnPSMTrackedTargetChanged(value) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:OnPlayerDetach(player) return end

---@param firstEquip Bool
---@return inkanimProxy
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:GetOutroAnimation() return end

function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:OnState_Aim() return end

---@param uiScreenResolution Vector2
function gameuiDriverCombatMountedMissileLauncherCrosshairGameController:UpdateLockingAnimationWidgetTranslation(uiScreenResolution) return end

---@class gameuiDriverCombatMountedPowerWeaponCrosshairGameController : gameuiCrosshairBaseGameController
---@field reticleLeft inkWidgetReference
---@field reticleRight inkWidgetReference
---@field reticleStartingRange Float
---@field defaultOpacity Float
---@field reducedOpacity Float
---@field weaponList gameweaponObject[]
---@field isTPP Bool
---@field uiActiveVehicleDataBlackboard gameIBlackboard
---@field psmCombatStateChangedCallback redCallbackObject
---@field uiActiveVehicleCameraChangedCallback redCallbackObject
gameuiDriverCombatMountedPowerWeaponCrosshairGameController = {}

---@return gameuiDriverCombatMountedPowerWeaponCrosshairGameController
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController.new() return end

---@param props table
---@return gameuiDriverCombatMountedPowerWeaponCrosshairGameController
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController.new(props) return end

---@param isTPP Bool
---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnActiveVehicleCameraChanged(isTPP) return end

---@param value Int32
---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnPSMCombatStateChanged(value) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnPlayerDetach(player) return end

---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnPreIntro() return end

---@param firstEquip Bool
---@return inkanimProxy
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:GetIntroAnimation(firstEquip) return end

---@return inkanimProxy
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:GetOutroAnimation() return end

function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:OnState_Aim() return end

---@return Bool
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:TryGetWeaponObjectList() return end

---@param uiScreenResolution Vector2
function gameuiDriverCombatMountedPowerWeaponCrosshairGameController:UpdateTranslation(uiScreenResolution) return end

---@class gameuiDynamicIconLogicController : inkWidgetLogicController
gameuiDynamicIconLogicController = {}

---@return gameuiDynamicIconLogicController
function gameuiDynamicIconLogicController.new() return end

---@param props table
---@return gameuiDynamicIconLogicController
function gameuiDynamicIconLogicController.new(props) return end

---@param icon TweakDBID|string
function gameuiDynamicIconLogicController:SetIcon(icon) return end

---@class gameuiEnableStickerEditorEvent : redEvent
gameuiEnableStickerEditorEvent = {}

---@return gameuiEnableStickerEditorEvent
function gameuiEnableStickerEditorEvent.new() return end

---@param props table
---@return gameuiEnableStickerEditorEvent
function gameuiEnableStickerEditorEvent.new(props) return end

---@class gameuiEntityPreviewCameraSettings
---@field autoEnable Bool
---@field renderingMode ERenderingMode
---@field panSpeed Float
---@field rotationSpeed EulerAngles
---@field rotationMin EulerAngles
---@field rotationMax EulerAngles
---@field rotationDefault EulerAngles
---@field zoomSpeed Float
---@field zoomMin Float
---@field zoomMax Float
---@field zoomDefault Float
gameuiEntityPreviewCameraSettings = {}

---@return gameuiEntityPreviewCameraSettings
function gameuiEntityPreviewCameraSettings.new() return end

---@param props table
---@return gameuiEntityPreviewCameraSettings
function gameuiEntityPreviewCameraSettings.new(props) return end

---@class gameuiEntityPreviewGameController : gameuiMenuGameController
---@field entityToPreview entEntityTemplate
gameuiEntityPreviewGameController = {}

---@return gameuiEntityPreviewGameController
function gameuiEntityPreviewGameController.new() return end

---@param props table
---@return gameuiEntityPreviewGameController
function gameuiEntityPreviewGameController.new(props) return end

function gameuiEntityPreviewGameController:DisableCamera() return end

function gameuiEntityPreviewGameController:EnableCamera() return end

---@return gameuiEntityPreviewCameraSettings
function gameuiEntityPreviewGameController:GetCameraSettings() return end

---@param direction Vector4
---@param strength Float
function gameuiEntityPreviewGameController:Move(direction, strength) return end

function gameuiEntityPreviewGameController:ResetCamera() return end

function gameuiEntityPreviewGameController:ResetTargetPosition() return end

---@param strength Float
function gameuiEntityPreviewGameController:RotatePitch(strength) return end

---@param strength Float
function gameuiEntityPreviewGameController:RotateYaw(strength) return end

---@param strength Float
function gameuiEntityPreviewGameController:ZoomIn(strength) return end

---@param strength Float
function gameuiEntityPreviewGameController:ZoomOut(strength) return end

---@class gameuiEntityPreviewGameObject : gameObject
---@field cameraSettings gameuiEntityPreviewCameraSettings
gameuiEntityPreviewGameObject = {}

---@return gameuiEntityPreviewGameObject
function gameuiEntityPreviewGameObject.new() return end

---@param props table
---@return gameuiEntityPreviewGameObject
function gameuiEntityPreviewGameObject.new(props) return end

---@class gameuiExternalPhoneElement : gameuiLocalPhoneElement
---@field libraryResource inkWidgetLibraryResource
gameuiExternalPhoneElement = {}

---@return gameuiExternalPhoneElement
function gameuiExternalPhoneElement.new() return end

---@param props table
---@return gameuiExternalPhoneElement
function gameuiExternalPhoneElement.new(props) return end

---@class gameuiFPSCounterGameController : gameuiHUDGameController
---@field counterWidget inkTextWidgetReference
gameuiFPSCounterGameController = {}

---@return gameuiFPSCounterGameController
function gameuiFPSCounterGameController.new() return end

---@param props table
---@return gameuiFPSCounterGameController
function gameuiFPSCounterGameController.new(props) return end

---@class gameuiFinalBoardsGoToMainMenu : redEvent
gameuiFinalBoardsGoToMainMenu = {}

---@return gameuiFinalBoardsGoToMainMenu
function gameuiFinalBoardsGoToMainMenu.new() return end

---@param props table
---@return gameuiFinalBoardsGoToMainMenu
function gameuiFinalBoardsGoToMainMenu.new(props) return end

---@class gameuiForceAttributeValueEvent : redEvent
gameuiForceAttributeValueEvent = {}

---@return gameuiForceAttributeValueEvent
function gameuiForceAttributeValueEvent.new() return end

---@param props table
---@return gameuiForceAttributeValueEvent
function gameuiForceAttributeValueEvent.new(props) return end

---@class gameuiForcePlayerCustomizationData
---@field customizationPart gameuiCharacterCustomizationPart
---@field uiSlot CName
---@field index Uint32
---@field partUiSlot CName
---@field partIndex Uint32
---@field definitionUiSlot CName
---@field definition CName
gameuiForcePlayerCustomizationData = {}

---@return gameuiForcePlayerCustomizationData
function gameuiForcePlayerCustomizationData.new() return end

---@param props table
---@return gameuiForcePlayerCustomizationData
function gameuiForcePlayerCustomizationData.new(props) return end

---@class gameuiForceStickerTransformEvent : redEvent
gameuiForceStickerTransformEvent = {}

---@return gameuiForceStickerTransformEvent
function gameuiForceStickerTransformEvent.new() return end

---@param props table
---@return gameuiForceStickerTransformEvent
function gameuiForceStickerTransformEvent.new(props) return end

---@class gameuiGPSGameController : gameuiHUDGameController
---@field gpsSettings gamegpsSettings
gameuiGPSGameController = {}

---@return gameuiGPSGameController
function gameuiGPSGameController.new() return end

---@param props table
---@return gameuiGPSGameController
function gameuiGPSGameController.new(props) return end

---@class gameuiGameStatePropertyChangedCallback : inkCallbackBase
gameuiGameStatePropertyChangedCallback = {}

---@return gameuiGameStatePropertyChangedCallback
function gameuiGameStatePropertyChangedCallback.new() return end

---@param props table
---@return gameuiGameStatePropertyChangedCallback
function gameuiGameStatePropertyChangedCallback.new(props) return end

---@class gameuiGameSystemUI : gameuiIGameSystemUI
gameuiGameSystemUI = {}

---@return gameuiGameSystemUI
function gameuiGameSystemUI.new() return end

---@param props table
---@return gameuiGameSystemUI
function gameuiGameSystemUI.new(props) return end

function gameuiGameSystemUI:ClearGlobalThemeOverride() return end

---@return Vector2
function gameuiGameSystemUI:GetBlackBarsSizes() return end

---@return Vector2
function gameuiGameSystemUI:GetCurrentWindowSize() return end

---@return ScriptGameInstance
function gameuiGameSystemUI:GetGameInstance() return end

---@param entryName CName|string
---@return worlduiEntryVisibility
function gameuiGameSystemUI:GetHudEntryForcedVisibility(entryName) return end

---@return Float
function gameuiGameSystemUI:GetInverseUIScale() return end

---@return gameuiPatchIntroPackage
function gameuiGameSystemUI:GetNeededPatchIntroPackage() return end

---@param message gameuiOneTimeMessage
---@return Bool
function gameuiGameSystemUI:GetOneTimeMessageSeen(message) return end

---@param bracketID CName|string
function gameuiGameSystemUI:HideTutorialBracket(bracketID) return end

---@param data gameTutorialOverlayData
function gameuiGameSystemUI:HideTutorialOverlay(data) return end

---@param patchIntro gameuiPatchIntro
---@return Bool
function gameuiGameSystemUI:IsPatchIntroNeeded(patchIntro) return end

---@param patchIntro gameuiPatchIntro
function gameuiGameSystemUI:MarkPatchIntroAsSeen(patchIntro) return end

function gameuiGameSystemUI:NotifyFastTravelStart() return end

---@param evt redEvent
function gameuiGameSystemUI:QueueEvent(evt) return end

---@param eventName CName|string
---@param userData IScriptable
function gameuiGameSystemUI:QueueMenuEvent(eventName, userData) return end

function gameuiGameSystemUI:RequestFastTravelMenu() return end

---@param data questVendorPanelData
---@param scenarioName CName|string
function gameuiGameSystemUI:RequestVendorMenu(data, scenarioName) return end

function gameuiGameSystemUI:ResetNavigationOppositeAxisDistanceCost() return end

---@param patchIntro gameuiPatchIntro
function gameuiGameSystemUI:ResetPatchIntro(patchIntro) return end

---@param themeID CName|string
function gameuiGameSystemUI:SetGlobalThemeOverride(themeID) return end

---@param entryName CName|string
---@param visibility worlduiEntryVisibility
function gameuiGameSystemUI:SetHudEntryForcedVisibility(entryName, visibility) return end

---@param cost Float
function gameuiGameSystemUI:SetNavigationOppositeAxisDistanceCost(cost) return end

---@param message gameuiOneTimeMessage
---@param seen Bool
function gameuiGameSystemUI:SetOneTimeMessageSeen(message, seen) return end

---@param data gameTutorialBracketData
function gameuiGameSystemUI:ShowTutorialBracket(data) return end

---@param data gameTutorialOverlayData
function gameuiGameSystemUI:ShowTutorialOverlay(data) return end

---@return Bool
function gameuiGameSystemUI:OnEnterFastTravelMenu() return end

---@return Bool
function gameuiGameSystemUI:OnExitFastTravelMenu() return end

---@return FastTravelSystem
function gameuiGameSystemUI:GetFastTravelSystem() return end

---@param menuEnabled Bool
function gameuiGameSystemUI:NotifyFastTravelSystem(menuEnabled) return end

---@param context UIGameContext
function gameuiGameSystemUI:PopGameContext(context) return end

---@param context UIGameContext
function gameuiGameSystemUI:PushGameContext(context) return end

---@param newVisualState CName|string
function gameuiGameSystemUI:RequestNewVisualState(newVisualState) return end

function gameuiGameSystemUI:ResetGameContext() return end

---@param popVisualState CName|string
function gameuiGameSystemUI:RestorePreviousVisualState(popVisualState) return end

---@param oldContext UIGameContext
---@param newContext UIGameContext
function gameuiGameSystemUI:SwapGameContext(oldContext, newContext) return end

---@class gameuiGameVersionTextController : inkWidgetLogicController
---@field gameVersionText inkTextWidgetReference
---@field expansionWrapper inkCompoundWidgetReference
---@field fluffWrapper inkCompoundWidgetReference
gameuiGameVersionTextController = {}

---@return gameuiGameVersionTextController
function gameuiGameVersionTextController.new() return end

---@param props table
---@return gameuiGameVersionTextController
function gameuiGameVersionTextController.new(props) return end

---@class gameuiGamepadLightController : gameuiIGamepadLightController
gameuiGamepadLightController = {}

---@return gameuiGamepadLightController
function gameuiGamepadLightController.new() return end

---@param props table
---@return gameuiGamepadLightController
function gameuiGamepadLightController.new(props) return end

function gameuiGamepadLightController:ResetControllerColor() return end

---@param r Uint8
---@param g Uint8
---@param b Uint8
function gameuiGamepadLightController:SetControllerColor(r, g, b) return end

---@class gameuiGarmentSwitchEffectController
---@field sceneName CName
---@field effectName CName
---@field switchTime Float
---@field hideTime Float
gameuiGarmentSwitchEffectController = {}

---@return gameuiGarmentSwitchEffectController
function gameuiGarmentSwitchEffectController.new() return end

---@param props table
---@return gameuiGarmentSwitchEffectController
function gameuiGarmentSwitchEffectController.new(props) return end

---@class gameuiGenderSelectionPuppetPreviewGameController : gameuiPuppetPreviewGameController
---@field sceneName CName
---@field cameraRef NodeRef
gameuiGenderSelectionPuppetPreviewGameController = {}

---@return gameuiGenderSelectionPuppetPreviewGameController
function gameuiGenderSelectionPuppetPreviewGameController.new() return end

---@param props table
---@return gameuiGenderSelectionPuppetPreviewGameController
function gameuiGenderSelectionPuppetPreviewGameController.new(props) return end

---@return Bool
function gameuiGenderSelectionPuppetPreviewGameController:OnInitialize() return end

---@return AnimFeature_Paperdoll
function gameuiGenderSelectionPuppetPreviewGameController:GetAnimFeature() return end

---@class gameuiGenericNotificationData
---@field time Float
---@field widgetLibraryItemName CName
---@field introAnimation CName
---@field widgetLibraryResource redResourceReferenceScriptToken
---@field notificationData gameuiGenericNotificationViewData
gameuiGenericNotificationData = {}

---@return gameuiGenericNotificationData
function gameuiGenericNotificationData.new() return end

---@param props table
---@return gameuiGenericNotificationData
function gameuiGenericNotificationData.new(props) return end

---@class gameuiGenericNotificationGameController : gameuiWidgetGameController
---@field notificationsRoot inkCompoundWidgetReference
---@field exclusiveProcessing Bool
gameuiGenericNotificationGameController = {}

---@return gameuiGenericNotificationGameController
function gameuiGenericNotificationGameController.new() return end

---@param props table
---@return gameuiGenericNotificationGameController
function gameuiGenericNotificationGameController.new(props) return end

---@param notification gameuiGenericNotificationData
function gameuiGenericNotificationGameController:AddNewNotificationData(notification) return end

---@return Vector2
function gameuiGenericNotificationGameController:GetBlackBarFullscreenWidgetOffsets() return end

---@return Vector2
function gameuiGenericNotificationGameController:GetHudSafezoneWidgetOffsets() return end

---@param value Bool
function gameuiGenericNotificationGameController:MakeSilent(value) return end

function gameuiGenericNotificationGameController:RemoveAllQueuedNotifications() return end

---@param notification IScriptable
function gameuiGenericNotificationGameController:RemoveNotification(notification) return end

---@param value Bool
function gameuiGenericNotificationGameController:SetNotificationPauseWhenHidden(value) return end

---@param value Bool
function gameuiGenericNotificationGameController:SetNotificationPaused(value) return end

function gameuiGenericNotificationGameController:SetNotificationVisibility() return end

---@param evt questCleanupUiNotificationsEvent
---@return Bool
function gameuiGenericNotificationGameController:OnCleanupUiNotificationsEvent(evt) return end

---@param evt MakeNotificationQueueSilentEvent
---@return Bool
function gameuiGenericNotificationGameController:OnMakeNotificationQueueSilent(evt) return end

---@return Int32
function gameuiGenericNotificationGameController:GetID() return end

---@return Bool
function gameuiGenericNotificationGameController:GetShouldSaveState() return end

---@class gameuiGenericNotificationReceiverGameController : gameuiWidgetGameController
---@field ItemChanged inkEmptyCallback
---@field NotificationPaused inkEmptyCallback
---@field NotificationResumed inkEmptyCallback
gameuiGenericNotificationReceiverGameController = {}

---@return gameuiGenericNotificationReceiverGameController
function gameuiGenericNotificationReceiverGameController.new() return end

---@param props table
---@return gameuiGenericNotificationReceiverGameController
function gameuiGenericNotificationReceiverGameController.new(props) return end

---@param notificationData gameuiGenericNotificationViewData
function gameuiGenericNotificationReceiverGameController:SetNotificationData(notificationData) return end

---@class gameuiGenericNotificationSaveData : gameuiBaseUIData
---@field notificationsData gameuiGenericNotificationData[]
gameuiGenericNotificationSaveData = {}

---@return gameuiGenericNotificationSaveData
function gameuiGenericNotificationSaveData.new() return end

---@param props table
---@return gameuiGenericNotificationSaveData
function gameuiGenericNotificationSaveData.new(props) return end

---@class gameuiGenericNotificationViewData : IScriptable
---@field title String
---@field text String
---@field soundEvent CName
---@field soundAction CName
---@field action GenericNotificationBaseAction
gameuiGenericNotificationViewData = {}

---@return gameuiGenericNotificationViewData
function gameuiGenericNotificationViewData.new() return end

---@param props table
---@return gameuiGenericNotificationViewData
function gameuiGenericNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiGenericNotificationViewData:CanMerge(data) return end

---@return Int32
function gameuiGenericNotificationViewData:GetPriority() return end

---@param data IScriptable
---@return Bool
function gameuiGenericNotificationViewData:OnRemoveNotification(data) return end

---@class gameuiGlobalTvSystem : gameIGlobalTvSystem
gameuiGlobalTvSystem = {}

---@return gameuiGlobalTvSystem
function gameuiGlobalTvSystem.new() return end

---@param props table
---@return gameuiGlobalTvSystem
function gameuiGlobalTvSystem.new(props) return end

---@param gameController gameuiWidgetGameController
---@param previousChannelID Int32
---@param activeChannelID Int32
function gameuiGlobalTvSystem:RegisterTVChannelOnController(gameController, previousChannelID, activeChannelID) return end

---@param entity entEntity
function gameuiGlobalTvSystem:UnregisterTVChannelFromEntity(entity) return end

---@class gameuiGlobaltvWidgetGameController : gameuiWidgetGameController
---@field overlayContainer inkCompoundWidgetReference
gameuiGlobaltvWidgetGameController = {}

---@return gameuiGlobaltvWidgetGameController
function gameuiGlobaltvWidgetGameController.new() return end

---@param props table
---@return gameuiGlobaltvWidgetGameController
function gameuiGlobaltvWidgetGameController.new(props) return end

---@class gameuiGridCell
---@field rarityValue Int32
---@field currentTrap gamedataMiniGame_Trap_Record
---@field isActive Bool
gameuiGridCell = {}

---@return gameuiGridCell
function gameuiGridCell.new() return end

---@param props table
---@return gameuiGridCell
function gameuiGridCell.new(props) return end

---@class gameuiGridDataFillFinished : redEvent
gameuiGridDataFillFinished = {}

---@return gameuiGridDataFillFinished
function gameuiGridDataFillFinished.new() return end

---@param props table
---@return gameuiGridDataFillFinished
function gameuiGridDataFillFinished.new(props) return end

---@class gameuiGridNoiseGenRule : gameuiMinigameGenerationRule
gameuiGridNoiseGenRule = {}

---@return gameuiGridNoiseGenRule
function gameuiGridNoiseGenRule.new() return end

---@param props table
---@return gameuiGridNoiseGenRule
function gameuiGridNoiseGenRule.new(props) return end

---@class gameuiHDRSettingsGameController : gameuiMenuGameController
---@field callibrationScreen CBitmapTexture
---@field callibrationScreenTarget inkWidgetReference
---@field callibrationScreenAtlas inkTextureAtlas
---@field s_maxBrightnessGroup CName
---@field s_paperWhiteGroup CName
---@field s_toneMappingeGroup CName
---@field s_calibrationImageDay CName
---@field s_calibrationImageNight CName
---@field s_currentCalibrationImage CName
---@field paperWhiteOptionSelector inkCompoundWidgetReference
---@field maxBrightnessOptionSelector inkCompoundWidgetReference
---@field toneMappingOptionSelector inkCompoundWidgetReference
---@field targetImageWidget inkWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field settings userSettingsUserSettings
---@field settingsListener HDRSettingsVarListener
---@field SettingsElements inkSettingsSelectorController[]
---@field isPreGame Bool
---@field calibrationImagesCycleAnimDef inkanimDefinition
---@field calibrationImagesCycleProxy inkanimProxy
gameuiHDRSettingsGameController = {}

---@return gameuiHDRSettingsGameController
function gameuiHDRSettingsGameController.new() return end

---@param props table
---@return gameuiHDRSettingsGameController
function gameuiHDRSettingsGameController.new(props) return end

---@param enabled Bool
function gameuiHDRSettingsGameController:SetHDRCalibrationScreen(enabled) return end

---@param enabled Bool
function gameuiHDRSettingsGameController:SetRenderGameInBackground(enabled) return end

---@param partName CName|string
function gameuiHDRSettingsGameController:SetTexturePart(partName) return end

---@param anim inkanimProxy
---@return Bool
function gameuiHDRSettingsGameController:OnCalibrationImageAnimStart(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiHDRSettingsGameController:OnCalibrationImageEndLoop(anim) return end

---@return Bool
function gameuiHDRSettingsGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiHDRSettingsGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function gameuiHDRSettingsGameController:OnUninitialize() return end

---@param evt UpdateHDRCalibrationScreenEvt
---@return Bool
function gameuiHDRSettingsGameController:OnUpdateHDRCalibrationScreen(evt) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function gameuiHDRSettingsGameController:OnVarModified(groupPath, varName, varType, reason) return end

function gameuiHDRSettingsGameController:PrepareHDRCycleAnimations() return end

---@param optionName CName|string
function gameuiHDRSettingsGameController:SetOptionSelector(optionName) return end

---@class gameuiHUDCyberwareInfoGameController : gameuiHUDGameController
---@field activatePopupAnimName CName
---@field deactivatePopupAnimName CName
---@field activateAnimName CName
---@field deactivateAnimName CName
---@field fact CName
---@field hudElement inkWidgetReference
---@field isCyberwareDeactivated Bool
---@field popupAnimProxy inkanimProxy
---@field animProxy inkanimProxy
gameuiHUDCyberwareInfoGameController = {}

---@return gameuiHUDCyberwareInfoGameController
function gameuiHUDCyberwareInfoGameController.new() return end

---@param props table
---@return gameuiHUDCyberwareInfoGameController
function gameuiHUDCyberwareInfoGameController.new(props) return end

---@param fact CName|string
function gameuiHUDCyberwareInfoGameController:ListenToFact(fact) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiHUDCyberwareInfoGameController:OnAnimationFinished(proxy) return end

---@param fact CName|string
---@param value Int32
---@return Bool
function gameuiHUDCyberwareInfoGameController:OnFactChanged(fact, value) return end

---@return Bool
function gameuiHUDCyberwareInfoGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiHUDCyberwareInfoGameController:OnPopupAnimationFinished(proxy) return end

---@return ScriptGameInstance
function gameuiHUDCyberwareInfoGameController:GetGame() return end

function gameuiHUDCyberwareInfoGameController:StopAnim() return end

function gameuiHUDCyberwareInfoGameController:StopPopupAnim() return end

---@class gameuiHUDGameController : gameuiWidgetGameController
---@field showAnimDef inkanimDefinition
---@field hideAnimDef inkanimDefinition
---@field showAnimationName CName
---@field hideAnimationName CName
---@field moduleShown Bool
---@field showAnimProxy inkanimProxy
---@field hideAnimProxy inkanimProxy
gameuiHUDGameController = {}

---@return gameuiHUDGameController
function gameuiHUDGameController.new() return end

---@param props table
---@return gameuiHUDGameController
function gameuiHUDGameController.new(props) return end

---@param value Bool
---@param isSkippingInOutAnimation Bool
function gameuiHUDGameController:ToggleVisibility(value, isSkippingInOutAnimation) return end

---@param anim inkanimProxy
---@return Bool
function gameuiHUDGameController:OnHideAnimationFinished(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiHUDGameController:OnPlayInitFoldingAnimFinished(anim) return end

function gameuiHUDGameController:CreateContextChangeAnimations() return end

---@return inkanimDefinition
function gameuiHUDGameController:GetIntroAnimation() return end

---@return inkanimDefinition
function gameuiHUDGameController:GetOutroAnimation() return end

function gameuiHUDGameController:HideRequest() return end

---@return Bool
function gameuiHUDGameController:IsPlayingMultiplayer() return end

function gameuiHUDGameController:PlayInitFoldingAnim() return end

function gameuiHUDGameController:ShowRequest() return end

function gameuiHUDGameController:UpdateRequired() return end

---@class gameuiHUDVideoPlayerController : gameuiHUDGameController
---@field playOnHud Bool
gameuiHUDVideoPlayerController = {}

---@return gameuiHUDVideoPlayerController
function gameuiHUDVideoPlayerController.new() return end

---@param props table
---@return gameuiHUDVideoPlayerController
function gameuiHUDVideoPlayerController.new(props) return end

---@class gameuiHUDVideoStartEvent
---@field videoPathHash Uint64
---@field playOnHud Bool
---@field fullScreen Bool
---@field useFullscreenVideoState Bool
---@field keepWidescreenAspectRatio Bool
---@field position Vector2
---@field size Vector2
---@field skippable Bool
---@field isLooped Bool
---@field forceVideoFrameRate Bool
gameuiHUDVideoStartEvent = {}

---@return gameuiHUDVideoStartEvent
function gameuiHUDVideoStartEvent.new() return end

---@param props table
---@return gameuiHUDVideoStartEvent
function gameuiHUDVideoStartEvent.new(props) return end

---@class gameuiHUDVideoStopEvent
---@field videoPathHash Uint64
---@field isSkip Bool
gameuiHUDVideoStopEvent = {}

---@return gameuiHUDVideoStopEvent
function gameuiHUDVideoStopEvent.new() return end

---@param props table
---@return gameuiHUDVideoStopEvent
function gameuiHUDVideoStopEvent.new(props) return end

---@class gameuiHackingMinigameGameController : gameuiWidgetGameController
---@field symbolsRecordTDBID TweakDBID
---@field minigameDefaultsTDBID TweakDBID
---@field deviceMode Bool
---@field miniGameRecord gamedataMinigame_Def_Record
---@field dimension Int32
---@field isTutorialActive Bool
---@field isOfficerBreach Bool
---@field isRemoteBreach Bool
---@field isItemBreach Bool
---@field numberAttempts Int32
---@field tooltipsManagerRef inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field uiSystem gameuiGameSystemUI
---@field contextHelpOverlay Bool
---@field bbMinigame gameIBlackboard
---@field bbMinigameStateListener redCallbackObject
---@field bbUiData gameIBlackboard
---@field bbControllerStateListener redCallbackObject
gameuiHackingMinigameGameController = {}

---@return gameuiHackingMinigameGameController
function gameuiHackingMinigameGameController.new() return end

---@param props table
---@return gameuiHackingMinigameGameController
function gameuiHackingMinigameGameController.new(props) return end

---@param program gameuiUnlockableProgram
---@param instruction Uint32[]
function gameuiHackingMinigameGameController:AddUnlockableProgram(program, instruction) return end

---@param enable Bool
function gameuiHackingMinigameGameController:EnableWhitelist(enable) return end

---@return gameuiMinigameProgramData[]
function gameuiHackingMinigameGameController:GetPlayerPrograms() return end

---@return gameuiCharactersChain[]
function gameuiHackingMinigameGameController:GetProgramsChains() return end

---@param rarityValue Float
---@return Int32
function gameuiHackingMinigameGameController:GetRarity(rarityValue) return end

---@param probabilityValue Float
---@return gamedataMiniGame_Trap_Record
function gameuiHackingMinigameGameController:GetTrapByProbability(probabilityValue) return end

---@return gameuiUnlockableProgram[]
function gameuiHackingMinigameGameController:GetUnlockablePrograms() return end

---@return Bool
function gameuiHackingMinigameGameController:IsWhitelistEnabled() return end

function gameuiHackingMinigameGameController:PauseTheTimer() return end

---@param position Vector2
function gameuiHackingMinigameGameController:RemoveWhitelistedPosition(position) return end

function gameuiHackingMinigameGameController:ResumeTheTimer() return end

---@param cellCoordinates Vector2
---@param trap CName|string
function gameuiHackingMinigameGameController:SetTrapIconAtCell(cellCoordinates, trap) return end

---@param position Vector2
function gameuiHackingMinigameGameController:WhitelistPosition(position) return end

---@param isDisconnected Bool
---@return Bool
function gameuiHackingMinigameGameController:OnDisconnectController(isDisconnected) return end

---@param value Int32
---@return Bool
function gameuiHackingMinigameGameController:OnGameStateChanged(value) return end

---@param wasHorizontalyActive Bool
---@return Bool
function gameuiHackingMinigameGameController:OnGridCellPressed(wasHorizontalyActive) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiHackingMinigameGameController:OnHandleInput(evt) return end

---@param request MinigameTooltipHideRequest
---@return Bool
function gameuiHackingMinigameGameController:OnHideTooltipRequest(request) return end

---@return Bool
function gameuiHackingMinigameGameController:OnInitialize() return end

---@param position Vector2
---@return Bool
function gameuiHackingMinigameGameController:OnPositionSelected(position) return end

---@param request MinigameTooltipShowRequest
---@return Bool
function gameuiHackingMinigameGameController:OnShowTooltipRequest(request) return end

---@return Bool
function gameuiHackingMinigameGameController:OnUninitialize() return end

---@param trapList gamedataMiniGame_Trap_Record[]
function gameuiHackingMinigameGameController:FilterTraps(trapList) return end

function gameuiHackingMinigameGameController:PrepareTooltips() return end

---@param horizontal Bool
function gameuiHackingMinigameGameController:ProcessMinigameGridClickTutorialFacts(horizontal) return end

---@param player PlayerPuppet
---@return Bool
function gameuiHackingMinigameGameController:ProcessMinigameTutorialFact(player) return end

---@param entity entEntity
---@param powerLevel Float
---@return Int32, gamedataMiniGame_AllSymbols_Record
function gameuiHackingMinigameGameController:ScaleBoard(entity, powerLevel) return end

---@param entity entEntity
---@param powerLevel Float
---@param player PlayerPuppet
---@return Float
function gameuiHackingMinigameGameController:ScaleBuffer(entity, powerLevel, player) return end

---@param player PlayerPuppet
---@param entity entEntity
---@param powerLevel Float
---@return Float, Bool
function gameuiHackingMinigameGameController:ScaleTimer(player, entity, powerLevel) return end

---@param entity entEntity
---@param player PlayerPuppet
---@param powerLevel Float
---@return Float
function gameuiHackingMinigameGameController:ScaleTraps(entity, player, powerLevel) return end

---@param value Bool
function gameuiHackingMinigameGameController:ToggleTutorialOverlay(value) return end

---@class gameuiHackingMinigameLogicController : inkWidgetLogicController
---@field grid inkUniformGridWidgetReference
---@field buffer inkCompoundWidgetReference
---@field programs inkCompoundWidgetReference
---@field timer inkTextWidgetReference
---@field timerProgressBar inkWidgetReference
---@field accessInformationText inkTextWidgetReference
---@field activatedTraps inkCompoundWidgetReference
---@field gridVerticalHiglight inkWidgetReference
---@field gridHorizontalHiglight inkWidgetReference
---@field programsColumnHiglight inkWidgetReference
---@field successScreenWidget inkCompoundWidgetReference
---@field failScreenWidget inkCompoundWidgetReference
---@field successExitTerminalText inkTextWidgetReference
---@field failedExitTerminalText inkTextWidgetReference
---@field successExitButton inkWidgetReference
---@field failureExitButton inkWidgetReference
---@field resetButton inkWidgetReference
---@field introAnimName CName
---@field loopAnimName CName
---@field cursorAnimName CName
---@field higlightAnimName CName
---@field gameWonAnimName CName
---@field gameLostAnimName CName
---@field terminalShutdownAnimName CName
---@field trapActivatedAnimName CName
---@field programSucceedAnimName CName
---@field programFailedAnimName CName
---@field programResetFromFailedAnimName CName
---@field gridCellHoverAnimName CName
---@field gridCellClickFlashAnimName CName
---@field bufferCellHoverAnimName CName
---@field bufferCellClickFlashAnimName CName
---@field programCellClickFlashAnimName CName
---@field activatedTrapIconLibraryName CName
---@field bufferCellLibraryName CName
---@field programCellLibraryName CName
---@field gridCellLibraryName CName
---@field programEntryLibraryName CName
---@field trapIconsContainerRelativePath CName
---@field bufferCellTextWidgetRelativePath CName
---@field programCellTextWidgetRelativePath CName
---@field gridCellTrapIconWidgetRelativePath CName
---@field gridCellTrapIconContainerRelativePath CName
---@field gridCellTextWidgetRelativePath CName
---@field gridCellProgramHighlightRelativePath CName
---@field programEntryTextWidgetRelativePath CName
---@field programEntryNoteWidgetRelativePath CName
---@field programEntryInstructionContainerRelativePath CName
---@field programEntryIconPath CName
---@field cursorWidgetRelativePath CName
---@field gridCellDefaultStateName CName
---@field gridCellHoveredStateName CName
---@field gridCellSelectedStateName CName
---@field gridCellDisabledStateName CName
---@field programSucceedStateName CName
---@field programFailedStateName CName
---@field programCellReadyStateName CName
---@field programCellHighlightStateName CName
---@field mainHiglightBarStateName CName
---@field secondaryHiglightBarStateName CName
---@field inactiveHiglightBarStateName CName
---@field gridCellDisabledSymbol String
gameuiHackingMinigameLogicController = {}

---@return gameuiHackingMinigameLogicController
function gameuiHackingMinigameLogicController.new() return end

---@param props table
---@return gameuiHackingMinigameLogicController
function gameuiHackingMinigameLogicController.new(props) return end

---@class gameuiHideCustomTooltipEvent : redEvent
gameuiHideCustomTooltipEvent = {}

---@return gameuiHideCustomTooltipEvent
function gameuiHideCustomTooltipEvent.new() return end

---@param props table
---@return gameuiHideCustomTooltipEvent
function gameuiHideCustomTooltipEvent.new(props) return end

---@class gameuiHoldIndicatorGameController : gameuiWidgetGameController
---@field HoldProgress gameuiHoldIndicatorProgressCallback
---@field HoldStart inkEmptyCallback
---@field HoldFinish inkEmptyCallback
---@field HoldStop inkEmptyCallback
gameuiHoldIndicatorGameController = {}

---@return gameuiHoldIndicatorGameController
function gameuiHoldIndicatorGameController.new() return end

---@param props table
---@return gameuiHoldIndicatorGameController
function gameuiHoldIndicatorGameController.new(props) return end

---@return Bool
function gameuiHoldIndicatorGameController:OnHoldFinish() return end

---@param value Float
---@return Bool
function gameuiHoldIndicatorGameController:OnHoldProgress(value) return end

---@return Bool
function gameuiHoldIndicatorGameController:OnHoldStart() return end

---@return Bool
function gameuiHoldIndicatorGameController:OnHoldStop() return end

---@return Bool
function gameuiHoldIndicatorGameController:OnInitialize() return end

function gameuiHoldIndicatorGameController:HoldFinish() return end

---@param value Float
function gameuiHoldIndicatorGameController:HoldProgress(value) return end

function gameuiHoldIndicatorGameController:HoldStart() return end

function gameuiHoldIndicatorGameController:HoldStop() return end

---@class gameuiHoldIndicatorProgressCallback : inkCallbackBase
gameuiHoldIndicatorProgressCallback = {}

---@return gameuiHoldIndicatorProgressCallback
function gameuiHoldIndicatorProgressCallback.new() return end

---@param props table
---@return gameuiHoldIndicatorProgressCallback
function gameuiHoldIndicatorProgressCallback.new(props) return end

---@class gameuiHolocallCameraComponent : entRenderToTextureCameraComponent
gameuiHolocallCameraComponent = {}

---@return gameuiHolocallCameraComponent
function gameuiHolocallCameraComponent.new() return end

---@param props table
---@return gameuiHolocallCameraComponent
function gameuiHolocallCameraComponent.new(props) return end

---@class gameuiHolocallStartEvent : redEvent
gameuiHolocallStartEvent = {}

---@return gameuiHolocallStartEvent
function gameuiHolocallStartEvent.new() return end

---@param props table
---@return gameuiHolocallStartEvent
function gameuiHolocallStartEvent.new(props) return end

---@return String
function gameuiHolocallStartEvent:GetVideoPath() return end

---@return Bool
function gameuiHolocallStartEvent:ShouldForceFrameRate() return end

---@class gameuiHudSafezonesEditorGameController : gameuiMenuGameController
---@field rootWidget inkCompoundWidgetReference
---@field flexWidget inkCompoundWidgetReference
---@field data inkGameNotificationData
---@field c_adjustment_speed Float
---@field c_stick_dead_zone Float
gameuiHudSafezonesEditorGameController = {}

---@return gameuiHudSafezonesEditorGameController
function gameuiHudSafezonesEditorGameController.new() return end

---@param props table
---@return gameuiHudSafezonesEditorGameController
function gameuiHudSafezonesEditorGameController.new(props) return end

---@param adjustment Vector2
function gameuiHudSafezonesEditorGameController:AdjustMargin(adjustment) return end

function gameuiHudSafezonesEditorGameController:SaveSettings() return end

---@param evt inkPointerEvent
---@return Bool
function gameuiHudSafezonesEditorGameController:OnAxisInput(evt) return end

---@return Bool
function gameuiHudSafezonesEditorGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function gameuiHudSafezonesEditorGameController:OnRelease(evt) return end

---@return Bool
function gameuiHudSafezonesEditorGameController:OnUninitialize() return end

---@class gameuiICharacterCustomizationBodyController : gameuiICharacterCustomizationComponent
gameuiICharacterCustomizationBodyController = {}

---@class gameuiICharacterCustomizationBodyPartsController : gameuiICharacterCustomizationComponent
gameuiICharacterCustomizationBodyPartsController = {}

---@class gameuiICharacterCustomizationComponent : entIComponent
gameuiICharacterCustomizationComponent = {}

---@class gameuiICharacterCustomizationState : IScriptable
gameuiICharacterCustomizationState = {}

---@param type gamedataStatType
---@return Uint32
function gameuiICharacterCustomizationState:GetAttribute(type) return end

---@return Uint32
function gameuiICharacterCustomizationState:GetAttributePointsAvailable() return end

---@return gameuiCharacterCustomizationAttribute[]
function gameuiICharacterCustomizationState:GetAttributes() return end

---@return TweakDBID
function gameuiICharacterCustomizationState:GetLifePath() return end

---@param groupName CName|string
---@param optionName CName|string
---@param isFPP Bool
---@return Bool
function gameuiICharacterCustomizationState:HasOption(groupName, optionName, isFPP) return end

---@param tag CName|string
---@return Bool
function gameuiICharacterCustomizationState:HasTag(tag) return end

---@return Bool
function gameuiICharacterCustomizationState:IsBodyGenderMale() return end

---@return Bool
function gameuiICharacterCustomizationState:IsBrainGenderMale() return end

---@return Bool
function gameuiICharacterCustomizationState:IsExpansionStandalone() return end

---@param type gamedataStatType
---@param value Uint32
function gameuiICharacterCustomizationState:SetAttribute(type, value) return end

---@param value Uint32
function gameuiICharacterCustomizationState:SetAttributePointsAvailable(value) return end

---@param isMale Bool
function gameuiICharacterCustomizationState:SetIsBodyGenderMale(isMale) return end

---@param isMale Bool
function gameuiICharacterCustomizationState:SetIsBrainGenderMale(isMale) return end

---@param isExpansionStandalone Bool
function gameuiICharacterCustomizationState:SetIsExpansionStandalone(isExpansionStandalone) return end

---@param lifepath TweakDBID|string
function gameuiICharacterCustomizationState:SetLifePath(lifepath) return end

---@class gameuiICharacterCustomizationSystem : gameIGameSystem
---@field puppetPreviewGameController gameuiCharacterCreationPuppetPreviewGameController
gameuiICharacterCustomizationSystem = {}

---@param option gameuiCharacterCustomizationOption
---@param newValue Uint32
function gameuiICharacterCustomizationSystem:ApplyChangeToOption(option, newValue) return end

---@param editTag gameuiCharacterCustomizationEditTag
function gameuiICharacterCustomizationSystem:ApplyEditTag(editTag) return end

---@param presetName CName|string
function gameuiICharacterCustomizationSystem:ApplyUIPreset(presetName) return end

---@return Bool
function gameuiICharacterCustomizationSystem:CancelFinalizedStateUpdate() return end

---@return Bool
function gameuiICharacterCustomizationSystem:ClearState() return end

---@return Bool
function gameuiICharacterCustomizationSystem:FinalizeState() return end

---@param presetName CName|string
---@return gameuiCharacterCustomizationOption[]
function gameuiICharacterCustomizationSystem:GetArmsOptions(presetName) return end

---@param presetName CName|string
---@return gameuiCharacterCustomizationOption[]
function gameuiICharacterCustomizationSystem:GetBodyOptions(presetName) return end

---@param presetName CName|string
---@return gameuiCharacterCustomizationOption[]
function gameuiICharacterCustomizationSystem:GetHeadOptions(presetName) return end

---@return gameuiICharacterCustomizationState
function gameuiICharacterCustomizationSystem:GetState() return end

---@param head Bool
---@param body Bool
---@param arms Bool
---@param headPreset CName|string
---@param bodyPreset CName|string
---@param armsPreset CName|string
---@return gameuiCharacterCustomizationOption[]
function gameuiICharacterCustomizationSystem:GetUnitedOptions(head, body, arms, headPreset, bodyPreset, armsPreset) return end

---@param entity entEntity
---@return Bool
function gameuiICharacterCustomizationSystem:HasCharacterCustomizationComponent(entity) return end

function gameuiICharacterCustomizationSystem:InitializeOptionsFromFinalizedState() return end

---@return Bool
function gameuiICharacterCustomizationSystem:InitializeState() return end

---@return Bool
function gameuiICharacterCustomizationSystem:IsNudityAllowed() return end

---@return Bool
function gameuiICharacterCustomizationSystem:IsTransgenderAllowed() return end

function gameuiICharacterCustomizationSystem:RandomizeOptions() return end

---@return Bool
function gameuiICharacterCustomizationSystem:ReFinalizeState() return end

function gameuiICharacterCustomizationSystem:TriggerVoiceToneSample() return end

---@return gameuiCharacterCreationPuppetPreviewGameController
function gameuiICharacterCustomizationSystem:GetPuppetPreviewGameController() return end

---@param puppetPreviewGameController gameuiCharacterCreationPuppetPreviewGameController
function gameuiICharacterCustomizationSystem:RegisterPuppetPreviewGameController(puppetPreviewGameController) return end

function gameuiICharacterCustomizationSystem:UnregisterPuppetPreviewGameController() return end

---@class gameuiIChoiceVisualizer : ISerializable
gameuiIChoiceVisualizer = {}

---@class gameuiICustomizationStateUpdater : IScriptable
gameuiICustomizationStateUpdater = {}

---@class gameuiIGameSystemUI : gameIGameSystem
gameuiIGameSystemUI = {}

---@class gameuiIGamepadLightController : gameIGameSystem
gameuiIGamepadLightController = {}

---@class gameuiIUIIconsGeneratorSystem : gameIGameSystem
gameuiIUIIconsGeneratorSystem = {}

---@class gameuiIUIObjectsLoaderSystem : gameIGameSystem
gameuiIUIObjectsLoaderSystem = {}

---@class gameuiIUIObjectsLoaderSystemListener : ISerializable
gameuiIUIObjectsLoaderSystemListener = {}

---@class gameuiIconsNameResolver : IScriptable
gameuiIconsNameResolver = {}

---@return gameuiIconsNameResolver
function gameuiIconsNameResolver.new() return end

---@param props table
---@return gameuiIconsNameResolver
function gameuiIconsNameResolver.new(props) return end

---@return gameuiIconsNameResolver
function gameuiIconsNameResolver.GetIconsNameResolver() return end

---@return Bool
function gameuiIconsNameResolver:IsInDebugMode() return end

---@param tweak TweakDBID|string
---@return TweakDBID
function gameuiIconsNameResolver:ResolveIconCensorship(tweak) return end

---@param tweak TweakDBID|string
---@param useMaleGender Bool
---@return CName
function gameuiIconsNameResolver:TranslateItemToIconName(tweak, useMaleGender) return end

---@param tweak TweakDBID|string
---@param useMaleGender Bool
---@return inkIconReference
function gameuiIconsNameResolver:TranslateItemToIconRef(tweak, useMaleGender) return end

---@param tweak TweakDBID|string
---@param useMaleGender Bool
---@return TweakDBID
function gameuiIconsNameResolver:TranslateItemToIconTweak(tweak, useMaleGender) return end

---@class gameuiInGameCharacterCustomizationGameController : gameuiBaseMenuGameController
gameuiInGameCharacterCustomizationGameController = {}

---@return gameuiInGameCharacterCustomizationGameController
function gameuiInGameCharacterCustomizationGameController.new() return end

---@param props table
---@return gameuiInGameCharacterCustomizationGameController
function gameuiInGameCharacterCustomizationGameController.new(props) return end

---@param sceneName CName|string
---@param puppet gamePuppet
---@return Bool
function gameuiInGameCharacterCustomizationGameController:OnPuppetReady(sceneName, puppet) return end

---@param puppet gamePuppet
---@param transactionSystem gameTransactionSystem
---@param gender CName|string
function gameuiInGameCharacterCustomizationGameController:UpdateCensorshipItems(puppet, transactionSystem, gender) return end

---@class gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener : gameIAttachmentSlotsListener
gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener = {}

---@return gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener
function gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener.new() return end

---@param props table
---@return gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener
function gameuiInGameCharacterCustomizationPuppetAttachmentSlotsListener.new(props) return end

---@class gameuiInGameMenuGameController : gameuiBaseMenuGameController
---@field itemSceneInfos gameuiInGameMenuGameControllerItemSceneInfo[]
---@field garmentSwitchEffectControllers gameuiGarmentSwitchEffectController[]
---@field quickSaveInProgress Bool
---@field wasHoldingMapHotKey Bool
---@field controllerDisconnected Bool
---@field showDeathScreenBBID redCallbackObject
---@field breachingNetworkBBID redCallbackObject
---@field triggerMenuEventBBID redCallbackObject
---@field openStorageBBID redCallbackObject
---@field controllerDisconnectedBBID redCallbackObject
---@field bbOnEquipmentChangedID redCallbackObject
---@field inputSchemesBBID redCallbackObject
---@field inventoryListener gameAttachmentSlotsScriptListener
---@field animContainer inGameMenuAnimContainer
---@field lastInGameNotificationType UIInGameNotificationType
---@field loadSaveDelayID gameDelayID
---@field player gameObject
gameuiInGameMenuGameController = {}

---@return gameuiInGameMenuGameController
function gameuiInGameMenuGameController.new() return end

---@param props table
---@return gameuiInGameMenuGameController
function gameuiInGameMenuGameController.new(props) return end

---@param puppet gamePuppet
---@param itemID ItemID
---@param value Float
function gameuiInGameMenuGameController.SetAnimWrapperBasedOnItemFriendlyName(puppet, itemID, value) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function gameuiInGameMenuGameController:OnAction(action, consumer) return end

---@param value String
---@return Bool
function gameuiInGameMenuGameController:OnArcadeMinigameEvent(value) return end

---@param value String
---@return Bool
function gameuiInGameMenuGameController:OnBreachingNetwork(value) return end

---@param evt DeathMenuDelayEvent
---@return Bool
function gameuiInGameMenuGameController:OnDeathScreenDelayEvent(evt) return end

---@param evt DelayedRegisterToGlobalInputCallbackEvent
---@return Bool
function gameuiInGameMenuGameController:OnDelayedRegisterToGlobalInputCallbackEvent(evt) return end

---@param value Bool
---@return Bool
function gameuiInGameMenuGameController:OnDisconnectController(value) return end

---@param value Bool
---@return Bool
function gameuiInGameMenuGameController:OnDisplayDeathMenu(value) return end

---@param value Variant
---@return Bool
function gameuiInGameMenuGameController:OnEquipmentChanged(value) return end

---@param evt ForceCloseHubMenuEvent
---@return Bool
function gameuiInGameMenuGameController:OnForceCloseHubMenuEvent(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiInGameMenuGameController:OnHandleMenuInput(evt) return end

---@param evt DelayedHandleQuickLoadEvent
---@return Bool
function gameuiInGameMenuGameController:OnHandleQuickLoad(evt) return end

---@return Bool
function gameuiInGameMenuGameController:OnInitialize() return end

---@param value Uint32
---@return Bool
function gameuiInGameMenuGameController:OnInputSchemeChanged(value) return end

---@param value Variant
---@return Bool
function gameuiInGameMenuGameController:OnOpenStorage(value) return end

---@param value Variant
---@return Bool
function gameuiInGameMenuGameController:OnOpenWardrobe(value) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiInGameMenuGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiInGameMenuGameController:OnPlayerDetach(playerPuppet) return end

---@param sceneName CName|string
---@param puppet gamePuppet
---@return Bool
function gameuiInGameMenuGameController:OnPuppetReady(sceneName, puppet) return end

---@param saves String[]
---@return Bool
function gameuiInGameMenuGameController:OnQuickLoadSavesReady(saves) return end

---@param evt StartHubMenuEvent
---@return Bool
function gameuiInGameMenuGameController:OnRequestHubMenu(evt) return end

---@param evt ResetItemAppearanceInSlotDelayEvent
---@return Bool
function gameuiInGameMenuGameController:OnResetItemAppearanceInSlotDelayEvent(evt) return end

---@param success Bool
---@param locks gameSaveLock[]
---@return Bool
function gameuiInGameMenuGameController:OnSavingComplete(success, locks) return end

---@param evt TimeSkipFinishEvent
---@return Bool
function gameuiInGameMenuGameController:OnTimeSkipFinishEvent(evt) return end

---@param value CName|string
---@return Bool
function gameuiInGameMenuGameController:OnTriggerMenuEvent(value) return end

---@param previousStateName CName|string
---@param currentStateName CName|string
---@return Bool
function gameuiInGameMenuGameController:OnUiStateChangedSuccessfully(previousStateName, currentStateName) return end

---@return Bool
function gameuiInGameMenuGameController:OnUninitialize() return end

function gameuiInGameMenuGameController:DelayedHandleQuickLoad() return end

function gameuiInGameMenuGameController:HandleQuickSave() return end

---@return Bool
function gameuiInGameMenuGameController:IsPlayerInCombat() return end

---@param actionName CName|string
function gameuiInGameMenuGameController:OpenShortcutMenu(actionName) return end

function gameuiInGameMenuGameController:RegisterGlobalBlackboards() return end

---@param playerPuppet gameObject
function gameuiInGameMenuGameController:RegisterInputListenersForPlayer(playerPuppet) return end

function gameuiInGameMenuGameController:RegisterInventoryListener() return end

---@param playerPuppet gameObject
function gameuiInGameMenuGameController:RegisterPSMListeners(playerPuppet) return end

---@param notificationEvent UIInGameNotificationEvent
function gameuiInGameMenuGameController:SendNotification(notificationEvent) return end

---@param actionName CName|string
function gameuiInGameMenuGameController:TryOpenCraftingMenu(actionName) return end

function gameuiInGameMenuGameController:UnregisterGlobalBlackboards() return end

---@param playerPuppet gameObject
function gameuiInGameMenuGameController:UnregisterInputListenersForPlayer(playerPuppet) return end

function gameuiInGameMenuGameController:UnregisterInventoryListener() return end

---@param playerPuppet gameObject
function gameuiInGameMenuGameController:UnregisterPSMListeners(playerPuppet) return end

---@class gameuiInGameMenuGameControllerItemSceneInfo
---@field sceneName CName
---@field puppetSceneName CName
---@field prefabRef NodeRef
---@field markerRef NodeRef
gameuiInGameMenuGameControllerItemSceneInfo = {}

---@return gameuiInGameMenuGameControllerItemSceneInfo
function gameuiInGameMenuGameControllerItemSceneInfo.new() return end

---@param props table
---@return gameuiInGameMenuGameControllerItemSceneInfo
function gameuiInGameMenuGameControllerItemSceneInfo.new(props) return end

---@class gameuiInGameMenuGameCustomizationStateUpdater : gameuiICustomizationStateUpdater
gameuiInGameMenuGameCustomizationStateUpdater = {}

---@return gameuiInGameMenuGameCustomizationStateUpdater
function gameuiInGameMenuGameCustomizationStateUpdater.new() return end

---@param props table
---@return gameuiInGameMenuGameCustomizationStateUpdater
function gameuiInGameMenuGameCustomizationStateUpdater.new(props) return end

---@class gameuiIndexedAppearanceDefinition
---@field index Int32
---@field color Color
---@field icon TweakDBID
---@field name CName
---@field localizedName String
---@field actions gameuiCharacterCustomizationAction[]
---@field tags redTagList
gameuiIndexedAppearanceDefinition = {}

---@return gameuiIndexedAppearanceDefinition
function gameuiIndexedAppearanceDefinition.new() return end

---@param props table
---@return gameuiIndexedAppearanceDefinition
function gameuiIndexedAppearanceDefinition.new(props) return end

---@class gameuiIndexedMorphName
---@field index Int32
---@field morphName CName
---@field localizedName String
---@field tags redTagList
gameuiIndexedMorphName = {}

---@return gameuiIndexedMorphName
function gameuiIndexedMorphName.new() return end

---@param props table
---@return gameuiIndexedMorphName
function gameuiIndexedMorphName.new(props) return end

---@class gameuiInkChoiceVisualizer : gameuiIChoiceVisualizer
---@field isDynamic Bool
---@field type gameuiChoiceListVisualizerType
gameuiInkChoiceVisualizer = {}

---@return gameuiInkChoiceVisualizer
function gameuiInkChoiceVisualizer.new() return end

---@param props table
---@return gameuiInkChoiceVisualizer
function gameuiInkChoiceVisualizer.new(props) return end

---@class gameuiInputHintController : inkWidgetLogicController
---@field inputDisplayLibRef inkWidgetLibraryReference
---@field inputDisplayContainer inkCompoundWidgetReference
---@field textWidgetRef inkTextWidgetReference
gameuiInputHintController = {}

---@return gameuiInputHintController
function gameuiInputHintController.new() return end

---@param props table
---@return gameuiInputHintController
function gameuiInputHintController.new(props) return end

---@class gameuiInputHintData
---@field action CName
---@field source CName
---@field groupId CName
---@field tutorialAction CName
---@field localizedLabel String
---@field queuePriority Int32
---@field sortingPriority Int32
---@field tutorialActionCount Int32
---@field holdIndicationType inkInputHintHoldIndicationType
---@field inputHintKeyCombinationType inkInputHintKeyCombinationType
---@field enableHoldAnimation Bool
gameuiInputHintData = {}

---@return gameuiInputHintData
function gameuiInputHintData.new() return end

---@param props table
---@return gameuiInputHintData
function gameuiInputHintData.new(props) return end

---@class gameuiInputHintGroupController : inkWidgetLogicController
---@field titleTextRef inkTextWidgetReference
---@field descriptionTextRef inkTextWidgetReference
---@field hintsContainerRef inkCompoundWidgetReference
---@field iconRef inkImageWidgetReference
gameuiInputHintGroupController = {}

---@return gameuiInputHintGroupController
function gameuiInputHintGroupController.new() return end

---@param props table
---@return gameuiInputHintGroupController
function gameuiInputHintGroupController.new(props) return end

---@class gameuiInputHintGroupData
---@field iconReference TweakDBID
---@field localizedTitle String
---@field localizedDescription String
---@field sortingPriority Int32
gameuiInputHintGroupData = {}

---@return gameuiInputHintGroupData
function gameuiInputHintGroupData.new() return end

---@param props table
---@return gameuiInputHintGroupData
function gameuiInputHintGroupData.new(props) return end

---@class gameuiInputHintManagerGameController : gameuiWidgetGameController
---@field hintContainerId CName
---@field baseGroupContainer inkCompoundWidgetReference
---@field groupsContainer inkCompoundWidgetReference
---@field hintLibRef inkWidgetLibraryReference
---@field groupLibRef inkWidgetLibraryReference
gameuiInputHintManagerGameController = {}

---@return gameuiInputHintManagerGameController
function gameuiInputHintManagerGameController.new() return end

---@param props table
---@return gameuiInputHintManagerGameController
function gameuiInputHintManagerGameController.new(props) return end

---@class gameuiInputHintManagerGameControllerData : gameuiBaseUIData
---@field inputHintsData gameuiInputHintData[]
gameuiInputHintManagerGameControllerData = {}

---@return gameuiInputHintManagerGameControllerData
function gameuiInputHintManagerGameControllerData.new() return end

---@param props table
---@return gameuiInputHintManagerGameControllerData
function gameuiInputHintManagerGameControllerData.new(props) return end

---@class gameuiInteractionMappinController : gameuiMappinBaseController
---@field isCurrentlyClamped Bool
---@field isUnderCrosshair Bool
---@field canvasWidgetName CName
---@field arrowWidgetName CName
gameuiInteractionMappinController = {}

---@return gameuiInteractionMappinController
function gameuiInteractionMappinController.new() return end

---@param props table
---@return gameuiInteractionMappinController
function gameuiInteractionMappinController.new(props) return end

---@class gameuiInteractionsHubGameController : gameuiHUDGameController
---@field TopInteractionWidgetsLibraries inkWidgetLibraryReference[]
---@field TopInteractionsRoot inkWidgetReference
---@field BotInteractionWidgetsLibraries inkWidgetLibraryReference[]
---@field BotInteractionsRoot inkWidgetReference
---@field TooltipsManagerRef inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field tooltipProvider TooltipProvider
gameuiInteractionsHubGameController = {}

---@return gameuiInteractionsHubGameController
function gameuiInteractionsHubGameController.new() return end

---@param props table
---@return gameuiInteractionsHubGameController
function gameuiInteractionsHubGameController.new(props) return end

function gameuiInteractionsHubGameController:ResetShowTooltipsTimer() return end

---@param time Float
function gameuiInteractionsHubGameController:SetShowTooltipsTimer(time) return end

---@return Bool
function gameuiInteractionsHubGameController:OnInitialize() return end

---@param e InvalidateTooltipHiddenStateEvent
---@return Bool
function gameuiInteractionsHubGameController:OnInvalidateHidden(e) return end

---@param e RefreshTooltipEvent
---@return Bool
function gameuiInteractionsHubGameController:OnRefreshTooltipEvent(e) return end

---@return Bool
function gameuiInteractionsHubGameController:OnShowTooltips() return end

---@param e inkWidget
---@return Bool
function gameuiInteractionsHubGameController:OnTooltipRequest(e) return end

---@class gameuiInventoryGameController : gameuiMenuGameController
---@field TooltipsManagerRef inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field itemModeControllerRef inkWidgetReference
---@field defaultWrapper inkWidgetReference
---@field itemWrapper inkWidgetReference
---@field cyberwareSlotRootRefs inkCompoundWidgetReference
---@field cyberwareHolder inkWidgetReference
---@field paperDollWidget inkWidgetReference
---@field sortingButton inkWidgetReference
---@field sortingDropdown inkWidgetReference
---@field notificationRoot inkWidgetReference
---@field playerStatsWidget inkWidgetReference
---@field btnBackpack inkWidgetReference
---@field btnCyberware inkWidgetReference
---@field btnCrafting inkWidgetReference
---@field btnStats inkWidgetReference
---@field btnSets inkWidgetReference
---@field itemNotificationRoot inkWidgetReference
---@field TooltipsManager gameuiTooltipsManager
---@field menuEventDispatcher inkMenuEventDispatcher
---@field buttonHintsController ButtonHints
---@field player PlayerPuppet
---@field mode InventoryModes
---@field itemViewMode ItemViewModes
---@field itemModeLogicController InventoryItemModeLogicController
---@field animationProxy inkanimProxy
---@field animDef inkanimDefinition
---@field itemModeProxy inkanimProxy
---@field paperDollProxy inkanimProxy
---@field targetPaperDollVisibility Bool
---@field refreshUIRequested Bool
---@field InventoryList InventoryItemDisplay[]
---@field WeaponsList InventoryItemDisplayController[]
---@field EquipmentList InventoryItemDisplayController[]
---@field CyberwareList InventoryItemDisplayController[]
---@field PocketList InventoryItemDisplayController[]
---@field ConsumablesList InventoryItemDisplayController[]
---@field animationList InventoryItemDisplayController[]
---@field InventoryManager InventoryDataManagerV2
---@field uiScriptableSystem UIScriptableSystem
---@field comparisonResolver ItemPreferredComparisonResolver
---@field equipmentSystem EquipmentSystem
---@field EquipAreas gamedataEquipmentArea[]
---@field CyberwareAreas gamedataEquipmentArea[]
---@field WeaponAreas gamedataItemType[]
---@field PocketAreas gamedataEquipmentArea[]
---@field ConsumablesAreas gamedataEquipmentArea[]
---@field UIBBEquipment UI_EquipmentDef
---@field UIBBItemMod UI_ItemModSystemDef
---@field DisassembleCallback UI_CraftingDef
---@field UIBBEquipmentBlackboard gameIBlackboard
---@field UIBBItemModBlackbord gameIBlackboard
---@field DisassembleBlackboard gameIBlackboard
---@field InventoryBBID redCallbackObject
---@field EquipmentBBID redCallbackObject
---@field SubEquipmentBBID redCallbackObject
---@field ItemModBBID redCallbackObject
---@field DisassembleBBID redCallbackObject
---@field isE3Demo Bool
---@field inventoryStatsListener InventoryStatsListener
---@field quantityPickerPopupToken inkGameNotificationToken
---@field psmBlackboard gameIBlackboard
---@field equipmentAreaCategoryEventQueue EquipmentAreaCategoryCreated[]
---@field cyberwareItems gameInventoryItemData[]
---@field equipmentAreaCategories EquipmentAreaCategory[]
---@field wardrobeOutfitAreas gamedataEquipmentArea[]
---@field lastClothingSetIndex Int32
---@field telemetrySystem gameTelemetryTelemetrySystem
---@field CyberwareScreenUserData CyberwareDisplayWrapper
---@field openItemMode Bool
gameuiInventoryGameController = {}

---@return gameuiInventoryGameController
function gameuiInventoryGameController.new() return end

---@param props table
---@return gameuiInventoryGameController
function gameuiInventoryGameController.new(props) return end

---@param userData IScriptable
---@return Bool
function gameuiInventoryGameController:OnBack(userData) return end

---@param userData IScriptable
---@return Bool
function gameuiInventoryGameController:OnCloseMenu(userData) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnDefaultModeFadeInComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnDefaultModeFadeOutComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnDefaultToItemModeComplete(anim) return end

---@param evt DelayedRefreshUI
---@return Bool
function gameuiInventoryGameController:OnDelayedRefreshUI(evt) return end

---@param evt DelayedSetItemModeShown
---@return Bool
function gameuiInventoryGameController:OnDelayedSetItemModeShown(evt) return end

---@param value Variant
---@return Bool
function gameuiInventoryGameController:OnDisassembleComplete(value) return end

---@param evt DropdownItemClickedEvent
---@return Bool
function gameuiInventoryGameController:OnDropdownItemClickedEvent(evt) return end

---@param e EquipmentAreaCategoryCreated
---@return Bool
function gameuiInventoryGameController:OnEquipmentAreaCategoryCreated(e) return end

---@param evt ItemDisplayClickEvent
---@return Bool
function gameuiInventoryGameController:OnEquipmentClick(evt) return end

---@return Bool
function gameuiInventoryGameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function gameuiInventoryGameController:OnInventoryHold(evt) return end

---@param e ItemChooserItemChanged
---@return Bool
function gameuiInventoryGameController:OnItemChooserItemChanged(e) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnItemModeFadeInComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnItemModeFadeOutComplete(anim) return end

---@param e ItemModeItemChanged
---@return Bool
function gameuiInventoryGameController:OnItemModeItemChanged(e) return end

---@param anim inkanimProxy
---@return Bool
function gameuiInventoryGameController:OnItemtoDefaultModeComplete(anim) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiInventoryGameController:OnLocalQuantityPickerPopupClosed(data) return end

---@param request OpenInventoryQuantityPickerRequest
---@return Bool
function gameuiInventoryGameController:OnOpenInventoryQuantityPickerRequest(request) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiInventoryGameController:OnQuantityPickerPopupClosed(data) return end

---@param value Variant
---@return Bool
function gameuiInventoryGameController:OnRefreshUI(value) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiInventoryGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function gameuiInventoryGameController:OnSetUserData(userData) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function gameuiInventoryGameController:OnSlotSpawned(widget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiInventoryGameController:OnSortingButtonClicked(evt) return end

---@return Bool
function gameuiInventoryGameController:OnUninitialize() return end

---@param items ItemID[]
---@return Int32
function gameuiInventoryGameController:CountNewItems(items) return end

---@param itemData gameInventoryItemData
function gameuiInventoryGameController:EquipItem(itemData) return end

---@param controller InventoryItemDisplayController
---@return InventoryItemDisplayController[]
function gameuiInventoryGameController:GetAssociatedCategory(controller) return end

---@param inspectedItemData gameInventoryItemData
---@param equipmentData gameInventoryItemData[]
---@param boxData InventoryComboBoxData[]
function gameuiInventoryGameController:GetAttachmentDataForCustomizeFromInventory(inspectedItemData, equipmentData, boxData) return end

---@param itemData gameInventoryItemData
---@param boxData InventoryComboBoxData[]
---@param allowUnequip Bool
function gameuiInventoryGameController:GetAttachmentDataForInventoryItem(itemData, boxData, allowUnequip) return end

---@param displayData InventoryItemDisplayData
---@return String
function gameuiInventoryGameController:GetCategoryHeader(displayData) return end

---@param equipmentArea gamedataEquipmentArea
---@return EquipmentAreaDisplays
function gameuiInventoryGameController:GetEquipementAreaDisplays(equipmentArea) return end

---@param equipmentAreas gamedataEquipmentArea[]
---@param categoryArea EquipmentAreaCategory
---@return EquipmentAreaDisplays
function gameuiInventoryGameController:GetEquipmentAreaDisplaysFromCategory(equipmentAreas, categoryArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return PaperdollPositionAnimation
function gameuiInventoryGameController:GetEquipmentAreaPaperdollLocation(equipmentArea) return end

---@param iw inkCompoundWidget
---@param levels Int32
---@return inkCompoundWidget[]
function gameuiInventoryGameController:GetEquipmentAreas(iw, levels) return end

---@param equipmentCategory InventoryItemDisplayCategoryArea
---@return EquipmentAreaCategory
function gameuiInventoryGameController:GetEquipmentCategory(equipmentCategory) return end

---@param equipmentArea gamedataEquipmentArea
---@return EquipmentAreaCategory
function gameuiInventoryGameController:GetEquipmentCategoryByArea(equipmentArea) return end

---@param evt inkPointerEvent
---@return InventoryItemDisplayController
function gameuiInventoryGameController:GetEquipmentSlotControllerFromTarget(evt) return end

---@return Int32
function gameuiInventoryGameController:GetFirstAvailableWeaponSlot() return end

---@param evt inkPointerEvent
---@return InventoryItemDisplay
function gameuiInventoryGameController:GetInventoryItemControllerFromTarget(evt) return end

---@param controller InventoryItemDisplayController
---@return Bool
function gameuiInventoryGameController:GetSide(controller) return end

---@param area gamedataEquipmentArea
---@return String
function gameuiInventoryGameController:GetSlotNameFromEqArea(area) return end

---@param areaTypes gamedataEquipmentArea[]
---@return CName
function gameuiInventoryGameController:GetSlotType(areaTypes) return end

---@param controller InventoryItemDisplayController
---@return gameuiETooltipPlacement
function gameuiInventoryGameController:GetTooltipPlacement(controller) return end

---@return inkWidget[]
function gameuiInventoryGameController:GetVisibleAdditionalWidgets() return end

---@param slotToSkip InventoryItemDisplayController
---@return InventoryItemDisplayController[]
function gameuiInventoryGameController:GetVisibleSlots(slotToSkip) return end

---@param equipmentArea gamedataEquipmentArea
---@return InventoryPaperdollZoomArea
function gameuiInventoryGameController:GetZoomArea(equipmentArea) return end

function gameuiInventoryGameController:HandlePostInitializeQueue() return end

function gameuiInventoryGameController:HideTooltips() return end

function gameuiInventoryGameController:InvlidateAllClothes() return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function gameuiInventoryGameController:IsAnEquipmentArea(equipmentArea) return end

---@param equipmentArea gamedataEquipmentArea
---@return Bool
function gameuiInventoryGameController:IsAreaLockedByOutfit(equipmentArea) return end

---@param itemData gameInventoryItemData
---@return Bool
function gameuiInventoryGameController:IsEquipmentAreaCyberware(itemData) return end

---@param displayData InventoryItemDisplayData
---@return Bool
function gameuiInventoryGameController:IsItemACyberdeck(displayData) return end

---@param itemID ItemID
---@return Bool
function gameuiInventoryGameController:IsUnequipBlocked(itemID) return end

---@param equipmentArea gamedataEquipmentArea
---@param slotIndex Int32
---@param hotkey gameEHotkey
function gameuiInventoryGameController:NotifyItemUpdate(equipmentArea, slotIndex, hotkey) return end

---@param itemData gameInventoryItemData
---@param target inkWidget
function gameuiInventoryGameController:OnInventoryItemHoverOver(itemData, target) return end

---@param data QuantityPickerPopupCloseData
function gameuiInventoryGameController:OnQuantityPickerDisassembly(data) return end

function gameuiInventoryGameController:OpenCyberwareMenu() return end

---@param displayData InventoryItemDisplayData
function gameuiInventoryGameController:OpenCyberwareModificationScreen(displayData) return end

---@param openingMenu Bool
function gameuiInventoryGameController:OpenDefaultMode(openingMenu) return end

---@param displayData InventoryItemDisplayData
function gameuiInventoryGameController:OpenItemMode(displayData) return end

---@param itemData gameInventoryItemData
---@param actionType QuantityPickerActionType
---@param local_ Bool
function gameuiInventoryGameController:OpenQuantityPicker(itemData, actionType, local_) return end

---@param moveAnimation CName|string
---@param hideAnimation CName|string
---@param target InventoryItemDisplayController
---@param itemToHide InventoryItemDisplayController[]
function gameuiInventoryGameController:PlayGearToItemModeAnimation(moveAnimation, hideAnimation, target, itemToHide) return end

---@param target InventoryItemDisplayController
function gameuiInventoryGameController:PlayMoveAnimation(target) return end

---@param visible Bool
function gameuiInventoryGameController:PlayShowHideItemChooserAnimation(visible) return end

---@param position PaperdollPositionAnimation
---@param hide Bool
function gameuiInventoryGameController:PlaySlidePaperdollAnimation(position, hide) return end

---@param targetRoot inkCompoundWidget
---@param container EquipmentAreaDisplays
---@param numberOfSlots Int32
---@param equipmentAreas gamedataEquipmentArea[]
function gameuiInventoryGameController:PopulateArea(targetRoot, container, numberOfSlots, equipmentAreas) return end

---@param condition gamedataUICondition
---@return Bool
function gameuiInventoryGameController:ReadUICondition(condition) return end

function gameuiInventoryGameController:RefreshEquippedWardrobeItems() return end

function gameuiInventoryGameController:RefreshPlayerCyberware() return end

function gameuiInventoryGameController:RefreshUI() return end

---@param equippedItem gameInventoryItemData
function gameuiInventoryGameController:RefreshedEquippedItemData(equippedItem) return end

function gameuiInventoryGameController:RegisterToBB() return end

function gameuiInventoryGameController:SetInventoryItemButtonHintsHoverOut() return end

---@param displayingData gameInventoryItemData
function gameuiInventoryGameController:SetInventoryItemButtonHintsHoverOver(displayingData) return end

---@param player PlayerPuppet
function gameuiInventoryGameController:SetupPlayerStats(player) return end

function gameuiInventoryGameController:SetupSetButton() return end

---@param type UIMenuNotificationType
function gameuiInventoryGameController:ShowNotification(type) return end

---@param equippedItem gameInventoryItemData
---@param inspectedItemData gameInventoryItemData
---@param target inkWidget
function gameuiInventoryGameController:ShowTooltipsForItemData(equippedItem, inspectedItemData, target) return end

---@param displayData InventoryItemDisplayData
function gameuiInventoryGameController:StartModeTransitionAnimation(displayData) return end

---@param mode InventoryModes
function gameuiInventoryGameController:SwapMode(mode) return end

---@param controller InventoryItemDisplayController
---@param itemData gameInventoryItemData
function gameuiInventoryGameController:UnequipItem(controller, itemData) return end

function gameuiInventoryGameController:UnregisterFromBB() return end

---@param context DropdownDisplayContext
function gameuiInventoryGameController:UpdateDropdownContext(context) return end

function gameuiInventoryGameController:UpdateNewItemsIndicators() return end

function gameuiInventoryGameController:WardrobeOutfitUnequipSet() return end

---@param target Int32
function gameuiInventoryGameController:ZoomCamera(target) return end

---@class gameuiInventoryPuppetPreviewGameController : gameuiPuppetPreviewGameController
---@field sceneName CName
---@field cameraRef NodeRef
---@field collider inkWidgetReference
---@field rotationIsMouseDown Bool
---@field maxMousePointerOffset Float
---@field mouseRotationSpeed Float
gameuiInventoryPuppetPreviewGameController = {}

---@return gameuiInventoryPuppetPreviewGameController
function gameuiInventoryPuppetPreviewGameController.new() return end

---@param props table
---@return gameuiInventoryPuppetPreviewGameController
function gameuiInventoryPuppetPreviewGameController.new(props) return end

---@param e inkPointerEvent
---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnGlobalRelease(e) return end

---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnMouseDown(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnRelativeInput(e) return end

---@param index Uint32
---@param slotName CName|string
---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnSetCameraSetupEvent(index, slotName) return end

---@return Bool
function gameuiInventoryPuppetPreviewGameController:OnUninitialize() return end

---@return AnimFeature_Paperdoll
function gameuiInventoryPuppetPreviewGameController:GetAnimFeature() return end

---@class gameuiIronsightGameController : gameuiWidgetGameController
gameuiIronsightGameController = {}

---@return gameuiIronsightGameController
function gameuiIronsightGameController.new() return end

---@param props table
---@return gameuiIronsightGameController
function gameuiIronsightGameController.new(props) return end

---@param enable Bool
function gameuiIronsightGameController:EnableUpdate(enable) return end

---@class gameuiItemAddedNotificationViewData : gameuiGenericNotificationViewData
---@field itemID ItemID
---@field animation CName
---@field itemRarity CName
gameuiItemAddedNotificationViewData = {}

---@return gameuiItemAddedNotificationViewData
function gameuiItemAddedNotificationViewData.new() return end

---@param props table
---@return gameuiItemAddedNotificationViewData
function gameuiItemAddedNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiItemAddedNotificationViewData:CanMerge(data) return end

---@class gameuiItemDataSourceListener : gameIInventoryListener
gameuiItemDataSourceListener = {}

---@return gameuiItemDataSourceListener
function gameuiItemDataSourceListener.new() return end

---@param props table
---@return gameuiItemDataSourceListener
function gameuiItemDataSourceListener.new(props) return end

---@class gameuiItemDataSourceWrapper : gameuiBaseItemDataSource
gameuiItemDataSourceWrapper = {}

---@return gameuiItemDataSourceWrapper
function gameuiItemDataSourceWrapper.new() return end

---@param props table
---@return gameuiItemDataSourceWrapper
function gameuiItemDataSourceWrapper.new(props) return end

---@param owner gameObject
function gameuiItemDataSourceWrapper:Initialize(owner) return end

---@class gameuiItemDataViewWrapper : gameuiBaseItemDataSource
gameuiItemDataViewWrapper = {}

---@return gameuiItemDataViewWrapper
function gameuiItemDataViewWrapper.new() return end

---@param props table
---@return gameuiItemDataViewWrapper
function gameuiItemDataViewWrapper.new(props) return end

---@param tag CName|string
function gameuiItemDataViewWrapper:AddSkipTag(tag) return end

function gameuiItemDataViewWrapper:DisableSorting() return end

function gameuiItemDataViewWrapper:EnableSorting() return end

function gameuiItemDataViewWrapper:Filter() return end

---@return Bool
function gameuiItemDataViewWrapper:IsSortingEnabled() return end

---@param tag CName|string
function gameuiItemDataViewWrapper:RemoveSkipTag(tag) return end

function gameuiItemDataViewWrapper:ResetItemTypesForSorting() return end

function gameuiItemDataViewWrapper:ResetSkipTags() return end

---@param types gamedataItemType[]
function gameuiItemDataViewWrapper:SetItemTypesForSorting(types) return end

---@param tags CName[]|string[]
function gameuiItemDataViewWrapper:SetSkipTags(tags) return end

---@param source gameuiBaseItemDataSource
function gameuiItemDataViewWrapper:SetSource(source) return end

function gameuiItemDataViewWrapper:Sort() return end

---@class gameuiItemPreviewGameController : gameuiPreviewGameController
---@field root inkWidgetReference
---@field image inkImageWidgetReference
---@field sceneName CName
---@field cameraRef NodeRef
gameuiItemPreviewGameController = {}

---@return gameuiItemPreviewGameController
function gameuiItemPreviewGameController.new() return end

---@param props table
---@return gameuiItemPreviewGameController
function gameuiItemPreviewGameController.new(props) return end

function gameuiItemPreviewGameController:ClearPreview() return end

function gameuiItemPreviewGameController:DisableCamera() return end

function gameuiItemPreviewGameController:EnableCamera() return end

---@param itemID ItemID
---@param forceCreate Bool
function gameuiItemPreviewGameController:PreviewItem(itemID, forceCreate) return end

---@param itemID ItemID
function gameuiItemPreviewGameController:PreviewItem(itemID) return end

---@class gameuiKillInfo
---@field killerEntity gameObject
---@field victimEntity gameObject
---@field killType gameKillType
gameuiKillInfo = {}

---@return gameuiKillInfo
function gameuiKillInfo.new() return end

---@param props table
---@return gameuiKillInfo
function gameuiKillInfo.new(props) return end

---@class gameuiLevelUpNotificationViewData : gameuiGenericNotificationViewData
---@field canBeMerged Bool
---@field levelupdata questLevelUpData
---@field proficiencyRecord gamedataProficiency_Record
---@field profString String
gameuiLevelUpNotificationViewData = {}

---@return gameuiLevelUpNotificationViewData
function gameuiLevelUpNotificationViewData.new() return end

---@param props table
---@return gameuiLevelUpNotificationViewData
function gameuiLevelUpNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiLevelUpNotificationViewData:CanMerge(data) return end

---@class gameuiLocalPhoneElement : gameuiPhoneElementVisibility
---@field libraryID CName
---@field request inkAsyncSpawnRequest
---@field widget inkWidget
gameuiLocalPhoneElement = {}

---@return gameuiLocalPhoneElement
function gameuiLocalPhoneElement.new() return end

---@param props table
---@return gameuiLocalPhoneElement
function gameuiLocalPhoneElement.new(props) return end

---@class gameuiLogTutorialHintActionEvent : redEvent
---@field actionName CName
gameuiLogTutorialHintActionEvent = {}

---@return gameuiLogTutorialHintActionEvent
function gameuiLogTutorialHintActionEvent.new() return end

---@param props table
---@return gameuiLogTutorialHintActionEvent
function gameuiLogTutorialHintActionEvent.new(props) return end

---@class gameuiLootVisualizer : gameuiIChoiceVisualizer
gameuiLootVisualizer = {}

---@return gameuiLootVisualizer
function gameuiLootVisualizer.new() return end

---@param props table
---@return gameuiLootVisualizer
function gameuiLootVisualizer.new(props) return end

---@class gameuiMainMenuGameController : gameuiMenuItemListGameController
---@field backgroundContainer inkCompoundWidgetReference
gameuiMainMenuGameController = {}

---@return gameuiMainMenuGameController
function gameuiMainMenuGameController.new() return end

---@param props table
---@return gameuiMainMenuGameController
function gameuiMainMenuGameController.new(props) return end

---@param dataID Uint64
function gameuiMainMenuGameController:LoadBackgroundWidget(dataID) return end

---@class gameuiMainProgramGenRule : gameuiMinigameGenerationRule
gameuiMainProgramGenRule = {}

---@return gameuiMainProgramGenRule
function gameuiMainProgramGenRule.new() return end

---@param props table
---@return gameuiMainProgramGenRule
function gameuiMainProgramGenRule.new(props) return end

---@class gameuiMappinBaseController : inkWidgetLogicController
---@field iconWidget inkImageWidgetReference
---@field playerTrackedWidget inkWidgetReference
---@field scaleWidget inkWidgetReference
---@field animPlayerTrackedWidget inkWidgetReference
---@field animPlayerAboveBelowWidget inkWidgetReference
---@field taggedWidgets inkWidgetReference[]
gameuiMappinBaseController = {}

---@return Float
function gameuiMappinBaseController:GetDistanceToPlayer() return end

---@return gamemappinsIMappin
function gameuiMappinBaseController:GetMappin() return end

---@return gamedataMappinUIRuntimeProfile_Record
function gameuiMappinBaseController:GetProfile() return end

---@return gamemappinsVerticalPositioning
function gameuiMappinBaseController:GetVerticalRelationToPlayer() return end

---@return Bool
function gameuiMappinBaseController:IsClamped() return end

---@return Bool
function gameuiMappinBaseController:IsCustomPositionTracked() return end

---@return Bool
function gameuiMappinBaseController:IsGPSPortal() return end

---@return Bool
function gameuiMappinBaseController:IsPlayerTracked() return end

---@return Bool
function gameuiMappinBaseController:IsTracked() return end

---@param shouldClamp Bool
function gameuiMappinBaseController:OverrideClamp(shouldClamp) return end

---@param shouldClamp Bool
function gameuiMappinBaseController:OverrideClampX(shouldClamp) return end

---@param shouldClamp Bool
function gameuiMappinBaseController:OverrideClampY(shouldClamp) return end

---@param shouldScale Bool
function gameuiMappinBaseController:OverrideScaleByDistance(shouldScale) return end

---@param ignore Bool
function gameuiMappinBaseController:SetIgnorePriority(ignore) return end

---@param projectToScreenSpace Bool
function gameuiMappinBaseController:SetProjectToScreenSpace(projectToScreenSpace) return end

---@param visible Bool
function gameuiMappinBaseController:SetRootVisible(visible) return end

---@return Bool
function gameuiMappinBaseController:ShouldClamp() return end

---@return Bool
function gameuiMappinBaseController:ShouldShowDisplayName() return end

---@return Bool
function gameuiMappinBaseController:ShouldShowDistance() return end

---@return CName
function gameuiMappinBaseController:ComputeRootState() return end

---@return animationPlayer
function gameuiMappinBaseController:GetAnimPlayer_AboveBelow() return end

---@return animationPlayer
function gameuiMappinBaseController:GetAnimPlayer_Tracked() return end

---@return GameplayRoleMappinData
function gameuiMappinBaseController:GetVisualData() return end

---@return inkWidget
function gameuiMappinBaseController:GetWidgetForNameplateSlot() return end

function gameuiMappinBaseController:UpdateRootState() return end

function gameuiMappinBaseController:UpdateTrackedState() return end

---@class gameuiMappinControllerCustomData : IScriptable
gameuiMappinControllerCustomData = {}

---@return gameuiMappinControllerCustomData
function gameuiMappinControllerCustomData.new() return end

---@param props table
---@return gameuiMappinControllerCustomData
function gameuiMappinControllerCustomData.new(props) return end

---@class gameuiMappinUIProfile
---@field widgetResource redResourceReferenceScriptToken
---@field widgetLibraryID CName
---@field spawn gamedataMappinUISpawnProfile_Record
---@field runtime gamedataMappinUIRuntimeProfile_Record
gameuiMappinUIProfile = {}

---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.new() return end

---@param props table
---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.new(props) return end

---@param _widgetResource redResourceReferenceScriptToken
---@param spawnProfile TweakDBID|string
---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.Create(_widgetResource, spawnProfile) return end

---@param _widgetResource redResourceReferenceScriptToken
---@param spawnProfile TweakDBID|string
---@param runtimeProfile TweakDBID|string
---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.Create(_widgetResource, spawnProfile, runtimeProfile) return end

---@param _widgetResource redResourceReferenceScriptToken
---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.CreateDefault(_widgetResource) return end

---@return gameuiMappinUIProfile
function gameuiMappinUIProfile.None() return end

---@class gameuiMappinUIUtils
gameuiMappinUIUtils = {}

---@return gameuiMappinUIUtils
function gameuiMappinUIUtils.new() return end

---@param props table
---@return gameuiMappinUIUtils
function gameuiMappinUIUtils.new(props) return end

---@return EngineTime
function gameuiMappinUIUtils.GetEngineTime() return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiMappinUIUtils.IsPlayerInArea(mappin) return end

---@return CName
function gameuiMappinUIUtils.CyclePreventionState() return end

---@param questSystem questQuestsSystem
---@param mappin gamemappinsIMappin
---@return FixerTooltipMapData
function gameuiMappinUIUtils.GetFixerVariantData(questSystem, mappin) return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function gameuiMappinUIUtils.IsMappinServicePoint(mappinVariant) return end

---@param mappinVariant gamedataMappinVariant
---@return CName
function gameuiMappinUIUtils.MappinToDescriptionString(mappinVariant) return end

---@param mappinVariant gamedataMappinVariant
---@return CName
function gameuiMappinUIUtils.MappinToObjectiveString(mappinVariant) return end

---@param mappinVariant gamedataMappinVariant
---@return CName
function gameuiMappinUIUtils.MappinToString(mappinVariant) return end

---@param mappinVariant gamedataMappinVariant
---@param mappinPhase gamedataMappinPhase
---@return CName
function gameuiMappinUIUtils.MappinToString(mappinVariant, mappinPhase) return end

---@param mappinVariant gamedataMappinVariant
---@return CName
function gameuiMappinUIUtils.MappinToTexturePart(mappinVariant) return end

---@param mappinVariant gamedataMappinVariant
---@param mappinPhase gamedataMappinPhase
---@return CName
function gameuiMappinUIUtils.MappinToTexturePart(mappinVariant, mappinPhase) return end

---@param mappin gamemappinsIMappin
---@return CName
function gameuiMappinUIUtils.MappinToTexturePart(mappin) return end

---@param widget inkWidget
---@return inkanimProxy, CName
function gameuiMappinUIUtils.PlayPreventionBlinkAnimation(widget) return end

---@class gameuiMappinsContainerController : gameuiProjectedHUDGameController
---@field psmVision gamePSMVision
---@field psmCombat gamePSMCombat
---@field psmZone gamePSMZones
---@field tier GameplayTier
---@field spawnContainerPath inkWidgetPath
---@field gpsQuestPathWidget inkLinePatternWidgetReference
---@field gpsPlayerTrackedPathWidget inkLinePatternWidgetReference
gameuiMappinsContainerController = {}

---@return gameuiMappinsContainerController
function gameuiMappinsContainerController.new() return end

---@param props table
---@return gameuiMappinsContainerController
function gameuiMappinsContainerController.new(props) return end

---@return inkCompoundWidget
function gameuiMappinsContainerController:GetSpawnContainer() return end

---@param mappin gamemappinsIMappin
---@param mappinVariant gamedataMappinVariant
---@param customData gameuiMappinControllerCustomData
---@return gameuiMappinUIProfile
function gameuiMappinsContainerController:CreateMappinUIProfile(mappin, mappinVariant, customData) return end

---@class gameuiMenuGameController : gameuiWidgetGameController
---@field baseEventDispatcher inkMenuEventDispatcher
gameuiMenuGameController = {}

---@return gameuiMenuGameController
function gameuiMenuGameController.new() return end

---@param props table
---@return gameuiMenuGameController
function gameuiMenuGameController.new(props) return end

---@return gameITelemetrySystem
function gameuiMenuGameController:GetTelemetrySystem() return end

---@return Bool
function gameuiMenuGameController:IsAnyActionWithoutAssignedKey() return end

---@param notificationTitle CName|string
---@param noticationDescription CName|string
function gameuiMenuGameController:PushNotification(notificationTitle, noticationDescription) return end

function gameuiMenuGameController:RefreshInputIcons() return end

function gameuiMenuGameController:RegisterToGlobalInputCallback() return end

function gameuiMenuGameController:UnregisterFromGlobalInputCallback() return end

---@param userData IScriptable
---@return Bool
function gameuiMenuGameController:OnBack(userData) return end

---@return Bool
function gameuiMenuGameController:OnInitialize() return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function gameuiMenuGameController:OnUninitialize() return end

function gameuiMenuGameController:ForceResetCursorType() return end

---@class gameuiMenuItemListGameController : gameuiSaveHandlingController
---@field menuList inkCompoundWidgetReference
---@field menuEventDispatcher inkMenuEventDispatcher
---@field menuListController inkListController
gameuiMenuItemListGameController = {}

---@return gameuiMenuItemListGameController
function gameuiMenuItemListGameController.new() return end

---@param props table
---@return gameuiMenuItemListGameController
function gameuiMenuItemListGameController.new(props) return end

---@return Bool
function gameuiMenuItemListGameController:CanExitGame() return end

function gameuiMenuItemListGameController:ExitGame() return end

function gameuiMenuItemListGameController:GotoMainMenu() return end

---@return Bool
function gameuiMenuItemListGameController:OnInitialize() return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function gameuiMenuItemListGameController:OnMenuItemActivated(index, target) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiMenuItemListGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@return Bool
function gameuiMenuItemListGameController:OnUninitialize() return end

---@param label String
---@param spawnEvent CName|string
function gameuiMenuItemListGameController:AddMenuItem(label, spawnEvent) return end

---@param label String
---@param action PauseMenuAction
function gameuiMenuItemListGameController:AddMenuItem(label, action) return end

function gameuiMenuItemListGameController:Clear() return end

---@param data PauseMenuListItemData
---@return Bool
function gameuiMenuItemListGameController:HandleMenuItemActivate(data) return end

function gameuiMenuItemListGameController:PopulateMenuItemList() return end

---@return Bool
function gameuiMenuItemListGameController:ShouldAllowExitGameMenuItem() return end

function gameuiMenuItemListGameController:ShowActionsList() return end

---@class gameuiMinigameData
---@field timeLimit Float
---@field trapSpawnProbability Float
---@field gridSize Uint32
---@field bufferSize Uint32
---@field timerWaitsForInteraction Bool
---@field acceptableTraps gamedataMiniGame_Trap_Record[]
---@field symbolsToUse gamedataMiniGame_AllSymbols_Record
---@field rules gameuiMinigameGenerationRule[]
gameuiMinigameData = {}

---@return gameuiMinigameData
function gameuiMinigameData.new() return end

---@param props table
---@return gameuiMinigameData
function gameuiMinigameData.new(props) return end

---@class gameuiMinigameGenerationRule : IScriptable
---@field minigameController gameuiHackingMinigameGameController
---@field blackboardSystem gameBlackboardSystem
---@field entity entEntity
---@field player PlayerPuppet
---@field minigameRecord gamedataMinigame_Def_Record
---@field bufferSize Int32
---@field isItemBreach Bool
gameuiMinigameGenerationRule = {}

---@return gameuiMinigameGenerationRule
function gameuiMinigameGenerationRule.new() return end

---@param props table
---@return gameuiMinigameGenerationRule
function gameuiMinigameGenerationRule.new(props) return end

---@param i Int32
---@return gamedataMiniGame_Trap_Record
function gameuiMinigameGenerationRule:IntToTrap(i) return end

---@param size Uint32
---@return Bool, gameuiGridCell[][]
function gameuiMinigameGenerationRule:OnProcessRule(size) return end

---@param b gameBlackboardSystem
function gameuiMinigameGenerationRule:SetBlackboard(b) return end

---@param buffer Int32
function gameuiMinigameGenerationRule:SetBufferSize(buffer) return end

---@param entity entEntity
function gameuiMinigameGenerationRule:SetEntity(entity) return end

---@param itemBreach Bool
function gameuiMinigameGenerationRule:SetIsItemBreach(itemBreach) return end

---@param player PlayerPuppet
function gameuiMinigameGenerationRule:SetPlayer(player) return end

---@param rec gamedataMinigame_Def_Record
function gameuiMinigameGenerationRule:SetRecord(rec) return end

---@class gameuiMinigameProgramData
---@field actionID TweakDBID
---@field programName CName
gameuiMinigameProgramData = {}

---@return gameuiMinigameProgramData
function gameuiMinigameProgramData.new() return end

---@param props table
---@return gameuiMinigameProgramData
function gameuiMinigameProgramData.new(props) return end

---@class gameuiMinigameState : IScriptable
---@field currentLives Int32
---@field currentScore Int32
gameuiMinigameState = {}

---@return gameuiMinigameState
function gameuiMinigameState.new() return end

---@param props table
---@return gameuiMinigameState
function gameuiMinigameState.new(props) return end

---@class gameuiMinimapContainerController : gameuiMappinsContainerController
---@field settings gameMinimapSettings
---@field clampedMappinContainer inkCompoundWidgetReference
---@field unclampedMappinContainer inkCompoundWidgetReference
---@field maskWidget inkMaskWidgetReference
---@field playerIconWidget inkWidgetReference
---@field compassWidget inkWidgetReference
---@field worldGeometryContainer inkCanvasWidgetReference
---@field worldGeometryCache inkCacheWidgetReference
---@field geometryLibraryID CName
---@field timeDisplayWidget inkCompoundWidgetReference
---@field rootZoneSafety inkWidget
---@field locationTextWidget inkTextWidgetReference
---@field fluffText1 inkTextWidgetReference
---@field securityAreaVignetteWidget inkWidgetReference
---@field securityAreaText inkTextWidgetReference
---@field combatModeHighlight inkWidgetReference
---@field courierTimerContainer inkWidgetReference
---@field courierTimerText inkTextWidgetReference
---@field rootWidget inkWidget
---@field zoneVignetteAnimProxy inkanimProxy
---@field inPublicOrRestrictedZone Bool
---@field fluffTextCount Int32
---@field psmBlackboard gameIBlackboard
---@field mapBlackboard gameIBlackboard
---@field mapDefinition UI_MapDef
---@field locationDataCallback redCallbackObject
---@field countdownTimerBlackboard gameIBlackboard
---@field countdownTimerDefinition UI_HUDCountdownTimerDef
---@field countdownTimerActiveCallback redCallbackObject
---@field countdownTimerTimeCallback redCallbackObject
---@field securityBlackBoardID redCallbackObject
---@field remoteControlledVehicleDataCallback redCallbackObject
---@field remoteControlledVehicleCameraChangedToTPPCallback redCallbackObject
---@field combatAnimation inkanimProxy
---@field playerInCombat Bool
---@field currentZoneType ESecurityAreaType
---@field messageCounterController inkCompoundWidget
gameuiMinimapContainerController = {}

---@return gameuiMinimapContainerController
function gameuiMinimapContainerController.new() return end

---@param props table
---@return gameuiMinimapContainerController
function gameuiMinimapContainerController.new(props) return end

---@param active Bool
---@return Bool
function gameuiMinimapContainerController:OnCountdownTimerActiveUpdated(active) return end

---@param time Float
---@return Bool
function gameuiMinimapContainerController:OnCountdownTimerTimeUpdated(time) return end

---@return Bool
function gameuiMinimapContainerController:OnInitialize() return end

---@param value String
---@return Bool
function gameuiMinimapContainerController:OnLocationUpdated(value) return end

---@param psmCombatArg gamePSMCombat
---@return Bool
function gameuiMinimapContainerController:OnPSMCombatChanged(psmCombatArg) return end

---@param value Bool
---@return Bool
function gameuiMinimapContainerController:OnPSMRemoteControlledVehicleCameraChangedToTPP(value) return end

---@param player gameObject
---@return Bool
function gameuiMinimapContainerController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function gameuiMinimapContainerController:OnPlayerDetach(player) return end

---@param controller gameuiMinimapSecurityAreaMappinController
---@return Bool
function gameuiMinimapContainerController:OnPlayerEnterArea(controller) return end

---@param controller gameuiMinimapSecurityAreaMappinController
---@return Bool
function gameuiMinimapContainerController:OnPlayerExitArea(controller) return end

---@param value Variant
---@return Bool
function gameuiMinimapContainerController:OnRemoteControlledVehicleChanged(value) return end

---@param value Variant
---@return Bool
function gameuiMinimapContainerController:OnSecurityDataChange(value) return end

---@return Bool
function gameuiMinimapContainerController:OnUnitialize() return end

---@param mappin gamemappinsIMappin
---@param mappinVariant gamedataMappinVariant
---@param customData gameuiMappinControllerCustomData
---@return gameuiMappinUIProfile
function gameuiMinimapContainerController:CreateMappinUIProfile(mappin, mappinVariant, customData) return end

---@return CName
function gameuiMinimapContainerController:GetCurrentZoneName() return end

---@return CName
function gameuiMinimapContainerController:GetFadeInZoneDangerName() return end

---@return CName
function gameuiMinimapContainerController:GetFadeInZoneSafetyName() return end

---@param player gameObject
function gameuiMinimapContainerController:InitializePlayer(player) return end

---@param animationName CName|string
function gameuiMinimapContainerController:PlayZoneVignetteAnimation(animationName) return end

function gameuiMinimapContainerController:SecurityZoneUpdate() return end

function gameuiMinimapContainerController:SetMinimapVisualsForCombat() return end

function gameuiMinimapContainerController:TryPlayFadeInAnimation() return end

function gameuiMinimapContainerController:TryStopZoneVignetteAnimation() return end

function gameuiMinimapContainerController:UpdateFluffTextCount() return end

function gameuiMinimapContainerController:UpdateInPublicOrRestricedZoneFlag() return end

function gameuiMinimapContainerController:UpdateSecurityAreaZoneVignette() return end

function gameuiMinimapContainerController:UpdateZoneText() return end

---@param zone ESecurityAreaType
---@return CName
function gameuiMinimapContainerController:ZoneToState(zone) return end

---@param zone ESecurityAreaType
---@return CName
function gameuiMinimapContainerController:ZoneToTextKey(zone) return end

---@class gameuiMinimapDeviceMappinController : gameuiBaseMinimapMappinController
---@field effectAreaWidget inkCircleWidgetReference
gameuiMinimapDeviceMappinController = {}

---@return gameuiMinimapDeviceMappinController
function gameuiMinimapDeviceMappinController.new() return end

---@param props table
---@return gameuiMinimapDeviceMappinController
function gameuiMinimapDeviceMappinController.new(props) return end

---@param radius Float
function gameuiMinimapDeviceMappinController:SetEffectAreaRadius(radius) return end

---@return CName
function gameuiMinimapDeviceMappinController:ComputeRootState() return end

---@param gameplayRole EGameplayRole
---@return CName
function gameuiMinimapDeviceMappinController:GetTexturePartForDeviceEffect(gameplayRole) return end

---@return GameplayRoleMappinData
function gameuiMinimapDeviceMappinController:GetVisualData() return end

function gameuiMinimapDeviceMappinController:Update() return end

---@class gameuiMinimapDynamicEventMappinController : gameuiBaseMinimapMappinController
---@field pulseEnabled Bool
---@field pulseWidget inkWidgetReference
---@field hideAtDistance Float
---@field hideInCombat Bool
---@field pulseAnim inkanimProxy
gameuiMinimapDynamicEventMappinController = {}

---@return gameuiMinimapDynamicEventMappinController
function gameuiMinimapDynamicEventMappinController.new() return end

---@param props table
---@return gameuiMinimapDynamicEventMappinController
function gameuiMinimapDynamicEventMappinController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function gameuiMinimapDynamicEventMappinController:OnPulseAnimLoop(anim) return end

---@param enabled Bool
---@return Bool
function gameuiMinimapDynamicEventMappinController:OnPulseEnabledChanged(enabled) return end

---@return CName
function gameuiMinimapDynamicEventMappinController:ComputeRootState() return end

function gameuiMinimapDynamicEventMappinController:PlayPulseAnimation() return end

function gameuiMinimapDynamicEventMappinController:StopPulseAnimation() return end

---@class gameuiMinimapHazardWarningMappinController : gameuiBaseMinimapMappinController
gameuiMinimapHazardWarningMappinController = {}

---@return gameuiMinimapHazardWarningMappinController
function gameuiMinimapHazardWarningMappinController.new() return end

---@param props table
---@return gameuiMinimapHazardWarningMappinController
function gameuiMinimapHazardWarningMappinController.new(props) return end

---@class gameuiMinimapPingSystemMappinController : gameuiBaseMinimapMappinController
---@field rootWidget inkWidgetReference
gameuiMinimapPingSystemMappinController = {}

---@return gameuiMinimapPingSystemMappinController
function gameuiMinimapPingSystemMappinController.new() return end

---@param props table
---@return gameuiMinimapPingSystemMappinController
function gameuiMinimapPingSystemMappinController.new(props) return end

function gameuiMinimapPingSystemMappinController:Intro() return end

---@class gameuiMinimapPreventionVehicleMappinController : gameuiBaseMinimapMappinController
---@field pulseWidget inkWidgetReference
---@field visionWidget inkWidgetReference
---@field outerIcon inkImageWidgetReference
---@field maxTackIcon inkImageWidgetReference
---@field fadeInAnimName CName
---@field fadeOutAnimName CName
---@field fadeAnimProxy inkanimProxy
---@field UIWantedBarBB gameIBlackboard
---@field UIWantedBarDef UI_WantedBarDef
---@field currentWantedStateCallback redCallbackObject
---@field playerEscapingPursuit Bool
---@field playerWanted Bool
---@field mappinState CName
---@field keepIconOnClamping Bool
---@field maxVisibilityDistance Float
---@field currentChaseState CName
---@field detectionDropThreshold Float
---@field wasMaxDetectionReached Bool
---@field vehicle vehicleBaseObject
---@field isMaxTacAV Bool
gameuiMinimapPreventionVehicleMappinController = {}

---@return gameuiMinimapPreventionVehicleMappinController
function gameuiMinimapPreventionVehicleMappinController.new() return end

---@param props table
---@return gameuiMinimapPreventionVehicleMappinController
function gameuiMinimapPreventionVehicleMappinController.new(props) return end

---@param value CName|string
---@return Bool
function gameuiMinimapPreventionVehicleMappinController:OnCurrentWantedStateChanged(value) return end

---@param distance Float
---@return Bool
function gameuiMinimapPreventionVehicleMappinController:CanShowMappin(distance) return end

---@return CName
function gameuiMinimapPreventionVehicleMappinController:ComputeRootState() return end

function gameuiMinimapPreventionVehicleMappinController:Initialize() return end

function gameuiMinimapPreventionVehicleMappinController:Intro() return end

function gameuiMinimapPreventionVehicleMappinController:OnUninitialize() return end

function gameuiMinimapPreventionVehicleMappinController:Update() return end

---@param value CName|string
function gameuiMinimapPreventionVehicleMappinController:UpdatePlayerEscapingPursuit(value) return end

---@param value CName|string
function gameuiMinimapPreventionVehicleMappinController:UpdatePlayerWanted(value) return end

function gameuiMinimapPreventionVehicleMappinController:UpdateVisiblity() return end

---@class gameuiMinimapQuestAreaInitData : gameuiMappinControllerCustomData
gameuiMinimapQuestAreaInitData = {}

---@return gameuiMinimapQuestAreaInitData
function gameuiMinimapQuestAreaInitData.new() return end

---@param props table
---@return gameuiMinimapQuestAreaInitData
function gameuiMinimapQuestAreaInitData.new(props) return end

---@class gameuiMinimapQuestAreaMappinController : gameuiBaseMinimapMappinController
---@field areaShapeWidget inkShapeWidgetReference
gameuiMinimapQuestAreaMappinController = {}

---@return gameuiMinimapQuestAreaMappinController
function gameuiMinimapQuestAreaMappinController.new() return end

---@param props table
---@return gameuiMinimapQuestAreaMappinController
function gameuiMinimapQuestAreaMappinController.new(props) return end

---@return CName
function gameuiMinimapQuestAreaMappinController:ComputeRootState() return end

function gameuiMinimapQuestAreaMappinController:Update() return end

---@class gameuiMinimapQuestMappinController : gameuiBaseMinimapMappinController
---@field questMappin gamemappinsQuestMappin
gameuiMinimapQuestMappinController = {}

---@return gameuiMinimapQuestMappinController
function gameuiMinimapQuestMappinController.new() return end

---@param props table
---@return gameuiMinimapQuestMappinController
function gameuiMinimapQuestMappinController.new(props) return end

---@return CName
function gameuiMinimapQuestMappinController:ComputeRootState() return end

function gameuiMinimapQuestMappinController:Intro() return end

function gameuiMinimapQuestMappinController:Update() return end

---@class gameuiMinimapRemotePlayerMappinController : gameuiBaseMinimapMappinController
---@field rootWidget inkWidgetReference
---@field shapeWidget inkWidgetReference
---@field dataWidget inkWidgetReference
---@field playerMappin gamemappinsRemotePlayerMappin
gameuiMinimapRemotePlayerMappinController = {}

---@return gameuiMinimapRemotePlayerMappinController
function gameuiMinimapRemotePlayerMappinController.new() return end

---@param props table
---@return gameuiMinimapRemotePlayerMappinController
function gameuiMinimapRemotePlayerMappinController.new(props) return end

---@return Bool
function gameuiMinimapRemotePlayerMappinController:OnInitialize() return end

---@return Bool
function gameuiMinimapRemotePlayerMappinController:OnUpdate() return end

function gameuiMinimapRemotePlayerMappinController:Intro() return end

function gameuiMinimapRemotePlayerMappinController:Update() return end

---@class gameuiMinimapSecurityAreaInitData : gameuiMappinControllerCustomData
gameuiMinimapSecurityAreaInitData = {}

---@return gameuiMinimapSecurityAreaInitData
function gameuiMinimapSecurityAreaInitData.new() return end

---@param props table
---@return gameuiMinimapSecurityAreaInitData
function gameuiMinimapSecurityAreaInitData.new(props) return end

---@class gameuiMinimapSecurityAreaMappinController : gameuiBaseMinimapMappinController
---@field playerInArea Bool
---@field area gamemappinsIArea
---@field areaShapeWidget inkShapeWidgetReference
gameuiMinimapSecurityAreaMappinController = {}

---@return gameuiMinimapSecurityAreaMappinController
function gameuiMinimapSecurityAreaMappinController.new() return end

---@param props table
---@return gameuiMinimapSecurityAreaMappinController
function gameuiMinimapSecurityAreaMappinController.new(props) return end

---@return Bool
function gameuiMinimapSecurityAreaMappinController:OnPlayerEnterArea() return end

---@return Bool
function gameuiMinimapSecurityAreaMappinController:OnPlayerExitArea() return end

---@param type CName|string
---@return CName
function gameuiMinimapSecurityAreaMappinController:AreaTypeToState(type) return end

function gameuiMinimapSecurityAreaMappinController:Update() return end

---@class gameuiMinimapStealthMappinController : gameuiBaseMinimapMappinController
---@field visionConeWidget inkImageWidgetReference
---@field stealthMappin gamemappinsStealthMappin
---@field fadeOutAnim inkanimProxy
---@field isTagged Bool
---@field wasVisible Bool
---@field mappinState CName
---@field preventionState CName
---@field hasBeenLooted Bool
---@field isAggressive Bool
---@field detectionAboveZero Bool
---@field isAlive Bool
---@field wasAlive Bool
---@field wasCompanion Bool
---@field couldSeePlayer Bool
---@field isPrevention Bool
---@field isCrowdNPC Bool
---@field cautious Bool
---@field shouldShowVisionCone Bool
---@field isDevice Bool
---@field isCamera Bool
---@field isTurret Bool
---@field isNetrunner Bool
---@field isHacking Bool
---@field isSquadInCombat Bool
---@field wasSquadInCombat Bool
---@field clampingAvailable Bool
---@field defaultOpacity Float
---@field adjustedOpacity Float
---@field defaultConeOpacity Float
---@field detectingConeOpacity Float
---@field highestLootQuality Uint32
---@field lockLootQuality Bool
---@field highLevelState gamedataNPCHighLevelState
---@field iconWidgetGlitch inkWidget
---@field visionConeWidgetGlitch inkWidget
---@field clampArrowWidgetGlitch inkWidget
---@field puppetStateBlackboard gameIBlackboard
---@field isInVehicleStance Bool
---@field stanceStateCb redCallbackObject
---@field policeChasePrototypeEnabled Bool
---@field preventionMinimapMappinComponent PreventionMinimapMappinComponent
---@field preventionVisionConeColor CName
---@field preventionDetectionDropThreshold Float
---@field wasMaxDetectionReached Bool
---@field showAnim inkanimProxy
---@field alertedAnim inkanimProxy
---@field preventionAnimProxy inkanimProxy
gameuiMinimapStealthMappinController = {}

---@return gameuiMinimapStealthMappinController
function gameuiMinimapStealthMappinController.new() return end

---@param props table
---@return gameuiMinimapStealthMappinController
function gameuiMinimapStealthMappinController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiMinimapStealthMappinController:OnFadeOutAnimFinished(proxy) return end

---@return Bool
function gameuiMinimapStealthMappinController:OnInitialize() return end

---@return Bool
function gameuiMinimapStealthMappinController:OnIntro() return end

---@param anim inkanimProxy
---@return Bool
function gameuiMinimapStealthMappinController:OnPreventionAnimLoop(anim) return end

---@param value Int32
---@return Bool
function gameuiMinimapStealthMappinController:OnStanceStateChanged(value) return end

---@return Bool
function gameuiMinimapStealthMappinController:OnUninitialize() return end

---@return Bool
function gameuiMinimapStealthMappinController:OnUpdate() return end

---@return CName
function gameuiMinimapStealthMappinController:ComputeRootState() return end

function gameuiMinimapStealthMappinController:FadeOut() return end

---@return CName
function gameuiMinimapStealthMappinController:GetPreventionMapinState() return end

---@param attitude EAIAttitude
---@param canSeePlayer Bool
---@return CName
function gameuiMinimapStealthMappinController:GetStateForAttitude(attitude, canSeePlayer) return end

function gameuiMinimapStealthMappinController:Intro() return end

---@param stance gamedataNPCStanceState
---@return Bool
function gameuiMinimapStealthMappinController:IsVehicleStance(stance) return end

function gameuiMinimapStealthMappinController:PlayPreventionAnim() return end

function gameuiMinimapStealthMappinController:RequestUpdateRootState() return end

function gameuiMinimapStealthMappinController:StopPreventionAnim() return end

---@param shouldShowVisionCone Bool
function gameuiMinimapStealthMappinController:ToggleVisionConeVisibility(shouldShowVisionCone) return end

function gameuiMinimapStealthMappinController:Update() return end

function gameuiMinimapStealthMappinController:UpdateAboveBelowVerticalRelation() return end

function gameuiMinimapStealthMappinController:UpdateClamping() return end

function gameuiMinimapStealthMappinController:UpdateVisionWidgetVisiblity() return end

---@class gameuiMorphInfo : gameuiCharacterCustomizationInfo
---@field morphNames gameuiIndexedMorphName[]
gameuiMorphInfo = {}

---@return gameuiMorphInfo
function gameuiMorphInfo.new() return end

---@param props table
---@return gameuiMorphInfo
function gameuiMorphInfo.new(props) return end

---@class gameuiMountedWeaponTarget
---@field weaponIndex Int32
---@field targetLocation Vector4
gameuiMountedWeaponTarget = {}

---@return gameuiMountedWeaponTarget
function gameuiMountedWeaponTarget.new() return end

---@param props table
---@return gameuiMountedWeaponTarget
function gameuiMountedWeaponTarget.new(props) return end

---@class gameuiMoveTargetCallback : inkCallbackBase
gameuiMoveTargetCallback = {}

---@return gameuiMoveTargetCallback
function gameuiMoveTargetCallback.new() return end

---@param props table
---@return gameuiMoveTargetCallback
function gameuiMoveTargetCallback.new(props) return end

---@class gameuiNPCNextToTheCrosshair
---@field npc gameObject
---@field name String
---@field currentHealth Int32
---@field maximumHealth Int32
---@field currentCyberwarePct Int32
---@field level Int32
---@field quickHackUpload Int32
---@field attitude EAIAttitude
---@field scanningState gameScanningState
---@field isTagged Bool
---@field highLevelState gamedataNPCHighLevelState
---@field canSeePlayer Bool
---@field playerDetectionAboveZero Bool
---@field playerDetectionAtMax Bool
gameuiNPCNextToTheCrosshair = {}

---@return gameuiNPCNextToTheCrosshair
function gameuiNPCNextToTheCrosshair.new() return end

---@param props table
---@return gameuiNPCNextToTheCrosshair
function gameuiNPCNextToTheCrosshair.new(props) return end

---@class gameuiNarrationEvent
---@field text String
---@field durationSec Float
---@field color Color
gameuiNarrationEvent = {}

---@return gameuiNarrationEvent
function gameuiNarrationEvent.new() return end

---@param props table
---@return gameuiNarrationEvent
function gameuiNarrationEvent.new(props) return end

---@class gameuiNarrativePlateData
---@field text String
---@field caption String
---@field entity gameObject
gameuiNarrativePlateData = {}

---@return gameuiNarrativePlateData
function gameuiNarrativePlateData.new() return end

---@param props table
---@return gameuiNarrativePlateData
function gameuiNarrativePlateData.new(props) return end

---@class gameuiNewHudPhoneGameController : gameuiGenericNotificationGameController
---@field holoAudioCallElement gameuiLocalPhoneElement
---@field incomingCallElement gameuiLocalPhoneElement
---@field contactsElement gameuiLocalPhoneElement
---@field smsMessengerElement gameuiExternalPhoneElement
---@field notificationsElement gameuiPhoneElementVisibility
---@field phoneIconElement gameuiLocalPhoneElement
---@field resolutionSensitiveWidgets gameuiResolutionSensitiveWidget[]
---@field phoneIconMarker inkWidgetReference
gameuiNewHudPhoneGameController = {}

---@return gameuiNewHudPhoneGameController
function gameuiNewHudPhoneGameController.new() return end

---@param props table
---@return gameuiNewHudPhoneGameController
function gameuiNewHudPhoneGameController.new(props) return end

function gameuiNewHudPhoneGameController:CloseSmsMessenger() return end

---@param data inkGameNotificationData
function gameuiNewHudPhoneGameController:OpenSmsMessenger(data) return end

---@class gameuiNewPhoneRelatedGameController : gameuiWidgetGameController
---@field isNewPhoneEnabled Bool
gameuiNewPhoneRelatedGameController = {}

---@return gameuiNewPhoneRelatedGameController
function gameuiNewPhoneRelatedGameController.new() return end

---@param props table
---@return gameuiNewPhoneRelatedGameController
function gameuiNewPhoneRelatedGameController.new(props) return end

---@class gameuiNewPhoneRelatedHUDGameController : gameuiHUDGameController
---@field isNewPhoneEnabled Bool
---@field player PlayerPuppet
---@field visibilityFact1ListenerId Uint32
---@field visibilityFact2ListenerId Uint32
gameuiNewPhoneRelatedHUDGameController = {}

---@return gameuiNewPhoneRelatedHUDGameController
function gameuiNewPhoneRelatedHUDGameController.new() return end

---@param props table
---@return gameuiNewPhoneRelatedHUDGameController
function gameuiNewPhoneRelatedHUDGameController.new(props) return end

---@param player gameObject
---@return Bool
function gameuiNewPhoneRelatedHUDGameController:OnPlayerAttach(player) return end

---@return Bool
function gameuiNewPhoneRelatedHUDGameController:GameStarted() return end

---@return Bool
function gameuiNewPhoneRelatedHUDGameController:IsDerivedHUDVisible() return end

---@param value Int32
function gameuiNewPhoneRelatedHUDGameController:OnConsumableTutorial(value) return end

---@param value Int32
function gameuiNewPhoneRelatedHUDGameController:OnGameStarted(value) return end

function gameuiNewPhoneRelatedHUDGameController:RegisterFactVisibilityListeners() return end

---@return Bool
function gameuiNewPhoneRelatedHUDGameController:TutorialActivated() return end

function gameuiNewPhoneRelatedHUDGameController:UnregisterFactVisibilityListeners() return end

function gameuiNewPhoneRelatedHUDGameController:UpdateVisibility() return end

---@class gameuiNewsFeedDataProvider : IScriptable
---@field newsTitleTweak TweakDBID
---@field randomNewsFeedPack TweakDBID
gameuiNewsFeedDataProvider = {}

---@return gameuiNewsFeedDataProvider
function gameuiNewsFeedDataProvider.new() return end

---@param props table
---@return gameuiNewsFeedDataProvider
function gameuiNewsFeedDataProvider.new(props) return end

---@class gameuiNewsFeedDisplayController : inkWidgetLogicController
---@field newsTitleWidget inkTextWidgetReference
---@field randomNewsLibraryWidget CName
---@field randomNewsContainer inkCompoundWidgetReference
gameuiNewsFeedDisplayController = {}

---@return gameuiNewsFeedDisplayController
function gameuiNewsFeedDisplayController.new() return end

---@param props table
---@return gameuiNewsFeedDisplayController
function gameuiNewsFeedDisplayController.new(props) return end

---@class gameuiNpcNameplateGameController : gameuiProjectedHUDGameController
---@field projection inkWidgetReference
---@field displayName inkWidgetReference
---@field mappinSlot inkWidgetReference
---@field chattersSlot inkWidgetReference
---@field rootWidget inkCompoundWidget
---@field visualController NameplateVisualsLogicController
---@field cachedMappinControllers gameuiMappinBaseController[]
---@field visualControllerNeedsMappinsUpdate Bool
---@field nameplateProjection inkScreenProjection
---@field nameplateProjectionCloseDistance inkScreenProjection
---@field nameplateProjectionDevice inkScreenProjection
---@field nameplateProjectionDeviceCloseDistance inkScreenProjection
---@field bufferedGameObject gameObject
---@field bufferedPuppetHideNameTag Bool
---@field bufferedCharacterNamePlateRecord gamedataUINameplate_Record
---@field isScanning Bool
---@field isNewNPC Bool
---@field attitude EAIAttitude
---@field UI_NameplateDataDef UI_NameplateDataDef
---@field zoom Float
---@field currentHealth Int32
---@field maximumHealth Int32
---@field c_DisplayRange Float
---@field c_MaxDisplayRange Float
---@field c_MaxDisplayRangeNotAggressive Float
---@field c_DisplayRangeNotAggressive Float
---@field bbNameplateData redCallbackObject
---@field bbHighLevelStateID redCallbackObject
---@field bbNPCNamesEnabledID redCallbackObject
---@field VisionStateBlackboardId redCallbackObject
---@field ZoomStateBlackboardId redCallbackObject
---@field playerZonesBlackboardID redCallbackObject
---@field playerCombatBlackboardID redCallbackObject
---@field playerAimStatusBlackboardID redCallbackObject
---@field damagePreviewBlackboardID redCallbackObject
---@field uiBlackboardTargetNPC gameIBlackboard
---@field uiBlackboardInteractions gameIBlackboard
---@field interfaceOptionsBlackboard gameIBlackboard
---@field uiBlackboardNameplateBlackboard gameIBlackboard
---@field nextDistanceCheckTime Float
gameuiNpcNameplateGameController = {}

---@return gameuiNpcNameplateGameController
function gameuiNpcNameplateGameController.new() return end

---@param props table
---@return gameuiNpcNameplateGameController
function gameuiNpcNameplateGameController.new(props) return end

function gameuiNpcNameplateGameController:ClearSlottedWidgets() return end

---@return Bool
function gameuiNpcNameplateGameController:GetNameplateVisible() return end

---@param widget inkWidget
---@return Bool
function gameuiNpcNameplateGameController:IsWidgetSlotted(widget) return end

---@param visible Bool
function gameuiNpcNameplateGameController:SetNameplateVisible(visible) return end

---@param widgetsToSlot inkWidget[]
---@param newParentWidger inkWidget
function gameuiNpcNameplateGameController:SetSlottedWidgets(widgetsToSlot, newParentWidger) return end

---@param widgetToSlot inkWidget
---@param newParentWidget inkWidget
---@param index Int32
function gameuiNpcNameplateGameController:SlotWidget(widgetToSlot, newParentWidget, index) return end

---@param widgetToUnslot inkWidget
function gameuiNpcNameplateGameController:UnslotWidget(widgetToUnslot) return end

---@param value Int32
---@return Bool
function gameuiNpcNameplateGameController:OnAimStatusChange(value) return end

---@param value Int32
---@return Bool
function gameuiNpcNameplateGameController:OnDamagePreview(value) return end

---@return Bool
function gameuiNpcNameplateGameController:OnInitialize() return end

---@param val Int32
---@return Bool
function gameuiNpcNameplateGameController:OnIsEnabledChange(val) return end

---@param mappinControllers gameuiMappinBaseController[]
---@return Bool
function gameuiNpcNameplateGameController:OnMappinsUpdated(mappinControllers) return end

---@param value Bool
---@return Bool
function gameuiNpcNameplateGameController:OnNPCNamesEnabledChanged(value) return end

---@param value Variant
---@return Bool
function gameuiNpcNameplateGameController:OnNameplateDataChanged(value) return end

---@param playerGameObject gameObject
---@return Bool
function gameuiNpcNameplateGameController:OnPlayerAttach(playerGameObject) return end

---@param value Int32
---@return Bool
function gameuiNpcNameplateGameController:OnPlayerCombatChange(value) return end

---@param playerGameObject gameObject
---@return Bool
function gameuiNpcNameplateGameController:OnPlayerDetach(playerGameObject) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function gameuiNpcNameplateGameController:OnScreenProjectionUpdate(projections) return end

---@return Bool
function gameuiNpcNameplateGameController:OnUninitialize() return end

---@param value Int32
---@return Bool
function gameuiNpcNameplateGameController:OnZoneChange(value) return end

---@param value Float
---@return Bool
function gameuiNpcNameplateGameController:OnZoomChanged(value) return end

---@param marginClosest Float
---@param marginFurthest Float
---@return Float
function gameuiNpcNameplateGameController:ComputeTopMargin(marginClosest, marginFurthest) return end

---@param enable Bool
function gameuiNpcNameplateGameController:EnableUpdates(enable) return end

---@param entity entEntity
---@return Float
function gameuiNpcNameplateGameController:GetDistanceToEntity(entity) return end

---@return HUDManager
function gameuiNpcNameplateGameController:GetHUDManager() return end

---@param entity entEntity
---@return Bool
function gameuiNpcNameplateGameController:HelperCheckDistance(entity) return end

---@param playerPuppet gameObject
function gameuiNpcNameplateGameController:RegisterPSMListeners(playerPuppet) return end

function gameuiNpcNameplateGameController:ResolveSlotAttachment() return end

---@param visible Bool
function gameuiNpcNameplateGameController:SetMainVisible(visible) return end

---@param visible Bool
function gameuiNpcNameplateGameController:SetNameplateOwnerID(visible) return end

---@param entity entEntity
function gameuiNpcNameplateGameController:SetNameplateProjectionEntity(entity) return end

---@param playerPuppet gameObject
function gameuiNpcNameplateGameController:UnregisterPSMListeners(playerPuppet) return end

---@param isHostile Bool
function gameuiNpcNameplateGameController:UpdateHealthbarColor(isHostile) return end

---@param mappinControllers gameuiMappinBaseController[]
function gameuiNpcNameplateGameController:UpdateSlotAttachment(mappinControllers) return end

---@param mappinControllers gameuiMappinBaseController[]
function gameuiNpcNameplateGameController:UpdateVisualControllerState(mappinControllers) return end

---@class gameuiOnCollideCallbackAdvanced : inkCallbackBase
gameuiOnCollideCallbackAdvanced = {}

---@return gameuiOnCollideCallbackAdvanced
function gameuiOnCollideCallbackAdvanced.new() return end

---@param props table
---@return gameuiOnCollideCallbackAdvanced
function gameuiOnCollideCallbackAdvanced.new(props) return end

---@class gameuiOnGameFinishEvent : redEvent
---@field gameState gameuiMinigameState
---@field gameName CName
gameuiOnGameFinishEvent = {}

---@return gameuiOnGameFinishEvent
function gameuiOnGameFinishEvent.new() return end

---@param props table
---@return gameuiOnGameFinishEvent
function gameuiOnGameFinishEvent.new(props) return end

---@class gameuiOnGameFinishEventAdvanced : redEvent
---@field gameState gameuiSideScrollerMiniGameStateAdvanced
gameuiOnGameFinishEventAdvanced = {}

---@return gameuiOnGameFinishEventAdvanced
function gameuiOnGameFinishEventAdvanced.new() return end

---@param props table
---@return gameuiOnGameFinishEventAdvanced
function gameuiOnGameFinishEventAdvanced.new(props) return end

---@class gameuiOnHitCallback : inkCallbackBase
gameuiOnHitCallback = {}

---@return gameuiOnHitCallback
function gameuiOnHitCallback.new() return end

---@param props table
---@return gameuiOnHitCallback
function gameuiOnHitCallback.new(props) return end

---@class gameuiOnHitPlayerEvent : redEvent
---@field gameState gameuiMinigameState
gameuiOnHitPlayerEvent = {}

---@return gameuiOnHitPlayerEvent
function gameuiOnHitPlayerEvent.new() return end

---@param props table
---@return gameuiOnHitPlayerEvent
function gameuiOnHitPlayerEvent.new(props) return end

---@class gameuiOnMiniGameStateUpdateEvent : redEvent
---@field gameState gameuiMinigameState
---@field gameName CName
gameuiOnMiniGameStateUpdateEvent = {}

---@return gameuiOnMiniGameStateUpdateEvent
function gameuiOnMiniGameStateUpdateEvent.new() return end

---@param props table
---@return gameuiOnMiniGameStateUpdateEvent
function gameuiOnMiniGameStateUpdateEvent.new(props) return end

---@class gameuiOnMiniGameStateUpdateEventAdvanced : redEvent
---@field gameState gameuiSideScrollerMiniGameStateAdvanced
---@field propertyNames CName[]
gameuiOnMiniGameStateUpdateEventAdvanced = {}

---@return gameuiOnMiniGameStateUpdateEventAdvanced
function gameuiOnMiniGameStateUpdateEventAdvanced.new() return end

---@param props table
---@return gameuiOnMiniGameStateUpdateEventAdvanced
function gameuiOnMiniGameStateUpdateEventAdvanced.new(props) return end

---@class gameuiOnRecycleEventAdvanced : redEvent
gameuiOnRecycleEventAdvanced = {}

---@return gameuiOnRecycleEventAdvanced
function gameuiOnRecycleEventAdvanced.new() return end

---@param props table
---@return gameuiOnRecycleEventAdvanced
function gameuiOnRecycleEventAdvanced.new(props) return end

---@class gameuiOnscreenVOPlayerController : gameuiWidgetGameController
---@field subtitlesContainer inkCompoundWidgetReference
---@field subtitlesLibraryResource inkWidgetLibraryResource
---@field subtitlesRootName CName
---@field audioVOList gameuiVOWithDelay[]
gameuiOnscreenVOPlayerController = {}

---@return gameuiOnscreenVOPlayerController
function gameuiOnscreenVOPlayerController.new() return end

---@param props table
---@return gameuiOnscreenVOPlayerController
function gameuiOnscreenVOPlayerController.new(props) return end

---@class gameuiOptionsGroup
---@field name CName
---@field options CName[]
gameuiOptionsGroup = {}

---@return gameuiOptionsGroup
function gameuiOptionsGroup.new() return end

---@param props table
---@return gameuiOptionsGroup
function gameuiOptionsGroup.new(props) return end

---@class gameuiPanzerBonus : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
---@field fallingSpeed Float
gameuiPanzerBonus = {}

---@class gameuiPanzerBullet : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
gameuiPanzerBullet = {}

---@return gameuiPanzerBullet
function gameuiPanzerBullet.new() return end

---@param props table
---@return gameuiPanzerBullet
function gameuiPanzerBullet.new(props) return end

---@class gameuiPanzerCloud : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
gameuiPanzerCloud = {}

---@return gameuiPanzerCloud
function gameuiPanzerCloud.new() return end

---@param props table
---@return gameuiPanzerCloud
function gameuiPanzerCloud.new(props) return end

---@class gameuiPanzerEnemy : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
---@field noBonusChanceCoeff Uint32
---@field health Int32
---@field score Uint32
---@field shootPoint Vector2
---@field bulletSpeed Float
---@field gameLayerName CName
---@field explosionLibraryName CName
---@field bulletLibraryName CName
---@field lifeBonusLibraryName CName
---@field lifeBonusChanceCoeff Uint32
---@field scoreBonusLibraryName CName
---@field scoreBonusChanceCoeff Uint32
---@field score50ChanceCoeff Uint32
---@field score100ChanceCoeff Uint32
---@field score200ChanceCoeff Uint32
gameuiPanzerEnemy = {}

---@return gameuiPanzerEnemy
function gameuiPanzerEnemy.new() return end

---@param props table
---@return gameuiPanzerEnemy
function gameuiPanzerEnemy.new(props) return end

---@class gameuiPanzerEnemyAV : gameuiPanzerEnemy
---@field speed Float
---@field shotsAmount Uint32
---@field longShotInterval Float
---@field shortShotInterval Float
gameuiPanzerEnemyAV = {}

---@return gameuiPanzerEnemyAV
function gameuiPanzerEnemyAV.new() return end

---@param props table
---@return gameuiPanzerEnemyAV
function gameuiPanzerEnemyAV.new(props) return end

---@class gameuiPanzerEnemyBullet : gameuiPanzerBullet
gameuiPanzerEnemyBullet = {}

---@return gameuiPanzerEnemyBullet
function gameuiPanzerEnemyBullet.new() return end

---@param props table
---@return gameuiPanzerEnemyBullet
function gameuiPanzerEnemyBullet.new(props) return end

---@class gameuiPanzerEnemyDrone : gameuiPanzerEnemy
---@field speed Float
---@field shootIntervalMinimum Float
---@field shootIntervalMaximum Float
gameuiPanzerEnemyDrone = {}

---@return gameuiPanzerEnemyDrone
function gameuiPanzerEnemyDrone.new() return end

---@param props table
---@return gameuiPanzerEnemyDrone
function gameuiPanzerEnemyDrone.new(props) return end

---@class gameuiPanzerExplosion : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
---@field animationName CName
gameuiPanzerExplosion = {}

---@return gameuiPanzerExplosion
function gameuiPanzerExplosion.new() return end

---@param props table
---@return gameuiPanzerExplosion
function gameuiPanzerExplosion.new(props) return end

---@class gameuiPanzerFriendlyBullet : gameuiPanzerBullet
gameuiPanzerFriendlyBullet = {}

---@return gameuiPanzerFriendlyBullet
function gameuiPanzerFriendlyBullet.new() return end

---@param props table
---@return gameuiPanzerFriendlyBullet
function gameuiPanzerFriendlyBullet.new(props) return end

---@class gameuiPanzerGameLogicController : gameuiSideScrollerMiniGameLogicControllerAdvanced
---@field gameOverDelay Float
---@field mainMenuLibraryName CName
---@field scoreboardLibraryName CName
---@field panelsLayer CName
---@field gameLayer CName
---@field cloudsLayer CName
---@field backgroundLibraryName CName
---@field cloudsLibraryNames CName[]
---@field minCloudSpawnInterval Float
---@field maxCloudSpawnInterval Float
---@field minCloudSpeed Float
---@field maxCloudSpeed Float
---@field scoreCounter inkTextWidgetReference
---@field livesCounter inkTextWidgetReference
---@field moveUpKey CName
---@field moveDownKey CName
---@field moveLeftKey CName
---@field moveRightKey CName
---@field shootKey CName
---@field backKey CName
---@field submitKey CName
---@field axisDeadZone Float
---@field moveXAxis CName
---@field moveYAxis CName
---@field shootAxis CName
---@field droneLibraryName CName
---@field minDroneSpawnInterval Float
---@field maxDroneSpawnInterval Float
---@field avLibraryName CName
---@field minAvSpawnInterval Float
---@field maxAvSpawnInterval Float
gameuiPanzerGameLogicController = {}

---@return gameuiPanzerGameLogicController
function gameuiPanzerGameLogicController.new() return end

---@param props table
---@return gameuiPanzerGameLogicController
function gameuiPanzerGameLogicController.new(props) return end

---@class gameuiPanzerGameState : gameuiSideScrollerMiniGameStateAdvanced
gameuiPanzerGameState = {}

---@return gameuiPanzerGameState
function gameuiPanzerGameState.new() return end

---@param props table
---@return gameuiPanzerGameState
function gameuiPanzerGameState.new(props) return end

---@class gameuiPanzerHUDGameController : gameuiHUDGameController
---@field vehicle vehicleBaseObject
---@field vehiclePS VehicleComponentPS
---@field Date inkTextWidgetReference
---@field Timer inkTextWidgetReference
---@field healthStatus inkTextWidgetReference
---@field healthBar inkWidgetReference
---@field rightStickX Float
---@field rightStickY Float
---@field LeanAngleValue inkCanvasWidgetReference
---@field CoriRotation inkCanvasWidgetReference
---@field CompassRotation inkCanvasWidgetReference
---@field Cori_S inkCanvasWidgetReference
---@field Cori_M inkCanvasWidgetReference
---@field trimmerArrow inkImageWidgetReference
---@field SpeedValue inkTextWidgetReference
---@field RPMValue inkTextWidgetReference
---@field scanBlackboard gameIBlackboard
---@field psmBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field root inkCompoundWidget
---@field currentZoom Float
---@field currentTime GameTime
---@field vehicleBlackboard gameIBlackboard
---@field activeVehicleUIBlackboard gameIBlackboard
---@field vehicleBBStateConectionId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field gearBBConnectionId redCallbackObject
---@field tppBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field leanAngleBBConnectionId redCallbackObject
---@field playerStateBBConnectionId redCallbackObject
---@field isTargetingFriendlyConnectionId redCallbackObject
---@field bbPlayerStats gameIBlackboard
---@field bbPlayerEventId redCallbackObject
---@field currentHealth Int32
---@field previousHealth Int32
---@field maximumHealth Int32
---@field quickhacksMemoryPercent Float
---@field playerObject gameObject
---@field weaponBlackboard gameIBlackboard
---@field weaponParamsListenerId redCallbackObject
---@field targetIndicators TargetIndicatorEntry[]
---@field targetHolder inkCompoundWidgetReference
---@field targetWidgetLibraryName CName
---@field targetWidgetPoolSize Int32
gameuiPanzerHUDGameController = {}

---@return gameuiPanzerHUDGameController
function gameuiPanzerHUDGameController.new() return end

---@param props table
---@return gameuiPanzerHUDGameController
function gameuiPanzerHUDGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function gameuiPanzerHUDGameController:OnAction(action, consumer) return end

---@param mode Bool
---@return Bool
function gameuiPanzerHUDGameController:OnCameraModeChanged(mode) return end

---@param evt ForwardVehicleQuestEnableUIEvent
---@return Bool
function gameuiPanzerHUDGameController:OnForwardVehicleQuestEnableUIEvent(evt) return end

---@param gearValue Int32
---@return Bool
function gameuiPanzerHUDGameController:OnGearValueChanged(gearValue) return end

---@return Bool
function gameuiPanzerHUDGameController:OnInitialize() return end

---@param isTargetingFriendly Bool
---@return Bool
function gameuiPanzerHUDGameController:OnIsTargetingFriendly(isTargetingFriendly) return end

---@param leanAngle Float
---@return Bool
function gameuiPanzerHUDGameController:OnLeanAngleChanged(leanAngle) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPanzerHUDGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPanzerHUDGameController:OnPlayerDetach(playerPuppet) return end

---@param value Int32
---@return Bool
function gameuiPanzerHUDGameController:OnPlayerVehicleStateChange(value) return end

---@param rpmMax Float
---@return Bool
function gameuiPanzerHUDGameController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function gameuiPanzerHUDGameController:OnRpmValueChanged(rpmValue) return end

---@param argParams Variant
---@return Bool
function gameuiPanzerHUDGameController:OnSmartGunParams(argParams) return end

---@param speedValue Float
---@return Bool
function gameuiPanzerHUDGameController:OnSpeedValueChanged(speedValue) return end

---@param value Variant
---@return Bool
function gameuiPanzerHUDGameController:OnStatsChanged(value) return end

---@return Bool
function gameuiPanzerHUDGameController:OnUninitialize() return end

---@param state Int32
---@return Bool
function gameuiPanzerHUDGameController:OnVehicleStateChanged(state) return end

---@param evt Float
---@return Bool
function gameuiPanzerHUDGameController:OnZoomChange(evt) return end

---@param indicatorEntry TargetIndicatorEntry
function gameuiPanzerHUDGameController:DisableTargetIndicator(indicatorEntry) return end

---@param indicatorEntry TargetIndicatorEntry
---@param targetData gamesmartGunUITargetParameters
function gameuiPanzerHUDGameController:EnableTargetIndicator(indicatorEntry, targetData) return end

function gameuiPanzerHUDGameController:EvaluateUIState() return end

function gameuiPanzerHUDGameController:SpawnTargetIndicators() return end

---@param toggle Bool
function gameuiPanzerHUDGameController:TogglePanzerSpecificFX(toggle) return end

function gameuiPanzerHUDGameController:TurnOff() return end

function gameuiPanzerHUDGameController:TurnOn() return end

---@class gameuiPanzerLifeBonus : gameuiPanzerBonus
gameuiPanzerLifeBonus = {}

---@return gameuiPanzerLifeBonus
function gameuiPanzerLifeBonus.new() return end

---@param props table
---@return gameuiPanzerLifeBonus
function gameuiPanzerLifeBonus.new(props) return end

---@class gameuiPanzerMiniGameController : gameuiSideScrollerMiniGameControllerAdvanced
gameuiPanzerMiniGameController = {}

---@return gameuiPanzerMiniGameController
function gameuiPanzerMiniGameController.new() return end

---@param props table
---@return gameuiPanzerMiniGameController
function gameuiPanzerMiniGameController.new(props) return end

---@class gameuiPanzerPlayerController : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
---@field bulletSpeed Float
---@field bulletSpawnOffset Vector2
---@field bulletLibraryname CName
---@field shootInterval Float
---@field gameLayerName CName
---@field invulnerableAnimationName CName
---@field explosionLibraryName CName
gameuiPanzerPlayerController = {}

---@return gameuiPanzerPlayerController
function gameuiPanzerPlayerController.new() return end

---@param props table
---@return gameuiPanzerPlayerController
function gameuiPanzerPlayerController.new(props) return end

---@class gameuiPanzerScoreBoard : gameuiSideScrollerMiniGameDynObjectLogicAdvanced
---@field scoreboardList inkVerticalPanelWidgetReference
---@field champions gameuiPanzerScoreRecordData[]
---@field recordWidgetLibraryName CName
gameuiPanzerScoreBoard = {}

---@return gameuiPanzerScoreBoard
function gameuiPanzerScoreBoard.new() return end

---@param props table
---@return gameuiPanzerScoreBoard
function gameuiPanzerScoreBoard.new(props) return end

---@class gameuiPanzerScoreBonus : gameuiPanzerBonus
gameuiPanzerScoreBonus = {}

---@return gameuiPanzerScoreBonus
function gameuiPanzerScoreBonus.new() return end

---@param props table
---@return gameuiPanzerScoreBonus
function gameuiPanzerScoreBonus.new(props) return end

---@class gameuiPanzerScoreRecord : inkWidgetLogicController
---@field nameWidget inkTextWidgetReference
---@field scoreWidget inkTextWidgetReference
gameuiPanzerScoreRecord = {}

---@return gameuiPanzerScoreRecord
function gameuiPanzerScoreRecord.new() return end

---@param props table
---@return gameuiPanzerScoreRecord
function gameuiPanzerScoreRecord.new(props) return end

---@class gameuiPanzerScoreRecordData
---@field name String
---@field score Uint32
gameuiPanzerScoreRecordData = {}

---@return gameuiPanzerScoreRecordData
function gameuiPanzerScoreRecordData.new() return end

---@param props table
---@return gameuiPanzerScoreRecordData
function gameuiPanzerScoreRecordData.new(props) return end

---@class gameuiPatchIntroPackage
---@field patchIntrosNeeded gameuiPatchIntro[]
gameuiPatchIntroPackage = {}

---@return gameuiPatchIntroPackage
function gameuiPatchIntroPackage.new() return end

---@param props table
---@return gameuiPatchIntroPackage
function gameuiPatchIntroPackage.new(props) return end

---@class gameuiPersonalLinkControllerCustomizationStateUpdater : gameuiICustomizationStateUpdater
gameuiPersonalLinkControllerCustomizationStateUpdater = {}

---@return gameuiPersonalLinkControllerCustomizationStateUpdater
function gameuiPersonalLinkControllerCustomizationStateUpdater.new() return end

---@param props table
---@return gameuiPersonalLinkControllerCustomizationStateUpdater
function gameuiPersonalLinkControllerCustomizationStateUpdater.new(props) return end

---@class gameuiPersonalLinkSwitcherEvent : redEvent
---@field isAdvanced Bool
gameuiPersonalLinkSwitcherEvent = {}

---@return gameuiPersonalLinkSwitcherEvent
function gameuiPersonalLinkSwitcherEvent.new() return end

---@param props table
---@return gameuiPersonalLinkSwitcherEvent
function gameuiPersonalLinkSwitcherEvent.new(props) return end

---@class gameuiPerspectiveInfo
---@field name CName
---@field fpp CName
---@field tpp CName
gameuiPerspectiveInfo = {}

---@return gameuiPerspectiveInfo
function gameuiPerspectiveInfo.new() return end

---@param props table
---@return gameuiPerspectiveInfo
function gameuiPerspectiveInfo.new(props) return end

---@class gameuiPhoneElementVisibility
---@field tierVisibility worlduiContextVisibility
---@field gameContextVisibility gameuiContext
---@field slot inkCompoundWidgetReference
gameuiPhoneElementVisibility = {}

---@return gameuiPhoneElementVisibility
function gameuiPhoneElementVisibility.new() return end

---@param props table
---@return gameuiPhoneElementVisibility
function gameuiPhoneElementVisibility.new(props) return end

---@class gameuiPhoneMessageNotificationViewData : gameuiQuestUpdateNotificationViewData
---@field threadHash Int32
---@field contactHash Int32
gameuiPhoneMessageNotificationViewData = {}

---@return gameuiPhoneMessageNotificationViewData
function gameuiPhoneMessageNotificationViewData.new() return end

---@param props table
---@return gameuiPhoneMessageNotificationViewData
function gameuiPhoneMessageNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiPhoneMessageNotificationViewData:CanMerge(data) return end

---@return Int32
function gameuiPhoneMessageNotificationViewData:GetPriority() return end

---@class gameuiPhoneWaveformData : IScriptable
---@field points Vector4[]
gameuiPhoneWaveformData = {}

---@return gameuiPhoneWaveformData
function gameuiPhoneWaveformData.new() return end

---@param props table
---@return gameuiPhoneWaveformData
function gameuiPhoneWaveformData.new(props) return end

---@class gameuiPhoneWaveformGameController : gameuiWidgetGameController
---@field measurementsIntreval Float
---@field measurementsCount Int32
---@field barItemName CName
---@field root inkCompoundWidget
---@field bars inkWidget[]
---@field traces inkWidget[]
---@field cachedRootSize Vector2
---@field maxValue Float
---@field barsPadding Float
---@field barSize Vector2
gameuiPhoneWaveformGameController = {}

---@return gameuiPhoneWaveformGameController
function gameuiPhoneWaveformGameController.new() return end

---@param props table
---@return gameuiPhoneWaveformGameController
function gameuiPhoneWaveformGameController.new(props) return end

---@return Int32
function gameuiPhoneWaveformGameController:GetMeasurementsCount() return end

---@return Float
function gameuiPhoneWaveformGameController:GetMeasurementsIntreval() return end

---@param value Int32
function gameuiPhoneWaveformGameController:SetMeasurementsCount(value) return end

---@param value Float
function gameuiPhoneWaveformGameController:SetMeasurementsIntreval(value) return end

---@return Bool
function gameuiPhoneWaveformGameController:OnInitialize() return end

---@param audioData gameuiPhoneWaveformData
---@return Bool
function gameuiPhoneWaveformGameController:OnUpdate(audioData) return end

---@param bar inkWidget
---@param value Float
---@return Vector2
function gameuiPhoneWaveformGameController:FixSize(bar, value) return end

function gameuiPhoneWaveformGameController:InitWaveform() return end

---@param value CName|string
function gameuiPhoneWaveformGameController:SetItemName(value) return end

---@param margin inkMargin
---@return inkCompoundWidget
function gameuiPhoneWaveformGameController:SpawnBar(margin) return end

---@param audioData Vector4[]
function gameuiPhoneWaveformGameController:UpdateWaveform(audioData) return end

---@class gameuiPhotoModeFailedToOpenEvent : redEvent
gameuiPhotoModeFailedToOpenEvent = {}

---@return gameuiPhotoModeFailedToOpenEvent
function gameuiPhotoModeFailedToOpenEvent.new() return end

---@param props table
---@return gameuiPhotoModeFailedToOpenEvent
function gameuiPhotoModeFailedToOpenEvent.new(props) return end

---@class gameuiPhotoModeLastInputDeviceEvent : redEvent
gameuiPhotoModeLastInputDeviceEvent = {}

---@return gameuiPhotoModeLastInputDeviceEvent
function gameuiPhotoModeLastInputDeviceEvent.new() return end

---@param props table
---@return gameuiPhotoModeLastInputDeviceEvent
function gameuiPhotoModeLastInputDeviceEvent.new(props) return end

---@class gameuiPhotoModeMenuController : gameuiWidgetGameController
---@field SetAttributeOptionEnabled gameuiSetPhotoModeKeyEnabledCallback
---@field SetCategoryEnabled gameuiSetPhotoModeKeyEnabledCallback
---@field SetStickerImage gameuiStickerImageCallback
---@field menuListRoot inkWidgetReference
---@field additionalListRoot inkWidgetReference
---@field radioButtons inkCompoundWidgetReference
---@field listContainerId CName
---@field menuArea inkWidgetReference
---@field additionalMenuArea inkWidgetReference
---@field inputCameraControlKbd inkWidgetReference
---@field inputCameraKbd inkWidgetReference
---@field inputCameraControlPad inkWidgetReference
---@field inputCameraPad inkWidgetReference
---@field inputStickersKbd inkWidgetReference
---@field inputStickersPad inkWidgetReference
---@field inputSaveLoadKbd inkWidgetReference
---@field inputSaveLoadPad inkWidgetReference
---@field inputExit inkWidgetReference
---@field inputScreenshot inkWidgetReference
---@field cameraLocation inkWidgetReference
---@field inputBottomRoot inkHorizontalPanelWidgetReference
---@field ps4InputLibraryId CName
---@field xboxInputLibraryId CName
---@field stadiaInputLibraryId CName
---@field ps4InputWidget inkWidget
---@field xboxInputWidget inkWidget
---@field stadiaInputWidget inkWidget
---@field menuPages inkWidget[]
---@field topButtonsController PhotoModeTopBarController
---@field cameraLocationController PhotoModeCameraLocation
---@field currentPage Uint32
---@field IsHoverOver Bool
---@field holdSafeguard Bool
---@field notificationUserData inkGameNotificationData
---@field notificationToken inkGameNotificationToken
---@field loopAnimproxy inkanimProxy
---@field uiVisiblityFadeAnim inkanimProxy
gameuiPhotoModeMenuController = {}

---@return gameuiPhotoModeMenuController
function gameuiPhotoModeMenuController.new() return end

---@param props table
---@return gameuiPhotoModeMenuController
function gameuiPhotoModeMenuController.new(props) return end

---@param animationType Uint32
function gameuiPhotoModeMenuController:OnAnimationEnded(animationType) return end

---@param attributeKey Uint32
function gameuiPhotoModeMenuController:OnAttributeSelected(attributeKey) return end

---@param attributeKey Uint32
---@param attributeValue Float
---@param doApply Bool
function gameuiPhotoModeMenuController:OnAttributeUpdated(attributeKey, attributeValue, doApply) return end

---@param editCategory Uint32
function gameuiPhotoModeMenuController:OnEditCategoryChanged(editCategory) return end

---@param attributeKey Uint32
---@param actionName CName|string
function gameuiPhotoModeMenuController:OnHoldComplete(attributeKey, actionName) return end

---@param hover Bool
function gameuiPhotoModeMenuController:OnHoverStateChanged(hover) return end

---@param labelText String
---@param attributeKey Uint32
---@param page Uint32
---@return Bool
function gameuiPhotoModeMenuController:OnAddAdditionalMenuItem(labelText, attributeKey, page) return end

---@param labelText String
---@param attributeKey Uint32
---@param page Uint32
---@return Bool
function gameuiPhotoModeMenuController:OnAddMenuItem(labelText, attributeKey, page) return end

---@return Bool
function gameuiPhotoModeMenuController:OnAddingMenuItemsFinished() return end

---@param visible Bool
---@return Bool
function gameuiPhotoModeMenuController:OnChangeCameraControlHintVisibility(visible) return end

---@param opacity Float
---@return Bool
function gameuiPhotoModeMenuController:OnFadeVisibility(opacity) return end

---@param attribute Uint32
---@param value Float
---@param doApply Bool
---@return Bool
function gameuiPhotoModeMenuController:OnForceAttributeVaulue(attribute, value, doApply) return end

---@return Bool
function gameuiPhotoModeMenuController:OnHide() return end

---@return Bool
function gameuiPhotoModeMenuController:OnHideForScreenshot() return end

---@return Bool
function gameuiPhotoModeMenuController:OnHideScreenshotInputForGGP() return end

---@return Bool
function gameuiPhotoModeMenuController:OnInitialize() return end

---@param e inkanimProxy
---@return Bool
function gameuiPhotoModeMenuController:OnIntroAnimEnded(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnMenuHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnMenuHovered(e) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function gameuiPhotoModeMenuController:OnMenuItemSelected(index, target) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnOptionHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnOptionHoldRelease(evt) return end

---@param e inkanimProxy
---@return Bool
function gameuiPhotoModeMenuController:OnOutroAnimEnded(e) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnPMButtonHold(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiPhotoModeMenuController:OnPMButtonRelease(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPhotoModeMenuController:OnPhotoModeFailedToOpenComplete(data) return end

---@return Bool
function gameuiPhotoModeMenuController:OnPhotoModeFailedToOpenEvent() return end

---@param wasKeyboardMouse Bool
---@return Bool
function gameuiPhotoModeMenuController:OnPhotoModeLastInputDeviceEvent(wasKeyboardMouse) return end

---@param attributeKey Uint32
---@param enabled Bool
---@return Bool
function gameuiPhotoModeMenuController:OnSetAttributeOptionEnabled(attributeKey, enabled) return end

---@param category Uint32
---@param enabled Bool
---@return Bool
function gameuiPhotoModeMenuController:OnSetCategoryEnabled(category, enabled) return end

---@param page Uint32
---@return Bool
function gameuiPhotoModeMenuController:OnSetCurrentMenuPage(page) return end

---@param interactive Bool
---@return Bool
function gameuiPhotoModeMenuController:OnSetInteractive(interactive) return end

---@param screenshotVersion Uint32
---@return Bool
function gameuiPhotoModeMenuController:OnSetScreenshotEnabled(screenshotVersion) return end

---@param stickerIndex Uint32
---@param atlasPath redResourceReferenceScriptToken
---@param imagePart CName|string
---@param imageIndex Int32
---@return Bool
function gameuiPhotoModeMenuController:OnSetStickerImage(stickerIndex, atlasPath, imagePart, imageIndex) return end

---@param attribute Uint32
---@param gridData gameuiPhotoModeOptionGridButtonData[]
---@param elementsCount Uint32
---@param elementsInRow Uint32
---@return Bool
function gameuiPhotoModeMenuController:OnSetupGridSelector(attribute, gridData, elementsCount, elementsInRow) return end

---@param attribute Uint32
---@param value gameuiPhotoModeOptionSelectorData
---@return Bool
function gameuiPhotoModeMenuController:OnSetupOptionButton(attribute, value) return end

---@param attribute Uint32
---@param values gameuiPhotoModeOptionSelectorData[]
---@param startData Int32
---@param doApply Bool
---@return Bool
function gameuiPhotoModeMenuController:OnSetupOptionSelector(attribute, values, startData, doApply) return end

---@param attribute Uint32
---@param startValue Float
---@param minValue Float
---@param maxValue Float
---@param step Float
---@param showPercents Bool
---@return Bool
function gameuiPhotoModeMenuController:OnSetupScrollBar(attribute, startValue, minValue, maxValue, step, showPercents) return end

---@param reversedUI Bool
---@return Bool
function gameuiPhotoModeMenuController:OnShow(reversedUI) return end

---@param controller inkRadioGroupController
---@param selectedIndex Int32
---@return Bool
function gameuiPhotoModeMenuController:OnTopBarValueChanged(controller, selectedIndex) return end

---@return Bool
function gameuiPhotoModeMenuController:OnUninitialize() return end

---@param timeDelta Float
---@return Bool
function gameuiPhotoModeMenuController:OnUpdate(timeDelta) return end

---@param screenshotVersion Uint32
function gameuiPhotoModeMenuController:AddConsoleScreenshotInput(screenshotVersion) return end

---@param label String
---@param attributeKey Uint32
---@param page Uint32
---@param isAdditional Bool
function gameuiPhotoModeMenuController:AddMenuItem(label, attributeKey, page, isAdditional) return end

---@param isAdditional Bool
---@return inkListController
function gameuiPhotoModeMenuController:AddMenuPage(isAdditional) return end

function gameuiPhotoModeMenuController:CloseWeaponsWheelAndStopEffects() return end

---@return PhotoModeMenuListItem
function gameuiPhotoModeMenuController:GetCurrentSelectedMenuListItem() return end

---@param attributeKey Uint32
---@return PhotoModeMenuListItem
function gameuiPhotoModeMenuController:GetMenuItem(attributeKey) return end

---@param pageIndex Uint32
---@return inkListController
function gameuiPhotoModeMenuController:GetMenuPage(pageIndex) return end

---@param page Uint32
function gameuiPhotoModeMenuController:SetCurrentMenuPage(page) return end

---@class gameuiPhotoModeOptionGridButtonData
---@field imagePart CName
---@field atlasResource redResourceReferenceScriptToken
---@field optionData Int32
gameuiPhotoModeOptionGridButtonData = {}

---@return gameuiPhotoModeOptionGridButtonData
function gameuiPhotoModeOptionGridButtonData.new() return end

---@param props table
---@return gameuiPhotoModeOptionGridButtonData
function gameuiPhotoModeOptionGridButtonData.new(props) return end

---@class gameuiPhotoModeOptionSelectorData
---@field optionData Int32
---@field optionText String
gameuiPhotoModeOptionSelectorData = {}

---@return gameuiPhotoModeOptionSelectorData
function gameuiPhotoModeOptionSelectorData.new() return end

---@param props table
---@return gameuiPhotoModeOptionSelectorData
function gameuiPhotoModeOptionSelectorData.new(props) return end

---@class gameuiPhotoModeRegisaterCallbacksEvent : redEvent
gameuiPhotoModeRegisaterCallbacksEvent = {}

---@return gameuiPhotoModeRegisaterCallbacksEvent
function gameuiPhotoModeRegisaterCallbacksEvent.new() return end

---@param props table
---@return gameuiPhotoModeRegisaterCallbacksEvent
function gameuiPhotoModeRegisaterCallbacksEvent.new(props) return end

---@class gameuiPhotoModeStickersController : gameuiWidgetGameController
---@field backgroundPrefabRef NodeRef
---@field ResetStickers inkEmptyCallback
---@field SetStickerImage gameuiStickerImageCallback
---@field SetFrameImage gameuiStickerFrameCallback
---@field SetBackground gameuiStickerBackgroundCallback
---@field SetSetSelectedSticker gameuiStickerCallback
---@field stickerLibraryId CName
---@field stickersRoot inkWidgetReference
---@field frameRoot inkWidgetReference
---@field backgroundViewRoot inkWidgetReference
---@field stickers inkWidget[]
---@field frame inkWidget
---@field frameLogic PhotoModeFrame
---@field currentHovered Int32
---@field currentMouseDrag Int32
---@field currentMouseRotate Int32
---@field stickerDragStartRotation Float
---@field stickerDragStartScale Vector2
---@field stickerDragStartPos Vector2
---@field mouseDragStartPos Vector2
---@field mouseDragCurrentPos Vector2
---@field currentSticker Int32
---@field stickerMove Vector2
---@field stickerRotation Float
---@field stickerScale Float
---@field stickersAreaSize Vector2
---@field cursorInputEnabled Bool
---@field editorEnabled Bool
---@field root inkCanvasWidget
---@field isInPhotoMode Bool
gameuiPhotoModeStickersController = {}

---@return gameuiPhotoModeStickersController
function gameuiPhotoModeStickersController.new() return end

---@param props table
---@return gameuiPhotoModeStickersController
function gameuiPhotoModeStickersController.new(props) return end

---@param stickerIndex Int32
function gameuiPhotoModeStickersController:OnMouseHover(stickerIndex) return end

---@param stickerIndex Int32
---@param stickerPosition Vector2
---@param stickerScale Float
---@param stickerRotation Float
function gameuiPhotoModeStickersController:OnStickerTransformChanged(stickerIndex, stickerPosition, stickerScale, stickerRotation) return end

---@param enable Bool
---@return Bool
function gameuiPhotoModeStickersController:OnCursorInputEnabled(enable) return end

---@return Bool
function gameuiPhotoModeStickersController:OnDisableStickerEditor() return end

---@return Bool
function gameuiPhotoModeStickersController:OnEnableStickerEditor() return end

---@return Bool
function gameuiPhotoModeStickersController:OnEnterPhotoMode() return end

---@return Bool
function gameuiPhotoModeStickersController:OnExitPhotoMode() return end

---@param stickerIndex Int32
---@param position Vector2
---@param scale Float
---@param rotation Float
---@return Bool
function gameuiPhotoModeStickersController:OnForceStickerTransform(stickerIndex, position, scale, rotation) return end

---@return Bool
function gameuiPhotoModeStickersController:OnInitialize() return end

---@return Bool
function gameuiPhotoModeStickersController:OnResetStickers() return end

---@param enabled Bool
---@return Bool
function gameuiPhotoModeStickersController:OnSetBackground(enabled) return end

---@param atlasPath redResourceReferenceScriptToken
---@param imageParts CName[]|string[]
---@param libraryItemName CName|string
---@param color Color
---@param flipHorizontal Bool
---@param flipVertical Bool
---@return Bool
function gameuiPhotoModeStickersController:OnSetFrameImage(atlasPath, imageParts, libraryItemName, color, flipHorizontal, flipVertical) return end

---@param stickerIndex Int32
---@return Bool
function gameuiPhotoModeStickersController:OnSetSetSelectedSticker(stickerIndex) return end

---@param stickerIndex Uint32
---@param atlasPath redResourceReferenceScriptToken
---@param imagePart CName|string
---@param imageIndex Int32
---@return Bool
function gameuiPhotoModeStickersController:OnSetStickerImage(stickerIndex, atlasPath, imagePart, imageIndex) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeStickersController:OnStickersAxisInput(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeStickersController:OnStickersButtonHold(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeStickersController:OnStickersButtonPress(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPhotoModeStickersController:OnStickersButtonRelease(e) return end

---@return Bool
function gameuiPhotoModeStickersController:OnUninitialize() return end

---@param timeDelta Float
---@return Bool
function gameuiPhotoModeStickersController:OnUpdateStickers(timeDelta) return end

---@param libraryItem CName|string
---@return inkWidget
function gameuiPhotoModeStickersController:AddFrame(libraryItem) return end

function gameuiPhotoModeStickersController:AddSticker() return end

---@param a Float
---@param b Float
---@return Float
function gameuiPhotoModeStickersController:DiffAngle(a, b) return end

function gameuiPhotoModeStickersController:ResetState() return end

function gameuiPhotoModeStickersController:ResetStickerCursorState() return end

---@param sticker inkWidget
function gameuiPhotoModeStickersController:RotateScaleSticker(sticker) return end

---@param sticker inkWidget
function gameuiPhotoModeStickersController:StickerHoveredByMouse(sticker) return end

---@param sticker inkWidget
function gameuiPhotoModeStickersController:StickerHoveredOutByMouse(sticker) return end

---@class gameuiPhotoModeUIHideForScreenshotEvent : redEvent
---@field hide Bool
gameuiPhotoModeUIHideForScreenshotEvent = {}

---@return gameuiPhotoModeUIHideForScreenshotEvent
function gameuiPhotoModeUIHideForScreenshotEvent.new() return end

---@param props table
---@return gameuiPhotoModeUIHideForScreenshotEvent
function gameuiPhotoModeUIHideForScreenshotEvent.new(props) return end

---@class gameuiPhotoModeUIInteractiveEvent : redEvent
---@field interactive Bool
gameuiPhotoModeUIInteractiveEvent = {}

---@return gameuiPhotoModeUIInteractiveEvent
function gameuiPhotoModeUIInteractiveEvent.new() return end

---@param props table
---@return gameuiPhotoModeUIInteractiveEvent
function gameuiPhotoModeUIInteractiveEvent.new(props) return end

---@class gameuiPhotoModeUIVisibilityEvent : redEvent
---@field visible Bool
gameuiPhotoModeUIVisibilityEvent = {}

---@return gameuiPhotoModeUIVisibilityEvent
function gameuiPhotoModeUIVisibilityEvent.new() return end

---@param props table
---@return gameuiPhotoModeUIVisibilityEvent
function gameuiPhotoModeUIVisibilityEvent.new(props) return end

---@class gameuiPinInfo
---@field shouldShow Bool
---@field showFloorAbove Bool
---@field showFloorBelow Bool
---@field iconType Int32
---@field offset Float
---@field displayText String
gameuiPinInfo = {}

---@return gameuiPinInfo
function gameuiPinInfo.new() return end

---@param props table
---@return gameuiPinInfo
function gameuiPinInfo.new(props) return end

---@class gameuiPlayerBioMonitor
---@field currentHealth Int32
---@field maximumHealth Int32
---@field currentCyberwarePct Int32
---@field currentArmor Int32
---@field maximumArmor Int32
gameuiPlayerBioMonitor = {}

---@return gameuiPlayerBioMonitor
function gameuiPlayerBioMonitor.new() return end

---@param props table
---@return gameuiPlayerBioMonitor
function gameuiPlayerBioMonitor.new(props) return end

---@class gameuiPlayerListGameController : gameuiHUDGameController
---@field playerEntries PlayerListEntryData[]
---@field container inkCompoundWidgetReference
gameuiPlayerListGameController = {}

---@return gameuiPlayerListGameController
function gameuiPlayerListGameController.new() return end

---@param props table
---@return gameuiPlayerListGameController
function gameuiPlayerListGameController.new(props) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPlayerListGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPlayerListGameController:OnPlayerDetach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPlayerListGameController:OnRemotePlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPlayerListGameController:OnRemotePlayerDetach(playerPuppet) return end

---@param playerPuppet gameObject
function gameuiPlayerListGameController:AddPlayerToList(playerPuppet) return end

---@param playerPuppet gameObject
function gameuiPlayerListGameController:RemovePlayerFromList(playerPuppet) return end

---@class gameuiPopupsManager : gameuiWidgetGameController
---@field bracketsContainer inkCompoundWidgetReference
---@field tutorialOverlayContainer inkCompoundWidgetReference
---@field bracketLibraryID CName
---@field blackboard gameIBlackboard
---@field bbDefinition UIGameDataDef
---@field journalManager gameJournalManager
---@field uiSystemBB gameIBlackboard
---@field uiSystemBBDef UI_SystemDef
---@field uiSystemId redCallbackObject
---@field isShownBbId redCallbackObject
---@field dataBbId redCallbackObject
---@field photomodeActiveId redCallbackObject
---@field tutorialOnHold Bool
---@field tutorialData gamePopupData
---@field tutorialSettings gamePopupSettings
---@field phoneMessageOnHold Bool
---@field phoneMessageData JournalNotificationData
---@field shardReadOnHold Bool
---@field shardReadData NotifyShardRead
---@field tutorialToken inkGameNotificationToken
---@field phoneMessageToken inkGameNotificationToken
---@field shardToken inkGameNotificationToken
---@field vehiclesManagerToken inkGameNotificationToken
---@field vehicleRadioToken inkGameNotificationToken
---@field codexToken inkGameNotificationToken
---@field ponrToken inkGameNotificationToken
---@field expansionToken inkGameNotificationToken
---@field patchNotesToken inkGameNotificationToken
---@field expansionStateToken inkGameNotificationToken
gameuiPopupsManager = {}

---@return gameuiPopupsManager
function gameuiPopupsManager.new() return end

---@param props table
---@return gameuiPopupsManager
function gameuiPopupsManager.new(props) return end

---@param hideTutorial Bool
---@param reason gameuiTutorialHiddenReason
function gameuiPopupsManager:ChangeTutorialVisibility(hideTutorial, reason) return end

---@param isInMenu Bool
function gameuiPopupsManager:ChangeTutorialVisibilityInMenu(isInMenu) return end

---@param progress Float
---@return Bool
function gameuiPopupsManager:OnAdditionalContentDataReloadProgress(progress) return end

---@param id CName|string
---@param success Bool
---@return Bool
function gameuiPopupsManager:OnAdditionalContentInstallationRequestResult(id, success) return end

---@param id CName|string
---@param success Bool
---@return Bool
function gameuiPopupsManager:OnAdditionalContentInstallationResult(id, success) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnClosePonRRewardsScreen(data) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnCodexPopupCloseRequest(data) return end

---@param evt OpenCodexPopupEvent
---@return Bool
function gameuiPopupsManager:OnCodexPopupRequest(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnExpansionPopupCloseRequest(data) return end

---@param evt OpenExpansionPopupEvent
---@return Bool
function gameuiPopupsManager:OnExpansionPopupRequest(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnExpansionStatePopupCloseRequest(data) return end

---@return Bool
function gameuiPopupsManager:OnInitialize() return end

---@param isInMenu Bool
---@return Bool
function gameuiPopupsManager:OnMenuUpdate(isInMenu) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnMessagePopupUseCloseRequest(data) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnPatchNotesPopupCloseRequest(data) return end

---@param evt OpenPatchNotesPopupEvent
---@return Bool
function gameuiPopupsManager:OnPatchNotesPopupRequest(evt) return end

---@param evt PhoneMessageHidePopupEvent
---@return Bool
function gameuiPopupsManager:OnPhoneMessageHideRequest(evt) return end

---@param evt PhoneMessagePopupEvent
---@return Bool
function gameuiPopupsManager:OnPhoneMessageShowRequest(evt) return end

---@param isInPhotomode Bool
---@return Bool
function gameuiPopupsManager:OnPhotomodeUpdate(isInPhotomode) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPopupsManager:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiPopupsManager:OnPlayerDetach(playerPuppet) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnPopupCloseRequest(data) return end

---@param evt QuickSlotButtonHoldStartEvent
---@return Bool
function gameuiPopupsManager:OnQuickSlotButtonHoldStartEvent(evt) return end

---@param evt NotifyShardRead
---@return Bool
function gameuiPopupsManager:OnShardRead(evt) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnShardReadClosed(data) return end

---@param evt questShowPointOfNoReturnPromptEvent
---@return Bool
function gameuiPopupsManager:OnSpawnPonRRewardsScreen(evt) return end

---@return Bool
function gameuiPopupsManager:OnUninitialize() return end

---@param value Variant
---@return Bool
function gameuiPopupsManager:OnUpdateData(value) return end

---@param value Bool
---@return Bool
function gameuiPopupsManager:OnUpdateVisibility(value) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnVehicleRadioCloseRequest(data) return end

---@param data inkGameNotificationData
---@return Bool
function gameuiPopupsManager:OnVehiclesManagerCloseRequest(data) return end

function gameuiPopupsManager:ProcessCrackableShardTutorial() return end

---@param hideToken Bool
function gameuiPopupsManager:SetPhoneMessageVisibility(hideToken) return end

---@param hideToken Bool
function gameuiPopupsManager:SetShardReadVisibility(hideToken) return end

---@param hideToken Bool
function gameuiPopupsManager:SetTutorialTokenVisibility(hideToken) return end

function gameuiPopupsManager:ShardRead() return end

---@param state ExpansionStatus
---@param type ExpansionPopupType
function gameuiPopupsManager:ShowExpansionPopup(state, type) return end

---@param state ExpansionStatus
function gameuiPopupsManager:ShowExpansionStateGameNotificationRequest(state) return end

---@param state ExpansionStatus
function gameuiPopupsManager:ShowExpansionStatePopupRequest(state) return end

function gameuiPopupsManager:ShowPatchNotesPopup() return end

function gameuiPopupsManager:ShowPhoneMessage() return end

function gameuiPopupsManager:ShowTutorial() return end

function gameuiPopupsManager:SpawnVehicleRadioPopup() return end

function gameuiPopupsManager:SpawnVehiclesManagerPopup() return end

---@class gameuiPreGameMenuGameController : gameuiBaseMenuGameController
gameuiPreGameMenuGameController = {}

---@return gameuiPreGameMenuGameController
function gameuiPreGameMenuGameController.new() return end

---@param props table
---@return gameuiPreGameMenuGameController
function gameuiPreGameMenuGameController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiPreGameMenuGameController:OnBackAction(evt) return end

---@param sceneName CName|string
---@param puppet gamePuppet
---@return Bool
function gameuiPreGameMenuGameController:OnCensorFlagsChanged(sceneName, puppet) return end

---@return Bool
function gameuiPreGameMenuGameController:OnInitialize() return end

---@param sceneName CName|string
---@param puppet gamePuppet
---@return Bool
function gameuiPreGameMenuGameController:OnPuppetReady(sceneName, puppet) return end

---@return Bool
function gameuiPreGameMenuGameController:OnUninitialize() return end

---@param puppet gamePuppet
---@param transactionSystem gameTransactionSystem
---@param gender CName|string
function gameuiPreGameMenuGameController:UpdateCensorshipItems(puppet, transactionSystem, gender) return end

---@class gameuiPreGamePuppetAttachmentSlotsListener : gameIAttachmentSlotsListener
gameuiPreGamePuppetAttachmentSlotsListener = {}

---@return gameuiPreGamePuppetAttachmentSlotsListener
function gameuiPreGamePuppetAttachmentSlotsListener.new() return end

---@param props table
---@return gameuiPreGamePuppetAttachmentSlotsListener
function gameuiPreGamePuppetAttachmentSlotsListener.new(props) return end

---@class gameuiPreviewGameController : gameuiMenuGameController
---@field yawSpeed Float
---@field yawDefault Float
---@field isRotatable Bool
---@field rotationSpeed Float
---@field inputDisabled Bool
gameuiPreviewGameController = {}

---@param yaw Float
function gameuiPreviewGameController:Rotate(yaw) return end

---@param value Vector3
function gameuiPreviewGameController:RotateVector(value) return end

---@param e inkPointerEvent
---@return Bool
function gameuiPreviewGameController:OnAxisInput(e) return end

---@return Bool
function gameuiPreviewGameController:OnInitialize() return end

---@return Bool
function gameuiPreviewGameController:OnUninitialize() return end

---@param e inkPointerEvent
function gameuiPreviewGameController:HandleAxisInput(e) return end

---@param disabled Bool
function gameuiPreviewGameController:SetInputDisabled(disabled) return end

---@class gameuiProgramFromDataGenRule : gameuiMinigameGenerationRule
gameuiProgramFromDataGenRule = {}

---@return gameuiProgramFromDataGenRule
function gameuiProgramFromDataGenRule.new() return end

---@param props table
---@return gameuiProgramFromDataGenRule
function gameuiProgramFromDataGenRule.new(props) return end

---@class gameuiProgramsGridGenRule : gameuiMinigameGenerationRule
gameuiProgramsGridGenRule = {}

---@return gameuiProgramsGridGenRule
function gameuiProgramsGridGenRule.new() return end

---@param props table
---@return gameuiProgramsGridGenRule
function gameuiProgramsGridGenRule.new(props) return end

---@class gameuiProgressionViewData : gameuiGenericNotificationViewData
---@field expValue Int32
---@field expProgress Float
---@field delta Int32
---@field notificationColorTheme CName
---@field canBeMerged Bool
---@field currentLevel Int32
---@field isLevelMaxed Bool
---@field type gamedataProficiencyType
gameuiProgressionViewData = {}

---@return gameuiProgressionViewData
function gameuiProgressionViewData.new() return end

---@param props table
---@return gameuiProgressionViewData
function gameuiProgressionViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiProgressionViewData:CanMerge(data) return end

---@class gameuiProjectedHUDGameController : gameuiHUDGameController
gameuiProjectedHUDGameController = {}

---@return gameuiProjectedHUDGameController
function gameuiProjectedHUDGameController.new() return end

---@param props table
---@return gameuiProjectedHUDGameController
function gameuiProjectedHUDGameController.new(props) return end

---@param widget inkWidget
---@param margin inkMargin
function gameuiProjectedHUDGameController:ApplyProjectionMarginOnWidget(widget, margin) return end

---@param enabled Bool
function gameuiProjectedHUDGameController:EnableSleeping(enabled) return end

---@param projectionData inkScreenProjectionData
---@return inkScreenProjection
function gameuiProjectedHUDGameController:RegisterScreenProjection(projectionData) return end

---@param shouldNotify Bool
function gameuiProjectedHUDGameController:SetShouldNotifyProjections(shouldNotify) return end

---@param projection inkScreenProjection
function gameuiProjectedHUDGameController:UnregisterScreenProjection(projection) return end

function gameuiProjectedHUDGameController:WakeUp() return end

---@class gameuiPuppetAttachmentSlotsListener : gameIAttachmentSlotsListener
gameuiPuppetAttachmentSlotsListener = {}

---@return gameuiPuppetAttachmentSlotsListener
function gameuiPuppetAttachmentSlotsListener.new() return end

---@param props table
---@return gameuiPuppetAttachmentSlotsListener
function gameuiPuppetAttachmentSlotsListener.new(props) return end

---@class gameuiPuppetPreviewCameraController
---@field cameraSetup gameuiPuppetPreviewCameraSetup[]
---@field activeSetup Uint32
---@field transitionDelay Float
gameuiPuppetPreviewCameraController = {}

---@return gameuiPuppetPreviewCameraController
function gameuiPuppetPreviewCameraController.new() return end

---@param props table
---@return gameuiPuppetPreviewCameraController
function gameuiPuppetPreviewCameraController.new(props) return end

---@class gameuiPuppetPreviewCameraSetup
---@field slotName CName
---@field cameraZoom Float
---@field interpolationTime Float
gameuiPuppetPreviewCameraSetup = {}

---@return gameuiPuppetPreviewCameraSetup
function gameuiPuppetPreviewCameraSetup.new() return end

---@param props table
---@return gameuiPuppetPreviewCameraSetup
function gameuiPuppetPreviewCameraSetup.new(props) return end

---@class gameuiPuppetPreviewGameController : gameuiPreviewGameController
---@field cameraController gameuiPuppetPreviewCameraController
gameuiPuppetPreviewGameController = {}

---@return gameuiPuppetPreviewGameController
function gameuiPuppetPreviewGameController.new() return end

---@param props table
---@return gameuiPuppetPreviewGameController
function gameuiPuppetPreviewGameController.new(props) return end

---@return gamePuppet
function gameuiPuppetPreviewGameController:GetGamePuppet() return end

---@return Bool
function gameuiPuppetPreviewGameController:OnPreviewInitialized() return end

---@return AnimFeature_Paperdoll
function gameuiPuppetPreviewGameController:GetAnimFeature() return end

function gameuiPuppetPreviewGameController:SendAnimData() return end

---@class gameuiPuppetPreview_ReadyToBeDisplayed : redEvent
---@field isMale Bool
gameuiPuppetPreview_ReadyToBeDisplayed = {}

---@return gameuiPuppetPreview_ReadyToBeDisplayed
function gameuiPuppetPreview_ReadyToBeDisplayed.new() return end

---@param props table
---@return gameuiPuppetPreview_ReadyToBeDisplayed
function gameuiPuppetPreview_ReadyToBeDisplayed.new(props) return end

---@class gameuiPuppetPreview_SetCameraSetupEvent : redEvent
---@field setupIndex Uint32
---@field slotName CName
---@field delayed Bool
gameuiPuppetPreview_SetCameraSetupEvent = {}

---@return gameuiPuppetPreview_SetCameraSetupEvent
function gameuiPuppetPreview_SetCameraSetupEvent.new() return end

---@param props table
---@return gameuiPuppetPreview_SetCameraSetupEvent
function gameuiPuppetPreview_SetCameraSetupEvent.new(props) return end

---@class gameuiQuadRacerGameState : gameuiMinigameState
---@field timeLeft Float
---@field boostTime Float
---@field pointsBonusTime Float
---@field maxSpeed Float
---@field speed Float
---@field hasPassedCheckpoint Bool
---@field shouldPushBackPlayer Bool
---@field lapsPassed Int32
gameuiQuadRacerGameState = {}

---@return gameuiQuadRacerGameState
function gameuiQuadRacerGameState.new() return end

---@param props table
---@return gameuiQuadRacerGameState
function gameuiQuadRacerGameState.new(props) return end

---@class gameuiQuadRacerLogicController : gameuiSideScrollerMiniGameLogicController
---@field endgameDelay Float
---@field baseMultiplicatorScale Float
---@field skyWidget inkWidgetReference
---@field road gameuiRoadEditorSegment[]
---@field checkpointLibraryName CName
---@field roadLibraryName CName
---@field backgroundLibraryName CName
---@field timeToPassCheckpoint Float
---@field scorePerMeter Int32
---@field scorePerExtraSecond Int32
---@field bonusTime Float
---@field backgroundStitch Float
---@field drawDistance Uint32
---@field carDistanceOfView Int32
---@field colorBlindDrawDistance Uint32
---@field segmentDetails Uint32
---@field segmentLength Float
---@field roadWidth Float
---@field backgroundSpeed Float
---@field cameraFov Float
---@field cameraHeight Float
---@field startTime Float
---@field defaultMaxSpeed Float
---@field nitroMaxSpeed Float
---@field acceleration Float
---@field breaking Float
---@field deceleration Float
---@field offRoadLimit Float
---@field offRoadDeceleration Float
---@field centrifugalForce Float
---@field playerSegmentOffset Int32
---@field timeLeftText inkTextWidgetReference
---@field scoreText inkTextWidgetReference
---@field speedText inkTextWidgetReference
---@field notificationText inkTextWidgetReference
---@field notificationAnimationName CName
---@field speedCoeficient Float
---@field currentNotificationAnimation inkanimProxy
---@field lastTime Int32
gameuiQuadRacerLogicController = {}

---@return gameuiQuadRacerLogicController
function gameuiQuadRacerLogicController.new() return end

---@param props table
---@return gameuiQuadRacerLogicController
function gameuiQuadRacerLogicController.new(props) return end

---@param gameStateUpdateEvent gameuiOnMiniGameStateUpdateEvent
function gameuiQuadRacerLogicController:OnGameStateUpdateLogic(gameStateUpdateEvent) return end

function gameuiQuadRacerLogicController:OnInitializeGameLogic() return end

---@param text String
function gameuiQuadRacerLogicController:PlayNotificationAnimation(text) return end

function gameuiQuadRacerLogicController:StopCurrentNotificationAnimation() return end

---@class gameuiQuadRacerPlayer : gameuiSideScrollerMiniGamePlayerController
---@field playerImage inkImageWidgetReference
---@field leftTireSmoke inkImageWidgetReference
---@field rightTireSmoke inkImageWidgetReference
---@field rightFlame inkImageWidgetReference
---@field leftFlame inkImageWidgetReference
---@field leftTurnAtlasRegion CName
---@field rightTurnAtlasRegion CName
---@field straightTurnAtlasRegion CName
gameuiQuadRacerPlayer = {}

---@return gameuiQuadRacerPlayer
function gameuiQuadRacerPlayer.new() return end

---@param props table
---@return gameuiQuadRacerPlayer
function gameuiQuadRacerPlayer.new(props) return end

---@class gameuiQuadRacerRoad : gameuiSideScrollerMiniGameDynObjectLogic
---@field roadQuad inkQuadWidgetReference
---@field leftBackground inkQuadWidgetReference
---@field rightBackground inkQuadWidgetReference
---@field groundParts CName[]
---@field roadParts CName[]
gameuiQuadRacerRoad = {}

---@return gameuiQuadRacerRoad
function gameuiQuadRacerRoad.new() return end

---@param props table
---@return gameuiQuadRacerRoad
function gameuiQuadRacerRoad.new(props) return end

---@class gameuiQuadRacerSprite : gameuiSideScrollerMiniGameDynObjectLogic
gameuiQuadRacerSprite = {}

---@return gameuiQuadRacerSprite
function gameuiQuadRacerSprite.new() return end

---@param props table
---@return gameuiQuadRacerSprite
function gameuiQuadRacerSprite.new(props) return end

---@class gameuiQuestMappinController : gameuiInteractionMappinController
---@field nameplateVisible Bool
---@field distanceText inkTextWidgetReference
---@field displayName inkTextWidgetReference
gameuiQuestMappinController = {}

---@return gameuiQuestMappinController
function gameuiQuestMappinController.new() return end

---@param props table
---@return gameuiQuestMappinController
function gameuiQuestMappinController.new(props) return end

function gameuiQuestMappinController:UpdateDisplayName() return end

function gameuiQuestMappinController:UpdateDistanceText() return end

---@class gameuiQuestUpdateNotificationViewData : gameuiGenericNotificationViewData
---@field questEntryId String
---@field canBeMerged Bool
---@field animation CName
---@field SMSText String
---@field dontRemoveOnRequest Bool
---@field entryHash Int32
---@field rewardSC Int32
---@field rewardXP Int32
---@field priority EGenericNotificationPriority
gameuiQuestUpdateNotificationViewData = {}

---@return gameuiQuestUpdateNotificationViewData
function gameuiQuestUpdateNotificationViewData.new() return end

---@param props table
---@return gameuiQuestUpdateNotificationViewData
function gameuiQuestUpdateNotificationViewData.new(props) return end

---@param data gameuiGenericNotificationViewData
---@return Bool
function gameuiQuestUpdateNotificationViewData:CanMerge(data) return end

---@return Int32
function gameuiQuestUpdateNotificationViewData:GetPriority() return end

---@param data IScriptable
---@return Bool
function gameuiQuestUpdateNotificationViewData:OnRemoveNotification(data) return end

---@class gameuiRandomNewsFeedAnimator : inkWidgetLogicController
---@field textWidget inkTextWidgetReference
---@field animDuration Float
gameuiRandomNewsFeedAnimator = {}

---@return gameuiRandomNewsFeedAnimator
function gameuiRandomNewsFeedAnimator.new() return end

---@param props table
---@return gameuiRandomNewsFeedAnimator
function gameuiRandomNewsFeedAnimator.new(props) return end

---@class gameuiRefreshGOGState : redEvent
---@field status gameOnlineSystemStatus
---@field error gameOnlineSystemErrors
---@field registerURL String
---@field qrCodePNGBlob Uint8[]
gameuiRefreshGOGState = {}

---@return gameuiRefreshGOGState
function gameuiRefreshGOGState.new() return end

---@param props table
---@return gameuiRefreshGOGState
function gameuiRefreshGOGState.new(props) return end

---@class gameuiRefreshInputHintEvent : redEvent
gameuiRefreshInputHintEvent = {}

---@return gameuiRefreshInputHintEvent
function gameuiRefreshInputHintEvent.new() return end

---@param props table
---@return gameuiRefreshInputHintEvent
function gameuiRefreshInputHintEvent.new(props) return end

---@class gameuiRemoteControlDrivingHUDGameController : gameuiHUDGameController
---@field overlay inkWidgetReference
---@field vehicleManufacturer inkImageWidgetReference
---@field containerSignalStrength inkWidgetReference
---@field signalStrengthBarFill inkWidgetReference
---@field containerSignalStrengthIntroOutroAnimProxy inkanimProxy
---@field weakSignalStrengthAnimProxy inkanimProxy
---@field remoteControlledVehicleDataCallback redCallbackObject
---@field remoteControlledVehicleCameraChangedToTPPCallback redCallbackObject
---@field remoteControlledVehicle vehicleBaseObject
---@field maxRemoteControlDrivingRange Float
---@field mappinID gameNewMappinID
gameuiRemoteControlDrivingHUDGameController = {}

---@return gameuiRemoteControlDrivingHUDGameController
function gameuiRemoteControlDrivingHUDGameController.new() return end

---@param props table
---@return gameuiRemoteControlDrivingHUDGameController
function gameuiRemoteControlDrivingHUDGameController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnConnectionOutroFinished(anim) return end

---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnPSMRemoteControlledVehicleCameraChangedToTPP(value) return end

---@param player gameObject
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnPlayerAttach(player) return end

---@param player gameObject
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnPlayerDetach(player) return end

---@param value Variant
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnRemoteControlledVehicleChanged(value) return end

---@param dT Float
---@return Bool
function gameuiRemoteControlDrivingHUDGameController:OnUpdate(dT) return end

function gameuiRemoteControlDrivingHUDGameController:CreateMappin() return end

function gameuiRemoteControlDrivingHUDGameController:DestroyMappin() return end

---@class gameuiRequestPopContextEvent : redEvent
---@field context UIGameContext
gameuiRequestPopContextEvent = {}

---@return gameuiRequestPopContextEvent
function gameuiRequestPopContextEvent.new() return end

---@param props table
---@return gameuiRequestPopContextEvent
function gameuiRequestPopContextEvent.new(props) return end

---@class gameuiRequestPushContextEvent : redEvent
---@field context UIGameContext
gameuiRequestPushContextEvent = {}

---@return gameuiRequestPushContextEvent
function gameuiRequestPushContextEvent.new() return end

---@param props table
---@return gameuiRequestPushContextEvent
function gameuiRequestPushContextEvent.new(props) return end

---@class gameuiRequestResetContextEvent : redEvent
gameuiRequestResetContextEvent = {}

---@return gameuiRequestResetContextEvent
function gameuiRequestResetContextEvent.new() return end

---@param props table
---@return gameuiRequestResetContextEvent
function gameuiRequestResetContextEvent.new(props) return end

---@class gameuiRequestSwapContextEvent : redEvent
---@field oldContext UIGameContext
---@field newContext UIGameContext
gameuiRequestSwapContextEvent = {}

---@return gameuiRequestSwapContextEvent
function gameuiRequestSwapContextEvent.new() return end

---@param props table
---@return gameuiRequestSwapContextEvent
function gameuiRequestSwapContextEvent.new(props) return end

---@class gameuiResetStickersEvent : redEvent
gameuiResetStickersEvent = {}

---@return gameuiResetStickersEvent
function gameuiResetStickersEvent.new() return end

---@param props table
---@return gameuiResetStickersEvent
function gameuiResetStickersEvent.new(props) return end

---@class gameuiResolutionSensitiveWidget
---@field widget inkWidgetReference
gameuiResolutionSensitiveWidget = {}

---@return gameuiResolutionSensitiveWidget
function gameuiResolutionSensitiveWidget.new() return end

---@param props table
---@return gameuiResolutionSensitiveWidget
function gameuiResolutionSensitiveWidget.new(props) return end

---@class gameuiRoachRaceChunk
---@field obstacles gameuiRoachRaceObstacle[]
gameuiRoachRaceChunk = {}

---@return gameuiRoachRaceChunk
function gameuiRoachRaceChunk.new() return end

---@param props table
---@return gameuiRoachRaceChunk
function gameuiRoachRaceChunk.new(props) return end

---@class gameuiRoachRaceChunkLayer
---@field chunks gameuiRoachRaceChunk[]
gameuiRoachRaceChunkLayer = {}

---@return gameuiRoachRaceChunkLayer
function gameuiRoachRaceChunkLayer.new() return end

---@param props table
---@return gameuiRoachRaceChunkLayer
function gameuiRoachRaceChunkLayer.new(props) return end

---@class gameuiRoachRaceDynObjectLogic : gameuiSideScrollerMiniGameDynObjectLogic
---@field minSpawnY Float
---@field maxSpawnY Float
---@field extraSpeed Float
---@field availableY Float[]
gameuiRoachRaceDynObjectLogic = {}

---@return gameuiRoachRaceDynObjectLogic
function gameuiRoachRaceDynObjectLogic.new() return end

---@param props table
---@return gameuiRoachRaceDynObjectLogic
function gameuiRoachRaceDynObjectLogic.new(props) return end

---@class gameuiRoachRaceGameLogicController : gameuiSideScrollerMiniGameLogicController
---@field jumpAcceleration Float
---@field jumpCancelAcceleration Float
---@field gravity Float
---@field playerSpawnPoint Vector2
---@field pixelsPerScore Float
---@field invincibilityTime Float
---@field maxSpeedMultiplier Float
---@field multiplierPerScore Float
---@field house inkWidgetReference
---@field ground inkWidgetReference
---@field startAnimation CName
---@field deathAnimation CName
---@field layers gameuiRoachRaceChunkLayer[]
---@field damageAnimation CName
---@field healAnimation CName
---@field healthText inkTextWidgetReference
---@field scoreText inkTextWidgetReference
---@field scoreMultiplierText inkTextWidgetReference
---@field previousHealth Int32
gameuiRoachRaceGameLogicController = {}

---@return gameuiRoachRaceGameLogicController
function gameuiRoachRaceGameLogicController.new() return end

---@param props table
---@return gameuiRoachRaceGameLogicController
function gameuiRoachRaceGameLogicController.new(props) return end

---@param gameStateUpdateEvent gameuiOnMiniGameStateUpdateEvent
function gameuiRoachRaceGameLogicController:OnGameStateUpdateLogic(gameStateUpdateEvent) return end

---@class gameuiRoachRaceGameState : gameuiMinigameState
---@field invincibleTime Float
---@field pointsBonusTime Float
---@field speedMultiplicator Float
gameuiRoachRaceGameState = {}

---@return gameuiRoachRaceGameState
function gameuiRoachRaceGameState.new() return end

---@param props table
---@return gameuiRoachRaceGameState
function gameuiRoachRaceGameState.new(props) return end

---@class gameuiRoachRaceObstacle
---@field interval Float
---@field dynObjectType CName
gameuiRoachRaceObstacle = {}

---@return gameuiRoachRaceObstacle
function gameuiRoachRaceObstacle.new() return end

---@param props table
---@return gameuiRoachRaceObstacle
function gameuiRoachRaceObstacle.new(props) return end

---@class gameuiRoachRacePlayerController : gameuiSideScrollerMiniGamePlayerController
---@field runAnimation CName
---@field jumpAnimation CName
---@field currentAnimation inkanimProxy
gameuiRoachRacePlayerController = {}

---@return gameuiRoachRacePlayerController
function gameuiRoachRacePlayerController.new() return end

---@param props table
---@return gameuiRoachRacePlayerController
function gameuiRoachRacePlayerController.new(props) return end

---@return Bool
function gameuiRoachRacePlayerController:OnDie() return end

---@return Bool
function gameuiRoachRacePlayerController:OnJumpEnd() return end

---@return Bool
function gameuiRoachRacePlayerController:OnJumpStart() return end

---@return Bool
function gameuiRoachRacePlayerController:OnRun() return end

function gameuiRoachRacePlayerController:Jump() return end

function gameuiRoachRacePlayerController:Run() return end

---@class gameuiRoadEditorDecorationSettings
---@field libraryName CName
---@field offset Float
---@field repeatPatternDensity Uint32
---@field repeatPatternStartOffset Uint32
gameuiRoadEditorDecorationSettings = {}

---@return gameuiRoadEditorDecorationSettings
function gameuiRoadEditorDecorationSettings.new() return end

---@param props table
---@return gameuiRoadEditorDecorationSettings
function gameuiRoadEditorDecorationSettings.new(props) return end

---@class gameuiRoadEditorObstacleSettings
---@field libraryName CName
---@field offset Float
---@field speed Float
---@field segmentOffset Uint32
gameuiRoadEditorObstacleSettings = {}

---@return gameuiRoadEditorObstacleSettings
function gameuiRoadEditorObstacleSettings.new() return end

---@param props table
---@return gameuiRoadEditorObstacleSettings
function gameuiRoadEditorObstacleSettings.new(props) return end

---@class gameuiRoadEditorSegment
---@field length Uint32
---@field curve Float
---@field hasCheckpoint Bool
---@field obstacleSettings gameuiRoadEditorObstacleSettings[]
---@field decorationSettings gameuiRoadEditorDecorationSettings[]
gameuiRoadEditorSegment = {}

---@return gameuiRoadEditorSegment
function gameuiRoadEditorSegment.new() return end

---@param props table
---@return gameuiRoadEditorSegment
function gameuiRoadEditorSegment.new(props) return end

---@class gameuiRootHudGameController : gameuiWidgetGameController
---@field resolutionSensitiveRoots inkCompoundWidgetReference[]
gameuiRootHudGameController = {}

---@return gameuiRootHudGameController
function gameuiRootHudGameController.new() return end

---@param props table
---@return gameuiRootHudGameController
function gameuiRootHudGameController.new(props) return end

---@class gameuiRootHudSaveData : ISerializable
---@field entriesVisibility questHUDEntryVisibilityData[]
gameuiRootHudSaveData = {}

---@return gameuiRootHudSaveData
function gameuiRootHudSaveData.new() return end

---@param props table
---@return gameuiRootHudSaveData
function gameuiRootHudSaveData.new(props) return end

---@class gameuiSaveHandlingController : gameuiMenuGameController
gameuiSaveHandlingController = {}

---@return gameuiSaveHandlingController
function gameuiSaveHandlingController.new() return end

---@param props table
---@return gameuiSaveHandlingController
function gameuiSaveHandlingController.new(props) return end

---@param saveId Int32
function gameuiSaveHandlingController:DeleteSavedGame(saveId) return end

---@return Bool
function gameuiSaveHandlingController:IsGameSavedNotificationActive() return end

---@return Bool
function gameuiSaveHandlingController:IsSaveFailedNotificationActive() return end

---@return Bool
function gameuiSaveHandlingController:IsTransferSavedExportSupported() return end

---@return Bool
function gameuiSaveHandlingController:IsTransferSavedImportSupported() return end

---@param saveId Int32
function gameuiSaveHandlingController:LoadModdedSave(saveId) return end

---@param saveId Int32
function gameuiSaveHandlingController:LoadSaveInGame(saveId) return end

---@param saveId Int32
---@param showXbCompatWarn Bool
function gameuiSaveHandlingController:OverrideSavedGame(saveId, showXbCompatWarn) return end

---@param tweakID Uint64
function gameuiSaveHandlingController:PreSpawnInitialLoadingScreen(tweakID) return end

function gameuiSaveHandlingController:RequestGameSavedNotification() return end

function gameuiSaveHandlingController:RequestSaveFailedNotification() return end

---@param tweakID Uint64
function gameuiSaveHandlingController:SetNextInitialLoadingScreen(tweakID) return end

---@param scriptableData IScriptable
function gameuiSaveHandlingController:TransferSavedGame(scriptableData) return end

---@param locks gameSaveLock[]
function gameuiSaveHandlingController:ShowSavingLockedNotification(locks) return end

---@class gameuiScannerGameController : gameuiHUDGameController
---@field currentTarget entEntityID
---@field scanLock Bool
---@field percentValue Float
---@field oldPercentValue Float
---@field bbWeaponInfo gameIBlackboard
---@field BraindanceBB gameIBlackboard
---@field bbWeaponEventId redCallbackObject
---@field BBID_BraindanceActive redCallbackObject
---@field scannerscannerObjectStatsId redCallbackObject
---@field scannerScannablesId redCallbackObject
---@field scannerCurrentProgressId redCallbackObject
---@field scannerCurrentStateId redCallbackObject
---@field scannerScannedObjectId redCallbackObject
---@field scannerData scannerDataStructure
---@field curObj GameObjectScanStats
---@field scannerBorderMain inkCompoundWidget
---@field scannerBorderController scannerBorderLogicController
---@field scannerProgressMain inkCompoundWidget
---@field scannerFullScreenOverlay inkWidget
---@field center_frame inkImageWidget
---@field squares inkImageWidget[]
---@field squaresFilled inkImageWidget[]
---@field isUnarmed Bool
---@field isEnabled Bool
---@field isFinish Bool
---@field isScanned Bool
---@field isBraindanceActive Bool
---@field border_show inkanimDefinition
---@field center_show inkanimDefinition
---@field center_hide inkanimDefinition
---@field dots_show inkanimDefinition
---@field dots_hide inkanimDefinition
---@field BorderAnimProxy inkanimProxy
---@field soundFinishedOn CName
---@field soundFinishedOff CName
---@field playerSpawnedCallbackID Uint32
---@field BBID_IsEnabledChange redCallbackObject
---@field gameInstance ScriptGameInstance
---@field isShown Bool
---@field playerPuppet gameObject
gameuiScannerGameController = {}

---@return gameuiScannerGameController
function gameuiScannerGameController.new() return end

---@param props table
---@return gameuiScannerGameController
function gameuiScannerGameController.new(props) return end

---@param value Bool
---@return Bool
function gameuiScannerGameController:OnBraindanceToggle(value) return end

---@return Bool
function gameuiScannerGameController:OnInitialize() return end

---@param val Int32
---@return Bool
function gameuiScannerGameController:OnIsEnabledChange(val) return end

---@param val Variant
---@return Bool
function gameuiScannerGameController:OnObjectData(val) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiScannerGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiScannerGameController:OnPlayerDetach(playerPuppet) return end

---@param val entEntityID
---@return Bool
function gameuiScannerGameController:OnScannedObjectChanged(val) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function gameuiScannerGameController:OnScannerHudSpawned(widget, userData) return end

---@param val Variant
---@return Bool
function gameuiScannerGameController:OnStateChanged(val) return end

---@return Bool
function gameuiScannerGameController:OnUnitialize() return end

---@param value Variant
---@return Bool
function gameuiScannerGameController:OnWeaponSwap(value) return end

---@param cat CName|string
---@param entry CName|string
---@param recordID TweakDBID|string
function gameuiScannerGameController:AddQuestData(cat, entry, recordID) return end

---@param playerPuppet gameObject
function gameuiScannerGameController:ConnectToPlayerRelatedBlackboards(playerPuppet) return end

function gameuiScannerGameController:CreateAnimationTemplates() return end

---@param playerPuppet gameObject
function gameuiScannerGameController:DisconnectFromPlayerRelatedBlackboards(playerPuppet) return end

---@param val Float
function gameuiScannerGameController:OnProgressChange(val) return end

---@param val Variant
function gameuiScannerGameController:OnScannablesChange(val) return end

---@param SoundEffect CName|string
function gameuiScannerGameController:PlaySound(SoundEffect) return end

---@param val Bool
function gameuiScannerGameController:ShowScanBorder(val) return end

---@param show Bool
function gameuiScannerGameController:ShowScanner(show) return end

---@class gameuiScreenAreaMultiplierChangeEvent : redEvent
---@field screenAreaMultiplier Float
gameuiScreenAreaMultiplierChangeEvent = {}

---@return gameuiScreenAreaMultiplierChangeEvent
function gameuiScreenAreaMultiplierChangeEvent.new() return end

---@param props table
---@return gameuiScreenAreaMultiplierChangeEvent
function gameuiScreenAreaMultiplierChangeEvent.new(props) return end

---@class gameuiScreenProjectionsData : IScriptable
---@field data inkScreenProjection[]
gameuiScreenProjectionsData = {}

---@return gameuiScreenProjectionsData
function gameuiScreenProjectionsData.new() return end

---@param props table
---@return gameuiScreenProjectionsData
function gameuiScreenProjectionsData.new(props) return end

---@class gameuiSetAttributeEnabledEvent : redEvent
gameuiSetAttributeEnabledEvent = {}

---@return gameuiSetAttributeEnabledEvent
function gameuiSetAttributeEnabledEvent.new() return end

---@param props table
---@return gameuiSetAttributeEnabledEvent
function gameuiSetAttributeEnabledEvent.new(props) return end

---@class gameuiSetBackgroundEvent : redEvent
gameuiSetBackgroundEvent = {}

---@return gameuiSetBackgroundEvent
function gameuiSetBackgroundEvent.new() return end

---@param props table
---@return gameuiSetBackgroundEvent
function gameuiSetBackgroundEvent.new(props) return end

---@class gameuiSetCasinoChipsAmountEvent : redEvent
---@field value Uint32
gameuiSetCasinoChipsAmountEvent = {}

---@return gameuiSetCasinoChipsAmountEvent
function gameuiSetCasinoChipsAmountEvent.new() return end

---@param props table
---@return gameuiSetCasinoChipsAmountEvent
function gameuiSetCasinoChipsAmountEvent.new(props) return end

---@class gameuiSetCategoryEnabledEvent : redEvent
gameuiSetCategoryEnabledEvent = {}

---@return gameuiSetCategoryEnabledEvent
function gameuiSetCategoryEnabledEvent.new() return end

---@param props table
---@return gameuiSetCategoryEnabledEvent
function gameuiSetCategoryEnabledEvent.new(props) return end

---@class gameuiSetCharacterCreationDataRequest : gamePlayerScriptableSystemRequest
---@field lifepath TweakDBID
---@field attributes gameuiCharacterCustomizationAttribute[]
gameuiSetCharacterCreationDataRequest = {}

---@return gameuiSetCharacterCreationDataRequest
function gameuiSetCharacterCreationDataRequest.new() return end

---@param props table
---@return gameuiSetCharacterCreationDataRequest
function gameuiSetCharacterCreationDataRequest.new(props) return end

---@class gameuiSetFrameImageEvent : redEvent
gameuiSetFrameImageEvent = {}

---@return gameuiSetFrameImageEvent
function gameuiSetFrameImageEvent.new() return end

---@param props table
---@return gameuiSetFrameImageEvent
function gameuiSetFrameImageEvent.new(props) return end

---@class gameuiSetPhotoModeKeyEnabledCallback : inkCallbackBase
gameuiSetPhotoModeKeyEnabledCallback = {}

---@return gameuiSetPhotoModeKeyEnabledCallback
function gameuiSetPhotoModeKeyEnabledCallback.new() return end

---@param props table
---@return gameuiSetPhotoModeKeyEnabledCallback
function gameuiSetPhotoModeKeyEnabledCallback.new(props) return end

---@class gameuiSetSelectedStickerEvent : redEvent
gameuiSetSelectedStickerEvent = {}

---@return gameuiSetSelectedStickerEvent
function gameuiSetSelectedStickerEvent.new() return end

---@param props table
---@return gameuiSetSelectedStickerEvent
function gameuiSetSelectedStickerEvent.new(props) return end

---@class gameuiSetStickerImageEvent : redEvent
gameuiSetStickerImageEvent = {}

---@return gameuiSetStickerImageEvent
function gameuiSetStickerImageEvent.new() return end

---@param props table
---@return gameuiSetStickerImageEvent
function gameuiSetStickerImageEvent.new(props) return end

---@class gameuiSettingsControlsGameController : gameuiMenuGameController
gameuiSettingsControlsGameController = {}

---@return gameuiSettingsControlsGameController
function gameuiSettingsControlsGameController.new() return end

---@param props table
---@return gameuiSettingsControlsGameController
function gameuiSettingsControlsGameController.new(props) return end

function gameuiSettingsControlsGameController:GetInputActionDisplayList() return end

---@class gameuiSettingsMenuGameController : gameuiMenuGameController
gameuiSettingsMenuGameController = {}

---@return gameuiSettingsMenuGameController
function gameuiSettingsMenuGameController.new() return end

---@param props table
---@return gameuiSettingsMenuGameController
function gameuiSettingsMenuGameController.new(props) return end

---@return Bool
function gameuiSettingsMenuGameController:CanEditSafezones() return end

---@return Bool
function gameuiSettingsMenuGameController:IsBenchmarkPossible() return end

function gameuiSettingsMenuGameController:RunGraphicsBenchmark() return end

---@param progress Float
function gameuiSettingsMenuGameController:SetLanguagePackageInstallProgress(progress) return end

---@param progress Float
---@param completed Bool
---@param started Bool
function gameuiSettingsMenuGameController:SetLanguagePackageInstallProgressBar(progress, completed, started) return end

---@class gameuiSetupGridSelectorForAttributeEvent : redEvent
---@field attribute Uint32
gameuiSetupGridSelectorForAttributeEvent = {}

---@return gameuiSetupGridSelectorForAttributeEvent
function gameuiSetupGridSelectorForAttributeEvent.new() return end

---@param props table
---@return gameuiSetupGridSelectorForAttributeEvent
function gameuiSetupGridSelectorForAttributeEvent.new(props) return end

---@class gameuiSetupOptionButtonForAttributeEvent : redEvent
---@field attribute Uint32
---@field value String
gameuiSetupOptionButtonForAttributeEvent = {}

---@return gameuiSetupOptionButtonForAttributeEvent
function gameuiSetupOptionButtonForAttributeEvent.new() return end

---@param props table
---@return gameuiSetupOptionButtonForAttributeEvent
function gameuiSetupOptionButtonForAttributeEvent.new(props) return end

---@class gameuiSetupOptionSelectorForAttributeEvent : redEvent
---@field attribute Uint32
---@field values gameuiPhotoModeOptionSelectorData[]
---@field startDataValue Int32
---@field doApply Bool
gameuiSetupOptionSelectorForAttributeEvent = {}

---@return gameuiSetupOptionSelectorForAttributeEvent
function gameuiSetupOptionSelectorForAttributeEvent.new() return end

---@param props table
---@return gameuiSetupOptionSelectorForAttributeEvent
function gameuiSetupOptionSelectorForAttributeEvent.new(props) return end

---@class gameuiSetupScrollBarForAttributeEvent : redEvent
---@field attribute Uint32
---@field startValue Float
---@field minValue Float
---@field maxValue Float
---@field step Float
gameuiSetupScrollBarForAttributeEvent = {}

---@return gameuiSetupScrollBarForAttributeEvent
function gameuiSetupScrollBarForAttributeEvent.new() return end

---@param props table
---@return gameuiSetupScrollBarForAttributeEvent
function gameuiSetupScrollBarForAttributeEvent.new(props) return end

---@class gameuiShowCustomTooltipEvent : redEvent
---@field text String
---@field inputAction String
gameuiShowCustomTooltipEvent = {}

---@return gameuiShowCustomTooltipEvent
function gameuiShowCustomTooltipEvent.new() return end

---@param props table
---@return gameuiShowCustomTooltipEvent
function gameuiShowCustomTooltipEvent.new(props) return end

---@class gameuiSideScrollerCheatCode
---@field name CName
---@field keys CName[]
gameuiSideScrollerCheatCode = {}

---@return gameuiSideScrollerCheatCode
function gameuiSideScrollerCheatCode.new() return end

---@param props table
---@return gameuiSideScrollerCheatCode
function gameuiSideScrollerCheatCode.new(props) return end

---@class gameuiSideScrollerMiniGameCollisionLogic : inkWidgetLogicController
---@field colliderPositionOffset Vector2
---@field colliderSizeOffset Vector2
gameuiSideScrollerMiniGameCollisionLogic = {}

---@return gameuiSideScrollerMiniGameCollisionLogic
function gameuiSideScrollerMiniGameCollisionLogic.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameCollisionLogic
function gameuiSideScrollerMiniGameCollisionLogic.new(props) return end

---@param state gameuiMinigameState
function gameuiSideScrollerMiniGameCollisionLogic:UpdateGameState(state) return end

---@class gameuiSideScrollerMiniGameCollisionLogicAdvanced : inkWidgetLogicController
gameuiSideScrollerMiniGameCollisionLogicAdvanced = {}

---@return gameuiSideScrollerMiniGameCollisionLogicAdvanced
function gameuiSideScrollerMiniGameCollisionLogicAdvanced.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameCollisionLogicAdvanced
function gameuiSideScrollerMiniGameCollisionLogicAdvanced.new(props) return end

function gameuiSideScrollerMiniGameCollisionLogicAdvanced:GetDynObject() return end

---@class gameuiSideScrollerMiniGameController : gameuiWidgetGameController
---@field gameplayCanvas inkWidgetReference
---@field gameName CName
gameuiSideScrollerMiniGameController = {}

---@return gameuiSideScrollerMiniGameController
function gameuiSideScrollerMiniGameController.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameController
function gameuiSideScrollerMiniGameController.new(props) return end

function gameuiSideScrollerMiniGameController:StartGame() return end

---@param gameFinishEvent gameuiOnGameFinishEvent
---@return Bool
function gameuiSideScrollerMiniGameController:OnGameFinish(gameFinishEvent) return end

---@param gameFinishEvent gameuiOnGameFinishEvent
function gameuiSideScrollerMiniGameController:OnGameFinishLogic(gameFinishEvent) return end

---@class gameuiSideScrollerMiniGameControllerAdvanced : gameuiWidgetGameController
---@field gameplayCanvas inkWidgetReference
gameuiSideScrollerMiniGameControllerAdvanced = {}

---@return gameuiSideScrollerMiniGameControllerAdvanced
function gameuiSideScrollerMiniGameControllerAdvanced.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameControllerAdvanced
function gameuiSideScrollerMiniGameControllerAdvanced.new(props) return end

function gameuiSideScrollerMiniGameControllerAdvanced:StartGame() return end

---@param gameFinishEvent gameuiOnGameFinishEventAdvanced
---@return Bool
function gameuiSideScrollerMiniGameControllerAdvanced:OnGameFinish(gameFinishEvent) return end

---@param gameFinishEvent gameuiOnGameFinishEventAdvanced
function gameuiSideScrollerMiniGameControllerAdvanced:OnGameFinishLogic(gameFinishEvent) return end

---@class gameuiSideScrollerMiniGameDynObjectLogic : inkWidgetLogicController
---@field spawnPoolSize Uint32
gameuiSideScrollerMiniGameDynObjectLogic = {}

---@return gameuiSideScrollerMiniGameDynObjectLogic
function gameuiSideScrollerMiniGameDynObjectLogic.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameDynObjectLogic
function gameuiSideScrollerMiniGameDynObjectLogic.new(props) return end

---@class gameuiSideScrollerMiniGameDynObjectLogicAdvanced : inkWidgetLogicController
gameuiSideScrollerMiniGameDynObjectLogicAdvanced = {}

---@return gameuiSideScrollerMiniGameDynObjectLogicAdvanced
function gameuiSideScrollerMiniGameDynObjectLogicAdvanced.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameDynObjectLogicAdvanced
function gameuiSideScrollerMiniGameDynObjectLogicAdvanced.new(props) return end

function gameuiSideScrollerMiniGameDynObjectLogicAdvanced:GetGameState() return end

---@class gameuiSideScrollerMiniGameLogicController : inkWidgetLogicController
---@field gameName CName
---@field startHealth Uint32
---@field playerLibraryName CName
---@field playerColliderPositionOffset Vector2
---@field playerColliderSizeOffset Vector2
---@field gameplayRoot inkCompoundWidgetReference
---@field baseSpeed Float
---@field spawnedListLibraryNames CName[]
---@field isGameRunning Bool
gameuiSideScrollerMiniGameLogicController = {}

---@return gameuiSideScrollerMiniGameLogicController
function gameuiSideScrollerMiniGameLogicController.new() return end

---@param props table
---@return gameuiSideScrollerMiniGameLogicController
function gameuiSideScrollerMiniGameLogicController.new(props) return end

function gameuiSideScrollerMiniGameLogicController:FinishGame() return end

---@param gameStateUpdateEvent gameuiOnMiniGameStateUpdateEvent
---@return Bool
function gameuiSideScrollerMiniGameLogicController:OnGameStateUpdate(gameStateUpdateEvent) return end

---@return Bool
function gameuiSideScrollerMiniGameLogicController:OnInitializeGame() return end

function gameuiSideScrollerMiniGameLogicController:FinishGameLogic() return end

---@param gameStateUpdateEvent gameuiOnMiniGameStateUpdateEvent
function gameuiSideScrollerMiniGameLogicController:OnGameStateUpdateLogic(gameStateUpdateEvent) return end

function gameuiSideScrollerMiniGameLogicController:OnInitializeGameLogic() return end

---@class gameuiSideScrollerMiniGameLogicControllerAdvanced : inkWidgetLogicController
---@field playerLibraryName CName
---@field playerColliderPositionOffset Vector2
---@field playerColliderSizeOffset Vector2
---@field gameplayRoot inkCompoundWidgetReference
---@field baseSpeed Float
---@field layers inkWidgetReference[]
---@field cheatCodes gameuiSideScrollerCheatCode[]
---@field acceptableCheatKeys CName[]
gameuiSideScrollerMiniGameLogicControllerAdvanced = {}

function gameuiSideScrollerMiniGameLogicControllerAdvanced:FinishGame() return end

---@class gameuiSideScrollerMiniGamePlayerController : inkWidgetLogicController
gameuiSideScrollerMiniGamePlayerController = {}

---@return gameuiSideScrollerMiniGamePlayerController
function gameuiSideScrollerMiniGamePlayerController.new() return end

---@param props table
---@return gameuiSideScrollerMiniGamePlayerController
function gameuiSideScrollerMiniGamePlayerController.new(props) return end

---@class gameuiSideScrollerMiniGamePlayerControllerAdvanced : inkWidgetLogicController
gameuiSideScrollerMiniGamePlayerControllerAdvanced = {}

---@return gameuiSideScrollerMiniGamePlayerControllerAdvanced
function gameuiSideScrollerMiniGamePlayerControllerAdvanced.new() return end

---@param props table
---@return gameuiSideScrollerMiniGamePlayerControllerAdvanced
function gameuiSideScrollerMiniGamePlayerControllerAdvanced.new(props) return end

function gameuiSideScrollerMiniGamePlayerControllerAdvanced:GetGameState() return end

---@class gameuiSideScrollerMiniGameStateAdvanced : IScriptable
---@field opertyMaxScore CName
---@field opertyCurrentLives CName
---@field opertyCurrentScore CName
---@field PropertyChanged gameuiGameStatePropertyChangedCallback
gameuiSideScrollerMiniGameStateAdvanced = {}

function gameuiSideScrollerMiniGameStateAdvanced:AddLife() return end

function gameuiSideScrollerMiniGameStateAdvanced:AddScore() return end

function gameuiSideScrollerMiniGameStateAdvanced:GetLives() return end

function gameuiSideScrollerMiniGameStateAdvanced:GetMaxScore() return end

---@return Uint32
function gameuiSideScrollerMiniGameStateAdvanced:GetScore() return end

function gameuiSideScrollerMiniGameStateAdvanced:SetLives() return end

---@param score Uint32
function gameuiSideScrollerMiniGameStateAdvanced:SetMaxScore(score) return end

function gameuiSideScrollerMiniGameStateAdvanced:SetScore() return end

function gameuiSideScrollerMiniGameStateAdvanced:SpendLife() return end

---@class gameuiSideScrollerSpawnerAdvanced : IScriptable
gameuiSideScrollerSpawnerAdvanced = {}

---@return gameuiSideScrollerSpawnerAdvanced
function gameuiSideScrollerSpawnerAdvanced.new() return end

---@param props table
---@return gameuiSideScrollerSpawnerAdvanced
function gameuiSideScrollerSpawnerAdvanced.new(props) return end

---@class gameuiSongbirdAudioCallGameController : gameuiHUDGameController
---@field waveformEnabled Bool
---@field voLevelsUpdateTimer Float
---@field intensityMultiplier Float
---@field targets inkWidgetReference[]
gameuiSongbirdAudioCallGameController = {}

---@return gameuiSongbirdAudioCallGameController
function gameuiSongbirdAudioCallGameController.new() return end

---@param props table
---@return gameuiSongbirdAudioCallGameController
function gameuiSongbirdAudioCallGameController.new(props) return end

---@class gameuiSpawnNewFeedEvent : redEvent
gameuiSpawnNewFeedEvent = {}

---@return gameuiSpawnNewFeedEvent
function gameuiSpawnNewFeedEvent.new() return end

---@param props table
---@return gameuiSpawnNewFeedEvent
function gameuiSpawnNewFeedEvent.new(props) return end

---@class gameuiStadiaControllersGameController : gameuiMenuGameController
---@field stadiaControllerPage inkWidgetReference
---@field nintendoControllerPage inkWidgetReference
---@field durangoControllerPage inkWidgetReference
---@field orbisControllerPage inkWidgetReference
---@field disclaimerText inkWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field buttonHintsController ButtonHints
gameuiStadiaControllersGameController = {}

---@return gameuiStadiaControllersGameController
function gameuiStadiaControllersGameController.new() return end

---@param props table
---@return gameuiStadiaControllersGameController
function gameuiStadiaControllersGameController.new(props) return end

---@return Bool
function gameuiStadiaControllersGameController:OnInitialize() return end

---@class gameuiStaticIconLogicController : gameuiDynamicIconLogicController
---@field iconReference TweakDBID
gameuiStaticIconLogicController = {}

---@return gameuiStaticIconLogicController
function gameuiStaticIconLogicController.new() return end

---@param props table
---@return gameuiStaticIconLogicController
function gameuiStaticIconLogicController.new(props) return end

---@class gameuiStealthIndicatorGameController : gameuiHUDGameController
---@field rootWidget inkCompoundWidget
gameuiStealthIndicatorGameController = {}

---@return gameuiStealthIndicatorGameController
function gameuiStealthIndicatorGameController.new() return end

---@param props table
---@return gameuiStealthIndicatorGameController
function gameuiStealthIndicatorGameController.new(props) return end

---@return Bool
function gameuiStealthIndicatorGameController:OnInitialize() return end

---@class gameuiStealthIndicatorPartLogicController : gameuiBaseDirectionalIndicatorPartLogicController
---@field arrowFrontWidget inkImageWidgetReference
---@field wrapper inkCompoundWidgetReference
---@field stealthIndicatorDeadZoneAngle Float
---@field slowestFlashTime Float
---@field rootWidget inkCompoundWidget
---@field lastValue Float
---@field animProxy inkanimProxy
---@field flashAnimProxy inkanimProxy
---@field scaleAnimDef inkanimDefinition
gameuiStealthIndicatorPartLogicController = {}

---@return gameuiStealthIndicatorPartLogicController
function gameuiStealthIndicatorPartLogicController.new() return end

---@param props table
---@return gameuiStealthIndicatorPartLogicController
function gameuiStealthIndicatorPartLogicController.new(props) return end

---@return Vector4
function gameuiStealthIndicatorPartLogicController:GetDetectionProgress() return end

---@return Bool
function gameuiStealthIndicatorPartLogicController:OnHideIndicator() return end

---@return Bool
function gameuiStealthIndicatorPartLogicController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnIntroComplete(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnOutroComplete(proxy) return end

---@param anim inkanimProxy
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnScaleInComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnScaleOutComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnScreenDelayComplete(anim) return end

---@param params gameuiDetectionParams
---@return Bool
function gameuiStealthIndicatorPartLogicController:OnUpdateDetection(params) return end

function gameuiStealthIndicatorPartLogicController:OnScaleIn() return end

function gameuiStealthIndicatorPartLogicController:OnScaleOut() return end

function gameuiStealthIndicatorPartLogicController:OnScreenDelay() return end

---@param animName CName|string
---@param callback CName|string
---@param forceVisible Bool
function gameuiStealthIndicatorPartLogicController:PlayAnim(animName, callback, forceVisible) return end

---@class gameuiStealthMappinController : gameuiInteractionMappinController
---@field arrow inkImageWidgetReference
---@field fill inkWidgetReference
---@field eyeFillWhite inkWidgetReference
---@field eyeFillBlack inkWidgetReference
---@field markExclamation inkTextWidgetReference
---@field distance inkTextWidgetReference
---@field mainArt inkWidgetReference
---@field frame inkImageWidgetReference
---@field eliteFrameName CName
---@field eliteFrameSize Vector2
---@field objectMarker inkWidgetReference
---@field levelIcon inkImageWidgetReference
---@field taggedContainer inkWidgetReference
---@field background inkCompoundWidgetReference
---@field contagiousQuickhackArrows inkCompoundWidgetReference
---@field statusEffectMain inkWidgetReference
---@field statusEffectIcon inkImageWidgetReference
---@field statusEffectFill inkWidgetReference
---@field statusEffectBackground inkWidgetReference
---@field ownerObject gameObject
---@field ownerNPC NPCPuppet
---@field ownerDevice Device
---@field mappin gamemappinsStealthMappin
---@field root inkWidget
---@field canvas inkWidget
---@field nameplateController gameuiNpcNameplateGameController
---@field isFriendly Bool
---@field isFriendlyFromHack Bool
---@field isHostile Bool
---@field isAggressive Bool
---@field isNCPD Bool
---@field isDevice Bool
---@field isDrone Bool
---@field isMech Bool
---@field isCamera Bool
---@field isTurret Bool
---@field isHiddenByQuest Bool
---@field hideUIElements Bool
---@field puppetStateBlackboard gameIBlackboard
---@field highLevelState gamedataNPCHighLevelState
---@field numberOfCombatants Int32
---@field waitingToExitCombat Bool
---@field reaction gamedataOutput
---@field lastState gamedataNPCHighLevelState
---@field lastReaction gamedataOutput
---@field lastPercent Float
---@field canSeePlayer Bool
---@field squadInCombat Bool
---@field archetypeTextureName CName
---@field isTagged Bool
---@field canHaveObjectMarker Bool
---@field canShowObjectMarker Bool
---@field objectMarkerVisible Bool
---@field nameplateVisible Bool
---@field detectionVisible Bool
---@field inNameplateMode Bool
---@field objectMarkerFirstShowing Bool
---@field statusEffectShowing Bool
---@field statusEffectCurrentPriority Float
---@field isInCombatWithPlayer Bool
---@field animationIsPlaying Bool
---@field animationProxy inkanimProxy
---@field nameplateAnimationProxy inkanimProxy
---@field nameplateAnimationIsPlaying Bool
---@field reprimandAnimationProxy inkanimProxy
---@field reprimandAnimationIsPlaying Bool
---@field reprimandAnimationState gameReprimandMappinAnimationState
---@field monowireHackAnimationProxy inkanimProxy
---@field currentAnimState gameEnemyStealthAwarenessState
---@field c_emptyThreshold Float
---@field c_awareToCombatThreshold Float
---@field c_combatToAwareThreshold Float
---@field c_deviceCombatToAwareThreshold Float
---@field c_objectMarkerMaxDistance Float
---@field c_objectMarkerMaxCameraDistance Float
---@field statusEffectStartTime Float
---@field statusEffectTextureName String
gameuiStealthMappinController = {}

---@return gameuiStealthMappinController
function gameuiStealthMappinController.new() return end

---@param props table
---@return gameuiStealthMappinController
function gameuiStealthMappinController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthMappinController:OnBasicAnimFinished(proxy) return end

---@return Bool
function gameuiStealthMappinController:OnInitialize() return end

---@return Bool
function gameuiStealthMappinController:OnIntro() return end

---@param isNameplateVisible Bool
---@param nameplateController gameuiNpcNameplateGameController
---@return Bool
function gameuiStealthMappinController:OnNameplate(isNameplateVisible, nameplateController) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthMappinController:OnNameplateAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthMappinController:OnPotentialCombatAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiStealthMappinController:OnPotentialRelaxedAnimFinished(proxy) return end

---@return Bool
function gameuiStealthMappinController:OnUninitialize() return end

---@return Bool
function gameuiStealthMappinController:OnUpdate() return end

---@return inkWidget
function gameuiStealthMappinController:GetWidgetForNameplateSlot() return end

---@return Bool
function gameuiStealthMappinController:IsObjectOffScreen() return end

function gameuiStealthMappinController:NotifyDroneAboutStartingDetection() return end

function gameuiStealthMappinController:NotifyDroneAboutStoppingDetection() return end

---@param animName CName|string
---@param callBack CName|string
function gameuiStealthMappinController:PlayAnim(animName, callBack) return end

---@param animName CName|string
---@param callBack CName|string
function gameuiStealthMappinController:PlayNameplateAnim(animName, callBack) return end

function gameuiStealthMappinController:SetGameInstance() return end

---@return Bool
function gameuiStealthMappinController:ShouldDisableMappin() return end

---@param show Bool
function gameuiStealthMappinController:ShowStatusEffect(show) return end

---@param show Bool
function gameuiStealthMappinController:TriggerStatusEffectAnimation(show) return end

function gameuiStealthMappinController:UpdateCanvasOpacity() return end

---@param percent Float
function gameuiStealthMappinController:UpdateDetectionMeter(percent) return end

---@param percent Float
function gameuiStealthMappinController:UpdateDeviceDetection(percent) return end

---@param percent Float
function gameuiStealthMappinController:UpdateNPCDetection(percent) return end

---@param isHostile Bool
function gameuiStealthMappinController:UpdateNameplateColor(isHostile) return end

function gameuiStealthMappinController:UpdateObjectMarkerAndTagging() return end

---@param canHaveObjectMarker Bool
---@param objectMarkerVisible Bool
function gameuiStealthMappinController:UpdateObjectMarkerVisibility(canHaveObjectMarker, objectMarkerVisible) return end

---@param percent Float
---@param forceStop Bool
function gameuiStealthMappinController:UpdateReprimandAnimation(percent, forceStop) return end

function gameuiStealthMappinController:UpdateStatusEffectIcon() return end

---@class gameuiStickerBackgroundCallback : inkCallbackBase
gameuiStickerBackgroundCallback = {}

---@return gameuiStickerBackgroundCallback
function gameuiStickerBackgroundCallback.new() return end

---@param props table
---@return gameuiStickerBackgroundCallback
function gameuiStickerBackgroundCallback.new(props) return end

---@class gameuiStickerCallback : inkCallbackBase
gameuiStickerCallback = {}

---@return gameuiStickerCallback
function gameuiStickerCallback.new() return end

---@param props table
---@return gameuiStickerCallback
function gameuiStickerCallback.new(props) return end

---@class gameuiStickerEditorEnableCursorInputEvent : redEvent
gameuiStickerEditorEnableCursorInputEvent = {}

---@return gameuiStickerEditorEnableCursorInputEvent
function gameuiStickerEditorEnableCursorInputEvent.new() return end

---@param props table
---@return gameuiStickerEditorEnableCursorInputEvent
function gameuiStickerEditorEnableCursorInputEvent.new(props) return end

---@class gameuiStickerFrameCallback : inkCallbackBase
gameuiStickerFrameCallback = {}

---@return gameuiStickerFrameCallback
function gameuiStickerFrameCallback.new() return end

---@param props table
---@return gameuiStickerFrameCallback
function gameuiStickerFrameCallback.new(props) return end

---@class gameuiStickerImageCallback : inkCallbackBase
gameuiStickerImageCallback = {}

---@return gameuiStickerImageCallback
function gameuiStickerImageCallback.new() return end

---@param props table
---@return gameuiStickerImageCallback
function gameuiStickerImageCallback.new(props) return end

---@class gameuiStickersRegisterCallbacksEvent : redEvent
gameuiStickersRegisterCallbacksEvent = {}

---@return gameuiStickersRegisterCallbacksEvent
function gameuiStickersRegisterCallbacksEvent.new() return end

---@param props table
---@return gameuiStickersRegisterCallbacksEvent
function gameuiStickersRegisterCallbacksEvent.new(props) return end

---@class gameuiSubtitleHandlerSystem : gameISubtitleHandlerSystem
gameuiSubtitleHandlerSystem = {}

---@return gameuiSubtitleHandlerSystem
function gameuiSubtitleHandlerSystem.new() return end

---@param props table
---@return gameuiSubtitleHandlerSystem
function gameuiSubtitleHandlerSystem.new(props) return end

---@param gameController gameuiWidgetGameController
---@return gamePendingSubtitles
function gameuiSubtitleHandlerSystem:RegisterSubtitleController(gameController) return end

---@param gameController gameuiWidgetGameController
function gameuiSubtitleHandlerSystem:UnregisterSubtitleController(gameController) return end

---@class gameuiSwitchPair
---@field prevOption gameuiCharacterCustomizationOption
---@field currOption gameuiCharacterCustomizationOption
gameuiSwitchPair = {}

---@return gameuiSwitchPair
function gameuiSwitchPair.new() return end

---@param props table
---@return gameuiSwitchPair
function gameuiSwitchPair.new(props) return end

---@class gameuiSwitcherInfo : gameuiCharacterCustomizationInfo
---@field uiSlots CName[]
---@field options gameuiSwitcherOption[]
---@field switchVisibility Bool
gameuiSwitcherInfo = {}

---@return gameuiSwitcherInfo
function gameuiSwitcherInfo.new() return end

---@param props table
---@return gameuiSwitcherInfo
function gameuiSwitcherInfo.new(props) return end

---@class gameuiSwitcherOption
---@field index Int32
---@field names CName[]
---@field localizedName String
---@field actions gameuiCharacterCustomizationAction[]
---@field tags redTagList
gameuiSwitcherOption = {}

---@return gameuiSwitcherOption
function gameuiSwitcherOption.new() return end

---@param props table
---@return gameuiSwitcherOption
function gameuiSwitcherOption.new(props) return end

---@class gameuiTarotCardAddedNotificationViewData : gameuiGenericNotificationViewData
---@field imagePart CName
---@field cardName String
---@field animation CName
gameuiTarotCardAddedNotificationViewData = {}

---@return gameuiTarotCardAddedNotificationViewData
function gameuiTarotCardAddedNotificationViewData.new() return end

---@param props table
---@return gameuiTarotCardAddedNotificationViewData
function gameuiTarotCardAddedNotificationViewData.new(props) return end

---@class gameuiTextureMaxMipBiasChangeEvent : redEvent
---@field textureMaxMipBias Uint32
gameuiTextureMaxMipBiasChangeEvent = {}

---@return gameuiTextureMaxMipBiasChangeEvent
function gameuiTextureMaxMipBiasChangeEvent.new() return end

---@param props table
---@return gameuiTextureMaxMipBiasChangeEvent
function gameuiTextureMaxMipBiasChangeEvent.new(props) return end

---@class gameuiTextureMinMipBiasChangeEvent : redEvent
---@field textureMinMipBias Uint32
gameuiTextureMinMipBiasChangeEvent = {}

---@return gameuiTextureMinMipBiasChangeEvent
function gameuiTextureMinMipBiasChangeEvent.new() return end

---@param props table
---@return gameuiTextureMinMipBiasChangeEvent
function gameuiTextureMinMipBiasChangeEvent.new(props) return end

---@class gameuiTimeDisplayLogicController : inkWidgetLogicController
---@field timerText inkTextWidgetReference
---@field noConnectionText inkTextWidgetReference
gameuiTimeDisplayLogicController = {}

---@return gameuiTimeDisplayLogicController
function gameuiTimeDisplayLogicController.new() return end

---@param props table
---@return gameuiTimeDisplayLogicController
function gameuiTimeDisplayLogicController.new(props) return end

---@param glitchEnabled Bool
---@param gameTime GameTime
function gameuiTimeDisplayLogicController:UpdateTime(glitchEnabled, gameTime) return end

---@class gameuiTimeskipGameController : gameuiWidgetGameController
---@field currentTimeLabel inkTextWidgetReference
---@field tragetTimeLabel inkTextWidgetReference
---@field diffTimeLabel inkTextWidgetReference
---@field rootContainerRef inkWidgetReference
---@field currentTimePointerRef inkWidgetReference
---@field targetTimePointerRef inkWidgetReference
---@field timeBarRef inkWidgetReference
---@field circleGradientRef inkWidgetReference
---@field startCircleGradientRef inkWidgetReference
---@field mouseHitTestRef inkWidgetReference
---@field dayIconRef inkWidgetReference
---@field nightIconRef inkWidgetReference
---@field morningIconRef inkWidgetReference
---@field eveningIconRef inkWidgetReference
---@field weatherIcon inkImageWidgetReference
---@field intoAnimation CName
---@field outroCancelAnimation CName
---@field outroFinishedAnimation CName
---@field progressAnimation CName
---@field finishingAnimation CName
---@field loopAnimationMarkerFrom CName
---@field loopAnimationMarkerTo CName
---@field mouseHoverOverAnimation CName
---@field mouseHoverOutAnimation CName
---@field outroAnimDuration Float
---@field player gameObject
---@field data TimeSkipPopupData
---@field gameInstance ScriptGameInstance
---@field timeSystem gameTimeSystem
---@field currentTimeTextParams textTextParameterSet
---@field targetTimeTextParams textTextParameterSet
---@field diffTimeTextParams textTextParameterSet
---@field animProxy inkanimProxy
---@field progressAnimProxy inkanimProxy
---@field hoverAnimProxy inkanimProxy
---@field currentTime GameTime
---@field hoursToSkip Int32
---@field currentTimeAngle Float
---@field targetTimeAngle Float
---@field axisInputCache Vector2
---@field inputEnabled Bool
---@field radius Float
---@field axisInputThreshold Float
---@field animationDurationMin Float
---@field animationDurationMax Float
---@field diff Float
---@field timeSkipped Bool
---@field mouseInputEnabled Bool
---@field scenarioEvt TimeSkipFinishEvent
---@field hoveredOver Bool
gameuiTimeskipGameController = {}

---@return gameuiTimeskipGameController
function gameuiTimeskipGameController.new() return end

---@param props table
---@return gameuiTimeskipGameController
function gameuiTimeskipGameController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function gameuiTimeskipGameController:OnAction(action, consumer) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnCloseAfterCanceling(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnCloseAfterFinishing(proxy) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTimeskipGameController:OnGlobalAxisInput(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTimeskipGameController:OnGlobalInput(e) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiTimeskipGameController:OnHoverOut(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiTimeskipGameController:OnHoverOver(evt) return end

---@return Bool
function gameuiTimeskipGameController:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnIntroFinished(proxy) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTimeskipGameController:OnMouseInput(e) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnProgressAnimationFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnStartFinishingLoop(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTimeskipGameController:OnStartProgressionLoop(proxy) return end

---@param e TimeSkipCursorInitFinishedEvent
---@return Bool
function gameuiTimeskipGameController:OnTimeSkipCursorInitFinishedEvent(e) return end

---@param e gameTimeSkipFinishedEvent
---@return Bool
function gameuiTimeskipGameController:OnTimeSkipFinishedEvent(e) return end

---@return Bool
function gameuiTimeskipGameController:OnUninitialize() return end

---@param timeDelta Float
---@return Bool
function gameuiTimeskipGameController:OnUpdate(timeDelta) return end

function gameuiTimeskipGameController:Apply() return end

function gameuiTimeskipGameController:Cancel() return end

function gameuiTimeskipGameController:DisplayTimeCurrent() return end

---@return CName
function gameuiTimeskipGameController:GetWeatherIcon() return end

---@param start Float
---@param end_ Float
---@param mid Float
---@return Bool
function gameuiTimeskipGameController:IsBetween(start, end_, mid) return end

---@param animationName CName|string
---@param playbackOptions inkanimPlaybackOptions
function gameuiTimeskipGameController:PlayAnimation(animationName, playbackOptions) return end

function gameuiTimeskipGameController:PlayTictocAnimation() return end

---@param mousePos Vector2
function gameuiTimeskipGameController:ProcessMouseInput(mousePos) return end

---@param textWidgetRef inkTextWidgetReference
---@param textParamsRef textTextParameterSet
---@param hours Int32
function gameuiTimeskipGameController:SetTimeSkipText(textWidgetRef, textParamsRef, hours) return end

---@param startAngle Float
---@param finishAngle Float
function gameuiTimeskipGameController:UpdateIconStates(startAngle, finishAngle) return end

---@param angle Float
function gameuiTimeskipGameController:UpdateTargetTime(angle) return end

---@class gameuiTooltipAttachmentSlot : inkWidgetLogicController
gameuiTooltipAttachmentSlot = {}

---@return gameuiTooltipAttachmentSlot
function gameuiTooltipAttachmentSlot.new() return end

---@param props table
---@return gameuiTooltipAttachmentSlot
function gameuiTooltipAttachmentSlot.new(props) return end

---@class gameuiTooltipSlotData : inkUserData
---@field margin inkMargin
---@field placement gameuiETooltipPlacement
gameuiTooltipSlotData = {}

---@return gameuiTooltipSlotData
function gameuiTooltipSlotData.new() return end

---@param props table
---@return gameuiTooltipSlotData
function gameuiTooltipSlotData.new(props) return end

---@class gameuiTooltipsManager : inkWidgetLogicController
---@field tooltipsContainer inkWidgetReference
---@field flipX Bool
---@field flipY Bool
---@field rootMargin inkMargin
---@field screenMargin inkMargin
---@field TooltipRequesters inkWidgetReference[]
---@field GenericTooltipsNames CName[]
---@field TooltipLibrariesReferences TooltipWidgetReference[]
---@field TooltipLibrariesStyledReferences TooltipWidgetStyledReference[]
---@field TooltipsLibrary redResourceReferenceScriptToken
---@field MenuTooltipStylePath redResourceReferenceScriptToken
---@field HudTooltipStylePath redResourceReferenceScriptToken
---@field IndexedTooltips AGenericTooltipController[]
---@field NamedTooltips NamedTooltipController[]
---@field TooltipStylePath redResourceReferenceScriptToken
---@field enableTransitionAnimation Bool
---@field tooltipAnimHideDef inkanimDefinition
---@field tooltipDelayedShowDef inkanimDefinition
---@field tooltipAnimHide inkanimProxy
---@field tooltipDelayedShow inkanimProxy
---@field axisDataThreshold Float
---@field mouseDataThreshold Float
---@field isHidden Bool
gameuiTooltipsManager = {}

---@return gameuiTooltipsManager
function gameuiTooltipsManager.new() return end

---@param props table
---@return gameuiTooltipsManager
function gameuiTooltipsManager.new(props) return end

---@param widget inkWidget
---@return gameuiTooltipAttachmentSlot
function gameuiTooltipsManager.FindAttachmentSlot(widget) return end

---@param widget inkWidget
---@param placement gameuiETooltipPlacement
function gameuiTooltipsManager:AttachToWidget(widget, placement) return end

---@return inkWidgetReference
function gameuiTooltipsManager:GetTooltipsContainerRef() return end

function gameuiTooltipsManager:MarkToShow() return end

function gameuiTooltipsManager:RefreshTooltipsPosition() return end

function gameuiTooltipsManager:ResetTooltipsPosition() return end

---@param margin inkMargin
function gameuiTooltipsManager:SetCustomMargin(margin) return end

---@param followsCursor Bool
function gameuiTooltipsManager:SetFollowsCursor(followsCursor) return end

function gameuiTooltipsManager:UnAttachFromWidget() return end

---@param evt inkPointerEvent
---@return Bool
function gameuiTooltipsManager:OnAxisInput(evt) return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTooltipsManager:OnHidden(proxy) return end

---@return Bool
function gameuiTooltipsManager:OnInitialize() return end

---@param proxy inkanimProxy
---@return Bool
function gameuiTooltipsManager:OnShown(proxy) return end

---@param tooltipWidget inkWidget
---@param callbackData TooltipSpawnedCallbackData
---@return Bool
function gameuiTooltipsManager:OnTooltipWidgetSpawned(tooltipWidget, callbackData) return end

---@return Bool
function gameuiTooltipsManager:OnUninitialize() return end

function gameuiTooltipsManager:AttachToCursor() return end

---@param tooltipStyle ETooltipsStyle
---@return redResourceReferenceScriptToken
function gameuiTooltipsManager:GetDefaultStyleResRef(tooltipStyle) return end

---@return inkanimDefinition
function gameuiTooltipsManager:GetHidingAnimation() return end

---@param identifier CName|string
---@return AGenericTooltipController
function gameuiTooltipsManager:GetNamedWidget(identifier) return end

---@return inkanimDefinition
function gameuiTooltipsManager:GetShowingAnimation() return end

function gameuiTooltipsManager:HideTooltips() return end

---@param widget inkWidget
function gameuiTooltipsManager:OnRequestTooltip(widget) return end

function gameuiTooltipsManager:PlayHidingAnimation() return end

function gameuiTooltipsManager:PlayShowingAnimation() return end

---@param index Int32
function gameuiTooltipsManager:RefreshTooltip(index) return end

---@param identifier CName|string
function gameuiTooltipsManager:RefreshTooltip(identifier) return end

function gameuiTooltipsManager:Setup() return end

---@param tooltipStyle ETooltipsStyle
function gameuiTooltipsManager:Setup(tooltipStyle) return end

---@param tooltipStyle ETooltipsStyle
---@param followCursor Bool
function gameuiTooltipsManager:Setup(tooltipStyle, followCursor) return end

---@param tooltipStyle ETooltipsStyle
---@param tooltipsContainer inkWidget
---@param styleResRef redResourceReferenceScriptToken
function gameuiTooltipsManager:SetupIndexedWidgets(tooltipStyle, tooltipsContainer, styleResRef) return end

---@param tooltipStyle ETooltipsStyle
---@param tooltipsContainer inkWidget
---@param styleResRef redResourceReferenceScriptToken
function gameuiTooltipsManager:SetupNamedWidgets(tooltipStyle, tooltipsContainer, styleResRef) return end

---@param tooltipStyle ETooltipsStyle
---@param tooltipsContainer inkWidget
function gameuiTooltipsManager:SetupStyledNamedWidgets(tooltipStyle, tooltipsContainer) return end

---@param widget inkWidget
---@param tooltipStyle ETooltipsStyle
function gameuiTooltipsManager:SetupWidgetAttachment(widget, tooltipStyle) return end

---@param tooltipController AGenericTooltipController
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltip(tooltipController, tooltipData) return end

---@param identifier CName|string
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltip(identifier, tooltipData) return end

---@param index Int32
---@param tooltipData ATooltipData
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltip(index, tooltipData, margin) return end

---@param identifier CName|string
---@param tooltipData ATooltipData
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltip(identifier, tooltipData, margin) return end

---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltip(tooltipData) return end

---@param index Int32
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltip(index, tooltipData) return end

---@param tooltipController AGenericTooltipController
---@param tooltipData ATooltipData
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltip(tooltipController, tooltipData, margin) return end

---@param index Int32
---@param position Vector2
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltipAtPosition(index, position, tooltipData) return end

---@param identifier CName|string
---@param position Vector2
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltipAtPosition(identifier, position, tooltipData) return end

---@param tooltipController AGenericTooltipController
---@param position Vector2
---@param tooltipData ATooltipData
function gameuiTooltipsManager:ShowTooltipAtPosition(tooltipController, position, tooltipData) return end

---@param index Int32
---@param widget inkWidget
---@param tooltipData ATooltipData
---@param placement gameuiETooltipPlacement
---@param playAnim Bool
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltipAtWidget(index, widget, tooltipData, placement, playAnim, margin) return end

---@param tooltipController AGenericTooltipController
---@param widget inkWidget
---@param tooltipData ATooltipData
---@param placement gameuiETooltipPlacement
---@param playAnim Bool
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltipAtWidget(tooltipController, widget, tooltipData, placement, playAnim, margin) return end

---@param identifier CName|string
---@param widget inkWidget
---@param tooltipData ATooltipData
---@param placement gameuiETooltipPlacement
---@param playAnim Bool
---@param margin inkMargin
function gameuiTooltipsManager:ShowTooltipAtWidget(identifier, widget, tooltipData, placement, playAnim, margin) return end

---@param index Int32
---@param tooltipData ATooltipData
---@param widget inkWidget
function gameuiTooltipsManager:ShowTooltipInSlot(index, tooltipData, widget) return end

---@param identifier CName|string
---@param tooltipData ATooltipData
---@param widget inkWidget
function gameuiTooltipsManager:ShowTooltipInSlot(identifier, tooltipData, widget) return end

---@param tooltipController AGenericTooltipController
---@param tooltipData ATooltipData
---@param widget inkWidget
function gameuiTooltipsManager:ShowTooltipInSlot(tooltipController, tooltipData, widget) return end

---@param tooltipsData ATooltipData[]
function gameuiTooltipsManager:ShowTooltips(tooltipsData) return end

---@param tooltipData ATooltipData[]
---@param margin inkMargin
---@param playAnim Bool
function gameuiTooltipsManager:ShowTooltips(tooltipData, margin, playAnim) return end

---@param tooltipData ATooltipData[]
---@param widget inkWidget
---@param placement gameuiETooltipPlacement
function gameuiTooltipsManager:ShowTooltipsAtWidget(tooltipData, widget, placement) return end

---@param tooltipData ATooltipData[]
---@param widget inkWidget
function gameuiTooltipsManager:ShowTooltipsAtWidget(tooltipData, widget) return end

---@class gameuiTrackedMappinControllerCustomData : gameuiMappinControllerCustomData
gameuiTrackedMappinControllerCustomData = {}

---@return gameuiTrackedMappinControllerCustomData
function gameuiTrackedMappinControllerCustomData.new() return end

---@param props table
---@return gameuiTrackedMappinControllerCustomData
function gameuiTrackedMappinControllerCustomData.new(props) return end

---@class gameuiTrapTooltipDisplayer : inkWidgetLogicController
---@field trap gamedataMiniGame_Trap_Record
---@field delayDuration Float
---@field animationProxy inkanimProxy
gameuiTrapTooltipDisplayer = {}

---@return gameuiTrapTooltipDisplayer
function gameuiTrapTooltipDisplayer.new() return end

---@param props table
---@return gameuiTrapTooltipDisplayer
function gameuiTrapTooltipDisplayer.new(props) return end

---@param e inkanimProxy
---@return Bool
function gameuiTrapTooltipDisplayer:OnDelayedTooltipRequest(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTrapTooltipDisplayer:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTrapTooltipDisplayer:OnHoverOver(e) return end

---@return Bool
function gameuiTrapTooltipDisplayer:OnInitialize() return end

---@class gameuiTrapsGenRule : gameuiMinigameGenerationRule
gameuiTrapsGenRule = {}

---@return gameuiTrapsGenRule
function gameuiTrapsGenRule.new() return end

---@param props table
---@return gameuiTrapsGenRule
function gameuiTrapsGenRule.new(props) return end

---@class gameuiTrialPeriodTimerController : inkGenericSystemNotificationLogicController
---@field timerText inkTextWidgetReference
gameuiTrialPeriodTimerController = {}

---@return gameuiTrialPeriodTimerController
function gameuiTrialPeriodTimerController.new() return end

---@param props table
---@return gameuiTrialPeriodTimerController
function gameuiTrialPeriodTimerController.new(props) return end

---@class gameuiTutorialArea : inkWidgetLogicController
---@field bracketID CName
gameuiTutorialArea = {}

---@return gameuiTutorialArea
function gameuiTutorialArea.new() return end

---@param props table
---@return gameuiTutorialArea
function gameuiTutorialArea.new(props) return end

---@class gameuiTutorialAreaDespawnEvent : redEvent
---@field bracketID CName
---@field areaID Uint32
gameuiTutorialAreaDespawnEvent = {}

---@return gameuiTutorialAreaDespawnEvent
function gameuiTutorialAreaDespawnEvent.new() return end

---@param props table
---@return gameuiTutorialAreaDespawnEvent
function gameuiTutorialAreaDespawnEvent.new(props) return end

---@class gameuiTutorialAreaSpawnEvent : redEvent
---@field bracketID CName
---@field areaID Uint32
---@field widget inkWidget
gameuiTutorialAreaSpawnEvent = {}

---@return gameuiTutorialAreaSpawnEvent
function gameuiTutorialAreaSpawnEvent.new() return end

---@param props table
---@return gameuiTutorialAreaSpawnEvent
function gameuiTutorialAreaSpawnEvent.new(props) return end

---@class gameuiTutorialBracketHideEvent : redEvent
---@field bracketID CName
gameuiTutorialBracketHideEvent = {}

---@return gameuiTutorialBracketHideEvent
function gameuiTutorialBracketHideEvent.new() return end

---@param props table
---@return gameuiTutorialBracketHideEvent
function gameuiTutorialBracketHideEvent.new(props) return end

---@class gameuiTutorialBracketLogicController : inkWidgetLogicController
---@field loopAnim inkanimProxy
gameuiTutorialBracketLogicController = {}

---@return gameuiTutorialBracketLogicController
function gameuiTutorialBracketLogicController.new() return end

---@param props table
---@return gameuiTutorialBracketLogicController
function gameuiTutorialBracketLogicController.new(props) return end

---@param e inkanimProxy
---@return Bool
function gameuiTutorialBracketLogicController:OnShowFinished(e) return end

---@return inkanimProxy
function gameuiTutorialBracketLogicController:PlayHideAnimation() return end

---@return inkanimProxy
function gameuiTutorialBracketLogicController:PlayShowAnimation() return end

---@class gameuiTutorialBracketShowEvent : redEvent
---@field data gameTutorialBracketData
gameuiTutorialBracketShowEvent = {}

---@return gameuiTutorialBracketShowEvent
function gameuiTutorialBracketShowEvent.new() return end

---@param props table
---@return gameuiTutorialBracketShowEvent
function gameuiTutorialBracketShowEvent.new(props) return end

---@class gameuiTutorialOverlayHideEvent : redEvent
---@field itemName CName
gameuiTutorialOverlayHideEvent = {}

---@return gameuiTutorialOverlayHideEvent
function gameuiTutorialOverlayHideEvent.new() return end

---@param props table
---@return gameuiTutorialOverlayHideEvent
function gameuiTutorialOverlayHideEvent.new(props) return end

---@class gameuiTutorialOverlayLogicController : inkWidgetLogicController
---@field hideInMenu Bool
---@field hideOnInput Bool
---@field showAnimation CName
---@field hideAnimation CName
---@field animProxy inkanimProxy
---@field tutorialManager questTutorialManager
gameuiTutorialOverlayLogicController = {}

---@return gameuiTutorialOverlayLogicController
function gameuiTutorialOverlayLogicController.new() return end

---@param props table
---@return gameuiTutorialOverlayLogicController
function gameuiTutorialOverlayLogicController.new(props) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiTutorialOverlayLogicController:OnButtonRelease(evt) return end

---@param e inkanimProxy
---@return Bool
function gameuiTutorialOverlayLogicController:OnShowFinished(e) return end

---@return Bool
function gameuiTutorialOverlayLogicController:OnUninitialize() return end

---@return inkanimProxy
function gameuiTutorialOverlayLogicController:PlayHideAnimation() return end

---@return inkanimProxy
function gameuiTutorialOverlayLogicController:PlayShowAnimation() return end

---@param tutorialManager questITutorialManager
function gameuiTutorialOverlayLogicController:SetupTutorialOverlayLogicController(tutorialManager) return end

---@class gameuiTutorialOverlayShowEvent : redEvent
---@field itemName CName
gameuiTutorialOverlayShowEvent = {}

---@return gameuiTutorialOverlayShowEvent
function gameuiTutorialOverlayShowEvent.new() return end

---@param props table
---@return gameuiTutorialOverlayShowEvent
function gameuiTutorialOverlayShowEvent.new(props) return end

---@class gameuiTutorialPopupGameController : gameuiWidgetGameController
---@field actionHint inkWidgetReference
---@field popupPanel inkWidgetReference
---@field popupFullscreenPanel inkWidgetReference
---@field popupBlockingPanel inkWidgetReference
---@field popupFullscreenRightPanel inkWidgetReference
---@field data TutorialPopupData
---@field inputBlocked Bool
---@field gamePaused Bool
---@field isShownBbId redCallbackObject
---@field animIntroPopup CName
---@field animIntroPopupModal CName
---@field animIntroFullscreenLeft CName
---@field animIntroFullscreenRight CName
---@field animOutroPopup CName
---@field animOutroPopupModal CName
---@field animOutroFullscreenLeft CName
---@field animOutroFullscreenRight CName
---@field animIntro CName
---@field animOutro CName
---@field targetPopup inkWidgetReference
---@field animationProxy inkanimProxy
---@field targetPosition gamePopupPosition
---@field onInputDeviceChangedCallbackID redCallbackObject
gameuiTutorialPopupGameController = {}

---@return gameuiTutorialPopupGameController
function gameuiTutorialPopupGameController.new() return end

---@param props table
---@return gameuiTutorialPopupGameController
function gameuiTutorialPopupGameController.new(props) return end

function gameuiTutorialPopupGameController:AdaptToScreenComposition() return end

function gameuiTutorialPopupGameController:RequestVisualState() return end

function gameuiTutorialPopupGameController:RestorePreviousVisualState() return end

---@return Bool
function gameuiTutorialPopupGameController:OnInitialize() return end

---@param value Uint32
---@return Bool
function gameuiTutorialPopupGameController:OnInputDeviceChanged(value) return end

---@param anim inkanimProxy
---@return Bool
function gameuiTutorialPopupGameController:OnIntro(anim) return end

---@param anim inkanimProxy
---@return Bool
function gameuiTutorialPopupGameController:OnOutro(anim) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiTutorialPopupGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiTutorialPopupGameController:OnPlayerDetach(playerPuppet) return end

---@param e inkPointerEvent
---@return Bool
function gameuiTutorialPopupGameController:OnRelease(e) return end

---@return Bool
function gameuiTutorialPopupGameController:OnUninitialize() return end

---@param offset Float
function gameuiTutorialPopupGameController:AdaptToBlackBars(offset) return end

---@param safezones Vector2
function gameuiTutorialPopupGameController:AdaptToHudSafezones(safezones) return end

---@param value Bool
function gameuiTutorialPopupGameController:BlockInput(value) return end

---@param value Bool
function gameuiTutorialPopupGameController:PauseGame(value) return end

function gameuiTutorialPopupGameController:SetupView() return end

---@class gameuiTweakDBIconReference : inkIconReference
---@field iconID TweakDBID
gameuiTweakDBIconReference = {}

---@return gameuiTweakDBIconReference
function gameuiTweakDBIconReference.new() return end

---@param props table
---@return gameuiTweakDBIconReference
function gameuiTweakDBIconReference.new(props) return end

---@class gameuiUIGameState : ISerializable
---@field uiData gameuiBaseUIData[]
gameuiUIGameState = {}

---@return gameuiUIGameState
function gameuiUIGameState.new() return end

---@param props table
---@return gameuiUIGameState
function gameuiUIGameState.new(props) return end

---@class gameuiUIIconsGeneratorSystem : gameuiIUIIconsGeneratorSystem
gameuiUIIconsGeneratorSystem = {}

---@return gameuiUIIconsGeneratorSystem
function gameuiUIIconsGeneratorSystem.new() return end

---@param props table
---@return gameuiUIIconsGeneratorSystem
function gameuiUIIconsGeneratorSystem.new(props) return end

---@class gameuiUIInteractionData
---@field interactionListActive Bool
---@field terminalInteractionActive Bool
gameuiUIInteractionData = {}

---@return gameuiUIInteractionData
function gameuiUIInteractionData.new() return end

---@param props table
---@return gameuiUIInteractionData
function gameuiUIInteractionData.new(props) return end

---@param self_ gameuiUIInteractionData
---@return Bool
function gameuiUIInteractionData.HasAnyInteraction(self_) return end

---@class gameuiUIObjectsLoaderSystem : gameuiIUIObjectsLoaderSystem
gameuiUIObjectsLoaderSystem = {}

---@return gameuiUIObjectsLoaderSystem
function gameuiUIObjectsLoaderSystem.new() return end

---@param props table
---@return gameuiUIObjectsLoaderSystem
function gameuiUIObjectsLoaderSystem.new(props) return end

---@class gameuiUnlockableProgram
---@field name CName
---@field note CName
---@field isFulfilled Bool
---@field programTweakID TweakDBID
---@field iconTweakID TweakDBID
---@field hidden Bool
gameuiUnlockableProgram = {}

---@return gameuiUnlockableProgram
function gameuiUnlockableProgram.new() return end

---@param props table
---@return gameuiUnlockableProgram
function gameuiUnlockableProgram.new(props) return end

---@class gameuiUpdateInputHintEvent : redEvent
---@field data gameuiInputHintData
---@field show Bool
---@field targetHintContainer CName
gameuiUpdateInputHintEvent = {}

---@return gameuiUpdateInputHintEvent
function gameuiUpdateInputHintEvent.new() return end

---@param props table
---@return gameuiUpdateInputHintEvent
function gameuiUpdateInputHintEvent.new(props) return end

---@class gameuiUpdateInputHintMultipleEvent : redEvent
---@field data gameuiInputHintData[]
---@field show Bool[]
---@field targetHintContainer CName
gameuiUpdateInputHintMultipleEvent = {}

---@return gameuiUpdateInputHintMultipleEvent
function gameuiUpdateInputHintMultipleEvent.new() return end

---@param props table
---@return gameuiUpdateInputHintMultipleEvent
function gameuiUpdateInputHintMultipleEvent.new(props) return end

---@param data gameuiInputHintData
---@param show Bool
function gameuiUpdateInputHintMultipleEvent:AddInputHint(data, show) return end

---@class gameuiVOWithDelay
---@field playDelay Float
---@field voHexID String
gameuiVOWithDelay = {}

---@return gameuiVOWithDelay
function gameuiVOWithDelay.new() return end

---@param props table
---@return gameuiVOWithDelay
function gameuiVOWithDelay.new(props) return end

---@class gameuiVehicleShopGameController : gameuiWidgetGameController
---@field homePage inkWidgetReference
---@field homePageMainText inkTextWidgetReference
---@field rightSidePanel inkWidgetReference
---@field headerImage inkWidgetReference
---@field offersCanvas inkWidgetReference
---@field detailsCanvas inkWidgetReference
---@field brandsListWidget inkCompoundWidgetReference
---@field offersGridWidget inkCompoundWidgetReference
---@field headerText inkTextWidgetReference
---@field scrollControllerWidget inkWidgetReference
---@field uiScriptableSystem UIScriptableSystem
---@field brandButtons VehicleBrandFilterLogicController[]
---@field offerButtons VehicleOfferLogicController[]
---@field detailsController VehicleDetailsLogicController
---@field currentBrandController VehicleBrandFilterLogicController
---@field discount Float
---@field c_discountFactTDBID TweakDBID
---@field c_discountValuesTDBID TweakDBID
gameuiVehicleShopGameController = {}

---@return gameuiVehicleShopGameController
function gameuiVehicleShopGameController.new() return end

---@param props table
---@return gameuiVehicleShopGameController
function gameuiVehicleShopGameController.new(props) return end

---@param brands CName[]|string[]
function gameuiVehicleShopGameController:GetCarBrands(brands) return end

---@param brand CName|string
---@param offers gamedataVehicleOffer_Record[]
function gameuiVehicleShopGameController:GetCarOffersByBrand(brand, offers) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnBrandClick(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnBrandHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnBrandHoverOver(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnHeaderClick(e) return end

---@return Bool
function gameuiVehicleShopGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnOfferClick(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnOfferHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiVehicleShopGameController:OnOfferHoverOver(e) return end

---@return Bool
function gameuiVehicleShopGameController:OnUninitialize() return end

---@param evt VehicleShopBackEvent
---@return Bool
function gameuiVehicleShopGameController:OnVehicleShopBackEventEvent(evt) return end

---@param evt VehicleShopPurchaseEvent
---@return Bool
function gameuiVehicleShopGameController:OnVehicleShopPurchaseEventEvent(evt) return end

---@param factName CName|string
---@return Bool
function gameuiVehicleShopGameController:CheckFact(factName) return end

---@param vehicleRecord gamedataVehicleOffer_Record
---@return Bool
function gameuiVehicleShopGameController:CheckVehicleNew(vehicleRecord) return end

function gameuiVehicleShopGameController:ClearBrands() return end

function gameuiVehicleShopGameController:ClearOffers() return end

---@param brand CName|string
---@return Bool
function gameuiVehicleShopGameController:DoesBrandHaveNewOffers(brand) return end

---@param brand CName|string
---@return Int32
function gameuiVehicleShopGameController:GetBrandWeight(brand) return end

---@param price Int32
---@return Int32
function gameuiVehicleShopGameController:GetDiscountedPrice(price) return end

---@return ScriptGameInstance
function gameuiVehicleShopGameController:GetGame() return end

---@param offer gamedataVehicleOffer_Record
---@return Int32
function gameuiVehicleShopGameController:GetOfferWeight(offer) return end

---@return Int32
function gameuiVehicleShopGameController:GetPlayerMoney() return end

---@param carFact CName|string
function gameuiVehicleShopGameController:MarkNewCarViewed(carFact) return end

function gameuiVehicleShopGameController:OpenHomeScreen() return end

---@param amount Int32
---@return Bool
function gameuiVehicleShopGameController:RemovePlayerMoney(amount) return end

function gameuiVehicleShopGameController:ResetDiscount() return end

---@param factName CName|string
---@param factCount Int32
---@return Bool
function gameuiVehicleShopGameController:SetFact(factName, factCount) return end

---@param brands CName[]|string[]
function gameuiVehicleShopGameController:SetUpBrands(brands) return end

function gameuiVehicleShopGameController:SetUpHomeScreen() return end

---@param brandController VehicleBrandFilterLogicController
function gameuiVehicleShopGameController:SetUpOffers(brandController) return end

---@param brandController VehicleBrandFilterLogicController
function gameuiVehicleShopGameController:ShowBrandOffers(brandController) return end

---@param offerController VehicleOfferLogicController
function gameuiVehicleShopGameController:ShowOfferDetails(offerController) return end

---@param sortedBrands CName[]|string[]
function gameuiVehicleShopGameController:SortBrands(sortedBrands) return end

---@param sortedOffers gamedataVehicleOffer_Record[]
function gameuiVehicleShopGameController:SortOffersByState(sortedOffers) return end

function gameuiVehicleShopGameController:UpdateDiscount() return end

---@class gameuiWardrobeSetPreviewGameController : gameuiBaseGarmentItemPreviewGameController
---@field colliderWidgetRef inkWidgetReference
---@field colliderWidget inkWidget
---@field data InventoryItemPreviewData
---@field isMouseDown Bool
---@field isNotification Bool
---@field c_GARMENT_ROTATION_SPEED Float
gameuiWardrobeSetPreviewGameController = {}

---@return gameuiWardrobeSetPreviewGameController
function gameuiWardrobeSetPreviewGameController.new() return end

---@param props table
---@return gameuiWardrobeSetPreviewGameController
function gameuiWardrobeSetPreviewGameController.new(props) return end

function gameuiWardrobeSetPreviewGameController:ClearPuppet() return end

function gameuiWardrobeSetPreviewGameController:HandleUnderwearVisualTags() return end

---@param itemID ItemID
function gameuiWardrobeSetPreviewGameController:PreviewEquipAndForceShowItem(itemID) return end

---@param itemID ItemID
function gameuiWardrobeSetPreviewGameController:PreviewEquipItem(itemID) return end

---@param equipmentArea gamedataEquipmentArea
function gameuiWardrobeSetPreviewGameController:PreviewUnequipFromEquipmentArea(equipmentArea) return end

---@param slotID TweakDBID|string
function gameuiWardrobeSetPreviewGameController:PreviewUnequipFromSlot(slotID) return end

---@param itemID ItemID
function gameuiWardrobeSetPreviewGameController:PreviewUnequipItem(itemID) return end

function gameuiWardrobeSetPreviewGameController:RestorePuppetWeapons() return end

---@param visualItems ItemID[]
function gameuiWardrobeSetPreviewGameController:SetUpPuppet(visualItems) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWardrobeSetPreviewGameController:OnGlobalRelease(e) return end

---@return Bool
function gameuiWardrobeSetPreviewGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function gameuiWardrobeSetPreviewGameController:OnPress(e) return end

---@return Bool
function gameuiWardrobeSetPreviewGameController:OnPreviewInitialized() return end

---@param e inkPointerEvent
---@return Bool
function gameuiWardrobeSetPreviewGameController:OnRelativeInput(e) return end

---@return Bool
function gameuiWardrobeSetPreviewGameController:OnUninitialize() return end

function gameuiWardrobeSetPreviewGameController:CleanUpPuppet() return end

---@param slotID TweakDBID|string
function gameuiWardrobeSetPreviewGameController:DelayedResetItemAppearanceInSlot(slotID) return end

---@return ItemID[]
function gameuiWardrobeSetPreviewGameController:GetVisualItems() return end

---@param e inkPointerEvent
function gameuiWardrobeSetPreviewGameController:HandleAxisInput(e) return end

function gameuiWardrobeSetPreviewGameController:RestorePuppetEquipment() return end

function gameuiWardrobeSetPreviewGameController:SyncUnderwearToEquipmentSystem() return end

---@return Bool
function gameuiWardrobeSetPreviewGameController:TryRestoreActiveWardrobeSet() return end

---@class gameuiWeaponRosterGameController : gameuiHUDGameController
---@field weaponName inkTextWidgetReference
---@field weaponIcon inkImageWidgetReference
---@field weaponCurrentAmmo inkTextWidgetReference
---@field weaponTotalAmmo inkTextWidgetReference
---@field weaponAmmoWrapper inkWidgetReference
---@field onFootContainer inkWidgetReference
---@field weaponizedVehicleContainer inkWidgetReference
---@field weaponizedVehicleMissileLauncherContainer inkWidgetReference
---@field weaponizedVehicleMachinegunContainer inkWidgetReference
---@field machinegunAmmo inkTextWidgetReference
---@field machinegunReloadingProgressBar inkWidgetReference
---@field machinegunReloadingProgressBarFill inkWidgetReference
---@field missileLauncherAmmo inkTextWidgetReference
---@field missileLauncherReloadingProgressBar inkWidgetReference
---@field missileLauncherReloadingProgressBarFill inkWidgetReference
---@field smartLinkFirmwareOnline inkCompoundWidgetReference
---@field smartLinkFirmwareOffline inkCompoundWidgetReference
---@field uiEquipmentDataBlackboard gameIBlackboard
---@field ammoHackedListenerId redCallbackObject
---@field BBWeaponList redCallbackObject
---@field BBAmmoLooted redCallbackObject
---@field dataListenerId redCallbackObject
---@field onMagazineAmmoCount redCallbackObject
---@field remoteControlledVehicleDataCallback redCallbackObject
---@field psmWeaponStateChangedCallback redCallbackObject
---@field VisionStateBlackboardId redCallbackObject
---@field weaponParamsListenerId redCallbackObject
---@field weaponizedVehicleMachineGunAmmoChangedCallback redCallbackObject
---@field weaponizedVehicleMissileLauncherChargesChangedCallback redCallbackObject
---@field weaponRecord gamedataWeaponItem_Record
---@field activeWeapon gameSlotWeaponData
---@field player PlayerPuppet
---@field PlayerMuppet gameMuppet
---@field transitionAnimProxy inkanimProxy
---@field outOfAmmoAnim inkanimProxy
---@field folded Bool
---@field isUnholstered Bool
---@field inVehicle Bool
---@field inWeaponizedVehicle Bool
---@field InventoryManager InventoryDataManagerV2
---@field weaponItemData gameInventoryItemData
---@field weaponizedVehiclePowerWeaponReloadTime Float
---@field weaponizedVehiclePowerWeaponReloadElapsedTime Float
---@field weaponizedVehicleMissileLauncherMaxCharges Uint32
---@field weaponizedVehicleMissileLauncherRechargeTime Float
---@field weaponizedVehicleMissileLauncherRechargeElapsedTime Float
gameuiWeaponRosterGameController = {}

---@return gameuiWeaponRosterGameController
function gameuiWeaponRosterGameController.new() return end

---@param props table
---@return gameuiWeaponRosterGameController
function gameuiWeaponRosterGameController.new(props) return end

---@param value Bool
---@return Bool
function gameuiWeaponRosterGameController:OnAmmoIndicatorHacked(value) return end

---@param value Bool
---@return Bool
function gameuiWeaponRosterGameController:OnAmmoLooted(value) return end

---@return Bool
function gameuiWeaponRosterGameController:OnInitialize() return end

---@param evt gamemountingMountingEvent
---@return Bool
function gameuiWeaponRosterGameController:OnMountingEvent(evt) return end

---@param value Int32
---@return Bool
function gameuiWeaponRosterGameController:OnPSMVisionStateChanged(value) return end

---@param value Int32
---@return Bool
function gameuiWeaponRosterGameController:OnPSMWeaponStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiWeaponRosterGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function gameuiWeaponRosterGameController:OnPlayerDetach(playerPuppet) return end

---@param value Variant
---@return Bool
function gameuiWeaponRosterGameController:OnRemoteControlledVehicleChanged(value) return end

---@param argParams Variant
---@return Bool
function gameuiWeaponRosterGameController:OnSmartGunParams(argParams) return end

---@return Bool
function gameuiWeaponRosterGameController:OnUninitialize() return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function gameuiWeaponRosterGameController:OnUnmountingEvent(evt) return end

---@param dT Float
---@return Bool
function gameuiWeaponRosterGameController:OnUpdate(dT) return end

---@param value Variant
---@return Bool
function gameuiWeaponRosterGameController:OnUpdateData(value) return end

---@param value Variant
---@return Bool
function gameuiWeaponRosterGameController:OnWeaponDataChanged(value) return end

---@param value Variant
---@return Bool
function gameuiWeaponRosterGameController:OnWeaponDataChanged_MP(value) return end

---@param value Uint32
---@return Bool
function gameuiWeaponRosterGameController:OnWeaponizedVehicleMachineGunAmmoChanged(value) return end

---@param value Uint32
---@return Bool
function gameuiWeaponRosterGameController:OnWeaponizedVehicleMissileLauncherChargesChanged(value) return end

function gameuiWeaponRosterGameController:Fold() return end

---@param ammoCount Int32
---@param textLength Int32
---@return String
function gameuiWeaponRosterGameController:GetAmmoText(ammoCount, textLength) return end

---@return CName
function gameuiWeaponRosterGameController:GetItemTypeIcon() return end

function gameuiWeaponRosterGameController:LoadWeaponIcon() return end

function gameuiWeaponRosterGameController:RegisterBlackboards() return end

function gameuiWeaponRosterGameController:ResetWeaponizedVehicleMissileLauncherProgressBar() return end

function gameuiWeaponRosterGameController:ResetWeaponizedVehiclePowerWeaponProgressBar() return end

function gameuiWeaponRosterGameController:SetRosterSlotData() return end

---@param isMelee Bool
function gameuiWeaponRosterGameController:SetRosterSlotData_MP(isMelee) return end

---@return Bool
function gameuiWeaponRosterGameController:ShouldIgnoreSmartUI() return end

function gameuiWeaponRosterGameController:Unfold() return end

function gameuiWeaponRosterGameController:UnregisterBlackboards() return end

---@param mountingInfo gamemountingMountingInfo
function gameuiWeaponRosterGameController:UpdateVehicleRoster(mountingInfo) return end

---@param state gamePSMRangedWeaponStates
function gameuiWeaponRosterGameController:UpdateWeaponizedVehicleMountedPowerWeaponProgressBarVisibility(state) return end

---@class gameuiWeaponRosterInfo
---@field ammoCurrent Int32
---@field ammoMagazine Int32
---@field ammoAvailable Int32
---@field fireModeCurrent Int32
---@field fileModeList CName[]
---@field damageTypeList gamedataDamageType[]
---@field weaponId Int32
gameuiWeaponRosterInfo = {}

---@return gameuiWeaponRosterInfo
function gameuiWeaponRosterInfo.new() return end

---@param props table
---@return gameuiWeaponRosterInfo
function gameuiWeaponRosterInfo.new(props) return end

---@class gameuiWeaponShootParams
---@field fromWorldPosition Vector4
---@field forward Vector4
gameuiWeaponShootParams = {}

---@return gameuiWeaponShootParams
function gameuiWeaponShootParams.new() return end

---@param props table
---@return gameuiWeaponShootParams
function gameuiWeaponShootParams.new(props) return end

---@class gameuiWidgetGameController : worlduiIWidgetGameController
gameuiWidgetGameController = {}

---@return gameuiWidgetGameController
function gameuiWidgetGameController.new() return end

---@param props table
---@return gameuiWidgetGameController
function gameuiWidgetGameController.new(props) return end

---@return gameBlackboardSystem
function gameuiWidgetGameController:GetBlackboardSystem() return end

---@return entEntity
function gameuiWidgetGameController:GetOwnerEntity() return end

---@param playerPuppet gameObject
---@return gameIBlackboard
function gameuiWidgetGameController:GetPSMBlackboard(playerPuppet) return end

---@return gameObject
function gameuiWidgetGameController:GetPlayerControlledObject() return end

---@return gameIBlackboard
function gameuiWidgetGameController:GetUIBlackboard() return end

---@param rStrength inkRumbleStrength
---@param rType inkRumbleType
---@param rPosition inkRumblePosition
function gameuiWidgetGameController:PlayRumble(rStrength, rType, rPosition) return end

---@param eventName CName|string
function gameuiWidgetGameController:PlayRumbleByName(eventName) return end

---@param rStrength inkRumbleStrength
function gameuiWidgetGameController:PlayRumbleLoop(rStrength) return end

---@param widgetName CName|string
---@param eventName CName|string
---@param actionKey CName|string
function gameuiWidgetGameController:PlaySound(widgetName, eventName, actionKey) return end

---@param debugFunctionName CName|string
function gameuiWidgetGameController:RegisterDebugCommand(debugFunctionName) return end

---@param context CName|string
---@param data inkUserData
function gameuiWidgetGameController:SetCursorContext(context, data) return end

---@param widget inkWidget
---@param time Float
---@param forceSnapping Bool
function gameuiWidgetGameController:SetCursorOverWidget(widget, time, forceSnapping) return end

---@param rStrength inkRumbleStrength
function gameuiWidgetGameController:StopRumbleLoop(rStrength) return end

---@class gameuiWorldMapDebugOutlineLogicController : inkWidgetLogicController
---@field outlineWidget inkShapeWidgetReference
gameuiWorldMapDebugOutlineLogicController = {}

---@return gameuiWorldMapDebugOutlineLogicController
function gameuiWorldMapDebugOutlineLogicController.new() return end

---@param props table
---@return gameuiWorldMapDebugOutlineLogicController
function gameuiWorldMapDebugOutlineLogicController.new(props) return end

---@class gameuiWorldMapDistrictLogicController : inkWidgetLogicController
---@field record gamedataDistrict_Record
---@field type gamedataDistrict
---@field selected Bool
---@field outlineWidget inkLinePatternWidgetReference
---@field iconWidget inkImageWidgetReference
---@field selectAnim inkanimProxy
---@field rootWidget inkWidget
gameuiWorldMapDistrictLogicController = {}

---@return gameuiWorldMapDistrictLogicController
function gameuiWorldMapDistrictLogicController.new() return end

---@param props table
---@return gameuiWorldMapDistrictLogicController
function gameuiWorldMapDistrictLogicController.new(props) return end

---@return Bool
function gameuiWorldMapDistrictLogicController:OnInitDistrict() return end

---@param inSelected Bool
---@return Bool
function gameuiWorldMapDistrictLogicController:OnSetSelected(inSelected) return end

---@return gamedataDistrict_Record
function gameuiWorldMapDistrictLogicController:GetParentDistrictRecord() return end

---@return Bool
function gameuiWorldMapDistrictLogicController:IsSubDistrict() return end

---@class gameuiWorldMapFloorPlanController : gameuiMinimapContainerController
gameuiWorldMapFloorPlanController = {}

---@return gameuiWorldMapFloorPlanController
function gameuiWorldMapFloorPlanController.new() return end

---@param props table
---@return gameuiWorldMapFloorPlanController
function gameuiWorldMapFloorPlanController.new(props) return end

---@class gameuiWorldMapGameObject : gameObject
---@field districts gameuiDistrictTriggerData[]
gameuiWorldMapGameObject = {}

---@return gameuiWorldMapGameObject
function gameuiWorldMapGameObject.new() return end

---@param props table
---@return gameuiWorldMapGameObject
function gameuiWorldMapGameObject.new(props) return end

---@class gameuiWorldMapMenuGameController : gameuiMappinsContainerController
---@field settingsRecordID TweakDBID
---@field selectedMappin gameuiBaseWorldMapMappinController
---@field playerOnTop Bool
---@field entityPreviewLibraryID CName
---@field entityPreviewSpawnContainer inkCompoundWidgetReference
---@field floorPlanSpawnContainer inkCompoundWidgetReference
---@field compassWidget inkWidgetReference
---@field districtsContainer inkCompoundWidgetReference
---@field subdistrictsContainer inkCompoundWidgetReference
---@field mappinOutlinesContainer inkCompoundWidgetReference
---@field groupOutlinesContainer inkCompoundWidgetReference
---@field tooltipContainer inkCompoundWidgetReference
---@field tooltipOffset inkMargin
---@field tooltipDistrictOffset inkMargin
---@field districtView gameuiEWorldMapDistrictView
---@field hoveredDistrict gamedataDistrict
---@field hoveredSubDistrict gamedataDistrict
---@field selectedDistrict gamedataDistrict
---@field canChangeCustomFilter Bool
---@field isZoomToMappinEnabled Bool
---@field preloaderWidget inkWidgetReference
---@field gameTimeText inkTextWidgetReference
---@field fastTravelInstructions inkWidgetReference
---@field filterSelector inkWidgetReference
---@field filterSelectorWarning inkWidgetReference
---@field filterText inkTextWidgetReference
---@field districtIconImage inkImageWidgetReference
---@field districtNameText inkTextWidgetReference
---@field subdistrictNameText inkTextWidgetReference
---@field locationAndGangsContainer inkWidgetReference
---@field gangsInfoContainer inkWidgetReference
---@field gangsList inkCompoundWidgetReference
---@field questContainer inkWidgetReference
---@field questName inkTextWidgetReference
---@field openInJournalButton inkWidgetReference
---@field objectiveName inkTextWidgetReference
---@field objectiveBackground inkWidgetReference
---@field objectiveFrame inkWidgetReference
---@field topShadow inkWidgetReference
---@field rightAxisZoomThreshold Float
---@field customFilters inkWidgetReference
---@field filtersList inkVerticalPanelWidgetReference
---@field filterLeftArrow inkWidgetReference
---@field filterRightArrow inkWidgetReference
---@field quickFilterIndicators inkWidgetReference[]
---@field customFiltersListAnimationDelay Float
---@field cameraMode gameuiEWorldMapCameraMode
---@field menuEventDispatcher inkMenuEventDispatcher
---@field tooltipController WorldMapTooltipContainer
---@field gameTimeTextParams textTextParameterSet
---@field previousHoveredDistrict gamedataDistrict
---@field currentHoveredDistrict gamedataDistrict
---@field showedSubdistrictGangs Bool
---@field player gameObject
---@field audioSystem gameGameAudioSystem
---@field journalManager gameJournalManager
---@field mappinSystem gamemappinsMappinSystem
---@field mapBlackboard gameIBlackboard
---@field mapDefinition UI_MapDef
---@field trackedObjective gameJournalQuestObjectiveBase
---@field trackedQuest gameJournalQuest
---@field mappinsPositions Vector3[]
---@field lastRightAxisYAmount Float
---@field justOpenedQuestJournal Bool
---@field initMappinFocus MapMenuUserData
---@field currentQuickFilterIndex Int32
---@field currentCustomFilterIndex Int32
---@field spawnedCustomFilterIndex Int32
---@field gangsAsyncSpawnRequests inkAsyncSpawnRequest[]
---@field customFiltersList WorldMapFiltersListItem[]
---@field animationProxy inkanimProxy
---@field entityAttached Bool
---@field readyToZoom Bool
---@field isHoveringOverFilters Bool
---@field isPanning Bool
---@field isZooming Bool
---@field pressedRMB Bool
---@field startedFastTraveling Bool
gameuiWorldMapMenuGameController = {}

---@return gameuiWorldMapMenuGameController
function gameuiWorldMapMenuGameController.new() return end

---@param props table
---@return gameuiWorldMapMenuGameController
function gameuiWorldMapMenuGameController.new(props) return end

---@return Bool
function gameuiWorldMapMenuGameController:AreDistrictsVisible() return end

---@return Bool
function gameuiWorldMapMenuGameController:CanDebugTeleport() return end

---@param filter gamedataWorldMapFilter
function gameuiWorldMapMenuGameController:ClearCustomFilter(filter) return end

---@param hash Uint32
---@param transitionTime Float
---@param margin inkMargin
function gameuiWorldMapMenuGameController:FrameMappinPath(hash, transitionTime, margin) return end

---@return Float
function gameuiWorldMapMenuGameController:GetCurrentZoom() return end

---@return Uint32
function gameuiWorldMapMenuGameController:GetCustomFilters() return end

---@return gameuiWorldMapPreviewGameController
function gameuiWorldMapMenuGameController:GetEntityPreview() return end

---@return gamedataWorldMapFilter
function gameuiWorldMapMenuGameController:GetQuickFilter() return end

---@return gamedataWorldMapSettings_Record
function gameuiWorldMapMenuGameController:GetSettings() return end

---@param filter gamedataWorldMapFilter
---@return Bool
function gameuiWorldMapMenuGameController:HasCustomFilter(filter) return end

---@return Bool
function gameuiWorldMapMenuGameController:IsEntityAttachedAndSetup() return end

---@return Bool
function gameuiWorldMapMenuGameController:IsEntitySetup() return end

function gameuiWorldMapMenuGameController:MoveToPlayer() return end

function gameuiWorldMapMenuGameController:SaveFilters() return end

---@param filter gamedataWorldMapFilter
function gameuiWorldMapMenuGameController:SetCustomFilter(filter) return end

function gameuiWorldMapMenuGameController:SetFloorPlanVisible() return end

---@param enabled Bool
function gameuiWorldMapMenuGameController:SetMapCursorEnabled(enabled) return end

---@param mappinController gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:SetMappinVisited(mappinController) return end

---@param enabled Bool
function gameuiWorldMapMenuGameController:SetMousePanEnabled(enabled) return end

---@param enabled Bool
function gameuiWorldMapMenuGameController:SetMouseRotateEnabled(enabled) return end

---@param filter gamedataWorldMapFilter
function gameuiWorldMapMenuGameController:SetQuickFilter(filter) return end

---@param filterGroup gamedataMappinUIFilterGroup_Record
function gameuiWorldMapMenuGameController:SetQuickFilterFromRecord(filterGroup) return end

---@param mappinController gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:SetSelectedMappin(mappinController) return end

function gameuiWorldMapMenuGameController:TrackCustomPositionMappin() return end

---@param mappinController gameuiMappinBaseController
function gameuiWorldMapMenuGameController:TrackMappin(mappinController) return end

function gameuiWorldMapMenuGameController:UntrackCustomPositionMappin() return end

function gameuiWorldMapMenuGameController:UntrackMappin() return end

---@param mappinController gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:ZoomToMappin(mappinController) return end

---@param zoomIn Bool
function gameuiWorldMapMenuGameController:ZoomWithMouse(zoomIn) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnAxisInput(e) return end

---@param userData IScriptable
---@return Bool
function gameuiWorldMapMenuGameController:OnBack(userData) return end

---@param flag Bool
---@return Bool
function gameuiWorldMapMenuGameController:OnCanChangeCustomFilterChanged(flag) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnCustomFilterChanged() return end

---@param oldView gameuiEWorldMapDistrictView
---@param newView gameuiEWorldMapDistrictView
---@return Bool
function gameuiWorldMapMenuGameController:OnDistrictViewChanged(oldView, newView) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnEntityAttached() return end

---@return Bool
function gameuiWorldMapMenuGameController:OnEntityDetached() return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterArrowHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterArrowHoverOver(e) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterLeftArrowClicked(evt) return end

---@param filterWidget inkWidget
---@param userData IScriptable
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterListItemSpawned(filterWidget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterRightArrowClicked(evt) return end

---@param evt inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnFilterSwitched(evt) return end

---@param gangWidget inkWidget
---@param userData IScriptable
---@return Bool
function gameuiWorldMapMenuGameController:OnGangListItemSpawned(gangWidget, userData) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnHoldInput(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnHoverOutMappin(e) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnHoverOverMappin(e) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnInitialize() return end

---@param evt MapNavigationDelay
---@return Bool
function gameuiWorldMapMenuGameController:OnMapNavigationDelay(evt) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnPressInput(e) return end

---@param filterGroup gamedataMappinUIFilterGroup_Record
---@return Bool
function gameuiWorldMapMenuGameController:OnQuickFilterChanged(filterGroup) return end

---@param e inkPointerEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnReleaseInput(e) return end

---@param widget inkWidget
---@return Bool
function gameuiWorldMapMenuGameController:OnRemovePreloader(widget) return end

---@param oldController gameuiBaseWorldMapMappinController
---@param newController gameuiBaseWorldMapMappinController
---@return Bool
function gameuiWorldMapMenuGameController:OnSelectedMappinChanged(oldController, newController) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function gameuiWorldMapMenuGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function gameuiWorldMapMenuGameController:OnSetUserData(userData) return end

---@param eventData SetZoomLevelEvent
---@return Bool
function gameuiWorldMapMenuGameController:OnSetZoomLevelEvent(eventData) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnShowSpinner() return end

---@param hash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function gameuiWorldMapMenuGameController:OnTrackedEntryChanges(hash, className, notifyOption, changeType) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnUninitialize() return end

---@param district gamedataDistrict
---@param subdistrict gamedataDistrict
---@return Bool
function gameuiWorldMapMenuGameController:OnUpdateHoveredDistricts(district, subdistrict) return end

---@param oldLevel Int32
---@param newLevel Int32
---@return Bool
function gameuiWorldMapMenuGameController:OnZoomLevelChanged(oldLevel, newLevel) return end

---@param flag Bool
---@return Bool
function gameuiWorldMapMenuGameController:OnZoomToMappinEnabledChanged(flag) return end

---@return Bool
function gameuiWorldMapMenuGameController:OnZoomTransitionFinished() return end

---@param show Bool
---@param action CName|string
---@param locKey String
---@return gameuiUpdateInputHintMultipleEvent, Int32
function gameuiWorldMapMenuGameController:AddInputHintUpdate(show, action, locKey) return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiWorldMapMenuGameController:CanOpenCodexPopup(mappin) return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiWorldMapMenuGameController:CanOpenJournalForMappin(mappin) return end

---@param controller gameuiBaseWorldMapMappinController
---@return Bool
function gameuiWorldMapMenuGameController:CanPlayerTrackMappin(controller) return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiWorldMapMenuGameController:CanPlayerTrackMappin(mappin) return end

---@param controller gameuiBaseWorldMapMappinController
---@return Bool
function gameuiWorldMapMenuGameController:CanQuestTrackMappin(controller) return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiWorldMapMenuGameController:CanQuestTrackMappin(mappin) return end

---@param controller gameuiBaseWorldMapMappinController
---@return Bool
function gameuiWorldMapMenuGameController:CanZoomToMappin(controller) return end

function gameuiWorldMapMenuGameController:ClearAllAsyncSpawnRequests() return end

---@param mappin gamemappinsIMappin
---@param mappinVariant gamedataMappinVariant
---@param customData gameuiMappinControllerCustomData
---@return gameuiMappinUIProfile
function gameuiWorldMapMenuGameController:CreateMappinUIProfile(mappin, mappinVariant, customData) return end

function gameuiWorldMapMenuGameController:CycleQuickFilterNext() return end

function gameuiWorldMapMenuGameController:CycleQuickFilterPrev() return end

---@param cycleNext Bool
function gameuiWorldMapMenuGameController:CycleWorldMapFilter(cycleNext) return end

function gameuiWorldMapMenuGameController:DEBUG_Teleport() return end

function gameuiWorldMapMenuGameController:FastTravel() return end

---@param mappin gamemappinsIMappin
---@return gameJournalEntry
function gameuiWorldMapMenuGameController:GetCodexEntryForMappin(mappin) return end

---@param view gameuiEWorldMapDistrictView
---@param show Bool
---@return CName
function gameuiWorldMapMenuGameController:GetDistrictAnimation(view, show) return end

---@return FastTravelSystem
function gameuiWorldMapMenuGameController:GetFastTravelSystem() return end

---@return gameJournalManager
function gameuiWorldMapMenuGameController:GetJournalManager() return end

---@param mappin gamemappinsIMappin
---@return gameJournalEntry
function gameuiWorldMapMenuGameController:GetMappinJournalEntry(mappin) return end

---@param mappin gamemappinsIMappin
---@return Uint32
function gameuiWorldMapMenuGameController:GetMappinJournalPathHash(mappin) return end

---@return gameObject
function gameuiWorldMapMenuGameController:GetOwner() return end

---@return gameObject
function gameuiWorldMapMenuGameController:GetPlayer() return end

---@param mappinVariant gamedataMappinVariant
---@return WorldMapTooltipType
function gameuiWorldMapMenuGameController:GetTooltipType(mappinVariant) return end

---@return Int32
function gameuiWorldMapMenuGameController:GetTotalZoomLevels() return end

---@param e inkPointerEvent
function gameuiWorldMapMenuGameController:HandleAxisInput(e) return end

---@param e inkPointerEvent
function gameuiWorldMapMenuGameController:HandleHoldInput(e) return end

---@param e inkPointerEvent
function gameuiWorldMapMenuGameController:HandlePressInput(e) return end

---@param e inkPointerEvent
function gameuiWorldMapMenuGameController:HandleReleaseInput(e) return end

---@return Bool
function gameuiWorldMapMenuGameController:HasSelectedMappin() return end

function gameuiWorldMapMenuGameController:HideAllTooltips() return end

---@param controller gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:HideMappinTooltip(controller) return end

function gameuiWorldMapMenuGameController:InitializeCustomFiltersList() return end

function gameuiWorldMapMenuGameController:InitializeQuickFiltersList() return end

---@return Bool
function gameuiWorldMapMenuGameController:IsFastTravelEnabled() return end

---@param controller gameuiBaseWorldMapMappinController
---@return Bool
function gameuiWorldMapMenuGameController:IsMappinQuestTracked(controller) return end

---@param mappin gamemappinsIMappin
---@return Bool
function gameuiWorldMapMenuGameController:IsMappinQuestTracked(mappin) return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function gameuiWorldMapMenuGameController:IsPoliceTooltip(mappinVariant) return end

---@param option ECustomFilterDPadNavigationOption
function gameuiWorldMapMenuGameController:NavigateCustomFilters(option) return end

---@param jurnalEntry gameJournalEntry
function gameuiWorldMapMenuGameController:OpenCodexPopup(jurnalEntry) return end

---@param questEntry gameJournalEntry
function gameuiWorldMapMenuGameController:OpenQuestInJournal(questEntry) return end

function gameuiWorldMapMenuGameController:OpenSelectedQuest() return end

function gameuiWorldMapMenuGameController:OpenTrackedQuest() return end

function gameuiWorldMapMenuGameController:PlayCustomFiltersAnimations() return end

function gameuiWorldMapMenuGameController:RefreshInputHints() return end

---@param visible Bool
function gameuiWorldMapMenuGameController:SetMappinIconsVisible(visible) return end

---@param index Int32
function gameuiWorldMapMenuGameController:SetQuickFilterIndicator(index) return end

---@param mappinVariant gamedataMappinVariant
---@return Bool
function gameuiWorldMapMenuGameController:ShouldDisplayInHud(mappinVariant) return end

---@param district gamedataDistrict
---@param sub gamedataDistrict
function gameuiWorldMapMenuGameController:ShowGangsInfo(district, sub) return end

---@param controller gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:ShowMappinTooltip(controller) return end

---@param toggle Bool
function gameuiWorldMapMenuGameController:ToggleQuickFilterIndicatorsVsibility(toggle) return end

---@param controller gameuiMappinBaseController
function gameuiWorldMapMenuGameController:TrackQuestMappin(controller) return end

function gameuiWorldMapMenuGameController:TryFastTravel() return end

function gameuiWorldMapMenuGameController:TryTrackQuestOrSetWaypoint() return end

function gameuiWorldMapMenuGameController:UninitializeCustomFiltersList() return end

---@param filter gamedataWorldMapFilter
---@param enable Bool
function gameuiWorldMapMenuGameController:UpdateCustomFilter(filter, enable) return end

---@param fastTravelEnabled Bool
function gameuiWorldMapMenuGameController:UpdateFastTravelVisiblity(fastTravelEnabled) return end

function gameuiWorldMapMenuGameController:UpdateGameTime() return end

function gameuiWorldMapMenuGameController:UpdateSelectedMappinTooltip() return end

---@param tooltipType WorldMapTooltipType
---@param controller gameuiBaseWorldMapMappinController
function gameuiWorldMapMenuGameController:UpdateTooltip(tooltipType, controller) return end

function gameuiWorldMapMenuGameController:UpdateTrackedQuest() return end

---@class gameuiWorldMapPlayerInitData : gameuiMappinControllerCustomData
gameuiWorldMapPlayerInitData = {}

---@return gameuiWorldMapPlayerInitData
function gameuiWorldMapPlayerInitData.new() return end

---@param props table
---@return gameuiWorldMapPlayerInitData
function gameuiWorldMapPlayerInitData.new(props) return end

---@class gameuiWorldMapPlayerMappinController : gameuiBaseWorldMapMappinController
---@field coneIconWidget inkImageWidgetReference
gameuiWorldMapPlayerMappinController = {}

---@return gameuiWorldMapPlayerMappinController
function gameuiWorldMapPlayerMappinController.new() return end

---@param props table
---@return gameuiWorldMapPlayerMappinController
function gameuiWorldMapPlayerMappinController.new(props) return end

---@return Bool
function gameuiWorldMapPlayerMappinController:OnFiltersChanged() return end

---@return Bool
function gameuiWorldMapPlayerMappinController:OnInitialize() return end

---@return Bool
function gameuiWorldMapPlayerMappinController:CanSelectMappin() return end

---@return CName
function gameuiWorldMapPlayerMappinController:ComputeRootState() return end

function gameuiWorldMapPlayerMappinController:UpdateIcon() return end

---@class gameuiWorldMapPreviewGameController : gameuiMenuGameController
---@field viewTemplate entEntityTemplate
---@field viewEnvironmentDefinition worldEnvironmentAreaParameters
---@field cursorTemplate entEntityTemplate
---@field canvas inkImageWidgetReference
gameuiWorldMapPreviewGameController = {}

---@return gameuiWorldMapPreviewGameController
function gameuiWorldMapPreviewGameController.new() return end

---@param props table
---@return gameuiWorldMapPreviewGameController
function gameuiWorldMapPreviewGameController.new(props) return end

---@return gameuiEWorldMapCameraMode
function gameuiWorldMapPreviewGameController:GetCameraMode() return end

---@param zoomLevel Int32
function gameuiWorldMapPreviewGameController:JumpToZoomLevel(zoomLevel) return end

---@param direction Vector4
---@param strength Float
function gameuiWorldMapPreviewGameController:Move(direction, strength) return end

---@param direction Vector3
function gameuiWorldMapPreviewGameController:MoveTo(direction) return end

---@param strength Float
function gameuiWorldMapPreviewGameController:RotatePitch(strength) return end

---@param strength Float
function gameuiWorldMapPreviewGameController:RotateYaw(strength) return end

---@param cameraMode gameuiEWorldMapCameraMode
function gameuiWorldMapPreviewGameController:SetCameraMode(cameraMode) return end

---@param strength Float
function gameuiWorldMapPreviewGameController:ZoomIn(strength) return end

---@param strength Float
function gameuiWorldMapPreviewGameController:ZoomOut(strength) return end

---@class gameuiWorldMapUpdateGroupsEvent : redEvent
gameuiWorldMapUpdateGroupsEvent = {}

---@return gameuiWorldMapUpdateGroupsEvent
function gameuiWorldMapUpdateGroupsEvent.new() return end

---@param props table
---@return gameuiWorldMapUpdateGroupsEvent
function gameuiWorldMapUpdateGroupsEvent.new(props) return end

---@class gameuiWorldMappinsContainerController : gameuiMappinsContainerController
gameuiWorldMappinsContainerController = {}

---@return gameuiWorldMappinsContainerController
function gameuiWorldMappinsContainerController.new() return end

---@param props table
---@return gameuiWorldMappinsContainerController
function gameuiWorldMappinsContainerController.new(props) return end

---@param mappin gamemappinsIMappin
---@param mappinVariant gamedataMappinVariant
---@param customData gameuiMappinControllerCustomData
---@return gameuiMappinUIProfile
function gameuiWorldMappinsContainerController:CreateMappinUIProfile(mappin, mappinVariant, customData) return end

---@class gameuiZoomChangeCallback : inkCallbackBase
gameuiZoomChangeCallback = {}

---@return gameuiZoomChangeCallback
function gameuiZoomChangeCallback.new() return end

---@param props table
---@return gameuiZoomChangeCallback
function gameuiZoomChangeCallback.new(props) return end

---@class gameuiZoomLevelChangeCallback : inkCallbackBase
gameuiZoomLevelChangeCallback = {}

---@return gameuiZoomLevelChangeCallback
function gameuiZoomLevelChangeCallback.new() return end

---@param props table
---@return gameuiZoomLevelChangeCallback
function gameuiZoomLevelChangeCallback.new(props) return end

---@class gameuiarcadeArcadeBackgroundController : inkWidgetLogicController
---@field backgroundLayerList inkWidgetReference[]
gameuiarcadeArcadeBackgroundController = {}

---@return gameuiarcadeArcadeBackgroundController
function gameuiarcadeArcadeBackgroundController.new() return end

---@param props table
---@return gameuiarcadeArcadeBackgroundController
function gameuiarcadeArcadeBackgroundController.new(props) return end

---@class gameuiarcadeArcadeColliderData
---@field type gameuiarcadeArcadeColliderType
---@field shape gameuiarcadeBoundingShape
gameuiarcadeArcadeColliderData = {}

---@return gameuiarcadeArcadeColliderData
function gameuiarcadeArcadeColliderData.new() return end

---@param props table
---@return gameuiarcadeArcadeColliderData
function gameuiarcadeArcadeColliderData.new(props) return end

---@class gameuiarcadeArcadeGameController : gameuiWidgetGameController
---@field minigame gameuiarcadeArcadeMinigame
---@field defaultScreenTransitionTotalTime Float
---@field screenTransitionWidget inkImageWidgetReference
---@field menu inkWidgetReference
---@field gameplay inkWidgetReference
---@field scoreboard inkWidgetReference
gameuiarcadeArcadeGameController = {}

---@return gameuiarcadeArcadeGameController
function gameuiarcadeArcadeGameController.new() return end

---@param props table
---@return gameuiarcadeArcadeGameController
function gameuiarcadeArcadeGameController.new(props) return end

---@class gameuiarcadeArcadeGameplayController : gameuiarcadeIArcadeScreenController
---@field score inkWidgetReference
---@field pauseText inkWidgetReference
gameuiarcadeArcadeGameplayController = {}

---@class gameuiarcadeArcadeHealthController : inkWidgetLogicController
---@field widget inkWidget
gameuiarcadeArcadeHealthController = {}

---@class gameuiarcadeArcadeMenuController : gameuiarcadeIArcadeScreenController
---@field startArrow inkWidgetReference
---@field scoreboardArrow inkWidgetReference
gameuiarcadeArcadeMenuController = {}

---@return gameuiarcadeArcadeMenuController
function gameuiarcadeArcadeMenuController.new() return end

---@param props table
---@return gameuiarcadeArcadeMenuController
function gameuiarcadeArcadeMenuController.new(props) return end

---@class gameuiarcadeArcadeObjectController : inkWidgetLogicController
---@field image inkWidgetReference
---@field colliderList gameuiarcadeArcadeColliderData[]
gameuiarcadeArcadeObjectController = {}

---@return gameuiarcadeArcadeObjectController
function gameuiarcadeArcadeObjectController.new() return end

---@param props table
---@return gameuiarcadeArcadeObjectController
function gameuiarcadeArcadeObjectController.new(props) return end

---@class gameuiarcadeArcadeParallaxPlaneController : inkWidgetLogicController
---@field displacementAxis gameuiarcadeArcadeParallaxPlaneControllerDisplacementAxis
---@field loopType gameuiarcadeArcadeParallaxPlaneControllerLoopType
---@field segmentList inkWidgetReference[]
gameuiarcadeArcadeParallaxPlaneController = {}

---@return gameuiarcadeArcadeParallaxPlaneController
function gameuiarcadeArcadeParallaxPlaneController.new() return end

---@param props table
---@return gameuiarcadeArcadeParallaxPlaneController
function gameuiarcadeArcadeParallaxPlaneController.new(props) return end

---@class gameuiarcadeArcadePermanentResourceManager : ISerializable
gameuiarcadeArcadePermanentResourceManager = {}

---@return gameuiarcadeArcadePermanentResourceManager
function gameuiarcadeArcadePermanentResourceManager.new() return end

---@param props table
---@return gameuiarcadeArcadePermanentResourceManager
function gameuiarcadeArcadePermanentResourceManager.new(props) return end

---@class gameuiarcadeArcadePlayerController : inkWidgetLogicController
---@field colliderList gameuiarcadeArcadeColliderData[]
gameuiarcadeArcadePlayerController = {}

---@class gameuiarcadeArcadeScoreController : inkWidgetLogicController
---@field scoreText inkWidgetReference
gameuiarcadeArcadeScoreController = {}

---@return gameuiarcadeArcadeScoreController
function gameuiarcadeArcadeScoreController.new() return end

---@param props table
---@return gameuiarcadeArcadeScoreController
function gameuiarcadeArcadeScoreController.new(props) return end

---@class gameuiarcadeArcadeScoreboardController : gameuiarcadeIArcadeScreenController
---@field endingPanel inkWidgetReference
---@field playerCurrentScore inkTextWidgetReference
---@field playerHighestScore inkTextWidgetReference
---@field playerHighestScoreAlert inkTextWidgetReference
---@field pressToPlayAgainText inkWidgetReference
---@field scoreboardNameList inkTextWidgetReference[]
---@field scoreboardScoreList inkTextWidgetReference[]
gameuiarcadeArcadeScoreboardController = {}

---@return gameuiarcadeArcadeScoreboardController
function gameuiarcadeArcadeScoreboardController.new() return end

---@param props table
---@return gameuiarcadeArcadeScoreboardController
function gameuiarcadeArcadeScoreboardController.new(props) return end

---@class gameuiarcadeArcadeSpawnerController : inkWidgetLogicController
---@field objectLibraryID CName
---@field initialObjectsCount Uint32
gameuiarcadeArcadeSpawnerController = {}

---@return gameuiarcadeArcadeSpawnerController
function gameuiarcadeArcadeSpawnerController.new() return end

---@param props table
---@return gameuiarcadeArcadeSpawnerController
function gameuiarcadeArcadeSpawnerController.new(props) return end

---@class gameuiarcadeArcadeSystem : gameIGameSystem
gameuiarcadeArcadeSystem = {}

---@return gameuiarcadeArcadeSystem
function gameuiarcadeArcadeSystem.new() return end

---@param props table
---@return gameuiarcadeArcadeSystem
function gameuiarcadeArcadeSystem.new(props) return end

---@class gameuiarcadeBoundingCircle : gameuiarcadeBoundingShape
gameuiarcadeBoundingCircle = {}

---@return gameuiarcadeBoundingCircle
function gameuiarcadeBoundingCircle.new() return end

---@param props table
---@return gameuiarcadeBoundingCircle
function gameuiarcadeBoundingCircle.new(props) return end

---@class gameuiarcadeBoundingRect : gameuiarcadeBoundingShape
gameuiarcadeBoundingRect = {}

---@return gameuiarcadeBoundingRect
function gameuiarcadeBoundingRect.new() return end

---@param props table
---@return gameuiarcadeBoundingRect
function gameuiarcadeBoundingRect.new(props) return end

---@class gameuiarcadeBoundingShape : IScriptable
---@field boundingShape inkWidgetReference
gameuiarcadeBoundingShape = {}

---@class gameuiarcadeIArcadeScreenController : inkWidgetLogicController
gameuiarcadeIArcadeScreenController = {}

---@class gameuiarcadeRoachRaceBackgroundController : gameuiarcadeArcadeBackgroundController
---@field parallaxPlaneRelativeVelocityList Float[]
---@field daynightWidget inkWidgetReference
---@field backgroundObjectSpawner inkWidgetReference
---@field cloudSpawner inkWidgetReference
gameuiarcadeRoachRaceBackgroundController = {}

---@return gameuiarcadeRoachRaceBackgroundController
function gameuiarcadeRoachRaceBackgroundController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceBackgroundController
function gameuiarcadeRoachRaceBackgroundController.new(props) return end

---@class gameuiarcadeRoachRaceCloudSpawnerController : gameuiarcadeArcadeSpawnerController
---@field minCloudRelativeVelocity Float
---@field maxCloudRelativeVelocity Float
---@field cloudSpawnTime Float
gameuiarcadeRoachRaceCloudSpawnerController = {}

---@return gameuiarcadeRoachRaceCloudSpawnerController
function gameuiarcadeRoachRaceCloudSpawnerController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceCloudSpawnerController
function gameuiarcadeRoachRaceCloudSpawnerController.new(props) return end

---@class gameuiarcadeRoachRaceCollisionSystem : IScriptable
gameuiarcadeRoachRaceCollisionSystem = {}

---@return gameuiarcadeRoachRaceCollisionSystem
function gameuiarcadeRoachRaceCollisionSystem.new() return end

---@param props table
---@return gameuiarcadeRoachRaceCollisionSystem
function gameuiarcadeRoachRaceCollisionSystem.new(props) return end

---@class gameuiarcadeRoachRaceGameplayController : gameuiarcadeArcadeGameplayController
---@field defaultWorldVelocity Float
---@field cycleWorldVelocityMultiplier Float
---@field carrotPowerupPointsPerSecond Float
---@field carrotPowerupTime Float
---@field carrotPowerupWorldVelocityMultiplier Float
---@field collisionSFX CName
---@field powerupPickupSFX CName
---@field player inkWidgetReference
---@field obstacleSpawner inkWidgetReference
---@field background inkWidgetReference
---@field currentLevelAndCycleText inkTextWidgetReference
---@field pointsBoostPickupText inkTextWidgetReference
---@field dummy inkWidgetReference
---@field invincibilityCooldownIndicator inkWidgetReference
gameuiarcadeRoachRaceGameplayController = {}

---@return gameuiarcadeRoachRaceGameplayController
function gameuiarcadeRoachRaceGameplayController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceGameplayController
function gameuiarcadeRoachRaceGameplayController.new(props) return end

---@class gameuiarcadeRoachRaceObstacleController : gameuiarcadeArcadeObjectController
---@field collider gameuiarcadeBoundingRect
gameuiarcadeRoachRaceObstacleController = {}

---@return gameuiarcadeRoachRaceObstacleController
function gameuiarcadeRoachRaceObstacleController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceObstacleController
function gameuiarcadeRoachRaceObstacleController.new(props) return end

---@class gameuiarcadeRoachRaceObstacleSpawnerController : gameuiarcadeArcadeSpawnerController
---@field initialMinimumSpawnTime Float
---@field initialDoubleSpawnChance Float
---@field spawnRateIncreasePerCycle Float
---@field doubleSpawnChanceIncreasePerLevel Float
---@field doubleSpawnDelay Float
---@field powerupSpawnTimeDelayMultiplier Float
---@field appleSpawnTime Float
---@field carrotSpawnTime Float
gameuiarcadeRoachRaceObstacleSpawnerController = {}

---@return gameuiarcadeRoachRaceObstacleSpawnerController
function gameuiarcadeRoachRaceObstacleSpawnerController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceObstacleSpawnerController
function gameuiarcadeRoachRaceObstacleSpawnerController.new(props) return end

---@class gameuiarcadeRoachRacePlayerController : inkWidgetLogicController
---@field collider gameuiarcadeBoundingRect
---@field singleJumpBoost Vector2
---@field doubleJumpBoost Vector2
---@field gravity Vector2
---@field teleportLockoutTime Float
---@field carrotPowerupVelocityBoostModifier Float
---@field runningBoundingRectangleRelativeSize Vector2
---@field jumpingboundingRectangleRelativeSize Vector2
---@field poweredupboundingRectangleRelativeSize Vector2
---@field invincibilityTime Float
---@field invincibilityWarningTime Float
---@field roachDeathAnimationTime Float
---@field roachDeathAnimationDisplacement Float
---@field image inkImageWidgetReference
---@field jumpSFX CName
---@field doubleJumpSFX CName
---@field teleportSFX CName
---@field invincibilityStartSFX CName
---@field invincibilityStopSFX CName
---@field carrotPowerupStartSFX CName
---@field carrotPowerupStopSFX CName
gameuiarcadeRoachRacePlayerController = {}

---@return gameuiarcadeRoachRacePlayerController
function gameuiarcadeRoachRacePlayerController.new() return end

---@param props table
---@return gameuiarcadeRoachRacePlayerController
function gameuiarcadeRoachRacePlayerController.new(props) return end

---@class gameuiarcadeRoachRaceSceneryObjectSpawnerController : gameuiarcadeArcadeSpawnerController
---@field sceneryObjectSpawnTime Float
gameuiarcadeRoachRaceSceneryObjectSpawnerController = {}

---@return gameuiarcadeRoachRaceSceneryObjectSpawnerController
function gameuiarcadeRoachRaceSceneryObjectSpawnerController.new() return end

---@param props table
---@return gameuiarcadeRoachRaceSceneryObjectSpawnerController
function gameuiarcadeRoachRaceSceneryObjectSpawnerController.new(props) return end

---@class gameuiarcadeShooterAIBase : gameuiarcadeShooterObjectController
gameuiarcadeShooterAIBase = {}

---@return gameuiarcadeShooterAIBase
function gameuiarcadeShooterAIBase.new() return end

---@param props table
---@return gameuiarcadeShooterAIBase
function gameuiarcadeShooterAIBase.new(props) return end

---@class gameuiarcadeShooterAIController : gameuiarcadeShooterAIBase
gameuiarcadeShooterAIController = {}

---@return gameuiarcadeShooterAIController
function gameuiarcadeShooterAIController.new() return end

---@param props table
---@return gameuiarcadeShooterAIController
function gameuiarcadeShooterAIController.new(props) return end

---@class gameuiarcadeShooterAIFlyingDroneController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIFlyingDroneController = {}

---@return gameuiarcadeShooterAIFlyingDroneController
function gameuiarcadeShooterAIFlyingDroneController.new() return end

---@param props table
---@return gameuiarcadeShooterAIFlyingDroneController
function gameuiarcadeShooterAIFlyingDroneController.new(props) return end

---@class gameuiarcadeShooterAIMeleeController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIMeleeController = {}

---@return gameuiarcadeShooterAIMeleeController
function gameuiarcadeShooterAIMeleeController.new() return end

---@param props table
---@return gameuiarcadeShooterAIMeleeController
function gameuiarcadeShooterAIMeleeController.new(props) return end

---@class gameuiarcadeShooterAINPCDroneController : gameuiarcadeShooterAIController
gameuiarcadeShooterAINPCDroneController = {}

---@return gameuiarcadeShooterAINPCDroneController
function gameuiarcadeShooterAINPCDroneController.new() return end

---@param props table
---@return gameuiarcadeShooterAINPCDroneController
function gameuiarcadeShooterAINPCDroneController.new(props) return end

---@class gameuiarcadeShooterAIPickUpTransporterController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIPickUpTransporterController = {}

---@return gameuiarcadeShooterAIPickUpTransporterController
function gameuiarcadeShooterAIPickUpTransporterController.new() return end

---@param props table
---@return gameuiarcadeShooterAIPickUpTransporterController
function gameuiarcadeShooterAIPickUpTransporterController.new(props) return end

---@class gameuiarcadeShooterAIProp : gameuiarcadeShooterAIController
gameuiarcadeShooterAIProp = {}

---@return gameuiarcadeShooterAIProp
function gameuiarcadeShooterAIProp.new() return end

---@param props table
---@return gameuiarcadeShooterAIProp
function gameuiarcadeShooterAIProp.new(props) return end

---@class gameuiarcadeShooterAIRangeController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIRangeController = {}

---@return gameuiarcadeShooterAIRangeController
function gameuiarcadeShooterAIRangeController.new() return end

---@param props table
---@return gameuiarcadeShooterAIRangeController
function gameuiarcadeShooterAIRangeController.new(props) return end

---@class gameuiarcadeShooterAIRangeGrenadeController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIRangeGrenadeController = {}

---@return gameuiarcadeShooterAIRangeGrenadeController
function gameuiarcadeShooterAIRangeGrenadeController.new() return end

---@param props table
---@return gameuiarcadeShooterAIRangeGrenadeController
function gameuiarcadeShooterAIRangeGrenadeController.new(props) return end

---@class gameuiarcadeShooterAIRescueTransporterController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIRescueTransporterController = {}

---@return gameuiarcadeShooterAIRescueTransporterController
function gameuiarcadeShooterAIRescueTransporterController.new() return end

---@param props table
---@return gameuiarcadeShooterAIRescueTransporterController
function gameuiarcadeShooterAIRescueTransporterController.new(props) return end

---@class gameuiarcadeShooterAISpiderDroneController : gameuiarcadeShooterAIController
gameuiarcadeShooterAISpiderDroneController = {}

---@return gameuiarcadeShooterAISpiderDroneController
function gameuiarcadeShooterAISpiderDroneController.new() return end

---@param props table
---@return gameuiarcadeShooterAISpiderDroneController
function gameuiarcadeShooterAISpiderDroneController.new(props) return end

---@class gameuiarcadeShooterAITransporterController : gameuiarcadeShooterAIController
gameuiarcadeShooterAITransporterController = {}

---@return gameuiarcadeShooterAITransporterController
function gameuiarcadeShooterAITransporterController.new() return end

---@param props table
---@return gameuiarcadeShooterAITransporterController
function gameuiarcadeShooterAITransporterController.new(props) return end

---@class gameuiarcadeShooterAIVIPController : gameuiarcadeShooterAIController
gameuiarcadeShooterAIVIPController = {}

---@return gameuiarcadeShooterAIVIPController
function gameuiarcadeShooterAIVIPController.new() return end

---@param props table
---@return gameuiarcadeShooterAIVIPController
function gameuiarcadeShooterAIVIPController.new(props) return end

---@class gameuiarcadeShooterArcadeScoreboardController : gameuiarcadeArcadeScoreboardController
---@field scoreBackground inkWidgetReference
---@field endingScoreBackground inkWidgetReference
---@field playerNames inkWidgetReference
---@field ranks inkWidgetReference
---@field scores inkWidgetReference
---@field highestScoreText inkWidgetReference
---@field highScoreText inkWidgetReference
---@field gameOverImage inkImageWidgetReference
---@field highestScoreOriginalOffset Vector2
---@field highestScoreEndingOffset Vector2
---@field highScoreTextOriginalOffset Vector2
---@field highScoreTextEndingOffset Vector2
---@field rankScoreOriginalOffset Vector2
---@field rankScoreEndingOffset Vector2
---@field namesOriginalOffset Vector2
---@field namesEndingOffset Vector2
gameuiarcadeShooterArcadeScoreboardController = {}

---@return gameuiarcadeShooterArcadeScoreboardController
function gameuiarcadeShooterArcadeScoreboardController.new() return end

---@param props table
---@return gameuiarcadeShooterArcadeScoreboardController
function gameuiarcadeShooterArcadeScoreboardController.new(props) return end

---@class gameuiarcadeShooterBackgroundController : inkWidgetLogicController
---@field layerInfo gameuiarcadeShooterLayerInfo[]
---@field allowMarginTranslation Bool
---@field expPlatformImageDetails gameuiarcadeShooterExplodingPlatformsImageWidgetDetail[]
gameuiarcadeShooterBackgroundController = {}

---@return gameuiarcadeShooterBackgroundController
function gameuiarcadeShooterBackgroundController.new() return end

---@param props table
---@return gameuiarcadeShooterBackgroundController
function gameuiarcadeShooterBackgroundController.new(props) return end

---@class gameuiarcadeShooterBossBasilisk : gameuiarcadeShooterBossController
gameuiarcadeShooterBossBasilisk = {}

---@return gameuiarcadeShooterBossBasilisk
function gameuiarcadeShooterBossBasilisk.new() return end

---@param props table
---@return gameuiarcadeShooterBossBasilisk
function gameuiarcadeShooterBossBasilisk.new(props) return end

---@class gameuiarcadeShooterBossController : gameuiarcadeShooterAIBase
---@field customBoundSize Bool
---@field bossSize Vector2
gameuiarcadeShooterBossController = {}

---@return gameuiarcadeShooterBossController
function gameuiarcadeShooterBossController.new() return end

---@param props table
---@return gameuiarcadeShooterBossController
function gameuiarcadeShooterBossController.new(props) return end

---@class gameuiarcadeShooterBossMeatHead : gameuiarcadeShooterBossController
gameuiarcadeShooterBossMeatHead = {}

---@return gameuiarcadeShooterBossMeatHead
function gameuiarcadeShooterBossMeatHead.new() return end

---@param props table
---@return gameuiarcadeShooterBossMeatHead
function gameuiarcadeShooterBossMeatHead.new(props) return end

---@class gameuiarcadeShooterBossNinja : gameuiarcadeShooterBossController
gameuiarcadeShooterBossNinja = {}

---@return gameuiarcadeShooterBossNinja
function gameuiarcadeShooterBossNinja.new() return end

---@param props table
---@return gameuiarcadeShooterBossNinja
function gameuiarcadeShooterBossNinja.new(props) return end

---@class gameuiarcadeShooterBullet : gameuiarcadeShooterObjectController
---@field customBoundSize Bool
---@field boundSize Vector2
gameuiarcadeShooterBullet = {}

---@return gameuiarcadeShooterBullet
function gameuiarcadeShooterBullet.new() return end

---@param props table
---@return gameuiarcadeShooterBullet
function gameuiarcadeShooterBullet.new(props) return end

---@class gameuiarcadeShooterBulletSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeShooterBulletSpawnerController = {}

---@return gameuiarcadeShooterBulletSpawnerController
function gameuiarcadeShooterBulletSpawnerController.new() return end

---@param props table
---@return gameuiarcadeShooterBulletSpawnerController
function gameuiarcadeShooterBulletSpawnerController.new(props) return end

---@class gameuiarcadeShooterCollisionController : inkWidgetLogicController
---@field explosionPlatformDelay Float
---@field respawnPlatformDetails gameuiarcadeShooterExplodingPlatformSpawnDetail[]
gameuiarcadeShooterCollisionController = {}

---@return gameuiarcadeShooterCollisionController
function gameuiarcadeShooterCollisionController.new() return end

---@param props table
---@return gameuiarcadeShooterCollisionController
function gameuiarcadeShooterCollisionController.new(props) return end

---@class gameuiarcadeShooterEventData
---@field triggerPosition Vector2
---@field finalPosition Vector2
---@field spawnerDataList gameuiarcadeShooterEventSpawnerData[]
gameuiarcadeShooterEventData = {}

---@return gameuiarcadeShooterEventData
function gameuiarcadeShooterEventData.new() return end

---@param props table
---@return gameuiarcadeShooterEventData
function gameuiarcadeShooterEventData.new(props) return end

---@class gameuiarcadeShooterEventManager : inkWidgetLogicController
---@field nextLevelThreshold Vector2
---@field levelEndCheckDelay Float
---@field eventFinishDelay Float
---@field eventId Int32
---@field eventList gameuiarcadeShooterEventData[]
gameuiarcadeShooterEventManager = {}

---@return gameuiarcadeShooterEventManager
function gameuiarcadeShooterEventManager.new() return end

---@param props table
---@return gameuiarcadeShooterEventManager
function gameuiarcadeShooterEventManager.new(props) return end

---@class gameuiarcadeShooterEventSpawnerData
---@field dataName CName
---@field targetSpawner inkWidgetReference
---@field tiedSpawner inkWidgetReference
---@field triggerCondition gameuiarcadeShooterTriggerType
---@field delayDuration Float
gameuiarcadeShooterEventSpawnerData = {}

---@return gameuiarcadeShooterEventSpawnerData
function gameuiarcadeShooterEventSpawnerData.new() return end

---@param props table
---@return gameuiarcadeShooterEventSpawnerData
function gameuiarcadeShooterEventSpawnerData.new(props) return end

---@class gameuiarcadeShooterExplodingPlatformSpawnDetail
---@field spawnPlatformName CName
---@field explodingPlatformsNames CName[]
gameuiarcadeShooterExplodingPlatformSpawnDetail = {}

---@return gameuiarcadeShooterExplodingPlatformSpawnDetail
function gameuiarcadeShooterExplodingPlatformSpawnDetail.new() return end

---@param props table
---@return gameuiarcadeShooterExplodingPlatformSpawnDetail
function gameuiarcadeShooterExplodingPlatformSpawnDetail.new(props) return end

---@class gameuiarcadeShooterExplodingPlatformsImageWidgetDetail
---@field platformName CName
---@field platformImageDetails gameuiarcadeShooterPlatformImageDetail[]
gameuiarcadeShooterExplodingPlatformsImageWidgetDetail = {}

---@return gameuiarcadeShooterExplodingPlatformsImageWidgetDetail
function gameuiarcadeShooterExplodingPlatformsImageWidgetDetail.new() return end

---@param props table
---@return gameuiarcadeShooterExplodingPlatformsImageWidgetDetail
function gameuiarcadeShooterExplodingPlatformsImageWidgetDetail.new(props) return end

---@class gameuiarcadeShooterGameController : gameuiarcadeArcadeGameController
gameuiarcadeShooterGameController = {}

---@return gameuiarcadeShooterGameController
function gameuiarcadeShooterGameController.new() return end

---@param props table
---@return gameuiarcadeShooterGameController
function gameuiarcadeShooterGameController.new(props) return end

---@class gameuiarcadeShooterGameplayController : gameuiarcadeArcadeGameplayController
---@field player inkWidgetReference
---@field hud inkWidgetReference
---@field levelContainer inkWidgetReference
gameuiarcadeShooterGameplayController = {}

---@return gameuiarcadeShooterGameplayController
function gameuiarcadeShooterGameplayController.new() return end

---@param props table
---@return gameuiarcadeShooterGameplayController
function gameuiarcadeShooterGameplayController.new(props) return end

---@class gameuiarcadeShooterHUDController : inkWidgetLogicController
---@field selectedWeaponSlot inkImageWidgetReference
---@field secondWeaponSlot inkImageWidgetReference
---@field thirdWeaponSlot inkImageWidgetReference
---@field healthContainer inkWidgetReference
---@field continueText inkWidgetReference
---@field continueCountdownWidget inkImageWidgetReference
---@field levelName inkImageWidgetReference
---@field levelNumber1 inkImageWidgetReference
---@field levelNumber2 inkImageWidgetReference
---@field levelFinishCard inkWidgetReference
gameuiarcadeShooterHUDController = {}

---@return gameuiarcadeShooterHUDController
function gameuiarcadeShooterHUDController.new() return end

---@param props table
---@return gameuiarcadeShooterHUDController
function gameuiarcadeShooterHUDController.new(props) return end

---@class gameuiarcadeShooterHealthController : gameuiarcadeArcadeHealthController
gameuiarcadeShooterHealthController = {}

---@return gameuiarcadeShooterHealthController
function gameuiarcadeShooterHealthController.new() return end

---@param props table
---@return gameuiarcadeShooterHealthController
function gameuiarcadeShooterHealthController.new(props) return end

---@class gameuiarcadeShooterLayerInfo
---@field referenceWidget inkWidgetReference
---@field planeRelativeValue Vector2
---@field layerName CName
gameuiarcadeShooterLayerInfo = {}

---@return gameuiarcadeShooterLayerInfo
function gameuiarcadeShooterLayerInfo.new() return end

---@param props table
---@return gameuiarcadeShooterLayerInfo
function gameuiarcadeShooterLayerInfo.new(props) return end

---@class gameuiarcadeShooterLevelController : inkWidgetLogicController
---@field playerSpawnPoint inkWidgetReference
---@field background inkWidgetReference
---@field collision inkWidgetReference
---@field levelType gameuiarcadeShooterLevelType
---@field spawner inkWidgetReference
---@field enemyBulletSpawner inkWidgetReference
---@field playerBulletSpawner inkWidgetReference
---@field vfxSpawner inkWidgetReference
---@field mapEndBorder Vector2
gameuiarcadeShooterLevelController = {}

---@return gameuiarcadeShooterLevelController
function gameuiarcadeShooterLevelController.new() return end

---@param props table
---@return gameuiarcadeShooterLevelController
function gameuiarcadeShooterLevelController.new(props) return end

---@class gameuiarcadeShooterObjectController : gameuiarcadeArcadeObjectController
gameuiarcadeShooterObjectController = {}

---@return gameuiarcadeShooterObjectController
function gameuiarcadeShooterObjectController.new() return end

---@param props table
---@return gameuiarcadeShooterObjectController
function gameuiarcadeShooterObjectController.new(props) return end

---@class gameuiarcadeShooterPlatformCollisionController : inkWidgetLogicController
gameuiarcadeShooterPlatformCollisionController = {}

---@return gameuiarcadeShooterPlatformCollisionController
function gameuiarcadeShooterPlatformCollisionController.new() return end

---@param props table
---@return gameuiarcadeShooterPlatformCollisionController
function gameuiarcadeShooterPlatformCollisionController.new(props) return end

---@class gameuiarcadeShooterPlatformController : gameuiarcadeShooterObjectController
gameuiarcadeShooterPlatformController = {}

---@return gameuiarcadeShooterPlatformController
function gameuiarcadeShooterPlatformController.new() return end

---@param props table
---@return gameuiarcadeShooterPlatformController
function gameuiarcadeShooterPlatformController.new(props) return end

---@class gameuiarcadeShooterPlatformImageDetail
---@field platformImage inkWidgetReference
gameuiarcadeShooterPlatformImageDetail = {}

---@return gameuiarcadeShooterPlatformImageDetail
function gameuiarcadeShooterPlatformImageDetail.new() return end

---@param props table
---@return gameuiarcadeShooterPlatformImageDetail
function gameuiarcadeShooterPlatformImageDetail.new(props) return end

---@class gameuiarcadeShooterPlayerController : gameuiarcadeArcadePlayerController
gameuiarcadeShooterPlayerController = {}

---@return gameuiarcadeShooterPlayerController
function gameuiarcadeShooterPlayerController.new() return end

---@param props table
---@return gameuiarcadeShooterPlayerController
function gameuiarcadeShooterPlayerController.new(props) return end

---@class gameuiarcadeShooterPlayerLevelTransitionController : inkWidgetLogicController
gameuiarcadeShooterPlayerLevelTransitionController = {}

---@return gameuiarcadeShooterPlayerLevelTransitionController
function gameuiarcadeShooterPlayerLevelTransitionController.new() return end

---@param props table
---@return gameuiarcadeShooterPlayerLevelTransitionController
function gameuiarcadeShooterPlayerLevelTransitionController.new(props) return end

---@class gameuiarcadeShooterPowerup : gameuiarcadeShooterObjectController
gameuiarcadeShooterPowerup = {}

---@return gameuiarcadeShooterPowerup
function gameuiarcadeShooterPowerup.new() return end

---@param props table
---@return gameuiarcadeShooterPowerup
function gameuiarcadeShooterPowerup.new(props) return end

---@class gameuiarcadeShooterSpawnController : inkWidgetLogicController
---@field enemyType gameuiarcadeShooterAIType
---@field spawnCondition gameuiarcadeShooterSpawnerCondition
---@field spawnDelay Float
---@field spawnCount Uint32
---@field offScreenSpawnExpiryTime Float
---@field skippable Bool
---@field skipOffset Float
---@field awaitPreviousUnitDead Bool
---@field enemyParameter String
gameuiarcadeShooterSpawnController = {}

---@return gameuiarcadeShooterSpawnController
function gameuiarcadeShooterSpawnController.new() return end

---@param props table
---@return gameuiarcadeShooterSpawnController
function gameuiarcadeShooterSpawnController.new(props) return end

---@class gameuiarcadeShooterSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeShooterSpawnerController = {}

---@return gameuiarcadeShooterSpawnerController
function gameuiarcadeShooterSpawnerController.new() return end

---@param props table
---@return gameuiarcadeShooterSpawnerController
function gameuiarcadeShooterSpawnerController.new(props) return end

---@class gameuiarcadeShooterTransporterSpawnData
---@field aiType gameuiarcadeShooterAIType
---@field parameter CName
---@field count Int32
gameuiarcadeShooterTransporterSpawnData = {}

---@return gameuiarcadeShooterTransporterSpawnData
function gameuiarcadeShooterTransporterSpawnData.new() return end

---@param props table
---@return gameuiarcadeShooterTransporterSpawnData
function gameuiarcadeShooterTransporterSpawnData.new(props) return end

---@class gameuiarcadeShooterTransporterSpawnerController : inkWidgetLogicController
---@field spawnDelay Float
---@field isRandomSpawn Bool
---@field choosenMounts gameuiarcadeShooterTransporterSpawnData[]
---@field choosenOnes gameuiarcadeShooterTransporterSpawnData[]
gameuiarcadeShooterTransporterSpawnerController = {}

---@return gameuiarcadeShooterTransporterSpawnerController
function gameuiarcadeShooterTransporterSpawnerController.new() return end

---@param props table
---@return gameuiarcadeShooterTransporterSpawnerController
function gameuiarcadeShooterTransporterSpawnerController.new(props) return end

---@class gameuiarcadeShooterTraumaMemberController : gameuiarcadeShooterObjectController
---@field baseFollowDelay Float
gameuiarcadeShooterTraumaMemberController = {}

---@return gameuiarcadeShooterTraumaMemberController
function gameuiarcadeShooterTraumaMemberController.new() return end

---@param props table
---@return gameuiarcadeShooterTraumaMemberController
function gameuiarcadeShooterTraumaMemberController.new(props) return end

---@class gameuiarcadeShooterTraumaTeamController : inkWidgetLogicController
gameuiarcadeShooterTraumaTeamController = {}

---@return gameuiarcadeShooterTraumaTeamController
function gameuiarcadeShooterTraumaTeamController.new() return end

---@param props table
---@return gameuiarcadeShooterTraumaTeamController
function gameuiarcadeShooterTraumaTeamController.new(props) return end

---@class gameuiarcadeShooterVFXController : gameuiarcadeShooterObjectController
gameuiarcadeShooterVFXController = {}

---@return gameuiarcadeShooterVFXController
function gameuiarcadeShooterVFXController.new() return end

---@param props table
---@return gameuiarcadeShooterVFXController
function gameuiarcadeShooterVFXController.new(props) return end

---@class gameuiarcadeShooterVFXSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeShooterVFXSpawnerController = {}

---@return gameuiarcadeShooterVFXSpawnerController
function gameuiarcadeShooterVFXSpawnerController.new() return end

---@param props table
---@return gameuiarcadeShooterVFXSpawnerController
function gameuiarcadeShooterVFXSpawnerController.new(props) return end

---@class gameuiarcadeShooterWeaponController : inkWidgetLogicController
gameuiarcadeShooterWeaponController = {}

---@return gameuiarcadeShooterWeaponController
function gameuiarcadeShooterWeaponController.new() return end

---@param props table
---@return gameuiarcadeShooterWeaponController
function gameuiarcadeShooterWeaponController.new(props) return end

---@class gameuiarcadeTankBackgroundController : gameuiarcadeArcadeBackgroundController
---@field decorationSpawner inkWidgetReference
gameuiarcadeTankBackgroundController = {}

---@return gameuiarcadeTankBackgroundController
function gameuiarcadeTankBackgroundController.new() return end

---@param props table
---@return gameuiarcadeTankBackgroundController
function gameuiarcadeTankBackgroundController.new(props) return end

---@class gameuiarcadeTankCounterHUDController : inkWidgetLogicController
---@field counterText inkTextWidgetReference
gameuiarcadeTankCounterHUDController = {}

---@return gameuiarcadeTankCounterHUDController
function gameuiarcadeTankCounterHUDController.new() return end

---@param props table
---@return gameuiarcadeTankCounterHUDController
function gameuiarcadeTankCounterHUDController.new(props) return end

---@class gameuiarcadeTankDecorationSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeTankDecorationSpawnerController = {}

---@return gameuiarcadeTankDecorationSpawnerController
function gameuiarcadeTankDecorationSpawnerController.new() return end

---@param props table
---@return gameuiarcadeTankDecorationSpawnerController
function gameuiarcadeTankDecorationSpawnerController.new(props) return end

---@class gameuiarcadeTankDestroyableObjectController : gameuiarcadeArcadeObjectController
gameuiarcadeTankDestroyableObjectController = {}

---@return gameuiarcadeTankDestroyableObjectController
function gameuiarcadeTankDestroyableObjectController.new() return end

---@param props table
---@return gameuiarcadeTankDestroyableObjectController
function gameuiarcadeTankDestroyableObjectController.new(props) return end

---@class gameuiarcadeTankEnemyController : gameuiarcadeTankDestroyableObjectController
---@field headParent inkWidgetReference
---@field head inkWidgetReference
gameuiarcadeTankEnemyController = {}

---@return gameuiarcadeTankEnemyController
function gameuiarcadeTankEnemyController.new() return end

---@param props table
---@return gameuiarcadeTankEnemyController
function gameuiarcadeTankEnemyController.new(props) return end

---@class gameuiarcadeTankEnemySpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeTankEnemySpawnerController = {}

---@return gameuiarcadeTankEnemySpawnerController
function gameuiarcadeTankEnemySpawnerController.new() return end

---@param props table
---@return gameuiarcadeTankEnemySpawnerController
function gameuiarcadeTankEnemySpawnerController.new(props) return end

---@class gameuiarcadeTankGameplayController : gameuiarcadeArcadeGameplayController
---@field player inkWidgetReference
---@field enemySpawner inkWidgetReference
---@field obstacleSpawner inkWidgetReference
---@field pickupSpawner inkWidgetReference
---@field projectileSpawner inkWidgetReference
---@field background inkWidgetReference
---@field hudCounter inkWidgetReference
---@field hudScoreMultiplier inkWidgetReference
gameuiarcadeTankGameplayController = {}

---@return gameuiarcadeTankGameplayController
function gameuiarcadeTankGameplayController.new() return end

---@param props table
---@return gameuiarcadeTankGameplayController
function gameuiarcadeTankGameplayController.new(props) return end

---@class gameuiarcadeTankObstacleSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeTankObstacleSpawnerController = {}

---@return gameuiarcadeTankObstacleSpawnerController
function gameuiarcadeTankObstacleSpawnerController.new() return end

---@param props table
---@return gameuiarcadeTankObstacleSpawnerController
function gameuiarcadeTankObstacleSpawnerController.new(props) return end

---@class gameuiarcadeTankPickupController : gameuiarcadeArcadeObjectController
---@field pickup inkWidgetReference
---@field pickupText inkWidgetReference
gameuiarcadeTankPickupController = {}

---@return gameuiarcadeTankPickupController
function gameuiarcadeTankPickupController.new() return end

---@param props table
---@return gameuiarcadeTankPickupController
function gameuiarcadeTankPickupController.new(props) return end

---@class gameuiarcadeTankPickupSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeTankPickupSpawnerController = {}

---@return gameuiarcadeTankPickupSpawnerController
function gameuiarcadeTankPickupSpawnerController.new() return end

---@param props table
---@return gameuiarcadeTankPickupSpawnerController
function gameuiarcadeTankPickupSpawnerController.new(props) return end

---@class gameuiarcadeTankPlayerAEAMSController : inkWidgetLogicController
gameuiarcadeTankPlayerAEAMSController = {}

---@return gameuiarcadeTankPlayerAEAMSController
function gameuiarcadeTankPlayerAEAMSController.new() return end

---@param props table
---@return gameuiarcadeTankPlayerAEAMSController
function gameuiarcadeTankPlayerAEAMSController.new(props) return end

---@class gameuiarcadeTankPlayerController : gameuiarcadeArcadePlayerController
---@field avatarRef inkWidgetReference
---@field health inkWidgetReference
---@field lives inkWidgetReference
---@field aeams inkWidgetReference
---@field projectileSpawner inkWidgetReference
gameuiarcadeTankPlayerController = {}

---@return gameuiarcadeTankPlayerController
function gameuiarcadeTankPlayerController.new() return end

---@param props table
---@return gameuiarcadeTankPlayerController
function gameuiarcadeTankPlayerController.new(props) return end

---@class gameuiarcadeTankPlayerHealthController : inkWidgetLogicController
---@field health inkWidgetReference
gameuiarcadeTankPlayerHealthController = {}

---@return gameuiarcadeTankPlayerHealthController
function gameuiarcadeTankPlayerHealthController.new() return end

---@param props table
---@return gameuiarcadeTankPlayerHealthController
function gameuiarcadeTankPlayerHealthController.new(props) return end

---@class gameuiarcadeTankPlayerLivesController : inkWidgetLogicController
gameuiarcadeTankPlayerLivesController = {}

---@return gameuiarcadeTankPlayerLivesController
function gameuiarcadeTankPlayerLivesController.new() return end

---@param props table
---@return gameuiarcadeTankPlayerLivesController
function gameuiarcadeTankPlayerLivesController.new(props) return end

---@class gameuiarcadeTankProjectileController : gameuiarcadeArcadeObjectController
gameuiarcadeTankProjectileController = {}

---@return gameuiarcadeTankProjectileController
function gameuiarcadeTankProjectileController.new() return end

---@param props table
---@return gameuiarcadeTankProjectileController
function gameuiarcadeTankProjectileController.new(props) return end

---@class gameuiarcadeTankProjectileSpawnerController : gameuiarcadeArcadeSpawnerController
gameuiarcadeTankProjectileSpawnerController = {}

---@return gameuiarcadeTankProjectileSpawnerController
function gameuiarcadeTankProjectileSpawnerController.new() return end

---@param props table
---@return gameuiarcadeTankProjectileSpawnerController
function gameuiarcadeTankProjectileSpawnerController.new(props) return end

---@class gameuiarcadeTankScoreMultiplierHUDController : inkWidgetLogicController
---@field scoreMultiplierBarFill inkImageWidgetReference
gameuiarcadeTankScoreMultiplierHUDController = {}

---@return gameuiarcadeTankScoreMultiplierHUDController
function gameuiarcadeTankScoreMultiplierHUDController.new() return end

---@param props table
---@return gameuiarcadeTankScoreMultiplierHUDController
function gameuiarcadeTankScoreMultiplierHUDController.new(props) return end

---@class gamewatchdogSystem : gameIWatchdogSystem
gamewatchdogSystem = {}

---@return gamewatchdogSystem
function gamewatchdogSystem.new() return end

---@param props table
---@return gamewatchdogSystem
function gamewatchdogSystem.new(props) return end

---@class gameweaponAnimFeature_AimPlayer : animAnimFeature_BasicAim
---@field zoomLevel Float
---@field aimInTime Float
---@field aimOutTime Float
gameweaponAnimFeature_AimPlayer = {}

---@return gameweaponAnimFeature_AimPlayer
function gameweaponAnimFeature_AimPlayer.new() return end

---@param props table
---@return gameweaponAnimFeature_AimPlayer
function gameweaponAnimFeature_AimPlayer.new(props) return end

---@param aimInTime Float
function gameweaponAnimFeature_AimPlayer:SetAimInTime(aimInTime) return end

---@param aimOutTime Float
function gameweaponAnimFeature_AimPlayer:SetAimOutTime(aimOutTime) return end

---@param zoomLevel Float
function gameweaponAnimFeature_AimPlayer:SetZoomLevel(zoomLevel) return end

---@class gameweaponAnimFeature_LoopableAction : animAnimFeature
---@field loopDuration Float
---@field numLoops Uint8
---@field isActive Bool
gameweaponAnimFeature_LoopableAction = {}

---@return gameweaponAnimFeature_LoopableAction
function gameweaponAnimFeature_LoopableAction.new() return end

---@param props table
---@return gameweaponAnimFeature_LoopableAction
function gameweaponAnimFeature_LoopableAction.new(props) return end

---@param isActive Bool
function gameweaponAnimFeature_LoopableAction:SetActive(isActive) return end

---@param loopDuration Float
function gameweaponAnimFeature_LoopableAction:SetLoopDuration(loopDuration) return end

---@param numLoops Int32
function gameweaponAnimFeature_LoopableAction:SetNumLoops(numLoops) return end

---@class gameweaponAnimFeature_WeaponData : animAnimFeature
---@field cycleTime Float
---@field chargePercentage Float
---@field timeInMaxCharge Float
---@field ammoRemaining Int32
---@field triggerMode Int32
---@field isMagazineFull Bool
---@field isTriggerDown Bool
gameweaponAnimFeature_WeaponData = {}

---@return gameweaponAnimFeature_WeaponData
function gameweaponAnimFeature_WeaponData.new() return end

---@param props table
---@return gameweaponAnimFeature_WeaponData
function gameweaponAnimFeature_WeaponData.new(props) return end

---@param ammoRemaining Int32
function gameweaponAnimFeature_WeaponData:SetAmmoRemaining(ammoRemaining) return end

---@param chargePercentage Float
function gameweaponAnimFeature_WeaponData:SetChargePercentage(chargePercentage) return end

---@param cycleTime Float
function gameweaponAnimFeature_WeaponData:SetCycleTime(cycleTime) return end

---@param magazineFull Bool
function gameweaponAnimFeature_WeaponData:SetMagazineFull(magazineFull) return end

---@param timeInMaxCharge Float
function gameweaponAnimFeature_WeaponData:SetTimeInMaxCharge(timeInMaxCharge) return end

---@param triggerDown Bool
function gameweaponAnimFeature_WeaponData:SetTriggerDown(triggerDown) return end

---@param triggerMode gamedataTriggerMode
function gameweaponAnimFeature_WeaponData:SetTriggerMode(triggerMode) return end

---@class gameweaponFxPackage : gameweaponIFxPackage
gameweaponFxPackage = {}

---@return gameweaponFxPackage
function gameweaponFxPackage.new() return end

---@param props table
---@return gameweaponFxPackage
function gameweaponFxPackage.new(props) return end

---@return gameFxResource
function gameweaponFxPackage:GetVfxGroundThrow() return end

---@class gameweaponGrenade : gameItemObject
---@field lastHitNormal Vector4
---@field deliveryMethod gamedataGrenadeDeliveryMethodType
gameweaponGrenade = {}

---@return gameweaponGrenade
function gameweaponGrenade.new() return end

---@param props table
---@return gameweaponGrenade
function gameweaponGrenade.new(props) return end

---@param aimRequest gameaimAssistAimRequest
function gameweaponGrenade:ActivateFocusedShootingAim(aimRequest) return end

function gameweaponGrenade:DeactivateFocusedShootingAim() return end

---@return Bool
function gameweaponGrenade:IsGrenadeTargetedWithFocusedShootingPerk() return end

function gameweaponGrenade:OnExplosion() return end

function gameweaponGrenade:DisableFocusedShootingHighlight() return end

function gameweaponGrenade:EnableFocusedShootingHighlight() return end

function gameweaponGrenade:TriggerLookAtThisGrenade() return end

---@class gameweaponGrenadeReplicatedState : netIEntityState
---@field instigator gameObject
---@field itemID ItemID
---@field currentTransform WorldTransform
---@field exploded Bool
---@field launched Bool
gameweaponGrenadeReplicatedState = {}

---@return gameweaponGrenadeReplicatedState
function gameweaponGrenadeReplicatedState.new() return end

---@param props table
---@return gameweaponGrenadeReplicatedState
function gameweaponGrenadeReplicatedState.new(props) return end

---@class gameweaponIFxPackage : IScriptable
gameweaponIFxPackage = {}

---@return gameweaponIFxPackage
function gameweaponIFxPackage.new() return end

---@param props table
---@return gameweaponIFxPackage
function gameweaponIFxPackage.new(props) return end

---@class gameweaponObject : gameItemObject
---@field effect gameEffectSet
---@field hasOverheat Bool
---@field overheatEffectBlackboard worldEffectBlackboard
---@field overheatListener OverheatStatListener
---@field overheatDelaySent Bool
---@field chargeEffectBlackboard worldEffectBlackboard
---@field chargeStatListener WeaponChargeStatListener
---@field triggerEffectName CName
---@field meleeHitEffectBlackboard worldEffectBlackboard
---@field meleeHitEffectValue Float
---@field damageTypeListener DamageStatListener
---@field trailName String
---@field maxChargeThreshold Float
---@field animOwner Int32
---@field perfectChargeStarted Bool
---@field perfectChargeReached Bool
---@field perfectChargeShot Bool
---@field lowAmmoEffectActive Bool
---@field hasSecondaryTriggerMode Bool
---@field weaponRecord gamedataWeaponItem_Record
---@field isHeavyWeapon Bool
---@field isMeleeWeapon Bool
---@field isRangedWeapon Bool
---@field isShotgunWeapon Bool
---@field AIBlackboard gameIBlackboard
---@field isCharged Bool
gameweaponObject = {}

---@return gameweaponObject
function gameweaponObject.new() return end

---@param props table
---@return gameweaponObject
function gameweaponObject.new(props) return end

---@param weapon gameweaponObject
---@param fxAction gamedataFxAction
---@param fxBlackboard worldEffectBlackboard
function gameweaponObject.TriggerWeaponEffects(weapon, fxAction, fxBlackboard) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.CanCriticallyHit(self_) return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.CanIgnoreArmor(self_) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.CanReload(self_) return end

---@param self_ gameweaponObject
---@param triggerMode gamedataTriggerMode
function gameweaponObject.ChangeTriggerMode(self_, triggerMode) return end

---@param weaponID ItemID
---@return ItemID
function gameweaponObject.GetAmmoType(weaponID) return end

---@param weapon gameweaponObject
---@return ItemID
function gameweaponObject.GetAmmoType(weapon) return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.GetBaseMaxChargeThreshold(self_) return end

---@return CName
function gameweaponObject.GetDriverCombatBikeWeaponTag() return end

---@return CName
function gameweaponObject.GetDriverCombatRangedWeaponTag() return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.GetFullyChargedThreshold(self_) return end

---@param self_ gameweaponObject
---@return Uint32
function gameweaponObject.GetMagazineAmmoCount(self_) return end

---@param self_ gameweaponObject
---@return Uint32
function gameweaponObject.GetMagazineCapacity(self_) return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.GetMagazinePercentage(self_) return end

---@return CName
function gameweaponObject.GetMeleeWeaponTag() return end

---@return CName
function gameweaponObject.GetOneHandedRangedWeaponTag() return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.GetOverchargeThreshold(self_) return end

---@return CName
function gameweaponObject.GetRangedWeaponTag() return end

---@return CName
function gameweaponObject.GetShotgunWeaponTag() return end

---@param weapon gameweaponObject
---@return Float
function gameweaponObject.GetWeaponCharge(weapon) return end

---@param weapon gameweaponObject
---@return Float
function gameweaponObject.GetWeaponChargeNormalized(weapon) return end

---@param weaponID ItemID
---@return gamedataItemType
function gameweaponObject.GetWeaponType(weaponID) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.HasAvailableAmmo(self_) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.HasAvailableAmmoInInventory(self_) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsBlade(weaponID) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsBlunt(weaponID) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsCyberwareWeapon(weaponID) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsFists(weaponID) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.IsMagazineEmpty(self_) return end

---@param self_ gameweaponObject
---@return Bool
function gameweaponObject.IsMagazineFull(self_) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsMelee(weaponID) return end

---@param wpnRec gamedataWeaponItem_Record
---@return Bool
function gameweaponObject.IsMelee(wpnRec) return end

---@param weaponID ItemID
---@param type gamedataItemType
---@return Bool
function gameweaponObject.IsOfType(weaponID, type) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsOneHandedRanged(weaponID) return end

---@param weaponID ItemID
---@return Bool
function gameweaponObject.IsRanged(weaponID) return end

---@param wpnRec gamedataItem_Record
---@return Bool
function gameweaponObject.IsRanged(wpnRec) return end

---@param weapon gameweaponObject
---@param weaponFxSet gamedataWeaponVFXSet_Record
---@param fxAction gamedataFxAction
---@param fxBlackboard worldEffectBlackboard
function gameweaponObject.KillFXActionFromSet(weapon, weaponFxSet, fxAction, fxBlackboard) return end

---@param weapon gameweaponObject
---@param register Bool
function gameweaponObject.RegisterChargeStatListener(weapon, register) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
function gameweaponObject.SendAmmoUpdateEvent(weaponOwner, weapon) return end

---@param weapon gameweaponObject
---@param owner gameObject
function gameweaponObject.SendMuzzleOffset(weapon, owner) return end

---@param weaponOwner gameObject
---@param weapon gameweaponObject
---@param fxAction gamedataFxAction
---@param fxBlackboard worldEffectBlackboard
function gameweaponObject.StopWeaponEffects(weaponOwner, weapon, fxAction, fxBlackboard) return end

---@param self_ gameweaponObject
---@return Float
function gameweaponObject.TechPierceChargeLevel(self_) return end

function gameweaponObject:AI_PlayChargeStartedSound() return end

---@param isQuickMelee Bool
function gameweaponObject:AI_PlayMeleeAttackSound(isQuickMelee) return end

---@param attack gameIAttack
function gameweaponObject:AI_SetAttackData(attack) return end

---@param targetPositionProvider entIPositionProvider
---@param targetObject gameObject
---@param instigator gameObject
---@param ammoCost Uint16
---@param projectileParams gameprojectileWeaponParams
---@param projectilesPerShot Uint8
---@param charge Float
---@param maxSpread Float
---@param muzzleOffset Vector4
function gameweaponObject:AI_ShootAt(targetPositionProvider, targetObject, instigator, ammoCost, projectileParams, projectilesPerShot, charge, maxSpread, muzzleOffset) return end

---@param instigator gameObject
---@param ammoCost Uint16
---@param projectileParams gameprojectileWeaponParams
---@param projectilesPerShot Uint8
---@param charge Float
---@param overridePos Vector4
---@param overrideForward Vector4
---@param muzzleOffset Vector4
function gameweaponObject:AI_ShootForwards(instigator, ammoCost, projectileParams, projectilesPerShot, charge, overridePos, overrideForward, muzzleOffset) return end

---@param targetObject gamePuppet
---@param ammoCost Uint16
---@param projectileParams gameprojectileWeaponParams
---@param projectilesPerShot Uint8
---@param charge Float
function gameweaponObject:AI_ShootSelfOffScreen(targetObject, ammoCost, projectileParams, projectilesPerShot, charge) return end

---@return Bool
function gameweaponObject:DefaultRangedAttackPackage() return end

---@param recordName CName|string
---@return gameIAttack
function gameweaponObject:GetAttack(recordName) return end

---@return gameIAttack[]
function gameweaponObject:GetAttacks() return end

---@return gameIAttack
function gameweaponObject:GetCurrentAttack() return end

---@return gamedataRangedAttackPackage_Record
function gameweaponObject:GetCurrentRangedAttack() return end

---@return gamedataTriggerMode_Record
function gameweaponObject:GetCurrentTriggerMode() return end

---@return gameweaponFxPackage
function gameweaponObject:GetFxPackage() return end

---@return gameweaponFxPackage
function gameweaponObject:GetFxPackageQuickMelee() return end

---@return Vector4
function gameweaponObject:GetIronSightOffset() return end

---@return Vector4
function gameweaponObject:GetMuzzleOffset() return end

---@return Transform
function gameweaponObject:GetMuzzleSlotWorldTransform() return end

---@return Vector4
function gameweaponObject:GetScopeOffset() return end

---@return gameIBlackboard
function gameweaponObject:GetSharedData() return end

---@return Int32
function gameweaponObject:GetTotalAmmoCount() return end

---@return gamedataTriggerMode_Record[]
function gameweaponObject:GetTriggerModes() return end

---@return Bool
function gameweaponObject:HasAmmoChangeRequest() return end

---@return Bool
function gameweaponObject:HasPendingReload() return end

---@return Bool
function gameweaponObject:HasScope() return end

---@return Bool
function gameweaponObject:IsContinuousAttackStarted() return end

---@return Bool
function gameweaponObject:IsControlledByPlayer() return end

---@return Bool
function gameweaponObject:IsSilenced() return end

---@return Bool
function gameweaponObject:IsTargetLocked() return end

---@param vehicle gameObject
---@return Bool
function gameweaponObject:IsVehiclePowerWeaponRear(vehicle) return end

---@param package gamedataRangedAttackPackage_Record
---@return Bool
function gameweaponObject:OverrideRangedAttackPackage(package) return end

---@param startPos Vector4
---@param startDir Vector4
function gameweaponObject:PrepareContinuousAttack(startPos, startDir) return end

function gameweaponObject:RemoveWeaponEffects() return end

---@param attackID TweakDBID|string
---@return Bool
function gameweaponObject:SetAttack(attackID) return end

---@param triggerDown Bool
function gameweaponObject:SetTriggerDown(triggerDown) return end

---@param weaponVFXActionRecord gamedataWeaponVFXAction_Record[]
function gameweaponObject:SetWeaponEffects(weaponVFXActionRecord) return end

---@param numShotsInBurst Int32
function gameweaponObject:SetupBurstFireSound(numShotsInBurst) return end

---@param shootStraight Bool
function gameweaponObject:ShootStraight(shootStraight) return end

---@param startPos Vector4
---@param startDir Vector4
---@return Bool
function gameweaponObject:StartContinuousAttack(startPos, startDir) return end

---@return Bool
function gameweaponObject:StartPreparedContinuousAttack() return end

---@param durationOverride Float
---@return Float
function gameweaponObject:StartReload(durationOverride) return end

function gameweaponObject:StopContinuousAttack() return end

---@param reloadStatus gameweaponReloadStatus
function gameweaponObject:StopReload(reloadStatus) return end

---@param targetID entEntityID
---@param targetPosition Vector4
---@return Bool
function gameweaponObject:UpdateTargetingSight(targetID, targetPosition) return end

---@param evt AmmoStateChangeEvent
---@return Bool
function gameweaponObject:OnAmmoStateChangeEvent(evt) return end

---@return Bool
function gameweaponObject:OnDetach() return end

---@param evt ForceFadeOutlineEventForWeapon
---@return Bool
function gameweaponObject:OnForceFadeOutlineEventForWeapon(evt) return end

---@return Bool
function gameweaponObject:OnGameAttached() return end

---@param evt MeleeHitEvent
---@return Bool
function gameweaponObject:OnMeleeHitEvent(evt) return end

---@param evt OutlineRequestEvent
---@return Bool
function gameweaponObject:OnOutlineRequestEvent(evt) return end

---@param evt PlayerWeaponSetupEvent
---@return Bool
function gameweaponObject:OnPlayerWeaponSetupEvent(evt) return end

---@param evt gameweaponeventsRemoveActiveWeaponEvent
---@return Bool
function gameweaponObject:OnRemoveActiveWeapon(evt) return end

---@param evt gameweaponeventsSetActiveWeaponEvent
---@return Bool
function gameweaponObject:OnSetActiveWeapon(evt) return end

---@param evt SetWeaponOwnerEvent
---@return Bool
function gameweaponObject:OnSetWeaponOwner(evt) return end

---@param evt StartOverheatEffectEvent
---@return Bool
function gameweaponObject:OnStartOverheatEffectEvent(evt) return end

---@param evt UpdateDamageChangeEvent
---@return Bool
function gameweaponObject:OnUpdateDamageChangeEvent(evt) return end

---@param evt UpdateMeleeTrailEffectEvent
---@return Bool
function gameweaponObject:OnUpdateMeleeTrailEffect(evt) return end

---@param evt UpdateOverheatEvent
---@return Bool
function gameweaponObject:OnUpdateOverheat(evt) return end

---@param evt UpdateWeaponChargeEvent
---@return Bool
function gameweaponObject:OnUpdateWeaponCharge(evt) return end

---@return Bool
function gameweaponObject:OnVisualSpawnAttached() return end

---@param evt gameweaponeventsOwnerAimEvent
---@return Bool
function gameweaponObject:OnWaponeventsOwnerAimEvent(evt) return end

---@param evt WeaponRegisterChargeStatListener
---@return Bool
function gameweaponObject:OnWeaponRegisterChargeStatListener(evt) return end

function gameweaponObject:CatcheTriggerEffectFromWeaponType() return end

function gameweaponObject:CheckLocked() return end

---@return gameIBlackboard
function gameweaponObject:GetAIBlackboard() return end

---@param componentName CName|string
---@return CName
function gameweaponObject:GetAppearanceNameFromComponent(componentName) return end

---@param id gamebbScriptID_Int32
---@return Int32
function gameweaponObject:GetBlackboardIntVariable(id) return end

---@param property TweakDBID|string
---@return Bool
function gameweaponObject:GetBoolPropertyFromWeaponDefinition(property) return end

---@return gamedataDamageType
function gameweaponObject:GetCurrentDamageType() return end

---@return CName
function gameweaponObject:GetCurrentMeleeTrailEffectName() return end

---@return Float
function gameweaponObject:GetMaxChargeTreshold() return end

---@param property TweakDBID|string
---@return CName
function gameweaponObject:GetNamePropertyFromWeaponDefinition(property) return end

---@return Int32
function gameweaponObject:GetNextWeaponOwner() return end

---@return Float
function gameweaponObject:GetPerfectChargeWindow() return end

---@return CName
function gameweaponObject:GetTriggerEffectName() return end

---@return gamedataWeaponItem_Record
function gameweaponObject:GetWeaponRecord() return end

function gameweaponObject:HandleVisualEffectsSetup() return end

---@return Bool
function gameweaponObject:HasMonowireWithQuickhackSelected() return end

---@return Bool
function gameweaponObject:HasSecondaryTriggerMode() return end

---@return Bool
function gameweaponObject:IsBlade() return end

---@return Bool
function gameweaponObject:IsBlunt() return end

---@return Bool
function gameweaponObject:IsCharged() return end

---@return Bool
function gameweaponObject:IsHeavyWeapon() return end

---@return Bool
function gameweaponObject:IsMagazineEmpty() return end

---@return Bool
function gameweaponObject:IsMantisBlades() return end

---@return Bool
function gameweaponObject:IsMelee() return end

---@return Bool
function gameweaponObject:IsMonowire() return end

---@return Bool
function gameweaponObject:IsRanged() return end

---@return Bool
function gameweaponObject:IsShotgun() return end

---@return Bool
function gameweaponObject:IsThrowable() return end

function gameweaponObject:OnAttachSetStatPools() return end

---@param evt UpdateWeaponStatsEvent
function gameweaponObject:OnUpdateWeaponStatsEvent(evt) return end

---@param self_ gameObject
---@param soundName CName|string
function gameweaponObject:PlayMeleeSound(self_, soundName) return end

function gameweaponObject:PlayMeleeSound() return end

---@param self_ gameObject
---@param type CName|string
function gameweaponObject:PlayPerfectChargeEvent(self_, type) return end

---@param type CName|string
function gameweaponObject:PlayPerfectChargeUIEvent(type) return end

function gameweaponObject:RegisterChargeStatListener() return end

function gameweaponObject:RegisterStatListeners() return end

function gameweaponObject:RegisterStatPoolListeners() return end

function gameweaponObject:SendScopeData() return end

function gameweaponObject:SendWeaponOwnerVehicleData() return end

function gameweaponObject:SendWeaponStatsAnimFeature() return end

---@param charged Bool
function gameweaponObject:SetCharged(charged) return end

---@param damageType gamedataDamageType
function gameweaponObject:SetCurrentMeleeTrailEffect(damageType) return end

---@param maxCharge Float
function gameweaponObject:SetMaxChargeThreshold(maxCharge) return end

function gameweaponObject:SetWeaponOwner() return end

---@param owner Int32
function gameweaponObject:SetWeaponOwner(owner) return end

function gameweaponObject:SetupWeaponEffects() return end

---@param attackSide String
function gameweaponObject:StartCurrentMeleeTrailEffect(attackSide) return end

---@param damageType gamedataDamageType
function gameweaponObject:StartIdleMeleeEffect(damageType) return end

function gameweaponObject:StartOverheatEffect() return end

---@param attackSide String
function gameweaponObject:StopCurrentMeleeTrailEffect(attackSide) return end

---@param self_ gameObject
---@param soundName CName|string
function gameweaponObject:StopMeleeSound(self_, soundName) return end

function gameweaponObject:StopMeleeSound() return end

function gameweaponObject:UnregisterChargeStatListener() return end

---@param tag CName|string
---@return Bool
function gameweaponObject:WeaponHasTag(tag) return end

---@class gameweaponeventsAIAttackAttemptEvent : redEvent
---@field instigator gameObject
---@field target gameObject
---@field isWindUp Bool
---@field continuousMode gameEContinuousMode
---@field minimumOpacity Float
gameweaponeventsAIAttackAttemptEvent = {}

---@return gameweaponeventsAIAttackAttemptEvent
function gameweaponeventsAIAttackAttemptEvent.new() return end

---@param props table
---@return gameweaponeventsAIAttackAttemptEvent
function gameweaponeventsAIAttackAttemptEvent.new(props) return end

---@class gameweaponeventsChangeTriggerModeEvent : redEvent
---@field triggerMode gamedataTriggerMode
gameweaponeventsChangeTriggerModeEvent = {}

---@return gameweaponeventsChangeTriggerModeEvent
function gameweaponeventsChangeTriggerModeEvent.new() return end

---@param props table
---@return gameweaponeventsChangeTriggerModeEvent
function gameweaponeventsChangeTriggerModeEvent.new(props) return end

---@class gameweaponeventsConsumeMagazineAmmo : redEvent
---@field amount Uint16
gameweaponeventsConsumeMagazineAmmo = {}

---@return gameweaponeventsConsumeMagazineAmmo
function gameweaponeventsConsumeMagazineAmmo.new() return end

---@param props table
---@return gameweaponeventsConsumeMagazineAmmo
function gameweaponeventsConsumeMagazineAmmo.new(props) return end

---@class gameweaponeventsCycleTriggerModeEvent : redEvent
gameweaponeventsCycleTriggerModeEvent = {}

---@return gameweaponeventsCycleTriggerModeEvent
function gameweaponeventsCycleTriggerModeEvent.new() return end

---@param props table
---@return gameweaponeventsCycleTriggerModeEvent
function gameweaponeventsCycleTriggerModeEvent.new(props) return end

---@class gameweaponeventsEnableSmartGunHandlerEvent : redEvent
---@field owner gameObject
---@field enable Bool
gameweaponeventsEnableSmartGunHandlerEvent = {}

---@return gameweaponeventsEnableSmartGunHandlerEvent
function gameweaponeventsEnableSmartGunHandlerEvent.new() return end

---@param props table
---@return gameweaponeventsEnableSmartGunHandlerEvent
function gameweaponeventsEnableSmartGunHandlerEvent.new(props) return end

---@class gameweaponeventsOwnerAimEvent : redEvent
---@field isAiming Bool
gameweaponeventsOwnerAimEvent = {}

---@return gameweaponeventsOwnerAimEvent
function gameweaponeventsOwnerAimEvent.new() return end

---@param props table
---@return gameweaponeventsOwnerAimEvent
function gameweaponeventsOwnerAimEvent.new(props) return end

---@class gameweaponeventsPerfectChargeEvent : redEvent
---@field type CName
gameweaponeventsPerfectChargeEvent = {}

---@return gameweaponeventsPerfectChargeEvent
function gameweaponeventsPerfectChargeEvent.new() return end

---@param props table
---@return gameweaponeventsPerfectChargeEvent
function gameweaponeventsPerfectChargeEvent.new(props) return end

---@class gameweaponeventsReloadFinishEvent : redEvent
gameweaponeventsReloadFinishEvent = {}

---@return gameweaponeventsReloadFinishEvent
function gameweaponeventsReloadFinishEvent.new() return end

---@param props table
---@return gameweaponeventsReloadFinishEvent
function gameweaponeventsReloadFinishEvent.new(props) return end

---@class gameweaponeventsReloadInterruptedEvent : redEvent
gameweaponeventsReloadInterruptedEvent = {}

---@return gameweaponeventsReloadInterruptedEvent
function gameweaponeventsReloadInterruptedEvent.new() return end

---@param props table
---@return gameweaponeventsReloadInterruptedEvent
function gameweaponeventsReloadInterruptedEvent.new(props) return end

---@class gameweaponeventsReloadStartEvent : redEvent
gameweaponeventsReloadStartEvent = {}

---@return gameweaponeventsReloadStartEvent
function gameweaponeventsReloadStartEvent.new() return end

---@param props table
---@return gameweaponeventsReloadStartEvent
function gameweaponeventsReloadStartEvent.new(props) return end

---@class gameweaponeventsRemoveActiveWeaponEvent : redEvent
gameweaponeventsRemoveActiveWeaponEvent = {}

---@return gameweaponeventsRemoveActiveWeaponEvent
function gameweaponeventsRemoveActiveWeaponEvent.new() return end

---@param props table
---@return gameweaponeventsRemoveActiveWeaponEvent
function gameweaponeventsRemoveActiveWeaponEvent.new(props) return end

---@class gameweaponeventsRequestAmmoChange : redEvent
gameweaponeventsRequestAmmoChange = {}

---@return gameweaponeventsRequestAmmoChange
function gameweaponeventsRequestAmmoChange.new() return end

---@param props table
---@return gameweaponeventsRequestAmmoChange
function gameweaponeventsRequestAmmoChange.new(props) return end

---@class gameweaponeventsSetActiveWeaponEvent : redEvent
gameweaponeventsSetActiveWeaponEvent = {}

---@return gameweaponeventsSetActiveWeaponEvent
function gameweaponeventsSetActiveWeaponEvent.new() return end

---@param props table
---@return gameweaponeventsSetActiveWeaponEvent
function gameweaponeventsSetActiveWeaponEvent.new(props) return end

---@class gameweaponeventsSetAmmoCountEvent : redEvent
---@field ammoTypeID ItemID
---@field count Uint32
gameweaponeventsSetAmmoCountEvent = {}

---@return gameweaponeventsSetAmmoCountEvent
function gameweaponeventsSetAmmoCountEvent.new() return end

---@param props table
---@return gameweaponeventsSetAmmoCountEvent
function gameweaponeventsSetAmmoCountEvent.new(props) return end

---@class gameweaponeventsSetMaxChargeEvent : redEvent
---@field maxCharge Float
gameweaponeventsSetMaxChargeEvent = {}

---@return gameweaponeventsSetMaxChargeEvent
function gameweaponeventsSetMaxChargeEvent.new() return end

---@param props table
---@return gameweaponeventsSetMaxChargeEvent
function gameweaponeventsSetMaxChargeEvent.new(props) return end

---@class gameweaponeventsShootEvent : redEvent
gameweaponeventsShootEvent = {}

---@return gameweaponeventsShootEvent
function gameweaponeventsShootEvent.new() return end

---@param props table
---@return gameweaponeventsShootEvent
function gameweaponeventsShootEvent.new(props) return end

---@class gameweaponeventsStopFiringEvent : redEvent
gameweaponeventsStopFiringEvent = {}

---@return gameweaponeventsStopFiringEvent
function gameweaponeventsStopFiringEvent.new() return end

---@param props table
---@return gameweaponeventsStopFiringEvent
function gameweaponeventsStopFiringEvent.new(props) return end

---@class garmentBendingParams
---@field bendPowerOffsetInCM Float
garmentBendingParams = {}

---@return garmentBendingParams
function garmentBendingParams.new() return end

---@param props table
---@return garmentBendingParams
function garmentBendingParams.new(props) return end

---@class garmentCollarAreaParams
---@field enable Bool
---@field radiusInCM Float
---@field radiusForTriangleRemovalInCM Float
---@field offsetFromSkinInCM Float
---@field offset Vector3
garmentCollarAreaParams = {}

---@return garmentCollarAreaParams
function garmentCollarAreaParams.new() return end

---@param props table
---@return garmentCollarAreaParams
function garmentCollarAreaParams.new(props) return end

---@class garmentGarmentLayerParams : CResource
---@field bending garmentBendingParams
---@field smoothing garmentSmoothingParams
---@field collarArea garmentCollarAreaParams
---@field hiddenTrianglesRemoval garmentHiddenTrianglesRemovalParams
garmentGarmentLayerParams = {}

---@return garmentGarmentLayerParams
function garmentGarmentLayerParams.new() return end

---@param props table
---@return garmentGarmentLayerParams
function garmentGarmentLayerParams.new(props) return end

---@class garmentHiddenTrianglesRemovalParams
---@field garmentBorderThreshold Float
---@field removeHiddenTriangles Bool
---@field removeHiddenTrianglesRasterization Bool
---@field rayLengthInCM Float
---@field rayLengthMorphOffsetFactor Float
garmentHiddenTrianglesRemovalParams = {}

---@return garmentHiddenTrianglesRemovalParams
function garmentHiddenTrianglesRemovalParams.new() return end

---@param props table
---@return garmentHiddenTrianglesRemovalParams
function garmentHiddenTrianglesRemovalParams.new(props) return end

---@class garmentMeshParamGarment : meshMeshParameter
---@field chunks garmentMeshParamGarmentChunkData[]
garmentMeshParamGarment = {}

---@return garmentMeshParamGarment
function garmentMeshParamGarment.new() return end

---@param props table
---@return garmentMeshParamGarment
function garmentMeshParamGarment.new(props) return end

---@class garmentMeshParamGarmentChunkData
---@field numVertices Uint32
---@field lodMask Uint8
---@field isTwoSided Bool
---@field vertices DataBuffer
---@field indices DataBuffer
---@field morphOffsets DataBuffer
---@field garmentFlags DataBuffer
---@field uv DataBuffer
garmentMeshParamGarmentChunkData = {}

---@return garmentMeshParamGarmentChunkData
function garmentMeshParamGarmentChunkData.new() return end

---@param props table
---@return garmentMeshParamGarmentChunkData
function garmentMeshParamGarmentChunkData.new(props) return end

---@class garmentSmoothingParams
---@field smoothingStrength Float
---@field smoothingRadiusInCM Float
---@field smoothingExponent Float
---@field smoothingNumNeighbours Uint32
---@field smoothNormalsEnabled Bool
garmentSmoothingParams = {}

---@return garmentSmoothingParams
function garmentSmoothingParams.new() return end

---@param props table
---@return garmentSmoothingParams
function garmentSmoothingParams.new(props) return end

---@class gearboxLogicController : IVehicleModuleController
---@field gearboxRImageWidget inkImageWidgetReference
---@field gearboxNImageWidget inkImageWidgetReference
---@field gearboxDImageWidget inkImageWidgetReference
---@field gearboxBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
gearboxLogicController = {}

---@return gearboxLogicController
function gearboxLogicController.new() return end

---@param props table
---@return gearboxLogicController
function gearboxLogicController.new(props) return end

---@return Bool
function gearboxLogicController:OnUninitialize() return end

function gearboxLogicController:ForceUpdate() return end

---@param gear Int32
function gearboxLogicController:OnGearBoxChanged(gear) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function gearboxLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function gearboxLogicController:UnregisterCallbacks() return end

---@class genIRandomizationSupervisor : IScriptable
genIRandomizationSupervisor = {}

---@class genLevelRandomizer : gameObject
---@field entries genLevelRandomizerEntry[]
---@field seed Uint32
---@field dataSource genLevelRandomizerDataSource
---@field supervisorType CName
---@field debugSpawnAll Bool
genLevelRandomizer = {}

---@return genLevelRandomizer
function genLevelRandomizer.new() return end

---@param props table
---@return genLevelRandomizer
function genLevelRandomizer.new(props) return end

---@class genLevelRandomizerEntry
---@field id String
---@field templateName CName
---@field spawnPos NodeRef
---@field probability Float
genLevelRandomizerEntry = {}

---@return genLevelRandomizerEntry
function genLevelRandomizerEntry.new() return end

---@param props table
---@return genLevelRandomizerEntry
function genLevelRandomizerEntry.new(props) return end

---@class genNullRandomizationSupervisor : genIRandomizationSupervisor
genNullRandomizationSupervisor = {}

---@return genNullRandomizationSupervisor
function genNullRandomizationSupervisor.new() return end

---@param props table
---@return genNullRandomizationSupervisor
function genNullRandomizationSupervisor.new(props) return end

---@class genRandomizationDataEntry
---@field id String
---@field templateName CName
---@field transform Transform
---@field probability Float
genRandomizationDataEntry = {}

---@return genRandomizationDataEntry
function genRandomizationDataEntry.new() return end

---@param props table
---@return genRandomizationDataEntry
function genRandomizationDataEntry.new(props) return end

---@class genRandomizerMarker : worldIMarker
---@field id String
---@field templateName CName
---@field probability Float
genRandomizerMarker = {}

---@return genRandomizerMarker
function genRandomizerMarker.new() return end

---@param props table
---@return genRandomizerMarker
function genRandomizerMarker.new(props) return end

---@class genScriptedRandomizationSupervisor : genIRandomizationSupervisor
genScriptedRandomizationSupervisor = {}

---@return genScriptedRandomizationSupervisor
function genScriptedRandomizationSupervisor.new() return end

---@param props table
---@return genScriptedRandomizationSupervisor
function genScriptedRandomizationSupervisor.new(props) return end

---@class graphGraphConnectionDefinition : graphIGraphObjectDefinition
---@field source graphGraphSocketDefinition
---@field destination graphGraphSocketDefinition
graphGraphConnectionDefinition = {}

---@return graphGraphConnectionDefinition
function graphGraphConnectionDefinition.new() return end

---@param props table
---@return graphGraphConnectionDefinition
function graphGraphConnectionDefinition.new(props) return end

---@class graphGraphDefinition : graphIGraphObjectDefinition
---@field nodes graphGraphNodeDefinition[]
graphGraphDefinition = {}

---@class graphGraphNodeDefinition : graphIGraphObjectDefinition
---@field sockets graphGraphSocketDefinition[]
graphGraphNodeDefinition = {}

---@class graphGraphResource : CResource
---@field graph graphGraphDefinition
graphGraphResource = {}

---@class graphGraphSocketDefinition : graphIGraphObjectDefinition
---@field name CName
---@field connections graphGraphConnectionDefinition[]
graphGraphSocketDefinition = {}

---@class graphIGraphNodeCondition : ISerializable
graphIGraphNodeCondition = {}

---@class graphIGraphObjectDefinition : ISerializable
graphIGraphObjectDefinition = {}

---@class grenadeSpawner : gameweaponObject
---@field isCombatGadgetActive Bool
grenadeSpawner = {}

---@return grenadeSpawner
function grenadeSpawner.new() return end

---@param props table
---@return grenadeSpawner
function grenadeSpawner.new(props) return end

---@class grsDeathmatchPlayerGameInfo
---@field peerID netPeerID
---@field isInGame Bool
---@field isDead Bool
---@field spawnTime netTime
---@field killCount Uint32
---@field deathCount Uint32
---@field lastShooter netPeerID
grsDeathmatchPlayerGameInfo = {}

---@return grsDeathmatchPlayerGameInfo
function grsDeathmatchPlayerGameInfo.new() return end

---@param props table
---@return grsDeathmatchPlayerGameInfo
function grsDeathmatchPlayerGameInfo.new(props) return end

---@class grsDeathmatchState
---@field time netTime
---@field status grsDeathmatchStatus
---@field sessionLength netTime
---@field playersInfo grsDeathmatchPlayerGameInfo[]
grsDeathmatchState = {}

---@return grsDeathmatchState
function grsDeathmatchState.new() return end

---@param props table
---@return grsDeathmatchState
function grsDeathmatchState.new(props) return end

---@class grsGatherAreaManager
---@field activeGatherAreaRepInfo grsGatherAreaReplicatedInfo
grsGatherAreaManager = {}

---@return grsGatherAreaManager
function grsGatherAreaManager.new() return end

---@param props table
---@return grsGatherAreaManager
function grsGatherAreaManager.new(props) return end

---@class grsGatherAreaReplicatedInfo
---@field enteredPlayerIDs netPeerID[]
---@field hasActiveQuestListener Bool
---@field enabled Bool
grsGatherAreaReplicatedInfo = {}

---@return grsGatherAreaReplicatedInfo
function grsGatherAreaReplicatedInfo.new() return end

---@param props table
---@return grsGatherAreaReplicatedInfo
function grsGatherAreaReplicatedInfo.new(props) return end

---@class grsHeistPlayerGameInfo
---@field peerID netPeerID
---@field isInGame Bool
---@field isReady Bool
---@field isRespawning Bool
---@field isDead Bool
---@field spawnTime netTime
---@field killCount Uint32
---@field deathCount Uint32
---@field characterRecord String
grsHeistPlayerGameInfo = {}

---@return grsHeistPlayerGameInfo
function grsHeistPlayerGameInfo.new() return end

---@param props table
---@return grsHeistPlayerGameInfo
function grsHeistPlayerGameInfo.new(props) return end

---@class grsHeistState
---@field time netTime
---@field status grsHeistStatus
---@field playersInfo grsHeistPlayerGameInfo[]
grsHeistState = {}

---@return grsHeistState
function grsHeistState.new() return end

---@param props table
---@return grsHeistState
function grsHeistState.new(props) return end

---@class gsmBaseRequestsHandler : inkISystemRequestsHandler
---@field SavingComplete gsmSavingRequesResult
gsmBaseRequestsHandler = {}

---@class gsmGameDefinition : CResource
---@field mainQuests gsmMainQuest[]
---@field world worldWorld
---@field streamingWorld CResource
---@field worldName String
---@field spawnPointTags redTagList
gsmGameDefinition = {}

---@return gsmGameDefinition
function gsmGameDefinition.new() return end

---@param props table
---@return gsmGameDefinition
function gsmGameDefinition.new(props) return end

---@class gsmIStateObserver
gsmIStateObserver = {}

---@class gsmMainQuest : ISerializable
---@field questFile questQuestResource
---@field additionalContent Bool
---@field additionalContentName CName
gsmMainQuest = {}

---@return gsmMainQuest
function gsmMainQuest.new() return end

---@param props table
---@return gsmMainQuest
function gsmMainQuest.new(props) return end

---@class gsmMenuState : gsmState
gsmMenuState = {}

---@class gsmMenuState_CreateSingleplayerSession : gsmMenuState
gsmMenuState_CreateSingleplayerSession = {}

---@return gsmMenuState_CreateSingleplayerSession
function gsmMenuState_CreateSingleplayerSession.new() return end

---@param props table
---@return gsmMenuState_CreateSingleplayerSession
function gsmMenuState_CreateSingleplayerSession.new(props) return end

---@class gsmMenuState_ErrorPopup : gsmPopupState
gsmMenuState_ErrorPopup = {}

---@return gsmMenuState_ErrorPopup
function gsmMenuState_ErrorPopup.new() return end

---@param props table
---@return gsmMenuState_ErrorPopup
function gsmMenuState_ErrorPopup.new(props) return end

---@class gsmMenuState_FindSessions : gsmMenuState
gsmMenuState_FindSessions = {}

---@return gsmMenuState_FindSessions
function gsmMenuState_FindSessions.new() return end

---@param props table
---@return gsmMenuState_FindSessions
function gsmMenuState_FindSessions.new(props) return end

---@class gsmMenuState_GatheringSaves : gsmPopupState
gsmMenuState_GatheringSaves = {}

---@return gsmMenuState_GatheringSaves
function gsmMenuState_GatheringSaves.new() return end

---@param props table
---@return gsmMenuState_GatheringSaves
function gsmMenuState_GatheringSaves.new(props) return end

---@class gsmMenuState_InGamePause : gsmMenuState
gsmMenuState_InGamePause = {}

---@return gsmMenuState_InGamePause
function gsmMenuState_InGamePause.new() return end

---@param props table
---@return gsmMenuState_InGamePause
function gsmMenuState_InGamePause.new(props) return end

---@class gsmMenuState_LoadGameDefinition : gsmMenuState
gsmMenuState_LoadGameDefinition = {}

---@return gsmMenuState_LoadGameDefinition
function gsmMenuState_LoadGameDefinition.new() return end

---@param props table
---@return gsmMenuState_LoadGameDefinition
function gsmMenuState_LoadGameDefinition.new(props) return end

---@class gsmMenuState_LoadSession : gsmMenuState
gsmMenuState_LoadSession = {}

---@return gsmMenuState_LoadSession
function gsmMenuState_LoadSession.new() return end

---@param props table
---@return gsmMenuState_LoadSession
function gsmMenuState_LoadSession.new(props) return end

---@class gsmMenuState_MainMenu : gsmMenuState
gsmMenuState_MainMenu = {}

---@return gsmMenuState_MainMenu
function gsmMenuState_MainMenu.new() return end

---@param props table
---@return gsmMenuState_MainMenu
function gsmMenuState_MainMenu.new(props) return end

---@class gsmMenuState_ModalPopup : gsmPopupState
gsmMenuState_ModalPopup = {}

---@return gsmMenuState_ModalPopup
function gsmMenuState_ModalPopup.new() return end

---@param props table
---@return gsmMenuState_ModalPopup
function gsmMenuState_ModalPopup.new(props) return end

---@class gsmMenuState_Multiplayer : gsmMenuState
gsmMenuState_Multiplayer = {}

---@return gsmMenuState_Multiplayer
function gsmMenuState_Multiplayer.new() return end

---@param props table
---@return gsmMenuState_Multiplayer
function gsmMenuState_Multiplayer.new(props) return end

---@class gsmMenuState_MultiplayerSelectCharacter : gsmMenuState
gsmMenuState_MultiplayerSelectCharacter = {}

---@return gsmMenuState_MultiplayerSelectCharacter
function gsmMenuState_MultiplayerSelectCharacter.new() return end

---@param props table
---@return gsmMenuState_MultiplayerSelectCharacter
function gsmMenuState_MultiplayerSelectCharacter.new(props) return end

---@class gsmMenuState_PlayRecordedSession : gsmMenuState
gsmMenuState_PlayRecordedSession = {}

---@return gsmMenuState_PlayRecordedSession
function gsmMenuState_PlayRecordedSession.new() return end

---@param props table
---@return gsmMenuState_PlayRecordedSession
function gsmMenuState_PlayRecordedSession.new(props) return end

---@class gsmMenuState_Singleplayer : gsmMenuState
gsmMenuState_Singleplayer = {}

---@return gsmMenuState_Singleplayer
function gsmMenuState_Singleplayer.new() return end

---@param props table
---@return gsmMenuState_Singleplayer
function gsmMenuState_Singleplayer.new(props) return end

---@class gsmPopupState : gsmState
gsmPopupState = {}

---@class gsmSavingRequesResult : inkCallbackBase
gsmSavingRequesResult = {}

---@return gsmSavingRequesResult
function gsmSavingRequesResult.new() return end

---@param props table
---@return gsmSavingRequesResult
function gsmSavingRequesResult.new(props) return end

---@class gsmState : IScriptable
gsmState = {}

---@class gsmStateObserver_RichPresence : gsmIStateObserver
gsmStateObserver_RichPresence = {}

---@return gsmStateObserver_RichPresence
function gsmStateObserver_RichPresence.new() return end

---@param props table
---@return gsmStateObserver_RichPresence
function gsmStateObserver_RichPresence.new(props) return end

---@class gsmStateObserver_SessionAutomation : gsmIStateObserver
gsmStateObserver_SessionAutomation = {}

---@return gsmStateObserver_SessionAutomation
function gsmStateObserver_SessionAutomation.new() return end

---@param props table
---@return gsmStateObserver_SessionAutomation
function gsmStateObserver_SessionAutomation.new(props) return end

---@class gsmStateObserver_SessionChanged : gsmIStateObserver
gsmStateObserver_SessionChanged = {}

---@return gsmStateObserver_SessionChanged
function gsmStateObserver_SessionChanged.new() return end

---@param props table
---@return gsmStateObserver_SessionChanged
function gsmStateObserver_SessionChanged.new(props) return end

---@class gsmStateObserver_UserSignInOut : gsmIStateObserver
gsmStateObserver_UserSignInOut = {}

---@return gsmStateObserver_UserSignInOut
function gsmStateObserver_UserSignInOut.new() return end

---@param props table
---@return gsmStateObserver_UserSignInOut
function gsmStateObserver_UserSignInOut.new(props) return end

---@class gsmState_AutoJoinServer : gsmMenuState
gsmState_AutoJoinServer = {}

---@return gsmState_AutoJoinServer
function gsmState_AutoJoinServer.new() return end

---@param props table
---@return gsmState_AutoJoinServer
function gsmState_AutoJoinServer.new(props) return end

---@class gsmState_BoothModeMainMenu : gsmMenuState
gsmState_BoothModeMainMenu = {}

---@return gsmState_BoothModeMainMenu
function gsmState_BoothModeMainMenu.new() return end

---@param props table
---@return gsmState_BoothModeMainMenu
function gsmState_BoothModeMainMenu.new(props) return end

---@class gsmState_Initialization : gsmState
gsmState_Initialization = {}

---@return gsmState_Initialization
function gsmState_Initialization.new() return end

---@param props table
---@return gsmState_Initialization
function gsmState_Initialization.new(props) return end

---@class gsmState_PreGameSession : gsmState_Session
gsmState_PreGameSession = {}

---@return gsmState_PreGameSession
function gsmState_PreGameSession.new() return end

---@param props table
---@return gsmState_PreGameSession
function gsmState_PreGameSession.new(props) return end

---@class gsmState_ReconnectController : gsmState
gsmState_ReconnectController = {}

---@return gsmState_ReconnectController
function gsmState_ReconnectController.new() return end

---@param props table
---@return gsmState_ReconnectController
function gsmState_ReconnectController.new(props) return end

---@class gsmState_Session : gsmState
gsmState_Session = {}

---@return gsmState_Session
function gsmState_Session.new() return end

---@param props table
---@return gsmState_Session
function gsmState_Session.new(props) return end

---@class gsmState_SessionActive : gsmState_SessionStreamingAware
gsmState_SessionActive = {}

---@return gsmState_SessionActive
function gsmState_SessionActive.new() return end

---@param props table
---@return gsmState_SessionActive
function gsmState_SessionActive.new(props) return end

---@class gsmState_SessionLoading : gsmState
gsmState_SessionLoading = {}

---@return gsmState_SessionLoading
function gsmState_SessionLoading.new() return end

---@param props table
---@return gsmState_SessionLoading
function gsmState_SessionLoading.new(props) return end

---@class gsmState_SessionNewGame : gsmState
gsmState_SessionNewGame = {}

---@return gsmState_SessionNewGame
function gsmState_SessionNewGame.new() return end

---@param props table
---@return gsmState_SessionNewGame
function gsmState_SessionNewGame.new(props) return end

---@class gsmState_SessionPaused : gsmState_SessionStreamingAware
gsmState_SessionPaused = {}

---@return gsmState_SessionPaused
function gsmState_SessionPaused.new() return end

---@param props table
---@return gsmState_SessionPaused
function gsmState_SessionPaused.new(props) return end

---@class gsmState_SessionRestoreFromSave : gsmState
gsmState_SessionRestoreFromSave = {}

---@return gsmState_SessionRestoreFromSave
function gsmState_SessionRestoreFromSave.new() return end

---@param props table
---@return gsmState_SessionRestoreFromSave
function gsmState_SessionRestoreFromSave.new(props) return end

---@class gsmState_SessionStreamingAware : gsmState
gsmState_SessionStreamingAware = {}

---@return gsmState_SessionStreamingAware
function gsmState_SessionStreamingAware.new() return end

---@param props table
---@return gsmState_SessionStreamingAware
function gsmState_SessionStreamingAware.new(props) return end

---@class gsmState_TrialVersionUpgrade : gsmState
gsmState_TrialVersionUpgrade = {}

---@return gsmState_TrialVersionUpgrade
function gsmState_TrialVersionUpgrade.new() return end

---@param props table
---@return gsmState_TrialVersionUpgrade
function gsmState_TrialVersionUpgrade.new(props) return end

---@class gsmgameStateObserver_FunctionalTests : gsmIStateObserver
gsmgameStateObserver_FunctionalTests = {}

---@return gsmgameStateObserver_FunctionalTests
function gsmgameStateObserver_FunctionalTests.new() return end

---@param props table
---@return gsmgameStateObserver_FunctionalTests
function gsmgameStateObserver_FunctionalTests.new(props) return end

---@class healthbarWidgetGameController : gameuiHUDGameController
---@field bbPlayerStats gameIBlackboard
---@field bbPlayerEventId redCallbackObject
---@field bbMuppetStats gameIBlackboard
---@field bbMuppetEventId redCallbackObject
---@field bbRightWeaponInfo gameIBlackboard
---@field bbRightWeaponEventId redCallbackObject
---@field bbLeftWeaponInfo gameIBlackboard
---@field bbLeftWeaponEventId redCallbackObject
---@field bbPSceneTierEventId redCallbackObject
---@field visionStateBlackboardId redCallbackObject
---@field combatModeBlackboardId redCallbackObject
---@field bbQuickhacksMemeoryEventId redCallbackObject
---@field healthPath inkWidgetPath
---@field healthBarPath inkWidgetPath
---@field armorPath inkWidgetPath
---@field armorBarPath inkWidgetPath
---@field overshieldBarRef inkWidgetReference
---@field expBar inkWidgetReference
---@field expBarSpacer inkWidgetReference
---@field levelUpArrow inkWidgetReference
---@field levelUpFrame inkWidgetReference
---@field barsLayoutPath inkCompoundWidgetReference
---@field buffsHolder inkCompoundWidgetReference
---@field invulnerableTextPath inkTextWidgetReference
---@field levelTextPath inkTextWidgetReference
---@field nextLevelTextPath inkTextWidgetReference
---@field healthTextPath inkTextWidgetReference
---@field maxHealthTextPath inkTextWidgetReference
---@field quickhacksContainer inkCompoundWidgetReference
---@field expText inkTextWidgetReference
---@field expTextLabel inkTextWidgetReference
---@field lostHealthAggregationBar inkWidgetReference
---@field levelUpRectangle inkWidgetReference
---@field damegePreview inkWidgetReference
---@field fullBar inkWidgetReference
---@field healthController NameplateBarLogicController
---@field armorController ProgressBarSimpleWidgetLogicController
---@field RootWidget inkWidget
---@field buffWidget inkWidget
---@field HPBar inkWidget
---@field armorBar inkWidget
---@field invulnerableText inkTextWidget
---@field animHideTemp inkanimDefinition
---@field animShortFade inkanimDefinition
---@field animLongFade inkanimDefinition
---@field animHideHPProxy inkanimProxy
---@field delayAnimation inkanimDefinition
---@field animCreated Bool
---@field aggregatingActive Bool
---@field countingStartHealth Int32
---@field currentHealth Int32
---@field previousHealth Int32
---@field maximumHealth Int32
---@field quickhacksMemoryPercent Float
---@field currentArmor Int32
---@field maximumArmor Int32
---@field quickhackBarArray inkWidget[]
---@field spawnedMemoryCells Int32
---@field usedQuickhacks Int32
---@field buffsVisible Bool
---@field isUnarmedRightHand Bool
---@field isUnarmedLeftHand Bool
---@field currentVisionPSM gamePSMVision
---@field combatModePSM gamePSMCombat
---@field sceneTier GameplayTier
---@field godModeStatListener GodModeStatListener
---@field memoryStatListener HealthbarMemoryStatListener
---@field playerStatsBlackboard gameIBlackboard
---@field characterCurrentXPListener redCallbackObject
---@field levelUpBlackboard gameIBlackboard
---@field playerLevelUpListener redCallbackObject
---@field currentLevel Int32
---@field playerObject gameObject
---@field playerDevelopmentSystem PlayerDevelopmentSystem
---@field gameInstance ScriptGameInstance
---@field foldingAnimProxy inkanimProxy
---@field memoryFillCells Float
---@field memoryMaxCells Int32
---@field pendingRequests Int32
---@field spawnTokens inkAsyncSpawnRequest[]
---@field overshieldListener OvershieldListener
---@field overshieldBarController NameplateBarLogicController
---@field useOevershield Bool
---@field currentOvershieldValue Int32
---@field currentOvershieldValuePercent Float
---@field overclockListener OverclockListener
---@field isInOverclockedState Bool
---@field pulseBar PulseAnimation
---@field pulseText PulseAnimation
---@field pulse PulseAnimation
---@field healthMemoryJumpAnim inkanimProxy
---@field healthMemoryFlashAnim inkanimProxy
---@field healthbarWidget inkWidget
healthbarWidgetGameController = {}

---@return healthbarWidgetGameController
function healthbarWidgetGameController.new() return end

---@param props table
---@return healthbarWidgetGameController
function healthbarWidgetGameController.new(props) return end

---@param evt BuffListVisibilityChangedEvent
---@return Bool
function healthbarWidgetGameController:OnBuffListVisibilityChanged(evt) return end

---@param value Int32
---@return Bool
function healthbarWidgetGameController:OnCharacterLevelCurrentXPUpdated(value) return end

---@param value Int32
---@return Bool
function healthbarWidgetGameController:OnCharacterLevelUpdated(value) return end

---@param value Int32
---@return Bool
function healthbarWidgetGameController:OnCombatStateChanged(value) return end

---@param anim inkanimProxy
---@return Bool
function healthbarWidgetGameController:OnDamageAggregationFinished(anim) return end

---@return Bool
function healthbarWidgetGameController:OnForceHide() return end

---@param tierVisibility Bool
---@return Bool
function healthbarWidgetGameController:OnForceTierVisibility(tierVisibility) return end

---@param anim inkanimProxy
---@return Bool
function healthbarWidgetGameController:OnHPHideAnimationFinished(anim) return end

---@return Bool
function healthbarWidgetGameController:OnInitialize() return end

---@param value Variant
---@return Bool
function healthbarWidgetGameController:OnLeftWeaponSwap(value) return end

---@param anim inkanimProxy
---@return Bool
function healthbarWidgetGameController:OnLevelUpAnimationFinished(anim) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function healthbarWidgetGameController:OnMemoryBarSpawned(widget, userData) return end

---@param value Variant
---@return Bool
function healthbarWidgetGameController:OnMuppetUpdate(value) return end

---@param e OverclockDamagePreview
---@return Bool
function healthbarWidgetGameController:OnOverclockDamagePreview(e) return end

---@param value Int32
---@return Bool
function healthbarWidgetGameController:OnPSMVisionStateChanged(value) return end

---@param playerGameObject gameObject
---@return Bool
function healthbarWidgetGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function healthbarWidgetGameController:OnPlayerDetach(playerGameObject) return end

---@param value Float
---@return Bool
function healthbarWidgetGameController:OnQuickhacksMemoryPercentUpdate(value) return end

---@param value Variant
---@return Bool
function healthbarWidgetGameController:OnRightWeaponSwap(value) return end

---@param argTier Int32
---@return Bool
function healthbarWidgetGameController:OnSceneTierChange(argTier) return end

---@param value Variant
---@return Bool
function healthbarWidgetGameController:OnStatsChanged(value) return end

---@return Bool
function healthbarWidgetGameController:OnUninitialize() return end

function healthbarWidgetGameController:AdjustRequest() return end

---@param value Int32
---@param skipAnimation Bool
function healthbarWidgetGameController:AnimateCharacterLevelUpdated(value, skipAnimation) return end

function healthbarWidgetGameController:ComputeHealthBarVisibility() return end

function healthbarWidgetGameController:CreateAnimations() return end

---@param isInOverclockedState Bool
function healthbarWidgetGameController:EvaluateHealthBarVisibility(isInOverclockedState) return end

function healthbarWidgetGameController:EvaluateOvershieldBarVisibility() return end

---@return Bool
function healthbarWidgetGameController:HelperHasGodMode() return end

---@return Bool
function healthbarWidgetGameController:IsCyberdeckEquipped() return end

---@return Bool
function healthbarWidgetGameController:IsUnarmed() return end

---@param playerObject gameObject
function healthbarWidgetGameController:RegisterPSMListeners(playerObject) return end

---@param normalizedValue Float
---@param silent Bool
function healthbarWidgetGameController:SetArmorProgress(normalizedValue, silent) return end

---@param value Float
function healthbarWidgetGameController:SetHealthProgress(value) return end

function healthbarWidgetGameController:SetupQuickhacksMemoryBar() return end

function healthbarWidgetGameController:ShowOverclockedHealthbar() return end

function healthbarWidgetGameController:StartDamageFallDelay() return end

---@param playerObject gameObject
function healthbarWidgetGameController:UnregisterPSMListeners(playerObject) return end

function healthbarWidgetGameController:UpdateCurrentHealthText() return end

function healthbarWidgetGameController:UpdateGodModeVisibility() return end

function healthbarWidgetGameController:UpdateMemoryBarData() return end

---@param maxBars Float
function healthbarWidgetGameController:UpdateMemoryBarMaxStat(maxBars) return end

---@param newValue Float
---@param percToPoints Float
function healthbarWidgetGameController:UpdateOvershieldValue(newValue, percToPoints) return end

---@param size Int32
function healthbarWidgetGameController:UpdateQuickhacksMemoryBarSize(size) return end

---@class hubRadialStaticSelectorController : inkSelectorController
---@field leftArrowWidget inkWidgetReference
---@field rightArrowWidget inkWidgetReference
---@field container inkWidgetReference
---@field line inkWidgetReference
---@field leftArrowController inkInputDisplayController
---@field rightArrowController inkInputDisplayController
---@field data MenuData[]
---@field widgetsControllers HubMenuLabelContentContainer[]
---@field currentIndex Int32
---@field currentParent Int32
---@field currentData MenuData[]
---@field lineTranslationAnimProxy inkanimProxy
---@field lineSizeAnimProxy inkanimProxy
---@field instantLineUpdateRequested Bool
---@field animationsRetryDiv Float
---@field debugText inkTextWidgetReference
hubRadialStaticSelectorController = {}

---@return hubRadialStaticSelectorController
function hubRadialStaticSelectorController.new() return end

---@param props table
---@return hubRadialStaticSelectorController
function hubRadialStaticSelectorController.new(props) return end

---@return Bool
function hubRadialStaticSelectorController:OnArrangeChildrenComplete() return end

---@return Bool
function hubRadialStaticSelectorController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function hubRadialStaticSelectorController:OnLineAnimationFinished(anim) return end

---@param e inkPointerEvent
---@return Bool
function hubRadialStaticSelectorController:OnMenuLabelClick(e) return end

---@param e hubStaticSelectorPostArrangeEvent
---@return Bool
function hubRadialStaticSelectorController:OnPostArrange(e) return end

---@param index Int32
---@param value String
---@return Bool
function hubRadialStaticSelectorController:OnSelectionChanged(index, value) return end

---@param targetWidget inkWidget
---@param targetWidth Float
---@param time Float
function hubRadialStaticSelectorController:AnimateLineSize(targetWidget, targetWidth, time) return end

---@param targetWidget inkWidget
---@param targetX Float
---@param time Float
function hubRadialStaticSelectorController:AnimateLineTranslation(targetWidget, targetX, time) return end

---@param identifier Int32
---@return MenuData[]
function hubRadialStaticSelectorController:GetMenusByParent(identifier) return end

---@param data MenuData
function hubRadialStaticSelectorController:ScrollTo(data) return end

---@param data MenuData[]
---@param startIdentifier Int32
function hubRadialStaticSelectorController:SetupMenu(data, startIdentifier) return end

---@param data MenuData[]
---@param currentElement MenuData
function hubRadialStaticSelectorController:SetupMenuValues(data, currentElement) return end

---@param data MenuData[]
function hubRadialStaticSelectorController:SetupWidgets(data) return end

function hubRadialStaticSelectorController:UpdateArrowsVisibility() return end

---@param index Int32
---@param instant Bool
function hubRadialStaticSelectorController:UpdateHightlight(index, instant) return end

---@param currentIndex Int32
function hubRadialStaticSelectorController:UpdateLabelsStates(currentIndex) return end

---@class hubSelectorController : inkSelectorController
---@field leftArrowWidget inkWidgetReference
---@field rightArrowWidget inkWidgetReference
---@field menuLabelHolder inkHorizontalPanelWidgetReference
---@field selectedMenuLabel HubMenuLabelController
---@field previouslySelectedMenuLabel HubMenuLabelController
---@field hubElementsData MenuData[]
---@field previousIndex Int32
hubSelectorController = {}

---@return hubSelectorController
function hubSelectorController.new() return end

---@param props table
---@return hubSelectorController
function hubSelectorController.new(props) return end

---@return Bool
function hubSelectorController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorController:OnLeft(e) return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorController:OnMenuLabelClick(e) return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorController:OnRight(e) return end

---@param value String
---@param index Int32
---@param changeDirection inkSelectorChangeDirection
---@return Bool
function hubSelectorController:OnUpdateValue(value, index, changeDirection) return end

---@param data MenuData
function hubSelectorController:AddMenuTab(data) return end

---@param index Int32
---@param range Int32
---@return Int32
function hubSelectorController:CycleInRange(index, range) return end

---@param controller HubMenuLabelController
---@return Int32
function hubSelectorController:DetermineIndex(controller) return end

---@param label String
---@return HubMenuLabelController
function hubSelectorController:FindLabel(label) return end

---@param index Int32
---@return MenuData[]
function hubSelectorController:GetNearestWidgetsData(index) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function hubSelectorController:RegisterToMenuTabCallback(eventName, object, functionName) return end

function hubSelectorController:RemoveOldTabs() return end

---@class hubSelectorSingleCarouselController : inkSelectorController
---@field NUMBER_OF_WIDGETS Int32
---@field WIDGETS_PADDING Float
---@field SMALL_WIDGET_SCALE Float
---@field SMALL_WIDGET_OPACITY Float
---@field ANIMATION_TIME Float
---@field DEFAULT_WIDGET_COLOR HDRColor
---@field SELECTED_WIDGET_COLOR HDRColor
---@field leftArrowWidget inkWidgetReference
---@field rightArrowWidget inkWidgetReference
---@field container inkWidgetReference
---@field defaultColorDummy inkWidgetReference
---@field activeColorDummy inkWidgetReference
---@field leftArrowController inkInputDisplayController
---@field rightArrowController inkInputDisplayController
---@field elements MenuData[]
---@field centerElementIndex Int32
---@field widgetsControllers HubMenuLabelContentContainer[]
---@field waitForSizes Bool
---@field translationOnce Bool
---@field currentIndex Int32
---@field activeAnimations inkanimProxy[]
hubSelectorSingleCarouselController = {}

---@return hubSelectorSingleCarouselController
function hubSelectorSingleCarouselController.new() return end

---@param props table
---@return hubSelectorSingleCarouselController
function hubSelectorSingleCarouselController.new(props) return end

---@return Bool
function hubSelectorSingleCarouselController:OnArrangeChildrenComplete() return end

---@return Bool
function hubSelectorSingleCarouselController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorSingleCarouselController:OnMenuLabelClick(e) return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorSingleCarouselController:OnMenuLabelHover(e) return end

---@param e inkPointerEvent
---@return Bool
function hubSelectorSingleCarouselController:OnMenuLabelHoverOut(e) return end

---@param anim inkanimProxy
---@return Bool
function hubSelectorSingleCarouselController:OnTranslationCompleted(anim) return end

---@param value String
---@param index Int32
---@param changeDirection inkSelectorChangeDirection
---@return Bool
function hubSelectorSingleCarouselController:OnUpdateValue(value, index, changeDirection) return end

---@param proxy inkanimProxy
function hubSelectorSingleCarouselController:AddActiveProxy(proxy) return end

---@param proxies inkanimProxy[]
function hubSelectorSingleCarouselController:AddActiveProxy(proxies) return end

---@param targetIndex Int32
---@param direction inkSelectorChangeDirection
function hubSelectorSingleCarouselController:Animate(targetIndex, direction) return end

---@param targetWidgets inkWidget[]
---@param startColor HDRColor
---@param endColor HDRColor
---@return inkanimProxy[]
function hubSelectorSingleCarouselController:ColorAnimation(targetWidgets, startColor, endColor) return end

---@param value Int32
---@param limit Int32
---@return Int32
function hubSelectorSingleCarouselController:GetLoopedValue(value, limit) return end

---@param targetIndex Int32
---@return Float
function hubSelectorSingleCarouselController:GetMaskTargetWidth(targetIndex) return end

---@param targetIndex Int32
---@return Float[]
function hubSelectorSingleCarouselController:GetTranslations(targetIndex) return end

---@param targetWidget inkWidget
---@param startOpacity Float
---@param endOpacity Float
---@return inkanimProxy
function hubSelectorSingleCarouselController:OpacityAnimation(targetWidget, startOpacity, endOpacity) return end

function hubSelectorSingleCarouselController:ResetAnimatedStates() return end

---@param targetWidget inkWidget
---@param startScale Float
---@param endScale Float
---@return inkanimProxy
function hubSelectorSingleCarouselController:ScaleAnimation(targetWidget, startScale, endScale) return end

---@param data MenuData
function hubSelectorSingleCarouselController:ScrollTo(data) return end

---@param selectedIndex Int32
function hubSelectorSingleCarouselController:SetFinishedValues(selectedIndex) return end

---@param data MenuData[]
---@param startIdentifier Int32
function hubSelectorSingleCarouselController:SetupMenu(data, startIdentifier) return end

---@param targetWidget inkWidget
---@param startSize Vector2
---@param endSize Vector2
---@return inkanimProxy
function hubSelectorSingleCarouselController:SizeAnimation(targetWidget, startSize, endSize) return end

---@param targetWidget inkWidget
---@param startTranslation Float
---@param endTranslation Float
---@return inkanimProxy
function hubSelectorSingleCarouselController:TranslationAnimation(targetWidget, startTranslation, endTranslation) return end

function hubSelectorSingleCarouselController:UpdateArrowsVisibility() return end

---@class hubSelectorSingleSmallCarouselController : hubSelectorSingleCarouselController
hubSelectorSingleSmallCarouselController = {}

---@return hubSelectorSingleSmallCarouselController
function hubSelectorSingleSmallCarouselController.new() return end

---@param props table
---@return hubSelectorSingleSmallCarouselController
function hubSelectorSingleSmallCarouselController.new(props) return end

---@class hubStaticSelectorController : inkSelectorController
---@field leftArrowWidget inkWidgetReference
---@field rightArrowWidget inkWidgetReference
---@field container inkWidgetReference
---@field line inkWidgetReference
---@field leftArrowController inkInputDisplayController
---@field rightArrowController inkInputDisplayController
---@field data MenuData[]
---@field widgetsControllers HubMenuLabelContentContainer[]
---@field currentIndex Int32
---@field currentParent Int32
---@field currentData MenuData[]
---@field lineTranslationAnimProxy inkanimProxy
---@field lineSizeAnimProxy inkanimProxy
---@field instantLineUpdateRequested Bool
---@field animationsRetryDiv Float
---@field debugText inkTextWidgetReference
hubStaticSelectorController = {}

---@return hubStaticSelectorController
function hubStaticSelectorController.new() return end

---@param props table
---@return hubStaticSelectorController
function hubStaticSelectorController.new(props) return end

---@return Bool
function hubStaticSelectorController:OnArrangeChildrenComplete() return end

---@return Bool
function hubStaticSelectorController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function hubStaticSelectorController:OnLineAnimationFinished(anim) return end

---@param e inkPointerEvent
---@return Bool
function hubStaticSelectorController:OnMenuLabelClick(e) return end

---@param e inkPointerEvent
---@return Bool
function hubStaticSelectorController:OnMenuLabelHover(e) return end

---@param e inkPointerEvent
---@return Bool
function hubStaticSelectorController:OnMenuLabelHoverOut(e) return end

---@param e hubStaticSelectorPostArrangeEvent
---@return Bool
function hubStaticSelectorController:OnPostArrange(e) return end

---@param index Int32
---@param value String
---@return Bool
function hubStaticSelectorController:OnSelectionChanged(index, value) return end

---@return Bool
function hubStaticSelectorController:OnUninitialize() return end

---@param targetWidget inkWidget
---@param targetWidth Float
---@param time Float
function hubStaticSelectorController:AnimateLineSize(targetWidget, targetWidth, time) return end

---@param targetWidget inkWidget
---@param targetX Float
---@param time Float
function hubStaticSelectorController:AnimateLineTranslation(targetWidget, targetX, time) return end

---@param identifier Int32
---@return MenuData[]
function hubStaticSelectorController:GetMenusByParent(identifier) return end

---@param controller HubMenuLabelContentContainer
---@return Bool
function hubStaticSelectorController:IsCurrent(controller) return end

---@param data MenuData
function hubStaticSelectorController:ScrollTo(data) return end

---@param data MenuData[]
---@param startIdentifier Int32
function hubStaticSelectorController:SetupMenu(data, startIdentifier) return end

---@param data MenuData[]
---@param currentElement MenuData
function hubStaticSelectorController:SetupMenuValues(data, currentElement) return end

---@param data MenuData[]
function hubStaticSelectorController:SetupWidgets(data) return end

function hubStaticSelectorController:UpdateArrowsVisibility() return end

---@param index Int32
---@param instant Bool
function hubStaticSelectorController:UpdateHightlight(index, instant) return end

---@param currentIndex Int32
function hubStaticSelectorController:UpdateLabelsStates(currentIndex) return end

---@class hubStaticSelectorPostArrangeEvent : redEvent
hubStaticSelectorPostArrangeEvent = {}

---@return hubStaticSelectorPostArrangeEvent
function hubStaticSelectorPostArrangeEvent.new() return end

---@param props table
---@return hubStaticSelectorPostArrangeEvent
function hubStaticSelectorPostArrangeEvent.new(props) return end

---@class hudButtonReminderGameController : gameuiHUDGameController
---@field Button1 inkCompoundWidgetReference
---@field Button2 inkCompoundWidgetReference
---@field Button3 inkCompoundWidgetReference
---@field uiHudButtonHelpBB gameIBlackboard
---@field interactingWithDeviceBBID redCallbackObject
---@field OnRedrawText_1Callback redCallbackObject
---@field OnRedrawIcon_1Callback redCallbackObject
---@field OnRedrawText_2Callback redCallbackObject
---@field OnRedrawIcon_2Callback redCallbackObject
---@field OnRedrawText_3Callback redCallbackObject
---@field OnRedrawIcon_3Callback redCallbackObject
hudButtonReminderGameController = {}

---@return hudButtonReminderGameController
function hudButtonReminderGameController.new() return end

---@param props table
---@return hudButtonReminderGameController
function hudButtonReminderGameController.new(props) return end

---@return Bool
function hudButtonReminderGameController:OnInitialize() return end

---@param value Bool
---@return Bool
function hudButtonReminderGameController:OnInteractingWithDevice(value) return end

---@param playerGameObject gameObject
---@return Bool
function hudButtonReminderGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function hudButtonReminderGameController:OnPlayerDetach(playerGameObject) return end

---@param argValue CName|string
function hudButtonReminderGameController:OnRedrawIcon_1(argValue) return end

---@param argValue CName|string
function hudButtonReminderGameController:OnRedrawIcon_2(argValue) return end

---@param argValue CName|string
function hudButtonReminderGameController:OnRedrawIcon_3(argValue) return end

---@param argValue String
function hudButtonReminderGameController:OnRedrawText_1(argValue) return end

---@param argValue String
function hudButtonReminderGameController:OnRedrawText_2(argValue) return end

---@param argValue String
function hudButtonReminderGameController:OnRedrawText_3(argValue) return end

---@param playerPuppet gameObject
function hudButtonReminderGameController:RegisterPSMListeners(playerPuppet) return end

---@param playerPuppet gameObject
function hudButtonReminderGameController:UnregisterPSMListeners(playerPuppet) return end

---@class hudCameraController : gameuiHUDGameController
---@field pitch_min Float
---@field pitch_max Float
---@field yaw_min Float
---@field yaw_max Float
---@field tele_min Float
---@field tele_max Float
---@field tele_scale Float
---@field max_zoom_level Float
---@field Date inkTextWidgetReference
---@field Timer inkTextWidgetReference
---@field CameraID inkTextWidgetReference
---@field timerHrs inkTextWidgetReference
---@field timerMin inkTextWidgetReference
---@field timerSec inkTextWidgetReference
---@field watermark inkWidgetReference
---@field yawCounter inkTextWidgetReference
---@field pitchCounter inkTextWidgetReference
---@field pitch inkCanvasWidgetReference
---@field yaw inkCanvasWidgetReference
---@field tele inkCanvasWidgetReference
---@field teleScale inkCanvasWidgetReference
---@field psmBlackboard gameIBlackboard
---@field tcsBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field tcs_BBID redCallbackObject
---@field deviceChain_BBID redCallbackObject
---@field root inkCompoundWidget
---@field currentZoom Float
---@field controlledObjectRef gameObject
---@field alpha_fadein inkanimDefinition
---@field AnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field ownerObject gameObject
---@field maxZoomLevel Int32
hudCameraController = {}

---@return hudCameraController
function hudCameraController.new() return end

---@param props table
---@return hudCameraController
function hudCameraController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function hudCameraController:OnAction(action, consumer) return end

---@param value entEntityID
---@return Bool
function hudCameraController:OnChangeControlledDevice(value) return end

---@param evt DelayedHUDInitializeEvent
---@return Bool
function hudCameraController:OnDelayedHUDInitializeEvent(evt) return end

---@param proxy inkanimProxy
---@return Bool
function hudCameraController:OnEndLoop(proxy) return end

---@return Bool
function hudCameraController:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function hudCameraController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function hudCameraController:OnPlayerDetach(playerPuppet) return end

---@param value Variant
---@return Bool
function hudCameraController:OnTakeControllOverDevice(value) return end

---@return Bool
function hudCameraController:OnUninitialize() return end

---@param curZoom Float
---@return Bool
function hudCameraController:OnZoomChange(curZoom) return end

function hudCameraController:ChangeCameraName() return end

---@param obj gameObject
---@return String
function hudCameraController:GetEntityNameFromEntityID(obj) return end

function hudCameraController:ResolveState() return end

function hudCameraController:UpdateRulers() return end

function hudCameraController:UpdateTime() return end

---@class hudCarController : gameuiHUDGameController
---@field SpeedValue inkTextWidgetReference
---@field RPMChunks inkImageWidgetReference[]
---@field psmBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field currentZoom Float
---@field currentTime GameTime
---@field activeVehicleUIBlackboard gameIBlackboard
---@field vehicleBBStateConectionId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field gearBBConnectionId redCallbackObject
---@field tppBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field leanAngleBBConnectionId redCallbackObject
---@field playerStateBBConnectionId redCallbackObject
---@field activeChunks Int32
---@field rpmMaxValue Float
---@field activeVehicle vehicleBaseObject
---@field driver Bool
hudCarController = {}

---@return hudCarController
function hudCarController.new() return end

---@param props table
---@return hudCarController
function hudCarController.new(props) return end

---@param mode Bool
---@return Bool
function hudCarController:OnCameraModeChanged(mode) return end

---@param gearValue Int32
---@return Bool
function hudCarController:OnGearValueChanged(gearValue) return end

---@return Bool
function hudCarController:OnInitialize() return end

---@param leanAngle Float
---@return Bool
function hudCarController:OnLeanAngleChanged(leanAngle) return end

---@param evt gamemountingMountingEvent
---@return Bool
function hudCarController:OnMountingEvent(evt) return end

---@param playerPuppet gameObject
---@return Bool
function hudCarController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function hudCarController:OnPlayerDetach(playerPuppet) return end

---@param rpmMax Float
---@return Bool
function hudCarController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function hudCarController:OnRpmValueChanged(rpmValue) return end

---@param speedValue Float
---@return Bool
function hudCarController:OnSpeedValueChanged(speedValue) return end

---@return Bool
function hudCarController:OnUninitialize() return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function hudCarController:OnUnmountingEvent(evt) return end

---@param evt Float
---@return Bool
function hudCarController:OnZoomChange(evt) return end

---@return Bool
function hudCarController:CheckIfInTPP() return end

---@param currentAmountOfChunks Int32
function hudCarController:EvaluateRPMMeterWidget(currentAmountOfChunks) return end

---@param register Bool
function hudCarController:RegisterToVehicle(register) return end

function hudCarController:Reset() return end

function hudCarController:UpdateChunkVisibility() return end

---@param rpmValue Float
function hudCarController:drawRPMGaugeFull(rpmValue) return end

---@class hudCarRaceController : gameuiHUDGameController
---@field Countdown inkCanvasWidgetReference
---@field PositionCounter inkCanvasWidgetReference
---@field RacePosition inkTextWidgetReference
---@field RaceTime inkTextWidgetReference
---@field RaceCheckpoint inkTextWidgetReference
---@field maxPosition Int32
---@field maxCheckpoint Int32
---@field playerPosition Int32
---@field minute Int32
---@field activeVehicleUIBlackboard gameIBlackboard
---@field activeVehicle vehicleBaseObject
---@field raceStartEngineTime EngineTime
---@field factCallbackID Uint32
hudCarRaceController = {}

---@return hudCarRaceController
function hudCarRaceController.new() return end

---@param props table
---@return hudCarRaceController
function hudCarRaceController.new(props) return end

---@param evt ForwardVehicleRaceUIEvent
---@return Bool
function hudCarRaceController:OnForwardVehicleRaceUIEvent(evt) return end

---@return Bool
function hudCarRaceController:OnInitialize() return end

---@return Bool
function hudCarRaceController:OnUninitialize() return end

---@param evt VehicleForwardRaceCheckpointFactEvent
---@return Bool
function hudCarRaceController:OnVehicleForwardRaceCheckpointFactEvent(evt) return end

---@param evt VehicleForwardRaceClockUpdateEvent
---@return Bool
function hudCarRaceController:OnVehicleForwardRaceClockUpdateEvent(evt) return end

function hudCarRaceController:EndRace() return end

---@param on Bool
function hudCarRaceController:Setup(on) return end

function hudCarRaceController:SetupCounters() return end

function hudCarRaceController:StartCountdown() return end

function hudCarRaceController:StartRace() return end

---@class hudCorpoController : gameuiHUDGameController
---@field ScrollText inkTextWidgetReference
---@field ScrollTextWidget inkWidgetReference
---@field root_canvas inkWidgetReference
---@field root inkCompoundWidget
---@field questsSystem questQuestsSystem
---@field fact1ListenerId Uint32
---@field fact2ListenerId Uint32
---@field fact3ListenerId Uint32
---@field fact4ListenerId Uint32
---@field fact5ListenerId Uint32
hudCorpoController = {}

---@return hudCorpoController
function hudCorpoController.new() return end

---@param props table
---@return hudCorpoController
function hudCorpoController.new(props) return end

---@return Bool
function hudCorpoController:OnInitialize() return end

---@return Bool
function hudCorpoController:OnUninitialize() return end

---@param val Int32
function hudCorpoController:OnQ000_corpo_scrollbar_after_meeting(val) return end

---@param val Int32
function hudCorpoController:OnQ000_corpo_scrollbar_disconnect(val) return end

---@param val Int32
function hudCorpoController:OnQ000_corpo_scrollbar_mirror(val) return end

---@param val Int32
function hudCorpoController:OnQ000_corpo_scrollbar_office(val) return end

---@param val Int32
function hudCorpoController:OnQ000_var_arasaka_ui_on(val) return end

---@class hudDroneController : gameuiHUDGameController
---@field Date inkTextWidgetReference
---@field Timer inkTextWidgetReference
---@field CameraID inkTextWidgetReference
---@field scanBlackboard gameIBlackboard
---@field psmBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field root inkCompoundWidget
---@field currentZoom Float
---@field currentTime GameTime
hudDroneController = {}

---@return hudDroneController
function hudDroneController.new() return end

---@param props table
---@return hudDroneController
function hudDroneController.new(props) return end

---@return Bool
function hudDroneController:OnInitialize() return end

---@param playerPuppet gameObject
---@return Bool
function hudDroneController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function hudDroneController:OnPlayerDetach(playerPuppet) return end

---@return Bool
function hudDroneController:OnUninitialize() return end

---@param evt Float
---@return Bool
function hudDroneController:OnZoomChange(evt) return end

---@class hudJohnnyController : gameuiHUDGameController
---@field tourHeader inkTextWidgetReference
---@field leftDates inkTextWidgetReference
---@field rightDates inkTextWidgetReference
---@field cancelled inkWidgetReference
---@field gameInstance ScriptGameInstance
hudJohnnyController = {}

---@return hudJohnnyController
function hudJohnnyController.new() return end

---@param props table
---@return hudJohnnyController
function hudJohnnyController.new(props) return end

---@param playerPuppet gameObject
---@return Bool
function hudJohnnyController:OnPlayerAttach(playerPuppet) return end

---@class hudMilitechWarningGameController : gameuiHUDGameController
---@field root inkCompoundWidget
---@field anim inkanimProxy
---@field factListenerId Uint32
hudMilitechWarningGameController = {}

---@return hudMilitechWarningGameController
function hudMilitechWarningGameController.new() return end

---@param props table
---@return hudMilitechWarningGameController
function hudMilitechWarningGameController.new(props) return end

---@return Bool
function hudMilitechWarningGameController:OnInitialize() return end

---@return Bool
function hudMilitechWarningGameController:OnUninitialize() return end

---@param val Int32
function hudMilitechWarningGameController:OnFact(val) return end

---@class hudRecordingController : gameuiHUDGameController
---@field root inkCompoundWidget
---@field anim_intro inkanimProxy
---@field anim_outro inkanimProxy
---@field anim_loop inkanimProxy
---@field option_intro inkanimPlaybackOptions
---@field option_loop inkanimPlaybackOptions
---@field option_outro inkanimPlaybackOptions
---@field factListener Uint32
hudRecordingController = {}

---@return hudRecordingController
function hudRecordingController.new() return end

---@param props table
---@return hudRecordingController
function hudRecordingController.new(props) return end

---@return Bool
function hudRecordingController:OnInitialize() return end

---@return Bool
function hudRecordingController:OnUninitialize() return end

---@param val Int32
function hudRecordingController:OnFact(val) return end

function hudRecordingController:OnOutroEnded() return end

---@class hudSniperNestController : gameuiHUDGameController
---@field psmBlackboard gameIBlackboard
---@field tcsBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field tcs_BBID redCallbackObject
---@field deviceChain_BBID redCallbackObject
---@field root inkCompoundWidget
---@field controlledObjectRef gameObject
---@field alpha_fadein inkanimDefinition
---@field AnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field ownerObject gameObject
---@field maxZoomLevel Int32
hudSniperNestController = {}

---@return hudSniperNestController
function hudSniperNestController.new() return end

---@param props table
---@return hudSniperNestController
function hudSniperNestController.new(props) return end

---@param value entEntityID
---@return Bool
function hudSniperNestController:OnChangeControlledDevice(value) return end

---@param evt DelayedHUDInitializeEvent
---@return Bool
function hudSniperNestController:OnDelayedHUDInitializeEvent(evt) return end

---@return Bool
function hudSniperNestController:OnInitialize() return end

---@return Bool
function hudSniperNestController:OnUninitialize() return end

---@class hudTurretController : gameuiHUDGameController
---@field healthStatus inkTextWidgetReference
---@field MessageText inkTextWidgetReference
---@field yawCounter inkTextWidgetReference
---@field pitchCounter inkTextWidgetReference
---@field pitch inkCanvasWidgetReference
---@field yaw inkCanvasWidgetReference
---@field pitch_min Float
---@field pitch_max Float
---@field yaw_min Float
---@field yaw_max Float
---@field ZoomNumber inkTextWidgetReference
---@field DistanceNumber inkTextWidgetReference
---@field DistanceImageRuler inkImageWidgetReference
---@field ZoomMoveBracketL inkImageWidgetReference
---@field ZoomMoveBracketR inkImageWidgetReference
---@field bbPlayerStats gameIBlackboard
---@field bbPlayerEventId redCallbackObject
---@field currentHealth Int32
---@field previousHealth Int32
---@field maximumHealth Int32
---@field playerObject gameObject
---@field playerPuppet gameObject
---@field controlledObjectRef gameObject
---@field gameInstance ScriptGameInstance
---@field animationProxy inkanimProxy
---@field psmBlackboard gameIBlackboard
---@field PSM_BBID redCallbackObject
---@field zoomDownAnim inkanimProxy
---@field zoomUpAnim inkanimProxy
---@field argZoomBuffered Float
hudTurretController = {}

---@return hudTurretController
function hudTurretController.new() return end

---@param props table
---@return hudTurretController
function hudTurretController.new(props) return end

---@param action gameinputScriptListenerAction
---@param consumer gameinputScriptListenerActionConsumer
---@return Bool
function hudTurretController:OnAction(action, consumer) return end

---@param evt DelayedHUDInitializeEvent
---@return Bool
function hudTurretController:OnDelayedHUDInitializeEvent(evt) return end

---@return Bool
function hudTurretController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function hudTurretController:OnIntroComplete(anim) return end

---@param anim inkanimProxy
---@return Bool
function hudTurretController:OnMalfunction(anim) return end

---@param anim inkanimProxy
---@return Bool
function hudTurretController:OnMalfunctionLoop(anim) return end

---@param anim inkanimProxy
---@return Bool
function hudTurretController:OnMalfunctionLoopEnd(anim) return end

---@param playerPuppet gameObject
---@return Bool
function hudTurretController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function hudTurretController:OnPlayerDetach(playerPuppet) return end

---@param argZoom Float
---@return Bool
function hudTurretController:OnScannerZoom(argZoom) return end

---@param value Variant
---@return Bool
function hudTurretController:OnStatsChanged(value) return end

---@return Bool
function hudTurretController:OnUninitialize() return end

---@return gameIBlackboard
function hudTurretController:GetUIActiveWeaponBlackboard() return end

---@param animName CName|string
---@param callBack CName|string
---@param animOptions inkanimPlaybackOptions
function hudTurretController:PlayAnim(animName, callBack, animOptions) return end

---@param value Bool
function hudTurretController:UpdateJohnnyThemeOverride(value) return end

function hudTurretController:UpdateRulers() return end

---@class inGameMenuAnimContainer : IScriptable
---@field animProxy inkanimProxy
inGameMenuAnimContainer = {}

---@return inGameMenuAnimContainer
function inGameMenuAnimContainer.new() return end

---@param props table
---@return inGameMenuAnimContainer
function inGameMenuAnimContainer.new(props) return end

---@class inkAbstractDataSourceWrapper : IScriptable
inkAbstractDataSourceWrapper = {}

---@return inkAbstractDataSourceWrapper
function inkAbstractDataSourceWrapper.new() return end

---@param props table
---@return inkAbstractDataSourceWrapper
function inkAbstractDataSourceWrapper.new(props) return end

---@param index Uint32
---@return Variant
function inkAbstractDataSourceWrapper:GetItemAsVariant(index) return end

---@param data Variant
---@return Bool
function inkAbstractDataSourceWrapper:HasItemAsVariant(data) return end

---@return Uint32
function inkAbstractDataSourceWrapper:Size() return end

---@class inkActionName : IScriptable
inkActionName = {}

---@return inkActionName
function inkActionName.new() return end

---@param props table
---@return inkActionName
function inkActionName.new(props) return end

---@param actionName CName|string
---@return Bool
function inkActionName:IsAction(actionName) return end

---@class inkAdditionalContentDataInvalid : inkCallbackBase
inkAdditionalContentDataInvalid = {}

---@return inkAdditionalContentDataInvalid
function inkAdditionalContentDataInvalid.new() return end

---@param props table
---@return inkAdditionalContentDataInvalid
function inkAdditionalContentDataInvalid.new(props) return end

---@class inkAdditionalContentDataReloadProgress : inkCallbackBase
inkAdditionalContentDataReloadProgress = {}

---@return inkAdditionalContentDataReloadProgress
function inkAdditionalContentDataReloadProgress.new() return end

---@param props table
---@return inkAdditionalContentDataReloadProgress
function inkAdditionalContentDataReloadProgress.new(props) return end

---@class inkAdditionalContentInstallRequestedCallback : inkCallbackBase
inkAdditionalContentInstallRequestedCallback = {}

---@return inkAdditionalContentInstallRequestedCallback
function inkAdditionalContentInstallRequestedCallback.new() return end

---@param props table
---@return inkAdditionalContentInstallRequestedCallback
function inkAdditionalContentInstallRequestedCallback.new(props) return end

---@class inkAdditionalContentInstalledCallback : inkCallbackBase
inkAdditionalContentInstalledCallback = {}

---@return inkAdditionalContentInstalledCallback
function inkAdditionalContentInstalledCallback.new() return end

---@param props table
---@return inkAdditionalContentInstalledCallback
function inkAdditionalContentInstalledCallback.new(props) return end

---@class inkAdditionalContentPurchaseCallback : inkCallbackBase
inkAdditionalContentPurchaseCallback = {}

---@return inkAdditionalContentPurchaseCallback
function inkAdditionalContentPurchaseCallback.new() return end

---@param props table
---@return inkAdditionalContentPurchaseCallback
function inkAdditionalContentPurchaseCallback.new(props) return end

---@class inkAdditionalContentStatusUpdateCallback : inkCallbackBase
inkAdditionalContentStatusUpdateCallback = {}

---@return inkAdditionalContentStatusUpdateCallback
function inkAdditionalContentStatusUpdateCallback.new() return end

---@param props table
---@return inkAdditionalContentStatusUpdateCallback
function inkAdditionalContentStatusUpdateCallback.new(props) return end

---@class inkAdvertisementsLayer : inkWorldFluffLayer
inkAdvertisementsLayer = {}

---@return inkAdvertisementsLayer
function inkAdvertisementsLayer.new() return end

---@param props table
---@return inkAdvertisementsLayer
function inkAdvertisementsLayer.new(props) return end

---@class inkAdvertisementsLayerDefinition : inkLayerDefinition
inkAdvertisementsLayerDefinition = {}

---@return inkAdvertisementsLayerDefinition
function inkAdvertisementsLayerDefinition.new() return end

---@param props table
---@return inkAdvertisementsLayerDefinition
function inkAdvertisementsLayerDefinition.new(props) return end

---@class inkAnimatedAdvertController : inkWidgetLogicController
---@field animName CName
---@field loopType inkanimLoopType
inkAnimatedAdvertController = {}

---@return inkAnimatedAdvertController
function inkAnimatedAdvertController.new() return end

---@param props table
---@return inkAnimatedAdvertController
function inkAnimatedAdvertController.new(props) return end

---@class inkAsyncSpawnData : IScriptable
---@field libraryID CName
---@field parentWidget inkCompoundWidget
---@field triggerCallbackAsync Bool
---@field userData IScriptable
---@field introAnimation CName
inkAsyncSpawnData = {}

---@return inkAsyncSpawnData
function inkAsyncSpawnData.new() return end

---@param props table
---@return inkAsyncSpawnData
function inkAsyncSpawnData.new(props) return end

---@param resourceRef redResourceReferenceScriptToken
function inkAsyncSpawnData:SetResourcePath(resourceRef) return end

---@class inkAsyncSpawnRequest : IScriptable
inkAsyncSpawnRequest = {}

---@return inkAsyncSpawnRequest
function inkAsyncSpawnRequest.new() return end

---@param props table
---@return inkAsyncSpawnRequest
function inkAsyncSpawnRequest.new(props) return end

function inkAsyncSpawnRequest:Cancel() return end

---@class inkAudioHandlerUserData : inkUserData
inkAudioHandlerUserData = {}

---@return inkAudioHandlerUserData
function inkAudioHandlerUserData.new() return end

---@param props table
---@return inkAudioHandlerUserData
function inkAudioHandlerUserData.new(props) return end

---@class inkBasePanelWidget : inkCompoundWidget
inkBasePanelWidget = {}

---@return inkBasePanelWidget
function inkBasePanelWidget.new() return end

---@param props table
---@return inkBasePanelWidget
function inkBasePanelWidget.new(props) return end

---@class inkBasePanelWidgetReference : inkCompoundWidgetReference
inkBasePanelWidgetReference = {}

---@return inkBasePanelWidgetReference
function inkBasePanelWidgetReference.new() return end

---@param props table
---@return inkBasePanelWidgetReference
function inkBasePanelWidgetReference.new(props) return end

---@class inkBaseScriptableDataSource : inkAbstractDataSourceWrapper
inkBaseScriptableDataSource = {}

---@return inkBaseScriptableDataSource
function inkBaseScriptableDataSource.new() return end

---@param props table
---@return inkBaseScriptableDataSource
function inkBaseScriptableDataSource.new(props) return end

---@param index Uint32
---@return IScriptable
function inkBaseScriptableDataSource:GetItem(index) return end

---@param data IScriptable
---@return Bool
function inkBaseScriptableDataSource:HasItem(data) return end

---@class inkBaseShapeWidget : inkLeafWidget
inkBaseShapeWidget = {}

---@return inkBaseShapeWidget
function inkBaseShapeWidget.new() return end

---@param props table
---@return inkBaseShapeWidget
function inkBaseShapeWidget.new(props) return end

---@class inkBaseVariantDataSource : inkAbstractDataSourceWrapper
inkBaseVariantDataSource = {}

---@return inkBaseVariantDataSource
function inkBaseVariantDataSource.new() return end

---@param props table
---@return inkBaseVariantDataSource
function inkBaseVariantDataSource.new(props) return end

---@param index Uint32
---@return Variant
function inkBaseVariantDataSource:GetItem(index) return end

---@param data Variant
---@return Bool
function inkBaseVariantDataSource:HasItem(data) return end

---@class inkBaseWeakScriptableDataSource : inkAbstractDataSourceWrapper
inkBaseWeakScriptableDataSource = {}

---@return inkBaseWeakScriptableDataSource
function inkBaseWeakScriptableDataSource.new() return end

---@param props table
---@return inkBaseWeakScriptableDataSource
function inkBaseWeakScriptableDataSource.new(props) return end

---@param index Uint32
---@return IScriptable
function inkBaseWeakScriptableDataSource:GetItem(index) return end

---@param data IScriptable
---@return Bool
function inkBaseWeakScriptableDataSource:HasItem(data) return end

---@class inkBinkLanguageDescriptor
---@field bink Bink
---@field languageId inkLanguageId
inkBinkLanguageDescriptor = {}

---@return inkBinkLanguageDescriptor
function inkBinkLanguageDescriptor.new() return end

---@param props table
---@return inkBinkLanguageDescriptor
function inkBinkLanguageDescriptor.new(props) return end

---@class inkBlackwallEffect : inkGlitchEffect
---@field scaleX Float
---@field scaleY Float
---@field layerVisibility Float
inkBlackwallEffect = {}

---@return inkBlackwallEffect
function inkBlackwallEffect.new() return end

---@param props table
---@return inkBlackwallEffect
function inkBlackwallEffect.new(props) return end

---@class inkBoolCallback : inkCallbackBase
inkBoolCallback = {}

---@return inkBoolCallback
function inkBoolCallback.new() return end

---@param props table
---@return inkBoolCallback
function inkBoolCallback.new(props) return end

---@class inkBorderWidget : inkLeafWidget
---@field thickness Float
inkBorderWidget = {}

---@return inkBorderWidget
function inkBorderWidget.new() return end

---@param props table
---@return inkBorderWidget
function inkBorderWidget.new(props) return end

---@param thickness Float
function inkBorderWidget:SetThickness(thickness) return end

---@class inkBorderWidgetReference : inkLeafWidgetReference
inkBorderWidgetReference = {}

---@return inkBorderWidgetReference
function inkBorderWidgetReference.new() return end

---@param props table
---@return inkBorderWidgetReference
function inkBorderWidgetReference.new(props) return end

---@param self_ inkBorderWidgetReference
---@param thickness Float
function inkBorderWidgetReference.SetThickness(self_, thickness) return end

---@class inkBoxBlurEffect : inkIEffect
---@field samples Uint8
---@field intensity Float
---@field blurDimension inkEBlurDimension
inkBoxBlurEffect = {}

---@return inkBoxBlurEffect
function inkBoxBlurEffect.new() return end

---@param props table
---@return inkBoxBlurEffect
function inkBoxBlurEffect.new(props) return end

---@class inkBrushWrapper
---@field brush inkWidgetBrush
---@field externalBrush inkWidgetBrushResource
inkBrushWrapper = {}

---@return inkBrushWrapper
function inkBrushWrapper.new() return end

---@param props table
---@return inkBrushWrapper
function inkBrushWrapper.new(props) return end

---@class inkButtonAnimatedController : inkButtonController
---@field animTargetHover inkWidgetReference
---@field animTargetPulse inkWidgetReference
---@field normalRootOpacity Float
---@field hoverRootOpacity Float
---@field rootWidget inkCompoundWidget
---@field animTarget_Hover inkWidget
---@field animTarget_Pulse inkWidget
---@field animHover inkanimDefinition
---@field animPulse inkanimDefinition
---@field animHoverProxy inkanimProxy
---@field animPulseProxy inkanimProxy
---@field animPulseOptions inkanimPlaybackOptions
inkButtonAnimatedController = {}

---@return inkButtonAnimatedController
function inkButtonAnimatedController.new() return end

---@param props table
---@return inkButtonAnimatedController
function inkButtonAnimatedController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function inkButtonAnimatedController:OnButtonStateChanged(controller, oldState, newState) return end

---@return Bool
function inkButtonAnimatedController:OnInitialize() return end

---@return Bool
function inkButtonAnimatedController:OnUnitialize() return end

---@return inkTextWidget
function inkButtonAnimatedController:GetButton() return end

---@return String
function inkButtonAnimatedController:GetButtonText() return end

---@param argValue String
function inkButtonAnimatedController:SetButtonText(argValue) return end

---@class inkButtonClickCallback : inkCallbackBase
inkButtonClickCallback = {}

---@return inkButtonClickCallback
function inkButtonClickCallback.new() return end

---@param props table
---@return inkButtonClickCallback
function inkButtonClickCallback.new(props) return end

---@class inkButtonController : inkDiscreteNavigationController
---@field ButtonClick inkButtonClickCallback
---@field ButtonHoldComplete inkButtonHoldCompleteCallback
---@field ButtonStateChanged inkButtonStateChangeCallback
---@field ButtonSelectionChanged inkButtonSelectionCallback
---@field ButtonHoldProgressChanged inkButtonProgressChangedCallback
---@field canHold Bool
---@field selectable Bool
---@field selected Bool
---@field autoUpdateWidgetState Bool
inkButtonController = {}

---@return inkButtonController
function inkButtonController.new() return end

---@param props table
---@return inkButtonController
function inkButtonController.new(props) return end

---@return Bool
function inkButtonController:CanHold() return end

---@return Bool
function inkButtonController:GetAutoUpdateWidgetState() return end

---@return Bool
function inkButtonController:GetEnabled() return end

---@return Float
function inkButtonController:GetHoldProgress() return end

function inkButtonController:GetSelectable() return end

---@return Bool
function inkButtonController:GetSelected() return end

---@return inkEButtonState
function inkButtonController:GetState() return end

---@param autoUpdate Bool
function inkButtonController:SetAutoUpdateWidgetState(autoUpdate) return end

---@param canHold Bool
function inkButtonController:SetCanHold(canHold) return end

---@param enabled Bool
function inkButtonController:SetEnabled(enabled) return end

---@param selectable Bool
function inkButtonController:SetSelectable(selectable) return end

---@param selected Bool
function inkButtonController:SetSelected(selected) return end

---@param force Bool
function inkButtonController:UpdateButtonState(force) return end

---@class inkButtonDpadSupportedController : inkButtonAnimatedController
---@field targetPath_DpadUp inkWidget
---@field targetPath_DpadDown inkWidget
---@field targetPath_DpadLeft inkWidget
---@field targetPath_DpadRight inkWidget
inkButtonDpadSupportedController = {}

---@return inkButtonDpadSupportedController
function inkButtonDpadSupportedController.new() return end

---@param props table
---@return inkButtonDpadSupportedController
function inkButtonDpadSupportedController.new(props) return end

---@return Bool
function inkButtonDpadSupportedController:OnInitialize() return end

---@param argNew inkWidget
function inkButtonDpadSupportedController:SetDpadDownTarget(argNew) return end

---@param argNew inkWidget
function inkButtonDpadSupportedController:SetDpadLeftTarget(argNew) return end

---@param argNew inkWidget
function inkButtonDpadSupportedController:SetDpadRightTarget(argNew) return end

---@param argLeft inkWidget
---@param argUp inkWidget
---@param argRight inkWidget
---@param argDown inkWidget
function inkButtonDpadSupportedController:SetDpadTargets(argLeft, argUp, argRight, argDown) return end

---@param argNew inkWidget
function inkButtonDpadSupportedController:SetDpadUpTarget(argNew) return end

---@class inkButtonHoldCompleteCallback : inkCallbackBase
inkButtonHoldCompleteCallback = {}

---@return inkButtonHoldCompleteCallback
function inkButtonHoldCompleteCallback.new() return end

---@param props table
---@return inkButtonHoldCompleteCallback
function inkButtonHoldCompleteCallback.new(props) return end

---@class inkButtonProgressChangedCallback : inkCallbackBase
inkButtonProgressChangedCallback = {}

---@return inkButtonProgressChangedCallback
function inkButtonProgressChangedCallback.new() return end

---@param props table
---@return inkButtonProgressChangedCallback
function inkButtonProgressChangedCallback.new(props) return end

---@class inkButtonSelectionCallback : inkCallbackBase
inkButtonSelectionCallback = {}

---@return inkButtonSelectionCallback
function inkButtonSelectionCallback.new() return end

---@param props table
---@return inkButtonSelectionCallback
function inkButtonSelectionCallback.new(props) return end

---@class inkButtonStateChangeCallback : inkCallbackBase
inkButtonStateChangeCallback = {}

---@return inkButtonStateChangeCallback
function inkButtonStateChangeCallback.new() return end

---@param props table
---@return inkButtonStateChangeCallback
function inkButtonStateChangeCallback.new(props) return end

---@class inkButtonTintController : inkButtonController
---@field NormalColor Color
---@field HoverColor Color
---@field PressColor Color
---@field DisableColor Color
---@field TintControlRef inkWidgetReference
inkButtonTintController = {}

---@return inkButtonTintController
function inkButtonTintController.new() return end

---@param props table
---@return inkButtonTintController
function inkButtonTintController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function inkButtonTintController:OnButtonStateChanged(controller, oldState, newState) return end

---@class inkCacheWidget : inkCompoundWidget
---@field innerScale Vector2
---@field mode inkCacheMode
---@field externalDynamicTexture CName
inkCacheWidget = {}

---@return inkCacheWidget
function inkCacheWidget.new() return end

---@param props table
---@return inkCacheWidget
function inkCacheWidget.new(props) return end

---@class inkCacheWidgetReference : inkCompoundWidgetReference
inkCacheWidgetReference = {}

---@return inkCacheWidgetReference
function inkCacheWidgetReference.new() return end

---@param props table
---@return inkCacheWidgetReference
function inkCacheWidgetReference.new(props) return end

---@class inkCallbackBase
---@field callbackName CName
---@field listeners inkCallbackListener[]
inkCallbackBase = {}

---@class inkCallbackConnectorData : IScriptable
---@field userData IScriptable
inkCallbackConnectorData = {}

---@return inkCallbackConnectorData
function inkCallbackConnectorData.new() return end

---@param props table
---@return inkCallbackConnectorData
function inkCallbackConnectorData.new(props) return end

---@param target IScriptable
---@param functionName CName|string
function inkCallbackConnectorData:RegisterListener(target, functionName) return end

function inkCallbackConnectorData:TriggerCallback() return end

---@class inkCallbackData : IScriptable
---@field loadResult inkIconResult
---@field targetWidget inkImageWidget
---@field errorMsg String
---@field iconSrc TweakDBID
inkCallbackData = {}

---@return inkCallbackData
function inkCallbackData.new() return end

---@param props table
---@return inkCallbackData
function inkCallbackData.new(props) return end

---@class inkCallbackListener
---@field object IScriptable
---@field functionName CName
inkCallbackListener = {}

---@return inkCallbackListener
function inkCallbackListener.new() return end

---@param props table
---@return inkCallbackListener
function inkCallbackListener.new(props) return end

---@class inkCanvasWidget : inkCompoundWidget
inkCanvasWidget = {}

---@return inkCanvasWidget
function inkCanvasWidget.new() return end

---@param props table
---@return inkCanvasWidget
function inkCanvasWidget.new(props) return end

---@class inkCanvasWidgetReference : inkCompoundWidgetReference
inkCanvasWidgetReference = {}

---@return inkCanvasWidgetReference
function inkCanvasWidgetReference.new() return end

---@param props table
---@return inkCanvasWidgetReference
function inkCanvasWidgetReference.new(props) return end

---@class inkCensorshipController : inkWidgetLogicController
---@field censorshipFlags CensorshipFlags
inkCensorshipController = {}

---@return inkCensorshipController
function inkCensorshipController.new() return end

---@param props table
---@return inkCensorshipController
function inkCensorshipController.new(props) return end

---@class inkCensorshipEffect : inkGlitchEffect
---@field censorshipFlags CensorshipFlags
inkCensorshipEffect = {}

---@return inkCensorshipEffect
function inkCensorshipEffect.new() return end

---@param props table
---@return inkCensorshipEffect
function inkCensorshipEffect.new(props) return end

---@class inkCharacterEvent : inkInputEvent
inkCharacterEvent = {}

---@return inkCharacterEvent
function inkCharacterEvent.new() return end

---@param props table
---@return inkCharacterEvent
function inkCharacterEvent.new(props) return end

---@return Uint8
function inkCharacterEvent:GetCharacter() return end

function inkCharacterEvent:GetType() return end

---@class inkCharacterEventCallback : inkCallbackBase
inkCharacterEventCallback = {}

---@return inkCharacterEventCallback
function inkCharacterEventCallback.new() return end

---@param props table
---@return inkCharacterEventCallback
function inkCharacterEventCallback.new(props) return end

---@class inkChildren : ISerializable
inkChildren = {}

---@class inkCircleWidget : inkBaseShapeWidget
---@field segmentsNumber Uint32
inkCircleWidget = {}

---@return inkCircleWidget
function inkCircleWidget.new() return end

---@param props table
---@return inkCircleWidget
function inkCircleWidget.new(props) return end

---@class inkCircleWidgetReference : inkLeafWidgetReference
inkCircleWidgetReference = {}

---@return inkCircleWidgetReference
function inkCircleWidgetReference.new() return end

---@param props table
---@return inkCircleWidgetReference
function inkCircleWidgetReference.new(props) return end

---@class inkClippedMenuScenarioData : IScriptable
---@field menus CName[]
inkClippedMenuScenarioData = {}

---@return inkClippedMenuScenarioData
function inkClippedMenuScenarioData.new() return end

---@param props table
---@return inkClippedMenuScenarioData
function inkClippedMenuScenarioData.new(props) return end

---@class inkCloudSaveUploadFinish : inkCallbackBase
inkCloudSaveUploadFinish = {}

---@return inkCloudSaveUploadFinish
function inkCloudSaveUploadFinish.new() return end

---@param props table
---@return inkCloudSaveUploadFinish
function inkCloudSaveUploadFinish.new(props) return end

---@class inkCloudSavesQueryStatusChange : inkCallbackBase
inkCloudSavesQueryStatusChange = {}

---@return inkCloudSavesQueryStatusChange
function inkCloudSavesQueryStatusChange.new() return end

---@param props table
---@return inkCloudSavesQueryStatusChange
function inkCloudSavesQueryStatusChange.new(props) return end

---@class inkColorCorrectionEffect : inkIEffect
---@field brightness Float
---@field contrast Float
---@field saturation Float
inkColorCorrectionEffect = {}

---@return inkColorCorrectionEffect
function inkColorCorrectionEffect.new() return end

---@param props table
---@return inkColorCorrectionEffect
function inkColorCorrectionEffect.new(props) return end

---@class inkColorFillEffect : inkIEffect
---@field colorR Float
---@field colorG Float
---@field colorB Float
---@field colorA Float
---@field saturation Float
inkColorFillEffect = {}

---@return inkColorFillEffect
function inkColorFillEffect.new() return end

---@param props table
---@return inkColorFillEffect
function inkColorFillEffect.new(props) return end

---@class inkComboBoxController : inkWidgetLogicController
---@field comboBoxObjectRef inkWidgetReference
---@field ComboBoxVisibleChanged inkComboBoxVisibleChangedCallback
inkComboBoxController = {}

---@return inkComboBoxController
function inkComboBoxController.new() return end

---@param props table
---@return inkComboBoxController
function inkComboBoxController.new(props) return end

---@return inkWidget
function inkComboBoxController:GetComboBox() return end

---@return inkWidget
function inkComboBoxController:GetComboBoxContentWidget() return end

---@return inkWidget
function inkComboBoxController:GetPlaceholderWidget() return end

function inkComboBoxController:HideComboBox() return end

---@param targetWidget inkWidget
function inkComboBoxController:ShowComboBox(targetWidget) return end

---@return Bool
function inkComboBoxController:IsComboBoxVisible() return end

---@class inkComboBoxObjectController : inkWidgetLogicController
---@field contentWidgetRef inkWidgetReference
---@field placeholderOffsetWidgetRef inkWidgetReference
---@field colliderRef inkShapeWidgetReference
---@field offset inkMargin
inkComboBoxObjectController = {}

---@return inkComboBoxObjectController
function inkComboBoxObjectController.new() return end

---@param props table
---@return inkComboBoxObjectController
function inkComboBoxObjectController.new(props) return end

---@return inkWidget
function inkComboBoxObjectController:GetContentWidget() return end

---@class inkComboBoxVisibleChangedCallback : inkCallbackBase
inkComboBoxVisibleChangedCallback = {}

---@return inkComboBoxVisibleChangedCallback
function inkComboBoxVisibleChangedCallback.new() return end

---@param props table
---@return inkComboBoxVisibleChangedCallback
function inkComboBoxVisibleChangedCallback.new(props) return end

---@class inkCompositionInterpolator
---@field parameter CName
---@field interpolationMode inkanimInterpolationMode
---@field interpolationType inkanimInterpolationType
---@field duration Float
---@field startDelay Float
inkCompositionInterpolator = {}

---@return inkCompositionInterpolator
function inkCompositionInterpolator.new() return end

---@param props table
---@return inkCompositionInterpolator
function inkCompositionInterpolator.new(props) return end

---@class inkCompositionPreset
---@field stateName CName
---@field useBackgroundTexture Bool
---@field shaderParams fxCompositionShaderParams
---@field transitions inkCompositionTransition[]
inkCompositionPreset = {}

---@return inkCompositionPreset
function inkCompositionPreset.new() return end

---@param props table
---@return inkCompositionPreset
function inkCompositionPreset.new(props) return end

---@class inkCompositionPreviewSettings : ISerializable
---@field sourceState CName
---@field targetState CName
---@field previewResolution inkETextureResolution
---@field gameFrameTexture CBitmapTexture
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
inkCompositionPreviewSettings = {}

---@return inkCompositionPreviewSettings
function inkCompositionPreviewSettings.new() return end

---@param props table
---@return inkCompositionPreviewSettings
function inkCompositionPreviewSettings.new(props) return end

---@class inkCompositionTransition
---@field targetState CName
---@field interpolators inkCompositionInterpolator[]
inkCompositionTransition = {}

---@return inkCompositionTransition
function inkCompositionTransition.new() return end

---@param props table
---@return inkCompositionTransition
function inkCompositionTransition.new(props) return end

---@class inkCompoundWidget : inkWidget
---@field childOrder inkEChildOrder
---@field children inkMultiChildren
---@field childMargin inkMargin
inkCompoundWidget = {}

---@return inkCompoundWidget
function inkCompoundWidget.new() return end

---@param props table
---@return inkCompoundWidget
function inkCompoundWidget.new(props) return end

---@param widgetTypeName CName|string
---@return inkWidget
function inkCompoundWidget:AddChild(widgetTypeName) return end

---@param widget inkWidget
function inkCompoundWidget:AddChildWidget(widget) return end

---@return inkMargin
function inkCompoundWidget:GetChildMargin() return end

---@return inkEChildOrder
function inkCompoundWidget:GetChildOrder() return end

---@param widget inkWidget
---@return Vector2
function inkCompoundWidget:GetChildPosition(widget) return end

---@param widget inkWidget
---@return Vector2
function inkCompoundWidget:GetChildSize(widget) return end

---@return Int32
function inkCompoundWidget:GetNumChildren() return end

---@param index Int32
---@return inkWidget
function inkCompoundWidget:GetWidgetByIndex(index) return end

---@param path inkWidgetPath
---@return inkWidget
function inkCompoundWidget:GetWidgetByPath(path) return end

---@param widgetNamePath CName|string
---@return inkWidget
function inkCompoundWidget:GetWidgetByPathName(widgetNamePath) return end

function inkCompoundWidget:RemoveAllChildren() return end

---@param childWidget inkWidget
function inkCompoundWidget:RemoveChild(childWidget) return end

---@param index Int32
function inkCompoundWidget:RemoveChildByIndex(index) return end

---@param widgetName CName|string
function inkCompoundWidget:RemoveChildByName(widgetName) return end

---@param childWidget inkWidget
---@param newIndex Int32
function inkCompoundWidget:ReorderChild(childWidget, newIndex) return end

---@param newMargin inkMargin
function inkCompoundWidget:SetChildMargin(newMargin) return end

---@param newOrder inkEChildOrder
function inkCompoundWidget:SetChildOrder(newOrder) return end

---@param path inkWidgetPath
---@return inkWidget
function inkCompoundWidget:GetWidget(path) return end

---@param index Int32
---@return inkWidget
function inkCompoundWidget:GetWidget(index) return end

---@param path CName|string
---@return inkWidget
function inkCompoundWidget:GetWidget(path) return end

---@class inkCompoundWidgetReference : inkWidgetReference
inkCompoundWidgetReference = {}

---@return inkCompoundWidgetReference
function inkCompoundWidgetReference.new() return end

---@param props table
---@return inkCompoundWidgetReference
function inkCompoundWidgetReference.new(props) return end

---@param self_ inkCompoundWidgetReference
---@param widgetTypeName CName|string
---@return inkWidget
function inkCompoundWidgetReference.AddChild(self_, widgetTypeName) return end

---@param self_ inkCompoundWidgetReference
---@param widget inkWidget
function inkCompoundWidgetReference.AddChildWidget(self_, widget) return end

---@param self_ inkBasePanelWidgetReference
---@return inkEChildOrder
function inkCompoundWidgetReference.GetChildOrder(self_) return end

---@param self_ inkCompoundWidgetReference
---@param childWidget inkWidget
---@return Vector2
function inkCompoundWidgetReference.GetChildPosition(self_, childWidget) return end

---@param self_ inkCompoundWidgetReference
---@param childWidget inkWidget
---@return Vector2
function inkCompoundWidgetReference.GetChildSize(self_, childWidget) return end

---@param self_ inkCompoundWidgetReference
---@return Int32
function inkCompoundWidgetReference.GetNumChildren(self_) return end

---@param self_ inkCompoundWidgetReference
---@param index Int32
---@return inkWidget
function inkCompoundWidgetReference.GetWidgetByIndex(self_, index) return end

---@param self_ inkCompoundWidgetReference
---@param path inkWidgetPath
---@return inkWidget
function inkCompoundWidgetReference.GetWidgetByPath(self_, path) return end

---@param self_ inkCompoundWidgetReference
---@param widgetNamePath CName|string
---@return inkWidget
function inkCompoundWidgetReference.GetWidgetByPathName(self_, widgetNamePath) return end

---@param self_ inkCompoundWidgetReference
function inkCompoundWidgetReference.RemoveAllChildren(self_) return end

---@param self_ inkCompoundWidgetReference
---@param childWidget inkWidget
function inkCompoundWidgetReference.RemoveChild(self_, childWidget) return end

---@param self_ inkCompoundWidgetReference
---@param index Int32
function inkCompoundWidgetReference.RemoveChildByIndex(self_, index) return end

---@param self_ inkCompoundWidgetReference
---@param widgetName CName|string
function inkCompoundWidgetReference.RemoveChildByName(self_, widgetName) return end

---@param self_ inkCompoundWidgetReference
---@param childWidget inkWidget
---@param newIndex Int32
function inkCompoundWidgetReference.ReorderChild(self_, childWidget, newIndex) return end

---@param self_ inkBasePanelWidgetReference
---@param newOrder inkEChildOrder
function inkCompoundWidgetReference.SetChildOrder(self_, newOrder) return end

---@param self_ inkCompoundWidgetReference
---@param index Int32
---@return inkWidget
function inkCompoundWidgetReference.GetWidget(self_, index) return end

---@param self_ inkCompoundWidgetReference
---@param path inkWidgetPath
---@return inkWidget
function inkCompoundWidgetReference.GetWidget(self_, path) return end

---@param self_ inkCompoundWidgetReference
---@param path CName|string
---@return inkWidget
function inkCompoundWidgetReference.GetWidget(self_, path) return end

---@class inkContainerNavigationController : inkDiscreteNavigationController
---@field overrideEntries inkNavigationOverrideEntry[]
---@field useGlobalInput Bool
inkContainerNavigationController = {}

---@return inkContainerNavigationController
function inkContainerNavigationController.new() return end

---@param props table
---@return inkContainerNavigationController
function inkContainerNavigationController.new(props) return end

---@class inkControllerProcessor : ISerializable
inkControllerProcessor = {}

---@class inkCreditsResource : CResource
---@field sections inkCreditsSectionEntry[]
inkCreditsResource = {}

---@return inkCreditsResource
function inkCreditsResource.new() return end

---@param props table
---@return inkCreditsResource
function inkCreditsResource.new(props) return end

---@class inkCreditsSectionEntry
---@field sectionTitle String
---@field names String[]
---@field displayMode inkDisplayMode
inkCreditsSectionEntry = {}

---@return inkCreditsSectionEntry
function inkCreditsSectionEntry.new() return end

---@param props table
---@return inkCreditsSectionEntry
function inkCreditsSectionEntry.new(props) return end

---@class inkCursorContextCallback : inkCallbackBase
inkCursorContextCallback = {}

---@return inkCursorContextCallback
function inkCursorContextCallback.new() return end

---@param props table
---@return inkCursorContextCallback
function inkCursorContextCallback.new(props) return end

---@class inkCursorInfo : inkUserData
---@field pos Vector2
---@field isVisible Bool
---@field cursorForDevice CName
inkCursorInfo = {}

---@return inkCursorInfo
function inkCursorInfo.new() return end

---@param props table
---@return inkCursorInfo
function inkCursorInfo.new(props) return end

---@return Vector2
function inkCursorInfo:GetResizableWidgetSize() return end

---@param widget inkWidget
function inkCursorInfo:SetResizableWidget(widget) return end

---@param size Vector2
function inkCursorInfo:SetSize(size) return end

---@class inkCustomCallback : inkCallbackBase
inkCustomCallback = {}

---@return inkCustomCallback
function inkCustomCallback.new() return end

---@param props table
---@return inkCustomCallback
function inkCustomCallback.new(props) return end

---@class inkDebugLayer : inkFullScreenLayer
inkDebugLayer = {}

---@return inkDebugLayer
function inkDebugLayer.new() return end

---@param props table
---@return inkDebugLayer
function inkDebugLayer.new(props) return end

---@class inkDebugLayerDefinition : inkLayerDefinition
---@field entries inkDebugLayerEntry[]
inkDebugLayerDefinition = {}

---@return inkDebugLayerDefinition
function inkDebugLayerDefinition.new() return end

---@param props table
---@return inkDebugLayerDefinition
function inkDebugLayerDefinition.new(props) return end

---@class inkDebugLayerEntry
---@field widgetResource inkWidgetLibraryResource
---@field anchorPlace inkEAnchor
---@field anchorPoint Vector2
inkDebugLayerEntry = {}

---@return inkDebugLayerEntry
function inkDebugLayerEntry.new() return end

---@param props table
---@return inkDebugLayerEntry
function inkDebugLayerEntry.new(props) return end

---@class inkDebugSystem : inkIDebugSystem
inkDebugSystem = {}

---@return inkDebugSystem
function inkDebugSystem.new() return end

---@param props table
---@return inkDebugSystem
function inkDebugSystem.new(props) return end

---@class inkDebugSystemAccessor : inkILayerSystemAccesor
inkDebugSystemAccessor = {}

---@return inkDebugSystemAccessor
function inkDebugSystemAccessor.new() return end

---@param props table
---@return inkDebugSystemAccessor
function inkDebugSystemAccessor.new(props) return end

---@class inkDebugSystemData : inkILayerSystemData
---@field entries inkDebugLayerEntry[]
---@field rootLibrary inkWidgetLibraryResource
inkDebugSystemData = {}

---@return inkDebugSystemData
function inkDebugSystemData.new() return end

---@param props table
---@return inkDebugSystemData
function inkDebugSystemData.new(props) return end

---@class inkDefaultCallback : inkCallbackBase
inkDefaultCallback = {}

---@return inkDefaultCallback
function inkDefaultCallback.new() return end

---@param props table
---@return inkDefaultCallback
function inkDefaultCallback.new(props) return end

---@class inkDefaultLoadingScreenLogicController : inkILoadingLogicController
---@field progressBarRoot inkWidgetReference
---@field progressBarController LoadingScreenProgressBarController
inkDefaultLoadingScreenLogicController = {}

---@return inkDefaultLoadingScreenLogicController
function inkDefaultLoadingScreenLogicController.new() return end

---@param props table
---@return inkDefaultLoadingScreenLogicController
function inkDefaultLoadingScreenLogicController.new(props) return end

---@return Bool
function inkDefaultLoadingScreenLogicController:OnInitialize() return end

---@param progress Float
function inkDefaultLoadingScreenLogicController:SetLoadProgress(progress) return end

---@param visible Bool
function inkDefaultLoadingScreenLogicController:SetProgressIndicatorVisibility(visible) return end

---@param visible Bool
function inkDefaultLoadingScreenLogicController:SetSpinnerVisiblility(visible) return end

---@class inkDelayedSetLoadingScreenEvent : redEvent
inkDelayedSetLoadingScreenEvent = {}

---@return inkDelayedSetLoadingScreenEvent
function inkDelayedSetLoadingScreenEvent.new() return end

---@param props table
---@return inkDelayedSetLoadingScreenEvent
function inkDelayedSetLoadingScreenEvent.new(props) return end

---@class inkDelayedSetStateEvent : redEvent
inkDelayedSetStateEvent = {}

---@return inkDelayedSetStateEvent
function inkDelayedSetStateEvent.new() return end

---@param props table
---@return inkDelayedSetStateEvent
function inkDelayedSetStateEvent.new(props) return end

---@class inkDeleteRequestResult : inkCallbackBase
inkDeleteRequestResult = {}

---@return inkDeleteRequestResult
function inkDeleteRequestResult.new() return end

---@param props table
---@return inkDeleteRequestResult
function inkDeleteRequestResult.new(props) return end

---@class inkDexLimoGameController : gameuiWidgetGameController
---@field activeVehicleBlackboard gameIBlackboard
---@field playerVehStateId redCallbackObject
---@field screenVideoWidget inkVideoWidget
---@field screenVideoWidgetPath CName
---@field videoPath redResourceReferenceScriptToken
inkDexLimoGameController = {}

---@return inkDexLimoGameController
function inkDexLimoGameController.new() return end

---@param props table
---@return inkDexLimoGameController
function inkDexLimoGameController.new(props) return end

---@return Bool
function inkDexLimoGameController:OnInitialize() return end

---@param data Variant
---@return Bool
function inkDexLimoGameController:OnPlayerStateChanged(data) return end

---@return Bool
function inkDexLimoGameController:OnUninitialize() return end

---@class inkDiscreteNavigationController : inkWidgetLogicController
---@field shouldUpdateScrollController Bool
---@field isNavigalbe Bool
---@field supportsHoldInput Bool
inkDiscreteNavigationController = {}

---@return inkDiscreteNavigationController
function inkDiscreteNavigationController.new() return end

---@param props table
---@return inkDiscreteNavigationController
function inkDiscreteNavigationController.new(props) return end

---@param direction inkDiscreteNavigationDirection
function inkDiscreteNavigationController:Navigate(direction) return end

---@param direction inkDiscreteNavigationDirection
---@param target inkWidget
function inkDiscreteNavigationController:OverrideNavigation(direction, target) return end

---@param disabled Bool
function inkDiscreteNavigationController:SetInputDisabled(disabled) return end

---@class inkDrawArea
---@field size Vector2
---@field scale Float
---@field relativePosition Vector2
---@field absolutePosition Vector2
inkDrawArea = {}

---@return inkDrawArea
function inkDrawArea.new() return end

---@param props table
---@return inkDrawArea
function inkDrawArea.new(props) return end

---@class inkDynamicTextureSlot
---@field texture DynamicTexture
---@field parts inkTextureAtlasMapper[]
inkDynamicTextureSlot = {}

---@return inkDynamicTextureSlot
function inkDynamicTextureSlot.new() return end

---@param props table
---@return inkDynamicTextureSlot
function inkDynamicTextureSlot.new(props) return end

---@class inkEditorLayer : inkFullScreenLayer
inkEditorLayer = {}

---@return inkEditorLayer
function inkEditorLayer.new() return end

---@param props table
---@return inkEditorLayer
function inkEditorLayer.new(props) return end

---@class inkEditorModeState : inkIStateMachineState
inkEditorModeState = {}

---@return inkEditorModeState
function inkEditorModeState.new() return end

---@param props table
---@return inkEditorModeState
function inkEditorModeState.new(props) return end

---@class inkEmptyCallback : inkCallbackBase
inkEmptyCallback = {}

---@return inkEmptyCallback
function inkEmptyCallback.new() return end

---@param props table
---@return inkEmptyCallback
function inkEmptyCallback.new(props) return end

---@class inkEndGameLoadingState : inkIStateMachineState
inkEndGameLoadingState = {}

---@return inkEndGameLoadingState
function inkEndGameLoadingState.new() return end

---@param props table
---@return inkEndGameLoadingState
function inkEndGameLoadingState.new(props) return end

---@class inkEngagementScreenState : inkIStateMachineState
inkEngagementScreenState = {}

---@return inkEngagementScreenState
function inkEngagementScreenState.new() return end

---@param props table
---@return inkEngagementScreenState
function inkEngagementScreenState.new(props) return end

---@class inkEngineSettingsResource : CResource
---@field fallbackCompositionResource inkFullscreenCompositionResource
---@field fallbackShapeCollectionResource inkShapeCollectionResource
---@field fallbackIconAtlasResource inkTextureAtlas
---@field inputKeyIconsDefinitionResource JsonResource
---@field fallbackFontFamilyPath inkFontFamilyResource
---@field blackTexture CBitmapTexture
---@field advertMissingFormatTexture CBitmapTexture
---@field advertWrongResourceTexture CBitmapTexture
---@field fallbackTextureAtlas inkTextureAtlas
---@field imageTilingMaterial IMaterial
---@field imageNineSliceMaterial IMaterial
---@field depthMaterial IMaterial
---@field whiteMaskAtlas inkTextureAtlas
---@field defaultBinkMaterial CMaterialTemplate
---@field tooManyBinksTexture CBitmapTexture
---@field componentMissingTexture CBitmapTexture
inkEngineSettingsResource = {}

---@return inkEngineSettingsResource
function inkEngineSettingsResource.new() return end

---@param props table
---@return inkEngineSettingsResource
function inkEngineSettingsResource.new(props) return end

---@class inkEvent : redEvent
inkEvent = {}

---@return inkEvent
function inkEvent.new() return end

---@param props table
---@return inkEvent
function inkEvent.new(props) return end

function inkEvent:Cancel() return end

---@return inkWidget
function inkEvent:GetCurrentTarget() return end

---@return String
function inkEvent:GetDebugString() return end

---@return inkWidget
function inkEvent:GetTarget() return end

function inkEvent:Handle() return end

---@return Bool
function inkEvent:IsCanceled() return end

---@return Bool
function inkEvent:IsHandled() return end

---@class inkFastTravelLoadingControllerSupervisor : gameuiWidgetGameController
---@field glitchEffect worldEffect
inkFastTravelLoadingControllerSupervisor = {}

---@return inkFastTravelLoadingControllerSupervisor
function inkFastTravelLoadingControllerSupervisor.new() return end

---@param props table
---@return inkFastTravelLoadingControllerSupervisor
function inkFastTravelLoadingControllerSupervisor.new(props) return end

---@class inkFastTravelLoadingScreenData : inkILoadingScreenPersistentData
inkFastTravelLoadingScreenData = {}

---@return inkFastTravelLoadingScreenData
function inkFastTravelLoadingScreenData.new() return end

---@param props table
---@return inkFastTravelLoadingScreenData
function inkFastTravelLoadingScreenData.new(props) return end

---@class inkFastTravelLoadingScreenLogicController : inkILoadingLogicController
---@field mainBackgroundImage inkImageWidgetReference
---@field supportBackgroundImage inkImageWidgetReference
---@field introAnimationName CName
---@field loopAnimationName CName
---@field tooltipAnimName CName
---@field breathInAnimName CName
---@field breathOutAnimName CName
---@field tooltipsWidget inkRichTextBoxWidgetReference
---@field progressBarRoot inkWidgetReference
---@field progressBarController LoadingScreenProgressBarController
inkFastTravelLoadingScreenLogicController = {}

---@return inkFastTravelLoadingScreenLogicController
function inkFastTravelLoadingScreenLogicController.new() return end

---@param props table
---@return inkFastTravelLoadingScreenLogicController
function inkFastTravelLoadingScreenLogicController.new(props) return end

---@return Bool
function inkFastTravelLoadingScreenLogicController:OnInitialize() return end

---@param progress Float
function inkFastTravelLoadingScreenLogicController:SetLoadProgress(progress) return end

---@param visible Bool
function inkFastTravelLoadingScreenLogicController:SetProgressIndicatorVisibility(visible) return end

---@param visible Bool
function inkFastTravelLoadingScreenLogicController:SetSpinnerVisiblility(visible) return end

---@class inkFastTravelLoadingState : inkIStateMachineState
inkFastTravelLoadingState = {}

---@return inkFastTravelLoadingState
function inkFastTravelLoadingState.new() return end

---@param props table
---@return inkFastTravelLoadingState
function inkFastTravelLoadingState.new(props) return end

---@class inkFinalConfigurationController : inkWidgetLogicController
---@field visibilityFlag inkFinalConfigurationVisibility
inkFinalConfigurationController = {}

---@return inkFinalConfigurationController
function inkFinalConfigurationController.new() return end

---@param props table
---@return inkFinalConfigurationController
function inkFinalConfigurationController.new(props) return end

---@class inkFitToViewport : inkUserData
inkFitToViewport = {}

---@return inkFitToViewport
function inkFitToViewport.new() return end

---@param props table
---@return inkFitToViewport
function inkFitToViewport.new(props) return end

---@class inkFlexWidget : inkCompoundWidget
inkFlexWidget = {}

---@return inkFlexWidget
function inkFlexWidget.new() return end

---@param props table
---@return inkFlexWidget
function inkFlexWidget.new(props) return end

---@class inkFlexWidgetReference : inkCompoundWidgetReference
inkFlexWidgetReference = {}

---@return inkFlexWidgetReference
function inkFlexWidgetReference.new() return end

---@param props table
---@return inkFlexWidgetReference
function inkFlexWidgetReference.new(props) return end

---@class inkFocusEvent : inkEvent
inkFocusEvent = {}

---@return inkFocusEvent
function inkFocusEvent.new() return end

---@param props table
---@return inkFocusEvent
function inkFocusEvent.new(props) return end

function inkFocusEvent:GetCause() return end

---@class inkFocusEventCallback : inkCallbackBase
inkFocusEventCallback = {}

---@return inkFocusEventCallback
function inkFocusEventCallback.new() return end

---@param props table
---@return inkFocusEventCallback
function inkFocusEventCallback.new(props) return end

---@class inkFontFamilyResource : CResource
---@field familyName CName
---@field fontStyles inkFontStyle[]
inkFontFamilyResource = {}

---@return inkFontFamilyResource
function inkFontFamilyResource.new() return end

---@param props table
---@return inkFontFamilyResource
function inkFontFamilyResource.new(props) return end

---@class inkFontStyle
---@field styleName CName
---@field font rendFont
inkFontStyle = {}

---@return inkFontStyle
function inkFontStyle.new() return end

---@param props table
---@return inkFontStyle
function inkFontStyle.new(props) return end

---@class inkFullScreenLayer : inkLayer
inkFullScreenLayer = {}

---@class inkFullscreenCompositionManager : ISerializable
inkFullscreenCompositionManager = {}

---@class inkFullscreenCompositionResource : CResource
---@field compositionPresets inkCompositionPreset[]
---@field backgroundMenuTextureUHDRes CBitmapTexture
---@field backgroundMenuTextureFHDRes CBitmapTexture
---@field previewSettings inkCompositionPreviewSettings
inkFullscreenCompositionResource = {}

---@return inkFullscreenCompositionResource
function inkFullscreenCompositionResource.new() return end

---@param props table
---@return inkFullscreenCompositionResource
function inkFullscreenCompositionResource.new(props) return end

---@class inkGameNotificationCallback : inkCallbackBase
inkGameNotificationCallback = {}

---@return inkGameNotificationCallback
function inkGameNotificationCallback.new() return end

---@param props table
---@return inkGameNotificationCallback
function inkGameNotificationCallback.new(props) return end

---@class inkGameNotificationData : inkUserData
---@field notificationName CName
---@field requiredGameState CName
---@field isBlocking Bool
---@field useCursor Bool
---@field queueName CName
---@field introAnimation CName
---@field token inkGameNotificationToken
inkGameNotificationData = {}

---@return inkGameNotificationData
function inkGameNotificationData.new() return end

---@param props table
---@return inkGameNotificationData
function inkGameNotificationData.new(props) return end

---@class inkGameNotificationEvt : redEvent
inkGameNotificationEvt = {}

---@return inkGameNotificationEvt
function inkGameNotificationEvt.new() return end

---@param props table
---@return inkGameNotificationEvt
function inkGameNotificationEvt.new(props) return end

---@class inkGameNotificationLayer_SetCursorVisibility : redEvent
inkGameNotificationLayer_SetCursorVisibility = {}

---@return inkGameNotificationLayer_SetCursorVisibility
function inkGameNotificationLayer_SetCursorVisibility.new() return end

---@param props table
---@return inkGameNotificationLayer_SetCursorVisibility
function inkGameNotificationLayer_SetCursorVisibility.new(props) return end

---@param isVisible Bool
---@param pos Vector2
function inkGameNotificationLayer_SetCursorVisibility:Init(isVisible, pos) return end

---@class inkGameNotificationToken : IScriptable
inkGameNotificationToken = {}

---@return inkGameNotificationToken
function inkGameNotificationToken.new() return end

---@param props table
---@return inkGameNotificationToken
function inkGameNotificationToken.new(props) return end

---@param object IScriptable
---@param functionName CName|string
function inkGameNotificationToken:RegisterListener(object, functionName) return end

---@param data inkGameNotificationData
function inkGameNotificationToken:TriggerCallback(data) return end

---@class inkGameNotificationsLayer : inkFullScreenLayer
inkGameNotificationsLayer = {}

---@return inkGameNotificationsLayer
function inkGameNotificationsLayer.new() return end

---@param props table
---@return inkGameNotificationsLayer
function inkGameNotificationsLayer.new(props) return end

---@class inkGameNotificationsLayerDefinition : inkLayerDefinition
---@field cursorResource inkWidgetLibraryResource
inkGameNotificationsLayerDefinition = {}

---@return inkGameNotificationsLayerDefinition
function inkGameNotificationsLayerDefinition.new() return end

---@param props table
---@return inkGameNotificationsLayerDefinition
function inkGameNotificationsLayerDefinition.new(props) return end

---@class inkGameSettingsResource : CResource
---@field compositionResource inkFullscreenCompositionResource
---@field permanentTextureAtlases inkTextureAtlas[]
---@field permanentTextureAtlasesPC inkTextureAtlas[]
---@field permanentTextureAtlasesDurango inkTextureAtlas[]
---@field permanentTextureAtlasesOrbis inkTextureAtlas[]
---@field permanentTextureAtlasesProspero inkTextureAtlas[]
---@field permanentTextureAtlasesStadiaSwitch inkTextureAtlas[]
---@field permanentTextureAtlasesStadia inkTextureAtlas[]
---@field permanentTextureAtlasesStadiaDurango inkTextureAtlas[]
---@field permanentTextureAtlasesStadiaOrbis inkTextureAtlas[]
---@field themes inkStyleThemeDescriptor[]
---@field layersResource inkLayersResource
---@field iconReferenceFallbackTextureAtlas inkTextureAtlas
---@field initLoadingScreenLogoLoopVideo Bink
---@field npcNameplateResource inkWidgetLibraryResource
---@field defaultShapeCollectionResource inkShapeCollectionResource
---@field globalTVBinkLengthDataResource JsonResource
---@field worldMapFloorplanWidgetResource inkWidgetLibraryResource
---@field gpsAugmentedRealitySignEntity entEntityTemplate
---@field gpsAugmentedRealityWidgetTurnLeft inkWidgetLibraryResource
---@field gpsAugmentedRealityWidgetTurnRight inkWidgetLibraryResource
---@field gpsAugmentedRealityWidgetTurnBack inkWidgetLibraryResource
---@field malePresetResource CResource
---@field femalePresetResource CResource
---@field fallbackHeadCustomizationFpp CResource
---@field fallbackHeadCustomizationTpp CResource
---@field fallbackHeadCustomizationTppFaceRig CResource
---@field fallbackBodyCustomization CResource
---@field fallbackArmsCustomization CResource
---@field vsetSceneResource CResource
---@field keyboardIconsAtlas inkTextureAtlas
---@field steamIconsAtlas inkTextureAtlas
---@field durangoIconsAtlas inkTextureAtlas
---@field orbisIconsAtlas inkTextureAtlas
---@field prosperoIconsAtlas inkTextureAtlas
---@field nintendoSwitchIconsAtlas inkTextureAtlas
---@field stadiaIconsAtlas inkTextureAtlas
---@field stadiaDurangoIconsAtlas inkTextureAtlas
---@field stadiaOrbisIconsAtlas inkTextureAtlas
inkGameSettingsResource = {}

---@return inkGameSettingsResource
function inkGameSettingsResource.new() return end

---@param props table
---@return inkGameSettingsResource
function inkGameSettingsResource.new(props) return end

---@class inkGameState : inkIStateMachineState
inkGameState = {}

---@return inkGameState
function inkGameState.new() return end

---@param props table
---@return inkGameState
function inkGameState.new(props) return end

---@class inkGenericSystemNotificationLogicController : inkWidgetLogicController
---@field titleTextWidget inkTextWidgetReference
---@field descriptionTextWidget inkTextWidgetReference
---@field additionalDataTextWidget inkTextWidgetReference
---@field introAnimationName CName
---@field outroAnimationName CName
---@field confirmButton inkWidgetReference
---@field cancelButton inkWidgetReference
---@field DataSetByToken inkEmptyCallback
inkGenericSystemNotificationLogicController = {}

---@return inkGenericSystemNotificationLogicController
function inkGenericSystemNotificationLogicController.new() return end

---@param props table
---@return inkGenericSystemNotificationLogicController
function inkGenericSystemNotificationLogicController.new(props) return end

function inkGenericSystemNotificationLogicController:DisableDefaultInputHandler() return end

---@return IScriptable
function inkGenericSystemNotificationLogicController:GetScriptableData() return end

function inkGenericSystemNotificationLogicController:TriggerCancel() return end

function inkGenericSystemNotificationLogicController:TriggerProceed() return end

---@class inkGlitchEffect : inkIEffect
---@field intensity Float
---@field offsetX Float
---@field offsetY Float
---@field sizeX Float
---@field sizeY Float
inkGlitchEffect = {}

---@return inkGlitchEffect
function inkGlitchEffect.new() return end

---@param props table
---@return inkGlitchEffect
function inkGlitchEffect.new(props) return end

---@class inkGradientWidget : inkBaseShapeWidget
---@field gradientMode inkGradientMode
---@field startColor HDRColor
---@field endColor HDRColor
---@field angle Float
inkGradientWidget = {}

---@return inkGradientWidget
function inkGradientWidget.new() return end

---@param props table
---@return inkGradientWidget
function inkGradientWidget.new(props) return end

---@class inkGridController : inkVirtualCompoundController
---@field height Uint32
---@field width Uint32
---@field items inkGridItem[]
---@field slotSize Vector2
---@field itemTemplates inkGridItemTemplate[]
inkGridController = {}

---@return inkGridController
function inkGridController.new() return end

---@param props table
---@return inkGridController
function inkGridController.new(props) return end

---@param x Uint32
---@param y Uint32
---@return Uint32
function inkGridController:GetIndexFromCoords(x, y) return end

---@param itemIndex Uint32
---@return Variant
function inkGridController:GetItemData(itemIndex) return end

---@param slotIndex Uint32
---@return Uint32
function inkGridController:GetItemIndexFromSlot(slotIndex) return end

---@param itemIndex Uint32
---@return Vector2
function inkGridController:GetItemPosition(itemIndex) return end

---@param itemIndex Uint32
---@return Vector2
function inkGridController:GetItemSize(itemIndex) return end

---@param itemIndex Uint32
---@return inkWidget
function inkGridController:GetItemWidget(itemIndex) return end

---@param position Vector2
---@return Uint32
function inkGridController:GetSlotIndex(position) return end

---@param item inkWidget
---@param slotIdx Uint32
function inkGridController:PlaceItemInSlot(item, slotIdx) return end

---@param slotIdx Uint32
---@return inkWidget
function inkGridController:RemoveItemFromSlot(slotIdx) return end

---@param classifier inkItemPositionProviderWrapper
function inkGridController:SetProvider(classifier) return end

---@class inkGridItem
---@field rootIdx Uint32
inkGridItem = {}

---@return inkGridItem
function inkGridItem.new() return end

---@param props table
---@return inkGridItem
function inkGridItem.new(props) return end

---@class inkGridItemTemplate
---@field sizeX Uint32
---@field sizeY Uint32
---@field widget inkWidgetLibraryReference
inkGridItemTemplate = {}

---@return inkGridItemTemplate
function inkGridItemTemplate.new() return end

---@param props table
---@return inkGridItemTemplate
function inkGridItemTemplate.new(props) return end

---@class inkGridWidget : inkCompoundWidget
---@field orientation inkEOrientation
---@field childPadding inkMargin
---@field childSizeStep Vector2
inkGridWidget = {}

---@return inkGridWidget
function inkGridWidget.new() return end

---@param props table
---@return inkGridWidget
function inkGridWidget.new(props) return end

---@class inkGridWidgetReference : inkCompoundWidgetReference
inkGridWidgetReference = {}

---@return inkGridWidgetReference
function inkGridWidgetReference.new() return end

---@param props table
---@return inkGridWidgetReference
function inkGridWidgetReference.new(props) return end

---@class inkHUDLayer : inkFullScreenLayer
inkHUDLayer = {}

---@return inkHUDLayer
function inkHUDLayer.new() return end

---@param props table
---@return inkHUDLayer
function inkHUDLayer.new(props) return end

---@class inkHUDLayerDefinition : inkLayerDefinition
---@field entriesResource inkHudEntriesResource
inkHUDLayerDefinition = {}

---@return inkHUDLayerDefinition
function inkHUDLayerDefinition.new() return end

---@param props table
---@return inkHUDLayerDefinition
function inkHUDLayerDefinition.new(props) return end

---@class inkHideLoadingScreenDelayedEvent : redEvent
inkHideLoadingScreenDelayedEvent = {}

---@return inkHideLoadingScreenDelayedEvent
function inkHideLoadingScreenDelayedEvent.new() return end

---@param props table
---@return inkHideLoadingScreenDelayedEvent
function inkHideLoadingScreenDelayedEvent.new(props) return end

---@class inkHierarchyPooler
inkHierarchyPooler = {}

---@return inkHierarchyPooler
function inkHierarchyPooler.new() return end

---@param props table
---@return inkHierarchyPooler
function inkHierarchyPooler.new(props) return end

---@class inkHighwaySignLogicController : inkIStreetNameSignLogicController
---@field districtName inkTextWidgetReference
---@field subDistrictName inkTextWidgetReference
---@field metroStationIconLeft inkImageWidgetReference
---@field metroStationIconRight inkImageWidgetReference
inkHighwaySignLogicController = {}

---@return inkHighwaySignLogicController
function inkHighwaySignLogicController.new() return end

---@param props table
---@return inkHighwaySignLogicController
function inkHighwaySignLogicController.new(props) return end

---@class inkHoldControllerActionData : inkUserData
---@field actionName CName
inkHoldControllerActionData = {}

---@return inkHoldControllerActionData
function inkHoldControllerActionData.new() return end

---@param props table
---@return inkHoldControllerActionData
function inkHoldControllerActionData.new(props) return end

---@return CName
function inkHoldControllerActionData:GetActionName() return end

---@param actionName CName|string
function inkHoldControllerActionData:SetActionName(actionName) return end

---@class inkHorizontalPanelWidget : inkBasePanelWidget
inkHorizontalPanelWidget = {}

---@return inkHorizontalPanelWidget
function inkHorizontalPanelWidget.new() return end

---@param props table
---@return inkHorizontalPanelWidget
function inkHorizontalPanelWidget.new(props) return end

---@class inkHorizontalPanelWidgetReference : inkBasePanelWidgetReference
inkHorizontalPanelWidgetReference = {}

---@return inkHorizontalPanelWidgetReference
function inkHorizontalPanelWidgetReference.new() return end

---@param props table
---@return inkHorizontalPanelWidgetReference
function inkHorizontalPanelWidgetReference.new(props) return end

---@class inkHoverResizeController : inkWidgetLogicController
---@field root inkWidget
---@field animToNew inkanimDefinition
---@field animToOld inkanimDefinition
---@field vectorNewSize Vector2
---@field vectorOldSize Vector2
---@field animationDuration Float
inkHoverResizeController = {}

---@return inkHoverResizeController
function inkHoverResizeController.new() return end

---@param props table
---@return inkHoverResizeController
function inkHoverResizeController.new(props) return end

---@return Bool
function inkHoverResizeController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function inkHoverResizeController:OnRootHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function inkHoverResizeController:OnRootHoverOver(e) return end

function inkHoverResizeController:InitializeAnimations() return end

---@class inkHudEntriesResource : CResource
---@field rootWidget inkWidgetLibraryResource
---@field themeOverride CName
---@field entries inkHudWidgetSpawnEntry[]
inkHudEntriesResource = {}

---@return inkHudEntriesResource
function inkHudEntriesResource.new() return end

---@param props table
---@return inkHudEntriesResource
function inkHudEntriesResource.new(props) return end

---@class inkHudEntryInfo : inkUserData
---@field size Vector2
---@field offset Vector2
inkHudEntryInfo = {}

---@return inkHudEntryInfo
function inkHudEntryInfo.new() return end

---@param props table
---@return inkHudEntryInfo
function inkHudEntryInfo.new(props) return end

function inkHudEntryInfo:SetSize() return end

---@class inkHudEntrySpawnedEvent : redEvent
inkHudEntrySpawnedEvent = {}

---@return inkHudEntrySpawnedEvent
function inkHudEntrySpawnedEvent.new() return end

---@param props table
---@return inkHudEntrySpawnedEvent
function inkHudEntrySpawnedEvent.new(props) return end

---@class inkHudSystem : inkIHudSystem
inkHudSystem = {}

---@return inkHudSystem
function inkHudSystem.new() return end

---@param props table
---@return inkHudSystem
function inkHudSystem.new(props) return end

---@class inkHudSystemAccessor : inkILayerSystemAccesor
inkHudSystemAccessor = {}

---@return inkHudSystemAccessor
function inkHudSystemAccessor.new() return end

---@param props table
---@return inkHudSystemAccessor
function inkHudSystemAccessor.new(props) return end

---@class inkHudSystemData : inkILayerSystemData
---@field rootLibrary inkWidgetLibraryResource
---@field entriesResource inkHudEntriesResource
inkHudSystemData = {}

---@return inkHudSystemData
function inkHudSystemData.new() return end

---@param props table
---@return inkHudSystemData
function inkHudSystemData.new(props) return end

---@class inkHudWidgetSpawnEntry
---@field hudEntryName CName
---@field enabled Bool
---@field contextVisibility worlduiContextVisibility
---@field gameContextVisibility gameuiContext
---@field spawnMode inkSpawnMode
---@field widgetResource inkWidgetLibraryResource
---@field anchorPlace inkEAnchor
---@field anchorPoint Vector2
---@field margins inkMargin
---@field attachToSlot Bool
---@field slotParams inkWidgetSlotAttachmentParams
---@field useSeparateWindow Bool
---@field ignoreHudSafezones Bool
---@field affectedByGlitchEffect Bool
---@field affectedByBlackwallEffect Bool
---@field spawnBeforeSlots Bool
inkHudWidgetSpawnEntry = {}

---@return inkHudWidgetSpawnEntry
function inkHudWidgetSpawnEntry.new() return end

---@param props table
---@return inkHudWidgetSpawnEntry
function inkHudWidgetSpawnEntry.new(props) return end

---@class inkHyperlinkCallback : inkCallbackBase
inkHyperlinkCallback = {}

---@return inkHyperlinkCallback
function inkHyperlinkCallback.new() return end

---@param props table
---@return inkHyperlinkCallback
function inkHyperlinkCallback.new(props) return end

---@class inkIAdvertisementWidgetComponentWrapper : inkIWorldWidgetComponentWrapper
inkIAdvertisementWidgetComponentWrapper = {}

---@class inkIDebugSystem : inkILayerSystem
inkIDebugSystem = {}

---@class inkIEffect : ISerializable
---@field isEnabled Bool
---@field effectName CName
inkIEffect = {}

---@class inkIHudSystem : inkILayerSystem
inkIHudSystem = {}

---@class inkIIconAtlas : IScriptable
inkIIconAtlas = {}

---@class inkIIconAtlasManager
inkIIconAtlasManager = {}

---@class inkILayerSystem : IScriptable
inkILayerSystem = {}

---@class inkILayerSystemAccesor : IScriptable
inkILayerSystemAccesor = {}

---@class inkILayerSystemData : IScriptable
inkILayerSystemData = {}

---@class inkILoadingLogicController : inkWidgetLogicController
inkILoadingLogicController = {}

---@class inkILoadingScreenData
inkILoadingScreenData = {}

---@return inkILoadingScreenData
function inkILoadingScreenData.new() return end

---@param props table
---@return inkILoadingScreenData
function inkILoadingScreenData.new(props) return end

---@class inkILoadingScreenPersistentData : inkILoadingScreenData
inkILoadingScreenPersistentData = {}

---@return inkILoadingScreenPersistentData
function inkILoadingScreenPersistentData.new() return end

---@param props table
---@return inkILoadingScreenPersistentData
function inkILoadingScreenPersistentData.new(props) return end

---@class inkIStateMachine : ISerializable
inkIStateMachine = {}

---@class inkIStateMachineState
inkIStateMachineState = {}

---@class inkIStreetNameSignLogicController : inkWidgetLogicController
inkIStreetNameSignLogicController = {}

---@class inkIStreetSignWidgetComponentWrapper : inkIWorldWidgetComponentWrapper
inkIStreetSignWidgetComponentWrapper = {}

---@class inkISystemRequestsHandler : IScriptable
---@field SavesForSaveReady inkSystemRequesResult
---@field SavesForLoadReady inkSystemRequesResult
---@field SaveMetadataReady inkSaveMetadataRequestResult
---@field GogLoginStatusChanged inkOnGogLoginStatusChangedResult
---@field SaveDeleted inkDeleteRequestResult
---@field SaveTransferUpdate inkSaveTransferRequestUpdate
---@field ServersSearchResult inkSystemServerRequesResult
---@field AdditionalContentPurchaseResult inkAdditionalContentPurchaseCallback
---@field AdditionalContentInstallationRequestResult inkAdditionalContentInstallRequestedCallback
---@field AdditionalContentInstallationResult inkAdditionalContentInstalledCallback
---@field AdditionalContentStatusUpdateResult inkAdditionalContentStatusUpdateCallback
---@field AdditionalContentDataReloadProgressCallback inkAdditionalContentDataReloadProgress
---@field AdditionalDataInvalidCallback inkAdditionalContentDataInvalid
---@field UserChanged inkUserIdResult
---@field UserIdResult inkUserIdResult
---@field TrialVersionRemainingTimeUpdated inkTrialVersionRemainingTimeUpdate
---@field BoughtFullGame inkTrialOnBuyFullGame
---@field CloudSavesQueryStatusChanged inkCloudSavesQueryStatusChange
---@field CloudSaveUploadFinish inkCloudSaveUploadFinish
inkISystemRequestsHandler = {}

function inkISystemRequestsHandler:CancelSavedGameScreenshotRequests() return end

function inkISystemRequestsHandler:CancelSavesRequest() return end

---@param groupToken String
function inkISystemRequestsHandler:CloudQuickmatch(groupToken) return end

---@param saveId Int32
function inkISystemRequestsHandler:DeleteSavedGame(saveId) return end

function inkISystemRequestsHandler:ExitGame() return end

---@param saveId Int32
function inkISystemRequestsHandler:ExportSavedGame(saveId) return end

---@return servicesCloudSavesQueryStatus
function inkISystemRequestsHandler:GetCloudSavesQueryStatus() return end

---@return String[]
function inkISystemRequestsHandler:GetGameDefCategories() return end

---@param categoryId Int32
---@return String[]
function inkISystemRequestsHandler:GetGameDefinitions(categoryId) return end

---@return String
function inkISystemRequestsHandler:GetGameVersion() return end

---@return String[]
function inkISystemRequestsHandler:GetGenders() return end

---@return inkLatestSaveMetadataInfo
function inkISystemRequestsHandler:GetLatestSaveMetadata() return end

---@return String[]
function inkISystemRequestsHandler:GetMultiplayerWorlds() return end

---@return String[]
function inkISystemRequestsHandler:GetPlayerRecordIds() return end

---@return String[]
function inkISystemRequestsHandler:GetRecords() return end

---@return String[]
function inkISystemRequestsHandler:GetSessionPlayersLimits() return end

---@return String[]
function inkISystemRequestsHandler:GetSessionTimeLimits() return end

---@return String[]
function inkISystemRequestsHandler:GetSessionTypes() return end

---@return userSettingsUserSettings
function inkISystemRequestsHandler:GetUserSettings() return end

---@return String[]
function inkISystemRequestsHandler:GetWorlds() return end

function inkISystemRequestsHandler:GotoMainMenu() return end

---@param saveName String
---@return Bool
function inkISystemRequestsHandler:HasFreeSaveSlot(saveName) return end

---@return Bool
function inkISystemRequestsHandler:HasLastCheckpoint() return end

function inkISystemRequestsHandler:ImportSavedGame() return end

---@param id CName|string
---@return Bool
function inkISystemRequestsHandler:IsAdditionalContentEnabled(id) return end

---@param id CName|string
---@return Bool
function inkISystemRequestsHandler:IsAdditionalContentInstalled(id) return end

---@param id CName|string
---@return Bool
function inkISystemRequestsHandler:IsAdditionalContentOwned(id) return end

---@param id CName|string
---@return Bool
function inkISystemRequestsHandler:IsAdditionalContentReleased(id) return end

---@return Bool
function inkISystemRequestsHandler:IsGamePaused() return end

---@return Bool
function inkISystemRequestsHandler:IsInstallThroughAppEnabled() return end

---@return Bool
function inkISystemRequestsHandler:IsOnline() return end

---@return Bool
function inkISystemRequestsHandler:IsPreGame() return end

---@return Bool
function inkISystemRequestsHandler:IsPurchaseThroughAppEnabled() return end

---@param serverId Int32
function inkISystemRequestsHandler:JoinServer(serverId) return end

---@param onlySamePlaythrough Bool
function inkISystemRequestsHandler:LoadLastCheckpoint(onlySamePlaythrough) return end

---@param saveId Int32
function inkISystemRequestsHandler:LoadSavedGame(saveId) return end

---@param id CName|string
function inkISystemRequestsHandler:LogPreorderBannerClick(id) return end

---@param id CName|string
function inkISystemRequestsHandler:LogPreorderBannerImpression(id) return end

---@param id CName|string
function inkISystemRequestsHandler:LogPreorderClick(id) return end

---@param id CName|string
function inkISystemRequestsHandler:LogPreorderPopupImpression(id) return end

---@param saveName String
function inkISystemRequestsHandler:ManualSave(saveName) return end

---@param saveId Int32
function inkISystemRequestsHandler:OverrideSave(saveId) return end

function inkISystemRequestsHandler:PauseGame() return end

---@param filename String
function inkISystemRequestsHandler:PlayRecord(filename) return end

function inkISystemRequestsHandler:QuickSave() return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkISystemRequestsHandler:RegisterToCallback(eventName, object, functionName) return end

---@param title CName|string
function inkISystemRequestsHandler:RequestAdditionalContentInstall(title) return end

---@param id CName|string
---@return Bool
function inkISystemRequestsHandler:RequestAdditionalContentPurchase(id) return end

function inkISystemRequestsHandler:RequestInternetServers() return end

function inkISystemRequestsHandler:RequestLANServers() return end

function inkISystemRequestsHandler:RequestLoadUserSettings() return end

function inkISystemRequestsHandler:RequestLocalStorageSave() return end

function inkISystemRequestsHandler:RequestSaveUserSettings() return end

---@param saveId Int32
---@param imageWidget inkImageWidget
---@param callbackListener IScriptable
---@param functionName CName|string
function inkISystemRequestsHandler:RequestSavedGameScreenshot(saveId, imageWidget, callbackListener, functionName) return end

---@return Int32
function inkISystemRequestsHandler:RequestSavesCountSync() return end

function inkISystemRequestsHandler:RequestSavesForLoad() return end

function inkISystemRequestsHandler:RequestSavesForSave() return end

---@param title CName|string
---@param message CName|string
function inkISystemRequestsHandler:RequestSystemNotificationGeneric(title, message) return end

---@param fromSettings Bool
function inkISystemRequestsHandler:RequestTelemetryConsent(fromSettings) return end

function inkISystemRequestsHandler:RunUiFunctionalTestWorld() return end

---@return Bool
function inkISystemRequestsHandler:ShouldDisplayGog() return end

---@param categoryId Int32
---@param gamedefId Int32
---@param genderId Int32
function inkISystemRequestsHandler:StartGameDefinition(categoryId, gamedefId, genderId) return end

---@param state IScriptable
function inkISystemRequestsHandler:StartNewGame(state) return end

---@param worldId Int32
---@param genderId Int32
function inkISystemRequestsHandler:StartWorld(worldId, genderId) return end

function inkISystemRequestsHandler:UnpauseGame() return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkISystemRequestsHandler:UnregisterFromCallback(eventName, object, functionName) return end

function inkISystemRequestsHandler:UpdateLaunchCounter() return end

---@class inkIWaitingSignSystem : inkILayerSystem
inkIWaitingSignSystem = {}

---@class inkIWidgetComponentWrapper
inkIWidgetComponentWrapper = {}

---@class inkIWidgetController : IScriptable
---@field audioMetadataName CName
inkIWidgetController = {}

---@param spawnData inkAsyncSpawnData
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@return inkAsyncSpawnRequest
function inkIWidgetController:AsyncSpawnFromExternal(spawnData, callbackObject, callbackFunctionName) return end

---@param spawnData inkAsyncSpawnData
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@return inkAsyncSpawnRequest
function inkIWidgetController:AsyncSpawnFromLocal(spawnData, callbackObject, callbackFunctionName) return end

---@param eventName CName|string
function inkIWidgetController:CallCustomCallback(eventName) return end

---@param widgetNamePath CName|string
---@return inkWidgetLogicController
function inkIWidgetController:GetChildControllerByPath(widgetNamePath) return end

---@param widgetNamePath CName|string
---@return inkWidget
function inkIWidgetController:GetChildWidgetByPath(widgetNamePath) return end

---@param path inkWidgetPath
---@return inkWidgetLogicController
function inkIWidgetController:GetController(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return inkWidgetLogicController
function inkIWidgetController:GetControllerByType(controllerType, path) return end

---@param path inkWidgetPath
---@return inkWidgetLogicController[]
function inkIWidgetController:GetControllers(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return inkWidgetLogicController[]
function inkIWidgetController:GetControllersByType(controllerType, path) return end

---@param path inkWidgetPath
---@return Int32
function inkIWidgetController:GetNumControllers(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return Int32
function inkIWidgetController:GetNumControllersOfType(controllerType, path) return end

---@return inkCompoundWidget
function inkIWidgetController:GetRootCompoundWidget() return end

---@return inkWidget
function inkIWidgetController:GetRootWidget() return end

---@return inkISystemRequestsHandler
function inkIWidgetController:GetSystemRequestsHandler() return end

---@param path inkWidgetPath
---@return inkWidget
function inkIWidgetController:GetWidget(path) return end

---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@return Bool
function inkIWidgetController:HasExternalLibrary(resourcePath, libraryID) return end

---@param libraryID CName|string
---@return Bool
function inkIWidgetController:HasLocalLibrary(libraryID) return end

---@return Bool
function inkIWidgetController:IsKeyboardConnected() return end

---@param animationName CName|string
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkIWidgetController:PlayLibraryAnimation(animationName, playbackOptions) return end

---@param animationName CName|string
---@param target inkWidget
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkIWidgetController:PlayLibraryAnimationOnAutoSelectedTargets(animationName, target, playbackOptions) return end

---@param animationName CName|string
---@param targets inkWidgetsSet
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkIWidgetController:PlayLibraryAnimationOnTargets(animationName, targets, playbackOptions) return end

---@param evt redEvent
function inkIWidgetController:QueueEvent(evt) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkIWidgetController:RegisterToCallback(eventName, object, functionName) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkIWidgetController:RegisterToGlobalInputCallback(eventName, object, functionName) return end

function inkIWidgetController:RequestProcessFitToViewport() return end

---@param widget inkWidget
function inkIWidgetController:RequestSetFocus(widget) return end

---@param parentWidget inkWidget
---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@return inkWidget
function inkIWidgetController:SpawnFromExternal(parentWidget, resourcePath, libraryID) return end

---@param parentWidget inkWidget
---@param libraryID CName|string
---@return inkWidget
function inkIWidgetController:SpawnFromLocal(parentWidget, libraryID) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkIWidgetController:UnregisterFromCallback(eventName, object, functionName) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkIWidgetController:UnregisterFromGlobalInputCallback(eventName, object, functionName) return end

---@param parentWidget inkWidget
---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@param userData IScriptable
---@return inkAsyncSpawnRequest
function inkIWidgetController:AsyncSpawnFromExternal(parentWidget, resourcePath, libraryID, callbackObject, callbackFunctionName, userData) return end

---@param parentWidget inkWidget
---@param libraryID CName|string
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@param userData IScriptable
---@return inkAsyncSpawnRequest
function inkIWidgetController:AsyncSpawnFromLocal(parentWidget, libraryID, callbackObject, callbackFunctionName, userData) return end

---@param parentWidget inkWidget
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return inkWidget
function inkIWidgetController:CreateWidget(parentWidget, id, path) return end

---@param parentWidget inkWidget
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@param spawnData AsyncSpawnData
---@return inkAsyncSpawnRequest
function inkIWidgetController:CreateWidgetAsync(parentWidget, id, path, spawnData) return end

---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return CName
function inkIWidgetController:FindLibraryID(widgetRecord, screenTypeRecord, styleRecord, id, path) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return SWidgetPackageBase
function inkIWidgetController:FindWidgetDataInLibrary(parentWidget, widgetRecord, screenTypeRecord, styleRecord, id, path) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return inkWidget
function inkIWidgetController:FindWidgetInLibrary(parentWidget, widgetRecord, screenTypeRecord, styleRecord, id, path) return end

---@param widgetNamePath CName|string
---@return inkWidgetLogicController
function inkIWidgetController:GetController(widgetNamePath) return end

---@param widgetNamePath CName|string
---@return inkWidget
function inkIWidgetController:GetWidget(widgetNamePath) return end

---@param condition gamedataUICondition
---@return Bool
function inkIWidgetController:ReadUICondition(condition) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@param spawnData AsyncSpawnData
---@return CName
function inkIWidgetController:RequestWidgetFromLibrary(parentWidget, widgetRecord, screenTypeRecord, styleRecord, id, path, spawnData) return end

---@param parentWidget inkWidget
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@param spawnData AsyncSpawnData
---@return CName, inkAsyncSpawnRequest
function inkIWidgetController:RequestWidgetFromLibraryById(parentWidget, id, path, spawnData) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param spawnData AsyncSpawnData
---@return CName, inkAsyncSpawnRequest
function inkIWidgetController:RequestWidgetFromLibraryByRecord(parentWidget, widgetRecord, screenTypeRecord, styleRecord, spawnData) return end

---@class inkIWidgetLogicController : IScriptable
---@field audioMetadataName CName
inkIWidgetLogicController = {}

---@class inkIWidgetSlotController : inkWidgetLogicController
---@field slotID CName
---@field layout inkWidgetLayout
inkIWidgetSlotController = {}

---@class inkIWorldFluffWidgetComponentWrapper : inkIWorldWidgetComponentWrapper
inkIWorldFluffWidgetComponentWrapper = {}

---@class inkIWorldWidgetComponentWrapper
inkIWorldWidgetComponentWrapper = {}

---@class inkIconAtlas : inkIIconAtlas
inkIconAtlas = {}

---@return inkIconAtlas
function inkIconAtlas.new() return end

---@param props table
---@return inkIconAtlas
function inkIconAtlas.new(props) return end

---@class inkIconAtlasManager : inkIIconAtlasManager
inkIconAtlasManager = {}

---@return inkIconAtlasManager
function inkIconAtlasManager.new() return end

---@param props table
---@return inkIconAtlasManager
function inkIconAtlasManager.new(props) return end

---@class inkIconReference : IScriptable
inkIconReference = {}

---@return inkIconReference
function inkIconReference.new() return end

---@param props table
---@return inkIconReference
function inkIconReference.new(props) return end

---@class inkIgnoreHUDSafeZones : inkUserData
inkIgnoreHUDSafeZones = {}

---@return inkIgnoreHUDSafeZones
function inkIgnoreHUDSafeZones.new() return end

---@param props table
---@return inkIgnoreHUDSafeZones
function inkIgnoreHUDSafeZones.new(props) return end

---@class inkIgnoreOnConsoles : inkUserData
inkIgnoreOnConsoles = {}

---@return inkIgnoreOnConsoles
function inkIgnoreOnConsoles.new() return end

---@param props table
---@return inkIgnoreOnConsoles
function inkIgnoreOnConsoles.new(props) return end

---@class inkIgnoreSwapHorizontallyMode : inkUserData
inkIgnoreSwapHorizontallyMode = {}

---@return inkIgnoreSwapHorizontallyMode
function inkIgnoreSwapHorizontallyMode.new() return end

---@param props table
---@return inkIgnoreSwapHorizontallyMode
function inkIgnoreSwapHorizontallyMode.new(props) return end

---@class inkIgnoresCursorState : inkUserData
inkIgnoresCursorState = {}

---@return inkIgnoresCursorState
function inkIgnoresCursorState.new() return end

---@param props table
---@return inkIgnoresCursorState
function inkIgnoresCursorState.new(props) return end

---@class inkImageWidget : inkLeafWidget
---@field useExternalDynamicTexture Bool
---@field externalDynamicTexture CName
---@field useNineSliceScale Bool
---@field nineSliceScale inkMargin
---@field mirrorType inkBrushMirrorType
---@field tileType inkBrushTileType
---@field horizontalTileCrop Float
---@field verticalTileCrop Float
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
---@field contentHAlign inkEHorizontalAlign
---@field contentVAlign inkEVerticalAlign
---@field tileHAlign inkEHorizontalAlign
---@field tileVAlign inkEVerticalAlign
inkImageWidget = {}

---@return inkImageWidget
function inkImageWidget.new() return end

---@param props table
---@return inkImageWidget
function inkImageWidget.new(props) return end

---@return inkTextureType
function inkImageWidget:GetActiveTextureType() return end

---@return inkEHorizontalAlign
function inkImageWidget:GetContentHAlign() return end

---@return inkEVerticalAlign
function inkImageWidget:GetContentVAlign() return end

---@return CName
function inkImageWidget:GetTexturePart() return end

---@param texturePart CName|string
---@return Bool
function inkImageWidget:IsTexturePartExist(texturePart) return end

---@param iconRefernce inkIconReference
---@param callbackTarget IScriptable
---@param callbackName CName|string
function inkImageWidget:RequestSetImage(iconRefernce, callbackTarget, callbackName) return end

---@param activeTextureType inkTextureType
function inkImageWidget:SetActiveTextureType(activeTextureType) return end

---@param atlasResourcePath redResourceReferenceScriptToken
function inkImageWidget:SetAtlasResource(atlasResourcePath) return end

---@param mirrorType inkBrushMirrorType
function inkImageWidget:SetBrushMirrorType(mirrorType) return end

---@param tileType inkBrushTileType
function inkImageWidget:SetBrushTileType(tileType) return end

---@param contentHAlign inkEHorizontalAlign
function inkImageWidget:SetContentHAlign(contentHAlign) return end

---@param contentVAlign inkEVerticalAlign
function inkImageWidget:SetContentVAlign(contentVAlign) return end

---@param texturePart CName|string
---@return Bool
function inkImageWidget:SetTexturePart(texturePart) return end

---@class inkImageWidgetReference : inkLeafWidgetReference
inkImageWidgetReference = {}

---@return inkImageWidgetReference
function inkImageWidgetReference.new() return end

---@param props table
---@return inkImageWidgetReference
function inkImageWidgetReference.new(props) return end

---@param self_ inkImageWidgetReference
---@return inkTextureType
function inkImageWidgetReference.GetActiveTextureType(self_) return end

function inkImageWidgetReference.GetContentHAlign() return end

function inkImageWidgetReference.GetContentVAlign() return end

---@param self_ inkImageWidgetReference
---@return CName
function inkImageWidgetReference.GetTexturePart(self_) return end

---@param self_ inkImageWidgetReference
---@param texturePart CName|string
---@return Bool
function inkImageWidgetReference.IsTexturePartExist(self_, texturePart) return end

---@param self_ inkImageWidgetReference
---@param iconRefernce inkIconReference
---@param callbackTarget IScriptable
---@param callbackName CName|string
function inkImageWidgetReference.RequestSetImage(self_, iconRefernce, callbackTarget, callbackName) return end

---@param self_ inkImageWidgetReference
---@param activeTextureType inkTextureType
function inkImageWidgetReference.SetActiveTextureType(self_, activeTextureType) return end

---@param self_ inkImageWidgetReference
---@param atlasResourcePath redResourceReferenceScriptToken
function inkImageWidgetReference.SetAtlasResource(self_, atlasResourcePath) return end

---@param self_ inkImageWidgetReference
---@param mirrorType inkBrushMirrorType
function inkImageWidgetReference.SetBrushMirrorType(self_, mirrorType) return end

---@param self_ inkImageWidgetReference
---@param tileType inkBrushTileType
function inkImageWidgetReference.SetBrushTileType(self_, tileType) return end

function inkImageWidgetReference.SetContentHAlign() return end

function inkImageWidgetReference.SetContentVAlign() return end

---@param self_ inkImageWidgetReference
---@param texturePart CName|string
---@return Bool
function inkImageWidgetReference.SetTexturePart(self_, texturePart) return end

---@class inkInGameMenuState : inkIStateMachineState
inkInGameMenuState = {}

---@return inkInGameMenuState
function inkInGameMenuState.new() return end

---@param props table
---@return inkInGameMenuState
function inkInGameMenuState.new(props) return end

---@class inkInitEngineState : inkIStateMachineState
inkInitEngineState = {}

---@return inkInitEngineState
function inkInitEngineState.new() return end

---@param props table
---@return inkInitEngineState
function inkInitEngineState.new(props) return end

---@class inkInitialLoadingControllerSupervisor : gameuiOnscreenVOPlayerController
inkInitialLoadingControllerSupervisor = {}

---@return inkInitialLoadingControllerSupervisor
function inkInitialLoadingControllerSupervisor.new() return end

---@param props table
---@return inkInitialLoadingControllerSupervisor
function inkInitialLoadingControllerSupervisor.new(props) return end

---@class inkInitialLoadingScreenData : inkILoadingScreenData
inkInitialLoadingScreenData = {}

---@return inkInitialLoadingScreenData
function inkInitialLoadingScreenData.new() return end

---@param props table
---@return inkInitialLoadingScreenData
function inkInitialLoadingScreenData.new(props) return end

---@class inkInitialLoadingScreenLogicController : inkILoadingLogicController
---@field skipButtonPanel inkWidgetReference
---@field loadingPartsContainer inkCompoundWidgetReference
---@field afterSkipAnimation CName
---@field loadingFinishedAudioStopEvent CName
---@field progressBarRoot inkWidgetReference
---@field progressBarController LoadingScreenProgressBarController
inkInitialLoadingScreenLogicController = {}

---@return inkInitialLoadingScreenLogicController
function inkInitialLoadingScreenLogicController.new() return end

---@param props table
---@return inkInitialLoadingScreenLogicController
function inkInitialLoadingScreenLogicController.new(props) return end

function inkInitialLoadingScreenLogicController:OnAnimReadyForLoadingSkip() return end

---@return Bool
function inkInitialLoadingScreenLogicController:OnAnimReadyForLoadingSkipEvent() return end

---@return Bool
function inkInitialLoadingScreenLogicController:OnInitialize() return end

---@param progress Float
function inkInitialLoadingScreenLogicController:SetLoadProgress(progress) return end

---@param visible Bool
function inkInitialLoadingScreenLogicController:SetProgressIndicatorVisibility(visible) return end

---@param visible Bool
function inkInitialLoadingScreenLogicController:SetSpinnerVisiblility(visible) return end

---@class inkInitialLoadingScreenSaveData : inkILoadingScreenPersistentData
inkInitialLoadingScreenSaveData = {}

---@return inkInitialLoadingScreenSaveData
function inkInitialLoadingScreenSaveData.new() return end

---@param props table
---@return inkInitialLoadingScreenSaveData
function inkInitialLoadingScreenSaveData.new(props) return end

---@class inkInitialLoadingState : inkIStateMachineState
inkInitialLoadingState = {}

---@return inkInitialLoadingState
function inkInitialLoadingState.new() return end

---@param props table
---@return inkInitialLoadingState
function inkInitialLoadingState.new(props) return end

---@class inkInitializeUserScreenState : inkIStateMachineState
inkInitializeUserScreenState = {}

---@return inkInitializeUserScreenState
function inkInitializeUserScreenState.new() return end

---@param props table
---@return inkInitializeUserScreenState
function inkInitializeUserScreenState.new(props) return end

---@class inkInkLayer : ISerializable
inkInkLayer = {}

---@class inkInnerGlowEffect : inkIEffect
---@field colorR Float
---@field colorG Float
---@field colorB Float
---@field colorA Float
---@field offsetX Float
---@field offsetY Float
inkInnerGlowEffect = {}

---@return inkInnerGlowEffect
function inkInnerGlowEffect.new() return end

---@param props table
---@return inkInnerGlowEffect
function inkInnerGlowEffect.new(props) return end

---@class inkInputActionValidityController : inkWidgetLogicController
---@field invertVisibility Bool
---@field inputActionName CName
---@field inputValidityDependentWidgets inkWidgetReference[]
inkInputActionValidityController = {}

---@return inkInputActionValidityController
function inkInputActionValidityController.new() return end

---@param props table
---@return inkInputActionValidityController
function inkInputActionValidityController.new(props) return end

---@class inkInputContextChangedCallback : inkCallbackBase
inkInputContextChangedCallback = {}

---@return inkInputContextChangedCallback
function inkInputContextChangedCallback.new() return end

---@param props table
---@return inkInputContextChangedCallback
function inkInputContextChangedCallback.new(props) return end

---@class inkInputDeviceCallback : inkCallbackBase
inkInputDeviceCallback = {}

---@return inkInputDeviceCallback
function inkInputDeviceCallback.new() return end

---@param props table
---@return inkInputDeviceCallback
function inkInputDeviceCallback.new(props) return end

---@class inkInputDeviceIdCallback : inkCallbackBase
inkInputDeviceIdCallback = {}

---@return inkInputDeviceIdCallback
function inkInputDeviceIdCallback.new() return end

---@param props table
---@return inkInputDeviceIdCallback
function inkInputDeviceIdCallback.new(props) return end

---@class inkInputDevicesMappingsJSON
---@field devices CName[]
---@field mappings inkInputIconMappingJSON[]
inkInputDevicesMappingsJSON = {}

---@return inkInputDevicesMappingsJSON
function inkInputDevicesMappingsJSON.new() return end

---@param props table
---@return inkInputDevicesMappingsJSON
function inkInputDevicesMappingsJSON.new(props) return end

---@class inkInputDisplayController : inkWidgetLogicController
---@field iconRef inkWidgetReference
---@field iconAND inkTextWidgetReference
---@field nameRef inkWidgetReference
---@field canvasRef inkWidgetReference
---@field holdIndicatorContainerRef inkCompoundWidgetReference
---@field gamepadHoldIndicatorLibraryRef inkWidgetLibraryReference
---@field keyboardHoldIndicatorLibraryRef inkWidgetLibraryReference
---@field holdIndicationType inkInputHintHoldIndicationType
---@field inputActionName CName
---@field fixedIconHeight Float
inkInputDisplayController = {}

---@return inkInputDisplayController
function inkInputDisplayController.new() return end

---@param props table
---@return inkInputDisplayController
function inkInputDisplayController.new(props) return end

---@return CName
function inkInputDisplayController:GetInputAction() return end

---@param fixedIconHeight Float
function inkInputDisplayController:SetFixedIconHeight(fixedIconHeight) return end

---@param type inkInputHintHoldIndicationType
function inkInputDisplayController:SetHoldIndicatorType(type) return end

---@param actionName CName|string
function inkInputDisplayController:SetInputAction(actionName) return end

---@param inputKeyData inkInputKeyData
function inkInputDisplayController:SetInputKey(inputKeyData) return end

---@param visible Bool
function inkInputDisplayController:SetVisible(visible) return end

---@class inkInputEvent : inkEvent
inkInputEvent = {}

---@return inkInputEvent
function inkInputEvent.new() return end

---@param props table
---@return inkInputEvent
function inkInputEvent.new(props) return end

function inkInputEvent:Consume() return end

---@return inkActionName
function inkInputEvent:GetActionName() return end

---@return Float
function inkInputEvent:GetHoldProgress() return end

---@param actionName CName|string
---@return Bool
function inkInputEvent:IsAction(actionName) return end

---@return Bool
function inkInputEvent:IsAltDown() return end

---@return Bool
function inkInputEvent:IsCapsLocked() return end

---@return Bool
function inkInputEvent:IsCommandDown() return end

---@return Bool
function inkInputEvent:IsConsumed() return end

---@return Bool
function inkInputEvent:IsControlDown() return end

---@return Bool
function inkInputEvent:IsLeftAltDown() return end

---@return Bool
function inkInputEvent:IsLeftCommandDown() return end

---@return Bool
function inkInputEvent:IsLeftControlDown() return end

---@return Bool
function inkInputEvent:IsLeftShiftDown() return end

---@return Bool
function inkInputEvent:IsRightAltDown() return end

---@return Bool
function inkInputEvent:IsRightCommandDown() return end

---@return Bool
function inkInputEvent:IsRightControlDown() return end

---@return Bool
function inkInputEvent:IsRightShiftDown() return end

---@return Bool
function inkInputEvent:IsShiftDown() return end

---@class inkInputIconMappingJSON
---@field id CName
---@field part CName
---@field hold Bool
inkInputIconMappingJSON = {}

---@return inkInputIconMappingJSON
function inkInputIconMappingJSON.new() return end

---@param props table
---@return inkInputIconMappingJSON
function inkInputIconMappingJSON.new(props) return end

---@class inkInputKeyData
inkInputKeyData = {}

---@return inkInputKeyData
function inkInputKeyData.new() return end

---@param props table
---@return inkInputKeyData
function inkInputKeyData.new(props) return end

---@param self_ inkInputKeyData
---@param inputKey EInputCustomKey
function inkInputKeyData.SetInputCustomKey(self_, inputKey) return end

---@param self_ inkInputKeyData
---@param inputKey EInputKey
function inkInputKeyData.SetInputKey(self_, inputKey) return end

---@param self_ inkInputKeyData
---@param isHoldInput Bool
function inkInputKeyData.SetIsHoldInput(self_, isHoldInput) return end

---@class inkInputKeyDictionaryJSON : ISerializable
---@field devicesMappings inkInputDevicesMappingsJSON[]
inkInputKeyDictionaryJSON = {}

---@return inkInputKeyDictionaryJSON
function inkInputKeyDictionaryJSON.new() return end

---@param props table
---@return inkInputKeyDictionaryJSON
function inkInputKeyDictionaryJSON.new(props) return end

---@class inkInputKeyIconManager : ISerializable
inkInputKeyIconManager = {}

---@return inkInputKeyIconManager
function inkInputKeyIconManager.new() return end

---@param props table
---@return inkInputKeyIconManager
function inkInputKeyIconManager.new(props) return end

---@class inkInternationalizationManager : ISerializable
inkInternationalizationManager = {}

---@return inkInternationalizationManager
function inkInternationalizationManager.new() return end

---@param props table
---@return inkInternationalizationManager
function inkInternationalizationManager.new(props) return end

---@class inkIsAbleToSwapHorizontally : inkUserData
inkIsAbleToSwapHorizontally = {}

---@return inkIsAbleToSwapHorizontally
function inkIsAbleToSwapHorizontally.new() return end

---@param props table
---@return inkIsAbleToSwapHorizontally
function inkIsAbleToSwapHorizontally.new(props) return end

---@class inkItemPositionProvider
inkItemPositionProvider = {}

---@class inkItemPositionProviderWrapper : IScriptable
inkItemPositionProviderWrapper = {}

---@return inkItemPositionProviderWrapper
function inkItemPositionProviderWrapper.new() return end

---@param props table
---@return inkItemPositionProviderWrapper
function inkItemPositionProviderWrapper.new(props) return end

---@class inkKeyBindingEvent : redEvent
---@field keyName CName
inkKeyBindingEvent = {}

---@return inkKeyBindingEvent
function inkKeyBindingEvent.new() return end

---@param props table
---@return inkKeyBindingEvent
function inkKeyBindingEvent.new(props) return end

---@class inkLanguageDefinition
---@field languageCode CName
---@field isoScriptCode CName
---@field textDirection inkETextDirection
---@field fonts inkLanguageFont[]
inkLanguageDefinition = {}

---@return inkLanguageDefinition
function inkLanguageDefinition.new() return end

---@param props table
---@return inkLanguageDefinition
function inkLanguageDefinition.new(props) return end

---@class inkLanguageFont
---@field font inkFontFamilyResource
---@field mapper inkLanguageFontMapper
inkLanguageFont = {}

---@return inkLanguageFont
function inkLanguageFont.new() return end

---@param props table
---@return inkLanguageFont
function inkLanguageFont.new(props) return end

---@class inkLanguageFontMapper : ISerializable
---@field mappings inkLanguageFontMapping[]
inkLanguageFontMapper = {}

---@return inkLanguageFontMapper
function inkLanguageFontMapper.new() return end

---@param props table
---@return inkLanguageFontMapper
function inkLanguageFontMapper.new(props) return end

---@class inkLanguageFontMapping
---@field languageCode CName
---@field font inkFontFamilyResource
---@field fontSizeModifier Int16
---@field trackingModifier Uint32
---@field lineHeightModifier Float
---@field fontSizeModifierFloat Float
---@field styleModifer CName
inkLanguageFontMapping = {}

---@return inkLanguageFontMapping
function inkLanguageFontMapping.new() return end

---@param props table
---@return inkLanguageFontMapping
function inkLanguageFontMapping.new(props) return end

---@class inkLanguageOverrideProvider : inkUserData
---@field languageId inkLanguageId
inkLanguageOverrideProvider = {}

---@return inkLanguageOverrideProvider
function inkLanguageOverrideProvider.new() return end

---@param props table
---@return inkLanguageOverrideProvider
function inkLanguageOverrideProvider.new(props) return end

---@param lang scnDialogLineLanguage
function inkLanguageOverrideProvider:SetLanguage(lang) return end

---@class inkLanguageSpecificImagData
---@field languageID inkLanguageId
---@field textureAtlasForLanguage inkTextureAtlas
---@field partNameForLanguage CName
inkLanguageSpecificImagData = {}

---@return inkLanguageSpecificImagData
function inkLanguageSpecificImagData.new() return end

---@param props table
---@return inkLanguageSpecificImagData
function inkLanguageSpecificImagData.new(props) return end

---@class inkLanguageSpecificImageController : inkWidgetLogicController
---@field languages inkLanguageSpecificImagData[]
---@field fallbackTextureAtlas inkTextureAtlas
---@field fallbackPartName CName
inkLanguageSpecificImageController = {}

---@return inkLanguageSpecificImageController
function inkLanguageSpecificImageController.new() return end

---@param props table
---@return inkLanguageSpecificImageController
function inkLanguageSpecificImageController.new(props) return end

---@class inkLanguageSpecificVideoController : inkWidgetLogicController
---@field isLooped Bool
---@field specificVideoForLanguage Bink
---@field languages inkLanguageId[]
---@field fallbackVideo Bink
inkLanguageSpecificVideoController = {}

---@return inkLanguageSpecificVideoController
function inkLanguageSpecificVideoController.new() return end

---@param props table
---@return inkLanguageSpecificVideoController
function inkLanguageSpecificVideoController.new(props) return end

---@class inkLatestSaveMetadataInfo : IScriptable
---@field locationName String
---@field trackedQuest String
---@field lifePath inkLifePath
---@field playTime Double
---@field playthroughTime Double
---@field initialLoadingScreenID Uint64
---@field gameVersion String
---@field additionalContentIds CName[]
inkLatestSaveMetadataInfo = {}

---@return inkLatestSaveMetadataInfo
function inkLatestSaveMetadataInfo.new() return end

---@param props table
---@return inkLatestSaveMetadataInfo
function inkLatestSaveMetadataInfo.new(props) return end

---@class inkLayer : ISerializable
inkLayer = {}

---@class inkLayerDefinition
---@field enabled Bool
---@field rootLibrary inkWidgetLibraryResource
---@field activeByDefault Bool
---@field isPermanent Bool
---@field useGlobalStyleTheme Bool
---@field isAffectedByFadeout Bool
---@field useGameInput Bool
---@field inputContext CName
inkLayerDefinition = {}

---@return inkLayerDefinition
function inkLayerDefinition.new() return end

---@param props table
---@return inkLayerDefinition
function inkLayerDefinition.new(props) return end

---@class inkLayerDefinitionCollection
---@field menuLayer inkMenuLayerDefinition
---@field menuLayerMP inkMenuLayerDefinition
---@field hudLayer inkHUDLayerDefinition
---@field videoLayer inkVideoLayerDefinition
---@field offscreenLayer inkOffscreenLayerDefinition
---@field gameNotificationsLayer inkGameNotificationsLayerDefinition
---@field photoModeLayer inkPhotoModeLayerDefinition
---@field debugLayer inkDebugLayerDefinition
inkLayerDefinitionCollection = {}

---@return inkLayerDefinitionCollection
function inkLayerDefinitionCollection.new() return end

---@param props table
---@return inkLayerDefinitionCollection
function inkLayerDefinitionCollection.new(props) return end

---@class inkLayerDefinition_NEW
---@field name CName
---@field layerType inkELayerType
---@field drawingPolicy inkLayerDrawingPolicy
---@field loadPriority inkELayerLoadPriority
---@field enabled Bool
---@field isPermanent Bool
---@field useGlobalStyleTheme Bool
---@field isAffectedByFadeout Bool
---@field useGameInput Bool
---@field inputContext CName
inkLayerDefinition_NEW = {}

---@return inkLayerDefinition_NEW
function inkLayerDefinition_NEW.new() return end

---@param props table
---@return inkLayerDefinition_NEW
function inkLayerDefinition_NEW.new(props) return end

---@class inkLayerDefinitionsSet
---@field layersDefinitions inkLayerDefinition_NEW[]
---@field layersSystemConnections inkLayerSystemConnection[]
inkLayerDefinitionsSet = {}

---@return inkLayerDefinitionsSet
function inkLayerDefinitionsSet.new() return end

---@param props table
---@return inkLayerDefinitionsSet
function inkLayerDefinitionsSet.new(props) return end

---@class inkLayerProxy : ISerializable
inkLayerProxy = {}

---@class inkLayerSystemConnection
---@field layerName CName
---@field system inkILayerSystemData
inkLayerSystemConnection = {}

---@return inkLayerSystemConnection
function inkLayerSystemConnection.new() return end

---@param props table
---@return inkLayerSystemConnection
function inkLayerSystemConnection.new(props) return end

---@class inkLayersResource : CResource
---@field layerDefinitions inkLayerDefinitionCollection
---@field preGameLayerDefinitions inkLayerDefinitionCollection
---@field permanentLayerDefinitions inkPermanentLayerDefinitionCollection
---@field layerDefinitionsSet inkLayerDefinitionsSet
inkLayersResource = {}

---@return inkLayersResource
function inkLayersResource.new() return end

---@param props table
---@return inkLayersResource
function inkLayersResource.new(props) return end

---@class inkLeafWidget : inkWidget
inkLeafWidget = {}

---@return inkLeafWidget
function inkLeafWidget.new() return end

---@param props table
---@return inkLeafWidget
function inkLeafWidget.new(props) return end

---@class inkLeafWidgetReference : inkWidgetReference
inkLeafWidgetReference = {}

---@return inkLeafWidgetReference
function inkLeafWidgetReference.new() return end

---@param props table
---@return inkLeafWidgetReference
function inkLeafWidgetReference.new(props) return end

---@class inkLightSweepEffect : inkIEffect
---@field positionX Float
---@field positionY Float
---@field angle Float
---@field width Float
---@field intensity Float
inkLightSweepEffect = {}

---@return inkLightSweepEffect
function inkLightSweepEffect.new() return end

---@param props table
---@return inkLightSweepEffect
function inkLightSweepEffect.new(props) return end

---@class inkLinePatternWidget : inkImageWidget
---@field vertexList inkLineVertex[]
---@field spacing Float
---@field looseSpacing Float
---@field startOffset Float
---@field endOffset Float
---@field fadeInLength Float
---@field rotateWithSegment Bool
---@field patternDirection inkEChildOrder
inkLinePatternWidget = {}

---@return inkLinePatternWidget
function inkLinePatternWidget.new() return end

---@param props table
---@return inkLinePatternWidget
function inkLinePatternWidget.new(props) return end

---@param value Vector2
function inkLinePatternWidget:AddVertex(value) return end

---@class inkLinePatternWidgetReference : inkImageWidgetReference
inkLinePatternWidgetReference = {}

---@return inkLinePatternWidgetReference
function inkLinePatternWidgetReference.new() return end

---@param props table
---@return inkLinePatternWidgetReference
function inkLinePatternWidgetReference.new(props) return end

---@class inkLineVertex
---@field int Vector2
---@field neType inkLineType
inkLineVertex = {}

---@return inkLineVertex
function inkLineVertex.new() return end

---@param props table
---@return inkLineVertex
function inkLineVertex.new(props) return end

---@class inkLinearWipeEffect : inkIEffect
---@field angle Float
---@field transition Float
inkLinearWipeEffect = {}

---@return inkLinearWipeEffect
function inkLinearWipeEffect.new() return end

---@param props table
---@return inkLinearWipeEffect
function inkLinearWipeEffect.new(props) return end

---@class inkListController : inkWidgetLogicController
---@field itemLibraryID CName
---@field cycledNavigation Bool
---@field beginToggled Bool
---@field ItemSelected inkListControllerCallback
---@field ItemActivated inkListControllerCallback
inkListController = {}

---@return inkListController
function inkListController.new() return end

---@param props table
---@return inkListController
function inkListController.new(props) return end

---@param refreshImmediately Bool
function inkListController:Clear(refreshImmediately) return end

---@param value IScriptable
---@return Int32
function inkListController:FindIndex(value) return end

---@param index Int32
---@return inkWidget
function inkListController:GetItemAt(index) return end

---@return Int32
function inkListController:GetSelectedIndex() return end

---@return Int32
function inkListController:GetToggledIndex() return end

---@return Bool
function inkListController:HasValidSelection() return end

function inkListController:Next() return end

function inkListController:Prior() return end

---@param value IScriptable
---@param refreshImmediately Bool
function inkListController:PushData(value, refreshImmediately) return end

---@param value IScriptable[]
---@param refreshImmediately Bool
function inkListController:PushDataList(value, refreshImmediately) return end

function inkListController:Refresh() return end

---@param id CName|string
function inkListController:SetLibraryID(id) return end

---@param index Int32
---@param force Bool
function inkListController:SetSelectedIndex(index, force) return end

---@param index Int32
function inkListController:SetToggledIndex(index) return end

---@return Int32
function inkListController:Size() return end

---@param e inkPointerEvent
---@param gameCtrl gameuiMenuGameController
function inkListController:HandleInput(e, gameCtrl) return end

---@param gameCtrl gameuiMenuGameController
function inkListController:MoveCursorToSelection(gameCtrl) return end

---@class inkListControllerCallback : inkCallbackBase
inkListControllerCallback = {}

---@return inkListControllerCallback
function inkListControllerCallback.new() return end

---@param props table
---@return inkListControllerCallback
function inkListControllerCallback.new(props) return end

---@class inkListItemController : inkButtonController
---@field ToggledOff inkListItemControllerCallback
---@field ToggledOn inkListItemControllerCallback
---@field Selected inkListItemControllerCallback
---@field Deselected inkListItemControllerCallback
---@field AddedToList inkListItemControllerCallback
---@field labelPathRef inkTextWidgetReference
inkListItemController = {}

---@return inkListItemController
function inkListItemController.new() return end

---@param props table
---@return inkListItemController
function inkListItemController.new(props) return end

---@return IScriptable
function inkListItemController:GetData() return end

---@return Int32
function inkListItemController:GetIndex() return end

---@return Bool
function inkListItemController:IsSelected() return end

---@return Bool
function inkListItemController:IsToggled() return end

---@param value IScriptable
---@return Bool
function inkListItemController:OnDataChanged(value) return end

---@return Bool
function inkListItemController:OnInitialize() return end

---@return Bool
function inkListItemController:OnSetCursorOver() return end

---@class inkListItemControllerCallback : inkCallbackBase
inkListItemControllerCallback = {}

---@return inkListItemControllerCallback
function inkListItemControllerCallback.new() return end

---@param props table
---@return inkListItemControllerCallback
function inkListItemControllerCallback.new(props) return end

---@class inkLoadingFadeInOutCallback : inkCallbackBase
inkLoadingFadeInOutCallback = {}

---@return inkLoadingFadeInOutCallback
function inkLoadingFadeInOutCallback.new() return end

---@param props table
---@return inkLoadingFadeInOutCallback
function inkLoadingFadeInOutCallback.new(props) return end

---@class inkLoadingLayer : inkFullScreenLayer
inkLoadingLayer = {}

---@return inkLoadingLayer
function inkLoadingLayer.new() return end

---@param props table
---@return inkLoadingLayer
function inkLoadingLayer.new(props) return end

---@class inkLoadingLayerDefinition : inkLayerDefinition
---@field splashLoadingScreenResource inkWidgetLibraryResource
---@field initialLoadingScreenResource inkWidgetLibraryResource
---@field fastTravelLoadingScreenResource inkWidgetLibraryResource
---@field fallbackLoadingScreenResource inkWidgetLibraryResource
inkLoadingLayerDefinition = {}

---@return inkLoadingLayerDefinition
function inkLoadingLayerDefinition.new() return end

---@param props table
---@return inkLoadingLayerDefinition
function inkLoadingLayerDefinition.new(props) return end

---@class inkLoadingStateChangeCallback : inkCallbackBase
inkLoadingStateChangeCallback = {}

---@return inkLoadingStateChangeCallback
function inkLoadingStateChangeCallback.new() return end

---@param props table
---@return inkLoadingStateChangeCallback
function inkLoadingStateChangeCallback.new(props) return end

---@class inkLocalizationChangedEvent : inkEvent
inkLocalizationChangedEvent = {}

---@return inkLocalizationChangedEvent
function inkLocalizationChangedEvent.new() return end

---@param props table
---@return inkLocalizationChangedEvent
function inkLocalizationChangedEvent.new(props) return end

---@class inkLocalizedBink
---@field binks inkBinkLanguageDescriptor[]
inkLocalizedBink = {}

---@return inkLocalizedBink
function inkLocalizedBink.new() return end

---@param props table
---@return inkLocalizedBink
function inkLocalizedBink.new(props) return end

---@class inkMargin
---@field left Float
---@field top Float
---@field right Float
---@field bottom Float
inkMargin = {}

---@return inkMargin
function inkMargin.new() return end

---@param props table
---@return inkMargin
function inkMargin.new(props) return end

---@param self_ inkMargin
---@param uniformThickness Float
function inkMargin.SetUniform(self_, uniformThickness) return end

---@class inkMaskEffect : inkIEffect
---@field angle Float
---@field opacity Float
---@field invert Bool
inkMaskEffect = {}

---@return inkMaskEffect
function inkMaskEffect.new() return end

---@param props table
---@return inkMaskEffect
function inkMaskEffect.new(props) return end

---@class inkMaskWidget : inkLeafWidget
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
---@field dynamicTextureMask CName
---@field dataSource inkMaskDataSource
---@field invertMask Bool
---@field maskTransparency Float
inkMaskWidget = {}

---@return inkMaskWidget
function inkMaskWidget.new() return end

---@param props table
---@return inkMaskWidget
function inkMaskWidget.new(props) return end

---@return CName
function inkMaskWidget:GetTexturePart() return end

---@param texturePart CName|string
---@return Bool
function inkMaskWidget:IsTexturePartExist(texturePart) return end

---@param texturePart CName|string
---@return Bool
function inkMaskWidget:SetTexturePart(texturePart) return end

---@class inkMaskWidgetReference : inkLeafWidgetReference
inkMaskWidgetReference = {}

---@return inkMaskWidgetReference
function inkMaskWidgetReference.new() return end

---@param props table
---@return inkMaskWidgetReference
function inkMaskWidgetReference.new(props) return end

---@param self_ inkMaskWidgetReference
---@return CName
function inkMaskWidgetReference.GetTexturePart(self_) return end

---@param self_ inkMaskWidgetReference
---@param texturePart CName|string
---@return Bool
function inkMaskWidgetReference.IsTexturePartExist(self_, texturePart) return end

---@param self_ inkMaskWidgetReference
---@param texturePart CName|string
---@return Bool
function inkMaskWidgetReference.SetTexturePart(self_, texturePart) return end

---@class inkMenuAccountLogicController : inkWidgetLogicController
---@field playerId inkTextWidgetReference
---@field changeAccountLabelTextRef inkTextWidgetReference
---@field inputDisplayControllerRef inkWidgetReference
---@field changeAccountEnabled Bool
inkMenuAccountLogicController = {}

---@return inkMenuAccountLogicController
function inkMenuAccountLogicController.new() return end

---@param props table
---@return inkMenuAccountLogicController
function inkMenuAccountLogicController.new(props) return end

function inkMenuAccountLogicController:ChangeAccountRequest() return end

---@param e inkPointerEvent
---@return Bool
function inkMenuAccountLogicController:OnButtonClick(e) return end

---@param evt inkPointerEvent
---@return Bool
function inkMenuAccountLogicController:OnButtonRelease(evt) return end

---@return Bool
function inkMenuAccountLogicController:OnInitialize() return end

---@return Bool
function inkMenuAccountLogicController:OnUninitialize() return end

---@return Bool
function inkMenuAccountLogicController:IsEnabled() return end

---@param enabled Bool
function inkMenuAccountLogicController:SetChangeAccountEnabled(enabled) return end

---@param playerName String
function inkMenuAccountLogicController:SetPlayerName(playerName) return end

function inkMenuAccountLogicController:ShowAccountButton() return end

---@class inkMenuCallback : inkCallbackBase
inkMenuCallback = {}

---@return inkMenuCallback
function inkMenuCallback.new() return end

---@param props table
---@return inkMenuCallback
function inkMenuCallback.new(props) return end

---@class inkMenuEntry
---@field name CName
---@field menuWidget inkWidgetLibraryResource
---@field depth Uint32
---@field spawnMode inkSpawnMode
---@field isAffectedByFadeout Bool
---@field inputContext CName
inkMenuEntry = {}

---@return inkMenuEntry
function inkMenuEntry.new() return end

---@param props table
---@return inkMenuEntry
function inkMenuEntry.new(props) return end

---@class inkMenuEventDispatcher : IScriptable
inkMenuEventDispatcher = {}

---@return inkMenuEventDispatcher
function inkMenuEventDispatcher.new() return end

---@param props table
---@return inkMenuEventDispatcher
function inkMenuEventDispatcher.new(props) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkMenuEventDispatcher:RegisterToEvent(eventName, object, functionName) return end

---@param scenario CName|string
---@param name CName|string
---@param userData IScriptable
function inkMenuEventDispatcher:SpawnAddressedEvent(scenario, name, userData) return end

---@param name CName|string
---@param userData IScriptable
function inkMenuEventDispatcher:SpawnEvent(name, userData) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkMenuEventDispatcher:UnregisterFromEvent(eventName, object, functionName) return end

---@class inkMenuInstance : IScriptable
inkMenuInstance = {}

---@class inkMenuInstanceImpl : inkMenuInstance
inkMenuInstanceImpl = {}

---@return inkMenuInstanceImpl
function inkMenuInstanceImpl.new() return end

---@param props table
---@return inkMenuInstanceImpl
function inkMenuInstanceImpl.new(props) return end

---@class inkMenuInstance_MenuInstanceListener : redEvent
inkMenuInstance_MenuInstanceListener = {}

---@return inkMenuInstance_MenuInstanceListener
function inkMenuInstance_MenuInstanceListener.new() return end

---@param props table
---@return inkMenuInstance_MenuInstanceListener
function inkMenuInstance_MenuInstanceListener.new(props) return end

---@class inkMenuInstance_SpawnAddressedEvent : inkMenuInstance_SpawnEvent
inkMenuInstance_SpawnAddressedEvent = {}

---@return inkMenuInstance_SpawnAddressedEvent
function inkMenuInstance_SpawnAddressedEvent.new() return end

---@param props table
---@return inkMenuInstance_SpawnAddressedEvent
function inkMenuInstance_SpawnAddressedEvent.new(props) return end

---@param scenarioName CName|string
---@param eventName CName|string
---@param userData inkUserData
function inkMenuInstance_SpawnAddressedEvent:Init(scenarioName, eventName, userData) return end

---@class inkMenuInstance_SpawnEvent : redEvent
inkMenuInstance_SpawnEvent = {}

---@return inkMenuInstance_SpawnEvent
function inkMenuInstance_SpawnEvent.new() return end

---@param props table
---@return inkMenuInstance_SpawnEvent
function inkMenuInstance_SpawnEvent.new(props) return end

---@param eventName CName|string
---@param userData inkUserData
function inkMenuInstance_SpawnEvent:Init(eventName, userData) return end

---@class inkMenuInstance_SwitchToScenario : redEvent
inkMenuInstance_SwitchToScenario = {}

---@return inkMenuInstance_SwitchToScenario
function inkMenuInstance_SwitchToScenario.new() return end

---@param props table
---@return inkMenuInstance_SwitchToScenario
function inkMenuInstance_SwitchToScenario.new(props) return end

---@param eventName CName|string
---@param userData inkUserData
function inkMenuInstance_SwitchToScenario:Init(eventName, userData) return end

---@class inkMenuLayer : inkFullScreenLayer
inkMenuLayer = {}

---@return inkMenuLayer
function inkMenuLayer.new() return end

---@param props table
---@return inkMenuLayer
function inkMenuLayer.new(props) return end

---@class inkMenuLayerDefinition : inkLayerDefinition
---@field menuResource inkMenuResource
---@field cursorResource inkWidgetLibraryResource
inkMenuLayerDefinition = {}

---@return inkMenuLayerDefinition
function inkMenuLayerDefinition.new() return end

---@param props table
---@return inkMenuLayerDefinition
function inkMenuLayerDefinition.new(props) return end

---@class inkMenuLayer_AbortHackingMinigame : redEvent
inkMenuLayer_AbortHackingMinigame = {}

---@return inkMenuLayer_AbortHackingMinigame
function inkMenuLayer_AbortHackingMinigame.new() return end

---@param props table
---@return inkMenuLayer_AbortHackingMinigame
function inkMenuLayer_AbortHackingMinigame.new(props) return end

---@class inkMenuLayer_SetCursorType : redEvent
inkMenuLayer_SetCursorType = {}

---@return inkMenuLayer_SetCursorType
function inkMenuLayer_SetCursorType.new() return end

---@param props table
---@return inkMenuLayer_SetCursorType
function inkMenuLayer_SetCursorType.new(props) return end

---@param type CName|string
---@param overrideDpad Bool
function inkMenuLayer_SetCursorType:Init(type, overrideDpad) return end

---@class inkMenuLayer_SetCursorVisibility : redEvent
inkMenuLayer_SetCursorVisibility = {}

---@return inkMenuLayer_SetCursorVisibility
function inkMenuLayer_SetCursorVisibility.new() return end

---@param props table
---@return inkMenuLayer_SetCursorVisibility
function inkMenuLayer_SetCursorVisibility.new(props) return end

---@param isVisible Bool
---@param pos Vector2
function inkMenuLayer_SetCursorVisibility:Init(isVisible, pos) return end

---@class inkMenuLayer_SetCursorVisibilityOnActivate : redEvent
inkMenuLayer_SetCursorVisibilityOnActivate = {}

---@return inkMenuLayer_SetCursorVisibilityOnActivate
function inkMenuLayer_SetCursorVisibilityOnActivate.new() return end

---@param props table
---@return inkMenuLayer_SetCursorVisibilityOnActivate
function inkMenuLayer_SetCursorVisibilityOnActivate.new(props) return end

---@param isVisible Bool
function inkMenuLayer_SetCursorVisibilityOnActivate:Init(isVisible) return end

---@class inkMenuLayer_SetGender : redEvent
inkMenuLayer_SetGender = {}

---@return inkMenuLayer_SetGender
function inkMenuLayer_SetGender.new() return end

---@param props table
---@return inkMenuLayer_SetGender
function inkMenuLayer_SetGender.new(props) return end

---@return Bool
function inkMenuLayer_SetGender:IsMale() return end

---@class inkMenuLayer_SetMenuModeEvent : redEvent
inkMenuLayer_SetMenuModeEvent = {}

---@return inkMenuLayer_SetMenuModeEvent
function inkMenuLayer_SetMenuModeEvent.new() return end

---@param props table
---@return inkMenuLayer_SetMenuModeEvent
function inkMenuLayer_SetMenuModeEvent.new(props) return end

---@return inkMenuMode
function inkMenuLayer_SetMenuModeEvent:GetMenuMode() return end

---@return inkMenuState
function inkMenuLayer_SetMenuModeEvent:GetMenuState() return end

---@param mode inkMenuMode
---@param state inkMenuState
function inkMenuLayer_SetMenuModeEvent:Init(mode, state) return end

---@class inkMenuLogicController : inkWidgetLogicController
inkMenuLogicController = {}

---@return inkMenuLogicController
function inkMenuLogicController.new() return end

---@param props table
---@return inkMenuLogicController
function inkMenuLogicController.new(props) return end

---@class inkMenuResource : CResource
---@field menusEntries inkMenuEntry[]
---@field scenariosNames CName[]
---@field initialScenarioName CName
inkMenuResource = {}

---@return inkMenuResource
function inkMenuResource.new() return end

---@param props table
---@return inkMenuResource
function inkMenuResource.new(props) return end

---@class inkMenuScenario : IScriptable
inkMenuScenario = {}

---@return inkMenuScenario
function inkMenuScenario.new() return end

---@param props table
---@return inkMenuScenario
function inkMenuScenario.new(props) return end

---@return inkMenusState
function inkMenuScenario:GetMenusState() return end

---@return inkISystemRequestsHandler
function inkMenuScenario:GetSystemRequestsHandler() return end

---@param evt redEvent
function inkMenuScenario:QueueBroadcastEvent(evt) return end

---@param evt redEvent
function inkMenuScenario:QueueEvent(evt) return end

---@param name CName|string
---@param userData IScriptable
function inkMenuScenario:SwitchToScenario(name, userData) return end

---@class inkMenuVisibilityChangedCallback : inkCallbackBase
inkMenuVisibilityChangedCallback = {}

---@return inkMenuVisibilityChangedCallback
function inkMenuVisibilityChangedCallback.new() return end

---@param props table
---@return inkMenuVisibilityChangedCallback
function inkMenuVisibilityChangedCallback.new(props) return end

---@class inkMenusState : IScriptable
inkMenusState = {}

---@return inkMenusState
function inkMenusState.new() return end

---@param props table
---@return inkMenusState
function inkMenusState.new(props) return end

function inkMenusState:CloseAllMenus() return end

---@param menuName CName|string
function inkMenusState:CloseMenu(menuName) return end

---@param menuName CName|string
---@param eventName CName|string
---@param userData IScriptable
---@return Bool
function inkMenusState:DispatchEvent(menuName, eventName, userData) return end

---@return CName
function inkMenusState:GetControllerMenuName() return end

---@param menuName CName|string
---@return inkWidget
function inkMenusState:GetMenu(menuName) return end

---@return Bool
function inkMenusState:IsHubMenuBlocked() return end

---@param menuName CName|string
---@return Bool
function inkMenusState:IsMenuOpened(menuName) return end

---@return Bool
function inkMenusState:IsMenusVisible() return end

---@param menuName CName|string
---@param userData IScriptable
---@return inkWidget
function inkMenusState:OpenMenu(menuName, userData) return end

---@param blocked Bool
function inkMenusState:SetHubMenuBlocked(blocked) return end

---@param vakue Bool
function inkMenusState:ShowMenus(vakue) return end

---@class inkMetroSignLogicController : inkIStreetNameSignLogicController
---@field stationName inkTextWidgetReference
---@field subDistrictName inkTextWidgetReference
---@field metroStationsContainer inkCompoundWidgetReference
---@field metroStationLibraryName CName
---@field metroStationTextWidgetName CName
inkMetroSignLogicController = {}

---@return inkMetroSignLogicController
function inkMetroSignLogicController.new() return end

---@param props table
---@return inkMetroSignLogicController
function inkMetroSignLogicController.new(props) return end

---@class inkMinigameMenuState : inkIStateMachineState
inkMinigameMenuState = {}

---@return inkMinigameMenuState
function inkMinigameMenuState.new() return end

---@param props table
---@return inkMinigameMenuState
function inkMinigameMenuState.new(props) return end

---@class inkMotorcycleHUDGameController : gameuiBaseVehicleHUDGameController
---@field vehicleBlackboard gameIBlackboard
---@field activeVehicleUIBlackboard gameIBlackboard
---@field vehicleBBStateConectionId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field gearBBConnectionId redCallbackObject
---@field tppBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field leanAngleBBConnectionId redCallbackObject
---@field playerStateBBConnectionId redCallbackObject
---@field playOptionReverse inkanimPlaybackOptions
---@field rootWidget inkCanvasWidget
---@field mainCanvas inkCanvasWidget
---@field activeChunks Int32
---@field chunksNumber Int32
---@field dynamicRpmPath CName
---@field rpmPerChunk Int32
---@field hasRevMax Bool
---@field HiResMode Bool
---@field revMaxPath CName
---@field revMaxChunk Int32
---@field revMax Int32
---@field revRedLine Int32
---@field maxSpeed Int32
---@field speedTextWidget inkTextWidgetReference
---@field gearTextWidget inkTextWidgetReference
---@field RPMTextWidget inkTextWidgetReference
---@field lower inkCanvasWidget
---@field lowerSpeedBigR inkCanvasWidget
---@field lowerSpeedBigL inkCanvasWidget
---@field lowerSpeedSmallR inkCanvasWidget
---@field lowerSpeedSmallL inkCanvasWidget
---@field lowerSpeedFluffR inkImageWidget
---@field lowerSpeedFluffL inkImageWidget
---@field hudLowerPart inkCanvasWidget
---@field lowerfluff_R inkCanvasWidget
---@field lowerfluff_L inkCanvasWidget
---@field HudHideAnimation inkanimProxy
---@field HudShowAnimation inkanimProxy
---@field HudRedLineAnimation inkanimProxy
---@field fluffBlinking inkanimController
inkMotorcycleHUDGameController = {}

---@return inkMotorcycleHUDGameController
function inkMotorcycleHUDGameController.new() return end

---@param props table
---@return inkMotorcycleHUDGameController
function inkMotorcycleHUDGameController.new(props) return end

---@param mode Bool
---@return Bool
function inkMotorcycleHUDGameController:OnCameraModeChanged(mode) return end

---@param gearValue Int32
---@return Bool
function inkMotorcycleHUDGameController:OnGearValueChanged(gearValue) return end

---@param proxy inkanimProxy
---@return Bool
function inkMotorcycleHUDGameController:OnHudHideAnimFinished(proxy) return end

---@param proxy inkanimProxy
---@return Bool
function inkMotorcycleHUDGameController:OnHudShowAnimFinished(proxy) return end

---@return Bool
function inkMotorcycleHUDGameController:OnInitialize() return end

---@param leanAngle Float
---@return Bool
function inkMotorcycleHUDGameController:OnLeanAngleChanged(leanAngle) return end

---@param data Variant
---@return Bool
function inkMotorcycleHUDGameController:OnPlayerStateChanged(data) return end

---@param rpmMax Float
---@return Bool
function inkMotorcycleHUDGameController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function inkMotorcycleHUDGameController:OnRpmValueChanged(rpmValue) return end

---@param speedValue Float
---@return Bool
function inkMotorcycleHUDGameController:OnSpeedValueChanged(speedValue) return end

---@return Bool
function inkMotorcycleHUDGameController:OnUninitialize() return end

---@return Bool
function inkMotorcycleHUDGameController:OnVehicleMounted() return end

---@param state Int32
---@return Bool
function inkMotorcycleHUDGameController:OnVehicleStateChanged(state) return end

---@return Bool
function inkMotorcycleHUDGameController:OnVehicleUnmounted() return end

function inkMotorcycleHUDGameController:AddChunk() return end

---@param desiredType String
---@return Bool
function inkMotorcycleHUDGameController:CheckVehicleType(desiredType) return end

---@param currentAmountOfChunks Int32
function inkMotorcycleHUDGameController:EvaluateRPMMeterWidget(currentAmountOfChunks) return end

---@param currentAmountOfChunks Int32
function inkMotorcycleHUDGameController:RedrawRPM(currentAmountOfChunks) return end

function inkMotorcycleHUDGameController:RemoveChunk() return end

---@param rpmValue Float
function inkMotorcycleHUDGameController:drawRPMGaugeFull(rpmValue) return end

---@class inkMoveToTopOfMenu : inkUserData
inkMoveToTopOfMenu = {}

---@return inkMoveToTopOfMenu
function inkMoveToTopOfMenu.new() return end

---@param props table
---@return inkMoveToTopOfMenu
function inkMoveToTopOfMenu.new(props) return end

---@class inkMultiChildren : inkChildren
---@field children inkWidget[]
inkMultiChildren = {}

---@return inkMultiChildren
function inkMultiChildren.new() return end

---@param props table
---@return inkMultiChildren
function inkMultiChildren.new(props) return end

---@class inkMultisamplingEffect : inkIEffect
inkMultisamplingEffect = {}

---@return inkMultisamplingEffect
function inkMultisamplingEffect.new() return end

---@param props table
---@return inkMultisamplingEffect
function inkMultisamplingEffect.new(props) return end

---@class inkNavigationOverrideEntry
---@field from inkWidgetReference
---@field direction inkDiscreteNavigationDirection
---@field to inkWidgetReference
inkNavigationOverrideEntry = {}

---@return inkNavigationOverrideEntry
function inkNavigationOverrideEntry.new() return end

---@param props table
---@return inkNavigationOverrideEntry
function inkNavigationOverrideEntry.new(props) return end

---@class inkNewHudSpawnedEvent : redEvent
inkNewHudSpawnedEvent = {}

---@return inkNewHudSpawnedEvent
function inkNewHudSpawnedEvent.new() return end

---@param props table
---@return inkNewHudSpawnedEvent
function inkNewHudSpawnedEvent.new(props) return end

---@class inkNoChildren : inkChildren
inkNoChildren = {}

---@return inkNoChildren
function inkNoChildren.new() return end

---@param props table
---@return inkNoChildren
function inkNoChildren.new(props) return end

---@class inkNullIconAtlas : inkIIconAtlas
inkNullIconAtlas = {}

---@return inkNullIconAtlas
function inkNullIconAtlas.new() return end

---@param props table
---@return inkNullIconAtlas
function inkNullIconAtlas.new(props) return end

---@class inkNullIconAtlasManager : inkIIconAtlasManager
inkNullIconAtlasManager = {}

---@return inkNullIconAtlasManager
function inkNullIconAtlasManager.new() return end

---@param props table
---@return inkNullIconAtlasManager
function inkNullIconAtlasManager.new(props) return end

---@class inkOffscreenLayer : inkLayer
inkOffscreenLayer = {}

---@return inkOffscreenLayer
function inkOffscreenLayer.new() return end

---@param props table
---@return inkOffscreenLayer
function inkOffscreenLayer.new(props) return end

---@class inkOffscreenLayerDefinition : inkLayerDefinition
inkOffscreenLayerDefinition = {}

---@return inkOffscreenLayerDefinition
function inkOffscreenLayerDefinition.new() return end

---@param props table
---@return inkOffscreenLayerDefinition
function inkOffscreenLayerDefinition.new(props) return end

---@class inkOffscreenWidgetSpawnEvt : redEvent
inkOffscreenWidgetSpawnEvt = {}

---@return inkOffscreenWidgetSpawnEvt
function inkOffscreenWidgetSpawnEvt.new() return end

---@param props table
---@return inkOffscreenWidgetSpawnEvt
function inkOffscreenWidgetSpawnEvt.new(props) return end

---@class inkOnGogLoginStatusChangedResult : inkCallbackBase
inkOnGogLoginStatusChangedResult = {}

---@return inkOnGogLoginStatusChangedResult
function inkOnGogLoginStatusChangedResult.new() return end

---@param props table
---@return inkOnGogLoginStatusChangedResult
function inkOnGogLoginStatusChangedResult.new(props) return end

---@class inkOnscreenVOData
---@field text CRUID
inkOnscreenVOData = {}

---@return inkOnscreenVOData
function inkOnscreenVOData.new() return end

---@param props table
---@return inkOnscreenVOData
function inkOnscreenVOData.new(props) return end

---@class inkOnscreenVOHandler
inkOnscreenVOHandler = {}

---@return inkOnscreenVOHandler
function inkOnscreenVOHandler.new() return end

---@param props table
---@return inkOnscreenVOHandler
function inkOnscreenVOHandler.new(props) return end

---@class inkPauseMenuState : inkIStateMachineState
inkPauseMenuState = {}

---@return inkPauseMenuState
function inkPauseMenuState.new() return end

---@param props table
---@return inkPauseMenuState
function inkPauseMenuState.new(props) return end

---@class inkPermanentLayerDefinitionCollection
---@field loadingLayer inkLoadingLayerDefinition
---@field watermarksLayer inkWatermarksLayerDefinition
---@field sysNotificationsLayer inkSystemNotificationsLayerDefinition
---@field waitingSignLayerDefinition inkWaitingSignLayerDefinition
inkPermanentLayerDefinitionCollection = {}

---@return inkPermanentLayerDefinitionCollection
function inkPermanentLayerDefinitionCollection.new() return end

---@param props table
---@return inkPermanentLayerDefinitionCollection
function inkPermanentLayerDefinitionCollection.new(props) return end

---@class inkPhotoModeCursorStateChangedEvent : redEvent
---@field cursorEnabled Bool
---@field keepCursorPosition Bool
inkPhotoModeCursorStateChangedEvent = {}

---@return inkPhotoModeCursorStateChangedEvent
function inkPhotoModeCursorStateChangedEvent.new() return end

---@param props table
---@return inkPhotoModeCursorStateChangedEvent
function inkPhotoModeCursorStateChangedEvent.new(props) return end

---@class inkPhotoModeLayer : inkFullScreenLayer
inkPhotoModeLayer = {}

---@return inkPhotoModeLayer
function inkPhotoModeLayer.new() return end

---@param props table
---@return inkPhotoModeLayer
function inkPhotoModeLayer.new(props) return end

---@class inkPhotoModeLayerDefinition : inkLayerDefinition
---@field photoModeResource inkWidgetLibraryResource
---@field stickersResource inkWidgetLibraryResource
---@field cursorResource inkWidgetLibraryResource
inkPhotoModeLayerDefinition = {}

---@return inkPhotoModeLayerDefinition
function inkPhotoModeLayerDefinition.new() return end

---@param props table
---@return inkPhotoModeLayerDefinition
function inkPhotoModeLayerDefinition.new(props) return end

---@class inkPhotoModeState : inkIStateMachineState
inkPhotoModeState = {}

---@return inkPhotoModeState
function inkPhotoModeState.new() return end

---@param props table
---@return inkPhotoModeState
function inkPhotoModeState.new(props) return end

---@class inkPlatformSpecificImageController : inkWidgetLogicController
---@field textureAtlas inkTextureAtlas
---@field textureAtlas_PS4 inkTextureAtlas
---@field textureAtlas_Prospero inkTextureAtlas
---@field textureAtlas_XB1 inkTextureAtlas
---@field textureAtlas_Scarlett inkTextureAtlas
---@field partName CName
---@field partName_PS4 CName
---@field partName_Prospero CName
---@field partName_XB1 CName
---@field partName_Scarlett CName
inkPlatformSpecificImageController = {}

---@return inkPlatformSpecificImageController
function inkPlatformSpecificImageController.new() return end

---@param props table
---@return inkPlatformSpecificImageController
function inkPlatformSpecificImageController.new(props) return end

---@class inkPlatformSpecificTextController : inkWidgetLogicController
---@field textLocKey CName
---@field textLocKey_PS4 CName
---@field textLocKey_Prospero CName
---@field textLocKey_XB1 CName
---@field textLocKey_Scarlett CName
inkPlatformSpecificTextController = {}

---@return inkPlatformSpecificTextController
function inkPlatformSpecificTextController.new() return end

---@param props table
---@return inkPlatformSpecificTextController
function inkPlatformSpecificTextController.new(props) return end

---@class inkPlatformSpecificVideoController : inkWidgetLogicController
---@field isLooped Bool
---@field video Bink
---@field video_PS4 Bink
---@field video_XB1 Bink
inkPlatformSpecificVideoController = {}

---@return inkPlatformSpecificVideoController
function inkPlatformSpecificVideoController.new() return end

---@param props table
---@return inkPlatformSpecificVideoController
function inkPlatformSpecificVideoController.new(props) return end

---@class inkPointCloudEffect : inkIEffect
---@field repeat Float
---@field offsetX Float
---@field offsetY Float
---@field angle Float
---@field fovScale Float
---@field parallaxDepth Float
---@field depthToOpacity Float
---@field depthToBrightness Float
inkPointCloudEffect = {}

---@return inkPointCloudEffect
function inkPointCloudEffect.new() return end

---@param props table
---@return inkPointCloudEffect
function inkPointCloudEffect.new(props) return end

---@class inkPointerEvent : inkInputEvent
inkPointerEvent = {}

---@return inkPointerEvent
function inkPointerEvent.new() return end

---@param props table
---@return inkPointerEvent
function inkPointerEvent.new(props) return end

---@return Float
function inkPointerEvent:GetAxisData() return end

---@return Vector2
function inkPointerEvent:GetScreenSpacePosition() return end

---@return Vector2
function inkPointerEvent:GetWindowSpacePosition() return end

---@class inkPointerEventCallback : inkCallbackBase
inkPointerEventCallback = {}

---@return inkPointerEventCallback
function inkPointerEventCallback.new() return end

---@param props table
---@return inkPointerEventCallback
function inkPointerEventCallback.new(props) return end

---@class inkPoolIdentifier : inkUserData
inkPoolIdentifier = {}

---@return inkPoolIdentifier
function inkPoolIdentifier.new() return end

---@param props table
---@return inkPoolIdentifier
function inkPoolIdentifier.new(props) return end

---@class inkPreGameMenuState : inkIStateMachineState
inkPreGameMenuState = {}

---@return inkPreGameMenuState
function inkPreGameMenuState.new() return end

---@param props table
---@return inkPreGameMenuState
function inkPreGameMenuState.new(props) return end

---@class inkProcessLoadingScreenDelayedEvent : redEvent
inkProcessLoadingScreenDelayedEvent = {}

---@return inkProcessLoadingScreenDelayedEvent
function inkProcessLoadingScreenDelayedEvent.new() return end

---@param props table
---@return inkProcessLoadingScreenDelayedEvent
function inkProcessLoadingScreenDelayedEvent.new(props) return end

---@class inkPropertyBinding
---@field propertyName CName
---@field stylePath CName
inkPropertyBinding = {}

---@return inkPropertyBinding
function inkPropertyBinding.new() return end

---@param props table
---@return inkPropertyBinding
function inkPropertyBinding.new(props) return end

---@class inkPropertyManager : ISerializable
---@field bindings inkPropertyBinding[]
inkPropertyManager = {}

---@return inkPropertyManager
function inkPropertyManager.new() return end

---@param props table
---@return inkPropertyManager
function inkPropertyManager.new(props) return end

---@class inkQuadShapeWidget : inkBaseShapeWidget
---@field textureAtlas inkTextureAtlas
---@field texturePart CName
---@field vertexList Vector2[]
inkQuadShapeWidget = {}

---@return inkQuadShapeWidget
function inkQuadShapeWidget.new() return end

---@param props table
---@return inkQuadShapeWidget
function inkQuadShapeWidget.new(props) return end

---@class inkQuadWidgetReference : inkLeafWidgetReference
inkQuadWidgetReference = {}

---@return inkQuadWidgetReference
function inkQuadWidgetReference.new() return end

---@param props table
---@return inkQuadWidgetReference
function inkQuadWidgetReference.new(props) return end

---@class inkRadialWipeEffect : inkIEffect
---@field startAngle Float
---@field transition Float
inkRadialWipeEffect = {}

---@return inkRadialWipeEffect
function inkRadialWipeEffect.new() return end

---@param props table
---@return inkRadialWipeEffect
function inkRadialWipeEffect.new(props) return end

---@class inkRadioGroupChangedCallback : inkCallbackBase
inkRadioGroupChangedCallback = {}

---@return inkRadioGroupChangedCallback
function inkRadioGroupChangedCallback.new() return end

---@param props table
---@return inkRadioGroupChangedCallback
function inkRadioGroupChangedCallback.new(props) return end

---@class inkRadioGroupController : inkWidgetLogicController
---@field toggleRefs inkWidgetReference[]
---@field alwaysToggled Bool
---@field selectedIndex Int32
---@field ValueChanged inkRadioGroupChangedCallback
inkRadioGroupController = {}

---@return inkRadioGroupController
function inkRadioGroupController.new() return end

---@param props table
---@return inkRadioGroupController
function inkRadioGroupController.new(props) return end

---@param toAdd inkToggleController
function inkRadioGroupController:AddToggle(toAdd) return end

---@param index Int32
---@return inkToggleController
function inkRadioGroupController:GetController(index) return end

---@return inkToggleController[]
function inkRadioGroupController:GetControllers() return end

---@return Int32
function inkRadioGroupController:GetCurrentIndex() return end

---@param controller inkToggleController
---@return Int32
function inkRadioGroupController:GetIndexForToggle(controller) return end

---@param index Int32
function inkRadioGroupController:RemoveToggle(index) return end

---@param toRemove inkToggleController
function inkRadioGroupController:RemoveToggleController(toRemove) return end

---@param toToggle Int32
function inkRadioGroupController:Toggle(toToggle) return end

---@param toAdd inkToggleController[]
function inkRadioGroupController:AddToggles(toAdd) return end

---@class inkRectangle
---@field x Float
---@field y Float
---@field width Float
---@field height Float
inkRectangle = {}

---@return inkRectangle
function inkRectangle.new() return end

---@param props table
---@return inkRectangle
function inkRectangle.new(props) return end

---@class inkRectangleWidget : inkBaseShapeWidget
inkRectangleWidget = {}

---@return inkRectangleWidget
function inkRectangleWidget.new() return end

---@param props table
---@return inkRectangleWidget
function inkRectangleWidget.new(props) return end

---@class inkRectangleWidgetReference : inkLeafWidgetReference
inkRectangleWidgetReference = {}

---@return inkRectangleWidgetReference
function inkRectangleWidgetReference.new() return end

---@param props table
---@return inkRectangleWidgetReference
function inkRectangleWidgetReference.new(props) return end

---@class inkRequestNewHudEvent : redEvent
---@field entriesResource inkHudEntriesResource
inkRequestNewHudEvent = {}

---@return inkRequestNewHudEvent
function inkRequestNewHudEvent.new() return end

---@param props table
---@return inkRequestNewHudEvent
function inkRequestNewHudEvent.new(props) return end

---@class inkRichTextBoxWidget : inkTextWidget
inkRichTextBoxWidget = {}

---@return inkRichTextBoxWidget
function inkRichTextBoxWidget.new() return end

---@param props table
---@return inkRichTextBoxWidget
function inkRichTextBoxWidget.new(props) return end

---@class inkRichTextBoxWidgetReference : inkTextWidgetReference
inkRichTextBoxWidgetReference = {}

---@return inkRichTextBoxWidgetReference
function inkRichTextBoxWidgetReference.new() return end

---@param props table
---@return inkRichTextBoxWidgetReference
function inkRichTextBoxWidgetReference.new(props) return end

---@class inkRollingListController : inkListController
---@field itemsToDisplay Int32
---@field convexity Float
---@field verticalCompression Float
---@field scrollTime Float
inkRollingListController = {}

---@return inkRollingListController
function inkRollingListController.new() return end

---@param props table
---@return inkRollingListController
function inkRollingListController.new(props) return end

---@class inkRootWidgetIdentifier : inkUserData
inkRootWidgetIdentifier = {}

---@return inkRootWidgetIdentifier
function inkRootWidgetIdentifier.new() return end

---@param props table
---@return inkRootWidgetIdentifier
function inkRootWidgetIdentifier.new(props) return end

---@class inkRuntimeStylePropertyReference
inkRuntimeStylePropertyReference = {}

---@return inkRuntimeStylePropertyReference
function inkRuntimeStylePropertyReference.new() return end

---@param props table
---@return inkRuntimeStylePropertyReference
function inkRuntimeStylePropertyReference.new(props) return end

---@class inkSaveMetadataInfo : IScriptable
---@field saveIndex Int32
---@field saveID Uint32
---@field internalName String
---@field locationName String
---@field trackedQuest String
---@field lifePath inkLifePath
---@field saveType inkSaveType
---@field saveStatus inkSaveStatus
---@field timestamp Uint64
---@field playTime Double
---@field playthroughTime Double
---@field initialLoadingScreenID Uint64
---@field level Double
---@field gameVersion String
---@field isValid Bool
---@field isModded Bool
---@field platform String
---@field additionalContentIds CName[]
inkSaveMetadataInfo = {}

---@return inkSaveMetadataInfo
function inkSaveMetadataInfo.new() return end

---@param props table
---@return inkSaveMetadataInfo
function inkSaveMetadataInfo.new(props) return end

---@return Bool
function inkSaveMetadataInfo:IsEp1Save() return end

---@class inkSaveMetadataRequestResult : inkCallbackBase
inkSaveMetadataRequestResult = {}

---@return inkSaveMetadataRequestResult
function inkSaveMetadataRequestResult.new() return end

---@param props table
---@return inkSaveMetadataRequestResult
function inkSaveMetadataRequestResult.new(props) return end

---@class inkSaveTransferRequestUpdate : inkCallbackBase
inkSaveTransferRequestUpdate = {}

---@return inkSaveTransferRequestUpdate
function inkSaveTransferRequestUpdate.new() return end

---@param props table
---@return inkSaveTransferRequestUpdate
function inkSaveTransferRequestUpdate.new(props) return end

---@class inkScanlineWipeEffect : inkIEffect
---@field angle Float
---@field transition Float
---@field width Float
inkScanlineWipeEffect = {}

---@return inkScanlineWipeEffect
function inkScanlineWipeEffect.new() return end

---@param props table
---@return inkScanlineWipeEffect
function inkScanlineWipeEffect.new(props) return end

---@class inkScreenProjection : IScriptable
---@field distanceToCamera Float
---@field previousPosition Vector2
---@field currentPosition Vector2
---@field uvPosition Vector2
inkScreenProjection = {}

---@return inkScreenProjection
function inkScreenProjection.new() return end

---@param props table
---@return inkScreenProjection
function inkScreenProjection.new(props) return end

---@return entEntity
function inkScreenProjection:GetEntity() return end

---@return Vector4
function inkScreenProjection:GetFixedWorldOffset() return end

---@return CName
function inkScreenProjection:GetSlotComponentName() return end

---@return CName
function inkScreenProjection:GetSlotFallbackName() return end

---@return CName
function inkScreenProjection:GetSlotName() return end

---@return Vector4
function inkScreenProjection:GetStaticWorldPosition() return end

---@return IScriptable
function inkScreenProjection:GetUserData() return end

---@return Bool
function inkScreenProjection:IsInScreen() return end

---@param object IScriptable
---@param functionName CName|string
function inkScreenProjection:RegisterListener(object, functionName) return end

function inkScreenProjection:ResetEntity() return end

function inkScreenProjection:ResetFixedWorldOffset() return end

---@param enabled Bool
function inkScreenProjection:SetEnabled(enabled) return end

---@param entity entEntity
function inkScreenProjection:SetEntity(entity) return end

---@param offset Vector4
function inkScreenProjection:SetFixedWorldOffset(offset) return end

---@param slotComponentName CName|string
function inkScreenProjection:SetSlotComponentName(slotComponentName) return end

---@param slotName CName|string
function inkScreenProjection:SetSlotFallbackName(slotName) return end

---@param slotName CName|string
function inkScreenProjection:SetSlotName(slotName) return end

---@param position Vector4
function inkScreenProjection:SetStaticWorldPosition(position) return end

---@param userData IScriptable
function inkScreenProjection:SetUserData(userData) return end

---@param object IScriptable
---@param functionName CName|string
function inkScreenProjection:UnregisterListener(object, functionName) return end

---@param entityId entEntityID
---@return Bool
function inkScreenProjection:VoIsPerceptible(entityId) return end

---@class inkScreenProjectionCallback : inkCallbackBase
inkScreenProjectionCallback = {}

---@return inkScreenProjectionCallback
function inkScreenProjectionCallback.new() return end

---@param props table
---@return inkScreenProjectionCallback
function inkScreenProjectionCallback.new(props) return end

---@class inkScreenProjectionData
---@field entity entEntity
---@field slotComponentName CName
---@field slotName CName
---@field slotFallbackName CName
---@field staticWorldPosition Vector4
---@field fixedWorldOffset Vector4
---@field userData IScriptable
---@field adjustWithDistance Bool
---@field extraOffsetAtMaxDistance Vector3
inkScreenProjectionData = {}

---@return inkScreenProjectionData
function inkScreenProjectionData.new() return end

---@param props table
---@return inkScreenProjectionData
function inkScreenProjectionData.new(props) return end

---@class inkScriptDynArray : IScriptable
inkScriptDynArray = {}

---@return inkScriptDynArray
function inkScriptDynArray.new() return end

---@param props table
---@return inkScriptDynArray
function inkScriptDynArray.new(props) return end

function inkScriptDynArray:Clear() return end

---@return Bool
function inkScriptDynArray:Empty() return end

---@return IScriptable[]
function inkScriptDynArray:Get() return end

---@param index Uint32
---@param object IScriptable
---@return Bool
function inkScriptDynArray:InsertAt(index, object) return end

---@return IScriptable
function inkScriptDynArray:PopBack() return end

---@param object IScriptable
function inkScriptDynArray:PushBack(object) return end

---@param object IScriptable
---@return Bool
function inkScriptDynArray:Remove(object) return end

---@return Int32
function inkScriptDynArray:Size() return end

---@class inkScriptFIFOQueue : IScriptable
inkScriptFIFOQueue = {}

---@return inkScriptFIFOQueue
function inkScriptFIFOQueue.new() return end

---@param props table
---@return inkScriptFIFOQueue
function inkScriptFIFOQueue.new(props) return end

---@return IScriptable
function inkScriptFIFOQueue:Dequeue() return end

function inkScriptFIFOQueue:Enqueue() return end

---@param objects IScriptable[]
function inkScriptFIFOQueue:Init(objects) return end

---@class inkScriptHashMap : IScriptable
inkScriptHashMap = {}

---@return inkScriptHashMap
function inkScriptHashMap.new() return end

---@param props table
---@return inkScriptHashMap
function inkScriptHashMap.new(props) return end

function inkScriptHashMap:Clear() return end

---@param key Uint64
---@return IScriptable
function inkScriptHashMap:Get(key) return end

---@param values IScriptable[]
function inkScriptHashMap:GetValues(values) return end

---@param key Uint64
---@param value IScriptable
function inkScriptHashMap:Insert(key, value) return end

---@param key Uint64
---@return Bool
function inkScriptHashMap:KeyExist(key) return end

---@param key Uint64
---@return Bool
function inkScriptHashMap:Remove(key) return end

---@param key Uint64
---@param value IScriptable
function inkScriptHashMap:Set(key, value) return end

---@class inkScriptIntHashMap : IScriptable
inkScriptIntHashMap = {}

---@return inkScriptIntHashMap
function inkScriptIntHashMap.new() return end

---@param props table
---@return inkScriptIntHashMap
function inkScriptIntHashMap.new(props) return end

function inkScriptIntHashMap:Clear() return end

---@param key Uint64
---@return Int32
function inkScriptIntHashMap:Get(key) return end

---@param values Int32[]
function inkScriptIntHashMap:GetValues(values) return end

---@param key Uint64
---@param value Int32
function inkScriptIntHashMap:Insert(key, value) return end

---@param key Uint64
---@return Bool
function inkScriptIntHashMap:KeyExist(key) return end

---@param key Uint64
---@return Bool
function inkScriptIntHashMap:Remove(key) return end

---@param key Uint64
---@param value Int32
function inkScriptIntHashMap:Set(key, value) return end

---@class inkScriptStringMap : IScriptable
inkScriptStringMap = {}

---@return inkScriptStringMap
function inkScriptStringMap.new() return end

---@param props table
---@return inkScriptStringMap
function inkScriptStringMap.new(props) return end

function inkScriptStringMap:Clear() return end

---@param key String
---@return Uint64
function inkScriptStringMap:Get(key) return end

---@param key String
---@param value Uint64
function inkScriptStringMap:Insert(key, value) return end

---@param key String
---@return Bool
function inkScriptStringMap:KeyExist(key) return end

---@param key String
---@param value Uint64
function inkScriptStringMap:Set(key, value) return end

---@return Uint32
function inkScriptStringMap:Size() return end

---@class inkScriptWeakHashMap : IScriptable
inkScriptWeakHashMap = {}

---@return inkScriptWeakHashMap
function inkScriptWeakHashMap.new() return end

---@param props table
---@return inkScriptWeakHashMap
function inkScriptWeakHashMap.new(props) return end

function inkScriptWeakHashMap:Clear() return end

---@param key Uint64
---@return IScriptable
function inkScriptWeakHashMap:Get(key) return end

---@param values IScriptable[]
function inkScriptWeakHashMap:GetValues(values) return end

---@param key Uint64
---@param value IScriptable
function inkScriptWeakHashMap:Insert(key, value) return end

---@param key Uint64
---@return Bool
function inkScriptWeakHashMap:KeyExist(key) return end

---@param key Uint64
---@return Bool
function inkScriptWeakHashMap:Remove(key) return end

---@param key Uint64
---@param value IScriptable
function inkScriptWeakHashMap:Set(key, value) return end

---@class inkScriptableDataSourceWrapper : inkBaseScriptableDataSource
inkScriptableDataSourceWrapper = {}

---@return inkScriptableDataSourceWrapper
function inkScriptableDataSourceWrapper.new() return end

---@param props table
---@return inkScriptableDataSourceWrapper
function inkScriptableDataSourceWrapper.new(props) return end

---@param data IScriptable
function inkScriptableDataSourceWrapper:AppendItem(data) return end

function inkScriptableDataSourceWrapper:Clear() return end

---@return IScriptable[]
function inkScriptableDataSourceWrapper:GetArray() return end

---@return Uint32
function inkScriptableDataSourceWrapper:GetArraySize() return end

---@param index Uint32
---@param data IScriptable
function inkScriptableDataSourceWrapper:InsertItemAt(index, data) return end

---@param data IScriptable
function inkScriptableDataSourceWrapper:RemoveItem(data) return end

---@param index Uint32
function inkScriptableDataSourceWrapper:RemoveItemAt(index) return end

---@param scriptables IScriptable[]
function inkScriptableDataSourceWrapper:Reset(scriptables) return end

---@class inkScriptableDataViewWrapper : inkBaseScriptableDataSource
inkScriptableDataViewWrapper = {}

---@return inkScriptableDataViewWrapper
function inkScriptableDataViewWrapper.new() return end

---@param props table
---@return inkScriptableDataViewWrapper
function inkScriptableDataViewWrapper.new(props) return end

function inkScriptableDataViewWrapper:DisableSorting() return end

function inkScriptableDataViewWrapper:EnableSorting() return end

function inkScriptableDataViewWrapper:Filter() return end

---@return Bool
function inkScriptableDataViewWrapper:IsSortingEnabled() return end

---@param source inkBaseScriptableDataSource
function inkScriptableDataViewWrapper:SetSource(source) return end

function inkScriptableDataViewWrapper:Sort() return end

---@param data IScriptable
---@return Bool
function inkScriptableDataViewWrapper:FilterItem(data) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function inkScriptableDataViewWrapper:SortItem(left, right) return end

---@class inkScrollAreaWidget : inkCompoundWidget
---@field horizontalScrolling Float
---@field verticalScrolling Float
---@field constrainContentPosition Bool
---@field fitToContentDirection inkFitToContentDirection
---@field useInternalMask Bool
inkScrollAreaWidget = {}

---@return inkScrollAreaWidget
function inkScrollAreaWidget.new() return end

---@param props table
---@return inkScrollAreaWidget
function inkScrollAreaWidget.new(props) return end

---@return Vector2
function inkScrollAreaWidget:GetContentSize() return end

---@return Float
function inkScrollAreaWidget:GetHorizontalScrollPosition() return end

---@return Float
function inkScrollAreaWidget:GetRealHorizontalScrollPosition() return end

---@return Float
function inkScrollAreaWidget:GetRealVerticalScrollPosition() return end

---@return Bool
function inkScrollAreaWidget:GetUseInternalMask() return end

---@return Float
function inkScrollAreaWidget:GetVerticalScrollPosition() return end

---@return Vector2
function inkScrollAreaWidget:GetViewportSize() return end

---@param value Float
function inkScrollAreaWidget:ScrollHorizontal(value) return end

---@param value Float
function inkScrollAreaWidget:ScrollVertical(value) return end

---@param value Bool
function inkScrollAreaWidget:SetUseInternalMask(value) return end

---@class inkScrollAreaWidgetReference : inkCompoundWidgetReference
inkScrollAreaWidgetReference = {}

---@return inkScrollAreaWidgetReference
function inkScrollAreaWidgetReference.new() return end

---@param props table
---@return inkScrollAreaWidgetReference
function inkScrollAreaWidgetReference.new(props) return end

---@param self_ inkScrollAreaWidgetReference
---@return Vector2
function inkScrollAreaWidgetReference.GetContentSize(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Float
function inkScrollAreaWidgetReference.GetHorizontalScrollPosition(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Float
function inkScrollAreaWidgetReference.GetRealHorizontalScrollPosition(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Float
function inkScrollAreaWidgetReference.GetRealVerticalScrollPosition(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Bool
function inkScrollAreaWidgetReference.GetUseInternalMask(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Float
function inkScrollAreaWidgetReference.GetVerticalScrollPosition(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@return Vector2
function inkScrollAreaWidgetReference.GetViewportSize(self_) return end

---@param self_ inkScrollAreaWidgetReference
---@param value Float
function inkScrollAreaWidgetReference.ScrollHorizontal(self_, value) return end

---@param self_ inkScrollAreaWidgetReference
---@param value Float
function inkScrollAreaWidgetReference.ScrollVertical(self_, value) return end

---@param self_ inkScrollAreaWidgetReference
---@param value Bool
function inkScrollAreaWidgetReference.SetUseInternalMask(self_, value) return end

---@class inkScrollController : inkWidgetLogicController
---@field ScrollArea inkScrollAreaWidgetReference
---@field VerticalScrollBarRef inkWidgetReference
---@field navigableCompoundWidget inkWidgetReference
---@field CompoundWidgetRef inkCompoundWidgetReference
---@field autoHideVertical Bool
---@field scrollSpeedGamepad Float
---@field scrollSpeedMouse Float
---@field direction inkEScrollDirection
---@field useGlobalInput Bool
---@field position Float
---@field desiredSetupPosition Float
---@field contentSmallerThanViewport Bool
---@field scrollDelta Float
---@field viewportSize Vector2
---@field contentSize Vector2
inkScrollController = {}

---@return inkScrollController
function inkScrollController.new() return end

---@param props table
---@return inkScrollController
function inkScrollController.new(props) return end

---@param value Float
---@param isMouseWheel Bool
function inkScrollController:Scroll(value, isMouseWheel) return end

---@param disabled Bool
function inkScrollController:SetInputDisabled(disabled) return end

---@param newValue Float
function inkScrollController:SetScrollPosition(newValue) return end

function inkScrollController:UpdateScrollPositionFromScrollArea() return end

---@class inkSelectionChangeCallback : inkCallbackBase
inkSelectionChangeCallback = {}

---@return inkSelectionChangeCallback
function inkSelectionChangeCallback.new() return end

---@param props table
---@return inkSelectionChangeCallback
function inkSelectionChangeCallback.new(props) return end

---@class inkSelectorController : inkWidgetLogicController
---@field index Int32
---@field values String[]
---@field cycledNavigation Bool
---@field SelectionChanged inkSelectionChangeCallback
---@field labelPath CName
---@field valuePath CName
---@field leftArrowPath CName
---@field rightArrowPath CName
---@field label inkTextWidget
---@field value inkTextWidget
---@field leftArrow inkWidget
---@field rightArrow inkWidget
---@field rightArrowButton inkButtonController
---@field leftArrowButton inkButtonController
inkSelectorController = {}

---@return inkSelectorController
function inkSelectorController.new() return end

---@param props table
---@return inkSelectorController
function inkSelectorController.new(props) return end

---@param value String
function inkSelectorController:AddValue(value) return end

---@param values String[]
function inkSelectorController:AddValues(values) return end

function inkSelectorController:Clear() return end

---@return Int32
function inkSelectorController:GetCurrIndex() return end

---@return String[]
function inkSelectorController:GetValues() return end

---@return Int32
function inkSelectorController:GetValuesCount() return end

---@return Bool
function inkSelectorController:IsCyclical() return end

---@return Int32
function inkSelectorController:Next() return end

function inkSelectorController:Prior() return end

---@param index Int32
function inkSelectorController:SetCurrIndex(index) return end

---@param index Int32
---@param changeDirection inkSelectorChangeDirection
function inkSelectorController:SetCurrIndexWithDirection(index, changeDirection) return end

---@return Bool
function inkSelectorController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function inkSelectorController:OnLeft(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSelectorController:OnRight(e) return end

---@param value String
---@param index Int32
---@param changeDirection inkSelectorChangeDirection
---@return Bool
function inkSelectorController:OnUpdateValue(value, index, changeDirection) return end

---@param label String
function inkSelectorController:SetLabel(label) return end

---@class inkServerInfo : IScriptable
---@field number Int32
---@field kind String
---@field hostname String
---@field address String
---@field worldDescription String
inkServerInfo = {}

---@return inkServerInfo
function inkServerInfo.new() return end

---@param props table
---@return inkServerInfo
function inkServerInfo.new(props) return end

---@class inkSetNextLoadingScreenEvent : redEvent
inkSetNextLoadingScreenEvent = {}

---@return inkSetNextLoadingScreenEvent
function inkSetNextLoadingScreenEvent.new() return end

---@param props table
---@return inkSetNextLoadingScreenEvent
function inkSetNextLoadingScreenEvent.new(props) return end

---@return inkLoadingScreenType
function inkSetNextLoadingScreenEvent:GetNextLoadingScreenType() return end

---@param newType inkLoadingScreenType
function inkSetNextLoadingScreenEvent:SetNextLoadingScreenType(newType) return end

---@class inkSettingChangeCallback : inkCallbackBase
inkSettingChangeCallback = {}

---@return inkSettingChangeCallback
function inkSettingChangeCallback.new() return end

---@param props table
---@return inkSettingChangeCallback
function inkSettingChangeCallback.new(props) return end

---@class inkSettingsSelectorController : inkWidgetLogicController
---@field LabelText inkTextWidgetReference
---@field ModifiedFlag inkTextWidgetReference
---@field Raycaster inkWidgetReference
---@field optionSwitchHint inkWidgetReference
---@field hoverGeneralHighlight inkWidgetReference
---@field container inkWidgetReference
---@field SettingsEntry userSettingsVar
---@field hoveredChildren inkWidget[]
---@field IsPreGame Bool
---@field varGroupPath CName
---@field varName CName
---@field additionalText CName
---@field hoverInAnim inkanimProxy
---@field hoverOutAnim inkanimProxy
inkSettingsSelectorController = {}

---@return inkSettingsSelectorController
function inkSettingsSelectorController.new() return end

---@param props table
---@return inkSettingsSelectorController
function inkSettingsSelectorController.new(props) return end

---@param entry userSettingsVar
function inkSettingsSelectorController:BindSettings(entry) return end

---@return CName
function inkSettingsSelectorController:GetDescription() return end

---@return CName
function inkSettingsSelectorController:GetDisplayName() return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnElementHovered(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnHoverOver(e) return end

---@return Bool
function inkSettingsSelectorController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnLeft(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnRight(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnShortcutPress(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorController:OnShortcutRepeat(e) return end

---@return Bool
function inkSettingsSelectorController:OnUpdateValue() return end

---@param forward Bool
function inkSettingsSelectorController:AcceptValue(forward) return end

---@param forward Bool
function inkSettingsSelectorController:ChangeValue(forward) return end

---@return CName
function inkSettingsSelectorController:GetGroupPath() return end

---@return userSettingsVar
function inkSettingsSelectorController:GetVar() return end

---@return CName
function inkSettingsSelectorController:GetVarName() return end

---@return InGameConfigVarUpdatePolicy
function inkSettingsSelectorController:GetVarUpdatePolicy() return end

---@return Bool
function inkSettingsSelectorController:IsDynamic() return end

function inkSettingsSelectorController:Refresh() return end

function inkSettingsSelectorController:ResetAdditionalText() return end

---@param text CName|string
function inkSettingsSelectorController:SetAdditionalText(text) return end

---@param interactive Bool
function inkSettingsSelectorController:SetInteractive(interactive) return end

---@param entry userSettingsVar
---@param isPreGame Bool
function inkSettingsSelectorController:Setup(entry, isPreGame) return end

---@class inkSettingsSelectorControllerKeyBinding : inkSettingsSelectorController
---@field text inkRichTextBoxWidgetReference
---@field buttonRef inkWidgetReference
---@field editView inkWidgetReference
---@field editOpacity Float
inkSettingsSelectorControllerKeyBinding = {}

---@return inkSettingsSelectorControllerKeyBinding
function inkSettingsSelectorControllerKeyBinding.new() return end

---@param props table
---@return inkSettingsSelectorControllerKeyBinding
function inkSettingsSelectorControllerKeyBinding.new(props) return end

---@param keyName CName|string
---@param groupName CName|string
---@param actionName CName|string
---@return String
function inkSettingsSelectorControllerKeyBinding.PrepareInputTag(keyName, groupName, actionName) return end

---@return Bool
function inkSettingsSelectorControllerKeyBinding:IsListeningForInput() return end

function inkSettingsSelectorControllerKeyBinding:ListenForInput() return end

function inkSettingsSelectorControllerKeyBinding:StopListeningForInput() return end

function inkSettingsSelectorControllerKeyBinding:TriggerActionFeedback() return end

---@return Bool
function inkSettingsSelectorControllerKeyBinding:OnInitialize() return end

---@param e inkKeyBindingEvent
---@return Bool
function inkSettingsSelectorControllerKeyBinding:OnKeyBindingEvent(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSettingsSelectorControllerKeyBinding:OnRelease(e) return end

---@return Bool
function inkSettingsSelectorControllerKeyBinding:OnUninitialize() return end

---@param keyName CName|string
---@return Bool
function inkSettingsSelectorControllerKeyBinding:IsCancel(keyName) return end

function inkSettingsSelectorControllerKeyBinding:Refresh() return end

function inkSettingsSelectorControllerKeyBinding:ResetValue() return end

---@param key CName|string
function inkSettingsSelectorControllerKeyBinding:SetValue(key) return end

---@class inkShapeCollectionResource : CResource
---@field presets inkShapePreset[]
inkShapeCollectionResource = {}

---@return inkShapeCollectionResource
function inkShapeCollectionResource.new() return end

---@param props table
---@return inkShapeCollectionResource
function inkShapeCollectionResource.new(props) return end

---@class inkShapePreset
---@field name CName
---@field points Vector2[]
inkShapePreset = {}

---@return inkShapePreset
function inkShapePreset.new() return end

---@param props table
---@return inkShapePreset
function inkShapePreset.new(props) return end

---@class inkShapePresetWraper : ISerializable
---@field shapePreset inkShapePreset
inkShapePresetWraper = {}

---@return inkShapePresetWraper
function inkShapePresetWraper.new() return end

---@param props table
---@return inkShapePresetWraper
function inkShapePresetWraper.new(props) return end

---@class inkShapeWidget : inkBaseShapeWidget
---@field shapeResource inkShapeCollectionResource
---@field shapeName CName
---@field shapeVariant inkEShapeVariant
---@field keepInBounds Bool
---@field nineSliceScale inkMargin
---@field useNineSlice Bool
---@field contentHAlign inkEHorizontalAlign
---@field contentVAlign inkEVerticalAlign
---@field borderColor HDRColor
---@field borderOpacity Float
---@field fillOpacity Float
---@field lineThickness Float
---@field endCapStyle inkEEndCapStyle
---@field jointStyle inkEJointStyle
---@field vertexList Vector2[]
inkShapeWidget = {}

---@return inkShapeWidget
function inkShapeWidget.new() return end

---@param props table
---@return inkShapeWidget
function inkShapeWidget.new(props) return end

---@param shapeName CName|string
function inkShapeWidget:ChangeShape(shapeName) return end

---@class inkShapeWidgetReference : inkLeafWidgetReference
inkShapeWidgetReference = {}

---@return inkShapeWidgetReference
function inkShapeWidgetReference.new() return end

---@param props table
---@return inkShapeWidgetReference
function inkShapeWidgetReference.new(props) return end

---@param self_ inkShapeWidgetReference
---@param shapeName CName|string
function inkShapeWidgetReference.ChangeShape(self_, shapeName) return end

---@class inkShowEngagementScreen : IScriptable
---@field show Bool
inkShowEngagementScreen = {}

---@return inkShowEngagementScreen
function inkShowEngagementScreen.new() return end

---@param props table
---@return inkShowEngagementScreen
function inkShowEngagementScreen.new(props) return end

---@class inkShowInitializeUserScreen : IScriptable
---@field show Bool
inkShowInitializeUserScreen = {}

---@return inkShowInitializeUserScreen
function inkShowInitializeUserScreen.new() return end

---@param props table
---@return inkShowInitializeUserScreen
function inkShowInitializeUserScreen.new(props) return end

---@class inkSimpleHierarchyPool
inkSimpleHierarchyPool = {}

---@return inkSimpleHierarchyPool
function inkSimpleHierarchyPool.new() return end

---@param props table
---@return inkSimpleHierarchyPool
function inkSimpleHierarchyPool.new(props) return end

---@class inkSingleDrawMetric
---@field exeedsLimit Bool
---@field hierarchySize Vector2
---@field usedTextures Uint32[]
inkSingleDrawMetric = {}

---@return inkSingleDrawMetric
function inkSingleDrawMetric.new() return end

---@param props table
---@return inkSingleDrawMetric
function inkSingleDrawMetric.new(props) return end

---@class inkSize
---@field width Float
---@field height Float
inkSize = {}

---@return inkSize
function inkSize.new() return end

---@param props table
---@return inkSize
function inkSize.new(props) return end

---@class inkSliderController : inkWidgetLogicController
---@field slidingAreaRef inkWidgetReference
---@field handleRef inkWidgetReference
---@field nextRef inkWidgetReference
---@field priorRef inkWidgetReference
---@field direction inkESliderDirection
---@field autoSizeHandle Bool
---@field minHandleSize Float
---@field maxHandleSize Float
---@field percentHandleSize Float
---@field currentProgress Float
---@field minimumValue Float
---@field maximumValue Float
---@field step Float
---@field SliderInput inkSliderControllerInputCallback
---@field SliderValueChanged inkSliderControllerValueChangeCallback
---@field SliderHandleReleased inkSliderControllerHandleReleasedCallback
---@field handleWidgetRef inkWidget
---@field slidingAreaWidgetRef inkWidget
---@field isDragging Bool
---@field defaultScale Vector2
---@field pressedScale Vector2
---@field defaultOpacity Float
---@field defaultColor CName
---@field hoveredColor CName
---@field pressedColor CName
---@field pressedOpacity Float
inkSliderController = {}

---@return inkSliderController
function inkSliderController.new() return end

---@param props table
---@return inkSliderController
function inkSliderController.new(props) return end

---@param newValue Float
function inkSliderController:ChangeProgress(newValue) return end

---@param newValue Float
function inkSliderController:ChangeValue(newValue) return end

---@return Float
function inkSliderController:GetCurrentValue() return end

---@return inkWidgetReference
function inkSliderController:GetHandleRef() return end

---@return Float
function inkSliderController:GetMaxValue() return end

---@return Float
function inkSliderController:GetMinValue() return end

---@return Float
function inkSliderController:GetPercentageHandleSize() return end

---@return Float
function inkSliderController:GetProgress() return end

---@return inkWidgetReference
function inkSliderController:GetSlidingAreaRef() return end

---@return Float
function inkSliderController:GetStep() return end

function inkSliderController:Next() return end

function inkSliderController:Prior() return end

---@param disabled Bool
function inkSliderController:SetInputDisabled(disabled) return end

---@param newSize Float
function inkSliderController:SetPercentageHandleSize(newSize) return end

---@param minimumValue Float
---@param maximumValue Float
---@param defaultValue Float
---@param step Float
function inkSliderController:Setup(minimumValue, maximumValue, defaultValue, step) return end

---@param e inkPointerEvent
---@return Bool
function inkSliderController:OnHoverOut(e) return end

---@param e inkPointerEvent
---@return Bool
function inkSliderController:OnHoverOver(e) return end

---@return Bool
function inkSliderController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function inkSliderController:OnPress(e) return end

---@return Bool
function inkSliderController:OnRelease() return end

---@return Bool
function inkSliderController:OnUninitialize() return end

---@class inkSliderControllerHandleReleasedCallback : inkCallbackBase
inkSliderControllerHandleReleasedCallback = {}

---@return inkSliderControllerHandleReleasedCallback
function inkSliderControllerHandleReleasedCallback.new() return end

---@param props table
---@return inkSliderControllerHandleReleasedCallback
function inkSliderControllerHandleReleasedCallback.new(props) return end

---@class inkSliderControllerInputCallback : inkCallbackBase
inkSliderControllerInputCallback = {}

---@return inkSliderControllerInputCallback
function inkSliderControllerInputCallback.new() return end

---@param props table
---@return inkSliderControllerInputCallback
function inkSliderControllerInputCallback.new(props) return end

---@class inkSliderControllerValueChangeCallback : inkCallbackBase
inkSliderControllerValueChangeCallback = {}

---@return inkSliderControllerValueChangeCallback
function inkSliderControllerValueChangeCallback.new() return end

---@param props table
---@return inkSliderControllerValueChangeCallback
function inkSliderControllerValueChangeCallback.new(props) return end

---@class inkSpawningProcessor : ISerializable
inkSpawningProcessor = {}

---@class inkSplashScreenLoadingScreenLogicController : inkILoadingLogicController
---@field logoTrainWBBink Bink
---@field logoTrainNamcoBink Bink
---@field logoTrainStadiaBink Bink
---@field logoTrainNoRTXBink Bink
---@field logoTrainRTXBink Bink
---@field introMessageBink inkLocalizedBink
---@field trailerBink Bink
---@field logosTrainAnimation CName
---@field localizedMessageAnimation CName
---@field gameIntroAnimation CName
---@field longLogosTrainAnimation CName
---@field stopIntroAudioEventName CName
---@field afterSkipAnimation CName
---@field videoPlayer inkVideoWidgetReference
---@field skipButtonPanel inkCompoundWidgetReference
inkSplashScreenLoadingScreenLogicController = {}

---@return inkSplashScreenLoadingScreenLogicController
function inkSplashScreenLoadingScreenLogicController.new() return end

---@param props table
---@return inkSplashScreenLoadingScreenLogicController
function inkSplashScreenLoadingScreenLogicController.new(props) return end

---@class inkStateChangeCallback : inkCallbackBase
inkStateChangeCallback = {}

---@return inkStateChangeCallback
function inkStateChangeCallback.new() return end

---@param props table
---@return inkStateChangeCallback
function inkStateChangeCallback.new(props) return end

---@class inkStateMachine : inkIStateMachine
inkStateMachine = {}

---@class inkStateTransitionAnimationController : inkWidgetLogicController
---@field transition inkWidgetStateAnimatedTransition[]
---@field stopActiveAnimation Bool
inkStateTransitionAnimationController = {}

---@return inkStateTransitionAnimationController
function inkStateTransitionAnimationController.new() return end

---@param props table
---@return inkStateTransitionAnimationController
function inkStateTransitionAnimationController.new(props) return end

---@class inkStepperChangedCallback : inkCallbackBase
inkStepperChangedCallback = {}

---@return inkStepperChangedCallback
function inkStepperChangedCallback.new() return end

---@param props table
---@return inkStepperChangedCallback
function inkStepperChangedCallback.new(props) return end

---@class inkStepperController : inkWidgetLogicController
---@field cycledNavigation Bool
---@field indicatorUnitLibraryID CName
---@field currentValueDisplay inkTextWidgetReference
---@field indicatorContainer inkCompoundWidgetReference
---@field leftButton inkWidgetReference
---@field rightButton inkWidgetReference
---@field Change inkStepperChangedCallback
inkStepperController = {}

---@return inkStepperController
function inkStepperController.new() return end

---@param props table
---@return inkStepperController
function inkStepperController.new(props) return end

---@param refreshImmediately Bool
function inkStepperController:Clear(refreshImmediately) return end

---@return Uint32
function inkStepperController:GetSelectedIndex() return end

function inkStepperController:Next() return end

function inkStepperController:Prior() return end

---@param dataItem inkStepperData
---@param refreshImmediately Bool
function inkStepperController:PushData(dataItem, refreshImmediately) return end

---@param dataList inkStepperData[]
---@param refreshImmediately Bool
function inkStepperController:PushDataList(dataList, refreshImmediately) return end

function inkStepperController:Refresh() return end

---@param index Uint32
function inkStepperController:SetSelectedIndex(index) return end

---@return Uint32
function inkStepperController:Size() return end

---@class inkStepperData
---@field label String
---@field data IScriptable
inkStepperData = {}

---@return inkStepperData
function inkStepperData.new() return end

---@param props table
---@return inkStepperData
function inkStepperData.new(props) return end

---@class inkStreetNameSignLogicController : inkIStreetNameSignLogicController
---@field streetName inkTextWidgetReference
---@field districtName inkTextWidgetReference
---@field subdistrictName inkTextWidgetReference
inkStreetNameSignLogicController = {}

---@return inkStreetNameSignLogicController
function inkStreetNameSignLogicController.new() return end

---@param props table
---@return inkStreetNameSignLogicController
function inkStreetNameSignLogicController.new(props) return end

---@class inkStreetSignsLayer : inkWorldFluffLayer
inkStreetSignsLayer = {}

---@return inkStreetSignsLayer
function inkStreetSignsLayer.new() return end

---@param props table
---@return inkStreetSignsLayer
function inkStreetSignsLayer.new(props) return end

---@class inkStreetSignsLayerDefinition : inkLayerDefinition
inkStreetSignsLayerDefinition = {}

---@return inkStreetSignsLayerDefinition
function inkStreetSignsLayerDefinition.new() return end

---@param props table
---@return inkStreetSignsLayerDefinition
function inkStreetSignsLayerDefinition.new(props) return end

---@class inkStyle
---@field styleID CName
---@field state CName
---@field properties inkStyleProperty[]
inkStyle = {}

---@return inkStyle
function inkStyle.new() return end

---@param props table
---@return inkStyle
function inkStyle.new(props) return end

---@class inkStyleProperty
---@field propertyPath CName
---@field value Variant
inkStyleProperty = {}

---@return inkStyleProperty
function inkStyleProperty.new() return end

---@param props table
---@return inkStyleProperty
function inkStyleProperty.new(props) return end

---@class inkStylePropertyReference
---@field referencedPath CName
inkStylePropertyReference = {}

---@return inkStylePropertyReference
function inkStylePropertyReference.new() return end

---@param props table
---@return inkStylePropertyReference
function inkStylePropertyReference.new(props) return end

---@class inkStyleResource : CResource
---@field styles inkStyle[]
---@field styleImports inkStyleResource[]
---@field themes inkStyleTheme[]
---@field hideInInheritingStyles Bool
inkStyleResource = {}

---@return inkStyleResource
function inkStyleResource.new() return end

---@param props table
---@return inkStyleResource
function inkStyleResource.new(props) return end

---@class inkStyleResourceWrapper : ISerializable
---@field styleResource inkStyleResource
inkStyleResourceWrapper = {}

---@return inkStyleResourceWrapper
function inkStyleResourceWrapper.new() return end

---@param props table
---@return inkStyleResourceWrapper
function inkStyleResourceWrapper.new(props) return end

---@class inkStyleTheme
---@field themeID CName
---@field styleResource inkStyleResource
inkStyleTheme = {}

---@return inkStyleTheme
function inkStyleTheme.new() return end

---@param props table
---@return inkStyleTheme
function inkStyleTheme.new(props) return end

---@class inkStyleThemeDescriptor
---@field themeID CName
---@field themeNameLocKey CName
inkStyleThemeDescriptor = {}

---@return inkStyleThemeDescriptor
function inkStyleThemeDescriptor.new() return end

---@param props table
---@return inkStyleThemeDescriptor
function inkStyleThemeDescriptor.new(props) return end

---@class inkSubtitlesLanguageOverride : inkUserData
inkSubtitlesLanguageOverride = {}

---@return inkSubtitlesLanguageOverride
function inkSubtitlesLanguageOverride.new() return end

---@param props table
---@return inkSubtitlesLanguageOverride
function inkSubtitlesLanguageOverride.new(props) return end

---@class inkSystemNotificationEvt : redEvent
inkSystemNotificationEvt = {}

---@return inkSystemNotificationEvt
function inkSystemNotificationEvt.new() return end

---@param props table
---@return inkSystemNotificationEvt
function inkSystemNotificationEvt.new(props) return end

---@class inkSystemNotificationToken : IScriptable
inkSystemNotificationToken = {}

---@return inkSystemNotificationToken
function inkSystemNotificationToken.new() return end

---@param props table
---@return inkSystemNotificationToken
function inkSystemNotificationToken.new(props) return end

---@class inkSystemNotificationsLayer : inkFullScreenLayer
inkSystemNotificationsLayer = {}

---@return inkSystemNotificationsLayer
function inkSystemNotificationsLayer.new() return end

---@param props table
---@return inkSystemNotificationsLayer
function inkSystemNotificationsLayer.new(props) return end

---@class inkSystemNotificationsLayerDefinition : inkLayerDefinition
---@field cursorResource inkWidgetLibraryResource
inkSystemNotificationsLayerDefinition = {}

---@return inkSystemNotificationsLayerDefinition
function inkSystemNotificationsLayerDefinition.new() return end

---@param props table
---@return inkSystemNotificationsLayerDefinition
function inkSystemNotificationsLayerDefinition.new(props) return end

---@class inkSystemRequesResult : inkCallbackBase
inkSystemRequesResult = {}

---@return inkSystemRequesResult
function inkSystemRequesResult.new() return end

---@param props table
---@return inkSystemRequesResult
function inkSystemRequesResult.new(props) return end

---@class inkSystemServerRequesResult : inkCallbackBase
inkSystemServerRequesResult = {}

---@return inkSystemServerRequesResult
function inkSystemServerRequesResult.new() return end

---@param props table
---@return inkSystemServerRequesResult
function inkSystemServerRequesResult.new(props) return end

---@class inkTextAnimationController : inkWidgetLogicController
---@field playOnInitialize Bool
---@field animationName CName
---@field useDefaultAnimation Bool
---@field duration Float
---@field startDelay Float
---@field startValue Float
---@field endValue Float
inkTextAnimationController = {}

---@return Float
function inkTextAnimationController:GetDelay() return end

---@return Float
function inkTextAnimationController:GetDuration() return end

---@return Float
function inkTextAnimationController:GetEnd() return end

---@return Float
function inkTextAnimationController:GetStart() return end

---@return inkanimProxy
function inkTextAnimationController:PlaySetAnimation() return end

---@param delay Float
function inkTextAnimationController:SetDelay(delay) return end

---@param duration Float
function inkTextAnimationController:SetDuration(duration) return end

---@param delay Float
function inkTextAnimationController:SetEnd(delay) return end

---@param delay Float
function inkTextAnimationController:SetStart(delay) return end

---@class inkTextCallback : inkCallbackBase
inkTextCallback = {}

---@return inkTextCallback
function inkTextCallback.new() return end

---@param props table
---@return inkTextCallback
function inkTextCallback.new(props) return end

---@class inkTextInputWidget : inkTextWidget
inkTextInputWidget = {}

---@return inkTextInputWidget
function inkTextInputWidget.new() return end

---@param props table
---@return inkTextInputWidget
function inkTextInputWidget.new(props) return end

function inkTextInputWidget:RequestFocus() return end

---@class inkTextInputWidgetReference : inkLeafWidgetReference
inkTextInputWidgetReference = {}

---@return inkTextInputWidgetReference
function inkTextInputWidgetReference.new() return end

---@param props table
---@return inkTextInputWidgetReference
function inkTextInputWidgetReference.new(props) return end

---@class inkTextKiroshiAnimationController : inkTextAnimationController
---@field timeToSkip Float
---@field nativeText String
---@field preTranslatedTextWidget inkTextWidgetReference
---@field postTranslatedTextWidget inkTextWidgetReference
---@field nativeTextWidget inkRichTextBoxWidgetReference
---@field translatedTextWidget inkTextWidgetReference
inkTextKiroshiAnimationController = {}

---@return inkTextKiroshiAnimationController
function inkTextKiroshiAnimationController.new() return end

---@param props table
---@return inkTextKiroshiAnimationController
function inkTextKiroshiAnimationController.new(props) return end

---@return String
function inkTextKiroshiAnimationController:GetNativeText() return end

---@return String
function inkTextKiroshiAnimationController:GetPostTranslatedText() return end

---@return String
function inkTextKiroshiAnimationController:GetPreTranslatedText() return end

---@return String
function inkTextKiroshiAnimationController:GetTargetText() return end

---@return Float
function inkTextKiroshiAnimationController:GetTimeSkip() return end

---@param text String
---@param language scnDialogLineLanguage
function inkTextKiroshiAnimationController:SetNativeText(text, language) return end

---@param text String
function inkTextKiroshiAnimationController:SetPostTranslatedText(text) return end

---@param text String
function inkTextKiroshiAnimationController:SetPreTranslatedText(text) return end

---@param text String
function inkTextKiroshiAnimationController:SetTargetText(text) return end

---@param timeSkipValue Float
function inkTextKiroshiAnimationController:SetTimeSkip(timeSkipValue) return end

---@param fontSize Int32
function inkTextKiroshiAnimationController:SetupFontSettings(fontSize) return end

---@class inkTextMotherTongueController : inkWidgetLogicController
---@field preTranslatedTextWidget inkTextWidgetReference
---@field postTranslatedTextWidget inkTextWidgetReference
---@field nativeTextWidget inkRichTextBoxWidgetReference
---@field translatedTextWidget inkTextWidgetReference
inkTextMotherTongueController = {}

---@return inkTextMotherTongueController
function inkTextMotherTongueController.new() return end

---@param props table
---@return inkTextMotherTongueController
function inkTextMotherTongueController.new(props) return end

function inkTextMotherTongueController:ApplyTexts() return end

---@return String
function inkTextMotherTongueController:GetNativeText() return end

---@return String
function inkTextMotherTongueController:GetPostTranslatedText() return end

---@return String
function inkTextMotherTongueController:GetPreTranslatedText() return end

---@return String
function inkTextMotherTongueController:GetTranslatedText() return end

---@param text String
---@param language scnDialogLineLanguage
function inkTextMotherTongueController:SetNativeText(text, language) return end

---@param text String
function inkTextMotherTongueController:SetPostTranslatedText(text) return end

---@param text String
function inkTextMotherTongueController:SetPreTranslatedText(text) return end

---@param text String
function inkTextMotherTongueController:SetTranslatedText(text) return end

---@class inkTextOffsetAnimationController : inkTextAnimationController
---@field timeToSkip Float
inkTextOffsetAnimationController = {}

---@return inkTextOffsetAnimationController
function inkTextOffsetAnimationController.new() return end

---@param props table
---@return inkTextOffsetAnimationController
function inkTextOffsetAnimationController.new(props) return end

---@return String
function inkTextOffsetAnimationController:GetBaseText() return end

---@return Float
function inkTextOffsetAnimationController:GetGlitchComplexity() return end

---@return Float
function inkTextOffsetAnimationController:GetTimeSkip() return end

---@param text String
function inkTextOffsetAnimationController:SetBaseText(text) return end

---@param timeSkipValue Float
function inkTextOffsetAnimationController:SetTimeSkip(timeSkipValue) return end

---@class inkTextReplaceAnimationController : inkTextAnimationController
---@field timeToSkip Float
---@field widgetTextUsage inkTextReplaceAnimationControllerWidgetTextUsage
---@field baseTextLocalized LocalizationString
---@field targetText String
---@field targetTextLocalized LocalizationString
inkTextReplaceAnimationController = {}

---@return inkTextReplaceAnimationController
function inkTextReplaceAnimationController.new() return end

---@param props table
---@return inkTextReplaceAnimationController
function inkTextReplaceAnimationController.new(props) return end

---@return String
function inkTextReplaceAnimationController:GetBaseText() return end

---@return String
function inkTextReplaceAnimationController:GetTargetText() return end

---@return Float
function inkTextReplaceAnimationController:GetTimeSkip() return end

---@param text String
function inkTextReplaceAnimationController:SetBaseText(text) return end

---@param text String
function inkTextReplaceAnimationController:SetTargetText(text) return end

---@param timeSkipValue Float
function inkTextReplaceAnimationController:SetTimeSkip(timeSkipValue) return end

---@class inkTextValueProgressAnimationController : inkTextAnimationController
---@field baseValue Float
---@field targetValue Float
---@field numbersAfterDot Int32
---@field stepValue Float
---@field suffix String
inkTextValueProgressAnimationController = {}

---@return inkTextValueProgressAnimationController
function inkTextValueProgressAnimationController.new() return end

---@param props table
---@return inkTextValueProgressAnimationController
function inkTextValueProgressAnimationController.new(props) return end

---@return Float
function inkTextValueProgressAnimationController:GetBaseValue() return end

---@return Int32
function inkTextValueProgressAnimationController:GetNumbersAfterDot() return end

---@return Float
function inkTextValueProgressAnimationController:GetStepValue() return end

---@return Float
function inkTextValueProgressAnimationController:GetTargetValue() return end

---@param baseValue Float
function inkTextValueProgressAnimationController:SetBaseValue(baseValue) return end

---@param numbersAfterDot Int32
function inkTextValueProgressAnimationController:SetNumbersAfterDot(numbersAfterDot) return end

---@param stepValue Float
function inkTextValueProgressAnimationController:SetStepValue(stepValue) return end

---@param targetValue Float
function inkTextValueProgressAnimationController:SetTargetValue(targetValue) return end

---@class inkTextWidget : inkLeafWidget
---@field localizationString LocalizationString
---@field textIdKey CName
---@field text String
---@field fontFamily inkFontFamilyResource
---@field fontStyle CName
---@field fontSize Uint32
---@field font rendFont
---@field letterCase textLetterCase
---@field tracking Uint32
---@field lockFontInGame Bool
---@field wrappingInfo textWrappingInfo
---@field lineHeightPercentage Float
---@field justification textJustificationType
---@field textHorizontalAlignment textHorizontalAlignment
---@field textVerticalAlignment textVerticalAlignment
---@field textOverflowPolicy textOverflowPolicy
---@field scrollTextSpeed Float
---@field scrollDelay Uint16
---@field contentHAlign inkEHorizontalAlign
---@field contentVAlign inkEVerticalAlign
inkTextWidget = {}

---@return inkTextWidget
function inkTextWidget.new() return end

---@param props table
---@return inkTextWidget
function inkTextWidget.new(props) return end

---@param enableState Bool
function inkTextWidget:EnableAutoScroll(enableState) return end

---@return Int32
function inkTextWidget:GetFontSize() return end

---@return CName
function inkTextWidget:GetFontStyle() return end

---@return textHorizontalAlignment
function inkTextWidget:GetHorizontalAlignment() return end

---@return textLetterCase
function inkTextWidget:GetLetterCase() return end

---@return CName
function inkTextWidget:GetLocalizationKey() return end

function inkTextWidget:GetScrollDelay() return end

---@return Float
function inkTextWidget:GetScrollTextSpeed() return end

---@return String
function inkTextWidget:GetText() return end

---@return textTextParameterSet
function inkTextWidget:GetTextParameters() return end

---@return Int32
function inkTextWidget:GetTracking() return end

---@return textVerticalAlignment
function inkTextWidget:GetVerticalAlignment() return end

---@param timestamp Uint64
function inkTextWidget:SetDateTimeByTimestamp(timestamp) return end

---@param fontFamilyPath String
---@param fontStyle CName|string
function inkTextWidget:SetFontFamily(fontFamilyPath, fontStyle) return end

---@param textSize Int32
function inkTextWidget:SetFontSize(textSize) return end

---@param fontStyle CName|string
function inkTextWidget:SetFontStyle(fontStyle) return end

---@param horizontalAlignment textHorizontalAlignment
function inkTextWidget:SetHorizontalAlignment(horizontalAlignment) return end

---@param letterCase textLetterCase
function inkTextWidget:SetLetterCase(letterCase) return end

---@param displayText CName|string
function inkTextWidget:SetLocalizationKey(displayText) return end

---@param displayText String
function inkTextWidget:SetLocalizationKeyString(displayText) return end

---@param locKey CName|string
---@param textParams textTextParameterSet
function inkTextWidget:SetLocalizedText(locKey, textParams) return end

---@param locKey String
---@param textParams textTextParameterSet
function inkTextWidget:SetLocalizedTextString(locKey, textParams) return end

function inkTextWidget:SetScrollDelay() return end

---@param scrollTextSpeed Float
function inkTextWidget:SetScrollTextSpeed(scrollTextSpeed) return end

---@param displayText String
---@param textParams textTextParameterSet
function inkTextWidget:SetText(displayText, textParams) return end

---@param displayText String
function inkTextWidget:SetTextDirect(displayText) return end

---@param textpart1 String
---@param textpart2 String
---@param textpart3 String
function inkTextWidget:SetTextFromParts(textpart1, textpart2, textpart3) return end

---@param textParams textTextParameterSet
function inkTextWidget:SetTextParameters(textParams) return end

---@param tracking Int32
function inkTextWidget:SetTracking(tracking) return end

---@param verticalAlignment textVerticalAlignment
function inkTextWidget:SetVerticalAlignment(verticalAlignment) return end

function inkTextWidget:UpdateLanguageResources() return end

---@param nameValue CName|string
---@return textHorizontalAlignment
function inkTextWidget:GetHorizontalAlignmentEnumValue(nameValue) return end

---@param nameValue CName|string
---@return textVerticalAlignment
function inkTextWidget:GetVerticalAlignmentEnumValue(nameValue) return end

---@param locKey String
---@param textParams textTextParameterSet
function inkTextWidget:SetLocalizedTextScript(locKey, textParams) return end

---@param locKey CName|string
---@param textParams textTextParameterSet
function inkTextWidget:SetLocalizedTextScript(locKey, textParams) return end

---@class inkTextWidgetReference : inkLeafWidgetReference
inkTextWidgetReference = {}

---@return inkTextWidgetReference
function inkTextWidgetReference.new() return end

---@param props table
---@return inkTextWidgetReference
function inkTextWidgetReference.new(props) return end

---@param self_ inkTextWidgetReference
---@param enableState Bool
function inkTextWidgetReference.EnableAutoScroll(self_, enableState) return end

---@param self_ inkTextWidgetReference
---@return Int32
function inkTextWidgetReference.GetFontSize(self_) return end

---@param self_ inkTextWidgetReference
---@return CName
function inkTextWidgetReference.GetFontStyle(self_) return end

---@param self_ inkTextWidgetReference
---@return textHorizontalAlignment
function inkTextWidgetReference.GetHorizontalAlignment(self_) return end

---@param self_ inkTextWidgetReference
---@return textLetterCase
function inkTextWidgetReference.GetLetterCase(self_) return end

---@param self_ inkTextWidgetReference
---@return CName
function inkTextWidgetReference.GetLocalizationKey(self_) return end

function inkTextWidgetReference.GetScrollDelay() return end

---@param self_ inkTextWidgetReference
---@return Float
function inkTextWidgetReference.GetScrollTextSpeed(self_) return end

---@param self_ inkTextWidgetReference
---@return String
function inkTextWidgetReference.GetText(self_) return end

---@param self_ inkTextWidgetReference
---@return textTextParameterSet
function inkTextWidgetReference.GetTextParameters(self_) return end

---@param self_ inkTextWidgetReference
---@return textVerticalAlignment
function inkTextWidgetReference.GetVerticalAlignment(self_) return end

---@param self_ inkTextWidgetReference
---@param timestamp Uint64
function inkTextWidgetReference.SetDateTimeByTimestamp(self_, timestamp) return end

---@param self_ inkTextWidgetReference
---@param fontFamilyPath String
---@param fontStyle CName|string
function inkTextWidgetReference.SetFontFamily(self_, fontFamilyPath, fontStyle) return end

---@param self_ inkTextWidgetReference
---@param textSize Int32
function inkTextWidgetReference.SetFontSize(self_, textSize) return end

---@param self_ inkTextWidgetReference
---@param fontStyle CName|string
function inkTextWidgetReference.SetFontStyle(self_, fontStyle) return end

---@param self_ inkTextWidgetReference
---@param horizontalAlignment textHorizontalAlignment
function inkTextWidgetReference.SetHorizontalAlignment(self_, horizontalAlignment) return end

---@param self_ inkTextWidgetReference
---@param letterCase textLetterCase
function inkTextWidgetReference.SetLetterCase(self_, letterCase) return end

---@param self_ inkTextWidgetReference
---@param displayText CName|string
function inkTextWidgetReference.SetLocalizationKey(self_, displayText) return end

---@param self_ inkTextWidgetReference
---@param displayText String
function inkTextWidgetReference.SetLocalizationKeyString(self_, displayText) return end

---@param self_ inkTextWidgetReference
---@param locKey CName|string
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetLocalizedText(self_, locKey, textParams) return end

---@param self_ inkTextWidgetReference
---@param locKey String
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetLocalizedTextString(self_, locKey, textParams) return end

function inkTextWidgetReference.SetScrollDelay() return end

---@param self_ inkTextWidgetReference
---@param scrollTextSpeed Float
function inkTextWidgetReference.SetScrollTextSpeed(self_, scrollTextSpeed) return end

---@param self_ inkTextWidgetReference
---@param displayText String
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetText(self_, displayText, textParams) return end

---@param self_ inkTextWidgetReference
---@param displayText String
function inkTextWidgetReference.SetTextDirect(self_, displayText) return end

---@param self_ inkTextWidgetReference
---@param textpart1 String
---@param textpart2 String
---@param textpart3 String
function inkTextWidgetReference.SetTextFromParts(self_, textpart1, textpart2, textpart3) return end

---@param self_ inkTextWidgetReference
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetTextParameters(self_, textParams) return end

---@param self_ inkTextWidgetReference
---@param verticalAlignment textVerticalAlignment
function inkTextWidgetReference.SetVerticalAlignment(self_, verticalAlignment) return end

---@param self_ inkTextWidgetReference
---@param applyFontModifiers Bool
function inkTextWidgetReference.UpdateLanguageResources(self_, applyFontModifiers) return end

---@param self_ inkTextWidgetReference
---@param nameValue CName|string
---@return textHorizontalAlignment
function inkTextWidgetReference.GetHorizontalAlignmentEnumValue(self_, nameValue) return end

---@param self_ inkTextWidgetReference
---@param nameValue CName|string
---@return textVerticalAlignment
function inkTextWidgetReference.GetVerticalAlignmentEnumValue(self_, nameValue) return end

---@param self_ inkTextWidgetReference
---@param locKey CName|string
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetLocalizedTextScript(self_, locKey, textParams) return end

---@param self_ inkTextWidgetReference
---@param locKey String
---@param textParams textTextParameterSet
function inkTextWidgetReference.SetLocalizedTextScript(self_, locKey, textParams) return end

---@class inkTextureAtlas : CResource
---@field activeTexture inkTextureType
---@field textureResolution inkETextureResolution
---@field texture CBitmapTexture
---@field dynamicTexture DynamicTexture
---@field parts inkTextureAtlasMapper[]
---@field slices inkTextureAtlasSlice[]
---@field slots [3]inkTextureSlot
---@field dynamicTextureSlot inkDynamicTextureSlot
---@field isSingleTextureMode Bool
inkTextureAtlas = {}

---@return inkTextureAtlas
function inkTextureAtlas.new() return end

---@param props table
---@return inkTextureAtlas
function inkTextureAtlas.new(props) return end

---@class inkTextureAtlasMapper
---@field partName CName
---@field clippingRectInPixels Rect
---@field clippingRectInUVCoords RectF
inkTextureAtlasMapper = {}

---@return inkTextureAtlasMapper
function inkTextureAtlasMapper.new() return end

---@param props table
---@return inkTextureAtlasMapper
function inkTextureAtlasMapper.new(props) return end

---@class inkTextureAtlasSlice
---@field partName CName
---@field nineSliceScaleRect RectF
inkTextureAtlasSlice = {}

---@return inkTextureAtlasSlice
function inkTextureAtlasSlice.new() return end

---@param props table
---@return inkTextureAtlasSlice
function inkTextureAtlasSlice.new(props) return end

---@class inkTextureSlot
---@field texture CBitmapTexture
---@field parts inkTextureAtlasMapper[]
---@field slices inkTextureAtlasSlice[]
inkTextureSlot = {}

---@return inkTextureSlot
function inkTextureSlot.new() return end

---@param props table
---@return inkTextureSlot
function inkTextureSlot.new(props) return end

---@class inkToggleChangedCallback : inkCallbackBase
inkToggleChangedCallback = {}

---@return inkToggleChangedCallback
function inkToggleChangedCallback.new() return end

---@param props table
---@return inkToggleChangedCallback
function inkToggleChangedCallback.new(props) return end

---@class inkToggleController : inkButtonController
---@field ToggleChanged inkToggleChangedCallback
---@field isToggled Bool
---@field autoToggleOnInput Bool
inkToggleController = {}

---@return inkToggleController
function inkToggleController.new() return end

---@param props table
---@return inkToggleController
function inkToggleController.new(props) return end

---@return inkEToggleState
function inkToggleController:GetToggleState() return end

---@return Bool
function inkToggleController:IsAutoToggle() return end

---@return Bool
function inkToggleController:IsToggled() return end

---@param auto Bool
function inkToggleController:SetAutoToggle(auto) return end

---@param toggled Bool
function inkToggleController:SetToggled(toggled) return end

function inkToggleController:Toggle() return end

---@class inkTrialOnBuyFullGame : inkCallbackBase
inkTrialOnBuyFullGame = {}

---@return inkTrialOnBuyFullGame
function inkTrialOnBuyFullGame.new() return end

---@param props table
---@return inkTrialOnBuyFullGame
function inkTrialOnBuyFullGame.new(props) return end

---@class inkTrialVersionRemainingTimeUpdate : inkCallbackBase
inkTrialVersionRemainingTimeUpdate = {}

---@return inkTrialVersionRemainingTimeUpdate
function inkTrialVersionRemainingTimeUpdate.new() return end

---@param props table
---@return inkTrialVersionRemainingTimeUpdate
function inkTrialVersionRemainingTimeUpdate.new(props) return end

---@class inkTutorialOverlayInputRequest : redEvent
---@field isInputRequested Bool
inkTutorialOverlayInputRequest = {}

---@return inkTutorialOverlayInputRequest
function inkTutorialOverlayInputRequest.new() return end

---@param props table
---@return inkTutorialOverlayInputRequest
function inkTutorialOverlayInputRequest.new(props) return end

---@class inkTweakDBIDSelector : IScriptable
---@field baseTweakID TweakDBID
inkTweakDBIDSelector = {}

---@return inkTweakDBIDSelector
function inkTweakDBIDSelector.new() return end

---@param props table
---@return inkTweakDBIDSelector
function inkTweakDBIDSelector.new(props) return end

---@return TweakDBID
function inkTweakDBIDSelector:GetRecordID() return end

---@param recordID TweakDBID|string
function inkTweakDBIDSelector:SetRecordID(recordID) return end

---@class inkTypographyResource : CResource
---@field languages inkLanguageDefinition[]
inkTypographyResource = {}

---@return inkTypographyResource
function inkTypographyResource.new() return end

---@param props table
---@return inkTypographyResource
function inkTypographyResource.new(props) return end

---@class inkUITransform
---@field translation Vector2
---@field scale Vector2
---@field shear Vector2
---@field rotation Float
inkUITransform = {}

---@return inkUITransform
function inkUITransform.new() return end

---@param props table
---@return inkUITransform
function inkUITransform.new(props) return end

---@class inkUniformGridWidget : inkCompoundWidget
---@field wrappingWidgetCount Uint32
---@field orientation inkEOrientation
inkUniformGridWidget = {}

---@return inkUniformGridWidget
function inkUniformGridWidget.new() return end

---@param props table
---@return inkUniformGridWidget
function inkUniformGridWidget.new(props) return end

---@return inkEOrientation
function inkUniformGridWidget:GetOrientation() return end

---@return Uint32
function inkUniformGridWidget:GetWrappingWidgetCount() return end

---@param orientation inkEOrientation
function inkUniformGridWidget:SetOrientation(orientation) return end

---@param count Uint32
function inkUniformGridWidget:SetWrappingWidgetCount(count) return end

---@class inkUniformGridWidgetReference : inkCompoundWidgetReference
inkUniformGridWidgetReference = {}

---@return inkUniformGridWidgetReference
function inkUniformGridWidgetReference.new() return end

---@param props table
---@return inkUniformGridWidgetReference
function inkUniformGridWidgetReference.new(props) return end

---@param self_ inkUniformGridWidgetReference
---@return inkEOrientation
function inkUniformGridWidgetReference.GetOrientation(self_) return end

---@param self_ inkUniformGridWidgetReference
---@return Uint32
function inkUniformGridWidgetReference.GetWrappingWidgetCount(self_) return end

---@param self_ inkUniformGridWidgetReference
---@param orientation inkEOrientation
function inkUniformGridWidgetReference.SetOrientation(self_, orientation) return end

---@param self_ inkUniformGridWidgetReference
---@param count Uint32
function inkUniformGridWidgetReference.SetWrappingWidgetCount(self_, count) return end

---@class inkUserData : IScriptable
inkUserData = {}

---@return inkUserData
function inkUserData.new() return end

---@param props table
---@return inkUserData
function inkUserData.new(props) return end

---@class inkUserIdResult : inkCallbackBase
inkUserIdResult = {}

---@return inkUserIdResult
function inkUserIdResult.new() return end

---@param props table
---@return inkUserIdResult
function inkUserIdResult.new(props) return end

---@class inkVORequestEvt : redEvent
inkVORequestEvt = {}

---@return inkVORequestEvt
function inkVORequestEvt.new() return end

---@param props table
---@return inkVORequestEvt
function inkVORequestEvt.new(props) return end

---@class inkVariantCallback : inkCallbackBase
inkVariantCallback = {}

---@return inkVariantCallback
function inkVariantCallback.new() return end

---@param props table
---@return inkVariantCallback
function inkVariantCallback.new(props) return end

---@class inkVariantDataSourceWrapper : inkBaseVariantDataSource
inkVariantDataSourceWrapper = {}

---@return inkVariantDataSourceWrapper
function inkVariantDataSourceWrapper.new() return end

---@param props table
---@return inkVariantDataSourceWrapper
function inkVariantDataSourceWrapper.new(props) return end

---@param data Variant
function inkVariantDataSourceWrapper:AppendItem(data) return end

function inkVariantDataSourceWrapper:Clear() return end

---@return Variant[]
function inkVariantDataSourceWrapper:GetArray() return end

---@param index Uint32
---@param data Variant
function inkVariantDataSourceWrapper:InsertItemAt(index, data) return end

---@param data Variant
function inkVariantDataSourceWrapper:RemoveItem(data) return end

---@param index Uint32
function inkVariantDataSourceWrapper:RemoveItemAt(index) return end

---@param variants Variant[]
function inkVariantDataSourceWrapper:Reset(variants) return end

---@class inkVariantDataViewWrapper : inkBaseVariantDataSource
inkVariantDataViewWrapper = {}

---@return inkVariantDataViewWrapper
function inkVariantDataViewWrapper.new() return end

---@param props table
---@return inkVariantDataViewWrapper
function inkVariantDataViewWrapper.new(props) return end

function inkVariantDataViewWrapper:DisableSorting() return end

function inkVariantDataViewWrapper:EnableSorting() return end

function inkVariantDataViewWrapper:Filter() return end

---@return Bool
function inkVariantDataViewWrapper:IsSortingEnabled() return end

---@param source inkBaseVariantDataSource
function inkVariantDataViewWrapper:SetSource(source) return end

function inkVariantDataViewWrapper:Sort() return end

---@param data Variant
---@return Bool
function inkVariantDataViewWrapper:FilterItem(data) return end

---@param left Variant
---@param right Variant
---@return Bool
function inkVariantDataViewWrapper:SortItem(left, right) return end

---@class inkVector2Callback : inkCallbackBase
inkVector2Callback = {}

---@return inkVector2Callback
function inkVector2Callback.new() return end

---@param props table
---@return inkVector2Callback
function inkVector2Callback.new(props) return end

---@class inkVectorGraphicWidget : inkLeafWidget
inkVectorGraphicWidget = {}

---@return inkVectorGraphicWidget
function inkVectorGraphicWidget.new() return end

---@param props table
---@return inkVectorGraphicWidget
function inkVectorGraphicWidget.new(props) return end

---@param svgPath String
function inkVectorGraphicWidget:LoadSVG(svgPath) return end

---@class inkVerticalPanelWidget : inkBasePanelWidget
inkVerticalPanelWidget = {}

---@return inkVerticalPanelWidget
function inkVerticalPanelWidget.new() return end

---@param props table
---@return inkVerticalPanelWidget
function inkVerticalPanelWidget.new(props) return end

---@class inkVerticalPanelWidgetReference : inkBasePanelWidgetReference
inkVerticalPanelWidgetReference = {}

---@return inkVerticalPanelWidgetReference
function inkVerticalPanelWidgetReference.new() return end

---@param props table
---@return inkVerticalPanelWidgetReference
function inkVerticalPanelWidgetReference.new(props) return end

---@class inkVideoInstanceDoneCallback : inkCallbackBase
inkVideoInstanceDoneCallback = {}

---@return inkVideoInstanceDoneCallback
function inkVideoInstanceDoneCallback.new() return end

---@param props table
---@return inkVideoInstanceDoneCallback
function inkVideoInstanceDoneCallback.new(props) return end

---@class inkVideoLayer : inkFullScreenLayer
inkVideoLayer = {}

---@return inkVideoLayer
function inkVideoLayer.new() return end

---@param props table
---@return inkVideoLayer
function inkVideoLayer.new(props) return end

---@class inkVideoLayerDefinition : inkLayerDefinition
inkVideoLayerDefinition = {}

---@return inkVideoLayerDefinition
function inkVideoLayerDefinition.new() return end

---@param props table
---@return inkVideoLayerDefinition
function inkVideoLayerDefinition.new(props) return end

---@class inkVideoSequenceController : inkWidgetLogicController
---@field videoWidget inkVideoWidgetReference
---@field videoSequence inkVideoSequenceEntry[]
inkVideoSequenceController = {}

---@return inkVideoSequenceController
function inkVideoSequenceController.new() return end

---@param props table
---@return inkVideoSequenceController
function inkVideoSequenceController.new(props) return end

---@class inkVideoSequenceEntry
---@field videoResource Bink
---@field audioEvent CName
---@field syncToAudio Bool
---@field retriggerAudioOnLoop Bool
---@field loop Bool
inkVideoSequenceEntry = {}

---@return inkVideoSequenceEntry
function inkVideoSequenceEntry.new() return end

---@param props table
---@return inkVideoSequenceEntry
function inkVideoSequenceEntry.new(props) return end

---@class inkVideoWidget : inkLeafWidget
---@field videoResource Bink
---@field loop Bool
---@field overriddenPlayerName CName
---@field isParallaxEnabled Bool
---@field prefetchVideo Bool
inkVideoWidget = {}

---@return inkVideoWidget
function inkVideoWidget.new() return end

---@param props table
---@return inkVideoWidget
function inkVideoWidget.new(props) return end

---@param numberOfFrames Uint32
function inkVideoWidget:FastForwardTo(numberOfFrames) return end

---@param forceVideoFrameRate Bool
function inkVideoWidget:ForceVideoFrameRate(forceVideoFrameRate) return end

---@return inkVideoWidgetSummary
function inkVideoWidget:GetVideoWidgetSummary() return end

---@return Bool
function inkVideoWidget:IsParallaxEnabled() return end

---@return Bool
function inkVideoWidget:IsPaused() return end

---@return Bool
function inkVideoWidget:IsPlayingVideo() return end

---@param frameNumber Uint32
function inkVideoWidget:JumpToFrame(frameNumber) return end

---@param timeInSeconds Float
function inkVideoWidget:JumpToTime(timeInSeconds) return end

function inkVideoWidget:Pause() return end

function inkVideoWidget:Play() return end

---@param videoPath redResourceReferenceScriptToken
function inkVideoWidget:PreloadNextVideo(videoPath) return end

function inkVideoWidget:Resume() return end

---@param numberOfFrames Uint32
function inkVideoWidget:RewindTo(numberOfFrames) return end

---@param audioEvent CName|string
function inkVideoWidget:SetAudioEvent(audioEvent) return end

---@param isLooped Bool
function inkVideoWidget:SetLoop(isLooped) return end

---@param syncToAudio Bool
function inkVideoWidget:SetSyncToAudio(syncToAudio) return end

---@param videoPath redResourceReferenceScriptToken
function inkVideoWidget:SetVideoPath(videoPath) return end

---@param numberOfFrames Int32
function inkVideoWidget:SkipFrames(numberOfFrames) return end

function inkVideoWidget:Stop() return end

function inkVideoWidget:StopInstance() return end

---@class inkVideoWidgetReference : inkLeafWidgetReference
inkVideoWidgetReference = {}

---@return inkVideoWidgetReference
function inkVideoWidgetReference.new() return end

---@param props table
---@return inkVideoWidgetReference
function inkVideoWidgetReference.new(props) return end

---@param self_ inkVideoWidgetReference
---@param numberOfFrames Uint32
function inkVideoWidgetReference.FastForwardTo(self_, numberOfFrames) return end

---@param self_ inkVideoWidgetReference
---@param forceVideoFrameRate Bool
function inkVideoWidgetReference.ForceVideoFrameRate(self_, forceVideoFrameRate) return end

---@param self_ inkVideoWidgetReference
---@return inkVideoWidgetSummary
function inkVideoWidgetReference.GetVideoWidgetSummary(self_) return end

---@param self_ inkVideoWidgetReference
---@return Bool
function inkVideoWidgetReference.IsParallaxEnabled(self_) return end

---@param self_ inkVideoWidgetReference
---@return Bool
function inkVideoWidgetReference.IsPaused(self_) return end

---@param self_ inkVideoWidgetReference
---@return Bool
function inkVideoWidgetReference.IsPlayingVideo(self_) return end

---@param self_ inkVideoWidgetReference
---@param frameNumber Uint32
function inkVideoWidgetReference.JumpToFrame(self_, frameNumber) return end

---@param self_ inkVideoWidgetReference
---@param timeInSeconds Float
function inkVideoWidgetReference.JumpToTime(self_, timeInSeconds) return end

---@param self_ inkVideoWidgetReference
function inkVideoWidgetReference.Pause(self_) return end

---@param self_ inkVideoWidgetReference
function inkVideoWidgetReference.Play(self_) return end

---@param self_ inkVideoWidgetReference
---@param videoPath String
function inkVideoWidgetReference.PreloadNextVideo(self_, videoPath) return end

---@param self_ inkVideoWidgetReference
function inkVideoWidgetReference.Resume(self_) return end

---@param self_ inkVideoWidgetReference
---@param numberOfFrames Uint32
function inkVideoWidgetReference.RewindTo(self_, numberOfFrames) return end

---@param self_ inkVideoWidgetReference
---@param isLooped Bool
function inkVideoWidgetReference.SetLoop(self_, isLooped) return end

---@param self_ inkVideoWidgetReference
---@param videoPath redResourceReferenceScriptToken
function inkVideoWidgetReference.SetVideoPath(self_, videoPath) return end

---@param self_ inkVideoWidgetReference
---@param numberOfFrames Int32
function inkVideoWidgetReference.SkipFrames(self_, numberOfFrames) return end

---@param self_ inkVideoWidgetReference
function inkVideoWidgetReference.Stop(self_) return end

---@class inkVideoWidgetSummary
---@field width Uint32
---@field height Uint32
---@field currentTimeMs Uint32
---@field totalTimeMs Uint32
---@field currentFrame Uint32
---@field totalFrames Uint32
---@field frameRate Uint32
inkVideoWidgetSummary = {}

---@return inkVideoWidgetSummary
function inkVideoWidgetSummary.new() return end

---@param props table
---@return inkVideoWidgetSummary
function inkVideoWidgetSummary.new(props) return end

---@class inkVirtualCompoundBackgroundController : inkWidgetLogicController
inkVirtualCompoundBackgroundController = {}

---@return inkVirtualCompoundBackgroundController
function inkVirtualCompoundBackgroundController.new() return end

---@param props table
---@return inkVirtualCompoundBackgroundController
function inkVirtualCompoundBackgroundController.new(props) return end

---@class inkVirtualCompoundController : inkDiscreteNavigationController
---@field ItemSelected inkVirtualCompoundControllerCallback
---@field ItemActivated inkVirtualCompoundControllerCallback
---@field AllElementsSpawned inkEmptyCallback
inkVirtualCompoundController = {}

---@return Uint32
function inkVirtualCompoundController:GetSelectedIndex() return end

---@return inkVirtualCompoundItemController
function inkVirtualCompoundController:GetSelectedItem() return end

---@return Uint32
function inkVirtualCompoundController:GetToggledIndex() return end

---@return inkVirtualCompoundItemController
function inkVirtualCompoundController:GetToggledItem() return end

---@param index Uint32
function inkVirtualCompoundController:ScrollToIndex(index) return end

---@param index Uint32
function inkVirtualCompoundController:SelectItem(index) return end

---@param classifier inkVirtualItemTemplateClassifierWrapper
function inkVirtualCompoundController:SetClassifier(classifier) return end

---@param source inkAbstractDataSourceWrapper
function inkVirtualCompoundController:SetSource(source) return end

---@param index Uint32
function inkVirtualCompoundController:ToggleItem(index) return end

---@class inkVirtualCompoundControllerCallback : inkCallbackBase
inkVirtualCompoundControllerCallback = {}

---@return inkVirtualCompoundControllerCallback
function inkVirtualCompoundControllerCallback.new() return end

---@param props table
---@return inkVirtualCompoundControllerCallback
function inkVirtualCompoundControllerCallback.new(props) return end

---@class inkVirtualCompoundItemController : inkButtonController
---@field ToggledOff inkVirtualCompoundItemControllerCallback
---@field ToggledOn inkVirtualCompoundItemControllerCallback
---@field Selected inkVirtualCompoundItemSelectControllerCallback
---@field Deselected inkVirtualCompoundItemControllerCallback
---@field Added inkVirtualCompoundItemControllerCallback
inkVirtualCompoundItemController = {}

---@return inkVirtualCompoundItemController
function inkVirtualCompoundItemController.new() return end

---@param props table
---@return inkVirtualCompoundItemController
function inkVirtualCompoundItemController.new(props) return end

---@return Variant
function inkVirtualCompoundItemController:GetData() return end

---@return Uint32
function inkVirtualCompoundItemController:GetIndex() return end

---@return Bool
function inkVirtualCompoundItemController:IsSelected() return end

---@return Bool
function inkVirtualCompoundItemController:IsToggled() return end

---@return Bool
function inkVirtualCompoundItemController:OnSetCursorOver() return end

---@class inkVirtualCompoundItemControllerCallback : inkCallbackBase
inkVirtualCompoundItemControllerCallback = {}

---@return inkVirtualCompoundItemControllerCallback
function inkVirtualCompoundItemControllerCallback.new() return end

---@param props table
---@return inkVirtualCompoundItemControllerCallback
function inkVirtualCompoundItemControllerCallback.new(props) return end

---@class inkVirtualCompoundItemSelectControllerCallback : inkCallbackBase
inkVirtualCompoundItemSelectControllerCallback = {}

---@return inkVirtualCompoundItemSelectControllerCallback
function inkVirtualCompoundItemSelectControllerCallback.new() return end

---@param props table
---@return inkVirtualCompoundItemSelectControllerCallback
function inkVirtualCompoundItemSelectControllerCallback.new(props) return end

---@class inkVirtualCompoundWidget : inkCompoundWidget
inkVirtualCompoundWidget = {}

---@return inkVirtualCompoundWidget
function inkVirtualCompoundWidget.new() return end

---@param props table
---@return inkVirtualCompoundWidget
function inkVirtualCompoundWidget.new(props) return end

---@class inkVirtualCompoundWidgetReference : inkCompoundWidgetReference
inkVirtualCompoundWidgetReference = {}

---@return inkVirtualCompoundWidgetReference
function inkVirtualCompoundWidgetReference.new() return end

---@param props table
---@return inkVirtualCompoundWidgetReference
function inkVirtualCompoundWidgetReference.new(props) return end

---@class inkVirtualGridController : inkVirtualListController
inkVirtualGridController = {}

---@return inkVirtualGridController
function inkVirtualGridController.new() return end

---@param props table
---@return inkVirtualGridController
function inkVirtualGridController.new(props) return end

---@class inkVirtualItemTemplateClassifier
inkVirtualItemTemplateClassifier = {}

---@class inkVirtualItemTemplateClassifierWrapper : IScriptable
inkVirtualItemTemplateClassifierWrapper = {}

---@return inkVirtualItemTemplateClassifierWrapper
function inkVirtualItemTemplateClassifierWrapper.new() return end

---@param props table
---@return inkVirtualItemTemplateClassifierWrapper
function inkVirtualItemTemplateClassifierWrapper.new(props) return end

---@class inkVirtualListController : inkVirtualCompoundController
---@field itemTemplates inkWidgetLibraryReference[]
---@field cycleNavigation Bool
inkVirtualListController = {}

---@return inkVirtualListController
function inkVirtualListController.new() return end

---@param props table
---@return inkVirtualListController
function inkVirtualListController.new(props) return end

---@class inkVirtualUniformGridController : inkVirtualUniformListController
inkVirtualUniformGridController = {}

---@return inkVirtualUniformGridController
function inkVirtualUniformGridController.new() return end

---@param props table
---@return inkVirtualUniformGridController
function inkVirtualUniformGridController.new(props) return end

---@class inkVirtualUniformListController : inkVirtualCompoundController
---@field itemTemplate inkWidgetLibraryReference
inkVirtualUniformListController = {}

---@return inkVirtualUniformListController
function inkVirtualUniformListController.new() return end

---@param props table
---@return inkVirtualUniformListController
function inkVirtualUniformListController.new(props) return end

---@class inkVirtualWindow : inkWindow
inkVirtualWindow = {}

---@return inkVirtualWindow
function inkVirtualWindow.new() return end

---@param props table
---@return inkVirtualWindow
function inkVirtualWindow.new(props) return end

---@class inkVisualStateBlackBarsVisibilityChangedEvent : redEvent
---@field blackBarsVisible Bool
inkVisualStateBlackBarsVisibilityChangedEvent = {}

---@return inkVisualStateBlackBarsVisibilityChangedEvent
function inkVisualStateBlackBarsVisibilityChangedEvent.new() return end

---@param props table
---@return inkVisualStateBlackBarsVisibilityChangedEvent
function inkVisualStateBlackBarsVisibilityChangedEvent.new(props) return end

---@class inkVisualStateChangeEvent : redEvent
---@field visualState CName
inkVisualStateChangeEvent = {}

---@return inkVisualStateChangeEvent
function inkVisualStateChangeEvent.new() return end

---@param props table
---@return inkVisualStateChangeEvent
function inkVisualStateChangeEvent.new(props) return end

---@class inkVisualStatePopStateMachineEvent : redEvent
inkVisualStatePopStateMachineEvent = {}

---@return inkVisualStatePopStateMachineEvent
function inkVisualStatePopStateMachineEvent.new() return end

---@param props table
---@return inkVisualStatePopStateMachineEvent
function inkVisualStatePopStateMachineEvent.new(props) return end

---@class inkVisualStateRestorePreviousEvent : redEvent
---@field visualState CName
inkVisualStateRestorePreviousEvent = {}

---@return inkVisualStateRestorePreviousEvent
function inkVisualStateRestorePreviousEvent.new() return end

---@param props table
---@return inkVisualStateRestorePreviousEvent
function inkVisualStateRestorePreviousEvent.new(props) return end

---@class inkWaitingSignLayer : inkFullScreenLayer
inkWaitingSignLayer = {}

---@return inkWaitingSignLayer
function inkWaitingSignLayer.new() return end

---@param props table
---@return inkWaitingSignLayer
function inkWaitingSignLayer.new(props) return end

---@class inkWaitingSignLayerDefinition : inkLayerDefinition
---@field introAnimName CName
---@field waitingAnimName CName
---@field outroAnimName CName
---@field delayTime Float
---@field introTime Float
---@field waitingTime Float
---@field postWaitTime Float
---@field outroTime Float
inkWaitingSignLayerDefinition = {}

---@return inkWaitingSignLayerDefinition
function inkWaitingSignLayerDefinition.new() return end

---@param props table
---@return inkWaitingSignLayerDefinition
function inkWaitingSignLayerDefinition.new(props) return end

---@class inkWaitingSignSystem : inkIWaitingSignSystem
inkWaitingSignSystem = {}

---@return inkWaitingSignSystem
function inkWaitingSignSystem.new() return end

---@param props table
---@return inkWaitingSignSystem
function inkWaitingSignSystem.new(props) return end

---@class inkWatermarksLayer : inkFullScreenLayer
inkWatermarksLayer = {}

---@return inkWatermarksLayer
function inkWatermarksLayer.new() return end

---@param props table
---@return inkWatermarksLayer
function inkWatermarksLayer.new(props) return end

---@class inkWatermarksLayerDefinition : inkLayerDefinition
inkWatermarksLayerDefinition = {}

---@return inkWatermarksLayerDefinition
function inkWatermarksLayerDefinition.new() return end

---@param props table
---@return inkWatermarksLayerDefinition
function inkWatermarksLayerDefinition.new(props) return end

---@class inkWeakScriptableDataSourceWrapper : inkBaseWeakScriptableDataSource
inkWeakScriptableDataSourceWrapper = {}

---@return inkWeakScriptableDataSourceWrapper
function inkWeakScriptableDataSourceWrapper.new() return end

---@param props table
---@return inkWeakScriptableDataSourceWrapper
function inkWeakScriptableDataSourceWrapper.new(props) return end

---@param data IScriptable
function inkWeakScriptableDataSourceWrapper:AppendItem(data) return end

function inkWeakScriptableDataSourceWrapper:Clear() return end

---@return IScriptable[]
function inkWeakScriptableDataSourceWrapper:GetArray() return end

---@param index Uint32
---@param data IScriptable
function inkWeakScriptableDataSourceWrapper:InsertItemAt(index, data) return end

---@param data IScriptable
function inkWeakScriptableDataSourceWrapper:RemoveItem(data) return end

---@param index Uint32
function inkWeakScriptableDataSourceWrapper:RemoveItemAt(index) return end

---@param scriptables IScriptable[]
function inkWeakScriptableDataSourceWrapper:Reset(scriptables) return end

---@class inkWeakScriptableDataViewWrapper : inkBaseWeakScriptableDataSource
inkWeakScriptableDataViewWrapper = {}

---@return inkWeakScriptableDataViewWrapper
function inkWeakScriptableDataViewWrapper.new() return end

---@param props table
---@return inkWeakScriptableDataViewWrapper
function inkWeakScriptableDataViewWrapper.new(props) return end

function inkWeakScriptableDataViewWrapper:DisableSorting() return end

function inkWeakScriptableDataViewWrapper:EnableSorting() return end

function inkWeakScriptableDataViewWrapper:Filter() return end

---@return Bool
function inkWeakScriptableDataViewWrapper:IsSortingEnabled() return end

---@param source inkBaseWeakScriptableDataSource
function inkWeakScriptableDataViewWrapper:SetSource(source) return end

function inkWeakScriptableDataViewWrapper:Sort() return end

---@param data IScriptable
---@return Bool
function inkWeakScriptableDataViewWrapper:FilterItem(data) return end

---@param left IScriptable
---@param right IScriptable
---@return Bool
function inkWeakScriptableDataViewWrapper:SortItem(left, right) return end

---@class inkWidget : IScriptable
---@field logicController inkWidgetLogicController
---@field secondaryControllers inkWidgetLogicController[]
---@field userData inkUserData[]
---@field name CName
---@field state CName
---@field visible Bool
---@field affectsLayoutWhenHidden Bool
---@field isInteractive Bool
---@field canSupportFocus Bool
---@field style inkStyleResourceWrapper
---@field parentWidget inkWidget
---@field propertyManager inkPropertyManager
---@field fitToContent Bool
---@field layout inkWidgetLayout
---@field opacity Float
---@field tintColor HDRColor
---@field size Vector2
---@field renderTransformPivot Vector2
---@field renderTransform inkUITransform
---@field effects inkIEffect[]
inkWidget = {}

---@return inkWidget
function inkWidget.new() return end

---@param props table
---@return inkWidget
function inkWidget.new(props) return end

---@return CName
function inkWidget.DefaultState() return end

---@param propertyName CName|string
---@param stylePath CName|string
---@return Bool
function inkWidget:BindProperty(propertyName, stylePath) return end

---@param eventName CName|string
function inkWidget:CallCustomCallback(eventName) return end

---@param translationVector Vector2
function inkWidget:ChangeTranslation(translationVector) return end

---@param effectType inkEffectType
function inkWidget:DisableAllEffectsByType(effectType) return end

---@param userDataTypeName CName|string
---@param userDataCollection inkUserData[]
function inkWidget:GatherUserData(userDataTypeName, userDataCollection) return end

---@return Bool
function inkWidget:GetAffectsLayoutWhenHidden() return end

---@return inkEAnchor
function inkWidget:GetAnchor() return end

---@return Vector2
function inkWidget:GetAnchorPoint() return end

---@return inkWidgetLogicController
function inkWidget:GetController() return end

---@param controllerType CName|string
---@return inkWidgetLogicController
function inkWidget:GetControllerByBaseType(controllerType) return end

---@param controllerType CName|string
---@return inkWidgetLogicController
function inkWidget:GetControllerByType(controllerType) return end

---@return inkWidgetLogicController[]
function inkWidget:GetControllers() return end

---@param controllerType CName|string
---@return inkWidgetLogicController[]
function inkWidget:GetControllersByType(controllerType) return end

---@return Vector2
function inkWidget:GetDesiredSize() return end

---@param effectType inkEffectType
---@param effectName CName|string
---@return Bool
function inkWidget:GetEffectEnabled(effectType, effectName) return end

---@param effectType inkEffectType
---@param effectName CName|string
---@param paramName CName|string
---@return Float
function inkWidget:GetEffectParamValue(effectType, effectName, paramName) return end

---@return Bool
function inkWidget:GetFitToContent() return end

---@return inkEHorizontalAlign
function inkWidget:GetHAlign() return end

---@return inkMargin
function inkWidget:GetMargin() return end

---@return CName
function inkWidget:GetName() return end

---@return Int32
function inkWidget:GetNumControllers() return end

---@param controllerType CName|string
---@return Int32
function inkWidget:GetNumControllersOfType(controllerType) return end

---@return Float
function inkWidget:GetOpacity() return end

---@return inkMargin
function inkWidget:GetPadding() return end

---@return Vector2
function inkWidget:GetRenderTransformPivot() return end

---@return Float
function inkWidget:GetRotation() return end

---@return Vector2
function inkWidget:GetScale() return end

---@return Vector2
function inkWidget:GetShear() return end

---@return Vector2
function inkWidget:GetSize() return end

---@return Float
function inkWidget:GetSizeCoefficient() return end

---@return inkESizeRule
function inkWidget:GetSizeRule() return end

---@return CName
function inkWidget:GetState() return end

---@return redResourceReferenceScriptToken
function inkWidget:GetStylePath() return end

---@return HDRColor
function inkWidget:GetTintColor() return end

---@return Vector2
function inkWidget:GetTranslation() return end

---@param userDataTypeName CName|string
---@return inkUserData
function inkWidget:GetUserData(userDataTypeName) return end

---@param userDataTypeName CName|string
---@return inkUserData[]
function inkWidget:GetUserDataArray(userDataTypeName) return end

---@param userDataTypeName CName|string
---@return Uint32
function inkWidget:GetUserDataObjectCount(userDataTypeName) return end

---@return inkEVerticalAlign
function inkWidget:GetVAlign() return end

---@param userDataTypeName CName|string
---@return Bool
function inkWidget:HasUserDataObject(userDataTypeName) return end

---@return Bool
function inkWidget:IsInteractive() return end

---@return Bool
function inkWidget:IsVisible() return end

---@param animationDefinition inkanimDefinition
---@return inkanimProxy
function inkWidget:PlayAnimation(animationDefinition) return end

---@param animationDefinition inkanimDefinition
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkWidget:PlayAnimationWithOptions(animationDefinition, playbackOptions) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidget:RegisterToCallback(eventName, object, functionName) return end

---@param newParent inkCompoundWidget
---@param index Int32
function inkWidget:Reparent(newParent, index) return end

---@param affectsLayoutWhenHidden Bool
function inkWidget:SetAffectsLayoutWhenHidden(affectsLayoutWhenHidden) return end

---@param anchor inkEAnchor
function inkWidget:SetAnchor(anchor) return end

---@param anchorPoint Vector2
function inkWidget:SetAnchorPoint(anchorPoint) return end

---@param effectType inkEffectType
---@param effectName CName|string
---@param enabled Bool
function inkWidget:SetEffectEnabled(effectType, effectName, enabled) return end

---@param effectType inkEffectType
---@param effectName CName|string
---@param paramName CName|string
---@param paramValue Float
---@return Float
function inkWidget:SetEffectParamValue(effectType, effectName, paramName, paramValue) return end

---@param fitToContent Bool
function inkWidget:SetFitToContent(fitToContent) return end

---@param hAlign inkEHorizontalAlign
function inkWidget:SetHAlign(hAlign) return end

---@param value Bool
function inkWidget:SetInteractive(value) return end

---@param layout inkWidgetLayout
function inkWidget:SetLayout(layout) return end

---@param margin inkMargin
function inkWidget:SetMargin(margin) return end

---@param widgetName CName|string
function inkWidget:SetName(widgetName) return end

---@param opacity Float
function inkWidget:SetOpacity(opacity) return end

---@param padding inkMargin
function inkWidget:SetPadding(padding) return end

---@param pivot Vector2
function inkWidget:SetRenderTransformPivot(pivot) return end

---@param angleInDegrees Float
function inkWidget:SetRotation(angleInDegrees) return end

---@param scale Vector2
function inkWidget:SetScale(scale) return end

---@param shear Vector2
function inkWidget:SetShear(shear) return end

---@param size Vector2
function inkWidget:SetSize(size) return end

---@param sizeCoefficient Float
function inkWidget:SetSizeCoefficient(sizeCoefficient) return end

---@param sizeRule inkESizeRule
function inkWidget:SetSizeRule(sizeRule) return end

---@param state CName|string
function inkWidget:SetState(state) return end

---@param styleResPath redResourceReferenceScriptToken
function inkWidget:SetStyle(styleResPath) return end

---@param color HDRColor
function inkWidget:SetTintColor(color) return end

---@param translationVector Vector2
function inkWidget:SetTranslation(translationVector) return end

---@param vAlign inkEVerticalAlign
function inkWidget:SetVAlign(vAlign) return end

---@param visible Bool
function inkWidget:SetVisible(visible) return end

function inkWidget:StopAllAnimations() return end

---@param propertyName CName|string
---@return Bool
function inkWidget:UnbindProperty(propertyName) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidget:UnregisterFromCallback(eventName, object, functionName) return end

---@return Float
function inkWidget:GetDesiredHeight() return end

---@return Float
function inkWidget:GetDesiredWidth() return end

---@return Float
function inkWidget:GetHeight() return end

---@return Float
function inkWidget:GetWidth() return end

---@param x Float
---@param y Float
function inkWidget:SetAnchorPoint(x, y) return end

---@param height Float
function inkWidget:SetHeight(height) return end

---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidget:SetMargin(left, top, right, bottom) return end

---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidget:SetPadding(left, top, right, bottom) return end

---@param x Float
---@param y Float
function inkWidget:SetRenderTransformPivot(x, y) return end

---@param width Float
---@param height Float
function inkWidget:SetSize(width, height) return end

---@param r Uint8
---@param g Uint8
---@param b Uint8
---@param a Uint8
function inkWidget:SetTintColor(r, g, b, a) return end

---@param color Color
function inkWidget:SetTintColor(color) return end

---@param x Float
---@param y Float
function inkWidget:SetTranslation(x, y) return end

---@param width Float
function inkWidget:SetWidth(width) return end

---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidget:UpdateMargin(left, top, right, bottom) return end

---@class inkWidgetBackendData : IBackendData
---@field owner inkWidget
---@field isHiddenInEditor Bool
---@field isLocked Bool
---@field boundLibraryItemName CName
inkWidgetBackendData = {}

---@return inkWidgetBackendData
function inkWidgetBackendData.new() return end

---@param props table
---@return inkWidgetBackendData
function inkWidgetBackendData.new(props) return end

---@class inkWidgetBrush : IScriptable
---@field textureAtlas inkTextureAtlas
---@field texturePartId CName
---@field tileType inkBrushTileType
---@field mirrorType inkBrushMirrorType
inkWidgetBrush = {}

---@return inkWidgetBrush
function inkWidgetBrush.new() return end

---@param props table
---@return inkWidgetBrush
function inkWidgetBrush.new(props) return end

function inkWidgetBrush:GetMirrorType() return end

function inkWidgetBrush:GetTexturePart() return end

function inkWidgetBrush:GetTileType() return end

function inkWidgetBrush:IsTexturePartExist() return end

function inkWidgetBrush:SetTexturePart() return end

---@class inkWidgetBrushResource : CResource
---@field brush inkWidgetBrush
inkWidgetBrushResource = {}

---@return inkWidgetBrushResource
function inkWidgetBrushResource.new() return end

---@param props table
---@return inkWidgetBrushResource
function inkWidgetBrushResource.new(props) return end

---@class inkWidgetClipboardData : ISerializable
---@field widget inkWidget
---@field widgetPath inkWidgetPath
inkWidgetClipboardData = {}

---@return inkWidgetClipboardData
function inkWidgetClipboardData.new() return end

---@param props table
---@return inkWidgetClipboardData
function inkWidgetClipboardData.new(props) return end

---@class inkWidgetCompositor
inkWidgetCompositor = {}

---@return inkWidgetCompositor
function inkWidgetCompositor.new() return end

---@param props table
---@return inkWidgetCompositor
function inkWidgetCompositor.new(props) return end

---@class inkWidgetLayout
---@field padding inkMargin
---@field margin inkMargin
---@field HAlign inkEHorizontalAlign
---@field VAlign inkEVerticalAlign
---@field anchor inkEAnchor
---@field anchorPoint Vector2
---@field sizeRule inkESizeRule
---@field sizeCoefficient Float
inkWidgetLayout = {}

---@return inkWidgetLayout
function inkWidgetLayout.new() return end

---@param props table
---@return inkWidgetLayout
function inkWidgetLayout.new(props) return end

---@class inkWidgetLibraryItem
---@field name CName
---@field package SharedDataBuffer
---@field packageData DataBuffer
inkWidgetLibraryItem = {}

---@return inkWidgetLibraryItem
function inkWidgetLibraryItem.new() return end

---@param props table
---@return inkWidgetLibraryItem
function inkWidgetLibraryItem.new(props) return end

---@class inkWidgetLibraryItemClipboardData : ISerializable
---@field libraryItem inkWidgetLibraryItemUnpackedView
inkWidgetLibraryItemClipboardData = {}

---@return inkWidgetLibraryItemClipboardData
function inkWidgetLibraryItemClipboardData.new() return end

---@param props table
---@return inkWidgetLibraryItemClipboardData
function inkWidgetLibraryItemClipboardData.new(props) return end

---@class inkWidgetLibraryItemInstance : ISerializable
---@field rootWidget inkWidget
---@field gameController inkIWidgetController
---@field rootResolution inkETextureResolution
inkWidgetLibraryItemInstance = {}

---@return inkWidgetLibraryItemInstance
function inkWidgetLibraryItemInstance.new() return end

---@param props table
---@return inkWidgetLibraryItemInstance
function inkWidgetLibraryItemInstance.new(props) return end

---@class inkWidgetLibraryItemUnpackedView : ISerializable
---@field name CName
---@field instance inkWidgetLibraryItemInstance
inkWidgetLibraryItemUnpackedView = {}

---@return inkWidgetLibraryItemUnpackedView
function inkWidgetLibraryItemUnpackedView.new() return end

---@param props table
---@return inkWidgetLibraryItemUnpackedView
function inkWidgetLibraryItemUnpackedView.new(props) return end

---@class inkWidgetLibraryReference
---@field widgetLibrary inkWidgetLibraryResourceWrapper
---@field widgetItem CName
inkWidgetLibraryReference = {}

---@return inkWidgetLibraryReference
function inkWidgetLibraryReference.new() return end

---@param props table
---@return inkWidgetLibraryReference
function inkWidgetLibraryReference.new(props) return end

---@class inkWidgetLibraryResource : CResource
---@field libraryItems inkWidgetLibraryItem[]
---@field externalLibraries inkWidgetLibraryResource[]
---@field animationLibraryResRef inkanimAnimationLibraryResource
---@field sequences inkanimSequence[]
---@field rootDefinitionIndex Uint32
---@field externalDependenciesForInternalItems CResource[]
---@field rootResolution inkETextureResolution
---@field version inkWidgetResourceVersion
inkWidgetLibraryResource = {}

---@return inkWidgetLibraryResource
function inkWidgetLibraryResource.new() return end

---@param props table
---@return inkWidgetLibraryResource
function inkWidgetLibraryResource.new(props) return end

---@class inkWidgetLibraryResourceWrapper
---@field library inkWidgetLibraryResource
inkWidgetLibraryResourceWrapper = {}

---@return inkWidgetLibraryResourceWrapper
function inkWidgetLibraryResourceWrapper.new() return end

---@param props table
---@return inkWidgetLibraryResourceWrapper
function inkWidgetLibraryResourceWrapper.new(props) return end

---@param self_ inkWidgetLibraryResourceWrapper
---@return Uint64
function inkWidgetLibraryResourceWrapper.GetHash(self_) return end

---@param self_ inkWidgetLibraryResourceWrapper
---@return redResourceReferenceScriptToken
function inkWidgetLibraryResourceWrapper.GetPath(self_) return end

---@param self_ inkWidgetLibraryResourceWrapper
---@return Bool
function inkWidgetLibraryResourceWrapper.IsValid(self_) return end

---@class inkWidgetLibraryUnpackedView : ISerializable
---@field libraryItems inkWidgetLibraryItemUnpackedView[]
---@field externalLibraries inkWidgetLibraryResource[]
inkWidgetLibraryUnpackedView = {}

---@return inkWidgetLibraryUnpackedView
function inkWidgetLibraryUnpackedView.new() return end

---@param props table
---@return inkWidgetLibraryUnpackedView
function inkWidgetLibraryUnpackedView.new(props) return end

---@class inkWidgetLogicController : inkIWidgetLogicController
inkWidgetLogicController = {}

---@return inkWidgetLogicController
function inkWidgetLogicController.new() return end

---@param props table
---@return inkWidgetLogicController
function inkWidgetLogicController.new(props) return end

---@param spawnData inkAsyncSpawnData
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@return inkAsyncSpawnRequest
function inkWidgetLogicController:AsyncSpawnFromExternal(spawnData, callbackObject, callbackFunctionName) return end

---@param spawnData inkAsyncSpawnData
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@return inkAsyncSpawnRequest
function inkWidgetLogicController:AsyncSpawnFromLocal(spawnData, callbackObject, callbackFunctionName) return end

---@param eventName CName|string
function inkWidgetLogicController:CallCustomCallback(eventName) return end

---@param widgetNamePath CName|string
---@return inkWidgetLogicController
function inkWidgetLogicController:GetChildControllerByPath(widgetNamePath) return end

---@param widgetNamePath CName|string
---@return inkWidget
function inkWidgetLogicController:GetChildWidgetByPath(widgetNamePath) return end

---@param path inkWidgetPath
---@return inkWidgetLogicController
function inkWidgetLogicController:GetController(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return inkWidgetLogicController
function inkWidgetLogicController:GetControllerByBaseType(controllerType, path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return inkWidgetLogicController
function inkWidgetLogicController:GetControllerByType(controllerType, path) return end

---@param path inkWidgetPath
---@return inkWidgetLogicController[]
function inkWidgetLogicController:GetControllers(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return inkWidgetLogicController[]
function inkWidgetLogicController:GetControllersByType(controllerType, path) return end

---@param path inkWidgetPath
---@return Int32
function inkWidgetLogicController:GetNumControllers(path) return end

---@param controllerType CName|string
---@param path inkWidgetPath
---@return Int32
function inkWidgetLogicController:GetNumControllersOfType(controllerType, path) return end

---@return inkCompoundWidget
function inkWidgetLogicController:GetRootCompoundWidget() return end

---@return inkWidget
function inkWidgetLogicController:GetRootWidget() return end

---@param path inkWidgetPath
---@return inkWidget
function inkWidgetLogicController:GetWidget(path) return end

---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@return Bool
function inkWidgetLogicController:HasExternalLibrary(resourcePath, libraryID) return end

---@param libraryID CName|string
---@return Bool
function inkWidgetLogicController:HasLocalLibrary(libraryID) return end

---@param animationName CName|string
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkWidgetLogicController:PlayLibraryAnimation(animationName, playbackOptions) return end

---@param animationName CName|string
---@param target inkWidget
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkWidgetLogicController:PlayLibraryAnimationOnAutoSelectedTargets(animationName, target, playbackOptions) return end

---@param animationName CName|string
---@param targets inkWidgetsSet
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkWidgetLogicController:PlayLibraryAnimationOnTargets(animationName, targets, playbackOptions) return end

---@param rStrength inkRumbleStrength
---@param rType inkRumbleType
---@param rPosition inkRumblePosition
function inkWidgetLogicController:PlayRumble(rStrength, rType, rPosition) return end

---@param eventName CName|string
function inkWidgetLogicController:PlayRumbleByName(eventName) return end

---@param rStrength inkRumbleStrength
function inkWidgetLogicController:PlayRumbleLoop(rStrength) return end

---@param widgetName CName|string
---@param eventName CName|string
---@param actionKey CName|string
function inkWidgetLogicController:PlaySound(widgetName, eventName, actionKey) return end

---@param evt redEvent
function inkWidgetLogicController:QueueBroadcastEvent(evt) return end

---@param evt redEvent
function inkWidgetLogicController:QueueEvent(evt) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetLogicController:RegisterToCallback(eventName, object, functionName) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetLogicController:RegisterToGlobalInputCallback(eventName, object, functionName) return end

---@param newParent inkCompoundWidget
---@param index Int32
function inkWidgetLogicController:Reparent(newParent, index) return end

---@param context CName|string
---@param data inkUserData
function inkWidgetLogicController:SetCursorContext(context, data) return end

---@param widget inkWidget
---@param time Float
function inkWidgetLogicController:SetCursorOverWidget(widget, time) return end

---@param data inkGameNotificationData
---@return inkGameNotificationToken
function inkWidgetLogicController:ShowGameNotification(data) return end

---@param parentWidget inkWidget
---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@return inkWidget
function inkWidgetLogicController:SpawnFromExternal(parentWidget, resourcePath, libraryID) return end

---@param parentWidget inkWidget
---@param libraryID CName|string
---@return inkWidget
function inkWidgetLogicController:SpawnFromLocal(parentWidget, libraryID) return end

---@param rStrength inkRumbleStrength
function inkWidgetLogicController:StopRumbleLoop(rStrength) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetLogicController:UnregisterFromCallback(eventName, object, functionName) return end

---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetLogicController:UnregisterFromGlobalInputCallback(eventName, object, functionName) return end

---@param parentWidget inkWidget
---@param resourcePath redResourceReferenceScriptToken
---@param libraryID CName|string
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@param userData IScriptable
---@return inkAsyncSpawnRequest
function inkWidgetLogicController:AsyncSpawnFromExternal(parentWidget, resourcePath, libraryID, callbackObject, callbackFunctionName, userData) return end

---@param parentWidget inkWidget
---@param libraryID CName|string
---@param callbackObject IScriptable
---@param callbackFunctionName CName|string
---@param userData IScriptable
---@return inkAsyncSpawnRequest
function inkWidgetLogicController:AsyncSpawnFromLocal(parentWidget, libraryID, callbackObject, callbackFunctionName, userData) return end

---@param parentWidget inkWidget
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return inkWidget
function inkWidgetLogicController:CreateWidget(parentWidget, id, path) return end

---@param parentWidget inkWidget
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@param spawnData AsyncSpawnData
---@return Bool
function inkWidgetLogicController:CreateWidgetAsync(parentWidget, id, path, spawnData) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return SWidgetPackageBase
function inkWidgetLogicController:FindWidgetDataInLibrary(parentWidget, widgetRecord, screenTypeRecord, styleRecord, id, path) return end

---@param parentWidget inkWidget
---@param widgetRecord gamedataWidgetDefinition_Record
---@param screenTypeRecord gamedataDeviceScreenType_Record
---@param styleRecord gamedataWidgetStyle_Record
---@param id CName|string
---@param path redResourceReferenceScriptToken
---@return inkWidget
function inkWidgetLogicController:FindWidgetInLibrary(parentWidget, widgetRecord, screenTypeRecord, styleRecord, id, path) return end

---@param widgetNamePath CName|string
---@return inkWidgetLogicController
function inkWidgetLogicController:GetController(widgetNamePath) return end

---@param widgetNamePath CName|string
---@return inkWidget
function inkWidgetLogicController:GetWidget(widgetNamePath) return end

---@param imageRef inkImageWidgetReference
---@param textureID TweakDBID|string
function inkWidgetLogicController:SetTexture(imageRef, textureID) return end

---@param imageWidget inkImageWidget
---@param textureRecord gamedataUIIcon_Record
function inkWidgetLogicController:SetTexture(imageWidget, textureRecord) return end

---@param imageRef inkImageWidgetReference
---@param textureRecord gamedataUIIcon_Record
function inkWidgetLogicController:SetTexture(imageRef, textureRecord) return end

---@param imageWidget inkImageWidget
---@param textureID TweakDBID|string
function inkWidgetLogicController:SetTexture(imageWidget, textureID) return end

---@class inkWidgetPath
---@field names CName[]
inkWidgetPath = {}

---@return inkWidgetPath
function inkWidgetPath.new() return end

---@param props table
---@return inkWidgetPath
function inkWidgetPath.new(props) return end

---@param self_ inkWidgetPath
---@return Bool
function inkWidgetPath.IsValid(self_) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@param n3 CName|string
---@param n4 CName|string
---@param n5 CName|string
---@param n6 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2, n3, n4, n5, n6) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@param n3 CName|string
---@param n4 CName|string
---@param n5 CName|string
---@param n6 CName|string
---@param n7 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2, n3, n4, n5, n6, n7) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@param n3 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2, n3) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@param n3 CName|string
---@param n4 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2, n3, n4) return end

---@param n0 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0) return end

---@param n0 CName|string
---@param n1 CName|string
---@param n2 CName|string
---@param n3 CName|string
---@param n4 CName|string
---@param n5 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1, n2, n3, n4, n5) return end

---@param n0 CName|string
---@param n1 CName|string
---@return inkWidgetPath
function inkWidgetPath.Build(n0, n1) return end

---@class inkWidgetReference
---@field widget inkWidget
inkWidgetReference = {}

---@return inkWidgetReference
function inkWidgetReference.new() return end

---@param props table
---@return inkWidgetReference
function inkWidgetReference.new(props) return end

function inkWidgetReference.BindProperty() return end

---@param self_ inkWidgetReference
---@param eventName CName|string
function inkWidgetReference.CallCustomCallback(self_, eventName) return end

---@param self_ inkWidgetReference
---@param translationVector Vector2
function inkWidgetReference.ChangeTranslation(self_, translationVector) return end

---@param self_ inkWidgetReference
---@param other inkWidgetReference
---@return Bool
function inkWidgetReference.Equals(self_, other) return end

---@param self_ inkWidgetReference
---@param userDataTypeName CName|string
---@param userDataCollection inkUserData[]
function inkWidgetReference.GatherUserData(self_, userDataTypeName, userDataCollection) return end

---@param self_ inkWidgetReference
---@return inkWidget
function inkWidgetReference.Get(self_) return end

---@param self_ inkWidgetReference
---@return inkEAnchor
function inkWidgetReference.GetAnchor(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetAnchorPoint(self_) return end

---@param self_ inkWidgetReference
---@return inkWidgetLogicController
function inkWidgetReference.GetController(self_) return end

---@param self_ inkWidgetReference
---@param controllerType CName|string
---@return inkWidgetLogicController
function inkWidgetReference.GetControllerByType(self_, controllerType) return end

---@param self_ inkWidgetReference
---@return inkWidgetLogicController[]
function inkWidgetReference.GetControllers(self_) return end

---@param self_ inkWidgetReference
---@param controllerType CName|string
---@return inkWidgetLogicController[]
function inkWidgetReference.GetControllersByType(self_, controllerType) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetDesiredSize(self_) return end

---@param self_ inkWidgetReference
---@return Bool
function inkWidgetReference.GetFitToContent(self_) return end

---@param self_ inkWidgetReference
---@return inkEHorizontalAlign
function inkWidgetReference.GetHAlign(self_) return end

---@param self_ inkWidgetReference
---@return inkMargin
function inkWidgetReference.GetMargin(self_) return end

---@param self_ inkWidgetReference
---@return CName
function inkWidgetReference.GetName(self_) return end

---@param self_ inkWidgetReference
---@return Int32
function inkWidgetReference.GetNumControllers(self_) return end

---@param self_ inkWidgetReference
---@param controllerType CName|string
---@return Int32
function inkWidgetReference.GetNumControllersOfType(self_, controllerType) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetOpacity(self_) return end

---@param self_ inkWidgetReference
---@return inkMargin
function inkWidgetReference.GetPadding(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetRenderTransformPivot(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetRotation(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetScale(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetShear(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetSize(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetSizeCoefficient(self_) return end

---@param self_ inkWidgetReference
---@return inkESizeRule
function inkWidgetReference.GetSizeRule(self_) return end

---@param self_ inkWidgetReference
---@return CName
function inkWidgetReference.GetState(self_) return end

---@param self_ inkWidgetReference
---@return redResourceReferenceScriptToken
function inkWidgetReference.GetStylePath(self_) return end

---@param self_ inkWidgetReference
---@return HDRColor
function inkWidgetReference.GetTintColor(self_) return end

---@param self_ inkWidgetReference
---@return Vector2
function inkWidgetReference.GetTranslation(self_) return end

---@param self_ inkWidgetReference
---@param userDataTypeName CName|string
---@return inkUserData
function inkWidgetReference.GetUserData(self_, userDataTypeName) return end

---@param self_ inkWidgetReference
---@param userDataTypeName CName|string
---@return inkUserData[]
function inkWidgetReference.GetUserDataArray(self_, userDataTypeName) return end

---@param self_ inkWidgetReference
---@param userDataTypeName CName|string
---@return Uint32
function inkWidgetReference.GetUserDataObjectCount(self_, userDataTypeName) return end

---@param self_ inkWidgetReference
---@return inkEVerticalAlign
function inkWidgetReference.GetVAlign(self_) return end

---@param self_ inkWidgetReference
---@param userDataTypeName CName|string
---@return Bool
function inkWidgetReference.HasUserDataObject(self_, userDataTypeName) return end

---@param self_ inkWidgetReference
---@return Bool
function inkWidgetReference.IsInteractive(self_) return end

---@param self_ inkWidgetReference
---@return Bool
function inkWidgetReference.IsValid(self_) return end

---@param self_ inkWidgetReference
---@return Bool
function inkWidgetReference.IsVisible(self_) return end

---@param self_ inkWidgetReference
---@param animationDefinition inkanimDefinition
---@return inkanimProxy
function inkWidgetReference.PlayAnimation(self_, animationDefinition) return end

---@param self_ inkWidgetReference
---@param animationDefinition inkanimDefinition
---@param playbackOptions inkanimPlaybackOptions
---@return inkanimProxy
function inkWidgetReference.PlayAnimationWithOptions(self_, animationDefinition, playbackOptions) return end

---@param self_ inkWidgetReference
---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetReference.RegisterToCallback(self_, eventName, object, functionName) return end

---@param self_ inkWidgetReference
---@param newParent inkCompoundWidget
---@param index Int32
function inkWidgetReference.Reparent(self_, newParent, index) return end

---@param self_ inkWidgetReference
---@param anchor inkEAnchor
function inkWidgetReference.SetAnchor(self_, anchor) return end

---@param self_ inkWidgetReference
---@param anchorPoint Vector2
function inkWidgetReference.SetAnchorPoint(self_, anchorPoint) return end

---@param self_ inkWidgetReference
---@param fitToContent Bool
function inkWidgetReference.SetFitToContent(self_, fitToContent) return end

---@param self_ inkWidgetReference
---@param hAlign inkEHorizontalAlign
function inkWidgetReference.SetHAlign(self_, hAlign) return end

---@param self_ inkWidgetReference
---@param value Bool
function inkWidgetReference.SetInteractive(self_, value) return end

---@param self_ inkWidgetReference
---@param layout inkWidgetLayout
function inkWidgetReference.SetLayout(self_, layout) return end

---@param self_ inkWidgetReference
---@param margin inkMargin
function inkWidgetReference.SetMargin(self_, margin) return end

---@param self_ inkWidgetReference
---@param widgetName CName|string
function inkWidgetReference.SetName(self_, widgetName) return end

---@param self_ inkWidgetReference
---@param opacity Float
function inkWidgetReference.SetOpacity(self_, opacity) return end

---@param self_ inkWidgetReference
---@param padding inkMargin
function inkWidgetReference.SetPadding(self_, padding) return end

---@param self_ inkWidgetReference
---@param pivot Vector2
function inkWidgetReference.SetRenderTransformPivot(self_, pivot) return end

---@param self_ inkWidgetReference
---@param angleInDegrees Float
function inkWidgetReference.SetRotation(self_, angleInDegrees) return end

---@param self_ inkWidgetReference
---@param scale Vector2
function inkWidgetReference.SetScale(self_, scale) return end

---@param self_ inkWidgetReference
---@param shear Vector2
function inkWidgetReference.SetShear(self_, shear) return end

---@param self_ inkWidgetReference
---@param size Vector2
function inkWidgetReference.SetSize(self_, size) return end

---@param self_ inkWidgetReference
---@param sizeCoefficient Float
function inkWidgetReference.SetSizeCoefficient(self_, sizeCoefficient) return end

---@param self_ inkWidgetReference
---@param sizeRule inkESizeRule
function inkWidgetReference.SetSizeRule(self_, sizeRule) return end

---@param self_ inkWidgetReference
---@param state CName|string
function inkWidgetReference.SetState(self_, state) return end

---@param self_ inkWidgetReference
---@param styleResPath redResourceReferenceScriptToken
function inkWidgetReference.SetStyle(self_, styleResPath) return end

---@param self_ inkWidgetReference
---@param color HDRColor
function inkWidgetReference.SetTintColor(self_, color) return end

---@param self_ inkWidgetReference
---@param translationVector Vector2
function inkWidgetReference.SetTranslation(self_, translationVector) return end

---@param self_ inkWidgetReference
---@param vAlign inkEVerticalAlign
function inkWidgetReference.SetVAlign(self_, vAlign) return end

---@param self_ inkWidgetReference
---@param visible Bool
function inkWidgetReference.SetVisible(self_, visible) return end

---@param self_ inkWidgetReference
function inkWidgetReference.StopAllAnimations(self_) return end

function inkWidgetReference.UnbindProperty() return end

---@param self_ inkWidgetReference
---@param eventName CName|string
---@param object IScriptable
---@param functionName CName|string
function inkWidgetReference.UnregisterFromCallback(self_, eventName, object, functionName) return end

---@param self_ inkWidgetReference
---@return CName
function inkWidgetReference.DefaultState(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetDesiredHeight(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetDesiredWidth(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetHeight(self_) return end

---@param self_ inkWidgetReference
---@return Float
function inkWidgetReference.GetWidth(self_) return end

---@param self_ inkWidgetReference
---@param x Float
---@param y Float
function inkWidgetReference.SetAnchorPoint(self_, x, y) return end

---@param self_ inkWidgetReference
---@param height Float
function inkWidgetReference.SetHeight(self_, height) return end

---@param self_ inkWidgetReference
---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidgetReference.SetMargin(self_, left, top, right, bottom) return end

---@param self_ inkWidgetReference
---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidgetReference.SetPadding(self_, left, top, right, bottom) return end

---@param self_ inkWidgetReference
---@param x Float
---@param y Float
function inkWidgetReference.SetRenderTransformPivot(self_, x, y) return end

---@param self_ inkWidgetReference
---@param width Float
---@param height Float
function inkWidgetReference.SetSize(self_, width, height) return end

---@param self_ inkWidgetReference
---@param color Color
function inkWidgetReference.SetTintColor(self_, color) return end

---@param self_ inkWidgetReference
---@param r Uint8
---@param g Uint8
---@param b Uint8
---@param a Uint8
function inkWidgetReference.SetTintColor(self_, r, g, b, a) return end

---@param self_ inkWidgetReference
---@param x Float
---@param y Float
function inkWidgetReference.SetTranslation(self_, x, y) return end

---@param self_ inkWidgetReference
---@param width Float
function inkWidgetReference.SetWidth(self_, width) return end

---@param self_ inkWidgetReference
---@param left Float
---@param top Float
---@param right Float
---@param bottom Float
function inkWidgetReference.UpdateMargin(self_, left, top, right, bottom) return end

---@class inkWidgetSlotAttachmentParams
---@field slotID CName
---@field useSlotLayout Bool
---@field layoutOverride inkWidgetLayout
inkWidgetSlotAttachmentParams = {}

---@return inkWidgetSlotAttachmentParams
function inkWidgetSlotAttachmentParams.new() return end

---@param props table
---@return inkWidgetSlotAttachmentParams
function inkWidgetSlotAttachmentParams.new(props) return end

---@class inkWidgetSlotController : inkIWidgetSlotController
inkWidgetSlotController = {}

---@return inkWidgetSlotController
function inkWidgetSlotController.new() return end

---@param props table
---@return inkWidgetSlotController
function inkWidgetSlotController.new(props) return end

---@class inkWidgetStateAnimatedTransition
---@field startState CName
---@field endState CName
---@field animationName CName
---@field playbackOptions inkanimPlaybackOptions
inkWidgetStateAnimatedTransition = {}

---@return inkWidgetStateAnimatedTransition
function inkWidgetStateAnimatedTransition.new() return end

---@param props table
---@return inkWidgetStateAnimatedTransition
function inkWidgetStateAnimatedTransition.new(props) return end

---@class inkWidgetUtils
inkWidgetUtils = {}

---@return inkWidgetUtils
function inkWidgetUtils.new() return end

---@param props table
---@return inkWidgetUtils
function inkWidgetUtils.new(props) return end

---@param widget inkWidget
---@param globalPosition Vector2
---@return Vector2
function inkWidgetUtils.GlobalToLocal(widget, globalPosition) return end

---@param widget inkWidget
---@param localOffset Vector2
---@return Vector2
function inkWidgetUtils.LocalToGlobal(widget, localOffset) return end

---@param sourceWidget inkWidget
---@param destinationWidget inkWidget
---@return Vector2
function inkWidgetUtils.WidgetToWidget(sourceWidget, destinationWidget) return end

---@param sourceWidget inkWidget
---@param destinationWidget inkWidget
---@return Vector2
function inkWidgetUtils.WidgetToWidgetGlobal(sourceWidget, destinationWidget) return end

---@class inkWidgetsSet : IScriptable
inkWidgetsSet = {}

---@return inkWidgetsSet
function inkWidgetsSet.new() return end

---@param props table
---@return inkWidgetsSet
function inkWidgetsSet.new(props) return end

---@param other inkWidgetsSet
---@return inkWidgetsSet
function inkWidgetsSet:FromSet(other) return end

---@return inkWidget[]
function inkWidgetsSet:Get() return end

---@param widget inkWidget
---@param selectionRule inkSelectionRule
---@param param String
---@return inkWidgetsSet
function inkWidgetsSet:Select(widget, selectionRule, param) return end

---@class inkWindow : inkCanvasWidget
inkWindow = {}

---@return inkWindow
function inkWindow.new() return end

---@param props table
---@return inkWindow
function inkWindow.new(props) return end

---@class inkWindowDrawMetrics
---@field allTextures Vector2[]
---@field textureSizeTypes Vector2[]
---@field textureTypeTotal Uint32[]
---@field maxUsedTextureTypes Uint32[]
---@field drawMetrics inkSingleDrawMetric[]
inkWindowDrawMetrics = {}

---@return inkWindowDrawMetrics
function inkWindowDrawMetrics.new() return end

---@param props table
---@return inkWindowDrawMetrics
function inkWindowDrawMetrics.new(props) return end

---@class inkWorldAttachedEvt : redEvent
inkWorldAttachedEvt = {}

---@return inkWorldAttachedEvt
function inkWorldAttachedEvt.new() return end

---@param props table
---@return inkWorldAttachedEvt
function inkWorldAttachedEvt.new(props) return end

---@class inkWorldFluffLayer : inkLayer
inkWorldFluffLayer = {}

---@class inkWorldLayer : inkLayer
inkWorldLayer = {}

---@return inkWorldLayer
function inkWorldLayer.new() return end

---@param props table
---@return inkWorldLayer
function inkWorldLayer.new(props) return end

---@class inkWorldLayerDefinition : inkLayerDefinition
---@field projectionPlaneSize Vector2
---@field renderingPlane ERenderingPlane
---@field isAlwaysVisible Bool
---@field isInteractableFromBehind Bool
---@field maxInteractionDistance Float
---@field overrideMaxInteractionDistance Bool
---@field useCustomFaceVector Bool
---@field faceVector Vector3
inkWorldLayerDefinition = {}

---@return inkWorldLayerDefinition
function inkWorldLayerDefinition.new() return end

---@param props table
---@return inkWorldLayerDefinition
function inkWorldLayerDefinition.new(props) return end

---@class inkWorldWidgetComponentUserData : inkUserData
inkWorldWidgetComponentUserData = {}

---@class inkWorldWidgetInfos : inkUserData
inkWorldWidgetInfos = {}

---@class inkanimAdvertPauseEvent : inkanimEvent
inkanimAdvertPauseEvent = {}

---@return inkanimAdvertPauseEvent
function inkanimAdvertPauseEvent.new() return end

---@param props table
---@return inkanimAdvertPauseEvent
function inkanimAdvertPauseEvent.new(props) return end

---@class inkanimAnchorInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimAnchorInterpolator = {}

---@return inkanimAnchorInterpolator
function inkanimAnchorInterpolator.new() return end

---@param props table
---@return inkanimAnchorInterpolator
function inkanimAnchorInterpolator.new(props) return end

---@return Vector2
function inkanimAnchorInterpolator:GetEndAnchor() return end

---@return Vector2
function inkanimAnchorInterpolator:GetStartAnchor() return end

---@param endAnchor Vector2
function inkanimAnchorInterpolator:SetEndAnchor(endAnchor) return end

---@param startAnchor Vector2
function inkanimAnchorInterpolator:SetStartAnchor(startAnchor) return end

---@class inkanimAnimationCallback : inkCallbackBase
inkanimAnimationCallback = {}

---@return inkanimAnimationCallback
function inkanimAnimationCallback.new() return end

---@param props table
---@return inkanimAnimationCallback
function inkanimAnimationCallback.new(props) return end

---@class inkanimAnimationController : inkWidgetLogicController
inkanimAnimationController = {}

---@return inkanimAnimationController
function inkanimAnimationController.new() return end

---@param props table
---@return inkanimAnimationController
function inkanimAnimationController.new(props) return end

---@class inkanimAnimationLibraryResource : CResource
---@field sequences inkanimSequence[]
inkanimAnimationLibraryResource = {}

---@return inkanimAnimationLibraryResource
function inkanimAnimationLibraryResource.new() return end

---@param props table
---@return inkanimAnimationLibraryResource
function inkanimAnimationLibraryResource.new(props) return end

---@class inkanimBuilder : IScriptable
inkanimBuilder = {}

---@return inkanimBuilder
function inkanimBuilder.new() return end

---@param props table
---@return inkanimBuilder
function inkanimBuilder.new(props) return end

---@param isAdditive Bool
---@return inkanimBuilder
function inkanimBuilder:Additive(isAdditive) return end

---@param delay Float
---@return inkanimBuilder
function inkanimBuilder:Delay(delay) return end

---@param duration Float
---@return inkanimBuilder
function inkanimBuilder:Duration(duration) return end

---@param interpolatorName CName|string
---@param startValue Variant
---@param endValue Variant
---@return inkanimBuilder
function inkanimBuilder:Interpolate(interpolatorName, startValue, endValue) return end

---@param interpolatorName CName|string
---@param startValue Variant
---@return inkanimBuilder
function inkanimBuilder:InterpolateFrom(interpolatorName, startValue) return end

---@param interpolatorName CName|string
---@param endValue Variant
---@return inkanimBuilder
function inkanimBuilder:InterpolateTo(interpolatorName, endValue) return end

---@param mode inkanimInterpolationMode
---@return inkanimBuilder
function inkanimBuilder:Mode(mode) return end

---@param offset Float
---@return inkanimBuilder
function inkanimBuilder:Offset(offset) return end

---@return Bool
function inkanimBuilder:Play() return end

---@param playbackOptions inkanimPlaybackOptions
---@return Bool
function inkanimBuilder:PlayWithOptions(playbackOptions) return end

---@param useRelativeDuration Bool
---@return inkanimBuilder
function inkanimBuilder:Relative(useRelativeDuration) return end

---@param type inkanimInterpolationType
---@return inkanimBuilder
function inkanimBuilder:Type(type) return end

---@class inkanimChangeStateEvent : inkanimEvent
---@field state CName
inkanimChangeStateEvent = {}

---@return inkanimChangeStateEvent
function inkanimChangeStateEvent.new() return end

---@param props table
---@return inkanimChangeStateEvent
function inkanimChangeStateEvent.new(props) return end

---@class inkanimChangeTexturePartEvent : inkanimEvent
---@field imageTexturePartName CName
inkanimChangeTexturePartEvent = {}

---@return inkanimChangeTexturePartEvent
function inkanimChangeTexturePartEvent.new() return end

---@param props table
---@return inkanimChangeTexturePartEvent
function inkanimChangeTexturePartEvent.new(props) return end

---@class inkanimColorInterpolator : inkanimInterpolator
---@field startValue HDRColor
---@field endValue HDRColor
inkanimColorInterpolator = {}

---@return inkanimColorInterpolator
function inkanimColorInterpolator.new() return end

---@param props table
---@return inkanimColorInterpolator
function inkanimColorInterpolator.new(props) return end

---@return Color
function inkanimColorInterpolator:GetEndColor() return end

---@return Color
function inkanimColorInterpolator:GetStartColor() return end

---@param endColor HDRColor
function inkanimColorInterpolator:SetEndColor(endColor) return end

---@param startColor HDRColor
function inkanimColorInterpolator:SetStartColor(startColor) return end

---@param endColor Color
function inkanimColorInterpolator:SetEndColor(endColor) return end

---@param startColor Color
function inkanimColorInterpolator:SetStartColor(startColor) return end

---@class inkanimController : IScriptable
inkanimController = {}

---@return inkanimController
function inkanimController.new() return end

---@param props table
---@return inkanimController
function inkanimController.new(props) return end

---@param caller inkWidget
---@return inkanimController
function inkanimController:Caller(caller) return end

---@param other inkWidgetsSet
---@return inkanimController
function inkanimController:FromSet(other) return end

---@param index Uint32
---@return inkanimProxy
function inkanimController:GetProxy(index) return end

---@param interpolatorName CName|string
---@param startValue Variant
---@param endValue Variant
---@return inkanimBuilder
function inkanimController:Interpolate(interpolatorName, startValue, endValue) return end

---@param interpolatorName CName|string
---@param startValue Variant
---@return inkanimBuilder
function inkanimController:InterpolateFrom(interpolatorName, startValue) return end

---@param interpolatorName CName|string
---@param endValue Variant
---@return inkanimBuilder
function inkanimController:InterpolateTo(interpolatorName, endValue) return end

function inkanimController:Pause() return end

---@return Bool
function inkanimController:Play() return end

---@param offset Float
---@return inkanimController
function inkanimController:PlayOffset(offset) return end

---@param playbackOptions inkanimPlaybackOptions
---@return Bool
function inkanimController:PlayWithOptions(playbackOptions) return end

---@param eventType inkanimEventType
---@param object IScriptable
---@param functionName CName|string
function inkanimController:RegisterToCallback(eventType, object, functionName) return end

function inkanimController:Resume() return end

---@param widget inkWidget
---@param selectionRule inkSelectionRule
---@param param String
---@return inkanimController
function inkanimController:Select(widget, selectionRule, param) return end

function inkanimController:Stop() return end

---@param eventType inkanimEventType
---@param object IScriptable
---@param functionName CName|string
function inkanimController:UnregisterFromCallback(eventType, object, functionName) return end

---@class inkanimDefinition : IScriptable
---@field interpolators inkanimInterpolator[]
---@field events inkanimEvent[]
inkanimDefinition = {}

---@return inkanimDefinition
function inkanimDefinition.new() return end

---@param props table
---@return inkanimDefinition
function inkanimDefinition.new(props) return end

---@param evt inkanimEvent
function inkanimDefinition:AddEvent(evt) return end

---@param interpolator inkanimInterpolator
function inkanimDefinition:AddInterpolator(interpolator) return end

---@class inkanimEffectInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
---@field effectType inkEffectType
---@field effectName CName
---@field paramName CName
inkanimEffectInterpolator = {}

---@return inkanimEffectInterpolator
function inkanimEffectInterpolator.new() return end

---@param props table
---@return inkanimEffectInterpolator
function inkanimEffectInterpolator.new(props) return end

---@return Float
function inkanimEffectInterpolator:GetEndValue() return end

---@return Float
function inkanimEffectInterpolator:GetStartValue() return end

---@param effectName CName|string
function inkanimEffectInterpolator:SetEffectName(effectName) return end

---@param effectType inkEffectType
function inkanimEffectInterpolator:SetEffectType(effectType) return end

---@param endValue Float
function inkanimEffectInterpolator:SetEndValue(endValue) return end

---@param paramName CName|string
function inkanimEffectInterpolator:SetParamName(paramName) return end

---@param startValue Float
function inkanimEffectInterpolator:SetStartValue(startValue) return end

---@class inkanimEvent : IScriptable
---@field startTime Float
inkanimEvent = {}

---@return Float
function inkanimEvent:GetStartTime() return end

---@param startTime Float
function inkanimEvent:SetStartTime(startTime) return end

---@class inkanimExecuteCodeEventEvent : inkanimEvent
---@field eventToExecute redEvent
inkanimExecuteCodeEventEvent = {}

---@return inkanimExecuteCodeEventEvent
function inkanimExecuteCodeEventEvent.new() return end

---@param props table
---@return inkanimExecuteCodeEventEvent
function inkanimExecuteCodeEventEvent.new(props) return end

---@class inkanimExecuteControllerFunctionEvent : inkanimEvent
---@field controllerType CName
---@field eventName CName
---@field params String
inkanimExecuteControllerFunctionEvent = {}

---@return inkanimExecuteControllerFunctionEvent
function inkanimExecuteControllerFunctionEvent.new() return end

---@param props table
---@return inkanimExecuteControllerFunctionEvent
function inkanimExecuteControllerFunctionEvent.new(props) return end

---@class inkanimInterpolator : IScriptable
---@field interpolationMode inkanimInterpolationMode
---@field interpolationType inkanimInterpolationType
---@field interpolationDirection inkanimInterpolationDirection
---@field duration Float
---@field startDelay Float
---@field useRelativeDuration Bool
---@field isAdditive Bool
inkanimInterpolator = {}

---@return inkanimInterpolationDirection
function inkanimInterpolator:GetDirection() return end

---@return Float
function inkanimInterpolator:GetDuration() return end

---@return Bool
function inkanimInterpolator:GetIsAdditive() return end

---@return inkanimInterpolationMode
function inkanimInterpolator:GetMode() return end

---@return Float
function inkanimInterpolator:GetStartDelay() return end

---@return inkanimInterpolationType
function inkanimInterpolator:GetType() return end

---@return Bool
function inkanimInterpolator:GetUseRelativeDuration() return end

---@param direction inkanimInterpolationDirection
function inkanimInterpolator:SetDirection(direction) return end

---@param duration Float
function inkanimInterpolator:SetDuration(duration) return end

---@param isAdditive Bool
function inkanimInterpolator:SetIsAdditive(isAdditive) return end

---@param mode inkanimInterpolationMode
function inkanimInterpolator:SetMode(mode) return end

---@param startDelay Float
function inkanimInterpolator:SetStartDelay(startDelay) return end

---@param type inkanimInterpolationType
function inkanimInterpolator:SetType(type) return end

---@param useRelativeDuration Bool
function inkanimInterpolator:SetUseRelativeDuration(useRelativeDuration) return end

---@class inkanimMarginInterpolator : inkanimInterpolator
---@field startValue inkMargin
---@field endValue inkMargin
inkanimMarginInterpolator = {}

---@return inkanimMarginInterpolator
function inkanimMarginInterpolator.new() return end

---@param props table
---@return inkanimMarginInterpolator
function inkanimMarginInterpolator.new(props) return end

---@return inkMargin
function inkanimMarginInterpolator:GetEndMargin() return end

---@return inkMargin
function inkanimMarginInterpolator:GetStartMargin() return end

---@param endMargin inkMargin
function inkanimMarginInterpolator:SetEndMargin(endMargin) return end

---@param startMargin inkMargin
function inkanimMarginInterpolator:SetStartMargin(startMargin) return end

---@class inkanimMarkerEvent : inkanimEvent
---@field markerName CName
inkanimMarkerEvent = {}

---@return inkanimMarkerEvent
function inkanimMarkerEvent.new() return end

---@param props table
---@return inkanimMarkerEvent
function inkanimMarkerEvent.new(props) return end

---@class inkanimPaddingInterpolator : inkanimInterpolator
---@field startValue inkMargin
---@field endValue inkMargin
inkanimPaddingInterpolator = {}

---@return inkanimPaddingInterpolator
function inkanimPaddingInterpolator.new() return end

---@param props table
---@return inkanimPaddingInterpolator
function inkanimPaddingInterpolator.new(props) return end

---@return inkMargin
function inkanimPaddingInterpolator:GetEndPadding() return end

---@return inkMargin
function inkanimPaddingInterpolator:GetStartPadding() return end

---@param endPadding inkMargin
function inkanimPaddingInterpolator:SetEndPadding(endPadding) return end

---@param startPadding inkMargin
function inkanimPaddingInterpolator:SetStartPadding(startPadding) return end

---@class inkanimPivotInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimPivotInterpolator = {}

---@return inkanimPivotInterpolator
function inkanimPivotInterpolator.new() return end

---@param props table
---@return inkanimPivotInterpolator
function inkanimPivotInterpolator.new(props) return end

---@return Vector2
function inkanimPivotInterpolator:GetEndPivot() return end

---@return Vector2
function inkanimPivotInterpolator:GetStartPivot() return end

---@param endPivot Vector2
function inkanimPivotInterpolator:SetEndPivot(endPivot) return end

---@param startPivot Vector2
function inkanimPivotInterpolator:SetStartPivot(startPivot) return end

---@class inkanimPlayAnimEvent : inkanimEvent
---@field animName CName
---@field playbackOptions inkanimPlaybackOptions
inkanimPlayAnimEvent = {}

---@return inkanimPlayAnimEvent
function inkanimPlayAnimEvent.new() return end

---@param props table
---@return inkanimPlayAnimEvent
function inkanimPlayAnimEvent.new(props) return end

---@class inkanimPlaySoundEvent : inkanimEvent
---@field soundEventName CName
inkanimPlaySoundEvent = {}

---@return inkanimPlaySoundEvent
function inkanimPlaySoundEvent.new() return end

---@param props table
---@return inkanimPlaySoundEvent
function inkanimPlaySoundEvent.new(props) return end

---@class inkanimPlayVOEvent : inkanimEvent
---@field VOLine String
---@field speakerName String
inkanimPlayVOEvent = {}

---@return inkanimPlayVOEvent
function inkanimPlayVOEvent.new() return end

---@param props table
---@return inkanimPlayVOEvent
function inkanimPlayVOEvent.new(props) return end

---@class inkanimPlayVideoEvent : inkanimEvent
---@field videoResource Bink
inkanimPlayVideoEvent = {}

---@return inkanimPlayVideoEvent
function inkanimPlayVideoEvent.new() return end

---@param props table
---@return inkanimPlayVideoEvent
function inkanimPlayVideoEvent.new(props) return end

---@class inkanimPlaybackOptions
---@field playReversed Bool
---@field loopType inkanimLoopType
---@field loopCounter Uint32
---@field executionDelay Float
---@field loopInfinite Bool
---@field fromMarker CName
---@field toMarker CName
---@field oneSegment Bool
---@field dependsOnTimeDilation Bool
---@field applyCustomTimeDilation Bool
---@field customTimeDilation Float
inkanimPlaybackOptions = {}

---@return inkanimPlaybackOptions
function inkanimPlaybackOptions.new() return end

---@param props table
---@return inkanimPlaybackOptions
function inkanimPlaybackOptions.new(props) return end

---@class inkanimProcessor : ISerializable
inkanimProcessor = {}

---@class inkanimProxy : IScriptable
inkanimProxy = {}

---@return inkanimProxy
function inkanimProxy.new() return end

---@param props table
---@return inkanimProxy
function inkanimProxy.new(props) return end

---@param playbackOptions inkanimPlaybackOptions
---@return Bool
function inkanimProxy:Continue(playbackOptions) return end

---@return Float
function inkanimProxy:GetProgression() return end

---@return inkWidget[]
function inkanimProxy:GetTargets() return end

---@return Float
function inkanimProxy:GetTime() return end

---@param silently Bool
function inkanimProxy:GotoEndAndStop(silently) return end

---@param silently Bool
function inkanimProxy:GotoStartAndStop(silently) return end

---@return Bool
function inkanimProxy:IsFinished() return end

---@return Bool
function inkanimProxy:IsLoading() return end

---@return Bool
function inkanimProxy:IsLoadingFailed() return end

---@return Bool
function inkanimProxy:IsPaused() return end

---@return Bool
function inkanimProxy:IsPlaying() return end

---@return Bool
function inkanimProxy:IsValid() return end

function inkanimProxy:Pause() return end

---@param eventType inkanimEventType
---@param object IScriptable
---@param functionName CName|string
function inkanimProxy:RegisterToCallback(eventType, object, functionName) return end

function inkanimProxy:Resume() return end

---@param progress Float
---@param isPlaying Bool
function inkanimProxy:SetNormalizedPosition(progress, isPlaying) return end

---@param silently Bool
function inkanimProxy:Stop(silently) return end

---@param eventType inkanimEventType
function inkanimProxy:UnregisterFromAllCallbacks(eventType) return end

---@param eventType inkanimEventType
---@param object IScriptable
---@param functionName CName|string
function inkanimProxy:UnregisterFromCallback(eventType, object, functionName) return end

---@class inkanimRotationInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
---@field goShortPath Bool
inkanimRotationInterpolator = {}

---@return inkanimRotationInterpolator
function inkanimRotationInterpolator.new() return end

---@param props table
---@return inkanimRotationInterpolator
function inkanimRotationInterpolator.new(props) return end

---@return Float
function inkanimRotationInterpolator:GetEndRotation() return end

---@return Float
function inkanimRotationInterpolator:GetStartRotation() return end

---@param endRotation Float
function inkanimRotationInterpolator:SetEndRotation(endRotation) return end

---@param goShortPath Bool
function inkanimRotationInterpolator:SetGoShortPath(goShortPath) return end

---@param startRotation Float
function inkanimRotationInterpolator:SetStartRotation(startRotation) return end

---@class inkanimScaleInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimScaleInterpolator = {}

---@return inkanimScaleInterpolator
function inkanimScaleInterpolator.new() return end

---@param props table
---@return inkanimScaleInterpolator
function inkanimScaleInterpolator.new(props) return end

---@return Vector2
function inkanimScaleInterpolator:GetEndScale() return end

---@return Vector2
function inkanimScaleInterpolator:GetStartScale() return end

---@param endScale Vector2
function inkanimScaleInterpolator:SetEndScale(endScale) return end

---@param startScale Vector2
function inkanimScaleInterpolator:SetStartScale(startScale) return end

---@class inkanimSequence : IScriptable
---@field name CName
---@field definitions inkanimDefinition[]
---@field targets inkanimSequenceTargetInfo[]
inkanimSequence = {}

---@return inkanimSequence
function inkanimSequence.new() return end

---@param props table
---@return inkanimSequence
function inkanimSequence.new(props) return end

---@class inkanimSequenceTargetInfo : ISerializable
---@field path Uint32[]
inkanimSequenceTargetInfo = {}

---@return inkanimSequenceTargetInfo
function inkanimSequenceTargetInfo.new() return end

---@param props table
---@return inkanimSequenceTargetInfo
function inkanimSequenceTargetInfo.new(props) return end

---@class inkanimSetStyleEvent : inkanimEvent
---@field style inkStyleResource
inkanimSetStyleEvent = {}

---@return inkanimSetStyleEvent
function inkanimSetStyleEvent.new() return end

---@param props table
---@return inkanimSetStyleEvent
function inkanimSetStyleEvent.new(props) return end

---@class inkanimSetTextEvent : inkanimEvent
---@field localizationString String
inkanimSetTextEvent = {}

---@return inkanimSetTextEvent
function inkanimSetTextEvent.new() return end

---@param props table
---@return inkanimSetTextEvent
function inkanimSetTextEvent.new(props) return end

---@class inkanimSetVisibilityEvent : inkanimEvent
---@field isVisible Bool
inkanimSetVisibilityEvent = {}

---@return inkanimSetVisibilityEvent
function inkanimSetVisibilityEvent.new() return end

---@param props table
---@return inkanimSetVisibilityEvent
function inkanimSetVisibilityEvent.new(props) return end

---@param isVisible Bool
function inkanimSetVisibilityEvent:SetVisibility(isVisible) return end

---@class inkanimShapeBorderTransparencyInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
inkanimShapeBorderTransparencyInterpolator = {}

---@return inkanimShapeBorderTransparencyInterpolator
function inkanimShapeBorderTransparencyInterpolator.new() return end

---@param props table
---@return inkanimShapeBorderTransparencyInterpolator
function inkanimShapeBorderTransparencyInterpolator.new(props) return end

function inkanimShapeBorderTransparencyInterpolator:GetEndTransparency() return end

function inkanimShapeBorderTransparencyInterpolator:GetStartTransparency() return end

function inkanimShapeBorderTransparencyInterpolator:SetEndTransparency() return end

function inkanimShapeBorderTransparencyInterpolator:SetStartTransparency() return end

---@class inkanimShapeFillTransparencyInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
inkanimShapeFillTransparencyInterpolator = {}

---@return inkanimShapeFillTransparencyInterpolator
function inkanimShapeFillTransparencyInterpolator.new() return end

---@param props table
---@return inkanimShapeFillTransparencyInterpolator
function inkanimShapeFillTransparencyInterpolator.new(props) return end

function inkanimShapeFillTransparencyInterpolator:GetEndTransparency() return end

function inkanimShapeFillTransparencyInterpolator:GetStartTransparency() return end

function inkanimShapeFillTransparencyInterpolator:SetEndTransparency() return end

function inkanimShapeFillTransparencyInterpolator:SetStartTransparency() return end

---@class inkanimShearInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimShearInterpolator = {}

---@return inkanimShearInterpolator
function inkanimShearInterpolator.new() return end

---@param props table
---@return inkanimShearInterpolator
function inkanimShearInterpolator.new(props) return end

---@return Vector2
function inkanimShearInterpolator:GetEndShear() return end

---@return Vector2
function inkanimShearInterpolator:GetStartShear() return end

---@param endShear Vector2
function inkanimShearInterpolator:SetEndShear(endShear) return end

---@param startShear Vector2
function inkanimShearInterpolator:SetStartShear(startShear) return end

---@class inkanimSizeInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimSizeInterpolator = {}

---@return inkanimSizeInterpolator
function inkanimSizeInterpolator.new() return end

---@param props table
---@return inkanimSizeInterpolator
function inkanimSizeInterpolator.new(props) return end

---@return Vector2
function inkanimSizeInterpolator:GetEndSize() return end

---@return Vector2
function inkanimSizeInterpolator:GetStartSize() return end

---@param endSize Vector2
function inkanimSizeInterpolator:SetEndSize(endSize) return end

---@param startSize Vector2
function inkanimSizeInterpolator:SetStartSize(startSize) return end

---@class inkanimStopAnimEvent : inkanimEvent
---@field animName CName
inkanimStopAnimEvent = {}

---@return inkanimStopAnimEvent
function inkanimStopAnimEvent.new() return end

---@param props table
---@return inkanimStopAnimEvent
function inkanimStopAnimEvent.new(props) return end

---@class inkanimStopVideoEvent : inkanimEvent
inkanimStopVideoEvent = {}

---@return inkanimStopVideoEvent
function inkanimStopVideoEvent.new() return end

---@param props table
---@return inkanimStopVideoEvent
function inkanimStopVideoEvent.new(props) return end

---@class inkanimTextInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
inkanimTextInterpolator = {}

---@return Float
function inkanimTextInterpolator:GetEndProgress() return end

---@return Float
function inkanimTextInterpolator:GetStartProgress() return end

---@param complexityValue Float
function inkanimTextInterpolator:SetEndProgress(complexityValue) return end

---@param complexityValue Float
function inkanimTextInterpolator:SetStartProgress(complexityValue) return end

---@class inkanimTextKiroshiInterpolator : inkanimTextInterpolator
inkanimTextKiroshiInterpolator = {}

---@return inkanimTextKiroshiInterpolator
function inkanimTextKiroshiInterpolator.new() return end

---@param props table
---@return inkanimTextKiroshiInterpolator
function inkanimTextKiroshiInterpolator.new(props) return end

---@class inkanimTextOffsetInterpolator : inkanimTextInterpolator
inkanimTextOffsetInterpolator = {}

---@return inkanimTextOffsetInterpolator
function inkanimTextOffsetInterpolator.new() return end

---@param props table
---@return inkanimTextOffsetInterpolator
function inkanimTextOffsetInterpolator.new(props) return end

---@class inkanimTextReplaceInterpolator : inkanimTextInterpolator
inkanimTextReplaceInterpolator = {}

---@return inkanimTextReplaceInterpolator
function inkanimTextReplaceInterpolator.new() return end

---@param props table
---@return inkanimTextReplaceInterpolator
function inkanimTextReplaceInterpolator.new(props) return end

---@class inkanimTextValueProgressInterpolator : inkanimTextInterpolator
inkanimTextValueProgressInterpolator = {}

---@return inkanimTextValueProgressInterpolator
function inkanimTextValueProgressInterpolator.new() return end

---@param props table
---@return inkanimTextValueProgressInterpolator
function inkanimTextValueProgressInterpolator.new(props) return end

---@class inkanimToggleVisibilityEvent : inkanimEvent
inkanimToggleVisibilityEvent = {}

---@return inkanimToggleVisibilityEvent
function inkanimToggleVisibilityEvent.new() return end

---@param props table
---@return inkanimToggleVisibilityEvent
function inkanimToggleVisibilityEvent.new(props) return end

---@class inkanimTranslationBetweenWidgetsInterpolator : inkanimTranslationInterpolator
---@field startWidgetPath CName
---@field endWidgetPath CName
inkanimTranslationBetweenWidgetsInterpolator = {}

---@return inkanimTranslationBetweenWidgetsInterpolator
function inkanimTranslationBetweenWidgetsInterpolator.new() return end

---@param props table
---@return inkanimTranslationBetweenWidgetsInterpolator
function inkanimTranslationBetweenWidgetsInterpolator.new(props) return end

---@class inkanimTranslationInterpolator : inkanimInterpolator
---@field startValue Vector2
---@field endValue Vector2
inkanimTranslationInterpolator = {}

---@return inkanimTranslationInterpolator
function inkanimTranslationInterpolator.new() return end

---@param props table
---@return inkanimTranslationInterpolator
function inkanimTranslationInterpolator.new(props) return end

---@return Vector2
function inkanimTranslationInterpolator:GetEndTranslation() return end

---@return Vector2
function inkanimTranslationInterpolator:GetStartTranslation() return end

---@param endTranslation Vector2
function inkanimTranslationInterpolator:SetEndTranslation(endTranslation) return end

---@param startTranslation Vector2
function inkanimTranslationInterpolator:SetStartTranslation(startTranslation) return end

---@class inkanimTransparencyInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
inkanimTransparencyInterpolator = {}

---@return inkanimTransparencyInterpolator
function inkanimTransparencyInterpolator.new() return end

---@param props table
---@return inkanimTransparencyInterpolator
function inkanimTransparencyInterpolator.new(props) return end

---@return Float
function inkanimTransparencyInterpolator:GetEndTransparency() return end

---@return Float
function inkanimTransparencyInterpolator:GetStartTransparency() return end

---@param endTransparency Float
function inkanimTransparencyInterpolator:SetEndTransparency(endTransparency) return end

---@param startTransparency Float
function inkanimTransparencyInterpolator:SetStartTransparency(startTransparency) return end

---@class inkanimVideoInterpolator : inkanimInterpolator
---@field startValue Float
---@field endValue Float
---@field synchronizeToAudio Bool
---@field allowSkipBackward Bool
---@field audioEvent CName
---@field retriggerAudioOnLoop Bool
inkanimVideoInterpolator = {}

---@return inkanimVideoInterpolator
function inkanimVideoInterpolator.new() return end

---@param props table
---@return inkanimVideoInterpolator
function inkanimVideoInterpolator.new(props) return end

---@class inputIInputSystem
inputIInputSystem = {}

---@class inputInputSystemEditor : inputInputSystemWin32Base
inputInputSystemEditor = {}

---@return inputInputSystemEditor
function inputInputSystemEditor.new() return end

---@param props table
---@return inputInputSystemEditor
function inputInputSystemEditor.new(props) return end

---@class inputInputSystemNullInterface : inputIInputSystem
inputInputSystemNullInterface = {}

---@return inputInputSystemNullInterface
function inputInputSystemNullInterface.new() return end

---@param props table
---@return inputInputSystemNullInterface
function inputInputSystemNullInterface.new(props) return end

---@class inputInputSystemWin32Base : inputIInputSystem
inputInputSystemWin32Base = {}

---@class inputInputSystemWin32Game : inputInputSystemWin32Base
inputInputSystemWin32Game = {}

---@return inputInputSystemWin32Game
function inputInputSystemWin32Game.new() return end

---@param props table
---@return inputInputSystemWin32Game
function inputInputSystemWin32Game.new(props) return end

---@class instrumentPanelLogicController : IVehicleModuleController
---@field lightStateImageWidget inkImageWidgetReference
---@field cautionStateImageWidget inkImageWidgetReference
---@field lightStateBBConnectionId redCallbackObject
---@field cautionStateBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
instrumentPanelLogicController = {}

---@return instrumentPanelLogicController
function instrumentPanelLogicController.new() return end

---@param props table
---@return instrumentPanelLogicController
function instrumentPanelLogicController.new(props) return end

---@return Bool
function instrumentPanelLogicController:OnUninitialize() return end

function instrumentPanelLogicController:ForceUpdate() return end

---@param state Int32
function instrumentPanelLogicController:OnCautionStateChanged(state) return end

---@param state Int32
function instrumentPanelLogicController:OnHeadLightModeChanged(state) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function instrumentPanelLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function instrumentPanelLogicController:UnregisterCallbacks() return end

---@class interactionItemLogicController : inkWidgetLogicController
---@field inputButtonContainer inkCompoundWidgetReference
---@field inputDisplayControllerRef inkWidgetReference
---@field QuickHackCostHolder inkWidgetReference
---@field QuickHackCost inkTextWidgetReference
---@field QuickHackIcon inkImageWidgetReference
---@field QuickHackHolder inkCompoundWidgetReference
---@field label inkTextWidgetReference
---@field labelFail inkTextWidgetReference
---@field SkillCheckPassBG inkWidgetReference
---@field SkillCheckFailBG inkWidgetReference
---@field QHIllegalIndicator inkWidgetReference
---@field SCIllegalIndicator inkWidgetReference
---@field additionalReqsNeeded inkWidgetReference
---@field skillCheck inkCompoundWidgetReference
---@field skillCheckNormalReqs inkCompoundWidgetReference
---@field skillCheckIcon inkImageWidgetReference
---@field skillCheckText inkTextWidgetReference
---@field RootWidget inkCompoundWidget
---@field inActiveTransparency Float
---@field inputDisplayController inkInputDisplayController
---@field animProxy inkanimProxy
---@field isSelected Bool
interactionItemLogicController = {}

---@return interactionItemLogicController
function interactionItemLogicController.new() return end

---@param props table
---@return interactionItemLogicController
function interactionItemLogicController.new(props) return end

---@return Bool
function interactionItemLogicController:OnInitialize() return end

function interactionItemLogicController:EmptyCaptionParts() return end

---@param animName CName|string
function interactionItemLogicController:PlayAnim(animName) return end

---@param argBool Bool
function interactionItemLogicController:SetButtonVisibility(argBool) return end

---@param argList gameinteractionsChoiceCaptionPart[]
function interactionItemLogicController:SetCaptionParts(argList) return end

---@param data gameinteractionsvisInteractionChoiceData
---@param skillCheck UIInteractionSkillCheck
function interactionItemLogicController:SetData(data, skillCheck) return end

---@param opacity Float
function interactionItemLogicController:SetIllegalActionOpacity(opacity) return end

---@param data gameinteractionsvisInteractionChoiceData
function interactionItemLogicController:SetLabel(data) return end

---@param value Int32
function interactionItemLogicController:SetZoneChange(value) return end

---@class interactionWidgetGameController : gameuiHUDGameController
---@field root inkWidget
---@field titleLabel inkTextWidget
---@field titleBorder inkWidget
---@field optionsList inkHorizontalPanelWidget
---@field widgetsPool inkWidget[]
---@field widgetsCallbacks redCallbackObject[]
---@field bbInteraction gameIBlackboard
---@field bbPlayerStateMachine gameIBlackboard
---@field bbInteractionDefinition UIInteractionsDef
---@field updateInteractionId redCallbackObject
---@field activeHubListenerId redCallbackObject
---@field contactsActiveListenerId redCallbackObject
---@field id Int32
---@field isActive Bool
---@field areContactsOpen Bool
---@field progressBarHolder inkWidgetReference
---@field progressBar DialogChoiceTimerController
---@field hasProgressBar Bool
---@field bb gameIBlackboard
---@field bbUIInteractionsDef UIInteractionsDef
---@field bbLastAttemptedChoiceCallbackId redCallbackObject
---@field OnZoneChangeCallback redCallbackObject
---@field pendingRequests Int32
---@field spawnTokens inkAsyncSpawnRequest[]
---@field currentOptions gameinteractionsvisInteractionChoiceData[]
interactionWidgetGameController = {}

---@return interactionWidgetGameController
function interactionWidgetGameController.new() return end

---@param props table
---@return interactionWidgetGameController
function interactionWidgetGameController.new(props) return end

---@param value Variant
---@return Bool
function interactionWidgetGameController:OnChangeActiveVisualizer(value) return end

---@return Bool
function interactionWidgetGameController:OnInitialize() return end

---@param newItem inkWidget
---@param userData IScriptable
---@return Bool
function interactionWidgetGameController:OnItemSpawned(newItem, userData) return end

---@param value Variant
---@return Bool
function interactionWidgetGameController:OnLastAttemptedChoice(value) return end

---@return Bool
function interactionWidgetGameController:OnUninitialize() return end

---@param argValue Variant
---@return Bool
function interactionWidgetGameController:OnUpdateInteraction(argValue) return end

---@param value Int32
---@return Bool
function interactionWidgetGameController:OnZoneChange(value) return end

---@return gameObject
function interactionWidgetGameController:GetOwner() return end

---@param choice gameinteractionsvisInteractionChoiceData
---@param skillcheck UIInteractionSkillCheck
---@return Bool
function interactionWidgetGameController:GetSkillcheck(choice, skillcheck) return end

---@param choiceHubData gameinteractionsvisInteractionChoiceHubData
---@return UIInteractionSkillCheck[]
function interactionWidgetGameController:GetSkillchecks(choiceHubData) return end

function interactionWidgetGameController:UpadateChoiceData() return end

function interactionWidgetGameController:UpdateVisibility() return end

---@class interopDispatchPrefabProxyJobsResult
---@field numProxyJobsDispatched Uint32
---@field numProxyJobsSkipped Uint32
---@field numProxyJobsFailed Uint32
interopDispatchPrefabProxyJobsResult = {}

---@return interopDispatchPrefabProxyJobsResult
function interopDispatchPrefabProxyJobsResult.new() return end

---@param props table
---@return interopDispatchPrefabProxyJobsResult
function interopDispatchPrefabProxyJobsResult.new(props) return end

---@class interopEntityEffectSelectionSyncData
---@field effectName CName
---@field effectIDPath toolsEditorObjectIDPath
interopEntityEffectSelectionSyncData = {}

---@return interopEntityEffectSelectionSyncData
function interopEntityEffectSelectionSyncData.new() return end

---@param props table
---@return interopEntityEffectSelectionSyncData
function interopEntityEffectSelectionSyncData.new(props) return end

---@class interopEntityEffectSpawnerSyncData
---@field componentID EditorObjectID
---@field componentParentID EditorObjectID
---@field componentName CName
---@field effects interopEntityEffectSelectionSyncData[]
---@field templatePath String
---@field templateColor Color
---@field included Bool
interopEntityEffectSpawnerSyncData = {}

---@return interopEntityEffectSpawnerSyncData
function interopEntityEffectSpawnerSyncData.new() return end

---@param props table
---@return interopEntityEffectSpawnerSyncData
function interopEntityEffectSpawnerSyncData.new(props) return end

---@class interopGlobalNodeIDInfo
---@field globalName String
---@field globalNodeIDPath String
---@field globalNodeIDHash Uint64
---@field globalNameIsAutoGenerated Bool
interopGlobalNodeIDInfo = {}

---@return interopGlobalNodeIDInfo
function interopGlobalNodeIDInfo.new() return end

---@param props table
---@return interopGlobalNodeIDInfo
function interopGlobalNodeIDInfo.new(props) return end

---@class interopGlobalNodeIDResult
---@field errorMessage String
---@field result String
---@field isValid Bool
interopGlobalNodeIDResult = {}

---@return interopGlobalNodeIDResult
function interopGlobalNodeIDResult.new() return end

---@param props table
---@return interopGlobalNodeIDResult
function interopGlobalNodeIDResult.new(props) return end

---@class interopGraphConnectionCreationData
---@field data String
---@field extraData String[]
interopGraphConnectionCreationData = {}

---@return interopGraphConnectionCreationData
function interopGraphConnectionCreationData.new() return end

---@param props table
---@return interopGraphConnectionCreationData
function interopGraphConnectionCreationData.new(props) return end

---@class interopMaterialListDescriptor
---@field chunksInfo String
---@field chunksLODInfo String
---@field numLayers Uint32
---@field isForward Bool
---@field isMultilayer Bool
---@field isLocalInstance Bool
---@field isTemplate Bool
---@field itemMaterialIndex Uint32
---@field materialName String
---@field appearanceName String
---@field availableMaterials String[]
interopMaterialListDescriptor = {}

---@return interopMaterialListDescriptor
function interopMaterialListDescriptor.new() return end

---@param props table
---@return interopMaterialListDescriptor
function interopMaterialListDescriptor.new(props) return end

---@class interopNodeTransformInfo
---@field id interopStringWithID
---@field transformInfo interopTransformInfo
interopNodeTransformInfo = {}

---@return interopNodeTransformInfo
function interopNodeTransformInfo.new() return end

---@param props table
---@return interopNodeTransformInfo
function interopNodeTransformInfo.new(props) return end

---@class interopOpaqueData
---@field description String
---@field payload String
---@field version Int32
interopOpaqueData = {}

---@return interopOpaqueData
function interopOpaqueData.new() return end

---@param props table
---@return interopOpaqueData
function interopOpaqueData.new(props) return end

---@class interopRTTIClassDump
---@field classNames String[]
---@field descriptiveNames String[]
---@field resourceInfos interopRTTIResourceDumpInfo[]
---@field entries interopRTTIClassDumpEntry[]
interopRTTIClassDump = {}

---@return interopRTTIClassDump
function interopRTTIClassDump.new() return end

---@param props table
---@return interopRTTIClassDump
function interopRTTIClassDump.new(props) return end

---@class interopRTTIClassDumpEntry
---@field i Int32
---@field b Int32
---@field r Int32
---@field a Int32
interopRTTIClassDumpEntry = {}

---@return interopRTTIClassDumpEntry
function interopRTTIClassDumpEntry.new() return end

---@param props table
---@return interopRTTIClassDumpEntry
function interopRTTIClassDumpEntry.new(props) return end

---@class interopRTTIResourceDumpInfo
---@field extension String
---@field deprecatedExtension String
---@field friendlyDescription String
interopRTTIResourceDumpInfo = {}

---@return interopRTTIResourceDumpInfo
function interopRTTIResourceDumpInfo.new() return end

---@param props table
---@return interopRTTIResourceDumpInfo
function interopRTTIResourceDumpInfo.new(props) return end

---@class interopReExportOptions
---@field occlusionExportOptNames CName[]
---@field occlusionExportOptValues Bool[]
---@field typeExportOptions Bool[]
---@field filePath String
---@field runDispatcher Bool
---@field files String[]
---@field depotPath String
---@field maskDumpFilePath AbsolutePathSerializable
---@field exportMaterials Bool
---@field hjobToken String
---@field hjobParams String
---@field hjobParamsOutput String
---@field assetName String
---@field rigs String
---@field hjobTemplate String
---@field bodyType String
---@field baseType String
---@field exportBounds Box
---@field referencePoint Vector3
---@field assetPaths String[]
---@field jsonFile AbsolutePathSerializable
---@field prefabType Uint8
---@field proxyFromProxy Bool
---@field onlyProxy Bool
---@field exportTextures Bool
---@field minBBoxDiag Double
---@field asBBoxThreshold Double
---@field asBBoxPrefabsThreshold Double
---@field asBBoxPrefabsSubdivide Double
---@field asBBoxPrefabsForceLast Bool
---@field skipCollisions Bool
---@field preferSmallProxiesTreshold Float
---@field generatePlayerBlockingCollision Bool
interopReExportOptions = {}

---@return interopReExportOptions
function interopReExportOptions.new() return end

---@param props table
---@return interopReExportOptions
function interopReExportOptions.new(props) return end

---@class interopSelectByDefinitionOptions
---@field searchInSelection Bool
---@field minBBoxDiagonalLength Float
---@field maxBBoxDiagonalLength Float
---@field maxBBoxParentPercantageDiagonalLength Float
---@field includePrefabNodes Bool
---@field includeDecalNodes Bool
---@field includeMeshNodes Bool
interopSelectByDefinitionOptions = {}

---@return interopSelectByDefinitionOptions
function interopSelectByDefinitionOptions.new() return end

---@param props table
---@return interopSelectByDefinitionOptions
function interopSelectByDefinitionOptions.new(props) return end

---@class interopSelectionChangeInfo
---@field selected Uint64[]
---@field deselected Uint64[]
interopSelectionChangeInfo = {}

---@return interopSelectionChangeInfo
function interopSelectionChangeInfo.new() return end

---@param props table
---@return interopSelectionChangeInfo
function interopSelectionChangeInfo.new(props) return end

---@class interopStringUint64Pair
---@field string String
---@field number Uint64
interopStringUint64Pair = {}

---@return interopStringUint64Pair
function interopStringUint64Pair.new() return end

---@param props table
---@return interopStringUint64Pair
function interopStringUint64Pair.new(props) return end

---@class interopStringWithID
---@field text String
---@field id Uint64
interopStringWithID = {}

---@return interopStringWithID
function interopStringWithID.new() return end

---@param props table
---@return interopStringWithID
function interopStringWithID.new(props) return end

---@class interopTerrainEditToolCreationSlotInfo
---@field scale Vector2
---@field heightMappingOverrideEnable Bool
---@field heightMappingMin Float
---@field heightMappingMax Float
interopTerrainEditToolCreationSlotInfo = {}

---@return interopTerrainEditToolCreationSlotInfo
function interopTerrainEditToolCreationSlotInfo.new() return end

---@param props table
---@return interopTerrainEditToolCreationSlotInfo
function interopTerrainEditToolCreationSlotInfo.new(props) return end

---@class interopTerrainEditToolInfo
---@field defaultHeightmapMode Int32
---@field defaultEmptyHeightmapWidth Int32
---@field defaultEmptyHeightmapHeight Int32
---@field defaultEmptyHeightmapMaskFalloff Float
---@field defaultEmptyHeightmapMaskRoundness Float
---@field defaultEmptyHeightmapZeroMaskMargin Uint32
---@field defaultHeightmap1 String
---@field defaultHeightmap2 String
---@field defaultColormap1 String
---@field defaultColormap2 String
---@field creationSlots interopTerrainEditToolCreationSlotInfo[]
interopTerrainEditToolInfo = {}

---@return interopTerrainEditToolInfo
function interopTerrainEditToolInfo.new() return end

---@param props table
---@return interopTerrainEditToolInfo
function interopTerrainEditToolInfo.new(props) return end

---@class interopTerrainImportParams
---@field cellRes Uint32
---@field cellSize Uint32
---@field scale Vector3
---@field position Vector3
---@field extraOffset Vector2
---@field tileWidth Uint32
---@field tileHeight Uint32
---@field prefabPlacementInterval Uint32
---@field importHeightMaps Bool
---@field importColorMaps Bool
---@field importControlMaps Bool
---@field overwriteTransformsOfExistingNodes Bool
---@field nodesNamingPattern String
---@field prefabsNamingPattern String
---@field prefabsDestinationPath String
---@field dstPrefabNodePath toolsEditorObjectIDPath
interopTerrainImportParams = {}

---@return interopTerrainImportParams
function interopTerrainImportParams.new() return end

---@param props table
---@return interopTerrainImportParams
function interopTerrainImportParams.new(props) return end

---@class interopTerrainImportedTile
---@field heightMapAbsolutePath String
---@field controlMapAbsolutePath String
---@field colorMapAbsolutePath String
---@field position Point
interopTerrainImportedTile = {}

---@return interopTerrainImportedTile
function interopTerrainImportedTile.new() return end

---@param props table
---@return interopTerrainImportedTile
function interopTerrainImportedTile.new(props) return end

---@class interopTerrainNodeInfo
---@field width Uint32
---@field height Uint32
---@field externalDataSource Bool
---@field isTerrainNode Bool
---@field blendOrder Uint8
---@field blendModeHeightIsIgnore Bool
---@field blendModeHeightIsNormal Bool
---@field blendModeColorIsIgnore Bool
---@field blendModeHolesIsIgnore Bool
---@field terrainSysID Uint16
---@field nodeName String
---@field nodeScale Vector3
---@field nodeTransform Transform
---@field nodeCellResScale Float
---@field densityTexelSize Float
---@field nodeIDPath toolsEditorObjectIDPath
interopTerrainNodeInfo = {}

---@return interopTerrainNodeInfo
function interopTerrainNodeInfo.new() return end

---@param props table
---@return interopTerrainNodeInfo
function interopTerrainNodeInfo.new(props) return end

---@class interopTerrainSystemInstanceInfo
---@field cellSize Uint32
---@field cellRes Uint32
---@field numUsedCells Uint32
---@field numPatches Uint32
---@field numPatchesFromTerrainNodes Uint32
---@field numPatchesFromRoadNodes Uint32
---@field isEnabled Bool
---@field isVisibleCompiled Bool
---@field useDebugDraw Bool
---@field gridWidth Uint32
---@field gridHeight Uint32
---@field numUsedLODCells Uint32[]
interopTerrainSystemInstanceInfo = {}

---@return interopTerrainSystemInstanceInfo
function interopTerrainSystemInstanceInfo.new() return end

---@param props table
---@return interopTerrainSystemInstanceInfo
function interopTerrainSystemInstanceInfo.new(props) return end

---@class interopTransformInfo
---@field translation Vector3
---@field rotation EulerAngles
interopTransformInfo = {}

---@return interopTransformInfo
function interopTransformInfo.new() return end

---@param props table
---@return interopTransformInfo
function interopTransformInfo.new(props) return end

---@class interopUint64Pair
---@field first Uint64
---@field second Uint64
interopUint64Pair = {}

---@return interopUint64Pair
function interopUint64Pair.new() return end

---@param props table
---@return interopUint64Pair
function interopUint64Pair.new(props) return end

---@class itempreviewUIObjectsLoaderSystemListener : gameuiIUIObjectsLoaderSystemListener
itempreviewUIObjectsLoaderSystemListener = {}

---@return itempreviewUIObjectsLoaderSystemListener
function itempreviewUIObjectsLoaderSystemListener.new() return end

---@param props table
---@return itempreviewUIObjectsLoaderSystemListener
function itempreviewUIObjectsLoaderSystemListener.new(props) return end

---@class keyboardHintGameController : gameuiHUDGameController
---@field TopElementName CName
---@field BottomElementName CName
---@field Layout inkBasePanelWidgetReference
---@field UIItems KeyboardHintItemController[]
---@field Player PlayerPuppet
---@field QuickSlotsManager QuickSlotsManager
---@field UiQuickItemsBlackboard gameIBlackboard
---@field KeyboardCommandBBID redCallbackObject
keyboardHintGameController = {}

---@return keyboardHintGameController
function keyboardHintGameController.new() return end

---@param props table
---@return keyboardHintGameController
function keyboardHintGameController.new(props) return end

---@return Bool
function keyboardHintGameController:OnInitialize() return end

---@return Bool
function keyboardHintGameController:OnUninitialize() return end

---@param index Int32
function keyboardHintGameController:AddKeyboardItem(index) return end

---@param choosenItemIndex Int32
---@param success Bool
function keyboardHintGameController:AnimateKeyboardIcons(choosenItemIndex, success) return end

---@param value Variant
function keyboardHintGameController:OnKeyboardCommand(value) return end

---@class linkedClueTagEvent : redEvent
---@field tag Bool
---@field requesterID entEntityID
linkedClueTagEvent = {}

---@return linkedClueTagEvent
function linkedClueTagEvent.new() return end

---@param props table
---@return linkedClueTagEvent
function linkedClueTagEvent.new(props) return end

---@class linkedClueUpdateEvent : redEvent
---@field linkedCluekData LinkedFocusClueData
---@field requesterID entEntityID
---@field updatePS Bool
linkedClueUpdateEvent = {}

---@return linkedClueUpdateEvent
function linkedClueUpdateEvent.new() return end

---@param props table
---@return linkedClueUpdateEvent
function linkedClueUpdateEvent.new(props) return end

---@class locPackageLocalizationStringSerializer : redPackageCustomTypeSerializer
locPackageLocalizationStringSerializer = {}

---@return locPackageLocalizationStringSerializer
function locPackageLocalizationStringSerializer.new() return end

---@param props table
---@return locPackageLocalizationStringSerializer
function locPackageLocalizationStringSerializer.new(props) return end

---@class locVoLanguageDataEntry
---@field languageCode CName
---@field voiceverMapReport JsonResource
---@field lengthMapReport JsonResource
---@field voMapChunks JsonResource[]
locVoLanguageDataEntry = {}

---@return locVoLanguageDataEntry
function locVoLanguageDataEntry.new() return end

---@param props table
---@return locVoLanguageDataEntry
function locVoLanguageDataEntry.new(props) return end

---@class locVoLanguageDataMap : ISerializable
---@field entries locVoLanguageDataEntry[]
locVoLanguageDataMap = {}

---@return locVoLanguageDataMap
function locVoLanguageDataMap.new() return end

---@param props table
---@return locVoLanguageDataMap
function locVoLanguageDataMap.new(props) return end

---@class locVoLengthEntry
---@field stringId CRUID
---@field femaleLength Float
---@field maleLength Float
locVoLengthEntry = {}

---@return locVoLengthEntry
function locVoLengthEntry.new() return end

---@param props table
---@return locVoLengthEntry
function locVoLengthEntry.new(props) return end

---@class locVoLineEntry
---@field stringId CRUID
---@field femaleResPath locVoResource
---@field maleResPath locVoResource
locVoLineEntry = {}

---@return locVoLineEntry
function locVoLineEntry.new() return end

---@param props table
---@return locVoLineEntry
function locVoLineEntry.new(props) return end

---@class locVoResource : CResource
locVoResource = {}

---@return locVoResource
function locVoResource.new() return end

---@param props table
---@return locVoResource
function locVoResource.new(props) return end

---@class locVoiceTag
---@field voiceTag CName
---@field voicesetScenePath String
---@field id CRUID
---@field isApuc Bool
locVoiceTag = {}

---@return locVoiceTag
function locVoiceTag.new() return end

---@param props table
---@return locVoiceTag
function locVoiceTag.new(props) return end

---@class locVoiceTagListResource : CResource
---@field voiceTags locVoiceTag[]
locVoiceTagListResource = {}

---@return locVoiceTagListResource
function locVoiceTagListResource.new() return end

---@param props table
---@return locVoiceTagListResource
function locVoiceTagListResource.new(props) return end

---@class locVoiceoverLengthMap : ISerializable
---@field entries locVoLengthEntry[]
locVoiceoverLengthMap = {}

---@return locVoiceoverLengthMap
function locVoiceoverLengthMap.new() return end

---@param props table
---@return locVoiceoverLengthMap
function locVoiceoverLengthMap.new(props) return end

---@class locVoiceoverMap : ISerializable
---@field entries locVoLineEntry[]
locVoiceoverMap = {}

---@return locVoiceoverMap
function locVoiceoverMap.new() return end

---@param props table
---@return locVoiceoverMap
function locVoiceoverMap.new(props) return end

---@class localizationPersistenceCLNumberDateContainer : ISerializable
---@field clNumber CName
---@field clTimestamp CName
---@field clGeneratedIds String[]
localizationPersistenceCLNumberDateContainer = {}

---@return localizationPersistenceCLNumberDateContainer
function localizationPersistenceCLNumberDateContainer.new() return end

---@param props table
---@return localizationPersistenceCLNumberDateContainer
function localizationPersistenceCLNumberDateContainer.new(props) return end

---@class localizationPersistenceLocDataMap : ISerializable
---@field entries localizationPersistenceLocDataMapEntry[]
localizationPersistenceLocDataMap = {}

---@return localizationPersistenceLocDataMap
function localizationPersistenceLocDataMap.new() return end

---@param props table
---@return localizationPersistenceLocDataMap
function localizationPersistenceLocDataMap.new(props) return end

---@class localizationPersistenceLocDataMapEntry
---@field langCode CName
---@field onscreensPath JsonResource
---@field subtitlePath JsonResource
localizationPersistenceLocDataMapEntry = {}

---@return localizationPersistenceLocDataMapEntry
function localizationPersistenceLocDataMapEntry.new() return end

---@param props table
---@return localizationPersistenceLocDataMapEntry
function localizationPersistenceLocDataMapEntry.new(props) return end

---@class localizationPersistenceOnScreenEntries : ISerializable
---@field entries localizationPersistenceOnScreenEntry[]
localizationPersistenceOnScreenEntries = {}

---@return localizationPersistenceOnScreenEntries
function localizationPersistenceOnScreenEntries.new() return end

---@param props table
---@return localizationPersistenceOnScreenEntries
function localizationPersistenceOnScreenEntries.new(props) return end

---@class localizationPersistenceOnScreenEntry
---@field primaryKey Uint64
---@field secondaryKey String
---@field femaleVariant String
---@field maleVariant String
localizationPersistenceOnScreenEntry = {}

---@return localizationPersistenceOnScreenEntry
function localizationPersistenceOnScreenEntry.new() return end

---@param props table
---@return localizationPersistenceOnScreenEntry
function localizationPersistenceOnScreenEntry.new(props) return end

---@class localizationPersistenceSubtitleEntries : ISerializable
---@field entries localizationPersistenceSubtitleEntry[]
localizationPersistenceSubtitleEntries = {}

---@return localizationPersistenceSubtitleEntries
function localizationPersistenceSubtitleEntries.new() return end

---@param props table
---@return localizationPersistenceSubtitleEntries
function localizationPersistenceSubtitleEntries.new(props) return end

---@class localizationPersistenceSubtitleEntry
---@field stringId CRUID
---@field femaleVariant String
---@field maleVariant String
localizationPersistenceSubtitleEntry = {}

---@return localizationPersistenceSubtitleEntry
function localizationPersistenceSubtitleEntry.new() return end

---@param props table
---@return localizationPersistenceSubtitleEntry
function localizationPersistenceSubtitleEntry.new(props) return end

---@class localizationPersistenceSubtitleMap : ISerializable
---@field entries localizationPersistenceSubtitleMapEntry[]
localizationPersistenceSubtitleMap = {}

---@return localizationPersistenceSubtitleMap
function localizationPersistenceSubtitleMap.new() return end

---@param props table
---@return localizationPersistenceSubtitleMap
function localizationPersistenceSubtitleMap.new(props) return end

---@class localizationPersistenceSubtitleMapEntry
---@field subtitleGroup CName
---@field subtitleFile JsonResource
localizationPersistenceSubtitleMapEntry = {}

---@return localizationPersistenceSubtitleMapEntry
function localizationPersistenceSubtitleMapEntry.new() return end

---@param props table
---@return localizationPersistenceSubtitleMapEntry
function localizationPersistenceSubtitleMapEntry.new(props) return end

---@class lookAtPresetGunBaseDecisions : LookAtPresetBaseDecisions
lookAtPresetGunBaseDecisions = {}

---@return lookAtPresetGunBaseDecisions
function lookAtPresetGunBaseDecisions.new() return end

---@param props table
---@return lookAtPresetGunBaseDecisions
function lookAtPresetGunBaseDecisions.new(props) return end

---@class lookAtPresetGunBaseEvents : LookAtPresetBaseEvents
---@field overrideLookAtEvents entLookAtAddEvent[]
---@field gunState Int32
---@field originalAttachLeft Bool
---@field originalAttachRight Bool
lookAtPresetGunBaseEvents = {}

---@return lookAtPresetGunBaseEvents
function lookAtPresetGunBaseEvents.new() return end

---@param props table
---@return lookAtPresetGunBaseEvents
function lookAtPresetGunBaseEvents.new(props) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function lookAtPresetGunBaseEvents.IsInSafeMode(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@return Bool
function lookAtPresetGunBaseEvents.IsReloading(stateContext) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function lookAtPresetGunBaseEvents:OnEnter(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function lookAtPresetGunBaseEvents:OnExit(stateContext, scriptInterface) return end

---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function lookAtPresetGunBaseEvents:OnForcedExit(stateContext, scriptInterface) return end

---@param timeDelta Float
---@param stateContext gamestateMachineStateContextScript
---@param scriptInterface gamestateMachineGameScriptInterface
function lookAtPresetGunBaseEvents:OnUpdate(timeDelta, stateContext, scriptInterface) return end

---@param scriptInterface gamestateMachineGameScriptInterface
---@param newGunState Int32
function lookAtPresetGunBaseEvents:SetGunState(scriptInterface, newGunState) return end

---@class lookAtPresetItemBaseDecisions : LookAtPresetBaseDecisions
lookAtPresetItemBaseDecisions = {}

---@return lookAtPresetItemBaseDecisions
function lookAtPresetItemBaseDecisions.new() return end

---@param props table
---@return lookAtPresetItemBaseDecisions
function lookAtPresetItemBaseDecisions.new(props) return end

---@class lookAtPresetItemBaseEvents : LookAtPresetBaseEvents
lookAtPresetItemBaseEvents = {}

---@return lookAtPresetItemBaseEvents
function lookAtPresetItemBaseEvents.new() return end

---@param props table
---@return lookAtPresetItemBaseEvents
function lookAtPresetItemBaseEvents.new(props) return end

---@class mathExprExpression : ISerializable
---@field tokenData Uint32[]
---@field valuesData Float[]
---@field returnVarType Uint16
mathExprExpression = {}

---@return mathExprExpression
function mathExprExpression.new() return end

---@param props table
---@return mathExprExpression
function mathExprExpression.new(props) return end

---@class megatronChargeController : ChargeLogicController
---@field chargeBar inkImageWidget
megatronChargeController = {}

---@return megatronChargeController
function megatronChargeController.new() return end

---@param props table
---@return megatronChargeController
function megatronChargeController.new(props) return end

---@return Bool
function megatronChargeController:OnInitialize() return end

---@param value Float
function megatronChargeController:OnChargeChanged(value) return end

---@class megatronCrosshairGameController : gameuiWidgetGameController
---@field bulletSpreedBlackboardId redCallbackObject
---@field crosshairStateBlackboardId redCallbackObject
---@field leftPart inkImageWidget
---@field rightPart inkImageWidget
---@field nearCenterPart inkImageWidget
---@field farCenterPart inkImageWidget
---@field bufferedSpread Vector2
---@field orgSideSize Vector2
---@field minSpread Float
---@field gameplaySpreadMultiplier Float
---@field crosshairState gamePSMCrosshairStates
megatronCrosshairGameController = {}

---@return megatronCrosshairGameController
function megatronCrosshairGameController.new() return end

---@param props table
---@return megatronCrosshairGameController
function megatronCrosshairGameController.new(props) return end

---@param spread Vector2
---@return Bool
function megatronCrosshairGameController:OnBulletSpreadChanged(spread) return end

---@return Bool
function megatronCrosshairGameController:OnInitialize() return end

---@param value Int32
---@return Bool
function megatronCrosshairGameController:OnPSMCrosshairStateChanged(value) return end

---@param playerGameObject gameObject
---@return Bool
function megatronCrosshairGameController:OnPlayerAttach(playerGameObject) return end

---@param playerGameObject gameObject
---@return Bool
function megatronCrosshairGameController:OnPlayerDetach(playerGameObject) return end

---@return Bool
function megatronCrosshairGameController:OnUninitialize() return end

---@param full Bool
---@param duration Float
function megatronCrosshairGameController:ColapseCrosshair(full, duration) return end

---@param full Bool
---@param duration Float
function megatronCrosshairGameController:ExpandCrosshair(full, duration) return end

---@return gameIBlackboard
function megatronCrosshairGameController:GetUIActiveWeaponBlackboard() return end

---@param oldState gamePSMCrosshairStates
---@param newState gamePSMCrosshairStates
function megatronCrosshairGameController:OnCrosshairStateChange(oldState, newState) return end

function megatronCrosshairGameController:OnState_Aim() return end

function megatronCrosshairGameController:OnState_HipFire() return end

function megatronCrosshairGameController:OnState_Reload() return end

function megatronCrosshairGameController:OnState_Sprint() return end

---@param playerPuppet gameObject
function megatronCrosshairGameController:RegisterPSMListeners(playerPuppet) return end

---@param playerPuppet gameObject
function megatronCrosshairGameController:UnregisterPSMListeners(playerPuppet) return end

---@class megatronFullAutoController : AmmoLogicController
---@field ammoCountText inkTextWidget
---@field ammoBar inkImageWidget
megatronFullAutoController = {}

---@return megatronFullAutoController
function megatronFullAutoController.new() return end

---@param props table
---@return megatronFullAutoController
function megatronFullAutoController.new(props) return end

---@return Bool
function megatronFullAutoController:OnInitialize() return end

---@param value Uint32
function megatronFullAutoController:OnMagazineAmmoCapacityChanged(value) return end

---@param value Uint32
function megatronFullAutoController:OnMagazineAmmoCountChanged(value) return end

---@param value Uint32
function megatronFullAutoController:UpdateAmmoCount(value) return end

---@class megatronModeInfoController : TriggerModeLogicController
---@field ammoBarVisibility inkWidget
---@field chargeBarVisibility inkWidget
---@field fullAutoModeText inkWidget
---@field chargeModeText inkWidget
---@field fullAutoModeBG inkWidget
---@field chargeModeBG inkWidget
---@field bg1 inkWidget
---@field bg2 inkWidget
---@field vignette inkWidget
megatronModeInfoController = {}

---@return megatronModeInfoController
function megatronModeInfoController.new() return end

---@param props table
---@return megatronModeInfoController
function megatronModeInfoController.new(props) return end

---@return Bool
function megatronModeInfoController:OnInitialize() return end

---@param value gamedataTriggerMode_Record
function megatronModeInfoController:OnTriggerModeChanged(value) return end

---@class meshChunkFlags
---@field renderInScene Bool
---@field renderInShadows Bool
---@field isTwoSided Bool
---@field isRayTracedEmissive Bool
---@field isConsoleLOD0 Bool
---@field skipDynamicDecalGeneration Bool
meshChunkFlags = {}

---@return meshChunkFlags
function meshChunkFlags.new() return end

---@param props table
---@return meshChunkFlags
function meshChunkFlags.new(props) return end

---@class meshChunkIndicesOffset
---@field start Uint32
---@field count Uint32
---@field boneIndex Uint8
meshChunkIndicesOffset = {}

---@return meshChunkIndicesOffset
function meshChunkIndicesOffset.new() return end

---@param props table
---@return meshChunkIndicesOffset
function meshChunkIndicesOffset.new(props) return end

---@class meshChunkMaterials
---@field materialNames CName[]
meshChunkMaterials = {}

---@return meshChunkMaterials
function meshChunkMaterials.new() return end

---@param props table
---@return meshChunkMaterials
function meshChunkMaterials.new(props) return end

---@class meshChunkOffset
---@field chunkIndex Uint32
---@field start Uint16
---@field count Uint16
meshChunkOffset = {}

---@return meshChunkOffset
function meshChunkOffset.new() return end

---@param props table
---@return meshChunkOffset
function meshChunkOffset.new(props) return end

---@class meshCookedClothMeshTopologyData
---@field cookedData DataBuffer
---@field gfxIndexToTriangles Uint32[]
---@field phxIndexToTriangles Uint32[]
---@field gfxBarycentrics Uint32[]
---@field phxBarycentrics Uint32[]
---@field phxLodSwitchData Uint32[]
---@field phxSimulated Uint32[]
---@field gfxNumIndicesToTriangles Uint32
---@field phxNumIndicesToTriangles Uint32
---@field gfxNumBarycentrics Uint32
---@field phxNumBarycentrics Uint32
---@field phxNumLodSwitchData Uint32
---@field phxNumSimulated Uint32
meshCookedClothMeshTopologyData = {}

---@return meshCookedClothMeshTopologyData
function meshCookedClothMeshTopologyData.new() return end

---@param props table
---@return meshCookedClothMeshTopologyData
function meshCookedClothMeshTopologyData.new(props) return end

---@class meshDestructionBond
---@field bondIndex Uint16
---@field bondHealth Uint8
meshDestructionBond = {}

---@return meshDestructionBond
function meshDestructionBond.new() return end

---@param props table
---@return meshDestructionBond
function meshDestructionBond.new(props) return end

---@class meshGfxClothChunkData
---@field positions DataBuffer
---@field indices DataBuffer
---@field skinWeights DataBuffer
---@field skinIndices DataBuffer
---@field skinWeightsExt DataBuffer
---@field skinIndicesExt DataBuffer
---@field simulation Uint16[]
meshGfxClothChunkData = {}

---@return meshGfxClothChunkData
function meshGfxClothChunkData.new() return end

---@param props table
---@return meshGfxClothChunkData
function meshGfxClothChunkData.new(props) return end

---@class meshImportedSnapTags
---@field includeTags CName[]
---@field excludeTags CName[]
meshImportedSnapTags = {}

---@return meshImportedSnapTags
function meshImportedSnapTags.new() return end

---@param props table
---@return meshImportedSnapTags
function meshImportedSnapTags.new(props) return end

---@class meshLocalMaterialHeader
---@field offset Uint32
---@field size Uint32
meshLocalMaterialHeader = {}

---@return meshLocalMaterialHeader
function meshLocalMaterialHeader.new() return end

---@param props table
---@return meshLocalMaterialHeader
function meshLocalMaterialHeader.new(props) return end

---@class meshMeshAppearance : ISerializable
---@field name CName
---@field chunkMaterials CName[]
---@field tags CName[]
meshMeshAppearance = {}

---@return meshMeshAppearance
function meshMeshAppearance.new() return end

---@param props table
---@return meshMeshAppearance
function meshMeshAppearance.new(props) return end

---@class meshMeshImportedSnapPoint : ISerializable
---@field localToCloud Matrix
---@field range Float
---@field rotationAlignmentSteps Uint8
---@field snapTags meshImportedSnapTags
meshMeshImportedSnapPoint = {}

---@return meshMeshImportedSnapPoint
function meshMeshImportedSnapPoint.new() return end

---@param props table
---@return meshMeshImportedSnapPoint
function meshMeshImportedSnapPoint.new(props) return end

---@class meshMeshMaterialBuffer
---@field rawData DataBuffer
---@field rawDataHeaders meshLocalMaterialHeader[]
meshMeshMaterialBuffer = {}

---@return meshMeshMaterialBuffer
function meshMeshMaterialBuffer.new() return end

---@param props table
---@return meshMeshMaterialBuffer
function meshMeshMaterialBuffer.new(props) return end

---@class meshMeshParamBakedDestructionData : meshMeshParameter
---@field regionData meshRegionData[]
---@field indices DataBuffer[]
meshMeshParamBakedDestructionData = {}

---@return meshMeshParamBakedDestructionData
function meshMeshParamBakedDestructionData.new() return end

---@param props table
---@return meshMeshParamBakedDestructionData
function meshMeshParamBakedDestructionData.new(props) return end

---@class meshMeshParamBendedRoad : meshMeshParameter
---@field occInds Uint16[]
---@field occVerts Vector4[]
---@field occSkinWeights Vector4[]
---@field occSkinInds Color[]
---@field collInds Uint16[][]
---@field collVerts Vector3[][]
---@field collSkinWeights Vector4[][]
---@field collSkinInds Color[][]
---@field collMaterialName String[]
---@field collFilterPresetName String[]
---@field collFaceMatInds Uint16[][]
---@field collFaceMaterialNames String[][]
meshMeshParamBendedRoad = {}

---@return meshMeshParamBendedRoad
function meshMeshParamBendedRoad.new() return end

---@param props table
---@return meshMeshParamBendedRoad
function meshMeshParamBendedRoad.new(props) return end

---@class meshMeshParamCloth : meshMeshParameter
---@field lodChunkIndices Uint16[][]
---@field chunks meshPhxClothChunkData[]
---@field drivers Uint16[][]
---@field capsules physicsclothClothCapsuleExportData
meshMeshParamCloth = {}

---@return meshMeshParamCloth
function meshMeshParamCloth.new() return end

---@param props table
---@return meshMeshParamCloth
function meshMeshParamCloth.new(props) return end

---@class meshMeshParamCloth_Graphical : meshMeshParameter
---@field lodChunkIndices Uint16[][]
---@field chunks meshGfxClothChunkData[]
---@field latchers Uint16[][][]
meshMeshParamCloth_Graphical = {}

---@return meshMeshParamCloth_Graphical
function meshMeshParamCloth_Graphical.new() return end

---@param props table
---@return meshMeshParamCloth_Graphical
function meshMeshParamCloth_Graphical.new(props) return end

---@class meshMeshParamCompiledPhysics : meshMeshParameter
---@field collection physicsDeferredCollection
meshMeshParamCompiledPhysics = {}

---@return meshMeshParamCompiledPhysics
function meshMeshParamCompiledPhysics.new() return end

---@param props table
---@return meshMeshParamCompiledPhysics
function meshMeshParamCompiledPhysics.new(props) return end

---@class meshMeshParamDeformableShapesData : meshMeshParameter
---@field ownerIndex Uint8[]
---@field startingPose Transform[]
---@field finalPose Transform[]
meshMeshParamDeformableShapesData = {}

---@return meshMeshParamDeformableShapesData
function meshMeshParamDeformableShapesData.new() return end

---@param props table
---@return meshMeshParamDeformableShapesData
function meshMeshParamDeformableShapesData.new(props) return end

---@class meshMeshParamDestructionBonds : meshMeshParameter
---@field bonds meshDestructionBond[]
meshMeshParamDestructionBonds = {}

---@return meshMeshParamDestructionBonds
function meshMeshParamDestructionBonds.new() return end

---@param props table
---@return meshMeshParamDestructionBonds
function meshMeshParamDestructionBonds.new(props) return end

---@class meshMeshParamDestructionBoneChunkMapping : meshMeshParameter
---@field boneChunkMasks Uint64[]
meshMeshParamDestructionBoneChunkMapping = {}

---@return meshMeshParamDestructionBoneChunkMapping
function meshMeshParamDestructionBoneChunkMapping.new() return end

---@param props table
---@return meshMeshParamDestructionBoneChunkMapping
function meshMeshParamDestructionBoneChunkMapping.new(props) return end

---@class meshMeshParamDestructionChunkIndicesOffsets : meshMeshParameter
---@field offsets meshChunkIndicesOffset[]
---@field chunkOffsets Uint32[]
---@field indices DataBuffer[]
meshMeshParamDestructionChunkIndicesOffsets = {}

---@return meshMeshParamDestructionChunkIndicesOffsets
function meshMeshParamDestructionChunkIndicesOffsets.new() return end

---@param props table
---@return meshMeshParamDestructionChunkIndicesOffsets
function meshMeshParamDestructionChunkIndicesOffsets.new(props) return end

---@class meshMeshParamDestructionStepData : meshMeshParameter
---@field offsets physicsDestructionHierarchyOffset[]
---@field isInstantRemovable String
meshMeshParamDestructionStepData = {}

---@return meshMeshParamDestructionStepData
function meshMeshParamDestructionStepData.new() return end

---@param props table
---@return meshMeshParamDestructionStepData
function meshMeshParamDestructionStepData.new(props) return end

---@class meshMeshParamGarmentSupport : meshMeshParameter
---@field chunkCapVertices Uint32[][]
---@field customMorph Bool
meshMeshParamGarmentSupport = {}

---@return meshMeshParamGarmentSupport
function meshMeshParamGarmentSupport.new() return end

---@param props table
---@return meshMeshParamGarmentSupport
function meshMeshParamGarmentSupport.new(props) return end

---@class meshMeshParamGpuBuffer : meshMeshParameter
---@field stride Uint32
---@field data DataBuffer
meshMeshParamGpuBuffer = {}

---@return meshMeshParamGpuBuffer
function meshMeshParamGpuBuffer.new() return end

---@param props table
---@return meshMeshParamGpuBuffer
function meshMeshParamGpuBuffer.new(props) return end

---@class meshMeshParamImportedSnapPoint : meshMeshParameter
---@field snapFeatureData meshMeshImportedSnapPoint[]
meshMeshParamImportedSnapPoint = {}

---@return meshMeshParamImportedSnapPoint
function meshMeshParamImportedSnapPoint.new() return end

---@param props table
---@return meshMeshParamImportedSnapPoint
function meshMeshParamImportedSnapPoint.new(props) return end

---@class meshMeshParamOccluderData : meshMeshParameter
---@field occluderResource visIOccluderResource
---@field defaultOccluderType visWorldOccluderType
---@field autoHideDistanceScale Uint8
meshMeshParamOccluderData = {}

---@return meshMeshParamOccluderData
function meshMeshParamOccluderData.new() return end

---@param props table
---@return meshMeshParamOccluderData
function meshMeshParamOccluderData.new(props) return end

---@class meshMeshParamPhysics : meshMeshParameter
---@field physicsData physicsSystemResource
meshMeshParamPhysics = {}

---@return meshMeshParamPhysics
function meshMeshParamPhysics.new() return end

---@param props table
---@return meshMeshParamPhysics
function meshMeshParamPhysics.new(props) return end

---@class meshMeshParamShadowMeshCreationData : meshMeshParameter
---@field geometries physicsICollider[]
---@field bonesPerGeometry Int32[]
meshMeshParamShadowMeshCreationData = {}

---@return meshMeshParamShadowMeshCreationData
function meshMeshParamShadowMeshCreationData.new() return end

---@param props table
---@return meshMeshParamShadowMeshCreationData
function meshMeshParamShadowMeshCreationData.new(props) return end

---@class meshMeshParamSpeedTreeWind : meshMeshParameter
meshMeshParamSpeedTreeWind = {}

---@return meshMeshParamSpeedTreeWind
function meshMeshParamSpeedTreeWind.new() return end

---@param props table
---@return meshMeshParamSpeedTreeWind
function meshMeshParamSpeedTreeWind.new(props) return end

---@class meshMeshParamTerrain : meshMeshParameter
---@field chunkBoundingBoxes Box[]
meshMeshParamTerrain = {}

---@return meshMeshParamTerrain
function meshMeshParamTerrain.new() return end

---@param props table
---@return meshMeshParamTerrain
function meshMeshParamTerrain.new(props) return end

---@class meshMeshParamTopologyData : meshMeshParameter
---@field data DataBuffer
---@field offsets Uint32[]
---@field sizes Uint32[]
meshMeshParamTopologyData = {}

---@return meshMeshParamTopologyData
function meshMeshParamTopologyData.new() return end

---@param props table
---@return meshMeshParamTopologyData
function meshMeshParamTopologyData.new(props) return end

---@class meshMeshParamTopologyMetadata : meshMeshParameter
---@field data DataBuffer
---@field offsets Uint32[]
---@field sizes Uint32[]
meshMeshParamTopologyMetadata = {}

---@return meshMeshParamTopologyMetadata
function meshMeshParamTopologyMetadata.new() return end

---@param props table
---@return meshMeshParamTopologyMetadata
function meshMeshParamTopologyMetadata.new(props) return end

---@class meshMeshParamUICollisionData : meshMeshParameter
---@field uvs Vector2[]
---@field trianglesIndices Uint16[]
---@field vertices Vector3[]
meshMeshParamUICollisionData = {}

---@return meshMeshParamUICollisionData
function meshMeshParamUICollisionData.new() return end

---@param props table
---@return meshMeshParamUICollisionData
function meshMeshParamUICollisionData.new(props) return end

---@class meshMeshParamWaterPatchData : meshMeshParameter
---@field animLoop Bool
---@field animLength Float
---@field nodes Float[][]
meshMeshParamWaterPatchData = {}

---@return meshMeshParamWaterPatchData
function meshMeshParamWaterPatchData.new() return end

---@param props table
---@return meshMeshParamWaterPatchData
function meshMeshParamWaterPatchData.new(props) return end

---@class meshMeshParamWorkspotOffsets : meshMeshParameter
---@field names CName[]
---@field offsets Matrix[]
meshMeshParamWorkspotOffsets = {}

---@return meshMeshParamWorkspotOffsets
function meshMeshParamWorkspotOffsets.new() return end

---@param props table
---@return meshMeshParamWorkspotOffsets
function meshMeshParamWorkspotOffsets.new(props) return end

---@class meshMeshParameter : ISerializable
meshMeshParameter = {}

---@class meshPhxClothChunkData
---@field positions DataBuffer
---@field indices DataBuffer
---@field skinWeights DataBuffer
---@field skinIndices DataBuffer
---@field skinWeightsExt DataBuffer
---@field skinIndicesExt DataBuffer
---@field cookedData DataBuffer
---@field normals DataBuffer
meshPhxClothChunkData = {}

---@return meshPhxClothChunkData
function meshPhxClothChunkData.new() return end

---@param props table
---@return meshPhxClothChunkData
function meshPhxClothChunkData.new(props) return end

---@class meshRawClothData
---@field state physicsclothState
---@field maxDistanceChannel DataBuffer[]
---@field maxDistanceExtChannel DataBuffer[]
---@field backstopDistanceChannel DataBuffer[]
---@field backstopRadiusChannel DataBuffer[]
---@field selfCollisionChannel DataBuffer[]
meshRawClothData = {}

---@return meshRawClothData
function meshRawClothData.new() return end

---@param props table
---@return meshRawClothData
function meshRawClothData.new(props) return end

---@class meshRegionData
---@field chunkDataIntact meshChunkOffset[]
---@field chunkDataFractured meshChunkOffset[]
---@field chunkMaskIntact Uint64
---@field chunkMaskFractured Uint64
---@field isStaticRemains Bool
meshRegionData = {}

---@return meshRegionData
function meshRegionData.new() return end

---@param props table
---@return meshRegionData
function meshRegionData.new(props) return end

---@class minibossPlasmaProjectile : BaseProjectile
---@field countTime Float
---@field startVelocity Float
---@field lifetime Float
---@field effectName CName
---@field hitEffectName CName
---@field followTarget Bool
---@field bendFactor Float
---@field bendRatio Float
---@field shouldRotate Bool
---@field attackRecordID TweakDBID
---@field instigator gameObject
---@field spawnGameEffectOnCollision Bool
---@field collisionAttackRecord gamedataAttack_Record
---@field alive Bool
---@field owner ScriptedPuppet
---@field target gameObject
minibossPlasmaProjectile = {}

---@return minibossPlasmaProjectile
function minibossPlasmaProjectile.new() return end

---@param props table
---@return minibossPlasmaProjectile
function minibossPlasmaProjectile.new(props) return end

---@param evt entAreaEnteredEvent
---@return Bool
function minibossPlasmaProjectile:OnAreaEnter(evt) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function minibossPlasmaProjectile:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function minibossPlasmaProjectile:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function minibossPlasmaProjectile:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function minibossPlasmaProjectile:OnShootTarget(eventData) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function minibossPlasmaProjectile:OnTick(eventData) return end

---@param eventData gameprojectileHitEvent
function minibossPlasmaProjectile:DealDamage(eventData) return end

---@param record TweakDBID|string
function minibossPlasmaProjectile:Explode(record) return end

function minibossPlasmaProjectile:FireAttack() return end

function minibossPlasmaProjectile:Reset() return end

function minibossPlasmaProjectile:StartEffect() return end

function minibossPlasmaProjectile:StopEffect() return end

---@class minimapEncodedShapes : CResource
---@field Buffer DataBuffer
---@field QuantizationScale Vector2
---@field QuantizationBias Vector2
---@field BoxQuantizationScale Vector3
---@field BoxQuantizationBias Vector3
---@field NumPoints Uint32
---@field NumBorderPoints Uint32
---@field NumFillPoints Uint32
---@field NumShapes Uint32
---@field NumSpatialBuckets Uint32
---@field NumUniqueGeometry Uint32
---@field NumOwners Uint32
---@field Version Uint32
minimapEncodedShapes = {}

---@return minimapEncodedShapes
function minimapEncodedShapes.new() return end

---@param props table
---@return minimapEncodedShapes
function minimapEncodedShapes.new(props) return end

---@class minimapuiGeometryWidget : inkCanvasWidget
---@field widgetTemplates inkWidgetReference[]
---@field settings minimapuiSettings
minimapuiGeometryWidget = {}

---@return minimapuiGeometryWidget
function minimapuiGeometryWidget.new() return end

---@param props table
---@return minimapuiGeometryWidget
function minimapuiGeometryWidget.new(props) return end

---@class minimapuiSettings
---@field showTime Float
---@field hideTime Float
minimapuiSettings = {}

---@return minimapuiSettings
function minimapuiSettings.new() return end

---@param props table
---@return minimapuiSettings
function minimapuiSettings.new(props) return end

---@class moveComponent : entIMoverComponent
moveComponent = {}

---@return moveComponent
function moveComponent.new() return end

---@param props table
---@return moveComponent
function moveComponent.new(props) return end

---@class moveCustomMoveEvent : gameActionEvent
---@field test Int32
moveCustomMoveEvent = {}

---@return moveCustomMoveEvent
function moveCustomMoveEvent.new() return end

---@param props table
---@return moveCustomMoveEvent
function moveCustomMoveEvent.new(props) return end

---@class moveDroneMotionPlannerComponent : moveMotionPlannerComponent
moveDroneMotionPlannerComponent = {}

---@return moveDroneMotionPlannerComponent
function moveDroneMotionPlannerComponent.new() return end

---@param props table
---@return moveDroneMotionPlannerComponent
function moveDroneMotionPlannerComponent.new(props) return end

---@class moveEnteredSplineEvent : redEvent
---@field useDoors Bool
moveEnteredSplineEvent = {}

---@return moveEnteredSplineEvent
function moveEnteredSplineEvent.new() return end

---@param props table
---@return moveEnteredSplineEvent
function moveEnteredSplineEvent.new(props) return end

---@class moveExitedSplineEvent : redEvent
moveExitedSplineEvent = {}

---@return moveExitedSplineEvent
function moveExitedSplineEvent.new() return end

---@param props table
---@return moveExitedSplineEvent
function moveExitedSplineEvent.new(props) return end

---@class moveExplorationEnteredEvent : redEvent
---@field type moveExplorationType
moveExplorationEnteredEvent = {}

---@return moveExplorationEnteredEvent
function moveExplorationEnteredEvent.new() return end

---@param props table
---@return moveExplorationEnteredEvent
function moveExplorationEnteredEvent.new(props) return end

---@class moveExplorationLeftEvent : redEvent
---@field type moveExplorationType
moveExplorationLeftEvent = {}

---@return moveExplorationLeftEvent
function moveExplorationLeftEvent.new() return end

---@param props table
---@return moveExplorationLeftEvent
function moveExplorationLeftEvent.new(props) return end

---@class moveIMotionPlannerComponent : entIComponent
moveIMotionPlannerComponent = {}

---@class moveIPoliciesSystem : gameIGameSystem
moveIPoliciesSystem = {}

---@class moveMotionPlannerComponent : moveIMotionPlannerComponent
---@field snapToGround Bool
moveMotionPlannerComponent = {}

---@return moveMotionPlannerComponent
function moveMotionPlannerComponent.new() return end

---@param props table
---@return moveMotionPlannerComponent
function moveMotionPlannerComponent.new(props) return end

---@class moveMoveComponentVelocityProvider : entIVelocityProvider
moveMoveComponentVelocityProvider = {}

---@return moveMoveComponentVelocityProvider
function moveMoveComponentVelocityProvider.new() return end

---@param props table
---@return moveMoveComponentVelocityProvider
function moveMoveComponentVelocityProvider.new(props) return end

---@param puppet gamePuppet
---@return entIVelocityProvider
function moveMoveComponentVelocityProvider.CreateMoveComponentVelocityProvider(puppet) return end

---@class moveMovePoliciesComponentReplicatedState : netIComponentState
---@field movePolicies moveReplicatedMovePoliciesState
moveMovePoliciesComponentReplicatedState = {}

---@return moveMovePoliciesComponentReplicatedState
function moveMovePoliciesComponentReplicatedState.new() return end

---@param props table
---@return moveMovePoliciesComponentReplicatedState
function moveMovePoliciesComponentReplicatedState.new(props) return end

---@class moveMovementParameters
---@field type moveMovementType
---@field maxSpeed Float
---@field acceleration Float
---@field deceleration Float
---@field rotationSpeed Float
moveMovementParameters = {}

---@return moveMovementParameters
function moveMovementParameters.new() return end

---@param props table
---@return moveMovementParameters
function moveMovementParameters.new(props) return end

---@class moveObstacleDetectedEvent : redEvent
moveObstacleDetectedEvent = {}

---@return moveObstacleDetectedEvent
function moveObstacleDetectedEvent.new() return end

---@param props table
---@return moveObstacleDetectedEvent
function moveObstacleDetectedEvent.new(props) return end

---@class movePolicies : IScriptable
---@field destination Vector3
---@field destinationTangent Vector3
---@field startTangent Vector3
---@field targetSmartObject AIObjectId
---@field targetWorkspot gameSetupWorkspotActionEvent
---@field targetSmartObjectHash Uint64
---@field targetObject gameObject
---@field strafingTarget moveStrafingTarget
---@field useFollowSlots Bool
---@field followSlotOverrides Vector3[]
---@field hasLocalTargetOffset Bool
---@field localTargetOffset Vector3
---@field desiredDistance Float
---@field toleranceRadius Float
---@field minMovementDistance Float
---@field strafingRotationOffset Float
---@field minFollowerDistance Float
---@field maxFollowerDistance Float
---@field movementType moveMovementType
---@field circlingDirection moveCirclingDirection
---@field stopOnObstacle Bool
---@field avoidObstacleWithinTolerance Bool
---@field useCollisionAvoidance Bool
---@field useDestReservation Bool
---@field inRestrictedArea Bool
---@field isSpline Bool
---@field startFromClosestPoint Bool
---@field ignoreNavigation Bool
---@field useStart Bool
---@field useStop Bool
---@field isEvaluated Bool
---@field useOffMeshAllowedTags Bool
---@field useOffMeshBlockedTags Bool
movePolicies = {}

---@return movePolicies
function movePolicies.new() return end

---@param props table
---@return movePolicies
function movePolicies.new(props) return end

---@return Vector4
function movePolicies.GetInvalidPos() return end

---@param tag CName|string
function movePolicies:AddAllowedTag(tag) return end

---@param tag CName|string
function movePolicies:AddBlockedTag(tag) return end

---@return Float
function movePolicies:GetIdleTurnsDeadZoneAngle() return end

---@return Float
function movePolicies:GetMaxPathLength() return end

---@return CName
function movePolicies:GetMaxPathLengthToDirectDistanceRatioCurve() return end

---@return moveMovementType
function movePolicies:GetMovementType() return end

---@param avoidWiyhinTolerance Bool
function movePolicies:SetAvoidObstacleWithinTolerance(avoidWiyhinTolerance) return end

---@param inRestrictedArea Bool
function movePolicies:SetAvoidPreventionFreeAreas(inRestrictedArea) return end

---@param inRestrictedArea Bool
function movePolicies:SetAvoidSafeArea(inRestrictedArea) return end

---@param avoidThreat Bool
function movePolicies:SetAvoidThreat(avoidThreat) return end

---@param ignoreDirection Bool
function movePolicies:SetAvoidThreatIgnoringDirection(ignoreDirection) return end

---@param calculateTangent Bool
function movePolicies:SetCalculateStartTangent(calculateTangent) return end

---@param direction moveCirclingDirection
function movePolicies:SetCirclingPolicy(direction) return end

---@param avoidance Bool
---@param reservation Bool
function movePolicies:SetCollisionAvoidancePolicy(avoidance, reservation) return end

---@param costModCircle worldNavigationScriptCostModCircle
function movePolicies:SetCostModCircle(costModCircle) return end

---@param debugName CName|string
function movePolicies:SetDebugName(debugName) return end

---@param cover Uint64
function movePolicies:SetDestinationCover(cover) return end

---@param object gameObject
function movePolicies:SetDestinationObject(object) return end

---@param oreiantation Quaternion
function movePolicies:SetDestinationOrientation(oreiantation) return end

---@param position Vector4
function movePolicies:SetDestinationPosition(position) return end

---@param distance Float
---@param tolerance Float
function movePolicies:SetDistancePolicy(distance, tolerance) return end

---@param updateTimer Float
---@param distance Float
function movePolicies:SetDynamicTargetUpdateTimer(updateTimer, distance) return end

---@param getOutOfWay Bool
function movePolicies:SetGetOutOfWay(getOutOfWay) return end

---@param angle Float
function movePolicies:SetIdleTurnsDeadZoneAngle(angle) return end

---@param ignore Bool
function movePolicies:SetIgnoreNavigation(ignore) return end

---@param inRestrictedArea Bool
function movePolicies:SetInRestrictedArea(inRestrictedArea) return end

function movePolicies:SetInvalidDestinationPosition() return end

---@param los moveLineOfSight
function movePolicies:SetKeepLineOfSight(los) return end

---@param preference moveLineOfSightPointPreference
function movePolicies:SetLineOfSightPointPreference(preference) return end

---@param position Vector4
function movePolicies:SetLocalTargetOffset(position) return end

---@param length Float
function movePolicies:SetMaxPathLength(length) return end

---@param curveName CName|string
function movePolicies:SetMaxPathLengthToDirectDistanceRatioCurve(curveName) return end

---@param zDiff Float
function movePolicies:SetMaxZDiff(zDiff) return end

---@param minDistance Float
function movePolicies:SetMinDistancePolicy(minDistance) return end

---@param movementType moveMovementType
function movePolicies:SetMovementType(movementType) return end

---@param provider entIPositionProvider
function movePolicies:SetPositionProvider(provider) return end

---@param squadIndex Uint32
---@param squadSize Uint32
function movePolicies:SetSquadInfo(squadIndex, squadSize) return end

---@param stopOnObstacle Bool
function movePolicies:SetStopOnObstacle(stopOnObstacle) return end

---@param position Vector4
function movePolicies:SetStrafingPosition(position) return end

---@param provider entIPositionProvider
function movePolicies:SetStrafingPositionProvider(provider) return end

---@param strafingPredictionTime Float
---@param strafingPredictionVelocityMax Float
function movePolicies:SetStrafingPredictionTime(strafingPredictionTime, strafingPredictionVelocityMax) return end

---@param angle Float
function movePolicies:SetStrafingRotationOffset(angle) return end

---@param object gameObject
function movePolicies:SetStrafingTarget(object) return end

---@param id TweakDBID|string
function movePolicies:SetTweakDBID(id) return end

---@param use Bool
function movePolicies:SetUseFollowSlots(use) return end

---@param precheck Bool
function movePolicies:SetUseLineOfSitePrecheck(precheck) return end

---@param useOffMeshBlockedTags Bool
function movePolicies:SetUseOffMeshAllowedTags(useOffMeshBlockedTags) return end

---@param useOffMeshAllowedTags Bool
function movePolicies:SetUseOffMeshBlockedTags(useOffMeshAllowedTags) return end

---@param useStart Bool
---@param useStop Bool
function movePolicies:SetUseStartStop(useStart, useStop) return end

---@param use Bool
function movePolicies:SetUseSymmetricAnglesScores(use) return end

---@class movePoliciesComponent : entIComponent
movePoliciesComponent = {}

---@return movePoliciesComponent
function movePoliciesComponent.new() return end

---@param props table
---@return movePoliciesComponent
function movePoliciesComponent.new(props) return end

---@param object movePolicies
function movePoliciesComponent:AddPolicies(object) return end

---@param movementType moveMovementType
---@return Bool
function movePoliciesComponent:ChangeMovementType(movementType) return end

---@param point Vector4
---@return Vector4
function movePoliciesComponent:GetClosestPointToPath(point) return end

---@return moveLocomotionAction
function movePoliciesComponent:GetCurrentLocomotionAction() return end

---@return Vector4
function movePoliciesComponent:GetDestination() return end

---@return Float
function movePoliciesComponent:GetDistanceToDestination() return end

---@param destination Vector4
---@return Float
function movePoliciesComponent:GetDistanceToDestinationFrom(destination) return end

---@return moveExplorationType
function movePoliciesComponent:GetExplorationOffMeshLinkType() return end

---@return Float
function movePoliciesComponent:GetInclineAngle() return end

---@return Bool, worldOffMeshConnectionType
function movePoliciesComponent:GetOffMeshLinkType() return end

---@return movePolicies
function movePoliciesComponent:GetTopPolicies() return end

---@return Bool
function movePoliciesComponent:HasLineOfSightFailed() return end

---@return Bool
function movePoliciesComponent:IsConstrainedByRestrictedArea() return end

---@return Bool
function movePoliciesComponent:IsDestinationCalculated() return end

---@return Bool
function movePoliciesComponent:IsDestinationChanged() return end

---@return Bool
function movePoliciesComponent:IsInIdle() return end

---@return Bool
function movePoliciesComponent:IsOnOffMeshLink() return end

---@return Bool
function movePoliciesComponent:IsOnStairs() return end

---@return Bool
function movePoliciesComponent:IsPathfindingFailed() return end

---@return Bool
function movePoliciesComponent:IsPausedByDynamicCollision() return end

---@return Bool
function movePoliciesComponent:IsTopPolicyEvaluated() return end

---@param object movePolicies
function movePoliciesComponent:PopPolicies(object) return end

---@class movePoliciesContract : ISerializable
movePoliciesContract = {}

---@class movePoliciesContractMoveToSmartObject : movePoliciesContract
movePoliciesContractMoveToSmartObject = {}

---@return movePoliciesContractMoveToSmartObject
function movePoliciesContractMoveToSmartObject.new() return end

---@param props table
---@return movePoliciesContractMoveToSmartObject
function movePoliciesContractMoveToSmartObject.new(props) return end

---@class movePoliciesContractMoveToWorkspot : movePoliciesContract
movePoliciesContractMoveToWorkspot = {}

---@return movePoliciesContractMoveToWorkspot
function movePoliciesContractMoveToWorkspot.new() return end

---@param props table
---@return movePoliciesContractMoveToWorkspot
function movePoliciesContractMoveToWorkspot.new(props) return end

---@class movePoliciesSystem : moveIPoliciesSystem
movePoliciesSystem = {}

---@return movePoliciesSystem
function movePoliciesSystem.new() return end

---@param props table
---@return movePoliciesSystem
function movePoliciesSystem.new(props) return end

---@class moveReplicatedMovePolicies : entReplicatedItem
---@field key Uint64
---@field policies movePolicies
moveReplicatedMovePolicies = {}

---@return moveReplicatedMovePolicies
function moveReplicatedMovePolicies.new() return end

---@param props table
---@return moveReplicatedMovePolicies
function moveReplicatedMovePolicies.new(props) return end

---@class moveReplicatedMovePoliciesState
---@field items moveReplicatedMovePolicies[]
---@field lastAppliedActionsTime netTime
moveReplicatedMovePoliciesState = {}

---@return moveReplicatedMovePoliciesState
function moveReplicatedMovePoliciesState.new() return end

---@param props table
---@return moveReplicatedMovePoliciesState
function moveReplicatedMovePoliciesState.new(props) return end

---@class moveSecureFootingParameters
---@field unsecureCollisionFilterName CName
---@field maxVerticalDistanceForCentreRaycast Float
---@field maxAngularDistanceForOtherRaycasts Float
---@field standingMinNumberOfRaycasts Uint32
---@field standingMinCollisionHorizontalDistance Float
---@field fallingMinNumberOfRaycasts Uint32
---@field fallingMinCollisionHorizontalDistance Float
---@field maxStaticGroundFactor Float
---@field needsCentreRaycast Bool
---@field minVelocityForFalling Float
---@field slopeCurveName CName
moveSecureFootingParameters = {}

---@return moveSecureFootingParameters
function moveSecureFootingParameters.new() return end

---@param props table
---@return moveSecureFootingParameters
function moveSecureFootingParameters.new(props) return end

---@class moveSecureFootingResult
---@field slidingDirection Vector4
---@field normalDirection Vector4
---@field lowestLocalPosition Vector4
---@field staticGroundFactor Float
---@field reason moveSecureFootingFailureReason
---@field type moveSecureFootingFailureType
moveSecureFootingResult = {}

---@return moveSecureFootingResult
function moveSecureFootingResult.new() return end

---@param props table
---@return moveSecureFootingResult
function moveSecureFootingResult.new(props) return end

---@class moveStrafingTarget
---@field position Vector3
---@field object gameObject
moveStrafingTarget = {}

---@return moveStrafingTarget
function moveStrafingTarget.new() return end

---@param props table
---@return moveStrafingTarget
function moveStrafingTarget.new(props) return end

---@class mpCMultiplayerDebugFunctions
mpCMultiplayerDebugFunctions = {}

---@return mpCMultiplayerDebugFunctions
function mpCMultiplayerDebugFunctions.new() return end

---@param props table
---@return mpCMultiplayerDebugFunctions
function mpCMultiplayerDebugFunctions.new(props) return end

---@param sound CName|string
---@param position Vector4
function mpCMultiplayerDebugFunctions.MPDebugPlaySound(sound, position) return end

---@param hardExit Bool
function mpCMultiplayerDebugFunctions.MPDebugRemoteClientShutdown(hardExit) return end

---@class mpClientGameSession : mpGameSession
mpClientGameSession = {}

---@return mpClientGameSession
function mpClientGameSession.new() return end

---@param props table
---@return mpClientGameSession
function mpClientGameSession.new(props) return end

---@class mpGameSession : gameBaseGameSession
mpGameSession = {}

---@return mpGameSession
function mpGameSession.new() return end

---@param props table
---@return mpGameSession
function mpGameSession.new(props) return end

---@class mpInteractionActivatorComponent : entIPlacedComponent
mpInteractionActivatorComponent = {}

---@return mpInteractionActivatorComponent
function mpInteractionActivatorComponent.new() return end

---@param props table
---@return mpInteractionActivatorComponent
function mpInteractionActivatorComponent.new(props) return end

---@class mpLocalPlayer : mpPlayer
mpLocalPlayer = {}

---@return mpLocalPlayer
function mpLocalPlayer.new() return end

---@param props table
---@return mpLocalPlayer
function mpLocalPlayer.new(props) return end

---@class mpPersistentTestBox : gameObject
mpPersistentTestBox = {}

---@return mpPersistentTestBox
function mpPersistentTestBox.new() return end

---@param props table
---@return mpPersistentTestBox
function mpPersistentTestBox.new(props) return end

---@class mpPersistentTestBoxState : netIEntityState
---@field isOn Bool
---@field weakPersistentEntity mpPersistentTestBox
---@field weakPersistentEntityComponent entIComponent
---@field weakDynamicEntity gameObject
---@field weakDynamicEntityComponent entIComponent
mpPersistentTestBoxState = {}

---@return mpPersistentTestBoxState
function mpPersistentTestBoxState.new() return end

---@param props table
---@return mpPersistentTestBoxState
function mpPersistentTestBoxState.new(props) return end

---@class mpPlayer : gamePlayer
mpPlayer = {}

---@class mpPlayerManager : gameIPlayerManager
mpPlayerManager = {}

---@return mpPlayerManager
function mpPlayerManager.new() return end

---@param props table
---@return mpPlayerManager
function mpPlayerManager.new(props) return end

---@param spawnParams gamePlayerSpawnParams
function mpPlayerManager.PrespawnRequest(spawnParams) return end

function mpPlayerManager.PrespawnRequestAccepted() return end

function mpPlayerManager.PrespawnRequestDenied() return end

function mpPlayerManager.SpawnRequest() return end

function mpPlayerManager.SpawnRequestAccepted() return end

function mpPlayerManager.SpawnRequestDenied() return end

---@param gameObject gameObject
---@return String
function mpPlayerManager:GetPlayerNicknameByGameObject(gameObject) return end

---@class mpRemotePlayer : mpPlayer
mpRemotePlayer = {}

---@return mpRemotePlayer
function mpRemotePlayer.new() return end

---@param props table
---@return mpRemotePlayer
function mpRemotePlayer.new(props) return end

---@class mpServerGameSession : mpGameSession
mpServerGameSession = {}

---@return mpServerGameSession
function mpServerGameSession.new() return end

---@param props table
---@return mpServerGameSession
function mpServerGameSession.new(props) return end

---@class mpServerPlayer : mpPlayer
mpServerPlayer = {}

---@return mpServerPlayer
function mpServerPlayer.new() return end

---@param props table
---@return mpServerPlayer
function mpServerPlayer.new(props) return end

---@class muliplayerInteractionTest : gameObject
---@field counter Int32
muliplayerInteractionTest = {}

---@return muliplayerInteractionTest
function muliplayerInteractionTest.new() return end

---@param props table
---@return muliplayerInteractionTest
function muliplayerInteractionTest.new(props) return end

---@return Bool
function muliplayerInteractionTest:OnGameAttached() return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function muliplayerInteractionTest:OnInteractionChoice(choiceEvent) return end

---@class nanowireGrenade : BaseProjectile
---@field countTime Float
---@field timeToActivation Float
---@field energyLossFactor Float
---@field startVelocity Float
---@field grenadeLifetime Float
---@field gravitySimulation Float
---@field trailEffectName CName
---@field alive Bool
nanowireGrenade = {}

---@return nanowireGrenade
function nanowireGrenade.new() return end

---@param props table
---@return nanowireGrenade
function nanowireGrenade.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function nanowireGrenade:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function nanowireGrenade:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function nanowireGrenade:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function nanowireGrenade:OnShootTarget(eventData) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function nanowireGrenade:OnTick(eventData) return end

---@param position Vector4
function nanowireGrenade:Explode(position) return end

function nanowireGrenade:Reset() return end

function nanowireGrenade:StartTrailEffect() return end

function nanowireGrenade:StopMovement() return end

---@class navLocomotionPath : ISerializable
---@field splineNodeRef NodeRef
---@field segments navLocomotionPathSegmentInfo[]
---@field backwardSegments navLocomotionPathSegmentInfo[]
---@field points navLocomotionPathPointInfo[]
---@field userData navLocomotionPathPointUserDataEntry[]
navLocomotionPath = {}

---@return navLocomotionPath
function navLocomotionPath.new() return end

---@param props table
---@return navLocomotionPath
function navLocomotionPath.new(props) return end

---@class navLocomotionPathPointInfo
---@field point navSerializableSplineProgression
---@field userDataIndex Uint32
navLocomotionPathPointInfo = {}

---@return navLocomotionPathPointInfo
function navLocomotionPathPointInfo.new() return end

---@param props table
---@return navLocomotionPathPointInfo
function navLocomotionPathPointInfo.new(props) return end

---@class navLocomotionPathPointUserData : ISerializable
navLocomotionPathPointUserData = {}

---@return navLocomotionPathPointUserData
function navLocomotionPathPointUserData.new() return end

---@param props table
---@return navLocomotionPathPointUserData
function navLocomotionPathPointUserData.new(props) return end

---@class navLocomotionPathPointUserDataEntry
---@field userData navLocomotionPathPointUserData
---@field nextUserData Uint32
navLocomotionPathPointUserDataEntry = {}

---@return navLocomotionPathPointUserDataEntry
function navLocomotionPathPointUserDataEntry.new() return end

---@param props table
---@return navLocomotionPathPointUserDataEntry
function navLocomotionPathPointUserDataEntry.new(props) return end

---@class navLocomotionPathResource : CResource
---@field paths navLocomotionPath[]
navLocomotionPathResource = {}

---@return navLocomotionPathResource
function navLocomotionPathResource.new() return end

---@param props table
---@return navLocomotionPathResource
function navLocomotionPathResource.new(props) return end

---@class navLocomotionPathSegmentInfo
---@field type navLocomotionPathSegmentTypes
---@field segmentEnd navSerializableSplineProgression
---@field offMeshLink Uint64
navLocomotionPathSegmentInfo = {}

---@return navLocomotionPathSegmentInfo
function navLocomotionPathSegmentInfo.new() return end

---@param props table
---@return navLocomotionPathSegmentInfo
function navLocomotionPathSegmentInfo.new(props) return end

---@class navRuntimeSystemPathfinding : worldIRuntimeSystem
navRuntimeSystemPathfinding = {}

---@return navRuntimeSystemPathfinding
function navRuntimeSystemPathfinding.new() return end

---@param props table
---@return navRuntimeSystemPathfinding
function navRuntimeSystemPathfinding.new(props) return end

---@class navSerializableSplineProgression
---@field sectionIdx Uint32
---@field alpha Float
navSerializableSplineProgression = {}

---@return navSerializableSplineProgression
function navSerializableSplineProgression.new() return end

---@param props table
---@return navSerializableSplineProgression
function navSerializableSplineProgression.new(props) return end

---@class navgendebugCompactCell
---@field cellData Uint64
navgendebugCompactCell = {}

---@return navgendebugCompactCell
function navgendebugCompactCell.new() return end

---@param props table
---@return navgendebugCompactCell
function navgendebugCompactCell.new(props) return end

---@class navgendebugCompactContour
---@field rawVertices Int32[]
---@field simplifiedVertices Int32[]
---@field innerPoints Int32[]
---@field region Uint16
---@field area Uint8
---@field box Box
navgendebugCompactContour = {}

---@return navgendebugCompactContour
function navgendebugCompactContour.new() return end

---@param props table
---@return navgendebugCompactContour
function navgendebugCompactContour.new(props) return end

---@class navgendebugCompactPolygon : ISerializable
---@field index Uint16
---@field indices Uint16[]
---@field neighbors Uint16[]
---@field area Uint8
---@field region Uint16
---@field flags Uint16
navgendebugCompactPolygon = {}

---@return navgendebugCompactPolygon
function navgendebugCompactPolygon.new() return end

---@param props table
---@return navgendebugCompactPolygon
function navgendebugCompactPolygon.new(props) return end

---@class navgendebugCompactSpan
---@field spanData Uint32
navgendebugCompactSpan = {}

---@return navgendebugCompactSpan
function navgendebugCompactSpan.new() return end

---@param props table
---@return navgendebugCompactSpan
function navgendebugCompactSpan.new(props) return end

---@class navgendebugContourSet
---@field contours navgendebugCompactContour[]
---@field boundingBox Box
---@field cellSize Float
---@field cellHeight Float
---@field width Int32
---@field height Int32
---@field borderSize Int32
---@field maxError Float
navgendebugContourSet = {}

---@return navgendebugContourSet
function navgendebugContourSet.new() return end

---@param props table
---@return navgendebugContourSet
function navgendebugContourSet.new(props) return end

---@class navgendebugHeightfield : ISerializable
---@field bounds Box
---@field cellSize Float
---@field cellHeight Float
---@field width Uint16
---@field height Uint16
---@field rawSpans navgendebugSpansData
---@field compactSpans navgendebugSpansData
---@field cells navgendebugCompactCell[]
---@field regions Uint16[]
---@field distancefield Uint16[]
---@field maxDistancefieldValue Uint16
navgendebugHeightfield = {}

---@return navgendebugHeightfield
function navgendebugHeightfield.new() return end

---@param props table
---@return navgendebugHeightfield
function navgendebugHeightfield.new(props) return end

---@class navgendebugInputGeometry
---@field triangles navgendebugInputGeometryTriangle[]
---@field tileBoundingBox Box
---@field extrudedBoundingBox Box
navgendebugInputGeometry = {}

---@return navgendebugInputGeometry
function navgendebugInputGeometry.new() return end

---@param props table
---@return navgendebugInputGeometry
function navgendebugInputGeometry.new(props) return end

---@class navgendebugInputGeometryTriangle
---@field vertices Vector3[]
---@field area Uint8
navgendebugInputGeometryTriangle = {}

---@return navgendebugInputGeometryTriangle
function navgendebugInputGeometryTriangle.new() return end

---@param props table
---@return navgendebugInputGeometryTriangle
function navgendebugInputGeometryTriangle.new(props) return end

---@class navgendebugPolyMesh : ISerializable
---@field vertices Vector3[]
---@field polygons navgendebugCompactPolygon[]
---@field bounds Box
---@field cellSize Float
---@field cellHeight Float
---@field borderSize Int32
---@field maxEdgeError Float
---@field maxVerticesPerPolygon Int32
navgendebugPolyMesh = {}

---@return navgendebugPolyMesh
function navgendebugPolyMesh.new() return end

---@param props table
---@return navgendebugPolyMesh
function navgendebugPolyMesh.new(props) return end

---@class navgendebugSpansData
---@field spans navgendebugCompactSpan[]
---@field areas Uint8[]
---@field filteredAreas Uint8[]
navgendebugSpansData = {}

---@return navgendebugSpansData
function navgendebugSpansData.new() return end

---@param props table
---@return navgendebugSpansData
function navgendebugSpansData.new(props) return end

---@class navgendebugTileGenerationDebugData : ISerializable
---@field tileIndex Uint32
---@field heightfield navgendebugHeightfield
---@field contours navgendebugContourSet
---@field polyMesh navgendebugPolyMesh
navgendebugTileGenerationDebugData = {}

---@return navgendebugTileGenerationDebugData
function navgendebugTileGenerationDebugData.new() return end

---@param props table
---@return navgendebugTileGenerationDebugData
function navgendebugTileGenerationDebugData.new(props) return end

---@class netChargesWidgetGameController : gameuiHUDGameController
---@field bbPlayerStats gameIBlackboard
---@field bbPlayerEventId1 redCallbackObject
---@field bbPlayerEventId2 redCallbackObject
---@field bbPlayerEventId3 redCallbackObject
---@field networkName inkTextWidget
---@field networkStatus inkTextWidget
---@field chargesList inkCompoundWidget[]
---@field chargesCurrent Int32
---@field chargesMax Int32
---@field networkNameText String
---@field networkStatusText String
---@field rootWidget inkWidget
---@field chargeList inkHorizontalPanelWidget
netChargesWidgetGameController = {}

---@return netChargesWidgetGameController
function netChargesWidgetGameController.new() return end

---@param props table
---@return netChargesWidgetGameController
function netChargesWidgetGameController.new(props) return end

---@param value Int32
---@return Bool
function netChargesWidgetGameController:OnCurrentChargesChanged(value) return end

---@return Bool
function netChargesWidgetGameController:OnInitialize() return end

---@param value Int32
---@return Bool
function netChargesWidgetGameController:OnMaxChargesChanged(value) return end

---@param value CName|string
---@return Bool
function netChargesWidgetGameController:OnNameChanged(value) return end

---@return Bool
function netChargesWidgetGameController:OnUninitialize() return end

function netChargesWidgetGameController:RefreshCharges() return end

---@param chargeWidget inkCompoundWidget
---@param number Int32
function netChargesWidgetGameController:SetChargeNumber(chargeWidget, number) return end

---@param chargeWidget inkCompoundWidget
---@param state Bool
function netChargesWidgetGameController:SetChargeState(chargeWidget, state) return end

---@class netDefaultComponentReplicatedState : netIComponentState
netDefaultComponentReplicatedState = {}

---@return netDefaultComponentReplicatedState
function netDefaultComponentReplicatedState.new() return end

---@param props table
---@return netDefaultComponentReplicatedState
function netDefaultComponentReplicatedState.new(props) return end

---@class netEntityAttachmentInterface
---@field time netTime
netEntityAttachmentInterface = {}

---@return netEntityAttachmentInterface
function netEntityAttachmentInterface.new() return end

---@param props table
---@return netEntityAttachmentInterface
function netEntityAttachmentInterface.new(props) return end

---@class netEntityReplicatedState : netIEntityState
netEntityReplicatedState = {}

---@return netEntityReplicatedState
function netEntityReplicatedState.new() return end

---@param props table
---@return netEntityReplicatedState
function netEntityReplicatedState.new(props) return end

---@class netEntitySystem : worldIRuntimeSystem
netEntitySystem = {}

---@return netEntitySystem
function netEntitySystem.new() return end

---@param props table
---@return netEntitySystem
function netEntitySystem.new(props) return end

---@class netIComponentState
---@field componentName CName
---@field enabled Bool
netIComponentState = {}

---@class netIEntityState
---@field recordID TweakDBID
---@field persistentID Uint64
netIEntityState = {}

---@class netIIngameProfilerSystem : gameIGameSystem
netIIngameProfilerSystem = {}

---@class netPeerID
---@field value Uint8
netPeerID = {}

---@return netPeerID
function netPeerID.new() return end

---@param props table
---@return netPeerID
function netPeerID.new(props) return end

---@class netTime
---@field milliSecs Uint64
netTime = {}

---@return netTime
function netTime.new() return end

---@param props table
---@return netTime
function netTime.new(props) return end

---@class oauthAuthenticationToken
---@field token String
---@field secret String
---@field sessionHandle String
---@field tokenExpiresIn Uint64
---@field authorizationExpiresIn Uint64
oauthAuthenticationToken = {}

---@return oauthAuthenticationToken
function oauthAuthenticationToken.new() return end

---@param props table
---@return oauthAuthenticationToken
function oauthAuthenticationToken.new(props) return end

---@class panelApperanceSwitchEvent : redEvent
---@field newApperance CName
panelApperanceSwitchEvent = {}

---@return panelApperanceSwitchEvent
function panelApperanceSwitchEvent.new() return end

---@param props table
---@return panelApperanceSwitchEvent
function panelApperanceSwitchEvent.new(props) return end

---@class panzerGameController : gameuiPanzerMiniGameController
panzerGameController = {}

---@return panzerGameController
function panzerGameController.new() return end

---@param props table
---@return panzerGameController
function panzerGameController.new(props) return end

---@param gameFinishEvent gameuiOnGameFinishEventAdvanced
function panzerGameController:OnGameFinishLogic(gameFinishEvent) return end

---@class parameterRequestEquip : IScriptable
---@field valid Bool
---@field itemID ItemID
parameterRequestEquip = {}

---@return parameterRequestEquip
function parameterRequestEquip.new() return end

---@param props table
---@return parameterRequestEquip
function parameterRequestEquip.new(props) return end

---@class physicsApperanceMaterial
---@field apperanceName CName
---@field materialFrom CName
---@field material CName
physicsApperanceMaterial = {}

---@return physicsApperanceMaterial
function physicsApperanceMaterial.new() return end

---@param props table
---@return physicsApperanceMaterial
function physicsApperanceMaterial.new(props) return end

---@class physicsCacheEntry
---@field entryOffset Uint32
---@field entrySize Uint32
physicsCacheEntry = {}

---@return physicsCacheEntry
function physicsCacheEntry.new() return end

---@param props table
---@return physicsCacheEntry
function physicsCacheEntry.new(props) return end

---@class physicsCacheKey
---@field key physicsGeometryKey
---@field entryIndex Uint32
physicsCacheKey = {}

---@return physicsCacheKey
function physicsCacheKey.new() return end

---@param props table
---@return physicsCacheKey
function physicsCacheKey.new(props) return end

---@class physicsColliderBox : physicsICollider
---@field halfExtents Vector3
---@field isObstacle Bool
physicsColliderBox = {}

---@return physicsColliderBox
function physicsColliderBox.new() return end

---@param props table
---@return physicsColliderBox
function physicsColliderBox.new(props) return end

---@class physicsColliderCapsule : physicsICollider
---@field radius Float
---@field height Float
physicsColliderCapsule = {}

---@return physicsColliderCapsule
function physicsColliderCapsule.new() return end

---@param props table
---@return physicsColliderCapsule
function physicsColliderCapsule.new(props) return end

---@class physicsColliderConvex : physicsICollider
---@field vertices Vector3[]
---@field indexBuffer Uint8[]
---@field polygonVertices Uint16[]
---@field compiledGeometryBuffer DataBuffer
physicsColliderConvex = {}

---@return physicsColliderConvex
function physicsColliderConvex.new() return end

---@param props table
---@return physicsColliderConvex
function physicsColliderConvex.new(props) return end

---@class physicsColliderMesh : physicsICollider
---@field faceMaterials CName[]
---@field compiledGeometryBuffer DataBuffer
physicsColliderMesh = {}

---@return physicsColliderMesh
function physicsColliderMesh.new() return end

---@param props table
---@return physicsColliderMesh
function physicsColliderMesh.new(props) return end

---@class physicsColliderSphere : physicsICollider
---@field radius Float
physicsColliderSphere = {}

---@return physicsColliderSphere
function physicsColliderSphere.new() return end

---@param props table
---@return physicsColliderSphere
function physicsColliderSphere.new(props) return end

---@class physicsCollisionFilterResource : ISerializable
---@field collisionPresetJson JsonResource
---@field overridesJson JsonResource
---@field queryPresetJson JsonResource
---@field collisionGroups CName[]
---@field queryGroups CName[]
physicsCollisionFilterResource = {}

---@return physicsCollisionFilterResource
function physicsCollisionFilterResource.new() return end

---@param props table
---@return physicsCollisionFilterResource
function physicsCollisionFilterResource.new(props) return end

---@class physicsCollisionPresetDefinition : ISerializable
---@field Name CName
---@field Description String
---@field ForceEnableCollisionCallbacks Bool
---@field CollisionType CName[]
---@field CollisionMask CName[]
---@field QueryDetect CName[]
physicsCollisionPresetDefinition = {}

---@return physicsCollisionPresetDefinition
function physicsCollisionPresetDefinition.new() return end

---@param props table
---@return physicsCollisionPresetDefinition
function physicsCollisionPresetDefinition.new(props) return end

---@class physicsCollisionPresetOverride
---@field from CName
---@field to CName
physicsCollisionPresetOverride = {}

---@return physicsCollisionPresetOverride
function physicsCollisionPresetOverride.new() return end

---@param props table
---@return physicsCollisionPresetOverride
function physicsCollisionPresetOverride.new(props) return end

---@class physicsCollisionPresetsOverridesResource : ISerializable
---@field overrides physicsCollisionPresetOverride[]
physicsCollisionPresetsOverridesResource = {}

---@return physicsCollisionPresetsOverridesResource
function physicsCollisionPresetsOverridesResource.new() return end

---@param props table
---@return physicsCollisionPresetsOverridesResource
function physicsCollisionPresetsOverridesResource.new(props) return end

---@class physicsCollisionPresetsResource : ISerializable
---@field presets physicsCollisionPresetDefinition[]
physicsCollisionPresetsResource = {}

---@return physicsCollisionPresetsResource
function physicsCollisionPresetsResource.new() return end

---@param props table
---@return physicsCollisionPresetsResource
function physicsCollisionPresetsResource.new(props) return end

---@class physicsControllerHit
---@field worldPos Vector4
---@field worldNormal Vector4
physicsControllerHit = {}

---@return physicsControllerHit
function physicsControllerHit.new() return end

---@param props table
---@return physicsControllerHit
function physicsControllerHit.new(props) return end

---@class physicsCustomFilterData : ISerializable
---@field collisionType CName[]
---@field collideWith CName[]
---@field queryDetect CName[]
physicsCustomFilterData = {}

---@return physicsCustomFilterData
function physicsCustomFilterData.new() return end

---@param props table
---@return physicsCustomFilterData
function physicsCustomFilterData.new(props) return end

---@class physicsDeferredCollection : ISerializable
---@field buffer serializationDeferredDataBuffer
physicsDeferredCollection = {}

---@return physicsDeferredCollection
function physicsDeferredCollection.new() return end

---@param props table
---@return physicsDeferredCollection
function physicsDeferredCollection.new(props) return end

---@class physicsDestructionHierarchyOffset
---@field combined Uint32
physicsDestructionHierarchyOffset = {}

---@return physicsDestructionHierarchyOffset
function physicsDestructionHierarchyOffset.new() return end

---@param props table
---@return physicsDestructionHierarchyOffset
function physicsDestructionHierarchyOffset.new(props) return end

---@class physicsDestructionLevelData
---@field filterData physicsFilterData
---@field fracturingEffect worldEffect
physicsDestructionLevelData = {}

---@return physicsDestructionLevelData
function physicsDestructionLevelData.new() return end

---@param props table
---@return physicsDestructionLevelData
function physicsDestructionLevelData.new(props) return end

---@class physicsDestructionParams
---@field startInactive Bool
---@field simulationType physicsSimulationType
---@field markEdgeChunks Bool
---@field useAggregatesForClusters Bool
---@field turnDynamicOnImpulse Bool
---@field buildConvexForClusters Bool
---@field damageThreshold Float
---@field damageEndurance Float
---@field bondEndurance Float
---@field accumulateDamage Bool
---@field impulseToDamage Float
---@field contactToDamage Float
---@field maxContactImpulseRatio Float
---@field impulseChildPropagationFactor Float
---@field impulsePropagationFactor Float
---@field impulseDiminishingFactor Float
---@field breakBonds Bool
---@field debrisInstantRemovalThreshold Float
---@field debrisTimeoutThreshold Float
---@field debrisTimeout Bool
---@field debrisTimeoutMin Float
---@field debrisTimeoutMax Float
---@field fadeOutTime Float
---@field debrisMaxSeparation Float
---@field visualsRemain Bool
---@field debrisDestructible Bool
---@field supportDamage Bool
---@field maxAngularVelocity Float
---@field fractureFieldMask physicsFractureFieldType
physicsDestructionParams = {}

---@return physicsDestructionParams
function physicsDestructionParams.new() return end

---@param props table
---@return physicsDestructionParams
function physicsDestructionParams.new(props) return end

---@class physicsFilterData : ISerializable
---@field simulationFilter physicsSimulationFilter
---@field queryFilter physicsQueryFilter
---@field preset CName
---@field customFilterData physicsCustomFilterData
physicsFilterData = {}

---@return physicsFilterData
function physicsFilterData.new() return end

---@param props table
---@return physicsFilterData
function physicsFilterData.new(props) return end

---@class physicsFractureFieldParams
---@field origin Vector3
---@field fractureFieldValue Float
---@field destructionTypeMask physicsDestructionType
---@field fractureFieldTypeMask physicsFractureFieldType
---@field fractureFieldOptionsMask physicsFractureFieldOptions
---@field fractureFieldEffect physicsFractureFieldEffect
---@field fractureFieldValueType physicsFractureFieldValueType
physicsFractureFieldParams = {}

---@return physicsFractureFieldParams
function physicsFractureFieldParams.new() return end

---@param props table
---@return physicsFractureFieldParams
function physicsFractureFieldParams.new(props) return end

---@class physicsGeometryCache : CResource
---@field bufferTableSectors serializationDeferredDataBuffer[]
---@field sectorEntries physicsSectorEntry[]
---@field sectorGeometries physicsGeometryKey[]
---@field sectorCacheEntries physicsSectorCacheEntry[]
---@field alwaysLoadedSector physicsSectorEntry
---@field alwaysLoadedSectorDDB serializationDeferredDataBuffer
physicsGeometryCache = {}

---@return physicsGeometryCache
function physicsGeometryCache.new() return end

---@param props table
---@return physicsGeometryCache
function physicsGeometryCache.new(props) return end

---@class physicsGeometryCacheArtifact : CResource
---@field buffer serializationDeferredDataBuffer
---@field entryKeys physicsCacheKey[]
---@field entryTable physicsCacheEntry[]
physicsGeometryCacheArtifact = {}

---@return physicsGeometryCacheArtifact
function physicsGeometryCacheArtifact.new() return end

---@param props table
---@return physicsGeometryCacheArtifact
function physicsGeometryCacheArtifact.new(props) return end

---@class physicsGeometryKey
---@field pe Uint8
---@field ta Uint8[]
physicsGeometryKey = {}

---@return physicsGeometryKey
function physicsGeometryKey.new() return end

---@param props table
---@return physicsGeometryKey
function physicsGeometryKey.new(props) return end

---@class physicsICollider : ISerializable
---@field localToBody Transform
---@field material CName
---@field materialApperanceOverrides physicsApperanceMaterial[]
---@field tag CName
---@field isImported Bool
---@field isQueryShapeOnly Bool
---@field volumeModifier Float
---@field filterData physicsFilterData
physicsICollider = {}

---@class physicsISystemObject : ISerializable
---@field name CName
physicsISystemObject = {}

---@class physicsMaterialLibraryResource : CResource
---@field defaultMaterial physicsMaterialResource
---@field collectionData DataBuffer
physicsMaterialLibraryResource = {}

---@return physicsMaterialLibraryResource
function physicsMaterialLibraryResource.new() return end

---@param props table
---@return physicsMaterialLibraryResource
function physicsMaterialLibraryResource.new(props) return end

---@class physicsMaterialReference
---@field name CName
physicsMaterialReference = {}

---@return physicsMaterialReference
function physicsMaterialReference.new() return end

---@param props table
---@return physicsMaterialReference
function physicsMaterialReference.new(props) return end

---@class physicsMaterialResource : CResource
---@field staticFriction Float
---@field dynamicFriction Float
---@field restitution Float
---@field frictionMode physicsMaterialFriction
---@field density Float
---@field tags physicsMaterialTags
---@field color Color
---@field id Uint64
physicsMaterialResource = {}

---@return physicsMaterialResource
function physicsMaterialResource.new() return end

---@param props table
---@return physicsMaterialResource
function physicsMaterialResource.new(props) return end

---@class physicsMaterialTags
---@field aiVisibility physicsMaterialTagVisibility
---@field playerVisibility physicsMaterialTagVisibility
---@field projectilePenetration physicsMaterialTagProjectilePenetration
---@field projectileRicochet physicsMaterialTagProjectileRicochet
---@field vehicleTraction physicsMaterialTagVehicleTraction
physicsMaterialTags = {}

---@return physicsMaterialTags
function physicsMaterialTags.new() return end

---@param props table
---@return physicsMaterialTags
function physicsMaterialTags.new(props) return end

---@class physicsPhysicalJointPin : ISerializable
---@field object physicsISystemObject
---@field featureIndex Int32
---@field localPosition Vector3
---@field localRotation Quaternion
physicsPhysicalJointPin = {}

---@return physicsPhysicalJointPin
function physicsPhysicalJointPin.new() return end

---@param props table
---@return physicsPhysicalJointPin
function physicsPhysicalJointPin.new(props) return end

---@class physicsPhysicsJointAngularLimitPair : physicsPhysicsJointLimitBase
---@field twist physicsPhysicsJointMotion
---@field upper Float
---@field lower Float
physicsPhysicsJointAngularLimitPair = {}

---@return physicsPhysicsJointAngularLimitPair
function physicsPhysicsJointAngularLimitPair.new() return end

---@param props table
---@return physicsPhysicsJointAngularLimitPair
function physicsPhysicsJointAngularLimitPair.new(props) return end

---@class physicsPhysicsJointDrive
---@field forceLimit Float
---@field isAcceleration Bool
---@field stiffness Float
---@field damping Float
physicsPhysicsJointDrive = {}

---@return physicsPhysicsJointDrive
function physicsPhysicsJointDrive.new() return end

---@param props table
---@return physicsPhysicsJointDrive
function physicsPhysicsJointDrive.new(props) return end

---@class physicsPhysicsJointDriveVelocity
---@field linearVelocity Vector4
---@field angularVelocity Vector4
physicsPhysicsJointDriveVelocity = {}

---@return physicsPhysicsJointDriveVelocity
function physicsPhysicsJointDriveVelocity.new() return end

---@param props table
---@return physicsPhysicsJointDriveVelocity
function physicsPhysicsJointDriveVelocity.new(props) return end

---@class physicsPhysicsJointLimitBase
---@field restitution Float
---@field bounceThreshold Float
---@field stiffness Float
---@field damping Float
---@field contactDistance Float
physicsPhysicsJointLimitBase = {}

---@return physicsPhysicsJointLimitBase
function physicsPhysicsJointLimitBase.new() return end

---@param props table
---@return physicsPhysicsJointLimitBase
function physicsPhysicsJointLimitBase.new(props) return end

---@class physicsPhysicsJointLimitConePair : physicsPhysicsJointLimitBase
---@field swingY physicsPhysicsJointMotion
---@field swingZ physicsPhysicsJointMotion
---@field yAngle Float
---@field zAngle Float
physicsPhysicsJointLimitConePair = {}

---@return physicsPhysicsJointLimitConePair
function physicsPhysicsJointLimitConePair.new() return end

---@param props table
---@return physicsPhysicsJointLimitConePair
function physicsPhysicsJointLimitConePair.new(props) return end

---@class physicsPhysicsJointLinearLimit : physicsPhysicsJointLimitBase
---@field x physicsPhysicsJointMotion
---@field y physicsPhysicsJointMotion
---@field z physicsPhysicsJointMotion
---@field value Float
physicsPhysicsJointLinearLimit = {}

---@return physicsPhysicsJointLinearLimit
function physicsPhysicsJointLinearLimit.new() return end

---@param props table
---@return physicsPhysicsJointLinearLimit
function physicsPhysicsJointLinearLimit.new(props) return end

---@class physicsQueryFilter
---@field mask1 Uint64
---@field mask2 Uint64
physicsQueryFilter = {}

---@return physicsQueryFilter
function physicsQueryFilter.new() return end

---@param props table
---@return physicsQueryFilter
function physicsQueryFilter.new(props) return end

---@return physicsQueryFilter
function physicsQueryFilter.ALL() return end

---@param group CName|string
---@return physicsQueryFilter
function physicsQueryFilter.AddGroup(group) return end

---@return physicsQueryFilter
function physicsQueryFilter.ZERO() return end

---@class physicsQueryPreset
---@field presetName CName
physicsQueryPreset = {}

---@return physicsQueryPreset
function physicsQueryPreset.new() return end

---@param props table
---@return physicsQueryPreset
function physicsQueryPreset.new(props) return end

---@class physicsQueryPresetDefinition : ISerializable
---@field name CName
---@field queryGroups CName[]
physicsQueryPresetDefinition = {}

---@return physicsQueryPresetDefinition
function physicsQueryPresetDefinition.new() return end

---@param props table
---@return physicsQueryPresetDefinition
function physicsQueryPresetDefinition.new(props) return end

---@class physicsQueryPresetResource : ISerializable
---@field presets physicsQueryPresetDefinition[]
physicsQueryPresetResource = {}

---@return physicsQueryPresetResource
function physicsQueryPresetResource.new() return end

---@param props table
---@return physicsQueryPresetResource
function physicsQueryPresetResource.new(props) return end

---@class physicsRagdollBodyInfo
---@field ParentAnimIndex Int32
---@field ChildAnimIndex Int32
---@field ParentBodyIndex Int32
---@field BodyPart physicsRagdollBodyPartE
---@field ShapeType physicsRagdollShapeType
---@field ShapeRadius Float
---@field HalfHeight Float
---@field ShapeLocalTranslation Vector3
---@field ShapeLocalRotation Quaternion
---@field IsRootDisplacementPart Bool
---@field SwingAnglesY Float[]
---@field SwingAnglesZ Float[]
---@field TwistAngles Float[]
---@field IsStiff Bool
---@field ExcludeFromEarlyCollision Bool
---@field FilterDataOverride CName
physicsRagdollBodyInfo = {}

---@return physicsRagdollBodyInfo
function physicsRagdollBodyInfo.new() return end

---@param props table
---@return physicsRagdollBodyInfo
function physicsRagdollBodyInfo.new(props) return end

---@class physicsRagdollBodyNames
---@field ParentAnimName CName
---@field ChildAnimName CName
physicsRagdollBodyNames = {}

---@return physicsRagdollBodyNames
function physicsRagdollBodyNames.new() return end

---@param props table
---@return physicsRagdollBodyNames
function physicsRagdollBodyNames.new(props) return end

---@class physicsSectorCacheArtifact : CResource
---@field sectorGeometryKeys physicsGeometryKey[]
---@field sectorInPlaceGeometry physicsGeometryCacheArtifact
---@field sectorBounds Box
physicsSectorCacheArtifact = {}

---@return physicsSectorCacheArtifact
function physicsSectorCacheArtifact.new() return end

---@param props table
---@return physicsSectorCacheArtifact
function physicsSectorCacheArtifact.new(props) return end

---@class physicsSectorCacheEntry
---@field entryOffset Uint32
---@field entrySize Uint32
physicsSectorCacheEntry = {}

---@return physicsSectorCacheEntry
function physicsSectorCacheEntry.new() return end

---@param props table
---@return physicsSectorCacheEntry
function physicsSectorCacheEntry.new(props) return end

---@class physicsSectorEntry
---@field sectorBounds Box
---@field sectorHash Uint64
---@field entryOffset Uint32
---@field entrySize Uint32
physicsSectorEntry = {}

---@return physicsSectorEntry
function physicsSectorEntry.new() return end

---@param props table
---@return physicsSectorEntry
function physicsSectorEntry.new(props) return end

---@class physicsSimulationFilter
---@field mask1 Uint64
---@field mask2 Uint64
physicsSimulationFilter = {}

---@return physicsSimulationFilter
function physicsSimulationFilter.new() return end

---@param props table
---@return physicsSimulationFilter
function physicsSimulationFilter.new(props) return end

---@return physicsSimulationFilter
function physicsSimulationFilter.ALL() return end

---@param preset CName|string
---@return physicsSimulationFilter
function physicsSimulationFilter.SimulationFilter_BuildFromPreset(preset) return end

---@return physicsSimulationFilter
function physicsSimulationFilter.ZERO() return end

---@class physicsStaticCollisionShapeDebugInfo
---@field sourceMeshPathHash Uint64
---@field prefabPathHash Uint64
---@field nodeNameHash Uint64
physicsStaticCollisionShapeDebugInfo = {}

---@return physicsStaticCollisionShapeDebugInfo
function physicsStaticCollisionShapeDebugInfo.new() return end

---@param props table
---@return physicsStaticCollisionShapeDebugInfo
function physicsStaticCollisionShapeDebugInfo.new(props) return end

---@class physicsSystemBody : physicsISystemObject
---@field params physicsSystemBodyParams
---@field localToModel Transform
---@field collisionShapes physicsICollider[]
---@field mappedBoneName CName
---@field mappedBoneToBody Transform
---@field isQueryBodyOnly Bool
physicsSystemBody = {}

---@return physicsSystemBody
function physicsSystemBody.new() return end

---@param props table
---@return physicsSystemBody
function physicsSystemBody.new(props) return end

---@class physicsSystemBodyParams
---@field simulationType physicsSimulationType
---@field linearDamping Float
---@field angularDamping Float
---@field solverIterationsCountPosition Uint32
---@field solverIterationsCountVelocity Uint32
---@field maxDepenetrationVelocity Float
---@field maxAngularVelocity Float
---@field maxContactImpulse Float
---@field mass Float
---@field inertia Vector3
---@field comOffset Transform
physicsSystemBodyParams = {}

---@return physicsSystemBodyParams
function physicsSystemBodyParams.new() return end

---@param props table
---@return physicsSystemBodyParams
function physicsSystemBodyParams.new(props) return end

---@class physicsSystemJoint : physicsISystemObject
---@field localToWorld Matrix
---@field pinA physicsPhysicalJointPin
---@field pinB physicsPhysicalJointPin
---@field linearLimit physicsPhysicsJointLinearLimit
---@field twistLimit physicsPhysicsJointAngularLimitPair
---@field swingLimit physicsPhysicsJointLimitConePair
---@field driveY physicsPhysicsJointDrive
---@field driveX physicsPhysicsJointDrive
---@field driveZ physicsPhysicsJointDrive
---@field driveTwist physicsPhysicsJointDrive
---@field driveSwing physicsPhysicsJointDrive
---@field driveSLERP physicsPhysicsJointDrive
---@field driveVelocity physicsPhysicsJointDriveVelocity
---@field drivePosition Matrix
---@field projectionEnabled Bool
---@field linearTolerance Float
---@field angularTolerance Float
---@field isBreakable Bool
---@field breakingForce Float
---@field breakingTorque Float
physicsSystemJoint = {}

---@return physicsSystemJoint
function physicsSystemJoint.new() return end

---@param props table
---@return physicsSystemJoint
function physicsSystemJoint.new(props) return end

---@class physicsSystemResource : CResource
---@field bodies physicsSystemBody[]
---@field joints physicsSystemJoint[]
physicsSystemResource = {}

---@return physicsSystemResource
function physicsSystemResource.new() return end

---@param props table
---@return physicsSystemResource
function physicsSystemResource.new(props) return end

---@class physicsTraceResult
---@field position Vector3
---@field normal Vector3
---@field material CName
physicsTraceResult = {}

---@return physicsTraceResult
function physicsTraceResult.new() return end

---@param props table
---@return physicsTraceResult
function physicsTraceResult.new(props) return end

---@param self_ physicsTraceResult
---@return Bool
function physicsTraceResult.IsValid(self_) return end

---@class physicsTriggerShape
---@field shapeType physicsShapeType
---@field shapeSize Vector3
---@field shapeLocalPose Transform
physicsTriggerShape = {}

---@return physicsTriggerShape
function physicsTriggerShape.new() return end

---@param props table
---@return physicsTriggerShape
function physicsTriggerShape.new(props) return end

---@class physicsclothClothCapsuleExportData : ISerializable
---@field capsules physicsclothExportedCapsule[]
physicsclothClothCapsuleExportData = {}

---@return physicsclothClothCapsuleExportData
function physicsclothClothCapsuleExportData.new() return end

---@param props table
---@return physicsclothClothCapsuleExportData
function physicsclothClothCapsuleExportData.new(props) return end

---@class physicsclothExportedCapsule
---@field p0 Vector3
---@field p1 Vector3
---@field r0 Float
---@field r1 Float
---@field boneName CName
physicsclothExportedCapsule = {}

---@return physicsclothExportedCapsule
function physicsclothExportedCapsule.new() return end

---@param props table
---@return physicsclothExportedCapsule
function physicsclothExportedCapsule.new(props) return end

---@class physicsclothPhaseConfig
---@field stiffness Float
---@field stiffnessMultiplier Float
---@field compressionLimit Float
---@field stretchLimit Float
physicsclothPhaseConfig = {}

---@return physicsclothPhaseConfig
function physicsclothPhaseConfig.new() return end

---@param props table
---@return physicsclothPhaseConfig
function physicsclothPhaseConfig.new(props) return end

---@class physicsclothRuntimeInfo
---@field translation Vector3
---@field rotation Quaternion
---@field gravity Vector3
---@field damping Float
---@field drag Float
---@field inertia Float
---@field numSolverIterations Uint32
---@field stiffnessFrequency Float
---@field friction Float
---@field tetherStiffness Float
---@field tetherScale Float
---@field selfCollisionDistance Float
---@field selfCollisionStiffness Float
---@field liftCoefficient Float
---@field dragCoefficient Float
---@field gravityScale Float
---@field motionConstraintStiffness Float
---@field enableSelfCollision Bool
physicsclothRuntimeInfo = {}

---@return physicsclothRuntimeInfo
function physicsclothRuntimeInfo.new() return end

---@param props table
---@return physicsclothRuntimeInfo
function physicsclothRuntimeInfo.new(props) return end

---@class physicsclothState
---@field verticalPhaseData physicsclothPhaseConfig
---@field horizontalPhaseData physicsclothPhaseConfig
---@field bendPhaseData physicsclothPhaseConfig
---@field shearPhaseData physicsclothPhaseConfig
---@field runtimeInfo physicsclothRuntimeInfo
physicsclothState = {}

---@return physicsclothState
function physicsclothState.new() return end

---@param props table
---@return physicsclothState
function physicsclothState.new(props) return end

---@class piercingGrenade : BaseProjectile
---@field piercingEffect gameEffectRef
---@field pierceTime Float
---@field energyLossFactor Float
---@field startVelocity Float
---@field grenadeLifetime Float
---@field gravitySimulation Float
---@field trailEffectName CName
---@field alive Bool
piercingGrenade = {}

---@return piercingGrenade
function piercingGrenade.new() return end

---@param props table
---@return piercingGrenade
function piercingGrenade.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function piercingGrenade:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function piercingGrenade:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function piercingGrenade:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function piercingGrenade:OnShootTarget(eventData) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function piercingGrenade:OnTick(eventData) return end

---@param position Vector4
function piercingGrenade:Explode(position) return end

---@param position Vector4
function piercingGrenade:Pierce(position) return end

function piercingGrenade:StartTrailEffect() return end

function piercingGrenade:StopMovement() return end

---@class populationModifier : ISerializable
populationModifier = {}

---@class populationPopulationSpawnParameter : gameObjectSpawnParameter
populationPopulationSpawnParameter = {}

---@return populationPopulationSpawnParameter
function populationPopulationSpawnParameter.new() return end

---@param props table
---@return populationPopulationSpawnParameter
function populationPopulationSpawnParameter.new(props) return end

---@class populationSpawnModifier : populationModifier
---@field spawnParameter gameObjectSpawnParameter
populationSpawnModifier = {}

---@return populationSpawnModifier
function populationSpawnModifier.new() return end

---@param props table
---@return populationSpawnModifier
function populationSpawnModifier.new(props) return end

---@class previewTargetStruct
---@field currentlyTrackedTarget gameObject
---@field currentBodyPart EHitReactionZone
---@field currentlyHittingBreach Bool
previewTargetStruct = {}

---@return previewTargetStruct
function previewTargetStruct.new() return end

---@param props table
---@return previewTargetStruct
function previewTargetStruct.new(props) return end

---@class prvFunctionalTestQueryOverlapResult
---@field entityID entEntityID
---@field position Vector3
prvFunctionalTestQueryOverlapResult = {}

---@return prvFunctionalTestQueryOverlapResult
function prvFunctionalTestQueryOverlapResult.new() return end

---@param props table
---@return prvFunctionalTestQueryOverlapResult
function prvFunctionalTestQueryOverlapResult.new(props) return end

---@class prvFunctionalTestsTrigger : IScriptable
prvFunctionalTestsTrigger = {}

---@return prvFunctionalTestsTrigger
function prvFunctionalTestsTrigger.new() return end

---@param props table
---@return prvFunctionalTestsTrigger
function prvFunctionalTestsTrigger.new(props) return end

---@class puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener : gameuiIUIObjectsLoaderSystemListener
puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener = {}

---@return puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener
function puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener.new() return end

---@param props table
---@return puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener
function puppetpreviewPuppetPreview_UIObjectsLoaderSystemListener.new(props) return end

---@class questAICommandNodeBase : questSignalStoppingNodeDefinition
questAICommandNodeBase = {}

---@class questAICommandNodeFunction
---@field order Uint32
---@field nodeType CName
---@field commandCategory CName
---@field friendlyName String
---@field paramsType CName
---@field nodeColor Color
questAICommandNodeFunction = {}

---@return questAICommandNodeFunction
function questAICommandNodeFunction.new() return end

---@param props table
---@return questAICommandNodeFunction
function questAICommandNodeFunction.new(props) return end

---@class questAICommandNodeFunctionProvider : IScriptable
questAICommandNodeFunctionProvider = {}

---@return questAICommandNodeFunctionProvider
function questAICommandNodeFunctionProvider.new() return end

---@param props table
---@return questAICommandNodeFunctionProvider
function questAICommandNodeFunctionProvider.new(props) return end

---@param functions questAICommandNodeFunction[]
---@param nodeType CName|string
---@param category CName|string
---@param friendlyName String
---@param paramsType CName|string
---@param color Color
function questAICommandNodeFunctionProvider.Add(functions, nodeType, category, friendlyName, paramsType, color) return end

---@return questAICommandNodeFunction[]
function questAICommandNodeFunctionProvider.CollectFunctions() return end

---@class questAICommandParams : scnAICommandFactory
questAICommandParams = {}

---@class questAchievementManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIAchievementManagerNodeType
questAchievementManagerNodeDefinition = {}

---@return questAchievementManagerNodeDefinition
function questAchievementManagerNodeDefinition.new() return end

---@param props table
---@return questAchievementManagerNodeDefinition
function questAchievementManagerNodeDefinition.new(props) return end

---@class questActorOverrideEntry
---@field MetadataForOverride CName
---@field ActorName CName
questActorOverrideEntry = {}

---@return questActorOverrideEntry
function questActorOverrideEntry.new() return end

---@param props table
---@return questActorOverrideEntry
function questActorOverrideEntry.new(props) return end

---@class questAddBraindanceClue_NodeType : questIUIManagerNodeType
---@field clueName CName
---@field startTime Float
---@field endTime Float
---@field layer gameuiEBraindanceLayer
questAddBraindanceClue_NodeType = {}

---@return questAddBraindanceClue_NodeType
function questAddBraindanceClue_NodeType.new() return end

---@param props table
---@return questAddBraindanceClue_NodeType
function questAddBraindanceClue_NodeType.new(props) return end

---@class questAddCombatLogMessage_NodeType : questIUIManagerNodeType
---@field message String
---@field localizedMessage LocalizationString
questAddCombatLogMessage_NodeType = {}

---@return questAddCombatLogMessage_NodeType
function questAddCombatLogMessage_NodeType.new() return end

---@param props table
---@return questAddCombatLogMessage_NodeType
function questAddCombatLogMessage_NodeType.new(props) return end

---@class questAddDevelopmentPointsRequest : gamePlayerScriptableSystemRequest
---@field amountOfPoints Int32
---@field developmentPointType gamedataDevelopmentPointType
questAddDevelopmentPointsRequest = {}

---@return questAddDevelopmentPointsRequest
function questAddDevelopmentPointsRequest.new() return end

---@param props table
---@return questAddDevelopmentPointsRequest
function questAddDevelopmentPointsRequest.new(props) return end

---@param _owner gameObject
---@param amount Int32
---@param type gamedataDevelopmentPointType
function questAddDevelopmentPointsRequest:Set(_owner, amount, type) return end

---@class questAddRemoveContact_NodeType : questIPhoneManagerNodeType
---@field params questChangeContactList_NodeTypeParams[]
questAddRemoveContact_NodeType = {}

---@return questAddRemoveContact_NodeType
function questAddRemoveContact_NodeType.new() return end

---@param props table
---@return questAddRemoveContact_NodeType
function questAddRemoveContact_NodeType.new(props) return end

---@class questAddRemoveContact_NodeTypeParams
---@field contact CName
---@field addContact Bool
questAddRemoveContact_NodeTypeParams = {}

---@return questAddRemoveContact_NodeTypeParams
function questAddRemoveContact_NodeTypeParams.new() return end

---@param props table
---@return questAddRemoveContact_NodeTypeParams
function questAddRemoveContact_NodeTypeParams.new(props) return end

---@class questAddRemoveItem_NodeType : questIItemManagerNodeType
---@field params questAddRemoveItem_NodeTypeParams[]
questAddRemoveItem_NodeType = {}

---@return questAddRemoveItem_NodeType
function questAddRemoveItem_NodeType.new() return end

---@param props table
---@return questAddRemoveItem_NodeType
function questAddRemoveItem_NodeType.new(props) return end

---@class questAddRemoveItem_NodeTypeParams : ISerializable
---@field sendNotification Bool
---@field isPlayer Bool
---@field objectRef gameEntityReference
---@field entityRef questUniversalRef
---@field nodeType questEAddRemoveItemType
---@field itemID TweakDBID
---@field quantity Int32
---@field flagItemAddedCallbackAsSilent Bool
---@field removeAllQuantity Bool
---@field tagToRemove CName
---@field itemIDsToIgnoreOnRemove TweakDBID[]
---@field tagsToIgnoreOnRemove CName[]
questAddRemoveItem_NodeTypeParams = {}

---@return questAddRemoveItem_NodeTypeParams
function questAddRemoveItem_NodeTypeParams.new() return end

---@param props table
---@return questAddRemoveItem_NodeTypeParams
function questAddRemoveItem_NodeTypeParams.new(props) return end

---@class questAnimMoveOnSplineParams
---@field controllersSetupName CName
---@field blendTime Float
---@field globalInBlendTime Float
---@field globalOutBlendTime Float
---@field turnCharacterToMatchVelocity Bool
---@field customStartAnimationName CName
---@field customMainAnimationName CName
---@field customStopAnimationName CName
---@field startSnapToTerrain Bool
---@field mainSnapToTerrain Bool
---@field stopSnapToTerrain Bool
---@field startSnapToTerrainBlendTime Float
---@field stopSnapToTerrainBlendTime Float
questAnimMoveOnSplineParams = {}

---@return questAnimMoveOnSplineParams
function questAnimMoveOnSplineParams.new() return end

---@param props table
---@return questAnimMoveOnSplineParams
function questAnimMoveOnSplineParams.new(props) return end

---@class questAnimationEventsOverrideClearNode : questIAudioNodeType
---@field resetGlobalOverride Bool
---@field resetActorsOverride Bool
questAnimationEventsOverrideClearNode = {}

---@return questAnimationEventsOverrideClearNode
function questAnimationEventsOverrideClearNode.new() return end

---@param props table
---@return questAnimationEventsOverrideClearNode
function questAnimationEventsOverrideClearNode.new(props) return end

---@class questAnimationEventsOverrideNode : questIAudioNodeType
---@field perActorOverrides questActorOverrideEntry[]
---@field GlobalMetadata CName
questAnimationEventsOverrideNode = {}

---@return questAnimationEventsOverrideNode
function questAnimationEventsOverrideNode.new() return end

---@param props table
---@return questAnimationEventsOverrideNode
function questAnimationEventsOverrideNode.new(props) return end

---@class questAssignCharacter_NodeType : questIVehicleManagerNodeType
---@field characterRef gameEntityReference
---@field vehicleRef gameEntityReference
---@field isPlayer Bool
---@field assign Bool
---@field slotName CName
---@field isInstant Bool
---@field clearAssignedVehicleIdWhenUnmounting Bool
---@field entryAnimName CName
---@field entrySlotName CName
questAssignCharacter_NodeType = {}

---@return questAssignCharacter_NodeType
function questAssignCharacter_NodeType.new() return end

---@param props table
---@return questAssignCharacter_NodeType
function questAssignCharacter_NodeType.new(props) return end

---@class questAssignConvoy_NodeType : questIVehicleManagerNodeType
---@field Followers gameEntityReference[]
---@field vehicleLeaderRef gameEntityReference
questAssignConvoy_NodeType = {}

---@return questAssignConvoy_NodeType
function questAssignConvoy_NodeType.new() return end

---@param props table
---@return questAssignConvoy_NodeType
function questAssignConvoy_NodeType.new(props) return end

---@class questAudioCharacterManagerBreathing_NodeSubType : questIAudioCharacterManager_NodeSubType
questAudioCharacterManagerBreathing_NodeSubType = {}

---@return questAudioCharacterManagerBreathing_NodeSubType
function questAudioCharacterManagerBreathing_NodeSubType.new() return end

---@param props table
---@return questAudioCharacterManagerBreathing_NodeSubType
function questAudioCharacterManagerBreathing_NodeSubType.new(props) return end

---@class questAudioCharacterManagerFootsteps_NodeSubType : questIAudioCharacterManager_NodeSubType
questAudioCharacterManagerFootsteps_NodeSubType = {}

---@return questAudioCharacterManagerFootsteps_NodeSubType
function questAudioCharacterManagerFootsteps_NodeSubType.new() return end

---@param props table
---@return questAudioCharacterManagerFootsteps_NodeSubType
function questAudioCharacterManagerFootsteps_NodeSubType.new(props) return end

---@class questAudioCharacterManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIAudioCharacterManager_NodeType
questAudioCharacterManagerNodeDefinition = {}

---@return questAudioCharacterManagerNodeDefinition
function questAudioCharacterManagerNodeDefinition.new() return end

---@param props table
---@return questAudioCharacterManagerNodeDefinition
function questAudioCharacterManagerNodeDefinition.new(props) return end

---@class questAudioCharacterSystemsManager_NodeType : questIAudioCharacterManager_NodeType
---@field subType questIAudioCharacterManager_NodeSubType
questAudioCharacterSystemsManager_NodeType = {}

---@return questAudioCharacterSystemsManager_NodeType
function questAudioCharacterSystemsManager_NodeType.new() return end

---@param props table
---@return questAudioCharacterSystemsManager_NodeType
function questAudioCharacterSystemsManager_NodeType.new(props) return end

---@class questAudioEventNodeType : questIAudioNodeType
---@field events audioAudEventStruct[]
---@field musicEvents audioAudEventStruct[]
---@field switches audioAudSwitch[]
---@field params audioAudParameter[]
---@field dynamicParams CName[]
---@field event audioAudEventStruct
---@field ambientUniqueName CName
---@field emitter CName
---@field isMusic Bool
---@field objectRef gameEntityReference
---@field isPlayer Bool
questAudioEventNodeType = {}

---@return questAudioEventNodeType
function questAudioEventNodeType.new() return end

---@param props table
---@return questAudioEventNodeType
function questAudioEventNodeType.new(props) return end

---@class questAudioEventPrefetchNode : questIAudioNodeType
---@field prefetchEvents questAudioEventPrefetchStruct[]
questAudioEventPrefetchNode = {}

---@return questAudioEventPrefetchNode
function questAudioEventPrefetchNode.new() return end

---@param props table
---@return questAudioEventPrefetchNode
function questAudioEventPrefetchNode.new(props) return end

---@class questAudioEventPrefetchStruct
---@field eventName CName
---@field mode questAudioEventPrefetchMode
questAudioEventPrefetchStruct = {}

---@return questAudioEventPrefetchStruct
function questAudioEventPrefetchStruct.new() return end

---@param props table
---@return questAudioEventPrefetchStruct
function questAudioEventPrefetchStruct.new(props) return end

---@class questAudioFocusNodeType : questIAudioNodeType
questAudioFocusNodeType = {}

---@return questAudioFocusNodeType
function questAudioFocusNodeType.new() return end

---@param props table
---@return questAudioFocusNodeType
function questAudioFocusNodeType.new(props) return end

---@class questAudioMixNodeType : questIAudioNodeType
---@field mixSignpost CName
questAudioMixNodeType = {}

---@return questAudioMixNodeType
function questAudioMixNodeType.new() return end

---@param props table
---@return questAudioMixNodeType
function questAudioMixNodeType.new(props) return end

---@class questAudioMusicSyncNodeType : questIAudioNodeType
---@field syncType audioMusicSyncType
---@field description String
---@field syncTrack CName
---@field userCue CName
questAudioMusicSyncNodeType = {}

---@return questAudioMusicSyncNodeType
function questAudioMusicSyncNodeType.new() return end

---@param props table
---@return questAudioMusicSyncNodeType
function questAudioMusicSyncNodeType.new(props) return end

---@class questAudioNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIAudioNodeType
questAudioNodeDefinition = {}

---@return questAudioNodeDefinition
function questAudioNodeDefinition.new() return end

---@param props table
---@return questAudioNodeDefinition
function questAudioNodeDefinition.new(props) return end

---@class questAudioParameterNodeType : questIAudioNodeType
---@field param audioAudParameter
---@field isMusic Bool
---@field objectRef gameEntityReference
---@field isPlayer Bool
questAudioParameterNodeType = {}

---@return questAudioParameterNodeType
function questAudioParameterNodeType.new() return end

---@param props table
---@return questAudioParameterNodeType
function questAudioParameterNodeType.new(props) return end

---@class questAudioSetListenerOverrideNodeType : questIAudioNodeType
---@field enable Bool
questAudioSetListenerOverrideNodeType = {}

---@return questAudioSetListenerOverrideNodeType
function questAudioSetListenerOverrideNodeType.new() return end

---@param props table
---@return questAudioSetListenerOverrideNodeType
function questAudioSetListenerOverrideNodeType.new(props) return end

---@class questAudioSwitchNodeType : questIAudioNodeType
---@field switch audioAudSwitch
---@field isMusic Bool
---@field objectRef gameEntityReference
---@field isPlayer Bool
questAudioSwitchNodeType = {}

---@return questAudioSwitchNodeType
function questAudioSwitchNodeType.new() return end

---@param props table
---@return questAudioSwitchNodeType
function questAudioSwitchNodeType.new(props) return end

---@class questAudioVehicleMultipliers_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field multipliers audioVehicleMultipliers
questAudioVehicleMultipliers_NodeType = {}

---@return questAudioVehicleMultipliers_NodeType
function questAudioVehicleMultipliers_NodeType.new() return end

---@param props table
---@return questAudioVehicleMultipliers_NodeType
function questAudioVehicleMultipliers_NodeType.new(props) return end

---@class questBaseObjectNodeDefinition : questDisableableNodeDefinition
---@field reference NodeRef
questBaseObjectNodeDefinition = {}

---@class questBehaviourManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field puppet gameEntityReference
---@field type workIWorkspotQuestAction
---@field newType questIBehaviourManager_NodeType
questBehaviourManagerNodeDefinition = {}

---@return questBehaviourManagerNodeDefinition
function questBehaviourManagerNodeDefinition.new() return end

---@param props table
---@return questBehaviourManagerNodeDefinition
function questBehaviourManagerNodeDefinition.new(props) return end

---@class questBehind_ConditionType : questISensesConditionType
---@field targetRef gameEntityReference
---@field eventType questBehindInteractionEventType
questBehind_ConditionType = {}

---@return questBehind_ConditionType
function questBehind_ConditionType.new() return end

---@param props table
---@return questBehind_ConditionType
function questBehind_ConditionType.new(props) return end

---@class questBlockTokenActivation_NodeSubType : questIContentTokenManager_NodeSubType
---@field action questBlockAction
---@field source CName
---@field resetTokenSpawnTimer Bool
questBlockTokenActivation_NodeSubType = {}

---@return questBlockTokenActivation_NodeSubType
function questBlockTokenActivation_NodeSubType.new() return end

---@param props table
---@return questBlockTokenActivation_NodeSubType
function questBlockTokenActivation_NodeSubType.new(props) return end

---@class questBluelineObject : IScriptable
questBluelineObject = {}

---@return questBluelineObject
function questBluelineObject.new() return end

---@param props table
---@return questBluelineObject
function questBluelineObject.new(props) return end

---@param description gameinteractionsvisBluelineDescription
function questBluelineObject:AsConjunction(description) return end

---@param description gameinteractionsvisBluelineDescription
function questBluelineObject:AsDisjunction(description) return end

---@param description gameinteractionsvisBluelineDescription
---@param scriptCondition IScriptable
---@param playerObject gameObject
function questBluelineObject:ProcessScriptCondition(description, scriptCondition, playerObject) return end

---@class questBriefingSequencePlayerEvent : redEvent
questBriefingSequencePlayerEvent = {}

---@return questBriefingSequencePlayerEvent
function questBriefingSequencePlayerEvent.new() return end

---@param props table
---@return questBriefingSequencePlayerEvent
function questBriefingSequencePlayerEvent.new(props) return end

---@class questBriefingSequencePlayer_NodeType : questIUIManagerNodeType
---@field function questBriefingSequencePlayerFunction
---@field briefingResource inkWidgetLibraryResource
---@field userData inkUserData
---@field audioEvent CName
---@field animationName CName
---@field startMarkerName CName
---@field endMarkerName CName
---@field loopType inkanimLoopType
---@field briefingPlayerType questBriefingPlayerType
---@field briefingType questBriefingType
---@field enableScanner Bool
questBriefingSequencePlayer_NodeType = {}

---@return questBriefingSequencePlayer_NodeType
function questBriefingSequencePlayer_NodeType.new() return end

---@param props table
---@return questBriefingSequencePlayer_NodeType
function questBriefingSequencePlayer_NodeType.new(props) return end

---@class questBuild_ConditionType : questIStatsScriptConditionType
questBuild_ConditionType = {}

---@return questBuild_ConditionType
function questBuild_ConditionType.new() return end

---@param props table
---@return questBuild_ConditionType
function questBuild_ConditionType.new(props) return end

---@class questCallContact_NodeType : questIPhoneManagerNodeType
---@field caller gameJournalPath
---@field addressee gameJournalPath
---@field phase questPhoneCallPhase
---@field mode questPhoneCallMode
---@field prefabNodeRef NodeRef
---@field applyPhoneRestriction Bool
---@field isRejectable Bool
---@field showAvatar Bool
---@field visuals questPhoneCallVisuals
questCallContact_NodeType = {}

---@return questCallContact_NodeType
function questCallContact_NodeType.new() return end

---@param props table
---@return questCallContact_NodeType
function questCallContact_NodeType.new(props) return end

---@class questCameraClippingPlane_NodeType : questISceneManagerNodeType
---@field preset questCameraPlanesPreset
questCameraClippingPlane_NodeType = {}

---@return questCameraClippingPlane_NodeType
function questCameraClippingPlane_NodeType.new() return end

---@param props table
---@return questCameraClippingPlane_NodeType
function questCameraClippingPlane_NodeType.new(props) return end

---@class questCameraFocus_ConditionType : questISystemConditionType
---@field objectRef gameEntityReference
---@field timeInterval Float
---@field onScreenTest Bool
---@field useFrustrumCheck Bool
---@field angleTolerance Float
---@field inverted Bool
---@field zoomed Bool
questCameraFocus_ConditionType = {}

---@return questCameraFocus_ConditionType
function questCameraFocus_ConditionType.new() return end

---@param props table
---@return questCameraFocus_ConditionType
function questCameraFocus_ConditionType.new(props) return end

---@class questChangeContactList_NodeTypeParams
---@field contact gameJournalPath
---@field addContact Bool
---@field sendNotification Bool
questChangeContactList_NodeTypeParams = {}

---@return questChangeContactList_NodeTypeParams
function questChangeContactList_NodeTypeParams.new() return end

---@param props table
---@return questChangeContactList_NodeTypeParams
function questChangeContactList_NodeTypeParams.new(props) return end

---@class questChangeGameDifficulty_NodeSubType : questIGameManagerNonSignalStoppingNodeType
---@field difficulty gameDifficulty
questChangeGameDifficulty_NodeSubType = {}

---@return questChangeGameDifficulty_NodeSubType
function questChangeGameDifficulty_NodeSubType.new() return end

---@param props table
---@return questChangeGameDifficulty_NodeSubType
function questChangeGameDifficulty_NodeSubType.new(props) return end

---@class questChangeVoicesetState_NodeType : questIVoicesetManager_NodeType
---@field params questChangeVoicesetState_NodeTypeParams[]
questChangeVoicesetState_NodeType = {}

---@return questChangeVoicesetState_NodeType
function questChangeVoicesetState_NodeType.new() return end

---@param props table
---@return questChangeVoicesetState_NodeType
function questChangeVoicesetState_NodeType.new(props) return end

---@class questChangeVoicesetState_NodeTypeParams
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field enableVoicesetLines Bool
---@field enableVoicesetGrunts Bool
---@field inputsToBlock entVoicesetInputToBlock[]
questChangeVoicesetState_NodeTypeParams = {}

---@return questChangeVoicesetState_NodeTypeParams
function questChangeVoicesetState_NodeTypeParams.new() return end

---@param props table
---@return questChangeVoicesetState_NodeTypeParams
function questChangeVoicesetState_NodeTypeParams.new(props) return end

---@class questCharacterAim_ConditionType : questICharacterConditionType
---@field isPlayer Bool
---@field preciseAiming Bool
---@field targetRef gameEntityReference
questCharacterAim_ConditionType = {}

---@return questCharacterAim_ConditionType
function questCharacterAim_ConditionType.new() return end

---@param props table
---@return questCharacterAim_ConditionType
function questCharacterAim_ConditionType.new(props) return end

---@class questCharacterAppearancePrefetched_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field appearanceName CName
questCharacterAppearancePrefetched_ConditionType = {}

---@return questCharacterAppearancePrefetched_ConditionType
function questCharacterAppearancePrefetched_ConditionType.new() return end

---@param props table
---@return questCharacterAppearancePrefetched_ConditionType
function questCharacterAppearancePrefetched_ConditionType.new(props) return end

---@class questCharacterAttack_ConditionType : questICharacterConditionType
---@field attackerRef gameEntityReference
---@field targetRef gameEntityReference
---@field isTargetPlayer Bool
questCharacterAttack_ConditionType = {}

---@return questCharacterAttack_ConditionType
function questCharacterAttack_ConditionType.new() return end

---@param props table
---@return questCharacterAttack_ConditionType
function questCharacterAttack_ConditionType.new(props) return end

---@class questCharacterBodyType_CondtionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field gender CName
questCharacterBodyType_CondtionType = {}

---@return questCharacterBodyType_CondtionType
function questCharacterBodyType_CondtionType.new() return end

---@param props table
---@return questCharacterBodyType_CondtionType
function questCharacterBodyType_CondtionType.new(props) return end

---@class questCharacterCallReinforcements_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
questCharacterCallReinforcements_ConditionType = {}

---@return questCharacterCallReinforcements_ConditionType
function questCharacterCallReinforcements_ConditionType.new() return end

---@param props table
---@return questCharacterCallReinforcements_ConditionType
function questCharacterCallReinforcements_ConditionType.new(props) return end

---@class questCharacterCombat_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field inverted Bool
questCharacterCombat_ConditionType = {}

---@return questCharacterCombat_ConditionType
function questCharacterCombat_ConditionType.new() return end

---@param props table
---@return questCharacterCombat_ConditionType
function questCharacterCombat_ConditionType.new(props) return end

---@class questCharacterCondition : questTypedCondition
---@field type questICharacterConditionType
questCharacterCondition = {}

---@return questCharacterCondition
function questCharacterCondition.new() return end

---@param props table
---@return questCharacterCondition
function questCharacterCondition.new(props) return end

---@class questCharacterControlledObjectHit_ConditionType : questICharacterConditionType
---@field attackerRef gameEntityReference
---@field targetRef gameEntityReference
---@field isTargetPlayer Bool
---@field includeHitTypes questCharacterHitEventType[]
---@field excludeHitTypes questCharacterHitEventType[]
---@field includeHitShapes CName[]
---@field excludeHitShapes CName[]
questCharacterControlledObjectHit_ConditionType = {}

---@return questCharacterControlledObjectHit_ConditionType
function questCharacterControlledObjectHit_ConditionType.new() return end

---@param props table
---@return questCharacterControlledObjectHit_ConditionType
function questCharacterControlledObjectHit_ConditionType.new(props) return end

---@class questCharacterCover_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
---@field coverRef NodeRef
questCharacterCover_ConditionType = {}

---@return questCharacterCover_ConditionType
function questCharacterCover_ConditionType.new() return end

---@param props table
---@return questCharacterCover_ConditionType
function questCharacterCover_ConditionType.new(props) return end

---@class questCharacterCyberdeckProgram_ConditionType : questICharacterConditionType
---@field cyberdeckProgramID TweakDBID
questCharacterCyberdeckProgram_ConditionType = {}

---@return questCharacterCyberdeckProgram_ConditionType
function questCharacterCyberdeckProgram_ConditionType.new() return end

---@param props table
---@return questCharacterCyberdeckProgram_ConditionType
function questCharacterCyberdeckProgram_ConditionType.new(props) return end

---@class questCharacterEquippedItemAttachmentSlotsListener : gameIAttachmentSlotsListener
questCharacterEquippedItemAttachmentSlotsListener = {}

---@return questCharacterEquippedItemAttachmentSlotsListener
function questCharacterEquippedItemAttachmentSlotsListener.new() return end

---@param props table
---@return questCharacterEquippedItemAttachmentSlotsListener
function questCharacterEquippedItemAttachmentSlotsListener.new(props) return end

---@class questCharacterEquippedItemInventoryListener : gameIInventoryListener
questCharacterEquippedItemInventoryListener = {}

---@return questCharacterEquippedItemInventoryListener
function questCharacterEquippedItemInventoryListener.new() return end

---@param props table
---@return questCharacterEquippedItemInventoryListener
function questCharacterEquippedItemInventoryListener.new(props) return end

---@class questCharacterEquippedItem_ConditionType : questICharacterConditionType
---@field isPlayer Bool
---@field puppetRef gameEntityReference
---@field itemID TweakDBID
---@field itemTag CName
---@field excludedTweakDBIDs TweakDBID[]
---@field excludedTags CName[]
---@field inverted Bool
questCharacterEquippedItem_ConditionType = {}

---@return questCharacterEquippedItem_ConditionType
function questCharacterEquippedItem_ConditionType.new() return end

---@param props table
---@return questCharacterEquippedItem_ConditionType
function questCharacterEquippedItem_ConditionType.new(props) return end

---@class questCharacterEquippedWeapon_ConditionType : questICharacterConditionType
---@field anyWeaponEquipped Bool
---@field weaponID String
---@field weaponTag CName
---@field inverted Bool
questCharacterEquippedWeapon_ConditionType = {}

---@return questCharacterEquippedWeapon_ConditionType
function questCharacterEquippedWeapon_ConditionType.new() return end

---@param props table
---@return questCharacterEquippedWeapon_ConditionType
function questCharacterEquippedWeapon_ConditionType.new(props) return end

---@class questCharacterGender_CondtionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field gender CName
questCharacterGender_CondtionType = {}

---@return questCharacterGender_CondtionType
function questCharacterGender_CondtionType.new() return end

---@param props table
---@return questCharacterGender_CondtionType
function questCharacterGender_CondtionType.new(props) return end

---@class questCharacterGroupAttitude_CondtionType : questICharacterConditionType
---@field group1Name CName
---@field group2Name CName
---@field attitude EAIAttitude
questCharacterGroupAttitude_CondtionType = {}

---@return questCharacterGroupAttitude_CondtionType
function questCharacterGroupAttitude_CondtionType.new() return end

---@param props table
---@return questCharacterGroupAttitude_CondtionType
function questCharacterGroupAttitude_CondtionType.new(props) return end

---@class questCharacterHealth_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field percent Float
---@field comparisonType EComparisonType
questCharacterHealth_ConditionType = {}

---@return questCharacterHealth_ConditionType
function questCharacterHealth_ConditionType.new() return end

---@param props table
---@return questCharacterHealth_ConditionType
function questCharacterHealth_ConditionType.new(props) return end

---@class questCharacterHit_ConditionType : questICharacterConditionType
---@field attackerRef gameEntityReference
---@field isAttackerPlayer Bool
---@field targetRef gameEntityReference
---@field isTargetPlayer Bool
---@field includeHitTypes questCharacterHitEventType[]
---@field excludeHitTypes questCharacterHitEventType[]
---@field includeHitShapes CName[]
---@field excludeHitShapes CName[]
questCharacterHit_ConditionType = {}

---@return questCharacterHit_ConditionType
function questCharacterHit_ConditionType.new() return end

---@param props table
---@return questCharacterHit_ConditionType
function questCharacterHit_ConditionType.new(props) return end

---@class questCharacterKilled_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field source questUniversalRef
---@field comparisonParams questComparisonParam
---@field killed Bool
---@field unconscious Bool
---@field defeated Bool
questCharacterKilled_ConditionType = {}

---@return questCharacterKilled_ConditionType
function questCharacterKilled_ConditionType.new() return end

---@param props table
---@return questCharacterKilled_ConditionType
function questCharacterKilled_ConditionType.new(props) return end

---@class questCharacterLifePath_ConditionType : questICharacterConditionType
---@field lifePathID TweakDBID
questCharacterLifePath_ConditionType = {}

---@return questCharacterLifePath_ConditionType
function questCharacterLifePath_ConditionType.new() return end

---@param props table
---@return questCharacterLifePath_ConditionType
function questCharacterLifePath_ConditionType.new(props) return end

---@class questCharacterManagerCombat_AssignSquad : questICharacterManagerCombat_NodeSubType
---@field presetID TweakDBID
---@field puppetRef gameEntityReference
---@field squadType AISquadType
questCharacterManagerCombat_AssignSquad = {}

---@return questCharacterManagerCombat_AssignSquad
function questCharacterManagerCombat_AssignSquad.new() return end

---@param props table
---@return questCharacterManagerCombat_AssignSquad
function questCharacterManagerCombat_AssignSquad.new(props) return end

---@class questCharacterManagerCombat_ChangeLevel : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field level questInt32ValueWrapper
---@field setExactLevel Bool
questCharacterManagerCombat_ChangeLevel = {}

---@return questCharacterManagerCombat_ChangeLevel
function questCharacterManagerCombat_ChangeLevel.new() return end

---@param props table
---@return questCharacterManagerCombat_ChangeLevel
function questCharacterManagerCombat_ChangeLevel.new(props) return end

---@class questCharacterManagerCombat_EquipWeapon : questICharacterManagerCombat_NodeSubType
---@field equip Bool
---@field weaponID TweakDBID
---@field slotID TweakDBID
---@field equipLastWeapon Bool
---@field forceFirstEquip Bool
---@field instant Bool
---@field ignoreStateMachine Bool
questCharacterManagerCombat_EquipWeapon = {}

---@return questCharacterManagerCombat_EquipWeapon
function questCharacterManagerCombat_EquipWeapon.new() return end

---@param props table
---@return questCharacterManagerCombat_EquipWeapon
function questCharacterManagerCombat_EquipWeapon.new(props) return end

---@class questCharacterManagerCombat_Kill : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field noAnimation Bool
---@field noRagdoll Bool
---@field skipDefeatedState Bool
---@field doDismemberment Bool
---@field bodyPart physicsRagdollBodyPartE
---@field woundType entdismembermentWoundTypeE
---@field dismembermentStrenght Float
questCharacterManagerCombat_Kill = {}

---@return questCharacterManagerCombat_Kill
function questCharacterManagerCombat_Kill.new() return end

---@param props table
---@return questCharacterManagerCombat_Kill
function questCharacterManagerCombat_Kill.new(props) return end

---@class questCharacterManagerCombat_ManageRagdoll : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field enableRagdoll Bool
questCharacterManagerCombat_ManageRagdoll = {}

---@return questCharacterManagerCombat_ManageRagdoll
function questCharacterManagerCombat_ManageRagdoll.new() return end

---@param props table
---@return questCharacterManagerCombat_ManageRagdoll
function questCharacterManagerCombat_ManageRagdoll.new(props) return end

---@class questCharacterManagerCombat_ModifyHealth : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field percent Float
---@field setExactValue Bool
---@field noDamageIndicator Bool
---@field damageSourceRef gameEntityReference
questCharacterManagerCombat_ModifyHealth = {}

---@return questCharacterManagerCombat_ModifyHealth
function questCharacterManagerCombat_ModifyHealth.new() return end

---@param props table
---@return questCharacterManagerCombat_ModifyHealth
function questCharacterManagerCombat_ModifyHealth.new(props) return end

---@class questCharacterManagerCombat_NodeType : questICharacterManager_NodeType
---@field subtype questICharacterManagerCombat_NodeSubType
questCharacterManagerCombat_NodeType = {}

---@return questCharacterManagerCombat_NodeType
function questCharacterManagerCombat_NodeType.new() return end

---@param props table
---@return questCharacterManagerCombat_NodeType
function questCharacterManagerCombat_NodeType.new(props) return end

---@class questCharacterManagerCombat_SetDeathDirection : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field direction gameeventsDeathDirection
questCharacterManagerCombat_SetDeathDirection = {}

---@return questCharacterManagerCombat_SetDeathDirection
function questCharacterManagerCombat_SetDeathDirection.new() return end

---@param props table
---@return questCharacterManagerCombat_SetDeathDirection
function questCharacterManagerCombat_SetDeathDirection.new(props) return end

---@class questCharacterManagerCombat_SetWeaponState : questICharacterManagerCombat_NodeSubType
---@field areaType gameCityAreaType
questCharacterManagerCombat_SetWeaponState = {}

---@return questCharacterManagerCombat_SetWeaponState
function questCharacterManagerCombat_SetWeaponState.new() return end

---@param props table
---@return questCharacterManagerCombat_SetWeaponState
function questCharacterManagerCombat_SetWeaponState.new(props) return end

---@class questCharacterManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field type questICharacterManager_NodeType
questCharacterManagerNodeDefinition = {}

---@return questCharacterManagerNodeDefinition
function questCharacterManagerNodeDefinition.new() return end

---@param props table
---@return questCharacterManagerNodeDefinition
function questCharacterManagerNodeDefinition.new(props) return end

---@class questCharacterManagerParameters_EnableBumps : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field enable Bool
---@field policy AIinfluenceEBumpPolicy
questCharacterManagerParameters_EnableBumps = {}

---@return questCharacterManagerParameters_EnableBumps
function questCharacterManagerParameters_EnableBumps.new() return end

---@param props table
---@return questCharacterManagerParameters_EnableBumps
function questCharacterManagerParameters_EnableBumps.new(props) return end

---@class questCharacterManagerParameters_HealPlayer : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field heal Bool
---@field removeStatusEffects Bool
---@field removeBuffs Bool
---@field removeDebuffs Bool
---@field resetCyberdeckRAM Bool
questCharacterManagerParameters_HealPlayer = {}

---@return questCharacterManagerParameters_HealPlayer
function questCharacterManagerParameters_HealPlayer.new() return end

---@param props table
---@return questCharacterManagerParameters_HealPlayer
function questCharacterManagerParameters_HealPlayer.new(props) return end

---@class questCharacterManagerParameters_NodeType : questICharacterManager_NodeType
---@field subtype questICharacterManagerParameters_NodeSubType
questCharacterManagerParameters_NodeType = {}

---@return questCharacterManagerParameters_NodeType
function questCharacterManagerParameters_NodeType.new() return end

---@param props table
---@return questCharacterManagerParameters_NodeType
function questCharacterManagerParameters_NodeType.new(props) return end

---@class questCharacterManagerParameters_SetAnimset : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field variableName CName
---@field value Float
questCharacterManagerParameters_SetAnimset = {}

---@return questCharacterManagerParameters_SetAnimset
function questCharacterManagerParameters_SetAnimset.new() return end

---@param props table
---@return questCharacterManagerParameters_SetAnimset
function questCharacterManagerParameters_SetAnimset.new(props) return end

---@class questCharacterManagerParameters_SetAsCrowdObstacle : questICharacterManagerParameters_NodeSubType
---@field params questSetAsCrowdObstacle_NodeTypeParams[]
questCharacterManagerParameters_SetAsCrowdObstacle = {}

---@return questCharacterManagerParameters_SetAsCrowdObstacle
function questCharacterManagerParameters_SetAsCrowdObstacle.new() return end

---@param props table
---@return questCharacterManagerParameters_SetAsCrowdObstacle
function questCharacterManagerParameters_SetAsCrowdObstacle.new(props) return end

---@class questCharacterManagerParameters_SetAttitudeGroupForPuppet : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field groupName CName
questCharacterManagerParameters_SetAttitudeGroupForPuppet = {}

---@return questCharacterManagerParameters_SetAttitudeGroupForPuppet
function questCharacterManagerParameters_SetAttitudeGroupForPuppet.new() return end

---@param props table
---@return questCharacterManagerParameters_SetAttitudeGroupForPuppet
function questCharacterManagerParameters_SetAttitudeGroupForPuppet.new(props) return end

---@class questCharacterManagerParameters_SetCombatSpace : questICharacterManagerCombat_NodeSubType
---@field puppetRef gameEntityReference
---@field combatSpaceSize AICombatSpaceSize
questCharacterManagerParameters_SetCombatSpace = {}

---@return questCharacterManagerParameters_SetCombatSpace
function questCharacterManagerParameters_SetCombatSpace.new() return end

---@param props table
---@return questCharacterManagerParameters_SetCombatSpace
function questCharacterManagerParameters_SetCombatSpace.new(props) return end

---@class questCharacterManagerParameters_SetGender : questICharacterManagerParameters_NodeSubType
---@field params questSetGender_NodeTypeParams[]
questCharacterManagerParameters_SetGender = {}

---@return questCharacterManagerParameters_SetGender
function questCharacterManagerParameters_SetGender.new() return end

---@param props table
---@return questCharacterManagerParameters_SetGender
function questCharacterManagerParameters_SetGender.new(props) return end

---@class questCharacterManagerParameters_SetGroupsAttitude : questICharacterManagerParameters_NodeSubType
---@field set Bool
---@field group1Name CName
---@field group2Name CName
---@field attitude EAIAttitude
questCharacterManagerParameters_SetGroupsAttitude = {}

---@return questCharacterManagerParameters_SetGroupsAttitude
function questCharacterManagerParameters_SetGroupsAttitude.new() return end

---@param props table
---@return questCharacterManagerParameters_SetGroupsAttitude
function questCharacterManagerParameters_SetGroupsAttitude.new(props) return end

---@class questCharacterManagerParameters_SetLifePath : questICharacterManagerParameters_NodeSubType
---@field lifePathID TweakDBID
questCharacterManagerParameters_SetLifePath = {}

---@return questCharacterManagerParameters_SetLifePath
function questCharacterManagerParameters_SetLifePath.new() return end

---@param props table
---@return questCharacterManagerParameters_SetLifePath
function questCharacterManagerParameters_SetLifePath.new(props) return end

---@class questCharacterManagerParameters_SetLowGravity : questICharacterManagerParameters_NodeSubType
---@field enable Bool
questCharacterManagerParameters_SetLowGravity = {}

---@return questCharacterManagerParameters_SetLowGravity
function questCharacterManagerParameters_SetLowGravity.new() return end

---@param props table
---@return questCharacterManagerParameters_SetLowGravity
function questCharacterManagerParameters_SetLowGravity.new(props) return end

---@class questCharacterManagerParameters_SetMortality : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field state gameGodModeType
---@field resetToDefault Bool
---@field source CName
questCharacterManagerParameters_SetMortality = {}

---@return questCharacterManagerParameters_SetMortality
function questCharacterManagerParameters_SetMortality.new() return end

---@param props table
---@return questCharacterManagerParameters_SetMortality
function questCharacterManagerParameters_SetMortality.new(props) return end

---@class questCharacterManagerParameters_SetProgressionBuild : questICharacterManagerParameters_NodeSubType
---@field buildID TweakDBID
questCharacterManagerParameters_SetProgressionBuild = {}

---@return questCharacterManagerParameters_SetProgressionBuild
function questCharacterManagerParameters_SetProgressionBuild.new() return end

---@param props table
---@return questCharacterManagerParameters_SetProgressionBuild
function questCharacterManagerParameters_SetProgressionBuild.new(props) return end

---@class questCharacterManagerParameters_SetReactionPreset : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field recordSelector questReactionPresetRecordSelector
questCharacterManagerParameters_SetReactionPreset = {}

---@return questCharacterManagerParameters_SetReactionPreset
function questCharacterManagerParameters_SetReactionPreset.new() return end

---@param props table
---@return questCharacterManagerParameters_SetReactionPreset
function questCharacterManagerParameters_SetReactionPreset.new(props) return end

---@class questCharacterManagerParameters_SetSensePreset : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field presetID TweakDBID
---@field main Bool
---@field resetToMain Bool
questCharacterManagerParameters_SetSensePreset = {}

---@return questCharacterManagerParameters_SetSensePreset
function questCharacterManagerParameters_SetSensePreset.new() return end

---@param props table
---@return questCharacterManagerParameters_SetSensePreset
function questCharacterManagerParameters_SetSensePreset.new(props) return end

---@class questCharacterManagerParameters_SetStatusEffect : questICharacterManagerParameters_NodeSubType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field statusEffectID TweakDBID
---@field isPlayerStatusEffectSource Bool
---@field statusEffectSourceObject gameEntityReference
---@field recordSelector questRecordSelector
---@field set Bool
questCharacterManagerParameters_SetStatusEffect = {}

---@return questCharacterManagerParameters_SetStatusEffect
function questCharacterManagerParameters_SetStatusEffect.new() return end

---@param props table
---@return questCharacterManagerParameters_SetStatusEffect
function questCharacterManagerParameters_SetStatusEffect.new(props) return end

---@class questCharacterManagerVisuals_BreastSizeController : questICharacterManagerVisuals_NodeSubType
---@field bodyGroupName CName
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field customizedSize Bool
questCharacterManagerVisuals_BreastSizeController = {}

---@return questCharacterManagerVisuals_BreastSizeController
function questCharacterManagerVisuals_BreastSizeController.new() return end

---@param props table
---@return questCharacterManagerVisuals_BreastSizeController
function questCharacterManagerVisuals_BreastSizeController.new(props) return end

---@class questCharacterManagerVisuals_ChangeEntityAppearance : questCharacterManagerVisuals_EntityAppearanceOperationBase
questCharacterManagerVisuals_ChangeEntityAppearance = {}

---@return questCharacterManagerVisuals_ChangeEntityAppearance
function questCharacterManagerVisuals_ChangeEntityAppearance.new() return end

---@param props table
---@return questCharacterManagerVisuals_ChangeEntityAppearance
function questCharacterManagerVisuals_ChangeEntityAppearance.new(props) return end

---@class questCharacterManagerVisuals_EntityAppearanceOperationBase : questICharacterManagerVisuals_NodeSubType
---@field appearanceEntries questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry[]
questCharacterManagerVisuals_EntityAppearanceOperationBase = {}

---@class questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field appearanceName CName
questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry = {}

---@return questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry
function questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry.new() return end

---@param props table
---@return questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry
function questCharacterManagerVisuals_EntityAppearanceOperationBaseEntityAppearanceEntry.new(props) return end

---@class questCharacterManagerVisuals_GenitalsManager : questICharacterManagerVisuals_NodeSubType
---@field bodyGroupName CName
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field enable Bool
questCharacterManagerVisuals_GenitalsManager = {}

---@return questCharacterManagerVisuals_GenitalsManager
function questCharacterManagerVisuals_GenitalsManager.new() return end

---@param props table
---@return questCharacterManagerVisuals_GenitalsManager
function questCharacterManagerVisuals_GenitalsManager.new(props) return end

---@class questCharacterManagerVisuals_NodeType : questICharacterManager_NodeType
---@field subtype questICharacterManagerVisuals_NodeSubType
questCharacterManagerVisuals_NodeType = {}

---@return questCharacterManagerVisuals_NodeType
function questCharacterManagerVisuals_NodeType.new() return end

---@param props table
---@return questCharacterManagerVisuals_NodeType
function questCharacterManagerVisuals_NodeType.new(props) return end

---@class questCharacterManagerVisuals_OverridePlayerCustomizations : questICharacterManagerVisuals_NodeSubType
---@field customizationData gameuiForcePlayerCustomizationData[]
questCharacterManagerVisuals_OverridePlayerCustomizations = {}

---@return questCharacterManagerVisuals_OverridePlayerCustomizations
function questCharacterManagerVisuals_OverridePlayerCustomizations.new() return end

---@param props table
---@return questCharacterManagerVisuals_OverridePlayerCustomizations
function questCharacterManagerVisuals_OverridePlayerCustomizations.new(props) return end

---@class questCharacterManagerVisuals_OverridePlayerHairstyleAppearance : questICharacterManagerVisuals_NodeSubType
---@field hairstyleIndex Uint32
---@field hairstyleDefinitionName CName
---@field beardIndex Uint32
---@field beardPartIndex Uint32
---@field beardDefinitionName CName
questCharacterManagerVisuals_OverridePlayerHairstyleAppearance = {}

---@return questCharacterManagerVisuals_OverridePlayerHairstyleAppearance
function questCharacterManagerVisuals_OverridePlayerHairstyleAppearance.new() return end

---@param props table
---@return questCharacterManagerVisuals_OverridePlayerHairstyleAppearance
function questCharacterManagerVisuals_OverridePlayerHairstyleAppearance.new(props) return end

---@class questCharacterManagerVisuals_PrefetchEntityAppearance : questCharacterManagerVisuals_EntityAppearanceOperationBase
questCharacterManagerVisuals_PrefetchEntityAppearance = {}

---@return questCharacterManagerVisuals_PrefetchEntityAppearance
function questCharacterManagerVisuals_PrefetchEntityAppearance.new() return end

---@param props table
---@return questCharacterManagerVisuals_PrefetchEntityAppearance
function questCharacterManagerVisuals_PrefetchEntityAppearance.new(props) return end

---@class questCharacterManagerVisuals_SetBrokenNoseStage : questICharacterManagerVisuals_NodeSubType
---@field brokenNoseStage gameuiCharacterCustomization_BrokenNoseStage
questCharacterManagerVisuals_SetBrokenNoseStage = {}

---@return questCharacterManagerVisuals_SetBrokenNoseStage
function questCharacterManagerVisuals_SetBrokenNoseStage.new() return end

---@param props table
---@return questCharacterManagerVisuals_SetBrokenNoseStage
function questCharacterManagerVisuals_SetBrokenNoseStage.new(props) return end

---@class questCharacterMount_ConditionType : questICharacterConditionType
---@field anyParent Bool
---@field parentRef gameEntityReference
---@field parentIsPlayer Bool
---@field anyChild Bool
---@field childRef gameEntityReference
---@field childIsPlayer Bool
---@field condition questMountConditionType
---@field enterAnimationFinished Bool
---@field role gameMountingSlotRole
---@field usePlayersVehicle Bool
---@field playerVehicleName String
---@field vehicleType questMountVehicleType
---@field vehicleOrigin questMountVehicleOrigin
---@field vehicleAfiliation gamedataAffiliation
questCharacterMount_ConditionType = {}

---@return questCharacterMount_ConditionType
function questCharacterMount_ConditionType.new() return end

---@param props table
---@return questCharacterMount_ConditionType
function questCharacterMount_ConditionType.new(props) return end

---@class questCharacterMountedTogether_ConditionType : questICharacterConditionType
---@field vehicleType questMountVehicleType
---@field vehicleOrigin questMountVehicleOrigin
---@field characters questMountedObjectInfo[]
questCharacterMountedTogether_ConditionType = {}

---@return questCharacterMountedTogether_ConditionType
function questCharacterMountedTogether_ConditionType.new() return end

---@param props table
---@return questCharacterMountedTogether_ConditionType
function questCharacterMountedTogether_ConditionType.new(props) return end

---@class questCharacterQuickHackUploadBegin_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
questCharacterQuickHackUploadBegin_ConditionType = {}

---@return questCharacterQuickHackUploadBegin_ConditionType
function questCharacterQuickHackUploadBegin_ConditionType.new() return end

---@param props table
---@return questCharacterQuickHackUploadBegin_ConditionType
function questCharacterQuickHackUploadBegin_ConditionType.new(props) return end

---@class questCharacterQuickHacked_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field quickHacked Bool
questCharacterQuickHacked_ConditionType = {}

---@return questCharacterQuickHacked_ConditionType
function questCharacterQuickHacked_ConditionType.new() return end

---@param props table
---@return questCharacterQuickHacked_ConditionType
function questCharacterQuickHacked_ConditionType.new(props) return end

---@class questCharacterReaction_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
---@field isAnyReaction Bool
---@field reactionBehaviorID TweakDBID
questCharacterReaction_ConditionType = {}

---@return questCharacterReaction_ConditionType
function questCharacterReaction_ConditionType.new() return end

---@param props table
---@return questCharacterReaction_ConditionType
function questCharacterReaction_ConditionType.new(props) return end

---@class questCharacterRoleFinished_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field role AIFiniteRoleType
questCharacterRoleFinished_ConditionType = {}

---@return questCharacterRoleFinished_ConditionType
function questCharacterRoleFinished_ConditionType.new() return end

---@param props table
---@return questCharacterRoleFinished_ConditionType
function questCharacterRoleFinished_ConditionType.new(props) return end

---@class questCharacterSceneSpot_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field workName CName
---@field waitForEnd Bool
questCharacterSceneSpot_ConditionType = {}

---@return questCharacterSceneSpot_ConditionType
function questCharacterSceneSpot_ConditionType.new() return end

---@param props table
---@return questCharacterSceneSpot_ConditionType
function questCharacterSceneSpot_ConditionType.new(props) return end

---@class questCharacterSpawned_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field comparisonParams questComparisonParam
questCharacterSpawned_ConditionType = {}

---@return questCharacterSpawned_ConditionType
function questCharacterSpawned_ConditionType.new() return end

---@param props table
---@return questCharacterSpawned_ConditionType
function questCharacterSpawned_ConditionType.new(props) return end

---@class questCharacterStatPool_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field percent Float
---@field comparisonType EComparisonType
---@field statPoolType gamedataStatPoolType
questCharacterStatPool_ConditionType = {}

---@return questCharacterStatPool_ConditionType
function questCharacterStatPool_ConditionType.new() return end

---@param props table
---@return questCharacterStatPool_ConditionType
function questCharacterStatPool_ConditionType.new(props) return end

---@class questCharacterState_ConditionType : questICharacterConditionType
---@field subType questICharacterConditionSubType
questCharacterState_ConditionType = {}

---@return questCharacterState_ConditionType
function questCharacterState_ConditionType.new() return end

---@param props table
---@return questCharacterState_ConditionType
function questCharacterState_ConditionType.new(props) return end

---@class questCharacterState_PlayerSubType : questICharacterConditionSubType
---@field locomotionComparisonType questEComparisonTypeEquality
---@field locomotionState gamePSMLocomotionStates
---@field upperBodyComparisonType questEComparisonTypeEquality
---@field upperBodyState gamePSMUpperBodyStates
---@field weaponComparisonType questEComparisonTypeEquality
---@field weaponState gamePSMRangedWeaponStates
---@field timeDilationComparisonType questEComparisonTypeEquality
---@field timeDilationState gamePSMTimeDilation
---@field vehicleComparisonType questEComparisonTypeEquality
---@field vehicleState gamePSMVehicle
---@field takedownStateComparisonType questEComparisonTypeEquality
---@field takedownState gamePSMTakedown
---@field swimmingStateComparisonType questEComparisonTypeEquality
---@field swimmingState gamePSMSwimming
questCharacterState_PlayerSubType = {}

---@return questCharacterState_PlayerSubType
function questCharacterState_PlayerSubType.new() return end

---@param props table
---@return questCharacterState_PlayerSubType
function questCharacterState_PlayerSubType.new(props) return end

---@class questCharacterState_PuppetSubType : questICharacterConditionSubType
---@field puppetRef gameEntityReference
---@field upperBodyComparisonType questEComparisonTypeEquality
---@field upperBodyState Int32
---@field highLevelComparisonType questEComparisonTypeEquality
---@field highLevelState Int32
---@field stanceComparisonType questEComparisonTypeEquality
---@field stanceState Int32
questCharacterState_PuppetSubType = {}

---@return questCharacterState_PuppetSubType
function questCharacterState_PuppetSubType.new() return end

---@param props table
---@return questCharacterState_PuppetSubType
function questCharacterState_PuppetSubType.new(props) return end

---@class questCharacterStatusEffect_CondtionType : questICharacterConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field statusEffectID String
---@field inverted Bool
questCharacterStatusEffect_CondtionType = {}

---@return questCharacterStatusEffect_CondtionType
function questCharacterStatusEffect_CondtionType.new() return end

---@param props table
---@return questCharacterStatusEffect_CondtionType
function questCharacterStatusEffect_CondtionType.new(props) return end

---@class questCharacterStatusEffectsListener : gameIStatusEffectListener
questCharacterStatusEffectsListener = {}

---@class questCharacterTriggeredCombatInSecuritySystem_ConditionType : questICharacterConditionType
---@field objectRef gameEntityReference
questCharacterTriggeredCombatInSecuritySystem_ConditionType = {}

---@return questCharacterTriggeredCombatInSecuritySystem_ConditionType
function questCharacterTriggeredCombatInSecuritySystem_ConditionType.new() return end

---@param props table
---@return questCharacterTriggeredCombatInSecuritySystem_ConditionType
function questCharacterTriggeredCombatInSecuritySystem_ConditionType.new(props) return end

---@class questCharacterWorkspot_ConditionType : questICharacterConditionType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field spotRef NodeRef
---@field animationName CName
---@field waitForAnimEnd Bool
questCharacterWorkspot_ConditionType = {}

---@return questCharacterWorkspot_ConditionType
function questCharacterWorkspot_ConditionType.new() return end

---@param props table
---@return questCharacterWorkspot_ConditionType
function questCharacterWorkspot_ConditionType.new(props) return end

---@class questCheckpointNodeDefinition : questSignalStoppingNodeDefinition
---@field saveLock Bool
---@field ignoreSaveLocks Bool
---@field pointOfNoReturn Bool
---@field endGameSave Bool
---@field retryOnFailure Bool
---@field additionalEndGameRewardsTweak TweakDBID[]
---@field debugString String
questCheckpointNodeDefinition = {}

---@return questCheckpointNodeDefinition
function questCheckpointNodeDefinition.new() return end

---@param props table
---@return questCheckpointNodeDefinition
function questCheckpointNodeDefinition.new(props) return end

---@class questChoiceSection_ConditionType : questISceneConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
---@field choiceSectionId scnNodeId
---@field choiceSectionName CName
---@field optionName CName
---@field mode questChoiceSection_ConditionTypeMode
questChoiceSection_ConditionType = {}

---@return questChoiceSection_ConditionType
function questChoiceSection_ConditionType.new() return end

---@param props table
---@return questChoiceSection_ConditionType
function questChoiceSection_ConditionType.new(props) return end

---@class questCleanupNotifications_NodeType : questIUIManagerNodeType
questCleanupNotifications_NodeType = {}

---@return questCleanupNotifications_NodeType
function questCleanupNotifications_NodeType.new() return end

---@param props table
---@return questCleanupNotifications_NodeType
function questCleanupNotifications_NodeType.new(props) return end

---@class questCleanupUiNotificationsEvent : redEvent
questCleanupUiNotificationsEvent = {}

---@return questCleanupUiNotificationsEvent
function questCleanupUiNotificationsEvent.new() return end

---@param props table
---@return questCleanupUiNotificationsEvent
function questCleanupUiNotificationsEvent.new(props) return end

---@class questClearForcedBehavioursNodeDefinition : questSignalStoppingNodeDefinition
---@field puppet gameEntityReference
questClearForcedBehavioursNodeDefinition = {}

---@return questClearForcedBehavioursNodeDefinition
function questClearForcedBehavioursNodeDefinition.new() return end

---@param props table
---@return questClearForcedBehavioursNodeDefinition
function questClearForcedBehavioursNodeDefinition.new(props) return end

---@class questCloseMessage_NodeType : questIPhoneManagerNodeType
---@field msg gameJournalPath
questCloseMessage_NodeType = {}

---@return questCloseMessage_NodeType
function questCloseMessage_NodeType.new() return end

---@param props table
---@return questCloseMessage_NodeType
function questCloseMessage_NodeType.new(props) return end

---@class questCombatNodeDefinition : questConfigurableAICommandNode
---@field entityReference gameEntityReference
---@field function CName
---@field params questAICommandParams
questCombatNodeDefinition = {}

---@return questCombatNodeDefinition
function questCombatNodeDefinition.new() return end

---@param props table
---@return questCombatNodeDefinition
function questCombatNodeDefinition.new(props) return end

---@class questCombatNodeParams : questAICommandParams
questCombatNodeParams = {}

---@class questCombatNodeParams_CombatTarget : questCombatNodeParams
---@field targetNode NodeRef
---@field targetPuppet gameEntityReference
---@field duration Float
---@field immediately Bool
questCombatNodeParams_CombatTarget = {}

---@return questCombatNodeParams_CombatTarget
function questCombatNodeParams_CombatTarget.new() return end

---@param props table
---@return questCombatNodeParams_CombatTarget
function questCombatNodeParams_CombatTarget.new(props) return end

---@class questCombatNodeParams_LookAtTarget : questCombatNodeParams
---@field targetNode NodeRef
---@field targetPuppet gameEntityReference
---@field duration Float
---@field immediately Bool
questCombatNodeParams_LookAtTarget = {}

---@return questCombatNodeParams_LookAtTarget
function questCombatNodeParams_LookAtTarget.new() return end

---@param props table
---@return questCombatNodeParams_LookAtTarget
function questCombatNodeParams_LookAtTarget.new(props) return end

---@class questCombatNodeParams_PrimaryWeapon : questCombatNodeParams
---@field unEquip Bool
questCombatNodeParams_PrimaryWeapon = {}

---@return questCombatNodeParams_PrimaryWeapon
function questCombatNodeParams_PrimaryWeapon.new() return end

---@param props table
---@return questCombatNodeParams_PrimaryWeapon
function questCombatNodeParams_PrimaryWeapon.new(props) return end

---@class questCombatNodeParams_RestrictMovementToArea : questCombatNodeParams
---@field area NodeRef
questCombatNodeParams_RestrictMovementToArea = {}

---@return questCombatNodeParams_RestrictMovementToArea
function questCombatNodeParams_RestrictMovementToArea.new() return end

---@param props table
---@return questCombatNodeParams_RestrictMovementToArea
function questCombatNodeParams_RestrictMovementToArea.new(props) return end

---@class questCombatNodeParams_SecondaryWeapon : questCombatNodeParams
---@field unEquip Bool
questCombatNodeParams_SecondaryWeapon = {}

---@return questCombatNodeParams_SecondaryWeapon
function questCombatNodeParams_SecondaryWeapon.new() return end

---@param props table
---@return questCombatNodeParams_SecondaryWeapon
function questCombatNodeParams_SecondaryWeapon.new(props) return end

---@class questCombatNodeParams_ShootAt : questCombatNodeParams
---@field targetOverrideNode NodeRef
---@field targetOverridePuppet gameEntityReference
---@field duration Float
---@field once Bool
---@field immediately Bool
questCombatNodeParams_ShootAt = {}

---@return questCombatNodeParams_ShootAt
function questCombatNodeParams_ShootAt.new() return end

---@param props table
---@return questCombatNodeParams_ShootAt
function questCombatNodeParams_ShootAt.new(props) return end

---@class questCombatNodeParams_SwitchWeapon : questCombatNodeParams
---@field mode questSwitchWeaponModes
questCombatNodeParams_SwitchWeapon = {}

---@return questCombatNodeParams_SwitchWeapon
function questCombatNodeParams_SwitchWeapon.new() return end

---@param props table
---@return questCombatNodeParams_SwitchWeapon
function questCombatNodeParams_SwitchWeapon.new(props) return end

---@class questCombatNodeParams_ThrowGrenade : questCombatNodeParams
---@field targetOverrideNode NodeRef
---@field targetOverridePuppet gameEntityReference
---@field duration Float
---@field once Bool
---@field force Bool
---@field immediately Bool
questCombatNodeParams_ThrowGrenade = {}

---@return questCombatNodeParams_ThrowGrenade
function questCombatNodeParams_ThrowGrenade.new() return end

---@param props table
---@return questCombatNodeParams_ThrowGrenade
function questCombatNodeParams_ThrowGrenade.new(props) return end

---@class questCombatNodeParams_UseCover : questCombatNodeParams
---@field cover NodeRef
---@field oneTimeSelection Bool
---@field forceStance AICoverExposureMethod[]
---@field forcedEntryAnimation CName
---@field immediately Bool
questCombatNodeParams_UseCover = {}

---@return questCombatNodeParams_UseCover
function questCombatNodeParams_UseCover.new() return end

---@param props table
---@return questCombatNodeParams_UseCover
function questCombatNodeParams_UseCover.new(props) return end

---@class questCommunityTemplate_NodeType : questSpawnManagerNodeType
---@field spawnerReference NodeRef
---@field communityEntryName CName
---@field communityEntryPhaseName CName
questCommunityTemplate_NodeType = {}

---@return questCommunityTemplate_NodeType
function questCommunityTemplate_NodeType.new() return end

---@param props table
---@return questCommunityTemplate_NodeType
function questCommunityTemplate_NodeType.new(props) return end

---@class questComparisonParam : ISerializable
---@field entireCommunity Bool
---@field count Uint32
---@field comparisonType EComparisonType
questComparisonParam = {}

---@return questComparisonParam
function questComparisonParam.new() return end

---@param props table
---@return questComparisonParam
function questComparisonParam.new(props) return end

---@class questComponentCollisionMapArrayElement
---@field componentNameKey CName
---@field enableCollision Bool
---@field enableQueries Bool
questComponentCollisionMapArrayElement = {}

---@return questComponentCollisionMapArrayElement
function questComponentCollisionMapArrayElement.new() return end

---@param props table
---@return questComponentCollisionMapArrayElement
function questComponentCollisionMapArrayElement.new(props) return end

---@class questCondition : questIBaseCondition
questCondition = {}

---@class questConditionItem
---@field condition questIBaseCondition
---@field socketId Uint32
questConditionItem = {}

---@return questConditionItem
function questConditionItem.new() return end

---@param props table
---@return questConditionItem
function questConditionItem.new(props) return end

---@class questConditionNodeDefinition : questDisableableNodeDefinition
---@field condition questIBaseCondition
questConditionNodeDefinition = {}

---@return questConditionNodeDefinition
function questConditionNodeDefinition.new() return end

---@param props table
---@return questConditionNodeDefinition
function questConditionNodeDefinition.new(props) return end

---@class questConfigurableAICommandNode : questAICommandNodeBase
questConfigurableAICommandNode = {}

---@class questConstAICommandParams : questAICommandParams
---@field command AICommand
questConstAICommandParams = {}

---@return questConstAICommandParams
function questConstAICommandParams.new() return end

---@param props table
---@return questConstAICommandParams
function questConstAICommandParams.new(props) return end

---@class questContentBlockTriggerAreaNotifier : worldITriggerAreaNotifer
---@field resetTokenSpawnTimer Bool
questContentBlockTriggerAreaNotifier = {}

---@return questContentBlockTriggerAreaNotifier
function questContentBlockTriggerAreaNotifier.new() return end

---@param props table
---@return questContentBlockTriggerAreaNotifier
function questContentBlockTriggerAreaNotifier.new(props) return end

---@class questContentBlockTriggerAreaNotifierInstance : worldITriggerAreaNotiferInstance
questContentBlockTriggerAreaNotifierInstance = {}

---@return questContentBlockTriggerAreaNotifierInstance
function questContentBlockTriggerAreaNotifierInstance.new() return end

---@param props table
---@return questContentBlockTriggerAreaNotifierInstance
function questContentBlockTriggerAreaNotifierInstance.new(props) return end

---@class questContentCondition : questTypedCondition
---@field type questIContentConditionType
questContentCondition = {}

---@return questContentCondition
function questContentCondition.new() return end

---@param props table
---@return questContentCondition
function questContentCondition.new(props) return end

---@class questContentLock_ConditionType : questIContentConditionType
---@field isContentBlocked Bool
questContentLock_ConditionType = {}

---@return questContentLock_ConditionType
function questContentLock_ConditionType.new() return end

---@param props table
---@return questContentLock_ConditionType
function questContentLock_ConditionType.new(props) return end

---@class questContentSwitch_ConditionType : questISystemConditionType
---@field switchName CName
questContentSwitch_ConditionType = {}

---@return questContentSwitch_ConditionType
function questContentSwitch_ConditionType.new() return end

---@param props table
---@return questContentSwitch_ConditionType
function questContentSwitch_ConditionType.new(props) return end

---@class questContentTokenManager_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field subtype questIContentTokenManager_NodeSubType
questContentTokenManager_NodeType = {}

---@return questContentTokenManager_NodeType
function questContentTokenManager_NodeType.new() return end

---@param props table
---@return questContentTokenManager_NodeType
function questContentTokenManager_NodeType.new(props) return end

---@class questContentToken_ConditionType : questIContentConditionType
---@field type questQuestContentType
questContentToken_ConditionType = {}

---@return questContentToken_ConditionType
function questContentToken_ConditionType.new() return end

---@param props table
---@return questContentToken_ConditionType
function questContentToken_ConditionType.new(props) return end

---@class questControlObject_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field objectRef gameEntityReference
questControlObject_NodeType = {}

---@return questControlObject_NodeType
function questControlObject_NodeType.new() return end

---@param props table
---@return questControlObject_NodeType
function questControlObject_NodeType.new(props) return end

---@class questCountdownTimer_NodeType : questIUIManagerNodeType
---@field duration Float
questCountdownTimer_NodeType = {}

---@return questCountdownTimer_NodeType
function questCountdownTimer_NodeType.new() return end

---@param props table
---@return questCountdownTimer_NodeType
function questCountdownTimer_NodeType.new(props) return end

---@class questCreditsForceStopped_ConditionType : questIUIConditionType
questCreditsForceStopped_ConditionType = {}

---@return questCreditsForceStopped_ConditionType
function questCreditsForceStopped_ConditionType.new() return end

---@param props table
---@return questCreditsForceStopped_ConditionType
function questCreditsForceStopped_ConditionType.new(props) return end

---@class questCreditsRolling_ConditionType : questIUIConditionType
questCreditsRolling_ConditionType = {}

---@return questCreditsRolling_ConditionType
function questCreditsRolling_ConditionType.new() return end

---@param props table
---@return questCreditsRolling_ConditionType
function questCreditsRolling_ConditionType.new(props) return end

---@class questCrowdManagerNodeDefinition : questDisableableNodeDefinition
---@field type questICrowdManager_NodeType
questCrowdManagerNodeDefinition = {}

---@return questCrowdManagerNodeDefinition
function questCrowdManagerNodeDefinition.new() return end

---@param props table
---@return questCrowdManagerNodeDefinition
function questCrowdManagerNodeDefinition.new(props) return end

---@class questCrowdManagerNodeType_ControlCrowd : questICrowdManager_NodeType
---@field action questControlCrowdAction
---@field debugSource CName
questCrowdManagerNodeType_ControlCrowd = {}

---@return questCrowdManagerNodeType_ControlCrowd
function questCrowdManagerNodeType_ControlCrowd.new() return end

---@param props table
---@return questCrowdManagerNodeType_ControlCrowd
function questCrowdManagerNodeType_ControlCrowd.new(props) return end

---@class questCrowdManagerNodeType_EnableNullArea : questICrowdManager_NodeType
---@field areaReference NodeRef
---@field enable Bool
questCrowdManagerNodeType_EnableNullArea = {}

---@return questCrowdManagerNodeType_EnableNullArea
function questCrowdManagerNodeType_EnableNullArea.new() return end

---@param props table
---@return questCrowdManagerNodeType_EnableNullArea
function questCrowdManagerNodeType_EnableNullArea.new(props) return end

---@class questCustomQuestNotificationData
---@field header String
---@field desc String
---@field icon CName
---@field fluffHeader String
questCustomQuestNotificationData = {}

---@return questCustomQuestNotificationData
function questCustomQuestNotificationData.new() return end

---@param props table
---@return questCustomQuestNotificationData
function questCustomQuestNotificationData.new(props) return end

---@class questCutControlNodeDefinition : questDisableableNodeDefinition
---@field permanent Bool
questCutControlNodeDefinition = {}

---@return questCutControlNodeDefinition
function questCutControlNodeDefinition.new() return end

---@param props table
---@return questCutControlNodeDefinition
function questCutControlNodeDefinition.new(props) return end

---@class questCyberdrill_NodeType : questIInteractiveObjectManagerNodeType
---@field params questCyberdrill_NodeTypeParams[]
questCyberdrill_NodeType = {}

---@return questCyberdrill_NodeType
function questCyberdrill_NodeType.new() return end

---@param props table
---@return questCyberdrill_NodeType
function questCyberdrill_NodeType.new(props) return end

---@class questCyberdrill_NodeTypeParams
---@field objectRef NodeRef
---@field enable Bool
questCyberdrill_NodeTypeParams = {}

---@return questCyberdrill_NodeTypeParams
function questCyberdrill_NodeTypeParams.new() return end

---@param props table
---@return questCyberdrill_NodeTypeParams
function questCyberdrill_NodeTypeParams.new(props) return end

---@class questDebugShowMessageNodeDefinition : questDisableableNodeDefinition
questDebugShowMessageNodeDefinition = {}

---@return questDebugShowMessageNodeDefinition
function questDebugShowMessageNodeDefinition.new() return end

---@param props table
---@return questDebugShowMessageNodeDefinition
function questDebugShowMessageNodeDefinition.new(props) return end

---@class questDeletionMarkerNodeDefinition : questSignalStoppingNodeDefinition
---@field deletedNodeIds Uint16[]
questDeletionMarkerNodeDefinition = {}

---@return questDeletionMarkerNodeDefinition
function questDeletionMarkerNodeDefinition.new() return end

---@param props table
---@return questDeletionMarkerNodeDefinition
function questDeletionMarkerNodeDefinition.new(props) return end

---@class questDestruction_ConditionType : questIObjectConditionType
---@field objectRef gameEntityReference
---@field threshold Float
questDestruction_ConditionType = {}

---@return questDestruction_ConditionType
function questDestruction_ConditionType.new() return end

---@param props table
---@return questDestruction_ConditionType
function questDestruction_ConditionType.new(props) return end

---@class questDeviceManager_ActionProperty
---@field name CName
---@field value Variant
---@field min Float
---@field max Float
questDeviceManager_ActionProperty = {}

---@return questDeviceManager_ActionProperty
function questDeviceManager_ActionProperty.new() return end

---@param props table
---@return questDeviceManager_ActionProperty
function questDeviceManager_ActionProperty.new(props) return end

---@class questDeviceManager_NodeType : questIInteractiveObjectManagerNodeType
---@field params questDeviceManager_NodeTypeParams[]
questDeviceManager_NodeType = {}

---@return questDeviceManager_NodeType
function questDeviceManager_NodeType.new() return end

---@param props table
---@return questDeviceManager_NodeType
function questDeviceManager_NodeType.new(props) return end

---@class questDeviceManager_NodeTypeParams : ISerializable
---@field objectRef NodeRef
---@field slotName CName
---@field entityRef gameEntityReference
---@field deviceControllerClass CName
---@field deviceAction CName
---@field actionProperties questDeviceManager_ActionProperty[]
questDeviceManager_NodeTypeParams = {}

---@return questDeviceManager_NodeTypeParams
function questDeviceManager_NodeTypeParams.new() return end

---@param props table
---@return questDeviceManager_NodeTypeParams
function questDeviceManager_NodeTypeParams.new(props) return end

---@class questDevice_ConditionFunctionParameter
---@field name CName
---@field value Variant
questDevice_ConditionFunctionParameter = {}

---@return questDevice_ConditionFunctionParameter
function questDevice_ConditionFunctionParameter.new() return end

---@param props table
---@return questDevice_ConditionFunctionParameter
function questDevice_ConditionFunctionParameter.new(props) return end

---@class questDevice_ConditionType : questIObjectConditionType
---@field objectRef NodeRef
---@field deviceControllerClass CName
---@field deviceConditionFunction CName
---@field functionParameters questDevice_ConditionFunctionParameter[]
questDevice_ConditionType = {}

---@return questDevice_ConditionType
function questDevice_ConditionType.new() return end

---@param props table
---@return questDevice_ConditionType
function questDevice_ConditionType.new(props) return end

---@class questDifficulty_ConditionType : questIStatsConditionType
---@field difficulty gameDifficulty
questDifficulty_ConditionType = {}

---@return questDifficulty_ConditionType
function questDifficulty_ConditionType.new() return end

---@param props table
---@return questDifficulty_ConditionType
function questDifficulty_ConditionType.new(props) return end

---@class questDisableTeleportingMonitoring_NodeType : questIWorldDataManagerNodeType
questDisableTeleportingMonitoring_NodeType = {}

---@return questDisableTeleportingMonitoring_NodeType
function questDisableTeleportingMonitoring_NodeType.new() return end

---@param props table
---@return questDisableTeleportingMonitoring_NodeType
function questDisableTeleportingMonitoring_NodeType.new(props) return end

---@class questDisableableNodeDefinition : questNodeDefinition
questDisableableNodeDefinition = {}

---@class questDiscoverBraindanceClue_NodeType : questIUIManagerNodeType
---@field clueName CName
questDiscoverBraindanceClue_NodeType = {}

---@return questDiscoverBraindanceClue_NodeType
function questDiscoverBraindanceClue_NodeType.new() return end

---@param props table
---@return questDiscoverBraindanceClue_NodeType
function questDiscoverBraindanceClue_NodeType.new(props) return end

---@class questDisplayMessageBox_NodeType : questIUIManagerNodeType
---@field title String
---@field message String
---@field localizedTitle LocalizationString
---@field localizedMessage LocalizationString
questDisplayMessageBox_NodeType = {}

---@return questDisplayMessageBox_NodeType
function questDisplayMessageBox_NodeType.new() return end

---@param props table
---@return questDisplayMessageBox_NodeType
function questDisplayMessageBox_NodeType.new(props) return end

---@class questDistanceComparison_ConditionType : questIDistanceConditionType
---@field distanceDefinition1 questObjectDistance
---@field distanceDefinition2 questValueDistance
---@field comparisonType EComparisonType
questDistanceComparison_ConditionType = {}

---@return questDistanceComparison_ConditionType
function questDistanceComparison_ConditionType.new() return end

---@param props table
---@return questDistanceComparison_ConditionType
function questDistanceComparison_ConditionType.new(props) return end

---@class questDistanceCondition : questTypedCondition
---@field type questIDistanceConditionType
questDistanceCondition = {}

---@return questDistanceCondition
function questDistanceCondition.new() return end

---@param props table
---@return questDistanceCondition
function questDistanceCondition.new(props) return end

---@class questDistanceVsDistanceComparison_ConditionType : questIDistanceConditionType
---@field distanceDefinition1 questObjectDistance
---@field distanceDefinition2 questObjectDistance
---@field comparisonType EComparisonType
questDistanceVsDistanceComparison_ConditionType = {}

---@return questDistanceVsDistanceComparison_ConditionType
function questDistanceVsDistanceComparison_ConditionType.new() return end

---@param props table
---@return questDistanceVsDistanceComparison_ConditionType
function questDistanceVsDistanceComparison_ConditionType.new(props) return end

---@class questDrillingState_ConditionType : questIObjectConditionType
---@field objectRef NodeRef
---@field state questDrillingState
questDrillingState_ConditionType = {}

---@return questDrillingState_ConditionType
function questDrillingState_ConditionType.new() return end

---@param props table
---@return questDrillingState_ConditionType
function questDrillingState_ConditionType.new(props) return end

---@class questDropItemFromSlot_NodeType : questIItemManagerNodeType
---@field params questDropItemFromSlot_NodeTypeParams[]
questDropItemFromSlot_NodeType = {}

---@return questDropItemFromSlot_NodeType
function questDropItemFromSlot_NodeType.new() return end

---@param props table
---@return questDropItemFromSlot_NodeType
function questDropItemFromSlot_NodeType.new(props) return end

---@class questDropItemFromSlot_NodeTypeParams
---@field objectRef gameEntityReference
---@field slotId TweakDBID
---@field useGravity Bool
questDropItemFromSlot_NodeTypeParams = {}

---@return questDropItemFromSlot_NodeTypeParams
function questDropItemFromSlot_NodeTypeParams.new() return end

---@param props table
---@return questDropItemFromSlot_NodeTypeParams
function questDropItemFromSlot_NodeTypeParams.new(props) return end

---@class questDynamicSpawnSystemCondition : questTypedCondition
---@field type questIDynamicSpawnSystemConditionType
questDynamicSpawnSystemCondition = {}

---@return questDynamicSpawnSystemCondition
function questDynamicSpawnSystemCondition.new() return end

---@param props table
---@return questDynamicSpawnSystemCondition
function questDynamicSpawnSystemCondition.new(props) return end

---@class questDynamicSpawnSystemEnemies_ConditionType : questIDistanceConditionType
---@field distanceDefinition1 questDynamicSpawnSystemEnemyDistance
---@field distanceDefinition2 questValueDistance
---@field comparisonType EComparisonType
questDynamicSpawnSystemEnemies_ConditionType = {}

---@return questDynamicSpawnSystemEnemies_ConditionType
function questDynamicSpawnSystemEnemies_ConditionType.new() return end

---@param props table
---@return questDynamicSpawnSystemEnemies_ConditionType
function questDynamicSpawnSystemEnemies_ConditionType.new(props) return end

---@class questDynamicSpawnSystemEnemyDistance : questIDistance
---@field waveTag CName
---@field checkAllEnemies Bool
---@field distanceType questDistanceType
questDynamicSpawnSystemEnemyDistance = {}

---@return questDynamicSpawnSystemEnemyDistance
function questDynamicSpawnSystemEnemyDistance.new() return end

---@param props table
---@return questDynamicSpawnSystemEnemyDistance
function questDynamicSpawnSystemEnemyDistance.new(props) return end

---@class questDynamicSpawnSystemNodeDefinition : questDisableableNodeDefinition
---@field type questIDynamicSpawnSystemType
questDynamicSpawnSystemNodeDefinition = {}

---@return questDynamicSpawnSystemNodeDefinition
function questDynamicSpawnSystemNodeDefinition.new() return end

---@param props table
---@return questDynamicSpawnSystemNodeDefinition
function questDynamicSpawnSystemNodeDefinition.new(props) return end

---@class questDynamicVehicleDespawnAll_NodeType : questIDynamicSpawnSystemType
---@field ImmediateDespawn Bool
questDynamicVehicleDespawnAll_NodeType = {}

---@return questDynamicVehicleDespawnAll_NodeType
function questDynamicVehicleDespawnAll_NodeType.new() return end

---@param props table
---@return questDynamicVehicleDespawnAll_NodeType
function questDynamicVehicleDespawnAll_NodeType.new(props) return end

---@class questDynamicVehicleDespawn_NodeType : questIDynamicSpawnSystemType
---@field ImmediateDespawn Bool
---@field waveTag CName
questDynamicVehicleDespawn_NodeType = {}

---@return questDynamicVehicleDespawn_NodeType
function questDynamicVehicleDespawn_NodeType.new() return end

---@param props table
---@return questDynamicVehicleDespawn_NodeType
function questDynamicVehicleDespawn_NodeType.new(props) return end

---@class questDynamicVehicleSpawn_NodeType : questIDynamicSpawnSystemType
---@field VehicleData TweakDBID[]
---@field waveTag CName
---@field spawnDirectionPreference questSpawnDirectionPreference
---@field distanceRange Vector2
questDynamicVehicleSpawn_NodeType = {}

---@return questDynamicVehicleSpawn_NodeType
function questDynamicVehicleSpawn_NodeType.new() return end

---@param props table
---@return questDynamicVehicleSpawn_NodeType
function questDynamicVehicleSpawn_NodeType.new(props) return end

---@class questElevator_ManageNPCAttachment_NodeType : questIInteractiveObjectManagerNodeType
---@field params questElevator_ManageNPCAttachment_NodeTypeParams[]
questElevator_ManageNPCAttachment_NodeType = {}

---@return questElevator_ManageNPCAttachment_NodeType
function questElevator_ManageNPCAttachment_NodeType.new() return end

---@param props table
---@return questElevator_ManageNPCAttachment_NodeType
function questElevator_ManageNPCAttachment_NodeType.new(props) return end

---@class questElevator_ManageNPCAttachment_NodeTypeParams
---@field elevatorRef NodeRef
---@field npcRef gameEntityReference
---@field action questElevator_ManageNPCAttachment_NodeTypeParamsAction
questElevator_ManageNPCAttachment_NodeTypeParams = {}

---@return questElevator_ManageNPCAttachment_NodeTypeParams
function questElevator_ManageNPCAttachment_NodeTypeParams.new() return end

---@param props table
---@return questElevator_ManageNPCAttachment_NodeTypeParams
function questElevator_ManageNPCAttachment_NodeTypeParams.new(props) return end

---@class questEmbeddedGraphNodeDefinition : questSignalStoppingNodeDefinition
questEmbeddedGraphNodeDefinition = {}

---@class questEnableBraindanceFinish_NodeType : questIUIManagerNodeType
questEnableBraindanceFinish_NodeType = {}

---@return questEnableBraindanceFinish_NodeType
function questEnableBraindanceFinish_NodeType.new() return end

---@param props table
---@return questEnableBraindanceFinish_NodeType
function questEnableBraindanceFinish_NodeType.new(props) return end

---@class questEnablePlayerGameplayLookAt_NodeType : questISceneManagerNodeType
---@field enable Bool
questEnablePlayerGameplayLookAt_NodeType = {}

---@return questEnablePlayerGameplayLookAt_NodeType
function questEnablePlayerGameplayLookAt_NodeType.new() return end

---@param props table
---@return questEnablePlayerGameplayLookAt_NodeType
function questEnablePlayerGameplayLookAt_NodeType.new(props) return end

---@class questEnablePlayerVehicle_NodeType : questIVehicleManagerNodeType
---@field vehicle String
---@field enable Bool
---@field despawn Bool
---@field makePlayerActiveVehicle Bool
questEnablePlayerVehicle_NodeType = {}

---@return questEnablePlayerVehicle_NodeType
function questEnablePlayerVehicle_NodeType.new() return end

---@param props table
---@return questEnablePlayerVehicle_NodeType
function questEnablePlayerVehicle_NodeType.new(props) return end

---@class questEnableScanning_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field enable Bool
questEnableScanning_NodeType = {}

---@return questEnableScanning_NodeType
function questEnableScanning_NodeType.new() return end

---@param props table
---@return questEnableScanning_NodeType
function questEnableScanning_NodeType.new(props) return end

---@class questEnableVehicleSummon_NodeType : questIVehicleManagerNodeType
---@field enable Bool
questEnableVehicleSummon_NodeType = {}

---@return questEnableVehicleSummon_NodeType
function questEnableVehicleSummon_NodeType.new() return end

---@param props table
---@return questEnableVehicleSummon_NodeType
function questEnableVehicleSummon_NodeType.new(props) return end

---@class questEndNodeDefinition : questStartEndNodeDefinition
questEndNodeDefinition = {}

---@return questEndNodeDefinition
function questEndNodeDefinition.new() return end

---@param props table
---@return questEndNodeDefinition
function questEndNodeDefinition.new(props) return end

---@class questEnforceScreenSpaceReflectionsUberQuality_NodeType : questIRenderFxManagerNodeType
---@field enabled Bool
questEnforceScreenSpaceReflectionsUberQuality_NodeType = {}

---@return questEnforceScreenSpaceReflectionsUberQuality_NodeType
function questEnforceScreenSpaceReflectionsUberQuality_NodeType.new() return end

---@param props table
---@return questEnforceScreenSpaceReflectionsUberQuality_NodeType
function questEnforceScreenSpaceReflectionsUberQuality_NodeType.new(props) return end

---@class questEnterVisionMode_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field visionModeType gameVisionModeType
questEnterVisionMode_NodeType = {}

---@return questEnterVisionMode_NodeType
function questEnterVisionMode_NodeType.new() return end

---@param props table
---@return questEnterVisionMode_NodeType
function questEnterVisionMode_NodeType.new(props) return end

---@class questEntityAppearance_ConditionType : questIEntityConditionType
---@field entityRef gameEntityReference
---@field appearance CName
questEntityAppearance_ConditionType = {}

---@return questEntityAppearance_ConditionType
function questEntityAppearance_ConditionType.new() return end

---@param props table
---@return questEntityAppearance_ConditionType
function questEntityAppearance_ConditionType.new(props) return end

---@class questEntityCondition : questTypedCondition
---@field type questIEntityConditionType
questEntityCondition = {}

---@return questEntityCondition
function questEntityCondition.new() return end

---@param props table
---@return questEntityCondition
function questEntityCondition.new(props) return end

---@class questEntityManagerAddDevelopmentPoint_NodeType : questIEntityManager_NodeType
---@field value Int32
---@field type gamedataDevelopmentPointType
questEntityManagerAddDevelopmentPoint_NodeType = {}

---@return questEntityManagerAddDevelopmentPoint_NodeType
function questEntityManagerAddDevelopmentPoint_NodeType.new() return end

---@param props table
---@return questEntityManagerAddDevelopmentPoint_NodeType
function questEntityManagerAddDevelopmentPoint_NodeType.new(props) return end

---@class questEntityManagerChangeAppearance_NodeType : questIEntityManager_NodeType
---@field entityRef gameEntityReference
---@field prefetchOnly Bool
---@field appearanceName CName
questEntityManagerChangeAppearance_NodeType = {}

---@return questEntityManagerChangeAppearance_NodeType
function questEntityManagerChangeAppearance_NodeType.new() return end

---@param props table
---@return questEntityManagerChangeAppearance_NodeType
function questEntityManagerChangeAppearance_NodeType.new(props) return end

---@class questEntityManagerDestroyCarriedObject : questIEntityManagerSetAttachment_NodeSubType
---@field attachmentRef NodeRef
---@field objectRef gameEntityReference
---@field isPlayer Bool
questEntityManagerDestroyCarriedObject = {}

---@return questEntityManagerDestroyCarriedObject
function questEntityManagerDestroyCarriedObject.new() return end

---@param props table
---@return questEntityManagerDestroyCarriedObject
function questEntityManagerDestroyCarriedObject.new(props) return end

---@class questEntityManagerEnablePlayerTPPRepresentation_NodeType : questIEntityManager_NodeType
---@field enable Bool
questEntityManagerEnablePlayerTPPRepresentation_NodeType = {}

---@return questEntityManagerEnablePlayerTPPRepresentation_NodeType
function questEntityManagerEnablePlayerTPPRepresentation_NodeType.new() return end

---@param props table
---@return questEntityManagerEnablePlayerTPPRepresentation_NodeType
function questEntityManagerEnablePlayerTPPRepresentation_NodeType.new(props) return end

---@class questEntityManagerForceStat_NodeType : questIEntityManager_NodeType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field statType gamedataStatType
---@field value Float
---@field unforce Bool
---@field debugSource CName
questEntityManagerForceStat_NodeType = {}

---@return questEntityManagerForceStat_NodeType
function questEntityManagerForceStat_NodeType.new() return end

---@param props table
---@return questEntityManagerForceStat_NodeType
function questEntityManagerForceStat_NodeType.new(props) return end

---@class questEntityManagerLevelUpProficiency_NodeType : questIEntityManager_NodeType
---@field type gamedataProficiencyType
questEntityManagerLevelUpProficiency_NodeType = {}

---@return questEntityManagerLevelUpProficiency_NodeType
function questEntityManagerLevelUpProficiency_NodeType.new() return end

---@param props table
---@return questEntityManagerLevelUpProficiency_NodeType
function questEntityManagerLevelUpProficiency_NodeType.new(props) return end

---@class questEntityManagerManageBinkComponent_NodeType : questIEntityManager_NodeType
---@field params questEntityManagerManageBinkComponent_NodeTypeParams[]
questEntityManagerManageBinkComponent_NodeType = {}

---@return questEntityManagerManageBinkComponent_NodeType
function questEntityManagerManageBinkComponent_NodeType.new() return end

---@param props table
---@return questEntityManagerManageBinkComponent_NodeType
function questEntityManagerManageBinkComponent_NodeType.new(props) return end

---@class questEntityManagerManageBinkComponent_NodeTypeParams
---@field objectRef gameEntityReference
---@field videoPath String
---@field action gameBinkVideoAction
questEntityManagerManageBinkComponent_NodeTypeParams = {}

---@return questEntityManagerManageBinkComponent_NodeTypeParams
function questEntityManagerManageBinkComponent_NodeTypeParams.new() return end

---@param props table
---@return questEntityManagerManageBinkComponent_NodeTypeParams
function questEntityManagerManageBinkComponent_NodeTypeParams.new(props) return end

---@class questEntityManagerMountPuppet_NodeType : questIEntityManager_NodeType
---@field parentRef gameEntityReference
---@field childRef gameEntityReference
---@field isParentPlayer Bool
---@field slotName CName
---@field assign Bool
---@field isInstant Bool
---@field forcedCarryStyle gamePSMBodyCarryingStyle
---@field removePitchRollRotation Bool
questEntityManagerMountPuppet_NodeType = {}

---@return questEntityManagerMountPuppet_NodeType
function questEntityManagerMountPuppet_NodeType.new() return end

---@param props table
---@return questEntityManagerMountPuppet_NodeType
function questEntityManagerMountPuppet_NodeType.new(props) return end

---@class questEntityManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIEntityManager_NodeType
questEntityManagerNodeDefinition = {}

---@return questEntityManagerNodeDefinition
function questEntityManagerNodeDefinition.new() return end

---@param props table
---@return questEntityManagerNodeDefinition
function questEntityManagerNodeDefinition.new(props) return end

---@class questEntityManagerRemoteControlVehicle_NodeType : questIEntityManager_NodeType
---@field parentRef gameEntityReference
---@field enable Bool
---@field shouldUnseatPassengers Bool
---@field shouldModifyInteractionState Bool
questEntityManagerRemoteControlVehicle_NodeType = {}

---@return questEntityManagerRemoteControlVehicle_NodeType
function questEntityManagerRemoteControlVehicle_NodeType.new() return end

---@param props table
---@return questEntityManagerRemoteControlVehicle_NodeType
function questEntityManagerRemoteControlVehicle_NodeType.new(props) return end

---@class questEntityManagerSendAnimationEvent_NodeType : questIEntityManager_NodeType
---@field objectRef gameEntityReference
---@field eventName CName
questEntityManagerSendAnimationEvent_NodeType = {}

---@return questEntityManagerSendAnimationEvent_NodeType
function questEntityManagerSendAnimationEvent_NodeType.new() return end

---@param props table
---@return questEntityManagerSendAnimationEvent_NodeType
function questEntityManagerSendAnimationEvent_NodeType.new(props) return end

---@class questEntityManagerSetAttachment_NodeType : questIEntityManager_NodeType
---@field subtype questIEntityManagerSetAttachment_NodeSubType
questEntityManagerSetAttachment_NodeType = {}

---@return questEntityManagerSetAttachment_NodeType
function questEntityManagerSetAttachment_NodeType.new() return end

---@param props table
---@return questEntityManagerSetAttachment_NodeType
function questEntityManagerSetAttachment_NodeType.new(props) return end

---@class questEntityManagerSetAttachment_ToActor : questIEntityManagerSetAttachment_NodeSubType
---@field attachmentRef NodeRef
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field slot CName
---@field offsetMode questAttachmentOffsetMode
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
questEntityManagerSetAttachment_ToActor = {}

---@return questEntityManagerSetAttachment_ToActor
function questEntityManagerSetAttachment_ToActor.new() return end

---@param props table
---@return questEntityManagerSetAttachment_ToActor
function questEntityManagerSetAttachment_ToActor.new(props) return end

---@class questEntityManagerSetAttachment_ToNode : questIEntityManagerSetAttachment_NodeSubType
---@field attachmentRef NodeRef
---@field objectRef NodeRef
---@field slot CName
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
questEntityManagerSetAttachment_ToNode = {}

---@return questEntityManagerSetAttachment_ToNode
function questEntityManagerSetAttachment_ToNode.new() return end

---@param props table
---@return questEntityManagerSetAttachment_ToNode
function questEntityManagerSetAttachment_ToNode.new(props) return end

---@class questEntityManagerSetAttachment_ToWorld : questIEntityManagerSetAttachment_NodeSubType
---@field attachmentRef NodeRef
---@field offsetMode questAttachmentOffsetMode
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
questEntityManagerSetAttachment_ToWorld = {}

---@return questEntityManagerSetAttachment_ToWorld
function questEntityManagerSetAttachment_ToWorld.new() return end

---@param props table
---@return questEntityManagerSetAttachment_ToWorld
function questEntityManagerSetAttachment_ToWorld.new(props) return end

---@class questEntityManagerSetDestructionState_NodeType : questIEntityManager_NodeType
---@field action questSetDestructionStateAction
---@field params questEntityManagerSetDestructionState_NodeTypeParams[]
questEntityManagerSetDestructionState_NodeType = {}

---@return questEntityManagerSetDestructionState_NodeType
function questEntityManagerSetDestructionState_NodeType.new() return end

---@param props table
---@return questEntityManagerSetDestructionState_NodeType
function questEntityManagerSetDestructionState_NodeType.new(props) return end

---@class questEntityManagerSetDestructionState_NodeTypeParams
---@field objectRef gameEntityReference
---@field tag CName
questEntityManagerSetDestructionState_NodeTypeParams = {}

---@return questEntityManagerSetDestructionState_NodeTypeParams
function questEntityManagerSetDestructionState_NodeTypeParams.new() return end

---@param props table
---@return questEntityManagerSetDestructionState_NodeTypeParams
function questEntityManagerSetDestructionState_NodeTypeParams.new(props) return end

---@class questEntityManagerSetMeshAppearance_NodeType : questIEntityManager_NodeType
---@field params questEntityManagerSetMeshAppearance_NodeTypeParams[]
questEntityManagerSetMeshAppearance_NodeType = {}

---@return questEntityManagerSetMeshAppearance_NodeType
function questEntityManagerSetMeshAppearance_NodeType.new() return end

---@param props table
---@return questEntityManagerSetMeshAppearance_NodeType
function questEntityManagerSetMeshAppearance_NodeType.new(props) return end

---@class questEntityManagerSetMeshAppearance_NodeTypeParams
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field componentName CName
---@field appearanceName CName
questEntityManagerSetMeshAppearance_NodeTypeParams = {}

---@return questEntityManagerSetMeshAppearance_NodeTypeParams
function questEntityManagerSetMeshAppearance_NodeTypeParams.new() return end

---@param props table
---@return questEntityManagerSetMeshAppearance_NodeTypeParams
function questEntityManagerSetMeshAppearance_NodeTypeParams.new(props) return end

---@class questEntityManagerSetStat_NodeType : questIEntityManager_NodeType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field statType gamedataStatType
---@field value Float
---@field setExactValue Bool
questEntityManagerSetStat_NodeType = {}

---@return questEntityManagerSetStat_NodeType
function questEntityManagerSetStat_NodeType.new() return end

---@param props table
---@return questEntityManagerSetStat_NodeType
function questEntityManagerSetStat_NodeType.new(props) return end

---@class questEntityManagerToggleComponent_NodeType : questIEntityManager_NodeType
---@field params questEntityManagerToggleComponent_NodeTypeParams[]
questEntityManagerToggleComponent_NodeType = {}

---@return questEntityManagerToggleComponent_NodeType
function questEntityManagerToggleComponent_NodeType.new() return end

---@param props table
---@return questEntityManagerToggleComponent_NodeType
function questEntityManagerToggleComponent_NodeType.new(props) return end

---@class questEntityManagerToggleComponent_NodeTypeParams
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field componentName CName
---@field enable Bool
questEntityManagerToggleComponent_NodeTypeParams = {}

---@return questEntityManagerToggleComponent_NodeTypeParams
function questEntityManagerToggleComponent_NodeTypeParams.new() return end

---@param props table
---@return questEntityManagerToggleComponent_NodeTypeParams
function questEntityManagerToggleComponent_NodeTypeParams.new(props) return end

---@class questEntityManagerToggleMirrorsArea_NodeType : questIEntityManager_NodeType
---@field objectRef gameEntityReference
---@field isInMirrorsArea Bool
questEntityManagerToggleMirrorsArea_NodeType = {}

---@return questEntityManagerToggleMirrorsArea_NodeType
function questEntityManagerToggleMirrorsArea_NodeType.new() return end

---@param props table
---@return questEntityManagerToggleMirrorsArea_NodeType
function questEntityManagerToggleMirrorsArea_NodeType.new(props) return end

---@class questEntryScanned_ConditionType : questIObjectConditionType
---@field objectRef gameEntityReference
---@field entryID TweakDBID
questEntryScanned_ConditionType = {}

---@return questEntryScanned_ConditionType
function questEntryScanned_ConditionType.new() return end

---@param props table
---@return questEntryScanned_ConditionType
function questEntryScanned_ConditionType.new(props) return end

---@class questEnvironmentManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIEnvironmentManagerNodeType
questEnvironmentManagerNodeDefinition = {}

---@return questEnvironmentManagerNodeDefinition
function questEnvironmentManagerNodeDefinition.new() return end

---@param props table
---@return questEnvironmentManagerNodeDefinition
function questEnvironmentManagerNodeDefinition.new(props) return end

---@class questEquipItemNodeDefinition : questAICommandNodeBase
---@field entityReference questObservableUniversalRef
---@field params questEquipItemParams
questEquipItemNodeDefinition = {}

---@return questEquipItemNodeDefinition
function questEquipItemNodeDefinition.new() return end

---@param props table
---@return questEquipItemNodeDefinition
function questEquipItemNodeDefinition.new(props) return end

---@class questEquipItemParams : questAICommandParams
---@field slotId TweakDBID
---@field type questNodeType
---@field itemId TweakDBID
---@field equipDurationOverride Float
---@field unequipDurationOverride Float
---@field failIfItemNotFound Bool
---@field instant Bool
---@field equipLastWeapon Bool
---@field forceFirstEquip Bool
---@field ignoreStateMachine Bool
---@field isPlayer Bool
---@field equipTypes gameItemEquipContexts
---@field unequipTypes gameItemUnequipContexts
---@field byItem Bool
questEquipItemParams = {}

---@return questEquipItemParams
function questEquipItemParams.new() return end

---@param props table
---@return questEquipItemParams
function questEquipItemParams.new(props) return end

---@class questEventManagerNodeDefinition : questDisableableNodeDefinition
---@field isUiEvent Bool
---@field isObjectPlayer Bool
---@field objectRef gameEntityReference
---@field managerName String
---@field event IScriptable
---@field PSClassName CName
---@field componentName CName
questEventManagerNodeDefinition = {}

---@return questEventManagerNodeDefinition
function questEventManagerNodeDefinition.new() return end

---@param props table
---@return questEventManagerNodeDefinition
function questEventManagerNodeDefinition.new(props) return end

---@class questFXManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIFXManagerNodeType
questFXManagerNodeDefinition = {}

---@return questFXManagerNodeDefinition
function questFXManagerNodeDefinition.new() return end

---@param props table
---@return questFXManagerNodeDefinition
function questFXManagerNodeDefinition.new(props) return end

---@class questFactsDBCondition : questTypedCondition
---@field type questIFactsDBConditionType
questFactsDBCondition = {}

---@return questFactsDBCondition
function questFactsDBCondition.new() return end

---@param props table
---@return questFactsDBCondition
function questFactsDBCondition.new(props) return end

---@class questFactsDBManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIFactsDBManagerNodeType
questFactsDBManagerNodeDefinition = {}

---@return questFactsDBManagerNodeDefinition
function questFactsDBManagerNodeDefinition.new() return end

---@param props table
---@return questFactsDBManagerNodeDefinition
function questFactsDBManagerNodeDefinition.new(props) return end

---@class questFinalBoardsEnableSkipCredits_NodeType : questIUIManagerNodeType
---@field enableSkipping Bool
questFinalBoardsEnableSkipCredits_NodeType = {}

---@return questFinalBoardsEnableSkipCredits_NodeType
function questFinalBoardsEnableSkipCredits_NodeType.new() return end

---@param props table
---@return questFinalBoardsEnableSkipCredits_NodeType
function questFinalBoardsEnableSkipCredits_NodeType.new(props) return end

---@class questFinalBoardsLoadPonRSave_NodeType : questIUIManagerNodeType
---@field loadPointOfNoReturnSave Bool
questFinalBoardsLoadPonRSave_NodeType = {}

---@return questFinalBoardsLoadPonRSave_NodeType
function questFinalBoardsLoadPonRSave_NodeType.new() return end

---@param props table
---@return questFinalBoardsLoadPonRSave_NodeType
function questFinalBoardsLoadPonRSave_NodeType.new(props) return end

---@class questFinalBoardsOpenSpeakerScreen_NodeType : questIUIManagerNodeType
---@field openSpeakerScreen Bool
---@field speakerName String
questFinalBoardsOpenSpeakerScreen_NodeType = {}

---@return questFinalBoardsOpenSpeakerScreen_NodeType
function questFinalBoardsOpenSpeakerScreen_NodeType.new() return end

---@param props table
---@return questFinalBoardsOpenSpeakerScreen_NodeType
function questFinalBoardsOpenSpeakerScreen_NodeType.new(props) return end

---@class questFinalBoardsVideosFinished_NodeType : questIUIManagerNodeType
questFinalBoardsVideosFinished_NodeType = {}

---@return questFinalBoardsVideosFinished_NodeType
function questFinalBoardsVideosFinished_NodeType.new() return end

---@param props table
---@return questFinalBoardsVideosFinished_NodeType
function questFinalBoardsVideosFinished_NodeType.new(props) return end

---@class questFlowControlNodeDefinition : questDisableableNodeDefinition
---@field isOpen Bool
---@field opensAt Uint16
---@field closesAt Uint16
questFlowControlNodeDefinition = {}

---@return questFlowControlNodeDefinition
function questFlowControlNodeDefinition.new() return end

---@param props table
---@return questFlowControlNodeDefinition
function questFlowControlNodeDefinition.new(props) return end

---@class questFlushAutopilot_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field playerVehicle Bool
questFlushAutopilot_NodeType = {}

---@return questFlushAutopilot_NodeType
function questFlushAutopilot_NodeType.new() return end

---@param props table
---@return questFlushAutopilot_NodeType
function questFlushAutopilot_NodeType.new(props) return end

---@class questFollowObject_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field followObjectRef gameEntityReference
---@field offset Vector3
---@field positionLerpSpeed Float
---@field rotationLerpSpeed Float
questFollowObject_NodeType = {}

---@return questFollowObject_NodeType
function questFollowObject_NodeType.new() return end

---@param props table
---@return questFollowObject_NodeType
function questFollowObject_NodeType.new(props) return end

---@class questFollowParams : questAICommandParams
---@field companionRef questUniversalRef
---@field companionDistance Float
---@field destinationPointTolerance Float
---@field stopWhenDestinationReached Bool
---@field movementType moveMovementType
---@field matchSpeed Bool
---@field useTeleport Bool
---@field repeatCommandOnInterrupt Bool
questFollowParams = {}

---@return questFollowParams
function questFollowParams.new() return end

---@param props table
---@return questFollowParams
function questFollowParams.new(props) return end

---@class questForbiddenTrigger_NodeType : questIVehicleManagerNodeType
---@field triggerNodeRef NodeRef
---@field activate Bool
---@field dismount Bool
---@field blockCombat Bool
questForbiddenTrigger_NodeType = {}

---@return questForbiddenTrigger_NodeType
function questForbiddenTrigger_NodeType.new() return end

---@param props table
---@return questForbiddenTrigger_NodeType
function questForbiddenTrigger_NodeType.new(props) return end

---@class questForceModule_NodeType : questIVisionModeNodeType
---@field params questForceVMModule_NodeTypeParams[]
questForceModule_NodeType = {}

---@return questForceModule_NodeType
function questForceModule_NodeType.new() return end

---@param props table
---@return questForceModule_NodeType
function questForceModule_NodeType.new(props) return end

---@class questForceModule_NodeTypeParams
---@field objectRef NodeRef
---@field module String
---@field components CName[]
questForceModule_NodeTypeParams = {}

---@return questForceModule_NodeTypeParams
function questForceModule_NodeTypeParams.new() return end

---@param props table
---@return questForceModule_NodeTypeParams
function questForceModule_NodeTypeParams.new(props) return end

---@class questForcePhysicsWakeUp_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
questForcePhysicsWakeUp_NodeType = {}

---@return questForcePhysicsWakeUp_NodeType
function questForcePhysicsWakeUp_NodeType.new() return end

---@param props table
---@return questForcePhysicsWakeUp_NodeType
function questForcePhysicsWakeUp_NodeType.new(props) return end

---@class questForceTokenActivation_NodeSubType : questIContentTokenManager_NodeSubType
---@field forceCreatingToken Bool
questForceTokenActivation_NodeSubType = {}

---@return questForceTokenActivation_NodeSubType
function questForceTokenActivation_NodeSubType.new() return end

---@param props table
---@return questForceTokenActivation_NodeSubType
function questForceTokenActivation_NodeSubType.new(props) return end

---@class questForceVMModule_NodeTypeParams
---@field reference gameEntityReference
---@field module String
---@field components CName[]
questForceVMModule_NodeTypeParams = {}

---@return questForceVMModule_NodeTypeParams
function questForceVMModule_NodeTypeParams.new() return end

---@param props table
---@return questForceVMModule_NodeTypeParams
function questForceVMModule_NodeTypeParams.new(props) return end

---@class questForcedBehaviorReference : AIResourceReference
questForcedBehaviorReference = {}

---@return questForcedBehaviorReference
function questForcedBehaviorReference.new() return end

---@param props table
---@return questForcedBehaviorReference
function questForcedBehaviorReference.new(props) return end

---@class questForcedBehaviourNodeDefinition : questSignalStoppingNodeDefinition
---@field puppet gameEntityReference
---@field tree questForcedBehaviorReference
---@field behavior AIbehaviorParameterizedBehavior
questForcedBehaviourNodeDefinition = {}

---@return questForcedBehaviourNodeDefinition
function questForcedBehaviourNodeDefinition.new() return end

---@param props table
---@return questForcedBehaviourNodeDefinition
function questForcedBehaviourNodeDefinition.new(props) return end

---@class questFormConvoy_NodeType : questIVehicleManagerNodeType
---@field leaderRef gameEntityReference
---@field formationType vehicleFormationType
questFormConvoy_NodeType = {}

---@return questFormConvoy_NodeType
function questFormConvoy_NodeType.new() return end

---@param props table
---@return questFormConvoy_NodeType
function questFormConvoy_NodeType.new(props) return end

---@class questFulfillInfo
questFulfillInfo = {}

---@class questGOGReward_ConditionType : questISystemConditionType
---@field rewardRecordId TweakDBID
questGOGReward_ConditionType = {}

---@return questGOGReward_ConditionType
function questGOGReward_ConditionType.new() return end

---@param props table
---@return questGOGReward_ConditionType
function questGOGReward_ConditionType.new(props) return end

---@class questGameManagerNodeDefinition : questTypedSignalStoppingNodeDefinition
---@field type questIGameManagerNodeType
questGameManagerNodeDefinition = {}

---@return questGameManagerNodeDefinition
function questGameManagerNodeDefinition.new() return end

---@param props table
---@return questGameManagerNodeDefinition
function questGameManagerNodeDefinition.new(props) return end

---@class questGameTimeDelay_ConditionType : questITimeConditionType
---@field days Uint32
---@field hours Uint32
---@field minutes Uint32
---@field seconds Uint32
questGameTimeDelay_ConditionType = {}

---@return questGameTimeDelay_ConditionType
function questGameTimeDelay_ConditionType.new() return end

---@param props table
---@return questGameTimeDelay_ConditionType
function questGameTimeDelay_ConditionType.new(props) return end

---@class questGameplayRestrictions_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field action questGameplayRestrictionAction
---@field source CName
---@field restrictionIDs TweakDBID[]
questGameplayRestrictions_NodeType = {}

---@return questGameplayRestrictions_NodeType
function questGameplayRestrictions_NodeType.new() return end

---@param props table
---@return questGameplayRestrictions_NodeType
function questGameplayRestrictions_NodeType.new(props) return end

---@class questGatherTriggerCondition : questTriggerCondition
questGatherTriggerCondition = {}

---@return questGatherTriggerCondition
function questGatherTriggerCondition.new() return end

---@param props table
---@return questGatherTriggerCondition
function questGatherTriggerCondition.new(props) return end

---@class questGatherTriggerNotifier_Quest : worldITriggerAreaNotifer
questGatherTriggerNotifier_Quest = {}

---@return questGatherTriggerNotifier_Quest
function questGatherTriggerNotifier_Quest.new() return end

---@param props table
---@return questGatherTriggerNotifier_Quest
function questGatherTriggerNotifier_Quest.new(props) return end

---@class questGatherTriggerNotifier_QuestInstance : questTriggerNotifier_QuestInstance
questGatherTriggerNotifier_QuestInstance = {}

---@return questGatherTriggerNotifier_QuestInstance
function questGatherTriggerNotifier_QuestInstance.new() return end

---@param props table
---@return questGatherTriggerNotifier_QuestInstance
function questGatherTriggerNotifier_QuestInstance.new(props) return end

---@class questGiveReward_NodeType : questIRewardManagerNodeType
---@field rewards TweakDBID[]
questGiveReward_NodeType = {}

---@return questGiveReward_NodeType
function questGiveReward_NodeType.new() return end

---@param props table
---@return questGiveReward_NodeType
function questGiveReward_NodeType.new(props) return end

---@class questGlitchLoadingScreen_NodeType : questIUIManagerNodeType
questGlitchLoadingScreen_NodeType = {}

---@return questGlitchLoadingScreen_NodeType
function questGlitchLoadingScreen_NodeType.new() return end

---@param props table
---@return questGlitchLoadingScreen_NodeType
function questGlitchLoadingScreen_NodeType.new(props) return end

---@class questGlobalTvScheduler_NodeType : questIUIManagerNodeType
---@field channelId TweakDBID
---@field overlayResource inkWidgetLibraryResource
---@field videoResource Bink
---@field VOScene scnSceneResource
---@field audioEvent CName
---@field newsTitleTweak TweakDBID
---@field randomNewsFeedPack TweakDBID
questGlobalTvScheduler_NodeType = {}

---@return questGlobalTvScheduler_NodeType
function questGlobalTvScheduler_NodeType.new() return end

---@param props table
---@return questGlobalTvScheduler_NodeType
function questGlobalTvScheduler_NodeType.new(props) return end

---@class questGoBackToRace_NodeType : questIVehicleManagerNodeType
questGoBackToRace_NodeType = {}

---@return questGoBackToRace_NodeType
function questGoBackToRace_NodeType.new() return end

---@param props table
---@return questGoBackToRace_NodeType
function questGoBackToRace_NodeType.new(props) return end

---@class questGraphDefinition : graphGraphDefinition
questGraphDefinition = {}

---@return questGraphDefinition
function questGraphDefinition.new() return end

---@param props table
---@return questGraphDefinition
function questGraphDefinition.new(props) return end

---@class questHUDEntryAnimationEvent
---@field hudEntry CName
---@field animationName CName
---@field dependsOnTimeDilation Bool
questHUDEntryAnimationEvent = {}

---@return questHUDEntryAnimationEvent
function questHUDEntryAnimationEvent.new() return end

---@param props table
---@return questHUDEntryAnimationEvent
function questHUDEntryAnimationEvent.new(props) return end

---@class questHUDEntryAnimationFinished
---@field hudEntry CName
---@field animationName CName
---@field finished Bool
questHUDEntryAnimationFinished = {}

---@return questHUDEntryAnimationFinished
function questHUDEntryAnimationFinished.new() return end

---@param props table
---@return questHUDEntryAnimationFinished
function questHUDEntryAnimationFinished.new(props) return end

---@class questHUDEntryVisibilityData
---@field hudEntryName CName
---@field visibility worlduiEntryVisibility
questHUDEntryVisibilityData = {}

---@return questHUDEntryVisibilityData
function questHUDEntryVisibilityData.new() return end

---@param props table
---@return questHUDEntryVisibilityData
function questHUDEntryVisibilityData.new(props) return end

---@class questHUDEntryVisibilityEvent : redEvent
---@field dataEntries questHUDEntryVisibilityData[]
questHUDEntryVisibilityEvent = {}

---@return questHUDEntryVisibilityEvent
function questHUDEntryVisibilityEvent.new() return end

---@param props table
---@return questHUDEntryVisibilityEvent
function questHUDEntryVisibilityEvent.new(props) return end

---@class questHUDVideo_NodeType : questIUIManagerNodeType
---@field video Bink
---@field skippable Bool
---@field audioEvent CName
---@field syncToAudio Bool
---@field retriggerAudioOnLoop Bool
---@field looped Bool
---@field forceVideoFrameRate Bool
---@field playOnHud Bool
---@field fullScreen Bool
---@field useFullscreenVideoState Bool
---@field keepWidescreenAspectRatio Bool
---@field position Vector2
---@field size Vector2
questHUDVideo_NodeType = {}

---@return questHUDVideo_NodeType
function questHUDVideo_NodeType.new() return end

---@param props table
---@return questHUDVideo_NodeType
function questHUDVideo_NodeType.new(props) return end

---@class questHackingManager_ActionType : ISerializable
questHackingManager_ActionType = {}

---@class questHackingManager_NodeType : questIInteractiveObjectManagerNodeType
---@field params questHackingManager_NodeTypeParams[]
questHackingManager_NodeType = {}

---@return questHackingManager_NodeType
function questHackingManager_NodeType.new() return end

---@param props table
---@return questHackingManager_NodeType
function questHackingManager_NodeType.new(props) return end

---@class questHackingManager_NodeTypeParams
---@field objectRef NodeRef
---@field actions questHackingManager_ActionType[]
questHackingManager_NodeTypeParams = {}

---@return questHackingManager_NodeTypeParams
function questHackingManager_NodeTypeParams.new() return end

---@param props table
---@return questHackingManager_NodeTypeParams
function questHackingManager_NodeTypeParams.new(props) return end

---@class questHackingManager_SetEnabled : questHackingManager_ActionType
---@field enabled Bool
questHackingManager_SetEnabled = {}

---@return questHackingManager_SetEnabled
function questHackingManager_SetEnabled.new() return end

---@param props table
---@return questHackingManager_SetEnabled
function questHackingManager_SetEnabled.new(props) return end

---@class questHackingManager_SetHacked : questHackingManager_ActionType
---@field hacked Bool
questHackingManager_SetHacked = {}

---@return questHackingManager_SetHacked
function questHackingManager_SetHacked.new() return end

---@param props table
---@return questHackingManager_SetHacked
function questHackingManager_SetHacked.new(props) return end

---@class questHolocallStateListener : worldIQuestPrefabStateListener
questHolocallStateListener = {}

---@class questIAchievementManagerNodeType : ISerializable
questIAchievementManagerNodeType = {}

---@class questIAudioCharacterManager_NodeSubType : questINodeType
---@field characterEntries questIAudioCharacterManager_NodeSubTypeCharacterEntry[]
questIAudioCharacterManager_NodeSubType = {}

---@class questIAudioCharacterManager_NodeSubTypeCharacterEntry
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field enableSubSystem Bool
questIAudioCharacterManager_NodeSubTypeCharacterEntry = {}

---@return questIAudioCharacterManager_NodeSubTypeCharacterEntry
function questIAudioCharacterManager_NodeSubTypeCharacterEntry.new() return end

---@param props table
---@return questIAudioCharacterManager_NodeSubTypeCharacterEntry
function questIAudioCharacterManager_NodeSubTypeCharacterEntry.new(props) return end

---@class questIAudioCharacterManager_NodeType : questINodeType
questIAudioCharacterManager_NodeType = {}

---@class questIAudioNodeType : ISerializable
questIAudioNodeType = {}

---@class questIBaseCondition : graphIGraphNodeCondition
questIBaseCondition = {}

---@class questIBaseNodeType : ISerializable
questIBaseNodeType = {}

---@class questIBehaviourManager_NodeType : questIRetNodeType
---@field puppetRef gameEntityReference
questIBehaviourManager_NodeType = {}

---@class questICharacterConditionSubType : ISerializable
questICharacterConditionSubType = {}

---@class questICharacterConditionType : questIConditionType
questICharacterConditionType = {}

---@class questICharacterManagerCombat_NodeSubType : questICharacterManager_NodeSubType
questICharacterManagerCombat_NodeSubType = {}

---@class questICharacterManagerParameters_NodeSubType : questICharacterManager_NodeSubType
questICharacterManagerParameters_NodeSubType = {}

---@class questICharacterManagerVisuals_NodeSubType : questICharacterManager_NodeSubType
questICharacterManagerVisuals_NodeSubType = {}

---@class questICharacterManager_NodeSubType : questPuppetNodeType
questICharacterManager_NodeSubType = {}

---@class questICharacterManager_NodeType : questIRetNodeType
questICharacterManager_NodeType = {}

---@class questIConditionType : ISerializable
questIConditionType = {}

---@class questIContentConditionType : questIConditionType
questIContentConditionType = {}

---@class questIContentTokenManager_NodeSubType : ISerializable
questIContentTokenManager_NodeSubType = {}

---@class questICrowdManager_NodeType : questINodeType
questICrowdManager_NodeType = {}

---@class questIDistance : ISerializable
questIDistance = {}

---@class questIDistanceConditionType : questIConditionType
questIDistanceConditionType = {}

---@class questIDynamicSpawnSystemConditionType : questIConditionType
questIDynamicSpawnSystemConditionType = {}

---@class questIDynamicSpawnSystemType : ISerializable
questIDynamicSpawnSystemType = {}

---@class questIEntityConditionType : questIConditionType
questIEntityConditionType = {}

---@class questIEntityManagerSetAttachment_NodeSubType : questIEntityManager_NodeSubType
questIEntityManagerSetAttachment_NodeSubType = {}

---@class questIEntityManagerSetDestructionState_NodeSubType : questIEntityManager_NodeSubType
questIEntityManagerSetDestructionState_NodeSubType = {}

---@class questIEntityManager_NodeSubType : questObjectNodeType
questIEntityManager_NodeSubType = {}

---@class questIEntityManager_NodeType : questINodeType
questIEntityManager_NodeType = {}

---@class questIEnvironmentManagerNodeType : questObjectNodeType
questIEnvironmentManagerNodeType = {}

---@class questIFXManagerNodeType : questObjectNodeType
questIFXManagerNodeType = {}

---@class questIFactsDBConditionType : questIConditionType
questIFactsDBConditionType = {}

---@class questIFactsDBManagerNodeType : ISerializable
questIFactsDBManagerNodeType = {}

---@class questIGameManagerNodeType : questISignalStoppingNodeType
questIGameManagerNodeType = {}

---@class questIGameManagerNonSignalStoppingNodeType : questIGameManagerNodeType
questIGameManagerNonSignalStoppingNodeType = {}

---@class questIInspectListener : IScriptable
questIInspectListener = {}

---@class questIInt32ValueProvider : ISerializable
questIInt32ValueProvider = {}

---@class questIInteractiveObjectManagerNodeType : questObjectNodeType
questIInteractiveObjectManagerNodeType = {}

---@class questIItemManagerNodeType : questObjectNodeType
questIItemManagerNodeType = {}

---@class questIJournalConditionType : questIConditionType
questIJournalConditionType = {}

---@class questIJournal_NodeType : questIRetNodeType
questIJournal_NodeType = {}

---@class questIMultiplayerHeistNodeType : questINodeType
questIMultiplayerHeistNodeType = {}

---@class questINodeType : questIBaseNodeType
questINodeType = {}

---@class questIONodeDefinition : questDisableableNodeDefinition
---@field socketName CName
questIONodeDefinition = {}

---@class questIObjectConditionType : questIConditionType
questIObjectConditionType = {}

---@class questIPayment_ConditionType : questIConditionType
---@field scriptCondition IScriptable
questIPayment_ConditionType = {}

---@return questIPayment_ConditionType
function questIPayment_ConditionType.new() return end

---@param props table
---@return questIPayment_ConditionType
function questIPayment_ConditionType.new(props) return end

---@class questIPhoneConditionType : questIUIConditionType
---@field inverted Bool
questIPhoneConditionType = {}

---@class questIPhoneManager : gameIGameSystem
questIPhoneManager = {}

---@class questIPhoneManagerNodeType : questIRetOutputNodeType
questIPhoneManagerNodeType = {}

---@class questIQuestsContentSystem : gameIGameSystem
questIQuestsContentSystem = {}

---@class questIQuestsHelper : gameIGameSystem
questIQuestsHelper = {}

---@class questIQuestsSystem : gameIReplicatedGameSystem
questIQuestsSystem = {}

---@class questIRecordingNodeType : questINodeType
questIRecordingNodeType = {}

---@class questIRenderFxManagerNodeType : questINodeType
questIRenderFxManagerNodeType = {}

---@class questIRetNodeType : questIBaseNodeType
questIRetNodeType = {}

---@class questIRetOutputNodeType : questIBaseNodeType
questIRetOutputNodeType = {}

---@class questIRewardManagerNodeType : ISerializable
questIRewardManagerNodeType = {}

---@class questISceneConditionType : questIConditionType
questISceneConditionType = {}

---@class questISceneManagerNodeType : questIRetNodeType
questISceneManagerNodeType = {}

---@class questISensesConditionType : questIConditionType
questISensesConditionType = {}

---@class questISignalStoppingNodeType : questIRetNodeType
questISignalStoppingNodeType = {}

---@class questISpawnerConditionType : questIConditionType
questISpawnerConditionType = {}

---@class questIStatsConditionType : questIConditionType
---@field entityRef questUniversalRef
questIStatsConditionType = {}

---@class questIStatsScriptConditionType : questIStatsConditionType
---@field scriptCondition IScriptable
questIStatsScriptConditionType = {}

---@class questISystemConditionType : questIConditionType
questISystemConditionType = {}

---@class questITimeConditionType : questIConditionType
questITimeConditionType = {}

---@class questITimeManagerNodeType : questObjectNodeType
questITimeManagerNodeType = {}

---@class questITriggerManagerNodeType : questObjectNodeType
questITriggerManagerNodeType = {}

---@class questITutorialManager : gameIGameSystem
questITutorialManager = {}

---@class questITutorial_NodeSubType : questIRetNodeType
questITutorial_NodeSubType = {}

---@class questIUIConditionType : questIConditionType
questIUIConditionType = {}

---@class questIUIManagerNodeType : questIRetNodeType
questIUIManagerNodeType = {}

---@class questIVehicleConditionType : questIConditionType
questIVehicleConditionType = {}

---@class questIVehicleManagerNodeType : questIRetNodeType
questIVehicleManagerNodeType = {}

---@class questIVehicleMoveOnSpline_Overrides : ISerializable
questIVehicleMoveOnSpline_Overrides = {}

---@class questIVisionModeNodeType : questObjectNodeType
questIVisionModeNodeType = {}

---@class questIVoicesetManager_NodeType : questObjectNodeType
questIVoicesetManager_NodeType = {}

---@class questIWorldDataManagerNodeType : questIRetNodeType
questIWorldDataManagerNodeType = {}

---@class questIWorldStateSystem : gameIGameSystem
questIWorldStateSystem = {}

---@class questInjectLoot_NodeType : questIItemManagerNodeType
---@field params questInjectLoot_NodeTypeParams[]
questInjectLoot_NodeType = {}

---@return questInjectLoot_NodeType
function questInjectLoot_NodeType.new() return end

---@param props table
---@return questInjectLoot_NodeType
function questInjectLoot_NodeType.new(props) return end

---@class questInjectLoot_NodeTypeParams : ISerializable
---@field objectRef questUniversalRef
---@field lootOperations questInjectLoot_NodeTypeParams_OperationData[]
---@field operations questInjectLoot_NodeTypeParams_OperationData[]
questInjectLoot_NodeTypeParams = {}

---@return questInjectLoot_NodeTypeParams
function questInjectLoot_NodeTypeParams.new() return end

---@param props table
---@return questInjectLoot_NodeTypeParams
function questInjectLoot_NodeTypeParams.new(props) return end

---@class questInjectLoot_NodeTypeParams_OperationData : ISerializable
---@field operationType questInjectLootOperationType
---@field itemTDBID TweakDBID
---@field quantity Int32
questInjectLoot_NodeTypeParams_OperationData = {}

---@return questInjectLoot_NodeTypeParams_OperationData
function questInjectLoot_NodeTypeParams_OperationData.new() return end

---@param props table
---@return questInjectLoot_NodeTypeParams_OperationData
function questInjectLoot_NodeTypeParams_OperationData.new(props) return end

---@class questInputAction_ConditionType : questISystemConditionType
---@field anyInputAction Bool
---@field inputAction CName
---@field checkIfButtonAlreadyPressed Bool
---@field axisAction Bool
---@field valueLessThan Float
---@field valueMoreThan Float
questInputAction_ConditionType = {}

---@return questInputAction_ConditionType
function questInputAction_ConditionType.new() return end

---@param props table
---@return questInputAction_ConditionType
function questInputAction_ConditionType.new(props) return end

---@class questInputController_ConditionType : questISystemConditionType
---@field inputController questInputDevice
questInputController_ConditionType = {}

---@return questInputController_ConditionType
function questInputController_ConditionType.new() return end

---@param props table
---@return questInputController_ConditionType
function questInputController_ConditionType.new(props) return end

---@class questInputHintGroup_NodeType : questIUIManagerNodeType
---@field show Bool
---@field iconID TweakDBID
---@field groupId CName
---@field localizedTitle String
---@field localizedDescription String
questInputHintGroup_NodeType = {}

---@return questInputHintGroup_NodeType
function questInputHintGroup_NodeType.new() return end

---@param props table
---@return questInputHintGroup_NodeType
function questInputHintGroup_NodeType.new(props) return end

---@class questInputHint_NodeType : questIUIManagerNodeType
---@field show Bool
---@field action CName
---@field groupId CName
---@field localizedLabel String
---@field queuePriority Int32
questInputHint_NodeType = {}

---@return questInputHint_NodeType
function questInputHint_NodeType.new() return end

---@param props table
---@return questInputHint_NodeType
function questInputHint_NodeType.new(props) return end

---@class questInputNodeDefinition : questIONodeDefinition
questInputNodeDefinition = {}

---@return questInputNodeDefinition
function questInputNodeDefinition.new() return end

---@param props table
---@return questInputNodeDefinition
function questInputNodeDefinition.new(props) return end

---@class questInputScheme_ConditionType : questISystemConditionType
---@field scheme questInputScheme
questInputScheme_ConditionType = {}

---@return questInputScheme_ConditionType
function questInputScheme_ConditionType.new() return end

---@param props table
---@return questInputScheme_ConditionType
function questInputScheme_ConditionType.new(props) return end

---@class questInspectListenerEvent : redEvent
---@field listener questObjectInspectListener
---@field register Bool
questInspectListenerEvent = {}

---@return questInspectListenerEvent
function questInspectListenerEvent.new() return end

---@param props table
---@return questInspectListenerEvent
function questInspectListenerEvent.new(props) return end

---@class questInspect_ConditionType : questIObjectConditionType
---@field objectID String
---@field inverted Bool
questInspect_ConditionType = {}

---@return questInspect_ConditionType
function questInspect_ConditionType.new() return end

---@param props table
---@return questInspect_ConditionType
function questInspect_ConditionType.new(props) return end

---@class questInstancedCrowdControlNodeDefinition : questDisableableNodeDefinition
---@field crowdVariantTag CName
---@field enable Bool
questInstancedCrowdControlNodeDefinition = {}

---@return questInstancedCrowdControlNodeDefinition
function questInstancedCrowdControlNodeDefinition.new() return end

---@param props table
---@return questInstancedCrowdControlNodeDefinition
function questInstancedCrowdControlNodeDefinition.new(props) return end

---@class questInt32FactDBProvider : questIInt32ValueProvider
---@field factName CName
questInt32FactDBProvider = {}

---@return questInt32FactDBProvider
function questInt32FactDBProvider.new() return end

---@param props table
---@return questInt32FactDBProvider
function questInt32FactDBProvider.new(props) return end

---@class questInt32FixedValueProvider : questIInt32ValueProvider
---@field value Int32
questInt32FixedValueProvider = {}

---@return questInt32FixedValueProvider
function questInt32FixedValueProvider.new() return end

---@param props table
---@return questInt32FixedValueProvider
function questInt32FixedValueProvider.new(props) return end

---@class questInt32ValueWrapper
---@field valueProvider questIInt32ValueProvider
questInt32ValueWrapper = {}

---@return questInt32ValueWrapper
function questInt32ValueWrapper.new() return end

---@param props table
---@return questInt32ValueWrapper
function questInt32ValueWrapper.new(props) return end

---@class questInteraction_ConditionType : questIObjectConditionType
---@field objectRef NodeRef
---@field eventType questObjectInteractionEventType
questInteraction_ConditionType = {}

---@return questInteraction_ConditionType
function questInteraction_ConditionType.new() return end

---@param props table
---@return questInteraction_ConditionType
function questInteraction_ConditionType.new(props) return end

---@class questInteractiveObjectManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIInteractiveObjectManagerNodeType
questInteractiveObjectManagerNodeDefinition = {}

---@return questInteractiveObjectManagerNodeDefinition
function questInteractiveObjectManagerNodeDefinition.new() return end

---@param props table
---@return questInteractiveObjectManagerNodeDefinition
function questInteractiveObjectManagerNodeDefinition.new(props) return end

---@class questInventory_ConditionType : questIObjectConditionType
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field itemID TweakDBID
---@field itemTag CName
---@field quantity Uint32
---@field comparisonType EComparisonType
questInventory_ConditionType = {}

---@return questInventory_ConditionType
function questInventory_ConditionType.new() return end

---@param props table
---@return questInventory_ConditionType
function questInventory_ConditionType.new(props) return end

---@class questIsAnyAlive_ConditionType : questIDynamicSpawnSystemConditionType
---@field waveTag CName
---@field inverted Bool
questIsAnyAlive_ConditionType = {}

---@return questIsAnyAlive_ConditionType
function questIsAnyAlive_ConditionType.new() return end

---@param props table
---@return questIsAnyAlive_ConditionType
function questIsAnyAlive_ConditionType.new(props) return end

---@class questIsInMirrorsAreaMapArrayElement
---@field objectRef NodeRef
---@field isInMirrorsArea Bool
questIsInMirrorsAreaMapArrayElement = {}

---@return questIsInMirrorsAreaMapArrayElement
function questIsInMirrorsAreaMapArrayElement.new() return end

---@param props table
---@return questIsInMirrorsAreaMapArrayElement
function questIsInMirrorsAreaMapArrayElement.new(props) return end

---@class questItemManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIItemManagerNodeType
questItemManagerNodeDefinition = {}

---@return questItemManagerNodeDefinition
function questItemManagerNodeDefinition.new() return end

---@param props table
---@return questItemManagerNodeDefinition
function questItemManagerNodeDefinition.new(props) return end

---@class questJoinCrowdParams : questAICommandParams
---@field repeatCommandOnInterrupt Bool
questJoinCrowdParams = {}

---@return questJoinCrowdParams
function questJoinCrowdParams.new() return end

---@param props table
---@return questJoinCrowdParams
function questJoinCrowdParams.new(props) return end

---@class questJournalBulkUpdate_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field requiredEntryType CName
---@field requiredEntryState CName
---@field newEntryState CName
---@field sendNotification Bool
---@field propagateChange Bool
questJournalBulkUpdate_NodeType = {}

---@return questJournalBulkUpdate_NodeType
function questJournalBulkUpdate_NodeType.new() return end

---@param props table
---@return questJournalBulkUpdate_NodeType
function questJournalBulkUpdate_NodeType.new(props) return end

---@class questJournalChangeMappinPhase_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field phase gamedataMappinPhase
---@field notifyUI Bool
questJournalChangeMappinPhase_NodeType = {}

---@return questJournalChangeMappinPhase_NodeType
function questJournalChangeMappinPhase_NodeType.new() return end

---@param props table
---@return questJournalChangeMappinPhase_NodeType
function questJournalChangeMappinPhase_NodeType.new(props) return end

---@class questJournalCondition : questTypedCondition
---@field type questIJournalConditionType
questJournalCondition = {}

---@return questJournalCondition
function questJournalCondition.new() return end

---@param props table
---@return questJournalCondition
function questJournalCondition.new(props) return end

---@class questJournalContact_NodeType : questIJournal_NodeType
---@field path gameJournalPath
questJournalContact_NodeType = {}

---@return questJournalContact_NodeType
function questJournalContact_NodeType.new() return end

---@param props table
---@return questJournalContact_NodeType
function questJournalContact_NodeType.new(props) return end

---@class questJournalEntryState_ConditionType : questIJournalConditionType
---@field path gameJournalPath
---@field state gameJournalEntryState
---@field inverted Bool
questJournalEntryState_ConditionType = {}

---@return questJournalEntryState_ConditionType
function questJournalEntryState_ConditionType.new() return end

---@param props table
---@return questJournalEntryState_ConditionType
function questJournalEntryState_ConditionType.new(props) return end

---@class questJournalEntryVisited_ConditionType : questIJournalConditionType
---@field path gameJournalPath
---@field visited Bool
questJournalEntryVisited_ConditionType = {}

---@return questJournalEntryVisited_ConditionType
function questJournalEntryVisited_ConditionType.new() return end

---@param props table
---@return questJournalEntryVisited_ConditionType
function questJournalEntryVisited_ConditionType.new(props) return end

---@class questJournalEntry_ConditionType : questIJournalConditionType
---@field path gameJournalPath
---@field state gameJournalEntryUserState
questJournalEntry_ConditionType = {}

---@return questJournalEntry_ConditionType
function questJournalEntry_ConditionType.new() return end

---@param props table
---@return questJournalEntry_ConditionType
function questJournalEntry_ConditionType.new(props) return end

---@class questJournalEntry_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field sendNotification Bool
questJournalEntry_NodeType = {}

---@return questJournalEntry_NodeType
function questJournalEntry_NodeType.new() return end

---@param props table
---@return questJournalEntry_NodeType
function questJournalEntry_NodeType.new(props) return end

---@class questJournalNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIJournal_NodeType
questJournalNodeDefinition = {}

---@return questJournalNodeDefinition
function questJournalNodeDefinition.new() return end

---@param props table
---@return questJournalNodeDefinition
function questJournalNodeDefinition.new(props) return end

---@class questJournalNotification_ConditionType : questIUIConditionType
---@field journalPath gameJournalPath
questJournalNotification_ConditionType = {}

---@return questJournalNotification_ConditionType
function questJournalNotification_ConditionType.new() return end

---@param props table
---@return questJournalNotification_ConditionType
function questJournalNotification_ConditionType.new(props) return end

---@class questJournalPushPopQuestObjective_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field restore Bool
questJournalPushPopQuestObjective_NodeType = {}

---@return questJournalPushPopQuestObjective_NodeType
function questJournalPushPopQuestObjective_NodeType.new() return end

---@param props table
---@return questJournalPushPopQuestObjective_NodeType
function questJournalPushPopQuestObjective_NodeType.new(props) return end

---@class questJournalQuestEntry_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field sendNotification Bool
---@field trackQuest Bool
---@field optional Bool
---@field version questJournalQuestEntry_NodeTypeNodeVersion
questJournalQuestEntry_NodeType = {}

---@return questJournalQuestEntry_NodeType
function questJournalQuestEntry_NodeType.new() return end

---@param props table
---@return questJournalQuestEntry_NodeType
function questJournalQuestEntry_NodeType.new(props) return end

---@class questJournalQuestObjectiveCounter_NodeType : questIJournal_NodeType
---@field path gameJournalPath
questJournalQuestObjectiveCounter_NodeType = {}

---@return questJournalQuestObjectiveCounter_NodeType
function questJournalQuestObjectiveCounter_NodeType.new() return end

---@param props table
---@return questJournalQuestObjectiveCounter_NodeType
function questJournalQuestObjectiveCounter_NodeType.new(props) return end

---@class questJournalQuestSetObjectiveOptional_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field optional Bool
questJournalQuestSetObjectiveOptional_NodeType = {}

---@return questJournalQuestSetObjectiveOptional_NodeType
function questJournalQuestSetObjectiveOptional_NodeType.new() return end

---@param props table
---@return questJournalQuestSetObjectiveOptional_NodeType
function questJournalQuestSetObjectiveOptional_NodeType.new(props) return end

---@class questJournalSetLockQuestObjective_NodeType : questIJournal_NodeType
---@field path gameJournalPath
---@field lock Bool
questJournalSetLockQuestObjective_NodeType = {}

---@return questJournalSetLockQuestObjective_NodeType
function questJournalSetLockQuestObjective_NodeType.new() return end

---@param props table
---@return questJournalSetLockQuestObjective_NodeType
function questJournalSetLockQuestObjective_NodeType.new(props) return end

---@class questJournalTrackQuest_NodeType : questIJournal_NodeType
---@field path gameJournalPath
questJournalTrackQuest_NodeType = {}

---@return questJournalTrackQuest_NodeType
function questJournalTrackQuest_NodeType.new() return end

---@param props table
---@return questJournalTrackQuest_NodeType
function questJournalTrackQuest_NodeType.new(props) return end

---@class questJumpWorkspotAnim_NodeType : questIBehaviourManager_NodeType
---@field allowCurrAnimToFinish Bool
---@field entryIdToJumpTo Int32
questJumpWorkspotAnim_NodeType = {}

---@return questJumpWorkspotAnim_NodeType
function questJumpWorkspotAnim_NodeType.new() return end

---@param props table
---@return questJumpWorkspotAnim_NodeType
function questJumpWorkspotAnim_NodeType.new(props) return end

---@class questLanguage_ConditionType : questISystemConditionType
---@field mode questLanguageMode
---@field languageCode String
---@field inverted Bool
questLanguage_ConditionType = {}

---@return questLanguage_ConditionType
function questLanguage_ConditionType.new() return end

---@param props table
---@return questLanguage_ConditionType
function questLanguage_ConditionType.new(props) return end

---@class questLegacy_NodeType : questSpawnManagerNodeType
---@field spawnerReference NodeRef
---@field communityEntryName CName
---@field communityEntryPhaseName CName
questLegacy_NodeType = {}

---@return questLegacy_NodeType
function questLegacy_NodeType.new() return end

---@param props table
---@return questLegacy_NodeType
function questLegacy_NodeType.new(props) return end

---@class questLevelUpData
---@field lvl Int32
---@field type gamedataProficiencyType
---@field perkPoints Int32
---@field attributePoints Int32
---@field espionagePoints Int32
---@field disableAction Bool
questLevelUpData = {}

---@return questLevelUpData
function questLevelUpData.new() return end

---@param props table
---@return questLevelUpData
function questLevelUpData.new(props) return end

---@class questLevelUpProficiency : gamePlayerScriptableSystemRequest
---@field proficiencyType gamedataProficiencyType
questLevelUpProficiency = {}

---@return questLevelUpProficiency
function questLevelUpProficiency.new() return end

---@param props table
---@return questLevelUpProficiency
function questLevelUpProficiency.new(props) return end

---@param _owner gameObject
---@param type gamedataProficiencyType
function questLevelUpProficiency:Set(_owner, type) return end

---@class questLifePath_ConditionType : questIStatsScriptConditionType
questLifePath_ConditionType = {}

---@return questLifePath_ConditionType
function questLifePath_ConditionType.new() return end

---@param props table
---@return questLifePath_ConditionType
function questLifePath_ConditionType.new(props) return end

---@class questLogGameController : gameuiMenuGameController
---@field virtualList inkWidgetReference
---@field detailsPanel inkWidgetReference
---@field buttonHints inkWidgetReference
---@field filtersList inkWidgetReference
---@field questList inkWidgetReference
---@field game ScriptGameInstance
---@field journalManager gameJournalManager
---@field quests gameJournalEntry[]
---@field resolvedQuests gameJournalEntry[]
---@field buttonHintsController ButtonHints
---@field menuEventDispatcher inkMenuEventDispatcher
---@field trackedQuest gameJournalQuest
---@field curreentQuest gameJournalQuest
---@field externallyOpenedQuestHash Int32
---@field playerLevel Int32
---@field recommendedLevel Int32
---@field entryAnimProxy inkanimProxy
---@field canUsePhone Bool
---@field detailsPanelCtrl QuestDetailsPanelController
---@field virtualListController QuestListVirtualController
---@field filters QuestListFilterButtonController[]
---@field activeFilter QuestListFilterButtonController
---@field currentCustomFilterIndex Int32
---@field axisDataThreshold Float
---@field mouseDataThreshold Float
---@field delayedShowDuration Float
---@field delayedShow gameDelayID
---@field listPanelHoverd Bool
---@field isDelayTicking Bool
---@field firstInit Bool
---@field filterSwich Bool
---@field questData gameJournalQuest
---@field appliedQuestData gameJournalQuest
---@field skipAnimation Bool
---@field listData QuestListItemData[]
---@field questTypeList QuestListItemType[]
---@field questToOpen gameJournalQuest
questLogGameController = {}

---@return questLogGameController
function questLogGameController.new() return end

---@param props table
---@return questLogGameController
function questLogGameController.new(props) return end

---@param journalManager gameJournalManager
---@param entry gameJournalEntry
---@return gameJournalQuest
function questLogGameController.GetTopQuestEntry(journalManager, entry) return end

---@return Bool
function questLogGameController:OnAllElementsSpawned() return end

---@param evt inkPointerEvent
---@return Bool
function questLogGameController:OnAxisInput(evt) return end

---@param userData IScriptable
---@return Bool
function questLogGameController:OnBack(userData) return end

---@param evt CodexPopupClosedEvent
---@return Bool
function questLogGameController:OnCodexPopupClosedEvent(evt) return end

---@param evt OpenCodexPopupEvent
---@return Bool
function questLogGameController:OnCodexPopupRequest(evt) return end

---@param widget inkWidget
---@param userData IScriptable
---@return Bool
function questLogGameController:OnFilterButtonSpawned(widget, userData) return end

---@param evt inkPointerEvent
---@return Bool
function questLogGameController:OnFilterReleased(evt) return end

---@return Bool
function questLogGameController:OnInitialize() return end

---@param entryHash Uint32
---@param className CName|string
---@param notifyOption gameJournalNotifyOption
---@param changeType gameJournalChangeType
---@return Bool
function questLogGameController:OnJournalReady(entryHash, className, notifyOption, changeType) return end

---@param e QuestlListItemSelected
---@return Bool
function questLogGameController:OnQuestListItemSelected(e) return end

---@param evt inkPointerEvent
---@return Bool
function questLogGameController:OnQuestListLeave(evt) return end

---@param evt inkPointerEvent
---@return Bool
function questLogGameController:OnQuestListPanelEnter(evt) return end

---@param evt QuestlListItemDelayedHover
---@return Bool
function questLogGameController:OnQuestlListItemDelayedHover(evt) return end

---@param e inkPointerEvent
---@return Bool
function questLogGameController:OnReleaseInput(e) return end

---@param e RequestChangeTrackedObjective
---@return Bool
function questLogGameController:OnRequestChangeTrackedObjective(e) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function questLogGameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param userData IScriptable
---@return Bool
function questLogGameController:OnSetUserData(userData) return end

---@return Bool
function questLogGameController:OnUninitialize() return end

function questLogGameController:BuildQuestList() return end

---@param questData gameJournalQuest
---@param skipAnimation Bool
function questLogGameController:DisplayQuestData(questData, skipAnimation) return end

---@param category gameJournalQuestType
---@return QuestListItemType
function questLogGameController:GetDisplayedCategory(category) return end

---@param journalQuest gameJournalQuest
---@return gameJournalQuestObjective
function questLogGameController:GetFirstObjectiveFromQuest(journalQuest) return end

---@return gameJournalQuestType[]
function questLogGameController:GetListedCategories() return end

---@param questEntry gameJournalQuest
---@param questType QuestListItemType
---@param trackedQuest gameJournalQuest
---@return QuestListItemData
function questLogGameController:GetQuestListItemData(questEntry, questType, trackedQuest) return end

---@param currentQuestSortType QuestListSortType
---@return String
function questLogGameController:GetSortTypeName(currentQuestSortType) return end

---@return Bool
function questLogGameController:IsPhoneAvailable() return end

---@param option ECustomFilterDPadNavigationOption
function questLogGameController:NavigateCustomFilters(option) return end

---@param type Int32
function questLogGameController:RequestSpawnFilterButton(type) return end

function questLogGameController:SetupFilterButtons() return end

function questLogGameController:UpdateTrackingInputHint() return end

---@class questLogV2GameController : gameuiMenuGameController
---@field QuestDetailsRef inkWidgetReference
---@field QuestDetailsHeader inkWidgetReference
---@field OptinalObjectivesGroupRef inkWidgetReference
---@field CompletedObjectivesGroupRef inkWidgetReference
---@field QuestListRef inkCompoundWidgetReference
---@field ObjectivesListRef inkCompoundWidgetReference
---@field OptinalObjectivesListRef inkCompoundWidgetReference
---@field CompletedObjectivesListRef inkCompoundWidgetReference
---@field QuestTitleRef inkTextWidgetReference
---@field QuestDescriptionRef inkTextWidgetReference
---@field recommendedLevel inkTextWidgetReference
---@field rewardsList inkCompoundWidgetReference
---@field codexLinksList inkCompoundWidgetReference
---@field CodexEntryParent inkCompoundWidgetReference
---@field CodexButtonRef inkCompoundWidgetReference
---@field buttonHintsManagerRef inkWidgetReference
---@field codexLibraryPath redResourceReferenceScriptToken
---@field ObjectiveViewName CName
---@field QuestGroupName CName
---@field JournalWrapper JournalWrapper
---@field CurrentQuestData QuestDataWrapper
---@field ObjectiveItems ObjectiveController[]
---@field QuestLists QuestListController[]
---@field CodexLinksListController inkListController
---@field codexButton inkButtonController
---@field menuEventDispatcher inkMenuEventDispatcher
---@field buttonHintsController ButtonHints
questLogV2GameController = {}

---@return questLogV2GameController
function questLogV2GameController.new() return end

---@param props table
---@return questLogV2GameController
function questLogV2GameController.new(props) return end

---@param widget inkWidget
---@return Bool
function questLogV2GameController:OnActiveQuestChanged(widget) return end

---@param userData IScriptable
---@return Bool
function questLogV2GameController:OnBack(userData) return end

---@param index Int32
---@param target inkListItemController
---@return Bool
function questLogV2GameController:OnCodexLinkClicked(index, target) return end

---@param e inkPointerEvent
---@return Bool
function questLogV2GameController:OnCodexOpenButtonClicked(e) return end

---@param evt inkPointerEvent
---@return Bool
function questLogV2GameController:OnHoverOut(evt) return end

---@return Bool
function questLogV2GameController:OnInitialize() return end

---@param evt inkPointerEvent
---@return Bool
function questLogV2GameController:OnObjectiveHover(evt) return end

---@param playerPuppet gameObject
---@return Bool
function questLogV2GameController:OnPlayerAttach(playerPuppet) return end

---@param evt inkPointerEvent
---@return Bool
function questLogV2GameController:OnQuestHover(evt) return end

---@param menuEventDispatcher inkMenuEventDispatcher
---@return Bool
function questLogV2GameController:OnSetMenuEventDispatcher(menuEventDispatcher) return end

---@param widget inkWidget
---@return Bool
function questLogV2GameController:OnTrackingRequest(widget) return end

---@param evt QuestTrackingEvent
---@return Bool
function questLogV2GameController:OnTrackingRequestEvent(evt) return end

---@return Bool
function questLogV2GameController:OnUninitialize() return end

function questLogV2GameController:AddQuestObjective() return end

function questLogV2GameController:BuildQuestDetails() return end

function questLogV2GameController:BuildQuestList() return end

---@param questType gameJournalQuestType
---@param questLOCKey String
function questLogV2GameController:CreateQuestGroup(questType, questLOCKey) return end

---@param currQuestData QuestDataWrapper
function questLogV2GameController:CreateQuestObjectives(currQuestData) return end

---@param entry gameJournalCodexEntry
function questLogV2GameController:OpenEntry(entry) return end

function questLogV2GameController:RefreshUI() return end

---@param index Int32
function questLogV2GameController:RemoveQuestObjective(index) return end

---@class questLogicalAndNodeDefinition : questLogicalBaseNodeDefinition
questLogicalAndNodeDefinition = {}

---@return questLogicalAndNodeDefinition
function questLogicalAndNodeDefinition.new() return end

---@param props table
---@return questLogicalAndNodeDefinition
function questLogicalAndNodeDefinition.new(props) return end

---@class questLogicalBaseNodeDefinition : questSignalStoppingNodeDefinition
---@field inputSocketCount Uint32
---@field outputSocketCount Uint32
questLogicalBaseNodeDefinition = {}

---@class questLogicalCondition : questCondition
---@field operation questLogicalOperation
---@field conditions questIBaseCondition[]
questLogicalCondition = {}

---@return questLogicalCondition
function questLogicalCondition.new() return end

---@param props table
---@return questLogicalCondition
function questLogicalCondition.new(props) return end

---@class questLogicalHubNodeDefinition : questLogicalBaseNodeDefinition
questLogicalHubNodeDefinition = {}

---@return questLogicalHubNodeDefinition
function questLogicalHubNodeDefinition.new() return end

---@param props table
---@return questLogicalHubNodeDefinition
function questLogicalHubNodeDefinition.new(props) return end

---@class questLogicalXorNodeDefinition : questLogicalBaseNodeDefinition
questLogicalXorNodeDefinition = {}

---@return questLogicalXorNodeDefinition
function questLogicalXorNodeDefinition.new() return end

---@param props table
---@return questLogicalXorNodeDefinition
function questLogicalXorNodeDefinition.new(props) return end

---@class questLookAtDrivenTurnsNode : questSignalStoppingNodeDefinition
---@field mode questLookAtDrivenTurnsMode
---@field puppetRef gameEntityReference
---@field targetRef gameEntityReference
---@field canLookAtDrivenTurnsInterruptGesture Bool
questLookAtDrivenTurnsNode = {}

---@return questLookAtDrivenTurnsNode
function questLookAtDrivenTurnsNode.new() return end

---@param props table
---@return questLookAtDrivenTurnsNode
function questLookAtDrivenTurnsNode.new(props) return end

---@class questLootPurge_NodeType : questIGameManagerNonSignalStoppingNodeType
questLootPurge_NodeType = {}

---@return questLootPurge_NodeType
function questLootPurge_NodeType.new() return end

---@param props table
---@return questLootPurge_NodeType
function questLootPurge_NodeType.new(props) return end

---@class questLootTokenManager_NodeType : questIItemManagerNodeType
---@field params questLootTokenManager_NodeTypeParams[]
questLootTokenManager_NodeType = {}

---@return questLootTokenManager_NodeType
function questLootTokenManager_NodeType.new() return end

---@param props table
---@return questLootTokenManager_NodeType
function questLootTokenManager_NodeType.new(props) return end

---@class questLootTokenManager_NodeTypeParams
---@field tokenNodeRef NodeRef
---@field lootTokenState questLootTokenState
questLootTokenManager_NodeTypeParams = {}

---@return questLootTokenManager_NodeTypeParams
function questLootTokenManager_NodeTypeParams.new() return end

---@param props table
---@return questLootTokenManager_NodeTypeParams
function questLootTokenManager_NodeTypeParams.new(props) return end

---@class questManageCollision_NodeType : questIWorldDataManagerNodeType
---@field params questManageCollision_NodeTypeParams[]
questManageCollision_NodeType = {}

---@return questManageCollision_NodeType
function questManageCollision_NodeType.new() return end

---@param props table
---@return questManageCollision_NodeType
function questManageCollision_NodeType.new(props) return end

---@class questManageCollision_NodeTypeParams
---@field objectRef NodeRef
---@field enableCollision Bool
---@field enableQueries Bool
---@field components CName[]
questManageCollision_NodeTypeParams = {}

---@return questManageCollision_NodeTypeParams
function questManageCollision_NodeTypeParams.new() return end

---@param props table
---@return questManageCollision_NodeTypeParams
function questManageCollision_NodeTypeParams.new(props) return end

---@class questMappinGPSComparison_ConditionType : questIDistanceConditionType
---@field distanceDefinition1 questMappinGPSDistance
---@field distanceDefinition2 questValueDistance
---@field comparisonType EComparisonType
questMappinGPSComparison_ConditionType = {}

---@return questMappinGPSComparison_ConditionType
function questMappinGPSComparison_ConditionType.new() return end

---@param props table
---@return questMappinGPSComparison_ConditionType
function questMappinGPSComparison_ConditionType.new(props) return end

---@class questMappinGPSDistance : questIDistance
---@field mappinPath gameJournalPath
questMappinGPSDistance = {}

---@return questMappinGPSDistance
function questMappinGPSDistance.new() return end

---@param props table
---@return questMappinGPSDistance
function questMappinGPSDistance.new(props) return end

---@class questMappinManagerNodeDefinition : questDisableableNodeDefinition
---@field path gameJournalPath
---@field disablePreviousMappins Bool
questMappinManagerNodeDefinition = {}

---@return questMappinManagerNodeDefinition
function questMappinManagerNodeDefinition.new() return end

---@param props table
---@return questMappinManagerNodeDefinition
function questMappinManagerNodeDefinition.new(props) return end

---@class questMappinState_ConditionType : questIJournalConditionType
---@field mappinPath gameJournalPath
---@field active Bool
questMappinState_ConditionType = {}

---@return questMappinState_ConditionType
function questMappinState_ConditionType.new() return end

---@param props table
---@return questMappinState_ConditionType
function questMappinState_ConditionType.new(props) return end

---@class questMappinVariantChangedEvent : redEvent
---@field entry gameJournalEntry
---@field phase gamedataMappinPhase
---@field variant gamedataMappinVariant
questMappinVariantChangedEvent = {}

---@return questMappinVariantChangedEvent
function questMappinVariantChangedEvent.new() return end

---@param props table
---@return questMappinVariantChangedEvent
function questMappinVariantChangedEvent.new(props) return end

---@return gameJournalEntry
function questMappinVariantChangedEvent:GetEntry() return end

---@return gamedataMappinPhase
function questMappinVariantChangedEvent:GetPhase() return end

---@return gamedataMappinVariant
function questMappinVariantChangedEvent:GetVariant() return end

---@class questMenuState_ConditionType : questIUIConditionType
---@field state questEUIMenuState
questMenuState_ConditionType = {}

---@return questMenuState_ConditionType
function questMenuState_ConditionType.new() return end

---@param props table
---@return questMenuState_ConditionType
function questMenuState_ConditionType.new(props) return end

---@class questMinigameNodeDefinition : questSignalStoppingNodeDefinition
---@field start Bool
---@field skipSummaryScreen Bool
---@field networkRef gameEntityReference
questMinigameNodeDefinition = {}

---@return questMinigameNodeDefinition
function questMinigameNodeDefinition.new() return end

---@param props table
---@return questMinigameNodeDefinition
function questMinigameNodeDefinition.new(props) return end

---@class questMinigameSateListenerNodeDefinition : questSignalStoppingNodeDefinition
questMinigameSateListenerNodeDefinition = {}

---@return questMinigameSateListenerNodeDefinition
function questMinigameSateListenerNodeDefinition.new() return end

---@param props table
---@return questMinigameSateListenerNodeDefinition
function questMinigameSateListenerNodeDefinition.new(props) return end

---@class questMinimizeCallRequest : gameScriptableSystemRequest
---@field minimized Bool
questMinimizeCallRequest = {}

---@return questMinimizeCallRequest
function questMinimizeCallRequest.new() return end

---@param props table
---@return questMinimizeCallRequest
function questMinimizeCallRequest.new(props) return end

---@class questMinimize_NodeType : questIPhoneManagerNodeType
---@field minimize Bool
questMinimize_NodeType = {}

---@return questMinimize_NodeType
function questMinimize_NodeType.new() return end

---@param props table
---@return questMinimize_NodeType
function questMinimize_NodeType.new(props) return end

---@class questMiscAICommandNode : questConfigurableAICommandNode
---@field entityReference gameEntityReference
---@field function CName
---@field params questAICommandParams
questMiscAICommandNode = {}

---@return questMiscAICommandNode
function questMiscAICommandNode.new() return end

---@param props table
---@return questMiscAICommandNode
function questMiscAICommandNode.new(props) return end

---@class questMiscAICommandNodeParams : questAICommandParams
questMiscAICommandNodeParams = {}

---@class questMountedObjectInfo : ISerializable
---@field isFirst Bool
---@field isPlayer Bool
---@field ref gameEntityReference
---@field onMount Bool
---@field role gameMountingSlotRole
questMountedObjectInfo = {}

---@return questMountedObjectInfo
function questMountedObjectInfo.new() return end

---@param props table
---@return questMountedObjectInfo
function questMountedObjectInfo.new(props) return end

---@class questMoveOnSplineAdditionalParams : ISerializable
---@field type questMoveOnSplineType
---@field simpleParams questSimpleMoveOnSplineParams
---@field animParams questAnimMoveOnSplineParams
---@field withCompanionParams questWithCompanionMoveOnSplineParams
questMoveOnSplineAdditionalParams = {}

---@return questMoveOnSplineAdditionalParams
function questMoveOnSplineAdditionalParams.new() return end

---@param props table
---@return questMoveOnSplineAdditionalParams
function questMoveOnSplineAdditionalParams.new(props) return end

---@class questMoveOnSplineAndKeepDistance_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field keepDistanceFromRef gameEntityReference
---@field splineRef NodeRef
---@field distance Float
---@field blendTime Float
---@field minSpeed Float
---@field reduceSpeedOnTurns Bool
questMoveOnSplineAndKeepDistance_NodeType = {}

---@return questMoveOnSplineAndKeepDistance_NodeType
function questMoveOnSplineAndKeepDistance_NodeType.new() return end

---@param props table
---@return questMoveOnSplineAndKeepDistance_NodeType
function questMoveOnSplineAndKeepDistance_NodeType.new(props) return end

---@class questMoveOnSplineControlRubberbanding_NodeType : questIVehicleManagerNodeType
---@field enable Bool
---@field vehicleRef gameEntityReference
---@field keepDistanceFromRef gameEntityReference
---@field distance Float
---@field minSpeed Float
---@field reduceSpeedOnTurns Bool
questMoveOnSplineControlRubberbanding_NodeType = {}

---@return questMoveOnSplineControlRubberbanding_NodeType
function questMoveOnSplineControlRubberbanding_NodeType.new() return end

---@param props table
---@return questMoveOnSplineControlRubberbanding_NodeType
function questMoveOnSplineControlRubberbanding_NodeType.new(props) return end

---@class questMoveOnSplineParams : questAICommandParams
---@field splineNodeRef NodeRef
---@field useStart Bool
---@field useStop Bool
---@field reverse Bool
---@field startFromClosestPoint Bool
---@field splineRecalculation Bool
---@field additionalParams questMoveOnSplineAdditionalParams
---@field useAlertedState Bool
---@field useCombatState Bool
---@field executeWhileDespawned Bool
---@field repeatCommandOnInterrupt Bool
---@field noWaitToEndDistance Float
---@field noWaitToEndCompanionDistance Float
---@field removeAfterCombat Bool
---@field ignoreInCombat Bool
---@field alwaysUseStealth Bool
---@field disableFootIK Bool
questMoveOnSplineParams = {}

---@return questMoveOnSplineParams
function questMoveOnSplineParams.new() return end

---@param props table
---@return questMoveOnSplineParams
function questMoveOnSplineParams.new(props) return end

---@class questMoveOnSpline_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field splineRef NodeRef
---@field startFrom Float
---@field blendType vehiclePlayerToAIInterpolationType
---@field blendTime Float
---@field reverseGear Bool
---@field arriveWithPivot Bool
---@field sceneBlendInDistance Float
---@field sceneBlendOutDistance Float
---@field overrides questIVehicleMoveOnSpline_Overrides
---@field audioCurves vehicleAudioVehicleCurveSet
questMoveOnSpline_NodeType = {}

---@return questMoveOnSpline_NodeType
function questMoveOnSpline_NodeType.new() return end

---@param props table
---@return questMoveOnSpline_NodeType
function questMoveOnSpline_NodeType.new(props) return end

---@class questMovePuppetNodeDefinition : questConfigurableAICommandNode
---@field entityReference gameEntityReference
---@field moveType CName
---@field nodeParams questAICommandParams
questMovePuppetNodeDefinition = {}

---@return questMovePuppetNodeDefinition
function questMovePuppetNodeDefinition.new() return end

---@param props table
---@return questMovePuppetNodeDefinition
function questMovePuppetNodeDefinition.new(props) return end

---@class questMovePuppetNodeParams : questAICommandParams
---@field moveType questMoveType
---@field moveOnSplineParams questMoveOnSplineParams
---@field moveToParams questMoveToParams
---@field otherParams questAICommandParams
---@field repeatCommandOnInterrupt Bool
questMovePuppetNodeParams = {}

---@return questMovePuppetNodeParams
function questMovePuppetNodeParams.new() return end

---@param props table
---@return questMovePuppetNodeParams
function questMovePuppetNodeParams.new(props) return end

---@class questMoveToParams : questAICommandParams
---@field movementTargetRef questUniversalRef
---@field facingTargetRef questUniversalRef
---@field rotateEntityTowardsFacingTarget Bool
---@field movementType moveMovementType
---@field ignoreNavigation Bool
---@field useStart Bool
---@field useStop Bool
---@field desiredDistanceFromTarget Float
---@field finishWhenDestinationReached Bool
---@field repeatCommandOnInterrupt Bool
---@field executeWhileDespawned Bool
---@field removeAfterCombat Bool
---@field ignoreInCombat Bool
---@field alwaysUseStealth Bool
questMoveToParams = {}

---@return questMoveToParams
function questMoveToParams.new() return end

---@param props table
---@return questMoveToParams
function questMoveToParams.new(props) return end

---@class questMultiplayerAIDirectorNodeDefinition : questSignalStoppingNodeDefinition
---@field params questMultiplayerAIDirectorParams
questMultiplayerAIDirectorNodeDefinition = {}

---@return questMultiplayerAIDirectorNodeDefinition
function questMultiplayerAIDirectorNodeDefinition.new() return end

---@param props table
---@return questMultiplayerAIDirectorNodeDefinition
function questMultiplayerAIDirectorNodeDefinition.new(props) return end

---@class questMultiplayerAIDirectorParams : ISerializable
---@field function questMultiplayerAIDirectorFunction
---@field status questMultiplayerAIDirectorStatus
---@field pathRef NodeRef
---@field scheduleEntryName String
---@field scheduleName String
questMultiplayerAIDirectorParams = {}

---@return questMultiplayerAIDirectorParams
function questMultiplayerAIDirectorParams.new() return end

---@param props table
---@return questMultiplayerAIDirectorParams
function questMultiplayerAIDirectorParams.new(props) return end

---@class questMultiplayerChoiceTokenNodeDefinition : questSignalStoppingNodeDefinition
---@field params questMultiplayerChoiceTokenParams
questMultiplayerChoiceTokenNodeDefinition = {}

---@return questMultiplayerChoiceTokenNodeDefinition
function questMultiplayerChoiceTokenNodeDefinition.new() return end

---@param props table
---@return questMultiplayerChoiceTokenNodeDefinition
function questMultiplayerChoiceTokenNodeDefinition.new(props) return end

---@class questMultiplayerChoiceTokenParams
---@field timeout Uint32
---@field compatibleDeviceName CName
questMultiplayerChoiceTokenParams = {}

---@return questMultiplayerChoiceTokenParams
function questMultiplayerChoiceTokenParams.new() return end

---@param props table
---@return questMultiplayerChoiceTokenParams
function questMultiplayerChoiceTokenParams.new(props) return end

---@class questMultiplayerGiveChoiceTokenEvent : redEvent
---@field compatibleDeviceName CName
---@field timeout Uint32
---@field tokenAlreadyGiven Bool
questMultiplayerGiveChoiceTokenEvent = {}

---@return questMultiplayerGiveChoiceTokenEvent
function questMultiplayerGiveChoiceTokenEvent.new() return end

---@param props table
---@return questMultiplayerGiveChoiceTokenEvent
function questMultiplayerGiveChoiceTokenEvent.new(props) return end

---@param player gameObject
---@param compatibleDeviceName CName|string
---@param timeout Uint32
---@return gameDelayID
function questMultiplayerGiveChoiceTokenEvent.CreateDelayedEvent(player, compatibleDeviceName, timeout) return end

---@param compatibleDeviceName CName|string
---@param timeout Uint32
---@return questMultiplayerGiveChoiceTokenEvent
function questMultiplayerGiveChoiceTokenEvent.CreateEvent(compatibleDeviceName, timeout) return end

---@param player gameObject
---@return gameObject
function questMultiplayerGiveChoiceTokenEvent:RandomizePlayer(player) return end

---@param player PlayerPuppet
function questMultiplayerGiveChoiceTokenEvent:GiveChoiceToken(player) return end

---@class questMultiplayerHeistNodeDefinition : questDisableableNodeDefinition
---@field type questIMultiplayerHeistNodeType
questMultiplayerHeistNodeDefinition = {}

---@return questMultiplayerHeistNodeDefinition
function questMultiplayerHeistNodeDefinition.new() return end

---@param props table
---@return questMultiplayerHeistNodeDefinition
function questMultiplayerHeistNodeDefinition.new(props) return end

---@class questMultiplayerJunctionDialogNodeDefinition : questDisableableNodeDefinition
questMultiplayerJunctionDialogNodeDefinition = {}

---@return questMultiplayerJunctionDialogNodeDefinition
function questMultiplayerJunctionDialogNodeDefinition.new() return end

---@param props table
---@return questMultiplayerJunctionDialogNodeDefinition
function questMultiplayerJunctionDialogNodeDefinition.new(props) return end

---@class questMultiplayerTeleportPuppetNodeDefinition : questSignalStoppingNodeDefinition
---@field params questMultiplayerTeleportPuppetParams
questMultiplayerTeleportPuppetNodeDefinition = {}

---@return questMultiplayerTeleportPuppetNodeDefinition
function questMultiplayerTeleportPuppetNodeDefinition.new() return end

---@param props table
---@return questMultiplayerTeleportPuppetNodeDefinition
function questMultiplayerTeleportPuppetNodeDefinition.new(props) return end

---@class questMultiplayerTeleportPuppetParams
---@field teleportAllPlayers Bool
---@field spawnPointTag CName
---@field destinationRef gameEntityReference
---@field destinationOffset Vector3
---@field areaNodeTriggerRef gameEntityReference
questMultiplayerTeleportPuppetParams = {}

---@return questMultiplayerTeleportPuppetParams
function questMultiplayerTeleportPuppetParams.new() return end

---@param props table
---@return questMultiplayerTeleportPuppetParams
function questMultiplayerTeleportPuppetParams.new(props) return end

---@class questNPCLookAt_NodeType : questISceneManagerNodeType
---@field puppetRef gameEntityReference
---@field lookAtTargetRef gameEntityReference
---@field assignLookAt Bool
---@field refPlayer Bool
questNPCLookAt_NodeType = {}

---@return questNPCLookAt_NodeType
function questNPCLookAt_NodeType.new() return end

---@param props table
---@return questNPCLookAt_NodeType
function questNPCLookAt_NodeType.new(props) return end

---@class questNewPlayerPuppetAttached_ConditionType : questISceneConditionType
questNewPlayerPuppetAttached_ConditionType = {}

---@return questNewPlayerPuppetAttached_ConditionType
function questNewPlayerPuppetAttached_ConditionType.new() return end

---@param props table
---@return questNewPlayerPuppetAttached_ConditionType
function questNewPlayerPuppetAttached_ConditionType.new(props) return end

---@class questNodeCollisionMapArrayElement
---@field objectRef NodeRef
---@field componentsCollisionMapArray questComponentCollisionMapArrayElement[]
questNodeCollisionMapArrayElement = {}

---@return questNodeCollisionMapArrayElement
function questNodeCollisionMapArrayElement.new() return end

---@param props table
---@return questNodeCollisionMapArrayElement
function questNodeCollisionMapArrayElement.new(props) return end

---@class questNodeDefinition : graphGraphNodeDefinition
---@field id Uint16
questNodeDefinition = {}

---@class questNodeLoadingCondition : questCondition
---@field objectRef NodeRef
---@field inverted Bool
questNodeLoadingCondition = {}

---@return questNodeLoadingCondition
function questNodeLoadingCondition.new() return end

---@param props table
---@return questNodeLoadingCondition
function questNodeLoadingCondition.new(props) return end

---@class questNodeVisibilityMapArrayElement
---@field globalNodeRef worldGlobalNodeRef
---@field visible Bool
questNodeVisibilityMapArrayElement = {}

---@return questNodeVisibilityMapArrayElement
function questNodeVisibilityMapArrayElement.new() return end

---@param props table
---@return questNodeVisibilityMapArrayElement
function questNodeVisibilityMapArrayElement.new(props) return end

---@class questNotImplementedAICommandParams : questAICommandParams
questNotImplementedAICommandParams = {}

---@return questNotImplementedAICommandParams
function questNotImplementedAICommandParams.new() return end

---@param props table
---@return questNotImplementedAICommandParams
function questNotImplementedAICommandParams.new(props) return end

---@class questObjectCondition : questTypedCondition
---@field type questIObjectConditionType
questObjectCondition = {}

---@return questObjectCondition
function questObjectCondition.new() return end

---@param props table
---@return questObjectCondition
function questObjectCondition.new(props) return end

---@class questObjectDistance : questIDistance
---@field entityRef questUniversalRef
---@field nodeRef2 gameEntityReference
questObjectDistance = {}

---@return questObjectDistance
function questObjectDistance.new() return end

---@param props table
---@return questObjectDistance
function questObjectDistance.new(props) return end

---@class questObjectInspectListener : questIInspectListener
questObjectInspectListener = {}

---@return questObjectInspectListener
function questObjectInspectListener.new() return end

---@param props table
---@return questObjectInspectListener
function questObjectInspectListener.new(props) return end

---@param type questObjectInspectEventType
function questObjectInspectListener:OnInspect(type) return end

---@class questObjectInventoryListener : gameIInventoryListener
questObjectInventoryListener = {}

---@return questObjectInventoryListener
function questObjectInventoryListener.new() return end

---@param props table
---@return questObjectInventoryListener
function questObjectInventoryListener.new(props) return end

---@class questObjectItemListener : gameIInventoryListener
questObjectItemListener = {}

---@return questObjectItemListener
function questObjectItemListener.new() return end

---@param props table
---@return questObjectItemListener
function questObjectItemListener.new(props) return end

---@class questObjectNodeType : questINodeType
questObjectNodeType = {}

---@class questObservableUniversalRef : questUniversalRef
questObservableUniversalRef = {}

---@return questObservableUniversalRef
function questObservableUniversalRef.new() return end

---@param props table
---@return questObservableUniversalRef
function questObservableUniversalRef.new(props) return end

---@class questOpenBriefing_NodeType : questIUIManagerNodeType
---@field briefingPath gameJournalPath
questOpenBriefing_NodeType = {}

---@return questOpenBriefing_NodeType
function questOpenBriefing_NodeType.new() return end

---@param props table
---@return questOpenBriefing_NodeType
function questOpenBriefing_NodeType.new(props) return end

---@class questOpenMessage_NodeType : questIPhoneManagerNodeType
---@field msg gameJournalPath
questOpenMessage_NodeType = {}

---@return questOpenMessage_NodeType
function questOpenMessage_NodeType.new() return end

---@param props table
---@return questOpenMessage_NodeType
function questOpenMessage_NodeType.new(props) return end

---@class questOpenPhotoMode_NodeType : questIUIManagerNodeType
---@field factName String
---@field forceFppMode Bool
---@field alwaysAllowTPP Bool
---@field lockExitUntilScreenshot Bool
questOpenPhotoMode_NodeType = {}

---@return questOpenPhotoMode_NodeType
function questOpenPhotoMode_NodeType.new() return end

---@param props table
---@return questOpenPhotoMode_NodeType
function questOpenPhotoMode_NodeType.new(props) return end

---@class questOutputNodeDefinition : questIONodeDefinition
---@field type questExitType
questOutputNodeDefinition = {}

---@return questOutputNodeDefinition
function questOutputNodeDefinition.new() return end

---@param props table
---@return questOutputNodeDefinition
function questOutputNodeDefinition.new(props) return end

---@class questOverrideLoadingScreen_NodeType : questIUIManagerNodeType
---@field video Bink
---@field videos Bink[]
---@field minimumPlayCount Uint32
---@field forceVideoFrameRate Bool
---@field tooltips String[]
---@field tooltipDuration Float
---@field glitchEffectTime Float
---@field keepLoadingScreenWhileVideoIsPlaying Bool
questOverrideLoadingScreen_NodeType = {}

---@return questOverrideLoadingScreen_NodeType
function questOverrideLoadingScreen_NodeType.new() return end

---@param props table
---@return questOverrideLoadingScreen_NodeType
function questOverrideLoadingScreen_NodeType.new(props) return end

---@class questOverrideSplineSpeed_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field speed Float
---@field adjustTime Float
questOverrideSplineSpeed_NodeType = {}

---@return questOverrideSplineSpeed_NodeType
function questOverrideSplineSpeed_NodeType.new() return end

---@param props table
---@return questOverrideSplineSpeed_NodeType
function questOverrideSplineSpeed_NodeType.new(props) return end

---@class questParamKeepDistance : ISerializable
---@field companionTargetRef questUniversalRef
---@field distance Float
questParamKeepDistance = {}

---@return questParamKeepDistance
function questParamKeepDistance.new() return end

---@param props table
---@return questParamKeepDistance
function questParamKeepDistance.new(props) return end

---@class questParamRubberbanding : ISerializable
---@field targetRef questUniversalRef
---@field minDistance Float
---@field maxDistance Float
---@field stopAndWait Bool
---@field teleportToCatchUp Bool
---@field stayInFront Bool
questParamRubberbanding = {}

---@return questParamRubberbanding
function questParamRubberbanding.new() return end

---@param props table
---@return questParamRubberbanding
function questParamRubberbanding.new(props) return end

---@class questPatrolParams : questAICommandParams
---@field pathParams AIPatrolPathParameters
---@field repeatCommandOnInterrupt Bool
questPatrolParams = {}

---@return questPatrolParams
function questPatrolParams.new() return end

---@param props table
---@return questPatrolParams
function questPatrolParams.new(props) return end

---@class questPauseConditionNodeDefinition : questSignalStoppingNodeDefinition
---@field condition questIBaseCondition
questPauseConditionNodeDefinition = {}

---@return questPauseConditionNodeDefinition
function questPauseConditionNodeDefinition.new() return end

---@param props table
---@return questPauseConditionNodeDefinition
function questPauseConditionNodeDefinition.new(props) return end

---@class questPauseTime_NodeType : questITimeManagerNodeType
---@field pause Bool
---@field source CName
questPauseTime_NodeType = {}

---@return questPauseTime_NodeType
function questPauseTime_NodeType.new() return end

---@param props table
---@return questPauseTime_NodeType
function questPauseTime_NodeType.new(props) return end

---@class questPaymentBalanced_ConditionType : questIPayment_ConditionType
questPaymentBalanced_ConditionType = {}

---@return questPaymentBalanced_ConditionType
function questPaymentBalanced_ConditionType.new() return end

---@param props table
---@return questPaymentBalanced_ConditionType
function questPaymentBalanced_ConditionType.new(props) return end

---@class questPaymentCondition : questTypedCondition
---@field type questIPayment_ConditionType
questPaymentCondition = {}

---@return questPaymentCondition
function questPaymentCondition.new() return end

---@param props table
---@return questPaymentCondition
function questPaymentCondition.new(props) return end

---@class questPaymentConditionData
---@field isInverted Bool
---@field paymentItemId ItemID
---@field paymentAmount Uint32
questPaymentConditionData = {}

---@return questPaymentConditionData
function questPaymentConditionData.new() return end

---@param props table
---@return questPaymentConditionData
function questPaymentConditionData.new(props) return end

---@class questPaymentFixedAmount_ConditionType : questIPayment_ConditionType
questPaymentFixedAmount_ConditionType = {}

---@return questPaymentFixedAmount_ConditionType
function questPaymentFixedAmount_ConditionType.new() return end

---@param props table
---@return questPaymentFixedAmount_ConditionType
function questPaymentFixedAmount_ConditionType.new(props) return end

---@class questPhaseFreezingAreaNotifier : worldITriggerAreaNotifer
questPhaseFreezingAreaNotifier = {}

---@return questPhaseFreezingAreaNotifier
function questPhaseFreezingAreaNotifier.new() return end

---@param props table
---@return questPhaseFreezingAreaNotifier
function questPhaseFreezingAreaNotifier.new(props) return end

---@class questPhaseFreezingAreaNotifierInstance : worldITriggerAreaNotiferInstance
questPhaseFreezingAreaNotifierInstance = {}

---@return questPhaseFreezingAreaNotifierInstance
function questPhaseFreezingAreaNotifierInstance.new() return end

---@param props table
---@return questPhaseFreezingAreaNotifierInstance
function questPhaseFreezingAreaNotifierInstance.new(props) return end

---@class questPhaseInstance : ISerializable
questPhaseInstance = {}

---@return questPhaseInstance
function questPhaseInstance.new() return end

---@param props table
---@return questPhaseInstance
function questPhaseInstance.new(props) return end

---@class questPhaseNodeDefinition : questEmbeddedGraphNodeDefinition
---@field saveLock Bool
---@field phaseResource questQuestPhaseResource
---@field unfreezingTriggerNodeRef NodeRef
---@field phaseInstancePrefabs questQuestPrefabEntry[]
---@field phaseGraph questGraphDefinition
questPhaseNodeDefinition = {}

---@return questPhaseNodeDefinition
function questPhaseNodeDefinition.new() return end

---@param props table
---@return questPhaseNodeDefinition
function questPhaseNodeDefinition.new(props) return end

---@class questPhoneCallInformation
---@field callMode questPhoneCallMode
---@field isAudioCall Bool
---@field contactName CName
---@field isPlayerCalling Bool
---@field isPlayerTriggered Bool
---@field callPhase questPhoneCallPhase
---@field isRejectable Bool
---@field showAvatar Bool
---@field visuals questPhoneCallVisuals
questPhoneCallInformation = {}

---@return questPhoneCallInformation
function questPhoneCallInformation.new() return end

---@param props table
---@return questPhoneCallInformation
function questPhoneCallInformation.new(props) return end

---@class questPhoneCallMode_ConditionType : questIPhoneConditionType
---@field callMode questPhoneCallMode
questPhoneCallMode_ConditionType = {}

---@return questPhoneCallMode_ConditionType
function questPhoneCallMode_ConditionType.new() return end

---@param props table
---@return questPhoneCallMode_ConditionType
function questPhoneCallMode_ConditionType.new(props) return end

---@class questPhoneCallPhase_ConditionType : questIPhoneConditionType
---@field callPhase questPhoneCallPhase
questPhoneCallPhase_ConditionType = {}

---@return questPhoneCallPhase_ConditionType
function questPhoneCallPhase_ConditionType.new() return end

---@param props table
---@return questPhoneCallPhase_ConditionType
function questPhoneCallPhase_ConditionType.new(props) return end

---@class questPhoneManager : questIPhoneManager
questPhoneManager = {}

---@return questPhoneManager
function questPhoneManager.new() return end

---@param props table
---@return questPhoneManager
function questPhoneManager.new(props) return end

---@param apply Bool
function questPhoneManager:ApplyPhoneCallRestriction(apply) return end

---@return Bool
function questPhoneManager:IsPhoneCallActive() return end

---@class questPhoneManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIPhoneManagerNodeType
questPhoneManagerNodeDefinition = {}

---@return questPhoneManagerNodeDefinition
function questPhoneManagerNodeDefinition.new() return end

---@param props table
---@return questPhoneManagerNodeDefinition
function questPhoneManagerNodeDefinition.new(props) return end

---@class questPhoneMuted_ConditionType : questISystemConditionType
---@field groupName CName
---@field inverted Bool
questPhoneMuted_ConditionType = {}

---@return questPhoneMuted_ConditionType
function questPhoneMuted_ConditionType.new() return end

---@param props table
---@return questPhoneMuted_ConditionType
function questPhoneMuted_ConditionType.new(props) return end

---@class questPhonePickUp_ConditionType : questISystemConditionType
---@field caller gameJournalPath
---@field addressee gameJournalPath
---@field releaseOnRejection Bool
questPhonePickUp_ConditionType = {}

---@return questPhonePickUp_ConditionType
function questPhonePickUp_ConditionType.new() return end

---@param props table
---@return questPhonePickUp_ConditionType
function questPhonePickUp_ConditionType.new(props) return end

---@class questPhonePrefabsListener : worldIQuestPrefabStateListener
questPhonePrefabsListener = {}

---@return questPhonePrefabsListener
function questPhonePrefabsListener.new() return end

---@param props table
---@return questPhonePrefabsListener
function questPhonePrefabsListener.new(props) return end

---@class questPhone_ConditionType : questISystemConditionType
---@field caller gameJournalPath
---@field addressee gameJournalPath
---@field callPhase questPhoneCallPhase
questPhone_ConditionType = {}

---@return questPhone_ConditionType
function questPhone_ConditionType.new() return end

---@param props table
---@return questPhone_ConditionType
function questPhone_ConditionType.new(props) return end

---@class questPlaceholderNodeDefinition : questDisableableNodeDefinition
---@field replacedNodeClassName CName
---@field copiedSockets questPlaceholderNodeSocketInfo[]
---@field clipboardHolder ISerializable
questPlaceholderNodeDefinition = {}

---@return questPlaceholderNodeDefinition
function questPlaceholderNodeDefinition.new() return end

---@param props table
---@return questPlaceholderNodeDefinition
function questPlaceholderNodeDefinition.new(props) return end

---@class questPlaceholderNodeSocketInfo
---@field name CName
---@field type questSocketType
questPlaceholderNodeSocketInfo = {}

---@return questPlaceholderNodeSocketInfo
function questPlaceholderNodeSocketInfo.new() return end

---@param props table
---@return questPlaceholderNodeSocketInfo
function questPlaceholderNodeSocketInfo.new(props) return end

---@class questPlatform_ConditionType : questISystemConditionType
---@field platform questPlatform
---@field inverted Bool
questPlatform_ConditionType = {}

---@return questPlatform_ConditionType
function questPlatform_ConditionType.new() return end

---@param props table
---@return questPlatform_ConditionType
function questPlatform_ConditionType.new(props) return end

---@class questPlayEnv_ForceRelitEnvProbe : questIEnvironmentManagerNodeType
questPlayEnv_ForceRelitEnvProbe = {}

---@return questPlayEnv_ForceRelitEnvProbe
function questPlayEnv_ForceRelitEnvProbe.new() return end

---@param props table
---@return questPlayEnv_ForceRelitEnvProbe
function questPlayEnv_ForceRelitEnvProbe.new(props) return end

---@class questPlayEnv_NodeType : questIEnvironmentManagerNodeType
---@field params questPlayEnv_NodeTypeParams
questPlayEnv_NodeType = {}

---@return questPlayEnv_NodeType
function questPlayEnv_NodeType.new() return end

---@param props table
---@return questPlayEnv_NodeType
function questPlayEnv_NodeType.new(props) return end

---@class questPlayEnv_NodeTypeParams
---@field enable Bool
---@field envParams worldEnvironmentAreaParameters
---@field blendTime Float
questPlayEnv_NodeTypeParams = {}

---@return questPlayEnv_NodeTypeParams
function questPlayEnv_NodeTypeParams.new() return end

---@param props table
---@return questPlayEnv_NodeTypeParams
function questPlayEnv_NodeTypeParams.new(props) return end

---@class questPlayEnv_OverrideGlobalLight : questIEnvironmentManagerNodeType
---@field params worldWorldGlobalLightOverrideWithColorParameters
questPlayEnv_OverrideGlobalLight = {}

---@return questPlayEnv_OverrideGlobalLight
function questPlayEnv_OverrideGlobalLight.new() return end

---@param props table
---@return questPlayEnv_OverrideGlobalLight
function questPlayEnv_OverrideGlobalLight.new(props) return end

---@class questPlayEnv_SetWeather : questIEnvironmentManagerNodeType
---@field reset Bool
---@field weatherID TweakDBID
---@field blendTime Float
---@field priority Uint32
---@field source CName
questPlayEnv_SetWeather = {}

---@return questPlayEnv_SetWeather
function questPlayEnv_SetWeather.new() return end

---@param props table
---@return questPlayEnv_SetWeather
function questPlayEnv_SetWeather.new(props) return end

---@class questPlayFX_NodeType : questIFXManagerNodeType
---@field params questPlayFX_NodeTypeParams[]
questPlayFX_NodeType = {}

---@return questPlayFX_NodeType
function questPlayFX_NodeType.new() return end

---@param props table
---@return questPlayFX_NodeType
function questPlayFX_NodeType.new(props) return end

---@class questPlayFX_NodeTypeParams
---@field play Bool
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field effectName CName
---@field effectInstanceName CName
---@field sequenceShift Uint32
---@field save Bool
questPlayFX_NodeTypeParams = {}

---@return questPlayFX_NodeTypeParams
function questPlayFX_NodeTypeParams.new() return end

---@param props table
---@return questPlayFX_NodeTypeParams
function questPlayFX_NodeTypeParams.new(props) return end

---@class questPlayHUDEntryAnimation_NodeType : questIUIManagerNodeType
---@field hudEntryName CName
---@field animationName CName
---@field dependsOnTimeDilation Bool
questPlayHUDEntryAnimation_NodeType = {}

---@return questPlayHUDEntryAnimation_NodeType
function questPlayHUDEntryAnimation_NodeType.new() return end

---@param props table
---@return questPlayHUDEntryAnimation_NodeType
function questPlayHUDEntryAnimation_NodeType.new(props) return end

---@class questPlayVoiceset_NodeType : questIVoicesetManager_NodeType
---@field params questPlayVoiceset_NodeTypeParams[]
questPlayVoiceset_NodeType = {}

---@return questPlayVoiceset_NodeType
function questPlayVoiceset_NodeType.new() return end

---@param props table
---@return questPlayVoiceset_NodeType
function questPlayVoiceset_NodeType.new(props) return end

---@class questPlayVoiceset_NodeTypeParams
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field voicesetName CName
---@field useVoicesetSystem Bool
---@field playOnlyGrunt Bool
---@field overridingVoiceoverContext locVoiceoverContext
---@field overrideVoiceoverExpression Bool
---@field overridingVoiceoverExpression locVoiceoverExpression
---@field overrideVisualStyle Bool
---@field overridingVisualStyle scnDialogLineVisualStyle
questPlayVoiceset_NodeTypeParams = {}

---@return questPlayVoiceset_NodeTypeParams
function questPlayVoiceset_NodeTypeParams.new() return end

---@param props table
---@return questPlayVoiceset_NodeTypeParams
function questPlayVoiceset_NodeTypeParams.new(props) return end

---@class questPlayerLookAtParams : ISerializable
---@field useOffsetToPlayer Bool
---@field lookAtTarget gameEntityReference
---@field slotName CName
---@field offset Vector3
---@field duration Float
---@field adjustPitch Bool
---@field adjustYaw Bool
---@field endOnTargetReached Bool
---@field endOnCameraInputApplied Bool
---@field endOnTimeExceeded Bool
---@field cameraInputMagToBreak Float
---@field precision Float
---@field maxDuration Float
---@field easeIn Bool
---@field easeOut Bool
questPlayerLookAtParams = {}

---@return questPlayerLookAtParams
function questPlayerLookAtParams.new() return end

---@param props table
---@return questPlayerLookAtParams
function questPlayerLookAtParams.new(props) return end

---@class questPlayerLookAt_NodeType : questISceneManagerNodeType
---@field useOffsetToPlayer Bool
---@field objectRef gameEntityReference
---@field slotName CName
---@field offsetPos Vector3
---@field duration Float
---@field adjustPitch Bool
---@field adjustYaw Bool
---@field endOnTargetReached Bool
---@field endOnCameraInputApplied Bool
---@field endOnTimeExceeded Bool
---@field cameraInputMagToBreak Float
---@field precision Float
---@field maxDuration Float
---@field easeIn Bool
---@field easeOut Bool
questPlayerLookAt_NodeType = {}

---@return questPlayerLookAt_NodeType
function questPlayerLookAt_NodeType.new() return end

---@param props table
---@return questPlayerLookAt_NodeType
function questPlayerLookAt_NodeType.new(props) return end

---@class questPlaylistTrackChanged_ConditionType : questISystemConditionType
---@field playlistName CName
questPlaylistTrackChanged_ConditionType = {}

---@return questPlaylistTrackChanged_ConditionType
function questPlaylistTrackChanged_ConditionType.new() return end

---@param props table
---@return questPlaylistTrackChanged_ConditionType
function questPlaylistTrackChanged_ConditionType.new(props) return end

---@class questPlaylistTrackNode : questIAudioNodeType
---@field playlistEvents audioPlaylistTrackEventStruct[]
questPlaylistTrackNode = {}

---@return questPlaylistTrackNode
function questPlaylistTrackNode.new() return end

---@param props table
---@return questPlaylistTrackNode
function questPlaylistTrackNode.new(props) return end

---@class questPopulactionControllerNodeDefinition : questBaseObjectNodeDefinition
---@field enable Bool
questPopulactionControllerNodeDefinition = {}

---@return questPopulactionControllerNodeDefinition
function questPopulactionControllerNodeDefinition.new() return end

---@param props table
---@return questPopulactionControllerNodeDefinition
function questPopulactionControllerNodeDefinition.new(props) return end

---@class questPrefabVariantMapArrayElement
---@field globalNodeRef worldGlobalNodeRef
---@field PrefabVariantsReplicatedInfos questPrefabVariantReplicatedInfo[]
questPrefabVariantMapArrayElement = {}

---@return questPrefabVariantMapArrayElement
function questPrefabVariantMapArrayElement.new() return end

---@param props table
---@return questPrefabVariantMapArrayElement
function questPrefabVariantMapArrayElement.new(props) return end

---@class questPrefabVariantReplicatedInfo
---@field variantNameKey CName
---@field show Bool
questPrefabVariantReplicatedInfo = {}

---@return questPrefabVariantReplicatedInfo
function questPrefabVariantReplicatedInfo.new() return end

---@param props table
---@return questPrefabVariantReplicatedInfo
function questPrefabVariantReplicatedInfo.new(props) return end

---@class questPrefetchStreaming_NodeTypeV2 : questIWorldDataManagerNodeType
---@field prefetchPositionRef NodeRef
---@field useStreamingOcclusion Bool
---@field maxDistance Float
---@field forceEnable Bool
questPrefetchStreaming_NodeTypeV2 = {}

---@return questPrefetchStreaming_NodeTypeV2
function questPrefetchStreaming_NodeTypeV2.new() return end

---@param props table
---@return questPrefetchStreaming_NodeTypeV2
function questPrefetchStreaming_NodeTypeV2.new(props) return end

---@class questPreloadFX_NodeType : questIFXManagerNodeType
---@field params questPreloadFX_NodeTypeParams[]
questPreloadFX_NodeType = {}

---@return questPreloadFX_NodeType
function questPreloadFX_NodeType.new() return end

---@param props table
---@return questPreloadFX_NodeType
function questPreloadFX_NodeType.new(props) return end

---@class questPreloadFX_NodeTypeParams
---@field preload Bool
---@field objectRef gameEntityReference
---@field isPlayer Bool
---@field effectName CName
questPreloadFX_NodeTypeParams = {}

---@return questPreloadFX_NodeTypeParams
function questPreloadFX_NodeTypeParams.new() return end

---@param props table
---@return questPreloadFX_NodeTypeParams
function questPreloadFX_NodeTypeParams.new(props) return end

---@class questPrepareBlendCamera_NodeType : questISceneManagerNodeType
questPrepareBlendCamera_NodeType = {}

---@return questPrepareBlendCamera_NodeType
function questPrepareBlendCamera_NodeType.new() return end

---@param props table
---@return questPrepareBlendCamera_NodeType
function questPrepareBlendCamera_NodeType.new(props) return end

---@class questPrereq_ConditionType : questISystemConditionType
---@field objectRef gameEntityReference
---@field isObjectPlayer Bool
---@field prereq gameIPrereq
questPrereq_ConditionType = {}

---@return questPrereq_ConditionType
function questPrereq_ConditionType.new() return end

---@param props table
---@return questPrereq_ConditionType
function questPrereq_ConditionType.new(props) return end

---@class questProgressBar_NodeType : questIUIManagerNodeType
---@field show Bool
---@field duration Float
---@field text LocalizationString
---@field bottomText LocalizationString
---@field type gameSimpleMessageType
questProgressBar_NodeType = {}

---@return questProgressBar_NodeType
function questProgressBar_NodeType.new() return end

---@param props table
---@return questProgressBar_NodeType
function questProgressBar_NodeType.new(props) return end

---@class questProximityProgressBar_ConditionType : questIUIConditionType
---@field action questProximityProgressBarAction
questProximityProgressBar_ConditionType = {}

---@return questProximityProgressBar_ConditionType
function questProximityProgressBar_ConditionType.new() return end

---@param props table
---@return questProximityProgressBar_ConditionType
function questProximityProgressBar_ConditionType.new(props) return end

---@class questProximityProgressBar_NodeType : questIUIManagerNodeType
---@field show Bool
---@field duration Float
---@field reset Bool
---@field distance Float
---@field distanceComparisonType EComparisonType
---@field target gameEntityReference
---@field isPlayerActivator Bool
---@field activator gameEntityReference
---@field appearance CName
questProximityProgressBar_NodeType = {}

---@return questProximityProgressBar_NodeType
function questProximityProgressBar_NodeType.new() return end

---@param props table
---@return questProximityProgressBar_NodeType
function questProximityProgressBar_NodeType.new(props) return end

---@class questPuppetAIManagerNodeDefinition : questDisableableNodeDefinition
---@field entries questPuppetAIManagerNodeDefinitionEntry[]
questPuppetAIManagerNodeDefinition = {}

---@return questPuppetAIManagerNodeDefinition
function questPuppetAIManagerNodeDefinition.new() return end

---@param props table
---@return questPuppetAIManagerNodeDefinition
function questPuppetAIManagerNodeDefinition.new(props) return end

---@class questPuppetAIManagerNodeDefinitionEntry
---@field entityReference gameEntityReference
---@field aiTier gameStoryTier
questPuppetAIManagerNodeDefinitionEntry = {}

---@return questPuppetAIManagerNodeDefinitionEntry
function questPuppetAIManagerNodeDefinitionEntry.new() return end

---@param props table
---@return questPuppetAIManagerNodeDefinitionEntry
function questPuppetAIManagerNodeDefinitionEntry.new(props) return end

---@class questPuppetNodeType : questIRetNodeType
questPuppetNodeType = {}

---@class questPuppeteerNodeDefinition : questDisableableNodeDefinition
---@field effector questPuppetsEffector
---@field reference gameEntityReference
questPuppeteerNodeDefinition = {}

---@return questPuppeteerNodeDefinition
function questPuppeteerNodeDefinition.new() return end

---@param props table
---@return questPuppeteerNodeDefinition
function questPuppeteerNodeDefinition.new(props) return end

---@class questPuppetsEffector : ISerializable
questPuppetsEffector = {}

---@class questPuppetsKill : questPuppetsEffector
questPuppetsKill = {}

---@return questPuppetsKill
function questPuppetsKill.new() return end

---@param props table
---@return questPuppetsKill
function questPuppetsKill.new(props) return end

---@class questPuppetsUnconscious : questPuppetsEffector
---@field setUnconscious Bool
questPuppetsUnconscious = {}

---@return questPuppetsUnconscious
function questPuppetsUnconscious.new() return end

---@param props table
---@return questPuppetsUnconscious
function questPuppetsUnconscious.new(props) return end

---@class questQuestPhaseResource : graphGraphResource
---@field phasePrefabs questQuestPrefabEntry[]
---@field inplacePhases CResource[]
questQuestPhaseResource = {}

---@return questQuestPhaseResource
function questQuestPhaseResource.new() return end

---@param props table
---@return questQuestPhaseResource
function questQuestPhaseResource.new(props) return end

---@class questQuestPrefabEntry
---@field prefabNodeRef NodeRef
questQuestPrefabEntry = {}

---@return questQuestPrefabEntry
function questQuestPrefabEntry.new() return end

---@param props table
---@return questQuestPrefabEntry
function questQuestPrefabEntry.new(props) return end

---@class questQuestPrefabsEntry
---@field nodeRef worldGlobalNodeRef
---@field loadingMode worldQuestPrefabLoadingMode
questQuestPrefabsEntry = {}

---@return questQuestPrefabsEntry
function questQuestPrefabsEntry.new() return end

---@param props table
---@return questQuestPrefabsEntry
function questQuestPrefabsEntry.new(props) return end

---@class questQuestPrefabsHandler : worldIQuestPrefabStateListener
questQuestPrefabsHandler = {}

---@return questQuestPrefabsHandler
function questQuestPrefabsHandler.new() return end

---@param props table
---@return questQuestPrefabsHandler
function questQuestPrefabsHandler.new(props) return end

---@class questQuestResource : questQuestPhaseResource
questQuestResource = {}

---@return questQuestResource
function questQuestResource.new() return end

---@param props table
---@return questQuestResource
function questQuestResource.new(props) return end

---@class questQuestStatPoolListener : gameIStatPoolsListener
questQuestStatPoolListener = {}

---@return questQuestStatPoolListener
function questQuestStatPoolListener.new() return end

---@param props table
---@return questQuestStatPoolListener
function questQuestStatPoolListener.new(props) return end

---@class questQuestsContentSystem : questIQuestsContentSystem
questQuestsContentSystem = {}

---@return questQuestsContentSystem
function questQuestsContentSystem.new() return end

---@param props table
---@return questQuestsContentSystem
function questQuestsContentSystem.new(props) return end

---@class questQuestsHelper : questIQuestsHelper
questQuestsHelper = {}

---@return questQuestsHelper
function questQuestsHelper.new() return end

---@param props table
---@return questQuestsHelper
function questQuestsHelper.new(props) return end

---@class questQuestsSystem : questIQuestsSystem
questQuestsSystem = {}

---@return questQuestsSystem
function questQuestsSystem.new() return end

---@param props table
---@return questQuestsSystem
function questQuestsSystem.new(props) return end

---@param factName CName|string
---@return Int32
function questQuestsSystem:GetFact(factName) return end

---@param factName String
---@return Int32
function questQuestsSystem:GetFactStr(factName) return end

---@return Float, Float
function questQuestsSystem:GetGameplayTimerData() return end

---@param factName CName|string
---@param entityId entEntityID
---@return Uint32
function questQuestsSystem:RegisterEntity(factName, entityId) return end

---@param factName CName|string
---@param listener IScriptable
---@param funcName CName|string
---@return Uint32
function questQuestsSystem:RegisterListener(factName, listener, funcName) return end

---@param factName CName|string
---@param value Int32
function questQuestsSystem:SetFact(factName, value) return end

---@param factName String
---@param value Int32
function questQuestsSystem:SetFactStr(factName, value) return end

---@param factName CName|string
---@param callbackId Uint32
function questQuestsSystem:UnregisterEntity(factName, callbackId) return end

---@param factName CName|string
---@param id Uint32
function questQuestsSystem:UnregisterListener(factName, id) return end

---@class questQuestsSystemReplicatedState : gameIGameSystemReplicatedState
---@field replicatedQuestPrefabs questQuestPrefabsEntry[]
questQuestsSystemReplicatedState = {}

---@return questQuestsSystemReplicatedState
function questQuestsSystemReplicatedState.new() return end

---@param props table
---@return questQuestsSystemReplicatedState
function questQuestsSystemReplicatedState.new(props) return end

---@class questQuickItemsManager_NodeType : questIUIManagerNodeType
---@field set questQuickItemsSet
questQuickItemsManager_NodeType = {}

---@return questQuickItemsManager_NodeType
function questQuickItemsManager_NodeType.new() return end

---@param props table
---@return questQuickItemsManager_NodeType
function questQuickItemsManager_NodeType.new(props) return end

---@class questRadioAnnouncementNodeType : questIAudioNodeType
---@field radioStationEvents questRadioStationAnnouncementEventStruct[]
questRadioAnnouncementNodeType = {}

---@return questRadioAnnouncementNodeType
function questRadioAnnouncementNodeType.new() return end

---@param props table
---@return questRadioAnnouncementNodeType
function questRadioAnnouncementNodeType.new(props) return end

---@class questRadioAnnouncementPlayer : audioBaseRadioAnnouncementPlayer
questRadioAnnouncementPlayer = {}

---@return questRadioAnnouncementPlayer
function questRadioAnnouncementPlayer.new() return end

---@param props table
---@return questRadioAnnouncementPlayer
function questRadioAnnouncementPlayer.new(props) return end

---@class questRadioSongNodeType : questIAudioNodeType
---@field radioStationEvents audioRadioStationSongEventStruct[]
questRadioSongNodeType = {}

---@return questRadioSongNodeType
function questRadioSongNodeType.new() return end

---@param props table
---@return questRadioSongNodeType
function questRadioSongNodeType.new(props) return end

---@class questRadioStationAnnouncementEventStruct
---@field announcementScene scnSceneResource
---@field sceneInput CName
---@field queueAnnouncement Bool
---@field radioStationName CName
---@field blockSignal Bool
---@field speaker audioRadioSpeakerType
questRadioStationAnnouncementEventStruct = {}

---@return questRadioStationAnnouncementEventStruct
function questRadioStationAnnouncementEventStruct.new() return end

---@param props table
---@return questRadioStationAnnouncementEventStruct
function questRadioStationAnnouncementEventStruct.new(props) return end

---@class questRadioTrack_ConditionType : questISystemConditionType
---@field radioTrack CName
---@field inverted Bool
questRadioTrack_ConditionType = {}

---@return questRadioTrack_ConditionType
function questRadioTrack_ConditionType.new() return end

---@param props table
---@return questRadioTrack_ConditionType
function questRadioTrack_ConditionType.new(props) return end

---@class questRadio_ConditionType : questISystemConditionType
---@field inverted Bool
---@field limitToSpecifiedSpeakersStations Bool
---@field speakerType audioRadioSpeakerType
questRadio_ConditionType = {}

---@return questRadio_ConditionType
function questRadio_ConditionType.new() return end

---@param props table
---@return questRadio_ConditionType
function questRadio_ConditionType.new(props) return end

---@class questRandomizerNodeDefinition : questDisableableNodeDefinition
---@field mode questRandomizerMode
---@field outputWeights Uint8[]
questRandomizerNodeDefinition = {}

---@return questRandomizerNodeDefinition
function questRandomizerNodeDefinition.new() return end

---@param props table
---@return questRandomizerNodeDefinition
function questRandomizerNodeDefinition.new(props) return end

---@class questReInitContainers_NodeType : questIItemManagerNodeType
---@field params questReInitContainers_NodeTypeParams[]
questReInitContainers_NodeType = {}

---@return questReInitContainers_NodeType
function questReInitContainers_NodeType.new() return end

---@param props table
---@return questReInitContainers_NodeType
function questReInitContainers_NodeType.new(props) return end

---@class questReInitContainers_NodeTypeParams
---@field containerNodeRef NodeRef
---@field lootTables TweakDBID[]
---@field useAreaLoot Bool
questReInitContainers_NodeTypeParams = {}

---@return questReInitContainers_NodeTypeParams
function questReInitContainers_NodeTypeParams.new() return end

---@param props table
---@return questReInitContainers_NodeTypeParams
function questReInitContainers_NodeTypeParams.new(props) return end

---@class questReactionPresetRecordSelector : ISerializable
---@field setDefault Bool
---@field isGanger Bool
---@field gangerRecordID TweakDBID
---@field isCivilian Bool
---@field civilianRecordID TweakDBID
---@field isCorpo Bool
---@field corpoRecordID TweakDBID
---@field isPolice Bool
---@field policeRecordID TweakDBID
---@field isMechanical Bool
---@field mechanicalRecordID TweakDBID
---@field isNoReaction Bool
---@field noReactionRecordID TweakDBID
questReactionPresetRecordSelector = {}

---@return questReactionPresetRecordSelector
function questReactionPresetRecordSelector.new() return end

---@param props table
---@return questReactionPresetRecordSelector
function questReactionPresetRecordSelector.new(props) return end

---@class questRealtimeDelay_ConditionType : questITimeConditionType
---@field hours Uint32
---@field minutes Uint32
---@field seconds Uint32
---@field miliseconds Uint32
questRealtimeDelay_ConditionType = {}

---@return questRealtimeDelay_ConditionType
function questRealtimeDelay_ConditionType.new() return end

---@param props table
---@return questRealtimeDelay_ConditionType
function questRealtimeDelay_ConditionType.new(props) return end

---@class questRecordSelector : ISerializable
---@field isCharacter Bool
---@field characterRecordID TweakDBID
---@field isDevice Bool
---@field deviceRecordID TweakDBID
---@field isItem Bool
---@field itemRecordID TweakDBID
questRecordSelector = {}

---@return questRecordSelector
function questRecordSelector.new() return end

---@param props table
---@return questRecordSelector
function questRecordSelector.new(props) return end

---@class questRecordingNodeDefinition : questDisableableNodeDefinition
---@field type questIRecordingNodeType
questRecordingNodeDefinition = {}

---@return questRecordingNodeDefinition
function questRecordingNodeDefinition.new() return end

---@param props table
---@return questRecordingNodeDefinition
function questRecordingNodeDefinition.new(props) return end

---@class questRemoveAllContacts_NodeType : questIPhoneManagerNodeType
---@field excludedContacts gameJournalPath[]
questRemoveAllContacts_NodeType = {}

---@return questRemoveAllContacts_NodeType
function questRemoveAllContacts_NodeType.new() return end

---@param props table
---@return questRemoveAllContacts_NodeType
function questRemoveAllContacts_NodeType.new(props) return end

---@class questRemoveToken_NodeSubType : questIContentTokenManager_NodeSubType
---@field removeAll Bool
questRemoveToken_NodeSubType = {}

---@return questRemoveToken_NodeSubType
function questRemoveToken_NodeSubType.new() return end

---@param props table
---@return questRemoveToken_NodeSubType
function questRemoveToken_NodeSubType.new(props) return end

---@class questRenderFxManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIRenderFxManagerNodeType
questRenderFxManagerNodeDefinition = {}

---@return questRenderFxManagerNodeDefinition
function questRenderFxManagerNodeDefinition.new() return end

---@param props table
---@return questRenderFxManagerNodeDefinition
function questRenderFxManagerNodeDefinition.new(props) return end

---@class questRenderPlane_NodeType : questIRenderFxManagerNodeType
---@field puppetRef gameEntityReference
---@field renderPlane ERenderingPlane
questRenderPlane_NodeType = {}

---@return questRenderPlane_NodeType
function questRenderPlane_NodeType.new() return end

---@param props table
---@return questRenderPlane_NodeType
function questRenderPlane_NodeType.new(props) return end

---@class questRepair_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field playerVehicle Bool
questRepair_NodeType = {}

---@return questRepair_NodeType
function questRepair_NodeType.new() return end

---@param props table
---@return questRepair_NodeType
function questRepair_NodeType.new(props) return end

---@class questReplacer_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field enable Bool
---@field objectRef gameEntityReference
---@field audioOverrideAppearanceName CName
questReplacer_NodeType = {}

---@return questReplacer_NodeType
function questReplacer_NodeType.new() return end

---@param props table
---@return questReplacer_NodeType
function questReplacer_NodeType.new(props) return end

---@class questRequestVehicleCameraPerspective_NodeType : questIVehicleManagerNodeType
---@field cameraPerspective questVehicleCameraPerspective
questRequestVehicleCameraPerspective_NodeType = {}

---@return questRequestVehicleCameraPerspective_NodeType
function questRequestVehicleCameraPerspective_NodeType.new() return end

---@param props table
---@return questRequestVehicleCameraPerspective_NodeType
function questRequestVehicleCameraPerspective_NodeType.new(props) return end

---@class questResetContainers_NodeType : questIItemManagerNodeType
---@field params questResetContainers_NodeTypeParams[]
questResetContainers_NodeType = {}

---@return questResetContainers_NodeType
function questResetContainers_NodeType.new() return end

---@param props table
---@return questResetContainers_NodeType
function questResetContainers_NodeType.new(props) return end

---@class questResetContainers_NodeTypeParams
---@field containerNodeRef NodeRef
---@field clearReinitData Bool
questResetContainers_NodeTypeParams = {}

---@return questResetContainers_NodeTypeParams
function questResetContainers_NodeTypeParams.new() return end

---@param props table
---@return questResetContainers_NodeTypeParams
function questResetContainers_NodeTypeParams.new(props) return end

---@class questResetMovement_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
questResetMovement_NodeType = {}

---@return questResetMovement_NodeType
function questResetMovement_NodeType.new() return end

---@param props table
---@return questResetMovement_NodeType
function questResetMovement_NodeType.new(props) return end

---@class questResetScanningAngleThreshold_NodeType : questIVisionModeNodeType
questResetScanningAngleThreshold_NodeType = {}

---@return questResetScanningAngleThreshold_NodeType
function questResetScanningAngleThreshold_NodeType.new() return end

---@param props table
---@return questResetScanningAngleThreshold_NodeType
function questResetScanningAngleThreshold_NodeType.new(props) return end

---@class questRewardEvent : redEvent
---@field rewardName TweakDBID
questRewardEvent = {}

---@return questRewardEvent
function questRewardEvent.new() return end

---@param props table
---@return questRewardEvent
function questRewardEvent.new(props) return end

---@class questRewardManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIRewardManagerNodeType
questRewardManagerNodeDefinition = {}

---@return questRewardManagerNodeDefinition
function questRewardManagerNodeDefinition.new() return end

---@param props table
---@return questRewardManagerNodeDefinition
function questRewardManagerNodeDefinition.new(props) return end

---@class questRewindableSectionTimeJump_NodeType : questISceneManagerNodeType
---@field sceneFile scnSceneResource
---@field jumpTargetTime Uint32
---@field jumpSpeed Float
---@field postJumpPlayDirection scnPlayDirection
---@field postJumpPlaySpeed scnPlaySpeed
questRewindableSectionTimeJump_NodeType = {}

---@return questRewindableSectionTimeJump_NodeType
function questRewindableSectionTimeJump_NodeType.new() return end

---@param props table
---@return questRewindableSectionTimeJump_NodeType
function questRewindableSectionTimeJump_NodeType.new(props) return end

---@class questRootInstance : questPhaseInstance
questRootInstance = {}

---@return questRootInstance
function questRootInstance.new() return end

---@param props table
---@return questRootInstance
function questRootInstance.new(props) return end

---@class questRotateToNodeDefinition : questSignalStoppingNodeDefinition
---@field entityReference gameEntityReference
---@field params questRotateToParams
questRotateToNodeDefinition = {}

---@return questRotateToNodeDefinition
function questRotateToNodeDefinition.new() return end

---@param props table
---@return questRotateToNodeDefinition
function questRotateToNodeDefinition.new(props) return end

---@class questRotateToParams : questAICommandParams
---@field facingTargetRef questUniversalRef
---@field angleOffset Float
---@field speed Float
questRotateToParams = {}

---@return questRotateToParams
function questRotateToParams.new() return end

---@param props table
---@return questRotateToParams
function questRotateToParams.new(props) return end

---@class questRumble_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field rumbleEvent CName
---@field objectRef gameEntityReference
---@field isPlayer Bool
questRumble_NodeType = {}

---@return questRumble_NodeType
function questRumble_NodeType.new() return end

---@param props table
---@return questRumble_NodeType
function questRumble_NodeType.new(props) return end

---@class questSaveLock_ConditionType : questISystemConditionType
---@field inverted Bool
questSaveLock_ConditionType = {}

---@return questSaveLock_ConditionType
function questSaveLock_ConditionType.new() return end

---@param props table
---@return questSaveLock_ConditionType
function questSaveLock_ConditionType.new(props) return end

---@class questScan_ConditionType : questIObjectConditionType
---@field objectRef gameEntityReference
---@field eventType questObjectScanEventType
questScan_ConditionType = {}

---@return questScan_ConditionType
function questScan_ConditionType.new() return end

---@param props table
---@return questScan_ConditionType
function questScan_ConditionType.new(props) return end

---@class questSceneCondition : questTypedCondition
---@field type questISceneConditionType
questSceneCondition = {}

---@return questSceneCondition
function questSceneCondition.new() return end

---@param props table
---@return questSceneCondition
function questSceneCondition.new(props) return end

---@class questSceneInterrupt_ConditionType : questISceneConditionType
---@field sceneFile scnSceneResource
---@field onlyInSafeMoment Bool
---@field interruptConditions scnIInterruptCondition[]
questSceneInterrupt_ConditionType = {}

---@return questSceneInterrupt_ConditionType
function questSceneInterrupt_ConditionType.new() return end

---@param props table
---@return questSceneInterrupt_ConditionType
function questSceneInterrupt_ConditionType.new(props) return end

---@class questSceneLocation
---@field sceneWorldMarkerTag CName
questSceneLocation = {}

---@return questSceneLocation
function questSceneLocation.new() return end

---@param props table
---@return questSceneLocation
function questSceneLocation.new(props) return end

---@class questSceneManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field type questISceneManagerNodeType
questSceneManagerNodeDefinition = {}

---@return questSceneManagerNodeDefinition
function questSceneManagerNodeDefinition.new() return end

---@param props table
---@return questSceneManagerNodeDefinition
function questSceneManagerNodeDefinition.new(props) return end

---@class questSceneNodeDefinition : questSignalStoppingNodeDefinition
---@field sceneFile scnSceneResource
---@field sceneLocation scnWorldMarker
---@field interruptionOperations scnIInterruptionOperation[]
---@field syncToMusic Bool
---@field notAllowedToBeFrozen Bool
---@field reapplyInterruptionOperationsAfterGameLoad Bool
questSceneNodeDefinition = {}

---@return questSceneNodeDefinition
function questSceneNodeDefinition.new() return end

---@param props table
---@return questSceneNodeDefinition
function questSceneNodeDefinition.new(props) return end

---@class questSceneNode_ConditionType : questISceneConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
---@field ActorName CName
---@field type questSceneConditionType
questSceneNode_ConditionType = {}

---@return questSceneNode_ConditionType
function questSceneNode_ConditionType.new() return end

---@param props table
---@return questSceneNode_ConditionType
function questSceneNode_ConditionType.new(props) return end

---@class questSceneReturn_ConditionType : questISceneConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
---@field returnConditions scnIReturnCondition[]
questSceneReturn_ConditionType = {}

---@return questSceneReturn_ConditionType
function questSceneReturn_ConditionType.new() return end

---@param props table
---@return questSceneReturn_ConditionType
function questSceneReturn_ConditionType.new(props) return end

---@class questSceneTalking_ConditionType : questISceneConditionType
---@field GlobalEntityRef gameEntityReference
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
---@field SectionName CName
---@field ActorName String
---@field isInverted Bool
questSceneTalking_ConditionType = {}

---@return questSceneTalking_ConditionType
function questSceneTalking_ConditionType.new() return end

---@param props table
---@return questSceneTalking_ConditionType
function questSceneTalking_ConditionType.new(props) return end

---@class questSceneTier_ConditionType : questISceneConditionType
---@field tier GameplayTier
---@field isInverted Bool
questSceneTier_ConditionType = {}

---@return questSceneTier_ConditionType
function questSceneTier_ConditionType.new() return end

---@param props table
---@return questSceneTier_ConditionType
function questSceneTier_ConditionType.new(props) return end

---@class questScene_NodeType : questSpawnManagerNodeType
---@field entityReference gameEntityReference
questScene_NodeType = {}

---@return questScene_NodeType
function questScene_NodeType.new() return end

---@param props table
---@return questScene_NodeType
function questScene_NodeType.new(props) return end

---@class questScriptedAICommandParams : questMiscAICommandNodeParams
questScriptedAICommandParams = {}

---@return questScriptedAICommandParams
function questScriptedAICommandParams.new() return end

---@param props table
---@return questScriptedAICommandParams
function questScriptedAICommandParams.new(props) return end

---@return AICommand
function questScriptedAICommandParams:CreateCommand() return end

---@class questSectionNode_ConditionType : questISceneConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
---@field sectionName CName
---@field type questSceneConditionType
questSectionNode_ConditionType = {}

---@return questSectionNode_ConditionType
function questSectionNode_ConditionType.new() return end

---@param props table
---@return questSectionNode_ConditionType
function questSectionNode_ConditionType.new(props) return end

---@class questSendAICommandNodeDefinition : questAICommandNodeBase
---@field puppet gameEntityReference
---@field commandParams questAICommandParams
questSendAICommandNodeDefinition = {}

---@return questSendAICommandNodeDefinition
function questSendAICommandNodeDefinition.new() return end

---@param props table
---@return questSendAICommandNodeDefinition
function questSendAICommandNodeDefinition.new(props) return end

---@class questSendMessage_NodeType : questIPhoneManagerNodeType
---@field msg gameJournalPath
---@field sendNotification Bool
questSendMessage_NodeType = {}

---@return questSendMessage_NodeType
function questSendMessage_NodeType.new() return end

---@param props table
---@return questSendMessage_NodeType
function questSendMessage_NodeType.new(props) return end

---@class questSensesCondition : questTypedCondition
---@field type questISensesConditionType
questSensesCondition = {}

---@return questSensesCondition
function questSensesCondition.new() return end

---@param props table
---@return questSensesCondition
function questSensesCondition.new(props) return end

---@class questSetAsCrowdObstacle_NodeTypeParams
---@field puppetRef gameEntityReference
---@field enable Bool
questSetAsCrowdObstacle_NodeTypeParams = {}

---@return questSetAsCrowdObstacle_NodeTypeParams
function questSetAsCrowdObstacle_NodeTypeParams.new() return end

---@param props table
---@return questSetAsCrowdObstacle_NodeTypeParams
function questSetAsCrowdObstacle_NodeTypeParams.new(props) return end

---@class questSetAutopilot_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field val Bool
questSetAutopilot_NodeType = {}

---@return questSetAutopilot_NodeType
function questSetAutopilot_NodeType.new() return end

---@param props table
---@return questSetAutopilot_NodeType
function questSetAutopilot_NodeType.new(props) return end

---@class questSetBriefingAlignment_NodeType : questIUIManagerNodeType
---@field briefingAlignment questJournalAlignmentEventType
questSetBriefingAlignment_NodeType = {}

---@return questSetBriefingAlignment_NodeType
function questSetBriefingAlignment_NodeType.new() return end

---@param props table
---@return questSetBriefingAlignment_NodeType
function questSetBriefingAlignment_NodeType.new(props) return end

---@class questSetBriefingSize_NodeType : questIUIManagerNodeType
---@field briefingSize questJournalSizeEventType
questSetBriefingSize_NodeType = {}

---@return questSetBriefingSize_NodeType
function questSetBriefingSize_NodeType.new() return end

---@param props table
---@return questSetBriefingSize_NodeType
function questSetBriefingSize_NodeType.new(props) return end

---@class questSetCanVehicleBeRemoteControlled_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field val Bool
questSetCanVehicleBeRemoteControlled_NodeType = {}

---@return questSetCanVehicleBeRemoteControlled_NodeType
function questSetCanVehicleBeRemoteControlled_NodeType.new() return end

---@param props table
---@return questSetCanVehicleBeRemoteControlled_NodeType
function questSetCanVehicleBeRemoteControlled_NodeType.new(props) return end

---@class questSetConveyorState_NodeType : questIInteractiveObjectManagerNodeType
---@field objectRef NodeRef
---@field enable Bool
questSetConveyorState_NodeType = {}

---@return questSetConveyorState_NodeType
function questSetConveyorState_NodeType.new() return end

---@param props table
---@return questSetConveyorState_NodeType
function questSetConveyorState_NodeType.new(props) return end

---@class questSetCustomStyle_NodeType : questIPhoneManagerNodeType
---@field style questCustomStyle
---@field isActive Bool
questSetCustomStyle_NodeType = {}

---@return questSetCustomStyle_NodeType
function questSetCustomStyle_NodeType.new() return end

---@param props table
---@return questSetCustomStyle_NodeType
function questSetCustomStyle_NodeType.new(props) return end

---@class questSetCyberspacePostFX_NodeType : questIRenderFxManagerNodeType
---@field enabled Bool
---@field fullScreen Bool
---@field vfx Bool
---@field initialDatamosh Float
---@field targetDatamosh Float
---@field initialTreshold Float
---@field targetTreshold Float
---@field timeBlend Float
questSetCyberspacePostFX_NodeType = {}

---@return questSetCyberspacePostFX_NodeType
function questSetCyberspacePostFX_NodeType.new() return end

---@param props table
---@return questSetCyberspacePostFX_NodeType
function questSetCyberspacePostFX_NodeType.new(props) return end

---@class questSetDebugView_NodeType : questIRenderFxManagerNodeType
---@field mode questEDebugViewMode
questSetDebugView_NodeType = {}

---@return questSetDebugView_NodeType
function questSetDebugView_NodeType.new() return end

---@param props table
---@return questSetDebugView_NodeType
function questSetDebugView_NodeType.new(props) return end

---@class questSetFOV_NodeType : questISceneManagerNodeType
---@field FOV Float
questSetFOV_NodeType = {}

---@return questSetFOV_NodeType
function questSetFOV_NodeType.new() return end

---@param props table
---@return questSetFOV_NodeType
function questSetFOV_NodeType.new(props) return end

---@class questSetFadeInOut_NodeType : questIRenderFxManagerNodeType
---@field fadeColor Color
---@field fadeIn Bool
---@field duration Float
questSetFadeInOut_NodeType = {}

---@return questSetFadeInOut_NodeType
function questSetFadeInOut_NodeType.new() return end

---@param props table
---@return questSetFadeInOut_NodeType
function questSetFadeInOut_NodeType.new(props) return end

---@class questSetFastTravelBinksGroup_NodeType : questIUIManagerNodeType
---@field selectedBinkDataGroup TweakDBID
questSetFastTravelBinksGroup_NodeType = {}

---@return questSetFastTravelBinksGroup_NodeType
function questSetFastTravelBinksGroup_NodeType.new() return end

---@param props table
---@return questSetFastTravelBinksGroup_NodeType
function questSetFastTravelBinksGroup_NodeType.new(props) return end

---@class questSetFocusClueState_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field clueId Int32
---@field clueState Bool
questSetFocusClueState_NodeType = {}

---@return questSetFocusClueState_NodeType
function questSetFocusClueState_NodeType.new() return end

---@param props table
---@return questSetFocusClueState_NodeType
function questSetFocusClueState_NodeType.new(props) return end

---@class questSetGender_NodeTypeParams
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field gender CName
questSetGender_NodeTypeParams = {}

---@return questSetGender_NodeTypeParams
function questSetGender_NodeTypeParams.new() return end

---@param props table
---@return questSetGender_NodeTypeParams
function questSetGender_NodeTypeParams.new(props) return end

---@class questSetHUDEntryForcedVisibility_NodeType : questIUIManagerNodeType
---@field hudEntryName CName[]
---@field usePreset Bool
---@field hudVisibilityPreset TweakDBID
---@field visibility worlduiEntryVisibility
---@field skipAnimation Bool
questSetHUDEntryForcedVisibility_NodeType = {}

---@return questSetHUDEntryForcedVisibility_NodeType
function questSetHUDEntryForcedVisibility_NodeType.new() return end

---@param props table
---@return questSetHUDEntryForcedVisibility_NodeType
function questSetHUDEntryForcedVisibility_NodeType.new(props) return end

---@class questSetHUDEntryVisibility_NodeType : questIUIManagerNodeType
---@field hudEntryName CName[]
---@field usePreset Bool
---@field hudVisibilityPreset TweakDBID
---@field visibility Bool
questSetHUDEntryVisibility_NodeType = {}

---@return questSetHUDEntryVisibility_NodeType
function questSetHUDEntryVisibility_NodeType.new() return end

---@param props table
---@return questSetHUDEntryVisibility_NodeType
function questSetHUDEntryVisibility_NodeType.new(props) return end

---@class questSetImmovable_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field enable Bool
questSetImmovable_NodeType = {}

---@return questSetImmovable_NodeType
function questSetImmovable_NodeType.new() return end

---@param props table
---@return questSetImmovable_NodeType
function questSetImmovable_NodeType.new(props) return end

---@class questSetInspectMode_NodeType : questIInteractiveObjectManagerNodeType
---@field objectID String
---@field startingOffset Float
---@field zoomOffset Float
---@field timeInterval Float
questSetInspectMode_NodeType = {}

---@return questSetInspectMode_NodeType
function questSetInspectMode_NodeType.new() return end

---@param props table
---@return questSetInspectMode_NodeType
function questSetInspectMode_NodeType.new(props) return end

---@class questSetInteractionState_NodeType : questIInteractiveObjectManagerNodeType
---@field objectRef NodeRef
---@field enable Bool
questSetInteractionState_NodeType = {}

---@return questSetInteractionState_NodeType
function questSetInteractionState_NodeType.new() return end

---@param props table
---@return questSetInteractionState_NodeType
function questSetInteractionState_NodeType.new(props) return end

---@class questSetInteractionVisualizerOverride : questIInteractiveObjectManagerNodeType
---@field objectRef NodeRef
---@field applyOverride Bool
---@field removeAfterSingleUse Bool
questSetInteractionVisualizerOverride = {}

---@return questSetInteractionVisualizerOverride
function questSetInteractionVisualizerOverride.new() return end

---@param props table
---@return questSetInteractionVisualizerOverride
function questSetInteractionVisualizerOverride.new(props) return end

---@class questSetItemTags_NodeType : questIItemManagerNodeType
---@field params questSetItemTags_NodeTypeParams[]
questSetItemTags_NodeType = {}

---@return questSetItemTags_NodeType
function questSetItemTags_NodeType.new() return end

---@param props table
---@return questSetItemTags_NodeType
function questSetItemTags_NodeType.new(props) return end

---@class questSetItemTags_NodeTypeParams
---@field objectRef questUniversalRef
---@field itemId TweakDBID
---@field addTags Bool
---@field tags gameEItemDynamicTags
questSetItemTags_NodeTypeParams = {}

---@return questSetItemTags_NodeTypeParams
function questSetItemTags_NodeTypeParams.new() return end

---@param props table
---@return questSetItemTags_NodeTypeParams
function questSetItemTags_NodeTypeParams.new(props) return end

---@class questSetLifePathRequest : gamePlayerScriptableSystemRequest
---@field lifePathID TweakDBID
questSetLifePathRequest = {}

---@return questSetLifePathRequest
function questSetLifePathRequest.new() return end

---@param props table
---@return questSetLifePathRequest
function questSetLifePathRequest.new(props) return end

---@class questSetLocationName_NodeType : questIUIManagerNodeType
---@field locationName String
---@field action questLocationAction
---@field districtID TweakDBID
---@field isNewLocation Bool
questSetLocationName_NodeType = {}

---@return questSetLocationName_NodeType
function questSetLocationName_NodeType.new() return end

---@param props table
---@return questSetLocationName_NodeType
function questSetLocationName_NodeType.new(props) return end

---@class questSetLootIconsVisibility_NodeType : questIUIManagerNodeType
---@field lootIconsVisible Bool
questSetLootIconsVisibility_NodeType = {}

---@return questSetLootIconsVisibility_NodeType
function questSetLootIconsVisibility_NodeType.new() return end

---@param props table
---@return questSetLootIconsVisibility_NodeType
function questSetLootIconsVisibility_NodeType.new(props) return end

---@class questSetLootInteractionAccess_NodeType : questIItemManagerNodeType
---@field objectRef gameEntityReference
---@field accessible Bool
questSetLootInteractionAccess_NodeType = {}

---@return questSetLootInteractionAccess_NodeType
function questSetLootInteractionAccess_NodeType.new() return end

---@param props table
---@return questSetLootInteractionAccess_NodeType
function questSetLootInteractionAccess_NodeType.new(props) return end

---@class questSetMetaQuestProgress_NodeType : questIUIManagerNodeType
---@field metaQuestId gamedataMetaQuest
---@field percent Uint32
---@field text LocalizationString
questSetMetaQuestProgress_NodeType = {}

---@return questSetMetaQuestProgress_NodeType
function questSetMetaQuestProgress_NodeType.new() return end

---@param props table
---@return questSetMetaQuestProgress_NodeType
function questSetMetaQuestProgress_NodeType.new(props) return end

---@class questSetMultiplayerHeistSpawnPointTag_NodeType : questIMultiplayerHeistNodeType
---@field spawnPointTag CName
questSetMultiplayerHeistSpawnPointTag_NodeType = {}

---@return questSetMultiplayerHeistSpawnPointTag_NodeType
function questSetMultiplayerHeistSpawnPointTag_NodeType.new() return end

---@param props table
---@return questSetMultiplayerHeistSpawnPointTag_NodeType
function questSetMultiplayerHeistSpawnPointTag_NodeType.new(props) return end

---@class questSetMultiplayerHeistState_NodeType : questIMultiplayerHeistNodeType
---@field state questMultiplayerHeistState
questSetMultiplayerHeistState_NodeType = {}

---@return questSetMultiplayerHeistState_NodeType
function questSetMultiplayerHeistState_NodeType.new() return end

---@param props table
---@return questSetMultiplayerHeistState_NodeType
function questSetMultiplayerHeistState_NodeType.new(props) return end

---@class questSetPhoneRestriction_NodeType : questIPhoneManagerNodeType
---@field applyPhoneRestriction Bool
---@field forcedApply Bool
---@field forcedApplySource CName
questSetPhoneRestriction_NodeType = {}

---@return questSetPhoneRestriction_NodeType
function questSetPhoneRestriction_NodeType.new() return end

---@param props table
---@return questSetPhoneRestriction_NodeType
function questSetPhoneRestriction_NodeType.new(props) return end

---@class questSetPhoneStatusRequest : gameScriptableSystemRequest
---@field status CName
questSetPhoneStatusRequest = {}

---@return questSetPhoneStatusRequest
function questSetPhoneStatusRequest.new() return end

---@param props table
---@return questSetPhoneStatusRequest
function questSetPhoneStatusRequest.new(props) return end

---@class questSetPhoneStatus_NodeType : questIPhoneManagerNodeType
---@field status questPhoneStatus
---@field customStatus CName
questSetPhoneStatus_NodeType = {}

---@return questSetPhoneStatus_NodeType
function questSetPhoneStatus_NodeType.new() return end

---@param props table
---@return questSetPhoneStatus_NodeType
function questSetPhoneStatus_NodeType.new(props) return end

---@class questSetPlayerMinimapIconRotationAdjustment_NodeType : questIUIManagerNodeType
---@field rotationAdjustment Float
questSetPlayerMinimapIconRotationAdjustment_NodeType = {}

---@return questSetPlayerMinimapIconRotationAdjustment_NodeType
function questSetPlayerMinimapIconRotationAdjustment_NodeType.new() return end

---@param props table
---@return questSetPlayerMinimapIconRotationAdjustment_NodeType
function questSetPlayerMinimapIconRotationAdjustment_NodeType.new(props) return end

---@class questSetPossesion_NodeType : questISceneManagerNodeType
---@field playerPossesion gamedataPlayerPossesion
questSetPossesion_NodeType = {}

---@return questSetPossesion_NodeType
function questSetPossesion_NodeType.new() return end

---@param props table
---@return questSetPossesion_NodeType
function questSetPossesion_NodeType.new(props) return end

---@class questSetProgress_NodeType : questIAchievementManagerNodeType
---@field achievement TweakDBID
---@field factName String
---@field maxValue Uint32
---@field currentValue Uint32
questSetProgress_NodeType = {}

---@return questSetProgress_NodeType
function questSetProgress_NodeType.new() return end

---@param props table
---@return questSetProgress_NodeType
function questSetProgress_NodeType.new(props) return end

---@class questSetProgressionBuildRequest : gamePlayerScriptableSystemRequest
---@field buildID TweakDBID
questSetProgressionBuildRequest = {}

---@return questSetProgressionBuildRequest
function questSetProgressionBuildRequest.new() return end

---@param props table
---@return questSetProgressionBuildRequest
function questSetProgressionBuildRequest.new(props) return end

---@class questSetRenderLayer_NodeType : questIRenderFxManagerNodeType
---@field renderSceneLayer RenderSceneLayer
questSetRenderLayer_NodeType = {}

---@return questSetRenderLayer_NodeType
function questSetRenderLayer_NodeType.new() return end

---@param props table
---@return questSetRenderLayer_NodeType
function questSetRenderLayer_NodeType.new(props) return end

---@class questSetSaveDataLoadingScreen_NodeType : questIUIManagerNodeType
---@field selectedLoading TweakDBID
questSetSaveDataLoadingScreen_NodeType = {}

---@return questSetSaveDataLoadingScreen_NodeType
function questSetSaveDataLoadingScreen_NodeType.new() return end

---@param props table
---@return questSetSaveDataLoadingScreen_NodeType
function questSetSaveDataLoadingScreen_NodeType.new(props) return end

---@class questSetScanningAngleThreshold_NodeType : questIVisionModeNodeType
---@field angleThreshold Float
---@field debugSource CName
questSetScanningAngleThreshold_NodeType = {}

---@return questSetScanningAngleThreshold_NodeType
function questSetScanningAngleThreshold_NodeType.new() return end

---@param props table
---@return questSetScanningAngleThreshold_NodeType
function questSetScanningAngleThreshold_NodeType.new(props) return end

---@class questSetScanningState_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field state questScanningState
questSetScanningState_NodeType = {}

---@return questSetScanningState_NodeType
function questSetScanningState_NodeType.new() return end

---@param props table
---@return questSetScanningState_NodeType
function questSetScanningState_NodeType.new(props) return end

---@class questSetScanningTime_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field time Float
questSetScanningTime_NodeType = {}

---@return questSetScanningTime_NodeType
function questSetScanningTime_NodeType.new() return end

---@param props table
---@return questSetScanningTime_NodeType
function questSetScanningTime_NodeType.new(props) return end

---@class questSetTargetingQueryRange_NodeType : questISceneManagerNodeType
---@field targetingQueryRange Float
---@field resetToDefault Bool
questSetTargetingQueryRange_NodeType = {}

---@return questSetTargetingQueryRange_NodeType
function questSetTargetingQueryRange_NodeType.new() return end

---@param props table
---@return questSetTargetingQueryRange_NodeType
function questSetTargetingQueryRange_NodeType.new(props) return end

---@class questSetTier2Params_NodeType : questISceneManagerNodeType
---@field playerWalkType Tier2WalkType
---@field usePlayerWorkspot Bool
---@field useEnterAnim Bool
---@field useExitAnim Bool
questSetTier2Params_NodeType = {}

---@return questSetTier2Params_NodeType
function questSetTier2Params_NodeType.new() return end

---@param props table
---@return questSetTier2Params_NodeType
function questSetTier2Params_NodeType.new(props) return end

---@class questSetTier3Params_NodeType : questISceneManagerNodeType
---@field yawLeftLimit Float
---@field yawRightLimit Float
---@field pitchUpLimit Float
---@field pitchDownLimit Float
---@field yawSpeedMultiplier Float
---@field pitchSpeedMultiplier Float
---@field objectRef gameEntityReference
---@field slotName CName
---@field offsetPos Vector3
---@field rotationTime Float
---@field rotateHeadOnly Bool
---@field usePlayerWorkspot Bool
---@field useEnterAnim Bool
---@field useExitAnim Bool
questSetTier3Params_NodeType = {}

---@return questSetTier3Params_NodeType
function questSetTier3Params_NodeType.new() return end

---@param props table
---@return questSetTier3Params_NodeType
function questSetTier3Params_NodeType.new(props) return end

---@class questSetTier4Params_NodeType : questISceneManagerNodeType
---@field objectRef NodeRef
---@field adjustTime Float
---@field usePlayerWorkspot Bool
---@field useEnterAnim Bool
---@field useExitAnim Bool
questSetTier4Params_NodeType = {}

---@return questSetTier4Params_NodeType
function questSetTier4Params_NodeType.new() return end

---@param props table
---@return questSetTier4Params_NodeType
function questSetTier4Params_NodeType.new(props) return end

---@class questSetTier_NodeType : questISceneManagerNodeType
---@field tier GameplayTier
---@field usePlayerWorkspot Bool
---@field useEnterAnim Bool
---@field useExitAnim Bool
---@field forceEmptyHands Bool
---@field motionConstrainedTierDataParams gameMotionConstrainedTierDataParams
questSetTier_NodeType = {}

---@return questSetTier_NodeType
function questSetTier_NodeType.new() return end

---@param props table
---@return questSetTier_NodeType
function questSetTier_NodeType.new(props) return end

---@class questSetTime_NodeType : questITimeManagerNodeType
---@field hours Int32
---@field minutes Int32
---@field seconds Int32
---@field source CName
questSetTime_NodeType = {}

---@return questSetTime_NodeType
function questSetTime_NodeType.new() return end

---@param props table
---@return questSetTime_NodeType
function questSetTime_NodeType.new(props) return end

---@class questSetTimer_NodeType : questIGameManagerNodeType
---@field enable Bool
---@field duration Float
questSetTimer_NodeType = {}

---@return questSetTimer_NodeType
function questSetTimer_NodeType.new() return end

---@param props table
---@return questSetTimer_NodeType
function questSetTimer_NodeType.new(props) return end

---@class questSetTriggerState_NodeType : questITriggerManagerNodeType
---@field params questSetTriggerState_NodeTypeParams[]
questSetTriggerState_NodeType = {}

---@return questSetTriggerState_NodeType
function questSetTriggerState_NodeType.new() return end

---@param props table
---@return questSetTriggerState_NodeType
function questSetTriggerState_NodeType.new(props) return end

---@class questSetTriggerState_NodeTypeParams
---@field objectRef NodeRef
---@field enable Bool
questSetTriggerState_NodeTypeParams = {}

---@return questSetTriggerState_NodeTypeParams
function questSetTriggerState_NodeTypeParams.new() return end

---@param props table
---@return questSetTriggerState_NodeTypeParams
function questSetTriggerState_NodeTypeParams.new(props) return end

---@class questSetUIGameContext_NodeType : questIUIManagerNodeType
---@field requestType questUIGameContextRequestType
---@field context UIGameContext
questSetUIGameContext_NodeType = {}

---@return questSetUIGameContext_NodeType
function questSetUIGameContext_NodeType.new() return end

---@param props table
---@return questSetUIGameContext_NodeType
function questSetUIGameContext_NodeType.new(props) return end

---@class questSetVar_NodeType : questIFactsDBManagerNodeType
---@field factName String
---@field value Int32
---@field setExactValue Bool
questSetVar_NodeType = {}

---@return questSetVar_NodeType
function questSetVar_NodeType.new() return end

---@param props table
---@return questSetVar_NodeType
function questSetVar_NodeType.new(props) return end

---@class questSetVehicleCamera_NodeType : questIVehicleManagerNodeType
---@field cameraType questVehicleCameraType
---@field blockOtherCameras Bool
questSetVehicleCamera_NodeType = {}

---@return questSetVehicleCamera_NodeType
function questSetVehicleCamera_NodeType.new() return end

---@param props table
---@return questSetVehicleCamera_NodeType
function questSetVehicleCamera_NodeType.new(props) return end

---@class questShiftTime_NodeType : questITimeManagerNodeType
---@field timeShiftType questETimeShiftType
---@field preventVisualGlitch Bool
---@field hours Uint32
---@field minutes Uint32
---@field seconds Uint32
questShiftTime_NodeType = {}

---@return questShiftTime_NodeType
function questShiftTime_NodeType.new() return end

---@param props table
---@return questShiftTime_NodeType
function questShiftTime_NodeType.new(props) return end

---@class questShowBracket_NodeSubType : questITutorial_NodeSubType
---@field bracketID CName
---@field visible Bool
---@field visibleOnUILayer inkELayerType
---@field bracketType gameTutorialBracketType
---@field anchor inkEAnchor
---@field offset Vector2
---@field size Vector2
---@field ignoreDisabledTutorials Bool
questShowBracket_NodeSubType = {}

---@return questShowBracket_NodeSubType
function questShowBracket_NodeSubType.new() return end

---@param props table
---@return questShowBracket_NodeSubType
function questShowBracket_NodeSubType.new(props) return end

---@class questShowCustomQuestNotification_NodeType : questIUIManagerNodeType
---@field customQuestNotificationData questCustomQuestNotificationData
questShowCustomQuestNotification_NodeType = {}

---@return questShowCustomQuestNotification_NodeType
function questShowCustomQuestNotification_NodeType.new() return end

---@param props table
---@return questShowCustomQuestNotification_NodeType
function questShowCustomQuestNotification_NodeType.new(props) return end

---@class questShowCustomTooltip_NodeType : questIUIManagerNodeType
---@field setTooltip Bool
---@field text LocalizationString
---@field inputAction String
---@field holdIndicationType inkInputHintHoldIndicationType
---@field queuePriority Int32
questShowCustomTooltip_NodeType = {}

---@return questShowCustomTooltip_NodeType
function questShowCustomTooltip_NodeType.new() return end

---@param props table
---@return questShowCustomTooltip_NodeType
function questShowCustomTooltip_NodeType.new(props) return end

---@class questShowDialogIndicator_NodeType : questIUIManagerNodeType
---@field params questShowDialogIndicator_NodeTypeParams[]
questShowDialogIndicator_NodeType = {}

---@return questShowDialogIndicator_NodeType
function questShowDialogIndicator_NodeType.new() return end

---@param props table
---@return questShowDialogIndicator_NodeType
function questShowDialogIndicator_NodeType.new(props) return end

---@class questShowDialogIndicator_NodeTypeParams
---@field objectRef gameEntityReference
---@field show Bool
questShowDialogIndicator_NodeTypeParams = {}

---@return questShowDialogIndicator_NodeTypeParams
function questShowDialogIndicator_NodeTypeParams.new() return end

---@param props table
---@return questShowDialogIndicator_NodeTypeParams
function questShowDialogIndicator_NodeTypeParams.new(props) return end

---@class questShowHighlight_NodeSubType : questITutorial_NodeSubType
---@field entityReference gameEntityReference
---@field enable Bool
questShowHighlight_NodeSubType = {}

---@return questShowHighlight_NodeSubType
function questShowHighlight_NodeSubType.new() return end

---@param props table
---@return questShowHighlight_NodeSubType
function questShowHighlight_NodeSubType.new(props) return end

---@class questShowLevelUpNotification_NodeType : questIUIManagerNodeType
---@field levelUpData questLevelUpData
questShowLevelUpNotification_NodeType = {}

---@return questShowLevelUpNotification_NodeType
function questShowLevelUpNotification_NodeType.new() return end

---@param props table
---@return questShowLevelUpNotification_NodeType
function questShowLevelUpNotification_NodeType.new(props) return end

---@class questShowNarrativeEvent_NodeType : questIUIManagerNodeType
---@field eventText String
---@field textColor Color
---@field durationSec Float
questShowNarrativeEvent_NodeType = {}

---@return questShowNarrativeEvent_NodeType
function questShowNarrativeEvent_NodeType.new() return end

---@param props table
---@return questShowNarrativeEvent_NodeType
function questShowNarrativeEvent_NodeType.new(props) return end

---@class questShowOnscreen_NodeType : questIUIManagerNodeType
---@field message String
---@field localizedMessage LocalizationString
---@field duration Float
---@field show Bool
questShowOnscreen_NodeType = {}

---@return questShowOnscreen_NodeType
function questShowOnscreen_NodeType.new() return end

---@param props table
---@return questShowOnscreen_NodeType
function questShowOnscreen_NodeType.new(props) return end

---@class questShowOverlay_NodeSubType : questITutorial_NodeSubType
---@field overlayLibrary inkWidgetLibraryResource
---@field libraryItemName CName
---@field visible Bool
---@field pauseGame Bool
---@field lockPlayerMovement Bool
---@field hideOnInput Bool
questShowOverlay_NodeSubType = {}

---@return questShowOverlay_NodeSubType
function questShowOverlay_NodeSubType.new() return end

---@param props table
---@return questShowOverlay_NodeSubType
function questShowOverlay_NodeSubType.new(props) return end

---@class questShowPointOfNoReturnPromptEvent : redEvent
questShowPointOfNoReturnPromptEvent = {}

---@return questShowPointOfNoReturnPromptEvent
function questShowPointOfNoReturnPromptEvent.new() return end

---@param props table
---@return questShowPointOfNoReturnPromptEvent
function questShowPointOfNoReturnPromptEvent.new(props) return end

---@class questShowPointOfNoReturnPrompt_NodeType : questIUIManagerNodeType
questShowPointOfNoReturnPrompt_NodeType = {}

---@return questShowPointOfNoReturnPrompt_NodeType
function questShowPointOfNoReturnPrompt_NodeType.new() return end

---@param props table
---@return questShowPointOfNoReturnPrompt_NodeType
function questShowPointOfNoReturnPrompt_NodeType.new(props) return end

---@class questShowPopup_NodeSubType : questITutorial_NodeSubType
---@field path gameJournalPath
---@field open Bool
---@field closeAtInput Bool
---@field pauseGame Bool
---@field hideInMenu Bool
---@field margin inkMargin
---@field screenMode questTutorialScreenMode
---@field position gamePopupPosition
---@field lockPlayerMovement Bool
---@field closeCurrentPopup Bool
---@field videoType gameVideoType
---@field video Bink
---@field ignoreDisabledTutorials Bool
questShowPopup_NodeSubType = {}

---@return questShowPopup_NodeSubType
function questShowPopup_NodeSubType.new() return end

---@param props table
---@return questShowPopup_NodeSubType
function questShowPopup_NodeSubType.new(props) return end

---@class questShowWorldNode_NodeType : questIWorldDataManagerNodeType
---@field objectRef NodeRef
---@field isPlayer Bool
---@field show Bool
---@field componentName CName
questShowWorldNode_NodeType = {}

---@return questShowWorldNode_NodeType
function questShowWorldNode_NodeType.new() return end

---@param props table
---@return questShowWorldNode_NodeType
function questShowWorldNode_NodeType.new(props) return end

---@class questSignalStoppingNodeDefinition : questDisableableNodeDefinition
questSignalStoppingNodeDefinition = {}

---@class questSimpleMoveOnSplineParams
---@field movementType moveMovementType
---@field facingTargetRef questUniversalRef
---@field rotateEntityTowardsFacingTarget Bool
---@field snapToTerrain Bool
---@field useOffMeshLinkReservation Bool
---@field allowCrowdOnPath Bool
questSimpleMoveOnSplineParams = {}

---@return questSimpleMoveOnSplineParams
function questSimpleMoveOnSplineParams.new() return end

---@param props table
---@return questSimpleMoveOnSplineParams
function questSimpleMoveOnSplineParams.new(props) return end

---@class questSocketDefinition : graphGraphSocketDefinition
---@field type questSocketType
questSocketDefinition = {}

---@return questSocketDefinition
function questSocketDefinition.new() return end

---@param props table
---@return questSocketDefinition
function questSocketDefinition.new(props) return end

---@class questSpawnManagerNodeActionEntry
---@field type questSpawnManagerNodeType
questSpawnManagerNodeActionEntry = {}

---@return questSpawnManagerNodeActionEntry
function questSpawnManagerNodeActionEntry.new() return end

---@param props table
---@return questSpawnManagerNodeActionEntry
function questSpawnManagerNodeActionEntry.new(props) return end

---@class questSpawnManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field actions questSpawnManagerNodeActionEntry[]
questSpawnManagerNodeDefinition = {}

---@return questSpawnManagerNodeDefinition
function questSpawnManagerNodeDefinition.new() return end

---@param props table
---@return questSpawnManagerNodeDefinition
function questSpawnManagerNodeDefinition.new(props) return end

---@class questSpawnManagerNodeType : questIRetNodeType
---@field action populationSpawnerObjectCtrlAction
questSpawnManagerNodeType = {}

---@class questSpawnPlayerVehicle_NodeType : questIVehicleManagerNodeType
---@field despawn Bool
---@field positionRef questUniversalRef
---@field offset Vector3
---@field driveIn Bool
---@field vehicle String
---@field vehicleGlobalName CName
---@field despawnAllEnabledVehicles Bool
questSpawnPlayerVehicle_NodeType = {}

---@return questSpawnPlayerVehicle_NodeType
function questSpawnPlayerVehicle_NodeType.new() return end

---@param props table
---@return questSpawnPlayerVehicle_NodeType
function questSpawnPlayerVehicle_NodeType.new(props) return end

---@class questSpawnSet_NodeType : questSpawnManagerNodeType
---@field reference NodeRef
---@field entryName CName
---@field phaseName CName
questSpawnSet_NodeType = {}

---@return questSpawnSet_NodeType
function questSpawnSet_NodeType.new() return end

---@param props table
---@return questSpawnSet_NodeType
function questSpawnSet_NodeType.new(props) return end

---@class questSpawnToken_NodeSubType : questIContentTokenManager_NodeSubType
---@field immediate Bool
questSpawnToken_NodeSubType = {}

---@return questSpawnToken_NodeSubType
function questSpawnToken_NodeSubType.new() return end

---@param props table
---@return questSpawnToken_NodeSubType
function questSpawnToken_NodeSubType.new(props) return end

---@class questSpawnerCondition : questTypedCondition
---@field type questISpawnerConditionType
questSpawnerCondition = {}

---@return questSpawnerCondition
function questSpawnerCondition.new() return end

---@param props table
---@return questSpawnerCondition
function questSpawnerCondition.new(props) return end

---@class questSpawnerNotReady_ConditionType : questISpawnerConditionType
---@field spawnerReference NodeRef
---@field communityEntryNames CName[]
questSpawnerNotReady_ConditionType = {}

---@return questSpawnerNotReady_ConditionType
function questSpawnerNotReady_ConditionType.new() return end

---@param props table
---@return questSpawnerNotReady_ConditionType
function questSpawnerNotReady_ConditionType.new(props) return end

---@class questSpawnerReady_ConditionType : questISpawnerConditionType
---@field spawnerReference NodeRef
---@field communityEntryNames CName[]
questSpawnerReady_ConditionType = {}

---@return questSpawnerReady_ConditionType
function questSpawnerReady_ConditionType.new() return end

---@param props table
---@return questSpawnerReady_ConditionType
function questSpawnerReady_ConditionType.new(props) return end

---@class questSpawner_NodeType : questSpawnManagerNodeType
---@field spawnerReference NodeRef
questSpawner_NodeType = {}

---@return questSpawner_NodeType
function questSpawner_NodeType.new() return end

---@param props table
---@return questSpawner_NodeType
function questSpawner_NodeType.new(props) return end

---@class questStartEndNodeDefinition : questDisableableNodeDefinition
questStartEndNodeDefinition = {}

---@class questStartNodeDefinition : questStartEndNodeDefinition
questStartNodeDefinition = {}

---@return questStartNodeDefinition
function questStartNodeDefinition.new() return end

---@param props table
---@return questStartNodeDefinition
function questStartNodeDefinition.new(props) return end

---@class questStartRace_NodeType : questIVehicleManagerNodeType
questStartRace_NodeType = {}

---@return questStartRace_NodeType
function questStartRace_NodeType.new() return end

---@param props table
---@return questStartRace_NodeType
function questStartRace_NodeType.new(props) return end

---@class questStartRecording_NodeType : questIRecordingNodeType
---@field enabled Bool
---@field sectionName String
questStartRecording_NodeType = {}

---@return questStartRecording_NodeType
function questStartRecording_NodeType.new() return end

---@param props table
---@return questStartRecording_NodeType
function questStartRecording_NodeType.new(props) return end

---@class questStartVehicle_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field blendTime Float
questStartVehicle_NodeType = {}

---@return questStartVehicle_NodeType
function questStartVehicle_NodeType.new() return end

---@param props table
---@return questStartVehicle_NodeType
function questStartVehicle_NodeType.new(props) return end

---@class questStat_ConditionType : questIStatsConditionType
---@field statType gamedataStatType
---@field value Float
---@field comparisonType EComparisonType
questStat_ConditionType = {}

---@return questStat_ConditionType
function questStat_ConditionType.new() return end

---@param props table
---@return questStat_ConditionType
function questStat_ConditionType.new(props) return end

---@class questStatsCondition : questTypedCondition
---@field type questIStatsConditionType
questStatsCondition = {}

---@return questStatsCondition
function questStatsCondition.new() return end

---@param props table
---@return questStatsCondition
function questStatsCondition.new(props) return end

---@class questStimuli_ConditionType : questISensesConditionType
---@field instigatorRef gameEntityReference
---@field isPlayerInstigator Bool
---@field targetRef gameEntityReference
---@field type gamedataStimType
questStimuli_ConditionType = {}

---@return questStimuli_ConditionType
function questStimuli_ConditionType.new() return end

---@param props table
---@return questStimuli_ConditionType
function questStimuli_ConditionType.new(props) return end

---@class questStopRace_NodeType : questIVehicleManagerNodeType
questStopRace_NodeType = {}

---@return questStopRace_NodeType
function questStopRace_NodeType.new() return end

---@param props table
---@return questStopRace_NodeType
function questStopRace_NodeType.new(props) return end

---@class questStopRecording_NodeType : questIRecordingNodeType
questStopRecording_NodeType = {}

---@return questStopRecording_NodeType
function questStopRecording_NodeType.new() return end

---@param props table
---@return questStopRecording_NodeType
function questStopRecording_NodeType.new(props) return end

---@class questStopVehicle_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field time Float
---@field detachFromSpline Bool
questStopVehicle_NodeType = {}

---@return questStopVehicle_NodeType
function questStopVehicle_NodeType.new() return end

---@param props table
---@return questStopVehicle_NodeType
function questStopVehicle_NodeType.new(props) return end

---@class questStopWorkspot_NodeType : questIBehaviourManager_NodeType
---@field allowCurrAnimToFinish Bool
---@field exitAnim CName
questStopWorkspot_NodeType = {}

---@return questStopWorkspot_NodeType
function questStopWorkspot_NodeType.new() return end

---@param props table
---@return questStopWorkspot_NodeType
function questStopWorkspot_NodeType.new(props) return end

---@class questStorageType_ConditionType : questISystemConditionType
---@field storage questStorage
questStorageType_ConditionType = {}

---@return questStorageType_ConditionType
function questStorageType_ConditionType.new() return end

---@param props table
---@return questStorageType_ConditionType
function questStorageType_ConditionType.new(props) return end

---@class questStreamingTestCheckpoint_NodeType : questIWorldDataManagerNodeType
---@field checkpointType worldStreamingTestCheckpointType
questStreamingTestCheckpoint_NodeType = {}

---@return questStreamingTestCheckpoint_NodeType
function questStreamingTestCheckpoint_NodeType.new() return end

---@param props table
---@return questStreamingTestCheckpoint_NodeType
function questStreamingTestCheckpoint_NodeType.new(props) return end

---@class questStreamingTestMovePlayerOnSpline_NodeType : questIWorldDataManagerNodeType
---@field splineRef NodeRef
questStreamingTestMovePlayerOnSpline_NodeType = {}

---@return questStreamingTestMovePlayerOnSpline_NodeType
function questStreamingTestMovePlayerOnSpline_NodeType.new() return end

---@param props table
---@return questStreamingTestMovePlayerOnSpline_NodeType
function questStreamingTestMovePlayerOnSpline_NodeType.new(props) return end

---@class questStreetCredTier_ConditionType : questIStatsConditionType
---@field tierID TweakDBID
---@field comparisonType EComparisonType
questStreetCredTier_ConditionType = {}

---@return questStreetCredTier_ConditionType
function questStreetCredTier_ConditionType.new() return end

---@param props table
---@return questStreetCredTier_ConditionType
function questStreetCredTier_ConditionType.new(props) return end

---@class questSwitchNameplate_NodeType : questIUIManagerNodeType
---@field puppetRef gameEntityReference
---@field isPlayer Bool
---@field enable Bool
---@field alternativeName Bool
questSwitchNameplate_NodeType = {}

---@return questSwitchNameplate_NodeType
function questSwitchNameplate_NodeType.new() return end

---@param props table
---@return questSwitchNameplate_NodeType
function questSwitchNameplate_NodeType.new(props) return end

---@class questSwitchNodeDefinition : questDisableableNodeDefinition
---@field behaviour questESwitchBehaviourType
---@field conditions questConditionItem[]
questSwitchNodeDefinition = {}

---@return questSwitchNodeDefinition
function questSwitchNodeDefinition.new() return end

---@param props table
---@return questSwitchNodeDefinition
function questSwitchNodeDefinition.new(props) return end

---@class questSwitchToScenario_NodeType : questIUIManagerNodeType
---@field startScenarioName CName
---@field endScenarioName CName
---@field userData inkUserData
---@field forceOpenDuringFadeout Bool
questSwitchToScenario_NodeType = {}

---@return questSwitchToScenario_NodeType
function questSwitchToScenario_NodeType.new() return end

---@param props table
---@return questSwitchToScenario_NodeType
function questSwitchToScenario_NodeType.new(props) return end

---@class questSystemCondition : questTypedCondition
---@field type questISystemConditionType
questSystemCondition = {}

---@return questSystemCondition
function questSystemCondition.new() return end

---@param props table
---@return questSystemCondition
function questSystemCondition.new(props) return end

---@class questTagged_ConditionType : questIObjectConditionType
---@field objectRef gameEntityReference
---@field inverted Bool
questTagged_ConditionType = {}

---@return questTagged_ConditionType
function questTagged_ConditionType.new() return end

---@param props table
---@return questTagged_ConditionType
function questTagged_ConditionType.new(props) return end

---@class questTeleportPuppetNodeDefinition : questAICommandNodeBase
---@field entityReference questUniversalRef
---@field params questTeleportPuppetParamsV1
---@field lookAtAction questLookAtAction
---@field playerLookAt questPlayerLookAtParams
questTeleportPuppetNodeDefinition = {}

---@return questTeleportPuppetNodeDefinition
function questTeleportPuppetNodeDefinition.new() return end

---@param props table
---@return questTeleportPuppetNodeDefinition
function questTeleportPuppetNodeDefinition.new(props) return end

---@class questTeleportPuppetParams
---@field destinationRef questUniversalRef
---@field destinationOffset Vector3
questTeleportPuppetParams = {}

---@return questTeleportPuppetParams
function questTeleportPuppetParams.new() return end

---@param props table
---@return questTeleportPuppetParams
function questTeleportPuppetParams.new(props) return end

---@class questTeleportPuppetParamsV1 : questAICommandParams
---@field destinationRef questUniversalRef
---@field destinationOffset Vector3
---@field doNavTest Bool
---@field useFastTravelMechanism Bool
---@field healAtTeleport Bool
questTeleportPuppetParamsV1 = {}

---@return questTeleportPuppetParamsV1
function questTeleportPuppetParamsV1.new() return end

---@param props table
---@return questTeleportPuppetParamsV1
function questTeleportPuppetParamsV1.new(props) return end

---@class questTeleportVehicleNodeDefinition : questDisableableNodeDefinition
---@field entityReference gameEntityReference
---@field params questTeleportPuppetParams
---@field resetVelocities Bool
questTeleportVehicleNodeDefinition = {}

---@return questTeleportVehicleNodeDefinition
function questTeleportVehicleNodeDefinition.new() return end

---@param props table
---@return questTeleportVehicleNodeDefinition
function questTeleportVehicleNodeDefinition.new(props) return end

---@class questTeleport_NodeType : questIVehicleManagerNodeType
---@field entityReference gameEntityReference
---@field params questTeleportPuppetParams
questTeleport_NodeType = {}

---@return questTeleport_NodeType
function questTeleport_NodeType.new() return end

---@param props table
---@return questTeleport_NodeType
function questTeleport_NodeType.new(props) return end

---@class questTestNodeDefinition : questDisableableNodeDefinition
questTestNodeDefinition = {}

---@return questTestNodeDefinition
function questTestNodeDefinition.new() return end

---@param props table
---@return questTestNodeDefinition
function questTestNodeDefinition.new(props) return end

---@class questTickDelay_ConditionType : questITimeConditionType
---@field tickCount Uint32
questTickDelay_ConditionType = {}

---@return questTickDelay_ConditionType
function questTickDelay_ConditionType.new() return end

---@param props table
---@return questTickDelay_ConditionType
function questTickDelay_ConditionType.new(props) return end

---@class questTimeCondition : questTypedCondition
---@field type questITimeConditionType
questTimeCondition = {}

---@return questTimeCondition
function questTimeCondition.new() return end

---@param props table
---@return questTimeCondition
function questTimeCondition.new(props) return end

---@class questTimeDilation_Entity : questTimeDilation_NodeTypeParam
---@field operation questTimeDilation_Operation
---@field globalTimeDilationOverride questETimeDilationOverride
---@field parentTimeDilationOverride questETimeDilationOverride
---@field entities NodeRef[]
questTimeDilation_Entity = {}

---@return questTimeDilation_Entity
function questTimeDilation_Entity.new() return end

---@param props table
---@return questTimeDilation_Entity
function questTimeDilation_Entity.new(props) return end

---@class questTimeDilation_NodeType : questIGameManagerNonSignalStoppingNodeType
---@field params questTimeDilation_NodeTypeParam[]
questTimeDilation_NodeType = {}

---@return questTimeDilation_NodeType
function questTimeDilation_NodeType.new() return end

---@param props table
---@return questTimeDilation_NodeType
function questTimeDilation_NodeType.new(props) return end

---@class questTimeDilation_NodeTypeParam : ISerializable
questTimeDilation_NodeTypeParam = {}

---@class questTimeDilation_Operation : ISerializable
questTimeDilation_Operation = {}

---@return questTimeDilation_Operation
function questTimeDilation_Operation.new() return end

---@param props table
---@return questTimeDilation_Operation
function questTimeDilation_Operation.new(props) return end

---@class questTimeDilation_Player : questTimeDilation_NodeTypeParam
---@field operation questTimeDilation_Operation
---@field globalTimeDilationOverride questETimeDilationOverride
questTimeDilation_Player = {}

---@return questTimeDilation_Player
function questTimeDilation_Player.new() return end

---@param props table
---@return questTimeDilation_Player
function questTimeDilation_Player.new(props) return end

---@class questTimeDilation_Puppet : questTimeDilation_NodeTypeParam
---@field operation questTimeDilation_Operation
---@field globalTimeDilationOverride questETimeDilationOverride
---@field puppets gameEntityReference
questTimeDilation_Puppet = {}

---@return questTimeDilation_Puppet
function questTimeDilation_Puppet.new() return end

---@param props table
---@return questTimeDilation_Puppet
function questTimeDilation_Puppet.new(props) return end

---@class questTimeDilation_Start : questTimeDilation_Operation
---@field dilation Float
---@field duration Float
---@field easeInCurve CName
---@field easeOutCurve CName
questTimeDilation_Start = {}

---@return questTimeDilation_Start
function questTimeDilation_Start.new() return end

---@param props table
---@return questTimeDilation_Start
function questTimeDilation_Start.new(props) return end

---@class questTimeDilation_Stop : questTimeDilation_Operation
---@field easeOutCurve CName
questTimeDilation_Stop = {}

---@return questTimeDilation_Stop
function questTimeDilation_Stop.new() return end

---@param props table
---@return questTimeDilation_Stop
function questTimeDilation_Stop.new(props) return end

---@class questTimeDilation_World : questTimeDilation_NodeTypeParam
---@field reason CName
---@field operation questTimeDilation_Operation
questTimeDilation_World = {}

---@return questTimeDilation_World
function questTimeDilation_World.new() return end

---@param props table
---@return questTimeDilation_World
function questTimeDilation_World.new(props) return end

---@class questTimeManagerNodeDefinition : questDisableableNodeDefinition
---@field type questITimeManagerNodeType
questTimeManagerNodeDefinition = {}

---@return questTimeManagerNodeDefinition
function questTimeManagerNodeDefinition.new() return end

---@param props table
---@return questTimeManagerNodeDefinition
function questTimeManagerNodeDefinition.new(props) return end

---@class questTimePeriod_ConditionType : questITimeConditionType
---@field begin GameTime
---@field end GameTime
questTimePeriod_ConditionType = {}

---@return questTimePeriod_ConditionType
function questTimePeriod_ConditionType.new() return end

---@param props table
---@return questTimePeriod_ConditionType
function questTimePeriod_ConditionType.new(props) return end

---@class questTimeSkipped_ConditionType : questIUIConditionType
---@field mode questTimeSkipMode
questTimeSkipped_ConditionType = {}

---@return questTimeSkipped_ConditionType
function questTimeSkipped_ConditionType.new() return end

---@param props table
---@return questTimeSkipped_ConditionType
function questTimeSkipped_ConditionType.new(props) return end

---@class questToggleBrokenTire_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field val Bool
---@field tire Uint32
questToggleBrokenTire_NodeType = {}

---@return questToggleBrokenTire_NodeType
function questToggleBrokenTire_NodeType.new() return end

---@param props table
---@return questToggleBrokenTire_NodeType
function questToggleBrokenTire_NodeType.new(props) return end

---@class questToggleCombatForPlayer_NodeType : questIVehicleManagerNodeType
---@field startCombat Bool
questToggleCombatForPlayer_NodeType = {}

---@return questToggleCombatForPlayer_NodeType
function questToggleCombatForPlayer_NodeType.new() return end

---@param props table
---@return questToggleCombatForPlayer_NodeType
function questToggleCombatForPlayer_NodeType.new(props) return end

---@class questToggleDoor_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field doorAction vehicleEQuestVehicleDoorState
---@field door vehicleEVehicleDoor
---@field forceScene Bool
---@field toOpen Bool
---@field doorID CName
questToggleDoor_NodeType = {}

---@return questToggleDoor_NodeType
function questToggleDoor_NodeType.new() return end

---@param props table
---@return questToggleDoor_NodeType
function questToggleDoor_NodeType.new(props) return end

---@class questToggleEventExecutionTag_NodeType : questISceneManagerNodeType
---@field sceneFile scnSceneResource
---@field eventExecutionTag CName
---@field mute Bool
questToggleEventExecutionTag_NodeType = {}

---@return questToggleEventExecutionTag_NodeType
function questToggleEventExecutionTag_NodeType.new() return end

---@param props table
---@return questToggleEventExecutionTag_NodeType
function questToggleEventExecutionTag_NodeType.new(props) return end

---@class questToggleForceBrake_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field playerVehicle Bool
---@field val Bool
questToggleForceBrake_NodeType = {}

---@return questToggleForceBrake_NodeType
function questToggleForceBrake_NodeType.new() return end

---@param props table
---@return questToggleForceBrake_NodeType
function questToggleForceBrake_NodeType.new(props) return end

---@class questToggleMinimapVisibility_NodeSubType : questIUIManagerNodeType
---@field entityReference gameEntityReference
---@field show Bool
questToggleMinimapVisibility_NodeSubType = {}

---@return questToggleMinimapVisibility_NodeSubType
function questToggleMinimapVisibility_NodeSubType.new() return end

---@param props table
---@return questToggleMinimapVisibility_NodeSubType
function questToggleMinimapVisibility_NodeSubType.new(props) return end

---@class questTogglePrefabVariant_NodeType : questIWorldDataManagerNodeType
---@field params questTogglePrefabVariant_NodeTypeParams[]
questTogglePrefabVariant_NodeType = {}

---@return questTogglePrefabVariant_NodeType
function questTogglePrefabVariant_NodeType.new() return end

---@param props table
---@return questTogglePrefabVariant_NodeType
function questTogglePrefabVariant_NodeType.new(props) return end

---@class questTogglePrefabVariant_NodeTypeParams
---@field prefabNodeRef NodeRef
---@field variantStates questVariantState[]
questTogglePrefabVariant_NodeTypeParams = {}

---@return questTogglePrefabVariant_NodeTypeParams
function questTogglePrefabVariant_NodeTypeParams.new() return end

---@param props table
---@return questTogglePrefabVariant_NodeTypeParams
function questTogglePrefabVariant_NodeTypeParams.new(props) return end

---@class questToggleStealthMappinVisibility_NodeSubType : questIUIManagerNodeType
---@field entityReference gameEntityReference
---@field show Bool
questToggleStealthMappinVisibility_NodeSubType = {}

---@return questToggleStealthMappinVisibility_NodeSubType
function questToggleStealthMappinVisibility_NodeSubType.new() return end

---@param props table
---@return questToggleStealthMappinVisibility_NodeSubType
function questToggleStealthMappinVisibility_NodeSubType.new(props) return end

---@class questToggleSwitchSeatsForPlayer_NodeType : questIVehicleManagerNodeType
questToggleSwitchSeatsForPlayer_NodeType = {}

---@return questToggleSwitchSeatsForPlayer_NodeType
function questToggleSwitchSeatsForPlayer_NodeType.new() return end

---@param props table
---@return questToggleSwitchSeatsForPlayer_NodeType
function questToggleSwitchSeatsForPlayer_NodeType.new(props) return end

---@class questToggleTankCustomFPPLockOff_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field playerVehicle Bool
---@field val Bool
questToggleTankCustomFPPLockOff_NodeType = {}

---@return questToggleTankCustomFPPLockOff_NodeType
function questToggleTankCustomFPPLockOff_NodeType.new() return end

---@param props table
---@return questToggleTankCustomFPPLockOff_NodeType
function questToggleTankCustomFPPLockOff_NodeType.new(props) return end

---@class questToggleVisionMode_NodeType : questIVisionModeNodeType
---@field objectRef gameEntityReference
---@field enable Bool
questToggleVisionMode_NodeType = {}

---@return questToggleVisionMode_NodeType
function questToggleVisionMode_NodeType.new() return end

---@param props table
---@return questToggleVisionMode_NodeType
function questToggleVisionMode_NodeType.new(props) return end

---@class questToggleWeaponEnabled_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field playerVehicle Bool
---@field val Bool
---@field weapon questVehicleWeaponQuestID
questToggleWeaponEnabled_NodeType = {}

---@return questToggleWeaponEnabled_NodeType
function questToggleWeaponEnabled_NodeType.new() return end

---@param props table
---@return questToggleWeaponEnabled_NodeType
function questToggleWeaponEnabled_NodeType.new(props) return end

---@class questToggleWindow_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field windowState vehicleEQuestVehicleWindowState
---@field door vehicleEVehicleDoor
questToggleWindow_NodeType = {}

---@return questToggleWindow_NodeType
function questToggleWindow_NodeType.new() return end

---@param props table
---@return questToggleWindow_NodeType
function questToggleWindow_NodeType.new(props) return end

---@class questTransferItem_NodeType : questIItemManagerNodeType
---@field params questTransferItems_NodeTypeParams[]
questTransferItem_NodeType = {}

---@return questTransferItem_NodeType
function questTransferItem_NodeType.new() return end

---@param props table
---@return questTransferItem_NodeType
function questTransferItem_NodeType.new(props) return end

---@class questTransferItems_NodeTypeParams
---@field giver questUniversalRef
---@field receiver questUniversalRef
---@field transferAllOperation questTransferItems_NodeTypeParams_TransferAllOperationData
---@field itemOperations questTransferItems_NodeTypeParams_OperationData[]
---@field tagOperations questTransferItems_NodeTypeParams_TagOperationData[]
questTransferItems_NodeTypeParams = {}

---@return questTransferItems_NodeTypeParams
function questTransferItems_NodeTypeParams.new() return end

---@param props table
---@return questTransferItems_NodeTypeParams
function questTransferItems_NodeTypeParams.new(props) return end

---@class questTransferItems_NodeTypeParams_OperationData
---@field itemTDBID TweakDBID
---@field quantity Int32
questTransferItems_NodeTypeParams_OperationData = {}

---@return questTransferItems_NodeTypeParams_OperationData
function questTransferItems_NodeTypeParams_OperationData.new() return end

---@param props table
---@return questTransferItems_NodeTypeParams_OperationData
function questTransferItems_NodeTypeParams_OperationData.new(props) return end

---@class questTransferItems_NodeTypeParams_TagOperationData
---@field tagToTransfer CName
---@field itemIDsToIgnore TweakDBID[]
---@field tagsToIgnore CName[]
questTransferItems_NodeTypeParams_TagOperationData = {}

---@return questTransferItems_NodeTypeParams_TagOperationData
function questTransferItems_NodeTypeParams_TagOperationData.new() return end

---@param props table
---@return questTransferItems_NodeTypeParams_TagOperationData
function questTransferItems_NodeTypeParams_TagOperationData.new(props) return end

---@class questTransferItems_NodeTypeParams_TransferAllOperationData : ISerializable
---@field itemIDsToIgnore TweakDBID[]
---@field tagsToIgnore CName[]
questTransferItems_NodeTypeParams_TransferAllOperationData = {}

---@return questTransferItems_NodeTypeParams_TransferAllOperationData
function questTransferItems_NodeTypeParams_TransferAllOperationData.new() return end

---@param props table
---@return questTransferItems_NodeTypeParams_TransferAllOperationData
function questTransferItems_NodeTypeParams_TransferAllOperationData.new(props) return end

---@class questTransformAnimatorNodeDefinition : questSignalStoppingNodeDefinition
---@field objectRef gameEntityReference
---@field animationName CName
---@field action questTransformAnimatorNode_ActionType
questTransformAnimatorNodeDefinition = {}

---@return questTransformAnimatorNodeDefinition
function questTransformAnimatorNodeDefinition.new() return end

---@param props table
---@return questTransformAnimatorNodeDefinition
function questTransformAnimatorNodeDefinition.new(props) return end

---@class questTransformAnimatorNode_ActionType : questIBaseNodeType
questTransformAnimatorNode_ActionType = {}

---@class questTransformAnimatorNode_Action_Pause : questTransformAnimatorNode_ActionType
questTransformAnimatorNode_Action_Pause = {}

---@return questTransformAnimatorNode_Action_Pause
function questTransformAnimatorNode_Action_Pause.new() return end

---@param props table
---@return questTransformAnimatorNode_Action_Pause
function questTransformAnimatorNode_Action_Pause.new(props) return end

---@class questTransformAnimatorNode_Action_Play : questTransformAnimatorNode_ActionType
---@field timesPlayed Int32
---@field timeScale Float
---@field reverse Bool
---@field useEntitySetup Bool
questTransformAnimatorNode_Action_Play = {}

---@return questTransformAnimatorNode_Action_Play
function questTransformAnimatorNode_Action_Play.new() return end

---@param props table
---@return questTransformAnimatorNode_Action_Play
function questTransformAnimatorNode_Action_Play.new(props) return end

---@class questTransformAnimatorNode_Action_Reset : questTransformAnimatorNode_ActionType
questTransformAnimatorNode_Action_Reset = {}

---@return questTransformAnimatorNode_Action_Reset
function questTransformAnimatorNode_Action_Reset.new() return end

---@param props table
---@return questTransformAnimatorNode_Action_Reset
function questTransformAnimatorNode_Action_Reset.new(props) return end

---@class questTransformAnimatorNode_Action_Skip : questTransformAnimatorNode_ActionType
---@field skipTo Float
---@field skipToEnd Bool
questTransformAnimatorNode_Action_Skip = {}

---@return questTransformAnimatorNode_Action_Skip
function questTransformAnimatorNode_Action_Skip.new() return end

---@param props table
---@return questTransformAnimatorNode_Action_Skip
function questTransformAnimatorNode_Action_Skip.new(props) return end

---@class questTriggerCallRequest : gameScriptableSystemRequest
---@field caller CName
---@field addressee CName
---@field callPhase questPhoneCallPhase
---@field callMode questPhoneCallMode
---@field isPlayerTriggered Bool
---@field isRejectable Bool
---@field showAvatar Bool
---@field visuals questPhoneCallVisuals
questTriggerCallRequest = {}

---@return questTriggerCallRequest
function questTriggerCallRequest.new() return end

---@param props table
---@return questTriggerCallRequest
function questTriggerCallRequest.new(props) return end

---@class questTriggerCondition : questCondition
---@field type questTriggerConditionType
---@field triggerAreaRef NodeRef
---@field activatorRef gameEntityReference
---@field isPlayerActivator Bool
questTriggerCondition = {}

---@return questTriggerCondition
function questTriggerCondition.new() return end

---@param props table
---@return questTriggerCondition
function questTriggerCondition.new(props) return end

---@class questTriggerCondition_FulfillInfo
questTriggerCondition_FulfillInfo = {}

---@return questTriggerCondition_FulfillInfo
function questTriggerCondition_FulfillInfo.new() return end

---@param props table
---@return questTriggerCondition_FulfillInfo
function questTriggerCondition_FulfillInfo.new(props) return end

---@class questTriggerIconGeneration_NodeType : questIUIManagerNodeType
questTriggerIconGeneration_NodeType = {}

---@return questTriggerIconGeneration_NodeType
function questTriggerIconGeneration_NodeType.new() return end

---@param props table
---@return questTriggerIconGeneration_NodeType
function questTriggerIconGeneration_NodeType.new(props) return end

---@class questTriggerManagerNodeDefinition : questDisableableNodeDefinition
---@field type questITriggerManagerNodeType
questTriggerManagerNodeDefinition = {}

---@return questTriggerManagerNodeDefinition
function questTriggerManagerNodeDefinition.new() return end

---@param props table
---@return questTriggerManagerNodeDefinition
function questTriggerManagerNodeDefinition.new(props) return end

---@class questTriggerNotifier_Quest : worldITriggerAreaNotifer
questTriggerNotifier_Quest = {}

---@return questTriggerNotifier_Quest
function questTriggerNotifier_Quest.new() return end

---@param props table
---@return questTriggerNotifier_Quest
function questTriggerNotifier_Quest.new(props) return end

---@class questTriggerNotifier_QuestInstance : worldITriggerAreaNotiferInstance
questTriggerNotifier_QuestInstance = {}

---@return questTriggerNotifier_QuestInstance
function questTriggerNotifier_QuestInstance.new() return end

---@param props table
---@return questTriggerNotifier_QuestInstance
function questTriggerNotifier_QuestInstance.new(props) return end

---@class questTutorialManager : questITutorialManager
questTutorialManager = {}

---@return questTutorialManager
function questTutorialManager.new() return end

---@param props table
---@return questTutorialManager
function questTutorialManager.new(props) return end

---@param overlayId Uint32
function questTutorialManager:RequestToCloseOverlay(overlayId) return end

---@class questTutorial_NodeType : questIUIManagerNodeType
---@field subtype questITutorial_NodeSubType
questTutorial_NodeType = {}

---@return questTutorial_NodeType
function questTutorial_NodeType.new() return end

---@param props table
---@return questTutorial_NodeType
function questTutorial_NodeType.new(props) return end

---@class questTypedCondition : questIBaseCondition
questTypedCondition = {}

---@class questTypedSignalStoppingNodeDefinition : questSignalStoppingNodeDefinition
questTypedSignalStoppingNodeDefinition = {}

---@class questUICondition : questTypedCondition
---@field type questIUIConditionType
questUICondition = {}

---@return questUICondition
function questUICondition.new() return end

---@param props table
---@return questUICondition
function questUICondition.new(props) return end

---@class questUIContextState_ConditionType : questIUIConditionType
---@field state gameuiContext
---@field active Bool
questUIContextState_ConditionType = {}

---@return questUIContextState_ConditionType
function questUIContextState_ConditionType.new() return end

---@param props table
---@return questUIContextState_ConditionType
function questUIContextState_ConditionType.new(props) return end

---@class questUIElement_ConditionType : questIUIConditionType
---@field element TweakDBID
---@field condition gamedataUICondition
---@field value Bool
questUIElement_ConditionType = {}

---@return questUIElement_ConditionType
function questUIElement_ConditionType.new() return end

---@param props table
---@return questUIElement_ConditionType
function questUIElement_ConditionType.new(props) return end

---@class questUIManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIUIManagerNodeType
questUIManagerNodeDefinition = {}

---@return questUIManagerNodeDefinition
function questUIManagerNodeDefinition.new() return end

---@param props table
---@return questUIManagerNodeDefinition
function questUIManagerNodeDefinition.new(props) return end

---@class questUnassignAll_NodeType : questIVehicleManagerNodeType
---@field vehicleRef gameEntityReference
---@field isInstant Bool
---@field clearAssignedVehicleId Bool
questUnassignAll_NodeType = {}

---@return questUnassignAll_NodeType
function questUnassignAll_NodeType.new() return end

---@param props table
---@return questUnassignAll_NodeType
function questUnassignAll_NodeType.new(props) return end

---@class questUnequipItemNodeDefinition : questSignalStoppingNodeDefinition
---@field entityReference gameEntityReference
---@field params questUnequipItemParams
questUnequipItemNodeDefinition = {}

---@return questUnequipItemNodeDefinition
function questUnequipItemNodeDefinition.new() return end

---@param props table
---@return questUnequipItemNodeDefinition
function questUnequipItemNodeDefinition.new(props) return end

---@class questUnequipItemParams
---@field slotId TweakDBID
---@field unequipDurationOverride Float
questUnequipItemParams = {}

---@return questUnequipItemParams
function questUnequipItemParams.new() return end

---@param props table
---@return questUnequipItemParams
function questUnequipItemParams.new(props) return end

---@class questUniversalRef : ISerializable
---@field entityReference gameEntityReference
---@field refLocalPlayer Bool
---@field mainPlayerObject Bool
questUniversalRef = {}

---@return questUniversalRef
function questUniversalRef.new() return end

---@param props table
---@return questUniversalRef
function questUniversalRef.new(props) return end

---@class questUpdateEntityHealthListenersEvent : redEvent
---@field entityRef gameEntityReference
questUpdateEntityHealthListenersEvent = {}

---@return questUpdateEntityHealthListenersEvent
function questUpdateEntityHealthListenersEvent.new() return end

---@param props table
---@return questUpdateEntityHealthListenersEvent
function questUpdateEntityHealthListenersEvent.new(props) return end

---@class questUpdateEntityHealthListeners_NodeType : questIUIManagerNodeType
---@field entityRef gameEntityReference
questUpdateEntityHealthListeners_NodeType = {}

---@return questUpdateEntityHealthListeners_NodeType
function questUpdateEntityHealthListeners_NodeType.new() return end

---@param props table
---@return questUpdateEntityHealthListeners_NodeType
function questUpdateEntityHealthListeners_NodeType.new(props) return end

---@class questUseWeapon_ChimeraMetalstorm_NodeType : questUseWeapon_NodeType
questUseWeapon_ChimeraMetalstorm_NodeType = {}

---@return questUseWeapon_ChimeraMetalstorm_NodeType
function questUseWeapon_ChimeraMetalstorm_NodeType.new() return end

---@param props table
---@return questUseWeapon_ChimeraMetalstorm_NodeType
function questUseWeapon_ChimeraMetalstorm_NodeType.new(props) return end

---@class questUseWeapon_MissileRainGrid_NodeType : questUseWeapon_NodeType
---@field source questEUseWeapon_MissileOffsetsSource
---@field missileOffsets Vector3[]
---@field targetRefs gameEntityReference[]
---@field recordID TweakDBID
questUseWeapon_MissileRainGrid_NodeType = {}

---@return questUseWeapon_MissileRainGrid_NodeType
function questUseWeapon_MissileRainGrid_NodeType.new() return end

---@param props table
---@return questUseWeapon_MissileRainGrid_NodeType
function questUseWeapon_MissileRainGrid_NodeType.new(props) return end

---@class questUseWeapon_NodeType : questIItemManagerNodeType
---@field usageType questWeaponUsageType
---@field objectRef questUniversalRef
---@field overrideShootEffect CName
---@field weaponSlotName CName
---@field attackTDBID TweakDBID
questUseWeapon_NodeType = {}

---@return questUseWeapon_NodeType
function questUseWeapon_NodeType.new() return end

---@param props table
---@return questUseWeapon_NodeType
function questUseWeapon_NodeType.new(props) return end

---@class questUseWorkspotCommandParams : questAICommandParams
---@field workspotNode NodeRef
---@field moveToWorkspot Bool
---@field forceEntryAnimName CName
questUseWorkspotCommandParams = {}

---@return questUseWorkspotCommandParams
function questUseWorkspotCommandParams.new() return end

---@param props table
---@return questUseWorkspotCommandParams
function questUseWorkspotCommandParams.new(props) return end

---@class questUseWorkspotNodeDefinition : questAICommandNodeBase
---@field entityReference gameEntityReference
---@field paramsV1 questUseWorkspotParamsV1
questUseWorkspotNodeDefinition = {}

---@return questUseWorkspotNodeDefinition
function questUseWorkspotNodeDefinition.new() return end

---@param props table
---@return questUseWorkspotNodeDefinition
function questUseWorkspotNodeDefinition.new(props) return end

---@class questUseWorkspotParams
---@field workspotNode NodeRef
---@field forceEntryAnimName CName
questUseWorkspotParams = {}

---@return questUseWorkspotParams
function questUseWorkspotParams.new() return end

---@param props table
---@return questUseWorkspotParams
function questUseWorkspotParams.new(props) return end

---@class questUseWorkspotParamsV1 : questAICommandParams
---@field function questUseWorkspotNodeFunctions
---@field workspotNode NodeRef
---@field teleport Bool
---@field finishAnimation Bool
---@field forceEntryAnimName CName
---@field jumpToEntry Bool
---@field entryId workWorkEntryId
---@field entryTag CName
---@field changeWorkspot Bool
---@field enableIdleMode Bool
---@field exitEntryId workWorkEntryId
---@field exitAnimName CName
---@field instant Bool
---@field isWorkspotInfinite Bool
---@field isPlayer Bool
---@field playerParams questUseWorkspotPlayerParams
---@field repeatCommandOnInterrupt Bool
---@field workExcludedGestures workWorkEntryId[]
---@field movementType moveMovementType
---@field continueInCombat Bool
---@field maxAnimTimeLimit Float
---@field meshDissolvingEnabled Bool
---@field dangleResetSimulation Bool
questUseWorkspotParamsV1 = {}

---@return questUseWorkspotParamsV1
function questUseWorkspotParamsV1.new() return end

---@param props table
---@return questUseWorkspotParamsV1
function questUseWorkspotParamsV1.new(props) return end

---@class questUseWorkspotPlayerParams
---@field tier questUseWorkspotTier
---@field cameraSettings gameTier3CameraSettings
---@field emptyHands Bool
---@field cameraUseTrajectorySpace Bool
---@field applyCameraParams Bool
---@field vehicleProceduralCameraWeight Float
---@field parallaxWeight Float
---@field parallaxSpace questCameraParallaxSpace
questUseWorkspotPlayerParams = {}

---@return questUseWorkspotPlayerParams
function questUseWorkspotPlayerParams.new() return end

---@param props table
---@return questUseWorkspotPlayerParams
function questUseWorkspotPlayerParams.new(props) return end

---@class questValueDistance : questIDistance
---@field distanceValue Float
questValueDistance = {}

---@return questValueDistance
function questValueDistance.new() return end

---@param props table
---@return questValueDistance
function questValueDistance.new(props) return end

---@class questVarComparison_ConditionType : questIFactsDBConditionType
---@field factName String
---@field value Int32
---@field comparisonType EComparisonType
questVarComparison_ConditionType = {}

---@return questVarComparison_ConditionType
function questVarComparison_ConditionType.new() return end

---@param props table
---@return questVarComparison_ConditionType
function questVarComparison_ConditionType.new(props) return end

---@class questVarVsVarComparison_ConditionType : questIFactsDBConditionType
---@field factName1 String
---@field factName2 String
---@field comparisonType EComparisonType
questVarVsVarComparison_ConditionType = {}

---@return questVarVsVarComparison_ConditionType
function questVarVsVarComparison_ConditionType.new() return end

---@param props table
---@return questVarVsVarComparison_ConditionType
function questVarVsVarComparison_ConditionType.new(props) return end

---@class questVariantState
---@field name CName
---@field show Bool
questVariantState = {}

---@return questVariantState
function questVariantState.new() return end

---@param props table
---@return questVariantState
function questVariantState.new(props) return end

---@class questVehicleAVArrived_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
questVehicleAVArrived_ConditionType = {}

---@return questVehicleAVArrived_ConditionType
function questVehicleAVArrived_ConditionType.new() return end

---@param props table
---@return questVehicleAVArrived_ConditionType
function questVehicleAVArrived_ConditionType.new(props) return end

---@class questVehicleAirtime_ConditionType : questIVehicleConditionType
---@field seconds Float
questVehicleAirtime_ConditionType = {}

---@return questVehicleAirtime_ConditionType
function questVehicleAirtime_ConditionType.new() return end

---@param props table
---@return questVehicleAirtime_ConditionType
function questVehicleAirtime_ConditionType.new(props) return end

---@class questVehicleAvailable_ConditionType : questIVehicleConditionType
---@field vehicleType questAvailableVehicleType
---@field vehicleName String
questVehicleAvailable_ConditionType = {}

---@return questVehicleAvailable_ConditionType
function questVehicleAvailable_ConditionType.new() return end

---@param props table
---@return questVehicleAvailable_ConditionType
function questVehicleAvailable_ConditionType.new(props) return end

---@class questVehicleCollision_ConditionType : questIVehicleConditionType
---@field magnitude questImpulseMagnitude
questVehicleCollision_ConditionType = {}

---@return questVehicleCollision_ConditionType
function questVehicleCollision_ConditionType.new() return end

---@param props table
---@return questVehicleCollision_ConditionType
function questVehicleCollision_ConditionType.new(props) return end

---@class questVehicleCommandParams : questAICommandParams
---@field type questVehicleCommandType
---@field additionalParamsOnSpline questvehicleOnSplineParams
---@field additionalParamsFollow questvehicleFollowParams
---@field additionalParamsToNode questvehicleToNodeParams
---@field additionalParamsRacing questvehicleRacingParams
---@field additionalParamsJoinTraffic questvehicleJoinTrafficParams
---@field additionalParamsPanic questvehiclePanicParams
---@field additionalParamsChase questvehicleChaseParams
questVehicleCommandParams = {}

---@return questVehicleCommandParams
function questVehicleCommandParams.new() return end

---@param props table
---@return questVehicleCommandParams
function questVehicleCommandParams.new(props) return end

---@class questVehicleCondition : questTypedCondition
---@field type questIVehicleConditionType
questVehicleCondition = {}

---@return questVehicleCondition
function questVehicleCondition.new() return end

---@param props table
---@return questVehicleCondition
function questVehicleCondition.new(props) return end

---@class questVehicleCorrectlyPlaced_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field timeInterval Float
---@field checkIsUpsideDown Bool
---@field checkIsOnTheSide Bool
---@field checkAreAllWheelsOnGround Bool
---@field inverted Bool
questVehicleCorrectlyPlaced_ConditionType = {}

---@return questVehicleCorrectlyPlaced_ConditionType
function questVehicleCorrectlyPlaced_ConditionType.new() return end

---@param props table
---@return questVehicleCorrectlyPlaced_ConditionType
function questVehicleCorrectlyPlaced_ConditionType.new(props) return end

---@class questVehicleCrowdHit_ConditionType : questIVehicleConditionType
---@field lethal Bool
questVehicleCrowdHit_ConditionType = {}

---@return questVehicleCrowdHit_ConditionType
function questVehicleCrowdHit_ConditionType.new() return end

---@param props table
---@return questVehicleCrowdHit_ConditionType
function questVehicleCrowdHit_ConditionType.new(props) return end

---@class questVehicleDestruction_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field destruction Float
---@field comparisonType EComparisonType
questVehicleDestruction_ConditionType = {}

---@return questVehicleDestruction_ConditionType
function questVehicleDestruction_ConditionType.new() return end

---@param props table
---@return questVehicleDestruction_ConditionType
function questVehicleDestruction_ConditionType.new(props) return end

---@class questVehicleDoor_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field door vehicleEVehicleDoor
---@field state vehicleVehicleDoorState
questVehicleDoor_ConditionType = {}

---@return questVehicleDoor_ConditionType
function questVehicleDoor_ConditionType.new() return end

---@param props table
---@return questVehicleDoor_ConditionType
function questVehicleDoor_ConditionType.new(props) return end

---@class questVehicleNodeCommandDefinition : questAICommandNodeBase
---@field vehicle gameEntityReference
---@field commandParams questVehicleCommandParams
questVehicleNodeCommandDefinition = {}

---@return questVehicleNodeCommandDefinition
function questVehicleNodeCommandDefinition.new() return end

---@param props table
---@return questVehicleNodeCommandDefinition
function questVehicleNodeCommandDefinition.new(props) return end

---@class questVehicleNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIVehicleManagerNodeType
questVehicleNodeDefinition = {}

---@return questVehicleNodeDefinition
function questVehicleNodeDefinition.new() return end

---@param props table
---@return questVehicleNodeDefinition
function questVehicleNodeDefinition.new(props) return end

---@class questVehicleQuickHack_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field checkAccelerate Bool
---@field checkForceBrakes Bool
---@field checkRemoteControl Bool
questVehicleQuickHack_ConditionType = {}

---@return questVehicleQuickHack_ConditionType
function questVehicleQuickHack_ConditionType.new() return end

---@param props table
---@return questVehicleQuickHack_ConditionType
function questVehicleQuickHack_ConditionType.new(props) return end

---@class questVehicleSpawned_ConditionType : questIVehicleConditionType
---@field vehicleType questSpawnedVehicleType
---@field vehicleRef gameEntityReference
---@field count Uint32
---@field comparisonType EComparisonType
---@field vehicleName String
---@field vehicleGlobalName CName
questVehicleSpawned_ConditionType = {}

---@return questVehicleSpawned_ConditionType
function questVehicleSpawned_ConditionType.new() return end

---@param props table
---@return questVehicleSpawned_ConditionType
function questVehicleSpawned_ConditionType.new(props) return end

---@class questVehicleSpecificCommandParams : ISerializable
---@field pushOtherVehiclesAside Bool
---@field needDriver Bool
---@field secureTimeOut Float
questVehicleSpecificCommandParams = {}

---@class questVehicleSpeed_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field speed Float
---@field comparisonType vehicleEVehicleSpeedConditionType
questVehicleSpeed_ConditionType = {}

---@return questVehicleSpeed_ConditionType
function questVehicleSpeed_ConditionType.new() return end

---@param props table
---@return questVehicleSpeed_ConditionType
function questVehicleSpeed_ConditionType.new(props) return end

---@class questVehicleSummoned_ConditionType : questIVehicleConditionType
---@field type vehicleESummonedVehicleType
questVehicleSummoned_ConditionType = {}

---@return questVehicleSummoned_ConditionType
function questVehicleSummoned_ConditionType.new() return end

---@param props table
---@return questVehicleSummoned_ConditionType
function questVehicleSummoned_ConditionType.new(props) return end

---@class questVehicleTrunk_ConditionType : questIVehicleConditionType
---@field anyVehicle Bool
---@field playerVehicle Bool
---@field vehicleRef gameEntityReference
---@field anyObject Bool
---@field objectRef gameEntityReference
---@field inverted Bool
---@field isInside Bool
questVehicleTrunk_ConditionType = {}

---@return questVehicleTrunk_ConditionType
function questVehicleTrunk_ConditionType.new() return end

---@param props table
---@return questVehicleTrunk_ConditionType
function questVehicleTrunk_ConditionType.new(props) return end

---@class questVehicleWater_ConditionType : questIVehicleConditionType
---@field anyVehicle Bool
---@field vehicleRef gameEntityReference
---@field submergedOnly Bool
---@field onEnter Bool
questVehicleWater_ConditionType = {}

---@return questVehicleWater_ConditionType
function questVehicleWater_ConditionType.new() return end

---@param props table
---@return questVehicleWater_ConditionType
function questVehicleWater_ConditionType.new(props) return end

---@class questVehicleWeaponUsed_ConditionType : questIVehicleConditionType
---@field vehicleRef gameEntityReference
---@field weapon questVehicleWeaponQuestID
questVehicleWeaponUsed_ConditionType = {}

---@return questVehicleWeaponUsed_ConditionType
function questVehicleWeaponUsed_ConditionType.new() return end

---@param props table
---@return questVehicleWeaponUsed_ConditionType
function questVehicleWeaponUsed_ConditionType.new(props) return end

---@class questVendorPanelData : IScriptable
---@field data gameVendorData
---@field assetsLibrary String
---@field rootItemName CName
questVendorPanelData = {}

---@return questVendorPanelData
function questVendorPanelData.new() return end

---@param props table
---@return questVendorPanelData
function questVendorPanelData.new(props) return end

---@class questVendorPanel_NodeType : questIUIManagerNodeType
---@field scenarioName CName
---@field openVendorPanel Bool
---@field vendorId String
---@field objectRef gameEntityReference
---@field assetsLibrary String
---@field rootItemName CName
questVendorPanel_NodeType = {}

---@return questVendorPanel_NodeType
function questVendorPanel_NodeType.new() return end

---@param props table
---@return questVendorPanel_NodeType
function questVendorPanel_NodeType.new(props) return end

---@class questVisionMode_ConditionType : questISystemConditionType
---@field timeInterval Float
---@field visionModeType questVisionModeType
questVisionMode_ConditionType = {}

---@return questVisionMode_ConditionType
function questVisionMode_ConditionType.new() return end

---@param props table
---@return questVisionMode_ConditionType
function questVisionMode_ConditionType.new(props) return end

---@class questVisionModesManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIVisionModeNodeType
questVisionModesManagerNodeDefinition = {}

---@return questVisionModesManagerNodeDefinition
function questVisionModesManagerNodeDefinition.new() return end

---@param props table
---@return questVisionModesManagerNodeDefinition
function questVisionModesManagerNodeDefinition.new(props) return end

---@class questVision_ConditionType : questISensesConditionType
---@field observerPuppetRef gameEntityReference
---@field observedTargetRef gameEntityReference
---@field isObservedTargetPlayer Bool
---@field inverted Bool
---@field isInstant Bool
questVision_ConditionType = {}

---@return questVision_ConditionType
function questVision_ConditionType.new() return end

---@param props table
---@return questVision_ConditionType
function questVision_ConditionType.new(props) return end

---@class questVoicesetManagerNodeDefinition : questDisableableNodeDefinition
---@field type questIVoicesetManager_NodeType
questVoicesetManagerNodeDefinition = {}

---@return questVoicesetManagerNodeDefinition
function questVoicesetManagerNodeDefinition.new() return end

---@param props table
---@return questVoicesetManagerNodeDefinition
function questVoicesetManagerNodeDefinition.new(props) return end

---@class questWaitForAnyKeyLoadingScreen_NodeType : questIUIManagerNodeType
questWaitForAnyKeyLoadingScreen_NodeType = {}

---@return questWaitForAnyKeyLoadingScreen_NodeType
function questWaitForAnyKeyLoadingScreen_NodeType.new() return end

---@param props table
---@return questWaitForAnyKeyLoadingScreen_NodeType
function questWaitForAnyKeyLoadingScreen_NodeType.new(props) return end

---@class questWarningMessage_NodeType : questIUIManagerNodeType
---@field message String
---@field localizedMessage LocalizationString
---@field duration Float
---@field show Bool
---@field instant Bool
---@field type gameSimpleMessageType
questWarningMessage_NodeType = {}

---@return questWarningMessage_NodeType
function questWarningMessage_NodeType.new() return end

---@param props table
---@return questWarningMessage_NodeType
function questWarningMessage_NodeType.new(props) return end

---@class questWeather_ConditionType : questISystemConditionType
---@field weather CName
---@field inverted Bool
questWeather_ConditionType = {}

---@return questWeather_ConditionType
function questWeather_ConditionType.new() return end

---@param props table
---@return questWeather_ConditionType
function questWeather_ConditionType.new(props) return end

---@class questWithCompanionMoveOnSplineParams
---@field movementType AIMovementTypeSpec
---@field facingTargetRef questUniversalRef
---@field rotateEntityTowardsFacingTarget Bool
---@field snapToTerrain Bool
---@field shootingTargetRef questUniversalRef
---@field companionRef questUniversalRef
---@field companionDistancePreset gamedataCompanionDistancePreset
---@field companionPosition questCompanionPositions
---@field catchUpWithCompanion Bool
---@field teleportToCompanion Bool
---@field useMatchForSpeedForPlayer Bool
---@field ignoreNavigation Bool
---@field ignoreLineOfSightCheck Bool
---@field useOffMeshLinkReservation Bool
---@field lookAtTargetRef questUniversalRef
---@field minSearchAngle Float
---@field maxSearchAngle Float
---@field interruptCapability scnInterruptCapability
---@field maxCompanionDistanceOnSpline Float
questWithCompanionMoveOnSplineParams = {}

---@return questWithCompanionMoveOnSplineParams
function questWithCompanionMoveOnSplineParams.new() return end

---@param props table
---@return questWithCompanionMoveOnSplineParams
function questWithCompanionMoveOnSplineParams.new(props) return end

---@class questWorldDataManagerNodeDefinition : questSignalStoppingNodeDefinition
---@field type questIWorldDataManagerNodeType
questWorldDataManagerNodeDefinition = {}

---@return questWorldDataManagerNodeDefinition
function questWorldDataManagerNodeDefinition.new() return end

---@param props table
---@return questWorldDataManagerNodeDefinition
function questWorldDataManagerNodeDefinition.new(props) return end

---@class questWorldStateSystem : questIWorldStateSystem
questWorldStateSystem = {}

---@return questWorldStateSystem
function questWorldStateSystem.new() return end

---@param props table
---@return questWorldStateSystem
function questWorldStateSystem.new(props) return end

---@class questWorldStateSystemReplicatedState
---@field nodeVisibilityMapArray questNodeVisibilityMapArrayElement[]
---@field isInMirrorsAreaMapArray questIsInMirrorsAreaMapArrayElement[]
---@field nodeCollisionMapArray questNodeCollisionMapArrayElement[]
---@field prefabVariants questPrefabVariantMapArrayElement[]
questWorldStateSystemReplicatedState = {}

---@return questWorldStateSystemReplicatedState
function questWorldStateSystemReplicatedState.new() return end

---@param props table
---@return questWorldStateSystemReplicatedState
function questWorldStateSystemReplicatedState.new(props) return end

---@class questdbgCallstackBlock
---@field id Uint64
---@field parentId Uint64
questdbgCallstackBlock = {}

---@return questdbgCallstackBlock
function questdbgCallstackBlock.new() return end

---@param props table
---@return questdbgCallstackBlock
function questdbgCallstackBlock.new(props) return end

---@class questdbgCallstackData
---@field resourceHash Uint64
---@field phases questdbgCallstackPhase[]
---@field blocks questdbgCallstackBlock[]
---@field executed Uint64[]
---@field executedHistory Uint64[]
---@field failed Uint64[]
---@field callstackRevision Uint32
questdbgCallstackData = {}

---@return questdbgCallstackData
function questdbgCallstackData.new() return end

---@param props table
---@return questdbgCallstackData
function questdbgCallstackData.new(props) return end

---@class questdbgCallstackPhase : questdbgCallstackBlock
---@field phases Uint64[]
---@field blocks Uint64[]
questdbgCallstackPhase = {}

---@return questdbgCallstackPhase
function questdbgCallstackPhase.new() return end

---@param props table
---@return questdbgCallstackPhase
function questdbgCallstackPhase.new(props) return end

---@class questdbgRuntimeData
---@field version Uint64
---@field questResourcePathHash Uint64
---@field selectedBlockId Uint64
---@field objects ISerializable[]
questdbgRuntimeData = {}

---@return questdbgRuntimeData
function questdbgRuntimeData.new() return end

---@param props table
---@return questdbgRuntimeData
function questdbgRuntimeData.new(props) return end

---@class questvehicleChaseParams : questVehicleSpecificCommandParams
---@field targetEntRef gameEntityReference
---@field isPlayer Bool
---@field distanceMin Float
---@field distanceMax Float
---@field forceStartSpeed Float
---@field aggressiveRammingEnabled Bool
---@field ignoreChaseVehiclesLimit Bool
---@field boostDrivingStats Bool
questvehicleChaseParams = {}

---@return questvehicleChaseParams
function questvehicleChaseParams.new() return end

---@param props table
---@return questvehicleChaseParams
function questvehicleChaseParams.new(props) return end

---@class questvehicleFollowParams : questVehicleSpecificCommandParams
---@field targetEntRef gameEntityReference
---@field distanceMin Float
---@field distanceMax Float
---@field isPlayer Bool
---@field stopWhenTargetReached Bool
---@field useTraffic Bool
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
questvehicleFollowParams = {}

---@return questvehicleFollowParams
function questvehicleFollowParams.new() return end

---@param props table
---@return questvehicleFollowParams
function questvehicleFollowParams.new(props) return end

---@class questvehicleJoinTrafficParams : questVehicleSpecificCommandParams
questvehicleJoinTrafficParams = {}

---@return questvehicleJoinTrafficParams
function questvehicleJoinTrafficParams.new() return end

---@param props table
---@return questvehicleJoinTrafficParams
function questvehicleJoinTrafficParams.new(props) return end

---@class questvehicleOnSplineParams : questVehicleSpecificCommandParams
---@field splineRef NodeRef
---@field reverseSpline Bool
---@field backwards Bool
---@field closest Bool
---@field forcedStartSpeed Float
---@field stopAtEnd Bool
---@field keepDistance Bool
---@field keepDistanceParam questParamKeepDistance
---@field rubberBanding Bool
---@field rubberBandingParam questParamRubberbanding
---@field audioCurvesParam vehicleAudioCurvesParam
questvehicleOnSplineParams = {}

---@return questvehicleOnSplineParams
function questvehicleOnSplineParams.new() return end

---@param props table
---@return questvehicleOnSplineParams
function questvehicleOnSplineParams.new(props) return end

---@class questvehiclePanicParams : questVehicleSpecificCommandParams
---@field allowSimplifiedMovement Bool
---@field ignoreTickets Bool
---@field disableStuckDetection Bool
---@field useSpeedBasedLookupRange Bool
---@field tryDriveAwayFromPlayer Bool
questvehiclePanicParams = {}

---@return questvehiclePanicParams
function questvehiclePanicParams.new() return end

---@param props table
---@return questvehiclePanicParams
function questvehiclePanicParams.new(props) return end

---@class questvehicleRacingParams : questVehicleSpecificCommandParams
---@field splineRef NodeRef
---@field preciseLevel Float
---@field reverseSpline Bool
---@field backwards Bool
---@field closest Bool
---@field rubberBanding Bool
---@field rubberBandingParam questParamRubberbanding
questvehicleRacingParams = {}

---@return questvehicleRacingParams
function questvehicleRacingParams.new() return end

---@param props table
---@return questvehicleRacingParams
function questvehicleRacingParams.new(props) return end

---@class questvehicleToNodeParams : questVehicleSpecificCommandParams
---@field stopAtEnd Bool
---@field nodeRef NodeRef
---@field isPlayer Bool
---@field useTraffic Bool
---@field speedInTraffic Float
---@field forceGreenLights Bool
---@field portals vehiclePortalsList
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
questvehicleToNodeParams = {}

---@return questvehicleToNodeParams
function questvehicleToNodeParams.new() return end

---@param props table
---@return questvehicleToNodeParams
function questvehicleToNodeParams.new(props) return end

---@class redCHelpCommandlet : redICommandlet
redCHelpCommandlet = {}

---@return redCHelpCommandlet
function redCHelpCommandlet.new() return end

---@param props table
---@return redCHelpCommandlet
function redCHelpCommandlet.new(props) return end

---@class redCVersionCommandlet : redICommandlet
redCVersionCommandlet = {}

---@return redCVersionCommandlet
function redCVersionCommandlet.new() return end

---@param props table
---@return redCVersionCommandlet
function redCVersionCommandlet.new(props) return end

---@class redCallbackObject : IScriptable
redCallbackObject = {}

---@return redCallbackObject
function redCallbackObject.new() return end

---@param props table
---@return redCallbackObject
function redCallbackObject.new(props) return end

---@class redConvexHullEx
---@field data DataBuffer
redConvexHullEx = {}

---@return redConvexHullEx
function redConvexHullEx.new() return end

---@param props table
---@return redConvexHullEx
function redConvexHullEx.new(props) return end

---@class redErrorResult
---@field message String
---@field userData Variant
redErrorResult = {}

---@return redErrorResult
function redErrorResult.new() return end

---@param props table
---@return redErrorResult
function redErrorResult.new(props) return end

---@class redEvent : IScriptable
redEvent = {}

---@return redEvent
function redEvent.new() return end

---@param props table
---@return redEvent
function redEvent.new(props) return end

---@class redICommandlet
redICommandlet = {}

---@class redPackageCustomTypeSerializer
redPackageCustomTypeSerializer = {}

---@class redPackageDataBufferSerializer : redPackageCustomTypeSerializer
redPackageDataBufferSerializer = {}

---@return redPackageDataBufferSerializer
function redPackageDataBufferSerializer.new() return end

---@param props table
---@return redPackageDataBufferSerializer
function redPackageDataBufferSerializer.new(props) return end

---@class redPackageRUIDSerializer : redPackageCustomTypeSerializer
redPackageRUIDSerializer = {}

---@return redPackageRUIDSerializer
function redPackageRUIDSerializer.new() return end

---@param props table
---@return redPackageRUIDSerializer
function redPackageRUIDSerializer.new(props) return end

---@class redPackageStringSerializer : redPackageCustomTypeSerializer
redPackageStringSerializer = {}

---@return redPackageStringSerializer
function redPackageStringSerializer.new() return end

---@param props table
---@return redPackageStringSerializer
function redPackageStringSerializer.new(props) return end

---@class redPackageTweakDBIDSerializer : redPackageCustomTypeSerializer
redPackageTweakDBIDSerializer = {}

---@return redPackageTweakDBIDSerializer
function redPackageTweakDBIDSerializer.new() return end

---@param props table
---@return redPackageTweakDBIDSerializer
function redPackageTweakDBIDSerializer.new(props) return end

---@class redResourceListResource : CResource
---@field resources CResource[]
---@field descriptions String[]
redResourceListResource = {}

---@return redResourceListResource
function redResourceListResource.new() return end

---@param props table
---@return redResourceListResource
function redResourceListResource.new(props) return end

---@class redResourceReferenceScriptToken
---@field resource CResource
redResourceReferenceScriptToken = {}

---@return redResourceReferenceScriptToken
function redResourceReferenceScriptToken.new() return end

---@param props table
---@return redResourceReferenceScriptToken
function redResourceReferenceScriptToken.new(props) return end

---@param hash Uint64
---@return redResourceReferenceScriptToken
function redResourceReferenceScriptToken.FromHash(hash) return end

---@param path CName|string
---@return redResourceReferenceScriptToken
function redResourceReferenceScriptToken.FromName(path) return end

---@param path String
---@return redResourceReferenceScriptToken
function redResourceReferenceScriptToken.FromString(path) return end

---@param path redResourceReferenceScriptToken
---@return Bool
function redResourceReferenceScriptToken.IsValid(path) return end

---@class redStageMessage
---@field parent Uint32
---@field reset Bool
---@field names String[]
---@field ids Uint32[]
redStageMessage = {}

---@return redStageMessage
function redStageMessage.new() return end

---@param props table
---@return redStageMessage
function redStageMessage.new(props) return end

---@class redTOMLArrayBool : redTOMLBaseValue
redTOMLArrayBool = {}

---@return redTOMLArrayBool
function redTOMLArrayBool.new() return end

---@param props table
---@return redTOMLArrayBool
function redTOMLArrayBool.new(props) return end

---@class redTOMLArrayFloat : redTOMLBaseValue
redTOMLArrayFloat = {}

---@return redTOMLArrayFloat
function redTOMLArrayFloat.new() return end

---@param props table
---@return redTOMLArrayFloat
function redTOMLArrayFloat.new(props) return end

---@class redTOMLArrayInt64 : redTOMLBaseValue
redTOMLArrayInt64 = {}

---@return redTOMLArrayInt64
function redTOMLArrayInt64.new() return end

---@param props table
---@return redTOMLArrayInt64
function redTOMLArrayInt64.new(props) return end

---@class redTOMLArrayString : redTOMLBaseValue
redTOMLArrayString = {}

---@return redTOMLArrayString
function redTOMLArrayString.new() return end

---@param props table
---@return redTOMLArrayString
function redTOMLArrayString.new(props) return end

---@class redTOMLArrayTable : redTOMLBaseValue
redTOMLArrayTable = {}

---@return redTOMLArrayTable
function redTOMLArrayTable.new() return end

---@param props table
---@return redTOMLArrayTable
function redTOMLArrayTable.new(props) return end

---@class redTOMLArrayTransform : redTOMLBaseValue
redTOMLArrayTransform = {}

---@return redTOMLArrayTransform
function redTOMLArrayTransform.new() return end

---@param props table
---@return redTOMLArrayTransform
function redTOMLArrayTransform.new(props) return end

---@class redTOMLBaseValue : ISerializable
redTOMLBaseValue = {}

---@return redTOMLBaseValue
function redTOMLBaseValue.new() return end

---@param props table
---@return redTOMLBaseValue
function redTOMLBaseValue.new(props) return end

---@class redTOMLKeyValue : redTOMLBaseValue
redTOMLKeyValue = {}

---@return redTOMLKeyValue
function redTOMLKeyValue.new() return end

---@param props table
---@return redTOMLKeyValue
function redTOMLKeyValue.new(props) return end

---@class redTOMLTable : redTOMLBaseValue
redTOMLTable = {}

---@return redTOMLTable
function redTOMLTable.new() return end

---@param props table
---@return redTOMLTable
function redTOMLTable.new(props) return end

---@class redTagList
---@field tags CName[]
redTagList = {}

---@return redTagList
function redTagList.new() return end

---@param props table
---@return redTagList
function redTagList.new(props) return end

---@class redTagSystem
redTagSystem = {}

---@return redTagSystem
function redTagSystem.new() return end

---@param props table
---@return redTagSystem
function redTagSystem.new(props) return end

---@class redTaskNameMessage
---@field id Uint32
---@field parent Uint32
---@field title String
---@field uniqueName CName
redTaskNameMessage = {}

---@return redTaskNameMessage
function redTaskNameMessage.new() return end

---@param props table
---@return redTaskNameMessage
function redTaskNameMessage.new(props) return end

---@class redTaskProgressMessage
---@field id Uint32
---@field parent Uint32
---@field progress Float
---@field processingTime Float
redTaskProgressMessage = {}

---@return redTaskProgressMessage
function redTaskProgressMessage.new() return end

---@param props table
---@return redTaskProgressMessage
function redTaskProgressMessage.new(props) return end

---@class redTaskTextMessage
---@field taskId Uint32
---@field parent Uint32
---@field text String
---@field type redTaskTextMessageType
redTaskTextMessage = {}

---@return redTaskTextMessage
function redTaskTextMessage.new() return end

---@param props table
---@return redTaskTextMessage
function redTaskTextMessage.new(props) return end

---@class rendCaptureParameters
---@field enable Bool
---@field mode rendScreenshotMode
---@field videoRecordingMode Bool
---@field audioRecordingMode Bool
---@field emmModes EEnvManagerModifier[]
---@field initialFrameNumber Uint32
---@field outputDirectoryIndex Uint32
---@field outputDirectoryName String
---@field outputDirectoryNameSuffix String
---@field recordingFPS Uint32
---@field customResolution Point
---@field resolutionMultiplier rendResolutionMultiplier
---@field outputPath AbsolutePathSerializable
---@field fovMultiplier Float
---@field captureContextType rendCaptureContextType
---@field saveFormat ESaveFormat
rendCaptureParameters = {}

---@return rendCaptureParameters
function rendCaptureParameters.new() return end

---@param props table
---@return rendCaptureParameters
function rendCaptureParameters.new(props) return end

---@class rendChunk
---@field chunkVertices rendVertexBufferChunk
---@field chunkIndices rendIndexBufferChunk
---@field numVertices Uint16
---@field numIndices Uint32
---@field materialId CName[]
---@field vertexFactory Uint8
---@field baseRenderMask Uint16
---@field mergedRenderMask Uint16
---@field renderMask EMeshChunkFlags
---@field lodMask Uint8
rendChunk = {}

---@return rendChunk
function rendChunk.new() return end

---@param props table
---@return rendChunk
function rendChunk.new(props) return end

---@class rendDebugDrawerScriptProxy
rendDebugDrawerScriptProxy = {}

---@return rendDebugDrawerScriptProxy
function rendDebugDrawerScriptProxy.new() return end

---@param props table
---@return rendDebugDrawerScriptProxy
function rendDebugDrawerScriptProxy.new(props) return end

---@param debugDrawer rendDebugDrawerScriptProxy
---@param debugFilterName String
---@return Bool
function rendDebugDrawerScriptProxy.TestDebugFilterMask(debugDrawer, debugFilterName) return end

---@class rendEmitterDelaySettings
---@field emitterDelay Float
---@field emitterDelayLow Float
---@field useEmitterDelayRange Bool
---@field useEmitterDelayOnce Bool
rendEmitterDelaySettings = {}

---@return rendEmitterDelaySettings
function rendEmitterDelaySettings.new() return end

---@param props table
---@return rendEmitterDelaySettings
function rendEmitterDelaySettings.new(props) return end

---@class rendEmitterDurationSettings
---@field emitterDuration Float
---@field emitterDurationLow Float
---@field useEmitterDurationRange Bool
rendEmitterDurationSettings = {}

---@return rendEmitterDurationSettings
function rendEmitterDurationSettings.new() return end

---@param props table
---@return rendEmitterDurationSettings
function rendEmitterDurationSettings.new(props) return end

---@class rendEmitterLOD
---@field lodSwitchDistance Float
---@field burstList rendParticleBurst[]
---@field birthRate Float[]
---@field emitterDurationSettings rendEmitterDurationSettings
---@field emitterDelaySettings rendEmitterDelaySettings
---@field sortingMode rendEParticleSortingMode
---@field isEnabled Bool
rendEmitterLOD = {}

---@return rendEmitterLOD
function rendEmitterLOD.new() return end

---@param props table
---@return rendEmitterLOD
function rendEmitterLOD.new(props) return end

---@class rendEmitterSimulationShaders
---@field simCS DataBuffer[]
rendEmitterSimulationShaders = {}

---@return rendEmitterSimulationShaders
function rendEmitterSimulationShaders.new() return end

---@param props table
---@return rendEmitterSimulationShaders
function rendEmitterSimulationShaders.new(props) return end

---@class rendFont : CResource
---@field fontBuffer DataBuffer
rendFont = {}

---@return rendFont
function rendFont.new() return end

---@param props table
---@return rendFont
function rendFont.new(props) return end

---@class rendFragmentBuilderScriptProxy
rendFragmentBuilderScriptProxy = {}

---@return rendFragmentBuilderScriptProxy
function rendFragmentBuilderScriptProxy.new() return end

---@param props table
---@return rendFragmentBuilderScriptProxy
function rendFragmentBuilderScriptProxy.new(props) return end

---@param self_ rendFragmentBuilderScriptProxy
---@param start Vector4
---@param end_ Vector4
function rendFragmentBuilderScriptProxy.AddArrow(self_, start, end_) return end

---@param self_ rendFragmentBuilderScriptProxy
---@param matrix Matrix
---@param height Float
---@param range Float
---@param rangeAngle Float
---@param drawSides Bool
function rendFragmentBuilderScriptProxy.AddWireAngledRange(self_, matrix, height, range, rangeAngle, drawSides) return end

---@param self_ rendFragmentBuilderScriptProxy
---@param localToWorld Matrix
function rendFragmentBuilderScriptProxy.BindTransform(self_, localToWorld) return end

---@param self_ rendFragmentBuilderScriptProxy
---@param debugDrawer rendDebugDrawerScriptProxy
function rendFragmentBuilderScriptProxy.Construct(self_, debugDrawer) return end

---@param self_ rendFragmentBuilderScriptProxy
function rendFragmentBuilderScriptProxy.Done(self_) return end

---@param self_ rendFragmentBuilderScriptProxy
function rendFragmentBuilderScriptProxy.PopLocalTransform(self_) return end

---@param self_ rendFragmentBuilderScriptProxy
function rendFragmentBuilderScriptProxy.PushLocalTransform(self_) return end

---@param self_ rendFragmentBuilderScriptProxy
---@param color Color
function rendFragmentBuilderScriptProxy.SetColor(self_, color) return end

---@class rendGradientEntry : ISerializable
---@field value Float
---@field color Color
rendGradientEntry = {}

---@return rendGradientEntry
function rendGradientEntry.new() return end

---@param props table
---@return rendGradientEntry
function rendGradientEntry.new(props) return end

---@class rendGridGeneratorData
---@field startingPosition Vector3
---@field rotation EulerAngles
---@field xStep Float
---@field yStep Float
---@field numberOfXSteps Uint32
---@field numberOfYSteps Uint32
---@field orbitDistance Float
---@field zoom Float
rendGridGeneratorData = {}

---@return rendGridGeneratorData
function rendGridGeneratorData.new() return end

---@param props table
---@return rendGridGeneratorData
function rendGridGeneratorData.new(props) return end

---@class rendHairProfileGradientEntry : ISerializable
---@field value Float
---@field color Color
rendHairProfileGradientEntry = {}

---@return rendHairProfileGradientEntry
function rendHairProfileGradientEntry.new() return end

---@param props table
---@return rendHairProfileGradientEntry
function rendHairProfileGradientEntry.new(props) return end

---@class rendHistogramBias
---@field mulCoef Vector3
---@field addCoef Vector3
rendHistogramBias = {}

---@return rendHistogramBias
function rendHistogramBias.new() return end

---@param props table
---@return rendHistogramBias
function rendHistogramBias.new(props) return end

---@class rendIDebugDrawHistorySystem
rendIDebugDrawHistorySystem = {}

---@class rendIRenderTextureBlob : IRenderResourceBlob
---@field header rendRenderTextureBlobHeader
---@field textureData serializationDeferredDataBuffer
rendIRenderTextureBlob = {}

---@return rendIRenderTextureBlob
function rendIRenderTextureBlob.new() return end

---@param props table
---@return rendIRenderTextureBlob
function rendIRenderTextureBlob.new(props) return end

---@class rendIndexBufferChunk
---@field pe GpuWrapApieIndexBufferChunkType
---@field teOffset Uint32
rendIndexBufferChunk = {}

---@return rendIndexBufferChunk
function rendIndexBufferChunk.new() return end

---@param props table
---@return rendIndexBufferChunk
function rendIndexBufferChunk.new(props) return end

---@class rendInfoBox : IScriptable
rendInfoBox = {}

---@return rendInfoBox
function rendInfoBox.new() return end

---@param props table
---@return rendInfoBox
function rendInfoBox.new(props) return end

---@param name String
---@param value Bool
function rendInfoBox:AddBoolValue(name, value) return end

---@param category String
---@param color Color
function rendInfoBox:AddCategory(category, color) return end

---@param name String
---@param value Color
---@param coloredValue Bool
function rendInfoBox:AddColorValue(name, value, coloredValue) return end

---@param name String
---@param value Float
function rendInfoBox:AddFloatValue(name, value) return end

---@param name String
---@param value Int32
function rendInfoBox:AddIntValue(name, value) return end

---@param name String
---@param value Quaternion
function rendInfoBox:AddQuatValue(name, value) return end

---@param name String
---@param value String
function rendInfoBox:AddStringValue(name, value) return end

---@param name String
---@param value Uint32
function rendInfoBox:AddUintValue(name, value) return end

---@param name String
---@param value Vector2
function rendInfoBox:AddVector2Value(name, value) return end

---@param name String
---@param value Vector4
function rendInfoBox:AddVector4Value(name, value) return end

---@class rendOpacityMicromapChunk
---@field mChunkIndex Uint32
---@field unkIndex Uint32
---@field terialIdentifier Uint64
---@field terialName CName
---@field mDigest Uint64
---@field mIndexBufferSize Uint32
---@field mIndexBuffer16bit Uint32
---@field mIndexBufferOffset Uint64
---@field mArrayBufferOffset Uint64
---@field mDescsBufferOffset Uint64
---@field mDescArrayHistogramData rendOpacityMicromapUsageCounts[]
---@field mIndexHistogramData rendOpacityMicromapUsageCounts[]
rendOpacityMicromapChunk = {}

---@return rendOpacityMicromapChunk
function rendOpacityMicromapChunk.new() return end

---@param props table
---@return rendOpacityMicromapChunk
function rendOpacityMicromapChunk.new(props) return end

---@class rendOpacityMicromapDatabase
---@field ommChunks rendOpacityMicromapChunk[]
---@field dataBuffer Uint8[]
rendOpacityMicromapDatabase = {}

---@return rendOpacityMicromapDatabase
function rendOpacityMicromapDatabase.new() return end

---@param props table
---@return rendOpacityMicromapDatabase
function rendOpacityMicromapDatabase.new(props) return end

---@class rendOpacityMicromapUsageCounts
---@field bdivisionLevel Uint32
---@field rmat Uint32
---@field unt Uint32
rendOpacityMicromapUsageCounts = {}

---@return rendOpacityMicromapUsageCounts
function rendOpacityMicromapUsageCounts.new() return end

---@param props table
---@return rendOpacityMicromapUsageCounts
function rendOpacityMicromapUsageCounts.new(props) return end

---@class rendParticleBurst
---@field burstTime Float
---@field spawnCount Uint32
---@field spawnTimeRange Float
---@field repeatTime Float
rendParticleBurst = {}

---@return rendParticleBurst
function rendParticleBurst.new() return end

---@param props table
---@return rendParticleBurst
function rendParticleBurst.new(props) return end

---@class rendRenderMeshBlob : IRenderResourceBlob
---@field header rendRenderMeshBlobHeader
---@field renderBuffer DataBuffer
rendRenderMeshBlob = {}

---@return rendRenderMeshBlob
function rendRenderMeshBlob.new() return end

---@param props table
---@return rendRenderMeshBlob
function rendRenderMeshBlob.new(props) return end

---@class rendRenderMeshBlobHeader
---@field version Uint32
---@field dataProcessing Uint32
---@field bonePositions Vector4[]
---@field renderLODs Float[]
---@field renderChunks Uint8[]
---@field renderChunkInfos rendChunk[]
---@field speedTreeWind Uint8[]
---@field opacityMicromaps Uint8[]
---@field customData Uint8[]
---@field customDataElemStride Uint32
---@field topologyData Uint8[]
---@field topologyDataStride Uint32
---@field topologyMetadata Uint8[]
---@field topologyMetadataStride Uint32
---@field topology rendTopologyData[]
---@field quantizationScale Vector4
---@field quantizationOffset Vector4
---@field vertexBufferSize Uint32
---@field indexBufferSize Uint32
---@field indexBufferOffset Uint32
rendRenderMeshBlobHeader = {}

---@return rendRenderMeshBlobHeader
function rendRenderMeshBlobHeader.new() return end

---@param props table
---@return rendRenderMeshBlobHeader
function rendRenderMeshBlobHeader.new(props) return end

---@class rendRenderMorphTargetMeshBlob : IRenderResourceBlob
---@field header rendRenderMorphTargetMeshBlobHeader
---@field diffsBuffer DataBuffer
---@field mappingBuffer DataBuffer
---@field textureDiffsBuffer serializationDeferredDataBuffer
---@field baseBlob IRenderResourceBlob
rendRenderMorphTargetMeshBlob = {}

---@return rendRenderMorphTargetMeshBlob
function rendRenderMorphTargetMeshBlob.new() return end

---@param props table
---@return rendRenderMorphTargetMeshBlob
function rendRenderMorphTargetMeshBlob.new(props) return end

---@class rendRenderMorphTargetMeshBlobHeader
---@field version Uint32
---@field numDiffs Uint32
---@field numDiffsMapping Uint32
---@field numTargets Uint32
---@field targetStartsInVertexDiffs Uint32[]
---@field targetStartsInVertexDiffsMapping Uint32[]
---@field targetPositionDiffScale Vector4[]
---@field targetPositionDiffOffset Vector4[]
---@field numVertexDiffsInEachChunk Uint32[][]
---@field numVertexDiffsMappingInEachChunk Uint32[][]
---@field targetTextureDiffsData rendRenderMorphTargetMeshBlobTextureData[]
rendRenderMorphTargetMeshBlobHeader = {}

---@return rendRenderMorphTargetMeshBlobHeader
function rendRenderMorphTargetMeshBlobHeader.new() return end

---@param props table
---@return rendRenderMorphTargetMeshBlobHeader
function rendRenderMorphTargetMeshBlobHeader.new(props) return end

---@class rendRenderMorphTargetMeshBlobTextureData
---@field targetDiffScale Vector4[]
---@field targetDiffOffset Vector4[]
---@field targetDiffsDataOffset Uint32[]
---@field targetDiffsDataSize Uint32[]
---@field targetDiffsWidth Uint16[]
---@field targetDiffsMipLevelCounts Uint8[]
rendRenderMorphTargetMeshBlobTextureData = {}

---@return rendRenderMorphTargetMeshBlobTextureData
function rendRenderMorphTargetMeshBlobTextureData.new() return end

---@param props table
---@return rendRenderMorphTargetMeshBlobTextureData
function rendRenderMorphTargetMeshBlobTextureData.new(props) return end

---@class rendRenderMultilayerMaskBlob : IRenderResourceBlob
---@field header rendRenderMultilayerMaskBlobHeader
---@field atlasData serializationDeferredDataBuffer
---@field tilesData serializationDeferredDataBuffer
rendRenderMultilayerMaskBlob = {}

---@class rendRenderMultilayerMaskBlobHeader
---@field version Uint32
---@field atlasWidth Uint32
---@field atlasHeight Uint32
---@field numLayers Uint32
---@field maskWidth Uint32
---@field maskHeight Uint32
---@field maskWidthLow Uint32
---@field maskHeightLow Uint32
---@field maskTileSize Uint32
---@field flags Uint32
rendRenderMultilayerMaskBlobHeader = {}

---@return rendRenderMultilayerMaskBlobHeader
function rendRenderMultilayerMaskBlobHeader.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobHeader
function rendRenderMultilayerMaskBlobHeader.new(props) return end

---@class rendRenderMultilayerMaskBlobPC : rendRenderMultilayerMaskBlob
rendRenderMultilayerMaskBlobPC = {}

---@return rendRenderMultilayerMaskBlobPC
function rendRenderMultilayerMaskBlobPC.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobPC
function rendRenderMultilayerMaskBlobPC.new(props) return end

---@class rendRenderMultilayerMaskBlobPS4 : rendRenderMultilayerMaskBlob
rendRenderMultilayerMaskBlobPS4 = {}

---@return rendRenderMultilayerMaskBlobPS4
function rendRenderMultilayerMaskBlobPS4.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobPS4
function rendRenderMultilayerMaskBlobPS4.new(props) return end

---@class rendRenderMultilayerMaskBlobProspero : rendRenderMultilayerMaskBlob
rendRenderMultilayerMaskBlobProspero = {}

---@return rendRenderMultilayerMaskBlobProspero
function rendRenderMultilayerMaskBlobProspero.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobProspero
function rendRenderMultilayerMaskBlobProspero.new(props) return end

---@class rendRenderMultilayerMaskBlobScarlett : rendRenderMultilayerMaskBlob
rendRenderMultilayerMaskBlobScarlett = {}

---@return rendRenderMultilayerMaskBlobScarlett
function rendRenderMultilayerMaskBlobScarlett.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobScarlett
function rendRenderMultilayerMaskBlobScarlett.new(props) return end

---@class rendRenderMultilayerMaskBlobXboxOne : rendRenderMultilayerMaskBlob
rendRenderMultilayerMaskBlobXboxOne = {}

---@return rendRenderMultilayerMaskBlobXboxOne
function rendRenderMultilayerMaskBlobXboxOne.new() return end

---@param props table
---@return rendRenderMultilayerMaskBlobXboxOne
function rendRenderMultilayerMaskBlobXboxOne.new(props) return end

---@class rendRenderMultilayerMaskResource
---@field renderResourceBlobPC IRenderResourceBlob
rendRenderMultilayerMaskResource = {}

---@return rendRenderMultilayerMaskResource
function rendRenderMultilayerMaskResource.new() return end

---@param props table
---@return rendRenderMultilayerMaskResource
function rendRenderMultilayerMaskResource.new(props) return end

---@class rendRenderParticleBlob : IRenderResourceBlob
---@field header rendRenderParticleBlobHeader
---@field updaterData rendRenderParticleUpdaterData
---@field gpuSimShaders rendEmitterSimulationShaders
rendRenderParticleBlob = {}

---@return rendRenderParticleBlob
function rendRenderParticleBlob.new() return end

---@param props table
---@return rendRenderParticleBlob
function rendRenderParticleBlob.new(props) return end

---@class rendRenderParticleBlobEmitterInfo
---@field emitterHash Uint64
---@field diffuseWrapFactor Float
---@field backLightingFactor Float
---@field lightingMipBias Uint32
---@field maskInsideCar Bool
---@field maskInsideInterior Bool
---@field maskAboveWater Bool
---@field maskUnderWater Bool
---@field maxParticles Uint32
---@field emitterLoops Int8
---@field internalPriority Uint8
---@field keepSimulationLocal Bool
---@field killOnCollision Bool
---@field initialParticleCount Uint8
---@field useSubFrameEmission Bool
---@field windInfluence Float
---@field particleType Uint32
---@field vertexDrawerType Uint32
---@field simulationType Uint32
---@field envColorGroup Uint32
---@field emitterGroup Uint32
---@field renderObjectType ERenderObjectType
---@field numModifiers Uint32
---@field modifierSetMask Uint64
---@field numInitializers Uint32
---@field initializerSetMask Uint64
---@field simulationHash Uint64
---@field eventSetMask Uint16
---@field seeds Uint32[]
---@field lods rendEmitterLOD[]
---@field volumetricParticleEnabled Bool
---@field volumetricParticleRelative Bool
---@field volumetricParticleUseFogColor Bool
---@field volumetricParticleColor HDRColor
---@field volumetricParticleSize Float
---@field volumetricParticleDensity Float
---@field volumetricParticleFalloff Float
---@field volumetricParticleNoiseScale Float
---@field volumetricParticleNoiseThreshold Float
---@field volumetricParticleNoiseVelocity Vector3
rendRenderParticleBlobEmitterInfo = {}

---@return rendRenderParticleBlobEmitterInfo
function rendRenderParticleBlobEmitterInfo.new() return end

---@param props table
---@return rendRenderParticleBlobEmitterInfo
function rendRenderParticleBlobEmitterInfo.new(props) return end

---@class rendRenderParticleBlobHeader
---@field version Uint32
---@field emitterInfo rendRenderParticleBlobEmitterInfo
rendRenderParticleBlobHeader = {}

---@return rendRenderParticleBlobHeader
function rendRenderParticleBlobHeader.new() return end

---@param props table
---@return rendRenderParticleBlobHeader
function rendRenderParticleBlobHeader.new(props) return end

---@class rendRenderParticleUpdaterData
---@field data DataBuffer
---@field modifOffset Uint32
---@field animFrameInit Float[]
---@field turbulenceNoiseInterval Float
---@field turbulenceDuration Float
---@field collisionMask Uint64
---@field collisionDynamicFriction Float
---@field collisionStaticFriction Float
---@field collisionRestitution Float
---@field collisionVelocityDamp Float
---@field collisionDisableGravity Bool
---@field collisionRadius Float
---@field collisionEffectMask Uint32
---@field maxCollisions Uint8
---@field eventGenerate CName
---@field eventReceive CName
---@field eventFrequency Float
---@field eventProbability Float
---@field noiseType Uint8
---@field randomPerChannel Bool
---@field eventSpawnObject Uint8
rendRenderParticleUpdaterData = {}

---@return rendRenderParticleUpdaterData
function rendRenderParticleUpdaterData.new() return end

---@param props table
---@return rendRenderParticleUpdaterData
function rendRenderParticleUpdaterData.new(props) return end

---@class rendRenderTextureBlobHeader
---@field version Uint32
---@field sizeInfo rendRenderTextureBlobSizeInfo
---@field textureInfo rendRenderTextureBlobTextureInfo
---@field mipMapInfo rendRenderTextureBlobMipMapInfo[]
---@field histogramData rendHistogramBias[]
---@field flags Uint32
rendRenderTextureBlobHeader = {}

---@return rendRenderTextureBlobHeader
function rendRenderTextureBlobHeader.new() return end

---@param props table
---@return rendRenderTextureBlobHeader
function rendRenderTextureBlobHeader.new(props) return end

---@class rendRenderTextureBlobMemoryLayout
---@field rowPitch Uint32
---@field slicePitch Uint32
rendRenderTextureBlobMemoryLayout = {}

---@return rendRenderTextureBlobMemoryLayout
function rendRenderTextureBlobMemoryLayout.new() return end

---@param props table
---@return rendRenderTextureBlobMemoryLayout
function rendRenderTextureBlobMemoryLayout.new(props) return end

---@class rendRenderTextureBlobMipMapInfo
---@field layout rendRenderTextureBlobMemoryLayout
---@field placement rendRenderTextureBlobPlacement
rendRenderTextureBlobMipMapInfo = {}

---@return rendRenderTextureBlobMipMapInfo
function rendRenderTextureBlobMipMapInfo.new() return end

---@param props table
---@return rendRenderTextureBlobMipMapInfo
function rendRenderTextureBlobMipMapInfo.new(props) return end

---@class rendRenderTextureBlobPC : rendIRenderTextureBlob
rendRenderTextureBlobPC = {}

---@return rendRenderTextureBlobPC
function rendRenderTextureBlobPC.new() return end

---@param props table
---@return rendRenderTextureBlobPC
function rendRenderTextureBlobPC.new(props) return end

---@class rendRenderTextureBlobPS4 : rendIRenderTextureBlob
rendRenderTextureBlobPS4 = {}

---@return rendRenderTextureBlobPS4
function rendRenderTextureBlobPS4.new() return end

---@param props table
---@return rendRenderTextureBlobPS4
function rendRenderTextureBlobPS4.new(props) return end

---@class rendRenderTextureBlobPlacement
---@field offset Uint32
---@field size Uint32
rendRenderTextureBlobPlacement = {}

---@return rendRenderTextureBlobPlacement
function rendRenderTextureBlobPlacement.new() return end

---@param props table
---@return rendRenderTextureBlobPlacement
function rendRenderTextureBlobPlacement.new(props) return end

---@class rendRenderTextureBlobProspero : rendIRenderTextureBlob
rendRenderTextureBlobProspero = {}

---@return rendRenderTextureBlobProspero
function rendRenderTextureBlobProspero.new() return end

---@param props table
---@return rendRenderTextureBlobProspero
function rendRenderTextureBlobProspero.new(props) return end

---@class rendRenderTextureBlobScarlett : rendIRenderTextureBlob
rendRenderTextureBlobScarlett = {}

---@return rendRenderTextureBlobScarlett
function rendRenderTextureBlobScarlett.new() return end

---@param props table
---@return rendRenderTextureBlobScarlett
function rendRenderTextureBlobScarlett.new(props) return end

---@class rendRenderTextureBlobSizeInfo
---@field width Uint16
---@field height Uint16
---@field depth Uint16
rendRenderTextureBlobSizeInfo = {}

---@return rendRenderTextureBlobSizeInfo
function rendRenderTextureBlobSizeInfo.new() return end

---@param props table
---@return rendRenderTextureBlobSizeInfo
function rendRenderTextureBlobSizeInfo.new(props) return end

---@class rendRenderTextureBlobStreamable : rendIRenderTextureBlob
rendRenderTextureBlobStreamable = {}

---@return rendRenderTextureBlobStreamable
function rendRenderTextureBlobStreamable.new() return end

---@param props table
---@return rendRenderTextureBlobStreamable
function rendRenderTextureBlobStreamable.new(props) return end

---@class rendRenderTextureBlobTextureInfo
---@field type GpuWrapApieTextureType
---@field textureDataSize Uint32
---@field sliceSize Uint32
---@field dataAlignment Uint32
---@field sliceCount Uint16
---@field mipCount Uint8
rendRenderTextureBlobTextureInfo = {}

---@return rendRenderTextureBlobTextureInfo
function rendRenderTextureBlobTextureInfo.new() return end

---@param props table
---@return rendRenderTextureBlobTextureInfo
function rendRenderTextureBlobTextureInfo.new(props) return end

---@class rendRenderTextureBlobXboxOne : rendIRenderTextureBlob
rendRenderTextureBlobXboxOne = {}

---@return rendRenderTextureBlobXboxOne
function rendRenderTextureBlobXboxOne.new() return end

---@param props table
---@return rendRenderTextureBlobXboxOne
function rendRenderTextureBlobXboxOne.new(props) return end

---@class rendRenderTextureResource
---@field renderResourceBlobPC IRenderResourceBlob
rendRenderTextureResource = {}

---@return rendRenderTextureResource
function rendRenderTextureResource.new() return end

---@param props table
---@return rendRenderTextureResource
function rendRenderTextureResource.new(props) return end

---@class rendSLightFlickering
---@field positionOffset Float
---@field flickerStrength Float
---@field flickerPeriod Float
rendSLightFlickering = {}

---@return rendSLightFlickering
function rendSLightFlickering.new() return end

---@param props table
---@return rendSLightFlickering
function rendSLightFlickering.new(props) return end

---@class rendScreenshotBatchData
---@field batchPositionsPath AbsolutePathSerializable
---@field delayTime Float
---@field numberOfCoordinatesToDump Uint32
---@field mergeScreenshots Bool
---@field streamingObserverMode rendEStreamingObserverMode
rendScreenshotBatchData = {}

---@return rendScreenshotBatchData
function rendScreenshotBatchData.new() return end

---@param props table
---@return rendScreenshotBatchData
function rendScreenshotBatchData.new(props) return end

---@class rendSingleScreenShotData : ISerializable
---@field mode rendScreenshotMode
---@field outputPath AbsolutePathSerializable
---@field resolution renddimEPreset
---@field resolutionMultiplier rendResolutionMultiplier
---@field emmModes EEnvManagerModifier[]
---@field forceLOD0 Bool
---@field saveFormat ESaveFormat
rendSingleScreenShotData = {}

---@return rendSingleScreenShotData
function rendSingleScreenShotData.new() return end

---@param props table
---@return rendSingleScreenShotData
function rendSingleScreenShotData.new(props) return end

---@class rendTextureRegion : ISerializable
---@field name CName
---@field isStretch Bool
---@field regionParts rendTextureRegionPart[]
rendTextureRegion = {}

---@return rendTextureRegion
function rendTextureRegion.new() return end

---@param props table
---@return rendTextureRegion
function rendTextureRegion.new(props) return end

---@class rendTextureRegionPart : ISerializable
---@field innerRegion Vector4
---@field outerRegion Vector4
rendTextureRegionPart = {}

---@return rendTextureRegionPart
function rendTextureRegionPart.new() return end

---@param props table
---@return rendTextureRegionPart
function rendTextureRegionPart.new(props) return end

---@class rendTopologyData
---@field data Uint8[]
---@field metadata Uint8[]
---@field dataStride Uint32
---@field metadataStride Uint32
rendTopologyData = {}

---@return rendTopologyData
function rendTopologyData.new() return end

---@param props table
---@return rendTopologyData
function rendTopologyData.new(props) return end

---@class rendVertexBufferChunk
---@field vertexLayout GpuWrapApiVertexLayoutDesc
---@field byteOffsets Uint32[]
rendVertexBufferChunk = {}

---@return rendVertexBufferChunk
function rendVertexBufferChunk.new() return end

---@param props table
---@return rendVertexBufferChunk
function rendVertexBufferChunk.new(props) return end

---@class resDlcManifest : CResource
---@field tweakBlob CResource
---@field quest CResource
---@field journal CResource
---@field factories CResource
---@field weaponAppearances CResource
---@field vehicleAppearances CResource
---@field communitySpawnsets CResource
---@field archetypeSet CResource
---@field vehicleCovers CResource
---@field cookedAudioMetadata CResource
---@field voiceTags CResource
---@field widgetsLibrariesOverrides CResource
---@field gameDefsList CResource
---@field cookedMultilayerSetup CResource
---@field visualTagsToAppearanceNames CResource
---@field appearanceNameToVisualTags CResource
---@field defaultAppearances CResource
---@field colorVariantsMap CResource
resDlcManifest = {}

---@return resDlcManifest
function resDlcManifest.new() return end

---@param props table
---@return resDlcManifest
function resDlcManifest.new(props) return end

---@class resIStreamedResourceDataExtractor
resIStreamedResourceDataExtractor = {}

---@class resResourceMetricsReportGenerator : IScriptable
resResourceMetricsReportGenerator = {}

---@return resResourceMetricsReportGenerator
function resResourceMetricsReportGenerator.new() return end

---@param props table
---@return resResourceMetricsReportGenerator
function resResourceMetricsReportGenerator.new(props) return end

---@param fileName String
function resResourceMetricsReportGenerator.WriteReportToFile(fileName) return end

---@class resResourceSnapshot : CResource
---@field resources CResource[]
resResourceSnapshot = {}

---@return resResourceSnapshot
function resResourceSnapshot.new() return end

---@param props table
---@return resResourceSnapshot
function resResourceSnapshot.new(props) return end

---@class resStreamedResource : CResource
resStreamedResource = {}

---@class sampleBullet : BaseProjectile
---@field meshComponent entIComponent
---@field countTime Float
---@field startVelocity Float
---@field lifetime Float
---@field BulletCollisionEvaluator BulletCollisionEvaluator
---@field alive Bool
sampleBullet = {}

---@return sampleBullet
function sampleBullet.new() return end

---@param props table
---@return sampleBullet
function sampleBullet.new(props) return end

---@param projectileHitEvent gameprojectileHitEvent
---@return Bool
function sampleBullet:OnCollision(projectileHitEvent) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function sampleBullet:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleBullet:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function sampleBullet:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function sampleBullet:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleBullet:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function sampleBullet:OnTick(eventData) return end

---@param eventData gameprojectileHitEvent
function sampleBullet:DealDamage(eventData) return end

function sampleBullet:Reset() return end

function sampleBullet:StartTrailEffect() return end

---@class sampleBulletGeneric : BaseProjectile
---@field meshComponent entIComponent
---@field damage gameEffectInstance
---@field countTime Float
---@field startVelocity Float
---@field lifetime Float
---@field alive Bool
sampleBulletGeneric = {}

---@return sampleBulletGeneric
function sampleBulletGeneric.new() return end

---@param props table
---@return sampleBulletGeneric
function sampleBulletGeneric.new(props) return end

---@param projectileHitEvent gameprojectileHitEvent
---@return Bool
function sampleBulletGeneric:OnCollision(projectileHitEvent) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function sampleBulletGeneric:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleBulletGeneric:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function sampleBulletGeneric:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function sampleBulletGeneric:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleBulletGeneric:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function sampleBulletGeneric:OnTick(eventData) return end

function sampleBulletGeneric:Reset() return end

function sampleBulletGeneric:StartTrailEffect() return end

---@class sampleGranade : BaseProjectile
---@field countTime Float
---@field energyLossFactor Float
---@field startVelocity Float
---@field grenadeLifetime Float
---@field gravitySimulation Float
---@field trailEffectName CName
---@field alive Bool
sampleGranade = {}

---@return sampleGranade
function sampleGranade.new() return end

---@param props table
---@return sampleGranade
function sampleGranade.new(props) return end

---@param eventData gameprojectileHitEvent
---@return Bool
function sampleGranade:OnCollision(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function sampleGranade:OnProjectileInitialize(eventData) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function sampleGranade:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function sampleGranade:OnShootTarget(eventData) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function sampleGranade:OnTick(eventData) return end

function sampleGranade:PlayExplosionSound() return end

function sampleGranade:Reset() return end

function sampleGranade:StartTrailEffect() return end

---@class sampleImageChanger : inkWidgetLogicController
---@field imagePath CName
---@field imageName_1 CName
---@field imageName_2 CName
---@field imageWidget inkImageWidget
sampleImageChanger = {}

---@return sampleImageChanger
function sampleImageChanger.new() return end

---@param props table
---@return sampleImageChanger
function sampleImageChanger.new(props) return end

---@return Bool
function sampleImageChanger:OnInitialize() return end

---@param imageName CName|string
function sampleImageChanger:ChangeImage(imageName) return end

---@param e inkPointerEvent
function sampleImageChanger:OnButtonClick(e) return end

---@class sampleScreenProjectionGameController : gameuiProjectedHUDGameController
---@field OnTargetHitCallback redCallbackObject
sampleScreenProjectionGameController = {}

---@return sampleScreenProjectionGameController
function sampleScreenProjectionGameController.new() return end

---@param props table
---@return sampleScreenProjectionGameController
function sampleScreenProjectionGameController.new(props) return end

---@return Bool
function sampleScreenProjectionGameController:OnInitialize() return end

---@param targetWidget inkWidget
---@return Bool
function sampleScreenProjectionGameController:OnRemoveTarget(targetWidget) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function sampleScreenProjectionGameController:OnScreenProjectionUpdate(projections) return end

---@param value Variant
---@return Bool
function sampleScreenProjectionGameController:OnTargetHit(value) return end

---@class sampleScreenProjectionLogicController : inkWidgetLogicController
---@field widgetPos inkTextWidget
---@field worldPos inkTextWidget
---@field projection inkScreenProjection
sampleScreenProjectionLogicController = {}

---@return sampleScreenProjectionLogicController
function sampleScreenProjectionLogicController.new() return end

---@param props table
---@return sampleScreenProjectionLogicController
function sampleScreenProjectionLogicController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function sampleScreenProjectionLogicController:OnAnimFinished(proxy) return end

---@return Bool
function sampleScreenProjectionLogicController:OnInitialize() return end

---@return inkScreenProjection
function sampleScreenProjectionLogicController:GetProjection() return end

function sampleScreenProjectionLogicController:PlayAnimation() return end

---@param projection inkScreenProjection
function sampleScreenProjectionLogicController:SetProjection(projection) return end

---@param projection inkScreenProjection
function sampleScreenProjectionLogicController:UpdatewidgetPosition(projection) return end

---@class sampleSmartBullet : BaseProjectile
---@field meshComponent entIComponent
---@field effect gameEffectRef
---@field countTime Float
---@field startVelocity Float
---@field lifetime Float
---@field bendTimeRatio Float
---@field bendFactor Float
---@field useParabolicPhase Bool
---@field parabolicVelocityMin Float
---@field parabolicVelocityMax Float
---@field parabolicDuration Float
---@field parabolicGravity Vector4
---@field spiralParams gameprojectileSpiralParams
---@field useSpiralParams Bool
---@field alive Bool
---@field hit Bool
---@field trailName CName
---@field statsSystem gameStatsSystem
---@field weaponID entEntityID
---@field parabolicPhaseParams gameprojectileParabolicTrajectoryParams
---@field followPhaseParams gameprojectileFollowCurveTrajectoryParams
---@field linearPhaseParams gameprojectileLinearTrajectoryParams
---@field targeted Bool
---@field trailStarted Bool
---@field phase ESmartBulletPhase
---@field timeInPhase Float
---@field randStartVelocity Float
---@field smartGunMissDelay Float
---@field smartGunHitProbability Float
---@field smartGunMissRadius Float
---@field randomWeaponMissChance Float
---@field randomTargetMissChance Float
---@field readyToMiss Bool
---@field stopAndDropOnTargetingDisruption Bool
---@field shouldStopAndDrop Bool
---@field targetID entEntityID
---@field ignoredTargetID entEntityID
---@field owner gameObject
---@field weapon gameObject
---@field startPosition Vector4
---@field hasExploded Bool
---@field attack gameIAttack
---@field BulletCollisionEvaluator BulletCollisionEvaluator
---@field trackedTargetComponent gameTargetingComponent
sampleSmartBullet = {}

---@return sampleSmartBullet
function sampleSmartBullet.new() return end

---@param props table
---@return sampleSmartBullet
function sampleSmartBullet.new(props) return end

---@param eventData gameprojectileAcceleratedMovementEvent
---@return Bool
function sampleSmartBullet:OnAcceleratedMovement(eventData) return end

---@param projectileHitEvent gameprojectileHitEvent
---@return Bool
function sampleSmartBullet:OnCollision(projectileHitEvent) return end

---@param eventData gameprojectileFollowEvent
---@return Bool
function sampleSmartBullet:OnFollowSuccess(eventData) return end

---@param eventData gameprojectileLinearMovementEvent
---@return Bool
function sampleSmartBullet:OnLinearMovement(eventData) return end

---@param eventData gameprojectileSetUpEvent
---@return Bool
function sampleSmartBullet:OnProjectileInitialize(eventData) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleSmartBullet:OnRequestComponents(ri) return end

---@param eventData gameprojectileShootEvent
---@return Bool
function sampleSmartBullet:OnShoot(eventData) return end

---@param eventData gameprojectileShootTargetEvent
---@return Bool
function sampleSmartBullet:OnShootTarget(eventData) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleSmartBullet:OnTakeControl(ri) return end

---@param eventData gameprojectileTickEvent
---@return Bool
function sampleSmartBullet:OnTick(eventData) return end

function sampleSmartBullet:BulletRelease() return end

---@param eventData gameprojectileHitEvent
function sampleSmartBullet:DealDamage(eventData) return end

---@param targetID entEntityID
function sampleSmartBullet:DisableTargetCollisions(targetID) return end

---@param targetID entEntityID
function sampleSmartBullet:EnableTargetCollisions(targetID) return end

---@return Float
function sampleSmartBullet:GetInitialDistanceToTarget() return end

function sampleSmartBullet:Reset() return end

function sampleSmartBullet:SetCurrentDamageTrailName() return end

---@param weaponVel Vector4
function sampleSmartBullet:SetupCommonParams(weaponVel) return end

function sampleSmartBullet:StartNextPhase() return end

---@param phase ESmartBulletPhase
function sampleSmartBullet:StartPhase(phase) return end

function sampleSmartBullet:StartTrailEffect() return end

function sampleSmartBullet:UpdateReadyToMiss() return end

---@class sampleStyleManagerGameController : gameuiWidgetGameController
---@field stylePath1 redResourceReferenceScriptToken
---@field stylePath2 redResourceReferenceScriptToken
---@field content inkWidgetReference
sampleStyleManagerGameController = {}

---@return sampleStyleManagerGameController
function sampleStyleManagerGameController.new() return end

---@param props table
---@return sampleStyleManagerGameController
function sampleStyleManagerGameController.new(props) return end

---@return Bool
function sampleStyleManagerGameController:OnInitialize() return end

---@param e inkPointerEvent
---@return Bool
function sampleStyleManagerGameController:OnState1(e) return end

---@param e inkPointerEvent
---@return Bool
function sampleStyleManagerGameController:OnState2(e) return end

---@param e inkPointerEvent
---@return Bool
function sampleStyleManagerGameController:OnState3(e) return end

---@param e inkPointerEvent
---@return Bool
function sampleStyleManagerGameController:OnStyle1(e) return end

---@param e inkPointerEvent
---@return Bool
function sampleStyleManagerGameController:OnStyle2(e) return end

---@class sampleStylesGameController : gameuiWidgetGameController
---@field stateText inkTextWidget
---@field button1Controller inkButtonController
---@field button2Controller inkButtonController
sampleStylesGameController = {}

---@return sampleStylesGameController
function sampleStylesGameController.new() return end

---@param props table
---@return sampleStylesGameController
function sampleStylesGameController.new(props) return end

---@param controller inkButtonController
---@param oldState inkEButtonState
---@param newState inkEButtonState
---@return Bool
function sampleStylesGameController:OnButton1StateChanged(controller, oldState, newState) return end

---@param e inkPointerEvent
---@return Bool
function sampleStylesGameController:OnButton2Pressed(e) return end

---@return Bool
function sampleStylesGameController:OnInitialize() return end

---@param state inkEButtonState
---@return String
function sampleStylesGameController:ButtonStateToString(state) return end

---@class sampleTextScrolling : inkWidgetLogicController
---@field scrollingText inkTextWidgetReference
---@field infiniteloop inkanimPlaybackOptions
sampleTextScrolling = {}

---@return sampleTextScrolling
function sampleTextScrolling.new() return end

---@param props table
---@return sampleTextScrolling
function sampleTextScrolling.new(props) return end

---@return Bool
function sampleTextScrolling:OnInitialize() return end

---@class sampleTimeDilatable : gameTimeDilatable
---@field listener sampleTimeListener
sampleTimeDilatable = {}

---@return sampleTimeDilatable
function sampleTimeDilatable.new() return end

---@param props table
---@return sampleTimeDilatable
function sampleTimeDilatable.new(props) return end

---@return Bool
function sampleTimeDilatable:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleTimeDilatable:OnInteractionChoice(choice) return end

---@return Bool
function sampleTimeDilatable:OnTimeDilationFinished() return end

---@param reason CName|string
function sampleTimeDilatable:OnFinished(reason) return end

---@class sampleTimeListener : tickScriptTimeDilationListener
---@field myOwner sampleTimeDilatable
sampleTimeListener = {}

---@return sampleTimeListener
function sampleTimeListener.new() return end

---@param props table
---@return sampleTimeListener
function sampleTimeListener.new(props) return end

---@param reason CName|string
---@return Bool
function sampleTimeListener:OnFinished(reason) return end

---@param owner sampleTimeDilatable
function sampleTimeListener:SetOwner(owner) return end

---@class sampleUIAnchorButton : inkWidgetLogicController
---@field anchorLocation inkEAnchor
sampleUIAnchorButton = {}

---@return sampleUIAnchorButton
function sampleUIAnchorButton.new() return end

---@param props table
---@return sampleUIAnchorButton
function sampleUIAnchorButton.new(props) return end

---@return Bool
function sampleUIAnchorButton:OnInitialize() return end

---@class sampleUIAnchorController : inkWidgetLogicController
---@field rectangleAnchor inkRectangleWidgetReference
sampleUIAnchorController = {}

---@return sampleUIAnchorController
function sampleUIAnchorController.new() return end

---@param props table
---@return sampleUIAnchorController
function sampleUIAnchorController.new(props) return end

---@return Bool
function sampleUIAnchorController:OnInitialize() return end

---@param e inkPointerEvent
function sampleUIAnchorController:onButtonRelease(e) return end

---@class sampleUIAnimationController : inkWidgetLogicController
---@field rotation_anim inkanimDefinition
---@field size_anim inkanimDefinition
---@field color_anim inkanimDefinition
---@field alpha_anim inkanimDefinition
---@field rotation_anim_proxy inkanimProxy
---@field size_anim_proxy inkanimProxy
---@field color_anim_proxy inkanimProxy
---@field alpha_anim_proxy inkanimProxy
---@field rotation_widget inkWidget
---@field size_widget inkWidget
---@field color_widget inkWidget
---@field alpha_widget inkWidget
---@field iteration_counter Uint32
---@field is_paused Bool
---@field is_stoped Bool
---@field playReversed Bool
sampleUIAnimationController = {}

---@return sampleUIAnimationController
function sampleUIAnimationController.new() return end

---@param props table
---@return sampleUIAnimationController
function sampleUIAnimationController.new(props) return end

---@return Bool
function sampleUIAnimationController:OnInitialize() return end

---@param widget inkWidget
function sampleUIAnimationController:OnPauseResumeAnimation(widget) return end

---@param widget inkWidget
function sampleUIAnimationController:OnPlay(widget) return end

---@param widget inkWidget
function sampleUIAnimationController:OnPlayCycleLoop(widget) return end

---@param widget inkWidget
function sampleUIAnimationController:OnPlayPingPongLoop(widget) return end

---@param widget inkWidget
function sampleUIAnimationController:OnStopAnimation(widget) return end

function sampleUIAnimationController:PrepareDefinitions() return end

---@class sampleUICustomizableAnimationsController : inkWidgetLogicController
---@field imagePath CName
---@field interpolationType inkanimInterpolationType
---@field interpolationMode inkanimInterpolationMode
---@field delayTime Float
---@field rotation_anim inkanimDefinition
---@field size_anim inkanimDefinition
---@field color_anim inkanimDefinition
---@field alpha_anim inkanimDefinition
---@field position_anim inkanimDefinition
---@field imageWidget inkWidget
---@field animProxy inkanimProxy
---@field CanRotate Bool
---@field CanResize Bool
---@field CanChangeColor Bool
---@field CanChangeAlpha Bool
---@field CanMove Bool
---@field defaultSize Vector2
---@field defaultMargin inkMargin
---@field defaultRotation Float
---@field defaultColor HDRColor
---@field defaultAlpha Float
---@field isHighlighted Bool
---@field currentTarget inkWidget
---@field currentAnimProxy inkanimProxy
sampleUICustomizableAnimationsController = {}

---@return sampleUICustomizableAnimationsController
function sampleUICustomizableAnimationsController.new() return end

---@param props table
---@return sampleUICustomizableAnimationsController
function sampleUICustomizableAnimationsController.new(props) return end

---@return Bool
function sampleUICustomizableAnimationsController:OnInitialize() return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:EndHiglight(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:Higlight(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:PlayAnimation(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:Reset(e) return end

function sampleUICustomizableAnimationsController:SaveDefaults() return end

---@param buttonName CName|string
---@param status Bool
function sampleUICustomizableAnimationsController:SetText(buttonName, status) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:ToggleAlphaAnim(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:ToggleColorAnim(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:TogglePositionAnim(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:ToggleRotationAnim(e) return end

---@param e inkPointerEvent
function sampleUICustomizableAnimationsController:ToggleSizeAnim(e) return end

function sampleUICustomizableAnimationsController:UpdateDefinitions() return end

---@class sampleUIEventTestLogicController : inkWidgetLogicController
---@field eventTextWidgetPath CName
---@field eventVerticalPanelPath CName
---@field callbackTextWidgetPath CName
---@field callbackVerticalPanelPath CName
---@field customCallbackName CName
---@field textWidget inkTextWidget
---@field verticalPanelWidget inkVerticalPanelWidget
---@field isEnabled Bool
sampleUIEventTestLogicController = {}

---@return sampleUIEventTestLogicController
function sampleUIEventTestLogicController.new() return end

---@param props table
---@return sampleUIEventTestLogicController
function sampleUIEventTestLogicController.new(props) return end

---@return Bool
function sampleUIEventTestLogicController:OnInitialize() return end

---@param widget inkWidget
function sampleUIEventTestLogicController:CallbackTest(widget) return end

---@param e inkPointerEvent
function sampleUIEventTestLogicController:OnButtonClickCallbackTest(e) return end

---@param e inkPointerEvent
function sampleUIEventTestLogicController:OnButtonClickEventTest(e) return end

---@param text String
function sampleUIEventTestLogicController:ToggleVisibility(text) return end

---@class sampleUIInteractionWidgetLogicController : inkWidgetLogicController
---@field enableStateColor Color
---@field disableStateColor Color
---@field textWidget inkTextWidget
sampleUIInteractionWidgetLogicController = {}

---@return sampleUIInteractionWidgetLogicController
function sampleUIInteractionWidgetLogicController.new() return end

---@param props table
---@return sampleUIInteractionWidgetLogicController
function sampleUIInteractionWidgetLogicController.new(props) return end

---@return Bool
function sampleUIInteractionWidgetLogicController:OnInitialize() return end

---@param interacting Bool
function sampleUIInteractionWidgetLogicController:SetIsInteracting(interacting) return end

---@class sampleUILoadingBarController : inkWidgetLogicController
---@field minSize Vector2
---@field maxSize Vector2
---@field imageWidgetPath CName
---@field textWidgetPath CName
---@field currentSize Vector2
---@field imageWidget inkImageWidget
---@field textWidget inkTextWidget
sampleUILoadingBarController = {}

---@return sampleUILoadingBarController
function sampleUILoadingBarController.new() return end

---@param props table
---@return sampleUILoadingBarController
function sampleUILoadingBarController.new(props) return end

---@return Bool
function sampleUILoadingBarController:OnInitialize() return end

---@param e inkPointerEvent
function sampleUILoadingBarController:OnHold(e) return end

---@param e inkPointerEvent
function sampleUILoadingBarController:OnRelease(e) return end

---@class sampleUIPathAndReferenceGameController : gameuiWidgetGameController
---@field textWidget inkTextWidgetReference
---@field imageWidgetPath inkWidgetPath
---@field imageWidget inkImageWidget
---@field panelWidget inkBasePanelWidget
sampleUIPathAndReferenceGameController = {}

---@return sampleUIPathAndReferenceGameController
function sampleUIPathAndReferenceGameController.new() return end

---@param props table
---@return sampleUIPathAndReferenceGameController
function sampleUIPathAndReferenceGameController.new(props) return end

---@return Bool
function sampleUIPathAndReferenceGameController:OnInitialize() return end

---@class sampleUISoundsLogicController : inkWidgetLogicController
---@field textWidget inkTextWidget
sampleUISoundsLogicController = {}

---@return sampleUISoundsLogicController
function sampleUISoundsLogicController.new() return end

---@param props table
---@return sampleUISoundsLogicController
function sampleUISoundsLogicController.new(props) return end

---@return Bool
function sampleUISoundsLogicController:OnInitialize() return end

---@param button inkWidget
function sampleUISoundsLogicController:OnHoverOut(button) return end

---@param button inkWidget
function sampleUISoundsLogicController:OnHoverOver(button) return end

---@param button inkWidget
function sampleUISoundsLogicController:OnPress(button) return end

---@param button inkWidget
function sampleUISoundsLogicController:OnRelease(button) return end

---@class sampleUIStatusWidgetLogicController : inkWidgetLogicController
---@field enableStateColor Color
---@field disableStateColor Color
---@field textWidget inkTextWidget
---@field iconWidget inkRectangleWidget
sampleUIStatusWidgetLogicController = {}

---@return sampleUIStatusWidgetLogicController
function sampleUIStatusWidgetLogicController.new() return end

---@param props table
---@return sampleUIStatusWidgetLogicController
function sampleUIStatusWidgetLogicController.new(props) return end

---@return Bool
function sampleUIStatusWidgetLogicController:OnInitialize() return end

---@param on Bool
function sampleUIStatusWidgetLogicController:SetStatus(on) return end

---@class sampleUIVideoPlayer : inkWidgetLogicController
---@field videoWidgetPath CName
---@field counterWidgetPath CName
---@field lastFramePath CName
---@field currentFramePath CName
---@field videoWidget inkVideoWidget
---@field framesToSkipCounterWidget inkTextWidget
---@field lastFrameWidget inkTextWidget
---@field currentFrameWidget inkTextWidget
---@field numberOfFrames Uint32
sampleUIVideoPlayer = {}

---@return sampleUIVideoPlayer
function sampleUIVideoPlayer.new() return end

---@param props table
---@return sampleUIVideoPlayer
function sampleUIVideoPlayer.new(props) return end

---@return Bool
function sampleUIVideoPlayer:OnInitialize() return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:FastForward(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:JumpToFrame(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:JumpToTime(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:LowerFramesCounter(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:PauseVideo(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:PlayPauseVideo(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:ResumeVideo(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:Rewind(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:RiseFramesCounter(e) return end

---@param e inkPointerEvent
function sampleUIVideoPlayer:StopVideo(e) return end

function sampleUIVideoPlayer:UpdateCounter() return end

function sampleUIVideoPlayer:UpdateTextWidgets() return end

---@class sampleVisClueMaster : gameObject
---@field dependableEntities NodeRef[]
sampleVisClueMaster = {}

---@return sampleVisClueMaster
function sampleVisClueMaster.new() return end

---@param props table
---@return sampleVisClueMaster
function sampleVisClueMaster.new(props) return end

---@return Bool
function sampleVisClueMaster:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleVisClueMaster:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisClueMaster:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisClueMaster:OnTakeControl(ri) return end

---@return Bool
function sampleVisClueMaster:IsModeOn() return end

---@class sampleVisClueSlave : gameObject
sampleVisClueSlave = {}

---@return sampleVisClueSlave
function sampleVisClueSlave.new() return end

---@param props table
---@return sampleVisClueSlave
function sampleVisClueSlave.new(props) return end

---@return Bool
function sampleVisClueSlave:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleVisClueSlave:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisClueSlave:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisClueSlave:OnTakeControl(ri) return end

---@return Bool
function sampleVisClueSlave:IsModeOn() return end

---@class sampleVisWireMaster : gameObject
---@field dependableEntities NodeRef[]
---@field inFocus Bool
---@field found Bool
---@field lookedAt Bool
sampleVisWireMaster = {}

---@return sampleVisWireMaster
function sampleVisWireMaster.new() return end

---@param props table
---@return sampleVisWireMaster
function sampleVisWireMaster.new(props) return end

---@return Bool
function sampleVisWireMaster:OnGameAttached() return end

---@param evt HUDInstruction
---@return Bool
function sampleVisWireMaster:OnHUDInstruction(evt) return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleVisWireMaster:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisWireMaster:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisWireMaster:OnTakeControl(ri) return end

---@return Bool
function sampleVisWireMaster:IsModeOn() return end

function sampleVisWireMaster:OnFound() return end

---@class sampleVisWireMasterTwo : gameObject
---@field dependableEntities NodeRef[]
sampleVisWireMasterTwo = {}

---@return sampleVisWireMasterTwo
function sampleVisWireMasterTwo.new() return end

---@param props table
---@return sampleVisWireMasterTwo
function sampleVisWireMasterTwo.new(props) return end

---@return Bool
function sampleVisWireMasterTwo:OnGameAttached() return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisWireMasterTwo:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisWireMasterTwo:OnTakeControl(ri) return end

---@return Bool
function sampleVisWireMasterTwo:IsModeOn() return end

---@class sampleVisWireSlave : gameObject
sampleVisWireSlave = {}

---@return sampleVisWireSlave
function sampleVisWireSlave.new() return end

---@param props table
---@return sampleVisWireSlave
function sampleVisWireSlave.new(props) return end

---@return Bool
function sampleVisWireSlave:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleVisWireSlave:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisWireSlave:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisWireSlave:OnTakeControl(ri) return end

---@return Bool
function sampleVisWireSlave:IsModeOn() return end

---@class sampleVisWireSlaveTwo : gameObject
sampleVisWireSlaveTwo = {}

---@return sampleVisWireSlaveTwo
function sampleVisWireSlaveTwo.new() return end

---@param props table
---@return sampleVisWireSlaveTwo
function sampleVisWireSlaveTwo.new(props) return end

---@return Bool
function sampleVisWireSlaveTwo:OnGameAttached() return end

---@param choice gameinteractionsChoiceEvent
---@return Bool
function sampleVisWireSlaveTwo:OnInteractionChoice(choice) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function sampleVisWireSlaveTwo:OnRequestComponents(ri) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function sampleVisWireSlaveTwo:OnTakeControl(ri) return end

---@return Bool
function sampleVisWireSlaveTwo:IsModeOn() return end

---@class saveGameMetadata
---@field gameDefinition String
---@field activeQuests String
---@field trackedQuestEntry String
---@field trackedQuest String
---@field mainQuest String
---@field debugString String
---@field locationName String
---@field playerPosition Vector3
---@field playTime Double
---@field playthroughTime Double
---@field nextSavableEntityID Uint32
---@field nextNonSavableEntityID Uint32
---@field lifePath gamedataLifePath
---@field bodyGender String
---@field brainGender String
---@field level Float
---@field streetCred Float
---@field gunslinger Float
---@field assault Float
---@field demolition Float
---@field athletics Float
---@field brawling Float
---@field coldBlood Float
---@field stealth Float
---@field engineering Float
---@field crafting Float
---@field hacking Float
---@field combatHacking Float
---@field strength Float
---@field intelligence Float
---@field reflexes Float
---@field technicalAbility Float
---@field cool Float
---@field initialBuildID String
---@field finishedQuests String
---@field playthroughID String
---@field pointOfNoReturnId String
---@field visitID String
---@field buildSKU String
---@field buildPatch String
---@field difficulty gameDifficulty
---@field facts String[]
saveGameMetadata = {}

---@return saveGameMetadata
function saveGameMetadata.new() return end

---@param props table
---@return saveGameMetadata
function saveGameMetadata.new(props) return end

---@class saveMetadata : saveGameMetadata
---@field saveVersion Uint32
---@field gameVersion Uint32
---@field timestampString String
---@field name String
---@field userName String
---@field buildID String
---@field platform String
---@field censorFlags String
---@field buildConfiguration String
---@field fileSize Uint32
---@field isForced Bool
---@field isCheckpoint Bool
---@field initialLoadingScreenID Uint64
---@field isStoryMode Bool
---@field isPointOfNoReturn Bool
---@field isEndGameSave Bool
---@field isModded Bool
---@field additionalContentIds CName[]
saveMetadata = {}

---@return saveMetadata
function saveMetadata.new() return end

---@param props table
---@return saveMetadata
function saveMetadata.new(props) return end

---@class saveMetadataContainer : ISerializable
---@field metadata saveMetadata
saveMetadataContainer = {}

---@return saveMetadataContainer
function saveMetadataContainer.new() return end

---@param props table
---@return saveMetadataContainer
function saveMetadataContainer.new(props) return end

---@class scannerBorderGameController : gameuiProjectedHUDGameController
---@field ZoomMovingContainer inkCompoundWidgetReference
---@field DistanceMovingContainer inkCompoundWidgetReference
---@field DistanceParentContainer inkCompoundWidgetReference
---@field CrosshairProjection inkCompoundWidgetReference
---@field loadingBarCanvas inkCompoundWidgetReference
---@field crosshairContainer inkCompoundWidgetReference
---@field ZoomNumber inkTextWidgetReference
---@field DistanceNumber inkTextWidgetReference
---@field DistanceImageRuler inkImageWidgetReference
---@field ZoomMoveBracketL inkImageWidgetReference
---@field ZoomMoveBracketR inkImageWidgetReference
---@field scannerBarWidget inkCompoundWidgetReference
---@field scannerBarFluffText inkTextWidgetReference
---@field scannerBarFill inkImageWidgetReference
---@field deviceFluffs inkWidgetReference[]
---@field LockOnAnimProxy inkanimProxy
---@field IdleAnimProxy inkanimProxy
---@field BracketsAppearAnimProxy inkanimProxy
---@field lockOutAnimWasPlayed Bool
---@field root inkCompoundWidget
---@field currentTarget entEntityID
---@field isTakeControllActive Bool
---@field ownerObject gameObject
---@field currentTargetBuffered entEntityID
---@field scannerData scannerDataStructure
---@field shouldShowScanner Bool
---@field isFullyScanned Bool
---@field ProjectionLogicController ScannerCrosshairLogicController
---@field OriginalScannerBarFillSize Vector2
---@field zoomUpAnim inkanimProxy
---@field animLockOn inkanimProxy
---@field zoomDownAnim inkanimProxy
---@field animLockOff inkanimProxy
---@field exclusiveFocusAnim inkanimProxy
---@field isExclusiveFocus Bool
---@field argZoomBuffered Float
---@field squares inkImageWidget[]
---@field squaresFilled inkImageWidget[]
---@field scanBlackboard gameIBlackboard
---@field psmBlackboard gameIBlackboard
---@field tcsBlackboard gameIBlackboard
---@field BBID_ScanObject redCallbackObject
---@field BBID_ScanObject_Data redCallbackObject
---@field BBID_ScanObject_Position redCallbackObject
---@field BBID_ScanState redCallbackObject
---@field BBID_ProgressNum redCallbackObject
---@field BBID_ProgressText redCallbackObject
---@field BBID_ExclusiveFocus redCallbackObject
---@field PSM_BBID redCallbackObject
---@field tcs_BBID redCallbackObject
---@field VisionStateBlackboardId redCallbackObject
scannerBorderGameController = {}

---@return scannerBorderGameController
function scannerBorderGameController.new() return end

---@param props table
---@return scannerBorderGameController
function scannerBorderGameController.new(props) return end

---@param value entEntityID
---@return Bool
function scannerBorderGameController:OnChangeControlledDevice(value) return end

---@param isExclusiveFocus Bool
---@return Bool
function scannerBorderGameController:OnExclusiveFocus(isExclusiveFocus) return end

---@return Bool
function scannerBorderGameController:OnInitialize() return end

---@param pos Float
---@return Bool
function scannerBorderGameController:OnObjectPositionChange(pos) return end

---@param value Int32
---@return Bool
function scannerBorderGameController:OnPSMVisionStateChanged(value) return end

---@param playerPuppet gameObject
---@return Bool
function scannerBorderGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function scannerBorderGameController:OnPlayerDetach(playerPuppet) return end

---@param val String
---@return Bool
function scannerBorderGameController:OnProgressBarFluffTextChange(val) return end

---@param val Float
---@return Bool
function scannerBorderGameController:OnProgressChange(val) return end

---@param val entEntityID
---@return Bool
function scannerBorderGameController:OnScannedObject(val) return end

---@param val Variant
---@return Bool
function scannerBorderGameController:OnScannerObjectStats(val) return end

---@param argZoom Float
---@return Bool
function scannerBorderGameController:OnScannerZoom(argZoom) return end

---@param projections gameuiScreenProjectionsData
---@return Bool
function scannerBorderGameController:OnScreenProjectionUpdate(projections) return end

---@param val Variant
---@return Bool
function scannerBorderGameController:OnStateChanged(val) return end

---@return Bool
function scannerBorderGameController:OnUninitialize() return end

function scannerBorderGameController:ComputeVisibility() return end

---@return HUDManager
function scannerBorderGameController:GetHudManager() return end

---@return gameObject
function scannerBorderGameController:GetOwner() return end

---@param showAnim Bool
function scannerBorderGameController:PlayLockAnimation(showAnim) return end

function scannerBorderGameController:ResolveState() return end

---@return Bool
function scannerBorderGameController:ShouldShowScanner() return end

---@param currentTargetObject gameObject
---@return Bool
function scannerBorderGameController:ShouldShowScanner(currentTargetObject) return end

---@class scannerBorderLogicController : inkWidgetLogicController
---@field braindanceSetVisible inkWidgetReference[]
---@field braindanceSetHidden inkWidgetReference[]
scannerBorderLogicController = {}

---@return scannerBorderLogicController
function scannerBorderLogicController.new() return end

---@param props table
---@return scannerBorderLogicController
function scannerBorderLogicController.new(props) return end

---@param isBraindance Bool
function scannerBorderLogicController:SetBraindanceMode(isBraindance) return end

---@class scannerDataStructure
---@field entityName String
---@field quickHackName String
---@field quickHackDesc String
---@field questEntries scannerQuestEntry[]
---@field empty Bool
scannerDataStructure = {}

---@return scannerDataStructure
function scannerDataStructure.new() return end

---@param props table
---@return scannerDataStructure
function scannerDataStructure.new(props) return end

---@class scannerDetailsGameController : gameuiHUDGameController
---@field scannerCountainer inkCompoundWidgetReference
---@field quickhackContainer inkCompoundWidgetReference
---@field cluesContainer inkCompoundWidgetReference
---@field toggleDescirptionHackPart inkWidgetReference
---@field kiroshiLogo inkWidgetReference
---@field player gameObject
---@field scanningState gameScanningState
---@field scannedObjectType ScannerObjectType
---@field currentTab ScannerDetailTab
---@field isQuickHackAble Bool
---@field isQuickHackPanelOpened Bool
---@field asyncSpawnRequests inkAsyncSpawnRequest[]
---@field uiScannedObjectTypeChangedCallbackID redCallbackObject
---@field uiScanningStateChangedCallbackID redCallbackObject
---@field uiScannedObjectChangedCallbackID redCallbackObject
---@field uiQHDescriptionChangedCallbackID redCallbackObject
---@field uiQHPanelOpenedCallbackID redCallbackObject
---@field introAnimProxy inkanimProxy
---@field outroAnimProxy inkanimProxy
---@field scannerToggleTabAnimProxy inkanimProxy
scannerDetailsGameController = {}

---@return scannerDetailsGameController
function scannerDetailsGameController.new() return end

---@param props table
---@return scannerDetailsGameController
function scannerDetailsGameController.new(props) return end

---@return Bool
function scannerDetailsGameController:OnInitialize() return end

---@param player gameObject
---@return Bool
function scannerDetailsGameController:OnPlayerAttach(player) return end

---@param value Bool
---@return Bool
function scannerDetailsGameController:OnQHDescriptionChanged(value) return end

---@param value Bool
---@return Bool
function scannerDetailsGameController:OnQHPanelOpened(value) return end

---@param value entEntityID
---@return Bool
function scannerDetailsGameController:OnScannedObjectChanged(value) return end

---@param value Int32
---@return Bool
function scannerDetailsGameController:OnScannedObjectTypeChanged(value) return end

---@param animationProxy inkanimProxy
---@return Bool
function scannerDetailsGameController:OnScannerDetailsHidden(animationProxy) return end

---@param animationProxy inkanimProxy
---@return Bool
function scannerDetailsGameController:OnScannerDetailsShown(animationProxy) return end

---@param value Variant
---@return Bool
function scannerDetailsGameController:OnScanningStateChanged(value) return end

---@return Bool
function scannerDetailsGameController:OnUnitialize() return end

---@param scannerWidgetLibraryName CName|string
function scannerDetailsGameController:AsyncSpawnScannerModule(scannerWidgetLibraryName) return end

function scannerDetailsGameController:PlayOutroAnimation() return end

function scannerDetailsGameController:RefreshLayout() return end

---@param scannerDetailTab ScannerDetailTab
---@param isForceSkippingToggleAnimation Bool
function scannerDetailsGameController:SetTab(scannerDetailTab, isForceSkippingToggleAnimation) return end

function scannerDetailsGameController:StopAnimations() return end

function scannerDetailsGameController:ToggleQHTabVisibility() return end

---@class scannerQuestEntry
---@field categoryName CName
---@field entryName CName
---@field recordID TweakDBID
scannerQuestEntry = {}

---@return scannerQuestEntry
function scannerQuestEntry.new() return end

---@param props table
---@return scannerQuestEntry
function scannerQuestEntry.new(props) return end

---@class scnAICommandFactory : IScriptable
scnAICommandFactory = {}

---@class scnActorDef
---@field actorId scnActorId
---@field voicetagId scnVoicetagId
---@field acquisitionPlan scnEntityAcquisitionPlan
---@field findActorInContextParams scnFindEntityInContextParams
---@field findActorInWorldParams scnFindEntityInWorldParams
---@field spawnDespawnParams scnSpawnDespawnEntityParams
---@field spawnSetParams scnSpawnSetParams
---@field communityParams scnCommunityParams
---@field spawnerParams scnSpawnerParams
---@field animSets scnSRRefId[]
---@field lipsyncAnimSet scnLipsyncAnimSetSRRefId
---@field facialAnimSets scnRidFacialAnimSetSRRefId[]
---@field cyberwareAnimSets scnRidCyberwareAnimSetSRRefId[]
---@field deformationAnimSets scnRidDeformationAnimSetSRRefId[]
---@field bodyCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field facialCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field cyberwareCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field dynamicAnimSets scnDynamicAnimSetSRRefId[]
---@field holocallInitScn CResource
---@field actorName String
---@field specCharacterRecordId TweakDBID
---@field specAppearance CName
scnActorDef = {}

---@return scnActorDef
function scnActorDef.new() return end

---@param props table
---@return scnActorDef
function scnActorDef.new(props) return end

---@class scnActorId
---@field id Uint32
scnActorId = {}

---@return scnActorId
function scnActorId.new() return end

---@param props table
---@return scnActorId
function scnActorId.new(props) return end

---@class scnActorRid
---@field tag scnRidTag
---@field animations scnAnimationRid[]
---@field facialAnimations scnAnimationRid[]
---@field cyberwareAnimations scnAnimationRid[]
scnActorRid = {}

---@return scnActorRid
function scnActorRid.new() return end

---@param props table
---@return scnActorRid
function scnActorRid.new(props) return end

---@class scnAddIdleAnimEvent : scnSceneEvent
---@field performerId scnPerformerId
---@field actorComponent CName
---@field weight Float
scnAddIdleAnimEvent = {}

---@return scnAddIdleAnimEvent
function scnAddIdleAnimEvent.new() return end

---@param props table
---@return scnAddIdleAnimEvent
function scnAddIdleAnimEvent.new(props) return end

---@class scnAddIdleWithBlendAnimEvent : scnSceneEvent
---@field performerId scnPerformerId
---@field actorComponent CName
---@field targetWeight Float
scnAddIdleWithBlendAnimEvent = {}

---@return scnAddIdleWithBlendAnimEvent
function scnAddIdleWithBlendAnimEvent.new() return end

---@param props table
---@return scnAddIdleWithBlendAnimEvent
function scnAddIdleWithBlendAnimEvent.new(props) return end

---@class scnAdditionalSpeaker
---@field actorId scnActorId
---@field type scnAdditionalSpeakerType
scnAdditionalSpeaker = {}

---@return scnAdditionalSpeaker
function scnAdditionalSpeaker.new() return end

---@param props table
---@return scnAdditionalSpeaker
function scnAdditionalSpeaker.new(props) return end

---@class scnAdditionalSpeakers
---@field executionTag Uint8
---@field role scnAdditionalSpeakerRole
---@field speakers scnAdditionalSpeaker[]
scnAdditionalSpeakers = {}

---@return scnAdditionalSpeakers
function scnAdditionalSpeakers.new() return end

---@param props table
---@return scnAdditionalSpeakers
function scnAdditionalSpeakers.new(props) return end

---@class scnAndNode : scnSceneGraphNode
---@field numInSockets Uint32
scnAndNode = {}

---@return scnAndNode
function scnAndNode.new() return end

---@param props table
---@return scnAndNode
function scnAndNode.new(props) return end

---@class scnAnimName : ISerializable
---@field type scnAnimNameType
scnAnimName = {}

---@return scnAnimName
function scnAnimName.new() return end

---@param props table
---@return scnAnimName
function scnAnimName.new(props) return end

---@class scnAnimSetAnimNames
---@field animationNames CName[]
scnAnimSetAnimNames = {}

---@return scnAnimSetAnimNames
function scnAnimSetAnimNames.new() return end

---@param props table
---@return scnAnimSetAnimNames
function scnAnimSetAnimNames.new(props) return end

---@class scnAnimSetDynAnimNames
---@field animVariable CName[]
---@field animNames CName[]
scnAnimSetDynAnimNames = {}

---@return scnAnimSetDynAnimNames
function scnAnimSetDynAnimNames.new() return end

---@param props table
---@return scnAnimSetDynAnimNames
function scnAnimSetDynAnimNames.new(props) return end

---@class scnAnimTargetBasicData
---@field performerId scnPerformerId
---@field isStart Bool
---@field targetPerformerId scnPerformerId
---@field targetSlot CName
---@field targetOffsetEntitySpace Vector4
---@field staticTarget Vector4
---@field targetActorId scnActorId
---@field targetPropId scnPropId
---@field targetType scnLookAtTargetType
scnAnimTargetBasicData = {}

---@return scnAnimTargetBasicData
function scnAnimTargetBasicData.new() return end

---@param props table
---@return scnAnimTargetBasicData
function scnAnimTargetBasicData.new(props) return end

---@class scnAnimationMotionSample
---@field time Float
---@field transform Transform
scnAnimationMotionSample = {}

---@return scnAnimationMotionSample
function scnAnimationMotionSample.new() return end

---@param props table
---@return scnAnimationMotionSample
function scnAnimationMotionSample.new(props) return end

---@class scnAnimationRid
---@field tag scnRidTag
---@field animation animAnimation
---@field events animEventsContainer
---@field motionExtracted Bool
---@field offset Transform
---@field bonesCount Uint32
---@field trajectoryBoneIndex Int32
scnAnimationRid = {}

---@return scnAnimationRid
function scnAnimationRid.new() return end

---@param props table
---@return scnAnimationRid
function scnAnimationRid.new(props) return end

---@class scnAnimationRidAudioData : ISerializable
---@field events animAnimEvent[]
scnAnimationRidAudioData = {}

---@return scnAnimationRidAudioData
function scnAnimationRidAudioData.new() return end

---@param props table
---@return scnAnimationRidAudioData
function scnAnimationRidAudioData.new(props) return end

---@class scnAudioDurationEvent : scnSceneEvent
---@field performer scnPerformerId
---@field audioEventName CName
---@field playbackDirectionSupport scnAudioPlaybackDirectionSupportFlag
scnAudioDurationEvent = {}

---@return scnAudioDurationEvent
function scnAudioDurationEvent.new() return end

---@param props table
---@return scnAudioDurationEvent
function scnAudioDurationEvent.new(props) return end

---@class scnAudioEvent : scnSceneEvent
---@field performer scnPerformerId
---@field audioEventName CName
---@field ambientUniqueName CName
---@field emitterName CName
---@field fastForwardSupport scnAudioFastForwardSupport
scnAudioEvent = {}

---@return scnAudioEvent
function scnAudioEvent.new() return end

---@param props table
---@return scnAudioEvent
function scnAudioEvent.new(props) return end

---@class scnBluelineSelectedRequest : gamePlayerScriptableSystemRequest
scnBluelineSelectedRequest = {}

---@return scnBluelineSelectedRequest
function scnBluelineSelectedRequest.new() return end

---@param props table
---@return scnBluelineSelectedRequest
function scnBluelineSelectedRequest.new(props) return end

---@class scnBraindanceJumpInProgress_ConditionType : scnIBraindanceConditionType
---@field inProgress Bool
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindanceJumpInProgress_ConditionType = {}

---@return scnBraindanceJumpInProgress_ConditionType
function scnBraindanceJumpInProgress_ConditionType.new() return end

---@param props table
---@return scnBraindanceJumpInProgress_ConditionType
function scnBraindanceJumpInProgress_ConditionType.new(props) return end

---@class scnBraindanceLayer_ConditionType : scnIBraindanceConditionType
---@field layer scnBraindanceLayer
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindanceLayer_ConditionType = {}

---@return scnBraindanceLayer_ConditionType
function scnBraindanceLayer_ConditionType.new() return end

---@param props table
---@return scnBraindanceLayer_ConditionType
function scnBraindanceLayer_ConditionType.new(props) return end

---@class scnBraindancePaused_ConditionType : scnIBraindanceConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindancePaused_ConditionType = {}

---@return scnBraindancePaused_ConditionType
function scnBraindancePaused_ConditionType.new() return end

---@param props table
---@return scnBraindancePaused_ConditionType
function scnBraindancePaused_ConditionType.new(props) return end

---@class scnBraindancePerspective_ConditionType : scnIBraindanceConditionType
---@field perspective scnBraindancePerspective
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindancePerspective_ConditionType = {}

---@return scnBraindancePerspective_ConditionType
function scnBraindancePerspective_ConditionType.new() return end

---@param props table
---@return scnBraindancePerspective_ConditionType
function scnBraindancePerspective_ConditionType.new(props) return end

---@class scnBraindancePlaying_ConditionType : scnIBraindanceConditionType
---@field speed scnBraindanceSpeed
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindancePlaying_ConditionType = {}

---@return scnBraindancePlaying_ConditionType
function scnBraindancePlaying_ConditionType.new() return end

---@param props table
---@return scnBraindancePlaying_ConditionType
function scnBraindancePlaying_ConditionType.new(props) return end

---@class scnBraindanceResetting_ConditionType : scnIBraindanceConditionType
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindanceResetting_ConditionType = {}

---@return scnBraindanceResetting_ConditionType
function scnBraindanceResetting_ConditionType.new() return end

---@param props table
---@return scnBraindanceResetting_ConditionType
function scnBraindanceResetting_ConditionType.new(props) return end

---@class scnBraindanceRewinding_ConditionType : scnIBraindanceConditionType
---@field speed scnBraindanceSpeed
---@field sceneFile scnSceneResource
---@field SceneVersion scnSceneVersionCheck
scnBraindanceRewinding_ConditionType = {}

---@return scnBraindanceRewinding_ConditionType
function scnBraindanceRewinding_ConditionType.new() return end

---@param props table
---@return scnBraindanceRewinding_ConditionType
function scnBraindanceRewinding_ConditionType.new(props) return end

---@class scnCameraAnimationLOD
---@field trajectory scnAnimationMotionSample[]
---@field tracks Float[][]
scnCameraAnimationLOD = {}

---@return scnCameraAnimationLOD
function scnCameraAnimationLOD.new() return end

---@param props table
---@return scnCameraAnimationLOD
function scnCameraAnimationLOD.new(props) return end

---@class scnCameraAnimationRid
---@field tag scnRidTag
---@field animation animIAnimationBuffer
---@field cameraAnimationLOD scnCameraAnimationLOD
scnCameraAnimationRid = {}

---@return scnCameraAnimationRid
function scnCameraAnimationRid.new() return end

---@param props table
---@return scnCameraAnimationRid
function scnCameraAnimationRid.new(props) return end

---@class scnCameraRid
---@field tag scnRidTag
---@field animations scnCameraAnimationRid[]
scnCameraRid = {}

---@return scnCameraRid
function scnCameraRid.new() return end

---@param props table
---@return scnCameraRid
function scnCameraRid.new(props) return end

---@class scnChangeIdleAnimEvent : scnPlayAnimEvent
---@field idleAnimName CName
---@field addIdleAnimName CName
---@field isEnabled Bool
---@field animName CName
---@field bakedFacialTransition animFacialEmotionTransitionBaked
---@field facialInstantTransition Bool
scnChangeIdleAnimEvent = {}

---@return scnChangeIdleAnimEvent
function scnChangeIdleAnimEvent.new() return end

---@param props table
---@return scnChangeIdleAnimEvent
function scnChangeIdleAnimEvent.new(props) return end

---@class scnChatter
---@field id Uint16
---@field voicesetComponent scnVoicesetComponent
scnChatter = {}

---@return scnChatter
function scnChatter.new() return end

---@param props table
---@return scnChatter
function scnChatter.new(props) return end

---@class scnChatterModuleSharedState : ISerializable
---@field chatterHistory scnChatter[]
scnChatterModuleSharedState = {}

---@return scnChatterModuleSharedState
function scnChatterModuleSharedState.new() return end

---@param props table
---@return scnChatterModuleSharedState
function scnChatterModuleSharedState.new(props) return end

---@class scnCheckAnyoneDistractedInterruptCondition : scnIInterruptCondition
scnCheckAnyoneDistractedInterruptCondition = {}

---@return scnCheckAnyoneDistractedInterruptCondition
function scnCheckAnyoneDistractedInterruptCondition.new() return end

---@param props table
---@return scnCheckAnyoneDistractedInterruptCondition
function scnCheckAnyoneDistractedInterruptCondition.new(props) return end

---@class scnCheckDistractedReturnCondition : scnIReturnCondition
---@field params scnCheckDistractedReturnConditionParams
scnCheckDistractedReturnCondition = {}

---@return scnCheckDistractedReturnCondition
function scnCheckDistractedReturnCondition.new() return end

---@param props table
---@return scnCheckDistractedReturnCondition
function scnCheckDistractedReturnCondition.new(props) return end

---@class scnCheckDistractedReturnConditionParams
---@field distracted Bool
---@field target scnDistractedConditionTarget
scnCheckDistractedReturnConditionParams = {}

---@return scnCheckDistractedReturnConditionParams
function scnCheckDistractedReturnConditionParams.new() return end

---@param props table
---@return scnCheckDistractedReturnConditionParams
function scnCheckDistractedReturnConditionParams.new(props) return end

---@class scnCheckFactInterruptCondition : scnIInterruptCondition
---@field params scnCheckFactInterruptConditionParams
scnCheckFactInterruptCondition = {}

---@return scnCheckFactInterruptCondition
function scnCheckFactInterruptCondition.new() return end

---@param props table
---@return scnCheckFactInterruptCondition
function scnCheckFactInterruptCondition.new(props) return end

---@class scnCheckFactInterruptConditionParams
---@field factCondition scnInterruptFactConditionType
scnCheckFactInterruptConditionParams = {}

---@return scnCheckFactInterruptConditionParams
function scnCheckFactInterruptConditionParams.new() return end

---@param props table
---@return scnCheckFactInterruptConditionParams
function scnCheckFactInterruptConditionParams.new(props) return end

---@class scnCheckFactReturnCondition : scnIReturnCondition
---@field params scnCheckFactReturnConditionParams
scnCheckFactReturnCondition = {}

---@return scnCheckFactReturnCondition
function scnCheckFactReturnCondition.new() return end

---@param props table
---@return scnCheckFactReturnCondition
function scnCheckFactReturnCondition.new(props) return end

---@class scnCheckFactReturnConditionParams
---@field factCondition scnInterruptFactConditionType
scnCheckFactReturnConditionParams = {}

---@return scnCheckFactReturnConditionParams
function scnCheckFactReturnConditionParams.new() return end

---@param props table
---@return scnCheckFactReturnConditionParams
function scnCheckFactReturnConditionParams.new(props) return end

---@class scnCheckMountedVehicleImpactInterruptCondition : scnIInterruptCondition
scnCheckMountedVehicleImpactInterruptCondition = {}

---@return scnCheckMountedVehicleImpactInterruptCondition
function scnCheckMountedVehicleImpactInterruptCondition.new() return end

---@param props table
---@return scnCheckMountedVehicleImpactInterruptCondition
function scnCheckMountedVehicleImpactInterruptCondition.new(props) return end

---@class scnCheckPlayerCombatInterruptCondition : scnIInterruptCondition
---@field params scnCheckPlayerCombatInterruptConditionParams
scnCheckPlayerCombatInterruptCondition = {}

---@return scnCheckPlayerCombatInterruptCondition
function scnCheckPlayerCombatInterruptCondition.new() return end

---@param props table
---@return scnCheckPlayerCombatInterruptCondition
function scnCheckPlayerCombatInterruptCondition.new(props) return end

---@class scnCheckPlayerCombatInterruptConditionParams
---@field isInCombat Bool
scnCheckPlayerCombatInterruptConditionParams = {}

---@return scnCheckPlayerCombatInterruptConditionParams
function scnCheckPlayerCombatInterruptConditionParams.new() return end

---@param props table
---@return scnCheckPlayerCombatInterruptConditionParams
function scnCheckPlayerCombatInterruptConditionParams.new(props) return end

---@class scnCheckPlayerCombatReturnCondition : scnIReturnCondition
---@field params scnCheckPlayerCombatReturnConditionParams
scnCheckPlayerCombatReturnCondition = {}

---@return scnCheckPlayerCombatReturnCondition
function scnCheckPlayerCombatReturnCondition.new() return end

---@param props table
---@return scnCheckPlayerCombatReturnCondition
function scnCheckPlayerCombatReturnCondition.new(props) return end

---@class scnCheckPlayerCombatReturnConditionParams
---@field isInCombat Bool
scnCheckPlayerCombatReturnConditionParams = {}

---@return scnCheckPlayerCombatReturnConditionParams
function scnCheckPlayerCombatReturnConditionParams.new() return end

---@param props table
---@return scnCheckPlayerCombatReturnConditionParams
function scnCheckPlayerCombatReturnConditionParams.new(props) return end

---@class scnCheckPlayerTargetEntityDistanceInterruptCondition : scnIInterruptCondition
---@field params scnCheckPlayerTargetEntityDistanceInterruptConditionParams
scnCheckPlayerTargetEntityDistanceInterruptCondition = {}

---@return scnCheckPlayerTargetEntityDistanceInterruptCondition
function scnCheckPlayerTargetEntityDistanceInterruptCondition.new() return end

---@param props table
---@return scnCheckPlayerTargetEntityDistanceInterruptCondition
function scnCheckPlayerTargetEntityDistanceInterruptCondition.new(props) return end

---@class scnCheckPlayerTargetEntityDistanceInterruptConditionParams
---@field distance Float
---@field comparisonType EComparisonType
---@field targetEntity gameEntityReference
scnCheckPlayerTargetEntityDistanceInterruptConditionParams = {}

---@return scnCheckPlayerTargetEntityDistanceInterruptConditionParams
function scnCheckPlayerTargetEntityDistanceInterruptConditionParams.new() return end

---@param props table
---@return scnCheckPlayerTargetEntityDistanceInterruptConditionParams
function scnCheckPlayerTargetEntityDistanceInterruptConditionParams.new(props) return end

---@class scnCheckPlayerTargetEntityDistanceReturnCondition : scnIReturnCondition
---@field params scnCheckPlayerTargetEntityDistanceReturnConditionParams
scnCheckPlayerTargetEntityDistanceReturnCondition = {}

---@return scnCheckPlayerTargetEntityDistanceReturnCondition
function scnCheckPlayerTargetEntityDistanceReturnCondition.new() return end

---@param props table
---@return scnCheckPlayerTargetEntityDistanceReturnCondition
function scnCheckPlayerTargetEntityDistanceReturnCondition.new(props) return end

---@class scnCheckPlayerTargetEntityDistanceReturnConditionParams
---@field distance Float
---@field comparisonType EComparisonType
---@field targetEntity gameEntityReference
scnCheckPlayerTargetEntityDistanceReturnConditionParams = {}

---@return scnCheckPlayerTargetEntityDistanceReturnConditionParams
function scnCheckPlayerTargetEntityDistanceReturnConditionParams.new() return end

---@param props table
---@return scnCheckPlayerTargetEntityDistanceReturnConditionParams
function scnCheckPlayerTargetEntityDistanceReturnConditionParams.new(props) return end

---@class scnCheckPlayerTargetNodeDistanceInterruptCondition : scnIInterruptCondition
---@field params scnCheckPlayerTargetNodeDistanceInterruptConditionParams
scnCheckPlayerTargetNodeDistanceInterruptCondition = {}

---@return scnCheckPlayerTargetNodeDistanceInterruptCondition
function scnCheckPlayerTargetNodeDistanceInterruptCondition.new() return end

---@param props table
---@return scnCheckPlayerTargetNodeDistanceInterruptCondition
function scnCheckPlayerTargetNodeDistanceInterruptCondition.new(props) return end

---@class scnCheckPlayerTargetNodeDistanceInterruptConditionParams
---@field distance Float
---@field comparisonType EComparisonType
---@field targetNode NodeRef
scnCheckPlayerTargetNodeDistanceInterruptConditionParams = {}

---@return scnCheckPlayerTargetNodeDistanceInterruptConditionParams
function scnCheckPlayerTargetNodeDistanceInterruptConditionParams.new() return end

---@param props table
---@return scnCheckPlayerTargetNodeDistanceInterruptConditionParams
function scnCheckPlayerTargetNodeDistanceInterruptConditionParams.new(props) return end

---@class scnCheckPlayerTargetNodeDistanceReturnCondition : scnIReturnCondition
---@field params scnCheckPlayerTargetNodeDistanceReturnConditionParams
scnCheckPlayerTargetNodeDistanceReturnCondition = {}

---@return scnCheckPlayerTargetNodeDistanceReturnCondition
function scnCheckPlayerTargetNodeDistanceReturnCondition.new() return end

---@param props table
---@return scnCheckPlayerTargetNodeDistanceReturnCondition
function scnCheckPlayerTargetNodeDistanceReturnCondition.new(props) return end

---@class scnCheckPlayerTargetNodeDistanceReturnConditionParams
---@field distance Float
---@field comparisonType EComparisonType
---@field targetNode NodeRef
scnCheckPlayerTargetNodeDistanceReturnConditionParams = {}

---@return scnCheckPlayerTargetNodeDistanceReturnConditionParams
function scnCheckPlayerTargetNodeDistanceReturnConditionParams.new() return end

---@param props table
---@return scnCheckPlayerTargetNodeDistanceReturnConditionParams
function scnCheckPlayerTargetNodeDistanceReturnConditionParams.new(props) return end

---@class scnCheckSpeakerDistractedInterruptCondition : scnIInterruptCondition
scnCheckSpeakerDistractedInterruptCondition = {}

---@return scnCheckSpeakerDistractedInterruptCondition
function scnCheckSpeakerDistractedInterruptCondition.new() return end

---@param props table
---@return scnCheckSpeakerDistractedInterruptCondition
function scnCheckSpeakerDistractedInterruptCondition.new(props) return end

---@class scnCheckSpeakerOrAddressDistractedInterruptCondition : scnIInterruptCondition
scnCheckSpeakerOrAddressDistractedInterruptCondition = {}

---@return scnCheckSpeakerOrAddressDistractedInterruptCondition
function scnCheckSpeakerOrAddressDistractedInterruptCondition.new() return end

---@param props table
---@return scnCheckSpeakerOrAddressDistractedInterruptCondition
function scnCheckSpeakerOrAddressDistractedInterruptCondition.new(props) return end

---@class scnCheckSpeakersDistanceInterruptCondition : scnIInterruptCondition
---@field params scnCheckSpeakersDistanceInterruptConditionParams
scnCheckSpeakersDistanceInterruptCondition = {}

---@return scnCheckSpeakersDistanceInterruptCondition
function scnCheckSpeakersDistanceInterruptCondition.new() return end

---@param props table
---@return scnCheckSpeakersDistanceInterruptCondition
function scnCheckSpeakersDistanceInterruptCondition.new(props) return end

---@class scnCheckSpeakersDistanceInterruptConditionParams
---@field distance Float
---@field comparisonType EComparisonType
scnCheckSpeakersDistanceInterruptConditionParams = {}

---@return scnCheckSpeakersDistanceInterruptConditionParams
function scnCheckSpeakersDistanceInterruptConditionParams.new() return end

---@param props table
---@return scnCheckSpeakersDistanceInterruptConditionParams
function scnCheckSpeakersDistanceInterruptConditionParams.new(props) return end

---@class scnCheckSpeakersDistanceReturnCondition : scnIReturnCondition
---@field params scnCheckSpeakersDistanceReturnConditionParams
scnCheckSpeakersDistanceReturnCondition = {}

---@return scnCheckSpeakersDistanceReturnCondition
function scnCheckSpeakersDistanceReturnCondition.new() return end

---@param props table
---@return scnCheckSpeakersDistanceReturnCondition
function scnCheckSpeakersDistanceReturnCondition.new(props) return end

---@class scnCheckSpeakersDistanceReturnConditionParams
---@field distance Float
---@field comparisonType EComparisonType
scnCheckSpeakersDistanceReturnConditionParams = {}

---@return scnCheckSpeakersDistanceReturnConditionParams
function scnCheckSpeakersDistanceReturnConditionParams.new() return end

---@param props table
---@return scnCheckSpeakersDistanceReturnConditionParams
function scnCheckSpeakersDistanceReturnConditionParams.new(props) return end

---@class scnCheckTriggerInterruptCondition : scnIInterruptCondition
---@field params scnCheckTriggerInterruptConditionParams
scnCheckTriggerInterruptCondition = {}

---@return scnCheckTriggerInterruptCondition
function scnCheckTriggerInterruptCondition.new() return end

---@param props table
---@return scnCheckTriggerInterruptCondition
function scnCheckTriggerInterruptCondition.new(props) return end

---@class scnCheckTriggerInterruptConditionParams
---@field inside Bool
---@field triggerArea NodeRef
scnCheckTriggerInterruptConditionParams = {}

---@return scnCheckTriggerInterruptConditionParams
function scnCheckTriggerInterruptConditionParams.new() return end

---@param props table
---@return scnCheckTriggerInterruptConditionParams
function scnCheckTriggerInterruptConditionParams.new(props) return end

---@class scnCheckTriggerReturnCondition : scnIReturnCondition
---@field params scnCheckTriggerReturnConditionParams
scnCheckTriggerReturnCondition = {}

---@return scnCheckTriggerReturnCondition
function scnCheckTriggerReturnCondition.new() return end

---@param props table
---@return scnCheckTriggerReturnCondition
function scnCheckTriggerReturnCondition.new(props) return end

---@class scnCheckTriggerReturnConditionParams
---@field inside Bool
---@field triggerArea NodeRef
scnCheckTriggerReturnConditionParams = {}

---@return scnCheckTriggerReturnConditionParams
function scnCheckTriggerReturnConditionParams.new() return end

---@param props table
---@return scnCheckTriggerReturnConditionParams
function scnCheckTriggerReturnConditionParams.new(props) return end

---@class scnChoiceHubPartId
---@field id Uint32
scnChoiceHubPartId = {}

---@return scnChoiceHubPartId
function scnChoiceHubPartId.new() return end

---@param props table
---@return scnChoiceHubPartId
function scnChoiceHubPartId.new(props) return end

---@class scnChoiceNode : scnSceneGraphNode
---@field displayNameOverride String
---@field localizedDisplayNameOverride LocalizationString
---@field options scnChoiceNodeOption[]
---@field mode scnChoiceNodeNsOperationMode
---@field persistentLineEvents scnSceneEventId[]
---@field customPersistentLine scnscreenplayItemId
---@field timedParams scnChoiceNodeNsTimedParams
---@field reminderParams scnChoiceNodeNsActorReminderParams
---@field shapeParams scnInteractionShapeParams
---@field lookAtParams scnChoiceNodeNsLookAtParams
---@field forceAttachToScreenCondition questIBaseCondition
---@field choiceGroup CName
---@field cpoHoldInputActionSection Bool
---@field ataParams scnChoiceNodeNsAttachToActorParams
---@field atpParams scnChoiceNodeNsAttachToPropParams
---@field atgoParams scnChoiceNodeNsAttachToGameObjectParams
---@field atsParams scnChoiceNodeNsAttachToScreenParams
---@field atwParams scnChoiceNodeNsAttachToWorldParams
---@field choicePriority Uint8
---@field hubPriority Uint8
---@field mappinParams scnChoiceNodeNsMappinParams
---@field interruptCapability scnInterruptCapability
---@field interruptionSpeakerOverride scnActorId
---@field choiceFlags scnChoiceNodeNsChoiceNodeBitFlags
---@field alwaysUseBrainGender Bool
---@field timedSectionCondition scnTimedCondition
---@field reminderCondition scnReminderCondition
scnChoiceNode = {}

---@return scnChoiceNode
function scnChoiceNode.new() return end

---@param props table
---@return scnChoiceNode
function scnChoiceNode.new(props) return end

---@class scnChoiceNodeNsActorReminderParams : ISerializable
---@field useCustomReminder Bool
---@field reminderActor scnActorId
---@field waitTimeForReminderA scnSceneTime
---@field waitTimeForReminderB scnSceneTime
---@field waitTimeForReminderC scnSceneTime
---@field waitTimeForLooping scnSceneTime
---@field cutReminderEnabled Bool
---@field waitTimeToCutReminder Float
scnChoiceNodeNsActorReminderParams = {}

---@return scnChoiceNodeNsActorReminderParams
function scnChoiceNodeNsActorReminderParams.new() return end

---@param props table
---@return scnChoiceNodeNsActorReminderParams
function scnChoiceNodeNsActorReminderParams.new(props) return end

---@class scnChoiceNodeNsAdaptiveLookAtParams : scnChoiceNodeNsLookAtParams
---@field nearbySlotName CName
---@field distantSlotName CName
---@field blendLimit Float
---@field referencePointFullEffectAngle Float
---@field referencePointNoEffectAngle Float
---@field referencePointFullEffectDistance Float
---@field referencePointNoEffectDistance Float
---@field referencePoints scnChoiceNodeNsAdaptiveLookAtReferencePoint[]
---@field auxiliaryRelativePoint Vector3
scnChoiceNodeNsAdaptiveLookAtParams = {}

---@return scnChoiceNodeNsAdaptiveLookAtParams
function scnChoiceNodeNsAdaptiveLookAtParams.new() return end

---@param props table
---@return scnChoiceNodeNsAdaptiveLookAtParams
function scnChoiceNodeNsAdaptiveLookAtParams.new(props) return end

---@class scnChoiceNodeNsAdaptiveLookAtReferencePoint
---@field referencePoint scnReferencePointId
---@field constantWeight Float
scnChoiceNodeNsAdaptiveLookAtReferencePoint = {}

---@return scnChoiceNodeNsAdaptiveLookAtReferencePoint
function scnChoiceNodeNsAdaptiveLookAtReferencePoint.new() return end

---@param props table
---@return scnChoiceNodeNsAdaptiveLookAtReferencePoint
function scnChoiceNodeNsAdaptiveLookAtReferencePoint.new(props) return end

---@class scnChoiceNodeNsAttachToActorParams
---@field actorId scnActorId
---@field visualizerStyle scnChoiceNodeNsVisualizerStyle
scnChoiceNodeNsAttachToActorParams = {}

---@return scnChoiceNodeNsAttachToActorParams
function scnChoiceNodeNsAttachToActorParams.new() return end

---@param props table
---@return scnChoiceNodeNsAttachToActorParams
function scnChoiceNodeNsAttachToActorParams.new(props) return end

---@class scnChoiceNodeNsAttachToGameObjectParams
---@field nodeRef NodeRef
---@field visualizerStyle scnChoiceNodeNsVisualizerStyle
scnChoiceNodeNsAttachToGameObjectParams = {}

---@return scnChoiceNodeNsAttachToGameObjectParams
function scnChoiceNodeNsAttachToGameObjectParams.new() return end

---@param props table
---@return scnChoiceNodeNsAttachToGameObjectParams
function scnChoiceNodeNsAttachToGameObjectParams.new(props) return end

---@class scnChoiceNodeNsAttachToPropParams
---@field propId scnPropId
---@field visualizerStyle scnChoiceNodeNsVisualizerStyle
scnChoiceNodeNsAttachToPropParams = {}

---@return scnChoiceNodeNsAttachToPropParams
function scnChoiceNodeNsAttachToPropParams.new() return end

---@param props table
---@return scnChoiceNodeNsAttachToPropParams
function scnChoiceNodeNsAttachToPropParams.new(props) return end

---@class scnChoiceNodeNsAttachToScreenParams
scnChoiceNodeNsAttachToScreenParams = {}

---@return scnChoiceNodeNsAttachToScreenParams
function scnChoiceNodeNsAttachToScreenParams.new() return end

---@param props table
---@return scnChoiceNodeNsAttachToScreenParams
function scnChoiceNodeNsAttachToScreenParams.new(props) return end

---@class scnChoiceNodeNsAttachToWorldParams
---@field entityPosition Vector3
---@field entityOrientation Quaternion
---@field customEntityRadius Float
---@field visualizerStyle scnChoiceNodeNsVisualizerStyle
scnChoiceNodeNsAttachToWorldParams = {}

---@return scnChoiceNodeNsAttachToWorldParams
function scnChoiceNodeNsAttachToWorldParams.new() return end

---@param props table
---@return scnChoiceNodeNsAttachToWorldParams
function scnChoiceNodeNsAttachToWorldParams.new(props) return end

---@class scnChoiceNodeNsBasicLookAtParams : scnChoiceNodeNsLookAtParams
---@field slotName CName
---@field offset Vector3
scnChoiceNodeNsBasicLookAtParams = {}

---@return scnChoiceNodeNsBasicLookAtParams
function scnChoiceNodeNsBasicLookAtParams.new() return end

---@param props table
---@return scnChoiceNodeNsBasicLookAtParams
function scnChoiceNodeNsBasicLookAtParams.new(props) return end

---@class scnChoiceNodeNsDeprecatedParams
---@field actorId scnActorId
---@field propId scnPropId
scnChoiceNodeNsDeprecatedParams = {}

---@return scnChoiceNodeNsDeprecatedParams
function scnChoiceNodeNsDeprecatedParams.new() return end

---@param props table
---@return scnChoiceNodeNsDeprecatedParams
function scnChoiceNodeNsDeprecatedParams.new(props) return end

---@class scnChoiceNodeNsLookAtParams : ISerializable
scnChoiceNodeNsLookAtParams = {}

---@class scnChoiceNodeNsMappinParams : ISerializable
---@field locationType scnChoiceNodeNsMappinLocation
---@field mappinSettings TweakDBID
scnChoiceNodeNsMappinParams = {}

---@return scnChoiceNodeNsMappinParams
function scnChoiceNodeNsMappinParams.new() return end

---@param props table
---@return scnChoiceNodeNsMappinParams
function scnChoiceNodeNsMappinParams.new(props) return end

---@class scnChoiceNodeNsReminderParams
---@field reminderEnabled Bool
---@field useCustomReminder Bool
---@field reminderActor scnActorId
---@field waitTimeForReminderA scnSceneTime
---@field waitTimeForReminderB scnSceneTime
---@field waitTimeForReminderC scnSceneTime
---@field waitTimeForLooping scnSceneTime
scnChoiceNodeNsReminderParams = {}

---@return scnChoiceNodeNsReminderParams
function scnChoiceNodeNsReminderParams.new() return end

---@param props table
---@return scnChoiceNodeNsReminderParams
function scnChoiceNodeNsReminderParams.new(props) return end

---@class scnChoiceNodeNsTimedParams : ISerializable
---@field action scnChoiceNodeNsTimedAction
---@field timeLimitedFinish Bool
---@field duration scnSceneTime
scnChoiceNodeNsTimedParams = {}

---@return scnChoiceNodeNsTimedParams
function scnChoiceNodeNsTimedParams.new() return end

---@param props table
---@return scnChoiceNodeNsTimedParams
function scnChoiceNodeNsTimedParams.new(props) return end

---@class scnChoiceNodeOption
---@field screenplayOptionId scnscreenplayItemId
---@field caption CName
---@field blueline Bool
---@field isFixedAsRead Bool
---@field isSingleChoice Bool
---@field type gameinteractionsChoiceTypeWrapper
---@field timedParams scnChoiceNodeNsTimedParams
---@field questCondition questIBaseCondition
---@field triggerCondition questIBaseCondition
---@field bluelineCondition questIBaseCondition
---@field emphasisCondition questIBaseCondition
---@field iconCondition questIBaseCondition
---@field gameplayAction TweakDBID
---@field iconTagIds TweakDBID[]
---@field exDataFlags Uint32
---@field mappinReferencePointId scnReferencePointId
---@field timedCondition scnTimedCondition
scnChoiceNodeOption = {}

---@return scnChoiceNodeOption
function scnChoiceNodeOption.new() return end

---@param props table
---@return scnChoiceNodeOption
function scnChoiceNodeOption.new(props) return end

---@class scnCinematicAnimSetSRRef
---@field asyncAnimSet animAnimSet
---@field priority Uint8
---@field isOverride Bool
scnCinematicAnimSetSRRef = {}

---@return scnCinematicAnimSetSRRef
function scnCinematicAnimSetSRRef.new() return end

---@param props table
---@return scnCinematicAnimSetSRRef
function scnCinematicAnimSetSRRef.new(props) return end

---@class scnCinematicAnimSetSRRefId
---@field id Uint32
scnCinematicAnimSetSRRefId = {}

---@return scnCinematicAnimSetSRRefId
function scnCinematicAnimSetSRRefId.new() return end

---@param props table
---@return scnCinematicAnimSetSRRefId
function scnCinematicAnimSetSRRefId.new(props) return end

---@class scnCommunityParams
---@field reference NodeRef
---@field entryName CName
---@field forceMaxVisibility Bool
scnCommunityParams = {}

---@return scnCommunityParams
function scnCommunityParams.new() return end

---@param props table
---@return scnCommunityParams
function scnCommunityParams.new(props) return end

---@class scnCutControlNode : scnSceneGraphNode
scnCutControlNode = {}

---@return scnCutControlNode
function scnCutControlNode.new() return end

---@param props table
---@return scnCutControlNode
function scnCutControlNode.new(props) return end

---@class scnDebugSymbols
---@field performersDebugSymbols scnPerformerSymbol[]
---@field workspotsDebugSymbols scnWorkspotSymbol[]
---@field sceneEventsDebugSymbols scnSceneEventSymbol[]
---@field sceneNodesDebugSymbols scnNodeSymbol[]
scnDebugSymbols = {}

---@return scnDebugSymbols
function scnDebugSymbols.new() return end

---@param props table
---@return scnDebugSymbols
function scnDebugSymbols.new(props) return end

---@class scnDeletionMarkerNode : scnSceneGraphNode
scnDeletionMarkerNode = {}

---@return scnDeletionMarkerNode
function scnDeletionMarkerNode.new() return end

---@param props table
---@return scnDeletionMarkerNode
function scnDeletionMarkerNode.new(props) return end

---@class scnDialogDisplayString
---@field text String
---@field translation String
---@field preTranslatedText String
---@field postTranslatedText String
---@field language scnDialogLineLanguage
scnDialogDisplayString = {}

---@return scnDialogDisplayString
function scnDialogDisplayString.new() return end

---@param props table
---@return scnDialogDisplayString
function scnDialogDisplayString.new(props) return end

---@class scnDialogLineData
---@field id CRUID
---@field text String
---@field type scnDialogLineType
---@field speaker gameObject
---@field speakerName String
---@field isPersistent Bool
---@field duration Float
scnDialogLineData = {}

---@return scnDialogLineData
function scnDialogLineData.new() return end

---@param props table
---@return scnDialogLineData
function scnDialogLineData.new(props) return end

---@param self_ scnDialogLineData
---@return scnDialogDisplayString
function scnDialogLineData.GetDisplayText(self_) return end

---@param self_ scnDialogLineData
---@return Bool
function scnDialogLineData.HasKiroshiTag(self_) return end

---@param self_ scnDialogLineData
---@return Bool
function scnDialogLineData.HasMothertongueTag(self_) return end

---@class scnDialogLineDuplicationParams
---@field executionTag Uint8
---@field additionalSpeakerId scnActorId
---@field isHolocallSpeaker Bool
scnDialogLineDuplicationParams = {}

---@return scnDialogLineDuplicationParams
function scnDialogLineDuplicationParams.new() return end

---@param props table
---@return scnDialogLineDuplicationParams
function scnDialogLineDuplicationParams.new(props) return end

---@class scnDialogLineEvent : scnSceneEvent
---@field screenplayLineId scnscreenplayItemId
---@field voParams scnDialogLineVoParams
---@field visualStyle scnDialogLineVisualStyle
---@field additionalSpeakers scnAdditionalSpeakers
scnDialogLineEvent = {}

---@return scnDialogLineEvent
function scnDialogLineEvent.new() return end

---@param props table
---@return scnDialogLineEvent
function scnDialogLineEvent.new(props) return end

---@class scnDialogLineVoParams
---@field voContext locVoiceoverContext
---@field voExpression locVoiceoverExpression
---@field customVoEvent CName
---@field disableHeadMovement Bool
---@field isHolocallSpeaker Bool
---@field ignoreSpeakerIncapacitation Bool
---@field alwaysUseBrainGender Bool
scnDialogLineVoParams = {}

---@return scnDialogLineVoParams
function scnDialogLineVoParams.new() return end

---@param props table
---@return scnDialogLineVoParams
function scnDialogLineVoParams.new(props) return end

---@class scnDummyAlwaysTrueReturnCondition : scnIReturnCondition
scnDummyAlwaysTrueReturnCondition = {}

---@return scnDummyAlwaysTrueReturnCondition
function scnDummyAlwaysTrueReturnCondition.new() return end

---@param props table
---@return scnDummyAlwaysTrueReturnCondition
function scnDummyAlwaysTrueReturnCondition.new(props) return end

---@class scnDynamicAnimSetSRRef
---@field asyncAnimSet animAnimSet
scnDynamicAnimSetSRRef = {}

---@return scnDynamicAnimSetSRRef
function scnDynamicAnimSetSRRef.new() return end

---@param props table
---@return scnDynamicAnimSetSRRef
function scnDynamicAnimSetSRRef.new(props) return end

---@class scnDynamicAnimSetSRRefId
---@field id Uint32
scnDynamicAnimSetSRRefId = {}

---@return scnDynamicAnimSetSRRefId
function scnDynamicAnimSetSRRefId.new() return end

---@param props table
---@return scnDynamicAnimSetSRRefId
function scnDynamicAnimSetSRRefId.new(props) return end

---@class scnEffectDef
---@field id scnEffectId
---@field effect worldEffect
scnEffectDef = {}

---@return scnEffectDef
function scnEffectDef.new() return end

---@param props table
---@return scnEffectDef
function scnEffectDef.new(props) return end

---@class scnEffectEntry
---@field effectInstanceId scnEffectInstanceId
---@field effectName CName
scnEffectEntry = {}

---@return scnEffectEntry
function scnEffectEntry.new() return end

---@param props table
---@return scnEffectEntry
function scnEffectEntry.new(props) return end

---@class scnEffectId
---@field id Uint32
scnEffectId = {}

---@return scnEffectId
function scnEffectId.new() return end

---@param props table
---@return scnEffectId
function scnEffectId.new(props) return end

---@class scnEffectInstance
---@field effectInstanceId scnEffectInstanceId
---@field compiledEffect worldCompiledEffectInfo
scnEffectInstance = {}

---@return scnEffectInstance
function scnEffectInstance.new() return end

---@param props table
---@return scnEffectInstance
function scnEffectInstance.new(props) return end

---@class scnEffectInstanceId
---@field effectId scnEffectId
---@field id Uint32
scnEffectInstanceId = {}

---@return scnEffectInstanceId
function scnEffectInstanceId.new() return end

---@param props table
---@return scnEffectInstanceId
function scnEffectInstanceId.new(props) return end

---@class scnEndNode : scnSceneGraphNode
---@field type scnEndNodeNsType
scnEndNode = {}

---@return scnEndNode
function scnEndNode.new() return end

---@param props table
---@return scnEndNode
function scnEndNode.new(props) return end

---@class scnEntityItemsListener : gameIAttachmentSlotsListener
scnEntityItemsListener = {}

---@return scnEntityItemsListener
function scnEntityItemsListener.new() return end

---@param props table
---@return scnEntityItemsListener
function scnEntityItemsListener.new(props) return end

---@class scnEntryPoint
---@field name CName
---@field nodeId scnNodeId
scnEntryPoint = {}

---@return scnEntryPoint
function scnEntryPoint.new() return end

---@param props table
---@return scnEntryPoint
function scnEntryPoint.new(props) return end

---@class scnEventBlendWorkspotSetupParameters : ISerializable
---@field workspotId scnSceneWorkspotInstanceId
---@field sequenceEntryId workWorkEntryId
---@field idleOnlyMode Bool
---@field workExcludedGestures workWorkEntryId[]
---@field itemOverride workWorkspotItemOverride
scnEventBlendWorkspotSetupParameters = {}

---@return scnEventBlendWorkspotSetupParameters
function scnEventBlendWorkspotSetupParameters.new() return end

---@param props table
---@return scnEventBlendWorkspotSetupParameters
function scnEventBlendWorkspotSetupParameters.new(props) return end

---@class scnExecutionTag
---@field flags Uint8
scnExecutionTag = {}

---@return scnExecutionTag
function scnExecutionTag.new() return end

---@param props table
---@return scnExecutionTag
function scnExecutionTag.new(props) return end

---@class scnExecutionTagEntry
---@field name CName
---@field flags Uint8
scnExecutionTagEntry = {}

---@return scnExecutionTagEntry
function scnExecutionTagEntry.new() return end

---@param props table
---@return scnExecutionTagEntry
function scnExecutionTagEntry.new(props) return end

---@class scnExitPoint
---@field name CName
---@field nodeId scnNodeId
scnExitPoint = {}

---@return scnExitPoint
function scnExitPoint.new() return end

---@param props table
---@return scnExitPoint
function scnExitPoint.new(props) return end

---@class scnFindEntityInContextParams
---@field contextualName scnContextualActorName
---@field voiceVagId scnVoicetagId
---@field contextActorName CName
---@field specRecordId TweakDBID
---@field forceMaxVisibility Bool
scnFindEntityInContextParams = {}

---@return scnFindEntityInContextParams
function scnFindEntityInContextParams.new() return end

---@param props table
---@return scnFindEntityInContextParams
function scnFindEntityInContextParams.new(props) return end

---@class scnFindEntityInEntityParams
---@field actorId scnActorId
---@field performerId scnPerformerId
---@field itemID TweakDBID
---@field slotID TweakDBID
---@field forceMaxVisibility Bool
---@field ownershipTransferOptions scnPropOwnershipTransferOptions
scnFindEntityInEntityParams = {}

---@return scnFindEntityInEntityParams
function scnFindEntityInEntityParams.new() return end

---@param props table
---@return scnFindEntityInEntityParams
function scnFindEntityInEntityParams.new(props) return end

---@class scnFindEntityInNodeParams
---@field nodeRef NodeRef
---@field forceMaxVisibility Bool
scnFindEntityInNodeParams = {}

---@return scnFindEntityInNodeParams
function scnFindEntityInNodeParams.new() return end

---@param props table
---@return scnFindEntityInNodeParams
function scnFindEntityInNodeParams.new(props) return end

---@class scnFindEntityInWorldParams
---@field actorRef gameEntityReference
---@field forceMaxVisibility Bool
scnFindEntityInWorldParams = {}

---@return scnFindEntityInWorldParams
function scnFindEntityInWorldParams.new() return end

---@param props table
---@return scnFindEntityInWorldParams
function scnFindEntityInWorldParams.new(props) return end

---@class scnFindNetworkPlayerParams
---@field networkId Uint32
scnFindNetworkPlayerParams = {}

---@return scnFindNetworkPlayerParams
function scnFindNetworkPlayerParams.new() return end

---@param props table
---@return scnFindNetworkPlayerParams
function scnFindNetworkPlayerParams.new(props) return end

---@class scnFlowControlNode : scnSceneGraphNode
---@field isOpen Bool
---@field opensAt Uint32
---@field closesAt Uint32
scnFlowControlNode = {}

---@return scnFlowControlNode
function scnFlowControlNode.new() return end

---@param props table
---@return scnFlowControlNode
function scnFlowControlNode.new(props) return end

---@class scnGameplayActionEvent : scnSceneEvent
---@field performer scnPerformerId
---@field gameplayActionData scnIGameplayActionData
scnGameplayActionEvent = {}

---@return scnGameplayActionEvent
function scnGameplayActionEvent.new() return end

---@param props table
---@return scnGameplayActionEvent
function scnGameplayActionEvent.new(props) return end

---@class scnGameplayActionSetVehicleSuspensionData : scnIGameplayActionData
---@field active Bool
---@field cooldownTime Float
scnGameplayActionSetVehicleSuspensionData = {}

---@return scnGameplayActionSetVehicleSuspensionData
function scnGameplayActionSetVehicleSuspensionData.new() return end

---@param props table
---@return scnGameplayActionSetVehicleSuspensionData
function scnGameplayActionSetVehicleSuspensionData.new(props) return end

---@class scnGameplayAnimSetSRRef
---@field asyncAnimSet animAnimSet
scnGameplayAnimSetSRRef = {}

---@return scnGameplayAnimSetSRRef
function scnGameplayAnimSetSRRef.new() return end

---@param props table
---@return scnGameplayAnimSetSRRef
function scnGameplayAnimSetSRRef.new(props) return end

---@class scnGameplayTransitionEvent : scnSceneEvent
---@field performer scnPerformerId
---@field vehState scnPuppetVehicleState
scnGameplayTransitionEvent = {}

---@return scnGameplayTransitionEvent
function scnGameplayTransitionEvent.new() return end

---@param props table
---@return scnGameplayTransitionEvent
function scnGameplayTransitionEvent.new(props) return end

---@class scnGenderMask
---@field mask Uint8
scnGenderMask = {}

---@return scnGenderMask
function scnGenderMask.new() return end

---@param props table
---@return scnGenderMask
function scnGenderMask.new(props) return end

---@class scnHubNode : scnSceneGraphNode
scnHubNode = {}

---@return scnHubNode
function scnHubNode.new() return end

---@param props table
---@return scnHubNode
function scnHubNode.new(props) return end

---@class scnIBraindanceConditionType : questISceneConditionType
scnIBraindanceConditionType = {}

---@class scnIGameplayActionData : ISerializable
scnIGameplayActionData = {}

---@class scnIInterruptCondition : ISerializable
scnIInterruptCondition = {}

---@class scnIInterruptManager_Operation : ISerializable
scnIInterruptManager_Operation = {}

---@class scnIInterruptionOperation : ISerializable
scnIInterruptionOperation = {}

---@class scnIInterruptionScenarioOperation : ISerializable
scnIInterruptionScenarioOperation = {}

---@class scnIKEvent : scnSceneEvent
---@field ikData scnIKEventData
scnIKEvent = {}

---@return scnIKEvent
function scnIKEvent.new() return end

---@param props table
---@return scnIKEvent
function scnIKEvent.new(props) return end

---@class scnIKEventData
---@field orientation Quaternion
---@field basic scnAnimTargetBasicData
---@field chainName CName
---@field request animIKTargetRequest
scnIKEventData = {}

---@return scnIKEventData
function scnIKEventData.new() return end

---@param props table
---@return scnIKEventData
function scnIKEventData.new(props) return end

---@class scnIReturnCondition : ISerializable
scnIReturnCondition = {}

---@class scnIScalingData : ISerializable
scnIScalingData = {}

---@class scnISceneSystem : gameISceneSystem
scnISceneSystem = {}

---@return String
function scnISceneSystem:GetPeerIdDialogChoiceFactName() return end

---@return scnScriptInterface
function scnISceneSystem:GetScriptInterface() return end

---@class scnInputSocketId
---@field nodeId scnNodeId
---@field isockStamp scnInputSocketStamp
scnInputSocketId = {}

---@return scnInputSocketId
function scnInputSocketId.new() return end

---@param props table
---@return scnInputSocketId
function scnInputSocketId.new(props) return end

---@class scnInputSocketStamp
---@field name Uint16
---@field ordinal Uint16
scnInputSocketStamp = {}

---@return scnInputSocketStamp
function scnInputSocketStamp.new() return end

---@param props table
---@return scnInputSocketStamp
function scnInputSocketStamp.new(props) return end

---@class scnInteractionShapeParams : ISerializable
---@field preset scnChoiceNodeNsSizePreset
---@field offset Vector3
---@field rotation Quaternion
---@field customIndicationRange Float
---@field customActivationRange Float
---@field activationYawLimit Float
---@field activationBaseLength Float
---@field activationHeight Float
scnInteractionShapeParams = {}

---@return scnInteractionShapeParams
function scnInteractionShapeParams.new() return end

---@param props table
---@return scnInteractionShapeParams
function scnInteractionShapeParams.new(props) return end

---@class scnInterestingConversationData : ISerializable
---@field sceneFilename scnSceneResource
---@field interruptionOperations scnIInterruptionOperation[]
scnInterestingConversationData = {}

---@return scnInterestingConversationData
function scnInterestingConversationData.new() return end

---@param props table
---@return scnInterestingConversationData
function scnInterestingConversationData.new(props) return end

---@class scnInterestingConversation_DEPRECATED
---@field sceneFilename scnSceneResource
scnInterestingConversation_DEPRECATED = {}

---@return scnInterestingConversation_DEPRECATED
function scnInterestingConversation_DEPRECATED.new() return end

---@param props table
---@return scnInterestingConversation_DEPRECATED
function scnInterestingConversation_DEPRECATED.new(props) return end

---@class scnInterestingConversationsGroup : ISerializable
---@field condition questIBaseCondition
---@field conversations scnInterestingConversationData[]
scnInterestingConversationsGroup = {}

---@return scnInterestingConversationsGroup
function scnInterestingConversationsGroup.new() return end

---@param props table
---@return scnInterestingConversationsGroup
function scnInterestingConversationsGroup.new(props) return end

---@class scnInterestingConversationsResource : CResource
---@field conversationGroups scnInterestingConversationsGroup[]
scnInterestingConversationsResource = {}

---@return scnInterestingConversationsResource
function scnInterestingConversationsResource.new() return end

---@param props table
---@return scnInterestingConversationsResource
function scnInterestingConversationsResource.new(props) return end

---@class scnInterruptAvailability_Operation : scnIInterruptManager_Operation
---@field available Bool
scnInterruptAvailability_Operation = {}

---@return scnInterruptAvailability_Operation
function scnInterruptAvailability_Operation.new() return end

---@param props table
---@return scnInterruptAvailability_Operation
function scnInterruptAvailability_Operation.new(props) return end

---@class scnInterruptFactConditionType : ISerializable
scnInterruptFactConditionType = {}

---@class scnInterruptManagerNode : scnSceneGraphNode
---@field interruptionOperations scnIInterruptionOperation[]
scnInterruptManagerNode = {}

---@return scnInterruptManagerNode
function scnInterruptManagerNode.new() return end

---@param props table
---@return scnInterruptManagerNode
function scnInterruptManagerNode.new(props) return end

---@class scnInterruptionScenario
---@field id scnInterruptionScenarioId
---@field name CName
---@field queueName CName
---@field enabled Bool
---@field talkOnReturn Bool
---@field playInterruptLine Bool
---@field forcePlayReturnLine Bool
---@field interruptionSpammingSafeguard Bool
---@field playingLinesBehavior scnInterruptReturnLinesBehavior
---@field postInterruptSignalTimeDelay Float
---@field postReturnSignalTimeDelay Float
---@field postInterruptSignalFactCondition scnInterruptFactConditionType
---@field postReturnSignalFactCondition scnInterruptFactConditionType
---@field interruptConditions scnIInterruptCondition[]
---@field returnConditions scnIReturnCondition[]
scnInterruptionScenario = {}

---@return scnInterruptionScenario
function scnInterruptionScenario.new() return end

---@param props table
---@return scnInterruptionScenario
function scnInterruptionScenario.new(props) return end

---@class scnInterruptionScenarioId
---@field id Uint32
scnInterruptionScenarioId = {}

---@return scnInterruptionScenarioId
function scnInterruptionScenarioId.new() return end

---@param props table
---@return scnInterruptionScenarioId
function scnInterruptionScenarioId.new(props) return end

---@class scnIsAliveListener : gameIStatPoolsListener
scnIsAliveListener = {}

---@return scnIsAliveListener
function scnIsAliveListener.new() return end

---@param props table
---@return scnIsAliveListener
function scnIsAliveListener.new(props) return end

---@class scnLipsyncAnimSetSRRef
---@field lipsyncAnimSet animAnimSet
---@field asyncRefLipsyncAnimSet animAnimSet
scnLipsyncAnimSetSRRef = {}

---@return scnLipsyncAnimSetSRRef
function scnLipsyncAnimSetSRRef.new() return end

---@param props table
---@return scnLipsyncAnimSetSRRef
function scnLipsyncAnimSetSRRef.new(props) return end

---@class scnLipsyncAnimSetSRRefId
---@field id Uint32
scnLipsyncAnimSetSRRefId = {}

---@return scnLipsyncAnimSetSRRefId
function scnLipsyncAnimSetSRRefId.new() return end

---@param props table
---@return scnLipsyncAnimSetSRRefId
function scnLipsyncAnimSetSRRefId.new(props) return end

---@class scnLocalMarker
---@field transformLS Transform
---@field name CName
scnLocalMarker = {}

---@return scnLocalMarker
function scnLocalMarker.new() return end

---@param props table
---@return scnLocalMarker
function scnLocalMarker.new(props) return end

---@class scnLookAtAdvancedEvent : scnSceneEvent
---@field advancedData scnLookAtAdvancedEventData
scnLookAtAdvancedEvent = {}

---@return scnLookAtAdvancedEvent
function scnLookAtAdvancedEvent.new() return end

---@param props table
---@return scnLookAtAdvancedEvent
function scnLookAtAdvancedEvent.new(props) return end

---@class scnLookAtAdvancedEventData
---@field basic scnAnimTargetBasicData
---@field requests animLookAtRequestForPart[]
scnLookAtAdvancedEventData = {}

---@return scnLookAtAdvancedEventData
function scnLookAtAdvancedEventData.new() return end

---@param props table
---@return scnLookAtAdvancedEventData
function scnLookAtAdvancedEventData.new(props) return end

---@class scnLookAtBasicEventData
---@field basic scnAnimTargetBasicData
---@field removePreviousAdvancedLookAts Bool
---@field requests animLookAtRequestForPart[]
scnLookAtBasicEventData = {}

---@return scnLookAtBasicEventData
function scnLookAtBasicEventData.new() return end

---@param props table
---@return scnLookAtBasicEventData
function scnLookAtBasicEventData.new(props) return end

---@class scnLookAtBodyPartProperties
---@field enableFactor Float
---@field override Float
---@field mode Int32
scnLookAtBodyPartProperties = {}

---@return scnLookAtBodyPartProperties
function scnLookAtBodyPartProperties.new() return end

---@param props table
---@return scnLookAtBodyPartProperties
function scnLookAtBodyPartProperties.new(props) return end

---@class scnLookAtBodyPartPropertiesAdvanced
---@field bodyPartName CName
scnLookAtBodyPartPropertiesAdvanced = {}

---@return scnLookAtBodyPartPropertiesAdvanced
function scnLookAtBodyPartPropertiesAdvanced.new() return end

---@param props table
---@return scnLookAtBodyPartPropertiesAdvanced
function scnLookAtBodyPartPropertiesAdvanced.new(props) return end

---@class scnLookAtChestProperties
---@field enableFactor Float
---@field override Float
---@field mode Int32
scnLookAtChestProperties = {}

---@return scnLookAtChestProperties
function scnLookAtChestProperties.new() return end

---@param props table
---@return scnLookAtChestProperties
function scnLookAtChestProperties.new(props) return end

---@class scnLookAtEvent : scnSceneEvent
---@field basicData scnLookAtBasicEventData
scnLookAtEvent = {}

---@return scnLookAtEvent
function scnLookAtEvent.new() return end

---@param props table
---@return scnLookAtEvent
function scnLookAtEvent.new(props) return end

---@class scnLookAtEventData
---@field id Uint32
---@field enable Bool
---@field singleBodyPartName CName
---@field singleTargetSlot CName
---@field bodyTargetSlot CName
---@field headTargetSlot CName
---@field eyesTargetSlot CName
---@field singleWeight Float
---@field bodyWeight Float
---@field headWeight Float
---@field eyesWeight Float
---@field useSingleWeightCurve Bool
---@field useBodyWeightCurve Bool
---@field useHeadWeightCurve Bool
---@field useEyesWeightCurve Bool
---@field singleWeightCurve curveData
---@field bodyWeightCurve curveData
---@field headWeightCurve curveData
---@field eyesWeightCurve curveData
---@field singleLimits animLookAtLimits
---@field bodyLimits animLookAtLimits
---@field headLimits animLookAtLimits
---@field eyesLimits animLookAtLimits
scnLookAtEventData = {}

---@return scnLookAtEventData
function scnLookAtEventData.new() return end

---@param props table
---@return scnLookAtEventData
function scnLookAtEventData.new(props) return end

---@class scnLookAtEyesProperties
---@field enableFactor Float
---@field override Float
---@field mode Int32
scnLookAtEyesProperties = {}

---@return scnLookAtEyesProperties
function scnLookAtEyesProperties.new() return end

---@param props table
---@return scnLookAtEyesProperties
function scnLookAtEyesProperties.new(props) return end

---@class scnLookAtHeadProperties
---@field enableFactor Float
---@field override Float
---@field mode Int32
scnLookAtHeadProperties = {}

---@return scnLookAtHeadProperties
function scnLookAtHeadProperties.new() return end

---@param props table
---@return scnLookAtHeadProperties
function scnLookAtHeadProperties.new(props) return end

---@class scnLookAtTwoHandedProperties
---@field enableFactor Float
---@field override Float
---@field mode Int32
scnLookAtTwoHandedProperties = {}

---@return scnLookAtTwoHandedProperties
function scnLookAtTwoHandedProperties.new() return end

---@param props table
---@return scnLookAtTwoHandedProperties
function scnLookAtTwoHandedProperties.new(props) return end

---@class scnMarker
---@field type scnMarkerType
---@field localMarkerId CName
---@field nodeRef NodeRef
---@field entityRef gameEntityReference
---@field slotName CName
---@field isMounted Bool
scnMarker = {}

---@return scnMarker
function scnMarker.new() return end

---@param props table
---@return scnMarker
function scnMarker.new(props) return end

---@class scnNPCStatusEffectsListener : gameIStatusEffectListener
scnNPCStatusEffectsListener = {}

---@class scnNodeId
---@field id Uint32
scnNodeId = {}

---@return scnNodeId
function scnNodeId.new() return end

---@param props table
---@return scnNodeId
function scnNodeId.new(props) return end

---@class scnNodeSymbol
---@field nodeId scnNodeId
---@field editorNodeId scnNodeId
---@field editorEventId Uint64
scnNodeSymbol = {}

---@return scnNodeSymbol
function scnNodeSymbol.new() return end

---@param props table
---@return scnNodeSymbol
function scnNodeSymbol.new(props) return end

---@class scnNotablePoint
---@field name CName
---@field nodeId scnNodeId
scnNotablePoint = {}

---@return scnNotablePoint
function scnNotablePoint.new() return end

---@param props table
---@return scnNotablePoint
function scnNotablePoint.new(props) return end

---@class scnOutputSocket
---@field stamp scnOutputSocketStamp
---@field destinations scnInputSocketId[]
scnOutputSocket = {}

---@return scnOutputSocket
function scnOutputSocket.new() return end

---@param props table
---@return scnOutputSocket
function scnOutputSocket.new(props) return end

---@class scnOutputSocketId
---@field nodeId scnNodeId
---@field osockStamp scnOutputSocketStamp
scnOutputSocketId = {}

---@return scnOutputSocketId
function scnOutputSocketId.new() return end

---@param props table
---@return scnOutputSocketId
function scnOutputSocketId.new(props) return end

---@class scnOutputSocketStamp
---@field name Uint16
---@field ordinal Uint16
scnOutputSocketStamp = {}

---@return scnOutputSocketStamp
function scnOutputSocketStamp.new() return end

---@param props table
---@return scnOutputSocketStamp
function scnOutputSocketStamp.new(props) return end

---@class scnOverrideInterruptConditions_InterruptionScenarioOperation : scnIInterruptionScenarioOperation
---@field interruptConditions scnIInterruptCondition[]
scnOverrideInterruptConditions_InterruptionScenarioOperation = {}

---@return scnOverrideInterruptConditions_InterruptionScenarioOperation
function scnOverrideInterruptConditions_InterruptionScenarioOperation.new() return end

---@param props table
---@return scnOverrideInterruptConditions_InterruptionScenarioOperation
function scnOverrideInterruptConditions_InterruptionScenarioOperation.new(props) return end

---@class scnOverrideInterruptConditions_Operation : scnIInterruptManager_Operation
---@field interruptConditions scnIInterruptCondition[]
scnOverrideInterruptConditions_Operation = {}

---@return scnOverrideInterruptConditions_Operation
function scnOverrideInterruptConditions_Operation.new() return end

---@param props table
---@return scnOverrideInterruptConditions_Operation
function scnOverrideInterruptConditions_Operation.new(props) return end

---@class scnOverrideInterruptionScenario_InterruptionOperation : scnIInterruptionOperation
---@field scenarioId scnInterruptionScenarioId
---@field scenarioOperations scnIInterruptionScenarioOperation[]
scnOverrideInterruptionScenario_InterruptionOperation = {}

---@return scnOverrideInterruptionScenario_InterruptionOperation
function scnOverrideInterruptionScenario_InterruptionOperation.new() return end

---@param props table
---@return scnOverrideInterruptionScenario_InterruptionOperation
function scnOverrideInterruptionScenario_InterruptionOperation.new(props) return end

---@class scnOverridePhantomParamsEvent : scnSceneEvent
---@field params scnOverridePhantomParamsEventParams
scnOverridePhantomParamsEvent = {}

---@return scnOverridePhantomParamsEvent
function scnOverridePhantomParamsEvent.new() return end

---@param props table
---@return scnOverridePhantomParamsEvent
function scnOverridePhantomParamsEvent.new(props) return end

---@class scnOverridePhantomParamsEventParams
---@field performer scnPerformerId
---@field overrideSpawnEffect CName
---@field overrideIdleEffect CName
scnOverridePhantomParamsEventParams = {}

---@return scnOverridePhantomParamsEventParams
function scnOverridePhantomParamsEventParams.new() return end

---@param props table
---@return scnOverridePhantomParamsEventParams
function scnOverridePhantomParamsEventParams.new(props) return end

---@class scnOverrideReturnConditions_InterruptionScenarioOperation : scnIInterruptionScenarioOperation
---@field returnConditions scnIReturnCondition[]
scnOverrideReturnConditions_InterruptionScenarioOperation = {}

---@return scnOverrideReturnConditions_InterruptionScenarioOperation
function scnOverrideReturnConditions_InterruptionScenarioOperation.new() return end

---@param props table
---@return scnOverrideReturnConditions_InterruptionScenarioOperation
function scnOverrideReturnConditions_InterruptionScenarioOperation.new(props) return end

---@class scnOverrideReturnConditions_Operation : scnIInterruptManager_Operation
---@field returnConditions scnIReturnCondition[]
scnOverrideReturnConditions_Operation = {}

---@return scnOverrideReturnConditions_Operation
function scnOverrideReturnConditions_Operation.new() return end

---@param props table
---@return scnOverrideReturnConditions_Operation
function scnOverrideReturnConditions_Operation.new(props) return end

---@class scnOverrideTalkOnReturn_InterruptionScenarioOperation : scnIInterruptionScenarioOperation
---@field talkOnReturn Bool
scnOverrideTalkOnReturn_InterruptionScenarioOperation = {}

---@return scnOverrideTalkOnReturn_InterruptionScenarioOperation
function scnOverrideTalkOnReturn_InterruptionScenarioOperation.new() return end

---@param props table
---@return scnOverrideTalkOnReturn_InterruptionScenarioOperation
function scnOverrideTalkOnReturn_InterruptionScenarioOperation.new(props) return end

---@class scnPerformerId
---@field id Uint32
scnPerformerId = {}

---@return scnPerformerId
function scnPerformerId.new() return end

---@param props table
---@return scnPerformerId
function scnPerformerId.new(props) return end

---@class scnPerformerSymbol
---@field performerId scnPerformerId
---@field entityRef gameEntityReference
---@field editorPerformerId CRUID
scnPerformerSymbol = {}

---@return scnPerformerSymbol
function scnPerformerSymbol.new() return end

---@param props table
---@return scnPerformerSymbol
function scnPerformerSymbol.new(props) return end

---@class scnPlacementEvent : scnSceneEvent
---@field actorId scnActorId
---@field targetWaypoint scnMarker
scnPlacementEvent = {}

---@return scnPlacementEvent
function scnPlacementEvent.new() return end

---@param props table
---@return scnPlacementEvent
function scnPlacementEvent.new(props) return end

---@class scnPlayAnimEvent : scnSceneEvent
---@field animData scneventsPlayAnimEventExData
---@field performer scnPerformerId
---@field actorComponent CName
---@field convertToAdditive Bool
---@field muteAnimEvents animMuteAnimEvents
---@field neckWeight Float
---@field upperFaceBlendAdditive Bool
---@field lowerFaceBlendAdditive Bool
---@field eyesBlendAdditive Bool
scnPlayAnimEvent = {}

---@class scnPlayAnimEventData
---@field blendIn Float
---@field blendOut Float
---@field clipFront Float
---@field stretch Float
---@field weight Float
---@field bodyPartMask CName
scnPlayAnimEventData = {}

---@return scnPlayAnimEventData
function scnPlayAnimEventData.new() return end

---@param props table
---@return scnPlayAnimEventData
function scnPlayAnimEventData.new(props) return end

---@class scnPlayDefaultMountedSlotWorkspotEvent : scnSceneEvent
---@field performer scnPerformerId
---@field parentRef gameEntityReference
---@field slotName CName
---@field puppetVehicleState scnPuppetVehicleState
scnPlayDefaultMountedSlotWorkspotEvent = {}

---@return scnPlayDefaultMountedSlotWorkspotEvent
function scnPlayDefaultMountedSlotWorkspotEvent.new() return end

---@param props table
---@return scnPlayDefaultMountedSlotWorkspotEvent
function scnPlayDefaultMountedSlotWorkspotEvent.new(props) return end

---@class scnPlayFPPControlAnimEvent : scnPlayAnimEvent
---@field gameplayAnimName scnAnimName
---@field FPPControlActive Bool
---@field blendOverride scnfppBlendOverride
---@field cameraUseTrajectorySpace Bool
---@field cameraBlendInDuration Float
---@field cameraBlendOutDuration Float
---@field stayInScene Bool
---@field idleIsMountedWorkspot Bool
---@field enableWorldSpaceSmoothing Bool
---@field isSceneCarrying Bool
---@field cameraParallaxWeight Float
---@field cameraParallaxSpace scnfppParallaxSpace
---@field vehicleProceduralCameraWeight Float
---@field yawLimitLeft Float
---@field yawLimitRight Float
---@field pitchLimitTop Float
---@field pitchLimitBottom Float
---@field genderSpecificParams scnfppGenderSpecificParams[]
scnPlayFPPControlAnimEvent = {}

---@return scnPlayFPPControlAnimEvent
function scnPlayFPPControlAnimEvent.new() return end

---@param props table
---@return scnPlayFPPControlAnimEvent
function scnPlayFPPControlAnimEvent.new(props) return end

---@class scnPlayRidAnimEvent : scnPlayFPPControlAnimEvent
---@field ridVersinon Uint32
---@field animResRefId scnRidAnimationSRRefId
---@field animOriginMarker scnMarker
---@field actorPlacement scnRidActorPlacement
---@field actorHasCollision Bool
---@field blendInTrajectoryBone Float
scnPlayRidAnimEvent = {}

---@return scnPlayRidAnimEvent
function scnPlayRidAnimEvent.new() return end

---@param props table
---@return scnPlayRidAnimEvent
function scnPlayRidAnimEvent.new(props) return end

---@class scnPlaySkAnimEvent : scnPlayFPPControlAnimEvent
---@field animName scnAnimName
---@field poseBlendOutWorkspot scnEventBlendWorkspotSetupParameters
---@field rootMotionData scnPlaySkAnimRootMotionData
---@field playerData scnPlayerAnimData
scnPlaySkAnimEvent = {}

---@return scnPlaySkAnimEvent
function scnPlaySkAnimEvent.new() return end

---@param props table
---@return scnPlaySkAnimEvent
function scnPlaySkAnimEvent.new(props) return end

---@class scnPlaySkAnimEventData
---@field animName CName
---@field blendIn Float
---@field blendOut Float
---@field clipFront Float
---@field stretch Float
---@field weight Float
---@field bodyPartMask CName
scnPlaySkAnimEventData = {}

---@return scnPlaySkAnimEventData
function scnPlaySkAnimEventData.new() return end

---@param props table
---@return scnPlaySkAnimEventData
function scnPlaySkAnimEventData.new(props) return end

---@class scnPlaySkAnimRootMotionData
---@field enabled Bool
---@field placementMode scnRootMotionAnimPlacementMode
---@field originMarker scnMarker
---@field originOffset Transform
---@field customBlendInTime Float
---@field customBlendInCurve scnEasingType
---@field removePitchRollRotation Bool
---@field meshDissolvingEnabled Bool
---@field snapToGroundStart Float
---@field snapToGroundEnd Float
---@field snapToGround Bool
---@field vehicleChangePhysicsState Bool
---@field vehicleEnabledPhysicsOnEnd Bool
---@field trajectoryLOD scnAnimationMotionSample[]
scnPlaySkAnimRootMotionData = {}

---@return scnPlaySkAnimRootMotionData
function scnPlaySkAnimRootMotionData.new() return end

---@param props table
---@return scnPlaySkAnimRootMotionData
function scnPlaySkAnimRootMotionData.new(props) return end

---@class scnPlayVideoEvent : scnSceneEvent
---@field videoPath String
---@field isPhoneCall Bool
---@field forceFrameRate Bool
scnPlayVideoEvent = {}

---@return scnPlayVideoEvent
function scnPlayVideoEvent.new() return end

---@param props table
---@return scnPlayVideoEvent
function scnPlayVideoEvent.new(props) return end

---@class scnPlayerActorDef
---@field actorId scnActorId
---@field specTemplate CName
---@field specCharacterRecordId TweakDBID
---@field specAppearance CName
---@field voicetagId scnVoicetagId
---@field animSets scnSRRefId[]
---@field lipsyncAnimSet scnLipsyncAnimSetSRRefId
---@field facialAnimSets scnRidFacialAnimSetSRRefId[]
---@field cyberwareAnimSets scnRidCyberwareAnimSetSRRefId[]
---@field deformationAnimSets scnRidDeformationAnimSetSRRefId[]
---@field bodyCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field facialCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field cyberwareCinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field dynamicAnimSets scnDynamicAnimSetSRRefId[]
---@field acquisitionPlan scnEntityAcquisitionPlan
---@field findNetworkPlayerParams scnFindNetworkPlayerParams
---@field findActorInContextParams scnFindEntityInContextParams
---@field playerName String
scnPlayerActorDef = {}

---@return scnPlayerActorDef
function scnPlayerActorDef.new() return end

---@param props table
---@return scnPlayerActorDef
function scnPlayerActorDef.new(props) return end

---@class scnPlayerAnimData
---@field tierData gameSceneTierData
---@field useZSnapping Bool
---@field unmountBodyCarry Bool
---@field isEndOfCarryingAnimation Bool
scnPlayerAnimData = {}

---@return scnPlayerAnimData
function scnPlayerAnimData.new() return end

---@param props table
---@return scnPlayerAnimData
function scnPlayerAnimData.new(props) return end

---@class scnPoseCorrectionEvent : scnSceneEvent
---@field performerId scnPerformerId
---@field poseCorrectionGroup animPoseCorrectionGroup
scnPoseCorrectionEvent = {}

---@return scnPoseCorrectionEvent
function scnPoseCorrectionEvent.new() return end

---@param props table
---@return scnPoseCorrectionEvent
function scnPoseCorrectionEvent.new(props) return end

---@class scnPropDef
---@field propId scnPropId
---@field propName String
---@field specPropRecordId TweakDBID
---@field animSets scnRidAnimSetSRRefId[]
---@field cinematicAnimSets scnCinematicAnimSetSRRefId[]
---@field dynamicAnimSets scnDynamicAnimSetSRRefId[]
---@field entityAcquisitionPlan scnEntityAcquisitionPlan
---@field findEntityInEntityParams scnFindEntityInEntityParams
---@field spawnDespawnParams scnSpawnDespawnEntityParams
---@field spawnSetParams scnSpawnSetParams
---@field communityParams scnCommunityParams
---@field spawnerParams scnSpawnerParams
---@field findEntityInNodeParams scnFindEntityInNodeParams
---@field findEntityInWorldParams scnFindEntityInWorldParams
scnPropDef = {}

---@return scnPropDef
function scnPropDef.new() return end

---@param props table
---@return scnPropDef
function scnPropDef.new(props) return end

---@class scnPropId
---@field id Uint32
scnPropId = {}

---@return scnPropId
function scnPropId.new() return end

---@param props table
---@return scnPropId
function scnPropId.new(props) return end

---@class scnPropOwnershipTransferOptions
---@field type scnPropOwnershipTransferOptionsType
---@field dettachFromSlot Bool
---@field removeFromInventory Bool
scnPropOwnershipTransferOptions = {}

---@return scnPropOwnershipTransferOptions
function scnPropOwnershipTransferOptions.new() return end

---@param props table
---@return scnPropOwnershipTransferOptions
function scnPropOwnershipTransferOptions.new(props) return end

---@class scnQuestNode : scnSceneGraphNode
---@field questNode questNodeDefinition
---@field isockMappings CName[]
---@field osockMappings CName[]
scnQuestNode = {}

---@return scnQuestNode
function scnQuestNode.new() return end

---@param props table
---@return scnQuestNode
function scnQuestNode.new(props) return end

---@class scnRandomizerNode : scnSceneGraphNode
---@field mode scnRandomizerMode
---@field numOutSockets Uint32
---@field weights Uint8[]
scnRandomizerNode = {}

---@return scnRandomizerNode
function scnRandomizerNode.new() return end

---@param props table
---@return scnRandomizerNode
function scnRandomizerNode.new(props) return end

---@class scnReferencePointDef
---@field id scnReferencePointId
---@field offset Vector3
---@field originMarker scnMarker
scnReferencePointDef = {}

---@return scnReferencePointDef
function scnReferencePointDef.new() return end

---@param props table
---@return scnReferencePointDef
function scnReferencePointDef.new(props) return end

---@class scnReferencePointId
---@field id Uint32
scnReferencePointId = {}

---@return scnReferencePointId
function scnReferencePointId.new() return end

---@param props table
---@return scnReferencePointId
function scnReferencePointId.new(props) return end

---@class scnReminderCondition : ISerializable
---@field useCustomReminder Bool
---@field reminderActor scnActorId
---@field waitTimeForReminderA scnSceneTime
---@field waitTimeForReminderB scnSceneTime
---@field waitTimeForReminderC scnSceneTime
---@field waitTimeForLooping scnSceneTime
---@field startTime scnSceneTime
---@field processStep scnReminderConditionProcessStep
---@field playing Bool
---@field running Bool
---@field reminderParams scnChoiceNodeNsReminderParams
scnReminderCondition = {}

---@return scnReminderCondition
function scnReminderCondition.new() return end

---@param props table
---@return scnReminderCondition
function scnReminderCondition.new(props) return end

---@class scnRewindableSectionEvent : redEvent
---@field active Bool
scnRewindableSectionEvent = {}

---@return scnRewindableSectionEvent
function scnRewindableSectionEvent.new() return end

---@param props table
---@return scnRewindableSectionEvent
function scnRewindableSectionEvent.new(props) return end

---@class scnRewindableSectionNode : scnSceneGraphNode
---@field events scnSceneEvent[]
---@field sectionDuration scnSceneTime
---@field actorBehaviors scnSectionInternalsActorBehavior[]
---@field playSpeedModifiers scnRewindableSectionPlaySpeedModifiers
scnRewindableSectionNode = {}

---@return scnRewindableSectionNode
function scnRewindableSectionNode.new() return end

---@param props table
---@return scnRewindableSectionNode
function scnRewindableSectionNode.new(props) return end

---@class scnRewindableSectionPlaySpeedModifiers
---@field forwardVeryFast Float
---@field forwardFast Float
---@field forwardSlow Float
---@field backwardVeryFast Float
---@field backwardFast Float
---@field backwardSlow Float
scnRewindableSectionPlaySpeedModifiers = {}

---@return scnRewindableSectionPlaySpeedModifiers
function scnRewindableSectionPlaySpeedModifiers.new() return end

---@param props table
---@return scnRewindableSectionPlaySpeedModifiers
function scnRewindableSectionPlaySpeedModifiers.new(props) return end

---@class scnRidAnimSetSRRef
---@field animations scnSRRefId[]
scnRidAnimSetSRRef = {}

---@return scnRidAnimSetSRRef
function scnRidAnimSetSRRef.new() return end

---@param props table
---@return scnRidAnimSetSRRef
function scnRidAnimSetSRRef.new(props) return end

---@class scnRidAnimSetSRRefId
---@field id Uint32
scnRidAnimSetSRRefId = {}

---@return scnRidAnimSetSRRefId
function scnRidAnimSetSRRefId.new() return end

---@param props table
---@return scnRidAnimSetSRRefId
function scnRidAnimSetSRRefId.new(props) return end

---@class scnRidAnimationContainerSRRef
---@field animations scnRidAnimationContainerSRRefAnimContainer[]
scnRidAnimationContainerSRRef = {}

---@return scnRidAnimationContainerSRRef
function scnRidAnimationContainerSRRef.new() return end

---@param props table
---@return scnRidAnimationContainerSRRef
function scnRidAnimationContainerSRRef.new(props) return end

---@class scnRidAnimationContainerSRRefAnimContainer
---@field animation scnRidAnimationSRRefId
---@field context scnRidAnimationContainerSRRefAnimContainerContext
scnRidAnimationContainerSRRefAnimContainer = {}

---@return scnRidAnimationContainerSRRefAnimContainer
function scnRidAnimationContainerSRRefAnimContainer.new() return end

---@param props table
---@return scnRidAnimationContainerSRRefAnimContainer
function scnRidAnimationContainerSRRefAnimContainer.new(props) return end

---@class scnRidAnimationContainerSRRefAnimContainerContext
---@field genderMask scnGenderMask
scnRidAnimationContainerSRRefAnimContainerContext = {}

---@return scnRidAnimationContainerSRRefAnimContainerContext
function scnRidAnimationContainerSRRefAnimContainerContext.new() return end

---@param props table
---@return scnRidAnimationContainerSRRefAnimContainerContext
function scnRidAnimationContainerSRRefAnimContainerContext.new(props) return end

---@class scnRidAnimationContainerSRRefId
scnRidAnimationContainerSRRefId = {}

---@return scnRidAnimationContainerSRRefId
function scnRidAnimationContainerSRRefId.new() return end

---@param props table
---@return scnRidAnimationContainerSRRefId
function scnRidAnimationContainerSRRefId.new(props) return end

---@class scnRidAnimationSRRef
---@field resourceId scnRidResourceId
---@field animationSN scnRidSerialNumber
scnRidAnimationSRRef = {}

---@return scnRidAnimationSRRef
function scnRidAnimationSRRef.new() return end

---@param props table
---@return scnRidAnimationSRRef
function scnRidAnimationSRRef.new(props) return end

---@class scnRidAnimationSRRefId
---@field id Uint32
scnRidAnimationSRRefId = {}

---@return scnRidAnimationSRRefId
function scnRidAnimationSRRefId.new() return end

---@param props table
---@return scnRidAnimationSRRefId
function scnRidAnimationSRRefId.new(props) return end

---@class scnRidCameraAnimationSRRef
---@field resourceId scnRidResourceId
---@field animationSN scnRidSerialNumber
scnRidCameraAnimationSRRef = {}

---@return scnRidCameraAnimationSRRef
function scnRidCameraAnimationSRRef.new() return end

---@param props table
---@return scnRidCameraAnimationSRRef
function scnRidCameraAnimationSRRef.new(props) return end

---@class scnRidCameraAnimationSRRefId
---@field id Uint32
scnRidCameraAnimationSRRefId = {}

---@return scnRidCameraAnimationSRRefId
function scnRidCameraAnimationSRRefId.new() return end

---@param props table
---@return scnRidCameraAnimationSRRefId
function scnRidCameraAnimationSRRefId.new(props) return end

---@class scnRidCyberwareAnimSetSRRefId
---@field id Uint32
scnRidCyberwareAnimSetSRRefId = {}

---@return scnRidCyberwareAnimSetSRRefId
function scnRidCyberwareAnimSetSRRefId.new() return end

---@param props table
---@return scnRidCyberwareAnimSetSRRefId
function scnRidCyberwareAnimSetSRRefId.new(props) return end

---@class scnRidDeformationAnimSetSRRefId
---@field id Uint32
scnRidDeformationAnimSetSRRefId = {}

---@return scnRidDeformationAnimSetSRRefId
function scnRidDeformationAnimSetSRRefId.new() return end

---@param props table
---@return scnRidDeformationAnimSetSRRefId
function scnRidDeformationAnimSetSRRefId.new(props) return end

---@class scnRidFacialAnimSetSRRefId
---@field id Uint32
scnRidFacialAnimSetSRRefId = {}

---@return scnRidFacialAnimSetSRRefId
function scnRidFacialAnimSetSRRefId.new() return end

---@param props table
---@return scnRidFacialAnimSetSRRefId
function scnRidFacialAnimSetSRRefId.new(props) return end

---@class scnRidResource : CResource
---@field actors scnActorRid[]
---@field cameras scnCameraRid[]
---@field nextSerialNumber scnRidSerialNumber
---@field version Uint32
scnRidResource = {}

---@return scnRidResource
function scnRidResource.new() return end

---@param props table
---@return scnRidResource
function scnRidResource.new(props) return end

---@class scnRidResourceHandler
---@field id scnRidResourceId
---@field ridResource scnRidResource
scnRidResourceHandler = {}

---@return scnRidResourceHandler
function scnRidResourceHandler.new() return end

---@param props table
---@return scnRidResourceHandler
function scnRidResourceHandler.new(props) return end

---@class scnRidResourceId
---@field id Uint32
scnRidResourceId = {}

---@return scnRidResourceId
function scnRidResourceId.new() return end

---@param props table
---@return scnRidResourceId
function scnRidResourceId.new(props) return end

---@class scnRidSerialNumber
---@field serialNumber Uint32
scnRidSerialNumber = {}

---@return scnRidSerialNumber
function scnRidSerialNumber.new() return end

---@param props table
---@return scnRidSerialNumber
function scnRidSerialNumber.new(props) return end

---@class scnRidTag
---@field signature CName
---@field serialNumber scnRidSerialNumber
scnRidTag = {}

---@return scnRidTag
function scnRidTag.new() return end

---@param props table
---@return scnRidTag
function scnRidTag.new(props) return end

---@class scnSRRefCollection
---@field ridAnimations scnRidAnimationSRRef[]
---@field ridAnimSets scnRidAnimSetSRRef[]
---@field ridFacialAnimSets scnRidAnimSetSRRef[]
---@field ridCyberwareAnimSets scnRidAnimSetSRRef[]
---@field ridDeformationAnimSets scnRidAnimSetSRRef[]
---@field lipsyncAnimSets scnLipsyncAnimSetSRRef[]
---@field ridCameraAnimations scnRidCameraAnimationSRRef[]
---@field cinematicAnimSets scnCinematicAnimSetSRRef[]
---@field gameplayAnimSets scnGameplayAnimSetSRRef[]
---@field dynamicAnimSets scnDynamicAnimSetSRRef[]
---@field cinematicAnimNames scnAnimSetAnimNames[]
---@field gameplayAnimNames scnAnimSetAnimNames[]
---@field dynamicAnimNames scnAnimSetDynAnimNames[]
---@field ridAnimationContainers scnRidAnimationContainerSRRef[]
scnSRRefCollection = {}

---@return scnSRRefCollection
function scnSRRefCollection.new() return end

---@param props table
---@return scnSRRefCollection
function scnSRRefCollection.new(props) return end

---@class scnSRRefId
---@field id Uint32
scnSRRefId = {}

---@return scnSRRefId
function scnSRRefId.new() return end

---@param props table
---@return scnSRRefId
function scnSRRefId.new(props) return end

---@class scnScalingData_KeepRelationWithOtherEvents : scnIScalingData
---@field groupRfrncNdspaceStarttime scnSceneTime
---@field groupRfrncNdspaceEndtime scnSceneTime
scnScalingData_KeepRelationWithOtherEvents = {}

---@return scnScalingData_KeepRelationWithOtherEvents
function scnScalingData_KeepRelationWithOtherEvents.new() return end

---@param props table
---@return scnScalingData_KeepRelationWithOtherEvents
function scnScalingData_KeepRelationWithOtherEvents.new(props) return end

---@class scnSceneEvent : ISerializable
---@field id scnSceneEventId
---@field type scnEventType
---@field startTime Uint32
---@field duration Uint32
---@field executionTagFlags Uint8
---@field scalingData scnIScalingData
scnSceneEvent = {}

---@class scnSceneEventId
---@field id Uint64
scnSceneEventId = {}

---@return scnSceneEventId
function scnSceneEventId.new() return end

---@param props table
---@return scnSceneEventId
function scnSceneEventId.new(props) return end

---@class scnSceneEventSymbol
---@field editorEventId Uint64
---@field originNodeId scnNodeId
---@field sceneEventIds scnSceneEventId[]
scnSceneEventSymbol = {}

---@return scnSceneEventSymbol
function scnSceneEventSymbol.new() return end

---@param props table
---@return scnSceneEventSymbol
function scnSceneEventSymbol.new(props) return end

---@class scnSceneGraph : ISerializable
---@field graph scnSceneGraphNode[]
---@field startNodes scnNodeId[]
---@field endNodes scnNodeId[]
scnSceneGraph = {}

---@return scnSceneGraph
function scnSceneGraph.new() return end

---@param props table
---@return scnSceneGraph
function scnSceneGraph.new(props) return end

---@class scnSceneGraphNode : ISerializable
---@field nodeId scnNodeId
---@field ffStrategy scnFastForwardStrategy
---@field outputSockets scnOutputSocket[]
scnSceneGraphNode = {}

---@class scnSceneId
---@field resPathHash Uint64
scnSceneId = {}

---@return scnSceneId
function scnSceneId.new() return end

---@param props table
---@return scnSceneId
function scnSceneId.new(props) return end

---@class scnSceneInstanceId
---@field sceneId scnSceneId
---@field ownerId scnSceneInstanceOwnerId
---@field internalId Uint8
---@field hash Uint64
scnSceneInstanceId = {}

---@return scnSceneInstanceId
function scnSceneInstanceId.new() return end

---@param props table
---@return scnSceneInstanceId
function scnSceneInstanceId.new(props) return end

---@class scnSceneInstanceOwnerId
---@field hash Uint64
scnSceneInstanceOwnerId = {}

---@return scnSceneInstanceOwnerId
function scnSceneInstanceOwnerId.new() return end

---@param props table
---@return scnSceneInstanceOwnerId
function scnSceneInstanceOwnerId.new(props) return end

---@class scnSceneMarker : worldIMarker
---@field markers scnSceneMarkerInternalsAnimEventEntry[]
---@field workspotMarkers scnSceneMarkerInternalsWorkspotEntry[]
scnSceneMarker = {}

---@return scnSceneMarker
function scnSceneMarker.new() return end

---@param props table
---@return scnSceneMarker
function scnSceneMarker.new(props) return end

---@class scnSceneMarkerInternalsAnimEventEntry
---@field startName CName
---@field endName CName
---@field startPos Vector3
---@field endPos Vector3
---@field startDir Vector3
---@field endDir Vector3
---@field flags Uint8
scnSceneMarkerInternalsAnimEventEntry = {}

---@return scnSceneMarkerInternalsAnimEventEntry
function scnSceneMarkerInternalsAnimEventEntry.new() return end

---@param props table
---@return scnSceneMarkerInternalsAnimEventEntry
function scnSceneMarkerInternalsAnimEventEntry.new(props) return end

---@class scnSceneMarkerInternalsWorkspotEntry
---@field instanceId CRUID
---@field instanceOrigin Transform
---@field entries scnSceneMarkerInternalsWorkspotEntrySocket[]
---@field exits scnSceneMarkerInternalsWorkspotEntrySocket[]
scnSceneMarkerInternalsWorkspotEntry = {}

---@return scnSceneMarkerInternalsWorkspotEntry
function scnSceneMarkerInternalsWorkspotEntry.new() return end

---@param props table
---@return scnSceneMarkerInternalsWorkspotEntry
function scnSceneMarkerInternalsWorkspotEntry.new(props) return end

---@class scnSceneMarkerInternalsWorkspotEntrySocket
---@field name CName
---@field transform Transform
scnSceneMarkerInternalsWorkspotEntrySocket = {}

---@return scnSceneMarkerInternalsWorkspotEntrySocket
function scnSceneMarkerInternalsWorkspotEntrySocket.new() return end

---@param props table
---@return scnSceneMarkerInternalsWorkspotEntrySocket
function scnSceneMarkerInternalsWorkspotEntrySocket.new(props) return end

---@class scnSceneResource : CResource
---@field entryPoints scnEntryPoint[]
---@field exitPoints scnExitPoint[]
---@field notablePoints scnNotablePoint[]
---@field executionTagEntries scnExecutionTagEntry[]
---@field actors scnActorDef[]
---@field playerActors scnPlayerActorDef[]
---@field sceneGraph scnSceneGraph
---@field localMarkers scnLocalMarker[]
---@field props scnPropDef[]
---@field ridResources scnRidResourceHandler[]
---@field workspots scnWorkspotData[]
---@field workspotInstances scnWorkspotInstance[]
---@field resouresReferences scnSRRefCollection
---@field screenplayStore scnscreenplayStore
---@field locStore scnlocLocStoreEmbedded
---@field version Uint32
---@field voInfo scnSceneVOInfo[]
---@field effectDefinitions scnEffectDef[]
---@field effectInstances scnEffectInstance[]
---@field executionTags scnExecutionTag[]
---@field referencePoints scnReferencePointDef[]
---@field interruptionScenarios scnInterruptionScenario[]
---@field sceneSolutionHash scnSceneSolutionHash
---@field sceneCategoryTag scnSceneCategoryTag
---@field debugSymbols scnDebugSymbols
scnSceneResource = {}

---@return scnSceneResource
function scnSceneResource.new() return end

---@param props table
---@return scnSceneResource
function scnSceneResource.new(props) return end

---@class scnSceneSharedState : ISerializable
---@field entrypoint CName
---@field syncNodesVisited scnSyncNodeSignal[]
---@field instanceHash Uint64
---@field finishedOnServer Bool
---@field finishedOnClient Bool
scnSceneSharedState = {}

---@return scnSceneSharedState
function scnSceneSharedState.new() return end

---@param props table
---@return scnSceneSharedState
function scnSceneSharedState.new(props) return end

---@class scnSceneSolutionHash
---@field sceneSolutionHash scnSceneSolutionHashHash
scnSceneSolutionHash = {}

---@return scnSceneSolutionHash
function scnSceneSolutionHash.new() return end

---@param props table
---@return scnSceneSolutionHash
function scnSceneSolutionHash.new(props) return end

---@class scnSceneSolutionHashHash
---@field sceneSolutionHashDate Uint64
scnSceneSolutionHashHash = {}

---@return scnSceneSolutionHashHash
function scnSceneSolutionHashHash.new() return end

---@param props table
---@return scnSceneSolutionHashHash
function scnSceneSolutionHashHash.new(props) return end

---@class scnSceneSystem : scnISceneSystem
scnSceneSystem = {}

---@return scnSceneSystem
function scnSceneSystem.new() return end

---@param props table
---@return scnSceneSystem
function scnSceneSystem.new(props) return end

---@class scnSceneSystemGlobalSettings
---@field syncLipsyncToSceneTime Bool
scnSceneSystemGlobalSettings = {}

---@class scnSceneTime
---@field stu Uint32
scnSceneTime = {}

---@return scnSceneTime
function scnSceneTime.new() return end

---@param props table
---@return scnSceneTime
function scnSceneTime.new(props) return end

---@class scnSceneTimeProvider : gameinteractionsvisIVisualizerTimeProvider
scnSceneTimeProvider = {}

---@return scnSceneTimeProvider
function scnSceneTimeProvider.new() return end

---@param props table
---@return scnSceneTimeProvider
function scnSceneTimeProvider.new(props) return end

---@class scnSceneVOInfo
---@field inVoTrigger CName
---@field outVoTrigger CName
---@field duration Float
---@field id Uint16
scnSceneVOInfo = {}

---@return scnSceneVOInfo
function scnSceneVOInfo.new() return end

---@param props table
---@return scnSceneVOInfo
function scnSceneVOInfo.new(props) return end

---@class scnSceneWorkspotDataId
---@field id Uint32
scnSceneWorkspotDataId = {}

---@return scnSceneWorkspotDataId
function scnSceneWorkspotDataId.new() return end

---@param props table
---@return scnSceneWorkspotDataId
function scnSceneWorkspotDataId.new(props) return end

---@class scnSceneWorkspotInstanceId
---@field id Uint32
scnSceneWorkspotInstanceId = {}

---@return scnSceneWorkspotInstanceId
function scnSceneWorkspotInstanceId.new() return end

---@param props table
---@return scnSceneWorkspotInstanceId
function scnSceneWorkspotInstanceId.new(props) return end

---@class scnScenesVersions : CResource
---@field currentVersion Uint32
---@field scenes scnScenesVersionsSceneChanges[]
scnScenesVersions = {}

---@return scnScenesVersions
function scnScenesVersions.new() return end

---@param props table
---@return scnScenesVersions
function scnScenesVersions.new(props) return end

---@class scnScenesVersionsChangedRecord
---@field changeInVersion Uint32
---@field sceneBeforeChange scnSceneResource
scnScenesVersionsChangedRecord = {}

---@return scnScenesVersionsChangedRecord
function scnScenesVersionsChangedRecord.new() return end

---@param props table
---@return scnScenesVersionsChangedRecord
function scnScenesVersionsChangedRecord.new(props) return end

---@class scnScenesVersionsSceneChanges
---@field scene scnSceneResource
---@field sceneChanges scnScenesVersionsChangedRecord[]
scnScenesVersionsSceneChanges = {}

---@return scnScenesVersionsSceneChanges
function scnScenesVersionsSceneChanges.new() return end

---@param props table
---@return scnScenesVersionsSceneChanges
function scnScenesVersionsSceneChanges.new(props) return end

---@class scnScriptInterface : IScriptable
scnScriptInterface = {}

---@return scnScriptInterface
function scnScriptInterface.new() return end

---@param props table
---@return scnScriptInterface
function scnScriptInterface.new(props) return end

---@param firstEntity entEntityID
---@param secondEntity entEntityID
---@return Bool
function scnScriptInterface:AreEntitiesInDialogue(firstEntity, secondEntity) return end

---@param ffMode scnFastForwardMode
function scnScriptInterface:FastForwardingActivate(ffMode) return end

function scnScriptInterface:FastForwardingDeactivate() return end

---@return Float
function scnScriptInterface:GetRewindableSectionDurationInSec() return end

---@return scnPlayDirection
function scnScriptInterface:GetRewindableSectionPlayDirection() return end

---@return scnPlaySpeed
function scnScriptInterface:GetRewindableSectionPlaySpeed() return end

---@return Float
function scnScriptInterface:GetRewindableSectionProgress() return end

---@return Float
function scnScriptInterface:GetRewindableSectionSpeedModifier() return end

---@return Float
function scnScriptInterface:GetRewindableSectionTimeInSec() return end

---@return Bool
function scnScriptInterface:GetSceneSystemCameraControlEnabled() return end

---@return Quaternion
function scnScriptInterface:GetSceneSystemCameraLastCameraOrientation() return end

---@return WorldPosition
function scnScriptInterface:GetSceneSystemCameraLastCameraPosition() return end

---@param entity entEntityID
---@return Bool
function scnScriptInterface:IsEntityInDialogue(entity) return end

---@param entity entEntityID
---@return Bool
function scnScriptInterface:IsEntityInScene(entity) return end

---@param ffMode scnFastForwardMode
---@return Bool
function scnScriptInterface:IsFastForwardingActive(ffMode) return end

---@param ffMode scnFastForwardMode
---@return Bool
function scnScriptInterface:IsFastForwardingAllowed(ffMode) return end

---@return Bool
function scnScriptInterface:IsRewindableSectionActive() return end

---@return Bool
function scnScriptInterface:IsRewindableSectionPaused() return end

---@return Bool
function scnScriptInterface:IsRewindableSectionResetting() return end

---@param resetSpeed Float
---@param jumpTime Float
---@param postResetPlayDirection scnPlayDirection
---@param postResetPlaySpeed scnPlaySpeed
---@return Bool
function scnScriptInterface:JumpRewindableSection(resetSpeed, jumpTime, postResetPlayDirection, postResetPlaySpeed) return end

---@param resetSpeed Float
---@param postResetPlayDirection scnPlayDirection
---@param postResetPlaySpeed scnPlaySpeed
function scnScriptInterface:ResetRewindableSection(resetSpeed, postResetPlayDirection, postResetPlaySpeed) return end

---@param direction scnPlayDirection
function scnScriptInterface:SetRewindableSectionPlayDirection(direction) return end

---@param speed scnPlaySpeed
function scnScriptInterface:SetRewindableSectionPlaySpeed(speed) return end

---@param enabled Bool
---@param blendTime Float
function scnScriptInterface:SetSceneSystemCameraControlEnabled(enabled, blendTime) return end

---@class scnSectionInternalsActorBehavior
---@field actorId scnActorId
---@field behaviorMode scnSectionInternalsActorBehaviorMode
scnSectionInternalsActorBehavior = {}

---@return scnSectionInternalsActorBehavior
function scnSectionInternalsActorBehavior.new() return end

---@param props table
---@return scnSectionInternalsActorBehavior
function scnSectionInternalsActorBehavior.new(props) return end

---@class scnSectionNode : scnSceneGraphNode
---@field events scnSceneEvent[]
---@field sectionDuration scnSceneTime
---@field actorBehaviors scnSectionInternalsActorBehavior[]
---@field isFocusClue Bool
scnSectionNode = {}

---@return scnSectionNode
function scnSectionNode.new() return end

---@param props table
---@return scnSectionNode
function scnSectionNode.new(props) return end

---@class scnSetupSyncWorkspotRelationshipsEvent : scnSceneEvent
---@field syncedWorkspotIds scnSceneWorkspotInstanceId[]
scnSetupSyncWorkspotRelationshipsEvent = {}

---@return scnSetupSyncWorkspotRelationshipsEvent
function scnSetupSyncWorkspotRelationshipsEvent.new() return end

---@param props table
---@return scnSetupSyncWorkspotRelationshipsEvent
function scnSetupSyncWorkspotRelationshipsEvent.new(props) return end

---@class scnSpawnDespawnEntityParams
---@field dynamicEntityUniqueName CName
---@field spawnMarker CName
---@field spawnMarkerType scnMarkerType
---@field spawnMarkerNodeRef NodeRef
---@field spawnOffset Transform
---@field itemOwnerId scnPerformerId
---@field specRecordId TweakDBID
---@field appearance CName
---@field spawnOnStart Bool
---@field isEnabled Bool
---@field validateSpawnPostion Bool
---@field alwaysSpawned Bool
---@field keepAlive Bool
---@field findInWorld Bool
---@field forceMaxVisibility Bool
---@field prefetchAppearance Bool
scnSpawnDespawnEntityParams = {}

---@return scnSpawnDespawnEntityParams
function scnSpawnDespawnEntityParams.new() return end

---@param props table
---@return scnSpawnDespawnEntityParams
function scnSpawnDespawnEntityParams.new(props) return end

---@class scnSpawnSetParams
---@field reference NodeRef
---@field entryName CName
---@field forceMaxVisibility Bool
scnSpawnSetParams = {}

---@return scnSpawnSetParams
function scnSpawnSetParams.new() return end

---@param props table
---@return scnSpawnSetParams
function scnSpawnSetParams.new(props) return end

---@class scnSpawnerParams
---@field reference NodeRef
---@field forceMaxVisibility Bool
scnSpawnerParams = {}

---@return scnSpawnerParams
function scnSpawnerParams.new() return end

---@param props table
---@return scnSpawnerParams
function scnSpawnerParams.new(props) return end

---@class scnStartNode : scnSceneGraphNode
scnStartNode = {}

---@return scnStartNode
function scnStartNode.new() return end

---@param props table
---@return scnStartNode
function scnStartNode.new(props) return end

---@class scnSyncNodeSignal
---@field nodeId Uint32
---@field name Uint16
---@field ordinal Uint16
---@field numRuns Uint16
scnSyncNodeSignal = {}

---@return scnSyncNodeSignal
function scnSyncNodeSignal.new() return end

---@param props table
---@return scnSyncNodeSignal
function scnSyncNodeSignal.new(props) return end

---@class scnSystemSharedState
scnSystemSharedState = {}

---@return scnSystemSharedState
function scnSystemSharedState.new() return end

---@param props table
---@return scnSystemSharedState
function scnSystemSharedState.new(props) return end

---@class scnTalkInteractionListener : ISerializable
scnTalkInteractionListener = {}

---@return scnTalkInteractionListener
function scnTalkInteractionListener.new() return end

---@param props table
---@return scnTalkInteractionListener
function scnTalkInteractionListener.new(props) return end

---@class scnTalkOnReturn_Operation : scnIInterruptManager_Operation
---@field talkOnReturn Bool
scnTalkOnReturn_Operation = {}

---@return scnTalkOnReturn_Operation
function scnTalkOnReturn_Operation.new() return end

---@param props table
---@return scnTalkOnReturn_Operation
function scnTalkOnReturn_Operation.new(props) return end

---@class scnTimedCondition : ISerializable
---@field duration scnSceneTime
---@field action scnChoiceNodeNsTimedAction
---@field timeLimitedFinish Bool
scnTimedCondition = {}

---@return scnTimedCondition
function scnTimedCondition.new() return end

---@param props table
---@return scnTimedCondition
function scnTimedCondition.new(props) return end

---@class scnToggleInterruption_InterruptionOperation : scnIInterruptionOperation
---@field enable Bool
scnToggleInterruption_InterruptionOperation = {}

---@return scnToggleInterruption_InterruptionOperation
function scnToggleInterruption_InterruptionOperation.new() return end

---@param props table
---@return scnToggleInterruption_InterruptionOperation
function scnToggleInterruption_InterruptionOperation.new(props) return end

---@class scnToggleScenario_InterruptionScenarioOperation : scnIInterruptionScenarioOperation
---@field enable Bool
scnToggleScenario_InterruptionScenarioOperation = {}

---@return scnToggleScenario_InterruptionScenarioOperation
function scnToggleScenario_InterruptionScenarioOperation.new() return end

---@param props table
---@return scnToggleScenario_InterruptionScenarioOperation
function scnToggleScenario_InterruptionScenarioOperation.new(props) return end

---@class scnUnmountEvent : scnSceneEvent
---@field performer scnPerformerId
scnUnmountEvent = {}

---@return scnUnmountEvent
function scnUnmountEvent.new() return end

---@param props table
---@return scnUnmountEvent
function scnUnmountEvent.new(props) return end

---@class scnUseSceneWorkspotCommand : AIBaseUseWorkspotCommand
---@field sceneInstanceId scnSceneInstanceId
---@field workspotInstanceId scnSceneWorkspotInstanceId
---@field itemOverride workWorkspotItemOverride
---@field nodeId scnNodeId
scnUseSceneWorkspotCommand = {}

---@return scnUseSceneWorkspotCommand
function scnUseSceneWorkspotCommand.new() return end

---@param props table
---@return scnUseSceneWorkspotCommand
function scnUseSceneWorkspotCommand.new(props) return end

---@class scnUseSceneWorkspotParamsV1 : questUseWorkspotParamsV1
---@field workspotInstanceId scnSceneWorkspotInstanceId
---@field playAtActorLocation Bool
---@field itemOverride workWorkspotItemOverride
scnUseSceneWorkspotParamsV1 = {}

---@return scnUseSceneWorkspotParamsV1
function scnUseSceneWorkspotParamsV1.new() return end

---@param props table
---@return scnUseSceneWorkspotParamsV1
function scnUseSceneWorkspotParamsV1.new(props) return end

---@class scnVarComparison_FactConditionType : scnInterruptFactConditionType
---@field params scnVarComparison_FactConditionTypeParams
scnVarComparison_FactConditionType = {}

---@return scnVarComparison_FactConditionType
function scnVarComparison_FactConditionType.new() return end

---@param props table
---@return scnVarComparison_FactConditionType
function scnVarComparison_FactConditionType.new(props) return end

---@class scnVarComparison_FactConditionTypeParams
---@field factName CName
---@field value Int32
---@field comparisonType EComparisonType
scnVarComparison_FactConditionTypeParams = {}

---@return scnVarComparison_FactConditionTypeParams
function scnVarComparison_FactConditionTypeParams.new() return end

---@param props table
---@return scnVarComparison_FactConditionTypeParams
function scnVarComparison_FactConditionTypeParams.new(props) return end

---@class scnVarVsVarComparison_FactConditionType : scnInterruptFactConditionType
---@field params scnVarVsVarComparison_FactConditionTypeParams
scnVarVsVarComparison_FactConditionType = {}

---@return scnVarVsVarComparison_FactConditionType
function scnVarVsVarComparison_FactConditionType.new() return end

---@param props table
---@return scnVarVsVarComparison_FactConditionType
function scnVarVsVarComparison_FactConditionType.new(props) return end

---@class scnVarVsVarComparison_FactConditionTypeParams
---@field factName1 CName
---@field factName2 CName
---@field comparisonType EComparisonType
scnVarVsVarComparison_FactConditionTypeParams = {}

---@return scnVarVsVarComparison_FactConditionTypeParams
function scnVarVsVarComparison_FactConditionTypeParams.new() return end

---@param props table
---@return scnVarVsVarComparison_FactConditionTypeParams
function scnVarVsVarComparison_FactConditionTypeParams.new(props) return end

---@class scnVehicleMoveOnSpline_Overrides : questIVehicleMoveOnSpline_Overrides
---@field useEntry Bool
---@field useExit Bool
---@field entrySpeed Float
---@field exitSpeed Float
---@field entryTransform Transform
---@field exitTransform Transform
---@field entryMarker scnMarker
---@field exitMarker scnMarker
scnVehicleMoveOnSpline_Overrides = {}

---@return scnVehicleMoveOnSpline_Overrides
function scnVehicleMoveOnSpline_Overrides.new() return end

---@param props table
---@return scnVehicleMoveOnSpline_Overrides
function scnVehicleMoveOnSpline_Overrides.new(props) return end

---@class scnVoicesetComponent : gameComponent
---@field combatVoSettingsName CName
scnVoicesetComponent = {}

---@return scnVoicesetComponent
function scnVoicesetComponent.new() return end

---@param props table
---@return scnVoicesetComponent
function scnVoicesetComponent.new(props) return end

---@return Bool
function scnVoicesetComponent:IsGenericTalkInteractionEnabled() return end

---@class scnVoicesetComponentPS : gameComponentPS
---@field blockedInputs entVoicesetInputToBlock[]
---@field voiceTag CName
---@field NPCHighLevelState gamedataNPCHighLevelState
---@field gruntSetIndex Uint32
---@field areVoicesetLinesEnabled Bool
---@field areVoicesetGruntsEnabled Bool
scnVoicesetComponentPS = {}

---@return scnVoicesetComponentPS
function scnVoicesetComponentPS.new() return end

---@param props table
---@return scnVoicesetComponentPS
function scnVoicesetComponentPS.new(props) return end

---@class scnVoicetagId
---@field id CRUID
scnVoicetagId = {}

---@return scnVoicetagId
function scnVoicetagId.new() return end

---@param props table
---@return scnVoicetagId
function scnVoicetagId.new(props) return end

---@class scnWalkToEvent : scnSceneEvent
---@field actorId scnActorId
---@field targetWaypointTag CName
---@field usePathfinding Bool
scnWalkToEvent = {}

---@return scnWalkToEvent
function scnWalkToEvent.new() return end

---@param props table
---@return scnWalkToEvent
function scnWalkToEvent.new(props) return end

---@class scnWorkspotData : ISerializable
---@field dataId scnSceneWorkspotDataId
scnWorkspotData = {}

---@class scnWorkspotData_EmbeddedWorkspotTree : scnWorkspotData
---@field workspotTree workWorkspotTree
scnWorkspotData_EmbeddedWorkspotTree = {}

---@return scnWorkspotData_EmbeddedWorkspotTree
function scnWorkspotData_EmbeddedWorkspotTree.new() return end

---@param props table
---@return scnWorkspotData_EmbeddedWorkspotTree
function scnWorkspotData_EmbeddedWorkspotTree.new(props) return end

---@class scnWorkspotData_ExternalWorkspotResource : scnWorkspotData
---@field workspotResource workWorkspotResource
scnWorkspotData_ExternalWorkspotResource = {}

---@return scnWorkspotData_ExternalWorkspotResource
function scnWorkspotData_ExternalWorkspotResource.new() return end

---@param props table
---@return scnWorkspotData_ExternalWorkspotResource
function scnWorkspotData_ExternalWorkspotResource.new(props) return end

---@class scnWorkspotInstance
---@field workspotInstanceId scnSceneWorkspotInstanceId
---@field dataId scnSceneWorkspotDataId
---@field localTransform Transform
---@field playAtActorLocation Bool
---@field originMarker scnMarker
scnWorkspotInstance = {}

---@return scnWorkspotInstance
function scnWorkspotInstance.new() return end

---@param props table
---@return scnWorkspotInstance
function scnWorkspotInstance.new(props) return end

---@class scnWorkspotSymbol
---@field wsInstance scnSceneWorkspotInstanceId
---@field wsNodeId scnNodeId
---@field wsEditorEventId Uint64
scnWorkspotSymbol = {}

---@return scnWorkspotSymbol
function scnWorkspotSymbol.new() return end

---@param props table
---@return scnWorkspotSymbol
function scnWorkspotSymbol.new(props) return end

---@class scnWorldMarker
---@field type scnWorldMarkerType
---@field tag CName
---@field nodeRef NodeRef
scnWorldMarker = {}

---@return scnWorldMarker
function scnWorldMarker.new() return end

---@param props table
---@return scnWorldMarker
function scnWorldMarker.new(props) return end

---@class scnXorNode : scnSceneGraphNode
scnXorNode = {}

---@return scnXorNode
function scnXorNode.new() return end

---@param props table
---@return scnXorNode
function scnXorNode.new(props) return end

---@class scndevEvent
---@field nodeId scnNodeId
---@field type scndevEventType
---@field message String
scndevEvent = {}

---@return scndevEvent
function scndevEvent.new() return end

---@param props table
---@return scndevEvent
function scndevEvent.new(props) return end

---@class scneventsAttachPropToNode : scnSceneEvent
---@field propId scnPropId
---@field nodeRef NodeRef
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
scneventsAttachPropToNode = {}

---@return scneventsAttachPropToNode
function scneventsAttachPropToNode.new() return end

---@param props table
---@return scneventsAttachPropToNode
function scneventsAttachPropToNode.new(props) return end

---@class scneventsAttachPropToPerformer : scnSceneEvent
---@field propId scnPropId
---@field performerId scnPerformerId
---@field slot CName
---@field offsetMode scnOffsetMode
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
scneventsAttachPropToPerformer = {}

---@return scneventsAttachPropToPerformer
function scneventsAttachPropToPerformer.new() return end

---@param props table
---@return scneventsAttachPropToPerformer
function scneventsAttachPropToPerformer.new(props) return end

---@class scneventsAttachPropToWorld : scnSceneEvent
---@field propId scnPropId
---@field offsetMode scnOffsetMode
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
---@field referencePerformer scnPerformerId
---@field referencePerformerSlotId TweakDBID
---@field referencePerformerItemId TweakDBID
---@field fallbackData scneventsAttachPropToWorldFallbackData[]
scneventsAttachPropToWorld = {}

---@return scneventsAttachPropToWorld
function scneventsAttachPropToWorld.new() return end

---@param props table
---@return scneventsAttachPropToWorld
function scneventsAttachPropToWorld.new(props) return end

---@class scneventsAttachPropToWorldCachedFallbackBone
---@field boneName CName
---@field modelSpaceTransform Transform
scneventsAttachPropToWorldCachedFallbackBone = {}

---@return scneventsAttachPropToWorldCachedFallbackBone
function scneventsAttachPropToWorldCachedFallbackBone.new() return end

---@param props table
---@return scneventsAttachPropToWorldCachedFallbackBone
function scneventsAttachPropToWorldCachedFallbackBone.new(props) return end

---@class scneventsAttachPropToWorldFallbackData
---@field owner scnPerformerId
---@field fallbackCachedBones scneventsAttachPropToWorldCachedFallbackBone[]
---@field fallbackAnimset animAnimSet
---@field fallbackAnimationName CName
---@field fallbackAnimTime Float
scneventsAttachPropToWorldFallbackData = {}

---@return scneventsAttachPropToWorldFallbackData
function scneventsAttachPropToWorldFallbackData.new() return end

---@param props table
---@return scneventsAttachPropToWorldFallbackData
function scneventsAttachPropToWorldFallbackData.new(props) return end

---@class scneventsBraindanceVisibilityEvent : scnSceneEvent
---@field performerId scnPerformerId
---@field customMaterialParam ECustomMaterialParam
---@field parameterIndex Uint32
---@field override Bool
---@field priority Uint8
---@field eventStartEndBlend Float
---@field perspectiveBlend Float
---@field renderSettingsFPP WorldRenderAreaSettings
---@field renderSettingsTPP WorldRenderAreaSettings
scneventsBraindanceVisibilityEvent = {}

---@return scneventsBraindanceVisibilityEvent
function scneventsBraindanceVisibilityEvent.new() return end

---@param props table
---@return scneventsBraindanceVisibilityEvent
function scneventsBraindanceVisibilityEvent.new(props) return end

---@class scneventsCameraEvent : scnSceneEvent
---@field cameraRef NodeRef
---@field isBlendIn Bool
---@field blendTime Float
scneventsCameraEvent = {}

---@return scneventsCameraEvent
function scneventsCameraEvent.new() return end

---@param props table
---@return scneventsCameraEvent
function scneventsCameraEvent.new(props) return end

---@class scneventsCameraOverrideSettings
---@field overrideFov Bool
---@field overrideDof Bool
---@field resetFov Bool
---@field resetDof Bool
scneventsCameraOverrideSettings = {}

---@return scneventsCameraOverrideSettings
function scneventsCameraOverrideSettings.new() return end

---@param props table
---@return scneventsCameraOverrideSettings
function scneventsCameraOverrideSettings.new(props) return end

---@class scneventsCameraParamsEvent : scnSceneEvent
---@field cameraRef NodeRef
---@field fovValue Float
---@field fovWeigh Float
---@field dofIntensity Float
---@field dofNearBlur Float
---@field dofNearFocus Float
---@field dofFarBlur Float
---@field dofFarFocus Float
---@field useNearPlane Bool
---@field useFarPlane Bool
---@field isPlayerCamera Bool
---@field cameraOverrideSettings scneventsCameraOverrideSettings
---@field targetActor scnPerformerId
---@field targetSlot CName
scneventsCameraParamsEvent = {}

---@return scneventsCameraParamsEvent
function scneventsCameraParamsEvent.new() return end

---@param props table
---@return scneventsCameraParamsEvent
function scneventsCameraParamsEvent.new(props) return end

---@class scneventsCameraPlacementEvent : scnSceneEvent
---@field cameraRef NodeRef
---@field cameraTransformLS Transform
scneventsCameraPlacementEvent = {}

---@return scneventsCameraPlacementEvent
function scneventsCameraPlacementEvent.new() return end

---@param props table
---@return scneventsCameraPlacementEvent
function scneventsCameraPlacementEvent.new(props) return end

---@class scneventsClueEvent : scnSceneEvent
---@field clueEntity gameEntityReference
---@field markedOnTimeline Bool
---@field clueName CName
---@field layer gameuiEBraindanceLayer
---@field overrideFact Bool
---@field factName CName
scneventsClueEvent = {}

---@return scneventsClueEvent
function scneventsClueEvent.new() return end

---@param props table
---@return scneventsClueEvent
function scneventsClueEvent.new(props) return end

---@class scneventsDespawnEntityEvent : scnSceneEvent
---@field params scneventsDespawnEntityEventParams
scneventsDespawnEntityEvent = {}

---@return scneventsDespawnEntityEvent
function scneventsDespawnEntityEvent.new() return end

---@param props table
---@return scneventsDespawnEntityEvent
function scneventsDespawnEntityEvent.new(props) return end

---@class scneventsDespawnEntityEventParams
---@field performer scnPerformerId
scneventsDespawnEntityEventParams = {}

---@return scneventsDespawnEntityEventParams
function scneventsDespawnEntityEventParams.new() return end

---@param props table
---@return scneventsDespawnEntityEventParams
function scneventsDespawnEntityEventParams.new(props) return end

---@class scneventsEquipItemToPerformer : scnSceneEvent
---@field performerId scnPerformerId
---@field slotId TweakDBID
---@field itemId TweakDBID
scneventsEquipItemToPerformer = {}

---@return scneventsEquipItemToPerformer
function scneventsEquipItemToPerformer.new() return end

---@param props table
---@return scneventsEquipItemToPerformer
function scneventsEquipItemToPerformer.new(props) return end

---@class scneventsMountEvent : scnSceneEvent
---@field parent scnPerformerId
---@field child scnPerformerId
---@field slotName CName
---@field carryStyle gamePSMBodyCarryingStyle
---@field isInstant Bool
---@field removePitchRollRotationOnDismount Bool
---@field keepTransform Bool
---@field isCarrying Bool
---@field switchRenderPlane Bool
scneventsMountEvent = {}

---@return scneventsMountEvent
function scneventsMountEvent.new() return end

---@param props table
---@return scneventsMountEvent
function scneventsMountEvent.new(props) return end

---@class scneventsPlayAnimEventData
---@field blendIn Float
---@field blendOut Float
---@field clipFront Float
---@field clipEnd Float
---@field stretch Float
---@field blendInCurve scnEasingType
---@field blendOutCurve scnEasingType
scneventsPlayAnimEventData = {}

---@return scneventsPlayAnimEventData
function scneventsPlayAnimEventData.new() return end

---@param props table
---@return scneventsPlayAnimEventData
function scneventsPlayAnimEventData.new(props) return end

---@class scneventsPlayAnimEventExData
---@field basic scneventsPlayAnimEventData
---@field weight Float
---@field bodyPartMask CName
scneventsPlayAnimEventExData = {}

---@return scneventsPlayAnimEventExData
function scneventsPlayAnimEventExData.new() return end

---@param props table
---@return scneventsPlayAnimEventExData
function scneventsPlayAnimEventExData.new(props) return end

---@class scneventsPlayRidCameraAnimEvent : scnSceneEvent
---@field cameraRef NodeRef
---@field cameraPlacement scneventsRidCameraPlacement
---@field animData scneventsPlayAnimEventData
---@field animSRRefId scnRidCameraAnimationSRRefId
---@field animOriginMarker scnMarker
---@field activateAsGameCamera Bool
---@field controlRenderToTextureState Bool
---@field markCamerCut Bool
scneventsPlayRidCameraAnimEvent = {}

---@return scneventsPlayRidCameraAnimEvent
function scneventsPlayRidCameraAnimEvent.new() return end

---@param props table
---@return scneventsPlayRidCameraAnimEvent
function scneventsPlayRidCameraAnimEvent.new(props) return end

---@class scneventsPlayerLookAtEvent : scnSceneEvent
---@field performer scnPerformerId
---@field nodeRef NodeRef
---@field lookAtParams scneventsPlayerLookAtEventParams
scneventsPlayerLookAtEvent = {}

---@return scneventsPlayerLookAtEvent
function scneventsPlayerLookAtEvent.new() return end

---@param props table
---@return scneventsPlayerLookAtEvent
function scneventsPlayerLookAtEvent.new(props) return end

---@class scneventsPlayerLookAtEventParams
---@field slotName CName
---@field offsetPos Vector3
---@field duration Float
---@field adjustPitch Bool
---@field adjustYaw Bool
---@field endOnTargetReached Bool
---@field endOnCameraInputApplied Bool
---@field endOnTimeExceeded Bool
---@field cameraInputMagToBreak Float
---@field precision Float
---@field maxDuration Float
---@field easeIn Bool
---@field easeOut Bool
scneventsPlayerLookAtEventParams = {}

---@return scneventsPlayerLookAtEventParams
function scneventsPlayerLookAtEventParams.new() return end

---@param props table
---@return scneventsPlayerLookAtEventParams
function scneventsPlayerLookAtEventParams.new(props) return end

---@class scneventsRagdollEvent : scnSceneEvent
---@field performer scnPerformerId
---@field enableRagdoll Bool
scneventsRagdollEvent = {}

---@return scneventsRagdollEvent
function scneventsRagdollEvent.new() return end

---@param props table
---@return scneventsRagdollEvent
function scneventsRagdollEvent.new(props) return end

---@class scneventsSetAnimFeatureEvent : scnSceneEvent
---@field actorId scnActorId
---@field animFeatureName CName
---@field animFeature animAnimFeature
scneventsSetAnimFeatureEvent = {}

---@return scneventsSetAnimFeatureEvent
function scneventsSetAnimFeatureEvent.new() return end

---@param props table
---@return scneventsSetAnimFeatureEvent
function scneventsSetAnimFeatureEvent.new(props) return end

---@class scneventsSetAnimsetWeight : scnSceneEvent
---@field actorId scnActorId
---@field animsetName CName
---@field weight Float
scneventsSetAnimsetWeight = {}

---@return scneventsSetAnimsetWeight
function scneventsSetAnimsetWeight.new() return end

---@param props table
---@return scneventsSetAnimsetWeight
function scneventsSetAnimsetWeight.new(props) return end

---@class scneventsSocket : scnSceneEvent
---@field osockStamp scnOutputSocketStamp
scneventsSocket = {}

---@return scneventsSocket
function scneventsSocket.new() return end

---@param props table
---@return scneventsSocket
function scneventsSocket.new(props) return end

---@class scneventsSpawnEntityEvent : scnSceneEvent
---@field params scneventsSpawnEntityEventParams
scneventsSpawnEntityEvent = {}

---@return scneventsSpawnEntityEvent
function scneventsSpawnEntityEvent.new() return end

---@param props table
---@return scneventsSpawnEntityEvent
function scneventsSpawnEntityEvent.new(props) return end

---@class scneventsSpawnEntityEventCachedFallbackBone
---@field boneName CName
---@field modelSpaceTransform Transform
scneventsSpawnEntityEventCachedFallbackBone = {}

---@return scneventsSpawnEntityEventCachedFallbackBone
function scneventsSpawnEntityEventCachedFallbackBone.new() return end

---@param props table
---@return scneventsSpawnEntityEventCachedFallbackBone
function scneventsSpawnEntityEventCachedFallbackBone.new(props) return end

---@class scneventsSpawnEntityEventFallbackData
---@field owner scnPerformerId
---@field fallbackCachedBones scneventsSpawnEntityEventCachedFallbackBone[]
---@field fallbackAnimset animAnimSet
---@field fallbackAnimationName CName
---@field fallbackAnimTime Float
scneventsSpawnEntityEventFallbackData = {}

---@return scneventsSpawnEntityEventFallbackData
function scneventsSpawnEntityEventFallbackData.new() return end

---@param props table
---@return scneventsSpawnEntityEventFallbackData
function scneventsSpawnEntityEventFallbackData.new(props) return end

---@class scneventsSpawnEntityEventParams
---@field performer scnPerformerId
---@field referencePerformer scnPerformerId
---@field referencePerformerSlotId TweakDBID
---@field referencePerformerItemId TweakDBID
---@field fallbackData scneventsSpawnEntityEventFallbackData[]
scneventsSpawnEntityEventParams = {}

---@return scneventsSpawnEntityEventParams
function scneventsSpawnEntityEventParams.new() return end

---@param props table
---@return scneventsSpawnEntityEventParams
function scneventsSpawnEntityEventParams.new(props) return end

---@class scneventsUIAnimationBraindanceEvent : scnSceneEvent
---@field animationName CName
---@field performerId scnPerformerId
---@field nodeRef NodeRef
scneventsUIAnimationBraindanceEvent = {}

---@return scneventsUIAnimationBraindanceEvent
function scneventsUIAnimationBraindanceEvent.new() return end

---@param props table
---@return scneventsUIAnimationBraindanceEvent
function scneventsUIAnimationBraindanceEvent.new(props) return end

---@class scneventsUIAnimationEvent : scnSceneEvent
---@field animationName CName
---@field performerId scnPerformerId
---@field nodeRef NodeRef
scneventsUIAnimationEvent = {}

---@return scneventsUIAnimationEvent
function scneventsUIAnimationEvent.new() return end

---@param props table
---@return scneventsUIAnimationEvent
function scneventsUIAnimationEvent.new(props) return end

---@class scneventsUnequipItemFromPerformer : scnSceneEvent
---@field performerId scnPerformerId
---@field slotId TweakDBID
---@field restoreGameplayItem Bool
scneventsUnequipItemFromPerformer = {}

---@return scneventsUnequipItemFromPerformer
function scneventsUnequipItemFromPerformer.new() return end

---@param props table
---@return scneventsUnequipItemFromPerformer
function scneventsUnequipItemFromPerformer.new(props) return end

---@class scneventsUnequipItemFromPerformerByItem : scnSceneEvent
---@field performerId scnPerformerId
---@field itemId TweakDBID
---@field restoreGameplayItem Bool
scneventsUnequipItemFromPerformerByItem = {}

---@return scneventsUnequipItemFromPerformerByItem
function scneventsUnequipItemFromPerformerByItem.new() return end

---@param props table
---@return scneventsUnequipItemFromPerformerByItem
function scneventsUnequipItemFromPerformerByItem.new(props) return end

---@class scneventsVFXBraindanceEvent : scnSceneEvent
---@field performerId scnPerformerId
---@field nodeRef NodeRef
---@field effectEntry scnEffectEntry
---@field sequenceShift Uint32
---@field glitchEffectEntry scnEffectEntry
---@field glitchSequenceShift Uint32
---@field fullyRewindable Bool
scneventsVFXBraindanceEvent = {}

---@return scneventsVFXBraindanceEvent
function scneventsVFXBraindanceEvent.new() return end

---@param props table
---@return scneventsVFXBraindanceEvent
function scneventsVFXBraindanceEvent.new(props) return end

---@class scneventsVFXDurationEvent : scnSceneEvent
---@field effectEntry scnEffectEntry
---@field startAction scneventsVFXActionType
---@field endAction scneventsVFXActionType
---@field sequenceShift Uint32
---@field performerId scnPerformerId
---@field nodeRef NodeRef
---@field muteSound Bool
scneventsVFXDurationEvent = {}

---@return scneventsVFXDurationEvent
function scneventsVFXDurationEvent.new() return end

---@param props table
---@return scneventsVFXDurationEvent
function scneventsVFXDurationEvent.new(props) return end

---@class scneventsVFXEvent : scnSceneEvent
---@field effectEntry scnEffectEntry
---@field action scneventsVFXActionType
---@field sequenceShift Uint32
---@field performerId scnPerformerId
---@field nodeRef NodeRef
---@field muteSound Bool
scneventsVFXEvent = {}

---@return scneventsVFXEvent
function scneventsVFXEvent.new() return end

---@param props table
---@return scneventsVFXEvent
function scneventsVFXEvent.new(props) return end

---@class scnfppGenderSpecificParams
---@field genderMask scnGenderMask
---@field transitionBlendInTrajectorySpaceAngles EulerAngles[]
---@field transitionBlendInCameraSpace Float[]
---@field transitionEndInputAngles EulerAngles[]
---@field idleCameraLs EulerAngles
---@field idleControlCameraMs EulerAngles
scnfppGenderSpecificParams = {}

---@return scnfppGenderSpecificParams
function scnfppGenderSpecificParams.new() return end

---@param props table
---@return scnfppGenderSpecificParams
function scnfppGenderSpecificParams.new(props) return end

---@class scnlocLangId
---@field langId Uint8
scnlocLangId = {}

---@return scnlocLangId
function scnlocLangId.new() return end

---@param props table
---@return scnlocLangId
function scnlocLangId.new(props) return end

---@class scnlocLocStoreEmbedded
---@field vdEntries scnlocLocStoreEmbeddedVariantDescriptorEntry[]
---@field vpEntries scnlocLocStoreEmbeddedVariantPayloadEntry[]
scnlocLocStoreEmbedded = {}

---@return scnlocLocStoreEmbedded
function scnlocLocStoreEmbedded.new() return end

---@param props table
---@return scnlocLocStoreEmbedded
function scnlocLocStoreEmbedded.new(props) return end

---@class scnlocLocStoreEmbeddedVariantDescriptorEntry
---@field variantId scnlocVariantId
---@field locstringId scnlocLocstringId
---@field localeId scnlocLocaleId
---@field signature scnlocSignature
---@field vpeIndex Uint32
scnlocLocStoreEmbeddedVariantDescriptorEntry = {}

---@return scnlocLocStoreEmbeddedVariantDescriptorEntry
function scnlocLocStoreEmbeddedVariantDescriptorEntry.new() return end

---@param props table
---@return scnlocLocStoreEmbeddedVariantDescriptorEntry
function scnlocLocStoreEmbeddedVariantDescriptorEntry.new(props) return end

---@class scnlocLocStoreEmbeddedVariantPayloadEntry
---@field variantId scnlocVariantId
---@field content String
scnlocLocStoreEmbeddedVariantPayloadEntry = {}

---@return scnlocLocStoreEmbeddedVariantPayloadEntry
function scnlocLocStoreEmbeddedVariantPayloadEntry.new() return end

---@param props table
---@return scnlocLocStoreEmbeddedVariantPayloadEntry
function scnlocLocStoreEmbeddedVariantPayloadEntry.new(props) return end

---@class scnlocLocstringId
---@field ruid CRUID
scnlocLocstringId = {}

---@return scnlocLocstringId
function scnlocLocstringId.new() return end

---@param props table
---@return scnlocLocstringId
function scnlocLocstringId.new(props) return end

---@class scnlocSignature
---@field val Uint64
scnlocSignature = {}

---@return scnlocSignature
function scnlocSignature.new() return end

---@param props table
---@return scnlocSignature
function scnlocSignature.new(props) return end

---@class scnlocVariantId
---@field ruid CRUID
scnlocVariantId = {}

---@return scnlocVariantId
function scnlocVariantId.new() return end

---@param props table
---@return scnlocVariantId
function scnlocVariantId.new(props) return end

---@class scnprvSpawnDespawnItem
---@field recordID TweakDBID
---@field finalTransform Transform
scnprvSpawnDespawnItem = {}

---@return scnprvSpawnDespawnItem
function scnprvSpawnDespawnItem.new() return end

---@param props table
---@return scnprvSpawnDespawnItem
function scnprvSpawnDespawnItem.new(props) return end

---@class scnscreenplayChoiceOption
---@field itemId scnscreenplayItemId
---@field usage scnscreenplayOptionUsage
---@field locstringId scnlocLocstringId
scnscreenplayChoiceOption = {}

---@return scnscreenplayChoiceOption
function scnscreenplayChoiceOption.new() return end

---@param props table
---@return scnscreenplayChoiceOption
function scnscreenplayChoiceOption.new(props) return end

---@class scnscreenplayDialogLine
---@field itemId scnscreenplayItemId
---@field speaker scnActorId
---@field addressee scnActorId
---@field usage scnscreenplayLineUsage
---@field locstringId scnlocLocstringId
---@field maleLipsyncAnimationName CName
---@field femaleLipsyncAnimationName CName
scnscreenplayDialogLine = {}

---@return scnscreenplayDialogLine
function scnscreenplayDialogLine.new() return end

---@param props table
---@return scnscreenplayDialogLine
function scnscreenplayDialogLine.new(props) return end

---@class scnscreenplayItemId
---@field id Uint32
scnscreenplayItemId = {}

---@return scnscreenplayItemId
function scnscreenplayItemId.new() return end

---@param props table
---@return scnscreenplayItemId
function scnscreenplayItemId.new(props) return end

---@class scnscreenplayLineUsage
---@field playerGenderMask scnGenderMask
scnscreenplayLineUsage = {}

---@return scnscreenplayLineUsage
function scnscreenplayLineUsage.new() return end

---@param props table
---@return scnscreenplayLineUsage
function scnscreenplayLineUsage.new(props) return end

---@class scnscreenplayOptionUsage
---@field playerGenderMask scnGenderMask
scnscreenplayOptionUsage = {}

---@return scnscreenplayOptionUsage
function scnscreenplayOptionUsage.new() return end

---@param props table
---@return scnscreenplayOptionUsage
function scnscreenplayOptionUsage.new(props) return end

---@class scnscreenplayStandaloneComment
---@field itemId scnscreenplayItemId
---@field comment String
scnscreenplayStandaloneComment = {}

---@return scnscreenplayStandaloneComment
function scnscreenplayStandaloneComment.new() return end

---@param props table
---@return scnscreenplayStandaloneComment
function scnscreenplayStandaloneComment.new(props) return end

---@class scnscreenplayStore
---@field lines scnscreenplayDialogLine[]
---@field options scnscreenplayChoiceOption[]
scnscreenplayStore = {}

---@return scnscreenplayStore
function scnscreenplayStore.new() return end

---@param props table
---@return scnscreenplayStore
function scnscreenplayStore.new(props) return end

---@class scnsimActionsScenarios
---@field allScenarios scnsimActionsScenariosNodeScenarios[]
scnsimActionsScenarios = {}

---@return scnsimActionsScenarios
function scnsimActionsScenarios.new() return end

---@param props table
---@return scnsimActionsScenarios
function scnsimActionsScenarios.new(props) return end

---@class scnsimActionsScenariosNodeScenarios
---@field nodeId scnNodeId
---@field scenarios scnsimIActionScenario[]
---@field fallback scnsimIActionScenario
scnsimActionsScenariosNodeScenarios = {}

---@return scnsimActionsScenariosNodeScenarios
function scnsimActionsScenariosNodeScenarios.new() return end

---@param props table
---@return scnsimActionsScenariosNodeScenarios
function scnsimActionsScenariosNodeScenarios.new(props) return end

---@class scnsimIActionScenario : ISerializable
scnsimIActionScenario = {}

---@class scriptOptimizationsHandleWithValue
---@field value Float
---@field handle IScriptable
scriptOptimizationsHandleWithValue = {}

---@return scriptOptimizationsHandleWithValue
function scriptOptimizationsHandleWithValue.new() return end

---@param props table
---@return scriptOptimizationsHandleWithValue
function scriptOptimizationsHandleWithValue.new(props) return end

---@class senseAngleRange : senseIShape
---@field position Vector4
---@field angle Float
---@field range Float
---@field halfHeight Float
senseAngleRange = {}

---@return senseAngleRange
function senseAngleRange.new() return end

---@param props table
---@return senseAngleRange
function senseAngleRange.new(props) return end

---@class senseBaseStimuliEvent : AIAIEvent
senseBaseStimuliEvent = {}

---@return senseBaseStimuliEvent
function senseBaseStimuliEvent.new() return end

---@param props table
---@return senseBaseStimuliEvent
function senseBaseStimuliEvent.new(props) return end

---@class senseCSenseManager : senseISenseManager
senseCSenseManager = {}

---@return senseCSenseManager
function senseCSenseManager.new() return end

---@param props table
---@return senseCSenseManager
function senseCSenseManager.new(props) return end

---@return senseVisionBlockersRegistrar
function senseCSenseManager:GetVisionBlockersRegistrar() return end

---@param source entEntityID
---@param target entEntityID
---@return Bool
function senseCSenseManager:IsObjectVisible(source, target) return end

---@param start Vector4
---@param end_ Vector4
---@param blockByNonPenetrableObj Bool
---@return Bool
function senseCSenseManager:IsPositionVisible(start, end_, blockByNonPenetrableObj) return end

---@class senseComponent : entIPlacedComponent
---@field enableBeingDetectable Bool
---@field visibleObject senseVisibleObject
---@field sensorObject senseSensorObject
---@field isEnabled Bool
---@field forceDisableUI Bool
---@field highLevelCb redCallbackObject
---@field reactionCb redCallbackObject
---@field wantedLevelChangedCb redCallbackObject
---@field highLevelState gamedataNPCHighLevelState
---@field mainPreset TweakDBID
---@field secondaryPreset TweakDBID
---@field puppetBlackboard gameIBlackboard
---@field uiWantedBarBB gameIBlackboard
---@field hideUIElements Bool
---@field enabledSenses Bool
---@field shouldStartDetectingPlayerCached Bool
---@field wasPlayerLastReactionTarget Bool
---@field logSource ESenseLogSource
---@field playerTakedownStateCallbackID redCallbackObject
---@field playerUpperBodyStateCallbackID redCallbackObject
---@field playerCarryingStateCallbackID redCallbackObject
---@field playerInPerception PlayerPuppet
senseComponent = {}

---@return senseComponent
function senseComponent.new() return end

---@param props table
---@return senseComponent
function senseComponent.new(props) return end

---@param obj gameObject
---@param target entEntity
---@param delay Float
function senseComponent.RequestDetectionOverwriteReevaluation(obj, target, delay) return end

---@param obj gameObject
---@param presetName String
function senseComponent.RequestMainPresetChange(obj, presetName) return end

---@param obj gameObject
---@param presetID TweakDBID|string
---@param mainPreset Bool
function senseComponent.RequestPresetChange(obj, presetID, mainPreset) return end

---@param obj gameObject
---@param presetName String
function senseComponent.RequestSecondaryPresetChange(obj, presetName) return end

---@param obj gameObject
---@param presetID TweakDBID|string
function senseComponent.RequestSecondaryPresetChange(obj, presetID) return end

---@param obj gameObject
function senseComponent.ResetPreset(obj) return end

---@param owner entEntity
---@param target entEntity
---@return Bool
function senseComponent.ShouldIgnoreIfPlayerCompanion(owner, target) return end

---@param target senseComponent
---@param detection Float
---@return Bool
function senseComponent:AddDetection(target, detection) return end

function senseComponent:CreateHearingMappin() return end

function senseComponent:CreateSenseMappin() return end

---@return TweakDBID
function senseComponent:GetCurrentPreset() return end

function senseComponent:GetCurrentPreset() return end

---@param entityID entEntityID
---@return Float
function senseComponent:GetDetection(entityID) return end

---@param entityID entEntityID
---@return Float
function senseComponent:GetDetectionMultiplier(entityID) return end

---@param traceType senseAdditionalTraceType
---@return Float
function senseComponent:GetDistToTraceEndFromPosToMainTrackedObject(traceType) return end

---@return senseIShape[]
function senseComponent:GetSenseShapes() return end

---@param entityID entEntityID
---@return Float
function senseComponent:GetTimeSinceLastEntityVisible(entityID) return end

---@param object gameObject
---@return Float
function senseComponent:GetVisibilityTraceEndToAgentDist(object) return end

---@param attitudeGroup CName|string
---@return Bool
function senseComponent:HasDetectionAttitudeOverwrite(attitudeGroup) return end

---@param entityID entEntityID
---@return Bool
function senseComponent:HasDetectionOverwrite(entityID) return end

---@return Bool
function senseComponent:HasHearingMappin() return end

---@return Bool
function senseComponent:HasSenseMappin() return end

---@param ignoreLOD Bool
function senseComponent:IgnoreLODChange(ignoreLOD) return end

---@param object gameObject
---@return Bool
function senseComponent:IsAgentVisible(object) return end

---@return Bool
function senseComponent:IsHearingEnabled() return end

---@param attitudeGroup CName|string
---@return Bool
function senseComponent:RemoveDetectionAttitudeOverwrite(attitudeGroup) return end

---@param entityID entEntityID
---@return Bool
function senseComponent:RemoveDetectionOverwrite(entityID) return end

---@param targetObjectType gamedataSenseObjectType
---@param attitudeToTarget EAIAttitude
---@return Bool
function senseComponent:RemoveForcedSensesTracing(targetObjectType, attitudeToTarget) return end

function senseComponent:RemoveHearingMappin() return end

function senseComponent:RemoveSenseMappin() return end

function senseComponent:RequestRemovingSenseMappin() return end

---@param entityID entEntityID
---@return Bool
function senseComponent:ResetDetection(entityID) return end

---@param isAggresive Bool
function senseComponent:SetCrowdsAggressiveState(isAggresive) return end

---@param attitudeGroup CName|string
function senseComponent:SetDetectionAttitudeOverwrite(attitudeGroup) return end

---@param coolDown Float
function senseComponent:SetDetectionCoolDown(coolDown) return end

---@param detectionDrop Float
function senseComponent:SetDetectionDropFactor(detectionDrop) return end

---@param detection Float
---@param shapeName CName|string
---@return Bool
function senseComponent:SetDetectionFactor(detection, shapeName) return end

---@param range Float
---@return Bool
function senseComponent:SetDetectionMinRange(range) return end

---@param entityID entEntityID
---@param multiplier Float
function senseComponent:SetDetectionMultiplier(entityID, multiplier) return end

---@param entityID entEntityID
function senseComponent:SetDetectionOverwrite(entityID) return end

---@param targetObjectType gamedataSenseObjectType
---@param attitudeToTarget EAIAttitude
---@return Bool
function senseComponent:SetForcedSensesTracing(targetObjectType, attitudeToTarget) return end

---@param hasTechWeapon Bool
---@return Bool
function senseComponent:SetHasPierceableWapon(hasTechWeapon) return end

---@param enabled Bool
function senseComponent:SetHearingEnabled(enabled) return end

---@param isPlayerInteresting Bool
function senseComponent:SetIsPlayerInterestingFromSecuritySystemPOV(isPlayerInteresting) return end

---@param target gameObject
---@return Bool
function senseComponent:SetMainTrackedObject(target) return end

---@param traceType senseAdditionalTraceType
---@param zOffset Float
---@return Bool
function senseComponent:SetMainTrackedObjectTraceZOffset(traceType, zOffset) return end

---@param objectType gamedataSenseObjectType
---@return Bool
function senseComponent:SetSensorObjectType(objectType) return end

---@param overrideDistance Float
---@return Bool
function senseComponent:SetTickDistanceOverride(overrideDistance) return end

---@param objectType gamedataSenseObjectType
---@return Bool
function senseComponent:SetVisibleObjectType(objectType) return end

---@param ignoredVisionBlockers senseVisionBlockerTypeFlags
---@return Bool
function senseComponent:SetVisionBlockersIgnoredBySensor(ignoredVisionBlockers) return end

function senseComponent:UpdateCrowdMappin() return end

---@param presetID TweakDBID|string
---@return Bool
function senseComponent:UsePreset(presetID) return end

---@param evt AddToBlacklistEvent
---@return Bool
function senseComponent:OnAddToBlacklistEvent(evt) return end

---@param evt gameeventsAttitudeChangedEvent
---@return Bool
function senseComponent:OnAttitudeChanged(evt) return end

---@param evt gameeventsAttitudeGroupChangedEvent
---@return Bool
function senseComponent:OnAttitudeGroupChanged(evt) return end

---@param value Int32
---@return Bool
function senseComponent:OnCurrentWantedLevelChanged(value) return end

---@param evt gameeventsDeathEvent
---@return Bool
function senseComponent:OnDeath(evt) return end

---@param evt gameeventsDefeatedEvent
---@return Bool
function senseComponent:OnDefeated(evt) return end

---@param evt senseOnDetectedEvent
---@return Bool
function senseComponent:OnDetectedEvent(evt) return end

---@param evt senseOnRemoveDetection
---@return Bool
function senseComponent:OnDetectionReachedZero(evt) return end

---@param evt gameHACK_UseSensePresetEvent
---@return Bool
function senseComponent:OnHACK_UseSensePresetEvent(evt) return end

---@param value Int32
---@return Bool
function senseComponent:OnHighLevelChanged(value) return end

---@param value Int32
---@return Bool
function senseComponent:OnReactionChanged(value) return end

---@param evt ReevaluateDetectionOverwriteEvent
---@return Bool
function senseComponent:OnReevaluateDetectionOverwriteEvent(evt) return end

---@param evt RemoveFromBlacklistEvent
---@return Bool
function senseComponent:OnRemoveFromBlacklistEvent(evt) return end

---@param evt gameeventsResurrectEvent
---@return Bool
function senseComponent:OnResurrect(evt) return end

---@param evt SecurityAreaCrossingPerimeter
---@return Bool
function senseComponent:OnSecurityAreaCrossingPerimeter(evt) return end

---@param evt senseEnabledEvent
---@return Bool
function senseComponent:OnSenseEnabledEvent(evt) return end

---@param evt senseInitializeEvent
---@return Bool
function senseComponent:OnSenseInitialize(evt) return end

---@param evt sensePresetChangeEvent
---@return Bool
function senseComponent:OnSensePresetChangeEvent(evt) return end

---@param evt senseVisibilityEvent
---@return Bool
function senseComponent:OnSenseVisibilityEvent(evt) return end

---@param evt senseSensorOwnerChangedEvent
---@return Bool
function senseComponent:OnSensorOwnerChangedEvent(evt) return end

---@param evt gameeventsApplyStatusEffectEvent
---@return Bool
function senseComponent:OnStatusEffectApplied(evt) return end

---@param evt AIbehaviorSuspiciousObjectEvent
---@return Bool
function senseComponent:OnSuspiciousObjectEvent(evt) return end

---@param evt TargetAssessmentRequest
---@return Bool
function senseComponent:OnTargetAssessmentRequest(evt) return end

---@return ScriptedPuppet
function senseComponent:GetConstOwnerPuppet() return end

---@return ScriptGameInstance
function senseComponent:GetGame() return end

---@return gameObject
function senseComponent:GetOwner() return end

---@return SensorDevice
function senseComponent:GetOwnerDevice() return end

---@return ScriptedPuppet
function senseComponent:GetOwnerPuppet() return end

---@return SecuritySystemControllerPS
function senseComponent:GetSecuritySystem() return end

---@return Bool
function senseComponent:GetShouldStartDetectingPlayerCached() return end

function senseComponent:InitDetectionOverwrite() return end

---@return Bool
function senseComponent:IsOwnerFriendlyTowardsPlayer() return end

---@param target gameObject
---@return Bool
function senseComponent:IsOwnerFriendlyTowardsTarget(target) return end

---@return Bool
function senseComponent:IsOwnerHostileTowardsPlayer() return end

---@param target gameObject
---@return Bool
function senseComponent:IsOwnerHostileTowardsTarget(target) return end

---@param target gameObject
---@return Bool
function senseComponent:IsPlayerRecentlyDroppedThreat(target) return end

---@param target gameObject
---@return Bool
function senseComponent:IsTargetInteresting(target) return end

---@param target gameObject
---@return Bool
function senseComponent:IsTargetInterestingForSecuritySystem(target) return end

---@param target gameObject
---@return Bool
function senseComponent:IsTargetPlayer(target) return end

---@param category CName|string
---@param message String
function senseComponent:Log(category, message) return end

---@param category CName|string
---@param message String
function senseComponent:LogBySource(category, message) return end

---@param suffix String
---@return CName
function senseComponent:LogCategory(suffix) return end

---@return Bool
function senseComponent:LogEnabled() return end

---@param message String
function senseComponent:LogInfo(message) return end

---@param source ESenseLogSource
---@param message String
function senseComponent:LogStart(source, message) return end

---@param message String
---@param value Bool
function senseComponent:LogTrueFalse(message, value) return end

function senseComponent:OnDetach() return end

---@param carrying Bool
function senseComponent:OnPlayerCarryingStateChange(carrying) return end

---@param takedownState Int32
function senseComponent:OnPlayerTakedownStateChange(takedownState) return end

---@param upperBodyState Int32
function senseComponent:OnPlayerUpperBodyStateChange(upperBodyState) return end

---@param player PlayerPuppet
function senseComponent:PlayerEnteredPerception(player) return end

---@param player PlayerPuppet
function senseComponent:PlayerExitedPercpetion(player) return end

---@param target gameObject
---@param isVisible Bool
---@return Bool
function senseComponent:ReevaluateDetectionOverwrite(target, isVisible) return end

---@return Bool
function senseComponent:ReevaluatePlayerInterestFromSecuritySystemPOV() return end

---@param target ScriptedPuppet
function senseComponent:RefreshCombatDetectionMultiplier(target) return end

---@param target gameObject
---@param isVisible Bool
function senseComponent:SendDetectionRiseEvent(target, isVisible) return end

---@param target gameObject
---@return Bool
function senseComponent:ShouldStartDetecting(target) return end

---@param player PlayerPuppet
---@return Bool
function senseComponent:ShouldStartDetectingPlayer(player) return end

---@param condition Bool
function senseComponent:ToggleComponent(condition) return end

---@param condition Bool
function senseComponent:ToggleSenses(condition) return end

---@return Bool
function senseComponent:TryCreateSenseMappin() return end

function senseComponent:UpdateVisionBlockersIgnoredBySensor() return end

---@class senseEnabledEvent : redEvent
---@field isEnabled Bool
senseEnabledEvent = {}

---@return senseEnabledEvent
function senseEnabledEvent.new() return end

---@param props table
---@return senseEnabledEvent
function senseEnabledEvent.new(props) return end

---@class senseHideUIDetectionEvent : redEvent
---@field shouldHideUIDetection Bool
senseHideUIDetectionEvent = {}

---@return senseHideUIDetectionEvent
function senseHideUIDetectionEvent.new() return end

---@param props table
---@return senseHideUIDetectionEvent
function senseHideUIDetectionEvent.new(props) return end

---@class senseISenseManager : gameIGameSystem
senseISenseManager = {}

---@class senseIShape : IScriptable
---@field id TweakDBID
senseIShape = {}

---@return senseEShapeType
function senseIShape:GetType() return end

---@class senseIVisionBlockerShape : IScriptable
senseIVisionBlockerShape = {}

---@class senseInitializeEvent : redEvent
senseInitializeEvent = {}

---@return senseInitializeEvent
function senseInitializeEvent.new() return end

---@param props table
---@return senseInitializeEvent
function senseInitializeEvent.new(props) return end

---@class senseOnBeingDetectedEvent : redEvent
---@field source senseSensorObject
---@field isVisible Bool
---@field shapeId TweakDBID
senseOnBeingDetectedEvent = {}

---@return senseOnBeingDetectedEvent
function senseOnBeingDetectedEvent.new() return end

---@param props table
---@return senseOnBeingDetectedEvent
function senseOnBeingDetectedEvent.new(props) return end

---@return gameObject
function senseOnBeingDetectedEvent:GetSourceObject() return end

---@class senseOnDetectedEvent : senseVisibilityEvent
senseOnDetectedEvent = {}

---@return senseOnDetectedEvent
function senseOnDetectedEvent.new() return end

---@param props table
---@return senseOnDetectedEvent
function senseOnDetectedEvent.new(props) return end

---@class senseOnEnterShapeEvent : senseVisibilityEvent
senseOnEnterShapeEvent = {}

---@return senseOnEnterShapeEvent
function senseOnEnterShapeEvent.new() return end

---@param props table
---@return senseOnEnterShapeEvent
function senseOnEnterShapeEvent.new(props) return end

---@class senseOnExitShapeEvent : senseVisibilityEvent
senseOnExitShapeEvent = {}

---@return senseOnExitShapeEvent
function senseOnExitShapeEvent.new() return end

---@param props table
---@return senseOnExitShapeEvent
function senseOnExitShapeEvent.new(props) return end

---@class senseOnRemoveDetection : redEvent
---@field target gameObject
senseOnRemoveDetection = {}

---@return senseOnRemoveDetection
function senseOnRemoveDetection.new() return end

---@param props table
---@return senseOnRemoveDetection
function senseOnRemoveDetection.new(props) return end

---@class senseOnVisibilityBlockerAffectedTBHEvent : redEvent
---@field newTBHModifier Float
senseOnVisibilityBlockerAffectedTBHEvent = {}

---@return senseOnVisibilityBlockerAffectedTBHEvent
function senseOnVisibilityBlockerAffectedTBHEvent.new() return end

---@param props table
---@return senseOnVisibilityBlockerAffectedTBHEvent
function senseOnVisibilityBlockerAffectedTBHEvent.new(props) return end

---@class sensePlayerDetectionChangedEvent : redEvent
---@field oldDetectionValue Float
---@field newDetectionValue Float
sensePlayerDetectionChangedEvent = {}

---@return sensePlayerDetectionChangedEvent
function sensePlayerDetectionChangedEvent.new() return end

---@param props table
---@return sensePlayerDetectionChangedEvent
function sensePlayerDetectionChangedEvent.new(props) return end

---@class sensePresetChangeEvent : senseVisibilityEvent
---@field presetID TweakDBID
---@field mainPreset Bool
---@field reset Bool
sensePresetChangeEvent = {}

---@return sensePresetChangeEvent
function sensePresetChangeEvent.new() return end

---@param props table
---@return sensePresetChangeEvent
function sensePresetChangeEvent.new(props) return end

---@class senseSensorObject : ISerializable
---@field presetID TweakDBID
---@field detectionFactor Float
---@field detectionDropFactor Float
---@field detectionCoolDownTime Float
---@field detectionPartCoolDownTime Float
---@field hearingEnabled Bool
---@field sensorObjectType gamedataSenseObjectType
senseSensorObject = {}

---@return senseSensorObject
function senseSensorObject.new() return end

---@param props table
---@return senseSensorObject
function senseSensorObject.new(props) return end

---@class senseSensorObjectComponent : entIPlacedComponent
---@field sensorObject senseSensorObject
---@field isEnabled Bool
senseSensorObjectComponent = {}

---@return senseSensorObjectComponent
function senseSensorObjectComponent.new() return end

---@param props table
---@return senseSensorObjectComponent
function senseSensorObjectComponent.new(props) return end

---@param traceType senseAdditionalTraceType
---@return Float
function senseSensorObjectComponent:GetDistToTraceEndFromPosToMainTrackedObject(traceType) return end

---@param entityID entEntityID
---@return Float
function senseSensorObjectComponent:GetTimeSinceLastEntityVisible(entityID) return end

---@param targetObjectType gamedataSenseObjectType
---@param attitudeToTarget EAIAttitude
---@return Bool
function senseSensorObjectComponent:RemoveForcedSensesTracing(targetObjectType, attitudeToTarget) return end

---@param targetObjectType gamedataSenseObjectType
---@param attitudeToTarget EAIAttitude
---@return Bool
function senseSensorObjectComponent:SetForcedSensesTracing(targetObjectType, attitudeToTarget) return end

---@param hasTechWeapon Bool
---@return Bool
function senseSensorObjectComponent:SetHasPierceableWapon(hasTechWeapon) return end

---@param target gameObject
---@return Bool
function senseSensorObjectComponent:SetMainTrackedObject(target) return end

---@param traceType senseAdditionalTraceType
---@param zOffset Float
---@return Bool
function senseSensorObjectComponent:SetMainTrackedObjectTraceZOffset(traceType, zOffset) return end

---@param objectType gamedataSenseObjectType
---@return Bool
function senseSensorObjectComponent:SetSensorObjectType(objectType) return end

---@param overrideDistance Float
---@return Bool
function senseSensorObjectComponent:SetTickDistanceOverride(overrideDistance) return end

function senseSensorObjectComponent:UsePreset() return end

---@class senseSensorOwnerChangedEvent : redEvent
---@field newOwnerId entEntityID
senseSensorOwnerChangedEvent = {}

---@return senseSensorOwnerChangedEvent
function senseSensorOwnerChangedEvent.new() return end

---@param props table
---@return senseSensorOwnerChangedEvent
function senseSensorOwnerChangedEvent.new(props) return end

---@class senseShapes
---@field shapes senseIShape[]
senseShapes = {}

---@return senseShapes
function senseShapes.new() return end

---@param props table
---@return senseShapes
function senseShapes.new(props) return end

---@class senseSimpleBox : senseIShape
---@field box Box
senseSimpleBox = {}

---@return senseSimpleBox
function senseSimpleBox.new() return end

---@param props table
---@return senseSimpleBox
function senseSimpleBox.new(props) return end

---@class senseSimpleCone : senseIShape
---@field position1 Vector4
---@field position2 Vector4
---@field radius1 Float
---@field radius2 Float
senseSimpleCone = {}

---@return senseSimpleCone
function senseSimpleCone.new() return end

---@param props table
---@return senseSimpleCone
function senseSimpleCone.new(props) return end

---@class senseSimpleSphere : senseIShape
---@field sphere Sphere
senseSimpleSphere = {}

---@return senseSimpleSphere
function senseSimpleSphere.new() return end

---@param props table
---@return senseSimpleSphere
function senseSimpleSphere.new(props) return end

---@class senseStimInvestigateData
---@field distrationPoint Vector4
---@field attackInstigatorPosition Vector4
---@field investigationSpots Vector4[]
---@field controllerEntity entEntity
---@field mainDeviceEntity entEntity
---@field attackInstigator entEntity
---@field victimEntity entEntity
---@field fearPhase Int32
---@field revealsInstigatorPosition Bool
---@field illegalAction Bool
---@field skipReactionDelay Bool
---@field skipInitialAnimation Bool
---@field investigateController Bool
senseStimInvestigateData = {}

---@return senseStimInvestigateData
function senseStimInvestigateData.new() return end

---@param props table
---@return senseStimInvestigateData
function senseStimInvestigateData.new(props) return end

---@class senseStimuliData : IScriptable
senseStimuliData = {}

---@return senseStimuliData
function senseStimuliData.new() return end

---@param props table
---@return senseStimuliData
function senseStimuliData.new(props) return end

---@class senseStimuliEvent : senseBaseStimuliEvent
---@field sourceObject gameObject
---@field stimInvestigateData senseStimInvestigateData
---@field movePositions Vector4[]
---@field sourcePosition Vector4
---@field stimRecord gamedataStim_Record
---@field radius Float
---@field detection Float
---@field stimType gamedataStimType
---@field stimPropagation gamedataStimPropagation
---@field data senseStimuliData
---@field purelyDirect Bool
---@field id Uint32
senseStimuliEvent = {}

---@return senseStimuliEvent
function senseStimuliEvent.new() return end

---@param props table
---@return senseStimuliEvent
function senseStimuliEvent.new(props) return end

---@param tag CName|string
---@return Bool
function senseStimuliEvent:IsTagInStimuli(tag) return end

---@return Float
function senseStimuliEvent:GetStimInterval() return end

---@return gamedataStimType
function senseStimuliEvent:GetStimType() return end

---@return Bool
function senseStimuliEvent:IsAudio() return end

---@param category CName|string
---@return Bool
function senseStimuliEvent:IsCategory(category) return end

---@return Bool
function senseStimuliEvent:IsPurelyDirect() return end

---@return Bool
function senseStimuliEvent:IsVisual() return end

---@param pureDirect Bool
function senseStimuliEvent:SetPurelyDirect(pureDirect) return end

---@param newStimType gamedataStimType
function senseStimuliEvent:SetStimType(newStimType) return end

---@class senseVisibilityEvent : redEvent
---@field target gameObject
---@field isVisible Bool
---@field description CName
---@field shapeId TweakDBID
senseVisibilityEvent = {}

---@return senseVisibilityEvent
function senseVisibilityEvent.new() return end

---@param props table
---@return senseVisibilityEvent
function senseVisibilityEvent.new(props) return end

---@class senseVisibilityPartsEvent : redEvent
---@field target gameObject
---@field isPrimaryVisible Bool
---@field isSecondaryVisible Bool
---@field description CName
senseVisibilityPartsEvent = {}

---@return senseVisibilityPartsEvent
function senseVisibilityPartsEvent.new() return end

---@param props table
---@return senseVisibilityPartsEvent
function senseVisibilityPartsEvent.new(props) return end

---@class senseVisibleObject : IScriptable
---@field description CName
---@field visibilityDistance Float
---@field visibleObjectType gamedataSenseObjectType
senseVisibleObject = {}

---@return senseVisibleObject
function senseVisibleObject.new() return end

---@param props table
---@return senseVisibleObject
function senseVisibleObject.new(props) return end

---@class senseVisibleObjectComponent : entIPlacedComponent
---@field visibleObject senseVisibleObject
senseVisibleObjectComponent = {}

---@return senseVisibleObjectComponent
function senseVisibleObjectComponent.new() return end

---@param props table
---@return senseVisibleObjectComponent
function senseVisibleObjectComponent.new(props) return end

---@return Float
function senseVisibleObjectComponent:GetDetectionMultiplier() return end

function senseVisibleObjectComponent:SetVisibleObjectTypeInvalid() return end

---@class senseVisibleObjectDetectionMultEvent : redEvent
---@field multiplier Float
senseVisibleObjectDetectionMultEvent = {}

---@return senseVisibleObjectDetectionMultEvent
function senseVisibleObjectDetectionMultEvent.new() return end

---@param props table
---@return senseVisibleObjectDetectionMultEvent
function senseVisibleObjectDetectionMultEvent.new(props) return end

---@class senseVisibleObjectDistanceEvent : redEvent
---@field distance Float
senseVisibleObjectDistanceEvent = {}

---@return senseVisibleObjectDistanceEvent
function senseVisibleObjectDistanceEvent.new() return end

---@param props table
---@return senseVisibleObjectDistanceEvent
function senseVisibleObjectDistanceEvent.new(props) return end

---@class senseVisibleObjectSecondaryPositionEvent : redEvent
---@field offset Vector3
senseVisibleObjectSecondaryPositionEvent = {}

---@return senseVisibleObjectSecondaryPositionEvent
function senseVisibleObjectSecondaryPositionEvent.new() return end

---@param props table
---@return senseVisibleObjectSecondaryPositionEvent
function senseVisibleObjectSecondaryPositionEvent.new(props) return end

---@class senseVisibleObjectTypeEvent : redEvent
---@field type gamedataSenseObjectType
senseVisibleObjectTypeEvent = {}

---@return senseVisibleObjectTypeEvent
function senseVisibleObjectTypeEvent.new() return end

---@param props table
---@return senseVisibleObjectTypeEvent
function senseVisibleObjectTypeEvent.new(props) return end

---@class senseVisibleObjectetSecondaryDistanceEvent : redEvent
---@field distance Float
---@field extraEvaluationDistance Float
senseVisibleObjectetSecondaryDistanceEvent = {}

---@return senseVisibleObjectetSecondaryDistanceEvent
function senseVisibleObjectetSecondaryDistanceEvent.new() return end

---@param props table
---@return senseVisibleObjectetSecondaryDistanceEvent
function senseVisibleObjectetSecondaryDistanceEvent.new(props) return end

---@class senseVisionBlockerShape_BasicCapsule : senseIVisionBlockerShape
senseVisionBlockerShape_BasicCapsule = {}

---@return senseVisionBlockerShape_BasicCapsule
function senseVisionBlockerShape_BasicCapsule.new() return end

---@param props table
---@return senseVisionBlockerShape_BasicCapsule
function senseVisionBlockerShape_BasicCapsule.new(props) return end

---@param position Vector4
---@param radius Float
---@param height Float
---@return senseVisionBlockerShape_BasicCapsule
function senseVisionBlockerShape_BasicCapsule.Create(position, radius, height) return end

---@class senseVisionBlockerShape_BasicHemisphere : senseIVisionBlockerShape
senseVisionBlockerShape_BasicHemisphere = {}

---@return senseVisionBlockerShape_BasicHemisphere
function senseVisionBlockerShape_BasicHemisphere.new() return end

---@param props table
---@return senseVisionBlockerShape_BasicHemisphere
function senseVisionBlockerShape_BasicHemisphere.new(props) return end

---@param position Vector4
---@param radius Float
---@return senseVisionBlockerShape_BasicHemisphere
function senseVisionBlockerShape_BasicHemisphere.Create(position, radius) return end

---@class senseVisionBlockerShape_BasicSphere : senseIVisionBlockerShape
senseVisionBlockerShape_BasicSphere = {}

---@return senseVisionBlockerShape_BasicSphere
function senseVisionBlockerShape_BasicSphere.new() return end

---@param props table
---@return senseVisionBlockerShape_BasicSphere
function senseVisionBlockerShape_BasicSphere.new(props) return end

---@param position Vector4
---@param radius Float
---@return senseVisionBlockerShape_BasicSphere
function senseVisionBlockerShape_BasicSphere.Create(position, radius) return end

---@class senseVisionBlockerTypeFlags
senseVisionBlockerTypeFlags = {}

---@return senseVisionBlockerTypeFlags
function senseVisionBlockerTypeFlags.new() return end

---@param props table
---@return senseVisionBlockerTypeFlags
function senseVisionBlockerTypeFlags.new(props) return end

---@param self_ senseVisionBlockerTypeFlags
---@param blockerType EVisionBlockerType
---@return Bool
function senseVisionBlockerTypeFlags.IsTypeSet(self_, blockerType) return end

---@param self_ senseVisionBlockerTypeFlags
---@param blockerType EVisionBlockerType
---@param value Bool
function senseVisionBlockerTypeFlags.SetType(self_, blockerType, value) return end

---@class senseVisionBlockersRegistrar : IScriptable
senseVisionBlockersRegistrar = {}

---@return senseVisionBlockersRegistrar
function senseVisionBlockersRegistrar.new() return end

---@param props table
---@return senseVisionBlockersRegistrar
function senseVisionBlockersRegistrar.new(props) return end

---@param blockerId Uint32
---@param parent gameObject
---@param offsetFromParent Vector4
function senseVisionBlockersRegistrar:AttachToParent(blockerId, parent, offsetFromParent) return end

---@param blockerId Uint32
function senseVisionBlockersRegistrar:DetachFromParent(blockerId) return end

---@param blockerShape senseIVisionBlockerShape
---@param blockerType EVisionBlockerType
---@param detectionModifier Float
---@param tbhModifier Float
---@param isBlockingCompletely Bool
---@param blocksParent Bool
---@return Uint32
function senseVisionBlockersRegistrar:RegisterVisionBlocker(blockerShape, blockerType, detectionModifier, tbhModifier, isBlockingCompletely, blocksParent) return end

---@param blockerId Uint32
function senseVisionBlockersRegistrar:UnregisterVisionBlocker(blockerId) return end

---@param blockerId Uint32
---@param newPosition Vector4
function senseVisionBlockersRegistrar:UpdateVisionBlockerPosition(blockerId, newPosition) return end

---@class servicesCloudSaveUploadFinishCallback : inkCallbackBase
servicesCloudSaveUploadFinishCallback = {}

---@return servicesCloudSaveUploadFinishCallback
function servicesCloudSaveUploadFinishCallback.new() return end

---@param props table
---@return servicesCloudSaveUploadFinishCallback
function servicesCloudSaveUploadFinishCallback.new(props) return end

---@class servicesCloudSavesQueryStatusChangeCallback : inkCallbackBase
servicesCloudSavesQueryStatusChangeCallback = {}

---@return servicesCloudSavesQueryStatusChangeCallback
function servicesCloudSavesQueryStatusChangeCallback.new() return end

---@param props table
---@return servicesCloudSavesQueryStatusChangeCallback
function servicesCloudSavesQueryStatusChangeCallback.new(props) return end

---@class servicesGameServices : servicesGameServicesGalaxy
servicesGameServices = {}

---@class servicesGameServicesGalaxy
servicesGameServicesGalaxy = {}

---@return servicesGameServicesGalaxy
function servicesGameServicesGalaxy.new() return end

---@param props table
---@return servicesGameServicesGalaxy
function servicesGameServicesGalaxy.new(props) return end

---@class servicesGameServicesWin : servicesGameServices
servicesGameServicesWin = {}

---@return servicesGameServicesWin
function servicesGameServicesWin.new() return end

---@param props table
---@return servicesGameServicesWin
function servicesGameServicesWin.new(props) return end

---@class servicesTrialHelper
servicesTrialHelper = {}

---@return servicesTrialHelper
function servicesTrialHelper.new() return end

---@param props table
---@return servicesTrialHelper
function servicesTrialHelper.new(props) return end

---@return Bool
function servicesTrialHelper.IsInPS5TrialMode() return end

function servicesTrialHelper.ShowUpgradeTrialVersionCommerceDialog() return end

---@class sharedMenuCollection
---@field items sharedMenuItem[]
sharedMenuCollection = {}

---@return sharedMenuCollection
function sharedMenuCollection.new() return end

---@param props table
---@return sharedMenuCollection
function sharedMenuCollection.new(props) return end

---@class sharedMenuItem
---@field id CName
---@field displayName String
---@field tooltip String
---@field subItems sharedMenuItem[]
---@field isEnabled Bool
---@field type sharedMenuItemType
---@field isChecked Bool
---@field checkGroup String
sharedMenuItem = {}

---@return sharedMenuItem
function sharedMenuItem.new() return end

---@param props table
---@return sharedMenuItem
function sharedMenuItem.new(props) return end

---@class sharedResourceCommandOutcome
---@field result sharedCommandResult
---@field modifiedFiles String[]
---@field message String
sharedResourceCommandOutcome = {}

---@return sharedResourceCommandOutcome
function sharedResourceCommandOutcome.new() return end

---@param props table
---@return sharedResourceCommandOutcome
function sharedResourceCommandOutcome.new(props) return end

---@class speedometerLogicController : IVehicleModuleController
---@field speedTextWidget inkTextWidgetReference
---@field speedBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field vehicle vehicleBaseObject
speedometerLogicController = {}

---@return speedometerLogicController
function speedometerLogicController.new() return end

---@param props table
---@return speedometerLogicController
function speedometerLogicController.new(props) return end

---@return Bool
function speedometerLogicController:OnUninitialize() return end

---@param speed Float
function speedometerLogicController:OnSpeedValueChanged(speed) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function speedometerLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function speedometerLogicController:UnregisterCallbacks() return end

---@class stealthAlertGameController : gameuiHUDGameController
---@field label inkTextWidgetReference
---@field icon inkImageWidgetReference
---@field indicator_01 inkImageWidgetReference
---@field indicator_02 inkImageWidgetReference
---@field indicator_03 inkImageWidgetReference
---@field fluff_01 inkWidgetReference
---@field fluff_02 inkWidgetReference
---@field fluff_03 inkWidgetReference
---@field fluff_04 inkWidgetReference
---@field root inkWidget
---@field securityBlackBoardID redCallbackObject
---@field playerBlackboardID Uint32
---@field blackboard gameIBlackboard
---@field playerPuppet gameObject
---@field animationProxy inkanimProxy
stealthAlertGameController = {}

---@return stealthAlertGameController
function stealthAlertGameController.new() return end

---@param props table
---@return stealthAlertGameController
function stealthAlertGameController.new(props) return end

---@param anim inkanimProxy
---@return Bool
function stealthAlertGameController:OnOutroAnimFinished(anim) return end

---@param playerPuppet gameObject
---@return Bool
function stealthAlertGameController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function stealthAlertGameController:OnPlayerDetach(playerPuppet) return end

---@param arg Variant
---@return Bool
function stealthAlertGameController:OnSecurityDataChange(arg) return end

---@param animName CName|string
function stealthAlertGameController:PlayAnimation(animName) return end

---@class subtitleLineMapEntry
---@field id CRUID
---@field widget inkWidget
---@field owner gameObject
subtitleLineMapEntry = {}

---@return subtitleLineMapEntry
function subtitleLineMapEntry.new() return end

---@param props table
---@return subtitleLineMapEntry
function subtitleLineMapEntry.new(props) return end

---@class tachometerLogicController : IVehicleModuleController
---@field rpmValueWidget inkTextWidgetReference
---@field rpmGaugeForegroundWidget inkRectangleWidgetReference
---@field scaleX Bool
---@field rpmValueBBConnectionId redCallbackObject
---@field vehBB gameIBlackboard
---@field rpmGaugeMaxSize Vector2
---@field rpmMaxValue Float
---@field rpmMinValue Float
tachometerLogicController = {}

---@return tachometerLogicController
function tachometerLogicController.new() return end

---@param props table
---@return tachometerLogicController
function tachometerLogicController.new(props) return end

---@return Bool
function tachometerLogicController:OnUninitialize() return end

---@param rpmValue Float
function tachometerLogicController:OnRpmValueChanged(rpmValue) return end

---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
---@param gameController vehicleUIGameController
function tachometerLogicController:RegisterCallbacks(vehicle, vehBB, gameController) return end

function tachometerLogicController:SetupRPMDefaultState() return end

function tachometerLogicController:UnregisterCallbacks() return end

---@class tarotCardLogicController : inkWidgetLogicController
---@field image inkImageWidgetReference
---@field highlight inkWidgetReference
---@field ep1Icon inkWidgetReference
---@field data TarotCardData
tarotCardLogicController = {}

---@return tarotCardLogicController
function tarotCardLogicController.new() return end

---@param props table
---@return tarotCardLogicController
function tarotCardLogicController.new(props) return end

---@return Bool
function tarotCardLogicController:OnInitialize() return end

---@return TarotCardData
function tarotCardLogicController:GetData() return end

function tarotCardLogicController:HoverOut() return end

function tarotCardLogicController:HoverOver() return end

---@param data TarotCardData
function tarotCardLogicController:SetupData(data) return end

---@class tempshitIJournalNodeType : ISerializable
tempshitIJournalNodeType = {}

---@class tempshitJournalEntryNodeType : tempshitIJournalNodeType
tempshitJournalEntryNodeType = {}

---@return tempshitJournalEntryNodeType
function tempshitJournalEntryNodeType.new() return end

---@param props table
---@return tempshitJournalEntryNodeType
function tempshitJournalEntryNodeType.new(props) return end

---@class tempshitJournalNodeDefinition : questDisableableNodeDefinition
tempshitJournalNodeDefinition = {}

---@return tempshitJournalNodeDefinition
function tempshitJournalNodeDefinition.new() return end

---@param props table
---@return tempshitJournalNodeDefinition
function tempshitJournalNodeDefinition.new(props) return end

---@class tempshitMapPinManagerNodeDefinition : questDisableableNodeDefinition
---@field mapPinName CName
---@field operation tempshitMapPinOperation
---@field nodeRef gameEntityReference
---@field position Vector3
---@field forceCaption LocalizationString
tempshitMapPinManagerNodeDefinition = {}

---@return tempshitMapPinManagerNodeDefinition
function tempshitMapPinManagerNodeDefinition.new() return end

---@param props table
---@return tempshitMapPinManagerNodeDefinition
function tempshitMapPinManagerNodeDefinition.new(props) return end

---@class textScrollingAnimController : inkWidgetLogicController
---@field scannerDetailsHackLog inkTextWidgetReference
---@field defaultScrollSpeed Float
---@field playOnInit Bool
---@field numOfLines Int32
---@field numOfStartingLines Int32
---@field transparency Float
---@field gapIndex Int32
---@field binaryOnly Bool
---@field binaryClusterCount Int32
---@field scrollingText ScrollingText
---@field logArray String[]
---@field upload_counter Float
---@field scrollSpeed Float
---@field fastScrollSpeed Float
---@field panel inkCompoundWidget
---@field alpha_fadein inkanimDefinition
---@field AnimProxy inkanimProxy
---@field AnimOptions inkanimPlaybackOptions
---@field lineCount Int32
textScrollingAnimController = {}

---@return textScrollingAnimController
function textScrollingAnimController.new() return end

---@param props table
---@return textScrollingAnimController
function textScrollingAnimController.new(props) return end

---@param proxy inkanimProxy
---@return Bool
function textScrollingAnimController:OnEndLoop(proxy) return end

---@return Bool
function textScrollingAnimController:OnInitialize() return end

---@param count Int32
function textScrollingAnimController:AddToHackLog(count) return end

---@param fast Bool
function textScrollingAnimController:StartScroll(fast) return end

function textScrollingAnimController:StopScroll() return end

---@class textTextBlockFontStyle
---@field fontStyle CName
---@field outlineSize Int32
---@field outlineColor HDRColor
textTextBlockFontStyle = {}

---@return textTextBlockFontStyle
function textTextBlockFontStyle.new() return end

---@param props table
---@return textTextBlockFontStyle
function textTextBlockFontStyle.new(props) return end

---@class textTextBlockStyle
---@field tintColor HDRColor
---@field shadowOffset Vector2
---@field shadowColor HDRColor
---@field fontStyle textTextBlockFontStyle
---@field fontSize Uint16
textTextBlockStyle = {}

---@return textTextBlockStyle
function textTextBlockStyle.new() return end

---@param props table
---@return textTextBlockStyle
function textTextBlockStyle.new(props) return end

---@class textTextParameterSet : IScriptable
textTextParameterSet = {}

---@return textTextParameterSet
function textTextParameterSet.new() return end

---@param props table
---@return textTextParameterSet
function textTextParameterSet.new(props) return end

---@param key String
function textTextParameterSet:Internal_AddCurrentDate(key) return end

---@param value Float
---@param key String
function textTextParameterSet:Internal_AddFloat(value, key) return end

---@param value Int32
---@param key String
function textTextParameterSet:Internal_AddInteger(value, key) return end

---@param valueLocKey CName|string
---@param key String
function textTextParameterSet:Internal_AddLocalizedName(valueLocKey, key) return end

---@param valueLocKey String
---@param key String
function textTextParameterSet:Internal_AddLocalizedString(valueLocKey, key) return end

---@param value Float
---@param valueUnit EMeasurementUnit
---@param key String
function textTextParameterSet:Internal_AddMeasurement(value, valueUnit, key) return end

---@param valueSeconds Int32
---@param key String
function textTextParameterSet:Internal_AddNCGameTime(valueSeconds, key) return end

---@param value String
---@param key String
function textTextParameterSet:Internal_AddString(value, key) return end

---@param valueSeconds Int32
---@param key String
function textTextParameterSet:Internal_AddTime(valueSeconds, key) return end

---@param value Bool
function textTextParameterSet:Internal_SetAsyncFormat(value) return end

---@param index Int32
function textTextParameterSet:Internal_UpdateCurrentDate(index) return end

---@param key String
function textTextParameterSet:Internal_UpdateCurrentDateKey(key) return end

---@param index Int32
---@param value Float
function textTextParameterSet:Internal_UpdateFloat(index, value) return end

---@param key String
---@param value Float
function textTextParameterSet:Internal_UpdateFloatKey(key, value) return end

---@param index Int32
---@param value Int32
function textTextParameterSet:Internal_UpdateInteger(index, value) return end

---@param key String
---@param value Int32
function textTextParameterSet:Internal_UpdateIntegerKey(key, value) return end

---@param index Int32
---@param valueLocKey CName|string
function textTextParameterSet:Internal_UpdateLocalizedName(index, valueLocKey) return end

---@param key String
---@param valueLocKey CName|string
function textTextParameterSet:Internal_UpdateLocalizedNameKey(key, valueLocKey) return end

---@param index Int32
---@param valueLocKey String
function textTextParameterSet:Internal_UpdateLocalizedString(index, valueLocKey) return end

---@param key String
---@param valueLocKey String
function textTextParameterSet:Internal_UpdateLocalizedStringKey(key, valueLocKey) return end

---@param index Int32
---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:Internal_UpdateMeasurement(index, value, valueUnit) return end

---@param key String
---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:Internal_UpdateMeasurementKey(key, value, valueUnit) return end

---@param index Int32
---@param value String
function textTextParameterSet:Internal_UpdateString(index, value) return end

---@param key String
---@param value String
function textTextParameterSet:Internal_UpdateStringKey(key, value) return end

---@param index Int32
---@param valueSeconds Int32
function textTextParameterSet:Internal_UpdateTime(index, valueSeconds) return end

---@param key String
---@param valueSeconds Int32
function textTextParameterSet:Internal_UpdateTimeKey(key, valueSeconds) return end

function textTextParameterSet:AddCurrentDate() return end

---@param key String
function textTextParameterSet:AddCurrentDate(key) return end

---@param key String
---@param valueLocKey CName|string
function textTextParameterSet:AddLocalizedName(key, valueLocKey) return end

---@param valueLocKey CName|string
function textTextParameterSet:AddLocalizedName(valueLocKey) return end

---@param valueLocKey String
function textTextParameterSet:AddLocalizedString(valueLocKey) return end

---@param key String
---@param valueLocKey String
function textTextParameterSet:AddLocalizedString(key, valueLocKey) return end

---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:AddMeasurement(value, valueUnit) return end

---@param key String
---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:AddMeasurement(key, value, valueUnit) return end

---@param value GameTime
function textTextParameterSet:AddNCGameTime(value) return end

---@param key String
---@param value GameTime
function textTextParameterSet:AddNCGameTime(key, value) return end

---@param value Int32
function textTextParameterSet:AddNumber(value) return end

---@param key String
---@param value Int32
function textTextParameterSet:AddNumber(key, value) return end

---@param value Float
function textTextParameterSet:AddNumber(value) return end

---@param key String
---@param value Float
function textTextParameterSet:AddNumber(key, value) return end

---@param value String
function textTextParameterSet:AddString(value) return end

---@param key String
---@param value String
function textTextParameterSet:AddString(key, value) return end

---@param valueSeconds Int32
function textTextParameterSet:AddTime(valueSeconds) return end

---@param value GameTime
function textTextParameterSet:AddTime(value) return end

---@param key String
---@param valueSeconds Int32
function textTextParameterSet:AddTime(key, valueSeconds) return end

---@param key String
---@param value GameTime
function textTextParameterSet:AddTime(key, value) return end

---@param value Bool
function textTextParameterSet:SetAsyncFormat(value) return end

---@param index Int32
function textTextParameterSet:UpdateCurrentDate(index) return end

---@param key String
function textTextParameterSet:UpdateCurrentDate(key) return end

---@param index Int32
---@param valueLocKey CName|string
function textTextParameterSet:UpdateLocalizedName(index, valueLocKey) return end

---@param key String
---@param valueLocKey CName|string
function textTextParameterSet:UpdateLocalizedName(key, valueLocKey) return end

---@param key String
---@param valueLocKey String
function textTextParameterSet:UpdateLocalizedString(key, valueLocKey) return end

---@param index Int32
---@param valueLocKey String
function textTextParameterSet:UpdateLocalizedString(index, valueLocKey) return end

---@param index Int32
---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:UpdateMeasurement(index, value, valueUnit) return end

---@param key String
---@param value Float
---@param valueUnit EMeasurementUnit
function textTextParameterSet:UpdateMeasurement(key, value, valueUnit) return end

---@param index Int32
---@param value Int32
function textTextParameterSet:UpdateNumber(index, value) return end

---@param key String
---@param value Int32
function textTextParameterSet:UpdateNumber(key, value) return end

---@param index Int32
---@param value Float
function textTextParameterSet:UpdateNumber(index, value) return end

---@param key String
---@param value Float
function textTextParameterSet:UpdateNumber(key, value) return end

---@param key String
---@param value String
function textTextParameterSet:UpdateString(key, value) return end

---@param index Int32
---@param value String
function textTextParameterSet:UpdateString(index, value) return end

---@param index Int32
---@param valueSeconds Int32
function textTextParameterSet:UpdateTime(index, valueSeconds) return end

---@param index Int32
---@param value GameTime
function textTextParameterSet:UpdateTime(index, value) return end

---@param key String
---@param value GameTime
function textTextParameterSet:UpdateTime(key, value) return end

---@param key String
---@param valueSeconds Int32
function textTextParameterSet:UpdateTime(key, valueSeconds) return end

---@class textWrappingInfo
---@field autoWrappingEnabled Bool
---@field wrappingAtPosition Float
---@field wrappingPolicy textWrappingPolicy
textWrappingInfo = {}

---@return textWrappingInfo
function textWrappingInfo.new() return end

---@param props table
---@return textWrappingInfo
function textWrappingInfo.new(props) return end

---@class tickITimeDilationListener : IScriptable
tickITimeDilationListener = {}

---@class tickScriptTimeDilationListener : tickITimeDilationListener
tickScriptTimeDilationListener = {}

---@return tickScriptTimeDilationListener
function tickScriptTimeDilationListener.new() return end

---@param props table
---@return tickScriptTimeDilationListener
function tickScriptTimeDilationListener.new(props) return end

---@class toolsEditorObjectIDPath
---@field elements EditorObjectID[]
toolsEditorObjectIDPath = {}

---@return toolsEditorObjectIDPath
function toolsEditorObjectIDPath.new() return end

---@param props table
---@return toolsEditorObjectIDPath
function toolsEditorObjectIDPath.new(props) return end

---@class toolsIMessageLocation : ISerializable
toolsIMessageLocation = {}

---@class toolsIMessageToken : ISerializable
toolsIMessageToken = {}

---@class toolsIResolverUserContext : ISerializable
toolsIResolverUserContext = {}

---@class toolsJiraAddAttachmentsResult : ISerializable
---@field array toolsJiraAttachment[]
toolsJiraAddAttachmentsResult = {}

---@return toolsJiraAddAttachmentsResult
function toolsJiraAddAttachmentsResult.new() return end

---@param props table
---@return toolsJiraAddAttachmentsResult
function toolsJiraAddAttachmentsResult.new(props) return end

---@class toolsJiraAttachment
---@field id String
---@field filename String
---@field content String
---@field thumbnail String
toolsJiraAttachment = {}

---@return toolsJiraAttachment
function toolsJiraAttachment.new() return end

---@param props table
---@return toolsJiraAttachment
function toolsJiraAttachment.new(props) return end

---@class toolsJiraCommentIssueBody : ISerializable
---@field body String
toolsJiraCommentIssueBody = {}

---@return toolsJiraCommentIssueBody
function toolsJiraCommentIssueBody.new() return end

---@param props table
---@return toolsJiraCommentIssueBody
function toolsJiraCommentIssueBody.new(props) return end

---@class toolsJiraCommentIssueResult : ISerializable
---@field errorMessages String[]
toolsJiraCommentIssueResult = {}

---@return toolsJiraCommentIssueResult
function toolsJiraCommentIssueResult.new() return end

---@param props table
---@return toolsJiraCommentIssueResult
function toolsJiraCommentIssueResult.new(props) return end

---@class toolsJiraCreateIssueBody : ISerializable
---@field fields toolsJiraIssueFields
toolsJiraCreateIssueBody = {}

---@return toolsJiraCreateIssueBody
function toolsJiraCreateIssueBody.new() return end

---@param props table
---@return toolsJiraCreateIssueBody
function toolsJiraCreateIssueBody.new(props) return end

---@class toolsJiraCreateIssueResult : ISerializable
---@field id String
---@field key String
---@field errorMessages String[]
---@field errors toolsJiraIssueFieldsResult
toolsJiraCreateIssueResult = {}

---@return toolsJiraCreateIssueResult
function toolsJiraCreateIssueResult.new() return end

---@param props table
---@return toolsJiraCreateIssueResult
function toolsJiraCreateIssueResult.new(props) return end

---@class toolsJiraCurrentUserInfo : ISerializable
---@field name String
toolsJiraCurrentUserInfo = {}

---@return toolsJiraCurrentUserInfo
function toolsJiraCurrentUserInfo.new() return end

---@param props table
---@return toolsJiraCurrentUserInfo
function toolsJiraCurrentUserInfo.new(props) return end

---@class toolsJiraCustomFieldId
---@field id String
toolsJiraCustomFieldId = {}

---@return toolsJiraCustomFieldId
function toolsJiraCustomFieldId.new() return end

---@param props table
---@return toolsJiraCustomFieldId
function toolsJiraCustomFieldId.new(props) return end

---@class toolsJiraCustomFieldName
---@field name String
toolsJiraCustomFieldName = {}

---@return toolsJiraCustomFieldName
function toolsJiraCustomFieldName.new() return end

---@param props table
---@return toolsJiraCustomFieldName
function toolsJiraCustomFieldName.new(props) return end

---@class toolsJiraCustomFieldValue
---@field value String
toolsJiraCustomFieldValue = {}

---@return toolsJiraCustomFieldValue
function toolsJiraCustomFieldValue.new() return end

---@param props table
---@return toolsJiraCustomFieldValue
function toolsJiraCustomFieldValue.new(props) return end

---@class toolsJiraEditIssueBody : ISerializable
---@field fields toolsJiraIssueFields
toolsJiraEditIssueBody = {}

---@return toolsJiraEditIssueBody
function toolsJiraEditIssueBody.new() return end

---@param props table
---@return toolsJiraEditIssueBody
function toolsJiraEditIssueBody.new(props) return end

---@class toolsJiraEditIssueResult : ISerializable
---@field errorMessages String[]
---@field errors toolsJiraIssueFieldsResult
toolsJiraEditIssueResult = {}

---@return toolsJiraEditIssueResult
function toolsJiraEditIssueResult.new() return end

---@param props table
---@return toolsJiraEditIssueResult
function toolsJiraEditIssueResult.new(props) return end

---@class toolsJiraFixVersion
---@field id String
toolsJiraFixVersion = {}

---@return toolsJiraFixVersion
function toolsJiraFixVersion.new() return end

---@param props table
---@return toolsJiraFixVersion
function toolsJiraFixVersion.new(props) return end

---@class toolsJiraIssue
---@field id String
---@field self String
---@field key String
---@field fields toolsJiraIssueFields
toolsJiraIssue = {}

---@return toolsJiraIssue
function toolsJiraIssue.new() return end

---@param props table
---@return toolsJiraIssue
function toolsJiraIssue.new(props) return end

---@class toolsJiraIssueFields
---@field project toolsJiraProject
---@field status toolsJiraStatus
---@field resolution toolsJiraResolution
---@field summary String
---@field issuetype toolsJiraIssueType
---@field priority toolsJiraPriority
---@field labels String[]
---@field assignee toolsJiraCustomFieldName
---@field description String
---@field versions toolsJiraCustomFieldId[]
---@field fixVersions toolsJiraFixVersion[]
---@field flagPosition String
---@field components toolsJiraCustomFieldName[]
---@field attachment toolsJiraAttachment[]
---@field customfield_17400 toolsJiraCustomFieldId
---@field customfield_18373 String
---@field customfield_34100 toolsJiraCustomFieldValue
---@field customfield_15306 toolsJiraCustomFieldValue[]
---@field customfield_13009 String
---@field customfield_10013 String
---@field customfield_10503 String
---@field customfield_10502 String
---@field customfield_34718 toolsJiraCustomFieldValue[]
---@field customfield_36106 toolsJiraCustomFieldValue[]
---@field customfield_10006 String
---@field customfield_10505 toolsJiraCustomFieldValue
---@field customfield_10603 toolsJiraCustomFieldValue[]
---@field customfield_24700 String
---@field customfield_34706 toolsJiraCustomFieldValue[]
---@field customfield_25500 toolsJiraCustomFieldValue
---@field customfield_15808 toolsJiraCustomFieldValue[]
---@field customfield_33701 String
---@field customfield_18006 String
---@field customfield_29900 toolsJiraCustomFieldValue
---@field customfield_10005 String
---@field customfield_10606 String
---@field customfield_31700 String
toolsJiraIssueFields = {}

---@return toolsJiraIssueFields
function toolsJiraIssueFields.new() return end

---@param props table
---@return toolsJiraIssueFields
function toolsJiraIssueFields.new(props) return end

---@class toolsJiraIssueFieldsResult
---@field project String
---@field summary String
---@field issuetype String
---@field priority String
---@field labels String
---@field assignee String
---@field description String
---@field versions String
---@field fixVersions String
---@field flagPosition String
---@field components String
---@field attachments toolsJiraAttachment[]
---@field customfield_17400 String
---@field customfield_18373 String
---@field customfield_34100 String
---@field customfield_15306 String
---@field customfield_13009 String
---@field customfield_10013 String
---@field customfield_10503 String
---@field customfield_10502 String
---@field customfield_34718 String
---@field customfield_36106 String
---@field customfield_10006 String
---@field customfield_10505 String
---@field customfield_10603 String
---@field customfield_24700 String
---@field customfield_34706 String
---@field customfield_25500 String
---@field customfield_15808 String
---@field customfield_33701 String
---@field customfield_18006 String
---@field customfield_29900 String
---@field customfield_10005 String
---@field customfield_10606 String
---@field customfield_10002 String
toolsJiraIssueFieldsResult = {}

---@return toolsJiraIssueFieldsResult
function toolsJiraIssueFieldsResult.new() return end

---@param props table
---@return toolsJiraIssueFieldsResult
function toolsJiraIssueFieldsResult.new(props) return end

---@class toolsJiraIssueTransition
---@field id String
toolsJiraIssueTransition = {}

---@return toolsJiraIssueTransition
function toolsJiraIssueTransition.new() return end

---@param props table
---@return toolsJiraIssueTransition
function toolsJiraIssueTransition.new(props) return end

---@class toolsJiraIssueType
---@field name String
toolsJiraIssueType = {}

---@return toolsJiraIssueType
function toolsJiraIssueType.new() return end

---@param props table
---@return toolsJiraIssueType
function toolsJiraIssueType.new(props) return end

---@class toolsJiraPerson
---@field name String
---@field key String
---@field displayName String
toolsJiraPerson = {}

---@return toolsJiraPerson
function toolsJiraPerson.new() return end

---@param props table
---@return toolsJiraPerson
function toolsJiraPerson.new(props) return end

---@class toolsJiraPriority
---@field name String
toolsJiraPriority = {}

---@return toolsJiraPriority
function toolsJiraPriority.new() return end

---@param props table
---@return toolsJiraPriority
function toolsJiraPriority.new(props) return end

---@class toolsJiraProject
---@field key String
---@field name String
toolsJiraProject = {}

---@return toolsJiraProject
function toolsJiraProject.new() return end

---@param props table
---@return toolsJiraProject
function toolsJiraProject.new(props) return end

---@class toolsJiraResolution
---@field name String
---@field id String
toolsJiraResolution = {}

---@return toolsJiraResolution
function toolsJiraResolution.new() return end

---@param props table
---@return toolsJiraResolution
function toolsJiraResolution.new(props) return end

---@class toolsJiraSearchIssuesResult : ISerializable
---@field startAt Uint32
---@field maxResults Uint32
---@field total Uint32
---@field issues toolsJiraIssue[]
---@field errorMessages String[]
---@field warningMessages String[]
toolsJiraSearchIssuesResult = {}

---@return toolsJiraSearchIssuesResult
function toolsJiraSearchIssuesResult.new() return end

---@param props table
---@return toolsJiraSearchIssuesResult
function toolsJiraSearchIssuesResult.new(props) return end

---@class toolsJiraService
toolsJiraService = {}

---@return toolsJiraService
function toolsJiraService.new() return end

---@param props table
---@return toolsJiraService
function toolsJiraService.new(props) return end

---@class toolsJiraStatus
---@field name String
---@field id String
toolsJiraStatus = {}

---@return toolsJiraStatus
function toolsJiraStatus.new() return end

---@param props table
---@return toolsJiraStatus
function toolsJiraStatus.new(props) return end

---@class toolsJiraTransitionIssueBody : ISerializable
---@field transition toolsJiraIssueTransition
toolsJiraTransitionIssueBody = {}

---@return toolsJiraTransitionIssueBody
function toolsJiraTransitionIssueBody.new() return end

---@param props table
---@return toolsJiraTransitionIssueBody
function toolsJiraTransitionIssueBody.new(props) return end

---@class toolsLastNodeSelection
---@field editorName String
---@field selectedNodeIDPath toolsEditorObjectIDPath
toolsLastNodeSelection = {}

---@return toolsLastNodeSelection
function toolsLastNodeSelection.new() return end

---@param props table
---@return toolsLastNodeSelection
function toolsLastNodeSelection.new(props) return end

---@class toolsMessage
---@field severity toolsMessageSeverity
---@field created Int64
---@field location toolsIMessageLocation
---@field tokens toolsIMessageToken[]
---@field verbosity toolsMessageVerbosity
toolsMessage = {}

---@return toolsMessage
function toolsMessage.new() return end

---@param props table
---@return toolsMessage
function toolsMessage.new(props) return end

---@class toolsMessageLocation_BoundingBox : toolsIMessageLocation
---@field resourcePath MessageResourcePath
---@field box Box
toolsMessageLocation_BoundingBox = {}

---@return toolsMessageLocation_BoundingBox
function toolsMessageLocation_BoundingBox.new() return end

---@param props table
---@return toolsMessageLocation_BoundingBox
function toolsMessageLocation_BoundingBox.new(props) return end

---@class toolsMessageLocation_EditorObject : toolsIMessageLocation
---@field path toolsEditorObjectIDPath
toolsMessageLocation_EditorObject = {}

---@return toolsMessageLocation_EditorObject
function toolsMessageLocation_EditorObject.new() return end

---@param props table
---@return toolsMessageLocation_EditorObject
function toolsMessageLocation_EditorObject.new(props) return end

---@class toolsMessageLocation_Point : toolsIMessageLocation
---@field resourcePath MessageResourcePath
---@field point Vector3
toolsMessageLocation_Point = {}

---@return toolsMessageLocation_Point
function toolsMessageLocation_Point.new() return end

---@param props table
---@return toolsMessageLocation_Point
function toolsMessageLocation_Point.new(props) return end

---@class toolsMessageLocation_Resource : toolsIMessageLocation
---@field path MessageResourcePath
toolsMessageLocation_Resource = {}

---@return toolsMessageLocation_Resource
function toolsMessageLocation_Resource.new() return end

---@param props table
---@return toolsMessageLocation_Resource
function toolsMessageLocation_Resource.new(props) return end

---@class toolsMessageLocation_Webpage : toolsIMessageLocation
---@field link String
---@field text String
toolsMessageLocation_Webpage = {}

---@return toolsMessageLocation_Webpage
function toolsMessageLocation_Webpage.new() return end

---@param props table
---@return toolsMessageLocation_Webpage
function toolsMessageLocation_Webpage.new(props) return end

---@class toolsMessageToken_Location : toolsIMessageToken
---@field location toolsIMessageLocation
toolsMessageToken_Location = {}

---@return toolsMessageToken_Location
function toolsMessageToken_Location.new() return end

---@param props table
---@return toolsMessageToken_Location
function toolsMessageToken_Location.new(props) return end

---@class toolsMessageToken_Name : toolsIMessageToken
---@field name CName
toolsMessageToken_Name = {}

---@return toolsMessageToken_Name
function toolsMessageToken_Name.new() return end

---@param props table
---@return toolsMessageToken_Name
function toolsMessageToken_Name.new(props) return end

---@class toolsMessageToken_Text : toolsIMessageToken
---@field text String
toolsMessageToken_Text = {}

---@return toolsMessageToken_Text
function toolsMessageToken_Text.new() return end

---@param props table
---@return toolsMessageToken_Text
function toolsMessageToken_Text.new(props) return end

---@class toolsVisualTagsDefinition
---@field name CName
toolsVisualTagsDefinition = {}

---@return toolsVisualTagsDefinition
function toolsVisualTagsDefinition.new() return end

---@param props table
---@return toolsVisualTagsDefinition
function toolsVisualTagsDefinition.new(props) return end

---@class toolsVisualTagsGroup : ISerializable
---@field name CName
---@field tags toolsVisualTagsDefinition[]
toolsVisualTagsGroup = {}

---@return toolsVisualTagsGroup
function toolsVisualTagsGroup.new() return end

---@param props table
---@return toolsVisualTagsGroup
function toolsVisualTagsGroup.new(props) return end

---@class toolsVisualTagsRoot : ISerializable
---@field schemas toolsVisualTagsSchema[]
toolsVisualTagsRoot = {}

---@return toolsVisualTagsRoot
function toolsVisualTagsRoot.new() return end

---@param props table
---@return toolsVisualTagsRoot
function toolsVisualTagsRoot.new(props) return end

---@class toolsVisualTagsSchema : ISerializable
---@field name CName
---@field categories toolsVisualTagsGroup[]
---@field presets toolsVisualTagsGroup[]
toolsVisualTagsSchema = {}

---@return toolsVisualTagsSchema
function toolsVisualTagsSchema.new() return end

---@param props table
---@return toolsVisualTagsSchema
function toolsVisualTagsSchema.new(props) return end

---@class userSettingsGroup : IScriptable
userSettingsGroup = {}

---@return userSettingsGroup
function userSettingsGroup.new() return end

---@param props table
---@return userSettingsGroup
function userSettingsGroup.new(props) return end

---@return CName
function userSettingsGroup:GetDisplayName() return end

---@param isPreGame Bool
---@return userSettingsGroup[]
function userSettingsGroup:GetGroups(isPreGame) return end

---@return CName
function userSettingsGroup:GetName() return end

---@return Int32
function userSettingsGroup:GetOrder() return end

---@return CName
function userSettingsGroup:GetParentPath() return end

---@return CName
function userSettingsGroup:GetPath() return end

---@param varName CName|string
---@return userSettingsVar
function userSettingsGroup:GetVar(varName) return end

---@param isPreGame Bool
---@return userSettingsVar[]
function userSettingsGroup:GetVars(isPreGame) return end

---@return Bool
function userSettingsGroup:HasGroups() return end

---@param varName CName|string
---@return Bool
function userSettingsGroup:HasVar(varName) return end

---@param isPreGame Bool
---@return Bool
function userSettingsGroup:HasVars(isPreGame) return end

---@param isPreGame Bool
---@return Bool
function userSettingsGroup:IsEmpty(isPreGame) return end

---@class userSettingsNotificationListener : IScriptable
userSettingsNotificationListener = {}

---@return userSettingsNotificationListener
function userSettingsNotificationListener.new() return end

---@param props table
---@return userSettingsNotificationListener
function userSettingsNotificationListener.new(props) return end

---@param status InGameConfigNotificationType
function userSettingsNotificationListener:OnNotify(status) return end

---@return Bool
function userSettingsNotificationListener:Register() return end

---@return Bool
function userSettingsNotificationListener:Unregister() return end

---@class userSettingsUserSettings : IScriptable
userSettingsUserSettings = {}

---@return userSettingsUserSettings
function userSettingsUserSettings.new() return end

---@param props table
---@return userSettingsUserSettings
function userSettingsUserSettings.new(props) return end

function userSettingsUserSettings:ConfirmChanges() return end

---@param groupPath CName|string
---@return userSettingsGroup
function userSettingsUserSettings:GetGroup(groupPath) return end

---@return Int32
function userSettingsUserSettings:GetMenuIndex() return end

---@return userSettingsGroup
function userSettingsUserSettings:GetRootGroup() return end

---@return InGameConfigUserSettingsLoadStatus
function userSettingsUserSettings:GetUserSettingsLoadStatus() return end

---@param groupPath CName|string
---@param varName CName|string
---@return userSettingsVar
function userSettingsUserSettings:GetVar(groupPath, varName) return end

---@param groupPath CName|string
---@return Bool
function userSettingsUserSettings:HasGroup(groupPath) return end

---@param groupPath CName|string
---@param varName CName|string
---@return Bool
function userSettingsUserSettings:HasVar(groupPath, varName) return end

---@return Bool
function userSettingsUserSettings:NeedsConfirmation() return end

---@return Bool
function userSettingsUserSettings:NeedsLoadLastCheckpoint() return end

---@return Bool
function userSettingsUserSettings:NeedsRestartToApply() return end

function userSettingsUserSettings:RejectChanges() return end

function userSettingsUserSettings:RejectLoadLastCheckpointChanges() return end

function userSettingsUserSettings:RejectRestartToApply() return end

function userSettingsUserSettings:RequestConfirmationDialog() return end

function userSettingsUserSettings:RequestLoadLastCheckpointDialog() return end

function userSettingsUserSettings:RequestNeedsRestartDialog() return end

---@param isPreGame Bool
---@param onlyVisible Bool
---@param groupPath CName|string
function userSettingsUserSettings:RequestRestoreDefaultDialog(isPreGame, onlyVisible, groupPath) return end

---@param groupPath CName|string
---@param varName CName|string
function userSettingsUserSettings:RestoreVarToDefault(groupPath, varName) return end

---@param index Int32
function userSettingsUserSettings:SetMenuIndex(index) return end

---@return Bool
function userSettingsUserSettings:WasModifiedSinceLastSave() return end

---@class userSettingsVar : IScriptable
userSettingsVar = {}

---@return userSettingsVar
function userSettingsVar.new() return end

---@param props table
---@return userSettingsVar
function userSettingsVar.new(props) return end

---@return CName
function userSettingsVar:GetDescription() return end

---@return CName
function userSettingsVar:GetDisplayName() return end

---@param index Int32
---@return CName
function userSettingsVar:GetDisplayNameKey(index) return end

---@return Int32
function userSettingsVar:GetDisplayNameKeysSize() return end

---@return userSettingsGroup
function userSettingsVar:GetGroup() return end

---@return CName
function userSettingsVar:GetGroupPath() return end

---@return CName
function userSettingsVar:GetName() return end

---@return Int32
function userSettingsVar:GetOrder() return end

---@return InGameConfigVarType
function userSettingsVar:GetType() return end

---@return InGameConfigVarUpdatePolicy
function userSettingsVar:GetUpdatePolicy() return end

---@return Bool
function userSettingsVar:HasRequestedValue() return end

---@return Bool
function userSettingsVar:IsDisabled() return end

---@return Bool
function userSettingsVar:IsDynamic() return end

---@return Bool
function userSettingsVar:IsDynamicInitialized() return end

---@return Bool
function userSettingsVar:IsInGame() return end

---@return Bool
function userSettingsVar:IsInPreGame() return end

---@return Bool
function userSettingsVar:IsPlatformSpecific() return end

---@return Bool
function userSettingsVar:IsVisible() return end

---@return Bool
function userSettingsVar:ListHasDisplayValues() return end

---@return Bool
function userSettingsVar:RestoreDefault() return end

---@param isEnabled Bool
function userSettingsVar:SetEnabled(isEnabled) return end

---@param isVisible Bool
function userSettingsVar:SetVisible(isVisible) return end

---@return Bool
function userSettingsVar:WasModifiedSinceLastSave() return end

---@class userSettingsVarBool : userSettingsVar
userSettingsVarBool = {}

---@return userSettingsVarBool
function userSettingsVarBool.new() return end

---@param props table
---@return userSettingsVarBool
function userSettingsVarBool.new(props) return end

---@return Bool
function userSettingsVarBool:GetDefaultValue() return end

---@return Bool
function userSettingsVarBool:GetValue() return end

---@param value Bool
function userSettingsVarBool:SetValue(value) return end

function userSettingsVarBool:Toggle() return end

---@class userSettingsVarFloat : userSettingsVar
userSettingsVarFloat = {}

---@return userSettingsVarFloat
function userSettingsVarFloat.new() return end

---@param props table
---@return userSettingsVarFloat
function userSettingsVarFloat.new(props) return end

---@return Float
function userSettingsVarFloat:GetDefaultValue() return end

---@return Float
function userSettingsVarFloat:GetMaxValue() return end

---@return Float
function userSettingsVarFloat:GetMinValue() return end

---@return Float
function userSettingsVarFloat:GetStepValue() return end

---@return Float
function userSettingsVarFloat:GetValue() return end

---@param value Float
function userSettingsVarFloat:SetValue(value) return end

---@class userSettingsVarInt : userSettingsVar
userSettingsVarInt = {}

---@return userSettingsVarInt
function userSettingsVarInt.new() return end

---@param props table
---@return userSettingsVarInt
function userSettingsVarInt.new(props) return end

---@return Int32
function userSettingsVarInt:GetDefaultValue() return end

---@return Int32
function userSettingsVarInt:GetMaxValue() return end

---@return Int32
function userSettingsVarInt:GetMinValue() return end

---@return Int32
function userSettingsVarInt:GetStepValue() return end

---@return Int32
function userSettingsVarInt:GetValue() return end

---@param value Int32
function userSettingsVarInt:SetValue(value) return end

---@class userSettingsVarListFloat : userSettingsVar
userSettingsVarListFloat = {}

---@return userSettingsVarListFloat
function userSettingsVarListFloat.new() return end

---@param props table
---@return userSettingsVarListFloat
function userSettingsVarListFloat.new(props) return end

---@return Int32
function userSettingsVarListFloat:GetDefaultIndex() return end

---@return Float
function userSettingsVarListFloat:GetDefaultValue() return end

---@param index Int32
---@return CName
function userSettingsVarListFloat:GetDisplayValue(index) return end

---@return Int32
function userSettingsVarListFloat:GetIndex() return end

---@param value Float
---@return Int32
function userSettingsVarListFloat:GetIndexFor(value) return end

---@return Float
function userSettingsVarListFloat:GetValue() return end

---@param index Int32
---@return Float
function userSettingsVarListFloat:GetValueFor(index) return end

---@return Float[]
function userSettingsVarListFloat:GetValues() return end

---@param index Int32
function userSettingsVarListFloat:SetIndex(index) return end

---@class userSettingsVarListInt : userSettingsVar
userSettingsVarListInt = {}

---@return userSettingsVarListInt
function userSettingsVarListInt.new() return end

---@param props table
---@return userSettingsVarListInt
function userSettingsVarListInt.new(props) return end

---@return Int32
function userSettingsVarListInt:GetDefaultIndex() return end

---@return Int32
function userSettingsVarListInt:GetDefaultValue() return end

---@param index Int32
---@return CName
function userSettingsVarListInt:GetDisplayValue(index) return end

---@return Int32
function userSettingsVarListInt:GetIndex() return end

---@param value Int32
---@return Int32
function userSettingsVarListInt:GetIndexFor(value) return end

---@return Int32
function userSettingsVarListInt:GetValue() return end

---@param index Int32
---@return Int32
function userSettingsVarListInt:GetValueFor(index) return end

---@return Int32[]
function userSettingsVarListInt:GetValues() return end

---@param index Int32
function userSettingsVarListInt:SetIndex(index) return end

---@class userSettingsVarListName : userSettingsVar
userSettingsVarListName = {}

---@return userSettingsVarListName
function userSettingsVarListName.new() return end

---@param props table
---@return userSettingsVarListName
function userSettingsVarListName.new(props) return end

---@return Int32
function userSettingsVarListName:GetDefaultIndex() return end

---@return CName
function userSettingsVarListName:GetDefaultValue() return end

---@param index Int32
---@return CName
function userSettingsVarListName:GetDisplayValue(index) return end

---@return Int32
function userSettingsVarListName:GetIndex() return end

---@param value CName|string
---@return Int32
function userSettingsVarListName:GetIndexFor(value) return end

---@return CName
function userSettingsVarListName:GetValue() return end

---@param index Int32
---@return CName
function userSettingsVarListName:GetValueFor(index) return end

---@return CName[]
function userSettingsVarListName:GetValues() return end

---@param index Int32
function userSettingsVarListName:SetIndex(index) return end

---@class userSettingsVarListString : userSettingsVar
userSettingsVarListString = {}

---@return userSettingsVarListString
function userSettingsVarListString.new() return end

---@param props table
---@return userSettingsVarListString
function userSettingsVarListString.new(props) return end

---@return Int32
function userSettingsVarListString:GetDefaultIndex() return end

---@return String
function userSettingsVarListString:GetDefaultValue() return end

---@param index Int32
---@return CName
function userSettingsVarListString:GetDisplayValue(index) return end

---@return Int32
function userSettingsVarListString:GetIndex() return end

---@param value String
---@return Int32
function userSettingsVarListString:GetIndexFor(value) return end

---@return String
function userSettingsVarListString:GetValue() return end

---@param index Int32
---@return String
function userSettingsVarListString:GetValueFor(index) return end

---@return String[]
function userSettingsVarListString:GetValues() return end

---@param index Int32
function userSettingsVarListString:SetIndex(index) return end

---@class userSettingsVarListener : IScriptable
userSettingsVarListener = {}

---@return userSettingsVarListener
function userSettingsVarListener.new() return end

---@param props table
---@return userSettingsVarListener
function userSettingsVarListener.new(props) return end

---@param groupPath CName|string
---@param varName CName|string
---@param varType InGameConfigVarType
---@param reason InGameConfigChangeReason
function userSettingsVarListener:OnVarModified(groupPath, varName, varType, reason) return end

---@param groupPath CName|string
---@return Bool
function userSettingsVarListener:Register(groupPath) return end

---@class userSettingsVarName : userSettingsVar
userSettingsVarName = {}

---@return userSettingsVarName
function userSettingsVarName.new() return end

---@param props table
---@return userSettingsVarName
function userSettingsVarName.new(props) return end

---@return CName
function userSettingsVarName:GetDefaultValue() return end

---@return CName
function userSettingsVarName:GetValue() return end

---@param value CName|string
function userSettingsVarName:SetValue(value) return end

---@class vehicleAIMountedE3Hack : redEvent
vehicleAIMountedE3Hack = {}

---@return vehicleAIMountedE3Hack
function vehicleAIMountedE3Hack.new() return end

---@param props table
---@return vehicleAIMountedE3Hack
function vehicleAIMountedE3Hack.new(props) return end

---@class vehicleAIVehicleDisabledEvent : redEvent
---@field reason vehicleDisabledReason
vehicleAIVehicleDisabledEvent = {}

---@return vehicleAIVehicleDisabledEvent
function vehicleAIVehicleDisabledEvent.new() return end

---@param props table
---@return vehicleAIVehicleDisabledEvent
function vehicleAIVehicleDisabledEvent.new(props) return end

---@class vehicleAVBaseObject : vehicleBaseObject
vehicleAVBaseObject = {}

---@return vehicleAVBaseObject
function vehicleAVBaseObject.new() return end

---@param props table
---@return vehicleAVBaseObject
function vehicleAVBaseObject.new(props) return end

function vehicleAVBaseObject:TurnOffThrusters() return end

function vehicleAVBaseObject:TurnOnThrusters() return end

---@class vehicleAbortSummoningActionEvent : gameActionEvent
vehicleAbortSummoningActionEvent = {}

---@return vehicleAbortSummoningActionEvent
function vehicleAbortSummoningActionEvent.new() return end

---@param props table
---@return vehicleAbortSummoningActionEvent
function vehicleAbortSummoningActionEvent.new(props) return end

---@class vehicleAccelerateQuickhackEvent : gameActionEvent
---@field active Bool
vehicleAccelerateQuickhackEvent = {}

---@return vehicleAccelerateQuickhackEvent
function vehicleAccelerateQuickhackEvent.new() return end

---@param props table
---@return vehicleAccelerateQuickhackEvent
function vehicleAccelerateQuickhackEvent.new(props) return end

---@class vehicleAnimFeature_VehicleProceduralCamera : animAnimFeature
---@field cameraTranslationVS Vector4
---@field cameraOrientationVS Quaternion
---@field cameraTargetWeight Float
vehicleAnimFeature_VehicleProceduralCamera = {}

---@return vehicleAnimFeature_VehicleProceduralCamera
function vehicleAnimFeature_VehicleProceduralCamera.new() return end

---@param props table
---@return vehicleAnimFeature_VehicleProceduralCamera
function vehicleAnimFeature_VehicleProceduralCamera.new(props) return end

---@class vehicleApplyZOffsetFromGroundEvent : redEvent
vehicleApplyZOffsetFromGroundEvent = {}

---@return vehicleApplyZOffsetFromGroundEvent
function vehicleApplyZOffsetFromGroundEvent.new() return end

---@param props table
---@return vehicleApplyZOffsetFromGroundEvent
function vehicleApplyZOffsetFromGroundEvent.new(props) return end

---@class vehicleArmedCarBaseObject : vehicleCarBaseObject
vehicleArmedCarBaseObject = {}

---@return vehicleArmedCarBaseObject
function vehicleArmedCarBaseObject.new() return end

---@param props table
---@return vehicleArmedCarBaseObject
function vehicleArmedCarBaseObject.new(props) return end

---@class vehicleAssignConvoyEvent : redEvent
vehicleAssignConvoyEvent = {}

---@return vehicleAssignConvoyEvent
function vehicleAssignConvoyEvent.new() return end

---@param props table
---@return vehicleAssignConvoyEvent
function vehicleAssignConvoyEvent.new(props) return end

---@class vehicleAudio
vehicleAudio = {}

---@return vehicleAudio
function vehicleAudio.new() return end

---@param props table
---@return vehicleAudio
function vehicleAudio.new(props) return end

---@class vehicleAudioCurvesParam : IScriptable
---@field audioCurves vehicleAudioVehicleCurveSet
vehicleAudioCurvesParam = {}

---@return vehicleAudioCurvesParam
function vehicleAudioCurvesParam.new() return end

---@param props table
---@return vehicleAudioCurvesParam
function vehicleAudioCurvesParam.new(props) return end

---@class vehicleAudioEvent : redEvent
---@field action vehicleAudioEventAction
vehicleAudioEvent = {}

---@return vehicleAudioEvent
function vehicleAudioEvent.new() return end

---@param props table
---@return vehicleAudioEvent
function vehicleAudioEvent.new(props) return end

---@class vehicleAudioPSData
---@field activeRadioStation CName
---@field acousticIsolationFactor Float
---@field glassAcousticIsolationFactor Float
---@field isPlayerVehicleSummoned Bool
---@field openedWindows CName[]
vehicleAudioPSData = {}

---@return vehicleAudioPSData
function vehicleAudioPSData.new() return end

---@param props table
---@return vehicleAudioPSData
function vehicleAudioPSData.new(props) return end

---@class vehicleAudioVehicleCurveSet : CurveSet
vehicleAudioVehicleCurveSet = {}

---@return vehicleAudioVehicleCurveSet
function vehicleAudioVehicleCurveSet.new() return end

---@param props table
---@return vehicleAudioVehicleCurveSet
function vehicleAudioVehicleCurveSet.new(props) return end

---@class vehicleAutonomousData : ISerializable
---@field owner vehicleBaseObject
---@field useKinematic Bool
---@field needDriver Bool
---@field aggressiveRammingEnabled Bool
---@field ignoreChaseVehiclesLimit Bool
---@field boostDrivingStats Bool
---@field targetObjToReach gameObject
---@field targetObjToFollow gameObject
---@field targetRef NodeRef
---@field splineRef NodeRef
---@field splineRefBackwards NodeRef
---@field vehicleRef gameEntityReference
---@field targetPosition Vector3
---@field drivingID TweakDBID
---@field distanceMin Float
---@field distanceMax Float
---@field wantToStop Bool
---@field stopHasReachedTarget Bool
---@field driveBackwards Bool
---@field reverseSpline Bool
---@field startFromClosest Bool
---@field canClearActions Bool
---@field keepDistanceParamBool Bool
---@field keepDistanceParamCompanion gameObject
---@field keepDistanceParamDistance Float
---@field rubberBandingBool Bool
---@field rubberBandingTargetRef gameObject
---@field rubberBandingMinDistance Float
---@field rubberBandingMaxDistance Float
---@field rubberBandingStopAndWait Bool
---@field rubberBandingTeleportToCatchUp Bool
---@field rubberBandingStayInFront Bool
---@field secureTimeOut Float
---@field portalsList vehiclePortalsList
---@field trafficTryNeighborsForStart Bool
---@field trafficTryNeighborsForEnd Bool
---@field allowSimplifiedMovement Bool
---@field ignoreTickets Bool
---@field disableStuckDetection Bool
---@field tryDriveAwayFromPlayer Bool
---@field useSpeedBasedLookupRange Bool
---@field clearTrafficOnPath Bool
---@field emergencyPatrol Bool
---@field numPatrolLoops Uint32
vehicleAutonomousData = {}

---@return vehicleAutonomousData
function vehicleAutonomousData.new() return end

---@param props table
---@return vehicleAutonomousData
function vehicleAutonomousData.new(props) return end

---@class vehicleAutopilot
vehicleAutopilot = {}

---@return vehicleAutopilot
function vehicleAutopilot.new() return end

---@param props table
---@return vehicleAutopilot
function vehicleAutopilot.new(props) return end

---@class vehicleAutopilotTransformProvider
vehicleAutopilotTransformProvider = {}

---@return vehicleAutopilotTransformProvider
function vehicleAutopilotTransformProvider.new() return end

---@param props table
---@return vehicleAutopilotTransformProvider
function vehicleAutopilotTransformProvider.new(props) return end

---@class vehicleBaseObject : gameObject
---@field archetype AIArchetype
---@field isVehicleOnStateLocked Bool
---@field vehicleComponent VehicleComponent
---@field uiComponent WorldWidgetComponent
---@field crowdMemberComponent CrowdMemberBaseComponent
---@field attitudeAgent gameAttitudeAgent
---@field hitTimestamp Float
---@field drivingTrafficPattern CName
---@field onPavement Bool
---@field inTrafficLane Bool
---@field timesSentReactionEvent Int32
---@field timesToResendHandleReactionEvent Int32
---@field hasReactedToStimuli Bool
---@field gotStuckIncrement Int32
---@field waitForPassengersToSpawnEventDelayID gameDelayID
---@field triggerPanicDrivingEventDelayID gameDelayID
---@field reactionTriggerEvent HandleReactionEvent
---@field fearInside Bool
---@field vehicleUpsideDown Bool
---@field isQhackUploadInProgress Bool
---@field currentlyUploadingAction ScriptableDeviceAction
---@field bumpedRecently Int32
---@field bumpTimestamp Float
---@field minUnconsciousImpact Float
---@field driverUnconscious Bool
---@field abandoned Bool
vehicleBaseObject = {}

---@return vehicleBaseObject
function vehicleBaseObject.new() return end

---@param props table
---@return vehicleBaseObject
function vehicleBaseObject.new(props) return end

---@param chooseHack vehicleVehicleNetrunnerQuickhackType
function vehicleBaseObject:ActivateNetrunnerQuickhack(chooseHack) return end

---@param force Vector4
function vehicleBaseObject:AddCollisionForce(force) return end

function vehicleBaseObject:ApplyAvgZOffset() return end

function vehicleBaseObject:ApplyPermanentStun() return end

---@return Bool
function vehicleBaseObject:AreFrontWheelsCentered() return end

---@return Bool
function vehicleBaseObject:CanStartPanicDriving() return end

---@return Bool
function vehicleBaseObject:CanSwitchWeapons() return end

---@param isPlayer Bool
---@param mountedObject gameObject
---@param checkSpecificDirection vehicleExitDirection
---@return vehicleUnmountPosition
function vehicleBaseObject:CanUnmount(isPlayer, mountedObject, checkSpecificDirection) return end

---@return Bool
function vehicleBaseObject:CommandsFromDriverEnabled() return end

function vehicleBaseObject:DestructionResetGlass() return end

function vehicleBaseObject:DestructionResetGrid() return end

function vehicleBaseObject:DetachAllParts() return end

---@param partName CName|string
function vehicleBaseObject:DetachPart(partName) return end

---@param mountedObject gameObject
---@param maxImpulseHeightThreshold Float
---@param minImpulseHeightThreshold Float
---@return vehicleCoolExitImpulseLevel
function vehicleBaseObject:DetermineCoolExitImpulseLevel(mountedObject, maxImpulseHeightThreshold, minImpulseHeightThreshold) return end

---@param toggle Bool
function vehicleBaseObject:EnableAirControl(toggle) return end

function vehicleBaseObject:EnableHighPriorityPanicDriving() return end

---@param enable Bool
function vehicleBaseObject:EnableNPCCombat(enable) return end

---@return Bool
function vehicleBaseObject:EverPerformedChase() return end

---@param seconds Float
function vehicleBaseObject:ForceBrakesFor(seconds) return end

---@param secondsToTimeout Float
function vehicleBaseObject:ForceBrakesUntilStoppedOrFor(secondsToTimeout) return end

---@return AIVehicleAgent
function vehicleBaseObject:GetAIComponent() return end

---@return vehicleController
function vehicleBaseObject:GetAccessoryController() return end

---@return gameweaponObject[]
function vehicleBaseObject:GetActiveWeapons() return end

---@param slotName CName|string
---@return CName
function vehicleBaseObject:GetAnimsetOverrideForPassenger(slotName) return end

---@param boneName CName|string
---@return CName
function vehicleBaseObject:GetAnimsetOverrideForPassengerFromBoneName(boneName) return end

---@param slotName CName|string
---@return CName
function vehicleBaseObject:GetAnimsetOverrideForPassengerFromSlotName(slotName) return end

---@return gameIBlackboard
function vehicleBaseObject:GetBlackboard() return end

---@param slotName CName|string
---@return CName
function vehicleBaseObject:GetBoneNameFromSlot(slotName) return end

---@return vehicleCameraManager
function vehicleBaseObject:GetCameraManager() return end

---@return Vector4
function vehicleBaseObject:GetCollisionForce() return end

---@return Float
function vehicleBaseObject:GetDistanceToPlayerSquared() return end

---@return Vector4
function vehicleBaseObject:GetLinearVelocity() return end

---@return vehiclePoliceStrategy
function vehicleBaseObject:GetPoliceStrategy() return end

---@return Vector3
function vehicleBaseObject:GetPoliceStrategyDestination() return end

---@return CName
function vehicleBaseObject:GetRadioReceiverStationName() return end

---@return CName
function vehicleBaseObject:GetRadioReceiverTrackName() return end

---@return gamedataVehicle_Record
function vehicleBaseObject:GetRecord() return end

---@return TweakDBID
function vehicleBaseObject:GetRecordID() return end

---@param mountedObject gameObject
---@return CName
function vehicleBaseObject:GetSlotIdForMountedObject(mountedObject) return end

---@return Float
function vehicleBaseObject:GetTimeChasingTarget() return end

---@return Float
function vehicleBaseObject:GetTotalMass() return end

---@return WorldWidgetComponent[]
function vehicleBaseObject:GetUIComponents() return end

---@param targetID entEntityID
---@param duration Float
---@param invert Bool
---@return Bool
function vehicleBaseObject:HasNavPathToTarget(targetID, duration, invert) return end

---@param slotName CName|string
---@return Bool
function vehicleBaseObject:HasOccupantSlot(slotName) return end

---@return Bool
function vehicleBaseObject:HasPassengers() return end

---@return Bool
function vehicleBaseObject:HasTrafficSlot() return end

---@return Bool
function vehicleBaseObject:IsAirControlEnabled() return end

---@return Bool
function vehicleBaseObject:IsArmedVehicle() return end

---@return Bool
function vehicleBaseObject:IsChasingTarget() return end

---@return Bool
function vehicleBaseObject:IsCrowdVehicle() return end

---@return Bool
function vehicleBaseObject:IsEngineTurnedOn() return end

---@return Bool
function vehicleBaseObject:IsExecutingAnyCommand() return end

---@return Bool
function vehicleBaseObject:IsFlippedOver() return end

---@return Bool
function vehicleBaseObject:IsHackable() return end

---@return Bool
function vehicleBaseObject:IsInAir() return end

---@return Bool
function vehicleBaseObject:IsInTrafficPhysicsState() return end

---@return Bool
function vehicleBaseObject:IsNPCShooting() return end

---@return Bool
function vehicleBaseObject:IsPerformingPanicDriving() return end

---@return Bool
function vehicleBaseObject:IsPerformingSceneAnimation() return end

---@return Bool
function vehicleBaseObject:IsPlayerActiveVehicle() return end

---@return Bool
function vehicleBaseObject:IsPlayerDriver() return end

---@return Bool
function vehicleBaseObject:IsPlayerMounted() return end

---@return Bool
function vehicleBaseObject:IsPlayerVehicle() return end

---@return Bool
function vehicleBaseObject:IsRadioReceiverActive() return end

---@param wheelSlipThreshold Float
---@return Bool
function vehicleBaseObject:IsSkidding(wheelSlipThreshold) return end

---@return Bool
function vehicleBaseObject:IsVehicleAccelerateQuickhackActive() return end

---@return Bool
function vehicleBaseObject:IsVehicleForceBrakesQuickhackActive() return end

---@return Bool
function vehicleBaseObject:IsVehicleInsideInnerAreaOfAreaSpeedLimiter() return end

---@return Bool
function vehicleBaseObject:IsVehicleOnStateLocked() return end

---@return Bool
function vehicleBaseObject:IsVehicleParked() return end

---@return Bool
function vehicleBaseObject:IsVehicleRemoteControlled() return end

---@return Bool
function vehicleBaseObject:IsVehicleTurnedOn() return end

---@param shouldLock Bool
function vehicleBaseObject:LockVehicleOnState(shouldLock) return end

---@param target Vector4
---@param projectiles Uint32
function vehicleBaseObject:NPCShoot(target, projectiles) return end

function vehicleBaseObject:NextRadioReceiverStation() return end

---@param windowName CName|string
---@param isOpened Bool
function vehicleBaseObject:NotifyWindowChange(windowName, isOpened) return end

function vehicleBaseObject:PhysicsWakeUp() return end

function vehicleBaseObject:PreHijackPrepareDriverSlot() return end

---@param isMounting Bool
---@param slotID CName|string
---@param character gameObject
---@param delay Float
function vehicleBaseObject:SendDelayedFinishedMountingEventToPS(isMounting, slotID, character, delay) return end

---@param layer Uint32
---@param values Float[]
---@param accumulate Bool
function vehicleBaseObject:SetDestructionGridPointValues(layer, values, accumulate) return end

function vehicleBaseObject:SetHasExploded() return end

---@param enable Bool
function vehicleBaseObject:SetIsHackable(enable) return end

---@param strategy vehiclePoliceStrategy
function vehicleBaseObject:SetPoliceStrategy(strategy) return end

---@param dest Vector4
function vehicleBaseObject:SetPoliceStrategyDestination(dest) return end

---@param stationIndex Uint32
function vehicleBaseObject:SetRadioReceiverStation(stationIndex) return end

---@param radioTier Uint32
---@param overrideTier Bool
function vehicleBaseObject:SetRadioTier(radioTier, overrideTier) return end

---@param enable Bool
---@param shouldUnseatPassengers Bool
---@param shouldModifyInteractionState Bool
function vehicleBaseObject:SetVehicleRemoteControlled(enable, shouldUnseatPassengers, shouldModifyInteractionState) return end

---@param hitComponentName CName|string
---@return Bool
function vehicleBaseObject:ShouldDamageSystemIgnoreHit(hitComponentName) return end

---@param toggle Bool
---@param isPolice Bool
function vehicleBaseObject:ToggleHorn(toggle, isPolice) return end

---@param toggle Bool
function vehicleBaseObject:ToggleRadioReceiver(toggle) return end

---@param toggle Bool
function vehicleBaseObject:ToggleSiren(toggle) return end

function vehicleBaseObject:ToggleVehicleRemoteControlCamera() return end

---@return Bool
function vehicleBaseObject:TrySetHitCooldown() return end

---@param on Bool
function vehicleBaseObject:TurnEngineOn(on) return end

---@param on Bool
function vehicleBaseObject:TurnVehicleOn(on) return end

---@param evt CrowdSettingsEvent
---@return Bool
function vehicleBaseObject:OnCrowdSettingsEvent(evt) return end

---@param evt gameeventsDamageReceivedEvent
---@return Bool
function vehicleBaseObject:OnDamageReceived(evt) return end

---@param evt DelayReactionToMissingPassengersEvent
---@return Bool
function vehicleBaseObject:OnDelayReactionToMissingPassengersEvent(evt) return end

---@param evt DeviceLinkRequest
---@return Bool
function vehicleBaseObject:OnDeviceLinkRequest(evt) return end

---@param stimEvent senseStimuliEvent
---@return Bool
function vehicleBaseObject:OnEventReceived(stimEvent) return end

---@return Bool
function vehicleBaseObject:OnGameAttached() return end

---@param evt HUDInstruction
---@return Bool
function vehicleBaseObject:OnHUDInstruction(evt) return end

---@param evt HandleReactionEvent
---@return Bool
function vehicleBaseObject:OnHandleReactionEvent(evt) return end

---@param evt gameeventsHitEvent
---@return Bool
function vehicleBaseObject:OnHit(evt) return end

---@param evt gameInCrowd
---@return Bool
function vehicleBaseObject:OnInCrowd(evt) return end

---@param evt LookedAtEvent
---@return Bool
function vehicleBaseObject:OnLookedAtEvent(evt) return end

---@param evt gamemountingMountingEvent
---@return Bool
function vehicleBaseObject:OnMountingEvent(evt) return end

---@param evt gameOffPavement
---@return Bool
function vehicleBaseObject:OnOffPavement(evt) return end

---@param evt gameOutOfCrowd
---@return Bool
function vehicleBaseObject:OnOutOfCrowd(evt) return end

---@param evt gameOnPavement
---@return Bool
function vehicleBaseObject:OnPavement(evt) return end

---@param ri entEntityRequestComponentsInterface
---@return Bool
function vehicleBaseObject:OnRequestComponents(ri) return end

---@param evt SetExposeQuickHacks
---@return Bool
function vehicleBaseObject:OnSetExposeQuickHacks(evt) return end

---@param evt vehicleStealEvent
---@return Bool
function vehicleBaseObject:OnStealVehicleEvent(evt) return end

---@param evt vehicleVehicleStuckEvent
---@return Bool
function vehicleBaseObject:OnStuckEvent(evt) return end

---@param ri entEntityResolveComponentsInterface
---@return Bool
function vehicleBaseObject:OnTakeControl(ri) return end

---@param evt vehicleTrafficAudioEvent
---@return Bool
function vehicleBaseObject:OnTrafficAudioEvent(evt) return end

---@param evt TriggerPanicDrivingEvent
---@return Bool
function vehicleBaseObject:OnTriggerPanicDrivingEvent(evt) return end

---@param evt vehicleUnableToStartPanicDriving
---@return Bool
function vehicleBaseObject:OnUnableToStartPanicDriving(evt) return end

---@param evt gamemountingUnmountingEvent
---@return Bool
function vehicleBaseObject:OnUnmountingEvent(evt) return end

---@param evt UploadProgramProgressEvent
---@return Bool
function vehicleBaseObject:OnUploadProgressStateChanged(evt) return end

---@param evt vehicleVehicleBumpEvent
---@return Bool
function vehicleBaseObject:OnVehicleBumpEvent(evt) return end

---@param evt gameeventsVehicleDestructionEvent
---@return Bool
function vehicleBaseObject:OnVehicleDestructionEvent(evt) return end

---@param evt vehicleFinishedMountingEvent
---@return Bool
function vehicleBaseObject:OnVehicleFinishedMounting(evt) return end

---@param evt vehicleFlippedOverEvent
---@return Bool
function vehicleBaseObject:OnVehicleFlippedOverEvent(evt) return end

---@param evt WaitForPassengersToSpawnEvent
---@return Bool
function vehicleBaseObject:OnWaitForPassengersToSpawnEvent(evt) return end

---@param componentName CName|string
---@return Bool
function vehicleBaseObject:OnWorkspotFinished(componentName) return end

---@param evt gameeventsHitEvent
function vehicleBaseObject:ApplyDamagesToDriver(evt) return end

---@return Bool
function vehicleBaseObject:CanNPCsLeaveVehicle() return end

---@return Bool
function vehicleBaseObject:CanRevealRemoteActionsWheel() return end

---@return Bool
function vehicleBaseObject:CompileScannerChunks() return end

---@return Bool
function vehicleBaseObject:ComputeIsVehicleUpsideDown() return end

---@param evt gameeventsHitEvent
function vehicleBaseObject:DamagePipelineFinalized(evt) return end

function vehicleBaseObject:EscalateBumpVehicleReaction() return end

---@return gameAttitudeAgent
function vehicleBaseObject:GetAttitudeAgent() return end

---@return gamePersistentState
function vehicleBaseObject:GetControllerPersistentState() return end

---@return CrowdMemberBaseComponent
function vehicleBaseObject:GetCrowdMemberComponent() return end

---@return EFocusOutlineType
function vehicleBaseObject:GetCurrentOutline() return end

---@return Float
function vehicleBaseObject:GetCurrentSpeed() return end

---@return ScriptableDeviceAction
function vehicleBaseObject:GetCurrentlyUploadingAction() return end

---@return FocusForcedHighlightData
function vehicleBaseObject:GetDefaultHighlight() return end

---@return VehicleDeviceLinkPS
function vehicleBaseObject:GetDeviceLink() return end

---@return CName
function vehicleBaseObject:GetPSClassName() return end

---@return VehicleComponent
function vehicleBaseObject:GetVehicleComponent() return end

---@return VehicleComponentPS
function vehicleBaseObject:GetVehiclePS() return end

---@return gamedataVehicleType
function vehicleBaseObject:GetVehicleType() return end

---@param impact Float
function vehicleBaseObject:HandleTrafficBump(impact) return end

---@return Bool
function vehicleBaseObject:IsAbandoned() return end

---@return Bool
function vehicleBaseObject:IsActionQueueEnabled() return end

---@return Bool
function vehicleBaseObject:IsActionQueueFull() return end

---@return Bool
function vehicleBaseObject:IsDestroyed() return end

---@return Bool
function vehicleBaseObject:IsGameplayRelevant() return end

---@return Bool
function vehicleBaseObject:IsInTrafficLane() return end

---@return Bool
function vehicleBaseObject:IsNetrunner() return end

---@return Bool
function vehicleBaseObject:IsOnPavement() return end

---@return Bool
function vehicleBaseObject:IsPrevention() return end

---@return Bool
function vehicleBaseObject:IsQuest() return end

---@return Bool
function vehicleBaseObject:IsQuickHackAble() return end

---@return Bool
function vehicleBaseObject:IsQuickHacksExposed() return end

---@return Bool
function vehicleBaseObject:IsStolen() return end

---@param targetPosition Vector4
---@param distance Float
---@return Bool
function vehicleBaseObject:IsTargetClose(targetPosition, distance) return end

---@return Bool
function vehicleBaseObject:IsVehicle() return end

---@return Bool
function vehicleBaseObject:IsVehicleUpsideDown() return end

---@param isQuest Bool
function vehicleBaseObject:MarkAsQuest(isQuest) return end

---@param hitEvent gameeventsHitEvent
function vehicleBaseObject:OnHitSounds(hitEvent) return end

function vehicleBaseObject:PanicDrivingBehavior() return end

---@param hitEvent gameeventsHitEvent
function vehicleBaseObject:ReactToHitProcess(hitEvent) return end

---@param vehicleRecord gamedataVehicle_Record
---@param tag CName|string
---@return Bool
function vehicleBaseObject:RecordHasTag(vehicleRecord, tag) return end

---@param tag CName|string
---@return Bool
function vehicleBaseObject:RecordHasTag(tag) return end

---@param character gameObject
---@param slotID CName|string
---@param stealingAction Bool
---@return Bool
function vehicleBaseObject:ReevaluateStealing(character, slotID, stealingAction) return end

function vehicleBaseObject:ResendHandleReactionEvent() return end

function vehicleBaseObject:ResetReactionSequenceOfAllPassengers() return end

function vehicleBaseObject:ResetTimesSentReactionEvent() return end

---@param evt redEvent
function vehicleBaseObject:SendEventToDefaultPS(evt) return end

---@param shouldOpen Bool
function vehicleBaseObject:SendQuickhackCommands(shouldOpen) return end

---@param action ScriptableDeviceAction
function vehicleBaseObject:SetCurrentlyUploadingAction(action) return end

---@param enabled Bool
function vehicleBaseObject:SetInteriorUIEnabled(enabled) return end

---@return Bool
function vehicleBaseObject:ShouldRegisterToHUD() return end

---@return Bool
function vehicleBaseObject:ShouldShowScanner() return end

---@param thief gameObject
function vehicleBaseObject:StealVehicle(thief) return end

---@param threatPosition Vector4
function vehicleBaseObject:TriggerDrivingPanicBehavior(threatPosition) return end

---@param maxDelayOverride Float
function vehicleBaseObject:TriggerExitBehavior(maxDelayOverride) return end

function vehicleBaseObject:TriggerFearInsideVehicleBehavior() return end

function vehicleBaseObject:TriggerUnconsciousBehaviorForPassengers() return end

---@class vehicleBaseStrategyRequest : IScriptable
---@field strategy vehiclePoliceStrategy
---@field distanceRange Vector2
---@field minDirectDistance Float
---@field forceArriveFromBehind Bool
vehicleBaseStrategyRequest = {}

---@return vehicleBaseStrategyRequest
function vehicleBaseStrategyRequest.new() return end

---@param props table
---@return vehicleBaseStrategyRequest
function vehicleBaseStrategyRequest.new(props) return end

---@return vehiclePoliceStrategy
function vehicleBaseStrategyRequest:GetStrategy() return end

---@class vehicleBikeBaseObject : vehicleWheeledBaseObject
vehicleBikeBaseObject = {}

---@return vehicleBikeBaseObject
function vehicleBikeBaseObject.new() return end

---@param props table
---@return vehicleBikeBaseObject
function vehicleBikeBaseObject.new(props) return end

---@param enable Bool
function vehicleBikeBaseObject:EnableTiltControl(enable) return end

---@return Float
function vehicleBikeBaseObject:GetCustomTargetTilt() return end

---@return Bool
function vehicleBikeBaseObject:IsTiltControlEnabled() return end

---@param targetTilt Float
function vehicleBikeBaseObject:SetCustomTargetTilt(targetTilt) return end

---@class vehicleBikeCurveSet : CurveSet
vehicleBikeCurveSet = {}

---@return vehicleBikeCurveSet
function vehicleBikeCurveSet.new() return end

---@param props table
---@return vehicleBikeCurveSet
function vehicleBikeCurveSet.new(props) return end

---@class vehicleCameraManager : IScriptable
vehicleCameraManager = {}

---@return vehicleCameraManager
function vehicleCameraManager.new() return end

---@param props table
---@return vehicleCameraManager
function vehicleCameraManager.new(props) return end

---@return vehicleCameraPerspective
function vehicleCameraManager:GetActivePerspective() return end

---@return vehicleCameraPerspective
function vehicleCameraManager:GetPersistentPerspective() return end

---@return Bool
function vehicleCameraManager:IsTPPActive() return end

---@class vehicleCameraManagerComponent : gameComponent
vehicleCameraManagerComponent = {}

---@return vehicleCameraManagerComponent
function vehicleCameraManagerComponent.new() return end

---@param props table
---@return vehicleCameraManagerComponent
function vehicleCameraManagerComponent.new(props) return end

---@return vehicleCameraManager
function vehicleCameraManagerComponent:GetManagerHandle() return end

---@class vehicleCameraManagerComponentPS : gameComponentPS
---@field perspective vehicleCameraPerspective
vehicleCameraManagerComponentPS = {}

---@return vehicleCameraManagerComponentPS
function vehicleCameraManagerComponentPS.new() return end

---@param props table
---@return vehicleCameraManagerComponentPS
function vehicleCameraManagerComponentPS.new(props) return end

---@class vehicleCameraManagerFT : vehicleCameraManager
vehicleCameraManagerFT = {}

---@return vehicleCameraManagerFT
function vehicleCameraManagerFT.new() return end

---@param props table
---@return vehicleCameraManagerFT
function vehicleCameraManagerFT.new(props) return end

---@return vehicleCameraType
function vehicleCameraManagerFT:FT_GetActiveCameraType() return end

---@return Bool
function vehicleCameraManagerFT:FT_IsSceneModeActive() return end

---@param active Bool
function vehicleCameraManagerFT:FT_RequestSceneMode(active) return end

---@class vehicleCameraResetEvent : redEvent
vehicleCameraResetEvent = {}

---@return vehicleCameraResetEvent
function vehicleCameraResetEvent.new() return end

---@param props table
---@return vehicleCameraResetEvent
function vehicleCameraResetEvent.new(props) return end

---@class vehicleCameraSceneEnableEvent : redEvent
---@field scene Bool
vehicleCameraSceneEnableEvent = {}

---@return vehicleCameraSceneEnableEvent
function vehicleCameraSceneEnableEvent.new() return end

---@param props table
---@return vehicleCameraSceneEnableEvent
function vehicleCameraSceneEnableEvent.new(props) return end

---@class vehicleCarBaseObject : vehicleWheeledBaseObject
vehicleCarBaseObject = {}

---@return vehicleCarBaseObject
function vehicleCarBaseObject.new() return end

---@param props table
---@return vehicleCarBaseObject
function vehicleCarBaseObject.new(props) return end

---@class vehicleChangeAlarmEvent : redEvent
vehicleChangeAlarmEvent = {}

---@return vehicleChangeAlarmEvent
function vehicleChangeAlarmEvent.new() return end

---@param props table
---@return vehicleChangeAlarmEvent
function vehicleChangeAlarmEvent.new(props) return end

---@class vehicleChangeHeadLightModeEvent : redEvent
vehicleChangeHeadLightModeEvent = {}

---@return vehicleChangeHeadLightModeEvent
function vehicleChangeHeadLightModeEvent.new() return end

---@param props table
---@return vehicleChangeHeadLightModeEvent
function vehicleChangeHeadLightModeEvent.new(props) return end

---@class vehicleChangeMovableEvent : redEvent
vehicleChangeMovableEvent = {}

---@return vehicleChangeMovableEvent
function vehicleChangeMovableEvent.new() return end

---@param props table
---@return vehicleChangeMovableEvent
function vehicleChangeMovableEvent.new(props) return end

---@class vehicleChangeRadioReceiverStationEvent : redEvent
vehicleChangeRadioReceiverStationEvent = {}

---@return vehicleChangeRadioReceiverStationEvent
function vehicleChangeRadioReceiverStationEvent.new() return end

---@param props table
---@return vehicleChangeRadioReceiverStationEvent
function vehicleChangeRadioReceiverStationEvent.new(props) return end

---@class vehicleChangeRadioTierEvent : redEvent
vehicleChangeRadioTierEvent = {}

---@return vehicleChangeRadioTierEvent
function vehicleChangeRadioTierEvent.new() return end

---@param props table
---@return vehicleChangeRadioTierEvent
function vehicleChangeRadioTierEvent.new(props) return end

---@class vehicleChangeStateEvent : redEvent
---@field newState vehicleEState
---@field oldState vehicleEState
vehicleChangeStateEvent = {}

---@return vehicleChangeStateEvent
function vehicleChangeStateEvent.new() return end

---@param props table
---@return vehicleChangeStateEvent
function vehicleChangeStateEvent.new(props) return end

---@class vehicleChangeWindowStateEvent : redEvent
---@field state vehicleEQuestVehicleWindowState
---@field door vehicleEVehicleDoor
vehicleChangeWindowStateEvent = {}

---@return vehicleChangeWindowStateEvent
function vehicleChangeWindowStateEvent.new() return end

---@param props table
---@return vehicleChangeWindowStateEvent
function vehicleChangeWindowStateEvent.new(props) return end

---@class vehicleChaseTargetEvent : redEvent
---@field inProgress Bool
vehicleChaseTargetEvent = {}

---@return vehicleChaseTargetEvent
function vehicleChaseTargetEvent.new() return end

---@param props table
---@return vehicleChaseTargetEvent
function vehicleChaseTargetEvent.new(props) return end

---@class vehicleChassisComponent : entIPlacedComponent
---@field collisionResource physicsSystemResource
---@field optionalPlayerOnlyCollisionResource physicsSystemResource
vehicleChassisComponent = {}

---@return vehicleChassisComponent
function vehicleChassisComponent.new() return end

---@param props table
---@return vehicleChassisComponent
function vehicleChassisComponent.new(props) return end

---@class vehicleController : gameComponent
---@field alarmCurve CName
---@field alarmTime Float
---@field overrideHeadlightsSettingsForPlayer Bool
vehicleController = {}

---@return vehicleController
function vehicleController.new() return end

---@param props table
---@return vehicleController
function vehicleController.new(props) return end

---@param lightType vehicleELightType
---@param inTime Float
function vehicleController:ResetLightColor(lightType, inTime) return end

---@param lightType vehicleELightType
---@param inTime Float
function vehicleController:ResetLightParameters(lightType, inTime) return end

---@param lightType vehicleELightType
---@param inTime Float
function vehicleController:ResetLightStrength(lightType, inTime) return end

---@param lightType vehicleELightType
---@param color Color
---@param inTime Float
function vehicleController:SetLightColor(lightType, color, inTime) return end

---@param lightType vehicleELightType
---@param strength Float
---@param color Color
---@param inTime Float
function vehicleController:SetLightParameters(lightType, strength, color, inTime) return end

---@param lightType vehicleELightType
---@param strength Float
---@param inTime Float
function vehicleController:SetLightStrength(lightType, strength, inTime) return end

---@param on Bool
---@param lightType vehicleELightType
---@param inTime Float
---@param lerpCurve CName|string
---@param loop Bool
function vehicleController:ToggleLights(on, lightType, inTime, lerpCurve, loop) return end

---@class vehicleControllerPS : gameComponentPS
---@field vehicleDoors vehicleVehicleSlotsState[]
---@field state vehicleEState
---@field lightMode vehicleELightMode
---@field isAlarmOn Bool
---@field lightTypeMask Int32
vehicleControllerPS = {}

---@return vehicleControllerPS
function vehicleControllerPS.new() return end

---@param props table
---@return vehicleControllerPS
function vehicleControllerPS.new(props) return end

---@param isPlayer Bool
function vehicleControllerPS:CycleHeadLightMode(isPlayer) return end

---@param door vehicleEVehicleDoor
---@return vehicleVehicleDoorInteractionState
function vehicleControllerPS:GetDoorInteractionState(door) return end

---@param door vehicleEVehicleDoor
---@return vehicleVehicleDoorState
function vehicleControllerPS:GetDoorState(door) return end

---@return vehicleELightMode
function vehicleControllerPS:GetHeadLightMode() return end

---@return vehicleEState
function vehicleControllerPS:GetState() return end

---@param door vehicleEVehicleDoor
---@return vehicleEVehicleWindowState
function vehicleControllerPS:GetWindowState(door) return end

---@return Bool
function vehicleControllerPS:IsAlarmOn() return end

---@param on Bool
function vehicleControllerPS:SetAlarm(on) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorInteractionState
function vehicleControllerPS:SetDoorInteractionState(door, state) return end

---@param door vehicleEVehicleDoor
---@param state vehicleVehicleDoorState
---@param immediate Bool
function vehicleControllerPS:SetDoorState(door, state, immediate) return end

---@param lightMode vehicleELightMode
function vehicleControllerPS:SetHeadLightMode(lightMode) return end

---@param state vehicleEState
function vehicleControllerPS:SetState(state) return end

---@param door vehicleEVehicleDoor
---@param state vehicleEVehicleWindowState
function vehicleControllerPS:SetWindowState(door, state) return end

---@class vehicleDebugUIGameController : gameuiBaseVehicleHUDGameController
---@field vehicleBlackboard gameIBlackboard
---@field vehicleBBStateConectionId redCallbackObject
---@field mountBBConnectionId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field gearBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field rpmMaxBBConnectionId redCallbackObject
---@field radioStateBBConnectionId redCallbackObject
---@field radioNameBBConnectionId redCallbackObject
---@field radioState Bool
---@field radioName CName
---@field radioStateWidget inkTextWidget
---@field radioNameWidget inkTextWidget
---@field autopilotOnId redCallbackObject
---@field rootWidget inkCanvasWidget
---@field speedTextWidget inkTextWidget
---@field gearTextWidget inkTextWidget
---@field rpmValueWidget inkTextWidget
---@field rpmGaugeForegroundWidget inkRectangleWidget
---@field rpmGaugeMaxSize Vector2
---@field rpmMinValue Float
---@field rpmMaxValue Float
---@field rpmMaxValueInitialized Bool
---@field autopilotTextWidget inkTextWidget
---@field isInAutoPilot Bool
---@field useDebugUI Bool
vehicleDebugUIGameController = {}

---@return vehicleDebugUIGameController
function vehicleDebugUIGameController.new() return end

---@param props table
---@return vehicleDebugUIGameController
function vehicleDebugUIGameController.new(props) return end

---@param value Bool
---@return Bool
function vehicleDebugUIGameController:OnActivateTest(value) return end

---@param autopilotOn Bool
---@return Bool
function vehicleDebugUIGameController:OnAutopilotChanged(autopilotOn) return end

---@param gearValue Int32
---@return Bool
function vehicleDebugUIGameController:OnGearValueChanged(gearValue) return end

---@return Bool
function vehicleDebugUIGameController:OnInitialize() return end

---@param stationName CName|string
---@return Bool
function vehicleDebugUIGameController:OnRadioNameChanged(stationName) return end

---@param state Bool
---@return Bool
function vehicleDebugUIGameController:OnRadioStateChanged(state) return end

---@param rpmMax Float
---@return Bool
function vehicleDebugUIGameController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function vehicleDebugUIGameController:OnRpmValueChanged(rpmValue) return end

---@param speedValue Float
---@return Bool
function vehicleDebugUIGameController:OnSpeedValueChanged(speedValue) return end

---@return Bool
function vehicleDebugUIGameController:OnUninitialize() return end

---@return Bool
function vehicleDebugUIGameController:OnVehicleMounted() return end

---@param state Int32
---@return Bool
function vehicleDebugUIGameController:OnVehicleStateChanged(state) return end

---@return Bool
function vehicleDebugUIGameController:OnVehicleUnmounted() return end

function vehicleDebugUIGameController:RefreshUI() return end

---@class vehicleDestructionPSData
---@field gridValues Float[]
---@field brokenGlass Uint32
---@field brokenLights Uint32
---@field flatTire Uint8
---@field windshieldShattered Bool
---@field windshieldPoints Vector3[]
---@field detachedParts CName[]
vehicleDestructionPSData = {}

---@return vehicleDestructionPSData
function vehicleDestructionPSData.new() return end

---@param props table
---@return vehicleDestructionPSData
function vehicleDestructionPSData.new(props) return end

---@class vehicleDetachAllPartsEvent : redEvent
vehicleDetachAllPartsEvent = {}

---@return vehicleDetachAllPartsEvent
function vehicleDetachAllPartsEvent.new() return end

---@param props table
---@return vehicleDetachAllPartsEvent
function vehicleDetachAllPartsEvent.new(props) return end

---@class vehicleDetachPartEvent : redEvent
---@field partName CName
vehicleDetachPartEvent = {}

---@return vehicleDetachPartEvent
function vehicleDetachPartEvent.new() return end

---@param props table
---@return vehicleDetachPartEvent
function vehicleDetachPartEvent.new(props) return end

---@class vehicleDoneActionEvent : redEvent
vehicleDoneActionEvent = {}

---@return vehicleDoneActionEvent
function vehicleDoneActionEvent.new() return end

---@param props table
---@return vehicleDoneActionEvent
function vehicleDoneActionEvent.new(props) return end

---@class vehicleDriveAwayFromPlayerStrategyRequest : vehicleBaseStrategyRequest
vehicleDriveAwayFromPlayerStrategyRequest = {}

---@return vehicleDriveAwayFromPlayerStrategyRequest
function vehicleDriveAwayFromPlayerStrategyRequest.new() return end

---@param props table
---@return vehicleDriveAwayFromPlayerStrategyRequest
function vehicleDriveAwayFromPlayerStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param minDirectDist Float
---@return vehicleDriveAwayFromPlayerStrategyRequest
function vehicleDriveAwayFromPlayerStrategyRequest.Create(spawnDistanceRange, minDirectDist) return end

---@class vehicleDriveFollowEvent : redEvent
---@field targetObjToFollow gameObject
---@field distanceMin Float
---@field distanceMax Float
---@field stopWhenTargetReached Bool
---@field useTraffic Bool
vehicleDriveFollowEvent = {}

---@return vehicleDriveFollowEvent
function vehicleDriveFollowEvent.new() return end

---@param props table
---@return vehicleDriveFollowEvent
function vehicleDriveFollowEvent.new(props) return end

---@class vehicleDriveFollowSplineEvent : redEvent
---@field splineRef NodeRef
---@field backwards Bool
---@field reverseSpline Bool
vehicleDriveFollowSplineEvent = {}

---@return vehicleDriveFollowSplineEvent
function vehicleDriveFollowSplineEvent.new() return end

---@param props table
---@return vehicleDriveFollowSplineEvent
function vehicleDriveFollowSplineEvent.new(props) return end

---@class vehicleDriveSplineReverseEvent : redEvent
---@field splineRef NodeRef
---@field backwards Bool
---@field reverseSpline Bool
vehicleDriveSplineReverseEvent = {}

---@return vehicleDriveSplineReverseEvent
function vehicleDriveSplineReverseEvent.new() return end

---@param props table
---@return vehicleDriveSplineReverseEvent
function vehicleDriveSplineReverseEvent.new(props) return end

---@class vehicleDriveToGameObjectEvent : redEvent
---@field targetObjToReach gameObject
vehicleDriveToGameObjectEvent = {}

---@return vehicleDriveToGameObjectEvent
function vehicleDriveToGameObjectEvent.new() return end

---@param props table
---@return vehicleDriveToGameObjectEvent
function vehicleDriveToGameObjectEvent.new(props) return end

---@class vehicleDriveToNodeRefEvent : redEvent
---@field targetRef NodeRef
---@field useTraffic Bool
---@field speedInTraffic Float
vehicleDriveToNodeRefEvent = {}

---@return vehicleDriveToNodeRefEvent
function vehicleDriveToNodeRefEvent.new() return end

---@param props table
---@return vehicleDriveToNodeRefEvent
function vehicleDriveToNodeRefEvent.new(props) return end

---@class vehicleDriveToPointEvent : redEvent
---@field targetPos Vector3
---@field useTraffic Bool
---@field speedInTraffic Float
vehicleDriveToPointEvent = {}

---@return vehicleDriveToPointEvent
function vehicleDriveToPointEvent.new() return end

---@param props table
---@return vehicleDriveToPointEvent
function vehicleDriveToPointEvent.new(props) return end

---@class vehicleDriveTowardsPlayerStrategyRequest : vehicleBaseStrategyRequest
vehicleDriveTowardsPlayerStrategyRequest = {}

---@return vehicleDriveTowardsPlayerStrategyRequest
function vehicleDriveTowardsPlayerStrategyRequest.new() return end

---@param props table
---@return vehicleDriveTowardsPlayerStrategyRequest
function vehicleDriveTowardsPlayerStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param minDirectDist Float
---@return vehicleDriveTowardsPlayerStrategyRequest
function vehicleDriveTowardsPlayerStrategyRequest.Create(spawnDistanceRange, minDirectDist) return end

---@class vehicleDriver
vehicleDriver = {}

---@return vehicleDriver
function vehicleDriver.new() return end

---@param props table
---@return vehicleDriver
function vehicleDriver.new(props) return end

---@class vehicleExplodeEvent : redEvent
vehicleExplodeEvent = {}

---@return vehicleExplodeEvent
function vehicleExplodeEvent.new() return end

---@param props table
---@return vehicleExplodeEvent
function vehicleExplodeEvent.new(props) return end

---@class vehicleFinishedMountingEvent : redEvent
---@field slotID CName
---@field isMounting Bool
---@field character gameObject
vehicleFinishedMountingEvent = {}

---@return vehicleFinishedMountingEvent
function vehicleFinishedMountingEvent.new() return end

---@param props table
---@return vehicleFinishedMountingEvent
function vehicleFinishedMountingEvent.new(props) return end

---@class vehicleFlippedOverEvent : redEvent
---@field isFlippedOver Bool
vehicleFlippedOverEvent = {}

---@return vehicleFlippedOverEvent
function vehicleFlippedOverEvent.new() return end

---@param props table
---@return vehicleFlippedOverEvent
function vehicleFlippedOverEvent.new(props) return end

---@class vehicleFollowObject
vehicleFollowObject = {}

---@return vehicleFollowObject
function vehicleFollowObject.new() return end

---@param props table
---@return vehicleFollowObject
function vehicleFollowObject.new(props) return end

---@class vehicleForbiddenAreaState
---@field globalNodeIDHash Uint64
---@field enabled Bool
---@field dismount Bool
---@field blockCombat Bool
vehicleForbiddenAreaState = {}

---@return vehicleForbiddenAreaState
function vehicleForbiddenAreaState.new() return end

---@param props table
---@return vehicleForbiddenAreaState
function vehicleForbiddenAreaState.new(props) return end

---@class vehicleForceBrakesQuickhackEvent : gameActionEvent
---@field alarmDuration Float
---@field active Bool
vehicleForceBrakesQuickhackEvent = {}

---@return vehicleForceBrakesQuickhackEvent
function vehicleForceBrakesQuickhackEvent.new() return end

---@param props table
---@return vehicleForceBrakesQuickhackEvent
function vehicleForceBrakesQuickhackEvent.new(props) return end

---@class vehicleFormation
vehicleFormation = {}

---@return vehicleFormation
function vehicleFormation.new() return end

---@param props table
---@return vehicleFormation
function vehicleFormation.new(props) return end

---@class vehicleGarageComponent : gameComponent
vehicleGarageComponent = {}

---@return vehicleGarageComponent
function vehicleGarageComponent.new() return end

---@param props table
---@return vehicleGarageComponent
function vehicleGarageComponent.new(props) return end

---@class vehicleGarageComponentPS : gameComponentPS
---@field spawnedVehiclesData vehicleGarageComponentVehicleData[]
---@field unlockedVehicles vehicleGarageVehicleID[]
---@field unlockedVehicleArray vehicleUnlockedVehicle[]
---@field activeVehicles vehicleGarageVehicleID[]
---@field mountedVehicleData vehicleGarageComponentVehicleData
---@field mountedVehicleStolen Bool
vehicleGarageComponentPS = {}

---@return vehicleGarageComponentPS
function vehicleGarageComponentPS.new() return end

---@param props table
---@return vehicleGarageComponentPS
function vehicleGarageComponentPS.new(props) return end

---@class vehicleGarageComponentVehicleData
---@field spawnRecordID TweakDBID
---@field entityID entEntityID
---@field vehicleNameNodeRef NodeRef
---@field despawnOnDistanceEnabled Bool
vehicleGarageComponentVehicleData = {}

---@return vehicleGarageComponentVehicleData
function vehicleGarageComponentVehicleData.new() return end

---@param props table
---@return vehicleGarageComponentVehicleData
function vehicleGarageComponentVehicleData.new(props) return end

---@class vehicleGarageVehicleID
---@field recordID TweakDBID
---@field name CName
vehicleGarageVehicleID = {}

---@return vehicleGarageVehicleID
function vehicleGarageVehicleID.new() return end

---@param props table
---@return vehicleGarageVehicleID
function vehicleGarageVehicleID.new(props) return end

---@param vehicleID String
---@return vehicleGarageVehicleID
function vehicleGarageVehicleID.Resolve(vehicleID) return end

---@class vehicleGetToPlayerFromAnywhereStrategyRequest : vehicleBaseStrategyRequest
vehicleGetToPlayerFromAnywhereStrategyRequest = {}

---@return vehicleGetToPlayerFromAnywhereStrategyRequest
function vehicleGetToPlayerFromAnywhereStrategyRequest.new() return end

---@param props table
---@return vehicleGetToPlayerFromAnywhereStrategyRequest
function vehicleGetToPlayerFromAnywhereStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param minDirectDist Float
---@return vehicleGetToPlayerFromAnywhereStrategyRequest
function vehicleGetToPlayerFromAnywhereStrategyRequest.Create(spawnDistanceRange, minDirectDist) return end

---@class vehicleGlassDestructionEvent : redEvent
---@field glassName CName
vehicleGlassDestructionEvent = {}

---@return vehicleGlassDestructionEvent
function vehicleGlassDestructionEvent.new() return end

---@param props table
---@return vehicleGlassDestructionEvent
function vehicleGlassDestructionEvent.new(props) return end

---@class vehicleGridDestructionEvent : redEvent
---@field state Float[]
---@field rawChange Float[]
---@field desiredChange Float[]
---@field damageMultiplier Float
---@field impactPoint Vector3
---@field otherVehicle gameObject
---@field rammedOtherVehicle Bool
---@field otherVehicleRammed Bool
vehicleGridDestructionEvent = {}

---@return vehicleGridDestructionEvent
function vehicleGridDestructionEvent.new() return end

---@param props table
---@return vehicleGridDestructionEvent
function vehicleGridDestructionEvent.new(props) return end

---@class vehicleHasExplodedEvent : redEvent
vehicleHasExplodedEvent = {}

---@return vehicleHasExplodedEvent
function vehicleHasExplodedEvent.new() return end

---@param props table
---@return vehicleHasExplodedEvent
function vehicleHasExplodedEvent.new(props) return end

---@class vehicleHasVehicleBeenFlippedOverForSomeTimeEvent : redEvent
vehicleHasVehicleBeenFlippedOverForSomeTimeEvent = {}

---@return vehicleHasVehicleBeenFlippedOverForSomeTimeEvent
function vehicleHasVehicleBeenFlippedOverForSomeTimeEvent.new() return end

---@param props table
---@return vehicleHasVehicleBeenFlippedOverForSomeTimeEvent
function vehicleHasVehicleBeenFlippedOverForSomeTimeEvent.new(props) return end

---@class vehicleIMoveSystem : gameIGameSystem
vehicleIMoveSystem = {}

---@class vehicleIRacingSystem : gameIGameSystem
vehicleIRacingSystem = {}

---@class vehicleInitialSearchStrategyRequest : vehicleBaseStrategyRequest
vehicleInitialSearchStrategyRequest = {}

---@return vehicleInitialSearchStrategyRequest
function vehicleInitialSearchStrategyRequest.new() return end

---@param props table
---@return vehicleInitialSearchStrategyRequest
function vehicleInitialSearchStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param minDirectDist Float
---@return vehicleInitialSearchStrategyRequest
function vehicleInitialSearchStrategyRequest.Create(spawnDistanceRange, minDirectDist) return end

---@class vehicleInterceptAtNextIntersectionStrategyRequest : vehicleBaseStrategyRequest
---@field distancesToIntersectionRatio Float
vehicleInterceptAtNextIntersectionStrategyRequest = {}

---@return vehicleInterceptAtNextIntersectionStrategyRequest
function vehicleInterceptAtNextIntersectionStrategyRequest.new() return end

---@param props table
---@return vehicleInterceptAtNextIntersectionStrategyRequest
function vehicleInterceptAtNextIntersectionStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param minDirectDist Float
---@return vehicleInterceptAtNextIntersectionStrategyRequest
function vehicleInterceptAtNextIntersectionStrategyRequest.Create(spawnDistanceRange, minDirectDist) return end

---@class vehicleInteriorUIGameController : gameuiHUDGameController
---@field vehicleBlackboard gameIBlackboard
---@field vehicleBBStateConectionId redCallbackObject
---@field vehicleBBReadyConectionId redCallbackObject
---@field vehicleBBUIActivId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field gearBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field rpmMaxBBConnectionId redCallbackObject
---@field autopilotOnId redCallbackObject
---@field rootWidget inkCanvasWidget
---@field speedTextWidget inkTextWidgetReference
---@field gearTextWidget inkTextWidgetReference
---@field rpmValueWidget inkTextWidgetReference
---@field rpmGaugeForegroundWidget inkRectangleWidgetReference
---@field autopilotTextWidget inkTextWidgetReference
---@field activeChunks Int32
---@field chunksNumber Int32
---@field dynamicRpmPath CName
---@field rpmPerChunk Int32
---@field hasRevMax Bool
---@field rpmGaugeMaxSize Vector2
---@field rpmMaxValue Float
---@field isInAutoPilot Bool
---@field isVehicleReady Bool
---@field HudRedLineAnimation inkanimProxy
vehicleInteriorUIGameController = {}

---@return vehicleInteriorUIGameController
function vehicleInteriorUIGameController.new() return end

---@param props table
---@return vehicleInteriorUIGameController
function vehicleInteriorUIGameController.new(props) return end

---@param activate Bool
---@return Bool
function vehicleInteriorUIGameController:OnActivateUI(activate) return end

---@param evt VehicleUIactivateEvent
---@return Bool
function vehicleInteriorUIGameController:OnActivateUIEvent(evt) return end

---@param autopilotOn Bool
---@return Bool
function vehicleInteriorUIGameController:OnAutopilotChanged(autopilotOn) return end

---@param gearValue Int32
---@return Bool
function vehicleInteriorUIGameController:OnGearValueChanged(gearValue) return end

---@return Bool
function vehicleInteriorUIGameController:OnInitialize() return end

---@param rpmMax Float
---@return Bool
function vehicleInteriorUIGameController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function vehicleInteriorUIGameController:OnRpmValueChanged(rpmValue) return end

---@param speedValue Float
---@return Bool
function vehicleInteriorUIGameController:OnSpeedValueChanged(speedValue) return end

---@return Bool
function vehicleInteriorUIGameController:OnUninitialize() return end

---@param ready Bool
---@return Bool
function vehicleInteriorUIGameController:OnVehicleReady(ready) return end

---@param state Int32
---@return Bool
function vehicleInteriorUIGameController:OnVehicleStateChanged(state) return end

function vehicleInteriorUIGameController:ActivateUI() return end

function vehicleInteriorUIGameController:AddChunk() return end

function vehicleInteriorUIGameController:DeactivateUI() return end

---@param currentAmountOfChunks Int32
function vehicleInteriorUIGameController:EvaluateRPMMeterWidget(currentAmountOfChunks) return end

---@return Bool
function vehicleInteriorUIGameController:IsUIactive() return end

---@param currentAmountOfChunks Int32
function vehicleInteriorUIGameController:RedrawRPM(currentAmountOfChunks) return end

function vehicleInteriorUIGameController:RefreshUI() return end

function vehicleInteriorUIGameController:RegisterBlackBoardCallbacks() return end

function vehicleInteriorUIGameController:RemoveChunk() return end

function vehicleInteriorUIGameController:UnregisterBlackBoardCallbacks() return end

---@param rpmValue Float
function vehicleInteriorUIGameController:drawRPMGaugeFull(rpmValue) return end

---@class vehicleJoinTrafficVehicleEvent : redEvent
vehicleJoinTrafficVehicleEvent = {}

---@return vehicleJoinTrafficVehicleEvent
function vehicleJoinTrafficVehicleEvent.new() return end

---@param props table
---@return vehicleJoinTrafficVehicleEvent
function vehicleJoinTrafficVehicleEvent.new(props) return end

---@class vehicleLightComponent : gameLightComponent
---@field allowSeparateEmissiveColor Bool
---@field emissiveColor Color
---@field lightType vehicleELightType
---@field highBeamPitchAngle Float
---@field highBeamRadiusMultiplier Float
---@field highBeamConeMultiplier Float
vehicleLightComponent = {}

---@return vehicleLightComponent
function vehicleLightComponent.new() return end

---@param props table
---@return vehicleLightComponent
function vehicleLightComponent.new(props) return end

---@class vehicleMountedWeaponShootEvent : redEvent
---@field weaponID TweakDBID
---@field slotID TweakDBID
vehicleMountedWeaponShootEvent = {}

---@return vehicleMountedWeaponShootEvent
function vehicleMountedWeaponShootEvent.new() return end

---@param props table
---@return vehicleMountedWeaponShootEvent
function vehicleMountedWeaponShootEvent.new(props) return end

---@class vehicleMoveSystem : vehicleIMoveSystem
vehicleMoveSystem = {}

---@return vehicleMoveSystem
function vehicleMoveSystem.new() return end

---@param props table
---@return vehicleMoveSystem
function vehicleMoveSystem.new(props) return end

---@class vehicleMoveSystemStopEvent : gameActionEvent
vehicleMoveSystemStopEvent = {}

---@return vehicleMoveSystemStopEvent
function vehicleMoveSystemStopEvent.new() return end

---@param props table
---@return vehicleMoveSystemStopEvent
function vehicleMoveSystemStopEvent.new(props) return end

---@class vehicleNetrunnerQuickhackVehicleEndedEvent : redEvent
---@field vehicleNetrunnerQuickhackType vehicleVehicleNetrunnerQuickhackType
---@field shouldTriggerPanicDriving Bool
---@field shouldRejoinTraffic Bool
vehicleNetrunnerQuickhackVehicleEndedEvent = {}

---@return vehicleNetrunnerQuickhackVehicleEndedEvent
function vehicleNetrunnerQuickhackVehicleEndedEvent.new() return end

---@param props table
---@return vehicleNetrunnerQuickhackVehicleEndedEvent
function vehicleNetrunnerQuickhackVehicleEndedEvent.new(props) return end

---@class vehicleNotifyPassengersOfCollision : redEvent
---@field hitDirection Vector4
---@field instigator gameObject
vehicleNotifyPassengersOfCollision = {}

---@return vehicleNotifyPassengersOfCollision
function vehicleNotifyPassengersOfCollision.new() return end

---@param props table
---@return vehicleNotifyPassengersOfCollision
function vehicleNotifyPassengersOfCollision.new(props) return end

---@class vehicleOnPartDetachedEvent : redEvent
---@field partName CName
vehicleOnPartDetachedEvent = {}

---@return vehicleOnPartDetachedEvent
function vehicleOnPartDetachedEvent.new() return end

---@param props table
---@return vehicleOnPartDetachedEvent
function vehicleOnPartDetachedEvent.new(props) return end

---@class vehicleParkedEvent : redEvent
---@field park Bool
vehicleParkedEvent = {}

---@return vehicleParkedEvent
function vehicleParkedEvent.new() return end

---@param props table
---@return vehicleParkedEvent
function vehicleParkedEvent.new(props) return end

---@class vehiclePatrolNearbyStrategyRequest : vehicleBaseStrategyRequest
---@field angleRange Vector2
vehiclePatrolNearbyStrategyRequest = {}

---@return vehiclePatrolNearbyStrategyRequest
function vehiclePatrolNearbyStrategyRequest.new() return end

---@param props table
---@return vehiclePatrolNearbyStrategyRequest
function vehiclePatrolNearbyStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param spawnAngleRange Vector2
---@return vehiclePatrolNearbyStrategyRequest
function vehiclePatrolNearbyStrategyRequest.Create(spawnDistanceRange, spawnAngleRange) return end

---@class vehiclePersistentData : gameComponent
vehiclePersistentData = {}

---@return vehiclePersistentData
function vehiclePersistentData.new() return end

---@param props table
---@return vehiclePersistentData
function vehiclePersistentData.new(props) return end

---@class vehiclePersistentDataPS : gameComponentPS
---@field flags Uint32
---@field autopilotPos Float
---@field autopilotCurrentSpeed Float
---@field wheelRuntimeData vehicleWheelRuntimePSData[]
---@field questEnforcedTransform Transform
---@field destruction vehicleDestructionPSData
---@field audio vehicleAudioPSData
vehiclePersistentDataPS = {}

---@return vehiclePersistentDataPS
function vehiclePersistentDataPS.new() return end

---@param props table
---@return vehiclePersistentDataPS
function vehiclePersistentDataPS.new(props) return end

---@class vehiclePlayerToAIBlendInterpolator
vehiclePlayerToAIBlendInterpolator = {}

---@return vehiclePlayerToAIBlendInterpolator
function vehiclePlayerToAIBlendInterpolator.new() return end

---@param props table
---@return vehiclePlayerToAIBlendInterpolator
function vehiclePlayerToAIBlendInterpolator.new(props) return end

---@class vehiclePlayerVehicle
---@field name CName
---@field recordID TweakDBID
---@field vehicleType gamedataVehicleType
---@field isUnlocked Bool
---@field destructionTimeStamp EngineTime
vehiclePlayerVehicle = {}

---@return vehiclePlayerVehicle
function vehiclePlayerVehicle.new() return end

---@param props table
---@return vehiclePlayerVehicle
function vehiclePlayerVehicle.new(props) return end

---@class vehiclePortalsList : IScriptable
---@field listPoints NodeRef[]
vehiclePortalsList = {}

---@return vehiclePortalsList
function vehiclePortalsList.new() return end

---@param props table
---@return vehiclePortalsList
function vehiclePortalsList.new(props) return end

---@class vehiclePreventionAVObject : vehicleAVBaseObject
vehiclePreventionAVObject = {}

---@return vehiclePreventionAVObject
function vehiclePreventionAVObject.new() return end

---@param props table
---@return vehiclePreventionAVObject
function vehiclePreventionAVObject.new(props) return end

---@class vehicleQuestNodeSetVehicleRemoteControlled : redEvent
---@field enable Bool
---@field shouldUnseatPassengers Bool
---@field shouldModifyInteractionState Bool
vehicleQuestNodeSetVehicleRemoteControlled = {}

---@return vehicleQuestNodeSetVehicleRemoteControlled
function vehicleQuestNodeSetVehicleRemoteControlled.new() return end

---@param props table
---@return vehicleQuestNodeSetVehicleRemoteControlled
function vehicleQuestNodeSetVehicleRemoteControlled.new(props) return end

---@class vehicleRacingSystem : vehicleIRacingSystem
vehicleRacingSystem = {}

---@return vehicleRacingSystem
function vehicleRacingSystem.new() return end

---@param props table
---@return vehicleRacingSystem
function vehicleRacingSystem.new(props) return end

---@param vehicle gameObject
---@return Bool
function vehicleRacingSystem:IsAIVehicleRegistered(vehicle) return end

---@return Bool
function vehicleRacingSystem:IsRaceInProgress() return end

---@class vehicleRadioSongChanged : redEvent
---@field radioSongName CName
vehicleRadioSongChanged = {}

---@return vehicleRadioSongChanged
function vehicleRadioSongChanged.new() return end

---@param props table
---@return vehicleRadioSongChanged
function vehicleRadioSongChanged.new(props) return end

---@class vehicleRadioStationChanged : redEvent
---@field isActive Bool
---@field radioIndex Uint32
---@field radioStationName CName
---@field radioSongName CName
vehicleRadioStationChanged = {}

---@return vehicleRadioStationChanged
function vehicleRadioStationChanged.new() return end

---@param props table
---@return vehicleRadioStationChanged
function vehicleRadioStationChanged.new(props) return end

---@class vehicleRadioStationInitialized : redEvent
vehicleRadioStationInitialized = {}

---@return vehicleRadioStationInitialized
function vehicleRadioStationInitialized.new() return end

---@param props table
---@return vehicleRadioStationInitialized
function vehicleRadioStationInitialized.new(props) return end

---@class vehicleReadyToParkEvent : redEvent
vehicleReadyToParkEvent = {}

---@return vehicleReadyToParkEvent
function vehicleReadyToParkEvent.new() return end

---@param props table
---@return vehicleReadyToParkEvent
function vehicleReadyToParkEvent.new(props) return end

---@class vehicleRemoteControlCameraToggleEvent : redEvent
vehicleRemoteControlCameraToggleEvent = {}

---@return vehicleRemoteControlCameraToggleEvent
function vehicleRemoteControlCameraToggleEvent.new() return end

---@param props table
---@return vehicleRemoteControlCameraToggleEvent
function vehicleRemoteControlCameraToggleEvent.new(props) return end

---@class vehicleRemoteControlDrivingUIData
---@field remoteControlledVehicle vehicleBaseObject
---@field isDistanceDisconnect Bool
vehicleRemoteControlDrivingUIData = {}

---@return vehicleRemoteControlDrivingUIData
function vehicleRemoteControlDrivingUIData.new() return end

---@param props table
---@return vehicleRemoteControlDrivingUIData
function vehicleRemoteControlDrivingUIData.new(props) return end

---@class vehicleRemoteControlEvent : gameActionEvent
---@field remoteControl Bool
---@field shouldUnseatPassengers Bool
---@field shouldModifyInteractionState Bool
---@field isDistanceDisconnect Bool
vehicleRemoteControlEvent = {}

---@return vehicleRemoteControlEvent
function vehicleRemoteControlEvent.new() return end

---@param props table
---@return vehicleRemoteControlEvent
function vehicleRemoteControlEvent.new(props) return end

---@class vehicleRepairEvent : redEvent
vehicleRepairEvent = {}

---@return vehicleRepairEvent
function vehicleRepairEvent.new() return end

---@param props table
---@return vehicleRepairEvent
function vehicleRepairEvent.new(props) return end

---@class vehicleRequestCameraPerspectiveEvent : redEvent
---@field cameraPerspective vehicleCameraPerspective
vehicleRequestCameraPerspectiveEvent = {}

---@return vehicleRequestCameraPerspectiveEvent
function vehicleRequestCameraPerspectiveEvent.new() return end

---@param props table
---@return vehicleRequestCameraPerspectiveEvent
function vehicleRequestCameraPerspectiveEvent.new(props) return end

---@class vehicleSearchFromAnywhereStrategyRequest : vehicleBaseStrategyRequest
---@field angleRange Vector2
vehicleSearchFromAnywhereStrategyRequest = {}

---@return vehicleSearchFromAnywhereStrategyRequest
function vehicleSearchFromAnywhereStrategyRequest.new() return end

---@param props table
---@return vehicleSearchFromAnywhereStrategyRequest
function vehicleSearchFromAnywhereStrategyRequest.new(props) return end

---@param spawnDistanceRange Vector2
---@param spawnAngleRange Vector2
---@return vehicleSearchFromAnywhereStrategyRequest
function vehicleSearchFromAnywhereStrategyRequest.Create(spawnDistanceRange, spawnAngleRange) return end

---@class vehicleSplineSlot
vehicleSplineSlot = {}

---@return vehicleSplineSlot
function vehicleSplineSlot.new() return end

---@param props table
---@return vehicleSplineSlot
function vehicleSplineSlot.new(props) return end

---@class vehicleSplineSlot_NonAnimSpline
vehicleSplineSlot_NonAnimSpline = {}

---@return vehicleSplineSlot_NonAnimSpline
function vehicleSplineSlot_NonAnimSpline.new() return end

---@param props table
---@return vehicleSplineSlot_NonAnimSpline
function vehicleSplineSlot_NonAnimSpline.new(props) return end

---@class vehicleStartConvoyEvent : redEvent
vehicleStartConvoyEvent = {}

---@return vehicleStartConvoyEvent
function vehicleStartConvoyEvent.new() return end

---@param props table
---@return vehicleStartConvoyEvent
function vehicleStartConvoyEvent.new(props) return end

---@class vehicleStartDynamicMovementEvent : redEvent
---@field targetPosition Vector3
vehicleStartDynamicMovementEvent = {}

---@return vehicleStartDynamicMovementEvent
function vehicleStartDynamicMovementEvent.new() return end

---@param props table
---@return vehicleStartDynamicMovementEvent
function vehicleStartDynamicMovementEvent.new(props) return end

---@class vehicleStartedMountingEvent : redEvent
---@field slotID CName
---@field animationSlotName CName
---@field isMounting Bool
---@field character gameObject
---@field instant Bool
---@field silent Bool
vehicleStartedMountingEvent = {}

---@return vehicleStartedMountingEvent
function vehicleStartedMountingEvent.new() return end

---@param props table
---@return vehicleStartedMountingEvent
function vehicleStartedMountingEvent.new(props) return end

---@class vehicleStealEvent : redEvent
vehicleStealEvent = {}

---@return vehicleStealEvent
function vehicleStealEvent.new() return end

---@param props table
---@return vehicleStealEvent
function vehicleStealEvent.new(props) return end

---@class vehicleStopDriveToPointEvent : redEvent
vehicleStopDriveToPointEvent = {}

---@return vehicleStopDriveToPointEvent
function vehicleStopDriveToPointEvent.new() return end

---@param props table
---@return vehicleStopDriveToPointEvent
function vehicleStopDriveToPointEvent.new(props) return end

---@class vehicleSummonFinishedEvent : redEvent
---@field state vehicleSummonState
vehicleSummonFinishedEvent = {}

---@return vehicleSummonFinishedEvent
function vehicleSummonFinishedEvent.new() return end

---@param props table
---@return vehicleSummonFinishedEvent
function vehicleSummonFinishedEvent.new(props) return end

---@class vehicleSummonLogic
vehicleSummonLogic = {}

---@return vehicleSummonLogic
function vehicleSummonLogic.new() return end

---@param props table
---@return vehicleSummonLogic
function vehicleSummonLogic.new(props) return end

---@class vehicleSummonStartedEvent : redEvent
---@field state vehicleSummonState
vehicleSummonStartedEvent = {}

---@return vehicleSummonStartedEvent
function vehicleSummonStartedEvent.new() return end

---@param props table
---@return vehicleSummonStartedEvent
function vehicleSummonStartedEvent.new(props) return end

---@class vehicleTPPCameraComponent : gameCameraComponent
vehicleTPPCameraComponent = {}

---@return vehicleTPPCameraComponent
function vehicleTPPCameraComponent.new() return end

---@param props table
---@return vehicleTPPCameraComponent
function vehicleTPPCameraComponent.new(props) return end

---@class vehicleTankBaseObject : vehicleBaseObject
vehicleTankBaseObject = {}

---@return vehicleTankBaseObject
function vehicleTankBaseObject.new() return end

---@param props table
---@return vehicleTankBaseObject
function vehicleTankBaseObject.new(props) return end

---@class vehicleTeleportEvent : redEvent
vehicleTeleportEvent = {}

---@return vehicleTeleportEvent
function vehicleTeleportEvent.new() return end

---@param props table
---@return vehicleTeleportEvent
function vehicleTeleportEvent.new(props) return end

---@class vehicleToggleBrokenTireEvent : redEvent
---@field tireIndex Uint32
---@field toggle Bool
vehicleToggleBrokenTireEvent = {}

---@return vehicleToggleBrokenTireEvent
function vehicleToggleBrokenTireEvent.new() return end

---@param props table
---@return vehicleToggleBrokenTireEvent
function vehicleToggleBrokenTireEvent.new(props) return end

---@class vehicleToggleDoorOpenEvent : redEvent
vehicleToggleDoorOpenEvent = {}

---@return vehicleToggleDoorOpenEvent
function vehicleToggleDoorOpenEvent.new() return end

---@param props table
---@return vehicleToggleDoorOpenEvent
function vehicleToggleDoorOpenEvent.new(props) return end

---@class vehicleToggleDoorWrapperEvent : redEvent
---@field action vehicleEQuestVehicleDoorState
---@field door vehicleEVehicleDoor
---@field forceScene Bool
vehicleToggleDoorWrapperEvent = {}

---@return vehicleToggleDoorWrapperEvent
function vehicleToggleDoorWrapperEvent.new() return end

---@param props table
---@return vehicleToggleDoorWrapperEvent
function vehicleToggleDoorWrapperEvent.new(props) return end

---@class vehicleToggleForbiddenVehicleAreaEvent : redEvent
vehicleToggleForbiddenVehicleAreaEvent = {}

---@return vehicleToggleForbiddenVehicleAreaEvent
function vehicleToggleForbiddenVehicleAreaEvent.new() return end

---@param props table
---@return vehicleToggleForbiddenVehicleAreaEvent
function vehicleToggleForbiddenVehicleAreaEvent.new(props) return end

---@class vehicleToggleQuestCustomFPPLockOffEvent : redEvent
vehicleToggleQuestCustomFPPLockOffEvent = {}

---@return vehicleToggleQuestCustomFPPLockOffEvent
function vehicleToggleQuestCustomFPPLockOffEvent.new() return end

---@param props table
---@return vehicleToggleQuestCustomFPPLockOffEvent
function vehicleToggleQuestCustomFPPLockOffEvent.new(props) return end

---@class vehicleToggleQuestForceBrakingEvent : redEvent
vehicleToggleQuestForceBrakingEvent = {}

---@return vehicleToggleQuestForceBrakingEvent
function vehicleToggleQuestForceBrakingEvent.new() return end

---@param props table
---@return vehicleToggleQuestForceBrakingEvent
function vehicleToggleQuestForceBrakingEvent.new(props) return end

---@class vehicleToggleQuestWeaponEnabledEvent : redEvent
vehicleToggleQuestWeaponEnabledEvent = {}

---@return vehicleToggleQuestWeaponEnabledEvent
function vehicleToggleQuestWeaponEnabledEvent.new() return end

---@param props table
---@return vehicleToggleQuestWeaponEnabledEvent
function vehicleToggleQuestWeaponEnabledEvent.new(props) return end

---@class vehicleToggleRadioReceiverEvent : redEvent
vehicleToggleRadioReceiverEvent = {}

---@return vehicleToggleRadioReceiverEvent
function vehicleToggleRadioReceiverEvent.new() return end

---@param props table
---@return vehicleToggleRadioReceiverEvent
function vehicleToggleRadioReceiverEvent.new(props) return end

---@class vehicleTrafficAudioEvent : redEvent
---@field audioAction audioTrafficVehicleAudioAction
vehicleTrafficAudioEvent = {}

---@return vehicleTrafficAudioEvent
function vehicleTrafficAudioEvent.new() return end

---@param props table
---@return vehicleTrafficAudioEvent
function vehicleTrafficAudioEvent.new(props) return end

---@class vehicleTryKnockPlayerCarSurfingDownEvent : redEvent
---@field impactPoint Vector3
vehicleTryKnockPlayerCarSurfingDownEvent = {}

---@return vehicleTryKnockPlayerCarSurfingDownEvent
function vehicleTryKnockPlayerCarSurfingDownEvent.new() return end

---@param props table
---@return vehicleTryKnockPlayerCarSurfingDownEvent
function vehicleTryKnockPlayerCarSurfingDownEvent.new(props) return end

---@class vehicleUIGameController : gameuiHUDGameController
---@field vehicleBlackboard gameIBlackboard
---@field vehicle vehicleBaseObject
---@field vehiclePS VehicleComponentPS
---@field vehicleBBStateConectionId redCallbackObject
---@field vehicleCollisionBBStateID redCallbackObject
---@field vehicleBBUIActivId redCallbackObject
---@field rootWidget inkWidget
---@field UIEnabled Bool
---@field startAnimProxy inkanimProxy
---@field loopAnimProxy inkanimProxy
---@field endAnimProxy inkanimProxy
---@field loopingBootProxy inkanimProxy
---@field speedometerWidget inkWidgetReference
---@field tachometerWidget inkWidgetReference
---@field timeWidget inkWidgetReference
---@field instruments inkWidgetReference
---@field gearBox inkWidgetReference
---@field radio inkWidgetReference
---@field analogTachWidget inkWidgetReference
---@field analogSpeedWidget inkWidgetReference
---@field isVehicleReady Bool
vehicleUIGameController = {}

---@return vehicleUIGameController
function vehicleUIGameController.new() return end

---@param props table
---@return vehicleUIGameController
function vehicleUIGameController.new(props) return end

---@param activate Bool
---@return Bool
function vehicleUIGameController:OnActivateUI(activate) return end

---@param evt VehicleUIactivateEvent
---@return Bool
function vehicleUIGameController:OnActivateUIEvent(evt) return end

---@param anim inkanimProxy
---@return Bool
function vehicleUIGameController:OnEndAnimFinished(anim) return end

---@param evt ForwardVehicleQuestEnableUIEvent
---@return Bool
function vehicleUIGameController:OnForwardVehicleQuestEnableUIEvent(evt) return end

---@param evt ForwardVehicleQuestUIEffectEvent
---@return Bool
function vehicleUIGameController:OnForwardVehicleQuestUIEffectEvent(evt) return end

---@return Bool
function vehicleUIGameController:OnInitialize() return end

---@param anim inkanimProxy
---@return Bool
function vehicleUIGameController:OnStartAnimFinished(anim) return end

---@return Bool
function vehicleUIGameController:OnUninitialize() return end

---@param collision Bool
---@return Bool
function vehicleUIGameController:OnVehicleCollision(collision) return end

---@param evt VehiclePanzerBootupUIQuestEvent
---@return Bool
function vehicleUIGameController:OnVehiclePanzerBootupUIQuestEvent(evt) return end

---@param ready Bool
---@return Bool
function vehicleUIGameController:OnVehicleReady(ready) return end

---@param state Int32
---@return Bool
function vehicleUIGameController:OnVehicleStateChanged(state) return end

function vehicleUIGameController:ActivateUI() return end

function vehicleUIGameController:CheckIfVehicleShouldTurnOn() return end

function vehicleUIGameController:DeactivateUI() return end

---@param time GameTime
function vehicleUIGameController:EvaluateWidgetStyle(time) return end

---@param veh vehicleBaseObject
function vehicleUIGameController:InitializeWidgetStyleSheet(veh) return end

---@return Bool
function vehicleUIGameController:IsUIactive() return end

function vehicleUIGameController:KillBootupProxy() return end

function vehicleUIGameController:PlayIdleLoop() return end

---@param animName CName|string
function vehicleUIGameController:PlayLibraryAnim(animName) return end

function vehicleUIGameController:RegisterBlackBoardCallbacks() return end

---@param widget inkWidgetReference
---@param vehicle vehicleBaseObject
---@param vehBB gameIBlackboard
function vehicleUIGameController:SetupModule(widget, vehicle, vehBB) return end

function vehicleUIGameController:TurnOff() return end

function vehicleUIGameController:TurnOn() return end

function vehicleUIGameController:UnregisterBlackBoardCallbacks() return end

---@param widget inkWidgetReference
function vehicleUIGameController:UnregisterModule(widget) return end

---@class vehicleUnableToStartPanicDriving : redEvent
---@field forceExitVehicle Bool
vehicleUnableToStartPanicDriving = {}

---@return vehicleUnableToStartPanicDriving
function vehicleUnableToStartPanicDriving.new() return end

---@param props table
---@return vehicleUnableToStartPanicDriving
function vehicleUnableToStartPanicDriving.new(props) return end

---@class vehicleUnlockedVehicle
---@field vehicleID vehicleGarageVehicleID
---@field health Float
vehicleUnlockedVehicle = {}

---@return vehicleUnlockedVehicle
function vehicleUnlockedVehicle.new() return end

---@param props table
---@return vehicleUnlockedVehicle
function vehicleUnlockedVehicle.new(props) return end

---@class vehicleUnmountPosition
---@field direction vehicleExitDirection
---@field position WorldPosition
vehicleUnmountPosition = {}

---@return vehicleUnmountPosition
function vehicleUnmountPosition.new() return end

---@param props table
---@return vehicleUnmountPosition
function vehicleUnmountPosition.new(props) return end

---@class vehicleVcarGameController : gameuiWidgetGameController
---@field activeVehicleBlackboard gameIBlackboard
---@field vehicleBlackboard gameIBlackboard
---@field mountBBConnectionId redCallbackObject
---@field speedBBConnectionId redCallbackObject
---@field rpmValueBBConnectionId redCallbackObject
---@field rpmMaxBBConnectionId redCallbackObject
---@field autopilotOnId redCallbackObject
---@field playerVehStateId redCallbackObject
---@field isInAutoPilot Bool
---@field isInCombat Bool
---@field wasCombat Bool
---@field rootWidget inkCanvasWidget
---@field windowWidget inkCanvasWidget
---@field speedTextWidget inkTextWidget
---@field rpmGaugeFullWidget inkImageWidget
---@field rpmGaugeMaxSize Vector2
---@field interiorRootWidget inkCanvasWidget
---@field interiorRPMWidget inkCanvasWidget
---@field interiorFluff1Widget inkCanvasWidget
---@field interiorFluff2Widget inkCanvasWidget
---@field interiorFluff3Widget inkCanvasWidget
---@field interiorFluff4Widget inkCanvasWidget
---@field interiorFluff5Widget inkCanvasWidget
---@field interiorFluff1Anim1Widget inkCanvasWidget
---@field interiorFluff1Anim2Widget inkCanvasWidget
---@field interiorFluff2Anim1Widget inkCanvasWidget
---@field interiorFluff2Anim2Widget inkCanvasWidget
---@field activeChunks Int32
---@field animFadeOutProxy inkanimProxy
---@field anim_exterior_fadein inkanimDefinition
---@field anim_exterior_fadeout inkanimDefinition
---@field anim_interior_fadeout inkanimDefinition
---@field anim_interior_rpm_fadein inkanimDefinition
---@field anim_interior_fluff1_fadein inkanimDefinition
---@field anim_interior_fluff2_fadein inkanimDefinition
---@field anim_interior_fluff3_fadein inkanimDefinition
---@field anim_interior_fluff4_fadein inkanimDefinition
---@field anim_interior_fluff5_fadein inkanimDefinition
---@field animFluffFadeInProxy inkanimProxy
---@field anim_interior_fluff1_anim1 inkanimDefinition
---@field anim_interior_fluff1_anim2 inkanimDefinition
---@field anim_interior_fluff2_anim1 inkanimDefinition
---@field anim_interior_fluff2_anim2 inkanimDefinition
---@field fluff1animOptions1 inkanimPlaybackOptions
---@field fluff1animOptions2 inkanimPlaybackOptions
---@field fluff2animOptions1 inkanimPlaybackOptions
---@field fluff2animOptions2 inkanimPlaybackOptions
---@field isWindow Bool
---@field isInterior Bool
---@field hasSpeed Bool
---@field hasRPM Bool
---@field chunksNumber Int32
---@field dynamicRpmPath CName
---@field rpmPerChunk Int32
---@field hasRevMax Bool
---@field revMaxPath CName
---@field revMaxChunk Int32
---@field windowWidgetPath CName
---@field interiorWidgetPath CName
---@field interiorRPMWidgetPath CName
---@field interiorFluff1WidgetPath CName
---@field interiorFluff2WidgetPath CName
---@field interiorFluff3WidgetPath CName
---@field interiorFluff4WidgetPath CName
---@field interiorFluff5WidgetPath CName
---@field interiorFluff1Anim1WidgetPath CName
---@field interiorFluff1Anim2WidgetPath CName
---@field interiorFluff2Anim1WidgetPath CName
---@field interiorFluff2Anim2WidgetPath CName
vehicleVcarGameController = {}

---@return vehicleVcarGameController
function vehicleVcarGameController.new() return end

---@param props table
---@return vehicleVcarGameController
function vehicleVcarGameController.new(props) return end

---@param value Bool
---@return Bool
function vehicleVcarGameController:OnActivateTest(value) return end

---@param isPlayerMounted Bool
---@return Bool
function vehicleVcarGameController:OnActiveVehicleChanged(isPlayerMounted) return end

---@param anim inkanimProxy
---@return Bool
function vehicleVcarGameController:OnAnimFadeOutFinshed(anim) return end

---@param anim inkanimProxy
---@return Bool
function vehicleVcarGameController:OnAnimFluffFadeInFinshed(anim) return end

---@param autopilotOn Bool
---@return Bool
function vehicleVcarGameController:OnAutopilotChanged(autopilotOn) return end

---@return Bool
function vehicleVcarGameController:OnInitialize() return end

---@param data Variant
---@return Bool
function vehicleVcarGameController:OnPlayerStateChanged(data) return end

---@param rpmMax Float
---@return Bool
function vehicleVcarGameController:OnRpmMaxChanged(rpmMax) return end

---@param rpmValue Float
---@return Bool
function vehicleVcarGameController:OnRpmValueChanged(rpmValue) return end

---@param speedValue Float
---@return Bool
function vehicleVcarGameController:OnSpeedValueChanegd(speedValue) return end

---@return Bool
function vehicleVcarGameController:OnUninitialize() return end

function vehicleVcarGameController:AddChunk() return end

---@param currentAmountOfChunks Int32
function vehicleVcarGameController:EvaluateRPMMeterWidget(currentAmountOfChunks) return end

function vehicleVcarGameController:PrepAnim() return end

function vehicleVcarGameController:PrepFluffLoopAnim() return end

function vehicleVcarGameController:RemoveChunk() return end

---@param rpmValue Float
function vehicleVcarGameController:drawRPMGaugeFull(rpmValue) return end

---@class vehicleVcarRootLogicController : inkWidgetLogicController
vehicleVcarRootLogicController = {}

---@return vehicleVcarRootLogicController
function vehicleVcarRootLogicController.new() return end

---@param props table
---@return vehicleVcarRootLogicController
function vehicleVcarRootLogicController.new(props) return end

---@return Bool
function vehicleVcarRootLogicController:OnInitialize() return end

---@return Bool
function vehicleVcarRootLogicController:OnMounted() return end

---@class vehicleVehicleAudioMultipliersEvent : redEvent
---@field multipliers audioVehicleMultipliers
vehicleVehicleAudioMultipliersEvent = {}

---@return vehicleVehicleAudioMultipliersEvent
function vehicleVehicleAudioMultipliersEvent.new() return end

---@param props table
---@return vehicleVehicleAudioMultipliersEvent
function vehicleVehicleAudioMultipliersEvent.new(props) return end

---@class vehicleVehicleBumpEvent : redEvent
---@field impactVelocityChange Float
---@field isInTraffic Bool
---@field hitVehicle vehicleBaseObject
---@field hitNormal Vector3
vehicleVehicleBumpEvent = {}

---@return vehicleVehicleBumpEvent
function vehicleVehicleBumpEvent.new() return end

---@param props table
---@return vehicleVehicleBumpEvent
function vehicleVehicleBumpEvent.new(props) return end

---@class vehicleVehicleContactEvent : redEvent
---@field otherVehicle gameObject
vehicleVehicleContactEvent = {}

---@return vehicleVehicleContactEvent
function vehicleVehicleContactEvent.new() return end

---@param props table
---@return vehicleVehicleContactEvent
function vehicleVehicleContactEvent.new(props) return end

---@class vehicleVehicleMountableComponent : gamemountingMountableComponent
vehicleVehicleMountableComponent = {}

---@return vehicleVehicleMountableComponent
function vehicleVehicleMountableComponent.new() return end

---@param props table
---@return vehicleVehicleMountableComponent
function vehicleVehicleMountableComponent.new(props) return end

---@param evt ActionDemolition
---@return Bool
function vehicleVehicleMountableComponent:OnActionDemolition(evt) return end

---@param evt ActionEngineering
---@return Bool
function vehicleVehicleMountableComponent:OnActionEngineering(evt) return end

---@param choiceEvent gameinteractionsChoiceEvent
---@return Bool
function vehicleVehicleMountableComponent:OnInteractionChoice(choiceEvent) return end

---@param executor gameObject
---@return Bool
function vehicleVehicleMountableComponent:DoStatusEffectsAllowMounting(executor) return end

---@param parentID entEntityID
---@param childId entEntityID
---@param slot CName|string
---@param mountType MountType
function vehicleVehicleMountableComponent:MountEntityToSlot(parentID, childId, slot, mountType) return end

---@class vehicleVehicleProxyBlendCamera : gameCameraComponent
vehicleVehicleProxyBlendCamera = {}

---@return vehicleVehicleProxyBlendCamera
function vehicleVehicleProxyBlendCamera.new() return end

---@param props table
---@return vehicleVehicleProxyBlendCamera
function vehicleVehicleProxyBlendCamera.new(props) return end

---@class vehicleVehicleSlotsState : ISerializable
---@field vehicleDoorState vehicleVehicleDoorState
---@field vehicleWindowState vehicleEVehicleWindowState
---@field vehicleInteractionState vehicleVehicleDoorInteractionState
vehicleVehicleSlotsState = {}

---@return vehicleVehicleSlotsState
function vehicleVehicleSlotsState.new() return end

---@param props table
---@return vehicleVehicleSlotsState
function vehicleVehicleSlotsState.new(props) return end

---@class vehicleVehicleStuckEvent : redEvent
vehicleVehicleStuckEvent = {}

---@return vehicleVehicleStuckEvent
function vehicleVehicleStuckEvent.new() return end

---@param props table
---@return vehicleVehicleStuckEvent
function vehicleVehicleStuckEvent.new(props) return end

---@class vehicleVehicleTirePuncturedEvent : redEvent
vehicleVehicleTirePuncturedEvent = {}

---@return vehicleVehicleTirePuncturedEvent
function vehicleVehicleTirePuncturedEvent.new() return end

---@param props table
---@return vehicleVehicleTirePuncturedEvent
function vehicleVehicleTirePuncturedEvent.new(props) return end

---@return gameObject
function vehicleVehicleTirePuncturedEvent:GetInstigator() return end

---@return Vector4
function vehicleVehicleTirePuncturedEvent:GetPuncturePosition() return end

---@return gameObject
function vehicleVehicleTirePuncturedEvent:GetPuncturedTire() return end

---@class vehicleVehicleWheelPressureEvent : redEvent
---@field contactPoint Vector3
---@field impulse Vector3
vehicleVehicleWheelPressureEvent = {}

---@return vehicleVehicleWheelPressureEvent
function vehicleVehicleWheelPressureEvent.new() return end

---@param props table
---@return vehicleVehicleWheelPressureEvent
function vehicleVehicleWheelPressureEvent.new(props) return end

---@class vehicleVisualPerception
vehicleVisualPerception = {}

---@return vehicleVisualPerception
function vehicleVisualPerception.new() return end

---@param props table
---@return vehicleVisualPerception
function vehicleVisualPerception.new(props) return end

---@class vehicleWaterEvent : redEvent
---@field isInWater Bool
vehicleWaterEvent = {}

---@return vehicleWaterEvent
function vehicleWaterEvent.new() return end

---@param props table
---@return vehicleWaterEvent
function vehicleWaterEvent.new(props) return end

---@class vehicleWheelRuntimePSData
---@field previousTouchedMaterial CName
---@field previousVisualDisplacement Float
---@field previousLogicalSpringCompression Float
---@field previousSwaybarDisplacement Float
---@field previousDampedSpringForce Float
vehicleWheelRuntimePSData = {}

---@return vehicleWheelRuntimePSData
function vehicleWheelRuntimePSData.new() return end

---@param props table
---@return vehicleWheelRuntimePSData
function vehicleWheelRuntimePSData.new(props) return end

---@class vehicleWheeledBaseObject : vehicleBaseObject
vehicleWheeledBaseObject = {}

---@return vehicleWheeledBaseObject
function vehicleWheeledBaseObject.new() return end

---@param props table
---@return vehicleWheeledBaseObject
function vehicleWheeledBaseObject.new(props) return end

---@return Int32
function vehicleWheeledBaseObject:GetFlatTireIndex() return end

---@param tireID Uint32
---@param toggle Bool
---@return Bool
function vehicleWheeledBaseObject:ToggleBrokenTire(tireID, toggle) return end

---@class vgAttributeTypeValuePair : ISerializable
---@field pe vgEStyleAttributeType
---@field lue Variant
vgAttributeTypeValuePair = {}

---@return vgAttributeTypeValuePair
function vgAttributeTypeValuePair.new() return end

---@param props table
---@return vgAttributeTypeValuePair
function vgAttributeTypeValuePair.new(props) return end

---@class vgBaseVectorGraphicShape : ISerializable
---@field calTransform Matrix
---@field yle vgVectorGraphicStyle
vgBaseVectorGraphicShape = {}

---@class vgVectorGraphicDefinition : ISerializable
---@field rootShapeGroup vgVectorGraphicShape_Group
---@field dimensions Vector2
vgVectorGraphicDefinition = {}

---@return vgVectorGraphicDefinition
function vgVectorGraphicDefinition.new() return end

---@param props table
---@return vgVectorGraphicDefinition
function vgVectorGraphicDefinition.new(props) return end

---@class vgVectorGraphicShape_Circle : vgBaseVectorGraphicShape
---@field dius Float
vgVectorGraphicShape_Circle = {}

---@return vgVectorGraphicShape_Circle
function vgVectorGraphicShape_Circle.new() return end

---@param props table
---@return vgVectorGraphicShape_Circle
function vgVectorGraphicShape_Circle.new(props) return end

---@class vgVectorGraphicShape_Group : vgBaseVectorGraphicShape
---@field childShapes vgBaseVectorGraphicShape[]
vgVectorGraphicShape_Group = {}

---@return vgVectorGraphicShape_Group
function vgVectorGraphicShape_Group.new() return end

---@param props table
---@return vgVectorGraphicShape_Group
function vgVectorGraphicShape_Group.new(props) return end

---@class vgVectorGraphicShape_PolyLine : vgBaseVectorGraphicShape
---@field ints Vector2[]
---@field roke Float
vgVectorGraphicShape_PolyLine = {}

---@return vgVectorGraphicShape_PolyLine
function vgVectorGraphicShape_PolyLine.new() return end

---@param props table
---@return vgVectorGraphicShape_PolyLine
function vgVectorGraphicShape_PolyLine.new(props) return end

---@class vgVectorGraphicShape_Polygon : vgBaseVectorGraphicShape
---@field ints Vector2[]
vgVectorGraphicShape_Polygon = {}

---@return vgVectorGraphicShape_Polygon
function vgVectorGraphicShape_Polygon.new() return end

---@param props table
---@return vgVectorGraphicShape_Polygon
function vgVectorGraphicShape_Polygon.new(props) return end

---@class vgVectorGraphicShape_Rect : vgBaseVectorGraphicShape
---@field mensions Vector2
vgVectorGraphicShape_Rect = {}

---@return vgVectorGraphicShape_Rect
function vgVectorGraphicShape_Rect.new() return end

---@param props table
---@return vgVectorGraphicShape_Rect
function vgVectorGraphicShape_Rect.new(props) return end

---@class vgVectorGraphicShape_Text : vgBaseVectorGraphicShape
---@field xt String
vgVectorGraphicShape_Text = {}

---@return vgVectorGraphicShape_Text
function vgVectorGraphicShape_Text.new() return end

---@param props table
---@return vgVectorGraphicShape_Text
function vgVectorGraphicShape_Text.new(props) return end

---@class vgVectorGraphicStyle : ISerializable
---@field attributes vgAttributeTypeValuePair[]
vgVectorGraphicStyle = {}

---@return vgVectorGraphicStyle
function vgVectorGraphicStyle.new() return end

---@param props table
---@return vgVectorGraphicStyle
function vgVectorGraphicStyle.new(props) return end

---@class visIOccluderResource : ISerializable
---@field resourceHash Uint32
visIOccluderResource = {}

---@class visOccluderMeshResource : visIOccluderResource
---@field resourceVersion Uint32
---@field vertices DataBuffer
---@field indices DataBuffer
---@field boundingBox Box
---@field twoSided Bool
visOccluderMeshResource = {}

---@return visOccluderMeshResource
function visOccluderMeshResource.new() return end

---@param props table
---@return visOccluderMeshResource
function visOccluderMeshResource.new(props) return end

---@class weaponIndicatorController : gameuiHUDGameController
---@field triggerModeControllers CName[]
---@field ammoLogicControllers CName[]
---@field chargeLogicControllers CName[]
---@field triggerModeInstances TriggerModeLogicController[]
---@field ammoLogicInstances AmmoLogicController[]
---@field chargeLogicInstances ChargeLogicController[]
---@field bb gameIBlackboard
---@field blackboard gameIBlackboard
---@field onCharge redCallbackObject
---@field onTriggerMode redCallbackObject
---@field onMagazineAmmoCount redCallbackObject
---@field onMagazineAmmoCapacity redCallbackObject
---@field BufferedRosterData gameSlotDataHolder
---@field ActiveWeapon gameSlotWeaponData
---@field InventoryManager InventoryDataManagerV2
weaponIndicatorController = {}

---@return weaponIndicatorController
function weaponIndicatorController.new() return end

---@param props table
---@return weaponIndicatorController
function weaponIndicatorController.new(props) return end

---@param value Float
---@return Bool
function weaponIndicatorController:OnCharge(value) return end

---@return Bool
function weaponIndicatorController:OnInitialize() return end

---@param value Variant
---@return Bool
function weaponIndicatorController:OnMagazineAmmoCapacity(value) return end

---@param value Uint32
---@return Bool
function weaponIndicatorController:OnMagazineAmmoCount(value) return end

---@param playerPuppet gameObject
---@return Bool
function weaponIndicatorController:OnPlayerAttach(playerPuppet) return end

---@param playerPuppet gameObject
---@return Bool
function weaponIndicatorController:OnPlayerDetach(playerPuppet) return end

---@param value Variant
---@return Bool
function weaponIndicatorController:OnTriggerMode(value) return end

---@return Bool
function weaponIndicatorController:OnUninitialize() return end

---@class workActorTagCondition : workIWorkspotCondition
---@field tag CName
workActorTagCondition = {}

---@return workActorTagCondition
function workActorTagCondition.new() return end

---@param props table
---@return workActorTagCondition
function workActorTagCondition.new(props) return end

---@class workAdjustAndPlayCommandData : workIWorkspotCommandData
workAdjustAndPlayCommandData = {}

---@return workAdjustAndPlayCommandData
function workAdjustAndPlayCommandData.new() return end

---@param props table
---@return workAdjustAndPlayCommandData
function workAdjustAndPlayCommandData.new(props) return end

---@class workAnimClip : workIEntry
---@field animName CName
---@field blendOutTime Float
workAnimClip = {}

---@return workAnimClip
function workAnimClip.new() return end

---@param props table
---@return workAnimClip
function workAnimClip.new(props) return end

---@class workAnimClipWithItem : workAnimClip
---@field itemActions workIWorkspotItemAction[]
workAnimClipWithItem = {}

---@return workAnimClipWithItem
function workAnimClipWithItem.new() return end

---@param props table
---@return workAnimClipWithItem
function workAnimClipWithItem.new(props) return end

---@class workAnimObjectDebuggerCommandData : workDebuggerCommandData
workAnimObjectDebuggerCommandData = {}

---@return workAnimObjectDebuggerCommandData
function workAnimObjectDebuggerCommandData.new() return end

---@param props table
---@return workAnimObjectDebuggerCommandData
function workAnimObjectDebuggerCommandData.new(props) return end

---@class workBodytypeCondition : workIWorkspotCondition
---@field rig animRig
workBodytypeCondition = {}

---@return workBodytypeCondition
function workBodytypeCondition.new() return end

---@param props table
---@return workBodytypeCondition
function workBodytypeCondition.new(props) return end

---@class workConditionalSequence : workSequence
---@field multipleConditionOperator workLogicalOperation
---@field conditionList workIWorkspotCondition[]
workConditionalSequence = {}

---@return workConditionalSequence
function workConditionalSequence.new() return end

---@param props table
---@return workConditionalSequence
function workConditionalSequence.new(props) return end

---@class workConnectedWorkspotNotificationEvent : redEvent
---@field evtName CName
workConnectedWorkspotNotificationEvent = {}

---@return workConnectedWorkspotNotificationEvent
function workConnectedWorkspotNotificationEvent.new() return end

---@param props table
---@return workConnectedWorkspotNotificationEvent
function workConnectedWorkspotNotificationEvent.new(props) return end

---@class workCoverTypeCondition : workIWorkspotCondition
---@field isHighCover Bool
workCoverTypeCondition = {}

---@return workCoverTypeCondition
function workCoverTypeCondition.new() return end

---@param props table
---@return workCoverTypeCondition
function workCoverTypeCondition.new(props) return end

---@class workDebugSourceCommandData : workIWorkspotCommandData
workDebugSourceCommandData = {}

---@return workDebugSourceCommandData
function workDebugSourceCommandData.new() return end

---@param props table
---@return workDebugSourceCommandData
function workDebugSourceCommandData.new(props) return end

---@class workDebuggerCommandData : workIWorkspotCommandData
workDebuggerCommandData = {}

---@return workDebuggerCommandData
function workDebuggerCommandData.new() return end

---@param props table
---@return workDebuggerCommandData
function workDebuggerCommandData.new(props) return end

---@class workDebuggingTool
workDebuggingTool = {}

---@class workDynamicSyncBindAnimComponentCommandData : workSyncBindBaseCommandData
---@field slave entAnimationControllerComponent
workDynamicSyncBindAnimComponentCommandData = {}

---@return workDynamicSyncBindAnimComponentCommandData
function workDynamicSyncBindAnimComponentCommandData.new() return end

---@param props table
---@return workDynamicSyncBindAnimComponentCommandData
function workDynamicSyncBindAnimComponentCommandData.new(props) return end

---@class workDynamicSyncBindCommandData : workSyncBindBaseCommandData
---@field masterID entEntityID
workDynamicSyncBindCommandData = {}

---@return workDynamicSyncBindCommandData
function workDynamicSyncBindCommandData.new() return end

---@param props table
---@return workDynamicSyncBindCommandData
function workDynamicSyncBindCommandData.new(props) return end

---@class workEntryAnim : workIEntry
---@field animName CName
---@field idleAnim CName
---@field movementType moveMovementType
---@field orientationType moveMovementOrientationType
---@field isSynchronized Bool
---@field slotName CName
---@field syncOffset Transform
---@field blendOutTime Float
workEntryAnim = {}

---@return workEntryAnim
function workEntryAnim.new() return end

---@param props table
---@return workEntryAnim
function workEntryAnim.new(props) return end

---@class workEquipInventoryWeaponAction : workIWorkspotItemAction
---@field weaponType workWeaponType
---@field keepEquippedAfterExit Bool
---@field fallbackItem TweakDBID
---@field fallbackSlot TweakDBID
workEquipInventoryWeaponAction = {}

---@return workEquipInventoryWeaponAction
function workEquipInventoryWeaponAction.new() return end

---@param props table
---@return workEquipInventoryWeaponAction
function workEquipInventoryWeaponAction.new(props) return end

---@class workEquipItemCommandData : workIWorkspotCommandData
workEquipItemCommandData = {}

---@return workEquipItemCommandData
function workEquipItemCommandData.new() return end

---@param props table
---@return workEquipItemCommandData
function workEquipItemCommandData.new(props) return end

---@class workEquipItemToSlotAction : workIWorkspotItemAction
---@field item TweakDBID
---@field itemSlot TweakDBID
workEquipItemToSlotAction = {}

---@return workEquipItemToSlotAction
function workEquipItemToSlotAction.new() return end

---@param props table
---@return workEquipItemToSlotAction
function workEquipItemToSlotAction.new(props) return end

---@class workEquipPropToSlotAction : workIWorkspotItemAction
---@field itemId CName
---@field itemSlot TweakDBID
---@field attachMethod workPropAttachMethod
---@field customOffsetPos Vector3
---@field customOffsetRot Quaternion
workEquipPropToSlotAction = {}

---@return workEquipPropToSlotAction
function workEquipPropToSlotAction.new() return end

---@param props table
---@return workEquipPropToSlotAction
function workEquipPropToSlotAction.new(props) return end

---@class workEventListenerCommandData : workIWorkspotCommandData
workEventListenerCommandData = {}

---@return workEventListenerCommandData
function workEventListenerCommandData.new() return end

---@param props table
---@return workEventListenerCommandData
function workEventListenerCommandData.new(props) return end

---@class workExcludedGesturesData : workIWorkspotCommandData
workExcludedGesturesData = {}

---@return workExcludedGesturesData
function workExcludedGesturesData.new() return end

---@param props table
---@return workExcludedGesturesData
function workExcludedGesturesData.new(props) return end

---@class workExitAnim : workIEntry
---@field animName CName
---@field disableAutoTransition Bool
---@field idleAnim CName
---@field movementType moveMovementType
---@field isSynchronized Bool
---@field stayOnNavmesh Bool
---@field snapZToNavmesh Bool
---@field forceNoZSnap Bool
---@field slotName CName
---@field syncOffset Transform
---@field disableRandomExit Bool
workExitAnim = {}

---@return workExitAnim
function workExitAnim.new() return end

---@param props table
---@return workExitAnim
function workExitAnim.new(props) return end

---@class workFastExit : workIEntry
---@field animName CName
---@field forcedBlendIn Float
---@field movementType moveMovementType
workFastExit = {}

---@return workFastExit
function workFastExit.new() return end

---@param props table
---@return workFastExit
function workFastExit.new(props) return end

---@class workFastExitCommandData : workIWorkspotCommandData
workFastExitCommandData = {}

---@return workFastExitCommandData
function workFastExitCommandData.new() return end

---@param props table
---@return workFastExitCommandData
function workFastExitCommandData.new(props) return end

---@class workFastForwardData : workIWorkspotCommandData
workFastForwardData = {}

---@return workFastForwardData
function workFastForwardData.new() return end

---@param props table
---@return workFastForwardData
function workFastForwardData.new(props) return end

---@class workFunctionalTestsDebuggerCommandData : workDebuggerCommandData
workFunctionalTestsDebuggerCommandData = {}

---@return workFunctionalTestsDebuggerCommandData
function workFunctionalTestsDebuggerCommandData.new() return end

---@param props table
---@return workFunctionalTestsDebuggerCommandData
function workFunctionalTestsDebuggerCommandData.new(props) return end

---@class workIContainerEntry : workIEntry
---@field list workIEntry[]
---@field disableAutoTransition Bool
---@field idleAnim CName
workIContainerEntry = {}

---@class workIEntry : ISerializable
---@field id workWorkEntryId
---@field flags Uint32
workIEntry = {}

---@class workIScriptedCondition : IScriptable
workIScriptedCondition = {}

---@return workIScriptedCondition
function workIScriptedCondition.new() return end

---@param props table
---@return workIScriptedCondition
function workIScriptedCondition.new(props) return end

---@param ent entEntity
---@return Bool
function workIScriptedCondition:CheckCondition(ent) return end

---@class workIWorkspotCommandData
workIWorkspotCommandData = {}

---@class workIWorkspotCondition : ISerializable
---@field expectedResult workWorkspotLogic
---@field equals Bool
workIWorkspotCondition = {}

---@class workIWorkspotItemAction : ISerializable
workIWorkspotItemAction = {}

---@class workIWorkspotQuestAction : ISerializable
workIWorkspotQuestAction = {}

---@class workIdleOnlyModeCommandData : workIWorkspotCommandData
workIdleOnlyModeCommandData = {}

---@return workIdleOnlyModeCommandData
function workIdleOnlyModeCommandData.new() return end

---@param props table
---@return workIdleOnlyModeCommandData
function workIdleOnlyModeCommandData.new(props) return end

---@class workIdleTransitionCommandData : workIWorkspotCommandData
workIdleTransitionCommandData = {}

---@return workIdleTransitionCommandData
function workIdleTransitionCommandData.new() return end

---@param props table
---@return workIdleTransitionCommandData
function workIdleTransitionCommandData.new(props) return end

---@class workInSyncCondition : workIWorkspotCondition
workInSyncCondition = {}

---@return workInSyncCondition
function workInSyncCondition.new() return end

---@param props table
---@return workInSyncCondition
function workInSyncCondition.new(props) return end

---@class workInternalCached_StopCommandData : workIWorkspotCommandData
workInternalCached_StopCommandData = {}

---@return workInternalCached_StopCommandData
function workInternalCached_StopCommandData.new() return end

---@param props table
---@return workInternalCached_StopCommandData
function workInternalCached_StopCommandData.new(props) return end

---@class workIsPlayerCondition : workIWorkspotCondition
workIsPlayerCondition = {}

---@return workIsPlayerCondition
function workIsPlayerCondition.new() return end

---@param props table
---@return workIsPlayerCondition
function workIsPlayerCondition.new(props) return end

---@class workIsSyncMasterCondition : workIWorkspotCondition
workIsSyncMasterCondition = {}

---@return workIsSyncMasterCondition
function workIsSyncMasterCondition.new() return end

---@param props table
---@return workIsSyncMasterCondition
function workIsSyncMasterCondition.new(props) return end

---@class workIsSyncSlaveCondition : workIWorkspotCondition
workIsSyncSlaveCondition = {}

---@return workIsSyncSlaveCondition
function workIsSyncSlaveCondition.new() return end

---@param props table
---@return workIsSyncSlaveCondition
function workIsSyncSlaveCondition.new(props) return end

---@class workItemOverrideCommandData : workIWorkspotCommandData
workItemOverrideCommandData = {}

---@return workItemOverrideCommandData
function workItemOverrideCommandData.new() return end

---@param props table
---@return workItemOverrideCommandData
function workItemOverrideCommandData.new(props) return end

---@class workJumpToCommandData : workIWorkspotCommandData
workJumpToCommandData = {}

---@return workJumpToCommandData
function workJumpToCommandData.new() return end

---@param props table
---@return workJumpToCommandData
function workJumpToCommandData.new(props) return end

---@class workLookAtDrivenTurn : workIEntry
---@field turnAngle Int32
---@field turnAnimName CName
---@field blendTime Float
workLookAtDrivenTurn = {}

---@return workLookAtDrivenTurn
function workLookAtDrivenTurn.new() return end

---@param props table
---@return workLookAtDrivenTurn
function workLookAtDrivenTurn.new(props) return end

---@class workMaxAnimTimeLimitCommandData : workIWorkspotCommandData
workMaxAnimTimeLimitCommandData = {}

---@return workMaxAnimTimeLimitCommandData
function workMaxAnimTimeLimitCommandData.new() return end

---@param props table
---@return workMaxAnimTimeLimitCommandData
function workMaxAnimTimeLimitCommandData.new(props) return end

---@class workMotionAnimClip : workAnimClip
workMotionAnimClip = {}

---@return workMotionAnimClip
function workMotionAnimClip.new() return end

---@param props table
---@return workMotionAnimClip
function workMotionAnimClip.new(props) return end

---@class workPauseClip : workIEntry
---@field timeMin Float
---@field timeMax Float
---@field blendOutTime Float
workPauseClip = {}

---@return workPauseClip
function workPauseClip.new() return end

---@param props table
---@return workPauseClip
function workPauseClip.new(props) return end

---@class workRandomList : workIContainerEntry
---@field minClips Int8
---@field maxClips Int8
---@field pauseBetweenLength Float
---@field pauseLengthDeviation Float
---@field weights Float[]
---@field pauseBlendOutTime Float
---@field dontRepeatLastAnims Int8
workRandomList = {}

---@return workRandomList
function workRandomList.new() return end

---@param props table
---@return workRandomList
function workRandomList.new(props) return end

---@class workReactionFinishedEvent : redEvent
workReactionFinishedEvent = {}

---@return workReactionFinishedEvent
function workReactionFinishedEvent.new() return end

---@param props table
---@return workReactionFinishedEvent
function workReactionFinishedEvent.new(props) return end

---@class workReactionSequence : workIContainerEntry
---@field forcedBlendIn Float
---@field reactionTypes TweakDBID[]
---@field mainEmotionalState CName
---@field emotionalExpression CName
---@field facialKeyWeight Float
---@field facialIdleMaleAnimation CName
---@field facialIdleKey_MaleAnimation CName
---@field facialIdleFemaleAnimation CName
---@field facialIdleKey_FemaleAnimation CName
workReactionSequence = {}

---@return workReactionSequence
function workReactionSequence.new() return end

---@param props table
---@return workReactionSequence
function workReactionSequence.new(props) return end

---@class workRegisterCleanupCommandData : workIWorkspotCommandData
workRegisterCleanupCommandData = {}

---@return workRegisterCleanupCommandData
function workRegisterCleanupCommandData.new() return end

---@param props table
---@return workRegisterCleanupCommandData
function workRegisterCleanupCommandData.new(props) return end

---@class workScriptedCondition : workIWorkspotCondition
---@field script workIScriptedCondition
workScriptedCondition = {}

---@return workScriptedCondition
function workScriptedCondition.new() return end

---@param props table
---@return workScriptedCondition
function workScriptedCondition.new(props) return end

---@class workSelector : workRandomList
workSelector = {}

---@return workSelector
function workSelector.new() return end

---@param props table
---@return workSelector
function workSelector.new(props) return end

---@class workSequence : workIContainerEntry
---@field previousLoopInfinitely Bool
---@field loopInfinitely Bool
---@field category gamedataWorkspotCategory
workSequence = {}

---@return workSequence
function workSequence.new() return end

---@param props table
---@return workSequence
function workSequence.new(props) return end

---@class workSetInfiniteSequenceCommandData : workIWorkspotCommandData
workSetInfiniteSequenceCommandData = {}

---@return workSetInfiniteSequenceCommandData
function workSetInfiniteSequenceCommandData.new() return end

---@param props table
---@return workSetInfiniteSequenceCommandData
function workSetInfiniteSequenceCommandData.new(props) return end

---@class workSetSequenceCategoriesCommandData : workIWorkspotCommandData
---@field sequenceCategories gameCategorySelectionProbability
workSetSequenceCategoriesCommandData = {}

---@return workSetSequenceCategoriesCommandData
function workSetSequenceCategoriesCommandData.new() return end

---@param props table
---@return workSetSequenceCategoriesCommandData
function workSetSequenceCategoriesCommandData.new(props) return end

---@class workShadowDebugger : workDebuggingTool
workShadowDebugger = {}

---@return workShadowDebugger
function workShadowDebugger.new() return end

---@param props table
---@return workShadowDebugger
function workShadowDebugger.new(props) return end

---@class workSlowExitCommandData : workIWorkspotCommandData
workSlowExitCommandData = {}

---@return workSlowExitCommandData
function workSlowExitCommandData.new() return end

---@param props table
---@return workSlowExitCommandData
function workSlowExitCommandData.new(props) return end

---@class workStopWorkspotQuestAction : workIWorkspotQuestAction
---@field allowCurrAnimToFinish Bool
---@field exitAnim CName
workStopWorkspotQuestAction = {}

---@return workStopWorkspotQuestAction
function workStopWorkspotQuestAction.new() return end

---@param props table
---@return workStopWorkspotQuestAction
function workStopWorkspotQuestAction.new(props) return end

---@class workSyncAnimClip : workAnimClip
---@field slotName CName
---@field syncOffset Transform
workSyncAnimClip = {}

---@return workSyncAnimClip
function workSyncAnimClip.new() return end

---@param props table
---@return workSyncAnimClip
function workSyncAnimClip.new(props) return end

---@class workSyncBindBaseCommandData : workIWorkspotCommandData
workSyncBindBaseCommandData = {}

---@return workSyncBindBaseCommandData
function workSyncBindBaseCommandData.new() return end

---@param props table
---@return workSyncBindBaseCommandData
function workSyncBindBaseCommandData.new(props) return end

---@class workSyncMasterEntryAnim : workEntryAnim
workSyncMasterEntryAnim = {}

---@return workSyncMasterEntryAnim
function workSyncMasterEntryAnim.new() return end

---@param props table
---@return workSyncMasterEntryAnim
function workSyncMasterEntryAnim.new(props) return end

---@class workTagNode : workIEntry
---@field tag CName
workTagNode = {}

---@return workTagNode
function workTagNode.new() return end

---@param props table
---@return workTagNode
function workTagNode.new(props) return end

---@class workTimeOfDayCondition : workIWorkspotCondition
---@field activeAfter GameTime
---@field activeUntil GameTime
workTimeOfDayCondition = {}

---@return workTimeOfDayCondition
function workTimeOfDayCondition.new() return end

---@param props table
---@return workTimeOfDayCondition
function workTimeOfDayCondition.new(props) return end

---@class workTransferItemOwnershipCommandData : workIWorkspotCommandData
workTransferItemOwnershipCommandData = {}

---@return workTransferItemOwnershipCommandData
function workTransferItemOwnershipCommandData.new() return end

---@param props table
---@return workTransferItemOwnershipCommandData
function workTransferItemOwnershipCommandData.new(props) return end

---@class workTransitionAnim
---@field idleA CName
---@field idleB CName
---@field transitionAtoB CName
---@field transitionBtoA CName
workTransitionAnim = {}

---@return workTransitionAnim
function workTransitionAnim.new() return end

---@param props table
---@return workTransitionAnim
function workTransitionAnim.new(props) return end

---@class workUnequipFromSlotAction : workIWorkspotItemAction
---@field itemSlot TweakDBID
workUnequipFromSlotAction = {}

---@return workUnequipFromSlotAction
function workUnequipFromSlotAction.new() return end

---@param props table
---@return workUnequipFromSlotAction
function workUnequipFromSlotAction.new(props) return end

---@class workUnequipItemAction : workIWorkspotItemAction
---@field item TweakDBID
workUnequipItemAction = {}

---@return workUnequipItemAction
function workUnequipItemAction.new() return end

---@param props table
---@return workUnequipItemAction
function workUnequipItemAction.new(props) return end

---@class workUnequipPropAction : workIWorkspotItemAction
---@field itemId CName
workUnequipPropAction = {}

---@return workUnequipPropAction
function workUnequipPropAction.new() return end

---@param props table
---@return workUnequipPropAction
function workUnequipPropAction.new(props) return end

---@class workWorkEntryId
---@field id Uint32
workWorkEntryId = {}

---@return workWorkEntryId
function workWorkEntryId.new() return end

---@param props table
---@return workWorkEntryId
function workWorkEntryId.new(props) return end

---@class workWorkspotAnimsetEntry
---@field rig animRig
---@field animations animAnimSetup
---@field loadingHandles animAnimSet[]
workWorkspotAnimsetEntry = {}

---@return workWorkspotAnimsetEntry
function workWorkspotAnimsetEntry.new() return end

---@param props table
---@return workWorkspotAnimsetEntry
function workWorkspotAnimsetEntry.new(props) return end

---@class workWorkspotFinishedEvent : redEvent
---@field nodeId worldGlobalNodeID
---@field tags CName[]
---@field statusEffectID TweakDBID
workWorkspotFinishedEvent = {}

---@return workWorkspotFinishedEvent
function workWorkspotFinishedEvent.new() return end

---@param props table
---@return workWorkspotFinishedEvent
function workWorkspotFinishedEvent.new(props) return end

---@class workWorkspotFunctionalTestsDebuggingTool : workDebuggingTool
workWorkspotFunctionalTestsDebuggingTool = {}

---@return workWorkspotFunctionalTestsDebuggingTool
function workWorkspotFunctionalTestsDebuggingTool.new() return end

---@param props table
---@return workWorkspotFunctionalTestsDebuggingTool
function workWorkspotFunctionalTestsDebuggingTool.new(props) return end

---@class workWorkspotGlobalProp
---@field id CName
---@field boneName CName
---@field prop entEntityTemplate
workWorkspotGlobalProp = {}

---@return workWorkspotGlobalProp
function workWorkspotGlobalProp.new() return end

---@param props table
---@return workWorkspotGlobalProp
function workWorkspotGlobalProp.new(props) return end

---@class workWorkspotInstance : ISerializable
workWorkspotInstance = {}

---@return workWorkspotInstance
function workWorkspotInstance.new() return end

---@param props table
---@return workWorkspotInstance
function workWorkspotInstance.new(props) return end

---@class workWorkspotItemOverride
---@field propOverrides workWorkspotItemOverridePropOverride[]
---@field itemOverrides workWorkspotItemOverrideItemOverride[]
workWorkspotItemOverride = {}

---@return workWorkspotItemOverride
function workWorkspotItemOverride.new() return end

---@param props table
---@return workWorkspotItemOverride
function workWorkspotItemOverride.new(props) return end

---@class workWorkspotItemOverrideItemOverride
---@field prevItemId TweakDBID
---@field newItemId TweakDBID
workWorkspotItemOverrideItemOverride = {}

---@return workWorkspotItemOverrideItemOverride
function workWorkspotItemOverrideItemOverride.new() return end

---@param props table
---@return workWorkspotItemOverrideItemOverride
function workWorkspotItemOverrideItemOverride.new(props) return end

---@class workWorkspotItemOverridePropOverride
---@field prevItemId CName
---@field newItemId CName
workWorkspotItemOverridePropOverride = {}

---@return workWorkspotItemOverridePropOverride
function workWorkspotItemOverridePropOverride.new() return end

---@param props table
---@return workWorkspotItemOverridePropOverride
function workWorkspotItemOverridePropOverride.new(props) return end

---@class workWorkspotResource : animAnimGraph
---@field workspotTree workWorkspotTree
workWorkspotResource = {}

---@return workWorkspotResource
function workWorkspotResource.new() return end

---@param props table
---@return workWorkspotResource
function workWorkspotResource.new(props) return end

---@class workWorkspotResourceComponent : entIPlacedComponent
---@field workspotResource workWorkspotResource
---@field npcWorkspotResourceSync workWorkspotResource
---@field deviceWorkspotResourceSync workWorkspotResource
---@field syncSlotName CName
---@field shouldCrouch Bool
workWorkspotResourceComponent = {}

---@return workWorkspotResourceComponent
function workWorkspotResourceComponent.new() return end

---@param props table
---@return workWorkspotResourceComponent
function workWorkspotResourceComponent.new(props) return end

---@class workWorkspotStartedEvent : redEvent
---@field nodeId worldGlobalNodeID
---@field tags CName[]
---@field statusEffectID TweakDBID
workWorkspotStartedEvent = {}

---@return workWorkspotStartedEvent
function workWorkspotStartedEvent.new() return end

---@param props table
---@return workWorkspotStartedEvent
function workWorkspotStartedEvent.new(props) return end

---@class workWorkspotSystem : worldIWorkspotSystem
workWorkspotSystem = {}

---@return workWorkspotSystem
function workWorkspotSystem.new() return end

---@param props table
---@return workWorkspotSystem
function workWorkspotSystem.new(props) return end

---@class workWorkspotTree : ISerializable
---@field workspotRig animRig
---@field globalProps workWorkspotGlobalProp[]
---@field propsPlaySyncAnim Bool
---@field rootEntry workIEntry
---@field idCounter Uint32
---@field dontInjectWorkspotGraph Bool
---@field animGraphSlotName CName
---@field autoTransitionBlendTime Float
---@field initialActions workIWorkspotItemAction[]
---@field initialCanUseExits Bool
---@field blendOutTime Float
---@field finalAnimsets workWorkspotAnimsetEntry[]
---@field tags redTagList
---@field itemsPolicy workWorkspotItemPolicy
---@field censorshipFlags CensorshipFlags
---@field customTransitionAnims workTransitionAnim[]
---@field inertializationDurationEnter Float
---@field inertializationDurationExitNatural Float
---@field inertializationDurationExitForced Float
---@field useTimeLimitForSequences Bool
---@field frezeAtTheLastFrame_UseWithCaution Bool
---@field sequencesTimeLimit Float
---@field snapToTerrain Bool
---@field unmountBodyCarry Bool
---@field statusEffectID TweakDBID
---@field whitelistVisualTags redTagList
---@field blacklistVisualTags redTagList
workWorkspotTree = {}

---@return workWorkspotTree
function workWorkspotTree.new() return end

---@param props table
---@return workWorkspotTree
function workWorkspotTree.new(props) return end

---@class workworkspotAnimObjectDebugger : workDebuggingTool
workworkspotAnimObjectDebugger = {}

---@return workworkspotAnimObjectDebugger
function workworkspotAnimObjectDebugger.new() return end

---@param props table
---@return workworkspotAnimObjectDebugger
function workworkspotAnimObjectDebugger.new(props) return end

---@class worldAIDirectorSpawnAreaNode : worldAreaShapeNode
---@field groupKey CName
worldAIDirectorSpawnAreaNode = {}

---@return worldAIDirectorSpawnAreaNode
function worldAIDirectorSpawnAreaNode.new() return end

---@param props table
---@return worldAIDirectorSpawnAreaNode
function worldAIDirectorSpawnAreaNode.new(props) return end

---@class worldAIDirectorSpawnAreaNodeInstance : worldAreaShapeNodeInstance
worldAIDirectorSpawnAreaNodeInstance = {}

---@return worldAIDirectorSpawnAreaNodeInstance
function worldAIDirectorSpawnAreaNodeInstance.new() return end

---@param props table
---@return worldAIDirectorSpawnAreaNodeInstance
function worldAIDirectorSpawnAreaNodeInstance.new(props) return end

---@class worldAIDirectorSpawnMarker : worldIMarker
worldAIDirectorSpawnMarker = {}

---@return worldAIDirectorSpawnMarker
function worldAIDirectorSpawnMarker.new() return end

---@param props table
---@return worldAIDirectorSpawnMarker
function worldAIDirectorSpawnMarker.new(props) return end

---@class worldAIDirectorSpawnNode : worldNode
---@field tags redTagList
worldAIDirectorSpawnNode = {}

---@return worldAIDirectorSpawnNode
function worldAIDirectorSpawnNode.new() return end

---@param props table
---@return worldAIDirectorSpawnNode
function worldAIDirectorSpawnNode.new(props) return end

---@class worldAIDirectorSpawnNodeInstance : worldINodeInstance
worldAIDirectorSpawnNodeInstance = {}

---@return worldAIDirectorSpawnNodeInstance
function worldAIDirectorSpawnNodeInstance.new() return end

---@param props table
---@return worldAIDirectorSpawnNodeInstance
function worldAIDirectorSpawnNodeInstance.new(props) return end

---@class worldAISpotNode : worldSocketNode
---@field spot AISpot
---@field isWorkspotInfinite Bool
---@field isWorkspotStatic Bool
---@field markings CName[]
---@field spotDef worldTrafficSpotDefinition
---@field disableBumps Bool
---@field lookAtTarget NodeRef
---@field useCrowdWhitelist Bool
---@field useCrowdBlacklist Bool
---@field crowdWhitelist redTagList
---@field crowdBlacklist redTagList
worldAISpotNode = {}

---@return worldAISpotNode
function worldAISpotNode.new() return end

---@param props table
---@return worldAISpotNode
function worldAISpotNode.new(props) return end

---@class worldAISpotNodeInstance : worldSocketNodeInstance
worldAISpotNodeInstance = {}

---@return worldAISpotNodeInstance
function worldAISpotNodeInstance.new() return end

---@param props table
---@return worldAISpotNodeInstance
function worldAISpotNodeInstance.new(props) return end

---@class worldAcousticDataCell
---@field nodes serializationDeferredDataBuffer
---@field sectorId Uint32
worldAcousticDataCell = {}

---@return worldAcousticDataCell
function worldAcousticDataCell.new() return end

---@param props table
---@return worldAcousticDataCell
function worldAcousticDataCell.new(props) return end

---@class worldAcousticDataResource : resStreamedResource
---@field cells worldAcousticDataCell[]
worldAcousticDataResource = {}

---@return worldAcousticDataResource
function worldAcousticDataResource.new() return end

---@param props table
---@return worldAcousticDataResource
function worldAcousticDataResource.new(props) return end

---@class worldAcousticPortalNode : worldNode
---@field radius Uint8
---@field nominalRadius Uint8
worldAcousticPortalNode = {}

---@return worldAcousticPortalNode
function worldAcousticPortalNode.new() return end

---@param props table
---@return worldAcousticPortalNode
function worldAcousticPortalNode.new(props) return end

---@class worldAcousticPortalNodeInstance : worldINodeInstance
worldAcousticPortalNodeInstance = {}

---@return worldAcousticPortalNodeInstance
function worldAcousticPortalNodeInstance.new() return end

---@param props table
---@return worldAcousticPortalNodeInstance
function worldAcousticPortalNodeInstance.new(props) return end

---@class worldAcousticSectorNode : worldNode
---@field data worldAcousticDataResource
---@field inSectorCoordsX Uint32
---@field inSectorCoordsY Uint32
---@field inSectorCoordsZ Uint32
---@field generatorId Uint32
---@field edgeMask Uint8
worldAcousticSectorNode = {}

---@return worldAcousticSectorNode
function worldAcousticSectorNode.new() return end

---@param props table
---@return worldAcousticSectorNode
function worldAcousticSectorNode.new(props) return end

---@class worldAcousticSectorNodeInstance : worldINodeInstance
worldAcousticSectorNodeInstance = {}

---@return worldAcousticSectorNodeInstance
function worldAcousticSectorNodeInstance.new() return end

---@param props table
---@return worldAcousticSectorNodeInstance
function worldAcousticSectorNodeInstance.new(props) return end

---@class worldAcousticZoneNode : worldNode
---@field isBlocker Bool
---@field tagName CName
---@field tagSpread Float
worldAcousticZoneNode = {}

---@return worldAcousticZoneNode
function worldAcousticZoneNode.new() return end

---@param props table
---@return worldAcousticZoneNode
function worldAcousticZoneNode.new(props) return end

---@class worldAcousticZoneNodeInstance : worldINodeInstance
worldAcousticZoneNodeInstance = {}

---@return worldAcousticZoneNodeInstance
function worldAcousticZoneNodeInstance.new() return end

---@param props table
---@return worldAcousticZoneNodeInstance
function worldAcousticZoneNodeInstance.new(props) return end

---@class worldAcousticsOutdoornessAreaNode : worldAreaShapeNode
---@field outdoor Float
worldAcousticsOutdoornessAreaNode = {}

---@return worldAcousticsOutdoornessAreaNode
function worldAcousticsOutdoornessAreaNode.new() return end

---@param props table
---@return worldAcousticsOutdoornessAreaNode
function worldAcousticsOutdoornessAreaNode.new(props) return end

---@class worldAcousticsOutdoornessAreaNodeInstance : worldAreaShapeNodeInstance
worldAcousticsOutdoornessAreaNodeInstance = {}

---@return worldAcousticsOutdoornessAreaNodeInstance
function worldAcousticsOutdoornessAreaNodeInstance.new() return end

---@param props table
---@return worldAcousticsOutdoornessAreaNodeInstance
function worldAcousticsOutdoornessAreaNodeInstance.new(props) return end

---@class worldAdvertisementLightData
---@field transform Transform
---@field isEnabled Bool
---@field lightName CName
---@field useAutoHideDistance Bool
---@field autoHideDistance Float
---@field type ELightType
---@field color Color
---@field radius Float
---@field unit ELightUnit
---@field intensity Float
---@field EV Float
---@field temperature Float
---@field lightChannel rendLightChannel
---@field sceneDiffuse Bool
---@field sceneSpecularScale Uint8
---@field directional Bool
---@field roughnessBias Int8
---@field scaleGI Uint8
---@field scaleEnvProbes Uint8
---@field useInTransparents Bool
---@field scaleVolFog Uint8
---@field useInParticles Bool
---@field attenuation rendLightAttenuation
---@field clampAttenuation Bool
---@field group rendLightGroup
---@field areaShape EAreaLightShape
---@field areaTwoSided Bool
---@field spotCapsule Bool
---@field sourceRadius Float
---@field capsuleLength Float
---@field areaRectSideA Float
---@field areaRectSideB Float
---@field innerAngle Float
---@field outerAngle Float
---@field softness Float
---@field enableLocalShadows Bool
---@field enableLocalShadowsForceStaticsOnly Bool
---@field contactShadows rendContactShadowReciever
---@field shadowAngle Float
---@field shadowRadius Float
---@field shadowFadeDistance Float
---@field shadowFadeRange Float
---@field shadowSoftnessMode ELightShadowSoftnessMode
---@field rayTracedShadowsPlatform rendRayTracedShadowsPlatform
---@field rayTracingLightSourceRadius Float
---@field rayTracingContactShadowRange Float
---@field iesProfile CIESDataResource
---@field flicker rendSLightFlickering
---@field envColorGroup EEnvColorGroup
---@field colorGroupSaturation Uint8
---@field portalAngleCutoff Uint8
---@field allowDistantLight Bool
---@field rayTracingIntensityScale Float
---@field pathTracingLightUsage rendEPathTracingLightUsage
---@field pathTracingOverrideScaleGI Bool
---@field rtxdiShadowStartingDistance Float
worldAdvertisementLightData = {}

---@return worldAdvertisementLightData
function worldAdvertisementLightData.new() return end

---@param props table
---@return worldAdvertisementLightData
function worldAdvertisementLightData.new(props) return end

---@class worldAdvertisementNode : worldStaticMeshNode
---@field meshInitialScale Vector3
---@field format AdvertisementFormat
---@field adGroupTDBID TweakDBID
---@field enableOverride Bool
---@field adOverrideTDBID TweakDBID
---@field adVersion Uint32
---@field glitchValue Float
---@field lightsData worldAdvertisementLightData[]
worldAdvertisementNode = {}

---@return worldAdvertisementNode
function worldAdvertisementNode.new() return end

---@param props table
---@return worldAdvertisementNode
function worldAdvertisementNode.new(props) return end

---@class worldAdvertisementNodeInstance : worldStaticMeshNodeInstance
worldAdvertisementNodeInstance = {}

---@return worldAdvertisementNodeInstance
function worldAdvertisementNodeInstance.new() return end

---@param props table
---@return worldAdvertisementNodeInstance
function worldAdvertisementNodeInstance.new(props) return end

---@class worldAmbientAreaNode : worldTriggerAreaNode
---@field useCustomColor Bool
worldAmbientAreaNode = {}

---@return worldAmbientAreaNode
function worldAmbientAreaNode.new() return end

---@param props table
---@return worldAmbientAreaNode
function worldAmbientAreaNode.new(props) return end

---@class worldAmbientAreaNodeInstance : worldTriggerAreaNodeInstance
worldAmbientAreaNodeInstance = {}

---@return worldAmbientAreaNodeInstance
function worldAmbientAreaNodeInstance.new() return end

---@param props table
---@return worldAmbientAreaNodeInstance
function worldAmbientAreaNodeInstance.new(props) return end

---@class worldAmbientPaletteExclusionAreaNode : worldAreaShapeNode
---@field exclusionPaletteEntries audioAmbientPaletteEntry[]
worldAmbientPaletteExclusionAreaNode = {}

---@return worldAmbientPaletteExclusionAreaNode
function worldAmbientPaletteExclusionAreaNode.new() return end

---@param props table
---@return worldAmbientPaletteExclusionAreaNode
function worldAmbientPaletteExclusionAreaNode.new(props) return end

---@class worldAmbientPaletteExclusionAreaNodeInstance : worldAreaShapeNodeInstance
worldAmbientPaletteExclusionAreaNodeInstance = {}

---@return worldAmbientPaletteExclusionAreaNodeInstance
function worldAmbientPaletteExclusionAreaNodeInstance.new() return end

---@param props table
---@return worldAmbientPaletteExclusionAreaNodeInstance
function worldAmbientPaletteExclusionAreaNodeInstance.new(props) return end

---@class worldAnimationSystem : worldIRuntimeSystem
worldAnimationSystem = {}

---@return worldAnimationSystem
function worldAnimationSystem.new() return end

---@param props table
---@return worldAnimationSystem
function worldAnimationSystem.new(props) return end

---@class worldAnimationSystemScriptInterface : IScriptable
worldAnimationSystemScriptInterface = {}

---@return worldAnimationSystemScriptInterface
function worldAnimationSystemScriptInterface.new() return end

---@param props table
---@return worldAnimationSystemScriptInterface
function worldAnimationSystemScriptInterface.new(props) return end

---@param entityId entEntityID
function worldAnimationSystemScriptInterface:EnterCombatMode(entityId) return end

---@param entityId entEntityID
function worldAnimationSystemScriptInterface:ExitCombatMode(entityId) return end

---@param entityId entEntityID
---@param value Bool
function worldAnimationSystemScriptInterface:SetForcedVisible(entityId, value) return end

---@param entityId entEntityID
---@param value Bool
function worldAnimationSystemScriptInterface:SetForcedVisibleOnlyInFrustum(entityId, value) return end

---@class worldAreaProxyMeshNode : worldPrefabProxyMeshNode
worldAreaProxyMeshNode = {}

---@return worldAreaProxyMeshNode
function worldAreaProxyMeshNode.new() return end

---@param props table
---@return worldAreaProxyMeshNode
function worldAreaProxyMeshNode.new(props) return end

---@class worldAreaShapeNode : worldNode
---@field color Color
---@field outline AreaShapeOutline
worldAreaShapeNode = {}

---@return worldAreaShapeNode
function worldAreaShapeNode.new() return end

---@param props table
---@return worldAreaShapeNode
function worldAreaShapeNode.new(props) return end

---@class worldAreaShapeNodeInstance : worldINodeInstance
worldAreaShapeNodeInstance = {}

---@return worldAreaShapeNodeInstance
function worldAreaShapeNodeInstance.new() return end

---@param props table
---@return worldAreaShapeNodeInstance
function worldAreaShapeNodeInstance.new(props) return end

---@class worldAudioAttractAreaNode : worldTriggerAreaNode
---@field interestingConversationsNodeRef NodeRef
---@field audioAttractSoundSettings worldAudioAttractAreaNodeSettings[]
worldAudioAttractAreaNode = {}

---@return worldAudioAttractAreaNode
function worldAudioAttractAreaNode.new() return end

---@param props table
---@return worldAudioAttractAreaNode
function worldAudioAttractAreaNode.new(props) return end

---@class worldAudioAttractAreaNodeInstance : worldTriggerAreaNodeInstance
worldAudioAttractAreaNodeInstance = {}

---@return worldAudioAttractAreaNodeInstance
function worldAudioAttractAreaNodeInstance.new() return end

---@param props table
---@return worldAudioAttractAreaNodeInstance
function worldAudioAttractAreaNodeInstance.new(props) return end

---@class worldAudioAttractAreaNodeSettings
---@field metadataName CName
worldAudioAttractAreaNodeSettings = {}

---@return worldAudioAttractAreaNodeSettings
function worldAudioAttractAreaNodeSettings.new() return end

---@param props table
---@return worldAudioAttractAreaNodeSettings
function worldAudioAttractAreaNodeSettings.new(props) return end

---@class worldAudioAttractAreaNotifier : worldITriggerAreaNotifer
worldAudioAttractAreaNotifier = {}

---@return worldAudioAttractAreaNotifier
function worldAudioAttractAreaNotifier.new() return end

---@param props table
---@return worldAudioAttractAreaNotifier
function worldAudioAttractAreaNotifier.new(props) return end

---@class worldAudioAttractAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldAudioAttractAreaNotifierInstance = {}

---@return worldAudioAttractAreaNotifierInstance
function worldAudioAttractAreaNotifierInstance.new() return end

---@param props table
---@return worldAudioAttractAreaNotifierInstance
function worldAudioAttractAreaNotifierInstance.new(props) return end

---@class worldAudioSignpostTriggerNode : worldTriggerAreaNode
---@field enterSignpost CName
---@field exitSignpost CName
---@field reEnterSignpost CName
---@field preExitSignpost CName
---@field exitCooldown Float
worldAudioSignpostTriggerNode = {}

---@return worldAudioSignpostTriggerNode
function worldAudioSignpostTriggerNode.new() return end

---@param props table
---@return worldAudioSignpostTriggerNode
function worldAudioSignpostTriggerNode.new(props) return end

---@class worldAudioSignpostTriggerNodeInstance : worldTriggerAreaNodeInstance
worldAudioSignpostTriggerNodeInstance = {}

---@return worldAudioSignpostTriggerNodeInstance
function worldAudioSignpostTriggerNodeInstance.new() return end

---@param props table
---@return worldAudioSignpostTriggerNodeInstance
function worldAudioSignpostTriggerNodeInstance.new(props) return end

---@class worldAudioSignpostTriggerNotifier : worldITriggerAreaNotifer
worldAudioSignpostTriggerNotifier = {}

---@return worldAudioSignpostTriggerNotifier
function worldAudioSignpostTriggerNotifier.new() return end

---@param props table
---@return worldAudioSignpostTriggerNotifier
function worldAudioSignpostTriggerNotifier.new(props) return end

---@class worldAudioSignpostTriggerNotifierInstance : worldITriggerAreaNotiferInstance
worldAudioSignpostTriggerNotifierInstance = {}

---@return worldAudioSignpostTriggerNotifierInstance
function worldAudioSignpostTriggerNotifierInstance.new() return end

---@param props table
---@return worldAudioSignpostTriggerNotifierInstance
function worldAudioSignpostTriggerNotifierInstance.new(props) return end

---@class worldAudioTagNode : worldNode
---@field audioTag CName
---@field radius Float
worldAudioTagNode = {}

---@return worldAudioTagNode
function worldAudioTagNode.new() return end

---@param props table
---@return worldAudioTagNode
function worldAudioTagNode.new(props) return end

---@class worldAudioTagNodeInstance : worldINodeInstance
worldAudioTagNodeInstance = {}

---@return worldAudioTagNodeInstance
function worldAudioTagNodeInstance.new() return end

---@param props table
---@return worldAudioTagNodeInstance
function worldAudioTagNodeInstance.new(props) return end

---@class worldAugmentedRealityWorldMarkers : ISerializable
---@field transforms Transform[]
worldAugmentedRealityWorldMarkers = {}

---@return worldAugmentedRealityWorldMarkers
function worldAugmentedRealityWorldMarkers.new() return end

---@param props table
---@return worldAugmentedRealityWorldMarkers
function worldAugmentedRealityWorldMarkers.new(props) return end

---@class worldAutoFoliageMapping : CResource
---@field Items worldAutoFoliageMappingItem[]
worldAutoFoliageMapping = {}

---@return worldAutoFoliageMapping
function worldAutoFoliageMapping.new() return end

---@param props table
---@return worldAutoFoliageMapping
function worldAutoFoliageMapping.new(props) return end

---@class worldAutoFoliageMappingItem
---@field Material CName
---@field LayerIndex Uint32
---@field FoliageBrush worldFoliageBrush
worldAutoFoliageMappingItem = {}

---@return worldAutoFoliageMappingItem
function worldAutoFoliageMappingItem.new() return end

---@param props table
---@return worldAutoFoliageMappingItem
function worldAutoFoliageMappingItem.new(props) return end

---@class worldBakedDestructionNode : worldMeshNode
---@field meshFractured CMesh
---@field meshFracturedAppearance CName
---@field numFrames Float
---@field frameRate Float
---@field playOnlyOnce Bool
---@field restartOnTrigger Bool
---@field disableCollidersOnTrigger Bool
---@field filterDataSource physicsFilterDataSource
---@field filterData physicsFilterData
---@field damageThreshold Float
---@field damageEndurance Float
---@field impulseToDamage Float
---@field contactToDamage Float
---@field accumulateDamage Bool
---@field fractureFieldMask physicsFractureFieldType
---@field destructionEffect worldEffect
---@field audioMetadata CName
---@field navigationSetting NavGenNavigationSetting
---@field useMeshNavmeshSettings Bool
worldBakedDestructionNode = {}

---@return worldBakedDestructionNode
function worldBakedDestructionNode.new() return end

---@param props table
---@return worldBakedDestructionNode
function worldBakedDestructionNode.new(props) return end

---@class worldBakedDestructionNodeInstance : worldMeshNodeInstance
worldBakedDestructionNodeInstance = {}

---@return worldBakedDestructionNodeInstance
function worldBakedDestructionNodeInstance.new() return end

---@param props table
---@return worldBakedDestructionNodeInstance
function worldBakedDestructionNodeInstance.new(props) return end

---@class worldBenchmarkSummary : IScriptable
---@field gameVersion String
---@field benchmarkName String
---@field gpuName String
---@field gpuMemory Uint64
---@field gpuDriverVersion String
---@field cpuName String
---@field systemMemory Uint64
---@field osName String
---@field osVersion String
---@field presetName String
---@field presetLocalizedName CName
---@field textureQualityPresetLocalizedName CName
---@field renderWidth Uint32
---@field renderHeight Uint32
---@field windowMode Uint8
---@field verticalSync Bool
---@field averageFps Float
---@field minFps Float
---@field maxFps Float
---@field time Float
---@field frameNumber Uint32
---@field DLAAEnabled Bool
---@field DLAASharpness Float
---@field DLSSEnabled Bool
---@field DLSSDEnabled Bool
---@field DLSSQuality Int32
---@field DLSSSharpness Float
---@field DLSSFrameGenEnabled Bool
---@field FSR2Enabled Bool
---@field FSR2Quality Int32
---@field FSR2Sharpness Float
---@field XeSSEnabled Bool
---@field XeSSQuality Int32
---@field XeSSSharpness Float
---@field DRSEnabled Bool
---@field DRSTargetFPS Uint32
---@field DRSMinimalResolutionPercentage Uint32
---@field DRSMaximalResolutionPercentage Uint32
---@field CASSharpeningEnabled Bool
---@field FSREnabled Bool
---@field FSRQuality Int32
---@field rayTracingEnabled Bool
---@field rayTracedReflections Bool
---@field rayTracedSunShadows Bool
---@field rayTracedLocalShadows Bool
---@field rayTracedLightingQuality Int32
---@field rayTracedPathTracingEnabled Bool
worldBenchmarkSummary = {}

---@return worldBenchmarkSummary
function worldBenchmarkSummary.new() return end

---@param props table
---@return worldBenchmarkSummary
function worldBenchmarkSummary.new(props) return end

---@class worldBendedMeshNode : worldNode
---@field mesh CMesh
---@field meshAppearance CName
---@field deformationData Matrix[]
---@field deformedBox Box
---@field isBendedRoad Bool
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field removeFromRainMap Bool
---@field navigationSetting NavGenNavigationSetting
---@field version Uint8
worldBendedMeshNode = {}

---@return worldBendedMeshNode
function worldBendedMeshNode.new() return end

---@param props table
---@return worldBendedMeshNode
function worldBendedMeshNode.new(props) return end

---@class worldBendedMeshNodeInstance : worldINodeInstance
worldBendedMeshNodeInstance = {}

---@return worldBendedMeshNodeInstance
function worldBendedMeshNodeInstance.new() return end

---@param props table
---@return worldBendedMeshNodeInstance
function worldBendedMeshNodeInstance.new(props) return end

---@class worldBlockoutArea : ISerializable
---@field name String
---@field color Color
---@field parent Uint32
---@field children Uint32[]
---@field outlines worldBlockoutAreaOutline[]
---@field isFree Bool
---@field increaseTerrainStreamingDistance Bool
worldBlockoutArea = {}

---@return worldBlockoutArea
function worldBlockoutArea.new() return end

---@param props table
---@return worldBlockoutArea
function worldBlockoutArea.new(props) return end

---@class worldBlockoutAreaOutline : ISerializable
---@field points Uint32[]
---@field edges Uint32[]
worldBlockoutAreaOutline = {}

---@return worldBlockoutAreaOutline
function worldBlockoutAreaOutline.new() return end

---@param props table
---@return worldBlockoutAreaOutline
function worldBlockoutAreaOutline.new(props) return end

---@class worldBlockoutData : ISerializable
---@field points worldBlockoutPoint[]
---@field edges worldBlockoutEdge[]
---@field areas worldBlockoutArea[]
---@field worldSize Vector2
---@field freePoints Uint32[]
---@field freeEdges Uint32[]
---@field freeAreas Uint32[]
worldBlockoutData = {}

---@return worldBlockoutData
function worldBlockoutData.new() return end

---@param props table
---@return worldBlockoutData
function worldBlockoutData.new(props) return end

---@class worldBlockoutEdge
---@field points Uint32[]
---@field areas Uint32[]
---@field isFree Bool
worldBlockoutEdge = {}

---@return worldBlockoutEdge
function worldBlockoutEdge.new() return end

---@param props table
---@return worldBlockoutEdge
function worldBlockoutEdge.new(props) return end

---@class worldBlockoutPoint : ISerializable
---@field position Vector2
---@field edges Uint32[]
---@field constraint Int32
---@field isFree Bool
worldBlockoutPoint = {}

---@return worldBlockoutPoint
function worldBlockoutPoint.new() return end

---@param props table
---@return worldBlockoutPoint
function worldBlockoutPoint.new(props) return end

---@class worldBlockoutResource : CResource
---@field blockoutData worldBlockoutData
worldBlockoutResource = {}

---@return worldBlockoutResource
function worldBlockoutResource.new() return end

---@param props table
---@return worldBlockoutResource
function worldBlockoutResource.new(props) return end

---@class worldBuildingProxyMeshNode : worldPrefabProxyMeshNode
worldBuildingProxyMeshNode = {}

---@return worldBuildingProxyMeshNode
function worldBuildingProxyMeshNode.new() return end

---@param props table
---@return worldBuildingProxyMeshNode
function worldBuildingProxyMeshNode.new(props) return end

---@class worldCableMeshNode : worldBendedMeshNode
---@field destructionHashes Uint64[]
---@field cableLength Float
---@field cableRadius Float
worldCableMeshNode = {}

---@return worldCableMeshNode
function worldCableMeshNode.new() return end

---@param props table
---@return worldCableMeshNode
function worldCableMeshNode.new(props) return end

---@class worldCableMeshNodeInstance : worldBendedMeshNodeInstance
worldCableMeshNodeInstance = {}

---@return worldCableMeshNodeInstance
function worldCableMeshNodeInstance.new() return end

---@param props table
---@return worldCableMeshNodeInstance
function worldCableMeshNodeInstance.new(props) return end

---@class worldClothMeshNode : worldMeshNode
---@field affectedByWind Bool
---@field collisionMask physicsEClothCollisionMaskEnum
worldClothMeshNode = {}

---@return worldClothMeshNode
function worldClothMeshNode.new() return end

---@param props table
---@return worldClothMeshNode
function worldClothMeshNode.new(props) return end

---@class worldClothMeshNodeInstance : worldMeshNodeInstance
worldClothMeshNodeInstance = {}

---@return worldClothMeshNodeInstance
function worldClothMeshNodeInstance.new() return end

---@param props table
---@return worldClothMeshNodeInstance
function worldClothMeshNodeInstance.new(props) return end

---@class worldCollisionAreaNode : worldAreaShapeNode
---@field material CName
---@field navigationSetting NavGenNavigationSetting
---@field filterData physicsFilterData
worldCollisionAreaNode = {}

---@return worldCollisionAreaNode
function worldCollisionAreaNode.new() return end

---@param props table
---@return worldCollisionAreaNode
function worldCollisionAreaNode.new(props) return end

---@class worldCollisionAreaNodeInstance : worldAreaShapeNodeInstance
worldCollisionAreaNodeInstance = {}

---@return worldCollisionAreaNodeInstance
function worldCollisionAreaNodeInstance.new() return end

---@param props table
---@return worldCollisionAreaNodeInstance
function worldCollisionAreaNodeInstance.new(props) return end

---@class worldCollisionGroupEntry
---@field neRef NodeRef
---@field Reversed Bool
worldCollisionGroupEntry = {}

---@return worldCollisionGroupEntry
function worldCollisionGroupEntry.new() return end

---@param props table
---@return worldCollisionGroupEntry
function worldCollisionGroupEntry.new(props) return end

---@class worldCollisionNode : worldNode
---@field compiledData DataBuffer
---@field numActors Uint16
---@field numShapeInfos Uint16
---@field numShapePositions Uint16
---@field numShapeRotations Uint16
---@field numScales Uint16
---@field numMaterials Uint16
---@field numPresets Uint16
---@field numMaterialIndices Uint16
---@field numShapeIndices Uint16
---@field sectorHash Uint64
---@field extents Vector4
---@field lod Uint8
---@field resourceVersion Uint8
worldCollisionNode = {}

---@return worldCollisionNode
function worldCollisionNode.new() return end

---@param props table
---@return worldCollisionNode
function worldCollisionNode.new(props) return end

---@class worldCollisionNodeInstance : worldINodeInstance
worldCollisionNodeInstance = {}

---@return worldCollisionNodeInstance
function worldCollisionNodeInstance.new() return end

---@param props table
---@return worldCollisionNodeInstance
function worldCollisionNodeInstance.new(props) return end

---@class worldCommunityEntryInitialState
---@field entryName CName
---@field initialPhaseName CName
---@field entryActiveOnStart Bool
worldCommunityEntryInitialState = {}

---@return worldCommunityEntryInitialState
function worldCommunityEntryInitialState.new() return end

---@param props table
---@return worldCommunityEntryInitialState
function worldCommunityEntryInitialState.new(props) return end

---@class worldCommunityRegistryItem
---@field entriesInitialState worldCommunityEntryInitialState[]
---@field template communityCommunityTemplateData
---@field communityId gameCommunityID
---@field communityAreaType worldCommunityRegistryItemAreaNodeType
worldCommunityRegistryItem = {}

---@return worldCommunityRegistryItem
function worldCommunityRegistryItem.new() return end

---@param props table
---@return worldCommunityRegistryItem
function worldCommunityRegistryItem.new(props) return end

---@class worldCommunityRegistryNode : worldNode
---@field spawnSetNameToCommunityID gameCommunitySpawnSetNameToID
---@field crowdCreationRegistry gameCrowdCreationDataRegistry
---@field communitiesData worldCommunityRegistryItem[]
---@field workspotsPersistentData AISpotPersistentData[]
---@field representsCrowd Bool
worldCommunityRegistryNode = {}

---@return worldCommunityRegistryNode
function worldCommunityRegistryNode.new() return end

---@param props table
---@return worldCommunityRegistryNode
function worldCommunityRegistryNode.new(props) return end

---@class worldCommunityRegistryNodeInstance : worldINodeInstance
worldCommunityRegistryNodeInstance = {}

---@return worldCommunityRegistryNodeInstance
function worldCommunityRegistryNodeInstance.new() return end

---@param props table
---@return worldCommunityRegistryNodeInstance
function worldCommunityRegistryNodeInstance.new(props) return end

---@class worldCompiledCommunityAreaNode : worldNode
---@field area communityArea
---@field sourceObjectId entEntityID
worldCompiledCommunityAreaNode = {}

---@return worldCompiledCommunityAreaNode
function worldCompiledCommunityAreaNode.new() return end

---@param props table
---@return worldCompiledCommunityAreaNode
function worldCompiledCommunityAreaNode.new(props) return end

---@class worldCompiledCommunityAreaNodeInstance : worldINodeInstance
worldCompiledCommunityAreaNodeInstance = {}

---@return worldCompiledCommunityAreaNodeInstance
function worldCompiledCommunityAreaNodeInstance.new() return end

---@param props table
---@return worldCompiledCommunityAreaNodeInstance
function worldCompiledCommunityAreaNodeInstance.new(props) return end

---@class worldCompiledCommunityAreaNode_Streamable : worldCompiledCommunityAreaNode
---@field streamingDistance Float
worldCompiledCommunityAreaNode_Streamable = {}

---@return worldCompiledCommunityAreaNode_Streamable
function worldCompiledCommunityAreaNode_Streamable.new() return end

---@param props table
---@return worldCompiledCommunityAreaNode_Streamable
function worldCompiledCommunityAreaNode_Streamable.new(props) return end

---@class worldCompiledCrowdParkingSpaceNode : worldNode
---@field crowdCreationIndex Uint32
---@field parkingSpaceId Uint32
worldCompiledCrowdParkingSpaceNode = {}

---@return worldCompiledCrowdParkingSpaceNode
function worldCompiledCrowdParkingSpaceNode.new() return end

---@param props table
---@return worldCompiledCrowdParkingSpaceNode
function worldCompiledCrowdParkingSpaceNode.new(props) return end

---@class worldCompiledCrowdParkingSpaceNodeInstance : worldINodeInstance
worldCompiledCrowdParkingSpaceNodeInstance = {}

---@return worldCompiledCrowdParkingSpaceNodeInstance
function worldCompiledCrowdParkingSpaceNodeInstance.new() return end

---@param props table
---@return worldCompiledCrowdParkingSpaceNodeInstance
function worldCompiledCrowdParkingSpaceNodeInstance.new(props) return end

---@class worldCompiledEffectEventInfo
---@field eventRUID CRUID
---@field placementIndexMask Uint64
---@field componentIndexMask Uint64
---@field flags Uint8
worldCompiledEffectEventInfo = {}

---@return worldCompiledEffectEventInfo
function worldCompiledEffectEventInfo.new() return end

---@param props table
---@return worldCompiledEffectEventInfo
function worldCompiledEffectEventInfo.new(props) return end

---@class worldCompiledEffectInfo
---@field placementTags CName[]
---@field componentNames CName[]
---@field relativePositions Vector3[]
---@field relativeRotations Quaternion[]
---@field placementInfos worldCompiledEffectPlacementInfo[]
---@field eventsSortedByRUID worldCompiledEffectEventInfo[]
worldCompiledEffectInfo = {}

---@return worldCompiledEffectInfo
function worldCompiledEffectInfo.new() return end

---@param props table
---@return worldCompiledEffectInfo
function worldCompiledEffectInfo.new(props) return end

---@class worldCompiledEffectPlacementInfo
---@field placementTagIndex Uint8
---@field relativePositionIndex Uint8
---@field relativeRotationIndex Uint8
---@field flags Uint8
worldCompiledEffectPlacementInfo = {}

---@return worldCompiledEffectPlacementInfo
function worldCompiledEffectPlacementInfo.new() return end

---@param props table
---@return worldCompiledEffectPlacementInfo
function worldCompiledEffectPlacementInfo.new(props) return end

---@class worldCompiledNodeInstanceSetupInfo
worldCompiledNodeInstanceSetupInfo = {}

---@return worldCompiledNodeInstanceSetupInfo
function worldCompiledNodeInstanceSetupInfo.new() return end

---@param props table
---@return worldCompiledNodeInstanceSetupInfo
function worldCompiledNodeInstanceSetupInfo.new(props) return end

---@class worldCompiledNodeInstanceSetupInfoBuffer
worldCompiledNodeInstanceSetupInfoBuffer = {}

---@return worldCompiledNodeInstanceSetupInfoBuffer
function worldCompiledNodeInstanceSetupInfoBuffer.new() return end

---@param props table
---@return worldCompiledNodeInstanceSetupInfoBuffer
function worldCompiledNodeInstanceSetupInfoBuffer.new(props) return end

---@class worldCompiledSector
worldCompiledSector = {}

---@return worldCompiledSector
function worldCompiledSector.new() return end

---@param props table
---@return worldCompiledSector
function worldCompiledSector.new(props) return end

---@class worldCompiledSmartObjectsNode : worldNode
---@field resource gameSmartObjectsCompiledResource
worldCompiledSmartObjectsNode = {}

---@return worldCompiledSmartObjectsNode
function worldCompiledSmartObjectsNode.new() return end

---@param props table
---@return worldCompiledSmartObjectsNode
function worldCompiledSmartObjectsNode.new(props) return end

---@class worldCompiledSmartObjectsNodeInstance : worldINodeInstance
worldCompiledSmartObjectsNodeInstance = {}

---@return worldCompiledSmartObjectsNodeInstance
function worldCompiledSmartObjectsNodeInstance.new() return end

---@param props table
---@return worldCompiledSmartObjectsNodeInstance
function worldCompiledSmartObjectsNodeInstance.new(props) return end

---@class worldConversationData : ISerializable
---@field sceneFilename scnSceneResource
---@field condition questIBaseCondition
---@field interruptionOperations scnIInterruptionOperation[]
---@field ignoreLocalLimit Bool
---@field ignoreGlobalLimit Bool
worldConversationData = {}

---@return worldConversationData
function worldConversationData.new() return end

---@param props table
---@return worldConversationData
function worldConversationData.new(props) return end

---@class worldConversationGroupData : ISerializable
---@field conversationGroup scnInterestingConversationsResource
---@field interruptionOperations scnIInterruptionOperation[]
---@field ignoreLocalLimit Bool
---@field ignoreGlobalLimit Bool
worldConversationGroupData = {}

---@return worldConversationGroupData
function worldConversationGroupData.new() return end

---@param props table
---@return worldConversationGroupData
function worldConversationGroupData.new(props) return end

---@class worldCookedPrefabData : CResource
---@field precookedDependencies CResource[]
---@field dependencies CResource[]
worldCookedPrefabData = {}

---@return worldCookedPrefabData
function worldCookedPrefabData.new() return end

---@param props table
---@return worldCookedPrefabData
function worldCookedPrefabData.new(props) return end

---@class worldCorpseSystem : worldIRuntimeSystem
worldCorpseSystem = {}

---@return worldCorpseSystem
function worldCorpseSystem.new() return end

---@param props table
---@return worldCorpseSystem
function worldCorpseSystem.new(props) return end

---@class worldCrowdNullAreaCollisionData
---@field areaID Uint64
---@field collisions worldTrafficStaticCollisionSphere[]
worldCrowdNullAreaCollisionData = {}

---@return worldCrowdNullAreaCollisionData
function worldCrowdNullAreaCollisionData.new() return end

---@param props table
---@return worldCrowdNullAreaCollisionData
function worldCrowdNullAreaCollisionData.new(props) return end

---@class worldCrowdNullAreaCollisionHeader
---@field direction Vector3
---@field radius Float
---@field speed Float
---@field flags Uint8
---@field userData Uint64
worldCrowdNullAreaCollisionHeader = {}

---@return worldCrowdNullAreaCollisionHeader
function worldCrowdNullAreaCollisionHeader.new() return end

---@param props table
---@return worldCrowdNullAreaCollisionHeader
function worldCrowdNullAreaCollisionHeader.new(props) return end

---@class worldCrowdNullAreaNode : worldAreaShapeNode
---@field IsForBlockade Bool
---@field permanentlyEnabledByDefault Bool
worldCrowdNullAreaNode = {}

---@return worldCrowdNullAreaNode
function worldCrowdNullAreaNode.new() return end

---@param props table
---@return worldCrowdNullAreaNode
function worldCrowdNullAreaNode.new(props) return end

---@class worldCrowdNullAreaNodeInstance : worldAreaShapeNodeInstance
worldCrowdNullAreaNodeInstance = {}

---@return worldCrowdNullAreaNodeInstance
function worldCrowdNullAreaNodeInstance.new() return end

---@param props table
---@return worldCrowdNullAreaNodeInstance
function worldCrowdNullAreaNodeInstance.new(props) return end

---@class worldCrowdParkingSpaceNode : worldNode
worldCrowdParkingSpaceNode = {}

---@return worldCrowdParkingSpaceNode
function worldCrowdParkingSpaceNode.new() return end

---@param props table
---@return worldCrowdParkingSpaceNode
function worldCrowdParkingSpaceNode.new(props) return end

---@class worldCrowdParkingSpaceNodeInstance : worldINodeInstance
worldCrowdParkingSpaceNodeInstance = {}

---@return worldCrowdParkingSpaceNodeInstance
function worldCrowdParkingSpaceNodeInstance.new() return end

---@param props table
---@return worldCrowdParkingSpaceNodeInstance
function worldCrowdParkingSpaceNodeInstance.new(props) return end

---@class worldCrowdPortalNode : worldNode
worldCrowdPortalNode = {}

---@return worldCrowdPortalNode
function worldCrowdPortalNode.new() return end

---@param props table
---@return worldCrowdPortalNode
function worldCrowdPortalNode.new(props) return end

---@class worldCrowdPortalNodeInstance : worldINodeInstance
worldCrowdPortalNodeInstance = {}

---@return worldCrowdPortalNodeInstance
function worldCrowdPortalNodeInstance.new() return end

---@param props table
---@return worldCrowdPortalNodeInstance
function worldCrowdPortalNodeInstance.new(props) return end

---@class worldCurvePathNode : worldSplineNode
---@field userInput animCurvePathBakerUserInput
---@field defaultForwardVector Vector4
---@field globalInBlendTime Float
---@field globalOutBlendTime Float
---@field defaultPoseAnimationName CName
---@field defaultPoseSampleTime Float
---@field initialDiffYaw Float
---@field turnCharacterToMatchVelocity Bool
---@field rig animRig
---@field animSets animAnimSet[]
---@field timeDeltaMultiplier Float
worldCurvePathNode = {}

---@return worldCurvePathNode
function worldCurvePathNode.new() return end

---@param props table
---@return worldCurvePathNode
function worldCurvePathNode.new(props) return end

---@class worldCurvePathNodeInstance : worldSplineNodeInstance
worldCurvePathNodeInstance = {}

---@return worldCurvePathNodeInstance
function worldCurvePathNodeInstance.new() return end

---@param props table
---@return worldCurvePathNodeInstance
function worldCurvePathNodeInstance.new(props) return end

---@class worldDbgOverlapBox
---@field box Box
---@field transform Transform
---@field level Uint32
---@field isHit Bool
worldDbgOverlapBox = {}

---@return worldDbgOverlapBox
function worldDbgOverlapBox.new() return end

---@param props table
---@return worldDbgOverlapBox
function worldDbgOverlapBox.new(props) return end

---@class worldDebugColoring_BoostedPrefabProxy : worldEditorDebugColoringSettings
worldDebugColoring_BoostedPrefabProxy = {}

---@return worldDebugColoring_BoostedPrefabProxy
function worldDebugColoring_BoostedPrefabProxy.new() return end

---@param props table
---@return worldDebugColoring_BoostedPrefabProxy
function worldDebugColoring_BoostedPrefabProxy.new(props) return end

---@class worldDebugColoring_Climbable : worldEditorDebugColoringSettings
---@field climbableColour Color
---@field notClimbableColour Color
worldDebugColoring_Climbable = {}

---@return worldDebugColoring_Climbable
function worldDebugColoring_Climbable.new() return end

---@param props table
---@return worldDebugColoring_Climbable
function worldDebugColoring_Climbable.new(props) return end

---@class worldDebugColoring_CollisionMeshes : worldEditorDebugColoringSettings
---@field defaultColor Color
---@field prefabColor Color
---@field collisionMeshColor Color
worldDebugColoring_CollisionMeshes = {}

---@return worldDebugColoring_CollisionMeshes
function worldDebugColoring_CollisionMeshes.new() return end

---@param props table
---@return worldDebugColoring_CollisionMeshes
function worldDebugColoring_CollisionMeshes.new(props) return end

---@class worldDebugColoring_CookedResource : worldEditorDebugColoringSettings
---@field alpha Uint8
worldDebugColoring_CookedResource = {}

---@return worldDebugColoring_CookedResource
function worldDebugColoring_CookedResource.new() return end

---@param props table
---@return worldDebugColoring_CookedResource
function worldDebugColoring_CookedResource.new(props) return end

---@class worldDebugColoring_Device : worldEditorDebugColoringSettings
---@field defaultColor Color
worldDebugColoring_Device = {}

---@return worldDebugColoring_Device
function worldDebugColoring_Device.new() return end

---@param props table
---@return worldDebugColoring_Device
function worldDebugColoring_Device.new(props) return end

---@class worldDebugColoring_Discarded : worldEditorDebugColoringSettings
---@field color Color
worldDebugColoring_Discarded = {}

---@return worldDebugColoring_Discarded
function worldDebugColoring_Discarded.new() return end

---@param props table
---@return worldDebugColoring_Discarded
function worldDebugColoring_Discarded.new(props) return end

---@class worldDebugColoring_DistanceAbstractBase : worldEditorDebugColoringSettings
---@field maxColor Color
---@field minColor Color
---@field minDistance Float
---@field maxDistance Float
worldDebugColoring_DistanceAbstractBase = {}

---@class worldDebugColoring_Duplicates : worldEditorDebugColoringSettings
---@field defaultColor Color
---@field duplicateColor Color
---@field refreshPrefab worldPrefab
---@field refresh Bool
worldDebugColoring_Duplicates = {}

---@return worldDebugColoring_Duplicates
function worldDebugColoring_Duplicates.new() return end

---@param props table
---@return worldDebugColoring_Duplicates
function worldDebugColoring_Duplicates.new(props) return end

---@class worldDebugColoring_EPContext : worldEditorDebugColoringSettings
worldDebugColoring_EPContext = {}

---@return worldDebugColoring_EPContext
function worldDebugColoring_EPContext.new() return end

---@param props table
---@return worldDebugColoring_EPContext
function worldDebugColoring_EPContext.new(props) return end

---@class worldDebugColoring_GIDebug : worldEditorDebugColoringSettings
---@field GIVisibleColor Color
---@field GITransparentColor Color
worldDebugColoring_GIDebug = {}

---@return worldDebugColoring_GIDebug
function worldDebugColoring_GIDebug.new() return end

---@param props table
---@return worldDebugColoring_GIDebug
function worldDebugColoring_GIDebug.new(props) return end

---@class worldDebugColoring_GPUMemoryUsage : worldDebugColoring_MetricsUsageAbstractBase
worldDebugColoring_GPUMemoryUsage = {}

---@return worldDebugColoring_GPUMemoryUsage
function worldDebugColoring_GPUMemoryUsage.new() return end

---@param props table
---@return worldDebugColoring_GPUMemoryUsage
function worldDebugColoring_GPUMemoryUsage.new(props) return end

---@class worldDebugColoring_GameVisualFluff : worldEditorDebugColoringSettings
worldDebugColoring_GameVisualFluff = {}

---@return worldDebugColoring_GameVisualFluff
function worldDebugColoring_GameVisualFluff.new() return end

---@param props table
---@return worldDebugColoring_GameVisualFluff
function worldDebugColoring_GameVisualFluff.new(props) return end

---@class worldDebugColoring_InteriorExterior : worldEditorDebugColoringSettings
---@field interiorColor Color
---@field openInteriorColor Color
---@field exteriorColor Color
worldDebugColoring_InteriorExterior = {}

---@return worldDebugColoring_InteriorExterior
function worldDebugColoring_InteriorExterior.new() return end

---@param props table
---@return worldDebugColoring_InteriorExterior
function worldDebugColoring_InteriorExterior.new(props) return end

---@class worldDebugColoring_Loot : worldEditorDebugColoringSettings
---@field defaultColor Color
worldDebugColoring_Loot = {}

---@return worldDebugColoring_Loot
function worldDebugColoring_Loot.new() return end

---@param props table
---@return worldDebugColoring_Loot
function worldDebugColoring_Loot.new(props) return end

---@class worldDebugColoring_MergedMeshes : worldEditorDebugColoringSettings
---@field defaultColor Color
---@field mergedMeshColor Color
worldDebugColoring_MergedMeshes = {}

---@return worldDebugColoring_MergedMeshes
function worldDebugColoring_MergedMeshes.new() return end

---@param props table
---@return worldDebugColoring_MergedMeshes
function worldDebugColoring_MergedMeshes.new(props) return end

---@class worldDebugColoring_MeshLod : worldEditorDebugColoringSettings
worldDebugColoring_MeshLod = {}

---@return worldDebugColoring_MeshLod
function worldDebugColoring_MeshLod.new() return end

---@param props table
---@return worldDebugColoring_MeshLod
function worldDebugColoring_MeshLod.new(props) return end

---@class worldDebugColoring_MetricsUsageAbstractBase : worldEditorDebugColoringSettings
---@field maxColor Color
---@field minColor Color
---@field minSize Uint32
---@field maxSize Uint32
worldDebugColoring_MetricsUsageAbstractBase = {}

---@class worldDebugColoring_NavigationImpact : worldEditorDebugColoringSettings
---@field walkable Color
---@field ignored Color
---@field blocking Color
---@field road Color
---@field stairs_walkable Color
---@field drones Color
---@field terrain Color
---@field everything_else Color
worldDebugColoring_NavigationImpact = {}

---@return worldDebugColoring_NavigationImpact
function worldDebugColoring_NavigationImpact.new() return end

---@param props table
---@return worldDebugColoring_NavigationImpact
function worldDebugColoring_NavigationImpact.new(props) return end

---@class worldDebugColoring_ObjectTag : worldEditorDebugColoringSettings
---@field tag worldObjectTag
---@field color Color
worldDebugColoring_ObjectTag = {}

---@return worldDebugColoring_ObjectTag
function worldDebugColoring_ObjectTag.new() return end

---@param props table
---@return worldDebugColoring_ObjectTag
function worldDebugColoring_ObjectTag.new(props) return end

---@class worldDebugColoring_ObjectTagExt : worldEditorDebugColoringSettings
---@field tag worldObjectTagExt
---@field color Color
worldDebugColoring_ObjectTagExt = {}

---@return worldDebugColoring_ObjectTagExt
function worldDebugColoring_ObjectTagExt.new() return end

---@param props table
---@return worldDebugColoring_ObjectTagExt
function worldDebugColoring_ObjectTagExt.new(props) return end

---@class worldDebugColoring_PrefabProxy : worldEditorDebugColoringSettings
---@field regularMeshColor Color
---@field instancedMeshColor Color
---@field prefabProxyMeshColor Color
---@field distinguishInstancedMesh Bool
worldDebugColoring_PrefabProxy = {}

---@return worldDebugColoring_PrefabProxy
function worldDebugColoring_PrefabProxy.new() return end

---@param props table
---@return worldDebugColoring_PrefabProxy
function worldDebugColoring_PrefabProxy.new(props) return end

---@class worldDebugColoring_ProxyMeshDependency : worldEditorDebugColoringSettings
---@field noneColor Color
---@field hasProxyColor Color
---@field discardColor Color
worldDebugColoring_ProxyMeshDependency = {}

---@return worldDebugColoring_ProxyMeshDependency
function worldDebugColoring_ProxyMeshDependency.new() return end

---@param props table
---@return worldDebugColoring_ProxyMeshDependency
function worldDebugColoring_ProxyMeshDependency.new(props) return end

---@class worldDebugColoring_ResourceName : worldEditorDebugColoringSettings
---@field names worldNameColorPair[]
---@field defaultColor Color
worldDebugColoring_ResourceName = {}

---@return worldDebugColoring_ResourceName
function worldDebugColoring_ResourceName.new() return end

---@param props table
---@return worldDebugColoring_ResourceName
function worldDebugColoring_ResourceName.new(props) return end

---@class worldDebugColoring_ResourceReadiness : worldEditorDebugColoringSettings
worldDebugColoring_ResourceReadiness = {}

---@return worldDebugColoring_ResourceReadiness
function worldDebugColoring_ResourceReadiness.new() return end

---@param props table
---@return worldDebugColoring_ResourceReadiness
function worldDebugColoring_ResourceReadiness.new(props) return end

---@class worldDebugColoring_SameResourceName : worldEditorDebugColoringSettings
---@field alpha Uint8
worldDebugColoring_SameResourceName = {}

---@return worldDebugColoring_SameResourceName
function worldDebugColoring_SameResourceName.new() return end

---@param props table
---@return worldDebugColoring_SameResourceName
function worldDebugColoring_SameResourceName.new(props) return end

---@class worldDebugColoring_SecondaryRefPointDistance : worldEditorDebugColoringSettings
worldDebugColoring_SecondaryRefPointDistance = {}

---@return worldDebugColoring_SecondaryRefPointDistance
function worldDebugColoring_SecondaryRefPointDistance.new() return end

---@param props table
---@return worldDebugColoring_SecondaryRefPointDistance
function worldDebugColoring_SecondaryRefPointDistance.new(props) return end

---@class worldDebugColoring_StreamingCullingFlag : worldEditorDebugColoringSettings
---@field cullableColor Color
---@field forceCulledAlwaysColor Color
---@field forceCulledPeripheralColor Color
---@field defaultColor Color
worldDebugColoring_StreamingCullingFlag = {}

---@return worldDebugColoring_StreamingCullingFlag
function worldDebugColoring_StreamingCullingFlag.new() return end

---@param props table
---@return worldDebugColoring_StreamingCullingFlag
function worldDebugColoring_StreamingCullingFlag.new(props) return end

---@class worldDebugColoring_StreamingDistance : worldEditorDebugColoringSettings
worldDebugColoring_StreamingDistance = {}

---@return worldDebugColoring_StreamingDistance
function worldDebugColoring_StreamingDistance.new() return end

---@param props table
---@return worldDebugColoring_StreamingDistance
function worldDebugColoring_StreamingDistance.new(props) return end

---@class worldDebugColoring_StreamingPriority : worldEditorDebugColoringSettings
worldDebugColoring_StreamingPriority = {}

---@return worldDebugColoring_StreamingPriority
function worldDebugColoring_StreamingPriority.new() return end

---@param props table
---@return worldDebugColoring_StreamingPriority
function worldDebugColoring_StreamingPriority.new(props) return end

---@class worldDebugColoring_TrianglesPerMesh : worldEditorDebugColoringSettings
---@field maxColor Color
---@field minColor Color
---@field minCount Uint32
---@field maxCount Uint32
worldDebugColoring_TrianglesPerMesh = {}

---@return worldDebugColoring_TrianglesPerMesh
function worldDebugColoring_TrianglesPerMesh.new() return end

---@param props table
---@return worldDebugColoring_TrianglesPerMesh
function worldDebugColoring_TrianglesPerMesh.new(props) return end

---@class worldDebugColoring_UniqueInstanceMeshNode : worldEditorDebugColoringSettings
worldDebugColoring_UniqueInstanceMeshNode = {}

---@return worldDebugColoring_UniqueInstanceMeshNode
function worldDebugColoring_UniqueInstanceMeshNode.new() return end

---@param props table
---@return worldDebugColoring_UniqueInstanceMeshNode
function worldDebugColoring_UniqueInstanceMeshNode.new(props) return end

---@class worldDebugColoring_UniqueMeshColors : worldEditorDebugColoringSettings
---@field alpha Uint8
worldDebugColoring_UniqueMeshColors = {}

---@return worldDebugColoring_UniqueMeshColors
function worldDebugColoring_UniqueMeshColors.new() return end

---@param props table
---@return worldDebugColoring_UniqueMeshColors
function worldDebugColoring_UniqueMeshColors.new(props) return end

---@class worldDebugFilterSetting_MeshResource : worldEditorDebugFilterSettings
---@field resourcePaths String[]
worldDebugFilterSetting_MeshResource = {}

---@return worldDebugFilterSetting_MeshResource
function worldDebugFilterSetting_MeshResource.new() return end

---@param props table
---@return worldDebugFilterSetting_MeshResource
function worldDebugFilterSetting_MeshResource.new(props) return end

---@class worldDecorationMeshNode : worldMeshNode
---@field startAsleep Bool
---@field filterDataSource physicsFilterDataSource
---@field filterData physicsFilterData
worldDecorationMeshNode = {}

---@return worldDecorationMeshNode
function worldDecorationMeshNode.new() return end

---@param props table
---@return worldDecorationMeshNode
function worldDecorationMeshNode.new(props) return end

---@class worldDecorationMeshNodeInstance : worldMeshNodeInstance
worldDecorationMeshNodeInstance = {}

---@return worldDecorationMeshNodeInstance
function worldDecorationMeshNodeInstance.new() return end

---@param props table
---@return worldDecorationMeshNodeInstance
function worldDecorationMeshNodeInstance.new(props) return end

---@class worldDecorationProxyMeshNode : worldPrefabProxyMeshNode
worldDecorationProxyMeshNode = {}

---@return worldDecorationProxyMeshNode
function worldDecorationProxyMeshNode.new() return end

---@param props table
---@return worldDecorationProxyMeshNode
function worldDecorationProxyMeshNode.new(props) return end

---@class worldDesiredSlotsCountInfo
---@field siredSlotsCount Float
---@field nCoeff Float
---@field nCoeffWhenMounted Float
worldDesiredSlotsCountInfo = {}

---@return worldDesiredSlotsCountInfo
function worldDesiredSlotsCountInfo.new() return end

---@param props table
---@return worldDesiredSlotsCountInfo
function worldDesiredSlotsCountInfo.new(props) return end

---@class worldDestructibleEntityProxyMeshNode : worldEntityProxyMeshNode
worldDestructibleEntityProxyMeshNode = {}

---@return worldDestructibleEntityProxyMeshNode
function worldDestructibleEntityProxyMeshNode.new() return end

---@param props table
---@return worldDestructibleEntityProxyMeshNode
function worldDestructibleEntityProxyMeshNode.new(props) return end

---@class worldDestructibleEntityProxyMeshNodeInstance : worldEntityProxyMeshNodeInstance
worldDestructibleEntityProxyMeshNodeInstance = {}

---@return worldDestructibleEntityProxyMeshNodeInstance
function worldDestructibleEntityProxyMeshNodeInstance.new() return end

---@param props table
---@return worldDestructibleEntityProxyMeshNodeInstance
function worldDestructibleEntityProxyMeshNodeInstance.new(props) return end

---@class worldDestructibleProxyMeshNode : worldPrefabProxyMeshNode
---@field ownerHash Uint64
worldDestructibleProxyMeshNode = {}

---@return worldDestructibleProxyMeshNode
function worldDestructibleProxyMeshNode.new() return end

---@param props table
---@return worldDestructibleProxyMeshNode
function worldDestructibleProxyMeshNode.new(props) return end

---@class worldDestructibleProxyMeshNodeInstance : worldPrefabProxyMeshNodeInstance
worldDestructibleProxyMeshNodeInstance = {}

---@return worldDestructibleProxyMeshNodeInstance
function worldDestructibleProxyMeshNodeInstance.new() return end

---@param props table
---@return worldDestructibleProxyMeshNodeInstance
function worldDestructibleProxyMeshNodeInstance.new(props) return end

---@class worldDeviceConnections
---@field deviceClassName CName
---@field nodeRefs NodeRef[]
worldDeviceConnections = {}

---@return worldDeviceConnections
function worldDeviceConnections.new() return end

---@param props table
---@return worldDeviceConnections
function worldDeviceConnections.new(props) return end

---@class worldDeviceNode : worldEntityNode
---@field deviceClassName CName
---@field alphaHackStreamingDistanceOverride Float
---@field deviceConnections worldDeviceConnections[]
worldDeviceNode = {}

---@return worldDeviceNode
function worldDeviceNode.new() return end

---@param props table
---@return worldDeviceNode
function worldDeviceNode.new(props) return end

---@class worldDeviceNodeInstance : worldEntityNodeInstance
worldDeviceNodeInstance = {}

---@return worldDeviceNodeInstance
function worldDeviceNodeInstance.new() return end

---@param props table
---@return worldDeviceNodeInstance
function worldDeviceNodeInstance.new(props) return end

---@class worldDeviceRef
---@field nodeRef NodeRef
---@field componentName CName
---@field deviceClassName CName
worldDeviceRef = {}

---@return worldDeviceRef
function worldDeviceRef.new() return end

---@param props table
---@return worldDeviceRef
function worldDeviceRef.new(props) return end

---@class worldDistantGINode : worldNode
---@field dataAlbedo CBitmapTexture
---@field dataNormal CBitmapTexture
---@field dataHeight CBitmapTexture
---@field sectorSpan Vector4
worldDistantGINode = {}

---@return worldDistantGINode
function worldDistantGINode.new() return end

---@param props table
---@return worldDistantGINode
function worldDistantGINode.new(props) return end

---@class worldDistantGINodeInstance : worldINodeInstance
worldDistantGINodeInstance = {}

---@return worldDistantGINodeInstance
function worldDistantGINodeInstance.new() return end

---@param props table
---@return worldDistantGINodeInstance
function worldDistantGINodeInstance.new(props) return end

---@class worldDistantLightsNode : worldNode
---@field data CDistantLightsResource
worldDistantLightsNode = {}

---@return worldDistantLightsNode
function worldDistantLightsNode.new() return end

---@param props table
---@return worldDistantLightsNode
function worldDistantLightsNode.new(props) return end

---@class worldDistantLightsNodeInstance : worldINodeInstance
worldDistantLightsNodeInstance = {}

---@return worldDistantLightsNodeInstance
function worldDistantLightsNodeInstance.new() return end

---@param props table
---@return worldDistantLightsNodeInstance
function worldDistantLightsNodeInstance.new(props) return end

---@class worldDynamicMeshNode : worldMeshNode
---@field startAsleep Bool
---@field isDebris Bool
---@field initialGuess Bool
---@field dynamicTrafficSetting TrafficGenDynamicTrafficSetting
---@field navigationSetting NavGenNavigationSetting
---@field useMeshNavmeshSettings Bool
worldDynamicMeshNode = {}

---@return worldDynamicMeshNode
function worldDynamicMeshNode.new() return end

---@param props table
---@return worldDynamicMeshNode
function worldDynamicMeshNode.new(props) return end

---@class worldDynamicMeshNodeInstance : worldMeshNodeInstance
worldDynamicMeshNodeInstance = {}

---@return worldDynamicMeshNodeInstance
function worldDynamicMeshNodeInstance.new() return end

---@param props table
---@return worldDynamicMeshNodeInstance
function worldDynamicMeshNodeInstance.new(props) return end

---@class worldEditorDebugColoringSettings : ISerializable
worldEditorDebugColoringSettings = {}

---@class worldEditorDebugFilterSettings : ISerializable
worldEditorDebugFilterSettings = {}

---@class worldEditorDebugFilterSettings_NodeConditional : worldEditorDebugFilterSettings
---@field isDiscarded Bool
---@field isProxyDependencyModeAutoSet Bool
---@field isProxyDependencyModeDiscardedSet Bool
worldEditorDebugFilterSettings_NodeConditional = {}

---@return worldEditorDebugFilterSettings_NodeConditional
function worldEditorDebugFilterSettings_NodeConditional.new() return end

---@param props table
---@return worldEditorDebugFilterSettings_NodeConditional
function worldEditorDebugFilterSettings_NodeConditional.new(props) return end

---@class worldEditorForceAutoHideDistance : ISerializable
---@field minAutoHideDistance Float
---@field multiplier Float
worldEditorForceAutoHideDistance = {}

---@return worldEditorForceAutoHideDistance
function worldEditorForceAutoHideDistance.new() return end

---@param props table
---@return worldEditorForceAutoHideDistance
function worldEditorForceAutoHideDistance.new(props) return end

---@class worldEffect : resStreamedResource
---@field name CName
---@field length Float
---@field inputParameterNames CName[]
---@field trackRoot effectTrackGroup
---@field events effectTrackItem[]
---@field effectLoops effectLoopData[]
worldEffect = {}

---@return worldEffect
function worldEffect.new() return end

---@param props table
---@return worldEffect
function worldEffect.new(props) return end

---@class worldEffectBlackboard : IScriptable
worldEffectBlackboard = {}

---@return worldEffectBlackboard
function worldEffectBlackboard.new() return end

---@param props table
---@return worldEffectBlackboard
function worldEffectBlackboard.new(props) return end

---@param parameterName CName|string
---@param clampedValue Float
function worldEffectBlackboard:SetValue(parameterName, clampedValue) return end

---@param parameterName CName|string
---@param clampedValue Float
function worldEffectBlackboard:SetValueUnclamped(parameterName, clampedValue) return end

---@class worldEffectNode : worldNode
---@field effect worldEffect
---@field streamingDistanceOverride Float
worldEffectNode = {}

---@return worldEffectNode
function worldEffectNode.new() return end

---@param props table
---@return worldEffectNode
function worldEffectNode.new(props) return end

---@class worldEffectNodeInstance : worldINodeInstance
worldEffectNodeInstance = {}

---@return worldEffectNodeInstance
function worldEffectNodeInstance.new() return end

---@param props table
---@return worldEffectNodeInstance
function worldEffectNodeInstance.new(props) return end

---@class worldEntityNode : worldNode
---@field entityTemplate entEntityTemplate
---@field instanceData entEntityInstanceData
---@field appearanceName CName
---@field ioPriority entEntitySpawnPriority
---@field entityLod Uint16
worldEntityNode = {}

---@return worldEntityNode
function worldEntityNode.new() return end

---@param props table
---@return worldEntityNode
function worldEntityNode.new(props) return end

---@class worldEntityNodeInstance : worldINodeInstance
worldEntityNodeInstance = {}

---@return worldEntityNodeInstance
function worldEntityNodeInstance.new() return end

---@param props table
---@return worldEntityNodeInstance
function worldEntityNodeInstance.new(props) return end

---@class worldEntityProxyMeshNode : worldPrefabProxyMeshNode
---@field ownerGlobalId worldGlobalNodeID
---@field entityAttachDistance Float
worldEntityProxyMeshNode = {}

---@return worldEntityProxyMeshNode
function worldEntityProxyMeshNode.new() return end

---@param props table
---@return worldEntityProxyMeshNode
function worldEntityProxyMeshNode.new(props) return end

---@class worldEntityProxyMeshNodeInstance : worldPrefabProxyMeshNodeInstance
worldEntityProxyMeshNodeInstance = {}

---@return worldEntityProxyMeshNodeInstance
function worldEntityProxyMeshNodeInstance.new() return end

---@param props table
---@return worldEntityProxyMeshNodeInstance
function worldEntityProxyMeshNodeInstance.new(props) return end

---@class worldEnvAreaNotifier : worldITriggerAreaNotifer
---@field priority Uint8
---@field horizontalFadeDistance Float
---@field verticalFadeDistance Float
---@field blendTimeIn Float
---@field blendTimeOut Float
---@field env worldEnvironmentAreaParameters
---@field params WorldRenderAreaSettings
---@field weatherStateNames CName[]
---@field weatherStateValues Bool[]
---@field resourceVersion Uint8
worldEnvAreaNotifier = {}

---@return worldEnvAreaNotifier
function worldEnvAreaNotifier.new() return end

---@param props table
---@return worldEnvAreaNotifier
function worldEnvAreaNotifier.new(props) return end

---@class worldEnvAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldEnvAreaNotifierInstance = {}

---@return worldEnvAreaNotifierInstance
function worldEnvAreaNotifierInstance.new() return end

---@param props table
---@return worldEnvAreaNotifierInstance
function worldEnvAreaNotifierInstance.new(props) return end

---@class worldEnvironmentAreaParameters : CResource
---@field renderAreaSettings WorldRenderAreaSettings
---@field resourceVersion Uint8
worldEnvironmentAreaParameters = {}

---@return worldEnvironmentAreaParameters
function worldEnvironmentAreaParameters.new() return end

---@param props table
---@return worldEnvironmentAreaParameters
function worldEnvironmentAreaParameters.new(props) return end

---@class worldEnvironmentDefinition : CResource
---@field worldRenderSettings WorldRenderAreaSettings
---@field worldShadowConfig WorldShadowConfig
---@field worldLightingConfig WorldLightingConfig
---@field renderSettingFactors RenderSettingFactors
---@field weatherStates worldWeatherState[]
---@field weatherStateTransitions worldWeatherStateTransition[]
---@field areaEnvironmentParameterLayers worldEnvironmentAreaParameters[]
---@field resourceVersion Uint8
worldEnvironmentDefinition = {}

---@return worldEnvironmentDefinition
function worldEnvironmentDefinition.new() return end

---@param props table
---@return worldEnvironmentDefinition
function worldEnvironmentDefinition.new(props) return end

---@class worldExtractedNodeSocket
---@field name CName
---@field displayName CName
---@field position Vector3
---@field rotation Quaternion
---@field direction Vector3
---@field type worldNodeSocketType
---@field isSnapped Bool
---@field color Color
worldExtractedNodeSocket = {}

---@return worldExtractedNodeSocket
function worldExtractedNodeSocket.new() return end

---@param props table
---@return worldExtractedNodeSocket
function worldExtractedNodeSocket.new(props) return end

---@class worldFoliageBakedDestructionMapping : worldFoliageDestructionMapping
---@field numFrames Float
---@field frameRate Float
---@field audioMetadata CName
---@field destructionEffect worldEffect
---@field filterDataSource physicsFilterDataSource
---@field filterData physicsFilterData
worldFoliageBakedDestructionMapping = {}

---@return worldFoliageBakedDestructionMapping
function worldFoliageBakedDestructionMapping.new() return end

---@param props table
---@return worldFoliageBakedDestructionMapping
function worldFoliageBakedDestructionMapping.new(props) return end

---@class worldFoliageBrush : CResource
---@field items worldFoliageBrushItem[]
worldFoliageBrush = {}

---@return worldFoliageBrush
function worldFoliageBrush.new() return end

---@param props table
---@return worldFoliageBrush
function worldFoliageBrush.new(props) return end

---@class worldFoliageBrushItem : ISerializable
---@field Mesh CMesh
---@field MeshAppearance CName
---@field Params worldFoliageBrushParams
---@field Selected Bool
worldFoliageBrushItem = {}

---@return worldFoliageBrushItem
function worldFoliageBrushItem.new() return end

---@param props table
---@return worldFoliageBrushItem
function worldFoliageBrushItem.new(props) return end

---@class worldFoliageBrushParams
---@field Proximity Float
---@field Scale Float
---@field ScaleVariation Float
worldFoliageBrushParams = {}

---@return worldFoliageBrushParams
function worldFoliageBrushParams.new() return end

---@param props table
---@return worldFoliageBrushParams
function worldFoliageBrushParams.new(props) return end

---@class worldFoliageCompiledResource : CResource
---@field version Uint32
---@field populationCount Uint32
---@field bucketCount Uint32
---@field dataBuffer DataBuffer
worldFoliageCompiledResource = {}

---@return worldFoliageCompiledResource
function worldFoliageCompiledResource.new() return end

---@param props table
---@return worldFoliageCompiledResource
function worldFoliageCompiledResource.new(props) return end

---@class worldFoliageDestructionMapping : ISerializable
---@field baseMesh CMesh
---@field destructibleMesh CMesh
worldFoliageDestructionMapping = {}

---@return worldFoliageDestructionMapping
function worldFoliageDestructionMapping.new() return end

---@param props table
---@return worldFoliageDestructionMapping
function worldFoliageDestructionMapping.new(props) return end

---@class worldFoliageDestructionNode : worldCollisionNode
---@field populationIndex Uint32[]
---@field foliageResourceHash Uint64
---@field dataVersion Uint32
worldFoliageDestructionNode = {}

---@return worldFoliageDestructionNode
function worldFoliageDestructionNode.new() return end

---@param props table
---@return worldFoliageDestructionNode
function worldFoliageDestructionNode.new(props) return end

---@class worldFoliageDestructionNodeInstance : worldCollisionNodeInstance
worldFoliageDestructionNodeInstance = {}

---@return worldFoliageDestructionNodeInstance
function worldFoliageDestructionNodeInstance.new() return end

---@param props table
---@return worldFoliageDestructionNodeInstance
function worldFoliageDestructionNodeInstance.new(props) return end

---@class worldFoliageDestructionResource : CResource
---@field mappings worldFoliageDestructionMapping[]
worldFoliageDestructionResource = {}

---@return worldFoliageDestructionResource
function worldFoliageDestructionResource.new() return end

---@param props table
---@return worldFoliageDestructionResource
function worldFoliageDestructionResource.new(props) return end

---@class worldFoliageNode : worldNode
---@field mesh CMesh
---@field meshAppearance CName
---@field foliageResource worldFoliageCompiledResource
---@field foliageLocalBounds Box
---@field autoHideDistanceScale Float
---@field lodDistanceScale Float
---@field streamingDistance Float
---@field populationSpanInfo worldFoliagePopulationSpanInfo
---@field destructionHash Uint64
---@field meshHeight Float
worldFoliageNode = {}

---@return worldFoliageNode
function worldFoliageNode.new() return end

---@param props table
---@return worldFoliageNode
function worldFoliageNode.new(props) return end

---@class worldFoliageNodeInstance : worldINodeInstance
worldFoliageNodeInstance = {}

---@return worldFoliageNodeInstance
function worldFoliageNodeInstance.new() return end

---@param props table
---@return worldFoliageNodeInstance
function worldFoliageNodeInstance.new(props) return end

---@class worldFoliagePhysicalDestructionMapping : worldFoliageDestructionMapping
---@field audioMetadata CName
---@field destructionParams physicsDestructionParams
---@field destructionLevelData physicsDestructionLevelData[]
worldFoliagePhysicalDestructionMapping = {}

---@return worldFoliagePhysicalDestructionMapping
function worldFoliagePhysicalDestructionMapping.new() return end

---@param props table
---@return worldFoliagePhysicalDestructionMapping
function worldFoliagePhysicalDestructionMapping.new(props) return end

---@class worldFoliagePopulationSpanInfo
---@field stancesBegin Uint32
---@field cketBegin Uint32
---@field stancesCount Uint32
---@field cketCount Uint32
worldFoliagePopulationSpanInfo = {}

---@return worldFoliagePopulationSpanInfo
function worldFoliagePopulationSpanInfo.new() return end

---@param props table
---@return worldFoliagePopulationSpanInfo
function worldFoliagePopulationSpanInfo.new(props) return end

---@class worldFoliageRawData : ISerializable
---@field items worldFoliageRawItem[]
worldFoliageRawData = {}

---@return worldFoliageRawData
function worldFoliageRawData.new() return end

---@param props table
---@return worldFoliageRawData
function worldFoliageRawData.new(props) return end

---@class worldFoliageRawItem : ISerializable
---@field Mesh CMesh
---@field MeshAppearance CName
---@field Position Vector3
---@field Rotation Quaternion
---@field Scale Float
worldFoliageRawItem = {}

---@return worldFoliageRawItem
function worldFoliageRawItem.new() return end

---@param props table
---@return worldFoliageRawItem
function worldFoliageRawItem.new(props) return end

---@class worldForbiddenAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldForbiddenAreaNotifierInstance = {}

---@return worldForbiddenAreaNotifierInstance
function worldForbiddenAreaNotifierInstance.new() return end

---@param props table
---@return worldForbiddenAreaNotifierInstance
function worldForbiddenAreaNotifierInstance.new(props) return end

---@class worldGINode : worldNode
---@field data CGIDataResource
---@field location Int16[]
worldGINode = {}

---@return worldGINode
function worldGINode.new() return end

---@param props table
---@return worldGINode
function worldGINode.new(props) return end

---@class worldGINodeInstance : worldINodeInstance
worldGINodeInstance = {}

---@return worldGINodeInstance
function worldGINodeInstance.new() return end

---@param props table
---@return worldGINodeInstance
function worldGINodeInstance.new(props) return end

---@class worldGIShapeNode : worldGeometryShapeNode
---@field priority Uint32
---@field group rendGIGroup
---@field interior Bool
---@field runtime Bool
---@field updated Bool
worldGIShapeNode = {}

---@return worldGIShapeNode
function worldGIShapeNode.new() return end

---@param props table
---@return worldGIShapeNode
function worldGIShapeNode.new(props) return end

---@class worldGIShapeNodeInstance : worldGeometryShapeNodeInstance
worldGIShapeNodeInstance = {}

---@return worldGIShapeNodeInstance
function worldGIShapeNodeInstance.new() return end

---@param props table
---@return worldGIShapeNodeInstance
function worldGIShapeNodeInstance.new(props) return end

---@class worldGISpaceNode : worldAreaShapeNode
---@field priority Uint32
---@field group rendGIGroup
---@field interior Bool
---@field runtime Bool
---@field updated Bool
worldGISpaceNode = {}

---@return worldGISpaceNode
function worldGISpaceNode.new() return end

---@param props table
---@return worldGISpaceNode
function worldGISpaceNode.new(props) return end

---@class worldGISpaceNodeInstance : worldINodeInstance
worldGISpaceNodeInstance = {}

---@return worldGISpaceNodeInstance
function worldGISpaceNodeInstance.new() return end

---@param props table
---@return worldGISpaceNodeInstance
function worldGISpaceNodeInstance.new(props) return end

---@class worldGenericProxyMeshNode : worldPrefabProxyMeshNode
worldGenericProxyMeshNode = {}

---@return worldGenericProxyMeshNode
function worldGenericProxyMeshNode.new() return end

---@param props table
---@return worldGenericProxyMeshNode
function worldGenericProxyMeshNode.new(props) return end

---@class worldGeometryShapeNode : worldNode
---@field color Color
---@field shape GeometryShape
worldGeometryShapeNode = {}

---@return worldGeometryShapeNode
function worldGeometryShapeNode.new() return end

---@param props table
---@return worldGeometryShapeNode
function worldGeometryShapeNode.new(props) return end

---@class worldGeometryShapeNodeInstance : worldINodeInstance
worldGeometryShapeNodeInstance = {}

---@return worldGeometryShapeNodeInstance
function worldGeometryShapeNodeInstance.new() return end

---@param props table
---@return worldGeometryShapeNodeInstance
function worldGeometryShapeNodeInstance.new(props) return end

---@class worldGlobalNodeID
---@field hash Uint64
worldGlobalNodeID = {}

---@return worldGlobalNodeID
function worldGlobalNodeID.new() return end

---@param props table
---@return worldGlobalNodeID
function worldGlobalNodeID.new(props) return end

---@return worldGlobalNodeID
function worldGlobalNodeID.GetRoot() return end

---@param id worldGlobalNodeID
---@return Bool
function worldGlobalNodeID.IsDefined(id) return end

---@class worldGlobalNodeRef
---@field hash Uint64
worldGlobalNodeRef = {}

---@return worldGlobalNodeRef
function worldGlobalNodeRef.new() return end

---@param props table
---@return worldGlobalNodeRef
function worldGlobalNodeRef.new(props) return end

---@param id worldGlobalNodeRef
---@return Bool
function worldGlobalNodeRef.IsDefined(id) return end

---@class worldGroupProxyMeshBuildParams : worldProxyMeshBuildParams
worldGroupProxyMeshBuildParams = {}

---@return worldGroupProxyMeshBuildParams
function worldGroupProxyMeshBuildParams.new() return end

---@param props table
---@return worldGroupProxyMeshBuildParams
function worldGroupProxyMeshBuildParams.new(props) return end

---@class worldGuardAreaNode : worldAreaShapeNode
---@field communityEntries AIGuardAreaConnectedCommunity[]
---@field combatCommunityEntries AICombatGuardAreaConnectedCommunity[]
---@field pursuitArea NodeRef
---@field pursuitRange Float
worldGuardAreaNode = {}

---@return worldGuardAreaNode
function worldGuardAreaNode.new() return end

---@param props table
---@return worldGuardAreaNode
function worldGuardAreaNode.new(props) return end

---@class worldGuardAreaNodeInstance : worldAreaShapeNodeInstance
worldGuardAreaNodeInstance = {}

---@return worldGuardAreaNodeInstance
function worldGuardAreaNodeInstance.new() return end

---@param props table
---@return worldGuardAreaNodeInstance
function worldGuardAreaNodeInstance.new(props) return end

---@class worldHeatmapLayer : CResource
---@field minValue Uint32
---@field maxValue Uint32
---@field name String
---@field units String
---@field invert Bool
worldHeatmapLayer = {}

---@return worldHeatmapLayer
function worldHeatmapLayer.new() return end

---@param props table
---@return worldHeatmapLayer
function worldHeatmapLayer.new(props) return end

---@class worldHeatmapResource : CResource
---@field setup worldHeatmapSetup
---@field name String
---@field layerNames String[]
---@field layers worldHeatmapLayer[]
worldHeatmapResource = {}

---@return worldHeatmapResource
function worldHeatmapResource.new() return end

---@param props table
---@return worldHeatmapResource
function worldHeatmapResource.new(props) return end

---@class worldHeatmapSetup
---@field volumeBox Box
---@field verticalResolution Uint32
---@field horizontalResolution Uint32
worldHeatmapSetup = {}

---@return worldHeatmapSetup
function worldHeatmapSetup.new() return end

---@param props table
---@return worldHeatmapSetup
function worldHeatmapSetup.new(props) return end

---@class worldIDestructibleSpotsSystem : gameIGameSystem
worldIDestructibleSpotsSystem = {}

---@class worldIDynamicCollisionRepresentation
worldIDynamicCollisionRepresentation = {}

---@class worldIMarker : ISerializable
worldIMarker = {}

---@class worldINodeInstance : ISerializable
worldINodeInstance = {}

---@class worldINodeInstanceRegistry : worldIRuntimeSystem
worldINodeInstanceRegistry = {}

---@class worldIQuestPrefabStateListener : ISerializable
worldIQuestPrefabStateListener = {}

---@class worldIRuntimeSystem : IUpdatableSystem
worldIRuntimeSystem = {}

---@class worldIRuntimeSystemNavigation : worldIRuntimeSystem
worldIRuntimeSystemNavigation = {}

---@class worldITrafficSystem : worldIRuntimeSystem
worldITrafficSystem = {}

---@class worldITriggerAreaNotifer : IScriptable
---@field isEnabled Bool
---@field includeChannels TriggerChannel
---@field excludeChannels Uint32
worldITriggerAreaNotifer = {}

---@class worldITriggerAreaNotiferInstance : IScriptable
worldITriggerAreaNotiferInstance = {}

---@class worldIWorkspotSystem : worldIRuntimeSystem
worldIWorkspotSystem = {}

---@class worldInspectorNodeInstanceProperties : ISerializable
---@field setupInfo worldCompiledNodeInstanceSetupInfo
---@field meshNode worldMeshNode
---@field instancedMeshNode worldInstancedMeshNode
---@field lastObserverDistanceToStreamingPoint Float
---@field lastObserverDistanceToSecondaryReferencePoint Float
---@field renderProxyAddressForDebug Uint64
worldInspectorNodeInstanceProperties = {}

---@return worldInspectorNodeInstanceProperties
function worldInspectorNodeInstanceProperties.new() return end

---@param props table
---@return worldInspectorNodeInstanceProperties
function worldInspectorNodeInstanceProperties.new(props) return end

---@class worldInstancedDestructibleMeshNode : worldMeshNode
---@field staticMesh CMesh
---@field staticMeshAppearance CName
---@field simulationType physicsSimulationType
---@field filterDataSource physicsFilterDataSource
---@field startInactive Bool
---@field turnDynamicOnImpulse Bool
---@field useAggregate Bool
---@field enableSelfCollisionInAggregate Bool
---@field isDestructible Bool
---@field filterData physicsFilterData
---@field damageThreshold Float
---@field damageEndurance Float
---@field accumulateDamage Bool
---@field impulseToDamage Float
---@field fracturingEffect worldEffect
---@field idleEffect worldEffect
---@field instanceTransforms Transform[]
---@field cookedInstanceTransforms worldTransformBuffer
---@field isPierceable Bool
---@field isWorkspot Bool
---@field navigationSetting NavGenNavigationSetting
---@field useMeshNavmeshSettings Bool
---@field systemsToNotifyFlags Uint16
worldInstancedDestructibleMeshNode = {}

---@return worldInstancedDestructibleMeshNode
function worldInstancedDestructibleMeshNode.new() return end

---@param props table
---@return worldInstancedDestructibleMeshNode
function worldInstancedDestructibleMeshNode.new(props) return end

---@class worldInstancedDestructibleMeshNodeInstance : worldMeshNodeInstance
worldInstancedDestructibleMeshNodeInstance = {}

---@return worldInstancedDestructibleMeshNodeInstance
function worldInstancedDestructibleMeshNodeInstance.new() return end

---@param props table
---@return worldInstancedDestructibleMeshNodeInstance
function worldInstancedDestructibleMeshNodeInstance.new(props) return end

---@class worldInstancedMeshNode : worldNode
---@field mesh CMesh
---@field meshAppearance CName
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field occluderType visWorldOccluderType
---@field meshLODScales Uint32
---@field occluderAutohideDistanceScale Uint8
---@field worldTransformsBuffer worldRenderProxyTransformBuffer
---@field version Uint8
worldInstancedMeshNode = {}

---@return worldInstancedMeshNode
function worldInstancedMeshNode.new() return end

---@param props table
---@return worldInstancedMeshNode
function worldInstancedMeshNode.new(props) return end

---@class worldInstancedMeshNodeInstance : worldINodeInstance
worldInstancedMeshNodeInstance = {}

---@return worldInstancedMeshNodeInstance
function worldInstancedMeshNodeInstance.new() return end

---@param props table
---@return worldInstancedMeshNodeInstance
function worldInstancedMeshNodeInstance.new(props) return end

---@class worldInstancedOccluderNode : worldNode
---@field worldBounds Box
---@field occluderType visWorldOccluderType
---@field autohideDistanceScale Uint8
---@field mesh CMesh
worldInstancedOccluderNode = {}

---@return worldInstancedOccluderNode
function worldInstancedOccluderNode.new() return end

---@param props table
---@return worldInstancedOccluderNode
function worldInstancedOccluderNode.new(props) return end

---@class worldInstancedOccluderNodeInstance : worldINodeInstance
worldInstancedOccluderNodeInstance = {}

---@return worldInstancedOccluderNodeInstance
function worldInstancedOccluderNodeInstance.new() return end

---@param props table
---@return worldInstancedOccluderNodeInstance
function worldInstancedOccluderNodeInstance.new(props) return end

---@class worldInterestingConversationsAreaNode : worldTriggerAreaNode
---@field conversationGroups scnInterestingConversationsResource[]
---@field conversationResources worldConversationGroupData[]
---@field conversations worldConversationData[]
---@field workspots NodeRef[]
---@field savingStrategy audioConversationSavingStrategy
worldInterestingConversationsAreaNode = {}

---@return worldInterestingConversationsAreaNode
function worldInterestingConversationsAreaNode.new() return end

---@param props table
---@return worldInterestingConversationsAreaNode
function worldInterestingConversationsAreaNode.new(props) return end

---@class worldInterestingConversationsAreaNodeInstance : worldTriggerAreaNodeInstance
worldInterestingConversationsAreaNodeInstance = {}

---@return worldInterestingConversationsAreaNodeInstance
function worldInterestingConversationsAreaNodeInstance.new() return end

---@param props table
---@return worldInterestingConversationsAreaNodeInstance
function worldInterestingConversationsAreaNodeInstance.new(props) return end

---@class worldInterestingConversationsAreaNotifier : worldITriggerAreaNotifer
worldInterestingConversationsAreaNotifier = {}

---@return worldInterestingConversationsAreaNotifier
function worldInterestingConversationsAreaNotifier.new() return end

---@param props table
---@return worldInterestingConversationsAreaNotifier
function worldInterestingConversationsAreaNotifier.new(props) return end

---@class worldInterestingConversationsAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldInterestingConversationsAreaNotifierInstance = {}

---@return worldInterestingConversationsAreaNotifierInstance
function worldInterestingConversationsAreaNotifierInstance.new() return end

---@param props table
---@return worldInterestingConversationsAreaNotifierInstance
function worldInterestingConversationsAreaNotifierInstance.new(props) return end

---@class worldInteriorAreaNode : worldTriggerAreaNode
worldInteriorAreaNode = {}

---@return worldInteriorAreaNode
function worldInteriorAreaNode.new() return end

---@param props table
---@return worldInteriorAreaNode
function worldInteriorAreaNode.new(props) return end

---@class worldInteriorAreaNodeInstance : worldTriggerAreaNodeInstance
worldInteriorAreaNodeInstance = {}

---@return worldInteriorAreaNodeInstance
function worldInteriorAreaNodeInstance.new() return end

---@param props table
---@return worldInteriorAreaNodeInstance
function worldInteriorAreaNodeInstance.new(props) return end

---@class worldInteriorAreaNotifier : worldITriggerAreaNotifer
---@field gameRestrictionIDs TweakDBID[]
---@field treatAsInterior Bool
---@field setTier2 Bool
worldInteriorAreaNotifier = {}

---@return worldInteriorAreaNotifier
function worldInteriorAreaNotifier.new() return end

---@param props table
---@return worldInteriorAreaNotifier
function worldInteriorAreaNotifier.new(props) return end

---@class worldInteriorAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldInteriorAreaNotifierInstance = {}

---@return worldInteriorAreaNotifierInstance
function worldInteriorAreaNotifierInstance.new() return end

---@param props table
---@return worldInteriorAreaNotifierInstance
function worldInteriorAreaNotifierInstance.new(props) return end

---@class worldInteriorMapNode : worldNode
---@field version Uint32
---@field coords Uint64
---@field buffer serializationDeferredDataBuffer
worldInteriorMapNode = {}

---@return worldInteriorMapNode
function worldInteriorMapNode.new() return end

---@param props table
---@return worldInteriorMapNode
function worldInteriorMapNode.new(props) return end

---@class worldInteriorMapNodeInstance : worldINodeInstance
worldInteriorMapNodeInstance = {}

---@return worldInteriorMapNodeInstance
function worldInteriorMapNodeInstance.new() return end

---@param props table
---@return worldInteriorMapNodeInstance
function worldInteriorMapNodeInstance.new(props) return end

---@class worldInvalidProxyMeshNode : worldPrefabProxyMeshNode
worldInvalidProxyMeshNode = {}

---@return worldInvalidProxyMeshNode
function worldInvalidProxyMeshNode.new() return end

---@param props table
---@return worldInvalidProxyMeshNode
function worldInvalidProxyMeshNode.new(props) return end

---@class worldLightChannelShapeNode : worldGeometryShapeNode
---@field channels rendLightChannel
---@field streamingDistanceFactor Float
worldLightChannelShapeNode = {}

---@return worldLightChannelShapeNode
function worldLightChannelShapeNode.new() return end

---@param props table
---@return worldLightChannelShapeNode
function worldLightChannelShapeNode.new(props) return end

---@class worldLightChannelShapeNodeInstance : worldINodeInstance
worldLightChannelShapeNodeInstance = {}

---@return worldLightChannelShapeNodeInstance
function worldLightChannelShapeNodeInstance.new() return end

---@param props table
---@return worldLightChannelShapeNodeInstance
function worldLightChannelShapeNodeInstance.new(props) return end

---@class worldLightChannelVolumeNode : worldAreaShapeNode
---@field channels rendLightChannel
---@field streamingDistanceFactor Float
worldLightChannelVolumeNode = {}

---@return worldLightChannelVolumeNode
function worldLightChannelVolumeNode.new() return end

---@param props table
---@return worldLightChannelVolumeNode
function worldLightChannelVolumeNode.new(props) return end

---@class worldLightChannelVolumeNodeInstance : worldINodeInstance
worldLightChannelVolumeNodeInstance = {}

---@return worldLightChannelVolumeNodeInstance
function worldLightChannelVolumeNodeInstance.new() return end

---@param props table
---@return worldLightChannelVolumeNodeInstance
function worldLightChannelVolumeNodeInstance.new(props) return end

---@class worldLocationAreaNode : worldTriggerAreaNode
---@field locationName String
worldLocationAreaNode = {}

---@return worldLocationAreaNode
function worldLocationAreaNode.new() return end

---@param props table
---@return worldLocationAreaNode
function worldLocationAreaNode.new(props) return end

---@class worldLocationAreaNodeInstance : worldTriggerAreaNodeInstance
worldLocationAreaNodeInstance = {}

---@return worldLocationAreaNodeInstance
function worldLocationAreaNodeInstance.new() return end

---@param props table
---@return worldLocationAreaNodeInstance
function worldLocationAreaNodeInstance.new(props) return end

---@class worldLocationAreaNotifier : worldITriggerAreaNotifer
---@field districtID TweakDBID
---@field sendNewLocationNotification Bool
worldLocationAreaNotifier = {}

---@return worldLocationAreaNotifier
function worldLocationAreaNotifier.new() return end

---@param props table
---@return worldLocationAreaNotifier
function worldLocationAreaNotifier.new(props) return end

---@class worldLocationAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldLocationAreaNotifierInstance = {}

---@return worldLocationAreaNotifierInstance
function worldLocationAreaNotifierInstance.new() return end

---@param props table
---@return worldLocationAreaNotifierInstance
function worldLocationAreaNotifierInstance.new(props) return end

---@class worldMaraudersMapDevicesSink : IScriptable
worldMaraudersMapDevicesSink = {}

---@return worldMaraudersMapDevicesSink
function worldMaraudersMapDevicesSink.new() return end

---@param props table
---@return worldMaraudersMapDevicesSink
function worldMaraudersMapDevicesSink.new(props) return end

---@param name String
function worldMaraudersMapDevicesSink:BeginCategory(name) return end

function worldMaraudersMapDevicesSink:EndCategory() return end

---@param key String
---@param value Bool
function worldMaraudersMapDevicesSink:PushBool(key, value) return end

---@param key String
---@param value Float
function worldMaraudersMapDevicesSink:PushFloat(key, value) return end

---@param key String
---@param value Int32
function worldMaraudersMapDevicesSink:PushInt32(key, value) return end

---@param key CName|string
---@param value CName|string
function worldMaraudersMapDevicesSink:PushName(key, value) return end

---@param key String
---@param value Quaternion
function worldMaraudersMapDevicesSink:PushQuaternion(key, value) return end

---@param key String
---@param value String
function worldMaraudersMapDevicesSink:PushString(key, value) return end

---@param key String
---@param value Uint32
function worldMaraudersMapDevicesSink:PushUint32(key, value) return end

---@param key String
---@param value Vector2
function worldMaraudersMapDevicesSink:PushVector2(key, value) return end

---@param key String
---@param value Vector4
function worldMaraudersMapDevicesSink:PushVector4(key, value) return end

---@class worldMeshNode : worldNode
---@field mesh CMesh
---@field meshAppearance CName
---@field forceAutoHideDistance Float
---@field occluderType visWorldOccluderType
---@field occluderAutohideDistanceScale Uint8
---@field castShadows shadowsShadowCastingMode
---@field castLocalShadows shadowsShadowCastingMode
---@field castRayTracedGlobalShadows shadowsShadowCastingMode
---@field castRayTracedLocalShadows shadowsShadowCastingMode
---@field windImpulseEnabled Bool
---@field removeFromRainMap Bool
---@field renderSceneLayerMask RenderSceneLayerMask
---@field lodLevelScales Uint32
---@field version Uint8
worldMeshNode = {}

---@return worldMeshNode
function worldMeshNode.new() return end

---@param props table
---@return worldMeshNode
function worldMeshNode.new(props) return end

---@class worldMeshNodeInstance : worldSnappableNodeInstance
worldMeshNodeInstance = {}

---@return worldMeshNodeInstance
function worldMeshNodeInstance.new() return end

---@param props table
---@return worldMeshNodeInstance
function worldMeshNodeInstance.new(props) return end

---@class worldMinimapConfigAreaNode : worldAreaShapeNode
---@field streamingRadius Float
worldMinimapConfigAreaNode = {}

---@return worldMinimapConfigAreaNode
function worldMinimapConfigAreaNode.new() return end

---@param props table
---@return worldMinimapConfigAreaNode
function worldMinimapConfigAreaNode.new(props) return end

---@class worldMinimapConfigAreaNodeInstance : worldAreaShapeNodeInstance
worldMinimapConfigAreaNodeInstance = {}

---@return worldMinimapConfigAreaNodeInstance
function worldMinimapConfigAreaNodeInstance.new() return end

---@param props table
---@return worldMinimapConfigAreaNodeInstance
function worldMinimapConfigAreaNodeInstance.new(props) return end

---@class worldMinimapModeOverrideAreaNode : worldTriggerAreaNode
---@field streamingOcclusion worldPrefabStreamingOcclusion
worldMinimapModeOverrideAreaNode = {}

---@return worldMinimapModeOverrideAreaNode
function worldMinimapModeOverrideAreaNode.new() return end

---@param props table
---@return worldMinimapModeOverrideAreaNode
function worldMinimapModeOverrideAreaNode.new(props) return end

---@class worldMinimapModeOverrideAreaNodeInstance : worldTriggerAreaNodeInstance
worldMinimapModeOverrideAreaNodeInstance = {}

---@return worldMinimapModeOverrideAreaNodeInstance
function worldMinimapModeOverrideAreaNodeInstance.new() return end

---@param props table
---@return worldMinimapModeOverrideAreaNodeInstance
function worldMinimapModeOverrideAreaNodeInstance.new(props) return end

---@class worldMinimapModeOverrideAreaNotifier : worldITriggerAreaNotifer
worldMinimapModeOverrideAreaNotifier = {}

---@return worldMinimapModeOverrideAreaNotifier
function worldMinimapModeOverrideAreaNotifier.new() return end

---@param props table
---@return worldMinimapModeOverrideAreaNotifier
function worldMinimapModeOverrideAreaNotifier.new(props) return end

---@class worldMinimapModeOverrideAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldMinimapModeOverrideAreaNotifierInstance = {}

---@return worldMinimapModeOverrideAreaNotifierInstance
function worldMinimapModeOverrideAreaNotifierInstance.new() return end

---@param props table
---@return worldMinimapModeOverrideAreaNotifierInstance
function worldMinimapModeOverrideAreaNotifierInstance.new(props) return end

---@class worldMirrorNode : worldMeshNode
---@field cullingBoxExtents Vector3
---@field cullingBoxOffset Vector3
worldMirrorNode = {}

---@return worldMirrorNode
function worldMirrorNode.new() return end

---@param props table
---@return worldMirrorNode
function worldMirrorNode.new(props) return end

---@class worldMirrorNodeInstance : worldMeshNodeInstance
worldMirrorNodeInstance = {}

---@return worldMirrorNodeInstance
function worldMirrorNodeInstance.new() return end

---@param props table
---@return worldMirrorNodeInstance
function worldMirrorNodeInstance.new(props) return end

---@class worldNameColorPair
---@field name String
---@field color Color
worldNameColorPair = {}

---@return worldNameColorPair
function worldNameColorPair.new() return end

---@param props table
---@return worldNameColorPair
function worldNameColorPair.new(props) return end

---@class worldNavigationConfigAreaNode : worldAreaShapeNode
---@field generateVariantsNavmesh Bool
---@field detailSamplingDensity NavGenSamplingDensity
---@field smoothWalkableAreas Bool
---@field generateCrouchableAreas Bool
worldNavigationConfigAreaNode = {}

---@return worldNavigationConfigAreaNode
function worldNavigationConfigAreaNode.new() return end

---@param props table
---@return worldNavigationConfigAreaNode
function worldNavigationConfigAreaNode.new(props) return end

---@class worldNavigationConfigAreaNodeInstance : worldAreaShapeNodeInstance
worldNavigationConfigAreaNodeInstance = {}

---@return worldNavigationConfigAreaNodeInstance
function worldNavigationConfigAreaNodeInstance.new() return end

---@param props table
---@return worldNavigationConfigAreaNodeInstance
function worldNavigationConfigAreaNodeInstance.new(props) return end

---@class worldNavigationDeniedAreaNode : worldAreaShapeNode
---@field human Bool
---@field vehicle Bool
worldNavigationDeniedAreaNode = {}

---@return worldNavigationDeniedAreaNode
function worldNavigationDeniedAreaNode.new() return end

---@param props table
---@return worldNavigationDeniedAreaNode
function worldNavigationDeniedAreaNode.new(props) return end

---@class worldNavigationDeniedAreaNodeInstance : worldAreaShapeNodeInstance
worldNavigationDeniedAreaNodeInstance = {}

---@return worldNavigationDeniedAreaNodeInstance
function worldNavigationDeniedAreaNodeInstance.new() return end

---@param props table
---@return worldNavigationDeniedAreaNodeInstance
function worldNavigationDeniedAreaNodeInstance.new(props) return end

---@class worldNavigationNode : worldNode
---@field navigationTileResource worldNavigationTileResource
worldNavigationNode = {}

---@return worldNavigationNode
function worldNavigationNode.new() return end

---@param props table
---@return worldNavigationNode
function worldNavigationNode.new(props) return end

---@class worldNavigationNodeInstance : worldINodeInstance
worldNavigationNodeInstance = {}

---@return worldNavigationNodeInstance
function worldNavigationNodeInstance.new() return end

---@param props table
---@return worldNavigationNodeInstance
function worldNavigationNodeInstance.new(props) return end

---@class worldNavigationScriptCostModCircle : IScriptable
---@field pos Vector4
---@field range Float
---@field cost Float
worldNavigationScriptCostModCircle = {}

---@return worldNavigationScriptCostModCircle
function worldNavigationScriptCostModCircle.new() return end

---@param props table
---@return worldNavigationScriptCostModCircle
function worldNavigationScriptCostModCircle.new(props) return end

---@class worldNavigationScriptFindPointResult
---@field status worldNavigationRequestStatus
---@field point Vector4
worldNavigationScriptFindPointResult = {}

---@return worldNavigationScriptFindPointResult
function worldNavigationScriptFindPointResult.new() return end

---@param props table
---@return worldNavigationScriptFindPointResult
function worldNavigationScriptFindPointResult.new(props) return end

---@class worldNavigationScriptFindWallResult : IScriptable
---@field status worldNavigationRequestStatus
---@field isHit Bool
---@field hitPosition Vector4
worldNavigationScriptFindWallResult = {}

---@return worldNavigationScriptFindWallResult
function worldNavigationScriptFindWallResult.new() return end

---@param props table
---@return worldNavigationScriptFindWallResult
function worldNavigationScriptFindWallResult.new(props) return end

---@class worldNavigationScriptInterface : IScriptable
worldNavigationScriptInterface = {}

---@return worldNavigationScriptInterface
function worldNavigationScriptInterface.new() return end

---@param props table
---@return worldNavigationScriptInterface
function worldNavigationScriptInterface.new(props) return end

---@param position Vector4
---@param radius Float
---@param height Float
---@param agentSize NavGenAgentSize
---@return worldNavigationScriptObstacle
function worldNavigationScriptInterface:AddObstacle(position, radius, height, agentSize) return end

---@param startPoint Vector4
---@param endPoint Vector4
---@param agentSize NavGenAgentSize
---@param findPointTolerance Float
---@param costModCircle worldNavigationScriptCostModCircle
---@return worldNavigationScriptPath
function worldNavigationScriptInterface:CalculatePathOnlyHumanNavmesh(startPoint, endPoint, agentSize, findPointTolerance, costModCircle) return end

---@param pos Vector4
---@param refPos Vector4
---@param distance Float
---@param agentSize NavGenAgentSize
---@param distanceTolerance Float
---@param angleTolerance Float
---@return Bool, Vector4
function worldNavigationScriptInterface:FindNavmeshPointAwayFromReferencePoint(pos, refPos, distance, agentSize, distanceTolerance, angleTolerance) return end

function worldNavigationScriptInterface:FindPointInBox() return end

---@param center Vector4
---@param radius Float
---@param agentSize NavGenAgentSize
---@param heightDetail Bool
---@return worldNavigationScriptFindPointResult
function worldNavigationScriptInterface:FindPointInSphereOnlyHumanNavmesh(center, radius, agentSize, heightDetail) return end

---@param playerPos Vector4
---@param pos Vector4
---@param dir Vector4
---@param radius Float
---@param navVisCheck Bool
---@param agentSize NavGenAgentSize
---@return Bool, Vector4, Bool
function worldNavigationScriptInterface:FindPursuitPoint(playerPos, pos, dir, radius, navVisCheck, agentSize) return end

---@param playerPos Vector4
---@param pos Vector4
---@param dir Vector4
---@param radiusMin Float
---@param radiusMax Float
---@param navVisCheck Bool
---@param agentSize NavGenAgentSize
---@return Bool, Vector4, Bool
function worldNavigationScriptInterface:FindPursuitPointRange(playerPos, pos, dir, radiusMin, radiusMax, navVisCheck, agentSize) return end

---@param playerPos Vector4
---@param pos Vector4
---@param dir Vector4
---@param radiusMin Float
---@param radiusMax Float
---@param count Int32
---@param navVisCheck Bool
---@param agentSize NavGenAgentSize
---@return Bool, Vector4[], Vector4[]
function worldNavigationScriptInterface:FindPursuitPointsRange(playerPos, pos, dir, radiusMin, radiusMax, count, navVisCheck, agentSize) return end

---@param startPoint Vector4
---@param endPoint Vector4
---@param agentSize NavGenAgentSize
---@param findPointTolerance Float
---@return worldNavigationScriptFindWallResult
function worldNavigationScriptInterface:FindWallInLineOnlyHumanNavmesh(startPoint, endPoint, agentSize, findPointTolerance) return end

---@param origin Vector4
---@param findPointTolerance Float
---@param allowedMask Uint16
---@param blockedMask Uint16
---@return Bool
function worldNavigationScriptInterface:IsNavmeshStreamedInLocation(origin, findPointTolerance, allowedMask, blockedMask) return end

---@param obstacle worldNavigationScriptObstacle
function worldNavigationScriptInterface:RemoveObstacle(obstacle) return end

---@param origin Vector4
---@param querySphereRadius Float
---@param numberOfSpheres Int32
---@return Vector4
function worldNavigationScriptInterface:GetNearestNavmeshPointBelowOnlyHumanNavmesh(origin, querySphereRadius, numberOfSpheres) return end

---@param target gameObject
---@param queryLength Float
---@return Bool
function worldNavigationScriptInterface:IsOnGround(target, queryLength) return end

---@class worldNavigationScriptObstacle : IScriptable
worldNavigationScriptObstacle = {}

---@return worldNavigationScriptObstacle
function worldNavigationScriptObstacle.new() return end

---@param props table
---@return worldNavigationScriptObstacle
function worldNavigationScriptObstacle.new(props) return end

---@class worldNavigationScriptPath : IScriptable
---@field path Vector4[]
worldNavigationScriptPath = {}

---@return worldNavigationScriptPath
function worldNavigationScriptPath.new() return end

---@param props table
---@return worldNavigationScriptPath
function worldNavigationScriptPath.new(props) return end

---@return Float
function worldNavigationScriptPath:CalculateLength() return end

---@class worldNavigationTileData
---@field tileX Int32
---@field tileY Int32
---@field tileIndex Uint32
---@field bufferIndex Uint32
---@field agentSize NavGenAgentSize
---@field offMeshConnections worldOffMeshConnectionsData
---@field tileRef Uint64
---@field activeVariantIDs Uint32[]
---@field allVariantIDs Uint32[]
worldNavigationTileData = {}

---@return worldNavigationTileData
function worldNavigationTileData.new() return end

---@param props table
---@return worldNavigationTileData
function worldNavigationTileData.new(props) return end

---@class worldNavigationTileResource : resStreamedResource
---@field localBoundingBox Box
---@field tilesData worldNavigationTileData[]
---@field tileBuffers DataBuffer[]
---@field agentSize NavGenAgentSize
worldNavigationTileResource = {}

---@return worldNavigationTileResource
function worldNavigationTileResource.new() return end

---@param props table
---@return worldNavigationTileResource
function worldNavigationTileResource.new(props) return end

---@class worldNode : ISerializable
---@field isVisibleInGame Bool
---@field isHostOnly Bool
worldNode = {}

---@return worldNode
function worldNode.new() return end

---@param props table
---@return worldNode
function worldNode.new(props) return end

---@class worldNodeEditorData : ISerializable
---@field id Uint64
---@field name CName
---@field globalName String
---@field alternativeGlobalName String
---@field isGlobalNameLocked Bool
---@field isAlternativeGlobalNameLocked Bool
---@field isDestructibleNode Bool
---@field shouldSkipStreamingInEditor Bool
---@field excludeOnConsole Bool
---@field excludeOnNextGenConsoles Bool
---@field proxyMeshDependency worldProxyMeshDependencyMode
---@field transform worldNodeTransform
---@field pivotTransform Transform
---@field variantId Uint32
---@field questPrefabRefHash Uint64
---@field isInterior Bool
---@field isDiscarded Bool
---@field isSnapTarget Bool
---@field isSnapSource Bool
---@field maxStreamingDistance Float
---@field initialGlobalNameHash String
worldNodeEditorData = {}

---@return worldNodeEditorData
function worldNodeEditorData.new() return end

---@param props table
---@return worldNodeEditorData
function worldNodeEditorData.new(props) return end

---@class worldNodeInstanceRegistry : worldINodeInstanceRegistry
worldNodeInstanceRegistry = {}

---@return worldNodeInstanceRegistry
function worldNodeInstanceRegistry.new() return end

---@param props table
---@return worldNodeInstanceRegistry
function worldNodeInstanceRegistry.new(props) return end

---@class worldNodeTransform
---@field translation Vector3
---@field rotation Quaternion
---@field scale Vector3
worldNodeTransform = {}

---@return worldNodeTransform
function worldNodeTransform.new() return end

---@param props table
---@return worldNodeTransform
function worldNodeTransform.new(props) return end

---@class worldNodesGroup : ISerializable
---@field name CName
---@field id Uint64
---@field groupUniqueId CRUID
---@field nodes worldNode[]
---@field subGroups worldNodesGroup[]
---@field type worldNodeGroupType
---@field keepPosition Bool
---@field transform Transform
---@field transformCalculated Bool
---@field customPivotOffset Transform
---@field proxyMeshGroupBuildParams worldProxyMeshGroupBuildParams
---@field proxyMesh CMesh
---@field proxyDistanceFactor Float
---@field metadataArray worldPrefabMetadata[]
worldNodesGroup = {}

---@return worldNodesGroup
function worldNodesGroup.new() return end

---@param props table
---@return worldNodesGroup
function worldNodesGroup.new(props) return end

---@class worldNodesGroupPath
---@field elements CName[]
worldNodesGroupPath = {}

---@return worldNodesGroupPath
function worldNodesGroupPath.new() return end

---@param props table
---@return worldNodesGroupPath
function worldNodesGroupPath.new(props) return end

---@class worldNullMarker : worldIMarker
worldNullMarker = {}

---@return worldNullMarker
function worldNullMarker.new() return end

---@param props table
---@return worldNullMarker
function worldNullMarker.new(props) return end

---@class worldOffMeshConnectionNode : worldSplineNode
---@field isBidirectional Bool
---@field radius Float
---@field type worldOffMeshConnectionType
---@field tags CName[]
worldOffMeshConnectionNode = {}

---@return worldOffMeshConnectionNode
function worldOffMeshConnectionNode.new() return end

---@param props table
---@return worldOffMeshConnectionNode
function worldOffMeshConnectionNode.new(props) return end

---@class worldOffMeshConnectionNodeInstance : worldSplineNodeInstance
worldOffMeshConnectionNodeInstance = {}

---@return worldOffMeshConnectionNodeInstance
function worldOffMeshConnectionNodeInstance.new() return end

---@param props table
---@return worldOffMeshConnectionNodeInstance
function worldOffMeshConnectionNodeInstance.new(props) return end

---@class worldOffMeshConnectionPayload
worldOffMeshConnectionPayload = {}

---@return worldOffMeshConnectionPayload
function worldOffMeshConnectionPayload.new() return end

---@param props table
---@return worldOffMeshConnectionPayload
function worldOffMeshConnectionPayload.new(props) return end

---@class worldOffMeshConnectionsData
---@field verts Float[]
---@field radii Float[]
---@field flags Uint16[]
---@field areas Uint8[]
---@field directions Uint8[]
---@field ids Uint64[]
---@field tagIntervals Uint16[]
---@field tagsX CName[]
---@field globalNodeIDs worldGlobalNodeID[]
---@field userData worldOffMeshUserData[]
worldOffMeshConnectionsData = {}

---@return worldOffMeshConnectionsData
function worldOffMeshConnectionsData.new() return end

---@param props table
---@return worldOffMeshConnectionsData
function worldOffMeshConnectionsData.new(props) return end

---@class worldOffMeshSmartObjectNode : worldOffMeshConnectionNode
---@field object gameSmartObjectDefinition
worldOffMeshSmartObjectNode = {}

---@return worldOffMeshSmartObjectNode
function worldOffMeshSmartObjectNode.new() return end

---@param props table
---@return worldOffMeshSmartObjectNode
function worldOffMeshSmartObjectNode.new(props) return end

---@class worldOffMeshSmartObjectNodeInstance : worldOffMeshConnectionNodeInstance
worldOffMeshSmartObjectNodeInstance = {}

---@return worldOffMeshSmartObjectNodeInstance
function worldOffMeshSmartObjectNodeInstance.new() return end

---@param props table
---@return worldOffMeshSmartObjectNodeInstance
function worldOffMeshSmartObjectNodeInstance.new(props) return end

---@class worldOffMeshSmartObjectUserData : worldOffMeshUserData
---@field nodeTransform WorldTransform
---@field localSpaceTrajectoryStartPoint Vector3
---@field localSpaceTrajectoryEndPoint Vector3
---@field smartObjectDefinition gameSmartObjectDefinition
---@field type worldOffMeshConnectionType
worldOffMeshSmartObjectUserData = {}

---@return worldOffMeshSmartObjectUserData
function worldOffMeshSmartObjectUserData.new() return end

---@param props table
---@return worldOffMeshSmartObjectUserData
function worldOffMeshSmartObjectUserData.new(props) return end

---@class worldOffMeshUserData : ISerializable
worldOffMeshUserData = {}

---@return worldOffMeshUserData
function worldOffMeshUserData.new() return end

---@param props table
---@return worldOffMeshUserData
function worldOffMeshUserData.new(props) return end

---@class worldOnAreaShapeCompiledEvent
worldOnAreaShapeCompiledEvent = {}

---@return worldOnAreaShapeCompiledEvent
function worldOnAreaShapeCompiledEvent.new() return end

---@param props table
---@return worldOnAreaShapeCompiledEvent
function worldOnAreaShapeCompiledEvent.new(props) return end

---@class worldPackageNodeRefSerializer : redPackageCustomTypeSerializer
worldPackageNodeRefSerializer = {}

---@return worldPackageNodeRefSerializer
function worldPackageNodeRefSerializer.new() return end

---@param props table
---@return worldPackageNodeRefSerializer
function worldPackageNodeRefSerializer.new(props) return end

---@class worldPatrolSplineNode : worldSplineNode
---@field patrolPointDefs worldPatrolSplinePointDefinition[]
---@field patrolPoints NodeRef[]
---@field spots worldTrafficSpotDefinition[]
worldPatrolSplineNode = {}

---@return worldPatrolSplineNode
function worldPatrolSplineNode.new() return end

---@param props table
---@return worldPatrolSplineNode
function worldPatrolSplineNode.new(props) return end

---@class worldPatrolSplineNodeInstance : worldSplineNodeInstance
worldPatrolSplineNodeInstance = {}

---@return worldPatrolSplineNodeInstance
function worldPatrolSplineNodeInstance.new() return end

---@param props table
---@return worldPatrolSplineNodeInstance
function worldPatrolSplineNodeInstance.new(props) return end

---@class worldPatrolSplinePointDefinition : ISerializable
---@field pointType worldPatrolSplinePointTypes
---@field node NodeRef
---@field target gameEntityReference
worldPatrolSplinePointDefinition = {}

---@return worldPatrolSplinePointDefinition
function worldPatrolSplinePointDefinition.new() return end

---@param props table
---@return worldPatrolSplinePointDefinition
function worldPatrolSplinePointDefinition.new(props) return end

---@class worldPerformanceAreaNode : worldTriggerAreaNode
---@field qualitySettingsArray worldQualitySetting[]
---@field disableCrowdUniqueName CName
---@field globalStreamingDistanceScale Float
---@field globalEntityLODDistanceScale Float
worldPerformanceAreaNode = {}

---@return worldPerformanceAreaNode
function worldPerformanceAreaNode.new() return end

---@param props table
---@return worldPerformanceAreaNode
function worldPerformanceAreaNode.new(props) return end

---@class worldPerformanceAreaNodeInstance : worldTriggerAreaNodeInstance
worldPerformanceAreaNodeInstance = {}

---@return worldPerformanceAreaNodeInstance
function worldPerformanceAreaNodeInstance.new() return end

---@param props table
---@return worldPerformanceAreaNodeInstance
function worldPerformanceAreaNodeInstance.new(props) return end

---@class worldPerformanceAreaNotifier : worldITriggerAreaNotifer
worldPerformanceAreaNotifier = {}

---@return worldPerformanceAreaNotifier
function worldPerformanceAreaNotifier.new() return end

---@param props table
---@return worldPerformanceAreaNotifier
function worldPerformanceAreaNotifier.new(props) return end

---@class worldPerformanceAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldPerformanceAreaNotifierInstance = {}

---@return worldPerformanceAreaNotifierInstance
function worldPerformanceAreaNotifierInstance.new() return end

---@param props table
---@return worldPerformanceAreaNotifierInstance
function worldPerformanceAreaNotifierInstance.new(props) return end

---@class worldPersistentSnapData
---@field targetObjectPath worldRelativeNodePath
---@field targetSocketName CName
---@field snapTangent Bool
---@field reverseTangent Bool
---@field preserveLength Bool
worldPersistentSnapData = {}

---@return worldPersistentSnapData
function worldPersistentSnapData.new() return end

---@param props table
---@return worldPersistentSnapData
function worldPersistentSnapData.new(props) return end

---@class worldPhysicalDestructionNode : worldNode
---@field mesh CMesh
---@field meshAppearance CName
---@field forceLODLevel Int32
---@field forceAutoHideDistance Float
---@field destructionParams physicsDestructionParams
---@field destructionLevelData physicsDestructionLevelData[]
---@field audioMetadata CName
---@field navigationSetting NavGenNavigationSetting
---@field useMeshNavmeshSettings Bool
---@field systemsToNotifyFlags Uint16
worldPhysicalDestructionNode = {}

---@return worldPhysicalDestructionNode
function worldPhysicalDestructionNode.new() return end

---@param props table
---@return worldPhysicalDestructionNode
function worldPhysicalDestructionNode.new(props) return end

---@class worldPhysicalDestructionNodeInstance : worldSnappableNodeInstance
worldPhysicalDestructionNodeInstance = {}

---@return worldPhysicalDestructionNodeInstance
function worldPhysicalDestructionNodeInstance.new() return end

---@param props table
---@return worldPhysicalDestructionNodeInstance
function worldPhysicalDestructionNodeInstance.new(props) return end

---@class worldPhysicalFractureFieldNode : worldNode
---@field shape physicsTriggerShape
---@field fractureFieldParams physicsFractureFieldParams
worldPhysicalFractureFieldNode = {}

---@return worldPhysicalFractureFieldNode
function worldPhysicalFractureFieldNode.new() return end

---@param props table
---@return worldPhysicalFractureFieldNode
function worldPhysicalFractureFieldNode.new(props) return end

---@class worldPhysicalFractureFieldNodeInstance : worldINodeInstance
worldPhysicalFractureFieldNodeInstance = {}

---@return worldPhysicalFractureFieldNodeInstance
function worldPhysicalFractureFieldNodeInstance.new() return end

---@param props table
---@return worldPhysicalFractureFieldNodeInstance
function worldPhysicalFractureFieldNodeInstance.new(props) return end

---@class worldPhysicalImpulseAreaNode : worldPhysicalTriggerAreaNode
---@field impulse Vector3
---@field impulseRadius Float
worldPhysicalImpulseAreaNode = {}

---@return worldPhysicalImpulseAreaNode
function worldPhysicalImpulseAreaNode.new() return end

---@param props table
---@return worldPhysicalImpulseAreaNode
function worldPhysicalImpulseAreaNode.new(props) return end

---@class worldPhysicalImpulseAreaNodeInstance : worldPhysicalTriggerAreaNodeInstance
worldPhysicalImpulseAreaNodeInstance = {}

---@return worldPhysicalImpulseAreaNodeInstance
function worldPhysicalImpulseAreaNodeInstance.new() return end

---@param props table
---@return worldPhysicalImpulseAreaNodeInstance
function worldPhysicalImpulseAreaNodeInstance.new(props) return end

---@class worldPhysicalTriggerAreaNode : worldNode
---@field simulationType physicsSimulationType
---@field shape physicsTriggerShape
---@field filterData physicsFilterData
worldPhysicalTriggerAreaNode = {}

---@return worldPhysicalTriggerAreaNode
function worldPhysicalTriggerAreaNode.new() return end

---@param props table
---@return worldPhysicalTriggerAreaNode
function worldPhysicalTriggerAreaNode.new(props) return end

---@class worldPhysicalTriggerAreaNodeInstance : worldINodeInstance
worldPhysicalTriggerAreaNodeInstance = {}

---@class worldPlayerProximityStartEvent : redEvent
---@field profile CName
worldPlayerProximityStartEvent = {}

---@return worldPlayerProximityStartEvent
function worldPlayerProximityStartEvent.new() return end

---@param props table
---@return worldPlayerProximityStartEvent
function worldPlayerProximityStartEvent.new(props) return end

---@class worldPlayerProximityStopEvent : redEvent
---@field profile CName
worldPlayerProximityStopEvent = {}

---@return worldPlayerProximityStopEvent
function worldPlayerProximityStopEvent.new() return end

---@param props table
---@return worldPlayerProximityStopEvent
function worldPlayerProximityStopEvent.new(props) return end

---@class worldPopulationSpawnerNode : worldNode
---@field objectRecordId TweakDBID
---@field appearanceName CName
---@field spawnOnStart Bool
---@field alwaysSpawned gameAlwaysSpawnedState
---@field spawnInView gameSpawnInViewState
---@field prefetchAppearance Bool
---@field isVehicle Bool
worldPopulationSpawnerNode = {}

---@return worldPopulationSpawnerNode
function worldPopulationSpawnerNode.new() return end

---@param props table
---@return worldPopulationSpawnerNode
function worldPopulationSpawnerNode.new(props) return end

---@class worldPopulationSpawnerNodeInstance : worldINodeInstance
worldPopulationSpawnerNodeInstance = {}

---@return worldPopulationSpawnerNodeInstance
function worldPopulationSpawnerNodeInstance.new() return end

---@param props table
---@return worldPopulationSpawnerNodeInstance
function worldPopulationSpawnerNodeInstance.new(props) return end

---@class worldPrefab : resStreamedResource
---@field mainGroup worldNodesGroup
---@field type worldPrefabType
---@field teamOwnership worldPrefabOwnership
---@field streamingOcclusion worldPrefabStreamingOcclusion
---@field streamingImportance worldPrefabStreamingImportance
---@field defaultVariants worldPrefabVariantsList
---@field isLocked Bool
---@field maxBounds Box
---@field environmentDefinition worldEnvironmentDefinition
---@field terrainMultilayerSetup Multilayer_Setup
---@field foliageBrushToTerrainLayerMapping worldAutoFoliageMapping
---@field prefabUniqueId CRUID
---@field metadataArray worldPrefabMetadata[]
---@field isMerged Bool
---@field proxyMeshBuildParams worldProxyMeshBuildParams
---@field isProxyMeshOnly Bool
---@field proxyMesh CMesh
---@field proxyScale Vector3
---@field maxProxyStreamingDistance Float
---@field proxyDistanceFactor Float
---@field averageNodeDiagonal Float
---@field boostInnerNodesToProxyDistance Bool
---@field overrideStreamingPosWithBBoxCenter Bool
---@field ignoreMeshEmbeddedOccluders Bool
---@field ignoreAllOccluders Bool
---@field excludeOnConsole Bool
---@field excludeOnNextGenConsoles Bool
---@field isTerrainPrefab Bool
---@field minimapContribution worldPrefabMinimapContribution
---@field interiorMapContribution worldPrefabInteriorMapContribution
---@field booleanProxyHelper worldPrefab
---@field proxyLimiterHelper worldPrefab
---@field customProxyMeshHelper CMesh
worldPrefab = {}

---@return worldPrefab
function worldPrefab.new() return end

---@param props table
---@return worldPrefab
function worldPrefab.new(props) return end

---@class worldPrefabInstanceData : ISerializable
---@field buffer DataBuffer
worldPrefabInstanceData = {}

---@return worldPrefabInstanceData
function worldPrefabInstanceData.new() return end

---@param props table
---@return worldPrefabInstanceData
function worldPrefabInstanceData.new(props) return end

---@class worldPrefabMetadata : IScriptable
worldPrefabMetadata = {}

---@return worldPrefabMetadata
function worldPrefabMetadata.new() return end

---@param props table
---@return worldPrefabMetadata
function worldPrefabMetadata.new(props) return end

---@class worldPrefabNode : worldNode
---@field prefab worldPrefab
---@field instanceData worldPrefabInstanceData
---@field enabledVariants worldPrefabVariantsList
---@field canBeToggledInGame Bool
---@field noCollisions Bool
---@field enableRenderSceneLayerOverride Bool
---@field renderSceneLayerMask RenderSceneLayerMask
---@field streamingImportance worldPrefabStreamingImportance
---@field streamingOcclusionOverride worldPrefabStreamingOcclusion
---@field interiorMapContribution worldPrefabInteriorMapContribution
---@field ignoreMeshEmbeddedOccluders Bool
---@field ignoreAllOccluders Bool
---@field occluderAutoHideDistanceScale Uint8
---@field proxyMeshOnly worldPrefabProxyMeshOnly
---@field proxyScaleOverride Bool
---@field proxyScale Vector3
---@field applyMaxStreamingDistance Bool
worldPrefabNode = {}

---@return worldPrefabNode
function worldPrefabNode.new() return end

---@param props table
---@return worldPrefabNode
function worldPrefabNode.new(props) return end

---@class worldPrefabNodeInstance : worldSnappableNodeInstance
worldPrefabNodeInstance = {}

---@return worldPrefabNodeInstance
function worldPrefabNodeInstance.new() return end

---@param props table
---@return worldPrefabNodeInstance
function worldPrefabNodeInstance.new(props) return end

---@class worldPrefabProxyMeshNode : worldMeshNode
---@field nearAutoHideDistance Float
---@field nbNodesUnderProxy Uint32
worldPrefabProxyMeshNode = {}

---@class worldPrefabProxyMeshNodeInstance : worldMeshNodeInstance
worldPrefabProxyMeshNodeInstance = {}

---@return worldPrefabProxyMeshNodeInstance
function worldPrefabProxyMeshNodeInstance.new() return end

---@param props table
---@return worldPrefabProxyMeshNodeInstance
function worldPrefabProxyMeshNodeInstance.new(props) return end

---@class worldPrefabVariantsList : ISerializable
---@field activeVariants CName[]
worldPrefabVariantsList = {}

---@return worldPrefabVariantsList
function worldPrefabVariantsList.new() return end

---@param props table
---@return worldPrefabVariantsList
function worldPrefabVariantsList.new(props) return end

---@class worldPreventionFreeAreaNode : worldAreaShapeNode
worldPreventionFreeAreaNode = {}

---@return worldPreventionFreeAreaNode
function worldPreventionFreeAreaNode.new() return end

---@param props table
---@return worldPreventionFreeAreaNode
function worldPreventionFreeAreaNode.new(props) return end

---@class worldPreventionFreeAreaNodeInstance : worldAreaShapeNodeInstance
worldPreventionFreeAreaNodeInstance = {}

---@return worldPreventionFreeAreaNodeInstance
function worldPreventionFreeAreaNodeInstance.new() return end

---@param props table
---@return worldPreventionFreeAreaNodeInstance
function worldPreventionFreeAreaNodeInstance.new(props) return end

---@class worldProxyBoundingBoxSyncParams
---@field positiveAxis worldProxyBBoxSyncOptions
---@field negativeAxis worldProxyBBoxSyncOptions
---@field pullRange Float
---@field makeStackable Bool
---@field stackOffset Vector3
worldProxyBoundingBoxSyncParams = {}

---@return worldProxyBoundingBoxSyncParams
function worldProxyBoundingBoxSyncParams.new() return end

---@param props table
---@return worldProxyBoundingBoxSyncParams
function worldProxyBoundingBoxSyncParams.new(props) return end

---@class worldProxyCustomGeometryParams
---@field useLimiterHelper Bool
---@field uvType worldProxyMeshUVType
worldProxyCustomGeometryParams = {}

---@return worldProxyCustomGeometryParams
function worldProxyCustomGeometryParams.new() return end

---@param props table
---@return worldProxyCustomGeometryParams
function worldProxyCustomGeometryParams.new(props) return end

---@class worldProxyMeshAdvancedBuildParams
---@field boundingBoxSyncParams worldProxyBoundingBoxSyncParams
---@field surfaceFlattenParams worldProxySurfaceFlattenParams
---@field misc worldProxyMiscAdvancedParams
---@field rayBias Float
---@field rayMaxDistance Float
worldProxyMeshAdvancedBuildParams = {}

---@return worldProxyMeshAdvancedBuildParams
function worldProxyMeshAdvancedBuildParams.new() return end

---@param props table
---@return worldProxyMeshAdvancedBuildParams
function worldProxyMeshAdvancedBuildParams.new(props) return end

---@class worldProxyMeshBuildParams
---@field buildProxy Bool
---@field type worldProxyMeshBuildType
---@field usedMesh worldProxyMeshOutputType
---@field resolution Uint32
---@field polycount Uint32
---@field polycountPercentage Float
---@field coreAxis worldProxyCoreAxis
---@field groupingNormals worldProxyGroupingNormals
---@field forceSurfaceFlattening Bool
---@field forceSeamlessModule Bool
---@field enableAlphaMask Bool
---@field windows worldProxyWindowsParams
---@field textures worldProxyTextureParams
---@field customGeometry worldProxyCustomGeometryParams
---@field advancedParams worldProxyMeshAdvancedBuildParams
worldProxyMeshBuildParams = {}

---@return worldProxyMeshBuildParams
function worldProxyMeshBuildParams.new() return end

---@param props table
---@return worldProxyMeshBuildParams
function worldProxyMeshBuildParams.new(props) return end

---@class worldProxyMeshGroupBuildParams
---@field overridePrefabBuildParams Bool
---@field buildParams worldGroupProxyMeshBuildParams
worldProxyMeshGroupBuildParams = {}

---@return worldProxyMeshGroupBuildParams
function worldProxyMeshGroupBuildParams.new() return end

---@param props table
---@return worldProxyMeshGroupBuildParams
function worldProxyMeshGroupBuildParams.new(props) return end

---@class worldProxyMiscAdvancedParams
---@field useLod1 Bool
---@field smoothVolume Bool
---@field blurCutout Uint8
---@field occlusionRatio Uint8
---@field capTop Bool
---@field capBottom Bool
---@field fillHolesBeforeReduceRatio Float
---@field fillHolesAfterReduceRatio Float
---@field rsSweepOrder Int32
---@field rsDetailDrop Float
---@field rsAxisPrecision Vector3
---@field rsAxisExpand Vector3
---@field rsAliasingReduction Float
---@field bcMergeRange Float
---@field bcSizeCutoff Float
---@field bcIterations Float
---@field bcMaxSize Float
---@field bcMinSize Float
---@field bcMergeSensitivity Float
---@field bcMinScale Float
---@field bcGridSize Float
---@field bcFilterSensitivity Float
---@field bcBoundsRatioLimit Float
---@field useClosestPointOnMesh Bool
---@field removeIslands Bool
---@field backgroundColor Color
worldProxyMiscAdvancedParams = {}

---@return worldProxyMiscAdvancedParams
function worldProxyMiscAdvancedParams.new() return end

---@param props table
---@return worldProxyMiscAdvancedParams
function worldProxyMiscAdvancedParams.new(props) return end

---@class worldProxySurfaceFlattenParams
---@field flatten Bool
---@field groupingStepAngle worldProxyNormalAngleStepSize
---@field syncNormalSource worldProxySyncNormalSource
---@field coreAxisRotationOffset Float
---@field postFlattenReduce Bool
worldProxySurfaceFlattenParams = {}

---@return worldProxySurfaceFlattenParams
function worldProxySurfaceFlattenParams.new() return end

---@param props table
---@return worldProxySurfaceFlattenParams
function worldProxySurfaceFlattenParams.new(props) return end

---@class worldProxyTextureParams
---@field exportVertexColor Bool
---@field albedoTextureResolution worldProxyMeshTexRes
---@field generateAlbedo Bool
---@field normalTextureResolution worldProxyMeshTexRes
---@field generateNormal Bool
---@field roughnessTextureResolution worldProxyMeshTexRes
---@field generateRoughness Bool
---@field metalnessTextureResolution worldProxyMeshTexRes
---@field generateMetalness Bool
---@field disableTextureFilter Bool
---@field diffuseAlphaAsEmissive Bool
worldProxyTextureParams = {}

---@return worldProxyTextureParams
function worldProxyTextureParams.new() return end

---@param props table
---@return worldProxyTextureParams
function worldProxyTextureParams.new(props) return end

---@class worldProxyWindowsParams
---@field windowsType worldProxWindowsType
---@field distance Float
---@field distanceAboveProxy Float
---@field boolean Bool
---@field removeSmallerThan Float
---@field distantWindowsEmissive Float
---@field distantWindowsSize Float
---@field distantWindowsSaturation Float
---@field distantWindowsTurnedOf Float
worldProxyWindowsParams = {}

---@return worldProxyWindowsParams
function worldProxyWindowsParams.new() return end

---@param props table
---@return worldProxyWindowsParams
function worldProxyWindowsParams.new(props) return end

---@class worldQualitySetting
---@field QualityLevel ConfigGraphicsQualityLevel
---@field xEntitiesBudget Uint32
worldQualitySetting = {}

---@return worldQualitySetting
function worldQualitySetting.new() return end

---@param props table
---@return worldQualitySetting
function worldQualitySetting.new(props) return end

---@class worldQuestMarker : worldIMarker
worldQuestMarker = {}

---@return worldQuestMarker
function worldQuestMarker.new() return end

---@param props table
---@return worldQuestMarker
function worldQuestMarker.new(props) return end

---@class worldQuestPreventionNotifier : worldITriggerAreaNotifer
---@field type worldQuestPreventionNotifierType
---@field activation worldQuestPreventionNotifierActivation
worldQuestPreventionNotifier = {}

---@return worldQuestPreventionNotifier
function worldQuestPreventionNotifier.new() return end

---@param props table
---@return worldQuestPreventionNotifier
function worldQuestPreventionNotifier.new(props) return end

---@class worldQuestPreventionNotifierInstance : worldITriggerAreaNotiferInstance
worldQuestPreventionNotifierInstance = {}

---@return worldQuestPreventionNotifierInstance
function worldQuestPreventionNotifierInstance.new() return end

---@param props table
---@return worldQuestPreventionNotifierInstance
function worldQuestPreventionNotifierInstance.new(props) return end

---@class worldQuestProxyMeshNode : worldPrefabProxyMeshNode
worldQuestProxyMeshNode = {}

---@return worldQuestProxyMeshNode
function worldQuestProxyMeshNode.new() return end

---@param props table
---@return worldQuestProxyMeshNode
function worldQuestProxyMeshNode.new(props) return end

---@class worldRaceSplineNode : worldSpeedSplineNode
---@field offsets worldRaceSplineNodeOffset[]
---@field offsetDefault Float
worldRaceSplineNode = {}

---@return worldRaceSplineNode
function worldRaceSplineNode.new() return end

---@param props table
---@return worldRaceSplineNode
function worldRaceSplineNode.new(props) return end

---@class worldRaceSplineNodeInstance : worldSpeedSplineNodeInstance
worldRaceSplineNodeInstance = {}

---@return worldRaceSplineNodeInstance
function worldRaceSplineNodeInstance.new() return end

---@param props table
---@return worldRaceSplineNodeInstance
function worldRaceSplineNodeInstance.new(props) return end

---@class worldRaceSplineNodeOffset
---@field from Float
---@field to Float
---@field left Float
---@field right Float
worldRaceSplineNodeOffset = {}

---@return worldRaceSplineNodeOffset
function worldRaceSplineNodeOffset.new() return end

---@param props table
---@return worldRaceSplineNodeOffset
function worldRaceSplineNodeOffset.new(props) return end

---@class worldRainEvent : redEvent
---@field rainIntensity worldRainIntensity
worldRainEvent = {}

---@return worldRainEvent
function worldRainEvent.new() return end

---@param props table
---@return worldRainEvent
function worldRainEvent.new(props) return end

---@class worldReflectionProbeNode : worldNode
---@field probeDataRef CReflectionProbeDataResource
---@field priority Uint8
---@field globalProbe Bool
---@field boxProjection Bool
---@field neighborMode envUtilsNeighborMode
---@field edgeScale Vector3
---@field lightChannels rendLightChannel
---@field emissiveScale Float
---@field reflectionDimming Float
---@field simpleFogColor HDRColor
---@field simpleFogDensity Float
---@field skyScale Float
---@field allInShadow Bool
---@field hideSkyColor Bool
---@field volFogAmbient Bool
---@field brightnessEVClamp Int8
---@field ambientMode envUtilsReflectionProbeAmbientContributionMode
---@field captureOffset Vector3
---@field nearClipDistance Float
---@field farClipDistance Float
---@field volumeChannels rendLightChannel
---@field blendRange Uint8
---@field streamingDistance Float
---@field streamingHeight Float
---@field subScene Bool
---@field noFadeBlend Bool
worldReflectionProbeNode = {}

---@return worldReflectionProbeNode
function worldReflectionProbeNode.new() return end

---@param props table
---@return worldReflectionProbeNode
function worldReflectionProbeNode.new(props) return end

---@class worldReflectionProbeNodeInstance : worldINodeInstance
worldReflectionProbeNodeInstance = {}

---@return worldReflectionProbeNodeInstance
function worldReflectionProbeNodeInstance.new() return end

---@param props table
---@return worldReflectionProbeNodeInstance
function worldReflectionProbeNodeInstance.new(props) return end

---@class worldRelativeNodePath
---@field parentsToSkip Uint32
---@field elements worldRelativeNodePathElement[]
worldRelativeNodePath = {}

---@return worldRelativeNodePath
function worldRelativeNodePath.new() return end

---@param props table
---@return worldRelativeNodePath
function worldRelativeNodePath.new(props) return end

---@class worldRelativeNodePathElement
---@field prefab String
---@field nodeID Uint64
worldRelativeNodePathElement = {}

---@return worldRelativeNodePathElement
function worldRelativeNodePathElement.new() return end

---@param props table
---@return worldRelativeNodePathElement
function worldRelativeNodePathElement.new(props) return end

---@class worldRenderProxyTransformBuffer
---@field sharedDataBuffer worldSharedDataBuffer
---@field startIndex Uint32
---@field numElements Uint32
worldRenderProxyTransformBuffer = {}

---@return worldRenderProxyTransformBuffer
function worldRenderProxyTransformBuffer.new() return end

---@param props table
---@return worldRenderProxyTransformBuffer
function worldRenderProxyTransformBuffer.new(props) return end

---@class worldRenderingScriptInterface : IScriptable
worldRenderingScriptInterface = {}

---@return worldRenderingScriptInterface
function worldRenderingScriptInterface.new() return end

---@param props table
---@return worldRenderingScriptInterface
function worldRenderingScriptInterface.new(props) return end

---@param position Vector4
---@param radius Float
---@param strength Float
function worldRenderingScriptInterface.AddWaterImpulse(position, radius, strength) return end

---@class worldRoadMaterialInfo
---@field startOffset Float
---@field material worldRoadMaterial
worldRoadMaterialInfo = {}

---@return worldRoadMaterialInfo
function worldRoadMaterialInfo.new() return end

---@param props table
---@return worldRoadMaterialInfo
function worldRoadMaterialInfo.new(props) return end

---@class worldRoadProxyMeshNode : worldPrefabProxyMeshNode
worldRoadProxyMeshNode = {}

---@return worldRoadProxyMeshNode
function worldRoadProxyMeshNode.new() return end

---@param props table
---@return worldRoadProxyMeshNode
function worldRoadProxyMeshNode.new(props) return end

---@class worldRotatingMeshNode : worldMeshNode
---@field rotationAxis worldRotatingMeshNodeAxis
---@field fullRotationTime Float
---@field reverseDirection Bool
worldRotatingMeshNode = {}

---@return worldRotatingMeshNode
function worldRotatingMeshNode.new() return end

---@param props table
---@return worldRotatingMeshNode
function worldRotatingMeshNode.new(props) return end

---@class worldRotatingMeshNodeInstance : worldMeshNodeInstance
worldRotatingMeshNodeInstance = {}

---@return worldRotatingMeshNodeInstance
function worldRotatingMeshNodeInstance.new() return end

---@param props table
---@return worldRotatingMeshNodeInstance
function worldRotatingMeshNodeInstance.new(props) return end

---@class worldRuntimeEntityRegistry : worldIRuntimeSystem
worldRuntimeEntityRegistry = {}

---@return worldRuntimeEntityRegistry
function worldRuntimeEntityRegistry.new() return end

---@param props table
---@return worldRuntimeEntityRegistry
function worldRuntimeEntityRegistry.new(props) return end

---@class worldRuntimeInfo : IScriptable
worldRuntimeInfo = {}

---@return worldRuntimeInfo
function worldRuntimeInfo.new() return end

---@param props table
---@return worldRuntimeInfo
function worldRuntimeInfo.new(props) return end

---@return Bool
function worldRuntimeInfo:IsClient() return end

---@return Bool
function worldRuntimeInfo:IsGamePreview() return end

---@return Bool
function worldRuntimeInfo:IsMultiplayer() return end

---@return Bool
function worldRuntimeInfo:IsServer() return end

---@return Bool
function worldRuntimeInfo:IsSingleplayer() return end

---@class worldRuntimeScene
worldRuntimeScene = {}

---@return worldRuntimeScene
function worldRuntimeScene.new() return end

---@param props table
---@return worldRuntimeScene
function worldRuntimeScene.new(props) return end

---@class worldRuntimeSystemAudio : worldIRuntimeSystem
worldRuntimeSystemAudio = {}

---@return worldRuntimeSystemAudio
function worldRuntimeSystemAudio.new() return end

---@param props table
---@return worldRuntimeSystemAudio
function worldRuntimeSystemAudio.new(props) return end

---@class worldRuntimeSystemBinkUpdate : worldIRuntimeSystem
worldRuntimeSystemBinkUpdate = {}

---@return worldRuntimeSystemBinkUpdate
function worldRuntimeSystemBinkUpdate.new() return end

---@param props table
---@return worldRuntimeSystemBinkUpdate
function worldRuntimeSystemBinkUpdate.new(props) return end

---@class worldRuntimeSystemCamera : worldIRuntimeSystem
worldRuntimeSystemCamera = {}

---@return worldRuntimeSystemCamera
function worldRuntimeSystemCamera.new() return end

---@param props table
---@return worldRuntimeSystemCamera
function worldRuntimeSystemCamera.new(props) return end

---@class worldRuntimeSystemCompiledTerrain : worldIRuntimeSystem
worldRuntimeSystemCompiledTerrain = {}

---@return worldRuntimeSystemCompiledTerrain
function worldRuntimeSystemCompiledTerrain.new() return end

---@param props table
---@return worldRuntimeSystemCompiledTerrain
function worldRuntimeSystemCompiledTerrain.new(props) return end

---@class worldRuntimeSystemDebugRendering : worldIRuntimeSystem
worldRuntimeSystemDebugRendering = {}

---@return worldRuntimeSystemDebugRendering
function worldRuntimeSystemDebugRendering.new() return end

---@param props table
---@return worldRuntimeSystemDebugRendering
function worldRuntimeSystemDebugRendering.new(props) return end

---@class worldRuntimeSystemDestruction : worldIRuntimeSystem
worldRuntimeSystemDestruction = {}

---@return worldRuntimeSystemDestruction
function worldRuntimeSystemDestruction.new() return end

---@param props table
---@return worldRuntimeSystemDestruction
function worldRuntimeSystemDestruction.new(props) return end

---@class worldRuntimeSystemDismemberment : worldIRuntimeSystem
worldRuntimeSystemDismemberment = {}

---@return worldRuntimeSystemDismemberment
function worldRuntimeSystemDismemberment.new() return end

---@param props table
---@return worldRuntimeSystemDismemberment
function worldRuntimeSystemDismemberment.new(props) return end

---@class worldRuntimeSystemEffectAttachments : worldIRuntimeSystem
worldRuntimeSystemEffectAttachments = {}

---@return worldRuntimeSystemEffectAttachments
function worldRuntimeSystemEffectAttachments.new() return end

---@param props table
---@return worldRuntimeSystemEffectAttachments
function worldRuntimeSystemEffectAttachments.new(props) return end

---@class worldRuntimeSystemEffects : worldIRuntimeSystem
worldRuntimeSystemEffects = {}

---@return worldRuntimeSystemEffects
function worldRuntimeSystemEffects.new() return end

---@param props table
---@return worldRuntimeSystemEffects
function worldRuntimeSystemEffects.new(props) return end

---@class worldRuntimeSystemEntity : worldIRuntimeSystem
worldRuntimeSystemEntity = {}

---@return worldRuntimeSystemEntity
function worldRuntimeSystemEntity.new() return end

---@param props table
---@return worldRuntimeSystemEntity
function worldRuntimeSystemEntity.new(props) return end

---@class worldRuntimeSystemEntityAppearanceChanger : worldIRuntimeSystem
worldRuntimeSystemEntityAppearanceChanger = {}

---@return worldRuntimeSystemEntityAppearanceChanger
function worldRuntimeSystemEntityAppearanceChanger.new() return end

---@param props table
---@return worldRuntimeSystemEntityAppearanceChanger
function worldRuntimeSystemEntityAppearanceChanger.new(props) return end

---@class worldRuntimeSystemEntityTransactor : worldIRuntimeSystem
worldRuntimeSystemEntityTransactor = {}

---@return worldRuntimeSystemEntityTransactor
function worldRuntimeSystemEntityTransactor.new() return end

---@param props table
---@return worldRuntimeSystemEntityTransactor
function worldRuntimeSystemEntityTransactor.new(props) return end

---@class worldRuntimeSystemEntityTransforms : worldIRuntimeSystem
worldRuntimeSystemEntityTransforms = {}

---@return worldRuntimeSystemEntityTransforms
function worldRuntimeSystemEntityTransforms.new() return end

---@param props table
---@return worldRuntimeSystemEntityTransforms
function worldRuntimeSystemEntityTransforms.new(props) return end

---@class worldRuntimeSystemEntityVisualController : worldIRuntimeSystem
worldRuntimeSystemEntityVisualController = {}

---@return worldRuntimeSystemEntityVisualController
function worldRuntimeSystemEntityVisualController.new() return end

---@param props table
---@return worldRuntimeSystemEntityVisualController
function worldRuntimeSystemEntityVisualController.new(props) return end

---@class worldRuntimeSystemEnvironment : worldIRuntimeSystem
worldRuntimeSystemEnvironment = {}

---@return worldRuntimeSystemEnvironment
function worldRuntimeSystemEnvironment.new() return end

---@param props table
---@return worldRuntimeSystemEnvironment
function worldRuntimeSystemEnvironment.new(props) return end

---@class worldRuntimeSystemFoliage : worldIRuntimeSystem
worldRuntimeSystemFoliage = {}

---@return worldRuntimeSystemFoliage
function worldRuntimeSystemFoliage.new() return end

---@param props table
---@return worldRuntimeSystemFoliage
function worldRuntimeSystemFoliage.new(props) return end

---@class worldRuntimeSystemMarkers : worldIRuntimeSystem
worldRuntimeSystemMarkers = {}

---@return worldRuntimeSystemMarkers
function worldRuntimeSystemMarkers.new() return end

---@param props table
---@return worldRuntimeSystemMarkers
function worldRuntimeSystemMarkers.new(props) return end

---@class worldRuntimeSystemMoverComponents : worldIRuntimeSystem
worldRuntimeSystemMoverComponents = {}

---@return worldRuntimeSystemMoverComponents
function worldRuntimeSystemMoverComponents.new() return end

---@param props table
---@return worldRuntimeSystemMoverComponents
function worldRuntimeSystemMoverComponents.new(props) return end

---@class worldRuntimeSystemNavigation : worldIRuntimeSystemNavigation
worldRuntimeSystemNavigation = {}

---@return worldRuntimeSystemNavigation
function worldRuntimeSystemNavigation.new() return end

---@param props table
---@return worldRuntimeSystemNavigation
function worldRuntimeSystemNavigation.new(props) return end

---@class worldRuntimeSystemNodeStreaming : worldIRuntimeSystem
worldRuntimeSystemNodeStreaming = {}

---@return worldRuntimeSystemNodeStreaming
function worldRuntimeSystemNodeStreaming.new() return end

---@param props table
---@return worldRuntimeSystemNodeStreaming
function worldRuntimeSystemNodeStreaming.new(props) return end

---@class worldRuntimeSystemPhysics : worldIRuntimeSystem
worldRuntimeSystemPhysics = {}

---@return worldRuntimeSystemPhysics
function worldRuntimeSystemPhysics.new() return end

---@param props table
---@return worldRuntimeSystemPhysics
function worldRuntimeSystemPhysics.new(props) return end

---@class worldRuntimeSystemPrefabInstancing : worldIRuntimeSystem
worldRuntimeSystemPrefabInstancing = {}

---@return worldRuntimeSystemPrefabInstancing
function worldRuntimeSystemPrefabInstancing.new() return end

---@param props table
---@return worldRuntimeSystemPrefabInstancing
function worldRuntimeSystemPrefabInstancing.new(props) return end

---@class worldRuntimeSystemRemoteViews : worldIRuntimeSystem
worldRuntimeSystemRemoteViews = {}

---@return worldRuntimeSystemRemoteViews
function worldRuntimeSystemRemoteViews.new() return end

---@param props table
---@return worldRuntimeSystemRemoteViews
function worldRuntimeSystemRemoteViews.new(props) return end

---@class worldRuntimeSystemRendering : worldIRuntimeSystem
worldRuntimeSystemRendering = {}

---@return worldRuntimeSystemRendering
function worldRuntimeSystemRendering.new() return end

---@param props table
---@return worldRuntimeSystemRendering
function worldRuntimeSystemRendering.new(props) return end

---@class worldRuntimeSystemRepellerComponents : worldIRuntimeSystem
worldRuntimeSystemRepellerComponents = {}

---@return worldRuntimeSystemRepellerComponents
function worldRuntimeSystemRepellerComponents.new() return end

---@param props table
---@return worldRuntimeSystemRepellerComponents
function worldRuntimeSystemRepellerComponents.new(props) return end

---@class worldRuntimeSystemScenes : worldIRuntimeSystem
worldRuntimeSystemScenes = {}

---@return worldRuntimeSystemScenes
function worldRuntimeSystemScenes.new() return end

---@param props table
---@return worldRuntimeSystemScenes
function worldRuntimeSystemScenes.new(props) return end

---@class worldRuntimeSystemSmartObjects : worldIRuntimeSystem
worldRuntimeSystemSmartObjects = {}

---@return worldRuntimeSystemSmartObjects
function worldRuntimeSystemSmartObjects.new() return end

---@param props table
---@return worldRuntimeSystemSmartObjects
function worldRuntimeSystemSmartObjects.new(props) return end

---@class worldRuntimeSystemSnapSovler : worldIRuntimeSystem
worldRuntimeSystemSnapSovler = {}

---@return worldRuntimeSystemSnapSovler
function worldRuntimeSystemSnapSovler.new() return end

---@param props table
---@return worldRuntimeSystemSnapSovler
function worldRuntimeSystemSnapSovler.new(props) return end

---@class worldRuntimeSystemStreamingQuery : worldIRuntimeSystem
worldRuntimeSystemStreamingQuery = {}

---@return worldRuntimeSystemStreamingQuery
function worldRuntimeSystemStreamingQuery.new() return end

---@param props table
---@return worldRuntimeSystemStreamingQuery
function worldRuntimeSystemStreamingQuery.new(props) return end

---@class worldRuntimeSystemTraffic : worldIRuntimeSystem
worldRuntimeSystemTraffic = {}

---@return worldRuntimeSystemTraffic
function worldRuntimeSystemTraffic.new() return end

---@param props table
---@return worldRuntimeSystemTraffic
function worldRuntimeSystemTraffic.new(props) return end

---@class worldRuntimeSystemTransformAnimator : worldIRuntimeSystem
worldRuntimeSystemTransformAnimator = {}

---@return worldRuntimeSystemTransformAnimator
function worldRuntimeSystemTransformAnimator.new() return end

---@param props table
---@return worldRuntimeSystemTransformAnimator
function worldRuntimeSystemTransformAnimator.new(props) return end

---@class worldRuntimeSystemTriggers : worldIRuntimeSystem
worldRuntimeSystemTriggers = {}

---@return worldRuntimeSystemTriggers
function worldRuntimeSystemTriggers.new() return end

---@param props table
---@return worldRuntimeSystemTriggers
function worldRuntimeSystemTriggers.new(props) return end

---@class worldRuntimeSystemVisibility : worldIRuntimeSystem
worldRuntimeSystemVisibility = {}

---@return worldRuntimeSystemVisibility
function worldRuntimeSystemVisibility.new() return end

---@param props table
---@return worldRuntimeSystemVisibility
function worldRuntimeSystemVisibility.new(props) return end

---@class worldRuntimeSystemWeather : worldIRuntimeSystem
worldRuntimeSystemWeather = {}

---@return worldRuntimeSystemWeather
function worldRuntimeSystemWeather.new() return end

---@param props table
---@return worldRuntimeSystemWeather
function worldRuntimeSystemWeather.new(props) return end

---@class worldRuntimeSystemWorldStreaming : worldIRuntimeSystem
worldRuntimeSystemWorldStreaming = {}

---@return worldRuntimeSystemWorldStreaming
function worldRuntimeSystemWorldStreaming.new() return end

---@param props table
---@return worldRuntimeSystemWorldStreaming
function worldRuntimeSystemWorldStreaming.new(props) return end

---@class worldSaveSanitizationForbiddenAreaNode : worldTriggerAreaNode
---@field safeSpotOffset Vector4
worldSaveSanitizationForbiddenAreaNode = {}

---@return worldSaveSanitizationForbiddenAreaNode
function worldSaveSanitizationForbiddenAreaNode.new() return end

---@param props table
---@return worldSaveSanitizationForbiddenAreaNode
function worldSaveSanitizationForbiddenAreaNode.new(props) return end

---@class worldSaveSanitizationForbiddenAreaNodeInstance : worldTriggerAreaNodeInstance
worldSaveSanitizationForbiddenAreaNodeInstance = {}

---@return worldSaveSanitizationForbiddenAreaNodeInstance
function worldSaveSanitizationForbiddenAreaNodeInstance.new() return end

---@param props table
---@return worldSaveSanitizationForbiddenAreaNodeInstance
function worldSaveSanitizationForbiddenAreaNodeInstance.new(props) return end

---@class worldSaveSanitizationForbiddenAreaNotifier : worldITriggerAreaNotifer
worldSaveSanitizationForbiddenAreaNotifier = {}

---@return worldSaveSanitizationForbiddenAreaNotifier
function worldSaveSanitizationForbiddenAreaNotifier.new() return end

---@param props table
---@return worldSaveSanitizationForbiddenAreaNotifier
function worldSaveSanitizationForbiddenAreaNotifier.new(props) return end

---@class worldSceneRecordingContentObserverNode : worldNode
---@field filter worldSceneRecordingNodeFilter
worldSceneRecordingContentObserverNode = {}

---@return worldSceneRecordingContentObserverNode
function worldSceneRecordingContentObserverNode.new() return end

---@param props table
---@return worldSceneRecordingContentObserverNode
function worldSceneRecordingContentObserverNode.new(props) return end

---@class worldSceneRecordingContentObserverNodeInstance : worldINodeInstance
worldSceneRecordingContentObserverNodeInstance = {}

---@return worldSceneRecordingContentObserverNodeInstance
function worldSceneRecordingContentObserverNodeInstance.new() return end

---@param props table
---@return worldSceneRecordingContentObserverNodeInstance
function worldSceneRecordingContentObserverNodeInstance.new(props) return end

---@class worldSceneRecordingNodeFilter
---@field streamInNodesWithStreamingDistanceMoreThan Float
---@field streamOutPrefabProxyMeshesWithStreamingDistanceMoreThan Float
---@field meshNodesOnly Bool
---@field meshResourceFilter worldSceneRecordingNodeMeshResourceFilter
worldSceneRecordingNodeFilter = {}

---@return worldSceneRecordingNodeFilter
function worldSceneRecordingNodeFilter.new() return end

---@param props table
---@return worldSceneRecordingNodeFilter
function worldSceneRecordingNodeFilter.new(props) return end

---@class worldSceneRecordingNodeMeshResourceFilter
---@field forceFilterIgnore CMesh[]
---@field forceFilterMatch CMesh[]
worldSceneRecordingNodeMeshResourceFilter = {}

---@return worldSceneRecordingNodeMeshResourceFilter
function worldSceneRecordingNodeMeshResourceFilter.new() return end

---@param props table
---@return worldSceneRecordingNodeMeshResourceFilter
function worldSceneRecordingNodeMeshResourceFilter.new(props) return end

---@class worldScriptedAudioSignpostTrigger : IScriptable
worldScriptedAudioSignpostTrigger = {}

---@return worldScriptedAudioSignpostTrigger
function worldScriptedAudioSignpostTrigger.new() return end

---@param props table
---@return worldScriptedAudioSignpostTrigger
function worldScriptedAudioSignpostTrigger.new(props) return end

---@param localPlayer gameObject
---@return Bool
function worldScriptedAudioSignpostTrigger:OnPlayerEnter(localPlayer) return end

---@param localPlayer gameObject
---@return Bool
function worldScriptedAudioSignpostTrigger:OnPlayerExit(localPlayer) return end

---@class worldSharedDataBuffer : ISerializable
---@field buffer DataBuffer
worldSharedDataBuffer = {}

---@return worldSharedDataBuffer
function worldSharedDataBuffer.new() return end

---@param props table
---@return worldSharedDataBuffer
function worldSharedDataBuffer.new(props) return end

---@class worldSmartObjectNode : worldNode
---@field object gameSmartObjectDefinition
worldSmartObjectNode = {}

---@return worldSmartObjectNode
function worldSmartObjectNode.new() return end

---@param props table
---@return worldSmartObjectNode
function worldSmartObjectNode.new(props) return end

---@class worldSmartObjectNodeInstance : worldINodeInstance
worldSmartObjectNodeInstance = {}

---@return worldSmartObjectNodeInstance
function worldSmartObjectNodeInstance.new() return end

---@param props table
---@return worldSmartObjectNodeInstance
function worldSmartObjectNodeInstance.new(props) return end

---@class worldSnapTags
---@field includeTags CName[]
---@field excludeTags CName[]
worldSnapTags = {}

---@return worldSnapTags
function worldSnapTags.new() return end

---@param props table
---@return worldSnapTags
function worldSnapTags.new(props) return end

---@class worldSnappableNodeInstance : worldINodeInstance
worldSnappableNodeInstance = {}

---@class worldSocketNode : worldNode
worldSocketNode = {}

---@class worldSocketNodeInstance : worldINodeInstance
worldSocketNodeInstance = {}

---@class worldSpawnPointMarker : worldIMarker
---@field type Uint32
worldSpawnPointMarker = {}

---@return worldSpawnPointMarker
function worldSpawnPointMarker.new() return end

---@param props table
---@return worldSpawnPointMarker
function worldSpawnPointMarker.new(props) return end

---@class worldSpeedSplineNode : worldSplineNode
---@field speedChangeSections worldSpeedSplineNodeSpeedChangeSection[]
---@field useDeprecated Bool
---@field deprecatedSpeedRestrictions worldSpeedSplineNodeSpeedRestriction[]
---@field deprecatedDefaultSpeed Float
---@field deprecatedDefaultAdjustTime Float
---@field orientationChangeSections worldSpeedSplineNodeOrientationChangeSection[]
---@field roadAdjustmentFactorChangeSections worldSpeedSplineNodeRoadAdjustmentFactorChangeSection[]
---@field ignoreTerrain Bool
worldSpeedSplineNode = {}

---@return worldSpeedSplineNode
function worldSpeedSplineNode.new() return end

---@param props table
---@return worldSpeedSplineNode
function worldSpeedSplineNode.new(props) return end

---@class worldSpeedSplineNodeInstance : worldSplineNodeInstance
worldSpeedSplineNodeInstance = {}

---@return worldSpeedSplineNodeInstance
function worldSpeedSplineNodeInstance.new() return end

---@param props table
---@return worldSpeedSplineNodeInstance
function worldSpeedSplineNodeInstance.new(props) return end

---@class worldSpeedSplineNodeOrientationChangeSection
---@field pos Float
---@field type worldSpeedSplineOrientationMarkerType
---@field targetOrientation EulerAngles
worldSpeedSplineNodeOrientationChangeSection = {}

---@return worldSpeedSplineNodeOrientationChangeSection
function worldSpeedSplineNodeOrientationChangeSection.new() return end

---@param props table
---@return worldSpeedSplineNodeOrientationChangeSection
function worldSpeedSplineNodeOrientationChangeSection.new(props) return end

---@class worldSpeedSplineNodeRoadAdjustmentFactorChangeSection
---@field pos Float
---@field targetFactor Float
worldSpeedSplineNodeRoadAdjustmentFactorChangeSection = {}

---@return worldSpeedSplineNodeRoadAdjustmentFactorChangeSection
function worldSpeedSplineNodeRoadAdjustmentFactorChangeSection.new() return end

---@param props table
---@return worldSpeedSplineNodeRoadAdjustmentFactorChangeSection
function worldSpeedSplineNodeRoadAdjustmentFactorChangeSection.new(props) return end

---@class worldSpeedSplineNodeSpeedChangeSection
---@field start Float
---@field end Float
---@field targetSpeed_M_P_S Float
worldSpeedSplineNodeSpeedChangeSection = {}

---@return worldSpeedSplineNodeSpeedChangeSection
function worldSpeedSplineNodeSpeedChangeSection.new() return end

---@param props table
---@return worldSpeedSplineNodeSpeedChangeSection
function worldSpeedSplineNodeSpeedChangeSection.new(props) return end

---@class worldSpeedSplineNodeSpeedRestriction
---@field speed Float
---@field from Float
---@field adjustTime Float
worldSpeedSplineNodeSpeedRestriction = {}

---@return worldSpeedSplineNodeSpeedRestriction
function worldSpeedSplineNodeSpeedRestriction.new() return end

---@param props table
---@return worldSpeedSplineNodeSpeedRestriction
function worldSpeedSplineNodeSpeedRestriction.new(props) return end

---@class worldSplineNode : worldSocketNode
---@field splineData Spline
---@field destSnapedNode NodeRef
---@field destSnapedSocketName CName
---@field entrySnapedNode NodeRef
---@field entrySnapedSocketName CName
worldSplineNode = {}

---@return worldSplineNode
function worldSplineNode.new() return end

---@param props table
---@return worldSplineNode
function worldSplineNode.new(props) return end

---@class worldSplineNodeInstance : worldSocketNodeInstance
worldSplineNodeInstance = {}

---@return worldSplineNodeInstance
function worldSplineNodeInstance.new() return end

---@param props table
---@return worldSplineNodeInstance
function worldSplineNodeInstance.new(props) return end

---@class worldStaticCollisionShapeCategories_CollisionNode
---@field arr [5][6]Uint16
worldStaticCollisionShapeCategories_CollisionNode = {}

---@return worldStaticCollisionShapeCategories_CollisionNode
function worldStaticCollisionShapeCategories_CollisionNode.new() return end

---@param props table
---@return worldStaticCollisionShapeCategories_CollisionNode
function worldStaticCollisionShapeCategories_CollisionNode.new(props) return end

---@class worldStaticDecalNode : worldNode
---@field material IMaterial
---@field autoHideDistance Float
---@field verticalFlip Bool
---@field horizontalFlip Bool
---@field alpha Float
---@field normalThreshold Float
---@field roughnessScale Float
---@field diffuseColorScale HDRColor
---@field isStretchingEnabled Bool
---@field enableNormalTreshold Bool
---@field orderNo Uint16
---@field surfaceType ERenderObjectType
---@field normalsBlendingMode RenderDecalNormalsBlendingMode
---@field decalRenderMode EDecalRenderMode
---@field shouldCollectWithRayTracing Bool
---@field forcedAutoHideDistance Float
---@field decalNodeVersion Uint8
worldStaticDecalNode = {}

---@return worldStaticDecalNode
function worldStaticDecalNode.new() return end

---@param props table
---@return worldStaticDecalNode
function worldStaticDecalNode.new(props) return end

---@class worldStaticDecalNodeInstance : worldINodeInstance
worldStaticDecalNodeInstance = {}

---@return worldStaticDecalNodeInstance
function worldStaticDecalNodeInstance.new() return end

---@param props table
---@return worldStaticDecalNodeInstance
function worldStaticDecalNodeInstance.new(props) return end

---@class worldStaticFogVolumeNode : worldNode
---@field priority Uint8
---@field absolute Bool
---@field applyHeightFalloff Bool
---@field densityFalloff Float
---@field blendFalloff Float
---@field densityFactor Float
---@field absorption Float
---@field streamingDistance Float
---@field ambientScale Float
---@field envColorGroup EEnvColorGroup
---@field color Color
---@field lightChannels rendLightChannel
worldStaticFogVolumeNode = {}

---@return worldStaticFogVolumeNode
function worldStaticFogVolumeNode.new() return end

---@param props table
---@return worldStaticFogVolumeNode
function worldStaticFogVolumeNode.new(props) return end

---@class worldStaticFogVolumeNodeInstance : worldINodeInstance
worldStaticFogVolumeNodeInstance = {}

---@return worldStaticFogVolumeNodeInstance
function worldStaticFogVolumeNodeInstance.new() return end

---@param props table
---@return worldStaticFogVolumeNodeInstance
function worldStaticFogVolumeNodeInstance.new(props) return end

---@class worldStaticGpsLocationEntranceMarkerNode : worldNode
worldStaticGpsLocationEntranceMarkerNode = {}

---@return worldStaticGpsLocationEntranceMarkerNode
function worldStaticGpsLocationEntranceMarkerNode.new() return end

---@param props table
---@return worldStaticGpsLocationEntranceMarkerNode
function worldStaticGpsLocationEntranceMarkerNode.new(props) return end

---@class worldStaticGpsLocationEntranceMarkerNodeInstance : worldINodeInstance
worldStaticGpsLocationEntranceMarkerNodeInstance = {}

---@return worldStaticGpsLocationEntranceMarkerNodeInstance
function worldStaticGpsLocationEntranceMarkerNodeInstance.new() return end

---@param props table
---@return worldStaticGpsLocationEntranceMarkerNodeInstance
function worldStaticGpsLocationEntranceMarkerNodeInstance.new(props) return end

---@class worldStaticLaneCollisions
---@field lane worldTrafficLaneUID
---@field collisions worldTrafficStaticCollisionSphere[]
---@field deadEndStart Float
worldStaticLaneCollisions = {}

---@return worldStaticLaneCollisions
function worldStaticLaneCollisions.new() return end

---@param props table
---@return worldStaticLaneCollisions
function worldStaticLaneCollisions.new(props) return end

---@class worldStaticLightNode : worldNode
---@field type ELightType
---@field color Color
---@field radius Float
---@field unit ELightUnit
---@field intensity Float
---@field EV Float
---@field temperature Float
---@field lightChannel rendLightChannel
---@field sceneDiffuse Bool
---@field sceneSpecularScale Uint8
---@field directional Bool
---@field roughnessBias Int8
---@field scaleGI Uint8
---@field scaleEnvProbes Uint8
---@field useInTransparents Bool
---@field scaleVolFog Uint8
---@field useInParticles Bool
---@field attenuation rendLightAttenuation
---@field clampAttenuation Bool
---@field group rendLightGroup
---@field areaShape EAreaLightShape
---@field areaTwoSided Bool
---@field spotCapsule Bool
---@field sourceRadius Float
---@field capsuleLength Float
---@field areaRectSideA Float
---@field areaRectSideB Float
---@field innerAngle Float
---@field outerAngle Float
---@field softness Float
---@field enableLocalShadows Bool
---@field enableLocalShadowsForceStaticsOnly Bool
---@field contactShadows rendContactShadowReciever
---@field shadowAngle Float
---@field shadowRadius Float
---@field shadowFadeDistance Float
---@field shadowFadeRange Float
---@field shadowSoftnessMode ELightShadowSoftnessMode
---@field rayTracedShadowsPlatform rendRayTracedShadowsPlatform
---@field rayTracingLightSourceRadius Float
---@field rayTracingContactShadowRange Float
---@field iesProfile CIESDataResource
---@field flicker rendSLightFlickering
---@field envColorGroup EEnvColorGroup
---@field colorGroupSaturation Uint8
---@field portalAngleCutoff Uint8
---@field allowDistantLight Bool
---@field rayTracingIntensityScale Float
---@field pathTracingLightUsage rendEPathTracingLightUsage
---@field pathTracingOverrideScaleGI Bool
---@field rtxdiShadowStartingDistance Float
---@field autoHideDistance Float
worldStaticLightNode = {}

---@return worldStaticLightNode
function worldStaticLightNode.new() return end

---@param props table
---@return worldStaticLightNode
function worldStaticLightNode.new(props) return end

---@class worldStaticLightNodeInstance : worldINodeInstance
worldStaticLightNodeInstance = {}

---@return worldStaticLightNodeInstance
function worldStaticLightNodeInstance.new() return end

---@param props table
---@return worldStaticLightNodeInstance
function worldStaticLightNodeInstance.new(props) return end

---@class worldStaticMarkerNode : worldSocketNode
---@field isEnabled Bool
---@field tags redTagList
---@field data worldIMarker
worldStaticMarkerNode = {}

---@return worldStaticMarkerNode
function worldStaticMarkerNode.new() return end

---@param props table
---@return worldStaticMarkerNode
function worldStaticMarkerNode.new(props) return end

---@class worldStaticMarkerNodeInstance : worldSocketNodeInstance
worldStaticMarkerNodeInstance = {}

---@return worldStaticMarkerNodeInstance
function worldStaticMarkerNodeInstance.new() return end

---@param props table
---@return worldStaticMarkerNodeInstance
function worldStaticMarkerNodeInstance.new(props) return end

---@class worldStaticMeshNode : worldMeshNode
worldStaticMeshNode = {}

---@return worldStaticMeshNode
function worldStaticMeshNode.new() return end

---@param props table
---@return worldStaticMeshNode
function worldStaticMeshNode.new(props) return end

---@class worldStaticMeshNodeInstance : worldMeshNodeInstance
worldStaticMeshNodeInstance = {}

---@return worldStaticMeshNodeInstance
function worldStaticMeshNodeInstance.new() return end

---@param props table
---@return worldStaticMeshNodeInstance
function worldStaticMeshNodeInstance.new(props) return end

---@class worldStaticOccluderMeshNode : worldNode
---@field occluderType visWorldOccluderType
---@field color Color
---@field autohideDistanceScale Uint8
---@field mesh CMesh
worldStaticOccluderMeshNode = {}

---@return worldStaticOccluderMeshNode
function worldStaticOccluderMeshNode.new() return end

---@param props table
---@return worldStaticOccluderMeshNode
function worldStaticOccluderMeshNode.new(props) return end

---@class worldStaticOccluderMeshNodeInstance : worldINodeInstance
worldStaticOccluderMeshNodeInstance = {}

---@return worldStaticOccluderMeshNodeInstance
function worldStaticOccluderMeshNodeInstance.new() return end

---@param props table
---@return worldStaticOccluderMeshNodeInstance
function worldStaticOccluderMeshNodeInstance.new(props) return end

---@class worldStaticParticleNode : worldNode
---@field emissionRate Float
---@field particleSystem CParticleSystem
---@field forcedAutoHideDistance Float
---@field forcedAutoHideRange Float
worldStaticParticleNode = {}

---@return worldStaticParticleNode
function worldStaticParticleNode.new() return end

---@param props table
---@return worldStaticParticleNode
function worldStaticParticleNode.new(props) return end

---@class worldStaticParticleNodeInstance : worldINodeInstance
---@field renderLayerMask RenderSceneLayerMask
worldStaticParticleNodeInstance = {}

---@return worldStaticParticleNodeInstance
function worldStaticParticleNodeInstance.new() return end

---@param props table
---@return worldStaticParticleNodeInstance
function worldStaticParticleNodeInstance.new(props) return end

---@class worldStaticQuestMarkerNode : worldNode
---@field questType worldQuestType
---@field questLabel String
---@field mapFilteringTag CName
---@field questMarkerHeight Float
worldStaticQuestMarkerNode = {}

---@return worldStaticQuestMarkerNode
function worldStaticQuestMarkerNode.new() return end

---@param props table
---@return worldStaticQuestMarkerNode
function worldStaticQuestMarkerNode.new(props) return end

---@class worldStaticQuestMarkerNodeInstance : worldINodeInstance
worldStaticQuestMarkerNodeInstance = {}

---@return worldStaticQuestMarkerNodeInstance
function worldStaticQuestMarkerNodeInstance.new() return end

---@param props table
---@return worldStaticQuestMarkerNodeInstance
function worldStaticQuestMarkerNodeInstance.new(props) return end

---@class worldStaticSoundEmitterNode : worldNode
---@field radius Float
---@field audioName CName
---@field Settings audioAmbientAreaSettings
---@field usePhysicsObstruction Bool
---@field occlusionEnabled Bool
---@field acousticRepositioningEnabled Bool
---@field obstructionChangeTime Float
---@field useDoppler Bool
---@field dopplerFactor Float
---@field setOpenDoorEmitter Bool
---@field emitterMetadataName CName
---@field overrideRolloff Bool
---@field rolloffOverride Float
---@field ambientPaletteTag CName
worldStaticSoundEmitterNode = {}

---@return worldStaticSoundEmitterNode
function worldStaticSoundEmitterNode.new() return end

---@param props table
---@return worldStaticSoundEmitterNode
function worldStaticSoundEmitterNode.new(props) return end

---@class worldStaticSoundEmitterNodeInstance : worldINodeInstance
worldStaticSoundEmitterNodeInstance = {}

---@return worldStaticSoundEmitterNodeInstance
function worldStaticSoundEmitterNodeInstance.new() return end

---@param props table
---@return worldStaticSoundEmitterNodeInstance
function worldStaticSoundEmitterNodeInstance.new(props) return end

---@class worldStaticStickerNode : worldNode
---@field labels String[]
---@field showBackground Bool
---@field textColor Color
---@field backgroundColor Color
---@field sprites CBitmapTexture[]
---@field spriteSize Int32
---@field alignSpritesHorizontally Bool
---@field scale Float
---@field visibilityDistance Float
worldStaticStickerNode = {}

---@return worldStaticStickerNode
function worldStaticStickerNode.new() return end

---@param props table
---@return worldStaticStickerNode
function worldStaticStickerNode.new(props) return end

---@class worldStaticStickerNodeInstance : worldINodeInstance
worldStaticStickerNodeInstance = {}

---@return worldStaticStickerNodeInstance
function worldStaticStickerNodeInstance.new() return end

---@param props table
---@return worldStaticStickerNodeInstance
function worldStaticStickerNodeInstance.new(props) return end

---@class worldStaticVectorFieldNode : worldNode
---@field direction Vector3
---@field autoHideDistance Float
worldStaticVectorFieldNode = {}

---@return worldStaticVectorFieldNode
function worldStaticVectorFieldNode.new() return end

---@param props table
---@return worldStaticVectorFieldNode
function worldStaticVectorFieldNode.new(props) return end

---@class worldStaticVectorFieldNodeInstance : worldINodeInstance
worldStaticVectorFieldNodeInstance = {}

---@return worldStaticVectorFieldNodeInstance
function worldStaticVectorFieldNodeInstance.new() return end

---@param props table
---@return worldStaticVectorFieldNodeInstance
function worldStaticVectorFieldNodeInstance.new(props) return end

---@class worldStreamingBlock : CResource
---@field descriptors worldStreamingSectorDescriptor[]
---@field index worldStreamingBlockIndex
worldStreamingBlock = {}

---@return worldStreamingBlock
function worldStreamingBlock.new() return end

---@param props table
---@return worldStreamingBlock
function worldStreamingBlock.new(props) return end

---@class worldStreamingBlockIndex
---@field rldGridCell Uint32
---@field oup worldStreamingDataGroup
worldStreamingBlockIndex = {}

---@return worldStreamingBlockIndex
function worldStreamingBlockIndex.new() return end

---@param props table
---@return worldStreamingBlockIndex
function worldStreamingBlockIndex.new(props) return end

---@class worldStreamingQueryDataResource : CResource
---@field roadDatas worldStreamingQueryRoadData[]
---@field connectedRoadDataIndices Uint16[]
worldStreamingQueryDataResource = {}

---@return worldStreamingQueryDataResource
function worldStreamingQueryDataResource.new() return end

---@param props table
---@return worldStreamingQueryDataResource
function worldStreamingQueryDataResource.new(props) return end

---@class worldStreamingQueryRoadData
---@field transform Transform
---@field splineData Spline
---@field roadGlobalNodeId worldGlobalNodeID
---@field totalRoadWidth Float
---@field connectedRoadsStartIndex Uint16
---@field connectedRoadsCount Uint16
worldStreamingQueryRoadData = {}

---@return worldStreamingQueryRoadData
function worldStreamingQueryRoadData.new() return end

---@param props table
---@return worldStreamingQueryRoadData
function worldStreamingQueryRoadData.new(props) return end

---@class worldStreamingSector : CResource
---@field localInplaceResource CResource[]
---@field externInplaceResource worldStreamingSectorInplaceContent
---@field level Uint8
---@field category worldStreamingSectorCategory
worldStreamingSector = {}

---@return worldStreamingSector
function worldStreamingSector.new() return end

---@param props table
---@return worldStreamingSector
function worldStreamingSector.new(props) return end

---@class worldStreamingSectorDescriptor
---@field data worldStreamingSector
---@field streamingBox Box
---@field questPrefabNodeRef NodeRef
---@field numNodeRanges Uint32
---@field variants worldStreamingSectorVariant[]
---@field blockIndex worldStreamingBlockIndex
---@field level Uint8
---@field category worldStreamingSectorCategory
worldStreamingSectorDescriptor = {}

---@return worldStreamingSectorDescriptor
function worldStreamingSectorDescriptor.new() return end

---@param props table
---@return worldStreamingSectorDescriptor
function worldStreamingSectorDescriptor.new(props) return end

---@class worldStreamingSectorInplaceContent : CResource
---@field inplaceResources CResource[]
worldStreamingSectorInplaceContent = {}

---@return worldStreamingSectorInplaceContent
function worldStreamingSectorInplaceContent.new() return end

---@param props table
---@return worldStreamingSectorInplaceContent
function worldStreamingSectorInplaceContent.new(props) return end

---@class worldStreamingSectorVariant
---@field nodeRef NodeRef
---@field variantId Uint32
---@field parentVariantID Uint32
---@field name CName
---@field rangeIndex Uint32
---@field enabledByDefault Bool
worldStreamingSectorVariant = {}

---@return worldStreamingSectorVariant
function worldStreamingSectorVariant.new() return end

---@param props table
---@return worldStreamingSectorVariant
function worldStreamingSectorVariant.new(props) return end

---@class worldStreamingTestSummary : ISerializable
---@field gameDefinition String
---@field noCrowds Bool
---@field testDurationSeconds Float
---@field initialBytesRead Uint64
---@field bytesReadDuringTest Uint64
---@field bytesReadDuringDriving Uint64
---@field bytesReadDuringCooldown Uint64
---@field totalSeeksBytes Uint64
---@field minFps Float
---@field maxFps Float
---@field averageFps Float
worldStreamingTestSummary = {}

---@return worldStreamingTestSummary
function worldStreamingTestSummary.new() return end

---@param props table
---@return worldStreamingTestSummary
function worldStreamingTestSummary.new(props) return end

---@class worldStreamingWorld : CResource
---@field version Uint32
---@field blockRefs worldStreamingBlock[]
---@field environmentDefinition worldEnvironmentDefinition
---@field worldBoundingBox Box
---@field persistentStateData CResource
---@field deviceResource CResource
---@field deviceInitResource CResource
---@field mappinResource CResource
---@field poiMappinResource CResource
---@field areaResource CResource
---@field lootResource CResource
---@field locationResource CResource
---@field locomotionPathResource CResource
---@field autoFoliageMapping worldAutoFoliageMapping
---@field trafficPersistentResource CResource
---@field trafficLaneConnectivityResource CResource
---@field trafficLanePolygonsResource CResource
---@field trafficLaneSpotsResource CResource
---@field trafficSpatialRepresentationResource CResource
---@field trafficCollisionResource CResource
---@field trafficNullAreaCollisionResource CResource
---@field smartObjectCompiledRootResource CResource
---@field geometryCacheResource CResource
---@field wasBuiltForSceneRecording Bool
---@field streamingQueryDataResource worldStreamingQueryDataResource
worldStreamingWorld = {}

---@return worldStreamingWorld
function worldStreamingWorld.new() return end

---@param props table
---@return worldStreamingWorld
function worldStreamingWorld.new(props) return end

---@class worldTerrainCollisionNode : worldNode
---@field materials CName[]
---@field materialIndices Uint8[]
---@field heightfieldGeometry serializationDeferredDataBuffer
---@field actorTransform WorldTransform
---@field extents Vector4
---@field streamingDistance Float
---@field rowScale Float
---@field columnScale Float
---@field heightScale Float
---@field increaseStreamingDistance Bool
worldTerrainCollisionNode = {}

---@return worldTerrainCollisionNode
function worldTerrainCollisionNode.new() return end

---@param props table
---@return worldTerrainCollisionNode
function worldTerrainCollisionNode.new(props) return end

---@class worldTerrainCollisionNodeInstance : worldINodeInstance
worldTerrainCollisionNodeInstance = {}

---@return worldTerrainCollisionNodeInstance
function worldTerrainCollisionNodeInstance.new() return end

---@param props table
---@return worldTerrainCollisionNodeInstance
function worldTerrainCollisionNodeInstance.new(props) return end

---@class worldTerrainMeshNode : worldNode
---@field mesh CMesh
---@field meshRef CMesh
worldTerrainMeshNode = {}

---@return worldTerrainMeshNode
function worldTerrainMeshNode.new() return end

---@param props table
---@return worldTerrainMeshNode
function worldTerrainMeshNode.new(props) return end

---@class worldTerrainMeshNodeInstance : worldINodeInstance
worldTerrainMeshNodeInstance = {}

---@return worldTerrainMeshNodeInstance
function worldTerrainMeshNodeInstance.new() return end

---@param props table
---@return worldTerrainMeshNodeInstance
function worldTerrainMeshNodeInstance.new(props) return end

---@class worldTerrainProxyMeshNode : worldPrefabProxyMeshNode
worldTerrainProxyMeshNode = {}

---@return worldTerrainProxyMeshNode
function worldTerrainProxyMeshNode.new() return end

---@param props table
---@return worldTerrainProxyMeshNode
function worldTerrainProxyMeshNode.new(props) return end

---@class worldTrafficCollisionDebug : ISerializable
---@field overlapBoxes worldDbgOverlapBox[]
worldTrafficCollisionDebug = {}

---@return worldTrafficCollisionDebug
function worldTrafficCollisionDebug.new() return end

---@param props table
---@return worldTrafficCollisionDebug
function worldTrafficCollisionDebug.new(props) return end

---@class worldTrafficCollisionDebugResource : CResource
---@field data worldTrafficCollisionDebug
worldTrafficCollisionDebugResource = {}

---@return worldTrafficCollisionDebugResource
function worldTrafficCollisionDebugResource.new() return end

---@param props table
---@return worldTrafficCollisionDebugResource
function worldTrafficCollisionDebugResource.new(props) return end

---@class worldTrafficCollisionGroupNode : worldNode
---@field collisionEntries worldCollisionGroupEntry[]
worldTrafficCollisionGroupNode = {}

---@return worldTrafficCollisionGroupNode
function worldTrafficCollisionGroupNode.new() return end

---@param props table
---@return worldTrafficCollisionGroupNode
function worldTrafficCollisionGroupNode.new(props) return end

---@class worldTrafficCollisionGroupNodeInstance : worldINodeInstance
worldTrafficCollisionGroupNodeInstance = {}

---@return worldTrafficCollisionGroupNodeInstance
function worldTrafficCollisionGroupNodeInstance.new() return end

---@param props table
---@return worldTrafficCollisionGroupNodeInstance
function worldTrafficCollisionGroupNodeInstance.new(props) return end

---@class worldTrafficCollisionResource : CResource
---@field data worldTrafficStaticCollisionData
worldTrafficCollisionResource = {}

---@return worldTrafficCollisionResource
function worldTrafficCollisionResource.new() return end

---@param props table
---@return worldTrafficCollisionResource
function worldTrafficCollisionResource.new(props) return end

---@class worldTrafficCollisionSphere
---@field worldPos Vector3
---@field direction Vector3
---@field radius Float
---@field userData Uint64
---@field flags Uint8
worldTrafficCollisionSphere = {}

---@return worldTrafficCollisionSphere
function worldTrafficCollisionSphere.new() return end

---@param props table
---@return worldTrafficCollisionSphere
function worldTrafficCollisionSphere.new(props) return end

---@class worldTrafficCompiledNode : worldNode
---@field aabb Box
worldTrafficCompiledNode = {}

---@return worldTrafficCompiledNode
function worldTrafficCompiledNode.new() return end

---@param props table
---@return worldTrafficCompiledNode
function worldTrafficCompiledNode.new(props) return end

---@class worldTrafficCompiledNodeInstance : worldINodeInstance
worldTrafficCompiledNodeInstance = {}

---@return worldTrafficCompiledNodeInstance
function worldTrafficCompiledNodeInstance.new() return end

---@param props table
---@return worldTrafficCompiledNodeInstance
function worldTrafficCompiledNodeInstance.new(props) return end

---@class worldTrafficConnectivityInLane
worldTrafficConnectivityInLane = {}

---@return worldTrafficConnectivityInLane
function worldTrafficConnectivityInLane.new() return end

---@param props table
---@return worldTrafficConnectivityInLane
function worldTrafficConnectivityInLane.new(props) return end

---@class worldTrafficConnectivityOutLane
worldTrafficConnectivityOutLane = {}

---@return worldTrafficConnectivityOutLane
function worldTrafficConnectivityOutLane.new() return end

---@param props table
---@return worldTrafficConnectivityOutLane
function worldTrafficConnectivityOutLane.new(props) return end

---@class worldTrafficGlobalPathPosition : ISerializable
---@field worldPosition Vector3
---@field pathIdx Uint32
worldTrafficGlobalPathPosition = {}

---@return worldTrafficGlobalPathPosition
function worldTrafficGlobalPathPosition.new() return end

---@param props table
---@return worldTrafficGlobalPathPosition
function worldTrafficGlobalPathPosition.new(props) return end

---@class worldTrafficLaneCrowdCreationInfo
---@field connectedFragments worldTrafficLaneCrowdFragment[]
worldTrafficLaneCrowdCreationInfo = {}

---@return worldTrafficLaneCrowdCreationInfo
function worldTrafficLaneCrowdCreationInfo.new() return end

---@param props table
---@return worldTrafficLaneCrowdCreationInfo
function worldTrafficLaneCrowdCreationInfo.new(props) return end

---@class worldTrafficLaneCrowdFragment
---@field desiredSlotCountsPerTimePeriod worldDesiredSlotsCountInfo[]
---@field crowdCreationDataIndex Uint32
---@field laneX1 Float
---@field laneX2 Float
worldTrafficLaneCrowdFragment = {}

---@return worldTrafficLaneCrowdFragment
function worldTrafficLaneCrowdFragment.new() return end

---@param props table
---@return worldTrafficLaneCrowdFragment
function worldTrafficLaneCrowdFragment.new(props) return end

---@class worldTrafficLaneExitDefinition
---@field outLaneRef NodeRef
---@field exitPosition Vector4
---@field exitProbability Float
---@field endConnection Bool
---@field thisLaneReversed Bool
---@field outLaneReversed Bool
worldTrafficLaneExitDefinition = {}

---@return worldTrafficLaneExitDefinition
function worldTrafficLaneExitDefinition.new() return end

---@param props table
---@return worldTrafficLaneExitDefinition
function worldTrafficLaneExitDefinition.new(props) return end

---@class worldTrafficLanePersistent
---@field outLanes worldTrafficConnectivityOutLane[]
---@field inLanes worldTrafficConnectivityInLane[]
---@field outline Vector3[]
---@field accumulatedLengths Float[]
---@field crowdCreationInfo worldTrafficLaneCrowdCreationInfo
---@field maxSpeed Uint8
---@field deadEndStart Float
---@field length Float
---@field width Float
---@field area Float
---@field flags Uint16
---@field subGraphId Uint16
---@field playerGPSInfo worldTrafficLanePlayerGPSInfo
---@field neighborGroupIndex Uint16
---@field nodeRefHash Uint64
---@field laneNumber Uint16
---@field seqNumber Uint16
---@field isReversed Bool
---@field roadMaterials worldRoadMaterialInfo[]
---@field polygon Vector2[]
worldTrafficLanePersistent = {}

---@return worldTrafficLanePersistent
function worldTrafficLanePersistent.new() return end

---@param props table
---@return worldTrafficLanePersistent
function worldTrafficLanePersistent.new(props) return end

---@class worldTrafficLanePlayerGPSInfo
---@field subGraphId Uint16
---@field stronglyConnectedComponentId Uint16
worldTrafficLanePlayerGPSInfo = {}

---@return worldTrafficLanePlayerGPSInfo
function worldTrafficLanePlayerGPSInfo.new() return end

---@param props table
---@return worldTrafficLanePlayerGPSInfo
function worldTrafficLanePlayerGPSInfo.new(props) return end

---@class worldTrafficLanePolygonRepresentation
---@field outline Vector3[]
---@field polygon Vector2[]
worldTrafficLanePolygonRepresentation = {}

---@return worldTrafficLanePolygonRepresentation
function worldTrafficLanePolygonRepresentation.new() return end

---@param props table
---@return worldTrafficLanePolygonRepresentation
function worldTrafficLanePolygonRepresentation.new(props) return end

---@class worldTrafficLaneRef
---@field nodeRef NodeRef
---@field laneNumber Uint16
---@field isReversed Bool
worldTrafficLaneRef = {}

---@return worldTrafficLaneRef
function worldTrafficLaneRef.new() return end

---@param props table
---@return worldTrafficLaneRef
function worldTrafficLaneRef.new(props) return end

---@class worldTrafficLaneStreamed
worldTrafficLaneStreamed = {}

---@return worldTrafficLaneStreamed
function worldTrafficLaneStreamed.new() return end

---@param props table
---@return worldTrafficLaneStreamed
function worldTrafficLaneStreamed.new(props) return end

---@class worldTrafficLaneUID
---@field nodeRefHash Uint64
---@field laneNumber Uint16
---@field seqNumber Uint16
---@field isReversed Bool
worldTrafficLaneUID = {}

---@return worldTrafficLaneUID
function worldTrafficLaneUID.new() return end

---@param props table
---@return worldTrafficLaneUID
function worldTrafficLaneUID.new(props) return end

---@class worldTrafficLanesSpotsResource : resStreamedResource
worldTrafficLanesSpotsResource = {}

---@return worldTrafficLanesSpotsResource
function worldTrafficLanesSpotsResource.new() return end

---@param props table
---@return worldTrafficLanesSpotsResource
function worldTrafficLanesSpotsResource.new(props) return end

---@class worldTrafficLightChangeEvent : redEvent
---@field lightColor worldTrafficLightColor
worldTrafficLightChangeEvent = {}

---@return worldTrafficLightChangeEvent
function worldTrafficLightChangeEvent.new() return end

---@param props table
---@return worldTrafficLightChangeEvent
function worldTrafficLightChangeEvent.new(props) return end

---@class worldTrafficLightDefinition
---@field positionOnLane Float
---@field groupIdx Uint32
---@field extent Float
---@field timeline worldTrafficLightStage[]
worldTrafficLightDefinition = {}

---@return worldTrafficLightDefinition
function worldTrafficLightDefinition.new() return end

---@param props table
---@return worldTrafficLightDefinition
function worldTrafficLightDefinition.new(props) return end

---@class worldTrafficLightListenerComponent : entIComponent
---@field intersectionRef NodeRef
---@field groupIdx Uint32
worldTrafficLightListenerComponent = {}

---@return worldTrafficLightListenerComponent
function worldTrafficLightListenerComponent.new() return end

---@param props table
---@return worldTrafficLightListenerComponent
function worldTrafficLightListenerComponent.new(props) return end

---@class worldTrafficLightStage
---@field color worldTrafficLightColor
---@field duration Float
worldTrafficLightStage = {}

---@return worldTrafficLightStage
function worldTrafficLightStage.new() return end

---@param props table
---@return worldTrafficLightStage
function worldTrafficLightStage.new(props) return end

---@class worldTrafficNullAreaCollisionData : ISerializable
---@field header worldCrowdNullAreaCollisionHeader
---@field nullAreaCollisions worldCrowdNullAreaCollisionData[]
worldTrafficNullAreaCollisionData = {}

---@return worldTrafficNullAreaCollisionData
function worldTrafficNullAreaCollisionData.new() return end

---@param props table
---@return worldTrafficNullAreaCollisionData
function worldTrafficNullAreaCollisionData.new(props) return end

---@class worldTrafficNullAreaCollisionResource : CResource
---@field nullAreasCollisionData worldTrafficNullAreaCollisionData
---@field nullAreaBlockadeData worldTrafficNullAreaDynamicBlockadeData
worldTrafficNullAreaCollisionResource = {}

---@return worldTrafficNullAreaCollisionResource
function worldTrafficNullAreaCollisionResource.new() return end

---@param props table
---@return worldTrafficNullAreaCollisionResource
function worldTrafficNullAreaCollisionResource.new(props) return end

---@class worldTrafficNullAreaDynamicBlockade
---@field areaID Uint64
---@field offmeshLinks Uint64[]
---@field affectedTrafficLanes worldTrafficLaneUID[]
---@field permanentlyEnabledByDefault Bool
worldTrafficNullAreaDynamicBlockade = {}

---@return worldTrafficNullAreaDynamicBlockade
function worldTrafficNullAreaDynamicBlockade.new() return end

---@param props table
---@return worldTrafficNullAreaDynamicBlockade
function worldTrafficNullAreaDynamicBlockade.new(props) return end

---@class worldTrafficNullAreaDynamicBlockadeData : ISerializable
---@field nullAreasBlockades worldTrafficNullAreaDynamicBlockade[]
worldTrafficNullAreaDynamicBlockadeData = {}

---@return worldTrafficNullAreaDynamicBlockadeData
function worldTrafficNullAreaDynamicBlockadeData.new() return end

---@param props table
---@return worldTrafficNullAreaDynamicBlockadeData
function worldTrafficNullAreaDynamicBlockadeData.new(props) return end

---@class worldTrafficPersistentData
---@field lanes worldTrafficLanePersistent[]
---@field neighborGroups Uint16[][]
worldTrafficPersistentData = {}

---@return worldTrafficPersistentData
function worldTrafficPersistentData.new() return end

---@param props table
---@return worldTrafficPersistentData
function worldTrafficPersistentData.new(props) return end

---@class worldTrafficPersistentDebugResource : resStreamedResource
---@field brokenUIDs worldTrafficLaneUID[]
---@field brokenUIDsDeadEnds worldTrafficLaneUID[]
worldTrafficPersistentDebugResource = {}

---@return worldTrafficPersistentDebugResource
function worldTrafficPersistentDebugResource.new() return end

---@param props table
---@return worldTrafficPersistentDebugResource
function worldTrafficPersistentDebugResource.new(props) return end

---@class worldTrafficPersistentLaneConnections
---@field outlanes worldTrafficConnectivityOutLane[]
---@field inLanes worldTrafficConnectivityInLane[]
worldTrafficPersistentLaneConnections = {}

---@return worldTrafficPersistentLaneConnections
function worldTrafficPersistentLaneConnections.new() return end

---@param props table
---@return worldTrafficPersistentLaneConnections
function worldTrafficPersistentLaneConnections.new(props) return end

---@class worldTrafficPersistentLaneConnectionsResource : resStreamedResource
worldTrafficPersistentLaneConnectionsResource = {}

---@return worldTrafficPersistentLaneConnectionsResource
function worldTrafficPersistentLaneConnectionsResource.new() return end

---@param props table
---@return worldTrafficPersistentLaneConnectionsResource
function worldTrafficPersistentLaneConnectionsResource.new(props) return end

---@class worldTrafficPersistentLanePolygonResource : resStreamedResource
worldTrafficPersistentLanePolygonResource = {}

---@return worldTrafficPersistentLanePolygonResource
function worldTrafficPersistentLanePolygonResource.new() return end

---@param props table
---@return worldTrafficPersistentLanePolygonResource
function worldTrafficPersistentLanePolygonResource.new(props) return end

---@class worldTrafficPersistentLaneSpots
---@field spots worldTrafficSpotCompiled[]
worldTrafficPersistentLaneSpots = {}

---@return worldTrafficPersistentLaneSpots
function worldTrafficPersistentLaneSpots.new() return end

---@param props table
---@return worldTrafficPersistentLaneSpots
function worldTrafficPersistentLaneSpots.new(props) return end

---@class worldTrafficPersistentNode : worldNode
---@field resource worldTrafficPersistentResource
worldTrafficPersistentNode = {}

---@return worldTrafficPersistentNode
function worldTrafficPersistentNode.new() return end

---@param props table
---@return worldTrafficPersistentNode
function worldTrafficPersistentNode.new(props) return end

---@class worldTrafficPersistentNodeInstance : worldINodeInstance
worldTrafficPersistentNodeInstance = {}

---@return worldTrafficPersistentNodeInstance
function worldTrafficPersistentNodeInstance.new() return end

---@param props table
---@return worldTrafficPersistentNodeInstance
function worldTrafficPersistentNodeInstance.new(props) return end

---@class worldTrafficPersistentResource : resStreamedResource
---@field data worldTrafficPersistentData
worldTrafficPersistentResource = {}

---@return worldTrafficPersistentResource
function worldTrafficPersistentResource.new() return end

---@param props table
---@return worldTrafficPersistentResource
function worldTrafficPersistentResource.new(props) return end

---@class worldTrafficPersistentSpatialResource : resStreamedResource
---@field neighborGroups Uint16[][]
worldTrafficPersistentSpatialResource = {}

---@return worldTrafficPersistentSpatialResource
function worldTrafficPersistentSpatialResource.new() return end

---@param props table
---@return worldTrafficPersistentSpatialResource
function worldTrafficPersistentSpatialResource.new(props) return end

---@class worldTrafficScriptInterface : IScriptable
worldTrafficScriptInterface = {}

---@return worldTrafficScriptInterface
function worldTrafficScriptInterface.new() return end

---@param props table
---@return worldTrafficScriptInterface
function worldTrafficScriptInterface.new(props) return end

---@param queryEntity entEntity
---@param queryBoxPoints Vector4[]
---@param planePoint Vector4
---@param planeNormal Vector4
---@param planeDistanceMax Float
---@param maxEntityCount Uint32
---@param entityIDs entEntity[]
---@return Uint32
function worldTrafficScriptInterface:FindEntitiesNearPlane(queryEntity, queryBoxPoints, planePoint, planeNormal, planeDistanceMax, maxEntityCount, entityIDs) return end

---@param path Vector4[]
---@param distanceFromTraffic Float
---@return Bool, Vector4
function worldTrafficScriptInterface:IsPathIntersectingWithTraffic(path, distanceFromTraffic) return end

---@class worldTrafficSourceNode : worldSplineNode
worldTrafficSourceNode = {}

---@class worldTrafficSplineNode : worldTrafficSourceNode
---@field usage worldTrafficSplineNodeUsage
---@field maxSlotMaxSpeed Float
---@field width Float
---@field pathSamplingDistance Float
---@field bidirectional Bool
---@field autoConnectionRange Float
---@field markings CName[]
---@field outLanes worldTrafficLaneExitDefinition[]
---@field lights worldTrafficLightDefinition[]
---@field neverDeadEnd Bool
---@field trafficDisabled Bool
---@field laneSamplingAngle Float
---@field noAIDriving Bool
worldTrafficSplineNode = {}

---@return worldTrafficSplineNode
function worldTrafficSplineNode.new() return end

---@param props table
---@return worldTrafficSplineNode
function worldTrafficSplineNode.new(props) return end

---@class worldTrafficSplineNodeInstance : worldSplineNodeInstance
worldTrafficSplineNodeInstance = {}

---@return worldTrafficSplineNodeInstance
function worldTrafficSplineNodeInstance.new() return end

---@param props table
---@return worldTrafficSplineNodeInstance
function worldTrafficSplineNodeInstance.new(props) return end

---@class worldTrafficSpotCompiled : ISerializable
worldTrafficSpotCompiled = {}

---@class worldTrafficSpotDefinition : ISerializable
---@field length Float
---@field direction worldTrafficSpotDirection
worldTrafficSpotDefinition = {}

---@class worldTrafficSpotNode : worldAISpotNode
worldTrafficSpotNode = {}

---@return worldTrafficSpotNode
function worldTrafficSpotNode.new() return end

---@param props table
---@return worldTrafficSpotNode
function worldTrafficSpotNode.new(props) return end

---@class worldTrafficSpotNodeInstance : worldAISpotNodeInstance
worldTrafficSpotNodeInstance = {}

---@return worldTrafficSpotNodeInstance
function worldTrafficSpotNodeInstance.new() return end

---@param props table
---@return worldTrafficSpotNodeInstance
function worldTrafficSpotNodeInstance.new(props) return end

---@class worldTrafficStaticCollisionData : ISerializable
---@field laneCollisions worldStaticLaneCollisions[]
worldTrafficStaticCollisionData = {}

---@return worldTrafficStaticCollisionData
function worldTrafficStaticCollisionData.new() return end

---@param props table
---@return worldTrafficStaticCollisionData
function worldTrafficStaticCollisionData.new(props) return end

---@class worldTrafficStaticCollisionSphere
---@field worldPos Vector3
worldTrafficStaticCollisionSphere = {}

---@return worldTrafficStaticCollisionSphere
function worldTrafficStaticCollisionSphere.new() return end

---@param props table
---@return worldTrafficStaticCollisionSphere
function worldTrafficStaticCollisionSphere.new(props) return end

---@class worldTrafficSyncPointDefinition
---@field laneRefs NodeRef[]
---@field lanePositions Float[]
---@field length Float
worldTrafficSyncPointDefinition = {}

---@return worldTrafficSyncPointDefinition
function worldTrafficSyncPointDefinition.new() return end

---@param props table
---@return worldTrafficSyncPointDefinition
function worldTrafficSyncPointDefinition.new(props) return end

---@class worldTransformBuffer
---@field sharedDataBuffer worldSharedDataBuffer
---@field startIndex Uint32
---@field numElements Uint32
worldTransformBuffer = {}

---@return worldTransformBuffer
function worldTransformBuffer.new() return end

---@param props table
---@return worldTransformBuffer
function worldTransformBuffer.new(props) return end

---@class worldTriggerAreaEventInfo
---@field nodeInstance worldTriggerAreaNodeInstance
---@field eventWorldPosition Vector3
---@field numActivatorsInArea Uint32
---@field activatorID Uint32
worldTriggerAreaEventInfo = {}

---@return worldTriggerAreaEventInfo
function worldTriggerAreaEventInfo.new() return end

---@param props table
---@return worldTriggerAreaEventInfo
function worldTriggerAreaEventInfo.new(props) return end

---@class worldTriggerAreaNode : worldAreaShapeNode
---@field notifiers worldITriggerAreaNotifer[]
worldTriggerAreaNode = {}

---@return worldTriggerAreaNode
function worldTriggerAreaNode.new() return end

---@param props table
---@return worldTriggerAreaNode
function worldTriggerAreaNode.new(props) return end

---@class worldTriggerAreaNodeInstance : worldAreaShapeNodeInstance
worldTriggerAreaNodeInstance = {}

---@return worldTriggerAreaNodeInstance
function worldTriggerAreaNodeInstance.new() return end

---@param props table
---@return worldTriggerAreaNodeInstance
function worldTriggerAreaNodeInstance.new(props) return end

---@class worldVehicleForbiddenAreaNode : worldTriggerAreaNode
worldVehicleForbiddenAreaNode = {}

---@return worldVehicleForbiddenAreaNode
function worldVehicleForbiddenAreaNode.new() return end

---@param props table
---@return worldVehicleForbiddenAreaNode
function worldVehicleForbiddenAreaNode.new(props) return end

---@class worldVehicleForbiddenAreaNodeInstance : worldTriggerAreaNodeInstance
worldVehicleForbiddenAreaNodeInstance = {}

---@return worldVehicleForbiddenAreaNodeInstance
function worldVehicleForbiddenAreaNodeInstance.new() return end

---@param props table
---@return worldVehicleForbiddenAreaNodeInstance
function worldVehicleForbiddenAreaNodeInstance.new(props) return end

---@class worldVehicleForbiddenAreaNotifier : worldITriggerAreaNotifer
---@field innerAreaBoundToOuterArea Bool
---@field innerAreaOutline AreaShapeOutline
---@field parkingSpots NodeRef[]
---@field innerAreaSpeedLimit Float
---@field areaSpeedLimit Float
---@field enableNullArea Bool
---@field dismount Bool
---@field enableSummoning Bool
worldVehicleForbiddenAreaNotifier = {}

---@return worldVehicleForbiddenAreaNotifier
function worldVehicleForbiddenAreaNotifier.new() return end

---@param props table
---@return worldVehicleForbiddenAreaNotifier
function worldVehicleForbiddenAreaNotifier.new(props) return end

---@class worldVehicleForbiddenAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldVehicleForbiddenAreaNotifierInstance = {}

---@return worldVehicleForbiddenAreaNotifierInstance
function worldVehicleForbiddenAreaNotifierInstance.new() return end

---@param props table
---@return worldVehicleForbiddenAreaNotifierInstance
function worldVehicleForbiddenAreaNotifierInstance.new(props) return end

---@class worldWaterNullAreaNode : worldAreaShapeNode
worldWaterNullAreaNode = {}

---@return worldWaterNullAreaNode
function worldWaterNullAreaNode.new() return end

---@param props table
---@return worldWaterNullAreaNode
function worldWaterNullAreaNode.new(props) return end

---@class worldWaterNullAreaNodeInstance : worldAreaShapeNodeInstance
worldWaterNullAreaNodeInstance = {}

---@return worldWaterNullAreaNodeInstance
function worldWaterNullAreaNodeInstance.new() return end

---@param props table
---@return worldWaterNullAreaNodeInstance
function worldWaterNullAreaNodeInstance.new(props) return end

---@class worldWaterPatchNode : worldMeshNode
---@field type worldWaterPatchNodeType
---@field depth Float
---@field generateNavmesh Bool
worldWaterPatchNode = {}

---@return worldWaterPatchNode
function worldWaterPatchNode.new() return end

---@param props table
---@return worldWaterPatchNode
function worldWaterPatchNode.new(props) return end

---@class worldWaterPatchNodeInstance : worldMeshNodeInstance
worldWaterPatchNodeInstance = {}

---@return worldWaterPatchNodeInstance
function worldWaterPatchNodeInstance.new() return end

---@param props table
---@return worldWaterPatchNodeInstance
function worldWaterPatchNodeInstance.new(props) return end

---@class worldWaterPatchNodeType
---@field typeName CName
worldWaterPatchNodeType = {}

---@return worldWaterPatchNodeType
function worldWaterPatchNodeType.new() return end

---@param props table
---@return worldWaterPatchNodeType
function worldWaterPatchNodeType.new(props) return end

---@class worldWaterPatchProxyMeshNode : worldPrefabProxyMeshNode
worldWaterPatchProxyMeshNode = {}

---@return worldWaterPatchProxyMeshNode
function worldWaterPatchProxyMeshNode.new() return end

---@param props table
---@return worldWaterPatchProxyMeshNode
function worldWaterPatchProxyMeshNode.new(props) return end

---@class worldWeatherAreaNotifier : worldITriggerAreaNotifer
---@field horizontalFadeDistance Float
---@field verticalFadeDistance Float
---@field weatherStateNames CName[]
---@field weatherStateValues Float[]
worldWeatherAreaNotifier = {}

---@return worldWeatherAreaNotifier
function worldWeatherAreaNotifier.new() return end

---@param props table
---@return worldWeatherAreaNotifier
function worldWeatherAreaNotifier.new(props) return end

---@class worldWeatherAreaNotifierInstance : worldITriggerAreaNotiferInstance
worldWeatherAreaNotifierInstance = {}

---@return worldWeatherAreaNotifierInstance
function worldWeatherAreaNotifierInstance.new() return end

---@param props table
---@return worldWeatherAreaNotifierInstance
function worldWeatherAreaNotifierInstance.new(props) return end

---@class worldWeatherScriptInterface : IScriptable
worldWeatherScriptInterface = {}

---@return worldWeatherScriptInterface
function worldWeatherScriptInterface.new() return end

---@param props table
---@return worldWeatherScriptInterface
function worldWeatherScriptInterface.new(props) return end

---@return Float
function worldWeatherScriptInterface:GetRainIntensity() return end

---@return worldRainIntensity
function worldWeatherScriptInterface:GetRainIntensityType() return end

---@return Float
function worldWeatherScriptInterface:GetRainMoisture() return end

---@return Float
function worldWeatherScriptInterface:GetRainPuddles() return end

---@param callback worldWeatherScriptListener
---@return Uint32
function worldWeatherScriptInterface:RegisterWeatherListener(callback) return end

---@param callbackId Uint32
function worldWeatherScriptInterface:UnregisterWeatherListener(callbackId) return end

---@class worldWeatherScriptListener : IScriptable
worldWeatherScriptListener = {}

---@return worldWeatherScriptListener
function worldWeatherScriptListener.new() return end

---@param props table
---@return worldWeatherScriptListener
function worldWeatherScriptListener.new(props) return end

---@param rainIntensity Float
function worldWeatherScriptListener:OnRainIntensityChanged(rainIntensity) return end

---@param rainIntensityType worldRainIntensity
function worldWeatherScriptListener:OnRainIntensityTypeChanged(rainIntensityType) return end

---@class worldWeatherState : ISerializable
---@field minDuration curveData
---@field maxDuration curveData
---@field environmentAreaParameters worldEnvironmentAreaParameters
---@field effect worldEffect
---@field name CName
---@field probability curveData
---@field transitionDuration curveData
worldWeatherState = {}

---@return worldWeatherState
function worldWeatherState.new() return end

---@param props table
---@return worldWeatherState
function worldWeatherState.new(props) return end

---@class worldWeatherStateTransition : ISerializable
---@field probability curveData
---@field transitionDuration curveData
---@field sourceWeatherState worldWeatherState
---@field targetWeatherState worldWeatherState
worldWeatherStateTransition = {}

---@return worldWeatherStateTransition
function worldWeatherStateTransition.new() return end

---@param props table
---@return worldWeatherStateTransition
function worldWeatherStateTransition.new(props) return end

---@class worldWorld : worldPrefab
worldWorld = {}

---@return worldWorld
function worldWorld.new() return end

---@param props table
---@return worldWorld
function worldWorld.new(props) return end

---@class worldWorldEnvironmentAreaParameters
---@field enable Bool
---@field globalLight worldWorldGlobalLightParameters
worldWorldEnvironmentAreaParameters = {}

---@return worldWorldEnvironmentAreaParameters
function worldWorldEnvironmentAreaParameters.new() return end

---@param props table
---@return worldWorldEnvironmentAreaParameters
function worldWorldEnvironmentAreaParameters.new(props) return end

---@class worldWorldEnvironmentParameters
---@field globalLightingTrajectory GlobalLightingTrajectory
worldWorldEnvironmentParameters = {}

---@return worldWorldEnvironmentParameters
function worldWorldEnvironmentParameters.new() return end

---@param props table
---@return worldWorldEnvironmentParameters
function worldWorldEnvironmentParameters.new(props) return end

---@class worldWorldGlobalLightOverrideWithColorParameters
---@field lightDirOverride GlobalLightingTrajectoryOverride
---@field lightColorOverride HDRColor
worldWorldGlobalLightOverrideWithColorParameters = {}

---@return worldWorldGlobalLightOverrideWithColorParameters
function worldWorldGlobalLightOverrideWithColorParameters.new() return end

---@param props table
---@return worldWorldGlobalLightOverrideWithColorParameters
function worldWorldGlobalLightOverrideWithColorParameters.new(props) return end

---@class worldWorldGlobalLightParameters
---@field unit ELightUnit
---@field sunColor curveData
---@field moonColor curveData
---@field sunSize curveData
---@field moonSize curveData
---@field specularTint curveData
worldWorldGlobalLightParameters = {}

---@return worldWorldGlobalLightParameters
function worldWorldGlobalLightParameters.new() return end

---@param props table
---@return worldWorldGlobalLightParameters
function worldWorldGlobalLightParameters.new(props) return end

---@class worldWorldID
worldWorldID = {}

---@return worldWorldID
function worldWorldID.new() return end

---@param props table
---@return worldWorldID
function worldWorldID.new(props) return end

---@class worldWorldListResource : CResource
---@field worlds worldWorldListResourceEntry[]
worldWorldListResource = {}

---@return worldWorldListResource
function worldWorldListResource.new() return end

---@param props table
---@return worldWorldListResource
function worldWorldListResource.new(props) return end

---@class worldWorldListResourceEntry
---@field world CResource
---@field streamingWorld CResource
---@field worldName String
worldWorldListResourceEntry = {}

---@return worldWorldListResourceEntry
function worldWorldListResourceEntry.new() return end

---@param props table
---@return worldWorldListResourceEntry
function worldWorldListResourceEntry.new(props) return end

---@class worldgeometryCoverDescriptionQuery : ISerializable
worldgeometryCoverDescriptionQuery = {}

---@return worldgeometryCoverDescriptionQuery
function worldgeometryCoverDescriptionQuery.new() return end

---@param props table
---@return worldgeometryCoverDescriptionQuery
function worldgeometryCoverDescriptionQuery.new(props) return end

---@class worldgeometryCoverDescriptionResult : ISerializable
worldgeometryCoverDescriptionResult = {}

---@return worldgeometryCoverDescriptionResult
function worldgeometryCoverDescriptionResult.new() return end

---@param props table
---@return worldgeometryCoverDescriptionResult
function worldgeometryCoverDescriptionResult.new(props) return end

---@class worldgeometryDescriptionQuery : IScriptable
---@field refPosition Vector4
---@field refDirection Vector4
---@field refUp Vector4
---@field primitiveDimension Vector4
---@field primitiveRotation Quaternion
---@field maxDistance Float
---@field maxExtent Float
---@field raycastStartDistance Float
---@field probingPrecision Float
---@field probingMaxDistanceDiff Float
---@field probingMaxHeight Float
---@field maxProbes Uint32
---@field probeDimensions Vector4
---@field filter physicsQueryFilter
---@field flags Uint32
worldgeometryDescriptionQuery = {}

---@return worldgeometryDescriptionQuery
function worldgeometryDescriptionQuery.new() return end

---@param props table
---@return worldgeometryDescriptionQuery
function worldgeometryDescriptionQuery.new(props) return end

---@param flag worldgeometryDescriptionQueryFlags
function worldgeometryDescriptionQuery:AddFlag(flag) return end

---@param flag worldgeometryDescriptionQueryFlags
function worldgeometryDescriptionQuery:RemoveFlag(flag) return end

---@param flag worldgeometryDescriptionQueryFlags
---@return Bool
function worldgeometryDescriptionQuery:TestFlag(flag) return end

---@class worldgeometryDescriptionResult : IScriptable
---@field leftHandData worldgeometryHandIKDescriptionResult
---@field rightHandData worldgeometryHandIKDescriptionResult
---@field collisionNormal Vector4
---@field distanceVector Vector4
---@field topPoint Vector4
---@field topNormal Vector4
---@field behindPoint Vector4
---@field behindNormal Vector4
---@field obstacleDepth Float
---@field upExtent Float
---@field downExtent Float
---@field topExtent Float
---@field obstacleDepthStatus worldgeometryProbingStatus
---@field leftExtentStatus worldgeometryProbingStatus
---@field rightExtentStatus worldgeometryProbingStatus
---@field upExtentStatus worldgeometryProbingStatus
---@field downExtentStatus worldgeometryProbingStatus
---@field topTestStatus worldgeometryProbingStatus
---@field behindTestStatus worldgeometryProbingStatus
---@field queryStatus worldgeometryDescriptionQueryStatus
---@field climbedEntity entEntity
worldgeometryDescriptionResult = {}

---@return worldgeometryDescriptionResult
function worldgeometryDescriptionResult.new() return end

---@param props table
---@return worldgeometryDescriptionResult
function worldgeometryDescriptionResult.new(props) return end

---@class worldgeometryHandIKDescriptionResult
---@field grabPointStart Vector4
---@field grabPointEnd Vector4
worldgeometryHandIKDescriptionResult = {}

---@return worldgeometryHandIKDescriptionResult
function worldgeometryHandIKDescriptionResult.new() return end

---@param props table
---@return worldgeometryHandIKDescriptionResult
function worldgeometryHandIKDescriptionResult.new(props) return end

---@class worldgeometryRuntimeSystemGeomDescription : worldIRuntimeSystem
worldgeometryRuntimeSystemGeomDescription = {}

---@return worldgeometryRuntimeSystemGeomDescription
function worldgeometryRuntimeSystemGeomDescription.new() return end

---@param props table
---@return worldgeometryRuntimeSystemGeomDescription
function worldgeometryRuntimeSystemGeomDescription.new(props) return end

---@class worldgeometryaverageNormalDetectionHelperQuery : IScriptable
worldgeometryaverageNormalDetectionHelperQuery = {}

---@return worldgeometryaverageNormalDetectionHelperQuery
function worldgeometryaverageNormalDetectionHelperQuery.new() return end

---@param props table
---@return worldgeometryaverageNormalDetectionHelperQuery
function worldgeometryaverageNormalDetectionHelperQuery.new(props) return end

---@param filter physicsQueryFilter
function worldgeometryaverageNormalDetectionHelperQuery:SetFilter(filter) return end

---@param ownerDirection Vector4
function worldgeometryaverageNormalDetectionHelperQuery:SetOwnerDirection(ownerDirection) return end

---@param ownerPosition Vector4
function worldgeometryaverageNormalDetectionHelperQuery:SetOwnerPosition(ownerPosition) return end

---@param queryDirection Vector4
function worldgeometryaverageNormalDetectionHelperQuery:SetQueryDirection(queryDirection) return end

---@param distanceOffset Float
function worldgeometryaverageNormalDetectionHelperQuery:SetQueryDistanceOffset(distanceOffset) return end

---@param queryLength Float
function worldgeometryaverageNormalDetectionHelperQuery:SetQueryLength(queryLength) return end

---@param radius Float
function worldgeometryaverageNormalDetectionHelperQuery:SetRadius(radius) return end

---@class worldgeometryaverageNormalDetectionHelperResult : IScriptable
worldgeometryaverageNormalDetectionHelperResult = {}

---@return worldgeometryaverageNormalDetectionHelperResult
function worldgeometryaverageNormalDetectionHelperResult.new() return end

---@param props table
---@return worldgeometryaverageNormalDetectionHelperResult
function worldgeometryaverageNormalDetectionHelperResult.new(props) return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetAverageNormal() return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetAveragePredictedNormal() return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetAveragePredictedSlope() return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetAverageSlope() return end

---@return CName
function worldgeometryaverageNormalDetectionHelperResult:GetCentreMaterialName() return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetCentreNormal() return end

---@return Vector4
function worldgeometryaverageNormalDetectionHelperResult:GetCentreSlope() return end

function worldgeometryaverageNormalDetectionHelperResult:GetQuery() return end

function worldgeometryaverageNormalDetectionHelperResult:GetQueryResult() return end

---@class worlduiAdvertisementWidgetComponentWrapper : inkIAdvertisementWidgetComponentWrapper
worlduiAdvertisementWidgetComponentWrapper = {}

---@return worlduiAdvertisementWidgetComponentWrapper
function worlduiAdvertisementWidgetComponentWrapper.new() return end

---@param props table
---@return worlduiAdvertisementWidgetComponentWrapper
function worlduiAdvertisementWidgetComponentWrapper.new(props) return end

---@class worlduiAdvertisementWidgetNodeInstanceWrapper : inkIAdvertisementWidgetComponentWrapper
worlduiAdvertisementWidgetNodeInstanceWrapper = {}

---@return worlduiAdvertisementWidgetNodeInstanceWrapper
function worlduiAdvertisementWidgetNodeInstanceWrapper.new() return end

---@param props table
---@return worlduiAdvertisementWidgetNodeInstanceWrapper
function worlduiAdvertisementWidgetNodeInstanceWrapper.new(props) return end

---@class worlduiDebugPage_GameUI
worlduiDebugPage_GameUI = {}

---@return worlduiDebugPage_GameUI
function worlduiDebugPage_GameUI.new() return end

---@param props table
---@return worlduiDebugPage_GameUI
function worlduiDebugPage_GameUI.new(props) return end

---@class worlduiIWidgetGameController : inkIWidgetController
---@field elementRecordID TweakDBID
worlduiIWidgetGameController = {}

---@param worldPosition Vector4
---@return Vector2
function worlduiIWidgetGameController:ProjectWorldToScreen(worldPosition) return end

---@param evt redEvent
function worlduiIWidgetGameController:QueueBroadcastEvent(evt) return end

---@param data inkGameNotificationData
---@return inkGameNotificationToken
function worlduiIWidgetGameController:ShowGameNotification(data) return end

---@class worlduiMeshTargetAttachment : entIAttachment
worlduiMeshTargetAttachment = {}

---@return worlduiMeshTargetAttachment
function worlduiMeshTargetAttachment.new() return end

---@param props table
---@return worlduiMeshTargetAttachment
function worlduiMeshTargetAttachment.new(props) return end

---@class worlduiMeshTargetBinding : entISourceBinding
worlduiMeshTargetBinding = {}

---@return worlduiMeshTargetBinding
function worlduiMeshTargetBinding.new() return end

---@param props table
---@return worlduiMeshTargetBinding
function worlduiMeshTargetBinding.new(props) return end

---@class worlduiRuntimeSystemUI : worldIRuntimeSystem
worlduiRuntimeSystemUI = {}

---@return worlduiRuntimeSystemUI
function worlduiRuntimeSystemUI.new() return end

---@param props table
---@return worlduiRuntimeSystemUI
function worlduiRuntimeSystemUI.new(props) return end

---@class worlduiSceneWidgetProperties
---@field projectionPlaneSize Vector2
---@field renderingPlane ERenderingPlane
---@field isAlwaysVisible Bool
---@field isInteractable Bool
---@field isInteractableFromBehind Bool
---@field maxInteractionDistance Float
---@field overrideMaxInteractionDistance Bool
---@field useCustomFaceVector Bool
---@field faceVector Vector3
worlduiSceneWidgetProperties = {}

---@return worlduiSceneWidgetProperties
function worlduiSceneWidgetProperties.new() return end

---@param props table
---@return worlduiSceneWidgetProperties
function worlduiSceneWidgetProperties.new(props) return end

---@class worlduiStreetSignWidgetComponentWrapper : inkIStreetSignWidgetComponentWrapper
worlduiStreetSignWidgetComponentWrapper = {}

---@return worlduiStreetSignWidgetComponentWrapper
function worlduiStreetSignWidgetComponentWrapper.new() return end

---@param props table
---@return worlduiStreetSignWidgetComponentWrapper
function worlduiStreetSignWidgetComponentWrapper.new(props) return end

---@class worlduiViewportWidget : inkCanvasWidget
worlduiViewportWidget = {}

---@return worlduiViewportWidget
function worlduiViewportWidget.new() return end

---@param props table
---@return worlduiViewportWidget
function worlduiViewportWidget.new(props) return end

---@class worlduiWorldInteractionChangeCallback : inkCallbackBase
worlduiWorldInteractionChangeCallback = {}

---@return worlduiWorldInteractionChangeCallback
function worlduiWorldInteractionChangeCallback.new() return end

---@param props table
---@return worlduiWorldInteractionChangeCallback
function worlduiWorldInteractionChangeCallback.new(props) return end

---@class worlduiWorldLayerWidget : inkIWidgetComponentWrapper
worlduiWorldLayerWidget = {}

---@return worlduiWorldLayerWidget
function worlduiWorldLayerWidget.new() return end

---@param props table
---@return worlduiWorldLayerWidget
function worlduiWorldLayerWidget.new(props) return end

